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L17[02:00:00] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161115 mappings to Forge Maven.
L18[02:00:04] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161115-1.10.2.zip (mappings = "snapshot_20161115" in build.gradle).
L19[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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L27[02:34:20] <Akkarin> So uhm. Does anybody know a way of using the json model format for entity rendering specifically?
L28[02:34:55] <LatvianModder> Rendering a block?
L29[02:35:26] <LatvianModder> Because you dont use json for entities
L30[02:35:31] <Akkarin> Nah. I figured that part out. Just an arbitrary model.
L31[02:35:37] <Akkarin> Well I know the game does not use the format for that.
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L34[02:43:20] <killjoy> 1.12
L35[02:43:26] <killjoy> *fingers crossed*
L36[02:43:52] <killjoy> I don't know why I want json entity models
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L49[03:23:55] <Akkarin> Sooo ... I guess there is at the moment no sane way of rendering any sort of model file for an entity? :o
L50[03:31:35] <AshIndigo> Why does this guy want to decompile indev
L51[03:31:53] <AshIndigo> (And get mappings for.it)
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L66[05:38:25] <TheresaJayne> ok is it possible to change gravity? I know we have blocks that fall up etc, but I would like to see a mod where you can lterally rotate your view so you are walking on walls or cielings by placing Gravity generators, If there is such a mod can someone please link me
L67[05:39:18] <AshIndigo> There was a mod that did that
L68[05:39:29] <AshIndigo> But it was on some weird Chinese site
L69[05:39:34] <AshIndigo> But it mostly worked
L70[05:40:02] <gigaherz|work> TheresaJayne: this is a combination of two things
L71[05:40:18] <gigaherz|work> 1. changing the code that applies the gravity to use a different direction, and
L72[05:40:31] <gigaherz|work> 2. rotating the camera view so "down" is transformed into the new direction
L73[05:40:41] <gigaherz|work> I'm not aware of anything like that
L74[05:41:03] <AshIndigo> If I can remember it ill ping you TheresaJayne
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L76[05:41:32] <gigaherz|work> although I have considered making an "inverted" dimension, where air is ground, ground is air, and caves are solid tubes
L77[05:41:45] <gigaherz|work> with bedrock at the top, and the void below
L78[05:44:42] <TheresaJayne> i was thinking like the Episode in SG1 with the gouauld who manipulated gravity
L79[05:45:54] <gigaherz|work> I can't remember that episode, but I can picture what you mean
L80[05:46:05] <gigaherz|work> I wanted to make a puzzle game like that, a while ago
L81[05:46:21] <AshIndigo> TheresaJayne: its called starmine
L82[05:46:28] <TheresaJayne> thanks,
L83[05:46:32] <gigaherz|work> where you can jump around, and in midair, change what "down" is
L84[05:46:47] <gigaherz|work> but with a cooldown, so you can't just keep changing over and over
L85[05:47:10] <TheresaJayne> the SG1 episode Jack is captured by Baal and he is led into an open room but then they change the gravity to be on the bottom
L86[05:47:53] <TheresaJayne> "Abyss" is the sixth episode of the sixth season of Stargate SG-1.
L87[05:48:39] <gigaherz|work> long time ago ;P
L88[05:53:16] <TheresaJayne> https://www.youtube.com/watch?v=gQP7UnjJOck
L89[06:15:36] <Ordinastie> Ivorius made a mod like that IIRC
L90[06:16:11] <Ordinastie> it was quite impressive, but most likely supported by massive mad hacks
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L92[06:28:48] <ScottehBoeh> how could I go about getting a players live movement speed?
L93[06:28:59] <ScottehBoeh> I'm trying to detect if the player is moving or not( checkinf if their speed is more than 0)
L94[06:29:28] <gigaherz|work> there was a motionX/Y/Z iirc?
L95[06:29:33] <gigaherz|work> in the entity
L96[06:29:45] <gigaherz|work> may have been renamed, but they should still be here
L97[06:29:46] <ScottehBoeh> When trying motion, it only detected jumps for some reason
L98[06:29:57] <ScottehBoeh> Hm let me try again
L99[06:30:05] <gigaherz|work> keep in mind, though, that the movements are done on the client
L100[06:30:17] <gigaherz|work> so it MAY be that you need the client to do it, and send the info to the server
L101[06:30:29] <ScottehBoeh> Ah. I'll send a sound packet
L102[06:30:40] <ScottehBoeh> (Its a Tin-can Trap, makes a rustle sound when you move through it)
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L105[06:46:44] <wundrweapon> My doggo won't stop doing borks
L106[06:48:36] <ScottehBoeh> Is there an event when the player uses number-keys to move items in their inventory?
L107[06:50:12] <wundrweapon> Not that I know of. There might be one for inventory modification, though. If so, you might be able to tie it to a keybind catcher, if that makes any sense
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L110[06:59:44] <AshIndigo> Gotta love how my workspace becomes a mini mod pack after a while
L111[07:00:10] <wundrweapon> Tch
L112[07:00:41] <wundrweapon> My mod's package count is so high I can't view all of them without scrolling
L113[07:02:13] <AshIndigo> Mine is in one package
L114[07:06:33] <wundrweapon> O
L115[07:11:22] <ScottehBoeh> Most of my mods ARE in modpacks. Can barely keep update count when i use curseforge
L116[07:11:53] <AshIndigo> Bragging now ;)
L117[07:11:54] <ScottehBoeh> WEEE! https://www.youtube.com/watch?v=Q1aVlpEVrJM
L118[07:11:58] <ScottehBoeh> Got it working :D
L119[07:12:29] <ScottehBoeh> Just added in motion detection to it a few mins ago, so now it only makes a sound when you stand in it
L120[07:13:09] <Ordinastie> you know there is method in block to detect when the block is collided with ?
L121[07:17:17] <wundrweapon> But does that method account for blocks that don't have BBs?
L122[07:19:18] <Ordinastie> yes
L123[07:19:49] <wundrweapon> Oh
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L125[07:29:46] <gigaherz|work> https://minecraft.curseforge.com/projects/survivalist/files
L126[07:29:49] <gigaherz|work> meh.
L127[07:30:11] <gigaherz|work> Note to self: give ALL of my mods update jsons
L128[07:30:31] <Ordinastie> hum ?
L129[07:30:48] <gigaherz|work> I want people to be able to know when my mods update ;P
L130[07:31:22] <wundrweapon> That reminds me
L131[07:31:46] <wundrweapon> How do I give my mod an automated update checker? More specifically, what's the best method?
L132[07:31:54] <gigaherz|work> use forge's
L133[07:32:00] <gigaherz|work> in your @Mod annotaion
L134[07:32:05] <gigaherz|work> set the updateJson value
L135[07:32:38] <gigaherz|work> the update.json looks a bit like: https://github.com/gigaherz/Ender-Rift/blob/master/update.json
L136[07:32:45] <wundrweapon> Could that also be implemented in modinfo via useDependencyInformation?
L137[07:33:31] <gigaherz|work> the "promos" are "<mcversion>-latest", which point to a "<mcversion>": { "<version number>" entry
L138[07:33:49] <gigaherz|work> I don't know, I just use the @Mod annotation
L139[07:34:26] <wundrweapon> Alright
L140[07:34:28] <wundrweapon> Thanks
L141[07:34:28] <gigaherz|work> note that the updateUrl in the mcmod.info is NOT the same
L142[07:35:14] <gigaherz|work> also, put newer versions at the bottom, in the update.json
L143[07:35:24] <gigaherz|work> becuase they show up in reverse order in the mod list in forge
L144[07:35:56] <wundrweapon> Why does it do that?
