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L24[01:53:40] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170830 mappings to Forge Maven.
L25[01:53:44] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170830-1.12.zip (mappings = "snapshot_20170830" in build.gradle).
L26[01:53:54] <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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L50[04:57:54] <TechnicianLP> do java generics have a way to say "Its either A or B but i don't care"? (ie String or Integer but i just handle Object)
L51[04:58:44] <heldplayer> My first thought would be for example List<String | Integer>, but I doubt that works
L52[04:59:03] <heldplayer> If I remember correctly, there is _something_ in generics that uses a pipe
L53[05:00:11] <quadraxis> think it's catching exceptions that uses the pipe
L54[05:01:09] <heldplayer> Ah wait no, generics use a & to say "must extend this and that"
L55[05:01:26] <heldplayer> Yeah, exceptions use it! :D
L56[05:01:35] <TechnicianLP> i could probably create overloads and make the object-method private
L57[05:02:17] <PaleoCrafter> Java doesn't have disjoint union types, so not going to happen :P
L58[05:02:48] <PaleoCrafter> But you know... Dotty has ;) http://dotty.epfl.ch/docs/reference/union-types.html
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L64[05:37:39] <Subaraki> i'm looking for a way to make my ridden entity go up, which isn't "up = -forward* (player.rotationPitch / 45);"
L65[05:37:47] <Subaraki> (looking up to go up basicly)
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L79[06:17:12] <ben_mkiv> hey, if i got a list in java, which is preset to typeA, can i add items to the list of typeB which extend the typeA class?
L80[06:17:26] <ben_mkiv> public static ArrayList<WidgetModifier> modifiers = new ArrayList<WidgetModifier>();
L81[06:17:50] <TechnicianLP> List<Object>.add(new String()) works
L82[06:18:32] <gigaherz_> yes that's sortof the whole point of extending
L83[06:18:34] <gigaherz_> ;P
L84[06:18:44] <gigaherz_> a list doesn't change anything
L85[06:18:57] <TechnicianLP> any way to make ConfigManager load a List of a registered type?
L86[06:18:58] <gigaherz_> A a = new B(); will work so long as B extends or implements A
L87[06:19:07] <ben_mkiv> ok, thanks much =)
L88[06:19:26] <ben_mkiv> well i'm from c/c++ if you define something as type a and add type b which is slightly bigger you get a memory corruption
L89[06:20:01] <TechnicianLP> sounds stupid
L90[06:20:12] <Aroma1997> welcome to object oriented programming...
L91[06:20:21] <ben_mkiv> well it isnt stupid tech
L92[06:20:30] <ben_mkiv> it just doesnt allocate "smart" for you
L93[06:20:47] <Aroma1997> in java you're not storing the object in the list, you're storing a reference to the object in the list
L94[06:20:56] <Aroma1997> and references always have the same size
L95[06:21:08] <ben_mkiv> ok, so its kinda like a pointer
L96[06:21:08] <Aroma1997> (which is also why you can't put primitive datatypes in lists)
L97[06:21:18] <Aroma1997> pretty much
L98[06:22:03] <PaleoCrafter> Eh, the problem about primitives is different
L99[06:24:57] <PaleoCrafter> it's really just about type erasure
L100[06:32:10] <gigaherz_> ben_mkiv: references are conceptually similar to pointers, but they aren't exactly the same
L101[06:32:23] <gigaherz_> in a pointer, if the thing changes its memory location, the pointer would become invalid
L102[06:32:31] <gigaherz_> while the reference always keeps working
L103[06:32:50] <ben_mkiv> yea, java handles all the memory mapping which is nice
L104[06:32:55] <ben_mkiv> if it works as expected :D
L105[06:33:25] <gigaherz_> the key is simply to remember that in java, for now, everything that isn't explcitly a primitive, is a reference
L106[06:33:27] <gigaherz_> including enums
L107[06:34:08] <gigaherz_> (which makes enums not very nice for compact storage since they will be the size of a pointer)
L108[06:34:28] <ben_mkiv> i'm actually using a small class with a short int to replace enums
L109[06:34:51] <gigaherz_> that has no advantage whatsoever?
