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L7[00:09:48] <Manusoftar> i can pastebin my
json files if you want
L8[00:10:22] <Cazzar> Sure
L9[00:10:43] <Manusoftar> i just realized
something that may be what is causing the problem.
L10[00:11:09] <Manusoftar> on the src
folder, the png file is under /resources/textures instead of
/resources/assets/textures
L11[00:11:27] <Manusoftar> i mean
/resources/assets/mortero/textures
L12[00:12:07] <Manusoftar> even though the
error says that the location is mod mortero resources at
C:\Users\Manusoftar\Forge Mods\Mortero\bin
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L14[00:12:22] <Cazzar> what IDE are you
using?
L15[00:12:52] <Manusoftar> eclipse
L16[00:14:51] <Manusoftar> ok now i can see
the texture when i place the block on the world but when i mine it
or i have it on my inventory i still see the non texture thing
(that chessboard like texture)
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L19[00:18:01] <Manusoftar> i have this
error -> Model definition for location
mortero:salitre_ore#inventory not found
L20[00:18:13] <Manusoftar> im not quite
sure where should i define it
L21[00:18:30] <Manusoftar> should i do it
on the blockstates json file
L22[00:18:32] <Manusoftar> ???
L23[00:20:27] <Cazzar> Can't recall
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L25[00:23:53] <Horfius> Quick question.
When is a WorldTickEvent fired? It's not the 20 tps that the world
updates on, is it?
L26[00:26:25] <tterrag> Horfius: that's
exactly what it is
L27[00:26:30] <tterrag> what else would it
be?
L28[00:27:01] <Horfius> Well, there is also
Server and Client events so I was just making sure
L29[00:27:10] <Horfius> Might be the random
update ticks or something
L30[00:27:39] <tterrag> WorldTickEvent has
world context though
L31[00:27:41] <tterrag> that's the
key
L32[00:28:08] <Horfius> Okay. Just
wondering :P
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L34[00:29:12] <Vastatio> the way you update
your forge workspace is using the command
L35[00:29:23] <Vastatio> gradlew
setUpDecompWorkspace --refresh-dependencies
L36[00:29:24] <Vastatio> right?
L37[00:30:06] <Zaggy1024> Manusoftar, the
model for an item in the inventory should be defined in a file
under
"resources/resource_domain/items/resource_name"
L38[00:30:59] <Zaggy1024> it can also be
defined in a blockstates json but that's kind of pointless for you,
I expect
L39[00:31:05] <Horfius> Hmmm, concurrent
modification exception when looping through the entity list
>.>
L40[00:31:11] <Vastatio> right no im on
1493
L41[00:31:14] <Vastatio> now*
L42[00:31:19] <Vastatio> how do I update to
1512
L43[00:31:32] <Horfius> You would update
the version in your build.gradle
L44[00:31:36] <Vastatio> ah
L45[00:31:37] <Horfius> Then do
setupDecompWorkspace
L46[00:32:22] <Zaggy1024> concurrent
modification probably means you modified the entity list while
iterating it
L47[00:32:48] <Horfius> I don't remove or
add to the list
L48[00:32:52] <Zaggy1024> code
L49[00:32:57] <Zaggy1024> unles syou
figured it out :P
L50[00:33:08] <Vastatio> ?
L51[00:33:19] <Vastatio> I am still getting
that render error
L52[00:33:28] <Vastatio> when i try to
render an entity with drawEntityOnScreen()
L53[00:33:29] <Horfius> 'Bout to paste it,
but all I do is change the motion of the entities
L54[00:33:32] <Vastatio> still a
nullpointer
L55[00:34:22] <Vastatio> wait
L56[00:34:34] <Vastatio> so do i just
change my "version" variable in build.gradle
L57[00:34:49] <Vastatio> to the current
version number?
L58[00:34:56] <Horfius> And making it run
only server side did not fix. Ok
L60[00:36:24] <Vastatio> do i have to
change something else?
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L62[00:36:50] <Horfius> Should be the
version within the minecraft block
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L78[01:02:56] <Vastatio> how can i update
my gradle wrapper
L79[01:03:16] <Vastatio> when i try to
setupdeompworkspace
L80[01:03:18] <Vastatio> * What went
wrong:
L81[01:03:18] <Vastatio> A problem occurred
evaluating root project 'forge'.
L82[01:03:18] <Vastatio> > ForgeGradle
2.0 requires Gradle 2.3 or above.
L83[01:04:21] <Horfius> Oh.
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L85[01:04:40] <Horfius> Grab the latest
forge version from the website and copy it over
L86[01:04:53] <Horfius> You're on an old
version of gradle
L87[01:06:27] <Vastatio> do i just re-add
all the files?
L88[01:06:37] <Vastatio> Horfius
L89[01:08:19] <npe|office> Horfius, why
don't you just make a copy of that list? pretty much the only way
to be sure that you are the only one dealing with that list
L90[01:08:54] <npe|office> List<Entity
entityList = new
ArrayList<>(event.world.getLoadedEntityList());
L91[01:09:01] <npe|office> expensive, but
save.
L92[01:09:28] <Vastatio> i tried to
download the mdk
L93[01:09:35] <Vastatio> and just
copy-paste the build.gradle over
L94[01:09:42] <Vastatio> still have the
same error
L95[01:09:49] <Vastatio> * What went
wrong:
L96[01:09:49] <Vastatio> A problem occurred
evaluating root project 'forge'.
L97[01:09:50] <Vastatio> > ForgeGradle
2.0 requires Gradle 2.3 or above.
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L99[01:11:40] <npe|office> or just go with
a classic for(int i=0; i<entityList.size(); i++) loop. though
you could miss some entities then, should another thread modify the
list while you are looping trough.
L100[01:12:08] <npe|office> (as the
concurrentmodification exception is suggesting)
L101[01:12:24] <shadekiller666> or
Lists.newArrayList()
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L125[02:04:51] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20150915 mappings to Forge Maven.
L126[02:04:54] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20150915-1.8.zip (mappings
= "snapshot_20150915" in build.gradle).
L127[02:05:05] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L130[02:07:38] <Cazzar> Why is it kinda an
achievement that I managed to call printf("%d",
0xdeadbeef) in ASM...
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L184[05:05:49] <iceman11a> Is this irc
channel just for forge, or can I ask another question about
filtering and sorting ores. I wanted to ask if I could 1st before
asking this question
L185[05:11:09] <iceman11a> well I guess
I'll ask any way. Lets say I have a chest full of ore. The idea is
that I have no way of knowing what ore gets cooked or what ore
doesn't. Some times it just gets busted to give what it should. So
that's my pain for the week. How do I filter what ores go for
smelting and what ores don't, Any one have a clue
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L189[05:16:43] <PrinceCat> First of all
iceman11a, what mod are you using?
L190[05:17:14] <iceman11a> Lots of mods,
I'm using 92 mods.
L191[05:17:39] <iceman11a> If I don't have
the mod I need I'll add it
L192[05:17:51] <PrinceCat> I'm sure one of
those mods provides some kind of routing and/or sorting system that
you can use to get your ores from the chest to the furnace.
L193[05:18:32] <PrinceCat> Examples of a
few: Ender IO, BuildCraft, Thermal Expansion, Applied
Energistics.
L194[05:18:34] <iceman11a> They do, It's
for the ore it self, It doesn't filter out what goes for cooking
and what doesn't
L195[05:19:49] <PrinceCat> You'll need to
find a mod with oredict support then... I believe Thermal Dynamics
will do what you want.
L196[05:19:49] <iceman11a> The idea is
that I wanted to do what I needed to do before sending them to AE2.
I wanted to way to send the ore that needs to be cooked to a
pulverizer and so on.
L197[05:20:05] <PrinceCat> There are
plenty others but that's the first that comes t omind
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L199[05:20:19] <PrinceCat> Use Thermal
Dynamics.
L200[05:20:26] <PrinceCat> It should be
able to do what you want.
L201[05:20:39] <iceman11a> Nope. I all
ready played around with that all ready. As all the rest, They are
based on just the ore. Not what I need to do with it.
L202[05:23:56] <iceman11a> when I send
every thing i mined to a chest. Then what. I want or looking for an
option wher I can send what needs to be cooked and the rest need to
be busted up and so on and then send them to a network
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L208[05:45:40] <Rallias> How would I go
about making an ItemFood item not eatable?
L209[05:46:12] <Rallias> Specifically, my
ItemFood, not someone else's.
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L235[07:11:00] <Lumien> Ehhh, does the new
mdk package somehow automatically connect to git in eclipse?
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L237[07:13:21] <Horfius> Thanks,
npe|office and shadekiller
L238[07:14:50] <masa> Rallias: why is it
ItemFood if it's not eatable anyway?
L239[07:17:41] <Cazzar>
s/eatable/edible/g
L240[07:17:44] <masa> but anyway,
onItemRightClick() is where the food items (and other
"use-time" items) call setItemInUse()
L241[07:17:54] <masa> right..
L242[07:18:01] <Cazzar> >:D
L243[07:18:29] <masa> sorry fo messing up
a word I'm probably using for the first time in my non-native
language :p~
L244[07:18:56] <Cazzar> I'm not too
serious, but yeah, the proper term for being able to eat something
is edible.
L245[07:19:18] <gigaherz_l> not
exactly
L246[07:19:29] <gigaherz_l> edible means
you can use it as food, as in, you will be able to digest it and
process it
L247[07:19:43] <gigaherz_l> while
non-eatable would mean it's unfeasible to actually put it in your
mouth and chew
L248[07:20:01] <gigaherz_l> like a brick
is probably non-eatable
L249[07:20:12] <gigaherz_l> but a pencil
is just not edible
L250[07:20:20] <Rallias> masa, One state
is edible, one state is not.
