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L1[00:01:53] <Eragonn1490> around here though usually they like you to try and fail before they help
L2[00:02:11] <Eragonn1490> im being lazy and not fixing my issues (tired of them) to fix yours xD
L3[00:04:27] <Eragonn1490> @Ordinastie are you concious?
L4[00:04:37] <GeoDoX> thats the whole reason why I'm making this xD to avoid other issues in other projects
L5[00:04:49] <Eragonn1490> @GeoDox i have the texture working, model ive got to fix
L6[00:04:52] <GeoDoX> Ord would know too!
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L9[00:06:59] <Eragonn1490> @GeoDox where is your model?
L10[00:07:16] <GeoDoX> should be in block
L11[00:07:21] <GeoDoX> models/block
L12[00:07:54] <GeoDoX> might have to download a new copy of the repo...
L13[00:08:58] <GeoDoX> is the obj in there? It's not in the zip you sent me
L14[00:10:00] <Eragonn1490> i copied it from the repo you sent me hold on
L15[00:10:09] <GeoDoX> I guess the obj didn't push
L16[00:10:12] <GeoDoX> Gimme a sec
L17[00:10:32] <Eragonn1490> the .mtl isnt even a file.. its not rocket surgery xD
L18[00:10:41] <Eragonn1490> look at whats inside of it
L19[00:10:47] <GeoDoX> that's the material for the obj
L20[00:12:53] <GeoDoX> It's being ignored for some reason..
L21[00:13:31] <GeoDoX> Here it is for now, I'll push it to the repo after I figure out why it's being ignored
L22[00:13:32] <GeoDoX> https://puu.sh/sDAvr/615e4f9714.obj
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L24[00:13:56] <GeoDoX> rename it to assemblyChamberParticleManipulator.obj
L25[00:18:27] <Eragonn1490> nets dragging badly agai
L26[00:18:42] <Eragonn1490> essentially its a simple enough fix minus the model
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L28[00:21:21] <GeoDoX> how did you get the texture working without the model
L29[00:22:15] <Eragonn1490> used cube_all
L30[00:22:36] <GeoDoX> did you get the model?
L31[00:25:37] <Eragonn1490> i did, ill play with it shortly fixing something
L32[00:25:47] <GeoDoX> okay :)
L33[00:26:03] <Eragonn1490> that event works XD
L34[00:26:08] <Eragonn1490> i changed it before texting it
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L36[00:26:34] <kazwolfe> Quick question... I'm trying to detect when an entity is renamed. Which event would that fall under?
L37[00:27:14] <Eragonn1490> renamed as in like a wolf with a name?
L38[00:27:28] <kazwolfe> basically. when the server says "this entity now has a new name"
L39[00:27:42] <Eragonn1490> ummm look under id assume livingevents?
L40[00:28:47] <kazwolfe> hm... Only thing I can think of is LivingUpdateEvent
L41[00:29:22] <Eragonn1490> try that
L42[00:29:36] <kazwolfe> building now...
L43[00:34:07] <Eragonn1490> @AbrarSyed you busy tonight?
L44[00:41:55] <kazwolfe> alright, I think that works.
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L46[00:44:34] <AbrarSyed> Eragonn1490, huh?
L47[00:45:20] <Eragonn1490> could you tell me what im doing wrong here with getting items to drop from this block?
L48[00:45:33] <Eragonn1490> http://pastebin.com/PQDMasxG
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L51[00:53:25] <Eragonn1490> @AbrarSyed ^?
L52[00:54:23] <GeoDoX> so, here's my next challenge after i figure out the current problem: use a single model for multiple blocks :P
L53[00:54:24] <AbrarSyed> use a switch statement, not ifs
L54[00:54:33] <Enoch> Hey @barteks2x, I just found out about all your recent work on the cubic chunks mod. Looks awesome! How do you feel it's been coming along?
L55[00:55:02] <AbrarSyed> Eragonn1490, use a switch statement
L56[00:55:27] <GeoDoX> Eragonn1490, also, if you were to continue using the if's, I just noticed you're not using else if's
L57[00:55:54] <GeoDoX> Eragonn1490, but go with what Abrar is saying and use a switch
L58[00:56:23] <GeoDoX> It's a better approach in this case
L59[00:56:55] <AbrarSyed> whats the log look like? whats it print?
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L65[01:16:06] <Enoch> I'm new to the channel. What's the policy on posting code for help? Pastebin? I have a little snippet I'm unsure of.
L66[01:17:20] <Enoch> I'm trying to change the name and lore of a custom item when the player right clicks with it http://pastebin.com/55nyP1rV for some reason I'm able to get the name to change but can't add anything to the lore. Has anyone run into something like this?
L67[01:22:54] <GeoDoX> Seems like you're adding information to the item, not sure if that'll update it in the itemstack
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L70[01:24:00] <GeoDoX> Does anyone know how to get a block with a custom model working in game?
L71[01:24:02] <Enoch> Hmm, interesting idea. Let me test that a little.
L72[01:26:03] <AbrarSyed> Enoch, we dont care what pasting service, as long as you dont paste in channel. I personally prefer github gists
L73[01:29:49] <killjoy> !gm ImageBufferDownload
L74[01:30:00] <killjoy> oh..
L75[01:30:03] <killjoy> I meant gc
L76[01:30:14] <killjoy> but it gave me the constructor, which is good enough
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L79[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161204 mappings to Forge Maven.
L80[02:00:38] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161204-1.11.zip (mappings = "snapshot_20161204" in build.gradle).
L81[02:00:49] <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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L86[02:11:33] <masa> Enoch: addInformation doesn't add anything to the stack, instead you are supposed to add whatever string you want to display to the list inside addInformation
L87[02:12:19] <Enoch> Thanks! I just tested that and it looks like it works.
L88[02:12:21] <masa> ie. you get the stack in, and then inside addInformation you read whatever you want to see from the stack, and then add the strings to the list, and they will then be displayed
L89[02:12:52] <Enoch> Basically I'm checking for some condition, and when another part of my code sets it then I can update/display what I wanted to in that method.
L90[02:13:22] <Enoch> This seems to be working but now I hit a possibly-related issue where the lore that's added doesn't seem to persist between loads...
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L92[02:14:08] <masa> whatever info you need to store in tiems, you need to add either into the stack's metadata (damage) or the NBT
L93[02:14:30] <masa> or nowadays also the capabilities exist for ItemStacks
L94[02:14:36] <Enoch> Here's an example of what I mean: http://pastebin.com/s5XGU4Du the lore starts showing up when I properly update this.numBlocks, but upon reload it looks like this value gets reset to -1
L95[02:15:05] <Enoch> Oh? I think I'll need to use NBT. Any quick example on how I'm supposed to do that? Sorry, like I said, pretty new here.
L96[02:15:20] <masa> don't ever store any data to a field in the Item class, items are singletons
L97[02:15:47] <masa> well, any data that needs to be per-item that is
L98[02:15:59] <Enoch> Okay. Is it safe to store what would otherwise be a field as an NBT? Is that how I achieve per-item behavior?
L99[02:16:22] <masa> ie. when you update that numBlocks fiel, it will update for ALL items of that type on the server
L100[02:16:36] <masa> yes, any data goes into NBT
L101[02:16:38] <Enoch> Oooooooh.
L102[02:16:43] <Enoch> Okay, I get it now.
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L104[02:17:42] <Enoch> Hmmm. Is there a way to check the NBT tag of this specific Item in addInformation then?
L105[02:18:04] <masa> metadata and NBT are stored i nthe ItemStack, which is an individual instance of that "item", and the stack holds a reference to the actual item, of which there is ever only one
L106[02:18:09] <masa> yes
L107[02:18:22] <Enoch> Would I use the par1ItemStack then? par1ItemStack.getTagCompound().hasKey("numBlocks");
L108[02:19:15] <Enoch> Set in another context as for example par1ItemStack.getTagCompound().setInteger("numBlocks", 100);
L109[02:19:47] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/item/ItemMobHarness.java#L251-L262
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L111[02:20:02] <masa> note that the NBT can be (and by default also is) null
L112[02:21:11] <masa> but yes otherwise what you said is correct, just check for null before using it, and if it's null and you want to set info, then call stack.setTagCompound(yournewtag);
L113[02:21:40] <Enoch> Awesome, thanks so much for the example. You just saved me a ton of time. I'm gonna go test this out now.
L114[02:22:06] <masa> and I'm gonna go to sleep, it's over 10 AM :D
L115[02:23:52] <Enoch> lol, good morning/night
L116[02:24:17] <killjoy> I think my school's blackboard broke
L117[02:24:47] <killjoy> I shouldn't be able to see this. http://i.imgur.com/JhxP8KT.png
L118[02:25:17] <killjoy> notice the login in the corner
L119[02:25:39] <killjoy> I swear our IT department is made up of monkeys
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L121[02:27:35] <Enoch> Our grading website went down the other day because my school forgot to pay its AWS bill
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L123[02:30:32] <killjoy> Ours goes down once a week. Sunday at 3am
L124[02:30:47] <killjoy> It just came back up, which is why that happened.
L125[02:30:53] <killjoy> Might also be my cache/cookies
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L145[03:25:06] <barteks2x> Enoch, if you are still there, there are still a few things to fix/change, the nex2 3 important things to do are proper client-server light synchronization, optimizing heightmap tracking for memory usage and new world save format. Right now working on new save format. After these 3 I would say it shouldn't be that far from beta version
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L147[03:25:52] <Enoch> That's awesome! I'll wait a bit longer before giving testing it a go.
L148[03:26:27] <Enoch> What are this thing's chances of ever being integrated with another mod? Are the changes just way too extensive or is some of Forge left intact?
