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L7[01:02:48] <McJty> "before:xnet@[" + RFTools.MIN_XNET_VER + ",);" +
L8[01:02:53] <McJty> That should not be a hard dependency right?
L9[01:03:04] <McJty> But forge on 1.12 is complaining if xnet is not present anyway
L10[01:04:15] <mezz> can I see the resulting client log?
L11[01:04:39] <mezz> (yes that sounds like a bug)
L12[01:05:22] <McJty> I will ask for it
L13[01:05:40] <McJty> Here is the ticket btw: https://github.com/McJty/RFTools/issues/1254
L14[01:05:44] <McJty> And I asked for the log
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L16[01:06:04] <mezz> thanks
L17[01:07:15] <mezz> it is possible that they have an old xnet
L18[01:07:23] <mezz> the client log will show
L19[01:07:49] <McJty> XNet is new according to the ticket
L20[01:07:52] <McJty> XNet 1.12-1.3.4beta2
L21[01:07:58] <McJty> That was released 15 minutes ago
L22[01:08:34] <mezz> ticket may be wrong, hard to know for sure why they got that screen
L23[01:08:57] <mezz> if they have no xnet and still got that error then we will have to do some digging in fml to see what's going on
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L25[01:10:56] *** KnightMiner_ is now known as KnightMiner
L26[01:11:05] <capitalthree> if I use an AT to make a private member function public, can I override it in a subclass?
L27[01:11:22] <capitalthree> (specifically, can I make an EntityItem subclass that overrides combineItems)
L28[01:11:27] <mezz> yes, in that case you should consider making it protected though
L29[01:11:45] <capitalthree> as in package protected? but my mod is in a different package from minecraft
L30[01:11:53] <KnightMiner> Regular protected
L31[01:12:00] <capitalthree> regular protected *is* package protected in java
L32[01:12:02] <KnightMiner> It allows overriding, but not accessing outside the class
L33[01:12:05] <mezz> package protected is different from protected
L34[01:12:10] <McJty> capitalthree, no, that's not the same
L35[01:12:13] <capitalthree> oh :O
L36[01:12:16] <KnightMiner> Package protected is default, no keyword
L37[01:12:19] <capitalthree> oh right
L38[01:12:21] <capitalthree> ok silly me sorry
L39[01:12:27] <mezz> no worries
L40[01:12:29] <capitalthree> protected is class and subclasses right?
L41[01:12:35] <KnightMiner> Yep
L42[01:12:39] <capitalthree> ok yeah that should work
L43[01:13:30] <mezz> just be very careful, you're kind of entering the dark side of ATs there by changing behavior that is normally private :)
L44[01:13:32] <capitalthree> and while I'm asking, are there any major gotchas to spawning subclassed EntityItems?
L45[01:13:47] <capitalthree> yeah that's fair. I wish I could do it without ATs
L46[01:14:03] <mezz> not sure, you're entering new territory
L47[01:14:13] <capitalthree> but all I'm going to do is make combineItems immediately return false, so at least it won't be adding complex behavior
L48[01:14:17] <capitalthree> it can already return false in various circumstances
L49[01:15:26] <mezz> ok
L50[01:18:00] <mezz> why do you want them to never combine?
L51[01:18:50] <mezz> you can do something similar by setting the max stack size to 1 on items. depends on your goals though
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L53[01:22:03] <capitalthree> mezz: I want to make a "volatile ammo"-like mod where items that are going to despawn start to do stuff, eg, stacks of blocks start placing themselves. I want the stack to split up as it places blocks, so it gets a good distribution (and doesn't just make a snake), and I want to prevent them recombining during that
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L55[01:22:33] <capitalthree> so they will be EntityItems representing existing blocks/items from vanilla and other mods. I don't want to have to subclass the items themselves
L56[01:23:29] <mezz> neat
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L58[01:24:36] <capitalthree> :) hopefully it will be fun
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L60[01:27:03] <capitalthree> it's actually going to be bolted onto one of my existing mods, as a very out-of-character joke feature (but disabled by default)
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L63[01:40:43] <capitalthree> "your access transformers be broke!"
L64[01:40:47] <capitalthree> well that's detailed >_>
L65[01:40:55] <kashike> it shows details.
L66[01:41:00] <capitalthree> where?
L67[01:41:04] <kashike> right below that
L68[01:41:05] <kashike> lol
L69[01:41:22] <mezz> !!gm combineItems
L70[01:41:23] <MCPBot_Reborn> === MC 1.12: net/minecraft/entity/item/EntityItem.combineItems (acj.a) UNLOCKED ===
L71[01:41:24] <MCPBot_Reborn> Name : a => func_70289_a => combineItems
L72[01:41:24] <MCPBot_Reborn> Descriptor : (Lacj;)Z => (Lnet/minecraft/entity/item/EntityItem;)Z
L73[01:41:25] <MCPBot_Reborn> AT : public net.minecraft.entity.item.EntityItem func_70289_a(Lnet/minecraft/entity/item/EntityItem;)Z # combineItems
L74[01:41:26] <MCPBot_Reborn> Comment : Tries to merge this item with the item passed as the parameter. Returns true if successful. Either this item or the other item will be removed from the world.
L75[01:41:26] <kashike> or, above, rather
L76[01:41:27] <MCPBot_Reborn> SRG Params : EntityItem p_70289_1_
L77[01:41:27] <MCPBot_Reborn> MCP Params : EntityItem other
L78[01:41:28] <MCPBot_Reborn> Last Change: 2012-11-19 04:35:41-05:00 (immibis)
L79[01:41:40] <mezz> you can grab the AT line from the bot
L80[01:42:01] <immibis> what did i last change? oh, nothing important
L81[01:42:08] <mezz> heh
L82[01:42:09] <kashike> you didn't change anything
L83[01:42:10] <kashike> :P
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L85[01:42:32] <immibis> how many narcissists does it take to change a lightbulb? one to hold the bulb while the world revolves around it
L86[01:43:49] <capitalthree> kashike: well it didn't for me, and adding --info and --stacktrace didn't help either D:
L87[01:44:03] <capitalthree> 1 Broken Access Transformer lines: --- net.minecraft.entity.item.EntityItem func_70289_a
L88[01:44:06] <capitalthree> that's all the info I have
L89[01:44:19] <kashike> and that's all you need to know to fix it
L90[01:44:21] <kashike> :P
L91[01:44:25] <kashike> that line is broken, fix it
L92[01:44:33] <kashike> public net.minecraft.entity.item.EntityItem func_70289_a(Lnet/minecraft/entity/item/EntityItem;)Z # combineItems
L93[01:44:38] <capitalthree> in my actual file, I have protected
L94[01:44:43] <capitalthree> is protected not allowed for an AT?
L95[01:44:49] <kashike> it is
L96[01:44:49] <capitalthree> mezz had suggested it
L97[01:44:51] <mezz> I've used it before
L98[01:44:56] <kashike> so long as you aren't going from public -> protected
L99[01:45:02] <mezz> maybe you spelled protected wrong?
L100[01:45:10] <capitalthree> wait I see what kashike is getting at
L101[01:45:12] <capitalthree> I ommitted the parameter
L102[01:45:16] <capitalthree> and return type
L103[01:45:22] <mezz> welp
L104[01:45:25] <kashike> :P
L105[01:45:28] <mezz> that'll do it heh
L106[01:45:41] <kashike> that's like pooring some milk and cereal
L107[01:45:43] <capitalthree> sorry, I am just a noob modder with big dreams!
L108[01:45:44] <kashike> but without a bowl
L109[01:45:45] <capitalthree> trying it again
L110[01:46:58] <kashike> darn it, closed a sublime tab without saving it accidentally
L111[01:47:08] <kashike> le sigh
L112[01:48:43] <KnightMiner> I've found ATs generally work as long as you are not going from protected to public, that breaks so many things with classes extending classes
L113[01:49:04] <KnightMiner> Private to protected I've used before IIRC
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L116[01:59:44] <capitalthree> kashike: yeah it's all good now, much thanks!
L117[01:59:58] <kashike> \o/
L118[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170701 mappings to Forge Maven.
L119[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170701-1.12.zip (mappings = "snapshot_20170701" in build.gradle).
L120[02:00:17] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
L121[02:00:50] <KnightMiner> Did we ever get a mapping for iron nuggets by the way?
L122[02:00:56] <kashike> yes
L123[02:01:01] <KnightMiner> I recall seeing that as field_###### in Forge
L124[02:01:04] <KnightMiner> Oh, good
L125[02:01:06] <kashike> !!gf Item.IRON_NUGGET
L126[02:01:07] <MCPBot_Reborn> No results found.
L127[02:01:11] <kashike> urg
L128[02:01:12] <mezz> heh
L129[02:01:34] <kashike> ItemS.
L130[02:01:36] <kashike> !!gf field_191525_da
L131[02:01:37] <MCPBot_Reborn> === MC 1.12: net/minecraft/init/Items.IRON_NUGGET (aip.da) UNLOCKED ===
L132[02:01:38] <MCPBot_Reborn> Name : da => field_191525_da => IRON_NUGGET
L133[02:01:38] <MCPBot_Reborn> Descriptor : Lail; => Lnet/minecraft/item/Item;
L134[02:01:39] <MCPBot_Reborn> Comment : None
L135[02:01:40] <MCPBot_Reborn> Last Change: 2017-06-13 12:48:43.441810-04:00 (kashike)
L136[02:01:57] <kashike> doing ten things at once :P
L137[02:02:23] <KnightMiner> Where does someone go to work on those mappings?
L138[02:02:39] <quadraxis> all the 1.11.1 stuff got added with the 1.12 mappings
L139[02:02:48] <kashike> KnightMiner: #mcpbot, I'll explain in there :)
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L146[02:33:29] <capitalthree> when creating a block from an ItemBlock should I use item.block.blockState.baseState?
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L148[02:36:04] <kashike> what?
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L153[03:03:42] <capitalthree> kashike: right now the line looks like: entityItem.world.setBlockState(entityItem.position, type.block.blockState.baseState)
L154[03:03:49] <capitalthree> I am still mocking this up, I will be able to test it soon in any case
L155[03:04:17] <capitalthree> entityItem: EntityItem and type: Item
L156[03:05:34] <kashike> capitalthree: https://mcforge.readthedocs.io/en/latest/blockstates/states/
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L159[03:17:52] <capitalthree> yeah I was looking at that
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L168[03:28:24] <capitalthree> oh wow. it worked almost how I wanted on my first try
L169[03:28:31] <capitalthree> I am a lucky kitty today. also this is really funny
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L178[03:48:31] <capitalthree> ok, so my mod can create illegal arrangements of chests >_> is there a general-case way to check if a setBlockState results in an illegal configuration?
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L181[03:58:14] <c64cosmin> updating the Forge MDK implies downloading the archive, pasting it in my environment and re-executing the gradlew.bat?
L182[03:58:40] <PaleoCrafter> you could just change your own build.gradle
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L192[04:34:38] <capitalthree> is using reflection preferrable to an AT for just reading private members?
L193[04:40:54] <PaleoCrafter> most definitely
L194[04:41:37] <capitalthree> ok cool
L195[04:41:45] <capitalthree> fun fact: I can pretty much pull off fake access transformers in kotlin
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L197[04:42:13] <capitalthree> (by creating an extension function on the type that wraps the reflection call, with a standard getter name, and then relying on kotlin's fake member access syntax)
L198[04:42:35] <capitalthree> so my calling code looks the same either way :D
L199[04:43:42] <capitalthree> well for member variables anyways. pretty sure I still have to use an access transformer to subclass something and override a private method. right?
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L201[04:45:33] <capitalthree> so minecraft apparently loves to spawn lots of fake EntityItems in various situations and I have to learn to sort them out from the real ones in despawn events xD
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L205[05:21:48] *** manmaed[away] is now known as manmaed
L206[05:27:38] <ghz|afk> hey ppl, since my old method isn't really working anymore and I have to redesign it, what would you say is the best way to intercept a vanilla keybind in 1.12?
L207[05:28:41] <c64cosmin> you man to have a way to call back the keypress event?
L208[05:28:47] <ghz|afk> no I mean
L209[05:28:53] <ghz|afk> I have a WIP magic mod
L210[05:29:12] <ghz|afk> and you use the same keys as the hotbar, to input the spell
L211[05:29:25] <ghz|afk> like hotbar1 = fire, hotbar2 = air, ...
L212[05:29:55] <PaleoCrafter> add a modifier by default?
L213[05:29:56] <ghz|afk> so I want to prevent the hotbar keys from switching slots, while the player is rightclicking on the wand
L214[05:30:23] <c64cosmin> it is out of my reach, sry :(
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L216[05:40:23] <ghz|afk> I'm thinking I should probably just register another set of keybinds, and make use of the conflict context to tell forge to use mine
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L218[05:54:47] <c64cosmin> isn't there a way to do isKey pressed? (also that will need a update function call)
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L228[07:16:49] <masa> any ideas what is happening here?
L229[07:16:51] <masa> https://openeye.openmods.info/crashes/ec42bbe6497bfd37d9d996693cf82dfe
L230[07:16:56] <masa> https://openeye.openmods.info/crashes/4c3443b524e862d879bd9354ac392ec3
L231[07:17:15] <masa> note the one line difference in the clear method
L232[07:17:44] <masa> and naturally I can't reproduce this, so...
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L234[07:19:17] <TechnicianLP> that does not even make sense ... its a int assignment and a method call ...
L235[07:20:16] <fry> when in doubt - blame coremods :P
L236[07:25:33] <masa> :D
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L239[07:31:43] <capitalthree> if I set capabilities on an EntityItem are they ephemeral? (will they be gone if the item is picked up or whatever?)
L240[07:31:58] <capitalthree> maybe this would be a better way to prevent items stacking instead of subclassing EntityItem?
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L252[08:11:47] <ghz|afk> capitalthree: yes, the capabilities of the EntityItem would be lost when the entity is destroyed
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L254[08:12:27] <Raycoms> Hey there
L255[08:13:06] <Raycoms> public class BlockRack extends BlockContainer is still the right way to define a container?
L256[08:13:17] <ghz|afk> nope
L257[08:13:20] <Raycoms> If I want to create my custom chest
L258[08:13:21] <ghz|afk> it hasn't been since like 1.2
L259[08:13:34] <Raycoms> Okay, how is it then?
