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L13[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170306 mappings to Forge Maven.
L14[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170306-1.11.zip
(mappings = "snapshot_20170306" in build.gradle).
L15[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/
L16[02:00:45] <h5h77> new snapshot?
L17[02:01:42] <mezz> MCP makes a new
snapshot automatically every night at this time
L18[02:02:15] <h5h77> yeah for a second
there i thought it meant a new minecraft snapshot had just come
out
L20[02:02:47] <mezz> nope we have excited
devs to announce that manually, no bot :)
L21[02:03:11] <h5h77> well at least that
means if you're reading it, you got someone to talk about it
with
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L24[02:10:15] <h5h77> i'm trying to keep a
coherent theme with my mod but my ideas are just all over the
place
L25[02:10:53] <mezz> write stuff down, some
time later you'll want to write code and can't remember anything to
do
L26[02:11:14] <h5h77> oh yeah i keep a
noteblock on my desk at all times
L28[02:11:39] <h5h77> i just feel like it's
hard to have a meaningful progression if everything in your mod
does something completely different
L29[02:11:59] <mezz> there are plenty of
mods with no progression, it's not a requirement
L30[02:12:05] <h5h77> note pad^^
L31[02:12:18] <mezz> haha
L32[02:12:26] <h5h77> or college
block
L33[02:15:59] <Ashindigo_> I feel like if
there's no progression then you can go wild with ideas but if you
have a progression then you need to work with the lore of the
mod
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L35[02:16:46] <mezz> progression and lore
creates better mods imo, but for a first mod it may be
ambitious
L36[02:16:51] <h5h77> yeah but if there's
no progression, you can't add the more powerful stuff without being
OP
L37[02:18:43] <Ashindigo_> You could do the
lazy resource gate
L38[02:19:01] <Ashindigo_> But I feel like
something better than that could be done
L39[02:19:05] <h5h77> as in compressed
nether stars?
L40[02:19:25] <mezz> "it's not OP
because it requires effort"
L41[02:19:30] <h5h77> I think it'll be
alright. I guess Botania is a good example of being all over the
place but still having a good progression
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L43[02:20:12] <Ashindigo_> Effort being
auto crafting and a wither grinder
L44[02:20:24] <h5h77> yeah exactly, I don't
want that
L45[02:21:03] <mezz> one thing to keep in
mind is that there are some features that will be overpowered no
matter what you gate them behind, and that can make the game
uninteresting no matter how many hoops people have to jump
through
L46[02:21:38] <mezz> drawbacks can be as
important as features
L47[02:23:41] <h5h77> yeah I agree. I'm
thinking about something that is basically a permanent upgrade to
the players bare hand as a weapon
L48[02:24:01] <h5h77> the idea is that it's
still not as strong as a good sword, but a bit stronger and you can
enchant your "hand"
L49[02:26:37] <h5h77> as a late game
convenience, but not enough to beat the wither or anything
basically
L50[02:27:10] <mezz> makes sense
L51[02:27:34] *
Ashindigo_ punches non armored players
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L109[09:00:04] <barteks2-> Intellij never
stops surprising me, I copied dependency section from pom.xml and
pasted it to build.gradle, and it automatically cobverted it to
gradle format
L110[09:00:37] <gigaherz|work> nice
L111[09:01:42] <IoP> cool
L112[09:16:21] <Ashindigo_> Neat
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L116[09:53:15] <TechnicianLP> if i have a
tileentity with a resourceheavy "job" should i start a
thread for each tile? (or maybe bunch them)
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L119[10:00:52] <williewillus> what kind of
job is it?
L120[10:01:26] <gigaherz|work>
TechnicianLP: no yo ushouldn ever start a thread for each
tile
L121[10:01:38] <gigaherz|work> use
tasks/workers/whatever java has
L122[10:01:50] <gigaherz|work> (a thread
pool)
L123[10:02:38] <gigaherz|work> you should
never*
L124[10:02:54] <TechnicianLP> yeah
bunching them is a good idea
L125[10:03:20] <williewillus> what kind of
task is it though?
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L127[10:03:50] <TechnicianLP> controller
for different tiles ill implement
L128[10:04:03] <gigaherz|work> that's not
what he asked
L129[10:04:09] <gigaherz|work> he's asking
waht thing does it need to do
L130[10:04:14] <gigaherz|work> that would
be unreasonable to execute inline
L131[10:04:55] <TechnicianLP> i know those
kind of tasks can get really serverheavy if the controllers need to
server a lot of tiles
L132[10:05:13] <TechnicianLP> serve*
L133[10:05:23] <gigaherz|work> that's not
fixed by threads, though
L134[10:05:27] <williewillus> ^
L135[10:05:30] <gigaherz|work> if there's
a lot of cpu time used
L136[10:05:33] <gigaherz|work> there's a
lot of cpu time used
L137[10:05:38] <gigaherz|work> no matter
how many threads you create
L138[10:05:39] <TechnicianLP> but it does
not bring down the tps to like 3
L139[10:05:54] <williewillus> you also
need to add complexity by making it safe
L140[10:06:04] <gigaherz|work> consider
first splitting up the actions
L141[10:06:20] <williewillus> just
throwing the threading magic dust around is more likely to kill you
via race conditions than make the job easier :P
L142[10:06:24] <gigaherz|work> like,
instead of searching a whole network at once, scan the network a
few blocks at a time
L143[10:07:06] <TechnicianLP> or make the
tiles query the controller instead of the other way round
L144[10:07:33] <gigaherz|work> anyhow,
time to leave work
L145[10:08:04] <quadraxis> i'd laugh if
that just involved a nick change
L146[10:09:21] <gigaherz|work> lol no, I
don't work from home these days
L147[10:09:36] <gigaherz|work> oaky bb
from home
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L151[10:17:50] <ScottehBoeh> Hello
L152[10:18:17] <ScottehBoeh> Just finished
the basic mechanisms of my leveling system
L155[10:21:56] <ScottehBoeh> Notification
mechanisms :D
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L159[10:32:19] <asdfowkw> Hi, I made a
block with a custom model and custom boundries, but when i break it
it has huge particles like a full block, where do i change the
amount of particles?
L160[10:33:33] <masa> if I have an entity
that shouldn't get rendered at all, do I need to register a dummy
renderer for it?
L161[10:35:19] <masa> looking at
RenderManager#shouldRender() I'm guessing I don't need it
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L167[10:57:21] <asdfowkw> I've made a
custom pot for growing my crops, the problem is i dont know how to
make the crop get planted at the correct height, any ideas?
http://prntscr.com/egr0w8
L168[10:58:36]
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L169[11:00:38] <asdfowkw> Like, the
vanilla seeds, when they are planted on farmland, they render 1
"pixel" down, so they are touching the farmland.
L170[11:00:55] <killjoy> asdfowkw, those
are separate blocks?
L171[11:00:59] <williewillus> offset the
model downwards?
L172[11:01:05] <williewillus> or render it
from the pot
L173[11:01:10] <asdfowkw> ye thats what i
wanna do =)
L174[11:01:20] <asdfowkw> offset model i
google for then?
L175[11:01:25] <williewillus> ?
L176[11:01:38] <williewillus> in your json
just move all the coordinates down :P
L177[11:02:18] <asdfowkw> my json for the
crop dosnt have cordinates
L178[11:02:21] <asdfowkw> im using the
"cross" model
L179[11:02:34] <asdfowkw> with the various
age stages
L180[11:02:37] <asdfowkw> i have to make
it a custom model?
L181[11:02:41] <williewillus> then you
need to make a separate one and move it odwn
L182[11:02:44] <killjoy> just edit the
cross model
L183[11:02:48] <williewillus> or use forge
blockstate json and use the "transform" tag
L184[11:03:24] <asdfowkw> i have
forge_marker 1 if thats what u mean
L185[11:03:33] <williewillus> show your
blockstate json
L187[11:05:03] <williewillus> in the
defaults block add this=> "transform": {
"translation": [0, -1, 0] }
L188[11:05:11] <williewillus> then play
with the -1 until it looks right
L189[11:05:27] <asdfowkw> thanks =) ! its
x y z ?
L190[11:05:30] <williewillus> yeah
L191[11:06:01] <asdfowkw> where can i find
this online?
L193[11:06:12] <asdfowkw> im loocking at
readthedocs now but it dont find transform
L194[11:06:32] <williewillus>
unfortunately not well documented :P
L196[11:06:47] <killjoy> assuming you know
some of that stuff
L198[11:07:16] <williewillus> well that's
kind of unrelated atm, they're asking about the forge format
L199[11:07:26] <williewillus> and the rtd
article for the forge format is ancient *and* terrible :P
L200[11:07:33] <williewillus> should get
artound to writing a replacement
L201[11:07:49] <killjoy> better yet, we
should require a readthedocs pull with each new feature.
L202[11:08:32] <asdfowkw> While i have you
guys here, I have told my "seed" to have this pot as
farmland
L203[11:08:40] <asdfowkw> but its still
plantable on normal farmland?
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L205[11:08:46] <williewillus> show
code
L207[11:10:10] <asdfowkw> or i need to
quote it?
L208[11:10:25] <williewillus> transform is
an obejct
L209[11:10:30] <williewillus>
"transform": {
L210[11:10:35] <asdfowkw> ah
L211[11:10:38] <williewillus>
"translation": [0, -1, 0]
L212[11:10:39] <williewillus> }
L213[11:10:44] <asdfowkw> silly me
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L215[11:16:03] <asdfowkw> ye about that
farmland issue
L216[11:16:10] <asdfowkw> i guess its
cause i extend itemseeds
L217[11:16:14] <asdfowkw> i dunno
L218[11:16:24] <williewillus> well show
code :P i doubt it's the item, it's the block
L220[11:16:54] <williewillus> yeah show
the block
L221[11:16:59] <asdfowkw> i want to forbid
the item from being planted on the regular farmland
L222[11:17:07] <williewillus> oh
L223[11:17:12] <williewillus> i think
that's in the block
L224[11:17:26] <asdfowkw> hm
L225[11:17:37] <asdfowkw> then it gets
harder to override i guess
L226[11:17:57] <williewillus> why? isnt
the block yours as well?
L227[11:18:02] <asdfowkw> not
farmland
L228[11:18:06] <asdfowkw> oh
L229[11:18:09] <asdfowkw> u mean the crop
block
L230[11:18:36] <asdfowkw> ye i have
nothing in there except getseed getcrop
L231[11:19:22] <asdfowkw> ah
canPlaceBlockAt from BlockBush
L232[11:19:51] <asdfowkw> i will ahve a
lookaround in there =)
L233[11:19:52] <asdfowkw> thanks
L234[11:21:42]
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L235[11:22:25] <asdfowkw> Solved it ^^
!
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L249[12:09:31] <asdfowkw2> Can someone
explains to me what the <T> and <TE> is? I see it
frequently in tutorials in places but i dont know what they
do
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L251[12:10:03] <Akkarin> They're generic
arguments and you should really read up on that part of Java if you
ever want to get anywhere ;-)
L252[12:11:25] <McJty> Yes, generics are
pretty important these days
L253[12:11:54] <Aroma1997> !fh
loadedTileEntityList
L254[12:13:06] <asdfowkw2> so if i do a
public class TileEntity <TE>
L255[12:13:18] <asdfowkw2> all i can find
after that is that they use TE to refer to it
L256[12:13:26] <williewillus> ?