L110[06:34:58] <gigaherz_> unless you want to declare new items dynamically
L111[06:35:13] <ben_mkiv> public class WidgetModifierType { public static final short A = 1, B = 2, C = 3; }
L112[06:35:21] <ben_mkiv> return WidgetModifierType.A == 3
L113[06:35:23] <gigaherz_> oh static constants
L114[06:35:25] <gigaherz_> yeah
L115[06:35:26] <ben_mkiv> �h
L116[06:35:30] <ben_mkiv> 1, sorry xD
L117[06:35:53] <gigaherz_> the only downside to that, is there's no type checking
L118[06:35:53] <PaleoCrafter> tbf, the fact that Java enums aren't just named integers actually also makes them relatively cool :P
L119[06:36:17] <gigaherz_> PaleoCrafter: it does, but it can easily confuse someone coming from the C world (C/C++/C#)
L120[06:36:23] <PaleoCrafter> of course
L121[06:36:49] <ben_mkiv> giga your nick sounds familiar btw. probably seen you on quakenet/freenode before xD
L122[06:36:57] <gigaherz_> freenode.
L123[06:37:01] <gigaherz_> #reactos or #ppsspp
L124[06:37:31] <gigaherz_> or efnet, #pcsx2
L125[06:37:41] <gigaherz_> or a long long time ago, efnet #ngemu
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L131[06:50:18] <Subaraki> gigaherz_, is it possible to move individual parts from a ModelHandle ?
L132[06:50:29] <gigaherz_> no it has no conception of parts
L133[06:50:35] <Subaraki> okay :/
L134[06:50:35] <gigaherz_> I just keep them in separate .obj files
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L136[06:50:50] <Subaraki> maybe i should go for a modle handle after all
L137[06:50:54] <Subaraki> o mean model base
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L141[06:54:08] <ben_mkiv> BipedModels are handy if its something which should be rendered on the player
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L143[06:54:29] <ben_mkiv> just worked with them and you can disable parts of the mesh and transform each on its own
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L145[06:57:42] <Subaraki> biggest problem being the texture
L146[06:57:49] <Subaraki> i'd like to reuse vanilla textures...
L147[06:58:00] <Subaraki> but modelbase has a weird way of mapping the textures
L148[06:58:04] <Subaraki> i prefere json textures
L149[06:58:08] <Subaraki> but i can't make json parts move
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L151[06:59:14] <Subaraki> maybe i dont need to make a full model
L152[06:59:21] <Subaraki> i could make just one bar and loop it
L153[06:59:23] <Subaraki> hmmm...
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L156[07:10:46] <gigaherz_> Subaraki: you can have different .obj models and move them? ;P
L157[07:11:12] <Subaraki> making a flying carpet P:
L158[07:11:23] <Subaraki> one bar should do, repeat it 15 times
L159[07:11:55] <gigaherz_> ah
L160[07:12:51] <gigaherz_> I'd probably define the quads in code for something like that, not even modelbase XD
L161[07:13:59] <Subaraki> i used a modelhandle
L162[07:14:04] <TechnicianLP> hardcoding models is stupid
L163[07:14:09] <Subaraki> http://i.imgur.com/oD5dHCe.png
L164[07:14:17] <Subaraki> need to fix the relative offsets though
L165[07:18:48] <barteks2x> if I ever try to modify linux kernel code, the first thing I will do is add a feature to trigger OOM killer if more than X% of time is spent swapping...
L166[07:19:30] <barteks2x> actually... maybe something like this already exists?
L167[07:19:37] <barteks2x> it's impossible noone has thought of it
L168[07:19:48] <Subaraki> forgot that offset texture parts aren't a thing yet :/
L169[07:19:55] <Subaraki> http://i.imgur.com/jZiaR0X.png
L170[07:19:59] <ben_mkiv> probably a oneliner :D
L171[07:25:45] <Subaraki> .... this is not how carpet is suposed to wiggle o.O
L172[07:25:46] <Subaraki> http://i.imgur.com/aqB931F.gifv
L173[07:25:59] <TechnicianLP> so if i want multible config-categories i have to something like @CFG(cat= "")Cfg{ p s class General {} ps class Something{}} ?
