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L1[00:00:17] <mezz> yeah
L2[00:00:42] <h5h77> this change even has another benefit
L3[00:00:53] <h5h77> if you want to use Material.WATER but don't want a texture at all
L4[00:01:21] <mezz> yeah
L5[00:02:39] <mezz> you may need to fire a new RenderBlockOverlayEvent from your method, I think the point of the event was for something like goggles that let you see underwater
L6[00:03:05] <h5h77> yeah that's why I originally did not want to mess with it at all
L7[00:04:07] <mezz> just make sure you only fire it when you're going to skip the Material.water section and it'll be fine
L8[00:04:40] <h5h77> so it shouldn't fire on fluids that aren't Material.WATER?
L9[00:04:47] <mezz> maybe add a new RenderBlockOverlayEvent.OverlayType actually?
L10[00:04:56] <mezz> like OverlayType.MOD_FLUID, dunno
L11[00:05:02] <h5h77> hm
L12[00:05:21] <mezz> well it should fire, it just shouldn't ever fire twice with the same arguments
L13[00:05:31] <h5h77> oh it won't, it's an else if block
L14[00:05:34] <mezz> yeah
L15[00:07:24] <h5h77> I actually don't think renderBlockOverlayEvent needs anything new, it has the blockstate
L16[00:07:32] <h5h77> from there it can get the fluid
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L18[00:08:41] <mezz> ok
L19[00:12:41] <h5h77> thanks for your help so far by the way
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L22[00:14:06] <mezz> you're welcome. patching minecraft it's not an easy process so I try to help where I can
L23[00:15:36] <h5h77> it's true, but the forge code is pretty nice. I've only been modding in general for less than a month and here i am submitting PRs
L24[00:15:59] <mezz> cool
L25[00:16:24] <h5h77> usually with large codebases i just get lost and give up
L26[00:16:25] <h5h77> haha
L27[00:17:06] <mezz> well it definitely helps if you have a good understanding of the game first
L28[00:17:16] <h5h77> i guess that's true
L29[00:17:18] <mezz> you're not going in totally blind
L30[00:17:25] <h5h77> yeah i didn't think about that
L31[00:19:36] <h5h77> alright, it works
L32[00:21:13] <mezz> in the name of making this patch smaller, you have to resort to some ugly trickery here
L33[00:21:35] <mezz> instead of if/else, make a function at the end of the file that returns true or false
L34[00:22:17] <mezz> and then you can insert a single line like if(function) on the line before if (this.mc.player.isInsideOfMaterial(Material.WATER))
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L37[00:22:59] <mezz> that way you can skip it by returning false, or go into it by returning true
L38[00:23:17] <h5h77> i can also get the overlay in renderWaterOverlay() using blockstate, but then I'd be getting it twice, that's why I didn't
L39[00:23:34] <h5h77> that might also trim size though if we're moving the check anyway
L40[00:24:08] <h5h77> alternatively the function would be better suited as once that either returns null or the texture
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L42[00:24:46] <mezz> hm
L43[00:27:37] <mezz> how about some size optimization like this https://gist.github.com/mezz/029709c66c193fb18053c220e97c973c
L44[00:29:03] <h5h77> yeah that looks good
L45[00:30:44] <h5h77> just out of curiosity, why is it that line number is being optimized in patches?
L46[00:31:42] <mezz> more important than the line number is avoiding editing existing lines
L47[00:31:50] <mezz> they should be removed or left alone
L48[00:32:38] <h5h77> i see, because of legal reasons, I assume?
L49[00:32:59] <mezz> there is no legal issue, it's so that things are easier to port to new versions of minecraft
L50[00:33:20] <mezz> when mojang changes stuff, it needs to be obvious what the original intent of the patch was and how it relates to existing code
L51[00:33:43] <h5h77> right, but why minimize the new code that is added, if it's all one block?
L52[00:33:53] <mezz> the patch I had in mind was this https://gist.github.com/mezz/029709c66c193fb18053c220e97c973c#file-optimal-patch
L53[00:34:47] <h5h77> oh i misunderstood what you meant completely
L54[00:35:12] <mezz> hard to convey code ideas in text heh
L55[00:50:51] <mezz> you still here? I got distracted
L56[00:51:48] <h5h77> sorry yeah
L57[00:52:02] <h5h77> it takes a bit of time for me to get it to a running client each time i recompile
L58[00:52:14] <mezz> ok
L59[00:52:25] <h5h77> i pushed the changes now
L60[00:55:15] <mezz> my other question, can you define renderWaterOverlayTexture this way? https://gist.github.com/mezz/392eb615acca129d2dff59ce3a66953f
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L62[00:56:03] <h5h77> uhhh what are those functions?
L63[00:57:48] <mezz> nevermind I misread the patch
L64[00:58:56] <mezz> looks good
L65[00:58:58] <fry|sleep> there's no need for the setter for the texture
L66[00:59:15] <fry|sleep> the setters for the rest are only there due to backwards compat
L67[01:00:46] <fry|sleep> ah, nevermind, there are no other setters
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L69[01:01:21] <fry|sleep> why is there a setter? :P
L70[01:01:36] <h5h77> i can get rid of it
L71[01:02:05] <fry|sleep> why is there even a texture in the block anyway?
L72[01:02:38] <h5h77> well it's really in Fluid()
L73[01:02:41] <mezz> fry what are you looking at?
L74[01:02:51] <h5h77> IFluidBlock copies it out of fluid
L75[01:02:53] <fry|sleep> IFluidBlock.getOverlayTexture
L76[01:02:55] <h5h77> or rather
L77[01:02:57] <h5h77> FluidBlockBase
L78[01:02:58] <fry|sleep> IFluidBlock.setOverlayTexture
L79[01:03:35] <fry|sleep> getter is redundant, setter is worse :P
L80[01:03:39] <h5h77> yeah i'll get rid of the setter, it doesn't make sense since it just makes it inconsistent to the value stored in the fluid
L81[01:03:50] <h5h77> well the getter I did because of this
L82[01:04:28] <fry|sleep> do .getFluid().getOverlay() instead
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L84[01:04:39] <h5h77> in BlockFluidBase
L85[01:04:44] <h5h77> it says not to expose the Fluid
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L88[01:05:14] <h5h77> it also copies a bunch of other attributes out of the fluid
L89[01:05:23] <DiscworldZA> is there a way to get the items needed for an IRecipe?
L90[01:05:35] <mezz> DiscworldZA, inputs?
L91[01:05:36] <fry> and yet IFluidBlock.getFluid() is a thing
L92[01:05:43] <h5h77> yeah that confused me too
L93[01:06:08] <DiscworldZA> mezz yes the inputs..
L94[01:06:24] <h5h77> I'll change it to use getFluid()
L95[01:06:34] <DiscworldZA> not the format but the quantity of each item needed
L96[01:06:43] <DiscworldZA> also which items
L97[01:06:48] <mezz> DiscworldZA, it's pretty hard and requires mod compatibility. you can use JEI's API to do it though
L98[01:07:05] <mezz> what are you doing exactly?
L99[01:07:07] <fry> I think the javadoc refers to the field
L100[01:07:14] <fry> and not to the method
L101[01:07:51] <DiscworldZA> trying to get the needed items for an item based on its Id/Name
L102[01:08:12] <mezz> for a client-side mod?
L103[01:08:17] <DiscworldZA> server sided
L104[01:08:20] <DiscworldZA> both sided
L105[01:09:00] <DiscworldZA> i need it server side will sync if i actually need to which i doubt
L106[01:09:14] <mezz> there's no good way. every mod adds their own IRecipe and defines them differently. JEI does it with plugins for every mod
L107[01:09:29] <mezz> JEI is client-side only though
L108[01:11:36] <mezz> you can find the inputs to the vanilla IRecipe implementations with reflection
L109[01:14:16] <DiscworldZA> how do crafting tables get their end result?
L110[01:14:39] <DiscworldZA> getCraftingResult right?
L111[01:14:45] <mezz> they start with inputs, and then go over every IRecipe asking "do you match?" and the end result is from the first matching recipe
L112[01:15:09] <DiscworldZA> is there anyway for an Entity to interact with a crafting table?
L113[01:15:28] <mezz> yes
L114[01:18:14] <DiscworldZA> i need to get an instance of the container and then use that
L115[01:18:15] <DiscworldZA> ?
L116[01:20:36] <mezz> you'd probably want to fake the interaction and use the same logic as the crafting table, since it normally expects a player with a client/server relationship to exist, not just a regular entity
L117[01:20:49] <DiscworldZA> yeah i see that XD
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L119[01:21:09] <DiscworldZA> problem is...the ENtity doesnt know the recipe XD
L120[01:21:25] <mezz> what are you trying to do?