L251[07:20:23] <masa> well in that case
eatable seems like the better fir for the context :D
L252[07:20:51] <masa> Rallias: right, so
just check in onItemRightClick() for the condition, and only
setItemInUse() if the condition is met
L253[07:21:11] <Cazzar> still kinda seems
a bit off, but i won't argue it
L254[07:21:15] <masa> see ItemFood ot
ItemBow or something for an example
L255[07:22:11] <Horfius> When you have a
position of an entity, is it the position at its feet or at its top
or something else?
L256[07:22:25] <masa> feet
L257[07:22:30] <masa> most of the time
anyway
L258[07:22:33] <Horfius> Okay
L259[07:22:43] <masa> well always I
guess
L260[07:22:51] <masa> the rendering might
be different though
L261[07:22:57] <Horfius> Trying to
calculate the bounding box from its AABB and not sure which end to
start with
L262[07:23:07] <Horfius> All I care about
is the pos
L263[07:23:52] <masa> yeah the position is
in the bottom center of an entity
L264[07:24:44] <masa> in 1.7.10 and before
the positions stuff for players is weird, the client side posiiton
is at the eyes
L265[07:25:14] <masa> if you enable the
entity bounding box view with F3 + B you can see the player
bounding box on top of yourself
L266[07:25:22] <masa> but that got fixed
in 1.8
L267[07:25:47] <Horfius> Okay
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L269[07:32:02] <Horfius> Oh. These
bounding boxes are weird. They calculate based upon
blockCoords
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L281[07:55:25] <Horfius> Like, the min
coords are the furthest edge of the box, but it's going by block
coordinates
L282[07:55:55] <Horfius> And likewise for
the max
L283[07:56:22] <Horfius> So you still get
the size of it through subtraction(and maybe absoluting) but it's
just kind of interesting
L284[07:56:46] <masa> what do you mean by
block coords? you mean it "snaps" to the block grid? did
you cast the BB coords to int at some point?
L285[07:58:32] <masa> entity BB should be
double values, that are calculated from the entity's position and
it's width and height
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L288[08:01:18] <Lumien> Does somebody know
how to get rid of Model definition not found errors for a block
with a te renderer?
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L292[08:05:43] <Horfius> That's what I
mean, masa
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L294[08:07:33] <masa> then you are
rounding or casting the values somewhere to int probably
L295[08:09:25] <Horfius> No, I'm just
trying to find the size of just the bounding box and calculate an
area of blocks from that and the position
L296[08:10:05] <Horfius> I'm also saying
that the AABB gives you block positions which you can calculate the
size from, which I just find interesting
L297[08:12:03] <masa> well I think World
already has several methods that do at least similar things, if not
exactly what you are looking for
L298[08:15:04] <Horfius> Oh there is
L299[08:15:09] <Horfius> Thanks :D
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L319[09:37:37] <Rallias> Is there a way to
make my IRecipe implementation not respect
DoesContainerItemLeaveCraftingGrid?
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L347[11:34:16] <Rallias> In the .lang
file, can I use \uXXXX syntax to define a unicode character?
L348[11:34:57] <Girafi> If I remember
correctly, then no.
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L351[11:48:16] <gigaherz_l> the lang file
should be utf8, so it should be ok to just type it?
L352[11:48:19] <gigaherz_l> I may be wrong
though
L353[11:48:39] <gigaherz_l> easy to
answer, either way: look at the included lang files from minecraft
itself
L354[11:48:52] <alex_6611> stuff like
russian, yea
L355[11:49:18] <gigaherz_l> yeah japanese
lang file has japanese in it directly no escape sequences
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L364[12:26:14] <OrionOnline> Guys how
would zou implement a Research Tree?
L365[12:27:24] <patrick96> You mean how to
code it or just concept-wise?
L366[12:27:33] <OrionOnline>
Concept-Wise
L367[12:27:47] <OrionOnline> Like a
research exitst out of multiple steps
L368[12:28:10] <OrionOnline> that have to
be chained in a certain way to get a usable Output
L369[12:29:16] <OrionOnline> I was
thinking of a linked list style
L370[12:29:31] <OrionOnline> and when the
correct input is given with the correct stack the output is
produced
L371[12:29:32] <patrick96> I think that
every research should give you something but maybe you could do
something like combos, when you have a specific set of research you
unlock something new
L372[12:29:43] <OrionOnline> Yet i have no
idea how to sync that
L373[12:29:59] <OrionOnline> or if i
should synd that and just have the code run both server and client
side
L374[12:31:10] <patrick96> Ah you're
talking about the mechanic of doing research not how different
types of research are related ^^
L375[12:32:22] <OrionOnline> yeah the
mechanic
L376[12:32:30] <OrionOnline> not the
type
L377[12:32:35] <patrick96> Depending on
how much data you need to send it's better to run the code on both
ends but if possible server side only is probably prefered
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L406[13:13:42] <Manusoftar> im having some
issues trying to register my own item, i get this error ->
http://pastebin.com/iJxZYzY5 but its weird cause it
says there's a texture error but then it doesn't show which error
is it...
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L415[13:44:21] <Wuppy> has anyone here
ever developed games for xbox/playstation/nintendo?
L416[13:45:14] <alex_6611> someone at your
school probably has :P
L417[13:45:32] <Wuppy> I'll start in 8
weeks :D
L418[13:45:42] <Wuppy> because we have all
the dev kits :P
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L420[13:54:12] <tmtu> Wuppy: get ready to
not be able to talk about it at all :D
L421[13:54:18] *
tmtu showers Wuppy with NDAs
L422[13:55:10] <Wuppy> oh well :P
L423[13:55:35] <Wuppy> I'd rather have
NDAs on awesome stuff than nothing at all
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L427[13:57:27] <Manusoftar> please
somebody HELP me!
L428[13:57:37] *
Wuppy HELPS Manusoftar
L429[13:58:51] <Manusoftar> ...
L430[13:59:41] <Wuppy> :P
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L437[14:12:17] <Manusoftar> are diesieben
or gigaherz online?? they are really helpful...
L438[14:12:39] <Wuppy> you know, it's
really hard for people to actually help you, if you don't post your
question
L439[14:12:52] <Wuppy> I mean I've
maintained one of the biggest tutorial websites and wrote 2 books
about Mc modding...
L440[14:13:06] <Wuppy> it's not like I
can't help
L441[14:13:12] <Wuppy> or the many other
awesome people in here
L442[14:13:34] <alex_6611> he posted his
question 2 mins after you joined IRC
L443[14:13:40] <Wuppy> oh
L444[14:13:51] <alex_6611> :P
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L451[14:20:34] <Manusoftar> i think
someone need to learn how to use irc... =P
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L453[14:27:39] <Manusoftar> anyway here it
comes AGAIN, im trying to add a custom item, i have made the
texture and i wrote the json files, im getting a weird error
message on the log which says ->
http://pastebin.com/iJxZYzY5
L454[14:28:55] <Manusoftar> It seems that
somehow it isn't loading the texture properly although the png file
is clearly where it should, i tryied renaming it and as i expected
i got a normal error message stating that it couldn't find the
texture png file, so its like it is finding the file but still it
cannot attach the texture to my item...
L455[14:29:10] <Fendirain> and nothing was
following that?
L456[14:29:32] <Manusoftar> i can pastebin
the whole log but i think there is nothing usefull beyond
that
L457[14:30:38] <Fendirain> Do you have a
github with your project, or is it private?
L459[14:31:09] <Manusoftar> i dont but i
can upload it to a git, no prob
L460[14:31:21] <Manusoftar> just give me a
few moments to sync it
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L476[15:07:42] <Keridos> hm, can someone
give me a tip, if I want to make an air block that damages entities
in it, what would be the best way to go?
L477[15:08:39] <Keridos> or should I try
to make the tile entity that place those blocks do that? (i am
trying to create a UV Light that shines and damages into a certain
direction
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L480[15:14:55] <Mraof> Is there a way to
change which version of LWJGL gradle runClient uses?
L481[15:15:48] <Mraof> Because the old
version it uses by default changes my refresh rate to 60 unless I
kill Minecraft instead of closing it
L483[15:18:54] <Manusoftar>
Fendirain*
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L485[15:20:10] <Fendirain> kk, I'll take a
look.
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L491[15:24:29] <Manusoftar> thx
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L494[15:29:18] <Fendirain> Do any of them
show correctly?
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L497[15:30:06] <Fendirain> either*
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L501[15:33:09] <Manusoftar>
salitre_ore
L502[15:33:34] <Manusoftar> it is showing
properly and even dropping the salt_crystal but this last one
doesn't show its texture
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L505[15:33:59] <Manusoftar> although the
model is right because it appears in 2d on the tab...
L506[15:34:39] <Fendirain> Humm, Are you
sure your passing in the correct unlocalizedname? (It's the only
thing I can't verify)
L507[15:34:44] <Fendirain> public
SalitreItem(String unlocalizedname){
L508[15:35:04] <Fendirain> Otherwise it
all looks good.
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L510[15:36:40] <Fendirain> Very strange, I
must be missing what your missing then.
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L512[15:37:11] <Fendirain> Sorry for being
no help.
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L516[15:38:52] <PitchBright> Keridos: what
about making a block with no texture, no hardness and no resistance
that has no texture and does damage like lava or something?
L517[15:39:13] <PitchBright> also… no
bounding box, I'm guessing
L518[15:39:36] <PitchBright> actually
hardness… you'd need i guess… so it can't be broken
L519[15:39:40] <Fendirain> Thats the only
things I can see being an issue. The Model is being loaded in in
the renderer which is why it is working, So verfy your passing in
the correct unlocalizedname.
L520[15:40:21] <Fendirain> and named
everything correct in the files.
L521[15:41:11] <Fendirain> I keep
forgetting 1.8 changed that, One sec.
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L523[15:44:55] <masa> Manusoftar: btw set
up your .gitignore file, you now have all your IDE temp crap in the
git repo >_Z
L524[15:46:07] <Fendirain> Ya, Everything
looks correct. :/
L525[15:46:17] <Manusoftar> thats the
least of my problems, my local project got all screwed up, what was
the gradlew command to rebuild the project base (i need the
minecraft libraries for example)
L526[15:46:19] <Manusoftar> ???
