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L6[00:04:43] <VikeStep> ok, have looked into it more. There is a line in GuiModList of the following:
L7[00:04:43] <VikeStep> lines.add(String.format("Version: %s (%s)", selectedMod.getDisplayVersion(), selectedMod.getVersion()));
L8[00:05:01] <VikeStep> so there is a display version, which is set by the mcmod.info, and another version set by @Mod
L9[00:12:06] <RANKSHANK> so a metadata and a modcontainer based version :P
L10[00:12:13] <RANKSHANK> works as a reminder to update the modinfo then
L11[00:13:34] <VikeStep> I'm not entirely sure why we need two versions anyways?
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L18[00:32:35] <killjoy> Don't do this. https://twitter.com/liamosaur/status/807393314106318848
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L20[00:38:23] <VikeStep> trying to look for examples of code usage on github and getting 1000 repos which have the raw forge code in it :(
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L23[00:42:31] <killjoy> they didn't add build to the gitignore
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L25[00:48:47] <BrainStone> VikeStep: What are you looking for?
L26[00:48:58] <VikeStep> it's alright, I found it :)
L27[00:49:08] <BrainStone> Alright ^^
L28[00:49:21] <BrainStone> Are you by any chance looking for jumping anvils? xD
L29[00:49:27] <VikeStep> nope
L30[00:50:38] <killjoy> It's time for finals
L31[00:50:53] <killjoy> And I'm just now learning of a paper that's been assigned all semester which is due tomorrow
L32[00:51:16] <killjoy> Rubric is nowhere to be found
L33[00:52:32] <williewillus> welp
L34[00:52:53] <killjoy> just gotta find a premade prompt online and go off that
L35[00:55:23] <killjoy> I'll do a bs topic.. like proving that not getting your kids vaccinated is not ethical
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L47[01:48:25] <killjoy> This is actually a good topic.
L48[01:48:31] <killjoy> I might get maybe 4 pages out of this.
L49[01:48:42] <killjoy> times new roman 12pt double spaced
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L51[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161211 mappings to Forge Maven.
L52[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161211-1.11.zip (mappings = "snapshot_20161211" in build.gradle).
L53[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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L74[04:34:38] <Chaos_Therum> So anyone played around with the new agricraft custom crops yet
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L77[04:55:26] <VikeStep> just discovered this repo by google https://github.com/google/error-prone, ran it against an old java project of mine and found a few bugs
L78[04:55:36] * VikeStep adds it to all new java projects he does
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L80[05:05:18] <IoP> how that is compared with findbugs or other tools?
L81[05:05:26] <VikeStep> I've not used findbugs before
L82[05:05:52] <VikeStep> I just know that it adds it as a build step in gradle
L83[05:06:13] <VikeStep> so was very easy to add
L84[05:10:04] <IoP> VikeStep: Now I finally saw you... Have you any idea how much 2G phones were scrapped in australia and how much M2M devices rendered useless?
L85[05:10:42] <VikeStep> haven't a clue
L86[05:11:42] <IoP> How much public announcements they made before shutting down 2G?
L87[05:11:54] <VikeStep> I didn't even know they shut it down
L88[05:12:17] <VikeStep> but it makes sense given that I no longer connect to 2G when I don't get 3/4G
L89[05:15:00] <VikeStep> and now I have error-prone running on the travis build :D
L90[05:15:07] <VikeStep> I don't know why I wasn't using CI much earlier
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L94[05:34:55] <acterhd> Where I can should put dll of JNI and how to debug JNI?
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L107[06:29:55] <AtomicStryker> is there a 1.10 / 1.11 mod or library for drawing simple 3d shapes like grids
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L113[06:38:43] <iari> does anyone know a good replacement/fork for damage indicators for 1.10.2?
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L119[07:04:51] <acterhd> Where I can locate JNI dll files in Minecraft mod?
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L122[07:07:55] <Ordinastie> why not in the jar ?
L123[07:08:45] <acterhd> dll can store in Jar?
L124[07:09:01] <acterhd> i. e. natives
L125[07:09:16] <Ordinastie> a jar is just a zip
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L127[07:10:08] <Ordinastie> the real question is whether you can link from memory directly or if it has to be a physical file on disk
L128[07:13:44] <gigaherz> lwjgl stores them in jars, so it can be done
L129[07:13:44] <gigaherz> ;P
L130[07:14:21] <VikeStep> remember, if you do stuff with dll's you make your mod not work on linux
L131[07:14:25] * gigaherz yawns
L132[07:14:40] <gigaherz> VikeStep: you need separate platform-specific jars for each platform ;P
L133[07:14:55] <iari> sounds anoying to maintain
L134[07:14:59] <VikeStep> acterhd, what are you trying to do? maybe we can find a different way
L135[07:14:59] <gigaherz> very
L136[07:15:21] <gigaherz> iirc, he's trying to replace the minecraft rendering with OptiX raytracing
L137[07:16:11] <VikeStep> gl lol
L138[07:20:26] <gigaherz> brb
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L142[07:28:20] <AtomicStryker> can someone tell me what the new boolean in getStrongHoldPos does
L143[07:28:28] <AtomicStryker> i would have thought its for the mansion thing but apparently no
L144[07:29:34] <AtomicStryker> ah, boolean findUnexplored
L145[07:29:35] <gigaherz> there's a chat command to find structures
L146[07:29:55] <AtomicStryker> had to dig through the implementations until it was used somewhere
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L148[07:55:15] <AtomicStryker> someone remind me how to turn off this "-src" jar being made along with the main jar
L149[07:55:33] <AtomicStryker> it was something in the gradle.build, "minecraft" section i think, but i dont recall
L150[07:55:51] <gigaherz> look at a stock build.gradle? ;P
L151[07:56:12] <gigaherz> https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/mdk/build.gradle#L33
L152[07:56:14] <AtomicStryker> right
L153[07:56:15] <AtomicStryker> .D
L154[08:00:30] <AtomicStryker> how do you empty the players hand now?
L155[08:00:41] <AtomicStryker> it crashes when i call player.setHeldItem(EnumHand.MAIN_HAND, null);
L156[08:00:42] <Ordinastie> ItemStack.EMPTY
L157[08:00:46] <gigaherz> setHeldItem(EMPTY)
L158[08:01:02] <AtomicStryker> this is gonna be so annoying to track down
L159[08:01:28] <gigaherz> takes a bit of effort
L160[08:01:38] <gigaherz> basically you have to make sure that none of your ItemStack variables or fields ever contain null
L161[08:01:47] <gigaherz> and to never pass/return null on ItemStack parameters
L162[08:01:59] <AtomicStryker> after a decade of doing exactly that in all instances
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L164[08:02:02] <AtomicStryker> huehue
L165[08:02:16] <gigaherz> yeah
L166[08:02:24] <gigaherz> I was able to remove quitea few nullchecks in the process, though
L167[08:02:29] <gigaherz> made some code much cleaner ;P
L168[08:02:29] <AtomicStryker> well, half a decade
L169[08:02:49] <gigaherz> although most of them just became .getCount() <= 0 for me
L170[08:03:03] <AtomicStryker> who was drunk and make grow() and shrink()
L171[08:03:08] <gigaherz> mojang
L172[08:03:16] <Ordinastie> no, he means the mapping
L173[08:03:24] <AtomicStryker> in the history of terrible function names
L174[08:03:28] <AtomicStryker> this deserves a spot
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L176[08:03:33] <gigaherz> I like those names
L177[08:03:38] <kashike> they are proper names
L178[08:03:40] <kashike> lol
L179[08:03:41] <gigaherz> the alternatives would have been like
L180[08:03:55] <Ordinastie> add/remove would work
L181[08:04:02] <gigaherz> .incrementStackCount and .reduceStackCount?
