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L29[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161206 mappings to Forge Maven.
L30[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161206-1.11.zip (mappings = "snapshot_20161206" in build.gradle).
L31[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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L61[05:29:31] <AshIndigo> How do I add translations for my command when it fails or when I do /help on it
L62[05:29:48] <AshIndigo> Since I18n isn't accessible on serverr
L63[05:30:04] <Ordinastie> same way vanilla does it
L64[05:30:29] <AshIndigo> Alright
L65[05:31:37] <kashike> I18n also exists on the server as another class, fyi. but you should NOT be using it for commands
L66[05:31:44] <kashike> help/exceptions/etc use translation keys, not messages
L67[05:35:24] <AshIndigo> !gm func_152374_a
L68[05:35:26] *** amadornes[OFF] is now known as amadornes
L69[05:41:15] <AshIndigo> Thanks kashike!
L70[05:41:36] <kashike> thank ordinastie too :3
L71[05:41:50] <AshIndigo> Thanks Ordinastie
L72[05:41:57] <Ordinastie> :p
L73[05:43:57] <Ordinastie> hum, a little bit greedy : http://puu.sh/sG0W0.png ><
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L78[05:52:51] <Ordinastie> why in hell I can never have the correct way for ClassUtils.isAssignable :x
L79[05:53:03] <Ordinastie> it's ALWAYS the other way around :/
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L81[06:02:03] <Ordinastie> what would be a good color to highlight iron ore in world ?
L82[06:02:25] <AshIndigo> Inverted ore color?
L83[06:02:34] <Ordinastie> hum ?
L84[06:02:44] <AshIndigo> That way you could remember which color for which ore
L85[06:03:12] <AshIndigo> Since iron ore has that brown color for the actual ore in the stone
L86[06:03:31] <Ordinastie> I was thinking either light grey, or brown
L87[06:03:32] <AshIndigo> Why not take that and invert it
L88[06:03:49] <Ordinastie> but brown doesn't really look good as it's between the gold color and the red for redstone
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L90[06:04:12] <Ordinastie> well, it should try to match the actual ore color
L91[06:04:25] <Ordinastie> doesn't make sense otherwise
L92[06:04:57] <AshIndigo> But a brown outline would be hard to see eright?
L93[06:05:36] <Ordinastie> it's visible, but I felt it was to close to either gold or redstone, but lightgrey looks good
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L95[06:07:59] * ghz|afk yawns
L96[06:08:03] *** ghz|afk is now known as gigaherz
L97[06:08:13] <gigaherz> I was just picturing minecraft in a more realistic way
L98[06:08:20] <gigaherz> where the player holding a block
L99[06:08:33] <gigaherz> is actually holding a very heavy piece of stuff
L100[06:08:36] <gigaherz> with both hands
L101[06:08:44] <gigaherz> and the model taking up around half of the screen
L102[06:08:54] <gigaherz> with like slowness III
L103[06:09:06] <gigaherz> and you can only "drop" it, not place it above you or far away
L104[06:09:36] <gigaherz> and your hunger bar would drop about one thingy every block you move
L105[06:09:42] <AshIndigo> Like the forest?
L106[06:10:08] <gigaherz> you wouldn't have actual inventory slots, either
L107[06:10:17] <gigaherz> you'd need to craft a backpack
L108[06:11:33] <gigaherz> oh and forget carrying stacks of 64 stone, or wood, or gold
L109[06:12:11] <gigaherz> the game would be so horribly boring if it was realistic XD
L110[06:13:50] <Ordinastie> that's funny because most of the survival games that have a more realistic approach feel really grindy and boring because of that
L111[06:14:19] <Ordinastie> also, I made another thing : https://youtu.be/Czu2GI2EeRU :p
L112[06:15:02] <gigaherz> reminds me of fortresscraft
L113[06:15:12] <Ordinastie> a little yes
L114[06:15:25] <Ordinastie> (I want to play it again :s)
L115[06:15:37] <Ordinastie> but not solo
L116[06:15:41] <gigaherz> I do not
L117[06:15:44] <gigaherz> XD
L118[06:15:54] <Ordinastie> did you play it already ?
L119[06:15:58] <gigaherz> the game became more grindy the mode I advanced
L120[06:16:09] <gigaherz> I never managed to automate anything properly
L121[06:16:19] <gigaherz> I did have mining for the first material tier
L122[06:16:28] <gigaherz> with crappy conveyors
L123[06:16:59] <gigaherz> but it was just annoying to have to go around killing the stuff that spawned on the conveyors
L124[06:17:04] <Ordinastie> I think the beginning of the game was improved a lot
L125[06:17:22] <Ordinastie> stuff don't really spawn where near the surface
L126[06:17:47] <Ordinastie> and when you go deeper, you should start to have access to some defense too
L127[06:17:48] <gigaherz> at one point I found like 15 things leeching off a single conveyor belt line
L128[06:18:56] <Ordinastie> what I didn't like was the very early start where smelting ingots takes soooo long
L129[06:19:09] <Ordinastie> until you can make more smelter, it's annoying
L130[06:19:29] <gigaherz> yeah
L131[06:19:51] <Ordinastie> the next problem I had is that there was not proper big storage
L132[06:21:33] <Ordinastie> the sorta warehouse system was really cool and shiny, but it didn't old nearly enough materials, so unless you want to use 100x100 space, you're better of letting your lines stack up
L133[06:22:24] <Ordinastie> and lastly, there is this whole minecart system I never felt the need to use, because then it become available, I already have the conveyor belts everywhere and it's so much faster
L134[06:22:50] <gigaherz> yeah
L135[06:23:19] <Ordinastie> I regularly go back to his update thread on steam and I'm impressed by the work he's done
L136[06:23:47] <Ordinastie> last time I played, you could go as deep as the magma level, but couldn't do anything with it yet
L137[06:26:39] <gigaherz> I didn't even manage to properly get into the cold zone
L138[06:26:58] <gigaherz> I think I did get the heating upgrade before I stopped playing
L139[06:27:07] <gigaherz> but I didn't get to automating anything that deep
L140[06:27:37] <gigaherz> the tedious outweighted the fun
L141[06:29:13] <Ordinastie> hehe found a vid I made on it :p
L142[06:30:15] <Ordinastie> http://puu.sh/sG2AY.mp4
L143[06:36:56] <Ordinastie> lol, unrelated, but I found that in my vids too : http://puu.sh/sG2Sz.mp4 :D
L144[06:42:52] <gigaherz> wtf is happening?
L145[06:43:04] <Ordinastie> no idea, that's why I recorded it ^^
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L147[06:43:34] <gigaherz> anyone wants a gift copy of Guns of Icarus Online?
L148[06:44:30] <Ordinastie> meh
L149[06:45:21] <gigaherz> GUILTY GEAR XX ΛCORE CORE PLUS R ?
L150[06:45:37] <gigaherz> Choplifter HD ?
L151[06:46:12] <Ordinastie> any *good* games? :p
L152[06:46:21] <gigaherz> no otherwise I wouldn't be gifting them
L153[06:46:22] <gigaherz> ;P
L154[06:46:58] <gigaherz> well I do have a giftable copy of
L155[06:46:58] <gigaherz> BIT.TRIP Presents... Runner2: Future Legend of Rhythm Alien
L156[06:47:05] <gigaherz> and Psychonauts
L157[06:47:40] <gigaherz> https://www.humblebundle.com/yogscast-jingle-jam
L158[06:47:45] <gigaherz> there's a lot to unlock still
L159[06:47:50] <gigaherz> but for now, it has been disappointing ;P
L160[06:48:07] <Ordinastie> I just noticed the HB
L161[06:48:14] <Ordinastie> why didn't I receive a mail for them? /s
L162[06:49:00] <Ordinastie> you know what's funny too ?
