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L1[00:01:43] <Fendirain> Maybe start all over? http://www.minecraftforge.net/wiki/Installation/Source
L2[00:01:49] <Fendirain> Otherwise, I honestly have no idea.
L3[00:01:54] <JuniorGenius> Hm…. I’ve tried that
L4[00:02:55] <tterrag> JuniorGenius: that log isn't complete
L5[00:02:57] <tterrag> there's no errors
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L7[00:03:06] <securitypedant> anyone here every used MyTown2 mod?
L8[00:03:10] <JuniorGenius> That’s all I have
L9[00:03:13] <securitypedant> having some problems with an initial install
L10[00:03:29] <JuniorGenius> See the wrapper opens, just the window is not there
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L12[00:04:07] <Fendirain> The problem is the log doesn't show it actually doing what it needs to finish, Which is why nothing is showing.
L13[00:04:26] <Fendirain> the window isn't showing*
L14[00:05:08] <JuniorGenius> That’s strange
L15[00:06:18] <Fendirain> On mine, Directly after your log ends, It shows "Setting user: Testing", before moving on to the rest of the setup. (Mind you, I am using 1.7.10, So it may be a bit diffrent)
L16[00:06:31] <JuniorGenius> Oh.. darn
L17[00:06:35] <tterrag> not really different
L18[00:06:43] <tterrag> JuniorGenius: show your run config
L19[00:07:35] <JuniorGenius> Where is that located?
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L22[00:09:43] <tterrag> JuniorGenius: arrow next to the run button
L23[00:09:53] <JuniorGenius> Oh, that
L24[00:10:23] <JuniorGenius> Main class: net.minecraft.launchwrapper.Launch
L25[00:10:36] <JuniorGenius> Arguments: --version 1.8 --tweakClass net.minecraftforge.fml.common.launcher.FMLTweaker --accessToken FML --userProperties {}
L26[00:10:50] <JuniorGenius> (Program arguments)
L27[00:10:54] <JuniorGenius> VM arguments: -Dfml.ignoreInvalidMinecraftCertificates=true
L28[00:10:56] <tterrag> yeahhh that's old
L29[00:11:04] <JuniorGenius> Hum okay
L30[00:11:06] <tterrag> make the main class GradleStart
L31[00:11:10] <tterrag> and remove all the args
L32[00:11:17] <tterrag> and try again
L33[00:11:52] <JuniorGenius> Aha! Success!
L34[00:11:54] <JuniorGenius> Thank you
L35[00:12:15] <shadekiller666> this is why we use the gradle scripts that come with forge...
L36[00:13:37] <Fendirain> To be fair, JuniorGenius was following the instructions someone else gave (For a diffrent issue), Which happened to be a very old tutorial.
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L38[00:13:48] <JuniorGenius> Yeah
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L41[00:14:09] <tterrag> Fendirain: in the future http://mcforge.readthedocs.org/en/latest/gettingstarted/
L42[00:14:31] <Fendirain> Thanks, That will be very handy.
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L47[00:34:26] <tterrag> is the default build.gradle anywhere on github?
L48[00:34:57] <shadekiller666> i'm sure its on someone's github
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L50[00:35:11] <tterrag> neeevermind
L51[00:35:16] <tterrag> it's in the mdk folder
L52[00:38:10] <tterrag> ahh but the forge version is injected during the release process
L53[00:38:17] <tterrag> ok
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L57[00:42:33] <tterrag> diesieben07: you there?
L58[00:43:28] <tterrag> or anyone who uses IDEA a lot?
L59[00:43:43] <tterrag> ummm Ordinastie?
L60[00:43:55] <Ordinastie> not me
L61[00:44:01] <tterrag> right
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L63[00:45:39] <Cazzar> hmm?
L64[00:45:47] <SkySom> Whatcha need? I use IDEA a bit
L65[00:45:54] <tterrag> Cazzar: I'm touching up the docs for forge setup
L66[00:46:00] <tterrag> and i know nothing about IDEA :P
L67[00:46:11] <tterrag> is there an equivalent to a "workspace" generated when you run gradle idea ?
L68[00:46:18] <tterrag> that includes run configs etc
L69[00:46:36] <SkySom> It's just the project folder
L70[00:46:39] <Cazzar> well. you shouldn't need to gradle idea
L71[00:46:52] <tterrag> ok...
L72[00:47:02] <tterrag> but I've heard it's difficult to set up multi-mod workspaces IDEA
L73[00:47:05] <Ordinastie> you can just import the gradle file
L74[00:47:06] <tterrag> is that true?
L75[00:47:15] <Cazzar> tterrag yes and no.
L76[00:47:27] <tterrag> Cazzar: maybe I should just leave some blanks for you to PR and fill in :P
L77[00:47:52] <Cazzar> or, for me to be able to type properly soonish, since I am currently on my phone.
L78[00:48:02] <tterrag> haha
L79[00:48:09] <tterrag> well I can talk to SkySom if you're on mobile :P
L80[00:48:30] <Cazzar> I just also have a proper "multi-mod" workspace
L81[00:48:43] <SkySom> I've got no experience with multi-mod workspaces in IDEA
L82[00:48:45] <Cazzar> though, it's a hack IMO
L83[00:50:00] <tterrag> http://puu.sh/jOTO3.txt
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L86[00:51:50] <Cazzar> for intellij, just import the build.gradle into IDEA and then run genIntellijRuns from the JetGradle window.
L87[00:52:10] <SkySom> Hmmm
L88[00:52:18] * SkySom usually just runs gradle idea
L89[00:52:26] <SkySom> But maybe I'll have to try that way
L90[00:52:29] <shadekiller666> and make sure you have idea.module.inheritOutputDirs=true in the build.gradle
L91[00:52:52] <Cazzar> multi mod, you need to create a core project, and then import each mod
L92[00:53:04] <Cazzar> and yes, shadekiller666 is right you need that as well.
L93[00:53:12] <tterrag> a "core" project?
L94[00:53:18] <tterrag> need a better definition of that :P
L95[00:53:34] <SkySom> A project that "is a workspace" pretty much
L96[00:53:45] <Ordinastie> that's what I did
L97[00:53:56] <Ordinastie> a no mod project where I setupDecomp
L98[00:54:04] <Ordinastie> and my mods depends on that project
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L100[00:54:56] <Ordinastie> advantage is I don't need to setupDecomp the mod projects
L101[00:55:20] <Ordinastie> disadvantage is theire necessarily use the same forge version and mapping
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L120[01:36:06] <gabizou> block registration on forge should happen really really early, right?
L121[01:36:12] <gabizou> like PreInitialization early?
L122[01:37:57] <shadekiller666> its commmon to register blocks in PreInit
L123[01:38:27] <shadekiller666> mostly because it prevents issues when registering block-dependant things like guis and such
L124[01:38:43] <gabizou> yeah, I'd figure that would be a case.
L125[01:38:55] <shadekiller666> technically you could register your blocks in PostInit
L126[01:39:04] <shadekiller666> but gl registering everything else
L127[01:39:24] <gabizou> if only forge had restrictions like "Hey, you tried to register a block way too late, retard."
L128[01:39:35] <shadekiller666> why would it?
L129[01:40:15] <gabizou> why wouldn't it?
L130[01:40:24] <shadekiller666> there are edge cases (all be it rare) that would prevent some mods from existing because they need to do something special before block registration
L131[01:40:44] <gabizou> yeah, but registering a block post init?
L132[01:40:49] <gabizou> that's a bit of a stretch
L133[01:40:56] <gabizou> if not, a sign of something done poorly
L134[01:41:11] <shadekiller666> that may very well be the case
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L136[01:41:35] <gabizou> would you say items are the same though?
L137[01:41:39] <gabizou> pre-init -> init?
L138[01:41:42] <shadekiller666> but a good api doesn't force specific ways of doing things
L139[01:41:47] <shadekiller666> yes
L140[01:41:51] <shadekiller666> for a similar reason
L141[01:41:52] <gabizou> api?
L142[01:41:56] <shadekiller666> what?
L143[01:42:04] <shadekiller666> forge is an api
L144[01:42:18] <gabizou> a good api, depending, if the game is very very very very stateful, it would have to impose certain restrictions
L145[01:42:52] <shadekiller666> yes, but the #1 and #2 rule of designing an api is Write your usage code first.
L146[01:43:05] <shadekiller666> how would the programmers that are going to use your code want to use it
L147[01:43:09] <gabizou> can't really rewrite minecraft, now can we :P
L148[01:43:25] <shadekiller666> forge has rewritten almost half of it i would say
L149[01:43:48] <gabizou> are you sure about that?
L150[01:44:08] <JuniorGenius> What’s the best way to make a mob shearable?
L151[01:44:10] <shadekiller666> there are a lot of things that vanilla minecraft normally handles that forge has completely taken over
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L153[01:44:26] <JuniorGenius> I tried using IShearable but that didn’t seem to work
L154[01:44:33] <tterrag> IShearable is the way
L155[01:44:37] <tterrag> that's how sheep work
L156[01:44:39] <JuniorGenius> Oh.. hmmm
L157[01:45:14] <gabizou> not that many things tbh.
L158[01:45:31] <JuniorGenius> I want to make a shearable cow (yeah yeah I know), and so I extended EntityCow and implemented IShearable. So far so good?
L159[01:45:46] <tterrag> yeah
L160[01:45:46] <JuniorGenius> I think probably where I messed up was the spawning bit
L161[01:46:05] <JuniorGenius> I think I used old code
L162[01:46:08] <JuniorGenius> In init:
L163[01:46:09] <JuniorGenius> EntityRegistry.removeSpawn(EntityCow.class, EnumCreatureType.CREATURE);
L164[01:46:09] <JuniorGenius> EntityRegistry.addSpawn(CustomCow.class, 80, 1, 16, EnumCreatureType.CREATURE);
L165[01:47:37] <shadekiller666> gabizou, the worst api imaginable: http://mollyrocket.com/casey/stream_0029.html
L166[01:48:13] <tterrag> JuniorGenius: I don't think you need to replace the cow
L167[01:48:21] <tterrag> there is an event for when a player interacts with an entity
L168[01:48:38] <shadekiller666> the point i'm trying to make is, having restrictions imposed on you that don't HAVE to be there causes frustration, makes things more difficult
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L170[01:49:30] <gabizou> shadekiller666, I don't see how having a restriction on block and item registration to pre-init and init is making you say that it's an api equivalent of windows event tracing.
L171[01:49:54] <gabizou> it's like me saying that because calories are bad for you, you should stop eating.
L172[01:50:06] <shadekiller666> calories are not bad for you
L173[01:50:06] <JuniorGenius_> Is that correct tterrag?
L174[01:50:18] <shadekiller666> they are ESSENTIAL
L175[01:50:26] <gabizou> just like block and item registration
L176[01:50:27] <shadekiller666> my point is
L177[01:50:29] <gabizou> at sensible times
L178[01:50:55] <gabizou> saying that it's perfectly allowable for a mod to register a new block at any time during the game's lifecycle is bad.
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L180[01:51:41] <shadekiller666> imposing a restriction on the users of your api because you feel that what you're restricting is "bad practice" is the mindset that paves the road to hell
L181[01:51:55] <shadekiller666> thats the mindset that led to the windows event tracing api
L182[01:52:39] <shadekiller666> restrictions in an api do not the better programmer make
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L186[01:53:28] <shadekiller666> in fact, restrictions in an api will make more people stop trying to use that api than it will improve the programming skills of
L187[01:53:38] <Deamon> uhh...restrictions are everywhere, can't exactly escape them
L188[01:53:45] <PaleoCrafter> Yeah, lol
L189[01:53:53] <shadekiller666> i know
L190[01:54:02] <shadekiller666> and they have reasons behind them
L191[01:54:10] <PaleoCrafter> And some restrictions are there because otherwise you're going to break shit, you know
L192[01:54:16] <shadekiller666> reasons that aren't "bad practice"
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L194[01:54:32] <Deamon> if you register you blocks after post init you're going to break shit
L195[01:54:34] <shadekiller666> i know paleo, those are valid restrictions
L196[01:54:39] <Deamon> thats a pretty fine restriction
L197[01:54:48] <PaleoCrafter> ^
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L199[01:55:00] <shadekiller666> in postinit*
L200[01:55:06] <gabizou> even in post init
L201[01:55:17] <gabizou> post init is after everything is initialized
L202[01:55:23] <shadekiller666> mhmm
L203[01:55:24] <gabizou> i.e. registration is finishing
L204[01:55:26] <PaleoCrafter> Init can already cause issues
L205[01:55:33] <gabizou> nothing new should be registered in post init
L206[01:55:49] <gabizou> the game is already super statefull as is.