L182[08:04:09] <AtomicStryker> those would work
L183[08:04:14] <AtomicStryker> who expects grow and shrink
L184[08:04:17] <gigaherz> we have too many redundant namings
L185[08:04:19] <AtomicStryker> ive literally never seen that
L186[08:04:55] <kashike> grow/shrink are common terms for things like this
L187[08:05:09] <AtomicStryker> did you map these
L188[08:05:24] <kashike> I didn't, but I would have named them the same
L189[08:05:50] <AtomicStryker> then feel the appropriate level of disdain
L190[08:05:52] <AtomicStryker> *stares*
L191[08:07:01] <gigaherz> I'd probably have gone for incrementCount and reduceCount or something like that
L192[08:07:37] <gigaherz> but grow and shrink work just fine for me
L193[08:07:51] <gigaherz> but then again, I started BEFORE they were named
L194[08:08:01] <gigaherz> and grow/shrink are far better than func_XXXXX_yy
L195[08:08:46] <Ordinastie> which is admitedly not the case for all the mappings we got :p
L196[08:09:19] <kashike> which ones do you not like?
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L198[08:10:01] <Ordinastie> don't remember on top of my head specific one, it was more of a general statement :p
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L214[09:32:37] <Xilef11> Is there a way to get the block the player is looking at so that the client and server somewhat agree? player.worldObj.rayTraceBlocks doesn't seem to work on the client
L215[09:33:08] <Ordinastie> it does work on client
L216[09:33:20] <Ordinastie> but client already knows the block it's looking at
L217[09:33:44] <Ordinastie> some RaytraceResult field in Minecraft
L218[09:33:49] <gigaherz> the client and server are never 100% in sync
L219[09:34:38] <gigaherz> when you do stuff, the client has to send packets to the server, and then wait for the server to process them
L220[09:34:40] <gigaherz> so to save time
L221[09:34:57] <gigaherz> the client will take certian shortcuts, assume some things will happen/not happen
L222[09:35:01] <gigaherz> and hope for the best
L223[09:35:13] <gigaherz> then the server will reply with the right result, which the client may have to correct for
L224[09:35:40] <gigaherz> this is why "ghost blocks" happen when breaking stuff too quickly, for example
L225[09:35:45] <gigaherz> mc sometimes fails to correct things
L226[09:36:12] <gigaherz> so what i'm getting at is
L227[09:36:19] <gigaherz> you can use similar code, and they will mostly agree
L228[09:36:24] <gigaherz> but you can't make them agree 100%
L229[09:36:30] <gigaherz> because of desync caused by lag
L230[09:36:54] <Xilef11> "mostly agree" is better than what I'm getting now
L231[09:39:50] <Ordinastie> if you're not already have "mostly agree", you're probably doing it wrong
L232[09:39:57] <Xilef11> http://prnt.sc/di33s4 white is client, black is server. using world.raytraceBlocks with the same parameters
L233[09:40:22] <Xilef11> hard to see, but server is good and client always returns the player's feet
L234[09:40:32] <Ordinastie> show code
L235[09:40:36] <Ordinastie> and check the parameters
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L238[09:43:20] <Xilef11> http://pastebin.com/gmqgazvR
L239[09:43:55] <Ordinastie> objectMouseOver won't reach that far
L240[09:44:36] <Ordinastie> also, there is an Entity.raytrace somewhere
L241[09:45:21] <gigaherz> I'm wondering why do you need the correcting stuff?
L242[09:46:08] <Xilef11> probably outdated code I copied from somewhere :/
L243[09:46:10] <gigaherz> getEyeHeight already accounts for sneaking and such?
L244[09:47:03] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/spells/Spellcast.java#L265,L282
L245[09:47:07] <gigaherz> this is what I do in my wip magic mod
L246[09:47:08] <Xilef11> but player.raytrace seems to work well
L247[09:47:11] <gigaherz> it workso n both client and server
L248[09:47:21] <gigaherz> server just has to use partialTicks=1
L249[09:47:34] <gigaherz> I avoid certain player methods due to them being client-only
L250[09:47:46] <gigaherz> but it works consistently on both
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L252[09:57:55] <AtomicStryker> if clients were in sync playing on the internet would be absolutely impossible
L253[09:58:12] <AtomicStryker> even 30ms mouse delay would be horrible
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L256[10:01:02] <AtomicStryker> so i just checked out IBlockState ... did they actually REVERT to a fucking int, which now contains id and meta combined
L257[10:01:25] <gigaherz> uhm?
L258[10:01:37] <AtomicStryker> return getIdFromBlock(block) + (block.getMetaFromState(state) << 12);
L259[10:01:44] <AtomicStryker> thats blockState
L260[10:01:47] <gigaherz> it has always been like that
L261[10:01:53] <gigaherz> sortof
L262[10:01:59] <gigaherz> when you setBlockState
L263[10:02:11] <gigaherz> the chunk's internals get an id from the state
L264[10:02:34] <gigaherz> which combines the block id + meta
L265[10:02:39] <gigaherz> you can't store arbitrary states in the world
L266[10:02:55] <gigaherz> only those that can be encoded and decoded through getStateFromMeta/getMetaFromState
L267[10:03:11] <gigaherz> although it's a bit more complicated than that in practice
L268[10:04:03] <gigaherz> but it behaves as if every time you do setBlockState, it would do getMetaFromState and write that instead
L269[10:04:33] <gigaherz> that's why, in order to use blockstates that don't have a metadata representation, you need getActualState + tileentities
L270[10:04:51] <gigaherz> this has been true in 1.8, and is true still in 1.11
L271[10:05:00] <AtomicStryker> why is getStateFromMeta deprecated, it is absolutely still in use
L272[10:05:06] <gigaherz> it's mojang-precated
L273[10:05:15] <gigaherz> it means "don't call from outside, use the methods in IBlockState instead"
L274[10:05:38] <AtomicStryker> but that only works if you have a block in the world
L275[10:05:42] <gigaherz> yeah
L276[10:05:44] <gigaherz> for your situation
L277[10:05:51] <gigaherz> @SuppressWarnings
L278[10:05:59] <AtomicStryker> @ShutupMojang
L279[10:06:20] <gigaherz> my packing tape mod ends up doing something similar
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L281[10:06:56] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/tape/BlockPackaged.java#L127
L282[10:22:22] <AtomicStryker> what about I18n
L283[10:22:29] <AtomicStryker> id say use LanguageMap.getInstance() but that isnt visible
L284[10:27:37] <Xilef11> can someone guess why, in the same tooltip, one "\n" creates a line break but the other shows up as [lf]?