L257[12:13:38] <asdfowkw2> i'm reading atm
trying to figure out exactly what it is
L258[12:13:48] <williewillus> can you link
the tutorial that has an example of what you're asking about?
L261[12:14:37] <asdfowkw2> It will have a
generic parameter TE which will be the type of our tile entity
class. This will be used to create a simple helper method to reduce
the numebr of casts necessary to obtain the instance of our tile
entity for a specific position in the world and to ensure that the
TileEntity we create is of the correct type for our block
instance.
L262[12:14:46] <williewillus> yeah it's a
generic type parameter
L263[12:14:55] <McJty> The T between
<T> is the name of a type. So if you have List<String>
bla then you have a list where all elements will be of type
String
L264[12:15:04] <williewillus> i personally
think doing that is unnecessary for tile entiites but some people
like it
L265[12:15:06] <McJty> That's the very
short summary of it
L266[12:16:03] <asdfowkw2> man i remember
when i went from non oop to oop. it took me like 5 years to
understand what "this" really referred too.
L267[12:16:10] <asdfowkw2> i feel this
will be another thing like that.-
L268[12:16:18] <williewillus> eh
L269[12:16:28] <williewillus> it's just a
natural extension of types
L270[12:17:06] <PaleoCrafter> just think
about it as a parameter, just that's not a value but a type
:P
L271[12:17:15] <LexManos> ... i mean ya
its a helper function.. but really...
L272[12:18:03] ⇦
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L273[12:18:04] <PaleoCrafter> Oh, Lex, I
technically have the styles etc. ready for a repo already, probably
wouldn't be bad to set it up already in order to have the issue
reporting
L274[12:18:36] <LexManos> I understand it,
but im more of a traditionalist, no-magic functions to save 1 line
of code or 10 characters.
L275[12:19:00]
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L276[12:19:07] <LexManos> REALLY need
Flamegoat to talk to me sometime so we can get some things
rolling.
L277[12:19:27] <PaleoCrafter> heh, Curse
tends to be the best way of contacting him, it seems :D
L278[12:19:52] <killjoy> What's a
helicopter function?
L279[12:19:55] <killjoy> google fails
me
L280[12:20:07] <killjoy> nvm
L281[12:20:09] <killjoy> I misread
L282[12:20:17] *
killjoy is tired
L283[12:20:34] <PaleoCrafter> it's like
helicopter parents, it constantly monitors what's happening in the
stuff it calls
L284[12:20:46] <LexManos> ... we need to
design something and coin the term helicopter function now...
L285[12:20:48] <killjoy> read helper as
helicopter
L286[12:24:48] ⇦
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L288[12:28:29] <risux> DataWatcher got
replaced by EntityDataManager, correct?
L289[12:28:34] <williewillus> yes
L290[12:28:41] <risux> Alright, awesome.
Thanks
L291[12:31:42] ⇦
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L294[12:37:23] <risux> So based on the
register() method in EntityDataManager, I also assume the max ID
has been raised from ~30 to 254?
L295[12:37:51] <kashike> yes
L296[12:42:40] <masa> is there a way to
force the DataManager to sync immediately upon initial entity
spawn, or otherwise send the datamanager values, without adding
custom packets just for this?
L297[12:42:45] <risux> I also assume that
I will need to implement IDataSerializer on an Entity in order to
register a value with the DataManager?
L298[12:43:13] <masa> what type of data
are you sending?
L299[12:43:21] <masa> there are several
serializers in vanilla
L300[12:43:31] <risux> Just an
integer.
L301[12:44:05] <masa> there is one for
that
L302[12:44:20] <masa>
EntityAreaEffectCloud has an example
L303[12:44:32] <risux> Alright, thanks
:)
L304[12:45:15] <risux> Oh wow, based on
that I already like this system much better.
L305[12:47:51]
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L307[12:51:58] <asdfowkw2> If im gonna get
started with energy, is it worth going for forge energy or should i
go with cofh RF?
L308[12:52:13] <williewillus> i vote
FE
L309[12:52:27] <williewillus> masa: i'm
pretty sure they already sync on spawn?
L310[12:52:30] <Ashindigo_> FE
L311[12:52:34] <asdfowkw2> ok
L312[12:52:58] <asdfowkw2> nothing on it
in the docs ? :P
L313[12:53:01] <Ashindigo_> FE is
basically the same thing except with capability magic and its
native to forge
L314[12:53:13] <Ashindigo_> Look at the
capability doc
L315[12:53:27] <asdfowkw2> ok
L316[12:53:33] <ghz|afk> asdfowkw2:
forge's, and if you want more, Tesla
L317[12:53:37] <ghz|afk> RF should be your
last resort
L318[12:53:43] <ghz|afk> leave that to the
mods that implement pipes/cables
L319[12:53:45] <ghz|afk> ;P
L320[12:53:51] <Ashindigo_> How many mods
use tesla these days?
L321[12:53:57] <ghz|afk> quite a few
L323[12:54:15] <williewillus> does the new
TE interop smoothly with FE?
L324[12:54:26] <ghz|afk> although it
hasn't been updated in months
L325[12:54:26] <ghz|afk> XD
L326[12:54:39] <PaleoCrafter> some gut
feeling makes me doubt that, williewillus :P
L327[12:54:53] *
williewillus sighs
L328[12:57:18] <asdfowkw2> just a quicky,
i read extending EnergyStorage is better than implementing
iEnergyStorage, but then i cant extend tileentity?
L329[12:57:32] <McJty> Where did you read
that?
L330[12:57:39] <asdfowkw2> on the
forums
L331[12:57:47] <McJty> Well that sounds
like bad advice
L332[12:57:54] <asdfowkw2> so just
implement ienergy?
L333[12:58:01] <ghz|afk> asdfowkw2: learn
how capabilities work
L334[12:58:05] <McJty> But actually. What
do you want to do?
L335[12:58:06] <ghz|afk> you don't
implement/extend on your TE
L336[12:58:10] <ghz|afk> you create a
separate instance
L337[12:58:15] <ghz|afk> and return it
from getCapability
L338[12:58:18] <McJty> Your TE should not
implement IEnergyStorage either
L339[12:58:20] <ghz|afk> (and return true
from hasCapability)
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L341[12:59:54] <asdfowkw2> ghz, you have
any example?
L344[13:00:42] <asdfowkw2> ye thats where
im looking but there it clearly sais to implement capability
provider on TE
L345[13:00:54] <williewillus> TileEntity
already implements ICapabilityProvider
L346[13:01:20] <asdfowkw2> oh
L347[13:01:37]
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L348[13:01:38] <asdfowkw2> so all tile
entities are pretty much already good to go for energy
L349[13:01:39] <williewillus>
ICapabilityProvider != the capability interface
L350[13:01:43] <williewillus> no
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L352[13:01:56] <williewillus> read the
terms section of my gist
L353[13:02:44] <ghz|afk> asdfowkw2: think
of the capability system as attachable interfaces
L354[13:02:51] <ghz|afk> instead of
"te instanceof IEnergy"
L355[13:02:57] <ghz|afk> you have
"te.gasCapability(ENERGY)"
L356[13:03:04] <ghz|afk> and instead of
"(IEnergy)te"
L357[13:03:10] <ghz|afk> you have
"te.getCapability(ENERGY)"
L358[13:03:12] <h5h77> i made the same
mistake
L359[13:03:15] <ghz|afk> where ENERGY is a
Capability<IEnergy>
L360[13:03:16] <h5h77> you have to expose
the capability
L361[13:03:21] <ghz|afk> so
L362[13:03:30] <ghz|afk> in order for
someone else to be able to know that you have support for
energy
L363[13:03:33] <ghz|afk> you'd do the
following:
L364[13:04:35] <ghz|afk> 1. declare a
field like "@CapabilityInject(IEnergyStorage.class) public
static Capability<IEnergyStorage> ENERGY = null;" (will
be assigned automatically for you)
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L367[13:05:20] <h5h77> here's a simple
implementation of an energy storage
L368[13:05:25] <ghz|afk> 2. declare a
field to hold your energy buffer, such as "EnergyStorage
buffer = new EnergyStorage(capacity);"
L369[13:05:28] <h5h77> it also has
tesla/rf compatibility
L370[13:05:34] <ghz|afk> 3. tell others
that you export this interface
L371[13:05:38] <ghz|afk> by overriding
hasCapability
L372[13:05:48] <ghz|afk> and "if (cap
== ENERGY) return true;"
L373[13:05:52] <ghz|afk> remember to keep
the super call
L374[13:05:55] <ghz|afk> as fallback
L375[13:06:08] <ghz|afk> 4. allow others
to obtain your energy interface object
L376[13:06:13] <ghz|afk> by overriding
getCapability
L377[13:06:26] <ghz|afk> and doing
"if (cap == ENERGY) return (T)buffer;"
L378[13:06:39] <ghz|afk> these 4 steps are
THE SAME for any capability you want to export
L379[13:06:46] <asdfowkw2> Is the
capabilities used for containers too?
L380[13:06:48] <ghz|afk> just replacing
IEnergyStorage with some other interface
L381[13:07:01] <ghz|afk> what do you
mean?
L382[13:07:13] <asdfowkw2> im thinking of
this IItemHandler
L383[13:07:20] <ghz|afk> there's
SlotItemHandler
L384[13:07:22] <ghz|afk> which is like
Slot
L385[13:07:29] <ghz|afk> but it works with
IItemHandler instead of IInventory
L386[13:07:36] <masa> williewillus: yeah
they did, there was just some other derps why the BB of my entity
didn't update immediately based on the width and height that I had
in the DataManager. It worls properly now.
L387[13:07:37] <asdfowkw2> so it can hold
1 item for ex
L388[13:07:38] <ghz|afk> that's all you
have to change in the Container side
L389[13:07:51] <ghz|afk> oh oyu mean just
containers in general
L390[13:07:52] <ghz|afk> yes
L391[13:07:53] <ghz|afk> BUT
L392[13:07:55] <asdfowkw2> like i can make
a plate where i can right click an item on to
L393[13:08:01] <ghz|afk> item containers
have one extra thing you'll want to do
L394[13:08:04] <ghz|afk> which is in the
field
L395[13:08:15] <ghz|afk> you'll probably
use new ItemStackHandler(slots)
L396[13:08:15] <ghz|afk> but
L397[13:08:21] <asdfowkw2> It's alot to
process now but i'll try to get into it xD
L398[13:08:27] <ghz|afk> you'll want to
create an anonymous extension like
L399[13:08:35] <asdfowkw2> have to copy
paste this chat
L400[13:08:38] <ghz|afk> new
ItemStackHandler(slots) {
L401[13:08:54] <ghz|afk> overriding
onSlotChanged so you can call markDirty() on the TE
L402[13:08:55] <ghz|afk> }
L403[13:08:56] <PaleoCrafter> logs are
available at sbnc.khobbits.co.uk/log/logs/minecraftforge.htm
:P
L404[13:09:27] <asdfowkw2> cool
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L409[13:17:28] <TechnicianLP> is there an
easy way to get a player from uuid?