L149[03:27:09] <barteks2x> Actually it's surprisingly compatible. I heard someone got it working together with 100 mods in 1.9.4
L150[03:27:24] <barteks2x> It's already more stable than Cuchaz's TWM, the only reason there is no beta release is that there are going to be changes to world format
L151[03:27:41] <barteks2x> And I don't want to make a converter
L152[03:28:01] <barteks2x> (from the old format before the change to new one that is)
L153[03:32:09] <Enoch> Oh wow
L154[03:32:19] <Enoch> Well, that'll be a game changer.
L155[03:32:33] <Enoch> I don't think any of the previous cubic chunk mods have ever been that compatible.
L156[03:32:56] <barteks2x> The previous versions didn't work with forge
L157[03:35:10] <barteks2x> Still, I won't say it's officially compatible with any mods. Issues may appear in many mods when they have hardcoded height checks or do some other potentially incompatible things
L158[03:36:11] <barteks2x> and for obvious reasons - no optifine compatibility
L159[03:37:05] <Enoch> Of course, of course. But even compatibility with simple mods that just add a few new blocks or weapons seems like a huge improvement.
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L162[03:38:04] <TechnicianLP> what heepens if you have a void-world? does one keep falling indefinitly?
L163[03:38:40] <barteks2x> if this void world is really deep - yes. So void worlds shouldn't be made that deep.
L164[03:39:13] <barteks2x> There will be configurable height and depth limits
L165[03:39:19] <Enoch> Is 0 still the bottom layer or are you extending it into the negatives?
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L167[03:39:29] <TechnicianLP> punishment for falling of the island xD but sounds good
L168[03:39:31] <barteks2x> It's extended to negative heights
L169[03:40:03] <Enoch> Oh goodness I'm so excited
L170[03:40:08] <barteks2x> currently down to 8 million, but it's going to change to 30 million by default, configurable to 2 billion as I add new world format
L171[03:40:30] <Enoch> I just want to dive in and start writing absolutely insane world generators.
L172[03:40:41] <Enoch> This is probably going to be the mod that finally forces me off of 1.7.10.
L173[03:40:46] <TechnicianLP> 2 billion blocks deep? wow
L174[03:41:20] <barteks2x> Obviously there are going to be graphics glitches at that depth
L175[03:41:38] <barteks2x> so it won't be default. But if someone really wants to see what happens - I'm not going to stop them
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L178[03:42:21] <Enoch> Still though. Right now my server is 32 dimensions stacked on top of each other, wrapping at the top and bottom to simulate really deep mining. I can only imagine how much better a seamless world must be.
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L180[03:43:23] <barteks2x> 32 dimensions? That's about 8192 blocks... more than the original Robinton's mod :D
L181[03:44:40] <Enoch> Right, but it's awful when you have to load 31 times after falling into a bottomless pit... XD
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L183[03:45:39] <barteks2x> I did some test with falling and it seems like loading chunks is fast enough to keep up even with falling speed
L184[03:46:23] <FusionLord> what is the proper way to render an OBJ, Are we still supposed to go through BlockRendererDispatcher?
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L187[03:48:50] <FusionLord> barteks2x, vertical chunks?
L188[03:50:06] <TechnicianLP> FusionLord theres a Modelloader for obj files - it works the same as normal models, but the file needs to be registered to the objloader
L189[03:51:53] <FusionLord> example? this is what I have so far. https://gist.github.com/FusionLord/7fea733578a9b65a78c09b9c2524b78c
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L191[03:53:09] <Ordinastie> use lower case paths, you'll thank me later
L192[03:54:29] <TechnicianLP> https://github.com/MinecraftForge/MinecraftForge/blob/f9c7caaf0cda38cdc18842d47e216a66f0c7c14e/src/test/java/net/minecraftforge/debug/ModelLoaderRegistryDebug.java
L193[03:54:31] <FusionLord> missed that thanks
L194[03:54:34] <kashike> yes, use_lower_case_and_underscored_file_names/dirs
L195[03:54:37] <TechnicianLP> testmod from forge for the obj loader
L196[03:55:59] <FusionLord> yeah, I know, another team member started this code, but didn't finish it.
L197[03:56:03] <Ordinastie> that's so bad :x
L198[03:57:29] <FusionLord> TechnicianLP, that is for obj models that are tied to blocks/items. This is just a model
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L201[03:58:51] <barteks2x> yes, vertical chunks. I'm working on cubic chunks mod
L202[03:59:56] <FusionLord> ahh cool!
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L206[04:06:30] <FusionLord> so TechnicianLP any ideas?
L207[04:07:11] <Ordinastie> I'd say render the quads directly
L208[04:08:41] <FusionLord> so self tessellate hmm...
L209[04:09:23] <TechnicianLP> i know it is possible to have them act like default json models
L210[04:09:30] <TechnicianLP> (didnt use obj mysef)
L211[04:10:12] <Ordinastie> in my system, I just load and render, th context doesn't even matter
L212[04:11:23] <baegmon> just a question regarding commands, should I implement ICommand or CommandBase?
L213[04:11:42] <Ordinastie> CommandBase, unless you want to reimplement everything
L214[04:12:07] <baegmon> ok sweet cheers
L215[04:13:04] <FusionLord> Ordinastie, the question is how to render.
L216[04:13:10] <FusionLord> what method do you use?
L217[04:13:23] <Ordinastie> I have my own rendering system
L218[04:17:38] <Ordinastie> for example : https://github.com/Ordinastie/MalisisCoreDemos/blob/1.9.4/source/net/malisis/demo/model/ModelDemoRenderer.java#L69
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L224[04:37:18] <FusionLord> Thanks Ordinastie
L225[04:37:23] <FusionLord> I'll check it out
L226[04:37:46] <Ordinastie> note that it's not in Forge
L227[04:38:13] <FusionLord> it give me an idea
L228[04:38:16] <FusionLord> so thanks!
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L232[04:48:28] <Enoch> Hey everyone. So I'm returning a new TileEntity in public TileEntity createNewTileEntity(World world, int meta) { ... } for a block to add it a TileEntity. I have the ticking all working properly.
L233[04:48:49] <Enoch> How can I access the TileEntity of this block from within the block? I need to call a method in the TileEntity when the block itself is activated.
L234[04:50:43] <Enoch> Can I cast to my specific tile entity using BuilderTileEntity tileentity = (BuilderTileEntity) world.getTileEntity(x, y, z);?
L235[04:50:45] <Akkarin> World#getTileEntity(BlockPos) is your friend
L236[04:51:21] <Ordinastie> Enoch, I advise you to check the type first though
L237[04:52:30] <Akkarin> is there an actual case where a call occurs with the wrong coordinates? :o
L238[04:52:54] <Ordinastie> you never know when someone might call your block method without it being in the world
L239[04:53:06] <Ordinastie> (I do it too in some cases)
L240[04:53:08] <Akkarin> Why should I idiot proof other mods though?
L241[04:54:04] <Ordinastie> I have a case when I need to know the color multiplier for the block at a specific pos, but in that pos it's actually my block
L242[04:54:30] <Ordinastie> Akkarin, it's an easy check, prevents crashing, allows more flexibility for other mods
L243[04:54:43] <Ordinastie> and you're the one users will complain about if it crashes
L244[04:54:47] <Enoch> How do I check the type? instanceof?
L245[04:54:50] <Ordinastie> yes
L246[04:54:53] <Enoch> < java newb
L247[04:54:54] <Enoch> Thanks.
L248[04:54:59] <Akkarin> To be it feels like it's a useless check since mods should not be calling methods without being sure that its safe to do so
L249[04:55:15] <Akkarin> s/be/me
L250[04:56:17] <Ordinastie> that's what I do anyway : https://github.com/Ordinastie/MalisisCore/blob/1.9/src/main/java/net/malisis/core/util/TileEntityUtils.java#L65
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L252[04:57:38] <Akkarin> I do have an abstract block implementation which returns an optional containing a BE. But honestly for me that's more of an API feature in case I do want to check whether it exists and not so much for people who fail to sanity check stuff before throwing around method calls
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L259[05:46:23] <Eragonn1490> anyone alive at 6:35 am?
L260[05:47:34] <Ordinastie> because no one exists outside of your time zone
L261[05:48:01] <gigaherz> 12:47 here
L262[05:48:06] <Ordinastie> ^
L263[05:48:19] <gigaherz> (pm, if you like those things)
L264[05:48:24] <PaleoCrafter> funny that your message arrived exactly at 12:48:00 for me :P
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L266[05:48:43] <gigaherz> PaleoCrafter:
L267[05:48:43] <gigaherz> [12:47] (Ordinastie): because no one exists outside of your time zone
L268[05:48:43] <gigaherz> [12:48] (gigaherz): 12:47 here
L269[05:48:47] <gigaherz> clock trolled me.
L270[05:48:50] <PaleoCrafter> heh
L271[05:49:50] <Ordinastie> rejoice, I have your back : http://puu.sh/sDMDp.png
L272[05:50:09] <Eragonn1490> lol
L273[05:50:25] <Ordinastie> (damn, the screenshot opened on the other screen, the blue doesn't look the same at all :x)
L274[05:50:30] <Eragonn1490> i crashed hard last night
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L276[05:51:35] <Eragonn1490> @Ordinastie yesterday you said change a few lines on this http://pastebin.com/4iYf9dYu
L277[05:51:45] <Ordinastie> yes
L278[05:51:57] <Ordinastie> line 23 will crash
L279[05:52:20] <gigaherz> yeah an IBlockState is just simply not an Item
L280[05:52:34] <Ordinastie> and looks like you commented line 7 now
L281[05:52:54] <Eragonn1490> yes
L282[05:53:27] <Eragonn1490> so if its not one of those what should i return to get a regular block?
