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L7[00:09:45] <illy> bah the biggest pain from git is rewriting the history >.>
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L9[00:24:19] <killjoy> If only you were scrooge mcduck
L10[00:24:33] <killjoy> Then you'd also solve a mystery
L11[00:24:47] <illy> duck tales woo hoo
L12[00:25:08] <illy> annnnnd that song is going to be stuck in my head for the next few days
L13[00:25:28] * Ashindigo_ is glad he doesn't know the full song
L14[00:26:23] <illy> Ashindigo_: https://www.youtube.com/watch?v=CMU2NwaaXEA
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L16[00:29:31] <killjoy> I like this version. https://www.youtube.com/watch?v=zZek9PFMYOw
L17[00:30:18] <illy> wait they're bring it back?
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L19[00:30:41] <killjoy> And in the new mickey mouse style
L20[00:31:19] <illy> part of me is happy the other part is deathly scared...
L21[00:31:58] <killjoy> It's not cartoon network
L22[00:32:07] <killjoy> It won't become TTG
L23[00:32:13] <killjoy> or PPG2016
L24[00:32:55] <Ashindigo_> Ttg?
L25[00:33:00] <killjoy> teen titans go
L26[00:33:05] <illy> nope i've been burned twice
L27[00:33:09] <Ashindigo_> Oh
L28[00:33:16] <killjoy> Completely different network
L29[00:33:31] <killjoy> the only series they couldn't reboot was boy meets world
L30[00:33:49] <illy> now its time for saved by the bell 2
L31[00:34:19] <illy> def wrapper = []
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L33[00:34:35] <illy> damnit
L34[00:35:39] <illy> I really should rearrange my worksspace but the lazyness is strong in me
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L54[01:41:58] <illy[away]> heh fr_y was double sleeping
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L59[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170119 mappings to Forge Maven.
L60[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170119-1.11.zip (mappings = "snapshot_20170119" in build.gradle).
L61[02:00:20] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L63[02:03:33] <killjoy> illy[away], only lex has the rule about pinging him.
L64[02:03:43] <killjoy> just fyi
L65[02:10:05] <killjoy> if that was a typo, ignore me
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L80[03:27:21] <Fendirain> Anyone know how to make an item (Axe in this case) move when an entities hand rotates? I have it holding it just fine, but when the arm moves, the axe doesn't follow properly.
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L83[03:31:31] <ghz|afk> Fendirain: uhm, HOW are you drawing it?
L84[03:31:40] <ghz|afk> because you obviously aren't using the normal item models
L85[03:32:04] <Fendirain> https://github.com/Fendirain/Fendirain/blob/master/src/main/java/fendirain/fendirain/client/models/mobs/ModelFenderiumMob.java#L92
L86[03:32:06] <Fendirain> https://github.com/Fendirain/Fendirain/blob/master/src/main/java/fendirain/fendirain/client/render/mobs/RenderFenderium.java
L87[03:32:14] <Fendirain> https://github.com/Fendirain/Fendirain/blob/master/src/main/java/fendirain/fendirain/client/render/mobs/layers/LayerHeldItem.java#L45
L88[03:32:21] <Fendirain> Those are the main areas.
L89[03:32:30] <ghz|afk> okay so you have your own entity
L90[03:32:34] <ghz|afk> you should have started with that ;P
L91[03:33:12] <Fendirain> I'v been stuck on this issue since the last time I worked on this...Last may.
L92[03:33:29] <ghz|afk> why areyou handling your axe in a special way?
L93[03:34:09] <Fendirain> If I'm doing something stupidly wrong, Feel free to point it out.
L94[03:34:44] <ghz|afk> well
L95[03:34:48] <ghz|afk> look at LayerHeldItemWitch
L96[03:34:52] <ghz|afk> and compare with your own
L97[03:41:17] <ghz|afk> wtf
L98[03:41:22] <ghz|afk> okay that may not be the best place to look
L99[03:41:33] <ghz|afk> the witch holds the potions WITH THE NOSE
L100[03:41:38] <ghz|afk> SE
L101[03:41:40] <ghz|afk> XD*
L102[03:43:46] <Fendirain> I'm still not exactly sure. I'm not trying to make it be able to hold anything, just the axe.
L103[03:52:57] <ghz|afk> i'm thinking the code may be somewhat correct
L104[03:53:20] <ghz|afk> and maybe it's just that the rotation angles aren't updating quite right
L105[03:54:50] <ghz|afk> but no that wouldn't make sense
L106[03:54:54] <ghz|afk> sorry out of ideas.
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L108[03:55:10] <Fendirain> Ya, Pretty much my issue.
L109[03:55:56] <Fendirain> Thanks for the attempt.
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L116[04:24:48] <Naiten> I'm mad, but world.isBlockIndirectlyGettingPowered() is only working like this http://i.imgur.com/3w1MbyL.png and not like this http://i.imgur.com/p6xYh0W.png
L117[04:25:03] <Naiten> and world.getBlockPowerInput() always shows 0
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L120[05:06:20] <Naiten> Anybody here knows anything about moving chunks?
L121[05:06:41] <Naiten> I mean, all those airship mods where you can place blocks on flying ship
L122[05:08:08] <heldplayer> Naiten: that screenshot looks fucking awesome
L123[05:08:18] <Ashindigo_> arent those just complex multiblocks?
L124[05:08:26] <heldplayer> Besides the fact that redstone isn't properly connecting
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L126[05:12:21] <Naiten> Ashindigo_, you mean moving chunks?
L127[05:13:04] <Ashindigo_> moving an entire chunk would be moving _the entire land_
L128[05:13:05] <Naiten> heldplayer, i made canConnectRedstone() return true
L129[05:13:31] <Ashindigo_> including the caves, dirt and possible structures
L130[05:15:41] <Naiten> well
L131[05:15:58] <Naiten> i mean, and entity which allows placing block on it
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L133[05:36:43] <Fendirain> If anyone else has any ideas about why the Axe isn't moving properly with the arm, please help. https://github.com/Fendirain/Fendirain/blob/master/src/main/java/fendirain/fendirain/client/render/mobs/layers/LayerHeldItem.java#L45
L134[05:38:52] ⇨ Joins: SparkVGX (~SparkVGX@121.99.203.245)
L135[05:39:01] <SparkVGX> \o
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L137[05:43:51] <Naiten> Heyo train lovers www.youtube.com/watch?v=bs-LMKmWuG4
L138[05:45:44] <fry> nice :P
L139[05:45:52] <Fendirain> Wow, very nice.
L140[05:47:06] <Ashindigo_> Looks nice
L141[05:49:50] <ghz|afk> stupid digital government services /me grumbles
L142[05:50:00] <ghz|afk> it's really nice that you can do all the taxes online and such
L143[05:50:14] <ghz|afk> but it's really frustrating when it doesn't actually work because some random server isdown
L144[05:50:22] <Naiten> c:
L145[05:51:42] <Hunterz> its for 1.10+ ?
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L147[06:11:40] <Naiten> Hunterz, you about my rails?
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L153[06:26:38] <Shawn|i7-Q720M> https://s28.postimg.org/6tt5ob371/Killed_by_a_Praetorian.png :O
L154[06:27:22] <Hunterz> yes about rails Naiten
L155[06:28:46] <Naiten> Hunterz, that exactly is 1.7, but I also have 1.10 rewrite in the works
L156[06:28:50] <Naiten> http://i.imgur.com/kcGQZ2d.png
L157[06:29:37] <Hunterz> models are fantastic...
L158[06:30:30] <Shawn|i7-Q720M> a praetorian xenomorph caught me by surprise, minecraft challenge just upgraded with this mod by Ri5ux
L159[06:30:34] * Ashindigo_ dies from cool models
L160[06:31:34] <Naiten> Yep, I stole a modeler from Traincraft and now he works for me :D
L161[06:32:01] <Hunterz> :)
L162[06:32:12] <Shawn|i7-Q720M> its weird how these things, the facehuggers attach to endermen on their back, and control them like a star gate replicator in someone's back
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L180[08:35:44] <Keridos> how can i check if a player is an OP in 1.10.2?
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L184[08:47:03] <kashike> Keridos: see net.minecraft.server.management.PlayerList#getOppedPlayers
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L186[08:50:38] <Keridos> kashike: how do I get the playerlist from the server?
L187[08:51:01] <Ashindigo_> MinecraftServer?
L188[08:53:07] <Keridos> nope
L189[08:53:11] <Keridos> not in 1.10.2
L190[08:56:49] * Ashindigo_ opens his ide
L191[08:56:51] <kashike> Keridos: server.getPlayerList()
L192[08:57:00] <kashike> server being an instance of MinecraftServer
L193[08:57:12] <Ashindigo_> You can get the served from world
L194[08:57:20] <Ashindigo_> Which you can get from the player
L195[08:57:38] <Ashindigo_> *server
L196[08:57:47] <kashike> you can also get the server from the player :p
L197[08:58:09] <Ashindigo_> Or that
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L199[09:02:42] <Keridos> perm leve 4 is op?
L200[09:03:40] <kashike> getPlayerList().getEntry(player.getGameProfile()) != null
L201[09:03:45] <kashike> or so, should be what you want
L202[09:03:49] <kashike> an entry existing = op
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L204[09:06:00] <Keridos> kashike: my intellij tells me that always is true
L205[09:06:49] <kashike> ignore that, it's wrong
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L211[09:25:11] <Keridos> kashike: works thank you
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L217[09:58:30] ⇨ Joins: ScottehBoeh (~ScottehBo@95.144.45.222)
L218[09:58:34] <ScottehBoeh> Hey guys \o
L219[09:58:51] <ScottehBoeh> Say I wanted to have "Hello" display during the GuiConnect ui (when joining a server)
L220[09:58:53] <ScottehBoeh> which Event should I use?
L221[09:59:37] <ScottehBoeh> oh nvm, got it
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L224[10:25:43] <gr8pefish> What's a good way to do Item.writeToNBT? I don;t need the itemstack specific data, just that that specific item has been used. I guess I could do the item name and write that as a string, or the item id and write that, any suggestions?
L225[10:26:06] <killjoy> use the ItemStack
L226[10:27:03] <gr8pefish> Sure I guess I can do that, just didn't want to waste information, but I guess if it's just a stack size of 1 and no extra data it won't be much more expensive at all
L227[10:27:44] <killjoy> if you just care about the id, just send the id
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L229[10:30:12] <gr8pefish> Yeah I'll just do that, thanks
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L233[10:48:15] <Baughn> Anyone know which mod/library does the dependency download thing?