L410[13:17:38] <williewillus> there's a
method on world or server iirc
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L412[13:17:51] <Lumien> I believe the
method is in PlayerList
L413[13:17:55] <williewillus> but it just
does a linear search of all players, since the set of logged in
players is probably small
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L415[13:20:35] <TechnicianLP> should be
ok
L416[13:20:38] <TechnicianLP> thanks
L417[13:26:06] <tterrag> actually I'm
pretty sure there is kept a UUID->Player map somewhere in
WorldServer
L418[13:26:20] <tterrag> ah no, that's all
entities
L419[13:26:36] <tterrag> not gameprofile
uuid
L420[13:26:48] <williewillus> isnt it the
same for players?
L421[13:26:54] <tterrag> PlayerList is
O(1) though
L422[13:27:01] <tterrag> it has
Map<UUID, EntityPlayerMP> uuidToPlayerMap
L423[13:27:23] <tterrag> williewillus,
yeah actually it might be
L424[13:27:23] <TechnicianLP> and intellij
thinks PlayerList.getByUUID is nonnull
L425[13:27:35] <tterrag> mhm >>
this.setUniqueId(getUUID(gameProfileIn));
L426[13:27:58] <tterrag> so it depends on
what you want. are you looking for X player in Y dimension? or
globally?
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L428[13:29:14] <TechnicianLP>
globally
L429[13:29:18] <tterrag> then use
PlayerList
L430[13:31:38] <asdfowkw2> So if i want to
make a generator with forge energy, it is wrong to implement
iEnergyStorage on the TileEntity?
L431[13:31:56] <williewillus> yes, it is
incorrect
L432[13:32:09] <asdfowkw2> ok
L433[13:32:10] <williewillus> you don't
implement anything on the TE directly
L434[13:32:29] <tterrag> not only wrong,
but nonfunctional
L435[13:32:32] <tterrag> it would do
nothing
L436[13:33:13] <asdfowkw2> So the only
thing my TE class should extend is TileEntity?
L437[13:33:31] <asdfowkw2> and then i have
capability helpers that i use in the file instead.
L438[13:33:41] <ghz|afk> yup
L439[13:33:48] <ghz|afk> that's the best
thing about capabilities
L440[13:33:53] <ghz|afk> no implements
mess
L441[13:33:56] <ghz|afk> everything is
modular
L442[13:34:10] <ghz|afk> you can even
attach capabilities to other TEs that are not your own
L443[13:34:31] <williewillus> !gm
TileEntityHopper.getHopperInventory
L444[13:34:48] <ghz|afk> in fact, you
could make an RF-to-forge converter
L445[13:34:58] <ghz|afk> that allows any
RF machine to receive forge energy
L446[13:35:09] <ghz|afk> and forge stuff
to "pull" from it
L447[13:35:12] <ghz|afk> but the opposite
isn't true
L448[13:35:31] <ghz|afk> you can't make RF
pipes able to extract/insert energy into capability-based TEs
L450[13:36:15] <williewillus> which sounds
better: getExtractInventory vs getInventoryToExtractFrom
L451[13:37:11] <PaleoCrafter>
getSourceInventory? :P
L452[13:37:29] <williewillus> sure
:P
L453[13:37:49] <asdfowkw2> the
hasCapability and getCapability that i should override, where do i
find the originals?
L454[13:37:55] <williewillus> what do you
mean originals
L455[13:38:05] <asdfowkw2> in what class
are the ones im overriding
L456[13:38:11] <ghz|afk> williewillus:
neither, PaleoCrafter's one sounds better ;P
L457[13:38:21] <ghz|afk> asdfowkw2: in
your TE
L458[13:38:25] <ghz|afk> you override them
in your TE
L459[13:38:26] <asdfowkw2> oh
L460[13:38:39] <ghz|afk> and TEs are
ICapabilityProviders themselves
L461[13:38:42] <PaleoCrafter> Verbs in
getters never really work
L462[13:38:45] <ghz|afk> (along with
Entities and ItemStacks)
L463[13:39:08] <asdfowkw2> im starting to
get somewhere i think
L464[13:39:08] <ghz|afk> PaleoCrafter: or
anywhere else
L465[13:39:15] <ghz|afk> I mean, besides
the "get" one
L466[13:39:16] <ghz|afk> like
L467[13:39:16] <asdfowkw2> its just one
thing of your explanation up here i didnt get
L468[13:39:22] <ghz|afk> verb-object
L469[13:39:32] <ghz|afk>
"getSomething" "isSomething"
"setSomething", etc
L470[13:39:39] <asdfowkw2> u said
something like if (cap == energy) return true
L471[13:39:46] <ghz|afk> yes that goes in
your TE
L472[13:39:48] <asdfowkw2> whats are you
refering to with cap
L473[13:39:56] <ghz|afk> cap is the
parameter from the method
L474[13:39:57] <williewillus> hm
L475[13:40:01] <ghz|afk> may be
"capability"
L476[13:40:08] <ghz|afk> but I shortened
it to save typing
L477[13:40:15] <williewillus> is it
intentional that the vanilla hopper cap hooks completely gloss over
entities?
L478[13:40:22] <asdfowkw2> oh so like
public boolean hasCapability(cap) ?
L479[13:40:28] <williewillus> if I'm
reading this correctly it breaks hoppers extracting from hopper
carts
L480[13:40:38] <ghz|afk> asdfowkw2: + the
enumfacing, but yes
L481[13:40:39] <asdfowkw2> and then inside
that i put the if statement
L482[13:40:44] <asdfowkw2> ok
L483[13:41:14] <ghz|afk> asdfowkw2: this
is for IItemHandler
L484[13:41:18] <ghz|afk> but it should
work as an example
L486[13:41:28]
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L487[13:42:08] <asdfowkw2> thank you, code
is so much easier than text for me to understand haha
L488[13:42:12] <asdfowkw2> english aint my
native language
L489[13:42:28] <ghz|afk> mine
neither
L490[13:42:57] <asdfowkw2> so the
hascapability is used to determine if it can send to others and
getcapability is to receive?
L491[13:43:06] <ghz|afk> ....no
L492[13:43:13] <asdfowkw2> or was it the
other way around?
L493[13:43:24] <ghz|afk> hasCapability is
used to request if the TE has that feature or not
L494[13:43:33] <ghz|afk> getCapability is
used to request the buffer object to send/receive from
L495[13:43:46]
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L496[13:43:54] <asdfowkw2> ah ok
L497[13:44:00] <ghz|afk> as I said
before
L498[13:44:09] <ghz|afk> hasCapability is
the dynamic equivalent of "instanceof"
L499[13:44:12] <asdfowkw2> ye im scrolling
up and down here like a maniac ^^
L500[13:44:21] <ghz|afk> and getCapability
is the dynamic equivalent of a type-cast
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L504[14:02:24] <williewillus> hm
L505[14:02:37] <williewillus> currently
our hopper cap hooks don't consider entities
L506[14:02:55] <williewillus> but if I add
support for it, since we patch caps onto things like players, it'll
start trying to insert into those as well
L507[14:04:41] <ghz|afk> I don't think
hoppers should pull from normal
Capability<IItemHandler>
L508[14:05:10] <ghz|afk> maybe some
Capability<IItemHandlerHopper> that is only exposed by
entities that can have items pulled by hoppers?
L509[14:05:35] <williewillus> meh, adding
subcaps is messy
L510[14:06:01] <ghz|afk>
alternatively
L511[14:06:15] <ghz|afk> does it make
sense for the player capability to allow pulling?
L512[14:06:32] <williewillus> it just
wraps the iinventory
L513[14:06:40] <williewillus> and i don't
see why it shoudl be restricted
L514[14:07:04] <ghz|afk> yeah we don't
want to pull a Mojang and do only the minimal required to support
our use case
L515[14:07:04] <ghz|afk> XD
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L517[14:10:18] <asdfowkw2> But my TE can
still implement iTickable ye ? :P
L518[14:10:25] <h5h77> ye
L519[14:10:44]
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L520[14:10:45] <ghz|afk> yes
L521[14:10:51]
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L522[14:10:54] <TechnicianLP> should i
make my machines explode for tick speedups?
L523[14:11:01] <williewillus> what do you
mean :P
L524[14:11:01] <ghz|afk> ticking isn't a
capability... yet at least
L525[14:11:01] <ghz|afk> ;p
L526[14:11:13] <ghz|afk> TechnicianLP:
that's be awesome AND evil
L527[14:11:14] <ghz|afk> XD
L528[14:11:21] <h5h77> personal opinion: i
had an exU quarry blow up on me and it made me ragequit
L529[14:11:25] <ghz|afk> williewillus:
Torcherino -> BOOM
L530[14:11:26] <ghz|afk> ;P
L531[14:11:37] <h5h77> i don't mind them
not working but blowing up your stuff without warning is no bueno
:(
L532[14:11:41] <asdfowkw2> my generator is
making power ! ^^
L533[14:11:51] <ghz|afk> h5h77:
agreed
L534[14:12:11] <ghz|afk> this is only ok
if it explodes by itself -- without breaking adjacent stuff
L535[14:12:47] <asdfowkw2> but trying to
place a enderio conduit next too it crashed the game x)
L536[14:12:52] <h5h77> if you do that I'd
add a warning using JEI description though
L537[14:12:53] <ghz|afk> heh
L538[14:12:57] <ghz|afk> analyze why
;p
L540[14:15:21] <TechnicianLP> so fake
explsoion and replace myself with fire - ok
L541[14:15:46] <williewillus> no
L542[14:16:10] <williewillus> `this` is
not the capability implementation
L543[14:16:16] <williewillus> at least, I
hope it's not
L544[14:16:34] <asdfowkw2> so i should
return energy?
L545[14:16:35] <h5h77> you want a private
field with your energycontainer
L546[14:16:40] <williewillus>
T=IEnergyStorage in the FE case. does your TE implement
IEnergyStorage?
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L549[14:16:50] <williewillus> it
doesn't
L550[14:16:53] <asdfowkw2> EnergyStorage
buffer = new EnergyStorage(16000);
L551[14:16:54] <williewillus> so returns
omething that does ;p
L552[14:16:57] <asdfowkw2> return
buffer?
L553[14:17:04] <williewillus> yes
L554[14:17:09] <williewillus> you're
returning the capability implementation
L555[14:17:27] <williewillus> i.e. an
implementation of T given Capability<T>. so an implementation
of IEnergyStorage
L556[14:17:33] <williewillus> and here's
why unchecked casts are unsafe kids ;p
L557[14:18:00] <asdfowkw2> so return (T)
buffer; is correcT?
L558[14:18:05] <williewillus> yes
L559[14:18:12] <asdfowkw2> ok :p
L560[14:18:19] <asdfowkw2> well
L561[14:18:31] <asdfowkw2> 10 minutes in
this has given me more than a week with RF api.
L562[14:18:45] <h5h77> i really struggled
trying to figure it out on my own at first too
L563[14:19:38] <williewillus> is there
somethign about the docs that make it hard to approach?