L527[15:46:24] <Keridos> PitchBright: i
made the block like an air block
L528[15:46:36] <Fendirain> Though I'v
personally never done mutil-layered items.
L529[15:46:54] <Keridos> has a texture
though, it should shine a bit violet, and the block is a TE and it
updates twice per second and just damages all entities within the
renderboundingbox
L530[15:46:56] <Fendirain> Not sure if you
have to do anything diffrently.
L531[15:48:04] <Fendirain> Manusoftar -
gradlew setupDecompWorkspace --rebuild-dependencies ?
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L534[15:49:38] <masa> you have Inventory
capitalized, not entirely sure but I think that will cause
problems
L535[15:50:38] <Manusoftar> thanks
Fendirain
L536[15:51:38] <masa> also you have a typo
in the block constructor: this.setHarvestLevel("picaxe",
2);
L537[15:52:54] <masa> where is your main
class? I didn't see it anywhere
L538[15:53:41] <Fendirain> He is missing
quite a few I saw.
L539[15:53:59] <Fendirain> and has a ton
we don't need. Quite weird. lol
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L557[16:29:52] <Manusoftar> things got
completely screwed when i linked the project to github, now i think
i finally reconstructed it as it was on the first place.
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L572[17:00:21] <Manusoftar> fixed the typo
noted by masa and the capitalization of "inventory" noted
by masa too, still no luck with the items texture
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L574[17:00:35] <Manusoftar> i wonder if
there is any kind of limitation about the texture for the
item...???
L575[17:00:43] <shadekiller666> what are
you trying to do?>
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L578[17:03:38] <Manusoftar> im trying to
add a custom item to the game, it is a little long but if you need
the whole details i have no prob on telling you the whole
story...
L579[17:04:12] <shadekiller666> is this
just your standard item?
L580[17:04:27] <Manusoftar> ive already
added a custom block that is a saltpetre ore, now im trying to add
the item that ore should drop but im not being able to make it
attach the texture at all.
L581[17:04:39] <Manusoftar> although the
model is being properly loadad...
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L583[17:09:35] <shadekiller666> is it not
your standard item model, where it just makes the model from a 2d
image?
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L592[17:22:35] <Manusoftar> what do you
mean
L593[17:22:37] <Manusoftar> ??
L594[17:22:39] <Manusoftar> shade
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L596[17:23:44] <Manusoftar> shouldn't it
be enough if on the json file it has the texture files for the
"layer0"
L597[17:23:46] <Manusoftar> ???
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L604[17:31:49] <shadekiller666> uhh should
ya
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L613[17:42:58] <iio7> Is there a way to
determine what mods are causing lags? Some way to display
information about how many ticks or something each mod is
taking.
L614[17:44:27] <MrKickkiller> Opis
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L616[17:45:53] <iio7> Opis is from inside
the game right? Is there nothing "outside" from the java
console?
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L619[17:47:03] <Vastatio> how do I update
my gradle version?
L620[17:47:18] ***
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L621[17:47:31] <Vastatio> i get this when
i run my decompWorkspace
L622[17:47:31] <Vastatio> * What went
wrong:
L623[17:47:31] <Vastatio> A problem
occurred evaluating root project 'forge'.
L624[17:47:31] <Vastatio> > ForgeGradle
2.0 requires Gradle 2.3 or above.
L625[17:47:38] <Vastatio> I'm trying to
update to the latest of forge
L626[17:48:40] ***
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L627[17:49:56] <Manusoftar> does someone
elsa have an idea of what may i be doing wrong that my item is not
getting its texture, it appears like a checkersboard, i checked the
json files and the png, i don't know what else to do...
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L630[17:52:26] <Vastatio> check how you
register the item model
L631[17:52:28] <Vastatio> is it 3d?
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L633[17:52:46] <Vastatio> if it shows up
as a checkerboard, it means that the itemmodel is not working
L634[17:52:56] <Vastatio> a cube
checkerboard*
L635[17:53:00] <xaero> Vastatio: assuming
you use gradlew, update the gradle-wrapper.properties, should be in
the gradle/ folder
L636[17:53:09] <Vastatio> in the
.gradle/?
L637[17:53:26] <xaero> no should be a
non-hidden gradle/
L638[17:53:45] <Vastatio> i dont see a
folder named gradle
L639[17:54:03] <xaero> all right, check
the .gradle then :P
L641[17:54:22] <xaero> er.. yes there
is
L643[17:54:28] <xaero> check under crash
reports
L644[17:54:33] <Vastatio> iim blind
L645[17:54:34] <Vastatio> ok
L646[17:54:54] <Vastatio> so i change
'2.0' to '2.6'?
L647[17:55:22] <xaero> you can try, last I
heard 2.6 had some issues, so maybe 2.5
L648[17:55:28] <Vastatio> i checked the
gradle website
L649[17:55:31] <Vastatio> im gonna do
2.7
L650[17:55:34] <Vastatio> is that
fine?
L651[17:55:54] <xaero> over 2.3 should
work, but newer are untested
L652[17:56:03] <Vastatio> ok ,if this
doesn't work i'll try 2.5
L653[17:56:07] <xaero> and 2.7 is already
out?? :o
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L655[17:56:32] <Manusoftar> Vastatio: it
looks like a flat checkersboard, so the model is working but the
texture isn't... but i cant find out why??
L656[17:57:18] <Vastatio> maybe your
registering your item texture wrong?
L658[17:57:31] <Vastatio> sure
L659[17:57:47] <Vastatio> you should
gitignore every useless file there btw
L660[17:57:50] <Manusoftar> i just don't
know what else to try
L661[17:58:06] <Manusoftar> i barelly got
it working as it is, otherway i would have done that.
L662[17:58:15] <Manusoftar> just disregard
the garbage
L663[17:58:28] <Vastatio> where are your
proxies?
L664[17:59:00] <Vastatio> I remember I had
the exact same problem as you when i started 1.8 modding
L665[17:59:07] <Vastatio> you need to make
a common and client proxy
L666[17:59:26] <Vastatio> check out
this:
L668[17:59:45] <Vastatio> those 2 and the
Main.class
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L671[18:00:00] <Vastatio> again,
L672[18:00:05] <Vastatio> had the same
exact problem as you
L673[18:00:08] <Vastatio> did not have
proxies
L674[18:00:10] <Vastatio> did not
work
L675[18:00:29] <Vastatio> use
proxies.
L676[18:00:34] <Manusoftar> well i dont
understan why the block works and the item dont....
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L678[18:00:57] <Manusoftar> if that were
the problem nothing should be working i guess
L679[18:01:05] <Vastatio> actually
L680[18:01:07] <Vastatio> funny
thing
L681[18:01:12] <Vastatio> my blocks worked
as well
L682[18:01:23] <Vastatio> I was stuck on
that problem for 2 days
L683[18:01:27] <Vastatio> and i created
proxies
L684[18:01:28] <Vastatio> worked
L685[18:01:30] <Vastatio> done
L686[18:01:31] <Vastatio> easy
L687[18:01:32] <Vastatio> finished
L688[18:02:12] ***
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L699[18:15:13] <Igrekun> Guys, this is
certainly a dumb one, but how do I setup an existing mod
(WorldEdit) to compile together with forge, so that it is one click
build-debug in eclipse?
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L706[18:24:27] <Zaggy2048> okay, so how do
I set up a contribution workspace now, with FG 2 or whatever
changed?
L707[18:24:43] <Zaggy2048> when I try
doing gradlew eclipse it says that task doesn't exist
L708[18:29:25] <Keridos> hm how can I make
a block that acts like air but has a texture?
L709[18:29:52] <Keridos> I tried
renderAsNormalBlock but my block now is opaque although it is not
set to that and it has no texture apparently
L710[18:29:53] <shadekiller666> zaggy,
gradlew setupForge
L711[18:30:06] <shadekiller666> unless
that also changed...
L712[18:30:17] <Zaggy2048> I already did
that
L713[18:30:23] <Keridos> gradlew
setupDecomWorkspace
L714[18:30:33] <shadekiller666> he wants a
contribution evn
L715[18:30:35] <Zaggy2048> I said
contribution workspace, not modding workspace
L716[18:30:35] <shadekiller666> env*
L717[18:30:40] <Keridos> ah
L718[18:30:43] <Keridos> sorry
L719[18:30:57] <shadekiller666> does
gradlew tasks not return any useful information?
L720[18:31:13] <Zaggy2048> didn't know
about such a command
L721[18:31:33] <Zaggy2048> oh,
"setup" maybe
L722[18:32:51] <Zaggy2048> oh, I see
L723[18:32:55] <Zaggy2048> it's under
mdk/eclipse
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L725[18:33:19] <Igrekun> is there really
no way to make the mod compile alongside forge build?
L726[18:34:23] <Igrekun> it is such a pain
to run it's packaged console build script, then copy all the files
back and forth, fire up minecraft and see whether your edit
eliminated the bug or not
L727[18:34:53] <Zaggy2048> wut
L728[18:35:02] <Zaggy2048> gradlew
build?
L729[18:35:37] <Igrekun> Yep. WorldEdit
has it's gradlew, but it doesn't generate valid workspace, since
latest eclipse doesn't recognize it
L730[18:36:10] <Zaggy2048> I'm
confused
L731[18:36:23] <Zaggy2048> does worldedit
not depend on forge or something?
L732[18:36:32] <Zaggy2048> er
L733[18:36:34] <Zaggy2048> nvm
L734[18:36:51] <Zaggy2048> I would think
you could just copy the worldedit source into a forge
workspace
L735[18:37:03] <Igrekun> Yeah, there is
forge subproject and one for bukkit
L736[18:37:17] <Zaggy2048> then what's the
problem?
L737[18:37:28] <Zaggy2048> if it depends
on forge, then it has to compile forge to be able to run
L738[18:37:50] <shadekiller666> igrekun
are you talking about developing for world edit and forge in the
same workspace, or a forge workspace, and you just have WE for
compatibility testing?
