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L1[00:00:33] <ZaggyMobile2> I can't remember
if I ever actually tested if preInit vs init matters item models,
but I think it does
L2[00:00:39] <ZaggyMobile2> Ah
L3[00:00:45] <ZaggyMobile2> There's my
answer
L4[00:01:15] <MattDahEpic> ima make a
documentation page right now
L5[00:02:50] <ZaggyMobile2> Nice
L6[00:04:35] <MattDahEpic> preinit pre
texture loading, init is post but before reload correct?
L7[00:05:11] <ZaggyMobile2> Not sure
L8[00:05:22] <ZaggyMobile2> Having looked
into that in a while
L9[00:05:38] <ZaggyMobile2> (Because i
haven't needed to, thankfully)
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L11[00:09:47] <ZaggyMobile2> Maybe fry
should make it warn you when registering item models to late
L12[00:11:29] <MattDahEpic> fryes pls
L13[00:14:02] <MattDahEpic> how do you do
unordered lists in markup?
L14[00:14:23] <TehNut> * Thing
L15[00:15:21] <MattDahEpic> hmmm then the
idea plugin doesnt support that
L16[00:15:57] <TehNut> Yeah Idea's plugin
is bad
L17[00:16:20] <MattDahEpic> im putting down
that common preinit actions are block/item gameregistry reg,
oredict,textures and recipes
L18[00:16:35] <MattDahEpic> init: register
worldgenerators and dimensions
L19[00:16:52] <MattDahEpic> and postinit:
imc and overwriting other peoples stuff
L21[00:18:31] <TehNut> Oh, what was the
solution to your problem?
L22[00:19:00] <MattDahEpic> stupid problem
thats why im making a docs page. registered textures in init
instead of preinit
L23[00:19:21] <TehNut> Oh, so then I have a
different problem
L24[00:19:22] <TehNut> *sigh*
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L27[00:39:52] <MattDahEpic> tomorrow when
all the smart people are back ima have to ask when preinit, init
and postinit occur in terms of like texture loads and mod
loads
L28[00:40:00] <MattDahEpic> night all
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L46[01:48:52] <Zaggy1024> TehNut, you need
help with models?
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L48[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151103 mappings to Forge Maven.
L49[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151103-1.8.zip (mappings
= "snapshot_20151103" in build.gradle).
L50[02:00:17] <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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L112[05:02:06] <Wuppy> morning
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L116[05:15:29] <Wuppy> oh noes.... there
are free tickets to a festival I paid like 40 euros for :c
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L120[05:27:02] <sham1> \o
L121[05:31:15] <sham1> silence goes across
the land
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L126[05:55:33] <xaero> all quiet on the
western front
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L130[06:08:18] <sham1> Yes
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L142[06:30:08] <Poppy> I'm trying to stick
List[classWhichExtendsItem] into List[Item], I know I can do
List[classWhichExtendsItem.asInstanceOf[Item]], but can I do it on
the other side somehow instead?
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L146[06:47:48] <sham1> I feel
awesome
L147[06:52:57] <tterrag> Poppy: upcasts
are implicit
L148[06:53:10] <tterrag> Item is wider
than ItemSubclass
L149[06:53:25] <tterrag> you coulud even
cast List<ItemSubclass> to List<Item>
L150[06:54:25] <fry> java generics are
invariant, so List<Item> and List<ItemSubclass> are
completely separate types
L151[06:54:55] <Poppy> you're right. I'm a
liar, what I'm actually doing is trying to stick
List[(subclass,Int)] into List[(superclass, Int)]
L152[06:55:06] <Poppy> that's when it
started to complain
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L154[06:55:21] <fry> create
List[(superclass, Int)] directly
L155[06:55:23] <McJty> tterrag, you
can't
L156[06:55:42] <fry> or use a scala list
before going into java land
L157[06:55:51] <McJty> tterrag,
List<Item> books = (List<Item>) new
ArrayList<ItemBook>();
L158[06:55:51] <McJty> gives an
error
L159[06:56:06] <sham1> ItemStack does not
cast to item nor does item cast to itemstack
L160[06:56:13] <Poppy> it's a scala
list
L161[06:56:21] <McJty> ah scala
L162[06:56:25] <sham1> As neither is
polymorpically related to other
L163[06:57:06] <sham1> Therefor: list
[item] => list [itemstack] does not work
L164[06:57:10] <kwantakosta> Hi guys first
time trying to mod here hoping to get some info or locations to get
morge info, atm already created a block witch i can interact with
but now i created method checking ig there is a chest next to the
block. found that but now trying to figure out how to interact with
that chest
L165[06:57:31] <fry> yup, Item and
ItemStack are completely separate
L166[06:57:38] <sham1> IInventory for
inventory interaction
L167[06:58:03] <kwantakosta> ok thx i'll
give it a look
L168[06:58:39] <sham1> As chest's tile
entity implements IInventory so you can cast it to that and
interract
L169[06:58:52] <sham1> (Assuming you check
if it is a chest)
L170[06:59:02] <sham1> Which I presume you
d8
L171[06:59:30] <kwantakosta> yeah i'm
cheking if it's a chest , probably not the most propper way but
yeah learning all from bottom up :)
L172[06:59:49] <kwantakosta>
worldIn.getBlockState(blockPose).getBlock().getUnlocalizedName().equals("tile.chest")
L173[06:59:57] <sham1> Do you check the
tile entity?
L174[07:00:28] <Poppy> fry, what do you
mean create directly. let me explain, my MyBlock class has a var
drops: List[(Item, Chance)], in my block registry object I'm doing
val myBlock = new MyBlock(Material.rock){drops =
List((MyItemRegistry.myItem1, 50), (MyItemRegistry.myItem2,
20)}
L175[07:00:56] <sham1> Do this:
worldin.getTileEntity (blockpos) instanceof IInventory
L176[07:01:02] <sham1> There
L177[07:01:08] <sham1> More
generalized
L178[07:01:15] <kwantakosta> ok thx
sham1
L179[07:01:18] <sham1> For all
inventories
L180[07:01:26] <Poppy> *my MyBlock class
has a var drops: List[(Item, Chance)] = List()
L181[07:02:00] <fry> what's the erroring
part?
L182[07:02:03] <tterrag> McJty: maybe not
explicitly
L183[07:02:06] <Poppy> I'm actually
initialising it as an empty list, had issues trying to make the
class abstract, probably cause I'm an idiot :D
L184[07:02:11] <tterrag> but a
List<ItemSubclass> will pass to a method that requires
List<item>
L185[07:02:27] <fry> tterrag: not
true
L186[07:02:51] <tterrag> no I'm thinking
backwards
L187[07:02:53] <fry>
List<ItemSubclass> will pass to a method that requires
List<? extends Item>
L188[07:03:03] <fry> but nobody writes
methods like that :P
L189[07:03:28] <sham1> Don't say that, now
someone will write like that to prove you wrong
L190[07:03:29] <tterrag> it's too early to
be talking code
L191[07:03:42] <fry> 4pm? :P
L192[07:03:53] <fry> sham1: win-win for me
:P
L193[07:03:59] <sham1> :p
L194[07:04:11] <tterrag> 8am here
L195[07:04:14] <sham1> 3 pm :D
L196[07:04:56] <fry> solar system is very
inefficient for communicatins across the earth - everybody is
sleeping all the time :P
L197[07:05:40] <sham1> Ye
L198[07:05:59] <sham1> I'd use universal
greeting time but neh
L199[07:06:12] <Poppy> the erroring part
is val myBlock = new MyBlock(Material.rock){drops =
List((MyItemRegistry.myItem1, 50), (MyItemRegistry.myItem2,
20)}
L200[07:06:13] <Poppy> ^ Expecting
List[(Item, Int)] getting List[(ItemSubClass, Int)]
L201[07:06:19] <Poppy> or at least I
was
L202[07:06:26] <Poppy> up until a second
ago
L203[07:06:41] <tterrag> upcasts *are*
implicit, but not when talking about generic types
L204[07:06:44] <tterrag> that's my
mistake
L205[07:06:56] <tterrag> because a
List<ItemSubclass> cannot contain OtherItemSubclass
L206[07:07:12] <tterrag> so you cannot
cast it up to a List<Item>
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L208[07:08:44] <gigaherz> because java
doesn't really know what the real class is meant to be
L209[07:09:09] <Poppy> it's no longer
throwing a hissy fit, no idea why
L210[07:09:31] <Poppy> I just deleted the
.asInstanceOf[Item] to get the error again
L211[07:09:37] <Poppy> but it's working
fine now
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L213[07:09:41] <Poppy> whaat
L214[07:10:27] <sham1> This is some weird
shit we are dealing with here
L215[07:22:51] <kwantakosta> another small
question i'm able to let the player drop an item but how can i make
the block drop the item instead
L216[07:25:18] <kwantakosta> the block
needts to interact with the chest (take item out) witch is working
i get back the item stack and for now i could use the player to
drop it but it would be logical if either the block drops it or
puts it into the player inventory
L217[07:27:35] <kwantakosta> think i found
it
L218[07:32:16] <Poppy> in for (i <- i
to j), can I change j during the cycle?
L219[07:32:43] <Poppy> or more
specifically, will changing the field have any bearing on the how
the cycle runs?
L220[07:36:07] <kwantakosta> if this is
the way to add items to the inventory of the player
(playerIn.inventory.addItemStackToInventory(itemStack);) how do i
update the inventory because it adds it but i have to open my
inventory manualy or open a chest before it shows in the player
inventory
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L223[07:38:56] <sham1> Well poppy, i to j
creates a Range object, that is just a collection of numbers
[i,i+1,i+2...j-2,j-1,j]
L224[07:39:01] <sham1> So
L225[07:39:05] <Poppy> no
L226[07:39:10] <sham1> Umn, yes it
does
L227[07:39:36] <sham1> I do not remember
if to had it be that the end-point was inclusive
L228[07:39:51] <Poppy> to is inclusive,
until is exclusive
L229[07:40:27] <sham1> My point still
stands
L230[07:40:44] <Poppy> only if the range
object... wait a second of course it does
L231[07:40:47] <Poppy> okay
L232[07:42:46] ***
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L234[07:43:57] <Ordinastie> does anyone
have issues when opening a SP world with missing mapping in 1.8
?
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L242[08:13:12] <RobotSquid> guys what is
the parameters for doRender(Entity, double, double, double, float,
float) in RendererLivingEntity? I figured the first is the entity
to be rendered and then x, y, z positions of something
L243[08:14:48] <Ivorius> First float
should be partial ticks
L244[08:15:25] <Ivorius> x, y, z are of
the entity in relation to the player - i.e. where you should
draw
L245[08:15:33] <tterrag> last float is
size likely
L246[08:15:40] <RobotSquid> thanks
L247[08:15:48] <RobotSquid> that makes
sense
L248[08:16:20]
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L249[08:16:27] <RobotSquid> so if i have
an entity, how would i get the xyz to player? also the partial
ticks?
L250[08:16:40] <RobotSquid> entity xyz -
player xyz?
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L252[08:17:48] <Ivorius> wat
L253[08:17:51] <Ivorius> No, just use the
params
L254[08:17:56] <Ivorius> translate(x, y,
z)
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L256[08:18:01] <Ivorius>
model.draw()
L257[08:18:14] <Ivorius> And push/pop
matrix ofc
L258[08:18:32] <RobotSquid> wuuuuuuttt??
nonono i need to call the doRender method, and only have an
entity
L259[08:18:51] <RobotSquid> from outside
the renderer
L260[08:18:59] <RobotSquid> (clientside
mod)
L261[08:19:21] <Ivorius> Then you're
fucked
L262[08:19:27] <RobotSquid> why?
L263[08:19:33] <Ivorius> You can't get
partial ticks unless they're passed to you
L264[08:19:40] <tterrag> well you
can
L265[08:19:43] <Ivorius> x, y, z are where
you want it to draw
L266[08:19:43] <tterrag> just gotta be
sneaky
L267[08:19:47] <Ivorius> No, you
can't
L268[08:19:52] <tterrag> yes, you can
:P
L269[08:19:55] <Ivorius> Blah blah
L270[08:19:59] <Ivorius> Hacks don't
count
L271[08:20:05] *
McJty watches this very interesting yes/no battle :-)
L272[08:20:05] <Ivorius> Don't teach bad
code
L273[08:20:07] <RobotSquid>
reflection?
L274[08:20:10]
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L275[08:20:15] <tterrag> I mean
L276[08:20:18] <tterrag> just reflect the
timer
L277[08:20:21] <tterrag> it's not that big
of a hack
L278[08:20:25] <tterrag> this is minecraft
we're talking about
L279[08:20:31] <Ivorius> It defeats the
purpose of a render environment
L280[08:20:39] <Ivorius> If he has just
the entity
L281[08:20:42] <Ivorius> His context is
bad already
L282[08:20:53] <Ivorius> But a symptom of
his larger problem
L283[08:21:30] <RobotSquid> technically i
dont care much about actual graphics, so i dont need the interval
between the ticks, im only rendering it once to use the renderer to
update the model, then grabbing the model eith reflection
L284[08:21:37] <tterrag> I only ever
reflect the timer in my GUI
L285[08:21:54] <tterrag> because they
don't pass the partial ticks to
drawGuiContainerForegroundLayer
L286[08:21:56] <tterrag> even though it's
there
L287[08:22:20] <RobotSquid> if theres a
better way let me know
L288[08:22:32] <Ivorius> That sounds like
a bad idea
L289[08:22:51] <RobotSquid> i need the
model of the entity updated with current rotations etc.
L290[08:23:03] <Ivorius> You doing ragdoll
physics or what
L291[08:23:07] ⇦
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L292[08:23:13] ***
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L293[08:23:47] *
RobotSquid is a noob trying to make a modcompatible version of
MobDismemberment
L294[08:23:56] <Ivorius> Ah
L295[08:23:57] <Ivorius> So yes
L296[08:24:26] <Ivorius> I highly
discourage mixing rendering and physics, especially in 1.8+
L297[08:24:40] <RobotSquid> why?
L298[08:24:42] <Ivorius> Rarely is the
actual model 100% reflective of the represented object
L299[08:25:18] <Ivorius> Normally your
physics ragdoll is a separate object that's a lot simpler than the
actual rendered entity
L300[08:25:43] <RobotSquid> well where
could i get that except the renderer?
