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L4[00:07:31] <Shawn|i7-Q720M> its running
more stable with 2 GB
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L19[01:03:54] <Shawn|i7-Q720M> is there a
mod that gives mobs weapons?
L20[01:04:34] <killjoy> vanilla does
that
L21[01:04:49] <Drullkus> ^
L22[01:05:02] <killjoy> Vanilla? What's
that?
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L33[01:52:06] <bspkrs>
export.mcpbot.bspk.rs is back up
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L38[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170116 mappings to Forge Maven.
L39[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170116-1.11.zip
(mappings = "snapshot_20170116" in build.gradle).
L40[02:00:14] <Shawn|i7-Q720M> killjoy, can
I control that though?
L41[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
L42[02:00:26] <killjoy> it's nbt
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L44[02:00:36] <Shawn|i7-Q720M> NBT?
L45[02:00:55] <killjoy> ./summon
<mob> ~ ~ ~
{HandItems:[{id:"minecraft:diamond_sword",Count:1}]}
L46[02:01:10] <Shawn|i7-Q720M> is there a
way to control how mobs spawn?
L47[02:01:20] <Shawn|i7-Q720M> and which
ones you want to spaw
L48[02:01:22] <killjoy> how do you
mean?
L49[02:01:25] <Shawn|i7-Q720M> *spawn
L50[02:02:50] <killjoy> same question
L51[02:03:01] <Shawn|i7-Q720M> how do I
mean?
L52[02:03:12] <killjoy> exactly what do you
want to do?
L53[02:03:19] <killjoy> prevent
spawning?
L54[02:03:25] <killjoy> modify entity when
they spawn?
L55[02:03:27] <Shawn|i7-Q720M> on some
mob
L56[02:03:30] <Shawn|i7-Q720M> mobs
L57[02:03:43] <killjoy> find the event for
it and cancel it
L58[02:06:59] <Bjorguv> how long does it
take to feel like i’m actually competent with java ? :(
L59[02:07:06] <killjoy> years
L60[02:07:33] <Bjorguv> lol but
seriously
L61[02:07:47] <killjoy> just get to know
java.util
L62[02:07:56] <killjoy> and java.io
L63[02:08:13] <killjoy> and java.net
L64[02:08:17] <Bjorguv> right now I’m just
really having trouble understanding syntax
L65[02:08:32] <killjoy> syntax is the
easiest part
L66[02:08:36] <Bjorguv> well shitt
L67[02:08:50] <killjoy> otherwise, it's
just memorizing class names
L68[02:09:03] <killjoy> for every (, there
is a )
L69[02:09:08] <killjoy> same with {} and
[]
L70[02:09:16] <killjoy> everything is
inside a class
L71[02:09:38] <killjoy> a class can be a
class, interface, or enum
L72[02:09:47] <killjoy> more on that
later
L73[02:11:05] <killjoy> Bjorguv, do you use
an IDE?
L74[02:11:17] <Bjorguv> yea
L75[02:11:31] <Bjorguv> intellij
L76[02:12:06] <Bjorguv> I think it confuses
me even more lol
L77[02:13:25] <Bjorguv> killjoy, why?
L78[02:13:40] <killjoy> try just using
Notepad++
L79[02:13:45] <killjoy> VSCode works
too
L80[02:14:04] <killjoy> it's better for
beginners since the IDE will introduce you to concepts that are
above your head
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L82[02:17:09] <Bjorguv> killjoy: I decided
to try out BlueJ it’s supposed to be for beginners and it looks
alot more basic so ty for advice
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L86[02:30:08] <Ashindigo_> I started with
eclipse
L87[02:30:21] <Ashindigo_> Intellij and
android studio look weird to me
L88[02:32:16] *
ghz|afk yawns
L89[02:33:59] <ghz|afk> I started
programming with typing on an Amstrad CPC464, followed by QBasic on
DOS and then later VisualBasic4/6, followed by VisualC++ 6, and all
the Visual Studios
L90[02:34:13] <ghz|afk> but java
specifically, we did use Eclipse at uni, but I quickly decided I
hated it
L91[02:34:39] <ghz|afk> so I got NetBeans
for doing the homework
L92[02:34:53] <killjoy> I've used
netbeans
L93[02:34:55] <killjoy> Boo.
L94[02:35:10] <ghz|afk> and I used NetBeans
initially when I tried to start modding in 1.4.7
L95[02:35:17] <ghz|afk> but then when I
tried again in 1.8
L96[02:35:28] <killjoy> does gradle even
support netbeans?
L97[02:35:34] <ghz|afk> not that I'm aware
of
L98[02:35:51] <killjoy> I remember a
build.gradle which I think was generated by netbeans
L99[02:35:51] <ghz|afk> but netbeans has a
gradle plugin
L100[02:35:59] <ghz|afk> that lets it
importand use gradle files
L101[02:36:10] <ghz|afk> but forge isn't
documented for it
L102[02:36:22] <ghz|afk> so I tried idea
because eclipse nothx
L103[02:36:29] <ghz|afk> and I liked it
quite a lot
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L128[05:11:41] <Naiten> heyo
L131[05:14:57] <Naiten> another update
from train mod
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L161[08:07:24] <ghz|afk> rejoice, linux
users! or something
L162[08:07:25] <ghz|afk> ;P
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L167[08:22:03] <ScottehBoeh> is there a
method I can use to get the X,Y and Z of WorldSpawn?
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L172[08:26:43] <Shambling> kind of wish
tutorials for registering events would... I dunno... list the
imports needed
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L174[08:27:12] <Shambling> does idea
auto-fill imports if the methods and classes are known from forge?
if so, maybe these are simply outdated methods
L175[08:27:57] <ghz|afk> what?
L176[08:28:22] <ghz|afk> if you type a
word in idea, and it matches any known type from the referenced
libraries
L177[08:28:29] <ghz|afk> idea will happily
list you all the possible matches
L178[08:30:53] <ScottehBoeh> is there no
WorldServer.getWorldSpawn or anything?
L179[08:31:00] <ScottehBoeh> Need to get
the WorldSpawn, I know its vanilla
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L183[08:46:08] <Maxwell> How can I get a
reference to the Minecraft window itself? I assume I would need
reflection, but where even is the object created?
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L188[09:05:00] <ScottehBoeh> Anyone have a
reference that I can use for arm positions?
L189[09:05:08] <ScottehBoeh> I'm
attempting to change the position of the players hand when holding
a specific item (Radio)
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L193[09:14:56] <ScottehBoeh> oh god what
have I done
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L195[09:18:04] <Tazz> apparently I wasnt
in this channel XD
L196[09:18:43] <ScottehBoeh> :o
L197[09:19:05] <Tazz> lol its news to me
because I didnt even know I left this channel XD
L198[09:21:45] <Maxwell> ScottehBoeh: I
don't see the problem there
L199[09:22:34] <ScottehBoeh> xD
L200[09:22:44] <ScottehBoeh> my whole day
has been spent trying to get arms to rotate
L201[09:22:51] <ScottehBoeh> (aswell as
adding landmines. Let me show you guys something cool)
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L205[09:24:03] <Maxwell> looks like you
got something to rotate. just maybe not the arms
L206[09:24:05] <ScottehBoeh> Comparing
what Survival-gamemode see's to Creative-gamemode
L207[09:24:17] <ScottehBoeh> Yeah I think
I rotated nametags or something
L208[09:24:40] <ScottehBoeh> I've
implemented landmines just to add a more dynamic gameplay feature
to maps, meaning players have to watch where they step in specific
areas
L209[09:24:52] <Maxwell> creative is the
first image, right?
L210[09:24:56] <ScottehBoeh> Yes
L211[09:25:28] <Maxwell> Activation
range?
L212[09:25:35] <ScottehBoeh> Currently
only on touch
L213[09:25:49] <ScottehBoeh> I'm going to
see if I can teach myself how to have it range at 1-2 more
blocks
L214[09:26:09] <Maxwell> are they
TEs?
L215[09:26:14] <ScottehBoeh> yes
L216[09:26:21] <ScottehBoeh> They're tile
entities that don't tick
L217[09:26:40] <TechnicianLP> why are they
tes?
L218[09:26:53] <ScottehBoeh> so I could
render the creative-mode-side cubes
L219[09:27:02] <ScottehBoeh> Ohey Tech
:D
L220[09:27:16] <Maxwell> How are you
detecting the player currently?
L221[09:27:28] <ScottehBoeh> public void
onEntityCollidedWithBlock(World world, int x, int y, int z, Entity
entity)
L222[09:27:28] <ScottehBoeh> {
L223[09:27:34] <ScottehBoeh> I just deal
cactus damage at 50
L224[09:27:37] <ScottehBoeh> (instant
death)
L225[09:27:57] <Maxwell> so no actual
explosion
L226[09:28:36] <ScottehBoeh> I've got an
explosion created yes, but it deals no world damage
L227[09:29:20] ***
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L239[10:39:49] ***
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L243[10:51:24] <Shambling> is EVENT_BUS
still used in 1.10.2?
L244[10:51:37] <Shambling> only tutorials
I see that reference events seem to be for 1.8.9 and 1.7.10
:P
L245[10:52:07] <ghz|afk> yes, events
haven't changed
L246[10:52:32] <ghz|afk> 1.10.2 did add an
extension to it, @Mod.EventBusSubscriber, which can register static
methods automatically, but besides that
L247[10:52:46] <ghz|afk> and it added the
ability to handle events with generic types
L248[10:52:56] <ghz|afk>
(AttachCapabilitiesEvent<TileEntity> and such)
L249[10:53:00] <howtonotwin> (invariantly,
mind you.)
L250[10:53:15] <ghz|afk> yeah, only the
exact class is a match
L251[10:53:22] <ghz|afk> but besides those
two additions
L252[10:53:30] <howtonotwin> and a silly
mistake where AttachCapabilityEvent.Item is not
ACE<ItemStack> :P
L253[10:53:32] <ghz|afk> the forge bus is
identical now as it was in 1.7.10 and earlier
L254[10:53:38] <ghz|afk> the FML bus
however, was merged into the forge one
L255[10:56:25] <Shambling> ok yeah mcjty's
tutorial does have event registration
L256[10:56:47] <Shambling> so
MinecraftForge.EVENT_BUS.register(*fud*); does seem to work
still
L257[10:56:55] <howtonotwin> also the
official docs :P
L258[10:56:59] <ghz|afk> as I said, that
hasn't changed ;P
L259[10:57:31] <Shambling> wonder why idea
kept saying EVENT_BUS didn't exist
L260[10:57:48] <Shambling> I swear I added
like every import under the sun, and a few from mars as well
L261[10:57:58] <x3n0ph0b3> mars is still
under the sun.
L262[10:58:03] <williewillus> lol
L263[10:58:08] <x3n0ph0b3> ;D
L264[10:58:22] ⇦
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L265[10:58:24] <x3n0ph0b3> actually, is
anything really UNDER anything in space
L266[10:58:24] <Shambling> I guess I
should have said Andromeda Prime then :P
L267[10:58:33] <x3n0ph0b3> I never really
thought about that.
L268[10:59:07] <howtonotwin> I'd say
everything is under the sun, because you can change the meaning of
down :P
L269[10:59:09] <Shambling> oh god, that
used to be a reference to like a planet in one of those 90's sci
fi, now its some sort of weird tumblr blog
L270[10:59:31] <x3n0ph0b3> back away
slowly and don't make eye contact, maybe.
L271[10:59:38] <howtonotwin> I see a
fanfic on AO3
L272[10:59:38] <Shambling> I closed the
browser
L273[10:59:45] <x3n0ph0b3> They rely on
motion to see you
L274[11:02:43] <howtonotwin> Should there
be a Resources page under Concepts on the docs?
L275[11:03:00]
⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L276[11:03:33] <howtonotwin> Something
like "A resource is data that is used by the game. These files
are stored under assets/ and are referenced with
ResourceLocs.
L277[11:04:31] <diesieben07> if that
sentence is all there is it probably isn't worth it
L278[11:04:32] <howtonotwin> "RLs
have the form <domain>:<path>, and represent the
resource at assets/<domain>/<ctx>/<path>, where
<ctx> depends on the context.
L279[11:05:31] <howtonotwin>
"Resources should have path names in snake_case, and this
convention is present even outside the resource system."
L280[11:06:03] <howtonotwin> I say this
because LOTs of things refer to Rls and resources, and we keep
repeating the same things in them.
L281[11:06:20] <diesieben07> yes you have
a point.
L282[11:07:08]
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L285[11:12:26] <howtonotwin> and what's
with the Blocks/Interaction page?
L286[11:12:44] <howtonotwin> why not get
rid of it and write javadocs instead?
L287[11:13:20]
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L290[11:17:13] <williewillus> yeah, I
thought that page was kind of pointless
L291[11:17:25] <williewillus> esp since we
have permissions to rewrite comments in MCPBot as we wish
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L296[11:33:24] ***
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L298[11:48:30] <howtonotwin> What's the
psuedo-location that contains the contents of the classpath
called?
L299[11:50:38] <diesieben07> the what
now?
L300[11:50:51] <howtonotwin> Like when I
say
"Class.loadResourceAsStream("assets/minecraft/lang/en_US.lang")",
what's the root of that hierarchy called?
L301[11:51:22] <howtonotwin> *getRAS
L302[11:51:35]
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L303[11:51:50] <Ordinastie> classpath
?
L304[11:52:08] <diesieben07> yeah that's
the classpath.-
L305[11:52:35] <howtonotwin> yay double
meanings :P
L306[11:52:36] <howtonotwin> thanks
L307[11:52:51] <diesieben07> double
meanings?
L308[11:54:01] <howtonotwin> classpath
means "list of locations to load files from" and
"the hierarchy that's formed from taking the contents of all
those locations"
L309[11:54:43] ***
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L310[11:55:04] <diesieben07> ehhh
L311[11:55:09] <diesieben07> no, the first
one is not the classpath
L312[11:55:28] <diesieben07> you put stuff
*onto* the classpath, meaning you add it to the hierarchy
L313[11:56:26] <howtonotwin> But then
what's that list of locations called?
