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L7[00:42:57] <TechnicianLP> notch drops apples?
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L9[00:51:25] <capitalthree> TechnicianLP: yep a single apple
L10[00:51:47] <capitalthree> TechnicianLP: EntityPlayer.onDeath
L11[00:52:47] <TechnicianLP> interesting ...
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L19[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170707 mappings to Forge Maven.
L20[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170707-1.12.zip (mappings = "snapshot_20170707" in build.gradle).
L21[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/
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L72[08:36:18] <ScottehBoeh> I did something epic for once!
L73[08:36:35] <ScottehBoeh> I managed to get a nice server manager network going using Sockets which adds all servers to a community server list
L74[08:36:46] <ScottehBoeh> Never done anything network-esc before
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L82[09:31:42] <terraflops> How do I register keyboard controls? I'm currently using ClientRegistry.registerKeyBinding and subscribing to InputEvent.KeyInputEvent, but won't that call the event handler any time any key is pressed? If I check whether the key binding is pressed, that still doesn't solve the problem when multiple keys are pressed at the same time
L83[09:51:48] <ScottehBoeh> The class has been registered as an even listener?
L84[09:51:56] <ScottehBoeh> (The class that your key input event is in)
L85[09:58:46] <PaleoCrafter> terraflops, do you want to catch a single key press or want to run something while the key is pressed continuously?
L86[10:03:07] <terraflops> I want to catch a single key press
L87[10:03:49] <terraflops> I hope I don't have to do button debounce like with buttons in a circuit lol
L88[10:04:58] <terraflops> Right now it works in most cases but I think it has a bug
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L90[10:10:45] <TechnicianLP> gg google: https://i.imgur.com/XKePRz3.png
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L92[10:23:53] <TechnicianLP> CraftingHelper.findFiles will not take resourcepacks into account if im reading this correctly?
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L94[10:43:21] <iso2013> hey so I was trying to figure out how to launch a Minecraft version connecting to a server from the command line and figured here would be a good place to ask
L95[10:43:39] <iso2013> I found the startup arguments but I can't figure out how to run the jar and get it to accept them
L96[10:46:25] <killjoy> user --server
L97[10:46:27] <killjoy> *use
L98[10:47:18] <iso2013> right, but whenever I run the jar it says joptsimple/OptionSpec cannot be found
L99[10:47:44] <killjoy> The client, right?
L100[10:47:47] <iso2013> Yep
L101[10:48:03] <killjoy> Does it work without the option?
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L103[10:48:11] <iso2013> No
L104[10:48:25] <killjoy> Check that you have joptsimple in the libraries
L105[10:48:43] <iso2013> how do I do that? I'm literally just typing out the commands and I haven't used the commands in a while lol
L106[10:49:23] <killjoy> Don't launch it manually
L107[10:49:25] <killjoy> Use the launcher
L108[10:49:28] <killjoy> or your ide
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L110[10:49:40] <iso2013> I don't have my IDE set up to do that
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L112[10:49:58] <killjoy> Then use the launcher
L113[10:50:03] <iso2013> That's a pain
L114[10:50:55] <killjoy> copy the version, rename it. Then edit the launchArgs
L115[10:51:32] <iso2013> sorry, what? I don't have the Minecraft client in my IDE. I'm just trying to launch the game from the command line so I can set it up as an external tool
L116[10:52:01] <killjoy> You need to add everything to the classpath.
L117[10:52:13] <killjoy> if you don't know how to do that, either look it up or use the launcher
L118[10:52:31] <iso2013> I know how to add things to the classpath, but I don't know what I need to add
L119[10:52:46] <killjoy> look in the json
L120[10:53:34] <terraflops> iso2013 you could run some code in a fake mod to figure out the java args
L121[10:53:50] <iso2013> oh I think I got it maybe
L122[10:54:01] <terraflops> I smooshed together some StackOverflow code to restart the program with the exact args https://pastebin.com/2v9VvhLc
L123[10:54:27] <killjoy> That's hacky
L124[10:54:27] <terraflops> obviously very platform-dependent
L125[10:54:32] <killjoy> Which is why it's better to use jvm args
L126[10:55:13] <terraflops> If you're looking for just the classpath, most implementations support "java.class.path"
L127[10:55:20] <terraflops> just do a System.getProperty
L128[10:55:43] <killjoy> He's not a programmer (I think)
L129[10:56:00] <iso2013> Yeah I am I'm just more familiar with the server-side of things xD
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L131[10:56:38] <killjoy> Though I have a suspicion you're making a sort of hacked client or something
L132[10:56:41] <killjoy> I'm probably wrong though
L133[10:56:49] <terraflops> *whistles*
L134[10:58:26] <iso2013> Nope
L135[10:59:00] <iso2013> I'm a bukkit/spigot developer and I set up Minecraft as an external tool in IJ so when I run it it opens the launcher but connecting to the server and stuff is a pain when you do it every two minutes so I'm trying to figure out how I can just have it connect automagically
L136[11:00:28] <terraflops> meh you could just download the Forge SDK and then make it run "gradlew runClient"; it seems that would be a lot simpler
L137[11:03:52] <iso2013> yeah maybe
L138[11:04:55] <killjoy> Or just install forge then edit the version's minecraftArguments
L139[11:05:01] <iso2013> yeah
L140[11:05:08] <iso2013> wait what do you mean killjoy
L141[11:05:10] <killjoy> it will launch and connect to your server automatically
L142[11:05:21] <iso2013> in the IDE or in the json or something
L143[11:05:26] <killjoy> install forge, then edit .minecraft/versions/forge-VERSION/forge-VERSION.json
L144[11:05:27] <iso2013> remember, I'm a forge noob XD
L145[11:05:53] <killjoy> You may need to format the json because for some reason, the launcher uglifies it
L146[11:07:12] <terraflops> hmm... so for some reason I decided to make a "video recorder" that records a hacked client without all the hacks on it so it looks legit
L147[11:07:37] <killjoy> Why would you do that?