L283[05:53:33] <Eragonn1490> or return it as an itemstack?
L284[05:53:37] <gigaherz> btw having enum members called "one1", "one2", "one3" bothers me horrible
L285[05:53:38] <gigaherz> XD
L286[05:53:43] <Ordinastie> that too
L287[05:54:12] <Eragonn1490> i have 6 blocks with several states using duplicte enums (quickness purposes, i plan to rename once i fix this)
L288[05:54:25] <Eragonn1490> got a huge amount of stuff to fix
L289[05:54:40] <Ordinastie> don't code for quickness
L290[05:54:46] <Eragonn1490> so with that last thing it would work to return an itemstack of the block?
L291[05:54:48] <Ordinastie> and don't code with "I'll fix it later" in mind
L292[05:54:59] <Ordinastie> "later" never comes in programming
L293[05:55:23] <Ordinastie> first, Item != ItemStack
L294[05:55:51] <Ordinastie> second, can the block have TYPE than the 3 you test here ?
L295[05:57:16] <Eragonn1490> i test on my own, if it bugs i come here for advice/help
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L299[06:13:42] <Xenose> こんばんわ! just a bit late but here its 21:13 ;P
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L307[07:20:59] <TechnicianLP> did something change in transferStackinSlot in 1.10/1.11? it seems to ignore the maximum stacksize allowed in the slot
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L335[09:07:46] <Semx11> Is it possible to make a seperate mod, register it as dependancy, and have it auto-update your mod, without users requiring to restart?
L336[09:08:05] <Semx11> Or is there a way you can unload/load/reload a mod?
L337[09:08:22] <Ordinastie> don't make an autodownloader
L338[09:08:30] <Semx11> Why not?
L339[09:09:01] <Semx11> Is that bad?
L340[09:09:07] <Ordinastie> yes
L341[09:09:10] <Semx11> why is it
L342[09:09:44] <Semx11> any reasons why it is?
L343[09:11:03] <Ordinastie> 9 times out of ten, it's badly coded, you still have to restart, and launchers are what should handle them
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L347[09:15:27] <Semx11> I understand, but is there no way to implement it?
L348[09:16:02] <Ordinastie> you can do it, but that doesn't mean you should do it
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L350[09:16:21] <Ordinastie> you should use the forge update thingy instead
L351[09:16:38] <Ordinastie> to notify users for new versions
L352[09:17:24] <kashike> how do people come up with mod names. it is difficult
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L355[09:18:03] <Ordinastie> not really...
L356[09:18:07] * Ordinastie wistles
L357[09:18:31] <kashike> lol Ordinastie
L358[09:18:40] <kashike> Malisis<word>
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L360[09:18:59] <Ordinastie> hey, I have one different!
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L362[09:20:52] <Semx11> I have even made my own update thing using gist - storing versions and changelogs in json files
L363[09:21:11] <Semx11> But problem is, a lot of people are too lazy to update my mod
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L369[09:27:09] <kashike> nothing you can do to fix that :P
L370[09:27:19] <Semx11> true..
L371[09:27:28] <Semx11> however I would like to know something about how forge loads mods
L372[09:27:41] <kashike> what do you want to know
L373[09:27:59] <Semx11> if you change or add a mod.jar while it is initializing, will it be picked up?
L374[09:28:56] <Ordinastie> no
L375[09:29:19] <Semx11> is there any way you can get forge to re-scan the mods directory?
L376[09:29:27] <Ordinastie> restart the game
L377[09:29:33] <Semx11> that's the only option?
L378[09:29:39] <kashike> only SANE option
L379[09:29:41] <Ordinastie> yes
L380[09:29:47] <kashike> anything else is dumb
L381[09:29:51] <Semx11> what would the the insane option? I am stubborn
L382[09:30:13] <kashike> find it out yourself if you care about it so much
L383[09:30:41] <Semx11> that is why I came here, because I don't know
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L385[09:31:02] <kashike> if you need to know you can go dig in the code
L386[09:31:07] <IoP> some things are supposed to be done in preinit so other mods can use those things in init.
L387[09:31:38] <Semx11> such as updating a mod? or does it not work like that
L388[09:32:18] <kashike> auto-updating mods is a bad idea if that's what you're planning on doing
L389[09:32:28] <Semx11> yes I am
L390[09:32:40] <Semx11> and I understand it is a bad idea
L391[09:32:49] <IoP> Please tell name of the mod so people can avoid it.
L392[09:32:55] <Semx11> thanks
L393[09:32:58] <kashike> have fun, you're on your own
L394[09:33:24] <IoP> Also are you talking about downloading new mod version from net or otherwise doing mod update at runtime?
L395[09:33:41] <Semx11> download new mod version from net
L396[09:33:49] <Semx11> and then replacing or overwriting the current version
L397[09:34:24] <Semx11> and judging by your reactions it will require a manual restart to work - which is better than nothing
L398[09:39:49] <Semx11> I understand that making an auto-updater is outside your safe-space but why can't I challenge myself to create one? Is it frowned upon by the community to make something that hasn't been made before?
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L400[09:41:11] <kashike> it has been made before, and it's a terrible idea because of compatibility issues. chances are if someone hasn't updated, aside from being lazy, it's for a reason - most likely being mod X only works if mod Y is version Z
L401[09:42:29] <Semx11> Well I don't want it to be fully automated, just a clickable button with "download the new version and install on restart" or something along those lines
L402[09:43:53] <Semx11> I would just like to know how people have made it work before. When did they download the update, how did they install it, did they replace the mod or did they overwrite it? Those kind of things.
L403[09:44:18] <Semx11> I am not the copy-paste scriptkiddie but I have no way to prove that to you.
L404[09:44:49] <Ordinastie> like kashike said, we can't prevent you from doing it, but you're on your own
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L406[09:45:19] <Semx11> Is there no (albeit shitty) example available?
L407[09:45:47] <Semx11> All I want to know is: can I update a mod during preinit or can it only be done on manual restart?
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L409[09:47:04] <Semx11> Or can you programatically disable & enable a mod? I know that you can register a mod as 'disable-able' in the @Mod annotation
L410[09:48:55] <Lumien> If you want to update your mod before it's loaded you can probably do that in a Loading Plugin
L411[09:49:45] <Semx11> Is that an external java application or something that forge can run on startup?
L412[09:49:59] <Lumien> Something forge runs
L413[09:50:11] <Ordinastie> damn the trailer for Last Of Us 2 is pretty
L414[09:50:32] <Semx11> So you mean a 'mod' whose job it is to update another mod
L415[09:50:57] <Lumien> No, you can have it in the mod itself
L416[09:51:38] <Semx11> Is there any documentation on that? Or is it an event that is calleD?
L417[09:51:40] <Semx11> called*
L418[09:54:45] <Lumien> Implement IFMLLoadingPlugin in something
L419[09:56:25] <IoP> I personally would split mod into two parts. Updater as tweaker and mod in other jar.
L420[09:57:41] <Semx11> So a mod which is loaded before the actual mod? Just a normal mod?
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L422[10:01:20] <Semx11> @Lumien Where would I register a class that implements IFMLLoadingPlugin so it is ran at startup?
L423[10:02:03] <Lumien> In your dev environment you can add a vm argument like this: -Dfml.coreMods.load=lumien.randomthings.asm.LoadingPlugin
L424[10:02:07] <Lumien> Obviously with your class
L425[10:05:14] <Lumien> What you want is probably the setup class thing
L426[10:05:34] <Semx11> can you elaborate?
L427[10:06:00] <Lumien> On what?
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L429[10:06:08] <Semx11> what is 'the setup class thing'?
L430[10:06:22] <Lumien> IFMLLoadingPlugin.getSetupClass
L431[10:06:25] <Lumien> Read the javadoc
L432[10:07:33] <Lumien> That'S probably the earliest you can run something
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L435[10:12:39] <Semx11> Aha, I see
L436[10:13:17] <Semx11> I don't have any experience with coremods - where would I register the class that implements the IFMLLoadingPlugin?
L437[10:14:10] <Lumien> You don't really register it in code, in your dev environment you "register" it with the vm argument i posted earlier
L438[10:14:40] <Semx11> But does that work outside my dev environment?
L439[10:14:42] <Lumien> In the compiled mod you need to add a line to your build.gradle
L440[10:14:43] <Lumien> https://github.com/lumien231/Random-Things/blob/master/build.gradle#L39
L441[10:15:18] <Semx11> aha
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L443[10:15:50] <Semx11> Where do all modders learn how to make coremods? are there some examples I can look at?
L444[10:15:56] <Semx11> Because this is very helpful
L445[10:16:00] <Semx11> (not sarcasm)
L446[10:16:53] <diesieben07> you don't.
L447[10:16:53] <alexiy> I know Inventory Tweaks has a core mod
L448[10:17:01] <diesieben07> seriously, don't make a coremod
L449[10:17:17] <Semx11> what's wrong with coremods
L450[10:17:20] <Semx11> are they scary ;-;
L451[10:17:22] <diesieben07> they break everything
L452[10:17:27] <Lumien> Feel free to look through my github, have a few
L453[10:17:46] <diesieben07> especialyl if people make them, who don't know what they are doing
L454[10:18:24] <Semx11> just to make sure I know the definition - a coremod is a mod that is able to replace Minecraft's source code files (temporarily) through ASM
L455[10:18:27] <Semx11> right?
