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L1[00:05:42] <tterrag> np
L2[00:14:36] ⇨
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L4[00:24:06] <masa> in
DedicatedServer#init(), why does onServerStarted() event fire
first, then handleServerAboutToStart() and then finally
handleServerStarting()?
L5[00:24:15] <masa> aren't the first and
last kinda reversed
L6[00:24:29] <masa> at least by their
names
L7[00:27:19] <masa> oh wait, the first one
isn't the event but something else?
L8[00:27:52] <masa> handleServerStarted()
fires from run() after init(), yeah okay...
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L15[01:06:23] <killjoy> I was just gifted
Snuggle Truck
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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
und das T�ten angemessen wirkt. (George Orwell))
L18[01:14:32] <AshIndigo_> `drama
L19[01:14:37] <AshIndigo_> `drama
L20[01:14:46] <AshIndigo_> Oops
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L24[01:25:15] <killjoy> For some reason,
Steam sent me an email in korean
L25[01:25:36] <Ordinastie> check the
connection log
L26[01:25:40] <Ordinastie> if there is
one
L27[01:26:16] <killjoy> The email was
korean
L28[01:26:23] <killjoy> Someone gifted me a
game
L29[01:26:29] <Ordinastie> ah
L30[01:26:32] <killjoy> And he wrote some
korean stuff in the message
L31[01:26:39] <killjoy> 즐기라고.,
L32[01:26:46] <killjoy> . that you
enjoy.
L33[01:27:07] <killjoy> I assume it's you
enjoy that
L34[01:27:26] <killjoy> Anyway, snuggle
truck is kind of like happy wheels
L35[01:27:28] <Ordinastie> google just
translates it to "Enjoy"
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L48[01:53:59] <Elec0> Is there an example
of rayTraceBlocks that isn't confusing or something? Cause it's
giving me weird responses and I don't really understand why
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L52[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161129 mappings to Forge Maven.
L53[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161129-1.11.zip
(mappings = "snapshot_20161129" in build.gradle).
L54[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L65[02:50:14] <illy> restarting my VM
crashes me ;_;
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L67[02:50:23] <illy> err crashes
chrome
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L83[04:03:24] <barteks2x> Finally minecraft
grass doesn't look so bad :D downloaded icc profile for my monitor
(or the closes one I could find)
L84[04:03:49] <barteks2x> it was almost
closer to blue than to green before
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L86[04:14:34] <barteks2x> I just got the
CME with just forge
L87[04:14:43] <barteks2x> the one in
ClassInheritanceMultiMap
L88[04:15:02] <barteks2x> but it didn't
crash the game
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L96[04:52:02] <barteks2x> did someone at
mojang really write ChunkProviderSettings manually? I'm at half
that side with my config and it's getting boring
L97[04:52:50] <barteks2x> *size
L98[04:53:45] <barteks2x> And I really
don't like the 8x duplication
L99[04:54:29] <barteks2x> I'm writing it
with reflection and annotations. Hacky or not, it will be
better
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L105[05:15:41] <kashike> barteks2x: I
mean, they probably did write it by hand - not like it gets touched
everyday.. :P
L106[05:16:33] <barteks2x> I'm not writing
that by hand, especiially whe I'm going to have more
generators
L107[05:16:40] <barteks2x> and I'm going
to have more config options
L108[05:17:54] <kashike> well, you could
always extend it?
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L110[05:19:25] <barteks2x> My config
options will be different
L111[05:19:37] <barteks2x> they won't
necessarily overlap
L112[05:19:43] <kashike> ah
L113[05:19:58] <barteks2x> Much more
predictable config
L114[05:20:22] <barteks2x> I don't think
there is anyone who really understand what the vanilla config
options do
L115[05:22:00] <barteks2x> (at least the
not-populator ones)
L116[05:22:18] <barteks2x> like stretchY
or coordinateScale
L117[05:26:34] <kashike> barteks2x: that
Tall Worlds dir sure is.. useful. :P
L118[05:26:47] <barteks2x> I didn;t get
around deleting it
L119[05:26:56] <barteks2x> Look at last
commit in that directory
L120[05:27:08] <kashike> yep
L121[05:29:24] <barteks2x> And I didn't
notice it fails to compile... that's what happens when I commit and
push only some parts of my changes
L122[05:29:59] <barteks2x> what is that?
org.mockito.exceptions.misusing.UnfinishedVerificationException at
TestCubeMap.java:162
L123[05:30:03] <barteks2x> I didn't change
anythign there
L124[05:31:35] <barteks2x> that class is
unchanged since last commit, but the test fails. HOW?
L126[05:36:11] <barteks2x> and what is
that supposed to mean? It also worked fine for me
L127[05:40:41] <barteks2x> And I'm getting
*different* error now
L128[05:40:47] <IoP> mocking is black
magic
L129[05:40:56] <barteks2x> so now I see 3
completely different errors
L130[05:41:45] <barteks2x> mocking is just
bytecode magic
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L132[05:44:24] <barteks2x> it worked
before...
L133[05:44:57] <barteks2x> buw I think the
error was: verify(source, times(1)); instead of
verify(source.applyAsDouble(key), times(1));
L134[05:45:56] <barteks2x> or not
L135[05:46:30] <barteks2x> oh, it's
supposed to be verify(source, times(1)).applyAsDouble(key)
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L138[05:57:46] <gigaherz|work> Anyone
happens to have a nice comfy "gaming" chair that can
recommend?
L139[05:58:01] <gigaherz|work>
s/that/they
L140[05:58:33] <gigaherz|work> the best I
can find in my usual store, within my price range and in stock
is
L144[06:11:30] <kashike> meanwhile I'm
using a kitchen table chair
L145[06:11:33] <kashike> :P
L146[06:12:17] <gigaherz|work> XD
L147[06:12:43] <kashike> a
"real" chair is on my list
L148[06:13:07] <kashike> but I just spent
~$3300 on new desk + pc + monitors
L149[06:13:49] <gigaherz|work> a wise man
once said, "don't be cheap on the thing that bears your
arse"
L150[06:13:58] <kashike> heh
L151[06:14:12] <Ordinastie> gigaherz|work,
excuse me
L152[06:14:19] <Ordinastie> but touching
my ass IS a privilege
L153[06:14:41] <barteks2x> why annotations
default value can't be null :(
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L155[06:34:22] <AshIndigo> Do you guys
know what a php gate is?
