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L18[01:11:24] <nevercast>
IFluidHandler.getTankInfo, should it return null or an empty array
when no tanks are available?
L19[01:12:43] <sham1> You propably want to
return an empty array
L20[01:12:49] <sham1> What are you trying
to do really
L21[01:16:20] <nevercast> sham1, EnderIO
returns null from GenericTile when it doesn't have a Fluid Duct on
it. But implements IFluidHandler. I believe it should be returning
an empty array.
L22[01:16:45] <sham1> It reallyshould not
matter TBH
L23[01:19:26] <tterrag> nevercast:
...EnderIO?
L24[01:19:39] <nevercast> tterrag,
Yes?
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L26[01:19:47] <tterrag> where?
L27[01:19:53] <tterrag> GenericTile is not
an enderio class
L28[01:19:54] <nevercast> Moment
L29[01:19:58] <tterrag> nor are fluiducts
part of EnderIO
L30[01:20:00] <tterrag> so I'm
confused
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L33[01:21:45] <tterrag> hm...well it's been
that way a while
L34[01:21:52] <tterrag> can't say we have
any reports of it causing issues
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L36[01:22:34] <nevercast> One that was
caused by OpenModsLib where we were warning users when it was null.
This was probably incorrect and so I've muted the log.
L37[01:22:46] <nevercast> I wished to
clarify Forge's API regarding the proper return type
L38[01:22:54] <tterrag> forge's API doesn't
specify
L39[01:23:04] <nevercast> Indeed it
doesn't
L40[01:23:16] <tterrag> in cases like this,
you'd hope @Nullable would be used, but since it's not in other
places, we can't take that as a contract of non-null
L41[01:23:36] <nevercast> I'd hoped someone
of Forge authority would make a decision, and I'd follow
that.
L42[01:23:42] <nevercast> But as it stands
it's not explicit either way
L43[01:24:04] <tterrag> the person you
would want to ask is KingLemming
L44[01:24:13] <tterrag> since he wrote the
API and all
L46[01:24:24] <nevercast> Right, I'll
@mention him.
L47[01:24:49] <tterrag> he's on IRC but
seems to be |out now
L48[01:25:17] <nevercast> It's best that
it's replied to on Github anyway. For future reference of other
developers.
L49[01:25:21] <nevercast> Thanks again
tterrag
L50[01:25:43] <tterrag> mhm
L51[01:25:50] <tterrag> a @Nullable or
@Nonnull would be nice ;)
L52[01:26:15] <nevercast> Yes indeed it
would! :)
L53[01:26:53] <Cazzar> Or, just a doc
specifing :P
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L55[01:28:47] <nevercast> Anyone have an
insider word on expected 1.9 release by Mojang?
L56[01:29:10] <nevercast> It's frequently
mentioned. With no solid information
L57[01:29:37] <Cazzar> I just wait for
Mojang to release the changelogs.
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L59[01:33:26] <sham1> I just wat for
itemstates
L60[01:33:29] <sham1> wait*
L61[01:34:02] <sham1> Like blockstates were
one of the best changes to the game
L62[01:34:17] <sham1> So much
flexibility
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L64[01:34:25] <nevercast> Which version was
that introduced?
L65[01:35:08] <sham1> Blockstates are
1.8
L66[01:35:27] <nevercast> Yeah I didn't
think I was using them
L67[01:35:32] <nevercast> They replace
metadata yes?
L68[01:35:37] <sham1> yush
L69[01:35:52] <sham1> Rather, they are
sort-of like a wrapper around metadata
L70[01:36:04] <sham1> Because Mojang wants
to get rid of metadata
L71[01:36:15] <nevercast> Store it outside
chunk data?
L72[01:37:26] <sham1> Propably
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L79[02:04:27] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150818 mappings to Forge Maven.
L80[02:04:31] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150818-1.8.zip (mappings
= "snapshot_20150818" in build.gradle).
L81[02:04:41] <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/
L82[02:06:04] <Seylerius> Does Forge have
an interface that allows a mod to limit and gradually grant access
to recipes on a per-player or per-group basis?
L83[02:07:51] <tterrag> Seylerius: you'd
have to do it with your own recipes, otherwise not really
L84[02:09:37] <sham1> Yeah, you can make
your own recipes per-player
L85[02:09:41] <Seylerius> tterrag: So, if I
reimplemented or modified the source of a full advanced-tech stack
of mods (some of the advanced tech mods are thankfully open
source), I could implement a system that gradually unlocks recipes
based on research?
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L87[02:10:01] <sham1> Useful if you have
some sort of research mechanic
L88[02:10:15] <sham1> yush
L89[02:10:29] <Seylerius> That's awesome,
okay.
L90[02:10:48] *
Seylerius is plotting.
L91[02:11:13] <nevercast> 1.CoreMod and
2.ASM and 3.Break Forge and 4.Hook recipe registration
L92[02:11:37] <tterrag> CoreMod/ASM = same
thing?
L93[02:11:52] <nevercast> Sure. But I was
being explicit about the steps required
L94[02:12:12] <nevercast> I could have just
said "Hook recipe registration". You might have known
what I meant.
L95[02:12:32] <tterrag> oh
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L97[02:13:58] <nevercast> Any popular
headless-client projects for Minecraft?
L98[02:17:03] <Seylerius> Thanks,
folks.
L99[02:17:07] ⇦
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L100[02:17:58] <xaero> what do you mean by
'headless-client'? No monitor? No OpenGL rendering?
L101[02:18:26] <sham1> How can you play
Minecraft headless
L102[02:18:58] <sham1> Going without head
is not the best idea
L103[02:19:06] <nevercast> xaero, No
rendering, no gui.
L104[02:19:45] <tterrag> so
L105[02:19:47] <tterrag> a server
L106[02:19:49] <tterrag> ?
L107[02:19:58] <xaero> or a bot?
L108[02:21:17] <nevercast> ^ bot
L109[02:21:30] <sham1> why
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L111[02:21:42] <nevercast> sham1, because
something to do?
L112[02:22:01] <sham1> I'd imagine that if
it is not against the ToS it still is kinda weird
L113[02:22:25] <nevercast> It's not
against TOS, bots are not inheriently bad.
L114[02:22:40] <sham1> Unless they are
Skynet
L115[02:22:48] <nevercast> I've written my
own in the past, was enquiring about any popular projects. Perhaps
one that works with Forge.
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L117[02:22:58] <nevercast> sham1, No I use
Skynet project for that. IOT
L118[02:23:08] <xaero> well there's the
macro mod that has its own language to query for game state and
interact with the world, but you still need to be able to render on
a screen (albeit you can make the screen really small)
L119[02:23:13] <xaero> but I'm biased
:P
L120[02:23:37] <xaero> you can make a
primitive AI in that language
L121[02:23:55] <xaero> e.g. "harvest
this farmland" macro
L122[02:24:03] <nevercast> That sounds
fairly damn awesome
L123[02:24:08] <nevercast> "shovel
this hill"
L124[02:24:13] <nevercast> "fill this
pond with sand"
L125[02:24:21] <nevercast> It's BS like
that I want to do anyway
L126[02:24:23] <xaero> yup, possible with
enough codes
L127[02:24:24] <yueh> headless/thin
clients are actually nice for testing stuff
L128[02:24:28] <nevercast> ^
L129[02:24:45] <nevercast> The spin-up
time of the full client is heavy. It'd be nice if no textures were
loaded and nothing GUI related.
L130[02:24:48] <nevercast> Nothing
rendered.
L131[02:24:52] <nevercast> No GL.
L132[02:25:07] <nevercast> You'd have to
stub it though, because manual invocation
L133[02:25:07] <sham1> NopenGL
L134[02:25:30] <nevercast> I thought that
was a thing, and then I said it in my head, chuckled, and
cringed.
L135[02:25:31] <yueh> removing the
rendering probably won't speed up the spin-up time
L136[02:25:45] <nevercast> yueh, maybe
removing load of textures might
L137[02:26:07] <nevercast> I should try it
-- where the hell would I start though. MC source I guess
L138[02:26:38] <nevercast> sham1, If this
goes anywhere, I'm calling it NOPEnGL. You are welcome.
L139[02:26:54] <sham1> Yay
L140[02:27:01] <yueh> hm. maybe
L141[02:27:12] <xaero> lol
L142[02:27:18] <yueh> but i'd bet that
forge would die in a fire if you try to remove the textures
xD
L143[02:27:32] <nevercast> Then I will
have to CoreMod forge to not die
L144[02:27:48] <nevercast> "How big
is texture?" 1x1, "Can I render texture?".. sure..
it's, already rendered..
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L146[02:28:21] <nevercast> Remember
ModLoader? Weren't they great days of core modding where you just
hacked classes and distrubuted MC source? /s
L147[02:28:53] <yueh> i tried to add some
unittests (for example the configuration), to ensure nothing messes
the default config up... simply not possible as this needs to mock
a full forge instance
L148[02:29:02] <sham1> I remember
Modloader
L149[02:29:12] <sham1> And I am very happy
that Forge made it very obsolite
L150[02:29:38] <nevercast> ModLoader was
great if you wanted like.. two, maybe three mods
L151[02:29:43] <nevercast> I wrote a nice
HalfLife2 clone in it
L152[02:30:10] <sham1> Techit
classic
L153[02:30:13] <sham1> Never forget
L154[02:30:18] <nevercast> BRAH
L155[02:30:22] <nevercast> That's my first
mod experience
L156[02:30:35] <nevercast> Beta 1.2
L157[02:30:57] <nevercast> I remember my
first map. An IC2 reactor was in the middle of our town and we were
always worried it'd blow up
L158[02:31:09] <nevercast> The town was
made of Sandstone so you can understand the concern.
L159[02:31:40] <nevercast> Right how do I
make a coremod again.
L160[02:31:49] *
nevercast literally has no clue
L161[02:31:53] <nevercast> Start: Make
ForgeMod
L162[02:31:53] <nevercast> k
L163[02:34:28] <nevercast> Hey can I just
cancel RenderWorldEvent :P
L164[02:35:57] <nevercast> Nope
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L167[02:48:44] <nevercast> Is there a
massive protocol difference between 1.7.10 and 1.8 ?
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L171[02:49:23] <tterrag> nevercast: what
protocol?
L172[02:49:36] <nevercast> tterrag, game
protocol, or auth, either.
L173[02:49:46] <tterrag> mm not
really
L174[02:51:32] <nevercast> Can 1.8 clients
join a 1.7.10 server ?
L175[02:53:14] <tterrag> lol no
L176[02:53:31] <nevercast> Is there any
technical reasons why they couldn't ?
L177[02:54:24] <tterrag> rendering logic
is completely different
L178[02:54:31] <nevercast> Servers don't
render.
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L180[02:55:02] <tterrag> but clients
do
L181[02:55:04] <Kolatra> It has never
worked between versions, and never will.
L182[02:55:10] <tterrag> and they cannot
handle the data sent from a 1.7 server
L183[02:55:14] <tterrag> for blockstates
etc
L184[02:55:17] <tterrag> what Kolatra
said
L185[02:55:31] <nevercast> Right so the
protocol has changed. That's what I asked.
L186[02:55:41] <nevercast> I thought
blockstates wrapped metadata.
L187[02:55:45] <nevercast>
(Abstraction)
L188[02:55:58]
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L189[02:56:21] <WolfPlays360> is there a
way to export a list of all currently used Minecraft Mods?
L190[02:56:29] <tterrag> wot
L191[02:56:32] <nevercast> O.o
L192[02:56:43] <nevercast> In what? The
client? the server? the world?
L193[02:56:45] <nevercast> the latter,
no.
L194[02:56:46] <Kolatra> Like installed
mods? There are already mods for that.
L196[02:57:23] <tterrag> Kolatra:
like...FML...
L197[02:57:37] <Kolatra> tterrag,
exactly.
L198[02:58:04] <Kolatra> Forge prints it
all.
L199[02:58:06] <nevercast> This is why
everyone should use openeye. Because metrics and analytics.
L200[02:58:36] <WolfPlays360> I need a
list of all the mods I'm using for a problem I've been having, said
problem doesn't cause a crash, so I can't use a crash report, is
there a way in Minecraft laucher or otherwise that lets me export a
list of all my currently used mods?