L163[06:49:08] <gigaherz> ?
L164[06:49:30] <Ordinastie> all the backlash that happened when HB linked to steam directly to claim games and they went back to using keys
L165[06:49:50] <Ordinastie> I wish they didn't, it takes to long to regsiter all the games *_*
L166[06:50:03] <gigaherz> yeah
L167[06:51:03] <Ordinastie> I have 5 pages on not redeemed keys -_-
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L169[06:53:16] <gigaherz> ohh ey
L170[06:53:27] <gigaherz> I have a Mark of the Ninja giftable copy it seems
L171[06:53:36] <gigaherz> from 2014
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L173[07:01:23] <Subaraki> hey gigaherz are you doing naythign with that giftable copy ? :P
L174[07:02:59] <gigaherz> which one? ;P
L175[07:03:54] <gigaherz> assuming you mean Mark of the Ninja... PM
L176[07:04:59] <gigaherz> anyone wants Antichamber?
L177[07:05:05] <gigaherz> it's a brainfuck, but I love the game ;P
L178[07:09:03] <Subaraki> ive heard of that one
L179[07:09:05] <Subaraki> my bro has it
L180[07:09:08] <Subaraki> tried to play that
L181[07:09:16] <Subaraki> mah brain's 2 dumb 4 that ._.
L182[07:09:17] <Ordinastie> it's really good
L183[07:12:25] <barteks2x> that looks like something I might eventually play... why I never find such things?
L184[07:13:24] <gigaherz> barteks2x: want the key?
L185[07:13:56] <barteks2x> why not, that could be interesting
L186[07:15:28] <gigaherz> PM
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L188[07:24:13] <gigaherz> okay lets do this right: https://gist.github.com/gigaherz/77b6fe22524918bf4b90dbbef5c959ed
L189[07:24:19] <gigaherz> these are all the games I can gift
L190[07:27:43] <Ordinastie> The Swapper was good right ?
L191[07:29:14] <gigaherz> seems so
L192[07:29:23] <gigaherz> although I'm not much of a fan of side-scrolling games like that
L193[07:30:00] <gigaherz> want it?
L194[07:32:31] <barteks2x> I totally forgot I didn't have steam installed on linux yet. And apparently steam doesn't like dri3
L195[07:32:38] <gigaherz> ouch
L196[07:33:05] <barteks2x> so running steam is now: LIBGL_DRI3_DISABLE=1 steam
L197[07:34:38] <gigaherz> hopefully you can put that in like, the shortcut for it, so that it gets applied without having to type it?
L198[07:36:31] <barteks2x> I use commandline for running everything other thann broswer and file manager anyway
L199[07:36:34] * Subaraki checks list
L200[07:36:45] * Subaraki doesnt see anything interesting anymore
L201[07:37:11] * AshIndigo looks for horror games
L202[07:37:31] <Subaraki> little inferno is fun, but i know it too well
L203[07:37:42] <Subaraki> and i just got torchlight 2 :P
L204[07:38:09] <gigaherz> "Dust: An Elysian Tail" is a nice indie game
L205[07:38:32] <gigaherz> and FEZ is an awesome puzzle game
L206[07:40:11] <Subaraki> got fez :)
L207[07:40:14] <Subaraki> it IS awesome :o
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L209[07:40:39] <Subaraki> ive seen dust multiple times
L210[07:40:45] <Subaraki> never really interested me
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L219[08:29:39] <ScottehBoeh> is there a class for the ItemLore gui?
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L221[08:31:26] <Ordinastie> what's ItemLore ?
L222[08:31:31] <ScottehBoeh> Item lore sorry
L223[08:31:39] <ScottehBoeh> the ui displayed when you hover over an inventory item with your mouse
L224[08:31:45] <ScottehBoeh> The wee popup
L225[08:32:02] <ScottehBoeh> actually.. I could just make a custom one.
L226[08:32:03] <Ordinastie> you just give a list of strings from the item
L227[08:32:21] <ScottehBoeh> I'm not using an item
L228[08:32:27] <TechnicianLP> drawing the lor is handled somewhere in guiContainer
L229[08:32:29] <ScottehBoeh> I'm wanting to custom render it on my menu, when hovering over an image
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L231[08:32:32] <ScottehBoeh> ah ok
L232[08:32:41] <hormoz> hello everyone
L233[08:32:46] <Ordinastie> so you just want a "tooltip" ?
L234[08:32:47] <ScottehBoeh> Salutations, hormoz :)
L235[08:32:50] <ScottehBoeh> the tooltip yes
L236[08:32:53] <Ordinastie> ah
L237[08:33:09] <hormoz> does anyone know how to make soul bound work on buables too?
L238[08:33:12] <Ordinastie> no easy way to use the built-in one iirc
L239[08:33:14] <AshIndigo> Weird
L240[08:33:14] <ScottehBoeh> Already have an isHovered boolean, just need to display a tooltip using a custom string
L241[08:33:17] <Ordinastie> you'll have to recode it
L242[08:33:21] <hormoz> baubles*
L243[08:33:23] <ScottehBoeh> hmm no problem
L244[08:33:34] <hormoz> but there was a fix for it?
L245[08:33:34] <AshIndigo> You can get the server on ServerStartingEvent
L246[08:33:41] <TechnicianLP> hormoz: go to the baubles github and create an issue
L247[08:33:53] <AshIndigo> But not on ServerStartedEvent
L248[08:33:55] <hormoz> https://github.com/SleepyTrousers/EnderIO/issues/2074
L249[08:34:03] <hormoz> there is already one there
L250[08:34:43] <hormoz> https://github.com/SleepyTrousers/EnderIO/pull/2111
L251[08:35:54] <TechnicianLP> wrong "soublound" xD i was thinking of the oe that locks the thing in place ...
L252[08:37:51] <hormoz> but there is no src
L253[08:37:57] <hormoz> in the enderio.jar
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L255[08:38:40] <TechnicianLP> well youll need to get the source from github the
L256[08:38:55] <hormoz> and compile it again?
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L260[08:45:05] <AshIndigo> Dang it resource location
L261[08:45:10] <AshIndigo> Stop tripping me up
L262[08:49:01] <baegmon> yo is there a way to launch two minecraft clients from dev environment?
L263[08:49:20] <AshIndigo> Just press start twice?
L264[08:49:50] <baegmon> seems to close the other client lol (using IDEA and made sure single instance is turned off)
L265[08:49:55] <gigaherz> at least with IDEA, you can start as many debug sessions as you want
L266[08:50:07] <Ordinastie> in eclipse too
L267[08:50:24] <baegmon> ohhhhhh nice just tried debug and it opens up multiple ones :D
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L269[08:50:51] <AshIndigo> Whoever added that mipmap fix is amazing
L270[08:52:33] <Katrix> Anyone know if it's possible to have different textures on the front and back side of an item entity?
L271[08:52:40] <kashike> that'd be mezz, AshIndigo
L272[08:52:58] <AshIndigo> Go mezz!
L273[08:53:19] <Ordinastie> Katrix, if you use a custom model
L274[08:53:27] <Katrix> Ah ok
L275[08:53:32] <Katrix> I'll look into that then
L276[08:54:09] <Ordinastie> by default, the 3D model is built from a texture
L277[08:54:10] <Subaraki> how's the forge and mcp builds ?