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L158[06:37:51] <gigaherz|work> AshIndigo:
i haven't heard of it
L159[06:37:56] <gigaherz|work> some web
exploit?
L160[06:38:22] <AshIndigo> Dont think
so
L161[06:39:03] <gigaherz|work> what
context?
L162[06:39:56] <AshIndigo> "... added
a new way to send items - throught php gate on server"
L163[06:41:33] <Ordinastie> just means it
goes through a web server I think
L164[06:42:08] <gigaherz|work> oh I
see
L165[06:42:20] <gigaherz|work> yeah I
guess it means he has a php server "thing"
L166[06:44:45] <AshIndigo> Makes the most
sense
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L169[06:55:50] <TechnicianLP> !gm
drawItemStack
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L183[08:21:38] *
gigaherz|work sighs...
L184[08:21:49] <gigaherz|work> slow day at
work, and nothing going on in this channel either
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L197[09:30:37] <Necro> weird. none of my
blocks show up in my creative tab in 1.11 . did something change
about that?
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L201[09:35:44] <Necro> nevermind, whatever
i just did, it seems it fixed it.
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L203[09:42:40] <HassanS6000> !gf
field_70152_a 1.10.2
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L207[09:51:24] <ScottehBoeh> Been working
with rendering fake arms :D Making my items look like they're
actually being held etc
L208[09:53:21] <ScottehBoeh> By the way,
is there any chance people know how I can increase the render
distance of other players? (Have them render at a very far distance
away)?
L209[09:55:39] <Ordinastie> god, don't do
that
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L211[09:59:15] <ScottehBoeh> Well..
L212[09:59:31] <ScottehBoeh> as much as
people say it's not a good idea, I'd still like to learn how
L213[10:01:31] <ghz|afk> ScottehBoeh:
minecraft sets the far plane to the render distance
L214[10:01:31] <ghz|afk> so
L215[10:01:55] <ghz|afk> in order to see
things "very far away", you'd need to setup a new
near/far plane
L216[10:01:58] <ghz|afk> and draw them
separately
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L226[10:29:29] <barteks2x> ... this can
only be in minecraft. there is worldgen config option
depthNoiseScaleExponent, which is passed to generateNoiseArrays
when generating random height noise... and then that method
completely ignores the exponent value
L227[10:29:34] ***
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L228[10:31:08] <barteks2x> so there is a
config option that does absolutely nothing
L229[10:35:30] <barteks2x> I'm wondering
if it would be possible to create dynamic preview of example
terrain shape as the user changes config (not necessarily in
mc)
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L234[10:51:34] <Keridos> anyone here have
an example of how to implement a camo block (that render as another
block) in 1.10.2?
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L236[10:56:25] <illy> kinda tempted to
rewrite part of my git history because my vm's time was wring when
I made a commit
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L238[10:56:44] <illy> s/wring/wrong/
L239[10:58:31] <ghz|afk> Keridos: you'll
want the block to have a TE, in this TE, you'll want to keep the
IBlockState of the other block
L240[10:58:32] <ghz|afk> then
L241[10:58:54] <ghz|afk> in the block,
you'll want an IUnlistedProperty, of a class that will hold an
immutable copy of the data needed for rendering
L242[10:59:00] <ghz|afk> in your case,
just a field with this IBlockState
L243[10:59:06] <ghz|afk> then
L244[10:59:34] <ghz|afk> in
createBlocksTate you'll return the ExtendedBlockState container
with the unlisted property
L245[11:00:03] <ghz|afk> and in
getExtendedState, you'll want to cast the state to IExtendedState,
and use .withProperty with your unlisted property, and using the
immutable data as a value
L246[11:00:07] <ghz|afk> then
L247[11:00:18] <ghz|afk> you'll want to
use a custom IBakedModel
L248[11:00:33] <ghz|afk> and in this
IBakedModel's getQuads method
L249[11:00:43] <ghz|afk> you'll cast the
IBlockState to IExtendedBlockState
L250[11:00:48] <ghz|afk> and query the
value of the unlisted property
L251[11:00:49]
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L252[11:01:06] <ghz|afk> so that youcan
finally reach the IBlockState for the block you are mirroring
L253[11:01:18] <ghz|afk> and then you can
get the IBakedModel that corresponds to this IBlockState
L254[11:01:32] <ghz|afk> from the block
model "registry"
L255[11:01:38] <ghz|afk> (can't remember
which class that is)
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L257[11:01:48] <ghz|afk> and finally,
you'll want to call getQuads on that other baked model
L258[11:01:59] <ghz|afk> with the same
args that were passed to yours, xcept the IBlockState
L259[11:02:20] <ghz|afk> where you'll use
the one you just obtained from your data
L260[11:02:33] <ghz|afk> I don't have a
copypaste-worthy example
L261[11:02:39] <ghz|afk> but I hope this
will be enough for you to figure it out
L262[11:10:40] <Keridos> ghz|afk: thanks
for the lengthy explanation, that is quite a lot of stuff
L263[11:10:46] <Keridos> gonna need to
save that ^^
L264[11:11:06] <ghz|afk> heh
L265[11:11:18] <ghz|afk> the same
description applies to anything where you need custom models with
per-block data
L266[11:11:35] <ghz|afk> the only
difference is you won't be passing an IBlockState to it
L267[11:11:54] ***
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L268[11:15:43] <barteks2x> how to restore
the things idea shows by default? I somenot hide that thing on the
right side with "gradle" and "maven" options,
and that part that shows console output and can't find them
again
L269[11:16:00] <AshIndigo> Burn
configs?
L271[11:16:27] <Keridos> ^^
L272[11:16:42] <barteks2x> My configs are
abit too useful to depete them
L273[11:18:02] <tterrag|ZZZzzz> do any
examples/specs exist for the animated model stuff?
L274[11:18:07] <tterrag|ZZZzzz> I'd ask
fry, but...
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L282[11:28:29] <barteks2x> why would the
hide such confusign option behind what looks like a useless
square
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L285[11:40:06] <mezz> you're not the first
person to ask that barteks2x... some people click it by accident
and can't find their sidebars
L286[11:40:10] <mezz> it's terrible
UI
L287[11:40:38] <barteks2x> It took me
several minutes to find that button
L288[11:40:57] <barteks2x> and it was
mostly "why is that square here? maybe it does
something?"