L564[14:19:42] <williewillus> just asking
for feedback reasons
L565[14:19:45] <williewillus> either rtd
or my gist
L566[14:20:24] <h5h77> well i actually
made the same exact mistake of thinking i had to implement the
interface instead of using @CapHolder
L567[14:21:01] <h5h77> i think the forge
docs would benefit tremendously from some simple reference
code
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L569[14:21:16] <h5h77> like just a
complete file for a tile entity
L570[14:21:21] <h5h77> so you don't have
to keep track of everything in your head
L571[14:21:38] <williewillus> yeah
true
L572[14:21:53] <williewillus> most
contributors to rtd are wary of full code sampels bc it may
encourage copy pasting
L573[14:22:07] <h5h77> copy pasting is how
i learn though
L574[14:22:14] <h5h77> start by changing
things then figure out which components are necessary
L575[14:22:24] <williewillus> that's
usually a really slow way of learning
L576[14:22:31] <williewillus> and you end
up not understanding everything you copy
L577[14:22:39] <williewillus> "it
just works so I'll just copy it and leave it be"
L578[14:22:41] <h5h77> not the first time
around but IMO that's the advantage
L579[14:22:48] <Ashindigo_> i look at
other mods which use the thing im trying to figure out
L580[14:22:52] <h5h77> you can get going
and learn it little by little as you try to adapt your
machine
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L582[14:23:08] <h5h77> gives you something
to motivate you as well, since you can see your results right away
instead of after you understand everything
L583[14:23:09] <Ashindigo_> project e is a
nice example that ive been looking at
L584[14:23:20] <williewillus> :P
L585[14:23:48] <h5h77> i tend to just play
around with code until i feel like i get what's going on and then
start over from scratch
L586[14:23:56] <h5h77> to make sure i
do
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L588[14:24:15] <h5h77> also because by the
end the code will be pretty ugly probably
L589[14:28:18] <h5h77> i really struggle
to learn when reading in general though - for me it's gotta be
videos or just messing around trying stuff out
L590[14:28:54] <Ashindigo_> i really dont
learn from videos
L591[14:29:12] <Ashindigo_> though i
mostly use videos as background noise then anything
L592[14:29:21] <h5h77> yeah no i focus on
them, take notes and everything
L593[14:29:25] <Ashindigo_> i prefer text
so i can quickly skip over to what i need
L594[14:29:38] <h5h77> and not like janky
youtube tutorials where you get taught how to set eclipse each time
you open a new video
L595[14:30:09] <h5h77> yeah i prefer just
reading the code most of all, i don't find videos very convenient
but i just can't concentrate with text, i don't know what it
is
L596[14:32:00] <Ashindigo_> text tutorials
also with hopefully have code snippets if you want to read through
the code yourself and or compare with what you wrote
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L600[14:35:42] <asdfowkw2> copy pasting is
how most of us learn i guess
L601[14:35:54] <asdfowkw2> its easier to
have a piece of code and study what it do than to try to come up
with it ureslef
L602[14:36:16] <Ashindigo_> i used to do
that, i learned how to copy and paste to make stuff happen
L603[14:36:24] <Ashindigo_> didnt really
know what i was actually doing with it
L604[14:36:46] <h5h77> that depends on
what you do after you copied and pasted then
L605[14:36:51] <Ashindigo_> then decided
to sit down and write some pure java stuff to get to know java it
self better
L606[14:36:56] <h5h77> like sure if you
just randomly change thigns until it works you're not gonna
learn
L607[14:37:01] <Ashindigo_> worked out
much better when i came back to mc modding
L608[14:37:01] <asdfowkw2> for example
now
L609[14:37:08] <asdfowkw2> i have a
"generator" making forge energy
L610[14:37:15] <asdfowkw2> its generating
every tick as it should
L611[14:37:22] <asdfowkw2> but now i want
to output it to cables
L612[14:37:29] <asdfowkw2> i have no idea
where to start looking in the docs
L613[14:37:32] <IoP> Don't paste paste
without understanding content or thinking if solution is
correct.
L614[14:37:43] <asdfowkw2> but with an
example code it gets like "ah thats how it works"
L615[14:37:46] <h5h77> i think there's
just different types of learners
L616[14:38:06] <h5h77> like when i read a
text that tells me exactly what to do, i just can't keep track of
it in my head
L617[14:38:13] <h5h77> but when i look at
the code it makes perfect sense
L618[14:38:18] <asdfowkw2> I'm trying to
look at shadowfacts inductioncharger, but it has so many methods
from RF and Tesla so its not easy
L619[14:38:22] <h5h77> it's not that I'm
just copying and pasting without understanding it
L620[14:38:32] <asdfowkw2> same
L621[14:38:54] <IoP> I've noticed more
than once that SO has incorrect accepted answers :/
L622[14:39:04] <asdfowkw2> and people tend
to get really annoyed with ppl that learn this way cause they think
we are just fishing for free code :p
L623[14:40:01] <h5h77> basically
L624[14:40:04] <h5h77> just ignore the
adaptors
L625[14:40:10] <h5h77> you don't need them
at all if you only want FU
L626[14:40:14] <h5h77> and you can still
add them after the fact
L627[14:40:23] <h5h77> ignore update()
completely
L628[14:40:53] <h5h77> ignore all methods
that have @Override, those are RF
L629[14:41:01] <asdfowkw2> well its rf i
wanna work with
L630[14:41:12] <h5h77> right
L631[14:41:13] <asdfowkw2> right now i
want it to connect to enderio
L632[14:41:19] <h5h77> enderio is forge
energy
L633[14:41:23] <h5h77> it just calls it
RF
L634[14:41:24] <asdfowkw2> oh o.O
L635[14:41:26] <h5h77> it's a bit
confusing
L636[14:41:52] <asdfowkw2> but for
example, the RF api has functions like "CanConnectEnergy"
etc
L637[14:41:59] <h5h77> ignore all of
them
L638[14:42:18] <asdfowkw2> ye but whats
the forge way of knowing if the item next to me can recieve energy
then :p
L639[14:42:25] <h5h77> forge energy
L640[14:42:33] <h5h77> has an
implementation of EnergyStorage() somewhere
L641[14:42:44] <h5h77> it's basically
exactly the same as the tesla one
L642[14:42:57] <h5h77> this induction
charger uses the tesla one though, so you just want to import the
FU one and use that instead
L643[14:43:37] <h5h77> your energy storage
takes care of that
L645[14:43:46] <PaleoCrafter> FE implies
sidedness by way of capabilities asdfowkw2
L646[14:44:06] <asdfowkw2> does everything
look correct in there?
L647[14:45:01] <h5h77> i think you need to
call your buffers nbt methods
L648[14:45:14] <asdfowkw2> ye im not
saving it yet :p
L649[14:45:35]
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L650[14:45:37] <h5h77> on first glance it
looks good but I'm not an expert myself :P
L651[14:46:19] <asdfowkw2> Ye but if i put
a cable on it now on any side, to determine if theres a cable there
and send energy, i need to add other capabilitys?
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L654[14:47:02] <asdfowkw2> I really dnot
understand much of the WOT from willies git
L655[14:47:10] <h5h77> you can try to push
out energy to the sides on update() but i haven't done that yet so
don't ask me for specifics
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L657[14:47:44] <h5h77> otherwise if you
configure your enderio conduits to pull it should work
L658[14:48:01] <asdfowkw2> i dont think
energy has auto-extracT?
L659[14:48:23] <h5h77> yeah exactly, you
gotta configure your conduits to pull power
L660[14:48:27] <h5h77> or try and push out
in your update() function
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L662[14:49:20] <asdfowkw2> if i use
hasCapability(energy, enum.up) will it check if the block above can
accept energy then?
L663[14:49:23] <asdfowkw2> is that how it
works?
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L665[14:49:54] <SkySom> no
L666[14:50:08] <SkySom> That's checking if
the current block, can accept energy from the top
L667[14:50:41] <asdfowkw2> okey
L668[14:50:49] <asdfowkw2> ah
L669[14:50:52] <asdfowkw2> so right
now
L670[14:50:57] <asdfowkw2> my block can
accept energy from any side
L671[14:51:09] <asdfowkw2> well since its
an generator it shouldnt accept energy at all
L672[14:51:19] <asdfowkw2> so i can
basically get rid of the hascapability in this case?
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L674[14:53:03] <asdfowkw2> hm, its still
generating but cables wont connect without it
L675[14:53:07] <Ashindigo_> theres a
constructor in EnergyStorage that allows you to set the max extract
and max recieve as well as the capacity
L676[14:53:22] <asdfowkw2> ill have a
look
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L678[15:04:15] <asdfowkw2> Someone said
enderio is forge energy so i could use that to look at?
L679[15:04:22] <asdfowkw2> I dont find any
of these capabilities there
L680[15:06:54] <h5h77> enderio is probably
not very good for learning
L681[15:07:04] <h5h77> since it's a big
mod it's all a bit more compartmentalized
L682[15:07:25] <h5h77> i would look for
smaller mods
L683[15:07:34] <h5h77> that don't have the
need to generalize functionality as much
L684[15:08:46] <asdfowkw2> Do you know any
mod that uses forge energy?
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L686[15:13:38] <asdfowkw2> all mods i know
of use cofh :p
L687[15:14:19] <h5h77> uhh
L688[15:14:29] <h5h77> well i linked you
the simplest code example i found so far
L689[15:15:04] <ghz|afk> I used forge's in
ender-rift
L690[15:15:08] <asdfowkw2> ye but that was
for item wasnt it?
L691[15:15:09] <ghz|afk> but I also have
tesla soft-wrappers
L692[15:15:13] <ghz|afk> nono
L693[15:15:15] <ghz|afk> different
mod
L694[15:15:15] <ghz|afk> XD
L695[15:15:18] <TechnicianLP> enderio uses
evnets to atach the power capabilities
L697[15:15:39] <ghz|afk> I didn't link
this earlier
L698[15:15:53] <ghz|afk> because I didn't
want to confuse you with the wrappers I use to make tesla a soft
dependency
L699[15:16:22] <h5h77> ohhh that actually
sounds useful for me
L701[15:16:32] <ghz|afk> that's a
generator, and a consumer
L703[15:16:58] <ghz|afk> and this is my
tesla compatibility layer
L704[15:17:07] <asdfowkw2> driver is both
or only consumer?
L705[15:17:11] <ghz|afk> only
consumer
L706[15:17:15] <asdfowkw2> ok
L707[15:17:17] <asdfowkw2> thanks alot =)
!
L708[15:17:26] <asdfowkw2> gonna try to
figure out how everyrthing works now
L710[15:17:42] <asdfowkw2> but i see u
import the capabilitys directly?
L711[15:17:47] <asdfowkw2> thats prefered
or?=
L712[15:17:55] <ghz|afk> it's preferred to
use @CapabilityInject
L713[15:17:57] <h5h77> if all else fails,
just start with a mod and just keep removing stuff until you have
the simplest possible implementation :P
L714[15:18:01] <ghz|afk> that code is from
before I learned about that
L715[15:18:07] <h5h77> *start with a
working mod
L716[15:18:13] <asdfowkw2> oh ok
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L718[15:18:46] <ghz|afk> it does work,
though
L719[15:18:51] <ghz|afk> but local statics
are faster than external ones
L720[15:19:14] <ghz|afk> and
getCapability/hasCapability are performance-sensitive enough to use
the local version
L721[15:19:20] <asdfowkw2> but
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L723[15:19:31] <asdfowkw2> is
hascapability nessecary on a generator?
L724[15:19:35] <asdfowkw2> for energy
only
L725[15:19:48] <Ashindigo_> is there a way
to set a username for my dev-env player?
