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L20[01:59:56] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160509 mappings to Forge Maven.
L21[02:00:00] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160509-1.9.zip (mappings
= "snapshot_20160509" in build.gradle).
L22[02:00:10] <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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L24[02:02:41] ⇨
Joins: nullifiedcat (~nullified@188.244.37.186)
L25[02:02:53] <nullifiedcat> hello
guys
L26[02:05:22] <KitKat> o/
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L35[02:49:26] ⇨
Joins: Larry1123 (Larry1123@irc.larry1123.net)
L36[02:52:16] <ghz|afk> ..........
L37[02:52:56] <ghz|afk> New comment on your
video: Ender-Rift Mod - Rift structure creation
tutorial"
L38[02:52:56] <ghz|afk> Yko Suiza:
WHY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! I dont have the Rift
Interface!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!YOU
COCK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!PLS TELL me why this
is
L39[02:52:58] <ghz|afk> ...
L40[02:53:24] <ghz|afk> well that's not
really a good way to ask people to be helpful XD
L41[02:56:34] <Cypher121> ghz|afk: it would
be a bad way, but
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
makes it better, didn't you know?
L43[02:58:46] <ghz|afk> no idea how to link
to my own comment so I linked to the dude's comment ;P
L44[02:59:15] ⇦
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L45[02:59:46] ⇨
Joins: baegmon
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L46[03:02:17] <Cypher121> ghz|afk: read his
channel description
L47[03:02:20] <Cypher121> that's some good
shit
L48[03:03:55] <sham1> what is happening
here
L49[03:04:30] <sham1> All I see is giga
shitposting
L50[03:04:57] *
Cypher121 is sad because his shitposting has been
ignored
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L59[03:48:16] <ghz|afk> o\
L60[03:48:24] <Wuppy> wazza gigaherz?
L61[03:49:06] <ghz|afk> Woke up late, with
a headache
L62[03:49:16] <ghz|afk> and no news of the
laptop waiting for me at the office
L63[03:49:16] <Wuppy> that's not good
:<
L64[03:49:22] <ghz|afk> so I called in sick
and stayed home
L65[03:49:34] <Wuppy> that's nice :P
L66[03:49:42] <Wuppy> I've got 3 meetings
lined up today
L67[03:49:58] <Wuppy> but it's like 25C
outside so I'm not to happy with that :P
L68[03:53:16] <baegmon> uh just wondering,
is there a "OP" equivalent thingy in forge?
L69[03:53:49] ⇦
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L70[03:56:37] <sham1> What do you
mean
L71[03:57:50] <sham1> Define "'OP'
equivalent"
L72[03:58:24] <baegmon> oh in bukkit OP is
like giving someone full admin privelege?
L73[03:58:37] <baegmon> privilege*
L74[03:58:47] <ghz|afk> forge mods
generally don't have permissions
L75[03:59:04] <ghz|afk> opping an user in
the server does enable most commands that would normally not be
allowed
L76[03:59:16] <ghz|afk> but that's just
following along with vanilla command access levels
L77[04:00:02] <baegmon> ah I see, looks
like I'll try to build it myself :P
L78[04:00:27] <ghz|afk> what were you
thinking of?
L79[04:00:30] <ghz|afk> I mean
L80[04:00:47] <ghz|afk> what do you want
opped players to be able to do, that you normally can't?
L81[04:06:14] ⇦
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L82[04:09:53] <baegmon> @ghz no clue,
probably will just build it first and see from there :L
L83[04:09:54] <Cypher121> doesn't minecraft
itself have privilege levels?
L84[04:09:57] <baegmon> I mean its all for
fun sooooo
L85[04:10:19] <Cypher121> iirc, it was
something like 3 for command blocks, 5 for console
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L87[04:10:52] <ghz|afk> I don't think you
can adjust the player level, though?
L88[04:10:57] <ghz|afk> there's just the
one setting in server.properties
L89[04:11:08] <ghz|afk> that tells you how
high the privilege level of the opped players is
L90[04:11:52] ⇨
Joins: Ordinastie_
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L91[04:11:53] <Cypher121> yeah, you
probably can't
L92[04:12:10] <Cypher121> at least it
allows to set level for your command and check against it
L93[04:13:45] <ghz|afk> IMO they should
have made it possible to specify a player level per player
L94[04:14:10] <ghz|afk> or even named
levels
L95[04:14:13] <ghz|afk> something
like
L96[04:14:14] <baegmon> yea that would've
been pretty nice
L97[04:14:26] <Cypher121> well, there are
many things mojang should have done
L98[04:14:30] <ghz|afk> {
"levels": { "normal": 0, "mod": 2,
"admin": 3" },
L99[04:14:34] <Cypher121> but we're not
there, at least yet
L100[04:14:43] <ghz|afk>
"players": { "uuid-of-player": "mod"
}
L101[04:14:44] <ghz|afk> }
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L108[04:27:15] <Cazzar> So contemplating
getting a 1080 now
L109[04:28:47] <Ordinastie_> you should
probably wait a bit
L110[04:29:46]
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L111[04:31:31] <baegmon> stronger than a
titan at half the price seems like a decent investment tbh
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L113[04:31:38]
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L116[04:36:50] <Cazzar> Ordinastie_: screw
the rules, I have money?
L117[04:37:10] <Ordinastie_> if you really
want to use your money, I want one too :p
L118[04:37:42] <Cazzar> I don't have the
money for a titan :P
L119[04:38:02] <Ordinastie_> I'll settle
for a 1070
L120[04:40:25] <Cazzar> Though, that's
only an upgrade of 200 :P
L121[04:42:53] <Ordinastie_> I'll probably
buy one too
L122[04:43:03] <Ordinastie_> that'll be a
nice upgrade from my GTX 680
L123[04:46:33] <Cazzar> :P
L124[04:46:39] <Cazzar> I also need a new
mobo/cpu :P
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L126[04:46:45] <Cypher121> I got 970 4
months ago for ~$300
L127[04:48:05] <Cypher121> not sure how I
feel about the fact that 1070 costs just as much
L128[05:00:29] ***
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L130[05:07:12] <auenf> Cypher121, 1070
will cost just as much, but 970 will drop in price soon
enough
L131[05:07:18] <auenf> happens every year
when new cards come out
L132[05:18:22] <baegmon> that sad feeling
when my 380 is only like 2 months old :/
L133[05:18:33] <baegmon> probs will move
to the 1080 though, this amd card is looooooooooud
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L135[05:24:02] ***
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L136[05:24:54] <Cypher121> auenf: yeah,
but I already have one, so it only means I won't be able to sell it
for much
L137[05:27:50] <auenf> technology is
always obsolete before you buy it
L138[05:32:09] <pig> PaleOff: did you make
a port or somethign?
L139[05:50:15] <ghz|afk> nah he suggested
the feature
L140[05:50:26] <ghz|afk> but then said he
was too busy to do it himself
L141[05:50:33] <ghz|afk> the port*
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L153[06:57:49] <sham1> 22 degrees
centigrade :C
L154[06:57:58] <sham1> So warm
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L158[07:16:07] <Wuppy> ugh our school is
being stupid.... again
L159[07:16:41] <Wuppy> they expect the
boards of all student associations to be in church (not for a
religious thing, but a gathering) on the most important day of the
year for us
L160[07:16:54] <Wuppy> the one during
introduction camp where we all get 90% of our members from
L161[07:17:40] ***
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L162[07:21:09] <ghz|afk> unascribed: coudl
it be that my player is "broken" from using the old
version of backlytra? I'm still experiencing weird behaviour
L163[07:21:09] <ghz|afk> ;P
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L172[07:43:10] <baegmon> hm my local
server is running 18549ms behind according to the terminal despite
having 95% memory being free and 0 mods running, anyone run into
similar problems?
L173[07:43:59] <Wuppy> that's a lot of ms
:P
L174[07:44:56] ***
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L176[07:45:14] <baegmon> yea I have no
idea why, I'm trying this out on pretty much a fresh environment.
While moving forward in creative mode in the air it climbs to
average 50ms ticks
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L183[07:56:31] <Ivorius> Oh fuck
this
L184[07:56:35] <Ivorius> Is rotateBlock
really broken?