L145[07:37:21] <gigaherz|work> https://gist.github.com/LexManos/7aacb9aa991330523884
L146[07:37:30] <gigaherz|work> that's all I know about it ;P
L147[07:37:56] <gigaherz|work> apparently it's recommended entries that show up in the update, rather than latest
L148[07:39:03] <wundrweapon> Ah, ok
L149[07:39:10] <wundrweapon> But that leaves one last question
L150[07:39:35] <wundrweapon> How does forge automagically grab the latest version from an arbitrary homepage?
L151[07:39:41] <gigaherz|work> wat?
L152[07:39:47] <AshIndigo> Automagically
L153[07:39:54] <ScottehBoeh> is there a Minecraft Event for key pressing?
L154[07:39:58] <wundrweapon> Yeah
L155[07:40:00] <gigaherz|work> your @Mod annotation has updateJson="URL HERE"
L156[07:40:07] <gigaherz|work> during startup, forge loads an update-check thread
L157[07:40:16] <gigaherz|work> that scans the mods' updateJson values
L158[07:40:34] <gigaherz|work> and fetches the URL over http, and reads the contents
L159[07:40:45] <wundrweapon> Do I point the URL to a file or just the base page
L160[07:40:55] <gigaherz|work> then it compares the current mod version against that value, and anything between current and recommended, show up as an update
L161[07:41:07] <gigaherz|work> if non-zero, it will cause the updates-available icon to show on the main menu
L162[07:41:14] <gigaherz|work> to the file
L163[07:41:43] <gigaherz|work> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/EnderRiftMod.java#L51
L164[07:41:45] <gigaherz|work> like such
L165[07:41:49] <wundrweapon> Alright
L166[07:41:50] <wundrweapon> Gtg
L167[07:42:01] <AshIndigo> See ya
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L172[08:01:15] <ScottehBoeh> Finally! https://www.youtube.com/watch?v=V-g_siOQd3s
L173[08:01:20] <ScottehBoeh> Added movement detection :D
L174[08:01:35] <ScottehBoeh> It didn't work in the first place because I didn't have it checking for negative motion aswell as posotive
L175[08:02:28] <Ordinastie> can you show code ?
L176[08:02:54] <ScottehBoeh> http://pastebin.com/raw/cfMCwvVC
L177[08:03:01] <ScottehBoeh> Sends a sound packet to the server
L178[08:03:12] <ScottehBoeh> (The Random Boolean is just to water down the sound spamming)
L179[08:03:20] <ScottehBoeh> I'll probably use a 25% chance instead of a 1/2 chance
L180[08:04:18] <Ordinastie> wtf ?
L181[08:04:26] <Ordinastie> why are you adding SideOnly ?
L182[08:04:56] <Ordinastie> why are you using Minecraft class ?
L183[08:05:02] <Ordinastie> you're given the Entity
L184[08:05:53] <gigaherz|work> and if you want only the client to work, you'd use world.isRemote (the entity knows the world)
L185[08:05:54] <Ordinastie> if some entity is sitting inside the block, every client that moves around will send packets
L186[08:07:08] <ScottehBoeh> I know I was given the entity :P That player isn't even casted to anything
L187[08:07:10] <ScottehBoeh> (or used)
L188[08:07:18] <ScottehBoeh> I should've removed that in the first place I guess
L189[08:07:33] <ScottehBoeh> I'll remove the Sideonly too
L190[08:07:47] <Ordinastie> and remove your packet too
L191[08:07:53] <Ordinastie> do it on the server directly
L192[08:08:41] <Ordinastie> because you don't want every clients around your block to send packets
L193[08:09:05] <ScottehBoeh> Ah okhe :D I'll play sound at entity instead
L194[08:09:15] <ScottehBoeh> (And I'll use the given entity)
L195[08:11:35] <Ordinastie> actually, right, don't do it on the server, just play the sound directly
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L197[08:13:25] <ScottehBoeh> I'll just playSoundAtEntity
L198[08:15:07] <gigaherz|work> uhm wasn't the reason you did it on the client
L199[08:15:15] <gigaherz|work> that you didn't have motionXYZ for remote players?
L200[08:15:41] <gigaherz|work> or was that wrong? ;P
L201[08:19:54] <AshIndigo> Java i swear to god
L202[08:20:07] <AshIndigo> Just let me compile
L203[08:21:07] <ScottehBoeh> I was using the motionXYZ of the entity caught in the block
L204[08:21:10] <ScottehBoeh> (aka, the entity provided)
L205[08:21:42] <maxanier> Is there a way to reduce the players visibility to mobs? All I have found are vanilla checks for #isInvisibile and checking skulls, nothing that could be modified by Forge. I would like to decrease the "recognition" distance when a player uses a special skill
L206[08:22:04] <ScottehBoeh> My new code: http://pastebin.com/raw/vQ923UAc
L207[08:22:16] <ScottehBoeh> I've decided to skip motionX, its somewhat buggy when I don't have side.only. No idea
L208[08:22:26] <ScottehBoeh> Just doesn't like X/Z, only Y movement
L209[08:22:31] <gigaherz|work> maxanier: you can consider adding a hook or something that allows tweaking it, and make a PR to forge
L210[08:22:33] <gigaherz|work> however
L211[08:22:45] <gigaherz|work> keep in mind 1.11 is around the corner (vanilla 1.11 is out andforge is on the way)
L212[08:22:59] <gigaherz|work> so it will be preferred that such a PR is applied to the 1.11 branch
L213[08:23:04] <gigaherz|work> for future use in 1.11 mods
L214[08:23:36] <ScottehBoeh> Changed the code again
L215[08:23:44] <ScottehBoeh> Leme finalise this code real quick :D
L216[08:25:33] <maxanier> should not be too much work, so might do this. But I'm not sure if performance is of concern here. Since that event would be posted quite often. I don't think this matters, but I've not that much experience with something like this
L217[08:25:51] <gigaherz|work> performance is always of concern
L218[08:26:02] <gigaherz|work> the question is if the code you add has a reasonably low impact
L219[08:26:03] <gigaherz|work> ;P
L220[08:26:15] <gigaherz|work> that depends on the situation -- I haven't seen the code.
L221[08:27:55] <maxanier> of course :D, on Forge side it would be a simple event thrown somewhere in World#getNearestAttackablePlayer which gathers a double that is multiplied with the mobs see distance
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L223[08:30:52] <maxanier> it would be called for each survival player in should Execute of any EntityAINearestAttackableTarget that targets players, but I just noticed that it will only be called every EntityAINearestAttackableTarget#targetChance tick (usually every 10), so it should not hurt too much
L224[08:31:53] <maxanier> Unless there is a more elegant way than events, I will just create the PR now and see what happens :D
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L230[08:48:08] <hasunwoo> Why my item render as block in 1.10?
L231[08:48:45] <gigaherz|work> show your item
L232[08:53:11] <hasunwoo> http://pastebin.com/FMFVjudG
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L234[08:56:01] <gigaherz|work> I meant the model ;P
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L236[08:57:29] <hasunwoo> http://pastebin.com/FC17fKww
L237[08:58:15] <gigaherz|work> that looks correct
L238[08:58:25] <gigaherz|work> what do you mean with "render as a block"?
L239[08:58:33] <gigaherz|work> do you mean the black-and-purple placeholder?
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L241[08:59:26] <gigaherz|work> if so, do the logs complain about anything?
L242[08:59:48] <gigaherz|work> does the registerModels get called? (having the client stuff right there in the block is ugly, by the way)
L243[09:00:08] <gigaherz|work> what registry name are you using for this item?
L244[09:00:18] <gigaherz|work> what is the path string for the model json?