L301[08:25:57] <Ivorius> Since none is
provided, you'd have to build it up yourself :P
L302[08:26:02] <Ivorius> Eh, I guess that
would be a bit much
L303[08:26:22] <Ivorius> Well, then you're
in hax environments, congratulations :P
L304[08:26:57] <Ivorius> Then my tip for
you would be
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L306[08:27:25] <Ivorius> 1) on entity
dismemberment, cache the parts separated
L307[08:27:36] <Ivorius> 2) hook into
rendering (e.g. RenderWorldLast)
L308[08:27:49] <RobotSquid> i thought i
would run doRender, grab the model with reflection, split it into
modelrenderers and then create a seperate entity for each one
L309[08:27:51] <Ivorius> 3) build up a
completely new render context, render entity at 0, 0, 0 given the
partial ticks
L310[08:28:02] <Ivorius> 4) spawn entities
after render cycle
L311[08:28:25] <Ivorius> Oh, and restore
render context after 3)
L312[08:28:29] <RobotSquid> i didnt
understand most of what you said, but will try :P
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L314[08:28:53] <Ivorius> You might be able
to 'just' render your entity once in logic without
repercussions
L315[08:29:06] <Ivorius> But technically
you should never touch OGL in the logic cycle
L316[08:29:15] <Ivorius> Weird bugs are
the least you'll get
L317[08:29:50] <RobotSquid> 1) i need the
model for the parts
L318[08:29:53] <RobotSquid> 2) wuuut
L319[08:29:58] <RobotSquid> 3) wuuut
L320[08:30:17] <RobotSquid> 4) i think i
know what you mean
L321[08:30:41] <Ivorius> A simpler way to
put it
L322[08:30:47] <Ivorius> 1) Make sure
you're in a render context
L323[08:31:07] <Ivorius> 2) Render entity,
but not in the normal world, but on a blank context
L324[08:31:11] <Ivorius> 3) Make sure
you're in a logic context
L325[08:31:18] <Ivorius> 4) Spawn
dismembered parts
L326[08:31:33] <Ivorius> But it's not all
that simple to be that safe, and I can't really guide you beyond
this :P
L327[08:31:34] <Ivorius> Good luck
:P
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L330[08:32:52] <RobotSquid> thanks, will
try to try
L331[08:35:31] <Poppy> sham1: the range is
actually imutable
L332[08:35:42] <sham1> Well makes
sense
L333[08:36:32] <Poppy> but it should
generate a new one each loop
L334[08:37:08] <Poppy> no, wait, it does a
forEach on the range
L335[08:38:27] <Poppy> that should mean it
can't change during looping
L336[08:40:05] <Poppy> hmpf, this should
actually look better in recursion anyway
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L338[08:54:18] <sham1> yay for
recursion
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L358[09:35:57] <Poppy> if I want only
certain of my subblocks to appear in the creative menu, I'm
supposed to do it in getSubBlocks, right?
L359[09:36:57] <sham1> Indeed
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L363[09:40:40] <Unh0ly_Tigg> So, I decided
to enable dsr on my graphics card, and the splash screen is so
tiny, when the game thinks my screen is 2K instead of 1080p
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L366[09:41:43] <Unh0ly_Tigg> and the large
gui scale is smaller than normal is on 1080p...
L367[09:43:49] <diesieben07> just watched
a video on DSR
L368[09:43:54] <diesieben07> that looks
stupid as fuck.
L369[09:44:00] ***
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L370[09:44:36] <fry> it's basically MSAA
without the app support
L371[09:45:26] <diesieben07> and it sounds
like it would take much more beefy hardware...
L372[09:45:50] <Poppy> I'd take much more
beefy hardware
L373[09:45:53] <Unh0ly_Tigg> yeah,
minecraft seems to freak out, I can't seem to get a world to
actually load to the point where it's playable (modded)
L374[09:46:12] <Unh0ly_Tigg> I have an i5,
16GB of ram, and a gtx 750 ti.
L375[09:48:02] <Poppy> i5, 332 gigs, gtx
550 ti :D
L376[09:48:08] <Poppy> *32gigs
L377[09:48:41] <Poppy> ain't an i5 like an
i5 though
L378[09:49:27] <diesieben07> that is very
true
L379[09:50:05]
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L380[09:50:19] <Unh0ly_Tigg> granted, my
i5 is a 4430, which is a low end 4th gen i5
L381[09:50:51] <Unh0ly_Tigg> does anyone
know why the game thinks my mouse is defaulting to moving slowly
down and to the right?
L382[09:51:10] <Unh0ly_Tigg> while in
world*
L383[09:51:19] <Unh0ly_Tigg> when I'm in a
menu, it's fine.
L384[09:53:37] <Unh0ly_Tigg> also, noclip
seems to be enabled, and I can't change gamemode out of
creative...
L385[09:53:54] <kwantakosta> any idea why
i don't see anything in my inventory ?
L386[09:53:59] <kwantakosta> ItemStack
fullItemStack = new ItemStack(new BlockSand(), 64);
L387[09:54:00] <kwantakosta>
playerIn.inventory.addItemStackToInventory(fullItemStack);
L388[09:54:32] <Unh0ly_Tigg> kwantakosta,
are you doing it on the logical server, or the logical
client?
L389[09:55:08] <kwantakosta> good question
on't know
L390[09:55:26] <kwantakosta> what schould
give me the clue to see that ?
L391[09:55:32] ⇦
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L392[09:56:02] <kwantakosta> public
boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState
state, EntityPlayer playerIn, EnumFacing side, float hitX, float
hitY, float hitZ) {
L393[09:56:02] <kwantakosta>
L394[09:56:07] <kwantakosta> using this
method from BLOCK
L395[09:56:41] <Unh0ly_Tigg>
worldIn.isRemote is true when it's the logical client, you need to
do it when worldIn.isRemote is false.
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L397[09:57:16] <kwantakosta> ok gonna have
a look on that thx
L398[09:57:49] <Unh0ly_Tigg> also,
FMLCommonHandler.instance().getEffectiveSide() for when you don't
have a World object.
L399[09:58:08] <diesieben07> no, don't use
that.
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L401[09:59:40] <Lumien> That returns based
on the thread the code is running in right?
L402[09:59:46] <Unh0ly_Tigg> yes
L403[09:59:53]
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L404[09:59:54] <diesieben07> yes. but its
not reliable, its slow, its ugly
L405[10:00:20] <Unh0ly_Tigg> it gets the
thread name, and uses that to determine the return value.
L406[10:00:33] <Lumien> Works great for me
:P
L407[10:00:40] <diesieben07> no, it
doesn't.
L408[10:00:44] <Unh0ly_Tigg> I can see how
that might be slow, but how is it not reliable?
L409[10:00:53] <diesieben07> it had to be
patched lately, before that it was not always being correct
L410[10:01:00] <diesieben07> it's
brittle
L411[10:01:06] <diesieben07> like anything
that's detecting which thread it's running on
L412[10:01:15] <Unh0ly_Tigg> because of
the netty io thread?
L413[10:01:20] <diesieben07> yes
L414[10:01:28] <kwantakosta> i placed the
following in the method system.out.println(world.isRemote)
L415[10:01:41] <kwantakosta> this is the
reply if i right click on the block
L416[10:01:44] <kwantakosta> [17:05:28]
[Client thread/INFO] [STDOUT]:
[org.kwantakosta.shopper.blocks.ExchangerBlock:onBlockActivated:60]:
-----------------
L417[10:01:44] <kwantakosta> true
L418[10:01:45] <kwantakosta> [17:05:28]
[Client thread/INFO] [STDOUT]:
[org.kwantakosta.shopper.blocks.ExchangerBlock:onBlockActivated:62]:
-----------------
L419[10:01:47] <kwantakosta> [17:05:28]
[Server thread/INFO] [STDOUT]:
[org.kwantakosta.shopper.blocks.ExchangerBlock:onBlockActivated:60]:
-----------------
L420[10:01:49] <kwantakosta> false
L421[10:01:51] <kwantakosta> [17:05:28]
[Server thread/INFO] [STDOUT]:
[org.kwantakosta.shopper.blocks.ExchangerBlock:onBlockActivated:62]:
-----------------
L422[10:02:56] <kwantakosta> an i run the
client directly in intelij
L423[10:03:00] <kwantakosta> not the
server
L424[10:03:25] <diesieben07> singleplayer
= server with one player
L425[10:03:30] <diesieben07> there is
always a server
L426[10:04:14] <kwantakosta> sorry
diesieben07 thats what i mean :)
L427[10:04:32] ***
Zzzaggy is now known as Zaggy1024
L428[10:04:58] <diesieben07> so you are
doing it on the server, yes?
L429[10:05:46] ***
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L430[10:06:36] <Zaggy1024> kwantakosta, I
saw you say how you're checking if the block is a chest, comparing
the unlocalized name of the block
L431[10:06:43] <Zaggy1024> that's a bad
idea, you should compare the block instance
L432[10:07:11] <kwantakosta> this is the
code up till now
L434[10:07:43] <Zaggy1024> oh
L435[10:07:51] <kwantakosta> i'm still new
to this sorry for my stupid questions probably
L436[10:07:52] <Zaggy1024> IInventory
isn't just for chests, so you know
L437[10:07:55] <Zaggy1024> it's fine
L438[10:08:05] <Zaggy1024> IInventory is
used for all kinds of blocks that store items
L439[10:08:12] <Zaggy1024> brewing stands,
etc
L440[10:08:58] <kwantakosta> thx for the
heads up i'll search for better sollution cuzz it would be only far
any kind of chest
L441[10:09:26] <kwantakosta> but for now
it's not a problem as i'm taking this step by step
L442[10:09:43] <Zaggy1024> you would want
to do getBlockState(pos).getBlock() == Blocks.chest
L443[10:10:34] <Zaggy1024> that's usually
what people do, unless there's some more general condition that
will help with compatibility with other mods
L444[10:10:37] <kwantakosta> thx i'll
adjust it right away
L445[10:10:50] <Zaggy1024> no hurry, it's
your code :P
L446[10:11:41] <kwantakosta> yeah but only
by applying things that are put here i'm able to gain more
knowledge about forge modding :)
L447[10:14:32] <TehNut> Zaggy1024:
(replying from a while ago) Yeah, trying to not need 3 JSON's for
basic blocks
L448[10:14:41] <Poppy> funny story,
onBlockDestroyedByPlayer doesn't actually handle you the
player
L449[10:15:00] <Zaggy1024> oh
L450[10:15:11] <Zaggy1024> TehNut, what do
you have?
L451[10:15:33] <blood|work> Poppy: use
Sponge, you can just listen to ChangeBlockEvent.Break :P
L452[10:15:41] <blood|work> and it will
cover every single break in the game
L454[10:15:45] <blood|work> any mod
etc
L455[10:15:56] <blood|work> the internal
tracking is complete dog shit
L456[10:16:06] <TehNut> It works currently
because I register a separate model location for each one
L457[10:16:14] <TehNut> And have the
models/block and models/item for each
L458[10:16:16] <Poppy> that is true
however I'm hesitant about getting a new lib
L459[10:16:21] <Poppy> just for that one
little thing
L460[10:16:23] <TehNut> But there has to
be a way to not need that...
L461[10:16:24] <blood|work> it's not a
lib, Sponge is a coremod
L462[10:16:31] <blood|work> and adds an
entire API
L463[10:16:33] <Poppy> even better
L464[10:16:47] <blood|work> think of
bukkit, that is what Sponge provides
L465[10:17:03] <blood|work> Thaumcraft
couldnt break a single block with my tracking
L466[10:17:09] <Zaggy1024> TehNut, why are
you mapping the properties to an integer?
L467[10:17:36] <Poppy> yeah, thank you,
but no thank you, I'll override harvestBlock instead
L468[10:17:37] <TehNut> I thought I had to
for meta?
L469[10:17:50] <Poppy> actually
L470[10:17:53] <Zaggy1024> you can use a
PropertyEnum or anything else that lets you name it
L471[10:17:58] <Lumien> What about
removedByPlayer Poppy?
L472[10:18:05] <blood|work> that wont do a
thing Poppy, a block can be destroyed by a player in so many
ways
L473[10:18:39] <kwantakosta> Zaggy1024
don't know if you looked further in code to see what i did wrong
and why it's not putting the item stack in inventory ? Btw no hurry
just a question if you have the time to look into it
L474[10:18:42] <Poppy> Lumien: neat,
ty
L475[10:19:23] <Poppy> you're right
though, I should probably special case explosions
L476[10:19:27] <Poppy> as well
L477[10:20:16] <Zaggy1024> kwantakosta,
does addStackToInventory return boolean?
L478[10:20:25] <Zaggy1024> if so, you
should see what it returns
L479[10:20:35] <kwantakosta> i'll have a
look
L480[10:20:40] <blood|work> what about
redstone ? player uses some item that breaks blocks onItemUse ?
some block placed by a player breaks other blocks (BC Quarry) ?
etc.
L481[10:20:47] <blood|work> i can go on
and on =)
L482[10:20:49] <TehNut> What would the
difference be between having names and an int
L483[10:20:56]
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L484[10:20:58] <Zaggy1024> just good
practice
L485[10:21:01] <TehNut> In the end, the
blockstate would work the same...
L486[10:21:16] <Zaggy1024> you don't have
to change it now, but it's good to have helpful names for people to
work with
L487[10:21:25] <Zaggy1024> think of the
poor starving resource pack artists :P
L488[10:21:35] <Zaggy1024> plus it makes
the debug screen not useless
L489[10:21:49] <Lumien> blood they will
use a fake player and properly break it :P
L490[10:22:03] <blood|work> lol
L491[10:22:07] <Zaggy1024> anyway, nut,
what does it actually do in-game?
L492[10:22:08] <blood|work> good luck
passing a fakeplayer with redstone
L493[10:22:23] <Lumien> "With
redstone" ?
L494[10:22:32] <TehNut> Block renders in
world. Missing texture in hand and inventory
L495[10:22:32] <Lumien> oh
L496[10:22:45] <Lumien> Well yeah it would
be a fake player
L497[10:22:50] <Lumien> and not the real
one
L498[10:23:05] <blood|work> fakeplayer is
garbage and it will probably be removed if i get my changes into
Forge
L499[10:23:06] <blood|work>
completely
L500[10:23:13] <blood|work> mods wont even
need to fire a blockbreakevent
L501[10:23:23] <blood|work> just as they
dont need to fire a place event
L502[10:23:37] <Zaggy1024> TehNut, what
does the log say?
L503[10:23:47] <kwantakosta> it returns a
false so it's not allowed ...
L504[10:24:44] <blood|work> I gave up on
relying on mods to do the "proper" thing =)
L505[10:24:52] <blood|work> now I handle
it all internally
L506[10:25:06] <Zaggy1024> kwantakosta,
your inventory is empty when you try to do it, right?