L185[07:57:24] <Ivorius> north south west
east my ass
L186[07:58:27] <Ivorius> Oh well, I'll
just scrap compatibility and add my own interface, this approach is
shitty anyway
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L207[09:07:04] ***
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L208[09:07:29] <williewillus> Ivorius:
define "broken"
L209[09:07:53] <Ivorius> It rotates north
south west east
L210[09:07:58] <Ivorius> Which is
completely useless
L211[09:08:07] <williewillus> uhhh
what
L212[09:08:23] <williewillus> yes,
completely useless FOR YOU
L213[09:08:26] <Ivorius> Since 1.8
L214[09:08:39] <williewillus> it simply
cycles any facing property it finds
L215[09:08:44] <Ivorius> No, it is
useless
L216[09:08:49] <williewillus> and since
mojang defined enumfacing in that order then it cycles in that
order
L217[09:08:51] <Ivorius> Since it isn't
standardized
L218[09:08:53] <williewillus> useless for
you
L219[09:09:05] <Ivorius> If you don't know
how it rotates
L220[09:09:09] <Ivorius> It is
useless
L221[09:09:11] <williewillus> it sure is,
it follows the enumfacing ordering
L222[09:09:16] <williewillus> -.-
L223[09:09:16] <Ivorius> 'rotate
somewhere' yeah sure
L224[09:09:43] <williewillus> like i
said.. it follows the ordering defined by EnumFacing
L225[09:09:46] <Ivorius> Except arbitrary
wrench items, tell me one application for this method
L226[09:10:08] <Ivorius> (even though even
those would feel awkward)
L227[09:10:56] <williewillus> what are you
trying to acheive?
L228[09:11:03] <williewillus> and if it's
broken help fix it instead of bitching
L229[09:11:35] <Ivorius> Don't you Lex
me
L230[09:11:43] <Ivorius> I'll bitch at bad
design whenever I want
L231[09:11:45]
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L232[09:11:49] <williewillus> yes then
help fix it
L233[09:11:49] <Ordinastie_> haha
L234[09:12:02] <williewillus> doing that
helps nothing
L235[09:12:16] <Ordinastie_> Ivorius,
don't try to help too much though, it can end badly :p
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L237[09:12:44] <williewillus> what does
that even mean :P
L238[09:12:52] <Ivorius> You know exactly
what it means
L239[09:13:01] <williewillus> no I don't
:P
L240[09:13:04] <williewillus> enlighten
me
L241[09:13:18] <Ivorius> Also still no
dimension dict from XCompWiz
L242[09:13:25] <Ivorius> Since like one
and a half years
L243[09:13:43] <Ordinastie_> substitution
is still broken
L244[09:13:45] <Ivorius> This is why you
don't delegate tasks I already solved to arbitrary 'experts'
>.>
L245[09:14:58] <williewillus> yes, because
he has something called real life
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L247[09:15:27] <Ivorius> ... I don't even
know how to respond to that
L248[09:15:34] <Ivorius> That's a retarded
statement
L249[09:15:39] <williewillus> why is
that?
L250[09:15:44] <Ivorius> Oh come on
L251[09:16:36] <Ivorius> Let me just
delegate the newest issue to fucking Linus Torvalds
L252[09:16:44] <Ivorius> Oh he didn't fix
it? Oh well he must just be busy
L253[09:17:26] <williewillus> so what is
your proposed solution to this problem?
L254[09:17:54] <Ivorius> Which one are we
talking now
L255[09:17:57] <Ivorius> Rotation?
L256[09:18:01] <williewillus> both
L257[09:18:04] <williewillus> the
dimension one more
L258[09:19:05] <Ivorius> For rotation I
would either expose facing values to be transformed or read out by
whoever wants to work with them
L259[09:19:16] <Ivorius> Or pass them the
full transformation algorithm to figure it out themselves
L260[09:19:42] <Ivorius> Both of which I
do, depending on what the block prefers
L261[09:20:23] <Ivorius> As for the
dimension dict, I had made a pr that was generally decently
received until XCompWiz said he'd rather do his own approach
L262[09:20:29] <Ivorius> Which he
didn't
L263[09:20:55] <tterrag> link?
L264[09:21:15] <williewillus> 1671
L266[09:23:13] <Ivorius> I reminded him 3
times already tho
L267[09:25:15] ⇦
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L268[09:25:29] ***
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L270[09:26:23] <Ivorius> Aha
L271[09:26:38] <Ivorius> That's cool for
him, and I didn't do much at all for a whole year either
L272[09:26:58] <Ivorius> But even before
that he had like a full year
L273[09:27:41] <Ivorius> It's a thing you
can do in a day
L274[09:27:54] <tterrag> So reopen your pr
and/or improve it?
L275[09:28:56] <Ivorius> I'll hit him up
to see if he wants to do it within the next week, otherwise I'll
reopen
L276[09:29:17] <tterrag> That's fair
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L288[10:11:24] <masa> uh, the
"minor" bugs you suddenly find... it seems that currently
the only way to get stuff out of my furnace output slot is to
shift-click... you can't left or right click or even use hoppers,
like wat,when did this happen... :D
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L300[10:42:21] <theFlaxbeard> What's the
way to force a TE to send a packet in 1.8.9?
L301[10:42:25] <theFlaxbeard> Like
markblockforupdate in 1.7
L302[10:42:29] <theFlaxbeard> markDirty
doesn't seem to
L303[10:42:55] ***
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L304[10:43:13] <williewillus>
notifyBlockUpdate
L305[10:43:35] <williewillus> masa:
capas
L306[10:43:41] <williewillus>
slotitemhandler uses insert/extractItem
L307[10:43:47] <williewillus> ?
L308[10:44:21] <theFlaxbeard> Is there a
way to just update the TE without adjusting blockstate?
L309[10:44:41] <williewillus>
notifyBlockUpdate does that
L310[10:44:43] <williewillus> just pass
the same state
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L312[10:44:51] <williewillus> (iirc)
L313[10:45:09] <tterrag> you want to send
a description packet?
L314[10:45:12] <williewillus> actually not
100% that it sends te packets, but pretty sure. If not you can just
send the packet manually :P
L315[10:45:14] <theFlaxbeard> Yup
L316[10:45:55] <theFlaxbeard> Works if I
pass the same state, not sure if there's a better way though
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L318[10:46:24] <tterrag> description
packet should only concern things that affect the clientside
version of the block. it is what gets sent any time a block needs
to be redrawn
L319[10:46:34] <tterrag> other data,
unrelated to block rendering, should be synced separately
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L321[10:46:52] <tterrag> stuffing
everything into your description packet is wasteful
L322[10:47:21]
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L323[10:48:42] <theFlaxbeard> That's the
plan
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L325[10:48:56] <theFlaxbeard> Just sending
active/inactive state which I can't fit into the blockstate
L326[10:49:22] <theFlaxbeard> We still
only have 4 bits for metadata right?
L327[10:53:30] <ghz|afk> yup
L328[10:53:42] <ghz|afk> and the world
only stores the block+meta
L329[10:53:47] <ghz|afk> not the exact
blockstate you use
L330[10:54:08] <ghz|afk> hence why
getActualState is there
L331[10:54:17] <ghz|afk> so you can use
data from neighbours and/or TE
L332[10:54:52] <theFlaxbeard> Right
L333[10:55:00] <theFlaxbeard> So I'm
storing what I can't fit in the 4 bits in the TE
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L346[11:33:08] <tterrag> ghz|afk: you
actually afk? :P
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L348[11:36:31] <Wuppy> "afk is
relative"
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L351[11:43:59]
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L353[11:46:50] <ghz|afk> tterrag: not when
I spoke, but then I left to get groceries
L354[11:46:52] <ghz|afk> now I'm
back
L355[11:46:55] ***
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L356[11:47:06] <tterrag> well, I have an
off topic problem :p
L357[11:47:11] <gigaherz> heh
L360[11:47:31] <gigaherz> o_O
L361[11:47:44] <gigaherz> wait
L362[11:47:55] <gigaherz> you mean how the
edges are weird?
