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L1[00:00:04] <mistamadd001> aaahhh
L2[00:00:08] <McJty> yes, pack format 2
L3[00:00:10] <McJty> Then it will work with en_US.lang
L4[00:00:38] <killjoy> or you could just change the name.
L5[00:00:52] <McJty> Well my mods need to work on 1.10 and 1.11 at the same time
L6[00:00:54] <killjoy> pack_format requires you have a pack.mcmeta
L7[00:01:01] <McJty> So I can't change the name as 1.10 doesn't support that
L8[00:01:07] <McJty> Well but that's not really hard :-)
L9[00:01:29] <killjoy> windows makes you jump though hoops if you're trying to commit to git
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L14[00:12:59] <RebelKeithy> wait, you have to do something special to get lang files to work in both versions...
L15[00:13:18] <killjoy> add a pack.mcmeta to resources
L16[00:13:31] <killjoy> {"pack":{"pack_format": 2}}
L17[00:14:15] <RebelKeithy> hmm, I didn't do that, but I'm still getting localized names in 1.10
L18[00:14:41] <killjoy> huh
L19[00:14:50] <RebelKeithy> oh, I'm using en_US.lang
L20[00:15:08] <RebelKeithy> but I'm getting localized names in 1.11 too
L21[00:16:56] <McJty> hmm that's strange
L22[00:17:01] <McJty> Unless something has changed there
L23[00:17:53] <mistamadd001> im still having issues with my tab not renaming...
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L27[00:22:46] <mistamadd001> the only thing i have in my .lang file is itemGroup.ag_tab=Ancient Genetics
L28[00:26:31] ⇦ Quits: Gaelan (~Gaelan@184-157-248-58.dyn.centurytel.net) (Quit: Gaelan)
L29[00:35:32] <killjoy> Would it be possible to display chunks without actually "loading" them?
L30[00:35:57] <killjoy> right now, any render distance above 10 is useless on a server.
L31[00:37:05] <mistamadd001> perhaps if you saved a topographical image of the terrain you could render that as an image, but it would be a shitload of work
L32[00:37:59] <McJty> killjoy, if it doesn't load them then what can it display?
L33[00:38:15] <killjoy> I mean tick
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L36[01:11:15] <killjoy> Why haven't I been playing on 32 chunks all this time?
L37[01:11:18] <killjoy> It looks amazing!
L38[01:12:21] <mezz> crippling lag?
L39[01:12:39] <mistamadd001> hahaha
L40[01:12:41] <killjoy> It's not that bad
L41[01:12:51] <mistamadd001> i can barely run on default settigns
L42[01:13:04] <killjoy> It's just the worldgen that bites you in the ass
L43[01:13:18] <mistamadd001> i never run on fancy, no clouds and limited particles
L44[01:13:24] <killjoy> on the server, 300mb used, 22% free
L45[01:13:29] <killjoy> That's default ram
L46[01:13:54] <killjoy> I should get some shaders
L47[01:14:09] <killjoy> Here's a 4k screenshot. https://cdn.discordapp.com/attachments/181868474732249099/264289484818874369/2016-12-30_02.11.34.png
L48[01:14:47] <killjoy> This gives me gloating rights, yes?
L49[01:15:20] <mistamadd001> i like that mountain of in the distance, looks like a cool place for a base
L50[01:16:57] <mistamadd001> whats the seed?
L51[01:18:20] <killjoy> 7897492294497831182
L52[01:20:06] *** AbrarSyed is now known as Abrar|gone
L53[01:20:53] <killjoy> shaders mod looks shady now
L54[01:21:01] <killjoy> I feel more comfterable using optifine
L55[01:21:49] <killjoy> Instead of just putting the jar behind adfly, it puts an installer behind adfly, which prompts you to install spyware
L56[01:22:15] <killjoy> no checkmark, just "accept" or "decline"
L57[01:22:20] <killjoy> as if it's a EULA
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L59[01:27:31] <killjoy> Here's a shot with shaders. https://cdn.discordapp.com/attachments/181868474732249099/264293326168129536/2016-12-30_02.26.58.png
L60[01:28:02] <TehNut> If you have OF installed, use it's screenshot upscaling
L61[01:28:18] <killjoy> I got a whopping 30 fps on that scene
L62[01:28:30] <killjoy> I have a 4k monitor
L63[01:28:45] <TehNut> upscale from 4k :D
L64[01:29:12] <killjoy> to IMAX?
L65[01:29:19] <killjoy> I like the way you think
L66[01:29:41] <TehNut> 32k or bust
L67[01:30:04] <killjoy> who needs antialiasing at that resolution?
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L69[01:31:17] <killjoy> Is now a bad time to say I'm not using Optifine?
L70[01:31:18] <mistamadd001> just loading that image is slow for me :P
L71[01:32:09] <mistamadd001> reminds me of the blue mountains in sydney
L72[01:32:34] <killjoy> The shader pack I'm using is Sildurs Vibrant Shaders v1.141 Extreme
L73[01:32:41] <mistamadd001> http://cdn.explorerbus.com.au/images/small/index.html_PHOTO1.jpg
L74[01:33:06] <killjoy> I like it because during sunset, you get a rainbow
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L76[01:33:31] <killjoy> Literally. https://cdn.discordapp.com/attachments/181868474732249099/264294852982734848/2016-12-30_02.32.49.png
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L78[01:34:13] <mistamadd001> thats cool
L79[01:34:23] * mistamadd001 gives a thumbs up
L80[01:34:57] <killjoy> Here's another shot of the lake. https://cdn.discordapp.com/attachments/181868474732249099/264295201332264960/2016-12-30_02.34.29.png
L81[01:35:22] <killjoy> I don't know what's up with that white line on the horizon
L82[01:35:50] <killjoy> it's very misty
L83[01:35:56] <mistamadd001> skybox edges from the looks
L84[01:36:15] <killjoy> I don't see them at sea level
L85[01:36:21] <killjoy> so yeah, probably
L86[01:36:22] <mistamadd001> strange
L87[01:36:59] <mistamadd001> probably because the skybox finishes below sealevel but as you get higher the horizon rises above the terrain
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L89[01:42:16] <mistamadd001> other than that its a freaking cool shaders pack
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L92[01:47:23] <mistamadd001> how do we put edges on item textures, my item has a front and back but invisible edges
L93[01:48:39] <McJty> 'invisible edges'? What do you mean by that?
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L95[01:49:09] <killjoy> like with the builtin texture?
L96[01:49:29] <killjoy> do the edges of the texture have any transparency?
L97[01:49:34] <killjoy> the brush will add that
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L100[01:51:54] <mistamadd001> http://imgur.com/a/S2ivz
L101[01:52:41] <killjoy> looks like transparent edges on the item
L102[01:52:52] <mistamadd001> yea how do i change that
L103[01:53:22] <killjoy> photoshop or gimp?
L104[01:53:38] <killjoy> find the semi-flatten feature
L105[01:56:19] <mistamadd001> hmm, gunna have a look now
L106[02:00:04] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161230 mappings to Forge Maven.
L107[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161230-1.11.zip (mappings = "snapshot_20161230" in build.gradle).
L108[02:00:18] <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/
L109[02:05:28] <mistamadd001> I cant figure it out, im just gunna deal with it for now
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L127[03:55:07] <mistamadd001> is anyone here looking to start a new project and willing to take on an apprentice (me) to help them learn MCforge coding?? (I have the idea)
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L484[04:12:07] <mistamadd001> o7
L485[04:12:14] <mistamadd001> is anyone here looking to start a new project and willing to take on an apprentice (me) to help them learn MCforge coding?? (I have the idea)
L486[04:21:01] ⇦ Quits: McJty (~jorrit@94-224-154-146.access.telenet.be) (Quit: Leaving)
L487[04:21:26] *** covers1624_ is now known as covers1624
L488[04:45:27] <mistamadd001> do you need to create a tileentity AFTER creating a block for a machine or just a tileentity
L489[04:46:56] <ghz|afk> a tileentity is an object that lets you have extra data & logic on a block
L490[04:47:06] <ghz|afk> the Block is just something that tells the game what is in a tile
L491[04:47:54] <ghz|afk> there's only one instance of it, that manages all grid cells (tiles) containing that block
L492[04:48:26] <ghz|afk> meanwhile, each tile can optionally contain a TileEntity, which can be used by the block to keep extra data that wouldn't fit in the 4bit metadata value
L493[04:48:42] <ghz|afk> it is technically possible that the TileEntity and Block don't match up
L494[04:48:48] <ghz|afk> but usually only due to bugs
L495[04:48:53] <mistamadd001> lol right
L496[04:48:56] <ghz|afk> and it's highly discouraged to use that as a feature
L497[04:52:59] <mistamadd001> ok so im currently trying to create my first block, in your opinion is it necessary/preferable to extend block and create your own method that includes your creative tab as a default
L498[04:54:14] *** amadornes[OFF] is now known as amadornes
L499[04:54:44] <ghz|afk> if you have a simple block like end stone
L500[04:54:47] <ghz|afk> which only has one state
L501[04:55:03] <ghz|afk> and doesn't have any special logic at all
L502[04:55:05] <ghz|afk> you could just use
L503[04:55:18] <ghz|afk> new Block(...).setRegistryName.etc
L504[04:55:23] <ghz|afk> but that's the exception
L505[04:55:28] <ghz|afk> in most cases, you'll need your own override
L506[04:55:43] <ghz|afk> so you'll want to extend Block
L507[04:55:46] <ghz|afk> and at that point
L508[04:56:06] <ghz|afk> it's just nicer to put the creative tab, registry name, unlocalized name (translation key), etc inside the constructor
L509[04:56:42] <ghz|afk> but I have to go, be back in an hour or so
L510[04:56:47] * ghz|afk poofs
L511[05:05:37] *** PaleOff is now known as PaleoCrafter
L512[05:07:07] <PaleoCrafter> gah, why does *Adobe* have to do weird "install this additional shit you don't want automatically unless you uncheck the hard-to-find box" things? q.q
L513[05:07:36] <Ordinastie> dey got moneyz
L514[05:07:37] <fry> because profit?
L515[05:07:50] <mistamadd001> legit!!
L516[05:08:28] <mistamadd001> https://www.youtube.com/watch?v=6838mhAAgRk
L517[05:08:54] <mistamadd001> sorry that comment just reminded me of this song and thought I'd share it with you all
L518[05:09:00] <Ordinastie> eww
L519[05:09:23] <fry> https://www.youtube.com/watch?v=03TgkCVDlrA
L520[05:09:59] <mistamadd001> if you dont create an itemBlock will you not get an item in creative mode?
L521[05:10:18] <Ordinastie> you won't get an item period
L522[05:11:09] <mistamadd001> ok, well in that case, i must be doing something wrong, coz i've created a block and a corresponding itemBlock but it wont load
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L524[05:13:20] <mistamadd001> https://github.com/mistamadd001/AncientGenetics/tree/master/src/main/java/mistamadd001/ancientgenetics/block
L525[05:13:26] <mistamadd001> what have i dont wrong here?
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L527[05:15:30] <Ordinastie> well, there is no much point in having the registerBlock static
L528[05:16:11] <Ordinastie> and the fact that you should have check that the method is called
L529[05:16:18] <Ordinastie> with breakpoint and stuff
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L531[05:21:54] <mistamadd001> ?
L532[05:22:31] <mistamadd001> registerBlock only works if its static, dont as me why, IDEA keeps throwing an error if its nor
L533[05:22:32] <mistamadd001> not
L534[05:23:55] <Ordinastie> then you should learn about java and understand why it errors
L535[05:24:20] <mistamadd001> ok, just realised my rookie mistake
L536[05:24:51] <mistamadd001> what knowledge did you have when you first started modding?
L537[05:25:00] <Ordinastie> I knew how to code
L538[05:25:25] <mistamadd001> wow, ok fine
L539[05:41:17] ⇨ Joins: Glennox (~Glennox@185.87.107.90)
L540[05:42:14] <Glennox> Could someone help me to solve this problem: Description Build path specifies execution environment JavaSE-1.6. There are no JREs installed in the workspace that are strictly compatible with this environment.
L541[05:44:36] <Glennox> What i did was run gradlew setupDecompWorkspace && gradlew eclipse so its all setup for eclipse than i opened the eclipse folder with eclipse ofcourse
L542[05:57:02] <airbreather> OK so AttachCapabilitiesEvent.Entity is deprecated now... so am I supposed to use AttachCapabilitiesEvent<Entity> and then change my invoke(AttachCapabilitiesEvent.Entity) method to do type equality checks? seems like the opposite of what Lex said in the notes for https://goo.gl/thSpdH
L543[05:58:02] <ghz|afk> it works the same
L544[05:58:05] <airbreather> I know
L545[05:58:13] <ghz|afk> AttachCapabilitiesEvent<Entity> === AttachCapabilitiesEvent.Entity
L546[05:58:17] <ghz|afk> you don't have to change the body of it
L547[05:58:36] <ghz|afk> the event system uses custom metadata loading by the ASM library
L548[05:58:51] <ghz|afk> so it knows the actual generic type
L549[05:58:53] <airbreather> except the <Entity> gets erased at compile time, so this event will fire for every AttachCapabilitiesEvent<T> right?
L550[05:58:54] <airbreather> oh
L551[05:58:55] <airbreather> OK
L552[05:58:59] <ghz|afk> which would normally be dropped
L553[05:59:09] <airbreather> so it's dirty black magic
L554[05:59:15] <ghz|afk> yup
L555[05:59:17] <airbreather> thanks
L556[05:59:34] <ghz|afk> RegistryEvent.Register<Block> works under the same principle
L557[05:59:49] <ghz|afk> note that it only works for <Entity>, not <EntityPlayer>
L558[06:00:22] <ghz|afk> so you still have to test for subclass
L559[06:00:30] <airbreather> yep, I see why in ForgeEventFactory
L560[06:00:35] <mistamadd001> does Block have an itemstack drop property?