L507[10:25:18] <kwantakosta> don't know
why , before i took this step i used the same method to put the
stack that i took out of the chest in my inventory and it work (i
had to open my inventory or the chest to update)
L508[10:25:32] <TehNut> Unable to resolve
texture due to upward reference: #all in
minecraft:models/block/cube_all
L509[10:25:39] <Zaggy1024> oh
L510[10:25:40] <Zaggy1024> lol
L511[10:25:49] <TehNut> whaddid i do
L512[10:25:50] <Zaggy1024> you didn't
define your texture in your #inventory
L513[10:25:51] <kwantakosta> yeah
empty
L514[10:26:04] <TehNut> oic
L515[10:26:10] <TehNut> How do I do that
based on state?
L516[10:26:17] <Zaggy1024> can't
L517[10:26:20] <TehNut> ...
L518[10:26:25] <Lumien> blood i'm still
not sure how you are going to get the player "causing"
something out of for example an entity
L519[10:26:34] <Zaggy1024> you have to
remap it to locations using ModelLoader.setCustomblahwhatever
L520[10:26:35] <Lumien> Without the mod
implementing it
L521[10:26:49] <blood|work> Lumien: go
test Sponge, and see for yourself
L522[10:26:53] <TehNut> Yeah so basically
the Forge Blockstate stuff is useless for meta blocks...
L523[10:26:53] <TehNut> gotcha
L524[10:26:55] <blood|work> Entities are
tracked
L525[10:27:04] <Zaggy1024> no
L526[10:27:19] <blood|work> if a player
causes an entity to spawn, the entity has the player uuid stored in
it
L527[10:27:30] <blood|work> so if a player
spawned entity causes other entities to spawn, it will always be
tracked
L528[10:27:36] <Zaggy1024> you can
actually map it to something like #meta=0,inventory=true
L529[10:27:38] <blood|work> like a Ghast
shoots a fireball
L530[10:27:59] <blood|work> player caused
Ghast to spawn so the fireball gets tagged with the player
L531[10:28:04] <Zaggy1024> although then
you have to have that property in your block as well, or you'll
have to register a state mapper to make it add inventory=false
without the property to go with it
L532[10:28:24] <Lumien> So i call
World.spawnEntityInWorld and you go up the stack to try and figure
out from where it's coming from?
L533[10:28:29] <Zaggy1024> it's easier to
use setCustomblahwhatever to make it point to
models/items/something.json
L534[10:28:30] <blood|work> of course
not
L535[10:28:41] <blood|work> give me an
example and ill tell you what happens
L536[10:28:46] <TehNut> So exactly what I
don't want to do...
L537[10:28:47] <TehNut> *sigh*
L538[10:28:56] <Zaggy1024> well then do
the other suggestion I gave you
L539[10:29:12] <Zaggy1024> complicated,
but it should work
L540[10:29:12] <Lumien> In Blood Magic
there are rituals
L541[10:29:17] <Lumien> That can break
blocks
L542[10:29:22] ⇦
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L543[10:29:23] <blood|work> rituals are
what exactly?
L544[10:29:23] <Ordinastie> so apparently,
there is not tranformType for in world items :s
L545[10:29:24] <blood|work>
entities?
L546[10:29:42] <Lumien> They have a
"ritual core" which is a block
L547[10:29:47] <Lumien> they are multi
blocks
L548[10:30:06]
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L550[10:30:16] <kwantakosta> Zaggy1024 the
define texture was that a message for me ?
L551[10:30:41] <Zaggy1024> TehNut, you
have to remember that all the property -> values lists in forge
blockstates jsons are permutated to
"blah=blah,blah2=blah3"
L552[10:30:44] <blood|work> sec
L553[10:31:01] <blood|work> ok so would
you place this "ritual core" block ?
L554[10:31:01] <Zaggy1024> so it's not
really made for item models with variants
L555[10:31:03] <blood|work> you the
player
L556[10:31:15] <Zaggy1024> kwantakosta,
no, sorry, was talking to TehNut
L557[10:31:22] <Lumien> yes
L558[10:31:23] <kwantakosta> no prob
L559[10:31:25] <kwantakosta> :)
L560[10:31:37] <blood|work> k well all
block positions in any given chunk are tracked
L561[10:31:58] <blood|work> so the moment
you place that block, your uuid is generated in our
sponge_level.dat file and an index of the uuid is stored in the
block position within the chunk
L562[10:32:02]
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L563[10:32:10] <blood|work> block pos gets
serialized as a short
L564[10:32:42] <Lumien> The player has to
right click on the stone with a specific item to activate it
L565[10:32:50] <Lumien> So that determines
the "owner" of the ritual
L566[10:33:27] <blood|work> all blocks
notified by a player are tracked
L567[10:33:35] <blood|work> seperate from
the original owner
L568[10:33:57] <kwantakosta> gonna debug
and see why i get a return false
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L570[10:34:23] <Zaggy1024> oh waitt
L571[10:34:25] <Zaggy1024> I'm blind
L572[10:34:27] <Lumien> So when i right
click a block i get added to a list of players that
"used" that block?
L573[10:34:31] <Zaggy1024> kwantakosta,
don't do new BlockSand()
L574[10:34:34] ⇦
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L575[10:34:35] <Zaggy1024> do
Blocks.sand
L576[10:34:36] <blood|work> not list, you
become the last notified user
L577[10:34:43] <blood|work> there are 2
things tracked per block pos
L578[10:34:47] <blood|work>
owner/notifier
L579[10:34:48] <Zaggy1024> Blocks and
items are singletons, you only make them when the game is
initializing
L580[10:35:20] <kwantakosta> omg thx
Zaggy1024 i just noticed it aswell ... stupid mistake
L581[10:35:23] <kwantakosta> thx
L582[10:35:28] <Zaggy1024> np
L583[10:36:31]
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(~Mierzen@169-1-69-214.ip.afrihost.co.za)
L584[10:36:50] <Mierzen> Hi! How can I get
how long an *item* will smelt for in a furnace? It seems
TileEntityFurnace.getItemBurnTime() returns the amount of time a
fuel item will provide fuel
L585[10:37:39] <Poppy> burn time is always
the same
L586[10:37:45] <TehNut> ^
L587[10:37:59] <blood|work> notifier
support isnt in sponge yet, it will be when i finish testing
redstone
L588[10:38:03] <Poppy> well, smelt
time
L589[10:38:08] <blood|work> so atm, it
only tracks owner of placed blocks
L590[10:38:09] <Poppy> burn time is
different
L591[10:38:46] ***
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L592[10:39:04] <Mierzen> Should I just
pass the itemstack as is to getItemBurnTime. Say I want how long it
will take for a raw chicken to cook, I pass raw chicken's
itemstack?
L593[10:39:17] <kwantakosta> that
worked
L594[10:39:30] <kwantakosta> on to the
next issue to solve
L595[10:39:35] <kwantakosta> :)
L596[10:39:55] <Lumien> Mierzen 200
ticks
L597[10:40:01] <Lumien> Every item takes
that long to smelt
L598[10:40:32] ⇦
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L599[10:40:47] <Mierzen> Oh I haven't
realised. But now I'm with you all. Every item takes 200 ticks to
smelt, but different fuels can provide different burn times
L600[10:41:21] <Lumien>
TileEntityFurnace.getItemBurnTime
L601[10:41:40] <kwantakosta> i get all the
items in return but the first stack shows up in my inventory no
problem, the other stacks don't until i open the chest than it
shows all the stacks that i got instantly
L602[10:42:22] <Pennyw95> I can make
"gradlew build" compile mymod instead of Forge's example
mod? My mod's project is in a separate folder...I tried to replace
Forge's src with mine but that didn't work
L603[10:42:28] <Pennyw95> how can I*
L604[10:42:39] <kwantakosta> and the
boolean returned true for each stack so it looks like its a refresh
issue or something along those lines
L605[10:43:03] ***
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L606[10:43:14] <Mierzen> Thanks
Lumien
L607[10:43:28] <kwantakosta> Pennyw95 i
think you have to change it in the build.gradle file
L608[10:43:46] <Zaggy1024> hm, it may not
be realizing that the inventory has changed to send a packet about
the new stacks
L609[10:44:03] <Lumien> try
ServerConfigurationManager.syncPlayerInventory
L610[10:44:17] <kwantakosta> i'l try
lumien
L611[10:45:43] <Pennyw95> I can't find
anything about the source files to compile inside build.gradle
:(
L612[10:46:25]
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L613[10:46:26] <kwantakosta> lumien thats
not a static method
L614[10:46:34] <Lumien> No it's not
L615[10:46:50] <Lumien>
MinecraftServer.getServer.getConfigurationManager()
L616[10:47:29] <kwantakosta> thx
L617[10:48:04] <Mierzen> How can I make a
vanilla furnace work with a heat source underneath? Is there a
beginner-friendly way of doing it?
L618[10:48:16]
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L619[10:49:45] <Zaggy1024> er
L620[10:50:00] <Zaggy1024> you mean make a
heat source underneath make the furnace burn?
L622[10:50:22] <TTFTCUTS> there's an
example of it being done
L623[10:50:36] <Zaggy1024> can't do that
without an AT
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L625[10:51:01] <Zaggy1024> the easiest way
would be to register a dummy item that doesn't show up anywhere and
give it a very short burn time
L626[10:51:04] <Lumien> Zaggy
reflection
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L628[10:51:05] <kwantakosta> Thx O mighty
Lumien that solved it :)
L629[10:51:17] <Zaggy1024>
well...reflection isn't for beginners, but I guess...
L630[10:51:18] <Zaggy1024> :P
L631[10:51:29] <Mierzen> I'm refering to
that piece of code as we speak. I have made a testing item. When I
right click the item on a furnace, it makes it smelt. Now I need to
make it so that a furnace can burn automatically if it has lava
underneath
L632[10:51:56] <Zaggy1024> oh,
lava...
L633[10:52:11] <Zaggy1024> that's more
difficult, since it's not your own block
L634[10:52:17] <TTFTCUTS> Zaggy1024, that
stuff looks public to me...
L635[10:52:24] <Zaggy1024> what
stuff?
L636[10:52:30] <TTFTCUTS> the furnace burn
time etc
L637[10:52:34] <Zaggy1024> what
version?
L638[10:52:43] <TTFTCUTS> oh, that's fair.
1.7.10
L639[10:52:45] <Mierzen> burn time works,
ive done it
L640[10:52:51] <Zaggy1024> in 1.8 all
TEFurnace fields are private
L641[10:53:13] <Mierzen> Well i guess i
should have mentioned that im using 1.7.10
L642[10:53:23] <TTFTCUTS> \o/
L643[10:53:30] <TTFTCUTS> assumption
vindicated
L644[10:54:29] <Lumien> Mierzen not sure
you can do the lava thing without a custom furnace or some class
transformation
L646[10:54:50] <TTFTCUTS> hm
L647[10:54:57] <TTFTCUTS> that's not easy
because you don't control either entity
L648[10:55:15] <TTFTCUTS> er, either
block, or the furnace TE
L649[10:55:16] <TTFTCUTS> that is
L650[10:55:18] <Mierzen> Ive fiddled
around trying the lava thing, but couldnt get it working with the
first tries, so i tried an item to first get the main idea
working
L651[10:56:23] <Mierzen> Now that the main
idea of what im trying to do works, i want to switch it over to
using lava. I can google for examples of transformation, I guess
that will point me in the right direction?
L652[10:56:45] <Lumien> In theory you
could go through World.tickableTileEntities to search for
furnaces
L653[10:56:58] <Zaggy1024> the only two
ways I can think of are to replace the vanilla lava block and make
it tick (which probably wouldn't end well, liquids are weird), or
make a tick handler and check the world for lava below a furnace
(whihc would be very slow, bad for performance)
L654[10:57:12] <Zaggy1024> oh, that's a
good idea, lumien
L655[10:57:14] <Zaggy1024> didn't think of
that
L656[10:57:36] <tterrag|away> inefficient
though
L657[10:58:00] <Mierzen> Im dont mind
looking into transformation. That's how you learn... I've just
never done it before
L658[10:58:32] <Zaggy1024> tterrag, how is
that inefficient except in the most industrialized of worlds?
L659[10:58:54] <Zaggy1024> it's much
better than iterating all block positions, and much cleaner than
replacing the lava or furnace blocks
L660[10:59:04] <Lumien> (ASM is always
clean)
L661[10:59:12] <Lumien> You could also
maybe spawn an entity or something when a player places a
furnace
L662[10:59:31] <Zaggy1024> heh, ASM is
only clean if you know how to do it properly
L663[11:00:00] <Zaggy1024> stupid people
just outright replacing vanilla classes with ASM
L664[11:00:03] <TTFTCUTS> a shame there's
no reference to the TE involved for fuel handlers
L665[11:00:03] ⇦
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L666[11:00:14] <TTFTCUTS> otherwise you
could work out if an item has lava under it
L667[11:00:17]
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L668[11:00:42] <Zaggy1024> that would only
help if the furnace always had something in it
L669[11:00:42] ***
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L670[11:01:01] <Zaggy1024> ...I
think
L671[11:01:02] <Mierzen> I planned on
adding code to the furnace which checks if there is lava under,
then fuel the furnace. But I couldnt get the code "added"
to the furnace
L672[11:01:03] <TTFTCUTS> well for that
you have an item which you use as fuel, has itself as a container
item, and has burn time based on the lava under it
L673[11:01:14] <TTFTCUTS> which would be a
workable compromise if that way was viable
L674[11:01:14] <Zaggy1024> haven't looked
at a fuel handler for a while
L675[11:01:34] <Zaggy1024> Mierzen, you
can't directly add to vanilla classes
L676[11:01:44] <TTFTCUTS> yeah, it just
takes the itemstack as input Zaggy1024, nothing else :/
L677[11:02:06] <Zaggy1024> only way is
ASM, which is VERY advanced, and not recommended at all :P
L678[11:02:18] <Zaggy1024> (to add to
vanilla classes I mean)(
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L680[11:02:22] <Mierzen> Well I guess I
can take a short-cut. Make a custom furnacw ith crafting recipe
vanilla furn = custom. Then just add that piece of code?
L681[11:02:33] <Zaggy1024> that's one
way
L682[11:02:48] <TTFTCUTS> that would be
the easiest codewise
L683[11:02:54] <Zaggy1024> yup
L684[11:03:03] <Mierzen> I was typing that
right now as well
L685[11:03:05] ***
Subaraki is now known as Sub_shopFood
L686[11:03:09] <Pennyw95> Inside
build.gradle, is it processResources {} that dictates where gradlew
should pick the source files to compile?
L687[11:03:41] <Mierzen> Then I extend
TileEntityFurnace and override updateEntity?
