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L1[00:00:12] <mezz> if you have one
"manager" class handle the input/output/push/pull then it
will not build up the stack
L2[00:00:41] <tterrag> yeah, you need to
simulate a stack (and prevent your own overflow)
L3[00:00:47] <tterrag> using the JVMs is
going to be impossible
L4[00:00:58] <drazuam> Yeah, I'm doing
something like that right now for my output signals, but to do it
for my input signals would mean a near restructure :(
L5[00:01:22] <osum4est> tterrag, ok, then
once it's transform is nothing, then what?
L6[00:01:26] <drazuam> I mean dont get me
wrong, I'm going to do it
L7[00:01:30] <drazuam> just sucks lol
L8[00:01:33] <tterrag> osum4est: not sure
what you're asking
L9[00:01:51] <mezz> it will definitely take
some redesign yeah, just one of those things you'll run into
designing your own programming language heh
L10[00:02:06] <drazuam> mmmhm
L11[00:02:25] <osum4est> tterrag, sorry, i
guess i don't know why we have to set its transform to
nothing
L12[00:02:50] <tterrag> because it will be
baked into the model
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L14[00:04:06] <osum4est> but will it not be
transformed later by handlePerspective?
L15[00:04:21] <tterrag> it will be. but if
you return null...
L16[00:04:41] <tterrag> you need to use
your "generated" overlay in the GUI perspective. for all
other perspectives, what you are doing now is fine
L17[00:05:01] <tterrag> in fact, does the
overlay need to show at all anywhere but the GUI?
L18[00:05:05] <osum4est> but if i return
null then the blocks wont be transformed?
L19[00:05:58] <tterrag> uhh sorry. not
null, but the normal model's transform
L20[00:06:10] <tterrag> your overlay will
have the inverse of that transform baked into it, resulting in a
net transform of the identity
L21[00:06:14] <tterrag> (i.e.
nothing)
L22[00:06:37] <osum4est> ohhh, so dont bake
the transform nothing, bake the transform thats the inverse of the
item
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L24[00:07:03] <osum4est> sorry, thought
before you were saying nothing as in no transform at all
L25[00:07:55] <tterrag> I was being
unclear, sorry
L26[00:08:25] <osum4est> nah its fine.
alright well i think i should be able to make this work. thanks for
all the help!!! going to bed now
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L28[00:15:25] <drazuam> regarding the stack
overflow issue, is there a safe number of layers for
recursion?
L29[00:15:28] <drazuam> like 15?
L30[00:15:34] <drazuam> something I can
hard code?
L31[00:20:51] <tterrag> it's not a
constant
L32[00:22:09] <drazuam> Right, but is there
any safe range?
L33[00:22:21] <drazuam> I mean
theoretically I suppose there isn't a 100% safe range
L34[00:22:43] <drazuam> but if a server has
a 0.00000001% chance of crashing with 10 layers of recursion I
wouldn't mind that
L35[00:22:59] <immibis> non-recursive code
uses way more than 10 layers of recursion
L36[00:23:02] <immibis> so use that if you
want
L37[00:23:18] <drazuam> cool
L38[00:23:45] <drazuam> thanks for the
advice btw, I'm a little new to the scene ;)
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L54[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170302 mappings to Forge Maven.
L55[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170302-1.11.zip
(mappings = "snapshot_20170302" in build.gradle).
L56[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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L81[04:47:38] <DiscworldZA> is there an
easy way to get the recipe of an item?
L82[04:48:06] <gigaherz_> sortof
L83[04:48:10] <DiscworldZA> if i have the
end result how do i get the recipe*
L84[04:48:19] <gigaherz_> you have to list
all the recipes, and see if the result matches
L85[04:48:22] <gigaherz_> however
L86[04:48:22] <DiscworldZA> without looping
through the whole list XD
L87[04:48:33] <gigaherz_> you can't, not
without looping
L88[04:48:38] <DiscworldZA> eh
L89[04:48:39] <DiscworldZA> messy
L90[04:48:40] <gigaherz_> even if you do
loop
L91[04:48:49] <gigaherz_> it won't work for
dynamic recipes
L92[04:48:55] <DiscworldZA> dynamic
recipes?
L93[04:49:19] <gigaherz_> yeah like,
recipes that don't have a predefined output
L94[04:49:23] <gigaherz_> and it's computed
based on the inputs
L95[04:51:01] <DiscworldZA> meaning damage
repair by adding two items?
L96[04:51:08] <gigaherz_> or banners
L97[04:51:12] <gigaherz_> or anything like
that
L98[04:51:22] <gigaherz_> I have a mod
where
L99[04:51:29] <gigaherz_> you make a ring
or wand
L100[04:51:32] <gigaherz_> and you cna put
a gem on it
L101[04:51:48] <DiscworldZA> do you use a
custom crafting handler?
L102[04:51:52] <gigaherz_> the result
depends on which gem (type, quality, etc)
L103[04:52:06] <gigaherz_> and how much
magic was contained in the gem used as input
L104[04:52:17] <gigaherz_> also
L105[04:52:28] <gigaherz_> this is how my
WIP magic mod handles scanning recipes
L107[04:52:34] <gigaherz_> for deciding
how much magic each item is worth
L108[04:52:41] <gigaherz_> bb in a bit,
lunchtime
L109[04:52:49] <DiscworldZA> :)
L110[04:56:42] <DiscworldZA> how about
searching for the recipes i need on startup and caching them
seperately? that would make a shorter list to loop at
runtime?
L111[04:57:45] <TechnicianLP> why do you
need the recipe?
L112[04:57:46] <Ashindigo_> i wonder if
you could offload it to another thread without causing cme's
L113[04:59:04] <DiscworldZA> TechnicianLP
an Entity must be able to craft an item, with the required
resources..
L114[05:03:57] <DiscworldZA> Since MC
works with alot of json now...is there an easy way of loading my
own json files?
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L153[07:48:43] <Shambling> I love how all
the google searches for minecraft modding discord channels end up
with "there's a ton out there already you dummy" and yet
none are ever mentioned or linked
L155[07:49:40] <Ashindigo_> But we have
irc!
L156[07:49:58] <gigaherz_> this site found
ThePsionic's server ;P
L157[07:50:10] <Shambling> I want access
to all the geniuses. :)
L158[07:50:20] <fry> ALL THE
GENIUSES
L159[07:50:21] <gigaherz_> ask in
reddit?