L207[01:55:50] <shadekiller666> that is true
L208[01:56:15] <shadekiller666> all videogames are statefull, thats a given
L209[01:56:42] <gabizou> shadekiller666, all I can say is, you're sounding like you're arguing for the sake of arguing
L210[01:57:02] <shadekiller666> ...\
L211[01:57:04] <PaleoCrafter> Lies, shade
L212[01:57:34] <tmtu> liiieees
L213[01:57:40] <gabizou> the cake is
L214[01:57:52] <shadekiller666> ok whatever
L215[01:58:11] <shadekiller666> let me know when your api that has artificial restrictions comes out so that i can avoid using it, thanks
L216[01:58:41] <JuniorGenius> tterrag: Was that correct?
L217[01:58:54] <tterrag> huh?
L218[01:58:57] <tterrag> was what correct?
L219[01:59:05] <JuniorGenius> Sorry, I’ll send it again
L220[01:59:17] <JuniorGenius> JuniorGenius: I think I used old codeJuniorGenius: In init:
L221[01:59:18] <JuniorGenius> [11:46pm] JuniorGenius: EntityRegistry.removeSpawn(EntityCow.class, EnumCreatureType.CREATURE);
L222[01:59:18] <JuniorGenius> [11:46pm] JuniorGenius: EntityRegistry.addSpawn(CustomCow.class, 80, 1, 16, EnumCreatureType.CREATURE);
L223[01:59:26] <JuniorGenius> oops, that is messy
L224[01:59:31] <JuniorGenius> sorry I was going to reformat that
L225[01:59:37] <shadekiller666> idk about you but as the user of various apis, i don't like being shoehorned into a single "correct" way of donig things because someone else decided that the "proper" implementation of a feature won't ever include the thing that is being restricted
L226[01:59:53] <JuniorGenius> Well, correct as in should work
L227[02:00:59] <tmtu> making a game for the ps1 seems fun
L228[02:01:15] <Zaggy1024> wut
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L230[02:01:26] <tmtu> (unrelated offtopic)
L231[02:02:24] <tmtu> someone made a game for the playstation during ludum dare http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=2396
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L234[02:03:44] <Unh0ly_Tigg> I feel like making a game engine, that mimics the look and feel of minecraft (in terms of layout, and *general* structure), but that usage structures would be defined in a similar manor to how net.minecraft.client.renderer.vertex.VertexFormat in 1.8 works.
L235[02:04:30] <Unh0ly_Tigg> which would include things like dynamic configuration of the save format structure, an ECS, etc...
L236[02:04:34] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20150826 mappings to Forge Maven.
L237[02:04:38] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20150826-1.8.zip (mappings = "snapshot_20150826" in build.gradle).
L238[02:04:45] <Zaggy1024> sounds complicated
L239[02:04:45] <tterrag> JuniorGenius: I saw that
L240[02:04:46] <tterrag> and I replied
L241[02:04:48] <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/
L242[02:04:58] <JuniorGenius> Oh.. really? I think I may have gotten disconnected
L243[02:05:11] <JuniorGenius> Ah yeah, I did
L244[02:05:13] <JuniorGenius> Sorry :/
L245[02:05:29] <JuniorGenius> Hm.. not the smiley I intended
L246[02:05:34] <Unh0ly_Tigg> Zaggy1024, oh it would be...
L247[02:11:22] <tterrag> <tterrag> JuniorGenius: I don't think you need to replace the cow
L248[02:11:22] <tterrag> <tterrag> there is an event for when a player interacts with an entity
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L251[02:18:50] <JuniorGenius> Oh, okay
L252[02:19:15] <JuniorGenius> But I want to change the texture of it also
L253[02:19:18] <JuniorGenius> Can I do that?
L254[02:23:12] <JuniorGenius> tterrag: Sorry :S I keep getting disconnected
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L259[02:34:48] <JuniorGenius> Aaaand.. I’m back. Sorry
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L262[02:36:00] <JuniorGenius> Bascially what I need to know is how, in the EntityInteractEvent, do I get the mob type, and how can I change the texture
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L264[02:39:46] <JuniorGenius> Anyone know?
L265[02:52:35] <Cypher121> Is there an option to create 2 lines of config comment for a single value?
L266[02:53:30] <Ashlee> have you tried passing \n to the comment?
L267[02:54:43] <Cypher121> I tried "\n #", forgot to try just \n
L268[02:54:59] <Ashlee> that would work too
L269[02:55:44] <Cypher121> apparently, it makes forge ignore whole entry. even the value itself
L270[02:58:43] <Ashlee> yay
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L272[02:58:48] <Ashlee> bugbugbug?
L273[02:59:30] <Ashlee> I actually thought of local configs... since some modpack authors override some values in the configs etc and on update the mods add/remove options... or reset the configs
L274[02:59:38] <Ashlee> modpack authors and server owners
L275[02:59:49] <Ashlee> mostly server admins when updating packs
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L277[03:03:15] <Cypher121> nvm, it seems something's wrong with this value. it doesn't generate in cfg at all...
L278[03:03:24] <Cypher121> even with one-line comment
L279[03:03:49] <JuniorGenius> Does anyone know the answers to either of my questions?
L280[03:04:46] <Cypher121> ok, time to sleep. I forgot to change name of value after I copypasted it T_T
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L283[03:07:51] <Cypher121> yeah "Line1\nLine2" works, # isn't required ^o^
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L290[03:26:54] <Wuppy> damn... just saw one hell of a prebuild pc
L291[03:27:09] <Wuppy> I've just made one myself so prebuild is generally far too damn expensive
L292[03:27:36] <Wuppy> but a GTX 980, i7 4790, 128SSd, 1TB HDD, 16GB ram
L293[03:27:39] <Wuppy> for 1200 euros
L294[03:27:50] <Wuppy> 1300*
L295[03:28:36] <alex_6611_> well, your motherboard will break after 1 year because it's worth 10 euros :D
L296[03:28:58] <alex_6611_> that's the issue of prebuilt
L297[03:29:08] <Wuppy> maybe
L298[03:29:09] <alex_6611_> they save money on the WRONG parts
L299[03:29:25] <Wuppy> but for the price, it's quite impressive
L300[03:29:51] <Wuppy> for a prebuild, that is
L301[03:29:52] <JuniorGenius> I can’t figure out how to do the simplest thing.. print to console
L302[03:30:10] <Unh0ly_Tigg> System.out.println
L303[03:30:16] <Unh0ly_Tigg> or use a logger
L304[03:30:17] <JuniorGenius> Oh.. I tried that
L305[03:30:19] <alex_6611_> yea
L306[03:30:28] <JuniorGenius> That just means that my event isn’t getting called.. crap
L307[03:30:34] <alex_6611_> FMLLog.getLogger().info(text) works
L308[03:31:35] <Unh0ly_Tigg> you could also (if the event is firing on the client) send a message to the player, so it shows up in game...
L309[03:34:20] <Ordinastie> does anybody have good knowledge about object cloning ?
L310[03:34:30] <Unh0ly_Tigg> object.clone() ?
L311[03:34:34] <Ordinastie> yeah
L312[03:35:27] <Ordinastie> that's my use case : http://puu.sh/jOZQr.png
L313[03:36:31] <Ordinastie> I could do RenderParameters rp = new RenderParameter(); but then it wouldn't handle child classes
L314[03:37:32] <Ordinastie> hum, actually I think I might have just figured my solution
L315[03:37:48] <Unh0ly_Tigg> I typically have a private constructor that takes one of the same class, and copies the data over in a sort of cloning way (using collection.addall, instead of just coping the list itself).
L316[03:37:59] <Unh0ly_Tigg> and use that constructor in the clone method
L317[03:38:16] <Ordinastie> but my issue is with stuff extending RenderParameters
L318[03:39:01] <Unh0ly_Tigg> then have an abstract method that subclasses have to extends that returns a clone, force them to do it.
L319[03:39:12] <Unh0ly_Tigg> extend*
L320[03:39:20] <Ordinastie> yeah but that sucks
L321[03:40:17] <Unh0ly_Tigg> it's only way to make sure that subclasses clone properly without relying on the jvm to do it (the clone method in Object is native).
L322[03:40:45] <Ordinastie> my current issue is that fields are not cloned, they just have their reference copied
L323[03:41:06] <Ordinastie> so modifying one object affect the clone
L324[03:41:48] <Unh0ly_Tigg> then you need to do your own copying of data, within clone()
L325[03:42:06] <Ordinastie> but then subclass need to do so too
L326[03:42:48] <Ordinastie> see the list of Parameter : https://github.com/Ordinastie/MalisisCore/blob/1.7/src/main/java/net/malisis/core/renderer/RenderParameters.java
L327[03:43:00] <Unh0ly_Tigg> hense the internal abstract method that subclasses need to implement.
L328[03:43:15] <Ordinastie> was really hoping to avoid that :x
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L331[03:44:29] <Ordinastie> I wonder why native object doesn't automatically clone field that implement cloneable() :x
L332[03:44:50] <Unh0ly_Tigg> it should...
L333[03:45:18] <Ordinastie> it doesn't
L334[03:48:02] <Unh0ly_Tigg> you need to figure out an approach that works for you. if others use your code, they should have to deal with it, or provide a working solution that works for both them and you.
L335[03:49:04] <Ordinastie> only solution I could think of is reflection, which is not really viable because it's inside a rendering loops and called really ofthen
L336[03:50:38] <Ordinastie> and I can't even make an abstract method, because the class is not abstract
L337[03:51:02] <Unh0ly_Tigg> you should have something that can sync the parameters in the list with the fields of the class.
L338[03:51:38] <Ordinastie> any idea how to do that without reflection ?
L339[03:51:43] <Ordinastie> because I don't think it's possible
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L342[03:55:03] <Unh0ly_Tigg> map the parameters to a SAM interface that sub classes need to provide when they add a new parameter, and use that SAM interface to sync clones.
L343[03:55:15] <Unh0ly_Tigg> SAM = Single Abstract Method
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L345[03:56:22] <Lumien> Are the names of dimensions relevant for anything? Do they have to be unique?
L346[03:56:35] <Ordinastie> http://puu.sh/jP0Ac.png *sigh*
L347[03:56:45] <Ordinastie> Unh0ly_Tigg, not sure what you meant
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L349[03:57:22] <Ordinastie> but if child classes have to implement something then it may as well be clone() stuff
L350[03:57:42] <Ordinastie> and if they don't add new params, they don't even need to anymore
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L352[04:05:45] <Unh0ly_Tigg> ugh, I'm trying to rewrite the RenderParameters class for you to show you what I mean, but your source/target compat is java 7, if it was java 8, I could make this a lot cleaner for the syncers...
L353[04:07:33] <Ordinastie> you can write it in J8 if you want
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L355[04:10:10] <Ordinastie> one solution for deep copy I found is by serializing/deserializing
L356[04:10:14] <Ordinastie> but apparently it's pretty slow
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L358[04:26:51] <Wuppy> anyone tried android 6?
L359[04:30:04] <MoxieGrrl> There's a 6 now?
L360[04:30:14] <Wuppy> just saw it pop up in the sdk maanger
L361[04:30:22] <Unh0ly_Tigg> Android M / Android Marshmellow
L362[04:30:30] <MoxieGrrl> So I'll get it sometime mid 2016.
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L365[04:31:49] <Wuppy> same here I think, S4 doesn't get much anymore
L366[04:32:23] <MoxieGrrl> I may get the new Note as my next upgrade, but I don't know yet. :(
L367[04:32:32] <Unh0ly_Tigg> Ordinastie, https://gist.github.com/Unh0lyTigg/ffdb3a9f7eb871562d97 this is what I came up with.
L368[04:33:22] <Unh0ly_Tigg> huh, I thought that you use 4 spaces, not tabs...
L369[04:33:31] <Unh0ly_Tigg> didn't see that till just now...
L370[04:34:36] <PaleoCrafter> Wut, bad Ordinastie
L371[04:36:08] <Ordinastie> Unh0ly_Tigg, I don't see how it solves my issue
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L373[04:36:52] <Ordinastie> child classes still need to override newBlankSet
L374[04:37:19] <Ordinastie> and that introduces generics
L375[04:37:33] <Unh0ly_Tigg> why is introducing generics an issue?
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L377[04:37:45] <Ordinastie> if I can avoid, it's better
L378[04:38:11] <Unh0ly_Tigg> it's not like the java version you've decided to be compatible with doesn't have generics.
L379[04:38:23] <PaleoCrafter> The boxing though
L380[04:39:02] <Unh0ly_Tigg> I thought that boxing was strictly a thing with primitives and their java class counterparts...
L381[04:39:13] <PaleoCrafter> It is
L382[04:39:25] <Unh0ly_Tigg> then how is generics an issue with boxing?
L383[04:39:54] <PaleoCrafter> You can't have primitives type parameter :P
L384[04:40:03] <Ordinastie> Unh0ly_Tigg, if you think about it, once, you force newBlankSet to be overriden, the whole ParameterSync stuff becomes pointless
L385[04:40:07] <PaleoCrafter> Which will hit performance
L386[04:41:02] <Ordinastie> the point of clone() is to get the object of the subclass type
L387[04:41:53] <Ordinastie> and that may be the best solution too ><
L388[04:42:16] <Unh0ly_Tigg> I don't know anymore...