L289[11:42:26] <barteks2x> and a few
minutes before I was one of those whi accidentally ckicked it and
couldn't find anything
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L293[11:50:27] <ghz|afk> barteks2x: I
discovered that square early on
L294[11:50:29] <ghz|afk> which is
good
L295[11:50:36] <ghz|afk> because without
showing the "tabs", I'd be hating IDEA
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L297[11:51:07] <barteks2x> I discovered it
today because I accidentally clicked it and didn't know about
it
L298[11:51:39] <ghz|afk> how did you ever
use gradle from idea?
L299[11:51:43] <ghz|afk> when I looked for
info on that
L300[11:51:46] <barteks2x> It was all
shown by default
L301[11:51:54] <ghz|afk> I basically saw
"click that square"
L302[11:51:55] <barteks2x> until I
accidentally clicked it
L303[11:52:00] <ghz|afk> that said
L304[11:52:13] <ghz|afk> there was a funny
bug in mac idea
L305[11:52:23] <ghz|afk> where that popup
menu from that icon
L306[11:52:31] <ghz|afk> would show even
if you had another window on top of intellij
L307[11:52:51] <barteks2x> On linux a lot
of things from idea show even if there is window on top of it
L308[11:53:07] <barteks2x> and it's
sometimes surprisingly hard to get rid of them
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L312[11:54:44] <barteks2x> and using idea
is a very reliable way of breaking switching between window (other
window is on top, i click idea window and nothing happens, I have
to click title bar)
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L317[12:21:38] <MalkContent> man.
harvestcraft does not use metadata for its items
L318[12:21:44] <MalkContent> is that okay
now?
L319[12:22:26] <MalkContent> or is it
still "try to group them up to a single itemid and differ them
by metadata"
L320[12:22:45] ***
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L322[12:24:23] <ghz|afk> MalkContent:
there's still an ID limit, but there's certain cases where it just
can't be done
L323[12:24:27] <ghz|afk> and food is one
of those
L324[12:24:44] <ghz|afk> IIRC
L325[12:25:06] <MalkContent> huh. rly? how
so
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L328[12:25:45] <ghz|afk> ah no
nevermind
L329[12:25:56] <ghz|afk> it has
getHealAmount and getSaturationModifier with ItemStack params
L330[12:26:02] <ghz|afk> however
L331[12:26:25] <ghz|afk>
isWolfsFavoriteMeat does NOT have an itemstack param
L332[12:26:50] <ghz|afk> so you can't mix
wofl-mating-food with non-wolf-mating-food
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L334[12:27:41] <MalkContent> fair
enough
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L338[12:39:22] <killjoy> Quick question.
terrain gen isn't multithreaded, is it?
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L340[12:39:39] <barteks2x> it isn;t
L341[12:39:53] <barteks2x> and it's almost
impossible to make it multithreaded
L342[12:40:07] <killjoy> lots of
"legacy" code?
L343[12:40:25] <killjoy> Makes me wonder
just how much code is legacy.
L344[12:40:29] <barteks2x> I would say
it's impossible by design
L345[12:41:15] <barteks2x> hard to say how
much of the code is legacy but considering noise generator didn't
change at all since the first *infdev* version I would say a
lot
L346[12:41:37] <barteks2x> and it still
has the same bug
L347[12:42:43] <killjoy> I should just
assume that anything threaded in minecraft is impossible by
design
L348[12:43:07] <barteks2x> actually
multithreading the very early part of terrain generation is
possible
L349[12:43:20] <barteks2x> it's just that
it's the fast part that isn't worth optimizing
L350[12:44:21] <barteks2x> it's also the
part that almost noone understands
L351[12:44:40] <barteks2x> which is
terrain shape generation + caves + ravines
L352[12:44:56] <Deamon> time spent is
about 50/50 between that first part and populators
L353[12:45:12] <Deamon> so it'd be a
fairly nice save still
L354[12:45:16] <barteks2x> really?
Sometihing must have changed since I testes it last time
L355[12:45:32]
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L356[12:45:37] <barteks2x> I probabl
tested it exluding cillages and similar
L357[12:45:42] <barteks2x> *cillages
L358[12:46:14] <barteks2x> I will run
sampler and see it myself
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L360[12:47:55] <barteks2x> caves and other
structures take almost half of the time
L361[12:48:03] <barteks2x> *1/3th
L362[12:48:42] <Deamon> I tried to
optimize the cavegen code at one point because that code is
whacked....never getting those 8 hours of my life back
L363[12:48:44] <barteks2x> I have no idea
why I was so sure the first part was much faster
L364[12:49:05] <barteks2x> So the
optimization didn't work?
L365[12:49:14] <killjoy> Deamon, you
would've just wasted them anyway
L366[12:49:55] <Deamon> just understanding
that code is a struggle
L367[12:50:15] <barteks2x> I have fullyy
deobbfuscated cubic chunks version
L368[12:50:20] <barteks2x> with
comments
L369[12:50:28] ***
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L370[12:50:36] <Deamon> I had the actual
mojang source for the class and it was still a struggle
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L372[12:50:47] <ghz|afk> I assumed caves
were just random bezier curves where mc would just draw an air
sphere every X distance
L373[12:50:52] <ghz|afk> with varying
radius
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L376[12:51:26] <barteks2x> what i was able
to figure out and port to cubic chunks
L377[12:52:30] <Deamon> nice
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L379[12:53:52] <barteks2x> it does draw
spheres but every block. Almost. There is only a certain probablity
it will draw a sphere for a given step
L380[12:54:03] <barteks2x> it seems to go
in one block steps
L381[12:55:00] <barteks2x> as for what
kind of curves it is - it simply uses random floats/doubles to
generate a value that changes the direction
L382[12:55:06] <barteks2x> or something
like that
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L384[12:58:15] <barteks2x> In total I
probablyy wasted a few days trying to understand the part of
terrain generation that generates and processes perlin noise
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L394[13:19:25] <JuiceGrape> how do I do
something when any armour ticks? wanna check for a custom
enchantment on the helmet
L395[13:19:57] <ghz|afk> wat
L396[13:19:59] <ghz|afk> you don't
L397[13:20:03] <ghz|afk> you check a
player tick
L398[13:20:10] <ghz|afk> I mean
L399[13:20:13] <ghz|afk> you handle the
player tick
L400[13:20:18] <ghz|afk> and in it you
check all the armor slots
L401[13:20:34] <JuiceGrape> how would I go
about handling a player tick? same way as before?