L201[02:58:56] <tterrag> when you load
up
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L203[02:59:01] <tterrag> there is a
"Mods..." button on the main menu
L204[02:59:03] <tterrag> press it
L205[02:59:05] <nevercast> Just crash the
client :)
L206[02:59:18] <nevercast> F3 + C
L207[02:59:28] <Kolatra> Doesn't Forge
also print the found mods?
L208[02:59:30] <nevercast> Hold it for
like 3 seconds.
L209[02:59:48] <Kolatra> Like in the
logs?
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L211[03:01:52] <WolfPlays360> Offhand,
does anyone know of any well known mods that cause NEI's F7 and F9
overlays to not work?
L212[03:02:13] <nevercast> Check your
keybinds?
L213[03:02:31] <Kolatra> That's most
likely it. If they're conflicting, it usually doesn't work.
L214[03:03:33] <WolfPlays360> checked, all
listed keylinds in controls are free, and don't use F7 or F9
L215[03:06:42] <WolfPlays360> so is there
a way to export my mod list as a txt file or not? I need the full
list to report this problem
L216[03:07:07] <Wastl2> Check your FML
log, Wolfplays.
L217[03:07:59] <xaero> one way has already
been said: a crash can be forced and the resulting crashlog will
have a full modlist
L218[03:07:59] <tterrag> again, just crash
it
L219[03:08:01] <tterrag> f3+c
L220[03:08:44] <WolfPlays360> I crash my
Minecraft enough as it is, but I might as well again
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L223[03:09:05] <xaero> bah
L224[03:09:26]
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L225[03:10:10] <nevercast> Heh I had
thought to ask, but figured it obvious
L226[03:10:13] <nevercast> Are you using
Optifine?
L227[03:11:01] <tterrag> he gone
L228[03:11:20] <tmtu_> he gawn
L229[03:11:39] <nevercast> Eugh fine by
me.
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L233[03:19:20] <Zaggy1024> when I see
something like "Injected new block/item genesis:meganeura_egg:
4129 (init) -> 4237 (map)." on server, does that mean I
registered my item too late or somethig?
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L235[03:20:01] <Zaggy1024> I'm pretty sure
I'm registering it at the same time as the other items in the mod,
but it doesn't say anything about them
L236[03:20:44] <sham1Mobile> Meanwhile,
waiting at a bus stop is so much fun
L237[03:21:29] <nevercast> sham1Mobile,
How far is the bus
L238[03:21:46] <tterrag> Zaggy1024:
no
L239[03:21:52] <tterrag> it's just adding
your item to the world's id map
L240[03:22:03] <Zaggy1024> ah okay
L241[03:22:12] <Zaggy1024> makes
sense
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L243[03:23:09] <tterrag> it started out
with the init value, but since that id ( and a bunch following it )
were taken on that world's map, it shifted it
L244[03:23:56] <sham1Mobile> It's not that
much far but that I got an hour early to the stop
L245[03:25:59] <Elec0> Anybody know how to
include ComputerCraft and OpenPeripherals in the dev environment?
The forum post I found about CC didn't work
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L247[03:28:08] <nevercast> Elec0, OP is
available on Maven
L248[03:28:22] <nevercast> Oh. o you mean
the mod or the API?
L249[03:28:36] <Elec0> nevercast, the mod.
I got the API included just fine
L250[03:28:51] <nevercast> If mod you want
to grab the deobf from build.openmods.info, drop it in to your
workingdir/mods
L251[03:29:16] ⇦
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L252[03:29:17] <nevercast> As for
ComputerCraft, That's often done with CodeChickenChunk's Core
because that'll let you use obf'd jars in dev.
L253[03:29:22] <nevercast> I'm not sure
Dan provides a deobf.
L254[03:30:36] <Elec0> Unless I'm doing
something wrong, build.openmods.info doesn't have anything helpful
there. And I will check ChickenChunk's Core out, cause that would
be super helpful
L256[03:31:47] <Elec0> Yup, that works.
Sweetness, thanks.
L257[03:33:06] <sham1Mobile> CCC also has
some issues
L258[03:33:28] <Elec0> What kind of
issues?
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L260[03:35:27] <Zaggy1024> why use CCC
when you can use BON2? :P
L261[03:35:34] <nevercast> Oh god
L262[03:35:39] <nevercast> How many
computer mods are there
L263[03:35:43] <nevercast> Oh
L264[03:35:50] <nevercast> Wrong
acronym.
L265[03:35:58] <Zaggy1024> haha
L266[03:36:03] <Zaggy1024> you had me
confused for a sec
L267[03:36:08] <nevercast> And you,
mme.
L268[03:36:30] <Elec0> Yup. It took me a
second to figure out CCC as well. :p
L269[03:37:56] <nevercast> Why is VB.NET
still a default installation option in VS.
L270[03:38:04] <nevercast> Can we kill it
off already
L271[03:38:24] <Elec0> Oh god, VB. Why
isn't that dead.
L272[03:38:26] <nevercast>
"Acquiring: 29GB".. Eugh!
L273[03:38:50] <nevercast> How deep in
Usersub can I get before that downloads I wonder.
L274[03:42:30] <Elec0> So I have CCC in
/jars/mods, and I've linked it in Eclipse. I drop CC in
/eclipse/mods and MC still crashes
L275[03:43:25] <dangranos> what are you
talking abuut?
L276[03:43:45] <Elec0> I'm trying to get
ComputerCraft to work in my dev environment
L277[03:45:11] <dangranos> and you need
that why?
L278[03:45:17] <dangranos> (just
curious)
L279[03:45:37] <Lumien> You don't have to
link ccc
L280[03:45:42] <Elec0> Want to test the
mod I'm making without having to copy it to an alternate install of
MC, since I'm trying to add CC support
L281[03:46:00] <Elec0> Lumien, what do I
do with it, then?
L282[03:46:15] <Lumien> You just stick it
in the mods folder
L283[03:47:02] <xaero>
"/jars/mods" uh oh, I sense non-ForgeGradle
L284[03:47:36] <Elec0> Nope, I'm using
forge+gradle. But I dropped it into the mods folder and it still
crashed with CC in there as well
L285[03:47:57] <nevercast> jars/mods
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L287[03:47:59] <nevercast> W0t
L288[03:48:18] <nevercast> Take a
screenshot, find screenshot, go up one level, open mods, ????
PROFIT
L289[03:48:34] <Zaggy1024> ugh I need to
go to bed but I can't stop programming
L290[03:49:04] <Lumien> Doesn't open
peripherals (ar another peripheral mod?) Have an api that provides
your peripheral to oc & cc?
L291[03:49:13] <Lumien> Maybe you don't
even need cc installed
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L293[03:50:39] <Elec0> Lumien, I was more
wanting CC in the env to test the mod and see if it worked with the
computers
L294[03:51:02] <Lumien> You could use oc
to test it
L295[03:52:16] <Elec0> Huh. OC and CC use
the same methods and integration?
L296[03:52:42] <Lumien> no
L297[03:52:49] <Lumien> oc supports cc
peripherals out of the box
L298[03:52:49] <nevercast> OpenPeripheral
provides API to both OC and CC
L299[03:52:53] <Lumien> ^
L300[03:53:13] <Elec0> Ah. That makes
sense.
L301[03:53:26] <Elec0> I'll give that a
shot, then
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L303[03:54:16] <Lumien> btw. you can just
extract the computercraft api from the jar file
L304[03:54:26] <Lumien> then you don't
need the open peripherals api
L305[03:54:56] <Elec0> I actually grabbed
the API from RFTools, which I presume is gonna be the same.
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L307[03:57:57] <Elec0> Bah, why is getting
normal MC mods to run in the dev env so damn complicated?
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L309[03:59:06] <boni> because it's
not
L310[03:59:30] <Elec0> Then apparently I'm
doing at least something wrong
L311[03:59:54] <boni> just mods just do
weird reflection stuff that doesn't work in dev. but those usually
have deobf. versions
L312[04:00:59] <boni> for dependencies you
should see if the mod has a maven repo
L313[04:05:17] <Elec0> I'm gonna fiddle
with this tomorrow. Thanks for the help.
L314[04:05:40] <boni> if there's other
mods that have the same setup just look at those
L315[04:10:33] <Elec0> I think I need to
research how maven works, cause that's something I don't
understand.
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L369[07:03:58] <sham1> That guy just threw
a fit because we didnt give him a copy-paste answetr
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L382[07:44:38] <Orion> You guys know a
good Channel to get help with developing an Fitler for NEI
Items?
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L394[08:21:28] <mprom> Hello guys, I am
trying to create a scrolling list based on the GuiScrollingList
class, but items in this list are somehow badly spaced out and you
can also see them being outside of the scrolling list container.
Here is my code
http://www.minecraftforge.net/forum/index.php/topic,32972.0.html
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L405[08:28:44] <K-4U> So. I want to modify
this gui element:
http://ss.k-4u.nl/2015-08-18_13-13-20. I've already
traced it down to the class "ServerListEntryNormal". But
now i have no idea on how to continue
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L407[08:29:00] <K-4U> Basically, i want to
get data from the server to the client there
L408[08:29:26] <K-4U> But, seeing i need
to modify a vanilla class, am i going to require a coremod, or is
there another way to do this?
L409[08:30:46] <diesieben07> there are
several GuiScreen events that should allow you to do this
L410[08:31:33] <K-4U> Yeah but do those
events also give me access to the server world?
L412[08:32:24] <boni> just had an idea
K-4U
L413[08:32:30] <K-4U> do tell boni!
:)
L414[08:32:39] <boni> you could send a
packet to the server on the gui-open event for that screen
L415[08:32:45] <boni> and the server sends
the data you need back
L416[08:32:55] <gigaherz> K-4U: if all you
do is read some data, then reflection should be enough, no need to
coremod anything ;P
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L418[08:32:57] <boni> and then you insert
it into the rendering
L419[08:33:03] <boni> it'd mean that it
wouldn't be there instantly
L420[08:33:11] <boni> but still, you'd get
it while the screen is open
L421[08:33:26] <boni> gigaherz: afaik the
problem is getting the needed data from the server ot the client to
display it
L422[08:33:42] <K-4U> Yeah, because you're
not logged in yet, the server might be having issues with it
L423[08:33:56] <diesieben07> i dont think
you can receive mod packets before being logged in
L424[08:33:57] <gigaherz> oh
L425[08:34:11] <boni> diesieben07: hm, but
the channels are registered and everything?
L426[08:34:19] <boni> the mods are fully
initialized
L427[08:34:20] <gigaherz> chances are
you'd have to work at a lower level
L428[08:34:21] <diesieben07> well,
yeah
L429[08:34:32] <diesieben07> but you dont
access to the pre-login NetHandler
L430[08:34:37] <diesieben07> it just
doesnt call into mod channels
L431[08:34:57] <K-4U> So that would really
mean a coremod, and modifying the initial handshake package?
L432[08:35:07] <diesieben07> yes and thats
a very bad ide
L433[08:35:08] <diesieben07> idea
L434[08:35:11] <K-4U> why's that?
L435[08:35:32] <gigaherz> having a custom
"welcome" message is why you can't normally connect to
forge servers with a vanilla client
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L437[08:35:42] <diesieben07> well, you can
nowadays
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L439[08:36:12] <gigaherz> oh, you can? I
thought it wasn't supported without special stuff
L440[08:36:47] <diesieben07> as of 1.8
vanilla clients cna log in if the mods say they are not required on
the client
L441[08:36:53] <gigaherz> ah, nice.
L442[08:37:04] <K-4U> well, i'm talking
1.7 still
L443[08:37:11] <gigaherz> so is the custom
forge handshake not sent if none of the mods are
client-required?
L444[08:37:13] <K-4U> But why would it be
a bad idea to modify the handshake?
L445[08:37:29] <gigaherz> K-4U: it makes
the handshake incompatible with anyone without your client-side
mod
L446[08:37:54] <K-4U> So, if the mod isn't
there, there is nothing to handle the extra data.. that shouldn't
crash it though?
