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L1[00:00:25] *** TTFTCUTS is now known as TTFT|Away
L2[00:00:39] <tterrag> I'm not saying TehNut's way is really cleaner. but it's at least more generalized and stable
L3[00:00:48] <tterrag> either way, I'm no longer in the mood to argue
L4[00:02:49] <FusionLord> well any idea as to why my TESR isn't working?
L5[00:02:59] <tterrag> 1. you are registering it pre-init
L6[00:03:22] <tterrag> 2. you are sure that the TE class you are registering it to is the exact TE class you are using
L7[00:03:27] <tterrag> 3. you are SURE it's not being called?
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L10[00:04:39] <FusionLord> answer to 1 https://github.com/FusionLord/Hardcore-Nomad/blob/master/src/main/java/net/fusionlord/hardcorenomad/proxy/ClientProxy.java#L21
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L12[00:06:07] <capitalthree> why doesn't forge already have an annotation to register blocks anyways xD
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L14[00:06:26] <FusionLord> tterrag, thanks, 2 is mostlikly the issue
L15[00:07:13] <tterrag> capitalthree: because any way to do it has limitations
L16[00:07:21] <tterrag> and forge isn't exactly about providing systems on top of systems
L17[00:07:35] <tterrag> that's an extra layer to maintain when MC updates and breaks the first layer
L18[00:07:51] * capitalthree shrugs
L19[00:08:01] <capitalthree> I guess that's a job for a good mod library or something
L20[00:08:15] <tterrag> I have a good one with config annotations :P
L21[00:08:18] <tterrag> which imo is more useful :D
L22[00:08:35] <TehNut> I'd love to use that system, but it's not in lib >.>
L23[00:08:51] <TehNut> And I'm not just going to keep ripping more bits of core out :P
L24[00:09:52] <tterrag> lib/core idea died
L25[00:09:56] <tterrag> too much work
L26[00:10:00] <TehNut> rip
L27[00:10:19] <tterrag> however - you can shade individual packages you know
L28[00:10:30] <TehNut> Is that config package fully separated?
L29[00:10:34] <tterrag> good question
L30[00:10:56] <tterrag> probably not :P
L31[00:11:10] <tterrag> definitely not :D
L32[00:11:26] <tterrag> and in fact annotation configs wouldn't even go in lib
L33[00:11:31] <tterrag> because they require an existing packet channel
L34[00:11:53] <FusionLord> tterrag, 2 was right, I was creating the wrong TE
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L42[00:32:27] <FusionLord> not quite http://puu.sh/oyw4a/88d47f3b6e.jpg but getting closer
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L46[00:42:54] <tterrag> can anyone think of a decent way to record the screen to gif?
L47[00:43:08] <tterrag> I tried just taking a bunch of screenshots and writing them all as gif frames...as you can guess that went less than well
L48[00:43:48] <tterrag> I mean, at really low resolutions it works pretty great http://i.imgur.com/hPtAfLr.gifv
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L50[00:44:07] <tterrag> at the default resolution it's noticeably laggy even on my PC (so it would probably murder an average PC)
L51[00:44:11] <tterrag> and at fullscreen it's unusable
L52[00:44:21] <tterrag> I assume I need to do some downsizing before capturing the screen
L53[00:44:26] <tterrag> not a clue how to go about that though
L54[00:44:50] <FusionLord> Dinnerbone was using something like Gify or something, not sure how its spelled
L55[00:46:11] <tterrag> I'm talking about from a mod
L56[00:46:44] <Kodos> I like Gyazo, but yeah, from a mod? no idea
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L58[00:47:19] <tterrag> hm...storing the raw pixel buffer may save processing time...but could annihilate memory
L59[00:55:10] <FusionLord> Any Ideas? I am stitching the texture, and baking. http://puu.sh/oyx0v/679d2b8eb4.jpg, code: https://github.com/FusionLord/Hardcore-Nomad/blob/0d147ac6c4aad90d78210e634c824e9f3b418e33/src/main/java/net/fusionlord/hardcorenomad/client/render/tileentity/TESREnchantingTable.java#L25-L42
L60[00:57:15] <tterrag> ok...it was better...but yes it did incur quite a large memory increase
L61[00:57:20] <tterrag> and the file size is ridiculous
L62[00:57:25] <FusionLord> tterrag, you mean a mod that makes gifs
L63[00:57:30] <tterrag> FusionLord: indeed
L64[00:57:41] <FusionLord> :} cool
L65[00:57:49] <tterrag> just messing around really
L66[00:57:56] <tterrag> best case would be actual video output
L67[00:58:08] <tterrag> since gifs are horrible for file size
L68[00:58:36] <FusionLord> any idea with my is?
L69[00:59:19] <FusionLord> issue*
L70[00:59:37] <tterrag> not really
L71[00:59:40] <tterrag> looks like your UVs are wrong
L72[00:59:54] <FusionLord> its strange I'm doing exactly what I did in TomTom and it worked in TomTom
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L77[01:13:43] <DovahOfKiin> I was reading up bedrockminer's tutorial on Tile Entities with Inventories, and I came across this line: The next method isItemValidForSlot returns whether the given ItemStack can be placed in the given slot. This can be used to create slots in which no or only special items can be placed by the player. Internally, these slots can be changed of course (That's why setInventorySlotContents must not check this method!). Can someone explain what
L78[01:13:43] <DovahOfKiin> he means by saying they can be changed internally? Why should this method not be used in setInventorySlotContents?
L79[01:14:46] <tterrag> because what if you want to edit the slot from your TE
L80[01:15:53] <DovahOfKiin> So what?
L81[01:16:01] <DovahOfKiin> I still don't get it
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L83[01:17:50] <insaneau> TE = 1 instance per block. Block = 1 instance per many blocks.
L84[01:21:30] <DovahOfKiin> tterrag, what did you mean edit the slot from your TE? The class he talks about (in the tutorial) is the TE itself
L85[01:21:43] <tterrag> yes, it is
L86[01:21:43] <tterrag> and?
L87[01:22:10] <DovahOfKiin> So why should I refrain from using the method in setInventorySlotContents?
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L89[01:28:22] <DovahOfKiin> can someone please explain?
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L96[01:41:43] <Ivorius> DovahOfKiin: setInventorySlotContents is a definitive action
L97[01:41:54] <Ivorius> It does not ask to maybe set slot contents
L98[01:42:00] <Ivorius> It demands that you set it, no matter what
L99[01:42:18] <DovahOfKiin> oh
L100[01:42:30] <DovahOfKiin> Then how do I prevent certain types of items from being placed in the slots?
L101[01:42:43] <Ivorius> By overriding isItemValidForSlot
L102[01:42:52] <Ivorius> Which players will check
L103[01:43:01] <DovahOfKiin> players will check?
L104[01:43:30] <Ivorius> EntityPlayer will call
L105[01:43:30] <Ivorius> .-.
L106[01:43:47] <Ivorius> Anyway, just override it
L107[01:43:49] <Ivorius> And it will work
L108[01:43:52] <DovahOfKiin> Right, soz for being such a noob
L109[01:44:12] <capitalthree> and hoppers and such will check too
L110[01:44:30] <capitalthree> and no worries, we're not born knowing minecraft modding
L111[01:44:40] <DovahOfKiin> thanks :) just started a week ago
L112[01:44:48] <capitalthree> me too actually :D
L113[01:44:55] <DovahOfKiin> :D
L114[01:45:14] <Ivorius> I was
L115[01:45:27] <Ivorius> Just out the womb, I snatched a computer and starting making my first mod
L116[01:45:33] <Ivorius> I'm just about 5 years old actually
L117[01:45:40] <capitalthree> ah cool
L118[01:45:53] <DovahOfKiin> you learnt java in the womb? dang son
L119[01:46:39] <capitalthree> anyways the answer to why you don't make setInventorySlotContents not definitive is, that's how you make dupe bugs and/or item deletion bugs
L120[01:46:48] <capitalthree> because the caller will assume it is definitive
L121[01:47:31] <capitalthree> I gotta sleep, night
L122[01:47:51] <capitalthree> listen to Ivorius, he's awesome
L123[01:49:45] <DovahOfKiin> gotcha
L124[01:50:23] <DovahOfKiin> by definitive you mean that the slot will be set no matter what right?
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L126[01:59:58] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160428 mappings to Forge Maven.
L127[02:00:01] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160428-1.9.zip (mappings = "snapshot_20160428" in build.gradle).
L128[02:00:12] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L147[03:06:26] <DovahOfKiin> How to change the model of a block from within code?
L148[03:06:39] <DovahOfKiin> like I want the model to change based on a certain even
L149[03:06:42] <DovahOfKiin> event*
L150[03:06:47] ⇨ Joins: madcrazydrumma (~madcrazyd@host-89-241-237-241.as13285.net)
L151[03:07:13] <madcrazydrumma> Im trying to render a new crosshair in my rendergameoverlayevent, however its just coming up with a black square. The texture is there in the resources in the correct place
L152[03:07:15] <madcrazydrumma> Here is the code: http://pastebin.com/98hdm5Ga
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L154[03:08:26] <ghz|lappy> DovahOfKiin: you use blockstates, and change the blockstate in the world
L155[03:08:28] <madcrazydrumma> http://imgur.com/EkQHbj6 <- thats an image of the black square
L156[03:08:35] <ghz|lappy> then make each blockstate have a different model
L157[03:08:43] <DovahOfKiin> in the blockstates.json?
L158[03:08:48] <ghz|lappy> yes
L159[03:08:58] <DovahOfKiin> so use setBlockState right?
L160[03:09:01] <ghz|lappy> yes
L161[03:09:11] <ghz|lappy> which means you'll need to define properties in your block
L162[03:09:21] <ghz|lappy> so that you can use them with setBlockState
L163[03:09:23] <DovahOfKiin> How do I reference a blockstate from the json file in my code?
L164[03:09:32] <DovahOfKiin> Using properties?
L165[03:09:32] <ghz|lappy> nono
L166[03:09:39] <ghz|lappy> your block should have properties
L167[03:09:45] <ghz|lappy> then you use those properties in the state
L168[03:10:00] <ghz|lappy> and each combination of properties gets turned into a variant string
L169[03:10:14] <DovahOfKiin> I don't get it
L170[03:10:19] <ghz|lappy> think of a furnace-like machine
L171[03:10:27] <DovahOfKiin> okay
L172[03:10:28] <ghz|lappy> it has "facing" and "powered"
L173[03:10:43] <ghz|lappy> so you have like
L174[03:10:48] <ghz|lappy> "facing=east,powered=false"
L175[03:10:58] <ghz|lappy> if your blockstates json has an entry for that
L176[03:11:12] <ghz|lappy> then mc is able to load the model from that entry
L177[03:11:49] <DovahOfKiin> is there a github example or something?
L178[03:12:22] <ghz|lappy> plenty
L179[03:12:26] <ghz|lappy> and vanilla examples too
L180[03:12:52] <madcrazydrumma> ghz|lappy, how are you today?
L181[03:13:01] <ghz|lappy> sleepy
L182[03:13:09] <madcrazydrumma> at work?
L183[03:13:12] <ghz|lappy> yes
L184[03:13:23] <ghz|lappy> I stayed up until 3am getting this released: http://minecraft.curseforge.com/projects/enderthing/files
L185[03:13:37] <madcrazydrumma> #worth
L186[03:14:47] <madcrazydrumma> Any idea about the black square on the gui?
L187[03:15:09] <madcrazydrumma> I thought it was an issue finding the texture from my file, so i tried a custom sized modal rect and it still does the same thing
L188[03:16:33] <ghz|lappy> is the texture itself "black"?
L189[03:16:36] <madcrazydrumma> no
L190[03:16:39] <ghz|lappy> I mean without counting the transparent pixels
L191[03:17:14] <madcrazydrumma> oh yeah, alpha: 0.8
L192[03:17:20] <madcrazydrumma> is that the reason lmao?
L193[03:17:49] <ghz|lappy> not necessarily
L194[03:17:51] <ghz|lappy> my question would be
L195[03:18:06] <ghz|lappy> if you were to forcefully make the alpha 255(1.0)
L196[03:18:12] <ghz|lappy> woudl the underlying color be black?
L197[03:18:17] <ghz|lappy> or do you have pixels of other colors?
L198[03:19:03] <madcrazydrumma> all pixels are the same color
L199[03:19:04] <ghz|lappy> chances are you may need to call GlStateManager.enableBlend(); GlStateManager.disableAlpha();
L200[03:19:21] <madcrazydrumma> Yeah i just called those to try it and it works ^
L201[03:19:45] <madcrazydrumma> Btw is there a method to check if the player is crouching?