L726[15:19:50] <ghz|afk> it is not
necessary to expose the buffer in a generator
L727[15:19:57] <ghz|afk> but if some other
block wants to pull energy
L728[15:19:58] <Ashindigo_> so i can keep
one PlayerXXX
L729[15:20:06] <ghz|afk> I wanted to allow
that too
L730[15:20:17] <ghz|afk> Ashindigo_: yes,
you cna provide --name and --uuid on the commandline
L731[15:20:26] <asdfowkw2> ye but
hascapability is not needed unless i want to allow other blocks to
insert/extract energy?
L732[15:20:35] <ghz|afk> pretty much
L733[15:20:39] <asdfowkw2> ok =)
L734[15:20:41] <ghz|afk> same for
getCapability
L735[15:20:43] <ghz|afk> they go
together
L736[15:20:45] <asdfowkw2> See, I'm
learning x) slowly
L737[15:20:56] <ghz|afk> and you should
always make sure that you implement both
L738[15:21:04] <Ashindigo_> thanks
giga
L739[15:21:12] <ghz|afk> so that if
hasCapability would return false, getCapability returns null
L740[15:21:23] <ghz|afk> and if
getCapability would return non-null, hasCapability returnst
rue
L741[15:21:32] <ghz|afk> returns
true*
L742[15:23:33] <asdfowkw2> u have an
operator i honestly never seen before
L743[15:23:35] <asdfowkw2> |=
L744[15:24:06] <TechnicianLP> booleanA =
boleanA || BooleanB
L745[15:24:32] <asdfowkw2> cool
L746[15:24:46] <ghz|afk> or number =
number | othernumber
L747[15:25:13] <TechnicianLP> he probably
doesnt know bit modifiers
L748[15:25:56] <ghz|afk> well then he
needs to learn the basics of how computers work ;P
L749[15:27:01] <h5h77> i honestly love bit
operations
L750[15:27:17] <h5h77> it's like playing
sudoku
L751[15:27:43] <PaleoCrafter> Wat
L752[15:27:54] <h5h77> well cause you
gotta figure it out
L753[15:27:56] <ghz|afk> I wouldn't
describe them like that ;P
L754[15:28:19] <h5h77> well ya know
L755[15:28:21] <h5h77> it kinda is
though
L756[15:28:29] <h5h77> i don't really know
how to describe it without an example
L757[15:28:52] <ghz|afk> the closest thing
to a sudoku I can imagine related to bitwise operators
L758[15:28:57] <ghz|afk> is filling up a
truth table
L759[15:29:05] <PaleoCrafter> Heh
L760[15:29:14] <h5h77> well i wasn't being
that literal
L761[15:29:14]
⇨ Joins: KnightMiner
(~KnightMin@adsl-76-202-214-138.dsl.emhril.sbcglobal.net)
L762[15:29:19] <h5h77> i just mean
following the logic along
L763[15:29:27] <asdfowkw2> this is gonna
sound stupid but i have to ask u
L764[15:29:35] <asdfowkw2> in ure update u
have if world is remote,
L765[15:29:40] <asdfowkw2> but i cant see
a world declared anywhere
L766[15:29:47] <ghz|afk> this.world
L767[15:29:48] <asdfowkw2> i know what it
does but i just dont see any World
L768[15:29:53] <PaleoCrafter> That reminds
me, any electrical engineers in here xD
L769[15:29:57] <ghz|afk> it's a field in
the class
L770[15:29:57] <asdfowkw2> if
(world.isRemote)
L771[15:29:57] <asdfowkw2> return;
L772[15:30:00] <asdfowkw2> thats what u
have
L773[15:30:02] <ghz|afk> yes
L774[15:30:12] <asdfowkw2> wouldnt that
give u error
L775[15:30:13] <ghz|afk> java looks for
the name in the instance
L776[15:30:21] <ghz|afk> on top of looking
at the local variables
L777[15:30:23] <ghz|afk> so in that
case
L778[15:30:31] <ghz|afk> world is
equivalent to "this.world"
L779[15:30:45] <PaleoCrafter> Don't get me
wrong, asdfowkw2, but I think you should invest some more time in
learning Java and basic OOP before delving into modding :P
L780[15:30:52] <h5h77> like here's the
logic for a half carry on a z80 processor
L781[15:30:53] <h5h77> (((target_value
& 0b1111) + (value & 0b1111) + (adc ? 1 : 0)) &
0b10000)
L782[15:30:56] <Shambling> so I've never
used |= before... is it basically if x true, then x = x, unless y
is already true, then x = y?
L783[15:31:05] <PaleoCrafter> A lot of
pretty basic questions coming from you
L784[15:31:16] <h5h77> it's like a little
logic puzzle of it's own
L785[15:31:42] <PaleoCrafter> Shambling,
it's just like any other <operator>= expression :P
L786[15:31:44] <asdfowkw2> ye but i know
what it does i just dont know where it takes the world from, since
its clearly not anywhere in this file
L787[15:31:57] <ghz|afk> Shambling: a |= b
is nothing more than a shorthand for "a = a |b"
L788[15:32:11] <Shambling> yes, but how
does it determine if it is b, rather than a
L789[15:32:18] <ghz|afk> what?
L790[15:32:23] <ghz|afk> that's how
"or" works
L791[15:32:31] <ghz|afk> it returns true
if either of the values are true
L792[15:32:50] <TechnicianLP> best thing
is if your teacher doesnot know that stuff ...
L793[15:32:50] <PaleoCrafter> I think have
provides this syntax for every binary operator
L794[15:32:57] <Shambling> as so only
useful for true
L795[15:33:04] <ghz|afk> wat
L796[15:33:08] <Shambling> errr
boolean
L797[15:33:10] <Shambling> my bad :P
L798[15:33:10] <ghz|afk> no
L799[15:33:12] <PaleoCrafter> Wat²
L800[15:33:17] <ghz|afk> it works with
integers too
L801[15:33:22] <h5h77> you can use it for
booleans or to do bit operations on numbers
L802[15:33:25] <ghz|afk> it just applies
the operation to each bit separately
L803[15:33:31] <Shambling> alright so if a
= 0, and b = 5, and a |=b, then a = 5
L804[15:33:38] <h5h77> if you do number1 |
number2, the resulting number will have a 1 bit wherever either
number has one
L805[15:33:39] <PaleoCrafter> Well, those
are just glorified lists of booleans ;P
L806[15:33:44] <ghz|afk> Shambling:
yes
L807[15:33:55] <ghz|afk> but if a=3 and
b=6, then a|=b will be 7
L808[15:34:02] <Shambling> ... wat
L809[15:34:09] <Shambling> oh or all the
bits
L810[15:34:15] <ghz|afk> exactly
L811[15:34:17] <Shambling> kk
L812[15:34:25] <Shambling> I semi remember
that shit
L813[15:34:32] <Shambling> I think I only
used it when accessing video memory
L814[15:34:43] <ghz|afk> bitwise ops are
really just the same as the boolean equivalents
L815[15:34:48] <ghz|afk> xcept they work
on each bit
L816[15:34:59] <PaleoCrafter> Think of it
as bits(i).group(bits(j)).map((a,b) -> a|b)
L817[15:35:12] <Shambling> yeah I didn't
know you were talking about bitwise with that command, I thought it
was just a new general command, like +=
L818[15:35:14] <TechnicianLP> ?
L819[15:35:18] <h5h77> hahaha yeah if i
didn't know bitwise operators that explanation would help a
lot
L820[15:35:40] <PaleoCrafter> It sure
would :P
L821[15:35:54] <h5h77> :P
L822[15:35:58] <ghz|afk> Shambling: that's
the thing, it is.
L823[15:36:09] <ghz|afk> a|=b
L824[15:36:14] <ghz|afk> is the same as
a=a|b
L825[15:36:17] <PaleoCrafter> Gotta get
into that declarative mindset
L826[15:36:37] <ghz|afk> it just so
happens that "|" is a bitwise operator
L827[15:37:06] <ghz|afk> hmm does java
allow "|" on booleans?
L828[15:37:10] <PaleoCrafter> As I said,
Java provides these sort of "apply binary operator and
assign" 'operators' for all operators
L829[15:37:12] <PaleoCrafter> It
does
L830[15:37:13] <ghz|afk> (as in,
non-shortcircuitting or)
L831[15:37:34] <PaleoCrafter> Oh, not sure
if it doesn't short-circuit
L832[15:37:42] <PaleoCrafter> But it's
valid syntactically
L833[15:38:04] *
ghz|afk nods
L835[15:38:46] <PaleoCrafter> i.e. non
short-circuiting
L836[15:39:12] ⇦
Quits: iari (~iari___@tyaralin.shadowdrake.eu) (Quit:
Leaving)
L837[15:40:34] <PaleoCrafter> When we
covered boolean operations in CS class, both forms were introduced,
treated as equal though
L838[15:41:06] <ghz|afk> I believe in C,
the single-| operator doesn't short-circuit
L839[15:41:12] <ghz|afk> or maybe i have
been wrong for like 15 years
L840[15:41:13] <PaleoCrafter>
Consequently, everybody but me was using the 'bitwise' ones,
because they're obviously superior due to the one character
saved
L841[15:41:15] <ghz|afk> ;P
L842[15:42:16] <ghz|afk> just
googled
L843[15:42:23] <ghz|afk> & ^ | are
non-shortcircuit
L844[15:42:28] <h5h77> yeouch
L845[15:42:50] <asdfowkw2> My world
question was just how you could use world or this.world without
having World world anywhere.
L846[15:42:53] <h5h77> i've never seen
someone use bitwise for boolean comparisons
L847[15:43:02] <ghz|afk> asdfowkw2: it's
in the superclass
L848[15:43:08] <ghz|afk> TileEntity
declares World
L849[15:43:13] <ghz|afk> I extend
TileEntity
L850[15:43:22] <ghz|afk> and world is
protected, so I can access it
L851[15:43:29] <h5h77> are you using an
IDE?
L852[15:43:33] <PaleoCrafter> Just like I
linked and said above, ghz|afk?
L853[15:43:50] <h5h77> in eclipse you can
ctrl + click to enter class declarations
L854[15:43:59] <ghz|afk> PaleoCrafter: I
don't see anywhere in there that it says non-shortcircuit :/
L855[15:44:19] <ghz|afk> oh wait I
see
L856[15:44:20] <PaleoCrafter> Well, it's a
little implicit
L857[15:44:26] <PaleoCrafter> Both have to
be true
L858[15:44:26] <ghz|afk> the other
operators explicitly talk about not evaluating
L859[15:44:30] <PaleoCrafter>
Exactly
L860[15:44:34] <ghz|afk> while the bitwise
ones do not
L861[15:45:03] <PaleoCrafter> Also, I
can't think of any reason to avoid short-circuiting apart from
being nasty and relying on side effects xD
L862[15:45:29] <ghz|afk> yeah that's why
it's rarely used xcept by ignorance
L863[15:47:17] <asdfowkw2> my ide gives me
error if i dont declare my own world.