L688[11:04:10] <alex_6611> pennyw95 you
should probably ask that in #ForgeGradle :D
L689[11:04:12] <Zaggy1024> yeh
L690[11:04:31] <Pennyw95> oh, thanks
:)
L691[11:05:01] <Zaggy1024> well, or since
you have to create a Block to go with that, you could use
onNeighborBlockChange to change a field in your TE to make it keep
burning
L692[11:05:03] <TTFTCUTS> yup
Mierzen
L693[11:05:22] <Zaggy1024> that would be a
little more unreliable in edge cases, probably, but it would be
much more efficient
L694[11:05:37] <Zaggy1024> but for a TE
that isn't going to be very common in the world I guess that
doesn't matter
L695[11:05:45] <Zaggy1024> just an option
:P
L696[11:05:59] <TTFTCUTS> wouldn't be too
bad really, checking down isn't ever going to cause other chunks to
load anyway
L697[11:06:09] <TTFTCUTS> which would be
the worst part of checking blocks
L698[11:06:21] <Mierzen> So that would be
ok?
L699[11:06:26] <TTFTCUTS> yeah
L700[11:06:45] <Mierzen> Ok, thanks. I'm
going to try that then
L701[11:07:08] <Zaggy1024> ugh, I should
probably go through and clean up any orphaned chunks I may be
causing
L702[11:07:15] <Zaggy1024> I wasn't aware
that was a big problem until now
L703[11:07:26] <TTFTCUTS> you could also
have a value in the TE which counts down until the next check so it
isn't looking every single tick if there's no lava there
L704[11:07:53] <TTFTCUTS> but really with
the number of these things expected, it's not really
necessary
L705[11:09:18] <Mierzen> TTFTCUTS, thank's
I will add a timer thing when I get the lava working
L706[11:09:57] <Mierzen> Is it allowed
that I use the vanilla furnace as texture of the custome one? Well,
actually that might be a little stupid to do, then the player won't
know if he's using a vanilla or custom one
L707[11:10:27] <Lumien> Maybe it would be
more logical to make a block the player has to place below a
furnace?
L708[11:11:37] <Poppy> what is called when
a block is destroyed by explosion? I see a function where I can
special case it for myself, but it's already dropping its drops as
if properly harvest with a fortune 0 tool, so I'm wondering where
that happens
L709[11:12:30] <TTFTCUTS> the explosion
deals with that stuff Poppy
L710[11:12:33]
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L711[11:12:40] <TTFTCUTS> and there's an
event that can be listened for to interfere with it
L712[11:12:58] <Mierzen> Lumien, then that
block checks if there is a furnace above, if so, set the burnTime.
I would like to use lava as-is, but I like your idea actually. It
sounds more logical
L713[11:13:01] <Zaggy1024> doesn't Block
have a callback for that?
L714[11:13:11] <Lumien> breakBlock still
gets called i believe
L715[11:13:13] <TTFTCUTS> maybe actually
:x
L716[11:13:24] <Zaggy1024> breakblock
doesn't drop anythign
L717[11:13:37] <Lumien> ?
L718[11:13:51] <Lumien> It's used in
blocks like chests to drop stuff when broken
L719[11:14:24] <Poppy> yeah, that's
exactly what it does
L720[11:14:43] <tterrag|away> There is a
destroyed by explosion method is there not?
L721[11:14:46] <Poppy> if
(hasTileEntity(p_149749_6_) && !(this instanceof
BlockContainer)) p_149749_1_.removeTileEntity(p_149749_2_,
p_149749_3_, p_149749_4_);
L722[11:14:56] <Poppy> there is, but it's
empty
L723[11:15:04] <tterrag|away> and?
L724[11:15:44] <Poppy> and that is what
I'm planing on overriding, but even now, when destroyed by an
explosion my block drops its drops
L725[11:15:49] <Poppy> so I'm wondering
where that happens
L726[11:15:55] <Lumien> Poppy
Explosion.doExplosionB
L727[11:16:22] <Poppy> huh
L728[11:16:54]
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L729[11:17:08] <Poppy> you'd think it'd be
done on the block side. Okay, what I actually really want to know,
if I override that method, will it take over what
Explosoin.doExplosionB does?
L730[11:17:28] <tterrag|away> It is done
on the block side, with getDrops
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L733[11:18:38] <Poppy> imma take a look at
the function, there has to be some flag it checks...
L734[11:18:46] <Lumien> What do you
actually want?
L735[11:19:40] <Mierzen> Should I extend
BlockFurnace or TileEntityFurnace?
L736[11:19:57] <Lumien> For the block
below ?
L737[11:19:59] <Poppy> Lumien: drop stuff
on explosion my own way
L738[11:20:05] <Mierzen> Yes Lumien
L739[11:20:09] <Lumien> neither
L740[11:20:17] <Mierzen>
BlockContainer?
L741[11:20:19] <Poppy> it checks for
canDropFromExplosion, neat
L742[11:20:47] <Lumien> With your block
yes
L743[11:21:08] <Poppy> neat, flag that,
drop my own shit from onBlockDestroyedByExplosion, done
L744[11:21:09] <Poppy> thank you
L745[11:21:20] <ZaggyMobile2> You need to
extend the te definitely
L746[11:21:33] <ZaggyMobile2> Not
necessarily the block
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L751[11:22:34] <ZaggyMobile2> Heh
lol
L752[11:22:58] <Lumien> Mier override
hasTileEntity and createTileEntity in your block
L753[11:23:06] <ZaggyMobile2> Yeah
L754[11:23:35] <Mierzen> As you can see, I
haven't really done that before. I will look for examples, using
that, thanks
L755[11:23:42] <ZaggyMobile2>
ITileEntityProvider is stupid, as is BlockContainer
L756[11:24:06] <ZaggyMobile2> The tutorial
is missing the overrides in the normal Block class
L757[11:25:17] <Baburek> Is it possible to
get all "name" strings from mod to use them in lang
file?
L758[11:25:37] <Lumien> Open the language
file of the mod
L759[11:26:02] <Baburek> I don't have
one
L760[11:26:06] <ZaggyMobile2> Yeah, in
code there's no way to know of all of the names
L761[11:26:09] <Mierzen> Will there be a
way for me to "re-use" furnace code, such as the smelting
and GUI, and then just add my piece with the lava? Or will I have
to code the entire block? If I can't re-use it, then there isn't
really a reason for me to add a new furnace instead of just adding
a new fuel block underneath, as Lum suggested. The only reason will
then be for getting used to doing TEs
L762[11:26:16] <Lumien> Open up the jar
file of the mod
L763[11:26:46] <alex_6611> mierzen, i
think the block underneath makes more sense
L764[11:26:55] <ZaggyMobile2> Mierzen just
override BlockFurnace and TEFurnace
L765[11:26:58] ⇦
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L766[11:27:07] <Baburek> I mean a method
like "Save all strings in en_US file"
L767[11:27:08] <ZaggyMobile2>
*extend
L768[11:27:20] <ZaggyMobile2> Override
only what you need to
L769[11:27:30] <alex_6611> it's really
your choice, if you go for an own furnace or the block
underneath
L770[11:27:34] <tterrag|away> What for
baburek?
L771[11:27:58] <Baburek> To
translate
L772[11:28:00] <ZaggyMobile2> Alex he's
doing his own block
L773[11:28:08] <Lumien> Open the mod jar
file
L774[11:28:17] <Lumien>
assets/modid/lang
L775[11:28:32] <Mierzen> Maybe it would be
good for me to try both methods. That way I learn how to create
TEs
L776[11:28:38] <alex_6611> yep
L777[11:28:49] <Lumien> Well both of them
will require a te
L778[11:28:53] <alex_6611> yea
L779[11:29:09] <Baburek> because all these
tile. gui. generator.
L780[11:29:33] <tterrag|away> huh?
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L782[11:30:41] <tterrag|away> You need to
keep those
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L785[11:31:02] <Mierzen> ZaggyMobile2, I
wanted to extend TEFurnace, but now they said I shouldn't? Can I
extend two things; I haven't seen that before? Or will I then have
a block extending BlockFurnace and a TE extending TEF?
L786[11:31:13] <Lumien> what you
said
L787[11:31:27] <tterrag|away> You can't
extend two thingd
L788[11:31:50] <ZaggyMobile2> Yes,
both
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L790[11:32:51] <Mierzen> Okay, thanks.
Just to make sure I'm with you all, extending furnace's block and
TE means I can re-use (and override) its methods, instead of having
to create an entirely new block/TE, right?
L792[11:33:48] <Lumien> What mod is
that?
L793[11:33:55] <Baburek> SpaceBlock
L794[11:35:04] <Lumien> So
L795[11:35:06] <Lumien> Is that your
mod?
L796[11:35:14] <tterrag|away> if it does
not have Lang files you cannot translate it
L797[11:35:17] <Baburek> I can type a
string manually, but I have to do that after each adding block,
guim item etc
L798[11:35:47] <tterrag|away> oh you are
asking how to make Lang files?
L799[11:36:08] <Baburek> Yes, with all
strings from mod
L800[11:36:13] <Lumien> Is that your
mod?
L801[11:36:28] <Baburek> With keys
tile.block1.name=
L802[11:36:28] <ZaggyAFK> Have others help
you, I'm away now :(
L803[11:37:47] <tterrag|away> Is it a mod
you make Baburek?
L804[11:37:54] <Baburek> yes
L805[11:38:35] <tterrag|away> Then you
just need to make .lang files in your assets/lang directory
L807[11:38:41] <tterrag|away> Loke
thay
L808[11:38:43] <tterrag|away> like
that
L809[11:38:47] <tterrag|away> stupid
phone
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L811[11:39:21] <Baburek> And type all
string manually?
L812[11:39:42] <tterrag|away> yes
L813[11:40:03] <Baburek> all 1728
strings?
L814[11:40:13] <tterrag|away> How else are
you going to do it?
L815[11:40:40] <tterrag|away> You could
probably write some code to dump the language registry
L816[11:40:45] <fry> and people complain
about json models :P
L817[11:40:47] <tterrag|away> I wouldn't
know how to do that exactly though
L818[11:40:54] <Baburek> So I'm asking
"how?"
L819[11:41:08] <Lumien> Baburek did you
like take over a mod or something?
L820[11:41:09] <fry> there's probably all
the registrations in the log already
L821[11:41:13] <tterrag|away> the language
registry is just a map of strings
L822[11:41:24] <tterrag|away> iterate over
it and print everything out, it's not too complicated
L823[11:43:00] <Poppy> now doing that in
scala would be fun, single line stuff
L824[11:43:06] <Poppy> with filtering and
everything
L825[11:43:26]
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L826[11:43:39] <sham1> java8 :P
L827[11:43:53] <tterrag|away> or retro
lambda
L828[11:44:15] <Poppy> you and your fancy
words
L829[11:44:24] <tterrag|away> that's still
Java 8 really though
L830[11:46:15] <sham1> Java 8 lambdas are
actually better than scala anon funcs
L831[11:46:20] <sham1> When looking at
bytecode
L832[11:46:26] <sham1> Because
invokedynamic and all that
L833[11:47:16] <Baburek> The map is
private
L834[11:47:36] <fry> sham1: scala is
moving to that in 1.12 :P
L835[11:47:48] <sham1> I know
L836[11:47:52] <fry> should interoperate
seamlessly with java lambda stuffs
L837[11:49:08] <sham1> Cant wait to write
runnable as () => .. instead of new Runnable{ def run() = ...
}
L838[11:49:41] <fry> add an implicit
conversion :P
L839[11:50:15] <sham1> What? no
L840[11:50:25] <fry> why not? :P
L841[11:50:51] <sham1> Because I would
have to import the implicit class and all that and it is just
meh
L842[11:51:19] <fry> not class - just a
method
L843[11:51:27] <sham1> Well it has to be
somewere
L844[11:52:33] <tterrag|away> Baburek:
reflect it
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L847[11:55:10] <Pennyw95> what does it
mean when a big red ! appears on your minecraft project? Right
after moving the source folder?
L848[11:56:42] <Brokkoli> build path
errors or something similar
L849[11:57:50] <tterrag> yeah, build
error
L850[11:57:58] <tterrag> look in the
"problems" tab
L851[11:57:58] <Pennyw95> ok thanks
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L855[12:00:50] <Mierzen> In idea, if I
right click something to "Find usages", how do I make it
search in the forge directory as well?
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L862[12:15:32] <Baburek> strange
L863[12:16:05]
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L864[12:16:20] <Baburek> The map doesn't
contain mod's blocks names
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L868[12:21:03] <Baburek> Are you calling
init()?
L869[12:25:24] <Mierzen> Yip, in the Main
class, in public void preInit(FMLPreInitializationEvent e)
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L871[12:26:53] <Ivorius> Mierzen: ctrl
shift f7 iirc
L872[12:27:01] <Mierzen> Thanks Ivo
L873[12:27:11] <Ivorius> And select the
Project and Libraries thing
L874[12:27:56] <Ivorius> Also make a
breakpoint in init
L875[12:28:00] <Ivorius> It's probably not
being called
L876[12:28:07] <Mierzen> ctrl shift f7
highlighted it in green.
L877[12:28:12] <Mierzen> Ill try the
breakpoint now
L878[12:28:12] <Ivorius> Or it does appear
ingame but doesn't have a tab
L879[12:28:48] <Ivorius> Well, search for
your keybinding for Advanced Usage Search
L880[12:30:20] <Mierzen> Okay, thank you.
I'm trying to run with only extending BlockFurnace atm. That should
give me a plain custom furnace BLOCK - incapable of doing anything,
right? I'm doing it like that, because I'm having trouble with
extending and registering the TileEntityFurnace
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L882[12:30:28] <Mierzen> It stops at the
breakpoint
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L884[12:31:04] <Ivorius> > Or it does
appear ingame but doesn't have a tab
L885[12:31:53] <Mierzen> Ive searched for
"furnace" and "custom" but neither shows
up
L886[12:32:04] <Ivorius> Yes
L887[12:32:08] <Mierzen> well, it doesn't
show up in either's results
L888[12:32:09] <Ivorius> Because it
doesn't have a tab
L889[12:32:24] <Ivorius> Do you see upper
door blocks in the creative menu?
L890[12:32:27] <Mierzen> Oh. i didn't know
that it has to have a tab to show up
L891[12:32:28] <Ivorius> Even though they
exist?
L892[12:32:32] <Mierzen> Good point
L893[12:32:33] <Ivorius> No, because they
don't have a tab.
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L896[12:37:36] <Mierzen> I changed the
CustomFurnaceBlock to
http://pastebin.com/9rhgqBGh.