L202[03:19:50] <madcrazydrumma> I couldn't find one
L203[03:20:11] <ghz|lappy> player.isSneaking
L204[03:20:51] <madcrazydrumma> sneaking ffs
L205[03:21:20] <ghz|lappy> yeah mc doesn't have "crouch"
L206[03:21:34] <ghz|lappy> you just "walk carefully" ;P
L207[03:22:55] <madcrazydrumma> that's just plain silly haha
L208[03:23:39] <ghz|lappy> make a mod that lets you actually crouch, then
L209[03:23:59] <ghz|lappy> maybe it would let you walk through 1.5 blocks tall holes
L210[03:24:17] <ghz|lappy> then make the player able to ... whatever yo ucall dragging yourself on the ground
L211[03:24:31] <ghz|lappy> and make that give you the ability to walk through 1x1 holes
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L213[03:25:17] <madcrazydrumma> naw too much effort
L214[03:25:29] <DovahOfKiin> ghz|lappy, I ttook a look at the blocstates file for furnace, it only has the facing variants, no powered variants. How does it change to the powered model?
L215[03:25:44] <ghz|lappy> mojang cheated
L216[03:25:48] <ghz|lappy> they used a whole separate block for it
L217[03:25:49] <ghz|lappy> ;P
L218[03:25:57] <DovahOfKiin> oh lol
L219[03:26:00] <ghz|lappy> there's the furnace, and the powered furnace
L220[03:26:03] <DovahOfKiin> is there another good example?
L221[03:26:16] <ghz|lappy> dunno
L222[03:26:20] <ghz|lappy> torches are also two models
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L224[03:30:30] <ghz|lappy> but really
L225[03:30:32] <ghz|lappy> it's just the blockstates
L226[03:30:37] <ghz|lappy> just have like
L227[03:30:39] <ghz|lappy> {
L228[03:30:42] <ghz|lappy> "variants": {
L229[03:31:03] <ghz|lappy> "state=1": { "model": "model resource location" },
L230[03:31:08] <ghz|lappy> "state=2": { "model": "model resource location 2" },
L231[03:31:10] <ghz|lappy> }
L232[03:31:11] <ghz|lappy> }
L233[03:31:26] <ghz|lappy> then define a PropertyInt with range 1..2
L234[03:31:39] <ghz|lappy> (an enum woudl bebest if you have "types" like that)
L235[03:31:59] <ghz|lappy> (but it's probably easierto start playing wround with ints and bools)
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L240[03:54:07] <ghz|lappy> hmf
L241[03:54:37] <ghz|lappy> I ws thinnking about the possibility of adding an item that binds an ender chest to a private inventory (vs a global one)
L242[03:55:03] <ghz|lappy> but right now I store that data in the player, as a capability
L243[03:55:23] <ghz|lappy> if I want to allow automation of private networks
L244[03:55:37] <ghz|lappy> then I need to store the data in the same place as the global networks :/
L245[03:55:54] <ghz|lappy> I guess I'll need some .get(player, id) on top of the normal .get(id)
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L247[04:00:14] <ghz|lappy> o/ Jiraiyah
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L250[04:06:23] <ghz|lappy> hmf there was a way to get the cached player name from the server?
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L252[04:07:07] <Wuppy> sup giga?
L253[04:08:01] <ghz|lappy> doing a "security card" item, that will be bound to private network ender chests to make the contents available for automation
L254[04:08:10] <ghz|lappy> so I need to bind the player to them
L255[04:08:14] <ghz|lappy> which I did with the UUID
L256[04:08:25] <ghz|lappy> but I also want to be able to display the player name
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L258[04:09:55] <Wuppy> good luck :)
L259[04:10:23] <ghz|lappy> I think I'll just display the cached name ;P
L260[04:10:27] <ghz|lappy> on the item, that is
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L265[04:31:18] <DovahOfKiin> ghz|lappy, I understood how properties are made in the json file. For example, "facing=north" is a property right?
L266[04:34:05] <ghz|lappy> no that's a variant string
L267[04:34:18] <ghz|lappy> the property would be "facing", as defined in your Block class
L268[04:34:31] <ghz|lappy> remember when you looked at the furnace?
L269[04:34:36] <ghz|lappy> it had
L270[04:34:45] <ghz|lappy> public static final PropertyDirection FACING = PropertyDirection.create("facing", EnumFacing.Plane.HORIZONTAL);
L271[04:34:50] <ghz|lappy> THAt is the property
L272[04:35:01] <ghz|lappy> in order for it to work
L273[04:35:14] <DovahOfKiin> right, I think I got it
L274[04:35:20] <DovahOfKiin> so for something like Powered
L275[04:35:22] <ghz|lappy> you have to override createBlockState, getStateFromMeta, and getMetaFromState
L276[04:35:25] <DovahOfKiin> it would be,
L277[04:35:50] <ghz|lappy> check BlockRedstoneRepeater
L278[04:35:50] <DovahOfKiin> public static final PropertyBool POWERED = PropertyBool.create("powered", true);
L279[04:36:20] <ghz|lappy> something like that
L280[04:36:46] <DovahOfKiin> I got close, but seems like the boolean isn't specified
L281[04:36:56] <ghz|lappy> yeah there's no boolean in there
L282[04:37:07] <ghz|lappy> there's a param in the directio none, because it can be a different axis
L283[04:37:14] <ghz|lappy> "all" vs "only horizontal"
L284[04:37:50] <DovahOfKiin> got it
L285[04:37:58] <DovahOfKiin> what's the json file for the repeater called?
L286[04:38:22] <DovahOfKiin> I found redstone block, lamp, ore, troch, wire
L287[04:38:24] <DovahOfKiin> torch*
L288[04:38:31] <ghz|lappy> I don't know if there's one
L289[04:38:38] <ghz|lappy> mc has some hardcoded stuff
L290[04:38:39] <ghz|lappy> it's annoying
L291[04:38:48] <ghz|lappy> but the idea is exactly the same
L292[04:38:51] <DovahOfKiin> right
L293[04:38:57] <DovahOfKiin> thanks for being so patient with me
L294[04:38:57] <ghz|lappy> "property1=value1,property2=value2,..."
L295[04:39:00] <ghz|lappy> sorted alphabetically
L296[04:39:11] <ghz|lappy> also take a look at forge blockstates
L297[04:39:14] <ghz|lappy> which let you split that up
L298[04:39:26] <ghz|lappy> http://mcforge.readthedocs.io/en/latest/blockstates/forgeBlockstates/
L299[04:39:40] <DovahOfKiin> Yeah I was reading that
L300[04:41:46] <masa> willieaway: what were you trying to scroll items from? It does derp up with output-only slots because it can't click the items back into it
L301[04:42:41] <masa> I don't think I have a isItemValidForSlot() check before it first tries to take the items...
L302[04:43:07] <masa> that would then mena that it won't do anything for output-only slots, which might be even more confusing(?)
L303[04:43:46] <masa> it would need a server-side component if it were to work for output slots properly
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L307[05:13:33] <madcrazydrumma> How can i check if any entities are looking at the player?
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L309[05:15:19] <DovahOfKiin> ghz|lappy, I apparently need to override the getStateFromMeta and getMetaFromState methods. What do I need to do within these methods?
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L315[05:22:43] <masa> you need to map your states that will be stored in the world to the metadata value (4 bits)
L316[05:23:10] <masa> and that mapping needs to be 1:1 or stuff will blow up
L317[05:23:33] <madcrazydrumma> masa, to check if entities are looking at the player, is there any methods on entities to check if they are looking at another entity?
L318[05:23:44] <madcrazydrumma> or is there a method to check if the player is being looked at ?
L319[05:23:58] <masa> don't think so, check how the endermen detect it
L320[05:24:09] <masa> in their souldAttack method or whatever
L321[05:24:22] <masa> I think you need to do some vector math
L322[05:25:49] <madcrazydrumma> Could i use the canEntityBeSeen method?
L323[05:26:42] <masa> so probably something like take the entoty's look vector, create a vectore from the entity's eyes to the player eyes and check if the angle between those two is small enough
L324[05:27:11] <masa> or you could ray trace the entity's look vector and see if it hits the player, but that is pretty expensive
L325[05:27:17] <madcrazydrumma> Yeah
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L327[05:27:31] <madcrazydrumma> do you have the src with you at the moment as a reference?
L328[05:27:38] <masa> hmm, does canEntityBeSeen does ray tracing?
L329[05:27:42] <masa> nope
L330[05:27:50] <madcrazydrumma> Thats what I dont know, shall i paste the method?
L331[05:27:56] <masa> no..
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L333[05:28:11] <madcrazydrumma> yeah it does ray tracing
L334[05:28:18] <DovahOfKiin> masa, I don't understand, how exactly do I do it?
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L336[05:28:32] <masa> it depends on your blockstate properties
L337[05:28:55] <DovahOfKiin> Is there a tutorial on it somewhere
L338[05:29:31] <masa> but basically you decide which bits in the meta represent the different properties, and remember that you only have 4 bits ie. 16 different values to work with, the rest will need to be in a TE
L339[05:29:32] <DovahOfKiin> in any case I have only one PropertyBool
L340[05:29:48] <masa> well one property bool is easy
L341[05:30:03] <masa> just use the first bit to indicate if it's true or false
L342[05:30:46] <DovahOfKiin> I still don't get it, how do I do it in code?
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L344[05:32:14] <madcrazydrumma> How can i get the entities around an entity? haha
L345[05:32:15] <masa> in getMetaFromState() you would do something like "return state.getValue(YOUR_PROP).howeveryouGetBooleanValues();"
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L347[05:32:26] <masa> whoops
L348[05:32:43] <masa> return state.getValue(YOUR_PROP).howeveryouGetBooleanValues() ? 1 : 0;
L349[05:34:00] <masa> and then in getStateFromMeta "return this.getDefaultState().withProperty(YOUR_PROP, Booelan.valueOf((meta & 1) != 0));"
L350[05:37:54] <madcrazydrumma> Does this method not exist anymore? AxisAlignedBB.getBoundingBox
L351[05:38:40] <Ordinastie_> masa, you realise that "Boolean.valueOf() is useless here ? :)
L352[05:39:18] <masa> does it box it automatically? well ok then
L353[05:40:45] <masa> madcrazydrumma: new AxisAlignedBB() in 1.9
L354[05:40:52] <madcrazydrumma> Okay ^
L355[05:41:13] <masa> it's kinda hilarious, I think that has changed back and forth in every reelase sicne 1.7
L356[05:41:34] <madcrazydrumma> Yeah its always changing haha
L357[05:41:43] <madcrazydrumma> Does this make sense then? http://pastebin.com/THPziAWY
L358[05:43:12] <masa> you don't want it to see below it at all?
L359[05:43:37] <madcrazydrumma> No because that would take into account things underground too right?
L360[05:43:51] <DovahOfKiin> masa, you mean return state.getValue(YOUR_PROP) ? 1 : 0;
L361[05:43:52] <masa> it was hilarious, in vanilla a while back mobs couldn't see the player if the player was more than 2 blocks below them
L362[05:44:00] <DovahOfKiin> because getValue would give me the boolean itself
L363[05:44:23] <masa> ah right yes
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L365[05:48:48] <madcrazydrumma> masa, the enderman code is for when the player/enderman is looking into their eyes
L366[05:48:49] <madcrazydrumma> this.getEntityBoundingBox().minY + (double)(this.height / 2.0F) - (player.posY + (double)player.getEyeHeight())
L367[05:49:11] <madcrazydrumma> But for the vector i just want them to see the player so what would I use instead of that? entity.posY - mob.posY?
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L369[05:51:00] <masa> heh that is exactly the piece of code that makes it so that the endermen get mad when you look at their crotch :p
L370[05:51:17] <masa> which was supposedly fixed in like 1.9.3-pre2 I believe
L371[05:51:24] <madcrazydrumma> "supposedly"
L372[05:51:45] <masa> as in I haven't tested how it works now, and knowing mojang and thei "bug fixes"... :p
L373[05:51:55] <madcrazydrumma> ^^ so true haha
L374[05:52:05] <madcrazydrumma> so should i just take the different between their y positions?