L389[04:42:51] <Ordinastie> look at the 1.8 version that does have the static merge : https://github.com/Ordinastie/MalisisCore/blob/1.8/src/main/java/net/malisis/core/renderer/RenderParameters.java
L390[04:43:20] <Ordinastie> if I replace RenderParameters rp = rp1.clone(); by RenderParameters rp = new BlankSet(); rp.merge(rp1); it does the same
L391[04:43:37] <Ordinastie> not new BlankSet, newBlankSet() ><
L392[04:44:35] <Ordinastie> question, how slow is stuff.getClass().newInstance() ?
L393[04:45:53] <PaleoCrafter> Measure it :P
L394[04:47:16] <tmtu> slower than new Stuff() at least
L395[04:47:26] <tmtu> unless the jit is magical and reduces it to that
L396[04:47:51] <Unh0ly_Tigg> it won't if it can't absolutely make sure that it knows the types, at the very least.
L397[04:48:02] <PaleoCrafter> It might eventually do, afaik
L398[04:48:08] <Unh0ly_Tigg> http://stackoverflow.com/questions/3295429/performance-of-new-operator-versus-newinstance-in-java
L399[04:48:20] <tmtu> could just make IntParameter etc.
L400[04:48:29] <tmtu> since you're hardcoding the setters etc.
L401[04:49:21] <Unh0ly_Tigg> once we get java 9, it could effectively be that, but handled by the compiler and jvm.
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L413[05:22:17] <Szernex> hmm, so how would I approach it if I wanted to make it so when my EntityThrowable hits something it spawns an entity that will drop like sand/gravel and which emits light and despawns after a certain amount of time
L414[05:23:05] <JuniorGenius> Does anyone know why EntityInteractEvent would not be getting called
L415[05:23:07] <JuniorGenius> ?
L416[05:23:57] <Ordinastie> yeah, you did something wrong
L417[05:24:07] <JuniorGenius> Hm right
L418[05:24:12] <Szernex> did you register the event?
L419[05:24:15] <Szernex> handler
L420[05:24:27] <Cazzar> Registring to the wrong bus, not annotating correctly... etc.
L421[05:24:30] <JuniorGenius> Oh. I wasn’t sure if I needed to do that
L422[05:24:51] <JuniorGenius> Obviously I’m new to Forge
L423[05:24:54] <Szernex> yeah, you need to register everything to the FML/Forge event bus if you want to catch the events
L424[05:24:59] <Szernex> yeah, same here kinda
L425[05:25:06] <JuniorGenius> good to know, thanks
L426[05:26:51] <alex_6611_> szernex
L427[05:27:07] <alex_6611_> did you try to spawn a FallingSand entity?
L428[05:27:13] <Szernex> yeah
L429[05:27:21] <Szernex> that kinda works, but it also kinda doesn't
L430[05:27:25] <alex_6611_> 1.8?
L431[05:27:27] <Szernex> 1.7
L432[05:27:29] <alex_6611_> ok
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L434[05:28:30] <Ordinastie> http://puu.sh/jP3SS.jpg \o/
L435[05:28:52] <alex_6611_> what about it doesn't work?
L436[05:29:18] <Cazzar> Ordinastie: Bigger.
L437[05:29:39] <Ordinastie> I actually make the model from the texture myself ><
L438[05:29:42] <Szernex> well, for starters I want it to be pass through, ie that you can walk through it like through torches
L439[05:29:58] <Szernex> and I also don't really know how I would keep track of that entity/block to despawn it after X time
L440[05:30:13] <Szernex> seeing as it can always change direction
L441[05:30:20] <Szernex> *position
L442[05:30:32] <alex_6611_> hmm
L443[05:30:37] <alex_6611_> sec
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L445[05:38:29] <Szernex> basically what I want to achive is something like glowing orbs. you throw them (like a snowball), when they hight something they spawn an entity that behaves like sand or gravel as in it is affected by gravity. when it's not falling it emits light like a torch or glowstone, and after for instance 3 minutes it will despawn
L446[05:38:33] <Szernex> basically like those glowsticks
L447[05:38:35] <alex_6611_> yea
L448[05:38:59] <Szernex> I was thinking of doing it with a TE but TEs can't be BlockFalling
L449[05:39:14] <alex_6611_> yea
L450[05:39:46] <alex_6611_> i'm testing the collision thing, afterwards we'll think about the despawning
L451[05:40:01] <Cazzar> EntityTileEntityBlockFalling
L452[05:40:02] <Szernex> thanks
L453[05:40:21] <Lumien> What exactly does the keepLoaded parameter of DimensionManager.registerProviderType do?
L454[05:40:22] <Szernex> yeah it'd be easy if java had multiple inheritance :P
L455[05:40:34] <Lumien> I assumed that it would unload the dimension if there are no players present but that does not seem to be the case
L456[05:41:14] <alex_6611_> you need to override getCollisionBoundingBoxFromPool on your block to have it return null
L457[05:41:28] <alex_6611_> then you don't collide with it
L458[05:42:48] <Szernex> okay
L459[05:43:01] <alex_6611_> brb for the despawn thing :D
L460[05:43:06] <Szernex> haha thanks
L461[05:43:27] <Szernex> so, if I want it to be something like an orb in the world and not a full block, how hard would that be then :D
L462[05:43:47] <Szernex> actually, wouldn't it somehow be easier to spawn the entity kinda like AE2 does it with the seeds?
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L465[05:48:37] <alex_6611_> did you try tile entity with falling sand already?
L466[05:49:02] <Szernex> I wouldn't know how tbh, since you can't extend 2 classes
L467[05:49:34] <alex_6611_> sec
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L471[05:56:03] <alex_6611_> you don't need to extend any classes for that, do you?
L472[05:56:09] <JuniorGenius> I can find absolutely nothing about bind events online.. sorry
L473[05:56:15] <JuniorGenius> Can someone explain?
L474[05:56:33] <Szernex> well I'm not sure, there is the BlockFalling class which handles the whole falling logic
L475[05:56:40] <Szernex> and then there's the TileEntity class
L476[05:56:54] <alex_6611_> i can just do /summon FallingSand ~ ~ ~ {TileID:<id>,Time:1}
L477[05:57:24] <alex_6611_> if i do that for a vlock that has a tile entity, the TE gets created correctly once the block lands
L478[05:57:43] <Szernex> and will it still be valid if the block falls again?
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L480[05:58:13] <Szernex> maybe I'll forget about the falling stuff and just say "it sticks to walls"
L481[05:58:24] <alex_6611_> that is a bit of an issue (since it won't turn into a falling sand automatically), but that can be handled with the TE
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L484[05:58:50] <Szernex> I guess I'd have to check if the block beneath it disappeared and then make it a falling sand again?
L485[05:59:00] <alex_6611_> once the block underneath the TE disappears, it destroys the block, summons a falling sand there and destroys itself afterwords
L486[05:59:10] <alex_6611_> wow i can't type
L487[05:59:11] <Ordinastie> Szernex, why do you insist on using falling sand?
L488[05:59:21] <Szernex> I don't actually, I just want it to fall
L489[05:59:33] <Ordinastie> then code it inside your entity
L490[05:59:48] <Ordinastie> and when it despawn because it's on the ground, spawn a block to light up the area
L491[06:00:09] <alex_6611_> that's exactly what falling sand does...
L492[06:00:11] <Ordinastie> and schedule a tick for your block to set it to air after after some time
L493[06:00:39] <Ordinastie> alex_6611_, except he already has an entity when thrown
L494[06:00:58] <Szernex> okay gimme a sec to process all this
L495[06:01:17] <alex_6611_> he can either do the falling sand thing, or recode the entity to only break when hitting the top side of a block
L496[06:01:22] <alex_6611_> :D
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L499[06:01:50] <Ordinastie> he can't do falling sand if it's thrown
L500[06:01:58] <alex_6611_> why not?
L501[06:02:41] <Ordinastie> because it's stupid ?
L502[06:02:45] <Ordinastie> he already has an entity
L503[06:02:58] <Ordinastie> the one this is thrown by the player
L504[06:03:22] <Szernex> yeah, I have my EntityGlowingOrb which extends EntityThrowable
L505[06:03:39] <Szernex> and gets thrown like a snowball
L506[06:04:00] <alex_6611_> if you rewrite your entity to only break when it hits a top side of a block, that would work as well
L507[06:04:02] <Ordinastie> don't make it despawn when it hits a wall
L508[06:04:10] <Ordinastie> make it despawn when it stops moving
L509[06:04:15] <alex_6611_> yea or that
L510[06:04:19] <Szernex> so, don't do setDead in the onImpact method?
L511[06:04:32] <Ordinastie> anyway, gtg
L512[06:04:36] <alex_6611_> me too haha
L513[06:04:40] <alex_6611_> be back tho
L514[06:04:40] <Szernex> >.>
L515[06:04:42] <Szernex> well, thanks
L516[06:04:47] <Szernex> I'll tinker around some more
L517[06:04:50] <alex_6611_> yea
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L519[06:07:14] <JuniorGenius> Can someone help me?
L520[06:08:10] <Pennyw95> with what?
L521[06:09:49] <JuniorGenius> Binding events
L522[06:10:04] <JuniorGenius> I can’t find anything consistant online
L523[06:10:10] <Pennyw95> oh wonderful....tconstruct does adds all the metals that thermal foundation was supposed to add
L524[06:10:35] <Pennyw95> what are you trying to do?
L525[06:12:45] <Szernex> JuniorGenius in the simplest case you want to have a method onPreInit(FMLPreInitializationEvent event) in your main class, and in that one you do FMLCommonHandler.instance().bus().register(new YourHandlerClass())
L526[06:13:05] <Szernex> that method has to have the @Mod.EventHandler annotation
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L528[06:13:39] <Szernex> and the methods handling the events need to have the @SubscribeEvent annotation
L529[06:14:06] <Pennyw95> Exactly...my suggestion would be using the clientproxy for this
L530[06:14:20] <Szernex> yeah, that's slightly more "advanced"
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L532[06:17:47] <JuniorGenius> Sorry. I’m trying to bind the EntityInteract event for shearing
L533[06:18:30] <Pennyw95> isn't this related to the held item, instead of the key pressed?
L534[06:18:55] <JuniorGenius> What do you mean?
L535[06:19:13] <Pennyw95> your final goal is to shear yoy
L536[06:19:16] <Pennyw95> your mob, correct?
L537[06:19:34] <JuniorGenius> Yes, correct
L538[06:19:46] <Pennyw95> do you want the shearing to happen is the player has a certain item or if he presses a certain key?
L539[06:20:19] <JuniorGenius> Certain item (shears)
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L541[06:20:32] <Pennyw95> then you don't want to register a key binding ;)
L542[06:20:56] <Pennyw95> oh wait, you didn't say that did you?
L543[06:21:06] <JuniorGenius> I did not, haha
L544[06:21:10] <Pennyw95> lol sorry
L545[06:21:18] <JuniorGenius> No problem
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L548[06:21:47] <PrinceCat> JuniorGenius, if it's a custom item you're creating I'd recommend using the itemInteractionForEntity() method in your Item class.
L549[06:21:50] <Pennyw95> have you looked in the sheep's code? I haven't worked my mobs personally but there probably is an Entity equivalent of onBlockActivated
L550[06:22:17] <JuniorGenius> I’ve looked at the sheep’s code
L551[06:22:28] <JuniorGenius> Bascially I just want to be able to shear other mobs with shears
L552[06:24:50] <Pennyw95> yeah well try do what PriceCat said :P
L553[06:25:02] <JuniorGenius> Okay, thanks!
L554[06:25:24] <Pennyw95> forge build 10.13.3.1388... should I update
L555[06:25:38] <PrinceCat> If you want it to happen with the vanilla shears that's when you'll need to register the PlayerInteractEvent.
L556[06:25:46] <alex_6611_> szernex, how's stuff?
L557[06:25:50] <Szernex> well
L558[06:25:52] <JuniorGenius> Ah okay
L559[06:25:56] <JuniorGenius> I do
L560[06:26:00] <Szernex> I got it so it drops itself as an entity on impact
L561[06:26:21] <Szernex> not sure if that's what I want though
L562[06:26:43] <alex_6611_> generally, if you're going for ordinastie's approach, you don't need onImpact at all#
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L564[06:27:02] <Szernex> yeah I have no idea what approach I should go for tho
L565[06:27:22] <alex_6611_> hmm
L566[06:27:28] <PrinceCat> JuniorGenius, sorry... EntityInteractEvent*
L567[06:27:42] <JuniorGenius> Ah right
L568[06:27:42] <Pennyw95> Wait guys...forge 10.13.4 is the most recent build, isn't it? Is it stable or something?
