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L4[00:09:50] <CSxKING> Think I found it
;3
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L11[00:19:47] <CSxKING> Yep I found the mod
;3
L12[00:19:53] <CSxKING> It was Mutant
Creatures
L13[00:20:03] <CSxKING> No longer crashing
on Page 4
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L25[00:43:30] <Nitrodev> hi all
L26[00:43:43] <CSxKING> Hello
L27[00:44:23] <Nitrodev> what are
<>
L28[00:44:33] <Nitrodev> like what category
do they belong to?
L29[00:44:41] <Nitrodev> so i can find them
from my java book
L30[00:45:26] <CSxKING> No idea, i'm just
some guy who also had troubles ;3
L31[00:47:12] <Nitrodev> darn
L32[00:47:19] <SkySom> <>?
what?
L33[00:47:23] <SkySom> Usually
Generics
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L36[00:49:09] <Nitrodev> ok
L37[00:49:16] <tterrag> generics is the
name, yes
L38[00:49:29] <tterrag> well, <>
specifically is a type parameter, but they are used to define
generics :P
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L40[00:54:05] <Nitrodev> k
L41[00:56:12] <SkySom> Oh lord... There's a
JEP for var.
L42[00:56:14] <SkySom> Please no
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L56[01:31:54] <Cazzar> It's probably the
same as C#'s var
L57[01:32:08] <Cazzar> "Please infer
the object"
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L60[01:33:06] <Nitrodev> i got it
already
L61[01:33:28] <Cazzar>
ArrayList<String> obj = new ArrayList<>()
L62[01:33:32] <Cazzar> is the same as
L63[01:33:35] <Cazzar>
ArrayList<String> obj = new ArrayList<String>()
L64[01:34:29] <Nitrodev> i got it
L65[01:35:54] <Nitrodev> just wondering
what's wrong with this if statement: if
(state.getValue(STORAGE_VARIANT).equals(StorageVariants.EMPTY))
L66[01:36:09] <Nitrodev> that's inside the
onBlockActivated method
L67[01:37:00] <McJty> Nitrodev, can you
show code?
L69[01:39:35] <McJty> fry, I don't suppose
there is a way to change the color of a texture from within the
blockstate/model/json?
L70[01:40:14] <McJty> Nitrodev, looks ok.
Why do you think it is wrong?
L72[01:41:20] <McJty> Ok. Thought so. Going
to have to use an ISBM I suppose
L73[01:41:35] <McJty> Also other question.
What's the easiest way to have a block mimic any other block?
L74[01:41:43] <McJty> With the other block
selectable at runtime
L75[01:41:58] <fry> depends
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L77[01:42:29] <Nitrodev> oh it does
work
L78[01:42:38] <McJty> Depends on
what?
L79[01:42:47] <Nitrodev> except it works
with every single state
L80[01:43:50] <Nitrodev> i need it to work
with only the EMPTY state
L81[01:44:37] <McJty> Nitrodev, where are
you changing the state?
L82[01:44:51] <Nitrodev> changing the
state?
L83[01:44:55] <Nitrodev> no where i
think
L84[01:45:09] <McJty> So how do you know
then it doesn't work if the state is not empty?
L85[01:45:33] <Nitrodev> i got the blocks
inside the creative tab
L86[01:45:56] <McJty> You have a custom
itemblock?
L87[01:46:04] <Nitrodev> yup
L88[01:46:05] <McJty> If you don't then any
item you place down will always be empty
L89[01:46:10] <McJty> Can you show
that?
L90[01:46:18] <McJty> fry: depends on what
exactly?
L92[01:46:44] <fry> things and stuff
L93[01:46:44] <McJty> Ok, I see the
error
L94[01:46:44] <Nitrodev> i only use it to
set the unlocalised names so i can tell the difference
L95[01:46:47] <Nitrodev> oh?
L96[01:47:02] <McJty> public int
getMetadata(int damage) {
L97[01:47:02] <McJty> return damage;
L99[01:47:07] <McJty> Add that to your
itemblock
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L101[01:47:14] <McJty> Otherwise your put
down blocks will always have meta 0
L102[01:47:27] <McJty> Since the default
implementation in ItemBlock returns 0
L103[01:47:48] <Nitrodev> ah
L104[01:49:52] <Nitrodev> okay works
now
L105[01:50:11] <Nitrodev> well it crashes
whe i try to rightlick the block with an empty hand
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L107[01:50:28] <Nitrodev> but with the
right item it prints the sentences
L108[01:51:12] <Nitrodev> but doesn't open
the gui
L109[01:52:16] <thecodewarrior> how would
I go about rotating smart block models? Is there a built in way or
do I have to rotate the vertices myself?
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L111[01:52:41] <McJty> fry, can you be
more specific? What would the best way be to do that? Let's say it
is fine if it is only supported for 'normal' blocks. No TESR
L112[01:53:51] <fry> look at what
MultiLayerModel does
L113[01:54:07] <McJty> ok
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L115[01:55:54] <Nitrodev> okay how do i
change the blockstate when the player right clicks the block?
L116[01:56:09] <McJty> Nitrodev,
world.setBlockState
L117[01:56:15] <Nitrodev> k thanks
L118[01:58:53] <Nitrodev> yeah it's not
changing it
L119[01:59:47] <McJty> You do it server
side?
L120[01:59:51] <McJty> And with 2/3?
L121[02:00:01] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160310 mappings to Forge Maven.
L122[02:00:05] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160310-1.9.zip (mappings
= "snapshot_20160310" in build.gradle).
L123[02:00:05] <Nitrodev> what?
L124[02:00:15] <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/
L125[02:00:16] <McJty> setBlockState has a
flags parameter
L126[02:00:19] <McJty> Show code
L128[02:01:38] <Nitrodev> that println was
just for testing
L129[02:02:01] <McJty> And it
prints?
L130[02:02:17] <Nitrodev> yeah
L131[02:02:32] <McJty> Ok you're using
3
L132[02:02:56] <McJty> Are you sure it
isn't working? How are you checking?
L133[02:03:30] <thecodewarrior> How do I
(or can I) specify a TRSRTransformation in an ISBM? I think that's
what I would need.
L134[02:03:37] <Nitrodev> after i right
click it with the item i press the mouse wheel to get the
block
L135[02:03:55] <Nitrodev> it always points
it to the EMPTY blockstate
L136[02:04:04] <McJty> Hmm, that's not
really a good way to test that
L137[02:04:13] <McJty> You should add some
info to WAILA for your block. That's how I usually do that
L138[02:04:18] <McJty> Or else F3+H
L139[02:04:25] <McJty> And then look at
the block. I think it shows more info
L140[02:04:42] <Nitrodev> okay
L141[02:05:38] <Nitrodev> oh yeah it does
change
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L144[02:07:58] <Nitrodev> thanks
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L147[02:25:59] <Nitrodev> okay how do i
destroy the item player right clicked a block with?
L148[02:26:27] <Nitrodev> is it
attemptedDameItem
L149[02:29:06] <Ordinastie> fry, you're a
master of models, right ?
L150[02:29:23] <Ordinastie> can you shed
some light on a behavior I don't get ?
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L152[02:31:07] <fry> maybe
L153[02:31:23] <Ordinastie>
ItemModelMesher.getItemModel(ItemStack) first tries to get the
model from simpleShapesCache map which is used if you called
setCustomModelResourceLocation() and if not found, it looks into
shapers map, if you used setCustomMeshDefinition()
L154[02:31:26] <Ordinastie> is it correct
?
L155[02:32:49] <fry> yup, sounds
correct
L156[02:33:04] <Ordinastie> my problem is
that if I use setCustomMeshDefinition() for vanilla doors, it still
finds models into simpleShapesCache
L157[02:33:24] <Nitrodev> hello?
L158[02:33:25] <Ordinastie> which I could
understand if it always found the vanilla model, but it
doesn't
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L161[02:33:45] <fry> are you doing it in
preInit?
L162[02:34:17] <Ordinastie> the
setCustomMeshDefinition(), yes
L163[02:34:52] <Ordinastie> my main
concern is that it's not coherent
L164[02:35:02] <Ordinastie> it only finds
the vanilla model for the oakDoor
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L166[02:35:11] <Ordinastie> for the other
doors, it still use my model
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L174[02:39:15] <Nitrodev> any help for my
issue?
L175[02:41:47] <Ordinastie> look at what
happens when a player break the block
L176[02:42:44] <Nitrodev> ok
L177[02:42:47] <Nitrodev> wait what?
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L180[02:44:43] <Nitrodev> how does that
help me?
L181[02:46:49] <Ordinastie> rule of thumb,
if you need to some code for a specific task, look how it was
already done
L182[02:47:06] <masa> look at what shears
do, or what tools do when they take damage, for example
L183[02:47:13] <McJty> Nitrodev, should be
plenty of examples in vanilla
L184[02:47:19] <masa> or what ItemBlock
does on use
L185[02:48:30] <Nitrodev> ehh
whatever
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L188[02:56:07] <Ordinastie> fry, found why
\o/
L189[02:56:10] <Ordinastie> it's because
of : this.variantNames.put(Items.oak_door, Lists.newArrayList(new
String[] {"oak_door"}));
L190[02:56:22] <Ordinastie> I was using
wooden_door
L191[02:57:34] <Ordinastie> well, that was
a lot of debugging for nothing :x
L192[02:58:02] *
fry can rest now
L193[02:58:07] ***
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L194[03:00:35] <thecodewarrior> Yay!
Catwalk stairs are almost done and it's time for bed, the only
thing left is to get decorations working on them. :)
http://imgur.com/a/PJbJY
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L198[03:23:41] <Wuppy> o/
L199[03:28:12] <ghz|afk>
JobInterviewEvent.Pre :D
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L201[03:31:52] <Wuppy> good luck ghz|afk
:P
L202[03:32:05] ⇦
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L203[03:37:11] <Nitrodev> yeah good
luck
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L221[04:56:20] <Wuppy> C++ programming in
unreal.... it sucks :V
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L225[05:15:02] <ghz|afk>
JobInterviewEvent.Post
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L227[05:16:31] <Nitrodev> how did it
go?
L228[05:17:11] <gigaherz> well
enough
L229[05:17:36] <gigaherz> I will be given
a short task by email, a test of sorts, to check my problem-solving
skills
L230[05:17:51] <Nitrodev> what kind of job
is it?
L231[05:19:19] <gigaherz> the company
works on a... you could call it data management application, and
they are currently developing a web-based redesign of their
software, based on angularjs
L232[05:20:13] <Nitrodev> ok
L233[05:20:22] <gigaherz> it's noy my
dream job, but if they are willing to pay as much as my friend (who
works there) said, that's not a problem
L234[05:20:23] <gigaherz> XD
L235[05:21:18] <Nitrodev> you sure your
friend isn't a supervisor?
L236[05:21:30] <Nitrodev> if so i'm prettu
sure they wont pay you that much
L237[05:23:12] ***
zz_SnowShock35 is now known as SnowShock35
L238[05:23:17] <gigaherz> nono, my friend
was who contacted them telling them I was interested
L239[05:23:50] <gigaherz> the amount he
said was orientative, based on what they told him they were
considering
L240[05:24:01] <gigaherz> he most probably
gets paid more than that
L241[05:24:28] <Nitrodev> ok
L242[05:25:08] <Nitrodev> modding
question: do blockstates change the way i need to code to opena bui
on right click
L243[05:25:26] <gigaherz> assuming those 2
words are meant to be "open a gui"
L244[05:25:27] <gigaherz> no.
L245[05:25:51] <Nitrodev> okay
L246[05:25:52] <gigaherz> the way GUIs
work hasn't really changed much since mc1.4.7 (or earlier)
L247[05:27:43] <Nitrodev> then i have no
idea why this isn't working
L249[05:33:06] <Nitrodev> but that's not
opening the gui
L250[05:34:44] <Wuppy> woo, congrats
gigaherz :)
L251[05:34:59] <gigaherz> thx but it's to
early to thank, yet
L252[05:35:00] <gigaherz> XD
L253[05:35:04] <Nitrodev> yeah
L254[05:35:06] <gigaherz> to
congrat*
L255[05:35:14] <gigaherz> to
congratulate**
L256[05:36:07] <masa> Nitrodev: you have
the wrong coordinates
L257[05:36:24] <masa> you don't want the
relative hit coordinates on the block, you want the actual block
position
L258[05:37:07] <Nitrodev> so pos.getZ
etc.
L259[05:37:11] <masa> yes
L260[05:37:16] <gigaherz> lol yeh
L261[05:37:22] *
gigaherz opened the link but forgot to read the code
L262[05:38:33] <Nitrodev> after this i
doubt i'll have much questions
L263[05:38:54] <Nitrodev> since i just nee
to copy my own copy to do the rest of the blockstates
L264[05:40:11] <Nitrodev> yeah not
working
L265[05:40:14] <Nitrodev> not
opening
L266[05:40:53] <gigaherz> can you link to
your guihandler, and your container/gui classes?
L268[05:41:24] <Nitrodev> guiwoodencrate
and container woodencrate
L269[05:41:34] <Nitrodev> those are the
ones i need
L270[05:42:50] <gigaherz> doesn't really
look wrong...
L271[05:42:56] ⇦
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L272[05:43:01] <gigaherz> AH
L273[05:43:03] <gigaherz> wait
L274[05:43:14] <gigaherz> you don't have
and if(world.isRemote) in the event, do you
L275[05:43:15] <Nitrodev> ?
L276[05:43:29] <gigaherz> that means you
try to open the gui in the client, first
L277[05:43:36] <Nitrodev> in the
onBlockActivated method? no
L278[05:45:26]
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L280[05:48:49] <Nitrodev> hello?
L281[05:49:44] <gigaherz> what? did you
try to make onBlockActivated only run in the server?
L282[05:50:41] <Nitrodev> i don't think
so
L283[05:51:12] <Nitrodev> not on purpose
atleast
L284[05:51:31] *
gigaherz facedesks
L285[05:51:57] <Nitrodev> sigh
L286[05:52:08] <gigaherz> anyhow doesn't
matter
L287[05:52:15] <gigaherz> I doin't have
any isRemote test and it works for me
L288[05:52:18] <gigaherz> don't*
L289[05:53:25] <Nitrodev> where do i have
isRemote
L290[05:53:43] <Nitrodev> i can't see
it
L291[05:54:27] <gigaherz> I was asking you
to try adding isRemote to see if that fixes the issue
L292[05:54:37] <gigaherz> but it does not
matter, since that isn't the problem
L293[05:55:11] <Nitrodev> okay
L294[05:57:30] ⇦
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L296[05:58:02] <masa> you would have
debugged this many times already by just adding some print
statements in the gui handler etc.
L297[05:58:13] <masa> or break
points
L298[05:59:06] <Nitrodev> hold on
L299[05:59:28] <Nitrodev> i need to have a
TE inside the WoodenShell class right?
L300[05:59:35] <Nitrodev> and yes dumb
question
L301[05:59:53]
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L302[06:00:00] <masa> inside?
L303[06:00:33] <gigaherz> what
L304[06:00:34] <Nitrodev> the methods
createTE hasTE
L305[06:00:56] <gigaherz> ...yes?
L306[06:01:03] <Nitrodev> i'm an idiot
then
L307[06:01:08] <Ordinastie> actually,
that's irrelevant
L308[06:01:18] <Ordinastie> you don't have
to have a TE to open a GUI
L309[06:01:18] <gigaherz> if WoodenShell
is a block
L310[06:01:21] <Nitrodev> but then i would
need more than 1 createTE
L311[06:01:28] <masa> not really, since
his guihandler is checking for a TE
L312[06:01:36] <gigaherz> Ordinastie: his
gui handler is testing for TE
L313[06:01:47] <Ordinastie> I didn't read
his code
L314[06:01:49] <gigaherz> Nitrodev:
createTileEntity has a variant with IBlockState param
L315[06:01:55] <Nitrodev> oh
L316[06:02:03] <gigaherz> same for
hasTileEntity
L317[06:02:05] <Nitrodev> oh yeah
L318[06:02:05] ⇦
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L319[06:02:06] <gigaherz> oyu should
override those
L320[06:02:07] <Nitrodev> great
L321[06:02:11] <gigaherz> instead of the
variants without args
L322[06:02:17]
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L324[06:05:26] <Nitrodev> having an empty
if statement won't matter right?
L325[06:13:20] <Nitrodev> yeah ig ot a big
problem
L326[06:13:25] <Nitrodev> got*
L327[06:13:39] <Nitrodev> everythign works
almost like a charm
L328[06:14:28] <Nitrodev> except for the
fact that when i right click the block that has the EMPTY state it
crashes the game
L329[06:14:39] <diesieben07> post the
crash
L331[06:15:08] <diesieben07> and the code
:D
L333[06:15:59] <Nitrodev> it's not updated
but it's close enough
L334[06:16:09] <diesieben07> that has no
line 83.