L739[18:38:12] <Igrekun> yep. I want to
fix a few bugs between carpenter and worldedit.
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L742[18:39:32] <Zaggy2048> does the
version of worldedit you're running in eclipse use Forge?
L743[18:39:40] <Zaggy2048> or are you
using bukkit?
L744[18:39:43] <Manusoftar> nice, i did
the proxy thing and restructure to work with my mod an now it is
working fine, the item has its texture and the block does drop the
item properly. Tjamls Vastatio
L745[18:39:47] <Manusoftar> *Thanks
L746[18:39:54] <Zaggy2048> tjamls!
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L748[18:41:02] <Igrekun> I forked their
repo and ran usual gradle routine, but couldn't find usable eclipse
workspace. Then I directly imported it using eclipse plugin.
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L750[18:41:40] <Zaggy2048> do you actually
need the worldedit source?
L751[18:41:52] <Zaggy2048> why not just
use BON2 to deobfuscate worldedit and run it in a normal forge
workspace?
L752[18:43:13] <Igrekun> It causes
carpenter blocks to reset orientation, if you regen blocks
underneath them
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L754[18:43:27] <Zaggy1024> hm
L755[18:43:47] <Zaggy1024> in that case I
would think you could copy the worldedit forge source into your
mod's workspace
L756[18:43:51] <Vastatio> 2ez
L757[18:44:27] <Igrekun> ok, will tell,
how it goes. Do I need src/main/resources too?
L758[18:46:09] <Igrekun> i'm really sorry,
my background is C\python\Shell, so all this stuff is completely
new for me
L759[18:46:31] <Zaggy1024> if worldedit
*has* resources, yeah, you should copy those too
L760[18:46:57] <Igrekun> so it doesn't
mean, that normal way doesn't work, it is just i'm not aware of it
(:
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L763[18:51:06] <Zaggy1024> what the
heck?
L764[18:51:16] <Zaggy1024> just opened up
mdk/eclipse and it's empty
L765[18:51:45] <Zaggy1024> where's the
contribution workspace supposed to be?
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L767[18:53:55] <LexManos> ....
L768[18:55:12] <Zaggy1024> what?
L769[18:55:44] <LexManos> What
contribution workspace?
L770[18:56:05] <Zaggy1024> what used to be
/eclipse when doing gradlew setupForge eclipse
L771[18:56:13] <LexManos> there isnt one
anymore
L772[18:56:52] <Zaggy1024> so you manually
set up your eclipse project?
L773[18:56:58] <LexManos> no
L774[18:57:07] <LexManos> you setup your
workspace where the fuck you want it
L775[18:57:18] <LexManos> and import the
projects like normal eclipse/gradle projects
L776[18:57:41] <LexManos> Only reason we
had the eclipse workspace was for run configs, which are no longer
nessasary
L777[18:58:04] <Zaggy1024> hm, all
right
L778[18:58:30] <Forer> so if I want to do
my modcoding through vim and only vim what all do I miss out
on
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L780[18:59:09] <Zaggy1024> everything
:P
L781[19:00:20] <Zaggy1024> you're going to
want to have some kind of IDE for modding
L782[19:00:42] <Keridos> how can i give an
isAir = true block a texture and let it render normally but being
non opaque?
L783[19:00:45] <Zaggy1024> you can
probably find a vim style plugin for popular Java IDEs though
L784[19:01:15] <LexManos> Do not get into
ide arguments.
L785[19:01:16] <Forer> 'cause I mean I
coded just straight with vi when I was learning java and hot damn I
always loved how good the compiler was
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L788[19:02:41] <Zaggy1024> I'm not arguing
for any specific IDE
L789[19:02:58] <gigaherz_l> Forer: the
only advantages of a full-blown IDE over a nice editor is the
integration: you have editing with code completion, compiling, and
debugging all in one single place
L790[19:03:05] <Forer> ok
L791[19:03:13] <gigaherz_l> ifyou are ok
with developing with just vim+gradle, that's just fine
L792[19:03:13] <Igrekun> worldedit
consists of two subprojects. core and forge which overrides classes
in core, moreover, code is split between src/main and src/legacy
folders, and seems like eclipse ignores legacy
L793[19:03:31] <gigaherz_l> code, save,
run "gradlew runClient" or "gradlew
debugClient"
L794[19:03:58] <gigaherz_l> (or the
*Server)
L795[19:04:31] <gigaherz_l> and to
generate the mod jar, run "gradlew build"
L796[19:04:54] <Forer> like, the only
reason I wanna use vim is because I ssh from home on boring
weekends where nothing goes on at work and do codin'
L797[19:05:01] <Igrekun> hard copying proj
files doesn't work
L798[19:05:30] <Zaggy1024> hm
L799[19:05:43] <Zaggy1024> dunno
then
L800[19:05:48] <gigaherz_l> other than
making debugging a LOT more annoying,
L801[19:05:54] <gigaherz_l> I don't see
any other disadvantage
L802[19:06:17] <gigaherz_l> I'd personally
prefer to mount the folder over SFTP and use a local installation
of Eclipse/IDEA
L803[19:06:26] <gigaherz_l> but that's
just my preference.
L804[19:06:55] <Igrekun> the question is,
how you debug OpenGL in terminal? or minecraft runs in shell
too?
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L807[19:07:53] <gigaherz_l> Igrekun: well
that's a whole different matter ;P
L808[19:08:35] <gigaherz_l> and that'd
probably be why I'd rather use TeamViewer/VNC/Whateverelseisthere
to get the actual screen ;P
L809[19:12:04] <Igrekun> been long, since
i had such problems getting an app to compile
L810[19:13:28] <Igrekun> like, why would
they split it between several projects? breaks gradle, causes
conflicts merging src
L811[19:14:07] <gigaherz_l> you said
worldedit right?
L812[19:14:11] <Igrekun> or am I doing it
the wrong way? what experienced java coders say?
L813[19:14:18] <Igrekun> yep,
worldedit
L814[19:14:21] <gigaherz_l> I guess the
fact that it used to be a bukkit mod may have something to do with
that
L815[19:14:24] <gigaherz_l> no idea why or
how
L816[19:14:28] <gigaherz_l> but that's my
guessregardless ;P
L817[19:15:18] <gigaherz_l> hmmm
L818[19:15:19] <Vastatio> Hey, so I'm
still having problems with rendering my entity with
drawEntityOnScreen()
L819[19:15:24] <gigaherz_l> did you try
just doing line
L820[19:15:30] <Vastatio> Getting a
nullpointer when i try rendering it
L821[19:15:31] <gigaherz_l> clone
src
L822[19:15:47] <gigaherz_l> "gradlew
setupDecompWorkspace"
L823[19:15:48] <Vastatio> not because of
the input, because of a line in EntityAgeable
L824[19:15:50] <Vastatio> for some
reason
L825[19:15:50] <gigaherz_l> "gradlew
build"
L826[19:16:04] <gigaherz_l> without
actually trying to load into eclipse, and see if that alone works
at all?
L827[19:16:20] <gigaherz_l> because if
their gradle isn't even working as-is, well...
L828[19:16:20] <gigaherz_l> XD
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L856[19:19:32] <Forer> Sorry about that,
hornet got in my room
L857[19:19:33] <Forer> anyway
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L859[19:19:57] <Zaggy1024> a hornet made
all those people get disconnected? :O
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L861[19:20:20] <Forer> made me get
disconnected
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L866[19:20:50] <Igrekun> got disconnected,
sry
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L876[19:21:22] <Igrekun> what was there
with line copy src?
L877[19:21:38] <Forer> Hmm, I keep having
the line "Unable to find a javac compiler" when I'm able
to javac just fine
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L921[19:52:17] <GigaToni> Hey =)
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L924[19:56:56] <Manusoftar> hey guys, who
do i make a custom block to drop itself when the player mines it? i
saw it somewhere over the internet but i cannot find it
anymore...
L925[20:00:13] <GigaToni>
getItemDropped?
L926[20:00:40] <GigaToni> by default it
should drop the item that the block represents..
L927[20:01:28] <GigaToni> So is there any
way to change the particles and underwater texture from custom
fluids?
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L940[20:12:35] <securitypedant> hi. I am
learning my first forge mod and want to run some code when the
player first joins the server. i've gone through the basic
tutorials on making items, blocks etc and also understand the
client/server proxy implementation. Anyone got some pointers on
where I might start looking for over riding the player login
process?
L941[20:14:04] <securitypedant> actually i
want to interact after the authentication, so before the player
spawns. I want to evaluate my own code, and if requirements are
passed, they continue to login. If not, they get disconnected with
a message
L942[20:15:59] <Darva> I'd suggest you
search the code for the section that implements the white
list.
L943[20:16:10] <securitypedant> ahh thats
a good idea
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L945[20:18:10] <securitypedant> i'm a
little green to this, would that be in the decompiled Minecraft src
or the forge code?
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L947[20:20:02] <Darva> I can only answer
for 1.7.10, but in 1.7.10, the file that has the decompiled source
is called forgeSrc-1.7.10-<version>
L948[20:20:11] <Darva> with version
standing in for whatever minor version of forge ti is.
L949[20:20:59] <securitypedant> i am also
running 1.7.10
L950[20:21:27] <securitypedant> i have the
forgeSrc-1.7.10-10.13.4.1492...
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L952[20:21:51] <securitypedant> looking
through it, i'm not sure if i should be looking in the cpw.* area
or net.minecraft.*
L953[20:21:58] <Darva>
net.minecraft.*
L954[20:22:07] <GigaToni> So is there any
way to change the particles and underwater texture from custom
fluids?
L955[20:23:07] <securitypedant> doing a
search for whitelist across the net.minecraft
L956[20:23:11] <Keridos> how can i give an
isAir = true block a texture and let it render normally but being
non opaque? I cannot get it to render the texture for some
reason
L957[20:23:24] <Darva>
net.minecraft.server.management, one of those will be where you
wanna look.
