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L5[00:30:03] <Ordinastie> omg, that
itemStack.copy() uses getItem() is a major pain :x
 
L6[00:30:27] <killjoy> add() =>
copy()
 
L7[00:30:41] <Ordinastie> hum ?
 
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L9[00:47:37] <killjoy> sigh. All my tests
broke
 
L10[00:49:05] <BrainStone> tests for
MC?
 
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L12[00:50:09] <killjoy> Kind of
 
L13[00:50:16] <killjoy> Tests dealing with
string logic
 
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L17[00:50:40] <BrainStone> I've though
about doing this but I cannot for the love of god think of one good
thing to test xD
 
L18[00:51:03] <killjoy> Vanilla changed the
max length of chat, which broke these
 
L19[00:51:10] <BrainStone> ok
 
L20[00:52:02] <BrainStone> *thought
 
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L23[01:12:39] <killjoy> Ok, Storks has a
lesbian couple getting a baby.
 
L24[01:12:46] <killjoy> good for
them.
 
L25[01:13:04] <killjoy> I also saw a few
single moms
 
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L30[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161223 mappings to Forge Maven.
 
L31[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161223-1.11.zip
(mappings = "snapshot_20161223" in build.gradle).
 
L32[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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L47[02:49:36] <ayyliens> and everyones sees
the results lmao
 
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L49[02:50:34] <ayyliens> hah that item
search is funny
 
L50[02:51:07] <Ordinastie> the item search
didn't work for me though
 
L51[02:51:46] <ayyliens> yeah ill rewrite
it tomorrow and only use the irc portion to update the
csv's
 
L52[02:52:15] <ayyliens> and for searching
it will just parse the csvs instead of waiting for the bot to
respond
 
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L54[02:54:59] <killjoy> how does it
work?
 
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L56[02:55:24] <ayyliens> irc pms to the
bot
 
L57[02:55:27] <killjoy> ah.
 
L58[02:55:33] <killjoy> so I had to do
!gm
 
L59[02:55:38] <ayyliens> yeah
 
L60[02:55:40] <killjoy> needs better
instruction
 
L61[02:55:43] <ayyliens> ^
 
L62[02:56:11] <ayyliens> ill sort it out
tomorrow when I have more brain power lol
 
L63[02:56:19] <killjoy> So.. why does
everyone see the results?
 
L64[02:56:39] <ayyliens> cause I was not
able to figure out how to know when the bot is done
 
L65[02:56:45] <ayyliens> and only send the
messages to one client
 
L66[02:56:53] <killjoy> Imma do something
evil
 
L67[02:56:58] <ayyliens> go for it
lol
 
L68[02:57:01] <killjoy> I apologize, but I
have to do it.
 
L69[02:57:07] <ayyliens> xss?
 
L70[02:57:52] <ayyliens> lookup many
stuffz
 
L71[02:58:10] <killjoy> .!gc Packet
 
L72[02:58:15] <ayyliens> ha
 
L73[02:58:19] <killjoy> so much spam
 
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L87[03:45:31] <Koward> I'm trying to
solve a "Unable to resolve texture due to upward reference:
#side in minecraft:models/block/half_slab". My blockstate
reference my model along with its textures. The parent of this
model is half_slab. I don't see what odd thing I could have
done.
 
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L91[03:59:58] <Koward> Nevermind, I thought
states could define textures
 
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L94[04:01:09] <killjoy> I just found out
they made a remake of Ty
 
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L101[04:15:51] <Koward> In Forge json
format, if the same texture is defined in two properties, does the
applied texture depend on the order in the JSON ?
 
L102[04:30:46] <gigaherz|work> yes
 
L103[04:30:53] <gigaherz|work> well
 
L104[04:31:03] <gigaherz|work> it depends
on the last thing seen during loading
 
L105[04:31:08] <gigaherz|work> which is
usually the last thing parsed
 
L106[04:31:13] <gigaherz|work> but you
shouldn't really rely on that
 
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L123[05:39:32] <gigaherz|work> hmmm
 
L124[05:39:34] <gigaherz|work> I just had
an idea
 
L125[05:39:54] <gigaherz|work> a crafting
system where
 
L126[05:40:21] <gigaherz|work> you drop
items on the ground, by themselves (normal crafting), or near some
kind of machine (forging or such)
 
L127[05:40:33] <gigaherz|work> and then
you hold a key to open a radial menu
 
L128[05:40:37] <gigaherz|work> to show
what you can do with those items
 
L129[05:40:47] <gigaherz|work> it would be
similar to like TUG, in essence
 
L130[05:41:27] <gigaherz|work> stuff like
crafting iron tools and armor, would require a nearby anvil, for
example
 
L131[05:42:08] <gigaherz|work> or possibly
holding a special tool in your hand
 
L132[05:42:32] <gigaherz|work> like, in
order to craft a pickaxe, you may need a hammer, not just the
anvil
 
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L134[05:46:52] <Ordinastie> would not be
difficult to do
 