L314[11:57:18] <diesieben07> list of stuff
on the classpath? :D
L315[11:57:39] <howtonotwin> You say
things like "the classpath is set to <some list>,"
which implies that "classpath" means "a list of
locations"
L316[11:57:49] <howtonotwin> blah this is
degenerating fast
L317[11:57:50] <howtonotwin> :P
L318[11:57:50] <diesieben07> I don't say
that :P
L319[11:58:06] <howtonotwin> no need to
split hairs any further :P
L320[11:58:39] ***
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L324[12:03:45] <Barteks2x_> ohgod, I
horribly broke my irc/hexchat/bnc setup
L325[12:04:11] <Barteks2x_> And it somehow
joined #minecraftforge in freenode
L326[12:04:53] <howtonotwin> d(^.^)
L327[12:05:37] <Barteks2x_> it joined all
especnet channels I was on but on freenode. Somehow. No idea how to
undo that
L328[12:06:44] <Barteks2x_> but what is
surprising is that I'm not the only one in some of these
channels
L329[12:06:56] <howtonotwin> o_O
L330[12:07:13] <howtonotwin> maybe it's
time to tell them...
L331[12:07:36] <Barteks2x_> I see
w.aterpicker in the freenode #minecraftforge
L332[12:07:45] <Barteks2x_> (without
.)
L333[12:07:59]
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(~reidboyce@c-73-83-133-41.hsd1.wa.comcast.net)
L334[12:10:03]
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closed)
L336[12:13:15]
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L337[12:13:25] <Whatshiywl> Greetings
all
L338[12:15:40]
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L339[12:21:31] *
diesieben07 waves at Whatshiywl
L340[12:24:56] ⇦
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L343[12:31:13] <Barteks2x> looks like the
issue was that it connected me to espernet at first even when I
accidentally specified freenode, but then changed it's mind but
left me on the same channels
L344[12:31:25] ⇦
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L345[12:32:43] <ScottehBoeh> So I have a
RenderLivingEvent and I want it to modify the arms positions
depending on if the target entity is handcuffed or not
L347[12:32:50] <ScottehBoeh>
However:
L348[12:33:02] <ScottehBoeh> For some
reason, it seems to modify the rendering of all arms on every
player
L349[12:33:23]
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L350[12:35:13] <Shambling> man I feel like
I fight the IDE more than I spend time coding
L351[12:35:22] <Shambling> and after this
latest update, its even worse. lol
L352[12:36:29] <howtonotwin> Become a
Warrior of the Rain and use Vim :P
L353[12:36:42] <ScottehBoeh> Anyone able
to help?
L354[12:37:15] <Shambling> honestly, I'd
use just notepad++ or sublime, but its easier to test with a life
minecraft client generating IDE like idea
L355[12:37:23] <Shambling> is the rain my
tears?
L356[12:38:02] <howtonotwin> (referring to
fr.y) :P
L357[12:38:24] <TechnicianLP> thats the
reason i stoppped doing bukkit a while ago ... you have to export
every time you wanna test it
L358[12:40:33] <Shambling> oh, sorry must
have come in in the middle of a convo
L359[12:44:24] ***
DarkevilAway is now known as Darkevilmac
L360[12:45:06] <ScottehBoeh> uugh
L361[12:45:13] <ScottehBoeh> ok whoever
cracks my code gets a scooby snack
L364[12:46:18] <ScottehBoeh> for some
reason, it effects both players. Do I have to check that its a
specific player (That's not me)?
L365[12:48:00] ⇦
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L367[12:48:10] <heldplayer> Don't go
editing the window title of the game, it's frowned upon
L368[12:48:44] <heldplayer> But I do
notice some floating arms
L369[12:49:02] <Maxwell> Wait, how did you
edit the window title? I've wanted to be able to do that
forever
L370[12:49:32] <ScottehBoeh> in preInit, I
did an if statement to check if the mod is running
client-side
L371[12:49:37] <ScottehBoeh> then I added
this line within the if statement:
L372[12:49:39] <Barteks2x>
Display.something() probably
L373[12:49:55] <ScottehBoeh>
Display.setTitle("Your new title goes here");
L374[12:50:23] <ScottehBoeh> Still
L375[12:50:26] <ScottehBoeh> Lets not go
off topic >.<
L376[12:50:32] <ScottehBoeh> LE arms, I
gotta fix le armssz
L377[12:51:06] <diesieben07> you don't
sync the state of "handcuffed" to the cleints.
L378[12:52:32] <TechnicianLP> should that
not lead to no change at all?
L379[12:52:57] <diesieben07> maybe?
idk
L380[12:53:40] <diesieben07> oh, nah not
really, because his handcuff code is terrible
L381[12:53:58] <ScottehBoeh> :(
L383[12:54:40] <ScottehBoeh> wat
L385[12:55:22] <TechnicianLP> dont drop
you arms on that mine!
L386[12:55:25] <diesieben07> first,
pizza
L387[12:55:28]
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(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L388[12:55:29] <ScottehBoeh> xD
L389[12:55:32]
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L391[13:00:55] ⇦
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L392[13:00:59] <Shambling> alright, so ...
intellij question. if I import net.minecraftforge.fml.common.Mod,
why does it gray out that line, and then tell me it can't resolve
@Mod :|
L393[13:01:16]
⇨ Joins: CoolerExtreme (~CoolerExt@49.15.140.84)
L394[13:01:27] <Shambling> its like...
"Hey I'm not using that import buddy" and then
"wahhhh I don't know what this is"
L395[13:01:39] <McJty> That usually
indicates your project is not set up right
L396[13:01:42] <McJty> How did you set it
up?
L397[13:02:00] <diesieben07> you shouldn't
ever have to import stuff manually..
L398[13:02:05] <diesieben07>
@Mod<autocomplete>
L399[13:02:09] <McJty> That too
L400[13:02:25] <Shambling> it simply says
"cannot resolve symbol" when I type @Mod
L401[13:02:25] <McJty> I rarely ever look
at my imports except to see if I don't have accidental client
imports where I shouldn't
L402[13:02:34] <McJty> Shambling, how did
you set up your IDEA project?
L403[13:02:35] <diesieben07> type @Mod
then ctrl-space
L404[13:02:37] <Shambling> yeah when it
works I see that it should auto fill
L405[13:03:01] <diesieben07> if that
doesn't work... answer mcjty :D
L406[13:03:11] <Shambling> imported
gradle.build, and then I ran the git command line of
genIntellijRuns
L407[13:03:14] <Shambling> giving me the
client and server
L408[13:03:22] <diesieben07> you need to
run setupDecompWorkspace
L409[13:03:28] <diesieben07> then click
the refresh icon thing in the gradle sidebar
L410[13:03:35] <Shambling> and then I
created a src/main/java folder, and created a project
crosstheline.main
L411[13:03:39] <McJty> I usually do:
setupDecompWorkspace idea genIntellijRuns
L412[13:03:40] <Shambling> I ran
setupDecomPWorkspace first
L413[13:03:45] <diesieben07> wait created
a project? no...
L414[13:03:49] <diesieben07> don't create
any project
L415[13:03:54] <Shambling> errrr not
project sorry
L416[13:03:59] <diesieben07> importing the
build.gradle is creatring a project
L417[13:04:04] <Shambling> package,
miswording
L418[13:04:21] <diesieben07> if you do
Ctrl-N and type "Mod", does it find the class?
L419[13:04:29] <Shambling> if I skip the
./gradlew idea does that mess things up if I don't run that before
genIntellijRuns?
L420[13:04:37] <diesieben07> no, don't do
the idea task
L421[13:04:38] <Shambling> and do I need
to start my source folder before or after that
L422[13:04:46] <diesieben07> start your
source folder?
L423[13:05:08] <Shambling> copying the
build.gradle and the other files creates no source files, so I
usually start by creating folder src/main/java
L424[13:05:13] <Shambling> and mark java
as a source folder
L425[13:05:20] <diesieben07> yes, thats
fine
L426[13:05:23] ⇦
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seconds)
L427[13:05:24] <McJty> You shouldn't have
to do that actually
L428[13:05:27] <diesieben07> the order
really does not matter much with this stuff
L429[13:05:31] <diesieben07> yes you
do
L430[13:05:35] <diesieben07> only if you
start with the MDK
L431[13:05:35] <McJty> Well I never import
build.gradle. I do the gradle stuff via commandline
L432[13:05:39] <McJty> And then the source
dir is auto marked
L433[13:05:47] <diesieben07> you should
import it...
L434[13:05:51] <howtonotwin> isn't the
idea task in gradle broken?
L435[13:05:59] <diesieben07> yeah it is
not the best
L436[13:06:08] <McJty> Well I have never
encountered problems with it
L437[13:06:13] <McJty> And I released my
16th mod today :-)
L438[13:06:32] ⇦
Quits: Whatshiywl (~Whatshiyw@177.142.88.187) (Remote host closed
the connection)
L439[13:06:32] <McJty> I can't import
build.gradle due to a proxy issue on the firewall at work
preventing the gradle plugin from working
L440[13:06:35] <Shambling> I'd just like
to know why it keeps ignoring half of the classes/etc that I know
exist somewhere :\
L441[13:06:38] <McJty> So I have to do it
commandline anyway
L442[13:07:15] <diesieben07> Shambling,
are they visible with Ctrl-N (i.e. search)?
L443[13:07:23] <Shambling> for example,
I'm using FMLPostInitializationEvent event, and it doesn't
auto-import
L444[13:07:32] <Shambling> its like its
ignoring the generated code by setupDecompWorkspace
L445[13:07:57] <Shambling> creepily
enough, it just compiled and ran
L446[13:08:08] <Shambling> so maybe the
IDE just needs to be smacked upside the head
L447[13:08:18] <Shambling> let me read my
console and see if preInit and Init tasks ran
L448[13:08:35] <diesieben07> ok then..
ignore me
L449[13:08:36] <diesieben07> glhf.
L450[13:08:46] <Shambling> oops missed the
green line
L451[13:08:52] <Shambling> bad monitor,
one second diesieben07
L452[13:09:11] <Shambling> yeah search
shows me @mod
L453[13:09:29] <diesieben07> ok then you
are doing something wrong when trying to write the code.
L454[13:09:54] <Shambling> I'll take a
look at a working mod and see if I'm doing something in the wrong
order
L455[13:09:58] <Shambling> maybe the way I
worded the package
L456[13:09:59] <howtonotwin> If you're in
an IDE smacking rage, can you smack the Scala IDE for me?
L457[13:10:06] ⇦
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L458[13:10:18] <howtonotwin> It needs more
incentive to not be crap.
L459[13:12:48]
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L460[13:12:55] <Shambling> I literally
just have one package modname.main, and modname.main.proxy, and a
class named mainmodclass
L461[13:13:34] <Shambling> I'd think at
that point, since it can search and find the @Mod reference, it
would work, as thats like in every mod I've ever seen :o
L462[13:13:50] <Shambling> maybe there is
some bad naming conventions and I've caused a conflict
L463[13:14:56] ⇦
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L464[13:15:18] <Shambling> is main class
in application configurations supposed to be GradleStart? that
seems wrong
L465[13:15:42] <diesieben07> that is
completely correct.
L466[13:15:59] <Shambling> wonder if I
have my src folder wrong, it seems to be under run for some
reason
L467[13:16:17] <diesieben07> yeah don't do
that.
L468[13:16:21] <Shambling> *facepalm* that
was not the thing I right clicked, but ok
L469[13:17:14] <Shambling> well that fixed
all the imports except for @mod, so thats a start
L470[13:18:14] <Shambling> ok well I've
found most of it
L471[13:20:30] ⇦
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L473[13:28:19] ***
cpw|out is now known as cpw
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L475[13:29:06] <ScottehBoeh> New mod logo
got done last night :D
L477[13:30:27] ⇦
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L483[13:38:52] <shadekiller666> i'm trying
to implement a vehicle entity, and i'm using the vanilla boat class
as an example. vanilla boats have booleans for left right forward
and backward inputs, and those are set via special-case in
EntityPlayerSP.updateRidden(). how would i check those inputs
normally?
L484[13:39:26] ⇦
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L487[13:46:58]
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(~ixuser@ip-88-153-52-114.hsi04.unitymediagroup.de)
L488[13:47:47] <ixuser> hello
L489[13:47:57] <diesieben07>
shadekiller666, in updatePassenger check if the passenger is
EntityPlayerSP and then access those values
L490[13:48:08] <shadekiller666> ok
L491[13:48:29] <shadekiller666> do i need
to also check for this.worldObj.isRemote?
L492[13:48:43] <shadekiller666> i don't
believe EntityPlayerSP exists server-side does it?
L493[13:48:51] <diesieben07> yes, but
isRemote won't help you wtih that
L494[13:49:01] <diesieben07> you either
need @SideOnly magic or use @SidedProxy
L495[13:51:29] <shadekiller666> i thought
SideOnly was just for vanilla and forge stuff, and for overriding
methods already marked as such
L496[13:51:43] <fry> it is
L497[13:52:12] <diesieben07> well, you can
abuse it :D
L498[13:52:58] <fry> you can abuse
literally everything
L499[13:53:11] <fry> doesn't mean you
should recommend everything :P
L500[13:53:19] <diesieben07> but i don't
see what's wrong with using @SideOnly if you know what you're
doing
L501[13:53:53] <fry> if you know what
you're doing, you don't need to hear anything about SideOnly
anymore :P
L502[13:53:54] <shadekiller666> for doing
this through a proxy, would i essentially have a method in my proxy
classes to check for the button presses?
L503[13:54:20] <diesieben07> yeah
L504[13:56:23]
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L507[13:58:12] <ScottehBoeh> Phew..
back
L508[13:58:14] <ScottehBoeh> Power went
out
L509[13:58:40] <Ashindigo_>
"Phew"
L510[14:01:00]
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(uid147942@id-147942.brockwell.irccloud.com)
L511[14:03:56] <ixuser> i want to learn
more about archicture of forge, are there any useful links? or is
hacking into the code the best approach?