L260[08:13:40] <ghz|afk> you extend Block as usual
L261[08:13:50] <ghz|afk> but override hasTileEntity and createTileEntity
L262[08:14:00] <ghz|afk> don't implement ITileEntityProvider either
L263[08:14:07] <ghz|afk> that's also deprecated
L264[08:14:31] <Raycoms> Okay thanks
L265[08:14:49] <Raycoms> besides that, If I want to render that block with a different texture in different cases
L266[08:15:10] <Raycoms> how do I do that? I looked how minecraft does it with furnace, and that seems kind of contra intuitive
L267[08:15:13] <ghz|afk> the blockstates system lets you have different models per state
L268[08:15:21] <ghz|afk> (which includes using the same model with different textures)
L269[08:17:11] <Raycoms> Is there a good example for that?
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L271[08:29:30] <Raycoms> extends TileEntityLockable is the right way for the container entity? =D
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L273[08:30:25] <capitalthree> ghz|afk: ok thanks!
L274[08:30:36] <capitalthree> sorry for the late response
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L276[08:38:13] <capitalthree> mezz: no idea if you care, but you commented that the volatile items thing sounded interesting... well it's working great, here's the code if you want, https://github.com/elytra/LingeringLoot/commit/af9028d3ceeb03e7ee42bc4f9e36486116983060
L277[08:38:25] <capitalthree> just for blocks right now
L278[08:38:36] <capitalthree> I will go do sleep things and then try to add moar!
L279[08:42:15] <ghz|afk> sorry back
L280[08:42:16] <ghz|afk> lunch was ready
L281[08:42:21] <ghz|afk> [15:29] (Raycoms): extends TileEntityLockable is the right way for the container entity? =D
L282[08:42:25] <ghz|afk> "lockable" is optional
L283[08:42:53] <Raycoms> Thanks
L284[08:43:10] <ghz|afk> the proper way to implement a container
L285[08:43:14] <ghz|afk> is to extend TileEntity
L286[08:43:26] <ghz|afk> and give it an IItemHandler capability
L287[08:43:35] <ghz|afk> (don't implement IItemHandler -- that's not how capabilities work ;P)
L288[08:44:34] <Raycoms> The problem I have is that I need a way to control 100% what comes in and what goes out
L289[08:45:21] <Raycoms> I kinda want that my block a) stores the blocks and interacts with the player like a chest
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L291[08:45:46] <Raycoms> and b) that I can, from the coding side retrieve the blocks as a list (120 cobble, 10 planks, rest empty)
L292[08:46:50] <Raycoms> and I don't want to scan the whole inventory to get this
L293[08:47:48] <McJty> ghz|afk, implementing IItemHandler is fine in many cases
L294[08:48:01] <McJty> If you have custom needs there
L295[08:48:04] <ghz|afk> McJty horrible practicethough ;P
L296[08:48:08] <ghz|afk> I mean in the TileEntity
L297[08:48:14] <ghz|afk> rolling your own IItemHandler is ok yes
L298[08:48:24] <McJty> Ah that's what I meant
L299[08:49:09] <ghz|afk> Raycoms:
L300[08:49:11] <ghz|afk> what I do is
L301[08:49:23] <ghz|afk> IItemHandler inventory = new ItemStackHandler(slots) {
L302[08:49:26] <ghz|afk> override insertItem
L303[08:49:29] <ghz|afk> override extractItem
L304[08:49:41] <ghz|afk> override onSlotChange(...) { markDirty(); }
L305[08:49:42] <ghz|afk> };
L306[08:49:55] <ghz|afk> you have full control of the insertion and removal
L307[08:50:08] <ghz|afk> while not having to implement the code manually 100%
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L309[08:50:22] <ghz|afk> anonymous extensions ftw
L310[08:50:41] <ghz|afk> if only Java had auto/var/let inference
L311[08:50:55] <ghz|afk> so you could access public methods of an anonymous class that aren't part of the interface
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L314[09:08:46] <c64cosmin> GlStateManager.pushAttrib(); does push the current state of the Manager to later pop it out?
L315[09:09:33] <PaleoCrafter> don't use it, it's broken
L316[09:10:02] <ghz|afk> c64cosmin: it's counter-intuitive
L317[09:10:13] <ghz|afk> pushAttrib is designed to be used when you "break out" of GlStateManager
L318[09:10:21] <ghz|afk> so that you can run some direct GL11 commands
L319[09:10:23] <ghz|afk> then popAttrib
L320[09:10:28] <ghz|afk> to put the state manager back in sync
L321[09:10:32] <ghz|afk> but it doesn't sync everything
L322[09:10:37] <ghz|afk> so it's highly discouraged
L323[09:14:42] <c64cosmin> yup, very xD, stuff goes wild, thanks for clarification, I don't want to use GL11 functions, it's jsut that my TESR influences other TESR like chests which will render badly, thought that I might got out of it cheaply
L324[09:15:04] <ghz|afk> mojang misuses the glstatemanager
L325[09:15:07] <ghz|afk> which is very annoying
L326[09:15:10] <ghz|afk> the idea for thosethings
L327[09:15:15] <ghz|afk> is that you set *all* the states you need
L328[09:15:20] <ghz|afk> then "apply"
L329[09:15:28] <ghz|afk> and it sends the states to the gpu
L330[09:15:31] <ghz|afk> but
L331[09:15:42] <ghz|afk> they only set the ones they know will change
L332[09:15:48] <ghz|afk> which makes glstatemanager sortof useless
L333[09:15:48] <c64cosmin> also skipping the states that are not changed
L334[09:16:03] <ghz|afk> meaning you still have to unset the states
L335[09:16:09] <ghz|afk> to leave things the way vanilla expects them
L336[09:16:11] <ghz|afk> ¬¬
L337[09:17:16] <c64cosmin> it's interesting, I had expected that based on the current GlStateManager it will batch Teselator.draw() with the same state to gain a small improvement in speed (state changes in OpenGL are time consuming)
L338[09:17:32] <ghz|afk> lol no
L339[09:17:36] <ghz|afk> it's not that advanced
L340[09:17:39] <c64cosmin> xD
L341[09:17:42] <ghz|afk> the only thing it tracks
L342[09:17:55] <ghz|afk> are things like the blending state, last texture, etc
L343[09:18:13] <ghz|afk> but that aside
L344[09:18:14] <ghz|afk> WTF
L345[09:18:20] <ghz|afk> I have an animation in a gui
L346[09:18:33] <c64cosmin> which is up to the next Renderer to set up, expect disabling the blending which is left for other renderers ARGH!
L347[09:18:33] <ghz|afk> which goes from 0% to 100%
L348[09:18:35] <ghz|afk> in 20 ticks
L349[09:18:40] <ghz|afk> but it takes 3 seconds
L350[09:18:41] <ghz|afk> ...
L351[09:19:11] <c64cosmin> why is that?
L352[09:19:15] <ghz|afk> I have no idea
L353[09:19:19] <ghz|afk> that's the WTF
L354[09:19:35] <ghz|afk> I even stopped using updateScreen
L355[09:19:38] <ghz|afk> and switched it to do
L356[09:19:43] <ghz|afk> float openAnimation = (float)(Minecraft.getMinecraft().world.getTotalWorldTime() + partialTicks - startAnimation);
L357[09:19:52] <ghz|afk> to see if updateScreen wasn't being called each tick
L358[09:19:55] <ghz|afk> but it's the same
L359[09:20:27] <c64cosmin> my face right now :o
L360[09:20:44] <ghz|afk> and it's smooth, so it's not like there getTotalWorldTime isn't updating as expected
L361[09:21:02] <ghz|afk> because then I'd see some shakiness in the edges
L362[09:21:33] <c64cosmin> yeah, you should go very deeply in the MC engine to actually understand what's happening
L363[09:21:53] <c64cosmin> maybe it's related to the way UI are rendered and skips some frames...might be, just asumptions
L364[09:21:58] <ghz|afk> it's like if the client is running at 5tps
L365[09:22:00] <ghz|afk> instead of 20
L366[09:22:20] <ghz|afk> brb
L367[09:23:46] <Raycoms> ghz how do I tell him which blockState file he should use?
L368[09:24:57] <ghz|afk> Raycoms: http://mcforge.readthedocs.io/en/latest/blockstates/states/
L369[09:25:11] <ghz|afk> http://mcforge.readthedocs.io/en/latest/blockstates/introduction/
L370[09:30:23] <ghz|afk> okay nevermind the ticks stuff
L371[09:30:27] <ghz|afk> it's my perception
L372[09:30:39] <ghz|afk> 250ms feel like a second to me right now
L373[09:30:39] <ghz|afk> ;p
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L376[09:46:55] <Raycoms> =D
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L380[09:59:21] <c64cosmin> xD Played SC2 too much maybe
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L392[10:41:09] <Xalcon> hey, regarding the forge coding guidelines. Do i use { } for if's (+else) with a single statement in the if/else body? The forge code is a bit inconsistent and i'd like to do it right.
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L395[10:44:18] <capitalthree> hehe I've had people direct strong opinions towards me for not using enough curly braces
L396[10:44:42] <quadraxis> in your case, i'd just use ?:
L397[10:45:31] <quadraxis> if you want an official opinion, probably best to wait until mezz is around
L398[10:46:21] <Xalcon> hehe, yeah i was thinking about using ?: but I dont know if the forge guys like that :P
L399[10:46:31] <capitalthree> if you want a totally unsanctioned opinion, I think it's ok to leave them out as long as both the if and the else clause are single statements
L400[10:46:36] <capitalthree> but don't do it for one and not the other
L401[10:46:54] <Xalcon> yeah, single statement bodies
L402[10:47:23] <capitalthree> also a ternary operator is definitely better than an if statement where both bodies are just assignments to the same variable :P
L403[10:47:30] <quadraxis> normally i'd leave out braces for single statements on the same line as the if
L404[10:47:35] <Xalcon> its just williewillus told me to add { } to my PR :P
L405[10:47:58] <quadraxis> that at least avoids goto fail mistakes
L406[10:48:34] <capitalthree> you should see my kotlin code, it would make those who want to see extra syntax everywhere, cry :P
L407[10:48:48] <Xalcon> hehe :D
L408[10:49:12] <Xalcon> ok, ill just wait for official feedback then :)
L409[10:49:38] <capitalthree> https://github.com/elytra/LingeringLoot/commit/af9028d3ceeb03e7ee42bc4f9e36486116983060https://github.com/elytra/LingeringLoot/commit/af9028d3ceeb03e7ee42bc4f9e36486116983060
L410[10:49:42] <capitalthree> oops https://github.com/elytra/LingeringLoot/commit/af9028d3ceeb03e7ee42bc4f9e36486116983060
L411[10:49:59] <capitalthree> (that's my latest commit)
L412[10:50:14] <capitalthree> if anyone's bored, I'm still pretty new to mc modding, so I am always fishing for comments/criticism
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L414[11:02:19] <PaleoCrafter> "splitNumberEvenlyIsh" xD
L415[11:03:50] <capitalthree> :D I think it's a good description of what that function does
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L418[11:13:46] <c64cosmin> why is my TESR not being drawn when not looking at it, I do use the INFINITE_EXTENT_AABB thought?
L419[11:14:10] <PaleoCrafter> return true in hasGlobalRenderer or something like that
L420[11:14:20] <PaleoCrafter> isGlobalRenderer, right
L421[11:15:25] <c64cosmin> in the TE or the BLock?
L422[11:16:08] <Xalcon> the TESR
L423[11:17:38] <c64cosmin> that worked thanks a lot <3
L424[11:19:45] <tterrag> only do that if your TESR is quite large
L425[11:19:54] <tterrag> the issue being that TESRs are culled when their chunk is outside the frustum
L426[11:19:59] <malte0811> Has anyone seen item duplication on entity pickup when the player inv has large NBT compounds (empty share tag though)? Single player, haven't tested dedi servers yet. Have some mods (IE dev instance)
L427[11:20:01] <tterrag> regardless of the TE bounds
L428[11:20:20] <malte0811> tterrag: does that include "vertical" chunks?
L429[11:20:31] <tterrag> render chunks (16x16x16)
L430[11:20:32] <tterrag> so yes
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L432[11:23:45] <malte0811> Ok, the dupe bug happens with just the forge test mods as well
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L434[11:26:39] <malte0811> And it is single player only
L435[11:29:46] <TechnicianLP> happens in vanilla as well?
L436[11:30:05] <malte0811> No idea, how would I quickly generate large NBT in vanilla?
L437[11:30:20] <ghz|afk> why the fuck is the jar generating with -1.6.4
L438[11:30:29] <ghz|afk> when I have changed the version value to 1.7.0?!
L439[11:30:40] <ghz|afk> malte0811: with a commandblock
L440[11:30:53] <PaleoCrafter> Gradle refuses to go from numeric IDs to strings
L441[11:30:56] <Xalcon> you can create items with nbt via /give, just add the nbt after the meta value and put in random tags i guess
L442[11:31:06] <Wuppy> hey PaleoCrafter did you see the game I've been working on yet? :3
L443[11:31:09] <ghz|afk> PaleoCrafter: but it was "1.6.4" and it's now "1.7.0"
L444[11:31:18] <PaleoCrafter> do you mean the Norse mythology one, Wuppy? :P
L445[11:31:42] <Wuppy> yep, we just released our gameplay trailer :D
L446[11:31:44] <TechnicianLP> 1.6.4 and 1.7? pretty old ...
L447[11:31:51] <malte0811> "A few random tags" I am talking about something like 3^8 doubles here
L448[11:31:53] <Wuppy> https://www.youtube.com/watch?v=fdfPhBpTqJQ
L449[11:31:55] <ghz|afk> TechnicianLP: mod version, not mc version
L450[11:31:56] <ghz|afk> ;P
L451[11:32:05] <TechnicianLP> oh ...
L452[11:32:05] <PaleoCrafter> I sent in a lengthy response in your feedback form, iirc :P
L453[11:32:12] <ghz|afk> yep the 1.11.2 build did generate a -1.7.0 jar just fine
L454[11:32:19] <ghz|afk> wtf is wrong with the 1.12 one?!
L455[11:32:23] <Wuppy> we read and implemented all of the stuff we could :)
L456[11:32:33] <Wuppy> it's being released on Steam soon
L457[11:32:38] <Wuppy> and probably also PS4
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L459[11:33:55] <ghz|afk> wtf
L460[11:34:02] <ghz|afk> fast leaf decay isn't ported to 1.12 yet?!