When I loaded the world, it said that those two blocks are now
missing. They still don't show up in the search results
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L901[12:41:36] <Mierzen> I changed it back
and gave the items using the /give command. When placing the blocks
down (without overriding the TE yet), it places down a furnace. I
can right click it, though, and it can smelt and work just like a
regular vanilla furnace. Breaking it gives a vanilla
furnace...
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L903[12:44:32] <SkySom> Yeah you need to
over ride whatever drops the block
L904[12:44:55] <SkySom> Can't remember the
method name at this point
L905[12:45:06] <SkySom> And I don't have
my dev environment open infront of me
L906[12:45:28] <Mierzen> Thanks, will
tyr
L907[12:45:31] <Mierzen> *try
L908[12:45:56] <MattDahEpic> i need some
help with the documentation page im making about loading stages. my
current draft is
https://paste.ee/p/GuKme and i need to fill in
the ...s with when the events occur
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L911[12:55:45] <Baburek> It seems that
there are no map for strings
L912[12:56:08] <Ivorius> wat
L913[12:57:16] <Baburek> Minecraft and
forge doesn't store full untranslated strings
L914[12:58:27] <Baburek>
tile.modid.blockname.name is "tile." +
"modid.blockname" + "name"
L915[12:59:37] <Baburek> if registry
contains key "tile.blabla=" with value, it returns the
value
L916[13:00:19] <Baburek> if doesn't
contain, key is being used as a block name for rendering and other
shit
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L918[13:02:30] <Ivorius>
Congratulations
L919[13:02:35] <Ivorius> You figured out
placeholder translations
L920[13:03:36] <Baburek> I've tried to
display all untranslated strings
L921[13:03:53] <Ivorius> lawl
L922[13:04:03] <Ivorius> How the fuck
should it know what strings are not translated
L923[13:04:04] <Baburek> To prevent typing
all "tile." "item." manually
L924[13:04:11] <Ivorius> I can literally
give you an infinite list right now
L925[13:04:46] <Ivorius> You could gather
them over the program's lifespan, but that's pretty
ineffective
L926[13:05:51] <Baburek> I know, that it's
not java channel, but is it possible to change a private method
without asm?
L927[13:06:10] <fry> call it with
reflection
L928[13:06:29] <fry> also, for your
problem simply dumping all the blocks/items might work better
L929[13:07:25] <Mierzen> How can I get a
block's hardness without it having to be in the world? Something
like Blocks.furnace.getBlockHardness()
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L931[13:09:29] <Ivorius> Not all blocks
know their hardness without in-world context
L932[13:09:38] <McJty> Mierzen, in general
you can't
L933[13:10:29] <Mierzen> I thought it
would be possible somehow
L934[13:10:51] <Lumien> You could just get
it out of Block.blockHardness
L935[13:10:55] <Lumien> Just won't be 100%
reliable
L936[13:12:05] <Mierzen> 'blockHardness'
has protected access" in 'net.minecraft.block.Block'
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L938[13:12:55] <Mierzen> You know what, I
think Im just going to make the block that has to be placed
underneath the furnace. Its easier. I'm getting tired of this.
Perhaps I should take a break
L939[13:13:37] <Lumien> It is easier
L940[13:13:52] <Lumien> And it also
doesn't make too much sense to make the player craft a different
furnace that smelts exactly the same way
L941[13:14:32] <Mierzen> Its also more
intuitive having to place a "fuel" block under the
furnace for it to use it
L942[13:20:24] <MattDahEpic> is anyone
good at mod load stages? liek preinit, init, and postinit?
L943[13:23:41] <tterrag> "good"
at them?
L944[13:23:43] <tterrag> what does that
mean?
L945[13:24:39] <MattDahEpic> do you know
when the load stages occur? like in terms of texture and mod
loading
L946[13:24:58] <tterrag> textures are
loaded twice, once before preinit and once after post init
L947[13:25:06] <tterrag> what exactly are
you asking?
L948[13:25:09] <tterrag> don't be
vague
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L950[13:25:50] <MattDahEpic> im making a
docs page abotu load stages and my current draft is
https://paste.ee/p/GuKme . i need to fill in the
...s
L951[13:26:18] <tterrag> if you have to
ask about something to write docs on it, you probably shouldn't be
writing docs on it
L952[13:26:20] <tterrag> sorry to
say
L953[13:26:46] <MattDahEpic> im confirming
that i have the right idea about when it loads
L954[13:28:43] <tterrag>
Minecraft.startGame() has everything in order
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L956[13:34:59] <McJty> tterrag, actually
writing a doc on something is a good way to learn
L957[13:35:02] <McJty> tterrag, I have
done that in the past
L958[13:35:24] <McJty> It forces you to
think things through and examine everything closely
L959[13:35:32]
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L962[13:38:34] <tterrag> for the official
docs? I'd argue not
L963[13:38:37] <tterrag> it needs to be
absolutely correct else we get something like the great packet leak
of 1.7.2
L964[13:38:41] <tterrag> which was caused
by *one* bad tutorial on the forge wiki
L965[13:40:18] <MattDahEpic> "The
Great Packet Leak of 1.7.2" ONE TUTORIAL. PROBABLY LOTS OF
PEOPLE. HUGE NETWORK WASTEAGE. coming to theatres soon.
L966[13:40:34] <MattDahEpic> *inception
sound*
L967[13:47:00] <Mierzen> May I combine
textures from minecraft or is it now allowed?
L968[13:47:54] <tterrag> Mierzen: ?
L969[13:48:56] <Mierzen> Lets say I want
to use iron block's sides and use lava as the top texture
L970[13:49:22] <alex_6611> you can use
vanilla textures as much as you want as long as they're not
distributed with the mod.
L971[13:49:46] <alex_6611> so as long as
you actually use the vanilla assets and don't copy them to your
assets folder, you're fine
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L973[13:50:18] <Mierzen> Okay,
thanks
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L976[13:51:51] <tterrag> it's not like a
ton of mods distribute slightly modified vanilla textures
L977[13:51:59] <tterrag> mojang doesn't
care as long as you don't sell it
L978[13:52:19] <tterrag> but if you are
going to use *exact* vanilla textures, then yes just use them as
they already exist in game
L979[13:52:37] <McJty> And you have the
advantage that they will adapt if the person uses a different
texture pack
L980[13:52:47] <McJty> (which can also be
a disadvantage in some cases)
L981[13:53:01] <tterrag> ^
L982[13:54:32] <Mierzen> Thanks for the
help
L983[13:54:46] <tterrag> MattDahEpic: for
real though, it was bad
L984[13:54:54] <tterrag> pretty much every
mod had to rewrite their networking entirely
L985[13:55:04] <kwantakosta> omg how hard
can it be applying a texture to the block ... followed tutorial on
it but still it doesn't want to load ... anyone have experience in
this matter
L986[13:55:31] <MattDahEpic> kwantakosta,
1.8?
L987[13:55:41] <kwantakosta> sorry yeah
1.8
L988[13:55:53] <Zaggy1024> I have much
experience
L989[13:55:57] <fry> it's a model, not
texture then :P
L990[13:56:00] <Zaggy1024> also, boo
L991[13:56:08] <Zaggy1024> very true
L992[13:56:09] <fry> and show your code
:P
L993[13:56:14] <Zaggy1024> matt makes that
mistake a lot, it's confusing
L994[13:56:14] <MattDahEpic> i was abotu
to help but Zaggy1024 is better than me, have fun
L995[13:56:22] <kwantakosta> yeah a
model
L996[13:56:37] <Zaggy1024> so what do you
have so far?
L997[13:56:43] <kwantakosta> give me a sec
i'll drop in somewhere on github otherwise it's to many files
:)
L998[13:56:46] <Zaggy1024> for both your
model registration and jsons
L999[13:56:51] <Zaggy1024> yep
L1000[13:57:02] <Zaggy1024> MattDahEpic,
fry is even better than me :P
L1002[13:57:28] <fry> I only dabble
L1003[13:57:34] <Zaggy1024> ha
L1004[13:57:39] <Zaggy1024> if you say
so
L1005[13:57:44] <tterrag> and about 3
other commits of the same or greater magnitude
L1006[13:57:49] <MattDahEpic> fry is best
but he's only ever here for 1 sentence at a time
L1007[13:57:51] <tterrag> just to fix all
the packets
L1008[13:59:56] <Mierzen> I'm using a
fuel block underneath a vanilla furnace to fuel it. I made the
block, now I'm busy with its TE. Previously people suggested I
@Override
L1009[13:59:57] <Mierzen> public void
updateEntity() on the fuel TE. How do I get the blocks location
from there to check if there is a furnace above?
L1010[14:00:15] <Zaggy1024> pos or
getPos()
L1011[14:00:15] <MattDahEpic> do you have
a World?
L1012[14:00:17] <Zaggy1024> if on
1.8
L1013[14:00:36] <Zaggy1024> if not...I
believe it was xCoord, yCoord, zCoord or some crap
L1014[14:00:51] <Zaggy1024> maybe
xPos
L1015[14:02:28] <Mierzen> I have to
override the method. The original one has no parameters so how
would i get them? That is what I meant.
http://pastebin.com/hjYKPCta
L1016[14:02:51] <kwantakosta> ok here is
the repo
L1018[14:03:10] <Mierzen> or what should
i extend now?
L1019[14:03:15] <kwantakosta> just gonna
run down for a drink i'll be right back
L1020[14:03:42] <Zaggy1024> Mierzen, tile
entities aren't singletons, they store their location and world in
their fields
L1021[14:04:12] <Zaggy1024>
worldObj.getTileEntity(pos.up())
L1022[14:04:32] <Mierzen> Thank you
L1023[14:05:22] <Mierzen> "cannot
resolve symbol 'pos'"
L1025[14:07:15] <Mierzen> Actually,
this.whatever
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L1031[14:14:13] <Mierzen> Maybe I'm just
tired but I'm struggling
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L1035[14:18:51] <Mierzen> I think I have
it now. I can just use xCoord, yCoord, zCoord
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L1039[14:27:29] <Zaggy1024> aw
frick
L1040[14:27:33] <Zaggy1024> come on you
piece of crap
L1041[14:27:50] <Mierzen> ?
L1042[14:28:08] <Zaggy1024> can't make a
block model json with vertices exceeding the 0-1 bounds of the
block
L1043[14:28:10] <Zaggy1024>
LIEJILAGNEa
L1044[14:28:27] <fry> wat? :P
L1045[14:28:27] <Mierzen> Unfortunately I
cant help you
L1046[14:28:37] <Zaggy1024> fry, what
wat?
L1047[14:28:44] <Zaggy1024> thought that
was pretty clear :P
L1048[14:29:03] <Lumien> ?
L1049[14:29:04] <Lumien> Mine works
L1051[14:29:17] <Lumien> Unless i'm
misunderstanding what you are trying to do
L1052[14:29:41] <kwantakosta> ok guys
sorry for the delay i'm back
L1053[14:30:03] <Zaggy1024> Lumien, looks
like you're exceeding 16 height maybe...hard to tell
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L1055[14:30:17] <Lumien> Yeah my block
model goes out of the bounds of a block
L1056[14:30:18] <Zaggy1024> but I'm
trying to make a model that's 4 blocks wide :P
L1057[14:30:34] <kwantakosta> i posted
the link to the source in here so if anyone has time for me to help
me on the model thing i would be very pleased :)
L1058[14:30:40] <Zaggy1024> fry, can I
please abolish that limitation with a patch?
L1059[14:31:23] <Zaggy1024> looks like it
allows...one block extra on each side as it is
L1060[14:31:23] <fry> split your model
into 4 blocks
L1061[14:31:32] <Zaggy1024> dude
L1062[14:31:33] <fry> othewise it won't
be lit up properly
L1063[14:31:35] <Zaggy1024> it's a simple
plane
L1064[14:31:38] <Zaggy1024> oh
L1065[14:31:39] <Zaggy1024> true
L1066[14:31:40] <Zaggy1024> danget
L1067[14:31:43] <fry> it's easier
then
L1068[14:31:50] <Zaggy1024> but...
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L1070[14:32:05] <Zaggy1024> not really
actually
L1071[14:32:13] <Zaggy1024> It's a portal
block that will be shadeleess
L1072[14:32:17] <Zaggy1024> so it doesn't
need lighting
L1073[14:32:31] <Mierzen> Are TEs also
registered in preInit?
L1074[14:32:34] <Zaggy1024> and I only
want the center of it to teleport you
L1075[14:32:38] <Zaggy1024> yes
L1076[14:32:45] <Zaggy1024> or they can
be
L1077[14:33:06] <Zaggy1024> that's where
I do mine in 1.8, not sure if 1.7 is different actually
L1078[14:33:11] <Mierzen> my TE's
updateEntity() doesn't get called :|
L1079[14:34:31] <Zaggy1024> do you have
@Override on it, and no error?
L1081[14:34:52] <kwantakosta> it give's
me 2 errors in the console
L1082[14:34:56] <kwantakosta> [20:53:23]
[Client thread/ERROR] [FML]: Model definition for location
shopmod:exchanger#inventory not found
L1083[14:34:56] <kwantakosta> [20:53:23]
[Client thread/ERROR] [FML]: Model definition for location
shopmod:exchanger#normal not found
L1084[14:35:17] <Zaggy1024> hm, I don't
know
L1085[14:35:34] <Zaggy1024> I don't
remember a time when tile entities had an update method in the base
class
L1086[14:35:39] <Zaggy1024> in 1.8 it's
on an interface
L1087[14:35:41] <Mierzen> Should I remove
it?
L1088[14:36:06] <Mierzen> How does it
know that /that/ TE is linked to /that/ block?
L1089[14:36:09] <Zaggy1024> er...no
L1090[14:36:19] <Zaggy1024> because the
world tracks it
L1091[14:36:39] <Zaggy1024> also the TE
has its position to keep track of itself as well
L1092[14:37:17] <Mierzen> Should I then
not create a block as well?
L1093[14:38:03] <Zaggy1024> oh, you
aren't registering your tile entity?
L1094[14:38:12] <Zaggy1024> er
L1095[14:38:19] <Zaggy1024> you didn't
override hasTileEntity in your block
L1096[14:38:38] <Zaggy1024> it won't
create a te if you don't return true from that
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L1098[14:39:49] <Mierzen> Okay so then I
just add hasTileEntity that retursn true?
L1099[14:40:00] <Zaggy1024> yeah
L1100[14:40:17]
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L1101[14:41:12] <Mierzen> Im starting up
now. In idea, hasTileEntity is striketroughed. Hovering over it
says that it is deprecated?