L121[01:21:41] <DiscworldZA> trying to have an Entity "craft" an item
L122[01:21:53] <DiscworldZA> EntityLiving*
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L124[01:22:37] <mezz> there's crafting table sheep from Shear Madness, is that similar?
L125[01:23:00] <mezz> how would your EntityLiving get items or know what to craft?
L126[01:23:23] <DiscworldZA> Theres a while requesting system behind that
L127[01:23:26] <DiscworldZA> whole*
L128[01:23:57] <DiscworldZA> no not similar to the crafting sheep..
L129[01:24:24] <mezz> it's hard to help you because I only have small glimpses of what you're doing
L130[01:25:05] <DiscworldZA> understandable...can i dm u?
L131[01:25:11] <mezz> sure
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L133[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170305 mappings to Forge Maven.
L134[02:00:49] ⇨ Joins: Ten_Tacles (~chatzilla@p5dccfd95.dip0.t-ipconnect.de)
L135[02:01:14] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170305-1.11.zip (mappings = "snapshot_20170305" in build.gradle).
L136[02:02:05] <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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L146[03:05:25] <h5h77> alright, i got rid of the getter/setter as well now
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L162[04:29:12] <TechnicianLP> does someone know where the code is for rendering the achievment get thingy?
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L165[04:34:52] <Necro> TechnicianLP, in GuiAchivement
L166[04:35:13] <TechnicianLP> thx
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L174[05:05:25] <masa> how do I deal with a mod API that is just the source java files, it just appears as empty packages in eclipse if I ad it as compile files ("path") in the build.gradle
L175[05:05:55] <TechnicianLP> what mod does that?
L176[05:06:01] <masa> is the zip/jar supposed to also contain the compiled classes?
L177[05:06:18] <masa> I'm trying to get the Baubles API to my IDE
L178[05:06:45] <masa> the C&B api jar also has the classes, and it works properly in my IDE
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L183[05:23:17] <AtomicStryker> if you are using gradle, those java files go into src/api instead of src/main
L184[05:23:32] <AtomicStryker> and you add them as "source" not as compile files in eclipse i guess
L185[05:24:07] <AtomicStryker> alternatively, just add a compiled jar with the baubles api as dependency
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L188[05:27:18] <ghz|afk> masa: this is how I use baubles: https://github.com/gigaherz/ToolBelt/blob/master/build.gradle#L82
L189[05:27:27] <ghz|afk> i just put the full baubles jar in the libs folder
L190[05:27:31] <ghz|afk> and deobf it with BON2
L191[05:27:47] <ghz|afk> it does however require this
L192[05:27:48] <ghz|afk> https://github.com/gigaherz/ToolBelt/blob/master/build.gradle#L57
L193[05:27:56] <ghz|afk> if you don't want the whole thing in the shaded jar XD
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L195[05:28:47] <gigaherz> however that has a side-effect, vs including the api in src/api
L196[05:28:54] <gigaherz> if you have the sources embedded like that
L197[05:29:01] <gigaherz> relying on deduplication of packages
L198[05:29:17] <gigaherz> you can reference all the api functions withoutissues
L199[05:29:29] <gigaherz> but if you use an external jar
L200[05:29:40] <gigaherz> and you want to keep it soft-dependency
L201[05:29:46] <gigaherz> then you haveto find some workarounds
L202[05:30:05] <gigaherz> namely, for me:
L203[05:30:06] <gigaherz> https://github.com/gigaherz/ToolBelt/blob/master/src/main/java/gigaherz/toolbelt/BeltFinder.java
L204[05:30:07] <gigaherz> vs
L205[05:30:12] <gigaherz> https://github.com/gigaherz/ToolBelt/blob/master/src/main/java/gigaherz/toolbelt/BeltFinderBaubles.java
L206[05:30:23] <gigaherz> the second class only loads if baubles' capability has been registered
L207[05:31:22] <gigaherz> ...
L208[05:31:33] <gigaherz> anyone here knows if the enderio farming stations can handle sugarcane? ;P
L209[05:31:53] <gigaherz> (I mean, leave the bottom block alone and only mine the higher ones)
L210[05:33:35] <PaleoCrafter> gigaherz, you are aware of deobfCompile? :P
L211[05:33:43] <gigaherz> that does not work for fileTree
L212[05:33:44] <gigaherz> only maven
L213[05:33:49] <PaleoCrafter> really? too bad
L214[05:34:08] <PaleoCrafter> one would assume Baubles was on a Maven, anyways
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L216[05:35:22] <PaleoCrafter> also, looks like I need to PR Forge to fix some inconveniences with Scala (and probably other JVM languages)
L217[05:37:33] <masa> gigaherz: okay, thanks... this is super annoying dealing with dependencies like this
L218[05:37:58] <masa> whereas stuff like JEI and C&B which have proper mavens and annotation based APIs are nice
L219[05:38:19] <gigaherz> yeh
L220[05:38:54] <gigaherz> it's ok once you get it goind, though XD
L221[05:39:05] <gigaherz> going*
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L224[05:43:14] <masa> well I managed to build an API jar of it with the classes included, so now they show up in eclipse
L225[05:43:41] <masa> still not sure what exactly I should be doing when eventually compiling the mod...
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L235[06:35:23] <CsokiCraft> In my IMessageHandler, how do I know which EntityPlayer sent the message?
L236[06:37:21] <diesieben07> MessageContext gives you the NetHandlerPlayServer, which has the EntityPlayerMP
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L238[06:38:07] <CsokiCraft> Thanks!
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L241[06:47:13] <Philderbeast> is there anywhere i can look for clases etc from net.minecraft.*
L242[06:47:43] <diesieben07> if you set up your workspace using setupDecompWorkspace you will have them attached as a library
L243[06:48:42] <Philderbeast> yea im looking for some documentation, I have got it on the sytem, but im not sure where to look for things that have been moved
L244[06:49:30] <diesieben07> there is not much documentation in general, what are you looking for exactly?
L245[06:50:25] <Philderbeast> im updating a mod from 1.7 to 1.10, so im just looking for class names etc so i know what i need to change them to to get it compiling for a start
L246[06:51:25] <diesieben07> first of all, why 1.10? 1.11.2 is the latest version.
L247[06:51:51] <diesieben07> then, 1.7.x to anything after and including 1.8.x is a big update due to all the rendering changes, so a simple class-name replacement won't get you very far.
L248[06:52:19] <Philderbeast> i have been asked to make it 1.10 for somone else or i would be making it .111
L249[06:52:22] <Philderbeast> 1.11*
L250[06:52:42] <Philderbeast> and yes i know its going to be a big job, im just looking to make it compile at this stage so i can start to work on the rest of it
L251[06:53:37] <Philderbeast> just taking it one step at a time
L252[06:53:47] <diesieben07> well, a good strategy is to look at how a class was used in 1.7.x and then look at the same piece of code in 1.10.x to find out how the new way is.
L253[06:54:13] <diesieben07> one big thing is that block coords are now an object (BlockPos) instead of 3 individual ints
L254[06:56:17] <Philderbeast> well is there anything i can look at to help me out?
L255[06:56:31] <diesieben07> nothing i know of, your question is very vague :P
L256[06:56:36] <CsokiCraft> GitHub, for instance
L257[06:56:47] <CsokiCraft> You can find most big mods' code
L258[06:57:29] <CsokiCraft> Some even have the 1.7.10 branches still so you can compare
L259[06:58:04] <Philderbeast> so there is no where that i could look at that would have a class list for 1.10.2?
L260[06:58:15] <diesieben07> your IDE, like I already told you
L261[06:58:28] <Philderbeast> i dont use a full ide
L262[06:58:32] <diesieben07> o.O
L263[06:58:35] <CsokiCraft> You should
L264[06:58:38] <diesieben07> what do you use?
L265[06:58:41] <Philderbeast> vscode
L266[06:58:55] <diesieben07> ok apart from that being a terrible idea for modding... ok
L267[06:59:04] <diesieben07> then open the forge jar manually
L268[06:59:08] <diesieben07> it will still contain all the code.
L269[06:59:15] <diesieben07> it's somewhere in the gradle cache
L270[06:59:40] <diesieben07> but seriously, use IntelliJ and your life will be changed.
L271[06:59:52] <Philderbeast> i cant STAND IntelliJ
L272[06:59:58] <Philderbeast> its a mess to use
L273[07:00:00] <CsokiCraft> Then use Eclipse
L274[07:00:01] <fry> sit down then :P
L275[07:00:11] <Philderbeast> and exlipse is worse
L276[07:00:13] <diesieben07> SATAN! ALL HAIL JETBRAINS
L277[07:00:15] <Philderbeast> well played fry
L278[07:00:18] <fry> using java without an ide is like using C without a compiler, and compiling manually :P
L279[07:00:54] <Philderbeast> i can do more faster with VS code, in less time then it take to load intellij or eclipse....