L456[10:18:34] <diesieben07> -temporarily
L457[10:18:35] <diesieben07> yes
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L459[10:18:43] <diesieben07> although ASM is not mandatory
L460[10:18:50] <diesieben07> you can modify them however the heck you like
L461[10:18:58] <diesieben07> you get a byte[] and you spit a byte[] back out
L462[10:19:27] <Semx11> so just replacing classes - and some mods rely on those classes which breaks everything
L463[10:19:36] <Semx11> which is why coremods are scary
L464[10:19:43] <diesieben07> not necessarily replacing
L465[10:19:44] <Lumien> Generally you don't replace them, just modify them a bit
L466[10:19:51] <diesieben07> there are ways to do it somewhat compatibly
L467[10:20:06] <diesieben07> but in general coremods are inheritantly incompatible
L468[10:20:20] <Semx11> I understand
L469[10:20:40] <diesieben07> and they are just the absolute brute-force option
L470[10:20:44] <diesieben07> there are much better ways to solve things
L471[10:20:55] * TechnicianLP made a coremod which's purpose was to load a module based on mc version (no asm)
L472[10:20:56] ⇨ Joins: Snapples (uid167569@id-167569.highgate.irccloud.com)
L473[10:21:36] <Semx11> what would be the non-coremod way to implement some kind of auto-updater (even though it seems everybody frowns upon auto-updaters)
L474[10:21:56] <diesieben07> the way is not to do it.
L475[10:22:08] <TechnicianLP> crash the client if a new version is avaliable ^^
L476[10:22:17] <Semx11> that seems possible xd
L477[10:22:18] <diesieben07> for an auto-updater you have to restart the cleint
L478[10:22:23] <diesieben07> for which there is no reliably way of doing
L479[10:22:29] <diesieben07> but if you have do, here is how:
L480[10:22:30] <Lumien> You don't need the class replacing stuff for your use case btw.
L481[10:22:48] <Lumien> You just need the early run part of loading plugins
L482[10:23:06] <diesieben07> a) download new versino to temp file. b) produce a temp jar file which will wait for MC to die, update your mod file with the temp file and then relaunch mc. c) run temp file d) quit minecraft
L483[10:23:33] <Semx11> yeah kinda expected that
L484[10:23:41] <diesieben07> but yeha this is inherintently a bad idea because you are just downloading crap from the internet that will be executed on the users computer
L485[10:23:44] <diesieben07> don't do that.
L486[10:24:27] <Semx11> yeah I understand
L487[10:24:30] <diesieben07> if anything there would have to be a mechanic to only do it via HTTPS and ask the user for every domain if they want to trust it
L488[10:24:39] <diesieben07> but then again, users just click yes without reading anything
L489[10:24:52] <Semx11> at least we can blame the user then :^)
L490[10:25:05] <diesieben07> you know full well that that is not how it works.
L491[10:25:10] <Semx11> yeah I know
L492[10:25:13] <Semx11> t'was a joke
L493[10:25:25] <diesieben07> i know :D
L494[10:25:26] <TechnicianLP> semx11: what mod are we talking about?
L495[10:25:50] <Semx11> a mod that hasn't been made yet
L496[10:25:52] <Semx11> but I've made others
L497[10:26:00] <Semx11> I'm just exploring my options
L498[10:26:27] <TechnicianLP> didnt you write earlier people are too lazy to update your mod?
L499[10:26:38] <Semx11> yeah that is for an existing mod
L500[10:26:45] <Semx11> it has 400 concurrent users
L501[10:26:48] <diesieben07> make big ugly warnings
L502[10:27:19] <Semx11> Ben, I did, but the problem is that that only is the case in the newest version - and people aren't updating to that version
L503[10:27:19] <TechnicianLP> (or drop support for older versions, if it is some kind of service)
L504[10:27:46] <diesieben07> well thats their problem
L505[10:27:46] <Semx11> you'll probably laugh at me when you hear what kind of mod it is
L506[10:27:50] <diesieben07> you can't force them
L507[10:27:53] <IoP> just close MC if user has old version
L508[10:28:00] <IoP> there is your force
L509[10:28:01] <diesieben07> you can only bait them with features
L510[10:28:16] <Semx11> Problem is - only the newest version of my mod shows fancy changelogs
L511[10:28:17] <diesieben07> he can't really change the versisno that they have running, can he
L512[10:28:47] <Semx11> I play on Hypixel a lot and it is an autotip mod.. I've probably said too much already
L513[10:28:52] <Semx11> compared to all of you hear it's total shit
L514[10:28:55] <Semx11> here*
L515[10:29:04] * TechnicianLP has a way disable older version of his mod past 3.0
L516[10:29:35] <TechnicianLP> autotip?
L517[10:30:20] <Semx11> yeah, Hypixel has a tipping mechanic where you can 'tip' players (give them coins and xp) for activating a 'Network Booster' (which gives everybody in that game x3 coins for 1 hour)
L518[10:30:21] <IoP> sound like something shady
L519[10:30:25] *** Wuerfel_21 is now known as Away_21
L520[10:30:54] <Semx11> And my mod automatically tips players and has a PHP backend that tips autotip users as well
L521[10:31:04] <Semx11> but if you don't play on Hypixel I'm better off talking to a wall
L522[10:33:08] <Semx11> Ben, coming back to that autoupdating with/without user consent - would it be different if it is a mod that is private and only for a select group of people?
L523[10:33:35] <diesieben07> the mechanics would be the same
L524[10:33:43] <Semx11> Yes
L525[10:33:44] <diesieben07> ideally updating should be handled by the launcher
L526[10:33:45] <diesieben07> not the game.
L527[10:33:49] <Semx11> but that's not possible
L528[10:33:55] <Semx11> or you would have to write a custom launcher
L529[10:34:17] <diesieben07> yep
L530[10:34:28] <diesieben07> i don't know if curse has something built in for this
L531[10:34:55] <TechnicianLP> change the php-backend so it doesnt work for older versions
L532[10:35:04] <diesieben07> yeah you could do that
L533[10:35:08] <diesieben07> but it's pretty evil :D
L534[10:35:24] <Semx11> well actually there is a conflict with the current host so it might just die on it's own
L535[10:35:50] <Semx11> And only the 2.0.2 version is linked to this: https://gist.github.com/Semx11/35d6b58783ef8d0527f82782f6555834
L536[10:36:07] ⇨ Joins: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L537[10:37:02] ⇨ Joins: primetoxinz (~primetoxi@ip68-107-226-229.hr.hr.cox.net)
L538[10:37:22] <Syndlig> hi hello!
L539[10:37:25] <Semx11> hi
L540[10:37:28] <Semx11> that's where I can change hosts on the fly
L541[10:37:37] <Syndlig> I came in here last night to ask a question and then fell asleep instead
L542[10:38:56] <Syndlig> not sure if this is the right place to be asking though, cuz the question is less "help me with my code problem" and more "I have no idea what I'm doing"
L543[10:39:32] <Semx11> what is your problem?
L544[10:39:38] <Semx11> I can probably take a look at it
L545[10:39:49] <Syndlig> well there's nothing to look at, is the problem :P
L546[10:39:55] <Semx11> then what are you trying to do?
L547[10:40:24] <Syndlig> I'm trying to make a mod that creates randomly generated artifacts, where the ability of the artifact is based off of the type and model
L548[10:40:51] <Syndlig> "type" being stuff like "orb, scepter, coin, etc."
L549[10:41:22] <Syndlig> I'm not ready to get to the really deep stuff in it yet, right now I'm just trying to figure out how to randomly pick a texture for the object.
L550[10:42:51] <Semx11> Maybe someone else can help you I've only done GUI mods so far
L551[10:43:46] ⇨ Joins: Brokkoli (~Brokkoli@p2e5b1fe0.dip0.t-ipconnect.de)
L552[10:43:49] <Syndlig> I think I might be getting a bit too ambitious for my first mod but hey :V
L553[10:43:55] ⇨ Joins: AshIndigo_ (~AshIndigo@188.29.165.124.threembb.co.uk)
L554[10:44:37] <Semx11> Well have you researched how you can add items to the game using forge?
L555[10:45:01] <Semx11> Because if you know how that works, and also know how to apply textures to items/blocks, you can probably randomize it.
L556[10:45:45] <Syndlig> hrm, true
L557[10:46:37] <Syndlig> well items can have textures for variants, right? I can just have it randomly assign it a variant.
L558[10:47:08] <Semx11> Yup
L559[10:47:13] <Semx11> Do you have any experience with Java?
L560[10:47:27] <Syndlig> not a lot, no
L561[10:48:10] <Semx11> Then yes, this might be a bit too ambitious to start off with
L562[10:48:20] <Syndlig> I have a 2-year degree in programming, where I focused mainly on Java, but at my work I do very little programming :x
L563[10:48:32] <Syndlig> so most of that skillset atrophied
L564[10:49:01] <Semx11> It would be good to start with adding your first block/item. Or perhaps make a Hello World mod (I've done the same - but with bukkit/spigot)
L565[10:49:15] ⇦ Parts: g (~g@ultros.tentacles.are.evidently.sexy) (Leaving))
L566[10:49:32] ⇦ Quits: KGS (~KGS@h-155-4-129-249.na.cust.bahnhof.se) (Ping timeout: 198 seconds)
L567[10:49:33] <Semx11> Then you can get used to how a basic forge mod works, and then make it more complex overtime
L568[10:49:53] <pig> I miss modding from like 6 years ago when it was so much easier
L569[10:49:58] <pig> and simpler too
L570[10:50:15] <Semx11> but were you able to do as much as you can now?