L335[06:16:20] <diesieben07> which is
where the crash is.
L336[06:16:27] <Nitrodev> it's 66
L337[06:16:33] <Nitrodev> wait
L338[06:16:44] <Nitrodev> 67
L339[06:17:06] <diesieben07> unit
(==player.getHeldItem()) is null if your hand is empty
L340[06:17:11] <diesieben07> you cannot
call methods on null
L341[06:17:18] <Nitrodev> k
L342[06:17:29] <Nitrodev> but refresh and
you can see the current code
L343[06:17:34] <diesieben07> also no point
in using isItemEqual there
L344[06:17:54] <diesieben07> also no point
in using equals to compare enums
L345[06:18:08] <Nitrodev> no point but it
works
L346[06:18:19] <diesieben07> it's uglier
though :D
L347[06:18:25] <Nitrodev> don't care if it
works
L348[06:18:31] <masa> ...
L349[06:18:32] <diesieben07> -_-
L350[06:18:37] <Nitrodev> what?
L351[06:18:42] <diesieben07>
nohing...
L352[06:19:40] <Nitrodev> so how would i
fix this issue
L353[06:19:54] <masa> if (unit != null
&& unit.getItem() == Cioitems.itemUnit) { if
(unit.getItemMetadata() == 0) { } else if (unit.getItemMetadat() ==
1) { } }
L354[06:20:01] <Nitrodev> yeah that
L355[06:20:13] <Nitrodev> was what i was
thiking too
L356[06:20:22] <Nitrodev> wait no
L357[06:21:00] <Nitrodev> too much
code
L358[06:21:10] <Nitrodev> i'll just add
the unit != null
L359[06:21:54] <Nitrodev> yeah that
works
L360[06:21:55] <Nitrodev> thanks
L361[06:22:23] <masa> how the hell is that
"too much code"? :D
L362[06:22:30] <Nitrodev> oh yeah i needed
the model registration help
L363[06:22:34] <Nitrodev> too many
lines
L364[06:22:43] <Nitrodev> it's extra code
to write
L366[06:22:52] <Nitrodev> ?
L367[06:22:53] <masa> it's teh exact same
amount of lines
L368[06:23:11] <Nitrodev> eh what
ever
L369[06:23:22] <Nitrodev> now the
models
L370[06:23:26] <masa> well depending on if
you wrapped the whole thing in the unit != null or added it to each
line..
L371[06:23:41] <masa> but yeah
whatever
L372[06:24:01] <Nitrodev> but thanks for
that
L373[06:24:22] <Nitrodev> i'll keep it in
mind if i feel like i need to change it
L374[06:24:51] <Nitrodev> now the
models
L375[06:25:04] <Nitrodev> i know the
registration code will be different
L376[06:28:22] <diesieben07> different
from what?
L377[06:29:29] <Wuppy> heh, I'm already
getting emails about how to mod for Minecraft 1.9 :P
L378[06:29:39] <Nitrodev> from regular
block model registering
L379[06:29:44] <Nitrodev> XD
L380[06:30:09] <diesieben07> because you
now have properties you mean?
L381[06:31:45] <Nitrodev> yeah
L382[06:32:02] <diesieben07> well, mostly
your blockstates json will change
L383[06:32:20] <diesieben07> and depending
on if there is item versinos of all variants you will need those as
well
L384[06:32:44] <Nitrodev> well
L385[06:32:49] <Nitrodev> i don't really
know
L386[06:33:02] <Nitrodev> i know i don't
want the blockstates to be in the players inv
L387[06:33:13] <diesieben07> so just one
version in the inv?
L388[06:33:18] <Nitrodev> but i still want
them in the creative one
L389[06:33:23] <diesieben07> ah
L390[06:33:29] <diesieben07> well, so they
do exist
L391[06:33:40] <Nitrodev> 'yeah i'd better
make 'em
L392[06:33:49] <diesieben07> you need
Model registratins then
L393[06:35:28] <diesieben07> for each of
them i mean
L394[06:35:43] <Nitrodev> okay
L395[06:36:30] ⇦
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L396[06:36:34] <masa> oh joy... my error
count is just going up while porting stuff for IItemHandlers
:D
L397[06:37:02] <masa> now that I have my
inventory classes ported, now I get all the errors from the
inventory utils :p
L398[06:37:27] <masa> good thing I only
have like hald a billion util methods for inventories
L399[06:37:32] <masa> *half
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L401[06:38:05] <masa> and there are a
couple of inventories that are still using IInventory... ugh
L402[06:38:11] <masa> mostly related to
crafting
L403[06:38:39] <Nitrodev> okay before i go
into model registration for blockstates i need to know how i can
make my block drop a certain item when broken
L404[06:38:48] <masa> I guess I'll have to
redo those so I can move to pure IItemHandler util methods
L405[06:39:03] <diesieben07> you can wrap
IInventories as a stopgap, too
L406[06:39:19] <diesieben07> Nitrodev,
override getDrops
L407[06:39:20] <masa> yeah..
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L410[06:48:28] <Nitrodev> okay time to
test this
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L421[07:15:26] <VikeStep> have you guys
seen the proposal for adding var to Java?
L423[07:15:54] <sham1> Type
inference?
L424[07:15:58] <sham1> #getitawya
L426[07:16:12] <VikeStep> this is an
official one btw
L427[07:16:23] <VikeStep> so if you want
to provide legit feedback go there
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L430[07:18:33] <McJty> Hmm. There are
cases where this is not really good
L431[07:18:37] <McJty> var list = new
ArrayList<String>(); // infers ArrayList<String>
L432[07:18:50] <McJty> You typically want
to infer to List<String> instead of
ArrayList<String>
L433[07:18:55] <McJty> Because that's a
weaker type
L434[07:19:01] <sham1> More general
L435[07:19:05] <McJty> 'var' is probably
not able to do that
L436[07:19:34] <sham1> You can still use
it with methods that take List<?> and whatever
L437[07:19:59] <VikeStep> if it works like
C# I guess it'd be OK
L438[07:20:13] <sham1> I voted for var and
let to see something different
L439[07:20:21] <sham1> Although having var
and val would be interesting
L440[07:20:27] <sham1> Because then we
scala now
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L444[07:22:30] <sham1> But please no
"auto"
L445[07:23:12] <VikeStep> yeah, auto is
double bad
L446[07:23:22] <VikeStep> imo
L447[07:23:42]
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L448[07:23:55] <sham1> auto as a keyword
is just stupid
L449[07:23:59] <sham1> Type inference is
good
L450[07:24:04] <sham1> But
"auto", no
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L452[07:26:06] <sham1> >mfw in PSI's
"sneak status selector" the status 0 means the caster is
sneaking
L453[07:26:17] <sham1> That's now how it
works
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L456[07:28:35] <gigaherz> [14:18] (McJty):
You typically want to infer to List<String> instead of
ArrayList<String>
L457[07:28:41] <gigaherz> that's something
that always "confused" me about java
L458[07:28:43] <gigaherz> why so?
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L460[07:28:59] <sham1> because you do not
want to expose what kind of List<?> you use
L461[07:29:01] <McJty> It gives away less
about the implementation
L462[07:29:06] <McJty> Say you want to use
another kind of list
L463[07:29:13] <sham1> You are just using
any implementation of the List<?> you use
L464[07:29:13] <gigaherz> to methods and
such, yes
L465[07:29:17] <McJty> Wherever you don't
need the implementation details you should use List itself
L466[07:29:20] <gigaherz> in getters and
settrs and constructors
L467[07:29:23] <gigaherz> that's
true
L468[07:29:23] <McJty> To avoid depending
on implementation details
L469[07:29:26] <gigaherz> but for
locals?
L470[07:29:32] <gigaherz> var x =
expression
L471[07:29:36] <McJty> Well even for
locals it helps to ensure you're only using basic list stuff
L472[07:29:37] <gigaherz> let it take
whatever value the expression results in
L473[07:29:41] <McJty> And not something
specific for the implementation
L474[07:29:44] <McJty> In case you ever
change it
L475[07:29:53] <McJty> But the case is
less obvious there. I agree
L476[07:30:16] <sham1> Like sometimes
having your variable type also being Arraylist or whatever is
helpful
L477[07:30:36] <sham1> But for instance
when I had my Java classes, it was very weird untill I could use
interfaces
L478[07:30:37] <gigaherz> note that C#does
not support "var" for fields
L479[07:30:40] <gigaherz> only local
variables
L480[07:30:45] <sham1> Wat
L481[07:30:51] <sham1> No type inference
for fields?
L482[07:30:58] <gigaherz> nope, neither
does C++
L483[07:31:09] <sham1> I... I am
conflicted
L484[07:31:13] <gigaherz> (C++'s
auto)
L485[07:31:15] <gigaherz> they are
exclusively for local variables
L486[07:31:22] <gigaherz> where the code
IS an implementation detail
L487[07:31:29] <gigaherz> so preferring
the superclass has no meaning there
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L502[08:21:30] <sham1> Already
linked
L503[08:23:49] <Cypher121> oh, didn't
notice
L504[08:24:06] <sham1> but sadly local
type inference
L505[08:24:19] <sham1> So no type
inference everywere
L506[08:24:30] <Cypher121> I mean it's
something at least
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L508[08:27:03] <gigaherz> sham1: you can't
afford true inference outside
L509[08:27:34] <gigaherz> you'd break the
class ... pattern/interface/prototype whateveryoucallit
L510[08:27:57] <Cypher121> how so?
L511[08:28:03] <gigaherz> class X {
L512[08:28:10] <gigaherz> var y =
someStaticFunction();
L513[08:28:11] <gigaherz> }
L514[08:28:41] <gigaherz> or var y = new
ArrayList<>();
L515[08:29:04] <sham1> You cannot use the
diamond syntax in that case
L516[08:29:07] <gigaherz> then one day you
decide the ArrayList isn't fit
L517[08:29:18] <gigaherz> and you change
the function/initializer to use some other list type
L518[08:29:24] <gigaherz> or another type
altogether
L519[08:29:26] <gigaherz> like a
Set<>
L520[08:29:31] <gigaherz> sham1: ignore
that part
L521[08:29:39] <gigaherz> suddenly
L522[08:29:42] <gigaherz> your code still
works
L523[08:29:44] <gigaherz> and compiles
just fine
L524[08:29:49] <gigaherz> but any external
user fails to load
L525[08:29:51] <sham1> runtime bugs
L526[08:30:10] <gigaherz> the class in
itself is a contract
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L528[08:30:14] <gigaherz> and needs to be
explicit about it
L529[08:30:28] <gigaherz> at least for as
long as Java is a strongly-typed language
L530[08:30:42] <sham1> statically*
L531[08:30:48] <gigaherz> both ;P
L532[08:30:49] <sham1> There is nothing
stronk about this
L533[08:31:02] <sham1> Java is kinda
weak
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L535[08:31:54] <gigaherz> nah java is
strongly typed also
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L537[08:32:23] <gigaherz> the only
automatic type conversions are between number types, or through
autoboxing
L538[08:32:31] <Cypher121> and
toString()
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L543[08:55:26] <McJty> The name you use
for setUnlocalizedName() is apparently not mod specific. i.e. if
you use something too generic there you end up getting the
translation/text from another mod
L544[08:55:33] <McJty> Which is happening
with one of my mods and Thaumcraft
L545[08:55:48] <McJty> What's typically
done to prevent this? MODID + "_" + name? Or anything
else?
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L547[08:57:40] <thor12022_oops> I thought
MODID + "." + name was pretty standard
L548[08:57:47] <McJty> ok
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L550[08:59:00] <gigaherz> My choice, and
the one I give to everyone here, is to use MODID +
".name"
L551[08:59:21] <McJty> yes, that's what
thor said
L553[08:59:46] <gigaherz> I like how the
result looks like ;p
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L555[09:01:30] <McJty> Luckily I change
this without breaking people's worlds :-)
L556[09:02:44] <gigaherz> yeh XD
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L565[09:27:07] <PaleoCrafter> I wonder why
can't apply the inference to arrays
L566[09:27:27] <PaleoCrafter> it's
something that bugged me about Java all the time
L567[09:27:48] <McJty> Arrays in java have
always been a bit weird. Especially the weird constructs related to
things like toArray and so on
L568[09:28:56] <PaleoCrafter> the worst
thing about them still is the covariance, but that's an artifact
:P
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L570[09:29:55] <PaleoCrafter> but there's
literally no reason for something like new int[] { 1, 2, 3, 4
}
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L572[09:33:08] <sham1> Well you can
initialize the array with 4 elements like that
L573[09:33:21] <sham1> I feel it has
plenty of reason
L574[09:33:41] <Peterzen> if i want to
show every new player a gui overlay/message should I use the
PlayerEvent.PlayerLoggedInEvent? Also can you guys suggest some
methods to save extra mod data for every player?
L575[09:34:45] <sham1> IEEP
L576[09:34:54] <sham1>
IExtendedEntityProperties
L577[09:35:02] <PaleoCrafter> sham1, the
stuff I hate is the bold part :P
L578[09:35:05] <sham1> You can save stuff
to players via NBT with that
L579[09:35:16] <sham1> I see no bold
L580[09:35:25] <PaleoCrafter> 'new
int[]'
L581[09:35:42] <sham1> Meh
L582[09:36:01] <sham1> { 1, 2, 3, 4 }
would be fine
L583[09:36:05] <Peterzen> alright thanks
sham1
L584[09:36:33] <PaleoCrafter> exactly,
there's no need to specify the type (you basically do it three
times when you initialise a variable of an int array right
now)
L585[09:36:53] <sham1> But what if you do
not initialize it like that
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L587[09:37:12] <sham1> Like "new
int[3]" or whatever
L588[09:37:19] <PaleoCrafter> then that
syntax is fine :P
L589[09:37:40] <PaleoCrafter> but Java
allows leaving out the new Type[] part already, but only for static
final fields iirc
L590[09:39:11] <sham1> I'd like to see
some immutable things in Java
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L593[09:39:38] <sham1> Now that we do have
so many functional consepts intoduced
L594[09:39:57] <PaleoCrafter> String is a
prime example :P
L595[09:40:05] <MalkContent> can you save
integers in blockstate?
L596[09:40:13] <PaleoCrafter> sure,
MalkContent
L597[09:40:15] <sham1> Sure
L598[09:40:21] <sham1>
PropertyIneger
L599[09:40:27] <sham1>
PropertyInteger*
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L601[09:40:37] <sham1>
#BlameTheMobileKeyboard
L602[09:40:43] <MalkContent> nice
L603[09:40:46] <MalkContent> sooo
L604[09:40:49] <sham1> But yeah
L605[09:41:09] <MalkContent> i could
theoretically make a fluid that can save the range of potion ids in
blockstate?
L606[09:41:11] <sham1> I feel that we need
more java things of the immutable kind
L607[09:41:18] <sham1> Surwe
L608[09:41:20] <sham1> Sure*
L609[09:41:41] <sham1> Placeable
potions?
L610[09:42:04] <MalkContent> yes*
L611[09:42:42] <MalkContent> know
thaumcraft bathsalts/purified fluid?
L612[09:42:55] <sham1> Then yes
L613[09:42:56] <sham1> You can
L614[09:43:08] <sham1> You just need to
implement your fluid block yourself to give yourself the
effects
L615[09:43:32] <sham1> Just implement the
BlockFluidClassic and you can get fluid behaviour for free
L616[09:43:38] <sham1> Extend rather
L617[09:43:49] <PaleoCrafter> you might
want to look at how TiC does its molten metal fluids
L618[09:44:49] <MalkContent> i might :) so
far it was only a err... pub discussion (?) if it's viable
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L627[10:03:13] <gigaherz> [16:41]
(MalkContent): i could theoretically make a fluid that can save the
range of potion ids in blockstate?
L628[10:03:21] <gigaherz> the available
numbers need to be known during init
L629[10:03:45] <gigaherz> for it to be
usable as a blockstate property
L630[10:04:19] <gigaherz> so I'm not sure
that using blockstates would really be viable, unless you limit
yourself to vanilla potions
L631[10:05:12] <MalkContent> drats
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L634[10:08:33] <gigaherz> Peterzen: note
that IEEPs have been deprecated in favour of Capabilities
L636[10:14:02] <sham1> As data
storage?
L637[10:14:04] <sham1> TIL
L638[10:14:33]
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L640[10:15:19] <Cypher121>
completely?
L641[10:16:15] <gigaherz> everything an
IEEP does, a Capability can do too
L642[10:16:32] <sham1> Why have it around
then
L643[10:16:35] <gigaherz> it just requires
a bit more boilerplate code to get started, but once you get it
working, then it has a more standarized interface
L644[10:16:41] <gigaherz> for
compatibility with existing mods
L645[10:16:43] <gigaherz> I guess
L646[10:16:51] <Cypher121> that wasn't a
good start
L647[10:16:54] <sham1> Petition to remove
it for 1.9?