L864[15:48:02] <asdfowkw2> or if i dont
use worldObj
L865[15:48:30] <ghz|afk> that simply means
you use older mappings
L866[15:48:31] <ghz|afk> ;P
L867[15:48:50] *
Ashindigo_ makes a note to update his forge sometime
L868[15:48:54] <asdfowkw2> but i
downloaded it 2 days ago :o
L869[15:49:03] <ghz|afk> the MDK comes
with old mappings
L870[15:49:03] <PaleoCrafter> I suppose
some hardcore people could be doing stuff like (cache1 =
condition1) | (cache2 = condition2)
L871[15:49:14] <ghz|afk> if you want newer
ones, you have to change them yourself in the build.gradle
L872[15:49:17] <Shambling> what ide are
you using?
L873[15:49:24] <Shambling> oh yeah
L874[15:49:28] <Shambling> forgot about
that as wel :P
L875[15:49:42] <asdfowkw2> is it worth
doing? :P
L876[15:50:00] <Akkarin> Well that's for
you to decide
L877[15:51:04] <h5h77> did you do
./gradlew eclipse or the intellij equivalent?
L878[15:51:17] <asdfowkw2> me?
L879[15:51:20] <h5h77> yes
L880[15:51:21] <asdfowkw2> idea
L881[15:51:29] <asdfowkw2> mappings =
"snapshot_20161111"
L882[15:51:40] <quadraxis> what mc
version?
L883[15:51:49] <asdfowkw2> version =
"1.10.2-12.18.3.2239"
L884[15:51:51] <ghz|afk> 1.10.2 I believe
;P
L885[15:52:00] <ghz|afk> you can use
stable_29
L886[15:52:05] <ghz|afk> it's the last one
released for 1.10.2
L887[15:52:11] <quadraxis> yeah use
stable_29
L888[15:52:22] <TechnicianLP> can i just
drop mods into my folder in the dev environment? (i need some
speedup wand)
L889[15:52:31] <asdfowkw2> okey, do my
work gets deleted or something?
L890[15:52:31] <ghz|afk> yes
TechnicianLP
L891[15:52:35] <ghz|afk> doesn't ensure
they work
L892[15:52:39] <ghz|afk> some mods so
really bad crap
L893[15:52:58] <killjoy> if it's not a
coremod, it's a safe bet probably
L894[15:52:59] <ghz|afk> but generally,
yes
L895[15:53:06] <ghz|afk> and in some
corner cases
L896[15:53:07] <TechnicianLP> but it
should runtimedeobf - ok thx
L897[15:53:11] <ghz|afk> BON2 does the
trick
L898[15:53:13] <h5h77> you can also use
maven to include mods at runtime
L899[15:53:16] <asdfowkw2> do i just run
setupDecompWorkspace again now?
L900[15:53:20] <ghz|afk> asdfowkw2:
yes
L901[15:53:21] <quadraxis> yes
L902[15:53:25] <ghz|afk> and then click
the blue refresh icon
L903[15:53:28] <ghz|afk> in the gradle
panel of idea
L904[15:53:28] <asdfowkw2> cool =)
L905[15:53:34] <asdfowkw2> wait?
L906[15:53:36] <TechnicianLP> i dont wanna
use maven if i dont use source from it
L907[15:53:39] <asdfowkw2> i usually do
this from idea
L908[15:53:41] <asdfowkw2> cmd*
L909[15:53:53] <ghz|afk> I prefer to
doubleclick from idea's gradle panel
L910[15:53:55] <ghz|afk> but either
way
L911[15:54:00] <asdfowkw2> gonna check
that out =)
L912[15:54:04] <ghz|afk>
setupDecompWorkspace won't just update IDEA's project
L913[15:54:07] <ghz|afk> in order to
sync
L914[15:54:12] <ghz|afk> you have to click
that blue refresh icon
L915[15:54:32] <Shambling> I just put the
mods in my run/mods folder, but then again I think taht requires
that you copile the whole thing instead of doing live code
changes
L916[15:54:43] <Shambling> I do
genIntellijRuns
L917[15:54:49] <Shambling> I finally
remember it without having to google every time
L918[15:54:59] <Shambling> and then go to
edit, and set the run variables to name-main, instead of main
L919[15:55:05] <Shambling> because...
stuff
L920[15:55:34] <Shambling> oh you mean to
sync the stable_29 thing
L921[15:55:38] <Shambling> nm :P
L922[15:56:11]
⇨ Joins: ScottehBoeh (~ScottehBo@95.144.45.222)
L924[15:56:13] ⇦
Quits: Shambling
(~Shambling@24-181-186-74.dhcp.nwtn.ct.charter.com) (Read error:
Connection reset by peer)
L925[15:56:20] <ScottehBoeh> What do you
guys think?
L926[15:56:25] <asdfowkw2> is the gradle
toolbar in the community version?
L927[15:56:27] <ScottehBoeh> It's a
in-game toggleable menu
L928[15:56:48] <h5h77> looking real good,
but the pixels don't scale evenly
L929[15:56:50] <ghz|afk> yes,
asdfowkw2
L930[15:56:53] <ghz|afk> if you don't find
it
L931[15:56:59] <ghz|afk> click the icon on
the bottom-left
L932[15:57:01] <ghz|afk> ;P
L933[15:57:01] <ScottehBoeh> indeed :S
I'll make a new pair
L934[15:57:05] <ghz|afk> I mean hover the
icon*
L935[15:57:19] <asdfowkw2> ye theres no
gradle there
L936[15:57:24] <asdfowkw2> already look in
view -> tool window
L937[15:57:31] <ghz|afk> weird
L938[15:57:43] <ScottehBoeh> I was finding
STUPID ways of converting key codes
L939[15:57:44]
⇨ Joins: Javaschreiber
(~Thunderbi@p5B0DFC80.dip0.t-ipconnect.de)
L940[15:57:51] <ScottehBoeh> until I
discovered that Minecraft arlready did it.
L941[15:57:53] <ghz|afk> asdfowkw2: maybe
you chose no to install gradle support
L942[15:57:56] <ghz|afk> when you
installed idea?
L943[15:58:11] <asdfowkw2> no idea
L944[15:58:15] <ghz|afk> go to settings
-> plugins
L945[15:58:20] <ghz|afk> check if IDEA is
in the list
L946[15:58:21] <h5h77> maybe follow the
video on the forge repo again?
L947[15:58:29] <h5h77> it shows you how to
set it all up with intellij
L948[15:58:37] <Ashindigo_> Lookin nice
scotteh
L949[15:58:52] <asdfowkw2> gradle is in
the list
L950[15:58:58] ⇦
Quits: Javaschreiber (~Thunderbi@p5B0DFC80.dip0.t-ipconnect.de)
(Client Quit)
L951[15:59:06] <asdfowkw2> but not
IDEA
L952[15:59:12] <ghz|afk> ?
L953[15:59:16] <ghz|afk> what?
L954[15:59:24] <asdfowkw2> u said check if
IDEA is in the list xP
L955[15:59:24] <ScottehBoeh> Thanks
Ashindigo_ :)
L956[15:59:27] <ghz|afk> oops
L957[15:59:30] <ghz|afk> right
L958[15:59:30] <ghz|afk> XD
L959[15:59:32] <asdfowkw2> but gradle is
there
L960[15:59:36] <ghz|afk> checked?
L961[15:59:43] <asdfowkw2> yup
L962[15:59:53] <asdfowkw2> maybe something
went wrong with my project setup
L963[16:00:04] <asdfowkw2> but i just did
setupDecompWorkspace idea
L964[16:00:06] <ghz|afk> hmmm
L965[16:00:08] <ghz|afk> ah
L966[16:00:09] <ghz|afk> yeah
L967[16:00:10] <ghz|afk> don't do
that
L968[16:00:15] <ghz|afk> import it from
intellij's end
L969[16:00:24] <ghz|afk> the idea task is
for ancient intellij
L970[16:00:29] <asdfowkw2> ok :p
L971[16:00:32] <ghz|afk> from before it
supported gradle correctly
L972[16:00:43] <ghz|afk> just open the
build.gradle file from idea
L973[16:00:48] <ghz|afk> and choose the
default import settings
L974[16:01:38] <asdfowkw2> ye now i have
gradle ^^
L975[16:02:43] ***
MrKick|Away is now known as MrKickkiller
L976[16:02:49]
⇨ Joins: osum4est
(~osum4est@c-174-52-155-148.hsd1.ut.comcast.net)
L977[16:02:51] <asdfowkw2> but i think all
my imports got fcked up now xD
L978[16:02:56]
⇨ Joins: williewillus
(~williewil@cpe-24-28-24-13.austin.res.rr.com)
L979[16:03:09] <asdfowkw2> my forge
library didnt follow :p
L980[16:05:01] <osum4est> is there a quick
way to disable day/night cycle and weather while testing?
L981[16:05:27] <PaleoCrafter> There's some
sort of Dev mode mod
L982[16:05:28] <ghz|afk> asdfowkw2: run
setupDecompWorkspace, then click the blue refresh icon in the
gradle panel ;P
L983[16:05:47] <ghz|afk> osum4est:
gamerule doDaylightCycle false
L984[16:05:53] <ghz|afk> gamerule
doWeatherCycle false
L985[16:06:00] <PaleoCrafter> That adds a
button to create a test world with disabled daylight cycle and
weather
L986[16:06:10] <ghz|afk> time set
noon
L987[16:06:13] <ghz|afk> weather
clear
L988[16:06:42] <osum4est> thanks
guys
L990[16:07:35] <PaleoCrafter> Oh...
1.7.10
L991[16:07:46] <osum4est> :(
L992[16:07:46] <asdfowkw2> offtopic
L993[16:07:50] <asdfowkw2> what is the
ender-rift :P ?
L994[16:08:02] <ghz|afk> my mod ;P
L995[16:08:14] <ghz|afk> it's a multiblock
structure that provides item storage
L996[16:08:22] <asdfowkw2> cool
L997[16:08:24] <ghz|afk> it also has an
inventory network system
L998[16:08:30] <asdfowkw2> like ae
ish?
L999[16:08:38] <ghz|afk> -ish
L1000[16:08:41] <ghz|afk> much
simpler
L1001[16:09:01] <ghz|afk> it can combine
multiple inventories in one single GUI
L1002[16:09:02] <ghz|afk> that's
all
L1003[16:09:08]
⇨ Joins: Shambling
(~Shambling@24-181-186-74.dhcp.nwtn.ct.charter.com)
L1004[16:09:26] <ghz|afk> no crafting, no
priorities, etc
L1005[16:09:50] <ghz|afk> (there is a
crafting browser, but it's just an embedded crafting grid --
doesn't take items from the network
L1006[16:09:59] <Shambling> dang I wish
there was a way to disable 60fps videos in html5
L1007[16:10:09] <Shambling> guess I gotta
just keep using flash until someone makes a plugin to make me not
puke
L1008[16:10:28] <PaleoCrafter> U
wot
L1009[16:10:31] <killjoy> Shambling, go
into your display settings and change the refresh rate
L1010[16:10:50] <Shambling> monitor,
video card, or youtube itself?