L561[06:00:43] <ghz|afk> getDrops
L562[06:00:59] <ghz|afk> fills a given list with the drops of the block
L563[06:01:12] <ghz|afk> or for middle-clicking, getPickBlock
L564[06:01:13] <mistamadd001> how would i setDrops...
L565[06:01:16] <ghz|afk> you do not
L566[06:01:29] <ghz|afk> if you need to customize the drops of an external block
L567[06:01:38] <mistamadd001> yes
L568[06:01:50] <ghz|afk> you can use BlockEvent.HarvestDropsEvent
L569[06:01:56] <ghz|afk> (I was looking up the exact name)
L570[06:02:20] <mistamadd001> ok so how(where) would that be implemented?
L571[06:02:31] <ghz|afk> it's an event
L572[06:02:39] <ghz|afk> you declare a method in a handler class
L573[06:02:42] <ghz|afk> with @SubscribeEvent
L574[06:02:51] <ghz|afk> and a single parameter of the event type (BlockEvent.HarvestDropsEvent)
L575[06:02:54] <ghz|afk> and then
L576[06:02:56] <ghz|afk> during initialization
L577[06:02:57] <ghz|afk> you call
L578[06:03:08] <ghz|afk> MinecraftForge.EVENT_BUS.register(the handler)
L579[06:03:20] <ghz|afk> in my survivalist mod, I have this
L580[06:03:32] <ghz|afk> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/rocks/RocksEventHandling.java
L581[06:03:53] <ghz|afk> I have the static register method, that I call from my main mod class
L582[06:03:58] <ghz|afk> and this method registers the event handling
L583[06:04:14] <ghz|afk> alternatively, I could have made the method static
L584[06:04:31] <ghz|afk> in which case it would work by adding @Mod.EventBusSubscriber to the class itself
L585[06:04:32] *** PaleoCrafter is now known as PaleOff
L586[06:04:40] <ghz|afk> note that only static methods get registered that way
L587[06:04:52] <ghz|afk> while only instance methods get registered by using an instance reference
L588[06:05:21] <mistamadd001> ok gimme a minute and ill try to create what i want and ill get you to check it if possible
L589[06:11:32] <mistamadd001> ok im stuck...
L590[06:12:14] <mistamadd001> @SubscribeEvent
L591[06:12:15] <mistamadd001> public void onBlockBreak(BlockEvent.HarvestDropsEvent event){
L592[06:12:15] <mistamadd001> if(event.isSilkTouching())
L593[06:12:16] <mistamadd001> return;
L594[06:12:18] <mistamadd001> List<ItemStack> drops = event.getDrops();
L595[06:12:20] <mistamadd001> drop.getItem()
L596[06:12:22] <mistamadd001> }
L597[06:12:26] <Ordinastie> -_-
L598[06:12:32] <Ordinastie> don't paste code here :x
L599[06:12:32] <mistamadd001> sorry for the spam,
L600[06:12:46] <ghz|afk> stuck how?
L601[06:12:50] <ghz|afk> what are you intending to do?
L602[06:13:06] <ghz|afk> explain your goal, not what you are trying to program specifically
L603[06:13:10] <mistamadd001> when i mine my ore it drops an item instead of the ore
L604[06:13:30] <ghz|afk> that's exactly what the link I gave you does
L605[06:13:30] <ghz|afk> ;P
L606[06:13:48] <ghz|afk> (my code)
L607[06:13:53] <ghz|afk> did you read through it?
L608[06:14:21] <airbreather> so wait, Forge finally enforces lowercase modids, but without adding built-in support for upgrading items in worlds saved with the not-lowercase modids, even when the only difference is in case? that's annoying
L609[06:14:40] <ghz|afk> what?
L610[06:14:46] <ghz|afk> it does upgrade
L611[06:14:52] <ghz|afk> any item saved gets its modid lowercased
L612[06:15:00] <mistamadd001> yea, i did, i guess my problem is I find it hard to understand what each part does
L613[06:15:02] <ghz|afk> IIRC
L614[06:15:18] <airbreather> I'll do a full end-to-end double-check, but I see in the log: This world was saved with mod YALSM which appears to be missing, things may not work well
L615[06:15:27] <ghz|afk> MAY
L616[06:15:45] <airbreather> and I don't see the items from my previous test run, but I'm not 100% completely sure I had them in that specific run
L617[06:15:47] <ghz|afk> but I think it will see it saved an item "MYMOD:itemname"
L618[06:15:49] <ghz|afk> will convert to
L619[06:15:52] <ghz|afk> "mymod:itemname"
L620[06:15:54] <ghz|afk> and see that it exists
L621[06:16:01] <ghz|afk> in case I'm wrong
L622[06:16:15] <ghz|afk> you can use FMLMissingMappingsEvent
L623[06:16:16] <airbreather> I know I can fix it, I've seen it done, it's just annoying if I have to
L624[06:16:48] <ghz|afk> but I believe the intention is that it SHOULD load uppercase modid items/blocks as their lowercase equivalents
L625[06:16:55] <ghz|afk> if it does not, it may be a bug
L626[06:20:03] <airbreather> OK false alarm, sorry. I must have done my last test run off-script, because part of every update is starting from the previous test world to make sure upgrades work
L627[06:20:17] <mistamadd001> whats the boolean for in the code you linked ghz?
L628[06:20:20] <airbreather> well, it's supposed to be
L629[06:20:45] <ghz|afk> mistamadd001: "any changed" literally
L630[06:20:47] <ghz|afk> if nothing changed
L631[06:20:54] <ghz|afk> I don't bother clearing the list and overwriting it
L632[06:20:54] <mistamadd001> but why is it there?
L633[06:21:04] <mistamadd001> where does the boolean get checked?
L634[06:21:05] <ghz|afk> because I don't want to modify the source list if I don't need to
L635[06:21:09] <ghz|afk> at the bottom?
L636[06:21:15] <ghz|afk> line 117?
L637[06:21:26] <mistamadd001> ahh, derp literlly looking right at it
L638[06:22:27] <mistamadd001> when you call a for statement is the : == in?
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L640[06:23:06] <ghz|afk> what?
L641[06:23:09] <ghz|afk> oh
L642[06:23:11] <ghz|afk> yes
L643[06:23:17] <ghz|afk> for( type a : b)
L644[06:23:19] <ghz|afk> is the same as C#'s
L645[06:23:24] <ghz|afk> foreach(t a in b)
L646[06:24:02] <mistamadd001> nvm, you create the newDrops as a buffer and then everything that gets placed in newDrops gets dropped?
L647[06:24:13] <ghz|afk> yes
L648[06:24:23] <airbreather> ghz|afk: speaking of that boolean, if it's for performance reasons, I'm guessing you're not getting nearly as much of an improvement from that as you would from using Lists.newArrayListWithCapacity, since the new list is always going to have the same size...
L649[06:24:35] <ghz|afk> airbreather: possibly
L650[06:24:39] <mistamadd001> ok, i think ive got my head around this
L651[06:24:45] <ghz|afk> but the lists are like, 5-10 items tops
L652[06:25:00] <ghz|afk> the cost of reallocating the internal storage is going to be negligible
L653[06:25:08] <mistamadd001> if i just want to drop one item from one ore(at this stage) a lot of this is not necessary
L654[06:25:35] <ghz|afk> yeh
L655[06:25:41] <airbreather> so is an array copy of 5-10 elements ;-)
L656[06:25:51] <ghz|afk> really
L657[06:25:52] <ghz|afk> I could just do
L658[06:26:00] <ghz|afk> new List(existing);
L659[06:26:05] <ghz|afk> and then just set/add as needed
L660[06:26:18] <ghz|afk> but meh
L661[06:26:24] <ghz|afk> I don't see the need to change that code
L662[06:26:25] <airbreather> it's totally irrelevant, it was just a point of discussion
L663[06:26:29] <airbreather> earlier
L664[06:26:31] <ghz|afk> yeah
L665[06:28:19] <Ordinastie> or you could simply replace the element in the list directly
L666[06:28:29] <Ordinastie> and save it all
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L668[06:30:21] * airbreather suppresses the urge to go into pedantry. His eye twitches a little. You know he's holding back something, but you can't quite tell what
L669[06:30:53] <ghz|afk> Ordinastie: I could
L670[06:30:58] <ghz|afk> but then if I have to add 2 in place of 1
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L672[06:31:15] <ghz|afk> the OCD-like part of my brain wouldn't let me just "add at the end"
L673[06:31:20] <ghz|afk> because I'd be splitting up the drops
L674[06:31:21] <ghz|afk> ;P
L675[06:31:38] <Ordinastie> -_-
L676[06:31:58] <Ordinastie> and you never need to add 2 anyway
L677[06:33:41] <ghz|afk> yes, but I realized that after I wrote the code, and then I couldn't bebothered to change it
L678[06:33:42] <ghz|afk> ;P
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L680[06:35:46] <Ordinastie> ghz|afk, you look bored
L681[06:36:19] <ghz|afk> I am, but not for lack of things to do
L682[06:36:19] <ghz|afk> XD
L683[06:36:22] *** ghz|afk is now known as gigaherz
L684[06:36:31] <Ordinastie> wanna try the shader thing ? ><
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L687[06:53:40] <mistamadd001> how do i reference another item ive created in an itemstack?
L688[06:54:02] <gigaherz> well, your item should probably be stored somewhere
L689[06:54:05] <mistamadd001> iow syntax
L690[06:54:07] <gigaherz> usually a field in your mod class
L691[06:54:11] <gigaherz> or your "moditems" class
L692[06:54:16] <mistamadd001> yes
L693[06:54:17] <gigaherz> if you choose to go that way
L694[06:54:18] <gigaherz> so
L695[06:54:25] <gigaherz> new ItemStack(YourMod.youritem);
L696[06:55:00] <mistamadd001> it is in AncientGenetics.item.ItemAmber.class
L697[06:56:41] <mistamadd001> nvm, sometimes working in an IDE is awesome, i'm so used to working in terminal lol
L698[06:59:45] <gigaherz> "sometimes" only?
L699[06:59:45] <gigaherz> ;p
L700[06:59:49] <gigaherz> for me, any time I open a terminal
L701[06:59:56] <gigaherz> is a failure
L702[07:00:02] <gigaherz> as in, someone failed to do things right
L703[07:00:06] <gigaherz> or I failed to find the right way to do it
L704[07:00:08] <gigaherz> ;P
L705[07:00:20] <mistamadd001> haha, i usually do webdev, so an IDE isnt really necessary
L706[07:00:49] <mistamadd001> a terminal and a mono instance is usually all i need
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L708[07:01:07] <mistamadd001> where do you get OreDictionaryHelper from?
L709[07:01:18] <gigaherz> my commons lib
L710[07:01:35] <gigaherz> https://github.com/gigaherz/Commons/blob/master/src/main/java/gigaherz/common/OreDictionaryHelper.java
L711[07:02:07] <gigaherz> I should make a forge PR with that someday
L712[07:02:07] <gigaherz> XD
L713[07:03:43] <mistamadd001> im trying to use the oredict and cant seem to get it working as i want it to, i want to look for "gemAmber" from Thaumcraft5 and if its found, use that as the drop, or if not, use my drop
L714[07:04:15] <gigaherz> OreDictionary.getOres("gemAmber")
L715[07:04:17] <gigaherz> returns a list
L716[07:04:20] <gigaherz> see if the list isn't empty
L717[07:04:27] <mistamadd001> ah, thank
L718[07:06:29] <mistamadd001> http://pastebin.com/7udZ9HA9
L719[07:06:56] <mistamadd001> sorry the check part is done, its getting the item if its found
L720[07:07:38] <gigaherz> uhh that's not what you should be doing
L721[07:07:51] <mistamadd001> clearly :P
L722[07:08:02] <gigaherz> you really need to get used to the IDE more
L723[07:08:03] <gigaherz> ;P
L724[07:08:04] <gigaherz> getOres returns a list of ItemStacks
L725[07:08:10] <gigaherz> so you'd want to do something like
L726[07:08:34] <gigaherz> OreDictionary.getOres("gemAmber").get(0).clone()
L727[07:08:41] <gigaherz> copy*
L728[07:08:50] <gigaherz> always clone the itemstacks since they are mutable
L729[07:08:50] <mistamadd001> ok, ill give that a try
L730[07:08:51] <gigaherz> ;P
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L732[07:10:31] <mistamadd001> im getting an error saying .clone has protected
L733[07:10:37] <gigaherz> copy, not clone
L734[07:10:38] <gigaherz> ;P
L735[07:10:43] <gigaherz> I corrected myself
L736[07:11:15] <mistamadd001> cannot resolve constructor :P
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L738[07:11:28] <gigaherz> what constructor?
L739[07:11:34] <mistamadd001> no idea
L740[07:11:40] * gigaherz facepalms
L741[07:11:57] <gigaherz> are you still trying to pass the return of that into a "new ItemStack"
L742[07:12:06] <mistamadd001> nooooo.... (fixed now)
L743[07:12:19] <mistamadd001> lmao fml im such a derp, not enough alcohol
L744[07:12:38] <gigaherz> so yo ucan only program when you are in your ballmer point?
L745[07:12:41] * mistamadd001 gets a stiff drink
L746[07:12:53] <gigaherz> peak*
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L748[07:13:07] <mistamadd001> i think less and read more... that is my biggest issue
L749[07:13:10] <gigaherz> https://xkcd.com/323/
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L753[07:19:49] <mistamadd001> LMAO love that
L754[07:22:13] * Glennox wipes sweat of his face!
L755[07:22:15] <Glennox> https://gyazo.com/ba98f83c87d540fad83cbe99f8123d27
L756[07:23:07] <gigaherz> you got sweaty just by editing your mcmod.info? ;P
L757[07:23:30] <Glennox> Took me 4 hours to get this far >.>
L758[07:23:48] <mistamadd001> ok um how and where do i register the event?
L759[07:24:04] <gigaherz> mistamadd001: doesn't matter much, preinit or init or something
L760[07:24:14] <mistamadd001> how?