L569[06:28:02] <alex_6611_> his approach is good, but needs some logic to detect once your entity is standing still
L570[06:28:16] <PrinceCat> Pennyw95, 11.14.3.1504
L571[06:28:30] <Szernex> Pennyw95 10.13.4.1448 is the latest recommended for 1.7
L572[06:28:33] <PrinceCat> Oh wait, 1.7
L573[06:28:34] <PrinceCat> 10.13.4.1492
L574[06:28:46] <Szernex> alex_6611_ yeah...
L575[06:29:01] <Pennyw95> oh yea, 10.13.4.1448 is what thermal foundation requires
L576[06:29:37] <Pennyw95> I guess I'l go with that one...if I update to the most recent I could force those who download the mod to update as well, right?
L577[06:29:46] <Pennyw95> wouldn't be cool
L578[06:30:06] <Szernex> alex_6611_ so how would I do it that it just drops the entity when the Throwable collides with something?
L579[06:30:34] <alex_6611_> well, his approach was that the throwable itself collides, loses its momentum, then falls
L580[06:32:58] <Szernex> so setVelocity(0.0, 0.0, 0.0) in onImpact?
L581[06:33:07] <alex_6611_> no
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L583[06:33:29] <alex_6611_> once it collides with anything, it should automatically lose its momentum (entity collision code)
L584[06:33:52] <Szernex> how else then?
L585[06:34:33] <Szernex> I have 0 experience with entities and such...
L586[06:34:47] <alex_6611_> yea, i'll try to find sth
L587[06:36:12] <Szernex> or we do it with your approach, whatever is easier to do right now...
L588[06:36:53] <Pennyw95> Uhm....how do I update forge? Should I extract it in the modding folder, let it replace whatever it wants and the run setupdecompworkspace?
L589[06:37:13] <Lumien> Change the forge version in your build.gradlew file
L590[06:37:20] <Lumien> and return setupDecompWorkspace
L591[06:37:27] <Pennyw95> even better ahah
L592[06:37:27] <Szernex> gradlew setupDecompWorkspace --refresh-dependencies
L593[06:37:36] <Szernex> and then refresh gradle in your ide
L594[06:38:09] <Pennyw95> 1.7.10-10.13.4.1448-1.7.10
L595[06:38:33] <alex_6611_> try overriding onUpdate and after super.onUpdate() check if motionx, y, and z are all 0
L596[06:38:53] <alex_6611_> then, if true, setDead and place block
L597[06:39:04] <alex_6611_> onImpact should be empty
L598[06:39:08] <Szernex> okay
L599[06:41:54] <Szernex> okay that alone doesn't seem to work
L600[06:42:03] <Szernex> the entity just keeps on moving
L601[06:42:09] <alex_6611_> haha
L602[06:42:10] <Szernex> through blocks and such
L603[06:42:43] <alex_6611_> hmm
L604[06:42:50] <Szernex> which makes sense I guess
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L608[06:44:44] <Szernex> so when I do
L609[06:44:46] <Szernex> if (!worldObj.isRemote)
L610[06:44:48] <Szernex> setVelocity(0.0, 0.0, 0.0);
L611[06:44:50] <Szernex> in onImpact, it stops and drops properly
L612[06:44:56] <Szernex> but then it keeps falling through the world
L613[06:45:04] <alex_6611_> yea
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L615[06:47:21] <Lumien> Shouldn't i be able to delete a dimension folder in WorldEvent.UnLoad ?
L616[06:48:14] <Szernex> would be surprised if you can, but dunno
L617[06:48:51] <PrinceCat> Lumien, you should be able to.
L618[06:49:15] <PrinceCat> * This event is fired when a world is unloaded in
L619[06:49:15] <PrinceCat> * Minecraft#loadWorld(WorldClient, String),
L620[06:49:16] <PrinceCat> * MinecraftServer#deleteWorldAndStopServer(),
L621[06:49:16] <PrinceCat> * MinecraftServer#stopServer(),
L622[06:49:16] <PrinceCat> * DimensionManager#unloadWorlds(Hashtable<Integer, long[]>),
L623[06:49:16] <PrinceCat> * ForgeInternalHandler#onDimensionUnload(Unload). <br>
L624[06:49:21] <PrinceCat> Oh wow, my bad...
L625[06:49:23] <PrinceCat> Apologies.
L626[06:49:50] <PrinceCat> But yeah, it seems MinecraftServer jumps on that ship as well to remove the folder... so I can only assume it's possible.
L627[06:49:52] <Lumien> Ok this time it worked o_O
L628[06:50:57] <alex_6611_> szernex
L629[06:51:01] <Szernex> yes
L630[06:51:11] <alex_6611_> hmm... i had an idea but that wouldn't work :P
L631[06:51:44] <Pennyw95> where is the forgemodloader.log?
L632[06:53:05] <PrinceCat> FMLCommonHandler.getFMLLogger()?
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L634[06:53:25] <Szernex> log files are usually in the logs folder of your instance
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L636[06:54:09] <sham1> Good morning all
L637[06:54:09] <PrinceCat> Oh... as in like, the actual log file..
L638[06:54:15] <PrinceCat> Good morning sham.
L639[06:55:23] <Pennyw95> Thermal foundation prevents MC from loading because it says: Forge[10.13.3.1448,10.14] is needed. However I just put 1.7.10-10.13.4.1448-1.7.10 in build.gradle and refreshed and it still is not ok!
L640[06:55:42] <alex_6611_> szernex, i really can't help you too much more with entity code... if you want, try my approach
L641[06:55:49] <Szernex> sure
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L643[06:56:48] <Szernex> what would your approach look like then?
L644[06:57:02] <PrinceCat> Pennyw95, did you reimport the build.gradle file?
L645[06:57:03] <alex_6611_> there's a bit of a problem though.
L646[06:57:32] <alex_6611_> the falling sand entity needs a numeric block id before 1.8
L647[06:57:44] <Pennyw95> after running refresh-dependencies?
L648[06:57:45] <alex_6611_> idk of a way to get that from your block.
L649[06:57:56] <Szernex> hm
L650[06:57:57] <PrinceCat> Yeah Pennyw95.
L651[06:58:04] <Pennyw95> no
L652[06:58:10] <PrinceCat> Import your build.gradle again.
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L654[06:59:47] <Pennyw95> how
L655[06:59:49] <Szernex> alex_6611_ and if I implemented my own falling logic in the tile entity?
L656[06:59:54] <PrinceCat> Are you using IntelliJ?
L657[07:00:02] <alex_6611_> tile entities can't fall :D
L658[07:00:11] <Szernex> or, my falling block
L659[07:00:20] <alex_6611_> FallingSand is a normal entity, like any mob
L660[07:00:35] <Szernex> I don't even see fallingsand anywhere
L661[07:01:13] <Szernex> wouldn't it be possible to
L662[07:01:14] <alex_6611_> it exists as part of vanilla minecraft, it's how physics based blocks work
L663[07:01:33] <PrinceCat> Szernex, EntityFallingBlock
L664[07:02:16] <sham1> You could propably have your TE "fall" by making a falling block and read the TE'S NBT into the entiry
L665[07:02:16] <Szernex> player throws orb -> orb impacts -> orb spawns new TE -> TE checks if there is air beneath it -> if so remove TE and spawn falling block with that TE as parameter -> falling block stops moving -> replaces itself with saved TE
L666[07:02:17] <alex_6611_> OHG it accepts a block instance! ok good
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L668[07:02:58] <Szernex> yeah basically what sham1 just said
L669[07:03:09] <sham1> Yay
L670[07:03:14] <gigaherz> Szernex: that seems complicated, why not spawn a falling entity and let it place itself automatically?
L671[07:03:19] <alex_6611_> exactly
L672[07:03:21] <Pennyw95> PrinceCat how do I reimport gradle?
L673[07:03:30] <PrinceCat> Pennyw95, are you using IntelliJ?
L674[07:03:34] <gigaherz> Pennyw95: in IDEA, pressthe blue refresh icon on the gradle panel
L675[07:03:34] <Pennyw95> eclipse
L676[07:03:37] <Szernex> gigaherz how would I do that then
L677[07:03:45] <PrinceCat> I'm not sure how to do it in Eclipse..
L678[07:03:47] <PrinceCat> I use IntelliJ
L679[07:03:49] <gigaherz> in eclipse, run "gradlew eclipse" again
L680[07:03:55] <alex_6611_> orb impacts, spawns falling sand, block gets placed to create a new tile entity
L681[07:03:59] <Pennyw95> oh ok
L682[07:04:03] <sham1> In IDEA you can setupDecompWorkspace and the update it so you get your new and fancy forge version
L683[07:04:17] <gigaherz> Szernex: check the sand's onNeighborBlockChange ;P
L684[07:04:29] <Pennyw95> I run setupdecompworkspace --refresh-dependencies
L685[07:04:33] <Pennyw95> I'm using eclipse
L686[07:04:35] <sham1> Also as I've said, the best solution for eclipse is IDEA
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L688[07:04:49] <Szernex> gigaherz in BlockSand?
L689[07:04:54] <Pennyw95> well for now...
L690[07:04:57] <gigaherz> Szernex: as example code, yes
L691[07:05:10] <gigaherz> well either sand
L692[07:05:11] <Szernex> there is no onNeighbourBlockChange in BlockSand
L693[07:05:15] <gigaherz> or whatever it inherits from
L694[07:05:26] <Pennyw95> is that something I should do in build.gradle? like change the gradle folder dependency and update it?
L695[07:05:27] <Szernex> yeah that's BlockFalling
L696[07:05:33] <gigaherz> well then blockFalling ;P
L697[07:05:54] <sham1> Show us your grade file
L698[07:06:05] <Szernex> ugh, this gets confusing with 10 people talking >.>
L699[07:06:19] <alex_6611_> gtg
L700[07:06:31] <Pennyw95> http://pastebin.com/QFfZYEc4
L701[07:06:48] <gigaherz> that's why I have a thing that colors the messages based on the nickname :D
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L703[07:06:50] <sham1> And that is why PMs are so good of a thing
L704[07:06:56] <Szernex> well I have colored nicknames
L705[07:07:10] <Szernex> also isn't your suggestion basically the same as sham1s and mine, gigaherz
L706[07:07:25] <gigaherz> sure
L707[07:07:36] <sham1> What's my colour :3
L708[07:07:45] <gigaherz> I just suggested spawning an entity directly, instead of spawning a block and hoping that it will detect that it has to fall
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L710[07:07:52] <gigaherz> ;P
L711[07:08:14] <Szernex> that's what I've been trying to do
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L713[07:08:19] <Szernex> together with alex_6611_
L714[07:08:38] <sham1> Show me what you've tried
L715[07:08:57] <Jofkos> can someone help me with the forge gradle srgExtra relocation?
L716[07:09:07] <Szernex> I deleted it already because it wasn't working
L717[07:09:18] <gigaherz> Szernex: then you may have looked at BlockFalling
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L719[07:09:32] <gigaherz> and saw that onNeighborBlockChange calls scheduleBlockUpdate
L720[07:09:37] <Szernex> yea
L721[07:09:37] <gigaherz> which in turn will call updateTick
L722[07:09:57] <gigaherz> which calls "func_149830_m" in the server
L723[07:10:01] <Szernex> this really gets confusing now
L724[07:10:05] <Szernex> do I want an entity or a block...
L725[07:10:39] <gigaherz> you want both
L726[07:10:53] <gigaherz> because the Vanilla falling block doesn't save the TE info
L727[07:11:07] <gigaherz> so it won't place itself with the TE data intact
L728[07:11:20] <gigaherz> and you mentioned TEs are involved
L729[07:11:28] <Szernex> well they don't have to be I think
L730[07:11:34] <Szernex> I have no idea how to best make it work
L731[07:11:41] <sham1> He could make his own entity
L732[07:11:45] <gigaherz> now if you don't have to restore NBT data when placing
L733[07:11:50] <gigaherz> then you are b asically an anvil
L734[07:11:51] <gigaherz> ;P
L735[07:11:59] <gigaherz> (for code purposes)
L736[07:12:09] <gigaherz> so you could do the same that placing an anvil does.
L737[07:12:15] <Szernex> it just needs to have a way to despawn after a set amount of time of being in the world
L738[07:12:16] <sham1> An anvilhead
L739[07:12:21] <Szernex> and emit light when it's not moving
L740[07:12:44] <gigaherz> despawn is easy
L741[07:12:48] <Szernex> and it should be affected by gravity
L742[07:13:02] <gigaherz> affected by gravity: inherit BlockFalling
L743[07:13:29] <gigaherz> despawn: either call scheduleBlockUpdate or enable random ticking, and then hhandle t he despawn in updateTick
L744[07:13:46] <gigaherz> emit light: just give it a light value, falling blocksdon't emit light
L745[07:13:57] <Szernex> okay
L746[07:14:06] <Szernex> but can I make a block look like a snowball sized orb
L747[07:14:43] <PrinceCat> I mean, using a model you can..
L748[07:15:02] <gigaherz> sure? give it a amodel, use an ISBRH on 1.7, or a json model in 1.8
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L750[07:15:35] <Szernex> but wouldn't it be easier then by doing this all via an entity?