L402[13:21:01] <killjoy> subscibe to
TickEvent.Player I would say
L403[13:21:13] <JuiceGrape> ah ye, event
hooks, ty
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L405[13:25:33] <JuiceGrape> how do I get
the armour in a certain slot?
L406[13:25:38] <JuiceGrape> use the
iterator?
L407[13:25:42] <killjoy> there's a method
for that
L408[13:25:54] <JuiceGrape> not for a
certain slot, can only get all slots
L409[13:25:55] <killjoy> assuming
1.10+?
L410[13:25:59] <JuiceGrape> 1.10.2
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L412[13:27:52] <barteks2x> I just wasted 1
hours because I forgot that my coordinates are ints, not
doubles.floats and has integer division in lambda instead of
floating poitn division
L413[13:28:09] <killjoy>
InventoryPlayer#armorItemInSlot(int)
L414[13:29:00] <JuiceGrape> that's only
for players though
L415[13:29:50] <barteks2x> I may actually
add a variation on it as special kind of world generator :D
L416[13:30:04] <killjoy>
EntityLivingBase#getItemStackFromSlot(EntityEquipmentSlot)
L417[13:30:08] <barteks2x> or maybe even
add script support to allow users to define custom worldgen
code
L418[13:30:55] <killjoy> There's a mod for
that
L419[13:31:04] <killjoy> slash
plugin
L420[13:31:28] <killjoy> Custom Terrain
Generation
L421[13:31:48] <killjoy>
*TerrainControl
L422[13:31:53] <barteks2x> My one will be
with cubic chunks and possible to understand
L423[13:32:05] <barteks2x> I was never
able to understand TC config
L425[13:32:40] <barteks2x> I knew more or
less what each option does
L426[13:32:57] <barteks2x> but never
enough to actually predict what will be the result of increasing it
by, say, 0.1
L427[13:33:28] <killjoy> I think there was
an option to map biomes to a bitmap
L428[13:33:47] <barteks2x> I'm not taling
abotu biome generation
L429[13:33:55] <barteks2x> i'm talkint
about what is done with the biome data later
L430[13:34:08] <barteks2x> how biome
height/volatility translates to tterrain heigth in blocks?
L431[13:34:24] <killjoy> something like
base height and terrain roughness
L432[13:34:51] <barteks2x> yes, but what
exactly does value 1.0 mean?
L433[13:34:57] <LexManos> !gm 178267
L434[13:35:11] <killjoy> I'd say it's
vanilla
L435[13:36:12] <barteks2x> in my version,
height 1.0 means that average height is at specificed max terrain
Y. Volatility 1 = it goes from average height [max terrain height]
blocks up and down max
L436[13:36:57] <barteks2x> unless using
vanilla biomes, then it would automatically translate vanilla biome
height and height variation (volatility) to my format
L437[13:38:34] <barteks2x> this is what
height conversion looks like from vanilla biome heihht to my biome
height: myHeight = vanillaHeight*17.0f/64.0f - 1.0f/256.0f
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L442[13:42:46] <killjoy> !gf 110560
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L447[13:55:03] ***
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L448[14:00:07] ***
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L449[14:00:21] <Elec0> What's the best way
to check if a block is in line of sight to another block?
raytraceblocks?
L450[14:01:23] <JuiceGrape> how do I use
the NBT tag list to check what enchantments are on my item
L451[14:01:25] <diesieben07> Yep,
somethign like that
L452[14:01:42] <killjoy> tag is ench
L453[14:01:52] <diesieben07> JuiceGrape,
you don't, you use EnchantmentHelper
L454[14:02:07] <diesieben07> you shouldn't
be using the nbt directly
L455[14:02:44] <JuiceGrape> oh okay cool,
ty
L456[14:03:13] <killjoy> I've been doing
if (drop.hasEffect()) drop.setTagInfo("ench",
null);
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L461[14:12:31] <killjoy> You should use a
Logger
L462[14:12:37] <killjoy> though System.out
is redirected to one
L463[14:13:24] <killjoy> It's likely that
the code isn't being run
L465[14:18:39] <ScottehBoeh> Diesiebeeeen
;-;
L466[14:18:43] <Marqin> but it doesn't
mention any mod
L467[14:18:50] <Marqin> nor it produces
any problem with game
L468[14:18:52] <Marqin> game runs OK
L469[14:18:53] <ScottehBoeh> Where art
thou diesieben ;-;
L470[14:19:13] <Marqin> may this be why
mod is not starting?
L471[14:22:01] <diesieben07> scotteh
you've got mail
L472[14:23:31]
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L473[14:30:22] <AshIndigo_> (Insert
"You have mail!" sound effect)
L474[14:31:09] <killjoy> Marqin, how are
you launching?
L475[14:32:01] <killjoy> looks like your
version is missing assetsIndex
L476[14:32:09] <killjoy> reinstall
forge
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L478[14:36:06] <Marqin> killjoy: java -d64
-Xmx1024M -jar
/Applications/Minecraft.app/Contents/Resources/Java/Bootstrap.jar
L479[14:36:33] <Marqin> killjoy: but i've
seen it's popular error with that legacy.json and reinstall may fix
it
L480[14:36:35] <killjoy> so via the
launcher
L481[14:37:00] <killjoy> Minecraft.app is
just the launcher
L482[14:44:49] <Marqin> killjoy:
Minecraft.app cries about java version
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L484[14:44:58] <Marqin> that it wants 1.6
and i have 1.8
L485[14:45:08] <Marqin> maybe i've too old
.app
L486[14:50:14] <killjoy> doesn't mojang
have a native launcher for mac?
L487[14:52:33] <JuiceGrape> anyone here
have experience with the JEI api?
L488[14:52:44] <killjoy> mezz ^
L489[14:53:06] ***
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L490[14:53:20] <JuiceGrape> I didn't want
to bother the author xD
L491[14:53:24] <mezz> #JEI
L492[14:53:31] <JuiceGrape> cause I might
just be a derp
L493[14:53:41] <mezz> also I've heard
every question so I can answer pretty quickly at this point
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L499[15:09:27] <bartman> here's one you've
not heard how can I use the API to make a million dollars :)
L500[15:09:44]
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L501[15:15:25] <Akkarin> You just call
MinecraftForge.generateCounterfeitMoney(1000000); obviously
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L503[15:18:38] <Ordinastie> at this point,
why not call Minecraft.generateRealMoney(100000);
L504[15:18:46] <Akkarin> psst
L505[15:19:32] <ghz|afk> pff just create a
billion mods
L506[15:19:47] <ghz|afk> if you can make
$0.001 each, you get a million dollars
L507[15:21:42] <barteks2x> Just a
question, if someone tries to load modded world with custom world
type in vanilla, will it crash, corrupt the world or both?