L245[09:00:55] <hasunwoo> modid:name
L246[09:01:07] <hasunwoo> wait
L247[09:01:21] <hasunwoo> models/item
L248[09:02:17] <gigaherz|work> this would be easier if you used the exact names for things, not just giving breadcrumbs
L249[09:02:36] <gigaherz|work> is there any uppercase letter in either?
L250[09:02:51] <hasunwoo> no
L251[09:02:54] <gigaherz|work> is registerModels called from PRE-init?
L252[09:03:03] <gigaherz|work> or from ModelRegistryEvent?
L253[09:04:18] <hasunwoo> Called from clientproxy in postinit
L254[09:04:26] <gigaherz|work> that wont work
L255[09:04:37] <gigaherz|work> the model list is processed in between preinit and init
L256[09:05:04] <gigaherz|work> if you register models anywhere after preinit, it will appear to be there
L257[09:05:07] <gigaherz|work> but it won't be loaded
L258[09:05:16] <hasunwoo> Do i have to call it from modelregisterevent?
L259[09:05:17] <gigaherz|work> because it wasn't in the list at the right time
L260[09:05:20] <gigaherz|work> no
L261[09:05:22] <gigaherz|work> yo ucan choose
L262[09:05:25] <gigaherz|work> either preinit
L263[09:05:30] <gigaherz|work> or modelregistry event
L264[09:05:42] <hasunwoo> I will try
L265[09:05:48] <gigaherz|work> ModelREgistryEvent is 100% sure to happen at the right time, always, forever
L266[09:05:56] <gigaherz|work> while preinit is how it works now ;P
L267[09:06:04] <gigaherz|work> (and for the foreseeable future)
L268[09:06:44] <gigaherz|work> you can use ModelRegistryEvent by making a *static* event handler for it
L269[09:06:56] <gigaherz|work> and then annotating the class itself with @Mod.EventBusSubscriber
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L271[09:07:28] <gigaherz|work> (or alternatively, using a normal non-static event handler and registering the clientproxy to the bus in the clientproxy constructor)
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L273[09:08:47] <hasunwoo> Thanks it work
L274[09:08:53] <hasunwoo> I put it in preinit
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L278[09:21:59] *** Abrar|gone is now known as AbrarSyed
L279[09:24:04] <Ordinastie> gotta love when you spend half an hour debugging for nothing :x
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L281[09:29:05] <TechnicianLP> why does the channeltopci still state the art contest? isnt the contest over?
L282[09:29:17] <gigaherz|work> no one changed it
L283[09:29:25] <gigaherz|work> and yes it has been over for a while ;P
L284[09:33:27] <AshIndigo> Lesson of the day
L285[09:33:34] <AshIndigo> Never update Java
L286[09:33:53] <TechnicianLP> ?
L287[09:33:59] <AshIndigo> Because you fuck up eclipse afterwards
L288[09:34:19] <gigaherz|work> lesson for the day: don't use eclipse, because it breaks when you update java
L289[09:36:08] <AshIndigo> Fuck yeah
L290[09:36:09] <AshIndigo> Fixed it
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L300[10:02:33] <AshIndigo> So I need help with licenses
L301[10:04:01] <AshIndigo> I don't know how I should distribute a file
L302[10:04:21] <TechnicianLP> http://choosealicense.com/
L303[10:04:35] <AshIndigo> The file isn't my own though
L304[10:04:36] <TechnicianLP> gives some basic ones
L305[10:04:48] <AshIndigo> Its under gpl2.0
L306[10:05:23] <AshIndigo> But the download is in a tar/zip and to make it ueasier for users I was going to host a mirror for the unzipped version
L307[10:08:14] ⇨ Joins: Stese (webchat@host81-133-222-193.in-addr.btopenworld.com)
L308[10:14:47] <AshIndigo> Nevermind guys
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L311[10:32:54] <Ordinastie> tada : https://youtu.be/8BFwYyXsUpQ
L312[10:35:07] <gigaherz> nice
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L314[10:35:24] <TechnicianLP> malisisadvert?
L315[10:35:27] <thor12022> Is that the door sound from Doom?
L316[10:35:40] <Ordinastie> TechnicianLP, the name is in the title *_*
L317[10:35:59] <Ordinastie> thor12022, Duke3D actually
L318[10:36:10] <Ordinastie> it's been reused everywhere
L319[10:36:28] <Ordinastie> even sci-fi movie/show use it too
L320[10:36:28] <thor12022> Ah, it was tickling DOS games memory
L321[10:38:54] <Ordinastie> if someone is bored and wanna make some Switches textures... :p
L322[10:43:34] <LatvianModder> Ordinastie: ETA?
L323[10:43:46] <Ordinastie> for the relay ?
L324[10:44:09] <LatvianModder> those doors n stuff
L325[10:44:19] <Ordinastie> the doors are already in MalisisDoors
L326[10:44:26] <Ordinastie> the Switch is already in MalisisSwitches
L327[10:44:40] <LatvianModder> oh cool. gotta check out malasisdoors
L328[10:44:44] <Ordinastie> the relay the (the block with the green X) is coming soon
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L349[11:44:20] <Ordinastie> lol
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L351[11:46:57] <TechnicianLP> dont mess with the operators ...
L352[11:47:54] <Ordinastie> hum, if I plan to have several skins for different switches, how should I handle the recipes ?
L353[11:49:17] <gigaherz> basic switch + some random material/dye
L354[11:49:18] <Ordinastie> currently I have this recipe to make the switch (shapeless) http://puu.sh/sjdVF.jpg
L355[11:50:28] <AshIndigo> Ouch
L356[11:50:55] <TechnicianLP> will it be more than 16?
L357[11:51:23] <Ordinastie> dunno, but in what is it relevant ?
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L359[11:51:39] <TechnicianLP> well i thought rendering ... until i read recipes (again)
L360[11:52:35] <Ordinastie> I wonder if it's worth it to have a machine to build them where I allow the player to chose the skin
L361[11:53:25] <TechnicianLP> or do something like chisel
L362[11:57:48] <TangentDelta> Yay, setting up a forge gralde environment for a new mod :D
L363[11:58:00] <TangentDelta> *gradle
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L366[12:11:03] <ScottehBoeh> So this is a somewhat confusing question:
L367[12:11:23] <ScottehBoeh> I have a Backpack, and it has a Backpack Gui (GuiBackpack). I'm wanting to cancel the user from pressing any NUMBER keys (Such as 1, 2, 5 etc) whilst the GUi is open
L368[12:11:42] <ScottehBoeh> How would I go around canceling the player from pressing any keys whilst the Backpack GUI is present?
L369[12:12:11] <Ordinastie> you should prevent itemStack pickup from the slot instead
L370[12:13:31] <ScottehBoeh> Ah ok. How would I go around that? Want me to paste my Backpack Slot class?
L371[12:13:48] <ScottehBoeh> http://pastebin.com/S8T6Gb1L
L372[12:13:52] <ScottehBoeh> Thats my Slot class for the backpack
L373[12:14:16] <gigaherz> have you look at the Slot class?
L374[12:14:18] <Ordinastie> find what slot the backpack is in, use a special slot for that one
L375[12:14:22] <gigaherz> seen the method list
L376[12:15:04] <barteks2x> is https://bugs.mojang.com/ down?
L377[12:15:15] <Ordinastie> looks like it
L378[12:15:29] <ScottehBoeh> I found "onPickupFromSlot"
L379[12:15:43] <ScottehBoeh> Could I potentially override that method and have it return?
L380[12:16:17] <gigaherz> no
L381[12:16:19] <gigaherz> keep looking
L382[12:16:46] <ScottehBoeh> canBeHovered?
L383[12:16:58] <gigaherz> too far
L384[12:17:01] <gigaherz> right above it?
L385[12:17:20] <ScottehBoeh> canTakeStack?