L160[07:50:32] <gigaherz_> also the
geniuses are here
L161[07:50:41] <Shambling> that will
literally get me a "don't you know them all already, we posted
about them months ago, noob"
L162[07:50:41] <gigaherz_> anyone who
doesn't join irc is obviously sub-par in geniusness
L163[07:50:43] <fry> join the mailing
list. :D
L164[07:50:50] <Shambling> oh god a
mailing list
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L166[07:51:02] <Shambling> we're actively
trying to kill our listserv at work
L167[07:51:04] <gigaherz_> coudl be worse:
it could be a newsgroup
L168[07:51:04] <gigaherz_> ;P
L169[07:51:16] <fry> why would you kill
it? it actually works :P
L170[07:51:20] <Shambling> I think the
librarians are literally the only group that still uses it
L171[07:51:55] <Shambling> and its quite
expensive to maintain the license, as it doesn't work with our
exchange server directly... or it does... I haven't bothered
figuring that out, as thats the network admnis job
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L173[07:54:40] <Shambling> bad typing from
carpal tunnel wrist things today, my apologies
L174[07:55:02] <Shambling> really bad neck
pain, and not sure if its the carpal tunnel coming back, or bed
springs
L175[07:55:14] <gigaherz_> I hate spring
beds
L176[07:55:28] <Shambling> I'm thinking of
getting one of those fancy floor futons
L177[07:55:30] <gigaherz_> I always get
latex
L178[07:55:38] <Shambling> latex
matress?
L179[07:55:44] <gigaherz_> yup
L180[07:55:56] <Shambling> my father is
allergic to latex, so with me getting old, who knows I might
develop an allergy too
L181[07:55:57] <gigaherz_> not cheap,
though
L182[07:56:06] <Shambling> I gotta look
that up, enver heard of latex matress
L183[07:56:09] <fry> can you eat bananas?
:P
L184[07:56:15] <gigaherz_> what about
memory foam?
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L186[07:56:27] <gigaherz_> although those
also need springs for rigidity
L187[07:56:56] <Shambling> I love bananas,
so yet
L188[07:57:03] <fry> then you're most
likely not allergic to latex :P
L189[07:57:11] <Shambling> nope
L190[07:57:22] <Shambling> I'm just saying
my luck I'd get allergic in the next 3 year
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L192[07:58:56] <IoP> so many missed
puns!
L193[07:58:57] <Shambling> eeek, 1200 for
a twin
L194[07:59:11] <Shambling> thats like... 6
doctor office visits :P
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L199[08:05:41] <Shambling> I was looking
at the ghost mattress, that is memory foam surrounded by latex, and
its like 1/3rd the cost. hrmmm
L200[08:05:55] <Shambling> well anyways,
that has nothing to do with programming, and Now I've forgotten
what I was going to code today
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L203[08:10:52] <Shambling> did notch ever
release a version of minecraft that had the gears implemented
instead of redstone?
L204[08:11:05] <Shambling> I swear I saw a
preview picture of it once, but don't remember if it was ever a dev
version
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L206[08:11:18] <gigaherz_> if there was, I
haven't seen it
L207[08:11:22] <fry> even if he did, you
probably don't want to look at that code now :P
L208[08:11:55] <Shambling> no no, wanted
to steal the graphic
L209[08:12:06] <Shambling> do you know how
much a pain it is to get a pixel perfect cog an gear design that
interlocks? lol
L211[08:12:22] <gigaherz_> do you have a
screenshot of that?
L212[08:12:40] <fry> looking at the
current MC graphics, it probably didn't interlock properly :D
L213[08:13:15] <gigaherz_> you could make
the gears into actual 3d models, and perform angle
computations
L214[08:13:15] <gigaherz_> ;P
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L216[08:13:50] <Shambling> wow, look at
the bickering on this wiki page
L218[08:14:01] <Shambling> I do have
access to revit
L219[08:14:18] <Shambling> I forget if its
revit or one of the other autodesk programs that does gears
well
L220[08:14:19] <h5h77> talking about
gears, what ever happened to gears in modded minecraft
L221[08:14:40] <h5h77> they were seemingly
everywhere in 1.7.10, or was that just ftb infinity?
L222[08:14:49] <gigaherz_> gears as
crafting items?
L223[08:14:53] <h5h77> yeah
L224[08:15:05] <gigaherz_> I guess
buildcraft still uses them
L225[08:15:12] <gigaherz_> and possibly TE
when it's finished for 1.10
L227[08:16:04] <gigaherz_> Shambling: I'd
have a blockstate bit for even/odd
L228[08:16:14] <gigaherz_> so that two
neighbouring gears have to be different oddness
L229[08:16:24] <gigaherz_> and it refuses
to place if it can't satisfy ;P
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L231[08:16:33] <Shambling> unless you use
a hammer
L232[08:16:41] <Shambling> and smash it
into place, like I do when repairing printers
L233[08:16:43] <Shambling> :P
L234[08:16:46] <gigaherz_> lol
L235[08:16:56] <h5h77> if you circle four
gears around a block you can make a perpetuum mobile
L236[08:17:08] <Shambling> actually its
more a pair of needlenose and its more a pulling out on the rod so
that they align with the marks
L237[08:17:16] <Shambling> but I'd like to
use a hammer on them most of the time
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L239[08:18:30] <gigaherz_> anyhow if you
choose a number of... thingies on the gear, that mkes it so that
like, when horizontal is a "hole", the vertical is a
"bump"
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L241[08:18:55] <gigaherz_> then the
oddness is amatter of +90 degrees on the initial state
L242[08:18:59] <h5h77> teeth?
L243[08:19:02] <gigaherz_> teeth.
L244[08:19:20] <fry> the only teeth, that
can chew other teeth
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L246[08:22:11] <Kruptein> so I'm porting
stuff from 1.8.9 to 1.11.2 and I noticed that if I place a certain
of our custom blocks and try to acces its gui the game crashes.
However reloading the world I can access the gui of that same block
just fine.
L247[08:22:25] <Kruptein> Does someone
have an idea where I probably forgot something ?
L248[08:22:43] <h5h77> well what's the
crash error?
