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L4[00:12:19] <blupilot> Hello, how would i make it so my mod only adds a recipe if an oredictionary registry is detected? For example, only add recipe for x block if y item is detected in oredictionary
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L6[00:24:29] <mezz> blupilot, you can use OreDictionary#doesOreNameExist
L7[00:24:53] <blupilot> Oh okay, thanks, I'll try that
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L13[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170311 mappings to Forge Maven.
L14[02:00:08] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170311-1.11.zip (mappings = "snapshot_20170311" in build.gradle).
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L39[03:32:49] <blupilot> Has the thermal foundation and cofhcore source code been released? If not, a deobfuscated dev version
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L41[03:34:04] <ghz|afk> not the1.10.2 code, I don't think
L42[03:34:13] <ghz|afk> https://github.com/CoFH/ThermalFoundation
L43[03:34:26] <ghz|afk> that has only 1.7.10
L44[03:35:17] <blupilot> Darn, I'm trying to make an addon for Thermal Foundation metals to work in Tinkers' Construct
L45[03:35:33] <blupilot> And also alloying with them and such
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L47[03:36:59] <ghz|afk> well then
L48[03:37:02] <ghz|afk> take BON2
L49[03:37:10] <ghz|afk> and run the normal jar through it
L50[03:37:24] <ghz|afk> it's best this way either way
L51[03:37:35] <ghz|afk> since you'll be using YOUR choice of mappings
L52[03:37:36] <ghz|afk> and not theirs
L53[03:37:40] <ghz|afk> which reduces potential conflicts
L54[03:37:58] <blupilot> Oh okay, I'll give that a try, thanks very much!
L55[03:38:20] <mezz> blupilot, they have been released here https://github.com/TheCBProject
L56[03:38:35] <blupilot> Alright, thanks!
L57[03:38:46] <ghz|afk> weird
L58[03:38:54] <blupilot> Yeah :P
L59[03:39:04] <mezz> it started as a fork to update to 1.10 by TheCBProject before KingLemming started on it again
L60[03:39:09] <ghz|afk> I see
L61[03:39:17] <mezz> it will probably go back to the CoFH repository some time soonish
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L63[03:39:27] <blupilot> Okay :P
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L70[04:28:08] *** PaleOff is now known as PaleoCrafter
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L72[04:37:40] <blupilot> Hmm, when I add the required dependencies (CoFHCore, ThermalFoundation, CodeChickenCore) CoFHCore doesn't seem to want to download
L73[04:44:16] <blupilot> My error and build.gradle: http://pastebin.com/GZ7jbRBp
L74[04:44:41] <Jaymoe|Off> Any idea why my sign isnt rendering the ends of the bar? http://prntscr.com/eiliiv
L75[04:45:45] <TechnicianLP> blupilot: try puting the repositories section under the apllyplugin
L76[04:45:57] <blupilot> Okay, one sec
L77[04:47:05] <TechnicianLP> Jaymoe: try switching to spectator mod and see if its rendered for the inside of the bar
L78[04:48:03] <blupilot> TechnicianLP: Still getting the same error :/
L79[04:49:30] <Jaymoe|Off> @TechnicianLP, same in spectator mode
L80[04:50:04] <Jaymoe|Off> i think it might be too many vertexes on that face for the objloader..
L81[04:50:13] <blupilot> maybe
L82[04:51:07] <ghz|afk> BlueMonster
L83[04:51:11] <ghz|afk> blupilot*
L84[04:51:11] <ghz|afk> http://maven.covers1624.net/cofh/CoFHCore/1.10.2-4.1.0.155/
L85[04:51:15] <ghz|afk> the jar isn't there
L86[04:51:15] <ghz|afk> XD
L87[04:51:23] <blupilot> oh lol
L88[04:51:24] <PaleoCrafter> triangulate your faces on export, Jaymoe|Off
L89[04:51:29] <ghz|afk> you have to choose a variant
L90[04:51:32] <ghz|afk> :universal
L91[04:51:43] <blupilot> oh okay
L92[04:51:56] <ghz|afk> so like
L93[04:51:59] <ghz|afk> deobfCompile "cofh:CoFHCore:1.10.2-4.1.0.155+:universal"
L94[04:52:04] <TechnicianLP> jei: https://hastebin.com/patevowoya
L95[04:52:15] <blupilot> Alright I'll try that
L96[04:54:32] *** Jaymoe|Off is now known as Jaymoe
L97[04:57:50] <Jaymoe> hmm
L98[04:58:02] <Jaymoe> triangulated the faces and it still says it has more than 4 vertices.
L99[04:59:10] <TechnicianLP> so you get exceptions?
L100[04:59:54] <Jaymoe> ye
L101[05:00:31] <Jaymoe> and in the obj file it clearly has 2 faces with way more than 4 vertices, i just cant figure out why, it shouldve been splitup
L102[05:01:42] <blupilot> ghz|afk: Ah, added ":deobf" to cofhcore, thermal foundation, and codechickenlib and build succeeded!
L103[05:01:44] <blupilot> many thanks
L104[05:05:43] <ghz|afk> ugh
L105[05:05:45] <ghz|afk> no
L106[05:05:49] <ghz|afk> if you use deobf there
L107[05:05:54] <ghz|afk> then deobfCompile is useless
L108[05:06:02] <ghz|afk> and you can give yourself problems
L109[05:06:05] <blupilot> oh :o
L110[05:06:14] <ghz|afk> because using pre-mapped builds
L111[05:06:24] <ghz|afk> means that if your choice of mappings is incompatible with theirs
L112[05:06:26] <ghz|afk> stuff won't work
L113[05:06:39] <blupilot> yikes
L114[05:06:55] <ghz|afk> it's always best to use srg builds (non-dev) along with deobfCompile, where possible
L115[05:07:13] <blupilot> oh okay, so change to :universal?
L116[05:07:16] <ghz|afk> yes
L117[05:07:20] <blupilot> alright
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L122[05:18:35] <Jaymoe> Ty PaleoCrafter =) ! Got it working now
L123[05:34:29] <Jaymoe> Is it possible to make the collission/bounding box follow the 3d model :o ?
L124[05:35:03] <PaleoCrafter> you can approximate them, Jaymoe
L125[05:35:09] <Jaymoe> sounds fun x)
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L133[06:36:00] <Jaymoe> I'm making "groups" in my mod, each group will hold a leader and members. How do i save the entire group to nbt?
L134[06:36:10] <Jaymoe> Do i have to save everything piece by piece?
L135[06:37:07] <Ordinastie> most likely
L136[06:37:47] <Jaymoe> So in this case its probably easier to save in files.
L137[06:38:06] <Ordinastie> probably not
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L139[06:46:23] <Akkarin> Just use a tag for the leader UUID (or a compound if you need to store the name as well) and do the same for members as a list?
L140[06:48:31] <Jaymoe> I will keep trying abit on the nbt, but everyone else seems to write to json files.
L141[06:48:38] <Jaymoe> HQM, BQ
L142[06:51:02] <Akkarin> Well generally there is no difference apart from the fact that JSONs are human readable and need parsing
L143[06:51:34] <Akkarin> NBT is generally your goto since well ... you can just store stuff in the existing files easily and it's designed for computers rather than actual people
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L147[07:31:50] <TechnicianLP> should i make a research station make look more like a table or more like a factorio style lab?
L148[07:32:09] <TechnicianLP> (being roundish)
L149[07:37:32] <ghz|afk> :3
L150[07:37:40] <ghz|afk> https://dl.dropboxusercontent.com/u/743491/2017-03-11_14.37.08.png
L151[07:37:45] <ghz|afk> love SCM
L152[07:38:16] <ghz|afk> (that's an xor gate)
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L154[07:39:33] <TechnicianLP> whats the thing above the armor? and why does the terminal have arrows?
L155[07:41:53] *** TTFT|Away is now known as TTFTCUTS
L156[07:42:48] <ghz|afk> those are the charge of the lava charm
L157[07:43:19] <ghz|afk> the "arrows" are my modified hotbar resource pack
L158[07:43:29] <ghz|afk> they mark the current item
L159[07:43:56] <TechnicianLP> ah nice
L160[07:45:14] <ghz|afk> TechnicianLP: https://dl.dropboxusercontent.com/u/743491/betterhotbar.zip
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L165[08:09:31] <ScottehBoeh> Morning
L166[08:09:33] <ScottehBoeh> (or afternoon)
L167[08:09:50] ⇨ Joins: c233 (~c233@164.40.206.57)
L168[08:27:20] <Ashindigo_> what is EnumChatFormatting in 1.11?
L169[08:28:07] <Ordinastie> TextFormatting ?
L170[08:28:24] <Ashindigo_> thanks
L171[08:28:47] <ghz|afk> Ashindigo_:
L172[08:28:47] <ghz|afk> https://github.com/kashike/migration/wiki/1.8.9-to-1.9
L173[08:28:57] <ghz|afk> https://github.com/kashike/migration/wiki/1.9-to-1.9.4
L174[08:29:02] <ghz|afk> https://github.com/kashike/migration/wiki/1.10.2-to-1.11
L175[08:29:10] <ghz|afk> all your name changing needs
L176[08:29:11] <ghz|afk> ;P
L177[08:29:17] <ghz|afk> also the !mh command
L178[08:29:19] <ghz|afk> for method changes
L179[08:32:50] <Ashindigo_> oh thank you
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L181[08:39:22] <ScottehBoeh> Intellij is a charm for that stuff :D I just wrote "format" and it showed me the new class
L182[08:40:14] * Ashindigo_ runs off with eclipse
L183[08:40:36] <Ordinastie> eclipse does it too
L184[08:40:57] <ScottehBoeh> I use eclipse for my CC mod
L185[08:41:03] <ScottehBoeh> it does it too, but it seems slower :\
L186[08:41:10] <ScottehBoeh> In other news, finished my Grind Stone model: http://i.imgur.com/oKMGTcb.png
L187[08:44:01] *** diesieben|away is now known as diesieben07
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L189[08:46:48] <TechnicianLP> scotteh: does that programm export to json or to obj?
L190[08:48:14] <diesieben07> neither
L191[08:48:18] <ScottehBoeh> Afraid not, however I do have a jar I use to convert it from techne to obj
L192[08:48:28] <diesieben07> it's a terrible piece of garbage that outputs terrible proprietary java models...
L193[08:48:46] <ScottehBoeh> :(
L194[08:48:55] <ScottehBoeh> and I take that garbage and turn it into art :D
L195[08:49:38] <Ordinastie> just learn to use blender
L196[08:49:42] <Ordinastie> it's not that complicated
L197[08:50:32] <ghz|afk> or like, ANY other 3d program
L198[08:50:33] <ghz|afk> ;p
L199[08:50:42] <TechnicianLP> oruse json ;)
L200[08:50:44] <ghz|afk> literally anything that outputs .obj
L201[08:51:38] <diesieben07> not necessarly obj
L202[08:51:43] <diesieben07> but like... anything that's a model format
L203[08:51:51] <diesieben07> not a java file...
L204[08:52:06] <ScottehBoeh> look
L205[08:52:16] <ScottehBoeh> I use toolbox, it limits me to using blocky shapes
L206[08:52:18] <ScottehBoeh> and I like that fact
L207[08:52:26] <ScottehBoeh> and I've used it for a veeery long time
L208[08:53:28] <diesieben07> if you can get it to output obj... sure
L209[08:54:01] <diesieben07> but you are using the java models it produces, which is terrible for performance and compatibilitiy
L210[08:54:32] <PaleoCrafter> well... this is interesting: https://github.com/sbt/sbt/blob/ef56db9885449d47f8ef200986bc9517b8cf2085/main/src/main/scala/sbt/Main.scala#L96
L211[08:55:36] <ScottehBoeh> http://i.imgur.com/UaGC8bJ.png
L212[08:55:41] <ScottehBoeh> Grind Wheel complete :D
L213[08:56:26] <Ordinastie> how many superfluous faces left in the model ?