L513[14:05:15] <diesieben07> depends what
you mean by "architecture" exactly, too
L514[14:07:56] <ixuser> i guess
readthedocs is something for modders (i've already read that), i
actually want to know how forge works internally
L515[14:08:09] <diesieben07> aha
L516[14:08:15] <diesieben07> well, which
part? :D
L517[14:08:22] <diesieben07> you are kinda
like asking "how does a plane work" :D
L518[14:08:33] <ixuser> yes
L519[14:08:46] <Bjorguv> he’s looking for
a manual on how a plane works
L520[14:09:09] <diesieben07> No, that
would be readthedocs, for modders
L522[14:09:53] <ghz|afk> ixuser: if you
want to know how forge does things, read the code
L523[14:09:54] ⇦
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L524[14:09:57] <ghz|afk> there's javadocs
and such
L525[14:10:00] <ghz|afk> not
everywhere
L526[14:10:01] <ghz|afk> but in many
places
L527[14:10:17] <ghz|afk> however
L528[14:10:27] <ghz|afk> learning the
things it exposes to mods
L529[14:10:36] <ghz|afk> is a good way to
get an idea of what it's trying to do
L530[14:10:45] <Ashindigo_> Forge is part
magic and part java
L531[14:10:50] <ghz|afk> which is
sometimes more important than what it actually does
L533[14:10:56] <ixuser> reverse
engeneering is a kind of ...time consuming )
L534[14:11:05] <ghz|afk> Ashindigo_: magic
is just sufficiently advanced technology ;P
L535[14:11:16] <ghz|afk> ixuser: then ask
for something specific
L536[14:11:21] <ghz|afk> and we'll have a
more specific answer
L537[14:11:29] <howtonotwin> Or is
technology just sufficiently analyzed magic?
L538[14:11:31] <howtonotwin> :P
L539[14:11:43] <ghz|afk> howtonotwin: same
thing, really
L540[14:13:22] ⇦
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L541[14:13:25] <TechnicianLP> basically
(afaik): fml and forge have tweaker classes for the minecraft
launchwrapper; those then modify minecraft to add the hooks; then
it loads the mods and you should know from there
L542[14:13:51] <ghz|afk> it's more
like
L543[14:13:54]
⇨ Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L544[14:13:57] <ghz|afk> FML is the part
that handles loading
L545[14:14:18] <ghz|afk> access
transformers, class transformers, binary patches, etc
L546[14:14:49] <ghz|afk> and FML then
loads forge as an FML-level mod, which in turn implements the forge
API which handles registries and such
L547[14:15:33] <fry> FML is the one
handlng registries :P
L548[14:17:38] <diesieben07> yet we have a
class called ForgeRegistries
L549[14:17:54] <williewillus> bad name
:P
L550[14:17:55] <diesieben07> I think FML
and Forge are conjoined twins
L551[14:17:56] <howtonotwin> FML and Forge
merged
L552[14:17:58] <diesieben07> :D
L553[14:18:00] <diesieben07> i know
L554[14:18:04] <howtonotwin> so does it
really matter?
L555[14:18:16] <fry> yup, only forge
exists now :P
L556[14:18:17] <howtonotwin> it's all one
big blob of hackiness now :P
L557[14:18:28] <ixuser> patches and
API/Interfaces, is it that what it is actually about?
L558[14:18:46] <fry> what is? :P
L559[14:18:59] <ixuser> forge/fml
L560[14:19:30] <diesieben07> basically
instead of everyone trying to edit vanilla, only forge edits it and
exposes an API for it
L561[14:19:39] <ghz|afk> so anyone playing
SF3?
L562[14:19:52] <fry> github description is
pretty good: "Modifications to the Minecraft base files to
assist in compatibility between mods. "
L563[14:20:05] <ghz|afk> how do people
automate getting resources? I wasn't able to find anything to
automate wood/dirt production
L564[14:20:55] <ghz|afk> I mean, I already
have an automatic cobblegen machine thing, so I guess my next step
would be an autohammer or similar
L565[14:21:28] <ixuser> 7 so far i
udnerstand ...
L566[14:21:39] <Bjorguv> ghz
L567[14:21:43] <Bjorguv> talking about
skyblock?
L568[14:21:57] <Bjorguv> oh I see
L569[14:22:00] <fry> 7 what? :P
L570[14:22:09] <Bjorguv> yea does sf3 have
MFR?
L571[14:22:17] <ixuser> i think i need
indeed learn a little bit more java und groovy and just read the
code
L572[14:22:23] <howtonotwin> You can use
Botania :P
L573[14:22:30] <fry> don't need to learn
groovy :P
L574[14:22:38] <diesieben07> i think he
meant me
L575[14:22:41] <diesieben07> with 7
L576[14:22:42] <fry> build files aren't
that relevant to the process
L578[14:22:47] <ixuser> yes
L579[14:22:50] <howtonotwin> Bore/Warp
lens + Force Relay = Tree factory
L580[14:23:52] <ixuser> why not groovy ?
patching is done by gradle? i actually need to understand how it
works
L581[14:23:52] <ghz|afk> Bjorguv: I don't
believe MFR exists on 1.10.2 yet
L582[14:23:56] <howtonotwin> then a
rannuncarpus to place the saplings
L583[14:24:24] <diesieben07> patching is
done at runtime using a class transformer applying binary
patches
L584[14:24:26] <diesieben07> that is
written in java
L585[14:24:43] <diesieben07> then there is
forgegradle which is a gradle plugin, also written in java
L586[14:24:45] <fry> building is done by
ForgeGradle, which is a big scary thing that nobody understands
:P
L587[14:24:58] <fry> but yes, almost
everything is in java
L588[14:25:02] <ghz|afk> source patching
-> forgegradle
L589[14:25:05] <ghz|afk> binary patching
-> fml
L590[14:26:44] <ixuser> binary patching
... how does it work ... which part is responsible for creating
these patches and keep them uptodate ...
L591[14:27:02] <ghz|afk> forgegradle
L592[14:27:18] <ghz|afk> IIRC, the way the
forge build enviornment works
L593[14:27:18] <diesieben07> basically
when you set up a workspace for working on forge you get two
projects, one Clean (=vanilla) and one with Forge
L594[14:27:21] <ghz|afk> forge itself,
that is
L595[14:27:30] <ghz|afk> will generate a
Clean source tree
L596[14:27:37] <ghz|afk> and a Forge
source tree with patched sources
L597[14:27:38] <diesieben07> you cahnge
things in the Forge project and then there is a task that generates
the patches based on the differences
L598[14:27:41] <ghz|afk> then it compiels
both
L599[14:27:49] <ghz|afk> and generates
binary differences in the bytecode
L600[14:27:52] <ixuser> ive got it so
far
L601[14:27:55] <ghz|afk> then on
loading
L602[14:28:09] <ghz|afk> the tweaker
"pre-loader" code will load the vanilla jar code
L603[14:28:21] <ghz|afk> and modify the
bytecode by applying those binary diffs
L604[14:28:28] <ghz|afk> before letting
the JVM use the class
L605[14:28:45] <ghz|afk> this way, the
vanilla code is not included in any way inside forge
L606[14:28:54] <ghz|afk> and the original
jars are not modified
L607[14:29:10] <ghz|afk> meaning forge is
as clean as possible
L610[14:30:14] <ixuser> genPatches and
genForgePatches?
L611[14:30:36] <diesieben07> genPatches
generates the *source* patches, the stuff you see in the repo
L612[14:30:45] <diesieben07> the binary
patches are only generated when you build forge
L613[14:30:53] <diesieben07> probably
through gralde build (Ü?)
L614[14:30:56] <diesieben07> -Ü
L615[14:31:02] <ghz|afk> by a dependant
task of gradle build, yes
L616[14:31:41] <ixuser> under
forge/patches?
L617[14:31:48] <diesieben07> yes
L618[14:32:04] <diesieben07> actually no,
just patches/ in the repo
L619[14:34:25] <ixuser> there are names
... like "p_176200_1_.func_180495_p" ... i ve never seen
such patches before
L620[14:34:43] <diesieben07> that's
obfuscation
L621[14:35:06] <diesieben07> what we get
from Mojang is class abx with fields a, b, c and d and methods f, u
and qe
L622[14:35:08] <ixuser> from
decompiler?
L623[14:35:16] <diesieben07> from
Mojang
L624[14:35:37] <diesieben07> MCP assigns a
unique name to each field, method and parameter
L625[14:35:55] <Shambling> man for typing
160 words per minute, I sure have alot of typos when reading
something
L626[14:35:57] <diesieben07> and they try
to keep those consistent between releases as much as possible,
while the "completely obfuscated" stuff we get from
mojang shifts all the time
L627[14:36:22] <diesieben07> those unique
names is what you found there, we call them SRG names
L628[14:36:53] <diesieben07> and then
there is a last layer, the names you read in the mod making
workspace, they are community made and accessible through
#mcpbot
L629[14:37:00] <ixuser> there are too many
questions ...
L630[14:37:14] <diesieben07> this is all
very complicated and built up over years
L631[14:37:58] <williewillus> trying to
learn "everything" at once is probably impossible, you're
better off just doing things and picking experience up
L632[14:37:59] <diesieben07> well, maybe
not necessarily complicated, but definitely complex.
L633[14:38:06] <bspkrs> and ocassionally
it breaks
L634[14:38:14] <ixuser> i actually dont
understand how we get the original sources from mc? does mojang
just provide it to community?
L635[14:38:19] <williewillus> no
L636[14:38:29] <williewillus> we decompile
it
L637[14:38:35] <bspkrs> that's not
entirely true willie
L638[14:38:45] <bspkrs> we do get the
vanilla mappings
L639[14:38:59] <fry> "we" don't
:P
L640[14:39:02] <diesieben07> well, you
guys do
L641[14:39:03] <bspkrs> we aren't allowed
to just use them.
L642[14:39:05] <diesieben07> they are not
public
L643[14:39:35] <ixuser> where can i get
it?
L644[14:39:40] <williewillus> > they
are not public
L645[14:39:41] <diesieben07> get
what?
L646[14:39:43] <bspkrs> get what?
L647[14:39:46] <diesieben07> :D
L648[14:39:55] <TechnicianLP> mojang (they
wont give it to you though)
L649[14:41:09] ⇦
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(~Everseeki@pool-100-6-95-214.pitbpa.fios.verizon.net) (Quit: Big
Gulps, huh? Alright... Welp, see ya later)
L650[14:41:23] <ixuser> do we decompile
jars or do weg get some api from mojang? i m little bit
confused
L651[14:41:29]
⇨ Joins: MiningMark48
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L652[14:41:59] <TechnicianLP> we take the
minecraft.jar you get in the launcher and put it theough a
decompiler
L653[14:42:00] <diesieben07> we decompile
the jars.,
L654[14:42:18] <williewillus> there is no
"api from mojang" :P
L655[14:42:22] <williewillus> that ship
sailed a long time ago
L656[14:42:31] <diesieben07> that's what
ForgeGradle does when you set up a workspace. it downloads the jars
and decompiles them
L657[14:42:34] <diesieben07> that's why it
can take a while.
L658[14:42:47] <howtonotwin> well... I
mean PE version is getting JSON plugin support
L659[14:42:53] <williewillus> that's not
an API
L660[14:42:55] <williewillus> that's
data
L661[14:43:16] <howtonotwin> close enough
:P
L662[14:43:26] <TechnicianLP> i wonder how
minecraft on the switch will run ... (unreal engine 4)
L663[14:43:36] <howtonotwin> and wasn't
there some talk about a C++ api for Win10 version? What happened to
that?
L664[14:43:42] <williewillus> who said it
had to be on unreal? 0.o
L665[14:43:44] <williewillus> howtonotwin:
it's C#
L666[14:43:44] <diesieben07> wow yet
another version? omg...
L667[14:43:50] <howtonotwin> derp
L668[14:43:54] <williewillus> but it
hasn't happened yet
L669[14:43:58] <williewillus> but their
json format is interesting
L670[14:44:00] <diesieben07> they are
really milking this cow aren't they
L671[14:44:07] <williewillus> they have a
whole ECS made in PE/w10
L672[14:44:16] <williewillus> specified
via json
L673[14:44:18] <howtonotwin> no wait it IS
C++
L674[14:44:32] <williewillus> howtonotwin:
yes but the programming API was said to be exposed via C#
L675[14:44:36] <Shambling> there, dang
thing finally compiled
L676[14:44:46] <Shambling> maybe now I can
figure out how to subscribe to a real event now :P
L677[14:44:56] <howtonotwin> ah ok
L678[14:45:20] <williewillus> I bet to
entice Java ver modders since it's similar :P curious to see how
things go in the future
L679[14:45:32] <Shambling> sideways
L680[14:46:11] <Shambling> with the way
people like to mod for minecraft though, I don't doubt there will
be some really good 'mods' for win10 version at some point
L681[14:46:23] <williewillus> what makes
you say that?
L682[14:46:32] <Shambling> well, people
love to mod for minecraft
L683[14:46:34] <Shambling> :P
L684[14:46:44] <williewillus> oh I thought
you said you *did* doubt
L685[14:46:45] <williewillus> derp
L686[14:46:48] <ghz|afk> iirc, there's
already a modding system in its early stages
L687[14:47:06] <Shambling> most programs
don't get real mods without an api or editor, but lets compare it
to what was it... microsofts space sim
L688[14:47:19] <Shambling> that thing has
a hell of a lot of mods, and thats all resource hacks/etc
L689[14:47:45] <Shambling> heck people
built their own tes5edit (going back to morrowind) before bethesda
released an official one
L690[14:47:46] <williewillus> well they're
making everything data driven, so it's an easy start. basic item
defs in json, ECS in json, entity models in json (I want this in
java :P)
L691[14:48:01] <Shambling> so I'm just
hoping someone hacks to gether a real editor that doesn't use just
json, as text files are ... clunky
L692[14:48:11] <williewillus> ?
L693[14:48:16] <williewillus> source code
is a text file
L694[14:48:23] <howtonotwin> xD
L695[14:48:25] <williewillus> unless you
want a drag and drop modding program? :P
L696[14:48:28] <williewillus>
*shudder*
L697[14:48:34] <fry> JSON JSON JSON
JSON
L698[14:48:36] <ghz|afk> Shambling: that
works with games like skyrim
L699[14:48:42] <ghz|afk> because they were
built using a game engine
L700[14:48:49] <ghz|afk> which has a
standard asset pack format
L701[14:48:58] ***
diesieben07 is now known as diesieben|away
L702[14:49:06] <williewillus> they don't
seen to have anything like blockstates/model replacement in pe/w10
yet though
L703[14:49:08] <ghz|afk> and it implements
models, textures, shaders, materials, AI, etc using assets
L705[14:49:21] <ghz|afk> MC isn't THAT
high-level yet
L706[14:49:27] <ghz|afk> so that kind of
editor you imagine
L707[14:49:29] <ghz|afk> can't be
done
L708[14:50:08] <ghz|afk> you could have a
model editor -- in fact there are a few around
L709[14:50:13] ⇦
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L710[14:50:26] <ghz|afk> you could maybe
have some editor for the "behaviour packs" in win10
edition
L711[14:50:56] <ghz|afk> maybe with a lot
of effort, some way to preview how a resourcepack would look like
when loaded in mc
L712[14:51:34] <howtonotwin> I don
L713[14:51:37] <howtonotwin> woops
L714[14:51:39] <howtonotwin> nvm
L715[14:51:42] <fry> Hi don
L716[14:51:53] <howtonotwin> Hola,
fry.
