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L1[00:00:06] <GenerousGuava> maybe someone
here can help me with this problem I have in my GUI code
L2[00:00:08] <GenerousGuava> well two
problems
L4[00:00:31] <Flashfire> covers1624 where
might I find your armor hook
L5[00:00:42] <GenerousGuava> what could be
causing the renderTank method to leak? the FPS slows down more and
more as time goes on
L6[00:01:01] <covers1624> armor hook?
L7[00:01:10] <covers1624> i have an armor
hook?
L8[00:01:15] <Flashfire> Yeah I was told
your lib has a hook I can use to make animated armor
L9[00:01:20] <Flashfire> It's the reason I
got the lib : P
L10[00:01:21] <GenerousGuava> that would be
related to EntityRendererHooks right?
L11[00:01:57] <Waterpicker> Are there any
circustances where an entitty won't have an int id?
L12[00:01:59] <GenerousGuava> it was just a
suggestion I had earlier since he needs to add a custom rendering
layer to armour
L13[00:02:02] <covers1624> No. that was an
internal mod container to load ccl's overriden RenderItem class
before any mods
L14[00:02:11] <Flashfire> Ah
L15[00:03:08] <GenerousGuava> would it be
possible to hook into that to render a custom shiny overlay similar
to enchantments
L16[00:03:22] <GenerousGuava> cause thats
what this is about
L17[00:03:23] <Flashfire> ^
L18[00:03:45] <Flashfire> Animated armour
is just a secondary thing, i already did it but it breaks
compatibility with certain mods
L19[00:04:15] <covers1624> Isnt there a PR
open for this?
L20[00:04:22] <Flashfire> Don't think
so
L21[00:04:28] <Flashfire> Should be
though
L23[00:05:10] <Flashfire> Nice find
L24[00:05:16] <Flashfire> I didn't word my
search right
L25[00:05:20] <covers1624> I follow the
repo
L26[00:05:35] <Flashfire> RANKSHANK
commented 10 days ago
L27[00:05:38] <Flashfire> Aw yeah
L28[00:06:05] <covers1624> Without ASM this
would be incredibly hacky to pull off, and CCL is no longer a
coremod as 1.12.
L29[00:08:31] <GenerousGuava> I've never
looked into pull requests for forge, how long would something like
this take to get added? I don't need it but I'm curious about that
stuff :P
L30[00:08:41] <GenerousGuava> Also I saw
your comment Flashfire :D
L31[00:08:44] <covers1624> Depends on what
it is.
L32[00:09:26] ***
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L33[00:10:10] <GenerousGuava> it seems to
be a full framework as a pull request, passed all tests and mezz
labeled it as feature 1.12 5 days ago
L34[00:10:20] <GenerousGuava> theres one
conflicting file that needs to be resolved
L35[00:13:04] <GenerousGuava> well anyway
does either of you have any idea what might be causing the leak in
my method I mentioned earlier?
L36[00:13:31] <GenerousGuava> its a pretty
severe one, frames go from all green to all red in about
5-10s
L37[00:14:48] <GenerousGuava> actually i
have an idea I might be really stupid
L38[00:15:36] <capitalthree> I looked and
couldn't see anything but I'm not good at graphics code
L39[00:15:45] <GenerousGuava> yea I have an
idea I just need to test it real quick
L40[00:17:46] <GenerousGuava> yup I'm a
dunce
L41[00:17:59] ⇦
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L42[00:18:42] <GenerousGuava> I mixed up
the drawGuiContainerBackgroundLayer code with the code I put into
the constructor in OpenModsLib
L43[00:18:57] <GenerousGuava> so I was
adding more and more instances of my gui components to the root
element
L44[00:19:03] <GenerousGuava> hence the
leak
L45[00:19:34] <GenerousGuava> it also
solved the drawHoveringText issue
L46[00:20:03] <GenerousGuava> thats what
happens when you don't fully understand your own framework :P
L47[00:20:47] <capitalthree> oops! well
glad you found it before I try to use your framework!
L48[00:21:06] <GenerousGuava> well it
wasn't an issue with the framework just with my usage of it
:P
L49[00:21:13] <capitalthree> hehe fair
enough then
L50[00:21:20] <capitalthree> is there
documentation though? how do I know I'll be able to use it right
xD
L51[00:21:46] <GenerousGuava> for some
reason I thought the root object gets recreated each frame but that
just happens on initialisation
L52[00:22:20] <GenerousGuava> well its kind
of WIP so I didn't write a documentation yet :P I can write up the
basics real quick
L53[00:22:41] <GenerousGuava> most stuff is
behind the scenes so it shouldnt be too much work
L54[00:22:46] <capitalthree> oh ok so just
general minecraft issue anyways
L55[00:22:55] <capitalthree> I'm sure I'll
mess that up whether I use your framework or not so may as
well!
L56[00:23:53] <GenerousGuava> no its not a
general minecraft issue the root object is something I create in
the framework :P anyways I'll write up a short GitHub wiki for all
the features I have right now
L57[00:24:00] <capitalthree> ahh ok
L58[00:24:14] <capitalthree> no
urgency
L59[00:24:30] <capitalthree> before I start
a new mod I want to port lingering loot 3.0 both forwards and
backwards
L60[00:25:17] <Flashfire> I guess I'll just
wait for that PR then
L61[00:25:27] ⇦
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L62[00:34:30] <Flashfire> Hey got a
question for creative people here
L63[00:34:43] <kashike> what is said
question
L65[00:35:19] <Flashfire> Name has to be
descriptive of that it applies to these spectrite
tools/armour
L66[00:35:36] <kashike> what does the
enchantment do?
L67[00:35:52] <Flashfire> Basically it
increases the tier of anything it's used on
L68[00:35:57] <Flashfire> It will do what
it does better
L69[00:36:16] <Flashfire> The sword that
applies instant damage II will apply instant damage III
L70[00:36:22] <Flashfire> Etc
L71[00:36:42] <kashike> Enhance? :P
L72[00:36:55] <Flashfire> Spectrite Enhance
was all I could think of
L73[00:36:58] <Flashfire> But that's kinda
boring
L74[00:37:17] <Flashfire> Something that
sounds cool
L75[00:37:28] <Flashfire> Because with my
mod as the only mod this is the best enchantment
L76[00:37:57] <Flashfire> Used on the right
item of course
L77[00:39:05] <kashike> hmm
L78[00:39:33] <kashike> Enlighten? :P
L79[00:39:50] <Flashfire> Hmm not
descriptive enough
L80[00:39:55] <Flashfire> Something
involving color
L81[00:40:12] <Flashfire> Like
Ultraviolet
L82[00:40:16] <Flashfire> But not sure
about that one
L83[00:41:23] <GenerousGuava> Vibrant
L84[00:41:24] <GenerousGuava> maybe
L85[00:41:33] <kashike> that sounds
nice
L86[00:41:42] <Flashfire> Vibrant sounds
alright
L87[00:41:53] <Flashfire> That's the best
so far anyway
L88[00:42:09] <Flashfire> Maybe
"vibrance" would be better
L89[00:43:04] <Flashfire>
"Vivid"
L90[00:43:24] <Flashfire> Oh come on
L91[00:43:32] <Flashfire> A synonym for
colorful on thesaurus.com is "gay"
L92[00:43:37] <kashike> lol
L93[00:44:59] <Flashfire>
"Superchromatic"
L94[00:45:01] <Flashfire> lol
L95[00:46:56] <Flashfire> Or even
"ultrachromatic" if I want to make up words
L96[00:51:16] <Flashfire> Any more
opinions?