L214[08:58:19] <ghz|afk> judging from the number of boxes int he model, "many" ;P
L215[08:58:31] <ghz|afk> in the*
L216[09:01:26] <ScottehBoeh> -.-
L217[09:01:33] <ScottehBoeh> I'm just going to cut out all the small flaws I see in the images I post
L218[09:03:36] <Ordinastie> "small"
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L220[09:11:33] <ScottehBoeh> eyyy http://i.imgur.com/MA2Px1z.png
L221[09:12:25] <PaleoCrafter> did you check that it can actually rotate? :P
L222[09:12:40] <PaleoCrafter> i.e. without clipping through anything
L223[09:13:03] <ScottehBoeh> It doesn't rotate, it's a static prop, the version that does rotate will look much different
L224[09:14:07] <PaleoCrafter> lol
L225[09:14:30] <PaleoCrafter> doesn't mean it shouldn't technically able to rotate in the static one :P
L226[09:14:52] <TechnicianLP> what is the difference between Block::isFullCube and Block::isFullBlock ?
L227[09:15:17] <PaleoCrafter> look at the usages :P
L228[09:15:27] <ScottehBoeh> hmm, I could give it an animation
L229[09:15:30] <ScottehBoeh> I'll look into that now :D
L230[09:15:44] <diesieben07> makes static prop
L231[09:15:45] <diesieben07> using TESR
L232[09:15:47] * diesieben07 dies
L233[09:16:26] * TechnicianLP already hates decocraft for having done that
L234[09:17:00] <PaleoCrafter> I wonder how often diesieben07 dies in his lifetime
L235[09:17:10] <diesieben07> Too often man. Too often.
L236[09:17:33] <PaleoCrafter> is it just one of your nodes going down or something more severe?
L237[09:18:05] <diesieben07> yeah it's when one of the idiots in the datacenter trips of the ethernet cable again
L238[09:19:27] <PaleoCrafter> must look messy in there :P
L239[09:20:04] <diesieben07> :D
L240[09:20:28] <TechnicianLP> ok Cube seems to be for rendering ... i dont get what block is forthouh
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L242[09:25:17] <ScottehBoeh> I was planning to add Languages
L243[09:25:29] <ScottehBoeh> (orc, dwarf etc) in which the player can upgrade their Language Learning skills reading different books etc
L244[09:25:41] <ScottehBoeh> then over time the letters for each races language begin to transform xD
L245[09:26:36] <ghz|afk> ewh
L246[09:26:40] <ghz|afk> tinker's bows suck badly
L247[09:26:41] <ghz|afk> XD
L248[09:27:02] <ghz|afk> I made some cobalt arrows, and they fly sideways XD
L249[09:27:24] * Ashindigo_ translates his mod to orc
L250[09:27:50] <ghz|afk> I think I'll just keep using my vanilla Power V/Punth I/Mending bow ;P
L251[09:28:01] <ghz|afk> or and /Infinity ;P
L252[09:28:41] <TechnicianLP> sideways in the sense of the model beingrotated the wrong way or do they fly off to the side?
L253[09:29:02] <ghz|afk> as in, they have less accuracy than a dispenser
L254[09:29:25] <TechnicianLP> oh ...
L255[09:29:29] <ghz|afk> I'm sure there are better materials, I just can't be bothered to research
L256[09:29:53] <ghz|afk> the thing describes longbows as being better for high distance shots
L257[09:29:57] *** diesieben07 is now known as diesieben|away
L258[09:30:02] <ghz|afk> if this is better, Ican't imagine the shortbows XD
L259[09:31:54] <ghz|afk> the bows in 1.10 ticon have disappointed me a lot
L260[09:31:58] <ghz|afk> I used to love the crossbows
L261[09:32:10] <ghz|afk> because they would shoot immediately, then charge passively
L262[09:32:16] <ghz|afk> but now you have to hold to charge
L263[09:32:19] <ghz|afk> THEN you can shoot
L264[09:32:38] <ghz|afk> it may be more realistic, but it makes them less fun to use
L265[09:33:28] <ghz|afk> so if they did like, 50 damage per shot
L266[09:33:37] <ghz|afk> maybe I'd use them for like, boss fights
L267[09:35:22] <ScottehBoeh> ok wheel rotates now, it's actually really cool
L268[09:35:27] <ghz|afk> then there's the electric bow from Mekanism
L269[09:35:32] <ghz|afk> anyone understands it?
L270[09:36:58] <Ashindigo_> Shove power and hope for the best?
L271[09:37:00] <Ashindigo_> *in
L272[09:37:31] <ghz|afk> that's the thing
L273[09:37:33] <ghz|afk> when you do that
L274[09:37:36] <ghz|afk> you get a mediocre bow
L275[09:37:42] <ghz|afk> far worse than a Power V vanilla bow
L276[09:37:50] <ghz|afk> and you can't even enchant it, so far as I can tell
L277[09:38:02] <ghz|afk> so no infinity or anything
L278[09:38:35] <ghz|afk> the way I see it, an electric bow should at least let you choose how much power you want, and use more electricity the higher the power you want to give it
L279[09:39:30] ⇨ Joins: ThePsionic (~Psi@ip5457f909.direct-adsl.nl)
L280[09:39:50] <ghz|afk> now a Plasma Bow, that I could get behind
L281[09:40:11] * Ashindigo_ adds a bow to his mod and continues ignoring jei support
L282[09:40:30] <ghz|afk> a bow-gun that combines both electricity + hydrogen, and lets you shoot high-pressure plasma
L283[09:41:14] <ghz|afk> pseudo-infinity bow, since it would shoot for as long as it has energy and gas
L284[09:41:36] ⇨ Joins: nallar (~nallar@cpc16-cani3-2-0-cust33.14-2.cable.virginm.net)
L285[09:43:54] <ScottehBoeh> PaleoCrafter Get ready to be amazed by the infamous rotating wheel of stone
L286[09:44:01] <PaleoCrafter> lol
L287[09:44:48] <ScottehBoeh> https://www.youtube.com/watch?v=K3x7LGCF_IU
L288[09:44:50] <ScottehBoeh> Tada
L289[09:44:55] <ScottehBoeh> (Might still be rendering)
L290[09:45:44] <Ashindigo_> lookin nice
L291[09:45:50] <ScottehBoeh> :D fanks
L292[09:51:42] *** Darkhax_AFK is now known as Darkhax
L293[10:00:19] ⇨ Joins: Intektor (~Intektor@p5B274419.dip0.t-ipconnect.de)
L294[10:01:50] <Intektor> I have a maths question right now, I have these two equations: http://i.imgur.com/0hCFgYl.png what does ...(1b) and ... (3b) mean
L295[10:02:07] * Ashindigo_ puts it into wolfram
L296[10:02:18] <Intektor> oh god thank you
L297[10:06:00] <ghz|afk> I have never seen that notation
L298[10:06:10] <Intektor> this is the website
L299[10:06:10] <Intektor> http://physics.stackexchange.com/questions/317912/trajectory-with-air-resistance-angle-to-hit-target
L300[10:06:55] <Intektor> And the stupid thing is, that is how the graph looks like when you put x as t http://i.imgur.com/l3CnYts.png
L301[10:07:23] <ghz|afk> hmmm
L302[10:07:31] <ghz|afk> I wonder if they are just "labels" for the equations
L303[10:08:16] <Intektor> I asked him, he said "Those equations tell you the x and y positions of your object after launch at t=0. You need to plot y vs x for different values of t."
L304[10:08:38] <Intektor> but there is t in the quation, why is it then only for t=0?
L305[10:09:25] <TechnicianLP> you start at t=0
L306[10:09:28] <ghz|afk> drag is usually done like, newSpeed = oldSpeed - drag * oldSpeed^2
L307[10:09:48] <ghz|afk> of course the "drag" value there, depends on the timestep
L308[10:09:59] <Intektor> do you see the graph I send you? it doesnt look correct
L309[10:10:47] <ghz|afk> oh wiat I see
L310[10:10:49] <ghz|afk> you want the trajectory
L311[10:10:56] <Intektor> yes
L312[10:11:03] <ghz|afk> I mean the angle
L313[10:11:15] <Intektor> very correct
L314[10:11:31] <ghz|afk> ah that comment
L315[10:11:43] <ghz|afk> when it says "Those equations tell you the x and y positions of your object after launch at t=0. You need to plot y vs x for different values of t."
L316[10:11:45] <ghz|afk> means that
L317[10:12:04] <ghz|afk> if you plug different values of t, you'd get different values of x and y, assuming that t=0 is the launch position
L318[10:12:14] <Intektor> yes+
L319[10:12:16] <ghz|afk> but those equations don't matter for you
L320[10:12:20] <ghz|afk> they are useless
L321[10:12:25] <ghz|afk> since they are not how minecraft represents drag
L322[10:12:50] <Intektor> I said that in the question
L323[10:13:02] <ghz|afk> okay so
L324[10:13:22] <ghz|afk> iirc, mc does speed = speed * 0.99
L325[10:13:24] <ghz|afk> each tick, right?
L326[10:13:29] <Intektor> yes
L327[10:13:44] <Intektor> so is the whole answer useless for me?
L328[10:13:54] <ghz|afk> yes but I'll try to give you a proper answer ;P
L329[10:14:09] <Intektor> if you do, I will send you a present
L330[10:15:34] ⇦ Quits: p455w0rd (~p455w0rd@172.77.95.205) ()
L331[10:15:53] <ghz|afk> is the drag computed before or after the position update?
L332[10:17:03] <Intektor> wait
L333[10:17:45] ⇦ Quits: Hgreb (~Hgrebnedn@ptr-908g3oqp2k8d9iumpt5.18120a2.ip6.access.telenet.be) (Ping timeout: 190 seconds)
L334[10:17:58] <Intektor> the drag is computed very last
L335[10:18:12] <ghz|afk> okay
L336[10:26:30] ⇨ Joins: Brokkoli (~Brokkoli@p2E5B14BA.dip0.t-ipconnect.de)
L337[10:29:50] <ghz|afk> Intektor: got the first half of it (thanks to wolfram alpha). it's not pretty ;P
L338[10:33:31] <Intektor> thank you dude
L339[10:33:37] <Intektor> it does not have to pretty
L340[10:33:40] <Intektor> it just has to work
L341[10:33:54] <Intektor> I think im gonna get wolfram alpha as well
L342[10:34:37] <ghz|afk> it's a website ;P
L343[10:34:57] <Intektor> I just saw
L344[10:34:59] <Intektor> thats awesome
L345[10:37:40] <Intektor> if it works, I well send you a packet :D
L346[10:37:53] ⇨ Joins: NthTensor (~NthTensor@cpe-70-123-152-91.austin.res.rr.com)
L347[10:40:30] ⇦ Quits: r4wk (~r4wk@mtprnf0117w-047055105205.dhcp-dynamic.FibreOp.nl.bellaliant.net) (Ping timeout: 204 seconds)
L348[10:43:07] <ghz|afk> Intektor: you want just the angle right, not the power?
L349[10:43:51] <ghz|afk> wait no that wouldn't work
L350[10:44:07] <ghz|afk> the horizontal speed depends on the angle, ugh
L351[10:44:53] <Intektor> I will insert the power
L352[10:45:08] <Intektor> it should calculate the angle by the power etc
L353[10:45:14] ⇦ Quits: Javaschreiber (~Thunderbi@88-209-32-73.nga.highspeed-baumann.de) (Quit: Javaschreiber)
L354[10:46:49] <TechnicianLP> why not look at how the minecraft arrow calculates it?
L355[10:47:01] <ghz|afk> he wants the opposite
L356[10:47:10] <ghz|afk> he wants to compute the angle, given the destination
L357[10:47:15] <ghz|afk> basically, an aimbot
L358[10:49:23] <heldplayer> Don't skeletons kind-of already do that?
L359[10:49:41] * ghz|afk shrugs
L360[10:49:45] <Intektor> no
L361[10:49:47] <Intektor> they dont
L362[10:49:48] <ghz|afk> I think they don't bother
L363[10:49:51] <Intektor> I checked it out
L364[10:49:52] <ghz|afk> they just don't shoot from far away
L365[10:50:02] <ghz|afk> so they just assume they'll hit you in the face
L366[10:50:05] <ghz|afk> and if you are kindof far
L367[10:50:08] <ghz|afk> they may hit you in the feet
L368[10:50:15] <Intektor> their arrows are inaccurate as hell
L369[10:50:24] ⇨ Joins: kinggoesgaming (uid23106@id-23106.tooting.irccloud.com)
L370[10:50:30] <Intektor> its bullshit its like mojang does not know how to do it
L371[10:50:54] * TechnicianLP would not want sniper skeletons
L372[10:51:44] <Intektor> oh believe me, when ghz/me manages to get that working, there will be some :D
L373[10:51:51] <ghz|afk> Intektor: I can assure you, mojang doesn't know.