L718[14:52:16] *
ghz|afk facepalms hard
L720[14:52:33] <howtonotwin> Ɑ:
L724[14:53:25] <Shambling> what is the
facepalm for?
L725[14:53:33] <ghz|afk> the
"subtle" "hints"
L726[14:53:57] <howtonotwin>
thatsthejoke.gif (I think?)
L727[14:54:00] <Shambling> oh I thought
maybe you worked at the game company that sent her resident evil
biohazard collectors edition :P
L728[14:54:07] <ghz|afk> no, I wish
L729[14:54:08] <ghz|afk> XD
L730[14:54:11] <ghz|afk> ugh
L731[14:54:14] <ghz|afk> so windy
L732[14:54:23] <howtonotwin> even her
followers are kinds iffed xD
L733[14:54:24] <ghz|afk> and tomorrow's
forecast is 4C max, -3C min
L734[14:54:27] <howtonotwin> *kinda
L735[14:54:35] <ghz|afk> I think I'll
still be sick tomorrow ;P
L736[14:55:12] <fry> was -28C here a week
ago :P
L737[14:55:17] <howtonotwin> In Freedom
units that's about 39 F to 27 F
L738[14:55:23]
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L739[14:56:00] <howtonotwin> In Freedom
units -28C is ICECUBE F
L741[14:56:27] <howtonotwin> An ice cube
so cold it's actually completely dry
L742[14:56:30] ***
PaleOff is now known as PaleoCrafter
L743[14:56:45] <ghz|afk> howtonotwin: 0C
is "icecube" temps
L744[14:56:48] <ghz|afk> that's the whole
point of it ;P
L745[14:57:10] <ghz|afk> (well it's not
quite exactly the temp at which water freezes, but close enough
;P)
L746[14:57:50] <howtonotwin> 0 F is around
the brine-to-ice temp. which is about as useful
L747[14:57:51] <howtonotwin> :P
L748[14:57:54] <Shambling> that is
balmy
L749[14:58:07] <Shambling> the 39F that
is
L750[14:58:13] <Maxwell> So where does the
Forge Version Checker get the current version? Is it the one in
mcmod.info or in the main class?
L751[14:58:34] <williewillus> main
class
L752[14:58:38] <ghz|afk> it gets it from
the @Mod annotation
L753[14:58:44] <ghz|afk> but you can have
useMetadata=true in there
L754[14:58:45] ***
mumfrey is now known as Mumfrey
L755[14:58:50] <howtonotwin> There's a
updateJSON in the @Mod/mcmod.info
L756[14:58:52] <ghz|afk> in which case it
can load some values from mcmod.info
L757[14:59:01] <howtonotwin> it loads a
JSON from the URL and checks it
L758[14:59:03] <williewillus> howtonotwin:
max means your current version number
L759[14:59:03] <ghz|afk> dunno if the
version is one of them
L760[14:59:07] <williewillus> not the
json
L761[14:59:18] <howtonotwin> ehh same
place, version field :P
L762[14:59:25] <ghz|afk> also, mcmod.info
has a updateURL, but that's NOT equivalent of updateJson, and won't
work
L763[14:59:35] <howtonotwin> it does
nothing
L764[14:59:38] <Maxwell> If you set the
mod version in the annotation, does that override the mcmod.info
version?
L765[14:59:56] <williewillus> find usages
on @Mod.useMetadata returns nothing for me 0.o
L766[15:00:01] <howtonotwin> other
way
L767[15:00:12] <howtonotwin> the
mcmod.info overrides @Mod
L768[15:00:29] <ghz|afk> williewillus:
FMLModContainer.java, "overridesMetadata =
!((Boolean)descriptor.get("useMetadata"));"
L769[15:00:33] <howtonotwin> and eclipse
seems to break find usages on annotations
L770[15:00:45] <ghz|afk> it's not using
the annotation class
L771[15:00:52] <ghz|afk> it's using the
ASM metadata info
L772[15:01:24] <williewillus> well
accordintg to that fml class
L773[15:01:30] <williewillus> useMetadata
only makes it draw dependencies from mcmod.info
L774[15:01:34] <Maxwell> well, apparently
I forgot the "change updateurl to updatejson" thing. I
guess that's why the version checking functionality isn't working
D:
L775[15:02:23] <williewillus> so does
updateURL in mcmod.info not do anything?
L776[15:02:24] <howtonotwin> That's
"useDependencyInformation"
L777[15:02:28] <howtonotwin> it does
nothing
L778[15:02:36] <williewillus> should fix
that :P
L779[15:02:39] <howtonotwin> there's a
comment somewhere that says "useless"
L780[15:02:51] <howtonotwin> and it's been
superseded by updateJSON
L781[15:03:12] <ghz|afk> the idea is
L782[15:03:16] <ghz|afk> no one defined a
file format
L783[15:03:32] <williewillus> TIL local
difficulty is affected by the moon phase
L784[15:03:33] <ghz|afk> so a lot of mods
put like, their downloads page in there
L786[15:03:39] <ghz|afk> an URL that
people can click to check for updates
L787[15:03:46] <ghz|afk> rather than an
explcit update file format
L788[15:04:06] <ghz|afk> so the updateJson
field was added which is exclusively for the forge update json
format
L789[15:05:48] ⇦
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L793[15:14:31] ***
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L798[15:34:05] <Shambling> hrmmm looks
like orb went from public to private from 1.8.9 to 1.10.2
L799[15:34:43] <williewillus> what
orb
L800[15:34:55] <Shambling> oh sorry, xp
orbs
L801[15:35:06] <Shambling> trying to see
if I can register an exp event change
L802[15:35:21] <williewillus> they're
still public
L803[15:35:24] <PaleoCrafter> uhm...
getOrb? :P
L804[15:35:26] <Shambling>
onPlayerPickupXP has a fairly recent tutorial, but it looks like
they reference orb indirectly now
L805[15:35:31] <Shambling> yeah thats what
I'm thinking
L806[15:35:39] <PaleoCrafter> just look at
the implementation :P
L807[15:35:44] <Shambling> I'll need to
look at getOrb's implementation and go from there
L808[15:36:08] <PaleoCrafter> all events
were changed to getters/setters some time ago, so no need to double
check :P
L809[15:36:52] <Shambling> ah simple
enough, it was just changed from a direct access (bad) to asking
for the value
L810[15:39:44] <Shambling> still getting
cannot resolve register with
MinecraftForge.EVENT_BUS.register(handler)
L811[15:39:58] <PaleoCrafter> try using
your brain :P
L812[15:40:56] ⇦
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L813[15:42:40] <williewillus> when's
1.11.2 getting on the bot?
L814[15:43:14] <PaleoCrafter> gotta wait
for the heat death of the universe
L815[15:44:25] <ixuser> what is this bot
for?
L816[15:44:37] <Ashindigo_> Making our
lives easier
L817[15:44:40] <PaleoCrafter> mapping srg
to readable names
L818[15:44:40] <williewillus> where things
receive human readable names
L819[15:44:47] <williewillus> so you don't
have to code with func_xxxx_b
L820[15:46:01] <shadekiller666> when the
obfuscated names change due to a vanilla update, does the
srg->deobf name map have to be rebuilt from scratch? if so, does
that have to be done by hand? are there mappings that never
change?
L821[15:46:03] <ixuser> i see, but why
bot? why not to execute it localy?
L822[15:46:16] <williewillus> what do you
mean locally
L823[15:46:21] <williewillus> it's all
crowdsourced
L824[15:46:23] <PaleoCrafter> srg names
are reasonably safe across versions, shadekiller666
L825[15:46:41] <PaleoCrafter> so mcp names
don't need to be updated from scratch either
L826[15:47:39] <shadekiller666> is it such
that only the classes that are new/updated would have
new/rearranged srg names?
L827[15:48:06] <williewillus>
basically
L828[15:48:38] <shadekiller666> oh
ok
L829[15:49:25] <shadekiller666> entities
are a pain in the ass...
L830[15:49:40] <williewillus> what part of
them lol
L831[15:50:21] <shadekiller666> well, all
of the boiler plate stuff that has to be overriden for one
thing
L832[15:50:33] <ixuser> i think i
understand the core idea behind mcp with all its python scripts,
but why does it run as bot/remote (kind of service?) ... maybe i
just misunderstand the meaning of "bot"
L833[15:50:54] <PaleoCrafter> the bot is
just an interface to the mcp mapping database
L834[15:51:01] <williewillus> yeah the
scripts are run by fg
L835[15:51:04] <PaleoCrafter> ^
L836[15:51:14] <PaleoCrafter> no need for
python scripts nowadays :P
L837[15:51:17] <williewillus> you can use
the "bot" locally if you open the CSV's in the gradle
caches
L838[15:51:21] <williewillus> but the bot
has the latest mappings
L839[15:51:30] <shadekiller666> ixuser,
the "bot" in question is an irc bot, it allows the people
in this chat room to modify the mappings without having to ask
someone else to change them
L840[15:51:38] <williewillus> well, not
exactly
L841[15:51:42] <williewillus> you can't
rename something already named
L842[15:51:49] <Shambling> *sigh* every
example of this uses the same notation I'm using. So I guess my
brain just isn't up to it today :P
L843[15:51:52] <PaleoCrafter> yeah, can't
*change* mappings, only *add*
L844[15:51:59] <williewillus> but anyone
can name something that is unnamed (which can be bad)
L845[15:52:04] <PaleoCrafter> there also
are some naming restrictions for the bot
L846[15:52:07]
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L847[15:52:14] *
williewillus mumbles about extremely dumb mappings he's
seen
L848[15:52:18] <PaleoCrafter> yeah
:D
L849[15:52:20] <shadekiller666> what
happens then, if the name that was given to a method was
incorrect?
L850[15:52:26] <williewillus> you yell at
the person
L851[15:52:33] <williewillus> / make an
issue on the github
L853[15:52:37] <shadekiller666> ahh
L854[15:52:49] <williewillus> if it's a
relatively new thing and the person is on irc I usually bug them
directly lol
L855[15:53:17] <TechnicianLP> what is
stack guard? it complains about liblwjgl.so having that disabled
and then crashes in DIsplay
L856[15:53:26] <williewillus> guards your
stack to prevent overflow I'm guessing? :P
L857[15:53:58] <Shambling> nm I am doing
this wrong
L859[15:54:53] ⇦
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L861[15:55:30] <williewillus> is this
launching mc?
L862[15:55:46] <TechnicianLP> one of the
first log messages
L863[15:56:05] <ixuser> ok, i think i've
got it, its like a restful api with POST methods? just to share
class/method/field name mappings immdediately?
L864[15:56:48] <williewillus> it's a bot
to query some database
L865[15:56:54] <williewillus> don't
overcomplicate it ;P
L866[15:57:05] <ixuser> ;)
L867[15:57:21] <williewillus> on a
separate note, anyone used Rust here before?
L868[15:57:22] <ixuser> but there is also
some update method?
L869[15:57:36] <williewillus> yes, if the
database doesn't have an entry you can contribute one (very
carefully)
L870[15:58:20] *
williewillus really thinks you should have to write a decent size
explanation why your name makes sense instead of just slapping one
on there
L871[15:58:43]
⇨ Joins: Sandvoxel
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L872[15:59:00] <PaleoCrafter> looked at
it, was disgusted, never touched it again, williewillus :P
L873[15:59:33] <PaleoCrafter> everything
had to be done in a roundabout way, obvious things weren't there
and I'm spoiled by dat beautiful Scala syntax :P
L874[15:59:42] <williewillus> yeah, the
0-cost stuff is really nice, but there's so many special
cases
L875[16:00:05] <williewillus> like
"100% memory safety! except use a
Cell<Box<whatever>> when you actually need to do
stuff
L876[16:00:06] <williewillus> etc.
L877[16:00:34] <williewillus> want a
language that actually gives 0-cost stuff in a sane way but nothing
seems to be holding a light to C++ yet :P
L878[16:00:45] <PaleoCrafter> heh
L879[16:01:03] <williewillus> my wish is
C++, minus legacy crap, minus textual includes
L880[16:01:35] <PaleoCrafter> plus
Scalaesque syntax :P
L881[16:01:49] <williewillus> what makes a
syntax "scalaesque"? :P
L882[16:02:11] <PaleoCrafter> ML legacy
rather than C :P
L883[16:02:47] <williewillus> what does
that entail exactly?
L884[16:02:53] <williewillus> I'm just
curious
L885[16:03:03] <PaleoCrafter> well...
can't really explain it
L886[16:03:03] <williewillus> imo the less
special magic your syntax has the better
L887[16:03:12] ⇦
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L888[16:03:13] <PaleoCrafter> not about
special magic, more about the general style
L889[16:03:34] <PaleoCrafter> although,
nothing speaks against some good inference :P
L890[16:03:59]
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L891[16:04:28] <PaleoCrafter> every
language that has any resemblance to C syntax-wise just screams
"archaic" in my face, dunno exactly why :P
L892[16:04:49] <williewillus> so the curly
braces :P
L893[16:04:59] <PaleoCrafter> not
only
L894[16:05:04] <PaleoCrafter> I'm fine
with those :P
L895[16:05:05] <williewillus>
statements?
L896[16:05:09] <PaleoCrafter> they all
seem to be inherently more verbose
L897[16:06:19] <williewillus> even
something like python?
L898[16:06:34] <PaleoCrafter> I'm fine
with python
L899[16:06:44] <williewillus> i think it's
the {} and ; then ;P
L900[16:06:47] <PaleoCrafter> nah
L901[16:06:50] <PaleoCrafter> it really
isn't
L902[16:06:58] <PaleoCrafter> it's the
types all over the place, I suppose :P
L903[16:07:12] <williewillus> mm
L904[16:07:18] <PaleoCrafter> partially
the braces maybe, because I really don't understand why a getter
would need 3+ lines :P
L905[16:07:37] <PaleoCrafter> (getX() {
return x; } all in one line isn't an option :P)
L906[16:08:34] ⇦
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L907[16:08:49] <PaleoCrafter> I also like
the "name: Type" syntax more than "Type
name"
L908[16:10:00] <Shambling> well I've got
my event working, woo... well I've got AN event working
L909[16:10:07] <Shambling> now to get
access to the one I wanted in the first place
L910[16:10:32] <Shambling> by the time I'm
done, maybe I'll have an idea for a proper mod, lol
L911[16:11:46] <Cale> What's the easiest
way to get the registered ResourceLocations for blocks and items
in-game?