L135[05:47:33] <gigaherz|work> well xcept
for the radial menu
 
L136[05:47:36] <gigaherz|work>
butyeah
 
L137[05:48:00] <Ordinastie> not
really
 
L138[05:49:48] <Ordinastie> just a bit of
math to know which part of the menu the mouse is over
 
L139[05:50:08] <gigaherz|work> oh, yeah,
no that's the easy part
 
L140[05:50:21] <gigaherz|work> I meant
more the scanning of recipes and dynamically draw the radial pieces
and such
 
L141[05:50:23] <gigaherz|work> not
hard
 
L142[05:50:27] <gigaherz|work> just
non-trivial
 
L143[05:50:49] <Ordinastie> it's
basically exactly the same as the crafting bench or furnace
 
L144[05:51:28] <Ordinastie> except items
not required for an recipe would not invalidate it maybe
 
L145[05:51:38] <gigaherz|work> yeah
 
L146[05:53:34] <Ordinastie> if I
wasn't so annoyed by the update to 1.11, it'd probably
try to do that in an afternoon
 
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L150[06:17:13] <immibis> Ordinastie: and
you wouldn't need to know the patterns
 
L151[06:17:38] <Ordinastie> that too
 
L152[06:22:00] <Ordinastie> the only thing
I'm not sure how to do it or if it would be necessary at all,
but something to prevent accidentally picking up dropped
items
 
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L181[09:55:09] <Lapiman> In which class
are blocks actually instantiated? the Blocks class only pulls them
from the registry
 
L182[09:59:05] <Ordinastie> Block
 
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L186[10:05:02] <Lapiman> oh shoot
 
L187[10:05:11] <Lapiman> should I be using
setUnlocalizedName and not setRegistryName?
 
L188[10:05:27] <Ordinastie> that's 2
different things
 
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L194[10:13:50] <ghz|afk> Lapiman: you
should probaby be using both.
 
L195[10:13:56] <ghz|afk> setRegistryName
to set the registry name
 
L196[10:14:02] <ghz|afk> and
setUnlocalizedName to set the translation key
 
L197[10:14:12] <ghz|afk> and the
translation key should make use of your modid to prevent
conflicts
 
L198[10:14:16] <Lapiman> ah yeah I found
where I was calling setUnlocalizedName
 
L199[10:14:32] <ghz|afk> my preference is
"setUnlocalizedName(MODID + "." + name);"
 
L200[10:14:45] <Lapiman> I have a
registerBlock() helper method where I do it all at once instead of
in each block class... then I promply forgot I did that lol
 
L201[10:14:46] <ghz|afk> so that the final
translation key is like "item.modid.thing.name"
 
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L203[10:18:37] <Ordinastie> omg, please
tell me how not give a dickish answer to a guy that says he
can't find my mod *_*
 
L204[10:18:44] <Ordinastie> it's the
first answer on google
 
L205[10:18:51] <Ordinastie> it's the
first answer in MCF
 
L206[10:18:58] <Ordinastie> it's the
first answer in curseforge
 
L207[10:19:13] <Ordinastie> "I have
searched for it, but I didn't find anything! "
 
L209[10:20:39] *
Ashindigo dies a lot on the inside 
L210[10:23:37] <ghz|afk> Ordinastie: if we
tell you how, you may not do it
 
L211[10:23:44] <ghz|afk> so I'll
abstain from helping you not do it
 
L212[10:24:32] <Ordinastie> I didn't
answer, was that your solution ?
 
L213[10:25:00] <ghz|afk> effectively,
yes
 
L214[10:25:22] <ghz|afk> it woudl have
been to take a deeep breath, and repeat to yourself "not worth
the effort, not worth the effort"
 
L215[10:25:58] <Ordinastie> it was
"fuck that shit", close enough I guess :p
 
L216[10:25:59] <Lapiman> y'know
I've always wondered
 
L217[10:26:17] <Lapiman> when people have
a bunch of seemingly unrelated mods but those mods all require
personNameCore
 
L218[10:26:36] <Lapiman> what does
personNameCore do and should I have one if I have multiple
mods?
 
L219[10:27:25] <Ordinastie> usually,
that's some lib to not have to code multiple time the same
thing
 
L221[10:29:41] <Ordinastie> are you guys
able to connect to steam ?
 
L222[10:29:44] <ghz|afk> it's not a
dependant mod
 
L223[10:29:49] <ghz|afk> I shade it into
each of my separate mods instead
 
L224[10:30:11] <ghz|afk> but it basically
contains my "base item" and "base block"
classes, along with some helpers
 
L226[10:30:48] <ghz|afk> nope times
out
 
L227[10:31:05] <Ordinastie> I don't
really get the "I make a new class" just to call
setRegistryName
 
L228[10:31:31] <ghz|afk> it's not the
calling that matters
 
L229[10:31:36] <ghz|afk> it's that it
enforces it
 
L230[10:31:39] <ghz|afk> through the
constructor
 
L231[10:31:42] <ghz|afk> meaning I
don't forget it
 
L232[10:33:05] <Ordinastie> and I'm
still waiting for you to make a mod with my core :p
 
L233[10:39:59]
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L238[11:45:34] <FusionLord> !latest
 