L374[10:51:59] <ghz|afk> these are advanced maths ;P
L375[10:52:07] <ghz|afk> I don't know even, wolfram alpha did it for me
L376[10:52:25] <ghz|afk> I have absolutely no idea how to approach expanding a recurrent equation
L377[10:52:40] <Intektor> NEW MOD: Sniping Skeletons shoot you from 300 blocks in the face
L378[10:52:59] <ghz|afk> with Power V flame bows :P
L379[10:53:04] <Ashindigo_> pls no
L380[10:53:08] <TechnicianLP> thats when the "sniper duel" achievment would make sense
L381[10:53:27] <TechnicianLP> you forgot punch
L382[10:53:55] <ghz|afk> oooh imagine
L383[10:54:00] <ghz|afk> endermen with aimbot, and punch bows
L384[10:54:02] <ghz|afk> in the end
L385[10:55:13] * ghz|afk wouldn't play there
L386[10:55:40] * Intektor would nuke the end
L387[10:55:53] * Ashindigo_ would just change to peaceful
L388[10:56:11] * TechnicianLP would use a jetpack
L389[10:56:28] <Intektor> they snipe you while moving
L390[10:56:39] <Intektor> they calculate where you might go and aim for that
L391[10:56:45] <ghz|afk> that'd be even more evil
L392[10:56:59] ⇦ Quits: NthTensor (~NthTensor@cpe-70-123-152-91.austin.res.rr.com) ()
L393[10:58:29] <ghz|afk> Intektor: welp
L394[10:58:35] <ghz|afk> I can't solve this without a pro account
L395[10:58:36] <ghz|afk> XD
L396[11:00:01] <Intektor> the final calculation?
L397[11:00:08] <ghz|afk> yep
L398[11:00:11] <ghz|afk> I'm trying to simplify somehow
L399[11:00:15] <ghz|afk> but it's THAT complex
L400[11:00:16] <ghz|afk> ;P
L401[11:00:38] <Intektor> so wait, does it work already?
L402[11:00:53] <ghz|afk> no
L403[11:00:54] <ghz|afk> I mean
L404[11:01:06] <ghz|afk> I have the equations needed to solve for the angle
L405[11:01:33] <ghz|afk> but trying to solve that with wolfram alpha exceeds the allowed time for a free query
L406[11:03:56] <Intektor> I see, and you are not willing to pay 12.99$ right? :D
L407[11:04:14] <ghz|afk> nope.
L408[11:04:54] ⇨ Joins: Hgreb (~Hgrebnedn@d8d872a6e.access.telenet.be)
L409[11:05:06] <Intektor> What exactly are the remaining steps? I think we have something that can calulate the rest?
L410[11:05:11] <ghz|afk> https://gist.github.com/gigaherz/15c8d5b030944cd49b66dcaeb39d5b4d
L411[11:07:04] <Intektor> wait let me check
L412[11:07:18] <ghz|afk> all yours ;P
L413[11:10:55] * Ashindigo_ grumbles at his lack of art skills
L414[11:12:42] ⇨ Joins: Shambling (~Shambling@24-181-186-74.dhcp.nwtn.ct.charter.com)
L415[11:12:43] <TechnicianLP> thats some complicated trigonometry ...
L416[11:13:32] <Shambling> if I wanted to override biomes that are allowed in one method, should I put the reflection call in the pre-init, the init, or the post init phase?
L417[11:14:07] <Shambling> most mods declare their biomes in pre-init, correct, so I'm thinking the init phase would be the right spot. But maybe I'm supposed to call it somewhere completely different
L418[11:14:54] <Intektor> ghz|afk, so when we manage to solve those two equations for a we won?
L419[11:15:03] <ghz|afk> in theory
L420[11:15:06] *** PaleoCrafter is now known as PaleOff
L421[11:15:11] <ghz|afk> I can't confirm that all the intermediate steps are correct
L422[11:16:29] <TechnicianLP> solving for a shouldnt be that hard .. isnt t just a inverse sinus/cosinus?
L423[11:17:29] <ghz|afk> beyond my maths ;P
L424[11:17:52] <Intektor> TechnicianLP, can you help maybe?
L425[11:18:06] <TechnicianLP> i comented below that thing
L426[11:18:43] <TechnicianLP> its basically just swapping a few terms around an inverting the sin/cos
L427[11:18:57] <TechnicianLP> it *should* be mathematcally corect
L428[11:19:59] <Intektor> so now I just have to solve the x equation for t anf put it in the y equation
L429[11:20:35] <ghz|afk> dont' you just want the angle?
L430[11:21:43] <ghz|afk> wait that looks wrong TechnicianLP
L431[11:22:03] <Intektor> well I need the angle that is required to hot pos x, y
L432[11:22:16] <ghz|afk> yeah the idea is x0,y0 is the player pos
L433[11:22:20] <ghz|afk> x1,y1 is the target pos
L434[11:22:34] <ghz|afk> yo ucan make x0,y0 zero ,and x1,y1 the difference
L435[11:22:37] <Intektor> I have to eleminate t
L436[11:22:49] <ghz|afk> yes that's why I say it seems wrong
L437[11:23:01] <ghz|afk> that "solution" isn't useful, because it doesn't remove t from the equation ;P
L438[11:23:11] <ghz|afk> so you'd have to solve the two equations for t
L439[11:23:20] <ghz|afk> then use first = second
L440[11:23:23] <ghz|afk> removing t from the mix
L441[11:23:26] <ghz|afk> and then solve THAT for a
L442[11:24:50] <Shambling> so I'd like to replace this list public static final List<Biome> ALLOWED_BIOMES = Arrays.<Biome>asList(new Biome[] {Biomes.ROOFED_FOREST, Biomes.MUTATED_ROOFED_FOREST}); with all biomes. Is there a quick and lazy way to do that?
L443[11:25:05] <Intektor> Reflection
L444[11:25:15] <Shambling> yes I know, but where do I grab the list to reflect into that call :P
L445[11:25:37] <Shambling> what list has all biomes pre-registered into it, so that I can put that in the reflectionhelper call
L446[11:25:55] <ghz|afk> what
L447[11:26:00] <ghz|afk> you just pasted the field
L448[11:26:15] <ghz|afk> oh wait
L449[11:26:21] <ghz|afk> you mean "how to I build a list of all biomes"
L450[11:26:27] <Shambling> ReflectionHelper(class, list I posted, whatisthislist)
L451[11:26:27] <ghz|afk> ;P
L452[11:26:37] <ghz|afk> that's a whole unrelated question
L453[11:26:57] <Shambling> I've almost figured out the reflectionhelper, I just want to know what to put into whatisthislist
L454[11:26:58] <Shambling> :P
L455[11:27:05] <ghz|afk> a list
L456[11:27:06] <ghz|afk> with all the biomes
L457[11:27:08] <ghz|afk> ;P
L458[11:27:13] <Shambling> where do I steal that from though
L459[11:27:17] <ghz|afk> no idea XD
L460[11:27:22] <Shambling> k
L461[11:27:22] <ghz|afk> also don't just reuse some other list
L462[11:27:24] <ghz|afk> make a copy ;P
L463[11:27:48] <Shambling> well yes, I generally make a copy before feeding it in, in case it causes a symbolic link instead of working like I expect
L464[11:27:58] <Shambling> because mojang :P
L465[11:29:13] <Shambling> what is the forge reflection helper method name again?
L466[11:29:20] <Shambling> idea won't auto resolve it today and I'm tired and hangry
L467[11:29:40] <Shambling> ah I called it wrong thats why
L468[11:30:10] <Shambling> I don't think I can setfield with a list, can I?
L469[11:30:12] <ghz|afk> that has nothing to do with mojang
L470[11:30:14] <ghz|afk> that's basic java
L471[11:30:17] <ghz|afk> there's no "symbolic link"
L472[11:30:28] <ghz|afk> it's simply that variables for objects are references
L473[11:30:31] <ghz|afk> they aren't copied around, ever
L474[11:30:34] <ghz|afk> unless you do it explicitly
L475[11:30:49] <ghz|afk> the reference to the SAME instance is passed around
L476[11:31:14] <Intektor> we can solve it for a http://i.imgur.com/nN6Hmvk.png
L477[11:31:22] <Intektor> but you are right, for t doesnt work
L478[11:34:54] <Shambling> yeah so it really doesn't like this ReflectionHelper.setPrivateValue(WoodlandMansion.class, ALLOWED_BIOMES,ALL_BIOMES);
L479[11:34:55] ⇨ Joins: DiscworldZA (~IceChat9@196-210-106-33.dynamic.isadsl.co.za)
L480[11:35:23] <Shambling> so I'm thinking maybe I can't setprivatevalue on allowed biomes
L481[11:36:24] <DiscworldZA> hey guys ok so after testing the Presisted NBT tag only presists death and it also for some reason doesnt presist any values set inside it for some reason XD
L482[11:36:43] <DiscworldZA> Does this mean i have to do capabilities rather?
L483[11:37:42] <quadraxis> shambling, setPrivateValue(Class <? super T > classToAccess, T instance, E value, String... fieldNames)
L484[11:38:09] <Shambling> problem is, I don't think I've ever seen a working example of what the hell that all means
L485[11:38:37] <quadraxis> so you need an instance of WoodlandMansion
L486[11:38:38] <ghz|afk> the param names are obvious enough
L487[11:38:40] <ghz|afk> "class to access"
L488[11:38:46] <ghz|afk> literally the class you want to access the field from
L489[11:38:51] <Intektor> ghz|afk, when I draw the graph it looks like your calculations are all quite correct
L490[11:38:54] <Shambling> which was what I had there
L491[11:38:58] <ghz|afk> "instance"
L492[11:38:59] <Intektor> that helped me so much further thank you dude
L493[11:39:05] <ghz|afk> literally the object instance you want to modify
L494[11:39:22] <ghz|afk> (an instance of WoodLandMansion or null if static)
L495[11:39:42] <ghz|afk> value: the new value you want assigned to the field
L496[11:39:45] <Shambling> no idea where I would get an instance of woodland mansion, I want to override the whole thing, not just one instance
L497[11:39:54] <ghz|afk> nono
L498[11:39:58] <ghz|afk> in your case it's a static field
L499[11:40:01] <ghz|afk> so it's not an instance field
L500[11:40:04] <ghz|afk> so you just use null in there
L501[11:40:06] <Shambling> ah, so null then?
L502[11:40:06] <Shambling> ok
L503[11:40:12] <ghz|afk> and the fieldNames
L504[11:40:29] <ghz|afk> !gf WoodlandMansion.ALLOWED_BIOMES
L505[11:40:37] <quadraxis> the field names are "ALLOWED_BIOMES" and "field_191072_a"
L506[11:40:42] <ghz|afk> you want "field_191072_a", "ALLOWED_BIOMES"
L507[11:40:45] <ghz|afk> in that order
L508[11:40:49] <ghz|afk> so that the SRG names is tested first
L509[11:40:51] <quadraxis> which you get from asking mcpbot
L510[11:40:52] <ghz|afk> name*
L511[11:41:14] <ghz|afk> if you use the order I suggested, and you run that in dev
L512[11:41:18] <ghz|afk> the srg name will fail
L513[11:41:26] <ghz|afk> and it will try again with the ALLOWED_BIOMES name, whihc will succeed
L514[11:41:31] <ghz|afk> if you run outside dev
L515[11:41:37] <ghz|afk> it will try srg first, and succeed
L516[11:41:51] <ghz|afk> and that's good because you want non-dev to try less times ;P
L517[11:42:18] <quadraxis> well hopefully in future it gets refitted like findMethod did
L518[11:42:53] <Shambling> hmmmm looks like they replaced ForgeRegistry.Biomes with something else
L519[11:43:29] <Shambling> which is weird, because that post I was referencing was make in august 2016
L520[11:43:33] <TechnicianLP> wouldnt all biomes allow them to spawn in the end/nether as well?