L375[05:52:19] <masa> I never have high hopes for their bug fixes unless I have verified it myself :p
L376[05:52:55] <masa> well I'd have to see the actual code and what exactly it does... and also vector math needs actual thinking, ugh
L377[05:53:16] <masa> anyway I'm going to eat some breakfast now
L378[05:53:55] <madcrazydrumma> Alright let me know when you're back masa ^.^
L379[05:57:17] <madcrazydrumma> Okay this is my method so far, http://pastebin.com/g7riHcJx
L380[05:57:34] <madcrazydrumma> There's an issue. The result will break the for loop even if it returns false, so I don't know what to do with that part
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L383[06:23:05] <masa> there is this wonderful thing called an if-statement ;p
L384[06:24:20] <madcrazydrumma> im just not thinking these last 2 days
L385[06:24:20] <madcrazydrumma> http://pastebin.com/WJ3tC97w
L386[06:24:24] <madcrazydrumma> like that?
L387[06:25:03] <masa> well depends how you want it to work, that would still possibly return false even if there would be other entities that would return true
L388[06:25:32] <masa> so how about if(d1 > 1.0D - 0.025D / d0 && mobEntity.canEntityBeSeen(entity)) { return true; }
L389[06:25:47] <madcrazydrumma> ^^
L390[06:26:33] <masa> anyway, I have to go and buy some food...
L391[06:26:41] <madcrazydrumma> Would that work in creative?
L392[06:26:58] <madcrazydrumma> I think it would be a bit on/off
L393[06:27:11] <masa> hmm?
L394[06:27:51] <masa> does Entity#canEntityBeSeen() check for game mode?
L395[06:28:03] <masa> I don't see what other difference creative would make
L396[06:28:42] <madcrazydrumma> No, but the entity being seen would be affected whether or not the mob was chasing the player right?
L397[06:28:49] <madcrazydrumma> because they may not always look at the player in creative
L398[06:30:37] <madcrazydrumma> It doesn't work anyways hahaha
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L408[07:45:51] <barteks2x> What vanilla does if BlockPos in world.getLight(BlockPos) is not in valid height range makes no sense. Why would it return 0 of height < 0, but if it's >= 256 - return light at y=255?
L409[07:46:27] <ghz|lappy> ?
L410[07:46:41] <ghz|lappy> Oh
L411[07:47:18] <barteks2x> It would make sense to do the opposite - return 15 if height>255, but return light at y=0 if y<0
L412[07:47:20] <ghz|lappy> because the amount of light at y=256 is basically the same as y=255, since y=255 can't have anything covering it
L413[07:47:36] <ghz|lappy> while everything < 0 is darkness
L414[07:47:38] <barteks2x> it doesn't have to be the same if there is absolid block at max height
L415[07:47:51] <ghz|lappy> yes that's why it's broken
L416[07:48:01] <ghz|lappy> if you put solid blocks at y=255, mobs can spawn on top
L417[07:48:02] <ghz|lappy> XD
L418[07:48:11] <ghz|lappy> even during day
L419[07:48:16] <barteks2x> and now the question: is it ok for my mod to fix it?
L420[07:48:30] <ghz|lappy> I haven't heard of anyone abusing that for farming purposes, so I suppose?
L421[07:49:22] <barteks2x> I don't imagine abyone making mob farm at y=8388608 anyway
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L423[07:49:43] <ghz|lappy> maybe not, but at y=500... ;P
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L425[07:50:04] <barteks2x> with cubic chunks top of the world is at y=8388608
L426[07:50:16] <ghz|lappy> doesi t still load whole columns
L427[07:50:22] <barteks2x> no
L428[07:50:23] <ghz|lappy> or would something at y=3000 be unloaded?
L429[07:51:06] <barteks2x> if you are at y=8000000, blocks at y=7999000 and below are usually unloaded
L430[07:51:40] <ghz|lappy> will it have a worldgen system that generates actual LARGE mountains and DEEP oceans? ;P
L431[07:52:26] <barteks2x> At first I want to force vanilla worldgen to work with it, then I will add some configurable extende dworldgen. but it definitely won't scale up to 8000000 height
L432[07:52:48] <ghz|lappy> not 8M, that'd be crazy
L433[07:52:49] <ghz|lappy> but like
L434[07:52:59] <ghz|lappy> 1000 block tall mountains?
L435[07:53:00] <ghz|lappy> ;P
L436[07:53:15] <ghz|lappy> ore generation would be more interesting
L437[07:53:21] <barteks2x> Currently I know that vanilla terrain generator is way too broken to be ported to cubic chunks (only noise generator but still)
L438[07:53:21] <Ordinastie_> could easily have islands that high
L439[07:53:23] <ghz|lappy> if you can make diamonds generate at like -1000
L440[07:53:41] <barteks2x> Do you know what vanilla noise generator output looks like?
L441[07:53:50] <ghz|lappy> I'm picturing a deep-dark-like region
L442[07:53:56] <ghz|lappy> between -500 and -1000
L443[07:53:57] <ghz|lappy> ;P
L444[07:54:08] <ghz|lappy> then nether-like stuff around -2000
L445[07:54:18] <barteks2x> I mean the perlin noise generator - it's broken, and fixing it will make terrain more boring.
L446[07:54:27] <ghz|lappy> heh
L447[07:54:29] <barteks2x> And not fixing it breaks worldgen on cubic chunks
L448[07:55:42] <barteks2x> this is what output looks like with 2 octaves: https://www.dropbox.com/s/9nnfcye72ftwxm7/minecraft-noise-output-2octaves.png?dl=0
L449[07:56:04] <Wuppy> o/
L450[07:56:30] <ghz|lappy> but is that just bugs
L451[07:56:36] <ghz|lappy> or purposeful?
L452[07:57:07] <barteks2x> I'm almost sure it was failed attempt to optimize noise generaotr. I found this bug in the earliest infdev version.
L453[07:57:31] <barteks2x> and the code for it is still there
L454[07:57:37] <ghz|lappy> hmmm if there was also a vertical pattern
L455[07:57:41] <ghz|lappy> i'd think it may be purposeful
L456[07:57:48] <ghz|lappy> but being just horizontal sounds more like a bug
L457[07:57:49] <barteks2x> it happens only vertically
L458[07:58:22] <barteks2x> but the pattern depends on at which y position you start genersting noise
L459[07:58:24] <Ordinastie_> are you sure it's not the rendering of the output that is bugged ?
L460[07:58:42] <barteks2x> I'm sure. I checked, double checked and checked it again with debugger.
L461[07:58:51] <barteks2x> All generated kin a single piece
L462[07:59:25] <barteks2x> Removing a single if statement withotu removing what is inside the if()) fixes it
L463[07:59:56] <barteks2x> But I'm almost sure this is what makes plateau biomes work
L464[08:00:50] <Ordinastie_> wait, it's a side view or top down ?
L465[08:01:13] <barteks2x> y axis is vertical, x axis is x axis
L466[08:01:43] <barteks2x> (I just realized what I just wrote...)
L467[08:01:45] <Ordinastie_> so each strip is 256 ?
L468[08:02:18] <barteks2x> it's output with 2 octaves, and some small frequency, let me find output of configuration used in worldgen
L469[08:03:07] <barteks2x> https://www.dropbox.com/s/xorcphumea1rw35/noise-minecraft-y.png?dl=0 each pixels would be equal to 8 blocks because of interpolation that is done on the noise output
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L471[08:05:21] <barteks2x> this "bug" causes strange discontinuities in terrain when used in cubic chunks
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L473[08:07:41] <FusionLord> fry, what is it that "custom": { "flip-v": true } does I need to do it in my code
L474[08:09:24] <madcrazydrumma> masa, you back from the shop? :P
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L478[08:13:15] <masa> yes
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L480[08:14:03] <madcrazydrumma> Alright it doesn't seem to be working, I'm doing print statements to check the mob but it doesn't work
L481[08:14:12] <madcrazydrumma> so nothing is an entity mob apparently
L482[08:15:25] <masa> yes they are, most hostiles extend EntityMob
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L485[08:16:03] <madcrazydrumma> then there must be something wrong with getting the entities then
L486[08:16:32] <masa> fro ma quick glance, slime and ghast are exceptions, they don't extend EntityMob
L487[08:17:00] <madcrazydrumma> I'm near zombies and stuff too so
L488[08:18:03] <madcrazydrumma> Nothing is getting printed in the entity list that i have, so there's an issue with the AABB
L489[08:18:05] <masa> wtf Shulker extends EntityGolem
L490[08:18:13] <madcrazydrumma> xD
L491[08:19:05] <PaleoCrafter> Probably the team aspect
L492[08:19:49] <madcrazydrumma> masa, https://gist.github.com/ryankshah/cf4b8964619c59051a8660cc267139dd
L493[08:24:17] <masa> EntityGolem barely has anything in it, it just prevents despawning and fall damage and increases the talk interval, all of which would have been just as easy to extend in the shulker class itself
L494[08:25:24] <masa> madcrazydrumma: and that prints nothing?
L495[08:25:28] <madcrazydrumma> Yeah
L496[08:25:46] <masa> or just not a Mob?
L497[08:25:57] <madcrazydrumma> Nothing at all
L498[08:26:10] <masa> where are you calling it from?
L499[08:26:53] <madcrazydrumma> https://gist.github.com/ryankshah/cf4b8964619c59051a8660cc267139dd#file-guiskyrimingame-java-L68
L500[08:27:06] <ghz|lappy> masa: maybe EntityGolem isn't supposed to be entityGolem at all?
L501[08:27:21] <masa> maybe
L502[08:27:54] <ghz|lappy> EntityGolem -> IronGolem/Snowman/Shulker
L503[08:28:10] <masa> I wonder what it is called in the original code... EntityPeristentNoFallDamageTalksLess
L504[08:28:25] <Ordinastie_> oh god, that indentation :x
L505[08:28:28] <madcrazydrumma> Haha
L506[08:28:37] <madcrazydrumma> What's wrong with it Ordinastie_
L507[08:28:56] <masa> you have massively mixes spaces and tabs :p
L508[08:28:59] <masa> *mixed
L509[08:29:15] <madcrazydrumma> Oh what
L510[08:29:18] <madcrazydrumma> I have no idea why its done that
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L513[08:31:04] <madcrazydrumma> Should be better now, but anyways; does anyone have any idea why it isnt even printing anything?
L514[08:31:13] <masa> yeah that if-else structure is a bit hard to read...
L515[08:31:21] <masa> with that indentation
L516[08:31:30] <masa> see lines 74 and 75
L517[08:31:52] <Ordinastie_> yeah, I really don't like it
L518[08:32:00] <barteks2x> I hate that 0/insert key next to right arrow on my keyboard...
L519[08:32:08] <madcrazydrumma> So do i
L520[08:32:23] <madcrazydrumma> The indentation should be fixed a bit i updated the gist?
L521[08:32:48] <masa> yep
L522[08:33:21] <madcrazydrumma> anyways to the question xD
L523[08:33:27] <masa> but anyway, that other stuff in there gets called though?
L524[08:33:45] <madcrazydrumma> Yeah
L525[08:33:51] <ghz|lappy> barteks2x: get a more spacey keyboard, then
L526[08:33:52] <ghz|lappy> XD
L527[08:33:59] <Ordinastie_> something is wrong with your AABB most likely
L528[08:34:10] <madcrazydrumma> Yeah that's what I thought
L529[08:34:10] <ghz|lappy> http://cherryamericas.com/wp-content/uploads/2014/12/G80-3000-Front-72-dpi-1100x641.jpg
L530[08:34:13] <madcrazydrumma> But i don't see what's wrong with it
L531[08:34:14] <ghz|lappy> I have one of these
L532[08:34:14] <masa> and also, I'd probably update a "canBeSeen" boolean flag from like a client tick handler instead of calculating that status each frame in a render event...
L533[08:34:33] <barteks2x> Would be easier if it wasn't a laptop with 2 working usb ports :(
L534[08:35:23] <ghz|lappy> barteks2x: usb hub then
L535[08:35:31] <ghz|lappy> plug the kb, mouse etc onto the hub
L536[08:35:35] <barteks2x> my external hdd hates usb hubs
L537[08:35:41] <ghz|lappy> then you have a single thing to plug on the laptop
L538[08:35:56] <ghz|lappy> hmm external HDD may need a powered hub
L539[08:35:58] <madcrazydrumma> Yeah masa, ill refactor it after its working
L540[08:36:12] <ghz|lappy> possibly one that acts as a "charger" for phones too
L541[08:37:28] <masa> madcrazydrumma: where are you standing at in relation to the mobs? your AABB yMin is at the player's feet level
L542[08:37:44] <madcrazydrumma> directly in front of them
L543[08:38:06] <madcrazydrumma> should i substract my radius from it?
L544[08:38:34] <Ordinastie_> depend if you want to check for mobs lower than the playe
L545[08:38:35] <Ordinastie_> r
L546[08:38:37] <masa> did you actually mean to not subtract the maxSeenBound from the y downward?