L761[07:24:29] <gigaherz> I do it by calling RocksEventHandling.register() from my preinit
L762[07:24:38] <Glennox> @EventHandler
L763[07:24:38] <Glennox> public void init(FMLInitializationEvent event){
L764[07:24:38] <Glennox> System.out.println("init");
L765[07:24:38] <Glennox> }
L766[07:24:38] <Glennox>
L767[07:24:40] <gigaherz> but it's up to you how you do it
L768[07:24:46] <gigaherz> Glennox: pastebin
L769[07:24:54] <gigaherz> or gist
L770[07:24:58] <Glennox> sorry
L771[07:24:59] <gigaherz> or whatever your preferred paste-site is
L772[07:25:45] <mistamadd001> ill link you the whole file and you can give me a hint...
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L776[07:34:26] <mistamadd001> https://github.com/mistamadd001/AncientGenetics/blob/master/src/main/java/mistamadd001/ancientgenetics/block/BlockAmberOre.java
L777[07:35:09] <mistamadd001> gigaherz
L778[07:37:14] <gigaherz> it feels like you took a bunch of code pieces from random places and stuck them together ;p
L779[07:37:25] <mistamadd001> hahah, probably
L780[07:37:38] <gigaherz> wtf is "@EventHandler" doing there?
L781[07:37:43] <gigaherz> that belongs on the class that has @Mod
L782[07:37:49] <gigaherz> its full name is @Mod.EventHandler
L783[07:37:58] <gigaherz> and it only works for handling mod lifecycle events
L784[07:38:04] <gigaherz> it's useless anywhere else
L785[07:38:10] <mistamadd001> yea ive imported it, ok well ill delete that then
L786[07:38:31] <gigaherz> then, you have the class called BlockAmberOre
L787[07:38:36] <gigaherz> but it's not actually extending Block
L788[07:38:56] <gigaherz> is this actually going to be a block you make
L789[07:39:08] <gigaherz> or you just want to capture drops from other mod's amber blocks?
L790[07:39:14] <mistamadd001> yea, AGBlock extends Block
L791[07:39:37] <gigaherz> yes but "BlockAmberOre" does not, so the whole clas is kindof useless
L792[07:39:39] <gigaherz> but whatever
L793[07:39:46] <mistamadd001> well it works
L794[07:40:03] <gigaherz> so? that doesn't mean it's done right ;P
L795[07:40:26] <mistamadd001> so should i extend Block or AGBlock?
L796[07:40:52] <gigaherz> that's not waht I'm saying
L797[07:41:05] <gigaherz> I'm saying you have a class called BlockAmberOre, which isn't actually a block at all
L798[07:41:09] <gigaherz> it just does things related to amber
L799[07:41:10] <gigaherz> ;P
L800[07:41:32] <mistamadd001> well it is though, i have a block in game
L801[07:42:20] <gigaherz> well you see
L802[07:42:38] <gigaherz> take a look at the vanilla class for the iron ore block
L803[07:42:45] <gigaherz> or rather
L804[07:42:49] <gigaherz> diamond or emerald or redstone
L805[07:42:55] <gigaherz> which drop "stuff" rather t han themselves
L806[07:44:08] <gigaherz> you can't just do the same
L807[07:44:14] <gigaherz> because mojang does a lot of things quite ugly
L808[07:44:26] <gigaherz> but you'll see how it uses getItemDropped and quantityDropped
L809[07:44:30] <gigaherz> todecide how to drop things
L810[07:44:33] <gigaherz> alternatively
L811[07:44:39] <gigaherz> you could override getDrops, on the block itself
L812[07:44:50] <gigaherz> using the harvest event on YOUR OWN ORE, is not really the right way to go
L813[07:45:52] <gigaherz> you should be extending Block (or AGBlock)
L814[07:46:01] <gigaherz> and then overriding either getDrops
L815[07:46:09] <gigaherz> or getItemDropped+quantityDropped
L816[07:46:57] <mistamadd001> ah ok hmm, lets have a look and see if i understand what you mean, give me 10
L817[07:47:44] <gigaherz> (if you don't, you may want to read up on java to get a better understanding of the langauge and the basic object-oriented programming concepts :P)
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L820[07:54:02] <Shambling> does chisel do something weird that would keep blocks from being added to oredict?
L821[07:54:13] <mistamadd001> I understand the concepts, its actually understanding minecraft/forge methods and finding them
L822[07:54:16] <Shambling> item name is chisel:limestoneextra, I add that to the oredict, and nadda
L823[07:55:20] <Shambling> ah its the meta
L824[07:55:22] <Shambling> nm I'm dumb
L825[07:56:31] <luacs1998> fry, mezz sorry to disturb
L826[07:56:32] <Shambling> it was being added, but the meta 0 is limestone bricks, rather than plain. threw in meta 7 and it worked
L827[07:56:45] <luacs1998> but do you guys remember puulling any PRs on patches for permissions API?
L828[07:56:45] * fry jumps
L829[07:57:55] <luacs1998> sorry for the sudden question
L830[07:58:11] <fry> https://github.com/MinecraftForge/MinecraftForge/pulls?utf8=%E2%9C%93&q=is%3Apr%20is%3Amerged%20permission
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L832[07:58:28] <fry> https://github.com/MinecraftForge/MinecraftForge/pull/3155 apparently
L833[07:59:07] <luacs1998> hmm that's my comment
L834[07:59:13] <luacs1998> so apparently not
L835[07:59:28] <luacs1998> i completely forgot about them, my apologies
L836[07:59:41] <luacs1998> so if i made a PR for both 1.10 and 1.11 could you pull it?
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L841[08:06:36] <mistamadd001> giga does this look better http://pastebin.com/fcEe5ief
L842[08:07:07] <Koward> When I extends EntityFallingBlock, it seems its fallTile (the falling blockstate) is null. I think it's because it's out of sync client/serv, and when I use a new DataParameter I don't have the problem anymore, but I don't know why it happens. Shouldn'it work right away as it extends a vanilla entity ?
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L844[08:08:51] <mistamadd001> gigaherz sorry for the poke
L845[08:17:38] <mistamadd001> ok can anyone tell me why this isnt working
L846[08:17:39] <mistamadd001> http://pastebin.com/fcEe5ief
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L848[08:18:36] <mistamadd001> probably better to look at this one
L849[08:18:37] <mistamadd001> https://github.com/mistamadd001/AncientGenetics/blob/master/src/main/java/mistamadd001/ancientgenetics/block/BlockAmberOre.java
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L863[09:00:37] <masa> hm, just noticed two bugs with he world border... 1) endermen don't give a fuck, they will just teleport outside he border, 2) spiders don't give a fuck, they will just _climb up theworld border_
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L871[09:17:31] <Koward> Why are they entities created with the (World) constructor ?
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L894[09:37:52] <Glennox> Hmm did there change anything with the textures between 1.9 and 1.11?
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L897[09:47:27] <Necro> Glennox: Resource locations have to be all lowercase.
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L899[09:49:43] <Glennox> Can't get my texture to load on my item but i got no clue what i am doing wrong
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L901[09:50:58] <Glennox> http://pastebin.com/31Lkggy3
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L903[09:51:43] <diesieben07> well, does this file exist: htm:models/item/itemcheese.json ?
L904[09:51:54] <Necro> Glennox: file tree?
L905[09:52:17] <Glennox> https://gyazo.com/9d5844928f59087de51f476407e121e7
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L907[09:52:46] <diesieben07> itemcheese != ItemCheese
L908[09:52:51] <Necro> the json filename has to be all lowercase
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L910[09:53:12] <Glennox> ah..
L911[09:55:00] <Glennox> can't believe it was something simple like that *facepalms*
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L913[09:55:25] <parzivail> was it forge or internal mc that opted for that change?
L914[09:55:50] <diesieben07> mojang did that.
L915[09:55:58] <parzivail> any idea why?
L916[09:56:06] <parzivail> seems arbitrary
L917[09:56:17] <parzivail> like the json model system rotation constraints
L918[09:56:18] <diesieben07> i don't know why, no.
L919[09:56:22] <TechnicianLP> you ask for a why on mojang?
L920[09:56:57] <parzivail> TechnicianLP, shouldda learned by now haha
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L922[10:01:14] *** TTFT|Away is now known as TTFTCUTS
L923[10:01:23] <parzivail> o/ TTFT
L924[10:01:40] <TTFTCUTS> now that's unusual, getting a hello here
L925[10:01:42] <TTFTCUTS> o/
L926[10:02:31] <heldplayer> *dramatic entry*
L927[10:02:37] <heldplayer> *puts hand on window dramatically*
L928[10:02:42] <heldplayer> "Oh, hello"
L929[10:02:48] <parzivail> still have no idea how to pronounce your name, TTFT
L930[10:02:59] <parzivail> i say it in my head "testificates"
L931[10:04:17] <TTFTCUTS> it was never really meant to be... it was from a time before internet voice chat was really a thing
L932[10:04:50] <parzivail> that makes sense
L933[10:05:32] <RANKSHANK> Does anyone know why mojang runs a map lookup for Item/Block colors per quad instead of caching the reference for the quad set?
L934[10:06:32] <parzivail> *mumble mumble* laughable code quality *mumble mumble*
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L936[10:07:09] <Ordinastie> well, Mojang™
L937[10:07:54] <parzivail> Microsoft® Mojang™, FTFY
L938[10:08:32] <RANKSHANK> Microsoft at least has the excuse of staff not knowing how to navigate the noodle code :P
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L940[10:08:59] <parzivail> i don't think Mojang knows how to navigate it either
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L950[11:09:22] <Tazz> whattup my people
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L961[11:38:18] <ghz|afk> so, watched assasin's creed
L962[11:38:20] <ghz|afk> not bad
L963[11:38:23] <ghz|afk> 7.5ish
L964[11:39:13] <gr8pefish> good to know. Was it the same storyline as the game(s)?
L965[11:40:16] <ghz|afk> no
L966[11:40:23] <ghz|afk> it's its own story
L967[11:40:30] <ghz|afk> but it's game-like
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L974[11:54:51] <parzivail> anyone have experience in working with OBJs as models in forge?
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L976[11:55:14] <parzivail> trynna think of the best way to go about texturing them
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L980[12:05:23] <ghz|afk> parzivail: use a 3d program
L981[12:05:26] <ghz|afk> then export with .mtl
L982[12:05:39] <ghz|afk> and then edit the mtl file
L983[12:05:48] <ghz|afk> so that the "map_Kd" lines point to minecraft-style texture locations
L984[12:05:53] <shadekiller666> whats the problem?
L985[12:06:20] <parzivail> well, yeah, I have 3ds max and whatnot and can get textures to show up ingame no problem, im just asking if there's a better way of texturing than exporting uvmaps and tracing over them
L986[12:06:42] <shadekiller666> uhh
L987[12:06:48] <ghz|afk> well
L988[12:06:52] <ghz|afk> you can texture in like, z-brush
L989[12:06:55] <ghz|afk> by painting over the models
L990[12:06:59] <ghz|afk> but that's not mc-related
L991[12:07:06] <shadekiller666> and its a pain in the ass too
L992[12:07:23] <parzivail> see I still want to retain that pixel-art feel
L993[12:07:29] <parzivail> GOD i hate the new model system
L994[12:07:53] <fry> that came out of nowhere :P
L995[12:07:58] <shadekiller666> if you want the pixel art feel, then make your textures as such
L996[12:08:03] <ghz|afk> parzivail: that's unrelated
L997[12:08:07] <ghz|afk> just use low-res textures
L998[12:08:15] <ghz|afk> and make the UV map fit on pixel boundaries
L999[12:08:21] <shadekiller666> and you can have multiple "materials" applied to a model
L1000[12:08:25] <ghz|afk> just tell 3d studio that the material should not have texture filtering
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L1002[12:08:28] <parzivail> that's what Ive been doing
L1003[12:08:30] <ghz|afk> so that youcan see the result
L1004[12:08:48] <parzivail> it's jyat a pain in the ass to clock back and forth to see where the UVs line up
L1005[12:08:51] <parzivail> click*
L1006[12:08:55] <ghz|afk> https://minecraft.curseforge.com/projects/ender-rift
L1007[12:08:58] <ghz|afk> those are .obj models
L1008[12:09:06] <ghz|afk> for the structure, and the pipes and "interfaces"
L1009[12:09:12] <ghz|afk> including the generator
L1010[12:09:35] <Zidane> So speaking of objs
L1011[12:09:39] <shadekiller666> parzivail, this is something that model makers have to deal with tbh
L1012[12:09:40] <Zidane> Got a general question for the channel
L1013[12:09:43] <ghz|afk> I used rhinoceros to manually create the mesh faces
L1014[12:09:49] <parzivail> and so what'd you use to make and texture them, blender? 3dsmax?
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L1016[12:09:55] <ghz|afk> so it's not quite the same as using 3d studio*
L1017[12:09:56] <parzivail> got it
L1018[12:10:04] <shadekiller666> blender can go die in a hole
L1019[12:10:13] <Ordinastie> blender is quite nice
L1020[12:10:23] <ghz|afk> Zidane: we are waiting for the question
L1021[12:10:24] <ghz|afk> ;P
L1022[12:10:25] <Ordinastie> steep learning curve with a bit of subpar UI
L1023[12:10:27] <Zidane> If I have an obj whose model is used for multiple blocks...is there a way to set this up so that I have the one obj + many mtls that point to the textures?