L447[08:38:02] <gigaherz> sadly, the
handshake isn't just a serialized NBT ;P
L448[08:38:24] <gigaherz> well
L449[08:38:32] <diesieben07> gigaherz,
forge has a special thing in the handshake and if the client
doesn't reply within a given time wiht "hey i have FML",
they are vanilla.
L450[08:38:41] <gigaherz> hmm
L451[08:38:50] <gigaherz> so he could in
theory have a second layer of that
L452[08:38:51] <gigaherz> XD
L453[08:39:07] <gigaherz> if the client
doesn't answer within some time "hey I have this special
mod", it would just go ahead with the FML process
L454[08:39:13] <gigaherz> still, it's
highly core-modding
L455[08:39:27] <gigaherz> most definitely
not a good idea
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L457[08:40:42] <K-4U> diesieben07: so
basically what you're telling me is that there's no way to do it in
current forge?
L458[08:40:51] <K-4U> like, physically
impossible?
L459[08:40:59] <gigaherz> nothing is
impossible
L460[08:41:03] <gigaherz> just strongly
discouraged
L461[08:41:24] <gigaherz> there's a
certain point where we just can't in good conscience help people do
certain things
L462[08:41:29] <gigaherz> this may be
within that area ;P
L463[08:41:56] <gigaherz> not as far into
the crazy territory as "expand metadata so it's not just 4
bits"
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L467[08:43:18] <K-4U> Well, i'll think
things over, and look at it again. Thanks for the tips so far
L468[08:43:22] <K-4U> gotta walk the dog
real quick
L469[08:43:26] <gigaherz> k
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L475[08:50:45] <FusionLord> is there a
special logger I should be using?
L476[08:51:10] <sham1Mobile> What do you
mean
L477[08:51:25] <FusionLord> as not to
clash with the forge logger
L478[08:52:02] <sham1Mobile> Se up your
own Log4J logger
L479[08:52:09] <FusionLord> I just want it
to say my mod name not the Package.Class:Method:line#
L481[08:52:51] <gigaherz> declare your own
logger like that
L482[08:53:04] <gigaherz> and then use
logger.info/logger.warn/whatever
L483[08:55:12] <FusionLord> thanks just
wasn't sure if forge wanted us to use theirs
L484[08:56:25] <gigaherz> oh and if it's
1.8, you can use event.getModLog()
L485[08:56:37] <gigaherz> which does
exactly the same, xcept it uses the modid autoamtically
L486[08:56:38] <Szernex> so, I'm still
confused by the @SideOnly annotation, when would I use what?
L487[08:56:44] <gigaherz> never.
L488[08:56:54] <Szernex> mkay, why do they
exist then?
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L490[08:57:02] <diesieben07> as markers
for you
L491[08:57:04] <gigaherz> @SideOnly exists
for two purpose
L492[08:57:10] <diesieben07> "do not
use this method on side X"
L493[08:57:17] <gigaherz> 1. to help FML
avoid calling the method in the wrong side
L494[08:57:29] <gigaherz> 2. for the
special case when a method parameter is of a class that only exists
in one side
L495[08:57:42] <Szernex> okay
L496[08:57:51] <gigaherz> if this special
case #2 happens, then you DO need a @SideOnly
L497[08:57:57] <gigaherz> but in that
situation
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L499[08:58:02] <gigaherz> you should
probably ask here
L500[08:58:09] <gigaherz> because you may
be using the wrong methods ;P
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L502[08:59:57] <madcrazydrumma> I just
changed my project folder name and now eclipse wont open it, its
just a blue folder saying Minecraft
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L504[09:00:10] <diesieben07> you have to
re-run gradlew eclipse
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L506[09:00:57] <Szernex> so... in my case
where I want to hook into player health regeneration couldn't I
just mark the onPlayerTick method as Server side only?
L507[09:01:13] <diesieben07> no
L508[09:01:20] <diesieben07> @SideOnly
means really @JarOnly
L509[09:01:32] <diesieben07> if you do
@SideOnly(Side.SERVER) the integrated server will NOT have the
method
L510[09:01:32] <madcrazydrumma> ty
diesieben07
L511[09:01:35] <Szernex> okay
L512[09:01:42] <Cazzar> Hmm..
L513[09:02:05] <Cazzar> diesieben07: maybe
I should write something up about that? :P
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L515[09:02:13] <diesieben07> i already did
;)
L516[09:02:13] <Cazzar> So you have
somewhere to point to?
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L518[09:02:25] <gigaherz> no idea what I
pressed to close the channel XD
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L521[09:02:54] <vedalken254> welp.... i'm
broke in EVE now :(
L522[09:02:58] <gigaherz> Szernex: when a
method or class has @SideOnly, FML will physically remove the
method so that it doesn't reference missing
classes/interfaces
L523[09:02:59] <gigaherz> ;P
L524[09:03:59] <gigaherz> hence why it's
only ever necessary if you feel the need to override a method that
makes use of special classes that only exist on one side
L525[09:04:04] <Cazzar> gigaherz: probs
ctrl+w :P
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L527[09:04:12] <gigaherz> maybe
L528[09:04:47] <gigaherz> for any other
case that doesn't make use of one of those one-side-only
classes
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L533[09:05:24] <gigaherz> it's okay not to
have @SideOnly
L534[09:05:26] <madcrazydrumma>
diesieben07, it didnt work :s
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L537[09:05:36] <gigaherz> because it won't
matter -- the method won't get called and everything will work just
fine
L538[09:05:56] <diesieben07>
madcrazydrumma, setupDecompWorkspace then
L539[09:05:59] <diesieben07> and then
eclipse
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L546[09:10:13] <madcrazydrumma>
diesieben07, still nothing :'c
L547[09:10:29] <diesieben07> idk
L548[09:10:38] <madcrazydrumma> ah
damn
L549[09:10:53] <madcrazydrumma> have to
make another bloody project i guess
L550[09:11:09] *
diesieben07 mumbles something about eclipse
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L620[09:56:32] <vedalken254> wow... Ping
outs galore it seems
L621[09:57:09] <shadekiller666>
netsplit
L622[09:57:26] <sham1_> It's not
netsplit
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L624[09:57:44] <shadekiller666> why? cuz
they didn't come bacK?
L625[09:57:46] <sham1> If it was it would
say
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L635[09:59:29] <shadekiller666> would say
what?
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L639[10:01:10] <hasunwoo> how can i use
Potion as a ingredient of recipe?
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L641[10:01:23] <diesieben07> it would say
netsplit in the quit message if it were a netsplit
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L656[10:05:53] <minecreatr> like that
^
L657[10:05:55] <Ordinastie_> like that
^
L658[10:05:57] <Ordinastie_> damn :(
L659[10:05:59] <minecreatr> xD
L660[10:06:08] <sham1> Noo
L661[10:06:14] <sham1> Diesieb was part of
the rupture
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L663[10:06:54] <vedalken254> lol
L664[10:07:15] <vedalken254> at least
shadekiller666 wasn't lol
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L668[10:07:55] <shadekiller666> lol
L669[10:08:09] <vedalken254> although I
personally prefer netsplits that show the two servers that split...
but that's me
L670[10:08:19] <shadekiller666> it would
be kind of odd for me to immediately have been disconnected
L671[10:08:29] <vedalken254> part of being
network staff for a now-defunct IRC network
L672[10:09:11] <vedalken254>
shadekiller666: not if you were affected by the split... you
would've been gone from here but may potentially remain connected
to the split network
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L676[10:10:07] <shadekiller666> lol
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L684[10:17:23] <vedalken254> apparently
i'm doing shit wrong... serves me right for using the RR IRC
hostname... I live in MN, USA... I got routed to Anarchy which is
in France... lol
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L686[10:19:01] <sham1> The duck is
MN
L687[10:19:39] <Ordinastie_> Minnesota
?
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L689[10:21:54] <shadekiller666> mhmm
L690[10:22:00] <shadekiller666>
MN=Minnesota
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L709[10:42:35] <shadekiller666> has anyone
made a map mod that hooks into the google maps-style overviewer
maps?
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L711[10:43:33] <Horfius> What?
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L713[10:43:57] <shadekiller666> the
overview maps of minecraft servers that are made with the google
maps api
L714[10:44:19] <gigaherz> that's just
rendering sections of map into images
L715[10:44:23] <gigaherz> and letting the
engine do its job
L716[10:44:53] ⇦
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L717[10:46:27] <psymin> like
tectonicus?
L718[10:46:45] <shadekiller666> ok
L719[10:46:49] <gigaherz> (really the
google maps system works by basically rendering things into a cache
of 256x256 images, for each zoom level -- everything else are
visual additions drawn on top)
L720[10:47:02] <gigaherz> (or 512x512,
can't remember the exact size)
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L725[10:48:56] <masa> shadekiller666: you
mean 3D or 2D maps? anvilmapper produces 2D maps using mapwriter
code as its base, although it isn't a mod in itself
L726[10:49:26] <masa> using the google
maps stuff to display them
L727[10:49:44] <shadekiller666> 3D
orthographic
L728[10:49:56] <masa> only other thinkg
that comes to mind is dynmap
L730[10:50:12] <gigaherz> yeah those are
512x512 .gif files
L731[10:50:14] <gigaherz> XD
L733[10:50:37] <gigaherz> zoom level, and
tile number ;P
L734[10:50:49] <masa> whereas I did a
manual port of the overviewer code base for some mod packs, thus
far FTB Unleashed and FTB DW20 1.6.4
L735[10:51:29] <masa> for 1.7.10+ I need
to do more changes to the overviewer codebase to support the
dynamic block IDs
L736[10:51:40] <masa> so that one is still
on my TODO list
L737[10:51:41] <gigaherz> shadekiller666:
ah the 3d ortographic ones are usually offline
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L739[10:51:52] <gigaherz> they run as a
task on the server, and work off the save data
L740[10:52:24] <masa> yep, except dynmap
is a server-side mod, right?
L741[10:52:35] <gigaherz> dunno
aboutdynmap, I know that JourneyMap Server is only flat ;P
L742[10:52:38] <masa> I haven't actually
used it myself
L743[10:52:44] <gigaherz> unless it can do
3d and I never heard about it XD
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L745[10:53:16] <gigaherz> (and it doesn't
run in the server anyhow -- it's purely client-based
rendering)
L746[10:53:42] <gigaherz> masa: dunno, but
if it is, it would have to include client stuffs in it, because the
rendering code doesn't exist on the dedicated servers
L747[10:53:43] <gigaherz> XD
L748[10:53:58] <masa> right
L749[10:54:10] <gigaherz> the 2D ones use
the Material.colorwhatever
L750[10:54:19] <gigaherz> which is the
same one Minecraft uses to draw the vanilla maps
L751[10:54:29] <masa> welp, like I aid, I
haven't used it myself, but I have seen some maps using it, they
have real-time player tracking/icons, chat etc
L752[10:54:55] <gigaherz> ah yeah
L753[10:55:18] <masa> but yeah, personally
I have been suing Overviewer and Anvilmapper to render maps of my
servers
L754[10:55:25] <masa> using even
L757[10:56:58] <gigaherz> these two work
with the latest 1.8.8, and are purely external
L758[10:57:04] <masa> when I first started
my vanilla server almost 4 years ago, I used to also use pigmap,
and I tried TEctonicus too but it was so damn slow compared to
pigmap
L759[10:57:17] <masa> although so is
overviewer I think, but anyway
L760[10:57:35] <shadekiller666> overviewer
takes forever
L761[10:57:46] <masa> yeah
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L763[10:58:02] <gigaherz> aha yeah you
were right
L764[10:58:02] <masa> luckily it is a lot
faster on incremental renders
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L768[10:58:09] <gigaherz> dynmap has a
forge server version
L769[10:58:50] <masa> haha, bitdefender
blocks the mapcrafter download page for me :D
L770[10:59:17] <gigaherz> lol
L771[10:59:21] <gigaherz> well it's a
basic page
L773[10:59:30] <gigaherz> has source
available ;p
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L775[11:02:28] <shadekiller666> i wasn't
expecting this to turn into a large discussion :P
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L778[11:07:27] <laci200270> i just
discovered idea has a right click action search with google
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L780[11:09:25] <laci200270> NEI decided to
not work
L782[11:09:42] <laci200270> ^ any
ideas?