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L387[12:17:27] <gigaherz> what does it say?
L388[12:17:27] <Ordinastie> bingo? :D
L389[12:17:35] <Ordinastie> he left
L390[12:17:52] <gigaherz> he facepalmed the IRC client closed?
L391[12:17:58] ⇨ Joins: ScottehBoeh (~ScottehBo@95.144.45.252)
L392[12:18:00] <ScottehBoeh> There
L393[12:18:05] <ScottehBoeh> emm sorry I crashed on irc
L394[12:18:09] <ScottehBoeh> Is that the right one?
L395[12:18:12] <gigaherz> did you just faceplant into the alt-f4 key?
L396[12:18:27] <gigaherz> well if it's not the right one
L397[12:18:30] <ScottehBoeh> no clue what happened O.o
L398[12:18:30] <gigaherz> it surely sounds like it
L399[12:19:04] <gigaherz> anyhow, work dinner
L400[12:19:05] <gigaherz> bbl
L401[12:19:06] ⇨ Joins: copygirl (~koppeh@copy.mcft.net)
L402[12:19:07] *** gigaherz is now known as ghz|afk
L403[12:19:11] <ScottehBoeh> Cya later :)
L404[12:21:23] <ScottehBoeh> Now that I found the correct method, how shall I make it cancel just numbers from the keyboard?
L405[12:21:33] <ScottehBoeh> I want the player to still be able to click and drag it out, but not use hotkeys like Numbers.
L406[12:22:21] <copygirl> Hey everyone, quick question. I don't seem to be able to have my in-world block model state include a submodel, any idea what I'm doing wrong? https://gist.github.com/copygirl/08d70f81e4a5961a865e58319602baf3
L407[12:22:51] <copygirl> (Works as intended for the inventory one.)
L408[12:23:04] <ScottehBoeh> Oh cool, you're doing a Backpack too
L409[12:23:16] <ScottehBoeh> Mine has item duplication glitches, however ;-
L410[12:23:30] <copygirl> The backpack to rule them all~
L411[12:24:21] <Ordinastie> ScottehBoeh, you shouldn't allow clicks on the backpack while open either
L412[12:24:41] ⇨ Joins: AshIndigo (~AshIndigo@188.29.164.110.threembb.co.uk)
L413[12:24:43] <ScottehBoeh> Ordinastie, They move items around in the backpack whilst its in hand, tho./
L414[12:24:55] <Ordinastie> and ?
L415[12:25:02] <copygirl> (In-inventory backpack?)
L416[12:25:13] <ScottehBoeh> I want them to be able to move items around in their backpack but not with hotkeys
L417[12:25:23] <Ordinastie> the slot for the backpack should be completely locked
L418[12:25:27] <copygirl> ^
L419[12:25:41] <ScottehBoeh> oh!
L420[12:25:47] <ScottehBoeh> There's a good point o.o
L421[12:26:08] <ScottehBoeh> so instead of making it so they can't move the item over the backpack, I should make it so they can't move the backpack in the inventory at all
L422[12:26:22] <ScottehBoeh> Well. Actually I've already set it so they can't do that.
L423[12:27:39] <masa> heh, I went the hard ruote and made my bags freely movable in the inventory while they are open, and they still work properly :p
L424[12:27:43] <masa> *route
L425[12:27:52] <copygirl> All you need I believe is a Slot that has isItemValid overridden to always return false..?
L426[12:28:11] <Ordinastie> masa and you handle the item being put inside itself ?
L427[12:28:14] <ScottehBoeh> copygirl, if I do that, they can't move around items with their mouse
L428[12:28:24] <masa> Ordinastie: well obviously it doesn' tallow that :D
L429[12:28:33] <TechnicianLP> you could also overide this: http://hastebin.com/xefupexubu.java metod in you container
L430[12:28:33] <copygirl> ScottehBoeh: Only for the slot the backpack is in.
L431[12:28:40] <masa> and the bag inventory becomes unavailable while the bag is in the cursor
L432[12:28:48] <Ordinastie> masa, if the gui isn't close when you pick the item from the slot, when it close ?
L433[12:28:50] <Ordinastie> d
L434[12:28:57] <ScottehBoeh> copygirl, Ah I see.. do you know how I can make it for that specific slot?
L435[12:29:09] <masa> Ordinastie: when the user closes it, duh :p
L436[12:29:28] <Ordinastie> if the itemStack is dumped on the floor, do you close it ?
L437[12:29:34] <masa> no
L438[12:29:43] <ScottehBoeh> :o
L439[12:29:50] <Ordinastie> so if someone else picks it up, it's still open ?
L440[12:29:52] <masa> you simply can't so anything with the slots in the bag if the bag isn't in the player inventory
L441[12:29:54] <ScottehBoeh> xD
L442[12:30:05] <masa> this isn't black magic
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L444[12:30:15] <ScottehBoeh> Surely preventing it from being moved would be a more simple way around that?
L445[12:30:18] <masa> I simply always query for the bag from the player inventory
L446[12:30:23] <ScottehBoeh> Ah ok
L447[12:30:46] <copygirl> That's a nice way to do it, but somehow that screams "buuugs".
L448[12:30:57] <masa> gimme a sec, I'll try if gfycat is doable for my level of derpiness :p
L449[12:31:02] <Ordinastie> possible a dupplication glitch somewhere :p
L450[12:31:19] <masa> it did take some time to fiddle around to get everything working :D
L451[12:31:31] <masa> please gice it a go and try to find bugs so I can fix them :p
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L453[12:31:47] <copygirl> I'm going a different route (aka the same I did for BetterStorage), backpack is placed on the ground, works like a chest, is equipped to you player instead of going in your inventory.
L454[12:32:00] <ScottehBoeh> Ordinastie Any way you could help me with making every slot moveable appart from the backpack one?
L455[12:32:11] <ScottehBoeh> I've got a video of it, too. Incase anyone has an idea on fixing it.
L456[12:32:20] <Ordinastie> <Ordinastie> find what slot the backpack is in, use a special slot for that one
L457[12:32:29] <ScottehBoeh> https://www.youtube.com/watch?v=xA1jpq_SkQY
L458[12:32:31] <ScottehBoeh> Ah ok
L459[12:32:35] <copygirl> ScottehBoeh: You gotta find the slot the backpack is in and replace it with your own.
L460[12:33:06] ⇨ Joins: CsokiCraft (~CsokiCraf@87.97.55.204.pool.invitel.hu)
L461[12:33:23] <Ordinastie> video is private
L462[12:33:39] ⇨ Joins: AshIndigo (~AshIndigo@188.29.164.110.threembb.co.uk)
L463[12:33:44] <ScottehBoeh> There
L464[12:33:49] <masa> uh, well, isn't it better to have all the player inventory slots as custom and in the slot check if that slot is the one holding the open bag?
L465[12:34:05] <CsokiCraft> So I have a couple of @Optional.Method annotations in my code. Can I somehow check if ANY mod provides a certain API in a similar manner?
L466[12:34:16] <masa> and if so, isItemValid() returns false
L467[12:34:28] <copygirl> https://github.com/copygirl/PocketBags/blob/master/src/net/mcft/copy/bags/container/ContainerPouch.java#L39 I did this in my project, but I believe playerHotbarSlots is my own thing.
L468[12:35:04] <ScottehBoeh> The thing is, you can't move the backpack when its in the inventory
L469[12:35:05] <copygirl> So ... it's probably not all that helpful ^^"
L470[12:35:08] <barteks2x> uh... why java doesn't have simple 2-dimensional arrays (instead of arrays of arrays...)
L471[12:35:10] <ScottehBoeh> SO surely that means its already checking the slot its in?
L472[12:35:14] <Ordinastie> why replace and not using the right one from the start ?