L521[11:43:37] <Shambling> don't care
L522[11:43:40] <Shambling> lol :P
L523[11:43:47] <Shambling> they'll spawn in the ocean as well
L524[11:44:00] <Shambling> not my problem, its the illagers problem if they can't survive ;D
L525[11:45:09] <Shambling> but yeah I'll fix that if I can ever get this code to work
L526[11:45:12] <quadraxis> but ForgeRegistries.BIOMES is still a thing, if that's what you ment
L527[11:46:25] <Shambling> weird, its not registering as I type it out
L528[11:46:31] <Shambling> ok let me ctrl-n it and see whats goign on
L529[11:47:18] <Shambling> hrmmm... so someone is saying to call Iterables.toArray(ForgeRegistries.BIOMES) to create the list
L530[11:47:31] <Shambling> but that is saying its a private method and can't be called outside of google blah blah blah
L531[11:48:58] <quadraxis> just do a copy of BIOMES.getValues()
L532[11:49:01] <Ashindigo_> so is custom nbt data just never synced to the client player?
L533[11:49:09] <Ashindigo_> or does my code just hate me
L534[11:49:38] <Shambling> yeah that works, thanks quadraxis
L535[11:49:49] <Shambling> now I just need to figure out where to input my new value;
L536[11:50:51] <quadraxis> as the 'E value' parameter to setPrivateValue(...)
L537[11:52:17] <Shambling> so something like ReflectionHelper.setPrivateValue(WoodlandMansion.class,null, ALL_BIOMES, "field_191072_a", "ALLOWED_BIOMES");?
L538[11:52:52] <quadraxis> yeah
L539[11:53:08] <Shambling> well something didn't like that :D
L540[11:53:14] <Shambling> time to read crash logs now lol
L541[11:53:29] <Shambling> final List<Biome> ALL_BIOMES = ForgeRegistries.BIOMES.getValues(); I'm thinking is the problem
L542[11:53:42] <quadraxis> also pls copy that list
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L546[11:54:52] <Shambling> final List<Biome> All Biomes = new List<Biome>(ForgeRegistries.Biomes.getValues()); or something like that, right?
L547[11:55:14] <quadraxis> new ArrayList, but yes otherwise
L548[11:57:03] <quadraxis> actually this might not matter
L549[11:57:21] <quadraxis> forge is good enough to do this itself
L550[11:57:27] <Shambling> Can not set static final java.util.List field net.minecraft.world.gen.structure.WoodlandMansion.ALLOWED_BIOMES to java.util.ArrayList so something is wrong
L551[11:57:57] <Shambling> the original is an Arrays.<Biome>asList
L552[11:58:20] <Shambling> ... wait no
L553[12:00:22] <quadraxis> "If the underlying field is final, the method throws an IllegalAccessException unless setAccessible(true) has succeeded for this Field object and the field is non-static"
L554[12:01:10] <quadraxis> setAccesible(true) is done by ReflectionHelper, but it looks like this won't work for static fields
L555[12:01:55] <Shambling> I thought I got the error because I was using the wrong field type
L556[12:02:24] <Shambling> i.e. I'm using java.util.ArrayList, where the field is calling for list
L557[12:02:39] <DiscworldZA> ok can anyone explain to me why Presisted Data NBT is not synced to client side on login? its loaded server side but not clientside. The event im trying to cancel must be canceled both server side and client side to stop a desync yet the NBT is not synced on load...
L558[12:02:47] <quadraxis> ArrayList instanceof List is true tho
L559[12:03:08] <Shambling> maybe I need to explicitly cast it as a list then?
L560[12:03:14] <Shambling> *shrug*
L561[12:03:17] <quadraxis> you can do that
L562[12:03:27] <Shambling> after 10 years of not programmign C++, java sometimes goes completely over my head
L563[12:03:27] <Shambling> :P
L564[12:03:32] <quadraxis> but it seems likely that there will still be an error
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L566[12:05:35] <Shambling> why on earth does mojang feel the need to hard code biomes in this case, yeesh
L567[12:09:29] <quadraxis> i have an idea though
L568[12:10:28] <quadraxis> WoodlandMansion.canSpawnStructureAtCoords() calls areBiomesViable()
L569[12:11:26] <Shambling> yeah, like 59 or something
L570[12:11:31] <Shambling> line 59
L571[12:11:35] <quadraxis> so get the overworlds world provider and set the biomeProvider field using reflection
L572[12:11:45] <quadraxis> to a biome provider you create
L573[12:12:04] <quadraxis> that extends the original and overrides areBiomesViable()
L574[12:12:33] <Shambling> I think I had originally wanted ot just override the whole class, someone told me reflection was cleaner
L575[12:12:38] <Shambling> so I dunno
L576[12:12:54] <Shambling> at this point, I'm not even interested in getting mansions in all biomes, I just want to learn what I'm doing wrong. lol
L577[12:13:00] <quadraxis> then in that method check if the 'List<Biome> allowed' parameter == WoodlandMansion.ALLOWED_BIOMES and retrun true in that case
L578[12:13:06] <quadraxis> else return super(...)
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L580[12:14:25] <quadraxis> static final fields are not designed to be replaceable is what i'd say your problem is
L581[12:22:10] <Shambling> yeah I thought that was the whole point of reflection was though
L582[12:22:19] <Shambling> to ignore those cases where some silly man declared something static final
L583[12:22:23] <Shambling> arbitrarily
L584[12:22:24] <Shambling> :D
L585[12:24:43] <Intektor> ghz|afk, why does wolfram, when I solve the x equation for t, put the imaginary number i in it?
L586[12:24:56] <ghz|afk> because the equation has complex solutions.
L587[12:25:05] <ghz|afk> if that solution is the ONLY solution
L588[12:25:08] <ghz|afk> you may have to live with it
L589[12:25:19] <ghz|afk> the imaginary numbers MAY go away when you solve for 'a' afterward
L590[12:25:38] <ghz|afk> if it's not the only solution
L591[12:25:48] <ghz|afk> you probably want to choose one that doesn't have imaginary art
L592[12:25:50] <ghz|afk> part*
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L594[12:29:20] <Intektor> ghz|afk, I got it working: http://i.imgur.com/lEwFWof.png
L595[12:30:01] <ghz|afk> heh
L596[12:31:30] <TechnicianLP> that looks like a calculation perfect to be done every tick
L597[12:33:08] <Jaymoe> hm
L598[12:33:59] <Jaymoe> I have a tileentity that i bind to a person when its placed, if i want that to remain after its broken, do i have to somehow drop the tileentity instead of the block on break then?
L599[12:35:08] <TechnicianLP> you set a tag on the itemstack which you read when placed
L600[12:35:11] <Ashindigo_> you can probably atach data to an itemsack
L601[12:35:51] <Jaymoe> like TE tesseract, when it has an owned and settings
L602[12:35:58] <Jaymoe> hm ok
L603[12:36:07] <Intektor> ghz|afk, to me this looks like the best solution, because g is never 0 and s0 is always 0 isnt it? http://i.imgur.com/Nm9GDlF.png
L604[12:36:40] <g> Never expected to see myself in an equation that complicated o.o
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L606[12:40:55] <Jaymoe> Are u sure that will work TechnicianLP ? I've been trying to store a string for now, i save it with nbt but when i break the block there is that method that removes the tileentity, so its not there when i replace it.
L607[12:43:01] <TechnicianLP> https://hastebin.com/iyabuvidaw.java
L608[12:44:50] <Jaymoe> hm i see
L609[12:44:51] <Jaymoe> thanks
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L613[12:49:34] <Shambling> I swear, if only I could keep this thing from casting back to type arraylist, this would work
L614[12:49:45] <Shambling> no matter what I feed it, it spits out the same error
L615[12:49:46] <Shambling> lol
L616[12:49:59] <Jaymoe> just one question, makeStack(0)?
L617[12:50:30] <Shambling> list is abstract and cannot be abstantiated... meh!
L618[12:51:07] <TechnicianLP> creates an itemstack with the block corresponding to the tile with that metadata
L619[12:51:20] <Jaymoe> ok
L620[12:51:56] <McJty> For an 1.11 I have a conflict with one of my mods and Random Things with this error:
L621[12:51:57] <McJty> Caused by: java.lang.RuntimeException: Duplicate stat id: "TranslatableComponent{key='stat.entityKill', args=[TranslatableComponent{key='entity.spirit.name', args=[], siblings=[], style=Style{hasParent=true, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null, insertion=null}}], siblings=[], style=Style{hasParent=false, color=null, bold=null, italic=null, underlined=null, obfuscated=nul
L622[12:51:57] <McJty> l, clickEvent=null, hoverEvent=null, insertion=null}}" and "TranslatableComponent{key='stat.entityKill', args=[TranslatableComponent{key='entity.spirit.name', args=[], siblings=[], style=Style{hasParent=true, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null, insertion=null}}], siblings=[], style=Style{hasParent=false, color=null, bold=null, italic=null, underlined=null, obfuscated=nu
L623[12:51:59] <McJty> ll, clickEvent=null, hoverEvent=null, insertion=null}}" at id stat.killEntity.spirit
L624[12:52:01] <McJty> whoops sorry
L625[12:52:03] <McJty> That was not the intention
L626[12:52:20] <McJty> Anyway, I meant the Duplicate stat id error
L627[12:53:22] <McJty> I use EntityRegistry.registerModEntity() with resource location equal to: modid,spirit and entityName equal to 'spirit'
L628[12:53:29] <McJty> Should I make the entityName something else?
L629[12:59:54] <Jaymoe> Do you have some custom made nbt stuff there techni? since its .information.write/load/reorientate
L630[13:01:30] <TechnicianLP> its basically a capability of sorts
L631[13:01:36] <Jaymoe> ok
L632[13:02:02] <ghz|afk> [19:36] (Intektor): ghz|afk, to me this looks like the best solution, because g is never 0 and s0 is always 0 isnt it? http://i.imgur.com/Nm9GDlF.png
L633[13:02:03] <ghz|afk> no?
L634[13:02:08] <TechnicianLP> (handling ~18k distinct states)
L635[13:02:08] <ghz|afk> s0 is the initial speed of the arrow
L636[13:02:12] <ghz|afk> calculated from the power
L637[13:04:14] <Shambling> ok yeah I'm going to need to just override this method
L638[13:04:44] <Shambling> as I fed the exact same code as an alternative to the field, and it still spat out that I couldn't reflect from static final java.util.List
L639[13:04:57] <Shambling> so... losing interest... mansions can just not spawn in my modpack
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L641[13:05:18] <Shambling> as I'm not adding roofed forests into my list of allowed biomes for a dying wasteland :P
L642[13:06:03] <quadraxis> well I suggested an alternative method
L643[13:06:15] <Shambling> yeah I was just being stubborn :D
L644[13:06:43] <Shambling> I'll see if I can do it your way now, I just figured, there had to be a way to do it... but I guess when mojang wants hard coded shit code, they really mean it
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L646[13:09:48] <Shambling> alright, I know I disabled notifications for google chrome
L647[13:09:49] <Shambling> that's great
L648[13:09:57] <Jaymoe> thx alot TechnicianLP =) !
L649[13:11:44] <Jaymoe> Anyone have any tips or a git to look at to get better at setting up base/helper classes?
L650[13:11:52] <Jaymoe> is cofh good coding standard =) ?
L651[13:14:33] <IoP> I was going to say that my mod has not flaws. Then I remember that I have not released source code :/
L652[13:15:07] <Jaymoe> xD
L653[13:16:10] <IoP> oh I have one version in gist https://gist.github.com/jikuja/ac752dab8ac328bb192e5ad12bf80a66 there
L654[13:17:12] <Jaymoe> its 1 file xD ?