L461[11:36:22] <ghz|afk> welp, I changed mappings and recompiled
L462[11:36:29] <ghz|afk> seems to have "shaken" the glitch loose
L463[11:36:32] <ghz|afk> works now
L464[11:38:32] <Wuppy> do any of you have a nintendo swithc?
L465[11:38:52] <ghz|afk> my flatmate does
L466[11:38:58] <ghz|afk> i'll get one... someday
L467[11:39:24] <Wuppy> let me know when you do, would be nice to add more people :)
L468[11:39:44] <ghz|afk> basically Nintendo convinced me to get one in their e3 thingy
L469[11:40:03] <Wuppy> I was already convinced before their e3 show
L470[11:40:09] <Wuppy> but at that point I just got one the next day
L471[11:40:14] <ghz|afk> (the kirby one was the one that tipped the balance toward the "me wants!" side)
L472[11:40:31] <Wuppy> not even pokemon?
L473[11:40:58] <ghz|afk> pokemon is the one that interests me the least
L474[11:41:09] <ghz|afk> I played red, and gold, and then said "fuck it, it's all the same"
L475[11:41:26] <Wuppy> fair enough
L476[11:41:30] <Wuppy> it's been ages since I played one
L477[11:41:34] <Wuppy> same with Mario Kart
L478[11:42:15] <ghz|afk> I played MK8
L479[11:42:18] <ghz|afk> my flatmate has a wiiu
L480[11:42:26] <ghz|afk> so MK8 deluxe isn't really that critical
L481[11:43:11] <ghz|afk> and I don't really care much about openworld games, so Zelda eh.
L482[11:43:18] <ghz|afk> I saw enough of it watching my flatmate play
L483[11:44:24] <ghz|afk> so,
L484[11:44:31] <ghz|afk> I'm upgrading my vanilla save to modded
L485[11:44:42] <ghz|afk> any suggestions for modsthat don't really change the vanilla experience radically?
L486[11:45:00] <malte0811> Re: dupe on item pickup: Command blocks don't work for testing on vanilla, my NBT seems to be too big to be put into command blocks (I had to implement getNBTShareTag to prevent crashes)
L487[11:45:28] <ghz|afk> so far: toolbelt, ironchest, gravestone, jei, journeymap, quark
L488[11:45:33] <ghz|afk> is waht I have put in the folder
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L490[11:45:54] <ghz|afk> malte0811: wtf kind of giant NBT are you adding?!?!?!?!?!
L491[11:46:08] <malte0811> It was for testing potential bugs with large NBT
L492[11:46:17] <malte0811> Not actually in game
L493[11:46:18] <ghz|afk> ah so you are just testing for nbt bugs
L494[11:46:19] <ghz|afk> hmm
L495[11:46:22] <ghz|afk> how about this:
L496[11:46:27] <ghz|afk> apply that huge nbt tag to a vanilla item
L497[11:46:32] <ghz|afk> then load that save in vanilla
L498[11:46:39] <ghz|afk> and see if you get the issue
L499[11:46:42] <malte0811> Might work, I'll try
L500[11:50:22] <malte0811> Yep, happens on vanilla too
L501[11:50:40] <malte0811> 1.11.2 that is
L502[11:50:56] * ghz|afk nods
L503[11:51:05] <ghz|afk> yeah sounds liek a "not my problem" issue ;P
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L505[11:52:28] <malte0811> It is kind of funny though: I was investigating item loss potentially due to large NBT :D
L506[11:52:51] <ghz|afk> oh hey
L507[11:52:52] <ghz|afk> https://minecraft.curseforge.com/projects/open-glider
L508[11:53:00] <ghz|afk> why did I not know about this?!
L509[11:53:14] * ghz|afk adds
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L513[11:55:39] <ghz|afk> to mystical agriculture, or not to mystical agriculture... that is the question
L514[11:55:39] MineBot sets mode: +v on RichardG
L515[11:55:47] <ghz|afk> (dunno if it's too OP for a vanilla-style save ;P)
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L532[12:32:06] <c64cosmin> when is createNewTileEntity actually called?
L533[12:32:40] <ghz|afk> createNewTileEntity is part of ITileEntityProvider
L534[12:32:41] <ghz|afk> don't use that
L535[12:32:47] <ghz|afk> use hasTileEntity+createTileEntity
L536[12:33:01] <ghz|afk> and they are called when you place a new block
L537[12:33:15] <ghz|afk> when reloading a save, mc instantiates the TE based on its registry name
L538[12:33:51] <c64cosmin> seems like MC is creating a TE every frame :/
L539[12:34:02] <ghz|afk> that would make no sense
L540[12:34:05] <c64cosmin> forgot to add hasTileEntity though
L541[12:34:58] <c64cosmin> it does instanciate a TE each frame
L542[12:35:10] <TechnicianLP> frame or tick?
L543[12:35:31] <c64cosmin> it's my fault, I think it might be to the fact that I set the IBlockState and that might recreate the block
L544[12:35:43] <ghz|afk> ah yes
L545[12:35:49] <ghz|afk> you have to override shouldRefresh
L546[12:35:50] <KnightMiner> There is a TileEntity method to override to prevent that
L547[12:35:51] <ghz|afk> in your TE
L548[12:36:04] <ghz|afk> and return oldstate.getBlock() != newState.getBlock();
L549[12:36:08] <ghz|afk> instead of the default behaviour
L550[12:36:25] <KnightMiner> Default is any state change, though vanilla blocks default to any block change
L551[12:36:42] <TechnicianLP> setting a different blockstate each tick sounds bad ... what are you trying to do?
L552[12:36:44] <ghz|afk> it's silly, IMO
L553[12:37:04] <ghz|afk> the default should be to assume that one block = one TE
L554[12:37:12] <ghz|afk> sub-blocks should be the exception
L555[12:37:24] <KnightMiner> Only use case I can think of, getActualState would be better for changing the state
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L557[12:39:14] <c64cosmin> @ghz looking for shouldRefresh| @TechnicianLP I'm looking if there is a portal frame around and set the TE active if so
L558[12:39:29] <c64cosmin> @KnightMiner what do you mean with getActualState? what does that do?
L559[12:39:54] <KnightMiner> getActualState is used to get data that is not written to the blockstate, but is useful otherwise
L560[12:40:03] <KnightMiner> An example is fence extensions, or TE data
L561[12:40:06] <TechnicianLP> getactual state is called to collect the
L562[12:40:12] <ghz|afk> c64cosmin: "looking for nearby blocks" shouldn't require you to change the state every tick
L563[12:40:26] <ghz|afk> even if you didn't use getActualState to augment the state
L564[12:40:33] <ghz|afk> it should only change if and when you find something
L565[12:40:51] <c64cosmin> indeed, but right now I'm mocking up the portal TE
L566[12:44:55] <ghz|afk> oh hey nice mod: https://minecraft.curseforge.com/projects/blur
L567[12:46:16] <TechnicianLP> still searching for lightweight mods ghz?
L568[12:46:58] <ghz|afk> not specifically lightweight
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L570[12:47:12] <ghz|afk> I'm looking for things that "fit in" inside vanilla
L571[12:47:38] <ghz|afk> so nothing that adds high-tech or high-magic
L572[12:47:47] * TechnicianLP recommends "harvestables"
L573[12:48:21] <ghz|afk> does it work with forge RB?
L574[12:48:24] <PaleoCrafter> 1.12?
L575[12:48:48] <ghz|afk> yeh
L576[12:48:54] <TechnicianLP> rb?
L577[12:49:01] <PaleoCrafter> recommended build
L578[12:49:11] <PaleoCrafter> i.e. 2387
L579[12:49:17] * TechnicianLP switches workspaces and tries
L580[12:49:28] <ghz|afk> http://i.imgur.com/Wn9x55t.png
L581[12:49:31] <ghz|afk> that's what I got so far
L582[12:49:53] <PaleoCrafter> I'd shamelessly recommend https://minecraft.curseforge.com/projects/vanilla-immersion :P
L583[12:50:05] <ghz|afk> heh
L584[12:50:13] <ghz|afk> yeah that's nice, but right now I don't want to replace GUIs ;P
L585[12:50:27] <PaleoCrafter> you could disable the Furnace and Crafting Table ;)
L586[12:51:43] <ghz|afk> TechnicianLP: TehNut beat you to that mod: https://minecraft.curseforge.com/projects/simpleharvest
L587[12:52:28] <Raycoms> I made an enum EnumType implements IStringSerializable with DEFAULT(0, "blockRackEmpty", "Empty"), and FULL(1, "blockRackFull", "Full");
L588[12:52:33] <TechnicianLP> tehnut one's requires config
L589[12:52:37] <Raycoms> But I get IllegalArgumentException: Block: class com.minecolonies.coremod.blocks.BlockRack has property: variant with invalidly named value: blockRackEmpty
L590[12:52:43] <TechnicianLP> mine doesnt
L591[12:52:47] <ghz|afk> heh
L592[12:53:07] <ghz|afk> Raycoms: I don't think uppercase is allowed
L593[12:53:26] <Raycoms> Its 1.10 still
L594[12:53:32] <Raycoms> (I will port to 1.11, 1.12 later)
L595[12:55:07] <ghz|afk> that doesn't matter
L596[12:55:17] <ghz|afk> uppercase letters in properties are simply not allowed
L597[12:55:26] <ghz|afk> only lowercase letters, numbers, and underscore
L598[12:55:48] <quadraxis> yes, [a-z0-9_]
L599[12:56:27] <Raycoms> Ahk
L600[12:56:28] <Raycoms> Thanks
L601[12:59:02] <Raycoms> okay it now loaded =D Throwing horrors of exceptions but loaded
L602[13:00:32] <TechnicianLP> when was ReflectionHelper.findMethod changed? grr...
L603[13:02:22] <ghz|afk> Caught exception from Harvestables (harvestables)
L604[13:02:24] <ghz|afk> oww :(
L605[13:02:49] <TechnicianLP> have to recompile ... (SOMEONE changed reflectionhelper ...)
L606[13:02:53] <ghz|afk> XD
L607[13:02:59] <ghz|afk> ping me when it's fixed ;P
L608[13:04:20] <quadraxis> mezz changed ReflectionHelper
L609[13:04:29] <quadraxis> in 2230 I think
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L611[13:05:23] <quadraxis> and I prefer the new method that doesn't loop through names and try/catch each
L612[13:07:39] <TechnicianLP> yes its better (but intellij somehow didnt mark it deprecated for me ...)
L613[13:09:02] <ghz|afk> oh nice
L614[13:09:02] <ghz|afk> https://minecraft.curseforge.com/projects/mending-fix
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L616[13:11:51] <Raycoms> Hmm sorry to annoy you, but I'm getting a ModelBlockDefinition$MissingVariantException
L617[13:11:55] <Raycoms> https://pastebin.com/n2rss0NZ
L618[13:12:00] <Raycoms> https://pastebin.com/R7CuRHPD
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L621[13:21:05] <TechnicianLP> ok the new method was introduced in 1.11.2-2230 (which means i have to drop 1.11 ...) ghz: https://minecraft.curseforge.com/projects/harvestables/files/2444485
L622[13:21:55] <TechnicianLP> (still under review though)
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L624[13:26:39] <mezz> cool capitalthree, glad it worked out
L625[13:27:25] <mezz> Xalcon, you are "allowed" to leave braces off of one-line it/else bodies. personally I choose not to do that most of the time. it's up to you
L626[13:30:24] <Xalcon> thanks!
L627[13:32:37] <PaleoCrafter> so... mezz... https://github.com/MinecraftForge/MinecraftForge/pull/4073 technically isn't breaking anything and I wanted to talk about potential approaches for @ObjectHolder and @Config :P
L628[13:32:52] <mezz> ok
L629[13:34:18] <PaleoCrafter> one approach would be to require a new param for the annotations (something along the lines of "staticContainer") which is for providing a class name, but that's a little annoying for modders
L630[13:34:43] <PaleoCrafter> the other approach would be to somehow extract mod container information from context and just get the lang adapter from the mod
L631[13:40:43] <mezz> I need to understand the original problem first, why doesn't scala work with the existing systems?
L632[13:43:07] <PaleoCrafter> because it's not actually exposing its methods and fields statically but through a "singleton" object
L633[13:43:10] <LexMobile> Because aparently scala is stupid and doesnt understand anything about statics
L634[13:43:29] <PaleoCrafter> oh, Lex, you pinged me last night? :P
L635[13:44:35] <mezz> interesting...
L636[13:44:37] <LexMobile> yes... cant quite remember why tho..
L637[13:44:47] <LexMobile> also mez, slow says in about an hour
L638[13:44:53] <mezz> cool thanks
L639[13:45:01] <PaleoCrafter> maybe the dep extraction?
L640[13:45:09] <LexMobile> yes
L641[13:45:22] <LexMobile> hows that going?
L642[13:45:37] <LexMobile> Also is it possible to use the getResource trick to find the libraries folder?
L643[13:45:49] <PaleoCrafter> which getResource trick? ^^
L644[13:45:55] <LexMobile> there are a few libraries we ship directly in the libs folder on both sides.
L645[13:46:15] <LexMobile> get one of their classes then walk up the tree to get the root lib folder
L646[13:46:27] <PaleoCrafter> hm... I can give that a try
L647[13:47:02] <PaleoCrafter> I've added tests, but there wasn't any way to get around actually creating a file, but I've made it use a temp directory that gets deleted right after the tests are done
L648[13:47:14] <LexMobile> thats fine
L649[13:47:37] <PaleoCrafter> also, saw my mod programming language stats? :P
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L651[13:49:03] <LexMobile> yes
L652[13:49:06] <LexMobile> doesnt matter right now
L653[13:49:17] <PaleoCrafter> sure, just wanted to make sure you saw them ^^
L654[13:51:31] <ghz|afk> is there a link to those stats? I'm curious ;P
L655[13:52:54] <PaleoCrafter> sure, https://docs.google.com/spreadsheets/d/1cd9aGYzrT1Q0NZYmbwbP78y5UT-xhmtaX3QsomsgiSk/edit?usp=sharing
L656[13:53:23] <ghz|afk> heh
L657[13:56:18] <Raycoms> Hmm what does the other half use?
L658[13:56:36] <PaleoCrafter> they simply haven't specified a (valid) source link
L659[13:56:46] <mezz> ???
L660[13:56:59] <mezz> oh
L661[13:57:21] <mezz> write a download script and analyze?