L363[11:48:17] <gigaherz> if the width is
negative, you have to negate thickness for that direction
L364[11:48:24] <tterrag> hm
L365[11:48:32] <tterrag> but it works fine
if BOTH width and height are negative
L366[11:48:38] <gigaherz> yes
L367[11:48:44] <gigaherz> because then
it's like you rotated 180 degrees
L368[11:48:45] <gigaherz> not a
mirror
L369[11:49:03] <gigaherz> it's still
wrong, just doubly wrong, so it looks right
L370[11:49:08] <tterrag> heh
L371[11:49:09] <tterrag> ok
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L374[11:52:27] <Lordmau5> god damn it, a
crash that I don't know how to fix...
L375[11:52:28] <Lordmau5> also o/
L376[11:52:51] <williewillus> what kind of
crash?
L377[11:52:52] <Ordinastie_> tterrag, try
to render each side with a different color
L379[11:53:13] <Lordmau5> Missing particle
@ SimpleBakedModel.makeBakedModel
L380[11:53:29] <williewillus> are you
returning null from getparticle in a custom baked model?
L382[11:54:01] <Lordmau5>
technically...?
L383[11:54:13] <Lordmau5> I wouldn't know
what else to return there
L384[11:55:10] <williewillus> the particle
of the original un-camoed frame?
L385[11:55:17] <williewillus> that return
val has to be nonnull
L386[11:55:18] <tterrag> gigaherz: ok, now
the only issue is when the width/height is less than the
thickness
L387[11:55:22] <Lordmau5> uuh
L389[11:55:33] <tterrag> :D
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L391[11:56:14] <Lordmau5> well, what else
should I return there then, williewillus ?
L392[11:56:27] <williewillus> Lordmau5:
return
Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite("modid:blocks/path_to_frame_texture");
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L394[11:56:53] <tterrag> if (fill || width
< thickness || height < thickness)
L395[11:56:54] <tterrag> fixed :P
L396[11:56:56] <Lordmau5> but but but ...
that wouldn't return the proper particle texture of the block,
would it?
L397[11:57:13] <williewillus> keep what
you have but replace the null at the end of the line
L398[11:57:16] <williewillus> with
that
L399[11:57:18] <Lordmau5> ah
L400[11:57:21] <tterrag> if the model is
null, is it even possible to know the proper particle?
L401[11:57:31] <Lordmau5> ...
L402[11:57:33] <Lordmau5> good point
L403[11:57:33] <tterrag> why is
model==null even a valid state?
L404[11:57:38] <williewillus> this is a
camo block, model == null means there is no camo
L405[11:57:47] <tterrag> what is a camo
block without camo? :P
L406[11:57:50] <Lordmau5> it has a camo
though
L407[11:57:53] <Lordmau5> I can clearly
see the camo
L408[11:57:54] <williewillus> the original
block :P
L409[11:57:58] <Lordmau5> otherwise I
wouldn't see the... camo... wow, what a logic
L410[11:57:59] <tterrag> I know Lordmau5's
mod, there is no possible state without camo
L411[11:58:01] <williewillus> then your
state is messed up
L412[11:58:14] <Lordmau5> it's upon trying
to break the block
L413[11:58:16] <Lordmau5> I should mention
that
L414[11:58:16] <tterrag> so you should
remove all null logic, and assume that model isn't null. if it is,
THAT is your bug
L415[11:58:20] <tterrag> don't pass your
bug down the line
L416[11:59:22] <tterrag> after a few
months with C++, I have to say I still like the java stl
better
L417[11:59:33] <williewillus> wild guess
would be that model is being written over with null when
breaking
L418[11:59:35] <tterrag> C++ is missing
some stupid simple stuff. there's no signum function
L419[11:59:53] <williewillus> implying
java has a template system ;p
L420[12:00:05] <tterrag> I wouldn't call
templates "stl"
L421[12:00:09] <tterrag> that's just part
of the language
L422[12:00:42] ***
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L423[12:00:44] <tterrag> runtime types is
nice, however
L424[12:00:55] <Lordmau5> ah
L425[12:00:58] <Lordmau5>
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah
L426[12:00:58] <tterrag> I do like some
things about C++, but I definitely still prefer java :P
L427[12:01:27] ***
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L428[12:01:36] <Lordmau5> obviously the
model is null upon breaking it, who'd have though
L429[12:01:40] <Lordmau5> thought*
L430[12:02:18] <Lordmau5> now, let's check
something else...
L431[12:02:30] <Lordmau5> is there a
method that is being called before a block is broken? as in, the
very first call?
L432[12:02:51] <Lordmau5> I wouldn't mind
overriding that and just replacing the original block at that point
of time already - *then* breaking it
L433[12:07:06] <theFlaxbeard> How do I
render a regular block through a TESR?
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L436[12:11:50] <williewillus>
Minecraft.getMc().getBlockRenderDispatcher().renderBlockBrightness
L437[12:11:59] <williewillus> or something
along those lines
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L439[12:12:30] <Lordmau5> is there
actually a method that is the very first call of a "block
break"..?
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L441[12:18:56] <tterrag> !gm
onBlockStartBreak
L442[12:19:02] <tterrag> hm guess that got
changed
L443[12:19:05] <tterrag> used to be that
:p
L444[12:19:10] <tterrag> !mh
onBlockStartBreak
L445[12:19:58] <tterrag> !gm
onBlockStartBreak 1.7.10
L446[12:20:02] <tterrag> weird...could
have sworn
L447[12:20:07] <tterrag> maybe it was a
forge method
L448[12:21:48] <Cypher121> !findm
.*Block.*Break.*
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L452[12:31:12] <SatanicSanta> What can we
use as unique identifiers for fluids, since IDs are no longer a
thing/deprecated? Should the name strings be considered unique
enough?
L453[12:34:58] <williewillus> yes name
strings
L454[12:35:04] <williewillus> like
blocks/items
L455[12:35:56] <SatanicSanta> alright
:)
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L461[12:43:11] <tterrag> (hardcoded to
quadratic, of course)
L462[12:48:22] ⇦
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L464[12:55:01] <Elucent> I'm having some
issues with World.destroyBlock()
L465[12:55:13] <williewillus> what
problems?
L466[12:55:24] <Elucent> I call it, and
the blocks disappear, but they aren't truly broken, and
right-clicking the empty space will make them come back
L467[12:55:36] <williewillus> make sure
you call it serverside
L468[12:55:55] <Elucent> I'm calling it on
both sides, and it works sometimes
L469[12:56:11] <williewillus> it should
work, I've never had a problem with it
L470[12:56:15] <williewillus> try doing
server only
L471[12:56:38] <Elucent> i'll try
L472[12:59:07] <Elucent> huh, seems to be
working now
L473[12:59:48] <Elucent> thanks
L474[13:00:02] <williewillus> np
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L488[13:49:26] <aidancbrady> hey- I’m
running into a strange issue. for some reason it seems like my tile
entities aren’t completely dissapearing on the server side when the
block is broken
L489[13:50:00] <williewillus> how
so?
L490[13:50:02] <gigaherz> did you override
shouldRefresh?
L491[13:50:22] <aidancbrady> I didn’t, no.
Does the default implementation not work?
L492[13:50:33] <gigaherz> the default
implementation works too well
L493[13:50:41] <williewillus> gigaherz:
thats not his problem
L494[13:50:44] <gigaherz> as in: it will
replace the TE whenever the blockstate changes
L495[13:50:50] <williewillus> the default
implementation is eager to *replace* it
L496[13:50:53] <gigaherz> williewillus: it
obviously isn't
L497[13:50:56] <williewillus> but he's
saying things are hanging over
L498[13:51:00] <gigaherz> but if he had
overridden it with "return true;"
L499[13:51:04] <gigaherz> er
L500[13:51:06] <gigaherz> return
false;
L501[13:51:11] <gigaherz> then it MAY
remain afterward
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L503[13:51:58] <aidancbrady> right. it’s
driving be nuts, I’ve been looking into this for a solid two hours
now
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L505[13:52:28] <gigaherz> show code,
then
L506[13:52:30] <williewillus> do you know
if something's holding on to it?
L507[13:52:35] <gigaherz> show us your
block and your TE
L508[13:52:48] <williewillus> also mek 9
is looking awesome btw I'm super hyped :D
L509[13:52:51] <gigaherz> and yeah --
anywhere that you hold a reference to that TE
L510[13:52:55] <gigaherz> mek 9?