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L784[11:10:56] <diesieben07> maybe your
mappings are out of whack?
L785[11:11:34] <laci200270> so I should
update it?
L786[11:12:01] <diesieben07> idk, you need
to use the same mappings that nei uses
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L789[11:13:10] <laci200270> my irc client
force closed itself
L790[11:13:20] <laci200270> the mappings
are: mappings = "snapshot_20141130"
L791[11:13:34] <laci200270> they are
looking a bit old
L792[11:13:48] <diesieben07> that is very
old
L793[11:14:12] <laci200270> the default
1.8
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L795[11:15:58] <laci200270> the forge
versions what we are downloading
L796[11:16:12] <laci200270> why not
shipping with the latest snapshoots?
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L798[11:17:42] <diesieben07>
because.
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L800[11:23:51] <laci200270> how can I give
more RAM to MC in idea?
L801[11:24:11] <rfctksSparkle> java
arguments?
L802[11:24:22] <laci200270> where are they
located?
L803[11:24:29] <laci200270> I can't find
them
L804[11:24:37] <rfctksSparkle> probably
run configurations
L805[11:24:46] <laci200270> thanks
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L840[12:33:12] <shadekiller666> holy
crap
L841[12:33:35] <gigaherz> crappy
hole
L842[12:33:38] <shadekiller666> i'm
playing the talos principle, i look over at my fan speed program...
and it says my gpu is at 67C
L843[12:33:49] <gigaherz> that's
relatively cool
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L846[12:34:08] <shadekiller666> ?
L847[12:34:08] <gigaherz> gpus run at
around 75C under normal conditions these days ;P
L848[12:34:17] <gigaherz> often >
80C
L849[12:34:28] <shadekiller666> is the max
for gpus higher than the max for cpus
L850[12:34:41] <gigaherz> not really
L851[12:34:46] <shadekiller666> most cpus
are wired to power down at 70C
L852[12:34:51] <gigaherz> both cpus and
gpus start to degrade rapidly around 100-110C
L853[12:35:06] <gigaherz> nah Intel ones
underclock around 95C, and shutdown around 110C
L854[12:35:45] *
shadekiller666 uses AMD
L855[12:35:49] *
shadekiller666 its cheeper :P
L856[12:36:15] <shadekiller666> built this
computer for about $780
L857[12:36:19] <gigaherz> heh
L858[12:36:25] <gigaherz> mine was built
over time
L859[12:36:28] <shadekiller666> can handle
pretty much anything i throw at it
L860[12:36:28] <gigaherz> so I don't have
exact numbers
L861[12:36:43] <gigaherz> the
cpu+ram+motherboard combo was 700eur alone
L862[12:36:46] <gigaherz> the gpu was
400eur
L863[12:36:58] <shadekiller666> $780 is
how much it cost when i built it initially
L864[12:37:00] <gigaherz> SSDs I have two,
one was 150eur, the other 50eur
L865[12:37:12] <gigaherz> HDDs I have two,
60 each
L866[12:37:15] <shadekiller666> i have
since added more ram and a bluray drive
L867[12:37:29] <gigaherz> case was
somewhere around 100eur
L868[12:37:31] <shadekiller666> ahh
L869[12:37:46] <shadekiller666> my case
was $45
L870[12:37:55] <gigaherz> so not including
parts that I have already replaced
L871[12:38:03] <gigaherz> it may have been
around 1500eur for the case itself
L872[12:38:13] <gigaherz> I have a
27" monitor that cost me 560eur
L873[12:38:20] <gigaherz> the second one
was 250eur
L874[12:38:27] <gigaherz> my speaker
system was 250eur
L875[12:38:37] <gigaherz> 60eur keyboard,
60eur mouse
L876[12:38:43] <gigaherz> 20eur
headset
L877[12:39:03] <gigaherz> so yeah at
purchase pricing, my desk may be around 3000eur
L878[12:39:04] <gigaherz> XD
L879[12:39:25] <gigaherz> of course most
parts have a fea years of age, so they have lost their initial
value
L880[12:39:25] <gigaherz> XD
L881[12:39:28] <gigaherz> few*
L882[12:39:44] <shadekiller666> lol
L883[12:40:02] <gigaherz> OS: Unsupported
Windows 6.3 (Build #9600) CPU: Intel Core i7-3770K, 3.51 GHz,
0 KB Video: Unknown Video Card (2560x1440x32bpp 59Hz)
Sound: Speakers (Realtek High Definiti Memory: Used:
6083/16330MB Uptime: 16h 33m 19s HD Space: Free: 1423.54 GB/3900.26
GB Connection: Intel(R) 82579V Gigabit Network Connection @ 100.0
Mbps (Rec: 3737.05MB Sent:
L884[12:40:02] <gigaherz> 1319.85MB)
L885[12:40:17] <gigaherz>
"Unsupported Windows 6.3" is how this old DLL sees
Win10
L886[12:40:31] <gigaherz> (compatibility
system makes any app without a manifest see an old version
number)
L887[12:40:48] <gigaherz> oh Unknown Video
Card == GTX970
L888[12:40:53] <gigaherz> I need to
reboot
L889[12:41:20] <gigaherz> btw
L890[12:41:24] <gigaherz> I have been
working on this today
L892[12:41:30] <gigaherz> I don't have a
setup program for it
L893[12:41:34] <gigaherz> but if anyon
wants to check it out ;P
L894[12:41:36] <masa> so you have a pretty
similar system to my current gaming PC
L895[12:41:40] <gigaherz> heh
L896[12:41:47] <gigaherz> well it's my
everything-pc
L897[12:41:48] <gigaherz> XD
L898[12:42:06] <gigaherz> from internet
and movies
L899[12:42:06] <masa> i7-3770K, MSI GTX
970 Gaming, although only 8 GB of RAM
L900[12:42:12] <gigaherz> to ARK and
Batman
L901[12:42:37] <masa> which motherboard
btw?
L902[12:44:19] ***
Guest29939 is now known as Aaron1011
L903[12:44:29] <masa> I have just recently
ordered an i7-6700K skylake CPU + MB + 16 GB of DDR4, not sue if
I'm going to put that to my gaming PC or my main PC
L904[12:45:02] <masa> main PC is usually
idling though, so it would be pretty much wasted in that one
L905[12:45:29] <masa> well, gaming PC is
also idling 90% of the time, but at least I do play a couple of
games on it sometimes
L906[12:46:13] <masa> not sure how much of
a difference going from i7-3770K to i7-6700K would make for
Minecraft and Terraria though... ;D
L907[12:47:16] <gigaherz> depends on the
number of complex TEs on screen ;P
L908[12:47:37] <gigaherz> may be nefit a
"48x48 hopper grid" kind of situation
L909[12:47:40] <masa> but the whole point
of that upgrade was to free up the i5-3570K from my main PC to be
made into my new server, because the current AMD Athlon II X4 640
3.0 GHz sucks monkey balls
L910[12:48:21] <masa> that i5 is at least
twice as fast usually
L911[12:48:41] <gigaherz> how come you
have a gaming pc and a main pc separately? ;P
L912[12:48:46] <masa> and probably
consumes less electricity
L913[12:49:02] <masa> well because most
games still run better on windows
L914[12:49:05] <gigaherz> do you have the
gaming one on your livingroom plugged to a big tv or something?
XD
L915[12:49:21] <masa> but windows sucks
ass for anything else, and I won't tolerate its shenanigans on my
main PC
L916[12:49:24] ⇦
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L917[12:49:26] <gigaherz> ah
L918[12:49:47] ⇦
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L919[12:49:51] <masa> I've been running
Gentoo or Funtoo Linux on the main PC since about 2004-ish
L920[12:50:02] <gigaherz> I'd like to
disagree but I gotta go shopping ;P
L921[12:50:14] <masa> hehe
L922[12:50:21] <gigaherz> heh I remember
compiling gentoo from stage1 back in 2003ish
L923[12:50:26] <gigaherz> it was
"fun"
L924[12:50:37] <masa> you can dosagree all
you want, it won't change how they fit to my usage :p
L925[12:50:43] <gigaherz> but then I was
done, I had no use for it to I went back to windows and wiped the
partition to reclaim the space
L926[12:50:44] <gigaherz> XD
L928[12:51:27] <masa> I think I only did
stage 2 installs back then, but nowadays I believe they recommend
only stage3 installs
L929[12:51:37] <gigaherz> oh I wouldn't
try to convince you, I just disagree on windows sucking on
"everything else"
L930[12:51:37] <gigaherz> ;P
L931[12:51:42] <masa> and all the
recent-ish installations have been stage3
L932[12:51:46] <gigaherz> it's quite good
at everything I do on a daily basis ;P
L933[12:52:05] <gigaherz> we just are
different use cases ;P
L934[12:52:51] <gigaherz> bb in a
bit
L935[12:53:09] <masa> well it _can_ be ok,
but I dislike all the recent spying and the usual windows update
reboot shenanigans and nagging etc, and win7 still doesn't even
have virtual desktops
L936[12:53:44] <masa> plus it is more
painful to so ssh things from windows
L937[12:53:56] ⇦
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L938[12:54:59] <masa> so basically linux
does things wndows can't do for me, and it doesn't have the crap I
don't want, and the only thing it does worse is support games, so
yeah
L939[12:56:01] <masa> pretty pointless to
get others to understand a use case they are not familiar with, I
would say :p
L940[12:56:12] <masa> *try to get
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L943[13:09:36] <jakimfett> gotta agree
with masa here...granted, I'm just dual booting because I have an
extra hard drive, but the idea is similar...windows just can't
handle the requirements of my workflow. Obviously, there are people
who make it work for theirs, but...the amount of effort involved
just getting a proper command line alone is...mind-boggling.
L944[13:10:18] <jakimfett> So I keep my
win7 partition to play games, and Linux does everything else.
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L947[13:10:57] <Vorquel> I made a pull
request to forge. I feel like a real modder now \o/
L948[13:11:12] <jakimfett> Congrats!
L949[13:11:27] <jakimfett> Now begins the
waiting...to see if it is accepted...
L950[13:11:52] <Vorquel> cpw already wants
the change. It's a simple bug fix
L951[13:12:10] <Vorquel> A bug I found
:D
L952[13:13:12] <Vorquel> Getting a
shoutout by parcel the other day was pretty cool too.
L953[13:13:28] <shadekiller666> fry, are
you back yet?
L954[13:14:01] <fry> I am :P
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L958[13:16:19] <shadekiller666> yay
L959[13:16:21] <shadekiller666>
finally
L960[13:18:38] ***
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L961[13:18:40] <shadekiller666> have you
taken a look at the OBJLoader since you got back?
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L963[13:29:05] <HassanS6000> Woah! fry has
returned
L964[13:29:12] <HassanS6000> All hail our
lord and savior fry.
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L966[13:29:57] <madcrazydrumma> Hey guys,
im getting an 'InstantiationException' when trying to use snw
L967[13:37:03] <shadekiller666> snw?
L968[13:37:46] <madcrazydrumma> simple
network wrapper
L969[13:38:00] <shadekiller666> oh
L970[13:39:20] <madcrazydrumma> It says
this is my error in preInit:
SNW_INSTANCE.registerMessage(SkillExecutionPacketHandler.class,
SkillExecutionPacket.class, 0, Side.SERVER);
L971[13:40:06] <Tim020> So here's a weird
question, how quickly is a new player.dat file created when a new
player joins a server?
L972[13:40:23] <madcrazydrumma> quite
quickly
L973[13:41:04] <Tim020> Is there an easy
way to detect when it happens?
L974[13:41:45] <madcrazydrumma> I dont
think there is haha; a wee bit out of my league pal sorry
L975[13:41:51] <madcrazydrumma> might have
to use access transformers or something
L976[13:42:37] <gigaherz> madcrazydrumma:
check your constructors
L977[13:42:42] <gigaherz> you may not have
one of the necessary constructors
L978[13:42:44] <HassanS6000> For
dismountEntity
L979[13:42:48] <HassanS6000> What is the
param
L980[13:42:52] <madcrazydrumma> gigaherz,
what do you mean?