L912[16:12:17] <williewillus> ingame?
f3+h
L913[16:12:22] <williewillus> then
hover
L914[16:12:23] ⇦
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L915[16:12:24] <Cale> ah, cool
L916[16:13:07] <williewillus> huh, some
group released a GHC "port" to the jvm
L917[16:13:16] <williewillus> they don't
really mention it anywhereon the front page though lol
L918[16:13:18] <PaleoCrafter> Frege?
L919[16:13:41] <Cale> No, a real one, last
I heard :)
L920[16:13:47] <williewillus> Eta
L921[16:14:01] <williewillus> apparently
compatible with GHCI 7
L922[16:15:08] <PaleoCrafter> shamone will
certainly be pleased by this xD
L923[16:15:32] <williewillus> they have a
section on their FAQ on why they don't advertise as a Haskell
lol
L925[16:15:53] <Cale> sigh
L926[16:16:00] ⇦
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L927[16:16:37] <Cale> I use Haskell for
work. We use GHC and GHCJS to build web applications :)
L928[16:16:50] <PaleoCrafter> Well, their
repo says "A modern Haskell dialect" in the readme title
xD
L929[16:16:59] <williewillus> I mean, on
their front page
L930[16:17:04] <williewillus> not a single
"Haskell"
L931[16:17:12] <Cale> Yeah,
"dialect" makes it sound more different than the FAQ
makes it sound.
L932[16:17:26] <williewillus> it really is
just an attempt to port it directly to jvm
L933[16:17:28] <Cale> There are a lot of
Haskell "dialects" these days which aren't very source
compatible with all the libraries out there
L934[16:17:33] <williewillus> like
frege
L935[16:17:36] <Cale> yeah
L936[16:17:56] <PaleoCrafter> GHC is also
just a dialect :P
L937[16:18:04] <PaleoCrafter> Albeit
considered "standard"
L938[16:18:06] <Cale> Haha, that's true
:)
L939[16:18:10] ⇦
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L940[16:18:16] <Cale> It's very
nonstandard standard :)
L941[16:18:25] <williewillus> also, why
does every functional lang have quicksort as an advertisement
lol
L942[16:18:40] <PaleoCrafter> Because it's
pwetty
L943[16:18:40] <williewillus> it's not a
particularly effective one either since it uses the first element
as pivot
L944[16:19:24] <Cale> Yeah, once you
understand how that one operates, it's clear that it's not terribly
efficient, but hey, I don't think I ever really properly understood
quicksort before reading that one.
L945[16:19:30] <Cale> lol
L946[16:20:04] <Cale> Mergesort is much
better for lists regardless, but it's a few more lines :P
L947[16:20:47] <PaleoCrafter> I wonder
just how nice the usage of Eta stuff from Java is
L948[16:21:36] <Shambling> well I'm one
more step towards not spawning hostiles above a certain Y
level
L949[16:21:59] <Shambling> note to self:
do not forget to remove system.out calls from finished mod
L950[16:22:04] <PaleoCrafter> Since GUIs
probably are a PITA in a pure functional setting why data
manipulation is plain ugly and verbose in Java, mixing the two
would be really nice
L951[16:22:28] ⇦
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L952[16:23:04] <Shambling> can hostiles be
leashed?
L953[16:23:29] <PaleoCrafter> Kinda
disappointed that they broke with the mathematician naming scheme
xD
L954[16:23:52] <Shambling> if not, I think
I found my quick check on hostility
L955[16:25:09]
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L956[16:25:52] <Shambling> ah crud,
canbeleashed is canbeleashedto, so you'd need a player to test
against
L957[16:26:15]
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L958[16:27:41] <Cale> williewillus: I had
the idea of adding some Philosopher Stone transmutations Marble
<-> Basalt and Diorite -> Andesite -> Granite
L959[16:27:54] <williewillus> second I
just added like yesterday ;p
L961[16:28:25] <Cale> I should really put
my branch on Github or something, and make sure to pull :)
L962[16:28:54]
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L963[16:29:00] <wundrweapon> grrr
L964[16:29:21] <wundrweapon> how does one
check if some block is an ore?
L965[16:29:27] ⇦
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error: Connection reset by peer)
L966[16:29:33] <Maxwell> Shambling: are
you aware that McJty just released a mod similar to what you're
trying to code, 10 hours ago?
L967[16:29:46] <Shambling> oh... oh
damn
L968[16:29:56] <ghz|afk> wundrweapon: you
"can't"
L969[16:29:59] <ghz|afk> not a general
solution
L970[16:30:00] <Shambling> well he did say
something about number of mods today, and it seemed to be higher
than normal
L971[16:30:05] <ghz|afk> there's no
superclass that every ore implements
L972[16:30:11] <Cale> williewillus: Oh,
one thing I found was that I needed to add the baubles source into
the src/api/java subdirectory to get things building initially --
is that to be expected?
L973[16:30:24] <williewillus> yes because
baubles doesn't have a maven
L974[16:30:35] <williewillus> i just drop
the deobf jar in libs/
L975[16:30:40] <wundrweapon> ok then,
perhaps there's another approach: can one confirm if an itemstack
represents a block?
L976[16:30:45] <Shambling> he even made it
super configurable
L977[16:30:57] <ghz|afk> yes-ish
L978[16:30:58] <Shambling> oh well, I'd
still like to figure this out, but I'm going to look at his code to
cheat now :P
L979[16:31:10] <williewillus> wundrweapon:
not 100% but the guess that works most of the time is instanceof
ItemBlock or instanceof ItemBlockSpecial
L980[16:31:11] <ghz|afk> getItem will
return an ItemBlock
L981[16:31:20] <ghz|afk> but only for
standard itemblock-based items
L982[16:31:22] <williewillus> even then
that already misses 1 case from vanilla
L983[16:31:29] <ghz|afk> things like signs
and heads/skulls
L984[16:31:34] <ghz|afk> and doors
L985[16:31:46] <ghz|afk> have 100%
separate items that are NOT itemblocks
L986[16:31:59] <ixuser> if i switch from
one branch to another (e.g. 1.11 to 1.10) in a forge project, which
gradle tasks do i need to run? clean & setup on the main
project?
L987[16:32:07] <wundrweapon> but something
like, say, stone could be checked against ItemBlock?
L988[16:32:16] <wundrweapon> williewillus:
what is ItemBlockSpecial?
L989[16:32:25] <williewillus> things like
what giga mentioned
L990[16:32:28] <ghz|afk> ixuser: yes, and
then refresh your ide (blue refresh icon on the gradle panel of
idea, or gradlew eclipse)
L991[16:32:32] <wundrweapon> ah
L992[16:32:35]
⇨ Joins: Redfoxmoon
(~Red@177.92-221-236.customer.lyse.net)
L993[16:32:35] <williewillus> sugarcane
for instance is ItemBlockSpecial
L994[16:32:48] <ghz|afk> ixuser: I
recommend keeping separate folders
L995[16:33:34] <ixuser> for every git
branch?
L996[16:34:24] <ghz|afk> for the
workspaces you plan on actively maintaining
L997[16:34:38] <ghz|afk> for me, it's
1.10.2 + 1.11(.2) currently
L998[16:34:49] <ghz|afk> (I never maintain
more than two version groups)
L999[16:35:30] <Shambling> yeah he used
IMob like was suggested yesterday, that works for me
L1000[16:35:32] <PaleoCrafter>
ItemBlockSpecial is basically Mojang being stupid :P
L1001[16:35:39] <Shambling> oh well,
first toy mod realized :P
L1002[16:35:41] <wundrweapon> kek
L1003[16:35:59] <shadekiller666> if
spawning a vanilla zombie from code, is there a way to disable it's
AI and to make it silent other than setting them via NBT?
L1004[16:36:16] <williewillus> why not
set the noAI tag?
L1005[16:36:44] <PaleoCrafter> Or look at
what tag tag does :P
L1006[16:37:03] <williewillus> NoAI
basically does just what was described ;p
L1007[16:37:23] <PaleoCrafter> Code wise,
I mean :P
L1008[16:37:26] ***
MrKickkiller is now known as MrKick|Away
L1009[16:37:31] <williewillus> you don't
even have to use nbt to set it, entityliving has method
`setNoAI`
L1010[16:37:39] <PaleoCrafter> Ah,
okay
L1011[16:37:40] <shadekiller666> oh
L1012[16:37:55] <williewillus> nbt is
just a data format, it gets loaded into a field at some point or
another :P
L1013[16:38:38] <PaleoCrafter> Well,
could be that it's only used on load or something :P
L1014[16:39:21] <wundrweapon> when using
a for-each loop on a List object, does adding to the list after
each iteration make the loop endless or will the loop only refer to
the original version of the List
L1015[16:39:28] <PaleoCrafter> And you
said 'tag', so I assumed it was a pure NBT thing with some nice
special casing from Mojang
L1016[16:39:45] <ghz|afk> wundrweapon:
iteration does not create any copies of the list
L1017[16:39:49] <PaleoCrafter>
wundrweapon, adding simply doesn't work
L1018[16:39:52] <williewillus> you get a
CME
L1019[16:39:54] <williewillus> :P
L1020[16:39:56] <wundrweapon> heck
L1021[16:39:58] <PaleoCrafter> ^
L1022[16:40:07] <wundrweapon> CME?
L1023[16:40:11] <williewillus>
ConcurrentModification
L1024[16:40:12] <ghz|afk> if oyu use
foreach/iterator.next, you get a nice
ConcurrentModificationException
L1025[16:40:13] <williewillus>
Exception
L1026[16:40:22] <wundrweapon> ah
L1027[16:40:23] <wundrweapon>
thanks
L1028[16:40:31] <ghz|afk> if you use
for(i=0;i<.size;i++) and add inside the loop
L1029[16:40:37] <ghz|afk> then you'd keep
iterating indefinitely
L1030[16:40:42] <williewillus> idk what
you want to do exactly but just add it to a temporary list then do
originalList.addAll(tempList)
L1031[16:41:58] <wundrweapon> could i
loop through a copy of the original?
L1032[16:42:05]
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(Quit: founderio)
L1033[16:42:14] <ghz|afk> ....yes?
L1034[16:42:20] <wundrweapon> works for
me :P
L1035[16:42:23] <ghz|afk> you have to
make a copy, then loop through it
L1036[16:42:33] <PaleoCrafter> Just do
the temp list
L1037[16:42:37] <ghz|afk> but
really
L1038[16:42:50] <ixuser> why forge uses
java and not groovy for example?
L1039[16:42:52] <ghz|afk> unless you will
generate a lot more items than you have in the list already
L1040[16:42:57] <williewillus> ixuser:
because minecraft uses java
L1041[16:42:58] <howtonotwin> because MC
is in Java
L1042[16:43:18] <williewillus> your mod
can be in whatever you want :P
L1043[16:43:26] <williewillus> (provided
you have a way to get its runtime to your users)
L1044[16:43:27] <PaleoCrafter> well, they
could have gone for groovy back in the day :P
L1045[16:43:28] <ixuser> i thought these
languages are compatible
L1046[16:43:30] <ghz|afk> ixuser: why
would it use anything BUT java? ;P
L1047[16:43:34] <PaleoCrafter> If it even
existed back then
L1048[16:43:36] <ghz|afk> it's the
language the most people know
L1049[16:43:39] <ghz|afk> that compiles
to bytecode
L1050[16:43:42] <ghz|afk> ;P
L1051[16:43:58] <Shambling> holy crud was
mcjty extensive with that mod
L1052[16:44:01] <ghz|afk> it doesn't
require any extra tools -- just the JDK
L1053[16:44:10] <williewillus> ixuser:
they are, you can write your mod in groovy if you want, provided
you can ship the runtime somehow
L1054[16:44:12] <ghz|afk> so it's the
most practical to use
L1055[16:44:18] <williewillus> so the
groovy libraries are present when running
L1056[16:46:18] <wundrweapon> friend of
mine introduced me to groovy earlier today when I mentioned my
ideas for a "J++" of sorts, and hoo-wee did that dev
deliver on his mission statement
L1057[16:46:35] <williewillus> welcome to
the wonderful world of alternate JVM languages :P
L1058[16:46:40] <wundrweapon> yup
:/
L1059[16:46:54] <williewillus> why the :/
? :P
L1060[16:46:58] <williewillus> it's
actually wonderful
L1061[16:47:15]
⇨ Joins: illy
(uid69226@id-69226.highgate.irccloud.com)
L1062[16:47:19] <wundrweapon> it is, i
agree; just that it soiled my great ideas by making them worthless
(well, most of them)
L1063[16:47:20] <Cale> I once helped
maintain some scheduling software which was inexplicably written in
Groovy. It is one of the most hilariously bad language
implementations I've ever seen. Every method and property access
does a linear search doing string comparisons.
L1064[16:47:28] <illy> beep o/
L1065[16:47:33] <PaleoCrafter> Let's
create a language dedicated to Modding xD
L1066[16:47:33] <wundrweapon> bop
/o
L1067[16:47:41] <wundrweapon> let's
not
L1068[16:47:43] <williewillus> Cale:
really? I'd imagine if the static type is known it does a direct
call
L1069[16:47:53] <Cale> You'd think
so...
L1070[16:48:01] <williewillus> even a
lang as dynamic as Clojure does that so I'd be surprised if groovy
doesnt
L1071[16:48:05] <williewillus> lol
L1072[16:48:18] <PaleoCrafter> I bet
it'll get better if they start using invokedynamic
L1073[16:48:22] <PaleoCrafter> :P
L1074[16:48:44] <Cale> My impression of
this language is that a bunch of people who had never implemented a
compiler, but who were fans of Ruby really wanted something that
would run on the JVM.
L1075[16:48:59] <williewillus>
JRuby
L1076[16:49:23] <williewillus> (which is
in a thriving state, contrast with jython lol)
L1077[16:49:34] <Cale> Yeah, and it's not
even really very much like Ruby in the end, merely
ruby-esque.
L1078[16:49:41] <howtonotwin> Someone
remake PPAP with <language of your choice> and JVM,
please.