L280[07:01:03] <diesieben07> get an ssd? :D
L281[07:01:07] <fry> no you can not :P
L282[07:01:11] <diesieben07> also that ^
L283[07:01:14] <Philderbeast> its not for everyone, but it works for me
L284[07:01:14] <fry> not with java, especially not with mc :P
L285[07:01:33] <diesieben07> like, in the time it takes for us to explain how to get to the MC classes you could have looked at 20 of them in intellij
L286[07:01:38] <Philderbeast> my code output begs to differ... but hey
L287[07:01:40] <CsokiCraft> Also you can load Notepad faster than any IDE
L288[07:01:41] <diesieben07> Ctrl-N "BlockCrops" - done
L289[07:01:42] <fry> it's sad that that's the way it is, but it's true :P
L290[07:01:49] <CsokiCraft> But that doesn't make it suitable
L291[07:02:04] <diesieben07> (or any other ide)
L292[07:06:08] <Philderbeast> or you know i could spend hours fighting an ide to make it work rather then using what just works
L293[07:06:23] <Philderbeast> like i said its not for everyone, but that dosent make it bad
L294[07:06:45] <diesieben07> well, intellij does "just work", but ok, if you like pain, go ahead.
L295[07:06:54] <diesieben07> like i said, you can find the forge jar in the gradle cache
L296[07:07:28] <Philderbeast> it dosent just work for me.... thats why i gave up on it
L297[07:07:55] <fry> nothing "just works", you apply effort to learn :P
L298[07:08:18] <Philderbeast> or i could use something that does work for me
L299[07:08:20] <Philderbeast> like i do
L300[07:08:32] <fry> and applying effort to learn new tools is a big part of today's software development :P
L301[07:08:51] <diesieben07> well, like you are discovering right now it does not just work :P
L302[07:09:09] <Philderbeast> it works, the lack of simple documentation dosent
L303[07:09:18] <fry> google? :P
L304[07:09:31] <fry> define "simple documentation"
L305[07:09:36] <fry> yes, it doesn't have a man page
L306[07:09:56] <diesieben07> gradle has a lot of documentation :D
L307[07:10:35] <fry> for example: https://www.google.ru/search?q=idea+how+to+look+up+class+definition
L308[07:10:50] <fry> first link: https://www.jetbrains.com/help/idea/2016.3/navigating-to-class-file-or-symbol-by-name.html
L309[07:10:59] <fry> with a fairly decent doc page
L310[07:11:14] <fry> hotkeys, screenshots and everything
L311[07:11:42] <fry> looks about as good as expected for contemporary tools
L312[07:12:43] <Philderbeast> and none of that solve the lack of documenation for the changes to update a mod
L313[07:13:19] <fry> of course there wouldn't be a minecraft-specific docs from the developers of the ide :P
L314[07:13:49] <Philderbeast> and thats the docs i was asking for.....
L315[07:13:57] <Philderbeast> thats causing the issue in the first place
L316[07:14:41] <fry> you load up old version, and new version, and look for the differences
L317[07:14:54] <fry> or try to compile your mod in the new version and look at the compile errors
L318[07:15:10] <diesieben07> i already told you how to find out about the changes. yes there isn't a ton of documentation. btu that's how it is when modding a game...
L319[07:16:28] <Philderbeast> and the latter is what im doing.... its the lack of documenation that sucks... makes it hard to even know where to look even if i wasent working with out dated code to start with
L320[07:16:29] <TechnicianLP> theres a relativly good change documentation here: https://github.com/kashike/migration/wiki
L321[07:17:04] <Philderbeast> ok thats awsome TechnicianLP thanks
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L323[07:17:56] <kashike> wheeeeee http://i.imgur.com/xPZjCah.png
L324[07:17:58] <kashike> heh
L325[07:18:29] <TechnicianLP> nicelooking game
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L341[08:16:50] <CsokiCraft> How do I get the block metadata from a World and BlockPos?
L342[08:18:50] <TechnicianLP> why would you need metadata?
L343[08:19:05] <TechnicianLP> use the blockstate to do stuff
L344[08:19:33] <CsokiCraft> Uhh, fine
L345[08:32:44] <Shambling> !gm func_186025_d
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L348[08:33:41] <Shambling> !func func_72963_a
L349[08:33:43] <Shambling> errr
L350[08:33:51] <Shambling> !gm func_72963_a
L351[08:33:55] <Shambling> too early in the morning
L352[08:34:11] <Shambling> well apparently skylands generation style doesn't like cooperating with BoP and biometweaker
L353[08:34:12] <Shambling> oh well :P
L354[08:34:46] <Shambling> has anyone really done a skyland style world generator for 1.10.2+?
L355[08:35:07] <Shambling> other than the one that doesn't seem to work that is, lol :P
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L357[08:38:41] <TechnicianLP> skyland?
L358[08:39:14] <TechnicianLP> if you want a void world do a superflat with one layer of sand
L359[08:40:29] <CsokiCraft> Or better, one layer of air
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L361[08:50:31] <Shambling> no not a void world, those are a dime a dozen
L362[08:50:39] <Shambling> I want large landmasses... in the sky
L363[08:51:19] <Shambling> which, there is one mod for 1.10.2 that does that, but it seems to crash with BoP
L364[08:51:32] <Shambling> I'm going to go read the configs and see if I can fix its orneryness
L365[08:52:31] <Shambling> ffs, it crashes before it spits out the configs
L366[08:54:31] <Shambling> lol dangit, and the few opensource ones I've seen for 1.7.10 use scala
L367[08:54:38] <Shambling> ok well time to go get some coffee, peace
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L373[09:16:18] <TechnicianLP> is there a counter of world ticks somewhere? (world.getTime() is frozen if daylightcycle is turned off)
L374[09:17:11] <Ordinastie> getTotalTime
L375[09:18:04] <TechnicianLP> didnt see that one .. thx
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L391[10:30:03] <Shambling> well that was weird
L392[10:30:09] <Shambling> apparently that nick was banned?
L393[10:30:29] ⇨ Joins: Javaschreiber1 (~Thunderbi@p5B0DF7D9.dip0.t-ipconnect.de)
L394[10:30:33] <TechnicianLP> which one?
L395[10:30:37] <Shambling> or maybe it was that whole stupid "hey idiot register your nick" thing
L396[10:30:45] <Mimiru> nicks longer than... 16? chars are quieted
L397[10:30:54] <Mimiru> also that :P
L398[10:31:01] <Shambling> ok yeah that was more than 16 characters
L399[10:31:11] <Mimiru> it's 16 or 18..
L400[10:31:21] <Mimiru> ...............*!*@* and ???????????????*!*@*
L401[10:31:24] <Shambling> next time I'll just /nick shamCoffee
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L403[10:31:57] *** Javaschreiber1 is now known as Javaschreiber
L404[10:32:38] <Shambling> annoying thing is, I had to quit and rejoin to change my nick lol
L405[10:32:46] <Mimiru> well /part would work too
L406[10:32:58] <Shambling> whats /part? *googles*
L407[10:33:03] <Mimiru> but yeah, if you're quieted you can't do anything
L408[10:33:17] <Mimiru> /part leaves the channel /quit leaves the network
L409[10:33:29] <Shambling> I just right clicked adn closed the channel
L410[10:33:30] <Shambling> lol
L411[10:33:40] <Shambling> I'm like a keyboard turner in world of warcraft :P
L412[10:33:48] <Mimiru> That's the same as /part :P
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L414[10:36:03] <Shambling> that is what I meant by keyboard turner
L415[10:36:15] <Shambling> doing something a super inefficient and ignorant way
L416[10:36:30] <Shambling> i.e. clicking 30 buttons instead of typing 4 letters :D
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L423[11:03:21] <Shambling> ok so, cofh mods like thermal foundation... where can I disable ore gen?
L424[11:03:27] <Shambling> I've already got plenty of copper and tin thank you
L425[11:04:14] <PaleoCrafter> the config, I'd wager? :P
L426[11:04:42] <Shambling> perhaps in the world json
L427[11:05:16] <Shambling> I'll just blacklist dimension 0 in the blacklist area
L428[11:05:17] <Shambling> :P
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L430[11:12:06] <h5h77> i do miss that vibrant TE copper texture
L431[11:13:55] <Shambling> the 1.7.10 one?