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L959[20:23:54] <Darva> Keridos, I could be
wrong, but i suspect there's special case code for the air blocks.
I know there is for them ticking.
L960[20:24:00] <Darva> You want an opaque
block you can walk thru?
L961[20:24:28] <Keridos> Darva: no a non
opaque block
L962[20:24:46] <Keridos> it is setup
properly so it has no collision box
L963[20:26:10] <Darva> Why return true to
isAir?
L964[20:26:41] <Keridos> the original
block is an invisible light
L965[20:26:50] <Keridos> everything should
pass through it
L966[20:27:13] <Darva> Sure, But it's not
air. It can still be able to be passed through without being
air.
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L969[20:32:46] <Igrekun> Ok, so i managed
to setup WorldEdit in eclipse. Is there any way to make it load
additional mods during debug session, since i'm fixing a
compatability bug and need both of the mods running at the same
time?
L970[20:33:10] <GigaToni> put it in
run/mods ?
L971[20:34:41] <Darva> You've got a
deobfuscated version of the mod, right? Just drop it in the mods
directory. Or the libs directory.
L972[20:34:45] <securitypedant> My Eclipse
setup starts Minecraft as a client. I can't seem to find a tutorial
or info on setting up eclipse to just start a server which I can
then connect to with a client
L973[20:35:21] <securitypedant> Darva: You
familiar with any tutorials that talk about setting up a server not
client for debug in eclipse?
L974[20:36:35] <Igrekun> WorldEdit's
gradle is pretty complicated and i barely got it to compile, since
it is multi subproject
L976[20:37:07] <securitypedant> ah ha,
that seems to have info on a server run config
L977[20:37:09] *
securitypedant reads
L978[20:38:24] <Darva> just create a run
configuration for gradle.runServer
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L980[20:38:36] <Igrekun> That is multi
project setup, but Lex said in his video, that u need more to make
them run simultaneous
L981[20:38:58] <Keridos> how do I properly
remove a tile entity from a world via the world object?
L982[20:39:09] <Darva> ... Not so much,
but ok. You can actually just start one, and start the second after
it's started.
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L984[20:39:34] <GigaToni> @Keridos
world.removeTileEntity(tileEntity.originX, tileEntity.originY,
tileEntity.originZ);
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L986[20:40:13] <Darva> If that doesn't
also remove the block, it could cause issues with some tile
entities.
L987[20:40:27] <Keridos> Thanks
GigaToni
L988[20:40:37] <GigaToni> I'm using:
L989[20:40:38] <GigaToni>
world.func_147480_a(tileEntity.originX, tileEntity.originY,
tileEntity.originZ, false);
L990[20:40:38] <GigaToni>
world.removeTileEntity(tileEntity.originX, tileEntity.originY,
tileEntity.originZ);
L991[20:40:52] <GigaToni> first is to
"break" the block. 2nd removes the tileentity^^
L992[20:41:02] <securitypedant> seems I
can only run either the client, or the server from eclipse
L993[20:41:13] <Keridos> GigaToni: does
that set the block to air, too?
L994[20:41:13] <securitypedant> when I go
to run client, it shuts down the server
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L996[20:41:37] <Darva> I just use
world.setBlock, and set it to air, let minecraft handle getting rid
of the tileentity.
L997[20:41:37] <GigaToni> @Keridos
func_147480_a "breaks" the block. Last parameter is if a
item should be dropped
L998[20:42:03] <Keridos> So Even if I am
deleting a TIleEntity that should not drop anything, i should call
that function?
L999[20:42:08] <GigaToni> @Darva then you
don't have the drops ready^^
L1000[20:42:13] <securitypedant> ahh, i
started the client first, then server.
L1001[20:42:30] <GigaToni> @Keridos You
can with the last param to false. But you can also set the block to
air
L1002[20:42:45] <GigaToni> @Keridos
setBlockToAir -> No soundfx + no drop
L1003[20:42:49] <Darva> securitypedant:
I'm checking on an alternate trick for you that might work
easily.
L1004[20:43:02] <Igrekun> Carpenter
provides sources as well, but if no mods/lib folders how do I make
eclipse fire it up alongside the other forge mod?
L1005[20:43:08] <Keridos> GigaToni: if i
use setBlockToAir, do I need to remove the TIle entity still?
L1006[20:43:11] <GigaToni> @Keridos
func_147480_a -> soundfx and a option for drops
L1007[20:43:31] <Darva> Yup. Just open a
command prompt, go to the directory with your mod, and type gradle
runclient
L1008[20:43:40] <Darva> then run the
server from your ide, so you can debug it.
L1009[20:43:41] <GigaToni> I don't
actually know. But I always do that..
L1010[20:43:49] <Darva> Igrekun: Run it
once, mod directory will appear.
L1011[20:43:51] <securitypedant> Darva:
Thanks. I'm about to disconnect to go back to the hotel room. Will
catch up there
L1012[20:43:51] <GigaToni> @Darva ?
L1013[20:43:57] <securitypedant> running
out of power in the resturant
L1014[20:44:38] <Igrekun> ah. worledit
hid it in a subdirectory. ok, fine
L1015[20:44:44] <GigaToni> Darva ? Will
setBlockToAir remove the TileEntity? (I guess something like GC
right?)
L1016[20:45:08] <Igrekun> the jar that
runs in debug mode should have -dev suffix?
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L1018[20:45:20] <Darva> I've always
assumed so. That's what breaking a block with a pickaxe does.
L1019[20:45:25] <Keridos> Ok thanks ,
checking now if that helps, having some really weird issue with 2
of my phantom blocks bugging when used in the same block
L1020[20:45:30] <Igrekun> that if i
compile carpenter from source
L1021[20:45:50] <Darva> Igrekun: The
suffix doesn't actually matter, it's just that it be
unobfuscated.
L1022[20:45:50] <GigaToni> Darva: But
block breaking with pickaxe doesn't set the block to air.. It calls
func_147480_a
L1023[20:46:43] <Igrekun> How do i know,
that eclipse doesn't obfuscate the mod, when i compile it from
source?
L1024[20:46:59] <Igrekun> sry, my first
time java. only C\python\lisp before
L1025[20:47:10] <GigaToni> Keridos ->
I would suggest you remove the TileEntity. It doesn't hurt if you
do.
L1026[20:47:20] <Keridos> yeah
L1027[20:47:30] <Darva> Agreed
GigaToni.
L1028[20:47:36] <Keridos> ok now it
starts to get interesting, I think I know what makes the buggy
light
L1029[20:47:56] <Darva> Igrekun: It
shouldn't, unless you run gradle install, or gradle reobf
L1030[20:47:56] <Keridos> Somehow my
method of determining if the light has one or more sources is
buggy
L1031[20:47:58] <GigaToni> The worst that
can happen, is a crash. but I never had that.
L1032[20:48:06] <GigaToni> If you get a
crash just check if there is still a TE
L1033[20:48:31]
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L1034[20:48:39] <Darva> I'm tempted now
to create a TE that just constantly spams the console with
system.out, but if you right click on it, it sets itself to air,
and see if the console spam stops.
L1035[20:48:58] <GigaToni> Uhm..
L1036[20:49:01] <Igrekun> Darva:
Thanks!
L1037[20:49:25] <GigaToni> Darva where do
you place the system.out?
L1038[20:49:40] <Darva> Ahh, it would
anyway, since update would stop getting called. *laughs* didn't
think of that while i was typing.
L1039[20:49:43] <GigaToni> In rendering?
-> Bad idea. Lead to a crash. Did that already today ^.^
L1040[20:50:18] <Darva> You can do a
system.out anywhere. I've literally never had a system.out cause a
crash, unless i was trying to print a field of a null object.
L1041[20:50:51] <GigaToni> Hmm But my mod
crashed today after I added System.out "still
alive?"
L1042[20:51:20] <Darva>
System.out.println("Still Alive?") ? There shouldn't be
any way that could crash.
L1043[20:51:32] <Rallias> How would I go
about making a bucket leave the crafting grid when used?
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L1045[20:51:46] <Darva> well... There is,
but you'd have to have done something rather strange to System.out
first...
L1046[20:52:00] <GigaToni> Rallias You
mean consume the liquid but not the bucket?
L1047[20:52:06] <GigaToni> Darva guess so
:D.
L1048[20:52:13] <Rallias> GigaToni, No, I
mean consume the bucket with the liquid.
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L1050[20:52:31] *
Darva works with a guy that actually wrote a unit test for
System.out once. Shudders in horror.
L1051[20:52:52] <Rallias> I already know
about DoesContainerItemLeaveCraftingGrid, I'm trying to make the
bucket leave with the lava.
L1052[20:53:05] <Cazzar> Darva:
technically, that's easy :P
L1053[20:53:21] <Cazzar> replace
System.out with a different stream :P
L1054[20:53:30] <Darva> Cazzar: Easy yes.
You just replace system.out with a mock. But very stupid and
pedantic.
L1055[20:53:37] <Cazzar> Yeah
L1056[20:53:44] <Darva> If you're unit
testing the basic java library, you're wasting time.
L1057[20:54:37]
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L1058[20:54:39] <securitypedant>
back
L1060[20:54:56] <GigaToni> wb
securitypedant
L1061[20:55:12] <securitypedant> cheers
Giga
L1063[20:56:28] <Darva> Cazzar: Ever run
autoconf? It checks to make sure 2+2=4...
L1064[20:56:35] <securitypedant> Darva:
you find a way to run both a server and a client in Eclipse at the
same time?
L1065[20:56:57] <Cazzar> securitypedant:
you just have 2 run tasks?
L1066[20:57:08] <Darva> securitypedant: I
use intellij... Heh.
L1067[20:57:15]
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L1068[20:57:17] <securitypedant> Cazzar:
I can? i'm a bit new to this
L1069[20:57:33] <Rallias> GigaToni,
Unfortunately, as was pointed out in that thread, the only solution
proposed "will break any mods that use water buckets in their
crafting recipes."