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L238[10:55:47] <ScottehBoeh> Woohoo :D
L239[10:55:47] <ScottehBoeh> http://imgur.com/a/5pFu6
L240[10:55:53] <ScottehBoeh> Custom GuiConnecting page almost complete
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L263[12:45:25] <shadekiller666> hello
L264[12:46:31] <Ashindigo_> Looks nice scotteh
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L267[13:05:26] <Ashindigo_> Is there a method to turn on an enchantment glow?
L268[13:05:50] *** Mine|dreamland is now known as minecreatr
L269[13:07:05] <diesieben07> override hasEffect in your Item class
L270[13:07:55] ⇨ Joins: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L271[13:08:23] <Ashindigo_> Thanks
L272[13:14:38] <pig> ScottehBoeh: mind I drop you a quick message (if you're still around now)
L273[13:15:01] <Ashindigo_> Heyo ichun
L274[13:15:15] *** Darkevilmac is now known as DarkevilAway
L275[13:15:38] <pig> who? :O
L276[13:15:52] <ScottehBoeh> pig I'm here :)
L277[13:16:08] <Ashindigo_> Just some random guy who likes your mods
L278[13:16:25] <ScottehBoeh> xD
L279[13:17:24] <pig> Ashindigo_: i meant who's ichun
L280[13:17:54] <ScottehBoeh> I see a plate of bacon
L281[13:18:24] <Ashindigo_> A person who makes cool mods
L282[13:18:30] <diesieben07> your ruse is not very effective if it says "real name: iChun" :D
L283[13:18:47] <pig> GO AWAY diesieben07
L284[13:18:50] <pig> NO ONE WAS TALKING TO YOU
L285[13:18:57] <diesieben07> :D
L286[13:18:58] <ScottehBoeh> ;-;
L287[13:19:02] * diesieben07 hides in a corner
L288[13:19:12] <pig> NOW STAY THERE
L289[13:19:14] <pig> AND BE A GOOD BOY
L290[13:19:18] <diesieben07> plz no hurt me
L291[13:19:32] <diesieben07> don't summon the giant pig on me plz
L292[13:19:49] <pig> ;)
L293[13:19:52] <pig> I mean
L294[13:19:53] <pig> moo
L295[13:24:17] <ScottehBoeh> Crayfish is doing a 1-mod-per day challenge :) can't wait
L296[13:24:31] <Ashindigo_> Where(
L297[13:24:33] <Ashindigo_> *?
L298[13:24:43] <pig> lol 1 mod a day challenge?
L299[13:24:45] <pig> why is that even a thing
L300[13:24:56] ⇦ Quits: cpup (~cpup@32.218.118.122) (Ping timeout: 180 seconds)
L301[13:24:59] <ScottehBoeh> https://www.youtube.com/watch?v=EV1PsJeriHc
L302[13:25:09] ⇨ Joins: cpup (~cpup@32.218.118.122)
L303[13:25:14] <pig> eventually a mod will be "added 1 flower block that generates in the desert and give player god mode"
L304[13:25:26] <killjoy1> I like that idea
L305[13:25:33] <killjoy1> And it should be star shaped
L306[13:25:40] <killjoy1> and make your flash rainbow
L307[13:25:40] <Ashindigo_> Will it be balanced with ender pearls
L308[13:25:49] <killjoy1> any mob you run into dies
L309[13:26:04] <Ordinastie> sounds oddly familiar
L310[13:26:09] <ScottehBoeh> wunnu see sumthing sexxy
L311[13:26:13] <ScottehBoeh> https://www.youtube.com/watch?v=x1f59e_hogs
L312[13:26:14] <Ordinastie> I swear I've seen that somewhere
L313[13:26:39] <killjoy1> guns..
L314[13:26:47] <Ashindigo_> Pew pew pew
L315[13:26:52] <ScottehBoeh> listen to the sound tho :D:D
L316[13:26:52] <killjoy1> that goes completely against that one motd
L317[13:27:08] <killjoy1> "absolutely no guns"
L318[13:27:19] <ScottehBoeh> wait wait wait
L319[13:27:27] <ScottehBoeh> Metal-Boom-Stick
L320[13:27:28] <ScottehBoeh> there
L321[13:27:49] <killjoy1> have it shoot rockets
L322[13:28:10] <Ashindigo_> 4 at a time
L323[13:28:33] <ScottehBoeh> mhm
L324[13:29:14] <pig> a local bank literally rained money on their customers one day holy shit https://www.youtube.com/watch?v=kE7PQoxwing
L325[13:29:46] <ScottehBoeh> my..
L326[13:29:48] *** PaleOff is now known as PaleoCrafter
L327[13:29:48] <shadekiller666> i am making a Bus entity
L328[13:29:52] ⇨ Joins: immibis (~chatzilla@125-237-220-104.jetstream.xtra.co.nz)
L329[13:29:57] <ScottehBoeh> Raining money seems so inhumane to do to customers xD
L330[13:30:22] <shadekiller666> and i want players to be able to walk around inside of it, rather than just right clicking the bus and being automatically put into a seat
L331[13:30:38] <ScottehBoeh> That sounds pretty cool
L332[13:30:53] <Ashindigo_> That is cool
L333[13:31:10] <shadekiller666> i'm not sure how to get the collision boxes for the bus set up
L334[13:31:56] <shadekiller666> if the bus isn't perfectly aligned, and all of the interior geometry is AABBs, then things wouldn't work right
L335[13:32:04] <shadekiller666> unless you can rotate an AABB
L336[13:34:14] *** DarkevilAway is now known as Darkevilmac
L337[13:34:26] <ScottehBoeh> my mod has a whistling feature
L338[13:34:34] <ScottehBoeh> I should totally make that into its own mod
L339[13:34:46] <pig> that kinda defeats the purpose of an AXIS ALIGNED bounding box though don't you think, shadekiller666
L340[13:34:58] <shadekiller666> ya i know, given the name :
L341[13:34:59] <shadekiller666> :D
L342[13:35:01] <Ashindigo_> Press f to whistle
L343[13:35:10] <ScottehBoeh> xD
L344[13:35:12] <ScottehBoeh> thats literally it
L345[13:35:14] <shadekiller666> has anyone made non-axis aligned BBs?
L346[13:35:15] * Ashindigo_ makes auto key presser
L347[13:35:22] <killjoy1> I keep pressing F, but all I'm doing is paying respect
L348[13:35:23] <ScottehBoeh> it has a cooldown :P
L349[13:35:52] <ScottehBoeh> its been about a year since I Started modding
L350[13:35:55] <ScottehBoeh> (Or java in general)
L351[13:36:02] <ScottehBoeh> first mod was a toothbrush ;3;
L352[13:36:27] * Ashindigo_ buries his old forums posts
L353[13:37:26] <PaleoCrafter> I'm not aware of any concrete example, shadekiller666, but some generic ray tracing stuff will get you what you want :P
L354[13:38:14] <PaleoCrafter> you still need to get the enclosing AABB right, otherwise the collision detection probably won't kick in
L355[13:38:39] <shadekiller666> thats the part i'm worried about, the collision detection
L356[13:39:01] <shadekiller666> i could probably do it with a bunch of smaller AABBs, but that would be a lot of objects
L357[13:39:36] <PaleoCrafter> look into Möller Trumbore :P
L358[13:52:35] ⇨ Joins: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L359[13:53:44] <ScottehBoeh> Which event handles the rendering of player models?
L360[13:54:07] <shadekiller666> PaleoCrafter, so you're suggesting that i raytrace between the player and the model for the Bus?
L361[13:54:18] <PaleoCrafter> kinda
L362[13:54:37] <PaleoCrafter> there is a collision detection function in the Entity class iirc
L363[13:54:38] <Ordinastie> !gm func_189540_a
L364[13:54:43] <PaleoCrafter> never done Entities myself :P
L365[13:55:07] <pig> ScottehBoeh: I don't know, maybe RenderPlayerEvent.Pre/Post?
L366[13:55:12] <pig> just a hunch, y'know
L367[13:55:22] <pig> the name might be too obvious though
L368[13:56:16] ⇨ Joins: King_Hual (adam@thefoxbox.xyz)
L369[13:57:18] <ScottehBoeh> xD
L370[13:57:21] <shadekiller666> are BlockPos.PooledMutableBlockPos used for checking multiple block positions at once?
L371[13:57:21] <pig> beingsick sucks
L372[13:57:30] <ScottehBoeh> I knew it was a RenderPlayerEvent but I wasn't sure on which one
L373[13:57:32] <pig> I'm sick enough that I actually think that if I modded today my code would be affected
L374[13:57:43] <pig> ScottehBoeh: it's the Pre. Post won't trigger if Pre was cancelled
L375[13:57:46] ⇦ Quits: McJty (~jorrit@94-224-154-146.access.telenet.be) (Quit: Leaving)
L376[13:57:59] <pig> RenderPlayerEvent also trigers RenderLivingEvent mind you
L377[13:58:08] <Ordinastie> pig, maybe it would be affected in a good way ?
L378[13:58:16] <Ordinastie> you know, like when you code drunk
L379[13:58:29] <pig> I tried to code drunk once
L380[13:58:32] <pig> I gave up in like 5 minutes
L381[13:58:47] <Corosus> they key is to become an alcoholic
L382[13:58:52] <pig> ^
L383[13:58:52] <Corosus> so when you drink you are used to it
L384[13:59:07] <pig> Ordinastie: I have done ONE drunk stream. I rage quit "I am bread" because I couldn't figure out how to move the bread
L385[13:59:16] <Ordinastie> you needed between 0.129 and 0.138%
L386[13:59:42] <Ordinastie> (known as ballmer peak)
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L388[13:59:46] <killjoy1> Does anyone know if there's an IDEA plugin to render javadocs inplace?
L389[14:00:09] ⇨ Joins: Alex_hawks (~Alex_hawk@2001:8003:854b:7600:15cf:d644:c0c6:cd37)
L390[14:00:13] <bartman> what defines drunk anyway, buzzed or nearly passing out?