L239[11:56:54]
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L240[12:03:45] <Ordinastie> !gm
func_189540_a
 
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L244[12:25:43] ***
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L246[12:29:32] <williewillus> faulty
plugin? :P
 
L247[12:29:41] <williewillus> that's
that static analyzer thing for mods right
 
L248[12:29:58] <FusionLord> hmm...
don't recall adding it
 
L249[12:30:10] <williewillus> intellij
wouldn't know that all entities need a world ctor
 
L250[12:30:15] <williewillus> that's
purely a mc thing
 
L251[12:30:33] <FusionLord> yeah
 
L252[12:30:34] <Lapiman> I'm trying
to register a mob, and it's null pointer exception'ing on
a line that tells me that
 
L253[12:30:36] <FusionLord> I know
 
L254[12:30:47] <williewillus> Lapiman:
tells you that ?
 
L255[12:30:49] <Lapiman> somehow,
mc.getModId() (mc = mod container) is null
 
L256[12:30:59] <Lapiman> What might cause
that to happen? In my @Mod annotation, my modid is set
 
L257[12:31:21] <Ordinastie> Lapiman, show
code
 
L259[12:32:28] <Ordinastie> and the crash
?
 
L260[12:33:07] <Ordinastie> because in
that code, there is nothing that can NPE
 
L262[12:34:03] <Lapiman> The line that it
crashes on is String entityModName =
String.format("%s.%s", mc.getModId(), entityName);
 
L263[12:34:12] <Lapiman> entityName is an
argument, so that leaves mc.getModId()
 
L264[12:35:55] <Ordinastie> pretty sure
you're passing null to the method
 
L265[12:35:59] <Ordinastie> as your
mod
 
L267[12:36:39] <Lapiman> ...you know what
lol
 
L268[12:36:43] <Lapiman> I probably should
instantiate that
 
L269[12:37:39] <Ordinastie> but you know
what, if you had a breakpoint on NPEs, you'd have seen
that
 
L270[12:40:48] <Lapiman> I'm missing
the @Mod.Instance annotation but other than that I'm looking
at example code and they don't ever assign it to
anything
 
L271[12:40:55] <Lapiman> am I missing
something?
 
L272[12:41:37] <Ordinastie>
@Instance's purpose is to fill an object with the instance for
the specified mod
 
L273[12:41:44] <Ordinastie> which is
pointless for your own mod
 
L274[12:41:56] <Ordinastie> as you already
have your instance
 
L275[12:42:17] <Ordinastie> so, putting it
before the config field doesn't do anything
 
L276[12:42:43] <Ordinastie> not that it
would ever do anything as the name doesn't matches your id
anyway
 
L277[12:43:59] <Lapiman> yeah, I removed
that line
 
L278[12:46:09]
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L279[12:46:25] <Lapiman> still, when I put
the annotation on the right line, it still NPEs
 
L280[12:46:52] <Ordinastie>
<Ordinastie> not that it would ever do anything as the name
doesn't matches your id anyway
 
L281[12:47:13] <Lapiman> with the correct
modid, too
 
L282[12:47:18] <Lapiman> sorry,
should've mentioned
 
L283[12:47:48] <Ordinastie> I also said
it's pointless to use the annotation for your own mod
 
L284[12:47:54] <Ordinastie> just assign
the field yourself
 
L285[12:48:29] <Lapiman> assign it to
what? I can't find a single piece of example code in which the
instance is assigned to something
 
L286[12:48:52] ⇦
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L287[12:49:00] <williewillus> Ordinastie:
how are you supposed to get the object for your own mod without
@Instance? :P FML constructs your object not you
 
L288[12:49:18] <Ordinastie> instance =
this ?
 
L289[12:49:26] <tterrag> williewillus:
public MyMode() { instance = this; }
 
L290[12:49:35]
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L291[12:50:02] <williewillus> meh
 
L292[12:50:05] <Ordinastie> lol
 
L293[12:50:06] <Lapiman> so then instance
shouldn't be static
 
L294[12:50:27] <tterrag> what
 
L295[12:50:32] <Lapiman> * so should
instance not be static then?
 
L296[12:50:38] <tterrag> of course it
should be static
 
L297[12:50:43]
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L298[12:50:43] <tterrag> how would it be
useful otherwise
 
L299[12:50:46] <Lapiman> you can't do
staticvariable = this
 
L300[12:50:54] <tterrag> you absolutely
can
 
L301[12:51:06] <tterrag> `this` is just a
reference to the current object
 
L302[12:52:00] <Lapiman> ...huh
 
L303[12:52:14] <Lapiman> I just tried it -
"cannot use this in a static context"
 
L304[12:52:37] <Ordinastie>
obviously
 
L305[12:54:13] <Lapiman> I also can't
do instance = new Modclass() because Forge constructs the object
for me...
 
L306[12:54:25] <LexManos> your constructor
isnt a static context...
 
L307[12:54:37] <Ordinastie> if only you
could access your field from somewhere else
 
L308[12:56:25] <Lapiman> oh that's
what tterag was saying. adding a constructor now, sorry it took me
so long to catch on
 
L309[12:57:20] ⇦
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L310[12:58:59] <FusionLord> anyone have a
good explanation for ItemStack.EMPTY vs null?
 
