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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
L19[02:02:19] <mezz> ahh
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
L22[02:04:02] <mezz> heh
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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
L27[02:11:32] <mezz> http://minecraft.gamepedia.com/Note_Block ?
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
L153[10:18:19] <ScottehBoeh> http://i.imgur.com/rQ8lAWV.png
L154[10:21:54] <ScottehBoeh> https://www.youtube.com/watch?v=ZLNdv_3kIsM
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
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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
L186[11:04:11] <asdfowkw> http://pastebin.com/8kihYpwj
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?
L192[11:06:09] <williewillus> https://gist.github.com/RainWarrior/0618131f51b8d37b80a6
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
L195[11:06:39] <killjoy> https://mcforge.readthedocs.io/en/latest/blockstates/states/
L196[11:06:47] <killjoy> assuming you know some of that stuff
L197[11:07:12] <asdfowkw> i saw looking at https://mcforge.readthedocs.io/en/latest/blockstates/forgeBlockstates/#forges-blockstates
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
L206[11:10:00] <asdfowkw> is this how u ment for the json btw? cause it aint working xD http://pastebin.com/nPcd6MGG
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
L219[11:16:31] <asdfowkw> http://pastebin.com/dHAMeijC
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
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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?
L259[12:13:57] <asdfowkw2> https://docs.oracle.com/javase/tutorial/java/generics/types.html
L260[12:14:01] <asdfowkw2> https://shadowfacts.net/tutorials/forge-modding-1102/tile-entities/
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...
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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.
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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
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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
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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.
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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
L322[12:54:10] <ghz|afk> https://twitter.com/TeslaApiFanClub
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?
L342[13:00:16] <williewillus> https://mcforge.readthedocs.io/en/latest/datastorage/capabilities
L343[13:00:19] <williewillus> and https://gist.github.com/williewillus/c8dc2a1e7963b57ef436c699f25a710d
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
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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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L366[13:05:14] <h5h77> https://github.com/shadowfacts/InductionCharger/blob/1.11.2/src/main/java/net/shadowfacts/inductioncharger/TileEntityCharger.java
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
L449[13:35:38] <TechnicianLP> got something wierd now: https://hastebin.com/ihewehuxol.java
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
L485[13:41:18] <ghz|afk> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/rack/TileRack.java
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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
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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
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L520[14:10:45] <ghz|afk> yes
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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
L539[14:14:34] <asdfowkw2> no idea if this is correct but this worked for me? http://pastebin.com/0MBSh1qj
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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L548[14:16:48] <h5h77> https://github.com/shadowfacts/InductionCharger/blob/1.11.2/src/main/java/net/shadowfacts/inductioncharger/TileEntityCharger.java
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
L644[14:43:44] <asdfowkw2> This is what i have right now, just a passive generator making 1rf per tick http://pastebin.com/mkG78Ze8
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
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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
L696[15:15:36] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/generator/TileGenerator.java
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
L700[15:16:22] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/automation/driver/TileDriver.java
L701[15:16:32] <ghz|afk> that's a generator, and a consumer
L702[15:16:44] <ghz|afk> https://github.com/gigaherz/Ender-Rift/tree/master/src/main/java/gigaherz/enderRift/plugins/tesla
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
L709[15:17:38] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/common/EnergyBuffer.java
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
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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
L834[15:38:28] <PaleoCrafter> http://docs.oracle.com/javase/specs/jls/se7/html/jls-15.html#jls-15.22.2
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)
L923[15:56:13] <ScottehBoeh> Woohoo :D http://i.imgur.com/cLUBG1K.png
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
L989[16:07:14] <PaleoCrafter> https://mods.curse.com/mc-mods/minecraft/243748-devworld
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
L1012[16:10:58] <ghz|afk> Shambling: https://greasyfork.org/en/scripts/23329-disable-youtube-60-fps-force-30-fps
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
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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
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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
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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
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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
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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
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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 =)
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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
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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
L1146[17:00:10] <ghz|afk> https://minecraft.curseforge.com/projects/ender-rift/files
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
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L1153[17:07:32] <ScottehBoeh> Did something cool :D
L1154[17:07:34] <ScottehBoeh> Uploading a video of it now
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L1156[17:08:03] <ScottehBoeh> https://www.youtube.com/watch?v=xBew9M5iLnk
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 :)
L1169[17:11:13] <ghz|afk> ScottehBoeh: https://minecraft.curseforge.com/members/gigaherz/projects
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
L1175[17:11:56] <Randysdoom> I am not sure if this is the place to post it or not, but I am trying to create a blockstate, and I was wondering if what I am trying to accomplish is possible. https://gist.github.com/randysdoom/d872aed8042ab92199c3d69fc59bff1e
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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
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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.
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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
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L1205[17:26:48] <Randysdoom> ghz|afk, Alright, It is working. Thanks!
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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
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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
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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
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L1245[18:59:14] <ScottehBoeh> Made a fireball spell
L1246[18:59:15] <ScottehBoeh> http://i.imgur.com/o47Hsdd.png
L1247[18:59:24] <ScottehBoeh> (Basically a really fast flamed block xD)
L1248[18:59:29] <ScottehBoeh> spins fast in hand too
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L1250[19:10:11] <Shambling> neat
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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
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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?
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L1266[19:31:13] <Shambling> well I have the rftools mod, so maybe the tp command works
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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
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L1282[20:08:27] <h5h77> oh! ftb beyond is out
L1283[20:08:28] <h5h77> awesome
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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
L1341[22:44:26] <h5h77> https://youtu.be/34ag4nkSh7Q?t=26
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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