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L755[07:24:09] <Szernex> okay, so going the block approach...
L756[07:24:24] <Szernex> how would I properly spawn the falling block once the projectile hits something
L757[07:24:53] <Pennyw95> I don't have a classpath for the gradle snapshot in my build.gradle...is it normal?
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L759[07:26:50] <Pennyw95> and what's the current gradle snapshot? 2.0?
L760[07:26:54] <Szernex> gigaherz
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L765[07:31:40] <gigaherz> Szernex: check BlockFalling.func_149830_m
L766[07:31:51] <gigaherz> inside it there's this
L767[07:32:07] <gigaherz> https://gist.github.com/gigaherz/53c023c076f3608e7dd3
L768[07:32:30] <gigaherz> the three double-floats are the x,y,z of the block coords
L769[07:32:41] <gigaherz> "this" is your block
L770[07:32:58] <gigaherz> and p_149830_1_ is the world
L771[07:33:20] <Szernex> eeeh
L772[07:34:11] <gigaherz> what?
L773[07:34:59] <gigaherz> the "this.func_149829_a" call, is something you can override to modify the entity
L774[07:35:13] <Szernex> so that's what I should call when my projectile hits something?
L775[07:35:21] <gigaherz> the BlockFalling gives you all the tools
L776[07:35:36] <gigaherz> not EXACTLY that
L777[07:35:38] ⇦ Parts: JuniorGenius (~JuniorGen@cpe-104-174-130-231.socal.res.rr.com) ())
L778[07:35:44] <gigaherz> but that's what you need to learn what you should call
L779[07:36:07] ⇨ Joins: JuniorGenius (~JuniorGen@cpe-104-174-130-231.socal.res.rr.com)
L780[07:36:43] <JuniorGenius> When I bind an event to a class, I should have a handler method in there, right?
L781[07:36:59] <JuniorGenius> If so, how does Forge know which method is the handler?
L782[07:37:12] <gigaherz> forge uses a concept called event buses
L783[07:37:17] <gigaherz> in an event bus
L784[07:37:27] <gigaherz> there's an event queue for each event type
L785[07:37:38] <gigaherz> events are discovered based on @SubscribeEvent
L786[07:37:59] <gigaherz> and the queue is assignedbased on the signature (usually a single parameter indicating the event type)
L787[07:38:17] <gigaherz> yo ucan't bind an event independently
L788[07:38:30] <gigaherz> the event bus will scan and register ALL the avilable events that exist in its own bus
L789[07:39:18] <JuniorGenius> Right
L790[07:40:08] * Szernex gives up
L791[07:40:13] <JuniorGenius> So:
L792[07:40:15] <Szernex> I just don't get it at all
L793[07:40:16] <JuniorGenius> FMLCommonHandler.instance().bus().register(new EventHandler());
L794[07:40:30] <JuniorGenius> EventHandler being a class I made
L795[07:40:31] <gigaherz> Szernex: look
L796[07:40:54] <gigaherz> if you can't get your head around entity spawning, just place the block
L797[07:40:55] <gigaherz> XD
L798[07:41:05] <Szernex> that's what I'm asking how to do >.<
L799[07:41:10] <gigaherz> ...................
L800[07:41:21] <gigaherz> world.setBlock?
L801[07:41:27] <gigaherz> placing a block is the simplest thing ever
L802[07:41:33] <Szernex> worldObj.setBlock((int) Math.round(posX), (int) Math.round(posY), (int) Math.round(posZ), ModBlocks.glowingOrb);
L803[07:41:38] <Szernex> if I do that it randomly replaces blocks
L804[07:41:42] <JuniorGenius> @SubscribeEvent
L805[07:41:43] <gigaherz> no!
L806[07:41:43] <JuniorGenius> public void onEntityInteractEvent(EntityInteractEvent event) { blah }
L807[07:41:46] <JuniorGenius> That should work, right?
L808[07:41:53] <Ashlee> yes
L809[07:42:11] <gigaherz> Szernex: is your entity a throwable?
L810[07:42:15] <Szernex> yes
L811[07:42:15] <JuniorGenius> Strange
L812[07:42:23] <gigaherz> so you are handling onImpact, right?
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L814[07:42:27] <Szernex> yes
L815[07:42:39] <JuniorGenius> And this should work?: System.out.print("onEntityInteractEvent()");
L816[07:42:39] <Szernex> worldObj.setBlock((int) Math.round(posX), (int) Math.round(posY), (int) Math.round(posZ), ModBlocks.glowingOrb);
L817[07:42:43] <Szernex> goddammit
L818[07:42:46] <gigaherz> the nuse blockX, blockY, blockZ
L819[07:42:47] <Szernex> https://gist.github.com/anonymous/907cbfa39397d6aa0e18
L820[07:42:47] <gigaherz> not posX
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L822[07:43:19] <gigaherz> Minecraft calculates the right block position for you!
L823[07:43:43] <gigaherz> well
L824[07:43:44] <gigaherz> almost
L825[07:43:49] <gigaherz> you have to check sideHit
L826[07:43:52] <gigaherz> and adjust for it
L827[07:44:03] <gigaherz> but yeah, it's NOT posX that you want
L828[07:44:05] <gigaherz> XD
L829[07:44:40] <gigaherz> look
L830[07:44:45] <gigaherz> open EntitySmallFireball
L831[07:44:49] <gigaherz> check its onImpact
L832[07:45:15] <gigaherz> that has all you possibly need
L833[07:45:35] <Szernex> okay
L834[07:47:19] <Cazzar> Interesting... Pushbullet has essentially made Chat Heads on your desktop...
L835[07:48:46] <Pennyw95> Uhm guys.... running gradlew eclipse did the trick, it refreshed the dependencies. The thing is, now it asks me to select "mcp conf dir for the deobfuscator" and I for god's sake can't remeber what I did 2 months. Halp??
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L837[07:49:35] <Cazzar> That Selection, is CCL IIRC
L838[07:50:03] <Pennyw95> I don't have this folder
L839[07:50:41] <Pennyw95> should I create it in the forge folder?
L840[07:50:59] <Cazzar> It's looking for files... I am trying to find something for you
L841[07:51:20] <Szernex> okay, so the spawning of the block is working now...
L842[07:51:26] <Cazzar> https://twitter.com/ChickenBones2/status/549930250398732288
L843[07:51:31] <Szernex> but the next problem I see is
L844[07:51:49] <Szernex> what it should also work in water, but not destroy the water block it replaces
L845[07:51:52] <Szernex> *that
L846[07:52:05] <Szernex> *replaces=spawns in
L847[07:52:14] <JuniorGenius> System.out.print() is not working
L848[07:53:00] <PrinceCat> Is the code even reaching your print JuniorGenius?
L849[07:53:16] <JuniorGenius> Hopefully so, one of them is in init
L850[07:53:35] <PrinceCat> I mean... System.out doesn't just break... so...
L851[07:53:37] <Pennyw95> my .gradle folder doesn't have caches folder inside... ffs
L852[07:53:41] <PrinceCat> I think it might be another issue.
L853[07:53:51] <JuniorGenius> @Mod.EventHandler
L854[07:53:52] <JuniorGenius> public void init(FMLInitializationEvent event) {
L855[07:53:58] <JuniorGenius> That should work as an init?
L856[07:54:32] <PrinceCat> Pastebin your entire class.
L857[07:54:40] <gigaherz> event handlers only work in the mod class, JuniorGenius
L858[07:54:48] <gigaherz> the @EventHandler kind
L859[07:54:55] <gigaherz> they only exist in your mod class
L860[07:55:12] <gigaherz> so assuming it's in your mod class, it should
L861[07:55:15] <gigaherz> the namedoesn't matter.
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L865[07:58:31] <Lumien> Ok this is weird. Vanilla Clients can appearently be teleported to a dimension they don't have a provider for but if they try to join while being in one they get stuck in "Logging In..."
L866[07:59:17] <Pennyw95> It worked! Thanks Cazzar :D
L867[08:01:30] <Pennyw95> oh cool, Thermal foundation added 2 more blazes
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L873[08:08:47] <sham1> what did he do now
L874[08:09:57] <Szernex> gigaherz okay I think the block approach might not be working after all
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L877[08:18:04] <Szernex> so back to using entities... I kinda got it so it spawns the entity properly, but now it constantly jumps up and down
L878[08:21:05] <Ordinastie> Szernex, light = block, no way around it
L879[08:23:59] <iceman11a> I removed the mod compack machines. From both the server and clients. When I tried to log in again. The server and or client crash, I checked the log and it says that dimension 99, does not exist. So that doesn't make any sense, So I tried to log back on to my world. and every thing is missing. The world I just spent the last 2 months building. Any one have any ideas why
L880[08:24:01] <sham1> I thought you could have entities emit light?
L881[08:24:04] <sham1> Huh
L882[08:24:09] <Szernex> there is a tutorial
L883[08:24:13] <Szernex> http://jabelarminecraft.blogspot.co.at/p/minecraft-modding-making-hand-held.html
L884[08:24:17] <Szernex> currently reading through it
L885[08:25:19] <Szernex> but that seems like it uses a block too
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L887[08:25:36] <Pennyw95> I have a few questions on multiblocks...if someone knows http://pastebin.com/58hBKmR5
L888[08:25:55] <sham1> Why did you pastebin a question?
L889[08:26:32] <Pennyw95> in case it was too long. turned out short though
L890[08:27:18] <Pennyw95> I'm starting to code a multiblock device, 3x3x3. There is a master TE, a slave TE and 2 other TEs that are designed to receive inputs.
L891[08:27:18] <Pennyw95> Now, the master and the input TEs are absolutely needed, but what about the slave TEs? I mean, what if I left the dummy blocks without any tileentities and have the master check for everyone? those slaves would not be doing anything anyway, apart from checking, and if the master gets destroyed it could be detected by the input TEs' right?
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L897[08:31:34] <Lumien> ofcourse the vanilla JoinGame Packet has the dimensionID as a byte :(
L898[08:32:14] <sham1> gotta have only 128 dims yo
L899[08:32:36] <Lumien> But i don't get why a forge client can still join fine but a vanilla one can't
L900[08:33:30] <Lumien> oh wait they can't
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L906[08:43:11] <Szernex> Ordinastie I assume there is no way to make it not remove water source blocks though, is there
L907[08:44:14] <Ordinastie> you're replacing the block, so no
L908[08:44:34] <Ordinastie> unless you make a water version of your light
L909[08:44:48] <Szernex> hm
L910[08:44:57] <Szernex> actually
L911[08:45:03] <Szernex> that's a good point
L912[08:45:36] <Szernex> next question then, how do I make it so it collides with other blocks of that type but not with the player?
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L915[08:51:37] <Ordinastie> look at falling sand ?
L916[08:52:02] <Szernex> where?
L917[08:52:28] <Ordinastie> the class falling sand? or one of its parents?
L918[08:52:43] <Szernex> there is no class FallingSand
L919[08:53:48] <Ordinastie> then think
L920[08:53:58] <Ordinastie> from where you could find the correct class ?
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L923[08:57:05] <Szernex> I have no idea
L924[08:57:11] <Szernex> because the falling stuff is an entity
L925[08:57:12] <Szernex> and not a block
L926[08:58:01] <Ordinastie> wait, when you ask "it collides with other blocks of that type", what is "it" ?
L927[08:58:10] <Szernex> the block
L928[08:58:22] <Ordinastie> ôO
L929[08:58:38] <Ordinastie> and what does that mean "collide with other blocks" then ?
L930[09:00:16] <Szernex> nevermind
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L935[09:05:09] <Szernex> Ordinastie what I mean by that is that when one of my blocks falls on another one they should not sink into each other
L936[09:05:24] <Szernex> as is the case when the material is water apparently
L937[09:05:54] <Ordinastie> it's not a block, it's an entity
L938[09:06:04] <Ordinastie> and you need to knwo what should happen
L939[09:06:12] <Ordinastie> same with grass
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L941[09:06:21] <Ordinastie> or some other blocks
L942[09:08:24] <Szernex> I still don't know how to make it so you don't collide with it then...
L943[09:10:07] <Ordinastie> falling sand doesn't collide with most block, but not water, so study that
L944[09:10:24] <Ordinastie> *does collide with most blocks
L945[09:10:32] <Szernex> you're confusing me more and more...
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L948[09:11:18] <Ordinastie> falling is an entity that moves until it collides a block, then set a sand block at the position the entity is at
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L950[09:11:37] <Ordinastie> except the entity doesn't collide with water
L951[09:11:54] <Ordinastie> find out in the code what determines that behavior
L952[09:12:01] <Ordinastie> basic programming
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L983[10:32:13] <Pennyw95> eclipse is giving me an error in this nei API class..
L984[10:32:14] <Pennyw95> int id = (Integer)EntityList.classToIDMapping.get(entity);
L985[10:32:35] <Pennyw95> says "change to classToStringMapping"
L986[10:32:47] <Pennyw95> wut?