L1024[12:10:33] <Zidane> ghz|afk, had to think how to ask it
L1025[12:10:34] <Zidane> lol
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L1027[12:10:47] <ghz|afk> no you can't have replacement mtls
L1028[12:10:47] <ghz|afk> but
L1029[12:10:50] <ghz|afk> you can replace textures
L1030[12:10:54] <ghz|afk> in forge blockstates
L1031[12:10:59] <ghz|afk> "textures": {
L1032[12:11:01] <shadekiller666> not when you're used to maya
L1033[12:11:03] <Zidane> Good point
L1034[12:11:05] <ghz|afk> "#materialname": "new texture"
L1035[12:11:05] <ghz|afk> }
L1036[12:11:09] <ghz|afk> note the #
L1037[12:11:12] <ghz|afk> it's not used in vanilla models
L1038[12:11:15] <ghz|afk> but it's needed in obj
L1039[12:11:16] <shadekiller666> zidane, you only need one mtl
L1040[12:11:23] <fry> http://66.media.tumblr.com/00456dece4b91a9d8ed0bc4045506011/tumblr_mjl9irsPB11qit5fuo1_400.gif
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L1042[12:11:40] <parzivail> oooh i fotgot about that show
L1043[12:11:43] <parzivail> such a good show
L1044[12:11:59] ⇦ Parts: Yuri6037 (webchat@ALagny-155-1-19-196.w83-114.abo.wanadoo.fr) ())
L1045[12:11:59] <fry> inb4 the ending sucks
L1046[12:12:06] <parzivail> geez i need to learn to type better
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L1048[12:12:16] <Ordinastie> they kinda cornered themselve with
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L1050[12:12:30] <Ordinastie> like writing the ending at the start ><
L1051[12:12:49] <Yuri60371> Hey
L1052[12:13:47] <Yuri60371> Ok if I use the kiwiirc web client I can connect and apparently I can send...
L1053[12:14:09] <Zidane> ghz|afk, so with that said, is this information available for when its being rendered as a model? I see that buildQuads has that as Nullable
L1054[12:14:46] <ghz|afk> whatdo you mean?
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L1056[12:15:14] <Zidane> Might be best for me to read how OBJModel does the replacement textures
L1057[12:15:22] <ghz|afk> oh replacement textures
L1058[12:15:23] <Zidane> So I can understand how its doing it
L1059[12:15:31] <ghz|afk> theres the whole model pipeline
L1060[12:15:37] <ghz|afk> it starts with the ICustomModelLoader
L1061[12:15:42] <ghz|afk> which can accept reslocs
L1062[12:15:45] <Zidane> Right
L1063[12:15:47] <ghz|afk> and load models from them
L1064[12:15:49] <parzivail> Yuri60371, it's because the mask for muting web clients is "*!*webchat*@*", which only quiets stuff with "webchat" in the domain
L1065[12:15:52] <ghz|afk> this returns IModel instances
L1066[12:15:54] <ghz|afk> which on top of IModel
L1067[12:16:00] <ghz|afk> can be IRetexturableModel
L1068[12:16:02] <ghz|afk> IModelCustomData
L1069[12:16:09] <ghz|afk> and a few others
L1070[12:16:17] <ghz|afk> each of those interfaces enables a feature in the model loader
L1071[12:16:26] <ghz|afk> for your question, it's IRetexturableModel
L1072[12:16:30] <ghz|afk> which gets the retexture method
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L1074[12:16:37] <ghz|afk> this method is passed a map string->string
L1075[12:16:45] <Zidane> Ohhh I see whats going on lol. IRexturableModel comes in and says "We've got this model already, do you need to change the textures/'
L1076[12:16:49] <ghz|afk> which is used to reassign the texture channels/materials
L1077[12:16:53] <shadekiller666> zidane, there is a method in OBJModel called retexture(), that model is called by the model system when the json defines a retexture
L1078[12:17:00] <ghz|afk> when called
L1079[12:17:04] <ghz|afk> you should return a whole new instance
L1080[12:17:09] <ghz|afk> with the textures applied
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L1082[12:17:12] <Zidane> Understood
L1083[12:17:15] <shadekiller666> the model then looks through its "database" of materials, and changes the texture
L1084[12:17:15] <Zidane> Thanks for the info
L1085[12:17:20] <ghz|afk> so that you can reuse the same original IModel in multiple retexturings
L1086[12:17:24] <Yuri60371> I have a question, I'm planing on updating my mod from 1.7.10 to 1.11
L1087[12:17:24] <ghz|afk> then afterward
L1088[12:17:29] <ghz|afk> IModel.bake gets called
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L1090[12:17:34] <ghz|afk> which generates the final IBakedModel
L1091[12:17:44] <ghz|afk> with all the selected options
L1092[12:17:59] <Yuri60371> My mod requires animated item model (custom futuristic weapons)
L1093[12:18:06] <shadekiller666> there is only ever 1 IModel per model file, and then new IBakedModels are generated from it
L1094[12:18:27] <ghz|afk> Yuri60371: would the model have to be animated always
L1095[12:18:30] <ghz|afk> or only while in the hand?
L1096[12:18:50] <Yuri60371> Yes it's animated depending on NBT tag "IsRecharging"
L1097[12:19:03] <ghz|afk> I mean
L1098[12:19:09] <ghz|afk> does the animation also play on an inventory slot
L1099[12:19:19] <ghz|afk> or only on the "held" item on screen
L1100[12:19:35] <Yuri60371> If the nbt tag is set to 1 then it must rotate in hand and in 3D other person view Inventory slot only needs green bar
L1101[12:19:51] <ghz|afk> okay so
L1102[12:19:58] <ghz|afk> it's perspective-dependant
L1103[12:20:11] <ghz|afk> firstperson and thirdperson need animations
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L1105[12:20:19] <Yuri60371> but in inventory it must render the model even if not animated
L1106[12:20:21] <ghz|afk> while gui and ground do not
L1107[12:20:32] <ghz|afk> you have two options
L1108[12:20:34] <Yuri60371> same for world
L1109[12:20:59] <ghz|afk> the preferred one is to use the animated model feature that fry created
L1110[12:21:10] <Ordinastie> but good luck with that ><
L1111[12:21:14] <ghz|afk> in this, you can define a model based on certain parts, and then have those parts animate
L1112[12:21:16] <ghz|afk> such as rotate or move
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L1114[12:21:45] <ghz|afk> the other option, since you only need the animation for first and third person
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L1116[12:21:58] <ghz|afk> is to use an overlay renderer for firstperson
L1117[12:22:07] <ghz|afk> and entity layers for third person
L1118[12:22:14] *** Abrar|gone is now known as AbrarSyed
L1119[12:22:45] <ghz|afk> (you'd need a dummy "invisible" model to show in place of the normal model, so that you don't have two of them on screen)
L1120[12:23:24] <ghz|afk> this is uglier
L1121[12:23:35] <ghz|afk> since you are adding more rendering layers to the game
L1122[12:23:53] <Yuri60371> Yes that is exactly what I want to avoid
L1123[12:23:53] <ghz|afk> which will be present even if the player isn't holding one of your items
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L1125[12:24:24] <Yuri60371> As the model is not small it's actlualy pretty big (many parts)
L1126[12:24:28] <ghz|afk> so regarding the animation api
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L1128[12:25:07] <ghz|afk> is your model some actual 3d model that you could animate in blender and export as b3d?
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L1130[12:25:22] <Yuri60371> the model is for the moment made as a set of ModelBuilder if I remember it had been exported directly from Techne
L1131[12:25:27] <ghz|afk> ah I see
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L1133[12:25:31] <ghz|afk> worst-case scenario, then
L1134[12:25:36] <ghz|afk> because that won't work
L1135[12:25:55] <ghz|afk> you need to either somehow convert it back into a format you can use in a standard modelling program
L1136[12:25:59] <Yuri60371> Yes but there must be a tool to parse java code an generate a json no ?
L1137[12:25:59] <ghz|afk> or recreate it from scratch
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L1142[12:26:08] <ghz|afk> no because everyone's java code is different
L1143[12:26:16] <ghz|afk> there's like, .tcn to .obj converters
L1144[12:26:20] <ghz|afk> but even those are sortof weak
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L1146[12:26:31] <ghz|afk> I'm not aware of any general-purpose tool to convert the actual java code
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L1148[12:26:55] <Yuri60371> but there's not the json structure from mojang that can work for that ?
L1149[12:27:12] <Yuri60371> because I can make myself a transcription system
L1150[12:27:16] <ghz|afk> yes
L1151[12:27:26] <ghz|afk> the json kinda matches what you'd have done in techne
L1152[12:27:28] <ghz|afk> but not fully
L1153[12:27:33] <Yuri60371> The model is just only blocks
L1154[12:27:35] <ghz|afk> not all rotations are supported
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L1157[12:28:47] <Yuri60371> Here is my model on 1.7.10 : https://github.com/Yuri6037/AncientAddinMod/blob/master/src/main/java/net/yuri6037/AncientAddinMod/items/render/ModelDroneLauncher.java
L1158[12:29:43] <ghz|afk> are your rotations all 0?
L1159[12:29:48] <ghz|afk> if so, that'd make your life easier ;P
L1160[12:31:13] <Yuri60371> What kind of rotations are not supported by json ?
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L1162[12:31:25] <ghz|afk> json supports 22.5 degree increments
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L1164[12:31:40] <ghz|afk> 16 rotations around a circle
L1165[12:31:47] <ghz|afk> the needed for signs ;P
L1166[12:32:10] <Yuri60371> WOW Mojang I love you your model format is realy bad...
L1167[12:32:39] <ghz|afk> everything mojang does is the bare minimum they needed to implement the features they wanted
L1168[12:33:06] <Yuri60371> It will probably never do the trick as animation is an infinite rotation arround a certain axis with increment of 1 (not 22.5)
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L1170[12:33:26] <ghz|afk> like how they only have 4 bits meta -- because in the original code, it was just the spare 4 bits that the light values weren't using
L1171[12:33:35] <ghz|afk> Yuri60371: nono
L1172[12:33:41] <ghz|afk> you don't need to do the animation in json models
L1173[12:33:43] <ghz|afk> by themselves
L1174[12:33:48] <ghz|afk> the animation api can do its own rotations AFTERWARD
L1175[12:33:56] <ghz|afk> you can take the model and say
L1176[12:33:58] <ghz|afk> this part here
L1177[12:34:02] <ghz|afk> rotate it
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L1179[12:34:18] <Yuri60371> Can json parent polygons ?
L1180[12:34:22] <ghz|afk> https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/test/java/net/minecraftforge/debug/ModelAnimationDebug.java
L1181[12:34:24] <ghz|afk> no
L1182[12:34:43] <ghz|afk> each box is a box
L1183[12:35:23] <Yuri60371> yeah so when you will rotate one box the other boxes won't rotate accordingly to the main box ?
L1184[12:35:37] <ghz|afk> nope
L1185[12:35:43] <ghz|afk> you'd have to apply the same rotation to all the boxes
L1186[12:35:46] <ghz|afk> I think
L1187[12:35:49] <ghz|afk> fry may correct me
L1188[12:35:52] <ghz|afk> since he did the system
L1189[12:35:54] <ghz|afk> and i never used it
L1190[12:36:04] <ghz|afk> I'm speaking purely from the few bits and pieces I have seen others talk about
L1191[12:36:18] <fry> it's complicated
L1192[12:36:41] <williewillus> that's reassuring
L1193[12:37:21] <Yuri60371> Or there is another way : render evrything manually
L1194[12:37:47] <williewillus> aka kill performance
L1195[12:37:50] <ghz|afk> yes but that's the "giver uppers'" way
L1196[12:38:01] <fry> you mean by using magnets and setting the pixels on the screen by rubbing them together?
L1197[12:38:13] <fry> can't get more manula than that
L1198[12:38:16] <fry> *manual :D
L1199[12:38:22] <ghz|afk> of course you can
L1200[12:38:33] <Yuri60371> Yeah actualy I done that in C pixel rendering
L1201[12:38:45] <Yuri60371> but it's realy REALY bad for my CPU !!
L1202[12:39:05] <ghz|afk> you can release a butterfly at the right moment so that the flaping of its wings creates small lensing in the atmosphere, focusing cosmic rays and creating the right patterns
L1203[12:39:44] <Yuri60371> And if I could avoid this kind of low level then I'd do it
L1204[12:40:04] <LatvianModder> ghz|afk: Of course, there is an emacs command to do that
L1205[12:40:29] <Yuri60371> I keep low level for C an my programming school....
L1206[12:41:04] <Yuri60371> Anyways so my best way is to export the models to .obj right ?
L1207[12:41:24] <parzivail> so why when my UVs are correct in the OBJ does the model turn out like this ingame? (rainbow texture for debug): https://gyazo.com/ca957b0496b26710ea04e9053694a36e
L1208[12:41:40] <parzivail> here's the model itself, it's luke's ep4 saber https://gyazo.com/02327a37a65f12a5d63eb6a8f22f37d5
L1209[12:41:40] <ghz|afk> LatvianModder: ahh yes, the old C-m M-c M-butterfly
L1210[12:42:05] <parzivail> ghz|afk, i didn't know you liked macros for manually flipping bits
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L1212[12:42:25] <LatvianModder> parzivail: https://xkcd.com/378/
L1213[12:42:41] <parzivail> LatvianModder, ooooh yes, im aware
L1214[12:42:45] <ghz|afk> parzivail: your UVs are wrong somehow? ;P
L1215[12:43:02] <parzivail> both 3ds max and blender say they're right
L1216[12:43:18] <shadekiller666> what is the best way to check if two IBlockStates are the same? IBlockState.equals(IBlockState)?
L1217[12:43:20] <parzivail> could the loader be broken?
L1218[12:43:30] <ghz|afk> you may need to enable v-flip
L1219[12:43:35] <williewillus> shadekiller666: in normal usage, ==
L1220[12:43:47] <parzivail> in the loader or in the editor, ghz|afk
L1221[12:43:48] <ghz|afk> minecraft's texture coords are flipped vertically from most 3d apps
L1222[12:43:49] <williewillus> all non-IExtendedBlockStates can be identity compared
L1223[12:43:56] <ghz|afk> in the blockstates json
L1224[12:43:56] <williewillus> since it's a fixed set
L1225[12:43:58] <ghz|afk> wait
L1226[12:44:06] <shadekiller666> parzivail, you may have to tell the obj loader to flip the uvs on one axis
L1227[12:44:21] <shadekiller666> can i see your blockstate json?
L1228[12:44:25] <ghz|afk> "custom": { "v-flip": true }
L1229[12:44:30] <ghz|afk> can't remember the exact name
L1230[12:44:31] <Yuri60371> Oh and another question how can I render addition HUD elements ?