L1070[20:57:35] <Cazzar> In eclipse, you
can have infinite (theoretically)
L1071[20:57:44] <Darva> Good luck trying
to debug them both at the same time tho... I mean, you can do it,
but good luck keeping track of what the hell is going on.
L1072[20:58:04] <Cazzar> Darva: I'll
usually only ever run one in debug for that :P
L1073[20:58:10] <GigaToni> Rallias or use
the naive approach ;)
L1074[20:58:12] <securitypedant> i have
two run configs, one for client, one for server
L1075[20:58:21] <Darva> If you only need
to debug one of them, use the trick i suggested earlier, gradle
runclient from the directory of the mod.
L1076[20:58:30] <securitypedant> If I run
client first then server, the client is stopped
L1077[20:58:43] <securitypedant> ahh
sorry Darva, I was moving from resturant to hotel room
L1078[20:58:45] <securitypedant> missed
that
L1080[20:59:02] ***
Morphan1 is now known as MorphFK
L1081[20:59:14] <GigaToni> securitypedant
why do you wanna run both at the same time in debug? Just as Darva
said run one with eclipse (that you want to debug) the over with
gradle
L1082[20:59:26] <Darva> Heh, i always had
trouble remembering to stop the old ones, and would look down at my
start bar, and notice 8-12 copies of minecraft running.
L1083[20:59:37] <GigaToni> Darva
lol
L1084[20:59:59] <GigaToni> Darva I use
hot swap and if that doesn't work IDEA restart method :D
L1085[21:00:02] <Cazzar> GigaToni:
Running both the client and server at once, helps test the
compatibilty with the Dedicated server
L1086[21:00:19] <securitypedant> but what
if I want to debug both the server and the client
L1087[21:00:30] <Darva> Can't you open
two copies of eclipse at the same time?
L1088[21:00:35] <Cazzar> GigaToni: DCEVM
<3
L1089[21:00:36] <securitypedant> umm I
could
L1091[21:00:44] <securitypedant> both
accessing the same workspace?
L1092[21:00:45] <Cazzar> Darva: You
shouldn't need to open 2
L1093[21:01:02]
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L1095[21:01:15] <Darva> Like i said, i
gave up on eclipse the moment my work gave me a copy of
intellij.
L1096[21:01:47] <GigaToni> Darva
JetBrains = best products for good prices ;)
L1097[21:01:56] <securitypedant> for now
all I need to do is hit a breakpoint in the server to watch how the
whitelist works
L1098[21:02:00] <securitypedant> so that
i don't need a client for
L1099[21:02:04] <Darva> Except that
they're about to go to a subscription model.
L1100[21:02:50]
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L1101[21:02:57] <Darva> Eww, Develop on a
different JRE than i'm going to deploy to? That's a beautiful way
to wind up with strange, unreproducable bugs.
L1102[21:03:41] <GigaToni> Strange..
Forge is giving me: [TEXTURE ERRORS]: The following texture errors
were found.
L1103[21:03:45] <GigaToni> but nothing in
there O_O
L1105[21:04:55] <GigaToni> pretty much ye
xD
L1106[21:06:37]
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L1114[21:20:29] <securitypedant> duh,
reason server was stopping was eula! rookie mistake
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L1118[21:21:31] <GigaToni> securitypedant
I hate this. It's so stupid.
L1119[21:21:44] <securitypedant> hate
what? the eula?
L1120[21:21:47] <securitypedant> its a
legal requirement
L1121[21:21:58]
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L1122[21:22:01] <GigaToni> No, I hate
that you have to do this every time you set up a server.
L1123[21:22:12] <securitypedant> it's a
legal requirement
L1124[21:22:13] <GigaToni> Would be
better to do this just by downloading the server.
L1125[21:22:18] <GigaToni> It's
not.
L1126[21:22:32]
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L1127[21:22:38] <GigaToni> It wasn't
required -> 2 years.
L1128[21:22:43]
⇨ Joins: luacs1998 (~miyamoto@abrarsyed.com)
L1129[21:22:56] <securitypedant> it is,
the act of you physically changing the value from false to true is
your acceptance of the legal agreement
L1130[21:23:06] <securitypedant> same as
in any software that has a license agreement
L1131[21:23:15] <Keridos> ok this is
weird
L1132[21:23:29] <Keridos> i have two
tileentities, one extends the other, both phantom blocks
L1133[21:23:34] <GigaToni> YES but you
don't have to include it into the SERVER. it would be better by
DOWNLOADING the server to ask for accepting the license.
L1134[21:24:00] <securitypedant> but
thats the point, downloading isn't a point of acceptance in the
eyes of the law
L1135[21:24:07] <Keridos> when I place
one and then settheir block to air and place the other, then
settoair the other tile entity somehow I am getting a ghost block
of the first block that was set there apparently
L1136[21:24:33] <gigaherz_l> are EULAs
really anything other than BS?
L1137[21:24:45] <Darva> GigaToni: The
problem with that... Wget, curl, and other automated tools.
L1138[21:24:52] <securitypedant> they are
legal BS ;)
L1139[21:24:58] <gigaherz_l> at least in
europe, there is no obligation attached to an EULA
L1140[21:25:05] <gigaherz_l> since it's
not a SIGNED contract
L1141[21:25:28] <GigaToni> They shouldn't
have started that whole eula thing.
L1142[21:25:29] <gigaherz_l> the most you
can do as a "provider"
L1143[21:25:34] <gigaherz_l> is cancel
the service
L1144[21:25:34] <securitypedant> it's a
pointless debate, the software they shipped has a end user
agreement for whatever reason they want to protect the
software
L1145[21:25:53] <securitypedant> and
because they implmented it, it's a requirement to have someone
accept it via a mechanism
L1146[21:26:01] <gigaherz_l> sure
L1147[21:26:01] <GigaToni> Not the
software.. The kids that bought stuff on servers.
L1148[21:26:11]
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L1149[21:26:13] <securitypedant>
pointless getting all upset over changing one line in a file
L1150[21:26:14] <gigaherz_l> but even if
an EULA says "if oyu use this program, you owe us your first
child"
L1151[21:26:20] <gigaherz_l> it's not
going to be legally binding
L1152[21:26:36] <securitypedant> giga,
yeah, it's all kinda pointless. But it keeps lawyers in their
mansions
L1153[21:26:51] <gigaherz_l> so at least
to me
L1154[21:26:52] <Darva> A company, in
england i think, included a line in the eula that stated that by
installing their software you forfitted your imortal soul to the
company.
L1155[21:26:57] <gigaherz_l> the EULA
simply says
L1156[21:27:08] <securitypedant> when I
run Minecraft in Eclipse, it runs as Player992... how do I get a
proper authenticated session?
L1157[21:27:19] <securitypedant> lol @
Darva
L1158[21:27:33] <gigaherz_l> "we
reserve the right to retract your license if we think you infringed
it"
L1159[21:27:39] <luacs1998> add
--username [username] and --password [password] to your launch
args
L1160[21:27:53] <gigaherz_l> which is
equivalent to a store reserving the right of admission
L1161[21:28:01] <Darva> Not really.
L1163[21:28:15] <securitypedant> thanks
luacs1998
L1164[21:28:19] <Darva> It's equivilent
to a store saying "we reserve the right to revoke your ability
to sit on your couch if we suspect you're misusing it"
L1165[21:29:05]
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L1167[21:29:08] <gigaherz_l> no
Darva
L1168[21:29:09] <securitypedant> i misuse
my couch a lot
L1169[21:29:15] <gigaherz_l> software ws
never yours to begin with
L1170[21:29:23] <gigaherz_l> you had a
temporary right to make use of it
L1171[21:29:31] <gigaherz_l> only for as
long as the copyright owner allows it
L1172[21:29:44]
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L1173[21:29:50] <Darva> I disagree with
that opinion quite violently. So, probably not a productive
argument.
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L1175[21:30:22] <gigaherz_l> the license
does transfer rights to you in regards to the copy you
received
L1176[21:30:34] <gigaherz_l> and the
copyright holder can't revoke those rights
L1177[21:30:55] <gigaherz_l> which is
what EULAs try to change
L1178[21:31:05] <gigaherz_l> they turn a
transfer of rights
L1179[21:31:19] <gigaherz_l> into a
temporary thing that can be retracted at their whims
L1180[21:31:45] <Darva> Like i said, not
a subject i'm going to discuss.
L1181[21:33:10] <gigaherz_l> (and if that
wasn't bad enough, there's now this new thing called
"SaaS" -- Software as a Service", which goes one
step further by making licenses tied to a subscription plan -- you
stop paying, you lose the rights to use)
L1182[21:34:48] <Keridos> is there an
event that gets called on setblocktoair?
L1183[21:35:19] <gigaherz_l> Keridos:
well I'd assume the previous block gets a breakBlock call
L1184[21:35:36] <Keridos> ok thanks
L1185[21:35:48] <Darva> I'd be suprised,
but it might. Its neighbors definatly get a neighbor changed
call
L1186[21:36:34] <gigaherz_l> notw
however, Keridos, that breaking a block doesn't necessarily change
it to air
L1187[21:36:51] <gigaherz_l> if oyu use
the /clone command, or /setblock
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L1189[21:37:08] <Keridos> my problem is
something else atm. I have two tile entities that are phantom
lights
L1190[21:37:08] <aaa801> you about
lex?
L1191[21:37:24] <Keridos> when I place
one and then setBlocktoair, add the other, remove that one
L1193[21:37:46] <Keridos> then somehow I
get a bugged block that still gives off light which it should not
do anymore.
L1194[21:38:59] <gigaherz_l> you
shouldn't need to worry about lights
L1195[21:39:13] <gigaherz_l> if you still
see lights
L1196[21:39:22] <gigaherz_l> chances are
you aren't properly updating the block
L1197[21:39:31] <gigaherz_l> are you by
any chance running the code from the client side?