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L1103[14:42:23] <Zaggy1024> 0.o
L1104[14:42:31] <Zaggy1024> tterrag, you
know 1.7...what's up with that?
L1105[14:42:55] <Zaggy1024> if you're
around
L1106[14:43:03] <gigaherz> Mierzen: is it
the version that has a meta value as the arg?
L1107[14:43:06] <Zaggy1024> Mierzen, this
is 1.7 right?
L1108[14:43:13] <Zaggy1024> ah
right
L1109[14:43:19] <Zaggy1024> the overload,
I forgot
L1110[14:43:22] <Mierzen> UpdateEntity is
still not called. Here is where I register the block and TE:
http://pastebin.com/2uchVRiJ, which is called in
FMLPreInitializationEvent
L1111[14:43:38] <Mierzen> I'll check the
args for you
L1112[14:43:51] <Mierzen> 1.7.10
L1113[14:43:52] <gigaherz> the one you
need to override is "public boolean hasTileEntity(int
metadata)"
L1114[14:44:36] <Mierzen> @Override
L1115[14:44:36] <Mierzen> public boolean
hasTileEntity()
L1116[14:44:36] <Mierzen> {
L1117[14:44:36] <Mierzen> return
true;
L1118[14:44:36] <Mierzen> }
L1119[14:44:39] <Mierzen> ?
L1120[14:44:42] <gigaherz> nope
L1121[14:44:47] <gigaherz> the one that
has int metadata
L1122[14:44:48] <Mierzen> soz
L1123[14:44:51] <Mierzen> I see new
L1124[14:44:52] <Mierzen> now
L1125[14:45:06] <Mierzen> and there goes
the line. Let me test it quickly
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L1127[14:46:59] <Mierzen> I still don't
reach the breakpoint which is placed in public void
updateEntity()
L1128[14:47:53] <Zaggy1024> check if your
TE is being created
L1129[14:49:52] <Mierzen> I misread
giga's message: the one you need to override is "public
boolean hasTileEntity(int metadata)" I read 'the ONLY one'. I
re-added createTE and now it seems to work!
L1130[14:50:03] <Zaggy1024> oh
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L1133[14:51:42] <Mierzen> lol
L1134[14:53:28] <Mierzen> TADA! I'm
smelting!! Thanks so much for your help
L1135[14:53:41] <Zaggy1024> np
L1136[14:55:27] <diesieben07> that does
not sound healthy
L1137[14:55:29] <diesieben07> just
sayin
L1138[14:55:37] <heldplayer> I was about
to say
L1139[14:55:53] <heldplayer> But I
suppose, whatever floats your boat
L1140[14:56:00] <heldplayer> Or in this
case, smelts it
L1141[14:56:34] <Mierzen> Hahaha
LOL!
L1142[14:56:53] <Mierzen> Really, thanks
everyone! I wouldnt have been able to do it without your help
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L1146[15:00:54] <gigaherz> Mierzen: you
are welcome, we are here becauase we like to help. ;P
L1147[15:01:04] <gigaherz> -a
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L1150[15:02:49] <Mierzen> For some reason
it only smelts two items :-| I then have to remove the output for
it to restart
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L1155[15:04:45] <diesieben07> 1. do NOT
compare ItemStacks using unlocalized names. 2. do not compare
strings using ==. 3. just because you are telling the furnace
"hey you are on now" it's not actually really on.
L1156[15:05:17] <Mierzen> Thanks for the
feedback. How should I rather do it?
L1157[15:07:34]
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L1158[15:08:13] <diesieben07> 1. you need
something like this:
https://goo.gl/kopCYD 2. use
a.equals(b) or Objects.equal(a, b) if you want to be null-safe. 3.
i woudl have to look into how the furnace works exactly to tell you
if this is even possible.
L1159[15:08:30] <diesieben07> and with
3... i also don't *actualy* know what you are trying to do, I am
just assuming from that piece of code you posted.
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L1163[15:09:49] <Cypher121> Mierzen: so
you want your TE to power furnace next to it, right?
L1164[15:10:01] <Mierzen> Above it, but
yes
L1165[15:10:26] <Mierzen> Sorry, i forgot
to restate what i'm trying to do, since you weren't here when I
started
L1166[15:12:01] <Mierzen> I want the
furnace to be on when the fuel block is underneath. I just added
checks for if it should start. If the there is a item to be smelted
and it *can* be smelted, then I check if the output slot is either
empty or already has the output item (so, will the smelting be
successful?) If so, If the current "fuel amount"
(burnTime) is basicalyy zero, i add burntime
L1167[15:12:49] <Mierzen> The
BlockFurnace.updateFurnaceBlockState(true, worldObj, xCoord,
yCoord+1, zCoord); is there to update the furnace texture. It
agrees with what Vazkii has done using the exoflame
L1168[15:13:06] <tterrag> diesieben07:
accelerating the furnace manually is possible, he wouldn't be the
first mod to do it
L1169[15:13:09] <tterrag> see: heating
coil from HZ
L1170[15:13:11] <tterrag> FZ*
L1171[15:13:15] <diesieben07> yes, it is
possible
L1172[15:13:19] <diesieben07> just not
that easily
L1174[15:13:40] <Mierzen> After
everything is working, i'm going to add checks to not update (i.e.
check everything on each update)
L1175[15:13:51] <Mierzen> Will check,
cypher
L1177[15:13:54] <diesieben07> you have to
set furnaceBurnTime to some positive value
L1178[15:14:11] <Mierzen> I set it to
400?
L1179[15:14:49] <Cypher121> just fyi, 400
= (stack burn time) * 2
L1180[15:15:13] <diesieben07> right... it
should work then...
L1181[15:15:33] <Mierzen> Yes. And
previously I found out that each item burns for 200 ticks
L1182[15:15:47] <Mierzen> It works, but
not constantly. It stops after a while
L1183[15:17:04] <Mierzen> (btw, i also
plan to add acceleration, but that will come after everything is
working as it should)
L1184[15:19:09] <Mierzen> It smelts the
items, but stops after a while. Forcing a block update on the fuel
block does not start it again. changing the stack size to be
smelted or already-smelted doesnt start it either. neither does
replacing the fuel block. i have to remove all
"results"
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L1186[15:24:27] <Mierzen>
diesieben07,from which library does equalsImpl come?
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L1188[15:24:43] <diesieben07> it's in the
same class file
L1189[15:24:57] <diesieben07> like 3
lines down
L1190[15:25:01] <Mierzen> Okay, I didn't
see it
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L1192[15:26:22] <Mierzen> Does 1.7.10
have ItemStack.getMetadata()?
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L1194[15:26:36] <Cypher121>
getItemDamage()
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L1196[15:27:00] <Mierzen> Thank you
L1197[15:31:30] <Mierzen> diesie, it
seems implementing your equal() automatically fixed the stopping of
the furnace. I see now how using == for strings, along with
unlocalized names can cause problems
L1198[15:31:49] <diesieben07> glad you
could fix it
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L1200[15:34:13] <Mierzen> Would it be
okay with you if I use your equal() and equalsImpl() in this mod?
getMetadata() is changed to getItemDamage() and I cannot use the
Contract annotation
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L1202[15:34:46] <diesieben07> sure you
can
L1203[15:34:54] <diesieben07> it's
LGPL
L1204[15:35:17] <Mierzen> I saw, v3, but
I wanted to confirm
L1205[15:35:19] <Mierzen> Thank you
L1206[15:35:59]
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L1207[15:36:03] <fry> copyiong code from
LGPL will most likely result in LGPL applying to your code too
:P
L1208[15:36:26] <fry> explicit permission
from the author is of course enough too though :P
L1209[15:36:29] <diesieben07> well, with
that method you can hardly call it "copying" :D
L1210[15:36:37] <diesieben07> its like..
a null check and a method call
L1211[15:37:56] *
fry wants to see the link
L1213[15:38:39] <Mierzen> I copied it and
changed two lines, and referenced diesie's file. I'm also using
LGPL, but v2. I can change it
L1214[15:38:59] <fry> equal is
Objects.equal (either guava or java7 Objects, whichever you
prefer)
L1215[15:39:06] <fry> well, almost
L1216[15:39:09] <diesieben07> no its
not
L1217[15:39:13] <diesieben07> ItemStack
has no equals method
L1218[15:39:20] <fry> yup, it'll call the
original equals
L1219[15:39:30] <diesieben07> which is
why this method exists :D
L1220[15:40:16] <Mierzen> diesie, have
you though of PR'ing it to Forge?
L1221[15:40:28] <heldplayer> "Just
ASM an equals method in" *insert troll face*
L1222[15:40:37] <diesieben07> No, not
really. Forge is not really a place for utilities like this
L1223[15:40:41] <fry> it was in forge at
some point, iirc, it breaks mods
L1224[15:40:46] ***
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L1225[15:40:48] <Mierzen> Oh okay
L1226[15:40:49] <fry> (adding the .equals
to the ItemStack)
L1227[15:41:17] <fry> Also, it's probably
not a bad idea to put this somewhere in forge :P
L1228[15:41:22] <fry> not sure where
though
L1229[15:41:29] <diesieben07> anyone have
a resource for learning how to implement like a image color-filter?
so like... an algorithm to add a blue tint to the image for
example
L1230[15:41:50] <fry> multiply all pixels
by the blue color
L1231[15:41:55] <fry> simplest way
L1232[15:41:58] <heldplayer> You could
use a colour matrix maybe that prioritizes blue?
L1233[15:42:03] <diesieben07> how do I
"mulitply pixels"? :D
L1234[15:42:16]
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L1235[15:42:17] <fry> rNew = rOld *
rMask
L1236[15:42:24] <fry> same for
others
L1237[15:42:29] <heldplayer> Go over
every pixel, take its colours as a vector, have a transformation
matrix for colours, multiply, store in pixel
L1238[15:42:42] <fry> matrix realy isn't
neccesary here
L1239[15:42:50] <heldplayer> Depends how
good you want it to look
L1240[15:43:00] <diesieben07> what is
rXXX?
L1241[15:43:04] <diesieben07> rgb as
hex?
L1242[15:43:04] <heldplayer>
Multiplicative is often not very good looking imo
L1243[15:43:06] <fry> red
L1244[15:43:09] <diesieben07> oh
L1245[15:43:23] *
diesieben07 experiments
L1246[15:43:26] <diesieben07>
thanks
L1247[15:43:50] <fry> multiplicative
colors is how light is applied to the objects, for example
L1248[15:44:45] <heldplayer> Well yeah,
but then you have a value that depends on the pixel to multiply
with, don't you?
L1250[15:45:12] <fry> heldplayer: if it
doesn't then it's not blending, it's substitution :P
L1251[15:45:54]
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L1252[15:45:59] <heldplayer> I mean like,
the value to multiply the original pixel with depends on the data
for said pixel (being depth buffer, for example)
L1253[15:46:25] <fry> what?
L1254[15:46:49] <fry> depth buffer
shouldn't be relevant at all here
L1255[15:47:08] <heldplayer> Isn't it
relevant to calculating the light to fall upon it?
L1256[15:47:13] <heldplayer> From your
example
L1257[15:48:01] <fry> I assume diesie
wants simple 2d pixel array blending, without involving any
geometry at all
L1258[15:48:10] <diesieben07> yes
indeed+
L1259[15:48:26] <diesieben07> it does not
need to be very fancy, the image is 256x256 only and will be
upscaled minecraft-style
L1260[15:48:28] <diesieben07> :D
L1261[15:48:45] <heldplayer> I know, but
I'm talking about your comment "<@fry> multiplicative
colors is how light is applied to the objects, for
example"
L1262[15:49:02] <heldplayer> /fork the
convo
L1263[15:49:41] <fry> well, real life
lighting is very complicated, but multiplication is a great
approximation :P
L1264[15:50:20] <fry> (it's a perfect
approximation for an even ambient light + completely matte
material, I think :P)
L1265[15:50:33] <heldplayer> I
suppose
L1266[15:51:37] <MattDahEpic> why does
git rebase take sooooooooo long
L1267[15:51:59] <fry> because your
commits are huge :P
L1268[15:52:05] <MattDahEpic> lies
L1269[15:52:18] <MattDahEpic> 26 lines
isnt long
L1270[15:52:19] ***
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L1271[15:52:28] <fry> then it should be
fast
L1272[15:52:43] <heldplayer> How busy is
your disk?
L1273[15:52:49] <heldplayer> And is it an
HDD or SSD?
L1274[15:53:23] <MattDahEpic> its been on
Rebasing (2/2) for like 20 mins. my disk is a 7200rpm and the only
other thing im doing is listening to music
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L1276[15:53:37] <fry> that can't be
right
L1277[15:53:46] <fry> something is very
wrong
L1278[15:54:03] <heldplayer> Disk RPM
doesn't determine how busy it is though
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L1280[15:55:02] <MattDahEpic> the only
activity task manager reports is on the music drive, theres no
activity on the code drive
L1282[15:55:34] <heldplayer> Is the git
process doing anything at all?
L1283[15:55:52] <HassanS6000> It gets
called and all, even the setLocationAndAngles, but it still won't
work
L1285[15:56:25] <HassanS6000> Same thing
with setPosition
L1286[15:56:54] <heldplayer> Does git
usually take a long time to do operations?
L1287[15:57:08] <MattDahEpic> only
command line git, not idea git
L1288[15:57:26] *
HassanS6000 <3 command line git
L1289[15:58:02] <heldplayer> That's...
very strange
L1290[16:00:31] <HassanS6000> The
transferToDimension call works fine, but the setPosition doesn't do
anything..
L1291[16:00:34] <diesieben07> fry,
looking at that wiki article. if I just blend with "completely
blue", so 0x0000FF, it won't change the blue pixels at all.
and neither the other pixels...
L1292[16:00:46] <MattDahEpic> my questing
is why 3 git.exes spawn when i use commandline git. they all
dissappear afterwards
L1293[16:01:05] <fry> diesieben07: it'll
set r and g to 0, and multiply the original blue by 1
L1294[16:01:18] <fry> so, effectively
leave only the blue channel of the original image
L1295[16:01:25] <diesieben07> oh.
L1296[16:01:27] <diesieben07> herp
derp.
L1297[16:01:34] <fry> which is how it'll
look in the blue light :P
L1298[16:01:40] <diesieben07> i only
blended the blue channel -.-
L1299[16:01:52] <fry> lol
L1300[16:03:35] <HassanS6000> Fixed
it!