L648[10:17:12] <sham1> Boilerplate is not
as evil as people say
L649[10:18:10] <gigaherz> this is a short
example I wrote for someone hwew
L650[10:18:11] <gigaherz> here*
L651[10:18:24] <gigaherz> it's written for
an Item, but a similar thing applies to an Entity
L653[10:18:33] <Cypher121> except it
is
L654[10:18:57] <gigaherz> the difference
is you overreide hasCapability/getCapability directly instead of
going through initCapabilities
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L656[10:19:10] <gigaherz> or you use
CapabilityAttachEvent.Entity instead of .Item
L657[10:19:44] <Cypher121> it increases
amount of time you spend writing anything, reducing productivity,
increasing amount of possibilities for errors and is generally
frustrating. there aren't many things that are more evil
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L659[10:20:03] <sham1> You can use IDEs to
autocomplete your boilerplate
L660[10:20:14] <gigaherz> yeh there's code
templates and such
L661[10:20:22] <gigaherz> we aren't really
using them much in forge, though
L662[10:20:23] <sham1> and things
L663[10:20:33] <sham1> That's our
probelms
L664[10:21:08] <sham1> We don't use OOP
patterns too much yet that does not mean tehy are the best thing
after sliced bread
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L669[10:29:15] <Cypher121> any examples of
capabilities attached to players?
L670[10:30:09] <Nitrodev> creative
L671[10:30:11] <Nitrodev> flying
L672[10:30:18] <sham1> >.<
L673[10:30:24] <sham1> Not those
capabilities
L674[10:30:24] <Nitrodev> ?
L675[10:30:27] <Nitrodev> oh
L676[10:30:37] <sham1> The ones that do
stuff like IItemHandler
L677[10:30:47] <Nitrodev> OH
L678[10:31:05] <Cypher121> yeah
L679[10:31:23] <Cypher121> because
honestly that readthedocs thing is helpful as fuck
L680[10:31:43] <Nitrodev> javadocs?
L681[10:32:00] <sham1> It is helpful
L682[10:32:32] <Nitrodev> yeah now why
isn't my block dropping the item it should be
L683[10:32:57] <sham1> show your
code
L684[10:33:06] <Cypher121> attaching can
be done through AttachCapabilityEvent. so do I listen to it or do I
fire it?
L686[10:34:28] <sham1> listen
L687[10:34:51] <sham1> That is what you
need to do with that event
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L690[10:35:50] <Cypher121>
@CapabilityInject(IItemHandler.class)
L691[10:36:01] <Cypher121> will this fail
if class doesn't exist?
L692[10:36:14] <Nitrodev> why don't you
try
L693[10:36:21] <sham1> The field you
attach it to when the cap is not present will be null
L694[10:36:32] <sham1> But you don't need
that
L695[10:36:44] <sham1> For you can use
CapabilityItemHandler AFAIK
L696[10:36:56] <sham1> And get the
Capability<IItemHandler> from there
L697[10:37:10] <Cypher121> Nitrodev:
because it'll take 100 times more time than asking someone who
already tried?
L698[10:37:17] <Nitrodev> still
L699[10:37:25] <Nitrodev> that's what
people tell me to do
L700[10:37:49] <sham1> Experimenting is a
good thing
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L702[10:38:09] <Cypher121> I have a mod
that is highly dependent on IEEP
L703[10:38:43] <Cypher121> apparently I'll
have to rewrite it for capabilities, but I don't want to fuck it up
and I don't quite understand it yet
L704[10:38:52] <sham1> If you (passive
you) do not experiment with stuff, no one will
L705[10:39:40] <Cypher121> i will if I
don't get the answer
L706[10:39:44] <Cypher121> but I'll ask
first
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L719[11:18:13] <Peterzen> any ideas of why
im getting java.lang.NoClassDefFoundError:
com/peterschriever/mcrpg/gui/ClassSelectGui even though the class
file is definitely in my out folder?
L720[11:19:48] <SkySom> You got a full
error log to go with that?
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L723[11:23:05] <Peterzen> yea sec ill make
a pastebin
L725[11:25:31] <Peterzen> i think line 479
is where it starts crashing
L726[11:25:59] <Peterzen> SkySom, ^ if you
would like to take a look :D
L727[11:28:29] <SkySom> Are you checking
you opening the gui on the server? (THe whole stack trace is on the
server)
L728[11:28:38] <SkySom> You're not
opening
L729[11:28:56] <Peterzen> that might
actually be it
L730[11:28:57] <Peterzen> wow lol
L731[11:30:24] <SkySom> So is it?
L732[11:33:17] <Peterzen> yea, i had the
gui class code in my CommonEventHandler
L733[11:33:22] <Peterzen> thanks :)
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L736[11:44:31] <gigaherz> [17:35]
(Cypher121): @CapabilityInject(IItemHandler.class)
L737[11:44:31] <gigaherz> [17:35]
(Cypher121): will this fail if class doesn't exist?
L738[11:44:35] <gigaherz> no that's the
whole purpose
L739[11:44:43] <gigaherz> annotations get
discarded if they can't be resolved, they don't error
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L751[12:23:02] <Nepharius> You got any
idea what kind of type/class I could use for objects that are only
used and displayed in a GUI, so that their positions are purely
"virtual"?
L752[12:23:20] <gigaherz> wat
L753[12:23:21] <sham1> gui elements
L754[12:23:42] <gigaherz> if you jsut want
to draw things onto a gui
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L756[12:23:49] <gigaherz> you can just...
draw things onto the gui
L757[12:23:54] <gigaherz> but
L758[12:23:58] <gigaherz> if you mean a
virtual inventory
L759[12:24:39] <gigaherz> you can use an
InventoryBasic or ItemStackHandler in your Container
L760[12:24:43] <Nepharius> no no, i mean
moving objects which do not realy exist in the world, the GUI just
tells you they are somewhere
L761[12:24:59] <gigaherz> but would you
see them in the world?
L762[12:25:03] <Nepharius> no
L763[12:25:10] <gigaherz> so they are just
gui textures?
L764[12:25:21] <gigaherz> (or 3D
models)
L765[12:25:40] <gigaherz> can you explain
your context better?
L766[12:25:41] <Nepharius> basically yes,
but they do have properties like location, momentum
L767[12:25:55] <gigaherz> so,
sprites
L768[12:27:39] <williewillus> how do I do
negative label filters on github
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L770[12:27:49] <williewillus> like I want
to see everything that's not label "enhancement"
L771[12:28:36] <gigaherz> "NOT
x"
L772[12:28:38] <Nepharius> not rly, i'm
gonna try to explain what I want to do: I want to create asteroids
in random location around a specific block, but those are just
virtual, you cannot see or interact with them. Looking at the GUI
there's a screen where nearby asteroids are displayed. They are
just simulated.
L773[12:28:41] <gigaherz> such as
L774[12:28:44] <gigaherz> "NOT
label:enchancement"
L775[12:29:01] <PaleoCrafter>
-label:enhancement
L777[12:29:08] <gigaherz> ah
L778[12:29:16] <gigaherz> hmmm
L779[12:29:21] <gigaherz> what am I
thinking about, then?
L780[12:29:21] <PaleoCrafter> there be
docs :P
L781[12:29:26] <PaleoCrafter>
wikipedia?
L782[12:29:31] <gigaherz> wait no
L783[12:29:36] <gigaherz> that's windows
explorer's searchbox
L784[12:29:55] <PaleoCrafter> you're just
too infested with Windows :P
L785[12:29:57] <gigaherz>
"extension:pdf AND date:<23:05"
L786[12:30:26] <gigaherz>
"extension:pdf AND NOT name:CV"
L787[12:31:29]
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L788[12:32:43] <PaleoCrafter> hm, that
mutant carp was way too easy to catch :/
L789[12:32:56] <gigaherz> oh an actual
carp
L790[12:33:07] <gigaherz> I thought you
misspelled crap
L791[12:33:13] <PaleoCrafter> lol
L792[12:33:33] <PaleoCrafter> haven't seen
mutant crap in Stardew Valley yet :P
L793[12:33:47]
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L794[12:33:47] <gigaherz> XD
L795[12:34:17] <whitephoenix> time for my
first tile entity
L796[12:34:38] <masa> first of many?
:p
L797[12:34:45] <Nepharius> i was thinking
about just 2 dimensional arrays but that seems kind of
unclean
L798[12:34:46] <whitephoenix>
Probably
L799[12:34:46] ***
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L800[12:35:20] ⇦
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L801[12:35:43] ⇦
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L802[12:36:23] <Mraof> Hmm
L803[12:36:34] <Mraof> I feel like making
a portal that you can see the destination through
L804[12:37:01] <Mraof> Probably just
within the same dimension, though if I can reasonably make it cross
dimensional I will
L807[12:38:19] <whitephoenix> I think his
doors mod did that too
L808[12:38:23] <Mraof> Yeah
basically
L809[12:38:32] <Mraof> Do those work over
long distances?
L811[12:40:44] <Mraof> I mean I'm going to
make my own regardless, I want to have more control over the
portals and it seems fun
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L815[12:43:19] <M4thG33k> Hello! Is there
anyone willing to help me figure out why my obj models aren't
loading (getting a null pointer exception when loading
them...)
L816[12:43:29] <williewillus>
crashlog?
L817[12:43:31] <PaleoCrafter> don't ask to
ask
L820[12:45:38]
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L821[12:50:10] <M4thG33k> I find it odd
that the crash happens within the OBJModel class...
L822[12:50:28] <shadekiller666> hmm?
L824[12:51:57] <williewillus> do you have
an mtl file
L825[12:52:11] <M4thG33k> I do
L826[12:52:14] <shadekiller666> i love
when error logs point to closing curly braces...
L827[12:52:46] <williewillus> its crashing
in a synthetic method :P
L828[12:53:22] <M4thG33k> I'm not sure I
know what that means...haha
L829[12:53:23] <shadekiller666> M4thG33k,
can i see your obj and mtl files?
L830[12:53:36] <shadekiller666> thats ok,
you don't need to :P
L831[12:54:24] <shadekiller666> man having
my obj dev env be different from the released version is annoying
when people have problems :P
L833[12:55:39] <shadekiller666> in your
mtl, change line 4 to "newmtl ChaosPylon"
L834[12:55:56] <M4thG33k> oh wow...
L835[12:56:25]
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L836[12:57:01] <shadekiller666>
"usemtl" in the obj file means "use the material
with name of ____ that is defined in one of the material
libraries"
L837[12:57:31] <M4thG33k> Got it. So many
things to learn...
L838[12:57:37] <shadekiller666> lol
L839[12:58:17] <M4thG33k> I mean, logic
and math are my strong suit - it really all boils down to learning
the syntax and semantics of everything...
L840[12:58:36] <shadekiller666> another
fix would have been to change the "usemtl ChaosPylon"
line in the obj file to "usemtl None"
L841[12:58:45] <shadekiller666> yes it
does
L842[12:58:56] <shadekiller666> in your
.obj, you can get rid of the "s" line
L843[12:59:11] <shadekiller666> and you
can get rid of all the lines commented out in your .mtl
L844[12:59:27] <shadekiller666> comments
in obj/mtl are denoted by "#"
L845[12:59:32] <M4thG33k> Yeah. I got that
working...now I just need the texture to render correctly, but I
think I can figure that out on my own.
L846[12:59:54] <M4thG33k> And I was just
commenting stuff out originally to make sure I didn't have
something I couldn't redeem
L847[12:59:59] <Aroma1997> Is there a way
to skip gradle's compile java step to make it use the classes from
the eclipse compiler (that are generated from java files containing
compiler errors)?
L848[13:00:37] <shadekiller666> anyone got
a link to the readthedocs for forge?
L849[13:00:42] <gigaherz> why would you
want to do that o_O
L851[13:01:18] <Aroma1997> because some
part of my mod contains compiler errors while the other is mostly
functional. I want to play with the functional part
L852[13:02:25] <gigaherz> wouldn't loading
the partial files cause classloading errors?
L853[13:02:34] <Aroma1997> no
L854[13:02:38] <Aroma1997> it works in
eclipse
L855[13:02:57] <shadekiller666> thank you
giga
L856[13:05:14]
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L857[13:05:18] <Ordinastie> Aroma1997, I
don't think it does that
L858[13:05:25] <Ordinastie> it just loads
the last compiled class
L859[13:05:48] <Aroma1997> no
L860[13:05:58] <Aroma1997> in eclipse you
mean?
L861[13:06:39] <Ordinastie> wait no,
nvm
L862[13:09:49]
⇨ Joins: sokratis12GR
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L863[13:10:01] <sokratis12GR> Hello
Everyone
L864[13:10:12] <Nepharius> hi
L865[13:10:17] <sokratis12GR> Once Again,
I need help...
L866[13:10:33] ⇦
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L867[13:10:36] <sokratis12GR> How I can
trigger an achievement via crafting recipes ?
L868[13:10:56] <gigaherz> sokratis12GR:
there's a crafting event
L869[13:11:01] <M4thG33k> So, when I'm
retexturing a model, my immutable map needs to map
"#<materialName>" to "<modid>:<path
in textures directory to texture>", correct?
L870[13:11:06] <gigaherz> for when the
player picks up an item from the crafting result
L871[13:11:25] <gigaherz> you can activate
the achievement if the resulting item is the one you look for
L872[13:11:46] <sokratis12GR> How to set
this crafting event ?
L873[13:12:09] <sokratis12GR> In the
Achievements Page or Something like this:
L874[13:12:28] <gigaherz> you make a class
for event handling
L875[13:12:33] <gigaherz> and create a
method with @SubscribeEvent
L876[13:12:44] <gigaherz> and a single
parameter of type PlayerEvent.ItemCraftedEvent
L877[13:12:49] <gigaherz> and in it
L878[13:13:00] <sokratis12GR> I have one
called "GlobalEventsArmorPlus.java"
L879[13:13:18] <gigaherz> you do
thePlayer.addStat(theAchievement, 1)
L880[13:13:34] <gigaherz> then you can use
the same one
L881[13:13:49] <gigaherz> I prefer to have
an AchievementHandler.java for everything achievement-related
L882[13:14:38] <sokratis12GR> I will use
the GlobalEventsArmorPlus.java because it is empty
L883[13:17:41] <Rogue_>
net.minecraftforge.classloading is that the only classloader used
in forge...?
L884[13:17:47] <Rogue_> (that package,
rather)
L885[13:17:51] <shadekiller666> how does
one delete a fork of a github repo?
L886[13:18:02] <gigaherz> shadekiller666:
settings -> delete repository
L887[13:18:06] <whitephoenix> settings
tab
L889[13:19:11] <gigaherz> wat
L890[13:19:30] <shadekiller666> settings
tab on github?
L891[13:19:48] <whitephoenix> just asec
I'll get you a screenshot
L892[13:20:18] <gigaherz> shadekiller666:
of your fork's page, yes
L894[13:21:07] ⇦
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L895[13:21:50] <sokratis12GR> When I do it
is getting an error
L896[13:21:58] <sokratis12GR> Unexpected
Token 0.0
L897[13:22:04] <gigaherz> ??
L898[13:22:18] <sokratis12GR> Method Call
Unexpected*
L899[13:22:20] <shadekiller666> oh
ok
L900[13:22:27] ⇦
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L904[13:27:52] <sokratis12GR> gigaherz do
i do this right or ?
L905[13:28:08] <gigaherz> sokratis12GR:
you didn't show is any code
L906[13:28:11] <gigaherz> us*
L907[13:28:26] <gigaherz> you need to
paste code otherwise we don't know what you did wrong
L908[13:28:34] <gigaherz> use pastebin or
gist.github.com
L909[13:28:37] <gigaherz> or whatever else
you like
L910[13:28:40] <gigaherz> don't paste here
directly
L911[13:28:47] ⇦
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L914[13:30:22] <gigaherz> that's... wrong
on many levels
L915[13:31:14] <sokratis12GR> really ?
o.O
L916[13:31:35] <williewillus> heh
L917[13:31:41] <modmuss50> yes
L918[13:31:44] <williewillus> does your
IDE not give you an error? 0.o
L919[13:31:48] <williewillus>
subscribeevent only goes on a method
L920[13:31:51] <sokratis12GR> It
gives
L921[13:31:58] <sokratis12GR> I mentioned
above
L922[13:31:58]
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L923[13:32:07] <williewillus> well it goes
on a method declaration
L924[13:32:10] <gigaherz> sokratis12GR:
you probably want something closer to this
L926[13:32:11] <williewillus> and whats
there isnt a method decl
L927[13:32:47] <sokratis12GR> I forgot the
Public void...
L928[13:33:01] <gigaherz> you forgot the
actual method declaration
L929[13:33:03] <gigaherz> the whole
thing
L930[13:33:04] <gigaherz> ;p
L931[13:33:13] <sokratis12GR>
yeah...
L932[13:34:41]
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L934[13:35:16] <sokratis12GR> The
"onPlayerCraftedItem" is turned grey, were else i have to
import it ?
