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L8[00:17:02] <pig> having trouble running the game in IDEA, just spits out this at me: Error: Could not find or load main class GradleStart
L9[00:17:07] <pig> clean install of latest build, setupDecompWorkspace idea
L10[00:17:11] <pig> anyone have any ideas?
L11[00:21:06] <illy> pig, did you set the classpath module to <modname>_name?
L12[00:21:16] <FusionLord> _main**
L13[00:21:20] <illy> s/name/main/
L14[00:21:34] <FusionLord> illy that was the issue I helped in #ForgeGradle
L15[00:21:54] <pig> lol
L16[00:21:57] <pig> thanks again :P
L17[00:22:06] <pig> illy: FusionLord sorted me out in #ForgeGradle, thanks
L18[00:22:26] <FusionLord> can prob set the module in build.gradle... runs off to investigate.
L19[00:22:33] <illy> heh
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L23[00:29:45] <FusionLord> no dice.... :/ I'll have to look later.
L24[00:30:09] <FusionLord> so pig... nudge nudge whatcha working on?
L25[00:31:41] <pig> updating java/idea/mc workspace
L26[00:32:17] <FusionLord> xD you could have spared the specifics :P
L27[00:32:36] <pig> there's a reason I'm being specific
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L49[01:55:45] <ghz|afk> [03:58] (quadraxis): in practice, is there a difference between ObfuscationReflectionHelper and ReflectionHelper?
L50[01:55:54] <ghz|afk> ORH is pointless, IMO
L51[01:55:59] <ghz|afk> it just wraps RH, which does the same
L52[01:56:07] <ghz|afk> [06:08] (immibis): quadraxis: last I checked (1.8.1), ORH will check multiple names, and RH won't
L53[01:56:16] <ghz|afk> nah, ReflectionHelper takes an array of names
L54[01:56:20] <ghz|afk> varargs
L55[01:56:22] <immibis> okay then, that has changed
L56[01:56:57] <ghz|afk> usually RH.findField(class, ..., "srg name", "pretty name")
L57[01:57:15] <ghz|afk> so that in non-dev environments, it succeeds on the first attempted name
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L59[02:00:00] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161114 mappings to Forge Maven.
L60[02:00:04] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161114-1.10.2.zip (mappings = "snapshot_20161114" in build.gradle).
L61[02:00:14] <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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L66[02:11:29] <Keridos> is it possible to set different max stacksizes for subitems in the same item?
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L73[02:25:30] <Subaraki> Keridos, i dont think so
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L75[02:26:57] <Subaraki> anyone knows how to make a mirror ?
L76[02:27:58] <AshIndigo> Like it reflects the model back to you?
L77[02:28:03] <Subaraki> yeah
L78[02:28:10] <Subaraki> i was thinking about just rendering a second player on my block plane
L79[02:28:16] <Subaraki> but i don't think that's how it works
L80[02:29:08] <Subaraki> because the player is like a 3d model. so it would clip and stuff
L81[02:29:26] <Subaraki> then i was thinking about putting in a second camera... but that's not the way to go either i think
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L83[02:31:11] <AshIndigo> Fake player then display its camera view onto the glass?
L84[02:31:19] <AshIndigo> If fake players even work like that
L85[02:33:07] <Subaraki> maybe i should not make a mirror ? :P
L86[02:33:26] <Subaraki> i'm trying to find a way to enable players to open their wardrobe gui
L87[02:33:31] <Subaraki> i was thinking a bout a mirror
L88[02:33:35] <Subaraki> maybe something else
L89[02:33:50] <AshIndigo> Hand mirror and replicate what travelers gear did?
L90[02:33:59] <Subaraki> oh ?
L91[02:34:05] * Subaraki googles travelers gear
L92[02:34:22] <AshIndigo> Check out its inv tab
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L96[02:37:04] <Subaraki> AshIndigo, it's a scroll
L97[02:37:51] <AshIndigo> https://i.imgur.com/s3Gq2iz.png
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L99[02:38:15] <AshIndigo> You can rotate the model with the arrows below
L100[02:39:35] <Subaraki> ooooh
L101[02:39:40] <Subaraki> yeah, i already do that in my gui
L102[02:40:02] <Subaraki> it's the in-world part that is hard x)
L103[02:41:47] <AshIndigo> Hmm
L104[02:44:02] <Subaraki> AshIndigo, maybe i could render something like this over the player when he has the gui open ?
L105[02:44:03] <Subaraki> http://orig06.deviantart.net/d06f/f/2013/358/1/9/wardrobe__visual_update_by_valhelsing2-d6u905b.png
L106[02:46:19] <AshIndigo> Perhaps
L107[02:46:50] <Subaraki> sounds like a plan to me
L108[02:47:08] <Subaraki> now... do i set a tile entity on the current (air)block the player is standing on ?
L109[02:47:25] <Subaraki> or an imovable entity ? but that would push the player out of it ...
L110[02:47:36] <Subaraki> just an entity with no bounding box then
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L112[02:53:24] <AshIndigo> Entity with no box since its just a cover right?
L113[03:01:09] ⇨ Joins: gigaherz|work (~gigaherz@84.89.63.25)
L114[03:02:33] <Subaraki> yeah, it's just a cover AshIndigo. so no bounding box, no gravity, no ai
L115[03:02:36] <Subaraki> just a cover
L116[03:03:20] <gigaherz|work> sup?
L117[03:03:34] <Subaraki> o/
L118[03:03:37] <Subaraki> hi giga
L119[03:03:50] <Subaraki> i'm making a cover-up for when people are using the wardrobe ^^
L120[03:03:55] <Subaraki> http://orig06.deviantart.net/d06f/f/2013/358/1/9/wardrobe__visual_update_by_valhelsing2-d6u905b.png
L121[03:04:04] <Subaraki> something liek thi
L122[03:04:09] <Subaraki> like this /
L123[03:04:10] <Subaraki> *
L124[03:04:18] <Subaraki> ._. (just woke up...)
L125[03:04:21] <gigaherz|work> lol
L126[03:04:47] <AshIndigo> :I
L127[03:04:49] *** fry|sleep is now known as fry
L128[03:06:26] <gigaherz|work> Subaraki: So, is it like, an entity you "ride" while changing? or just something rendered on top of the player?
L129[03:06:54] <Subaraki> its an entity rendered on top of the player
L130[03:07:10] <Subaraki> i thought about riding, but that would mean i need to hassle with riding offset
L131[03:07:31] <Subaraki> just an ai-less entity, with no bounding box, no gravity
L132[03:07:34] <Subaraki> should do it
L133[03:07:47] <Subaraki> despawn it when the player quit's the gui
L134[03:08:17] <gigaherz|work> or you can just use a layer renderer on the player ;P
L135[03:09:01] <Subaraki> :O
L136[03:09:05] <Subaraki> omg, totally
L137[03:09:40] <AshIndigo> What the hell am I doing here???
L138[03:09:52] <AshIndigo> I swear ive fixed this twice already
L139[03:10:10] <Subaraki> no idea ash ....
L140[03:10:12] * AshIndigo questions his sanity
L141[03:10:17] <Subaraki> what ARE you doing here ?
L142[03:10:56] <AshIndigo> Existing
L143[03:11:04] <Subaraki> better then nothing !
L144[03:11:09] <Subaraki> :D
L145[03:12:23] * AshIndigo makes philosophical questions
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L147[03:13:15] * Subaraki and AshIndigo suddenly grow an awesome beard and wear white toga
L148[03:15:03] * AshIndigo and Subaraki debate
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L152[03:22:58] <Subaraki> gigaherz|work, how would i render a json model as a layer ?