L97[00:51:24] <Flashfire> I'm going to bed
now so won't be able to see late ones
L98[00:51:51] <kashike> nope
L99[00:52:09] <Flashfire> Ok
L100[00:54:01] ⇦
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L101[01:13:02]
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L102[01:20:39] <GenerousGuava> I'm putting
way too much effort into this wiki :P
L103[01:20:48] <kashike> hm?
L104[01:20:52] <GenerousGuava> but
whatever I would've set one up eventually anyways
L105[01:20:59] <kashike> what wiki?
L106[01:21:06] <GenerousGuava> I'm writing
a wiki for my library, since capitalthree wants to use it :P
L107[01:21:14] <kashike> link again?
:P
L109[01:24:21] <GenerousGuava> I just
saved the page Im working on so you can get an idea ;P
L110[01:25:03] <kashike> you should enable
editing from anyone in your repo settings, I'll help a bit :P
L111[01:25:23] <GenerousGuava> Sure one
sec
L112[01:26:13] <GenerousGuava> There we go
its set
L113[01:30:29] ⇦
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L114[01:34:08] <GenerousGuava> Alright I'm
done with the registration page now :P
L115[01:34:10] <GenerousGuava> That was a
big one
L116[01:35:46] <GenerousGuava> if you want
to handle the formatting I can just write the content without
looking at that :P
L117[02:00:04] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170709 mappings to Forge Maven.
L118[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170709-1.12.zip
(mappings = "snapshot_20170709" in build.gradle).
L119[02:00:18] <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/
L120[02:53:45] <gigaherz> hmmm anyone
knows if there's any mod that gives villagers the ability to put
things into chests when their inventory fills up? ;P
L121[03:02:58] <TechnicianLP> if i have
something like a pipe that renders the stacks traversing it - is it
worth to use a FastTesr (or does the constant translating/scaling
of quads slow i down enough to not make a difference? (dont want to
benchmark ... (and i guess it also depends on the models
...))
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L123[03:04:40] <Ordinastie> unless you
need to do some custom GL on them, always use FastTESR
L124[03:05:28] <Ordinastie> the
translation/scaling, should be done on the quads direclty, and not
with glScale/glTranslate
L125[03:06:17] <TechnicianLP> yes - thats
the easy part ... i was just concerned about efficiency ...
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L127[03:06:40] <Ordinastie> what
efficiency ?
L128[03:07:53] <TechnicianLP> well ive
read that a constnat transforming of quads can potentially be more
time-expensive thatn rendering it with gl ... (but i guess it was
soeone with not much knowledge then ..)
L129[03:08:15] <TechnicianLP> but how does
one handle builtin-renderers? display missingmodel? or is there a
more fancy way?
L130[03:08:21] <fry> yes, potentiually,
but I haven't seen it happen :P
L131[03:09:08] <fry> you'd need a very
high number of primitives and a very low overall number of TESRs on
the screen
L132[03:09:16] <fry> and very little GL
use :P
L133[03:09:28] <Ordinastie> I think if you
had to do the draw calls anyway (like if you had to bind custom
texture) then yes, it might be a little more efficient to use
glTranslate/glScale instead of manually doing that
L134[03:10:22] <Ordinastie> but in case of
manual translate/scale vs draw call, I'm pretty sure draw calls are
more expansive
L135[03:14:00] <gigaherz> just to put it
in perspective
L136[03:14:13] <gigaherz> the recommended
draw call count for a mobile game, should not exceed 50 per
frame
L137[03:14:42] <gigaherz> for low-end
hardware (think, consoles), around 300, and for high-end PC
hardware, around 1500
L138[03:16:26] <gigaherz> does mc have a
draw call counter anywhere?
L139[03:16:38]
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L140[03:16:38] <fry> lol no :P
L141[03:16:55] <gigaherz> owh, I'd have
liked to how how crazy the number is ;P
L142[03:19:04] <TechnicianLP> how does one
handle tesritems in a fasttesr? (vanilla has a few of them as well
...)
L143[03:19:16] <fry> you don't
L144[03:19:29] <fry> one of the reasons
they are horrible :P
L145[03:19:35] <gigaherz> TechnicianLP:
avoid tesritems like a plague
L146[03:19:57] <gigaherz> the fact that
vanilla does it, is no excuse
L147[03:20:11] *
TechnicianLP has 0 tesritems
L148[03:20:26] <fry> you can always do
what RP2 did and render a crate :P
L149[03:21:51] <gigaherz> or you can do
this:
L151[03:22:01] <gigaherz> it's a closed
chest model in json
L152[03:22:15] <fry> not every item TESR
is a chest though :P
L153[03:22:25] <gigaherz> the annoying
part is it requires stitching the chest entity png to the
atlas
L154[03:22:29] <gigaherz> which has a lot
of empty space
L155[03:22:50] <TechnicianLP> ghz: i had
done something about that once ... /me searches the code
L156[03:23:14] <gigaherz> I know, fry, but
they all *should* be block TESRs in their item form
L157[03:23:31] <gigaherz> so in most
cases, the animation the TESR was made to play, doesn't even apply
while as an item
L158[03:23:43] <fry> yes yes yes
L159[03:23:58] <fry> most vanilla TESRs
can be simple block models
L161[03:26:08] <TechnicianLP> (code from
the time i tried removing all tesrs from mc ... (i gave up after
banners kept trolling me))
L162[03:26:21] <fry> yes, banners are the
problematic case
L163[03:26:40] <fry> and shields :P
L164[03:29:28] <capitalthree> is
onBlockAdded called any time a tileentity is loaded up?
L165[03:32:18] <Ordinastie> no
L166[03:32:33] <Ordinastie> it's called
when a block is set in the world
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L168[03:52:57] <GenerousGuava> The wiki is
getting along capitalthree :P
L170[03:53:36] <GenerousGuava> I made some
changes while I was writing it, I'll push them as soon as I'm
done.
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L172[04:13:52] <capitalthree>
GenerousGuava: cool! meanwhile, I'm working on a friend's java
code, and forgetting semicolons like every 5 seconds xP
L173[04:15:10] <capitalthree> I can't even
remember to do java-style variable declarations xD
L174[04:15:41] <GenerousGuava> :D
L175[04:15:59] <capitalthree> oh cool you
even have stuff for multiblocks
L176[04:16:19] <GenerousGuava> Yea it's
pretty generic but it handles all the tracking and stuff
L177[04:16:58] <GenerousGuava> the
building and destroying needs to be implemented on a case by case
basis
L178[04:19:16] <GenerousGuava> And I just
added the info I forgot about StoreOnDrop to the Synchronisation
page :P
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L180[04:22:45] <GenerousGuava> Alright and
that's some prettyfication done. Pretty sure the wiki is complete
now for all the features that I know are currently working.