L432[11:14:04] <Shambling> vibrant copper? hmmm
L433[11:14:32] <Shambling> it looks like the one in 1.10.2 glows in the dark as well
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L441[11:26:56] <Shambling> weird, crafttweaker log isn't working for names right now
L442[11:27:06] <Shambling> wonder if it broke in an update, or an incompat with some mod
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L445[11:43:42] <gigaherz> hmf
L446[11:43:57] <gigaherz> I need something to "fix" a man-made lake
L447[11:43:59] <gigaherz> XD
L448[11:44:08] <williewillus> ? like fill it in?
L449[11:44:11] <gigaherz> (it only has the top layer of source water)
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L451[11:44:46] <gigaherz> i'm thinking of grabbing a whole lot of ice
L452[11:44:55] <gigaherz> and then slowly breaking it layer by layer
L453[11:47:08] <gigaherz> hmpf
L454[11:47:24] <gigaherz> yeah I'll have to do that
L455[11:47:39] <heldplayer> Fill in corners with buckets, water physics will fill in source blocks
L456[11:47:59] <gigaherz> heldplayer: that only works if there's a solid block (or source water) below it
L457[11:48:08] <heldplayer> Start at the bottom :)
L458[11:48:13] <gigaherz> too late ;P
L459[11:48:19] <gigaherz> problem is
L460[11:48:23] <gigaherz> I can't tell where it's missing
L461[11:48:30] <gigaherz> so I'll just make a bunch of stacks of ice
L462[11:48:33] <heldplayer> Whoever made the lake should feel bad
L463[11:48:37] <gigaherz> I did
L464[11:48:41] <LatvianModder> started from the bottom now we here
L465[11:48:43] <gigaherz> I basically dug down
L466[11:48:44] <heldplayer> You should feel bad
L467[11:48:45] <TechnicianLP> get some frostwalker boots
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L469[11:49:08] <gigaherz> oooh I forgot about frost walker
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L471[11:49:10] <heldplayer> Normal people don't let their life get to the point where they make bad lakes
L472[11:49:17] <heldplayer> :P
L473[11:49:36] * TechnicianLP is restarting intellij the 10th time today because intellij does not like wayland anymore
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L475[11:51:07] <heldplayer> Have you filed a bug report?
L476[11:51:14] <gr8pefish> Hi all. Anyone know if it's possible to get the GuiTextField of a GuiChat? I just want to get the text a player is typing. The `inputField` field is protected without an apparent getter.
L477[11:51:17] <TechnicianLP> there already is one
L478[11:51:22] <heldplayer> Cool
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L480[11:52:05] <killjoy> gr8pefish, tabbychat adds one
L481[11:52:15] <killjoy> but it's not for the vanilla textfield
L482[11:52:33] * gr8pefish googles tabbychat
L483[11:53:25] <gr8pefish> Hmm okay, well is it possible to get the vanilla one? I mean I guess I could just use reflection, but I'd rather not have to.
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L486[11:55:42] <gigaherz> gr8pefish: did you look for usages?
L487[11:55:48] <gigaherz> if you see methods that return that field
L488[11:55:52] <gigaherz> then you can continue looking from there
L489[11:55:55] <gigaherz> your IDE is your friend
L490[11:57:36] <killjoy> gr8pefish, that field is protected
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L492[11:57:59] <gr8pefish> Yeah, I know it's protected, that's the issue :P
L493[11:58:59] <gr8pefish> That was the first thing I looked for giga, to no avail.
L494[12:00:07] <killjoy> would be easier if it was static
L495[12:01:01] <gr8pefish> I just thought it wouldn't be too hard to get the message before it is sent, but apparently that's the case. Once it is sent it is easy to retrieve, but that's not what I'm looking for. Oh well, I can just get the protected field via reflection.
L496[12:01:23] <killjoy> so what are you trying to do?
L497[12:03:09] <gr8pefish> Get the text as they are typing it. So in a GuiChatScreen they say "Hey how's it goi" and I need to get that text before it is sent.
L498[12:03:21] <gr8pefish> i.e. before 'enter' is pressed
L499[12:03:30] <killjoy> hm..
L500[12:04:17] <killjoy> Isn't there an event for that?
L501[12:04:45] <tterrag> my question is why you need it before it's sent
L502[12:05:02] <tterrag> you could intercept it serverside, right?
L503[12:05:07] <killjoy> what are you doing to the text?
L504[12:05:07] <tterrag> there *is* an event for that
L505[12:05:17] <killjoy> changing it?
L506[12:06:02] <gr8pefish> I'm just trying to do a tweak of vanilla behaviour. When you sleep in a bed and have a message half sent it closes the gui and you lose your progress. I'd like to change that so if you have something typed it will "persist" through waking up.
L507[12:06:16] <gr8pefish> Ah, there is an event? I'll look for that then.
L508[12:06:16] <killjoy> tabbychat does that
L509[12:06:27] <killjoy> I think
L510[12:06:33] <tterrag> ok but that has nothing to do with sending the chat message
L511[12:07:46] <gr8pefish> Well to rewrite the message I'd have to know what is typed, right?
L512[12:08:06] <gr8pefish> TabbyChat is open source; I'll poke around there, thanks.
L513[12:08:07] <killjoy> I would just use reflection
L514[12:08:20] <killjoy> I was wrong. I think it used to do that, but it's not implemented anymore
L515[12:08:27] <gr8pefish> Okay
L516[12:09:17] <killjoy> What's the packet which sends the wake up message?
L517[12:10:27] <gr8pefish> let em find it, one sec
L518[12:10:29] <gr8pefish> *me
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L522[12:14:18] <LexManos> PaleoCrafter, you tehre?
L523[12:14:24] <PaleoCrafter> sure
L524[12:14:32] <PaleoCrafter> kinda struggling with a Scala macro right now, but I'm here :P
L525[12:14:50] <LexManos> So, Flame says you have access to the dev forum to deal with the theam issues that are arising on the forums?
L526[12:14:52] <LexManos> Hows that coming?
L527[12:16:08] <PaleoCrafter> I unfortunately didn't have a lot of time for that lately, I should have addressed the worst ones already though
L528[12:16:44] <PaleoCrafter> I considered creating a pure issue-tracking repo, because finding all the issues myself is really tedious
L529[12:17:40] <LexManos> feel free to set it up, and if you/flame can writeup a nice way of testing things and getting them deployed im more then willing to help.
L530[12:17:53] <LexManos> as it sits i dont know jack about how to get any of it done or tested.
L531[12:18:22] <LexManos> Im also trying to bring on another guy to help Flame out, but its going slow as Flame doesn't have time to really do anything let alone bring him up to speed.
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L535[12:20:41] <PaleoCrafter> testing-wise, I fiddle with the styles in the element inspector until it fits and then as for deploying, I have to manually go into the admin area and edit the files there, since we don't have any other place to put the stylesheets
L536[12:21:32] <PaleoCrafter> Flame said that he will eventually get some sort of CDN, then I can directly and properly deploy my styles rather than having to go through the stupid webinterface
L537[12:21:55] <LexManos> we have a host we can toss them on
L538[12:22:04] <LexManos> wither the forum server, or files would work
L539[12:22:32] <LexManos> i'd LIKE to get this all wrapped up in our jenkins/git and pushed out that way.
L540[12:22:50] <LexManos> Bonus being if its in git we can have an issue tracker and stuff.
L541[12:23:12] <LexManos> {And history}
L542[12:24:49] <PaleoCrafter> as I'm using a CSS preprocessor locally anyway, I can go through the styles and separate them out into nice and tidy modules and then I can set up a repo if you want
L543[12:25:10] <PaleoCrafter> or you set it up in the Forge organisation and make me a contributor for that repo, would probably be easier
L544[12:25:21] <LexManos> Do that if you can, and i'll bug Flamegoat to get things setup.
L545[12:25:35] <LexManos> Thats what im thinking once we figure out how to deploy it
L546[12:26:16] <PaleoCrafter> I've talked to him about hosting it centrally on one of the Forge servers for now, but he said it's better to have a copy on each server separately
L547[12:26:28] <PaleoCrafter> I guess we can do that anyways if we go for proper deployment
L548[12:26:39] <LexManos> one server, or 10,000 its all the same
L549[12:26:45] <LexManos> just a list to deploy to automated
L550[12:27:11] <killjoy> gr8pefish, found it
L551[12:27:28] <gr8pefish> What is it?
L552[12:28:23] <killjoy> http://imgur.com/a/voqEZ
L553[12:28:45] <killjoy> last thing is !isPlayerSleeping()
L554[12:29:09] <LexManos> do you seriously have != displayed like that?
L555[12:29:21] <killjoy> so?