L174[07:26:38] <TechnicianLP> do the subclasses need a @Config as well?
L175[07:32:02] <TechnicianLP> nvm found some docs on it
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L178[07:57:19] <ben_mkiv> ok i have some java question again xD
L179[07:57:21] <ben_mkiv> class foo {
L180[07:57:21] <ben_mkiv> void newBar() { return new bar(); }
L181[07:57:21] <ben_mkiv> class bar {}
L182[07:57:21] <ben_mkiv> }
L183[07:57:36] <ben_mkiv> lets say i have this structure
L184[07:57:49] <ben_mkiv> do i get an object which refers to the object i used to create the new one?
L185[07:58:07] <ben_mkiv> or does it create a new "parent", too?
L186[07:59:24] <TechnicianLP> bar is not static which means every object of type foo has its own bar-class "defined"
L187[08:00:17] <ben_mkiv> thanks :)
L188[08:00:34] <ben_mkiv> but the question is, does every new bar object refer to the same foo object?
L189[08:00:54] <PaleoCrafter> Given they're created from the same foo object, yes :P
L190[08:01:43] <ben_mkiv> how about if foo is abstract? xD
L191[08:01:54] <ben_mkiv> ah nvm
L192[08:02:01] <ben_mkiv> would be used by some real object anyways
L193[08:03:59] <TechnicianLP> iirc you can get the foo instance from inside tha bar instance with "foo.this"
L194[08:04:04] <PaleoCrafter> TIL that the syntax for instantiating a new bar instance from outside of foo would be fooObj.new bar()
L195[08:04:06] <PaleoCrafter> Oo
L196[08:05:27] <ben_mkiv> well actually it happens from the 4th or 5th subclass xD
L197[08:05:42] <PaleoCrafter> that doesn't make a difference
L198[08:08:14] <ben_mkiv> its way less confusing like this in my code
L199[08:08:28] <ben_mkiv> i have a set of widgets which have different types, like dot/text/square/quad
L200[08:09:11] <ben_mkiv> either i have to walk through all the types, or just define the creation inside of each type
L201[08:09:37] <PaleoCrafter> creation of what?
L202[08:09:50] <ben_mkiv> of the new subobject
L203[08:10:07] <ben_mkiv> or should i still use inside of foo the syntax?
L204[08:10:21] <ben_mkiv> so => return foo.new bar();
L205[08:10:47] <ben_mkiv> which would be like this.new bar();
L206[08:11:49] <PaleoCrafter> you should just be able to call new bar(). With "outside of foo" I actually meant outside of its hierarchy, given that the inner class has the correct visibility
L207[08:15:30] <ben_mkiv> ok, thanks
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L210[08:18:27] <ben_mkiv> found my problem, defined the wrong thing static and boom...
L211[08:18:32] <ben_mkiv> it did a mess xD
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L213[08:44:39] <Subaraki> reasons why t
L214[08:44:54] <Subaraki> reasons why when two or more of the same entities are spawned, only one is rendered ? *
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L218[09:03:47] <Subaraki> why does stuff like this happen ? http://i.imgur.com/1g4pXov.png
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L220[09:04:27] <kruug> Is this channel for general modded assistance? I'm having loading errors from rftools.
L221[09:07:21] <kruug> https://paste.debian.net/983696/
L222[09:07:52] <kruug> Using rftools-1.1x-6.13.jar and mcjtylib-1.1x-2.4.3.jar. Forge version 12.18.3.2422.
L223[09:08:41] <Subaraki> its more channel for modding
L224[09:08:46] <Subaraki> but let me check that crashlog
L225[09:08:53] <kruug> What's the recommended channel for support?