L181[04:22:55] <GenerousGuava> Might add a
page for the RPC system
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L188[05:28:10] <GenerousGuava> alright now
I'm done for real :P
L189[05:28:36] <GenerousGuava> currently
building the library both obfuscated and deobf so I can upload it
to GitHub
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L194[05:49:14] <GenerousGuava> just
remember to download compatlayer, their maven is broken :P
L195[05:49:29] <GenerousGuava> I'll go to
bed now. Cya
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L212[07:07:18] <Ordinastie> wasn't that
fix already ?
L213[07:08:31]
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L214[07:12:00] <Ivorius> diesieben07
^
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L217[07:19:31] <ScottehBoeh> Which event
should I use for player quitting a Save/Server?
L218[07:33:12] <masa> hmm, trying to
unlock reciper for a FakePlayer crashes when it tried to send a
packet to the player...
L219[07:33:29] <Ivorius>
PlayerLoggedOutEvent I believe ScottehBoeh
L220[07:33:30] <masa> would this be
somehting that is supposed to work or not?
L221[07:34:13] <masa> FakePlayer being
able to utilize a RecipeBook and need to unlock recipes that
is
L222[07:34:56] <TechnicianLP> it would be
cool if it uses the recipebook of the player that set the recipe
...
L223[07:35:52] <TechnicianLP> but probably
not ... (how would you unlock them for the fakeplayer ...)
L224[07:36:58] <Ivorius> TechnicianLP:
Probably calling recipes().unlock
L225[07:36:59] <Ivorius> Or something
:P
L226[07:37:30] <Ivorius> Recipes have
resource locations now after all
L227[07:37:46] <masa> well, wouldn't it
unlock by the FakePlayer crafting items, just like for normal
players?
L228[07:38:30] <masa> hmm, the issue
though would be that then I'd need to save and load the
FakePlayers...
L229[07:38:42] <masa> so that the
RecipeBook is preserved
L230[07:38:56] <Ivorius> You could use
WorldSavedData for that
L231[07:43:38] <masa> well, I got this
working now anyway, by commenting out the recipe book lines from
the crafting inventory stuff
L232[07:44:11] <masa> the 1.12 port of
Autoverse was almost zero effort except for this crafting inventory
related stuff which changed quite a lot
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L235[08:06:59] <ScottehBoeh> How can one
set what armor a mob is wearing? I swear I've done it before.. but
I can't remember.
L237[08:08:10] <capitalthree> I dunno if
you still need it
L238[08:08:27] <capitalthree> but in
particular look at the FakeNetworkManager if you want to prevent
crashes when things try to send packets to FakePlayer
L239[08:12:06] <TechnicianLP>
capitalthree: lol that variablename ...
L240[08:12:50]
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L242[08:14:31] <Unh0ly_Tigg> So, forge
recently introduced the RegistryEvent stuff for registering blocks
and items and whatnot during predefined events. Is there something
specific I can use for OreDictionary based registrations?
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L244[08:18:18] <TechnicianLP> oredict has
been preinit iirc - BUT you should probably move into the
registration-event for your items (forge is planning to allow
multipel versions of one mod to load at once (and the reload all
registries with specific mods enabled))
L245[08:18:44] <Unh0ly_Tigg> ok, that's
good to know.
L246[08:22:35] <capitalthree>
TechnicianLP: hehe thanks
L247[08:24:59] <capitalthree> is there an
event that's guaranteed to fire when an entity despawns?
L248[08:26:22] <masa> despawns or dies or
is removed from the world? I think there is an IWorldEventListener
called or something, but I don't remember anything else
L249[08:26:44] <masa> *when entities are
removed from the world
L250[08:26:53] <capitalthree> I want to
catch any way it might be removed from the world
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L252[08:30:07] <masa> look at
World#onENtityRemoved() or whatever it was
L253[08:35:20] <capitalthree> hm ok so I
have to add event listeners to a world
L254[08:35:29] <capitalthree> how do I
make sure I add exactly one and only one listener to each
world?
L255[08:36:27] <quadraxis> add on world
load, remove on world unload
L256[08:37:15] <masa> is there a reason to
remove?
L257[08:37:28] <capitalthree> yeah won't
it just get garbage collected?
L258[08:37:43] <quadraxis> it will
probably
L259[08:38:11] <masa> it should, unless
the world leaks, ie. something holds a ref to it... but that's
another story
L260[08:38:13] <capitalthree> I also can't
find the events for worlds loading and unloading >_>
L261[08:38:23] <masa>
WorldEvent.Load
L262[08:39:31] <capitalthree> and I can
subscribe to that the normal way with @SubscribeEvent?
L263[08:40:18] <TechnicianLP> look at its
baseclass ... if its Event - yes
L264[08:40:57] <capitalthree> ok cool it
is
L265[08:40:58] <capitalthree>
thanks!
L266[08:43:03] ***
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L267[08:44:17] <capitalthree> wow an
IWorldEventListener has to implement every one of a bunch of
methods >_>
L268[08:46:50] <quadraxis> you can make an
abstract base class with a bunch of 'do nothing' methods if you
want
L269[08:47:23] <capitalthree> ok
L270[08:53:36] ***
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L273[09:29:27] <ScottehBoeh> How does one
get the games current volume levels?
L274[09:29:31] <ScottehBoeh> eg master,
music, player etc
L275[09:31:15] <ScottehBoeh> ah
options.getSoundLevel
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L282[10:27:08] <Ivorius> Any Kotlin
experts here
L283[10:27:14] <Ivorius> Why does this not
work?
L284[10:27:14] <Ivorius> val<T>
extract : (Parameter<T>) -> T
L285[10:27:28] <Ivorius> It recognizes the
<T> generic but it doesn't work on the right
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L289[10:31:56] <ARuther> Easy beginner
question, how do I register blocks? Is it
RegistryEvent.Register<Block> for the block and
RegistryEvent.Register<Item> for the ItemBlock?
L290[10:32:12] <ARuther> I would have
guessed RegistryEvent.Register<ItemBlock> but that doesn't
seem to be a thing
L291[10:32:54] <ARuther> Do I have to pair
the two events somehow? I did it how I thought would work, but
somehow I'm getting the ItemBlock associated with a different Item,
and the Block doesn't have an ItemBlock associated with it.
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L293[10:35:38] <ScottehBoeh> DONE
L295[10:35:53] <ScottehBoeh> Spent all day
finishing the menu, its looking really nice :) Background fog moves
too
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L303[10:54:48] <gigaherz> [17:31]
(ARuther): Easy beginner question, how do I register blocks? Is it
RegistryEvent.Register<Block> for the block and
RegistryEvent.Register<Item> for the ItemBlock?
L304[10:54:51] <gigaherz> yup
L305[10:54:56] <gigaherz> and no need to
"pair" anything
L307[10:55:18] <gigaherz> this is how I do
it
L308[10:55:21] <gigaherz> you can be more
or less organized
L309[10:55:22] <gigaherz> but that
works
L310[10:55:33] <gigaherz> createItemBlock
is a helper method I have
L311[10:55:35] <gigaherz> that does
basically
L312[10:55:46] <gigaherz> new
ItemBlock(theBlock).setRegistryName(theBlock.getRegistryName())
L313[10:56:25] <ARuther> Ah, thanks
L314[10:56:52] <ARuther> How does the
ItemBlock know which Block it goes with?