L278[08:54:16] <gigaherz> minecraft provides the builtin/generated system, which builds the "texture with thickness" model that you see when you have the item inthe hand (it's always like that, you just don't see it)
L279[08:54:26] <gigaherz> but you can use anything else for an item model
L280[08:54:44] <Ordinastie> (I'll leave the explanations and WOT to gigaherz ><)
L281[08:54:45] <gigaherz> Subaraki: wat?
L282[08:54:53] <AshIndigo> Sub you mean 1.11?
L283[08:54:56] <Subaraki> are the names any stable ?
L284[08:54:56] <Subaraki> yes
L285[08:55:05] <gigaherz> forge just got a recommended build
L286[08:55:06] <gigaherz> so yes
L287[08:55:07] <gigaherz> ;p
L288[08:55:10] <Subaraki> nice ^^
L289[08:55:13] <gigaherz> forge 1.11 I mean
L290[08:55:14] <AshIndigo> Pretty sure a reconvened build is out
L291[08:55:17] * Subaraki is off to finally update his mods
L292[08:55:25] <AshIndigo> (And PR?)
L293[08:59:35] <Subaraki> the tabs pr ?
L294[08:59:55] <Subaraki> its seems more of a hassle then anything else ... and i dont feel like i'm suited for it
L295[09:00:04] <Subaraki> you may continue it if you feel like it :)
L296[09:00:48] <Subaraki> people asking to include a mod
L297[09:01:02] <Subaraki> for example code
L298[09:01:13] <ScottehBoeh> is there a quick one-liner to increase brightness using GL11?
L299[09:01:32] <ScottehBoeh> Of all cool GL11 effects I've learnt, brightness is paining my behind
L300[09:01:41] <Ordinastie> ScottehBoeh, you keep asking for one-liners, I wonder if coding is really for you...
L301[09:02:09] <ScottehBoeh> I just expected there to be a simple brightness line for GL11, seeing as they have one for scaling etc.
L302[09:02:28] <AshIndigo> Alright sub
L303[09:02:41] <Ordinastie> there is no brightness, only color
L304[09:02:51] <Ordinastie> but if you're using GL11 directly, you're doing it wrong anyway
L305[09:02:57] <Ordinastie> you should be using the tessellator
L306[09:03:11] <ScottehBoeh> ah!
L307[09:03:15] <ScottehBoeh> yes thanks for reminding me
L308[09:03:46] <Ordinastie> for the tessellator, there is a method for the brightness of the vertex though
L309[09:03:57] <Ordinastie> I don't remember what it's called
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L312[09:16:08] <Ordinastie> any feedback on that is appreciated : https://github.com/Ordinastie/MalisisCore/blob/1.9.4/src/main/java/net/malisis/core/util/floodfill/FloodFill.java
L313[09:16:34] <ScottehBoeh> ok I'll show you guys something cool :D
L314[09:19:05] <ScottehBoeh> (Once I actually remember to fix my sounds json -.-
L315[09:19:28] <gigaherz> Ordinastie: looks nice, but I haven't actually looked at the implementation, so I don't have feedback ;P
L316[09:21:27] <Ordinastie> there isn't much impl anyway
L317[09:21:51] <Ordinastie> it's basically those 3 methods : https://github.com/Ordinastie/MalisisCore/blob/1.9.4/src/main/java/net/malisis/core/util/floodfill/FloodFill.java#L168-L211
L318[09:22:55] <ScottehBoeh> I added new Flickering Effects/Sounds to the menu I'm working on :D https://youtu.be/orUyH_oj5ic
L319[09:26:56] <ScottehBoeh> You likey likey? ;3;
L320[09:27:21] <ScottehBoeh> tbh I'm really crappy at modding, or even java in general. but I love experimenting to see what effects I can spit out
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L335[10:48:53] <wundrweapon> I have a bit of a crazy question
L336[10:49:38] <wundrweapon> Is there a way to make a dimension that is always the same, hand-built thing?
L337[10:51:15] <Lumien> Sure, you could probably just ship the dimension with your mod
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L339[10:53:29] <masa> hand-built meaning what? that it has some pre-built structures?
L340[10:54:19] <wundrweapon> Hand-built meaning I build the entire dimension block-by-block and have the dimension reproduce it to a T
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L342[10:55:00] <masa> should be fairly easy using the Template system
L343[10:56:01] <gigaherz> that'd pretty much mean shipping the dimension with your mod
L344[10:56:03] <masa> and obviously you need to then include the template files in the mod
L345[10:56:21] <gigaherz> unlessyo ucan define it procedurally
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L347[10:56:43] <gigaherz> wundrweapon: how complex are the shapes you'd build in it?
L348[10:57:15] <gigaherz> would you have a terrain in it, or just a voidworld with some structures?
L349[10:57:19] <masa> yeah, if the size of the dimension is larger than like 200x200 blocks, it starts to get a bit large to ship all that block data
L350[10:58:13] <masa> then again, apparently the pixelmon mod is like what, was it over 100 or over 300 MB
L351[10:58:16] <wundrweapon> If I had to guess, probably 3000x3000, as a rough guess. As for complexity, extreme complexity
L352[10:58:22] <gigaherz> depends on the compressability of the data
L353[10:58:30] <gigaherz> which is why I ask about complexity
L354[10:58:37] <AshIndigo> But pixelmon is a bunch of models too
L355[10:58:49] <masa> uhh, 3kx3k world would probbaly be 500 to 1000 MB as a normal world
L356[10:59:31] <wundrweapon> Eh, the mod itself isn't exactly gonna be small so§
L357[10:59:38] <wundrweapon> so…*
L358[11:00:56] <wundrweapon> So you mentioned shipping the dimension with the mod. What exactly does this mean/entail?
L359[11:01:10] <masa> but is there a reason to try to stuff the world into the mod, instead of just havig the world separate and using something like the lockdown mod or whatever it was called, that uses a template world when you create a new world, I believe?
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L362[11:04:59] <gigaherz> wundrweapon: you'd need like, region files stored as assets
L363[11:05:08] <gigaherz> although a more efficient format would probably be best
L364[11:05:18] <gigaherz> but that'd require custom tools
L365[11:05:21] <gigaherz> to generate the data
L366[11:05:33] <wundrweapon> I'm not sure, as I'm not the one who decided this would be in the mod - I was just asked to research plausibility as a dimension
L367[11:06:03] <AshIndigo> Would it better to spawn the structure aroundbthe player spawn?
L368[11:06:29] <wundrweapon> gigaherz: damn, that sounds complex :/
L369[11:06:53] <gigaherz> yeah that's why ideally you'd want something like procedural generation instead
L370[11:07:00] <wundrweapon> AshIndigo: potentially, although the details would demand one hell of a lot of processor work
L371[11:07:06] <gigaherz> ifyou have premade structures
L372[11:07:12] <gigaherz> that you can place at predictable locations
L373[11:07:22] <gigaherz> around a terrain generation "seed" that you know in advance
L374[11:07:35] <wundrweapon> …can we makr the procedural generation make a void world?