L935[13:35:25] <Mraof> I can now properly
click on the channels in the bottom bar of irssi to go to
them
L936[13:35:40] <gigaherz> sokratis12GR:
you don't, that's the name YOU give to the method
L937[13:35:48] <gigaherz> the gray color
means it's not used anywhere
L939[13:35:51] <gigaherz> which is
normal
L940[13:35:55] <sokratis12GR> ok
L941[13:36:04] <gigaherz> because the IDE
doesn't know @SubscribeEvent means it will be used at runtime
L942[13:36:20] <whitephoenix> Hmm my tile
ent isn't rendering when placed
L943[13:36:37] <sokratis12GR> so i just
add the samething for every armor ?
L944[13:36:53] <gigaherz> you need to
check if it's the right armor, first
L945[13:37:09] <gigaherz> you will have to
check if event.crafting is the armor item you want the achievement
for
L946[13:37:28] <sokratis12GR> I did, but
How Do I trigger so the achievement activates when any piece of the
armor is crafted ?
L947[13:37:56] <sokratis12GR> I don't have
an event.crafting
L948[13:38:24] <gigaherz> well you will
have to compare against each possible item
L949[13:39:24] <sokratis12GR> I'm asking
how to make that
L950[13:39:34] ⇦
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L951[13:39:51] <sokratis12GR> I have made
the achievement it works but Idk how to trigger it
L952[13:40:44] <whitephoenix> I keep
getting errors in the console about not being able to find
blockstates/models for a block I removed a long time ago
L953[13:40:54] <whitephoenix> I searched
every file and there's no trace of it
L954[13:41:07] <whitephoenix> I'm being
haunted by blaziumLampSlabUpper
L955[13:42:08] <Pennyw95> blockstates
json? Or perhaps ModelLoader.setCustomModelResourceLocation?
L956[13:42:30] <gigaherz> whitephoenix:
does it happen if you build the mod jar and run it in a separate
forge?
L957[13:42:36] <whitephoenix> Let me
check
L958[13:44:02] <whitephoenix> I deleted
all three json files for it
L959[13:44:31] <whitephoenix> doesn't look
like customMRL would do that
L960[13:44:54]
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L961[13:45:14] <gigaherz> setCustomMRL
tells mc to try to load those files
L962[13:45:15] <gigaherz> so yes
L963[13:45:21] ⇦
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L964[13:45:26] <gigaherz> if you have
setcustomMRL for a blaziumLampSlabUpper
L965[13:45:28] <gigaherz> it WILL
complain
L966[13:45:30] <sokratis12GR> gigaherz
thank you so much
L967[13:45:32] <sokratis12GR> :D
L968[13:45:37] <sokratis12GR> It worked
fine
L969[13:45:53] <gigaherz> did you learn
how to compare if an item is your own or not? ;P
L970[13:46:01] <sokratis12GR> Because I
used all 4 crafting recipes in 1 class it make it so everysingle
crafting recipe will work ^^
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L973[13:46:25] <gigaherz> because if you
just activate on the crafting event, it will activate for ANY
crafting, even if it's not your items
L974[13:46:31] <sokratis12GR> I had got
confused of "Use a single parameter"
L975[13:46:33] <whitephoenix> I removed
the entry for regisering it
L976[13:46:51] <whitephoenix> still
building it though
L977[13:46:52] <sokratis12GR> oh -.-
L978[13:47:04] <Nitrodev> is williewillus
here?
L979[13:47:12] <williewillus> yo
L980[13:47:17] <Nitrodev> yo
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L982[13:47:51] <Nitrodev> what block in
botania uses the blockstates?
L983[13:48:03] ⇦
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L984[13:48:03] ***
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L985[13:48:08] <sokratis12GR> gigaherz, NO
i Still can't figure out how to set it to specific items ...
L986[13:48:09] <williewillus> what
blockstates :P
L987[13:48:13] <williewillus> almost all
of them use blockstates
L988[13:48:18] <Nitrodev> oh
L989[13:48:24] <gigaherz>
sokratis12GR
L990[13:48:41] <sokratis12GR> y
L991[13:48:43] <Nitrodev> then i need to
find the place you register the blocks at
L993[13:48:48] <williewillus> i wrote it
up yesterday
L994[13:48:54] <Nitrodev> Oh neat
thanks
L995[13:48:57] <williewillus> needs some
fixing but itll go in readthedocs soon
L996[13:49:12] <gigaherz> if
(event.crafting.getItem() == YourMod.youritem)
L997[13:49:25] <gigaherz> or if you have
subitems
L998[13:49:41] <sokratis12GR> I know
L999[13:49:44] <gigaherz> if
(ItemStack.areItemsEqual(event.crafting,
YourMod.yourSubItem))
L1000[13:50:25] <sokratis12GR> I didn't
knew if i needed the "if" thgen the
(evebt.crafting.getItem() == ArmorPlus.helmet)
L1001[13:50:39] ***
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L1002[13:50:47] <gigaherz> wellthat's how
programming works
L1003[13:50:53] <gigaherz> if (condition
here) { do something }
L1004[13:51:07] <sokratis12GR> Because I
don't know how to use "IF" properly
L1005[13:51:27] <Nitrodev> i'm guessing
the rendering in 1.8 is WIP williewillus?
L1006[13:51:28] <sokratis12GR> gigaherz I
have made some if statements for my config file to disable
recipes
L1007[13:51:36] <williewillus> Nitrodev:
it's not on rtd yet
L1008[13:51:36]
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L1009[13:51:40] <williewillus> it's still
that gist I have :P
L1010[13:51:52] <sokratis12GR> But very
simple ones
L1011[13:52:13] <sokratis12GR> if
(enableHelmetVision=true) { }
L1012[13:52:32] <gigaherz> that's
wrong
L1013[13:52:35] <gigaherz> you want
==
L1014[13:52:39] <gigaherz> if you write
one =
L1015[13:52:43] <gigaherz> it assigns
true
L1016[13:52:52] <gigaherz> and the result
of an assignment, is the value assigned
L1017[13:53:00] <gigaherz> so the if
always gets "true"
L1018[13:53:38] <whitephoenix> wow this
build is taking a while
L1019[13:53:44] <HassanS6000>
shadekiller666, I got your reply from last night - you mentioned
you have an open PR to fix the issue, but it won't get merged until
1.9. How would I go about the second solution you mentioned?
Thanks
L1020[13:54:08] <shadekiller666>
uhh
L1021[13:54:09] <Nitrodev> okay
L1022[13:54:23] <sokratis12GR> Sorry
Wrong thing typed
L1023[13:54:25] <sokratis12GR> if
(ConfigHandler.enableCoalHNightVision)
L1024[13:54:29] <sokratis12GR> { ...
}
L1025[13:54:33] <sokratis12GR> this is
what i use
L1026[13:54:37] <gigaherz> that's
better
L1027[13:54:38] <gigaherz> ;P
L1028[13:54:44] <sokratis12GR> :P
L1029[13:55:12] <shadekiller666>
HassanS6000, give me a minute to figure it out
L1030[13:55:20] <sokratis12GR> After I
finish With the achievement triggers i will post them
L1031[13:55:29] <HassanS6000>
shadekiller666, okay, thanks :)
L1032[13:55:31] <whitephoenix> Why are
there suddenly two jar files?
L1033[13:57:02]
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L1034[13:57:21] <Kane_Hart> murder is
still illegal right?
L1036[13:57:30] <Kane_Hart> guys fucking
sites down lol
L1037[13:57:43] <williewillus> as long as
theyre not doing it in the main thread
L1038[13:57:52] <williewillus> and
blocking loading while their thing times out a billion times
L1039[13:57:53] <williewillus> :P
L1040[13:58:31] <Kane_Hart> it is
L1041[13:58:32] <Kane_Hart> and
L1042[13:58:39] <williewillus> -.-
L1043[13:58:40] <Kane_Hart> I already
have the lib installed..
L1044[13:58:48] <Kane_Hart> looks like
the fucker downlods it every single time
L1045[13:59:02] <williewillus> is that
apache commons-codec?
L1046[13:59:16] <williewillus> if it is
just shade the thing what the hell
L1047[13:59:38]
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L1049[14:00:13] <whitephoenix> gigaherz:
I built and ran my mod and didn't see any errors
L1050[14:00:37] <whitephoenix> It happens
when debugging if I use F3+t
L1051[14:00:41] <gigaherz> whitephoenix:
you may want to refresh your development environment then
L1052[14:01:29] <whitephoenix> I'm not
sure how to do that in IDEA
L1053[14:02:46] <gigaherz> open the
gradle panel
L1054[14:02:52] <gigaherz> and click on
the blue refresh icon in the gradle panel
L1055[14:02:55]
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L1056[14:02:58] <gigaherz> (not the one
from the main toolbar)
L1057[14:03:03] <gigaherz> if that
doesn't change anything
L1058[14:03:13] <gigaherz> you can try
re-running setupDecompWorkspace
L1059[14:03:18] <gigaherz> and then
refresh gradle again
L1060[14:03:29] <gigaherz> (always
refresh gradle after doing something like
setupDecompWorkspace)
L1061[14:03:56] <whitephoenix> Ooh that's
probably why
L1062[14:04:14] <shadekiller666> when
running "(u-this.minU)/f*16.0F;", the stuff in () gets
evaluated first, would it then divide by "f" or
"f*16"?
L1063[14:04:36] <gigaherz> f
L1064[14:04:50] <gigaherz> the / and *
are ont he same precedence class
L1065[14:04:56] <gigaherz> so they are
evaluated left to right
L1066[14:05:20] <gigaherz> regardless, I
prefer to clarify my intentions and put an extrap air of
parens
L1067[14:05:21] <shadekiller666> k
L1068[14:05:37]
⇨ Joins: Vorquel
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L1069[14:06:53] <whitephoenix>
"Found a missing id from the world
pyromancy:blaziumLampSlabUpper"
L1070[14:07:14] <shadekiller666> in the
same vein, "this.minU + f * (float) u / 16.0F;" would do
"f * (float) u" then "/ 16.0F" then
"this.minU +" right?
L1071[14:07:28] <Vorquel> How does one
get a block model to use biome coloring in the inventory and on the
player, like grass blocks have?
L1073[14:09:58] <modmuss50> are diffrent
item textures based on nbt possible?
L1074[14:10:05] <modmuss50> I dont know
what im missing
L1075[14:10:21] <PaleoCrafter> they are
modmuss50
L1076[14:10:22] <shadekiller666>
HassanS6000, do you have a github repo for your mod?
L1077[14:10:32] <modmuss50> got any
pointers?
L1078[14:11:04] <PaleoCrafter> but there
are different ways to do it (mainly depending on whether you know
all possible values in advance)
L1079[14:11:17] <modmuss50> yeah I do,
its either on or off
L1080[14:11:28] <PaleoCrafter> then you
can use ModLoader.setCustomMeshDefinition
L1081[14:12:04] <PaleoCrafter> in your
definition just return the appropriate ModelResourceLocation (i.e.
just like you'd do with setCustomMRL) for the right value
L1082[14:13:20] ***
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L1083[14:13:23] <modmuss50> ok,
thanks
L1084[14:13:36] <PaleoCrafter> with a
custom mesh definition you also need to call
ModelBakery.registerItemVariants manually, otherwise the game won't
load the models
L1085[14:14:12] <PaleoCrafter> this will
be a lot more straightforward in 1.9 ;)
L1086[14:15:42] ***
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L1088[14:17:18] <gigaherz> sokratis12GR:
you can use the or operator "||" to merge those Ifs
L1089[14:17:25] <gigaherz> if ( something
||
L1090[14:17:28]
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L1091[14:17:30] <gigaherz> somethign else
||
L1092[14:17:32] <gigaherz> ... )
L1093[14:18:16] <sham1> Boolean
logic
L1094[14:18:45]
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L1095[14:18:54] <sokratis12GR> Like this
? if (event.crafting.getItem() == LapisArmor.helmet ||
LapisArmor.chestplate || LapisArmor.legs || LapisArmor.boots)
L1096[14:18:54] <sokratis12GR> ?
L1097[14:19:21] <Nitrodev> i don't think
that would work
L1098[14:19:34] <sokratis12GR> why not
?
L1099[14:19:37] <Nitrodev> after
&& or || you need to write a complete if statement
L1100[14:19:38] <sokratis12GR> the ||
means
L1101[14:19:52] <Nitrodev> without the if
and ()
L1102[14:20:01] <Nitrodev> yes i know ||
means or
L1103[14:20:16] <sokratis12GR> if
(event.crafting.getItem() == LapisArmor.helmet ||
event.crafting.getItem() == LapisArmor.chestplate ||
event.crafting.getItem() == LapisArmor.legs ||
event.crafting.getItem() == LapisArmor.boots)
L1104[14:20:17] <sokratis12GR> ?
L1105[14:20:28] <Nitrodev> yeah
L1106[14:20:32] <Nitrodev> that would
work
L1107[14:20:41] <sokratis12GR> This makes
the code easier to read :d
L1108[14:20:50] <Nitrodev> yes
L1109[14:20:55] <tterrag> you could
shorten it a lot by doing ItemStack stack =
event.crafting.getItem()
L1110[14:21:04] <tterrag> er, it's an
item
L1111[14:21:10] <tterrag> Item i =
event.crafting.getItem() :p
L1112[14:21:15] <Nitrodev> yeah :P
L1113[14:21:16] <sokratis12GR>
Nah..
L1114[14:21:22] <tterrag> yeah...
L1115[14:21:31] <sokratis12GR> I prefer
this way
L1116[14:21:41] <tterrag> your way
includes 3 unecessary calls to a method
L1117[14:21:50] <Nitrodev> well many
people prefer different things
L1118[14:21:59] <Nitrodev> i prefer as
little amount of code as possible
L1119[14:22:06] <sokratis12GR> me too
xD
L1120[14:22:19] <sokratis12GR> Thats why
i said the first if
L1121[14:23:05] <tterrag> and my way
would cut down the size by quite a bit
L1122[14:23:09] <tterrag> as well as
being more efficient
L1123[14:23:15] <tterrag> it's not really
a matter of preference
L1124[14:23:22]
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L1125[14:23:29] <Nitrodev> yeah but afaik
the first if you said won't work sokratis12GR
L1126[14:23:36] <tterrag> it won't
L1127[14:23:55] <Nitrodev> yeah
L1128[14:23:56] <sokratis12GR> ItemStack
stack = LapisArmor.helmet || LapisArmor.chestplate ||
LapisArmor.legs ||LapisArmor.boots)
L1129[14:24:01] <sokratis12GR> this will
work ?
L1130[14:24:08] <Nitrodev> won't
work
L1131[14:24:11] <Nitrodev> you can
try
L1132[14:24:20] <Nitrodev> but it will
throw an error
L1133[14:24:29] <sokratis12GR> I mean
tterrag's way
L1134[14:24:48] <tterrag> no
L1135[14:24:54] <tterrag> what you just
pasted is not what I said
L1136[14:24:58] <Nitrodev> yeah
L1137[14:25:08] <sokratis12GR> then how
to make it in your way ?
L1138[14:25:12] <HassanS6000>
shadekiller666, no I do not, it is a private mod.
L1139[14:25:50] <shadekiller666> can i
see your render class?
L1140[14:26:48] <Nitrodev> sokratis12GR,
you first define a variable: Item i =
event.crafting.getItem()
L1141[14:26:52] <Nitrodev> i can be
anything
L1142[14:27:33] <Nitrodev> then you just
do i == LapisArmor.helmet || i == LapisArmor.chestplate etc.
L1143[14:27:42] <Nitrodev> inside the if
statement
L1144[14:28:12]
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L1146[14:28:36] <sokratis12GR> ok, so
after this the code should look like this ? if (i ==
LapisArmor.helmet || i == LapisArmor.chestplate || i ==
LapisArmor.legs || i == LapisArmor.boots)
L1147[14:28:59] <Nitrodev> yes
L1148[14:29:11] <sokratis12GR> I put the
variable outside the SuppressEvent ?
L1149[14:29:21] <sokratis12GR>
Subscriber*
L1150[14:29:24] <shadekiller666>
HassanS6000, can i see your render class please
L1151[14:29:39] <Nitrodev> inside the
evnt
L1152[14:29:42] <sokratis12GR> k
L1153[14:29:50] <Nitrodev> i'm pretty
sure
L1154[14:29:59]
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L1155[14:30:33] <sokratis12GR> I'm
getting error for the Item
L1156[14:30:40] <Nitrodev> okay
L1157[14:30:47] <Nitrodev> what error is
it?