L981[13:42:55] <HassanS6000> The mounted
entity?
L982[13:43:04] <HassanS6000> Like if I
have a player
L983[13:43:11] <HassanS6000> And it's
riding a boat
L984[13:43:13] <HassanS6000> how to
dismount
L985[13:43:19] <gigaherz>
InstantiationException means one of two things:
L986[13:43:24] <gigaherz> 1. the class
wasn't found, or
L987[13:43:31] <gigaherz> 2. the requested
constructor wasn't found
L988[13:43:33] <HassanS6000>
player.dismountEntity(boat)
L989[13:43:39] <HassanS6000> or
boat.dismountEntity(player)
L990[13:43:44] <HassanS6000> or
player.dismountEntity(player)
L991[13:43:55] <gigaherz> you NEED an
empty constructor
L993[13:43:57] <gigaherz> it's
mandatory
L994[13:44:03] <madcrazydrumma> oh
really?
L995[13:44:03] <madcrazydrumma> :L
L996[13:44:17] <gigaherz>
SkillSuccessPacketHandler has to be static
L997[13:44:27] <gigaherz> otherwise it
depends on an instance of the superclass
L998[13:44:29] <gigaherz> that's why it
fails
L999[13:44:34] <HassanS6000> Anyone?
lol
L1000[13:44:41] <gigaherz> HassanS6000:
no idea, otherwise I'd have answered
L1001[13:44:42] <gigaherz> ;P
L1002[13:44:59] <gigaherz> my only
possible answer is "check who calls it in vanilla
minecraft
L1003[13:45:41] <vedalken254> masa: i'm
tempted to get Gentoo back on my desktop.... My old gentoo drive
failed a while back... i replaced it but never reinstalled
gentoo
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L1006[13:46:36] <HassanS6000> gigaherz,
xD
L1007[13:46:41]
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Quit)
L1008[13:47:03] <gigaherz>
madcrazydrumma: I realized you may have misunderstood
L1009[13:47:17] <gigaherz> in Java, when
there's no constructor, a parameterless constructor is
implicit
L1010[13:47:30] <gigaherz> what I meant
is that you can't have a constructor with parameters, without one
that has no parameters
L1011[13:47:42] <gigaherz> otherwise
Class.newInstance() will fail
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L1013[13:48:08] <Orion> The acacia woord
in 1.7? is that log or log2?
L1014[13:48:15] <williewillus> log2
L1015[13:49:09] <Orion> oke
L1016[13:49:43] <Orion> the dropped wood,
which Meta does that have?
L1017[13:49:51] <williewillus> its all on
the wiki page
L1018[13:50:00] <williewillus> vanilla
wiki page for Log
L1019[13:52:48] <Tim020> I think its meta
0 though
L1020[13:53:02] <Tim020> IIR
L1021[13:53:41] <vedalken254> welp...
time to download gentoo
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L1025[13:59:32] <nevercast> diesieben07,
Mr.sKrabs got some sweet Karma
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L1032[14:18:22] <kazel> Noob eclipse
question. Can I filter out only certain referenced libraries in the
project explorer? I only want to see the forgeSrc-*.jar and one
other api's jarfile. Or, is there an easier way to view only those
two sources rather than going through Referenced Libraries?
Thanks!
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L1035[14:29:30] <shadekiller666> oh,
great
L1036[14:29:49] <shadekiller666>
...
L1037[14:30:20] <shadekiller666> does
setBlockUnbreakable() cause issues with breaking a block in
creative?
L1038[14:30:33] <shadekiller666> i don't
think so, bedrock behaves fine...
L1039[14:31:14] <shadekiller666> for some
reason my track blocks aren't actually being broken when i break
them, they just disappear, but a hitbox still remains, and when i
place a block in that spot, the track reappears
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L1043[14:34:06] <gigaherz>
shadekiller666: that's desync
L1044[14:34:11] <gigaherz> it means the
server-side didn't break it
L1045[14:34:16] <gigaherz> only the
client did
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L1047[14:35:10] <shadekiller666> when i
break the block it prints an error saying that a value can't be
applied to the blockstate because it isn't allowed...
L1048[14:35:18] <shadekiller666> i had
this working yesterday wtf
L1049[14:35:20]
⇨ Joins: mathew_653
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L1050[14:35:30] <mathew_653> Hi
L1051[14:36:20] <gigaherz>
shadekiller666: well that'd explain why the server cancels it
L1052[14:36:21] <gigaherz> XD
L1053[14:36:52] <shadekiller666> oh, and
it also crashes on block placement for the same reason...
L1054[14:38:10] <shadekiller666> i set
some break points, and stepped over the relavent methods, and the
Watches say that the property has the value in its list of allowed
values, at least for the first 13-16 times the method is
called
L1055[14:39:21] <shadekiller666> why its
called so much is beyond me, but after that the properties in the
state being checked seem to change for some reason, and they're
changed to ones that don't have the value passed in
L1056[14:39:27] <shadekiller666> and
thats when things crash...
L1057[14:40:03] <shadekiller666>
O.o
L1058[14:40:34] <shadekiller666> because
getActualState() gets called on all occurances of the block when a
new one is placed or broken?
L1059[14:40:37] <shadekiller666>
dafuq
L1060[14:40:41] <gigaherz> yes of
course
L1061[14:41:01] <gigaherz> getActualState
is called once per block, to be able to assign non-metadata-based
states
L1062[14:41:04] <gigaherz> such as states
from NBT
L1063[14:41:16] <gigaherz> (well, from
the TE)
L1064[14:41:29] <shadekiller666> :/
L1065[14:41:59] <gigaherz>
getStateFromMeta is called before the TE is loaded
L1066[14:42:01] <shadekiller666> so the
game updates every occurance of the same block whenever a new one
is placed, or when one is broken...
L1067[14:42:04] <gigaherz> then after all
TEs are loaded
L1068[14:42:09] <gigaherz> getActualState
is called on the blocks
L1069[14:42:19] <gigaherz> eh no
L1070[14:42:26] <gigaherz> it should only
be once per block, and once per neighbour change
L1071[14:42:53] <gigaherz> not all per
block
L1072[14:42:53] <shadekiller666> well
something is calling it for all occurances of this block
L1073[14:42:54] <gigaherz> XD
L1074[14:43:00] <gigaherz> every time you
break it?
L1075[14:43:05] <shadekiller666> and
place it
L1076[14:43:09] <gigaherz> ehhhh
L1077[14:43:18] <gigaherz> oh
L1078[14:43:24] <gigaherz> maybe when
recreating the chunk render cache
L1079[14:43:36] <gigaherz> the same way
the ISBRH would get called for each instance
L1080[14:43:46] <gigaherz> in 1.8 forge
calls getActualState
L1081[14:43:54] <gigaherz> and then
passes that state to ISmartBlockModel
L1082[14:44:04] <gigaherz> I didn't
check
L1083[14:44:08] <gigaherz> but I'd guess
that's what's happening
L1084[14:44:26] <gigaherz> every time the
chunk render cache is refreshed
L1085[14:44:27] <shadekiller666> sounds
like it, i had crashes yesterday with the rendercache being
angry
L1086[14:44:35] <gigaherz> it most
probably calsl getActualState on ALL involved blocks
L1087[14:44:50] <mathew_653> Got a small
bug with a simple thing i've been working on when i issue the
command to set a player alias, it will set the one used in chat
fine but the one over the head is set to what ever it was last(so
if one sets alias to bob then clears the name above their head will
be bob not after they issue the command).
L1088[14:44:52] <gigaherz> to give thme a
chance to refresh themselves
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L1091[14:46:10] <mathew_653> Atm I have
no means to test this in the development environment.
L1092[14:47:34] <shadekiller666> yep...
"at ...RenderChunk.rebuildChunk()"...
L1093[14:48:23] <shadekiller666> i'm
wondering which of the blocks it is thats actually throwing the
error, whether its the new one or an already placed block
L1094[14:48:47] <diesieben07> mathew_653,
the problem is that you are not sending the packet to the player
who's name was changed.
L1095[14:49:27] <mathew_653> I'd agree
with that but there is one thing that is odd the test i did was
with a player i was seeing.
L1096[14:49:30] <mathew_653> Not my
self
L1097[14:49:50] <shadekiller666> do
blockstate mappers need to be registered on both client and
server?
L1098[14:49:56] <mathew_653> And i belife
it is, just not inside the loop?
L1099[14:50:12] <diesieben07> actually
wait, yeah you do send it
L1100[14:51:06] <mathew_653> Bizzare, I
cannot reproduce the bug locally
L1101[14:51:24] <diesieben07> and you
shouldn't be using varints for the entityID
L1102[14:51:30] <diesieben07> using a
varint there makes no sense
L1103[14:51:32] <diesieben07> just use a
normal int
L1104[14:51:56] <diesieben07> that may
actually be a problem
L1105[14:52:00] <mathew_653> Ah yea, i
just did that to keep track of what i was sending xD
L1106[14:52:05] <mathew_653> and
hmm
L1107[14:52:08] <diesieben07> because you
are telling it to use 4 bytes max
L1108[14:52:12] <diesieben07> but a
varInt can be up to 5 bytes
L1109[14:52:29] <mathew_653> Well as far
as i know int in java is a 32bit int?
L1110[14:52:36] <diesieben07> yes
L1111[14:52:40] <diesieben07> but VarInt
!= int
L1112[14:52:41] <williewillus> what
tutorial is teaching everyone to use varInt 0.o
L1113[14:52:48] <mathew_653> So it should
be the size of 4 bytes?)
L1114[14:52:49] <williewillus>
buf.writeInt() done
L1115[14:52:53] <diesieben07> if you send
"0" as a Varint it takes 1 byte
L1116[14:52:54] <diesieben07> not 4
L1117[14:53:01] <diesieben07> if you send
"0" as an int it takes 4
L1118[14:53:10] <mathew_653> Ah
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L1121[14:53:20] <mathew_653> So it could
be roll over causeing the fault?
L1122[14:53:27] <diesieben07> if the
number is quite often very small, but CAN sometimes be big... use a
varint
L1123[14:53:36] <diesieben07> if it is
randomly distributed like EntityIDs, use an int
L1124[14:53:44] <mathew_653> This reminds
me of the glowstone issue under 1.6.4 xD
L1125[14:54:24] <mathew_653> So i should
send an arbitary value like (0-1) as a entity id to test
this?
L1126[14:54:36] <diesieben07> no... why
would you do that.
L1127[14:54:56] <mathew_653> Because i
want to know what logic is failing before i assume that the bug is
there.
L1128[14:55:12] <diesieben07> change it
to write a normal int first
L1129[14:55:15] <diesieben07> then check
if its fixed
L1130[14:55:35] <mathew_653> Gonna be a
trouble testing it
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L1133[14:55:52] <diesieben07> why?
:D
L1134[14:55:53] <mathew_653> I've only
produced it on two player over dedicated server..
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L1136[14:56:16] <mathew_653> Local tests
don't show the bug in the dev environment
L1137[14:56:42]
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L1138[14:56:45] <diesieben07> hrm
L1139[14:56:49] <diesieben07> that is
strange
L1140[14:56:56] <mathew_653> So unless i
can somehow get a 'bot' to join me in session and issue that
command
L1141[14:57:06] <mathew_653> I cannot
observe the effect on a 'remote' client
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L1143[14:57:58] <mathew_653> just did
testing this end
L1144[14:58:07] <mathew_653> display name
appears to be changing
L1145[14:58:52] <mathew_653> But I am
going to do some further tests, as i split some code up inside the
getalias function since, although it'd be a lottery win, it could
have just been a threading or timeing error somehow
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L1147[14:59:02] <mathew_653> I attract
those alot.
L1148[15:00:21] <mathew_653> gonna change
get alias back to this "return
(this.Alias.compareTo("") != 0);" then report
back
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L1150[15:03:26] <mathew_653> Bizzare, I
think I have an idea but still i'll be able to say once i'm
done
L1151[15:07:03] <mathew_653> Intresting,
looks like setalias is being called after the command is sent with
the name it had prior then again immedately after with the new
name.