L655[13:18:04] <TechnicianLP> is there something special i have to do to be able to make an element in my model have a transparent texture? transperency is replaced with black somehow
L656[13:20:38] <IoP> Jaymoe: yup. But I have also tweaker version which supports more MC versions ;)
L657[13:20:56] <Jaymoe> I dont think we are thinking about the same thing here ^^
L658[13:21:14] <Jaymoe> I wanna get better at setting up classes for ex, baseBlockClass, baseTEclass etc
L659[13:21:20] <Jaymoe> so i dont have to write the same code 100 times
L660[13:21:39] <Jaymoe> have a good foundation for my modding
L661[13:22:00] <TechnicianLP> that interface is a contract with the devil ...
L662[13:23:22] <IoP> Jaymoe: New TiC? (it was fully rewritten) Vazkii has libraries for things block creation afaik
L663[13:23:59] <Jaymoe> ill have a look there =)
L664[13:25:20] <IoP> If you decide to use Vazkii's libraries check the license. At least I don't know which floss licenses(if any) are compatible with botania license requirements
L665[13:25:33] <Jaymoe> nah i wanna make my own
L666[13:29:08] <TechnicianLP> how can i make the glass part transparent?:http://i.imgur.com/n9QgEN5.png
L667[13:30:55] <Jaymoe> is it a texture problem or a code problem?
L668[13:31:27] <TechnicianLP> i dont know ... i just put a quad into my json file iwth the minecraft-glass texture
L669[13:31:28] <tterrag> use CUTOUT layer
L670[13:31:41] <tterrag> normal layer doesn't support transparency
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L672[13:32:00] <ScottehBoeh> Spinning water wheel :D
L673[13:32:01] <ScottehBoeh> http://i.imgur.com/WbTLL2a.png
L674[13:32:20] <tterrag> doesn't look like it's spinning
L675[13:33:27] * TechnicianLP rotates the jpg to make it spin
L676[13:33:52] <Jaymoe> xD
L677[13:34:45] <Ashindigo_> is there a way for a packet to send an int array?
L678[13:34:54] <Ashindigo_> or do i need to send each packet individually
L679[13:35:00] <McJty> What?
L680[13:35:05] <McJty> You can send what you want in a packet
L681[13:35:11] <McJty> Just fill it into the ByteBuf
L682[13:35:32] <TechnicianLP> take a look at ByteBufHelper
L683[13:35:37] <ScottehBoeh> I think what he means is there a ByteBuf method of storing int arrays
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L685[13:37:50] <Ashindigo_> ByteBufHelper doesnt exist according to eclipse
L686[13:37:56] <kashike> net.minecraftforge.fml.common.network.ByteBufUtils
L687[13:38:06] <kashike> though it does not have a method to write an int array
L688[13:38:34] <kashike> net.minecraft.network.PacketBuffer does, however, have methods to work with varint arrays
L689[13:39:00] <McJty> Writing an array is easily done by writing the size followed by a loop
L690[13:39:11] <kashike> yep
L691[13:40:43] <Jaymoe> aaaaaah brain malfunction
L692[13:40:50] <TechnicianLP> ok transparency now works when using cutout - any downsides to that?
L693[13:41:11] <Jaymoe> no cutout is basically what u have to do to have transparency in textures, like glass.
L694[13:41:24] <Jaymoe> the "downside" would be opacity i guess
L695[13:41:35] <Jaymoe> cutout only has fully opaque or fully transparent
L696[13:43:36] <Jaymoe> When i place my tileentity, it will "create a party" inside the tileentity, and store the placer as leader/owner.
L697[13:44:00] <Jaymoe> But what do i go on about to make it so if the player is already in a party, he cant place the block
L698[13:44:07] <Jaymoe> then i need to store that somewhere else i suppose
L699[13:44:23] <Jaymoe> like a list with uuid's i guess is the best
L700[13:44:30] <TechnicianLP> or a capability
L701[13:44:44] <Jaymoe> Man i really need to learn these capabilitys
L702[13:45:05] <Jaymoe> So if i inject a capability to the tileentity
L703[13:45:12] <Jaymoe> that can have a list with ALL partys existing?
L704[13:45:36] <TechnicianLP> put it on the player with a referenceto his party?
L705[13:47:56] <Jaymoe> so like nbttagcompound tag = entityplayer.getentitydata()?
L706[13:48:15] <Jaymoe> can player A then remove from player B's nbt?
L707[13:48:18] <Jaymoe> if player B is offline
L708[13:48:19] <TechnicianLP> nope
L709[13:48:28] <Jaymoe> so the leader wont be able to kick ppl?
L710[13:48:41] <Jaymoe> if u see what i mean
L711[13:48:55] <TechnicianLP> no to the getEntityData part
L712[13:49:00] <Jaymoe> oh
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L714[13:49:52] <Jaymoe> im sitting at the capabilitys docs atm
L715[13:50:04] <Jaymoe> but it says theres only 3 capabilities, items fluid and energty
L716[13:50:15] <TechnicianLP> you can create your own one
L717[13:50:22] <TechnicianLP> 3 forgeprovided ones
L718[13:50:33] <Jaymoe> Okey
L719[13:50:45] <Jaymoe> Guess im gonna spend some time reading throught the entire docs there then ^^
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L723[14:06:50] <Jaymoe> Do i register capabilitys in the preinit?
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L729[14:19:51] <BlueMonster> is 1000 a big or small number?
L730[14:19:58] <Ashindigo_> Yes
L731[14:20:07] <BlueMonster> thats what i thought
L732[14:22:49] <heldplayer> Depends what for
L733[14:24:32] <Shambling> hype, astral sorcery is out for 1.11 :D
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L735[14:31:18] <BlueMonster> @mos
L736[14:33:58] <Jaymoe> hm
L737[14:34:10] <Jaymoe> how do i do to have an empty string in java xP ?
L738[14:34:15] <Jaymoe> without getting nullexception
L739[14:34:33] <Jaymoe> maybe just ""
L740[14:35:26] <IoP> Someone with stats... Which group is larger modded players with os x or linux?
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L742[14:44:38] <Ashindigo_> Can't you check on forge mercious
L743[14:44:42] <Ashindigo_> (Or however you spell it)
L744[14:51:19] <IoP> hmm also someone derped certs https://www.minecraftforge.net/
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L748[15:02:34] <blupilot> can someone point me towards a custom liquid tutorial?
L749[15:02:53] <blupilot> (1.10.2)
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L753[15:18:27] <Intektor> does someone have wolfram alpha pro?
L754[15:18:53] <Jaymoe> hm
L755[15:19:06] <Jaymoe> been trying to add my own capability now but i just get nullexception as soon as i try to use them
L756[15:19:23] <williewillus> show code
L757[15:19:32] <ghz|afk> Intektor: maybe there's some maths channel in espernet or some other IRC network
L758[15:19:35] <ghz|afk> maybe someone is bored ;P
L759[15:19:47] <Intektor> I got it down to one small equation
L760[15:20:03] <Intektor> by doing it on paper
L761[15:21:22] <Jaymoe> https://github.com/TheJaymoe/Towns/tree/master/src/main/java/com/thejaymoe/towns/capability
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L763[15:22:09] <Jaymoe> the get method throws nullexceptions.
L764[15:22:22] <williewillus> which get method?
L765[15:22:31] <Jaymoe> getMana
L766[15:22:54] <williewillus> are you registering your cap?
L767[15:23:09] <Jaymoe> CapabilityManager.INSTANCE.register(IMana.class, new ManaStorage(), Mana.class);
L768[15:23:14] <Jaymoe> in init
L769[15:23:21] <ghz|afk> init sounds like WAY too late
L770[15:23:25] <williewillus> no that's fine
L771[15:23:38] <williewillus> did you register the class that is listening to AttachCapEvent?
L772[15:23:41] <ghz|afk> i mean, it shouldn't matter, so long as anyone using the cap does it after
L773[15:24:08] <williewillus> this event isnt running https://github.com/TheJaymoe/Towns/blob/master/src/main/java/com/thejaymoe/towns/capability/CapabilityHandler.java#L22
L774[15:24:10] <ghz|afk> wait brainfart
L775[15:24:16] <ghz|afk> I was somehow thinking of registries, not caps
L776[15:24:19] <Jaymoe> oh
L777[15:24:25] <Jaymoe> derp
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L779[15:24:40] <williewillus> also no need to register things to the fml bus it's the same thing as the forge one
L780[15:24:41] <Jaymoe> sometimes u need a second pair of eyes :D
L781[15:24:43] <williewillus> as in same instance
L782[15:24:46] <Jaymoe> ok
L783[15:25:58] <Jaymoe> it still says in idea tho that it MIGHT throw nullexception
L784[15:26:00] <Jaymoe> but gonna truy
L785[15:26:19] <Jaymoe> ye it works
L786[15:26:20] <Jaymoe> thanks!
L787[15:26:55] <kashike> that moment you hit the wrong button..
L788[15:27:09] <kashike> https://gist.github.com/kashike/22f78eb8ecc08c8ed40bfdb63d2e0745
L789[15:27:31] <williewillus> wat
L790[15:27:31] <Jaymoe> wtf xd
L791[15:27:52] <Jaymoe> thats some nice indents ;D
L792[15:27:59] <quadraxis> my favourite is the 'return false' alone in the bottom left corner
L793[15:28:06] <Jaymoe> haha
L794[15:28:24] <kashike> original version added to bottom of gist, refresh :P
L795[15:28:38] <kashike> I love the end of that line
L796[15:28:42] <TechnicianLP> inverting the ifs would be less idented
L797[15:28:47] <kashike> ))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))));
L798[15:29:37] <quadraxis> ~6400 chars long
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L802[15:31:58] <kashike> much better https://gist.github.com/kashike/1c9ed542fe93e54f5171dbddfc9e1aa6
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L804[15:57:05] <Intektor> ghz|afk, it looks like even when you have pro the time is not enough
L805[15:57:17] <ghz|afk> welp
L806[15:57:29] <ghz|afk> that should tell you how deep the rabbit hole goes
L807[15:57:38] <ghz|afk> I believe you should consider changing tactics
L808[15:57:47] <ghz|afk> rather than an instant-aim
L809[15:57:54] <ghz|afk> why not make progressive approximations?
L810[15:58:11] <TechnicianLP> homing missiles?
L811[15:58:21] <ghz|afk> you can start with a perfect parabola
L812[15:58:27] <ghz|afk> without taking into account drag
L813[15:58:28] <Intektor> I did that
L814[15:58:31] <ghz|afk> then each tick
L815[15:58:32] <Intektor> already
L816[15:58:37] <ghz|afk> you correct the value
L817[15:58:39] <Intektor> I write an algorithm
L818[15:58:39] <ghz|afk> until it's close enough
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L820[15:58:45] <Intektor> wrote
L821[15:58:55] <Intektor> the probelm is that it didn't quite work out
L822[15:59:08] <ghz|afk> how so?
L823[15:59:33] <Intektor> I even wrote a little programm for it, that did it graphically, and there it worked fine, but in minecraft it didn't
L824[15:59:39] <Intektor> I checked everything
L825[15:59:44] <Intektor> but something was wring
L826[15:59:46] <Intektor> wrong
L827[16:00:53] <ghz|afk> well if applying the original formulas iteratively
L828[16:00:55] <ghz|afk> gives wrong results
L829[16:01:06] <ghz|afk> i'm not sure that the equations we were trying to solve would
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L831[16:11:29] <masa> forge has support for static method event handlers these days, right? is there anything special about using them?
L832[16:11:54] <masa> I think I tried to use them once at some point, but they wouldn't work for me...
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L834[16:12:27] <ghz|afk> nope nothing special
L835[16:12:29] <TechnicianLP> annotate the class with EventBusSubscriber and make the eventhandlermethods static
L836[16:12:48] <ghz|afk> static methods are registered with TheClass.class or the @Mod.EventBusSubscriber annotation
L837[16:12:52] <ghz|afk> that's all.
L838[16:13:08] <masa> oh okay so the annotation is different
L839[16:13:19] <TechnicianLP> that goes on the class
L840[16:13:27] <ghz|afk> nono
L841[16:13:31] <ghz|afk> the annotation goes on the class
L842[16:13:36] <ghz|afk> it's still @SubscribeEvent on the method
L843[16:13:40] <masa> oh
L844[16:14:13] <ghz|afk> @Mod.EventBusSubscriber is just a replacement for caling
L845[16:14:23] <ghz|afk> MinecraftForge.EVENT_BUS.register(TheClass.class) in the constructor
L846[16:14:27] <ghz|afk> calling*
L847[16:14:31] <masa> okay
L848[16:14:48] <TechnicianLP> the EventBusSubscriber annotation has usefull parameters as well ...