L148[11:07:37] <terraflops> For that I need to render "clean" frames without the hacks. So can I just call EntityRenderer#updateCameraAndRender to force a render of a second frame?
L149[11:07:42] <terraflops> I know it halves the FPS
L150[11:08:05] <terraflops> Erm more as a theoretical exercise
L151[11:08:13] <terraflops> But the trolling potential is enormous
L152[11:08:21] <killjoy> Just do it as a mod that ignores the gui
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L157[11:20:39] <iso2013> .-.
L158[11:20:45] <iso2013> forge installer crashed my comp.
L159[11:23:05] <killjoy> it shouldn't have
L160[11:23:42] <Akkarin> It's become self aware! RUN WHILE YOU STILL CAN!
L161[11:23:44] *** amadornes[OFF] is now known as amadornes
L162[11:23:51] <Akkarin> damn. it heard me
L163[11:24:17] <iso2013> it's weird
L164[11:24:40] <iso2013> it installed successfully, then the file explorer froze, I couldn't open or close windows, so I force powered-off
L165[11:25:01] <Akkarin> could be a screwed disk
L166[11:25:09] <iso2013> I hope not D:
L167[11:25:21] <Akkarin> oh and Windows also locks up entirely when the disk it's installed on goes. So SATA cables/controllers are also a possibility
L168[11:25:37] <killjoy> Did ctrl+alt+del work?
L169[11:25:45] <iso2013> I don't think so
L170[11:25:58] <killjoy> what ver of windows?
L171[11:26:01] <iso2013> Win10
L172[11:26:14] <iso2013> Akkarin I doubt it's a bad disk, I've got two SSDs... although in hindsight they were taken from a drawer labeled 'broken'
L173[11:26:27] <Akkarin> well run SMART on it and see?
L174[11:26:28] <killjoy> They seem to be working fine
L175[11:26:28] <iso2013> but I ran smart tests on them and they were fine
L176[11:26:43] <Akkarin> I mean ... self tests were implemented decades ago for good reason ;-)
L177[11:26:54] <killjoy> The thing with SSDs is that when they break, they don't make a clicking noise
L178[11:27:06] <iso2013> yeah
L179[11:27:14] <iso2013> they just lose the ability to be written to
L180[11:27:31] <killjoy> Help, my SSD is now a ROM drive!
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L182[11:27:48] <Akkarin> HDDs may break without making neat sounds though ;-)
L183[11:27:54] <iso2013> that's true
L184[11:27:58] <Akkarin> sounds may at max indicate some typical mechanical failures
L185[11:27:58] <killjoy> yeah, corrupt sectors
L186[11:28:07] <iso2013> I have a 1TB storage HDD I use a lot but I doubt that's it, it's not the OS drive
L187[11:28:14] <Akkarin> there's also the case of no sounds ... aka dead servos
L188[11:28:25] <killjoy> It's dead jim
L189[11:28:33] <killjoy> Dammit, I'm a doctor, not an electrical engineer!
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L191[11:32:58] <iso2013> how do I automatically start forge now though
L192[11:33:12] <Akkarin> open regular client, select forge profile, hit play?
L193[11:33:12] <killjoy> start?
L194[11:33:48] <iso2013> well yeah but I want it to be automatic
L195[11:34:04] <iso2013> I'm trying to set up IJ so it automatically launches Minecraft connecting to the hotswap server Akkarin
L196[11:34:19] <Akkarin> that's an entirely different thing though
L197[11:34:19] <killjoy> Just keep it open
L198[11:34:29] <Akkarin> unless you want to attach to vanilla which isn't very interesting
L199[11:34:50] <Akkarin> for mod development stuff you grab the mdk and follow the respective documentation along with it
L200[11:34:57] <killjoy> If you do it that way, you'll either have to shut down the client every time you reset the server or have 2 clients open
L201[11:34:57] <iso2013> what do you mean? I've got a bukkit hotswap server, and I'm trying to automatically launch Minecraft to connect to it
L202[11:35:05] <killjoy> He's doing bukkit
L203[11:35:09] <Akkarin> ew
L204[11:35:21] <Akkarin> that explains why that nickname seemed familar
L205[11:35:24] * Akkarin waddles away
L206[11:35:27] <killjoy> It was a lot easier for me to do a hotswap with sponge
L207[11:35:28] <Akkarin> CLI options btw.