L1231[12:44:32] <ghz|afk> but something like that
L1232[12:44:35] <ghz|afk> next to the "model"
L1233[12:44:40] <parzivail> https://gist.github.com/parzivail/fb2ad88d53fe74415f59e3e5eaf938e8
L1234[12:44:45] <ghz|afk> Yuri60371: GuiOverlayEvent
L1235[12:44:46] <parzivail> 6 @shadekiller666
L1236[12:44:52] <parzivail> i meant ^
L1237[12:45:03] <ghz|afk> Yuri60371: example: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/renderers/MagicContainerOverlay.java
L1238[12:45:06] <shadekiller666> ok, in your "defaults" block, underneath the "model" line
L1239[12:45:17] <parzivail> uh huh
L1240[12:45:48] <shadekiller666> add "custom": { "flipUVs": "v" }
L1241[12:45:50] <ghz|afk> [19:44] (ghz|afk): "custom": { "flip-v": true }
L1242[12:46:00] <ghz|afk> shadekiller666: hm?
L1243[12:46:14] <ghz|afk> ah
L1244[12:46:16] <ghz|afk> that was changed
L1245[12:46:19] <ghz|afk> . /*else if (e.getKey().equals("modifyUVs"))
L1246[12:46:19] <ghz|afk> this.modifyUVs = Boolean.valueOf(e.getValue());*/
L1247[12:46:19] <ghz|afk> else if (e.getKey().equals("flip-v"))
L1248[12:46:19] <ghz|afk> this.flipV = Boolean.valueOf(e.getValue());
L1249[12:46:31] <ghz|afk> it now supports the "standard" flip-v ;P
L1250[12:46:36] <Yuri60371> Thanks ghz|afk
L1251[12:46:43] <shadekiller666> ghz|afk, the newer version of the obj loader has a newer way of defining it in the json, though flip-v is still supported for compat
L1252[12:46:50] <parzivail> booyah, thanks
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L1254[12:47:05] <parzivail> geez this new model system is rippin me a new one
L1255[12:47:05] <Yuri60371> I have some cool helmet HUD effects
L1256[12:47:10] <shadekiller666> but i'd prefer that the newer way be used because it fits syntactically with the rest of the custom data
L1257[12:47:21] <shadekiller666> parzivail, you'll get used to it
L1258[12:47:42] <parzivail> shadekiller666, yeah i'm gonna have to. like i said, im moving straight from 1.7 to 1.11
L1259[12:47:47] <Yuri60371> About the animation system of fry is there any doc on it ?
L1260[12:48:02] <shadekiller666> the uvs thing has to do with 3ds Max having its uv coordinate space setup for DirectX rather than OpenGL
L1261[12:48:16] <ghz|afk> Yuri60371: only the test mods in the forge repository
L1262[12:48:18] <parzivail> ah, that makes sense
L1263[12:49:08] <shadekiller666> so when you import a DirectX-oriented obj into OpenGL, the cooridantes are in different places
L1264[12:49:33] <shadekiller666> another solution would have been to flip the texture itself vertically
L1265[12:49:41] <shadekiller666> i think
L1266[12:50:42] <Yuri60371> what's the github link for those test mods ?
L1267[12:51:43] <ghz|afk> [19:34] (ghz|afk): https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/test/java/net/minecraftforge/debug/ModelAnimationDebug.java
L1268[12:52:15] <ghz|afk> https://github.com/MinecraftForge/MinecraftForge/tree/1.11.x/src/test/resources/assets/forgedebugmodelanimation
L1269[12:52:20] <ghz|afk> the resources used in there
L1270[12:56:41] <Yuri60371> The
L1271[12:56:56] <Yuri60371> They use a separate JSOn for the anims right ?
L1272[13:03:35] <Yuri60371> Ok... I see this system seam realy complicated...
L1273[13:06:01] <Yuri60371> And this does not seam to allow toggle when nbt tag requires it
L1274[13:09:51] <Yuri60371> I'll see if I can instead proceduraly generate the model it might work better
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L1276[13:14:43] <Yuri60371> But it works by transitions what if a transition never stops (or actlualy stops when code decides it stops) ?
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L1278[13:22:38] <shadekiller666> ghz|afk, i'm having an issue with WorldSavedData.readFromNBT only being called on the server
L1279[13:25:07] <diesieben07> thats not an issue.
L1280[13:25:09] <diesieben07> that is intended behavior.
L1281[13:25:22] <diesieben07> how could the client access the save file?
L1282[13:25:48] <shadekiller666> ok
L1283[13:26:05] <diesieben07> if you want the data to be available on the client, you need to send packets.
L1284[13:26:11] <shadekiller666> ok
L1285[13:26:20] <Yuri60371> What are you trying to do with save files ?
L1286[13:26:38] <shadekiller666> loading data related to multiblock structures
L1287[13:27:12] <shadekiller666> and because readFromNBT only gets called server side, the client can't find the required data
L1288[13:27:40] <shadekiller666> i suppose i could send a packet with the NBT data
L1289[13:28:27] <diesieben07> why nbt?
L1290[13:29:04] <shadekiller666> not sure how else to share the data with the client
L1291[13:29:25] <shadekiller666> the data in question is a HashMap of things
L1292[13:29:45] <Yuri60371> Ok the animated part of the model is a second model
L1293[13:30:38] <diesieben07> just any binary data format...
L1294[13:30:41] <diesieben07> i mean, yes nbt would owkr
L1295[13:31:21] <ghz|afk> if it's a "map", it's really just key-value pairs
L1296[13:31:23] <ghz|afk> so you could send like
L1297[13:31:30] <ghz|afk> an int for the entry count
L1298[13:31:37] <ghz|afk> then for each entry
L1299[13:31:44] <ghz|afk> the entry key (value or size+value)
L1300[13:31:54] <ghz|afk> and the entry value (direct or length+data)
L1301[13:32:16] <ghz|afk> using the message's own ByteBuf
L1302[13:34:20] <shadekiller666> the map is BlockPos->Triple<StructureTemplate, EnumFacing.Axis, Rotation>, the StructureTemplate is stored in NBT as a ResourceLocation, and the Axis and Rotation are just values
L1303[13:34:56] <shadekiller666> would sending a BlockPos, String, and two ints be faster than sending the entire NBTTagCompound?
L1304[13:35:03] <shadekiller666> i would imagine it would be...
L1305[13:35:08] <ghz|afk> yes
L1306[13:35:26] <ghz|afk> you'd send like
L1307[13:35:59] <ghz|afk> N, {x,y,z,axis,rotation,template data...}*N
L1308[13:36:14] <ghz|afk> (I like to leave the variable-length info in the end ;P)
L1309[13:36:42] <shadekiller666> where N is the index?
L1310[13:36:49] <ghz|afk> N is the total number
L1311[13:36:52] <ghz|afk> the index isn't needed
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L1313[13:37:19] <shadekiller666> so if the map is 10 entries, N == 10?
L1314[13:37:26] <ghz|afk> yeah
L1315[13:37:48] <ghz|afk> you'd conceptually flatten the map
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L1317[13:37:53] <ghz|afk> into an array of quadruples
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L1322[13:43:54] <shadekiller666> so if i'm writing the data to the ByteBuffer, can i just iterate over the map entries and shove the data into the buffer?
L1323[13:44:09] <ghz|afk> yes
L1324[13:44:35] <shadekiller666> and is it better to write the blockpos as 3 ints rather than 1 long?
L1325[13:45:14] <ghz|afk> no
L1326[13:45:23] <ghz|afk> not specifically better
L1327[13:45:29] <ghz|afk> barteks2x will hate you less, though
L1328[13:45:29] <ghz|afk> ;P
L1329[13:45:54] <ghz|afk> 3 ints works well with mods like "cubic chunks" that expand the vertical space beyond 256 blocks
L1330[13:46:07] <ghz|afk> while long is very much limited to the 256 blocks vertical
L1331[13:46:14] <ghz|afk> but it saves 4 bytes
L1332[13:46:16] <ghz|afk> up to you.
L1333[13:46:58] <shadekiller666> ok
L1334[13:47:18] <shadekiller666> how does one write a ResourceLocation to a ByteBuf
L1335[13:47:57] <diesieben07> toString
L1336[13:48:16] <shadekiller666> ByteBuf doesn't have a writeString() method
L1337[13:48:43] <diesieben07> ByteBufUtil
L1338[13:49:44] <shadekiller666> ahh ByteBufUtils.writeUTF8String
L1339[13:52:36] <shadekiller666> ghz|afk, do i need to know the total size of one of the {x,y,z,axis,rotation,template data...} entries?
L1340[13:53:38] <ghz|afk> no
L1341[13:53:40] <diesieben07> no you can just read the stuff in order
L1342[13:53:44] <ghz|afk> you can just read up in order
L1343[13:53:48] <diesieben07> :D
L1344[13:53:53] <diesieben07> readInt() readInt() readInt() for xyz for example
L1345[13:53:55] <ghz|afk> you only need the size for the variable-length entries
L1346[13:54:13] <shadekiller666> and to know how many times to iterate
L1347[13:55:17] <ghz|afk> that's what the initial "N" (.size) is for
L1348[13:55:23] <shadekiller666> mhmm
L1349[13:55:57] <ghz|afk> writeInt(map.size()); for(entry : map) { writeMapEntry(entry); }
L1350[13:56:36] <ghz|afk> count = readInt(); for(int i=0;i<count;i++) { map.put(readMapKey(), readMapValue()); }
L1351[13:56:55] <shadekiller666> yep
L1352[13:56:58] <shadekiller666> thanks
L1353[13:57:56] <shadekiller666> i'm never sure when/if its better to do Collection.forEach((key, value) -> {...}); vs for(entry : map) {...}
L1354[13:59:02] <ghz|afk> IMO
L1355[13:59:08] <ghz|afk> Collection.forEach is pointless
L1356[13:59:25] <ghz|afk> it's only there for people who really really want to "lambda all the things"
L1357[13:59:59] <ghz|afk> well I guess
L1358[14:00:14] <ghz|afk> something.forEach(consumer); is a valid option
L1359[14:00:20] * heldplayer looks straight at amadornes
L1360[14:00:36] <ghz|afk> as in, method ref, not lambda
L1361[14:00:44] *** ghz|afk is now known as gigaherz
L1362[14:00:48] <gigaherz> but that's really just my opinion
L1363[14:00:49] <gigaherz> ;P
L1364[14:01:14] <gigaherz> actually no
L1365[14:01:16] <gigaherz> there IS one use
L1366[14:01:33] <gigaherz> because java doesn't yet have local variable type inference ("var" or "auto" or "let")
L1367[14:01:35] <gigaherz> you can't do
L1368[14:01:46] <gigaherz> for(auto entry : map)
L1369[14:01:49] <gigaherz> you have to do
L1370[14:02:06] <gigaherz> for(Map.Entry<KeyType, Triple<Type1, Type2, Type3>> entry : map)
L1371[14:02:09] <gigaherz> in that situation
L1372[14:02:19] <gigaherz> map.forEach((key, value) => { ... });
L1373[14:02:23] <gigaherz> is much more readable
L1374[14:03:01] <shadekiller666> true
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L1378[14:12:02] <Tatskaari> My block event isn’t being picked up by my block. I’m trying to remove the current block and entity and create a new one in the BlockPos above. Just after destroying the old block I want to send some information to the new block but it’s not being received.
L1379[14:12:24] <barteks2x> no idea how but dcevm allows me to add/remove methods with hotswap in debug mode :D
L1380[14:14:05] <Tatskaari> http://pastebin.com/rF88yy5T
L1381[14:15:05] <shadekiller666> gigaherz, passing Minecraft.getMinecraft().theWorld to WorldSavedData.get() in a client-side IMessageHandler won't hurt anything right?
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L1384[14:15:58] <Tatskaari> Rubber Duck Debugging strikes again
L1385[14:16:05] <Tazz> lol
L1386[14:16:07] <Tatskaari> getBlockType was returning ait
L1387[14:16:12] <Tatskaari> air because I just set the block to air
L1388[14:16:30] <Tazz> wtf is rubber duck debugging? XD
L1389[14:16:50] <Tatskaari> https://en.wikipedia.org/wiki/Rubber_duck_debugging
L1390[14:17:00] <Tatskaari> It has a wikipedia article so it must be real
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L1392[14:18:03] <williewillus> shadekiller666: touching WSD on clientside doesn't make sense
L1393[14:18:07] <shadekiller666> do IMessages need to be registered before they're sent?
L1394[14:18:26] <williewillus> of course
L1395[14:18:39] <shadekiller666> where does one do that?
L1396[14:19:00] <williewillus> https://github.com/sinkillerj/ProjectE/blob/master/src/main/java/moze_intel/projecte/network/PacketHandler.java#L26-L32
L1397[14:19:28] <shadekiller666> preInit()
L1398[14:19:29] <shadekiller666> ?
L1399[14:19:31] <Tatskaari> barteks2x: Do you have a link to that? I would love to have a VM that supports that sort of hotswapping!
L1400[14:19:35] <williewillus> yes
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L1402[14:20:18] <barteks2x> https://dcevm.github.io/
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L1404[14:20:32] <barteks2x> THERE IS A SIMPLE WINDOWS INSTALLE RTO DOWNLOAD
L1405[14:20:41] <barteks2x> oops
L1406[14:20:44] <barteks2x> caps lock
L1407[14:20:54] <barteks2x> but you need to run the installer as administrator
L1408[14:21:13] <Tatskaari> I’m on mac >:)
L1409[14:21:15] <barteks2x> and it's a jar file so may not be as easy as doubleclick
L1410[14:21:23] <barteks2x> no idea if that works on mac
L1411[14:22:44] <Tatskaari> I mean if somebody was masocistic enough you may be able to write a classloader to hotswap mods on the fly.
L1412[14:23:13] <barteks2x> isn't that basically what bukkit did with /reload?