L547[08:38:52] <madcrazydrumma> Yeah i didnt want to
L548[08:38:56] <masa> ok
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L550[08:39:50] <masa> so it means that if a zombie is standing two block lower than you, it "can't see" you
L551[08:39:59] <madcrazydrumma> Even changing it to subtract the maxSeenBound, nothing is printed
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L553[08:41:29] <masa> hmm
L554[08:44:33] <FusionLord> I know the issue is that I need to flip-v but everything I've tried doesn't seem to work http://puu.sh/oyPOu/b5429508e6.jpg code: https://gist.github.com/FusionLord/ccd31fb724ecd32c937fe37844e8c726
L555[08:46:18] <madcrazydrumma> masa, NPE: https://gist.github.com/ryankshah/cf4b8964619c59051a8660cc267139dd <- updated
L556[08:47:39] <FusionLord> it would see that the entity that you are passing is null
L557[08:47:58] *** amadornes[OFF] is now known as amadornes
L558[08:48:02] <FusionLord> if (entity == null) return false;
L559[08:49:12] <madcrazydrumma> Okay
L560[08:51:31] <madcrazydrumma> I think that may have been the issue
L561[08:54:30] <FusionLord> fry am I doing that right? ^
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L563[08:59:27] <FusionLord> nevermind, wasn't setting the variable to the new processed model
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L566[09:06:21] <barteks2x> I broke something in really strange way. Breaking blocks doesn't work in survival. Placing them works.
L567[09:06:35] <madcrazydrumma> How weird
L568[09:06:37] <Ordinastie_> desync client/server
L569[09:06:49] <barteks2x> It just resets the block when I break it
L570[09:06:50] <barteks2x> always
L571[09:06:53] <Ordinastie_> place a block, relog, see if it's still there
L572[09:07:00] <FusionLord> https://www.youtube.com/watch?v=AYlFoV_3SJA
L573[09:07:50] <barteks2x> the plock I place is there after relog. But I can't break it. Even using diamond toold and clicking on it for a long time (in case it's tick lag)
L574[09:07:56] <madcrazydrumma> Nice work FusionLord
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L576[09:08:29] <FusionLord> barteks2x, all blocks?
L577[09:08:40] <barteks2x> I tried only dirt and stone so far
L578[09:08:50] <FusionLord> are you using an event
L579[09:08:50] <barteks2x> Not that there are a lot of other blocks there
L580[09:09:09] <barteks2x> What do you mean?
L581[09:09:24] <barteks2x> It works in creative mode
L582[09:09:24] <FusionLord> your mod, are you capturinig an event?
L583[09:09:33] <Ordinastie_> you'll have to debug manually
L584[09:09:41] <barteks2x> Is there any internal difference in the way breaking blocks works in creative and in survival?
L585[09:09:50] <Ordinastie_> shouldn't
L586[09:09:55] <Ordinastie_> be
L587[09:09:58] <barteks2x> I don't use these events. I use only tick events
L588[09:10:07] <madcrazydrumma> Do your tick events handle blocks?
L589[09:10:25] <barteks2x> They handle lighting stuff and worldgen.
L590[09:10:34] *** Kodos is now known as Kodos|Zzz
L591[09:11:05] <barteks2x> I have no idea where to start debugging this
L592[09:11:08] <FusionLord> here is a question are you setting any blocks unbreakable?
L593[09:11:13] <madcrazydrumma> ^^
L594[09:11:28] <barteks2x> I don't think so, I don't even know how to do it
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L596[09:11:39] <Ordinastie_> setBlockState should be a good place to start
L597[09:12:06] <barteks2x> xinput create-master newptr
L598[09:12:09] <barteks2x> wrong window
L599[09:12:28] <FusionLord> someone is using an xbox controller
L600[09:12:43] <barteks2x> it's to create nnew mouse pointer^
L601[09:12:50] <madcrazydrumma> haha
L602[09:13:07] <barteks2x> minecraft grabs one, I have second to use
L603[09:13:29] <gigaherz> FusionLord: xinput is also the X11 input manager
L604[09:13:30] <gigaherz> ;P
L605[09:13:38] <FusionLord> you can make minecraft not grab it
L606[09:13:41] <gigaherz> not just the "Xbox Input" api
L607[09:14:04] <barteks2x> by configuring every single breakpoint to do Mouse.setGrabbed(false)...
L608[09:14:23] <gigaherz> in windows I jsut press the windows key
L609[09:14:35] <gigaherz> which forces the taskbar and start menu to become active
L610[09:14:37] <FusionLord> gigaherz, most common xInput device is a xboxcontroller
L611[09:14:46] <gigaherz> FusionLord: XInput != xinput
L612[09:15:08] <barteks2x> Nothing like that works on linux, I founf 2 easy solutions: second x session and second mouse pointer
L613[09:15:37] <gigaherz> https://msdn.microsoft.com/en-us/library/windows/desktop/ee417014%28v=vs.85%29.aspx
L614[09:15:38] <gigaherz> vs
L615[09:15:44] <gigaherz> http://refspecs.linux-foundation.org/X11/Xinput.pdf
L616[09:15:50] <barteks2x> second x session is resource heavy so I use second mouse pointer
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L619[09:20:11] <FusionLord> barteks2x, https://gist.github.com/FusionLord/f35e2e0996688c3f13c79be24f7fcc86 will cause minecraft to not regrab the cursor
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L621[09:22:19] <barteks2x> I already got it working by creating new mouse pointer, which works perfectly for me. Especially when I have touchpad+external mouse
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L623[09:23:19] <vox> willieaway: How would you like code attributed, btw?
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L627[09:31:35] <Wuppy> the dutch king is at it again xD https://scontent-ams3-1.xx.fbcdn.net/hphotos-xfl1/v/t1.0-9/13103540_1080056208717365_3232302104325109834_n.jpg?oh=a957595a2816afa8ca4168caef46b430&oe=57AEC030
L628[09:38:56] <barteks2x> Anyone knows how the fact that player breaks a blocks ends up on server?
L629[09:39:51] <Ordinastie_> start from the source, the left click
L630[09:40:07] <Ordinastie_> in Minecraft class
L631[09:41:33] <barteks2x> actually, it was in sendBlockClictToController
L632[09:43:42] <cpw> http://www.strawpoll.me/10072497
L633[09:44:26] <DovahOfKiin> in a json model file, the arrays from and to, are the values ranging from 0-15 or 0-16?
L634[09:44:58] <gigaherz> 0..16
L635[09:45:04] <gigaherz> both inclusive
L636[09:45:19] <gigaherz> check cube.json
L637[09:45:40] <DovahOfKiin> wouldn't that make a model 17x17x17?
L638[09:45:57] <Ordinastie_> no
L639[09:46:00] <gigaherz> no
L640[09:46:04] <gigaherz> the first pixel is 0..1
L641[09:46:07] <gigaherz> second pixel is 1..2
L642[09:46:13] <gigaherz> 16th pixel is 15..16
L643[09:46:29] <DovahOfKiin> oh, I thought the numbers referenced the pixels themselves
L644[09:46:37] <gigaherz> nah
L645[09:46:40] <gigaherz> they are the edges of pixels
L646[09:46:43] <DovahOfKiin> ty
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L649[09:47:58] <gigaherz> if it was the centers of thep ixels, then the left edge would be -0.5, and the right edge would be 15.5, which woudl be rather annoying XD
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L651[09:49:49] <DovahOfKiin> haha
L652[09:50:44] <barteks2x> I give up. I have no idea how WorldServer ends up knowig that player breaks a block.
L653[09:51:02] <vox> Man, inheritance is nice
L654[09:51:24] <vox> I have TileMod -> TileCTM -> TileSolarPanel and it actually makes sense and lets me reuse code
L655[09:51:50] <gigaherz> yeah but it's limited
L656[09:51:53] <vox> Most of my TEs are inheriting from TileMod but the connected texture ones will inherit from TileCTM instead and then just have that functionality
L657[09:51:58] <vox> Yeah, especially in Java imo
L658[09:52:00] <gigaherz> Multiple inheritance is horrible, but still
L659[09:52:13] <gigaherz> I found myself wanting to inherit from two classes
L660[09:52:18] <gigaherz> like in this Enderthing mod
L661[09:52:19] <Ordinastie_> barteks2x, PlayerControllerMP.onPlayerDestroyBlock
L662[09:52:23] <gigaherz> I have Itemenderthing
L663[09:52:30] <vox> I've done that quite often before in C++
L664[09:52:36] <vox> Especially for robotics-related things
L665[09:52:38] <gigaherz> and I have BlockEnderKeyChest, which has its ItemBlock version
L666[09:52:49] <gigaherz> and i really wish I could have said "extends ItemBlock, ItemEnderthing"
L667[09:52:49] <gigaherz> ;P
L668[09:52:52] <vox> ;P
L669[09:52:59] <thor12022> yeah, lack of Multiple Inheritance was my biggest thing to get used to moving into Java from C++
L670[09:53:13] <gigaherz> but it's for the best.
L671[09:53:15] <gigaherz> way too messy.
L672[09:53:41] <thor12022> yeah, judging by what Minecraft code is like now, I wouldn't have trusted them wit\h muliple inheritance
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L674[09:54:26] <Ordinastie_> barteks2x, actually, nevermind
L675[09:54:31] <Ordinastie_> it's CPacketPlayerDigging
L676[09:54:46] *** big_Xplosion is now known as big_Xplo|AFK
L677[09:54:57] <Ordinastie_> with action START_DESTROY_BLOCK from onPlayerDamageBlock
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L679[09:55:06] <barteks2x> I found it about minute ago, and trying to dig through handler code
L680[09:55:36] <barteks2x> I still have no idea how it actually works
L681[09:55:54] <Ordinastie_> what do you mean ? server side ?
L682[09:56:47] <vox> willieaway: what's all this HELD_STATE and HELD_WORLD stuff for?
L683[09:56:51] <barteks2x> yes, the handling code doesn't seam easy to understand
L684[09:57:47] <Ordinastie_> PlayerInteractionManager.onBlockClicked() ?
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L687[09:59:44] <barteks2x> I hope conditional breakpoint won't be too slow...
L688[10:01:44] *** willieaway is now known as williewillus
L689[10:02:24] <williewillus> vox: thats the state being mimicked
L690[10:03:10] <vox> So that's not important to anything else?
L691[10:03:26] <vox> Also, what would you like as far as code attribution, since I stole a bit of your code :P
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L693[10:03:52] <williewillus> the held_ stuff is for camo only yeah.
L694[10:03:55] <williewillus> and see the botania license
L695[10:03:59] <williewillus> bc I don't remember lol
L696[10:04:05] <williewillus> botaniamod.net/license.php
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L699[10:05:13] <barteks2x> I have no idea what is wrong. Everything seems logical, it's just that it never gets to world.getBlockState()
L700[10:05:20] <barteks2x> *setBlockState
L701[10:05:37] <vox> Okay, Vazkii just asked for attribution
L702[10:05:47] <vox> You or him, at this point?
L703[10:06:20] <williewillus> just copy the header at the top of the class
L704[10:06:25] <williewillus> is what people usually do
L705[10:06:29] <Ordinastie_> barteks2x, removedByPlayer is not called ?
L706[10:06:32] <williewillus> And change it to be like "Portions of this class"
L707[10:06:34] <williewillus> or something
L708[10:06:54] <vox> Okay, cool
L709[10:06:55] <barteks2x> Ordinastie_, in which class?
L710[10:06:59] <Ordinastie_> block
L711[10:07:44] <barteks2x> From where it should be called? I'm currently looking at PlayerInteractionManager
L712[10:08:03] <Ordinastie_> http://puu.sh/oyUxA.png
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L714[10:08:38] <barteks2x> tryHarvestBlock is never called
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L716[10:09:21] <Ordinastie_> is processPlayerDigging called ?
L717[10:09:52] <Ordinastie_> I mean, it's basic debugging
L718[10:09:57] <barteks2x> yes, this check fails: if (f >= 0.7F) in PlayerInteractionManager.blockRemoving
L719[10:10:48] <barteks2x> And I have no idea why
L720[10:10:59] <barteks2x> what does the value f even mean?
L721[10:12:33] <barteks2x> the value f, at least for stone, always ends up being 0.17777...
L722[10:12:57] <Ordinastie_> progress of destruction of the block or something similar
L723[10:13:30] <Ordinastie_> if you breakpoint it, you will never see it reach that value
L724[10:13:43] <Ordinastie_> does it works in creative ?