L375[11:08:17] <LatvianModder> a good way to compress data is to use bit shifting. for example, blocks + meta can be stored as one short, because blocks go up to 4095 (12 bits), meta = 15 (4 bits) = 16 bits, 2 bytes. No need to store a short and a byte (you save 33% bytes)
L376[11:08:56] <LatvianModder> yes, wundrweapon. just dont generate any blocks at any coord :P
L377[11:08:57] <wundrweapon> Good idea, I will definitely keep that in mind
L378[11:09:31] <gigaherz> LatvianModder:
L379[11:09:33] <wundrweapon> Alright, nice. So generate a structure using a predetermined seed for a definite location and "procedurally generate" a void world
L380[11:09:35] <gigaherz> that's even more efficient
L381[11:09:36] <wundrweapon> Thanks
L382[11:09:39] <gigaherz> if you use a palette of blocks
L383[11:09:42] <gigaherz> if you have only 16 blocks
L384[11:09:46] <gigaherz> you can use only 4 bits for storage
L385[11:09:56] <gigaherz> and then if you want to be fancy
L386[11:09:56] <LatvianModder> yeah, but minecraft doesnt do that :P
L387[11:10:15] <gigaherz> you can use huffman coding for the bits
L388[11:10:25] <gigaherz> then the most common value (0) will get the least bits assigned to it
L389[11:10:52] <gigaherz> minecraft also doesn't store the 12 bits block id at once
L390[11:10:58] <gigaherz> it has a 8bit block id on the "normal" data
L391[11:11:06] <gigaherz> and then an *optional* 4bit layer with the extra bits
L392[11:11:22] <masa> vanilla already uses conditional add data for blocks, so in vanilla blocks should only use a byte for the block id, and another byte for every two blocks' metadata
L393[11:12:16] <gigaherz> but that's beside the point
L394[11:12:18] <gigaherz> waht I meant is
L395[11:12:31] <gigaherz> if you are going to embed stuff into a mod jar
L396[11:12:36] <gigaherz> you want this to be the most efficient possible
L397[11:12:48] <gigaherz> so that the download sizes aren't ridiculous
L398[11:12:52] <gigaherz> for that
L399[11:12:55] <AshIndigo> I would say download it
L400[11:12:57] <gigaherz> you can use many "tricks"
L401[11:13:01] <AshIndigo> But that would be controversial
L402[11:13:04] <gigaherz> one: split the content into "layers"
L403[11:13:29] <gigaherz> terrain layer with the base dirt/grass/stone
L404[11:13:46] <gigaherz> structures layer with stone/planksetc
L405[11:14:01] <gigaherz> details layer with like signs and stuff
L406[11:14:26] <gigaherz> then each layer can have its own smaller palette and can be made sparse easier
L407[11:14:42] <gigaherz> and then certain structures such as trees, may be repeated over and over
L408[11:14:57] <gigaherz> which would let you use some templating data, to place them in the right locations
L409[11:15:07] <gigaherz> this can even work for details in a building
L410[11:15:13] <gigaherz> if you have a window shape that happens 15 times
L411[11:15:16] <gigaherz> and has 10 blocks each
L412[11:15:24] <gigaherz> storing a "structure ID" would probably take less space
L413[11:15:51] <gigaherz> which is why the first thing I asked is: how complex is the world?
L414[11:17:17] <gigaherz> also, if you have "random patterns" for like, path or wall blocks, those can be done prodcedurally, also: you can have a certain "block id", that rally means "90% stone, 5% andesite, 5% cobblestone"
L415[11:17:53] <gigaherz> so long as you always use the same seed value and generate deterministic sub-seeds for each chunk
L416[11:17:59] <gigaherz> the outcome would always be the same
L417[11:18:29] <gigaherz> so you can use procedural generation as a sortof "lossy" compression
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L419[11:24:24] <Ordinastie> so I just installed Deadcore
L420[11:24:38] <barteks2x> anyone knows how to get gradle subprojects to work? (or whatever it would be named)
L421[11:24:40] <Ordinastie> I'm definitely NOT doing what I'm supposed to to reach the items
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L424[11:25:03] <AshIndigo> Did it kill you?
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L426[11:26:50] <barteks2x> when I try to add dependency on other gradle subproject, it won't load classes from (almost?) any dependencies in unit tests
L427[11:27:15] <barteks2x> it will compile, but then fail with NoClassDefFoundError
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L447[12:32:55] <LexLap2> you could also just use structure files, they compress fairly well.
L448[12:33:07] <LexLap2> its what YUNMGM does
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L451[12:37:23] <Ordinastie> damn, Deadcore gave me a headache :x
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L457[12:49:21] * TechnicianLP just saw a video on an emulator with commandblocks ... minecraft makes a pretty good sanboxgame
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L468[13:18:52] <killjoy> Can we reliably go between PacketBuffer and DataInput?
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L482[13:36:53] <Katrix> Question, is removeTrackingPlayer always called when an entity dies?
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L487[13:42:06] <Katrix> I assume it is, but I just want to make sure
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L497[14:10:50] <ScottehBoeh> Anyone here good with GUI's who's up for a large project?
L498[14:11:03] <ScottehBoeh> I just want to ask from time to time, incase there's any new faces
L499[14:12:01] <barteks2x> I broke github. I force pushed a test project, but github still shows version from before force push. But git clone gets the new version.
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L501[14:18:08] <gigaherz> barteks2x: seems like just some caching issue
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L512[15:03:32] <Arctangent> Hey. I'm trying to get started using Shadowfact's tutorial, but I'm running into an issue where it's like my rescoures folder is entirely ignored. mcmod.info, textures, models, localization, etc.
L513[15:04:59] <Ordinastie> is it on the classpath ?
L514[15:12:22] <Arctangent> Prrooooobably not. I'm going to take that as a sign that I really should start this from scratch because nothing I've read has mentioned that at all and I can only assume that I messed up on a fundamental level somewhere.
L515[15:13:06] <Arctangent> ( probably at the point where I've gone through several different tutorials before I found one actually relevant to the version I'm using so that's probably something )
L516[15:13:54] <Ordinastie> no tutorial will replace proper understanding of how everything works
L517[15:17:15] <TechnicianLP> !latest
L518[15:17:29] <gigaherz> Arctangent: make sure your assets filenames are lowercase -- uppercase isn't supported
L519[15:17:46] <Arctangent> They were.
L520[15:18:19] <gigaherz> also, IDEA or Eclipse
L521[15:18:21] <gigaherz> ?
L522[15:18:26] <Arctangent> Eclipse.
L523[15:18:33] <gigaherz> aha then I can't help ;P
L524[15:18:58] <Arctangent> I think I just set my build path a level too low and for some reason Eclipse is really picky about changing it.
L525[15:19:12] <Arctangent> or maybe too high I suck a filesys directions
L526[15:19:20] <gigaherz> dunno
L527[15:19:25] <Arctangent> but I was pointing it at java instead of main
L528[15:19:26] <gigaherz> you shouldn't have to set build paths
L529[15:19:43] <gigaherz> jsut "gradlew eclipse" and add the eclipse/ folder to a workspace
L530[15:20:24] <gigaherz> http://mcforge.readthedocs.io/en/latest/gettingstarted/
L531[15:20:31] <gigaherz> did you read the official docs on getting started?
L532[15:21:56] <Arctangent> I think I missed a step somewhere
L533[15:22:26] <Arctangent> ... Yeah, I think that was one of the issues.
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L540[15:43:10] <ScottehBoeh> Got a quick question based around hotkeys
L541[15:43:30] <ScottehBoeh> Is it possible to check if a key is being pressed whilst the players inventory is open? I noticed that it blocks th euse of hotkeys when the inventory GUI is present
L542[15:44:51] <Ordinastie> can you think of at least one case where it's used in vanilla ?