L571[10:50:19] <pig> you didn't have to worry about thread collisions, and networking, and multiplayer, and stuffs like that
L572[10:50:22] <pig> lol nope
L573[10:50:26] <pig> that's why it was simpler
L574[10:50:31] <Semx11> haha well yes
L575[10:50:48] <pig> but still there was so much more you didn't have to worry about
L576[10:51:23] <Semx11> I didn't even know that there was a way to mod Minecraft 6 years ago
L577[10:51:29] <Semx11> or do you mean classic minecraft
L578[10:51:33] <pig> well, almost six years
L579[10:51:35] <Semx11> which you could play in your browser if needed
L580[10:51:38] <pig> I started modding in Feb 2011
L581[10:51:44] <pig> about 3 months from now
L582[10:51:49] <Semx11> was there a platform for modding back then?
L583[10:51:55] <pig> but yeah you could mod MC alpha in dec 2010
L584[10:52:00] <pig> a small one, yes
L585[10:52:09] <Semx11> third-party as well?
L586[10:52:12] <pig> back then it was risugami's modloader
L587[10:52:15] <pig> yes
L588[10:52:17] <Semx11> welp
L589[10:52:32] <Semx11> I remember when people thought that 1.5 would have the modding API
L590[10:52:36] <Semx11> lol rip
L591[10:52:37] <pig> lmao pssh
L592[10:52:45] <pig> back when notch actually still had a say in MC dev
L593[10:53:05] <pig> risugami's modloader, then SDK's modloader multiplayer layered on top to give multiplayer support, then forge layered on top to give more hooks
L594[10:53:13] <pig> geez those were the days
L595[10:53:18] <alekso56> do we still have that srg search bot? i forget its name.
L596[10:53:23] <pig> MCPBot_Reborn:
L597[10:53:26] <pig> alekso56: ^
L598[10:53:30] <alekso56> thanks
L599[10:53:34] <Semx11> how does that work? :o
L600[10:53:37] <gigaherz> join #mcpbot if you need multiple searches
L601[10:53:42] <gigaherz> Semx11: !help ;P
L602[10:53:47] <pig> or just dcc the bot, I don't know if that still works
L603[10:53:48] <Semx11> in that channel I assume?
L604[10:53:52] <gigaherz> or here
L605[10:53:54] <gigaherz> or in a PM to the bot
L606[10:54:01] <alekso56> i usually pm it.
L607[10:54:06] <pig> Semx11: you talking about the modloader layers or you talking about the bot lol
L608[10:54:13] <gigaherz> you can also show things in public, if you want to show stuff to someone else
L609[10:54:16] <gigaherz> !!latest 1.11
L610[10:54:17] <MCPBot_Reborn> === Latest Mappings ===
L611[10:54:17] <MCPBot_Reborn> MC Version Forge Gradle Channel
L612[10:54:18] <MCPBot_Reborn> 1.11 snapshot_20161204
L613[10:54:23] <gigaherz> but we avoid that, for obvious reasons
L614[10:54:33] <Semx11> pig, just one quick step to the bot :p
L615[10:54:39] <Semx11> but yes I remember that
L616[10:54:44] <pig> heh
L617[10:54:52] <pig> then forge got rid of MLMP dependency
L618[10:55:03] <pig> and then they got see pee double you to write FML
L619[10:55:07] <pig> to replace risu's ML
L620[10:55:32] <Semx11> Remember the time when servers and players would happily update to newer versions of the game?
L621[10:55:43] <pig> lol
L622[10:55:46] <Semx11> It's kinda sad tbh
L623[10:56:07] <pig> remember the time when server support wasn't even a requirement for mods?
L624[10:56:19] <Semx11> lol
L625[10:56:25] <Semx11> well really depends what your mod does
L626[10:56:45] <pig> well currently, only serverside or only clientside mods do still exist
L627[10:56:59] <pig> but I'm talking about mods that very clearly should have been multiplayer compatible but weren't
L628[10:57:07] <Semx11> such as?
L629[10:57:21] <pig> mainly because no one played multiplayer because back then MC itself didn't work in multiplayer
L630[10:57:29] <pig> no health synching and stuff like that in MC MP
L631[10:57:50] <Semx11> ye
L632[10:57:57] <Semx11> I really hope at some point the mc devs realize that they fucked up by changing a crucial game aspect (combat) 5 years after the release of a game, and not making it an alternative way of combat.
L633[10:58:16] <Semx11> I actually think that 1.9 development went like this:
L634[10:58:22] <Semx11> 1: Hey let's add shields!
L635[10:58:33] <Semx11> 2: Sure, but for that we need dual-wielding
L636[10:58:48] <Semx11> 3: Okay that is possible
L637[10:58:59] <Semx11> 4: But how will you block your shield?
L638[10:59:05] <Semx11> 5: Right-click?
L639[10:59:13] <Semx11> 6: Yes but that already blocks your sword
L640[10:59:19] <Semx11> 7: Well let's remove that then
L641[10:59:51] <Semx11> 8: Oh but it isn't realistic that people can spam hit with swords when carrying a heavy shield
L642[10:59:58] <Semx11> 9: You know what, let's put an attack delay on it
L643[11:00:02] <Semx11> And thus, 1.9 was born
L644[11:00:25] <bspkrs> 10. Oh, and let's make Skeletons super OP
L645[11:00:26] <Semx11> It's all the fault of people who wanted shields! /s
L646[11:00:37] <pig> bspkrs lives.
L647[11:00:46] <Semx11> he was awakened by strafing skeletons
L648[11:00:51] <bspkrs> *lurks
L649[11:01:06] <pig> bspkrs: i still have that picture of when we did that thing in that place in canada
L650[11:01:14] <bspkrs> me too
L651[11:01:17] <pig> lol
L652[11:01:24] <Semx11> now I wanna know what 'that thing' was
L653[11:01:25] <Semx11> is*
L654[11:01:36] <bspkrs> there are lots of pictures of us doing things in places in Canada
L655[11:01:38] <pig> ^
L656[11:01:49] <pig> but he knows what I'm talking about
L657[11:01:53] <bspkrs> the twitters are full of them
L658[11:01:59] <Semx11> ./r/nocontext
L659[11:02:19] <pig> but yeah well I feel changes to a game like MC can be kinda healthy
L660[11:02:25] <pig> you get used to it
L661[11:02:31] <Semx11> Tell that to the pvp community
L662[11:02:39] <pig> tell that to anyone
L663[11:02:42] <pig> people don't like change
L664[11:02:46] <Semx11> y'know
L665[11:02:46] <bspkrs> TBH I'm not sure which picture/thing/place/Canada you mean
L666[11:02:47] <pig> it messes up the natural order of things
L667[11:02:58] <TechnicianLP> does someone have an idea why this https://gist.github.com/TechnicianLP/c6c96b5171d5882eed6c605da74e206b isnt working as expected?
L668[11:03:07] <bspkrs> were people cheering for us?
L669[11:03:12] <pig> yes
L670[11:03:18] <TechnicianLP> It calls the putstack with a size of 1 and then the full 64 stack lands in the slot
L671[11:03:19] <bspkrs> ah yes
L672[11:03:23] * bspkrs gets a woody
L673[11:03:28] <pig> ew
L674[11:03:29] <Semx11> ew
L675[11:03:41] <pig> TechnicianLP: you might have to update forge? saw a commit about something like that changing in the recent changelogs
L676[11:03:50] <bspkrs> anyway, NAP TIME!
L677[11:04:05] <TechnicianLP> pig: how recent?
L678[11:04:05] <Semx11> When Hypixel dropped 1.7 support, there was a huge riot because 1.8 had terrible hit detection. Only 6% of the players on Hypixel used 1.7 when that happened
L679[11:04:13] <pig> update 2171 I think
L680[11:04:26] <pig> how terrible is terrible
L681[11:04:33] * TechnicianLP has 2178
L682[11:04:33] <Semx11> Currently, approximately 60% of the players on Hypixel use 1.8 or 1.8.9
L683[11:04:37] <pig> idk then tech
L684[11:04:53] <TechnicianLP> will look into that
L685[11:05:38] <Semx11> I just wish that pre1.9 pvp would be properly possible in 1.9+ by using serverside code
L686[11:06:06] <Semx11> but only one man can dream
L687[11:06:13] <pig> what, removing the cooldown?
L688[11:06:31] <pig> you talking modded or vanilla?
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L691[11:07:56] <Semx11> Well vanilla
L692[11:08:12] <Semx11> Because you can't make a server with 20,000 players who all use the same mod to make something work
L693[11:08:48] <LexLap2> you cant make that in vanilla either
L694[11:09:14] <pig> ^
L695[11:09:55] <pig> the cooldown is clientside then?
L696[11:10:02] <pig> I forget
L697[11:10:37] <Semx11> yeah
L698[11:10:45] <Semx11> You can alter it with a NBT property
L699[11:11:00] <Semx11> but the hit detection is terrible
L700[11:12:44] <alexiy> oh, I hate dealing with small zombies their hitbox is so damn small it's unfair
L701[11:12:52] <Semx11> and they run too fast
L702[11:13:54] <Semx11> I just want that a MC version is released where 90% of the players will happily update to
L703[11:14:05] <TechnicianLP> can the discusion on why minecraft is stupid be moved to somewhere else please?
L704[11:14:39] <Semx11> It's not that Minecraft is stupid - it's that the whole 1.9 combat issue should be fixed in some way
L705[11:14:48] <Semx11> because big networks are stuck at 1.8 and can't use any new features
L706[11:15:25] <TechnicianLP> why would they be stuck? they just need to update
L707[11:15:41] <Eragonn1490> @Ordinastie i know lines 9 & 14 are messed up, but how do i get this method to return an item or an itemstack? (this specifc meta needs to drop an item)
L708[11:15:51] <Eragonn1490> http://pastebin.com/G8UuQg7L
L709[11:16:09] <Semx11> A lot of people play Minecraft in a way that involves the combat system
L710[11:16:57] <Semx11> 1.8 Pvp isn't for young kids, but is for like 13-18 years old (or older) that like the intensity of minecraft pvp
L711[11:17:02] <LexLap2> Minecraft changes, deal with it.