L987[10:34:02] <Unh0lyTigg> you're passing the entity, not the entities class
L988[10:34:07] <Lumien> Does somebody know how bukkit handled different dimensions? Did it just made the client believe that he was still in the overworld?
L989[10:34:22] <Pennyw95> that's NEI's code not mine
L990[10:34:32] <Unh0lyTigg> Pennyw95, oh, then idk
L991[10:36:07] <Unh0lyTigg> Lumien, dimensions were handled the same as vanilla, bukkit just had support for different saves being loaded at the same time. you can sort of think of the client as a user's proxy to the server data, the proxy doesn't care that much about the specifics of the data, just that it's valid.
L992[10:36:40] <Unh0lyTigg> so I could write my own server code that would take chunks from different dimensions and send that as data for the overworld, and the client wouldn't care.
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L994[10:36:45] <Szernex> Ordinastie the problem is that not everyone can easily read obfuscated code
L995[10:38:03] <Lumien> So with that you mean what i said?
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L997[10:38:05] <Lumien> or not?
L998[10:40:32] <Unh0lyTigg> technically the client doesn't care what dimension it's in. it just takes the data the server gives it, and does the neccessary client stuff with it. in terms of within a single save in bukkit, it should have handled it just like the vanilla server does.
L999[10:41:40] <Lumien> Yes but the client still requires a provider for the dimension it's in
L1000[10:41:49] <Lumien> and it only has these for the end, the nether / the overworld
L1001[10:43:26] <Ordinastie> Szernex, I never said it was easy
L1002[10:43:51] <Szernex> yeah, so you expect someone who has never done anything like this before to understand this from obfuscated code?
L1003[10:43:52] <Szernex> really?
L1004[10:44:22] <Unh0lyTigg> and the 'vanilla' bukkit server only knows about those world types, iirc. it's not until you add plugins to make it aware of modded dimensions that bukkit knows what to do with those.
L1005[10:44:28] <Ordinastie> it's not THAT complicated either
L1006[10:44:35] <Szernex> well it is to me
L1007[10:44:43] <Szernex> otherwise I wouldn't be here asking stupid questions
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L1009[10:45:15] <Unh0lyTigg> I wonder how hard it would be to program in straight up bytecode...
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L1016[10:49:55] <PaleoCrafter> Unh0lyTigg, do some heavy ASM and you know what it's like :P
L1017[10:50:12] <tmtu> java bytecode is much easier
L1018[10:50:33] <PaleoCrafter> I don't mean assembler
L1019[10:51:42] <PaleoCrafter> ASM in this channel commonly refers to objectweb ASM, a java bytecode manipulation library :P
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L1021[10:52:35] <Unh0lyTigg> I've used asm to read in a minecraft jar to try and create mappings for minecraft versions that don't have mcp mappings already.
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L1024[10:53:37] <Pennyw95> the NEI api is giving me an error....has it ever happened to you before?
L1025[10:53:41] * Szernex sighs
L1026[10:54:17] <boboch3> Hello guys. I've created a custom furnace working great but I have an issue. I need that my furnace emit light when isActive is true, like the vanilla furnace but I can't find the piece of vanilla code doing that. Have you any idea where it should be done? Thanks in advance for any help
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L1030[10:57:15] <Unh0lyTigg> boboch3, it's done when the blocks are registered, look in Block.registerBlocks for "furnace" and "lit_furnace", you'll see a setLightLevel for the lit_furnace one. that's how it's done for the vanilla furnace.
L1031[10:57:44] <Ordinastie> or rather, don't do what vanilla does
L1032[10:57:44] <boboch3> lol, it's so dumb... I searched too much complicated when it was obvious. Thanks
L1033[10:58:00] <Ordinastie> use world sensitive version of getLightValue()
L1034[10:58:37] <boboch3> I tryed world.setLightValue(EnumSkyBlock.Block, x, y, z, 15);
L1035[10:58:43] <boboch3> world.scheduleBlockUpdateWithPriority(x, y, z, (Block) world.getBlock(x, y, z), 10, 5)
L1036[10:58:59] <boboch3> it works but only when I "reload" the save
L1037[10:59:08] <Ordinastie> wut ôO
L1038[10:59:10] <Ordinastie> no
L1039[10:59:16] <Szernex> yeah I don't get it
L1040[10:59:25] <Ordinastie> override getLightValue for your block
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L1043[10:59:33] <boboch3> Oh yeah, I did it too
L1044[10:59:53] <boboch3> I pastebin my try
L1045[11:00:51] <Szernex> when I make the block so you can pass through it other blocks that drop on in get destroyed
L1046[11:00:56] <Szernex> no idea how to prevent that
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L1048[11:01:21] <boboch3> http://pastebin.com/59gAjpty
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L1051[11:02:12] <boboch3> Ordinastie, this code seems to don't do anything
L1052[11:02:38] <tmtu> PaleoCrafter: totally not confusing z_z
L1053[11:02:46] <PaleoCrafter> Haha
L1054[11:06:32] <Szernex> Ordinastie would it really kill you to actually help me instead of just pointing me in random directions?
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L1056[11:10:48] <boboch3> Ordinastie, I can't stay more longer, thanks anyway
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L1058[11:11:01] <Ordinastie> of course, it's not like I have anything else to do that search for you
L1059[11:11:20] <Szernex> if you don't know how to do it yourself just say so...
L1060[11:11:56] <Ordinastie> I told you what you need, I won't code it for you though
L1061[11:12:14] <Szernex> no, you really didn't...
L1062[11:14:14] <Szernex> you point me at a class and say "there, that's it"
L1063[11:15:56] <Ordinastie> yes, that's how programming works
L1064[11:16:06] <Szernex> right
L1065[11:17:04] <Ordinastie> the alternative is, I open the class, and look for the relevant piece of code myself
L1066[11:17:14] <Szernex> that's what I'm doing
L1067[11:17:21] <Szernex> but I have no idea how to use that code then
L1068[11:17:32] <Szernex> what should I do with EntityFallingBlock
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L1070[11:17:56] <Szernex> I get what it does
L1071[11:17:58] <Szernex> now what
L1072[11:18:33] <Pennyw95> Little tip: in a try catch statement, is println ok to use in the catch as an error report?
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L1074[11:25:11] <Szernex> well, no choice but to leave it as is then...
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L1081[11:47:57] <GerbShert> I am having trouble with blocks. I am trying to add and subtract from the 'z' pos in it but I do not know what direction 'z' is. (like north, south, east, west)
L1082[11:48:24] <Pennyw95> 1.8?
L1083[11:48:27] <GerbShert> yes.
L1084[11:49:17] <Pennyw95> ok I may not be able to help you since I'mstill in 1.7.10 but post your code
L1085[11:49:46] <Lumien> Gerb why don't you just go ingame and see what it is? :P
L1086[11:50:28] <GerbShert> because I can't load my game with errors in my code.
L1087[11:50:49] <GerbShert> I am updatign soemthign from 1.6 to 1.8 and this blockPos stuff is annoying
L1088[11:51:57] <Pennyw95> ok i really can't help you then...I know nothing about this sorry
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L1090[11:54:32] <Ordinastie> z pos is south
L1091[11:55:21] <GerbShert> Thank you Ordi.
L1092[12:01:09] <Fendirain> Is it possible to change a entities model from the entities class?
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L1094[12:07:52] <pig|vacation> no
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L1096[12:08:34] <Fendirain> Didn't think so, Just trying to figure this out as it's being annoying.
L1097[12:09:24] <Fendirain> When my mob is holding an item, It extends its arm properly, But when the item is removed, The arm isn't going back.
L1098[12:09:31] <pig|vacation> Fendirain: RenderManager.instance().getRenderClassForEntity(entity).setMainModel(newModel)
L1099[12:09:37] <pig|vacation> this is me typing from memory but it should help
L1100[12:13:54] <Fendirain> Ah, I see.
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L1105[12:17:31] <Pennyw95> is some of you familiar with the NEI api?
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L1130[13:23:48] <Pennyw95> NEI and CCC prevent MC from loading: http://pastebin.com/7VRZ6Qg0
L1131[13:27:30] <AbrarSyed> Pennyw95, your versions are wrong. you need the latest NEI CCL and CCC
L1132[13:28:38] <Pennyw95> oh...they were "recommended" version lol
L1133[13:29:42] <AbrarSyed> you need the specific versiosn for your MCP mappings
L1134[13:29:45] <Zaggy-bed> is there a way to make an entity's frustum culling bounding box different from its collision one?
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L1136[13:32:30] <Pennyw95> ugh
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L1141[13:43:21] <Pennyw95> shouldn't those be the latest? http://chickenbones.net/Pages/links.html
L1142[13:43:36] <Pennyw95> I'll try again then
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L1146[13:47:21] <vedalken254> Pennyw95: no... I assume you're trying for 1.7.10 versions?
L1147[13:47:38] <Pennyw95> yes
L1148[13:47:48] <Pennyw95> but I've selected the 1.7.10 ones don't worry xD
L1149[13:49:10] <vedalken254> Pennyw95: if you select 1.7.10 from the dropdown, it'll bring you to the proper page for recommended... You'll need to click on the CodeChickenCore and Not Enough Items buttons then download the version listed in your MCP mappings
L1150[13:49:58] <Pennyw95> oh, ok
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L1152[13:50:06] <Pennyw95> how do I see those mappings?
L1153[13:52:00] <vedalken254> Pennyw95: hang on... are you trying to run a pack or trying to code your own mod to run?
L1154[13:52:25] <Pennyw95> I'm coding my own mod...right now I'm tried to implement the NEI api
L1155[13:52:31] <Pennyw95> I'm trying*
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L1159[13:53:19] <vedalken254> ahhhh
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L1161[13:54:42] <vedalken254> Pennyw95: i can't remember how to view MCP mappings that a specific Forge version uses... I'll look
L1162[13:54:58] <Pennyw95> Thank you :)
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L1165[14:03:08] <vedalken254> hmmm... can't seem to find any info on it... what forge version? 1448?
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L1167[14:05:48] <Pennyw95> 10.13.4.1448
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L1169[14:06:01] <vedalken254> Pennyw95: you might have to build against latest CCC and NEI.
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L1171[14:06:06] <vedalken254> for 1.7.10
L1172[14:06:30] <Pennyw95> build against? sorry I don't understand
L1173[14:06:37] <Pennyw95> english isn't my first lang
L1174[14:06:54] <vedalken254> Pennyw95: means you'll have to plop the latest versions of CCC and NEI into the mods folder
L1175[14:07:01] <Pennyw95> ah ok
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L1177[14:07:06] <Pennyw95> yeah I'll try that
L1178[14:07:08] <Pennyw95> thanks :)
L1179[14:07:20] <vedalken254> so CCC is 1.0.7.47 and NEI is 1.0.5.111
L1180[14:08:12] <Pennyw95> Thanks :D
L1181[14:08:48] <Shukaro> anyone have a list of what the integer permission levels correspond to for commands?
L1182[14:09:42] <shadekiller666> gotta love when crash logs point to an empty line in the class..
L1183[14:11:08] <shadekiller666> shukaro, check in the vanilla commands, if the command needs op levels, it will have some number, if it doesn't it will have a different one
L1184[14:11:23] <shadekiller666> i think 0 is op 1 is standard, but i'm not sure
L1185[14:11:27] <Shukaro> yeah 2 is op, as far as I can see
L1186[14:11:43] <Shukaro> I really don't know though
L1187[14:11:55] <Shukaro> there are values from -1 to 4
L1188[14:13:37] <Unh0lyTigg> I just made a big train...
L1189[14:13:45] <Unh0lyTigg> woops wrong channel...
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L1212[15:20:49] <Flashfire> How can I set a block state to air and also clear any fluid emitters at that blockpos?
L1213[15:21:08] <shadekiller666> world.setBlockToAir()
L1214[15:21:18] <shadekiller666> idk about the fluid emitters
L1215[15:21:20] <Flashfire> I'm currently using 0 as the setblockstate flag as I want to make it as fast as possible
L1216[15:21:33] <shadekiller666> ...
L1217[15:21:34] <Flashfire> So I'd like to know the minimum flag I can use that clears fluid emitters
L1218[15:21:54] <Flashfire> It's hard to test since it happens so rarely
L1219[15:21:58] <shadekiller666> uhh
L1220[15:22:42] <shadekiller666> well 3 means "send the update packets to the other side and update neighbors", i think 2 is just "update neighbors", i have no idea what 1 means
L1221[15:22:49] <shadekiller666> and i assume 0 does nothing
L1222[15:23:08] <Flashfire> I think it might have to do with lighting update but idk
L1223[15:25:44] <Flashfire> I'll try 1 then and keep doing that until it never happens again
L1224[15:25:45] <Flashfire> Thanks
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L1226[15:27:01] <williewillus> Shukaro: the vanilla wiki has entries on the op permission levels (i think on the server.propreties page)
L1227[15:27:06] <shadekiller666> flash, look at World.markAndNotifyBlock() thats what the flag gets passed to
L1228[15:28:14] <Shukaro> williewillus: hmm, I'm not sure if that corresponds to the same things
L1229[15:28:15] <Shukaro> maybe
L1230[15:28:27] <williewillus> if you're wondering what the setBlockState flags do check the 1.7 javadoc for setBlocK()
L1231[15:28:32] <williewillus> somehow that didnt carry over
L1232[15:29:35] <williewillus> ah, nvm someone added it back to the bot mappings
L1233[15:30:16] <shadekiller666> great... ArrayList.ensureCapacity() doesn't actually do anything if the size of the list is 0...