L249[08:22:56] <Kruptein> it crashes deep
in updateLighting, moment ill post it
L251[08:23:49] <Kruptein> (you can ignore
the model errors at the start ;))
L252[08:24:06] <Kruptein> so from line
500ish
L254[08:26:07] <gigaherz_> 1.11 has
NonNullLists
L255[08:26:14] <gigaherz_> for
ItemStacks
L256[08:26:21] <gigaherz_> so if you try
to add/set null to one
L257[08:26:24] <gigaherz_> it will crash
like that
L258[08:26:42] <Kruptein> yeah I caught
wind of that, but I'm not sure where I give it a nonnullist
L259[08:26:55] <gigaherz_> something is
setting an inventory slot to null
L260[08:26:57] <gigaherz_> that's
invalid
L261[08:27:03] <gigaherz_> you need to use
ItemStack.EMPTY
L262[08:27:58] <gigaherz_> and similarly,
for testing if a slot is empty, you use .getCount() > 0 or
.isEmpty()
L263[08:28:00] <Kruptein> yeah I think I
found the culprit
L264[08:28:09] <Kruptein> I was just
looking in the wrong place
L265[08:28:21] <Kruptein> given that it
worked when loading the world but not when recently placed
L266[08:28:29] <Kruptein> I thought it had
something to do with my onItemUse code or something
L267[08:28:30] <Kruptein> thanks!
L268[08:34:33] <Kruptein> yeah it works
now
L269[08:34:41] <gigaherz_> :)
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L276[08:45:57] <Shambling> so related
question to the gears, if I am trying to make an entity such as a
furnace produce more product per cycle, should I just wait until
the cycle is complete and place a duplicate in the output
inventory, or should I attach to the logic and change the logic per
cycle?
L277[08:47:06] <Shambling> I've seen some
mods do similar, and they just throw the extra product on the
ground
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L281[08:49:53] <h5h77> hm. i forked forge
on github and sent a pull request from the main branch, but now i
want to send an unrelated pull request and I've already tainted the
main branch. Lesson learned for next time, but is there any way to
do this without wrecking my existing PR?
L282[08:50:37] <fry> there's nothing
special about the "main branch"
L283[08:50:43] <fry> (mostly)
L284[08:50:56] <fry> push another branch,
make a PR out of that :P
L285[08:51:16] <h5h77> right, but it'll
include the changes of my previous PR
L286[08:51:32] <IoP> branch from origin's
master
L287[08:51:36] <fry> ^ :P
L288[08:52:03] <h5h77> oh, thanks. Sorry I
usually only ever use gits most basic functions
L289[08:52:09] <fry> git checkout
origin/1.11.x; git checkout -b my_new_fancy_branch
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L291[08:53:53] <h5h77> thank you fry
L293[08:57:12] <Shambling> if I want to
code it though, I should probably take 1.11.2 itemstack changes
into account for nonnull though
L294[08:57:45] <gigaherz_> that looks like
1.11 code ;P
L295[08:58:08] <gigaherz_> and it's quite
ugly code
L296[08:59:18] <h5h77> is it valid to do
== checks with ItemStack.EMPTY?
L297[08:59:34] <gigaherz_> no
L298[08:59:39] <Shambling> ok so I'll look
over it in the bare minimum and figure out my own method and
hopefully be clean about it
L299[08:59:39] <h5h77> i thought so
L300[08:59:47] <gigaherz_> because an
itemstack that has been decreased to 0 count
L301[08:59:58] <gigaherz_> will also
.equals to true
L302[09:00:03] <gigaherz_> but it won't ==
to true
L303[09:00:10] <h5h77> yep that's what i
thought
L304[09:00:15] <h5h77> so at the very
least that should be fixed in that code
L305[09:01:34] <h5h77> also inverting some
of those conditions and just returning would stop the endless
nesting
L306[09:02:19] <Shambling> what the heck
does if(furnace.getField(2) > 198) mean? I assume field 2 is the
output, but what is 198 as a value?
L307[09:02:50] <Shambling> is that just
the weird way vanilla furnace code works? :o
L308[09:03:05] <h5h77> it might be burn
time without looking at the code
L309[09:03:17] <h5h77> yeah it is
L310[09:03:25] <Shambling> ah ok
L311[09:04:04] <Shambling> I'm assuming
that is ticks, and average burn time for 1 regular ore is 10
seconds?
L312[09:04:57] <h5h77> I'm assuming this
function gets called from update(), right?
L313[09:05:05] <h5h77> so each time
update() gets called, that's a tick
L314[09:05:07] <Shambling> looks about
right, as one coal will burn 8 ingots, and burn time of coal is
1600 ticks
L315[09:05:10] <h5h77> the rest you can
figure out pretty easily
L316[09:06:13] <Kruptein> should a 1.8.9
save still work in 1.11.2 ? :p
L317[09:06:34] <Kruptein> I tried opening
our tutorial map and got this crash dpaste.com/00RTWRW
L318[09:07:33] <gigaherz_> did you try
again?
L319[09:07:48] <gigaherz_> it COULD be
corrupted
L320[09:07:53] <gigaherz_> but yes, saves
SHOULD work
L321[09:08:01] <gigaherz_> Ithink.
L322[09:08:07] <Shambling> I seriously
hope our server room isn't running off extension cords and a
generator right now
L323[09:08:09] <Kruptein> let me try again
with a clean copy
L324[09:08:15] <Kruptein> could be that I
tainted it in the meanwhile
L325[09:08:20] <Shambling> just let the
thing be down while the power company fixes our poles :O
L326[09:09:06] <Shambling> and yes, in New
york, in the united states, we use utility poles, instead of
burying power :P
L328[09:11:10] <h5h77> but admittedly not
in the city
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L330[09:11:54] <Kruptein> hm with a clean
copy it first complains that minecraft:lit_furnace does not exist
anymore
L331[09:12:03] <gigaherz_> yes, ignore
that
L332[09:12:12] <gigaherz_> minecraft
upgrades the save format itself, but forge doesn't know
L333[09:12:13] <Kruptein> and there seem
to be some commandblocks that cant process their input
anymore
L334[09:12:29] <Kruptein> I get the
visuals of our world
L335[09:12:32]
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L336[09:12:36] <Kruptein> but then crash
on those updateLighting methods
L337[09:13:02] <Kruptein> this is gonna be
a tough one to locate I think :p I guess I'll first try to see if
eveyr single block works as expected
L338[09:13:06] <Kruptein> in new
worlds
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L349[10:36:47] <Kruptein> can faulty
commandblock inputs cause a world crash ?
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L355[11:12:45] <Shambling> do people still
use recursive method calls in java? is there a more performance
oriented way of doing it? I want to set up a spreading fractal
pattern of block spread, but I also want it to only happen on
certain tick calls. Just wondering if there is a better way of
doing it than to have a method call itself with a generation
varaible being passed per call
L356[11:13:11] <IoP> still use?