L208[11:35:30] <Akkarin> just saying
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L211[11:36:23] <iso2013> I know the CLI options... idk how to run it with the proper dependencies. I tried running the jar with the 'libraries' folder in the classpath and it still said it can't find the joptsimple dependency
L212[11:36:31] <killjoy> iso2013, unnesessary automation
L213[11:36:53] <killjoy> Do I need to refer you to an xkcd chart?
L214[11:37:07] <killjoy> *several
L215[11:37:12] <iso2013> eh it's really irritating to launch minecraft myself repeatedly xD
L216[11:37:19] <killjoy> https://xkcd.com/1205/
L217[11:37:33] <Akkarin> you do know that you can change the CLI options of the launcher itself, right? ;-)
L218[11:37:52] <killjoy> I told him
L219[11:37:54] <iso2013> the new launcher doesn't take options aside from the working directory I thought
L220[11:38:10] <Akkarin> it does. There's an advanced options switch I believe
L221[11:38:13] <killjoy> You need to edit the json
L222[11:38:23] <iso2013> Oh
L223[11:38:49] <iso2013> Well yeah, but then you've got to wait for the launcher to load and click the start button, then switch to the second user and click the start button again
L224[11:38:52] <killjoy> advanced options just gives you the java version, exe, jvmargs, and log config
L225[11:39:03] <killjoy> You only have to do that once
L226[11:39:05] <iso2013> according to that chart I have 3 days to do this
L227[11:39:11] <Akkarin> he want's jvm args though
L228[11:39:17] <killjoy> You're not going to be doing that several times per development session
L229[11:39:23] <Akkarin> that's all that's relevant for attaching from/to a debugger
L230[11:39:24] <iso2013> I do
L231[11:39:25] <killjoy> why jvm?
L232[11:39:39] <Akkarin> because the debug arguments are JVM and not program arguments
L233[11:39:46] <iso2013> because the hotswap system can't do schema changes and I'm too cheap for jRebel and it's a commercial project so the free version doesn't work
L234[11:40:00] <killjoy> on the client?
L235[11:40:24] <iso2013> no, on the server
L236[11:40:24] <iso2013> wait
L237[11:40:29] <killjoy> then yes, use the jvm arguments advanced option in the launcher
L238[11:40:34] <iso2013> *facepalm* I'm tired, okaaay?
L239[11:40:50] * iso2013 never realized he could just reconnect the same minecraft copy
L240[11:40:52] <iso2013> am very tired
L241[11:41:04] <killjoy> That's what I've been trying to tell you :P
L242[11:41:08] <Akkarin> Very simple: if you want to auto connect it to a minecraft server: edit whatever profile json that needs to be edited; for standard java debugging the launcher UI suffices
L243[11:41:11] <iso2013> actually, Im going to go take a nap with all the rest of the time I have to optimize this
L244[11:41:14] <killjoy> How much time do you really shave off
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L248[11:59:11] <ScottehBoeh> http://i.imgur.com/zivyVEW.png
L249[11:59:13] <ScottehBoeh> Full armor set
L250[11:59:18] <ScottehBoeh> there's 7 armor slots
L251[11:59:30] <ScottehBoeh> Mask, Helmet, Chestplate, Leggings, Boots, Vest, Rig/Backpack
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L267[13:15:12] <p455w0rd> so I've been told that Lex along with other recommend using the
L268[13:16:22] <p455w0rd> JSON recipe system in 1.12 - what I don't get is how having each mod search for, find, and and then have parsed their recipe JSONs..what I don't get is how this is better than just using something like: https://gist.github.com/Shadows-of-Fire/8f164e07d63ec9b7f43a804137455025
L269[13:19:52] <fry> https://en.wikipedia.org/wiki/Data-driven_programming
L270[13:20:19] <p455w0rd> thx
L271[13:20:25] <p455w0rd> i knew i was missing something
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L273[13:28:47] <p455w0rd> fry, does this mean that the code in the link would be less efficient? I despise JSON where it's not needed (and love where it's the most useful..namely internet APIs)...so I would prefer to not use them...but if it comes down to performance..I'll go with whatever is the most efficient
L274[13:30:11] <fry> main advantage of separating out the data is that the processing code can be changed independently
L275[13:30:15] <fry> and it's much smaller
L276[13:30:28] <fry> so, in theory, that's the way you should go if you want efficiency
L277[13:30:40] <fry> there's obviously some overhead caused by parsing
L278[13:30:43] <fry> but it's not that bad :P
L279[13:35:08] <ghz|afk> uhm wat
L280[13:35:10] <ghz|afk> "having each mod search for, find, and and then have parsed their recipe JSONs"
L281[13:35:21] <ghz|afk> you don't have to do that, mc (forge) does that for you
L282[13:36:23] <ghz|afk> the only things you parse are custom recipe types, custom ingredients, and custom conditions
L283[13:36:45] <ghz|afk> (and most mods aren't going to need those)
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L285[13:41:23] <howtonotwin> So I've been out of modding for a few months, and now I come back and there's this "JSON recipe system" term being thrown around. Is there a definitive doc around somewhere?