L285[10:29:13] <gigaherz> AtomicStryker: there's two I18n, one client-only, that has I18n.format
L286[10:29:16] <gigaherz> the other is deprecated
L287[10:29:39] <gigaherz> it can work on the server, but the server doesn't load mod translations, so it's meaningless for mods
L288[10:29:50] <gigaherz> so I18n.format is the preferred one
L289[10:30:25] <gigaherz> Xilef11: is one "\\n" instead of an actual char(10)?
L290[10:31:10] <Xilef11> they're both the same \n in en_US.lang
L291[10:31:55] <AtomicStryker> thanks gigaherz
L292[10:34:25] <gigaherz> np
L293[10:37:15] <Xilef11> Looks like its about character count. if I add enough blank spaces at the end of the line it breaks properly
L294[10:37:33] <Xilef11> *it's :p
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L296[10:46:36] <AtomicStryker> did minecraft:cavespider disappear somewhere
L297[10:46:53] <AtomicStryker> having a lot of errors for that name in console, for some reason
L298[10:46:55] <Ordinastie> in a cave most likely
L299[10:47:01] <iari> thats creepy: I'm building a 1.10.2 modpack since 6 hours now and already at ~150 mods and it didn't crashed one single time so far...never thought thats even possible
L300[10:48:27] <gigaherz> too many mods, either way
L301[10:48:28] <gigaherz> XD
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L314[11:32:35] <iari> I wonder since when every single modder with every even so little mod have to have an own coremod
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L322[11:51:52] <LexDesktop> because they are fucking morons
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L331[12:16:08] <acterhd> you are right... I found dll files inside lwjgl libs
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L333[12:22:47] <IoP> whot
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L351[13:14:41] <acterhd> Need or not "lib" file in JNI?
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L356[13:29:35] <acterhd> I found some stranges
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L358[13:30:54] <acterhd> Natives need pute in user/.gradle/caches/minecraft/net/minecraft/natives/1.11 i. e. in caches
L359[13:31:36] <acterhd> But project not in this directory
L360[13:32:26] <acterhd> This can be understanded by GradleStart.java
L361[13:32:48] <acterhd> It is filename, not url
L362[13:34:37] <acterhd> How to automatize putting dlls to cachr?
L363[13:35:03] <acterhd> In intellij?
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L367[13:43:47] <Shambling> boy I wish 1.10.2 didn't take 6 gigs of ram on my 8 gig laptop :P
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L381[14:13:36] <Sangam1> hello
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L383[14:14:06] <Sangam1> im having probs with getting my item name to show up properly. any ideas why?
L384[14:14:18] <Sangam1> https://github.com/GummyBlasian/InventoryRepair has my source code
L385[14:14:19] <williewillus> like it shows up item.blah.name?
L386[14:14:24] <Sangam1> yup
L387[14:14:30] <Sangam1> same with my creative tab
L388[14:14:32] <williewillus> do you have it in your localization file?
L389[14:14:39] <williewillus> en_US.lang or whatever language
L390[14:14:48] <Sangam1> yes
L391[14:15:01] <Ordinastie> lower case paths ?
L392[14:15:08] <williewillus> and this is located in src/main/resources/assets/modid/lang/en_US.lang?
L393[14:15:14] <Sangam1> its there
L394[14:15:26] <Sangam1> I changed to lowercase paths as well
L395[14:15:35] <Sangam1> my modid is lowercase
L396[14:16:01] <williewillus> your assets directory on github isnt lowercase
L397[14:16:05] <williewillus> assets/InventoryRepair/lang
L398[14:16:33] <Sangam1> yeah its wrong there
L399[14:16:39] <Sangam1> trying to fix my github still
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L401[14:20:46] <gigaherz> anyone here plays with mekanism on 1.10.2?
L402[14:21:23] <Sangam1> okay it should be fixed now
L403[14:21:30] <Sangam1> the github anyways
L404[14:21:31] <gigaherz> it has a funny bug
L405[14:21:43] <gigaherz> if I place a water bucket, I get the hydrogen refilled to max
L406[14:28:16] <Sangam1> williewillus: any idea y its happening?
L407[14:30:11] <williewillus> why are you overriding this
L408[14:30:11] <williewillus> https://github.com/GummyBlasian/InventoryRepair/blob/master/src/main/java/com/sangam1/InventoryRepair/Item/ItemAutoSmelt.java#L27
L409[14:30:56] <Sangam1> I had it do a custom call back before. should I not?
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L411[14:31:33] <williewillus> remove it, and also remove the spaces around the ='s in your lang file
L412[14:31:42] <williewillus> item.foo.name=Foo Item
L413[14:32:18] <Sangam1> okay
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L416[14:36:37] <Sangam1> doesnt work still
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L419[14:40:22] <williewillus> uh try making the lang file utf8. idk what else is wrong but that's the only thing not matching what I can see in my current mod
L420[14:40:51] <Sangam1> hmm. okay. let me see if i can change it
L421[14:41:26] <Ordinastie> still not lower case
L422[14:41:37] <williewillus> what's still not lower?
L423[14:41:57] <williewillus> oh crap I forgot
L424[14:41:59] <Ordinastie> the lang file
L425[14:41:59] <williewillus> en_us.lang
L426[14:42:00] <williewillus> lol
L427[14:42:03] <williewillus> not en_US.lang
L428[14:42:06] <Sangam1> :O
L429[14:42:13] <Sangam1> wow. that might fix it all
L430[14:42:38] <Sangam1> let me try
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L432[14:45:10] <gigaherz> I haven't made any of my lang files lowercase
L433[14:45:14] <gigaherz> well, itried
L434[14:45:15] <gigaherz> they didn't work
L435[14:45:21] <gigaherz> so I went back to the normal casing
L436[14:46:10] <Sangam1> didnt work xD taking a break be back in afew
L437[14:51:10] <AtomicStryker> textures and souds both now only work if case matches
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L444[15:05:37] <Sangam1> back. all the cases match. i just dont know y mine doesnt
L445[15:05:59] <Ordinastie> is the folder on the class path ?