L311[12:59:03]
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L313[12:59:52] <williewillus> for one it
avoids if (stack.size <= 0) inv.setStack(idx, null) checks
 
L314[13:00:05] <williewillus> since the
stack automatically becomes invalid once it passes 0
 
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L318[13:10:46] <ghz|afk> AHHH
 
L319[13:10:48] <ghz|afk> steam is back
up
 
L321[13:11:32] <ghz|afk> Steam Is Down
[UPDATE: Steam Is No Longer Down]
 
L322[13:13:11] <ghz|afk> I spoke too
soon?
 
L323[13:13:23] <ghz|afk> steam did
login
 
L324[13:13:26] <ghz|afk> but the store
page is blank
 
L325[13:13:41] <ghz|afk> on the
client
 
L327[13:13:46] <ghz|afk> this works
 
L328[13:13:48] <howtonotwin> steamstat.us
says store is normal
 
L329[13:14:16] <howtonotwin> nonetheless
the site is broken for me as well
 
L330[13:14:19] <ghz|afk> ah now
 
L331[13:14:25] <ghz|afk> took a few
refreshes
 
L332[13:16:15] <windy> up for me now
 
L333[13:16:58] <windy> just got 8 games
for the price of one \o/
 
L334[13:18:00] <Akkarin> I didn't
know I was in #steamstatus on Esper :o awesome I always wanted live
updates!
 
L335[13:18:03] *
Akkarin runs 
L336[13:25:58] *** MineBot sets mode: -b
*!*@asie.pl
 
L337[13:35:05] <PaleoCrafter> oh,
what'd asie do? xD
 
L338[13:35:17] <Ordinastie> to get
unbanned ? :p
 
L339[13:35:30] <PaleoCrafter> to get
banned in the first place :P
 
L340[13:38:32] <ghz|afk> there was this
conversation with lex
 
L341[13:38:36] <ghz|afk> it started
nicely
 
L342[13:38:57] <ghz|afk> lex was being
nice and such, going through a codebase and explaining some of its
flaws
 
L343[13:39:15] <ghz|afk> and thne suddenly
asie's sanity just collapsed for some reason
 
L344[13:39:50] <ghz|afk> so lex seta ban
for 6d
 
L345[13:39:57] <PaleoCrafter> ah,
well
 
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L355[14:08:09] <Creysys> Hello there is
anybody familiar with how minecraft calculates light values?
 
L356[14:09:45] <ghz|afk> vaguely
 
L357[14:11:31] <Creysys> Me too i mean i
know what happens if i place a torch but i don't know about
removing one/blocking the torches path
 
L358[14:13:38] <ghz|afk> ah
 
L359[14:13:54] <ghz|afk> well there's
some kind of light calculation "task", that runs whenever
there need to be light updates computed
 
L360[14:14:04] <ghz|afk> but yeah
can't really say much about
 
L361[14:14:06] <ghz|afk> that
 
L362[14:16:25] <Creysys> I have this crazy
idea of implementing minecraft lighting with rgb and a max range of
256 into my own game but im dumb ^^
 
L363[14:16:57] <howtonotwin> didn't
tterr.g start on something like that?
 
L364[14:16:59] <ghz|afk> that may be a bit
hard
 
L365[14:17:09] <howtonotwin> wasn't
rgb but it did allow massive light values
 
L366[14:17:21] <howtonotwin> and also
negative light, smhw
 
L367[14:17:37] <Creysys> Wtf negative
light :D
 
L368[14:18:15] <Creysys> Its really just
about the algorithm of calculating lighting values and making it
efficient
 
L369[14:18:32] <ghz|afk> the reason mc
makes the max light value 15 is so that it only needs at most one
extra chunk on each direction
 
L370[14:19:09] <ghz|afk> if you were to
have up to 256
 
L371[14:19:18] <ghz|afk> the light values
would have to "cascade" over into other chunks
 
L372[14:19:24] <ghz|afk> up to 16 on each
direction
 
L373[14:19:43] <ghz|afk> and 16*16*16 is a
bit too big
 
L374[14:20:28] <Creysys> You dont
"have" to make a light that has a range of 256
 
L375[14:20:48] <ghz|afk> yes but I
mean
 
L376[14:20:50] <ghz|afk> at that
point
 
L377[14:21:01] <ghz|afk> it would be
easier and more efficientto use light projection
 
L378[14:21:05] <ghz|afk> instead of
precomputed values
 
L379[14:21:20] <Creysys> U mean a
shader?
 
L380[14:21:25] <ghz|afk> yes
 
L381[14:21:30] <ghz|afk> well shader only
works on client
 
L382[14:21:43] <ghz|afk> you still need to
compute stuff on the server for spawn control
 
L383[14:21:50] <Creysys> I have a deferred
rendering pipeline and lights are working perfectly
 
L384[14:22:00] <Creysys> But if you feel
like decorating your home with some torches
 
L385[14:22:03] <Creysys> bb fps
 
L386[14:22:24] <Lisimba> With a light
range of 256 you got to update a huge amount of blocks when
something changes.
 