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L287[13:43:23] <p455w0rd> ghz..you'll have to forgive me..I've had a rough week..been in and out of hospital due to head trauma...i think fry got what I meant lol
L288[13:43:38] <p455w0rd> i know forge does this..it just didnt come out right
L289[13:44:01] <p455w0rd> what i basically meant was that each JSON at some point will have to be parsed..idc by what
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L291[13:50:58] <ghz|afk> ah
L292[13:51:02] <ghz|afk> np
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L294[13:54:15] <fry> head trauma is no joke, take planty of rest :P
L295[13:54:20] <fry> *plenty
L296[13:54:45] <PaleoCrafter> illy, around? :P
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L299[14:18:43] <p455w0rd> anyone know if a similar JSON system will be used in 1.12 for smelting?
L300[14:19:15] <ghz|afk> probably not
L301[14:19:25] <ghz|afk> unless someone makes a really nice PR for it
L302[14:19:28] <PaleoCrafter> Mojang will have to make the first move in that direction
L303[14:20:08] <ghz|afk> hmm yeah
L304[14:20:15] <ghz|afk> if we were to add a json format for recipes
L305[14:20:21] <ghz|afk> chances are mojang's format would be incompatible
L306[14:20:28] <PaleoCrafter> they might end up with something completely different from what we imagine, retrofitting an existing solution to that might be hard
L307[14:20:29] <ghz|afk> and people would blame forge even more
L308[14:20:49] <ghz|afk> becuase they'd have had to mode to json, then afterward move to a different json
L309[14:20:58] <p455w0rd> true..cool..was just wondering..I feel this is a pretty good assumption
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L311[14:21:42] <PaleoCrafter> they will definitely move towards it, is my guess
L312[14:22:22] <ghz|afk> custom recipes are still apparently on the 1.13 roadmap
L313[14:22:34] <ghz|afk> (as in, loading from datapacks)
L314[14:22:40] <ghz|afk> but I don't think that includes smelting
L315[14:22:47] <ghz|afk> but dunno, 1.13 is still a long way away
L316[14:23:20] <PaleoCrafter> DB probably wants to flesh out the data packs before adding any new stuff like that
L317[14:23:42] <p455w0rd> waiiittt
L318[14:23:51] <p455w0rd> so atm, the JSON system is only used internally
L319[14:23:51] <p455w0rd> ?
L320[14:24:07] <ghz|afk> the recipes don't load from the world folders now, no
L321[14:24:07] <p455w0rd> for recipes that is
L322[14:24:13] <p455w0rd> no
L323[14:24:13] <PaleoCrafter> if by internally you mean mod packs and users can't override it, yes :P
L324[14:24:24] <p455w0rd> oh
L325[14:24:25] <p455w0rd> yeah
L326[14:24:26] <p455w0rd> ok
L327[14:24:27] <p455w0rd> i think i see
L328[14:24:28] <ghz|afk> forge changed the recipe stuff to load from mod jars
L329[14:24:29] <ghz|afk> that's all
L330[14:24:42] <p455w0rd> oh
L331[14:24:43] <p455w0rd> ok
L332[14:34:09] <primetoxinz> can a recipe constant not have two oredict entries?
L333[14:34:48] <primetoxinz> only the second ingredient entry works in the recipe https://gist.github.com/primetoxinz/a1a5deee38686b6f810bddf056ade7b2
L334[14:36:10] <primetoxinz> nvm... it was because it should be "plankWood"
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L339[14:44:52] <alekso56> how are ForgeRegistries used? when i try to use them in compiled envs all the methods just error
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L343[14:50:47] <ghz|afk> alekso56: wat?
L344[14:50:51] <ghz|afk> can you show your code?
L345[14:51:05] <ghz|afk> all you should know is
L346[14:51:43] <ghz|afk> @SubscribeEvent ... (RegistryEvent.Register<Block> event) ... event.getRegistry().register[All](...)
L347[14:51:55] <alekso56> in a command i type ForgeRegistries.ENTITIES.getValues() in the constructor, this errors when compiled and loaded onto a seperate instance.
L348[14:52:06] <alekso56> works fine in decompiled
L349[14:52:12] <ghz|afk> what's the crash log?
L350[14:52:25] <alekso56> java.lang.NoSuchFieldError: ENTITIES
L351[14:52:43] <ghz|afk> uhm
L352[14:52:48] <ghz|afk> which version of forge do you use on dev?
L353[14:52:51] <ghz|afk> and which version on the instance?
L354[14:53:06] <ghz|afk> it sounds like one of them is older than the registry rewrite
L355[14:53:08] <ghz|afk> and the other newer
L356[14:54:16] <alekso56> 14.21.1.2387 compiled, 1.12-14.21.1.2387 decompiled
L357[14:55:11] <ghz|afk> are you SURE your dev env is correct?