L226[09:09:09] <Subaraki> the mod that crashed your game =)
L227[09:09:33] <kruug> Ah, look at that. #rftools exists
L228[09:09:35] <Subaraki> looks like your mod needs to update his reflection
L229[09:09:47] <Subaraki> or you need to downgrade your forge version
L230[09:09:49] <Subaraki> or upgrade it
L231[09:10:21] <PaleoCrafter> !gf field_190927_a
L232[09:10:25] <kruug> I'm at the latest Forge version for 1.10.2. Using the recommended version breaks other mods
L233[09:11:22] <PaleoCrafter> That's ItemStack.EMPTY. looks like McJty messed something up in his cross version compat efforts
L234[09:13:01] <gigaherz_> kruug: forge latest is always better
L235[09:13:11] <gigaherz_> "recommended" means "if you use anything older you are doing it wrong"
L236[09:13:29] <Subaraki> https://hastebin.com/ujexiyular.java
L237[09:13:39] <Subaraki> the problem : http://i.imgur.com/s2sUINB.png
L238[09:13:43] <Subaraki> entities not rendering
L239[09:13:48] <Subaraki> some gl problem i supposed
L240[09:13:52] <Subaraki> couldn't locate it though
L241[09:14:26] <kruug> Just talked with McJty, he had me check compatlayer...I downloaded the 1.11 instead of 1.10 >.< Total user error.
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L246[09:45:06] <Subaraki> did anyone check out the paste ?
L247[09:45:16] <Subaraki> i'm at loss and would love someone else's view on it
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L250[09:52:21] <barteks2x> this is not the issue but what the hell is that? for(float f = 0; f < 16; f++)
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L262[10:58:25] <tterrag> where does the vanilla item frame load its model variants from the blockstate?
L263[10:58:34] <tterrag> I'm using ModelLoader.registerItemVariants and it doesn't seem to work
L264[11:00:44] <tterrag> found it
L265[11:00:48] <tterrag> hardcoded right into ModelBakery
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L281[12:41:15] <Ordinastie> ew, they rolled the new design on youtube
L282[12:41:17] <Ordinastie> no thanks
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L286[12:53:44] <PaleoCrafter> Ordinastie, that's what I've started testing it months ago, so I'm already used to it when it becomes inevitable :P
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L288[12:54:17] <PaleoCrafter> I actually was a little confused when I browsed it from another device
L289[12:55:11] <Ordinastie> I disabled it directly
L290[12:55:19] <ghz|afk> is there a name for this in english? https://upload.wikimedia.org/wikipedia/commons/thumb/c/c4/Pollastre_a_l%27ast.jpg/220px-Pollastre_a_l%27ast.jpg
L291[12:55:47] <Ordinastie> thing is, I'm already using a dark theme that's way better than the youtube one
L292[12:55:59] <Ordinastie> ghz|afk, that's chickens :p
L293[12:56:03] <ghz|afk> yes
L294[12:56:04] <ghz|afk> I mean
L295[12:56:08] <ghz|afk> that way of cooking them
L296[12:56:12] <ghz|afk> with a stick
L297[12:56:35] <ghz|afk> (metal rod these days)
L298[12:56:39] <Ordinastie> Rotisserie ?
L299[12:56:59] <ghz|afk> yep
L300[12:57:00] <ghz|afk> https://en.wikipedia.org/wiki/Rotisserie
L301[12:57:02] <ghz|afk> that seems to be it
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L304[12:57:26] <PaleoCrafter> Fecking French coming in useful
L305[12:57:35] <ghz|afk> the supermarket I get my groceries from, was renovated over august
L306[12:57:40] <ghz|afk> and they reopened this monday
L307[12:57:46] <ghz|afk> and one of the improvements is a rostisserie
L308[12:57:57] <ghz|afk> 4.50 eur for a whole chicken, 8eur for 2
L309[12:58:10] <ghz|afk> I'm getting dressed to go get dinner ;p
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L314[13:08:39] MineBot sets mode: +o on fry
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L316[13:21:10] <ben_mkiv> well that escalated... forked OpenGlasses and added some GL like modifier stack and thinking of a name for the mod, but OpenGLasses doesnt work xD
L317[13:21:42] <ben_mkiv> maybe OpenGLbutts
L318[13:21:45] <PaleoCrafter> I like me some GL butts
L319[13:21:47] <ben_mkiv> ^^
L320[13:21:47] <PaleoCrafter> Darn
L321[13:22:32] <ben_mkiv> my first GL program was like i put boob on a blank surface and add a mirror below
L322[13:24:19] <PaleoCrafter> Uhm... Sure, mine was a triangle :P
L323[13:24:45] <ben_mkiv> well wasnt my first gl programm really, more working with a toolkit which did the GL calls
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L331[13:55:23] <Subaraki> anyone got time to kill ?