L446[15:06:37] <Sangam1> its in src/main/resources/assets/inventoryrepair/lang
L447[15:07:56] <Ordinastie> that doesn't answer the question
L448[15:08:35] <Sangam1> its on the class path
L449[15:08:38] <Sangam1> https://github.com/GummyBlasian/InventoryRepair source code
L450[15:12:13] <gigaherz> he means the runtime classpath from your project
L451[15:12:23] <gigaherz> you may have imported the project wrongly, causing the resources to not be included inthe classpath
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L453[15:13:52] <Sangam1> in eclipse or in build.gradle?
L454[15:14:02] <Ordinastie> eclipe
L455[15:14:05] <Ordinastie> eclipse
L456[15:15:17] <gigaherz> Sangam1: how did you import the project? did you "gradlew eclipse" and then added the eclipse folder as a project in your workspace?
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L459[15:15:57] <Sangam1> no I ran gradlew eclipse then pointed eclipse to the eclipse file as the workspace
L460[15:17:28] <Sangam1> the runtime classpath is pointed to my minecraft forge foldier
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L468[15:41:10] <BrainStone> Does anyone here have a tutorial for connected textures? I only found the one of darkhax. But he has taken it offline and I could only find a version in the Wayback Machine
L469[15:41:34] <BrainStone> Can't use it though because a linked tool is no longer available
L470[15:42:36] <Sangam1> alot of the tutorials are outdated
L471[15:42:40] <Sangam1> hard to find any
L472[15:43:01] <AshIndigo_> If chisel is open source you can look at that
L473[15:43:01] <BrainStone> Too bad darkhax removed the tutorial AND the tool for it
L474[15:44:28] <AtomicStryker> wait theres zombie_horses now
L475[15:44:38] <Sangam1> yup
L476[15:44:46] <BrainStone> There has been from the beginning
L477[15:48:07] <Sangam1> gigaherz: did i setup correctly?
L478[15:48:57] <gigaherz> dunno
L479[15:49:02] <gigaherz> I use IntelliJ
L480[15:49:15] <gigaherz> I don't know if using the same folder as a workspace works correctly
L481[15:50:36] <Sangam1> oh okay
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L492[16:08:42] <BrainStone> WTF?!? For a block with connected textures that support corners you'd need 2¹8 = 262144 blockstates
L493[16:09:02] <tterrag> mm, no?
L494[16:09:07] <tterrag> 47^6
L495[16:09:18] <gigaherz> !!calc 47^6
L496[16:09:18] <gigaherz> gigaherz: Result(s): 1.077921533e+010
L497[16:09:20] <BrainStone> How do you get this numer?
L498[16:09:38] <BrainStone> I meant 2^18
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L500[16:09:44] <tterrag> I've written CTM algorithms many times
L501[16:09:50] <tterrag> I know that 1 CTM face requires 47 unique states
L502[16:10:10] <tterrag> 47 ^ number of block faces = 47^6
L503[16:10:19] <tterrag> answer: don't use blockstates
L504[16:10:23] <gigaherz> you can split each face into 4 corners, and each of those corners then has two main neighbours
L505[16:10:26] <gigaherz> and a diagonal neighbour
L506[16:10:53] <tterrag> gigaherz: each corner would need to know about 6 neighbors
L507[16:10:58] <BrainStone> I think I could make it with "just" 2^18. Because in total you need to check for 18 neighbors
L508[16:11:11] <gigaherz> the connections may be, "full" for A+B+d (d being the diagonal one), A-only, B-only, A+B but not D
L509[16:11:18] <BrainStone> And then using boolean states for each neighbor makes 2¹8 different states
L510[16:11:28] <BrainStone> *2^18
L511[16:11:31] <gigaherz> and neither A nor B
L512[16:11:38] <BrainStone> Yeah
L513[16:12:07] <gigaherz> so that's 5 states on each corner, I think? 5*4=20 states per face? dunno how it becomes 47
L514[16:12:09] <BrainStone> Using custom models = fun! Yay
L515[16:12:13] <BrainStone> [/irony]
L516[16:12:24] <gigaherz> maybe there's more connections than I'm accounting for
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L518[16:12:43] <gigaherz> wiat there are, since the neighbour may be covered
L519[16:12:45] <gigaherz> and not visible
L520[16:13:11] <BrainStone> That I can ignore
L521[16:13:11] <gigaherz> hmm but that's the same state, "A", "B" and "D" are only true if same block && visible face
L522[16:15:23] <BrainStone> gigaherz: regardless, do you have any tutorials or resources for that matter?
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L526[16:18:21] <gigaherz> not really, BrainStone
L527[16:18:27] <gigaherz> I have never done connectedtextures myself
L528[16:18:35] <gigaherz> tterrag has -- he works on chisel ;P
L529[16:18:40] <gigaherz> https://dl.dropboxusercontent.com/u/743491/Corner%20connectivity.png
L530[16:18:49] <gigaherz> did I miss some combination?
L531[16:19:05] <gigaherz> this isn't which neighbours are present, only which possible states there can be
L532[16:20:29] <BrainStone> Seems to be correct
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L534[16:20:42] <gigaherz> so each corner has 5 combinations, and there's 4 coners per face, and 6 faces
L535[16:20:43] <gigaherz> that's
L536[16:20:50] <gigaherz> 5^(4*6)
L537[16:20:53] <gigaherz> !!calc 5^(4*6)
L538[16:20:53] <gigaherz> gigaherz: Result(s): 5.960464478e+016
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L540[16:21:10] <gigaherz> for a full connectivity map
L541[16:21:17] <BrainStone> Yeah
L542[16:21:25] <gigaherz> BUT
L543[16:21:29] <gigaherz> there's some combinations that will never happen
L544[16:21:36] <gigaherz> so there aren't really 5^4 per face
L545[16:21:50] <BrainStone> Right
L546[16:21:53] <BrainStone> It's a fair bit less
L547[16:21:59] <BrainStone> !!calc 5⁴
L548[16:21:59] <gigaherz> BrainStone: Result(s): PARSE ERROR
L549[16:22:10] <BrainStone> !!calc 5^4
L550[16:22:10] <gigaherz> BrainStone: Result(s): 625
L551[16:22:37] <BrainStone> Seems like 47 is realistic
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L553[16:25:00] <BrainStone> So assuming I can make a block model that splits each face in 4 quarters I should be able to get it working with a custom model and a handful of textures
L554[16:28:30] <gigaherz> well
L555[16:28:35] <gigaherz> the way i'd approach it is
L556[16:28:59] <gigaherz> in getExtendedState, I'd look at the neighbours, and build a "connectivity number" for each face
L557[16:29:03] <gigaherz> using an IUnlistedProperty
L558[16:29:12] <gigaherz> pass those 6 numbers to a custom IBakedModel
L559[16:29:21] <gigaherz> then I'd return the appropriate quads
L560[16:29:29] <gigaherz> for the given connectivity numbers for each face
L561[16:29:33] <tterrag> BrainStone: I'm actually working on a library for CTM
L562[16:29:36] <gigaherz> those quads would be precomputed, for each face
L563[16:29:45] <gigaherz> be it 20 or 600
L564[16:29:46] <BrainStone> Oh? 1.10.2?