L391[14:00:31] <Ordinastie> (and in case someone wonders : https://xkcd.com/323/)
L392[14:00:48] <killjoy1> The facebook guys had that a while ago
L393[14:00:54] <killjoy1> unfortunately, they went way past that in recent years
L394[14:01:28] <pig> Corosus is constantly at ballmer peak
L395[14:01:31] <ScottehBoeh> my arm did that thing it does
L396[14:01:31] <ScottehBoeh> http://imgur.com/a/tdn79
L397[14:01:34] <ScottehBoeh> having a mind of its own
L398[14:01:40] <Corosus> ssshhh
L399[14:01:49] <killjoy1> Is it... gone?
L400[14:02:23] <PaleoCrafter> Ordinastie, I first thought you were referring to some elven race in the TES universe >.>
L401[14:02:25] *** Abrar|gone is now known as AbrarSyed
L402[14:02:39] <Ordinastie> ahah
L403[14:02:56] <PaleoCrafter> you know, the -mer suffix and stuff :P
L404[14:04:32] <ScottehBoeh> oh my
L405[14:04:32] <ScottehBoeh> https://www.youtube.com/watch?v=tlY7w1f282w
L406[14:04:47] <ScottehBoeh> thats some cry of fear stuff right there
L407[14:04:59] <Corosus> rip gl state
L408[14:06:06] <pig> ^
L409[14:06:09] <pig> I have been there
L410[14:06:15] <pig> I think coro has as well
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L412[14:06:38] <pig> I think anyone who tries to do more advanced model rendering who forgot to pop a push somewhere has seen something fuck up like that before
L413[14:06:39] <pig> always fun
L414[14:07:06] <Corosus> ive, seen, things
L415[14:07:12] <pig> so, have, I
L416[14:07:24] <PaleoCrafter> nice spam in the logs, as well (if it really is a forgotten pop) :P
L417[14:07:38] <pig> I HAVE SEEN A GIANT PIG SLIME
L418[14:07:40] <pig> IT IS SCARY
L419[14:08:09] * pig dies
L420[14:08:42] <shadekiller666> !gm func_189972_c
L421[14:08:59] <ScottehBoeh> oh I have another beauty
L422[14:09:05] <ScottehBoeh> https://www.youtube.com/watch?v=Z9kvQFitgBk#
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L425[14:13:38] <ScottehBoeh> this gonna sound stupid
L426[14:14:06] <ScottehBoeh> I've extended the RenderPlayer class and wish to have my own Renderer overwrite rendering players
L427[14:14:22] <killjoy1> I do that
L428[14:14:29] <ScottehBoeh> do I just register it as an entity rendering handler?
L429[14:14:33] <shadekiller666> !gm func_189649_b
L430[14:14:35] <killjoy1> Player is handled differently
L431[14:14:55] <killjoy1> you can't register a renderer for the player like you would any other class
L432[14:15:25] <ScottehBoeh> how would I go around doing it?
L433[14:15:26] <killjoy1> you would need to reflect or AT into the RenderManager and change a map
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L435[14:16:35] <killjoy1> See RenderManager#playerRenderer and #skinMap
L436[14:17:54] <killjoy1> playerRenderer is final, so you'll need to use -f in your AT
L437[14:20:31] <killjoy1> Oh, nevermind. Forge adds a getter for the skin map
L438[14:20:43] <killjoy1> .. nevermind again. It returns an immutable map
L439[14:22:01] <killjoy1> and wait to do it until after the game started
L440[14:22:49] <killjoy1> postinit should work.
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L444[14:27:01] <Koward> I'd like to listen to the SoundEvents, anyone knows where I can quickly try some of them ?
L445[14:29:22] ⇦ Quits: ScottehBoeh (~ScottehBo@95.144.45.222) (Quit: Leaving)
L446[14:29:26] <killjoy1> Koward, subscribe to the PlaySoundEvent
L447[14:29:32] <diesieben07> playsound command?
L448[14:29:47] <killjoy1> ^
L449[14:29:53] <killjoy1> see sounds.json for list of sounds
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L451[14:30:29] <Koward> Alright, thank you.
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L456[14:44:11] <illy> boop o/
L457[14:44:22] <shadekiller666> the vanilla entity textures (ie. beacon beam) don't get stitched into a texture atlas do they?
L458[14:45:00] <killjoy1> nope.
L459[14:45:19] <killjoy1> the texture gets rendered straight onto the model
L460[14:47:52] <shadekiller666> i'm looking into ways of "tiling" block textures, and discovered that GL11.glTexParameter can be used to tell opengl to repeat a texture when given uvs that are larger than 1.0, and i'm wondering if the vanilla texture binding code can be modified slightly to allow for repeating a block's texture
L461[14:48:23] <Koward> Any idea why a worldIn.playSound(playerIn, pos, SoundEvents.ENTITY_SLIME_SQUISH, SoundCategory.BLOCKS, 1, 1); would not work ?
L462[14:48:32] <shadekiller666> beacon beams are "tiled", but their texture isn't stitched into an atlas, and the geometry is generated in-code
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L471[15:25:18] <TechnicianLP> does one of you guys how to fix a teamspeakserver? the only thing i get is: https://hastebin.com/upebagezom.log
L472[15:27:18] <killjoy1> It's broken. Use discord instead :)
L473[15:27:26] <killjoy1> Try reinstalling it
L474[15:28:03] <illy> at least tis better than curse voice but thats not trying to hard :P
L475[15:29:02] <Akkarin> But it's owned by twitch now that means qual... nvm actually
L476[15:29:12] <killjoy1> which is owned by amazon
L477[15:29:17] <killjoy1> which hosts netflix servers
L478[15:29:19] <Akkarin> Which is actually known for service quality
L479[15:29:24] <Akkarin> fun how that goes
L480[15:29:28] <killjoy1> who also has their own streaming service
L481[15:29:45] <Akkarin> at least our Amazon infrastructure has yet to actually see any downtime ... lol
L482[15:29:47] <killjoy1> How does that work?
L483[15:29:54] <killjoy1> Amazon hosts both amazon video and netflix
L484[15:30:02] <Akkarin> why would that not work?
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L486[15:30:10] <killjoy1> or are they technically different companies?
L487[15:30:16] <Akkarin> ...
L488[15:30:21] <killjoy1> amazon vs aws
L489[15:30:25] <Akkarin> Amazon provides hosting services through AWS
L490[15:30:33] <Akkarin> that doesn't mean that they don't provide stuff to their competitors
L491[15:30:46] <Akkarin> Samsung and LG both used to provide and probably still provide hardware to Apple. Also competitors but money is money.
L492[15:31:07] <killjoy1> Who makes the A chips?
L493[15:31:09] ⇨ Joins: Waterpicker (~Waterpick@waterpicker-144-167-204-18.ddns.ualr.edu)
L494[15:31:10] <Akkarin> I mean ... you can't go wrong with that. If your competitor does better you also do better. If they do worse there's also no harm
L495[15:31:20] <killjoy1> ie. the A10 in the iphone
L496[15:31:24] <killjoy1> I want to say AMD
L497[15:31:25] <Akkarin> Google it?
L498[15:31:43] <killjoy1> It's Samsung
L499[15:31:44] <Akkarin> Knowledge is right at your fingertips. Make use of that privilege ;-)
L500[15:32:11] *** killjoy1 is now known as killjoy[work]
L501[15:33:37] <PaleoCrafter> the only mention of Samsung on the A10 Wikipedia page is regarding the RAM :P
L502[15:34:26] <Shambling> I know this more a graphics question, but does anyone on here have a suggestion for comparing to 16x16 png's from minecraft to create a mask? I have paint.net and photoshop 5.5
L503[15:35:10] <PaleoCrafter> u wot
L504[15:35:13] <Shambling> and yes, knowledge is at my fingerstips with google :P but unfortunately the only answer so far is someone saying "nm I just coded something" :P
L505[15:35:21] <Shambling> I want to remove similar pixels from two png files
L506[15:35:29] <Shambling> basically remove the stone from copper
L507[15:35:30] <illy> mmmmm fingerstrips
L508[15:35:46] <Shambling> buffalo fingerstrips
L509[15:36:02] <Shambling> and by similar I mean identical pixels :P
L510[15:36:07] <PaleoCrafter> also, PS 5.5? Oo
L511[15:36:19] <Shambling> that is the license I have
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L513[15:36:28] <Shambling> that was the last version we could get before they went monthly subscription
L514[15:36:47] <PaleoCrafter> 5.5 was released in like 1999 :P
L515[15:36:49] <Shambling> took too long to snag the 6.0 version that was released as a full license
L516[15:36:57] <Shambling> errr c5.5?
L517[15:37:02] <Akkarin> just magic wand it?
L518[15:37:03] <Shambling> cs5.5 sorry
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L520[15:37:05] <lashtear> the last photoshop I had was limited to 8.3 filenames...
L521[15:37:06] <Akkarin> if that actually exists in that version
L522[15:37:46] <Shambling> alright well there's like less than 200 pixels total, I'll just delete the extras :\
L523[15:37:51] <Shambling> I was hoping there was a compare tool
L524[15:38:13] <TechnicianLP> running multiple ts3servers one one host without licence keys: check
L525[15:38:48] <PaleoCrafter> why exactly aren't you using Discord again? :P
L526[15:38:49] <Shambling> ugh magic wand feathers, gotta find the spot to remove that
L527[15:39:03] <Shambling> who?
L528[15:39:08] <TechnicianLP> i dont like discord ...
L529[15:39:18] <PaleoCrafter> Blasphemer!
L530[15:39:20] <Shambling> isn't that like... skype for people that don't want to use skype?
L531[15:39:24] <Akkarin> There's probably some better way to do it but Photoshop is a bit of a mess to get into unless you actually use that sort of feature a lot
L532[15:39:37] <Shambling> yeah maybe I should just find a pixel art program
L533[15:39:43] <Akkarin> It's more of a community thing actually
L534[15:39:52] <illy> I would say its a less shitty version of curse voice
L535[15:39:54] <Shambling> worst part is, I don't know if wtf-expedition uses white as an alpha mask, or if I need to actually have an alpha layer to my png
L536[15:39:54] <Akkarin> well I guess they did add user<->user calls half a year back
L537[15:40:43] <Shambling> curse voice... oh you mean the thing that I had to install to install the modpack downloader
L538[15:40:53] <Shambling> its like buying a car to get a cigarette lighter
L539[15:40:56] ⇦ Quits: iari (~iari___@tyaralin.shadowdrake.eu) (Quit: Leaving)
L540[15:41:46] <TechnicianLP> samsung: hey you have less than 5% battery, lets not allow you to use your camera ...