L153[03:23:14] <gigaherz|work> well the layer renderer has a doREnder
L154[03:23:20] <gigaherz|work> like a TESR or similar
L155[03:23:27] <gigaherz|work> so just.... get it and draw it
L156[03:23:48] * AshIndigo gives Subaraki a pencil
L157[03:24:06] <gigaherz|work> https://github.com/gigaherz/Commons/blob/master/src/main/java/gigaherz/common/client/ModelHandle.java#L223
L158[03:24:15] <gigaherz|work> https://github.com/gigaherz/Commons/blob/master/src/main/java/gigaherz/common/client/ModelHandle.java#L235
L159[03:24:22] <gigaherz|work> I have this ModelHandle helper thingy
L160[03:24:49] <gigaherz|work> that takes care of loading, caching, and rendering resource-based models (json, obj, or anything else used through ICustomModelLoaders)
L161[03:26:46] <gigaherz|work> this is how I use it:
L162[03:26:46] <gigaherz|work> https://github.com/gigaherz/Ender-Rift/blob/b138dfe7f10add79df86bc26766670037263903d/src/main/java/gigaherz/enderRift/client/RenderRift.java#L15
L163[03:26:56] <gigaherz|work> https://github.com/gigaherz/Ender-Rift/blob/b138dfe7f10add79df86bc26766670037263903d/src/main/java/gigaherz/enderRift/client/RenderRift.java#L79
L164[03:31:37] <Subaraki> why does this all need to be so complicated ? :s
L165[03:31:50] <gigaherz|work> it isn't really that complicated
L166[03:31:58] <AshIndigo> Welcome to modding?
L167[03:32:15] <gigaherz|work> loading the model means calling ModelLoaderRegistry.getModel
L168[03:32:19] <gigaherz|work> this returns an IModel
L169[03:32:22] <AshIndigo> Where some things are easy and some is way to complicated
L170[03:32:28] <gigaherz|work> with that IModel, you have to call the .bake method
L171[03:33:08] <gigaherz|work> using model.getDefaultState() and DefaultVertexFormats.ITEM
L172[03:33:19] <gigaherz|work> then that returns an IBakedModel
L173[03:33:30] <gigaherz|work> you then want to render the quads using the tesellator
L174[03:33:39] <gigaherz|work> for which I recommend you copy my renderModel function
L175[03:33:51] <gigaherz|work> either the version with color arg, or the version without
L176[03:34:17] <gigaherz|work> it's pretty straightforward, IMO
L177[03:34:22] <gigaherz|work> just, you will want to cache the models
L178[03:34:34] <gigaherz|work> and maybe support replacing textures
L179[03:34:45] <gigaherz|work> and maybe chanding the model transforms
L180[03:34:52] <gigaherz|work> and... eventually you end up with something like what I wrote
L181[03:36:18] <gigaherz|work> but if you "believe" that it works
L182[03:36:41] * Subaraki lowers his arms and shamelessly copies over the code
L183[03:37:04] <gigaherz|work> then using ModelHandle is as easy as ModelHandle.of(resloc) and then handle.render()
L184[03:37:25] <gigaherz|work> all you have to do is call the init method from your clientproxy, during preinit
L185[03:37:35] <gigaherz|work> so that it can properly wipe the cache on resourcemanager reload
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L191[04:06:40] <Ordinastie> !gm func_146281_b
L192[04:06:52] <Ordinastie> !gm func_75134_a
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L200[04:47:02] <Subaraki> gigaherz|work, nothing is rendering :s
L201[04:51:28] <AshIndigo> How would I check what mod an item is from?
L202[04:53:54] <Subaraki> is that possible ?
L203[04:54:29] <AshIndigo> I could do string magic with the item name
L204[04:54:42] <AshIndigo> But I was hoping forge would have something cleaner
L205[04:54:43] <LatvianModder> ... getRegistryName().getDomain();
L206[04:54:57] <LatvianModder> (or getDomainLocation()? can't remeber. smth like that)
L207[04:58:16] <AshIndigo> getResourceDomain seems to be iy
L208[05:04:16] <PitchBright> o/
L209[05:04:57] <AshIndigo> Hi
L210[05:05:33] <PitchBright> how's it's goin', Ash?
L211[05:06:50] <AshIndigo> Good you?
L212[05:07:00] <PitchBright> right on
L213[05:07:02] <PitchBright> i'm good thanks
L214[05:27:45] <Subaraki> gigaherz|work, for tile entities, you need to translate it to the block's position
L215[05:27:52] <Subaraki> for layer's, you normally do not need to do that
L216[05:28:09] <Subaraki> it's rendered at the player itself right ? but the model i'm rendering is not visible :/
L217[05:32:33] <Subaraki> do i need a block vertex model ?
L218[05:37:17] <gigaherz|work> no, either .ITEM or .ENTITY
L219[05:37:20] <gigaherz|work> but it shouldsn't matter
L220[05:40:09] <Subaraki> are there any key things i need to do ?
L221[05:40:13] <Subaraki> like rescale or something ?
L222[05:40:57] <gigaherz|work> depends on the size of the model
L223[05:40:58] <gigaherz|work> dunno
L224[05:41:04] <gigaherz|work> maybe it has to be bigger
L225[05:41:11] <gigaherz|work> or smaller
L226[05:41:25] <gigaherz|work> I don't know how big your json model is
L227[05:41:48] <Subaraki> its 2 blocks
L228[05:41:56] <Subaraki> 'i made it life sized'
L229[05:42:13] <Subaraki> i made it 'life sized' *
L230[05:42:24] <gigaherz|work> then try to make it *16 and /16
L231[05:42:28] <gigaherz|work> see if one of them helps
L232[05:43:27] <gigaherz|work> you can use modelhandle.state(trsrtransformation)
L233[05:50:51] <Subaraki> nope, doesnt help
L234[05:52:13] <Subaraki> it does work for json right ?
L235[05:52:23] <Subaraki> because your code only has a .obj example
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L237[06:01:26] <Subaraki> gigaherz|work, default vertex . Entity doesnt exist
L238[06:01:37] <gigaherz|work> eh ITEM then
L239[06:01:44] <gigaherz|work> the vertex format isn't the issue.
L240[06:01:51] <gigaherz|work> it's either position or size
L241[06:02:17] <gigaherz|work> and my code should work for any model that can be loaded through the custom loader system
L242[06:03:43] <Subaraki> lets say its size, then having it scale from 0 to 100 (progressivly, up and down) should make it visible at one point right ?
L243[06:03:57] <Subaraki> and if its the position, translating to the player's position should do it ?
L244[06:04:02] <gigaherz|work> but wait
L245[06:04:07] <gigaherz|work> you are looking in third person, right?
L246[06:04:10] <Subaraki> yeah
L247[06:04:20] <gigaherz|work> okay because layers are not used in first person ;P
L248[06:04:26] <Subaraki> x)
L249[06:04:54] <gigaherz|work> and Idon't know about the position
L250[06:05:05] <gigaherz|work> isn't it like, already translated in relation with the camera?
L251[06:05:13] <gigaherz|work> so translating to the provided x,y,z should be enough
L252[06:06:15] <gigaherz|work> ah it doesn't even have x,y,z
L253[06:06:21] <gigaherz|work> so you shouldn't need to translate, I think
L254[06:06:47] <gigaherz|work> yep, see the elytra layer
L255[06:06:53] <gigaherz|work> it doesn't do any special translations
L256[06:07:06] <gigaherz|work> just a tiny 0.125F on Z, to make it be slightly behind the player
L257[06:08:08] <Subaraki> yeah
L258[06:08:15] <Subaraki> that's why i'm so confused
L259[06:08:20] <gigaherz|work> so you shouldn't need anything extra
L260[06:08:24] <gigaherz|work> try doing the scale thing
L261[06:08:51] <gigaherz|work> exp(sin(T+partialT)*10)
L262[06:09:12] <gigaherz|work> will oscillate between like 0.02 and 20
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L264[06:15:19] <Subaraki> i went from 0 to 100 and back to 0
L265[06:15:22] <Subaraki> i still see nothing
L266[06:15:40] <gigaherz|work> does the model work if you use it for a block?
L267[06:15:46] <gigaherz|work> and if you use it on a TESR?
L268[06:16:20] <Subaraki> i dont know, i dont have any blocks
L269[06:16:23] <Subaraki> maybe from another mod
L270[06:16:26] <Subaraki> let me try
L271[06:16:34] <gigaherz|work> because
L272[06:16:37] <gigaherz|work> it has worked for me
L273[06:16:37] <gigaherz|work> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/renderers/RenderBall.java
L274[06:16:39] <gigaherz|work> even on entities
L275[06:16:48] <gigaherz|work> i jut haven't used it specifically for a layer renderer
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L277[06:17:33] <gigaherz|work> but... I have never used it with anything other than .OBJ
L278[06:17:40] <gigaherz|work> so if nothing works, maybe it only works for .OBJ models :/
L279[06:17:49] <gigaherz|work> it shouldn't
L280[06:17:55] <gigaherz|work> there's no reason for it to only work with .OBJ models
L281[06:17:57] <gigaherz|work> but /shrug
L282[06:21:31] <Subaraki> ive put it in a tileentity renderer
L283[06:21:41] <Subaraki> on the same place where i render my model
L284[06:21:45] <Subaraki> i see nothing
L285[06:23:54] *** Keridos|away is now known as Keridos
L286[06:26:25] <Subaraki> do i need anything else apart from the model and the render code ?