L662[13:57:52] <PaleoCrafter> not really download, but get repo link if available and use GH/Bitbucket API to get language data
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L666[14:12:33] <Intektor> my entity is not reacting to any motion changen, what can I do?
L667[14:13:19] <mezz> Forge and FTB are fielding questions about the new coremod best practices in an hour, https://twitter.com/FTB_Team/status/881226796234145792
L668[14:13:41] <Intektor> yes, I registered it, and when I use pos changes it works
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L671[14:18:14] <ghz|afk> ugh
L672[14:18:17] <ghz|afk> I love my Tool Belt mod
L673[14:18:20] <ghz|afk> but it's annoying at first
L674[14:18:24] <ghz|afk> to go against muscle memory
L675[14:18:28] <ghz|afk> and press the radial menu key XD
L676[14:18:50] * ghz|afk hadn't used it during normal gameplay yet
L677[14:20:42] <Intektor> ghz|afk, do you have a minute?
L678[14:20:46] <ghz|afk> sure
L679[14:21:21] <Intektor> so I made an entity, that should move on certain blocks
L680[14:21:30] <Intektor> but I have 2 problems
L681[14:21:39] <Intektor> 1. it doesnt move when I set motion
L682[14:22:22] <Intektor> ghz|afk, 2. might be solved by solving the first one, so you have an idea why this is happening?
L683[14:22:29] <ghz|afk> hmmm
L684[14:22:42] <ghz|afk> does it extend Entity, or some subclass?
L685[14:22:57] <Intektor> it extends Entity
L686[14:23:52] <c64cosmin> is there any problem if I use a minecraft original texture in my mod?
L687[14:24:19] <ghz|afk> well it appears that Entity doesn't move based on its motionX
L688[14:24:48] <PaleoCrafter> so... Lex, I added the libs dir search, but it has to rely on a certain dir structure. It goes up the dir structure, but the termination condition is a little weird. I could add a max depth though
L689[14:24:51] <ghz|afk> you would have to override the entity update method
L690[14:25:06] <ghz|afk> and call the appropriate method
L691[14:25:32] <ghz|afk> EntityLivings use the tavel(x,y,z) method
L692[14:27:02] <Intektor> hm ok, and my second problem is, I make them move on my block, and they move away, and as soon as they are gone new ones should be spawned, here is my code: https://pastebin.com/Sq7CbUhJ
L693[14:27:09] <Intektor> what is looks like http://i.imgur.com/zNOXxf7.png
L694[14:27:53] <Intektor> ghz|afk, but for some reason, although the items are like 10 blocks away, the entity list in my tile entitiy still says that the entity is still there
L695[14:28:49] <Intektor> I mean entitiesL and entitiesR
L696[14:28:55] * kashike stabs PaleoCrafter because of star imports
L697[14:29:02] <PaleoCrafter> I blame IDEA q.q
L698[14:29:23] <PaleoCrafter> I forced it to fix them the last few times round
L699[14:29:29] <kashike> your code style is to blame, not IDEA itself :P
L700[14:29:33] <PaleoCrafter> let me fix my code style xD
L701[14:30:38] * ghz|afk likes star imports
L702[14:31:55] <ghz|afk> if the time it takes the java compiler to resolve the imports when you import like java.lang.*; is longer than parsing two dozen import lines one after the other -- the issue is the compiler. XD
L703[14:31:57] <PaleoCrafter> did it ping you, kashike? :P
L704[14:32:17] <kashike> yes
L705[14:32:25] <PaleoCrafter> gewd
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L710[14:48:08] <c64cosmin> how do you consume one item from the players inventory?
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L713[14:50:54] <ghz|afk> c64cosmin: this is how I did it: https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/tape/ItemTape.java#L157
L714[14:51:34] <ghz|afk> oh hey
L715[14:51:38] <ghz|afk> there's a missing return; there
L716[14:51:47] <ghz|afk> if you have paper in the offhand slot, it will use two paper!
L717[14:51:48] <ghz|afk> ;P
L718[14:52:03] <c64cosmin> seems that I can use this in the block too...
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L720[14:55:13] <c64cosmin> thanks a lot, this solved it like this playerIn.inventory.setInventorySlotContents(playerIn.inventory.currentItem, ItemStack.EMPTY);
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L723[14:56:39] <ghz|afk> c64cosmin: that will remove an entire stack, not just one item
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L726[15:02:46] <c64cosmin> yes that is what I intended :D
L727[15:03:35] <c64cosmin> my item is max 1 stack
L728[15:04:49] <ghz|afk> the convention is to always reduce the stack by 1 first, and only set to empty if the stack became 0
L729[15:04:59] <ghz|afk> -- even if your item is supposed to be stackable only to 1
L730[15:19:22] <c64cosmin> this is quite pequliar, is there any reason for that?
L731[15:19:56] <ghz|afk> it's how Mojang does it
L732[15:20:20] <ghz|afk> reduce durability -> durability reached 0? -> reduce stack size -> stack size is 0? -> empty slot
L733[15:20:58] <c64cosmin> oh it's a matter of good practice, already added the grow(-1), thanks for the point...
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L735[15:21:58] <KnightMiner> You know, there is shrink(1)
L736[15:22:31] <KnightMiner> Though technically in 1.11 a stack size of 0 is an empty stack as a different object. Probably better on RAM to replace it, but gameplay wise it has no different function
L737[15:23:19] <ghz|afk> KnightMiner: yes but if you have a fake-empty stack
L738[15:23:21] <ghz|afk> and call grow(1)
L739[15:23:30] <ghz|afk> it goes back to being the old item
L740[15:23:35] <ghz|afk> while a true empty stack keeps being AIR
L741[15:23:35] <ghz|afk> ;P
L742[15:23:41] <KnightMiner> True
L743[15:23:52] <KnightMiner> But why would you call grow(1) on an empty stack intentionally?
L744[15:24:36] *** SatanicSanta is now known as Santa|afk
L745[15:24:36] <c64cosmin> creating a block in the world is done with setBlockState?
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L747[15:25:57] <KnightMiner_> Internet be weird, but what can I expect when I am simultaneously downloading Portal
L748[15:26:36] <ghz|afk> are your packets going through Portal
L749[15:26:40] <ghz|afk> and somewhere else?
L750[15:26:59] <ghz|afk> c64cosmin: tes, but
L751[15:27:08] <KnightMiner_> I don't know, I use the internet, and the internet comes
L752[15:27:08] <ghz|afk> while setBlockState will put the block in the world
L753[15:27:17] <ghz|afk> if you want to simulate a player placing the block
L754[15:27:21] <ghz|afk> there's a bit more that would need to be done
L755[15:27:34] <ghz|afk> check ItemBlock#onItemUse for details
L756[15:27:34] <risux> Do I need a custom blockstate in order to implement getCollisionBoundingBox()? Trying to modify the collision bounding box
L757[15:27:43] <ghz|afk> no
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L759[15:28:04] <KnightMiner_> Mojang marked a bunch of stuff deprecated without replacements being added
L760[15:28:08] *** KnightMiner_ is now known as KnightMiner
L761[15:28:20] <risux> So then half of these block methods are the only option to use?
L762[15:28:35] <KnightMiner> Its safe to override getCollisionBoundingBox() in blocks, just use the ones from IBlockState
L763[15:28:56] <risux> Okay, thanks
L764[15:28:57] <KnightMiner> Sometimes Forge marks them deprecated because it added a replacement, you have to check the javadocs
L765[15:31:56] <ghz|afk> ah yes
L766[15:31:59] <ghz|afk> the "deprecated"
L767[15:32:05] <ghz|afk> that just means "don't call from outside"
L768[15:32:38] <ghz|afk> since java doesn't have an "@Internal" annotation or anything like that
L769[15:32:42] <ghz|afk> they chose @Deprecated
L770[15:33:02] <ghz|afk> blame java's protected being stupid
L771[15:33:09] <ghz|afk> and allowing package access
L772[15:33:18] <ghz|afk> at my job
L773[15:33:23] <ghz|afk> if you use protected for what it's intended for
L774[15:33:39] <ghz|afk> someone inevitably says "I don't think protected does what you think it does"
L775[15:33:56] <ghz|afk> to which I have to answer "I know exactly what it does, but lacking a true protected, this is still better than 'public'."
L776[15:34:23] <ghz|afk> sorry I started ranting again ;p
L777[15:35:12] <c64cosmin> can a block be unbreakable when in one state but soft on other?
L778[15:36:48] <ghz|afk> setBlockUnbreakable does setBlockHardness(-1)
L779[15:36:56] <ghz|afk> so it means you can implement getBlockHardness
L780[15:37:00] <ghz|afk> to return -1 only in the unbreakable state
L781[15:37:49] <c64cosmin> thought that setBlockHardness would set that state for all BLocks, good thing there is a function
L782[15:38:10] <c64cosmin> Gigahertz with all the help you offered, you should go in the credits haha :D
L783[15:41:18] <KnightMiner> Well, technically setBlockHardness does, its just that getBlockHardness returns that value by default
L784[15:42:00] <ghz|afk> c64cosmin: i'd be in many credits at this point ;P
L785[15:42:30] <KnightMiner> KnightMiner's mod credits: ghz|afk talked while KnightMiner was on IRC
L786[15:43:03] <c64cosmin> well, you do in mine, anyhow it seems that getBlockHardness is deprecated...
L787[15:43:22] <KnightMiner> Yeah, outside you should call state.getHardness()
L788[15:43:45] <KnightMiner> Mojang wants to slowly switch to using BlockStates for everything and remove blocks IIRC
L789[15:46:26] <c64cosmin> so it's fine for now to use the getHardness
L790[15:46:42] <risux> Is there some new property that, even though the collision box of a block is null, adds some resistance to it like a liquid?
L791[15:46:49] <KnightMiner> Yep, unless it has "Forge, replaced with blah blah" overriding it is fine
L792[15:47:17] <KnightMiner> risux: yeah, though I have to double check the name
L793[15:48:17] <KnightMiner> Here it is, isEntityInsideMaterial
L794[15:48:18] <KnightMiner> https://github.com/SlimeKnights/TinkersConstruct/blob/master/src/main/java/slimeknights/tconstruct/gadgets/block/BlockSlimeChannel.java#L364
L795[15:48:38] <KnightMiner> Return true if the material is water, though you might want to do some checking as to where the entity is in your block
L796[15:49:13] <risux> Thanks :)
L797[15:52:45] <risux> Actually wait, this is to actually add resistance. I didnt mean I wanted to do that, I meant that the block I'm working with has a resistance to it even though the collision box is null. Like I can't actually walk through it.
L798[15:53:18] <KnightMiner> Come again?
L799[15:53:28] <risux> I'll reword
L800[15:53:28] <KnightMiner> You want to remove the resistance?
L801[15:53:31] <risux> Yeah
L802[15:53:40] <KnightMiner> Oh, your block must still claim its solid
L803[15:53:44] <risux> oh
L804[15:53:54] <KnightMiner> Again, let me double check the method name
L805[15:54:20] <KnightMiner> https://github.com/KnightMiner/Ceramics/blob/1.11/src/main/java/knightminer/ceramics/blocks/BlockBarrelBase.java#L60
L806[15:54:26] <KnightMiner> isPassible should be it
L807[15:57:43] <risux> Its still nearly impossible to walk through the block.
L808[15:57:55] <risux> I can slowly get through it, and then it just pushes me back out if I let off
L809[15:58:30] <KnightMiner> Hmm, try a few of those other methods. IsOpaqueCube for example
L810[15:58:42] <risux> I have that set false, thats just for rendering as far as I know
L811[15:58:47] <KnightMiner> isFullCube could be it too, Mojang has like 8 methods that should do the same thing...
L812[15:59:29] <risux> isFullCube, isFullBlock.... whats the difference. This is kinda ridiculous
L813[15:59:43] <KnightMiner> I know
L814[16:00:01] <KnightMiner> I know like half of them simply call isFullCube, it should be the main one for a lot of things
L815[16:00:15] <KnightMiner> I just have the three and its fine, isOpaque, isFill, and isPassable
L816[16:00:36] <Corosus> try all these, my block has zero collision but appears as a fully sized selectable block https://github.com/Corosauce/CoroUtil/blob/1.10.x_feature/src/main/java/CoroUtil/block/BlockRepairingBlock.java
L817[16:01:09] <KnightMiner> isFullCube seems to be the same thing you set there
L818[16:01:14] <risux> isFullCube let me through
L819[16:01:18] <KnightMiner> What is the point of this: https://github.com/Corosauce/CoroUtil/blob/1.10.x_feature/src/main/java/CoroUtil/block/BlockRepairingBlock.java#L55
L820[16:01:19] <risux> That should be renamed
L821[16:01:27] <KnightMiner> Yep, they all should
L822[16:01:44] <Corosus> KnightMiner, i probably was live debugging something and never ended up removing it
L823[16:01:45] <KnightMiner> I guess you can think of it as the block is not full, so I can walk inside it
L824[16:01:53] <KnightMiner> Makes sense
L825[16:02:51] <risux> Yeah but then what does isFullCube do? lmao
L826[16:03:11] <KnightMiner> That was isFullCube, is isFullBlock separate?
L827[16:03:20] <Corosus> the full purpose of them all has always been confusing as hell
L828[16:03:53] <Corosus> i couldnt explain it, i just tried shit till it worked when i made this, no pushout
L829[16:05:54] <risux> *sigh*
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L831[16:14:13] <Raycoms> Can someone tell me what I'm doing wrong:
L832[16:14:14] <Raycoms> https://pastebin.com/n2rss0NZ
L833[16:14:14] <Raycoms> https://pastebin.com/R7CuRHPD
L834[16:14:23] <Raycoms> it somehow can't find the blockstate
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L839[16:37:49] <PaleoCrafter> did you actually just come from the stream, Kolatra? :P
L840[16:38:04] ⇨ Joins: Hubry (~Hubry@pip9.t19.ds.pwr.wroc.pl)
L841[16:38:58] <capitalthree> stream?
L842[16:39:07] <PaleoCrafter> https://www.reddit.com/r/feedthebeast/comments/6kotn4/forge_core_mod_best_practices_livestream/
L843[16:39:26] <Hubry> the stream just ended, btw
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L845[16:39:48] <ghz|afk> yep
L846[16:39:54] <capitalthree> oh no!
L847[16:39:56] <ghz|afk> I was watching ;P
L848[16:39:57] <capitalthree> I will remain a shit modder
L849[16:40:05] <capitalthree> maybe next stream...