L556[12:29:25] <LexManos> just funny, meh
L557[12:29:45] <killjoy> same for <=
L558[12:29:58] <killjoy> renders <> as a diamond
L559[12:30:15] <williewillus> those ampersands ..
L560[12:30:37] <killjoy> I kind of wish it didn't do it for strings
L561[12:30:59] <killjoy> It's unnerving when it turns "........." into "... ... ..."
L562[12:31:26] <LexManos> 0.o
L563[12:31:56] <LexManos> i can understand comparitors, because thats what they really are we just dont allow those special characters in code.. but strings?
L564[12:32:27] <killjoy> They're only displayed as such
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L568[12:36:11] <killjoy> gr8pefish, what I'm thinking is listen to a pre-tick event and do that check before mc can
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L570[12:38:53] <PaleoCrafter> gotta love dem ligatures
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L572[12:39:18] <PaleoCrafter> also, williewillus, what's wrong about those ampersands? :P
L573[12:39:26] <killjoy> they're super close
L574[12:39:48] <gr8pefish> killjoy, good call; here's my plan: I'd do my own check, and if it passes then get the current text typed (via reflection), and if there is some text, override the behaviour by making a new GuiChatScreen with that text in the new textbox. If the player hadn't typed anything then I don't care, and can let vanilla take over.
L575[12:39:54] <williewillus> looks way too cursive-y for my taste ;p
L576[12:40:00] <williewillus> and yeah they're too close
L577[12:40:07] <PaleoCrafter> eh, no :P
L578[12:40:23] <PaleoCrafter> embrace those ligatures
L579[12:40:26] <killjoy> I think the font is FiraCode
L580[12:42:45] <PaleoCrafter> https://github.com/i-tu/Hasklig I use this one
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L585[12:48:50] <TechnicianLP> if i have something like a custom chest - do i have to sync the inventory contents to other (viewing) players manually? probably not?
L586[12:50:25] <LatvianModder> the container syncs stuff, if items are in Slots
L587[12:52:15] <TechnicianLP> nice
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L591[13:04:13] <Shambling> off topic, but do you guys have any favorite high strengh access points
L592[13:05:00] <TechnicianLP> what type of ap?
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L596[13:07:36] <Shambling> preferably business grade that isn't pricey because of 'features'. I was looking at the ubiquity AC 1750 ones
L597[13:07:57] <TechnicianLP> internet ap?
L598[13:08:10] <Shambling> to push internet from one building to another, so yet?
L599[13:08:18] <Shambling> yes
L600[13:08:37] <Shambling> I wasn't aware that they had access points for other things that mattered :P
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L602[13:11:11] <Shambling> I mean I know that you can just have wifi network access for file sharing,etc, but that is going to be pushed over the same network as my internet anyway
L603[13:14:46] <Shambling> right now I'm pushing wifi from the house out my window from a generic network to a repeater, which then gets picked up by another repeater. Mostly because for some reason the wifi strength for the last 50 feet in the second building is horrible
L604[13:15:15] <Shambling> I'm kind of tempted to get a bridge between the two and run some ethernet, but we have pine board walls and running wire would be a pita
L605[13:16:42] <gr8pefish> Isn't there a command to get the obfuscated name of a field easily in IRC somehow?
L606[13:17:00] <osum4est> #mcpbot, then !help
L607[13:17:21] <gr8pefish> thanks
L608[13:17:37] <osum4est> iirc you can use them in this channel as well, if you dont need to do too many
L609[13:17:55] <gr8pefish> I just need 1; what's the syntax?
L610[13:18:12] *** diesieben|away is now known as diesieben07
L611[13:18:12] <osum4est> i think !gf <name>
L612[13:18:18] <williewillus> class.name
L613[13:18:35] <gr8pefish> !gf GuiChat.inputField
L614[13:18:44] <gr8pefish> Perfect, thanks
L615[13:18:52] <osum4est> :D
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L619[13:24:59] <Shambling> well irc didn't like that
L620[13:29:08] <PaleoCrafter> Lex, are you still around?
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L623[13:38:36] <Shambling> can someone explain to me how vsync causes jei to take 15 minutes to load?
L624[13:38:55] <TechnicianLP> got crafttweaker in?
L625[13:38:58] <Shambling> *caveat, only with optifine installed, but optifine changes when it loads vsync
L626[13:39:08] <Shambling> yes
L627[13:39:24] <Shambling> with vsync off and no optifine it loads normal. with vsync off, it loads fine
L628[13:39:26] <williewillus> see the ticket on forge/jei's trackers P
L629[13:39:59] <TehNut> It's explained pretty well in https://github.com/mezz/JustEnoughItems/issues/746
L630[13:40:31] <Shambling> thanks I couldn't find it and just wanted to see if there was a better fix, as options.txt never generates if you have that combo installed
L631[13:41:23] <TechnicianLP> https://github.com/MinecraftForge/MinecraftForge/pull/3725
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L633[13:42:42] <Shambling> so its going to be in a new push on 1.11.2 or is it getting pushed to 1.10.2 as well?
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L635[13:42:52] <williewillus> the pr is to 1.10
L636[13:43:00] <williewillus> I'm assuming another for 1.11 will come
L637[13:43:02] <Shambling> I just need to make sure to stop installing optifine, but I was pushing the modpack between computers and forgot
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L639[13:43:16] <Shambling> not to mention its nice getting more than 5 fps on my laptop
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L641[13:44:38] <Shambling> is there something lost between unzipping a file and rezipping using 7zip for resource packs?
L642[13:44:48] <Shambling> it seems every time I rezip something as a resource pack, it becomes unuseable
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L644[13:47:16] <Shambling> oh, its that whole stupid "hey lets throw it in another useless folder" thing that 7zip does
L645[13:47:17] <Shambling> so nm
L646[13:49:09] <Shambling> best functionality ever
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L648[13:49:45] <Shambling> well, it is the best compression utility that I've found that is as fast as it is, so I guess it must just be a design choice
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L653[14:14:08] <TechnicianLP> is there a way to make a Gl-Matrix use a color i specified before pushing - even if inside the matrix there's a call to set the color to (1,1,1,1)?
L654[14:15:20] <gigaherz> that sentence makes no sense ;P
L655[14:15:29] <gigaherz> matrices have no colors XD
L656[14:15:40] <gigaherz> the matrix stack and the attribute stack are completely separate
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L658[14:15:55] <gr8pefish> killjoy, got it to work, thanks for the help: https://streamable.com/w8yzk
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L660[14:16:13] <PaleoCrafter> what about synaesthetics, gigaherz? :P
L661[14:16:18] <TechnicianLP> basically i want to render items in grayscale and the renderItem has a call to reset the color
L662[14:17:11] <PaleoCrafter> could use a shader :P
L663[14:17:31] * TechnicianLP is a gl-noob and has no clue what a shader is
L664[14:19:17] <williewillus> a shader is probably the easiest way actually to achieve what you want :P
L665[14:20:00] <Shambling> #mcpbot
L666[14:20:19] <Shambling> ok well nm, I just need one func
L667[14:20:28] <Shambling> !gm func_99999_d
L668[14:21:04] <Shambling> it almost looks as if a pig crashed my world
L669[14:21:15] <h5h77> i'm sure the pig didn't mean to
L670[14:21:35] <kashike> it wanted a carrot
L671[14:22:05] <Shambling> maybe is a craft tweaker and IC2 crash, this log is confusing
L672[14:22:13] <TechnicianLP> an how do add a shader? google just gives me some complicated things
L673[14:25:57] <williewillus> https://github.com/Vazkii/Botania/blob/master/src/main/java/vazkii/botania/client/core/helper/ShaderHelper.java
L674[14:25:59] <williewillus> something like that
L675[14:28:44] <TechnicianLP> ill look into it
L676[14:30:20] <williewillus> you want a fragment shader that just averages the rgb and replaces rgb with that average
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L678[14:33:41] <gigaherz> TechnicianLP: you can practice writing shaders, at shadertoy ;P
L679[14:34:17] <gigaherz> https://www.shadertoy.com/view/ltGSWD
L680[14:34:22] <gigaherz> I did this not too long ago
L681[14:34:27] <h5h77> oohhh is that like a fancy webgl thingy?