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L288[06:26:32] <Subaraki> like somehwere i need to bake the model or so ?
L289[06:27:08] <Subaraki> maybe i need to bind the correct texture ?
L290[06:27:20] <Subaraki> i bind the block texture to the renderer
L291[06:27:29] <Subaraki> because the json uses minecraft block textures
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L299[07:03:38] <Subaraki> can you not get an IModel from the model bake event anymore ?
L300[07:07:51] <Subaraki> gigaherz|work,
L301[07:08:02] <Subaraki> IModel mod = ModelLoaderRegistry.getModel(handle.getModel());
L302[07:08:15] <Subaraki> i might need to put the model in there, right ?
L303[07:08:41] <gigaherz|work> in where?
L304[07:09:09] <gigaherz|work> getModel will load the models from resources automatically
L305[07:09:13] <gigaherz|work> you don't have to "put" them anywhere
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L308[07:13:17] <Subaraki> ModelLoaderRegistry.getModel(handle.getModel()); i need to register the model
L309[07:13:25] <Subaraki> or else it wont be able to get it out of the registry ?
L310[07:14:41] <Ordinastie> so you want to call ModelLoaderRegistry.getModel to register the model ?
L311[07:14:42] <Subaraki> registerItemModel(EnderRiftMod.riftOrb);
L312[07:14:46] <Subaraki> yeah
L313[07:14:53] <Subaraki> but you need an item or a block for that
L314[07:15:09] <Subaraki> i just wanted to render a model
L315[07:15:11] <Ordinastie> let me rephrase that :
L316[07:15:20] <Subaraki> with no item or block bound to it
L317[07:15:20] <Ordinastie> you think a method called "getModel" will register a model ?
L318[07:15:29] <Subaraki> no
L319[07:15:32] <Subaraki> that gets the model
L320[07:15:39] <Subaraki> i need to put it in the registry
L321[07:15:44] <Ordinastie> why ?
L322[07:15:56] <Subaraki> ModelLoader.setCustomModelResourceLocation(item,metadata,new ModelResourceLocation((ModId+":"+location), "inventory"));
L323[07:16:11] <Subaraki> because nothing is getting rendered currently
L324[07:16:39] <Subaraki> and giga's code is supposed to work. so i'm just concluding i need an extra step
L325[07:16:47] <Subaraki> like registering the model at a certain point or so
L326[07:17:03] <Ordinastie> I should probably read the back log, but I really don't feel like it
L327[07:17:14] <Subaraki> don't worry
L328[07:17:17] <Subaraki> you don't need to
L329[07:17:27] <Subaraki> the quads are getting reached and called as well as drawn
L330[07:17:30] <Subaraki> but i can't see shit
L331[07:17:38] <Subaraki> so i was resorting to the modelbakeevent
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L333[07:17:50] <Subaraki> but apperantly ModelLoader#getModel doesnt exist anymore
L334[07:17:51] <Ordinastie> it means that position/size si wrong
L335[07:18:15] <Subaraki> layers are rendered at the player's position, so no need to position stuff normally.
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L337[07:18:26] <Subaraki> and for the size, i scaled from 0 to 100 and back
L338[07:18:30] <Subaraki> going 0.2 per tick
L339[07:18:38] <Subaraki> still nothing to see
L340[07:18:59] <Subaraki> the texture i'm binding is the block texture map, because my json refers to 3 block textures.
L341[07:19:19] <Ordinastie> you're binding a texture ?
L342[07:19:37] <Subaraki> i didn't before
L343[07:19:53] <Subaraki> so i thought, maybe its not visible because i didnt bind a texture
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L348[07:26:31] <Subaraki> http://www.minecraftforge.net/forum/index.php?topic=37103.msg196004#msg196004
L349[07:26:40] <Subaraki> so i'm resorting to the modelbake event
L350[07:27:12] <Subaraki> but it looks like that was 1.8 stuff. i can't find the getmodel, or an equivalent to get an IModel, in the model loader
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L353[07:32:00] <gigaherz|work> Subaraki: sorry busy with work
L354[07:32:02] <gigaherz|work> as I said
L355[07:32:15] <gigaherz|work> NO, you do not need to register models for them to work with the .getModel method
L356[07:33:09] <Subaraki> then why am i not seeing anything >_<
L357[07:33:18] <gigaherz|work> I have no idea, and I'm not home so I can't test
L358[07:33:23] <Subaraki> anyway
L359[07:33:33] <Subaraki> i'm trying to figure out modelbakeevent now
L360[07:33:48] <gigaherz|work> ModelBakeEvent is for injecting things into the resloc-to-model cache
L361[07:34:11] <gigaherz|work> the one used by items and blocks to resolve the ModelResourceLocations into an IBakedModel
L362[07:34:21] <gigaherz|work> but you are not working at the MRL level
L363[07:34:35] <gigaherz|work> so the MRL->IBakedModel table is not used here
L364[07:35:41] <Ordinastie> wait, what ?
L365[07:35:45] <Ordinastie> "busy with work" ?
L366[07:35:48] <Ordinastie> that's a new one :p
L367[07:36:08] <gigaherz|work> no it isn't, I just normally don't bother opening the IRC client while at work, if I'm already busy
L368[07:36:51] <gigaherz|work> today has been weird, so far
L369[07:36:56] <gigaherz|work> I do have work to do
L370[07:37:02] <gigaherz|work> but have you ever had to write some code
L371[07:37:05] <gigaherz|work> knowing it's wrong
L372[07:37:08] <gigaherz|work> knowing you are doing something ugly
L373[07:37:18] <gigaherz|work> but unable to find any other way to achieve the task you have been given?
L374[07:37:34] <gigaherz|work> because that's how I feel like now. XD
L375[07:37:43] <AshIndigo> Give it 5 weeks and you'll think of a better solution
L376[07:38:00] <gigaherz|work> I can't mess with the database transaction algorithm, and not feel dirty.
L377[07:39:47] <gigaherz|work> so I pushed to my work branch, and gave the link to my project manager, to see if that approach is acceptable, or they have a better idea.
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L379[07:44:26] <fdz> hi, i have this weird issue where my minecraft when joining my forge server, gets disconnected from it, the client says the server terminated the connection and the server says the client terminated it. It used to work without mods and forge. I have changed out my router from pfsense to ubiquitys edge router lite. the issue still persists. I can join the server eventually after joining it over and over again and one of those times itll let me in,
L380[07:44:26] <fdz> but i cant die or travel inter dimentionally or it will kick me for the same reason. I have deleted my player data file and the issue still persists, nobody else playing this server has this problem, only me on my network. but when i join from a different network it works as usual.
L381[07:44:46] <gigaherz|work> logs?
L382[07:44:50] <gigaherz|work> on the client and server?
L383[07:45:00] <gigaherz|work> (pastebin)
L384[07:45:15] <fdz> i would rather not give my logs..
L385[07:45:21] <fdz> it would make you not want to help me
L386[07:45:31] <gigaherz|work> well then at the very least, is there any crash or error in them?
L387[07:45:31] <AshIndigo> Wat?
L388[07:45:36] <gigaherz|work> and why would that be?
L389[07:45:37] <fdz> as i know this is a purly forge 1.10 irc chat
L390[07:45:48] <AshIndigo> Oh 1.7.10
L391[07:45:48] <gigaherz|work> we just don't like to help people make new mods for old versions
L392[07:45:58] <gigaherz|work> helping people with crashes while playing is a whole other story
L393[07:46:07] <fdz> i wont get banned for mentioning previous versions?
L394[07:46:22] <gigaherz|work> that depends wildly in the situation
L395[07:46:39] <fdz> say in this situation
L396[07:46:43] <gigaherz|work> but really, is there ANYTHING in the logs, that indicates a crash or some other issue
L397[07:47:04] <fdz> no
L398[07:47:18] <AshIndigo> Can you upload them?