L541[15:42:16] <shadekiller666> shambling, if you're on windows, Paint.NET is pretty decent for pixel-level edits
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L543[15:44:59] <Shambling> I figured it out on photoshop, I just have like 5 ores to edit
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L546[15:49:51] <mezz> diesieben07, if you have a minute will you look over FML with me to see if getEffectiveSide can be replaced with something else in each case? if it's possible, I'd like to remove uses of it and deprecate it
L547[15:49:59] <diesieben07> sure
L548[15:50:13] <diesieben07> speaking of forge-dev... which of the 45 test mods is this: http://i.imgur.com/peVIaFa.png
L549[15:50:20] <diesieben07> and wtf is it trying to do :D
L550[15:50:35] <mezz> ah... it needs to die whatever it is
L551[15:50:48] <diesieben07> lol yeah
L552[15:50:52] <mezz> I'll do a PR that fixes test mods, people are lazy as hell
L553[15:51:18] <mezz> that spam is just ... so preventable lol
L554[15:51:47] ⇦ Quits: fatguylaughing (~fatguylau@worx01.meridian-ds.com) (Quit: fatguylaughing)
L555[15:52:02] <diesieben07> and i can't event find it...
L556[15:52:04] ⇦ Quits: srs_bsns (blk@198-48-175-31.cpe.pppoe.ca) (Ping timeout: 194 seconds)
L557[15:52:13] <diesieben07> string search for "hello!" on the whole project gives 0 results...
L558[15:52:15] ⇨ Joins: srs_bsns (blk@198-48-175-31.cpe.pppoe.ca)
L559[15:52:53] <mezz> weird
L560[15:53:36] <mezz> yeah I don't see it, maybe you have a ghost
L561[15:54:09] <mezz> ok first getEffectiveSide: FMLCommonHandler#handleWorldDataLoad
L562[15:54:29] <mezz> this is one I make the least sense of actually
L563[15:55:11] <diesieben07> yeah, why would that ever be called on the client thread
L564[15:56:03] <mezz> it may be a safety check like you suggested
L565[15:56:32] <diesieben07> well, it's not very successful then, because it should throw an exception in case of error
L566[15:56:35] <diesieben07> not just silently move on
L567[15:56:49] <mezz> I'll run with a debugger and see if it gets hit
L568[15:57:22] <mezz> it idoes
L569[15:58:20] <diesieben07> :O
L570[15:58:46] <Akkarin> lol
L571[15:59:00] <mezz> https://gist.github.com/mezz/7b080dc962bb8478ba7ee080a2ae89a7
L572[15:59:53] <mezz> I think this is defense against mojang's strangeness, which may be the only real valid case for getEffectiveSide
L573[16:00:06] <mezz> I'm curious if there is another thing I can check here instead though
L574[16:00:37] <diesieben07> ok so this is the client thread loading the world info before it spawns the integrated server
L575[16:00:40] <diesieben07> which... then reads it again
L576[16:00:46] <Akkarin> #logic
L577[16:01:23] <Akkarin> I thought the entire idea of having the server integrated was to get rid of cases like these where you have duplicate code? :o
L578[16:02:10] <mezz> the server-client is an evolving split from having it all together... there may be some remnants of the old way
L579[16:02:27] <Akkarin> after all this time :<
L580[16:02:39] <mezz> well it works so why mess with it :D
L581[16:02:51] <Akkarin> uh uhm ... because messy as hell? xD
L582[16:02:58] <ghz|afk> working software is an illusion
L583[16:03:03] <ghz|afk> it just means you haven't found the bugs yet.
L584[16:03:34] <mezz> they have infinite bugs to fix, no real point in cleaning up this complicated part that is actually working
L585[16:04:53] <mezz> diesieben07, it seems the mojang fixer works on both sides, and forge's skips the client side?
L586[16:05:01] *** Darkevilmac is now known as DarkevilAway
L587[16:05:49] <diesieben07> well, this stuff is for loading the mod list from the world data
L588[16:05:53] <diesieben07> the handleWorldDataLoad
L589[16:06:11] <mezz> yea ok
L590[16:06:42] <diesieben07> and doing that once the server starts makes the most sense
L591[16:06:47] <diesieben07> i.e. it sets fluid IDs and stuff like that
L592[16:06:58] <mezz> yeah
L593[16:07:01] <diesieben07> oh and all the registry IDs of course
L594[16:11:06] <mezz> yeah I'm not sure there is a workaround for this case
L595[16:12:01] <diesieben07> now that i am done with my capability stuff i can look at this :D
L596[16:12:21] <mezz> ok
L597[16:14:54] <mezz> on singleplayer, getSide() is always CLIENT in handleWorldDataLoad so that's not very useful
L598[16:15:48] <diesieben07> yeah this whole startup thing is a giant mess
L599[16:16:00] <mezz> I can see why FML needs it at least
L600[16:16:03] <diesieben07> yeah
L601[16:16:14] <diesieben07> there is also this confirmation thing for when there is a problem during load
L602[16:16:21] <diesieben07> which has to behave different on SP vs. Server
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L604[16:19:03] <diesieben07> yeah i am not sure if we can get rid of it here
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L608[16:22:06] <BrainStone> Hi.
L609[16:23:26] <mezz> hm alright. I'm going to move on to cleaning up or disabling a bunch of the forge tests since they're getting a bit annoying
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L611[16:24:42] <diesieben07> while you do that, we should decide what the difference/significance/whatever is of test vs. debug
L612[16:24:52] <diesieben07> i don't see a pattern of what goes where, so why are they separate?
L613[16:25:06] <mezz> there is no pattern
L614[16:25:29] <mezz> I will look into organizing it
L615[16:27:08] <diesieben07> i am happy you are doing it and not me lol :D
L616[16:28:48] <shadekiller666> damn, seems the only way to get opengl to tile a texture that is within an atlas is to use a shader...
L617[16:29:20] <diesieben07> well, you can split your face into multiple
L618[16:29:46] <Akkarin> Well that one's quite hostile out of context
L619[16:29:56] <mezz> probably want to avoid shaders in minecraft where you can heh
L620[16:29:57] <diesieben07> lol
L621[16:30:10] <Akkarin> I literally opened up the client and was like "wooow what's going on here" xD
L622[16:30:17] <diesieben07> "shaders? what is that?" goes the intel gpu
L623[16:30:29] <Akkarin> Meanwhile the AMD card eats glue
L624[16:30:31] * Akkarin runs
L625[16:32:45] <BrainStone> Hey. Do you have any idea why I'm getting a ClassNotFoundException of the IEnergyContainerItem even though it is present in another mod and I use the @Optional.Interface annotation?
L626[16:33:21] <diesieben07> Show your code and the crash log
L627[16:33:24] <mezz> you may be using optional incorrectly, and it stips it away?
L628[16:33:37] <BrainStone> http://paste.ubuntu.com/23824115/
L629[16:33:55] <BrainStone> https://github.com/BrainStone/brainstone/blob/master/src/main/java/brainstonemod/common/item/ItemBrainStoneLifeCapacitor.java
L630[16:34:11] <BrainStone> https://github.com/BrainStone/brainstone/blob/master/src/main/java/brainstonemod/common/capabilities/IEnergyContainerItem.java
L631[16:34:44] <BrainStone> Not that I use my IEnergyContainerItem interface in the item class
L632[16:34:49] <BrainStone> *Note
L633[16:36:14] <shadekiller666> diesieben07, yes, i know that i can get around it by dividing the geometry into sections, but that makes the geometry more complicated, and therefore makes the model file larger
L634[16:36:28] <mezz> BrainStone, try giving it another name? I did something similar to implement RF with no issues
L635[16:36:34] <diesieben07> that's the only way though shade
L636[16:37:01] <BrainStone> I mean it's strange because when I use Brandon's Core (which also has the API in it) it works!
L637[16:37:25] <shadekiller666> i suspect that that split could theoretically be done inside the obj loader, but its complicated to perform
L638[16:37:34] <shadekiller666> and probably more overhead than its worth
L639[16:37:35] <mezz> BrainStone, you have you @Optional the methods you override as well
L640[16:38:00] <mezz> may be the problem
L641[16:38:17] <BrainStone> I could try that. Still kinda puzzles me why it works with one and not with the other
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L644[16:43:00] <BrainStone> mess, no difference
L645[16:43:06] <SparkVGX> \o
L646[16:43:08] <mezz> hm not sure what the issue is
L647[16:43:32] <BrainStone> So we're two then I guess
L648[16:45:23] <BrainStone> Could it be that I have to load after railcraft?
L649[16:45:46] <BrainStone> And also could I just say "after:CoFHAPI|energy"
L650[16:45:47] <BrainStone> ?
L651[16:46:01] <mezz> not sure that's relevant
L652[16:46:19] <BrainStone> Hm
L653[16:46:30] <BrainStone> Construction order is alphabetical, right?
L654[16:46:31] <mezz> if you're on 1.10 you could just drop RF
L655[16:46:52] <BrainStone> I need support for it since a shitload of other mods still use it
L656[16:47:04] <mezz> 1.10 or 1.11?
L657[16:47:15] <BrainStone> I'm not working with it directly. Just providing code for it in case some mods use it
L658[16:47:18] <BrainStone> 1.10
L659[16:47:21] <mezz> ok
L660[16:47:34] <mezz> in 1.11 I dropped it from Forestry
L661[16:47:35] <BrainStone> Like DraconicEvolution only uses CoFH stuff :|
L662[16:47:55] <ghz|afk> my personal stance is, if you are making pipes, sure, support RF if you want
L663[16:48:01] <ghz|afk> but if you are making machines, avoid it
L664[16:48:22] <mezz> BrainStone, here's my RF support in Forestry for 1.10 if you want to compare https://github.com/ForestryMC/ForestryMC/tree/mc-1.10/src/main/java/forestry/energy/compat/rf
L665[16:48:23] <SparkVGX> can you say why? just curious :)
L666[16:48:46] <BrainStone> I didn't want to but it's the only way I can get my item to work with DraconicEvolution and FluxNetworks etc
L667[16:48:52] <ghz|afk> because RF is built around TEs implementing interfaces
L668[16:48:56] <ghz|afk> instead of using the capability system
L669[16:49:03] <SparkVGX> ah, makes sense
L670[16:49:25] <ghz|afk> so pipes can know about it, and push/pull and such, and this way everyone is happy
L671[16:49:37] <shadekiller666> anyone know anything about how glTexSubImage2D affects a texture atlas?
