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L1[00:07:16] <cpw> pushed
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L3[00:43:39] <kashike> cpw: I'm hoping it's
a joke, and if not I'm hoping Java-based is still going to be a
thing.
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L12[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20171209 mappings to Forge Maven.
L13[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20171209-1.12.zip
(mappings = "snapshot_20171209" in build.gradle).
L14[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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L30[05:36:28] <PaleoCrafter> so...
illy
L31[05:39:42] <illy|Laptop> yes
L33[05:43:07] <illy|Laptop> This could be a
good time to add that to the interface... Ask Lex and and ill fetch
it to my branch
L34[05:43:21] <illy|Laptop> also FML is
fun...
L35[05:43:30] <PaleoCrafter> maybe you can
come up with a better approach for it, anyways
L36[05:43:34] <illy|Laptop> Paleo, shoot
me
L37[05:43:38] <illy|Laptop> plz
L38[05:43:41] <PaleoCrafter> lel
L39[05:44:38] <PaleoCrafter> there's still
the issue that we can't infer the required lang adapter from
context in @Config and @ObjectHolder environments
L40[05:46:30] <illy|Laptop> that sounds
like pain....
L41[05:46:50] <PaleoCrafter> a lot of pain,
yes :D
L42[05:47:25] <PaleoCrafter> the obvious
way would be to simply add a lang param to the annotations
L43[05:47:27] <PaleoCrafter> but that's
meh
L44[05:48:54] <PaleoCrafter> if we could
rely on packages being unique per mod and were able to somehow
associate them with the mod instance, that'd also be an
option
L45[05:52:09] <illy|Laptop> I'll look at it
more after I get some sleep I still have to make sure I put the
ServiceLoader early enough and make sure I doing things right in
FMLModContainer
L46[05:53:06] *
illy|Laptop basks in the glory of the service loader all Hail the
serviceloader
L47[06:01:22] <LexMobile> Stop using
languages that are shit... OR use the mechanics in that language to
make things properly static.
L48[06:02:00] ***
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L49[06:06:43] <illy|Zzz> welp that answers
that question :D
L50[06:09:47] <PaleoCrafter> lel
L51[06:10:08] <PaleoCrafter> then we'll
just have to hope that dotty will bring a @JvmStatic style
annotation >.>
L52[06:13:41] <illy|Zzz> make a request on
their issue tracker :P
L53[06:13:55] <PaleoCrafter> I know that
it's been discussed before, lemme see
L54[06:14:55] <illy|Zzz> after this I want
to work on getting a perms mod made so that way nobody will use it
:P
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L63[07:58:07] <TvL2386> hey guys, I've read
that Forge implements Forge Energy. I want to know how it works but
the forge documentation does not list it
L64[07:58:44] <Ordinastie> maybe look at
the classes containing the word 'energy' ?
L65[07:59:32] <TvL2386> mkay
L66[08:01:52] <TvL2386> nice!
L67[08:02:06] <TvL2386> I must admit I've
never browsed the MinecraftForge repo before hehehe
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L72[08:54:01] <cpw> kashike, coremods
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L75[09:15:43] <TvL2386> ok so I thought If
I have my TE implement IEnergyReceiver, IEnergyProvider,
IEnergyStorage I have both Forge Energy and COFH RF
capabilities
L76[09:16:00] <TvL2386> I implemented their
methods and assumed energy would start flowing through my
block
L77[09:16:07] <TvL2386> guess more is
needed :)
L79[09:20:36] <Ordinastie> is it possible
to have commit comment closing an issue in an another repo ?
L80[09:22:05] <PaleoCrafter> I know you can
reference with User/Repo#XXXX so maybe try that with the closing
trigger?
L81[09:23:07] <Ordinastie> yeah, looks like
it should work
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L83[09:24:09] <TvL2386> thx
PaleoCrafter
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L87[09:35:15] <Ordinastie> !gm
func_72939_s
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L89[09:36:05] <Ordinastie> so I got a
report once, of a crash because the blockState at a position didn't
match the ticking tileEntity
L90[09:36:24] <Ordinastie> should I be
concerned, or should I just consider a one of and not bother
?
L91[09:39:11] <Ordinastie> apparently
happened when breaking it
L92[09:39:36] <malte0811> Is this in the
TESR?