L1301[16:03:40] <HassanS6000> lol had to
do setPositonAndUpdate
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L1305[16:09:06] <fry> heh
L1306[16:09:31] <fry> what did you want
to do? :P
L1307[16:09:41] <MattDahEpic>
diesieben07, i like the blue horse boots
L1308[16:10:01] <diesieben07> its like...
if you put one of those blue see-through color filters in front of
a camera
L1309[16:10:04] <diesieben07> that
effect
L1310[16:10:11] <diesieben07> (replace
blue with <color>)
L1311[16:10:27] <fry> heh, you need to
draw efter everything then
L1312[16:10:48] <fry> or even fiddling
with the framebuffer might be easier
L1313[16:10:51] <diesieben07> draw? no,
not draw
L1314[16:10:58] <diesieben07> this is an
image stored on disk as a PNG
L1315[16:11:02] <diesieben07> or rather,
i have it as a BufferedImage
L1316[16:12:51] *
fry got the impression you want it to happen to the whole
screen
L1317[16:13:01] <fry> or are you
post-processing the screenshot? :P
L1318[16:13:19] <diesieben07> exactly
that.
L1319[16:13:48] <Mierzen> Can I use
multiple texture files for a block's texture, with one of them
being animated using a "long" png file along with a
*.png.mcmeta?
L1320[16:13:57] <diesieben07> sure you
can.
L1321[16:14:50] <Mierzen> Okay, thanks. I
will look for a way
L1322[16:16:36] <HassanS6000> !gm
spawnParticle
L1323[16:16:58] <HassanS6000> !gm
func_175682_a
L1324[16:17:36] <diesieben07> Mierzen,
you don't have to do anything special. animated textures behave
just like normal textures.
L1325[16:17:58] <Mierzen> Oh cool. I then
just set the sides to using the correct texture files
L1326[16:17:59] <MattDahEpic> excpet
they're animated *mind explodes*
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L1329[16:20:10] <MattDahEpic>
diesieben07, i like your underwater world
L1330[16:20:16] <diesieben07> :D
L1331[16:20:21] <MattDahEpic> :#
L1332[16:20:24] <MattDahEpic> :3
L1333[16:20:49] <fry> day for night
:P
L1334[16:26:26] <heldplayer> diesieben07:
What are you doing? :o
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L1336[16:26:42] <diesieben07> (finally)
updating CameraCraft.
L1337[16:26:45] <diesieben07> Don't tell
anyone.
L1338[16:27:00] <heldplayer> Your secret
is safe between you and me
L1339[16:27:10] *
heldplayer deletes the secret from everybody's
computer
L1340[16:27:11] <diesieben07> lol
L1341[16:27:17] <Cypher121> several years
of modding led to this and finally it's happening
L1342[16:27:24] <Cypher121> minecraft
took 5 minutes to crash
L1343[16:27:32] <diesieben07> it's not
like anyone can jsut see it on github..
L1344[16:27:52] <fry> add instagram
instant upload :P
L1345[16:28:19] <diesieben07> you may
write an addon for that later ;p
L1346[16:28:22] <diesieben07> there is a
good api :D
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L1356[16:48:07] <Mierzen> How do I make a
recipe using a bucket return the bucket when done?
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L1358[16:48:22] <MattDahEpic> Mierzen,
container items
L1359[16:48:36] <diesieben07> override
hasContainerItem and getContainerItem
L1360[16:48:44] <diesieben07> in the full
bucket
L1361[16:49:10] <Mierzen> I will take a
shot at that
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L1364[16:51:12] <Mierzen> Oh guess what,
no need. Using a full bucket in te recipe automatically gives it
back
L1365[16:51:47] <diesieben07> yes
:D
L1366[16:52:03] <Mierzen> Cool
L1367[16:56:23] <Mierzen> In my lang file
I have tile.fuelBlock.name=Furnace Fuel Block, but it still
displays the unlocalized name in the game. Any idea why?
L1368[16:58:03] <diesieben07> first, you
should include your ModID in your unlocalized name
L1369[16:59:57] <Mierzen> My constructor
for the fuelBlock has this:
this.setBlockTextureName(Reference.MODID + ":" +
unlocalizedName); and where I register it, i use
GameRegistry.registerBlock(fuelBlock = new
FuelBlock("fuelBlock", Material.iron),
"fuelBlock");
L1370[17:01:02] <Mierzen>
"fuelBlock" is the unlocalizedName param in the
setBlockTextureName
L1371[17:02:30] <HassanS6000> How would I
make it so the crafting table will work even for damaged
items?
L1372[17:02:43] <HassanS6000> Ex. if I
have a damaged sword, and have a recipe to convert it to
diamond
L1373[17:02:47] <HassanS6000> Is that
possible?
L1374[17:03:33] <Mierzen> I found why it
didn't show the name. Silly mistake: didn't put the lang folder
inside assets/MODID/. I put in in /assets/
L1375[17:05:19] <diesieben07>
HassanS6000, use OreDictionary.WILDCARD_VALUE as the ItemStack
metadata when registering the recipe
L1376[17:05:32] <HassanS6000>
diesieben07, thanks :)
L1377[17:10:16] <Mierzen> I got a
mcmod.info file somewhere containing "version":
"${version}",
L1378[17:10:16] <Mierzen>
"mcversion": "${mcversion}" I guess those are
for automatically getting the correct strings to put there.
However, it displays as is, with the $ and all. How do I make it
get the values automatically?
L1379[17:11:56] <diesieben07> you build
your mod
L1380[17:12:01] <diesieben07> it doesn't
work in the development environment
L1381[17:13:40] <HassanS6000>
diesieben07, how can I change the color of the item name and
lore?
L1382[17:14:08] <diesieben07> prepend one
of the EnumChatFormatting constants
L1383[17:14:12] <Mierzen> Oh I see,
thanks
L1384[17:15:40] <HassanS6000>
diesieben07, how to do that for the item name? That's defined in
lang file
L1385[17:16:18] <diesieben07> override
getItemStackDisplayName. in there return EnumChatFormatting.XXXX +
super.getItemStackDisplayName
L1386[17:16:36] <HassanS6000> kk ty
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L1389[17:34:26] <Zaggy1024> you can put
formatting codes in lang files
L1390[17:34:47] <Zaggy1024> I did that
for an invalid item metadata name to make red for extra scary
factor
L1391[17:34:58] <Zaggy1024> *make it
red
L1392[17:35:56] <simon816> just saw a
crash report with UCHIJAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA could
that suggest forge is entering a state multiple times?
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L1395[17:43:29] <HassanS6000> Is there an
event fired when a portal is created
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L1397[17:44:26] <HassanS6000>
Specifically a nether portal
L1398[17:46:13] <Zaggy1024> HassanS6000,
look at Teleporter
L1399[17:46:22] <Zaggy1024> that's where
portals are found or created
L1400[17:46:26] <HassanS6000> Zaggy1024,
okay
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L1404[17:51:53] <Zaggy1024> long lines
are fun
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L1412[18:44:30] <MattDahEpic> omg 1 week
until fallout4!
L1413[18:45:46] <Cypher121> oh wait
L1414[18:45:50] <Cypher121> the fuck is
this
L1415[18:46:06] <Cypher121> SC2: Legacy
of the Void and FO4 come out on the same day
L1416[18:46:20] <MattDahEpic> its a
conundrum
L1417[18:46:26] <MattDahEpic> but fo4 is
clearly better
L1418[18:46:31] <Cypher121> '_'
L1419[18:46:46] <Cypher121> nah, I'll go
play SC first
L1420[18:47:25] <MattDahEpic> -_-
L1421[18:47:56] <gigaherz> my flatmate
got an xbox elite controller specifically to have it before
fallout
L1422[18:47:57] <gigaherz> XD
L1423[18:48:36] <MattDahEpic> i need to
make 80 curepoints this week to get fo4 without and out of pocket
money
L1424[18:48:49] <MattDahEpic> any out of
pocket*
L1425[18:50:05] <Cypher121> YOU MUST
CONSTRUCT ADDITIONAL PYLONS
L1426[18:50:21] <MattDahEpic> no i have
anough fallout4... i mean pylons
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L1429[18:54:22] <Cypher121> it's funny
how my server is too laggy to process /kick, but fine when it comes
to handling zombies attacking me...
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L1435[19:23:51] <HassanS6000> This code
spawns a firework rocket on right click, however after it spawns it
disappears, like the world is taking it out or there was a desync
issue. Anybody know why?
L1437[19:24:07] <HassanS6000> Also, how
would I change the color of its trail
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L1445[19:53:43] <HassanS6000> How can I
change a firework rocket's LIFETIME?
L1446[19:53:59] <HassanS6000>
*EntityFireworkRocket
L1447[19:54:26] <Drullkus> Implement at
least 5 APIs, and write a few ASMs for 3 mods, and win a brawl
again Lex.
L1448[19:54:29] <Drullkus> against*
L1449[19:54:33] ***
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L1450[19:54:37] <HassanS6000> nvm
L1451[19:54:43] *
Drullkus was joking x3
L1452[19:54:47] *
HassanS6000 chuckles
L1453[19:55:01] <Drullkus> I'm right now
trying to implement the AE api.
L1454[19:55:13] <Drullkus> This is the
second API I have to hook into my mod now.
L1455[19:55:33] <Drullkus> I did the Bee
stuff from forestry
L1456[19:55:39] <Drullkus> yesterday
xD
L1458[19:56:55] <HassanS6000> Drullkus,
that looks cool =3
L1459[19:57:11] <Drullkus> Yep. I have
created a bee Species that chisels stuff
L1460[19:57:38]
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L1461[19:57:56] <mezz> man that reddit
thread has so many good suggestions today
L1462[19:58:08] <mezz> chisel
creeper!?
L1463[19:58:26] <mezz> I can't wait to
see those bees on a cart though
L1464[20:09:53]
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L1469[20:42:30] <tterrag> Cypher121:
classy bug report
L1470[20:44:09] <Cypher121> heh
L1471[20:45:45] <Drullkus> lol
L1472[20:47:30] <Cypher121> well, I mean
that's a quite precise description of the situation, isn't
it?
L1473[20:47:49] <Drullkus> ...pretty
much
L1475[20:49:46] <Drullkus> mezz: Totally
x3
L1476[20:49:58] <Drullkus> I'm wondering
if the 4.0 API can work on 4.1
L1477[20:52:07]
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L1478[20:54:50] <mezz> it should
L1479[20:55:04] <Drullkus> mezz:
Excellent
L1480[20:55:08] <Drullkus> I shall test
it later
L1481[20:55:08] <mezz> I'm being extra
careful not to break the API after 4.0
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L1485[21:03:12] <HassanS6000> Anyone
wanna see how I did it?
L1486[21:03:18] <HassanS6000> It was a
pain in the arse
L1487[21:03:28] <HassanS6000> But it
could come handy to others, so I might post it on the forums
L1488[21:04:11]
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L1498[21:20:20] <securitypedant>
hola
L1499[21:20:47] <securitypedant> I have
an external service that I want to use to make remote calls into a
running Minecraft server to spawn mobs into a game
L1500[21:21:15] <securitypedant> i.e.
send a text to a number hosted by Twilio, that results in a HTTP
GET to a webservice that ends up somehow talking to a Minecraft
running server
L1501[21:21:26] <securitypedant> Any tips
on the right approach?
L1502[21:21:45] <MattDahEpic> you'd need
the location, type and properties of the mob to spawn
L1503[21:21:55] <securitypedant> Do I try
and embed a HTTPD into a forge mod, or is there another way to get
external events into the server?
L1504[21:22:20] <MattDahEpic> you could
http get evry tick but that'd be laggy
L1505[21:22:28] <securitypedant> yeah
i've figured out the internal logic. The message to the server will
have waypoint names that determine at which predetermined location
the mobs will spwan
L1506[21:22:35] <securitypedant>
s/spwan/spawn
L1507[21:22:55] <MattDahEpic> if its not
time sensitive you could put the details in a file and get the file
on intervals
L1508[21:23:00] <securitypedant> what I
need to get a little start on, is how to have an external process
communicate to the server.
L1509[21:23:07] <securitypedant> yeah I
thought about a file
L1510[21:23:22] <securitypedant> but if I
have one process writing, then minecraft reading... just
messsy
L1511[21:23:39] <securitypedant> I might
have a lot of incoming requests writing to the file and MInecraft
never reading from it
L1512[21:23:46] <securitypedant> i
thought maybe use an event queue
L1513[21:23:52] <securitypedant> have
minecraft read the events
L1514[21:24:11] <securitypedant> or i
have a file per message
L1515[21:24:19] <MattDahEpic> you'd have
to have a mod that reads from disk and sends the events or a
wrapper on the console that sends messages
L1516[21:24:25] <securitypedant> write
the files and then minecraft reads and deletes after reading
L1517[21:25:08] *
securitypedant thinks
L1518[21:25:11] <MattDahEpic> i would try
something like mcrtoolkit and use it's telnet
L1519[21:25:19] <securitypedant> yeah,
the quickest and easiest way is just write a file per message
L1520[21:25:37] <tterrag> securitypedant:
Minecraft has a remote console
L1521[21:25:45] <MattDahEpic> its a
console wrapper and you'd just send summon commands
L1522[21:25:54] <MattDahEpic> blah blah
rcon shwabbledabble
L1523[21:26:10] <MattDahEpic> thats
probably the best way, just rcon in sommon commands
L1524[21:26:10] <securitypedant> tterrag:
in vanilla or forge?
L1525[21:26:20] <MattDahEpic> no mods
needed, could run vanilla server
L1526[21:26:30] <MattDahEpic> vanilla has
rcon securitypedant
L1527[21:26:41] <tterrag> vanilla
L1528[21:26:55] <securitypedant> oh, i
don't know what rcon is :)
L1529[21:26:56] <securitypedant> lemme go
read
L1530[21:27:13] <securitypedant> so
basically I write a Minecraft command, and then call it from
rcon?
L1531[21:27:23] <securitypedant> and make
some simple PHP/Ruby app that can call rcon?
L1532[21:27:23] <tterrag> well /summon is
already a command
L1533[21:27:27] <tterrag> but yes
L1534[21:27:31] <securitypedant> duh,
yes
L1535[21:27:32] <securitypedant> i
see
L1536[21:27:40] <securitypedant> ok, I
have some learning to do on rcon
L1537[21:27:44] <securitypedant> thanks
fellas
L1538[21:27:51] <killjoy> Using gson, I'm
having trouble with deserialization.
L1539[21:27:59] <securitypedant> oh, rcon
is in 1.7.10?
L1540[21:28:06] <killjoy> I have class
Value<T> {T t;}
L1541[21:28:29] <killjoy> I want to
serialize that class to t
L1542[21:28:38] <killjoy> How would I get
the type of t?
