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L2[00:03:52] <shadekiller666> what is the #1
contributor to mobs in minecraft being so resource intensive?
L3[00:04:40] <tterrag> notch being their
creator
L4[00:05:04] <shadekiller666> so,
everything?
L5[00:08:11] <xaero> recently it's been
AI/pathfinding
L6[00:08:29] <shadekiller666>
interesting
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L8[00:10:46] <xaero> did you get to
experience the lag back when where chicken jockeys pooped eggs +
normal zombies pick up eggs + mobs with items don't despawn =>
lots of pathfinding far-sight zombies
L9[00:11:20] <xaero> not sure what they did
to fix that
L10[00:11:22] <shadekiller666> i asked
because i'm a codev on a Roller Coaster Tycoon mod, and will have
to figure out how to have lots of "visitor" mobs in an
area at once, and i have a feeling that its going to bequite
difficult
L11[00:11:57] <shadekiller666> though there
are many more things that need to be implemented before getting to
that point but anyway
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L13[00:15:23] <xaero> with collision
detection?
L14[00:15:41] <xaero> that could get
expensive too
L15[00:15:42] <shadekiller666> uhhh,
no
L16[00:15:52] <xaero> all right :P
L17[00:16:03] <shadekiller666> RCT doesn't
have collision detection on visitors so :/
L18[00:16:19] <shadekiller666> well, they
don't collide with each other at least
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L32[00:44:55] <rfctksSparkle> So.. from
scala I can't seem to call list.add(itemStack), it gives me a type
mismatch expected type _$1
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L34[00:45:34] <rfctksSparkle> but the base
method im overriding is getSubItems from Item, which doesn't have a
type parameter for the List
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L43[00:52:41] <PaleoCrafter> My bouncer is
gone Oo
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L48[01:04:22] <Kolatra> Why would there be
fatally missing blocks and items on a server from a mod, but the
versions are the same on the client and server?
L49[01:07:05] <smbarbour> logs or it didn't
happen. :P
L50[01:08:35] <Kolatra> one min
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L53[01:11:58] <Kolatra> I can't upload the
whole log. It's almost 100k lines, but the two missing blocks are
Railcraft:fluid.steam, they are enabled in the config.
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L55[01:12:11] <Kolatra> [00:07:55] [Netty
Client IO #5/DEBUG] [FML/]: Missing list: [Railcraft:fluid.steam,
Railcraft:fluid.steam]
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L59[01:13:59] <smbarbour> Do the server and
client have the same filenames for all mods? Load order isn't
supposed to matter, but sometimes it does.
L60[01:14:22] <Kolatra> Yes, I was able to
log on not too long ago, and the Railcraft version did not
change.
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L71[02:01:30] <Zaggy1024> I CAN'T MAKE
WAFFLES :(
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L73[02:03:28] <shadekiller666> :O
L74[02:03:46] <shadekiller666> why
not?
L75[02:04:28] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150819 mappings to Forge Maven.
L76[02:04:32] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150819-1.8.zip (mappings
= "snapshot_20150819" in build.gradle).
L77[02:04:42] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L82[02:16:10] <shadekiller666> >.<
might i suggest not dropping a can of new england clam chowder on
ones tow... it doesn't feel that great...
L83[02:18:54] <Kolatra> How do I check if a
TileEntity has a redstone signal?
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L94[02:47:41] <rfctksSparkle> maybe you
should actually mouseover the library
L95[02:47:47] <rfctksSparkle> or even check
the project dependencies config
L96[02:47:50] <rfctksSparkle> it should
state there.
L97[02:48:29] <laci200270> if I hover the
mouse doesn'T say anything
L98[02:48:53] <laci200270> also its a maven
dependency
L99[02:49:10] <laci200270> i set it in
build.gradle
L100[02:50:01] <rfctksSparkle> no idea
then.
L101[02:50:16] <rfctksSparkle> I'd try
refresh-dependencies
L102[02:50:18] <rfctksSparkle> lol
L103[02:55:29] <PaleoCrafter> The
dependency can't be resolved, laci200270
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L105[02:55:35] <laci200270> so?
L106[02:56:00] <laci200270> what can I
do?
L107[02:56:04] <PaleoCrafter> Make sure
you don't have any typos in the name, that you have the right
repository in the right section and that the version scruffily
exists
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L112[03:01:42] <laci200270> but still not
works
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L115[03:04:18] <PaleoCrafter> That version
doesn't exist
L117[03:05:04] <PaleoCrafter> You probably
want 1.6.0_B1_1.8.1
L118[03:05:21] <laci200270> thanks
L119[03:05:44] <PaleoCrafter> And you have
to specify the dev classifier
L120[03:06:06] <laci200270> ccc does the
deobf
L121[03:06:10] <laci200270> isn't
it?
L122[03:07:22] <PaleoCrafter> 1) you
shouldn't rely on that, others working on your mod might not have
it installed 2) not sure whether it actually works for stuff
directly on the classpath
L123[03:07:31] <laci200270> oh
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L135[03:17:57] <laci200270> what is the
problem with this:
L136[03:18:00] <laci200270> compile
"mcp.mobius.waila:waila-1.6.0_B1_1.8.1:dev"
L137[03:18:02] <laci200270> ?
L138[03:18:58] <sham1> what does it
say
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L141[03:20:16] <sham1> Also, waila for 1.8
is bugged
L143[03:20:26] <laci200270> what
bugged?
L144[03:20:29] <sham1> And AFAIK there is
no WAILA for 1.8
L145[03:20:43] <pig> there is
L146[03:20:50] <laci200270> yes
L147[03:20:51] <sham1> That's not an
error
L149[03:21:08] <laci200270> what if not an
error?
L150[03:21:13] <pig> that's an indication
that there might be something wrong
L151[03:21:18] <sham1> Yeh
L152[03:21:19] <pig> but that's not the
error we're looking for
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L156[03:26:14] <laci200270> I checked idea
can't find waila on the classpath
L157[03:28:31] <laci200270> any
ideas?
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L159[03:29:58] <sham1> Does the gradle
setupDecompWorkspace or refresh give any errors
L160[03:31:07] <laci200270> I used gradlew
setupDevWorkspace
L161[03:31:11] <laci200270> not any
errors
L162[03:31:30] <sham1> why
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L164[03:32:06] <laci200270> its
faster
L165[03:35:36] <PrinceCat> !gm
func_149663_c
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L171[03:52:36] <Cazzar> Technically, you
don't need to run the setupXWorkspace for a dependancy change, only
when your ATs or Forge changes.
L172[03:54:32] <laci200270> ok
L173[03:54:40] <laci200270> but what
should I do?
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L175[03:59:50] <laci200270> also if I want
the dev version i need to use :dev or -dev ?
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L177[04:01:05] <PaleoCrafter> :dev
L178[04:01:37] <PaleoCrafter> Same for
version :P
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L180[04:02:02] <PaleoCrafter>
group:artifact:version[:classifier]
L181[04:08:20] <laci200270> PaleoCrafter,
so this good?
L182[04:08:36] <PaleoCrafter> What?
L183[04:08:40] <laci200270> compile
"mcp.mobius.waila:waila-1.6.0_B1_1.8.1:dev"
L184[04:08:43] <laci200270> i forgot
L185[04:10:06] <PaleoCrafter> No, the
version is also delimited by a colon :P
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L187[04:13:03] <laci200270> PaleoCrafter,
now: compile "mcp.mobius.waila:waila:1.6.0_B1_1.8.1:dev"
?
L188[04:13:24] <PaleoCrafter> Yes
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L191[04:17:50] <sham1Mobile> Laci, is your
Dev environment in 1.8.1? Just to check
L192[04:18:54] <laci200270> 1.8
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L196[04:28:06] <laci200270> i found
something: Module energymod : invalid item 'Gradle:
:forgeSrc:1.8-11.14.3.1502' in the dependencies list
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L204[04:41:26] <masa> vedalken254: I am
now... :p
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L206[04:41:47] <McJty> Hmm. Isn't
Block.isFoliage() supposed to return true for leave blocks?
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L208[04:44:34] <PaleoCrafter> Look at
vanilla, McJty?
L209[04:44:51] <McJty> yes, but nothing is
overriding isFoliage there
L210[04:44:56] <McJty> So that seems to
indicate it isn't
L211[04:44:59] <McJty> But my question is
why?
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L213[04:45:05] <McJty> And what's the
purpose of that function then?
L214[04:45:25] <PaleoCrafter> What does it
do by default?
L215[04:45:30] <McJty> return false
L216[04:45:31] <McJty> That's all
L217[04:45:58] <PaleoCrafter> Look at its
usages then
L218[04:46:02] <McJty> None
L219[04:46:13] <McJty> Ah no there is
one
L220[04:46:21] <McJty>
World.getTopSolidOrLiquidBlock
L221[04:46:24] <McJty> That's the only
usage
L222[04:46:33] <Quetzi>
Block.isLeaves()
L223[04:47:05] <McJty> aha thanks
L224[04:47:11] <McJty> Still leaves the
question what that isFoliage is for though
L225[04:47:29] <PaleoCrafter> Might be
stuff like tall grass
L226[04:47:34] <Quetzi> grass, dead bushes
etc would be my guess
L227[04:48:01] <McJty> Quetzi, except that
it isn't
L228[04:48:08] <McJty> Quetzi, nothing in
MC returns anything else but false
L229[04:48:22] <McJty> The default
implementation is never inherited
L230[04:48:49] <Szernex> now, if I wanted
to mess with (block) lighting and such, where would I have to start
looking?
L231[04:50:18] <Quetzi> looking at the
comment there's a fair chance the mapping isn't right
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L242[05:06:40] <laci200270> ^ any
ideas?
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L245[05:11:38] <PaleoCrafter> The artifact
name should start with an uppercase letter, laci200270
L246[05:12:05] <laci200270> SO should be
Waila?
L247[05:12:14] <laci200270> instead of
waila?
L248[05:14:58] <PaleoCrafter> Yes
L249[05:15:02] <Wastl2> Does
library.minecraft.net really host waila files?
L250[05:15:06] <Wastl2> *libraries
L251[05:15:08] <PaleoCrafter> No
L252[05:15:20] <PaleoCrafter> Gradle will
just check every repository
L253[05:15:43] <PaleoCrafter> And the
Mojang one happens to be the last one
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L258[05:20:09] <laci200270> PaleoCrafter,
thanks
L259[05:20:18] <PaleoCrafter> np :P
L260[05:20:23] <laci200270> you saved me
about 3 weeks debbugging
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L264[05:32:11] <laci200270> iblockstate
stores the world object?
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L266[05:33:09] <laci200270> oh i found
another way
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L268[05:40:32] <Cazzar> Mojang's
"maven" is intentionally last
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L279[05:59:04] <Ordinastie_> hasunwoo,
something is null, add a NPE breakpoint
L280[06:00:59] <hasunwoo> is this correct
implementation of IRecipe matches method?
L281[06:05:41] <Szernex> huh, okay, so
looking at the source of Hardcore Darkness I guess it is a bit more
complicated to alter stuff like blocklight and such...
L282[06:07:57] <laci200270> mc doesn't
want to load my mod :/
L283[06:09:25] <Ordinastie_> hasunwoo,
what do you think happens when you don't have an itemStakc in a
slot ?
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L285[06:10:09] <hasunwoo> it will cause
nullpointerexception i think
L286[06:12:54] <laci200270> this should be
enoght isn't it? @Mod(modid = "energymod")
L287[06:12:59] <laci200270> for recognize
my mod
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L289[06:18:08] <laci200270> ^ any
ideas?
L290[06:18:22] <Szernex> maybe add the
modname too
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L292[06:18:46] <laci200270> i tried
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L299[06:34:23] <laci200270> i think a
classpath issuse but can't fiure out what can cause this
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L306[06:50:24] <laci200270> mc not loads
the mod
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L312[06:56:00] <laci200270> mc not wants
to load it
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L315[07:03:25] <Wuppy> \o/ been playing
.jar surgeon all day but finally google admob works :D
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L317[07:05:51] <laci200270> Finnaly found
it
L318[07:06:06] <laci200270> the main src
dir wasn't marked as source dir
L319[07:06:11] <laci200270> somehow got
unmarked
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L329[07:19:12] <hasunwoo> how can i get
width of font ?