L399[07:47:19] <gigaherz|work> no error messages before the disconnection?
L400[07:47:24] <gigaherz|work> really just paste them
L401[07:47:35] <AshIndigo> On paste bin
L402[07:47:37] <fdz> im attempting to get them atm. hold one moment
L403[07:47:50] <gigaherz|work> try to get both client and server logs, if you can
L404[07:48:16] <Subaraki> okay, update for gigaherz|work : i can render an anvil
L405[07:48:36] <gigaherz|work> so the anvil model works, but yours does not?
L406[07:49:13] <Subaraki> indeed
L407[07:50:03] * gigaherz|work scratches head
L408[07:50:07] <Subaraki> its also upside don
L409[07:50:09] <gigaherz|work> you said it's a json model, right?
L410[07:50:13] <Subaraki> down, but that can be fixed
L411[07:50:13] <Subaraki> http://i.imgur.com/eMTjLNc.png
L412[07:50:19] <Subaraki> yeah, my model is a json model
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L414[07:50:30] <gigaherz|work> and what texture is it using?
L415[07:50:36] <gigaherz|work> can you pastebin/gist the json model?
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L417[07:51:50] <Subaraki> http://pastebin.com/BKh1zihM
L418[07:52:04] <Subaraki> wool, stone, and oak wood planks
L419[07:52:45] <Subaraki> do i need to parent a block or something ?
L420[07:53:01] <gigaherz|work> I don't see why :/
L421[07:54:37] <Ordinastie> aren't models restricted to 1x1 space ?
L422[07:54:42] <Ordinastie> so 16 max ?
L423[07:54:53] <Subaraki> not that i know of
L424[07:54:54] <gigaherz|work> sortof
L425[07:54:58] <gigaherz|work> models can be bigger
L426[07:55:09] <gigaherz|work> but the lighting system only handles the 1x1x1 cube properly
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L429[08:16:00] <masa> so, 1.11 did come out...
L430[08:16:18] <masa> now I have to hurry to finish my current update for 1.10.2 before I need to start porting for 1.11
L431[08:16:27] <gigaherz|work> already?!
L432[08:16:42] <masa> yep 15 min ago
L433[08:16:43] <gigaherz|work> I was thinking it would be out by the end of the week, not today XD
L434[08:16:46] <masa> http://mojang.com/2016/11/seek-out-the-exploration-update-111-on-pc-mac-now/
L435[08:16:56] <masa> well it was supposed to come out today
L436[08:17:12] <gigaherz|work> oh I didn't know there was a date set
L437[08:17:39] <masa> they said it some time last or the previous week that it would come out on the 14th if possible
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L444[08:27:58] <Koward> Anyone could remind me, to change vanilla items burning time, can we just check them in our own IFuelHandler (in getBurnTime()) ?
L445[08:29:11] <masa> I don't think that works at least for vanilla furnaces
L446[08:29:30] <masa> see TileEntityFurnace and the static method for getting the burn time
L447[08:30:11] <masa> because the forge fuel handler call is checked after the hard coded vanilla items
L448[08:32:10] <gigaherz|work> there was a PR
L449[08:32:21] <gigaherz|work> but I think it needed some work
L450[08:32:26] <Subaraki> so, i made a tinier model of my wardrobe
L451[08:32:28] <gigaherz|work> so it hasn't been merged yet
L452[08:32:32] <Subaraki> one that fits in a 16x16 space
L453[08:32:40] <Subaraki> starting the game to see if it helped anything
L454[08:32:49] <gigaherz|work> oh wait
L455[08:32:51] <gigaherz|work> fuel time, nevermind
L456[08:34:33] <Koward> If the forge fuel handler call is after the hardcoded vanilla one, maybe it overrides the previous value ?
L457[08:35:09] <Koward> I'll check TEFurnace myself in a min
L458[08:36:59] <Koward> Oh damn it returns it directly
L459[08:38:43] <Subaraki> gigaherz|work, it works, but only if i do not cache the field for ModelHandle
L460[08:38:52] <gigaherz|work> o_O
L461[08:39:11] <gigaherz|work> there's a cache in ModelHandle#get
L462[08:39:15] <gigaherz|work> try to disable that
L463[08:39:38] <gigaherz|work> (just the one in get, not the one in loadModel)
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L468[08:49:33] <Subaraki> its working now
L469[08:49:36] <Subaraki> both small and big model
L470[08:49:39] <Subaraki> didn't remvoe the cache
L471[08:49:42] <Subaraki> i'm puzzled
L472[08:53:52] <Subaraki> ....
L473[08:53:56] <Subaraki> so, with this working now
L474[08:54:01] <Subaraki> i forgot this could happen ...
L475[08:54:02] <Subaraki> http://i.imgur.com/vifxn9B.png
L476[08:54:03] <Subaraki> x)
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L478[09:01:47] *** Vigaro is now known as V
L479[09:03:39] <gigaherz|work> LOL
L480[09:04:34] <Subaraki> defies the purpose of the cabinet really ...
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L483[09:11:36] <Subaraki> masa, you said 1.11 came out, but my launcher doesn't download it ?
L484[09:12:13] <Subaraki> wait
L485[09:12:14] <Subaraki> mine does
L486[09:12:18] <Subaraki> my gf's doesnt
L487[09:12:26] * Subaraki tells her to restart her darned computer
L488[09:12:27] <masa> hm
L489[09:12:44] <masa> re-start the launcher probably?
L490[09:13:19] <Subaraki> there
L491[09:13:21] <Subaraki> fixed it
L492[09:13:29] <Subaraki> she was almost sad :o
L493[09:13:33] <Subaraki> coul'dnt let that happen
L494[09:13:47] * Subaraki throws chocolate at gf
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L496[09:15:19] <Subaraki> gigaherz|work, i also just concluded that I check for an open container
L497[09:15:33] <Subaraki> i might want to change that to a boolean in player data so i can send packets around
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L501[09:26:53] <Keridos> ah wuah MC 1.11 and I am still porting stuff :/
L502[09:27:04] <AshIndigo> 1.11 is out?
L503[09:27:11] <Keridos> yes since today apparently
L504[09:27:23] <AshIndigo> 0.o
L505[09:27:56] <AshIndigo> Hope it doesn't take to much to port mods
L506[09:28:46] <Keridos> like the 1.9.4 to 1.10.2 patch
L507[09:28:59] <Keridos> i think I had to change about 20 linues of code in one of my mods
L508[09:29:15] <AshIndigo> Hope its as easy as that
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L513[09:41:44] <Eragonn1490> can someone help me figure out why i cant get an entity to spawn with this http://pastebin.com/x5Jii0db ?
L514[09:46:36] <masa> it is a bit more than 1.9.4 to 1.10
L515[09:47:03] <masa> because that one for most mods was just change the supported version :p
L516[09:48:19] <masa> now null ItemStacks are gone, the Item#onUse() lost the stack argument (unless Forge added it back already), all mobs are now their own class, all resloc/ids/whatever need to be lowercase etc
L517[09:48:52] <Keridos> that is not to bad for my two mods
L518[09:48:52] <masa> and there is apparently a proper entity registry now
L519[09:49:02] <AshIndigo> What replaces null itemstacks?
L520[09:49:12] ⇨ Joins: ThePsionic (~ThePsioni@ip5457f909.direct-adsl.nl)
L521[09:49:12] <Eragonn1490> so theres no way to spawn an entity from nbt?
L522[09:49:13] <Keridos> ok the entity may need some work in OMT
L523[09:49:17] <masa> ItemStack.EMPTY or whatever, with an Air item
L524[09:49:29] <AshIndigo> OK
L525[09:50:01] <masa> Eragonn1490: what do you mean?