L332[13:55:30] <Subaraki> who wants to proof read this ?
L333[13:55:31] <Subaraki> https://github.com/ArtixAllMighty/Rpg-Addon-BerserkMageArcher/wiki
L334[13:55:39] <Subaraki> and tell me wether or not its a good wiki
L335[13:55:52] <Subaraki> if you have any questions after reading, do ask, so I can add that info in there
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L342[14:26:57] <PaleoCrafter> Lex, when you're around: I've got a rough idea how to do the multiple advancement requirement thing (also for distinguishing AND from OR)
L343[14:28:12] <ghz|afk> { "operator": "and", "arguments": [ ... ] } ? ;P
L344[14:28:26] * ghz|afk shudders
L345[14:28:37] <TechnicianLP> there already is a sntax for and/or in the jsons
L346[14:28:44] <PaleoCrafter> For the GUI :P
L347[14:28:50] <ghz|afk> oh
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L350[14:29:31] <ghz|afk> a circle with ( 1 ) to mean "one of", or ( * ) to mean "all" ?
L351[14:29:41] <ghz|afk> coudl be extended to ( 2 ) to mean "any two of these" ;P
L352[14:30:16] <PaleoCrafter> Eh, that's not what your standard user would understand
L353[14:30:26] <ghz|afk> hmmm
L354[14:30:31] <ghz|afk> * coudl be taken to mean "whatever"
L355[14:30:36] <ghz|afk> so it's a BAD idea ;P
L356[14:31:05] <ghz|afk> my other thinking was to use electronics symbols
L357[14:31:11] <ghz|afk> for "OR gate" and "AND gate"
L358[14:31:18] <ghz|afk> but that has no meaning for the average user either
L359[14:31:30] <PaleoCrafter> My idea was a direct edge into the advancement for OR and going into another node first for AND
L360[14:31:52] <ghz|afk> so... i guess the requirements could merge before going into the item... yeah that
L361[14:32:17] <ghz|afk> >@----[ advancement ]
L362[14:32:18] <ghz|afk> vs
L363[14:32:26] <PaleoCrafter> And then you can colour in the branches of the AND that already are fulfilled
L364[14:32:27] <ghz|afk> ===[ advancement ]
L365[14:33:13] <PaleoCrafter> And for the connecting node you could also have a "cake" field if you want to be super fancy
L366[14:33:25] <PaleoCrafter> *filled, not field
L367[14:35:51] <PaleoCrafter> But I also considered nodes with '&' and '|' first xD
L368[14:36:14] <Ordinastie> if only there were actual words to describe them
L369[14:36:24] <PaleoCrafter> That's lame, though
L370[14:36:26] <Ordinastie> like 'All' or 'Any'
L371[14:37:49] <PaleoCrafter> Oh, that's another possibility: ∀ and ∃
L372[14:38:24] <ghz|afk> like electronics symbols
L373[14:38:31] <ghz|afk> you have to have studied logic ;P
L374[14:38:48] <ghz|afk> maybe an "or gate" symbol with an ∃ inside?
L375[14:38:59] <PaleoCrafter> lol
L376[14:39:03] <ghz|afk> and thecorresponding and gate
L377[14:41:29] <PaleoCrafter> But yeah, I think that the "collecting node" vs direct connection is a good enough visual indication
L378[14:42:27] <PaleoCrafter> But I guess that's going to be problematic for nested conditions: how to OR two things and then AND them with another?
L379[14:43:17] <ghz|afk> hmmm
L380[14:43:23] <ghz|afk> box vs circle?