L387[14:23:16] <Creysys> Alright if
lightValue > 32 throw new Exception("u crazy")
 
L388[14:23:18] <Creysys> u happy now?
:D
 
L389[14:23:57] <Creysys> Shadows would be
a pretty big problem too then
 
L390[14:24:17] <Creysys> I have to use
precomputed values since the geometry is changing and i cant
shadowmap every torch
 
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L393[14:28:32] <Creysys> Also the free
ambient occlusion is pretty nice
 
L394[14:33:31] ⇦
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L395[14:35:58] ***
Keridos is now known as Keridos|away 
L396[14:42:41] <tterrag> howtonotwin: you
are thinking of cptspacetoaster
 
L397[14:42:50] <tterrag> and his colored
lights
 
L398[14:43:20] <tterrag> or maybe rwtema,
he did something weird with lights
 
L399[14:43:28] <howtonotwin> yeah I think
rwtema
 
L400[14:43:30] <howtonotwin> woops
:P
 
L401[14:43:45] <howtonotwin> I saw it on
twitter an age ago
 
L402[14:43:49] <Creysys> CptSpaceToaster
is correct
 
L403[14:44:33] ***
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L405[14:50:25] <Tencao> Is
world.getSkylightSubtracted() only suppose to return something
server side?
 
L406[14:50:31] <Tencao> Client side always
seems to be 0
 
L407[15:12:15] *** V
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L409[15:16:28] <williewillus> tfw for AOC
d23-2 I just recoded the program in C :P
 
L410[15:16:31] <williewillus> complete
with gotos
 
L411[15:19:20] <howtonotwin> "AOC
d23-2"?
 
L412[15:20:58] <PaleoCrafter> uhm... can
somebody tell me how to rotate a slab I created with a saw in
Chisels & Bits? xD
 
L413[15:21:21] <williewillus> advent of
code
 
L414[15:21:24] <williewillus> day 23 part
2
 
L415[15:21:39] <PaleoCrafter> it says
something about mouse wheel to cycle placement rotation, but
scrolling/clicking the mousewheel doesn't do shit
 
L416[15:22:46] <howtonotwin> ah
 
L417[15:24:36] <PaleoCrafter> oh... it
will only rotate around the y axis, will it?
 
L418[15:25:00] ⇦
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L419[15:25:39] ***
Zyf_B_Gone is now known as Zyferus 
L420[15:26:00] <ghz|afk> PaleoCrafter: if
you want to like, movei t from horizontal to vertical, I have no
idea
 
L421[15:26:09] <ghz|afk> but if it's
just on one side and oyu want to change the side, you can just
place it in a different direction
 
L422[15:26:16] <ghz|afk> I mean by looking
in another direction
 
L424[15:28:07] <PaleoCrafter> but I want
it directly below the ceiling
 
L425[15:28:20] ⇦
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L426[15:29:57] <ghz|afk> ah
 
L427[15:30:01] <ghz|afk> hmm
 
L428[15:30:02] <ghz|afk> wait
 
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L430[15:30:08] <ghz|afk> you can use
"free placement" mode can't you?
 
L431[15:30:15] <PaleoCrafter> yeah, but
that's cumbersome :P
 
L432[15:30:15] <ghz|afk> you should be
able to place it higher up?
 
L433[15:30:23] <ghz|afk>
alternatively
 
L434[15:30:29] <ghz|afk> place it
anywhere
 
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L436[15:30:37] <ghz|afk> undo the
slab
 
L437[15:30:46] <ghz|afk> by using the
chisel to remove the rest of the bits
 
L438[15:30:54] <ghz|afk> than create the
slab using the bits in "large cube" mode
 
L439[15:31:11] <Koward> I have something
weird happening. My new block don't look for blockstate for
his models, he go straight away looking for
models/blocks/registry_name.json
 
L440[15:31:13] <ghz|afk> ends up being
faster than using a crafting table to create pieces
 
L441[15:31:32] <ghz|afk> Koward: wat
 
L442[15:31:50] <ghz|afk> are you sure
it's not using the blockstates file?
 
L443[15:31:59] <ghz|afk> can you show
it?
 
L444[15:33:17] <PaleoCrafter> I think
I'll just use one of those template things xD
 
L445[15:33:28] <Koward> Yep in a moment,
need to relog back on another machine
 
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L448[15:34:27] <ghz|afk> PaleoCrafter:
have you actually used the placement modes?
 
L449[15:34:37] <ghz|afk> the radial menu
you can pop up with alt and such
 
L450[15:34:48] <ghz|afk> unless you have
actual detail
 
L451[15:34:53] <PaleoCrafter> I have
:P
 
L452[15:34:55] <ghz|afk> it's faster
to use that than to make patterns and shit
 
L453[15:35:15] <ghz|afk> just pop some
quadrants off from a full block to make one slab
 
L454[15:35:23] <ghz|afk> and then place
some bits back to make another one
 
L455[15:35:27] <PaleoCrafter> well, I want
a half brick/half wood block, so that's probably fastest
:P
 
L457[15:36:57] <Koward> At first I had a
model dirt_slab.json and it was always "selected" for all
states. When I renamed it, the block went purple. I think it does
not care about the blockstate file.
 