L565[16:29:47] <tterrag> ideally it should allow mods to optionally add support via models only
L566[16:29:48] <gigaherz> that's doable
L567[16:29:50] <tterrag> yes
L568[16:30:01] <BrainStone> Nice
L569[16:30:10] <tterrag> so you would write some stuff into your block models (that vanilla can parse fine) and when the mod is present it reads that info and adds CTM rendering
L570[16:30:13] <BrainStone> Care to inform me when you are done
L571[16:30:14] <gigaherz> all you'd need to do is compute the right numbers from getExtendedState
L572[16:30:19] <tterrag> well theoretically it's "done" now
L573[16:30:24] <tterrag> it's called chisel
L574[16:30:25] <gigaherz> and include your IUnlistedProperty
L575[16:30:33] <tterrag> we are doing a rework of the format though
L576[16:30:37] <tterrag> then splitting it into a separate mod
L577[16:30:49] <BrainStone> Ok
L578[16:30:59] <BrainStone> Are the plans to make it a lib or an actual mod?
L579[16:31:19] <tterrag> it will always have to be a mod
L580[16:31:23] <tterrag> due to the nature of how models are
L581[16:31:29] <BrainStone> Hm ok
L582[16:31:31] <tterrag> and the fact that it works without any actual mod code interaction (all models)
L583[16:31:38] <tterrag> it needs an ICustomModelLoader which has to be registered somehow
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L585[16:32:27] <BrainStone> Can you link me to some resources on how I could achieve it right now with chisel?
L586[16:33:05] <gigaherz> welp
L587[16:33:09] <gigaherz> I got 47 as the final number
L588[16:33:09] <gigaherz> XD
L589[16:33:44] <gigaherz> https://dl.dropboxusercontent.com/u/743491/Corner%20connectivity%20numerically.png
L590[16:33:51] <gigaherz> sorry for thespanish keywords
L591[16:33:51] <gigaherz> XD
L592[16:34:43] <gigaherz> I didn't expect 47, but there it is ;P
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L596[16:41:36] <tterrag> BrainStone: https://github.com/BluSunrize/ImmersiveEngineering/blob/master/src/main/resources/assets/immersiveengineering/models/block/ctm/metalDecoration1_aluminumScaffolding.json
L597[16:41:55] <tterrag> random example
L598[16:42:21] <BrainStone> tterrag: Thank you!
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L600[16:47:32] <quadraxis> hmm 47^6 is a lot more than 9^8
L601[16:47:46] <quadraxis> perhaps i missed something in working this out
L602[16:47:50] <BrainStone> A tiny litte bit+
L603[16:47:53] <BrainStone> xD
L604[16:49:39] <Sangam1> would inventoryrepair.item.itemautosmeltertool.name=Auto Smelter be vaild for the .lang file?
L605[16:50:39] <quadraxis> normally item.modname.itemname.name i think
L606[16:51:55] <Sangam1> oh okay
L607[16:52:18] <Sangam1> ty
L608[16:52:30] <Ordinastie> only if you set the unlocalized name to modname.itemname
L609[16:56:11] <tterrag> quadraxis: keep in mind that 47^6 is the "dumb" way of storing the data
L610[16:56:28] <tterrag> in reality you could save a lot of redundant bits by just saving whether there is a connectable block at relevant positions
L611[16:56:41] <tterrag> which, for our algorithm at least, would "only" require 26 bits
L612[16:56:58] <Ordinastie> it's really just 6 quads, and 47 UV possibilities
L613[16:57:09] <tterrag> but storing it that way makes it pretty much impossible to use in a json model, so it's pointless to serialize it
L614[16:57:14] <gigaherz> you don't actually need 47^6 blockstates just a byte[6]
L615[16:57:20] <gigaherz> for passing through the IUnlistedProperty ;P
L616[16:57:36] <tterrag> gigaherz: at that point why bother with such a low level data storage
L617[16:57:38] <tterrag> if you're using unlisted
L618[16:57:49] <tterrag> you'd waste so much time going back and forth
L619[16:58:11] <gigaherz> the call to getExtendedStates is going to be called either way
L620[16:58:28] <gigaherz> so the two options are equally efficient
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L622[16:58:39] <tterrag> I mean on the model end...you have to convert it to quads at some point
L623[16:58:42] <gigaherz> either you compute the face texture "indices" on the model
L624[16:58:49] <gigaherz> or you compute them on getExtendedStates
L625[16:58:51] <tterrag> it would be easier if you avoided the serialization and deserialization steps and just used an object intermediary
L626[16:59:04] <gigaherz> what do you mean deserialization?
L627[16:59:18] <gigaherz> the way I picture it
L628[16:59:42] <tterrag> at some poitn you have to turn this byte[] into an actual set of 4 quads
L629[16:59:42] <gigaherz> the IBakedModel has one BakeQuad[47] for each face
L630[16:59:48] <tterrag> you want that step to be as fast as possible
L631[17:00:00] <tterrag> haha no....if you store all possible quads the memory usage will be nuts
L632[17:00:37] <gigaherz> not really
L633[17:00:44] <gigaherz> even if you have them split up
L634[17:00:51] <gigaherz> 4 quads * 47 combinations is just
L635[17:00:59] <gigaherz> !!calc 4*7; ans*6
L636[17:00:59] <gigaherz> gigaherz: Result(s): 28; {ans?} 0
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L638[17:01:07] <gigaherz> !!calc 4*7; 4*7*6
L639[17:01:08] <gigaherz> gigaherz: Result(s): 28; 168
L640[17:01:14] <gigaherz> you only need 168 quads
L641[17:01:23] <gigaherz> of which you'll return 24
L642[17:01:37] <Ordinastie> 24?
L643[17:01:41] <gigaherz> 4 per face
L644[17:01:44] <gigaherz> each quadrant
L645[17:01:54] <gigaherz> taking up one of the 5 possible quadrant states
L646[17:02:18] <gigaherz> you have 5 actual textures, with 47 possible combinations per face
L647[17:02:46] <gigaherz> although that's per block type
L648[17:03:10] <gigaherz> so I guess storing 168 quads if you have 100 different block types using connectivity
L649[17:03:18] <gigaherz> that's 16k instances
L650[17:03:28] <gigaherz> it's quite a few, but not a ridiculous amount
L651[17:03:39] <quadraxis> how did you get to 4*7 from 47?
L652[17:03:53] <gigaherz> uhm
L653[17:04:04] <gigaherz> brainfarting, I suppose
L654[17:04:15] <gigaherz> !!calc 4*47*6
L655[17:04:15] <gigaherz> gigaherz: Result(s): 1128
L656[17:04:27] <gigaherz> okay yeah it's a lot of quads to have precomputed
L657[17:04:28] <gigaherz> XD
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L659[17:04:51] <BrainStone> tterrag is there documentation on how to use th CTMm stuff?