L672[16:49:38] <mezz> this entire issue BrainStone has is because optionally supporting interfaces is annoying and error-prone heh
L673[16:49:47] <BrainStone> Yeah
L674[16:49:49] <ghz|afk> but machines should just implement forge's, and tesla if they want > 2^31 per tick
L675[16:50:20] <BrainStone> Anybody should just use these two tbh
L676[16:50:33] <shadekiller666> does it actually replace portions of the atlas for anything referencing that atlas, or just for the current texture unit?
L677[16:51:11] <ghz|afk> shadekiller666: glTexSubImage is used to replace a rectangle within the texture data
L678[16:51:24] <shadekiller666> permanently?
L679[16:51:31] <ghz|afk> yes
L680[16:51:36] <shadekiller666> :/
L681[16:51:47] <mezz> editing the texture atlas manually is a very bad idea
L682[16:51:49] <ghz|afk> it's like glTexImage, but for a region
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L684[16:52:51] <ghz|afk> that's how animated textures work, really
L685[16:52:57] <ghz|afk> why all of them animate at once, and so on
L686[16:53:00] <shadekiller666> oh ok
L687[16:53:07] <ghz|afk> all mc does is replace the TAS contents
L688[16:53:12] <ghz|afk> and upload the region
L689[16:53:13] <mezz> it's used for flowing lava and water
L690[16:53:35] <mezz> but there should be support for it without having to use GL manually I think
L691[16:54:07] <shadekiller666> its annoying that GL_REPEAT only works on the entire atlas, rather than regions of...
L692[16:54:09] <BrainStone> mezz, adding the class in my jar solves the issue. And I think this is what I'll do. But without all the packe-info.class files etc
L693[16:54:24] <BrainStone> Thanks for your help anyways
L694[16:54:40] <diesieben07> that's... a terrible idea :D
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L696[16:55:02] <mezz> BrainStone, if you don't package the whole thing, you will probably just break someone else
L697[16:55:44] <BrainStone> How? since the API annotations are not present
L698[16:55:52] <mezz> in fact that could even be the cause of your problem, someone else packaging only part of the API heh
L699[16:56:16] <BrainStone> Unless someone explicitly check for the existence of the class there shouldn't be any problems tbh
L700[16:56:27] <ghz|afk> Iwas told the first time I embedded an api
L701[16:56:29] <BrainStone> I think it's the load order
L702[16:56:41] <ghz|afk> that I should never embed partial packages, because it would break for others who need the missing classes
L703[16:56:46] <ghz|afk> if my copy is chosen
L704[16:57:08] <mezz> I haven't packed a partial API without the package info before
L705[16:57:11] <ghz|afk> but then recently, someone said they don't think the @API actually does any deduplication, and the jvm just ignores duplicate classes
L706[16:57:11] <diesieben07> well it also explodes if you package an old version and someone else needs the new version
L707[16:57:31] <diesieben07> as for duplicate classes, the first one winsx
L708[16:57:33] <ghz|afk> so I now have no idea how exactly that stuff work
L709[16:58:00] <BrainStone> The interface hasn't been changed in like forever so ther shouldn#t be any issue tbh
L710[16:58:08] <ghz|afk> so yeah, I try to avoid embedding APIs now ;P
L711[16:58:17] <BrainStone> Don't tell me
L712[16:58:26] <ghz|afk> hence my general "fuck RF" stance
L713[16:58:54] <BrainStone> Tell the big guys. Because small modders like me have to add support for the stuff if they want their mods to be used
L714[16:58:58] <BrainStone> I totally agree
L715[16:59:23] <mezz> people packaging the API is a big part of why I'm moving away from RF in 1.11. in 1.10 I have RF as completely optional in Forestry
L716[16:59:32] <mezz> it is possible
L717[16:59:43] <mezz> I think your solution seems pretty hacky, you're giving up on it :/
L718[16:59:46] <diesieben07> yeah, RF was designed as "you put this into your mod", which always screamed "wtf, this is so broken" to me
L719[16:59:46] <ghz|afk> I got a couple issue tickets for being incompatible with Mekanism (when the 1.10 port was first released)
L720[16:59:55] <BrainStone> What else should I do?!?
L721[17:00:07] <ghz|afk> and I was like "oh... they only support IInventory, the pipes don't do IItemHandlers..."
L722[17:00:12] *** Mine|away is now known as minecreatr
L723[17:00:31] <ghz|afk> and ended up telling the reporters to make the issue on Mekanism's issue tracker instead, and closed as "not my fault"
L724[17:00:31] <ghz|afk> ;p
L725[17:01:16] <ghz|afk> BrainStone: poke the draconic evolution author until they implement forge energy ;P
L726[17:01:36] <BrainStone> I have like 3.5k downloads. I can't say "Not my issue. Tell Bradon and all the other guys to fix it"
L727[17:01:43] <BrainStone> Have fun with that
L728[17:01:47] <Shambling> anyone familiar with ae2? if you set certus ore to false, it doesn't null out the block does it? just removes it from worldgen?
L729[17:01:55] <Shambling> I suppose I can look at the source code, that would make more sense
L730[17:02:08] <mezz> BrainStone, in your IEnergyContainerItem there is no "import cofh.api.energy.IEnergyContainerItem", how does that work?
L731[17:02:28] <Shambling> gah I had everythign working until I tried to fix charged certus from spawning in veins
L732[17:02:29] <BrainStone> "implements cofh.api.energy.IEnergyContainerItem"
L733[17:02:57] <mezz> you need to import interfaces you use, right? or am I going crazy
L734[17:03:18] <mezz> I think that the stripping may get weirded out by that
L735[17:03:18] <BrainStone> import doesn't do anything to a class unless you use it
L736[17:03:28] <diesieben07> he's using the fully qualified name
L737[17:03:30] <BrainStone> It just adds the class to the lookup table
L738[17:03:33] <mezz> ok
L739[17:03:43] <diesieben07> yeah importing is just compiler stuff
L740[17:03:50] <mezz> just one of the only things that stands out to me as different from my implementation
L741[17:03:53] <ghz|afk> import is just syntactic sugar, I believe?
L742[17:03:59] <diesieben07> yes
L743[17:04:01] <BrainStone> Absolutely
L744[17:04:07] <ghz|afk> the bytecode ends up just being FQNs
L745[17:04:28] <diesieben07> well, references to FQNs, because constant pool
L746[17:04:28] <BrainStone> Which is very good btw
L747[17:04:37] <ghz|afk> yeah
L748[17:04:54] <mezz> can you humor me and try importing it? we are out of ideas here
L749[17:05:15] <Shambling> frig, dangit that took forever and now I need to rebuild it. lol
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L751[17:05:24] <mezz> I also have @Optional.Method(modid = Constants.RF_MOD_ID) on everything
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L753[17:06:00] <BrainStone> I tried that. I renamed my interface and imported the CoFH one
L754[17:06:03] <BrainStone> no difference
L755[17:06:37] <ghz|afk> so, wait
L756[17:06:38] <BrainStone> Made no difference
L757[17:06:46] <ghz|afk> [23:33] (BrainStone): http://paste.ubuntu.com/23824115/
L758[17:06:47] <BrainStone> (The @Optional)
L759[17:06:49] <ghz|afk> this is your problem, right?
L760[17:06:52] <BrainStone> yes
L761[17:06:59] <BrainStone> It is definetly railcraft
L762[17:07:09] <BrainStone> I tested it with only railcraft present
L763[17:07:16] <ghz|afk> that NPE seems weird
L764[17:07:24] <mezz> is railcraft packaging an old or partial api?
L765[17:07:29] <BrainStone> No
L766[17:07:34] <BrainStone> it's complete
L767[17:07:42] <mezz> bizarre
L768[17:07:52] <BrainStone> totally
L769[17:07:58] <mezz> you opened their jar to confirm?
L770[17:08:02] <BrainStone> yes
L771[17:08:05] <mezz> ok
L772[17:08:13] <BrainStone> That's how I pinned the mod down
L773[17:08:18] <mezz> I have seen this exact problem from a partial RF API so I am on high alert
L774[17:08:24] <BrainStone> (Or the guy who reported it)
L775[17:08:38] <ghz|afk> that NPE happens in: final Class<?> clazz = defineClass(transformedName, transformedClass, 0, transformedClass.length, codeSource);
L776[17:08:45] <ghz|afk> which would imply... transformedClass=null?
L777[17:08:51] <ghz|afk> is there some terribly broken coremod?
L778[17:09:03] <BrainStone> As far as I can tell this one and the one from Brandon's Core is equal
L779[17:09:23] <mezz> is brandon's core a coremod that includes the RF API?
L780[17:09:29] <BrainStone> yes
L781[17:09:37] <mezz> case closed, that's it :(
L782[17:09:49] <BrainStone> well
L783[17:09:50] <mezz> coremods can't include @API stuff without potential issues
L784[17:09:57] <BrainStone> how do i solve it then?
L785[17:10:14] ⇦ Quits: Vazkii (~Vazkii@144.134.37.188.rev.vodafone.pt) (Read error: Connection reset by peer)
L786[17:10:18] <ghz|afk> can you NOt include the api
L787[17:10:27] <BrainStone> I mean it works WITH braondon's Core and doesn't with Railcraft
L788[17:10:28] <ghz|afk> and make your implements @Optional.Interface?
L789[17:10:42] <ghz|afk> or do you need your mod to always load the RF api?
L790[17:10:44] <mezz> that's what he does, he does not own Brandon'sCore
L791[17:10:49] <BrainStone> I already just support i through the @Optional stuff
L792[17:11:01] <ghz|afk> so wait
L793[17:11:09] <ghz|afk> are you not embedding it in your own mod?
L794[17:11:12] <shadekiller666> is there a way to render the edges of a model as lines via a TESR?