L1152[15:07:37] <mathew_653> I'll
pastebin a console log to show what i mean
L1153[15:09:24]
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L1155[15:10:48] <shadekiller666> is
onBlockPlaced called before or after a block is placed?
L1156[15:11:12] <mathew_653> A pase bin
of just setting and clearing a name then resetting(logged from the
event that is used to rename the player in forgehooks)
L1157[15:11:57] <diesieben07> and there
is only one player in the world?
L1158[15:12:18] <mathew_653> Yes
L1159[15:12:22] <diesieben07> of course
there is... this is very strange
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L1161[15:13:31] <mathew_653> I think i
know what is happening, i suspect the old alias being repeated
immedately after is causing the correct alias to fail to
send.
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L1164[15:14:01] <mathew_653> I could
proberly patch this behavior via an if in set alias, but I am
uncirtain if that is just a hack for a bug elsewhere.
L1165[15:14:12] <robotbrain> well this is
new
L1166[15:14:17] <robotbrain> minecraft
segfaulted
L1167[15:14:25] <robotbrain> # SIGSEGV
(0xb) at pc=0x00007f7ddb2ad734, pid=4203, tid=140178904905472
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L1173[15:30:13] <shadekiller666> ok wtf,
i'm calling withProperty(BlockTrack.PieceProperty,
this.info.getCurrentPiece()), the game crashes because the piece
returned from this.info.getCurrentPiece() isn't an allowed value,
even though BlockTrack.PIECE_PROPERTY.allowedValues contains a
piece with the exact same information in it...
L1174[15:31:17] <mathew_653> Just fixed
my bug
L1175[15:31:33] <mathew_653> I was
sending my packets before i was setting the alias and updating the
display name.
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L1179[15:38:32] <mathew_653> i'm going to
go tube and blow off steam
L1180[15:38:36] <mathew_653> See you
around guys.
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L1183[15:45:10] <shadekiller666> wtf, so
propertyValueTable in BlockState.StateImplementation doesn't
contain the current value?
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L1185[15:47:31] <LexManos> how hard are
youf cuking things up?
L1186[15:50:38] <shadekiller666>
apparently very... i had this working yesterday
L1187[15:51:06] <shadekiller666> then i
started modifying things so that they weren't hardcoded
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L1199[16:18:40] <Zaggy1024>
shadekiller666, it doesn't contain the current value because it
returns itself if you try to set it to the same vaue
L1200[16:18:57] <Zaggy1024> but you must
remember that it uses == to compare the value
L1201[16:19:13] <Zaggy1024> so if you're
trying to make your piece info use .equals it won't work
L1202[16:19:30] <shadekiller666> i told
intellij to generate hashCode() and equals() and that seemed to fix
it
L1203[16:19:37] <Zaggy1024> oh?
L1204[16:20:01] <Zaggy1024> even if you
try to get the property with the state with the same value that it
already has?
L1205[16:20:19] <shadekiller666> i
believe so, its not crashing any more
L1206[16:20:26] <Zaggy1024> I assume
you're not using unlisted properties
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L1208[16:20:54] <shadekiller666> no, not
sure if i can do what i'm doing and have the models work
right
L1209[16:21:19] <shadekiller666> no i'm
not*
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L1211[16:27:13] <Zaggy1024> shade,
.withProperty(property, itsValue) should cause withProperty to
return null if the value isn't the exact instance you used to
create the property
L1212[16:27:40] <Zaggy1024>
itsValue.equals(currentValue) by the wya
L1213[16:27:57] <shadekiller666>
ahh
L1214[16:28:04] <shadekiller666> either
way its fixed now :P
L1215[16:28:15] <Zaggy1024> cool
L1216[16:28:35] <Zaggy1024> ran into that
bug, tried to get a fix into Forge, they rejected it :(
L1217[16:29:00] <Zaggy1024> still kind of
think it should use .equals instead, but fry had some logic that I
can't remember :P
L1218[16:29:31] <Ordinastie_> Zaggy1024,
consider you want to have 2 direction properties ?
L1219[16:29:42] <Zaggy1024> it would
work
L1220[16:29:52] <Zaggy1024>
this.properties.get(property) == value
L1221[16:29:58] <Zaggy1024> it doesn't
compare with other properties :P
L1222[16:30:43] <shadekiller666> what is
the difference between == and equals()
L1223[16:30:55] <Zaggy1024> == checks if
it's the same exact instance
L1224[16:31:11] <Zaggy1024> .equals
checks whatever the object overrides equals with, or if it doesn't,
it checks ==
L1225[16:31:34] <shadekiller666>
ahh
L1226[16:31:48] <shadekiller666> so
equals() can return true when == wouldn't
L1227[16:32:14] <Ordinastie_> yes that's
the point
L1228[16:32:16] <shadekiller666> such as
when the instances are different, but contain the same data
L1229[16:32:22] <Ordinastie_> example :
blockpos
L1230[16:32:44] <Zaggy1024> but my logic
is that StateImplementation uses a Table that uses equals
L1231[16:33:02] <Zaggy1024> but in
withProperty it doesn't also use equals, so it causes a bit of a
disparity
L1232[16:33:21] <Zaggy1024> if it's going
to use == then the Table should be an identity table
L1233[16:33:55] <shadekiller666> which
would end up preventing block placement btw
L1234[16:34:02] <Zaggy1024> would
it?
L1235[16:34:05] <Zaggy1024> how?
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L1238[16:34:44] <shadekiller666> if you
don't have the exact instance of the value you want
L1239[16:34:47] <shadekiller666> it
wouldn't find it
L1240[16:35:12] <Zaggy1024> you always
have to have the exact instance the way it's set up currently too
:P
L1241[16:35:22] <Zaggy1024> otherwise
you'll have NPEs on the block states
L1242[16:35:53] <shadekiller666> which is
what i was having before implementing equals() and hashCode()
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L1244[16:36:36] <Zaggy1024> but have you
tried getting the same blockstate with withProperty?
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L1247[16:37:04] <shadekiller666>
mhmm
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L1249[16:37:33] <Zaggy1024> hmmm
L1250[16:38:41] <Zaggy1024> nothing's
changed in StateImplementation to fix that
L1251[16:38:50] <Zaggy1024> you sure you
weren't using the same instance you created the BlockState
with?
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L1253[16:39:20] <shadekiller666> i
believe it was happening with
getDefaultState().withProperty()
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L1274[17:29:59] <Zaggy1024> wow, I
freaking hate the custom cursor on minecraft.wikia.com
L1275[17:31:10] <gigaherz> heh
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L1277[17:32:56] <shadekiller666> does
EntityPlayer.getLookVec() give the location of the block that the
player is looking at?
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L1279[17:33:23] <Ivorius> Wow
L1280[17:33:23] <shadekiller666> if not,
where can one obtain said location
L1281[17:33:28] <Ivorius> That's so
fucking gimmicky
L1282[17:33:51] <Ordinastie_>
shadekiller666, Minecraft.objectMouseOver
L1283[17:33:52] <Ivorius> look vec is the
direction you look
L1284[17:34:01] <Ivorius> That ^
L1285[17:34:06] <Ivorius> Or raytrace
when on server
L1286[17:34:20] <Ivorius> (But make sure
rotation vecs are synced by packet first)
L1287[17:35:32] <diesieben07> zaggy, that
whole site is horrible.
L1288[17:35:47] <Ordinastie_> ^
L1289[17:35:58] <shadekiller666> i'm
inside of a gui atm, so there is no server :P
L1290[17:36:18] <Mimiru> Oh man, my brain
hurts...
L1291[17:36:37] <Mimiru> Just had someone
report my mod as not loading for them, no crash log, but they did
include their forge version
L1292[17:36:40] <Mimiru>
"10.13.0.1180" ¬_¬
L1294[17:37:08] <Mimiru> 07/11/2014 It's
over a year old, Yeah I'm not surprised...
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L1296[17:38:13] <Zaggy1024> Ivorius,
raytrace on server isn't accurate
L1297[17:38:21] <Zaggy1024> er nvm
L1298[17:38:50] <Zaggy1024> anywho,
anyone know why some code uses the world rand and some just use new
Random() or even just Math.random()?
L1299[17:39:05] <Zaggy1024> is there any
logic to it, or should I just always use world rand?
L1300[17:39:10] <Corosus> for 1.8 anyone
else notice how theres 2 Block.onEntityCollidedWithBlock overloads
but one is actually for walking ON and the other is for walking
into it? or is there more behavior im not seeing regarding
these?
L1301[17:39:15] <Ivorius> world.rand
gives you consistency
L1302[17:39:22] <diesieben07> no it
doesnt
L1303[17:39:31] <diesieben07> only
worldgen rand is consistent
L1304[17:39:44] <Ivorius> It's consistent
if all input is consistent :P
L1305[17:39:48] <Ivorius> Random() or
Math.random() are not
L1306[17:40:00] <Ivorius> Within a tick,
world.rand is completely consistent, in that
L1307[17:40:08] <diesieben07> no
L1308[17:40:13] <Zaggy1024> but is there
any reason to use Random() instaed of world.rand?
L1309[17:40:13] <Ivorius> But practically
it makes little difference outside of worldgen
L1310[17:40:14] <diesieben07> World.rand
is created ONCE when the world is loaded
L1311[17:40:18] <diesieben07> with a
random seed
L1312[17:40:20] <Zaggy1024> or is it just
Notch being inconsistent?
L1313[17:40:22] <Ivorius> yes
L1314[17:40:25] <diesieben07> it is not
consistent in any way shape or form
L1315[17:40:26] <Ivorius> so?
L1316[17:40:47] <Zaggy1024> erm
L1317[17:40:52] <Zaggy1024> don't start
arguing :P
L1318[17:41:08] <diesieben07> in the end,
it doesn't matter
L1319[17:41:12] <Ivorius> Eh, diesieben07
is more right than I am
L1320[17:41:13] <diesieben07> use
world.rand and you're fine
L1321[17:41:13] <shadekiller666> theres
also Minecraft.getMinecraft().getRNG() isn't there?
L1322[17:41:29] <Ivorius> Although I
didn't mean it in the way it's read :P
L1323[17:43:13] <Zaggy1024> shade, I
guess there probably is, but that's only useful if you're doing
pure rendering randomization
L1324[17:43:23] <Zaggy1024> can't even
think of a good situation for that really
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L1326[17:46:39] <shadekiller666>
particles?
L1327[17:47:00] <shadekiller666> though
those are entities, so nvm
L1328[17:47:36] <Zaggy1024> yeah, pretty
much anything I can think of has access to hte world it's in
L1329[17:47:54] <Zaggy1024> I guess the
only thing would be something in a GUI that isn't connected to
something in-world
L1330[17:48:02] <Zaggy1024> like the
meu
L1331[17:48:04] <Zaggy1024> *menu
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L1339[17:59:59] <shadekiller666>
onItemUse() returns false if the click should be passed on to the
block right?
L1340[18:00:26] <Ivorius> If false it
will also not propagate to the server
L1341[18:00:31] <Ivorius> True for 'i did
stuff'
L1342[18:00:38] <shadekiller666> ok
L1343[18:00:43] <shadekiller666>
thanks
L1344[18:01:45] <Ivorius> Or even 'I may
do stuff on the server' :P
L1345[18:05:11] <shadekiller666>
lol
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L1352[18:12:30] <Cricket> Ok I need a
little help, I know models are getting registered they just do not
want to be found
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seconds)
L1356[18:15:49] <shadekiller666> why are
you calling BlockRenderingRegister.init() on both client and
server
L1357[18:16:39] <shadekiller666> either
move that to your ClientProxy, or put it inside of "if
(event.side == Side.CLIENT) {}"
L1358[18:18:10] ***
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L1359[18:18:18]
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L1364[18:20:36] <Cricket> I have it
calling client in an unpushed commit
L1365[18:20:43] <Cricket> I did it at
2am
L1366[18:20:49] <Cricket> thats not the
problem though
L1367[18:21:50]
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L1369[18:25:23] <shadekiller666> are you
in intellij
L1370[18:25:50] <shadekiller666> oh, you
already have that nvm
L1371[18:26:35] <shadekiller666> also,
why are you on v1450?