L660[17:04:57] <BrainStone> *CTM
L661[17:04:57] <Ordinastie> I need to rework my CTM because currently, it doesn't take corners into account
L662[17:05:24] <Ordinastie> but when I do, I'll just have 47 icons
L663[17:05:30] <gigaherz> 47 actual textures
L664[17:05:33] <gigaherz> per block type?
L665[17:05:34] <Ordinastie> most likely generated from bg + borders
L666[17:05:48] <BrainStone> You can reduce it to 5 when you glue them together
L667[17:06:03] <gigaherz> you only need 5, and thne take each corner as a separate quad
L668[17:06:13] <gigaherz> https://dl.dropboxusercontent.com/u/743491/Corner%20connectivity.png
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L670[17:06:17] <gigaherz> these are the actual corners
L671[17:08:12] <Ordinastie> but that's 5 if you plan to have 4 quads per face
L672[17:08:21] <gigaherz> yes
L673[17:08:26] <Ordinastie> I don't plan that
L674[17:08:28] <gigaherz> 4 quads per face is nothing to the gpu
L675[17:08:34] <gigaherz> while 47 textures in the atlas is a lot
L676[17:08:38] <gigaherz> it will blow up quickly
L677[17:08:52] <gigaherz> maybe not if you have only a handful of blocks with connected textures
L678[17:08:58] <gigaherz> but chisel has many dozens
L679[17:09:36] <tterrag> Ordinastie: have fun with that texture atlas usage
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L681[17:09:42] <tterrag> BrainStone: not atm, because it's going to change
L682[17:09:48] <tterrag> but basic usage should all be there in the IE repo
L683[17:09:56] <tterrag> or just look at chisel
L684[17:09:57] <tterrag> or just ask me
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L686[17:11:02] <BrainStone> Can you tell me how to make tur a block with the same texture into a CTM block?
L687[17:12:27] <BrainStone> Essentially I'm really confused because there are references to files that do not exist
L688[17:12:29] <BrainStone> etc
L689[17:12:34] <BrainStone> (In the IE code)
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L692[17:19:29] <tterrag> BrainStone: if the file is missing it uses a defualt
L693[17:19:37] <tterrag> something I'll probably get rid of (or make it not necessary)
L694[17:19:51] <BrainStone> Ok
L695[17:19:53] <tterrag> default is just a passthrough, so for a .cf file it just points to a single .ctx file of the same name
L696[17:19:56] <tterrag> ctx files are in /textures
L697[17:20:06] <BrainStone> I found that
L698[17:20:35] <tterrag> BrainStone: here's the ctx file for the one I linked you https://github.com/BluSunrize/ImmersiveEngineering/blob/master/src/main/resources/assets/immersiveengineering/textures/blocks/ctm/metalDecoration1_aluminumScaffolding.ctx
L699[17:20:38] <tterrag> that contains the meat of the information
L700[17:20:58] <tterrag> it says what render type to use (CTM), what layer to use (CUTOUT), and what textures to use for CTM
L701[17:21:03] <tterrag> CTM needs two textures
L702[17:21:23] <tterrag> the benefit to our system, is that one texture is just the normal block texture with no connections, and the other one handles all the CTM
L703[17:21:33] <tterrag> so you can seamlessly just "drop" the CTM and use the first texture
L704[17:21:55] <BrainStone> Ok
L705[17:22:03] <tterrag> BrainStone: may want to read https://github.com/Chisel-Team/CTMLib/wiki/Standard-CTM-Format
L706[17:22:22] <BrainStone> Ok
L707[17:22:38] <BrainStone> Do animations work with that?
L708[17:23:07] <tterrag> sure
L709[17:23:12] <BrainStone> Good
L710[17:23:17] <tterrag> they are loaded as normal textures, so you can use .mcmeta as needed
L711[17:23:28] <BrainStone> Excellent!
L712[17:23:33] <tterrag> in fact, I *might*, depending on if it's possible or not, just bake what is currently the .ctx into the .mcmeta file
L713[17:24:56] <Ordinastie> tterrag, I might steak that :p
L714[17:25:00] <Ordinastie> *steal
L715[17:25:44] <tterrag> or you could contribute
L716[17:26:04] <Ordinastie> I was just talking about the 2 png
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L718[17:26:31] <Ordinastie> I don't use models, so I don't know what I'd contribute
L719[17:27:25] <BrainStone> This should be enough in the model.json, right?
L720[17:27:27] <BrainStone> "model": { "model": "block/cube_all" },
L721[17:27:27] <BrainStone> "face": "brainstonemod:blocks/stable_pulsating_brain_stone.cf"
L722[17:27:34] <tterrag> "face" should be inside "ctm"
L723[17:27:44] <BrainStone> (Under the "ctm" property)
L724[17:27:55] <BrainStone> Both are inside "ctm"
L725[17:28:08] <BrainStone> Whole file:
L726[17:28:09] <BrainStone> {
L727[17:28:09] <BrainStone> "parent": "block/cube_all",
L728[17:28:09] <BrainStone> "textures": {
L729[17:28:09] <BrainStone> "all": "brainstonemod:blocks/stable_pulsating_brain_stone"
L730[17:28:10] <BrainStone> },
L731[17:28:12] <BrainStone> "ctm": {
L732[17:28:12] <tterrag> ugh
L733[17:28:13] <tterrag> use pastebin
L734[17:28:14] <BrainStone> "model": { "model": "block/cube_all" },
L735[17:28:14] <tterrag> please
L736[17:28:16] <tterrag> stop
L737[17:28:16] <BrainStone> "face": "brainstonemod:blocks/stable_pulsating_brain_stone.cf"
L738[17:28:18] <BrainStone> }
L739[17:28:20] <BrainStone> }
L740[17:28:22] <BrainStone> One sec
L741[17:28:37] <BrainStone> http://pastebin.com/Mj6J4uGT
L742[17:32:23] <tterrag> looks fine
L743[17:32:33] <BrainStone> Ok. Thank you
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L745[17:32:46] <BrainStone> "model" is required, right?
L746[17:33:00] <tterrag> yes
L747[17:33:04] <BrainStone> Ok
L748[17:33:13] <BrainStone> Then I think I understand how it works
L749[17:33:33] <BrainStone> I'm working on the texture. So might take a bit until I can test
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L751[17:57:09] <gr8pefish> I may have found a bug with Forge. For PlayerInteractEvent.RightClickBlock the fields itemStack (to refect the item used to right click) and the hand (to reflect the hand used to click, off or mainhand) is correct on the client side, but is always null/offhand on the server side. I'm guessing this isn't intended?
L752[17:58:49] <gr8pefish> Correction, it seems to always be the offhand called on the server side (and then the stack is correct relative to what was in the offhand)
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L757[18:05:56] <BrainStone> tterrag: I can't get it to work...