L458[15:37:42] <ghz|afk> xcept that's
not how block models work
 
L459[15:37:48] <ghz|afk> is this when in
world
 
L460[15:37:50] <ghz|afk> or in hand?
 
L461[15:38:19] <Koward> Both.
 
L462[15:38:30] <ghz|afk> do you have a
custom state mapper?
 
L463[15:38:41] <Koward> I
don't.
 
L464[15:38:49] <ghz|afk> then it must be
looking for the blockstates file.
 
L465[15:39:20] <ghz|afk> when you said
"models/blocks/registry_name.json"
 
L466[15:39:21] <Koward> Let me share the
log
 
L467[15:39:23] <ghz|afk> do you mean
exactly that
 
L468[15:39:26] <ghz|afk> or
yourmodid:whatever
 
L470[15:41:19] <Koward> I mean the actual
model file in my assets was named by the registry name,
dirt_slab.
 
L471[15:42:35]
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L472[15:43:30] <ghz|afk> the log error is
from
 
L473[15:43:31] <ghz|afk>
ModelBakery.loadVariantItemModels
 
L474[15:43:37] <ghz|afk> so it's
loading the item model
 
L475[15:43:57] <ghz|afk> do you have an
item model
 
L476[15:44:03] <ghz|afk> with
"parent":"dirt_block" by any chance?
 
L477[15:44:28] <Koward> Indeed, but with
the modid in front. So parents are only vanilla ?
 
L478[15:44:38] <ghz|afk> no
 
L479[15:44:40] <Koward> Damn I just wanted
to apply a standard transformation
 
L480[15:44:43] <Koward> Oh
 
L481[15:44:48] <ghz|afk> but
"dirt_block" is the one you deleted, isn't it?
 
L482[15:44:54] <ghz|afk> you used to have
it, you said
 
L483[15:45:26] <Koward> Oh of course it
points to the model not the blockstate
 
L484[15:45:34] <ghz|afk> yep
 
L485[15:47:08] <Koward> Ok for the item,
but why would that affect the block in the world ? I'm
checking if I still have problems right now
 
L486[15:48:00] <Koward> I don't have
a single error in the log anymore, but the block in the world
displays whatever inventory model I set
 
L487[15:48:23] <Koward> I'll see what
happens when I delete this inventory model
 
L488[15:50:34] <ghz|afk> the placed block
and the itemstack block are completely independent
 
L489[15:50:42] <ghz|afk> they won't
affect eachother
 
L490[15:50:49] <ghz|afk> blocks go through
the blockstates files
 
L491[15:50:54] <ghz|afk> items go through
the setcustomMRL calls
 
L492[15:54:07] <Koward> Problem solved
after deleting the item json. Even the item is correct now.
 
L493[15:54:47] <Koward> Tho I have one
last question, the grass color. I think a couple versions ago
BlockGrass actually overrided some methods for that, but now it
does not seem to be the case
 
L494[15:55:02] <howtonotwin> It's
tintindex
 
L495[15:55:08] <howtonotwin> and
BlockColor(s)
 
L496[15:55:18] <ghz|afk> it uses
IBlockColor/IItemColor
 
L498[15:55:37] <howtonotwin> You register
an IBlockColor into BlockColors and the system calls those to get
the tints for models
 
L499[15:55:39] <ghz|afk> something like
that
 
L500[15:56:02] <ghz|afk> note that
it's in init() since it requires minecraft to be somewhat
initialized
 
L501[15:56:11] <howtonotwin> can't
you lambdafy that?
 
L502[15:56:29] <ghz|afk> yes
 
L503[15:56:30] <Koward> Oh okay. The
vanilla grass do not do this, I guess it's hardcoded and
it's Forge that allows us to replicate that ?
 
L504[15:56:34] <ghz|afk> but that code is
oldish
 
L505[15:56:37] <ghz|afk> from before
lambdas worked
 
L506[15:56:42] <ghz|afk> (with obf
interfaces)
 
L507[15:56:43] <howtonotwin> Grass def
does that
 
L508[15:56:50] <howtonotwin> it's a
vanilla mechanism
 
L509[15:56:55] <ghz|afk> Koward: yes it
does, it's just initialized elsewhere
 
L510[15:57:00] <ghz|afk> outside of the
grass class
 
L511[15:57:12] <Koward> Ok thanks
guys
 
L512[15:57:13] <ghz|afk> look for usages
of IBlockColor
 
L513[15:57:20] <howtonotwin> Type
hierarchy it
 
L514[15:57:53] <howtonotwin> Meanwhile
I've started to create a PropertyManager for my blocks and
I'm going to be doing algebra forever now...
 