L508[15:23:02] ⇦
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L509[15:26:23] <ScottehBoeh> HJey
L510[15:26:29] <ScottehBoeh> Anyone here
good with UI that wants to help me and diesie out?
L511[15:31:05] <Ivorius> I can judge your
shit
L512[15:31:09] <Ivorius> But no mc gui
code pls
L513[15:32:43] <barteks2x> I need to
create gio=related code :( for world type customization
L514[15:32:48] <barteks2x> *gui
L515[15:32:49] <Ordinastie> is he using
his gui code he's been working on for ages ?
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L518[15:38:43] <JuiceGrape> how would I
loop through all registered items?
L519[15:39:32] <AshIndigo> Why?
L520[15:41:43] <JuiceGrape> cause
apparently I need to to properly use my JEI recipe wrapper. Need to
add all items that can be enchanted with a certain enchantment to
the input list
L521[15:42:05] <killjoy> JuiceGrape, the
itemregistry is an iterator
L522[15:43:10] <JuiceGrape>
itemRegistry?
L523[15:43:35] <AshIndigo>
Item.REGISTRY
L524[15:43:46] <AshIndigo> or is it in
Items
L525[15:45:52] <JuiceGrape> oh yeah I got
it thanks
L526[15:46:11] <secknv> so I can't get
blockstates if the block I want is not rendered correct?
L527[15:46:15] <JuiceGrape> if this isn't
too much of a strain on the system, I'll use it. Otherwise, too
bad
L528[15:46:37]
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L529[15:46:46] <AshIndigo> Too bad as
in?
L530[15:47:26] <JuiceGrape> I won't
implement it this way
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L532[15:48:19] <AshIndigo> Ok
L533[15:53:31] <ScottehBoeh> Ordinastie
He's just a bit stressed since there's noone else who can really
help atm
L534[15:53:41] <ScottehBoeh> Which is why
I'm still in the look for anyone who wants to join
L535[15:53:50] <Ordinastie> his fault, he
should have use MalisisCore :p
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L550[16:19:55] <AshIndigo_> How easy would
it be to scale the players model down?
L551[16:20:07] ***
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L552[16:20:44] <AshIndigo_> And would that
affect block collision?
L553[16:20:48] <ScottehBoeh> Couldn't you
use GL
L554[16:21:44] <AshIndigo_> Maybe?
L555[16:23:06] <killjoy> AshIndigo_,
Subscribe the the render.pre event and use
GlStateManager.scale
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L557[16:23:13] <ScottehBoeh> Do you have a
Renderer for the player model you want to scale down?
L558[16:23:46] <AshIndigo_> I have nothing
right now just organizing methods
L559[16:24:14] <AshIndigo_> killjoy would
that affect block collision?
L560[16:24:20] <killjoy> no
L561[16:24:28] <killjoy> you'd need to
change the aabb
L562[16:25:49] <AshIndigo_> Alright
L563[16:26:50] <killjoy> or maybe just the
eye height
L564[16:28:48] <ghz|afk> hmm is there some
java/IDEA annotation that would give me a warning if I ignore a
certain return value?
L565[16:29:28] <Lumien> I believe you do
actually need asm to change the player size, at least if you want
to go below a height of 1
L566[16:30:07] <AshIndigo_> Just one block
tall
L567[16:30:24] <killjoy> There's a
convenient method
L568[16:30:30] <killjoy>
EntityPlayer#updateSize
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L570[16:30:48] <killjoy> which calls
setSize
L571[16:31:17] <killjoy> but you'll
probably have to call that constantly
L572[16:33:09] <AshIndigo_> Sweet thanks
kill joy
L573[16:33:47] <killjoy> Might be a good
idea to add an event for updateSize
L574[16:34:05] <ghz|afk> foundit:
@CheckReturnValue
L575[16:34:27] <ghz|afk> IDEA nicely marks
"Result of 'X' is ignored" warnings :3
L576[16:35:17] <killjoy> AshIndigo_, for
reference, default size is 0.6F by 1.8F
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L578[16:36:12] <Marqin> Is ForgeGradle
somehow disabling other plugins?
L579[16:36:20] <killjoy> don't see
why
L580[16:40:33] <Eragonn1490> barteks2x are
you lurking?
L581[16:41:12] <killjoy> !gm
EntityPlayer.updateSize
L582[16:41:46] <barteks2x> I just realized
I don't understand the word "lurking" and can't find
translation :(
L583[16:42:06] <killjoy> creeping around.
listening, but not contributing to the conversations
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L585[16:43:19] <barteks2x> so then the
answer is yes
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L588[16:44:15] <Eragonn1490> would you be
able to guide me in the direction of replacing all the stone blocks
in a biome to a different type of block?
L589[16:44:26] <barteks2x> is it your
biome?
L590[16:44:36] <Eragonn1490> not the
surface blocks but under it
L591[16:44:46] <barteks2x> but is it your
custom biome?
L592[16:44:50] <Eragonn1490> yes
L593[16:45:15] <barteks2x> wait, waiting
for idea to unswap from sudk
L594[16:45:57] <barteks2x> you need to
override genTerrainBlocksmethod
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L596[16:46:59] <barteks2x> you get
chunkprimer (not yet created chunk) and x/z coords, and expected
dirt depth and random number generator
L597[16:47:10] <barteks2x> and you can do
whatever you want with that x/z column in this method
L598[16:47:21] <Marqin> Is ForgeGradle
somehow disabling other plugins? because they get ignored by gradle
if I have this ForgeGradle
L599[16:47:40] <Eragonn1490> okay cool
thanks ill test that shortly
L600[16:47:57] <barteks2x> and you would
prbably want to call generateBiomeTerrain in your
implementation
L601[16:48:07] <killjoy> Marqin, what
plugin?
L602[16:48:08] <barteks2x> so that you
don't need to reimplement all the usual logic
L603[16:50:27] <Marqin> killjoy:
nebula.clojure
L604[16:50:46] <killjoy> I'm not familiar
with that plugin
L605[16:51:28] <Marqin> it add Clojure
support to gradle
L606[16:51:35] <Marqin> it's from
Netflix
L607[16:51:45] <Marqin> so you can use
gradle to build clojure
L608[16:51:49] <killjoy> I get it
L609[16:51:55] <Marqin> and I have to use
gradle because it seems to be only way to use forge
L610[16:53:06] <killjoy>
#ForgeGradle
L611[16:53:23] <killjoy> post your
buildscript there
L612[16:54:39] ***
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L614[16:55:56] <kenzierocks> what do you
mean by ignored by gradle?