L1011[16:10:56] <killjoy> either
L1013[16:10:59] <Shambling> because
youtube and google are awesome at hiding settings
L1014[16:13:17] <h5h77> ghz how lategame
is it? I always have huge problems with storage midgame and usually
just rush rs/ae2
L1015[16:13:28] <Shambling> could have
sworn I used to be able to drop scripts onto tampermonkiey and they
would auto install
L1016[16:13:58] <ghz|afk> h5h77: mid-game
for crafting
L1017[16:13:59] <Shambling> I do rftools
chest thingy for midgame and then use that to make it easy to build
refined storage things :D
L1018[16:14:06] <ghz|afk> but heavy usage
will require quite a bit of power
L1019[16:14:28] <h5h77> neat, i might
give that a look then. i basically just want a big old chest with a
search bar and a crafting grid
L1020[16:14:37] <h5h77> don't mind about
it using rf
L1021[16:14:51] <ghz|afk> that it does
;P
L1022[16:15:00] <ghz|afk> someone
reported that I may have missed a crafting recipe
L1023[16:15:07] <ghz|afk> I haven't had
time to fix that yet ;P
L1024[16:15:23] <Shambling> I wouldn't
mind google auto disabling flash, but not infinite looper website
doesn't work when it tries to do html5, so thanks for the
links
L1025[16:15:53] <Shambling> does your mod
do crafting too ghz?
L1026[16:15:58] <ghz|afk> no
L1027[16:16:05] <ghz|afk> only groups
inventories together
L1028[16:16:07] <Shambling> ah darn,
thought maybe you were talking about it
L1029[16:16:13] <Shambling> does your mod
work with the rftools inventory scanner?
L1030[16:16:19] <ghz|afk> I mean that a
component needed to use the mod
L1031[16:16:22] <ghz|afk> doesn't
actually have a recipe
L1032[16:16:23] <ghz|afk> XD
L1033[16:16:48] <ghz|afk> (I just
confirmed it)
L1034[16:16:55] <ghz|afk> the Automation
driver
L1035[16:17:18] <ghz|afk> the block that
takes energy and powers the network (sortof like an energy acceptor
in AE2)
L1036[16:17:29] <Shambling> what mod are
you talking about?
L1037[16:17:32] <ghz|afk> doesn't
actually have a recipe XD
L1038[16:17:37] <ghz|afk>
Ender-Rift
L1039[16:18:13] <Shambling> how did that
happen? did you just add the energy acceptor to the mod recently,
or did you break the recipe?
L1040[16:18:21] <ghz|afk> it's the last
thing I added to the mod
L1041[16:18:24] <ghz|afk> a few months
ago
L1042[16:18:35] <ghz|afk> it just shows
that apparently no one tried the mod until a few days ago
L1043[16:18:41] <Shambling> has e veryone
just been cheating one in, or do they just not use issue
tracker?
L1044[16:18:43] <ghz|afk> despite having
thousands of downloads
L1045[16:18:43] <ghz|afk> XD
L1046[16:18:50] <ghz|afk> my guess
is
L1047[16:18:54] <ghz|afk> 99% of the
downloads are modpacks
L1048[16:18:59] <Shambling> you need
sexier curse page
L1049[16:18:59] <ghz|afk> and they never
even noticed my mod
L1050[16:19:04] <ghz|afk> and from the
other 1%
L1051[16:19:14] <ghz|afk> 90% don't
bother submitting bug reports
L1052[16:19:52] <Shambling> btw, can I
make a request on enderthing as an option, could you override the
base enderchest breakign into obsidian and make it poop out a
regular ender chest when you try to move it?
L1053[16:20:03]
⇨ Joins: TechnicianLP2
(~AndChat59@p4FE1C0C7.dip0.t-ipconnect.de)
L1054[16:20:07] <Shambling> or should I
just use packing tape to move it? :P
L1055[16:20:08] <ghz|afk> I could
L1056[16:20:09] <ghz|afk> but
L1057[16:20:16] <ghz|afk> that doesn't
seem within the scope of my mod
L1058[16:20:17] <ghz|afk> XD
L1059[16:20:27] <ghz|afk> just make
yourself a "Sturdy Ender chests" mod
L1060[16:20:30] <ghz|afk> that does just
that one thing ;P
L1061[16:20:38] <Shambling> yeah I
suppose I could
L1062[16:20:41] <Shambling> I am THAT
lazy
L1063[16:20:48] <ghz|afk> XD
L1064[16:20:52] <ghz|afk> but
really
L1065[16:20:56] <ghz|afk> get yourself
some damn silk touch!
L1066[16:20:57] <ghz|afk> ;P
L1067[16:21:17] <Shambling> ever since
they made enchanting+ require damn memorization of enchants, I
haven't used enchants much
L1068[16:21:18] <ghz|afk> hmm
L1069[16:21:19]
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L1070[16:21:20] <ghz|afk> I just had an
idea
L1071[16:21:20] <Shambling> I hate the
vanilla enchanting system
L1072[16:21:29] <ghz|afk> a Whip
L1073[16:21:34] <Shambling> "oh hey
neat, useless enchants... " *tosses into bin*
L1074[16:21:40] <ghz|afk> leftclick
attacks
L1075[16:21:46] <ghz|afk> right-click
grabs toward you
L1076[16:21:53] <Shambling> lets you
swing over chasms
L1077[16:21:56] <ghz|afk> and used on
chests and similar
L1078[16:22:01] <ghz|afk> pops them
off
L1079[16:22:03] <ghz|afk> with contents
;P
L1080[16:22:31] <Shambling> do the
spiderman magical connect to thin air thing and let you swing
anywhere with easy flight mdoe, and I'm sold
L1081[16:22:43] <h5h77> i'm working on a
mod that lets you enchant your bare hand like a sword
L1082[16:22:48] <h5h77> that would also
solve your problem kinda
L1083[16:22:52]
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L1084[16:22:52] <h5h77> but it's nowhere
near done
L1085[16:23:43] <asdfowkw2> hm i shouldve
never updated those mappings xD
L1086[16:23:52] <asdfowkw2> now i get
Can't find head class gradlestart when trying to run
L1087[16:24:43] <Shambling> ooo silk
touch punch
L1088[16:24:47] <Shambling> silk touch
all the grass
L1089[16:24:59]
⇦ Quits: PieGuy128
(~PieGuy128@mtrlpq5031w-lp130-01-76-65-43-55.dsl.bell.ca) (Remote
host closed the connection)
L1090[16:25:03] <ghz|afk> silktouch-punch
mobs = 100% chance of dropping skulls?
L1091[16:25:17] <Shambling> did you run
genIntellijRuns yet?
L1092[16:25:28] <Shambling> and change
the edit fro mclient and server to mod-main?
L1093[16:25:31] <ghz|afk> asdfowkw2:
ah
L1094[16:25:34] <ghz|afk> go to the run
configs menu
L1095[16:25:40] <ghz|afk> edit
configurations
L1096[16:25:41] <Shambling> yeah what
gigaherz is saying
L1097[16:25:46] <ghz|afk> and in
application / minecraft client
L1098[16:25:48] <ghz|afk> and minecraft
server
L1099[16:25:53] <ghz|afk> change the
"Use classpath of module"
L1100[16:25:57] <ghz|afk> to the one
ending in _main
L1101[16:26:49] <asdfowkw2> thanks
L1102[16:27:38] ***
PaleoCrafter is now known as PaleOff
L1103[16:28:09] <Shambling> I wonder if
there is a 16x resource pack for mystical agriculture
L1104[16:28:17] <Shambling> I love the
mod, but my god are the 32x textures jarring
L1105[16:28:19] <asdfowkw2>
player.addChatMessage is gone with the new mappings?
L1106[16:28:32] <Shambling> I suppose I
could make my own using another mod, since its just for me
L1107[16:28:43]
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(Ping timeout: 201 seconds)
L1108[16:28:54] ***
PaleOff is now known as PaleoCrafter
L1109[16:29:31] <ghz|afk> asdfowkw2:
sendMessage now
L1110[16:29:48] <asdfowkw2> Where can i
find an online doc of this, if there is any :P
L1111[16:29:53] <ghz|afk> use the
bot
L1112[16:30:00] <ghz|afk> !mh
addChatMessage
L1113[16:30:01] <asdfowkw2> so i dont
have to ask all these "noob" questions
L1114[16:30:02] ***
PaleoCrafter is now known as PaleOff
L1115[16:30:07] <asdfowkw2> !mh
addChatMessage
L1116[16:30:10] <ghz|afk> you can do
these commands in a pm to MCPBot_Reborn
L1117[16:30:14] <ghz|afk> or in
#mcpbot
L1118[16:31:26] <asdfowkw2> sweet
=)
L1119[16:33:52]
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L1120[16:34:17]
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(~quassel@cable-static-7-174.rsnweb.ch)
L1121[16:34:37] <asdfowkw2> why on earth
would i crash with java.lang.ClassNotFoundException:
cofh.api.energy.EnergyStorage when im not even using that
L1122[16:34:54] <ghz|afk> uhm
L1123[16:34:55] <h5h77> are you importing
it?
L1124[16:34:58] <ghz|afk> did you import
the wrong one?
L1125[16:35:17] <asdfowkw2> nope only
forge stuff
L1126[16:35:22] <asdfowkw2> dont even
have cofh api installed
L1127[16:35:29] <ghz|afk>
dependencies
L1128[16:35:45] <asdfowkw2> i think its
enderio thats lookin for it
L1129[16:35:47] <asdfowkw2> for some
reason
L1130[16:36:22] <asdfowkw2> i guess im
gonna get some sleep and google how to read crashlogs tomorrow
:p
L1131[16:37:21] <Shambling> well enderio
does have cofh subfolder in its github
L1132[16:37:51] <h5h77> it afaik only
enables the rf api if another mod is using it or something along
those lines
L1133[16:38:11] <asdfowkw2> well its
probably just me missreading
L1134[16:38:18] <asdfowkw2> i crash when
i try to place a conduit next to my TE
L1135[16:38:35] <ghz|afk> when looking at
an exception
L1136[16:38:40] <ghz|afk> always look at
the last Caused by line
L1137[16:38:46] <ghz|afk> that's usually
the true culprit
L1138[16:39:05] <ghz|afk> (or at least
the original symptom)
L1139[16:40:22] <asdfowkw2> its pretty
much only io.netty stuff
L1140[16:40:48]
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error: Connection reset by peer)
L1141[16:51:51] ***
asdfowkw2 is now known as asdfowkw|off
L1142[16:57:27] <Shambling> I just
sheared a chicken to death
L1143[16:57:33] <Shambling> I'm not sure
if that is intended behavior
L1144[16:58:59] <h5h77> it makes sense if
you think about it
L1145[17:00:10] <ghz|afk> there
L1147[17:00:14] <ghz|afk> recipe no
longer missing
L1148[17:00:18] <ghz|afk> I didn't really
test it outside dev
L1149[17:00:21] <ghz|afk> so I hope it
works ;P
L1150[17:02:56]
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L1152[17:04:54]
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L1153[17:07:32] <ScottehBoeh> Did
something cool :D
L1154[17:07:34] <ScottehBoeh> Uploading a
video of it now
L1155[17:07:36]
⇦ Quits: BlueMonster
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L1157[17:08:10] <ScottehBoeh> Sounds and
transitions for Leveling Menu :D
L1158[17:08:45] <ghz|afk> nice ;p
L1159[17:08:52] <ScottehBoeh> Thanks man
:D
L1160[17:09:12] <ghz|afk> I always
neglect sound, in my mods
L1161[17:09:20] <ghz|afk> i'm not a sound
person
L1162[17:09:24] <ghz|afk> as in, I suck
at creating sounds
L1163[17:09:24] <ghz|afk> ;P
L1164[17:09:43] <ScottehBoeh> oh xD Well
if you ever need sounds I can help :) I'm pretty much a sound
worm
L1165[17:10:48] <ghz|afk> well all my
mods could do with sounds ;P
L1166[17:10:51] <Shambling> crashes with
java log of :Stop, hammer time
L1167[17:10:53] <Shambling> what have you
done
L1168[17:11:04] <Shambling> lol j/k,
updating and I'll let you know how it works :)
L1170[17:11:25] <ghz|afk> if you ever
feel like you know the perfect sound for any of the things in my
mods ;P
L1171[17:11:37] <ghz|afk> the biggest
thing I can think of right now
L1172[17:11:44] <ghz|afk> that would be
cooler with sounds
L1173[17:11:51] <ghz|afk> is the
Ender-Rift itself
L1174[17:11:56] <ghz|afk> which has a
"powerup" animation
L1176[17:11:57]
⇨ Joins: sinkillerj
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L1177[17:11:59] <ghz|afk> and a
power-down animation
L1178[17:12:20] <ghz|afk> (and I wouldn't
mind a broken-while-on effect)
L1179[17:12:50] <ghz|afk> Randysdoom: not
the way you are doing it, no
L1180[17:13:02] <Randysdoom> How would I
go about accomplishing it then?