L511[13:53:07] <williewillus> his mod is
Mekanism :P
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L513[13:53:33] <aidancbrady> thanks :)
your tutorials have been a big help
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L517[13:54:52] <aidancbrady>
world.getTileEntity() on the block’s position is returning null
after I call removeTileEntity() under breakBlock()
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L521[13:57:18] <aidancbrady> in my
multiblock logic code, I have a little recursive algorithm which
finds all the connected multiblocks of the same type. For some
reason it’s finding the tile entity that I had previously broken
that was once connected to the structure. This is all
server-side
L522[13:57:34] <williewillus> hmm. but it
searches using getTileEntity?
L524[13:58:58] <aidancbrady> I print out
the tile entity reference it finds and it’s the same memory value
that I was getting when calling breakBlock()
L525[13:59:31] <aidancbrady> Which is
super weird since getTileEntity() was returning null immediately
after calling blockBreak()
L526[13:59:58] <aidancbrady> this is one
of those bugs that completely drives me up the wall
L527[14:00:03] <williewillus> does the
multiblock search code just use world.getTileEntity or you store
the TE's in your own structures? if the latter maybe it's a
leaking? not sure
L528[14:00:49] <aidancbrady> no,
definitely not storing any TEs for that reason. Even the recursive
algorithm only maintains coordinates as nodes
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L530[14:05:54] <theFlaxbeard> So, I have
an interface with the method getPos() like the one in
tileentities
L531[14:06:01] <theFlaxbeard> TEs can
implement it, but so can other objects
L532[14:06:07] <theFlaxbeard> it works
fine in the dev environment
L533[14:06:21] <theFlaxbeard> but when
getPos() in TileEntity is obfuscated, my overlapping interface
method isn't
L534[14:06:23] <theFlaxbeard> is there a
way to fix this?
L535[14:06:39] <aidancbrady> oh man, this
is really weird. the old tile entity is persistent even if I place
a new block down in the same location. I can put a block in the
same location and a server-side getTileEntity() call returns the
old tile
L536[14:08:38] <williewillus>
theFlaxbeard: i don't think its really possible to
"retrofit" obfuscated methods onto interfaces like that.
Maybe Forge does it but I doubt it
L537[14:08:51] <theFlaxbeard> Is there
anything I can do?
L538[14:08:52] <williewillus> they just
use delegation iirc
L539[14:09:05] <theFlaxbeard> I have an
interface that's implemented by TileEntities and IMultiparts from
MCMultipart
L540[14:09:07] <theFlaxbeard> and I'd much
rather do
L541[14:09:16] <theFlaxbeard>
IMechanicalConduit conduit = whatever
L542[14:09:21] <theFlaxbeard>
conduit.getPos()
L543[14:09:25] <theFlaxbeard> vs conduit
instanceof TileEntity ? ((TileEntity) conduit).getPos() :
((IMultipart) conduit).getPos()
L544[14:09:38] <williewillus> is this your
own TE?
L545[14:09:57] <theFlaxbeard> It's an
interface implemented by a bunch of my own TEs and multiparts
L546[14:10:02] <williewillus> then just
have the interface and have it delegate to the obf method
L547[14:10:19] <theFlaxbeard> How do I do
that?
L548[14:10:24] <williewillus> BlockPos
myInterfaceGetPos() { return getPos(); } ? :P
L549[14:10:37] <williewillus> i might be
misunderstanding haha
L550[14:10:53] <theFlaxbeard> Ohh right
okay
L552[14:13:59] <aidancbrady> okay. I think
I may have discovered the problem. Somehow I’m creating two
instances of my tile entity and adding both to the tile list
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L558[14:26:36] <aidancbrady>
onBlockAdded() is now called BEFORE the tile entity is created,
causing two forced tile creations if you try and access your tile
too early. Fascinating
L559[14:26:40] <tterrag> hm...what would
be the best way to implement a freeform polygon?
L560[14:26:52] <tterrag> (this has nothing
to do with MC :P)
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L570[14:45:28] <zid> I'm learning a bit of
modding and got stuck on using a GuiScreen, could someone point me
to a repository of some sorts where I can view an example?
Bedrockminers tutorial doesn't quite seem to do the trick for
me
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L573[14:48:07] <Xilef11> I'm getting
"cannot instantiate the type EntityArrow"
L574[14:51:15] <diesieben07> Xilef11,
well, because EntityArrow is abstract.
L575[14:51:55] <Xilef11> right... didn't
notice :p
L576[14:52:05] <Xilef11> how should I
create an arrow then?
L577[14:52:16] <diesieben07> choose one of
the subclasses.
L578[14:52:55] <Xilef11> I only see
spectral or tipped, which one is "normal"
L579[14:53:57] <diesieben07> look at what
ItemBow does.
L580[14:55:06] <tterrag> apparently it
just uses tipped
L581[14:55:14] <tterrag> uses
PotionTypes.empty
L582[14:55:50] <tterrag> aidancbrady: you
really should have the gradle wrapper in your repo
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L586[15:06:43] <zid> is this a good way to
check if an item is able to be used as fuel? return
TileEntityFurnace.isItemFuel(stack);
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L588[15:07:24] <zid> or should I just use
getItemBurnTime(stack) > 0
L589[15:12:34] <tterrag> did you read the
code for isItemFuel?
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L591[15:14:12] <zid> yeah, it just calls
getItemBurnTime, I was just wondering if it's okay to call static
minecraft methods like that
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L593[15:15:15] <tterrag> it's fine
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L595[15:17:12] <Mattizin> Hey, i got some
really strange beahavior in my Modelloader set
CustomModelResourceLocation (1.9)
L596[15:17:35] <Mattizin> I register my
Items wit this method:
L597[15:17:46] <Mattizin> private void
registerItemModel(Item item, int meta, ModelResourceLocation
modelResourceLocation)
L598[15:17:46] <Mattizin> {
L599[15:17:46] <Mattizin>
ModelLoader.setCustomModelResourceLocation(item, meta,
modelResourceLocation);
L600[15:17:46] <Mattizin> }
L601[15:17:56] <Mattizin> i have 2
items
L602[15:17:59] <Mattizin> dust and
ingots
L603[15:18:02] <Mattizin> each with
meta
L604[15:18:11] <Mattizin> i want to have
the etxtures in a subfolder
L605[15:18:20] <Mattizin>
textures/items/ingots/....
L606[15:18:27] <Mattizin>
textures/items/dusts/.-...
L607[15:18:57] <Mattizin> i use it exact
the same way
L608[15:18:58] <Mattizin> for(int i = 0; i
< EnumIngotType.values().length; i++)
L609[15:18:58] <Mattizin> {
L610[15:18:58] <Mattizin>
registerItemModel(ModItems.ingot, i , new
ModelResourceLocation(MODID + ":ingots/" +
EnumIngotType.values()[i].getName() + "Ingot",
"inventory"));
L611[15:18:58] <Mattizin> }
L612[15:18:58] <Mattizin>
L613[15:18:59] <Mattizin> //Dusts
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L615[15:18:59] <Mattizin> for(int i = 0; i
< EnumDustType.values().length; i++)
L616[15:19:00] <Mattizin> {
L617[15:19:01] <Mattizin>
registerItemModel(ModItems.dust, i, new ModelResourceLocation(MODID
+ ":dusts/" + EnumDustType.values()[i].getName() +
"Dust", "inventory"));
L618[15:19:01] <Mattizin> }
L619[15:19:02] <tterrag> no
L620[15:19:05] <tterrag> stop pasting code
in chat
L621[15:19:09] <Mattizin> ahhh
L622[15:19:10] <Mattizin> ok
L623[15:19:30] <Mattizin> sorry
L624[15:19:54] <heldplayer> Did you kill
the bot?