L543[15:45:11] <AshIndigo> Inv tweaks does it
L544[15:45:44] <AshIndigo> And also jei/nei
L545[15:45:53] <Ordinastie> vanilla does it
L546[15:46:14] <ScottehBoeh> I can't think when it does :S
L547[15:46:24] <Ordinastie> to drop items
L548[15:46:32] <AshIndigo> :|
L549[15:46:34] <ScottehBoeh> Great scott, of course
L550[15:46:36] <ScottehBoeh> Q
L551[15:46:43] <gigaherz> Q/ctrl-Q exists both with and without gui
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L553[15:55:23] <ScottehBoeh> Having a pain finding what I'm looking for >:o
L554[15:56:33] <Arctangent> alright so I figured it out
L555[15:56:42] <Arctangent> the solution was "use IDEA"
L556[15:56:48] <Ordinastie> -_-
L557[15:56:56] <ScottehBoeh> Woohoo join the cluub
L558[15:57:02] <ScottehBoeh> hey Ordinastie
L559[15:57:09] * AshIndigo stays in his eclipse club
L560[15:57:13] <gigaherz> Arctangent: wat
L561[15:57:23] <gigaherz> I welcome you to the awesome world of IDEA
L562[15:57:35] <gigaherz> but forge should work just fine with eclipse -- plenty of modders use it
L563[15:57:41] <Ordinastie> I do
L564[15:57:44] <ScottehBoeh> gigaherz know a way to bypass the inventory GUI and get my hotkey heard?
L565[15:57:54] <Ordinastie> (even with my weird setup)
L566[15:57:56] <AshIndigo> I do too :/
L567[15:57:58] <gigaherz> ScottehBoeh: never used hotkeys, sorry
L568[15:58:17] <Ordinastie> ScottehBoeh, what does that mean "bypass the inventory GUI" ?
L569[15:58:31] <ScottehBoeh> My items have a lore that reads "Press 'C' to inspect item"
L570[15:58:34] <Arctangent> I don't doubt it does, I just couldn't get it to
L571[15:58:36] <ScottehBoeh> When pressing C, I want the lore to change
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L573[15:59:00] <ScottehBoeh> however
L574[15:59:08] <Ordinastie> like I said, vanilla already does something like that, it shouldn't be hard to find where
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L576[15:59:43] <gigaherz> ScottehBoeh: did you figure out where/how vanilla checks it?
L577[15:59:48] <ScottehBoeh> I didn't
L578[15:59:54] <ScottehBoeh> Having a hard time finding it
L579[16:00:19] <Ordinastie> Directions : open some GUI with inventory, find word "key", if not found, check super class
L580[16:00:24] <Ordinastie> repeat
L581[16:00:54] <gigaherz> there's GameSettings#keyBindDrop
L582[16:00:56] <gigaherz> start from there
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L584[16:15:47] <Everseeking> quick q, when reading the Forge changelog, are the updates on the 1.11 branch also included in the 1.10.2? In regards to paying attention at the minor version # and how the chain continues through the two MC versions
L585[16:18:44] <gigaherz> no
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L587[16:18:47] <gigaherz> the chanelog is a bit weird
L588[16:18:50] <gigaherz> and mixes stuff
L589[16:18:57] <gigaherz> ignore anything that isn't in the right branch
L590[16:19:06] <gigaherz> so like, 1.11 stuff in the 1.10.2 changelog -- ignore those entries
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L592[16:20:03] <Everseeking> got it, thank you
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L594[16:22:15] <LexDesktop> its justa a hack listing of our jenkins log
L595[16:22:33] <LexDesktop> everything is tagged with the full version number so it should be fairly easy to follow
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L597[16:31:25] <TechnicianLP> having to build multimc by hand is pain
L598[16:33:04] <killjoy> What's the packet sent when a player leaves?
L599[16:33:13] <killjoy> SPacketPlayerListItem?
L600[16:33:30] <killjoy> nvm
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L605[16:41:34] <Arctangent> ... Okay so
L606[16:41:46] <Eragonn1490> whats the question?
L607[16:42:01] <Arctangent> http://shadowfacts.net/tutorials/forge-modding-111/basic-blocks/ What's it actually trying to do when calling the constructor with an additional argument?
L608[16:42:14] <Arctangent> Because I can't make heads or tails of it, and it won't build either
L609[16:42:38] <Ordinastie> hum, maybe you should learn java first then
L610[16:42:59] <Eragonn1490> ordi be nice lol
L611[16:43:18] <killjoy> do you mean the super?
L612[16:43:33] <Arctangent> The part where it defines the ore.
L613[16:43:42] <Arctangent> oreCopper = register(new BlockOre("ore_copper", "oreCopper").setCreativeTab(CreativeTabs.MATERIALS));
L614[16:43:42] <Arctangent> }
L615[16:43:42] <Arctangent> specifically
L616[16:43:57] <Arctangent> well that copied a line too many
L617[16:44:01] <gigaherz> that tutorial is broken, lol
L618[16:44:17] <gigaherz> one of those isn't meant to be there
L619[16:44:17] <Eragonn1490> ill upload a tutorial later i guess .-.
L620[16:44:26] <Arctangent> I was half-expecting that, considering I don't know if what it's trying to do makes sense in any language.
L621[16:44:40] <gigaherz> some langauges are weird
L622[16:44:41] <Ordinastie> Eragonn1490, please don't
L623[16:44:43] <gigaherz> but generally speaking, no
L624[16:44:55] <gigaherz> Eragonn1490: I don't think you understand enough of waht you are doing to make a good tutorial
L625[16:45:04] <Eragonn1490> ah stink
L626[16:45:55] <Ordinastie> tutorials should do two things :
L627[16:46:25] <Ordinastie> assume the reader knows programming and the language used, so it doesn't teach that
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L629[16:47:30] <Ordinastie> and explain how the system used works and expose the needed API
L630[16:48:15] <Ordinastie> I've yet to see a tutorial do that
L631[16:49:20] <Ordinastie> instead, it looks like they're designed so clueless 10y olds can make their blocks
L632[16:49:38] <gigaherz> because they are "for dummies" kind of tutorial
L633[16:49:50] <Ordinastie> yes, and fuck that
L634[16:49:54] <gigaherz> a proper tutorial explains why, and shows how
L635[16:50:07] <gigaherz> a bad tutorial tells you what to copy & paste
L636[16:50:24] <Ordinastie> anyway, /rant
L637[16:50:27] * Ordinastie goes to bed.
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L641[16:52:51] <Arctangent> *blink*
L642[16:53:07] <Arctangent> Gotta love when you do something for a second time and it works out.
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L644[16:54:11] <Arctangent> I figured what was supposed to happens is that registering a Block would register its ItemBlock automatically, but for some reason the first time I just had a single argument constructor an access violation happened or something.
L645[16:54:16] <Arctangent> Trying that again, though, and it works just fine.
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L653[16:58:25] <Shambling> hey what is that java deobf program called again? I must have deleted the jar by accident :(
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L655[16:59:24] <killjoy> specialsource
L656[16:59:34] <killjoy> or BON2
L657[16:59:36] <Shambling> oh, I thought it was bon
L658[16:59:39] <killjoy> BON2 has the gui
L659[16:59:39] <Shambling> ah ok
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L663[17:01:41] <A1b3> Hello, how would I go with modifying sun's trajectory so it's not on the east-west line?