L615[16:56:07] <kenzierocks> also, you're
applying the plugin twice
L616[16:56:10] <Marqin> it's not even
downloaded
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L620[16:57:19] <kenzierocks> i bet gradle
isn't even loading the script fully because this should be
invalid...
L621[16:58:33] <Marqin> still not working
after moving
L622[16:58:40] <Marqin> also i've changed
this to that old syntax
L623[16:58:47] <Marqin> and also not
L624[16:59:41] <kenzierocks> what does
gradle say?
L625[16:59:54] <kenzierocks> and if you've
changed stuff, update your gist/upload a new one
L626[17:00:01] <Marqin> it says
nothing
L627[17:00:07] <Marqin> it just builds
java fiels
L628[17:00:10] <kenzierocks> ...i highly
doubt that
L629[17:00:15] <kenzierocks> gist your
log
L630[17:00:21] <kenzierocks> or
.gradle/gradle.log
L631[17:00:24] <kenzierocks> either is
fine
L632[17:00:26] <Marqin> even with -d there
is no mention of "clojure"
L633[17:00:46] <kenzierocks> ok, gist your
log ....
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L636[17:01:58] <Marqin> it ignores that
plugin (which is not downloaded and nowhere to find in gradle
directories )
L637[17:02:15] <kenzierocks> and the
build.gradle you linked is your current one?
L640[17:03:04] <kenzierocks> that's not
how it works
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L642[17:03:10] <Marqin> i tried to moving
it to mutiple places
L643[17:03:12] <Marqin> nowhere
works
L644[17:03:13] <kenzierocks> it goes
outside the buildscript{} block
L645[17:03:18] <Marqin> the same
result
L646[17:03:19] <kenzierocks> right on line
14
L647[17:03:24] <Marqin> the same result if
it's on 14
L648[17:03:26] <kenzierocks> really?
L649[17:03:28] <Marqin> yes
L650[17:04:52] <Marqin> maybe the gradle
version you ship with forge is broken? should I install stand-alone
gradle?
L651[17:05:08] <Marqin> or it won't work
with ForgeGradle plugin?
L652[17:05:20] <kenzierocks> i;m not
convinced you're editing the right build.gradle
L653[17:05:27] <kenzierocks> because if
that really was your current build.gradle
L654[17:05:29] <kenzierocks> it would
crash
L655[17:05:37] <kenzierocks> like it just
did when I used it
L656[17:06:00] <Marqin> oh
L657[17:06:01] <Marqin> wait
L658[17:06:07] <Marqin> i'm editing in
wrong direcotry
L659[17:06:14] <kenzierocks> mhm
L660[17:06:16] <Marqin> tee-hee
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L665[17:42:41] <Wixim> so @nartek2x im
creating a new chunkprimer? or .-.
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L667[17:46:30] <GeoDoX> Does anyone have a
link to a book tutorial for your mod? Essentially a mod
manual?
L668[17:46:47] <Wixim> what are you trying
to do?
L669[17:47:08] <GeoDoX> Write a manual for
my mod
L670[17:47:21] <Wixim> so create a book in
game
L671[17:47:31] <Wixim> then edit writing
with nbt
L672[17:47:32] <GeoDoX> An in game book
that explains how to use my mod
L673[17:48:02] <Wixim> its tedious af,
because you cant make the lines auto end and create pages
L674[17:48:10] <GeoDoX> You can't do this
out of game?
L675[17:48:11] <killjoy> !gf 78490
L676[17:48:35] <Wixim> you can edit the
book in code, but making sure the pages look right in game is
tedious
L677[17:49:16] <GeoDoX> Hmm, botania has a
good book doesn't it?
L678[17:50:06] ***
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L679[17:50:19] <Wixim> what you are trying
to do is easily done with nbt but you have to manually check each
page to make sure it doesnt bleed past edge of paper in game
L680[17:50:23] <tterrag> GeoDoX:
GuideAPI
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L684[17:53:35] <GeoDoX> Thanks
tterrag
L685[17:53:50] <GeoDoX> That'll help in
one way or another
L686[17:56:43] <Artillect> for some reason
a modeled block I've created isn't using its texture
L687[17:56:56] <Artillect> no texture
loading errors in the log
L688[17:57:07] <Artillect> and my
blockitem for it seems to be loading the texture just fine
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L690[18:00:09] <Wixim> is your .json set
up correctly?
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L692[18:00:21] <Wixim> and is your block
loading the resource location correctly
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L695[18:04:39] <Artillect> Wixim: i'm
pretty sure my json is set correctly, and the console isn't telling
me I'm missing any textures
L696[18:05:32] <Wixim> post your
code
L698[18:06:22] <Artillect> that's the code
for the block
L699[18:06:52] <Wixim> what does it look
like in game?
L700[18:06:58] <Wixim> missing
texture?
L701[18:07:00] <Artillect> yeah
L702[18:07:05] <Artillect> model's just
fine
L703[18:07:30] <Wixim> public void
registerItemModel(ItemBlock itemBlock)
L705[18:07:30] <Wixim>
reactioncraft.proxy.registerItemRenderer(itemBlock, 0, name);
L707[18:07:33]
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L708[18:07:52] <Wixim> register the
texture in your block class
L709[18:09:28] <Artillect> how do I do
that?
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L714[18:16:14] <Artillect> ok, I've gotten
one part of the model's texture to load
L715[18:16:47] <Wixim> picture?
L719[18:20:57] <Wixim> is the other part a
different variant?
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L722[18:22:01] <Artillect> the other part
is another model that is added for blockstates
L723[18:22:13] <Wixim> did you add its
texture?
L724[18:22:30] <Artillect> what do you
mean?
L725[18:24:50] <Wixim> its showing the no
texture icon
L726[18:24:59] <Wixim> which means you
missed adding that texture somewhere in your code
L727[18:25:20] <Wixim> or your .json
L728[18:25:25] <Artillect> I didn't need
to load the texture in my code to get the other part to use
it
L729[18:25:32] <Artillect> they all use
the same texture as well
L730[18:26:36] <Wixim> does it add
textures for all facing directions or just that one?