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L94[09:39:44] <Ordinastie> no, TE
ticking
L95[09:39:54] <Ordinastie> I know the issue
can happen during TESR rendering
L96[09:40:10] <Ordinastie> which is
somewhat understandable because you work on a cache instead of the
world
L97[09:40:27] <Ordinastie> but when
ticking, that should really not happen
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L100[10:04:03] <illy|Laptop> Boop o/
L101[10:04:33] <PaleoCrafter> Beep
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L106[10:31:50] <Raycoms> hi
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L109[10:40:06] <treborx555> hello
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L111[10:42:02] <treborx555> i have a
question, how would i get a server side entityplayer currently in
the server on an event where i can't get a player?
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L113[10:44:19] <treborx555> event in
question is LivingSpawnEvent.CheckSpawn
L114[10:47:06] <treborx555> btw am i
talking? i managed to get client working
L115[10:47:14] <Ordinastie> yes you
are
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L117[10:47:34] <treborx555> thanks, ill
wait patiently
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L121[11:13:39] <Ordinastie> what do you
people use in place of Function<Void, Void> ? Runnable feels
wrong :s
L122[11:19:20] <malte0811> Why does
Runnable feel wrong?
L123[11:19:31] <Ordinastie> associated
with threading usually
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L132[11:42:25] <PaleoCrafter> heh
L133[11:42:58] <illy|Laptop> I was
thinking hmm let me read up on dotty and there it was right on its
front page
L134[11:44:09] <PaleoCrafter> I guess
that's also where I got from :D
L135[11:45:31] <Ordinastie> damn, generics
can be tricky sometimes :x
L136[11:46:49] <Ordinastie> can't seem to
find a way to make my stuff work :(
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L138[11:52:48] <Ordinastie> I guess
putting generic stuff into maps is asking for problems too :x
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L141[12:01:56] <treborx555> i solved my
problem by using event.getWorld().playerEntities.get(0)!
L142[12:11:04] <treborx555> i really need
to get better at debugging..turns out my problem was that i forgot
to replace return 1 with return variable
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L146[12:30:56] <TvL2386> nice my cable can
receive energy :)
L147[12:31:12] <TvL2386> from a rftools
coal generator
L148[12:31:15] <TvL2386>
weeeeeeeeeeee
L149[12:31:31] <TvL2386> it doesn't pass
it on though to the next cable :)
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L153[12:40:43] <PaleoCrafter> excuse my
use of your project for this, Ordinastie :P
L154[12:41:13] <Ordinastie> meh, can't
read anything anyway :p
L155[12:41:13] <blackgem> Hey
L156[12:41:24] <blackgem> Anyone here ever
needed to adjust the player's eyeheight?
L157[12:41:43] <PaleoCrafter> not sure why
the quality is quite that crappy, my ShareX settings seem to have
been messed with
L158[12:41:47] <blackgem> Needs to also
adjust where their aim lands, and where it considers their 'head'
to be in a block.
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L162[12:53:03] <Ordinastie> PaleoCrafter,
can your template stuff match the en_us ?
L163[12:53:09] <Ordinastie> use that lang
as base
L164[12:53:49] <PaleoCrafter> yep
L165[12:54:14] <PaleoCrafter> well, not
with the line breaks, right now
L166[12:54:23] <PaleoCrafter> although
that's actually more feasible now that I've implemented this
system
L167[12:54:47] <PaleoCrafter> I could
simply transform the en_us into a template, hm...
L168[13:01:20] <blackgem> I have an odd
question
L169[13:01:37] <blackgem> Does
java.util.Random's nextInt output the same that %RANDOM%
would?
L170[13:01:41] <blackgem> Google does not
know.
L171[13:01:59] <malte0811> What
%RANDOM%?
L172[13:02:20] <blackgem> A variable in
Windows that returns a random integer.
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L174[13:03:35] <malte0811> Probably not.
What are you trying to do where you would need to know this?
L175[13:03:38] <PaleoCrafter> nextInt
without parameter will return *some* integer (i.e. a value in the
range -2^31 to 2^31-1)
L176[13:04:06] <PaleoCrafter> nextInt with
parameter n will return an integer within the range 0 to
(n-1)
L177[13:04:09] <malte0811> I thought he
was asking about the values for a specific seed?