L758[18:06:12] <BrainStone> The block in the world renders but dows not connect
L759[18:06:38] <BrainStone> In the inventory it is rendered without texture and without transformation
L760[18:06:49] <BrainStone> I get these two exceptions when starting: http://pastebin.com/CCHpAKHU
L761[18:07:25] <tterrag> ok two questions
L762[18:07:30] <tterrag> 1. what chisel version
L763[18:07:35] <tterrag> 2. are you running chisel in a dev environment
L764[18:07:57] <tterrag> maybe 3. can we move this to #ChiselTeam ? :P
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L766[18:09:29] <BrainStone> Sure
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L769[18:20:52] <mezz|finals> sounds like a bug gr8pefish
L770[18:21:51] <gr8pefish> Yeah I've been trying to debug it. It's an odd one, as it is called on both sides, so the tracing of it is a lot harder that what I'm used to (a 1-sided event call).
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L772[18:27:45] <TehNut> gr8pefish: If you breakpoint it, you can give the breakpoint a condition so it only fires serverside
L773[18:28:04] <gr8pefish> ah that's nice, thanks for the tip
L774[18:28:05] <BrainStone> Or you could run a client and a server
L775[18:28:21] <gr8pefish> I am doing so, it's mainly the internal calls that geta bit spaghetti-y
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L777[18:29:15] <gr8pefish> I don't have time to do a full trace right now (my nickname should be gr8pefish|finals), I'll just do a good bug report.
L778[18:42:14] <gr8pefish> wtf, now it's working? Huh, I'll check this bug out later then.
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L780[18:49:08] <Sangam1> anyone think they can fix my problem of not being able to get my .lang file working?
L781[18:49:25] <BrainStone> What is not working?
L782[18:49:28] <Sangam1> https://github.com/GummyBlasian/InventoryRepair full source code
L783[18:49:53] <Sangam1> the items, creative tabs come up as item.example.name instead of Item
L784[18:50:15] <Sangam1> its acting like there is no lang file or im doing something wrong
L785[18:50:39] <BrainStone> Why do you have two lang files?
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L787[18:51:15] <BrainStone> Nvm 3?!?
L788[18:51:20] <Sangam1> 3?
L789[18:51:32] <BrainStone> https://github.com/GummyBlasian/InventoryRepair/tree/master/resources/assets/inventoryrepair/lang
L790[18:51:39] <Sangam1> oh right because i was trying to figure out if i was placing it in the wrong place
L791[18:51:41] <BrainStone> https://github.com/GummyBlasian/InventoryRepair/tree/master/src/main/resources/assets/sangamir/lang
L792[18:51:44] <Sangam1> so i made a bunch
L793[18:52:07] <BrainStone> Correct place is src/main/resources/assets/<modid>/lang
L794[18:52:22] <tterrag> assets/modid/lang
L795[18:52:25] <Sangam1> yeah im getting it fixed rn
L796[18:52:59] <Sangam1> okay so there is only 1 lang file I can see now in my eclipse
L797[18:53:22] <Sangam1> its in src/main/resources/assets/modid/lang/en_US.lang
L798[18:53:36] <BrainStone> modid= mod id of your mod
L799[18:53:43] <BrainStone> (whatever that is)
L800[18:54:04] <Sangam1> yup
L801[18:54:13] <Sangam1> modid for me sangamir
L802[18:54:18] <BrainStone> ok
L803[18:54:43] <tterrag> is src/main/resources a source folder?
L804[18:54:49] <Sangam1> yes
L805[18:54:59] <tterrag> can you give an exact example of a name that is not working?
L806[18:55:48] <Sangam1> http://imgur.com/a/fb6hc
L807[18:56:06] <hipsterpig> Sangam1: what version of MC
L808[18:56:11] <Sangam1> sure.item.ingotCopper.name=Copper Ingot doesnt work
L809[18:56:17] <Sangam1> its the newest 1.11
L810[18:56:28] <hipsterpig> lowercase your assets
L811[18:56:35] <hipsterpig> tterrag: you should know this.
L812[18:56:52] <tterrag> lang files were removed from that requirement last I checked
L813[18:56:55] <Sangam1> so to make it ingotcopper?
L814[18:56:56] <hipsterpig> lol no
L815[18:57:00] <tterrag> lol yes
L816[18:57:03] <hipsterpig> no, make it to en_us.lang
L817[18:57:10] <tterrag> mod assets are assumed to be resource packs v2
L818[18:57:12] <Sangam1> oh okay
L819[18:57:22] <hipsterpig> tterrag: legacy support lets you keep it as en_US.lang
L820[18:57:30] <hipsterpig> rightfully it should be lowercase
L821[18:57:56] <tterrag> yes, but it won't load
L822[18:57:59] <tterrag> unless you add a pack.mcmeta
L823[18:58:01] <hipsterpig> mods without a pack.mcmeta is assumed to be version 3 I think, the lowercase version, no?
L824[18:58:04] <tterrag> no
L825[18:58:12] <hipsterpig> why should it default to version 2 on mc1.11?
L826[18:58:13] <tterrag> mods are always assumed to be the PREVIOUS version
L827[18:58:15] <tterrag> it threw me off too
L828[18:58:16] <tterrag> ask lex
L829[18:58:17] <hipsterpig> what
L830[18:58:23] <hipsterpig> try it anyways Sangam1
L831[18:58:28] <Sangam1> lol okay
L832[19:00:09] <Sangam1> wait so whats this pack.mcmeta?
L833[19:00:49] <tterrag> resource pack metadata
L834[19:01:01] <Sangam1> oh is that new?
L835[19:01:47] <tterrag> not at all
L836[19:02:09] <Sangam1> lol okay.
L837[19:02:17] <mezz|finals> tterrag, you're being very disingenuous
L838[19:02:19] <Sangam1> hipserpig: doesnt work still
L839[19:02:25] <tterrag> mezz|finals: how so?
L840[19:02:33] <hipsterpig> lol
L841[19:02:37] <mezz|finals> mods have never needed pack.mcmeta before
L842[19:02:45] <hipsterpig> well revert then if what tterrag said is right you should be using en_US.lang
L843[19:02:49] <tterrag> never needed it? true
L844[19:02:51] <tterrag> could they have had it? yes
L845[19:02:54] <tterrag> therefore it is not old
L846[19:02:56] <tterrag> they still don't need it now
L847[19:03:03] <mezz|finals> you're giving technically correct answers in a manner that's kind of not helpful
L848[19:03:08] <Sangam1> lol. i have spent literally the past couple hours trying to figure this out
L849[19:03:18] <hipsterpig> are you sure your file is being loaded as a resource?