L473[12:35:42] <barteks2x> It would make things much easier
L474[12:35:47] <copygirl> Ordinastie: Because it can be any of the 9 hotbar slots and replacing is easier than rewriting the hotbar slots creation code.
L475[12:36:11] <copygirl> (Or worse, the entire slots creation code. DRY!)
L476[12:36:34] <Ordinastie> meh, I recode the whole inventory system :D
L477[12:36:36] <copygirl> CsokiCraft: Don't know unfortunately, sorry.
L478[12:37:44] <barteks2x> The possibility of 0-length multidimensional array is awful
L479[12:37:48] <copygirl> Waited for some time, suppose I'll ask again: Anyone know why my block is not rendering the additional submodel when in-world? https://gist.github.com/copygirl/08d70f81e4a5961a865e58319602baf3 (Works fine for the inventory version.)
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L482[12:39:18] <copygirl> barteks2x: Multidimension arrays are just a fancy way of accessing things using [x + y * xSize] for example, so I guess they figured it wasn't needed. On the uphand, you can do optimizations for powers of 2.
L483[12:40:06] <barteks2x> then i want to create 3-dimensional array that stores block-related data and end up doing this hack that breaks in weirder cases: BlockPos end = start.add(data.length, data[0].length, data[0][0].length);
L484[12:40:42] <copygirl> I'd suggest considering using a one-dimensional array.
L485[12:41:03] <barteks2x> this is unit test, I want nice syntax for my array
L486[12:41:20] <barteks2x> because it's created manually, by specifying each element
L487[12:41:21] <copygirl> Wrap it in a class?
L488[12:41:42] <barteks2x> Writing *yet another* util class for unit tests?
L489[12:42:10] <masa> copygirl: I forget how exactly those work, but are the {[]} supposed to be like that and not {}?
L490[12:42:14] <copygirl> I suppose. Either that or store the dimensions in some extra variables.
L491[12:42:45] <barteks2x> For now I will just use that little hack and fix it when I break something
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L494[12:43:08] <copygirl> masa: I'll go check. I guess that might be it? Though unsure why the inventory one works then.
L495[12:43:20] <ScottehBoeh> Hey, does anyone want to try out my mod?
L496[12:43:30] <ScottehBoeh> I've posted quite a few cool features, but I've never actually shown my mod off
L497[12:43:36] <barteks2x> for now my arrays are nice cubes
L498[12:43:43] <ScottehBoeh> (or is there somewhere I can showcase my mod instead of irc?)
L499[12:43:49] <killjoy> curse
L500[12:44:27] <AshIndigo> Then have no shame for advertising
L501[12:44:39] <ScottehBoeh> can I share a few screenshots instead? :D
L502[12:44:45] <copygirl> masa: I see purple and black, so it didn't like that.
L503[12:44:47] <killjoy> sure thing
L504[12:44:47] <masa> Ordinastie: well I did just notice and fix a visual shortcoming in my inventory stuff :p
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L507[12:44:58] <AshIndigo> In an imgur album preferably
L508[12:45:02] <masa> hopefully this fix doesn't break other things though... >_>
L509[12:45:09] <Ordinastie> question is, when use picks up the bag again, do you upadte the slots ?
L510[12:45:18] <Ordinastie> *user
L511[12:46:08] <copygirl> Ordinastie: Pick it up again? You create a custom container when you open the bag, right? You only have that protected slot for that container. Doesn't affect player or any other inventory.
L512[12:46:33] <Ordinastie> use case : I open the bag, I drop the bag on the floor, someone picks it up, empties it, throws it back to me, can I emtpy it again ?
L513[12:46:53] <Ordinastie> copygirl, I'm talking in masa's case, where he doesn't lock the slot
L514[12:47:18] <copygirl> Oh. Well I guess when the back is out of the inventory completely, the container should close.
L515[12:47:29] <copygirl> (Like when being sucked out by a machine, too.)
L516[12:47:54] <copygirl> backpack*
L517[12:48:37] <ScottehBoeh> Here's what I've done over the last few months :) http://imgur.com/a/nBoxE
L518[12:48:46] <masa> aww shit it doesn't update properly when I pick it up
L519[12:48:53] <masa> whyyyy
L520[12:49:03] <masa> ... did I start talkinng to you guys :D
L521[12:49:06] <copygirl> I don't suppose anyone knows an open source mod that has blocks made up of multiple submodels..? Not sure why anyone would know, but I'm gonna ask!
L522[12:49:27] <masa> so I take it that didn't work?
L523[12:49:31] <killjoy> like multiparts?
L524[12:49:39] <Ordinastie> masa usually there are 2 solutions to item containers : either close when slot is emtpied, or completely lock out the slot
L525[12:49:51] <killjoy> I think vanilla has that
L526[12:49:58] <masa> copygirl: https://mcforge.readthedocs.io/en/latest/blockstates/forgeBlockstates/
L527[12:49:59] <killjoy> End portal frame
L528[12:50:14] <copygirl> masa: I read them to no avail :I
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L530[12:50:37] <Ordinastie> like my new switch ? http://puu.sh/sjhoG.jpg
L531[12:50:47] <killjoy> so tiny
L532[12:50:50] <killjoy> is it functional?
L533[12:50:56] <copygirl> Tried hving the submodel in the "defaults" section but got yelled at: "defaults variant cannot contain a simple submodel definition."
L534[12:51:06] <Ordinastie> sure, same a the other swith, wireless interaction
L535[12:51:37] <copygirl> Ordinastie: More 3D!
L536[12:51:48] <killjoy> ^^
L537[12:51:58] <Ordinastie> copygirl, go make me the model :p
L538[12:52:12] <Ordinastie> (and not with that JSON shit :p)
L539[12:52:26] <copygirl> What then?
L540[12:52:26] <killjoy> what are you on, 1.7?
L541[12:52:48] <Ordinastie> nope
L542[12:53:02] <killjoy> want .obj?
L543[12:53:03] <Ordinastie> OBJ
L544[12:53:21] <copygirl> Can those be used with resource packs?
L545[12:53:29] <Ordinastie> yes
L546[12:53:30] <masa> how is obj different with variant-based submodels?
L547[12:53:45] <TechnicianLP> sure .. it just means the resourcepack guys have to learn obj
L548[12:53:55] <killjoy> or use blender
L549[12:54:26] <Ordinastie> well, I currently don't have anything built in to map a state with different OBJ state
L550[12:54:39] <Ordinastie> shouldn't be too hard though, I have it for animations
L551[12:55:53] <barteks2x> This is weird. I have algorithm with unit tests, no matter how I test it - it works fine. I use it in game and things fail in ways I can't explain
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L557[13:00:18] <masa> copygirl: actually I think the inventory variant needs to be [{}], but the normal variant is not used if you have a facing property, right?
L558[13:01:02] <copygirl> Ahh..
L559[13:01:46] <copygirl> So... that means?
L560[13:02:02] <masa> hmm ntot sure, if the defaults can't contain it
L561[13:02:30] <masa> actually, why is the straps then part of the model if it's in every variant?
L562[13:02:33] <copygirl> I'll try getting rid of the [] in normal and then moving the straps into facing.
L563[13:02:38] <masa> *not
L564[13:02:55] <copygirl> Because it shouldn't be rendered if it's equipped.
L565[13:03:10] <copygirl> The top part, too, isn't rendered because the tile entity adds that and animates it.
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L567[13:03:22] <masa> oh, hmm
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L569[13:03:57] <masa> but that emans that every variant of the block, plus the inventory model do thave it though?
L570[13:04:49] <copygirl> Yes. I'll render the models separately later.
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L572[13:05:18] <Ordinastie> is there a command to speed up daylight passing ?