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L179[13:05:20] <PaleoCrafter> well, if you
know that you can get in an integer within a certain range, it
obviously doesn't have to be the same as the one provided by
%RANDOM% which doesn't let you provide a range
L180[13:07:03] <malte0811> blackgem: Are
you talking about the values produced for a specific seed/starting
time or are you talking about the output range?
L181[13:07:15] <blackgem> Both,
actually.
L182[13:07:23] <blackgem> I just need to
know how identical they are for the purpose of testing
something.
L183[13:07:37] <Ordinastie> short answer,
they're not
L184[13:07:40] <blackgem> Rats.
L185[13:07:47] <blackgem> %RANDOM% does,
sort of, let you provide a range btw
L186[13:07:48] <malte0811> I'd say
identical values: no, identical ranges: possibly?
L187[13:08:04] <blackgem> (%RANDOM% %
10)+1
L188[13:08:10] <blackgem> will return
something between 1 and 10.
L189[13:08:21] <malte0811> Is %RANDOM%
unsigned?
L190[13:08:26] <blackgem> Dunno tbh.
L191[13:08:31] <blackgem> Cmd is weird
sometimes
L192[13:10:59] <IoP> Why would java return
same random than cmd.exe?
L193[13:11:08] <blackgem> I believe it is
unsigned.
L194[13:11:31] <malte0811> It probably is,
% usually gives negative values for negative inputs
L196[13:12:35] <IoP> blackgem: how do you
set seed for cmd.exe's random number generation?
L197[13:13:15] <blackgem> Don't think you
can that I've seen
L198[13:13:21] <blackgem> Batch is NOT
very versatile. It's just quick.
L199[13:14:55] <IoP> and next: What are
the limits of java int and %RANDOM%?
L200[13:15:15] <blackgem> You're losing
me.
L201[13:15:25] *
blackgem attempts breakfast, in order to communicate
better
L202[13:15:30] <IoP> hint: %RANDOM%
generates a random integer from 0 to 32,767 (inclusive)
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L204[13:17:29] <blackgem> Well I might
also add that cmd's seed only changes once per second -_-
L205[13:18:58] <Commoble> but does it
protect you from nukes
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L208[13:43:55] <Ordinastie> I hate it when
a basic fix takes hours because it's actually not so basic :(
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L215[14:28:26] <Ordinastie> damn, so much
work just to have the proper collision for the ladder :x
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L221[14:54:29] <blackgem> Hey guys, I have
a design question
L223[14:54:45] <blackgem> Trying to
recreate some aspects of this game. Can't figure out how I want to
do the monster-disappearing animation in Mineraft.
L224[14:55:10] <barteks2x> not strictly
forge question, more of a math question: when I want to divide 3d
plane with points on it intpo triangles with each point being a
vertex of a triangle, is it true that to get the verticies of the
triangle a point (that is not in the set of the specified points)
is in, it's enough to get the 3 closest points?
L225[15:05:13] <Ordinastie> blackgem,
remove mob model, display FX in its place
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L230[15:19:32] <Ordinastie> well, that's a
weird one
L231[15:19:50] <Ordinastie> somehow, I
managed to get a IBS without any of its properties
L232[15:21:26] <Ordinastie> oh
L233[15:21:34] <Ordinastie> it actually
makes sense... :x
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L272[21:46:32] <billy> so i've been
looking for hours, and I cant figure out where water kills grass in
code. I'm trying to find it so I can add the logic to my custom
liquids because they currently do not kill grass the way water
does. any pointers?
L273[21:47:43] <billy> i feel like it's
something stupid simple I am overlooking
L274[21:47:56] <Commoble> mm, lemme open
up eclipse and take a look
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L277[21:53:41] <Commoble> There's a thing
in BlockGrass's updateTick function that turns the block into dirt
if the block above it is too dim
L278[21:54:13] <Commoble> specifically, if
the light level in the tile above it is less than four and the
light opacity of the tile in that block is greater than 2
L279[21:54:16] <Commoble> water's opacity
is 3
L280[21:56:43] <Commoble> If that's the
cause of it, then as long as you set the opacity of your liquid it
should kill grass like water does
L281[22:00:08] <billy> hmmm, makes sense,
but where is water's opacity set? i'm not seeing that
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L283[22:01:14] <billy> nvm, i see it
L284[22:01:20] <billy> thank you so
much
L285[22:06:56] <billy> that was definitely
it. works like a charm ^_^ had a feeling it was something simple I
overlooked ;)
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