L1158[14:30:50] <sokratis12GR> Cannot
Resolve Symvol "Item"
L1159[14:31:01] <Nitrodev> huh
L1160[14:31:10] <Nitrodev> can you show
the code
L1162[14:33:02] <Nitrodev> you need to
import the Item class
L1163[14:33:36] <sokratis12GR> this right
? import net.minecraftforge.event.AttachCapabilitiesEvent;
L1164[14:34:26] <Nitrodev> your IDE
should automatically import needed classes
L1165[14:34:40] <sokratis12GR> I use
InteliJ Ulitmate
L1166[14:34:52] <shadekiller666> is
WorldRenderer not a thing in 1.9?
L1167[14:34:53] <Nitrodev> then it
definetly shoudl ahve imported the Item class
L1168[14:35:01] <Nitrodev> 1.9?
L1169[14:35:05] <PaleoCrafter>
VertexBuffer, shadekiller666
L1170[14:35:10] <sokratis12GR>
1.8.9
L1171[14:35:15] <PaleoCrafter>
WorldRenderer doesn't make any sense whatsoever :P
L1172[14:35:15] <sokratis12GR>
nvm...
L1173[14:35:37] <sokratis12GR> Nitrodev
Which import i need ?
L1174[14:35:39] <shadekiller666> ok
L1175[14:35:41] <Nitrodev> sokratis12GR,
press ctrl + alt + o
L1176[14:35:45]
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L1177[14:35:48] <shadekiller666> is it
the same code just a different name?
L1178[14:35:50] <Nitrodev> that should
import classes
L1179[14:36:12] <PaleoCrafter> it
shouldn't have changed much implementation and interface wise,
yes
L1180[14:36:36] <sokratis12GR> Nope it
doesn't
L1181[14:37:27] <Nitrodev> what?
L1182[14:37:38] <shadekiller666> oh, the
numbers for vanilla packets are finally gone :P
L1183[14:37:43] <Nitrodev> does ultimate
have different keybinds than community?
L1184[14:37:51] <sokratis12GR> idk
L1185[14:37:59] <sokratis12GR> does in
the community
L1186[14:38:09] <sokratis12GR> opens
git.exe when pressingf ctr + v
L1187[14:38:10] <sokratis12GR> ?
L1188[14:38:36] <Nitrodev> ctfl + v is
paste for me
L1189[14:38:48] <sokratis12GR> So yeah we
have different shortcuts
L1190[14:38:51] <sokratis12GR> how i can
edit them ?
L1191[14:38:54] <sokratis12GR> they are
really annoying
L1192[14:39:33] <Vorquel> Figured out my
problem. I needed to use a colored item block.
L1193[14:40:05] <Nitrodev> sokratis12GR,
go to File Settings Editor General Auto Import
L1194[14:40:33] ***
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L1195[14:40:38] <williewillus> anyone
familiar with the forge dynbucket model?
L1196[14:40:54] <williewillus> my liquid
layer isn't showing for some reason
L1197[14:40:58]
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L1198[14:41:01] <PaleoCrafter> in what
universe is ctrl + v not paste? Oo
L1199[14:41:16] <gigaherz> it used to be
shift-insert
L1200[14:41:43] <gigaherz> ctrl-insert
for copy and something else for cut
L1201[14:42:01] <PaleoCrafter> well, you
can still use that :P
L1202[14:42:20] <gigaherz> yeah in many
places
L1203[14:42:21] <sokratis12GR> Is there a
way to disable all short cuts ?
L1204[14:42:24] <PaleoCrafter> but
normally ctrl-v doesn't get remapped
L1205[14:42:27] <sokratis12GR> and then
enable the needed
L1206[14:42:53] <thor12022_oops>
shift-delete was cut
L1207[14:43:50] <Nitrodev> sokratis12GR,
did you go to the auto import?
L1208[14:43:54]
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L1210[14:44:03] <sokratis12GR> yes
L1211[14:44:21]
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L1212[14:44:36] <Nitrodev> what can you
see in Insert imports on paste?
L1213[14:44:45] <williewillus> ah screw
it
L1214[14:44:55] <williewillus> thought i
woudl give the bowl of water a cool look by using the dynbucket
model
L1215[14:44:59] <williewillus> but not
worth the effort
L1216[14:45:19] <sokratis12GR> Here is
what i can see:
L1218[14:45:59] <Nitrodev> that's what i
got
L1219[14:46:21] <masa> williewillus: not
sure about the dynbucket itself, I just used it as a reference when
I made my own bucket renderer
L1220[14:46:39] <williewillus> it seems
straightforward enough to use
L1221[14:46:43] <williewillus> but the
fluid layer doesnt appear for me
L1222[14:47:31] <Nitrodev> import
net.minecraft.item.Item;
L1223[14:47:32] <masa> how is it used? by
just pointing the model or blockstate to the dynbucket model and
setting the fluid name?
L1224[14:47:38] <Nitrodev> paste that in
the improts sokratis12GR
L1225[14:47:44] <williewillus> yes
L1226[14:47:48] <Nitrodev> then it should
get rid of the error
L1227[14:47:50] <williewillus> and you
need to give it the three textures it needs
L1228[14:48:03] <M4thG33k> When using an
obj for the block render, what all needs to be done in the way of
json files?
L1229[14:48:11] <williewillus> looking at
the bucket model there is pretty easy to figure out how its
used
L1230[14:48:25] <williewillus> M4thG33k:
depends on how complex, but otherwise its just blockstae json
L1231[14:48:28] <williewillus> and your
obj+mtl
L1232[14:48:36] <sokratis12GR> What to
post where ?
L1233[14:48:40] <sokratis12GR> o.O
?
L1235[14:48:52] <Nitrodev> imports
L1236[14:48:59] <Nitrodev> where you have
the imports
L1237[14:49:02] <sokratis12GR> but where
?
L1238[14:49:06] <Nitrodev> put import
net.minecraft.item.Item; under them
L1239[14:49:12] <Nitrodev> in the class
you pasted
L1240[14:50:07] <sokratis12GR> How I can
change my shortkeys ?
L1241[14:50:15] <sokratis12GR> The RIP me
off..
L1242[14:51:18] <M4thG33k> Alright, the
issue I'm having is the obj rendering as an item
L1243[14:51:41] <HassanS6000>
shadekiller666, yeah gimme a sec
L1244[14:52:01] <Nitrodev> sokratis12GR,
no idea sorry
L1245[14:52:14] <sokratis12GR> ok dude,
thanks anyway ^^
L1246[14:52:18] <Nitrodev> np
L1248[14:54:22] ***
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L1255[14:56:34] <sokratis12GR> Here is my
new code :D
L1256[14:56:37] <sokratis12GR> much more
cleaned
L1257[14:58:09] ***
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L1258[14:58:27] <Ordinastie>
sokratis12GR, why not make your items return the acheivement
they're supposed to unlock ?
L1259[14:59:02] <sokratis12GR> They
are
L1260[14:59:17] <sokratis12GR>
ARPAchievements.<achievementname>
L1261[14:59:28] <PaleoCrafter> mfw when a
variable called 'i' is not an int
L1262[14:59:28] <gigaherz> he means
like
L1263[14:59:35] <gigaherz>
yourItem.getAchievement()
L1264[14:59:42] <gigaherz> where you
return the right achivement from the item itself
L1265[14:59:44]
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L1266[14:59:50] <Ordinastie> yeah,
that
L1267[14:59:51] <M4thG33k> How do I
change the third-person render of a block using an OBJ model?
L1268[15:00:14] <sokratis12GR> But I want
players to get achievement only when they craft the item
L1269[15:00:18] <gigaherz> what doyou
mean "change"?
L1270[15:00:22] <gigaherz> use a
different model?
L1271[15:00:23] ***
kroeser|away is now known as kroeser
L1272[15:00:29] <gigaherz> or change the
size/rotation?
L1273[15:00:44] <M4thG33k>
size/rotation
L1274[15:00:53] <sokratis12GR> I have
named the Achievements other names in the en_US.lang file
L1275[15:00:57] <gigaherz> is
"transform":"forge:default-block" not
enough?
L1276[15:00:59] ***
kroeser is now known as kroeser|away
L1277[15:01:16] <sokratis12GR> Does
anyone want any translation from English to Bulgarian for his mod
?
L1278[15:01:28] <Ordinastie>
sokratis12GR, your last two sentences are irrelevant to my
question
L1279[15:01:34] <gigaherz> if not,
then
L1281[15:01:39] <sokratis12GR> then
?
L1282[15:01:40] <gigaherz> you can do
soemthing like this
L1283[15:02:00] <HassanS6000>
shadekiller666, ideas?
L1284[15:02:00] <M4thG33k> alright. that
definitely helps. thanks!
L1285[15:03:05]
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L1286[15:03:07] <Ordinastie> if(item
instanceof
SomeInterfaceYouMadeThatSaysTheItemShouldTriggerSomeAcheviement)
event.player.addStat(((SomeInterfaceYouMadeThatSaysTheItemShouldTriggerSomeAcheviment)
item).getTheAcheivementToTriggerWhenCrafter(), 1);
L1287[15:03:26] <Ordinastie> and yes, you
definitely have to use those specific names
L1288[15:03:53] <gigaherz> lol
L1289[15:04:16] <sokratis12GR> But my way
also works
L1290[15:05:14] <Ordinastie> sure, you
can screw 4 tires on a box and call it a car
L1291[15:05:19] <Ordinastie> I'll keep my
BMW then
L1292[15:06:07] <sokratis12GR> I prefer
my way, I like to keep it simple
L1293[15:07:38] <Ordinastie> yeah,
copy-pasta galore
L1294[15:07:50] <PaleoCrafter> from an
OOP point of view, your thing is probably the most complex :P
L1295[15:08:13] <sokratis12GR> I Don't
copy-pase -.-
L1296[15:08:19] <sokratis12GR> I can't
even do it
L1297[15:08:21] <PaleoCrafter> even worse
:P
L1298[15:08:25] <Ordinastie> wow
L1299[15:08:34] <Ordinastie> so you
actually typed it all manually?
L1300[15:08:40] <Ordinastie> definitely
worse
L1301[15:08:52] <sokratis12GR> YES
BECAUSE MY SHORTKEYS ARE SHIT
L1302[15:08:54] <sokratis12GR> sorry for
caps
L1303[15:09:05] <PaleoCrafter> just reset
them
L1304[15:09:11] <sokratis12GR> I Don't
know HOW
L1305[15:09:13] <sokratis12GR> -.-
L1306[15:09:23]
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L1307[15:09:24] <PaleoCrafter> Settings
-> Keymap -> Reset
L1308[15:09:25] <gigaherz> what do you
use for coding? IDEA or Eclipse?
L1309[15:09:27] <PaleoCrafter> who'd have
though
L1310[15:09:31] <PaleoCrafter>
*thought
L1311[15:09:40] <sokratis12GR> =.= Why
you told me ? ? ?
L1312[15:09:49] <sokratis12GR> NOW copy
pasting starts!!!!
L1313[15:09:51] <sokratis12GR> xD
Kidding
L1315[15:10:28] <sokratis12GR> The
Acheivements in work!
L1316[15:10:32] <PaleoCrafter> nothing
wrong about copy pasting, as long as it's your own code and you
modify it such that it doesn't resemble the copied code very much
:P
L1317[15:11:19] <sokratis12GR> So It
isn't bad to copy an shit Dimension that I build to create another
similar ?
L1318[15:12:01] <PaleoCrafter> first try
to do it with parameters then copy-paste and modify it gets to
convoluted
L1319[15:12:05] <sokratis12GR> Because i
Fudging spend so many hpours manually typing the code of
"MoreDimensions" Mod, Withc has 13 Dimensions, Biomes and
mamny other things
L1320[15:12:14] <PaleoCrafter> *if it
gets too convoluted, god damnit
L1321[15:12:46] <shadekiller666>
HassanS6000, how large is the texture? and can i see the .obj
please
L1322[15:13:00] <PaleoCrafter> and if you
modularise your code enough, you might not need any copy-pasting
:P
L1323[15:13:03] <HassanS6000>
shadekiller666, sure lemme send both
L1324[15:13:25]
⇦ Quits: Firedingo|AFK
(~Firedingo@CPE-121-218-203-79.lnse4.cht.bigpond.net.au) (Quit:
Sleeps And Stuff!)
L1325[15:13:57] <sokratis12GR> what
modularise means ?
L1326[15:14:09] <sokratis12GR> I'm
intermidient with english
L1327[15:14:26] <sokratis12GR> [Probably
spelled this wrong as well]
L1328[15:14:26] <gigaherz> modularise
means "to make modular"
L1329[15:14:37] <sokratis12GR> modular
means ? xD
L1330[15:14:44] <gigaherz> modular means
"made of independent modules"
L1331[15:14:54] <sokratis12GR> Now I get
it
L1332[15:15:02] <gigaherz> each module is
one part of it
L1333[15:15:25] <sokratis12GR> Is Armor
with 32 Armor Points Op ?
L1334[15:15:36] <PaleoCrafter> and each
module should be as reusable and independent of others as
possible
L1335[15:15:54]
⇨ Joins: Flashfire
(Flashfire@d24-36-192-173.home1.cgocable.net)
L1336[15:16:22] <Flashfire> I have a
block with a tile entity that I am setting on the server side in a
world generator and I can't get it to sync the NBT with the
client
L1337[15:16:42] <Flashfire> I tried using
a packet but getNewTileEntity fires after it syncs
L1339[15:16:57] <sokratis12GR> something
like this ?
L1340[15:17:02] <PaleoCrafter> wat
L1341[15:17:27] <gigaherz> wtf
isthat?
L1342[15:17:28] <PaleoCrafter> I'm
talking about modules in programming spefically :P
L1343[15:17:36] <sokratis12GR> ok
L1344[15:17:42] <PaleoCrafter> not
arbitrary stuff with "module" in its name
L1345[15:17:58] <gigaherz> sokratis12GR:
making something modular, simply means that instead of having code
for one thing spread all over the program
L1346[15:17:59] <sokratis12GR> This is
the navbox used in the documentation of one of my mods
"MoreDimensions"
L1347[15:18:24] <gigaherz> you put each
separate thing as independent as possible
L1348[15:18:39] <sokratis12GR> Like
ArmorPlus.MODID , can be used anywere right ?
L1349[15:18:42] <sokratis12GR> where
needed*
L1350[15:19:01] <Admiral_Damage> A module
is a machine/program that is designed to be used efficiently,
simply and often more than once, a module does not rely heavily on
other programs, it is fully capable of doing it's own thing. So if
other modules break, the working one wont.
L1351[15:19:03] *
sokratis12GR being derpy and noobie
L1352[15:19:18] <gigaherz> no that's
completely unrelated
L1353[15:19:22] <Admiral_Damage> Or
that's the goal at least
L1355[15:20:03] <PaleoCrafter> geez, what
did I start xD
L1356[15:20:22] <Admiral_Damage>
PaleoCrafter, The dictionerds are coming out of the
woodwork...
L1357[15:21:31] <sokratis12GR> k...
L1358[15:21:50] <sokratis12GR> Guys Is an
armor with 32 Protection/Defence Points Really OP ?
L1359[15:22:06] <sokratis12GR> Diamond
Have 20
L1360[15:22:13] <Admiral_Damage> Test it
and find out,
L1361[15:22:19] <PaleoCrafter> add
monsters that do 33 damage and you're fine :PÜ
L1362[15:22:44] <sokratis12GR> I
have
L1363[15:23:02] <sokratis12GR> I want the
LavaArmor to be the most opiest armor in the game
L1364[15:23:08] <sokratis12GR> but still
to be balanced xD
L1365[15:23:09] <M4thG33k> what are the
proper sub-blocks in a json file in the variants\trnasform block? I
have thirdperson and firstperson, but I still can't get the actual
inventory transformation correct
L1366[15:24:10] <sokratis12GR>
PaleoCrafter I will add a monster when I learn to Moddeling and/or
I find a person to do them, (I need a person for the mod
"MoreDimensions")
L1367[15:24:25]
⇦ Parts: Aroma1997 (~Aroma1997@p57B29981.dip0.t-ipconnect.de)
())
L1368[15:24:25]
⇨ Joins: killjoy
(~killjoy@2606:a000:1118:c054:5e5:f45f:64f8:2a49)
L1369[15:24:30] <sokratis12GR> The
Dimensions are FUDGING OP, but there is no Hostile Life that make
it balanced
L1370[15:24:59] *
sokratis12GR wants other mobs to spawn that regular monsters [For
now none are spawning]
L1371[15:25:58] <Admiral_Damage>
sokratis12GR, have you looked into modelling?
L1372[15:26:01] <Pennyw95> Is it just me
or is the hopper quite laggy?
L1373[15:26:01] <Flashfire> You can
probably use an event for that
L1374[15:26:05] <sokratis12GR> I
did
L1375[15:26:14] <Flashfire> Which
event?
L1376[15:26:23] <Admiral_Damage>
Acquainted with it yet?
L1377[15:26:28] <sokratis12GR> I have
been into Texture Packs creations, Moddeling, Modding, Redstoning,
Map Making, and many other
L1378[15:26:51] <sokratis12GR> But I
"Suck" at moddeling
L1379[15:27:10] <Admiral_Damage> What
software have you been using? 3dsMax... Blender..?