L573[13:05:59] <copygirl> "/time add X" in a repeater commandclock?
L574[13:06:06] <copygirl> block*
L575[13:06:12] <TechnicianLP> repater commandblock wit /time add 1
L576[13:06:17] * TechnicianLP was too slow
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L578[13:07:30] <Ordinastie> how do I make it repeat ?
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L580[13:07:35] <Ordinastie> (never use command blocks ><)
L581[13:08:04] <TechnicianLP> place on and set the leftmost button
L582[13:08:07] <copygirl> You can change the mode of the new command blocks to be executed every game tick and not require redstone I believe.
L583[13:08:13] <TechnicianLP> until the block turns blue
L584[13:08:15] <Ordinastie> ah thx
L585[13:08:28] <copygirl> If it's too fast you might need a regular command block with a redstone clock.
L586[13:09:09] <copygirl> Placing the submodel into "facing" didn't do it either :I
L587[13:09:36] <Ordinastie> I thought it'd be smoother :(
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L589[13:10:48] <Ordinastie> but now you can have lights automatically lit up based on daylight \o/ http://puu.sh/sjiBd.jpg
L590[13:13:20] <masa> copygirl: each of the facings, right?
L591[13:16:32] <copygirl> Well.. trying to avoid that.
L592[13:17:57] <barteks2x> this is just stupid... I'm occasionally getting a CME in ClassInheritanceMultiMap, I'm wondering why it doesn't happen in vanilla. It's obvious that what they are doing here isn't thread-safe
L593[13:18:06] <barteks2x> *ClassInheritanceMultiMap constructor
L594[13:19:31] <masa> copygirl: well how else would you add it to facing?
L595[13:20:00] <copygirl> There's gotta be a way to have multiple block (sub)models in the default state, no?
L596[13:20:12] <masa> if facing is your only blockstate property, and the submodel is not allowed into defaults, then you need to have it inside each facing I think?
L597[13:20:22] <Ordinastie> anything obvious as for why the recipes wouldn't work here : http://puu.sh/sjjbj.png ?
L598[13:20:29] <barteks2x> any idea why obvious threading issue wouldn't crash in vanilla, but it does crash when it's done more frequently in my mod?
L599[13:20:51] <copygirl> I guess alternatively I could just have a single block model and just use the tile entity renderer for the rotation.
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L601[13:21:02] <masa> no idea, but it seems strange for it to not allow submodels in the defaults state... although you can't remove those I guess, so then they should just be part of the base modellike I said?
L602[13:21:09] <copygirl> Gets rid of using 4 block states for no good reason, either.
L603[13:21:42] <masa> facing is not a good reason? :D
L604[13:21:57] <barteks2x> it crashed when creating a chunk, and what is even worse THE GAME CONTINUES AS IF NOTHING HAPPENED
L605[13:21:58] <copygirl> Yes, because I have a tile entity and a renderer for it anyway.
L606[13:23:06] <masa> but rendering less with the TESR whould be a good thing for performance
L607[13:23:12] <masa> *should
L608[13:23:43] <Ordinastie> copygirl, why the TESR ?
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L610[13:23:53] <copygirl> Ordinastie: Lid needs to open, like a chest.
L611[13:24:00] <Ordinastie> ah
L612[13:24:25] <Ordinastie> any idea on my recipes ?
L613[13:25:25] <copygirl> Ordinastie: Get rid of the space-only strings. I believe that'll cause the recipe to be only craftable in the top row of the crafting grid.
L614[13:25:35] <Ordinastie> that's intended
L615[13:25:51] <copygirl> It's confusing as a player though.
L616[13:26:15] <Ordinastie> if I plan to have more switches, the place of the dusts will matter
L617[13:26:26] <copygirl> (Also any reason you're using ABC instead of .. LGR ?
L618[13:26:34] <Ordinastie> habbits
L619[13:26:36] * copygirl shudders.
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L621[13:26:42] <Ordinastie> :p
L622[13:26:55] <copygirl> But why make it position dependant in the crafting grid?
L623[13:27:20] <copygirl> I can understand having something on the right instead of the left of the lever resulting in a different thing.
L624[13:27:28] <Ordinastie> want to have the lever always on top left
L625[13:27:33] <copygirl> But whether you place the same 3 items in the top or the bottom row shouldn't matter.
L626[13:27:56] * TechnicianLP sneaky little habbitses
L627[13:28:02] <copygirl> Have you thought of making a base lever and using items to upgrade it instead?
L628[13:28:25] <Ordinastie> and I found out why ><
L629[13:28:33] <Ordinastie> (thanks to you :p)
L630[13:28:43] <Ordinastie> I had only 2 spaces for the other rows
L631[13:28:51] <copygirl> Heh.
L632[13:29:19] <copygirl> Did it not throw an error?
L633[13:29:24] <Ordinastie> no
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L635[13:32:48] <kashike> https://github.com/kashike/migration/wiki/1.10.2-to-1.11
L636[13:33:27] <Ordinastie> nice :)
L637[13:33:28] <Ordinastie> thx
L638[13:34:12] <Ordinastie> theWorld and worldObj \o/
L639[13:34:20] <kashike> yup :)
L640[13:35:28] <Ordinastie> kashike, what about a column with the classname ? :p
L641[13:35:47] <kashike> sure
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L643[13:36:52] <TechnicianLP> why were the cacuts_aabb swapped?
L644[13:37:22] <barteks2x> 1.11 is going to be hard... lots of changes to MathHelper
L645[13:37:51] <Ordinastie> anybody know what the red bar represents under the thumbnails : http://puu.sh/sjkek.jpg ?
L646[13:38:21] <thor12022> Watch progress
L647[13:38:28] <Ordinastie> nvm, googled it :p
L648[13:38:54] <Ordinastie> it's not really reliable
L649[13:39:15] <Ordinastie> and one could wonder why the fuck it keeps recommanding videos I've already watched :s
L650[13:39:27] <TechnicianLP> they only thing google does reliably is collect your data
L651[13:39:52] <CsokiCraft> So I updated my dev env to the latest Forge (.2125), and now IC2 is crashing
L652[13:39:53] <CsokiCraft> Caused by: java.lang.NoSuchMethodError: net.minecraft.world.biome.BiomeProvider.getBiomeGenerator(Lnet/minecraft/util/math/BlockPos;Lnet/minecraft/world/biome/Biome;)Lnet/minecraft/world/biome/Biome;
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L654[13:40:18] <CsokiCraft> Which is the last Forge that doesn't have this issue?
L655[13:40:39] <kashike> Ordinastie: done
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L657[13:40:57] <Ordinastie> hehe
L658[13:41:12] <Ordinastie> too bad github cuts it :s
L659[13:41:23] <masa> Ordinastie: https://gfycat.com/DeadlyShoddyGharial
L660[13:41:25] <kashike> it does?
L661[13:41:33] <Ordinastie> width wise
L662[13:41:50] <copygirl> CsokiCraft: https://github.com/MinecraftForge/MinecraftForge/blame/1.10.x/patches/minecraft/net/minecraft/world/biome/BiomeProvider.java.patch
L663[13:41:53] <copygirl> Does this help?
L664[13:42:19] <kashike> ah, I use github wide so I didnt notice
L665[13:42:23] <kashike> https://userstyles.org/styles/108591/github-wide
L666[13:43:00] <kashike> Class Name isn't too important, so scrolling isn't a huge issue I guess
L667[13:43:04] <copygirl> Hmm.. maybe not. Did the mappings update?
L668[13:44:08] <kashike> https://github.com/kashike/migration/wiki/1.9-to-1.9.4
L669[13:44:10] <kashike> yes
L670[13:44:15] <kashike> getBiomeGenerator getBiome func_180300_a
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L672[13:44:48] <McJty> LatvianModder, here?