L526[09:50:53] <Eragonn1490> @masa http://pastebin.com/2un81XZC heres my full file, im trying to spawn whatever mob is stored in nbt
L527[09:51:07] <Subaraki> Eragonn1490, you're just doing it wrong imo
L528[09:51:44] <Eragonn1490> how do i do it correctly .-. ive tried 6^10 times
L529[09:52:15] <masa> oh I thought your question was related to my 1.11 comment, hehe
L530[09:52:18] <Subaraki> NbtTagCompound nbt = new nbttagcompound. EntityInteractedWith.writeToNbt(nbt)
L531[09:52:27] <Subaraki> same for writeEntityToNbt
L532[09:52:44] <Subaraki> then Entity e = new Entity(whateverParams)
L533[09:52:59] <Subaraki> e.readFromNbt(tagFromStack)
L534[09:53:08] <Subaraki> e.readEntityFromNbt(otherTagFromStack
L535[09:53:13] <Subaraki> spawn(e)
L536[09:53:15] <masa> Eragonn1490: you don't set the entity position, so they spawn at 0, 0, 0
L537[09:53:25] <Subaraki> that as well ^
L538[09:54:25] <Subaraki> but with my method, you don't need to, the position is loaded from the nbt
L539[09:54:37] <Eragonn1490> let me trythat
L540[09:54:38] <masa> for that: Entity entity = EntityList.createEntityFromNBT(tag, world);
L541[09:54:56] <Subaraki> also, don't forget to put those nbt's as a tag to the stack's nbt
L542[10:01:56] <Eragonn1490> @subaraki i seem to have gotten lost...
L543[10:02:02] <Subaraki> just a sec
L544[10:02:42] <masa> Eragonn1490: https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/item/ItemLivingManipulator.java#L200-L201
L545[10:04:22] <Subaraki> https://github.com/ArtixAllMighty/Rpg-Addon-Beastmaster/blob/master/subaraki/beastmaster/entity/EntityBeastmasterPet.java#L71-L77
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L547[10:05:20] <Subaraki> thats how to read the nbt. i do it in the constructor. note that my entity has the itemstack in it's constructor.
L548[10:05:36] <Subaraki> i'm guessing that you catch an animal by rightclicking it with a stack ?
L549[10:05:53] <Subaraki> if that's the case, you can write it's nbt to the itemstack
L550[10:05:59] <Subaraki> and recreate it like linekd above
L551[10:06:19] <Subaraki> if that is not what you do, i was mistaken, and you should listen to masa
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L553[10:07:05] <masa> well my item is exactly that, it captures and releases entities
L554[10:08:23] <Eragonn1490> hold on
L555[10:09:09] <Subaraki> mine as well
L556[10:09:15] * Subaraki holds on
L557[10:09:19] <masa> Subaraki: why do you call both reads? Entity#readFromNBT() already calls Entity#readEntityFromNBT()
L558[10:09:33] <Subaraki> does it ?
L559[10:09:43] <masa> check near the bottom
L560[10:09:46] <Subaraki> i might have started out with readEntityFromNbt
L561[10:09:47] <Eragonn1490> http://pastebin.com/eSb1AzfG Item that stores the entity (it works), and the item that should spawn the mob again (not working on the spawn part) http://pastebin.com/2un81XZC
L562[10:09:50] <Subaraki> and it didnt work
L563[10:09:54] <Subaraki> so i called the other one as well
L564[10:09:55] <Subaraki> :s
L565[10:10:02] * Subaraki advices Eragonn1490 to listen to masa
L566[10:11:43] * AshIndigo slaps windows
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L568[10:12:40] <masa> Eragonn1490: did you add setting the location?
L569[10:12:46] <masa> that paste still doesn't have it
L570[10:12:48] <Eragonn1490> doing that now
L571[10:13:32] <masa> also why are you removing a bunch of tags, do you specifically want to reset those attributes?
L572[10:15:05] ⇨ Joins: founderio (~Thunderbi@91-118-162-66.static.upcbusiness.at)
L573[10:15:51] <Eragonn1490> yes
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L577[10:21:11] <Subaraki> AshIndigo, why the violence towards windows ?
L578[10:21:34] <AshIndigo> Because it hates me at times
L579[10:22:49] ⇨ Joins: founderio (~Thunderbi@91-118-162-66.static.upcbusiness.at)
L580[10:23:11] <masa> that's okay, we hate it all the time
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L582[10:25:16] <ghz|afk> I hate other OSes a lot more, so you could say I like Windows
L583[10:25:25] <ghz|afk> but it's more like it's the OS that annoys me the least
L584[10:25:37] <Eragonn1490> its like the election all will hurt you, so you choose the one that hurts you the least
L585[10:26:05] <ghz|afk> I use macOS at work (macbook pro)
L586[10:26:13] <ghz|afk> and some things are just stupid
L587[10:26:19] <Eragonn1490> @masa now i have a new issue..when i spawn the mob it says skipping entity with id:
L588[10:26:41] <ghz|afk> like home/end meaning "start of scrollable area"/"end of scrollable area" instead of start/end of line
L589[10:27:14] <ghz|afk> or that there is NO WAY to just switch windows, you have to enter the "tiled" view first
L590[10:27:27] <masa> no alt + tab at all? wow
L591[10:27:32] <ghz|afk> yes
L592[10:27:33] <ghz|afk> for apps
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L594[10:27:47] <ghz|afk> alt-tab rotates around the app
L595[10:27:55] <ghz|afk> not within the individual windows
L596[10:27:59] <masa> huh?
L597[10:28:12] <ghz|afk> say you have IRC, IntelliJ, Chrome
L598[10:28:21] <masa> Eragonn1490: which id? an empty id? check your NBT stuff
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L600[10:28:22] <ghz|afk> alt-tab will switch from IRC, to IntelliJ, to Chrome
L601[10:28:27] <ghz|afk> but if you have more than one chrome window
L602[10:28:33] <ghz|afk> you can't alt-tab through them
L603[10:28:36] <ghz|afk> at least not that I know of
L604[10:28:42] <masa> hm
L605[10:28:48] <ghz|afk> there may be some weird key combination for it
L606[10:28:57] <ghz|afk> but it's not straightforward, and I'm not a fan of combos
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L608[10:29:13] <ghz|afk> IMO, the windows7+ taskbar is the best task management system
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L610[10:29:51] <Subaraki> ^
L611[10:29:52] <ghz|afk> I believe that's why windows has been able to stay for so long without native "virtual desktops"
L612[10:29:59] <ghz|afk> because they aren't needed
L613[10:30:01] <masa> so alt + tab between different apps also cycles through all? or does it switch between the last two unless you alt+tab+tab...
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L615[10:30:19] <ghz|afk> I haven't tried, actually XD
L616[10:30:24] <ghz|afk> I think it's the last two
L617[10:30:27] <ghz|afk> but I could be wrong
L618[10:30:37] <ghz|afk> I don't really feel like taking out the MBP from the backpack ;P
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L621[10:30:59] <masa> my main PC has ran linux since somewhere around 2004 or 2005
L622[10:31:11] <ghz|afk> in linux, I favor xfce
L623[10:31:15] <ghz|afk> it's almost good enough
L624[10:31:23] <masa> I'm so used to virtual desktops that I often accidentally try to use them on my gaming PC where I also do my modding atm
L625[10:31:29] <ghz|afk> and I say almost, because it has no way to make the icons on the task switcher widget bigger than 16x16
L626[10:31:39] <masa> which is win 10 these days
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L628[10:31:45] <masa> the gaming PC OS that is
L629[10:31:45] <ghz|afk> win10 has virtual desktops
L630[10:31:52] <ghz|afk> but no idea how to set them up / switch between them
L631[10:32:01] <masa> apaprently eyah, still don't know where they are hidden :p
L632[10:32:11] <ghz|afk> wait, I do
L633[10:32:18] <ghz|afk> you know that button that makes things tiled?
L634[10:32:23] <ghz|afk> there's a "+
L635[10:32:26] <ghz|afk> " icon in it
L636[10:32:29] <ghz|afk> with "new desktop"
L637[10:32:38] <masa> button that makes things tiled?
L638[10:32:57] <ghz|afk> the "[|_|]" icon
L639[10:33:13] <ghz|afk> next to the windows button
L640[10:33:25] <masa> huh?
L641[10:33:29] <ghz|afk> uhm
L642[10:33:36] <masa> OH
L643[10:33:39] <masa> okay
L644[10:33:52] <ghz|afk> https://scoroncocolo.files.wordpress.com/2015/08/taskviewbutton.png
L645[10:34:04] <ghz|afk> it works a lot like macOS
L646[10:34:16] <ghz|afk> once you create a new desktop, you have it on a bar, and you can drag windows to it
L647[10:34:38] <ghz|afk> no idea what the keyboard shortcuts for that are
L648[10:34:54] <ghz|afk> Windows key + Tab.
L649[10:34:55] <ghz|afk> okay.