L515[15:57:54] <ghz|afk> nah it's all
anonymous interface implementations
 
L516[15:57:59] <ghz|afk> in
BlockColors.init
 
L517[15:58:02] <howtonotwin> it should
find anon classes
 
L518[15:58:31] <howtonotwin> oh
 
L519[15:58:35] <howtonotwin> it
doesn't
 
L520[15:58:38] <ghz|afk> it's really
the same that I have, just getGrass*
 
L521[15:58:42] *
howtonotwin gives out bad advice 
L522[15:58:45] <ghz|afk> instead of
getFoliage*
 
L523[15:59:27] <Koward> Should I not use
ColorHandlers.BlockFoliageColor ?
 
L524[15:59:47] <ghz|afk> where's
that?
 
L525[16:00:22] <ghz|afk> I don't see
that in my mdk
 
L526[16:00:51] <Koward> Oh nevermind
 
L527[16:01:34] <Koward> It's
external, some guy added it to the project I thought it was in a
forge package
 
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L535[16:19:04] <ghz|afk> we do forge, not
liteloader ;p
 
L536[16:19:08] <ayyliens> :P
 
L537[16:19:23] <ayyliens> but thats the
thing I want to say compatible with forge :(
 
L538[16:21:11] <ghz|afk> seems like
liteloader uses gradle?
 
L539[16:21:19] <ghz|afk> can't you
just import the gradle project?
 
L540[16:21:29] <ghz|afk> you may not have
run configs the way forge does
 
L541[16:21:29] <ayyliens> let me try that
again
 
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L543[16:23:53] <ayyliens> wow
 
L544[16:24:00] <ayyliens> i dumb
 
L545[16:24:21] <ayyliens> gradle worked
like a charm
 
L546[16:25:07] <harmony> oh ffs, why did I
set up that ping
 
L547[16:25:17] <ghz|afk> which ping?
XD
 
L548[16:25:24] <harmony> charm ...
 
L549[16:25:32] <ghz|afk>
"harm"?
 
L550[16:25:35] <williewillus> that's
why you require spaces around it
 
L551[16:25:43] <ghz|afk> yeah or at least
a word break
 
L552[16:25:45] <harmony> someone wanted to
call me charm
 
L553[16:25:55] <harmony> that's
why
 
L554[16:25:58] <ghz|afk> heh
 
L555[16:26:09] <ghz|afk> well that's
bound to have false positives ,p
 
L556[16:26:15] <ghz|afk> ;P*
 
L557[16:26:30] ***
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L558[16:26:51] <ayyliens> LOL
 
L559[16:26:56] <ayyliens> gotem!!!
 
L560[16:28:20] <williewillus> in extreme
hills does ice still freeze even if it's covered and
lit?
 
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L575[17:01:07] <Koward> Should
substitution blocks be registered or can we directly give the
instance ?
 
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L578[17:15:35] <Tencao> Is there anyway to
force a tile entity update. I have two boolean values client and
server that never match
 
L579[17:16:38] <tterrag> why would they
match?
 
L580[17:17:06] <Tencao> Because I'm
setting the active state
 
L581[17:17:29] <tterrag> and?
 
L582[17:17:34] <tterrag> what is
that?
 
L583[17:18:28] <Tencao> A boolean to say
whether or not the tile is ready to do it's functions or
not?
 
L584[17:18:35] <Tencao> I dont understand
what you're trying to ask
 
L585[17:21:28] <tterrag> I'm asking
why you think they should match. server and client are two entirely
separate environments. why would they sync some random
boolean?
 
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L588[17:22:35] <Tencao> Because I'm
setting the nbt server side, and I'm trying to send it back to
the client to read and sync their values
 
L589[17:23:17] <Tencao> I'm wanting
to know is there a way to force a sync with the nbt when the data
changes
 
L590[17:23:24] <ghz|afk> you said it
yourself, you have to send it to the client
 
L591[17:23:36] ***
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L592[17:23:44] <ghz|afk> if you want to
use the "getUpdatePacket" system that's already in
place, that is triggered by world.notifyBlockUpdate
 
L593[17:24:02] <Tencao> So I have to call
notifyBlockUpdate to force the sync
 
L594[17:24:15] <ghz|afk> not
"force"
 
L595[17:24:19] <ghz|afk> to sync, at
all
 
L596[17:24:39] <ghz|afk> mc will use
getUpdateTag to get the initial info during bulk chunk
transfers
 
L597[17:24:57] <ghz|afk> but after that,
it won't bother sending anything unless someone requests an
update through notifyBlockUpdate
 
L598[17:25:06] <ghz|afk> the alternative
is to use your own packets
 
L599[17:25:20] <ghz|afk> and sync on your
terms, using whatever packet contents you think are best
 
L600[17:25:30] <ghz|afk> it's more
efficient that way, but it requires extra work
 
L601[17:25:39] <Tencao> Thanks, I'll
look into both
 
L602[17:25:54] <ghz|afk> for reference,
getUpdateTag ends up calling handleUpdateTag
 
L603[17:26:08] <ghz|afk> while
getUpdatePacket ends up calling onDataPacket
 
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L606[17:30:37] <Tencao> My problem was
solved the moment I put the notifyBlock, thanks ghz
 
L607[17:31:36] <ghz|afk> by the way I hope
you aren't actually using NBT directly in the
TileEntity?
 