L1181[17:13:02] <ScottehBoeh> tbh my fade
effect is very hacky
L1182[17:13:03]
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L1183[17:13:52] <ghz|afk> Randysdoom: I
think you have few enough combinations, that it will be less
annoying to just enumerate them all explicitly
L1184[17:14:25] <ghz|afk> just have a
series of, "snowy=false,variant=dirt": [{
"model": "dirt" }]
L1185[17:14:32] <ghz|afk> (note the [{
}]
L1186[17:14:40] <Randysdoom> Like
"variant = podzol, snowy = false"?
L1187[17:14:43] <ghz|afk> no
L1188[17:14:46] <ghz|afk> it has to be
alphabetical
L1189[17:14:49] <ghz|afk> so snowy
first
L1190[17:14:52] <Randysdoom>
Alright
L1191[17:14:52] <ghz|afk> and no
spaces
L1192[17:14:58] <Randysdoom> I will try
that.
L1193[17:16:39]
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L1195[17:18:27] <williewillus> hmm
L1196[17:18:51] <williewillus> no mods
really make use of vanilla's team feature
L1197[17:19:25] <ghz|afk> doesn't it
sortof suck?
L1198[17:19:35] <williewillus> in what
way? :P
L1199[17:19:43] <ghz|afk> whea does it
do?
L1200[17:19:47] <ghz|afk> what*
L1201[17:20:01] <ghz|afk> iirc it just
disables PvP between people of the same team?
L1202[17:20:44] <williewillus> groups
entities into teams. can see invisible teammates, glow potion
effect is colored based on team, options to change collision with
teammates. mobs on your team don't attack you
L1203[17:20:46]
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L1204[17:26:35]
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L1205[17:26:48] <Randysdoom> ghz|afk,
Alright, It is working. Thanks!
L1206[17:38:22]
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(~KGS@h-155-4-129-249.na.cust.bahnhof.se)
L1207[17:42:54] <ScottehBoeh> Anyone got
a post that shows me how to cast a fireball from the player?
L1208[17:43:05] <williewillus> you mean
like set the aim properly?
L1209[17:43:08] <ScottehBoeh> I tried
looking into the Ghast, I found where its done etc, but I'm
wondering if there's an example out there
L1210[17:43:10] <ScottehBoeh> Yeah,
aiming properly
L1211[17:43:37] <williewillus> there's a
setAim method on EntityThrowable
L1212[17:44:19] <ghz|afk> rather than the
ghast
L1213[17:44:27] <ghz|afk> look at the
fire charge
L1214[17:44:43] <ghz|afk>
(ItemFireball)
L1215[17:44:52] <williewillus> ?
L1216[17:44:57] <williewillus> fire
charges aren't projectiles
L1217[17:45:01] <williewillus> unless a
dispenser fires them
L1218[17:45:05] <ghz|afk> hm?
L1219[17:45:06] <williewillus> in which
they just go straight
L1220[17:45:12] <williewillus> they're
used like flint and steel
L1221[17:45:18] <ghz|afk> hmmm
L1222[17:45:25] <ghz|afk> that's stupid
XD
L1223[17:45:26] <williewillus> lol
L1224[17:46:35] <ghz|afk> anyhow,
entityghast, entityblaze, and snowball item
L1225[17:46:47] <ghz|afk> those 3 should
give enough info overall
L1226[17:46:48] <ghz|afk> ;P
L1227[17:49:52]
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L1228[17:52:35]
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L1230[17:56:49] <ScottehBoeh> uugh its a
pain
L1231[17:56:54] <ScottehBoeh> everything
works, it spawns in etc
L1232[17:57:02] <ScottehBoeh> but the
actual entity requires 3 floats, not sure what those 3 floats
are
L1233[18:12:12] <Shambling> best part of
beyond coming out, finally looks like someone has put out useable
agricraft configs :P
L1234[18:12:59]
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L1235[18:13:15] <williewillus>
ScottehBoeh: which actual entity?
L1236[18:13:24] <williewillus> the params
should be named properly
L1237[18:14:32] <ScottehBoeh> Its fine :)
I got it to work
L1238[18:14:39] <ScottehBoeh> made a
custom fireball etc
L1239[18:17:05]
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L1245[18:59:14] <ScottehBoeh> Made a
fireball spell
L1247[18:59:24] <ScottehBoeh> (Basically
a really fast flamed block xD)
L1248[18:59:29] <ScottehBoeh> spins fast
in hand too
L1249[19:09:24]
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L1250[19:10:11] <Shambling> neat
L1251[19:11:44]
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L1252[19:12:39]
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L1253[19:19:11] <Shambling> lol dangit
end portals are hard to find
L1254[19:19:20] <h5h77> they're a lot
further out now
L1255[19:19:24] <Shambling> even with
spectator mode on and at a dungeon I can't find the portal
L1256[19:19:44] <h5h77> isn't there a
command to find the portal? or does it just find the
stronghold?
L1257[19:20:07] <Shambling> just the
stronghold
L1258[19:20:21] <Shambling> doesn't even
find the center of the stronghold, just the 0,0 where it started
generating
L1259[19:20:42] <Shambling> I just want
to see if my ore generator works in the end
L1260[19:20:46]
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L1261[19:20:49] <Shambling> and I can't
remember how to make a proper end portal in creative lol
L1262[19:20:57] <Shambling> I know its
blocks out from center, but what about the corners
L1263[19:21:45] <Shambling> oh its
6x6
L1264[19:21:57] <Shambling> 5x5?
L1265[19:30:56]
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L1266[19:31:13] <Shambling> well I have
the rftools mod, so maybe the tp command works
L1267[19:34:14]
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L1270[19:35:06] <Shambling> oh dangit,
thats not in this version
L1271[19:35:07] <Shambling> argh
L1272[19:35:15] <Shambling> why is there
no default dimension teleport
L1273[19:42:38] <Shambling> lol dangit,
well I had dense ore gen working in the nether
L1274[19:42:44] <Shambling> but now it
seems it doesn't want to work anymore
L1275[19:44:39] <Shambling> seems like
whenever I do something, one thing will work then another random
thing breaks
L1276[19:50:48] <Shambling> wonder if its
the cofh oregen messing me up
L1277[19:51:24] <Shambling> hrmmm
shouldn't, I have that disabled
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L1279[19:57:51] <Shambling> bad thing is,
now quartz isn't generating in the nether. Oh well, this mod
sometimes is just more work than its worth
L1280[19:57:58] <Shambling> no wonder no
one ever uses it in modpacks... too much json :P
L1281[20:04:30]
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L1282[20:08:27] <h5h77> oh! ftb beyond is
out
L1283[20:08:28] <h5h77> awesome
L1284[20:12:50] ***
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L1302[22:32:28] <pig> guys quick
question, 1.10.2 or 1.11.2?
L1303[22:32:40] <h5h77> playing or
writing mods?
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L1305[22:32:54] <Akkarin> Would tend to
say 1.10 given the broader support atm
L1306[22:32:56] <pig> where the main
userbase is nowadays
L1307[22:33:03] <h5h77> 1.10
L1308[22:33:09] <h5h77> however it's not
too hard to support both
L1309[22:33:11] <pig> considering 1.11 is
out for a while now and 1.12 isn't gonna be for another year I
reckon
L1310[22:33:18] <pig> lots of mapping
changes though 1.10 to 1.11
L1311[22:33:48] <h5h77> McJty wrote a
library that lets you support both at once
L1312[22:34:15] <pig> I'm sure support
for both isn't too hard. I just haven't poked into 1.11 as much
yet
L1313[22:34:16] <pig> been busy
L1314[22:34:27] <McJty> The biggest thing
is the ItemStack changes
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L1316[22:34:34] <McJty> Other then that
it is indeed not very hard
L1317[22:34:39] <h5h77> itemstacks can't
be null anymore
L1318[22:35:12] <McJty> If you have a mod
that does a lot of item handling then that change can be a real
pain
L1319[22:35:23] <pig> heh well every
update is a bit of a real pain for me XD
L1320[22:35:28] <pig> I need to find the
time for it
L1321[22:35:53] <McJty> From 1.9.4 to
1.10.2 was nearly painless as almost nothing changed. Most mods
worked out of the box unchanged
L1322[22:36:19] <h5h77> is 1.12 really
not going to be out for another year?
L1323[22:36:24] <h5h77> i thought they
were doing faster releases now
L1324[22:36:35] <Akkarin> It's more of a
question when Forge is ready ;-)
L1325[22:36:44] <h5h77> good point
L1326[22:36:56] <Akkarin> and mods for
that matter
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L1328[22:37:13] <h5h77> are the code
changes in the snapshots bad so far? in terms of updating
forge
L1329[22:39:49] <pig> from what I
understand from the goals of 1.12 is that we probbaly won't see it
for another year possibkly
L1330[22:41:19] <h5h77> i guess i should
look into it more. I didn't know they had talked about it
L1331[22:42:23] <pig> I don't think it's
public knowledge
L1332[22:42:30] <pig> oshi I may have
spilled a secret
L1333[22:42:32] *
pig runs away
L1334[22:42:34] <Akkarin> lol
L1335[22:42:51] <Akkarin> Better double
check that NDA ;-)
L1336[22:43:39] <pig> wasn't no NDA
L1337[22:43:58] <Akkarin> They didn't ask
you to sign in your own blood? Who have I been making deals with
then?!
L1338[22:44:12] <pig> santa
L1339[22:44:18] <Akkarin> oh .... that
makes sense
L1340[22:44:26] <h5h77> don't worry
L1342[22:44:36] <Corosus> ftb just pushed
a new modpack for 1.10.2, soooooooo yeah ;D
L1343[22:45:46] <Akkarin> Well TE for
1.10 was pushed a bit ago so 1.10 is finally gaining some
speed
L1344[22:46:45] <h5h77> I hope modders
don't get too cozy on 1.10 though
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