L725[10:13:55] <gigaherz> would be nice if mining was cooperative like with multimine
L726[10:14:00] <gigaherz> (vanilla mining)
L727[10:14:18] <barteks2x> in creative it seems to skpi this part of code entirely
L728[10:14:23] <Ordinastie_> yes
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L730[10:14:34] <gigaherz> creative doesn't "break"
L731[10:14:37] <gigaherz> it just sets the block to air
L732[10:14:40] <Ordinastie_> because in creative the block is destroyed instantaneously
L733[10:15:01] <Ordinastie_> "instantly" was the word ><
L734[10:15:12] <gigaherz> ""instantly""
L735[10:15:22] <barteks2x> I need to compare it to vanilla...
L736[10:15:30] <gigaherz> it removes the block immediately, but it doesn't remove another one until certain time has passed
L737[10:15:39] <williewillus> creative takes a different code path in almost every case
L738[10:15:43] <Ordinastie_> compare what to vanilla ?
L739[10:15:58] <gigaherz> giving yourself an efficiency 10-20 is faster then creative ;P
L740[10:15:58] <barteks2x> what values look like when it hits that if()
L741[10:16:01] *** V is now known as Vigaro
L742[10:16:22] <Ordinastie_> like I said, it you put a breakpoint here, it won't work
L743[10:16:31] <Ordinastie_> because it will catch as soon as you start digging a block
L744[10:16:38] <barteks2x> no, it won't
L745[10:16:39] <Ordinastie_> and f will be still low
L746[10:17:32] <masa> williewillus: did you see my earlier response to the item scroller stuff?
L747[10:17:47] <williewillus> no, my scrollback doesn't go too far back
L748[10:17:55] <williewillus> too lazy to go change it :P
L749[10:18:08] <barteks2x> my mixins/transformations must have broken more than I expected. When world type is not cubic chunks, there is no arm swinging animation and it always selects blocm in the same direction. but breaking blocks works
L750[10:19:07] <masa> williewillus: http://masa.dy.fi/tmp/irc.txt
L751[10:19:27] <williewillus> masa: vanilla chest
L752[10:20:01] <williewillus> maybe I should see if I have the latest version :P
L753[10:20:07] <masa> huh what...
L754[10:20:12] <williewillus> yeah 0.4.0 1.9
L755[10:20:41] <masa> it sometimes does that if you scroll fast or have a high ping to the server
L756[10:20:44] <williewillus> might be a conflict?
L757[10:20:57] <williewillus> I have cp.w's inv sorter and Quark both of which add mouse tweaks
L758[10:21:04] <masa> since then the container sync checks derp up if you try to click stuff before it syncs the client or whatever
L759[10:21:13] <masa> oh right
L760[10:21:31] <masa> yeah inv sorter did mess it up back when i tested it
L761[10:21:38] <masa> it also messed up on its own...
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L763[10:21:48] <masa> haven't tried teh latest versions
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L765[10:22:27] <masa> but item scroller on its own works perfectly for me, I've been using it on my vanilal server
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L770[10:35:22] <barteks2x> I found the root cause of block breaking not working in survival. EntityPlayerMP is never ticked.
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L773[10:39:52] <williewillus> lol
L774[10:41:49] <vox> tterrag: what's the deal with Chisel-2 vs Chisel-Team?
L775[10:43:12] <barteks2x> and that is actually caused by my world.updateEntityWithOptionalForce not being correct
L776[10:43:34] <barteks2x> *mixin
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L782[10:50:59] <LatvianModder> any ebay experts here? What happens if I paid about an item but the owner deleted his profile? Ebay says its ok, but I dont feel ok :D
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L785[10:52:04] <DovahOfKiin> Can I have weird sized textures?
L786[10:52:09] <DovahOfKiin> as in
L787[10:52:21] <DovahOfKiin> here's my model file:
L788[10:54:13] <williewillus> for model system models has to be power of 2 square
L789[10:54:26] <LatvianModder> pretty much anything in minecraft too
L790[10:54:29] <LatvianModder> at least, its optional
L791[10:54:37] <williewillus> guis and entities are not
L792[10:54:41] <williewillus> but its enforced for the atlas
L793[10:54:59] <LatvianModder> because of stitching
L794[10:55:04] <DovahOfKiin> So something like wxh 16x2 is allowed?
L795[10:55:20] <Ordinastie_> needs to be a square
L796[10:55:30] <LatvianModder> always have your textures larger than 16xsomething
L797[10:55:32] <Ordinastie_> or a vertical strip for an animation
L798[10:56:09] <LatvianModder> 2x16 would work as animation
L799[10:56:32] <LatvianModder> if you want an animation, it has to be width x width*frames
L800[10:56:33] <barteks2x> Got it working. It was yet another "I acciedentally used Y coordinate instead of X coordinate"
L801[10:57:16] <williewillus> tiny textures in general are not recommended
L802[10:57:22] <williewillus> it screws up mipping
L803[10:57:32] <DovahOfKiin> Here's my model file: http://pastebin.com/0S21VAZt it contains an error at the bottom too. Minor correction in the model, the to array in the second element should be [ 9, 16, 9 ]
L804[10:57:41] <LatvianModder> yep. Thus, <LatvianModder> always have your textures larger than 16xsomething
L805[10:58:13] <williewillus> i meant in both dimensions
L806[10:58:22] <DovahOfKiin> This is what I'm trying to achieve: http://i.imgur.com/BhcdST8.png
L807[10:58:24] <williewillus> a 16 long strip of pixels still sucks for mipping
L808[10:58:34] <williewillus> oh
L809[10:58:38] <williewillus> just use 16x16 textures
L810[10:58:47] <williewillus> and center the actual part in the middle, make the rest transparent
L811[10:58:54] <DovahOfKiin> ohhj
L812[10:58:56] <DovahOfKiin> ohk got it
L813[10:59:06] <williewillus> you could stick the top and bottom textures into the same one
L814[10:59:11] <williewillus> you probably have space to do so
L815[10:59:16] <williewillus> (talkingn about the post)
L816[10:59:38] <DovahOfKiin> I didn't get you?
L817[11:00:04] <DovahOfKiin> are you telling me to use the same texture for the top and bottom of the post?
L818[11:00:12] <williewillus> nvm :P
L819[11:00:19] <DovahOfKiin> okay lol
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L829[11:36:07] <gigaherz> \o/ my Enderthing mod is in xbPacked
L830[11:37:41] <gigaherz> that'll boost the download count lol
L831[11:38:25] <gigaherz> on a side note
L832[11:38:45] <gigaherz> I'm frustrated about this "making private inventories automatable" attempt
L833[11:39:19] <gigaherz> I think I'll branch it off and reset the master branches to work on something else
L834[11:39:46] <capitalthree> making private inventories automatable is a dicey thing
L835[11:39:57] <capitalthree> guess it depends how you define private inventories
L836[11:40:17] <capitalthree> in ender storage, locked ender chests are tagged with a player but aren't really private
L837[11:40:23] <gigaherz> well the idea was simple:
L838[11:40:29] <gigaherz> you'd have a "security card"
L839[11:40:43] <gigaherz> that you'd use to make public the contents of a private network, by binding a chest to you
L840[11:41:02] <gigaherz> but that has multiple side-effects
L841[11:41:17] <gigaherz> first, and most notable: I have to move away from storing the private network in a player-bound capability
L842[11:41:35] <gigaherz> to storing the private networks on the global list, just tagged with the player UUID
L843[11:42:37] <gigaherz> second: since there's now more than two typesof chest (public, private, private-bound), I needed 2 bits for the blockstate, but the code I was using used 3 bits for the facing (
L844[11:42:43] <gigaherz> which would mess up the facings for existing users
L845[11:42:58] <gigaherz> then there's the whole finding the inventory
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L847[11:43:19] <gigaherz> which isn't impossible, but it's giving me more issues than I can be bothered to fix right now
L848[11:43:29] <barteks2x> Is it possible to /give myself portal block?
L849[11:43:31] <gigaherz> so yeah I'll set this code aside for later
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L851[11:43:40] <gigaherz> barteks2x: nope, but you can /setblock
L852[11:43:53] <barteks2x> I would first need to get /setblocm working below y=0
L853[11:43:54] <gigaherz> (I think portal blocks don't have an item -- I could be wrong)
L854[11:44:25] <williewillus> all technical blocks have no items
L855[11:44:29] <williewillus> they got removed in 1.8
L856[11:44:29] <gigaherz> well you could add a custom Item, that, when used, places a block on the world?
L857[11:44:35] <barteks2x> I want to test if nether portal works there but I can't create it because of hardcoded limit somewhere
L858[11:44:45] <williewillus> use setblock?
L859[11:44:53] <barteks2x> setblock also has limit
L860[11:45:04] <barteks2x> the command at least
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L862[11:45:15] <williewillus> are you developing purely through bytecode modfication right now? :P
L863[11:45:36] <barteks2x> no, I use mixins now. iw ill probably just make these commands work
L864[11:45:42] <williewillus> when I used to make coremod I would just make all the changes in MCP, generate patches to see what I changed, then port it to asm
L865[11:45:44] <williewillus> oh ok lol
L866[11:46:21] <barteks2x> There are still a few transformers left, but I'm slowly trying to change them to mixins
L867[11:46:35] <williewillus> how does that even work
L868[11:46:43] <williewillus> like if you need to edit a specific 3 lines in the body of a method
L869[11:47:00] <barteks2x> @Inject, @Redirect, @ModifyConstant
L870[11:47:10] <williewillus> idk what that means
L871[11:47:59] <barteks2x> @Inject allows to inject a callbacl on specific method ivocation or even specific opcode, @Redirect can redirect method call, @ModifyConstant can redirect LDC and simillar to a methd
L872[11:48:19] <williewillus> so stil hacks but less down and dirty haha
L873[11:48:44] <barteks2x> and in the worst cases - @Overwrite
L874[11:49:52] <barteks2x> but as you said - still hacks. And I have to get rid of transformers completely because it doesn't work outside of dev environment
L875[11:50:07] <williewillus> why doesn it? 0.o
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L877[11:51:01] <barteks2x> Mixins need to be a Tweaker in production, and forge doesn't allow Tweaker+Coremod, but Mixins reflectively inject the coremod anyway. But it ignores sortingIndex and I'm getting fully obfscated names
L878[11:52:34] * williewillus nods and pretends to understand
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L880[11:54:23] <thor12022> you made your own Java mixin implementation?
L881[11:54:30] <barteks2x> no, I use Sponge Mixins
L882[11:54:34] <gigaherz> nah others did
L883[11:54:35] <gigaherz> XD
L884[11:54:47] <Delenas> o/
L885[11:54:57] <gigaherz> \o
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L896[12:17:07] <barteks2x> Uh... why I can't just get WorldSettings from MinecraftServer before it starts?
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L898[12:17:24] <williewillus> probably because they don't exist yet? :P
L899[12:17:32] <barteks2x> it does, it's set in constructor
L900[12:17:47] <barteks2x> world doesn't exist yet, but WorldSettings does
L901[12:18:11] <barteks2x> And I need to get it in FMLServerAboutToStartEvent to remove one transformer entirely
L902[12:18:22] <williewillus> reflect? :P
L903[12:18:38] <barteks2x> apparently that's the only thing I can do.
L904[12:18:53] <williewillus> that shoud be trivial compared to everything else youre doing lol
L905[12:19:25] <barteks2x> it is. I just thought that there os some obvious way to do it that I'm missing
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L912[12:27:23] <Temportalist> Hey, im getting a weird bug. I have an item model under assets/mod/models/item/item.json but it is rendering as an untextured block. There is no console output related to models or textures.
L913[12:27:37] <williewillus> post the json
L914[12:27:46] <vox> The item is rendering as a.... block?
L915[12:27:49] <Temportalist> Ive been play with a few
L916[12:27:51] <Temportalist> vox: yes
L917[12:28:09] <Temportalist> this is one of the models I have tried: https://gist.github.com/anonymous/1a8924f03f454b502c96984a4c86fcc0
L918[12:28:57] <williewillus> did you setCUstomMRL? :P
L919[12:29:07] <Temportalist> no.....
L920[12:29:13] <Temportalist> should I have?
L921[12:29:19] <williewillus> that's how you register item models
L922[12:29:21] <williewillus> so yes
L923[12:29:23] <williewillus> :P
L924[12:29:25] <Temportalist> grrrrr
L925[12:29:40] <williewillus> i thought you knew that already :P
L926[12:29:46] <Temportalist> it comes and goes...
