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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
L106[04:52:28] <gigaherz_> https://github.com/gigaherz/ElementsOfPower/tree/master/src/main/java/gigaherz/elementsofpower/database/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
L154[07:49:38] <gigaherz_> https://discord.me/servers/1/minecraft%20modding
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
L210[08:12:06] <fry> 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
L217[08:13:50] <Shambling> http://minecraft.gamepedia.com/File:Gear.png
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
L226[08:15:14] <Shambling> http://media-mcw.cursecdn.com/thumb/7/7d/Gears.png/800px-Gears.png here's the screenshot gig
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
L250[08:23:32] <Kruptein> http://dpaste.com/195QYXJ
L251[08:23:49] <Kruptein> (you can ignore the model errors at the start ;))
L252[08:24:06] <Kruptein> so from line 500ish
L253[08:25:40] <Kruptein> http://dpaste.com/2ARDM41 is a cleaned up version
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
L292[08:56:53] <Shambling> looking at this guys code, is this a clean way of doubling a furnaces product? https://github.com/BeetoGuy/LevelUp/blob/master/src/main/java/levelup/capabilities/CapabilityFurnace.java
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
L327[09:10:48] <h5h77> we got them too, only more fancy https://upload.wikimedia.org/wikipedia/commons/f/f9/Hochspannungsmast_ww_IMGP4430.jpg
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
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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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L370[11:29:03] <Shambling> http://jabelarminecraft.blogspot.com/p/minecraft-forge-1721710-making-mod.html
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?
L435[12:37:29] <McJty> https://github.com/McJty/RFToolsControl/blob/bca33bea0262b58971fb9e5f71a63660030ada15/src/main/java/mcjty/rftoolscontrol/logic/grid/ProgramCardInstance.java
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?
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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
L638[15:37:45] <Waterpicker> http://pastebin.com/vgvVCFh3
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
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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'
L721[16:37:38] <ghz|afk> https://youtu.be/aM0JMoGABgk?t=33
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
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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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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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L763[17:06:11] <Admiral_Damage> Running on build 2185, https://gist.github.com/AdmiralDamage/7a665d63aac5ec60132d3e9966f232ac http://i.imgur.com/lT9BtMs.png http://i.imgur.com/gHdMfhq.png for json and screenshots
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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.
L770[17:08:26] <PaleoCrafter> it should, https://www.gamedev.net/topic/640616-negative-scaling-flips-face-winding-affects-backface-culling/#entry5045155 :P
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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L786[17:30:57] <ScottehBoeh> "The names Scotteh Ironbottmn'!" http://i.imgur.com/MM5I6Qn.png
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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L811[18:49:51] <ScottehBoeh> lmao http://i.imgur.com/dUDIJxH.png
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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L854[21:05:05] <killjoy> https://mcforge.readthedocs.io/en/latest/datastorage/capabilities/
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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] *** DiscworldZA is now known as Disc|Away
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
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L918[23:19:52] <DiscworldZA> ok where would i implement that?
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L920[23:24:57] <tterrag> set it when you need to
L921[23:24:58] <tterrag> that's all
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