L849[16:14:57] <ghz|afk> also has an optional side parameter
L850[16:15:08] <ghz|afk> which lets you only reference (and load) the class client-side
L851[16:15:22] <ghz|afk> so that it can be used for ModelRegistryEvent and other client-only events
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L854[16:23:44] <Intektor> ghz|afk, I made you formulas run through my programm, well, look at it youself: http://i.imgur.com/xIa2vz1.png https://gist.github.com/Intektor/ec5dc8e64b48638b626fffd5ba12746c
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L856[16:40:05] <TechnicianLP2> join #jei
L857[16:40:19] <Ashindigo_> Ok
L858[16:40:28] <TechnicianLP2> i firgot the /
L859[16:40:43] <Ashindigo_> ;)
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L896[17:16:43] <Shambling> hrmmm well biomes o plenty does a reflection helper of its own... that they never use anywhere
L897[17:16:55] <Shambling> well they might use it, but github search is so bad you'll never find out D:
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L900[17:29:45] <HassanS6000> !gm func_184888_a 1.10.2
L901[17:29:55] <HassanS6000> !gm func_184881_a 1.10.2
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L905[17:48:15] <Shambling> !gm field_178092_c
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L921[18:40:54] <Shambling> what is the phoenix fire buff in minecraft?
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L923[18:41:40] <ghz|afk> the what? XD
L924[18:42:04] <Akkarin> Clearly it's the stuff if you manage to kill a phoenix in Minecraft
L925[18:42:07] <Akkarin> ... wait
L926[18:42:25] <Shambling> I might have died to lightning while afk
L927[18:42:32] <Shambling> that is the only thing I can really think of
L928[18:42:53] <Shambling> I was in my inventory went afk, came back and had a buff text that says "phoenix-fire"
L929[18:42:59] <Shambling> and google doesn't give anything useful
L930[18:43:09] <Corosus> as in like a potion effect?
L931[18:43:35] <Shambling> yes
L932[18:43:42] <Shambling> I have a status effect that says phoenix-fire
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L934[18:43:46] <Shambling> and its infinite duration
L935[18:43:58] <Shambling> I wonder if it was from murdering things in roots
L936[18:44:01] <Lymia> Vanilla?
L937[18:44:04] <Shambling> ... I needed the leather :( and there are no cows
L938[18:44:09] <Shambling> nah 1.11.2 modpack I'm making
L939[18:44:20] <Shambling> I need to make a greenhouse, as I keep getting hit by lightning by my crops
L940[18:44:22] <Lymia> Decompiler + grep time
L941[18:44:32] <Shambling> dear god that would take a long time, lol
L942[18:44:43] <Lymia> You can also just grep .class files.
L943[18:45:02] <Akkarin> find *.jar | xargs string | grep?
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L945[18:45:09] <Shambling> I'll look at roots github first
L946[18:45:10] <Akkarin> s/string/strings
L947[18:45:14] <Lymia> Nah, you have to unpack the jars.
L948[18:45:15] <Shambling> I'm assuming its from roots or astral sorcery
L949[18:45:25] <Lymia> And string isn't needed, grep works on binary data.
L950[18:45:32] <Shambling> because I'm sure plenty of people die to lightnikng while afk thanks to psi
L951[18:45:43] <Lymia> Probably no mod authors who do string obfusication. If there are, that explains why FTB is so slow at times.
L952[18:46:18] <Shambling> :D
L953[18:47:05] <Shambling> awww it doesn't persist through relog
L954[18:47:08] <Shambling> oh well, lol
L955[18:47:13] <Akkarin> you don't need to unpack jars btw. By default they're not compressed :P
L956[18:47:43] <Corosus> yeah i cant find a single result for that effect
L957[18:47:53] <Corosus> must be super new
L958[18:50:31] <Shambling> man watering cans with my mod and no root makes life risky
L959[18:50:54] <Shambling> is grep part of the bash package in windows?
L960[18:52:05] <Shambling> err roof, not root
L961[18:54:19] <Lymia> Akkarin, ... really?
L962[18:54:41] <Lymia> They're .zip files, and everything I've seen indicates they are zipped under normal settings
L963[18:55:37] <Akkarin> ZIP does not imply compression
L964[18:55:56] <Akkarin> maven's archiver afaik chooses compression by default but even then grep seems to have no problem with it
L965[18:56:00] <Lymia> They have a store mode, yes.
L966[18:56:20] <Lymia> Nothing I'm aware of suggests .jar uses it by default because there's no design reason to.
L967[18:56:33] <Akkarin> Actually there is. Speed
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L969[18:56:38] <Lymia> It's 2017.
L970[18:56:43] <Akkarin> Load times increase when compression is active
L971[18:56:47] <Akkarin> oh go away with that shit argument
L972[18:56:50] <Lymia> And gzip has nearly 0 cost
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L974[18:57:05] <Lymia> And loading binaries is a 1 time cost during the runtime of a program.
L975[18:57:31] <Lymia> .zip is a bad compression format in a sense, since it doesn't make any effort to reduce redundancies between files, as a result, much stuff goes by uncompressed.
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L977[18:57:39] <Lymia> It's not reliable to grep zips, however
L978[18:57:53] <Akkarin> Java was designed quite a while ago and going by the "things are fast enough" argument is kind of stupid since that's how you get all the RAM and processor eaters you are probably currently running
L979[18:58:19] <Akkarin> do you know how Java loads classes? It's not one time
L980[18:58:39] <Lymia> ... yes? What causes Java to reload a class in normal operation
L981[18:58:42] <Akkarin> Classes are loaded as they are encountered. aka it may actually occur that something needs to be loaded hours into program runtime
L982[18:58:54] <Akkarin> Reloading may also occur when nothing strong references a class anymore
L983[18:58:55] <Lymia> Let me rephrase, once *per class*
L984[18:58:58] <Akkarin> aka no instances, no fields
L985[18:59:36] <Shambling> can things "canseesky" through glass?
L986[18:59:37] <Akkarin> even though current implementations shouldn't do that since the class loader should hold a reference as well
L987[18:59:43] <Lymia> OK, one thing I'm not sure on is if static references in a class would keep a class from being unloaded.
L988[18:59:53] <Akkarin> ?
L989[19:00:18] <Akkarin> a field is a field is a field. If a class references itself it is not considered a strong reference
L990[19:00:35] <ghz|afk> or any disconnected sub-graph
L991[19:00:39] <Lymia> If an invokestatic/invokevirtual instruction from a referenced class can keep something referenced.
L992[19:01:01] <Akkarin> Well another exception would be Enums in Java 6 and earlier since they are strong referenced by the Enum type if I recall correctly
L993[19:01:11] <ghz|afk> I don't know exactly how jvm works
L994[19:01:15] <ghz|afk> but for something to NOT be unloaded
L995[19:01:34] <ghz|afk> has to be referenced by something that is referenced by a thing that can't be unloaded
L996[19:01:36] <Lymia> Either way, I highly doubt gzip compression will be any significant cost during the runtime of a program.
L997[19:02:14] <Akkarin> ghz|afk: Well classes are a bit different. I don't recall anything being in the spec regarding the unloading of classes
L998[19:02:15] <ghz|afk> what are you doing, though?
L999[19:02:17] <Lymia> If you can find me an uncompressed .jar on Maven for a major project, I'll reconsider things.
L1000[19:02:42] <Akkarin> Why not research yourself? ;-)
L1001[19:02:43] <ghz|afk> Akkarin: wait you mean the actual class metadata?
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L1003[19:02:51] <Akkarin> the actual class structure. yes.
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L1005[19:02:55] <ghz|afk> ahh
L1006[19:03:04] <ghz|afk> I wasn't aware java would ever unload them ;P
L1007[19:03:10] <Akkarin> Generally in the current implementation: Toss the loader, toss everything else
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L1009[19:03:55] <Akkarin> given the standard conditions for GC of course
L1010[19:04:44] <Shambling> rats, blocks can see sky through glass
L1011[19:04:52] <Shambling> I thought glass counted against it, as it wasn't air :D
L1012[19:05:42] <ghz|afk> uhm no
L1013[19:05:55] <ghz|afk> otherwise beacons wouldn't work
L1014[19:05:56] <ghz|afk> XD
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L1016[19:07:24] <Akkarin> as if Mojang logic was real logic!
L1017[19:07:25] * Akkarin runs
L1018[19:08:05] <Lymia> Akkarin, I did.
L1019[19:08:19] <Lymia> I found no uncompressed .jars in either my .m2 or .ivy caches.
L1020[19:08:30] <Lymia> So can you prove your claim now? :)
L1021[19:08:35] <Akkarin> [01:55:56] <Akkarin> maven's archiver afaik chooses compression by default but even then grep seems to have no problem with it
L1022[19:08:39] <Akkarin> *claps*
L1023[19:09:04] <Lymia> You're almost certainly missing some instances of the strings.
L1024[19:09:18] <Lymia> Because of how .zip uses gz, some parts of the uncompressed data is accessible to grep.
L1025[19:09:19] <ghz|afk> wtf are you people doing?
L1026[19:09:22] <Lymia> This is not a guarentee.
L1027[19:09:28] <Lymia> Don't rely on it.
L1028[19:09:31] <Akkarin> gosh would you please just read the first part of that sentence
L1029[19:09:32] <Akkarin> ffs
L1030[19:09:41] <Shambling> ghz, true. Just found out my brilliant idea of makign a greenhouse to block out canseesky didn't work
L1031[19:09:46] <Shambling> so I put wood over the top of the glass
L1032[19:09:51] <Shambling> not getting hit by lightning anymore :P
L1033[19:10:11] <Shambling> few more tweaks, finish that mod to actually have real configs, and I think I might release this modpack
L1034[19:10:20] <Shambling> then mojang will release 1.12 and no one will ever play 1.11.2 again :P
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L1036[19:10:58] <ghz|afk> given that most modpacks are happening on 1.10.2 and not 1.11
L1037[19:11:03] <ghz|afk> that may be true.
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L1047[19:55:12] <DiscworldZA> any1 around that can help me understand presisted nbt data?
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L1050[20:06:27] <williewillus> anyone know what the convention is in python if you don't need elements of a tuple? :P
L1051[20:06:37] <williewillus> is _, _, baz = (1, 2, 3) fine
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L1053[20:09:23] <Lymia> There's no way to actually discard the values, I don't think
L1054[20:09:27] <Lymia> _ will be stored in the locals
L1055[20:09:28] <blupilot> Hey, how would I go about making custom liquids?
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L1059[20:31:41] <DiscworldZA> williewillus was it you telling me to use getEntityData() rather than capabilities to save a string for a EntityPlayer?
L1060[20:31:54] <williewillus> ?\
L1061[20:32:10] <williewillus> context?
L1062[20:32:25] <DiscworldZA> trying to save an Id to a EntityPlayer
L1063[20:34:19] <williewillus> i think that was someone else, but yeah for just 1 string might as well just use getEntityData instead of having to make boilerplate for a cap
L1064[20:34:32] <williewillus> if you might need more data in the future maybe you could invest in a cap :P
L1065[20:35:00] <DiscworldZA> problem is even using PRESISTED_NBT_TAG its not presisting between login and logoff
L1066[20:35:06] <williewillus> huh
L1067[20:35:20] <williewillus> are you accidentally applying it clientside?
L1068[20:35:32] <DiscworldZA> no server side only
L1069[20:35:55] <DiscworldZA> Server should sync it to client right?
L1070[20:35:59] <williewillus> yes
L1071[20:36:15] <DiscworldZA> mmhmm i tested it and it was server side but it wasnt synced to clientside
L1072[20:36:27] <williewillus> actually, maybe not
L1073[20:36:31] <DiscworldZA> i need to cancel an event both sides
L1074[20:36:37] <williewillus> as in it might not sync automatically
L1075[20:37:28] <DiscworldZA> i managed to create capability now
L1076[20:37:35] <DiscworldZA> but for some reason its not attaching
L1077[20:37:39] <williewillus> how so?