L357[11:13:35] <Shambling> most of the
theory of programming I learned in 1997-2004, so I didn't know if
someone invented a better method than recursion that does the same
thign :P
L358[11:13:58] <IoP> That question does
not make any sense. Recursion is sensible only with tail call
optimization
L359[11:15:55] <Shambling> hrmmm I think
the tail call optimization is my reference of passing generations
to the recursion
L360[11:16:27] <Shambling> I might still
come up with something that is a single for loop with modifications
per call, rather than recursive calls though
L361[11:17:02] <Shambling> just want to
generate blocks that spread per world tick, but only for a certain
number of generations. I.e. max generations = 10, that means that
after generating 9 blocks, the 9th could only generate one more and
then the method would end
L362[11:19:29] <Shambling> so I guess my
decision at this point is, should I generate by only replacing
naturally placed blocks, or should I consider replacing air blocks
as well... I think I'll have it only replace generated blocks,
similar to how enderman pick up blocks
L363[11:21:30] <Shambling> crud, if I
don't do it right though, this could cause rampant chunk
loading
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L366[11:26:11] <Intektor> is there a way
of opening a gui when clicking on the chat
L367[11:26:15] <Intektor> with
clickAction
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L371[11:29:10] <Shambling> I know thas the
wrong forge version
L372[11:29:35] <Shambling> scroll to about
half way, talks about clicking on something in chat to go to a
version update
L373[11:30:12] <Shambling> its the
subscribeable onEvent call part
L374[11:30:48] <Shambling> did you find it
alright?
L375[11:30:56] <Intektor> yeah
L376[11:31:04] <Intektor> but you can only
open a webpage
L377[11:32:14] <Shambling> hmmm... well
I'm sure you can call the openGui instead of opening the URL
L378[11:32:47] <Shambling> sorry guess it
wasn't a super great example, just what I recalled and found
quickly
L379[11:33:22] <Intektor> I am a hundret
percent sure that minecraft has that shot hardcoded
L380[11:36:34] <Intektor>
GuiScreen:394
L381[11:36:35] <Shambling> maybe a
transparent overlay in the position of hte text you want to print,
and have that clickable?
L382[11:36:49] <Intektor> ofcourse mojang
hardcodes that
L383[11:37:28] <Shambling> its weird that
it would be hardcoded to open a URL, since I don't think I've ever
seen a clickable URL in vanilla minecraft
L384[11:37:54] <Intektor> just type a link
in minecraft chat
L385[11:37:58] <Intektor> then you can
click it
L386[11:38:06] <Intektor> maybe I can use
this runCommand shit
L387[11:38:17] <Intektor> I mighht be able
to run a command, that opens a gui for me
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L389[11:38:42] <Intektor> sorry, but
hardcoding pisses me off :/
L390[11:38:55] <Shambling> must be they
use it for server advertising? o.0
L391[11:39:20] <Shambling> could always
@override it ;D
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L405[12:27:02] <DiscworldZA> Since mc uses
alot of json now..is there and easy way to load my own custom json
files? or do i have to write a filereader handler myself?
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L407[12:27:15] <ghz|afk> mc uses
GSON
L408[12:27:20] <ghz|afk> you can use the
lib too
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L410[12:27:33] <ghz|afk> you can provide
custom deserializers, or use the automatic system
L411[12:27:56] <ghz|afk> just look up a
tutorial for GSON itself (no need for it to be mc-oriented)
L412[12:28:11] <DiscworldZA> cool yeah ive
been looking into GSON
L413[12:28:46] <IoP> If you use standard
datatypes just write datalclasses and run deserializer
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L415[12:28:53] <DiscworldZA> do you know
of an open source mod that does that? so i can get an idea?
L416[12:29:55] <IoP> Foo targetObject =
new Gson().fromJson(json, Foo.class);
L417[12:29:59] <IoP> there ^
L418[12:29:59] <McJty> DiscworldZA,
rftools dimensions has its dimlet configuration in a json
L419[12:30:07] <McJty> RFTools control
uses json to serialize its programs
L420[12:30:32] <ghz|afk> ah hey McJty, I
wanted to ask you something ;P
L421[12:30:42] <DiscworldZA> IoP i would
still have to read the json from file myself
L422[12:30:56] <ghz|afk> I'm using
elevators on a 1.10.2 modpack, and the top floor doesn't show the
elevator name on the screens, is that fixed?
L423[12:30:56] <ghz|afk> ;P
L424[12:31:09] <McJty> ghz|afk, it should
be yes
L425[12:31:13] <ghz|afk> thought so.
L426[12:31:25] <ghz|afk> the modpack is
just out of date then ;P
L427[12:31:27] <McJty> That was a bug that
I fixed about a month or so ago so if that modpack isn't updated
then it might still be there
L428[12:31:33] <McJty> Or can be less then
a month
L429[12:31:35] <McJty> Not 100% sure
L430[12:31:56] <ghz|afk> yep
L431[12:32:06] <ghz|afk> doens't matter, I
just wanted to confirm it was reported and fixed ;p
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L434[12:35:48] <DiscworldZA> McJty could
you point me to the implementation? cant seem to find it it the
repo?
L436[12:37:34] <McJty> That's the
serialization in rftools control
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L438[12:40:22] <DiscworldZA> McJty how do
you write it to and from file?
L439[12:40:36] <McJty> Well that's just
basic file IO of the resulting string
L440[12:40:40] <McJty> But I don't do that
there actually
L441[12:41:23] <DiscworldZA> so you handle
the IO yourself?
L442[12:41:33] <McJty> Well in this
example I don't have IO
L443[12:41:40] <McJty> This json is for
putting to the clipboard
L444[12:44:19] <DiscworldZA> Yeah, but i
would have to handle IO myself? should it be in the assets
folder?
L445[12:45:12] <McJty> Well that fully
depends on what you want to do
L446[12:45:31] <McJty> If it is config
related you can probably put it in the config dir
L447[12:45:36] <McJty> Together where the
normal mod configs are
L448[12:45:45] <DiscworldZA> load a list
of item names on load and parse them into a cache
L449[12:45:47] <McJty> If it is per-world
you probably have to put it in the save folder
L450[12:47:06] <fry> what sort of data are
you loading?
L451[12:47:07]
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L452[12:47:21] <DiscworldZA>
"minecraft:plank" those ones
L453[12:47:43] <fry> I mean in
general
L454[12:47:50] <fry> what's it for?