L1380[15:27:41] <Admiral_Damage> If you
find those difficult, there are alternatives so don't sweat
:P
L1381[15:28:08] <sokratis12GR> Alot of
them:
L1383[15:28:33] <sokratis12GR> Blender,
MrCrayFish's, Minecraft3DModeler
L1384[15:29:11] <sokratis12GR> I have
been testing everything that I do for the last 3-4 Years
L1385[15:29:58]
⇨ Joins: NullEntity (~NullEntit@198.150.183.11)
L1386[15:30:07] <shadekiller666> what is
the 1.9 alternative to setBlockBoundsBasedOnState()?
L1387[15:30:16] <sokratis12GR> 1.9
?
L1388[15:30:22] <sokratis12GR> Is 1.9
forge released?
L1389[15:30:26] <shadekiller666> no
L1390[15:30:29] <PaleoCrafter>
shadekiller666, getBoundingBox iirc?
L1391[15:30:34] <shadekiller666> will be
soon though
L1392[15:30:47] <sokratis12GR> I have
been waiting for this so long and finally will be here :D
L1393[15:30:57] <Flashfire> Anyone know
how to properly sync a TE's NBT from server to client?
L1394[15:31:02] <Admiral_Damage> Can't
wait, I need my render fixes :P
L1395[15:31:04] <sokratis12GR>
ftb.gamepedia.com/sokratis12GR
L1396[15:31:16] <PaleoCrafter> 1.9 was
released when? not even 2 weeks ago?
L1397[15:31:20] <Flashfire> Such that
when I get close to the TE the block doesn't generate a new one and
overwrite it
L1399[15:31:25] <sokratis12GR> Bro
L1400[15:31:32] <sokratis12GR> I have
been playing in the snapshot
L1401[15:31:36] <sokratis12GR> from 2015
xD
L1402[15:31:41] <PaleoCrafter> idc
L1403[15:31:50] <sokratis12GR> You play
only in the releases ?
L1404[15:32:06] <PaleoCrafter> I don't
play at all :P
L1405[15:32:17] <sokratis12GR> o.o
Ok,,,
L1406[15:32:36] ***
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L1407[15:32:39] <M4thG33k> There's no
easy way to test if your json transformations look right without
completely restarting the instance again, is there? (using
intellij)
L1408[15:33:10] <Flashfire> Do you mean
reloading JSON models without restarting the client? If so, f3 +
T
L1409[15:33:19] <masa> refresh the
resources in the IDE, then F3 + S/T
L1410[15:33:27] <M4thG33k> This will save
so much time...
L1411[15:33:27] <gigaherz> remember tyo
hit "build" first, if you are in IDEA
L1412[15:33:34] <PaleoCrafter> actually,
if I play, I don't play vanilla, so yes, I sort of only play in the
releases :P
L1413[15:33:37] <Flashfire> Yes it did me
too, I learned about that just hte other day
L1415[15:34:58] <M4thG33k> what do you
mean by "hit build first", giga?
L1416[15:35:09] <gigaherz> build ->
make project
L1417[15:35:24] <gigaherz> that gets IDEA
to copy over the modified resources
L1418[15:35:34] <M4thG33k> got it!
thanks!
L1419[15:36:27] <Flashfire> So much for
my problem, my laptop is about to die and just found out my charger
somehow stopped working
L1420[15:36:44]
⇨ Joins: mustangflyer
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L1421[15:39:38] <Rogue_> does the
LaunchWrapper log redirect TRACE level logging somewhere
else?
L1422[15:39:49] <Rogue_> all levels are
enabled and the #setLevel is ALL, but not seeing it print
anything
L1423[15:39:55] <Rogue_> debug vars are
set to true as well
L1424[15:40:36] <Rogue_> (got the log out
of `net.minecraft.launchwrapper.LogWrapper`)
L1425[15:40:52] ***
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L1426[15:42:17] <Flashfire> It started
working again somehow, I think there was dirt clogging it, anyway
I'm still looking for help with syncing my te's nbt from server to
client if anyone can help
L1427[15:42:57] <killjoy> ooh,
1.9.1
L1428[15:45:38] <gigaherz> -pre2 ;P
L1429[15:45:48] <williewillus> man it
looks like such a clusterfuck
L1430[15:45:52] <williewillus> check the
comments of the reddit post
L1431[15:46:06] <gigaherz> ?
L1432[15:46:12] <gigaherz> link?
L1433[15:47:01] <killjoy> so do we need
server support to use custom elytra textures?
L1435[15:47:21] <kashike> surprisingly
Mojang mentioned a community contribution patch in their release
notes with 1.9.1-pre1
L1436[15:47:24] <kashike> ._O
L1438[15:47:51]
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L1439[15:48:08] <williewillus> how much
profiling happens whenever things ar erefactored? >.<
L1440[15:49:07] <williewillus> also
apparently the new boats don't respect serverside anticheating
mechanisms, meaning your client can basically tell the server to go
wherever it wnats
L1441[15:49:09] <williewillus> while in a
boat
L1442[15:49:56] <whitephoenix> *Cue
cheaters on pvp servers teleporting everywhere one-shotting
everyone in boats
L1443[15:50:50] <M4thG33k> is there any
particular reason why my obj's are rendering darker than they
should be?
L1444[15:50:58] <williewillus> M4thG33k:
i get that too, idk why it is
L1445[15:51:01] <gigaherz> press G to tp
behind entity you look at?
L1446[15:51:02] <gigaherz> XD
L1447[15:51:09] <williewillus> well you
need a boat
L1448[15:51:11] <williewillus> to do it
:P
L1449[15:51:14] <gigaherz> yeah
L1450[15:51:24]
⇨ Joins: JamEngulfer (~JamEngulf@217.38.125.192)
L1451[15:51:27] <williewillus> but
anyways 1.9 is not stabilizing anytime soon it appears
L1452[15:51:46] <gigaherz> when have MC
releases ever been stable?
L1453[15:51:49] <williewillus> and it's
so frustrating when bug tracker tickets about performance have like
full profiler graphs code patches etc generated by the
community
L1454[15:51:52] <williewillus> and it
just sits there
L1455[15:52:13] <williewillus> did you
see the bug ticket I just linked?
L1456[15:52:20] <williewillus> like how
is that not caught -.-
L1457[15:52:34] <PaleoCrafter> M4thG33k,
check the mtl file
L1458[15:52:36] <sokratis12GR> Mojang has
said that they will soon start work to minecraft 1.10 (But i don't
think it will be so soon)
L1459[15:52:47] <PaleoCrafter> if there's
a line like Kd 0.x 0.x 0.x, change it to Kd 1 1 1
L1460[15:52:51] <PaleoCrafter> (or remove
it)
L1461[15:53:08] <PaleoCrafter> for some
reason, blender is applying a greyish tint as the diffuse
colour
L1462[15:53:16] <killjoy> they're all
heading to san fran
L1463[15:53:22] <M4thG33k> There is no
line like that. :/
L1464[15:53:26] <killjoy> for GDC
L1465[15:53:37]
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L1466[15:54:04] <williewillus> I have
that issue too paleo, my pylons are too dark in inv
L1467[15:54:13] <PaleoCrafter> hm
L1468[15:54:14] <whitephoenix> Paleo,
make sure the white/black selector deal is set all the way to
white
L1469[15:54:16] <williewillus> my mtl
only has newmtl and map_Kd
L1470[15:54:23] <PaleoCrafter> well, I
dunno, for me it was the colour
L1471[15:54:29] <PaleoCrafter> blame
shadekiller666 :P
L1472[15:54:38]
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()
L1475[15:55:19] <whitephoenix> Any ideas
why my tile ent is completely invisble and makes an x-ray deal
below it?
L1476[15:55:24] <whitephoenix> My jsons
seem to be in order
L1477[15:55:32] <PaleoCrafter> you extend
BlockContainer?
L1478[15:55:59] <PaleoCrafter> override
getRenderType and return 3
L1479[15:56:06] <williewillus> or don't
use BlockContainer
L1480[15:56:09] <PaleoCrafter> or that,
eah
L1481[15:56:12] <whitephoenix> yeah I
used block container
L1482[15:56:22] <williewillus> you don't
need BlockContainer, just override Block.hasTileEntity
L1483[15:56:25] <williewillus> and
Block.createTileEntity
L1484[15:56:29] <williewillus>
BlockContainer is vanilla junk
L1485[15:56:53] <M4thG33k> unrelated: if
I get the message "Model definition for location
<modid>:<block>#inventory not found" when
<block> is supposed to use an obj, what should I do?
L1486[15:56:54]
⇨ Joins: armctec (~Thunderbi@186.204.68.171)
L1487[15:56:58] <whitephoenix>
Alright
L1488[15:57:23] <PaleoCrafter> well, you
didn't specify the model for the block's item equivalent :P
L1489[15:57:31] <gigaherz> M4thG33k: you
need a blockstates file, and in there, have
"inventory":[{...}]
L1490[15:57:45] <gigaherz> where
"..." is whatever it needs to be
L1491[15:57:49]
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L1492[15:57:57] <M4thG33k> would the
"inventory" block go inside the appropriate
"variant" block, then?
L1493[15:58:10] <whitephoenix> return 3
worked
L1494[15:58:23] <gigaherz> although you
can use ModelLoader.setCustomModelResourceLocation with something
other than "inventory"
L1495[15:58:35] <williewillus>
"variants": { "inventory": [{}] }
L1496[15:58:40] <williewillus> that just
inherits the model from defaults
L1497[15:59:20] <gigaherz> if you have a
defaults block, that is ;p
L1498[15:59:23] <M4thG33k> This code is
stressing me out...haha
L1499[15:59:35] <M4thG33k> I'm trying to
help a friend out, but he codes much differently than I do
L1500[15:59:37] <gigaherz> this is a
block I have, that uses a different model for the inventory
L1502[16:00:23] <M4thG33k> I'll have to
come back to this later. Thanks, though!
L1503[16:01:15] ***
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L1506[16:06:25] <Flashfire> What do I do
in processPacket in a custom
Packet<INetHandlerPlayClient>?
L1507[16:06:42] <PaleoCrafter> oh
god
L1508[16:06:42] <whitephoenix> I'm kind
of surprised no one made a website that helps you design guis
L1509[16:06:46] <PaleoCrafter> don't use
that, Flashfire
L1511[16:07:11] <PaleoCrafter> read that
whole section
L1512[16:07:16] <gigaherz> whitephoenix:
I just use paint.net
L1513[16:07:29] <Flashfire> Oh, I was
using that before but it wasn't working
L1514[16:07:35] <whitephoenix> Yeah but I
mean a website could have an editor so you can just drag slots
around would be cool
L1515[16:07:42] <Flashfire> Not the
packet, but the change was overwritten
L1516[16:08:18] <Flashfire> Is there an
example anywhere of how to correctly sync a TE?
L1517[16:08:49] <thor12022_oops> you
could make an in-game GUI (texture) editor mod, that could be
interesting
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L1519[16:09:29] <PaleoCrafter> or just
don't have fixed GUI textures and do actual composition of views
:P
L1520[16:09:56] <whitephoenix> I'm not
nearly good enough at modding to pull that off
L1521[16:10:05] <thor12022_oops> json
defined gui library?
L1522[16:10:05] <whitephoenix> plus I
would prefer a website over having to run minecraft
L1524[16:10:40] ***
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L1525[16:12:08] <masa> pfff, all of those
just sound more complicated
L1526[16:12:09] <Flashfire> How do I get
data from a packet in onDataPacket?
L1527[16:12:13] <masa> gimp <3
L1528[16:12:26] <Flashfire> I also use
gimp :D
L1529[16:12:37]
⇨ Joins: VikeStep (~VikeStep|@203.15.33.195)
L1531[16:13:19] <diesieben07> Flashfire,
if you are using the vanilla TileEntity packet (which you are if
onDataPacket works) then you just have to read the NBT data.
L1532[16:14:12] <Flashfire> Thank you! I
was trying to use my own packet but just figured out that it
wouldn't work anyway because of the argument type
L1533[16:14:23] <diesieben07> it would
work
L1534[16:14:27] <diesieben07> just
onDataPacket would not be called.
L1535[16:14:32]
⇦ Quits: Nepharius
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L1536[16:14:34] <diesieben07> you would
use your own IMessageHandler
L1537[16:15:14] <Flashfire> Ah, I get it
now
L1538[16:24:27] ***
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L1539[16:24:55] <shadekiller666> what is
getStateForEntityRender in 1.9?
L1540[16:29:05] <gigaherz> doesn't seem
to exist?
L1541[16:29:18] <gigaherz> func_176217_b
=> getStateForEntityRender
L1542[16:29:21] <gigaherz> doesn't exist
in 1.9
L1543[16:29:40] <shadekiller666> k
L1544[16:29:43] <PaleoCrafter> yep, the
usage line is this.blockColors.colorMultiplier(p_178266_2_,
(IBlockAccess)null, (BlockPos)null, 0) now
L1545[16:30:27] ***
DRedhorse is now known as DonAway
L1546[16:30:36] <gigaherz> where it used
to be
L1547[16:30:37] <gigaherz> int i =
block.getRenderColor(block.getStateForEntityRender(p_178266_2_));
L1548[16:30:38] <gigaherz> ?
L1549[16:30:58] <PaleoCrafter> yep
L1550[16:32:14] <gigaherz> I need to
switch my forge folder to the 1.9 branch XD
L1551[16:32:25] <PaleoCrafter> ah,
actually
L1552[16:32:44] <PaleoCrafter> nvm
xD
L1553[16:33:58] ***
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L1558[16:38:14] <Chervilpaw> Ughhh
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L1560[16:38:18] <Chervilpaw> Waiting for
minecraft 1.9
L1561[16:38:25] <Flashfire> What does
getRenderColor do?
L1562[16:38:26] <Chervilpaw> A gif on
/r/minecraft inspired me to make a mod
L1563[16:38:32] <Chervilpaw> well,
waiting for forge 1.9
L1564[16:39:14] <Chervilpaw> Is there a
not-crashing dev build of it?
L1565[16:39:41] <Flashfire> I highly
doubt it
L1566[16:40:04] <Chervilpaw> Is there a
tutorial on compiling forge itself?
L1567[16:40:29] <gigaherz> Chervilpaw:
forge for 1.9 is not ready
L1568[16:40:32] <gigaherz> it just won't
work quite yet
L1569[16:40:38] <gigaherz> give it a few
more days
L1570[16:40:39] <Chervilpaw> Does it
run?
L1571[16:40:47] <Flashfire> Yes with
bugs
L1572[16:40:51] <gigaherz> many
bugs.
L1573[16:40:56] <Flashfire> They are
being fixed and it's worth the wait
L1574[16:40:57] <Chervilpaw> Well
then
L1575[16:40:59] <Chervilpaw> I'LL TRY
IT
L1576[16:41:16] <Chervilpaw> I'll do it
for science n' stuff
L1577[16:41:24] <gigaherz> well then
clone the repository, and run "gradlew setupForge"
L1578[16:41:44] <Chervilpaw> k
L1579[16:42:21] <Chervilpaw> then I do
the normal mod setup thingy/
L1580[16:43:15] <gigaherz> no
L1581[16:43:30] <gigaherz> that's for
getting a local copy of forge that you can build afterward
L1582[16:43:36] <Flashfire> It's not that
different from 1.8.9, I would just start with that and at least you
can be sure something is your bug and not forge's bug
L1583[16:43:41] <Chervilpaw> I'll make
the mod with Meddle if I have to...
L1585[16:43:59] <Cypher121> then I
realized that's exactly what minecraft is and what we do
L1586[16:44:05] <Chervilpaw> so how do I
make a mod after gradlew setupForge
L1587[16:44:36] <gigaherz> you don't make
a mod with that, you'd have to build an MDK package first, I
suppose
L1588[16:44:40] <gigaherz> never done
that, though
L1589[16:44:42] <gigaherz> so I can't
help
L1590[16:45:13] ***
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L1591[16:45:26] <gigaherz> but really,
half of the stuff isn't working in 1.9 yet, can't start coding in
1.8.9 meanwhile?
L1592[16:46:07] <Flashfire> ^
L1593[16:46:36] <Chervilpaw> ugh
fine
L1594[16:46:51] <Flashfire> It'll only be
a matter of days anyway
L1595[16:46:57] <gigaherz> yeah
L1596[16:47:03] <gigaherz> and the
skeleton for the mod and such will still work
L1597[16:47:17] <gigaherz> you can start
designing the blocks/items/entities meanwhile ;P
L1598[16:47:26] <Cypher121> is there a
1.8->1.9 changelist?