L850[16:40:10] <ghz|afk> it wasn't a modding stream
L851[16:40:10] <capitalthree> oh wait *core* mod
L852[16:40:12] <Hubry> there's always vods
L853[16:40:20] <capitalthree> I am afraid to make a core mod anyways, problem solved
L854[16:40:20] <ghz|afk> it was a best practices Q&A
L855[16:40:35] <PaleoCrafter> the only thing normal modders could take away probably was http://mcforge.readthedocs.io/en/latest/concepts/jarsigning/
L856[16:40:48] <PaleoCrafter> and apparently that needs an update because it mentions SHA-1
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L858[16:41:50] <Hubry> the ftb policy announcement is up
L859[16:42:42] <capitalthree> why is the jar signing page papered with warnings saying it's not secure?
L860[16:42:45] <masa> hmm, what exactly does that jar signing do without some external key repository to compare the key to?
L861[16:42:51] <quadraxis> should just link to the docs for keytool: http://docs.oracle.com/javase/8/docs/technotes/tools/windows/keytool.html
L862[16:43:01] <PaleoCrafter> nothing, really, masa
L863[16:43:08] <capitalthree> "Signatures are used as sanity checks, so that developers are able to check if they are running their own un-edited code."
L864[16:43:11] <capitalthree> how would this be an issue?
L865[16:43:26] <PaleoCrafter> the best we can do without an external authority is crosscheck signatures from different mods
L866[16:43:27] <masa> if 9minecraft want to add some malicious code, wouldn't they just sign their version with their own key and everything "seems fine" again according to Forge?
L867[16:43:29] <capitalthree> if I want to make sure I'm running my own code, I compile it and run that
L868[16:43:32] <capitalthree> >_>
L869[16:43:33] <PaleoCrafter> Forestry used to do that, for instance, iirc
L870[16:43:45] <capitalthree> forestry used to do a lot of things that aren't a great example :P
L871[16:45:17] <KnightMiner> Tinkers Construct does jar signing: https://github.com/SlimeKnights/TinkersConstruct#jar-signing
L872[16:45:38] <KnightMiner> No idea how (not in charge of the build process), or what we do with it, but it happens
L873[16:45:46] <quadraxis> also https forums aren't great: https://www.minecraftforge.net/forum/
L874[16:46:36] <ghz|afk> KnightMiner: forge has done signature checking for years
L875[16:46:40] <ghz|afk> so if someone edits the jar
L876[16:46:43] <ghz|afk> forge will complain in the logs
L877[16:47:01] <KnightMiner> So I guess that is just externally edited then, not someone built their own?
L878[16:47:07] <ghz|afk> yes
L879[16:47:20] <ghz|afk> someone opening the jar in winzip and dropping some extra files in it? signature won't match
L880[16:47:30] <ghz|afk> but if they build and self-sign their own, forge won't care
L881[16:47:34] <capitalthree> issued to mercurius.minecraftforge.net
L882[16:47:36] <masa> but if they just sign the jar with their own key... then everything seems fine?
L883[16:47:36] <capitalthree> that's pretty strange, yeah
L884[16:47:46] <ghz|afk> *currently*
L885[16:48:02] <capitalthree> yeah exactly
L886[16:48:13] <ghz|afk> Lex did mention the possibility in the future of having a similar good practices for non-core mods
L887[16:48:15] <capitalthree> I'll happily bother with jar signing when there's any ability to actually care about who the correct publisher is :P
L888[16:48:19] <ghz|afk> but yeah -- in the future
L889[16:48:32] <ghz|afk> that doesn't remove the fact it's good to sign the mods
L890[16:48:50] <capitalthree> well it would be good if it did anything xD
L891[16:48:58] <ghz|afk> it does
L892[16:49:05] <ghz|afk> it lets people manually verify the mod jar
L893[16:49:16] <masa> right...
L894[16:49:16] <ghz|afk> and see if the signature ID matches the expected one
L895[16:49:33] <PaleoCrafter> again, you could currently enforce this by checking your own mods' signatures from within others, the violation event is fired for all mods
L896[16:49:44] <masa> I guess I'll add signing to all my mods when I next build them
L897[16:49:46] <capitalthree> true. this could be a useful part of someone's CI or publishing automation or something
L898[16:49:57] <capitalthree> it doesn't really seem relevant once your mod is posted on curse though
L899[16:50:13] <ghz|afk> maybe not for YOU
L900[16:50:23] <ghz|afk> but it's something that only costs you a few minutes to set up
L901[16:50:30] <ghz|afk> and it opens up the doors for others to make use of the info
L902[16:50:52] <ghz|afk> and that's the whole point of it, so far as I understand the idea
L903[16:50:53] <capitalthree> I'm just not keen on half-measures
L904[16:51:04] <ghz|afk> look at it another way
L905[16:51:09] <TechnicianLP> the only thing stupid about jarsigning atm is that the forgeGradle task does not support a tsa ... which is why i built this: https://hastebin.com/ufewuzohat.gradle
L906[16:51:12] <ghz|afk> suppose you do sign your jar
L907[16:51:15] <ghz|afk> and next month
L908[16:51:25] <ghz|afk> forge adds non-coremod signature enforcement
L909[16:51:30] <ghz|afk> your jar would work
L910[16:51:32] <ghz|afk> mine wouldn't
L911[16:51:39] ⇦ Parts: JDLogic_ (~JDLogic_@cpe-76-174-210-17.socal.res.rr.com) ())
L912[16:51:44] <PaleoCrafter> there's a mod distribution platform in the works that will display some "verified" marker next to files that were uploaded with a known and trusted signature, similar to GPG signing with git
L913[16:52:03] <capitalthree> modistry?
L914[16:52:11] <masa> would it make sense to make a mod that could be configured by pack authors with the keys per modids...
L915[16:52:27] <masa> although when distributing through curse, the benefit would be fairly small I imagine
L916[16:52:35] <capitalthree> yeah fair enough
L917[16:52:42] <masa> other than hacked accounts and malware versions of mods, like TiC last year
L918[16:52:52] <manmaed> PaleoCrafter do you know what i need for jarsigning?
L919[16:52:55] <capitalthree> D:
L920[16:53:01] <capitalthree> you're not talking about my TiC fork I hope!
L921[16:53:05] <ghz|afk> manmaed: 2 lines in your buildscript, and a signature file
L922[16:53:22] <ghz|afk> http://mcforge.readthedocs.io/en/latest/concepts/jarsigning/
L923[16:53:29] <capitalthree> I forked TiC last year, but it's not malware, unless you consider making it so tools can burn in lava to be malware :P
L924[16:53:50] <ghz|afk> no
L925[16:53:55] <ghz|afk> tic's curse account was hacked
L926[16:54:00] <ghz|afk> and malware jars were uploaded to it
L927[16:54:25] <manmaed> i read that i dont know what to put for keyStore, alias, storePass and keyPass
L928[16:54:28] <Hubry> that wasn't even a mod jar though right? forge didn't touch it, you had to run it yourself
L929[16:54:28] <masa> capitalthree: no :D I mean the time when mDiyo's account got compromiosed, and a malware version of TiC got uploaded (and approved by CF too!)
L930[16:54:47] <ghz|afk> Hubry: I didn't dig that deeply into it
L931[16:55:11] <KnightMiner> TiC does not have a curse account, just one author got hacked :P
L932[16:55:11] <ghz|afk> manmaed: that's the things you used in keytool, to generate the signature file
L933[16:55:12] <masa> nope, it wasn't a mod, you had to manually run it
L934[16:55:22] <manmaed> i have a jks file
L935[16:55:34] <capitalthree> masa: well damn that's pretty crappy
L936[16:55:40] <ghz|afk> so that jks file, has a certificate in it
L937[16:55:42] <masa> I still have that compromised file laying around...
L938[16:55:44] <capitalthree> masa: and I always assumed anything gets "approved" by CF
L939[16:56:02] <ghz|afk> keyStore = the jks file
L940[16:56:07] <KnightMiner> I think their approval process is based on how trustworthy you are
L941[16:56:09] <capitalthree> although that's kinda hilarious. if someone was going to bother to go to the trouble of replacing a minecraft mod with malware, it's really not hard to make your malware load as a minecraft mod
L942[16:56:10] <ghz|afk> alias = the name of the certificate within the jks file
L943[16:56:19] <capitalthree> and it could be a polyglot naughty jar that loads as a mod *or* directly executes
L944[16:56:19] <ghz|afk> storePass = the master passwordof the jks file
L945[16:56:23] <KnightMiner> For example, mDiyo has 20 million downloaads on a project, so they probably trust things he uploads
L946[16:56:24] <ghz|afk> keyPass = the password of the certificate
L947[16:56:29] <capitalthree> maybe I shouldn't give people ideas
L948[16:57:08] <capitalthree> anyways the problem is still that the jarsigning page says "Once again keep in mind that this system is not intended to be a security measure. With enough malicious intend it can be circumvented." For all this talk about security needs, it's claiming not to offer any security.
L949[16:57:09] <KnightMiner> preInit(MaliciousCode.main())
L950[16:57:14] <KnightMiner> Not like its hard to do
L951[16:57:18] <capitalthree> yep
L952[16:57:44] <TechnicianLP> the only thing that bother me about the signing thing is: we need some way to say "hey im <name> and these are my cert.-fingerprints" (because selfsigned is a bit stupid in that sense ... (in the TiC example it could have just been signed with a different key ...))
L953[16:57:45] <capitalthree> so how do we know jarsigning is relevant to the mDiyo situation if the forge team is insisting that it can be circumvented?
L954[16:57:58] <ghz|afk> TechnicianLP: that's why they want to set up a place to do that
L955[16:58:10] <ghz|afk> some "authority" to validate your identity
L956[16:58:21] <ghz|afk> and tell people what your fingerprint should be
L957[16:58:31] <ghz|afk> it's in the talks
L958[16:58:33] <ghz|afk> but nothing confirmed
L959[16:59:22] <Lumien> I feel like the main thing from the guidelines is the visible source thing anyway
L960[16:59:26] <TechnicianLP> thats one thing ... (but forge should check that (and warn the user if it isnt there)
L961[16:59:56] <ghz|afk> that's not forge's reposnsibility
L962[17:00:03] <KnightMiner> Visible source is the main thing that I want anyways
L963[17:00:12] <LexMobile> Mornin guys
L964[17:00:17] <KnightMiner> Its impossible to tell how some modd is breaking stuff when we cannot even see what they are doing
L965[17:00:19] <manmaed> ghz how do i find the certificate name
L966[17:00:20] <KnightMiner> Morning
L967[17:00:25] <KnightMiner> Well, more evening for me
L968[17:00:27] <capitalthree> oh visible source is a requirement for coremods now, huh? that's neat
L969[17:00:33] <ghz|afk> manmaed: YOU ran keytool to generate the jks, you typed that name in
L970[17:00:41] <capitalthree> I want the whole minecraft community to go open source
L971[17:00:42] <ghz|afk> it's your jks, so your should know it
L972[17:00:53] <capitalthree> very little makes me facepalm harder than a minecraft modder who has closed source mods and has a patreon xD
L973[17:00:54] <manmaed> a real name and an org
L974[17:01:03] <LexMobile> Is there any actual questions I need to answer right now?
L975[17:01:03] <c64cosmin> what is the moment when a block is destroyed, either by a player either by a explosion or the creative destruction?
L976[17:01:22] <ghz|afk> capitalthree: it's a best practice, not requirement
L977[17:01:27] <KnightMiner> Lex: people were asking about jar signing, not sure if anyone had specific questions
L978[17:01:34] <capitalthree> LexMobile: I'm really curious if you know, why are there the "this can be circumvented, this is not a security measure" warnings on the page about jar signing? is that going to be removed later when the system is better proven?
L979[17:01:47] <LexMobile> No
L980[17:02:02] <ghz|afk> capitalthree: remember Windows Vista and the driver signing?
L981[17:02:03] <LexMobile> Its there specifrically for the asshats who think I dont know anything about security.
L982[17:02:04] <capitalthree> so it's never expected to be an actual secure feature?
L983[17:02:15] <ghz|afk> and how people were annoyed because windows wouldn't load drivers if they weren't signed by microsoft?
L984[17:02:17] <LexMobile> Its NOT inteded to be a SECURITY feature
L985[17:02:21] <LexMobile> its meant as a trust feature
L986[17:02:28] <ghz|afk> THAT is what is required to enforce it
L987[17:02:30] <PaleoCrafter> Not really regarding this thing, but does the dep extraction thing need any changes from your side, I'd go to sleep now otherwise :D
L988[17:02:31] <ghz|afk> that level of annoyance
L989[17:02:36] <ghz|afk> so forge won't do that
L990[17:02:44] <LexMobile> go to sleep i will look at it eventually
L991[17:02:49] <LexMobile> need to talk to DB and cpw about it
L992[17:03:17] <PaleoCrafter> okay, great. I've used the LZMA lib as reference for now, fyi
L993[17:03:19] <capitalthree> ok let me try to be more clear in my question
L994[17:03:44] <capitalthree> LexMobile: is it suspected that these signatures could be forged, to that jars could be maliciously tampered while preserving someone else's signature? or are you calling it insecure for other reasons?
L995[17:04:17] <LexMobile> if a modder does it right the forging isnt a real issue
L996[17:04:32] <TechnicianLP> if there will be a community thingy for verifying signatures - will forge care about it? (or would the enduser (who has no clue and will always hit yes) have to care and compare the cert-fingerprint?)
L997[17:04:35] <LexMobile> but SHA1 is broken so if someone wants to they COULD make a SHA1 forged key fairly easily
L998[17:04:45] ⇨ Joins: darknsided (~darknside@46.72.241.190)
L999[17:04:46] <LexMobile> That combined witht eh fact that there is no central revocation list
L1000[17:04:47] <darknsided> hello
L1001[17:04:55] <LexMobile> Makes this nowhere near a security system.
L1002[17:04:55] <capitalthree> oh right sha1 o_o why is it using sha1 then?
L1003[17:05:01] <darknsided> Hello guys
L1004[17:05:02] <LexMobile> But signatures for the basic sense that they are are fine.
L1005[17:05:04] <ghz|afk> hello
L1006[17:05:13] <LexMobile> it uses whatever algo you tell it to
L1007[17:05:15] <darknsided> How to change spawn mobs?