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L331[07:21:04] <hasunwoo> i want to get
width of one character
L332[07:21:31] <tmtu> all fonts are
monospaced?
L333[07:21:48] <diesieben07> minecraft
font is not monospace
L334[07:21:53] <hasunwoo> no
L335[07:21:59] <laci200270> how can I add
my source folder to classpath(according to FML log is not on the
classpath)?
L336[07:22:09] <diesieben07> FontRenderer
has getStringWidth
L337[07:22:18] <hasunwoo> i will try
L338[07:22:28] <tmtu> silly
L339[07:22:43] <hasunwoo> ?
L340[07:26:15] ⇦
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L341[07:28:19] <Szernex> I love how
literally every mod names their config option for update checking
differently...
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L353[08:06:32] <masa> I hate how half of
the mods HAVE update checking that I have to then go and disable...
:p
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L356[08:10:02] <PrinceCat> How much of a
performance impact is iterating every block in the chuck on
PopulateChunkEvent.Post to replace some undesired ores with
stone?
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L358[08:10:30] <PrinceCat> I couldn't find
a better way to do it..
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L363[08:17:07] ***
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L364[08:18:12] <laci200270> fry are you
back?
L366[08:19:25] ***
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L367[08:19:34] <laci200270> when you merge
the obj loader?
L368[08:19:55] <laci200270> which made by
shadekiller666
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L370[08:20:13] <PaleoCrafter> Hm... I
should've kept track of the incidents which were to blame on you,
fry :P
L372[08:20:57] <laci200270> it looks
really useful
L373[08:20:58] <PaleoCrafter> Also,
waiting 5 minutes for a single page to get printed...
L374[08:21:13] <laci200270> PaleoCrafter,
laser printer? :D
L375[08:21:32] <PaleoCrafter> Yes, but it
usually is super fast
L376[08:21:33] <fry> don't you dare
blaming printers on me, Paleo :P
L377[08:21:58] <PaleoCrafter> Eh, they
draw stuff, you do rendering... Same thing
L378[08:22:33] <laci200270> :D
L379[08:22:40] <PaleoCrafter> The fact
that the cyan toner is pretty much empty may play a role in the
speed
L380[08:22:50] <fry> (disclamer: I was a
sysadmin for 2 months, fixing exactly the problems like "why
does it take 5 minutes to print?" :P)
L381[08:22:58] <PaleoCrafter> And I have
to correct myself, 10 minutes
L382[08:23:18] <laci200270> PaleoCrafter,
fry should write a firmware for your printer?
L383[08:23:29] <laci200270> just for print
faster? :D
L384[08:23:48] <PaleoCrafter> lol, that
doesn't help with an empty toner methinks :P
L385[08:25:06] <PaleoCrafter> People were
having problems with some of your blockstate stuff though,
fry
L386[08:25:13] <laci200270> PaleoCrafter,
punch your printer until works :D :D
L387[08:25:34] <PaleoCrafter> It isn't my
printer
L388[08:26:30] <laci200270> but you can
punch it :D
L389[08:27:16] *
fry caught a glimpse of blockstate problems, but had no time to
look at anything
L390[08:27:35] <PaleoCrafter> And in the
end something breaks and I have to pay it, no thanks :P
L391[08:27:56] <laci200270> :D
L392[08:28:11] <PaleoCrafter> It seems to
be faster when I send a multi page document, lol
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L394[08:29:37] <laci200270> fry you should
at issuses that assigned to you
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L397[08:31:14] <laci200270> what is better
for pipes ISmartModels or forge custom jsons?
L398[08:31:29] <PaleoCrafter> The
latter
L399[08:31:45] <PaleoCrafter> Resource
packs and shit
L400[08:32:13] <laci200270> but smart
models are easier...
L401[08:32:32] <laci200270> I can't decide
:D
L402[08:32:46] <PaleoCrafter> Uhm, the
JSONs are pretty straightforward
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L404[08:33:35] <laci200270> maybe if I
combine them
L405[08:33:44] <PaleoCrafter> You have to
check 6 boolean properties for true or false and add the
appropriate sub models
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L407[08:34:17] <laci200270> but I have 3
states: connected to machine,conbnected to pipe,connected to
nothing
L408[08:34:22] <dangranos> Q_Q
L409[08:34:31] <dangranos> rpi, y u r so
slow
L410[08:34:43] <PaleoCrafter> How do they
differ, just by texture?
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L412[08:34:48] <sham1> FRY'S ALIVE!?
L413[08:34:49] <laci200270> model
L414[08:35:05] <sham1> yay
L415[08:35:31] <PaleoCrafter> Then use a
custom state mapper
L416[08:35:37] <PaleoCrafter> Or
something
L417[08:36:57] <laci200270> idea why only
puts my resources folder to the classpath ?
L418[08:37:12] <laci200270> my main folder
haven't put to classpath
L419[08:38:00] <laci200270> any
ideas?
L421[08:39:04] <FusionLord> Maybe if we
could understand what you were asking.
L422[08:39:17] <laci200270> my mod not
loading
L423[08:39:30] <laci200270> because isn't
on the classpath
L424[08:39:45] <FusionLord> is it in
src.main.java?
L425[08:39:59] <laci200270> yes
L426[08:40:10] <FusionLord> refresh the
gradle project
L427[08:40:12] <laci200270> but idea not
puts to the jvm classpath
L428[08:40:19] <laci200270> i tried
L429[08:40:43] <laci200270> only
src.main.resources put to the classpath
L430[08:40:56] <FusionLord> Did you mark
that directory as source?
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L432[08:41:20] <laci200270> java directory
marked as main source folder,yes
L433[08:41:58] ⇦
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L434[08:42:00] <FusionLord> May I get a
screenshot of your project tree.
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L437[08:44:38] <gigaherz> LOL
L438[08:44:38] <gigaherz> Worsened
Zombies’ arms getting tired.
L439[08:44:49] <gigaherz> so zombies will
lower their arms now?
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L441[08:45:20] <FusionLord> laci200270,
source for your EnergyMod class?
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L444[08:48:13] <FusionLord> and debugging
doesn't work? your mod doesn't load?
L445[08:48:22] <laci200270> not
loads
L446[08:48:33] <laci200270> yesterday it
loaded
L447[08:48:39] <laci200270> along with
waila
L448[08:48:44] <FusionLord> and what have
you changed?
L449[08:49:06] <laci200270> i pulled out
the coputer from power supply
L450[08:49:12] <laci200270> while
running
L451[08:49:33] <laci200270> now waila
fixed
L452[08:50:09] <laci200270> but my mod
not
L453[08:51:01]
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L454[08:51:19] <rfctksSparkle> i haz a
question, player.getUniqueId will return the same on both server
and client right?
L455[08:51:43] <FusionLord> if it didn't
they would be different players
L456[08:52:03] <laci200270> FusionLord,
any ideas?
L457[08:52:29] <FusionLord> yeah
L458[08:52:34] <FusionLord> in your mod
class
L459[08:52:41] <laci200270> what?
L460[08:52:48] <FusionLord> change
@SubscribeEvent to @EventHandler
L461[08:52:50] <rfctksSparkle> now.. is
there a way to get the player entity using UUID?
L462[08:53:18] <FusionLord> yes
L463[08:53:36] <laci200270> testing
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L466[08:54:11] <FusionLord> rfctksSparkle,
World.getPlayerbyUUID()
L467[08:54:13] <laci200270> spotify is
lagging while I debugging :/
L468[08:54:23] <rfctksSparkle> ah
thanks.
L469[08:54:34] <laci200270> FusionLord,
still not works
L470[08:54:56] <laci200270> I'm sure its a
classpath issuse
L471[08:55:19] <rfctksSparkle> is it in
1.8?
L472[08:55:25] <FusionLord> yes
L473[08:55:28] <FusionLord> are you?
L474[08:55:28] <rfctksSparkle>
*sigh*
L475[08:55:32] <FusionLord> sorry
L476[08:55:32] <rfctksSparkle>
1.7.10
L477[08:55:40] <FusionLord> it shouuld be
similar
L478[08:55:54] <FusionLord> just look
through the world class
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L480[08:56:56] <rfctksSparkle> obfuscated
method names >.<
L481[08:57:22] <FusionLord> use !gf
<obf> to get readable
L482[08:57:52] <laci200270> and update
your mappings maybe
L483[08:58:29] <FusionLord> he is in
1.7.10 probably aren't any mappings
L484[08:59:02] <FusionLord> laci200270,
you are 100% sure that it isn't loading?
L485[08:59:20] <FusionLord> and that you
changed that to @Mod.EventHandler
L486[08:59:30] <laci200270> according to
FML
L487[08:59:33] <laci200270> yers I
changed
L488[08:59:36] <laci200270> *yes
L489[08:59:51] ⇦
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L490[08:59:55] <rfctksSparkle> !gf
func_152378_a
L491[08:59:58] <rfctksSparkle> lol
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L495[09:01:09] <FusionLord> you are
checking in mod options?
L496[09:02:59] <laci200270> yes
L497[09:03:07] <laci200270> and in the
log
L498[09:03:29] <FusionLord> does it
attempt to load the mod?
L499[09:04:13] <laci200270> no
L500[09:04:29] <FusionLord> also where is
your src folder located? same level as your build.gradle?
L502[09:04:42] <laci200270> yes its in
same level
L503[09:05:14] <FusionLord> screen shot
that window on the sources tab
L505[09:07:14] <FusionLord> post your
build.gradle
L507[09:09:07]
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L508[09:09:41] <rfctksSparkle> to update
workspace just modify forge version in build.gradle and re run
setupDecompWorkspace with dependency refresh?
L509[09:09:55] <laci200270> rfctksSparkle,
yes
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L511[09:10:15] <rfctksSparkle> welp, I
probably should update to recommended forge version then =/
L512[09:10:24] <FusionLord> my last
suggestion is to just run setupDecompWorkSpace/setupDevWorkspace
again and then genIntellijRuns
L513[09:10:38] <laci200270> i not ran
genIntellijRuns
L514[09:10:47] <laci200270> *not
even
L515[09:10:55] <laci200270> maybe thats
the problem?
L516[09:11:01] <FusionLord> yeah
L517[09:11:15] <FusionLord> it is in the
gradle tab under other
L518[09:11:32] <rfctksSparkle> sometimes i
hate setting up dev environments ... it takes so long to resolve
dependencies
L519[09:11:40] <laci200270> i'm doing it
from the commend line
L520[09:11:44] <FusionLord> no it doeosn't
:P
L521[09:11:59] <rfctksSparkle>
(sometimes)
L522[09:12:08] <FusionLord> i7 octocore
16Gb Ram :P
L523[09:12:15] <rfctksSparkle>
showoff.
L524[09:12:18] <rfctksSparkle> =P
L525[09:12:29] <FusionLord> I worked my
ass off to get this beast :P
L526[09:12:55] <rfctksSparkle> what...
about graphics?
L527[09:12:56] <rfctksSparkle> -P
L528[09:13:00] <laci200270> FusionLord,
mine is just intel pentium D
L529[09:13:15] <laci200270> :D
L530[09:13:29] <FusionLord> i'm sorry for
you :P
L531[09:13:46] <laci200270> but it
runs
L532[09:13:57] <laci200270> but the HDD is
the worst
L533[09:14:03] <laci200270> an IDE
40GB
L534[09:14:17] <laci200270> originally it
was 80GB
L535[09:14:30] <FusionLord> i had done
with 20 x(
L536[09:14:43] <laci200270> but i had to
replace the controll board
L537[09:14:43] <FusionLord> one*
L538[09:14:58] <rfctksSparkle> IDE..
wow
L539[09:15:02] <laci200270> yes
L540[09:15:05] <rfctksSparkle> I haven't
seen a computer with IDE in ages now.
L541[09:15:14] <laci200270> i short
circuited the sata one :P
L542[09:15:22] <laci200270> when I
replaced PSU
L543[09:15:26] <rfctksSparkle> lol
wut.
L544[09:15:30] <laci200270> because PSU
killed my VGA
L545[09:15:30] <rfctksSparkle> How did you
manage that
L546[09:15:52] <rfctksSparkle> next thing
you know your mainboard is dying XD
L547[09:15:54] <laci200270> i plug wrongly
the sata-12V converter
L548[09:16:18] <laci200270> while the
computer ran
L549[09:16:24] <rfctksSparkle> wut.