L712[11:17:33] <LexLap2> minecaft PVP was just smash the button as fast as you can before the update.
L713[11:17:52] <Semx11> You say that but I bet you can't even do a proper rod combo
L714[11:18:05] <Semx11> Yes, it is spamclicking, but it also required technique to be good at it
L715[11:18:19] <Semx11> The combat mechanics in 1.9 are slow and boring for a lot of people
L716[11:18:31] <LexLap2> Either way with the way things was you can acheive 1.7 stype combat with 1.8+ with the way the system was designed because mojang decided to cator to these servers and add shortcircuits everywhere
L717[11:18:48] <LexLap2> everyone says that about every game
L718[11:19:01] <LexLap2> but 90% of the time the button mashers get in there
L719[11:19:35] <LexLap2> yes its a change everyone hates change, but like i said you can get the old 'feel' bacl if you know what you're doing.
L720[11:19:55] <Semx11> How could you get it back without modding?
L721[11:19:56] <LexLap2> But Technician is correct, this is not the time or place to bitch about things that you can not change.
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L723[11:21:28] <pig> wait lex I just realised, you're alraedy awake?
L724[11:21:32] <pig> you didn't get much sleep now did you
L725[11:22:29] <Semx11> I am not necessarily bitching, I just wish that there would be a way to unify everybody. Make everybody happy again. Get back the time where 90%+ of the players would happily upgrade to the next MC version. The fact that 60% of the players on big minecraft servers still use 1.8(.9) while we are at 1.11 now concerns me. I use 1.8.9 as well because I play a lot of PVP, which is one of
L726[11:22:29] <Semx11> the things I enjoy the most.
L727[11:23:17] <TechnicianLP> there will always be some little kids whining about previous versions
L728[11:23:19] <Eragonn1490> anyone here have any ideas? http://pastebin.com/G8UuQg7L
L729[11:23:21] <Syndlig> I'd legitimately be surprised if anything higher than a minority of vanilla servers weren't on 1.11
L730[11:23:26] <LexLap2> no i didnt
L731[11:23:34] <pig> ouch
L732[11:23:46] <LexLap2> debating on catching another 1/2 hour, but brothers birthday and dunno how soon he wanted to start
L733[11:23:56] <pig> caffeine maybe?
L734[11:23:57] <Syndlig> I think the 1.8.9 thing is mainly a product of people not wanting to abandon their server modpacks (or maps)
L735[11:23:59] <LexLap2> living an hr and a half away makes being on time to things hard
L736[11:24:20] <Semx11> Well that is the problem, @TechnicianLP, it isn't just some little kids whining about previous versions. It's a very big portion this time, over half of the players on multiplayer servers.
L737[11:24:35] <pig> Semx11: you can't please everyone, some like the new combat, some don't, that's just not how it works
L738[11:24:37] <diesieben07> Eragonn1490, don't use damage dropped, use getDrops
L739[11:24:38] <Semx11> I know that every change has people complaining but when 1.9 came out it wasn't a small group.
L740[11:24:49] <diesieben07> also... you can't return Items.COAL there.
L741[11:25:09] <TechnicianLP> Semx11: i guess they have to DEAL WITH IT
L742[11:25:11] <LexLap2> Semx11, Do you have verifiable statistics? No, ok bye.
L743[11:25:24] <pig> you know what this reminds me of? Apple removing the headphone jack
L744[11:25:34] <Semx11> Hypixel himself has confirmed that 60% of the players use 1.8(.9)
L745[11:25:50] <pig> inb4kick
L746[11:25:51] <LexLap2> Thats not verifiable, thats anicdotal
L747[11:26:02] <TechnicianLP> and do they use that version? because servers wont update because of a few little kids
L748[11:26:03] <Syndlig> eh, Apple removing the headphone jack is dumb as hell imo
L749[11:26:19] <Syndlig> but that's because every headset/headphones I've ever used use that jack
L750[11:26:40] <Semx11> Why wouldn't that be verifiable? Do you really thing that the owner would lie about statistics? If that were false, they would've upgraded their server to 1.9 long ago.
L751[11:26:46] <Semx11> But I am not trying to start a flamewar
L752[11:26:48] <Semx11> So I'll stop.
L753[11:27:25] <Eragonn1490> @diesieben07 i knew i couldnt do it i was trying to figure out what the specific method was didnt see one that would work at the time
L754[11:27:32] <Syndlig> it's anecdotal because it's a single piece of data, is why
L755[11:27:51] <Syndlig> you can extrapolate from it that 60% of players on Hypixel don't like 1.9+
L756[11:27:58] <pig> Lex might wanna remove the art contest from the topic
L757[11:28:01] <Syndlig> but to say 60% of minecraft users would require more points of data
L758[11:28:07] <pig> also I noticed Trotter wrote that post lol
L759[11:28:14] <Semx11> Well maybe Mojang can give us some stasts
L760[11:28:14] <pig> oh wait he edited it
L761[11:28:16] <Semx11> stats*
L762[11:28:18] <pig> tell him I said hi
L763[11:28:20] <Semx11> but I doubt they will
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L765[11:29:08] <LexLap2> And yes I really do think that the owner of a for profit busniess would lie about his statistics in order to sway public opinion to do exactly what youre doing in hopes of not having to spend the money to re-work everything he has to adapt to the changes in the environment.
L766[11:29:56] <Syndlig> wait is hypixel a for-profit minecraft server?
L767[11:30:06] <Semx11> yes?
L768[11:30:09] <LexLap2> hehe i get him to do posts for me every now and again.
L769[11:30:18] <Syndlig> sorry but
L770[11:30:25] <Syndlig> lol, really?
L771[11:30:28] *** LexLap2 changes topic to 'Downloads: http://files.minecraftforge.net Documentation: http://mcforge.rtfd.io Rules: http://goo.gl/T2Lz3F'
L772[11:30:44] <LexLap2> 90% of all public minecraft servers are for-profit.
L773[11:30:51] <Semx11> ^
L774[11:30:52] <LexLap2> Hypixel is one of the top ones.
L775[11:30:56] <Syndlig> that's incredibly sad
L776[11:31:03] <LexLap2> It is, and it isnt
L777[11:31:16] <Semx11> well they need to be able to keep up the servers
L778[11:31:28] <diesieben07> that is called breaking even
L779[11:31:30] <LexLap2> They do it correctly, they make all their own shit, they dont sell access to other peoples work.
L780[11:31:40] <diesieben07> making profit is make more money than needed for infrastructure
L781[11:31:53] <LexLap2> And Semx11 That is the #1 BULLSHIT line in every server. Stop spouting it
L782[11:32:14] <Semx11> well it ain't free :/
L783[11:32:24] <Syndlig> I guess I've been sheltered in that regard 'cuz I've never played on a for-profit server
L784[11:32:29] <LexLap2> no its not but its pennies for what they bring in.
L785[11:32:30] <Syndlig> didn't even know they existed
L786[11:32:54] <LexLap2> Have you ever played on a public vanilla server with more then 20 players?
L787[11:33:05] <Syndlig> nope
L788[11:33:10] <Syndlig> public yes, vanilla no
L789[11:33:29] <LexLap2> Well 'vanilla'
L790[11:33:36] <LexLap2> serversides are always modded
L791[11:33:47] <Syndlig> right, I know what you mean
L792[11:34:00] <Syndlig> vanilla minecraft is anathema to me :P
L793[11:34:01] <Semx11> spigot! :D
L794[11:34:53] <LexLap2> Its a lot more difficult to make a for profit Modded server successful.Because 1) it requires work on the users side and most of those who putthat in arnt gunna be stupid enough to pay fo things
L795[11:35:24] <LexLap2> and 2) Its HIGHLY offensive to the modding community to make people pay for things they made, so a lot of mdders police shit like that.
L796[11:35:40] <Semx11> you mean servers where mods are required to join?
L797[11:35:45] <pig> heh, skyrim steam modded fiasco
L798[11:35:46] <Semx11> so forge modded servers
L799[11:36:11] <LexLap2> Also Spigot is a horible horrible thing for modded minecraft 'How can we make Minecraft faster, I know make it only do 10% of the world!'
L800[11:36:47] <Semx11> I'm curious, what do you mean?
L801[11:37:25] <LexLap2> "Why is my furnace running 10x slower then normal" "Because it's 'more efficient'!"
L802[11:37:42] <Semx11> you mean that spigot has performance issues?
L803[11:37:54] <Flenix> ^^ Spigot also does things like stops TEs from ticking if players are more than X blocks away from them
L804[11:38:02] <Flenix> and the default is something stupid like 6
L805[11:38:07] <LexLap2> For vanilla? No. And thats exactly what I mean Flen
L806[11:38:10] <Semx11> but there isn't a better alternative is there :/
L807[11:38:17] <diesieben07> sponge?
L808[11:38:21] <Flenix> You can turn that off for spigot
L809[11:38:28] <Semx11> we don't have anything official either
L810[11:38:35] <Flenix> Is sponge stable now? (Been away from the community for months, just accidentally opened IRC and noticed discussions :P)
L811[11:38:36] <Semx11> we are working with the tools we have
L812[11:38:49] <Quetzi> Lex, should take a look at the big players on our server listings. It's very much a thing
L813[11:38:50] <Quetzi> And sadly Mojang really drag their heels when it comes to blacklisting modded pay2win networks
L814[11:39:14] <LexLap2> ?