L1008[17:05:21] <capitalthree> ahh ok
L1009[17:05:30] <capitalthree> thanks Lex
L1010[17:05:44] <c64cosmin> Google prooved recently how to forge a checksum
L1011[17:05:55] <ghz|afk> darknsided: your mob, or vanilla, or what?
L1012[17:06:01] <LexMobile> I just want to make this completly clear this WAS NEVER intended as SECURITY system. My 18 years of security work wouldn't let me even THINK of this as SECURITY system.
L1013[17:06:10] <LexMobile> This is just a identification system as cpw said
L1014[17:06:38] <darknsided> I have a server with mods on Forge
L1015[17:06:43] <capitalthree> I was just wondering because despite those warnings, everyone here was happily cooking up security-sensitive use cases for it
L1016[17:06:50] <capitalthree> like preventing malicious builds from being uploaded to curse
L1017[17:06:58] <LexMobile> Mainly, The warning in his post is because people think they know better then i do about security and I want to make it VARY clear thats NOT what this is.
L1018[17:07:09] <LexMobile> ya ther eis nothing to stop that
L1019[17:07:13] <capitalthree> so basically it's defensive because people harass you a lot? :(
L1020[17:07:16] <LexMobile> A trusted author can betray your trust
L1021[17:07:24] ⇨ Joins: Meronat (uid190493@id-190493.highgate.irccloud.com)
L1022[17:07:25] <capitalthree> oh well of course
L1023[17:07:29] <LexMobile> There is LITERALLY nothign we can do to stop that
L1024[17:07:34] <darknsided> stop flood
L1025[17:07:44] <capitalthree> when I think about the security of a signing system, I am just thinking about whether an *untrusted* author can betray your trust for a trusted author
L1026[17:08:12] <LexMobile> Seince there is no central authroity, yes there is a chance of spoofing if modders do their keys wrong.
L1027[17:08:29] <LexMobile> But i dont ahve the manpower to run a central auth so this is just what we got to do.
L1028[17:08:41] <LexMobile> But as it sits its a million times better then what we have right now.
L1029[17:08:58] <capitalthree> ok. but this can still be a secure way for a modding team to, eg, verify builds for their own internal automated publishing platform, if they keep their keys properly secured?
L1030[17:09:00] <LexMobile> As it would require actual work for the spoofer. Instead of the 0 work it is now.
L1031[17:09:06] <darknsided> How to change spawn mobs?
L1032[17:09:11] <KnightMiner> So I assume the idea is instead of anyone can make a fake build, it takes a bit of work to make a fake build?
L1033[17:09:22] <ghz|afk> darknsided: I don't know what you want to change
L1034[17:09:26] <LexMobile> Get a mod that changes the spawns.
L1035[17:09:36] <LexMobile> Ya sorta Knight.
L1036[17:09:47] <ghz|afk> darknsided: maybe you want this? https://minecraft.curseforge.com/projects/in-control?gameCategorySlug=mc-mods&projectID=257356
L1037[17:09:49] <capitalthree> I don't think it would be much work
L1038[17:10:05] <LexMobile> We have sights out there right now that distribute modified/compleetly different jar files under the names of certian popular mods.
L1039[17:10:20] <capitalthree> yeah I hate those sites
L1040[17:10:26] <LexMobile> I know of atleast 3 that make tons of money by shipping 'Minecraft Mods' which are just trojan installers.
L1041[17:10:30] <LexMobile> This is to help that.
L1042[17:10:47] <capitalthree> I run a minecraft server and every day my dumbass players are like "hey look this mod I want is available for 1.11.2!" and I have to tell them "oh yeah? find it on a real website then"
L1043[17:10:57] <LexMobile> mm
L1044[17:11:03] <LexMobile> Anyways, beyond signing anything else?
L1045[17:11:23] <darknsided> I would like to change the number of emerging mobs on the Forge server
L1046[17:11:26] <darknsided> ghz|afk
L1047[17:11:43] <darknsided> Why should I look at mods?
L1048[17:11:48] <capitalthree> I mean I could ask my modding question of the moment... how do I check if it's legal to place a block (as in won't create illegal triple chests or whatever), but without protecting entities (still want to be able to fill up spaces and suffocate them)?
L1049[17:12:00] <ghz|afk> darknsided: because forge doesn't have that directly.
L1050[17:12:05] <ghz|afk> you need a mod to change that
L1051[17:12:09] <Hubry> darknsided: and you got linked a mod that has one purpose - modifying mob spawns
L1052[17:12:10] <ghz|afk> so you should search for mods
L1053[17:12:32] <ghz|afk> I don't know if the one I linked can change the frequency of the mobs
L1054[17:12:36] <TechnicianLP> the mod-maven-thingy - will it support regular maven dependencies? (non-mods)(i guess that will be up to the launchers creating the maven anyways ...)
L1055[17:12:39] <ghz|afk> I just gave you one link
L1056[17:12:45] <capitalthree> In Control looks pretty good and McJty is reputable. darknsided I'm not sure what the problem is, go click ghz|afk's link
L1057[17:12:45] <ghz|afk> you can search for mode
L1058[17:12:57] ⇦ Quits: airbreather (~airbreath@d149-67-99-43.nap.wideopenwest.com) (Read error: Connection reset by peer)
L1059[17:13:05] <darknsided> I have version 1.7.10
L1060[17:13:19] <ghz|afk> well then look for 1.7.10 mods
L1061[17:13:37] <ghz|afk> we are not here to google for you
L1062[17:13:41] <darknsided> nice help
L1063[17:13:42] <darknsided> man
L1064[17:13:43] <darknsided> !
L1065[17:13:44] <PaleoCrafter> TechnicianLP, it does
L1066[17:13:44] <darknsided> :D
L1067[17:13:53] <masa> capitalthree: maybe look at World#mayPlace() and what it calls?
L1068[17:14:00] <darknsided> delete channel
L1069[17:14:02] <darknsided> please
L1070[17:14:05] <darknsided> no help
L1071[17:14:08] <masa> just take out the check for collidinh entity AABBs
L1072[17:14:10] <ghz|afk> thisis a MODDING channel
L1073[17:14:13] <ghz|afk> not a mod-users channel
L1074[17:14:23] <capitalthree> masa: ahh good idea, I did look at that, I could just copy the code and edit it
L1075[17:14:24] <PaleoCrafter> FML will load anything on the list onto the classpath
L1076[17:14:26] <capitalthree> thanks
L1077[17:14:34] <LexMobile> When it comes to the maven stuff
L1078[17:14:37] <LexMobile> Maven is just maven
L1079[17:14:44] <LexMobile> It doesnt spoecifically need to be a @Mod.
L1080[17:14:53] <capitalthree> hey lex wanna hear about the wacky fun mod feature I made last night?
L1081[17:15:01] <LexMobile> As long as we know 'I want this jar to be included in the classpath/as a mod'
L1082[17:15:04] <capitalthree> volatile items... dropped blocks that are about to despawn place themselves in-world instead
L1083[17:15:37] <Hubry> how does it handle stacks?
L1084[17:15:48] ⇦ Parts: darknsided (~darknside@46.72.241.190) ())
L1085[17:15:55] <LexMobile> Just what I thought, drop something and 5 mins later POOF moutain
L1086[17:16:00] <capitalthree> oh, it handles stacks wonderfully. it places one block, then splits the stack into up to 3 stacks that fly off in random directions
L1087[17:16:17] <capitalthree> yeah exactly. mountains, filled in rivers and holes, etc
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L1089[17:16:24] <capitalthree> it's as hilarious as I fantasized it would be when I had the idea
L1090[17:16:25] <Hubry> put it on curse and post on reddit for karma :P
L1091[17:16:51] <capitalthree> LexMobile: also it was an addon feature to my despawn timer tweak mod. usually I use it to turn despawn timers way up, but for use with this feature it would probably be more fun to turn the timers way down >:)
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L1093[17:17:14] <capitalthree> Hubry: I will post it today. just need a bit more polish
L1094[17:17:18] <KnightMiner> Set it to 5 seconds
L1095[17:17:23] <capitalthree> I still have no legality checking, if you drop a pile of chests you get highly illegal results :P
L1096[17:17:31] <KnightMiner> Drop a stack of stone, mountain for you
L1097[17:17:49] <KnightMiner> Chests don't exactly like that :P
L1098[17:17:55] <capitalthree> also part of this is, if you are digging a tunnel and your inventory fills up, you better not stop digging
L1099[17:18:04] <capitalthree> or the earth will catch up and suffocate you as the tunnel fills in!
L1100[17:18:09] <Hubry> ...I think the tunnel part is the best one
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L1102[17:18:30] <Hubry> make it configurable, pack makers will love it
L1103[17:18:52] <capitalthree> yeah. it's already a modpack dev oriented mod, I'm a packer myself and I make itch-scratch-ware mods
L1104[17:18:58] <capitalthree> (my other mod is a server backup mod)
L1105[17:18:59] <TechnicianLP> i think you should probably not do it for tileentites anyways ...
L1106[17:19:05] <capitalthree> this feature I'm adding is just-for-fun and is off by default
L1107[17:19:16] <capitalthree> what kinda configuration options do you have in mind?
L1108[17:19:39] <TechnicianLP> white/blacklist of block(states) could be cool
L1109[17:19:46] <Hubry> well, time to placing is a no-brainer
L1110[17:20:10] <capitalthree> Hubry: the mod is already for configuring the dropped item despawn timers, so that's in place
L1111[17:20:36] <capitalthree> https://minecraft.curseforge.com/projects/lingering-loot
L1112[17:20:50] <capitalthree> it's just the new silly feature, which I call "hardcore mode," that isn't yet on curse
L1113[17:20:51] <KnightMiner> If it fails to place, does it just linger until it finds a spot?
L1114[17:21:06] <KnightMiner> I can imagine situations where a partial block lets it sit there without placing
L1115[17:21:07] <capitalthree> I'm gonna make it just lose the block if it fails to place in its current location
L1116[17:21:23] <capitalthree> it will still fragment and launch the rest of the stack away and potentially place other blocks
L1117[17:21:29] <Hubry> hmmm.. this mod makes me think of something I wanted once
L1118[17:21:34] <capitalthree> but that guarantees that dropped stack sizes eventually go to 0
L1119[17:21:35] <KnightMiner> I have seen the occasional mod that does with with saplings by the way, just never all blocks
L1120[17:21:45] <capitalthree> do saplings count as ItemBlock?
L1121[17:21:51] <KnightMiner> Should
L1122[17:22:00] <capitalthree> if so, then they should work out of the box with hardcore mode as currently implemented
L1123[17:22:11] <capitalthree> but I do want to come up with functionality for other items, eg, arrows will just shoot themselves in random directions
L1124[17:22:21] <KnightMiner> OR seeds to plant themselves?
L1125[17:22:34] <KnightMiner> Bonemeal use itself on grass/crops
L1126[17:22:35] <capitalthree> yeah basically it's gonna be whatever I can come up with. you leave your toys out, crazy shit happens.
L1127[17:22:41] <capitalthree> tools will start digging through the floor
L1128[17:23:00] <Hubry> ouch, player deaths will hurt if you aren't using gravemods
L1129[17:23:03] <KnightMiner> But couldn't I just leave a few pickaxes to make a quarry then?
L1130[17:23:18] <Hubry> the quarry will fill itself :P
L1131[17:23:19] <KnightMiner> I mean, I guess it will start to fill itself in if I wait too long
L1132[17:23:24] <KnightMiner> Yeah
L1133[17:23:48] <capitalthree> Hubry: btw lingering loot's default config sets a 1 hour despawn timer on items dropped by player death
L1134[17:24:03] <capitalthree> but of course, if someone wants to use hardcore mode they are also encouraged to lower the despawn timers in general
L1135[17:24:04] <Hubry> capitalthree: I wanted to mention that, I think I need your mod
L1136[17:24:09] <Hubry> I don't really like the grave mods
L1137[17:24:12] <capitalthree> Hubry: I just linked it above
L1138[17:24:19] <Hubry> I know :P
L1139[17:24:19] <KnightMiner> I found a pretty cool one called Souls
L1140[17:24:27] <KnightMiner> Instead of a grave block, its a monster
L1141[17:24:28] <capitalthree> I like grave mods but I like it when you have to actually craft a grave and carry it in your inventory
L1142[17:24:32] <capitalthree> not just free graves for all
L1143[17:24:55] <capitalthree> unascribed made a feature called Spirit Graves, that is an entity, like what KnightMiner describes maybe (you don't have to fight it though)
L1144[17:25:05] <KnightMiner> You actually have to fight your grave to get stuff back, and if you die to lava/the void it will probably die
L1145[17:25:10] <capitalthree> and I am working on adding a crafting recipe and making it require an item, before I deploy it on my server
L1146[17:25:31] <KnightMiner> https://minecraft.curseforge.com/projects/souls
L1147[17:25:35] <KnightMiner> Thats the one I use right now
L1148[17:25:39] <capitalthree> and bcak in the 1.7.10 days I made a PR to OpenBlocks to add a config option for requiring a grave in your inventory
L1149[17:25:44] <capitalthree> (OpenBlocks had a graves feature)
L1150[17:25:52] <KnightMiner> Yep
L1151[17:26:09] <KnightMiner> Gravestone Mod is a pretty good replacement for the openblocks one if you want the simple style
L1152[17:26:29] <KnightMiner> https://minecraft.curseforge.com/projects/gravestone-mod
L1153[17:26:41] <KnightMiner> Never been a fan of anything more complex than that
L1154[17:26:48] <capitalthree> souls is an interesting idea
L1155[17:27:05] <ghz|afk> same
L1156[17:27:06] <capitalthree> the problem is so many of these mods are closed source
L1157[17:27:07] <ghz|afk> there was a modpack
L1158[17:27:11] <ghz|afk> that had corpses in it
L1159[17:27:16] <KnightMiner> Combined with me using Antique Atlas for my Minimap, its pretty fun
L1160[17:27:22] <ghz|afk> and if those corpses were dragged into lava or something, you'd lose the items
L1161[17:27:27] <ghz|afk> I was like "wtf do not want."