L550[09:16:28] <laci200270> :P
L551[09:16:40] <FusionLord> laci did that
work?
L552[09:16:50] <rfctksSparkle> Didn't your
PSU have dedicated sata lines?
L553[09:16:57] <laci200270> downlading
gralde 2.0
L554[09:17:00] <laci200270> waiting
L555[09:17:03] <laci200270> no
L556[09:17:07] <laci200270> its a
old
L557[09:17:14] <laci200270> produced in
2000
L558[09:17:33] <FusionLord> so what molex
to SataPower?
L559[09:17:36] <laci200270> i got it from
my brothers old computer
L560[09:18:04] <laci200270> so I killed
half of my PC
L561[09:18:08] <laci200270> in
spring
L562[09:18:25] <laci200270> now I need to
wait 15mins for just windows boot up
L563[09:18:44] <laci200270> and another 30
for dev env
L564[09:18:54] <laci200270> (idea hexchat
chrome) :D
L565[09:19:57] <laci200270> unzipping
gradle
L566[09:20:02] <rfctksSparkle> ugh idea
isn't picking up the new forgeSrc version =/
L567[09:20:02] <laci200270> another hour
:D
L568[09:20:22] <laci200270> rfctksSparkle,
press gralde refresh
L569[09:20:39] <laci200270> *gradle
L570[09:20:48] <laci200270> i always typo
that
L571[09:21:05] <rfctksSparkle>
right.
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L575[09:25:43] <rfctksSparkle> lol
what
L576[09:25:48] <rfctksSparkle> now i have
duplicate forgeSrc
L577[09:26:17] <rfctksSparkle>
nevermind
L578[09:26:21] <rfctksSparkle> it was easy
enough to delete
L579[09:26:22] <FusionLord> happens
:P
L580[09:29:19] <rfctksSparkle> just to be
clear, each World object only represents one dimension?
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L584[09:32:07] <gigaherz> rfctksSparkle:
yes
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L591[09:34:52] <laci200270> FusionLord, it
worked
L592[09:35:10] <laci200270> i need to
write somewhere: genIntellijRuns
L593[09:35:50] <laci200270> ok.my mod now
twice at classpath :D
L594[09:38:13] <laci200270>
java.lang.IllegalArgumentException: Multiple entries with same key:
energymod=FMLMod:energymod{1.0} and
energymod=FMLMod:energymod{1.0}
L595[09:38:24] <laci200270> this going to
be annoying :/
L596[09:39:36] <rfctksSparkle> whats the
difference with fluidName and fluidId when identifying a type of
fluid between server/client
L597[09:40:07] <laci200270> fluidname is
the rendered name maybe?
L598[09:40:18] <laci200270> and fluidId
maybe unique?
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L600[09:44:10] <laci200270> any why it can
be twice at the classpath now?
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L613[09:57:54] <Fendirain> Does anyone
know how I would go about placing a specific (From an ItemStack)
sapling using .setBlock? Currently, If I attempt to use
"world.setBlock(posX, posY, posZ, block,
BlockSapling.getIdFromBlock(block), meta);", it a incorrect
sapling (Using pickblock) and is invisible.
L614[09:58:22] <laci200270> FusionLord,
please wait a bit i'm ran graldew idea just for maybe
L615[09:58:26] <laci200270> now testing
it
L616[09:58:32] <Shinoow> Anyone know a
good way to calculate light levels? I got a mob which disintegrates
when the light level is higher than 2. I got it working with normal
light, but the lightsources in DynamicLights has no effect (maybe
that's where I should ask....)
L617[09:58:45] <gigaherz> Fendirain: you
should never need the id
L618[09:58:50] <gigaherz> if you ever do,
you are doing it wrong
L619[09:59:14] <Fendirain> I figured I was
doing something wrong, That was just my latest attempt.
L620[09:59:25] <gigaherz> look at the item
version of the sapling
L621[09:59:31] <gigaherz> see what
Minecraft itself does to place it on the ground
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L623[09:59:59] <Mata> !gm
func_70016_h
L624[10:00:17] <Mata> !gm
L625[10:00:23] <Mata> !gm func_70016_h
1.7.10
L627[10:01:16] <Fendirain> Do you know
what the item version is called by chance?
L628[10:01:35] <laci200270> FusionLord,
gradlew idea fixed it
L629[10:01:42] <Fendirain> I am a master
at missing the obvious. I just don't see it.
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L631[10:02:15] <laci200270> i roll back
the previous
L632[10:02:22] <laci200270> text
L633[10:02:31] <laci200270> its not
working :/
L634[10:02:38] <laci200270> now not even
loads my mod
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L636[10:05:48] <laci200270> spotify is
killing my PC
L637[10:06:08] <laci200270> and my mod
looks loading up
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L639[10:10:05] <williewillus> i don't
think saplings use itemblocks
L640[10:10:30] <laci200270> they are just
items i think
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L642[10:12:12] <MTM123> Hello. Is there
PluginChannelListener or something similiar that I can use for
communication between Bukkit/Spigot plugin with Forge mod?
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L647[10:20:09] <Fendirain> I'm just not
seeing anything that helps me figure it out, setBlock(posX, posY,
posZ, block) just places an Oak sapling no matter what type the
itemstack is, So I'm really thinking I have to somehow do it the
above mentioned way.
L648[10:20:36] <sham1> Have you tried to
set metadata?
L649[10:21:12] <Fendirain> Let me copy
& paste the above if you missed it "If I attempt to use
"world.setBlock(posX, posY, posZ, block,
BlockSapling.getIdFromBlock(block), meta);", it a incorrect
sapling (Using pickblock) and is invisible."
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L653[10:24:44] <AtomicStryker> ahoy! i
find myself working with idea instead of eclipse now, and i've got
a question regarding the run/debug
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L655[10:25:14] <AtomicStryker> in eclipse,
i could add projects to the forgegradle classpath and
"test" with my mods
L656[10:25:25] <AtomicStryker> as far i
can see, in idea, i can only add module dependencies
L657[10:25:41] <AtomicStryker> is there a
way to launch the forgegradle with my mods(as modules) on the
classpath
L658[10:26:27] <AtomicStryker> adding the
mod's modules which depend on forgegradle as dependencies to
forgegradle seems circular
L659[10:29:37] <Fendirain> Let me add, The
sapling has the correct hitbox and all, It is just invisible &
wrong type.
L660[10:30:18] <Shinoow> AtomicStryker, I
got a question for you regarding Dynamic Lights. Is there any way
to calculate the light provided through that mod? I got a mob that
is meant to disintegrate when close to a light level greater than
2, and holding a light source has no effect on it.
L661[10:31:00] <AtomicStryker> Shinoow:
since the mobs logic would be server side and dynamic lights is
client side, this is the expected outcome
L662[10:31:18] <AtomicStryker> however if
you want dynamic lights to disintegrate your mob if its a single
player game
L663[10:31:26] <AtomicStryker> you can
just call the method in DynamicLights
L664[10:31:35] <AtomicStryker> its
getLight something
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L667[10:38:59] <Shinoow> internet derped
on me
L668[10:40:01] <gigaherz> inderpnet
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L671[10:45:34] <Fendirain> Ah, I see, It
doesn't matter anyways, Setblock doesn't work correctly for plants
anyways (At least, No the way I was trying).
L672[10:45:44] <Shinoow> as a test, I made
worldObj.removeEntity run both client and server, and now
dynamiclights work
L673[10:46:48] <gigaherz> [17:30]
(AtomicStryker): Shinoow: since the mobs logic would be server side
and dynamic lights is client side, this is the expected
outcome
L674[10:46:48] <gigaherz> [17:31]
(AtomicStryker): however if you want dynamic lights to disintegrate
your mob if its a single player game
L675[10:46:48] <gigaherz> [17:31]
(AtomicStryker): you can just call the method in
DynamicLights
L676[10:46:49] <gigaherz> [17:31]
(AtomicStryker): its getLight something
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L679[10:47:18] <gigaherz> minecreatr:
yeah
L680[10:47:20] <gigaherz> it's crazy
L681[10:47:30] <Shinoow> gigaherz hence
why I switched it over to client only
L682[10:47:58] <Shinoow> well, currently
both ends, but that part will still only work in singleplayer
L683[10:48:10] <gigaherz> uh?
L684[10:48:43] <gigaherz> juist send a
packet to the server when the mob receives dynamic light? ;P
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L686[10:49:37] <Shinoow> That could
work...
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L689[10:51:12] <AtomicStryker> shinoow:
just keep in mind that a player without DL wouldnt see anything
except the mob randomly dying
L690[10:51:21] <AtomicStryker> and other
players with DL dont necessarily see the same thing
L691[10:51:59] <gigaherz> hmm
L692[10:52:06] <Shinoow> ^ this is why I'm
thinking of going SSP only or SMP without DL support
L693[10:52:07] <gigaherz> DynamicLights
also doesn't prevent mob spawns does it?
L694[10:52:13] <Shinoow> nope
L695[10:52:28] <gigaherz> so in practice,
it's just a localized "night vision"
L696[10:52:42] <gigaherz> so it may be
best to make it default-off in the settings
L697[10:52:57] <gigaherz> (the
DL-affects-mobs thing)
L698[10:53:37] <Fendirain> Does anyone
know how to properly place saplings?
L699[10:53:45] <gigaherz> Minecraft
does.
L700[10:53:56] <gigaherz> in the sapling
items
L701[10:54:04] <gigaherz> their onItemUse
is the perfect way to place a sapling
L702[10:54:20] <Fendirain> There isn't an
ItemSapling from what I can see.
L703[10:54:30] <Fendirain> Am I missing
something?
L704[10:55:18] <gigaherz> if there's no
ItemSapling, it means there isn't anything special for it
L705[10:55:20] <diesieben07> its just an
ItemBlock iirc
L706[10:55:34] <gigaherz> just call
werld.setBlock(x,y,z,Blocks.sapling,meta);
L707[10:55:50] <Fendirain> Using setBlock
doesn't properly work from my testing.
L708[10:56:12] <diesieben07> define
"doesn't work properly"
L709[10:56:38] <Fendirain> Well, In the
since that, Trying to use the meta makings it invisible, and the
wrong sapling.
L710[10:56:40] <gigaherz> try doing:
world.setBlock(x,y,z,Blocks.sapling,0,3);
L711[10:56:49] <gigaherz> the 0 is the
sapling type
L712[10:56:53] <Fendirain> Ok, I will
try.
L713[10:56:56] <gigaherz> the 3 means
"notify client and refresh rendering
L714[10:58:13] <Fendirain> Ah, Maybe I was
just being an idiot then. (Looking at old tutorial)
L715[10:59:22] <gigaherz> yeah as I said,
if you are looking at anything that works with block IDs
L716[10:59:26] <gigaherz> then it's
outdated and it's doing it wrong
L717[10:59:26] <gigaherz> ;P
L718[10:59:48] <gigaherz> unless you are
modifying Forge itself, you don't ever need to even remember that
each block has an internal ID
L719[10:59:54] <gigaherz> it's all managed
using registry names now
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L724[11:01:42] <Fendirain> Yep, That
solved it. Thats what I get for attempting to use an old tutorial
as I couldn't find a new one.
L725[11:01:47] <Fendirain> Thanks a
ton.
L726[11:04:33] ⇦
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L736[11:25:25] <madcrazydrumma> Am i right
when I say you can register IEEP construction like this in preInit?
MinecraftForge.EVENT_BUS.register(new IEEPConstructor());
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L738[11:26:13] <diesieben07> SURE
L739[11:26:15] <diesieben07> whoops
L740[11:26:23] <diesieben07> event handler
registrations usually go in preInit
L741[11:26:32] <madcrazydrumma> Its weird,
I'm getting a null pointer exception
L742[11:26:41] <diesieben07> post the
crash.
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L745[11:29:39] <diesieben07> show the
event handler
L746[11:29:50] <rfctksSparkle> ^ Can't
really help without seeing the relevant code.
L747[11:29:51] <diesieben07> actually
no.
