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L21[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170217 mappings to Forge Maven.
L22[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170217-1.11.zip (mappings = "snapshot_20170217" in build.gradle).
L23[02:00:17] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L35[02:36:15] <codahq> what would be the best way to be able to place a 3x3x3 cube of running water blocks down in the nether but not allow them to form source blocks? so essentially they would "evaporate" so to speak. i can manually do all of the checking to make sure they don't have source forming neighbors but is there something i can do with the state or some other trick? i guess i could go look at the water block to see what it checks.
L36[02:40:04] <codahq> hm. look slike there's an event. that might be worth checking out.
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L42[03:02:50] <codahq> i was way over complicating that. probably most of you know this but if you were interested i jsut set the block to Blocks.FLOWING_WATER.getStateFromMeta(2) and it wno't form sources.
L43[03:04:04] <gigaherz|work> non-source water just doesn't form sources
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L47[03:04:35] <gigaherz|work> you need two source blocks adjacent to the same block, with supporting blocks below (solid or source water)
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L126[08:45:00] <Intektor> is the food handled on the server or on the client?
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L130[09:05:04] <ghz|afk> Intektor: I believe I have had laggy moments
L131[09:05:07] <ghz|afk> where I would eat
L132[09:05:09] <ghz|afk> it would finish eatingh
L133[09:05:12] <ghz|afk> and then afterward
L134[09:05:15] <ghz|afk> after the lag
L135[09:05:18] <ghz|afk> i'd get the bonus
L136[09:06:38] <Intektor> oh yeah thats true, but my problem is
L137[09:07:07] <Intektor> I still need to figure out if the player is standing still, so I thought hunger might be the place to be
L138[09:07:15] <Intektor> but it doesnt look like that
L139[09:08:31] <Intektor> you have an idea ghz|afk ?
L140[09:08:37] <ghz|afk> I think hunger works by accumulating distance?
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L142[09:10:11] <Intektor> well then but how could I find out if the player is standing still or not ghz|afk ?
L143[09:11:12] <ghz|afk> i'd check if the position has changed
L144[09:11:16] <ghz|afk> by more than a millimeter
L145[09:11:20] <ghz|afk> or something like that
L146[09:11:42] <ghz|afk> positionDelta = distance(newpos,oldpos)
L147[09:12:05] <ghz|afk> positionDeltaSmooth = positionDeltaSmooth * 0.9 + positionDelta * 0.1; // or something like that
L148[09:12:30] <ghz|afk> boolean isMoving = positionDeltaSmooth > 0.01;
L149[09:12:54] <ghz|afk> of course that means if you are in a conveyor belt
L150[09:12:57] <ghz|afk> it will count as if you move
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L168[10:39:06] <Ordinastie> does someone know if there is a Unity IRC somewhere ?
L169[10:39:50] <Ordinastie> apparently on freenode
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L172[10:44:19] <ghz|afk> funny, I have used IRC for good long while, and I have never even thought of looking for an IRC channel
L173[10:45:36] <Ordinastie> I guess you meant Unity
L174[10:46:00] <Ordinastie> but I just started, and I'm already finding stuff that doesn't seem to work as it should ><
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L180[10:53:05] <Ordinastie> doesn't look very active though :s
L181[10:57:51] <ghz|afk> heh
L182[10:57:58] <ghz|afk> unity answers is usually the place to look at ;P
L183[10:58:04] <ghz|afk> what issue are you having?