L664[17:01:48] <Shambling> thanks alot killjoy
L665[17:02:01] <Shambling> hadn't heard of specialsource, is that any faster/slower than BON2?
L666[17:02:12] <Eragonn1490> isnt the sun just an image?
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L668[17:02:29] <killjoy> yes.
L669[17:02:43] <killjoy> I believe BON2 uses specialsource as a backend
L670[17:02:51] <Shambling> ah
L671[17:03:13] <gigaherz> A1b3: I don't think that can be modified easily
L672[17:03:21] <Shambling> well I've got the project compiling again, so I guess I just needed the deobf version of baubles
L673[17:03:34] <Shambling> could you rotate the world box?
L674[17:03:36] <Shambling> skybox
L675[17:03:41] <killjoy> forgegradle should deobfuscate it for you.
L676[17:03:44] <gigaherz> the code is in RenderGlobal, right below the line that binds SUN_TEXTURE
L677[17:04:07] <gigaherz> but it's hardcoded
L678[17:04:22] <gigaherz> the
L679[17:04:22] <gigaherz> GlStateManager.rotate(this.world.getCelestialAngle(partialTicks) * 360.0F, 1.0F, 0.0F, 0.0F);
L680[17:04:24] <gigaherz> line
L681[17:04:26] <killjoy> Guess you gotta make a PR to change that
L682[17:04:40] <gigaherz> will rotate the sun on a fixed axis
L683[17:06:17] <A1b3> How would I go with PR?
L684[17:07:00] <A1b3> I mean, about this specific case
L685[17:08:25] <killjoy> if you're just starting modding, I would wait until you're more comfterable with how forge works.
L686[17:09:02] <killjoy> See this. https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/CONTRIBUTING.md
L687[17:09:08] <A1b3> Well I has been modding for years
L688[17:09:45] <killjoy> just clone the repo and do gradlew setupForge
L689[17:10:09] <A1b3> killjoy, thanks but I know how to contribute to Forge.
L690[17:10:22] <killjoy> Oh, I thought that's what you were asking.
L691[17:10:27] <killjoy> I see now
L692[17:10:51] <A1b3> I meant, how would I write this PR?
L693[17:11:13] <A1b3> Since this may be very controversial, I think.
L694[17:11:14] <killjoy> change the rotate line
L695[17:11:21] <killjoy> make an event for it
L696[17:11:37] <killjoy> or add a new method in world
L697[17:12:03] <killjoy> I would go the new method approach
L698[17:12:17] <gigaherz> I'd add a vec3 field to the world
L699[17:12:22] <gigaherz> with the axies for the sun
L700[17:12:26] <gigaherz> axis*
L701[17:12:42] <killjoy> celestialangle is just the time, right?
L702[17:12:46] <gigaherz> and then use those axis coords in place of the vanilla hardcoded value
L703[17:13:11] <A1b3> So method is best..
L704[17:13:50] <A1b3> Since it would be coordinate system, I think 3 Vec3 will be needed. (or Matrix3?)
L705[17:14:35] <gigaherz> there's another option
L706[17:14:37] <A1b3> killjoy, it seems like that, but it seems to be used on many cases
L707[17:14:52] <gigaherz> atm the RenderGlobal does sun+moon
L708[17:15:05] <gigaherz> an event would allow replacing the whole code
L709[17:15:33] <gigaherz> I'm thinking like
L710[17:15:39] <A1b3> Yes, and thus there is set/getSkyRenderer, maybe?
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L713[17:16:06] <gigaherz> wait, that's already a thing
L714[17:16:12] <gigaherz> on the world provider
L715[17:16:40] <gigaherz> net.minecraftforge.client.IRenderHandler renderer = this.world.provider.getSkyRenderer();
L716[17:17:00] <gigaherz> so if you want to change the overworld's sky
L717[17:17:08] <gigaherz> youcan just modify it on the overworld's world provider?
L718[17:17:20] <A1b3> Yes.
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L720[17:17:47] <A1b3> And the real problem wasn't that
L721[17:18:26] <A1b3> It was with getCelestialAngle used for both height angle and hour angle.
L722[17:19:24] *** GeoDoX|Away is now known as GeoDoX
L723[17:19:28] <GeoDoX> o/
L724[17:25:04] <A1b3> gigaherz, is it okay(=not hacky) to replace overworld worldprovider with custom one?
L725[17:26:01] <Arctangent> - Oh, so that's what was going on.
L726[17:26:25] <gigaherz> A1b3: it's horribly hacky
L727[17:26:33] <gigaherz> specially if another mod also wants to tweak the sky
L728[17:26:44] <Arctangent> So the reason for the incorrectness in Shadowfact's tutorial is because he does add a second arg for the constuctor ... several chapters later.
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L730[17:27:43] <GeoDoX> Arctangent, whatchya referring to?
L731[17:28:04] <A1b3> gigaherz: then.. is this mean that I have to accept horrible solution for this?
L732[17:28:16] <Arctangent> http://shadowfacts.net/tutorials/forge-modding-111/basic-blocks/
L733[17:28:38] <Arctangent> When it actually gets to defining the block, there's a second argument for a constructor that only takes one.
L734[17:29:13] <GeoDoX> I see the second parameter in the constructor...
L735[17:29:24] <gigaherz> GeoDoX: a random tutorial
L736[17:29:46] <GeoDoX> gigaherz, I was curious about it because I actually saw the same one the other day
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L742[17:35:19] <GeoDoX> gigaherz, also, map_Kd isn't needed anymore, in fact it overrides what you set in the blockstate
L743[17:35:56] <gigaherz> wat, it should be the other way around
L744[17:37:24] <GeoDoX> I tried it with and I was getting the texture that was set in map_Kd and not what was set in the blockstate, deleted the map_Kd line to try it and it started working
L745[17:37:45] <gigaherz> weird
L746[17:38:20] <GeoDoX> indeed
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L750[17:44:52] <Arctangent> what the hell is canHarvestBlock()
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L752[17:45:53] <Arctangent> I've barely used Forge at all but I'm suddenly like twenty times happier that I am.
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L757[17:52:33] <shadowfacts> Arctangent, that parameter is indeed for the ore dictionary tutorial and shouldn't be there
L758[17:52:43] <shadowfacts> I'll update the 1.10.2 and the 1.11 tutorials to fix that
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L765[18:03:12] <A1b3> Can I modify WorldProvider method in PR?
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L767[18:03:36] <diesieben07> you can, you'll have to generate the patch for it
L768[18:03:41] <A1b3> So that it will have different behavior.
L769[18:03:45] <diesieben07> there are some rules for it
L770[18:03:52] <diesieben07> and only do it if it's actually necessary
L771[18:03:57] <diesieben07> what's your goal?
L772[18:04:50] <A1b3> Modifying sun's trajectory so that it's not on the east-west line
L773[18:05:05] <diesieben07> You can do that alreaedy
L774[18:05:07] <A1b3> Currently it needs hacky solution
L775[18:05:09] <diesieben07> that's just a rendering change isn't it
L776[18:05:12] <A1b3> How?
L777[18:05:30] <A1b3> Well no, there's a problem
L778[18:05:37] <diesieben07> WorldProvider::setSkyRenderer
L779[18:05:43] <diesieben07> like what?
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L781[18:06:00] <GeoDoX> A1b3, there's a mod that does it already... I'm trying to remember what it is
L782[18:06:06] <A1b3> In this case, Hour angle is not same with height angle.