:P
L455[12:50:17] <DiscworldZA> i want to
make a json file which allows me to tell an entity which items its
allowed to craft
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L459[12:58:12] <DiscworldZA> fry am i
approaching what i want to do that right way?
L460[12:58:27] <DiscworldZA> the right
way*
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L462[13:02:22] <fry> probably
L463[13:03:06] <fry> I was thinking of
suggesting using resources, but then I remembered that they're not
present on he server
L464[13:03:09] <fry> *the
L465[13:03:40] <Corosus> yeah seems like a
solid way to approach it to me
L466[13:04:34] <DiscworldZA> Corosus where
do i put the file?
L467[13:04:46] <Corosus> whip up that json
file and data class and load it with the fromJson strat, easy to
turn item string to item instance, for entity i guess just
reference the registered name to get class from that
L468[13:04:53] <ghz|afk> DiscworldZA: is
it per-world, or per-instance?
L469[13:05:14] <DiscworldZA> should be
per-instance...should not differ from world to world
L470[13:05:17] <Corosus> you could put it
in the typical config folder, maybe a new folder for your mod so
you dont make a mess of the config folder
L471[13:05:21] <ghz|afk> then the config
folder
L472[13:06:04] <DiscworldZA> so add my own
folder to the config folder and save it there?
L473[13:06:23] <ghz|afk> if there's going
to be more than one file,yes
L474[13:06:28] <ghz|afk> if it's just one,
you can just name it after your mod
L475[13:06:32] <DiscworldZA> there should
be
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L482[13:32:21] <DiscworldZA> if i have a
list of EntityLiving's connected to a tile entity, how can i save
which entity's belong to which tile entity using NBT?
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L484[13:38:19] <ghz|afk> DiscworldZA: many
ways
L485[13:38:24] <ghz|afk> you can store it
in the TE, or in the Entity
L486[13:39:01] <ghz|afk> if you have the
info in the TE, you c an just write the entity (persistent?) ids
(or the uuids? not sure right now)
L487[13:39:03] <ghz|afk> or
L488[13:39:19] <ghz|afk> you can keep the
info in each entity, to know what TE they are attached to
L489[13:39:30] <ghz|afk> and then they can
just notify the TE when they load
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L491[13:45:14] <DiscworldZA> saving the
TileEntity's BlockPos in the Entity seems the safest?
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L493[13:46:00] <DiscworldZA> then notify
the TE when loading to be readded
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L498[13:54:23] <DiscworldZA> ghz|afk i
guess presistent entities are not loaded if their chunks arent
loaded?
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L500[13:57:59] <ghz|afk> Disconsented:
nope
L501[13:58:08] <Disconsented> what?
L502[13:58:11] <ghz|afk> oops
L503[13:58:13] <ghz|afk>
DiscworldZA*
L504[13:58:26] <ghz|afk> stupid nicknames
sharing 4 letters of the beginning
L505[13:58:40] <ghz|afk> and stupid mirc
for making completion alphabetical and not most-recently-seen
first
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L508[14:01:09] <DiscworldZA> is there a
way to make them chunkloaded? or should i do that around the
tileentity?
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L521[14:19:25] <DiscworldZA> ghz|afk uhmm
how can i notify the TE onload when the readfromnbt has not been
called yet?
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L524[14:25:39] <diesieben07> DiscworldZA,
what? :D
L525[14:26:23] <DiscworldZA> diesieben07
im trying to save a TE's location to an entities NBT..then when the
Entity loads again notify the TE of the entities existence
L526[14:26:28] <DiscworldZA>
entity's
L527[14:26:49] <diesieben07> ok, sounds
reasonable.
L528[14:26:50] <diesieben07> and?
L529[14:27:06] <DiscworldZA> So when the
Entity loads...it calls the contructor right?
L530[14:27:20] <diesieben07> yes, it calls
the one with World parameter
L531[14:27:54] <DiscworldZA> problem is
the readnbt has not been called so the TE i want to notify has not
yet been loaded?
L532[14:28:07] <diesieben07> ehhh
L533[14:28:13] <diesieben07> the TE
loading has nothing to do wiht readNbt?!
L534[14:28:27] <DiscworldZA> Entity's
readnbt*
L535[14:28:39] <diesieben07> still doesn't
have anything to do with the TE
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L537[14:29:12] <DiscworldZA> but the TE's
location can only be retrieved from reading the NBT which has not
been done when the Entity constructs
L538[14:29:27] <diesieben07> yes
L539[14:29:31] <diesieben07> and?
L540[14:29:37] <diesieben07> don't notify
the TE in the constructor then.
L541[14:29:42] <diesieben07> do it in
onUpdate or something
L542[14:30:16] <DiscworldZA> seems abit
messy?
L543[14:31:02] <diesieben07> you could use
EntityJoinWorldEvent
L544[14:32:19] <diesieben07> or, catch-all
solution is EntityEvent.EnteringChunk
L545[14:32:30] <diesieben07> actually
nvm
L546[14:32:33] <diesieben07> that was
stupid of me
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L548[14:34:06] <DiscworldZA> does Events
still work like 1.7 now?
L549[14:34:09] <DiscworldZA> do*
L550[14:34:13] <DiscworldZA> damn i need
sleep XD
L551[14:34:20] <diesieben07> Yes,
basically
L552[14:34:47] <killjoy> only difference
is the fml bus was merged with forge's
L553[14:36:27] <ghz|afk> (there's a few
more minor differences also, but minor)
L554[14:36:55] <DiscworldZA> Events go
both client and server side?
L555[14:37:09] <killjoy> depends on the
event
L556[14:37:10] <diesieben07> some events
fire on one side, some on bpth
L557[14:37:35] <DiscworldZA> but the
EventHandler should be registered to the Bus on both sides?
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L559[14:37:49] <diesieben07> again,
depends on the event.
L560[14:37:56] <diesieben07> and what you
want to achieve.
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L563[14:41:53] <DiscworldZA> ill throw it
in both sides for now and see which side it fires
L564[14:42:06] <killjoy> which
event?
L565[14:42:14] <DiscworldZA>
EntityJoinWorldEvent
L566[14:42:32] <killjoy> mihgt be easier
to find the relevant patch
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L568[14:42:36] <LatvianModder> is there a
good way to freeze a player?
L569[14:43:01] <LatvianModder> to block
his movement basically
L570[14:43:05] <DiscworldZA> killjoy
relevant patch?
L571[14:43:07] <killjoy> LatvianModder,
cancel playermoveevent
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L573[14:44:07] <diesieben07> DiscworldZA,
EJWE fires on both sides
L574[14:44:12] <diesieben07> but you only
want server here.