L1599[16:47:26] <Chervilpaw> Anyone know
how to make a multiblock structure in 1.8.9
L1600[16:47:37] <gigaherz> there isn't
anything specific for multiblocks
L1601[16:47:40] <gigaherz> you manage
them yourself
L1602[16:47:46] <Chervilpaw> (it forms
together when you put the right blocks together, and the model
changes to a single one)
L1603[16:47:55] <Cypher121> you have to
keep track of them yourself
L1604[16:47:57] <Chervilpaw> (kinda like
Immersive Engineering multiblocks)
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L1606[16:48:05] <gigaherz> it's basically
a bunch of separate blocks that cooperate to act as one
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L1608[16:48:18] <gigaherz> there's
usually a master
L1609[16:48:20] <Cypher121> simple way is
to have a controller block that keeps track of whole
structure
L1610[16:48:22] <gigaherz> for
coordination purposes
L1611[16:48:33] <gigaherz> and then a
bunch of slaves that defer to the master
L1612[16:48:42] <gigaherz> each slave
usually knows their relative position with the master
L1613[16:48:50] <Chervilpaw> but about
turning the whole multiblock structure into a single thing?
L1614[16:48:51] <gigaherz> so that they
can look up the master and forward the calls, as needed
L1615[16:48:54] <Cypher121> know what,
giga's saying exactly the same thing and he types faster than me,
I'll just leave it to him
L1616[16:48:56] <gigaherz> it's never a
single thing
L1617[16:49:06] <Flashfire> Blockstates
are always separate
L1618[16:49:12] <gigaherz> minecraft
doesn't know about "big blocks"
L1619[16:49:25] <gigaherz> each block is
always exactly a single cell in the block grid
L1620[16:49:47] <Flashfire> If you do the
thing gigaherz said, it's the best way to simulate that
L1621[16:49:59] <gigaherz> so as I said,
when you have the multiblock pattern set up
L1622[16:50:02] <gigaherz> and you
"activate it"
L1623[16:50:05] <gigaherz> either by
placing the last block
L1624[16:50:13] <gigaherz> or by hitting
the structure with an item
L1625[16:50:17] <gigaherz> (wrench,
hammer, whatever)
L1626[16:50:20] <whitephoenix> Did
isUseableByPlayer get changed?
L1627[16:50:32] <gigaherz> you just scan
each block in the structure to verify it's valid
L1628[16:50:42] <gigaherz> decide who
gets to be the master
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L1630[16:50:53] <gigaherz> and assign the
right block states to each piece of the multiblock
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L1632[16:51:39] <gigaherz> in my
Ender-Rift mod I have this class
L1634[16:51:46] <gigaherz> to manage the
structure assembling/disassembling
L1635[16:51:52] <gigaherz> but it's quite
ugly
L1636[16:52:00] <gigaherz> so I don't
suggest you take it as a good example
L1637[16:52:19] <gigaherz> ...
L1638[16:52:29] <gigaherz> anyone else
getting gradle stuck when running setupForge on the 1.9
branch?
L1639[16:52:30] <gigaherz> it's
done
L1640[16:52:34] <gigaherz> it just
doesn't exit the process
L1641[16:53:09] <whitephoenix> I think
that's what happened while rerunning setupDecompWorkspace on 1.8.9
earlier
L1642[16:53:19] <gigaherz> hm?
L1643[16:53:25] <gigaherz> maybe it's a
bug in the latest forgegradle
L1644[16:53:38] <whitephoenix> I tried to
close it because it was frozen and had been for a while and
suddenly it just finished
L1645[16:53:49] <gigaherz> oh, here it
did finish
L1646[16:53:54] <gigaherz> told me the
finish time and such
L1647[16:54:38] <gigaherz> then...
nothing, the window didn't close, no activity, and some random java
process with the gradle wrapper running
L1648[16:55:03] <gigaherz> MDK
setupDecompWorkspace worked fine
L1649[16:58:03]
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L1651[17:04:45] <gigaherz> hmf is the 1.9
branch actually meant to compile? it errors quite a lot here
;P
L1652[17:05:12] <Josephur> I could
attempt it
L1653[17:05:17] <Josephur> I didnt think
it was ready
L1654[17:05:23] <gigaherz> oh it's NOT
ready
L1655[17:05:30] <Josephur> lol
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L1657[17:06:04] <Josephur> let me try for
shits and giggles :D
L1658[17:06:08] <gigaherz> but the commit
log gave me the impression that they are already able to run it and
find bugs while running ;P
L1659[17:06:26] <Corosus> last i tried it
still had quite a bit of errors but that was like 4+ days ago
L1660[17:06:32]
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L1663[17:07:53] <Josephur> mine
bombs
L1664[17:08:10] <Josephur> but I think
may have to change stable_20 ?
L1665[17:08:23] <Josephur> This mapping
'stable_20' was designed for MC 1.8.8! Use at your own peril.
L1666[17:08:23] <Josephur> FAILURE: Build
failed with an exception.
L1667[17:08:42]
⇦ Parts: Trent (~trent@potato.bnc.io) (:)))
L1668[17:08:47] <whitephoenix> Anyone
know what mod adds fireworks whenever you join/get an achievement?
It's driving me insane
L1669[17:08:47] <Corosus> not entirely
required, but id use a daily snapshot yes
L1670[17:08:53] *
Corosus checks state of the branch
L1671[17:09:00] <Josephur> build_22 says
1.8.9
L1672[17:09:04] <Josephur> lets try
build_23!
L1673[17:09:18] <gigaherz> !!latest
1.9
L1674[17:09:19] <MCPBot_Reborn> ===
Latest Mappings ===
L1675[17:09:20] <MCPBot_Reborn> MC
Version Forge Gradle Channel
L1676[17:09:20] <MCPBot_Reborn> 1.9
snapshot_20160310
L1677[17:09:31]
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L1678[17:09:35] <gigaherz> that's hot
really how it works for forge, though
L1679[17:09:38] <gigaherz> not*
L1680[17:10:00] <gigaherz> (I
think)
L1681[17:10:03] <Josephur>
snapshot_20160310 failed too
L1682[17:10:31] <gigaherz> did you
setupForge after changingthe mappings?
L1683[17:10:36] <Josephur> oh I see
L1684[17:10:47] <Josephur> I've never had
it call git before heh
L1685[17:10:53] <Josephur> it's trying to
run git and failing
L1686[17:11:02] <gigaherz> still, it
probably fails, since the forge code and patches are written
against the mappings, I think
L1687[17:11:15] <Josephur> > Cannot
run program "git": CreateProcess error=2, The system
cannot find the file specified
L1688[17:11:15] <gigaherz> ah
L1689[17:11:18] <Josephur> I'm in
winblows
L1690[17:11:18] <Josephur> :D
L1691[17:11:33] <gigaherz> jsut put Git
for Windows on the PATH? ;P
L1692[17:11:38] <Josephur> yeah
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L1694[17:11:56] <Josephur> lemmetry
that
L1695[17:12:02] <Corosus> afaik the
patches use srg names, which makes the version of mappings used not
too important
L1696[17:13:39] <Josephur> now it's
gittin
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L1698[17:14:40] <Josephur> setupForge is
running
L1699[17:14:41] <Josephur> no errors
yet
L1700[17:14:58] <Josephur> spoke too
soon
L1701[17:15:00] <Josephur> LOL
L1702[17:15:09] <Josephur> it's still
building though
L1703[17:15:15] <Corosus> hrm 901 errors
in forge project still for me, thats more than last i tried
O_o
L1704[17:15:19] <Josephur> BUILD
SUCCESSFUL
L1705[17:15:19] <Josephur> Total time: 1
mins 43.016 secs
L1706[17:15:43] <Josephur>
setupDecompWorkspace doesn't seem to exist as an option
though
L1707[17:15:50] <Corosus> indeed
L1708[17:15:57] <gigaherz> no ofc not
XD
L1709[17:17:53] <Josephur> Loading it
into IDEA
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L1711[17:24:52] <gigaherz> [00:11]
(Corosus): afaik the patches use srg names, which makes the version
of mappings used not too important
L1712[17:24:56] <gigaherz> that wouldn't
seem to be true
L1713[17:25:09] <gigaherz> I tried to use
the latest mappings, and I got a whole lot of failed patches
L1714[17:25:13] <gigaherz> while the
stable_20 ones didn't fail
L1715[17:25:21] <Corosus> ah interesting,
good to know
L1716[17:25:28] <Corosus> im gonna retry
with that then
L1717[17:27:29] <gigaherz> I do get tons
of errors on "gradlew build" though ;P
L1718[17:27:43] <whitephoenix> "All
advertising on ad.fly is family safe with no popups" yeah
right
L1719[17:27:54] <Josephur> heh
L1720[17:29:46] <Josephur> some of the
biome code seems to have some issues
L1721[17:29:55] <Josephur> I think I'll
wait ;()
L1722[17:29:56] <Josephur> ;)
L1723[17:30:36] <gigaherz> o_O
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L1725[17:30:56] <gigaherz> I looked at
one of the errors
L1726[17:31:20] <gigaherz> the class
imports net.minecraft.util.BlockPos, but calls code that uses
net.minecraft.util.math.BlockPos as the param type
L1727[17:35:25] <Corosus> cool no
errors
L1728[17:37:22] <Corosus> i dont even see
a net.minecraft.util.BlockPos in the forge jar
L1729[17:37:37] <Corosus> maybe its just
the example mod being botched or something
L1730[17:37:47] <Corosus> err right there
wouldnt be one
L1731[17:37:51] *
Corosus waiting on the build
L1732[17:37:52] <kashike> 1.9 moved it to
net.minecraft.util.math.BlockPos
L1733[17:38:03] <kashike> along with all
the Vec classes and Rotations
L1734[17:39:45] <Chervilpaw> Corosus, is
there an API for weather2/
L1735[17:39:50]
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L1736[17:40:02] <Corosus> not really
D:
L1737[17:40:04] <gigaherz> yes, but some
of the code in the minecraft classes as they are present in my
workspace, still use the other one
L1738[17:40:08] <Corosus> i need to get
off my ass and do api support
L1739[17:40:17] <Chervilpaw> Also please
add CC peripheral support
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L1741[17:40:19] <gigaherz> I just did a
gradlew cleanCache, and wipes the untracked files from the source
folder
L1742[17:40:22] <Chervilpaw> for the
weather forecaster
L1743[17:40:24] <Corosus> 'gradlew build'
just worked for me, build successfull
L1744[17:40:36] <gigaherz> I may have had
some random files from 1.8.9
L1745[17:41:19] <Corosus> curious, in
what way Chervilpaw, for CC to add stuff onto forecast, or for CC
to get info from the forecast?
L1746[17:41:25] <Chervilpaw> get
info
L1747[17:41:31] <Corosus> ah yeah, a neat
idea!
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L1749[17:41:48] <tterrag> Chervilpaw:
you're better off asking vexatos :P
L1750[17:42:26] <whitephoenix> I didn't
think about it until now but since 1.8 id conflicts are a thing of
the past right?
L1751[17:42:46] <gigaherz> for mods,
yep
L1752[17:42:56] <gigaherz> although that
was true in 1.7 too
L1753[17:43:07] <gigaherz> at least for
blocks and items
L1754[17:43:19] <whitephoenix> I remember
a while back I tried to make a custom pack, threw some copper ore
in a furnace and smelted up myself a stack of AK-47s
L1755[17:43:21] <whitephoenix> good
times
L1756[17:43:23] <gigaherz> there are
still ways to get id conflicts for biomes, potion effects,
enchantments
L1757[17:43:39] <gigaherz> 1.9 has a
potion registry
L1758[17:43:43] <whitephoenix> Ah
L1759[17:43:45] <gigaherz> to id
conflicts for potions shouldn't be a thing anymore
L1760[17:43:50] <gigaherz>
hopefully
L1761[17:44:09] <gigaherz> and
enchantments shouldn't be, if the mods do it right
L1762[17:44:15] <Corosus> thats not how
copper works!
L1763[17:44:54] <Chervilpaw> Should I
just make a seperate API for multiblock structures
L1764[17:45:05] <whitephoenix> I think it
was copper ore from forestry and ak-47s from ferro's gun mod
L1765[17:45:43] <Cypher121> what should I
hook into if I want to draw some kind of effect around a player?
like semi-transparent sphere or something more complicated
even
L1766[17:45:44] <Chervilpaw> is there ANY
good 1.8.9 multiblock structure api
L1767[17:45:57] <gigaherz> not that i'm
aware of
L1768[17:46:05] <gigaherz> people just
each roll their own thing
L1769[17:47:01] <Chervilpaw> What's the
laziest method?
L1771[17:47:28] <gigaherz> something like
I did
L1772[17:48:15] <gigaherz> but that has
many assumptions, and is not generalizable for arbitrary structure
sizes
L1773[17:48:25] <gigaherz> since it
relies on "corners and edges" as being a thing
L1774[17:48:46] <gigaherz> eh I meant to
say
L1775[17:48:50]
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L1776[17:48:55] <gigaherz> each corner
and edge having a defined blockstate
L1777[17:49:04] <gigaherz> as opposite to
the relative position stored in the slave TileEntities
L1778[17:49:21] <gigaherz> but I guess
you COULD work from there into a generalized solution
L1779[17:49:45] <Chervilpaw> Wait
L1780[17:49:59] <gigaherz> oooh after
clearing the cache and such, 1.9 branch does compile now
L1781[17:50:02] <Chervilpaw> How would I
just DETECT the structure and do other stuff from there
L1782[17:50:04] <gigaherz> I must have
had some 1.8 leftovers
L1783[17:50:26] <gigaherz> Chervilpaw:
setup a pattern grid, and try to match the pattern
L1784[17:50:37] <gigaherz> HOW depends on
how the structure works
L1785[17:51:00] <gigaherz> if the
structure is made of custom blocks, then you can try to find the
bottom-left-front corner
L1786[17:51:10] <Chervilpaw> eh i want to
try my own custom thing
L1787[17:51:20] <Chervilpaw> There will
be a master block
L1788[17:51:27] <gigaherz> if the
structure is made of vanilla blocks mixed with custom ones
L1789[17:51:39] <gigaherz> then there can
be two situations
L1790[17:51:45] <gigaherz> either there's
a master block that you can search for
L1791[17:51:47] <Chervilpaw> All custom
blocks
L1792[17:51:50] <gigaherz> and say THIS
is the center of thestructure
L1793[17:52:08] <gigaherz> or there's no
master block and you haveto do an exahustive search
L1794[17:52:22] <whitephoenix> So does
anyone know what mod adds fireworks on achievements or what mod
decided that putting durability twice in a item description was a
good idea?
L1795[17:54:05] <gigaherz> ... I can't
remember which one was it XD
L1796[17:54:43] <smbarbour> I though
vanilla did that...
L1797[17:54:51] <Chervilpaw> How could I
make my structure be able to be any size within a range
L1798[17:55:03] <gigaherz> no vanilla
doesn't spawn fireworks on achievements
L1799[17:55:12] <whitephoenix> nor does
it show durability twice
L1800[17:55:26] <gigaherz> Chervilpaw:
instead of having a fixed pattern, you'll haveto define a flexible
one
L1801[17:55:26] <gigaherz> like
L1802[17:55:32] <Chervilpaw> Also is
there a good 1.8.9 tutorial
L1803[17:55:42] <smbarbour> ttCore does
it... Just googled it.
L1804[17:55:43] <gigaherz> "these
blocks can bei nthe corners, these blocks can be in the edges,
these blocks can be inthe walls, ..."
L1805[17:55:49] <Chervilpaw> thats not a
video
L1806[17:56:01] <Chervilpaw> that's
not*
L1807[17:56:08] <gigaherz> not a general
one
L1808[17:56:17] <gigaherz> we can point
you to different docs based on waht you try to do
L1810[17:56:42] <gigaherz> first thing to
read ;P
L1811[17:56:46] <Chervilpaw> I want to
make a multiblock, where certain blocks in it will have a function
if they are in the structure
L1812[17:56:53] <whitephoenix> I don't
have ttcore installed
L1813[17:57:00] <gigaherz> yeah that's
way too specific
L1814[17:57:01] <gigaherz> ;P
L1815[17:58:38] <Cypher121> yo,
willieaway, can I pm you with some questions later? mosly about
1.7->1.8
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L1819[18:09:45] <Chervilpaw> Just asking,
could anyone write me a simple multiblock structure DETECTOR
L1820[18:10:25] <diesieben07>
impossible.
L1821[18:10:45] <diesieben07> like, think
about it
L1822[18:10:52] <diesieben07> what
exactly *is* a multiblock structure?
L1823[18:11:15] <shadekiller666> and
they're never *simple*
L1824[18:11:26] <shadekiller666> and how
do you define what you want to detect
L1825[18:14:59] <Chervilpaw> Just define
a master block, "wall" block, and fill-in-the-middle
block
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L1828[18:15:43] <whitephoenix> I found
the culprit: It's endercore or enderio
L1829[18:15:59] <diesieben07> Chervilpaw,
yes, so you want a list of all multiblock structures in every
mod,ever?