L184[10:58:11] <ghz|afk> and yes, i meant Unity ;p
L185[10:58:21] <ghz|afk> assuming you mean the game engine
L186[10:59:42] <fry> it's kinda ironic that there's at least 3 widely known it-related things named Unity :D
L187[11:00:18] <diesieben07> Names are hard :D
L188[11:00:36] <Ordinastie> I have a ScriptableObject with a GameObject field, that is set via the editor with a prefab
L189[11:00:42] <Ordinastie> but when I run, the GO is always null
L190[11:05:33] <ghz|afk> firt "Unity" I knew of, was VMWare Unity -- the mode where you'd get the guest windows shown as if they were host windows
L191[11:06:05] <ghz|afk> Ordinastie: hmmm idon't think I have ever used ScriptableObject by itself
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L194[11:21:25] <Ordinastie> well, apparently I suck at Unity ><
L195[11:24:19] <ghz|afk> meh, it's easy to feel that way
L196[11:24:24] <ghz|afk> it's usually Unity's fault
L197[11:24:24] <ghz|afk> ;P
L198[11:24:44] <ghz|afk> you do need some experience with the programming model
L199[11:24:52] <Ordinastie> yeah I assume so
L200[11:26:40] <ghz|afk> i had previous experience with XNA before I touched unity, so some things felt familiar
L201[11:26:44] <Ordinastie> but apparently spawing a prefab from static context is not something that you should do ><
L202[11:26:47] <ghz|afk> but at the same time, other things felt wrong ;P
L203[11:26:54] <ghz|afk> nope XD
L204[11:27:41] <ghz|afk> although the function being static shouldn't matter
L205[11:27:52] <ghz|afk> but if it's executing outside of the game loop, then yeah that'd be bad
L206[11:28:23] <Ordinastie> http://puu.sh/u7w0A.png
L207[11:28:31] <Ordinastie> tried to be smart
L208[11:28:34] <Ordinastie> failed miserably ><
L209[11:29:22] <ghz|afk> ewh. XD
L210[11:29:35] <ghz|afk> that singleton attempt ;P
L211[11:29:42] <Ordinastie> that part works fine
L212[11:29:50] <ghz|afk> maybe
L213[11:29:56] <ghz|afk> but it's not something I'd ever do in unity
L214[11:29:56] <ghz|afk> XD
L215[11:30:13] <ghz|afk> my usual practice is to have a MonoBehaviour script, attach it to a "scene root" element
L216[11:30:27] <ghz|afk> and then have everything else nested in there
L217[11:30:54] <ghz|afk> I avoid singletons and such
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L219[11:32:39] <ghz|afk> although, in the game that I actually released
L220[11:32:47] <ghz|afk> I ended up having two "root" objects
L221[11:33:01] <ghz|afk> one for the game controller prefab (shared by all the level scenes)
L222[11:33:17] <ghz|afk> and one for the actual structure of the level (terrain, obstacles, decorations, objectives)
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L224[11:34:47] <ghz|afk> like this: https://dl.dropboxusercontent.com/u/743491/Unity.PNG
L225[11:36:51] <ghz|afk> bb in a bit
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L229[12:01:31] <Intektor> ghz|afk, the problem that I see is, that prev pos isnt working
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L233[12:18:32] <ghz|afk> Intektor: hm?
L234[12:18:39] <ghz|afk> well if the server doesn't "remember" it, you do
L235[12:18:40] <ghz|afk> I mean
L236[12:18:48] <ghz|afk> store the info in a capability or something ;P
L237[12:31:34] <Intektor> ah yeah
L238[12:31:37] <Intektor> good thing
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L260[13:50:00] <diesieben07> what the fuck is happening... http://www.minecraftforge.net/forum/topic/45722-tattletail-mod/
L261[13:51:14] <Ashindigo_> "Tattletail mod"
L262[13:51:20] <Ashindigo_> Just please no
L263[13:51:52] <Ashindigo_> And really not adding mama because she is to scary
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L268[14:01:38] <masa> umm... what's up with the class names here? :D https://openeye.openmods.info/crashes/a4d86f3b6522dd29a442c419eb0a6870
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L272[14:06:32] <ghz|afk> masa: wtf XD
L273[14:07:43] <diesieben07> what does that line in the commonproxy look like?
L274[14:09:25] <masa> ForgeChunkManager.setForcedChunkLoadingCallback(EnderUtilities.instance, new ChunkLoading());
L275[14:09:26] <diesieben07> huh
L276[14:09:30] <diesieben07> that is... fucked up :D
L277[14:10:01] <masa> seems like something has run a username obfuscation over the log, and the user name is 'k'?