L1234[15:30:32] <williewillus> but it's basically a 3-bit field where the first (highest order) is "prevent re-render", second is "send to client" and third (lowest-order) is "trigger block update"
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L1236[15:30:57] <shadekiller666> other way around
L1237[15:31:06] <shadekiller666> wait no
L1238[15:31:12] <Fendirain> Does anyone know why the following doesn't seem to work (As in, reset the arm to the down position)? https://github.com/Fendirain/Fendirain/blob/master/src/main/java/fendirain/fendirain/client/models/mobs/ModelFendinainMob.java#L108
L1239[15:31:39] <shadekiller666> willie is right, i was thinking in terms of int not byte :P
L1240[15:31:39] <williewillus> anyways, I have this block with submeta's for coloring and somehow whenever I mine it, it visually drops the right color, but when I pick it up it just adds it to the stack of any other color in my inv 0.o
L1241[15:31:43] <williewillus> anyone know whats up?
L1242[15:31:52] <Fendirain> It sets it in the up position properly, But doesn't reset. (Nor did it work without the if statement around it)
L1243[15:32:49] <diesieben07> williewillus, setHasSubtypes on the ItemBlock
L1244[15:33:17] <shadekiller666> fendir, have you tried making line 107 "if (this.leftArm1.rotateAngleX != 0.0F)"?
L1245[15:33:52] <Fendirain> Yep, I even had it without the if statment so it would do it every time.
L1246[15:34:04] <williewillus> thanks diesieben
L1247[15:34:14] <Fendirain> It even updates the walking animation, Just while it's in the up position.
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L1255[15:39:08] <Fendirain> When I summon it, it's in the correct (down) position, Up until the point I give it a Sapling where it properly goes up.
L1256[15:39:39] <Fendirain> However, When the sapling is removed, It doesn't go back down. (I'v checked, It is being set null properly)
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L1259[15:57:14] <Flashfire> Now that I think about it, it could be because I'm using flag 0, but it doesn't seem to conflict with any other doors
L1260[15:57:17] <AtomicStryker> thx bby
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L1262[15:58:07] <AtomicStryker> oh another, slightly related question - the HarvestEvent fires on all blocks, regardless of whether or not they actually drop stuff, right?
L1263[15:58:12] <diesieben07> Flashfire, if you are using flag 0 you have to update the whole area afterwards.
L1264[15:59:01] <diesieben07> atomic, when the player can mine the block. so if you mine diamond with wooden pick it doesn't fire since you haven't harvested the block.
L1265[15:59:02] <Flashfire> I haven't needed to do this for any block in the 40k+ blocks of my structure except this one bottom door block
L1266[15:59:52] <diesieben07> luck? idk
L1267[16:00:04] <Flashfire> Maybe
L1268[16:02:03] <AtomicStryker> wait what
L1269[16:02:11] <AtomicStryker> the doc specifically says it fires in event of explosions
L1270[16:02:22] <diesieben07> yes... and? :D
L1271[16:02:37] <diesieben07> it fires if the block is chosen to drop
L1272[16:02:57] <AtomicStryker> perhaps i should rephrase. would it fire on mob spawners
L1273[16:03:02] <AtomicStryker> those have no drop that im aware of
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L1275[16:03:43] <diesieben07> it should fire there
L1276[16:04:06] <AtomicStryker> mh ill just check.
L1277[16:04:53] <AtomicStryker> the other day my mind was blown like never before in my life. for decades i suffered under the tiny, non-resizable windows cmd terminal. and this guy just right clicks it, finds an options menu ive never seen in my life, and sets it to be larger
L1278[16:04:58] * AtomicStryker still cant believe it
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L1281[16:06:03] * diesieben07 throws windows 10 at AtomicStryker
L1282[16:06:17] <AtomicStryker> that one has working copy-paste right
L1283[16:06:21] <AtomicStryker> if i enable it
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L1286[16:16:49] <Szernex> diesieben07, you don't happen to know off the top of your head how to make a block that behaves like sand, is pass through and still allows blocks to drop on top of it without being destroyed? >.>
L1287[16:17:13] <diesieben07> uh
L1288[16:17:24] <diesieben07> just extend BlockFalling and override getCollisionBoundingBox or wahtever its called
L1289[16:17:29] <Szernex> I do have everything except the last bit
L1290[16:17:52] <Szernex> yeah the problem is when I do getCollisionBoundingBoxFromPool() { return null; } all blocks that drop on top of that block get destroyed
L1291[16:17:59] <Szernex> like sand that falls onto a torch
L1292[16:19:31] <diesieben07> override addCollisionBoxesToList instead and leave it empty
L1293[16:19:43] <smbarbour> Maybe check to see how RFTools makes shields configurable to be solid to mobs and passable to players? That might provide insight into how to be solid to falling blocks but passable to other entities?
L1294[16:20:22] <Szernex> diesieben07 so do super.addCollisionBoxesToList with an empty list argument?
L1295[16:20:30] <diesieben07> no
L1296[16:20:31] <Szernex> or don't call it all?
L1297[16:20:34] <diesieben07> you leave the method empty.
L1298[16:20:37] <Szernex> okay
L1299[16:20:45] <Szernex> lets see
L1300[16:20:52] <Szernex> yeah smbarbour if that doesn't work I might look at it
L1301[16:21:33] <Szernex> I#d love to look at extra utilities but sadly it's closed source...
L1302[16:21:54] <tterrag> jd-gui works great :P
L1303[16:22:01] <Szernex> ha that works, diesieben07
L1304[16:22:05] <Szernex> no wait
L1305[16:22:07] <Szernex> it doesn't
L1306[16:22:10] <Szernex> it's not pass through anymore
L1307[16:22:31] <Szernex> wait nevermind, I derped
L1308[16:23:19] <Szernex> yeah no, it's not pass through
L1309[16:23:21] <Szernex> you get pushed back
L1310[16:23:31] <Szernex> and blocks can't fall onto it
L1311[16:24:45] <diesieben07> wat
L1312[16:24:52] <Szernex> yea
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L1314[16:40:24] <Szernex> ha
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L1316[16:40:36] <Szernex> well, almost
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L1318[16:40:51] <Fendirain> Is there a way to change the arm rotation of 1 of your entities, and not all of them?
L1319[16:40:57] <Szernex> I got it so it allows other blocks to be stacked on top of it
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L1321[16:41:16] <diesieben07> Fendirain, what is the rotation based on?
L1322[16:41:23] <Szernex> but the player still can't go through it for some reason
L1323[16:42:01] <Fendirain> Here is a link with what I was trying to do: https://github.com/Fendirain/Fendirain/blob/master/src/main/java/fendirain/fendirain/client/models/mobs/ModelFendinainMob.java#L102
L1324[16:43:12] <diesieben07> you only modify leftArm1 if the held item is not null. you only modify leftArm2 if the held item is nll
L1325[16:43:29] <diesieben07> you *always* need to set *all* angles to their correct values according to the state of the entity
L1326[16:43:32] <Fendirain> Well, I don't know how I missed that part.
L1327[16:43:39] <diesieben07> otehrwise you get the state bleeding through to all other entities
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L1329[16:45:35] <Fendirain> Funny enough, I meant to have all of those be leftArm2, Don't know how I missed that. Don't know why I wasn't using LeftArm1 through.
L1330[16:45:39] <Fendirain> though*
L1331[16:46:52] <Fendirain> Yep, Solved the issue I was stuck on for a while now. Thanks a ton.
L1332[16:47:35] <Szernex> okay, I think I kinda got it working now
L1333[16:48:30] <Szernex> if (entity instanceof EntityFallingBlock)
L1334[16:48:30] <Szernex> super.addCollisionBoxesToList(world, x, y, z, bounding_box, list, entity);
L1335[16:48:33] <Szernex> was all it took
L1336[16:48:46] <diesieben07> oh.
L1337[16:48:51] <diesieben07> i should have thought of that.
L1338[16:48:56] <Szernex> :D
L1339[16:48:56] <diesieben07> derp.
L1340[16:49:00] <Szernex> now my next question is
L1341[16:49:08] <Szernex> I have it set so it's a Material.glass
L1342[16:49:13] <Szernex> so you don't suffocate in it
L1343[16:49:19] <diesieben07> wat
L1344[16:49:23] <diesieben07> thats not how you do that.
L1345[16:49:32] <Szernex> how else then?
L1346[16:50:26] <diesieben07> override isVisuallyOpaque, return false
L1347[16:50:52] <Szernex> there's only isOpaqueCube
L1348[16:51:04] <diesieben07> why are you on 1.7 :(
L1349[16:51:13] <Szernex> because
L1350[16:51:20] <diesieben07> isNormalCube
L1351[16:53:14] <Szernex> hm, now I get pushed by the block again for some reason...
L1352[16:53:27] <diesieben07> wah
L1353[16:53:27] <Szernex> when I try to walk through 2 blocks on top of each other
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L1355[16:54:41] <Szernex> one block at foot or head level works
L1356[16:54:52] <Szernex> but two blocks on top of each other push the player back out
L1357[16:55:36] <diesieben07> what in the fudge
L1358[16:58:26] <Szernex> when it's a Material that's not solid it works apparently
L1359[16:58:41] <shadekiller666> i wish java supported multi-argument switch statements...
L1360[17:00:26] <Szernex> I'm guessing the fact that I can see through the world when the block is not solid and I stand in it is because I don't have a proper texture for it?
L1361[17:00:41] <Szernex> or any texture at all for that matter
L1362[17:01:16] <shadekiller666> you mean like glass?
L1363[17:01:22] <Szernex> probably
L1364[17:01:32] <Szernex> never tried sticking my head in glass
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L1366[17:02:01] <shadekiller666> no, it just means that your block isn't telling the game that the sides of adjacent blocks that are "shared" with your block should be rendered
L1367[17:02:05] <gigaherz> put a line of glass on top of a minecart rail, and jump into the minecart
L1368[17:02:05] <gigaherz> ;P
L1369[17:02:20] <gigaherz> you won't see the glass, but you WILL see the neighbouring blocks
L1370[17:02:32] <gigaherz> if you aren't seeing them, it means you didn't really tell mc your block is not solid
L1371[17:02:51] <shadekiller666> because glass overrides a function that tells minecraft to render the shared sides of adjacent blocks
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L1373[17:03:16] <shadekiller666> though that might be handled by the Material, not sure
L1374[17:03:20] <gigaherz> shouldSideBeRendered in 1.8 at least ;P
L1375[17:03:36] <Szernex> yeah that also exists in 1.7
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L1377[17:04:00] <gigaherz> no wait shouldSideBeRendered is for the block itself
L1378[17:04:13] <gigaherz> isSideSolid is the one that chooses if a neighbour needs to render?
L1379[17:04:53] <Szernex> Checks if the block is a solid face on the given side, used by placement logic.
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L1381[17:05:05] <gigaherz> ah nevermind then
L1382[17:05:49] <shadekiller666> uhh
L1383[17:06:08] <shadekiller666> the one thats actually checked in 1.8 is isSolidFullCube i think
L1384[17:06:10] <Szernex> okay now it works
L1385[17:06:19] <shadekiller666> oh
L1386[17:06:21] <shadekiller666> nice
L1387[17:06:28] <Szernex> it's either getRenderBLockPass or renderAsNormalBlock
L1388[17:06:29] <Szernex> or both
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L1390[17:07:45] <Szernex> public int getRenderBlockPass()
L1391[17:07:45] <Szernex> {
L1392[17:07:46] <Szernex> return 0;
L1393[17:07:46] <Szernex> }
L1394[17:07:49] <Szernex> seems to do the trick
L1395[17:08:04] <Szernex> it's not rendering the block itself when you stand in it but everything adjacent to it gets rendered
L1396[17:08:37] <Szernex> well, thanks guys, that's one thing to check off the list
L1397[17:08:46] <Szernex> now I just need to make it so the blocks automatically despawn after some time
L1398[17:08:51] <Szernex> but that's for another day
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L1409[17:23:39] <securitypedant> I tried using WorldEdit 6 to save a schematic from a 1.8 map to a 1.7.10 forge server. It didn't work :( anyone know of another way I can export some of my world from 1.8 to 1.7.10?
