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L1[00:02:45] ***
minecreatr is now known as Mine|dreamland
L2[00:03:08] ⇨
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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
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L17[00:30:18] <illy> wait they're bring it
back?
L18[00:30:33] ⇦
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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
und das T�ten angemessen wirkt. (George Orwell))
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 = []
L32[00:34:33] ⇨
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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
L66[02:11:06] ***
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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
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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L115[04:24:01]
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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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L135[05:39:01] <SparkVGX> \o
L136[05:41:07]
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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+
?
L146[05:54:56] ⇦
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L147[06:11:40] <Naiten> Hunterz, you about
my rails?
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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
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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L175[07:54:07] ***
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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
L203[09:04:16]
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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]
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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
L222[10:24:03]
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L223[10:25:08]
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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
L228[10:28:46] ⇦
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L229[10:30:12] <gr8pefish> Yeah I'll just
do that, thanks
L230[10:31:36] ⇦
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L233[10:48:15] <Baughn> Anyone know which
mod/library does the dependency download thing?
L234[10:49:10]
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L238[10:55:47] <ScottehBoeh> Woohoo
:D
L240[10:55:53] <ScottehBoeh> Custom
GuiConnecting page almost complete
L241[10:57:35] ⇦
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L263[12:45:25] <shadekiller666>
hello
L264[12:46:31] <Ashindigo_> Looks nice
scotteh
L265[12:57:02]
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L266[13:02:03] ⇦
Quits: ThePsionic (~Psi@ip5457f909.direct-adsl.nl) (Read error:
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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
L293[13:19:52] <pig> I mean
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] ⇦
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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
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
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] ⇦
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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
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)
L387[13:59:43] ⇦
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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]
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L390[14:00:13] <bartman> what defines
drunk anyway, buzzed or nearly passing out?
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
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
L406[14:04:47] <ScottehBoeh> thats some
cry of fear stuff right there
L407[14:04:59] <Corosus> rip gl
state
L409[14:06:09] <pig> I have been
there
L410[14:06:15] <pig> I think coro has as
well
L411[14:06:26] ⇦
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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
L423[14:09:44]
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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
L434[14:15:55] ⇦
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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.
L441[14:24:15]
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L442[14:25:22] ***
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L443[14:26:26] ⇦
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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] ⇦
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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
L450[14:30:23]
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L451[14:30:29] <Koward> Alright, thank
you.
L452[14:31:32] ⇦
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L453[14:36:48] ***
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L454[14:37:55] ***
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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
L463[14:50:32] ***
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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?
L485[15:30:07]
⇨ Joins: Shambling
(~Shambling@24-181-186-74.dhcp.nwtn.ct.charter.com)
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
L512[15:36:23] ⇦
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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
L519[15:37:04] ⇦
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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
L542[15:42:17]
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L543[15:44:59] <Shambling> I figured it
out on photoshop, I just have like 5 ores to edit
L544[15:46:06] ***
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L545[15:47:40]
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(~KGS@h-155-4-129-249.na.cust.bahnhof.se)
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
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] ⇦
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fatguylaughing)
L555[15:52:02] <diesieben07> and i can't
event find it...
L556[15:52:04] ⇦
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L557[15:52:13] <diesieben07> string search
for "hello!" on the whole project gives 0
results...
L558[15:52:15]
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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
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
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
L603[16:17:56] ***
DarkevilAway is now known as Darkevilmac
L604[16:19:03] <diesieben07> yeah i am not
sure if we can get rid of it here
L605[16:21:17]
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L606[16:21:46]
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L607[16:21:57] ⇦
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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
L610[16:24:18]
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(~KGS@h-155-4-129-249.na.cust.bahnhof.se)
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?
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
L642[16:39:33] ⇦
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Leaving)
L643[16:42:49]
⇨ Joins: SparkVGX (~SparkVGX@121.99.203.245)
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
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
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
L683[16:52:43] ⇦
Quits: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Quit: You
think you are above consequences.)
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
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
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
L750[17:05:21] ⇦
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L751[17:05:24] <mezz> I also have
@Optional.Method(modid = Constants.RF_MOD_ID) on everything
L752[17:05:44] ⇦
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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
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
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] ⇦
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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]
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
L817[17:16:15] ⇦
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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
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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
L826[17:18:41]
⇨ Joins: cppchriscpp
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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
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
L873[17:26:06] ⇦
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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
L877[17:30:51] ⇦
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L878[17:31:47] ⇦
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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;
}
L901[17:43:08]
⇨ Joins: Girafi
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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
L911[17:44:26] ⇦
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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
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
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
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
L1009[18:08:09]
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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
L1016[18:08:51]
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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] ***
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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
L1065[18:24:26]
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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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L1124[19:01:07] ***
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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
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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
L1213[23:33:06] ***
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L1214[23:33:08] <SquareWheel>
Righto
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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.
L1222[23:35:05]
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timeout: 206 seconds)
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.
L1226[23:35:34]
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timeout: 206 seconds)
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
L1236[23:36:47]
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(Quit: Leaving)
L1237[23:36:55]
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384 seconds)
L1238[23:36:58] <SquareWheel> I'll play
with entity registration, see if that helps. Thanks for the
assistance.
L1239[23:37:56]
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L1241[23:38:29]
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L1242[23:39:03] ***
minecreatr is now known as Mine|dreamland
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reset by peer)
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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.
L1249[23:53:04]
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(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
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seconds)