L650[10:36:21] <ghz|afk> Windows Key + Ctrl + Left / Right – Switch to the virtual desktop on the left or right.
L651[10:36:26] <ghz|afk> AHA, that's what I was looking for
L652[10:36:27] <ghz|afk> ;P
L653[10:37:03] <ghz|afk> yep, 99% like macos, xcept the virtual desktops affect ALL the screens at once
L654[10:37:52] <ghz|afk> https://blogs.windows.com/windowsexperience/2014/10/03/keyboard-shortcuts-in-the-windows-10-technical-preview/
L655[10:37:59] <ghz|afk> handy page, if you like to use the keyboard ;P
L656[10:41:15] <Subaraki> on another note, how would i create a fake player for client side ?
L657[10:41:28] <Subaraki> a new fake player requires a world server, which i do not have in my gui
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L659[10:42:16] <ghz|afk> what is the purpose of this fake player?
L660[10:42:25] <AshIndigo> Pass over world in the constructor?
L661[10:42:45] <ghz|afk> the normal one is for calling functions that normally need a player
L662[10:42:50] <ghz|afk> that is
L663[10:42:58] <ghz|afk> stuff like machines that place or break blocks
L664[10:43:06] <TechnicianLP> ash: that would work on singleplayer only (maybe)
L665[10:43:09] <ghz|afk> so it's meant for the server
L666[10:43:16] <ghz|afk> AshIndigo: you can't have WorldServer on client ;P
L667[10:43:45] <AshIndigo> :/ ok
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L670[10:45:17] <Subaraki> i found another way
L671[10:45:22] <Subaraki> set data, draw, reset data
L672[10:45:25] <Subaraki> works fine as well :P
L673[10:47:54] <masa> I also need a fake player and WorldServer on the client side for my placement preview mod
L674[10:48:03] <masa> it gets really nasty and messy fast :D
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L677[10:50:22] <Ordinastie> why would you need WorldSever ?
L678[10:50:26] <Ordinastie> +r
L679[10:51:13] <ghz|afk> [17:41] (Subaraki): on another note, how would i create a fake player for client side ?
L680[10:51:13] <ghz|afk> [17:41] (Subaraki): a new fake player requires a world server, which i do not have in my gui
L681[10:51:17] <ghz|afk> I haven't verified that claim ;p
L682[10:52:11] <Subaraki> public FakePlayer(WorldServer world, GameProfile name)
L683[10:52:15] <ghz|afk> lol I was looking at the class list, and I see FakeClientPlayer
L684[10:52:21] <ghz|afk> I was "wat?" -- it's from JEI ;P
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L687[10:54:04] <Subaraki> http://i.imgur.com/S31a2Xu.png
L688[10:54:05] <Subaraki> yay
L689[10:54:38] <ghz|afk> LOL
L690[10:54:42] <ghz|afk> https://twitter.com/exitfrags/status/797758161847341061
L691[10:55:07] <ghz|afk> Subaraki: nice ;P
L692[10:55:55] <Subaraki> nice editing skills xD
L693[10:56:56] <Subaraki> thanks ghz =)
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L696[11:03:15] <Subaraki> since when do village paths that go into water turn into wood planks ?
L697[11:03:19] <Subaraki> ive never seen this before
L698[11:10:31] *** Abrar|gone is now known as AbrarSyed
L699[11:11:50] <masa> 1.9 or 1.10
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L701[11:13:24] ⇨ Joins: Eragonn1490 (~eragonn14@172.58.184.153)
L702[11:13:41] <ghz|afk> 1.10
L703[11:18:50] ⇨ Joins: Michiyo (~Michiyo@mail.pc-logix.com)
L704[11:19:41] <barteks2x> 1.11 is there and I'm stuck with not yet finished uncommited changes :( just like with 1.9 and 1.9.4 and 1.10
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L707[11:21:02] <Subaraki> in 1.11, the mob heads are turned backwards
L708[11:21:36] <ghz|afk> interesting: https://apple.slashdot.org/story/16/11/14/1250212/microsoft-is-bringing-visual-studio-to-mac
L709[11:21:42] <Eragonn1490> you could be me stuck with an update.. and then the working version XD
L710[11:22:16] <diesieben07> ghz, i mean, they kinda don't have a choice :D
L711[11:22:42] <diesieben07> they need to make their money somehow and since windows is not really making them as much as they want to... they are now a different kinda company i guess
L712[11:22:49] <ghz|afk> https://techcrunch.com/2016/11/14/microsoft-announces-visual-studio-for-mac-will-launch-in-november/
L713[11:22:56] <ghz|afk> that looks horribly like xcode
L714[11:23:27] <Eragonn1490> @masa are you still around?
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L716[11:25:09] <masa> yes
L717[11:26:07] <Eragonn1490> its still not working XD
L718[11:26:30] <masa> barteks2x: well forge for 1.11 isn't quite ready yet, you still have a few days :p
L719[11:26:52] <barteks2x> it may not be enough considering how broken my code is now
L720[11:26:55] <masa> Eragonn1490: well what have you done with it? do you know if the NBT data you store is correct?
L721[11:27:22] <quadraxis> subaraki, https://bugs.mojang.com/browse/MC-109831
L722[11:27:49] <Eragonn1490> im updating this from 1.6.4 it worked then... although since things have changed not anymore
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L724[11:27:54] <quadraxis> was expecting it to be fixed for the release, but eh
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L726[11:38:39] <gr8pefish> Do you know if the animation system in 1.10 can do variable-speed animations?
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L740[12:13:39] <TangentDelta> How's it going?
L741[12:13:47] <TangentDelta> Everything forgey?
L742[12:15:18] <ghz|afk> minecraft 1.11 is out
L743[12:15:44] <ghz|afk> so we are twiddling our thumbs until forge 1.11 is ready
L744[12:16:17] <TangentDelta> Oh. What's new in 1.11?
L745[12:16:28] <TangentDelta> Anything exciting for modders?
L746[12:16:36] <ghz|afk> yup
L747[12:16:45] <ghz|afk> ItemStack paramteres and return values can't be null anymore
L748[12:16:51] <ghz|afk> there's a ItemStack.EMPTY now
L749[12:17:03] <TangentDelta> I saw that new "addon" system. I feel very mixed on it.
L750[12:17:05] <TangentDelta> Why?
L751[12:17:09] <ghz|afk> where if you call .getItem on it, returns AIR
L752[12:17:16] <ghz|afk> because that way, there's less null pointer issues in code
L753[12:17:23] <TangentDelta> Mmm. Okay.
L754[12:17:35] <ghz|afk> and since we don't need null checks, everything is slightly faster
L755[12:17:58] <ghz|afk> there's also a register for TileEntities
L756[12:18:02] <ghz|afk> and a registry for Entities
L757[12:18:20] <ghz|afk> so forge will have to adapt internally to support those correctly
L758[12:18:34] <ghz|afk> the changes to ItemSTack also mean they will have to make breaking changes to the fluid api
L759[12:18:45] <TangentDelta> Hmm. Does Mojang do stuff like this to make modding easier for modders, or to make their internal development process faster?
L760[12:18:52] <ghz|afk> because the Item field in the itemstack is now final -- immutable item
L761[12:18:57] <ghz|afk> both.
L762[12:19:14] <ghz|afk> the changes make future development more robust
L763[12:19:18] <ghz|afk> while also helping a lot with modding
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L765[12:19:29] <TangentDelta> So, what you're saying is, you can't have custom, dynamically created buckets any more?
L766[12:19:41] <ghz|afk> sure you can
L767[12:19:49] <ghz|afk> well
L768[12:20:00] <ghz|afk> the Dynamic bucket from forge just identifies the fluid on the NBT
L769[12:20:08] <TangentDelta> I'm guessing I just don't understand how the fluid API works.
L770[12:20:11] <ghz|afk> or whatever
L771[12:20:11] <TangentDelta> Ah.
L772[12:20:12] <ghz|afk> anyhow
L773[12:20:17] <ghz|afk> what I meant is
L774[12:20:22] <ghz|afk> you can't do ItemStack.setItem anymore
L775[12:20:31] <ghz|afk> so the fluid api can't change which item is contained in the stack
L776[12:20:39] <TangentDelta> Got it.
L777[12:20:43] <ghz|afk> meaning it has to return ItemStack in some cases where it wasn't done before
L778[12:23:54] *** cpw is now known as cpw|out
L779[12:24:26] <TangentDelta> I see Mojang is getting snekky.