L748[11:29:58] <diesieben07> show
SkillExecutionPacket
L749[11:30:07] <diesieben07> and
RivenPlayer
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L753[11:31:30] <diesieben07> dude...
L754[11:31:40] <diesieben07> *anything* in
the message class you *must* send
L755[11:31:51] <diesieben07> you can't
just put a player in there and expect it to arrive on the other
side by magic
L756[11:32:08] <madcrazydrumma> what do
you mean?
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L758[11:32:22] <madcrazydrumma> In the
constructor I use i have a player
L759[11:32:24] <diesieben07> your
SkillExecutionPacket has a field "player"
L760[11:32:24] <rfctksSparkle> you need to
send enough data
L761[11:32:30] <rfctksSparkle> so the
client can reconstruct the packet =/
L762[11:32:36] <diesieben07> if you do not
send this field in fromBytes/toBytes
L763[11:32:40] <diesieben07> it will be
null on the other side
L764[11:32:49] <madcrazydrumma> oh right i
completely forgot about those two methods x_x
L765[11:32:57] <diesieben07> hint: you
should NOT be sending the player over...
L766[11:32:59] <rfctksSparkle> just send
the UUID or something
L767[11:33:10] <diesieben07> no
L768[11:33:12] <madcrazydrumma> ?
L769[11:33:15] <diesieben07> you dont need
to send it at all
L770[11:34:05] <madcrazydrumma> then how
would i use my IEEP?
L771[11:34:21] <diesieben07> well, the
packet goes to the server, right?
L772[11:34:24] <madcrazydrumma> yeah
L773[11:34:34] <diesieben07> then you just
use the player that sent it :D
L774[11:34:49] <diesieben07> you already
access it in your message handler, you just dont use it
L775[11:34:56] <madcrazydrumma> oh
yeah
L776[11:35:11] <madcrazydrumma> im so
blind these days
L777[11:35:51] <madcrazydrumma> btw, I
have a "counter" variable in my gui string, how would I
get that to "refresh"?
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L779[11:36:19] <diesieben07> it is stored
in the IEEP?
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L781[11:36:41] <madcrazydrumma> No a
variable on the gui
L782[11:36:47] <madcrazydrumma> and
incremented in a clienttickevent
L783[11:37:00] <diesieben07> what do you
mean by refresh then
L784[11:37:24] <gigaherz> madcrazydrumma:
if it doesn't "refresh" you are doign it wrong, because
the gui is completely redrawn every frame
L785[11:37:26] <madcrazydrumma> like
update the counter on the gui string
L786[11:37:36] <madcrazydrumma> even in
the renderGameOverlay event?
L787[11:37:43] <gigaherz> yes, that's
called once per frame
L788[11:37:48] <gigaherz> so all the code
runs over and over
L790[11:38:22] <madcrazydrumma> This may
be because im returning a client packet in my onMessage in my
server packet? ^^
L791[11:38:33] <diesieben07> you are
sending a packet to the client
L792[11:38:40] <diesieben07> but acting as
if you were sending it to the server
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L794[11:39:52] <madcrazydrumma> how would
i get around that?
L795[11:40:19] <diesieben07> eh... i have
no idea how to answer that question...
L796[11:40:27] <diesieben07> was it not
completely obvious from what i said?
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L799[11:42:01] <madcrazydrumma> how am i
acting if i was sending it to the server?
L800[11:42:19] <diesieben07> you are using
getServerHandler
L801[11:42:30] <diesieben07> that only
works on the server. (doh)
L802[11:43:17] <madcrazydrumma> okay,
getClientHandler doesnt have playerEntity so im guessing i have to
send the UUID through?
L803[11:43:25] <diesieben07> no
L804[11:43:31] <diesieben07> the client
only ever has one player. Minecraft#thePlyer
L805[11:43:35] <diesieben07>
*thePlayer
L806[11:43:41] <madcrazydrumma> so thats
what I use?
L807[11:43:59] <diesieben07> i don't know,
it depends on what you are actually trying to do with that
packet.
L808[11:44:29] <madcrazydrumma> its for a
cooldown, i send the execute packet on key press and if a
success/fail, return a success/fail packet respectively
L809[11:44:48] <diesieben07> so this is
the success/fail packet?
L810[11:44:56] <madcrazydrumma> this is
the execute packet
L811[11:45:01] <madcrazydrumma> which is
sent to the server
L812[11:45:13] <rfctksSparkle> wait.. so
basically on the server side the player is available to the handler
and on the client side theres only one player?
L813[11:45:25] <diesieben07> of
course?!
L814[11:45:28] <madcrazydrumma> ^
L815[11:45:29] <diesieben07> thats how
minecraft works.
L816[11:45:39] <diesieben07> No, this
packet is NOT sent to the server
L817[11:45:43] <diesieben07> otherwise it
would not crash like that.
L818[11:46:13] <madcrazydrumma>
RivenMod.SNW_INSTANCE.sendToServer(new
SkillExecutionPacket(brokenWings.getId()));
L819[11:46:20] <madcrazydrumma> It sure
is
L820[11:46:52] <diesieben07> this is about
SkillFailedPacket....
L821[11:46:55] <diesieben07> read the
crash -.-
L822[11:47:28] <madcrazydrumma> oh yeah
thats sent to the client
L823[11:47:55] <diesieben07> then you
cannot use getServerHandler. like i said. but you do. thats the
crash.
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L825[11:49:01] <madcrazydrumma> So i have
to use Minecraft#thePlayer
L826[11:49:21] <diesieben07> yes.
L827[11:49:26] <diesieben07> if that is
what you want...
L828[11:49:46] <madcrazydrumma> Okay the
packets being sent ^ Thanks
L829[11:50:38] <rfctksSparkle> so wait..
since this is the case... i wonder why the heck EC2 is sending
player in packets =/
L830[11:51:05] <diesieben07> because
depending on what you are doing you might need to update not on
"the" player
L831[11:51:16] <diesieben07> but also
other player entities that "the player" can see
L832[11:51:30] <rfctksSparkle> its using
that, to get THE player, on the client side.
L833[11:51:45] <diesieben07> then EC2 is
stupid.
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L835[11:58:48] <rfctksSparkle>
packet.fromBytes() is called before onMessage() right?
L836[11:59:03] <diesieben07> of
course
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L842[12:03:11] <rfctksSparkle> so based on
that player from context and Minecraft.thePlayer will never be null
yes?
L843[12:03:26] <diesieben07> should be,
yes
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L848[12:12:27] <pig> heh i need to learn
how to use FML's packet system one day
L849[12:12:30] <pig> since I'm using my
own
L850[12:12:50] <HassanS6000> That's funny.
Did anybody know that ArmorStand's extend EntityLivingBase
lol
L852[12:13:03] <HassanS6000> That's weird
lol
L853[12:13:06] <pig> it's not
L854[12:13:09] <HassanS6000> Why is it
not
L855[12:13:21] <pig> look at the renderer
for it
L856[12:13:24] <pig> mojang's just being
cheap
L857[12:13:38] <pig> and plus
L858[12:13:44] <pig> EntityLivingBase is
made to store inventory anyways
L859[12:13:54] <pig> and to render
models
L860[12:14:07] <pig> makes sense for it to
extend it
L861[12:14:14] <HassanS6000> k
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L865[12:20:35] <Deas> isnt armour stand
just a player class expt health/etc
L866[12:21:05] <Deas> hence the
EntityLivingBase
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L869[12:26:36] <FusionLord> pig you
talking about the SimpleNetworkWrapper, IMessage and
IMessageHandler system? It is pretty simple
L870[12:28:14] <pig> *shrug*
FusionLord
L871[12:28:20] <pig> whatever people use
for packets in 1.7+
L872[12:28:28] <pig> without writing their
own channel
L873[12:30:03] <diesieben07> yeah,
SNW
L875[12:30:17] <diesieben07>
mcforge.readthedocs.org/en/latest/networking/simpleimpl/
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L878[12:31:48] <rfctksSparkle> You know
what simpleimpl reminds me of? Packet system over cc =P
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L880[12:32:17] <pig> bookmarked,
thanks
L881[12:32:49] <pig> i'm only bookmarking
them for modjam cause I think I'll probably have to use packets at
some point
L882[12:33:17] <rfctksSparkle> modjam
huh.
L883[12:33:53] <pig> whenever it
happens
L884[12:33:57] <pig> if I'm
available
L885[12:34:10] <pig> but just taking note
of it now rather than coming in here to ask later
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L890[12:45:06] <rfctksSparkle> wait if you
send the same packet from server to client and client to server it
needs to be registered with a different discriminator?
L891[12:46:14] <diesieben07> iirc no
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L893[12:48:43] <rfctksSparkle> well, but
the simpleimpl documentation says it should be registered twice on
both sides with different discriminator
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L895[12:49:48] <diesieben07> idk, it
should be fine
L896[12:49:56] <FusionLord> rfctksSparkle,
this is correct because it is also refgistered with the recieving
side
L897[12:50:55] <rfctksSparkle> but it also
works if you register it for both sides using the same
disriminator?
L898[12:51:34] <rfctksSparkle> because i'm
kind of confused right now since EC2 registers it for both sides
using the same discriminator.
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L915[13:20:25] <laci200270> ^any
ideas
L916[13:20:27] <laci200270> ?
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L918[13:22:06] <Zaggy1024> how do I stop
the server forcefully crashing if a tick takes too long?
L919[13:22:28] <Zaggy1024> trying to debug
and it keeps crashing partway through :|
L920[13:22:45] <tterrag> never experienced
that
L921[13:23:24] <shadekiller666> zaggy, i
finished explaining
L922[13:24:12] <Zaggy1024> it says in the
server log, A single server tick took 60.00 seconds (should be max
0.05)
L923[13:24:19] <Zaggy1024> and
"Considering it to be crashed, server will forcibly
shutdown."
L924[13:25:13] <Skuli> I didn't realize
mojang had added a server watchdog
L925[13:25:36] <williewillus>
player.openContainer is never null right?
L926[13:25:44] <williewillus> what is it
when nothing is open?
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L929[13:26:40] <tterrag> williewillus: it
is null when there is nothing open iirc
L930[13:26:46] <tterrag> the HUD is not a
container
L931[13:26:58] <Skuli> Zaggy1024 check
server.properties and see if you have a max-tick-time
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L933[13:27:31] <Zaggy1024> aha, thanks,
skuli
L934[13:27:37] <Zaggy1024> didn't think of
looking in properties
L935[13:27:37] ⇦
Quits: Noppes (~Noppes@82-168-212-152.ip.telfort.nl) (Ping timeout:
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L936[13:27:37] <AtomicStryker> in eclipse,
i can add projects to the gradlestart classpath and
"test" with my mods. can i do something similar in
IDEA?
L937[13:27:43] <Skuli> It was there?
L938[13:27:44] <Skuli> cool
L939[13:27:53] <Skuli> i honestly had no
idea it existed, I had to google it
L940[13:27:56] <PaleoCrafter> sort of,
AtomicStryker
L941[13:28:24] <PaleoCrafter> you need a
module that depends on the other ones
L942[13:28:32]
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L943[13:28:34] <AtomicStryker> oh, so a
third one
L944[13:28:38] <PaleoCrafter> yeah
L945[13:28:39] <AtomicStryker> that
depends on both forge and the mod
L946[13:28:43] <AtomicStryker> i didnt
think of that.
L947[13:28:47] <PaleoCrafter> no
L948[13:28:50] <PaleoCrafter> NO FORGE
MODULE
L949[13:29:03] <AtomicStryker> i call it
the forge module
L950[13:29:09] <williewillus> isn't the
forge module just the example mod
L951[13:29:12] <AtomicStryker> its just
the imported eclipse project
L952[13:29:27] <PaleoCrafter> wut
L953[13:29:30] <AtomicStryker> of the dev
space setup thing
L954[13:29:37] <PaleoCrafter> why did you
import the eclipse project? ._.