L1543[21:28:40] <MattDahEpic>
securitypedant, yes but /summon isnt
L1544[21:28:42] <tterrag> you
wouldn't
L1545[21:28:51] <tterrag> types are
erased
L1546[21:29:06] <tterrag> don't be vague
killjoy, what do you need to do exactly?
L1547[21:29:06] <securitypedant>
MattDahEpic: no worries, I can easily write a mod for the commands
I want
L1548[21:29:22] <killjoy> I thought I was
being precise
L1549[21:29:32] <tterrag> you said you
are having trouble with deserialization
L1550[21:29:37] <tterrag> then asked how
to serialize the class to t
L1551[21:29:40] <tterrag> I don't know
what that means really
L1552[21:29:41] <killjoy> would normally
serialize to {value:5}
L1553[21:29:48] <killjoy> I want it to
just be 5, but it's also a generic type.
L1554[21:30:06] <tterrag> serialization
doesn't care about generics
L1555[21:30:06] <killjoy> I can serialize
it fine. I need to deserialize it.
L1556[21:30:13] <tterrag> then you need
to provide the type
L1557[21:30:26] <tterrag> it can't just
magically figure out the type
L1558[21:30:40] <killjoy> gson seems to
do fine with List<thing>
L1559[21:31:05] <tterrag> yes because the
class it's deserializing explicitly defines the type of the
variable
L1561[21:31:21] <securitypedant> oh boy,
so so simple
L1562[21:31:22] <tterrag> but if the
CLASS is generic, that doesn't work
L1563[21:31:44] <killjoy> I just need to
fine the list deserializer
L1564[21:32:42] <tterrag> what about
list?
L1565[21:32:47] <tterrag> you said your
class was Value<T>
L1566[21:33:03]
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L1567[21:33:04] <killjoy> Defined as
fields
L1568[21:33:35] <tterrag> what?
L1569[21:33:56] <tterrag> could you just
post the class you are trying to deserialize?
L1570[21:35:08]
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L1572[21:36:19] <killjoy> I think I need
to use a type adapter factory
L1573[21:36:28] <tterrag> not
really
L1574[21:36:38] <killjoy> It's what I see
gson is doing
L1575[21:37:29] <tterrag> you just need
to give it a generic type to use...since it can't be inferred
L1576[21:37:35] <tterrag> again if you
posted your code I could help more
L1577[21:41:29] ***
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L1580[21:49:56] <killjoy> That's what I
have right now.
L1582[21:49:58] <killjoy> About to
test
L1584[21:51:12] <shadekiller666>
mrgrouch, the objloader only knows how to handle a maximum of 4
vertices per face, and ignores the rest
L1585[21:51:33] <MrGrouch> So I need to
go and simplify my model then?
L1586[21:51:47] <shadekiller666> its a
limitation of the way that it shoves the data into minecraft
L1587[21:51:50] <shadekiller666>
uhh
L1588[21:52:08] <shadekiller666> at least
add more edges so that each face is 4 vertices
L1589[21:52:47] <shadekiller666> the
see-throughness of the block underneath is because you aren't
overriding isFullCube() or isOpaqueCube() in your block
L1590[21:53:15] <shadekiller666> i can't
remember which, theres 4 different boolean-return functions that
relate to block rendering...
L1591[21:53:43] <shadekiller666> i will
talk to fry about how/if support for >4 vertices would
work
L1592[21:54:11] <MrGrouch> Cool,
cheers
L1593[21:54:22] <shadekiller666> np
L1594[21:56:52] <gigaherz> MrGrouch: note
for the future, always model with quads andd/or triangles
L1595[21:57:07] <gigaherz> larger
polygons are not generally "wanted" on games ;P
L1596[21:57:14] <gigaherz> -d
L1597[21:58:22] <gigaherz> specially
non-planar ones
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L1602[22:10:25] <tterrag> killjoy: yeah
the type adapter stuff is useless
L1603[22:10:31] <tterrag> just give it a
type when you deserialize...
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L1605[22:14:25] <killjoy> got it
L1606[22:14:35] <killjoy> I had to cast
Type to ParameterizedType
L1607[22:14:49] <killjoy> then
getActualTypeArguments()[0];
L1608[22:15:14] <tterrag> god...no
L1609[22:15:16] <tterrag> dude
L1610[22:15:34] <Drullkus> lol
L1611[22:15:37] <tterrag>
gson.deserialize(json, new
TypeToken<Type<XXX>>(){}.getType())
L1612[22:15:47] <killjoy> I don't know
the type
L1613[22:15:54] <tterrag> then you cannot
be helped
L1614[22:15:58] <tterrag> the type *MUST*
be known
L1615[22:16:01] <tterrag> it cannot be
inferred by magic
L1616[22:16:06] <Drullkus> XD
L1618[22:16:25] <tterrag> if the value is
declared as Value<Foo> in another class you are
deserializing, then that will work
L1619[22:16:38] <killjoy> Which it
is
L1620[22:17:08] <tterrag> then WHY don't
you know the type??
L1621[22:17:25] <killjoy> I don't know it
as in it's not constant
L1622[22:17:36] <tterrag> you just said
it's declared Value<Foo>
L1623[22:17:37] <tterrag> so it's
constant
L1624[22:18:10] <killjoy> I do
Value<SomeEnum> enumVal; Value<Boolean> someBool;
L1625[22:18:16] <Drullkus> > Line
5
L1626[22:18:18] <Drullkus>
"pony"
L1627[22:18:22] <Drullkus> > closes
pastebin
L1628[22:18:22] <killjoy> Yes
L1629[22:18:31] <killjoy> Hm..
L1630[22:18:36] <killjoy> that should be
named value...
L1631[22:18:46] <mezz> lol.
L1632[22:18:50] <killjoy> Curse you
eclipse.
L1633[22:19:04] <Drullkus> Join the
IntelliJ side. We have cookies.
L1634[22:19:08] <tterrag> killjoy: still,
those are constant
L1635[22:19:17] <tterrag> gson can know
the type by reading the class by reflection
L1636[22:19:23] <tterrag> explicit
variable types are not erased
L1637[22:19:58] <killjoy> I figured out
how to do it by looking at gson's array deserializer
L1638[22:20:31] <tterrag> and what you
have works, yes, but it's INCREDIBLY backwards, and from what I
know, unnecessary
L1639[22:20:46]
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L1640[22:22:09] <Drullkus> \o Poppy
L1641[22:22:30] <Poppy> o/ Drullkus
L1642[22:22:46] ***
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L1643[22:26:38] <MattDahEpic> Drullkus,
intellij is best
L1644[22:26:51] <Drullkus> IntelliJ 10/10
best IDE
L1645[22:27:05] <MattDahEpic> have you
upped to 15 yet?
L1646[22:27:12] <MattDahEpic> or still on
14
L1647[22:27:27] <Drullkus> Oh, 15 is out
now?...wow
L1648[22:27:28] <Drullkus> XD
L1649[22:27:42] <Drullkus> First time
hearing it lol
L1650[22:27:43] <MattDahEpic> ima wait a
15 release or 2
L1651[22:29:32] <tterrag> killjoy: I just
verified it myself
L1653[22:29:41] <tterrag> works
fine
L1654[22:30:36] <killjoy> What was the
output?
L1655[22:30:42]
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L1656[22:30:43] <tterrag>
Test(stringValue=Test.Value(value=Test!),
pointValue=Test.Value(value=java.awt.Point[x=1,y=2]))
L1657[22:30:59] <tterrag> (after adding
@ToString to the class)
L1658[22:31:29] <killjoy> I mean the
json
L1659[22:31:40] <tterrag> the json?
L1660[22:31:42] <tterrag> sec
L1661[22:31:49] <tterrag>
{"stringValue":{"value":"Test!"},"pointValue":{"value":{"x":1,"y":2}}}
L1662[22:32:05] <tterrag> do you override
toString() in your enum?
L1663[22:32:07]
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L1664[22:32:08] <tterrag> that will break
gson
L1665[22:32:24] <tterrag> because it uses
toString() to write the enum then can't look it back up with
valueOf
L1666[22:32:45] <killjoy> I want
{"stringValue:"Test!","pointValue:{"x":1,"y":2}}
L1667[22:33:18] <tterrag> uhh
L1668[22:33:23] <tterrag> then why are
you using a wrapper class
L1669[22:33:31] <killjoy> I want to pass
the ref
L1670[22:33:49] <tterrag> ok well
L1671[22:33:52] <tterrag> what you want
is possible
L1672[22:34:02] <tterrag> you just need a
JsonSerializer/JsonDeserializer for the value
L1673[22:34:18] <tterrag> and just return
a JsonPrimitive instead of JsonObject
L1674[22:34:42] <killjoy> Serializing
wasn't the issue for me
L1675[22:34:47] <killjoy> It was
deserializing
L1676[22:34:57] <tterrag> how did you get
it to serialize like you want?
L1677[22:35:09] <killjoy> cast type to
ParameterizedType
L1678[22:35:15] ***
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L1679[22:35:21] <tterrag> pls...just
write a serializer/deserializer
L1680[22:35:26] <tterrag> it solves your
problem and doesn't lose the runtime type
L1681[22:36:52] <tterrag> killjoy: but if
you want to pass by ref...and you are only using
enums/booleans...those are immutable
L1682[22:36:55] <tterrag> so why do you
have this class again?
L1683[22:37:30] <killjoy> abstractifying
config guis
L1684[22:37:51] <killjoy> This used to be
just a property map
L1685[22:38:37] <tterrag> ok, well still,
just use the serializer/deserializer
L1686[22:39:25] <killjoy> Well at least
it's less lines
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L1688[22:51:08] <tterrag> killjoy: I see
what you mean with the parameterized type
L1690[22:51:26] <killjoy> That's exactly
what I did.
L1691[22:51:34] <tterrag> and then I just
use Gson gson = new GsonBuilder().registerTypeAdapter(Value.class,
new Serializer()).create();
L1692[22:51:35] <tterrag> ok, good
L1693[22:51:45] <tterrag> *nothing* else
special is required, to be clear
L1694[22:51:46] <killjoy> I'm not
clueless
L1695[22:51:47] <tterrag> no type adapter
magic
L1696[22:52:12] <killjoy> Though I did
also add the enumtypeadapter
L1697[22:52:23] <tterrag> why is that
needed?
L1698[22:52:33] <killjoy> I don't like
uppercase enums in my jsons
L1699[22:52:42] <killjoy> They're just
icky
L1700[22:52:48] <tterrag> ah, yeah
L1701[22:53:44] <tterrag> killjoy:
actually I made a mistake, though you probably already have it
fixed
L1702[22:53:58] <tterrag> not return
context.deserialize(...) but return new
Value(context.deserialize(...))
L1703[22:54:03] <tterrag> ignore rawtypes
:p
L1704[22:54:14] <killjoy> Yeah
L1705[22:54:36] <tterrag>
{"stringValue":"Test!","pointValue":{"x":1,"y":2}}
L1706[22:54:36] <tterrag>
Test(stringValue=Test.Value(value=Test!),
pointValue=Test.Value(value=java.awt.Point[x=1,y=2]))
L1707[22:54:38] <tterrag> gson is magic
\o/
L1708[22:54:45] <killjoy> I was just
thinking that
L1709[22:54:51] <killjoy> They say
computers are made of smoke
L1710[22:55:01] <killjoy> If it escapes,
it stops working
L1711[22:55:18] <killjoy> *run on
smok
L1712[22:55:18] <tterrag> gson really is
magic though
L1713[22:55:23] <tterrag> go do
this:
L1714[22:55:39] <tterrag> create a class,
give it a non-default constructor, and give it some final fields
which are initialized at declaration
L1715[22:55:46] <tterrag> then
deserialize to it
L1716[22:55:50] <tterrag> the final
fields will be NULL
L1717[22:56:00] <killjoy> I've
experienced that
L1718[22:56:10] <tterrag> black
magic
L1719[22:56:17] <tterrag> (actually it's
just sun.misc.Unsafe)
L1721[22:58:02] <killjoy> And my
workaround for it
L1722[22:58:11] <killjoy> I had to
definalize it
L1723[22:59:11] <tterrag> workaround is
to add a default constructor :P
L1724[22:59:36] <killjoy> because it
calls the one using null?
L1725[23:00:08] <tterrag> gson needs a
default constructor
L1727[23:02:52] <killjoy> Smokeless CPUs
are incompatible with the linux kernel and it is doubted that any
work will ever be performed to change this. They are simply too
unreliable in even the most standard system configuration. Those
with a CPU missing its Magic Smoke should switch to a new
CPU.
L1728[23:04:24]
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L1738[23:24:35] <tterrag> what is paper
generally registered to in the oredict?
L1739[23:24:40] <tterrag>
itemPaper?
L1740[23:25:30] <killjoy> Is there a
usage statistics mod?
L1741[23:26:02] <killjoy> Something that
anonymously records what mods are used, items, things that are
registered, etc.
L1742[23:26:11] <Cypher121> forge doesn't
register paper at all, so no idea how mods do it
L1743[23:26:25] <Cypher121> but probably
itemPaper
L1744[23:26:37] <tterrag> that's why I'm
asking
L1745[23:26:46] <tterrag> anyone have a
heavily modded instance they can load up?
L1746[23:27:07] <killjoy> Found one named
paperEmpty
L1748[23:27:13] <tterrag> lol
L1749[23:27:19] <Cypher121> infinity +
about 40 other mods
L1750[23:27:27] <Cypher121> no oreDict
names at all
L1751[23:27:31] <Cypher121> =\
L1752[23:27:48] <Poppy> itemPaper sounds
logical to me, who knows, it might catch on
L1753[23:27:50] <Poppy> :D
L1754[23:28:21] <Poppy> what are the
strings for toolClass in setHarvest level?
L1755[23:28:35] <Poppy> axe, pickaxe,
shovel, sword?
L1757[23:29:28] <killjoy> found another
"materialPaper"
L1758[23:29:58] <killjoy> I like that
one
L1759[23:31:33] <tterrag> just loaded up
TPPI2, no oredict name
L1760[23:31:38] <tterrag> there's a lot
of mods in that pack...
L1761[23:32:01] <killjoy> I've seen about
3 mods so far that give it an oredict
L1762[23:32:04] <killjoy> All
different
L1763[23:32:31] <tterrag> lol
L1764[23:32:41] <tterrag> screw it I'll
just check the item
L1765[23:32:47] <tterrag> if it ever
becomes a problem I'll fix it
L1766[23:32:52] <killjoy> There should be
a standard
L1767[23:32:59] <tterrag>
shapeMaterial
L1768[23:33:07] <tterrag> but a lot of
times the "shape" can't be agreed on
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