L1372[18:27:05] <gigaherz> because it's
the recommended one
L1373[18:27:15] <gigaherz> and people
have an habit of thinkins that recommended is better than latest
;P
L1374[18:27:22] <shadekiller666>
lol
L1375[18:27:29] <shadekiller666> it
shouldn't be called recommended
L1376[18:27:45] <shadekiller666>
recommended just means that someone took the time to write up a
changelog for it
L1377[18:28:08] <shadekiller666> and to
declare it as so
L1378[18:28:38] <tterrag|away> No it
means that it's stable, any future releases may have potentially
experimental features
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L1381[18:35:01] <Cricket> plus its what
end users use
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L1383[18:35:43]
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(~FusionLor@ip70-190-176-197.ph.ph.cox.net)
L1384[18:36:13] <FusionLord> Anyone know
what TileEntityLockable is all about TileEntityFurnace extends it
now
L1385[18:36:34] <Cricket> Probably a
misnamed thing
L1386[18:36:34]
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L1388[18:36:59] <FusionLord> well furnace
always just extended TileEntity
L1389[18:37:09] <FusionLord> there is a
middleman(class) now
L1390[18:37:37]
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L1392[18:37:58] <Cricket> it takes a lock
code
L1393[18:38:05] <FusionLord> and there is
a NBTTag "Lock" for LockCod
L1394[18:38:36] <Ri5ux> For some odd
reason, when players connect to my server (is running forge), it
refuses to let them connect because aparently "The
authentication servers are down for maintenance.", but I know
this is not the case. Cant figure out why it's happening. Tried
turning off the firewall, changing settings. Have not tried running
a fresh server.
L1395[18:38:43] <Cricket> it looks like
they are adding a locking type deal
L1396[18:38:52] <Ri5ux> The machine is
running Windows Server 2016 (Tech Preview 2)
L1397[18:38:52] <Cricket> I don't think
that was ever implemented
L1398[18:39:31]
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L1399[18:39:50] <FusionLord> interesting
right?
L1400[18:40:11] <Cricket> its odd, I
don't really see that ever being useful
L1401[18:41:07] <Cricket> So my JSON
thing is still a mystery :(
L1402[18:41:17] <Ri5ux> Just migrated the
minecraft server to new hardware on a fresh Server 16 install, so
I'm thinking something in that area is causing it..
L1403[18:41:24] <Ri5ux> Any ideas what
might be causing it?
L1404[18:42:39]
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L1406[18:43:28] <minecreatr> Cricket, the
locking has been in since 1.8
L1407[18:43:33] <minecreatr> and it
works
L1408[18:43:37] <minecreatr> used by
vannila adventure maps
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L1410[18:43:45] <minecreatr> useing
/setblock or /blockdata
L1411[18:43:54] <minecreatr> you have to
set the nbt manually
L1412[18:45:17] <FusionLord> how does one
input the code?
L1413[18:45:21] <FusionLord> seems
strange
L1414[18:47:08] ***
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L1415[18:48:38] <minecreatr> it uses the
item you are holding FusionLord
L1416[18:48:49] <Cricket> If only paleo
was here, I know he would know how to fix it
L1417[18:49:09] <FusionLord> so the lock
code is the item/tag stored on the item?
L1418[18:49:42] <minecreatr> no, it
compares the Lock nbt data of the tile entity to the custom name of
the item FusionLord
L1419[18:49:46] <minecreatr> like in an
anvil
L1420[18:53:10] <FusionLord> furnace
TileEntity without Block... had to rewrite it as it wanted the
block :(
L1421[18:53:54] <minecreatr> why would
you have a tileentity without a block FusionLord ?
L1422[18:54:08] <FusionLord> cause crash
xD
L1423[18:54:17] <minecreatr> you want to
cause a crash?
L1424[18:54:19] <williewillus> wat
L1425[18:54:23] <williewillus> what are
you trying to do??
L1426[18:54:40] <FusionLord> no it just
happened to crash
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L1428[18:54:45] <FusionLord> it is a
wrapper
L1429[18:54:59] <williewillus> whatre you
trying to do again?
L1430[18:55:03] <vedalken254> hey masa:
you around?
L1431[18:55:13] <FusionLord> my block has
"abilities" and uses the tilentity
L1432[18:55:13] <Ri5ux> I find it hard to
believe that none of you know what's causing my problem.
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⇨ Joins: unrealdinnerbone
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L1434[18:55:39] <FusionLord> Ri5ux,
server Issue right?
L1435[18:55:52] <Ri5ux> Yes.
L1436[18:56:08] <minecreatr> wait, so you
want a block that is not BlockFurnace to have the TileEntityFurnace
FusionLord ?
L1437[18:56:34] <FusionLord> give me a
few and I will stream and show you
L1438[18:56:38] <FusionLord> :)
L1439[18:56:55] ***
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L1440[18:57:14] <FusionLord> what is the
disconnect message exactly and do you have any logs
L1441[18:58:19] <williewillus> Ri5ux:
what's happening?
L1442[18:58:40]
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L1443[19:00:20] <Ri5ux> Never mind, I
fixed it. The server was not resolve DNS names
L1444[19:00:28] <Ri5ux> resolving*
L1445[19:02:48] <FusionLord>
williewillus, his users were getting a failure in response when
connecting to his server
L1447[19:05:26] <minecreatr> ok
FusionLord , watching
L1448[19:05:47] <minecreatr> but internet
is really slow here
L1449[19:05:53] <FusionLord> ahh
L1450[19:07:18] <FusionLord> its strange
creating anything but a flatworld in my dev enviroment causes world
lag
L1451[19:07:27] <minecreatr> hmm
odd
L1452[19:07:39] <FusionLord> doesn't
happen in builds
L1453[19:07:50] <FusionLord> and i have
no terrain gen
L1454[19:08:29] <Cricket> oh eww make a
creative tab
L1455[19:08:37] <FusionLord> for 1
block
L1456[19:08:43] <williewillus> lol
L1457[19:08:48] <williewillus> this
stream delay though
L1458[19:09:08] ***
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L1459[19:09:20] <williewillus> that's a
nice looking model
L1460[19:09:33] <FusionLord> thanks
L1461[19:09:57] <FusionLord> that was
strange
L1462[19:10:10] <FusionLord> crasg
L1463[19:10:12] <Cricket> lol
L1464[19:10:15] <FusionLord> crash*
L1465[19:10:45] <minecreatr> whats the
log FusionLord ?
L1466[19:11:11] <FusionLord> NPE on
TileEntityFurnace in the vanilla Gui
L1467[19:11:33] <FusionLord> cannot cast
my te to TEF
L1468[19:11:38] <FusionLord> changed the
extends
L1469[19:11:47]
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L1471[19:14:21] <FusionLord> wasn't
paying attention and moved it to net.Minecraft.tileentity
L1472[19:14:45] <Cricket>
minecraft*
L1473[19:14:52] <FusionLord> w/e
L1474[19:15:15]
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L1476[19:18:51] <FusionLord> doesn't
update when not in it and then i have to take and place the furnace
again
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L1479[19:19:58] <FusionLord> wtf...
coloring all faces except the on i want xD
L1480[19:20:53] <xaero> so, code the
opposite of what you want and you'll get it :P
L1481[19:21:00] <FusionLord> lol
L1482[19:21:15]
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L1483[19:22:03] <vedalken254> stupid
motherboard i have.... for Linux to run i need to pass a kernel
argument (iommu=soft) which apparently the gentoo installer does
not want to respect
L1484[19:23:00] <vedalken254> actually
let me rephrase: For linux to run with NETWORK and USB support,
iommu=soft needs to be passed
L1485[19:23:28] <FusionLord> minecreatr,
still watching?
L1486[19:23:47] <minecreatr> sorry,
stopped cause slow internet and I have to go in a few minutes
L1487[19:23:51] <minecreatr> and it was
working
L1488[19:23:53] <FusionLord> agg
L1489[19:23:57] <FusionLord> ahh
L1490[19:24:00] <FusionLord> kinda
working
L1491[19:27:19] <Zaggy1024> what is
Container.transferStackInSlot supposed to return?
L1492[19:27:28] <diesieben07> that is
avery good question
L1493[19:27:55] <Zaggy1024> haha
L1494[19:28:04]
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L1495[19:28:18] <Zaggy1024> slotClick and
transferStackInSlot's return values are always a mystery to
me
L1496[19:28:20] <tterrag> returns the
slot left in the stack it seems
L1497[19:28:23] <tterrag> erm
L1498[19:28:26] <FusionLord> the stack
that was transfered
L1499[19:28:27] <tterrag> the stakc left
in the slot .-.
L1500[19:28:39] <FusionLord> is it
left?
L1501[19:28:44] <diesieben07> no its not
even that
L1502[19:28:50] <diesieben07> if it
returns null that means nothing happens...
L1503[19:28:54] <diesieben07> so its NOT
what gets left behind
L1504[19:29:04] <Cricket> diesieben07:
can you help me :)
L1505[19:29:11] <diesieben07>
depends.
L1506[19:29:11] <Cricket> I have 1.8 json
issues :)
L1507[19:29:17] <diesieben07> no go
away.
L1508[19:29:21] <FusionLord> ^
L1509[19:29:26] <FusionLord> xD
L1510[19:29:59] <FusionLord> diesieben07,
I think it returns what was transfered
L1511[19:30:07] <diesieben07> maybe
idk
L1512[19:30:09] <Zaggy1024> the
total?
L1513[19:30:15] <Zaggy1024> gosh dang
confusing methods
L1514[19:30:19] <diesieben07> i once dove
into it and made a generic abstraction for it
L1515[19:30:20] <tterrag> looking at the
default impl
L1516[19:30:26] <diesieben07> never ever
touching it again.
L1517[19:30:29] <tterrag> it seems to
expect the stack that WASN'T transferred to be returned
L1518[19:30:35] <tterrag> i.e. what is
left in the clicked slot
L1519[19:30:36] <tterrag> but idk
L1520[19:31:09] <Zaggy1024> diesieben07,
problem is I have a specific case to take care of
L1521[19:31:24] <FusionLord> it is 1 of
those Zaggy1024 try the stack that remains and if that doesn't work
try what got transfered
L1522[19:31:40] <diesieben07> i can link
you my generic implementation if you want :P
L1523[19:31:43] <Zaggy1024> I have a
crafting table/other thing that uses the same output so I have to
keep transferring and then getting a new output and transferring
until there's nothing left
L1524[19:31:45] <Zaggy1024> so
annoying
L1525[19:31:56] <Zaggy1024> I also have a
generic implementation
L1526[19:32:29] <diesieben07> i shouldn't
say generic
L1527[19:32:33] <diesieben07> its a nice
layer on top
L1528[19:32:39] <Zaggy1024> what does it
return for when it transferred more than the slot contained?
:P
L1529[19:32:50] <diesieben07> that asks
you "where does this go?" and you say something like
"this slot" or "this list of slots"
L1530[19:33:00] <diesieben07> wat
L1531[19:33:33] <Zaggy1024> crafting
table, like I said
L1532[19:33:50] <diesieben07> look at
what vanilla does?
L1533[19:34:01] <Zaggy1024> I am now
:P
L1534[19:34:10] <Zaggy1024> stupid
inlined constants
L1535[19:36:30]
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L1536[19:36:37] <shadekiller666> how does
one force a custom tile entity to update
L1537[19:36:53] <diesieben07> define
update
L1538[19:36:58] <shadekiller666> or, how
does one force the firing of the update packet
L1539[19:36:59] <diesieben07> send
description packet?
L1540[19:37:04] <shadekiller666> ya
L1541[19:37:04] <diesieben07>
markBlockForUpdate
L1542[19:38:55] <shadekiller666> :D
L1543[19:39:21] <shadekiller666> its
working!
L1544[19:42:54] ***
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L1550[20:01:23] <Vorquel> awfully quiet
here
L1551[20:04:44] <HassanS6000> shhhh
L1552[20:04:46] <HassanS6000> lol
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⇨ Joins: Gliby (Gliby@46.166.188.236)
L1573[20:52:45] <Gliby> how do I conquer
random concurrent exceptions when spawning in entity's from network
onMessage?