L1830[18:16:06] <shirkit> hey, I was
wondering, if I do a call on another IIventory.getStackInSlot() and
change that ItemStack reference, would that be okay?
L1831[18:16:18] <diesieben07> not
really
L1832[18:16:22] <diesieben07> the resutls
are undefined :D
L1833[18:16:25] <diesieben07> most of the
time
L1834[18:16:54] <shirkit> to proper
modify, do I need to use setInventorySlotContents and
decrStackSize?
L1835[18:17:22] <diesieben07> yes.
L1836[18:17:27] <Chervilpaw> diesieben07,
for 1.8.9
L1837[18:17:51] <diesieben07> was that a
yes?
L1838[18:18:56] <Chervilpaw> yep
L1839[18:19:05] <diesieben07> you are
insane.
L1840[18:19:42] <shirkit> but if I only
change the stackSize, would that be undefined as well?
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L1842[18:20:23] <diesieben07> yes, its
not guaranteed to change anything in the inventory and even IF it
will change its not guaranteed that you it will properly save and
stuff
L1843[18:20:38] <diesieben07> if you want
to change the stackSize, change it, but call
setInventorySlotContents after
L1844[18:21:24] <shirkit> yep, that's
what I feared
L1845[18:21:31] <diesieben07> why
feared?
L1846[18:22:18] <shirkit> because one
could change the ItemStack in that IIventory's slot, and then pass
the same reference with the changed stackSiz
L1847[18:22:31] <diesieben07> yes, and
that is just fine?!
L1848[18:22:43] <shirkit> not really for
me D=
L1849[18:23:02] <shirkit> I'm calculating
things based on inventory changes
L1850[18:23:24] <shirkit> and if someone
does that I don't have the previous/updated data
L1851[18:23:34] <diesieben07> that is
what i mean
L1852[18:23:37] <shirkit> the data would
be updated/updated, then there's no diff between them
L1853[18:23:42] <diesieben07> oh
L1854[18:23:43] <diesieben07> oh.
L1855[18:23:52] <diesieben07> yeah, the
"previous" data has to be a copy
L1856[18:24:06] <shirkit> yeah, but
there's no guarantee that people would be nice
L1857[18:24:17] <shirkit> I guess I need
to always export a copy of my ItemStacks
L1858[18:24:18] <shirkit> to prevent
that
L1859[18:24:22] <diesieben07> no
L1860[18:24:31] <diesieben07> you want to
detect changes?
L1861[18:24:35] <shirkit> yep
L1862[18:24:41] <diesieben07> whenever
you check "have there been changes"? make a copy of all
the stacks
L1863[18:24:45] <diesieben07> then next
time compare against that copy
L1864[18:24:59] <shirkit> I'm doing that,
I wanted to make it better
L1865[18:25:08] <diesieben07> or, wait
for markDirty
L1866[18:25:16] <diesieben07> if people
are not calling that after modifying things, it is their faul
L1867[18:25:19] <diesieben07> fault
L1868[18:25:20] <diesieben07> not
yours
L1869[18:25:47]
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L1871[18:31:55] <gigaherz> shirkit: the
vnailla code does it that way so
L1872[18:31:56] <gigaherz> ;P
L1873[18:31:59] <gigaherz> look at
Container
L1874[18:32:08] <gigaherz>
detectAndSendChanges uses an array of ItemStacks
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L1876[18:33:37] <shirkit> diesieben07:
which class you mean?
L1877[18:33:46] <diesieben07>
IInventory
L1878[18:34:48] <gigaherz> markDirty()
should be called by IInventory for things like
setInventorySlotContents and decrStackSize
L1879[18:35:21] <gigaherz> but that can't
happen if stackSize is modified externally, so yeah
L1880[18:35:41] <gigaherz> (or someone
calls stack.setItem or similar)
L1881[18:35:42] <diesieben07> yeah if
someone were to modify it externally, it is not guaranteed to work
at all
L1882[18:35:49] <diesieben07> nobody
should be doing that
L1883[18:36:03] <shirkit> hopefuly there
won't be
L1884[18:36:06] <shirkit> I will turst on
that
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L1886[18:36:13] <diesieben07> and if
there is, they are at fault :P
L1887[18:36:30] <shirkit> the player
would be the one punished
L1888[18:36:32] <shirkit> but ok
L1889[18:36:38] <diesieben07> well,
true
L1890[18:36:57] <diesieben07> but you
cannot possibly account for every possible stupidity in other
people's mods
L1891[18:37:15] <shirkit> nope, it's just
better to ignore those
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L1895[18:45:49] <shirkit> and if I call a
decrStackSize in a slot that has 10 items, and I call passing 22 as
the amount
L1896[18:45:54] <shirkit> is that
undefined?
L1897[18:46:10] <shirkit> or in an empty
slot
L1898[18:46:32] <diesieben07> no
L1899[18:46:37] <diesieben07> empty slot
will do nothing
L1900[18:46:58] <diesieben07> otherwise
it will decrease max by the amount that is in that slot
L1901[18:47:19] <shirkit> ok,
thanks
L1902[18:47:30] <shirkit> cleaning a
bunch of bad code here due to this
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L1909[18:54:16] <shirkit> should I always
defined getInventoryStackLimit as 64?
L1910[18:54:54] <shirkit> nevermind
L1911[18:55:01] <diesieben07> you can
define it as whatever you want :D
L1912[18:55:06] <diesieben07> just not
> 64
L1913[18:57:09] <tterrag> whitephoenix:
yes
L1914[18:57:13] <tterrag> we only add it
once though, if it's there twice some other mod is doing it as
well
L1915[18:57:16] <tterrag> nothing I can
do about that
L1916[18:57:18] <tterrag> also, it
defaults to only showing in debug mode
L1917[18:59:50] <whitephoenix> Yeah I
just turned both off in config
L1918[19:00:11] <tterrag> well, that's
why the config is there
L1919[19:01:38] <gigaherz> heh
funny
L1920[19:01:42] <gigaherz> just ran 1.9
branch
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L1922[19:01:57] <gigaherz> there's a
weird generation glitch happening between x=255 and x=256
L1923[19:02:01] <gigaherz> the terrain
changes completely
L1924[19:02:56] <gigaherz> the
differences grow smoothly from z=0 to z=128ish
L1925[19:03:31] <gigaherz> (or something
like that)
L1926[19:04:29] <gigaherz> lol just found
a column of entities at xz=0
L1927[19:06:17] <gigaherz> yep the
generation bug happens every 256 on the X direction ;P
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L1929[19:08:22] <gigaherz> yeah okey the
further away you get the more often the isseu happens XD
L1931[19:10:49] <gigaherz> looks funny
;P
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L1940[19:47:38] <MattDahEpic> gigaherz,
try amplified
L1941[19:52:59] <gigaherz> okay ;P
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L1943[19:57:12] <gigaherz> can't see that
generation bug happen now ;P
L1944[19:57:16] <gigaherz> (in
amplified)
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L1946[19:58:48] <MattDahEpic> aww dang i
thought it might just get bigger
L1947[19:59:03] <MattDahEpic> or carve
huge sections out of mountians
L1948[19:59:50] <gigaherz> it's the
seed
L1949[20:00:06] <gigaherz> I recreated
the same seed, and it causes the same issue, but in amplified
L1950[20:00:07] <gigaherz> xD
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L1953[20:01:20] <gigaherz> you wanted to
see this ;P
L1954[20:01:34] <gigaherz> (used the
recreate option just changing the worldtype to amplified
L1956[20:02:32] <MattDahEpic> heh thats
neat
L1957[20:02:55] <gigaherz> for reference,
seed: 6981827561330436987
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L1970[20:31:01] <williewillus> what the
hell why does github have reactions -.-
L1971[20:31:05] <williewillus> was that
really necessary
L1972[20:31:43] <AbrarSyed> to replace +1
comments
L1973[20:32:11] <williewillus> simple
up/down vote would suffice :P
L1974[20:32:21] <MattDahEpic>
updoot?
L1975[20:34:26] <PrinceCat> No wait, soon
we'll be able to like, love, haha, wow, sad and angry them!
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L1977[20:34:57] <williewillus> PrinceCat:
Laugh, Confused, Heart, Hooray, +1, -1
L1978[20:34:58] <MattDahEpic> but no
dislike
L1979[20:35:00] <williewillus> is the
current set
L1980[20:35:11] <PrinceCat> Oh no, please
tell me you're kidding williewillus?
L1981[20:35:15] <PrinceCat> GitHub,
no!
L1983[20:36:01] <PrinceCat> I'm
crying.
L1984[20:36:21] <PrinceCat> I also think
just a simple up/down vote would suffice.
L1985[20:36:28] <williewillus> yeah
:P
L1986[20:36:31] <PrinceCat> Especially
with something as professional as GitHub
L1987[20:36:50] <MattDahEpic> i +smile
this
L1988[20:37:06] <PrinceCat> +Laugh
L1989[20:37:18] <MattDahEpic> actually
since its pretty cool i +partyhorn this
L1990[20:42:01] <whitephoenix> I saw this
on gitlab and thought it was stupid, now it's on github too
apparently
L1991[20:43:48] <Dark> Anyone willing to
help me out with an error I'm getting while launching MC from my
workspace
L1992[20:43:49] <Dark> Exception in
thread "main" java.lang.RuntimeException:
java.io.FileNotFoundException:
C:\Users\Dark\.gradle\caches\minecraft\assets\indexes\1.7.10.json
(The system cannot find the path specified)
L1993[20:44:22] <Dark> Note C:\Users\Dark
doesn't exist
L1994[20:44:25] <Dark> but MC keeps
looking for it
L1995[20:45:49] <gigaherz> if you type
"echo %USERPROFILE%" on cmd, what doesit say?
L1996[20:45:50] <gigaherz> XD
L1997[20:46:22] <Dark>
C:\Users\Rober
L1998[20:46:35] <tterrag> welp
L1999[20:46:36] <PrinceCat> There's your
answer, haha
L2000[20:46:48] <gigaherz> did you rename
the account?
L2001[20:46:59] <Dark> reinstalled
windows this morning
L2002[20:47:07] <Dark> also I ran my
workspace setup script
L2003[20:47:15] <gigaherz> hmm
L2004[20:47:16] <Dark> some reason it
defaulted to my old user name
L2005[20:47:27] <Dark> can't seem to find
a location where it's referencing the path
L2006[20:47:30] <gigaherz> try doing a
"gradlew clearCache"
L2007[20:47:47] <gigaherz> and rerun
setupDecompWorkspace
L2008[20:48:05] <Dark> :/ k its going to
take a while though
L2009[20:48:43] <whitephoenix> I wonder
how much overclocking my FX-6300 from 3.5 to ~4.5ish would help my
FPS
L2010[20:50:11] <Dark> depends on what
your running
L2011[20:50:19] <Dark> MC it might not
help much
L2012[20:50:22] <whitephoenix> Modded
minecraft mainly
L2013[20:51:07] <Dark> tbh nothing really
helps that, went from a 2.2 to a 4 myself and only gained
10fps
L2014[20:51:39] <whitephoenix> What
processor?
L2015[20:52:27] <Dark> AMD Fx(tm)-8350
Eight-Core Processor
L2016[20:53:03] <Dark> installing a
graphics card, however, did give me an additional 60fps
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L2018[20:53:25] <whitephoenix> I don't
think that's my problem, I have an AMD R9 280 which is pretty
good
L2019[20:55:27] <Dark> tbh you could just
test it overclocked really quick
L2020[20:55:37] <Dark> though I never
recommended leaving a device overclocked
L2021[20:58:37] <whitephoenix> If I'm
overclocking I'm doing it for real, stability testing and all
that
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L2025[21:07:25] <Dark> gigaerz that may
have fixed it, doing more testing before confirming
L2026[21:10:05] <Dark> yep that fixed it
ty
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L2035[21:31:16] <thecodewarrior>
!"".equals(module.getName())
L2036[21:31:40] <thecodewarrior> the
parameters thing can't.
L2037[21:31:54] <PrinceCat> Will that
check for null and empty strings at the same time?
L2038[21:32:13] <thecodewarrior> It
should.
L2039[21:32:31] <thecodewarrior> I'm
pretty sure it won't NPE, which is the point of
equals("")
L2040[21:33:05] <thecodewarrior> sorry,
that made no sense.
L2041[21:33:14] <PrinceCat> No, it makes
sense!
L2042[21:34:05] <PrinceCat> If
module.getName() is null it can't call .equals() on the object, so
by passing it a "" it already has String object to call
.equals() on, right?
L2043[21:34:39] <thecodewarrior> yes, you
know that "" is never null, and "".equals(null)
won't NPE, and will return false
L2044[21:35:52] <TehNut>
Strings.isNullOrEmpty()
L2045[21:36:01] <PrinceCat> That's what
I'm looking for!
L2046[21:36:04] <williewillus> or
"".equals :P
L2047[21:36:05] <PrinceCat> TehNut in
there with the save.
L2048[21:36:12] <williewillus> oh that
was mentioned lol
L2049[21:36:16] <PrinceCat> It's more
readable with that Strings method I thin.
L2050[21:36:17] <PrinceCat> think*
L2051[21:36:27] <williewillus> I always
do <literal>.equals(<object>) out of habit :P
L2052[21:36:43] <PrinceCat> I'm looking
at my !"".equals(module.name()) and it looks a bit
vague
L2053[21:37:00] <williewillus> I still
want easy collection literals in java
L2054[21:37:09] <williewillus> there was
a JEP for them but idk what happened to it
L2056[21:37:36] <williewillus> e.g. []
for immutable random access list literal, {} for immutable hashset
literal, etc.
L2057[21:38:26] <Dark> could always make
your own list objects
L2058[21:38:42] <williewillus> that's not
the point :P
L2059[21:38:59] <williewillus> the point
is to have literals
L2060[21:39:06] <Dark> true but all those
easy code segements do is use a custom list object or method
L2061[21:39:12] <williewillus> ??
L2062[21:39:33] <Dark> complier
magic
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L2064[21:39:46] <williewillus> I mean,
something that instead of having to do List l = new ArrayList();
l.add(1); l.add(2); l.add(3);. I do List l = [1, 2, 3];
L2065[21:40:06] <Dark> yes I know what
you mean :)
L2066[21:40:19] <williewillus> how does
having my own list objects faciliate that lol
L2067[21:40:42] <Dark> List list = new
CustomList(object, object2, object3)
L2068[21:41:02] <williewillus> meh
L2069[21:41:08] <williewillus> you still
have the class name and new
L2070[21:41:38] <Dark> :P only two words
more
L2071[21:41:43] <Dark> the world has
ended \0/
L2072[21:44:42]
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L2073[21:44:51] <Dark> also just as a
note ArrayList is basicly an array
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L2075[21:45:20] <Dark> knowing this you
can make very powerful custom list objects
L2076[21:45:41] <Dark> for example
List<Entity> list = new WorldEntityList(world)
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L2079[21:58:21] <williewillus> still,
literals would be nice :P
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L2083[22:05:54] <PrinceCat> Hmm, if I
have a base class with a serializer and then I extend that class
and override the methods being called by the serializer they
shouldn't be null, right?
L2086[22:07:16] <PrinceCat> How it's
called:
System.out.println(ModuleBase.jsonSerializer.toJson(ModuleManager.getModule("redstone")));
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L2091[22:26:05] <PrinceCat> Yeah, I'm
stumped..
L2092[22:26:18] <PrinceCat> It's
definitely got something to do with my serialization
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L2094[22:29:39] <Zaggy1024> you probably
shouldn't be serializing with an instance of the class you're
serializing...
L2095[22:30:39] <PrinceCat> Isn't that
what you're meant to do though, to tell it how to handle the
class?
L2096[22:31:16] <Dark> in theory you can
serialize with just about any class or object
L2097[22:31:45] <PrinceCat> If I just
pass my class to get serializer without some kind of type adapter
it just serializes my fields as a POJO by default.
L2098[22:32:01] <PrinceCat> As a POJO
they're all null because nothing has set them
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L2115[23:31:33] <PrinceCat> Well, I fixed
it with like 3 lines.
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L2117[23:33:12] <PrinceCat> When gson
calls the type adapter it uses the constructor in my class with no
parameters or body - I had to put the methods that set the values
into that constructor
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L2119[23:34:08] <PrinceCat> I have now
made that constructor private so it can only ever be called
internally and won't NPE.
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L2122[23:36:42] <PrinceCat> Welp, can't
make it private because it gets used as a default constructor for
subclasses - I'll just write a very obvious comment saying that it
should never be called.
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L2124[23:40:14] <Cazzar> Anyone want to
give me 31k yen? :P
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L2131[23:59:38] <tterrag> PrinceCat: Gson
will find a way to construct your class, even if it means not using
a constructor
L2132[23:59:53] <tterrag> if you have
custom construction, you need to have an InstanceCreator
L2133[23:59:56] <tterrag> or
JsonDeserializer