L783[18:06:11] <GeoDoX> I believe it's Mystcraft
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L785[18:06:20] <diesieben07> the what now?
L786[18:07:53] <A1b3> I mean, there's a problem with getCelestialAngle
L787[18:08:17] <diesieben07> Which problem?
L788[18:08:55] <GeoDoX> Is there any new ways of doing Multiblocks since 1.7?
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L790[18:09:05] <A1b3> There are two use of getCelestialAngle.
L791[18:09:52] <A1b3> 1. As height angle, it's used for getting sun brightness and such
L792[18:10:20] <A1b3> 2. As hour angle, it's used for clocks and such
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L794[18:12:17] <diesieben07> so, what change do you need exactly?
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L796[18:13:02] <A1b3> Differentiation of them.
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L798[18:13:21] <diesieben07> so you need a) to behave different than b)?
L799[18:13:31] <A1b3> Yes.
L800[18:13:39] <A1b3> I might add new method like
L801[18:13:50] <diesieben07> well, you could do 2. just via resource packs...
L802[18:13:53] <diesieben07> or well
L803[18:13:54] <A1b3> getHeightAngle
L804[18:13:59] <diesieben07> resrouce packs and some mod code
L805[18:14:29] <diesieben07> if you look at ItemClock you can see that the time is made available to the model through a property override
L806[18:14:42] <diesieben07> you can add your own to the clock item and do whatever you want there
L807[18:15:02] <GeoDoX> Wixim, I messaged your other account back, did you see it?
L808[18:15:11] <A1b3> What about modded clocks?
L809[18:15:33] <diesieben07> no chance, really
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L811[18:15:52] <diesieben07> even if you just added a new method to WorldProvider, those clocks just wouldn't magically call that method.
L812[18:16:38] <A1b3> What I'm considering is retaining the getCelestialAngle and create getHeightAngle.
L813[18:16:53] <diesieben07> which modded clocks would not call.
L814[18:16:57] <diesieben07> oh wait
L815[18:16:59] <diesieben07> hrm
L816[18:17:03] <diesieben07> i am not sure
L817[18:17:04] <A1b3> But I might use alternative approaches
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L820[18:20:20] <Eragonn1490> @gigaherz https://www.youtube.com/watch?v=qM2hLODUlSU (a video of what im trying to do) and the code thats not working http://pastebin.com/QZAFTKmn http://pastebin.com/CTgyGS6q
L821[18:21:47] <A1b3> Along with getHeightAngle, I'm also considering getCelestialCoordinate.
L822[18:22:41] <GeoDoX> Eragonn1490, send me the textures
L823[18:23:02] <Eragonn1490> one moment
L824[18:24:04] <diesieben07> A1b3, the problem is you always have to consider backwards compatibility. who will call these methods and who will implement them?
L825[18:26:22] <A1b3> It will call back to getCelestialAngle, so it does not need additional implementation.
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L828[18:28:59] <A1b3> diesieben07: And I think it would not have to be exposed. But make it public would be better
L829[18:29:25] <diesieben07> Well... whats the point of it then if you are not exposing it?
L830[18:29:53] <A1b3> Internally, in vanilla
L831[18:30:07] <A1b3> Like skylight brightness
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L833[18:30:43] <diesieben07> if you lay out your reasons well and keep your patches small :D
L834[18:31:37] <A1b3> Okay, thanks!
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L836[18:34:18] <GeoDoX> How do you change the variant the block is currently using?
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L838[18:34:56] <diesieben07> define "currently using"
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L840[18:36:28] <GeoDoX> Well, I have a block that has 3 states, empty, half, and full. I assumed the best way to change the texture depending on the states is by using variants, so I'm trying to change the variant depending on the state.
L841[18:37:16] <diesieben07> that is the job of the state mapper
L842[18:37:20] <GeoDoX> States aren't currently implemented because I'm assuming I can just change the variant
L843[18:37:33] <diesieben07> by default it serializes the properties into something like "bla=foo,fub=zob"#
L844[18:37:45] <diesieben07> but you can specify your own
L845[18:37:57] <GeoDoX> diesieben07, so how do I do that?
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L847[18:38:34] <GeoDoX> Is there a better way of doing this too?
L848[18:38:51] <diesieben07> do... what?
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L850[18:39:08] <diesieben07> really if you just want to change the model based on properties you just write that in your blockstates file
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L852[18:39:12] <diesieben07> look at vanilla for examples
L853[18:39:22] <diesieben07> you do not need to mess with the default statemapper at all for most things
L854[18:39:49] <GeoDoX> First time doing something like this, so I don't know where to start
L855[18:40:19] <Wixim> @GeoDox https://www.dropbox.com/s/t8c59fal4hj3cpn/textures.rar?dl=0
L856[18:40:47] <GeoDoX> diesieben07, how do I change it in the blockstates?
L857[18:41:08] <diesieben07> look at vanilla examples.
L858[18:44:54] <GeoDoX> Assumed Furnace would be a good one, but I can't figure out where to start
L859[18:45:12] <Wixim> @GeoDox did you get the textures?
L860[18:45:14] <diesieben07> blockstates/furnace.json
L861[18:47:16] <GeoDoX> Looking at that one, it's changing based on a facing. I'm trying to change it based on a custom property though
L862[18:47:50] <diesieben07> there is no difference between "facing" and "custom property"
L863[18:47:57] <diesieben07> "facing" is a "custom property" of the furnace blcok
L864[18:49:15] <GeoDoX> I'm not sure how it's being set though
L865[18:49:50] <diesieben07> BlockFurnace::setDefaultFacing for example sets it
L866[18:50:08] <GeoDoX> I see it in BlockFurnace.java but I don't see where "FACING" gets translated to "facing=north" or any others
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L868[18:50:36] <diesieben07> the "facing" part comes from where the FACING property is created in BlockDirectional
L869[18:50:43] <diesieben07> as you can see the string "facing" is passed in there
L870[18:51:10] <diesieben07> the "north" comes from EnumFacing (the values of the property) getName
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L873[18:51:21] <diesieben07> EnumFacing implements IStringSerializable, which all property values must implement
L874[18:51:35] <diesieben07> and that defines that getName method, whcih describes the string representation for the value in the variant string
L875[18:52:29] <GeoDoX> So I need to create a custom property that extends PropertyEnum passing in a custom enum?
L876[18:52:30] <diesieben07> and the combinatino of the two happens via the IStateMapper interface
L877[18:52:37] <diesieben07> for example
L878[18:52:44] <diesieben07> or you could use an int property
L879[18:52:46] <diesieben07> or whatever you need
L880[18:53:06] <GeoDoX> okay, getting it now :P
L881[18:53:54] <diesieben07> as for IStateMapper - you usually don't need your own as DefaultStateMapper is enough
L882[18:54:01] <diesieben07> but if you need to, you can customize it
L883[18:56:33] <gigaherz> the vanilla state mapper provides ways to ignore properties and such
L884[18:56:38] <gigaherz> it's enough for most uses
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L886[18:56:59] <diesieben07> thats what i meant by customize :D
L887[18:57:09] <GeoDoX> I'm sure I'll have more questions :P
L888[18:57:53] <gigaherz> vanilla does like
L889[18:57:54] <gigaherz> this.registerBlockWithStateMapper(Blocks.JUKEBOX, (new StateMap.Builder()).ignore(new IProperty[] {BlockJukebox.HAS_RECORD}).build());
L890[18:58:15] <gigaherz> similarly, you can do, ModelLoader.setCustomStateMapper(...)