L358[14:55:23] <ghz|afk> because IForgeRegistry changed packages
L359[14:55:46] <Ordinastie> alekso56, don't look at the version in your build.gradle
L360[14:55:53] <ghz|afk> try running setupDecompWorkspace and refreshing your gradle project (blue icon on the gradle panel, in IDEA, or runnign gradlew eclipse)
L361[14:55:55] <Ordinastie> look at the name of the jar in your referenced librairies
L362[14:56:03] <ghz|afk> good idea ^
L363[14:56:11] <ghz|afk> basically
L364[14:56:15] <ghz|afk> if my suspicion is right
L365[14:56:30] <ghz|afk> your dev env isn't properly set up and is using the older package for registries
L366[14:56:37] <ghz|afk> package net.minecraftforge.fml.common.registry;
L367[14:56:37] <ghz|afk> vd
L368[14:56:38] <ghz|afk> vs*
L369[14:56:50] <ghz|afk> package net.minecraftforge.registries;
L370[14:57:06] <alekso56> oh
L371[14:57:31] <ghz|afk> if it's the "fml" one, your env is using an old forge and you need to refresh its referenced libraries
L372[14:57:34] <alekso56> dev is actually using 14.21.0.2340
L373[14:57:43] * ghz|afk nods
L374[14:57:53] <Ordinastie> ghz|afk wrong analysis
L375[14:57:59] <ghz|afk> ?
L376[14:58:06] <Ordinastie> in that case it would be class not found
L377[14:58:20] <ghz|afk> no because what's missing, is the field type
L378[14:58:29] <Ordinastie> no, the actual field
L379[14:58:54] <Ordinastie> like new field not here in older versions
L380[14:59:02] <ghz|afk> nah, ForgeRegistries is still in the old package
L381[14:59:19] <ghz|afk> but the field has a different type
L382[14:59:37] <ghz|afk> so the binding fails
L383[15:00:24] <ghz|afk> it's trying to look for "ENTITIES:net.minecraftforge.fml.common.registry.IForgeRegistry"
L384[15:00:39] <ghz|afk> but the class metadata has "ENTITIES:net.minecraftforge.registries.IForgeRegistry"
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L386[15:01:38] <ghz|afk> (conceptual, I don't know how the metadata looks like)
L387[15:03:05] <PaleoCrafter> wrap that in L<classname>; and you're basically correct :P
L388[15:06:14] <ghz|afk> ^_^
L389[15:06:21] <alekso56> thanks guys, i remade the dev space and it worked.
L390[15:06:25] <ghz|afk> right, forgot java uses that L thing
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L401[15:56:56] <Raycoms> Hey folks, I am using final BlockPos vector = neighbor.subtract(pos); and then EnumFacing.getFacingFromVector(vector.getX(), vector.getY(), vector.getZ()); to get facing from two positions
L402[15:57:07] <Raycoms> but that only works from north to south and not from west to east
L403[15:58:58] <ghz|afk> that method is not normally used that way
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L405[16:00:23] <ghz|afk> that said, it should work, I think
L406[16:00:23] <Raycoms> How else can I get the facing from two positions without computing it manually?
L407[16:00:37] <ghz|afk> so long as neighbour only includes the direct neighbours and no diagonals
L408[16:00:46] <Raycoms> (I mean I can try to check x > x and z > z but that's ugly)
L409[16:00:56] <Raycoms> Its only direct neighbors
L410[16:01:26] <Raycoms> Interestingly it only works for north-south if I leave it with neighbor.subtract(pos) and east to west for pos.subtract(neighbor)
L411[16:02:38] <ghz|afk> maybe subtract is the issue, then
L412[16:02:38] <ghz|afk> ;p
L413[16:03:00] <ghz|afk> nah can't be
L414[16:04:13] <howtonotwin> I call dark magic and external influence :P
L415[16:04:25] <howtonotwin> Are you sure it's not the code around it that's doing it?
L416[16:05:27] <howtonotwin> (Also, ghz, there's another way to do this? Teach me, master)
L417[16:08:32] <ghz|afk> hm?
L418[16:09:09] <howtonotwin> [16:58] <ghz|afk> that method is not normally used that way
L419[16:09:31] <howtonotwin> I thought that meant there was another way, my bad.
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L421[16:10:23] <PaleoCrafter> Raycoms, do you mean that east and west are just flipped?
L422[16:10:32] <Raycoms> Yes
L423[16:10:37] <PaleoCrafter> just negate the x coordinate? :P
L424[16:10:41] <Raycoms> https://pastebin.com/
L425[16:10:46] <Raycoms> I had this before and it worked great
L426[16:11:07] <Raycoms> but our reviewers said I don't have to calculate it because I can do it with substract
L427[16:11:16] <Raycoms> but that only works for east-west or north-south
L428[16:11:17] <howtonotwin> Pastebin can go into heavy load mode?