L381[14:43:26] <ghz|afk> like
L382[14:43:35] <ghz|afk> ==[]--
L383[14:43:38] <ghz|afk> would be "or"
L384[14:43:50] <ghz|afk> while ==@-- would be "and"
L385[14:44:01] <ghz|afk> but "or" would merge into the advancement box itself
L386[14:44:09] <ghz|afk> if not nested
L387[14:44:43] <PaleoCrafter> I'm on my phone right now, so ¯\_(ツ)_/¯
L388[14:44:54] <PaleoCrafter> I'd need to actually toy with variations a bit
L389[14:45:44] <PaleoCrafter> Another Idea I had for AND is simply putting those requirements in a separated box from which the edge then goes away
L390[14:48:32] <ghz|afk> http://i.imgur.com/Th54b7w.png
L391[14:48:40] <ghz|afk> very rough ;P
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L394[14:55:28] <PaleoCrafter> But that's ambiguous again. What defines the circle as and? You'd need to see a non-nested example first to properly understand it
L395[14:55:43] <ghz|afk> pretty much, yes
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L397[15:01:01] <TechnicianLP> it should be able to handle (A|B)&(A|C) as well
L398[15:01:52] <ghz|afk> that's pretty much A|(B&C) btw ;P
L399[15:02:10] <TechnicianLP> but it cant be defined that way in the jsons ...
L400[15:02:49] <ghz|afk> pff ;p
L401[15:02:57] <TechnicianLP> its a [ [A or B] and [A or B]] twodiemsnional array syntax
L402[15:03:03] <PaleoCrafter> Oh right, there's no arbitrary nesting, right?
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L404[15:03:17] <PaleoCrafter> That simplifies things a bit
L405[15:03:49] <ghz|afk> if the root is AND
L406[15:03:53] <ghz|afk> then it makes things WAY uglier
L407[15:04:05] <PaleoCrafter> True
L408[15:04:21] <ghz|afk> because then the "nodes" are OR instead of and, which is MEH
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L410[15:13:20] <ghz|afk> https://www.youtube.com/watch?v=BU63-RN-Lq8
L411[15:13:23] <ghz|afk> so I'm watching this
L412[15:13:28] <ghz|afk> and xbcrafted mentions terminators
L413[15:13:30] <ghz|afk> and Iw as thinking
L414[15:13:37] <ghz|afk> they could look like players
L415[15:13:48] <ghz|afk> but if you hit them or burn them
L416[15:13:51] <ghz|afk> lose bits
L417[15:14:05] <ghz|afk> and reveal a skeleton model with metal texture
L418[15:14:05] <ghz|afk> XD
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L422[15:18:37] <LexMobile> RE you image: Honestly I was thinking that it would be more vertical.
L423[15:18:53] <LexMobile> Singe from what ive seen the vanilla advancements are fairly horizontal.
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L429[15:46:30] <ben_mkiv> anyone knows how to get the world/dimension object a player actually is in??
L430[15:46:49] <ben_mkiv> best would be if it works with EntityPlayer as reference
L431[15:47:40] <kashike> player.world?
L432[15:48:16] <ben_mkiv> hm, sounds good doesnt work
L433[15:48:36] <ben_mkiv> i tried getLocation().getWorld() and getWorld()
L434[15:49:51] <ghz|afk> uhm
L435[15:49:53] <ghz|afk> player.world works
L436[15:49:55] <TechnicianLP> define "not working"
L437[15:49:58] <ghz|afk> if it doesn't work for you
L438[15:50:01] <ghz|afk> you are doing something wrong.
L439[15:50:14] <ghz|afk> so describe in which way it's not working please
L440[15:50:14] <ben_mkiv> ah player is some global object i guess?