L625[15:20:00] <tterrag> no it just dies a
lot
L626[15:20:02] <tterrag> fry: reboot
pls
L627[15:20:06] <heldplayer> lol
L628[15:20:07] <heldplayer> Silly
bot
L629[15:20:32] <Mattizin> for the dusts it
works perfect, for the ingots it says cant find textures under
items/texture name
L630[15:20:37] <Mattizin> and i dont know
why :/
L631[15:20:45] <fry>
java.util.NoSuchElementException: next on empty iterator
L632[15:20:47] <fry> interesting
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L635[15:22:03] <Mattizin> lol did i just
killed the bot who had to stop me spamming code? :D
L636[15:22:18] <tterrag> no
L637[15:22:25] <tterrag> it was a
coincidence
L638[15:22:26] <Mattizin> thank god
:D
L639[15:22:33] <heldplayer> I dunno
tho
L640[15:22:48] <tterrag> we don't have a
moderator bot. lex just usually bans people
L641[15:22:48] <masa> Mattizin: did you
actually set the TEXTURE path in the model files, because that
ModelResourceLocation is the path to the models, not the
textures
L642[15:23:11] <Mattizin> @masa im so
stupid
L643[15:23:18] <Mattizin> thank you i
mixed that around in my head
L644[15:23:23] <masa> hehe
L645[15:23:47] <Mattizin> just wasted
nealr yan hour on it -_-
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L651[15:24:13] <fry> it was you :P
L652[15:24:27] <masa> yep sometimes you
just can't see the simplest of errors no matter how long you stare
at it
L653[15:24:56] <Mattizin> did i kill it?
:D
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L659[15:25:46] <heldplayer> Was it the
empty line?
L660[15:25:47] <Mattizin> Alle works
perfectly now xD
L661[15:26:01] <heldplayer> I have a test
for it too fry :P
L662[15:26:10] <fry> heh, need to actually
build the code, not just write it :D
L663[15:26:17] <heldplayer> :D
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L666[15:27:13] <tterrag> a line with only
whitespace crashes it?
L668[15:27:18] <heldplayer>
L669[15:27:19] <fry> not anymore :P
L670[15:27:32] <heldplayer> What other
characters can we throw at it, hmmmm
L671[15:27:33] <tterrag> so what were you
doing. matching words with regex and iterating?
L672[15:27:36] <heldplayer> ಠ_ಠ
L673[15:27:36] <Mattizin> my code startet
with a comment
L674[15:27:41] <Mattizin> maybe that was
it?
L675[15:27:47] <heldplayer> It was an
empty line
L676[15:27:50] <Mattizin> cause it also
wasnt accepted
L677[15:27:52] <fry> assuming the list
will always have elements
L678[15:28:03] <Mattizin> :D
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L680[15:28:46] <heldplayer> ?
L681[15:29:02] <heldplayer> Mahjong Tiles
is a real unicode block people
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L687[15:40:52] <masa> my font doesn't seem
to support any of those
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L689[15:44:24] <voxx> gigaherz: I've
replaced my ancient 1280x1024 monitor with a slightly newer (still
old) 1366x768 monitor
L690[15:44:54] <voxx> huge downgrade in
resolution, yes, but the color isn't actual shit
L691[15:44:57] <voxx> and it was free
<3
L692[15:46:57] <voxx> I'm getting a 1080p
one in about a month anyway, so it might get replaced again
L693[15:47:15] <voxx> Or I might just keep
it and find some other use for it
L694[15:47:17] <voxx> idk
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L708[16:06:46] <jampot5000> Is
PlayerInteractEvent.RightClickBlock supposed to fire twice on the
server side?
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L710[16:08:20] <masa> 1.9? both
hands?
L711[16:08:40] <jampot5000> ahh it is 1.9
doesn't fire on the left hand
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L713[16:09:41] <jampot5000> Also doesn't
continue to fire if you actually interact with something e.g use
bonemeal, open a crafting table
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L716[16:13:02] <jampot5000> ahh it is
firing for main and and off hand, gonna have to check that didn't
think right was both like that
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L727[16:26:37] <vox> Lex, from what I know
about loot tables, looks good
L728[16:26:56] <vox> I'd like willieaway
and more people's input though
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L731[16:34:29] <vox> Is there any
advantage to extending BlockContainer rather than extending Block
and implementing ITileEntityProvider?
L732[16:34:40] <diesieben07> Neither of
those should be done.
L733[16:34:45] <gigaherz> nope
L734[16:34:47] <diesieben07> Override
hasTileEntity and createTileEntity
L735[16:35:29] <vox> That's
deprecated
L736[16:35:36] <gigaherz> not that
one
L737[16:35:39] <gigaherz> the one with
IBlockState
L738[16:36:01] <vox> Oh got it
L739[16:36:12] <vox> What happened to
ITileEntityProvider?
L740[16:36:30] <gigaherz> it uses
"int metadata" instead of blockstates
L741[16:36:40] <vox> Got it
L742[16:36:51] <gigaherz> and doesn't
allow not having a TE
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L744[16:37:00] <gigaherz> with forge's
methods
L745[16:37:08] <gigaherz> you can choose
which sub-blocks have a TE, and which do not
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L747[16:38:37] <vox> So I just override
hasTileEntity to return true, and have createTileEntity return a
new instance of the correct TE?
L748[16:38:48] <diesieben07> yep
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L751[16:40:17] <vox> awesome, thanks
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L756[16:50:24] <vox> Is there some way to
identify if a mob is a boss mob?
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L759[16:50:59] <diesieben07> define
"boss" :D
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L761[16:52:29] <kashike> Assuming you
define "boss" as a Dragon or Wither, see !gm
func_184222_aU
L762[16:52:37] <jampot5000>
isNonBoss()
L763[16:52:58] <jampot5000> or atleast
there is a function called that on mine
L764[16:53:05] <kashike> correct
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L768[16:54:40] <diesieben07> that really
doesn't have anything to do with boss/non-boss
L769[16:54:43] <diesieben07> that's just a
stupid name
L770[16:54:46] <diesieben07> it's for
portal
L771[16:55:06] <vox> m.Diyo says there's
an interface
L772[16:55:26] <diesieben07> there was in
1.8
L773[16:55:27] <diesieben07> but they
changed it
L774[16:55:33] <vox> Oh why
L775[16:55:51] <diesieben07> because it
was just for the display bar
L776[16:55:55] <diesieben07> and they
improved that a lot
L777[16:56:33] <vox> Where is this in code
now?
L778[16:56:41] <kashike>
world.BossInfo
L779[16:56:46] <kashike> and child
classes
L780[16:56:50] <diesieben07> the mob
itself is notified if a player tracks it
L781[16:56:57] <vox> cool, thanks
L782[16:56:58] <diesieben07> and then it
uses ServerBossInfo to send packets to the player
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L792[17:15:53] <masa> the issue with that
bossinfo system is that at least for the ender dragon the player
tracking is done from the end's world ticking
L793[17:16:20] <masa> it re-scans the
players that are in the end once per second, and sends a packet to
the players that have left
L794[17:16:32] <diesieben07> huh?
L795[17:16:42] <diesieben07> it is using
the normal "does this player track that entity"
system
L796[17:16:53] <diesieben07> and if
tracking starts/stops it notifies the entity
L797[17:16:57] <masa> meaning that I had
to use reflection to reset the boss bar when custom teeporting away
from the end
L798[17:17:17] <masa> huh?
L799[17:17:43] <diesieben07> check where
setBossVisibleTo / setBossNonVisibleTo are called
L800[17:18:56] <masa> check
DragonFightmanager#updateplayers()
L801[17:19:13] <masa> that is where it
sends the remove packet to the players
L802[17:19:51] <masa> it is called from
DragonFightManager#tick(), and that is called from
WorldProviderEnd#onWorldUpdateEntities()
L803[17:20:13] <diesieben07> god why
L804[17:20:19] <diesieben07> they have
this nice hook they use for the wither ...
L806[17:20:35] <masa> because mojang?
:p
L807[17:20:46] <diesieben07> holy crap
that is so stupid
L808[17:20:58] <diesieben07> do they have
their own hooks for portals?
L810[17:22:05] <diesieben07> fun :D
L811[17:22:19] <masa> it ended up that the
dragon boss bar gets stuck and also the dragon boss bar enables
fog, so when i custom teleported from the end, I had the boss bar
and close fog
L812[17:22:31] <masa> plus, it adds a new
boss bar each time you go back to the end
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L814[17:22:42] <diesieben07> haha
L815[17:22:45] <masa> and when you
teleport away, then you have 2 boss bars in the overworld
etc.