L1078[20:37:45] <williewillus> make sure the event handler is actually running
L1079[20:37:52] <williewillus> also with cpas you still need to sync it yourself
L1080[20:38:09] <DiscworldZA> Eventhandler is registered to EventBus (confirmed)
L1081[20:38:48] <DiscworldZA> correct > http://pastebin.com/wASpWzC ?
L1082[20:38:58] <williewillus> broken link
L1083[20:39:09] <DiscworldZA> http://pastebin.com/wASpWzCU
L1084[20:39:46] <williewillus> hm
L1085[20:39:50] <williewillus> how is it not working?
L1086[20:39:53] <williewillus> getCap returns null?
L1087[20:40:08] <williewillus> show your ICapabilityProvider
L1088[20:40:13] <DiscworldZA> yes and also its not attaching never gets called event.addCapability
L1089[20:40:22] <williewillus> 0.o
L1090[20:40:35] <williewillus> you're sure this method gets called? lol
L1091[20:40:46] <DiscworldZA> ICapProv http://pastebin.com/SUiD6Z3y
L1092[20:41:13] <DiscworldZA> NVM
L1093[20:41:24] <DiscworldZA> i made the Event Method static XD
L1094[20:41:29] <williewillus> lol
L1095[20:41:40] <williewillus> you can have static evthandlers
L1096[20:41:47] <williewillus> just have to register the class to the bus instead of an instance
L1097[20:41:49] <blupilot> Sorry for the noob question, but how would I make my own fluid?
L1098[20:42:10] <williewillus> no experience there, sorry - maybe check out some other mods on github
L1099[20:42:13] <williewillus> like EIO or forestry
L1100[20:42:22] <blupilot> alright, thanks :P
L1101[20:44:23] <DiscworldZA> blupilot maybe https://www.reddit.com/r/ModdingMC/comments/35kiwu/fluid_rendering_18_forge/ ?
L1102[20:44:47] <blupilot> sweet, I'll check it out, thanks!
L1103[20:44:49] <DiscworldZA> or https://www.youtube.com/watch?v=uTEUg6VzArw
L1104[20:45:22] <williewillus> i would be wary of tutorials
L1105[20:45:26] <williewillus> especially old ones
L1106[20:45:31] <williewillus> that video is 4 years old
L1107[20:45:40] <blupilot> ah, yeah the video is 2013
L1108[20:46:06] <DiscworldZA> eh...didnt check the version...since i google 1.8 + XD
L1109[20:46:31] <blupilot> 1.8 code should help even with my 1.10 mod?
L1110[20:46:45] <williewillus> it might've changed so 1.8 is iffy
L1111[20:46:47] <DiscworldZA> shouldnt be too much changes AFAIK
L1112[20:46:48] <williewillus> that video is 1.6 lol
L1113[20:46:53] <DiscworldZA> 1.6 so old XD
L1114[20:47:08] <DiscworldZA> williewillus so i need to sync the Cap using my own Network?
L1115[20:47:23] <williewillus> use the SimpleImpl system but yes you need to sync it yhourself
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L1117[20:48:26] <DiscworldZA> i have core code for SimpleNetworkWrapper can i use that? also i should call the getCap.Setvalue method in the onMessage?
L1118[20:49:03] <williewillus> you can design that as you want
L1119[20:49:17] <DiscworldZA> but the Cap would be attached Clientside?
L1120[20:49:30] <williewillus> if you want to access the data in it clientside, yes
L1121[20:55:38] <DiscworldZA> so when do i sync? when i set the values?
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L1128[21:01:04] <CSxKING> o/
L1129[21:01:22] <DiscworldZA> williewillus how do i get the EntityPlayer the Packet was sent to?
L1130[21:01:37] <williewillus> on the client it's always *the* client player
L1131[21:01:52] <williewillus> EntityPlayerSP field inside Minecraft object
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L1133[21:02:15] <williewillus> for client -> server packets it's something like messagecontext.getServerHandler().playerEntity or something
L1134[21:02:28] <DiscworldZA> event ClientSide?
L1135[21:02:30] <DiscworldZA> eve*
L1136[21:02:32] <DiscworldZA> even*
L1137[21:02:40] <CSxKING> I've got a bit of an error, was hoping someone here might be able to help. latest.log and fml-latest logs here: latest.log: https://paste.csxking.me/zefonaduha fml-client-latest.log: https://paste.csxking.me/duzuyatogu
L1138[21:02:47] <williewillus> no for clientside there's only one player object :P
L1139[21:03:01] <williewillus> Minecraft.getMinecraft().thePlayer (or just player if you have new mappings)
L1140[21:03:34] <williewillus> CSxKING: trying to run a 1.7- mod on 1.11.2
L1141[21:04:06] <CSxKING> Alright. Guy has different mods then me and refuses to irc, any ideas as to which mod it is (as i'm blind)
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L1143[21:04:53] <williewillus> micdoodlecore is the last mod mentioned before the crash
L1144[21:05:06] <williewillus> idk if that or galcticraft is on 1.11 yet but I doubt it
L1145[21:05:10] <CSxKING> Yeah I see that now
L1146[21:05:14] <CSxKING> I feel kinda stupid now ;p
L1147[21:06:06] <williewillus> no need :P the crash exception tipped me off, the mod expects some code to be there that got moved elsewhere in 1.8
L1148[21:06:27] <DiscworldZA> williewillus wheres the best place to send the packet from?
L1149[21:06:33] <williewillus> what do yuo mean?
L1150[21:06:38] <williewillus> the server ;p
L1151[21:06:47] <DiscworldZA> i meant code wise XD
L1152[21:07:35] <blupilot> Since I have tinkers' as a dependency, can't I just make a new "Molten" fluid from that? Or should I just make my own fluid class
L1153[21:07:58] <williewillus> depends, that might be internal to tico
L1154[21:08:18] <blupilot> Hmmm
L1155[21:08:35] <kashike> DiscworldZA: we can't answer that. you should send it when you need to.
L1156[21:08:51] <blupilot> I mean the fluids I'm trying to make are gonna be molten metals anyway
L1157[21:09:33] <williewillus> not familiar with tico's api but does it have something you can just call to register molten metals?
L1158[21:09:41] <williewillus> and tico does all the behind the scenes for you?
L1159[21:09:59] <blupilot> Errr, I can look for something like that real quick
L1160[21:10:36] <DiscworldZA> kashike problem is SimpleNetworkWrapper only sends to EntityPlayerMP ? will that work on SinglePlayer also/.
L1161[21:11:17] <williewillus> yes
L1162[21:11:24] <williewillus> single palyer is just a server
L1163[21:11:27] <williewillus> with one player logged in
L1164[21:11:32] <williewillus> there's still a distinct client and server side
L1165[21:16:36] <blupilot> lol i love the comments in some of these: https://github.com/SlimeKnights/TinkersConstruct/blob/25a03943276b131e4dcbc74907c887491de343a8/src/main/java/slimeknights/tconstruct/library/fluid/FluidMolten.java
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L1167[21:16:58] <williewillus> lol
L1168[21:17:09] <williewillus> its cute but I'd personally get annoyed by fluff in the codebase
L1169[21:17:16] <blupilot> ah
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L1171[21:18:19] <blupilot> but yeah, so I would just make a new FluidMolten from this class, correct?
L1172[21:19:56] <blupilot> sweet, got it
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L1175[21:28:18] <DiscworldZA> kashike does caps presist between worlds?
L1176[21:28:22] <DiscworldZA> and death?
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L1178[21:30:26] <DiscworldZA> williewillus does caps presist death and worlds?
L1179[21:30:47] <williewillus> yes
L1180[21:30:59] <williewillus> actually wait not death
L1181[21:31:00] <DiscworldZA> nice
L1182[21:31:03] <DiscworldZA> ugh
L1183[21:31:08] <williewillus> i actually dont remember lol lemme look
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L1185[21:31:34] <williewillus> DiscworldZA: https://github.com/sinkillerj/ProjectE/blob/master/src/main/java/moze_intel/projecte/events/PlayerEvents.java#L46-L54
L1186[21:32:18] <sinkillerj> o/ (I get a ping ever time willie references ProjectE lol)
L1187[21:33:58] <DiscworldZA> sinkillerj do i have to copy caps between dims and sync on death and respawn and clone?
L1188[21:34:20] <williewillus> the thing I linked says yes
L1189[21:34:29] <DiscworldZA> ok
L1190[21:34:48] <sinkillerj> The issue that always seams to creep back for us lol
L1191[21:40:59] <DiscworldZA> sinkillerj where is your implementation of the serializeNBT and deserializeNBT ?
L1192[21:41:08] <williewillus> you want to be asking me these questions lol
L1193[21:41:19] <DiscworldZA> ^ :P
L1194[21:42:35] <williewillus> I made the capability interface extend INBtSerializable
L1195[21:42:41] <sinkillerj> I just work here man
L1196[21:42:52] <williewillus> then just implement it as appropriate for your cap instance :P
L1197[21:43:14] <williewillus> and then I had the provider's serializae/deserialize defer to it
L1198[21:43:52] <sinkillerj> But yea im just here for the lulz, I'm behind on caps honestly
L1199[21:48:11] <DiscworldZA> williewillus http://pastebin.com/vDcZn8sc ?
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L1202[21:48:35] <williewillus> woops
L1203[21:48:38] <DiscworldZA> lol
L1204[21:48:41] <williewillus> what am I looking at?
L1205[21:48:56] <DiscworldZA> INBTSerializable<NBTTagCompound> implementation
L1206[21:49:04] <williewillus> looks fine
L1207[21:49:24] <DiscworldZA> XD still this is alot of code for one simple string XD
L1208[21:49:30] <DiscworldZA> hopefully i use it for more later
L1209[21:49:39] <williewillus> i mean you could just use the persisted tag and sync it yourself
L1210[21:50:21] <DiscworldZA> true but atleast now i went through the exersize
L1211[21:50:39] <DiscworldZA> exercise *
L1212[21:52:06] <DiscworldZA> Q: when i have a model.json for a block..it doesnt have to be tile.blockname.name.json right? just blockname.json
L1213[21:52:35] <DiscworldZA> well registryname.json
L1214[21:52:36] <williewillus> it's the registry name of the block
L1215[21:52:48] <DiscworldZA> yeah then idk why my models arent loading XD
L1216[21:53:20] <williewillus> usually the log tells you :P
L1217[21:54:55] <DiscworldZA> log > http://pastebin.com/RExiA1pB please help XD
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L1219[21:55:17] <williewillus> show your json
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L1221[21:56:25] <DiscworldZA> one of em http://pastebin.com/D1Rpf5zg
L1222[21:57:27] <williewillus> is that the blacksmith block?
L1223[21:57:32] <DiscworldZA> faction
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L1225[21:57:38] <williewillus> wat
L1226[21:57:44] <DiscworldZA> factions:faction
L1227[21:57:56] <williewillus> well your faction block has directional properties
L1228[21:58:07] <williewillus> but your blockstate json only defines a "normal" variant
L1229[21:58:25] <williewillus> Exception loading model for variant factions:faction#direction=south for blockstate
L1230[21:58:30] <williewillus> "factions:faction[direction=south]"
L1231[21:59:18] <williewillus> what that means is "I see a blockstate for block faction, has a property direction with value south. I'll now look inside blockstates/faction.json for a variant 'direction=south' for the model"
L1232[21:59:28] <DiscworldZA> due to implements ITileEntityProvider ?
L1233[21:59:33] <williewillus> wut
L1234[21:59:41] <williewillus> 1. that's completely unrealted, 2. don't use ITEP
L1235[22:00:00] <DiscworldZA> why does it define directional properties?
L1236[22:00:24] <DiscworldZA> 2. why not use that?
L1237[22:00:34] <williewillus> okay read this :P https://mcforge.readthedocs.io/en/latest/blockstates/states/
L1238[22:00:37] <williewillus> for 1
L1239[22:00:48] <williewillus> and for 2 because you should just override the methods on Block, ITEP is legacy stuff
L1240[22:03:27] <DiscworldZA> 2. thats what i get from porting my core mod from 1.7.10
L1241[22:03:55] <williewillus> always try to modernize when porting :P
L1242[22:04:06] <williewillus> though some stuff is hard to know about
L1243[22:04:08] * DiscworldZA didnt know that changed...