L673[13:45:09] <LatvianModder> Aye
L674[13:45:22] <Ordinastie> you'd think with a name like "userstyles", the site would be bit more "stylish"
L675[13:45:30] <kashike> hehe
L676[13:45:36] <McJty> LatvianModder, I can't seem to claim chunks with ftb utilities in the end. Is that normal?
L677[13:45:50] <McJty> Works fine in the overworld and nether (at least for nether last time I tried)
L678[13:45:52] <McJty> But not in the end
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L680[13:47:03] <LatvianModder> Yes that is normal. End is disabled by default for non-ops
L681[13:47:28] <McJty> oh. Well this is single player. Can I enable that>?
L682[13:47:34] <LatvianModder> Because its so small, that one person can basically occupy whole end
L683[13:47:43] <McJty> Well I need to chunkload a chunk :-)
L684[13:47:50] <McJty> Which requires me to claim it
L685[13:48:10] <LatvianModder> There will be a config in next version
L686[13:48:27] <McJty> Ah, but for now it cannot be done? That's unfortunate
L687[13:48:30] <CsokiCraft> So its mapping changed, as kashike pointed out, but do you know in which Forge?
L688[13:48:45] <LatvianModder> Yeah, sorry
L689[13:48:57] <LatvianModder> But next version be out tomorrow probably
L690[13:49:21] <TechnicianLP> you should be able to just drop the obfuscated ic2 into your mods folder (youd have to exclude the unobfuscated one from buildpath)
L691[13:49:50] <McJty> ok
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L693[13:50:15] <Ordinastie> kashike, do you know if it's possible to establish priorities for styles with Stylish
L694[13:50:17] <barteks2x> when I decide to update to newer mappings, is there some automated way to do that?
L695[13:50:22] <CsokiCraft> Will I be able to access IC2 API though? (if I add the obfuscated one to my classpath ofc)
L696[13:50:57] <TechnicianLP> why wouldnt you be able?
L697[13:50:59] <kashike> Ordinastie: not sure
L698[13:51:05] <kashike> barteks2x: not really, no
L699[13:51:12] <Ordinastie> actually, nvm, I can disable manually
L700[13:51:24] <CsokiCraft> Oh wow, IC2 just updated :P
L701[13:51:32] <Ordinastie> ah wait no, it disable for all the sites
L702[13:51:38] <CsokiCraft> I'll try with the new version
L703[13:51:52] <barteks2x> It seems like it would be possible. srg names don't change, so it would be possibel to create a tool that takes each name, converts it to srg name with old mappings and then converts it back to normal with new mappings
L704[13:52:21] <barteks2x> Seems like something MInecraftDev plugin for idea could do
L705[13:52:26] <kashike> I mean yes, but no one has done it yet :P
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L707[13:52:39] <kashike> feel free to open an issue for that
L708[13:54:18] <Ordinastie> github wide is unsetteling
L709[13:55:01] <kashike> it takes a while to get used to, and is great once you are used to it
L710[13:55:02] <kashike> imo
L711[13:55:21] <CsokiCraft> Can I tell ForgeGradle to set up a JRE 7 workspace when I use "gradlew eclipse"? I already added "targetCompatibility = 1.7" to my build.gradle
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L714[14:06:29] <killjoy1> With a modelrenderer, how would I make a 0-depth shape with the texture the same on both sides?
L715[14:06:46] <Ivorius> Has someone managed to get visualvm to work with mc?
L716[14:06:57] <killjoy1> I have
L717[14:06:58] <Ivorius> Specifically, to profile from IDEA
L718[14:07:22] <killjoy1> Not with IDEA, but I did it with mission control
L719[14:07:32] <killjoy1> just launch it with some jvm args
L720[14:07:41] <Ivorius> Oh, it works now
L721[14:07:50] <Ivorius> Just needs to load for 5 minutes apparently .-.
L722[14:07:59] <killjoy1> I used it to find a memory leak
L723[14:12:19] <barteks2x> You are lucky vusialvm works for you, ffor me ti causes some bad issues with classloading :(
L724[14:12:58] <barteks2x> and crashes the game
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L727[14:21:08] <killjoy1> don't use it when starting. It's supposed to do stuff so it can measure variable usages
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L733[14:32:53] <kashike> barteks2x: http://files.minecraftforge.net/maven/net/minecraftforge/remapper
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L735[14:33:26] <barteks2x> and how to use it...?
L736[14:33:45] <kashike> it's a gui
L737[14:34:21] <barteks2x> oh, I need to download the fatjar?
L738[14:34:34] <kashike> would assume so :P
L739[14:35:37] <barteks2x> the gui is a bit... broken
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L741[14:38:33] <barteks2x> Why such things are so hard to find?
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L745[14:52:52] <copygirl> Hmm.. any idea how to find out if a player is the current SP player without accessing clientside classes or so?
L746[14:53:07] <copygirl> That is, the code also runs on the server.
L747[14:53:35] *** killjoy1 is now known as killjoy
L748[14:53:35] <copygirl> I think this would cause an error: if (!player.worldObj.isRemote || (player != Minecraft.getMinecraft().thePlayer)) return false;
L749[14:53:45] <copygirl> So would instanceof EntityPlayerSP..?
L750[14:54:05] <kashike> !(instanceof EntityPlayerMP) or something? don't see this often :P
L751[14:54:34] <copygirl> OtherPlayerSP is not EntityPlayerMP, is it?
L752[14:55:56] <boni> copygirl: world type
L753[14:55:59] <boni> probably
L754[14:56:31] <copygirl> I... suppose checking isRemote is enough, since the method wouldn't be called for other players.
L755[14:57:22] <copygirl> Aaand sorry for messing up my question. I meant local player, not SP player.
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L758[15:03:01] <masa> what is this for?
L759[15:03:43] <masa> you mean you have to know on the server side, if the game is single player?
L760[15:07:50] <tterrag|away> copygirl, your question is flawed. the server has no concept of "the current" SP player
L761[15:08:16] <copygirl> Yes, but this code is executed on both.
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L763[15:08:43] <masa> what are you doing exactly?
L764[15:08:54] <copygirl> And referencing sideonly classes would cause a crash.
L765[15:09:05] <masa> proxies are for that
L766[15:09:21] <tterrag|away> yes, use a proxy
L767[15:09:29] <copygirl> I suppose ... but adding a proxy method just for seeing if a player is a the client player?
L768[15:09:41] <tterrag|away> it doesn't even need to be a proxy
L769[15:09:42] <Ordinastie> what do you need exactly ?
L770[15:09:45] <tterrag|away> just SOME other method
L771[15:09:54] <tterrag|away> as long as the server-unsafe code is behind a method invocation it should be fine
L772[15:10:12] <copygirl> I'm porting some old code, and need to know if the local player stopped sneaking since the last tick.
L773[15:10:19] <copygirl> Yeah, that's what I did before.
L774[15:10:33] <masa> huh?
L775[15:10:45] <tterrag|away> why is that logic anywhere near the server then?
L776[15:10:48] <masa> why are other players then different?
L777[15:11:06] <copygirl> Needed in getPlayerRelativeBlockHardness
L778[15:11:31] <copygirl> It was a workaround for something, might not even be relevant anymore 11
L779[15:11:54] <masa> still smells like an xy-problem
L780[15:13:51] <copygirl> What it comes down to is, I have a block that can be equipped by breaking it.
L781[15:14:12] <copygirl> Sneaking and breaking it will do that. Not sneaking causes the block to take longer to break.
L782[15:14:30] <copygirl> If the players is sneaking and can't equip it, it should be unbreakable.
L783[15:15:16] <copygirl> I think what I wanted to do is reset the block breaking progress if the player happens to be sneak or stop sneaking.