L816[17:23:09] <masa> lovely system
L817[17:23:25] <diesieben07> well the
system is nice they just use it stupidly
L818[17:23:52] <masa> another hacky way to
fix it would be to chunk load the end for 20 or 21 ticks when
teleporting away from there :p
L819[17:23:55] <masa> yeah
L820[17:23:59] <unascribed> gigaherz, that
makes no sense, bounding boxes don't persist
L821[17:25:03] <masa> diesieben07: well
their "own hook for portals" in vanilla is kind of that
you only get the exit portal after you kill the dragon, so it
resets the boss bar before you can leave :p
L822[17:25:29] *
diesieben07 cannot even
L823[17:25:33] <masa> also you can't seem
to click the respawn button quick enough if you die
L824[17:25:57] <masa> it gets enabled like
one seconf after you die, and in that one second it also has time
to reset the bar :p
L825[17:26:18] <masa> "so it all
works out in the end" in vanilla ;D
L826[17:27:19] <masa> is there any other
way to leave the end in vanilla so that the world would get
instantly unloaded?
L827[17:28:12] <diesieben07> you could die
i suppose
L828[17:28:13] <masa> well I guess if you
do the break-one-bedrock trick to the old exit portal before
summoning the dragon, then you should be able to keep the old exit
portal
L829[17:28:17] <diesieben07> oh
respawn
L830[17:28:18] <diesieben07> yeah
L831[17:28:35] <diesieben07> either way
this is stupid on their part
L832[17:28:40] <masa> yep...
L833[17:28:54] <masa> maybe I should
report it to the bug tracker to be ignored? :p
L834[17:28:55] <diesieben07> forge should
maybe patch that to use the tracking events
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L839[17:33:27] <vox> that would be
cool
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L844[17:47:23] <williewillus> wait whats
wrong with the setBossVisibleTo methods?
L845[17:47:31] <williewillus> (which
relaly should be onStartTracking/onStopTracking)
L846[17:48:20] <diesieben07> nothing
L847[17:48:24] <diesieben07> but dragons
don't use them
L848[17:48:46] <diesieben07> hence if you
teleport out of the end via command the boss bar doesnt
disappear
L849[17:48:54] <diesieben07> since it only
checks the *end* dimensino for out of range players
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L852[17:51:11] <williewillus> uhh but
doesn't leaving the dimension untrack the entity 0.o
L853[17:51:56] <unascribed> "dragons
don't use them"
L854[17:52:04] <williewillus> oh lol
L855[17:52:08] <williewillus> of
course
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L866[18:07:13] <TobyO> hey
L867[18:07:45] <TobyO> If I'm wanting to
implement a custom machine, can I just copy the furnace class
pretty much?
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L872[18:11:18] <vox> TobyO probably? I'd
just go look at other mods' machines
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L875[18:13:05] <masa> don't copy paste
code you don't understand...
L876[18:13:43] <TobyO> Well, I need a
starting point really
L877[18:14:07] <TobyO> Seeing as there's
no documentation, the best I can do is look at what's similar
L878[18:14:13] <masa> sure, but a smple
dummy TileEntity doesn't need much
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L881[18:15:17] <masa> you are in 1.9
right?
L882[18:15:22] <TobyO> I just wanted to
know in advance if that was the right way to go about doing
it
L883[18:15:25] <TobyO> yeah 1.9
L885[18:16:00] <masa> here are my
"machines"
L886[18:16:31] <masa> the ender infuser is
probably the simplest case, and in there you can just delete
everything from the update() method too
L887[18:16:43] <masa> since that is
obviously my stuff
L888[18:17:14] <TobyO> thats really
helpful thanks :)
L889[18:17:35] <TobyO> The mod I was
looking at had it's own power system and such and I'm really not at
that stage yet
L890[18:18:07] <masa> so for a simple
machine you need basically: a block, where you override
hasTileEntity(IBlockState), createTileEntity(World,
IBlockState)
L891[18:18:44] <TobyO> I have that much
done in another block thats basically a mine
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L893[18:18:59] <masa> then the TileEntity,
which needs the readFromNBT and writeToNBT methods, and be sure to
call super on those, it is required for the position and TE id etc.
vanilla things, an then implement ITickable, then override the
update() method
L894[18:19:58] <masa> an for the gui you
need an IGuiHandler, which returns a Container o nthe server side,
and a GuiContainer on the client side. Assuming your machine has a
GUI and inventory slots of course...
L895[18:20:34] <TobyO> Yeah, that's what
I'd like :)
L896[18:21:02] <masa> and then in your
block's onBlockActivated you call player.openGui on the server
side
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L899[18:23:21] <masa> and if your machine
has some data that changes the way the block is rendered, for
example a furnace being on or off, then sync that data in the
TileEntity's getDescriptionPacket() and onDataPacket()
L900[18:23:52] <TobyO> That's great thanks
:)
L901[18:23:53] <masa> but for things like
an energy level that is only visible when the GUI is open, use the
Container's detectAndSendChanges and getprogressBarUpdate()
L902[18:24:07] <TobyO> okay will do
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L906[18:26:11] <TobyO> that's great
thanks
L907[18:26:30] <TobyO> out of interest how
did you find out how to do this stuff, is it from looking at
vanilla blocks?
L908[18:27:08] <masa> partially yes
L909[18:27:21] <williewillus> and othr
mods
L910[18:27:28] <masa> looking at vanilla
code, looking at other open source mods, asking around in
here
L911[18:28:26] <masa> tht's just simplu
how you over time accumulate the basic knowledge of how stuff works
and then it's fairly easy to find out how other stuff works when
you have a decent understanding of the basic structure of things in
minecraft
L912[18:29:50] <TobyO> I just don't have
that knowledge yet :p
L913[18:30:19] <TobyO> Thanks for the help
though
L914[18:30:19] <masa> it will come over
time
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L916[18:32:00] <williewillus> yup it'll
come over time, usually just by doing it :P
L917[18:32:10] <williewillus> and other
people telling you you're wrong when you ask for help ;p
L918[18:32:33] <masa> yep :p
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L936[19:22:40] <vox> tterrag: you have
your own maven set up?
L937[19:22:44] <vox> that's in it?
L938[19:22:49] <tterrag> uh
L939[19:22:51] <tterrag> yeah I have my
own maven
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L942[19:24:54] <vox> *what's
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L944[19:28:01] <TehNut> vox: Just look
through it?
L945[19:28:06] <TehNut> It's public
facing
L946[19:28:13] <vox> Oh cool
L947[19:28:21] <TehNut> The majority
are
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L951[19:35:30] <williewillus> errors in
log?
L952[19:35:58] <MattDahEpic> someting
about upward refrence #all in cube_all
L953[19:36:48] <TehNut> The
ModelLoader.registerItemVariants call is redundant,
setCustomModelResourceLocation does that for you
L954[19:36:58] <TehNut> It's also wrong
for that matter
L955[19:37:57] <MattDahEpic> Unable to
resolve texture due to upward reference: #all in
minecraft:models/block/cube_all
L956[19:39:01] <TehNut> What's the JSON
look like?
L957[19:39:08] <TehNut> oh I guess that's
on there
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L959[19:40:45] <williewillus> why is this
here?
L961[19:40:53] <williewillus> if you have
separate item jsons in models/item remove that
L962[19:41:01] <williewillus> (that's why
it's failing btw)
L963[19:42:11] <MattDahEpic> removing that
doesnt do anything
L964[19:42:20] <williewillus> when you
give MC a MRL. First it goes to the blockstate json and attempts to
find a variant with the name specified. If that fails, then if the
variant name is "inventory" it special cases into
models/item
L965[19:42:44] <diesieben07> also...
L966[19:42:49] <diesieben07> why are all
those block models there?
L967[19:42:54] <diesieben07> they are not
referenced in the blockstate json
L968[19:43:06] <diesieben07> that just
uses "cube_all"
L969[19:43:36] <MattDahEpic> they're there
for the items to have a parent
L970[19:43:43] <williewillus> wat...
L971[19:43:52] <williewillus> then just
declare it in the same file
L972[19:43:57] <williewillus> why split it
into a useless parent
L973[19:44:25] <MattDahEpic> honestly
those were probably for something in 1.7 and i never removed them
when i updated
L974[19:44:43] <diesieben07> 1.7 did not
have any jsons
L975[19:44:49] <diesieben07> you really
only need that blockstate json
L976[19:44:55] <diesieben07> both block
& item can use that.