L315[10:57:04] <gigaherz> you pass it into
the constructor
L316[10:57:24] <gigaherz> and mc keeps a
map for reverse lookups
L317[10:57:34] <ARuther> Hmmm
L318[10:57:38] <ARuther> I am passing the
Block
L319[10:57:45] <ARuther> But my ItemBlock
is attaching itself to a different Item, instead of the Block
L320[10:57:54] <gigaherz> do the registry
names match?
L321[10:58:15] <gigaherz> it makes no
sense for it to be attaching to another item
L322[10:58:30] <ARuther>
itemBlock.setRegistryName(block.getRegistryName)
L323[10:58:35] <ARuther> That should work,
right?
L324[10:58:43] <gigaherz> yep
L325[10:58:46] <gigaherz> that's what I
suggested ;p
L326[10:58:50] <ARuther> Right
L327[10:58:54] <gigaherz> [17:55]
(gigaherz): new
ItemBlock(theBlock).setRegistryName(theBlock.getRegistryName())
L328[10:59:06] <ARuther> Yeah, just making
sure
L329[10:59:17] <gigaherz> can you show
code?
L330[10:59:22] <ARuther> Sure, one
second
L331[10:59:24] <gigaherz> pastebin or gist
or your github repository
L333[10:59:54] <ARuther> This has been an
attempt to follow along with shadowfacts' tutorial
L334[11:00:15] <gigaherz> ewh, I never
liked those tutorials
L335[11:00:22] <gigaherz> which use a
"modblocks" class with lists and stuff
L336[11:00:31] <ARuther> The Lists are my
addition
L337[11:00:39] <ARuther> Since the
tutorial is for 1.10 and RegistryEvents weren't a thing
L338[11:00:58] <ARuther> Or at least that
wasn't how you registered items, they were probably still a
thing
L339[11:01:44] <gigaherz> those events
were added in 1.10.2
L340[11:02:12] <ARuther> Point is, the
tutorial was using GameRegistry.register, which doesn't work
anymore
L341[11:02:29] <gigaherz> my
suggestion
L342[11:02:33] <gigaherz> ionstead of
doing those things in init
L343[11:02:38] <gigaherz> do them directly
in the registerAll call
L344[11:02:59] <gigaherz> forge ensures
that register<Block> gets called before
regsiter<Item>
L345[11:03:07] <ARuther> huh, OK
L346[11:03:07] <gigaherz> which means you
can instantiate the blocks in the register method
L347[11:03:10] <ARuther> I'll give that a
shot
L348[11:03:13] <gigaherz> without fear of
them being null in the items one
L349[11:03:18] <ARuther> Right, nice
L350[11:03:53] <gigaherz> also you can
make those event methods static
L351[11:03:58] <gigaherz> and use
@Mod.EventBusSubscriber
L352[11:04:07] <gigaherz> to ask forge to
automatically register the event methods for you
L353[11:04:17] <gigaherz> instead of using
EVENT_BUS.register(new ModBlocks())
L354[11:04:23] <ARuther> Oh, cool,
neat
L355[11:04:34] <ARuther> Do I put that
above or below @SubscribeEvent?
L356[11:04:34] <gigaherz>
@EventbusSubscriber only works with statics, though
L357[11:04:36] <ARuther> Or do I replace
it?
L358[11:04:39] <gigaherz> it goes in the
class
L359[11:04:41] <gigaherz> not in the
method
L360[11:04:51] <ARuther> Oh gotcha
L361[11:06:23] <ARuther> Made those
changes, but I've still got the same problem
L362[11:06:54] <ARuther> Copper Ore has no
ItemBlock, but I can place it and the texture loads, Copper Ingot
(an item) has its texture replaced with Copper Ore's
L363[11:07:34] <gigaherz> sec, I'm
downgrading my firefox from beta to latest release
L364[11:07:43] <gigaherz> (the beta is
giving me some issues)
L365[11:08:36] <gigaherz> ahh much
better
L366[11:09:50] <ARuther> If I remove
Copper Ingot, Copper Ore loads the ItemBlock correctly and works
fine.
L367[11:09:54] <ARuther> So maybe the
problem is in ModItems
L369[11:10:46] <gigaherz> and similarly
for items
L370[11:10:47] ⇦
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())
L371[11:10:55] <gigaherz> and if it still
fails, pastebin your moditems ;p
L372[11:11:06] <gigaherz> brb
L373[11:12:30] <gigaherz> and about
models
L374[11:12:48] <gigaherz> the official
stance is that you shouldn't have the model registration code
embedded into the items
L375[11:13:01] <gigaherz> the proper way
is to have in your clientproxy, or some client-only class
L376[11:13:08] <gigaherz>
@EventBusSubscriber(Side.CLIENT)
L377[11:13:15] <gigaherz> public class
ItemModels {
L378[11:13:29] <ARuther> Oh, or like put
the function calls in ClientProxy?
L379[11:13:34] <gigaherz> @SubscribeEvent
public static void registerModels(ModelRegistryEvent event) {
L380[11:13:37] <gigaherz> andi n here
call
L381[11:14:03] <gigaherz>
ModelLoader.setCustomModelResourceLocation(item1, meta, new
ModelResourceLocation(item1.getRegistryName(),
"inventory"));
L382[11:14:08] <gigaherz> for each
applicable item
L383[11:14:12] <gigaherz> and each
applicable meta
L384[11:14:17] <ARuther> Ah, OK
L385[11:18:31] <ARuther> Moving my
ingotcopper registration from init to registerBlocks fixed it
L386[11:18:33] <ARuther> Weird
L387[11:20:59] <ARuther> Well, thanks for
the help.
L388[11:22:40] <gigaherz> :)
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L402[12:14:15] <ScottehBoeh> Is there an
event for shift-clicking items in the inventory?
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L413[13:08:32] <LexMobile> !gm
getMaxStackSize
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L416[13:11:52] <Aroma1997> is there a
hook/event somewhere where I can send packets from the server to
the client before the client joins the server (during the
handshake)
L417[13:12:10] <Aroma1997> or directly
afterwards?
L418[13:12:20] <killjoy> Yes, it's in the
network events
L419[13:13:22] <TechnicianLP> something
like config-syncing? (need that as well ...)
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L421[13:13:29] <Aroma1997> yes
L422[13:13:46] <Aroma1997> killjoy: do you
by any chance know where exactly that is?
L423[13:14:46] <killjoy>
FMLNetworkEvent.ServerConnectionFromClientEvent
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L425[13:15:28] <Aroma1997> thanks
L426[13:15:36] <killjoy> There's other
events in that class as well
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L428[13:17:50] <Aroma1997> thanks that did
it
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L430[13:33:03] <primetoxinz> any way to
choose the directory for a @Config?