L1079[16:49:49] <williewillus> i didn't
know groovy was inspired by ruby
L1080[16:50:28] <wundrweapon> PPAP as in
the shitty meme?
L1081[16:50:41] <howtonotwin> yes
L1082[16:50:54] <williewillus> not its
fault just the people overusing it everywhere :P
L1083[16:50:58] <williewillus> same with
every "meme"
L1084[16:50:58] <wundrweapon>
.........................................no thanks
L1085[16:51:06] <williewillus> it's funny
the first time and not the other 9999999 times
L1086[16:51:08] <howtonotwin> k
L1087[16:51:10] <howtonotwin> :P
L1088[16:52:32] <illy> PaleoCrafter:
could we call said modding language eLisp :P
L1089[16:52:46] <williewillus> wat
L1090[16:52:50] <wundrweapon> JLisp
L1091[16:52:50] <ghz|afk> nono
L1092[16:52:52] <ghz|afk> it's a modding
language
L1093[16:52:56] <ghz|afk> it has to be
Lispcraft
L1094[16:53:00] <ghz|afk> or
Minelisp
L1095[16:53:03] <wundrweapon> ^
L1096[16:53:06] <PaleoCrafter> Yeah
L1097[16:53:07] <ghz|afk> or
TooManyParens
L1098[16:53:09] <PaleoCrafter>
JCraft
L1099[16:53:12] <williewillus>
NotEnoughParens
L1100[16:53:16] <Shambling> Alexa, write
me a meme worthy language that is only used to mod minecraft.
L1101[16:53:17] <ixuser> ;)
L1102[16:53:18] <wundrweapon>
parens...?
L1103[16:53:19] <williewillus>
JustEnoughParens?
L1104[16:53:31] <ghz|afk> wundrweapon:
Parentheses, "()"
L1105[16:53:35] <wundrweapon> oh
L1106[16:53:43] <ghz|afk> round brackets,
if you want
L1107[16:53:47] <ghz|afk> ;P^
L1108[16:53:47] <williewillus> although
the parentheses argument is pretty BS in the first place imo
L1109[16:53:54] <wundrweapon> speaking of
which, ever seen AJSONE?
L1110[16:53:55] <PaleoCrafter> So we'd
just fork Clojure?
L1111[16:54:06] <illy> I remember someone
was writing a computercraft like mod using LoLCode instead
L1112[16:54:07]
⇦ Quits: Noppes (~Noppes@ip56530f2e.direct-adsl.nl) (Read
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L1113[16:54:35] <Shambling> lmao, ok well
I just found something interesting while perusing IMob.java... when
villagers see a monster, they end mating season :P
L1114[16:54:42] <wundrweapon> AJSONE was
intentionally made to insult the sheer number of bracket variations
in JSON
L1115[16:54:49] <ghz|afk> this
conversation reminds me
L1116[16:54:52] <ghz|afk> once upon a
time
L1117[16:55:00] <williewillus> Shambling:
explicitly? or is thta just a result of the AI for running having
higher prriority?
L1118[16:55:01] <ghz|afk> I started
designing a redstone-inspired language
L1119[16:55:15] <ghz|afk> it had
certain... "quirks"
L1120[16:55:19] <wundrweapon> oh
god
L1121[16:55:19] <Shambling> hrmmm it
actually looks like its onDeath
L1122[16:55:25] <ghz|afk> such as values
in registers decreasing by 1 each cycle
L1123[16:55:28]
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L1124[16:55:33] <howtonotwin> D:
L1125[16:55:36] <ghz|afk> move operations
NOTing the value
L1126[16:55:53] <ghz|afk> repeaters
writing the output X cycles afterward
L1127[16:56:01]
⇦ Quits: ScottehBoeh (~ScottehBo@95.144.45.222) (Ping
timeout: 384 seconds)
L1128[16:56:04] <ghz|afk> (so you have to
account for "delay slots"
L1129[16:56:16] <ghz|afk> I never
implemented it, though
L1130[16:56:16] <PaleoCrafter>
wundrweapon, wat? That just looks like that thing where some
company was proud of making JSON "Turing complete"
:P
L1131[16:56:17] <ghz|afk> ;P
L1132[16:56:17]
⇨ Joins: Katrix
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L1133[16:56:18] <Shambling> not sure why
they need to check the source of damage to end mating season when
they die
L1134[16:56:52] <ghz|afk> maybe helps
avoid necrophillia?
L1135[16:56:55] <Shambling> but hey, if
you push them off a ledge, they'll keep on producing younguns
L1136[16:57:01] <wundrweapon> nah, the
AJSONE dev didn't care about turing completeness iirc, but rather
just to make fun of JSON
L1137[16:57:07] <Cale> haha, back when I
was working on that Groovy/Grails project, they were using this
plugin called "searchable" which is a wrapper around
Compass which is a wrapper around Apache Lucene which is a text
search engine for databases... in order to do some basic lookups in
their DB. I replaced this with direct SQL queries and made
searching... at least hundreds of times faster.
L1138[16:57:22] <wundrweapon> although if
you want a really good joke language, check out ArnoldC
L1139[16:57:31] <PaleoCrafter> I don't
see anything mocking something about braces tough :P
L1140[16:57:36] <Cale> I had a look at
the source of that plugin and found some of the Java-est Java code
I've ever seen
L1142[16:57:52] <ixuser> ghz thank you
for your tip (with blue button in idea) now it works also with 1.10
branch )
L1143[16:58:07] <Shambling> holy crap
with those names
L1144[16:58:11] <ghz|afk> ixuser: it's a
great tip. after messing with he gradle files, always click that
refresh button ;P
L1145[16:58:18] <ghz|afk> Cale:
EWH.
L1146[16:58:26] <PaleoCrafter> AJSONE
just looks like a serialised AST
L1147[16:58:34]
⇦ Quits: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Quit: You
think you are above consequences.)
L1148[16:58:59] <ghz|afk> thing about
class names: if it takes more than a second to make sense of the
name, it's a bad name.
L1149[16:59:17] <ghz|afk> that means
"wtf does 'A' mean?" is just as bad as
"SearchableGrailsDomainClassCompassClassMapperFactoryFactory"
L1150[16:59:20] <ghz|afk> even if for
different reasons
L1151[16:59:41]
⇦ Parts: wundrweapon
(uid131782@id-131782.hathersage.irccloud.com) ())
L1152[16:59:43] <Cale> "I HAVE READ
ALL THE JAVA BLOGS ABOUT DESIGN PATTERNS AND MY BODY IS READY.
LET'S DO THIS."
L1153[16:59:49] <PaleoCrafter>
enterpriseiness supercedes everything when naming classes :P
L1154[16:59:51] <ghz|afk> s/class
names/names/
L1156[17:01:14] <Cale> At first I was
going to try to improve the performance of it, but I saw this and
was like "fuck this, I'm just going to write a SQL
query"
L1157[17:01:17] <howtonotwin> last commit
to touch some of them was "cleanup"
L1158[17:01:34] <howtonotwin> "are
you sure about that?"
L1159[17:01:56] <PaleoCrafter> If you
just build everything out of factories, providers, managers etc,
you only need that many abstract methods that are super composable
in the end :P
L1160[17:02:03]
⇦ Quits: ThePsionic (~Psi@ip5457f909.direct-adsl.nl) (Quit:
Leaving)
L1161[17:04:19] <howtonotwin> Say,
whatever happened to FAIL?
L1162[17:04:33] <PaleoCrafter> ded
L1163[17:04:38] <howtonotwin> :(
L1165[17:05:33] <PaleoCrafter>
howtonotwin, "indefinitely on hold" sound any better?
:P
L1166[17:05:41] <illy> howtonotwin at
least its not just say "update" in every commit :P
L1167[17:05:54] *
howtonotwin is too busy cradling his shattered heart
L1168[17:06:01] <williewillus> was there
a reason?
L1169[17:06:07] <illy> s/not/doesnt
L1170[17:06:45] <howtonotwin> still says
"it is does not" :P
L1171[17:07:06] <illy> bah fuck
english
L1172[17:07:11] <Baughn> What's the best
way to approximate "User mined this block" for an
autominer?
L1173[17:07:40] <williewillus> block
break event?
L1174[17:07:47] <williewillus> i don't
know whta your question is asking though
L1175[17:07:55] <Baughn> Hm~
L1176[17:07:58] <williewillus> are you
writing the autominer, or trying to detect one?
L1177[17:08:03] <Baughn> Writing
one.
L1178[17:08:12] <Baughn> Or fixing one.
I'm trying to make it detect Gregtech ores.
L1179[17:08:24] *
illy shifts eyes I don't do git commit --ammend and then git push
-f to fix spelling mistakes
L1180[17:08:32] <Baughn> So far I'm
mostly getting a bunch of NPEs, because I guess my way of
constructing silk touched ores is wrong.
L1181[17:08:32] <williewillus> you can
look at how vanilla harvests blocks (warning, extremely mind
bending)
L1182[17:08:33] ***
PaleoCrafter is now known as PaleOff
L1183[17:13:25] <Shambling> I was going
to say look at a mod that doesn't necessarily use silk touch to
break it, like psi's collapse block spell, but I got nuthin
L1184[17:14:45] <ghz|afk> Baughn: look at
other autominers ;P
L1185[17:14:46] ***
amadornes is now known as amadornes[OFF]
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⇨ Joins: MiningMark48
(~MiningMar@h187.58.187.173.dynamic.ip.windstream.net)
L1187[17:14:51] <williewillus> for silk
touch it's just Block.getSilkTouchDrop in the simple case, but GT's
ores might have a bunch of special case magic
L1188[17:14:53] <ghz|afk> there's plenty
of mods with block breaker machines
L1189[17:15:00] <williewillus> since
they're all stuffed into one TE or something like that
L1190[17:15:20] <ghz|afk> I believe the
best solution inevitably involves a fake player
L1191[17:15:30] <williewillus> yeah
L1192[17:15:48]
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seconds)
L1193[17:16:06] <williewillus> lol I
remember back in 1.4(?) creepers used to get aggro at CC turtles
that hurt them and blow up
L1194[17:16:12] <williewillus> since the
fakeplayer was placed in the turtle's coords
L1195[17:16:20] <ghz|afk> lol
L1196[17:21:05] <shadekiller666> GT ores
have TEs?
L1197[17:21:22] <ghz|afk> GT?
L1198[17:21:25] <williewillus>
gregtech
L1199[17:21:30] <ghz|afk> ah
L1200[17:21:30] <williewillus> and yes
last time I heard of it
L1201[17:21:34] <shadekiller666>
wow
L1202[17:21:36] <ghz|afk> no idea
L1203[17:21:38] <ghz|afk> but I have
heard of mods
L1204[17:21:38] <williewillus> since he
has tens of them he just stuffs it all into 1 te
L1205[17:21:41] <ghz|afk> that "to
save block ids"
L1206[17:21:44] <ghz|afk> make ALL THE
ORES
L1207[17:21:46] <ghz|afk> one single
block
L1208[17:21:55] <ghz|afk> with the ore
type and quantity in the TE
L1209[17:22:00] <Baughn> Non silk-touch
works. It's my silk-touch code that's broken.
L1210[17:22:12] <ghz|afk> may have been
GT that I heard about
L1211[17:22:26] <Baughn> shadekiller666:
And on the bright side, at least they don't tick.
L1212[17:22:35] <shadekiller666> GT is
known for having some questionable implementations for things
L1213[17:22:50] <shadekiller666> baughn,
ya, now that you can have TEs that don't tick...
L1214[17:23:07] <ghz|afk> there were TEs
that didn't tick, before
L1215[17:23:08] <williewillus> you always
could have te's that don't tick...
L1216[17:23:11] <williewillus>
canupdate()
L1217[17:23:15] <ghz|afk> you just had to
return false from whatever method
L1218[17:23:24] <ghz|afk> this method
would becalled instead of "instanceof"
L1219[17:23:31] <ghz|afk> for deciding if
the TE was meant to be added to the tickable list
L1220[17:23:35] <Akkarin> which is
probably faster than instanceof to be fair
L1221[17:23:36] <shadekiller666> oh
L1222[17:23:39] <Baughn>
Block.getSilkTouchDrop doesn't exist. If only it were that
simple.
L1223[17:23:43] <Akkarin> since well ...
instanceof can be rather slow
L1224[17:23:48] <williewillus> not
really
L1225[17:23:49] <ghz|afk> IMO both as
hacks
L1226[17:23:52] <williewillus> the
instanceof happens once
L1227[17:24:03] <williewillus> and so did
the canupdate iirc
L1228[17:24:16] <ghz|afk> TEs should have
a init(world) method, and you should opt-in to ticking that
way
L1229[17:24:17] <Akkarin> so erase that
point from memory :P
L1230[17:24:21] <ghz|afk> like
world.setTickable(this)
L1231[17:24:29] <Akkarin> once is not as
much of an issue as every damn tick tho
L1232[17:24:36] <williewillus> ?
L1233[17:24:38] <shadekiller666> does
instanceof map to a java method internally?
L1234[17:24:41] <williewillus> no
L1235[17:24:44] <williewillus> VM
intrinsic
L1236[17:24:45] <ghz|afk> someone asked
for canUpdate
L1237[17:24:49] <ghz|afk> to be called
every tick
L1238[17:24:52] <ghz|afk> so it can be
"turned off"
L1239[17:24:57] <shadekiller666> so that
means it would be faster than calling a method
L1240[17:25:02] <williewillus> not
always
L1241[17:25:03] <Akkarin> no
L1242[17:25:04] <ghz|afk> and lex was
like "wtf would be the point of that? just return at the
beginning of your update method!"
L1243[17:25:06] <williewillus> it has to
walk the class hierarchy
L1244[17:25:11] <Akkarin> instanceof has
to walk the hierarchy which is slow as fuck
L1245[17:25:30] <Akkarin> and depending
how complex it is (given that ITickable is an interface) it becomes
really damn slow
L1246[17:25:30] <ghz|afk> well it starts
with the closest
L1247[17:25:40] <williewillus> it's fast
enough on modern vm
L1248[17:25:42] <williewillus> s
L1249[17:25:49] <williewillus> there are
better things to optimize
L1250[17:25:53] <williewillus> like the
rendering :P
L1251[17:25:59] <ghz|afk> and I presume
the class metadata has some fast lookup system in the JVM
L1252[17:25:59] <Akkarin> Which in most
cases will be what you have anyways. If you have some insane
inheritance chain you usually want to avoid it though
L1253[17:27:58] <ixuser> just one last
question for today, which package/component/class calls the method
ITweaker::injectIntoClassLoader
L1254[17:29:48] <ghz|afk> I think it's
the launcher itself?