L977[19:44:57] <williewillus> ^
L978[19:45:10] <williewillus>
setCustomMRL("<path to blockstate json>",
"mob=zombie")
L979[19:46:08] <TehNut> Um, unrelated but
just curious, how are you handling the >16 mobs?
L980[19:46:24] <MattDahEpic> EnumMob
L981[19:46:33] <williewillus> i mean
L982[19:46:36] <TehNut> You're writing
>16 to meta in world
L983[19:46:37] <williewillus> is this only
going to be vanilla?
L984[19:46:40] <TehNut> which doesn't
work
L985[19:46:42] <williewillus> ooh I didn't
see that
L986[19:46:46] <williewillus> yeah that
won't work :P
L987[19:47:08] <williewillus> surprised
you didn't get crazy blockstate bugs yet (writing >15 screws
everything up)
L988[19:47:26] <MattDahEpic> it seems to
work so far
L989[19:47:32] <williewillus> it
definitely does not
L990[19:47:35] <TehNut> The items will
work fine
L991[19:47:40] <TehNut> But the RABBIT and
SQUID blocks will not
L992[19:47:41] <TehNut> At all
L993[19:47:41] <williewillus> you have 16
meta values from [0,15] in world that's it
L994[19:47:51] <williewillus> they will
turn into other random blocks when saving
L995[19:47:54] <williewillus>
sometimes
L996[19:48:05] <TehNut> I think they'll
roll over to ZOMBIE and BLAZE respectively
L997[19:48:17] <williewillus> hm I thought
it woudl roll over to the next block ID
L998[19:48:17] <diesieben07> no they will
fall into other block's IDs
L999[19:48:20] <williewillus> yeah
L1000[19:48:23] <TehNut> huh
L1001[19:48:33] <williewillus> you get
meta 0 and 1 of the next block id up
L1002[19:48:36] <TehNut> My toying around
with that just rolled past 0
L1003[19:48:37] <diesieben07> because it
combines meta + blockID into ONE id for the blockstate
L1004[19:48:48] <TehNut> Maybe I was
doing something for that to happen
L1005[19:48:53] <TehNut> I don't
remember
L1006[19:50:00] <tterrag> it definitely
rolls to the next block ID
L1007[19:50:02] <MattDahEpic> Exception
loading model for variant mobdropores:mob_ore#inventory for item
"mobdropores:mob_ore", normal location exception:
L1008[19:50:14] <tterrag> I assume
somewhere deep in the saving it does (id << 4) | meta
L1009[19:50:20] <tterrag> and of course
if meta is 5 bits...
L1010[19:50:31] <williewillus>
MattDahEpic: full log
L1011[19:50:36] <TehNut> I must have been
doing something in the state -> meta conversion to have it roll
back then
L1013[19:51:43] <williewillus> your
answer
L1015[19:51:53] <williewillus> you are
calling something that gives it that
L1016[19:51:59] <diesieben07> no thats
not the answer :P
L1017[19:52:11] <diesieben07> you are
using mob_ore#inventory
L1018[19:52:16] <diesieben07> but there
is no #inventory variant
L1019[19:52:24] <williewillus> he doesn't
have a mob_ore model json in that path
L1020[19:52:26] <williewillus> is my
point
L1021[19:52:45] <TehNut> MattDahEpic: Are
you trying to just use the blockstate?
L1022[19:52:54] <diesieben07> yeah but we
discussed that he doesnt need a item model :D
L1023[19:53:08] <williewillus> yeah just
use the blockstate >_>
L1024[19:53:18] <MattDahEpic> how
do?
L1025[19:53:21] <TehNut> I'm just making
sure that's what he's doing :P
L1026[19:53:28] <diesieben07> remove the
item model
L1028[19:53:37] <williewillus>
setCustomMRL(item, meta, new MRL(PATH TO BLOCKSTATE,
"mob=zombie")
L1029[19:53:37] <diesieben07> then pass
the path to the blockstate json and a varaint inside it
L1030[19:53:43] <williewillus> remove
everything in models/item and models/block
L1032[19:56:16] <TehNut> er
L1033[19:56:19] <TehNut> remove the reg()
line
L1034[19:56:43] *
williewillus cannot stand the lack of spaces in that
style
L1035[19:56:44] <williewillus> :D
L1036[19:57:12] <TehNut> i did it in a
normal text editor in 30 seconds leave me alone
L1037[19:57:24] <williewillus> well his
original style is like that
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L1039[19:57:39] <TehNut> Usually I clean
up style when I provide code changes
L1040[19:57:43] <TehNut> *shrug*
L1041[19:57:47] <williewillus>
invoke(func,arg,no,spaces,so,its-all,one,giant+blob)
L1042[19:58:02] <TehNut> Oh, I fixed that
in my line
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L1044[20:00:02] <barteks2x> While
reformatting my code I discovered that you can have semicolons
outside of any method just doing nothing (not after any statement),
and it will compile. Java still surprises me (sometimes)
L1045[20:00:24] <TehNut> Braces work like
that, too
L1046[20:01:07] <barteks2x> for {} it
makes sense because it's initializer block. For semicolons - it
doesn't.
L1047[20:01:43] <williewillus> probably
to accommodate the C/cpp people they were wooing early on
L1048[20:01:52] <williewillus> where you
had to end your definitions with ;
L1049[20:02:09] <MattDahEpic> TehNut
williewillus, code on the repo is updated, still doesnt work
L1050[20:02:20] <williewillus> is the log
different?
L1051[20:03:14] <MattDahEpic> its still
looking for the mob_ore.json in models/items
L1052[20:03:24] <williewillus> something
is still registering it then
L1053[20:03:59] <diesieben07> with what
variant?
L1054[20:04:15] <MattDahEpic>
inventory
L1055[20:04:22] <williewillus> 0.o
L1056[20:04:25] <diesieben07> then yu are
not registering it properly :D
L1057[20:05:04] <williewillus> make sure
you recompiled lol
L1058[20:05:15] <vox> is there an
interface for NBT reading/writing?
L1059[20:05:25] <williewillus>
INBTSerializable
L1060[20:05:36] <williewillus> not
everything implements it though but TE's/Entitiys/Itemstacks do
iirc
L1062[20:05:47] <vox> Should I be
implementing this internally?
L1063[20:06:09] <Lex|Oden> Implement it
if you want your object to be able to be accessed by it.
L1064[20:06:29] <Lex|Oden> Its designed
as just a quick hack to let people pull in arbitrary objects and
serialize them
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L1066[20:08:17] <williewillus> yeah idk
what's wrong, from what I see it should work now
L1067[20:08:23] <williewillus> make sure
you recompiled :P
L1068[20:09:56] <vox> Thanks Lex
L1069[20:15:36] <vox> Anyone got a better
name than IGenerator?
L1070[20:16:01] <williewillus> what does
it do :P
L1071[20:16:25] <vox> I mean, it
generates power
L1072[20:16:49] <Zolingoto>
IPowerGenerator, or even more descriptive. what kind of
power?
L1073[20:16:51] <vox> The same interface
will probably be in my RF->my power conversion
L1074[20:17:13] <vox> Right now I have my
own "cloud" kind of power system
L1075[20:17:57] <theFlaxbeard> Am I able
to have a block with more blockstate info than can be saved in a
4-bit number? And just save/load it to the TE?
L1076[20:18:02] <williewillus> no
L1077[20:18:06] <williewillus> well
yeah
L1078[20:18:20] <williewillus> you can
use getActualState to read extra TE info into the IBlockState
L1079[20:19:05] <williewillus> e.g.
fences use getActualState because they don't save their connections
(would be too many metas), they just recompute it and put it into
the IBlockState
L1080[20:19:21] <theFlaxbeard> cool,
thanks
L1081[20:19:35] <vox> willie/Zoto any
other ideas?
L1082[20:19:54] <vox> Right now I have
the abstract class PoweredMachineEntity and that's it as far as
common bases
L1083[20:20:04] <vox> Idk just looking
for a better name
L1084[20:20:14] <williewillus> I think
it's fine :P
L1085[20:21:13] <vox> fair enough
L1086[20:21:38] <vox> I could call it
ICloudProvider :P
L1087[20:21:55] <vox>
ICloudEnergyProvider
L1088[20:22:00] <vox> Okay I like
that
L1089[20:22:26] <vox> Thanks for the
ideas and being rubber ducks
L1091[20:22:37] <williewillus>
quack?