L927[12:29:56] <Temportalist> still trying to adapt to new models haha
L928[12:30:15] <gigaherz> hmmm
L929[12:30:24] <gigaherz> howwould I approach doing like the EnderStorage Chests
L930[12:30:38] <gigaherz> which have the color things you can paint with dye?
L931[12:30:53] <williewillus> with models?
L932[12:30:58] <gigaherz> no them odels work
L933[12:31:01] <gigaherz> the interaction
L934[12:31:14] <williewillus> what interaction :P
L935[12:31:18] <williewillus> whats there seems to work
L936[12:31:23] <gigaherz> what?
L937[12:31:37] <williewillus> idk what you mean by interaction :P
L938[12:32:05] <gigaherz> I'm talking about detecthing where thep layer is pointing at
L939[12:32:12] <gigaherz> so I can show a different selection box
L940[12:32:29] <gigaherz> and detecthing where the player is clicking, to activate the right thing
L941[12:32:40] <williewillus> uhh idk maybe see how mcmp doesdn multi selection boxes
L942[12:32:55] <williewillus> where theyre clicking is easy its passed into onBlockActivated (i think)
L943[12:32:57] <barteks2x> I'm really suprised that I got this far in development of anything with all of my stupid mistakes...
L944[12:33:10] <gigaherz> the activation I can probably use the hitX/Y/Z in onBlockActivated
L945[12:33:16] <gigaherz> but the selection, no idea
L946[12:33:47] <williewillus> well both C+B and MCMP have multiselection
L947[12:33:50] <masa> isn't there something like a block hilight event?
L948[12:33:51] <williewillus> so see how they do it?
L949[12:33:54] <williewillus> and yes
L950[12:35:14] <masa> the fun part comes when someone makes a resource pack that changes the wool notch positions ;p
L951[12:35:38] <williewillus> too bad? :P
L952[12:35:44] <williewillus> plus inst it tesr rendered anyway
L953[12:35:46] <Temportalist> williewillus: do you have to setCMRL for blocks?
L954[12:35:48] <williewillus> *isnt
L955[12:35:52] <williewillus> Temportalist: yes
L956[12:35:56] <williewillus> because they're items
L957[12:36:01] <williewillus> everything is an item in an inventory
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L962[12:41:41] <Delenas> [13:41:02] [Client thread/ERROR]: Suppressed additional 4543 model loading errors for domain bedcraftbeyond // lul, blockstates
L963[12:42:01] <williewillus> or // lol, stupid modders
L964[12:42:10] <williewillus> or i guess that could happen
L965[12:42:12] <williewillus> if you're porting
L966[12:42:15] <Delenas> No, that sounds right.
L967[12:42:34] <williewillus> but I get irritated when modders release production builds still with model errors, it slows down loading a lot
L968[12:42:39] <Delenas> Two colors, a plank type (oh god, that's just vanilla too), and a direction.
L969[12:43:09] <williewillus> 4 * 2 * 6?
L970[12:43:19] <Delenas> ?
L971[12:43:33] <williewillus> 2 colors * 6 planks * 4 dirs would just be 48 right
L972[12:43:37] <williewillus> or i guess 6 dirs
L973[12:43:51] <Delenas> 16 * 16 * 6 * 4
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L975[12:44:04] <williewillus> ohhh 2 colors in the spectrum
L976[12:44:07] <Delenas> It's a bed.
L977[12:44:08] <williewillus> ithought you meant choice between 2 colors
L978[12:44:19] <gigaherz> Temportalist: note that, if the block doesn't have an ItemBlock, then setCustomMRL makes no sense, and hence isn't "needed" either ;P
L979[12:44:26] <Temportalist> right
L980[12:45:02] <Delenas> BedCraft And Beyond has colored beds. Separate planks, sheet, and blanket colors. I'm converting it away from TESR use and into blockstates and block colors.
L981[12:45:30] <Delenas> I actually might still need a tesr. Can you do block colors based on states?
L982[12:45:34] <williewillus> yes
L983[12:45:36] <gigaherz> yes
L984[12:45:40] <Delenas> Oh, neat.
L985[12:45:43] <gigaherz> in fact
L986[12:45:45] <Delenas> Then I'll be fine.
L987[12:45:52] <gigaherz> you can have the model have tint layers
L988[12:46:11] <williewillus> ^
L989[12:46:22] <gigaherz> in 1.9:
L990[12:46:23] <gigaherz> Minecraft.getMinecraft().getBlockColors()
L991[12:46:28] <gigaherz> Minecraft.getMinecraft().getItemColors()
L992[12:46:43] <gigaherz> those two registries can be used to apply for tinting
L993[12:46:51] <williewillus> if you use tintIndex for your colors you probably don't even need the 2 color properties in bliockstates (unless you store it in meta? idk)
L994[12:46:54] <gigaherz> along with the tintIndex in the model json elements
L995[12:47:21] <Delenas> The colors are a single int in the tile. I'm gonna split that headache up too.
L996[12:47:28] <williewillus> okay then yeah
L997[12:47:33] <williewillus> this becomes much more manageable
L998[12:48:19] <williewillus> only plank + dir as blockstate properties
L999[12:48:23] <williewillus> color is applied by tinting
L1000[12:48:31] <williewillus> => 24 states :P
L1001[12:48:43] <williewillus> memory thanks you :P
L1002[12:48:57] <gigaherz> Delenas:
L1003[12:48:58] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L62,L89
L1004[12:49:13] <gigaherz> this is how I did the coloring for my custom "dust" stuff that looks a bit like redstone
L1005[12:49:34] <williewillus> gigaherz: do you know if thats called in the main thread?
L1006[12:49:37] <Delenas> Actually, the plank type is going to be dynamic too, so I'm not putting that in the blockstate either.
L1007[12:49:45] <gigaherz> no idea.
L1008[12:49:55] <williewillus> if not it needs the color put in getActualState
L1009[12:50:02] <williewillus> otherwise can just query the TE
L1010[12:53:33] <gigaherz> hmmm
L1011[12:53:39] <gigaherz> the grass color accesses the world
L1012[12:53:43] <gigaherz> from the block handler
L1013[12:53:46] <gigaherz> so it should be ok to do so
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L1015[12:54:01] <gigaherz> yep
L1016[12:54:02] <gigaherz> the flower pot
L1017[12:54:03] <gigaherz> TileEntity tileentity = worldIn.getTileEntity(pos);
L1018[12:54:05] <gigaherz> does this
L1019[12:54:05] <gigaherz> ;P
L1020[12:54:12] <williewillus> ok so we're safe lol
L1021[12:54:15] <gigaherz> so thread or not, Mojand thinks it's safe.
L1022[12:54:36] <gigaherz> ofc it also does
L1023[12:54:37] <gigaherz> if (tileentity instanceof TileEntityFlowerPot)
L1024[12:54:39] <gigaherz> ;P
L1025[12:54:51] <Ordinastie_> as long as you don't rely on the actual block being there for the position
L1026[12:54:53] <gigaherz> so I guess it accounts for the possibility of the block having changed ;P
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L1033[13:00:33] <Intektor> Can I parse a NBTTag by a String? Does a method exist?
L1034[13:00:42] <williewillus> commands do that
L1035[13:01:06] <williewillus> setblock, summon, give, etc. all have nbt args
L1036[13:01:10] <gigaherz> NBTUtils
L1037[13:01:18] <Intektor> ok thanks
L1038[13:01:42] <gigaherz> hmm or maybe that was another one
L1039[13:01:52] <gigaherz> oh wait
L1040[13:01:54] <gigaherz> JsonToNBT
L1041[13:01:54] <gigaherz> XD
L1042[13:02:01] <gigaherz> getTagFromJson
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L1044[13:06:30] <Delenas> Curiosity. Anyone know how vanilla handles the leather dying? The color mixing, I mean.
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L1046[13:07:07] <raoulvdberge> Sigh, Gradle broke my workspace out of nothing *again*
L1047[13:07:15] <Girafi> net.minecraft.item.crafting.RecipesArmorDyes , Delenas.
L1048[13:07:24] <raoulvdberge> Anyone else having periodical Gradle issues?
L1049[13:07:43] <Girafi> The rest of it should be in ItemArmor.
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L1051[13:10:25] <Delenas> EntitySheep handles the dying. What.
L1052[13:10:44] <Delenas> Oh, that's just to get rgb values. Still, what
L1053[13:16:37] <Temportalist> willieaway: do you know why I could be getting this error? esotericutils:models/item/ItemSpindle.json
L1054[13:16:46] <Temportalist> Caused by: java.io.FileNotFoundException: esotericutils:models/item/ItemSpindle.json
L1055[13:16:54] <Temportalist> I just did a setupDecompWorkspaced
L1056[13:16:58] <Temportalist> setupDecompWorkspace*
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L1058[13:25:20] <Temportalist> gigaherz: ^
L1059[13:30:03] <raoulvdberge> So, from a TE, *what* is the correct way to cause a block re-render?
L1060[13:30:07] <raoulvdberge> Currently doing: worldObj.notifyBlockUpdate(pos, worldObj.getBlockState(pos), worldObj.getBlockState(pos), 2 | 4);
L1061[13:30:14] <raoulvdberge> But pretty sure that causes a whole chunk update
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L1063[13:31:36] <Intektor> I am searching for an unicode sign, which can be good displayed, but is never used by someone in NBTTAgs,something like that ☘
L1064[13:31:45] <Intektor> well there is the problem, you can't see it :P
L1065[13:32:07] <Intektor> Just some letter, no one would ever use
L1066[13:34:31] <McJty> raoulvdberge, a block rerendering will always cause the chunk to update
L1067[13:34:38] <McJty> raoulvdberge, unless it is a TESR of course
L1068[13:36:12] <raoulvdberge> hmm
L1069[13:43:28] <Intektor> http://i.imgur.com/AJNXCdk.png how do I find all, not just the first_
L1070[13:43:34] <Intektor> ?
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L1077[14:05:01] <Delenas> What feels like ten years later.. [15:04:42] [Client thread/ERROR]: Suppressed additional 463 model loading errors for domain bedcraftbeyond
L1078[14:11:51] ⇨ Joins: DovahOfKiin (~admin@122.172.50.237)
L1079[14:12:42] <DovahOfKiin> How is the torch item model "bound" to the torch?
L1080[14:13:02] <DovahOfKiin> the torch item model never references the torch itself, how does Minecraft link the two?
L1081[14:14:07] <Lumien> RenderItem.registerItems
L1082[14:15:20] <DovahOfKiin> Lumien, can I call this method too?
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L1084[14:15:37] <Lumien> For your own items use ModelLoader.setCustomModelResourceLocation
L1085[14:16:09] <Lumien> https://github.com/lumien231/Random-Things/blob/master/src/main/java/lumien/randomthings/client/models/ItemModels.java
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L1087[14:17:35] <Delenas> Because I'm a nub. How would I sync a blockstate change from server to client?
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L1089[14:17:56] <Lumien> If you set it on the server it will automatically sync to clients
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L1092[14:18:01] <Lumien> as long as you use the flags for it
L1093[14:18:51] <DovahOfKiin> gotcha thanks
L1094[14:18:51] <Delenas> Flags?
L1095[14:19:04] <Lumien> World.setBlockState
L1096[14:19:27] <DovahOfKiin> Lumien, I want to know if I am doing this correctly
L1097[14:19:40] <DovahOfKiin> So, I made a block model which uses two elements
L1098[14:19:54] <DovahOfKiin> my item no longer loads its texture properly
L1099[14:20:08] <DovahOfKiin> So I do something like the torch item model did
L1100[14:20:32] <DovahOfKiin> and then on the client side, "bind" the torch ItemBlock to the block
L1101[14:20:44] <DovahOfKiin> am I doing it right, or is there a better method
L1102[14:21:00] <DovahOfKiin> I just want to do something like what the torch or brewing stand did
L1103[14:21:20] <DovahOfKiin> they have got complex models with more than one element, but they've got a 2d item texture
L1104[14:21:28] <Lumien> Just use ModelLoader.setCustomModelResourceLocation with the itemblock of the block
L1105[14:21:50] <DovahOfKiin> that's the best way to do it, no harm in doing that right?
L1106[14:22:40] <Lumien> That is the way to do it yes
L1107[14:23:25] <DovahOfKiin> thank you so much for the help
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L1109[14:24:46] <DovahOfKiin> that last parameter in the method, is the model resource location for the item or the block?
L1110[14:24:50] <DovahOfKiin> Item i presume
L1111[14:25:01] <Lumien> item
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L1113[14:31:59] <kashike> neat: https://github.com/MinecraftForge/MinecraftForge/issues/2789
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L1118[14:42:16] <masa> I consented my massive one character contribution to be relicensed ;D
L1119[14:43:51] <barteks2x> Does idea sometimes freezes for several seconds only for me?