L682[14:34:39] <gigaherz> https://www.shadertoy.com/view/lsjSWR
L683[14:34:43] <gigaherz> and this a few years ago
L684[14:34:48] <williewillus> it's just shaders :P
L685[14:35:12] <gigaherz> h5h77: nothing fancy
L686[14:35:23] <gigaherz> it just does all the setup for you, so all you have to do is write the shader code
L687[14:35:24] <gigaherz> what's fancy
L688[14:35:25] <Shambling> wtf, all of a sudden my working texture overrides don't work for this mod anymore
L689[14:35:28] <gigaherz> is the crazy stuff people do
L690[14:35:42] <gigaherz> like this
L691[14:35:42] <gigaherz> https://www.shadertoy.com/view/XldSDs
L692[14:35:46] <gigaherz> this is a raytraced object
L693[14:35:47] <Shambling> and th mod hasn't even updated in like... 2 months, so there is no reason for it :\
L694[14:35:53] <gigaherz> there's no geometry there
L695[14:36:01] <gigaherz> it computes the value of each pixel, per pixel
L696[14:36:05] <h5h77> yeah i saw that on the frontpage. crazy.
L697[14:36:19] <PaleoCrafter> https://www.shadertoy.com/view/Ms2SD1 this is the real deal xD
L698[14:36:32] <Shambling> I wonder if its optifine or foamfix
L699[14:36:48] <Shambling> shouldn't b though, all my other resource packs work
L700[14:37:00] <gigaherz> PaleoCrafter: that's "just" some raytraced fourier water
L701[14:37:11] <Shambling> is there a known issue with 32x textures from a mod not being overwritten by 16x with optifine installed?
L702[14:37:15] <PaleoCrafter> still amazing :P
L703[14:37:25] <PaleoCrafter> although that guy has some even more amazing creations, iirc
L704[14:38:01] <PaleoCrafter> actually, no, that was somebody else
L705[14:38:18] <gigaherz> https://www.shadertoy.com/user/Shane
L706[14:38:24] <gigaherz> the dude from the frontpage does have some crazy stuff
L707[14:38:27] <gigaherz> but it's all based on the same thing
L708[14:38:39] <gigaherz> (raytraced procedural geometry)
L709[14:38:45] <gigaherz> this isn't a new thing
L710[14:38:52] <gigaherz> remember that visualizer thing in winamp?
L711[14:39:01] <gigaherz> people did similarly crazy things ther
L712[14:39:07] <gigaherz> and it was quite a lot like programming a shader
L713[14:39:19] <PaleoCrafter> https://www.shadertoy.com/user/iq it was this guy, I think
L714[14:40:50] <h5h77> i really like game boy demos
L715[14:40:53] <h5h77> those are pretty crazy as well
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L717[14:41:40] <gigaherz> :3 pouet.net ;P
L718[14:41:51] <gigaherz> so much awesome stuff there
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L720[14:46:54] <Shambling> ok so ... this laptop is just being a stupid shit
L721[14:47:26] <Shambling> so weird though, I can't stand 32x tool graphics with a 16x base. Blegh
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L723[14:47:55] <Shambling> well as long as it still works in the house, but my god, wtf. How can an override go from working to not working with no changes
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L734[15:11:31] <osum4est> tterrag, when inversing the gui transformation matrix, the rotation and scaling works fine, but is not translated back correctly. the initial item's matrix has no translation, and then for some reason is rendered into the wrong position: http://imgur.com/a/7TF6d
L735[15:11:57] <tterrag> hm. are you sure it's not just that your positioning is wrong?
L736[15:12:13] <tterrag> oh, no, because it only happens for blocks right?
L737[15:12:36] <tterrag> hm not sure. fry care to weigh in?
L738[15:12:41] <osum4est> correct
L739[15:15:34] <osum4est> relavent code: https://hastebin.com/hipejihaje.coffeescript
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L741[15:17:43] <killjoy> Just a reminder to you NSA nuts. They created SHA
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L746[15:22:14] <osum4est> i mean if i had to i could hard code in the translation, but then probably wouldnt work if a mod item uses a different transform than the default block
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L749[15:30:59] <killjoy> fyi http://www.gamestop.com/nes/consoles/nintendo-switch-with-gray-joy-con-console-starter-bundle-two-delivers-by-4-16-17/143265
L750[15:31:04] <killjoy> switch available
L751[15:31:23] <killjoy> that's if you want to spend the money on some games you'll probably never play
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L757[15:38:45] <Nobabs27> is this a good place to ask about mods?
L758[15:40:06] <gigaherz> it's a good place to ask about developing mods
L759[15:40:21] <h5h77> maybe #ftb would be a good place for asking about mods?
L760[15:40:23] <gigaherz> although you can ask
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L762[15:40:30] <gigaherz> and we may answer
L763[15:40:30] <gigaherz> ;P
L764[15:40:38] <Nobabs27> ok ill try #ftb thanks
L765[15:40:43] <Nobabs27> and here I guess xD
L766[15:40:56] <Nobabs27> Anything like TinkerConstruct, but for 1.11.2?
L767[15:42:01] <gigaherz> i'm not aware of anything
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L769[15:42:30] <TechnicianLP> there was a trojan once i think ...
L770[15:44:25] <h5h77> I'm sure they're working on it though, their curse page says they try to always target the latest version
L771[15:44:41] <Nobabs27> its been 22 days since the last commit :\
L772[15:45:00] <Naiten> Hi there. Just a random question, I haven't yet ported my mod on 1.10, should I move to 1.11 as the Forge is already out?
L773[15:45:14] <Nobabs27> my opinion: yes
L774[15:45:15] <williewillus> that's up to you really :P
L775[15:45:19] <Naiten> Like, which version has more mods and is moe popular?
L776[15:45:23] <williewillus> 1.10
L777[15:45:24] <h5h77> 1.10
L778[15:45:40] <williewillus> if the changes don't impact you that much supporting both wouldn't be bad
L779[15:45:45] <Naiten> Welp, thanks
L780[15:46:29] <Naiten> Does 1.11 do something catastrophic like post-1.7 versions compared to 1.7?
L781[15:46:38] <gigaherz> no
L782[15:46:47] <gigaherz> well, there's the ItemStack non-nullability changes
L783[15:46:52] <gigaherz> but I don't think that's catastrophic
L784[15:46:52] <gigaherz> ;P
L785[15:46:57] <h5h77> it's a lot of grunt work, but it's not complicated
L786[15:47:00] <gigaherz> people just grabbed on to 1.10
L787[15:47:06] <gigaherz> and all the modders with slow startup
L788[15:47:08] <williewillus> also the lowercase resource names
L789[15:47:15] <williewillus> which should be a 5 minute regex fest for any mod
L790[15:47:21] <gigaherz> such as devs of huge mods who just got into 1.10 from 1.7.10
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L792[15:48:25] <gigaherz> aren't going to update to 1.11 right away
L793[15:48:26] * TechnicianLP didnt understand shaders and and ended up putting a semitransparent grey box over the items
L794[15:48:27] <gigaherz> ;P
L795[15:51:22] <Naiten> Well, updating my track rendering to post-1.7 was hell, I tried several times and uuuh
L796[15:51:37] <Naiten> just finished it couple of months ago...
L797[15:52:02] <Naiten> I'm afraid of new versions now
L798[15:52:31] <Shambling> I'm afraid of new versions as a aspiring pack developers, but as a practicing newb modder, meh
L799[15:52:55] <Shambling> I see no benefit to 1.11.2, but I also see no negatives to it as a modder. So I try to have a working dev environment for both
L800[15:53:23] <Naiten> You see, 1.8 was released more than 2 years ago already, and i'm updating from 1.7.10 to 1.10 just now
L801[15:53:26] <Naiten> like
L802[15:53:38] <Naiten> new systems are hard
L803[15:53:51] <Shambling> well updating to 1.8 from 1.7.10 was probably about as hard as updating from 1.7.10 to 1.10.2 nowadays
L804[15:54:11] <Shambling> but hey, we've got json graphics now.. yey?
L805[15:54:23] <Naiten> And it bugs me most
L806[15:54:28] <williewillus> calling it "json graphics" is missing the point
L807[15:54:37] <williewillus> almost completely
L808[15:54:42] <Naiten> Why can't i even register a texture via 1 line of code now?
L809[15:54:57] <Shambling> well its nice that you can change a few tweaks to the models and you can see changes almost immediately, but did people really modify their graphics that much after they were done with a model?
L810[15:55:03] <PaleoCrafter> you can with ~4 lines of code :P
L811[15:55:05] <Naiten> Why do I have to waste space and time making all those jsons for each of my items?
L812[15:55:24] <williewillus> Naiten: 3 seconds with a script, resourcepack customizability, performance for static models
L813[15:55:45] <Naiten> which script
L814[15:56:01] <Naiten> like, how do you even script?
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L816[15:56:09] <williewillus> one you write :P or steal from someone
L817[15:56:12] <PaleoCrafter> that's the problem I have with these "the new system is hard" statements. They aren't hard, merely different and at most tedious
L818[15:56:22] <Nobabs27> ok how about Da Vinci's Vessels mod for 1.11.2?
L819[15:56:54] <Shambling> didn't someone have a weirdly named one out there... valkaryn something or other?