L431[13:37:43] <gigaherz> PaleoCrafter:
hey, I was looking at the vanilla immersion page, and you say that
doing chests would be tedious... couldn't you show it in a
"hybrid" way? Something like...
http://i.imgur.com/9CG89oq.png
L432[13:39:01] <fry> dat jpeg
L433[13:39:04] <gigaherz> (that's a slice
of the hotbar, so it looks like crap)
L434[13:39:34] <gigaherz> hm? it's
actually a png, the icons are blurry because I rescaled them
;P
L435[13:39:57] <gigaherz> (using the
transform tool, cos it was just a concept)
L436[13:40:09] <fry> tis a meme my young
padawan
L437[13:47:55] <killjoy>
.needsmorejpeg
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L439[13:55:06] <PaleoCrafter> gigaherz,
hm... that'd be an option
L440[14:01:06] <gigaherz> so, asking
again, since this seems to be more active than earlier
L441[14:01:07] <gigaherz> [09:53]
(gigaherz): hmmm anyone knows if there's any mod that gives
villagers the ability to put things into chests when their
inventory fills up? ;P
L442[14:02:28] *
TechnicianLP has no clue
L443[14:02:44] <fry> TIL villagers have
inventory
L444[14:03:18] <gigaherz> yup they hold 8
stacks ;p
L445[14:03:28] <malte0811> How am I meant
to register custom IRecipes in 1.12? I am not supposed to use
RecipeSorter any more and I can't find a new place to register
them
L446[14:03:51] <gigaherz> malte0811: you
should use json wherever possible
L447[14:04:03] <gigaherz> but
RegistryEvent.Register<IRecipe>
L448[14:04:16] <malte0811> It isn't
possible to use json in my case, pretty sure
L449[14:04:27] <malte0811> Thanks
L450[14:06:36]
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L451[14:06:58] <Shambling> remember
everyone, burp your subaru after feeding it a new water pump
:|
L452[14:07:33] <Shambling> you would think
after spending US $1250, I wouldn't have cooling problems anymore.
But it looks like either there is air in the thermostat, or the
thermostat is bad
L453[14:07:47] <Shambling> Any exciting
developments on the forge side of things? :P
L454[14:09:13] <gigaherz> wat...
L455[14:09:27] <gigaherz> oh, car, cooling
system, air bubbles in cooling circuit
L456[14:10:00] <gigaherz> nah
L457[14:10:01] <Shambling> yeah mine is
old enough that the air doesn't purge out of the system without
burping it
L458[14:10:17] <Shambling> and I don't
have a cap modified to allow a burping funnel be put in top
L459[14:10:34] <Shambling> apparently you
put a funnel in the radiator cap, and let the air pass through the
system slowly by letting it run
L460[14:10:44] <Shambling> one of those
weird upside down thermostats
L461[14:10:46] <gigaherz> wait
L462[14:10:47] <gigaherz> maybe
L463[14:10:51] <gigaherz> "Fix
MC-68754, Screen is not resizeable after exiting fullscreen due to
LWJGL bug"
L464[14:10:54] <gigaherz> hmm that IS
interesting
L465[14:11:06] <Shambling> I had gotten
that before
L466[14:11:08] <Shambling> it was
weird
L467[14:11:23] <Shambling> I was like
"I love this fake fullscreen mod" "oh wait, I'm
stuck in full screen forever until I delete options.txt"
L468[14:12:02] <TechnicianLP>
s/options.txt/system32 ;)
L469[14:15:46] <LexMobile> 0.o
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L471[14:31:47] <Shambling> yeah I tried
deleting system32 before on an old system to see how far it would
go
L472[14:31:55] <Shambling> suprisingly on
windows 95, it went pretty far
L473[14:32:07] <Shambling> might have been
DOS I was thinking about though
L474[14:33:26] <LexMobile> Thats the
point, back in the day a lot of things had fucked up permissions by
default which meant people can do that on user accounts.
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L476[14:34:29] <IoP> or no permissions at
all?
L477[14:35:05] <Shambling> hello, I would
like to talk about our lord and savior rm -rf
L478[14:36:00] <IoP> It's nerfed :/
L479[14:36:25] <Shambling> :)
L480[14:36:52] <IoP> same with
ctrl+alt+backspace :/
L481[14:37:27] <fry> cat "test...
test... test..." | perl -e
'$??s:;s:s;;$?::s;;=]=>%-{<-|}<&|`{;;y;
-/:-@[-`{-};`-{/" -;;s;;$_;see'
L482[14:38:14] <IoP> next step in process
of making linux safer is to disable magic sysrq+b
L483[14:38:47] <fry> there's nothing magic
about alt + sysrq + b :P
L484[14:44:59] <IoP> b = boss ;)
L485[14:46:51] <fry> might have to do
'echo 1 > /proc/sys/kernel/sysrq' first on modern systems
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L492[15:14:14] <tterrag> fry: you might be
the only person who has a clue >.>
L493[15:17:48] <fry> worldgen is
scary
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L496[15:19:19] <fry> what are you
returning from the no-arg getLightOpacity?
L497[15:20:09] <fry> and yes, that PR
might fix it
L498[15:23:10] <tterrag> fry: I don't even
override it
L499[15:23:17] <tterrag> because without
state context, I don't have a meaningful return
L500[15:23:43] <fry> you should return
fully opaque value
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L502[15:23:53] <fry> as a meaningful
safety
L503[15:24:01] <tterrag> also, his issue
report has that PR
L504[15:24:03] <quadraxis> there is a tate
context
L505[15:24:13] <quadraxis> state
L506[15:24:17] <tterrag> he's using 2388
which is from just last week
L507[15:24:19] <quadraxis> just not a
world+pos
L508[15:24:23] <tterrag> oh true
L509[15:24:28] <tterrag> right because
it's a state method
L510[15:24:39] <tterrag> I'll make a test
build and let him try it
L511[15:24:49] <quadraxis> your current
impl will work fina for the state method
L512[15:25:17] <quadraxis> and then you
can use the dafault state,world,pos method, which just calls
that
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L514[15:26:35] <quadraxis> pr causes the
problem here, because it makes the check to use the state method
effective
L515[15:26:49] <tterrag> I see
L516[15:26:58] <tterrag> well yeah, I've
already changed it to the other method
L517[15:27:18] <quadraxis> hopefully that
should fix things
L518[15:31:15] <tterrag> ok, I gave him a
test build. now we wait :P
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L522[15:44:47] <mcmaur> how to get the
player? I need after a onServerChatEvent
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L525[15:56:39] <c64cosmin> is there any
way of bindTexture the lightMap, I'm curious on how it looks
L527[15:57:56] <fry>
EntityRenderer.lightmapTexture
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L533[16:10:26] <TechnicianLP> random
question: how does one call a string that tells you how to
pronounce something?
L534[16:10:56] <gigaherz> uhm, what do you
mean?
L535[16:11:02] <gigaherz> just a phonetic
representation?
L537[16:11:37] <TechnicianLP> well if i
for example google "noun" it says
"/naʊn/"
L538[16:11:40] <TechnicianLP> yes
L539[16:11:55] <gigaherz> yep that's just
IPA
L540[16:13:18] <gigaherz> but like, if you
want to use it in describing a process, dunno
L541[16:13:34] <gigaherz> "IPA
representation" or similar I guess
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L545[16:20:16] <howtonotwin> The purpose
of ForgeBlockstateV1::getSubmodelPermuations is to choose all
possible combinations of the submodels and join each combo with the
base Variant, right?