L731[18:26:45] <Artillect> all
L732[18:27:37] <Artillect> and I got it to
work
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L734[18:28:03] <Artillect> turns out I
needed to load the texture in the texture section of the json with
the name 0 and then use #0 as the texture for each face
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L737[18:38:31] <Akkarin> well you can name
it whatever afaik
L738[18:39:03] <Artillect> yeah, but I
didn't load it in the texture section
L739[18:40:41] <Wixim> @bartek2x im still
having no luck
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L742[18:56:53] <Wixim> anyone here know a
good way to replace stone under a biome?
L743[18:58:55]
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L744[18:59:01] <wizjany> //gmask
$biomeid
L745[18:59:03] <wizjany> //replace stone
x
L746[18:59:07] <wizjany> :>
L747[18:59:50] <Wixim> explain that a
little better?
L748[19:01:41]
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L749[19:03:49] <Wixim> @wizjany ?
L750[19:03:58] <wizjany> it's a joke
L751[19:04:00] <wizjany> worldedit
commands
L752[19:04:06] <Akkarin> shameless
advertisement
L753[19:04:07] <Akkarin> clearly!
L754[19:04:16] <wizjany> indeed
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L760[19:16:39] ***
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L764[19:22:55] <Wixim> *sighs in
spanish*
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L783[20:23:27] <MattDahEpic> is it safe to
make 1.11 mods that won't require redoing when the recommended
comes out?
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L787[20:37:00] <tterrag> no one
knows
L788[20:37:03] <tterrag> that's why it's
not recommendedc
L789[20:43:02] ***
AbrarSyed is now known as Abrar|gone
L790[20:49:57] <killjoy> MattDahEpic,
don't use any api and you'll be fine
L791[20:54:54] <LexManos> there isnt much
left just need to figure out world upgrades
L792[20:54:59] <LexManos> most breaking
changes have been done
L793[20:56:55]
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L796[21:01:36] <illy> Lex aside from the
installer and a few other things the wrapper works I posted an
alpha on the github
L797[21:04:45] <Eragonn1490>
http://pastebin.com/WwdSPxfr this isnt working, it
wont correctly change the blocks meta, it changes every vartiant to
the one in the first statement and im not sure what i did wrong
anyone see what i missed?
L798[21:04:55] <illy> oh and I still need
to fix the OSX build but that's due to some perms issue once i get
my hands on a mac again or have someone who I can sit down with and
work with for a while.
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L800[21:06:46] <ScottehBoeh> Hey is anyone
here a fan of Alien?
L801[21:07:01] <Artillect> apparently the
less than operator is undefined for booleans and ints
L802[21:07:12] <Artillect> especially when
one of them is an array list's size
L803[21:07:19] <Artillect> and when the
other is the index of the array
L804[21:07:47] <tterrag> of course
L805[21:07:55] <Artillect> wait I'm
dumb
L806[21:07:59] <Artillect> never
mind
L807[21:08:19] <Artillect> I was trying to
do 0 < i < connectedFaces.size()
L808[21:08:24] <Artillect> my python
skills fooled me
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L810[21:08:36] <tterrag> that's only valid
in a few languages. python is one
L811[21:08:49] <tterrag> it's a nice
thing, although only if done well (single eval)
L812[21:09:26] <Artillect> I forgot that
it doesn't work in Java
L813[21:09:38] <Artillect> why is it only
available in certain languages?
L814[21:10:26]
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L815[21:10:39] ***
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L817[21:12:06] <killjoy> because (0 <
i) < size
L818[21:12:07] <tterrag> it's rarely
useful
L819[21:12:10] <killjoy> boolean <
size
L820[21:12:14] <tterrag> killjoy: invalid
in java
L821[21:12:19] <killjoy> yes
L822[21:12:30] <tterrag> but yes, in C(++)
that is equivalent
L823[21:12:31] <killjoy> can't forget the
order of operators
L824[21:14:29] ***
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L825[21:14:35] <Artillect> I don't mean in
terms of validity, i mean why is it not implemented?
L826[21:14:58] <killjoy> make a method for
it
L827[21:15:12] <Artillect> so it just
isn't useful enough to add to the compiler?
L828[21:15:29] <killjoy> java doesn't even
have operator overloads
L829[21:15:54] <killjoy> I'm kind of
afraid what I would do with operator overloads if I had them
L830[21:16:08] <Artillect> what are
operator overloads?
L831[21:16:26] <killjoy> using an operator
to do a command
L832[21:16:33] <killjoy> + is usually
mapped to add()
L833[21:16:36] <tterrag> Artillect: it's a
somewhat complex statement to parse
L834[21:16:43] <killjoy> python supports
it
L835[21:16:46] <killjoy> as does
groovy
L836[21:16:55] <killjoy> scala probably
does, too
L837[21:17:07] <tterrag> I didn't say
impossible
L838[21:17:12] <tterrag> but it adds
complexity and possibly confusing
L839[21:17:14] <tterrag> confusion*
L840[21:17:23] <Artillect> makes
sense
L841[21:17:32] <tterrag> java adding it
now could break god knows what
L842[21:17:46] <Artillect> because it
could be read as (0 < i) < 3
L843[21:17:59] <killjoy> it would only
break at the source level
L844[21:18:02] <tterrag> it currently is
read as that
L845[21:18:07] <Artillect> yeah
L846[21:18:26] <killjoy> I'm sure there's
a jsr for it
L847[21:20:09] ⇦
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L849[21:21:35] ***
AbrarSyed is now known as Abrar|gone
L850[21:23:47] <Artillect> in terms of an
energy system, are there any advantages of using a double over an
int for storing energy levels?
L851[21:28:18] <Elec0> If you're dealing
with small values in general, then you'd want that. But if you are
doing the traditional thing of 1 unit of energy is quite small,
then I can't imagine needing floating points for it
L852[21:32:48] <Elec0> Where is the ender
dragon beam rendered in the source?
L853[21:33:20] <killjoy>
EntityEnderBeam?
L854[21:33:22] <killjoy> maybe?
L855[21:33:27] <killjoy> Sorry,I just
closed idea
L857[21:34:36] <Artillect> go to the
update method first
L858[21:34:45] <Elec0> Doesn't look like
that's an entity, no. :/
L859[21:35:10] <Artillect> for some reason
the if (capability.getEnergy() <= 100)
L860[21:35:10] <Artillect> line is
returning true when it should be
L861[21:35:12] ***
Kolatra is now known as Kolatra|away
L862[21:35:27] <Artillect> wait I think I
was short a bracket
L863[21:38:48] <Elec0> So, I guess the
thing Im actually looking for is the End Crystal, but I can't find
that either.