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L781[12:30:57] <TangentDelta> :new-session
L782[12:31:02] <TangentDelta> whoops
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L790[12:44:38] <barteks2x> gnome-screenshot says it defaults to saving screenshots to ~/Pictures, but for me it saves them in ~/, any way to change it?
L791[12:44:46] <TangentDelta> Even if I get my CPU mod wotking the way I want it to, I can't get any good speeds out of the core.
L792[12:44:53] <barteks2x> wrong chat
L793[12:45:39] <barteks2x> How other people avoid that...
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L795[12:46:55] <diesieben07> anyone know how to check out the 1.11 branch on forge? it's trying to pull mcp stuff from mojang's cdn for me
L796[12:47:07] <ghz|afk> mcp 1.11 hasn't been published
L797[12:47:12] <diesieben07> oh so i cant
L798[12:47:14] <diesieben07> i see.
L799[12:47:15] <ghz|afk> not yet
L800[12:47:24] * diesieben07 goes to cry in a corner
L801[12:48:55] <barteks2x> I would like to see the differences... Those that affect me
L802[12:51:53] <McJty> Most likely ItemStack changes will affect nearly everyone
L803[12:52:01] <McJty> Other then that I believe it is pretty minor
L804[12:52:46] <barteks2x> ItemStack changes probably won't affect me
L805[12:52:55] <McJty> What mod do you have?
L806[12:53:00] <barteks2x> Cubic Chunks
L807[12:54:04] <diesieben07> is that even functional at this point? :D
L808[12:54:30] <barteks2x> more or less functional
L809[12:54:45] <barteks2x> but still not stable enough for release and world format change planned
L810[12:55:21] <diesieben07> heh
L811[12:56:05] <barteks2x> In cpw's stram I saw some chunk loader patches failed o apply, so there may be changes that affect me
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L813[12:56:23] <barteks2x> *forgot that it may ping him
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L815[13:00:37] <cpw> lol
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L817[13:04:16] <williewillus> anyone know of a good tool to make flow charts? :P
L818[13:04:19] <williewillus> linux preferable
L819[13:05:08] <williewillus> jk there's a LaTeX thing, of course
L820[13:06:06] <ghz|afk> there's an app called "Dia"
L821[13:06:13] <ghz|afk> it's a general-purpose diagram editor
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L823[13:08:31] <McJty> You can also do this in google drive
L824[13:08:36] <McJty> Although I don't know if it is good enough
L825[13:08:41] <McJty> But I've used it for some smaller diagrams
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L829[13:22:56] <TangentDelta> .
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L844[13:55:37] <masa> there is also one called Umbrello
L845[13:56:11] <masa> and this: https://creately.com/
L846[13:56:12] * TechnicianLP does not need an umbrella now
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L849[14:03:07] <immibis> if you're looking for web apps there's draw.io
L850[14:04:02] <TechnicianLP> max health of a player is 20f? or is it 10f
L851[14:04:23] <diesieben07> 20, measured in half-hearts
L852[14:04:32] <TechnicianLP> thanks
L853[14:16:02] <bartman> libreoffice supports visio thats what I usually use
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L867[15:36:26] <gigaherz> https://twitter.com/RobertoL94/status/798242685442109440
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L871[15:39:45] * diesieben07 slaps gigaherz
L872[15:39:50] <gigaherz> wat?
L873[15:40:13] <diesieben07> nix :P
L874[15:40:33] <diesieben07> for posting that stupiditiy
L875[15:40:45] <gigaherz> XD
L876[15:45:30] <TechnicianLP> why not show your food to your nighbours ...
L877[15:46:14] <gigaherz> welp
L878[15:46:22] <gigaherz> I jut released a bugfix for one of my mods
L879[15:46:25] <gigaherz> and while releasing
L880[15:46:29] <gigaherz> a creeper blew up
L881[15:46:36] <gigaherz> and killed the testing server
L882[15:46:38] <gigaherz> oops.
L883[15:46:50] <Lord_Ralex> boom
L884[15:47:04] <gigaherz> now why's the capability null...
L885[15:49:08] <tterrag> cpw: what's stateless4j going to be used for?
L886[15:50:17] <masa> what is that?
L887[15:50:50] <howtonotwin> state machines
L888[15:50:54] <howtonotwin> https://github.com/oxo42/stateless4j
L889[15:51:16] <howtonotwin> seeing how the animation API is based around SMs maybe that
L890[15:51:17] <gigaherz> maybe for FML lifecycle?
L891[15:51:34] <TechnicianLP> fml != float
L892[15:51:41] * TechnicianLP got confused
L893[15:51:49] <gigaherz> wat?
L894[15:52:00] <TechnicianLP> i wanted to type float - but type fml
L895[15:52:26] <TechnicianLP> dont read irc at the same time as programming ...
L896[15:52:27] <howtonotwin> That made the question more questiony.
L897[15:52:29] <howtonotwin> :P
L898[15:53:06] <gigaherz> UGH!
L899[15:53:12] <gigaherz> AttachCapabilitiesEvent<EntityPlayer> doesn't fire for EntityPlayerMPs
L900[15:53:13] <gigaherz> XD
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L902[15:54:09] <TechnicianLP> doesnt that just fire if you pass in Entity?
L903[15:54:10] <howtonotwin> I don't think it fires at all...
L904[15:54:18] <howtonotwin> It only fires Entity
L905[15:54:23] <howtonotwin> *Only Entity fires
L906[15:54:24] <gigaherz> that is... stupid
L907[15:54:25] <gigaherz> XD
L908[15:55:08] <TechnicianLP> https://github.com/MinecraftForge/MinecraftForge/pull/3324
L909[15:55:13] <howtonotwin> Lex says it's for performance
L910[15:55:30] <HassanS6000> What is the keyboard shortcut to view bounding boxes?
L911[15:55:37] <howtonotwin> F3+B
L912[15:55:38] <gigaherz> I see
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L914[15:55:43] <howtonotwin> and F3+Q for help
L915[15:55:44] <gigaherz> meh
L916[15:55:48] <gigaherz> it removes the optimization on my side
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L918[15:56:02] * gigaherz shrugs
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L920[15:56:44] <gigaherz> I wonder, then, what the advantage is of AttachCapabilitiesEvent<Entity> vs .Entity
L921[15:56:51] <gigaherz> just the flexibility of adding caps to more things?
L922[15:57:05] <TechnicianLP> .ENtity is deprecated?
L923[15:57:13] <heldplayer> It probably is
L924[15:57:18] <gigaherz> yes, in favor of <Entity>
L925[15:57:29] <howtonotwin> It's that it's generic :P
L926[15:57:30] <HassanS6000> How would I go about making an EntityLiving non-collidable?
L927[15:57:33] <heldplayer> And the advantage is you can attach capabilities to stuff that doesn't normally have capabilities
L928[15:57:38] <howtonotwin> you can fire your own ACE<Blah>
L929[15:57:42] <gigaherz> no
L930[15:57:43] <HassanS6000> Realized boundingbox doesn't do anything
L931[15:57:46] <howtonotwin> without subclassing ACE yourself
L932[15:58:03] <gigaherz> you can only attach capabilities to things you implemented capabilities into
L933[15:58:03] <heldplayer> ("normally have capabilities" here meaning it's not a standard class having it)
L934[15:58:04] <gigaherz> ;P
L935[15:58:30] <heldplayer> Still needs to implement the interface, but I couldn't find a better way to word it :P
L936[15:58:30] <gigaherz> WAT
L937[15:58:49] <gigaherz> why are creepers catching fire... must be some mod I have for testing XD
L938[15:59:35] <TechnicianLP> should they explode when lit?
L939[16:00:00] <gigaherz> no I mean
L940[16:00:02] <gigaherz> due to sunlight
L941[16:02:43] <HassanS6000> Is there any way I can make it so players can't push other entities, or make it so an entity (like a boat) cannot be collided with
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L950[16:24:51] <Subaraki> did piston elevators break in 1.11 ?