L891[18:59:14] <gigaherz> (ofc the array is a decompiler thing, it's really a vararg)
L892[19:06:02] <Shambling> what the hang is a vararg
L893[19:06:07] <Shambling> variable argument?
L894[19:06:13] <Shambling> isn't that just a variable :|
L895[19:06:31] <GeoDoX> It's essentially an array of the same type
L896[19:06:50] <GeoDoX> Well, an array
L897[19:07:26] <GeoDoX> Instead of you passing in a new array, you just define them all like multiple arguments
L898[19:08:00] <GeoDoX> http://www.javatpoint.com/varargs
L899[19:08:33] <Shambling> ah simplifies the task of creating multiple inputs for the same method or function
L900[19:08:48] <Shambling> guess people didn't like overloading 30 copies of thisfunc
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L902[19:10:28] <eragonn1490> @giga did you see my other message?
L903[19:10:55] <GeoDoX> eragonn1490, I'm sorting you out
L904[19:11:19] <eragonn1490> thx
L905[19:17:29] <GeoDoX> diesieben07, the property is created and everything, what methods do I have to create/override to get the block working with the property?
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L908[19:18:29] <GeoDoX> eragonn1490, what texture do you use for the empty book case?
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L912[19:30:36] <GeoDoX> gigaherz, BlockFurnace has a setState method, is that because it changes Blocks if it's lit/unlit? Just trying to figure out what's needed
L913[19:31:25] <gigaherz> yep
L914[19:31:33] <gigaherz> so that it can change the lighting state
L915[19:31:35] <GeoDoX> So I shouldn't need it?
L916[19:31:40] <gigaherz> which didn't use to be possible
L917[19:31:49] <gigaherz> since getLight wasn't state-sensitive in vanilla
L918[19:32:31] <GeoDoX> What's the flags parameter passed into World.setBlockState?
L919[19:32:40] <gigaherz> read the javadocs
L920[19:32:51] <GeoDoX> good point :P
L921[19:33:36] <GeoDoX> Okay, I'm confused. It explains 1, 2, and 4 but not 3
L922[19:33:39] <eragonn1490> @GeoDox its empty_bookcase if im right
L923[19:33:43] <GeoDoX> Ahh nvm
L924[19:34:00] <GeoDoX> Flags can be combined
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L926[19:39:37] <GeoDoX> !gf p_180639_10_
L927[19:39:56] <GeoDoX> !gm onBlockActivated
L928[19:40:53] <GeoDoX> What's up with this? public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumHand hand, @Nullable ItemStack facing, EnumFacing hitX, float hitY, float hitZ, float p_180639_10_)
L929[19:41:30] <GeoDoX> It seems like the ItemStack isn't supposed to be there
L930[19:42:18] <gigaherz> maybe it wasn't
L931[19:42:26] <gigaherz> the parameters are enumerated separately from the functions
L932[19:42:49] <gigaherz> the parameter "table" is like, function X arg 1 = name
L933[19:42:56] <gigaherz> it doesn't care about types
L934[19:43:02] <gigaherz> so when a version change changes the signature
L935[19:43:08] <gigaherz> it sometimes gets bugged like that
L936[19:43:19] <gigaherz> you can post an issue on the mcpbot repository
L937[19:43:28] <GeoDoX> hmm, okay. I don't need half that, so it's fine :P
L938[19:43:35] <GeoDoX> Just threw me off a bit
L939[19:43:45] <GeoDoX> Probably fixed in later mappings
L940[19:48:14] <GeoDoX> How do you take an item away from an itemstack?
L941[19:49:06] <eragonn1490> --(stack).stackSize; works
L942[19:51:33] <gigaherz> depends on the situation
L943[19:51:50] <gigaherz> sometimes you just do stackSize-- ( .shrink(1) in 1.11)
L944[19:52:08] <gigaherz> sometimes you also need like, setItem(null) (EMPTY in 1.11)
L945[19:52:18] <gigaherz> where setItem depends on the situation ;p
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L947[20:01:18] <GeoDoX> Back to multiblocks :P
L948[20:02:25] <GeoDoX> gigaherz, is there a better way to do multiblocks since 1.7
L949[20:02:48] <gigaherz> not specifically
L950[20:03:10] <gigaherz> multiblocks are just simply a bunch of separate blocks coordinating with eachother to appear as one single thing
L951[20:03:32] <gigaherz> it's up to you to decide HOW that happens
L952[20:03:58] <gigaherz> usually you choose one as a master, and the rest act as slaves, knowing their relative position, and forwarding requests to the master
L953[20:04:02] <gigaherz> waht HAS improved, though
L954[20:04:04] <gigaherz> is with capabilities
L955[20:04:14] <gigaherz> the addition of capabilities means that the slaves don't have to explicitly implement anything
L956[20:04:24] <gigaherz> they can just forward hasCapability/getCapability to the master
L957[20:05:20] <GeoDoX> Know of any good examples?
L958[20:06:25] <gigaherz> only my ender-rift structure
L959[20:06:34] <gigaherz> but I wouldn't call that a "good" example
L960[20:06:58] <gigaherz> https://github.com/gigaherz/Ender-Rift/tree/master/src/main/java/gigaherz/enderRift/rift
L961[20:07:07] <GeoDoX> Better than what I have reference to now xD
L962[20:07:11] <gigaherz> RiftStructure.java has the assembly "instructions"
L963[20:07:31] <gigaherz> BlockEnderRift and BlockStructure are the actual blocks
L964[20:07:38] <gigaherz> in my case, the structure's "core" is the master
L965[20:09:53] <GeoDoX> looking through it, curious what "EnderRiftMod.structure" is?
L966[20:10:29] <GeoDoX> nvm :P
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L968[20:14:36] <GeoDoX> gigaherz, does this handle rotations and such?
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L970[20:16:52] <gigaherz> GeoDoX: no, my structure is symmetrical in all directions
L971[20:17:05] <gigaherz> .structure is the instance of BlockStructure
L972[20:17:28] <gigaherz> https://minecraft.curseforge.com/projects/ender-rift
L973[20:17:37] <gigaherz> the blocks on the outer 3x3x3
L974[20:17:42] <gigaherz> in red and white
L975[20:17:47] <gigaherz> while BlockEnderRift is the center block
L976[20:17:52] <gigaherz> the greenish one
L977[20:20:30] <gigaherz> as I said, it's not necessarily a good example
L978[20:20:30] <gigaherz> ;P
L979[20:22:07] <gigaherz> i just noticed something
L980[20:22:28] <gigaherz> I have "assemble", which internally calls "buildStructure"
L981[20:22:28] <gigaherz> but
L982[20:22:37] <gigaherz> "breakStructure" which internally calls "dismantle"
L983[20:22:40] <gigaherz> yay for consistency.
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L985[20:25:48] <gigaherz> night
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L1004[20:40:36] <GeoDoX> diesieben07, I just realized... TheSeven07? :P
L1005[20:45:02] <GeoDoX> diesieben07, Also, with the custom property, how do you set the current Enum value?
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L1025[21:51:03] <killjoy> Has anyone written a collector for NonNullList?
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L1047[22:58:07] <Sangam1> hellooo does anyone know the replacement for MovingObjectPosition in minecraft 1.11? Its not there anymore
L1048[23:01:48] <blood_> RayTraceResult
L1049[23:03:57] <Sangam1> is that what that is? Interesting. Thx
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