L1413[14:23:53] <Tatskaari> I’m not familiar with that but at work we can load in Jars into our webengine on the fly
L1414[14:24:29] <barteks2x> for mods wouldn't be really possible because I don't think pre/post init can happen more than once ever
L1415[14:24:34] <Tatskaari> you probably couldn’t hot swap in a running tile entity or anything but you could have a button to do it on the main menu or something
L1416[14:25:23] <Tatskaari> It would require a ground up rethink of how FML works I imagine. I don’t know what it would entail, I’ve only been modding for 2 days XD
L1417[14:25:29] <barteks2x> but woith dcevm you can remove/add methods, possibly fields (dfidn't rry that) and with the "full" version(only for java 7 for now) even change class chierarchy
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L1419[14:25:45] <barteks2x> dcevm is only for debug mode
L1420[14:25:54] <Tatskaari> Are you using intllij?
L1421[14:25:57] <barteks2x> yes
L1422[14:26:06] <Tatskaari> Was the setup easy?
L1423[14:26:20] <Tatskaari> I might give it a whirl
L1424[14:26:27] <barteks2x> I just selected the JDK from list, clicked "Replace by DCEVM" and it all just worked
L1425[14:27:01] <Tatskaari> :D
L1426[14:27:17] <Tatskaari> I hope they have an elf bin!
L1427[14:27:27] <barteks2x> no need for any IDEA plugin, because IDEA will try to hotswap no matter the changes, it's the JVM that really rejects them
L1428[14:28:01] <barteks2x> and the installer is a jar file
L1429[14:28:16] <Tatskaari> If this works it’s going to be sweet
L1430[14:28:23] <Tatskaari> I might use it at work
L1431[14:28:27] <Necro> @barteks2x: how stable is it? did you run into any issues? what about the performance?
L1432[14:29:01] <Tatskaari> I imagine performance is shit
L1433[14:29:10] <barteks2x> didn't gi ingame yet., because workin on GUI (worldgen customization), loading now
L1434[14:29:37] <barteks2x> if it's usable on this computer it's definitely good enough
L1435[14:30:24] <Tatskaari> I don’t think the GL calls will be any slowers as thats just JNI stuff
L1436[14:32:08] <barteks2x> actually, I haven't reied to run my mod with normal VM on this computer yet, but it's almost 10 years old PC and I'm getting close to 30FPS
L1437[14:32:20] <barteks2x> *60fps now
L1438[14:34:44] <barteks2x> this thing just removes the normal limitations of hot swap
L1439[14:34:50] <barteks2x> so it shouldn't be much slower
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L1441[14:36:10] <Tatskaari> It’s being a pain to install but I think it will work
L1442[14:39:23] <Shambling> oh wow, now that is something I could have used with my old c++ classes. Swapping in a different version of a functions code to test differences on the fly...
L1443[14:39:44] <Shambling> I'd imagine there are limitations to what can be hotswapped with that though.
L1444[14:40:13] <gigaherz> msvc can "edit&continue" quite nicely
L1445[14:40:18] <Tatskaari> Shambling: the hotswapping on the vannilla OpenJDK and Oracle’s own JDK both support swapping variables out
L1446[14:40:21] <Tatskaari> and fucntions
L1447[14:40:31] <Shambling> well when I programmed that wasn't a thing :P
L1448[14:40:31] <Tatskaari> you just can’t change the signatures or fields of a class
L1449[14:40:46] <gigaherz> maybe so
L1450[14:40:48] <gigaherz> but it can now ;P
L1451[14:41:00] <Shambling> just now hearing about it too, so its exciting :P
L1452[14:41:04] <Tatskaari> Yeah I think it’s Java 7?
L1453[14:41:17] <gigaherz> no idea
L1454[14:41:19] <Shambling> its like that whole 90's commercial, "if you haven't seen the episodes before, they're new to you!"
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L1461[14:46:18] <Tatskaari> Haha just tried changed a method name and got a class not found exception
L1462[14:47:38] <Glennox> Does anyone has a tutorial on user interfaces?
L1463[14:48:37] <tterrag|away> in general or for MC?
L1464[14:48:55] <Glennox> MC
L1465[14:49:05] <tterrag|away> vanilla has a few...
L1466[14:49:19] <Glennox> been looking for them but only i could find was dated 2011
L1467[14:49:41] <gigaherz> no need for tutorials, really
L1468[14:49:50] <gigaherz> just look at the existing Gui* classes from vanilla
L1469[14:50:14] <gigaherz> and the corresponding Container* classes for container guis
L1470[14:50:27] <Glennox> oh
L1471[14:50:31] <Glennox> thanks
L1472[14:50:47] <gigaherz> the only special thing about mod guis
L1473[14:50:54] <gigaherz> is that you'll need your own GuiHandler
L1474[14:51:08] <gigaherz> and you'll use the forge-provided openGui method which takes the mod
L1475[14:51:12] <gigaherz> instead of the vanilla call
L1476[14:51:21] <Tatskaari> Oh, looks like the class not foudn was because I had my language level set to 8 so it failed to compile but minecraft still started.
L1477[14:51:24] <Tatskaari> Weird
L1478[14:53:19] <Glennox> Where can i find the vanilla classes?
L1479[14:53:43] <gigaherz> use your IDE
L1480[14:53:47] <gigaherz> no matter if it's IDEA or Eclipse
L1481[14:53:56] <gigaherz> both have a "find symbol" or "go to class" menu option
L1482[14:54:01] <gigaherz> and its corresponding keypress
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L1484[14:58:39] <barteks2x> well, with dcevm I renamed my generate() method and recompiled everything and the hotswap worked
L1485[14:58:55] <gigaherz> nice
L1486[14:58:57] <barteks2x> the client was just running a bit slower for a while after hotswap
L1487[14:59:07] <barteks2x> probably because of deoptimizations
L1488[15:00:52] <barteks2x> I guess abit of that performance decrease is also caused by paging/swapping because I really don't have enough ram here
L1489[15:05:55] <Tatskaari> barteks2x: YEah I’ve had a fiddle and it seems to be working now. I hate changing language level in inellij
L1490[15:06:45] <Tatskaari> You change the JRE, the module language level, the project language level, the compiler lanauge level and then finally gradels language level...
L1491[15:07:03] <barteks2x> wait, did you have to change it to java 7?
L1492[15:07:17] <barteks2x> I use the "lite" java 8 version
L1493[15:08:12] <diesieben07> Tatskaari, if you have the gradle project important changing it in the build.gradle and refreshing is enough
L1494[15:08:44] <barteks2x> gradle really doesn't need hotswap :D
L1495[15:08:45] <Tatskaari> diesieben07: Is it? I didn’t think to refresh it. I’ll try that next time. Thanks for the hint!
L1496[15:09:13] <barteks2x> oh, i misunderstood what you said
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L1498[15:10:02] <Tatskaari> What does hotswapping gradel even meen?!?
L1499[15:10:18] <barteks2x> technically you could hotswap gradle buildscript
L1500[15:10:29] <barteks2x> but I can't think of any case where you would need it
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L1502[15:11:35] <Tatskaari> You just set off a build and halfway through you realise you dun goofed so you quickly hotswap the build script?
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L1504[15:12:21] <barteks2x> as I said, technically that exact thing is possible but IDE support for it would be nonexistent and you probably wouldn't ever need it
L1505[15:12:25] <Tatskaari> this JVM is so cool! The performance hit after hotswapping is pretty huge though
L1506[15:12:44] <barteks2x> buit the performance goes back up after a bit of time
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L1508[15:13:13] <barteks2x> and it's definitely still faster than full restart
L1509[15:13:49] <Tatskaari> Oh yeah it’s really useful
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L1511[15:14:02] <Tatskaari> Thanks :D
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L1517[15:39:35] <Tatskaari> Man, I just create a whole new block with tile entity, renamed a bunch of old ones and that all got hot swapped in
L1518[15:39:46] <Tatskaari> too bad forge can’t register new blocks
L1519[15:39:49] <Tatskaari> on the fly
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L1523[15:53:35] <shadekiller666> its not forge that can't register new blocks, its vanilla
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L1525[15:55:35] <Tatskaari> Either way it’s funny the reason I had to restart my client was because I needed to register new blocks not because I couldn’t hotswap.
L1526[15:55:54] <killjoy1> it can register achievements on the fly
L1527[15:56:02] <killjoy1> no problem with that
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L1531[16:05:47] <killjoy1> I just realized I have a week until school starts back up
L1532[16:05:53] <killjoy1> time flies
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L1534[16:07:13] <phoenix616> hello o/
L1535[16:07:42] <mezz> o/
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L1537[16:17:13] <masa> does anyone know what WorldProvider#calculateCelestialAngle() is actualy trying to do with the calculations?
L1538[16:17:20] <masa> it just seems to be slightly modifying the linear day cycle by the cosine output
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L1544[16:20:53] <mezz> masa it's the angle of the sun in the sky
L1545[16:22:37] <masa> right, but what is the point of the cosine calculations etc? it seems to only sligtly modify the linear 0..1 interval it gets from the world time modulus
L1546[16:23:07] <masa> it still returns only 0..1
L1547[16:25:46] <masa> and I don't really notice any difference if I just comment out the stuff after the if-else clamping
L1548[16:28:43] <mezz> cosine is how you create an angle
L1549[16:29:15] <fry> eeeh
L1550[16:29:20] <mezz> I'm not sure I understand
L1551[16:30:01] <shadekiller666> for entities that can be ridden by right clicking on them (ie. minecarts) where is the code that makes the player start riding on the right click
L1552[16:30:19] <parzivail> is there a special thing you have to to to get a biome to register in 1.11 that you didn't have to do in 1.7?
L1553[16:30:29] <mezz> shadekiller666, see EntityMinecartEmpty.processInitialInteract
L1554[16:31:24] <diesieben07> mezz is there a point in me still rebasing the smelting recipe PR?
L1555[16:32:08] <williewillus> parzivail: did you do GameRegistry.register(<biome obejct>)?
L1556[16:32:14] <mezz> diesieben07, talk to lex about it I think
L1557[16:32:21] <diesieben07> hrm ok
L1558[16:32:47] <parzivail> williewillus, that would be it! having generics for the parameters really throws me off. thanks
L1559[16:33:09] <williewillus> everything that has a string name with auto assign ids goes through that method now
L1560[16:33:20] <parzivail> gotcha
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L1563[16:35:57] <masa> mezz: well cosine returns -1..1 and the return value in this case is then ultimately modified to be 0..1, and then the original linear day cycle is just modified by 1/3 of the difference to this modified cosine output. So I think it just basically slightly modifies how the day cycle advances at certain times..?
L1564[16:36:02] <masa> I should really plot these out...
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L1566[16:36:39] <masa> but ultimately it doesn't really seem to make any visible difference
L1567[16:36:40] <mezz> masa, it advances at a different rate
L1568[16:36:58] <masa> it just makes it more complicated for me to do what I want if I want to keep this calculation intact :p
L1569[16:37:10] <masa> yeah exactly
L1570[16:38:02] <williewillus> yeah the day isn't linear (see: http://minecraft.gamepedia.com/Day-night_cycle#24-hour_Minecraft_day)
L1571[16:39:12] <masa> oh right night is actually shorter too, hmm...
L1572[16:39:21] <masa> hurrdurr
L1573[16:39:32] <mezz> is it?
L1574[16:39:46] <masa> well since I'm adding options to set the day and night lengths individually I guess I can throw that out
L1575[16:40:00] <williewillus> day is 10 min, night is 7
L1576[16:40:05] <williewillus> sunrise/sunset are both 1.5
L1577[16:40:11] <williewillus> => 20 total
L1578[16:40:52] <mezz> oh, but the sun/moon are still advancing at a constant rate, it's just classified as day/night unevenly
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L1580[16:41:24] <mezz> also https://github.com/MinecraftForge/MinecraftForge/pull/3276
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L1583[16:55:19] <barteks2x> is it possible to reload .lang files without restart?
L1584[16:55:38] <mezz> F3+T
L1585[16:56:01] <barteks2x> does it work when not ingame?
L1586[16:56:25] <mezz> that's a really weird question... I don't think so
L1587[16:56:33] <williewillus> you can use the language switcher to force a reload :P
L1588[16:56:38] <williewillus> switch to another, switch back
L1589[16:56:45] <williewillus> or toggle a resource pack, same thing
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L1591[16:57:22] <barteks2x> is it just me or switching languages is very slow?
L1592[16:57:41] <mezz> it reloads all resources, it's extremely slow
L1593[16:57:51] <barteks2x> also, I need it when not ingame because I'm editing world customization GUI
L1594[17:00:38] <barteks2x> and unlocalized strings look very bad and usually don't fit into things
L1595[17:02:53] <williewillus> you have to do a full resource reload
L1596[17:04:32] <mezz> you can add a hotkey in your mod that does what F3+T does
L1597[17:04:36] <mezz> for debugging
L1598[17:05:01] <barteks2x> is it possible to tell it to reload only my lang file?
L1599[17:05:06] <barteks2x> from the code
L1600[17:05:58] <mezz> dunno
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L1606[17:21:48] <barteks2x> good job whoever made that program, it threw an exception, showed exception viewer which crashed byt itself, showing next exception viewer window, which crashed again, which showed next exception viewer window, etc until the whole thing froze...
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L1612[18:02:12] <gigaherz> hmmm
L1613[18:02:17] <gigaherz> my dragon's now turning into a klingon
L1614[18:02:18] <gigaherz> https://dl.dropboxusercontent.com/u/743491/Dragon-test.png
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L1625[18:42:53] <barteks2x> argh, a few days of working on windows and CI server already breaks
L1626[18:43:06] <barteks2x> any way to re-add executable permission on ./gradlew from windows?