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L817[11:39:58] <Syndlig> anyways I'm gonna go back to poking at this thing until I suddenly figure out how to do whatever it is I'm trying to do
L818[11:42:00] <Quetzi> Semx11: the single solitary reason modded server networks don't want to update to newer Minecraft versions is because they wrongly believe the Eula doesn't apply to them
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L821[11:45:14] <Semx11> Quetzi: Does the EULA state that you have to update to newer versions then?
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L824[11:45:52] <Lord_Ralex> Semx11, it states that if you use the Mojang services, but people think older versions are not affected by it
L825[11:46:10] <Quetzi> No, but they won't update because they think that by doing so they have to agree to an Eula that their business model violates
L826[11:46:37] <Semx11> That isn't the case with Hypixel, Cubecraft, Mineplex, HiveMC, WynnCraft and others, right?
L827[11:46:47] <Semx11> Because as far as I know they comply to the EULA
L828[11:47:04] <Quetzi> They have Eula compliant business models
L829[11:47:17] <Quetzi> And cubecraft at least always update
L830[11:47:58] <Quetzi> But that is 'vanilla' so not really relevant to forge
L831[11:48:08] <Semx11> I think that the majority of the biggest networks support 1.8
L832[11:48:12] <Semx11> yeah true
L833[11:49:30] <Eragonn1490> thank you @diesieben07
L834[11:54:02] <TechnicianLP> does someone have an idea why this https://gist.github.com/TechnicianLP/c6c96b5171d5882eed6c605da74e206b#file-container-L98 is ignoring the stacklimit of the slot? (put has the correct stacksize)
L835[11:57:05] <pig> TechnicianLP: wait what do you mean ignoring the stacklimit of the slot
L836[11:58:41] <TechnicianLP> it buts both in visually - but voids every item over the stacklimit if i close te gui while in that state
L837[11:59:17] <TechnicianLP> (stacksize 2, limit 1)
L838[11:59:29] <Lumien> Slots have a stack limit?
L839[11:59:47] <TechnicianLP> since recently
L840[12:01:05] <pig> well uh
L841[12:01:14] <pig> don't go over the stack limit then?
L842[12:01:31] * TechnicianLP does not want to disable shiftclicking
L843[12:01:54] <pig> only put in the max stack size on shift click then?
L844[12:02:26] <TechnicianLP> thats what i do - but it puts it in visually and voids on closing the gui
L845[12:04:14] <pig> find out why it's being voided then, are you sure it's cause of stack size?
L846[12:04:33] <TechnicianLP> thats what im trying to do since 5 hours
L847[12:05:04] <pig> throw breakpoints, EVERYWHERE
L848[12:05:40] <TechnicianLP> the relevant part has breakpoints on every line and works as it is supposed to - but it still breaks somewhere
L849[12:06:30] <pig> so find where it's breaking
L850[12:07:00] <pig> start from the code where it's being voided then work your way up
L851[12:07:51] <TechnicianLP> the voiding part i know why it is happening - but i have no clue how that condition can even exist
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L853[12:09:57] <pig> which is?
L854[12:10:56] <TechnicianLP> it only being added visually, while half of the items remain invisble in the normal inventory; but you can split the visually wrong stack
L855[12:12:15] <pig> are you... y'know, running the code on the server, and not the client?
L856[12:12:45] <TechnicianLP> both sides
L857[12:12:49] <pig> that'd be the first conclusion I'd jump to when you keep using the word visually like that
L858[12:12:58] <pig> are you sure it's doing that on the server
L859[12:13:04] <pig> are you sure that code's being called on the server
L860[12:13:25] <TechnicianLP> the breakpoint triggers on the serverthread - so i guess it gets called serverside as well
L861[12:13:44] <TechnicianLP> clientthread as well
L862[12:15:13] <pig> okay well
L863[12:15:27] <pig> I don't know what to say to you really
L864[12:15:34] <pig> IInventory is not my specialty
L865[12:15:39] <pig> in fact I've barely ever touched it
L866[12:15:44] <TechnicianLP> IItemHandler
L867[12:15:54] <pig> is that what it's called now?
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L869[12:16:08] <TechnicianLP> no but iinvetory shouldnt be used anymore
L870[12:16:08] <McJty> Well that's something else. That's the forge thing that semi-replaces IInventory
L871[12:16:15] <McJty> Capability based
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L873[12:17:33] <pig> goes to show my expertise in the field :P
L874[12:19:55] <Eragonn1490> 6 days later and i think im done with my mod..
L875[12:25:20] <Flenix> Man I wish I could do my mod in 6 days. Been WIP for 2 years and I've not even really "released" a beta yet... but then again I keep taking big long breaks
L876[12:27:25] <Eragonn1490> i mean if you count me stopping at 1.6.4 and nearly 5 years later updating it quick
L877[12:27:54] <pig> making a mod in proper 6 days is actually relatively quick
L878[12:27:58] <pig> like, look at ModJam
L879[12:28:02] <pig> 96 hours of coding hell
L880[12:28:07] <Eragonn1490> true
L881[12:28:08] <Flenix> Haha, mine is 1.7.10 and I have no plans to change that. I was writing it for a custom server idea anyway so it's not a big deal for me :P
L882[12:28:20] <Flenix> I've done a couple of smaller mods in that timeframe, but nothing fancy at all
L883[12:28:30] <Flenix> More like "tweaks" than mods
L884[12:28:36] <pig> heh yeah, depends on how large you wanna make it
L885[12:28:51] <pig> like, it's easy enough to throw in a couple of filler blocks and stuffs that do simple code
L886[12:29:00] <pig> but to make a good mod, a noteworthy mod, that shit takes time
L887[12:30:09] <AshIndigo_> I want to make a mod that is just a bunch of puns
L888[12:30:10] <AshIndigo_> While having good content
L889[12:30:15] <Flenix> I doubt mine will be noteworthy either - another gun mod in a sea of gun mods... I've just made it more realistic :P
L890[12:30:45] <pig> puns and good content don't go along in the same line
L891[12:30:55] <pig> they're known as puns for a reason
L892[12:31:35] <AshIndigo_> But then there's Botania full of references
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L896[12:40:13] <Sangam1> hello
L897[12:42:41] <AshIndigo_> Hi?
L898[12:43:22] <Sangam1> whats up?
L899[12:50:24] <Eragonn1490> someone did a mod spotlight of my mod in 1.6.4 this is funny https://www.youtube.com/watch?v=ezoZN5Mk6L0
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L910[13:16:19] <Hink> Lumien— yo, do you know why this happens? https://i.imgur.com/4L9VX1w.png
L911[13:16:36] <Lumien> Try to save the file as ASCII
L912[13:17:25] <Hink> I only see UTF-8, with or without BOM in encoding options for Notepad++
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L915[13:19:21] <Sangam1> can anyone help me with this? http://imgur.com/QX6M9P5
L916[13:19:30] * TechnicianLP HATES retrySlotClicked()
L917[13:19:53] <TechnicianLP> and thing being only implemented half way
L918[13:20:16] <Hink> Lumien— I tried ANSI, but it's still there.
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L922[13:23:51] <Lumien> If you change the encoding to ANSI that symbol should show up in the file
L923[13:23:53] <Lumien> Where you can then delete it
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L925[13:28:39] <Hink> AHH, I see it. I kill it.
L926[13:29:04] <pig> Sangam1: last i heard the servers are having a bunch of issues today, just keep retrying
L927[13:30:04] <Sangam1> pig: okay thanks. Idk if it was me or not
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L936[13:45:19] <ScottehBoeh> Is it possible to change an options value through my mod?
L937[13:45:33] <ScottehBoeh> (like changing the GUI scale from 1 to 3 using a line or two?)
L938[13:46:40] <TechnicianLP> the draconic evolution information tablet did it
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L942[13:51:59] <ScottehBoeh> got it :D
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L953[14:07:17] <TechnicianLP> is there an example of the @Config stuff somewhere? (or the config file that the testmod creates)
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L955[14:08:32] <AshIndigo__> @Config?
L956[14:09:07] <TechnicianLP> new Config implementation
L957[14:09:32] <AshIndigo__> What version?
L958[14:11:21] <TechnicianLP> 1.11? could have been 1.10
L959[14:11:37] <TechnicianLP> 1.10
L960[14:12:02] <AshIndigo__> Cool thanks
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L965[14:19:46] <primetoxinz> how does instanceof cause a CME?
L966[14:20:30] <gigaherz> it doesn't
L967[14:20:33] <primetoxinz> o.O
L968[14:20:33] <diesieben07> ^ :D
L969[14:20:36] <gigaherz> it must be something else
L970[14:20:38] <diesieben07> show your code.
L971[14:21:14] <primetoxinz> not my code, trying to fix someone elses so I can play on my server without crashing
L972[14:21:18] <primetoxinz> my PR trying to fix it
L973[14:21:18] <primetoxinz> https://github.com/MrRiegel/LimeLib/pull/1/files#diff-9f898ef1d24500346c3026508ad23343R63
L974[14:22:14] <gigaherz> the CME is caused by someone modifying thecollection while the iterator is active
L975[14:22:19] <primetoxinz> yeah
L976[14:22:28] <diesieben07> also omg why
L977[14:22:36] <gigaherz> there's a reentrancy issue with .sync() or .setSyncDirty
L978[14:22:59] <gigaherz> all those changes are basically meaningless -- they aren't fixing anything
L979[14:23:05] <primetoxinz> ok :P
L980[14:23:10] <primetoxinz> I just wanted to play lol
L981[14:23:14] <gigaherz> either
L982[14:23:29] <diesieben07> yeah especially that iterator thing
L983[14:23:29] <gigaherz> 1. the collection is modified from the client side, or
L984[14:23:39] <diesieben07> your foreach loop compiles to the same thing with iterator
L985[14:23:43] <gigaherz> 2. the collection is modified by networking
L986[14:24:08] <primetoxinz> I don't see why the event is even necessary .-.