L850[19:03:22] <tterrag> no, I was correcting an incorrect statement that lang files need to be lowercase now
L851[19:03:30] <tterrag> fine, I'll lay it all out
L852[19:03:39] <hipsterpig> soz tterrag
L853[19:03:44] <hipsterpig> lex tells me it has to be though
L854[19:03:46] <hipsterpig> same with modids
L855[19:03:47] <tterrag> forge assumes mod resource packs now to be v2, which does not require lowercase paths
L856[19:04:17] <tterrag> there are other places in vanilla though that assume lowercase, but legacy lang files are handled properly
L857[19:04:36] <Sangam1> hipsterpig: Im hoping it is. It should be
L858[19:04:40] <tterrag> and so lowercase lang files actually DON'T work by default in 1.11 mods. this is as of last time I checked, but when I did check I had a convo with lex who said it was intentional
L859[19:04:46] <hipsterpig> don't hope, check and make sure it is.
L860[19:04:59] <mezz|finals> legacy lang was handled at the very beginning of Forge 1.11 but that changed shortly after and pack.mcmeta was required. did that change again?
L861[19:05:24] <hipsterpig> don't you just love updating to a new MC version, guys? ;)
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L863[19:05:47] <tterrag> Sangam1: you said that item.ingotCopper.name doesn't work, but can you be more clear about that? what exactly shows up ingame
L864[19:05:58] <Sangam1> how do i check if its loading or not
L865[19:06:15] <Sangam1> it shows item.ingotCopper.name
L866[19:06:23] <Sangam1> same thing with the creative tab
L867[19:09:20] <Sangam1> the resource is being loaded
L868[19:09:48] <Sangam1> I think i might have got it
L869[19:10:22] <tterrag> you use itemCopper as your registry name as well
L870[19:10:27] <tterrag> it's probably a good idea to use something lowercase
L871[19:10:33] <tterrag> just to avoid confusion in the future (or now)
L872[19:10:39] <hipsterpig> the rest of mc does anyways ^
L873[19:10:48] <tterrag> also, using "item" in your item's registry name is a bit redundant, no?
L874[19:10:58] <hipsterpig> lol
L875[19:11:03] <hipsterpig> item.item.ingotCopper.name
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L877[19:11:31] <Sangam1> lol. i guess it is. welp time to go and do some fixing
L878[19:11:38] <Sangam1> thx for the help
L879[19:12:03] <tterrag> eh I read wrong
L880[19:12:10] <tterrag> still, I'd use ingot_copper not ingotCopper
L881[19:12:21] <tterrag> this is 1) less confusing for resources and 2) consistent with vanilla
L882[19:12:35] <Sangam1> okay. that would be better to do
L883[19:12:51] <tterrag> also, lang mappings are *global*
L884[19:12:54] <tterrag> so put your modid in there
L885[19:12:59] <hipsterpig> what was your issue anwyays
L886[19:13:31] <Sangam1> tterrag: so I put modid.item.example.name?
L887[19:13:41] <tterrag> I would do item.modid.example.name
L888[19:13:50] <tterrag> scopes should be more specific for each "word" in the name
L889[19:14:03] <Sangam1> tbh IDK what it was. I changed my modid a few times and changed a little bit of code everywhere
L890[19:14:08] <tterrag> it's an "item" from mod "modid" with name "example" and this is the "name" of that
L891[19:14:25] <Sangam1> okay cool thx
L892[19:16:34] <hipsterpig> anyone know why mojang made all resources lowercase in 1.11 anyways?
L893[19:17:27] <tterrag> consistency? it was already half-enforced by some things
L894[19:21:49] <mezz|finals> I think that makes the most sense yeah
L895[19:30:57] <KklyAq> when is the correct time to register sound events?
L896[19:30:58] <BrainStone> Sangam1: I'd also recommend adding the gradle stuff to the repo
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L899[19:43:52] <Sangam1> okay will do
L900[19:44:20] <Sangam1> one more question whats the new OnItemRightClick function? I cant find one
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L902[19:45:59] <Sangam1> nvm found it
L903[19:51:06] <barteks2x> tterrag, if you've seen AoC day 11: Do I understand the rules wrong, or is the example solution (11) wrong? My code found 9 step solution and it seems correct
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L912[20:37:06] <tterrag> barteks2x: I read it and only partially understand it
L913[20:37:10] <tterrag> I might skip this one for now
L914[20:37:16] <tterrag> plus, finals
L915[20:37:33] <barteks2x> I asked on reddit already, I misunderstood that question
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L925[21:22:02] <Arctangent> sooooo anyone know how to override methods on a predefined class
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L927[21:22:16] <Arctangent> ( I want to make zombies and skeletons not burn in sunlight if they're on a certain block )
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L929[21:33:36] <barteks2x> looking at it, there seems to be no way to do it. A "hack" I thought of would be to create invisible helmet and make when zombie/skeleton steps on that block - it gets that item
L930[21:36:18] <primetoxinz> just use an event to extinguish them if they're on that block?
L931[21:36:55] <barteks2x> also, that may work
L932[21:37:14] <primetoxinz> probably would have to do worldtick
L933[21:37:19] <barteks2x> I was mainly looking at the code that sets entity on fire
L934[21:37:47] <primetoxinz> could make the block slightly less than full and onEntityCollide -> extinguish
L935[21:38:13] <Arctangent> Hrnn, I was also hoping to allow them to spawn on it, regardless of light level.
L936[21:38:36] <primetoxinz> they still can
L937[21:38:53] <primetoxinz> pretty certain mobs still spawn on soulsand, which is also slightly less than a block
L938[21:40:11] <Arctangent> No, I mean, they have methods that determine if they can spawn at a position, and light level is factored in there.
L939[21:40:26] <primetoxinz> oh, zombies
L940[21:40:27] <Arctangent> So you don't have zombies and stuff popping up in your house if you keep it well-lit.
L941[21:40:33] <primetoxinz> right
L942[21:40:56] <Arctangent> Also, I think the event method would keep them entirely impervious to immolation, right?
L943[21:41:06] <Arctangent> Rather than just preventing them from igniting due to sunlight.
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L945[21:41:19] <primetoxinz> yeah, it would
L946[21:41:35] <primetoxinz> hard to fix that with how hardcoded it is
L947[21:41:51] <primetoxinz> you could always do it the hard way...
L948[21:42:03] <Arctangent> Hrn, I guess I will just have to make the blocks generate some sort of miasma which blocks sunlight.
L949[21:42:03] <primetoxinz> extend Zombie/Skeleton and when one spawns replace them with your own
L950[21:42:24] <Arctangent> Yeah but then that raises issues should any other mod do something with them.
L951[21:42:30] <primetoxinz> yep
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L981[23:53:24] *** minecreatr is now known as Mine|dreamland
L982[23:58:58] ⇦ Quits: Brokkoli (~Brokkoli@p2E5B1FE0.dip0.t-ipconnect.de) (Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen und das T�ten angemessen wirkt. (George Orwell))
L983[23:59:40] ⇨ Joins: cpup (~cpup@32.218.118.43)
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