L955[13:29:48] <AtomicStryker> bcuz i just
wanted to try out idea
L956[13:29:51] <PaleoCrafter> IDEA has
native gradle support, you know
L957[13:29:53] <AtomicStryker> not swap my
entire workspace to it
L958[13:30:30] <AtomicStryker> i dont
think idea can handly my gradle files hue
L959[13:30:36] <sham1> Yes it can
L960[13:30:42] <PaleoCrafter> and in IDEA,
you do not work on multiple projects at once :P that's sort of
against its philosophy
L961[13:30:48] <PaleoCrafter> if it shows
warnings, don't worry
L962[13:31:26] <AtomicStryker> i need to
redo the things at some point anyway, and implement the auto-upload
to the curse repo
L964[13:31:55] <sham1> I really dont like
how you have to have your multiple projects on different
windows
L965[13:31:58] <sham1> but meh
L966[13:32:28] <sham1> Erm wat
L967[13:33:17] <laci200270> patches should
be sent to fg2 branch, isn't it?
L968[13:34:02] <sham1> Speaking of
ForgeGradle, I still am waiting for Abray to fix the things he
broke
L969[13:34:20] <laci200270> what
broken?
L970[13:34:36] <sham1> Forge builds
L971[13:34:42] <laci200270> why?
L972[13:34:48] <sham1> what why
L973[13:34:51] <sham1> He broke it
L974[13:34:55] <sham1> He needs to fix
it
L975[13:35:20] <laci200270> jenkins how
can be broken?
L976[13:35:24] <laci200270> :D
L977[13:35:31] <laci200270> bad
config?
L978[13:35:38] <sham1> Because ForgeGradle
2 or something
L979[13:35:41] <sham1> I dont even
know
L980[13:35:46] <sham1> All I know that it
is broken
L981[13:36:18] <laci200270> thats
enough
L982[13:36:36] <laci200270> also fg2 is
different brach
L983[13:36:48] <laci200270> it shouldn't
affect the main
L984[13:37:25] <shadekiller666> zaggy,
check the PMs
L985[13:38:03] <laci200270>
shadekiller666, when your obj loader will be merged?
L986[13:38:14] <laci200270> i really want
that :D
L987[13:38:58] <sham1> when it is
ready
L988[13:39:49] <williewillus> if I want to
set the itemstack a player is holding on the clientside manually
what vanilla packets should I send?
L989[13:40:01] <williewillus> holding as
in the context of guis/containers
L990[13:41:19] <shadekiller666> idk, fry,
when will the obj loader be merged?
L991[13:42:14] <sham1> It will be merged
propably when the forghe build process is fixed
L992[13:43:28] <AtomicStryker>
williewillus there is no vanilla packet for changing the players
item
L993[13:43:38] <AtomicStryker> send a
custom one and change the item on clients end
L994[13:43:47] <williewillus> okay
L995[13:44:04] <AtomicStryker> or do you
remember a situation in mc where your item choice is
overridden
L996[13:44:04] <shadekiller666> whats
wrong with the forge build process?
L997[13:44:31] <sham1> It does not build
new versions
L998[13:45:16] <sham1> Like there was a
change merged like a little while back but it has not been made
into a new version of Forge because the build process is
broken
L999[13:46:00] <AtomicStryker> oh hey i
was meaning to ask
L1000[13:46:05] <AtomicStryker> that
java-less windows minecraft
L1001[13:46:07] <AtomicStryker> what
language is it
L1002[13:46:11] <sham1> c++
L1003[13:46:17] <sham1> Making modding
for it a pain
L1004[13:46:20] <tterrag> it's just a
pocket edition port
L1005[13:46:27] <tterrag> pain yes, but
it's already been done on PE
L1007[13:46:41] <sham1> What is PE coded
on? C++ as well?
L1008[13:46:44] <tterrag> >port
L1009[13:46:46] <tterrag> yes
L1010[13:47:08] <tterrag> afaik the code
base is quite the same
L1011[13:47:09] *
AtomicStryker wonders if they have manual mem allocation or are
using post 2010 c++
L1012[13:47:11] <tterrag> it was just
adapted to win10
L1013[13:47:36] <sham1> Where would have
manual memory allocing gone to?
L1014[13:47:46] <sham1> Did C++10 change
that?
L1015[13:47:58] <AtomicStryker> as in,
you use smart pointers and all that
L1016[13:47:59] ***
heldplayer is now known as heldplayer|off
L1017[13:48:03] <AtomicStryker> im not a
c++ guy myself
L1018[13:48:09]
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(webchat@96-40-249-5.dhcp.stpt.wi.charter.com)
L1020[13:48:15] <AtomicStryker> just
heard it said that you should not be managing your own mem
L1021[13:48:18]
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L1022[13:48:20] <sham1> That's not memory
allocation though
L1023[13:48:37] <sham1> wait no
L1024[13:48:40] <sham1> Or
L1025[13:49:19] <AtomicStryker> i did
chuckle when i read that the win10 mc does not have a working
keyboard config menu
L1026[13:49:22] <AtomicStryker> like
hahahaha
L1027[13:49:52] <sham1> Welp, because
VisualC++ beyond 2010 costs something AFAIK, I will not be using
C++10 any time soon on my C++ projects
L1028[13:50:13] <PaleoCrafter> wat
L1029[13:50:15] <tmtu> there's a
c++10?
L1030[13:50:34] <tmtu> TIL
L1031[13:50:38] ***
heldplayer|off is now known as heldplayer
L1032[13:50:38] <sham1> Well whatever it
is that introduced lambdas and auto to c++
L1033[13:50:45] <tmtu> 11 :)
L1034[13:50:49] <tmtu> just use
gcc?
L1035[13:51:00] <sham1> I would
L1036[13:51:10] <sham1> But that requires
effort
L1037[13:51:55] <sham1> Also, I like the
VC++ compiler
L1038[13:52:04] <sham1> For windows
stuff
L1039[13:52:08]
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L1041[13:53:45] <sham1> Also, I am so out
of loop now that my school started up again
L1042[13:54:00] <PaleoCrafter> uhm... VS
2015 Community, sham1?
L1043[13:54:07] <sham1> Wait
L1044[13:54:44]
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L1045[13:54:51] <sham1> wait a
second
L1046[13:55:13] <sham1> Is this Microsoft
selling a product that helps you develop for Android and iOS
L1047[13:55:24] <sham1> As well as with
everything else
L1049[13:55:45] <sham1> Apparently it has
support for android and iOS developement
L1050[13:55:53] <PaleoCrafter> mebbe, I
didn't install the Mobile stuff, it was by far the largest xD
L1051[13:55:54]
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L1052[13:56:02] <sham1> ah
L1053[13:56:02]
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L1054[13:56:05] <sham1> Does it have
git?
L1056[13:56:12] <PaleoCrafter> and it
probably is through Xamarin or something?
L1057[13:56:21] <tmtu> why is visual
studio such a giant blob of space though
L1058[13:56:38] <tmtu> even IDEA is
~300mb with the jre bundled
L1059[13:56:39] <sham1> Because VS
L1060[13:56:55] <sham1> Anyway kman2010,
show us the code
L1061[13:56:58] <PaleoCrafter> yeah, and
the worst thing is even if you select a different drive, it still
installs most shit on C ._.
L1063[13:57:13] <kman2010> sorry just a
crash log
L1064[13:57:22] <kman2010> kinda thought
it may be related to forge
L1065[13:57:38] <sham1> There really is
nothing we can do really then
L1066[13:57:48] <kman2010> how so?
L1067[13:58:14] <kman2010> oh and the
fluid that errors is any non vanilla fluid
L1068[13:58:25] <kman2010> it changes
when i try to log into the server
L1069[13:58:27] <PaleoCrafter> that
mentions a TCon fluid, so bug them :P
L1070[13:58:34] <sham1> ^
L1071[13:58:44] <kman2010> but the log
before this said a gregtech fluid
L1072[13:58:54] <kman2010> and before
that was big reactors
L1073[13:58:59] <PaleoCrafter> wut
L1074[13:59:04] <sham1> le wat
L1075[13:59:19] <kman2010> like i said
the fluid it mentions is realy any fluid that isnt vanilla
L1076[13:59:30] <kman2010> this time it
was tinkers
L1077[13:59:38] <kman2010> before it was
gregtech
L1078[13:59:46] <sham1> Something is
seriously messed up
L1079[13:59:47] <kman2010> and before
that it was bnig reactors
L1080[13:59:51] <kman2010> i
know...
L1081[13:59:53] ***
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L1082[13:59:58] <kman2010> like i
said
L1083[14:00:02] <kman2010> banging my
head
L1084[14:00:24] <sham1> And you propably
should get back to it because we really have nothing that we can
do
L1085[14:00:37] <kman2010> how so?
L1086[14:01:30] <sham1> Umn because in
order to help with problems we usually would look at the source of
stuff but because this is a modpack or something
L1087[14:01:34] <sham1> That makes it
harder
L1088[14:01:57] <kman2010> are you not
able to help or do you not want to?
L1089[14:02:05] <kman2010> i can post
more info if needed
L1090[14:02:09] <sham1> Not able to
L1091[14:02:24] <sham1> This looks like a
serious bug
L1092[14:02:40] <sham1> Anyway, I am
tired
L1093[14:02:46] <sham1> I propably will
go to sleep now
L1094[14:02:54] <kman2010> for instants
i'm using kcauldron but the same version of forge gives the error
as well
L1095[14:02:57] <kman2010> kk night
L1096[14:03:11] <kman2010> and client can
play singleplayer fine
L1097[14:03:23]
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L1098[14:03:24] <kman2010> but when they
try to join the server it throws that error
L1099[14:04:33]
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L1100[14:04:34] <kman2010> this is a
custom pack btw, but when i tried to set up resonant rise it also
threw this error
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L1102[14:04:49] <SirWill> hey, for what
is getPersistentChunksFor used?
L1103[14:05:08] ***
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L1104[14:05:53] <kman2010> i imagine to
retrieve chunks that should never unload, such as spawn
L1105[14:05:58] <kman2010> but idk for
sure
L1106[14:06:46]
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L1108[14:08:31] <masa> kman2010: there
have been various fluid registry changes in forge somewhat lately
(during the summer). have you tried the latest version? and are all
the mods also at their latest versions, aka. compatible with the
forge changes?
L1109[14:08:47] <kman2010> i use version
1448
L1110[14:08:59] <masa> at least all the
mods that add fluids
L1111[14:09:04] <kman2010> as that is the
most stable for other 1.7.10 packs i run
L1112[14:09:16] <kman2010> and as far as
i know yes?
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L1114[14:09:40] <kman2010> cause all my
other packs i run on my servers use the same forge and mod
versions
L1115[14:10:00] <smbarbour> and make sure
all mods are named similarly on server and client (the load order
can make a difference sometimes)
L1116[14:10:14] <kman2010> i know
L1117[14:10:20] <kman2010> i checked
that
L1118[14:10:23] <kman2010> same
L1119[14:10:43] <kman2010> also sirwill
is this a preformace check for a server or client?
L1120[14:10:50] <SirWill> server
L1121[14:11:11] <kman2010> kk well that
would make sense
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L1123[14:11:28] <masa> which mod causes
that, or is it a pack?
L1124[14:11:31] <kman2010> it probobly
not for just always loaded but for currently loaded
L1125[14:11:48] <kman2010> what you mean
masa?
L1126[14:11:59] <masa> that was meant for
SirWill
L1127[14:12:47] <SirWill> it's a
pack
L1128[14:13:11]
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L1140[14:34:25] <jamierocks> how can I
check if a key is pressed, without registering a KeyBidnign
L1141[14:34:53] <shadekiller666>
Keyboard.isKeyPressed() or whatever the method name is
L1142[14:34:54] <diesieben07>
KeyInputEvent
L1143[14:34:58] <diesieben07> no, dont
use that
L1144[14:35:23] <tmtu> that checks if
it's down, not if it was pressed
L1145[14:35:41] <jamierocks> I'm not
checking in an event
L1146[14:35:55]
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L1147[14:36:01] <diesieben07> isKeyDown
is not guaranteed to work
L1148[14:36:31] <jamierocks> ok
L1149[14:37:38] <tmtu> diesieben07:
eh?
L1151[14:39:26]
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L1153[14:40:20] <diesieben07> tmtu,
?
L1154[14:40:29] <tmtu> not guaranteed to
work?