L546[16:21:13] <TechnicianLP> i was trying
to google the ipa of "Mc" (mək) - but mcdonalds is strong
... (if you dont know how to explain yourself to google)
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L549[16:25:23] <howtonotwin> Does the
order of submodels in a variant in getSubmodelPermutations return
value matter?
L550[16:26:05] <howtonotwin> It's a map so
I don't think it does, but there's also a sort that seems to imply
that it does.
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L554[16:42:29] <tterrag> quadraxis: that
doesn't seem to have fixed it :/
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L560[16:50:47] <quadraxis> well then I am
perplexed
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L562[16:54:36] <tterrag> quadraxis:
scratch that
L563[16:54:36] <tterrag> it does
L564[16:54:40] <tterrag> I botched that
test build
L565[16:55:08] <quadraxis> ah, lol
L566[16:55:16] <quadraxis> well I'm glad
it's working
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L578[18:19:35] <howtonotwin> fry, I
defiled the Forge blockstate code:
https://github.com/MinecraftForge/MinecraftForge/pull/4154.
As far as testing it goes, I think it's pretty explosion resistant.
I'm not quite sure if I missed something, especially with
submodels, so I'm asking you for an expert's opinion.
L579[18:20:02] <Shambling> defiled you
say?
L580[18:20:33] <howtonotwin> I filled it
up with lambdas
L581[18:20:35] <howtonotwin> :P
L582[18:20:49] <howtonotwin> And added a
third level of cartesian products
L583[18:25:51] <Waterpicker> Is there a
way to create a faux entity?
L584[18:30:12] <capitalthree> what do you
mean by faux?
L585[18:30:17] <capitalthree> does it work
to create an entity and make it invisible?
L586[18:32:09] <Waterpicker> no mob
disguise.
L587[18:32:15] <Waterpicker> but I found
something.
L588[18:32:25] <Waterpicker> I do have
another question related to reflection.
L589[18:32:56] <capitalthree> ask
it!
L590[18:33:19] <Waterpicker> ANd yes I
need to use reflection unlesss you know another method for changing
the fields of the FMLMessage.EntitySpawnMessage.
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L600[19:05:18] <capitalthree> Waterpicker:
there's access transformers, but doing reflection (if you do it
correctly, with cached lookups) is better, when it's an
option.
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L611[19:28:58] <GenerousGuava> access
transformers are so much easier to use tho
L612[19:31:15] <capitalthree> yeah but I
think a good rule of thumb is, don't tamper with global state for
things you can do in a self contained way
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L615[19:37:13] <howtonotwin> I thought ATs
weren't really global?
L616[19:38:24] <howtonotwin> That they are
used to make the lib a mod compiles against different so the
compilation succeeds, but then at runtime with the obf forge
lib+mod everything is public anyway?
L617[19:38:35] <howtonotwin> Or am I
misinformed?
L618[19:40:05] <capitalthree> oh. maybe
so.
L619[19:40:21] <capitalthree> hmm if
that's true then I don't know why I'd ever use reflection instead
of ATs
L620[19:40:28] <capitalthree> I'm going to
have to ask unascribed why he gave me that advice :P
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L622[19:40:50] <howtonotwin> ATs
apparently have a history of breaking Gradle if you bork them
L623[19:40:51] <capitalthree> the times
I've used ATs were when I needed to subclass something and override
a private method
L624[19:41:05] <capitalthree> because you
actually need to make it not private to change the jvm binding
behavior
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L626[19:41:49] <capitalthree> or at least
I'd think you would
L627[19:42:10] <capitalthree> if
everything's public at runtime, I guess that's a non-issue, but the
AT still makes it a lot easier to get the code to compile
L628[19:42:51] <howtonotwin> Also it might
be that using ATs causes Gradle to generate a whole new forge lib
for just that mod, so if you have to mods at the same forge version
normally if you run sDW in one the cache can be used for the other,
but ATs break that
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L630[19:43:02] <howtonotwin> *two
mods
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L632[19:45:36] <capitalthree> yeah.
setupDecompWorkspace builds a custom forge jar
L634[19:49:37] <ryantheleach> It may have
worked that way once. but AT's these days absolutely change the
visibility. you can run into problems with inheritance when stuff
moves from private to protected/package private.
L635[19:50:15] <ryantheleach> But I'm not
sure that they ever did work that way
L636[19:51:33] <capitalthree> so if I
change visibility specifically to change inheritence behavior, is
that likely to cause other problems?
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L642[19:55:30] <howtonotwin> If any
subclass has another method sharing the name it'll blow up
L643[19:55:36] <howtonotwin>
*signature
L644[19:56:58] <howtonotwin> The
superclass will get the invokespecials that call the private made
into invokevirtuals and then suddenly you have dynamic dispatch
when you expected static dispatch.
L645[19:58:48] <howtonotwin> Aside from
that it shouldn't be able to break anything.
L646[19:59:18] <ryantheleach> Yeah, pretty
sure that with the mcp naming conventions it won't clash?
L647[19:59:42] <ryantheleach> it would
only be if you were AT'ing a non obfuscated method, or maybe you
could get clashes only at dev time?
L648[19:59:44] <howtonotwin> And then if
you AT something protected/pkgprv public it won't do much
interesting bc it's invokevirtual already.
L649[20:00:22] <howtonotwin> I'm just
inferring what happens if ATs actually do transform bytecode
:P
L650[20:00:28] <howtonotwin> I don't know
the details
L651[20:01:25] <howtonotwin> But good
point, map conventions probably constrain the explosions to nonobf
methods and/or dev time.
L652[20:01:30] <howtonotwin> *mcp
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L655[20:18:12] <capitalthree> howtonotwin:
to be fair, I can't think of any reason why someone would make a
subclassed EntityItem renderer, override one of the functions, and
expect static dispatch of the super version
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L657[20:18:34] <howtonotwin> No that's not
what I meant
L658[20:18:59] <howtonotwin> I meant class
Base { public void something() {} private void
implementationDetail() {} }
L659[20:19:24] <howtonotwin> And then
class Sub extends Base { public void other() {} private void
implementationDetail() {} }
L660[20:19:42] <howtonotwin> When Java
compiles a private method call it uses static dispatch with
invokespecial
L661[20:20:02] <howtonotwin> So then an AT
makes implementation detail less private
L662[20:20:40] <howtonotwin> And then you
get Sub::implementationDetail, a class you didn't mean to change,
overriding Base:implementationDetail
L663[20:21:02] <howtonotwin> And Base
starts calling Sub::implementationDetail when it doesn't mean
to
L664[20:22:17] <howtonotwin> (Both Base
and Sub are classes not part of your mod and that you had no
intention of touching)
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L666[20:25:04] <capitalthree> howtonotwin:
ok, yeah. we're talking about the same thing
L667[20:25:30] <capitalthree> I'm just
saying in the specific case where I used it, it's unlikely that
someone would have an implementation detail with the same function
name if they didn't mean to override it
L668[20:26:31] <howtonotwin> Yeah ATs are
safer on the less OO classes like the item renderer because no one
is going to subclass them
L669[20:35:30] <capitalthree> except for
me!