L429[16:11:26] <howtonotwin> Also you may want to check that link ;P
L430[16:11:31] <Raycoms> oops
L431[16:11:36] <Raycoms> https://pastebin.com/yDdApSU1
L432[16:11:37] <Raycoms> now
L433[16:12:16] <ghz|afk> howtonotwin: ah, no I meant that all the vanilla callers for the method pass in a vector3f value with like, a look direction from the placing player
L434[16:12:35] <SatanicSanta> Hm. With the new null "object" pattern used in ItemStack, what happens if you spawn an EntityItem with an EMPTY ItemStack in the world?
L435[16:13:39] <howtonotwin> Probably nothing, but I'd like to imagine that the game teleports you deep into the void for breaking it.
L436[16:14:21] <SatanicSanta> ah, yeah it kills it pretty much immediately if (this.getItem().isEmpty()) { this.setDead(); } in EntityItem#onUpdate
L437[16:15:26] <PaleoCrafter> Raycoms, if the x-axis facings are reversed, you can just negate (pop a minus in front) vector.getX()
L438[16:15:33] <PaleoCrafter> doesn't affect the north/south stuff :P
L439[16:15:48] <Raycoms> This is soooo hacky
L440[16:15:49] <Raycoms> =D
L441[16:16:04] <PaleoCrafter> nah, not at all
L442[16:16:29] <ghz|afk> wait wait
L443[16:16:41] <ghz|afk> the issue was reversed
L444[16:16:44] <ghz|afk> ?!
L445[16:17:09] <ghz|afk> I woudl have never guessed that with the given explanation
L446[16:17:15] <PaleoCrafter> me neither xD
L447[16:17:16] <ghz|afk> XD
L448[16:17:29] <Raycoms> That worked
L449[16:17:31] <PaleoCrafter> I just ignored the explanation and guessed blindly :P
L450[16:17:38] <ghz|afk> LOL
L451[16:17:42] <Raycoms> Sorry for not being very clear
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L453[16:18:10] <ghz|afk> SatanicSanta:
L454[16:18:19] <SatanicSanta> yes?
L455[16:18:21] <howtonotwin> There is something very wrong if Mojang can't properly implement basic vector operations. I strongly suspect that something in your code has twisted the poses somehow and you're just double twisting it. But hey, if it works, it works :P
L456[16:18:24] <Raycoms> If I use the given code, previously posted, if I make it pos.subtract(neighbor) it works for x and if neighbor.substract(pos) for z axis
L457[16:18:25] <ghz|afk> well the empty entityitem
L458[16:18:36] <ghz|afk> I would guess it's designed to handle hoppers and players sucking the entity
L459[16:18:42] <ghz|afk> which woudl effectively drop the stack size to 0
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L461[16:18:44] <ghz|afk> and become empty
L462[16:18:53] <ghz|afk> so it makes sense for the entityitem to die soon after
L463[16:19:14] <SatanicSanta> right
L464[16:19:44] <Raycoms> And all I do is setting this facing as horizontal property of my block
L465[16:20:05] <Raycoms> https://pastebin.com/yDdApSU1 this is how I resolved it previously and that always worked in all cases
L466[16:20:51] <Raycoms> But isn't as clean as the subtract way
L467[16:23:22] <Raycoms> Anyway gtg home, brb later
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L469[16:25:45] <PaleoCrafter> hm... looking at getFacingFromVector, the issue they described shouldn't exist
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L474[16:34:43] <SatanicSanta> how am i supposed to handle sided tanks since all the EnumFacing params were removed from the IFluidHandler interface?
L475[16:36:11] <PaleoCrafter> has/getCapability gets the side passed
L476[16:36:28] <PaleoCrafter> only expose the fluid handler on the correct side
L477[16:39:31] <SatanicSanta> that isn't the only thing i need
L478[16:39:35] <SatanicSanta> input on one side, output on the other
L479[16:40:48] <TechnicianLP> well then make input/ouput-only wrappers for your fluidhandler and expose those ...
L480[16:41:06] <PaleoCrafter> ^ don't think there's anything like that in Forge already, though
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L483[16:46:17] <SatanicSanta> something along the lines of https://gist.github.com/elifoster/7af859dce4a25df90a86085181fd8655 (and an according one for input only of course)?
L484[16:47:46] <PaleoCrafter> yup
L485[16:47:54] <SatanicSanta> aight
L486[16:54:59] <mcmaur> simple: how to get position of the block from Block? (i dont see any posX or getPos)
L487[16:55:25] <SatanicSanta> mcmaur: blocks and items use the single instance pattern. blocks do not store their position
L488[16:56:02] <PaleoCrafter> yep, they're a flyweight, meaning that one object is representative of many instances in-world
L489[16:56:19] <PaleoCrafter> you get passed a position in most methods
L490[16:57:12] <mcmaur> understood, thanks
L491[16:58:37] <mcmaur> I was trying to do something recursive, I need to do a class now. Weel if I have to...
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L493[16:59:57] <PaleoCrafter> wat
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L495[17:01:43] <kashike> SatanicSanta: curses, removed the gist!