L1410[17:23:52] <securitypedant> what didn't work as the import to 1.7.10
L1411[17:24:04] <securitypedant> well, specifically the paste to the world didn't work
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L1416[17:36:37] <gigaherz> securitypedant: nothing that I can consider a reasonable idea
L1417[17:36:39] <gigaherz> XD
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L1421[17:37:35] <gigaherz> basically the only way I can imagine is to get a version of the "world downloader" mod that somehow writes the data in the 1.7 format instead of the 1.8 one
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L1424[17:40:17] <xaero> yea I presume that schematics still go by numeric ids
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L1426[17:43:39] <xaero> you could write something to read the id mapping; all the mappings you need are in the two world data files somewhere
L1427[17:44:16] <xaero> (goes without saying that two worlds with the same mods don't necessarily have the same id mapping)
L1428[17:46:19] <xaero> requires knowledge of both the schematic format as well as the mappings format
L1429[17:46:45] <killjoy> I posted this a bit ago, but its relevant right now.
L1430[17:46:46] <killjoy> https://gist.github.com/killjoy1221/9452c52eae74feb4db06
L1431[17:47:03] <killjoy> There's no implementation yet.
L1432[17:47:12] <killjoy> Probably won't work on it.
L1433[17:47:18] <killjoy> Someone else is free to take over
L1434[17:48:00] <diesieben07> com.mojang.nbt? where's that from? :O
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L1436[17:48:59] <Mitchellbrine> I think that's pseudo code or an example
L1437[17:49:04] <diesieben07> aha
L1438[17:49:11] <killjoy> It's from mojang's world converter
L1439[17:49:24] <Mitchellbrine> ohhh
L1440[17:49:40] <diesieben07> thats not obfuscated?
L1441[17:49:46] <killjoy> It's pretty much the same as net.minecraft.nbt
L1442[17:49:53] <killjoy> And yes
L1443[17:50:01] <diesieben07> oh
L1444[17:50:03] <diesieben07> well then
L1445[17:50:11] <diesieben07> thats probably the original sourcecode :D
L1446[17:50:17] <diesieben07> net.minecraft.nbt is just what we make of it
L1447[17:50:19] <killjoy> It has a comment at the top that says /* Property of Mojang Don't do evil */ and everything
L1448[17:50:24] <diesieben07> lol
L1449[17:51:21] <killjoy> https://mojang.com/2012/02/new-minecraft-map-format-anvil/
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L1451[17:52:15] * xaero zoinks
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L1453[17:52:47] <diesieben07> hehe broken ssl
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L1462[18:18:04] <shadekiller666> :/
L1463[18:21:47] <shadekiller666> i'm getting a very strange bug where something is setting one of my variables whilst its being checked for differences between it and other variables, and is causing the if statement that checks if it and one other thing are the same to evaluate to true when it shouldn't...
L1464[18:22:41] <shadekiller666> and it always happens when program execution moves from an if statement at the top of the scope, to the very next line, which is also an if statement
L1465[18:22:41] <xaero> multiple threads?
L1466[18:22:49] <shadekiller666> maybe
L1467[18:23:04] <shadekiller666> wouldn't be the first time i've had issues with multiple threads
L1468[18:23:19] <shadekiller666> question then becomes
L1469[18:23:24] <shadekiller666> how the fuck do i fix it
L1470[18:23:48] <shadekiller666> the variable(s) in question are EnumFacing
L1471[18:23:50] <shadekiller666> s
L1472[18:24:26] <shadekiller666> how does one say "only execute this part on a single thread"
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L1475[18:32:56] <xaero> I would first try to find out what other threads are mutating variables owned by you
L1476[18:33:16] <xaero> not sure how in java
L1477[18:33:19] <shadekiller666> lol
L1478[18:34:45] <shadekiller666> this code is executed starting from ItemBlock.placeBlockAt, i know that the client thread is executing, i would assume that the server thread would as well, along with any Chunk threads
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L1480[18:42:18] <shadekiller666> i think this might be an issue with the Client and Server threads
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L1483[18:46:29] <shadekiller666> yep...
L1484[18:47:03] <shadekiller666> server thread was changing it before the client could use it
L1485[18:47:52] <shadekiller666> a !world.isRemote call in placeBlockAt seems to have prevented the change, though it didn't fix the other bug that i'm trying to fix :P
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L1487[18:55:12] <Zaggy1024> synchronized block maybe?
L1488[18:55:46] <shadekiller666> the main bug i'm trying to fix doesn't have anything to do with syncronization :P
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L1490[18:56:59] <Brycey92> hey all
L1491[18:57:13] <Brycey92> does anyone know how to change the save-all interval on a forge server?
L1492[18:57:25] <Brycey92> MC 1.7.10 build 1291
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L1498[19:09:52] MineBot sets mode: +o on LexLap
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L1504[19:21:06] <Flamegoat> LexManos: test. Does this work? Is this working?
L1505[19:21:09] <MysteriousAges> Ew, who let Flamegoat in here.
L1506[19:21:14] <Flamegoat> Haha
L1507[19:21:22] <MysteriousAges> You're not a REAL modder. :U
L1508[19:21:22] <Flamegoat> Incoming ban?
L1509[19:21:27] <Flamegoat> :D
L1510[19:21:30] <Flamegoat> D:
L1511[19:21:33] <MysteriousAges> Pff. I don't even have +v
L1512[19:21:52] <MysteriousAges> Which is cool, because I just waste space in the userlist.
L1513[19:22:01] <Flamegoat> Well, you aren't a REAL modder either. ZING
L1514[19:22:06] <MysteriousAges> It's true!
L1515[19:22:12] *** Flamegoat was kicked by LexLap (bow before me you peon!))
L1516[19:22:20] <MysteriousAges> *snrk*
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L1521[19:24:26] <Flamegoat> :D
L1522[19:24:41] <Pyker> I guess it's working :P
L1523[19:25:08] <Flamegoat> Haha yea. I'll be sure to bring him offerings at PAX. :D
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L1529[19:56:41] <Zaggy1024> whoa that's freaky
L1530[19:56:53] <Zaggy1024> looks like the bottom face of water doesn't take the biome's water color
L1531[19:57:08] <Zaggy1024> http://i.imgur.com/y7f3hX3.png
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L1533[19:57:33] <shadekiller666> lol
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L1538[20:03:51] <Cazzar> Hmm, I don't think http://upload.cazzar.net/u/1440585715 is an accurate translation
L1539[20:04:23] <Cazzar> Especially when it mentions an intercontenential ballistic missile...
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L1545[20:14:58] <SkySom> What better way to get rid of evil?
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L1548[20:19:35] <gigaherz> the only way to vanquish evil is a good so absolute that evil just stops making sense as a concept
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L1554[20:28:10] <vedalken254> god... comcast is really starting to annoy me...
L1555[20:28:14] <shadekiller666> apparently its really fucking hard to rotate the contents of a 3D arraylist properly
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L1568[20:58:11] <Zaggy1024> wait, is fry back from that school thing or whatever?
L1569[20:58:37] <Zaggy1024> and shade maybe you should make your own util collection for your 3D list thing
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L1571[20:58:51] <Zaggy1024> and you could make wrappers that transform it
L1572[20:59:29] <shadekiller666> thats basically what i'm trying to do, except using a bunch of lists and iterators and ints...
L1573[21:00:10] <shadekiller666> i'm trying to use a list of blocks as a reference against block positions in the world :P rotations are getting the better of me
L1574[21:01:20] <Zaggy1024> well rotations would be as simple as a wrapper that changes the indices in the arrays, wouldn't it?
L1575[21:01:58] <shadekiller666> its not that simple
L1576[21:02:18] <Zaggy1024> hm
L1577[21:02:28] <shadekiller666> the template is a List<List<List>>> of Block or MultiBlockAlias objects
L1578[21:02:55] <Zaggy1024> okay
L1579[21:03:37] <shadekiller666> to rotate it, i first have to turn the different combinations of indices into a "matrix" of indices, so that i can multiply them by sin or cos depending on the rotation direction
L1580[21:03:58] <shadekiller666> that gives me a matrix of indices rotated about 0,0
L1581[21:04:23] <shadekiller666> i then multiply by an offset to ensure none of the index values are negative
L1582[21:04:46] <shadekiller666> i then have to reconstruct the template from that matrix, which is fairly straightforward
L1583[21:04:51] <shadekiller666> all of that part works
L1584[21:05:42] <shadekiller666> the part that i'm having the most trouble with is iterating over that rotated list and turning a series of indices into offsets for BlockPos so that i can figure out where each block in the template needs to be
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L1586[21:05:52] <Zaggy1024> I'm confused, why do you even have to reconstruct the lists?
L1587[21:06:16] <shadekiller666> the matrix manipulation is used to change the index numbers
L1588[21:06:34] <Zaggy1024> are matrix transforms really necessary?
L1589[21:06:43] <Zaggy1024> It seems to me all you would want to do is rotation by 90
L1590[21:06:52] <Zaggy1024> but then I'm not entirely clear on what you're doing
L1591[21:07:06] <shadekiller666> the template is a list of blocks
L1592[21:07:29] <shadekiller666> well a List<List<List>>> of blocks
L1593[21:07:56] <shadekiller666> if you iterate over that template, the blocks will always come out in the same order
L1594[21:08:05] <Zaggy1024> yeh
L1595[21:08:09] <shadekiller666> incrementing column, then row, then layer
L1596[21:08:39] <Zaggy1024> if you were to wrap that List<List<List>>> then you could have a rotated wrapper that iterates in the correct order
L1597[21:08:42] <shadekiller666> so to iterate over a "rotated" template, you have to change the locations of the Blocks in the template
L1598[21:09:12] <Zaggy1024> all the wrapper would have to do is transform (x, y, z) to (y, x, z) or something
L1599[21:09:27] <Zaggy1024> something that I didn't randomly come up with :P
L1600[21:10:20] <shadekiller666> thats where the matrix manipulations come in
L1601[21:11:15] <shadekiller666> i'm basically making lists of index numbers, one for each x/y/z
L1602[21:12:03] <Zaggy1024> you could make an enum for the rotations or something, rather than using a matrix
L1603[21:12:11] <Zaggy1024> I mean, are you doing anything other than rotations by 90?
L1604[21:12:19] <shadekiller666> no
L1605[21:12:33] <shadekiller666> how would i
L1606[21:12:33] <Zaggy1024> it seems rather overly complex to do matrix transforms for simple 90 rotations
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L1608[21:13:25] <shadekiller666> how else would you convert a starting index position into the index position that the block needs to be in after the rotation
L1609[21:13:55] <Zaggy1024> mh
L1610[21:14:02] <Zaggy1024> I see your point
L1611[21:14:08] <shadekiller666> the math for the template rotation works
L1612[21:14:26] <Zaggy1024> so what's going wrong?
L1613[21:15:20] <shadekiller666> using that rotated template to place the blocks within it in the world
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L1633[21:44:13] <killjoy> I wish Joiner.join() supported char[]
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L1638[21:49:30] <tterrag> killjoy: isn't there a string constructor that takes a char array?
L1639[21:49:43] <killjoy> That defeates the purpose
L1640[21:49:52] <killjoy> Joiner, not Splitter
L1641[21:50:01] <tterrag> huh?
L1642[21:50:07] <killjoy> I'm just using a String[] instead
L1643[21:50:11] <tterrag> I know what join is
L1644[21:50:37] <tterrag> oh, you mean for the strings to join
L1645[21:50:41] <killjoy> yes
L1646[21:50:48] <tterrag> mmmh yeah that'd be nice
L1647[21:51:45] <shadekiller666> whats the difference between Joiner and StringBuilder
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L1651[22:02:39] <killjoy> Joiner is faster imo
L1652[22:02:44] <killjoy> code-wise
L1653[22:03:06] <killjoy> new Joiner('\n').join(listOfStrings);
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L1656[22:04:11] <killjoy> vs StringBuilder sb = new StringBuilder(); for (String s : list) { if (!sb.size() == 0) sb.append('\n');sb.append(s); }
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L1690[23:36:21] <Laceh> just realized I wasnt in this channel lmfao
L1691[23:39:07] <Laceh> lmfao literally just whipped up an extremely tiny/rudementary garbage collector :D
L1692[23:39:12] <Laceh> in like 20 mins
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L1698[23:51:19] <capitalthree> anyone here use dynmap?
L1699[23:51:29] <capitalthree> I am trying to find a way to limit the webmap to one world
L1700[23:51:50] <capitalthree> the problem is it supports *blacklisting* worlds but my server has mystcraft, so I can't blacklist newly created mystcraft ages
L1701[23:55:36] <Drullkus> idk if Dynmap is a forgemod xD
L1702[23:55:42] <xaero> ^
L1703[23:58:32] <TehNut> It is
L1704[23:58:45] <TehNut> http://minecraft.curseforge.com/mc-mods/59433-dynmapforge
L1705[23:59:05] <TehNut> Has been since 1.4 apparenly
L1706[23:59:19] <TehNut> Thought it was ported in 1.6
L1707[23:59:22] <TehNut> neat
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