L575[14:44:13] <killjoy> That's both
L576[14:44:16] <diesieben07> so check
!world.isRemote
L577[14:44:21] <killjoy> patches in both
World and WorldServer
L578[14:45:17] <LatvianModder> killjoy:
you mean LivingUpdateEvent?
L579[14:45:27] <killjoy> maybe
L580[14:45:29] <killjoy> idk
L581[14:46:33] <DiscworldZA> this is
correct right? MinecraftForge.EVENT_BUS.register ?
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L583[14:47:12] <diesieben07> Yes
L584[14:47:36] <killjoy> It's a good bet
that whatever events you want, that's the bus to use
L585[14:47:48] <killjoy> there's a couple
exceptions, but for the most part...
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L589[14:58:54] <DiscworldZA> cool thanks
for the help guys much appreciated
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L598[15:15:51] <Waterpicker> Hello
everybody.
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L602[15:29:37] <killjoy> hello
Waterpicker
L603[15:30:13] <Waterpicker> Working on a
paper to explain to my professor why a networking project can be
done with a minecraft mod.
L604[15:30:43] <Waterpicker> Basically
explaining the basics of how the game's netowrking works and such.
Going into why implmentation of more complex ideas requires custom
network stuff. ^^
L605[15:31:21] <PaleoCrafter> depending on
how widely you use the term "network", a simple ME/RS
system might suffice as well? :P
L606[15:31:39] <killjoy> as in routers,
switches, hubs?
L607[15:32:03] <Waterpicker> No
modding.
L608[15:32:03] <killjoy> oh, that's not
networking
L609[15:32:14] <killjoy> that's just
i/o
L610[15:32:20] <killjoy> pretty high
level
L611[15:33:46] <Waterpicker> Well.
Still...
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L613[15:34:02] <killjoy> what class is
this for?
L614[15:34:49] <ghz|afk>
"Networking." ;P
L615[15:35:02] <killjoy> as in
net-126?
L616[15:35:18] <ghz|afk> Waterpicker: what
LEVEL are you working with?
L617[15:35:19] <ghz|afk> I mean
L618[15:35:27] <ghz|afk> at my networking
class
L619[15:35:29] <killjoy> mc is level 4
stuff
L620[15:35:33] <ghz|afk> we worked at TCP
level
L621[15:35:34] <Waterpicker> Fundamentals
of data communications; topologies and transmission media; protocol
architecture; LAN, MAN,
L622[15:35:34] <Waterpicker> and WAN
L623[15:35:34] <Waterpicker> systems;
network design issues
L624[15:35:34] <Waterpicker> .
L625[15:35:37] <ghz|afk> or even
lower
L626[15:35:38] <Waterpicker> Level
4?
L627[15:35:38] <killjoy> level 1 being
wire
L628[15:35:59] <killjoy> See IP/TCP
protocol
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L630[15:36:19] <killjoy> what sort of
stuff have you done?
L631[15:37:05] <ghz|afk> the networking
class at my uni, we worked with linux, but, the linux was in a
virtual machine, inside a windows xp computer
L632[15:37:17] <ghz|afk> and that virtual
machine was non-persisting
L633[15:37:24] <IoP> which year was
that?
L634[15:37:24] <ghz|afk> so that any file
you put in it would reset when you shut duwn
L635[15:37:32] <killjoy> We just used
Cisco IOS
L636[15:37:34] <IoP> just after inventing
fire?
L637[15:37:37] <ghz|afk> and the linux
room was locked
L639[15:37:46] <ghz|afk> because the IT
people thought linux == hackers
L640[15:38:13] <ghz|afk> IoP: the rest of
the computers had windows 7 in them
L641[15:38:15] <Waterpicker> My project
has to fit one of three categatories. ><
L642[15:38:17] <killjoy> it's not locked
down enough
L643[15:38:36] <IoP> ghz|afk: better than
teacher of mine in high school. He thought that linux == warez
box
L644[15:38:40] <killjoy> for most linux
programs, you don't actually need to "install" it
L645[15:39:10] <killjoy> In high school,
the programming teacher is going to be the coach who teaches it so
he can stay a coach
L646[15:40:20] <Waterpicker> Projects in
system development
L647[15:40:20] <Waterpicker>
L648[15:40:20] <Waterpicker> category
(marked as [DEV]) focuses on developing or implementing a component
or the entirety
L649[15:40:20] <Waterpicker>
L650[15:40:20] <Waterpicker> of a network
system or application that addresses a particular network related
problem.
L651[15:40:30] <Waterpicker> ><
Forgot to remove those breaks.
L652[15:40:41] <killjoy> have you been
working with hardware?
L653[15:40:44] <killjoy> or Cisco Packet
Tracer?
L654[15:40:48] <Waterpicker> No
software.
L655[15:41:51] <Waterpicker> Mostly
lectures and using of online resources like the sharkwire packet
sniffer.
L656[15:42:15] <killjoy> what's the course
id?
L657[15:42:51] <Waterpicker> CPSC
7341
L658[15:44:16] <killjoy> going to
ualr?
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L660[15:44:46] <Waterpicker> Yep.
L661[15:44:48] <killjoy> anyway..
L662[15:45:02] <killjoy> minecraft uses
netty as a backend, so just do it on that
L663[15:45:18] <killjoy> there's more
documentation on it
L664[15:45:27] <killjoy> (which you can
use as sources)
L665[15:48:17] *
Waterpicker nods.
L666[15:48:42] <Waterpicker> Explain what
it is and that minecraft's networking is bult on top of it.
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L668[15:48:59] <killjoy> If you like, you
can use Minecraft as an example of what uses netty, but don't
include any actual code
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L670[15:49:29] <killjoy> don't explain how
minecraft does it. Explain how you would do it
L671[15:49:30] <Waterpicker> I need to
eventually create a project proposal soon
L672[15:49:42] <killjoy> I just wrote
one
L673[15:49:57] <h5h77> hasn't this exact
conversation happened before
L674[15:50:12] <killjoy> about netty or
the project proposal?
L675[15:50:19] <h5h77> both i think
L676[15:50:24] <killjoy> probably
L677[15:50:47] <Waterpicker> Yea. I'm
talking about both.
L678[15:52:47] <killjoy> My point is that
if you bring up Minecraft, you'll seem unprofessional
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L684[15:56:15] <h5h77> it'll probably seem
a little shoehorned in
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L687[16:07:36] <killjoy> Waterpicker, you
may also want to mention jetty.