L951[16:25:04] <Subaraki> i can't pull myself troug ha psiton anymore
L952[16:25:06] <Ordinastie> yes
L953[16:25:10] <Subaraki> fuck
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L955[16:26:23] <gigaherz> Subaraki: it was a bug, it was known to be a bug, and it was obvious they'd fix it ;P
L956[16:26:32] <Subaraki> :/
L957[16:26:33] <Subaraki> sad
L958[16:26:39] <Subaraki> 'twas the best invention ever
L959[16:26:50] <Subaraki> should not have been a bug imo
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L962[16:33:44] <gigaherz> so yeah
L963[16:33:44] <gigaherz> https://minecraft.curseforge.com/projects/survivalist/files
L964[16:33:47] <gigaherz> new release is up and such
L965[16:33:49] <gigaherz> ;P
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L969[16:58:28] <Tencao> Is there a clean cpu friendly way to see if two blocks can see each other or not, as in nothing inbetween
L970[17:00:26] <gigaherz> not really
L971[17:00:32] <gigaherz> you'd have to raytrace
L972[17:00:38] <gigaherz> (world.rayTRaceBlocks)
L973[17:02:49] <Tencao> How taxing is rayTrace, before I start putting it on TileEntities
L974[17:03:16] <gigaherz> depends on the distance
L975[17:03:19] <tterrag> ^
L976[17:03:22] <gigaherz> let me explain how it works:
L977[17:03:24] <tterrag> but generally, it's decently expensive
L978[17:03:26] <gigaherz> you have a starting point
L979[17:03:32] <Tencao> We're talking 4-5 blocks apart
L980[17:03:39] <tterrag> then probably rather cheap, just don't spam it
L981[17:03:44] <gigaherz> you compute the next intersection plane on each pair of axes
L982[17:03:51] <gigaherz> and move to the closest intersection
L983[17:03:53] <tterrag> it has to do a block lookup and AABB comparison for each world coord the line passes through
L984[17:03:58] <gigaherz> then you compute the closest intersection plane again
L985[17:04:02] <Tencao> I'll probably add alot of conditions before using it then
L986[17:04:05] <gigaherz> and move to that closest neighbour
L987[17:04:11] <tterrag> gigaherz: not to mention that there are two intersection checks per block space
L988[17:04:14] <gigaherz> and so on, until you reach the target
L989[17:04:28] <gigaherz> if ALL of the blocks along the way have been MAterial.AIR
L990[17:04:29] <tterrag> one for the 1x1x1 cube of possible block, and another for the actual block's collision bound(s)
L991[17:04:34] <gigaherz> the raytrace failed
L992[17:04:40] <gigaherz> otherwise, the first hit is returned
L993[17:04:45] <gigaherz> tterrag: true
L994[17:04:50] <Tencao> It's mostly because I'm sending particles from one block to another, and I dont want them to pass through solid blocks
L995[17:05:06] <gigaherz> Tencao: how often do you plan on calling it?
L996[17:05:09] <tterrag> er, couldn't you just turn off noclip on the particles?
L997[17:05:12] <gigaherz> if it's 4-5 blocks away and once a second
L998[17:05:16] <gigaherz> it's not much
L999[17:05:38] <gigaherz> if you refresh the visibility like, once every 5 seconds
L1000[17:05:47] <Tencao> If it's taxing, I plan on trying to only call it every few seconds, since it doesn't need to be dead accurate
L1001[17:05:48] <gigaherz> you'd be even lighter
L1002[17:05:59] <Ordinastie> you could raytrace only once and store the passed pos
L1003[17:06:09] <Ordinastie> check if they changed before rayTracing again
L1004[17:06:11] <gigaherz> true
L1005[17:06:55] <Tencao> That could work
L1006[17:07:00] <Ordinastie> although, I have blocks that would make that not work ><
L1007[17:07:51] <gigaherz> well you'd have to call getActualState on each block
L1008[17:08:24] <gigaherz> or .getBoundingBox
L1009[17:08:27] <gigaherz> and compare the result
L1010[17:08:35] <gigaherz> or .addCollisionBoxToList, and compare each value
L1011[17:08:37] <gigaherz> hmf
L1012[17:08:39] <gigaherz> too complicated
L1013[17:08:46] <gigaherz> faster to just raytrace again efery couple seconds
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L1016[17:13:33] <MattDahEpic> is there a good way to see if a command is registered?
L1017[17:14:11] <MattDahEpic> like to see if another mod adds a command that your mod adds
L1018[17:19:56] <diesieben07> MattDahEpic, ICommandManager has getCommands
L1019[17:20:45] <Tencao> Although an easy way to generally avoid conflicts is just to have your mod name or initials at the start of the command
L1020[17:21:05] <Tencao> Or if you're worldedit just do //
L1021[17:21:08] <Tencao> Both work
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L1023[17:26:31] <howtonotwin> There's also a mechanism in Forge for defining trees of subcommands.
L1024[17:26:39] <howtonotwin> so you can just define one command /modid
L1025[17:26:45] <howtonotwin> and have everything else be a subcommand
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L1031[17:52:35] <gigaherz> https://pbs.twimg.com/media/CxPe-5JXEAEBuCZ.jpg:large
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L1074[21:49:23] <Tencao> Just wondering, whats the easiest way to tell if a block is an ore or not
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L1076[21:51:38] <TehNut> instanceof BlockOre
L1077[21:51:49] <TehNut> But that's not guarenteed, since an ore can be any kind of block
L1078[21:52:06] <TehNut> Could get it's stack and check if it's registered in the oreDict
L1079[21:54:53] <Tencao> I was hoping to do oreDict, I just don't know how to specifically check if it's stored as an ore
L1080[21:58:39] <immibis> you could check if it's registered as any name starting with "ore"
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L1085[22:18:03] <tterrag> oredict also doesn't guarantee an ore, despite its name
L1086[22:18:12] <tterrag> immibis' way might be the best, but nothing is going to be 100%
L1087[22:18:15] <tterrag> this sounds like an XY problem
L1088[22:18:21] <tterrag> Tencao: why do you need to tell if something is an ore?
L1089[22:19:09] <Tencao> I want to add a filter for a tool to check if the item can find the block, but I want to restrict the filter to just ores
L1090[22:19:52] <tterrag> why? what if I want to find something else in the world?
L1091[22:19:57] <barteks2x> uh... stupid idea formatter. it reformats x->{} to take 2 lines
L1092[22:20:09] <tterrag> you can probably change that
L1093[22:20:15] <tterrag> but generally, I think that's a good idea :P
L1094[22:20:29] <barteks2x> what is good idea?
L1095[22:21:04] <tterrag> formatting code blocks across multiple lines
L1096[22:21:12] <barteks2x> it's literally emoty lambda
L1097[22:21:14] <barteks2x> *empty
L1098[22:21:52] <tterrag> again, you can probably change it
L1099[22:22:44] <Tencao> The item is a tool to help dig for ores, if I made it literally find anything, then it has the potential to be exploited, such as finding and stealing peoples items
L1100[22:23:03] <Tencao> I know not everyone cares about that, but I do
L1101[22:23:07] <barteks2x> except that I don't know which option it is
L1102[22:23:21] <barteks2x> I can't find anything that seems to control that looking at names
L1103[22:23:52] <barteks2x> found it...
L1104[22:23:54] <tterrag> Tencao: if it searches for blocks how could it find items? also, isn't that mostly not an exploit? if I have free access to your base, game over
L1105[22:25:28] <Tencao> Items maybe not, but machines, chests etc. Either way I want the tool to be designed for finding ores, not just anything
L1106[22:25:52] <tterrag> then like I said, immibis' suggestion is going to be the best way
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L1108[22:27:27] <immibis> some ores won't be registered
L1109[22:27:42] <immibis> like if they have Chicken Bones installed, there's pretty much no way you can distinguish Chicken Ore from any other block
L1110[22:27:56] <immibis> you could check if the *name* contains "ore" but that's even less reliable
L1111[22:31:54] <TehNut> Especially because of localizations
L1112[22:32:20] <Tencao> I see
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L1115[22:43:30] <masa> wouldn't it be best to make it configurable and leave it to pack authors to configure it to the pack in question?
L1116[22:47:10] <gr8pefish> tterrag, I missed the earlier part of the conversation and am curious, what is immibis' way of handling the *ore problem?
L1117[22:56:19] <TehNut> The conversation from just before you joined http://tehnut.info/share/93qWRJvZxu.txt
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L1119[22:56:39] <TehNut> You joined 4 minutes after that
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L1124[23:01:26] <gr8pefish> hehe thanks TehNut :)
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