L1155[14:40:38] <diesieben07> thats what
the LWJGL page says
L1156[14:40:45] <tmtu> ;o
L1157[14:41:07] <tmtu> can you quote? i'm
using my high-speed 5kb/s phone tethering internet right now
L1158[14:41:26] <diesieben07> "Using
the isKeyDown() or isButtonDown() methods can work well, however
its possible to miss key or button presses if polling isn't done
fast enough."
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L1160[14:41:46] <tmtu> ah
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L1167[14:49:52] <shadekiller666> would
setting a forge dev env to a java 8 language level to test
something affect genPatches() at all?
L1168[14:50:12] <shadekiller666> i mean i
can set it back before running genPatches()...
L1169[14:50:41] <diesieben07> it
shouldn't
L1170[14:52:03]
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L1171[14:52:37] <shadekiller666> ok
L1172[14:56:27] <Zaggy1024> wat
L1173[14:56:43] <Zaggy1024> why does a
slot update only send item metadata?
L1174[14:56:44] <killjoy> genPatches
doesn't rely on java versions
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L1177[14:59:05] <Zaggy1024> setslot
packet sends item.getMetadata() and then deserializes it as new
ItemStack(item, size, metadata)
L1178[14:59:27] <Zaggy1024> but the
ItemStack constructor doesn't use that metadata to set the stack's
metadata, it uses it to set item damage
L1179[14:59:28] <Zaggy1024> :|
L1180[15:00:05] <diesieben07> item damage
IS metadata
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L1183[15:02:19] <Zaggy1024> diesieben07,
then why is there getDamage and getMetadata in 1.8? :P
L1184[15:03:04] <diesieben07> named
stupidly, they do the same thing
L1185[15:03:07] <diesieben07> idk why
tehre are 2+
L1186[15:03:20] <diesieben07> it used to
be getDamage and getDisplayDamage
L1187[15:03:35] <diesieben07> now
getDamage = getMetadata, getDisplayDamage = getDamage. no idea
why+
L1188[15:03:42] <diesieben07> fucking +
key
L1189[15:03:46] <tterrag|away> well
damage is what "shows" on itemstacks
L1190[15:03:48] <tterrag|away> metadata
is the real value
L1191[15:03:55] <tterrag|away> I think
that's where the distinction is
L1192[15:04:08] <Zaggy1024> hm, I think
it's the opposite
L1193[15:04:13] <tterrag|away> no, it
isn't
L1194[15:04:13] <diesieben07> whats
*shown* is getDurabilityForDisplay
L1195[15:04:15] <diesieben07> on the
Item
L1196[15:04:15] <gigaherz> I believe
having item dama + metadata using the same number was a quite bad
decision ;P
L1197[15:04:34] <gigaherz> damage*
L1198[15:04:38] <Zaggy1024> yes it
was
L1199[15:04:48] <diesieben07> there is no
such thing as item damage anymore
L1200[15:04:52] <Zaggy1024> it's like
they half decided they wanted tools to be able to use metadata, and
then didn't finish it
L1201[15:04:52] <diesieben07> there is
ONE number.
L1202[15:04:53] <diesieben07>
metadata.
L1203[15:04:55] <gigaherz> yeah
L1204[15:04:56] <tterrag|away> there
never was
L1205[15:05:01] <tterrag|away> it was
just called damage because stupid
L1206[15:05:08] <Zaggy1024> well
sure
L1207[15:05:11] <gigaherz> which, for any
weapon, indicates how many more time you can use the item before it
breaks
L1208[15:05:17] <gigaherz> any
tool*
L1209[15:05:21] <gigaherz> times*
L1210[15:05:25] <tterrag|away> damage was
an abstraction of the meta value
L1211[15:05:27] <tterrag|away>
always
L1212[15:05:30] <gigaherz> yeah
L1213[15:05:36] <gigaherz> okay let me
rephrase then
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L1215[15:05:48] <gigaherz> I believe
using metadata for the durability was a bad design decision
L1216[15:05:56] <Zaggy1024> well, except
it's hardcoded in a way that makes it nearly impossible for tools
with variant metadat to work properly
L1217[15:06:29] <gigaherz> although hmm
were there subitems at all in the early mc versions?
L1218[15:06:39] <gigaherz> wasn't the
"metadata" value just used for durability back
then?
L1219[15:06:51] <diesieben07> yes
L1220[15:06:57] <diesieben07> hence why
it wasy called damage
L1221[15:10:20]
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L1226[15:19:03] <joazlazer_> I spawn a
particle, it updates every tick for a second or two, but it doesn't
render once. What could be the cause of this?
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L1230[15:22:55] <SunshineHunter> Hello
there, I just have a quick question: I tried spawning
witherskeletons in the overworld like this:
http://pastebin.com/mq8TTirm But as soon a (wither)
skeleton tried to spawn, the game crashed (I don't have the
crashlog right now, unfortunately..) What's the right way in doing
so?
L1231[15:24:26] <joazlazer_> Crash logs
are needed
L1232[15:25:20] <SunshineHunter> Okay, be
right back
L1234[15:33:15]
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L1235[15:33:40] <masa> did you also
register your new entity?
L1236[15:35:02] <SunshineHunter> I
didn't, this may be the issue.
L1237[15:35:54] <masa> quite liekly
L1238[15:37:34] <shadekiller666> if i run
genPatches and it spits out patch files for classes i didn't
change, should i include them in the PR?
L1239[15:37:37]
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L1240[15:37:46] <diesieben07> no
L1241[15:38:19]
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L1242[15:38:46] <SunshineHunter> thank
you for helping, I guess I should have looked into the wiki
;)
L1243[15:41:11]
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L1244[15:44:20] <masa> bleh, who does
that?! :p
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L1246[15:46:49] <SunshineHunter> Yeah,
right?! It worked, by the way :P
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L1250[15:57:52] <masa> ok, good
L1251[15:58:02] <SunshineHunter> bye
then
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L1269[16:43:59] <killjoy> Has anyone done
ragdoll physics?
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L1271[16:50:36] <Zaggy1024> killjoy,
Gliby would be the one to ask :)
L1272[16:50:54] <Zaggy1024> he da fisix
man
L1274[16:51:06] <killjoy> I would but I
don't see him online
L1275[16:51:09] <killjoy> oh
L1276[16:51:12] <Zaggy1024> lol
L1277[16:51:12] <Gliby> no ragdolls
yet
L1278[16:51:18] <Gliby> but I'm working
on it
L1279[16:51:21] <Gliby> closer than
ever
L1280[16:51:51] <killjoy> Gliby, I was
linked that video earlier
L1281[16:51:59] <killjoy> That's the
video that made me ask
L1282[16:52:03] <Gliby> oh
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L1291[17:16:18] <shadekiller666> if i
want to have a folder on the class path, (ie. same directory as
where the mods folder and such are located), how would i get the
path to the parent folder
L1292[17:16:42] <shadekiller666> is that
what FMLPreInitializationEvent.getSourceFile() points to?
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L1295[17:18:04] <diesieben07>
getSourceFile gives you (outside the dev env!) your mod jar.
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L1299[17:18:17] <diesieben07> other than
that... i dont understand your question.
L1300[17:18:33] <shadekiller666> for this
roller coaster mod
L1301[17:19:22] <shadekiller666> i want
to allow people to add different styles of track by putting a
custom json file somewhere, that would then be used to register
blocks at runtime
L1302[17:19:55] <diesieben07> what does
that have to do with the classpath?
L1303[17:19:55] <shadekiller666> seeing
as resources don't exist server-side, that means i need to make a
folder to put stuff in
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L1305[17:20:36] <diesieben07> again, has
nothing to do with the classpath
L1306[17:20:44] <TehNut|Sleep> Why not
just use your config folder?
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L1309[17:20:59] <shadekiller666>
hmm
L1310[17:21:23] <TehNut>
../config/RollerCoasterMod/tracks/*.json
L1311[17:21:50] <shadekiller666> ok
L1312[17:22:02] <TehNut> It's how I read
custom seeds for ResourcefulCrops and custom books for
Guide-API
L1313[17:22:21] <shadekiller666> is that
made automatically by forge, or is it something that the mod has to
create
L1314[17:22:45] <shadekiller666> that was
a stupid question
L1315[17:22:49] <shadekiller666> kind
of
L1316[17:22:52] <TehNut> um
L1317[17:22:58] <TehNut> is what
automatically made by Forge
L1318[17:22:59] <shadekiller666> i know
the config folder exists
L1319[17:23:35] <shadekiller666> do i
have to create my mod's config folder or is there a way to get
forge to do that for me
L1320[17:23:52] <diesieben07> you do
that
L1321[17:23:59] <shadekiller666> ok
L1322[17:24:00] <TehNut> When you create
your Config, just give it a path instead of a filename
L1324[17:24:22] <shadekiller666> i've
never dealt with config files
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L1327[17:29:39] <Ordinastie_>
shadekiller666, I already linked you something that is exactly what
you're doing
L1328[17:32:22] <shadekiller666> could
you link it again
L1330[17:35:30]
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L1334[17:38:04] <kman2010> kinda been
rackin my brain
L1335[17:38:14] <Ordinastie_>
java.lang.IllegalArgumentException: value already present:
plasma.gallium
L1336[17:38:21] <Ordinastie_> kinda self
explanatory
L1337[17:38:24] <kman2010> ...
L1338[17:38:28] <kman2010> not
realy
L1339[17:38:41] <diesieben07> are you a
modder or a mod user?
L1340[17:38:50] <kman2010> mod user
L1341[17:38:54] <Ordinastie_> ah
L1342[17:38:59] <kman2010> though i know
a little java
L1343[17:39:06] <diesieben07> one of your
mods is broken.
L1344[17:39:12] <kman2010> ye\
L1345[17:39:15] <kman2010> i assume
forge
L1346[17:39:18] <diesieben07> it adds a
fluid "plasma.gallium" whatever that is
L1347[17:39:20] <diesieben07> no, its not
forge
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L1349[17:39:39] <kman2010> due to the
fact that that fluid valuse changes every time i attempt to
connect
L1350[17:39:52] <shadekiller666> they do
that
L1351[17:39:55] <kman2010> the fluid
value would be almost any non vanilla fluid
L1352[17:40:05] <kman2010> not from just
1 mod
L1353[17:40:07] <shadekiller666> ?
L1354[17:40:09] <diesieben07> its SOME
mod with fluids
L1355[17:40:12] <diesieben07> they screw
up
L1356[17:40:33] <kman2010> so 1 mod with
fluids screws up all the others?
L1357[17:40:47] <diesieben07> it does
seem so from yoru reports.
L1358[17:40:50] <diesieben07> are you on
latest forge?
L1359[17:41:04] <kman2010> i'm on the
1.7.10 recomended version
L1360[17:41:08] <kman2010> 1448
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L1362[17:41:22] <diesieben07> try using
latest, if that doesnt work its a mod
L1363[17:41:27] <diesieben07> but its
probably a mod, not forge
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L1365[17:41:45] <kman2010> i have tried
the latest before and it still dont work
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L1367[17:41:52] <diesieben07> then its a
mod
L1368[17:41:58] <kman2010> btw this is
from the client when it tries to connect to the server
L1369[17:42:06] <kman2010> client can
play singleplayer fine
L1370[17:42:15] <kman2010> and server
seems to start fine as whell
L1371[17:42:38] <shadekiller666> does the
server have gregtech installed?
L1372[17:42:41] <kman2010> with that in
mind what mod could it be?
L1373[17:42:44] <kman2010> yes
L1374[17:42:53] <shadekiller666> does
your client?
L1375[17:42:57] <kman2010> yesz
L1376[17:43:05] <kman2010> every mod is
on client and server
L1377[17:44:13] <shadekiller666> what
mods do you have
L1378[17:44:18] <kman2010> the log i sent
is when the client attempts to join the server
L1379[17:44:20] <kman2010> 1 mo
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L1382[17:44:37] <kman2010> that's about
it
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L1384[17:46:41] <kman2010> any
ideas?
L1385[17:47:01] <shadekiller666> do you
know which of these adds gallium?
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L1387[17:47:12] <shadekiller666> sounds
like a Tinkers Construct thing...