L688[16:07:51] <killjoy> netty is the
framework, jetty is a servlet container
L689[16:13:29] <Waterpicker> hmmm
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L695[16:33:04] <ghz|afk> has anyone made a
mod that lets you flap the elytra to go up? ;P
L696[16:33:36]
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L697[16:34:34] <Corosus> thats
cheating!
L698[16:34:42] <ghz|afk> depends
L699[16:34:54] <ghz|afk> suppose it takes
hunger when you flap
L700[16:35:01] <ghz|afk> and/or durability
from the elytra
L701[16:35:15] <Lord_Ralex> i thought
fireworks could do that
L702[16:35:16] <Corosus> and RF powered
robo wings!
L703[16:35:17] <ghz|afk> and you get only
a tiny boost
L704[16:35:22] <Lord_Ralex> or was i just
thinking crazy
L705[16:35:23] <ghz|afk> Lord_Ralex: yes
ofc
L706[16:35:27] <ghz|afk> but those are a
pain to craft and carry
L707[16:35:29] <ghz|afk> ;P
L708[16:35:30] <Lord_Ralex> oh, so you
want more stuff
L709[16:35:36] <ghz|afk> I'm talking
modded stuff
L710[16:35:42] <Lord_Ralex> so, what i
just hear is jetpacks ;)
L711[16:35:53] <ghz|afk> yes yes but hta's
boring
L712[16:35:55] <ghz|afk> ;P
L713[16:36:01] <Lord_Ralex> phf, vanilla
items are boring
L714[16:36:05] <ghz|afk> ofc jet-boots
would be awesome
L715[16:36:13] <ghz|afk> or
jetpack-with-elytra
L716[16:36:14] <Corosus> release mod and
call it organic jetpacks
L717[16:36:21] <ghz|afk> but the point
was
L718[16:36:29] <ghz|afk> "why not
flap the wings?"
L719[16:36:55] <Corosus> i will expect a
kickass rendering of wings that flap majestically
L720[16:37:08] <Corosus> also sound byte
of 'KAWW, KAWW'
L722[16:37:42] <ghz|afk> like that, but
ingame? ;P
L723[16:38:12] <Corosus> damn right
L724[16:38:14] <Corosus> gogogo
L725[16:40:36] <ghz|afk> I could play a
game where you are an eagle, right now
L726[16:40:41] <ghz|afk> as in, just
something scenic
L727[16:40:44] <ghz|afk> no need to have
any actual goals
L728[16:40:55] <ghz|afk> I wouldn't mind
just flying around for a while on a procedural landscape
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L731[16:53:05] <Admiral_Damage> Slightly
confused by difference between EnumActionResult's pass and success,
could anyone enlighten me please?
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L733[16:54:39] <tterrag> pass implies
nothing happened, perform normal function
L734[16:54:47] <tterrag> success means
stop further processing
L735[16:55:09] <ghz|afk> Admiral_Damage:
success means play swing animation + stop processing
L736[16:55:19] <ghz|afk> pass means don't
play swing animation and continue with other hand(s)
L737[16:55:32] <ghz|afk> iirc.
L738[16:55:53] <Admiral_Damage> Ah, thank
you, yeah it makes sense. Syntax is a tad confusing with the word
pass meaning pass-go.
L739[16:56:20] <ghz|afk> it's like
L740[16:56:26] <ghz|afk> "Want to
handle the click?" "Pass."
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L742[16:56:42] <Admiral_Damage> Yeah I get
that just, could be skip, or bypass instead lol.
L743[16:56:55] <Admiral_Damage> Well even
then I am wrong, ._. syntax is weird
L744[16:56:59] <ScottehBoeh> For some
reason, my Render Player event handler effects all entities when I
change the rendering Y and scale :o
L745[16:57:05] <ghz|afk> but it's meant as
the answer the item gives
L746[16:57:09] <ScottehBoeh> Best way to
prevent the changes from effecting all entities?
L747[16:57:13] <PaleoCrafter> isn't this
semantics, strictly speaking? :P
L748[16:57:21] <ghz|afk> yes purely
;P
L749[16:58:06] <Admiral_Damage> It's also
nitpicking
L750[16:58:10] ⇦
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L751[16:58:19] <tterrag> ScottehBoeh:
don't apply transforms to the global matrix?
L752[16:58:21] <tterrag> push your
own
L753[16:58:31] <PaleoCrafter> discussions
about semantics devolve into nitpicking most of the time, I think
:P
L754[16:59:47] <ScottehBoeh> Oh... quick
change in my question. It appears to only be effecting the
3rd-person rendering of other entities
L755[17:00:02] <ScottehBoeh> And yes, It
already pushes it's own :)
L756[17:00:38] <PaleoCrafter> do you also
pop it? :P
L757[17:01:27] <ScottehBoeh> Definitely
:o
L758[17:01:47] <ScottehBoeh> I'll run a
few tests and see if I can come up with a solution, might have an
idea on why
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L760[17:04:53] ***
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L761[17:05:00] <Admiral_Damage> While I'm
here, I figured I'd ask about a rendering problem using the model
system. I have a model (obj format) that's main orientation is the
off-hand (left by default in model), scaling the model in the json
works fine for third person but not firstperson, it starts doing
backface rendering.
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L765[17:06:51] <PaleoCrafter> you have a
-1 there :P
L766[17:07:01] <Admiral_Damage> On
purpose....
L767[17:07:18] <PaleoCrafter> well, it
turns it inside out :P
L768[17:07:57] <Admiral_Damage> it
shouldnt, it should just swap the vertices polarity on that axis,
it shouldnt flip/rotate the faces
L769[17:08:25] <Admiral_Damage> It's being
done to flip the model on that axis, and explain to me why it works
as intended on thirdperson but not first person then.
L771[17:09:15] <PaleoCrafter> probably
some state bleeding through which leaves culling disabled in third
person
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L774[17:12:36] <Admiral_Damage> Okay but
are you able to provide a solution which doesn't require me to have
two separate obj model files, or is the model system yet again
lacking functionality?
L775[17:13:11] <Admiral_Damage> After
several hours of reading documentation for the model system, I
don't find any tags for such an ability
L776[17:13:29] <PaleoCrafter> if you scale
negatively along two axes, you might be able to pull it off with an
added rotation
L777[17:16:44] <Admiral_Damage> I'll play
around with that, thanks
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L787[17:38:14] <Shambling> custom pike
animation with that?