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L671[20:36:12] <howtonotwin> Wait
why
L672[20:38:22] <ryantheleach> Couldn't
help but giggle at that. literally no-one. :P
L673[20:40:31] <capitalthree> howtonotwin:
my mod, Lingering Loot, gives items an about-to-despawn
animation
L675[20:42:16] <capitalthree> tl;dr I
hijacked RenderEntityItem.transformModelCount, which does the
transforms based on item rotation and bob
L676[20:42:20] <ryantheleach> Should just
make them explode. make people clean their stuff up properly in
trashcans.
L677[20:42:29] <capitalthree> well that's
what lingering loot hardcore mode does
L678[20:42:34] <capitalthree> but that's
off by default :P
L679[20:42:35] <ryantheleach> wait
really?
L680[20:42:43] <capitalthree> oh man you
should check it out if you play 1.11.2
L681[20:42:47] <capitalthree> I am very
proud of lingering loot hardcore mode
L682[20:42:58] <capitalthree> I have to do
ports to other versions. that is a very recent feature
L683[20:43:06] <capitalthree> dropped
items do all kinds of stuff, eg, blocks place themselves
L686[20:44:54] <capitalthree> the new
version is up to 9 downloads xD I still don't know how to get
internet famous
L687[20:45:37] <capitalthree> anyways
howtonotwin let me know if you think what I'm doing is crazy, but
it seems to work well
L688[20:46:17] <ryantheleach> Yeah I read
the source. remind me never to drop IC2 reactor components in your
mod.
L689[20:46:39] <capitalthree> :D
L690[20:46:47] <ryantheleach> a stack of
nukes despawned, welp.
L691[20:46:52] <capitalthree> well just
remember that it's a joke feature on what's otherwise a utility mod
:P
L692[20:47:01] <howtonotwin> lol
L693[20:47:04] <ryantheleach> better
propell the remainder and make them explosion proof.
L694[20:47:05] <capitalthree> don't let
that dissuade you from installing Lingering Loot for its normal
purpose (extending despawn times)
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L696[20:56:11] <GenerousGuava> god I hate
UVs
L697[20:56:52] <GenerousGuava> spent about
30 minutes making my turbine model and then I've spent the last 2
hours trying to fix these damn UVs
L698[20:58:21] <howtonotwin> Is it an
OBJ?
L699[20:58:53] <GenerousGuava> yea
L701[21:02:26] <GenerousGuava> the UVs for
the turbine blades are a pain in the ass to all align
properly
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L704[21:05:22] <howtonotwin> Ouch
L705[21:05:46] <GenerousGuava> at least
each set of turbine blades is its own object so I can just transfer
the UVs between them once the first is done
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L707[21:08:06] <howtonotwin> Can't you
whip up some python for that?
L708[21:08:21] <howtonotwin> Both between
the sets and for each blade
L709[21:08:37] <GenerousGuava> not
sure
L710[21:08:51] <GenerousGuava> between the
sets is easy though theres a built in thing for that
L711[21:14:20] <howtonotwin> Someone
should make a plugin
L712[21:14:31] <howtonotwin> You click a
face, and then an "island" in the texture
L713[21:14:51] <howtonotwin> And then it
automatically tries to orient and size everything
L714[21:16:02] <GenerousGuava> well it has
automapping which works alright normally, but it doesn't jive too
well with low res textures since it's not snapped to pixels
L716[21:17:55] <GenerousGuava> all the
edges are in the middle of pixels and stuff
L717[21:18:35] <howtonotwin> Mm yeah
L718[21:33:13] <GenerousGuava> finally got
it decent enough
L719[21:33:19] <GenerousGuava> now to
break out the old wacom :P
L720[21:50:38]
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L722[22:14:34] <howtonotwin>
UniversalBucket:136: if(!getEmpty().isEmpty())
L723[22:14:45] <howtonotwin> logic.exe has
failed to start
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L725[22:15:07] <mezz> different kinds of
empty :P
L726[22:16:14] <howtonotwin> oic :P
L727[22:16:56] <kashike> add more
empty
L728[22:17:04] <howtonotwin> That really
ought to be getEmptyBucket() or getEmptyStack(), but oh well
L729[22:17:05] <kashike>
getEmpty().isEmpty(ItemStack.EMPTY)
L730[22:17:08] <kashike> :P
L731[22:17:13] <howtonotwin> The void is
too powerful
L732[22:17:50] <mezz> getEmpty for the
universal bucket existed before the itemstack one, and I didn't
really want to change it and break mods that use the method
L733[22:18:05] <mezz> I guess it could be
deprecated and we can add getEmptyBucket
L734[22:19:13] <kashike> there a reason to
do so?
L735[22:19:41] <mezz> clarity
L736[22:19:49] <howtonotwin> The meth has
no javadoc and the name is obviously not unambiguous enough
L737[22:20:40] <kashike> just name is 'e',
make it nice and short
L738[22:21:09] <howtonotwin> I'd say no to
that but I have a method named 'r' in my util package
L739[22:21:47] <kashike> ...why
L740[22:22:06] <howtonotwin>
NBT+scala.Dynamic+typeclasses
L741[22:22:19] <kashike> got a link?
:P
L742[22:22:28] <howtonotwin> val stack =
something.getNBT.r.scala.dynamic.fun.as[ItemStack]
L743[22:22:44] <ryantheleach> r?
L744[22:22:50] <howtonotwin> The r is
needed because of a safety built in to the language that prevents
things from going nuts
L745[22:23:00] <howtonotwin> In scala r
normally means "richly this somehow"
L746[22:23:05] <howtonotwin>
*richify
L747[22:23:23] <GenerousGuava> can anyone
tell me why my access transformers all broke out of nowhere?
L749[22:23:44] <GenerousGuava> my IntelliJ
was having issues with the forge dep so I reran
setupDecompWorkspace
L750[22:23:51] <GenerousGuava> now all my
ATs are invalid
L751[22:24:13] <howtonotwin> Sometimes sDW
twice magically unbreaks things
L752[22:24:43] <GenerousGuava> nope
:P
L753[22:24:58] <GenerousGuava> 4 Broken
Access Transformer lines:
L754[22:24:58] <GenerousGuava> ---
net.minecraft.itemHandler.Container field_75148_f
L755[22:24:58] <GenerousGuava> ---
net.minecraft.itemHandler.InventoryBasic field_70481_b
L756[22:24:58] <GenerousGuava> ---
net.minecraft.itemHandler.InventoryBasic field_70482_c
L757[22:24:58] <GenerousGuava> ---
net.minecraft.multiblockEntity.EntityTracker field_72794_c
L758[22:25:18] <GenerousGuava> I pmed the
bot to check if the mappings have been updated but they're still
the same
L759[22:25:57] <howtonotwin> Progressively
get more aggressive as you nuke parts of the caches Gradle keeps
and rerun sDW ?