L795[17:11:12] <BrainStone> No
L796[17:11:13] <ghz|afk> I may have misunderstood
L797[17:11:16] <ghz|afk> OH I see
L798[17:11:23] <ghz|afk> sorry then, I misunderstood
L799[17:11:26] <BrainStone> I support it optionally
L800[17:11:36] <BrainStone> When other mods provide it
L801[17:11:39] <ghz|afk> right
L802[17:11:43] <shadekiller666> i know that the game has an outline render thing now for highlighting entities or whatever
L803[17:12:04] *** amadornes is now known as amadornes[OFF]
L804[17:12:20] <mezz> here's some stuff about coremods and @API https://github.com/MinecraftForge/FML/issues/534
L805[17:12:40] <BrainStone> btw. I think braindon's core is no coremod
L806[17:12:50] <BrainStone> It's a base mod
L807[17:12:51] <mezz> if it's not then it's not the problem
L808[17:13:01] <mezz> or at least less likely
L809[17:13:30] <BrainStone> And as I said having Brandons Core present makes everything work
L810[17:14:22] <mezz> I think you should go with your hacky fix of including the RF API and push brandon to support FE or Tesla in 1.11
L811[17:14:58] <mezz> since this whole situation seems avoidable and solved by capabilities :/
L812[17:15:05] <ghz|afk> yeah if another mod including the API fixes the problem, it may be a matter of including it yourself
L813[17:15:16] <ghz|afk> or... making a rf.jar
L814[17:15:18] <ghz|afk> that contains the api
L815[17:15:22] <ghz|afk> for when people hit that issue
L816[17:15:23] <ghz|afk> ;P
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L818[17:16:59] <mezz> packaging APIs is something we should fight strongly against going forward. Tesla did it right by distributing a jar, forge energy is built in so everyone has it
L819[17:17:13] <BrainStone> I'm with you
L820[17:17:29] <BrainStone> But how would we fight it?
L821[17:17:39] ⇨ Joins: AstralSorcerer (~AstralSor@128.151.114.44)
L822[17:17:41] <SparkVGX> Has someone made a program that helps with making gui's?
L823[17:17:45] <mezz> education about the issues it causes
L824[17:18:17] <quadraxis> campaign for Unified Minecraft API Distribution
L825[17:18:21] <mezz> tbh there are almost no API jars that get packaged into mods besides RF
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L827[17:18:44] <ghz|afk> quadraxis: that sounds like mashing all the APIs in one single place
L828[17:18:47] <ghz|afk> that'd be worse ;p
L829[17:18:54] <quadraxis> it's not a real suggestion
L830[17:19:04] <quadraxis> its trolling with acronyms
L831[17:19:07] <mezz> be back later, making some lunch
L832[17:19:08] <quadraxis> as is the forge way
L833[17:19:15] <BrainStone> And I also think some education on the capabilites might help
L834[17:19:16] <ghz|afk> ooooh
L835[17:19:41] <ghz|afk> BrainStone: I tried. I wrote the docs that are on the readthedocs page
L836[17:19:53] <BrainStone> Ok
L837[17:20:00] <ghz|afk> but I'm not that good at explaining complex things
L838[17:20:01] <ghz|afk> ;P
L839[17:20:05] <BrainStone> xD
L840[17:20:16] <ghz|afk> then I wrote this
L841[17:20:20] <ghz|afk> which is completely fictional
L842[17:20:21] <ghz|afk> https://gist.github.com/gigaherz/2dbaaff11e32940cc9500e863071b69b
L843[17:20:26] <ghz|afk> but it's meant as a teaching aid
L844[17:20:34] <ghz|afk> learning aid*
L845[17:21:07] <BrainStone> Looks good
L846[17:21:25] <ghz|afk> but when someone has issues understanding capabilities
L847[17:21:44] <ghz|afk> even with those links
L848[17:21:56] <BrainStone> They should not code imho
L849[17:21:58] <ghz|afk> then generally it takes... more personalized effort in teaching
L850[17:22:42] <Shambling> so... question... why do so many mod authors choose to null out an item ref if it is disabled by configs? wouldn't better compatibility be gained by just not implementing it in code calls instead of making it null?
L851[17:23:12] <Shambling> if it comes down to number of item references, I can understand that, but I just found out my modpack combo was crashing because of misreading a config file
L852[17:23:26] <ghz|afk> what do you mean "null out"?
L853[17:23:41] <ghz|afk> and how would you "not implement it in code"... based on config?
L854[17:23:53] <ghz|afk> the PROPER way to do config-based enabling of items/blocks
L855[17:23:54] <Shambling> like, ae2 says if config for ore = false, delete all references to it, so if you reference it from outside the mod it crashes the game with a null pointer exception
L856[17:23:58] <ghz|afk> is to NOT disable them at all
L857[17:23:59] <ghz|afk> but instead
L858[17:24:08] <ghz|afk> handle getSubItems/getSubBlocks
L859[17:24:15] <ghz|afk> and just not fill in the list
L860[17:24:21] <ghz|afk> so that it won't show up on the creative menu or JEI
L861[17:24:27] <ghz|afk> but items in the chest still exist
L862[17:24:34] <ghz|afk> and placed blocks still exist
L863[17:24:37] <Shambling> I guess the config was just more extreme than I read, so was totally my fault
L864[17:24:40] <Shambling> game just loaded, so that was it
L865[17:24:49] <Shambling> so... whats a good modpack name? :P
L866[17:25:05] <ghz|afk> theme?
L867[17:25:33] <ghz|afk> purpose?
L868[17:25:44] <ghz|afk> a good name represents the contents
L869[17:25:44] <Shambling> you know, after working on getting everythign working.... I think I forgot the original theme. Was initially going for steampunk, but I think I went well beyond that
L870[17:25:51] <Shambling> how about dwarven steampunk? :P
L871[17:26:03] <ghz|afk> Dwarfpunk?
L872[17:26:04] <ghz|afk> ;P
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L874[17:26:09] <Shambling> haha that would definitely fit
L875[17:26:20] <Shambling> ok well back to tweaks, then I'm going to start on the customizing mod of my own
L876[17:26:32] <Shambling> to be honest, I should just mention a really good idea and wait for mcjty to program it :P
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L879[17:34:19] <shadekiller666> so Capabilities are basically method wrapper objects with a bunch of additional fluff to make them weak binding?
L880[17:35:28] <shadekiller666> like "ok give me the capability for X" then you "call" X?
L881[17:36:13] <ghz|afk> no
L882[17:36:21] <ghz|afk> capabilities are attachable interfaces
L883[17:36:27] <ghz|afk> "do you have interface X?"
L884[17:36:33] <ghz|afk> if yes, you can "give me interface X"
L885[17:36:54] <ghz|afk> the Capability<T> object is a "manager" for the interface T
L886[17:37:11] <ghz|afk> which doubles down as a key to compare it
L887[17:37:40] <shadekiller666> ok
L888[17:37:41] <ghz|afk> so in hasCapability, the Capability parameter will be == the capability you obtain from @CapabilityInject(InterfaceName.class)
L889[17:37:59] <ghz|afk> if the interface requested is "InterfaceName"
L890[17:38:50] <ghz|afk> this provides two advantages
L891[17:38:59] <ghz|afk> 1. you don't have to implement all the interfaces in your TE/Entity class
L892[17:39:14] <ghz|afk> you can easily delegate to reference implementations, or custom implementations
L893[17:39:24] <ghz|afk> and 2. you can attach features to 3rdparty objects
L894[17:41:51] <shadekiller666> so if i wanted to implement a "battery" block for some arbitrary power system, i'm assuming that Capabilities would be used to interact with a "generator" of energy, and a "receiver" of energy?
L895[17:42:02] <ghz|afk> yes
L896[17:42:05] <ghz|afk> see the Tesla mod & api
L897[17:42:09] <ghz|afk> as an example of that
L898[17:42:26] <ghz|afk> your battery block would have like
L899[17:42:40] <ghz|afk> EnergyBuffer buffer = new EnergyBuffer(1000000)
L900[17:42:59] <ghz|afk> then hasCapability(cap,face) { if (cap == ENERGY_CAP) return true; }
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L902[17:43:09] <ghz|afk> and getCapability(cap,face) { if (cap == ENERGY_CAP) return (T)buffer; }
L903[17:43:31] <ghz|afk> + readFromNBT and writeToNBT which would use
L904[17:43:39] <ghz|afk> ENERGY_CAP.readNBT/writeNBT
L905[17:43:46] <ghz|afk> to (de)serialize the info
L906[17:44:03] <shadekiller666> cap would be Capability<EnergyBuffer> ?
L907[17:44:13] <ghz|afk> in the methods, you don't know what it is
L908[17:44:17] <ghz|afk> that's why you have to compare
L909[17:44:20] <ghz|afk> erasure and all
L910[17:44:24] <ghz|afk> but ENERGY_CAP would be
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L912[17:44:49] <ghz|afk> @CapabilityInject(IEnergyApi.class) public static Capability<IEnergyApi> ENERGY_CAP;
L913[17:45:06] <ghz|afk> which would get assigned by forge upon registering the interface with the capability manager
L914[17:45:21] <ghz|afk> (and and all references to that capability get assigned)
L915[17:45:26] <ghz|afk> (to the same object instance)
L916[17:48:05] <shadekiller666> @CapabilityInject is used to tell forge to set ENERGY_CAP variable to assign an instance of the IEnergyApi interface
L917[17:48:07] <shadekiller666> ?
L918[17:48:28] <ghz|afk> no
L919[17:48:34] <ghz|afk> to the instance of Capability<IEnergyApi>
L920[17:48:40] <ghz|afk> which you can use in getCapability/hasCapability
L921[17:48:46] <ghz|afk> to see if they are requesting IEnergyApi
L922[17:49:11] <ghz|afk> as I said
L923[17:49:16] <ghz|afk> Capability<T> is the manager
L924[17:49:19] <ghz|afk> which serves as a key
L925[17:49:26] <BrainStone> I have a general improvement for a generic "getCapabilities" implementation "if (hasCapability(capability, facing)) return (T)obj;"
L926[17:49:29] <ghz|afk> for checking which interface is being requested
L927[17:49:48] <ghz|afk> BrainStone: that only works if you only expose one ;P
L928[17:49:55] <BrainStone> That makes even more sense if you are checking for more than one
L929[17:50:02] <BrainStone> Why?
L930[17:50:05] <ghz|afk> only if "obj" implements all of them
L931[17:50:13] <BrainStone> Of course
L932[17:50:22] <mezz> part of the benefit of capabilities is only implementing one interface per object
L933[17:50:24] <ghz|afk> which is not meant to be the case with capabilities
L934[17:50:37] <ghz|afk> you can have like, EnergyBuffer implement IEnergyReceiver and IEnergyProvider
L935[17:50:45] <ghz|afk> but you don't want the TE implementing all the interfaces
L936[17:50:50] <ghz|afk> that defeats the point of capabilities
L937[17:51:13] <mezz> I want to move away from having a fluid-handling tank-having energy-accepting auto-ejecting inventory-having tile entitiy with interfaces for all those
L938[17:51:15] <BrainStone> I don't do that
L939[17:51:38] <BrainStone> I don't even have a TileEntity that does that
L940[17:51:49] <BrainStone> My Capability handler handles this stuff for me
L941[17:51:53] <ghz|afk> yeah so, a normal hasCap looks like
L942[17:52:03] <ghz|afk> getCap*
L943[17:52:11] <ghz|afk> if(cap == CAPABILITY1) return (T)obj1;
L944[17:52:16] <ghz|afk> if(cap == CAPABILITY2) return (T)obj2;
L945[17:52:18] <ghz|afk> ...