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L497[17:01:53] <SatanicSanta> kashike: well the class is on the actual repo now
L498[17:02:06] <SatanicSanta> https://github.com/Esteemed-Innovation/Esteemed-Innovation/commit/2b431c1c2dbb6bb8a67ae6ead7e4ea7e10784beb
L499[17:02:16] <kashike> all these mod names
L500[17:02:23] <kashike> esteemed innovation
L501[17:02:28] <kashike> correlated potentialistics
L502[17:02:30] <kashike> what next
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L504[17:02:45] <PaleoCrafter> Correlated Innovation?
L505[17:02:46] <SatanicSanta> to be fair it's named after an item from the mod
L506[17:02:56] <SatanicSanta> and the mod was originally made a few years ago
L507[17:03:16] <howtonotwin> I've got Extended Locomotion :P
L508[17:03:31] <Ordinastie> I was about to say something, but I probably shouldn't :p
L509[17:03:36] <howtonotwin> I feel like there are at least 50 other mods with that name
L510[17:04:09] <ghz|afk> Extradimensional Interlocalization
L511[17:04:21] <howtonotwin> >localization
L512[17:04:23] <howtonotwin> >NOPE!
L513[17:04:51] <PaleoCrafter> Ordinastie, how 'bout Malisis<actual purpose>? :P
L514[17:05:07] <SatanicSanta> hm, i wonder when this mod actually started
L515[17:05:37] <kashike> Extradimensional Subdermatoglyphic Potentialistics
L516[17:06:01] <PaleoCrafter> "subdermatoglyphic" noice
L517[17:06:02] <ghz|afk> subdermato.... tattoos?
L518[17:06:08] <howtonotwin> Extradimensional energy tattoos sound cool
L519[17:06:08] <PaleoCrafter> my thoughts exactly xD
L520[17:06:10] <kashike> lol
L521[17:06:27] <kashike> it's an isogram
L522[17:06:32] <SatanicSanta> Feb 15 2013 as SteamCraft https://github.com/Flaxbeard/SteamPower and then April 6 2014 as Professor Flaxbeard's Wondrous Steam Power Mod.
L523[17:06:42] <kashike> An isogram (also known as a "nonpattern word") is a logological term for a word or phrase without a repeating letter.
L524[17:07:23] <ghz|afk> Urban Dictionary: Subdermatoglyphic
L525[17:07:23] <ghz|afk> www.urbandictionary.com/define.php?term=Subdermatoglyphic
L526[17:07:23] <ghz|afk> Jun 22, 2009 - pertaining to the layer of skin beneath the fingertips.
L527[17:07:30] <kashike> yup
L528[17:07:33] <ghz|afk> ah.
L529[17:07:49] <ghz|afk> so.... "the energy of other dimensions in your fingertips"
L530[17:07:54] <ghz|afk> interesting ;P
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L532[17:08:17] <ghz|afk> I mean, sounds like star-wars style magic ;P
L533[17:08:36] <howtonotwin> Each person has 20 portals to 20 different worlds :P
L534[17:09:45] <SatanicSanta> so is that 1 portal per world or are there 400 worlds, with every 20 having their own portal
L535[17:10:01] <ghz|afk> 1 portal per fingertip
L536[17:10:04] <ghz|afk> 20 total ;P
L537[17:10:05] <howtonotwin> 1 world per portal, 1 portal per finger/toetip
L538[17:10:11] <ghz|afk> btw
L539[17:10:11] <ghz|afk> [00:04] (ghz|afk): Extradimensional Interlocalization
L540[17:10:19] <ghz|afk> I was thinking of a fancy name for my Ender-Rift mod
L541[17:10:19] <kashike> coming soon to a kitchen sink near you
L542[17:10:21] <kashike> https://github.com/kashike/Extradimensional-Subdermatoglyphic-Potentialistics
L543[17:10:45] <ghz|afk> the second word didn't quite come out right
L544[17:11:26] <howtonotwin> I mean if you do right you get an interesting mix between Mystcraft and that portal mod, sooo...
L545[17:11:37] <ghz|afk> there's only one issue
L546[17:11:41] <ghz|afk> there's no fingers in mc
L547[17:11:54] <kashike> there is now
L548[17:11:56] <ghz|afk> yet.
L549[17:11:57] <ghz|afk> XD
L550[17:11:58] <PaleoCrafter> in order to progress in the mod, you have to cut off a finger
L551[17:12:04] <ghz|afk> or attach one
L552[17:12:08] <PaleoCrafter> lol
L553[17:12:11] <howtonotwin> Hello, Thaumcraft :P
L554[17:12:13] <ghz|afk> imagine the hands of players with actual fingertips in them
L555[17:12:21] <Ordinastie> we should have plenty with all the middle ones Mojang give the modders
L556[17:12:21] * howtonotwin shudders
L557[17:12:24] <PaleoCrafter> removing one would put some limitations on the system though :P
L558[17:13:03] <howtonotwin> Twins don't share fingerprints, so maybe every death resets all of your worlds by scrambling them
L559[17:13:07] <PaleoCrafter> like, you can remove nine fingers to get 9 supa special powas
L560[17:13:34] <howtonotwin> *remove nine fingers -> sacrifice 9 universes :P
L561[17:14:06] <PaleoCrafter> who cares, it's not like you use one of them to power your car
L562[17:14:12] <ghz|afk> would be interesting.... a magic mod where you actually use up other dimensions
L563[17:14:15] <ghz|afk> to make magic happen
L564[17:14:24] <ghz|afk> and you can visit those dimensions and see the ravaged chunks
L565[17:14:55] <howtonotwin> If thaumcraft's installed you get eldritch horrors spawning too
L566[17:15:04] <ghz|afk> XD
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L570[17:29:35] <c64cosmin> o/ hello guys, I was looking the MC code and it seems that you cannot change how the sky is rendered, am I right or is there a way to change this?