L1574[20:52:52]
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L1575[20:53:06] <williewillus> Gliby: in
1.8?
L1576[20:53:09] <Gliby> yeah
L1577[20:53:10] <williewillus> did you
wrap it in a runnable?
L1578[20:53:20] <Gliby> no i
haven't.
L1579[20:53:30] <Gliby> synchronizing to
the server doesn't seem to work very well.
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L1581[20:53:55] <williewillus>
packethandlers in 1.8 need to be wrapped in
MinecraftServer.addScheduledTask(runnable) or
Minecraft.addScheduledTask(runnable)
L1582[20:54:11] <Gliby> oh wow
L1583[20:54:18] <Gliby> since when was
this required?
L1584[20:54:23] <williewillus> since
1.8
L1585[20:54:32] <Gliby> huh weird how I
never noticed
L1586[20:54:33] <williewillus> not
required but wonky things happen
L1587[20:54:50] <williewillus> since
onMessage() is now called on the netty thread (not sure if forge or
mojang change, but betting Mojang)
L1588[20:54:51] <shadekiller666> is there
any way to determine the order in which the items are added to a
creative tab? i have 4 tracks and they aren't together in the
creative tab because of one stupid block
L1589[20:55:25] <Gliby> thanks for the
help williewillus, the scheduled task solves a lot of my
problems.
L1591[20:56:10] <tterrag> diesieben07:
stahp
L1592[20:56:19] <diesieben07> ?!
L1593[20:56:25] <Gliby> wait a second,
isn't MinecraftServer.getServer a dedicated server thing?
L1594[20:56:29] <tterrag> link the actual
docs please ;_;
L1595[20:56:34] <diesieben07> that is not
on the docs...
L1596[20:56:40] <tterrag> wait
sorry
L1597[20:56:42] <diesieben07> Gliby,
no.
L1598[20:56:43] <tterrag> thought that
was for Gliby
L1599[20:56:46] <tterrag> carry on
L1600[20:56:49] <diesieben07> :D
L1601[20:56:57]
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L1604[20:59:26] <Vorquel> Speaking of 1.8
packet handlers, would using synchonize blocks work, or would that
break things?
L1605[20:59:41] <diesieben07> it would
work, but it would not do *anything* ;)
L1606[20:59:58] <Vorquel> what do you
mean?
L1607[20:59:59] <diesieben07> it would
make sure your packet handler does not run in parallel, but it
doesnt do that anyways.
L1608[21:00:03] <tterrag> I mean, sync on
what
L1609[21:00:07] <tterrag> you have to
sync on an object
L1610[21:00:08] <diesieben07> also
that.
L1611[21:00:10] <tterrag> what object
would you use?
L1612[21:00:20] <tterrag> the problem is
not a race
L1613[21:00:25] <tterrag> it's that you
are just on a different thread
L1614[21:00:34] <Vorquel> I sync on an
object to change that objects fields.
L1615[21:00:36] <tterrag> so you have no
guarantee at what point you are calling the method on the other
thread
L1616[21:00:43] <tterrag> that's not the
issue Vorquel
L1617[21:00:47] <williewillus> just use
addScheduledTasks :p
L1618[21:00:48] <diesieben07> yes it
is.
L1619[21:00:52] <tterrag> you could be
calling a method that is meant to be called pre-tick in
post-tick
L1620[21:00:58] <tterrag> which would
ruin everything
L1621[21:01:01] <diesieben07> the problem
is that MC would have to synchronize as well
L1622[21:01:04] <diesieben07> THEN it
would work
L1623[21:01:04] <tterrag> that's why MC
has scheduling support
L1624[21:01:07] <diesieben07> it just
doesnt do that.
L1625[21:01:12] <diesieben07> so you have
to run everything on one threa.d
L1626[21:01:44] <williewillus> tldr
onMessage() is called from Netty thread, ticks are on client/server
thread, to get your operations to run in the latter two use
addscheduledtask :p
L1627[21:01:46] <Vorquel> I was using it
exclusively for changing fields. It looks messy though.
L1628[21:02:00] <diesieben07> you were
using *what*?
L1629[21:02:14] <williewillus> syncing TE
fields?
L1630[21:02:41] <Vorquel> item fields to
make things render correctly if client and server have different
settings
L1631[21:03:02] <diesieben07> in that
case you could use synchronized
L1632[21:03:11] <diesieben07> provided
that every access to the field is in a synchronized block
L1633[21:03:18] <Vorquel> It is
L1634[21:03:27] <diesieben07> then thats
fine
L1635[21:04:02] <Vorquel> That's hard to
be sure though, and any cross mod interaction could kill it.
Scheduling seems like a better option
L1636[21:04:09] <diesieben07> well
L1637[21:04:20] <diesieben07> if the
field is private and the getter is synchronized... you are
fine.
L1638[21:04:32] <diesieben07> if the
field is some MC field: never ever access it outside the main
thread.
L1639[21:05:03] <Vorquel> Makes sense,
unless I want to do insane asm hackery
L1640[21:05:15] <diesieben07> please
dont.
L1641[21:05:24] <diesieben07> it would
not work and break horribly
L1642[21:05:28] <Vorquel> I wont. I was
being hypothetical
L1643[21:07:02] <Vorquel> and as I said,
insane :P
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L1648[21:24:41] <killjoy> git issue: I'm
trying to merge from upstream, but I deleted one of the files. How
do I skip that file?
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L1650[21:29:28] <dangranos> did you added
it?
L1651[21:29:56] <dangranos> inb4 github
(web)gui
L1652[21:30:55] <williewillus> you
deleted it on your local copy? just delete it again after merging
into your working copy
L1653[21:33:57] <killjoy> git rm
path/file
L1654[21:34:00] <killjoy> that's what I
did
L1655[21:36:55]
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L1659[21:52:18] <dangranos> git reset
HEAD *file*
L1660[21:52:44] <dangranos> and then
"git scheckout -- *file*"
L1661[21:52:48] <dangranos>
*checkout
L1663[21:56:10]
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L1664[22:01:53] <killjoy> Well I already
got things working
L1665[22:05:28] <FusionLord> ... I just
made a seperate ender chest channel by mistake...
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L1667[22:08:21] <Vorquel> How'd you
manage that, FusionLord?
L1668[22:08:49] <FusionLord> I'm not
sure
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L1672[22:13:15] <FusionLord> nvm... I mad
a trashcan
L1673[22:13:20] <FusionLord> made*
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L1679[22:17:47] <FusionLord> guess it
isn't as simple as this...
player.displayGUIChest(player.getInventoryEnderChest());
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L1681[22:19:34] <FusionLord> anyone
know?
L1682[22:20:21] <williewillus> what's the
enderchest do?
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L1685[22:21:11] <FusionLord>
really?
L1686[22:22:53] <FusionLord> storage
chest tied to the player
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L1689[22:26:44] <williewillus> I mean
what does the vanilla ender chest do code-wise
L1690[22:26:45] <williewillus> lol
L1691[22:26:50]
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L1692[22:27:05] <Gliby> i'm trying to
think of a good name for a item that changes gravity's
direction
L1693[22:27:10] <Gliby> anyone care to
help?
L1694[22:27:11] <FusionLord> that
L1695[22:28:10] <williewillus> hm it
seems to bind the ender inv to the tile
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L1697[22:28:18] <FusionLord> Polarity
Modifier
L1698[22:28:21] <williewillus> I'd say
just read the ender inv on your own and use your own
container
L1699[22:28:32]
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L1700[22:28:33] <Gliby> a bit too
long
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L1704[22:29:15] <a1285done>
Gravitizer?
L1705[22:29:24] <Gliby> i like it
L1707[22:30:18] <dangranos> though
examples are questionable i guess
L1708[22:31:48] <killjoy> I think I did a
nono when rendering animated gifs
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L1710[22:32:17] <killjoy> It's causing
fps with larger timestamps
L1711[22:32:19] <killjoy> *fps lag
L1713[22:32:46] <a1285done> Garrys mod in
minecraft?
L1714[22:33:02] <killjoy> heh
L1715[22:33:05] <Gliby> Gliby's mod
L1716[22:33:15] <killjoy> revolver with a
screen
L1717[22:33:34] <killjoy> where's the
flip phone?
L1718[22:34:10] <Gliby> what flip
phone?
L1719[22:34:31] <dangranos> omg
L1720[22:34:34] <dangranos> awesome
L1721[22:34:50] <killjoy> There was a
flip phone, aka camera
L1722[22:34:58] <Gliby> oh that old
thingf
L1723[22:35:06] <Gliby> that's been
replaced in gmod 13
L1724[22:35:07] <Gliby> sorry
L1725[22:35:19] <killjoy> I want gmod
10!
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L1727[22:35:52] <Gliby> well its not up
to killjoy
L1728[22:36:07] <killjoy> I wasn't going
to use it anyway :p
L1729[22:36:12] <Gliby> :(
L1730[22:36:28] <killjoy> I don't really
play modded too much
L1731[22:36:33] <killjoy> nothing
personal
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L1734[22:40:38] <Gliby> why did
dinnerbone say that particles are entities?
L1735[22:41:15] <a1285done> I think they
were entities to calculate physics on them
L1736[22:45:47] <killjoy> EntityFX
L1737[22:48:17] <tterrag> where are item
numbers drawn?
L1738[22:49:40] <tterrag> nvm!
L1739[22:54:13] <Zaggy1024> is there a
reason why toArray(new IProperty[0]) would return Object[]
L1740[22:54:31] <Zaggy1024> does some
older version of Java that the build gradle task targets not
support that?
L1741[23:00:26]
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L1743[23:03:02] <McJty> Is there an easy
way to prevent a block from being placed down in some situation? It
is a block of my mod and in some cases I don't want the player to
be able to place down the block.
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L1745[23:04:53] <Cricket>
BlockPlaceEvent?
L1746[23:05:14] <McJty> Where can I find
that?
L1747[23:05:39] <Cricket> cntrl f?
L1748[23:05:52] <McJty> Yes I know how my
IDEA works (use intellij though)
L1749[23:05:54] <McJty> But it isn't
giving it
L1750[23:06:00] <tterrag> McJty: if it's
your block you can just make a custom ItemBlock
L1751[23:06:03] <tterrag> no need to
screw with events
L1752[23:06:09] <McJty> aha ok
thanks
L1753[23:06:16] <McJty> Cricket, perhaps
that even is 1.8?
L1754[23:06:20] <tterrag> McJty: no it's
1.7
L1755[23:06:27] <tterrag> but it's
BlockEvent.Place
L1756[23:06:37] <Cricket>
BlockEvent.PlaceEvent
L1757[23:06:39] <McJty> Ok thanks. But
I'll use the itemblock
L1758[23:06:40] <McJty> That's
easier
L1759[23:06:40] <tterrag> yeah tha
L1760[23:06:42] <tterrag> that
L1761[23:06:58] <Cricket>
net.forge.event.world
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L1778[23:31:17] <tterrag> this is in a
GUI
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L1780[23:33:47] <tterrag> oh now it does
something O.o
L1781[23:34:14] <ChirpChirp> its probably
behind something
L1782[23:34:31] <tterrag> nah it's some
stupid leaked GL states...vanilla pls
L1783[23:34:41] <killjoy> Is there
currently a bug where your player model doesn't render when outside
y0-256?
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L1785[23:34:54] <ChirpChirp> lol
what
L1786[23:35:50] <tterrag> oh I know
L1787[23:35:53] <tterrag>
GL_TEXTURE_2D
L1788[23:36:09] <tterrag> yerp
L1789[23:37:24]
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L1791[23:44:43] <vedalken254> welp...
DigitalOcean apparently decided to run a "scheduled"
maintenance without telling peeps beforehand... in fact, it's still
running apparently
L1792[23:45:26] <vedalken254>
grrrrr
L1793[23:47:31]
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L1797[23:50:36] <tterrag> um wat
L1798[23:50:37] <tterrag> Caused by:
java.lang.NumberFormatException: For input string:
"90009050"
L1799[23:50:41] <tterrag> O.o
L1800[23:51:17] <tterrag> nvm
L1801[23:51:21] <tterrag> need to call
parseUnsignedInt
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