L820[15:56:56] <Shambling> let me get the name
L821[15:57:13] <Nobabs27> either that or can I use 1.10 mods on 1.11.2 ?
L822[15:57:20] <Nobabs27> *1.10.2
L823[15:57:25] <williewillus> probably not
L824[15:57:34] <Nobabs27> ._.
L825[15:58:03] <Nobabs27> so that means the only current mod I want as of rn is BiomesOPlenty pretty much
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L828[16:01:30] <Shambling> oh sorry, valkyrian warfare was 1.10.2 only, and its beta
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L830[16:01:46] <Shambling> unless you want llamas, just play a 1.10.2 pack
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L832[16:01:58] <Shambling> and if you want llamas, install that llama mod :P
L833[16:02:13] <Nobabs27> lol
L834[16:02:28] <Nobabs27> time to install forge for the 4th time
L835[16:02:49] <TechnicianLP2> ive seen a compatlayer mod for 1.10/1.11 mods to bridge the changes
L836[16:03:21] <Nobabs27> really?
L837[16:03:29] <h5h77> McJtyLib
L838[16:03:31] <Shambling> compatlayer only bridges the changes between mods programmed for it, and they need to still be compiled for the right version
L839[16:03:33] <Nobabs27> that would be fantastic
L840[16:03:40] <Nobabs27> oh
L841[16:03:41] <h5h77> or one of those by McJty
L842[16:04:05] <Shambling> I was able to take denseores, as an example, and just compile it against 1.10.2 and it worked after changing the mod version request, but there aren't many non mcjty mods yet that use it
L843[16:04:17] <Shambling> if you want to make a good cross compat mod though, good library
L844[16:05:01] <Shambling> if you want a good starting pack to add mods to, grab direwolf20 and then use the curse launcher to find more mods after unlocking it
L845[16:05:47] <Nobabs27> direwolf20...could I slap the Sponge mod in there and get it to run on a bungee?
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L865[17:03:47] <Shambling> hrmmm... well I don't think exu2 will be so easy to fix by fixing the block and item json files... as they don't exist
L866[17:03:58] <Shambling> looks like its all hard coded, :o
L867[17:04:20] <gigaherz> and that's the "fun" of all those people who work around the model system
L868[17:04:35] <gigaherz> it fucks over themed adventure maps / modpacks
L869[17:06:52] <cuddylier> Anyone know how to fix extra utilities 2 for Forge 1.10.2? Startup error: http://pastebin.com/raw/5TmzPtFc
L870[17:07:16] <gigaherz> that's not extra utilities 2 for 1.10.2
L871[17:07:20] <gigaherz> that class is from 1.7.10
L872[17:07:22] <gigaherz> use the right jar
L873[17:07:27] <cuddylier> Interesting
L874[17:07:41] <cuddylier> I'm using extrautils2-1.10.2-1.3.0.jar
L875[17:07:57] <cuddylier> https://minecraft.curseforge.com/projects/extra-utilities/files/2381549
L876[17:08:16] <gigaherz> hmm
L877[17:08:24] <gigaherz> try using an older one
L878[17:08:43] <gigaherz> it COULD be that the author used some kind of compatibility library
L879[17:08:47] <gigaherz> to make 1.10.2 more like 1.7.10
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L881[17:09:03] <williewillus> (which is an entirely stupid idea)
L882[17:09:04] <gigaherz> and the jar is broken
L883[17:09:21] <williewillus> but i doubt it XU2 was supposed to be a rewrite
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L889[17:20:35] <osum4est> for setting nbt data from a gui, do i have to send a packet to the server and set it from there?
L890[17:23:12] <williewillus> settign what nbt data
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L892[17:23:33] <osum4est> just a boolean on the itemstack youre holding
L893[17:23:56] <williewillus> and the stack has a gui?
L894[17:24:02] <osum4est> yes
L895[17:24:12] <osum4est> its a container
L896[17:25:18] <gigaherz> yes, you'd want to send a packet to the server
L897[17:25:27] <gigaherz> and then make sure that the right stack is still in the right slot
L898[17:25:41] <osum4est> got it, thanks
L899[17:27:53] <Shambling> to be honest, looking at the uncompiled code, I think he's using his own event registration code based on the old stuff
L900[17:28:01] <Shambling> I'm not so sure it wasn't just a straight 1.7.10 port now :o
L901[17:28:49] <Shambling> though I've never seen that crash
L902[17:29:28] <williewillus> bleh
L903[17:29:44] <Shambling> seconded
L904[17:29:45] <williewillus> whenever people try to introduce crap to keep it like the old stuff
L905[17:29:53] <williewillus> you're just making it 3x harder to do the next port
L906[17:30:09] <williewillus> eventually it all comes back and you collapse under the combined weight of all the changes
L907[17:30:26] <williewillus> whenever I port I modernize everything as much as possible - ideally it
L908[17:30:37] <williewillus> 's as if it was written in the target version to begin with
L909[17:32:31] <gigaherz> that's why I only maintain two versions
L910[17:33:00] <gigaherz> so that I can keep both codebases up to date
L911[17:33:09] <gigaherz> and still add fixes and new features
L912[17:33:34] <gigaherz> as soon as 1.12 is out, 1.10.2 will go into "bugfix-only maintenance"
L913[17:33:56] <gigaherz> (where bugfix means crashes, dupes, or data loss)
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L918[17:37:26] <h5h77> I'm really curious to see what the pace of mods and modpacks updating from here on out is
L919[17:37:37] <williewillus> same as it always is
L920[17:37:46] <gigaherz> depends on the developers / authors
L921[17:37:47] <williewillus> depends on the flow of the community and impact of mojang changes
L922[17:37:51] <gigaherz> 1.7.10 is like XP
L923[17:37:55] <gigaherz> it stuck for too long
L924[17:37:55] <williewillus> lol
L925[17:38:02] <gigaherz> and people got too used to it
L926[17:38:08] <williewillus> the state changes in 1.12 may or may not be bad
L927[17:38:12] <williewillus> depending on how they do it
L928[17:38:13] <gigaherz> and their fear of change got the better of them
L929[17:38:21] <gigaherz> so long as mc/forge continues updating reasonably often
L930[17:38:31] <gigaherz> people will temain used to switching versions
L931[17:38:34] <gigaherz> remain*
L932[17:38:44] <h5h77> that'd be nice
L933[17:39:02] <williewillus> well hopefully as more things become data driven we can see some lighter modded worlds move between versions
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L942[18:07:02] <Shambling> wow I think curse might be screwed up
L943[18:07:12] <Shambling> either that, or jared pulled the latest craft tweaker off of curse
L944[18:07:36] <Shambling> super strange, they're just.... gone
L945[18:08:41] <Shambling> and the 1.11.2 version is just completely gone as well
L946[18:10:13] <h5h77> hey mezz, in the current version of ModelFluidDebug, it uses ResourceLocations that don't have a file extension, which like I said does not work with the overlay, should I update them to just have the full path?
L947[18:10:19] <h5h77> public static final Fluid milkFluid = new Fluid("milk", new ResourceLocation(ForgeVersion.MOD_ID, "blocks/milk_still"), new ResourceLocation(ForgeVersion.MOD_ID, "blocks/milk_flow"));
L948[18:10:38] <mezz> whatever works, I don't really know why they are that way
L949[18:10:50] <h5h77> alright, thanks
L950[18:20:23] <h5h77> is it okay for forge test textures to be based on minecraft or should i create them from scratch?
L951[18:21:07] <mezz> Forge has to avoid copying minecraft assets, since it's just a test they don't need to be super amazing though
L952[18:21:21] <h5h77> alright, that's what i thought, thanks
L953[18:21:30] <h5h77> but it never hurts to check if i can be lazy :P
L954[18:21:34] <mezz> heh
L955[18:26:42] <Corosus> words to live by
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L959[18:33:22] <h5h77> how do i build/run the tests?
L960[18:34:12] <mezz> do you have a Forge_test module?
L961[18:34:28] <h5h77> i don't understand that question
L962[18:34:39] <mezz> ok, that's an acceptable answer too lol
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L964[18:35:07] <mezz> this video shows how to set up your project so you can run the Forge tests in it https://www.youtube.com/watch?v=pLWQk6ed56Q
L965[18:35:26] <mezz> we're working on making a wiki instead of a video, but for now this will have to do
L966[18:36:12] <h5h77> alright thanks. so far i've just been building forge and then compiling a mod with the generated mdk to test my changes
L967[18:36:40] <mezz> this will be a bit easier once you have it set up. still kinda clunky though
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L970[18:45:55] <Shambling> what is the proper comment style of json files?