L1255[17:30:08] <Akkarin> should be the
launcher yes
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L1257[17:30:18] <ghz|afk> yeah the
interface is in "net.minecraft.launchwrapper"
package
L1258[17:30:25] <ghz|afk> which is
something that mojang provides
L1259[17:30:33] <ghz|afk> for mod loaders
to integrate with the launcher without hacks
L1260[17:31:28]
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L1263[17:33:17] <ghz|afk> Baughn: no, but
I think that's because I was expecting jaba
L1264[17:33:19] <ghz|afk> ;P
L1265[17:33:21] <ghz|afk> java*
L1266[17:33:49] <ghz|afk> otherwise, no
idea
L1267[17:34:04] <ixuser> oh sorry, i
found it ... next time i have to grep also in external
libraries
L1268[17:34:06] <williewillus> if
(silktouch) .... that branch is not entirely correct
L1269[17:34:22] <williewillus> there is a
method Block.getSilkTouchDrop
L1270[17:34:33] <williewillus> (badly
named createStackedBlock if you have older mappings)
L1271[17:34:58] <Baughn> I don't see it.
Does that exist on 1.7.10?
L1272[17:35:04] <williewillus> no
idea
L1273[17:35:07] <williewillus> I
don
L1274[17:35:14] <williewillus> *'t know
anything about 1.7
L1275[17:35:19] <williewillus> also I
would advise against storing int ids
L1276[17:35:22] <williewillus> use the
string ids
L1277[17:35:32] <Baughn> Ah, the string
ids are null for GT ores.
L1278[17:35:37] <williewillus> that's
impossible
L1279[17:35:38] *
shadekiller666 is implementing a bus vehicle, finding the proper
mounted offsets is difficult...
L1280[17:35:46] <Baughn> Yes, well. They
are.
L1281[17:35:49] <williewillus> a properly
registered block in 1.7+ *must* have a string id
L1282[17:35:54] <Baughn>
Nevertheless.
L1283[17:35:55] <williewillus> or else
the mod can't save properly at all
L1284[17:36:03] <williewillus> what
method were you using?
L1285[17:36:13] <Baughn> For?
L1286[17:36:17] <williewillus> geting
string ID
L1287[17:36:34] <Baughn> toString
L1288[17:36:36]
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L1289[17:36:39] <williewillus> lol
L1290[17:36:41] <williewillus> that's not
a string id
L1291[17:36:49] <Baughn> Also tried
unlocalizedName
L1292[17:36:49] <williewillus> string id
as in "minecraft:stone"
L1293[17:36:53] <williewillus> that's not
it either
L1294[17:37:00] <williewillus> there's a
static method in Item
L1295[17:37:22] <williewillus> that takes
Item and returns either ResourceLocation or string (don't remember
which)
L1296[17:37:28] <williewillus> use that
instead
L1297[17:37:36] <Baughn> Not in 1.7, it
seems
L1298[17:37:46] <williewillus> it's for
sure in 1.7, I just can't remember the name lol
L1299[17:37:59] <williewillus> it should
be near getIdFromItem
L1300[17:38:00] <williewillus> and
co
L1301[17:38:15] <Baughn> I'm looking at
the class. It's not there.
L1302[17:38:30] <williewillus> okay let
me open my one 1.7 workspace and see >_<
L1303[17:39:02] <williewillus> using int
ids is highly unreliable
L1304[17:39:08] <williewillus> and why
are you on 1.7 anyways :P
L1305[17:39:33] <Baughn> Because porting
this to 1.10 is too much work, and all the other mods are on 1.7
anyway.
L1306[17:39:39] <Baughn> I don't see much
to gain.
L1307[17:40:26] <Baughn> Anyway, int IDs
should be stable at least for the duration of any one play session.
I'm not persisting these.
L1308[17:40:58] <Baughn> ..although I
suppose you could load multiple worlds with different mappings in
SSP, and then it'd break. Hmm.
L1309[17:41:25] <williewillus> yes
exactly :P query the registry, should be the first field in
Item
L1310[17:41:47] <Baughn> Oh, is that
where it is? Let's see..
L1311[17:42:12] <Baughn>
getNameForObject?
L1312[17:42:15] <williewillus> yes
L1313[17:42:20] <ixuser> thank you &
bye
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L1315[17:50:32] <Shambling> lol looking
through every opensource mod I know of that has silk touch...
ewww
L1316[17:50:45] <Shambling> most of them
even go so far as to implement special cases for certain ores,
lol
L1317[17:51:28] <Cale> williewillus:
speaking of registries, this seems to succeed: Block basaltextra =
ForgeRegistries.BLOCKS.getValue(new
ResourceLocation("chisel", "basaltextra")); --
and I'm not getting any exceptions or anything adding the
WorldTransmutation with registerDefault, yet nothing seems to
actually be any different: the blocks don't highlight and I can't
transmute them.
L1318[17:51:29] <Baughn> On the bright
side, turnes out that canSilkHarvest returns false for the GT
ores.
L1319[17:51:34] <Baughn> So I don't
actually need to check both.
L1320[17:52:38] <Shambling> is that
because they were properly registered as not silkharvestable... or
because they were just programmed poorly
L1321[17:53:00] <Baughn> The GT5U
repository was made by decompiling GT5.
L1322[17:53:10] <Baughn> Your guess is as
good as mine as to what this code means.
L1323[17:53:14] <Shambling> so probably
missing code, lol
L1324[17:54:08] <Shambling> well either
way, no sense in overwriting another mods returns on how they want
to behave
L1325[17:54:22] <Shambling> though I'd
suggest putting an issue on their github if gt5u has a github
L1326[17:54:54] <Shambling> question
though, doesn't IC2 do something similar for registering ores, or
no?
L1327[17:55:00] <Baughn> IC2 does
not.
L1328[17:55:08] <Baughn> Those are proper
ore blocks. At least they used to be.
L1329[17:55:47] <Shambling> if it is
still being actively maintained, maybe do a PR if you know how the
ores should properly be done?
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L1331[17:57:23] <Baughn> I don't, and I
don't even want to think about changing the way theirs works.
L1332[17:57:42] <Baughn> That codebase
gives me shivers just to look at.
L1333[18:00:18] <Shambling> I'd imagine
if it was based off of decompiled code
L1334[18:00:58] <Shambling> I once looked
into the dark abyss of decompiled Extra Utilities 2 to see how the
heck people were getting the law sword, and the abyss looked back,
and said... no
L1335[18:02:12] <williewillus> Cale: then
the states just don't match
L1336[18:02:21] <williewillus> perhaps
chisel uses getActualState?
L1337[18:04:38] <Cale> hmm, I'll have to
look that up :)
L1338[18:05:00] <Cale> There's a
"Variation: 7" for instance, which appears below the
block name on the right of the f3 display
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L1340[18:09:27] <Cale> Aha! It works for
variation 0 (which oddly enough is not the plain stuff you find in
the world :P)
L1341[18:09:49] <Cale> So, I need to
adjust that parameter and register all the various corresponding
ones, I suppose.
L1342[18:10:34] <Shambling> was there a
change to setupDecompWorkspace when used with versions of forge? it
doesn't seem to be putting the forge and base minecraft sourcecode
in build anymore
L1343[18:10:47] <Shambling> works on my
laptop out in the office, so not sure what I broke
L1344[18:12:50] <shadekiller666> damn
it... trying to rotate a passenger of my entity 90 degrees in the
updatePassenger method, but whatever i do the passenger ends up
spinning in circles
L1345[18:13:07] <shadekiller666> i just
want to add 90 degrees once...
L1346[18:13:37] <Shambling> do you want
them to be able to move freely after that?
L1347[18:14:00] <Shambling> you could get
initial rotation, set that as a variable, and then add the 90
degrees, and then set that as the new static rotation
L1348[18:14:10] <Shambling> what you're
probably doing is continuing to get and set rotation
L1349[18:14:33] <Shambling> maybe have a
bool flagged once you've gotten the rotation the one time, and set
as false once the player disembarks
L1350[18:14:35] <shadekiller666> problem
is this vehicle entity has 25 passengers
L1351[18:14:43] <shadekiller666> and only
4 of them need to be rotated
L1352[18:14:59] <Shambling> my solution
would be to drop those 4 seats ;D
L1353[18:15:12] <shadekiller666> thats
not a "solution"
L1354[18:15:59] <Shambling> nope
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L1356[18:16:31] <Shambling> are the seats
entities? maybe set player as same rotation as the seat
L1357[18:16:51] <Shambling> though I'd
imagine you already do that to set the other 21
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L1359[18:17:03] <Thaun1> hello
L1360[18:17:06] <shadekiller666> the
"seats" are just a Vec3d and a "yawOffset"
float
L1361[18:17:16] <Thaun1> finally it
works
L1362[18:17:35] <shadekiller666> where
the vec3d is the x,y,z position offsets to each seat in the
model
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L1366[18:21:16] <Thaun1> *addind refined
storage to my bug list*
L1367[18:21:16] <Shambling> can you post
a snippit of the code, or link your github?
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L1369[18:23:01] <Thaun1> *adding ic2 to
my bug list*
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L1371[18:24:48] <Thaun1> I have a
question, if you can easy break bedrock in survival, is that a bad
thing?
L1372[18:26:05] <Shambling> in what
regards? is this a combination of mods causing this, or are you
coding a mod and want an opinion on if its bad?
L1373[18:26:45] <Thaun1> im not coding,
but i have posted a bug about it
L1374[18:26:48] <Shambling> if there is
no content to be gained by it, I'd say its not great. If its a
gateway to content, then I'd say it would be defined by the goal of
getting through bedrock and the reward for doing so. I.e. full
diamond armor reward for using a stone pick = bad
L1375[18:27:09] <Shambling> so no content
related to it from one of the mods you're playing?
L1376[18:27:12] <Thaun1> breaking bedrock
with a piston and a redstone block
L1377[18:27:25] <Thaun1> by using a
wrench to rotate the block
L1378[18:27:33] <Thaun1> that is
extended
L1379[18:27:52] <Shambling> I'd say it
would be bad in multiplayer, as someone could dig a hole to
bedrock, remove bedrock, and make it hard on server admins for item
retrieval
L1380[18:28:14] <Shambling> (as a means
of griefing)
L1382[18:28:21] <Thaun1> for better
understanding what i mean
L1383[18:28:41] <Thaun1> and it can cause
griefing
L1384[18:29:28] <FusionLord> Naiten did
you ever find a solution to your texture issues?
L1385[18:29:30] <Thaun1> i tested it with
different mods that has wrenches and they all work
L1386[18:29:45] <Thaun1> well, wrenches
that will rotate any block
L1387[18:29:56] <Shambling> best way to
tell if its a horrible bug... tell Soaryn about it, and if he
starts using it to get infinite gold, its a horrible bug
L1388[18:30:06] <Shambling> =P
L1389[18:30:09] <Thaun1> impossible to
get infinite gold
L1390[18:30:18] <Shambling> I was joking,
but yeah thats not a great bug
L1391[18:30:19] <Thaun1> beacuse you lose
gold instead
L1392[18:30:41] <Naiten> FusionLord,
nope
L1393[18:31:37] <Thaun1> when a post
usally gets replies?
L1394[18:32:49] <Thaun1> i meant, if i
post a post, when do they reply back?
L1395[18:33:00] <Thaun1> if it is about a
bug
L1396[18:34:08] <FusionLord> oh :( well I
wish you the best of luck!
L1398[18:36:36] <Thaun1> sure
L1399[18:37:31] <Shambling> question
though, have you tried this bug client side only, or client +
server config?
L1400[18:37:35] <Shambling> they might
want to know that
L1401[18:38:36] <Thaun1> hmm, i tested on
a server and a client
L1402[18:38:44] <Thaun1> in 1.10 and
1.11.2
L1403[18:38:55] <Thaun1> i first noticed
it on 1.10
L1404[18:39:31] <Thaun1> the bug is easy
to use
L1406[18:40:18] <SquareWheel> Quick
question. With ITickable, can you set the tick rate? I don't need
to update every tick so it seems needlessly heavy.
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L1408[18:40:24] <SquareWheel> Maybe
something like Forestry's "bee ticks".
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L1412[18:43:57] <Shambling> to be honest
though, looking at wrenches from enderio, it looks like they might
call rotateBlock directly, which is a vanilla part of
Block.java
L1413[18:44:22] <Thaun1> yeah, but they
said it was forges fault
L1414[18:44:47] <Shambling> if by forges
fault, allowing modders an environment through which they can
easily release mods, yes, it is forges fault.
L1415[18:45:26] <Shambling> otherwise, it
is a vanilla bug that can't be used in vanilla...
L1416[18:45:54] <Shambling> if its
serious enough though, maybe they'll implement a forge call that
will allow easier wrenching without making direct block calls
L1417[18:46:16] <Thaun1> yeah, lets all
team up and destroy the bedrock layers!
L1418[18:49:18] <Shambling> didn't 1.11
add something so that pistons couldn't let you see under the
ground... I wonder if this bug overrides that
L1419[18:49:18] <Thaun1> wow, i did not
know that github can detect references...
L1420[18:49:35] <Thaun1> well, i guess i
kinda know what it does
L1421[18:50:02] <Thaun1> when the
piston(bugged) is facing down, it thinks that the outer part of the
piston is still there
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L1423[18:50:31] <Thaun1> and when you
have rs off then it will retract itself
L1424[18:50:42] <Thaun1> meaning, block
is overrided
L1425[18:51:15] <Thaun1> it also works on
any direction
L1426[18:52:42] <Shambling> lol I just
annihilated a block of redstone
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L1428[18:52:54] <Thaun1> rip
L1429[18:53:02] <Thaun1> place it in a
corner
L1430[18:54:07] <Thaun1> you know ~+-1 ~1
~0 on any direction of block
L1431[18:54:24] <Thaun1> no wait
L1432[18:54:27] <Thaun1> thats
wrong
L1433[18:54:50] <Thaun1> i meant ~1 ~+-1
~0
L1434[18:54:54] <Thaun1> there
L1435[18:57:32] <Thaun1> finally a
reply
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L1437[18:58:51] <Shambling> seems to only
work for pistons, not sticky pistons
L1438[18:59:11] <Thaun1> it works for
sticky pistons too
L1439[18:59:32] <Thaun1> wait
L1440[18:59:34] <Thaun1> let me
check
L1441[19:02:13] <Shambling> I just tried
it with a sticky piston and a lever same way I was doing with
regular piston, and it only worked with normal piston
L1442[19:02:25] <Shambling> so sticky
piston probably has extra sanity checks built into it
L1443[19:02:30] <Thaun1> just
checked
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L1469[20:53:10] <PrinceCat> Hey, does
anyone have a good example of a JEI RecipeTransferHandler that
transfers a stack with the correct NBT into a workbench?