L441[15:50:24] <ben_mkiv> because i was still thinking about some EntityPlayer
L442[15:50:36] <ghz|afk> uhm
L443[15:50:38] <ghz|afk> well in the client
L444[15:50:40] <kashike> no, player is the Entity/EntityPlayer
L445[15:50:45] <ghz|afk> you have Minecraft.getMinecraft().player
L446[15:50:50] <ghz|afk> which is THE player that is using the game
L447[15:50:52] <ghz|afk> in a server
L448[15:50:59] <ghz|afk> each connected player has an EntityPlayer
L449[15:51:03] <ghz|afk> and similarly
L450[15:51:04] <kashike> MP
L451[15:51:05] <ben_mkiv> ah, i wanted to have it use a player reference of the type
L452[15:51:10] <ben_mkiv> not the actual player of the client
L453[15:51:19] <ghz|afk> other players on the client will also have their own entities
L454[15:51:25] <ghz|afk> (EntityOtherPlayerMP)
L455[15:51:37] <ghz|afk> each one of those entities
L456[15:51:41] <ghz|afk> has its own .world reference
L457[15:51:45] <ghz|afk> pointing to the dimension it's in
L458[15:52:24] <TechnicianLP> if the player changes dimension the object get recreated though
L459[15:52:39] <kashike> yes
L460[15:52:53] <ben_mkiv> error: cannot find symbol
L461[15:52:53] <ben_mkiv> return e.world.getBlockLightValue(e.posX, e.posY + 1, e.posZ);
L462[15:52:53] <ben_mkiv> symbol: variable world
L463[15:52:53] <ben_mkiv> location: variable e of type EntityPlayer
L464[15:53:24] <kashike> oh you're on old mappings
L465[15:53:27] <kashike> shame on you
L466[15:53:29] <kashike> worldObj
L467[15:53:34] <ben_mkiv> oh, what should i use instead?
L468[15:53:42] <kashike> entity.worldObj
L469[15:54:01] <kashike> update your mappings!
L470[15:54:23] <ben_mkiv> mappings? Oo
L471[15:54:48] <kashike> your build.gradle has a mappings = ... line
L472[15:55:04] <ben_mkiv> how do you know that im on the wrong?
L473[15:55:19] <ben_mkiv> 20160801 it is
L474[15:55:23] <kashike> that's old.
L475[15:55:32] <kashike> use 20170830
L476[15:55:36] <kashike> and update your code
L477[15:55:49] <TechnicianLP> what version are you on?
L478[15:55:56] <ben_mkiv> does it still work for 1.10.2 then?
L479[15:56:46] <kashike> you're on old mc too? sigh
L480[15:57:28] <ben_mkiv> lel, yea :/
L481[15:57:53] <ben_mkiv> is porting from 1.10.2 to current a lot of work?
L482[15:58:04] <ben_mkiv> and whats it about? changing names/calls?
L483[16:01:24] <ghz|afk> https://github.com/kashike/migration/wiki/1.10.2-to-1.11
L484[16:01:28] <ghz|afk> https://github.com/kashike/migration/wiki/1.11.0-to-1.12.0
L485[16:01:35] <ghz|afk> on top of that
L486[16:01:38] <ghz|afk> there's the ItemStack changes
L487[16:02:07] <ben_mkiv> ok, dont using any of them but itemstacks
L488[16:02:10] <ghz|afk> (itemstacks in 1.11+ are non-nullable, so you use ItemStack.EMPTY instead, stackSize is private and accessed through .getCount/setCount, ...)
L489[16:02:30] <ben_mkiv> also fine, cool
L490[16:02:30] <ghz|afk> and a couple things more in 1.11
L491[16:02:45] <ben_mkiv> but what happened to my entityplayer now that i've updated the mappings
L492[16:02:45] <ghz|afk> and then 1.12 has the registry rewrite, which now includes recipes
L493[16:02:50] <ghz|afk> the recipes are turned into json files
L494[16:02:54] <ghz|afk> and such
L495[16:03:30] <ghz|afk> ben_mkiv: also if you use 1.10.2, the final mappings are stable_29
L496[16:03:41] <TechnicianLP> ben_mkiv: rerun setupDecomp - look at the ENtityPlayer class - search for world and use the best guess you can make ...
L497[16:04:01] <TechnicianLP> s/EntityPlayer/Entity
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L547[19:17:19] <VoxelBuster> hi again fellow modders
L548[19:18:50] <VoxelBuster> could anyone direct me to an up to date tutorial on biome generation?
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L552[19:31:46] <VoxelBuster> trying to use 1.12 code from a world gen mod called Traverse
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L555[20:01:00] <VoxelBuster> even setting the biome weight to 100 in the biome manager does nothing
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