L608[17:31:48] <ghz|afk> I mean besides
readFromNBT/writeToNBT and such
 
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L610[17:32:39] <Tencao> No, just the
normal
 
L611[17:33:09] <ghz|afk> wow
 
L612[17:33:11] <ghz|afk> pro
phishing
 
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L624[17:45:56] <ayyliens> wow @ghz that is
crazy clever
 
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L641[19:05:48] <ayyliens> any way that I
can invoke a client side method once the player joins the server
and connection has been established?
 
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L643[19:06:09] <ayyliens> there is
FMLNetworkEvent.ClientConnectedToServerEvent
 
L644[19:06:20] <diesieben07> but?
 
L645[19:06:21] <ayyliens> but im looking
for like one that follows that
 
L646[19:06:30] <diesieben07> what for?
:D
 
L647[19:06:53] <ayyliens> So I can popup a
gui once they join a server
 
L648[19:07:30] <diesieben07> and that
event doesn't work?
 
L649[19:07:41] <ayyliens> well it happens
as they start connection
 
L650[19:07:54] <ayyliens> "Fired at
the client when it is about to connect to a server"
 
L651[19:07:57] <diesieben07> it fires when
FMLs handshake is complete
 
L652[19:08:07] <diesieben07> then that
javadoc is wrong
 
L653[19:08:17] <ayyliens> yeah the one im
using is old af lol
 
L654[19:08:44] <diesieben07> it says
"Fired at the client when a client connects to a server"
for me
 
L655[19:09:16] <ayyliens> let me give it a
try
 
L656[19:10:05] <ayyliens> didnt seem to
open the gui :(
 
L657[19:10:19] <diesieben07> to the
debugger :P
 
L658[19:10:24] <ayyliens> yeah
 
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L660[19:15:43] <diesieben07> my suspicion
that GuiConnecting calls displayGuiScreen(null) to close
itself
 
L661[19:15:46] <diesieben07> and that
overrides your GUi
 
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L663[19:16:09] <Lapiman> I've got a
slab, and it won't stack - when I attempt to create a
doubleslab, it instead places another single slab in the blockpos
above it
 
L665[19:16:32] <Lapiman> Is anything
suspect?
 
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L668[19:18:55] <diesieben07> and,
unrelated: unlocalized name should include your ModID, don't
remove it (
https://git.io/vMvgV) 
L669[19:19:12] <Lapiman> Variant.Default
instead on the first line?
 
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L671[19:19:30] <diesieben07> no you have
to return the variant represented by hte ItemStack
 
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L674[19:21:42] <Lapiman> IT WAS
VARIANT.DEFAULT! woo
 
L675[19:21:50] <Lapiman> thanks
diesieben07
 
L676[19:22:03] <diesieben07> no -_-
 
L677[19:22:15] <diesieben07> wait
 
L678[19:22:22] <diesieben07> why the EFF
do you even have a variant...
 
L679[19:22:28] <diesieben07> if you have
ONE entry for it...
 
L680[19:22:37] <Lapiman> yeah, that struck
me as odd as well
 
L681[19:22:52] <Lapiman> but that is what
BlockPurpurSlab does
 
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L683[19:23:18] <diesieben07> gahh mojang
-_-
 
L684[19:23:24] <Lapiman> :/
 
L685[19:23:29] <diesieben07> great
abstraction... fucking broken as shit
 
L686[19:23:30] <diesieben07> oh well
 
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L688[19:38:25] <Lapiman> diesieben07: does
that mean the lang file will have every entry be like
tile.modid.blockname=asdkfjl ?
 
L689[19:38:37] <diesieben07> yep.
 
L690[19:40:21] <diesieben07> the point is
that language entries only have one big global pool
 
L691[19:40:38] <diesieben07> if you just
do tile.coolMachine.name then every mod that also has that entry
will collide with yours
 
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L693[19:54:04] <parzivail> could anyone
spare a bit of time to entertain an issue with chunkgen?
 
L694[19:57:59] <diesieben07> depends on
the issue. just ask
 
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L696[19:58:32] <diesieben07> well
then.
 
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L698[20:00:01] <parzivail> ...aaaaand
HexChat crashed. my issue is that, while I've implemented a
custom chunk provider, none of the blocks every get skylit.
 
L699[20:01:38] <parzivail> light sources
like torches and lava and whatnot all work as expected, but no
light ever comes from the day/night cycle despite having
Chunk#generateSkylightMap in my IChunkGenerator#provideChunk
 
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L710[20:56:29] <parzivail> hey briefcase
speakers
 
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L717[21:05:44] <Zorn_Taov> for mcmod.info
when did we start using modListVersion? 1.8.9?
 
L718[21:09:06] <parzivail> whatever came
out in november 2012
 
L719[21:12:50] <parzivail> just checked.
yes, 1.8.9
 
L720[21:14:35] <parzivail> well, actually,
1.8.9 was the last to *not* have it as far as I can tell
 
L721[21:14:42] <parzivail> so...
1.8.10?
 
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L725[21:48:41] <tterrag> there was no
1.8.10
 
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