L1388[17:47:35] <kman2010> nopwe
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L1391[17:49:23] <kman2010> the mod is
gregtech
L1392[17:49:56] <shadekiller666> that
sounds like it could be right
L1393[17:50:05] <shadekiller666> GT does
a lot of strange things
L1394[17:50:47] <Gliby>
Giraffestock
L1395[17:50:49] <Gliby> hey
L1396[17:50:52] <Giraffestock> hey
L1397[17:50:54] <Gliby> how did that gui
editor work out?
L1398[17:50:59] <Giraffestock> it went
well
L1399[17:51:00] <Giraffestock> until life
happened
L1400[17:51:25] <kman2010> ye... greg
tech may be the issue
L1401[17:51:30] <Giraffestock> i got
buttons/textboxes, custom sizing, layout, etc working
L1402[17:51:31] <Gliby> did my terrible
code help it?
L1403[17:51:34] <Giraffestock> not really
:d
L1404[17:51:38] <Giraffestock> told me
what to not do lol
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L1406[17:51:56] <Giraffestock> i
basically wrote a new 'window system' which is kind of like
photoshop/image editors
L1407[17:52:03] <Giraffestock> meaning
layers and stuff
L1408[17:52:17] <kman2010> i get the same
error without gregtech...
L1409[17:52:18] <Giraffestock> how goes
physics?
L1410[17:53:54] <Gliby> Giraffestock if
(event.entity.worldObj.isRemote)
L1412[17:54:05] <Gliby> u didn't see
that.
L1413[17:54:09] <Giraffestock> see
what
L1414[17:54:15] <Gliby> :)
L1415[17:54:23] <Giraffestock> your text
goes away too fast
L1416[17:54:28] <Giraffestock> i told you
that before lol
L1417[17:54:32] <Gliby> yeah its meant to
do that
L1418[17:54:51] <Giraffestock> thats
really sick
L1419[17:54:59] <Giraffestock> but tbh
you should link/credit jbullet...
L1420[17:56:16] <Gliby> oops i forgot to
put a credit link in there.
L1421[17:56:18] <Gliby> yeah i
should
L1422[17:56:24] <Gliby> all of my
previous videos have had it
L1423[17:58:26] <Zaggy1024> yo Gliby
what's holding you up :P
L1424[17:58:48] <Gliby> Well I discovered
a cosmetic bug
L1425[17:58:52] <Gliby> that I really
want to squash
L1426[17:58:56] <Zaggy1024> oh
L1427[17:59:14] <Zaggy1024> that's no
fun
L1428[18:02:20] <Gliby> is there a event
that gets called when a player equips an item?
L1429[18:03:27] <Giraffestock> you could
probably make your own
L1430[18:03:28] <Giraffestock> pretty
easil
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L1432[18:03:36] <Gliby> that's what I'm
doing.
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L1436[18:07:43] <Zaggy1024> heh yeah I
don't think there's any easy way to have an event for that,
sadly
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L1438[18:07:52] <Zaggy1024>
InventoryPlayer.currentItem is public
L1439[18:08:02] <Zaggy1024> and gets
modified from everywhere
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L1441[18:08:45] <Gliby> okay i just made
something that should work in theory
L1442[18:09:18] <shadekiller666>
everything should work in theory
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L1444[18:10:22] <Zaggy1024> if you care
there's PlayerControllerMP.currentPlayerItem on the client that you
can check to see if InventoryPalyer.currentItem changes
L1445[18:10:45] <Gliby> It worked.
L1446[18:11:15] <Zaggy1024> yay
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L1452[18:19:23] <Gliby> oh yeah
Giraffestock
L1453[18:19:25] <Gliby> about
jbullet
L1454[18:19:34] <Giraffestock> ?
L1455[18:19:37] <Gliby> i added a feature
that allows you to change physics engines
L1456[18:19:43] <Gliby> and i'm trying
out native bullet
L1457[18:22:07] ***
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L1458[18:22:20] <Zaggy1024> how's that
going?
L1459[18:23:10]
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L1461[18:33:20] <kman2010> anymore
ideas?
L1463[18:37:03]
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L1466[18:44:23] <killjoy> Gliby, your mod
better come with gm_flatgrass
L1467[18:44:33] <Gliby> heh
L1468[18:44:40] <Gliby> i usually play on
gm_construct
L1469[18:44:45] <Gliby> or
mc_construct
L1470[18:44:53] <killjoy> what about
gm_bigcity
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L1472[18:45:07] <Gliby> nah
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L1477[18:59:08] <rfctksSparkle> uh, for a
Container, is canInteractWith called every tick or something?
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L1485[19:33:07] <shadekiller666> is there
a way to include a config folder in a mod jar?
L1486[19:33:16] <ollieread> What?
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L1488[19:33:50] <shadekiller666> i'm
trying to determine the best option to use to include files that
are needed to register some of the blocks in my mod
L1489[19:33:53] <ollieread>
FMLPreInitializationEvent#getModConfigurationDirectory() ?
L1490[19:34:01] <ollieread> Oh, just use
assets
L1491[19:34:12] <shadekiller666> assets
don't exist server-side
L1492[19:34:24] <tterrag> shadekiller666:
just copy it out of the jar if it doesn't exist
L1493[19:34:33] <shadekiller666>
ahh
L1494[19:34:35] <ollieread> If it's
something more than can be used in a config directory
L1495[19:34:36] <shadekiller666> ok
L1496[19:34:43] <ollieread> iirc, the
assets directory _does_ exist on the server
L1498[19:34:56] <ollieread> Just by
default, nothing gets called
L1499[19:34:57] <tterrag> ollieread: it
exists but you can't use the asset SYSTEM
L1500[19:34:57] <tterrag> which would be
the point
L1501[19:35:30] <ollieread> Define: asset
system
L1502[19:35:32] <tterrag> ollieread:
SimpleReloadableResourceManager is side only
L1503[19:35:37] <tterrag> period, that
means you can't do anything...
L1504[19:35:45] <rfctksSparkle> is
canInteractWith checked every tick?
L1505[19:36:16] <ollieread> How do you
read your recipe xml files then in enderio?
L1506[19:37:01] <tterrag> ollieread:
um...straight out of the config folder?
L1507[19:37:07] <tterrag> what would be
the point of them otherwise O.o
L1508[19:38:14] <ollieread> Sooo you
can't put anything in the assets directory because you can never
access it on the server
L1509[19:38:16] <ollieread> But you
do?
L1510[19:38:22] <tterrag> ...wat?
L1511[19:38:25] <tterrag> that's not what
I said
L1512[19:38:34] <tterrag> the point of
him using resources would be for resource packs
L1513[19:38:36] <williewillus> assets =/=
configs :p
L1514[19:38:41] <tterrag> which do not
work serverside...
L1515[19:38:52] <tterrag> of course the
actual resources FOLDER still exists...that's part of the mod
jar
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L1517[19:39:24] <ollieread> Well that's
what I was referring to, using the resources folder to use the sort
of things that are more complicated than a simple config would
allow for
L1518[19:39:47] <tterrag> right, but if
he can't allow them to be changed by users, then what's the
point
L1519[19:40:16] <ollieread> So with
EnderIO do you copy them from the resources folder to
config/EnderIO or whatever the directory is?
L1520[19:40:21] <tterrag> yep
L1521[19:40:30] <ollieread> Okay right,
now that makes sense
L1522[19:40:52] <ollieread> So surely
shadekiller666 can do the same thing?
L1523[19:41:20] <tterrag> he can
L1524[19:41:25] <tterrag> which is what I
linked him
L1525[19:42:39] <ollieread> Ahh
okay
L1526[19:45:58] <shadekiller666> tterrag,
so you just have like a "defaults" folder in your assets
folder
L1527[19:46:04] <tterrag> yep
L1528[19:46:31] <shadekiller666> and copy
its contents to the config folder if they aren't there, then you
parse from the config folder?
L1529[19:46:48] <tterrag> yep
L1530[19:47:00] <shadekiller666> is there
anything special about getting files from a jar?
L1531[19:47:09] <tterrag> yes
L1532[19:47:13] <tterrag> but the method
I linked will work
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L1534[19:47:18] <tterrag> it uses apache
magics
L1535[19:47:22] <shadekiller666> ok
L1536[19:47:35] <shadekiller666> does
that work for folders too?
L1537[19:47:52] <tterrag> no, not really,
I don't think anyways
L1538[19:48:11] <tterrag> note the next
method in that class ;)
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L1541[19:48:56] <shadekiller666>
lol
L1542[19:49:09] <shadekiller666> jars are
just fancy zip folders right?
L1543[19:49:16] <HassanS6000> pretty
much
L1544[19:49:24] <tterrag> yeah
L1545[19:49:27] <shadekiller666> with a
little bit of extra metadata that makes them runnable by the
JRE
L1546[19:49:32] <tterrag> and they don't
have "folders" in the traditional sense
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L1548[19:49:56] <tterrag> I mean its not
a filesystem, it's just compressed data
L1549[19:50:11] <tterrag> you can go back
and forth though, so copying a folder out *might* be possible, but
that method won't do it
L1550[19:50:27] <tterrag> not last I
checked anyways
L1551[19:50:32] <tterrag> as always, try
it and see :P
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L1554[19:52:11] <shadekiller666> how
would i obtain the location of the assets folder thats inside the
jar? just getSourcePath() or whatever from the launch events and
append "/resources/assets" to it?
L1555[19:55:48] <tterrag> eh?
L1556[19:55:50] <tterrag> you don't need
to
L1557[19:56:08] <shadekiller666> to
access that folder server-side?
L1558[19:56:45] <shadekiller666> wait,
mods can be loaded by forge directly from zip folders can't
they?
L1559[19:56:52] <tterrag> huh?
L1560[19:56:55] <tterrag> what are you
asking
L1561[19:57:00] <tterrag> I posted a
method that does this, just use that O.o
L1562[19:57:11] <shadekiller666> you said
that you store your defaults in your resources/assets
L1563[19:57:17] <shadekiller666> then
copy them to your config folder
L1564[19:57:35] <shadekiller666> how do
you get the location of your resources/assets server-side?
L1565[19:58:53] <tterrag> you don't
/need/ to
L1566[19:58:57] <tterrag> look at the
method, look at how it works
L1567[19:59:04] <shadekiller666> in the
extractZip(), what does the string represent?
L1568[19:59:15] <tterrag> OH
L1569[19:59:22] <tterrag> you need to
copy out the zip first
L1570[19:59:24] <tterrag> THEN extract
it
L1571[19:59:29] <tterrag> you can't
extract it straight out of the jar
L1572[19:59:31] <tterrag> because it's
not a file then
L1573[20:00:52] <shadekiller666> ok
L1574[20:00:53] <Ordinastie_> wut
L1575[20:01:18] <Ordinastie_> you can
read the files directly from the zip/jar and then write them where
you want
L1576[20:02:02] <shadekiller666> so would
the URL in copyFromJar() be the assets directory in the jar?
L1577[20:02:15] <shadekiller666> i would
assume so
L1578[20:02:28] <tterrag> it's found from
the jarClass you pass in...
L1579[20:03:21] <tterrag> the path to the
jar doesn't matter
L1580[20:03:24] <tterrag> because you
*are* the jar
L1581[20:06:21] <williewillus> how do I
set eventhandler priorty again?
L1582[20:06:59] <tterrag> williewillus:
it's an annotation arg
L1583[20:07:16] <williewillus> ah
thanks
L1584[20:09:52] <codahq> help me
understand the best way to do the following:
L1585[20:10:19] <codahq> i have a client
side event that puts the item in hand in use
L1586[20:10:25] <codahq> (with the inuse
animation and such)
L1587[20:10:38] <codahq> the server needs
to know this but can't perform the client side operation to
tell
L1588[20:11:07] <Kaiyouka> Yay, I finally
get to draft mod stuff again \o/
L1589[20:11:07] <codahq> the server has
to validate if it is okay (because it has to look at last updated
dates on player.dat files)
L1590[20:11:19] <codahq> and then tells
the client if it can continue the in use or has to cancel with an
error
L1591[20:11:36] <codahq> i have this
working easily (obviously) for single player
L1592[20:12:15] <codahq> multi player i'm
hoping that the numerous itemstack events can do this without me
having to send custom packets
L1593[20:12:25] <rfctksSparkle> custom
packets aren't too hard though
L1594[20:12:26] <codahq> any
thoughts?