L1162[17:27:28] <capitalthree> so eg, gravestone-mod is worthless to me because I can't make the edit I made to OpenBlocks
L1163[17:27:53] <KnightMiner> Should be able to do that with souls if you wish, throw in some item to do that
L1164[17:28:10] <capitalthree> unascribed made an unpublished tweaks mod that is kind of a grab bag of cool stuff, including spirit graves and also other stuff
L1165[17:28:11] <KnightMiner> I also have a backpack mod that drops on death instead of spilling out
L1166[17:28:24] <capitalthree> and I have been finding it highly tempting to try to pull some of the functionality out into standalone mods and publish them
L1167[17:28:28] <capitalthree> (he told me he doesn't mind)
L1168[17:28:32] <KnightMiner> I want to make one of those grab bag mods one day :P
L1169[17:28:55] <KnightMiner> Its half random ideas that are too small for their own mod
L1170[17:29:02] <capitalthree> I still feel like such a noob compared to most modders, I have 2 original mods that are pretty tiny, and I jack other people's mods just to make small tweaks
L1171[17:29:09] <capitalthree> but when I see the size of other people's code I am flummoxed
L1172[17:29:31] <KnightMiner> I somehow managed to join Tinkers despite having next to no experience, just do what I did :P
L1173[17:29:41] <capitalthree> back in the day I also published a fork of tinker's construct called tinkered constructor, with some balance tweaks, because they were refusing all my PRs
L1174[17:29:52] <Hubry> And I'm not a modder at all. What I'm even doing here.
L1175[17:30:01] <KnightMiner> Well, the indestructable items was a core of the mod
L1176[17:30:03] <capitalthree> I mean they were balance tweak that apparently the tinker's construct devs thought were stupid, but they were all offered as config options
L1177[17:30:16] <KnightMiner> /o\
L1178[17:30:18] <capitalthree> hehe I guess so but it's not how I wish to play it :P I find it too silly
L1179[17:30:43] <KnightMiner> If I recall, wern;t those PRs near the end of 1.7?
L1180[17:30:46] <ghz|afk> I wanted to make a mod
L1181[17:30:49] <ghz|afk> where if a player dies
L1182[17:30:52] <KnightMiner> I think they were just done with builds
L1183[17:30:54] <ghz|afk> a corpse remains of that player
L1184[17:30:58] <ghz|afk> including all experience and such
L1185[17:30:59] <ghz|afk> and
L1186[17:31:06] <capitalthree> KnightMiner: yeah you're correct, that was part of the reason given, and then I was also told that they didn't like my ideas
L1187[17:31:11] <ghz|afk> you have to walk as a ghost to get back to it
L1188[17:31:24] <ghz|afk> or respawn at your bed but you lose all that experience and have to walk back manually
L1189[17:31:35] <KnightMiner> What was there besides tools not being invincible?
L1190[17:31:40] <capitalthree> KnightMiner: but at some point I'll try the same thing with modern TiC. Like before, I'll PR it as config options that default to changing nothing, and then if I get rejected again, I'll publish the fork again for newer versions
L1191[17:31:41] <ghz|afk> and it would have allowed someone to use a resurrection spell
L1192[17:31:46] <ghz|afk> that teleports you to your corpse
L1193[17:31:54] <capitalthree> lemme look it up, I had a list of my changes on my curse page
L1194[17:32:06] <ghz|afk> basically MMO-style death
L1195[17:32:07] <ghz|afk> ;p
L1196[17:32:19] <capitalthree> KnightMiner: by the way, I'm not questioning the team's right to reject PRs they don't care about, of course
L1197[17:32:22] <KnightMiner> You might be able to make an addon instead, I'm sure if you suggest adding hooks if the feature is rejected it is more likely to be accepted
L1198[17:32:25] <capitalthree> it would just be convenient
L1199[17:32:39] <capitalthree> adding hooks?
L1200[17:32:40] <KnightMiner> Yeah, I know
L1201[17:32:51] <KnightMiner> Well, what specific tweaks do you have in mind?
L1202[17:33:09] <capitalthree> so in tinkered constructor, the 3 new options added (and enabled by default, since I assume if someone was going out of their way to download my version of the mod they wanted my changes),
L1203[17:33:15] <capitalthree> vulnerable tools like you remember,
L1204[17:33:23] <capitalthree> life canisters drop on death like any other loot,
L1205[17:33:28] <KnightMiner> Item despawn might be hard to change with an addon due to how events work (you could probably uncancel the event with a low priority)
L1206[17:33:33] <capitalthree> and 3x damage from dagger when thrown
L1207[17:33:37] <capitalthree> the latter two are not relevant to modern TCon I think
L1208[17:33:49] <KnightMiner> Life canisters always dropped on death I thought, but they are gone now
L1209[17:33:51] <capitalthree> I did the 3x damage thing because the dagger otherwise seemed pretty useless to throw
L1210[17:33:56] <capitalthree> KnightMiner: nope you used to respawn with them
L1211[17:34:00] <KnightMiner> Dagger is on the todo list
L1212[17:34:12] <capitalthree> which is hilarious because tcon had *other* options enabled by default to fuck with vanilla respawn mechanics in the direction of making things harder
L1213[17:34:16] <capitalthree> oh cool :D
L1214[17:34:26] <KnightMiner> It will be properly balanced when added, I'll make sure of it
L1215[17:34:28] <capitalthree> do you think the team would consider making the dagger have buffed damage when thrown?
L1216[17:34:31] <capitalthree> ok cool!
L1217[17:34:40] <KnightMiner> Not even sure it will still have throwing
L1218[17:34:43] <capitalthree> after all I don't fork tcon to be a butt, I just wanted what I wanted :P
L1219[17:34:47] <KnightMiner> boni wants all the tools to be unique
L1220[17:34:55] <capitalthree> it's always easier if we can, like you say, have one tcon, and maybe an addon mod if it's possible to do stuff that way
L1221[17:35:22] <capitalthree> making dropped tools vulnerable is hard to do with an addon
L1222[17:35:30] <capitalthree> isn't a melee weapon that is also thrown, unique?
L1223[17:35:53] <PaleoCrafter> https://docs.google.com/spreadsheets/d/1cd9aGYzrT1Q0NZYmbwbP78y5UT-xhmtaX3QsomsgiSk welp, added some license data
L1224[17:35:56] <KnightMiner> Not right now, but projectiles have always been weird
L1225[17:36:06] <Hubry> can't you bash people with crossbows in TiC or did that change for TiC2
L1226[17:36:09] <KnightMiner> So there is a chance the dagger will keep being thrown, or maybe javelins
L1227[17:36:41] <capitalthree> I really hope so, I actually found the dagger fairly fun in my fork
L1228[17:38:10] ⇨ Joins: KnightMiner_ (~KnightMin@adsl-76-202-214-234.dsl.emhril.sbcglobal.net)
L1229[17:39:11] <KnightMiner_> (this is why I prefer discord)
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L1231[17:40:02] *** KnightMiner_ is now known as KnightMiner
L1232[17:40:05] <capitalthree> KnightMiner: btw if you're curious, since I was publishing a fork anyways I also changed a few defaults as per my balance preferences... reduced slime island frequency some, disable keep hunger on death, disable keep levels on death, and disable all oreberry generation
L1233[17:40:25] <KnightMiner> We all agree oreberries are OP
L1234[17:40:27] <capitalthree> the funny thing is just making a few tweaks and republishing TiC got me far more downloads than both my original mods D:
L1235[17:40:32] <KnightMiner> Thats why we never brought them back
L1236[17:40:41] <capitalthree> not only OP but just bad gameplay
L1237[17:40:44] <capitalthree> ore is not supposed to be renewable
L1238[17:40:54] <KnightMiner> I just remade the clay buckets from Iguana's and I got a ton of downloads
L1239[17:41:03] <KnightMiner> Just find something from 1.7 like that :P
L1240[17:41:09] <capitalthree> is iguana's the one that makes tinker tools level up?
L1241[17:41:10] <Hubry> Ceramics, isn't that that?
L1242[17:41:15] <capitalthree> that kind of stuff drives me nuts xD
L1243[17:41:26] <KnightMiner> Yep, leveling up is Iguanas, now its own mod
L1244[17:41:34] <KnightMiner> Bucket got lost, so yeah, Ceramics is what I made
L1245[17:42:14] <KnightMiner> Still missing the vanilla tool blocking, but not sure if that will be brought back in any way
L1246[17:42:41] <capitalthree> ahh that's something I am not keen on xD
L1247[17:42:44] <KnightMiner> But anyways, no more hunger on death, no more levels on death
L1248[17:42:55] <capitalthree> I mean you can probably guess, since some of my tweaks are just to make tcon tools less dominant over other tools
L1249[17:43:04] <KnightMiner> Slime islands is a config, no real reason to form for that
L1250[17:43:18] <capitalthree> KnightMiner: yeah messing with vanilla respawn mechanics was always a very strange default setting for a content mod
L1251[17:43:26] <KnightMiner> Yeah, part of the issue in TiC 2 is less its more powerful, just more intersting
L1252[17:43:33] <KnightMiner> Its like its bad for being too good :P
L1253[17:43:34] <capitalthree> and yeah like I said, I changed defaults in my fork because I had to publish the fork anyways so why not
L1254[17:43:44] <capitalthree> but I'm gonna see if I can do whatever I want without forking first
L1255[17:43:58] <capitalthree> I mean first I try configuration, then I try tweaking with another mod, then I try PR, and fork is last :P
L1256[17:44:00] <KnightMiner> mDiyo originally just threw a bunch of random features in the mod
L1257[17:44:07] <KnightMiner> It was not even Tinkers Construct at first
L1258[17:44:42] <KnightMiner> And we generally have configs for anythign that might be a balance concern, for example making obsidian in the smeltery
L1259[17:45:02] <KnightMiner> Invincible tools is not, but thats something to ask about on the IRC channel or in an issue
L1260[17:45:44] <capitalthree> yeah that's something I find strange to not have a config option for, just because it would be so easy
L1261[17:45:57] <capitalthree> I can't imagine a risk of losing tools ruins the entire point of the mod
L1262[17:46:14] <KnightMiner> Its all in here: https://github.com/SlimeKnights/TinkersConstruct/blob/master/src/main/java/slimeknights/tconstruct/library/tinkering/IndestructibleEntityItem.java
L1263[17:46:22] <capitalthree> if anything it makes you take your tools more seriously.
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L1266[17:46:30] <capitalthree> maybe I shouldn't bring my best upgraded pickaxe into the roguelike dungeon.
L1267[17:46:31] <KnightMiner> Most of it would just be replacing true with Config.blah
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L1269[17:46:48] <capitalthree> KnightMiner: yeah, I know, my PR for that was dead simple :P
L1270[17:47:09] <capitalthree> also yeah making obsidian in the smeltery *is* pretty unbalanced
L1271[17:47:17] <capitalthree> I just did it on my 1.11.2 server. soooo much obsidians
L1272[17:47:32] <capitalthree> is that configurable?
L1273[17:48:09] <KnightMiner> I mean, you don't get any more than from lava normally
L1274[17:48:09] <KnightMiner> ITs just easier
L1275[17:49:13] <KnightMiner> Rate, no, feature, es
L1276[17:49:44] <KnightMiner> *yes
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L1279[17:52:34] <capitalthree> KnightMiner: yeah. well I mean, the thing is I also have buildcraft :P
L1280[17:52:56] <capitalthree> so I was able to pump lava directly into a smeltery while alloying it and pumping back out into casting tables while I sit on my hands
L1281[17:53:01] <capitalthree> er basins
L1282[17:53:27] <capitalthree> I will admit that nothing is fast or convenient in TiC until you have a mod that can move fluids xD
L1283[17:53:47] <TechnicianLP> it also allows for obsidian without having a diamond pickaxe (sequence breaking ...)
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L1287[18:00:43] <Raycoms> Anyone can help me with blockstates?
L1288[18:00:46] <Raycoms> https://pastebin.com/n2rss0NZ
L1289[18:00:49] <Raycoms> https://pastebin.com/R7CuRHPD
L1290[18:00:56] <Raycoms> For some reason its not working out
L1291[18:02:26] <KnightMiner> That is definately not how you do a blockstate
L1292[18:02:38] <KnightMiner> Each variant is is own root tag, they are not nested
L1293[18:02:47] <KnightMiner> And you need the forge marker at the top
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L1295[18:03:08] <KnightMiner> https://mcforge.readthedocs.io/en/latest/blockstates/forgeBlockstates/
L1296[18:03:54] <KnightMiner> So facing will apply a rotation, and whatever your variant tag is will provide the model
L1297[18:05:40] <capitalthree> hey speaking of blockstates and rotations, right now my mod, for placing blocks, just does this: world.setBlockState(pos, type.block.blockState.baseState)
L1298[18:05:54] <capitalthree> but is there a way to get a distribution of "reasonable" states, besides just baseState?
L1299[18:07:02] <KnightMiner> Probably want a getStateFromMeta call in there
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L1301[18:08:01] <KnightMiner> Hard to tell on a per block basis
L1302[18:08:21] <KnightMiner> In Tinkers, you can ask for our variant property for the decorative blocks, but that only applies to Tinkers
L1303[18:08:26] <KnightMiner> Chisel has a similar one
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L1307[18:14:30] <capitalthree> KnightMiner: if I use getStateFromMeta, how do I find what values are valid for a given block?
L1308[18:14:44] <capitalthree> and is there a chance of some value being valid, but a bad idea for a mod to be automatically placing?
L1309[18:15:03] <Raycoms> like that KnightMiner
L1310[18:15:04] <Raycoms> https://pastebin.com/rqgEW9fA
L1311[18:15:05] <Raycoms> ?
L1312[18:15:40] <KnightMiner> Is valid: nearly impossible to tell as I am aware
L1313[18:15:59] <KnightMiner> Bad idea for placing: almost definately for some states, but usually just missing a dependant block
L1314[18:16:13] <KnightMiner> getSubBlocks might actually help though, its server side in 1.12
L1315[18:16:49] <KnightMiner> Raycoms: just follow the doc link I posted
L1316[18:16:55] <KnightMiner> You still need it all in the variants tag
L1317[18:17:30] <KnightMiner> Its just variants: [property{value:{},value2:{}},property2:{value3:{}}
L1318[18:17:32] <KnightMiner> ]
L1319[18:18:00] <Raycoms> Ah okay
L1320[18:20:04] <capitalthree> I might just stick to baseState for now
L1321[18:20:11] <capitalthree> right now I'm working in 1.11.2
L1322[18:20:16] <capitalthree> was gonna do this feature first and then port
L1323[18:25:05] <Raycoms> https://pastebin.com/QXLdUYRn
L1324[18:25:14] <Raycoms> now I got it right?