L1627[18:43:35] <barteks2x> *CI build
L1628[18:46:17] <barteks2x> I can run chmod +x from git bash, but that doesn't really change anything
L1629[18:46:27] <Ordinastie> it should
L1630[18:46:33] <barteks2x> well, it's windows
L1631[18:46:35] <howtonotwin> rightclick->properties->security
L1632[18:46:39] <barteks2x> with windows filesystem
L1633[18:47:23] <barteks2x> All permissions are already allowed
L1634[18:47:31] <barteks2x> I mean setting the *nix executable flag
L1635[18:47:35] <barteks2x> in git repository
L1636[18:47:50] <barteks2x> because it somehow got changed and CI build broke
L1637[18:49:21] <gigaherz> wow
L1638[18:49:22] <gigaherz> https://www.humblebundle.com/yogscast-jingle-jam
L1639[18:49:29] <gigaherz> they reached $2.5 million
L1640[18:49:42] <howtonotwin> in windows deny permissions take precedence over allows
L1641[18:49:58] <howtonotwin> make sure the file doesn't have a permission setting that denies you access
L1642[18:50:40] <barteks2x> It's git repository permission, not local on-sidk permission
L1643[18:50:45] <barteks2x> *disk
L1644[18:51:06] <barteks2x> my CI build fails with /home/travis/build.sh: line 218: ./gradlew: Permission denied
L1645[18:51:10] <Ordinastie> hence why chmod in git should work
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L1647[18:51:43] <howtonotwin> then my best guess would be a git plumbing cmd to change the object blob in .git
L1648[18:51:55] <barteks2x> git update-index --chmod=+x gradlew
L1649[18:51:59] <barteks2x> that was the command...
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L1651[18:55:39] <barteks2x> windows still insists that this file doesn't have executable permission and when I do git add -A, it will try to change it back to non-executable...
L1652[18:59:57] <barteks2x> I also had to do this: git config core.filemode false
L1653[19:00:04] <barteks2x> why it's not default on windows?
L1654[19:01:30] <gigaherz> becasue it's not common to have git repositories that change file modes
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L1656[19:02:59] <barteks2x> but not setting this option is guaranteed to break things when someone clones it on windows
L1657[19:03:26] <gigaherz> it has never happened to me so far
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L1659[19:04:02] <barteks2x> maybe because usually repositories just ignore the executable flag for gradlew file
L1660[19:04:32] <barteks2x> well, almost everyong ignores them
L1661[19:08:03] <gigaherz> no generally bercause in windows, everything has the executable flag by default
L1662[19:08:10] <gigaherz> but not everything IS an executable
L1663[19:08:41] <gigaherz> so windows won't try to launch blah.txt as an executable, it just does that for certain specific extensions
L1664[19:08:49] <barteks2x> that's the windows way, but git interprets it as if nothing had executable flag on windows
L1665[19:08:50] <gigaherz> if you use bash in windows or similar, though
L1666[19:09:00] <gigaherz> why would it?
L1667[19:09:10] <gigaherz> if you go to properties -> security
L1668[19:09:20] <gigaherz> it will clearly show the file as having "Read & Execute" allowed
L1669[19:09:33] <barteks2x> git doesn't know that. Git thinks there is never any executable file on windows
L1670[19:09:44] <gigaherz> that sounds like git is broken, then
L1671[19:09:50] <gigaherz> what version of git are you using?
L1672[19:10:04] <barteks2x> this is normal git behavior on windows
L1673[19:10:19] <barteks2x> but my git version is git version 2.8.1.windows.1
L1674[19:10:44] <gigaherz> not that it matters, though
L1675[19:10:45] <gigaherz> but
L1676[19:10:46] <gigaherz> git version 2.9.2.windows.1
L1677[19:10:46] <gigaherz> ;P
L1678[19:10:52] <gigaherz> there's updates ;P
L1679[19:11:13] <gigaherz> so, git for windows ignores the executable permissions
L1680[19:11:22] <gigaherz> and pretends as if there was never a +x flag
L1681[19:11:28] <gigaherz> which makes sense
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L1683[19:11:34] <gigaherz> since otherwise that would flag all files as executable
L1684[19:11:37] <gigaherz> when they really aren't
L1685[19:11:48] <barteks2x> yes, but this way it also un-flags executable files
L1686[19:11:51] <gigaherz> but you say fileMode isn't false by default
L1687[19:12:10] <barteks2x> it ignores the difference completely if you set fileMode to false
L1688[19:13:29] <barteks2x> and removing the +x flag was what broke my CI build, because it obviously runs on linux
L1689[19:14:12] <gigaherz> can't you like, have your CI do chmod +x gradlew during the pre-build stuff?
L1690[19:14:47] <barteks2x> probably could, but that would be a workaround for an issue that shouldn't exist in the first place
L1691[19:15:26] <gigaherz> duno I blame the mode flags
L1692[19:15:27] <gigaherz> ;P
L1693[19:15:35] <barteks2x> what is the point of such git feature if you can't use it in any reasonable way?
L1694[19:15:36] <gigaherz> if linux used ACLs this wouldn't happen
L1695[19:15:36] <gigaherz> XD
L1696[19:15:46] <gigaherz> that too
L1697[19:15:51] <gigaherz> what'¡s the point of git storing file modes ;P
L1698[19:15:53] <gigaherz> at all
L1699[19:16:04] <barteks2x> because git was created for linux
L1700[19:16:33] <gigaherz> right
L1701[19:16:45] <gigaherz> but not just the linux environment, it was created specifically for the linux kernel
L1702[19:17:04] <barteks2x> which makes it even more "for linux"
L1703[19:18:08] <barteks2x> so now we have line ending issues and executable flag issues and I still haven't found a definitive set-and-forget way to fix them
L1704[19:18:30] <gigaherz> line ending issues should be ok with autocrlf?
L1705[19:18:50] <gigaherz> everything ends up as lf in the repo, and crlf in windows pcs
L1706[19:18:54] <barteks2x> git likes to remind me of that with "File will be converted to <whatever>" messages in git diff
L1707[19:19:08] <gigaherz> that means the checkout was done in the wrong kind of ending
L1708[19:19:15] <barteks2x> which horribly breaks viewing diffs
L1709[19:19:17] <gigaherz> which could mean your editor is set to lf-only
L1710[19:19:22] <barteks2x> because it ends up badly interleaved
L1711[19:19:30] <gigaherz> if you convert the local files to crlf, the message doesn't show up ;P
L1712[19:19:53] <barteks2x> not saure if it's idea doing it wrong or git
L1713[19:20:02] <barteks2x> but something is doing something wrong with line endings
L1714[19:20:05] <barteks2x> and it never works right
L1715[19:21:14] <barteks2x> do I remember it right that mac has yet anothe ridfferent line endings?
L1716[19:21:59] <gigaherz> https://twitter.com/ayyjqce/status/814992454277595136
L1717[19:22:00] <gigaherz> not anymore
L1718[19:22:07] <gigaherz> old macs were \r only
L1719[19:22:25] <gigaherz> anything from the last 10+ years is lf-only
L1720[19:22:47] <barteks2x> so now windows is the exception?
L1721[19:22:56] <gigaherz> yes
L1722[19:23:07] <gigaherz> too much traction
L1723[19:23:09] <gigaherz> they can't just change it
L1724[19:23:24] <barteks2x> even notepad.exe breaks when you give it lf-only file
L1725[19:23:59] <howtonotwin> not really
L1726[19:24:06] <howtonotwin> it just doesn't show them properly
L1727[19:24:09] <barteks2x> it shows it all as one line
L1728[19:24:09] <howtonotwin> but it edits just fine
L1729[19:24:10] <gigaherz> it's just not designed for loading linux text files
L1730[19:24:28] <gigaherz> not meant for programmers ;P
L1731[19:24:29] <howtonotwin> you can even put your cursor over the \n and see the invisible char there
L1732[19:24:33] <gigaherz> yeah
L1733[19:24:42] <howtonotwin> also git bash definitely handles the exec bit
L1734[19:24:46] <howtonotwin> I just tested it
L1735[19:24:54] <howtonotwin> if in windows I have the read/execute permission
L1736[19:25:02] <howtonotwin> then git bash will adjust the bit accordingly
L1737[19:25:13] <gigaherz> that¡s just bash, though
L1738[19:25:15] <barteks2x> then something in my git configuration is wrong
L1739[19:25:20] <gigaherz> mingw compiled bash
L1740[19:25:29] <gigaherz> git.exe itself is another separate matter
L1741[19:25:41] <howtonotwin> I used ls
L1742[19:25:56] <howtonotwin> you can't tell me every executable except git is compiled for that
L1743[19:26:05] <howtonotwin> it's a common trick most programs use to coerce windows perms into unix perms too
L1744[19:26:07] <barteks2x> if you run "git update-index --chmod=+x gradlew"
L1745[19:26:25] <barteks2x> and then do git status, does it still show unataged gradlew file?
L1746[19:27:22] <howtonotwin> no
L1747[19:27:33] <howtonotwin> (I used -x because my repo isn't broken :P
L1748[19:27:35] <howtonotwin> )
L1749[19:27:56] <barteks2x> well, then you somehow have the right configuration
L1750[19:28:55] <howtonotwin> odd...
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L1752[19:29:02] <howtonotwin> If I change the perms of gradlew from windows
L1753[19:29:06] <barteks2x> but it was probably a few years ago when I installed git there, so things might have changed
L1754[19:29:06] <howtonotwin> THEN it doesn't notice
L1755[19:31:06] <barteks2x> I should probably get linux working again here, but I found that windows deals much better with low ram situations
L1756[19:31:17] <howtonotwin> so you're SURE you have the windows read+exec perimission too then?
L1757[19:31:22] <howtonotwin> also use WSL
L1758[19:31:29] <howtonotwin> it's wonderful :P
L1759[19:31:30] <barteks2x> WSL?
L1760[19:31:33] <barteks2x> what is that?
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L1762[19:31:39] <howtonotwin> Windows Subsystem for Linux
L1763[19:31:50] <barteks2x> is that available on windows 7?
L1764[19:31:53] <howtonotwin> oh
L1765[19:31:54] <howtonotwin> nope
L1766[19:32:06] <howtonotwin> windows 10 au
L1767[19:32:32] <howtonotwin> I believe the Windows Subsystem for Unix still exists somewhere on the MS website :P
L1768[19:32:37] <barteks2x> This windows installation wouldn't survive the update
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L1770[19:32:56] <howtonotwin> Windows was always built to handle different OS standards, actually
L1771[19:33:06] <howtonotwin> it used to have three(?) subsystems
L1772[19:33:19] <howtonotwin> one for Os/2, one for NT, and one for POSIX
L1773[19:33:32] <howtonotwin> Eventually the other two got phased out
L1774[19:33:38] <howtonotwin> but all the infrastructure is there
L1775[19:33:59] <barteks2x> anyway, I probably need to go to bed now, it's already way too late
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L1785[20:38:13] <SatanicSanta> What should I be using instead of getBiomeGenForCoords in 1.10? Is it getBiome or getBiomeForCoordsBody?
L1786[20:40:42] <quadraxis> !mh getBiomeGenForCoords
L1787[20:41:01] <quadraxis> ask mcpbot
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L1792[21:02:01] <SatanicSanta> !help mh
L1793[21:02:18] <SatanicSanta> !mh World.getBiomeGenForCoords
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L1795[21:02:42] <SatanicSanta> !mh World.func_180494_b
L1796[21:03:30] <Kodos> Was there a recent breaking update to Forge that could have broken mods? I'm trying to use 2185 with the Curse Launcher, but I keep getting ClassNotFound Exceptions
L1797[21:03:44] <killjoy1> Which class?
L1798[21:03:57] <Kodos> Let me run it again, I'll grab the bit
L1799[21:04:16] <Kodos> I don't usually like to bother you guys, but I just wanted to check ;3
L1800[21:04:17] ⇨ Joins: Wastl2 (~Wastl2@x4e34c237.dyn.telefonica.de)
L1801[21:05:00] <Kodos> http://puu.sh/t6oGb/8d034be58c.txt
L1802[21:05:27] <Kodos> Mind you, I've been pulling mod files one by one and relaunching each time
L1803[21:05:31] <Kodos> But the same general error comes up for each mod
L1804[21:05:37] <Kodos> Which is why I was removing them
L1805[21:05:57] <Kodos> But 4 mods in a row with the same general error makes me wonder if something broke in a recent Forge update. I say that because I just made this pack a moment ago, so it would've used the latest update
L1806[21:06:44] <Kodos> I did have an alternative theory but it seemed unlikely; I made a 1.4.7 pack earlier today and am wondering if that didn't mess with something
L1807[21:06:46] <killjoy1> C:\Users\Joshua\Documents\Curse\Minecraft\Instances\RPG Adventure
L1808[21:06:50] <killjoy1> does that folder exist?
L1809[21:07:07] <Kodos> OH!
L1810[21:07:13] <Kodos> I bet it's because I was stupid and put a !
L1811[21:07:22] <killjoy1> if it does, it doesn't seem like a zip file
L1812[21:07:27] <killjoy1> looks more like a folder
L1813[21:07:36] <Kodos> The instance is called RPG Adventure!
L1814[21:07:42] <Kodos> So I'm wondering if the ! screwed it up
L1815[21:07:49] <killjoy1> yes, it did
L1816[21:07:54] <killjoy1> ! implies jar
L1817[21:07:54] <Kodos> Aye, thanks. I'm just a moron
L1818[21:07:56] <Kodos> Good to know
L1819[21:08:01] <Kodos> :3
L1820[21:08:44] <killjoy1> I thought forge would spit out a warning if your path had a ! in it
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L1822[21:11:47] <Kodos> I didn't see one
L1823[21:12:55] <killjoy1> well curse should
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L1826[21:29:16] <mistamadd001> boo
L1827[21:30:01] * howtonotwin screams
L1828[21:30:09] <howtonotwin> kill -9 mistamadd001
L1829[21:38:57] <mistamadd001> hahaha
L1830[21:39:44] <mistamadd001> hey can i ask you to look at something and see why my block isn't dropping my item on break?
L1831[21:40:28] <mistamadd001> https://github.com/mistamadd001/AncientGenetics/blob/master/src/main/java/mistamadd001/ancientgenetics/block/BlockAmberOre.java
L1832[21:42:34] <mistamadd001> does forge have a method list like the old bukkit docs?
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L1840[21:53:46] <howtonotwin> woops, sorry for not being here...
