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L3[00:11:38] ⇨
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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
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!
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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L72[04:37:40] <blupilot> Hmm, when I add
the required dependencies (CoFHCore, ThermalFoundation,
CodeChickenCore) CoFHCore doesn't seem to want to download
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*
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"
L95[04:52:15] <blupilot> Alright I'll try
that
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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
L138[06:41:07]
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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
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?
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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
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L165[08:09:31] <ScottehBoeh> Morning
L166[08:09:33] <ScottehBoeh> (or
afternoon)
L167[08:09:50]
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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_:
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 :\
L187[08:44:01] ***
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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
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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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
L241[09:22:56] ⇦
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m8 thx 4 playin)
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
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)
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
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?
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
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
L543[11:53:49] ⇦
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reset by peer)
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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
L565[12:04:57]
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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(...)
L579[12:14:11] ⇦
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nothing.)
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*
L593[12:26:54] ⇦
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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
L604[12:36:40] <g> Never expected to see
myself in an equation that complicated o.o
L605[12:36:59]
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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.
L608[12:44:50] <Jaymoe> hm i see
L609[12:44:51] <Jaymoe> thanks
L610[12:47:47]
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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
L640[13:05:01] ⇦
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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
L645[13:08:02]
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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
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
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
L671[13:31:48]
⇨ Joins: ScottehBoeh (~ScottehBo@5.63.147.100)
L672[13:32:00] <ScottehBoeh> Spinning
water wheel :D
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
L684[13:36:11] ⇦
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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
L713[13:49:03] ⇦
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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
^^
L720[13:53:54] ***
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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?
L741[14:36:45]
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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)
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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)
L750[15:04:42]
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L751[15:05:39] ***
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L752[15:05:40] ***
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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
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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
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
L778[15:24:30]
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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..
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
L799[15:30:22] ***
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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
L830[16:10:54] ⇦
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m8 thx 4 playin)
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
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
L852[16:21:35] ***
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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?
L922[18:40:56] ⇦
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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?
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
L968[18:56:36]
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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.
L976[18:57:35] ***
Lunatrius` is now known as Lunatrius
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
L1008[19:03:55] ***
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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
L1015[19:06:19]
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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
L1035[19:10:33] ***
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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)
L1082[20:38:58] <williewillus> broken
link
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
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
L1102[20:44:47] <blupilot> sweet, I'll
check it out, thanks!
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*
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
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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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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
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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
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L1219[21:55:17] <williewillus> show your
json
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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?
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
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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
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
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
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] ***
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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
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?
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
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 ;)
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] ***
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