L1325[18:25:28] <KnightMiner> facing=up should just be up
L1326[18:25:33] <KnightMiner> Same with the rest
L1327[18:26:12] <KnightMiner> If property=value or property=value2, the structure is property:{value:{},value2:{}}
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L1334[18:44:58] <Raycoms> There is a capability to make a "double chest" ?
L1335[18:45:02] <Raycoms> Is there*
L1336[18:46:42] <Raycoms> and how do I register an item for two blockstates?
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L1340[18:54:20] <capitalthree> what does the third argument, axisalignedbb, mean in mayPlace?
L1341[18:54:31] <capitalthree> (that's not the argument name but there is no mapping for it)
L1342[18:54:56] <Raycoms> in which case?
L1343[18:54:59] <Raycoms> which method?
L1344[18:55:16] <capitalthree> World.mayPlace
L1345[18:55:36] <capitalthree> it's a boolean argument
L1346[18:56:51] <c64cosmin> spawnParticle doesn't show any displayed particles, does anyone have been through this?!?
L1347[18:57:09] <Raycoms> need to do it on client side afaik c64cosmin
L1348[18:57:41] <c64cosmin> I feel like donkey now, yes I was doing it on the server side...silly me, thanks!
L1349[19:00:59] <Raycoms> =D we've all been through this
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L1354[19:03:53] <primetoxinz> is there anyway to make a furnace recipe preserve an nbt?
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L1357[19:04:29] <capitalthree> there's some pretty weird stuff
L1358[19:04:39] <capitalthree> like getAge being @ClientOnly on EntityItems xD a headache for my mod
L1359[19:04:56] <capitalthree> I guess I can't call particles not working on the server weird stuff though
L1360[19:05:01] <primetoxinz> just reflect the age field capitalthree
L1361[19:05:02] <capitalthree> if it didn't even crash your server, you're lucky :P
L1362[19:05:07] <capitalthree> primetoxinz: yeah that's what I do
L1363[19:05:15] <capitalthree> I have an extension function that wraps a reflection call
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L1369[19:17:45] <Raycoms> how do I register an item for two blockstates
L1370[19:17:45] <Raycoms> ?
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L1372[19:18:39] <howtonowin> Can you clarify?
L1373[19:20:39] <Raycoms> I have a block with two blockStates
L1374[19:20:46] <Raycoms> and I have 2 items for it in the creative tab
L1375[19:20:51] <Raycoms> but only one of it with texture
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L1377[19:22:42] <howtonowin> You map items to model definitions with ModelLoader.setCustomMRL, and you have to do It for both items.
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L1379[19:23:26] <Raycoms> and if I want to make one of the blockStates not obtainable?
L1380[19:23:54] <howtonowin> Then don't create an item for it.
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L1383[19:29:46] <Raycoms> I didn't
L1384[19:29:58] <Raycoms> Ahh sub items get pulled?
L1385[19:30:08] <howtonowin> Yes
L1386[19:32:33] <Raycoms> Ahh thanks
L1387[19:32:35] <howtonowin> So I'm porting a PR for Forge 1.11 to 1.12. I checked out the 1.12.x branch, ran gradle setup, changed some files, and then tried to run genPatches. It failed with a bunch of "symbol not found" errors. I didn?t touch any of the failing files. I?m not sure how to proceed.
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L1393[19:51:29] <Raycoms> Howtonowin do you know if there is a capability for double chests?
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L1395[19:52:42] <howtonowin> Double chests are done through a normal itemhandler cap, but the capability instance is different depending on whether the chest is single or double.
L1396[19:53:05] <howtonowin> You can look at how it's done to make your own version
L1397[19:53:25] <howtonowin> (Or it might already be generic enough, not sure)
L1398[19:56:03] <ghz|afk> it should be generic enough
L1399[19:56:08] <ghz|afk> you shouldn't need to distinguish them
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L1401[19:56:32] <ghz|afk> if you want to implement a custom double-chest
L1402[19:56:38] <ghz|afk> it's just a matter of combining the two inventories together
L1403[19:57:02] <ghz|afk> using CombinedInvWrapper
L1404[19:57:44] <howtonowin> So I'm porting a PR for Forge 1.11 to 1.12. I checked out the 1.12.x branch, ran gradle setup, changed some files, and then tried to run genPatches. It failed with a bunch of "symbol not found" errors. I didn?t touch any of the failing files. I?m not sure how to proceed.
L1405[19:57:53] <ghz|afk> howtonowin: I have heard switching the existing forge repo to 1.12 doesn't really work
L1406[19:57:59] <ghz|afk> and you need to re-setup on a new folder
L1407[19:58:02] <ghz|afk> or manually delete the caches
L1408[19:58:07] <ghz|afk> I don't know if that's still the case
L1409[19:58:25] <howtonowin> I'll try that, thanks
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L1412[20:10:08] <Raycoms> How do I combine it with the CombinedInvWrapper? Do I have to set that inside the TileEntity or in the block?
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L1414[20:11:21] <ghz|afk> Raycoms: CombinedInvWrapper takes other IItemHandlerModifiables
L1415[20:11:34] <ghz|afk> you can just get the two chest inventories, and combine them into one
L1416[20:11:42] <ghz|afk> in getCapability
L1417[20:12:28] <howtonowin> getCap(...) { if (cap == ITEM_HANDLER) { if(single) return this.singleInv; else return new CIW(this.singleInv, getOtherChest().singleInv); } ... }
L1418[20:12:35] <howtonowin> Or something
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L1420[20:13:21] <Raycoms> thanks =)
L1421[20:13:46] <capitalthree> I'm thinking about trying to see if I can make exploding block stacks push stuff around like pistons. anyone know if that's hard to do?
L1422[20:14:50] <Raycoms> I doubt so, you could just check if you can move a block like with a piston, if yes explode else move the block like with a piston xD
L1423[20:15:07] <howtonowin> If worst comes to worst, <C-C><C-V> on the piston code ?
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L1426[20:17:24] <ghz|afk> I don't think the problem is how hard it is
L1427[20:17:29] <ghz|afk> but how slow it would be to do that
L1428[20:17:56] <capitalthree> also is there some kind of block placing function that's typically used or is setBlockState the way to go?
L1429[20:18:15] <ghz|afk> if all you want to do is change the block that is placed in the world grid
L1430[20:18:19] <ghz|afk> then setBlockState
L1431[20:18:31] <ghz|afk> if you want to simulate a player placing a block, then check ItemBlock#onItemUse
L1432[20:18:34] <capitalthree> and hmm my mod wouldn't be pistoning stuff *constantly*
L1433[20:18:51] <ghz|afk> either way
L1434[20:18:52] <capitalthree> ok. simulating a player placing the block sounds good
L1435[20:18:55] <ghz|afk> gotta sleep
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L1438[20:19:42] <Raycoms> It seems like the piston fires a block event for the moving
L1439[20:19:48] <Raycoms> Check out the piston code I'd suggest
L1440[20:19:59] <capitalthree> thanks will do!
L1441[20:20:19] <Raycoms> worldIn.addBlockEvent(pos, this, 1, enumfacing.getIndex());
L1442[20:20:25] <Raycoms> that seems too easy
L1443[20:20:58] <howtonotwin> That's not the moving part, I don't think
L1444[20:21:29] <howtonotwin> It likely just sets a flag somewhere "hey something changed plz recalculate stuff"
L1445[20:22:15] <Raycoms> Ah what a pity
L1446[20:22:17] <Raycoms> private boolean doMove(World worldIn, BlockPos pos, EnumFacing direction, boolean extending)
L1447[20:22:21] <Raycoms> the moving is inside here
L1448[20:22:33] <capitalthree> awesome :D
L1449[20:22:46] <capitalthree> gotta figure out this ensuring legal placement thing first but then I will do pistoning
L1450[20:23:08] <capitalthree> I'm guessing ItemBlock#onItemUse is not going to be able to encase and suffocate entities
L1451[20:23:24] <capitalthree> I want to avoid illegal placement like too many chests next to each other but still be able to suffocate things
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L1454[20:28:14] <Raycoms> Is there anything smart to detect a block placement next to my tileEntity or do I have to do it similar to vanilla?
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L1456[20:31:43] <howtonotwin> Raycoms, block updates should do.
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L1464[20:51:32] <capitalthree> what's the difference between onItemUse and onItemRightClick?
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L1468[20:59:59] <halvors> Hi. I'm trying to get my head around the (for me) new json blockstates and models in 1.10.2, is it so that it's enough with a blockstates json file for each block in order to texture it?
L1469[21:00:12] <Raycoms> Yes
L1470[21:00:39] <Raycoms> you can even have multiple states of the same block in one blockState file
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L1472[21:02:35] <halvors> So i do not need models for each block?
L1473[21:02:46] <halvors> Assume i have a simple block that is just textured?
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L1477[21:06:39] <halvors> Raycome: I have the following json blockstate file, but somehow the block only renders in world... https://pastebin.com/PdKK0656
L1478[21:06:45] <halvors> Any idea why that might be?
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L1480[21:07:59] <howtonotwin> Items do get assigned models automatically
L1481[21:08:18] <howtonotwin> (There is no relation between a block and its item in the model system.)
L1482[21:08:48] <howtonotwin> Set it with ModelLoader.setCustomMRL
L1483[21:09:39] <howtonotwin> Have a partially completed models doc too: https://gist.github.com/howtonotwin/88fd07f419ae5c9560e9ae2615514018
L1484[21:09:49] <howtonotwin> halvors, ^
L1485[21:10:27] <howtonotwin> *Items do not
L1486[21:11:56] <halvors> howtonotwin: I do register the block with ModelLoader.setCustomModelResourceLocation
L1487[21:12:14] <halvors> Or else it wouldn't render in world would it?
L1488[21:14:10] <howtonotwin> 1) It is impossible to set a BLOCK's model that way; it only works for ITEMs. (A block-as-an-item is an item and is only related to the block via a bunch of specialcases for ItemBlock) 2) Blocks are automatically assigned their models via a statemapper, which defaults to <blockregistryname>#<propertystring>
L1489[21:14:36] <howtonotwin> What exactly did you write as the arg to ML.setCustomMRL?
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L1491[21:16:20] <halvors> howtonotwin: I see, i wrote: https://pastebin.com/qYks1r3M
L1492[21:17:27] <howtonotwin> Do you register the item block before that call?
L1493[21:17:33] <howtonotwin> *ItemBlock
L1494[21:19:30] <halvors> Yeah.
L1495[21:19:46] <howtonotwin> Well that's funky. Can you post the logs?
L1496[21:19:58] <halvors> Using this code. https://pastebin.com/rvjxWi84
L1497[21:20:32] <halvors> Oh, wait. I messed up when testing this earlier i think.
L1498[21:20:36] <halvors> Let me test.
L1499[21:20:38] <howtonotwin> Also, fyi, you'll need to change those resource names to snake_case if you want to use this mod on 1.11+
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L1501[21:21:34] <halvors> Oh. thanks.
L1502[21:21:55] <halvors> just lowercase and underscores?
L1503[21:21:58] <howtonotwin> yes
L1504[21:22:38] <halvors> You know the TileEntitySpecialRender from 1.7.10.
L1505[21:23:23] <halvors> Is it possible to do dynamic OBJ renders where i load a OBJ model and does OpenGL rendering for rotation parts of it etc in 1.10.2? Or is it just as much hassle as i fear?
L1506[21:24:12] <howtonotwin> If it's in a TESR you can do whatever you like, just like before, but it will be just as slow as before.
L1507[21:24:13] <halvors> howtonotwin: It is working as expected now, thanks. I messed up when testing a block earlier, the code that registered the "setCustomMRL".
L1508[21:24:35] <halvors> :)
L1509[21:24:35] <howtonotwin> That's great!
L1510[21:25:05] <halvors> howtonotwin: Also, connected textures, is this now easy to do with json?
L1511[21:25:19] <howtonotwin> Very
L1512[21:25:27] <halvors> Ah nice.
L1513[21:26:10] <howtonotwin> See how the fence does it for details
L1514[21:26:25] <halvors> Is it correct that if i where to use the vanilla json format, i would need models for each block and not just the blockstates file?
L1515[21:26:34] <halvors> Thanks, or glass?
L1516[21:26:49] <howtonotwin> Glass isn't connected
L1517[21:26:54] <howtonotwin> That's optifine ?
L1518[21:27:14] <howtonotwin> The block states file IS a model definition as far as the model system is concerned
L1519[21:27:15] <howtonotwin> But yes
L1520[21:27:40] <howtonotwin> There's a new 1.9 format too that's less of a horror though
L1521[21:28:18] <howtonotwin> I suggest you read that link I posted earlier
L1522[21:32:05] <halvors> Thank you very much for all help :)
L1523[21:32:11] <halvors> I'll get porting this mod :)
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L1525[21:32:28] <howtonotwin> np
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L1531[21:45:52] <capitalthree> can world.getMinecraftServer return null for a loaded world?
L1532[21:46:18] <capitalthree> better yet what's the best way to get a WorldServer from an EntityItem?
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L1535[21:59:48] <halvors> howtonotwin: On 1.7.10 i could override getRenderBlockPass() in order for the block to be transparent, how can i do that in 1.10.2?
L1536[22:00:12] <howtonotwin> Return the render layer from Block.getRenderLayer()
L1537[22:01:08] <halvors> Ah thanks :) Love the use of enums instead of just integers in 1.10.2 :D
L1538[22:01:44] <howtonotwin> And the CUTOUT layer means that pixels are either completely transparent or completely opaque, so it doesn't have to do blending like with translucent pixels.
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L1540[22:05:05] <halvors> There is a way to not render faces of the a block if the block next to it is the same block, but i do not remember it, do you recall? Also same you also can do in shouldSideBeRendered().
L1541[22:09:48] <howtonotwin> It's face culling
L1542[22:10:28] <howtonotwin> You assign "cullface: direction" to each face in the model file, and then if an opaque block is on that side the face is never drawn
L1543[22:11:23] <howtonotwin> IIRC shouldSideBeRendered is what decides when to do the face culling
L1544[22:11:54] <howtonotwin> halvors, ^
L1545[22:15:06] <halvors> Thanks :)
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L1557[23:43:29] <darkevilmac> Hey, I'm trying to render an indicator of sorts on my block whenever it does something, essentially I need to overlay a texture on my block with a tile renderer.
L1558[23:43:50] <darkevilmac> I'm using a tile for this instead of a block so I don't cause chunk updates too much as the indicator on the block goes on quite a bit.
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