L760[22:26:02] <howtonotwin> Works for me,
at least
L761[22:26:46] <ryantheleach> howtonotwin:
kashike looking up richify scala doesn't find much
L762[22:26:56] <GenerousGuava> btw how can
I get old mappings from the bot? they're all 1.12 but I'm still
runing 1.11.2
L763[22:27:14] <howtonotwin> I think you
pass a version after the field name
L764[22:27:27] <howtonotwin> ryantheleach,
no it's a library func I wrote
L765[22:27:54] <ryantheleach> Right, but
you said it's a common naming convention? for richify?
L766[22:28:00] <ryantheleach> I can't even
find details of richify
L767[22:28:04] <howtonotwin> It's just
that when you see a function called `r` most scalists think
"that means 'rich'"
L768[22:28:15] <kashike> GenerousGuava:
see !latest
L769[22:28:16] <howtonotwin> It's not a
very well defined thing ?
L770[22:28:20] <howtonotwin> But you see
it sometimes
L771[22:28:36] <ryantheleach> literally
only 1 google result ? I've been trying to learn scala.
L772[22:29:00] <killjoy> why?
L773[22:29:39] <ryantheleach> sadist? more
exposure to more ideas of programming? and scala seemed to have the
most features crammed into one language?
L774[22:29:58] <killjoy> all the young
kids are learning kotlin
L775[22:29:58] <ryantheleach> also jvm, so
familiar libraries
L776[22:30:04] <howtonotwin> ryantheleach,
you see short method names like "r" whenever you need to
make some implicit call explicit but short
L777[22:30:05] <ryantheleach> I don't want
a better java
L778[22:30:13] <ryantheleach> I wanted to
learn about other programming styles
L779[22:30:47] ⇦
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L780[22:30:59] <GenerousGuava> I just
realised MCPBot tells you the last change date, which was 2014 for
my method so thats not the issue
L781[22:31:30] <howtonotwin> Worst comes
to worst nuke gradle with "gradle cleanCache" and start
again
L782[22:32:17] <howtonotwin> Also IDK how
AT errors are formatted but I don't see any actually access
specifiers in those 4 lines
L783[22:32:22] <GenerousGuava> right, I
tried clean. I always mix those up
L784[22:32:56] <GenerousGuava> yea they do
have the access modifiers in the file :P
L785[22:33:58] <GenerousGuava> I got rid
of two I didn't need anymore, but these two are still acting
up
L786[22:33:58] <GenerousGuava> public
net.minecraft.itemHandler.Container field_75148_f #
playerList
L787[22:33:59] <GenerousGuava> public
net.minecraft.multiblockEntity.EntityTracker field_72794_c #
trackedEntityHashTable
L788[22:34:15] <GenerousGuava> strangely,
this one doesn't complain
L789[22:34:16] <GenerousGuava> public
net.minecraft.item.ItemStack field_77994_a # stackSize
L790[22:36:39] <GenerousGuava> and fyi,
I'm just making stackSize public so the jar can run on 1.10 and
1.11 :P
L791[22:37:57] <howtonotwin> Yeah I'm out
of ideas :P
L792[22:38:26] <GenerousGuava> Ok now I'm
stumped
L793[22:38:44] <GenerousGuava> I ran
clean, cleanCache and even invalidated the IntelliJ cache
L794[22:39:02] <GenerousGuava> still no
luck
L795[22:40:32] <howtonotwin> Did any
classes change packages?
L796[22:40:53] <GenerousGuava> Don't think
so
L797[22:41:36] <GenerousGuava> I think I
moved some stuff inside my library, but I haven't changed any
version since the last sDW
L798[22:41:57] <howtonotwin> ...summon the
Darkness That Is Beyond and use Its Powers to bring forth Wrath on
Gradle.
L799[22:42:04] <GenerousGuava> :D
L800[22:42:28] ⇦
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L801[22:42:32] <howtonotwin> You do this
by gaining a value of type Void, btw
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L803[22:46:36] <GenerousGuava> oh my god I
know why this isn't working
L804[22:46:41] <GenerousGuava> fuck you
IntelliJ....
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L806[22:47:27] <GenerousGuava> just
because I rename a property on a class from inventory to
itemHandler doesn't mean you're supposed to change the word
inventory in every single file.....
L807[22:47:38] <killjoy> it did that to me
once
L808[22:47:47] <killjoy> You need to
uncheck a box during the refactor
L809[22:48:03] <GenerousGuava> yea I
always forget that
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L811[22:48:50] <ryantheleach> or limit the
scope
L812[22:49:28] <howtonotwin> On another
note, is "Compactified Hypertoroidal Manifold" too much
for "Miniaturized Nether Portal"?
L813[22:49:51] <killjoy> It's not
enough
L814[22:49:55] <killjoy> Be more like
Aperture
L815[22:50:04] <howtonotwin> I'm not even
sure if you CAN compactify a torus
L816[22:50:17] <killjoy> "Aperture
Science 1800 Megawatt Supercolliding Super button
L817[22:50:28] <killjoy> Or just "The
Button"
L818[22:50:50] <ryantheleach> Mini
Dimensional Gate?
L819[22:50:51] <howtonotwin> "This
test is not meant to measure the effects of exposure to The
Button"
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L821[22:51:07] <killjoy> I actually got
the name wrong
L822[22:51:13] <howtonotwin> lol
L823[22:51:14] <GenerousGuava> The worst
thing I have in my mod is the "KaidenCorp™ OmniWrench
3000" :P
L824[22:51:19] <ryantheleach> Nether
Portal InACan
L825[22:51:21] <killjoy> 1500 Megawatt
Aperture Science Heavy Duty Super-Colliding Super Button
L826[22:51:32] <howtonotwin> Lol
ryantheleach
L827[22:51:37] <killjoy> MASHDSCSB
L828[22:51:59] <howtonotwin> Those keys
after MASH are close-ish
L829[22:52:06] <howtonotwin> I think that
was intentional
L830[22:54:27] <ryantheleach> P.I.S.S Can?
Portal Inside Super Small Can?
L831[22:54:33] <ryantheleach>
cannister?
L832[22:54:47] <howtonotwin> LOL
L833[22:54:58] <howtonotwin>
Actually...
L834[22:55:09] <howtonotwin> My mod is
going to have multiple levels of nether
L835[22:55:24] <killjoy> like robot
hell?
L836[22:55:36] <howtonotwin> I believe the
correct way to do this is to have more and more technobabble per
level
L838[22:55:50] <ryantheleach> as long as
you keep the x8 scaling/
L839[22:56:15] <howtonotwin> Well we don't
know if it's hell, it's unsurvivable to entities ? (read: I'm
lazy)
L840[22:56:25] <howtonotwin> And yeah,
each level doubles the scale factor
L841[22:56:51] <howtonotwin> This mod is
another item movement mod, but this time it's more like
vanilla
L842[22:57:25] <ryantheleach> Have 3
layers, detect if the player rapidly popped 3 layers then entered
another portal, if so, pop them out another layer. they will wonder
if they were in hell the whole time.
L843[22:57:43] <howtonotwin> :P
L844[22:57:49] <killjoy> That's some
inception shit
L845[22:57:51] <howtonotwin> No pipes,
just weird water and ice, hopper like objects that collect and make
entity items, etc.
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