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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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L32[01:21:06] <nevercast> tterrag, I've just got home, excuse my scattered brain. Although my sentence has more holes than swiss cheese, link: https://github.com/SleepyTrousers/EnderIO/blob/master/src/main/java/crazypants/enderio/conduit/TileConduitBundle.java#L773
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
L45[01:24:14] <nevercast> I did raise an issue about it, https://github.com/MinecraftForge/MinecraftForge/issues/2085
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] ⇦ Parts: Seylerius (~seylerius@104.152.206.27) (ERC (IRC client for Emacs 24.5.1)))
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)
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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.
L195[02:57:19] <nevercast> http://openeye.openmods.info might give you SOME information. But that is only tracking mods for modpacks it's packaged with.
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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L222[03:09:02] <xaero> do you have Modular Power Suits? https://github.com/MachineMuse/MachineMusePowersuits/issues/334
L223[03:09:05] <xaero> bah
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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
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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
L255[03:31:27] <nevercast> Oh, port 8080. http://build.openmods.info:8080/
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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L359[06:50:45] <diesieben07> yay, idiots. http://goo.gl/w4rJe3
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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?
L411[08:32:15] <boni> oh
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#
L480[08:52:40] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/EnderRiftMod.java#L45
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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L520[09:02:33] <diesieben07> http://www.minecraftforge.net/forum/index.php/topic,22764.0.html
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
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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)
L721[10:47:08] <psymin> http://www.triangularpixels.net/cms/tools/tectonicus/
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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
L729[10:50:02] <masa> -k
L730[10:50:12] <gigaherz> yeah those are 512x512 .gif files
L731[10:50:14] <gigaherz> XD
L732[10:50:22] <gigaherz> example: http://www.triangularpixels.com/Junk/TectonicusTest/Zoom4/tile_2_1.gif
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
L755[10:55:56] <gigaherz> http://mapcrafter.org/index - C++
L756[10:56:05] <gigaherz> http://overviewer.org/ -- Python/C
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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L766[10:58:02] <gigaherz> http://www.curse.com/mc-mods/minecraft/dynmapforge
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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
L772[10:59:21] <gigaherz> https://github.com/mapcrafter/mapcrafter
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
L776[11:05:29] <minecreatr> dynmap source is also available it looks like https://github.com/webbukkit/DynmapForge
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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
L781[11:09:27] <laci200270> http://pastebin.com/366ENpXL
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
L891[12:41:25] <gigaherz> https://github.com/gigaherz/XMeter
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
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L917[12:49:26] <gigaherz> ah
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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
L927[12:50:54] <masa> :D
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
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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
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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
L992[13:43:56] <madcrazydrumma> http://pastebin.com/p4HZNqSi gigaherz
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
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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
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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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L1090[14:45:18] <mathew_653> I uploaded this code to git at : https://github.com/mathew653/PlayerAlias/tree/master/PA_CM
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
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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
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L1154[15:10:34] <mathew_653> http://pastebin.com/hwTSfVTt
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" ¬_¬
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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
L1353[18:12:36] <Cricket> https://github.com/TheCricket/Randomite3
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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) {}"
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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
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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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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
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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
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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
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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?
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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
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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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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> :)
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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?
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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
L1446[19:04:21] <FusionLord> minecreatr, http://twitch.tv/fusionlord
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
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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
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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
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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
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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
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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
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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!
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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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L1573[20:52:45] <Gliby> how do I conquer random concurrent exceptions when spawning in entity's from network onMessage?
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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.
L1590[20:56:00] <diesieben07> shadekiller666, http://www.minecraftforge.net/forum/index.php/topic,23782.0.html
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
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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
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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
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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
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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
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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
L1706[22:30:02] <dangranos> http://imgur.com/gallery/WygHYGV oooh, nice
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
L1712[22:32:20] <Gliby> looks good http://i.imgur.com/DE5c3Rt.png
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?
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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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L1777[23:31:15] <tterrag> shouldnt this draw a red square? http://puu.sh/jGAgG.txt
L1778[23:31:17] <tterrag> this is in a GUI
L1779[23:33:07] *** Cricket is now known as ChirpChirp
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
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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
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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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