L987[14:24:23] <diesieben07> yeah it should just be using normal TE ticks
L988[14:24:27] <primetoxinz> thought so
L989[14:24:33] <primetoxinz> I'm gonna remove it and try
L990[14:24:38] <diesieben07> oh god
L991[14:24:41] <primetoxinz> yep
L992[14:24:47] <diesieben07> and the implementatino of sync
L993[14:24:50] * diesieben07 screams in pain
L994[14:25:01] <primetoxinz> the mod is... not the best
L995[14:25:10] <primetoxinz> don't want to just remove it though
L996[14:29:56] <primetoxinz> well, removing the event seemed to work so far
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L1024[15:10:22] <Keridos> where should I register my recipes, init or preinit?
L1025[15:11:29] <gigaherz> init
L1026[15:14:21] <Keridos> ok that explains why it bugged in preinit thanks
L1027[15:17:52] <Hink> Lumien— do you know why this occurs? It always appends the character: https://i.imgur.com/qC9ZF7m.png I'm serving the text with PHP, echoing it with an encoding of "ASCII" and it still shows up.
L1028[15:18:28] <kenzierocks> you're leaving a \n at the end
L1029[15:19:01] <kenzierocks> has nothing to do with utf-8 vs. ascii -- it's an ascii character
L1030[15:19:41] <Hink> echo doesn't append a \n in PHP though
L1031[15:20:20] <Hink> I also took the tried a substring of the original or the one encoded in ASCII and it still ends with the LN symbol.
L1032[15:20:46] <kenzierocks> are you sure it's not getting added client-side?
L1033[15:20:55] <kenzierocks> can i see the relevant PHP and client code?
L1034[15:25:48] <Hink> kenzierocks— https://gist.github.com/Hink1/5848b1003d2e69a66c69894c692f6805, you'll have to ask Lumien for the client side processing, as the project on his GitHub is empty (https://github.com/lumien231/Custom-Main-Menu). I doubt it's his fault to begin with though.
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L1036[15:29:14] <TechnicianLP> CMM is closed source afaik
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L1038[15:30:13] <kenzierocks> well, the php stuff looks fine
L1039[15:30:21] <kenzierocks> so yea, i'd have to see the clientside
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L1095[18:47:30] <FusionLord> this is valid for items right? https://gist.github.com/FusionLord/4ed3764d4abffc1d3fb8fc6e5449bd0f
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L1110[19:45:46] <GeoDoX|Zzz> Eragonn1490, you around?
L1111[19:46:03] <Eragonn1490> im lurking yes
L1112[19:46:24] <GeoDoX|Zzz> any luck with getting the block to work with the model?
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L1114[19:47:59] <Eragonn1490> i completly stopped tbh, custom models havent been my thing ever, but @masa might be of some help
L1115[19:48:07] <Eragonn1490> and ordi is lurking
L1116[19:48:37] <GeoDoX> @Ordinastie, you lurking? :P
L1117[19:48:51] <GeoDoX> tterrag, might know as well
L1118[19:50:44] <GeoDoX> Simply trying to get a block working with a custom model, if anyone could help that would be super appreciated!
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L1123[20:08:16] <GeoDoX> What does a block have to override to include transparency?
L1124[20:12:08] <GeoDoX> Got it, unfortunately it's not entirely what I'm looking for.
L1125[20:12:49] <GeoDoX> When I'm seeing through my block, I'd like to see the texture on the other side.
L1126[20:12:57] <GeoDoX> This is what it looks like now: https://puu.sh/sEwRF/106e0f4524.png
L1127[20:19:41] <Xenial_Jesse> Hi all, does anyone know of a crafting-simplified mod for MC 1.11?
L1128[20:19:54] <Xenial_Jesse> Something like Crafting Table would be good
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L1143[21:06:04] <masa> GeoDoX: I think that's either done via the shouldRenderSide() method override or the cullface option in the model... TBH I have really no idea what the latter does in reality
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L1156[22:04:45] <robedpixel> hello
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L1161[22:27:16] <tterrag> masa: nah
L1162[22:27:31] <tterrag> chunks are rendered with culling enabled, and the winding defines that only the outward faces show
L1163[22:27:44] <tterrag> the model would need to have inward facing geometry
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L1166[22:36:04] <baegmon> does anyone have a good example/tutorial of opening a GUI (without a container) from server to client?
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L1169[22:44:01] <tterrag> baegmon: a packet?
L1170[22:50:51] <baegmon> oh yea forgot about that
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L1173[22:55:20] <masa> tterrag: hmm okay, and are those possible using OBJ models? I assume it's not possible with Jason model anyway?
L1174[22:55:31] <tterrag> sure it's possible with json
L1175[22:55:36] <masa> oh?
L1176[22:55:46] <tterrag> pretty sure you can just make a cube with negative dimensions
L1177[22:55:55] <tterrag> if that doesn't work, you can define the faces manually iirc
L1178[22:56:25] <masa> oh right so the vertex order in there matters?
L1179[22:57:48] <masa> actualy, uhm
L1180[22:58:15] <masa> "down": { "uv": [ 0, 0, 14, 14 ], "texture": "#top" }
L1181[22:59:10] <masa> no wait, is that only for cube elements...
L1182[22:59:57] <masa> I know pretty much nothing about models and rendering and I have only a few regular cubes in my mod anyway :D
L1183[23:05:05] <masa> okay so according to the mc wiki, the elements are cubes and then they define the faces, but I don't see how you would flip a face, since they only take uv coords
L1184[23:05:48] <masa> unless it's the element with negative vaues which flips it
L1185[23:06:02] <masa> "Values must be between -16 and 32"
L1186[23:10:31] <Sangam1> anyone have any idea on where I might be able to find info on how to read all nbt data on a tool? I am having probs finding info on what nbt data I can find for tools and how to edit them
L1187[23:11:00] <kenzierocks> wut?
L1188[23:11:07] <kenzierocks> are you looking to read NBT?
L1189[23:11:44] <kenzierocks> if so, there's a giant list https://minecraft.gamepedia.com/NBT_format#Software
L1190[23:12:12] <kenzierocks> ok it's actually shorter than i remember
L1191[23:12:44] <tterrag> masa: the CUBE would have negative dimensions
L1192[23:12:55] <tterrag> instead of from[0, 0, 0] to [16, 16, 16] it would be inverted
L1193[23:13:40] <masa> right, ok
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L1195[23:14:07] <masa> Sangam1: could you clarify, are you asking help for external NBT editor tools, or reading NBT data for tool items within a mod code?
L1196[23:14:13] <Sangam1> kenzierocks: hmm. that might do. So here is the problem I am getting, I am taking an item in the main hand of the player and changing its damage. but its not changing. like an item with 50 damage, I change to 0 damage. but its not being chaged
L1197[23:14:28] <Sangam1> masa: within mod code/
L1198[23:14:31] <kenzierocks> that doesn't sound like NBT if it's in code
L1199[23:14:48] <kenzierocks> the itemstack damage is not stored in NBT while playing minecraft
L1200[23:14:48] <masa> damage is usually stored in the ItemStack metadata/"damage" and not NBT
L1201[23:14:55] <kenzierocks> jinx
L1202[23:15:16] <masa> but it is also possible to store it in NBT if you so choose
L1203[23:15:30] <kenzierocks> um, not really? it wont render properly
L1204[23:15:41] <Sangam1> hmm. well I used the code player.getHeldItemMainhand().setDamage = 0 but it doesnt change it
L1205[23:15:46] <masa> yes it will, there are method overrides
L1206[23:15:50] <kenzierocks> wat
L1207[23:15:53] <kenzierocks> mojang plz
L1208[23:15:59] <masa> ?
L1209[23:16:01] <masa> wut
L1210[23:16:05] <Sangam1> minecraft says the damage is still what ever it was initially
L1211[23:16:10] <masa> Sangam1: are you sure you are doing it on the server?
L1212[23:16:24] <Sangam1> its supposed to be client side
L1213[23:16:30] <Sangam1> single player
L1214[23:16:31] <masa> you can't so that
L1215[23:16:40] <masa> single player still has an internal server
L1216[23:17:01] <Sangam1> hmmm. maybe i missed somewhere there then
L1217[23:17:04] <masa> if (! world.isRemote) { do stuff }
L1218[23:17:11] <Sangam1> maybe i need to change in internal server?
L1219[23:17:14] <masa> that only does it on the server side
L1220[23:17:31] <Sangam1> okay.
L1221[23:17:49] <Sangam1> so do u think that is y its not working?
L1222[23:18:06] <williewillus> https://mcforge.readthedocs.io/en/latest/concepts/sides/
L1223[23:18:14] <kenzierocks> we have docs!!!
L1224[23:18:16] <kenzierocks> woah
L1225[23:18:24] <williewillus> lol i just link the same few over and over
L1226[23:18:29] <Sangam1> lol.
L1227[23:18:35] <williewillus> that one gets linked the most i think
L1228[23:18:50] <williewillus> my states one is a close second
L1229[23:19:26] <Sangam1> life has taken a turn for the worst lol
L1230[23:19:30] <Sangam1> rip me
L1231[23:19:42] <williewillus> ?
L1232[23:19:55] <Sangam1> I think i wrote the code for the wrong side
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L1234[23:20:42] <masa> basically just: https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/item/ItemPortalScaler.java#L103-L106
L1235[23:21:06] <Sangam1> oh okay
L1236[23:21:10] <Sangam1> not too bad then I guess
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L1239[23:24:12] <Sangam1> thx for the help everyone! :D
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