L946[17:52:18] <ghz|afk> }
L947[17:52:52] <Shambling> is there something weird with end_stone as far as nbt tags are concerned? default end_stone should be @0 correct?
L948[17:53:09] <BrainStone> I mean if I do this "implements IEnergyStorage, ITeslaHolder, ITeslaConsumer, ITeslaProducer, ICapabilityProvider" why not handle them all in one go?
L949[17:53:24] <ghz|afk> BrainStone: sure
L950[17:53:26] <mezz> what I'm saying is "don't do that" heh
L951[17:53:31] <ghz|afk> the problem is implementing all of those in one place
L952[17:53:31] <ghz|afk> ;P
L953[17:53:39] <ghz|afk> you'd probably want like
L954[17:53:48] <ghz|afk> a base object implementing IEnergyStorage
L955[17:53:55] <ghz|afk> `+ a TeslaConsumerWrapper
L956[17:54:00] <ghz|afk> + TeslaProducerWrapper
L957[17:54:01] <ghz|afk> etc
L958[17:54:02] <mezz> I created a wrapper for each energy type, yes
L959[17:54:16] <ghz|afk> then you'd probably want to keep each one separate and modular
L960[17:54:29] <ghz|afk> you CAN do what you did
L961[17:54:33] <ghz|afk> it's just not "best practices"
L962[17:54:43] <BrainStone> That seems like a lot of work for nothing tbh. I see no point in separting the different energy systems
L963[17:54:44] <ghz|afk> but yes
L964[17:54:48] <ghz|afk> if you do do that
L965[17:54:54] <ghz|afk> and you don't have anything but energy
L966[17:55:14] <ghz|afk> then you could just have one single call to hasCapability
L967[17:55:17] <BrainStone> That's kinda what i want
L968[17:55:23] <ghz|afk> however!
L969[17:55:35] <ghz|afk> that means your have a hard dependency on Tesla
L970[17:55:55] <ghz|afk> unless you have a whole bunch of @Optional around
L971[17:55:55] <BrainStone> Nope
L972[17:56:12] <BrainStone> @InterfaceList({ @Interface(iface = "net.darkhax.tesla.api.ITeslaConsumer", modid = BrainStoneModules.TESLA_MODID),
L973[17:56:12] <BrainStone> @Interface(iface = "net.darkhax.tesla.api.ITeslaHolder", modid = BrainStoneModules.TESLA_MODID),
L974[17:56:12] <BrainStone> @Interface(iface = "net.darkhax.tesla.api.ITeslaProducer", modid = BrainStoneModules.TESLA_MODID) })
L975[17:56:19] <BrainStone> What do you have these for?
L976[17:56:42] <ghz|afk> ?
L977[17:57:10] <BrainStone> Yeah that's what I meant. Didn't see "unless you have a whole bunch of @Optional around" before i answered
L978[17:57:48] <ghz|afk> the way I solved the problem is
L979[17:57:49] <ghz|afk> https://github.com/gigaherz/Ender-Rift/tree/master/src/main/java/gigaherz/enderRift/plugins/tesla
L980[17:58:02] <ghz|afk> I rely on @CapabilityInject
L981[17:58:06] <ghz|afk> to notify me that tesla is present
L982[17:58:08] <ghz|afk> then
L983[17:58:24] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/plugins/tesla/TeslaController.java#L15
L984[17:58:34] <ghz|afk> when each tesla capability is registered, I activate support for it
L985[17:58:46] <ghz|afk> which gets used like so
L986[17:58:47] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/rift/TileEnderRiftCorner.java#L29
L987[17:58:54] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/rift/TileEnderRiftCorner.java#L53
L988[17:59:04] <ghz|afk> it's not the cleanest, no
L989[17:59:15] <ghz|afk> but I avoid using @Optional, and that makes me happy ;P
L990[17:59:45] <BrainStone> I'd rather use a single class there and add @Optional stuff
L991[18:00:00] <ghz|afk> yeah a matter of choice
L992[18:00:14] <ghz|afk> my soul hurts every time I require bytecode manipulation for my mods to work right
L993[18:00:20] <ghz|afk> so I avoid it like a plague
L994[18:01:04] <BrainStone> I still shoul probably look into capabilities more
L995[18:01:32] <BrainStone> Since I still use the IBauble interface instead of the capability
L996[18:01:41] <ghz|afk> there's a baubles capability?
L997[18:01:45] <BrainStone> Yes
L998[18:01:47] <ghz|afk> nice
L999[18:01:51] <ghz|afk> I'll have to look into that one
L1000[18:01:55] <BrainStone> Baubles is very up to date
L1001[18:02:14] <ghz|afk> I have a WIP mod (sortof on hiatus)
L1002[18:02:18] <ghz|afk> which used baubles
L1003[18:02:23] <ghz|afk> but my code still uses the interface ;P
L1004[18:02:36] <BrainStone> Like for example there is a mod that allows to add the angel ring from ExtraUtil2 to be in a Bauble slot. Which would be impossible without capabilities
L1005[18:03:12] <BrainStone> Check baubles.api.cap
L1006[18:03:32] <ghz|afk> yeh ... or a coremod ASMing another mod, which is fugly
L1007[18:03:54] <BrainStone> Let's not talk about that
L1008[18:07:22] <BrainStone> And one last note is that I think that attaching capabilities to TE is ok, but doing it with Items is a real hassle
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L1010[18:08:10] <ghz|afk> capabilities on items is a bit.. weaker, as a design
L1011[18:08:21] <ghz|afk> because ItemStacks get cloned over and over
L1012[18:08:23] <ghz|afk> all over the place
L1013[18:08:39] <ghz|afk> there isn't one persistent instance that exists for as long as that stack exists
L1014[18:08:48] <ghz|afk> I mean there is
L1015[18:08:49] <BrainStone> Yeah I know
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L1017[18:08:53] <ghz|afk> but it gets cloned and discarded freely ;P
L1018[18:09:12] <BrainStone> But working with itnerfaces on the items is a lot cleaner
L1019[18:09:28] <BrainStone> However I'm not saying that would be
L1020[18:09:31] <BrainStone> better
L1021[18:09:34] <shadekiller666> Tesla is an energy api right?
L1022[18:09:42] <BrainStone> Just easier to code for items
L1023[18:09:44] <BrainStone> Yes
L1024[18:10:20] <BrainStone> mezz, you might know that, but why does FE just use int instead of long?
L1025[18:12:06] <ghz|afk> yes, tesla is a lot like RF, but using capabilities
L1026[18:12:17] <ghz|afk> the biggest difference is it uses longs for the energy values
L1027[18:12:27] <ghz|afk> meaning you can transfer more than 2^31 per tick
L1028[18:12:29] <ghz|afk> which is silly
L1029[18:12:54] <BrainStone> We're not talking about tranferring that much energy but more like storing that much
L1030[18:13:00] <BrainStone> *transferring
L1031[18:13:06] <ghz|afk> no storing is ok
L1032[18:13:11] <ghz|afk> you could use a BigInt for all that matters
L1033[18:13:22] <BrainStone> Still an int is too small
L1034[18:13:23] <ghz|afk> so long as you save/load it correctly
L1035[18:13:39] <ghz|afk> maybe other mods would have trouble reading the stored amount
L1036[18:13:43] <ghz|afk> but that shouldn't really matter to them
L1037[18:13:54] <ghz|afk> only insert/extract matters, and in those, long is a bit silly ;P
L1038[18:14:25] <BrainStone> Storing and reading storage is important too
L1039[18:14:34] <BrainStone> Most mods need to do that
L1040[18:15:02] <ghz|afk> yes, I know
L1041[18:15:04] <ghz|afk> what I mean is
L1042[18:15:11] <ghz|afk> you can use a long for storing the amount
L1043[18:15:20] <ghz|afk> and save and load it correctly
L1044[18:15:27] <ghz|afk> while still having everything in the API be ints
L1045[18:15:34] <BrainStone> So why not build the API around longs altoggether?
L1046[18:15:40] <ghz|afk> I'm not saying Tesla is bad
L1047[18:15:48] <BrainStone> That's just pointlessly restrictive
L1048[18:16:23] <ghz|afk> I just gave my opinion that using longs for transfer amounts is silly
L1049[18:16:24] <ghz|afk> ;P
L1050[18:16:34] <ghz|afk> that is unrelated to it being good or bad
L1051[18:16:48] <BrainStone> If you use them for storage it is silly to use ints for transfer
L1052[18:18:16] *** g is now known as gAway2002
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L1055[18:20:43] <BrainStone> I mean it doesn't cause harm and makes coding easier since you don't need to worry about overflows and convertings ints to longs and vice versa
L1056[18:22:34] <BrainStone> It also allows to fill containers that are at 2^31 Energy units to be filled in a reasonable time span. Because I've had the case several times that I couldn't keep up with transferring the energy into my storage
L1057[18:23:50] <ghz|afk> and that's what I call silly power requirements
L1058[18:23:53] <ghz|afk> ;P
L1059[18:23:54] <diesieben07> well, so, first of all, the forge energy system doesn't even define a unit of energy
L1060[18:24:04] <diesieben07> it's just... numbers
L1061[18:24:07] <ghz|afk> diesieben07: yes it does
L1062[18:24:11] <diesieben07> does it?