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L1597[20:12:39] <codahq> no, they're not
but i don't want to use one if i can do it with the itemstack
events
L1598[20:12:45] <codahq> there's a bunch
i don't understand
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L1600[20:12:57] <codahq> like
L1601[20:13:34] <rfctksSparkle> so
basically, you want to make something show the in use animation
without the player actually using it?
L1602[20:14:16] <codahq> no, not exactly.
it can be canceled by the server
L1603[20:14:26] <codahq> and they're not
the itemstack events. my bad
L1604[20:15:07] <codahq> onItemUse seems
to run client side only?
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L1606[20:15:29] <codahq> unless false is
returned
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L1608[20:15:39] <codahq> onItemRightClick
and onItemUse
L1609[20:16:17] <codahq> onUsingTick (but
this doesn't seem to call client side. maybe it's just me)
L1610[20:16:37] <tterrag> is there any
way to get the ASMDataTable?
L1611[20:16:46] <tterrag> it seems like
it's passed into FMLStateEvents but not actually stored -.-
L1612[20:18:20] <codahq> hmm... wonder if
the client stops using an item if the server returns true. suppose
it goes both ways?
L1613[20:18:25] <codahq> guess i'll
check
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L1622[20:31:47] <tterrag> Ordinastie_:
oh!
L1623[20:31:50] <tterrag> that's exactly
what I need
L1624[20:32:02] <Ordinastie_> what did
you expect? :D
L1625[20:32:34] <tterrag> well I mean the
whole thing
L1626[20:32:38] <tterrag> I'm discovering
annotations as well :P
L1627[20:32:43] <tterrag> but...running
into an issue
L1628[20:32:59] <tterrag>
{null=cpw.mods.fml.common.discovery.asm.ModAnnotation$EnumHolder@477f95b9,
value=[]}
L1629[20:33:07] <tterrag> that's what the
data looks like...why is the key null :(
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L1632[20:35:06] <tterrag> your annot has
no args though
L1633[20:35:10] <tterrag> so...not
helpful
L1634[20:35:31] <Ordinastie_> why does it
matter ?
L1635[20:35:37] <tterrag>
because...mine...does??
L1636[20:35:56] <tterrag> why would it
NOT matter??
L1638[20:36:25] <tterrag> -.-
L1639[20:36:28] <Ordinastie_> wait
L1640[20:36:28] <tterrag> what are you
not getting here
L1641[20:36:34] <Ordinastie_> fail
paste
L1643[20:36:55] <tterrag> right...you're
loading the class
L1644[20:37:02] <tterrag> I'm trying to
use the actual ASM data -.-
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L1646[20:41:07] <tterrag> Ordinastie_:
the entire point of it is to NOT need to load the class
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L1649[20:42:00] <Ordinastie_> In my case
I actually don't care if they get loaded
L1650[20:42:23] <Cazzar> TIL: my lecturer
can get away with using "b4" in lecture slides....
L1651[20:43:43] <tterrag> Ordinastie_: oh
so only pre-init gets the asmdata?
L1652[20:43:45] <tterrag> that's
dumb
L1653[20:44:11] <Ordinastie_> when do you
want it? while ASMing ?
L1654[20:44:30] <tterrag> init...
L1655[20:44:41] <Ordinastie_> nothing
prevents you to store it
L1656[20:44:47] <tterrag> no
L1657[20:44:48] <tterrag> but it's just
dumb
L1658[20:44:58] <Ordinastie_> but I
aggree it should be statically accessible
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L1665[21:07:51] <tterrag> gave up on the
data...
L1666[21:08:01] <tterrag> it's better
than the classpath searching I was doing before
L1667[21:08:02] <tterrag> by miles
L1668[21:10:56] <williewillus> !gm
Item.onUpdate
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L1674[21:23:20] <williewillus> how is the
dependency string formatted again? "after:modid@(min,
max)"?
L1675[21:23:36] <williewillus> rather,
just want a min
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L1677[21:26:42] <Ordinastie_> [min,) I
think
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L1679[21:27:52] <tterrag> williewillus:
it's range notation
L1680[21:27:58] <tterrag> [ meaning
inclusive, ( meaning exclusive
L1681[21:28:12] <tterrag> if you just
want a min, it's @[min,)
L1682[21:28:23] <williewillus> kk
thanks
L1683[21:28:53] <tterrag> though in
general (no one does this, but they should) you should probably
limit the dep to a major version
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L1685[21:29:00] <tterrag> i.e. @[1.2.3,
2.0.0)
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L1687[21:30:11] <tterrag> Ordinastie_:
whlie I was rewriting stuff, I made it so @Handler infers all the
busses to register to by method params :P
L1688[21:30:19] <tterrag> I think that's
pretty neat :D
L1689[21:30:34] <tterrag> never register
to the wrong bus again!
L1690[21:31:02] <Ordinastie_> there
should only be one registerMethod in forge that does that
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L1692[21:31:44] <MattDahEpic>
Register.allTheThings(Class theThing)
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L1699[21:42:17] <williewillus> is there a
way to cancel the overlay and/or fog that gets puts over your view
whenever you're submerged in a fluid? I'm certain there was an
event or hook for it but I can't find it
L1700[21:43:45] <Ordinastie_>
MattDahEpic, I mean the events should know what bus they're
intended to
L1701[21:45:32] <tterrag> Ordinastie_: I
agree but there isn't ;P
L1702[21:46:07] <Ordinastie_> yeah,
because there is not enough refactoring done in forge imo
L1703[21:46:37] <tterrag> preaching to
the choir
L1704[21:46:44] <tterrag> fact is though
that there isn't, so I made my own :P
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L1706[21:47:48] <Ordinastie_> would have
been easier to make a regsiter method yourself instead of an
annotation but I may steal your idea one day :p
L1707[21:48:16] <tterrag> the annotation
already existed...I just refactored it a bit
L1708[21:48:21] <tterrag> I've had
@Handler for...almost a year now
L1709[21:48:47] <tterrag> and I may steal
your @MalisisMessage ;)
L1710[21:48:54] <tterrag> all's fair in
love and modding
L1711[21:50:24] <Ordinastie_> :o
L1712[21:50:29] *
Ordinastie_ is shocked
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L1714[21:51:32] <tterrag> Ordinastie_:
where does MalisisNetwork actually do anything with the
annot?
L1715[21:51:33] <Ordinastie_> the idea
behing the message annotation is to abstract away the
discriminator
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L1717[21:52:07] <tterrag> yeah but
how
L1718[21:52:11] <tterrag> all I see is a
newInstance() call
L1719[21:52:56] <Ordinastie_> wait, no
true, the MalisisNetwork handles the discriminator, and because the
handlers register themselves it lead to issues
L1721[21:53:34] <tterrag> oh I see
O.o
L1722[21:53:48] <Ordinastie_> problem was
: how and when to instantiate the handles
L1723[21:53:50] <Ordinastie_>
handlers
L1724[21:54:07] <tterrag> any time during
load...should be fine
L1725[21:54:28] <Ordinastie_> yeah, but I
didn't want to manually instanciate the message in the main mod
class
L1726[21:54:40] <Ordinastie_> at first I
had a static {}
L1727[21:54:43] <tterrag> O.o
L1728[21:54:48] <Ordinastie_> guess what
was the issue then :p
L1729[21:54:58] <tterrag> well annots can
store Classes right?
L1730[21:55:25] <Ordinastie_> the issue
was that it meant they were lazy loaded, so order wasn't
reliable
L1731[21:55:45] <Ordinastie_> so
discriminator wasn't necessarily the same on client and
server
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L1733[21:55:53] <Ordinastie_> not idea
for a discriminator ><
L1734[21:55:53] <tterrag> mmmh
right
L1735[21:56:03] <tterrag> perhaps
descriminator could be based on class name? hashcode?
L1736[21:56:06] <Ordinastie_> so I went
on the annot path
L1737[21:56:12] <tterrag> then you have
uniqueness issues
L1738[21:56:18] <tterrag> you could do
two passes
L1739[21:56:37] <Ordinastie_> but there
is another issue
L1740[21:56:56] <Ordinastie_> server
needs to send packet : call static send method, trigger static {}
initializer
L1741[21:57:09] <Ordinastie_> but client
doesn't have the handler registered yet
L1742[21:57:19] <tterrag> huh O.o
L1743[21:57:31] <tterrag> the annot
processor would do all that at the same time
L1744[21:57:34] <tterrag> no static init
needed
L1745[21:57:41] <Ordinastie_> yeah, I
meant without the annotation
L1746[21:57:44] <tterrag> o
L1747[21:58:21] <Ordinastie_> tbh, I
should probably make the side and the packet class annotation
values
L1748[21:58:36] <Ordinastie_> remove the
need of constructor and instanciation
L1749[21:58:49] <Ordinastie_> yeah, will
do that
L1750[21:58:53] <tterrag> yeah :P
L1751[21:59:03] <Ordinastie_> don't know
what I didn't think of that
L1752[21:59:22] <tterrag> and I don't
know why I didn't think of bus inferring before :P
L1753[21:59:25] <tterrag> *shrug*
L1755[22:00:15] <tterrag> does that use
retrolambda or do you require j8?
L1756[22:00:19] <Ordinastie_> J8
L1757[22:00:25] <tterrag> :(
L1758[22:00:39] <Ordinastie_> I'll abuse
the shit out of default in interface now ^^
L1759[22:01:46] <Ordinastie_> like my
inventory system, the major downside was that a TE that was
IIventoryProvider wasn't detected as an inventory from other mods
because they were not IIventory
L1760[22:02:18] <Ordinastie_> but now I
can make IIventoryProvider extends IInventory and redirect all the
IInventory methods via default
L1761[22:02:26] <tterrag> \o/
L1763[22:05:04] <DemoXin> I've really
gotta make my ping filter more specific.
L1764[22:05:17] <Ordinastie_> Demo ?
:p
L1765[22:05:28] <DemoXin> Yep.
L1766[22:05:37] <tterrag> Ordinastie_:
what's that?
L1767[22:06:01] <Ordinastie_> this blocks
doesn't have any JSON for it
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L1769[22:06:23] <tterrag> oic
L1770[22:06:24] <tterrag> that's
1.8
L1771[22:06:27] <tterrag> neat :P
L1772[22:06:28] <Ordinastie_> yup
:D
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L1774[22:10:03] <williewillus> isn't
ITileEntityProvider deprecated in favor of the
Block.has/CreateTileEntity methods? :p
L1775[22:11:20] <Ordinastie_> only
because stupid mojang didn't update the interface to pass
IBlockState instead of int
L1776[22:12:41] <Ordinastie_> but unless
I actually need the IBlockState to determine whether or not I have
a TE, I'll stick to the interface
L1777[22:14:58] <Ordinastie_> anyway,
time to go to bed :)
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L1806[23:20:04] <killjoy> Someone needs
to tell FyberOptic about inherited versions.
L1807[23:20:39] <sham1Mobile> The what
now
L1808[23:21:01] <killjoy> He makes
installing meddle on the vanilla launcher more more involved than
it has to be.
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L1812[23:36:44] <tterrag> would it be
possible to figure out what biome is at a certain X/Z without
loading that chunk?
L1814[23:37:36] <killjoy> That website
can do it. Figure out how it works
L1815[23:38:08] <tterrag> ._.
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L1817[23:39:13] <sham1Mobile> ._.
L1818[23:39:33] *
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L1819[23:39:38] <killjoy> slowly
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L1827[23:52:42] <shadekiller666>
O.o
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L1830[23:53:10] <shadekiller666> my enum
is throwing an ExceptionInInitializerError when i call its values()
method..;
L1831[23:56:23] <LexManos>
<killjoy> Someone needs to tell FyberOptic about inherited
versions.
L1832[23:56:23] <LexManos> ?
L1833[23:57:38] <tterrag> shadekiller666:
that error is typically wrapping another
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L1835[23:57:41] <tterrag> look at the
whole log
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L1837[23:58:25] <tterrag> lex you might
know this, GenLayer.getInts is what exactly? It says it can be a
biomeList[] indeces, but what does that mean? what order?
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L1839[23:59:21] <LexManos> depends on the
layer, its just data
L1840[23:59:28] <tterrag> yeah...say
biome layer
L1841[23:59:31] <tterrag> that's what I
care about
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