L1120[14:44:12] <thor12022> well, that's a moderately daunting task
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L1122[14:45:06] <Pennyw95> barteks2x: I'm using eclipse so that might not be helpful, but performance improved alot after I disabled automatic building
L1123[14:45:27] <barteks2x> it freezes mainly after I un-minimize it
L1124[14:46:02] <barteks2x> may be related to swapping, I'm not sure. I'm constantly almost-out-of-memory
L1125[14:47:23] <vox> When I run out of memory IDEA is sometimes kind of slow
L1126[14:47:31] <vox> Definitely a memory-related issue though
L1127[14:47:48] <barteks2x> When I run out of memory I have like 3 seconds to close the offending program or the whole OS will freeze
L1128[14:48:47] <barteks2x> When that happens - if I manage ti switch to tty, login times out before it asks for password
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L1132[15:00:42] <capitalthree> barteks2x: how much ram do you have?
L1133[15:00:48] <barteks2x> 8GB
L1134[15:01:04] <capitalthree> hm that's not terrible but could be a lot better :P
L1135[15:01:42] <barteks2x> chromium itself eats 200MB-2GB of memory depending on what is open
L1136[15:02:12] <capitalthree> oh yeah chrome's memory use is a mess
L1137[15:02:47] <barteks2x> Then there are gradle daemons, IDEA which eats much more than it says it uses, and sometimes MInecraft instance that didn't properly close and is now half-dead
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L1139[15:03:14] <heldplayer> barteks2x: Linux? Swap partition on a hard drive?
L1140[15:03:23] <barteks2x> yes
L1141[15:03:41] <heldplayer> If yes and yes, then yes, that'll slow things down to a crawl as it desperately tries to move unused memory to swap :P
L1142[15:03:55] <barteks2x> it was mch worse when I didn't have swap
L1143[15:04:15] <heldplayer> Well, if you don't have swap the OS just starts killing programs :P
L1144[15:04:29] <barteks2x> it never works for me when it needs to
L1145[15:04:32] <heldplayer> Which is... less preferable
L1146[15:05:02] <barteks2x> I would prefer it to kill offending program than to freeze everything so much that login times out on TTY before it asks for password
L1147[15:06:00] <barteks2x> if I react quickly enough to switch to tty that is
L1148[15:09:10] <barteks2x> so if there is some way to firce it to start killing programs without waiting days for it do do anything - I would like to know.
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L1152[15:09:52] <wiresegal> does anyone know how to AccessTransform an entire class AND its constructor? (CooldownTracker.Cooldown)
L1153[15:10:06] <diesieben07> don't.
L1154[15:10:47] <gigaherz> hmmm would it be evil if being on fire wiht TNT in the inventory had a small chance per tick that one of those TNTs explodes?
L1155[15:10:52] <wiresegal> so... it's impossible, or ill-advised?
L1156[15:10:57] <diesieben07> Both.
L1157[15:10:59] <gigaherz> (well, gets primed and spawns into the world)
L1158[15:11:15] <wiresegal> well, now how am I going to edit the cooldown tracker... >.>
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L1160[15:12:15] <gigaherz> wiresegal: can you create a forwarding wrapper, that just replaces the needed methodswith your own impl?
L1161[15:12:25] <gigaherz> I do that with the CombatTracker of players, in my Survivalist mod
L1162[15:13:19] <wiresegal> i'm not sure what you mean by a Forwarding wrapper...
L1163[15:13:39] <gigaherz> I mean like
L1164[15:13:44] <gigaherz> class X extends Y
L1165[15:13:45] <gigaherz> {
L1166[15:13:52] <gigaherz> Y inner = new Y();
L1167[15:14:01] <gigaherz> public void method() { Y.method(); }
L1168[15:14:11] <gigaherz> public void method_customized() {
L1169[15:14:15] <gigaherz> do work but not call Y
L1170[15:14:16] <gigaherz> }
L1171[15:14:17] <gigaherz> }
L1172[15:14:34] <wiresegal> i'm not sure I can do that to a final field... can I?
L1173[15:14:39] <gigaherz> I don't know if that's possible in your situation
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L1175[15:15:16] <wiresegal> oh well :/ reflection hackery it is
L1176[15:15:22] <gigaherz> field "final" is just a hint
L1177[15:15:25] <gigaherz> reflection would do
L1178[15:15:36] <gigaherz> just remember to cache the Field object
L1179[15:15:51] <gigaherz> since querying the Field/Method objects is the slowest part
L1180[15:15:52] <wiresegal> reflection to get the package-public class and instantiate it is my plan though
L1181[15:17:15] <barteks2x> if it's final I think you need to use reflection to set modifiers in that field object before setting it
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L1187[15:28:13] <theFlaxbeard> If my block renders as a TESR in-world, is it worth it performance wise to make a static block model for the inventory? It only animates when placed.
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L1191[15:39:33] <LatvianModder> ok, wth
L1192[15:39:48] <LatvianModder> Why server side has to have an I18n?
L1193[15:40:18] <LatvianModder> Why couldnt just leave only net.minecraft.client.resources.I18n?
L1194[15:40:43] <kashike> because both have translations?
L1195[15:41:04] <diesieben07> because legacy
L1196[15:41:19] <LatvianModder> not really. server side isnt supposed to have any translations
L1197[15:41:36] <LatvianModder> I hope that goes away in 1.10
L1198[15:41:41] <LatvianModder> It probably wont
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L1200[15:42:01] <kashike> it uses it for english-only, it needs a place to go from key -> value for console/etc
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L1202[15:42:53] <LatvianModder> I guess, but just server side could also have hardcoded values aswell. Its english-only either way...
L1203[15:42:59] <wiresegal> how would I access-transform a subclass?
L1204[15:43:22] <gigaherz> inner classes look like "package.Parent$Child"
L1205[15:43:26] <kashike> yes, because it totally makes sense to have two sets of code, one with translation keys and one without
L1206[15:43:32] <gigaherz> but dunno how inner classes differ from nested ones
L1207[15:43:49] <wiresegal> is there a way to target the init method? the accesstransformer doesn't like it...
L1208[15:43:58] <gigaherz> no idea, th at's beyond my knowledge
L1209[15:44:05] <wiresegal> line is net.minecraft.util.CooldownTracker$Cooldown <init>(II)V
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L1218[15:52:28] <masa> why does twitch show me makeup ads half the time... ad targeting not really working? :p
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L1223[16:02:10] <barteks2x> I finally moved everything to Mixin :D
L1224[16:03:02] <gigaherz> masa: did you opt out of targetting, or have tracking blockers?
L1225[16:03:12] <gigaherz> I don't see ads at all -- adblock blocks them
L1226[16:06:03] <masa> you ungrateful shit :D
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L1228[16:06:28] <masa> I've disabled adblock on twitch, youtube and some other sites to support the content creators
L1229[16:06:59] <masa> and I haven't set up any tracking blocking stuff anywhere
L1230[16:07:20] <masa> might just be that there aren't that many ads for this region or something
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L1232[16:07:58] <masa> a while back I used to get the same ad every time over a period
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L1236[16:10:25] <barteks2x> I just got an impossible NPE and I can't make it happen again...
L1237[16:11:09] <gigaherz> I get a random ConcurrentModificationException like once a week or so
L1238[16:11:11] <gigaherz> when starting mc
L1239[16:11:17] <gigaherz> from the dev env
L1240[16:11:25] <gigaherz> regardless of mods and such
L1241[16:11:35] <gigaherz> it just... happens sporadically
L1242[16:12:17] <barteks2x> I have a different randome rror when starting mc, the one related to the new forge loading screen. It sometimes happens. With probability inversly proportional to loading time.
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L1244[16:15:07] <barteks2x> I really have no idea how that NPE could possibly happen
L1245[16:15:39] <barteks2x> It's in my code and I don't understand how it's possible
L1246[16:16:24] <thor12022> you can probably set your IDE to break upon the NPE being thrown
L1247[16:16:52] <barteks2x> The thing is that it's so rare that I can't reproduce it
L1248[16:17:59] <barteks2x> it's in worldgen light calculation code, I'm flying around for 5 min already and haven't seen it
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L1251[16:24:59] <barteks2x> And now I got different error that essentially means the same thing... now AssertionError
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L1253[16:36:24] <gigaherz> dafuq
L1254[16:36:25] <gigaherz> XD
L1255[16:36:26] <gigaherz> # A fatal error has been detected by the Java Runtime Environment:
L1256[16:36:26] <gigaherz> #
L1257[16:36:26] <gigaherz> # EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x000000005896ba63, pid=15512, tid=20968
L1258[16:37:33] <gigaherz> I think IDEA made a mistake trying to hotswap classes :/
L1259[16:38:13] <gigaherz> nope
L1260[16:38:20] <gigaherz> I seem to have managed to find some bug in the jvm :/
L1261[16:39:36] <PG85> Hey folks, I'm trying to get a gradle build working with 1.8.9 but I can't get it to work and I have no idea what I'm doing wrong. I can build and debug just fine in eclipse but when i use /gradle build it keeps coming back with "cannot find symbol" for certain mc methods like net.minecraft.world.gen.structure.MapGenStructure.generate(IChunkProvider chunkProviderIn, World worldIn, int
L1262[16:39:36] <PG85> x, int z, ChunkPrimer chunkPrimerIn)
L1263[16:39:38] <gigaherz> hmm
L1264[16:39:40] <gigaherz> removed a breakpoint
L1265[16:39:44] <gigaherz> bug doesn't happen anymore
L1266[16:39:46] * gigaherz shrugs
L1267[16:40:02] <thor12022> Magic.
L1268[16:40:26] <gigaherz> \o/
L1269[16:40:34] <barteks2x> how is this even possible? http://imgur.com/a/Gv4zt
L1270[16:40:34] <gigaherz> assigning colors to my enderchests with dyes works
L1271[16:40:43] <gigaherz> at least with vanilla dyes ;P
L1272[16:43:28] <barteks2x> I'm literally getting impossible exception
L1273[16:43:34] <barteks2x> it cannot possibly happen
L1274[16:43:51] <gigaherz> hm?
L1275[16:44:01] <gigaherz> got code to show? ;P
L1276[16:44:29] <barteks2x> http://imgur.com/a/Gv4zt <-- here is my screenshot from IDE that shows all the needed code
L1277[16:44:57] <barteks2x> and it shows exactly what happened
L1278[16:46:07] <barteks2x> The only possible explanation is that chunks are being unloaded while my code is running
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L1280[16:46:44] <barteks2x> And the code that does it is already on my github
L1281[16:47:43] <masa> PG85: are you using the same mappings in the IDE and the build script?
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L1283[16:48:16] <PG85> haven't seen any reference to mappings in eclipse tbh, I do see them in the build script
L1284[16:49:31] <PG85> checking all over eclipse, sec :P
L1285[16:50:11] <masa> well it depends on your workspace setup, but I'm assuming it's more or less the MDK with your code slapped in, so then it should be the one and only mapping defined in the build.gradle
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L1287[16:50:33] <masa> so then it shouldn't be a problem with that
L1288[16:51:01] <thor12022> unless you've changed your mappings since you made the workspace
L1289[16:52:18] <thor12022> erm eclipse project, not necessarily workspace
L1290[16:52:42] <PG85> it may not be exactly the MDK, I have been moving stuff around since I started. I guess I'll get a fresh copy of the MDK and put my code in and see if that works, thanks :)
L1291[16:52:53] <PG85> (please let this work.. lol)
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L1294[16:56:49] <barteks2x> I still see no possible explanation of my error. I know something is wrong in my code but this seror makes no sense to me
L1295[17:07:03] <tterrag> barteks2x: what is diffuseSkyLightForBlockColumn ?
L1296[17:07:29] <barteks2x> is spreads skylight at given x/z between minY and maxY
L1297[17:07:42] <tterrag> and it returns?
L1298[17:07:49] <barteks2x> if it was successfu
L1299[17:07:51] <barteks2x> l
L1300[17:08:09] <tterrag> one of those must be returning false
L1301[17:08:13] <tterrag> figure out which one
L1302[17:08:19] <tterrag> your "error" is far from "impossible"
L1303[17:08:20] <PG85> w00t got it running, thx thor!
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L1305[17:09:30] <luacs1998> been out of the loop for a while, can someone tell me what project FAIL is?