L1244[22:04:20] <williewillus> i'm pretty sure the override in block was already in 1.7
L1245[22:04:21] <williewillus> :P
L1246[22:04:29] <DiscworldZA> serious??
L1247[22:04:32] <DiscworldZA> wow...
L1248[22:04:37] <williewillus> anyways i think you need to read about blockstates
L1249[22:04:46] <williewillus> since you didn't know what I was talking about with the direction prop
L1250[22:04:47] <DiscworldZA> most tutorials still followed that ITEP way
L1251[22:04:49] <williewillus> so read the article
L1252[22:04:52] <DiscworldZA> busy :P
L1253[22:05:02] <williewillus> as I say most tutorials are 1. outdated 2. wrong 3. both
L1254[22:05:10] <williewillus> :P
L1255[22:05:26] <williewillus> usually better served by asking here or looking at a modern maintained mod on gh
L1256[22:06:06] <DiscworldZA> williewillus that is why i have been on here for the past week
L1257[22:08:22] <DiscworldZA> so i guess this is legacy aswell? http://pastebin.com/RrjBPCKS
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L1259[22:10:41] <DiscworldZA> wait no : Note that in 1.9 and above, the BlockState class has been renamed to BlockStateContainer, more in line with what this class actually does.
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L1261[22:14:40] <DiscworldZA> ok so according to that article the implementation of the Block class is fine..
L1262[22:15:06] <DiscworldZA> what i need to do though is specify the states of each side for those blocks in the model.json?
L1263[22:16:32] <DiscworldZA> williewillus when i was porting from 1.7.10 i read about blockstates and the implementation...however i never understood the model.json <--> BlockState interaction
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L1267[22:26:52] <williewillus> okay the idea is: IBlockState --IStateMapper--> ModelResourceLocation (mrl, or modid:name#variant). an mrl simply points to blockstates/name.json, selecting variant `variant` inside it. that variant then specifies what the model is
L1268[22:27:05] <williewillus> so the default statemapper just turns all the blockstate properties into a string
L1269[22:27:50] <DiscworldZA> wait so the path to the model.json is assets.modid.models.blockstates?
L1270[22:27:56] <williewillus> no
L1271[22:27:59] <williewillus> blockstate json != model json
L1272[22:28:18] <DiscworldZA> oh
L1273[22:28:25] <DiscworldZA> so i need both?
L1274[22:28:31] <williewillus> so for factions:faction[direction=east] it looks for an MRL factions:faction#direction=east which means "look in blockstates/faction.json for a variant called 'direction=east' which will then continue to specify a model"
L1275[22:28:35] <williewillus> not if you're using forge blockstate jsons
L1276[22:28:37] <williewillus> which you are
L1277[22:28:45] <williewillus> your model json is a vanilla one :P
L1278[22:29:00] <williewillus> your model json is what you put in "model": in the blockstate json
L1279[22:29:27] <DiscworldZA> so blockstate.json is in assets.modid.blockstates? or assets.modid.models.blockstates ?
L1280[22:29:32] <williewillus> first one
L1281[22:30:06] <DiscworldZA> Ok why does factions
L1282[22:30:28] <DiscworldZA> Ok why does factions:faction do the direction but not the others? they extend from the same class?
L1283[22:30:34] <williewillus> what do you mean others
L1284[22:30:41] <DiscworldZA> blacksmith/house
L1285[22:30:54] <williewillus> did you not register it as a blockstate property?
L1286[22:31:03] <williewillus> createBlockState() in the block class
L1287[22:31:44] <DiscworldZA> implementation of CoreTileEntityBlock http://pastebin.com/9Qq4RcNA
L1288[22:32:05] <williewillus> i don't understand what you mean by blacksmith/house
L1289[22:32:13] <williewillus> blockstates haev nothing to do with the type of tile entity it has
L1290[22:32:16] <DiscworldZA> theres two more blocks loading
L1291[22:32:33] <DiscworldZA> protected BlockStateContainer createBlockState()
L1292[22:32:33] <DiscworldZA> {
L1293[22:32:33] <DiscworldZA> return new BlockStateContainer(this, FACING);
L1294[22:32:34] <DiscworldZA> }
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L1296[22:32:43] <williewillus> i don't understand the question/problem :P
L1297[22:32:50] <DiscworldZA> is that correct?
L1298[22:33:04] <williewillus> idk, because idk what you're saying with blacksmith/house
L1299[22:33:11] <williewillus> if there's another block then it'll load in its own blockstate json
L1300[22:33:33] <williewillus> think of states like the replacement for meta
L1301[22:34:11] <DiscworldZA> ok how do i implement the blacksmith#direction=west ?
L1302[22:34:44] <williewillus> specify the variant in the appropriate blockstate json
L1303[22:35:03] <DiscworldZA> example?
L1304[22:35:25] <williewillus> see a vanilla blockstate json
L1305[22:35:30] <williewillus> actually no nvm
L1306[22:35:34] <williewillus> those don't use the forge format :P
L1307[22:35:56] <DiscworldZA> https://github.com/sinkillerj/ProjectE/blob/master/src/main/resources/assets/projecte/blockstates/relay_mk1.json < ?
L1308[22:36:09] <williewillus> yes
L1309[22:36:24] <williewillus> what happens there is that forge turns the "facing" block and generates all the proper variants behind the scenes
L1310[22:36:34] <williewillus> so when vanilla goes and looks for facing=north it exists
L1311[22:36:50] <williewillus> *forge takes
L1312[22:38:01] <DiscworldZA> so i need to specify the "direction" variant?
L1313[22:38:10] <williewillus> yes
L1314[22:38:24] <DiscworldZA> and specify what in each direction?
L1315[22:38:34] <williewillus> well that depends on what you want :P
L1316[22:38:42] <DiscworldZA> well for one...textures
L1317[22:38:45] <williewillus> if you just want rotations then it's the same as the relay json you linked
L1318[22:39:11] <williewillus> you can specify any of these inside a variant: https://gist.github.com/RainWarrior/0618131f51b8d37b80a6#file-forge-blockstate-v1-specs-L13-L28
L1319[22:40:27] <DiscworldZA> so > http://pastebin.com/qZqzkynF
L1320[22:40:49] <williewillus> well your property is called "direction"
L1321[22:40:52] <williewillus> not "facing"
L1322[22:41:09] <williewillus> and the formatting's borked because you copy-pasted ;p but otherwise yes
L1323[22:41:38] <DiscworldZA> so if i then specify the textures for the right sides forge will auto rotate them?
L1324[22:41:58] <williewillus> what do you mean
L1325[22:42:14] <DiscworldZA> front texture would face the direction u placed it from?
L1326[22:42:17] <williewillus> you're using cube_all...
L1327[22:42:24] <williewillus> it has the same texture on *all* sides
L1328[22:42:36] <DiscworldZA> well if i where to specify textures for the other sides?
L1329[22:42:39] <DiscworldZA> were*
L1330[22:42:56] *** Darkhax is now known as Darkhax_AFK
L1331[22:43:04] <williewillus> you would use a vanilla model that has a "front" texture and you would set that for each variant
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L1333[22:44:18] <DiscworldZA> so the model the bookcase uses and then using each variant (direction:north, direction:south) you would specify which side to put it? or just specify "front" : texturelocation?
L1334[22:44:56] <williewillus> see which parent model the furnace has
L1335[22:45:03] <williewillus> don't think the bookcase one is right
L1336[22:45:07] <williewillus> since bookcasses don't have facing
L1337[22:45:28] <DiscworldZA> ok ill look at furnaces implementation?
L1338[22:46:03] <williewillus> see which parent model it uses
L1339[22:47:47] <DiscworldZA> Ok, so the model in world loads..but the ItemBlock still needs a Model?
L1340[22:47:57] <DiscworldZA> or a Texture XD
L1341[22:48:19] <williewillus> ModelLoader.setCustomModelResourceLocation(item, meta, MRL)
L1342[22:48:37] <williewillus> you can just give it the north variant or you could make a separate inventory variant
L1343[22:48:44] <williewillus> in the blockstate json
L1344[22:49:50] <DiscworldZA> ModelLoader.setCustomModelResourceLocation(item, meta, new ModelResourceLocation(getModId() + ":" + id, "inventory")); <- looking for inventory variant?
L1345[22:50:12] <williewillus> yes, remember that an MRL is just a blockstate json + a variant inside of it
L1346[22:50:22] <williewillus> and also for the first param to new MRL you can just do item.getRegistryName
L1347[22:50:44] <williewillus> new MRL(item.getRegistryName(), <variant>)
L1348[22:53:23] <DiscworldZA> how do i pass it the north variant?
L1349[22:53:28] <DiscworldZA> "north: ?
L1350[22:53:31] <DiscworldZA> "north"?
L1351[22:53:51] <williewillus> "direction=north"
L1352[22:53:56] <williewillus> that's what the default statemapper gives out
L1353[22:54:11] <williewillus> it's kinda hardcodey so usually I make a separate inventory variant
L1354[22:54:20] <DiscworldZA> true
L1355[22:54:27] <williewillus> like what i did in the relay you linked
L1356[22:54:47] <DiscworldZA> "inventory": [{}] well its empty?
L1357[22:54:56] <williewillus> because it inherits everythign from the defaults
L1358[22:55:09] <williewillus> in my case
L1359[22:58:19] <DiscworldZA> now ModelLoader.setCustomModelResourceLocation(item, meta, new ModelResourceLocation(item.getRegistryName(), "direction=north")); but still not working
L1360[22:58:29] <williewillus> errors in log?
L1361[22:58:40] <williewillus> relating to the item ofc
L1362[22:59:00] <williewillus> also I'm assuming your itemblock has the same registry name as the block
L1363[22:59:03] <DiscworldZA> http://pastebin.com/jLaBeQeQ
L1364[22:59:10] <williewillus> since if not the blockstate json it wants wont be there obviously
L1365[23:00:46] <williewillus> from what i gather from the log, is that method being called?
L1366[23:00:52] <DiscworldZA> block registration http://pastebin.com/t3B4PARX
L1367[23:01:43] <DiscworldZA> ^ core
L1368[23:01:46] <williewillus> it's still looking for an "inventory" variant so your setCustomMrl call didn't run or something
L1369[23:01:49] <DiscworldZA> http://pastebin.com/Jd8ue8Fe < factions implementation
L1370[23:04:04] <DiscworldZA> it doesnt get called....
L1371[23:04:11] <williewillus> well then call it xD
L1372[23:05:12] <DiscworldZA> it should be XD
L1373[23:05:20] <williewillus> well where do you put it?
L1374[23:05:47] <DiscworldZA> Registration Class
L1375[23:06:08] <williewillus> needs to be in preinit
L1376[23:06:17] <williewillus> or called from something that's called in bpreinit
L1377[23:06:22] <williewillus> probably your client proxy
L1378[23:06:58] <DiscworldZA> thats where its called from
L1379[23:07:15] <williewillus> idk then :P go through step by setp with a debugger
L1380[23:07:18] <williewillus> put prints
L1381[23:07:20] <williewillus> somethign like that
L1382[23:07:34] <DiscworldZA> ok nvm i think i found it..
L1383[23:08:48] <DiscworldZA> got it...forgot the Factions ClientProxy does not extends from Core ClientProxy
L1384[23:09:19] <williewillus> this whole core split seems like it's getting in your way more than it's helping you :P
L1385[23:09:36] <williewillus> something something premature optimization ;)
L1386[23:10:15] <DiscworldZA> https://imgur.com/a/9lrhD
L1387[23:10:19] <DiscworldZA> thnx alot williewillus
L1388[23:10:28] <DiscworldZA> yeah have a few mods running of it though
L1389[23:10:56] <DiscworldZA> mostly 1.7.10 still so i have alot to port XD
L1390[23:11:03] <DiscworldZA> which is why i use the Core
L1391[23:13:35] <DiscworldZA> wow...we have been busy for 3 hours...i need a break...
L1392[23:13:41] *** DiscworldZA is now known as Disc|Away
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