L278[14:10:16] <diesieben07> oh
L279[14:10:18] <diesieben07> LOL
L280[14:10:27] <masa> but is that possible for the OpenEye logs?
L281[14:11:50] <ghz|afk> is the package meant to be "fi.dy.masa" os did that change too?
L282[14:11:56] <ghz|afk> or*
L283[14:12:00] <ghz|afk> get changed*
L284[14:15:26] <masa> that's correct
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L289[14:58:00] <ThePsionic> oh hey Pahimar is back on modding
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L301[16:14:47] <tterrag> ghz|afk: btw I'm not experiencing that BON2 issue with a.11
L302[16:14:49] <tterrag> 1.11*
L303[16:15:10] <tterrag> they list just fine for me http://i.imgur.com/ra9P0pY.png
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L306[16:15:37] <tterrag> oh wait, there is one missing...
L307[16:15:55] <ghz|afk> lol
L308[16:15:58] <ghz|afk> hmm
L309[16:15:58] <ghz|afk> wait
L310[16:16:03] <ghz|afk> didyou use those same mappings in 1.11?
L311[16:16:14] <ghz|afk> I had a corrupted gradle cache, so I did a cleanCache after everything else failed
L312[16:16:21] <tterrag> yeah probably
L313[16:16:24] <tterrag> they are old versions
L314[16:16:26] <ghz|afk> so my mappings were 1.11.2-only
L315[16:16:29] <tterrag> the problem is FG caching
L316[16:16:31] <ghz|afk> never used in 1.11".0"
L317[16:17:04] <ghz|afk> yeah I suppose your mappings DO have the 1.11 folder, while the one that didn't show up does not
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L321[16:48:55] <codahq> i wish vanilla kept track better of who did what kinds of damage. if something dies from the fire tick on an enchant it doesn't know it was the entity that shot or whacked the dying entity.
L322[16:49:53] <codahq> so if you are being lazy and just checking the death event... on average you know who did what about 25% of the time
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L325[16:57:19] <Shambling> shouldn't bats only spawn at night?
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L327[16:59:09] <ghz|afk> no?
L328[16:59:15] <ghz|afk> bats spawn where it's dark
L329[16:59:17] <ghz|afk> no matter the time of day ;p
L330[17:02:53] <Keridos> Hm, how can I provide a world object in a constructor for a clientside IMessage?
L331[17:03:16] <Keridos> my server crashes currently because World world is clientside only?
L332[17:03:17] <ghz|afk> uhm
L333[17:03:33] <Keridos> a message from server to client i mean
L334[17:03:33] <ghz|afk> you should not be doing taht
L335[17:03:41] <ghz|afk> please explain why you think you need the world
L336[17:03:57] <Shambling> capatalism ;D
L337[17:04:41] <Keridos> ghz|afk: it needs a list of tile entites surrounding a pos
L338[17:05:13] <Shambling> blockstate passes world in it somewhere, why not use that if you are using a position
L339[17:05:13] <Keridos> should I put that code in afunction and call that from the GUI handler and just pass the list to the constructor?
L340[17:05:45] <ghz|afk> Keridos: I'd move that logic out of the IMEssage, yes
L341[17:06:07] <ghz|afk> the IMessage class should be "dumb"
L342[17:06:18] <ghz|afk> it's only there to hold the values that will be (de)serialized
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L351[17:27:19] <Keridos> ghz|afk: what is the proper way to get the client side world in a message?