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L785[15:16:41] <masa> can't you just query for the capability on the player to see if they can equip it, in the getPlayerRelativeBlockHardness() method and just return the relevant value based on if the player is sneaking and can equip it or not?
L786[15:18:07] <masa> or is the only issue that if they stop sneaking the breaking progress doesn't reset?
L787[15:18:40] <copygirl> Yeah.
L788[15:18:56] <masa> I would almost just make it so that in onBlockActivated() if sneaking, then equip
L789[15:19:07] <copygirl> No!
L790[15:19:31] <masa> well, _I_ would, you maybe not
L791[15:19:35] <copygirl> The sneak break to equip just feels right.
L792[15:20:12] <copygirl> (Have you tried out BetterStorage backpacks yet? *shameless advertising*)
L793[15:20:35] <masa> not to me. I would expect a block broken to drop as an ite. And if I want to equip it, then I would "use" the block as in strap it onmy back, by sneak + right clicking on it. but yeah whatever
L794[15:20:42] <masa> nope..
L795[15:21:14] <masa> I haven't even played any modded (except for abou two weeks in this May) in 21 months or so
L796[15:21:22] <copygirl> It feels more natural, instantly equipping a backpack that's a block on the ground is weird.
L797[15:21:29] <copygirl> It also has gameplay implications.
L798[15:21:53] <masa> hmm well. back to the break reset problem
L799[15:22:52] <masa> can't you manually reset the progress? how does that even work, is it synced from the server, or does the client control it?
L800[15:24:13] <copygirl> I believe the server resets the progress, and the client doesn't..?
L801[15:24:22] <copygirl> I ... really have to test this beforehand!
L802[15:24:44] <masa> but there are events for block breaking though, right? so in there if (player.worldObj.isRemote) stuff(); ?
L803[15:25:49] <killjoy> Twitter sent me this today. https://cdn.discordapp.com/attachments/181868474732249099/248196053378007041/download.png
L804[15:26:11] <killjoy> I guess I'm already following everyone I should follow
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L806[15:26:43] <Ordinastie> or you just don't like anybody
L807[15:27:02] <killjoy> *grump*
L808[15:31:50] * TechnicianLP got his cursor stuck in capture when hitting a breakpoint ....
L809[15:32:01] <TechnicianLP> does someone know i can get my mouse back?
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L811[15:32:09] <TechnicianLP> how*
L812[15:32:36] <copygirl> Try cheese?
L813[15:32:59] <copygirl> (No, but really, what do you mean?)
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L815[15:33:26] <TechnicianLP> my mouse i still hiden by minecraft, which is suspended by intellij, which needs mouse to unsuspend
L816[15:34:14] <barteks2x> it's dooable
L817[15:34:28] <barteks2x> TechnicianLP, you need to press alt+u
L818[15:34:34] <barteks2x> and select "evaluate expression"
L819[15:34:50] <barteks2x> and then evaluate Mouse.setGrabbed(false); (alt+v to evaluate)
L820[15:35:21] <TechnicianLP> thanks
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L823[15:40:41] * TechnicianLP needs a macro for that
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L829[16:11:12] <barteks2x> Did I bring https://bugs.mojang.com/ down or was it a coincindence...
L830[16:11:28] <Lord_Ralex> db said this morning it had a few issues
L831[16:13:58] <quadraxis> JIRA is currently being reindexed. Depending on how large the database is, this may take a few minutes. JIRA will automatically become available as soon as this task is complete.
L832[16:14:16] <barteks2x> I was getting "service temporarily unavailable" right after I clicked something
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L835[16:19:19] <quadraxis> An error occurred whilst rendering this message. Please contact the administrators, and inform them of this bug. Details: ------- org.apache.velocity.exception.MethodInvocationException: Invocation of method 'getIssueCountByFixForVersion' in class com.atlassian.jira.plugin.projectpanel.impl.VersionDrillDownRenderer$RoadMapGraphingBean threw exception com.atlassian.jira.issue.index.SearchUnavailabl
L836[16:19:20] <quadraxis> eException: com.atlassian.util.concurrent.LazyReference$InitializationException: com.atlassian.util.concurrent.LazyReference$InitializationException: com.atlassian.jira.util.RuntimeIOException: java.io.FileNotFoundException: /data/jira-home/caches/indexes/issues/_pg.cfs (No such file or directory) at templates/plugins/jira/projectpanels/roadmap-panel.vm[line 94, column 37] at org.apache.velocity.r
L837[16:19:22] <quadraxis> untime.parser.node.ASTMethod.handleInvocationException(ASTMethod.java:337) at org.apache.velocity.runtime.parser.node.ASTMethod.execute(ASTMethod.java:284) at
L838[16:19:26] <quadraxis> well then
L839[16:22:53] <quadraxis> post on https://www.reddit.com/r/Mojira/ ?
L840[16:26:52] <kashike> barteks2x: it's up now
L841[16:28:27] <barteks2x> I don't need to access it right now, I can wait until it's fixed. And it's still broken.
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L856[17:43:42] <ScottehBoeh> best event to use to check if the player is right clicking water?
L857[17:43:49] <ScottehBoeh> I was hoping for a BlockRightCLick event or something
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L863[17:47:12] <copygirl> ScottehBoeh: Probably a general right click event + raytrace?
L864[17:47:19] <ScottehBoeh> Ah ok
L865[17:51:18] <ScottehBoeh> ok I've got the block instance, now how do I check that its water?
L866[17:51:19] <ghz|afk> check how the water bucket does it?
L867[17:51:25] <ScottehBoeh> (Currently it's instance of BlockFluidBase)
L868[17:51:31] <ScottehBoeh> O..h good point
L869[17:51:38] <ghz|afk> don't use instanceof for that
L870[17:51:42] <ScottehBoeh> Ya see, this is why I need you smart people ;-;
L871[17:51:48] <ghz|afk> you can just check the IBlockState
L872[17:52:34] <ghz|afk> well, the material, against Material.WATER, or something
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L874[17:55:48] <ScottehBoeh> awesome :D Think I got it
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L878[17:58:34] <gruetzkopf> hmm, is there any premade way to check for clear line of sight between two blocks in world?
L879[17:59:29] <ghz|afk> sortof
L880[17:59:39] <ghz|afk> world.rayTraceBlocks
L881[17:59:54] <ghz|afk> if you hit the target block, there's line of sight
L882[18:00:00] <ghz|afk> if you hit anything else, there isn't
L883[18:00:16] <ghz|afk> it's not a fast operation
L884[18:00:23] <ghz|afk> but if you don't have to do it often, it works
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L887[18:04:01] <TheLonely> Is it just me or does NBTTagCompound just not save with itemInteractionForEntity? (Sorry, started with modding not too long ago :P)
L888[18:06:26] <ScottehBoeh> Do you initialise the NBT save method in the itemInteractForEntity?
L889[18:06:57] <ScottehBoeh> jks, idk what I'm talking about
L890[18:07:28] <gruetzkopf> yeah i'm not doing it too often
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L900[18:24:44] <echeese> hello
L901[18:31:14] <Shambling> weird that I have a bug that no one else seems to have with chisel and bits, and I don't use optifine. chiseled blocks are invisible on one side :o
L902[18:31:30] <Shambling> wonder if windows 10 updated my graphics card without telling me again
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L905[18:36:06] <Shambling> weird it seems to only be diaganol wood from xtra utilities 2 :o
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L954[21:13:57] <Eragonn1490> whats the proper way to register a sword .json file? i tried this and its not doing anything. http://pastebin.com/me86Pj9j
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L991[23:46:47] <williewillus> !latest
L992[23:54:42] <tterrag> williewillus: nope
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