L1306[17:09:39] <barteks2x> it &= all results from world.checkLightFor, and world.checkLightFor retuns false only if world.isAreaLoaded(pos, 17, false) returns false. But before that I check if world.isAreaLoaded(minYCenterXZ, 18, false) and orld.isAreaLoaded(maxYCenterXZ, 18, false) return false
L1307[17:10:33] <barteks2x> I thought it may be because minY and maxY are different by bug value, but they differ by 1
L1308[17:10:36] <LexManos> luacs1998, https://github.com/MinecraftForge/MinecraftForge/issues/2789
L1309[17:11:12] <luacs1998> thanks lex
L1310[17:11:30] <luacs1998> i already saw that, but since "trivial contributions" have implied consent?
L1311[17:11:39] <luacs1998> i'm fine with it anyway, for the rrecord
L1312[17:12:09] <gigaherz> Oh! I didn't know about that, I'll go "sign"
L1313[17:12:43] <gigaherz> done.
L1314[17:13:05] <LexManos> you dont classify as trivial
L1315[17:13:16] <LexManos> it is, but its a bunch of lines in the readme
L1316[17:13:20] <LexManos> it'd better to just give it
L1317[17:13:25] <luacs1998> given anyway
L1318[17:15:41] <luacs1998> anyway <luacs1998> been out of the loop for a while, can someone tell me what project FAIL is?
L1319[17:18:26] <LexManos> a more abstracted project then Forge
L1320[17:18:57] <luacs1998> so basically something on the sponge sort of level
L1321[17:19:14] <luacs1998> will it be replacing forge going forward, especially if and when json modding becomes a legit thing?
L1322[17:20:14] <LexManos> Yes, and no.
L1323[17:20:24] <LexManos> It wont be replacing anything, just our official abstraction
L1324[17:20:49] <capitalthree> oh good :D I was hoping forge would get some better abstraction
L1325[17:20:51] <luacs1998> ok thanks for the answers
L1326[17:21:37] <unascribed> "FAIL", because "FML" wasn't an unfortunate enough acronym :D
L1327[17:21:50] <gigaherz> I assumed it was purposeful
L1328[17:22:04] <LexManos> ;)
L1329[17:22:08] <unascribed> well yes nobody names their project "FAIL" or "FML" on accident
L1330[17:22:12] <unascribed> but I'm seeing a theme here :P
L1331[17:22:19] <gigaherz> could have easily been "Forge Abstraction Layer" and it wouldn't spell "FAIL" ;P
L1332[17:22:49] <wire|away> Lex, is this what you talked about at Minecon on the modding panel?
L1333[17:22:51] <LexManos> Its a new rule, all Forge projects have to have dual acronyms.
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L1349[18:13:41] <barteks2x> The error I'm getting is literally impossible. Just to check my sanity I did something that cannot possibly fail in that place. And it did. http://pastebin.com/AZ3wsza3
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L1351[18:16:39] <masa> yay for threads?
L1352[18:18:57] <barteks2x> I don't use threads... only client and server
L1353[18:19:44] <barteks2x> and chunk IO thread
L1354[18:20:02] <barteks2x> but this one only writes serialized NBT data to disk
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L1356[18:21:06] <barteks2x> and I have save file where is happens every time I load it and move by a few blocks
L1357[18:24:48] <barteks2x> And WTF!? When I evaluated exacly the same expression in debugger, it's true
L1358[18:25:41] <barteks2x> I got it to change under debugger with the same data.
L1359[18:29:06] <tterrag> either isAreaLoaded is mutating the state
L1360[18:29:09] <tterrag> or you have a race condition
L1361[18:29:33] <tterrag> also, chunk compilation is threaded
L1362[18:30:26] <barteks2x> it's still in breakpoint and I'm evaluating the same expression over and over again
L1363[18:30:36] <barteks2x> so no other code is running
L1364[18:30:48] <barteks2x> isAreaLoaded must be doing something strange
L1365[18:31:00] <tterrag> "no other code is running" except other threads
L1366[18:31:07] <barteks2x> all threads are paused
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L1369[18:32:12] <tterrag> really?
L1370[18:33:14] <tterrag> what makes you think that
L1371[18:33:16] <barteks2x> yes, I can see stack frames of all threads and for all threads examine variables in where they are. And I'm evaluating world.isAreaLoaded(pos, 17, false) expression over and over again, sometimes it gives true, sometimes false
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L1376[18:34:51] <tterrag> then its broken
L1377[18:35:43] <barteks2x> and I have no idea how to figure out in what way it's broken.
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L1379[18:36:21] <barteks2x> because I can't set breakpoint for eexpression evaluation while I'm at a breakpoint
L1380[18:38:52] <tterrag> sure you can?
L1381[18:39:05] <tterrag> why not just step into the method?
L1382[18:39:28] <barteks2x> Because it's exception breakpoint
L1383[18:39:57] <barteks2x> if I continue - it will print stacktrace and stop
L1384[18:40:26] <barteks2x> And I see no place where it could possibly mutate state
L1385[18:40:48] <barteks2x> it's prety much only hashMap.get() everywhere
L1386[18:42:18] <tterrag> stop using an exception break point then
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L1388[18:46:24] <barteks2x> is HashMap.get() thread safe with concurrent get() calls?
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L1391[18:48:01] <barteks2x> Cuchaz's old code bites in unexpected places...
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L1394[18:48:30] <capitalthree> hashmaps are threadsafe for read-only access, as long as it's not concurrent with write accesses
L1395[18:48:40] <barteks2x> then it should be fine
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L1398[18:49:50] <barteks2x> but that is the only explanation I can find
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L1401[18:51:57] <barteks2x> WTF!? Debugger skips breakpoints when there are 2 threads hitting the same breakpoints
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L1407[18:58:07] <barteks2x> Everything seems to be right from debugger.
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L1411[19:03:02] <barteks2x> System.out.println() may be more sensible debugging approach here
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L1413[19:17:10] <LexManos> Anyone on this list who hasnt signed yet, please do so: https://github.com/MinecraftForge/MinecraftForge/issues/2789
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L1415[19:22:15] <barteks2x> Does evaluating expression cause all threads to continue execution?
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L1434[20:00:42] <barteks2x> Oh... my... god. Once I realized how horribly wrong my code was - I'm suprised that anything worked at all.
L1435[20:01:32] <barteks2x> private static final BlockPos.MutableBlockPos pos = new BlockPos.MutableBlockPos(); // this was used from 2 different threads
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L1440[20:20:19] <williewillus> why the field level mutable pos anyway? :P
L1441[20:21:11] <Sollux-Captor> So I need to keep a list of lists but when I output all of the values in the list of the list of lists at i, All it does is repeat the same values over and over again of the last list of the entry.
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L1443[20:22:04] <Sollux-Captor> Let me get my output code.
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L1445[20:24:47] <masa> oh hey Sollux-Captor o/
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L1447[20:25:07] <masa> I finally added that quick-stack item to my mod a couple of days ago
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L1449[20:25:48] <masa> I won't bother making a separate mod for it since there already seem to be several mods doing that
L1450[20:26:26] <Sollux-Captor> hi masa o/
L1451[20:26:39] <Sollux-Captor> Oh nice!
L1452[20:26:46] <Sollux-Captor> Anyways, here is my code.https://paste.ee/p/aH837
L1453[20:27:04] <Sollux-Captor> The output is only outputting the last entry of the list of lists
L1454[20:27:37] <masa> https://www.youtube.com/watch?v=AkBA6DkYigo that's a video of me testing/debugging the position iteration code for it :p
L1455[20:28:30] <Sollux-Captor> pretty cool!
L1456[20:29:10] <Sollux-Captor> Any idea what is wrong with my code?
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L1459[20:30:09] <Sollux-Captor> Just got booted for some reason
L1460[20:30:16] <barteks2x> willieaway, initlally it was performance critical code and creating many instances of BlockPos was expensive, and the easiest way to fix it was to make private final (not static) MutableBlockPos, but then I thought that it would be a good idea to make all of these methods static because there was only one place I used them in. (One place in code, but 2 threads actually). And I forgot that this field will be shared
L1461[20:30:16] <barteks2x> between threads
L1462[20:31:16] <masa> Sollux-Captor: hm, wait, so you are trying to add the same list (tempStack) to the grousp list and you clear it every iteration too?
L1463[20:31:47] <Sollux-Captor> I clear the tempList every iteration.
L1464[20:31:56] <masa> you'd need to create new instances
L1465[20:32:13] <Sollux-Captor> I tried that, that did not work either.
L1466[20:32:16] <masa> otherwise you are working with the one and only tempStack list each iteration
L1467[20:33:15] <Sollux-Captor> Let me test my output with List<ItemStack> tempStack = new ArrayList() replacing tempStack.clear();
L1468[20:34:00] <Sollux-Captor> Ok I am about to rage. . . That was not working a second ago with the same exact code!! What the hell?!?
L1469[20:34:16] <Sollux-Captor> Now that you told me to do that, it magically starts working xD
L1470[20:34:21] <masa> :D
L1471[20:34:27] <masa> it's magic!
L1472[20:34:28] * Sollux-Captor Magix
L1473[20:34:39] <Sollux-Captor> Thank you for your magical powers.
L1474[20:34:42] <masa> raging on IRC usually fixes everything
L1475[20:35:16] <Sollux-Captor> "Have you tried turning it on and off again?
L1476[20:35:22] <Sollux-Captor> YES!
L1477[20:35:26] <Sollux-Captor> "try again"
L1478[20:35:33] <Sollux-Captor> OMFG HOW DID THAT WORK?
L1479[20:35:46] <Sollux-Captor> Such is life.
L1480[20:35:53] <masa> remember that the USB-connector is four-dimensional
L1481[20:36:07] <Sollux-Captor> haha
L1482[20:36:36] <masa> http://cubiclebot.com/wp-content/uploads/2011/10/usb.jpg
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L1484[20:37:11] <Sollux-Captor> That reminds me of a picture!
L1485[20:37:13] <barteks2x> ^I sometimes have to try up to 7 times
L1486[20:37:20] <masa> :D
L1487[20:37:58] <masa> but anyway, time for some sleep, timezone everyone o/
L1488[20:38:57] <Sollux-Captor> https://www.dropbox.com/s/p1nzagg7bi6gsh2/1461505000776.jpeg?dl=0
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L1511[21:51:43] <wiresegal> oh no, the potions don't rebind... you can't make a mod potion effect without causing texture conflicts in the ingame HUD or using the vanilla sheet...
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L1516[21:59:41] <barteks2x> I have a weird problem. When I run my mod in production environment it doesn't add a world type.
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L1523[22:06:35] <barteks2x> nevermind, caused by mixins again
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L1525[22:08:58] <theFlaxbeard> I'm having an interesting issue - I want to tell when my block is broken, but it only triggers breakBlock() on the server. I've passed it to the client via a packet, but by the time the packet arrives the block is broken. Am I missing a better way to do this?
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L1527[22:14:11] <barteks2x> actually, it's not added even if I remove mixins and coremod
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L1530[22:25:16] <FusionLord> >
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L1533[22:51:40] <Tatsu> I need more help with my spawning logic...
L1534[22:51:52] <Tatsu> My entity still doesn't spawn.
L1535[22:51:53] <Tatsu> https://gist.github.com/tatsu011/a4ced9106cd033681a21528f065258f1
L1536[22:51:56] <Tatsu> updated gist.
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L1545[23:09:28] <killjoy> So I fucked up a build today
L1546[23:09:50] <killjoy> Like a noob, I brushed against the socket pins while installing the cooler mount
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L1548[23:12:08] <Tatsu> That sucks.
L1549[23:12:17] <killjoy> Luckily, Amazon will replace it
L1550[23:13:13] <barteks2x> My mod just refused to work in production environment in all ways possible
L1551[23:13:20] <illy> My last build the board I got was DOA
L1552[23:13:23] <barteks2x> refuses*
L1553[23:13:38] <killjoy> Yeah... that happened to me to... *shifty eyes*
L1554[23:13:48] <killjoy> Those pins came bent!
L1555[23:14:33] <illy> It wouldnt POST and I becamse very veryy angry
L1556[23:14:46] <killjoy> Yeah.. that's what I told the lady on the phone
L1557[23:14:57] <killjoy> my board is broke, replace it
L1558[23:15:19] <tterrag> illy: same here
L1559[23:15:28] <tterrag> mobo being DOA is definitely the worst case
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L1561[23:15:35] <killjoy> Yes, all of us had DOA boards
L1562[23:15:35] <tterrag> because you have to test EVERYTHING else first
L1563[23:15:56] <killjoy> no questions asked
L1564[23:17:20] <illy> I still have to buy a new GPU but right now I dont want to spend any more money
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