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L572[17:33:20] <LexMobile> there is a way
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L575[17:35:41] <c64cosmin> Changing the whole EntityRender class? or is there a way by using the Forge API?
L576[17:36:10] <LexMobile> the first would just be rediculious
L577[17:39:33] <heldplayer> Best way to do it right now is to just replace the entire sky renderer unfortunately
L578[17:39:46] <LexMobile> yes but thats the point
L579[17:39:48] <heldplayer> Should be a method to set it in WorldProvider I think
L580[17:39:58] <LexMobile> we have a ISkyRenderer class that you can hook into
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L585[17:47:25] <KnightMiner> Now that vanilla uses Ingrdients for all its crafting inputs, would it be possible to add one that supports liquid stacks (as in, any itemstack containing 1000 mb of lava)
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L588[17:48:15] <KnightMiner> I recall a PR on this topic before 1.12, but it seems a lot easier now and it would make sense to have in Forge
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L590[17:48:47] <LexMobile> king lemming was talking about that.
L591[17:49:01] <LexMobile> Fluids are his/cpw's baby so im leaving that to them
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L595[17:50:26] <Coolguy3867> does anyone know the differences between the drawTexturedModalRect and drawTexturedModelRectFromIcon methods in the Gui class?
L596[17:50:46] <c64cosmin> Excellent! Go it, I just didn't scroll enough for the Render handler :3
L597[17:50:49] <KnightMiner> Glad its being discussed, its definately something that would make compatibility for my mod that adds a custom bucket type cleaner
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L599[17:52:22] <KnightMiner> Do the two methods take on different parameter at all? I would just dig in the code myself to see usages/implementation differences
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L601[17:54:51] <Coolguy3867> ill take a screenshot of the methods
L602[17:56:18] <ScottehBoeh> Which slot is helmet again?
L603[17:56:19] <ScottehBoeh> 0?
L604[17:56:25] <ScottehBoeh> because I thought that was hotbar item 1
L605[17:57:41] <Coolguy3867> https://i.imgur.com/bUHWdBZ.png?1
L606[17:58:00] <Coolguy3867> kightminer https://i.imgur.com/bUHWdBZ.png?1
L607[17:58:16] <Coolguy3867> knightminer https://i.imgur.com/bUHWdBZ.png?1
L608[17:58:41] <KnightMiner> Well, the obvious difference is one takes on an IIcon, probably just convenience if you ask me
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L610[18:01:12] <Coolguy3867> how does that work
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L612[18:01:55] <KnightMiner> Never really used 1.7 rendering. Look at what vanilla uses and do similar
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L616[18:14:53] <Cragrim> Im trying to track down which mod is causing invisible blocks to worldgen like ores, is this the right place to ask?
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L621[18:21:29] <portablejim> My coremod is erroring out at net.minecraftforge.fml.client.FMLClientHandler.addModAsResource(FMLClientHandler.java:654) but only in a full client, I cannot reproduce in a dev environment. Could it be that the mod is not signed?
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L625[18:24:52] <capitalthree> portablejim: yeah they added signing enforcement for core mods
L626[18:26:20] <portablejim> And it won't actually come out and say "This mod is not signed so we are crashing"?
L627[18:26:38] <capitalthree> that I don't know. it seems like a nice idea!
L628[18:27:10] <capitalthree> do you not have a stacktrace?
L629[18:28:01] <portablejim> I do.
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L631[18:28:45] <capitalthree> because I notice you didn't share it :P
L632[18:28:50] <portablejim> Crash https://pastebin.com/0bvQJ9Ce
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L634[18:29:24] <capitalthree> java.lang.AbstractMethodError
L635[18:29:32] <capitalthree> that's not gonna have anything to do with signing
L636[18:29:40] <capitalthree> at least I hope not
L637[18:29:48] <capitalthree> is it possible that you have your @Mod annotation on an abstract class?
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L639[18:36:20] <portablejim> Found the problem, using wrong versions of stuff.
L640[18:39:24] <capitalthree> ah yeah I should have suggested it
L641[18:39:32] <capitalthree> that's the other common cause, binary version mismatches
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L680[21:18:42] <illy> PaleoCrafter: I am now
L681[21:18:58] <illy> I may be a little drunk :D
L682[21:19:55] <illy> Im on vacation for the next two days so depending on the question I may be useless
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L689[21:56:45] * capitalthree gets drunk with illy
L690[21:57:04] <capitalthree> or totally by coincidence
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L693[22:18:13] <kashike> lol
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