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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
L6[00:02:59] ⇨
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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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L21[00:09:39] ***
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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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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
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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);
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)
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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
L249[02:13:13]
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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
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
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?
L347[03:56:45] <Ordinastie> Unh0ly_Tigg,
not sure what you meant
L348[03:56:51]
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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
L351[04:01:34]
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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. :(
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...
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
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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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?
L479[05:57:58]
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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
L482[05:58:26] ⇦
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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
L497[06:01:40]
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L498[06:01:47] ***
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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
L518[06:07:09]
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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
L527[06:13:31] ⇦
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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"
L531[06:14:57]
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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)
L540[06:20:27] ⇦
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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
L546[06:21:33]
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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#
L563[06:26:55]
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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
L582[06:33:17] ***
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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
L605[06:44:22] ⇦
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L606[06:44:28] ⇦
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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
L614[06:45:28]
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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()?
L633[06:53:08] ⇦
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L634[06:53:25] <Szernex> log files are
usually in the logs folder of your instance
L635[06:53:50] ***
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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
L642[06:56:34] ⇦
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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.
L653[06:59:11]
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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
L667[07:02:48] ⇦
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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
L687[07:04:40] ***
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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
L701[07:06:48] <gigaherz> that's why I
have a thing that colors the messages based on the nickname
:D
L702[07:06:49] ⇦
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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
L712[07:08:16]
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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
L718[07:09:25]
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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
L749[07:15:20]
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L750[07:15:35] <Szernex> but wouldn't it
be easier then by doing this all via an entity?
L751[07:15:58] ⇦
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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?
L758[07:25:19]
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L759[07:26:50] <Pennyw95> and what's the
current gradle snapshot? 2.0?
L760[07:26:54] <Szernex> gigaherz
L761[07:29:50]
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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
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] ⇦
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(~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
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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?
L813[07:42:26]
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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
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...
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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L870[08:02:48] *
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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
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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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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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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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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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
L1176[14:07:02]
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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
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
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
L1418[17:37:23]
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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
L1425[17:42:50]
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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.
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
L1450[17:51:38]
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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
L1479[18:42:05] ***
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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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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
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L1533[19:57:33] <shadekiller666>
lol
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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
L1648[21:53:18]
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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);
L1654[22:03:15]
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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
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