L1198[21:40:10] <gigaherz_l> if that code
runs when world.isRemote==true,
L1199[21:40:15] <Keridos> should not
happen I am fairly sure
L1200[21:40:15] <gigaherz_l> then it's
running on the wrong place
L1201[21:40:22] <Keridos> my tile
entities only act server side
L1202[21:40:41] <gigaherz_l> you may want
to place some debug logs around to verify ;p
L1203[21:41:15] <Keridos> got it workin
now, apparently the breakBlock event does not get called when you
use setBlockToAir
L1204[21:41:25] <Keridos> however the
breakBlock function in the block does
L1205[21:41:32]
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L1206[21:41:45] <gigaherz_l> why were you
using the events?
L1207[21:41:58] <gigaherz_l> do you need
to detect broken blocks that are not your own?
L1208[21:42:37] <Keridos> I need them
because I have floodlights, they need to update when blocks are
replaced
L1209[21:42:37] <gigaherz_l>
breakBlock/onNeighborBlockChanged should be enough for most update
tracking
L1210[21:42:46] <gigaherz_l> sure
L1211[21:42:54] <Keridos> so I ran
breakBLock and then scan if any of the neighbours was a phantom
light
L1212[21:43:00] <gigaherz_l> if a
neighbour changes, you get the onNeighborBlockChanged function
call
L1213[21:43:15] <gigaherz_l> if the block
itself is replaced, you get breakBlock
L1214[21:43:23] <gigaherz_l> in both
cases, you can notify the others?
L1215[21:43:23] <Keridos> and when it
was, tell it to tell all the floodlights that light it to
update
L1216[21:43:34] <Keridos> gigaherz_l: so
I do not need the block at all?
L1217[21:43:45] <Keridos> eh
L1218[21:43:47] <Keridos> the event,
sorry
L1219[21:43:56] <gigaherz_l> well you
shouldn't need it
L1220[21:44:20] <gigaherz_l> the redstone
system refreshes long chains of redstone at a time
L1221[21:44:26] <gigaherz_l> and it
doesn't need any event ;p
L1222[21:44:52] <gigaherz_l> it's just
recursive with max depth = 16 ;P
L1223[21:44:59] <gigaherz_l> (or
something equivalent)
L1224[21:46:48]
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L1225[21:47:18] <gigaherz_l> the way I
picture it,
L1226[21:47:23] <GigaToni> My question is
still open if anybody knows..
L1227[21:47:50] <GigaToni> Question ->
So is there any way to change the particles and underwater texture
from custom fluids?
L1228[21:48:03] <gigaherz_l> sorry never
youched fluids yet ;P
L1229[21:48:11] <gigaherz_l> a ghost
light can continue to exist if it has as neighbour either an active
floodlight block, or another active ghost light
L1230[21:48:18] <gigaherz_l> so the way I
see it,
L1231[21:48:39] <gigaherz_l> if either
the floodlight is turned off, or one of the ghost lights detects
that its "source" is missing
L1232[21:48:46] <gigaherz_l> it would
initiate a cascading shutdown
L1233[21:49:55] <gigaherz_l> by scanning
in the direction of the light, and notifying the neighbours in
something like 16-block chains
L1234[21:50:26] <gigaherz_l> (doing
chains too long would cause too many chunks to update at once,
while doing it one by one would take a long time for the
"off" to spread to the end of the chain)
L1235[21:51:00] <gigaherz_l> the bit I'm
not sure how I'd handle is "crossing the beams"
L1236[21:51:24] <Darva> The block
producing the phantom lights.. it's a te right? Store a list with
references to the locations of the blocks you created, when you're
destroyed, destroy them.
L1237[21:52:04] <securitypedant> i'm
trying to put in a breakpoint to start walking through how
Minecraft does the whitelist check
L1238[21:52:22] <securitypedant> but
'public class UserListWhitelistEntry extends UserListEntry' doesn't
seem to be a good place
L1239[21:52:26] <securitypedant> any tips
on a good place to start?
L1240[21:53:09] <Manusoftar> should i
create a worldgenerator for each kind of block i want to add to the
world?? if not, how would you do it all with only one world
generator??
L1241[21:53:44] <gigaherz_l> Manusoftar:
you mean like ores andsuch?
L1242[21:53:48] <aaa801> securitypedant,
what exactly are you trying to find?
L1243[21:54:01] <securitypedant> also,
'public boolean func_152705_a(GameProfile p_152705_1_)' am I right
in thinking that all the func_ and p_ stuff is gradle inserting
it's own function and variable names when i decompiles the Java for
Minecraft?
L1244[21:54:12] <aaa801> yeah those are
mcp names
L1245[21:54:15] <gigaherz_l>
securitypedant: that's the SRG names
L1246[21:54:17] <aaa801> remapped by the
bot
L1247[21:54:23] <aaa801> isnt srg same as
mcp
L1248[21:54:33] <gigaherz_l> mcp uses
.srg files with the translation tables ,p
L1249[21:54:37] <aaa801> meh :P
L1250[21:54:41] <gigaherz_l> the
"srg names"
L1251[21:54:45] <gigaherz_l> are the
semi-auto-generated names
L1252[21:54:49] <aaa801> anyway i think
hes looking for canJoin in DedicatedPlayerList>?
L1253[21:54:53] <gigaherz_l> that are
kept in between versions
L1254[21:54:54] <gigaherz_l> so
like
L1255[21:55:03] <gigaherz_l> aa ->
func_12345_a
L1256[21:55:09] <securitypedant> aa801: I
am writing my first Forge mod, and I am trying to insert my own
validation code at time of login to the server. Someone suggested
looking at how Minecraft implements the whitelist, so I want to
stick in a breakpoint at the time of login when the whitelist is
evaluated so I can learn how it works. Then i'll duplcate into my
own mod
L1257[21:55:09] <gigaherz_l> even if the
next version has
L1258[21:55:13] <gigaherz_l> ba instead
of aa
L1259[21:55:19] <gigaherz_l> it will
still be func_12345_a to us
L1260[21:55:51] <gigaherz_l> which is why
mcp/forge modding is amazing
L1261[21:55:54] <securitypedant> aaa801:
the mod I want to write will add a second factor of authentation
for server ops joining a server. I.e. your phone with get an SMS
with a one time code to enter before you can login
L1262[21:55:56] <gigaherz_l> ;P
L1263[21:56:22] <Manusoftar> gigaherz_l:
yes, i create an ore and also a regular block, by now it is working
on the regular block even though i created the gen using new
WorldGenMinable but not for the ore
L1264[21:56:38] <aaa801> securitypedant,
im pretty sure theres a event for that somewhere
L1265[21:56:59] <aaa801> is there
anything stopping you from using just loginevent?
L1266[21:57:05] <securitypedant> aa801:
cool, i'm trying to find that event. I'm learning the Minecraft
modding environment as we go. First time i've done this
L1267[21:57:23] <gigaherz_l> Manusoftar:
the first tutorial I found on google
L1268[21:57:36] <gigaherz_l> suggests
that generating more than one ore is just... generating more than
one ore
L1269[21:57:40] <gigaherz_l> using a
single IWorldGenerator
L1270[21:57:42] <aaa801> forge is rarther
lacking in documentation..
L1271[21:58:01] <securitypedant> aaa801:
where is loginevent? is it a class I @Override?
L1272[21:58:10] <aaa801> no
L1273[21:58:14] <gigaherz_l> aaa801: they
are trying to fix it
L1274[21:58:15] <aaa801> you need a
@SubscribeEvent
L1275[21:58:17] <Darva> Where is this
login event? It's not in the list of forge events...
L1277[21:58:32] <gigaherz_l>
thisrepository contains the WIP documentation
L1278[21:58:38] <aaa801>
PlayerEvent.PlayerLoggedInEvent
L1279[21:58:40] <gigaherz_l> anyone is
free to add new docs and make a PR
L1280[21:58:42] <Manusoftar> mmm...
L1282[21:59:05] <aaa801> is that a
'anyone' as in minecraftforge, or a anyone as in anyone?
L1283[21:59:09] <aaa801> :P
L1284[21:59:42] <gigaherz_l> aaa801: fork
the repository, add/edit files, make a Pull Request
L1285[21:59:44] <gigaherz_l> anyone can
do it
L1286[21:59:53] <gigaherz_l> but changes
will only be accepted if they are good documentation
L1287[21:59:56]
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L1288[22:00:00] <gigaherz_l> so don't
waste their time.
L1290[22:00:16] <gigaherz_l> (I'm not
discouraging you from writing docs, jsut suggesting you do one
thing well,
L1291[22:00:17] <securitypedant> ah ha,
that has an example of using @SubscribeEvent
L1292[22:00:21] <gigaherz_l> rather than
spamming thme with bad docs ;P)
L1293[22:00:31] <securitypedant> so I
assume that it marks my mod wanting to get a handle to an event
when a player logs in
L1294[22:00:57] <securitypedant> is that
event server or client side?
L1295[22:01:06] <securitypedant> i.e.
which proxy class does it go in?
L1296[22:01:19] <gigaherz_l> so, if you
are proficent in an area of forge that isn't documented yet, and
you think you can manage writing a Markdown file
L1297[22:01:25] <gigaherz_l> now you know
how ;P
L1298[22:03:24] <Darva> Oh wow, heh,
there are a lot of events that aren't on the list i was
using.
L1299[22:03:45] <gigaherz_l> events get
added on demand
L1300[22:03:53] <gigaherz_l> when people
provide reasonable need for them
L1301[22:04:32] <gigaherz_l> (which
implies there isn't a way to achieve the same purpose without that
event, or the way isworse than adding a new hook)
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L1303[22:05:44] <Darva> Ahh, no. There's
only two events that are in the cdoe that aren't on that list. Ok,
not too bad.
L1304[22:06:21] <securitypedant> so where
should I implement the @SubscribeEvent? in the server or client or
common proxy class?
L1305[22:06:28] <aaa801> securitypedant,
seperate class
L1306[22:06:40] <aaa801> and you need to
register it with the event bus
L1307[22:06:54] <securitypedant> ok, I
have a lot of reading to do here
L1308[22:07:02] <gigaherz_l>
securitypedant: I like to put the event handlers in their own
files
L1309[22:07:06] <securitypedant> is this
a Forge thing or a Minecraft thing?