L788[17:39:34] <ScottehBoeh> I want to try
and set up variants on holding it yes :)
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L794[17:47:16] <Shambling> awesome
L795[17:47:23] <Shambling> well I wish you
luck
L796[17:47:30] <Shambling> bethesda can't
even release proper spear animations :(
L797[17:47:54] <Shambling> well, not that
they can't, as their modjam showed they could... they just never
delivered :P
L798[17:51:10] <h5h77> i read a bit ago
that capabilities in conjuction with items are bugged right now,
but now I can't find anything on that. Does anyone know if they
are?
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L802[18:14:14] <Intektor> is the font
height in minecraft always the same size?
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L806[18:28:12] <Shambling> dang, pam's
didn't add beat juice.
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L812[18:49:53] <ScottehBoeh> This is
adorable
L813[18:50:04] <ScottehBoeh> (Dwarves and
Elves)
L814[18:51:49] <ScottehBoeh> anyways gnite
all
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L833[20:19:41] ***
Disc|Away is now known as DiscworldZA
L834[20:26:13] <DiscworldZA> should tile
entities be registered both sides?
L835[20:27:40] <TehNut> Yes
L836[20:27:50] <williewillus> the client
would be very confused otherwise
L837[20:28:07] <DiscworldZA> mmhmm then
something weird is wrong XD
L838[20:30:13] <williewillus> what's
happening?
L839[20:30:37] <DiscworldZA> still getting
a Tileentity not registered
L840[20:31:32] <DiscworldZA> preInit or
Init?
L841[20:33:30] <williewillus>
preinit
L842[20:34:03] <DiscworldZA> ah
L843[20:37:08] <DiscworldZA> thats
it
L844[20:45:49] <DiscworldZA> Is there a
way to add specific data to an EntityPlayer?
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L846[20:55:57] <killjoy> I think you use
custom entity data, DiscworldZA
L847[20:56:58] <DiscworldZA> and how do i
do that? XD
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L849[20:58:26] <williewillus>
capabilities
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L852[21:02:05] <DiscworldZA> override the
PlayerCapabilities class?
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L857[21:06:50] <digseraph> Does anyone
know if there's a way (and if so, what that way is) to specify
where on your village building the road should connect to?
L858[21:07:12] <Gaelan> Is it a known bug
that the progress bar jumps around and generally makes no sense on
loading step 7/7?
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L863[21:21:21] <primetoxinz> can particles
not be spawned in a tileentity anymore?
L864[21:21:37] <primetoxinz> in 1.11.2,
that is
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L866[21:22:17] <primetoxinz> I know for
certain this worked in 1.10.2, but it doesn't anymore
L867[21:25:37] <mezz> primetoxinz,
Forestry hives spawn particles in 1.11.2 with no issue
L868[21:25:49] <mezz> it should just
work
L869[21:26:37] <primetoxinz> hmm
L870[21:26:43] <primetoxinz>
world.spawnParticles?
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L872[21:29:26] <mezz>
Minecraft.getMinecraft().effectRenderer.addEffect(particle)
L873[21:29:51] <primetoxinz> ah, that'll
be why
L874[21:32:05] ***
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L875[21:37:51] <Disc|Away> killjoy ok im
not 100% sure how to do this
L876[21:37:59] <Disc|Away> it says im
suppose to call CapabilityManager.INSTANCE.register(capability
interface class, storage, default implementation factory);
L877[21:38:16] <Disc|Away> how do i
implement the capability interface class?
L878[21:44:51] ***
Disc|Away is now known as DiscworldZA
L879[21:45:18] <digseraph> Anyone know why
when I spawn a single horse in my "addComponentParts"
(part of village building) method, I end up getting 4 horses
instead of only 1? I don't know why it would be trying to create my
building 4 times in the same spot every time
L880[21:46:39] <tterrag> DiscworldZA:
just...do it?
L881[21:46:44] <tterrag> what are you
asking
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L883[21:47:06] <DiscworldZA> tterrag what
is it suppose to be?
L884[21:47:39] <tterrag> whatever you need
it to be?
L885[21:48:13] <tterrag> it's not actually
required that caps be typed with an interface. for something
internal to your mod it might be overkill
L886[21:48:33] <DiscworldZA> trying to add
data to entityplayer
L887[21:49:48] <DiscworldZA> so what would
i need it to be?
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L891[22:13:15] <tterrag> why are you
asking me?
L892[22:13:17] <tterrag> it's your
data
L893[22:16:27] <DiscworldZA> im still not
sure whats suppose to go in the interface class?
L894[22:25:25] <tterrag> whatever. you.
want.
L895[22:27:16] <DiscworldZA> so whats the
point of the interface class?
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L897[22:29:23] <tterrag> did you even read
the page?
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L901[22:39:32] <DiscworldZA> yes...but i
do not understand
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L908[22:55:52] <tterrag> well you're going
to need to be more specific with your questions then
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L910[23:00:24] <DiscworldZA> so if i wanna
store a string specific for each EntityPlayer i need to create my
own capability?
L911[23:09:22] <tterrag> depends
L912[23:09:28] <tterrag> does the string
need to persist across death?
L913[23:09:32] <tterrag> or is it more of
a temporary flag
L914[23:12:52] <DiscworldZA> presist
accross death
L915[23:13:05] <DiscworldZA> the article
says to copy it over to the new one on death
L916[23:14:12] <tterrag> honestly, if you
are *just* storing a single string, just use getEntityData() and
store under the PERSISTED_NBT_TAG
L917[23:18:47]
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(~NPExcepti@bps-gw.hrz.tu-chemnitz.de)
L918[23:19:52] <DiscworldZA> ok where
would i implement that?
L919[23:23:42] ⇦
Quits: Waterpicker
(~Waterpick@2602:306:35ba:ca40:203f:f396:c299:6fd) (Quit:
Leaving)
L920[23:24:57] <tterrag> set it when you
need to
L921[23:24:58] <tterrag> that's all
L922[23:28:04] ⇦
Quits: williewillus (~williewil@cpe-24-28-24-13.austin.res.rr.com)
(Quit: Leaving)
L923[23:28:56] ⇦
Quits: McJty (~jorrit@94-224-152-81.access.telenet.be) (Quit:
Leaving)
L924[23:31:00]
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(uid202308@id-202308.hathersage.irccloud.com)
L925[23:49:06]
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(~Waterpick@2602:306:35ba:ca40:203f:f396:c299:6fd)
L926[23:49:52] ***
DiscworldZA is now known as Disc|Away