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L1[00:05:42] <tterrag> np
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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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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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L69[02:50:55] MineBot sets mode: +v on Actuarius
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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?
L125[05:35:15] <kashike> barteks2x: I get 1 test error: https://gist.github.com/kashike/d86404d8e242f103e17db5f1b1060553
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
L141[05:58:34] <gigaherz|work> https://www.pccomponentes.com/newskill-takamikura-silla-gaming-negra
L142[05:58:42] <gigaherz|work> and https://www.pccomponentes.com/arozzi-torretta-silla-gaming-negra
L143[06:07:20] <gigaherz|work> meh a bit over budget but this looks nice too https://www.pccomponentes.com/akracing-ak-7012-silla-gaming-negra-verde
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
L170[07:04:09] <barteks2x> so there, my new worldgen config class: http://pastebin.com/0qcCC07j hope it will work
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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
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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
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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
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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?
L270[11:16:26] <Keridos> ghz|afk: https://github.com/OpenModularTurretsTeam/OpenModularTurrets/issues/248
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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L281[11:27:50] <barteks2x> why, intellij, WHY!? http://imgur.com/a/fNFhP
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"
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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
L335[12:29:30] <barteks2x> debugging terrain generation can be fun... http://i.imgur.com/jXySzx9.png
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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
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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
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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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L375[12:51:17] <barteks2x> this is my version: https://github.com/Barteks2x/CubicChunks/blob/MC_1.11/src/main/java/cubicchunks/worldgen/generator/custom/structures/CubicCaveGenerator.java
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
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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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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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L460[14:12:01] <Marqin> Hello, did 1.11 changed something with printing to console? I'm trying the helloworld ( https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/mdk/src/main/java/com/example/examplemod/ExampleMod.java ) but well, there's no "DIRT BLOCK" message there (greped it even); on the other hand, mod is displayed as Enabled ingame
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
L464[14:18:38] <Marqin> btw. the last thing I had in log is this fatal error: https://gist.github.com/Marqin/5ad9260e21e8bb04ce687dd95a213b3b
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
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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 ^
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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] ⇨ Joins: Naiten (Naiten@5.143.44.246)
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?
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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
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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?
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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
L586[16:43:47] <Eragonn1490> Urban Dictionary: lurking http://lurking.urbanup.com/1973894#.WD4EmuSqU-0.twitter
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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
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L613[16:55:07] <Marqin> https://gist.github.com/Marqin/7fbdfff375e1b8fde379dc4e1f80e7f6
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
L617[16:56:24] <kenzierocks> https://gist.github.com/Marqin/7fbdfff375e1b8fde379dc4e1f80e7f6#file-gistfile1-txt-L14 and https://gist.github.com/Marqin/7fbdfff375e1b8fde379dc4e1f80e7f6#file-gistfile1-txt-L17
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L619[16:57:05] <kenzierocks> additionally, I think your plugins block needs to be above https://gist.github.com/Marqin/7fbdfff375e1b8fde379dc4e1f80e7f6#file-gistfile1-txt-L11
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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L635[17:01:18] <Marqin> https://gist.github.com/Marqin/13cea9579069b29feb970ae5d92097d0
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?
L638[17:02:37] <Marqin> https://gist.github.com/Marqin/7fbdfff375e1b8fde379dc4e1f80e7f6 - here's current
L639[17:03:01] <kenzierocks> https://gist.github.com/Marqin/7fbdfff375e1b8fde379dc4e1f80e7f6#file-gistfile1-txt-L10
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?
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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
L697[18:06:16] <Artillect> https://gist.github.com/Artillect/08d6341e466c23ea2815a3d12a079418
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)
L704[18:07:30] <Wixim> {
L705[18:07:30] <Wixim> reactioncraft.proxy.registerItemRenderer(itemBlock, 0, name);
L706[18:07:30] <Wixim> }
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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?
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L717[18:18:12] <Artillect> http://imgur.com/a/P54wT
L718[18:20:12] <Artillect> this is the json for the part that isn't loading textures: https://gist.github.com/Artillect/485b253e72a6d4f3acd0aad45b011895
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?
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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?
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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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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
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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
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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?
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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
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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
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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
L856[21:34:27] <Artillect> https://gist.github.com/Artillect/daf1c953d90bb4cc577138b13afe6809
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
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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?
L865[21:42:43] <Artillect> https://gist.github.com/Artillect/daf1c953d90bb4cc577138b13afe6809
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?
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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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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
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