L1310[22:07:10] <gigaherz_l> the proxy
would work
L1311[22:07:13] <gigaherz_l> but it's
messier
L1312[22:07:17] <gigaherz_l> forge
L1313[22:07:30] <gigaherz_l> all event
handling is done in either the FML buses, or the Forge buses
L1314[22:07:34] <gigaherz_l> Minecraft
doesn't know about it
L1315[22:07:39] <securitypedant>
gotcha
L1316[22:07:53] <securitypedant> i'll go
read up on Forge event handling then
L1317[22:07:57] <securitypedant> save me
a 100 questions here
L1318[22:08:00] <securitypedant> and it's
late
L1319[22:08:00] <gigaherz_l> the events
are a means by which FML/Forge allows mods to intercept Minecraft
code flow
L1320[22:08:02] <securitypedant> need
sleep
L1321[22:08:05] <gigaherz_l> me too
L1322[22:08:07] <gigaherz_l> it's 5am
;p
L1323[22:08:10] <securitypedant>
lol
L1324[22:08:11] <gigaherz_l> in
fact
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L1326[22:08:18] <ghz|afk> night ;P
L1327[22:08:23] <securitypedant>
bonsoir
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L1333[22:12:02] <securitypedant> under
player events, I have two imports I can use
L1334[22:12:25] <securitypedant>
cpw.mods.fml.common.gameevent.PlayerEvent or
net.minecraftforge.event.entity.player.PlayerEvent
L1335[22:12:29] <securitypedant> what's
the difference?
L1336[22:12:30] <aaa801> err
L1337[22:12:36] <aaa801> your modding
1.7?
L1338[22:12:40] <securitypedant>
yeah
L1339[22:12:41] <aaa801> ew
L1340[22:12:44] <securitypedant>
1.7.10
L1341[22:12:44] <aaa801> you want the cpw
one
L1342[22:12:47] <securitypedant> ok
L1343[22:13:00] <securitypedant> i'd like
to do 1.8, but my son runs a 1.7.10 server
L1344[22:13:48] <securitypedant> so that
means I also use
FMLCommonhandler.instance().bus().register(events)?
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L1347[22:16:10] <aaa801> ye
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L1351[22:27:12] <securitypedant> OH
YES
L1352[22:27:13] <securitypedant>
[20:26:56] [Server thread/INFO] [STDOUT]:
[com.twiliocraft.secondFactor.EventHandlers:testSecondFactor:10]:
Player displayname=securitypedant
L1353[22:27:20] <securitypedant> my first
successful mod actually doing something
L1354[22:27:22] <securitypedant> thanks
guys
L1355[22:27:47] <securitypedant> once I
have that event for the player, do I have total control over that
player entity?
L1356[22:27:59] <securitypedant> as in
stop them from moving and display something on their screen for
input?
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L1358[22:33:32] <aaa801> err kinda
L1359[22:34:13] <aaa801> tbh youd prob be
better off with a plugin for this
L1360[22:34:27] <aaa801> forge is a bit
lacking in events to do what your after
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L1362[22:35:07] <securitypedant> oh
L1363[22:35:08] <aaa801> and theres a lot
of autome style plugins that you could adapt to use gauth
L1364[22:35:11] <aaa801> or something
similar
L1365[22:35:20] <aaa801> authme*
L1367[22:35:42] <securitypedant> you mean
just build on top of another existing forge plugin?
L1368[22:35:44] <aaa801> if you adapted
that itd save you a lot of time
L1369[22:35:52] <aaa801> thats a bukkit
plugin, but you can run those on 1.7.10 with cauldron
L1370[22:35:55] <aaa801> in 1.8 theres
sponge
L1371[22:36:51] <aaa801> because bukkit
is basically dead 1.8+ (legally..)
L1372[22:36:56] <securitypedant> right,
but actually I want to learn this from scratch
L1373[22:37:12] <securitypedant> it's my
challenge to learn adn create a mod
L1374[22:37:32] <securitypedant> so I
don't mind working through the Forge issues to figure out a way to
implement
L1375[22:37:34] <aaa801> yeah im just
saying it might be to much of a chalange giving the events that
forge lacks, afaik theres no way to block a player from executing
commands
L1376[22:37:39] <aaa801> in forge
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L1378[22:37:45] <securitypedant>
ahh
L1379[22:37:46] <securitypedant> i
see
L1380[22:38:08] <aaa801> think of forge
as a low level system
L1381[22:38:16] <aaa801> its prob
possible, but its going to be a pain :D
L1382[22:38:33] <aaa801> aha i lied
L1383[22:38:35] <aaa801> theres a
commandevent
L1384[22:38:46] <securitypedant> the flow
I want is. 1. Player attempts to connect. 2. Minecraft auth's
player and they login. 3. I show a dialog on the client asking for
a code that has been sent via SMS. 4. They type the code in, they
continue to get access to server. 5. If code is wrong, or a timeout
hit, player is disconnected.
L1385[22:39:00] <securitypedant> it
doesn't need to be super complex
L1386[22:39:12] <aaa801> so your going to
be needing commandevent
L1387[22:39:13] <securitypedant> just if
they don't enter the code within say 15 seconds, they are
disconnected
L1388[22:39:23] <aaa801> to cancel the
commands they try and do (if they are not the right person)
L1389[22:39:23] <securitypedant> ok
L1390[22:39:29] <securitypedant> ok
L1391[22:39:31] <aaa801> and theres no
way to cancel walk
L1392[22:39:39] <aaa801> but you can just
keep tping them back to a point with a tickhandler
L1393[22:39:44] <securitypedant> ahh, so
they will be free to move about
L1394[22:39:51] <aaa801> not if you tp em
to spawn or something
L1395[22:39:55] <securitypedant> gotcha,
and I just keep reseting their position to spawn
L1396[22:40:10] <securitypedant> ok, it
sounds like I can implement something quite simple
L1397[22:40:13] <aaa801> yeah
L1398[22:40:16] <aaa801> why sms
tho?
L1399[22:40:20] <aaa801> seems gauth
would be much easier
L1400[22:40:26] <securitypedant> I work
for Twilio
L1401[22:40:39] <securitypedant> I just
started, and part of the employee onboarding is building an app on
the service
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L1403[22:40:45] <aaa801> aha gotya
L1404[22:40:53] <securitypedant> so i
figured i would implement a SMS based second factor of auth
L1405[22:41:12] <aaa801> come to think of
it, i may make a gauth version for forge at some point
L1406[22:41:16] <securitypedant> all
employees demo their apps back to the CEO every week
L1407[22:41:39] <securitypedant> my kids
(4 and 7) love Minecraft, so i figure i'd have fun learning how to
mod and also satisfy my work requirement
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L1412[22:48:25] <Keridos> woo thanks for
all the help, now my mod is a lot less bug free
L1413[22:50:11] <Keridos> eh
L1414[22:50:13] <Keridos> more bug
free
L1415[22:50:14] <Keridos> i derp
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L1426[23:13:28] <Cazzar>
local:wallpaper
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L1431[23:20:28] <Igrekun> It's me once
again. Is it possible to generate a temporary chunk by coords? Not
issue a rebuild in place of existing chunk, but something like
Chunk ch = generate(int x, int z)?
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L1438[23:36:06] <aaa801> So, got a
intresting one, █ shows up perfectly fine if a player enters it in
chat, however, if you add it to a chat component and send that to
the player, it shows as a question mark
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L1441[23:37:35] <aaa801> aha, freking
encoding.
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L1446[23:38:49] <TehNut> Try using \u2610
instead of the actual character
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L1456[23:52:18] <Manusoftar> i was
checking on a tutorial how to add custom recipes (shaped recipes)
and they claim that the regular way is mirrored vertically meaning
that it would be partialy shaped... how can i avoid that??
L1457[23:52:38] <TehNut> wat?
L1458[23:52:48] <Manusoftar> this is the
code -> GameRegistry.addRecipe(new
ItemStack(ModBlocks.tutorialBlock), new Object[] {"##",
"##", '#', ModItems.tutorialItem});
L1459[23:53:24] <Manusoftar> as i
understand what the guy that wrote the tutorial means is that if
you place the items like # ## ## it would work also
L1460[23:53:54] <Manusoftar> this is what
he said -> Note that the recipes can be crafted in the way they
were written in the code but also mirrored on the vertical axis. In
a later tutorial I'll cover non-mirrored recipes.
L1461[23:54:11] <tterrag> the character
is not part of the recipe shape
L1462[23:54:12] <Manusoftar> the thing is
that there is no later tutorial...
L1463[23:54:44] <tterrag> also if the
tutorial has `new Object[] { ... }` you can assume it's
stupid
L1464[23:54:49] <TehNut> ^
L1465[23:54:55] <tterrag> because they
clearly do not understand basic java -.-
L1466[23:55:18] <Manusoftar> they say
this later on -> Actually we don't need to make the last
argument an array of objects, we can just write the Strings, Chars,
Items, Blocks and ItemStacks one after another without putting them
into an array because this is automatically done.
L1467[23:55:36] <TehNut> then why would
they even do the object array in the first place
L1468[23:55:51] <Manusoftar> because its
a tutorial for newbies i guess
L1469[23:55:56] <Manusoftar> but thats
not the case
L1470[23:56:18] <Manusoftar> what i want
to avoid is the recipe to be mirrored on the vertical axis
L1471[23:56:25] <TehNut> Newbies should
learn correctly >.>
L1472[23:56:54] <Manusoftar> also i want
to set several layouts for crafting the same item, should i add a
recipe for each layout??
L1473[23:58:26] <tterrag> yes
L1474[23:58:42] <tterrag> recipes are not
automatically vertically mirrored that I know of
L1475[23:59:02] <Manusoftar> oh thats a
pain in the *ss
L1476[23:59:33] <Manusoftar> i mean to
have to make individual recipes for each posible layout