L1063[18:24:15] <ghz|afk> the default implementation is seen to be 1:1 with RF
L1064[18:24:16] <BrainStone> But they're ints
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L1066[18:24:29] <ghz|afk> IIRC
L1067[18:24:37] <ghz|afk> otherwise it would be impossible to interoperate
L1068[18:24:37] <BrainStone> That's correct ghz
L1069[18:24:49] <ghz|afk> since I couldn't possibly trust my energy to be 1:1 with yours
L1070[18:24:49] <diesieben07> but nothing stops you from exposing an implementation where 1 unit = 100 RF
L1071[18:24:54] <ghz|afk> exactly
L1072[18:24:58] <ghz|afk> you can extend that interface
L1073[18:25:14] <ghz|afk> and have a capability for the class
L1074[18:25:20] <BrainStone> But doing that would make the common interface entirely useless
L1075[18:25:22] <ghz|afk> and say that the capability is in GigaRFs
L1076[18:25:33] <ghz|afk> but then, it's its own thing
L1077[18:25:39] <BrainStone> My point
L1078[18:25:43] <ghz|afk> it's not the same capability anymore, and other mods won't recognize it
L1079[18:25:53] <ghz|afk> that may work if you intend of having tiered cables
L1080[18:26:01] <BrainStone> Like honestly, what's the harm in using long?
L1081[18:26:11] <ghz|afk> so the high-voltange cable only transfers in GigaRFs
L1082[18:26:17] <ghz|afk> and the low-voltage in normal RF units
L1083[18:26:32] <ghz|afk> BrainStone: there is none
L1084[18:26:35] <ghz|afk> that's what I have been trying to say
L1085[18:26:42] <ghz|afk> my "silly" was not meant to imply bad
L1086[18:26:49] <BrainStone> So why not implement it like that?
L1087[18:26:55] <BrainStone> On the forge side
L1088[18:27:07] * ghz|afk shrugs
L1089[18:27:08] <BrainStone> That has been puzzling me since the system came out
L1090[18:27:19] <ghz|afk> lex did it sortof out of pity
L1091[18:27:33] <ghz|afk> he was annoyed by people asking for an integrated api
L1092[18:27:38] <ghz|afk> and he was like "here, suit yourselves"
L1093[18:28:19] <BrainStone> I kinda feel like the way TESLA implements it is how it should be in Forge
L1094[18:29:22] <BrainStone> Just alone because it provides the possibility to read energy amounts in stiff
L1095[18:29:25] <BrainStone> *stuff
L1096[18:29:32] <BrainStone> And the long thing
L1097[18:30:12] <Shambling> I don't disagree, however adopting an API is nearly impossible when there are so trolls, drama people, and implementations to choose from.
L1098[18:30:24] <Shambling> so I think honestly they chose the path of least resistance and it looks like it works really good
L1099[18:31:18] <Shambling> to be honest, I just wish there were 100% agreed upon ways of implementing ores that everyone used
L1100[18:31:28] <BrainStone> I'm honestly thinking suggesting that they change the API to something more like TESLA
L1101[18:31:42] <Shambling> I'm testing out my modpack, and found out a rftools builder spits out working ores... that aren't textured
L1102[18:31:45] <BrainStone> What are the different ways?
L1103[18:33:42] <Shambling> To name 3? EU, RF, Tesla
L1104[18:33:55] <Shambling> and that is ignoring magic mods and anything else that can be considered energy, like embers
L1105[18:34:11] <BrainStone> You said "ore"
L1106[18:34:19] <BrainStone> That's why I'm confued
L1107[18:35:07] *** diesieben07 is now known as diesieben|away
L1108[18:35:23] <ghz|afk> the conversation got confused there
L1109[18:35:23] <ghz|afk> ;p
L1110[18:35:38] <ghz|afk> this line was completely unrelated to the rest of the conversation
L1111[18:35:38] <ghz|afk> [01:31] (Shambling): to be honest, I just wish there were 100% agreed upon ways of implementing ores that everyone used
L1112[18:36:26] <BrainStone> I think the answer to why there still is not common way is because the API from Forge is insufficient
L1113[18:37:22] <Shambling> yes I know, but on the topic of wishing for api's :P
L1114[18:38:44] <ghz|afk> welp, gotta sleep, night
L1115[18:39:22] <BrainStone> night
L1116[18:40:09] * ghz|afk poofs
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L1127[19:10:55] <mezz> BrainStone|Away, moving "long" energy per tick is a bit absurd
L1128[19:11:38] <mezz> if you need that much energy just make a new energy system where each one is a trillion of other energy systems
L1129[19:12:02] <mezz> or infinity +1 more energy if you really need to satisfy the powerboner :P
L1130[19:12:25] <mezz> Forestry's top tier engine generates... 40 energy per tick
L1131[19:12:58] <mezz> something generating more than Integer.MAX power does not belong to the same energy system
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L1133[19:32:43] <Shambling> anyone have a favorite test seed for 1.10.2 default worldgen?
L1134[19:33:03] <Shambling> good all around test seed I'd imagine would have like a village nearby and maybe some dungeons nearby for chest tests
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L1138[19:51:39] <SparkVGX> 7016124224705604468
L1139[19:51:48] <SparkVGX> from google: http://epicminecraftseeds.com/low-middle-high-dungeon-village-floating-island-1-10-x-seed/
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L1151[20:51:37] <shadekiller666> i really wish that java had c# operator methods
L1152[20:51:59] <shadekiller666> where you can define what Vector3d + Vector3d means rather than having to call a method
L1153[20:56:50] <Falconerd> mezz, do you think Tesla's usage of long in the API is absurd or good future proofing?
L1154[20:57:52] <Falconerd> nvm I reread your sentence
L1155[20:58:02] <Falconerd> just moving long per tick
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L1162[21:30:27] <shadekiller666> for entities, are the DataParameters used to keep server and client in sync?
L1163[21:35:03] <mezz> yes
L1164[21:47:04] <SquareWheel> Got a question on TEs. I attached a TE to a fluid block as I want to do some interesting simulation stuff with it. I limited the fluid length to only one block, so there's no flowing blocks, only source. Placing my block seems to create multiple associated TEs though.
L1165[21:47:30] <SquareWheel> Is there a good way to check if a TE already exists at the block when it's constructed and delete it, or do something else to limit it to only one?
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L1171[22:14:11] <SquareWheel> I'm wondering if maybe it's a client/server thing, but I didn't notice this problem with blocks, only fluids.
L1172[22:15:13] <shadekiller666> is there a way to get an Entity instance from its UUID?
L1173[22:17:15] <killjoy> shadekiller666, world.getEntityFromUUID
L1174[22:17:43] <shadekiller666> ahh, thanks
L1175[22:17:55] <shadekiller666> do those persist across games btw?
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L1178[22:18:51] <killjoy> yes.
L1179[22:18:57] <shadekiller666> killjoy, i only see getPlayerEntityByUUID
L1180[22:19:07] <shadekiller666> and getEntityByID
L1181[22:20:46] <killjoy> thers's always getEntityByID(SomeEntity.class, e -> e.getUniqueID().equals(uuid))
L1182[22:25:58] <killjoy> shadekiller666, WorldServer#getEntityFromUuid
L1183[22:32:44] <Elec0> is there an easy, efficient, way to get the number of blocks a player walked in a timeframe?
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L1185[22:40:56] <killjoy> you'd need to snapshot the blockpos
L1186[22:42:26] <Elec0> I'm currently thinking about using moveEntityWithHeading, because that's where the game keeps track of the blocks walked stat
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L1188[22:42:53] <killjoy> Just listen on tick or something and make note of the player location
L1189[22:43:15] <killjoy> don't make it more complicated than it needs to be
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L1192[22:43:44] <Elec0> that's fair. I'll do that, then.
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L1195[23:00:16] <SquareWheel> If creating a custom EntityItem, do I need to register it with EntityRegistry.registerModEntity()? Or can I just return it in that item's createEntity()?
L1196[23:00:51] <SquareWheel> It seems to be disappearing when I reload the world, so I might have dun goofed.
L1197[23:04:11] <Elec0> I could be wrong, but I'm pretty sure EntityREgistry is for just straight Entities, not other types.
L1198[23:04:20] <Elec0> But if it's disappearing, that sounds like a problem with loading/saving NBT?
L1199[23:04:34] <SquareWheel> Okay, I didn't think I needed to. Wanted to make sure.
L1200[23:04:51] <SquareWheel> Does NBT come into play here? It's just an item drop entity.
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L1202[23:15:06] <SquareWheel> Wait what. It works if I check that the item is on the client only, but not the server. That seems backwards.
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L1204[23:30:11] <Elec0> Oh. I guess NBT wouldn't come into play, there. Minecraft should handle that by itself. As for the checking on client, I don't know.
L1205[23:31:03] <SquareWheel> I'm gonna assume a computer ghost is involved, because there's no reason this should work only with the client, but not on the server.
L1206[23:31:26] <SquareWheel> It works... but I'm not comfortable committing this code if I don't understand _why_.
L1207[23:31:35] <McJty> SquareWheel, are you spawning it on the server side?
L1208[23:31:47] <SquareWheel> I was at first.
L1209[23:32:07] <McJty> What is done client side only does not exist
L1210[23:32:19] <McJty> i.e. will not be saved and other players will not see it
L1211[23:32:31] <SquareWheel> This is why I'm confused too.
L1212[23:32:56] <McJty> Show me the code
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L1214[23:33:08] <SquareWheel> Righto
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L1218[23:34:18] <SquareWheel> https://github.com/WesCook/Microbes/blob/master/src/main/java/ca/wescook/microbes/items/ItemMoldyBread.java#L55-L62
L1219[23:34:33] <SquareWheel> I didn't have a side check in there at first. I thought it might help, but no cigar.
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L1221[23:34:53] <SquareWheel> Inverting the side check to only check client side somehow fixes it. Which is bewildering.
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L1223[23:35:13] <McJty> Ok, that's a custom entity so you have to register that with registerModEntity
L1224[23:35:24] <SquareWheel> Ohh, I do.
L1225[23:35:27] <SquareWheel> I wasn't sure.
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L1227[23:35:38] <McJty> So this is the working code?
L1228[23:36:02] <SquareWheel> No, this is not working. It "works" if you invert the side check.
L1229[23:36:06] <Elec0> rip. sorry for giving you the wrong information.
L1230[23:36:17] <SquareWheel> Haha, no problem. I appreciate the help anyway.
L1231[23:36:26] <McJty> But does the item stay on the ground after reloading if you invert the side check?
L1232[23:36:32] <SquareWheel> It does, somehow.
L1233[23:36:40] <McJty> hmm, anyway I have to go though
L1234[23:36:42] <McJty> Already late
L1235[23:36:45] <McJty> Sorry
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L1238[23:36:58] <SquareWheel> I'll play with entity registration, see if that helps. Thanks for the assistance.
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L1248[23:52:37] <SquareWheel> Registering the entity seems to have made it disappear immediately when created. Common Proxy/Pre-Init, I would think.
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