L971[18:46:17] <Shambling> I see some people use //, but that seems to not be the case for proper use. then I see a horror show like "__comment": "Comment goes here"
L972[18:49:01] <mezz> // is not proper
L973[18:49:15] <mezz> http://stackoverflow.com/questions/244777/can-comments-be-used-in-json
L974[18:49:58] <Shambling> yeah I saw that, and thus why I references the horror of the syntax of "_comment": "comment goes here..."
L975[18:50:08] <mezz> yep
L976[18:50:11] <Shambling> that is like using a function name as a comment
L977[18:50:33] <mezz> generally the right idea is probably to have a separate document that defines the json format you use
L978[18:50:46] <Shambling> technically possible to have a none functioning method or class or structure and have your documentation in a string... but my god, you should be shot if you do that
L979[18:51:09] <Shambling> so just have a text file with the json... yeah that wouldn't be read by anything
L980[18:51:19] <Shambling> but the whole point of comments is so it flows while you read the code
L981[18:51:29] <mezz> json is data, not code though
L982[18:52:08] <mezz> if you're coding in json take a long hard look at your "should be shot" comment heh
L983[18:52:56] <Shambling> if someone is looking at a json though trying to figure out what it does and why it does it, should they look at the code that refernences the json, or the json itself? it flows easier for me to read a comment that is embedded. But maybe thats just me, and some people like having 2 or 3 windows open
L984[18:53:11] <Shambling> I guess just having a reference to go by is enough
L985[18:53:27] <Corosus> could make a schema http://json-schema.org/latest/json-schema-core.html
L986[18:53:36] <Corosus> a bit on the heavy side of a solution though
L987[18:54:17] <mezz> personally I'm often amazed that json is a "standard". I blame javascript developers
L988[18:54:58] <mezz> it's like they're rediscovering and reinventing computer science decades later >_>
L989[18:55:20] <Shambling> that is my general thought ...
L990[18:55:31] <Shambling> but everyone seems so enthralled by it... who am I to judge
L991[18:55:40] <Shambling> I'm all over here going "its just a text file"
L992[18:55:53] <Shambling> "xml did it better" :P
L993[19:01:08] <h5h77> xml did it better? that's a joke right
L994[19:01:26] <Shambling> xml basically did it the exact same, so yes it was a joke
L995[19:01:42] <Shambling> hell... its all just data
L996[19:02:18] <Shambling> see those one's and zero's over there, ... that's a fruit smoothie ... and those over there... that's a gregtech recipe causing 500 people to have migraines :P
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L998[19:02:57] <h5h77> xml is a lot more intricate than it needs to be though from when i last looked at it
L999[19:03:08] <h5h77> like there's some crazy obscure syntax in there
L1000[19:03:32] <Shambling> hrmm... you're right. I think I ignored most of the extraneous stuff in xml when looking at what it did with those WoW mods back i nthe day
L1001[19:03:37] <h5h77> it is not unheard of that vulnerabilities have come about from accepting xml input
L1002[19:03:57] <h5h77> because xml parsers are huge nightmarish monsters full of stuff that is technically standard but no one knows exists
L1003[19:04:33] <h5h77> https://blog.detectify.com/2014/04/11/how-we-got-read-access-on-googles-production-servers/
L1004[19:04:41] <h5h77> be grateful for how simple json is ;)
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L1006[19:05:19] <Shambling> I'm sure if you knew the base code that read it, you could still cause a stack overflow with some of it, but yeah
L1007[19:05:46] <Shambling> what was it, sql databases that sometimes could have a sequence of certain characters would make it so that someone could completely overwrite the whole database
L1008[19:06:12] <h5h77> you mean sql injections?
L1009[19:06:26] <Shambling> I'm thinking that was it
L1010[19:07:50] <Corosus> leave bobby tables alone!
L1011[19:08:51] <Corosus> i like jsons ability to go from class to json data, but i guess thats more about the library that does it
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L1027[20:37:38] <piousminion> In forgeChunkLoading.cfg, what the heck is a "ticket" in reference to "I:maximumChunksPerTicket" ?
L1028[20:39:28] <tterrag> Corosus: well json was literally designed to represent objects
L1029[20:39:34] <tterrag> So it's pretty good at that
L1030[20:41:37] <piousminion> I can't find the answer to this seemingly simple question anywhere online. :/
L1031[20:43:21] <tterrag> A ticket is just what mods use to force chunks
L1032[20:43:32] <mezz> net.minecraftforge.common.ForgeChunkManager.Ticket
L1033[20:43:39] <tterrag> I'm not sure how many mods use that system though, or how useful the config is
L1034[20:45:00] <piousminion> tterrag: I'm trying to limit how many chunks a user is allowed to have loaded via chunkloaders. Tips?
L1035[20:45:02] <Corosus> MADNESSES
L1036[20:45:16] <mezz> I think it was added here https://github.com/MinecraftForge/MinecraftForge/commit/c684360f5114264b3ff0b023c464dac847c81f6d
L1037[20:45:50] <tterrag> piousminion: what chunkloading mod are you using?
L1038[20:46:14] <piousminion> tterrag: I'm using Minefactory Reloaded's chunkloader.
L1039[20:46:59] <tterrag> Have you checked that mod for a config to control that?
L1040[20:47:18] <piousminion> tterrag: Indeed. The options are few.
L1041[20:47:43] <tterrag> Sucks. Why MFR? There are more configurable options out there
L1042[20:48:26] <piousminion> Mainly because I already use the mod and I'm trying to keep mod count down. Do you have a reccomended chunkloader mod?
L1043[20:49:51] <Corosus> i guess playerTicketCount in forgeChunkLoading.cfg doesnt cover it?
L1044[20:50:32] <piousminion> Corosus: "cover" ? I suppose it would, if I understood what that meant.
L1045[20:52:24] <tterrag> You can try the forge config
L1046[20:52:34] <tterrag> But it's entirely possible that MFR will ignore it
L1047[20:53:06] <tterrag> I personally use immibis' chunkloader mod
L1048[20:53:42] <piousminion> tterrag: The MFR config mentions obeying the forge limits.
L1049[20:53:46] <tterrag> Aka dimensional anchors
L1050[20:53:52] <tterrag> Oh in that case, yeah
L1051[20:53:53] <piousminion> I'll check out the immibis one.
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L1053[20:54:26] <tterrag> DA has configs for power usage, item usage, max loaded chunks, and online only loading
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L1059[21:03:27] <mezz> any luck h5h77 ?
L1060[21:03:49] <h5h77> i actually just started working on this again
L1061[21:03:52] <h5h77> this is super weird
L1062[21:03:54] <mezz> heh
L1063[21:04:18] <h5h77> so those resourcelocations for the fluid constructor without the textures/ and.png? they don't work if i add that
L1064[21:04:35] <mezz> maybe they're from the texture atlas?
L1065[21:04:37] <h5h77> so i have to call it like this
L1066[21:04:37] <h5h77> (name, new ResourceLocation("blocks/water_still"), new ResourceLocation("blocks/water_flow"), new ResourceLocation("textures/misc/underwater.png"));
L1067[21:04:50] <mezz> ok
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L1070[21:05:21] <mezz> maybe they're models and not textuers
L1071[21:05:34] <h5h77> oh that could be
L1072[21:05:42] <h5h77> now that you say it, i think there's another file associated with them
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L1074[21:06:05] <h5h77> oh yeah, the textures each have an .mcmeta file as well
L1075[21:06:19] <mezz> hm ok. special animation info
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L1077[21:06:42] <mezz> can't say I understand why it works that way, but as long as your stuff works I don't think we should worry
L1078[21:07:19] <h5h77> it's a little bit ugly to have inconsistent syntax in the same constructor, but i guess if the animations are models it almost makes snse
L1079[21:08:18] <mezz> yeah
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L1081[21:12:15] <h5h77> alright, got it all working, about to push
L1082[21:13:48] <mezz> cool
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L1104[22:56:50] <osum4est> is there a way to force an itemstack to show a "1" when there's only one left?
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L1107[23:03:39] <McJty> osum4est, in any inventory or in a custom inventory?
L1108[23:03:49] <osum4est> any inventory
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L1110[23:03:54] <McJty> No I don't think that's possible
L1111[23:05:02] <osum4est> ok, then next question, i have found i can set a stacksize to 0, and it shows 0, but dissapears when i move/right click it. is there a way to get it to stay?
L1112[23:05:25] <McJty> No, and certainly not when you are on 1.11
L1113[23:05:28] <McJty> Don't depend on that
L1114[23:05:46] <osum4est> darn. well, thanks!
L1115[23:06:53] <osum4est> oh, actually, is there a way to convert a string of text into bakedquads?
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