L352[17:27:37] <Keridos> I am using compatlayer source to get it but apparently that crashes the server when registering the message
L353[17:28:42] <ghz|afk> Minecraft.getMinecraft().world
L354[17:28:47] <ghz|afk> but
L355[17:29:10] <ghz|afk> well, ifit causes loading errors
L356[17:29:18] <ghz|afk> then put the codein your clientproxy andcall from it
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L358[17:31:32] <Keridos> apparently the error was caused because getWorld from compatlayer returns WorldClient
L359[17:32:22] <ghz|afk> incompatlayer ;p
L360[17:34:23] <Shambling> =P
L361[17:34:29] <Keridos> my intellij seems to be bugged because it complains in my submods clientproxy because it thinks that the commonproxy is sideonly.server
L362[17:34:31] <Keridos> but it isnt
L363[17:34:48] <Shambling> might be confused depending on what your compile targe tis
L364[17:34:59] <Shambling> are you runnign in a 1.10.2 dev environment, or 1.11.2 with compat layer?
L365[17:35:32] <Keridos> 1.10.2
L366[17:36:01] <Shambling> maybe intellij is getting confused because of compatlayer and the way it works. Wonder if it would throw the same errors in a 1.11.2 dev environment
L367[17:36:38] <Keridos> bah it seems to affect my other project only
L368[17:36:54] <Keridos> like it assumes that the entire proxy subfolder is sideonly server for some reason
L369[17:37:18] <Shambling> hrmmm weird
L370[17:37:30] <Keridos> it compiles fine
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L373[17:40:50] <Shambling> are there any survival type mods that add worldedit's fixwater type function?
L374[17:41:01] <Shambling> I get so sick of running water, and if not I think I might program one
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L376[17:47:20] <Shambling> IC2 trees just love generating where they are not supposed to. Guess I'll have to make the sapplings a minetweaker script and just let the player make them themselves. Better than having lively rubber trees growing in dead biomes
L377[17:47:49] <Shambling> chicken before the egg situation though, I want it to require rubber to make a rubber sappling :P
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L390[19:35:22] <ghz|afk> OOPS
L391[19:35:54] <ghz|afk> I just noticed I left a debug print (I use .warn since I can't be bothered to have special log4j settings in my dev env XD) on one of my mods
L392[19:36:43] <ghz|afk> oh well, next release won't have it.
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L395[19:54:32] <SkySom> ghz|afk, I did that way too many times before I got to the point where I added specific log methods that checked if I was in dev mode lol
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L411[21:10:31] <Denyol> Block.isFullCube() is deprecated, whats the replacement?
L412[21:13:04] <Denyol> oh nvm
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L417[22:08:31] <The_Fireplace> Hey, after watching cpw's video tutorial on setting up Forge for IDEA(Developing Forge itself, not Forge mods), I get the following crash when I try to run Forge Client: http://paste.ubuntu.com/24017800/
L418[22:08:59] <The_Fireplace> Anyone know how to avoid this?
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L420[22:09:32] <The_Fireplace> This is the video, in case anyone wants to know: http://paste.ubuntu.com/24017800/
L421[22:09:40] <The_Fireplace> Wait, URL didn't copy. One sec
L422[22:09:48] <The_Fireplace> https://www.youtube.com/watch?v=yanCpy8p2ZE
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L427[22:29:25] ⇨ Joins: Lathanael|Away (~Lathanael@p549612EB.dip0.t-ipconnect.de)
L428[22:51:26] <The_Fireplace> Nvm, found a fix. https://github.com/MinecraftForge/MinecraftForge/issues/3527#issuecomment-266207412
L429[22:51:48] *** Denyol is now known as Denyol[Away]
L430[23:04:51] *** cpw is now known as cpw|out
L431[23:11:53] ⇦ Quits: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net) (Ping timeout: 206 seconds)
L432[23:25:20] ⇨ Joins: Ashindigo_ (uid202308@id-202308.hathersage.irccloud.com)
L433[23:38:36] <The_Fireplace> Nvm again, that doesn't seem to have worked.
L434[23:47:02] <The_Fireplace> Nvm yet again. Using rebuild project fixed it. I'm just going to leave now. Sorry for soo many messages.
L435[23:47:08] ⇦ Parts: The_Fireplace (The_Firepl@Im.Firing.My.Layza.PanicBNC.us) (Leaving))
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