L1470[20:53:58] <PrinceCat> I've got a
paint tin item that stores its variant in NBT data and I'm trying
to figure out how to make it correctly use the right colour when
autocompleting the recipe.
L1471[20:54:00]
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L1472[20:54:20] <PrinceCat> I've set an
interpreter but it doesn't seem to work the way I thought.
L1473[20:54:24] <Maxwell> Okay, what did
I mess up this time. When trying to run gradlew, I get this error:
"Error: Could not find or load main class
org.gradle.wrapper.GradleWrapperMain"
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L1476[20:55:48] <PrinceCat> Oh, I got
this before! Are you using IntelliJ?
L1477[20:56:21] <Maxwell> I don't think
the IDE is all that important, but I'm using Eclipse
L1478[20:56:28] <Maxwell> How did you fix
it?
L1479[20:56:34]
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L1480[20:56:45] <PrinceCat> Oh, it must
be a different error then... in IntelliJ gradle wasn't pointing at
the main project files.
L1481[20:57:10] <PrinceCat> It wasn't
looking at the right classpath for the project.
L1482[21:00:03] <MCPBot_Reborn> [TEST
CSV] Pushing snapshot_20170116 mappings to Forge Maven.
L1483[21:00:07] <MCPBot_Reborn> [TEST
CSV] Maven upload successful for mcp_snapshot-20170116-1.11.zip
(mappings = "snapshot_20170116" in build.gradle).
L1484[21:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~22:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L1490[21:14:42] <Maxwell> Well, "apt
get gradle" fixed the issue, if I do gradle build instead of
./gradlew build
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L1498[21:33:55] <killjoy> Maxwell, now
run gradle wrapper
L1499[21:34:38] <Maxwell> That
regenerates the broken gradle files?
L1500[21:34:45] <killjoy> yes
L1501[21:34:47] <williewillus> is there a
way to add newlines to MCP comments?
L1502[21:34:59] <killjoy> williewillus,
<br>
L1503[21:35:03] <killjoy> or
<p>
L1504[21:35:03] <Maxwell> thanks
L1505[21:35:28] <williewillus> e.g. `sm
foo bar Line 1 <br/> Line 2 <br/> Line 3` ?
L1506[21:35:41] <killjoy> yeah.
L1507[21:35:44] <killjoy> all html
L1508[21:35:57] <killjoy> of course in
code it will still be one line
L1509[21:36:20] ***
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L1510[21:36:52] <killjoy> does sp support
descriptions?
L1511[21:37:02] <williewillus> i think
so
L1512[21:37:07] <williewillus> it
probably ends up in a @param
L1513[21:37:19] <killjoy> I wonder how it
would do a @return
L1514[21:37:51]
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L1520[21:46:47] <williewillus> god some
of the mappings I see
L1521[21:46:48] <williewillus> wtf
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L1523[21:57:25] <williewillus> what is a
shorter way to say "rerenderInMainThread"
L1524[21:57:41] <williewillus> I think
I've found the true meaning of flag 8 in
setblockstate/notifyblockupdate
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L1528[22:02:49] <mezz> heh
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L1535[22:23:00] <williewillus> can
methods/fields share names?
L1536[22:23:11] <williewillus>
isNeedsImmediateUpdate sounds awful
L1537[22:26:05] <williewillus> this is
also interesting because I can't find anywhere in vanilla codebase
where flag 8 is used
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L1539[22:27:20] <mezz> I think they
can
L1540[22:27:58] <mezz> I hunted down flag
8 a while ago and found something weird, let me look again to
remember
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L1542[22:28:41] <Maxwell> Okay, I really
messed up my development folder somehow. It's like the local git
repo Eclipse sees is different from the one seen from the command
line.
L1543[22:28:57] <mezz> nvm thinking of
another flag elsewhere
L1544[22:29:14] <Maxwell> oh, wait. I'm
in the wrong folder D:
L1545[22:30:18] <williewillus> afaict
currently flag 1 is notify neighbors, flag 2 is mark dirty so
SPacketBlockChange is sent, flag 4 is skip notifyBlockUpdate, flag
8 is rerender immediately, and flag 16 is skip observers
L1546[22:31:05] <mezz>
Block.removedByPlayer is 11, so is that 8 + 2 + 1 ?
L1547[22:31:28]
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L1548[22:31:41] <mezz> door toggles use
10
L1549[22:31:52] <williewillus>
interesting
L1550[22:31:54] <mezz> same with fence
gates
L1551[22:32:30] <mezz> bed use is
10
L1552[22:32:39] <mezz>
ItemBlock.placeBlockAt is 11
L1553[22:32:47] <mezz> seems to be stuff
with immediate use action
L1554[22:33:08] <williewillus> yeah
L1555[22:33:16] <williewillus> which
makes sense
L1556[22:33:31] <williewillus> wouldn't
want the block you just placed to get rerendered on a thread
sometime later
L1557[22:33:36] <mezz> yeah
L1558[22:33:48]
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L1559[22:36:05] <PrinceCat> Hey guys,
still not really sure how to implement the correct JEI Transfer
Handler for my recipes - is anyone able to give me some guidance or
point me in the right direction? When JEI transfers my recipes
using the [+] it still does not take into account the
"colour" variant on my paint ItemStack and instead finds
a the first it can in the inventory, all of my recipes register
correctly but the only thing I'm lacking now is
L1561[22:36:57] <PrinceCat> I've had a
look at a couple of open source implementations but still haven't
been able to find anything useful for my project.
L1562[22:37:31] <mezz> it should work
fine if you have a subtype interpreter
L1563[22:37:55] <PrinceCat> Oh, hey
mezz... haha.
L1564[22:38:14] <PrinceCat> Yeah, I have
a subtype interpreter for it but maybe it's the way I'm handling
the recipes that's breaking it?
L1565[22:38:21] <PrinceCat> My source is
there if you want to take a quick look.
L1566[22:38:31] <mezz> sure
L1567[22:40:55] <mezz> the recipe
transfer handler basically uses whatever is set in your wrapper's
getIngredients
L1569[22:41:16] <mezz> so if you have one
recipe that handles any kind of color, it's going to look for any
color
L1570[22:41:24]
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L1571[22:41:52] <PrinceCat> I set the
ingredient to be the paint with the correct NBT there?
L1572[22:42:02] <mezz> yeah
L1573[22:42:37] <PrinceCat> So setting
the ingredient there is breaking the transfer recipe?
L1574[22:43:15] <mezz> the recipe
transfer sees that ingredient and says "oh I need to match
this in the inventory"
L1575[22:43:37] <mezz> so what you're
giving it there will match any color of ItemMetalTinPaint
L1576[22:44:00] <mezz> so that's what it
looks for
L1578[22:44:44] <mezz> ah ok
L1579[22:45:09] <mezz> not sure
then
L1580[22:45:16] <mezz> is there somewhere
I can download the mod?
L1581[22:45:16] <PrinceCat> Yeah, that's
what's been confusing me because technically it should work... but
it's got me stumped.
L1582[22:45:36] <PrinceCat> There's no
build at the moment unfortunately, but I can probably quickly get
one for you?
L1583[22:45:45] <PrinceCat> I've just got
the GitHub Repo
L1584[22:45:53] <mezz> ok
L1585[22:46:11] <mezz> I just need
something I can run in JEI dev so I can step through and see what
it's doing
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L1587[22:48:24] <PrinceCat> I'm uploading
a build for you now @mezz.
L1588[22:48:29] <mezz> thanks
L1590[22:49:09] <PrinceCat> I haven't
built it before so hopefully it doesn't crash because of the
dedicated server.
L1591[22:52:37] <mezz> what recipe should
I look at?
L1592[22:53:01] <PrinceCat> Try
ShapelessPaintRecipe first.
L1593[22:54:08] <mezz> running into
issues with forge deobfuscation of lambdas in 1.10
L1594[22:54:24] <mezz> it's fixed in
1.11
L1595[22:54:55] <PrinceCat> Oh really?
Bugger...
L1596[22:54:56] <mezz> but for now I get
crashes on your item models
L1597[22:55:02] <mezz> hm
L1598[22:55:14] <mezz> one sec
L1599[22:55:40] <PrinceCat> Yeah, that'd
be my fault... I'll need to go through and make sure it's okay to
run on a dedicated server because I probably missed some side
checks.
L1600[22:55:50] <mezz> looks like it was
fixed on 1.10 as well but I need to update
L1602[22:57:08] <PrinceCat> Will I need
to change anything to accomodate? @mezz
L1603[22:57:11] <mezz> no
L1604[22:57:20] <mezz> should be
fine
L1605[22:59:44] <PrinceCat> I also just
noticed it doesn't take into account damage as well, so I need to
fix that.
L1606[22:59:52]
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L1608[23:03:37] <PrinceCat> I am using an
older version of the JEI API, could that have something to do with
it? @mezz
L1609[23:03:43] <PrinceCat> I'm using:
3.13.0.334
L1610[23:03:51] <mezz> no, I confirmed it
still happens on the latest
L1611[23:03:54] <mezz> looking into it
now
L1612[23:06:46] <PrinceCat> Thanks
@mezz
L1613[23:09:42] <mezz> your paint can's
item returns false from item.getHasSubtypes()
L1614[23:09:55] <mezz> try returning true
and see if that fixes it
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L1616[23:11:21] <PrinceCat> Still no luck
unfortunately @mezz.
L1617[23:12:02] <mezz> worked for
me
L1618[23:12:25] <PrinceCat> Oh
really?
L1619[23:12:50] <PrinceCat> Maybe I
changed something else accidentally, hold on.
L1620[23:13:00] <mezz> yeah I forced it
on JEI's side basically, maybe the proper fix is on my side
L1621[23:13:18] <PrinceCat> Does it also
work for damage on your side too?
L1623[23:13:33] <PrinceCat> Like, will it
transfer if the stack is damaged or is it still looking for the
full stack?
L1624[23:13:58] <mezz> no it is not
working on damaged items
L1625[23:14:24] <PrinceCat> Okay, so
excellent it works now after Overriding getHasSubtypes()
L1626[23:14:40] <PrinceCat> What do you
think the best way to handle transfers for the damaged stack would
be?
L1627[23:15:03] <PrinceCat> I tried
setting the damage to OreDictionary.WILDCARD_VALUE on the input
stack but that seems to also break it.
L1628[23:15:10] <mezz> well the UID I see
for one item is materialfoundation:metal_plate_checker:0
L1629[23:15:16] <mezz> that seems
ok
L1630[23:15:19] <mezz> but the paint, let
me see
L1631[23:15:55] <PrinceCat> Oh yeah,
that's fine - it only crafts with the metal_plate_checker:0 by
design.
L1632[23:16:50] <mezz> yeah your recipe
needs OreDictionary.WILDCARD_VALUE on the input ingredient
L1633[23:17:36] <mezz> otherwise it's
specifically requiring meta 0
L1634[23:18:49] <PrinceCat> Interesting,
okay... so setting the damage to OreDictionary.WILDCARD_VALUE on
the input completely breaks it again. input.set(i,
ItemMetalTinPaint.create(this.paint, true));
L1635[23:19:16] <PrinceCat> The (true)
flag is an overload in ItemMetalTinPaint.create() that sets the
damage to OreDictionary.WILDCARD_VALUE on creation.
L1636[23:19:17] <mezz> hm I guess that
makes sense, JEI will try to expand that into all its
subtypes
L1637[23:19:53] <PrinceCat> Can you think
of any workaround?
L1638[23:20:03] <mezz> I'll leave that
comparison up to the subtype interpreter and see what happens
L1639[23:20:16] <PrinceCat> Let me know
how it goes.
L1640[23:20:18] <mezz> I have to make
sure I don't kill performance but in this case it shouldn't be an
issue
L1641[23:20:38] <PrinceCat> Maybe just
check for OreDictionary.WILDCARD_VALUE?
L1642[23:21:02] <PrinceCat> Then return a
match if found and it matches the String returned by
getSubtypeInfo
L1643[23:23:06] <mezz> fixed it, testing
for performance issues now
L1644[23:24:17] <mezz> no issues
L1645[23:24:23] <mezz> I'll push a
fix
L1646[23:24:45] <PrinceCat> Awesome,
thanks mezz! Will I be able to use it on 1.10.2?
L1647[23:25:00] <mezz> yeah
L1648[23:29:58] <shadekiller666> is there
a shader that would render models with polygon edges blacked
out?
L1649[23:30:03] <shadekiller666> in
1.10.2
L1650[23:30:14]
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L1651[23:31:42] <mezz> ok PrinceCat it's
fixed in build 403
L1652[23:31:56] <mezz> should be built in
a minute
L1653[23:32:49] <PrinceCat> Awesome,
thanks so much for your help @mezz, I know it was a bit of a mess
around but I really appreciate you helping me out. :)
L1654[23:33:07] <mezz> no problem. good
to find edge cases like this
L1655[23:34:04] <PrinceCat> There's
always one person who finds some obscure bug that slips through the
cracks, right? ;)
L1656[23:34:17] <mezz> yeah
L1657[23:34:26] <mezz> they tend to get
more obscure over time too
L1658[23:34:41] <mezz> JEI has been
pretty stable for a while but there's always something new to
find
L1659[23:35:10] <PrinceCat> Will the same
patch need to be applied for JEI 1.11 incase we decide to upgrade
in the near future?
L1660[23:35:19] <mezz> yeah I updated
both
L1661[23:35:36] <PrinceCat> Oh,
excellent! I must've checked the 1.11 branch just before you
pushed.
L1662[23:36:21] <PrinceCat> Also mezz...
is the time on your maven local because it's awfully early for you
to be awake. :P
L1663[23:36:53] <mezz> 9:30 PM here, no
worries heh
L1664[23:36:59] <mezz> I use other
people's mavens
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L1666[23:37:36] <PrinceCat> Ah okay,
haha.
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