L1841[21:53:59] <howtonotwin> can you tell me what this is supposed to do? https://github.com/mistamadd001/AncientGenetics/blob/master/src/main/java/mistamadd001/ancientgenetics/block/BlockAmberOre.java#L13-L23
L1842[21:54:20] <howtonotwin> you're instantiating an AGBlock, which is not BlockAmberOre
L1843[21:54:53] <howtonotwin> so you just end up with the default behaviors and the entire rest of the class is basically a no-op
L1844[21:55:03] <mistamadd001> how so?
L1845[21:55:22] <howtonotwin> you never create a BlockAmberBlock
L1846[21:55:55] <howtonotwin> so it does nothing
L1847[21:56:13] <mistamadd001> ok so what would be the fix
L1848[21:56:34] <howtonotwin> https://github.com/mistamadd001/AncientGenetics/blob/master/src/main/java/mistamadd001/ancientgenetics/block/BlockAmberOre.java#L16
L1849[21:56:42] <howtonotwin> AGBlock => BlockAmberOre
L1850[21:57:17] <howtonotwin> Also I don't know any mod that uses this pattern for registering blocks...
L1851[21:57:57] <howtonotwin> The way most do it is they just have a giant block of GameRegistry.register(new BlockXXX(yyy)); in commonproxy or something
L1852[21:58:42] <howtonotwin> (I can't approve of actually having code inside CommonProxy though, because that sorta defeats the point)
L1853[22:00:19] <mistamadd001> well the reason i have a registerBlocks() method, is because i actually call 2 registers (one for the block and one for the ItemBlock)
L1854[22:00:39] <howtonotwin> Most mods just do that manually :P
L1855[22:00:50] <howtonotwin> just one more giant block of registers
L1856[22:00:58] <howtonotwin> The way I do it is a bit different:
L1857[22:01:16] <howtonotwin> I register all the blocks with a giant block of GameRegistry.register too
L1858[22:01:37] <howtonotwin> and every block that has an item implements interface BlockItem
L1859[22:01:55] <howtonotwin> and then I just get the block registry, filter out all my own blocks
L1860[22:02:10] <howtonotwin> then for each BlockItem I make an ItemBlock and register it
L1861[22:02:19] <howtonotwin> so I don't have to register the same block "twice"
L1862[22:02:23] <howtonotwin> (manually)
L1863[22:02:48] <howtonotwin> *filter out -> strain out
L1864[22:03:43] <mistamadd001> yea, I have been taught the convention that if you call the same method more than once with different parameters you write a method for it
L1865[22:04:25] <howtonotwin> well all your pattern really accomplishes is it turns this:
L1866[22:04:39] <howtonotwin> GameRegistry.register(new BlockXXX(yyy).zzz())
L1867[22:04:46] <howtonotwin> GameRegistry.register(new BlockAAA(bbb).ccc())
L1868[22:04:47] <howtonotwin> ...
L1869[22:04:57] <mistamadd001> yea
L1870[22:05:05] <howtonotwin> into
L1871[22:05:08] <mistamadd001> at this stage
L1872[22:05:09] <howtonotwin> BlockAAA.registerBlocks()a
L1873[22:05:15] <howtonotwin> BlockBBB.registerBlocks();
L1874[22:05:17] <howtonotwin> *a -> ;
L1875[22:05:25] <howtonotwin> and you really don't gain anything from that
L1876[22:08:54] <howtonotwin> (And instead of registering things in preinit directly you should use RegistryEvent.Register, but it isn't very important. It's documented here https://github.com/howtonotwin/MCForgeDocumentation/blob/registration/docs/concepts/registries.md#registering-things ))
L1877[22:09:06] * howtonotwin just noticed a typo in that page
L1878[22:09:08] * howtonotwin groans
L1879[22:09:26] <mistamadd001> haha
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L1881[22:10:36] <mistamadd001> you talking about the code block
L1882[22:11:36] <howtonotwin> no, it's that right after I wrote IForgeRregistryEntry
L1883[22:11:48] <howtonotwin> "Rregistry"
L1884[22:12:11] <howtonotwin> (And it isn't formatted as code)
L1885[22:12:38] <howtonotwin> So for those 3 characters I wrote a 3 line commit message
L1886[22:12:41] <howtonotwin> bc y not
L1887[22:13:44] <mistamadd001> hahaha
L1888[22:14:03] <howtonotwin> oh god the code block has a typo too D:
L1889[22:14:14] <howtonotwin> y i do dis
L1890[22:14:18] <mistamadd001> ahahaha
L1891[22:14:25] <mistamadd001> event != e
L1892[22:15:15] <howtonotwin> hey, just a tip
L1893[22:15:21] <howtonotwin> don't fork my repo ;P
L1894[22:15:27] <howtonotwin> Imma force push
L1895[22:15:33] <howtonotwin> NO ONE SAW ANYTHING!
L1896[22:15:47] <mistamadd001> hahaha
L1897[22:17:47] <howtonotwin> oh c'mon
L1898[22:17:51] <mistamadd001> more?
L1899[22:17:56] <howtonotwin> I don't actually know my GH password...
L1900[22:18:06] <howtonotwin> It's a garbled thing that I keep encrypted
L1901[22:18:16] <howtonotwin> basically password manager but manual
L1902[22:18:23] <howtonotwin> AND NOW GIT NEEDS IT
L1903[22:18:27] <howtonotwin> GAH!
L1904[22:18:42] <howtonotwin> It's on a super slow external HDD too
L1905[22:18:58] <howtonotwin> Half the time it takes to retrieve it is just waiting for it to spin up
L1906[22:20:26] <mistamadd001> hahaha
L1907[22:20:34] <howtonotwin> if you find a typo on that branch please feel free to open an issue
L1908[22:21:01] <howtonotwin> anyway I'm too drowsy for this
L1909[22:21:06] <howtonotwin> seeya and gl!
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L1915[22:29:41] <killjoy1> goddamn hyper-v having secureboot enabled by default
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L1921[22:55:35] <blood_> McJty around?
L1922[22:56:01] <McJty> yes
L1923[23:00:40] <blood_> McJty: it seems rftools is cancelling PlayerInteractEvent's when we fire the event to you
L1924[23:00:56] <blood_> did you change handling after 62 builds?
L1925[23:01:13] <blood_> if i right click a screen with hand only, rftools cancels
L1926[23:01:57] <McJty> That might be yes?
L1927[23:02:15] <blood_> why would it cancel?
L1928[23:02:44] <blood_> heldItem = null, pos = BlockPos{x=-659, y=95, z=161}, face = north, hitVec = (0.5, 0.625, 0.875)
L1929[23:02:53] <blood_> i send this data in event
L1930[23:02:58] <blood_> pos matches where screen is
L1931[23:03:01] <blood_> rftools cancels it
L1932[23:03:37] <McJty> It cancels when you are sneaking
L1933[23:03:49] <blood_> but i have to sneak in order to open the gui
L1934[23:03:53] <McJty> yes
L1935[23:04:04] <McJty> That's why I cancel it. So that I can open the gui
L1936[23:04:15] <McJty> Because otherwise my block wouldn't receive it
L1937[23:04:31] <McJty> As sneak-right click is usually for being able to place other blocks against something without opening the gui
L1938[23:05:01] <blood_> well in order for sponge to protect GUI's properly, we have to closeScreen if interact is cancelled and block activation didnt succeed
L1939[23:05:23] <blood_> you cant send a custom packet to handle it on your side?
L1940[23:06:07] <blood_> there were no issues in builds 62
L1941[23:06:19] <McJty> No this has changed
L1942[23:07:06] <blood_> ah k, well anything you can do to avoid cancelling?
L1943[23:07:17] <McJty> hmm
L1944[23:07:26] <McJty> Shouldn't sponge try to be compatible with how mods work?
L1945[23:07:33] <McJty> I mean this is not that abnormal I think
L1946[23:07:46] <blood_> it definitely isnt normal
L1947[23:07:55] <blood_> sponge is a mod just like any other
L1948[23:08:09] <blood_> so the compatibility is mutual
L1949[23:08:13] <blood_> it isnt one sided
L1950[23:08:20] <McJty> yes but I don't understand why you are interfering with closing screens of other mods
L1951[23:08:27] <blood_> i told you, protection
L1952[23:08:35] <blood_> mods do stupid things like open GUI regardless of interact event
L1953[23:08:45] <McJty> Well to be honest. I'm not sure what sponge does. Not really familiar with the server side of MC
L1954[23:08:48] <blood_> so interact is cancelled, GUI still opens
L1955[23:08:57] <blood_> that breaks the contract of the event entirely
L1956[23:09:03] <blood_> which is pretty much what rftools is doing
L1957[23:09:10] <blood_> player right-clicks on a block, event is cancelled
L1958[23:09:14] <blood_> yet GUI opens
L1959[23:10:08] <blood_> Sponge has to close the screen to avoid mods violating the interact event
L1960[23:10:22] <blood_> as many dont care about protection, just as long as their mod "works"
L1961[23:10:33] <McJty> Well I could use a packet but I do have to cancel the event though
L1962[23:10:35] <McJty> I cannot avoid that
L1963[23:11:07] <blood_> you cancel to prevent block from activating correct?
L1964[23:11:25] <McJty> No I cancel the event to prevent another block in the players hand being placed in the world
L1965[23:11:36] <McJty> Because that's what sneak-right click usually does
L1966[23:11:57] <blood_> uh so listen to the place event
L1967[23:12:00] <blood_> why would you cancel the interact?
L1968[23:12:03] <blood_> cancel the place
L1969[23:12:15] <McJty> Well it can be a placement
L1970[23:12:22] <McJty> But it could also be another item and another type of activation
L1971[23:12:33] <blood_> the event should support this, let me look
L1972[23:13:11] <LexMobile> evenin guys
L1973[23:13:12] <blood_> https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/event/entity/player/PlayerInteractEvent.java#L183
L1974[23:13:15] <blood_> did you read the event?
L1975[23:13:16] <LexMobile> anything stupid i should know about?
L1976[23:13:24] <blood_> set that to false and test again
L1977[23:13:37] <LexMobile> Oh PIE.... bah... OH WAIT that reminds me I have pie!
L1978[23:14:08] <McJty> blood_, I can try. But not right now though
L1979[23:14:17] <blood_> well that is the "proper" way of doing it
L1980[23:14:24] <blood_> the current handling is a hack and breaks the event entirely
L1981[23:14:33] <McJty> ok
L1982[23:14:39] <blood_> shall i make a ticket?
L1983[23:15:38] <McJty> That would be great yes. So I don't forget. Thanks
L1984[23:15:43] <blood_> no problem, thanks again
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L1986[23:18:16] <blood_> McJty: I only see this https://github.com/McJty/RFTools/blob/1c789db27e3281a2df0c3994414422c8cd2e4aa4/src/main/java/mcjty/rftools/ForgeEventHandlers.java#L102
L1987[23:18:24] <blood_> yet i wasnt holding a wrench
L1988[23:18:29] <blood_> where are you doing the cancel?
L1989[23:18:51] <McJty> https://github.com/McJty/RFTools/blob/1.11/src/main/java/mcjty/rftools/ForgeEventHandlers.java
L1990[23:18:57] <McJty> You were using the wrong branch
L1991[23:19:02] <blood_> ah thanks
L1992[23:23:45] ⇦ Quits: expert700 (~quassel@ec2-107-23-98-179.compute-1.amazonaws.com) (Remote host closed the connection)
L1993[23:25:32] <blood_> McJty: one other question, what was the reason for requring sneaking?
L1994[23:25:37] <blood_> in order to open GUI
L1995[23:26:20] <McJty> Well my screens are interactive. They can contain buttons to press on. In the past it was right click to open the gui to configure the screen (as usual) and left click to activate buttons
L1996[23:26:26] <McJty> But people found left click for buttons confusing
L1997[23:26:30] <McJty> Since vanilla buttons are right click
L1998[23:26:45] <McJty> So I changed it so that right click also activates buttons and sneak-right click is now the GUI
L1999[23:26:47] <blood_> would make more sense to have a config option
L2000[23:26:56] <blood_> for me sneak right-click is annoying
L2001[23:27:08] <blood_> so config would be perfect here
L2002[23:27:12] <McJty> Well configuring the gui is less often done then using a button in most cases
L2003[23:27:16] <McJty> but yes, a config might be good
L2004[23:27:46] <blood_> yea i liked build 62, simple right-click to open
L2005[23:28:19] <blood_> btw you only want the item in hand not to be used right?
L2006[23:28:24] <McJty> yes
L2007[23:28:33] <blood_> ok then have to use setItemResult to DENY
L2008[23:28:51] <blood_> ill add that to ticket
L2009[23:28:58] <McJty> yes I will try these out
L2010[23:32:28] <blood_> https://github.com/McJty/RFTools/issues/962
L2011[23:32:30] <blood_> there you go
L2012[23:32:48] <McJty> Thanks. Not sure when I'll have time to look but most likely not this year anymore :-)
L2013[23:32:55] <blood_> haha no worries
L2014[23:33:04] <blood_> at least the ticket is out there if people complain
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L2016[23:43:50] *** Keridos is now known as Keridos|away
L2017[23:45:21] <McJty> Hmm how can one check if a certain key is pressed within a GuiScreen implementation? I tried this: https://bpaste.net/show/dca6327d1d39
L2018[23:45:28] <McJty> But that isn't working apparently
L2019[23:48:41] <tterrag> Keyboard.isKeyDown ?
L2020[23:48:52] <tterrag> or do you want a single event keypress?
L2021[23:49:20] <tterrag> ah, MC keybinds. keybinds aren't fired inside GUIs
L2022[23:49:48] <McJty> No but I want to detect if the key that the keybind is assigned too is pressed
L2023[23:49:55] <McJty> So I can handle it myself in the gui
L2024[23:50:17] <McJty> Ah I can get the keycode and use Keyboard.isKeyDown I guess
L2025[23:50:27] <tterrag> isPressed is only updated by ontick which only is called when no GUIs are open
L2026[23:50:32] <tterrag> so yes, use the keycode manually
L2027[23:50:51] <tterrag> however, that could be bad as isKeyDown is state processing, not events
L2028[23:54:09] <McJty> Well it works fine
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L2030[23:57:41] <illy> boop o/
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