L864[21:39:20] <Artillect>
EntityEndCrystal?
L866[21:43:14] <Artillect> my cables
aren't pulling power from other cables when they get below 100
"energy units"
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L868[21:45:43] <Eragonn1490> <=
L869[21:45:58] <Eragonn1490> line 168
check your logic
L870[21:46:38] <Elec0> Found the damn
thing. It is EntityEnderCrystal, but it's under items. Is there
some better way of searching the source code than CTRL-H in eclipse
and hoping it works?
L871[21:47:09] <Eragonn1490> @Artillect
you might want to try > 0?
L872[21:47:28] <Artillect> energy >
0?
L873[21:47:42] <Artillect> i want it to
pull when energy is less than 100
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L875[21:48:02] <Eragonn1490> only
if?
L876[21:48:23] <Artillect> only if
L877[21:49:03] <Artillect> i think I may
have figured it out
L878[21:49:58] <Artillect> i got it
L879[21:50:06] <Eragonn1490> what was the
change?
L880[21:50:24] ***
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L881[21:50:44] <Artillect> i didn't make
it so that they could output to their neighbors
L882[21:50:56] <Artillect> well, forgot
to
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L884[22:01:21] <Elec0> What are
partialTicks and how do they work? I see them around but they're
not explained
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L886[22:06:09] <Artillect> "There was
a critical exception handling a packet on channel voltaics
L887[22:06:09] <Artillect>
io.netty.handler.codec.DecoderException:
java.lang.NullPointerException: Undefined message for discriminator
0 in channel voltaics"
L888[22:06:17] <Artillect> what do I need
to fix?
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L890[22:08:51] <Elec0> usually a
nullpointer can be fixed with just making sure whatever is throwing
a fit isn't null. an if?
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L896[22:41:43] <Elec0> Are entities
rendered even if they're offscreen? Or at least their TESRs?
L897[22:42:21] <Elec0> er, neverming about
the TESR. question still stands tho
L898[22:42:31] <kenzierocks> depends
L899[22:42:55] <kenzierocks> on your own
entities, you can control wheather they're disabled by frustum
checks or not
L900[22:43:10] <kenzierocks> for most
vanilla entities, they are not drawn off-screen
L901[22:44:30] <Elec0> Mm, I see. That
makes sense. So, i'm trying to draw a beam (like dragon's) and if I
attach it to a TESR it renders, but goes away once the block is out
of view. Should I make an entity and have it render the beam and
ignore frustum checks, or do something else?
L902[22:44:53] <kenzierocks> you might
want to make an entity in that case, yea
L903[22:45:10] <kenzierocks> i don't think
you can force TESRs to draw all the time
L904[22:45:42] <Elec0> gotcha. And doing
that wouldn't cause something that looked like a living thing on
minimaps or something, would it?
L905[22:46:10] <kenzierocks> no
L906[22:46:16] <kenzierocks> only if you
extend EntityMob or whatever
L907[22:46:21] <Elec0> awesome,
thanks.
L908[22:46:24] <kenzierocks> which you
shouldn't :P just extend Entity
L909[22:46:31] <Elec0> yeah, lol.
L910[22:46:42] <kenzierocks> you might
need to override some other things to prevent it being affected by
certain things
L911[22:46:46] <kenzierocks> like fire,
lava, etc.
L912[22:47:02] <Elec0> ah, right. be
awkward if my beam of light was set on fire or whatever
L913[22:47:18] <Tazz> finally getting to
start my first AI project :D
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L919[23:25:49] <Artillect> if I want to
have a base TileEntity class, how do I register the blocks that
extend that base class?
L920[23:26:04] <Artillect> because
"GameRegistry.registerTileEntity(TileEntityInductor.class,
Voltaics.modId+":tileEntityInductor");
L921[23:26:05] <Artillect> "
L922[23:26:29] <Artillect> is telling me
"The method registerTileEntity(Class<? extends
TileEntity>, String) in the type GameRegistry is not applicable
for the arguments (Class<TileEntityInductor>,
String)"
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L925[23:32:53] <Elec0> I can't find the
answer to that with googling or looking at RFTools' source.
D:
L926[23:33:07] <Elec0> One would think you
could just do it, it's strange you can't
L927[23:34:30] <KklyAq> should work fine
as long as your TileEntityInductor extends TileEntity
L928[23:47:36] <GeoDoX> How do you mark an
itemstack to be updated, which would call Item.onUpdate?
L929[23:48:15] <GeoDoX> Wait... I might
know.
L930[23:49:20] <tterrag> onUpdate is
called every tick regardless
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L933[23:51:18] ***
TTFTCUTS is now known as TTFT|Away
L934[23:52:46] <GeoDoX> good to know
L935[23:53:37] <GeoDoX> How do you get the
held item now... since you can hold two items now xD
L936[23:53:43] <tterrag> same way
L937[23:53:46] <tterrag> just need to
provide a hand
L938[23:53:56] <killjoy> Main hand or
Offhand
L939[23:54:13] <killjoy> more than likely,
you'll want main
L940[23:54:56] <GeoDoX> How do you get the
player instance regardless of single or multi player?
L941[23:55:13] <killjoy>
server.getPlayer
L942[23:55:24] <tterrag> that's a question
with no answer
L943[23:55:31] <tterrag> there is no
"the" player on the server
L944[23:55:45] <killjoy> you need a uuid
or name
L945[23:55:49] <tterrag> in what context
are you that you need to manipulate an item but don't have the
player passed to you?
L946[23:55:50] <killjoy> or
gameprofile
L947[23:55:52] <GeoDoX> I just want the
clients player instance
L948[23:56:00] <killjoy>
Minecraft.player
L949[23:56:01] <tterrag>
Minecraft.thePlayer (player in 1.11)
L950[23:56:15] <killjoy> don't use that on
the server
L951[23:56:33] <tterrag> don't use that
anywhere NEAR the server
L952[23:56:40] <tterrag> i.e.
classload
L953[23:59:03] <GeoDoX> it shouldn't
be...
L954[23:59:15] <killjoy> client mod?
L955[23:59:39] <GeoDoX> I'm using it in a
KeyInputEvent handler
L956[23:59:55] <tterrag> probably
fine