L1092[20:24:16] <vox> If I wanted to
separate out an API, where would I put it?
L1093[20:24:26] <vox> Like, as far as
project structure
L1094[20:24:37] <williewillus> just an
api package
L1095[20:24:41] <williewillus> in your
main src root
L1096[20:25:04] <vox> so
src/main/java/voxmods/api/etc?
L1097[20:25:15] <williewillus> yes
L1098[20:25:18] <vox> thanks
L1099[20:25:56] <vox> do I need a
package-info thingy?
L1100[20:26:26] <williewillus> yeah it's
recommended
L1101[20:26:29] <williewillus> with
@API
L1102[20:26:49] <diesieben07> what does
that actually do? i never understood that
L1103[20:26:56] <vox> I don't actually
know either :P
L1104[20:27:31] <vox> But it looks like
IDEA can auto-gen one for me so that's that
L1105[20:27:44] <diesieben07> not
package-info
L1106[20:27:46] <diesieben07> @API
L1107[20:27:47] <tterrag> mainly it makes
your API easily referenceable
L1108[20:27:47] <tterrag> i.e. for
@Optional or dependencies purposes
L1109[20:27:58] <diesieben07> so like
@Mod
L1110[20:28:03] <tterrag> yeah pretty
much
L1111[20:28:03] <williewillus> i think
fml also magics it so duplicate copies get zapped
L1112[20:28:04] <williewillus> or
something
L1113[20:28:07] <tterrag> no
L1114[20:28:09] <williewillus> ?
L1115[20:28:13] <tterrag> that was
"planned" but it does not exist
L1116[20:28:27] <tterrag> everyone still
seems to think that FML will somehow pick the "newest"
version of the API to load
L1117[20:28:29] <williewillus> dammit
cp-w :P
L1118[20:28:30] <diesieben07> thank god,
that stupid hack just encourages stupidityy
L1119[20:28:31] <tterrag> that does not
happen
L1120[20:28:45] <diesieben07> don't
package APIs and you dont have this problem
L1121[20:29:00] <williewillus> what are
you supposed to do?
L1122[20:29:14] <vox> Now I of course
need to come up with a name for this API
L1123[20:29:20] <vox> Boom, the
VoxCloudAPI
L1125[20:29:27] <diesieben07> either make
it a dependency if your mod requires it
L1126[20:29:32] <diesieben07> OR deal
with it not being there properly
L1127[20:29:41] <williewillus> what's
"properly" :P
L1128[20:29:43] <tterrag> sadly not
possible with the way RF was designed
L1129[20:29:52] <tterrag> blame CoFH, but
you *have* to ship it
L1130[20:29:58] <diesieben07> well, RF is
something else, I consider RF broken
L1131[20:30:15] <vox> tterrag: do you
really?
L1132[20:30:21] <williewillus> pretty
much
L1133[20:30:25] <tterrag> unless you want
your mod to depend on CoFHLib
L1134[20:30:30] <tterrag> (which no RF
mod does)
L1135[20:30:40] <vox> I should probably
move it out of my api module then
L1136[20:30:44] <diesieben07> which they
should
L1137[20:31:00] <tterrag> perhaps
L1138[20:31:07] <tterrag> but you try
getting every mod dev who uses RF to add a hard dep on code they
didn't write ;)
L1139[20:31:17] <tterrag> *aside* from a
few interfaces
L1140[20:31:23] <diesieben07> and we are
back to "please give me maven dependency resolution outside
dev"
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L1143[20:45:31] <theFlaxbeard> How can I,
in the forge blockstate, check if two states exist in tandem?
L1144[20:45:39] <theFlaxbeard> IE a
boolean state being true and another true
L1145[20:46:19] <diesieben07> what you
are talking about are properties
L1146[20:46:35] <diesieben07> and unless
you are using submodels i think you have to spell out the full
variants.
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L1148[20:48:49] <theFlaxbeard> Am I able
to put the variants tag within a property value?
L1149[20:49:09] <theFlaxbeard> IE
"reversed": { "true" : { "variants" :
{ stuff } } }
L1150[20:49:18] <diesieben07> No i do not
think so
L1151[20:49:28] <theFlaxbeard> What's the
alternative?
L1152[20:49:34] <diesieben07> spell out
the full variaant
L1153[20:49:44] <diesieben07> variants
are just strings
L1154[20:50:00] <diesieben07> for
Minecraft "reversed=true" and
"reversed=true,foo=bar" have NOTHING to do with each
other
L1155[20:50:19] <theFlaxbeard> I
see
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L1157[20:50:38] <vox> So, API question
here
L1158[20:50:58] <theFlaxbeard> So in the
json file, how do I spell out the full variant
L1159[20:51:15] <vox> My mod is based
around essentially cloud based item/liquid/energy
storage/transmission
L1160[20:51:25] <diesieben07>
"<variant-here>": [{}]
L1161[20:51:31] <vox> How would you guys
as API users like to see a registry done?
L1162[20:51:40] <theFlaxbeard> Cloud
based as in wireless?
L1163[20:51:57] <diesieben07> what kind
of registry?
L1164[20:51:59] <vox> Kind of
L1165[20:52:03] <vox> Like, as in each
"flaw", the cloud-like thing has it's own ID
L1166[20:52:05] <theFlaxbeard> If I have
some property that doesn't affect anything the others do, can I
still have that standalone?
L1167[20:52:22] <vox> you'd register to
be a provider or reciever of power/items/etc
L1168[20:52:30] <vox> for that flaw's
ID
L1169[20:53:09] <diesieben07>
theFlaxbeard, you have to distinguish between "xxx": {}
and "xxx": [{}]
L1170[20:53:12] <vox> So I have
ICloudItemProvider, ICloudEnergyReciver, etc
L1171[20:53:19] <diesieben07> the 2nd one
is a standalone variant and needs the full variant string
L1172[20:53:26] <diesieben07> the first
ones are ALL grouped together
L1173[20:53:37] <diesieben07> and then
all possible variant strings are computed from them
L1174[20:53:43] <theFlaxbeard> Well shit
now I need 24 possible variants
L1175[20:56:38] <vox> opinions?
L1176[20:57:04] <diesieben07> not sure
why you need a registry
L1177[20:57:17] <vox> Explain?
L1178[20:57:19] <theFlaxbeard> Meh I'll
just go the submodel route
L1179[20:57:22] <diesieben07> like
L1180[20:57:38] <diesieben07> why do i
need to register myself? can i not just implement an
interface?
L1181[20:57:42] <diesieben07> and you do
instanceof checks when needed
L1182[20:57:56] <vox> Yes, but then you'd
have no way to actually communicate with the flaw still
L1183[20:58:08] <diesieben07> what is
"the flaw"? :D
L1184[20:58:17] <vox> Think server in the
cloud
L1185[20:58:21] <vox> But there's no
block
L1186[20:58:38] <diesieben07> ok and what
would this registering accomplish?
L1187[20:58:48] <vox> It would let you
access whatever you needed
L1188[20:59:07] <vox> So say for a
generator it would let it be known that there was something that
needed coal
L1189[20:59:40] <diesieben07> oh so you
are going for generators pushing stuff out
L1190[20:59:46] <diesieben07> not
consumers pulling stuff in
L1191[21:00:00] <vox> Well, the generator
would register itself to pull
L1192[21:00:05]
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L1193[21:00:15] <vox> So it would pull x
coal, or a complete fill, or whatever (configurable by GUI)
L1194[21:00:19] <diesieben07> ok so
...
L1195[21:00:23] <vox> and then it would
push power to the cloud
L1196[21:00:28] <diesieben07> it pulls
from "the cloud" yes?
L1197[21:00:48] <theFlaxbeard> Why not
make it just implement an interface that has a method that tells
the flaw what it pulls and pushes
L1198[21:01:02] <diesieben07> ^
L1199[21:01:18] <vox> The issue is still
then how do I tell the flaw what things there are that want to push
and pull?
L1200[21:01:26] <diesieben07> the flaw
should be passive
L1201[21:01:34] <diesieben07> the things
should actively query "hey give me X"
L1202[21:01:40] <diesieben07> or
"hey here you have Y"
L1203[21:01:48] <vox> Okay, that
works
L1204[21:01:50] <vox> Thanks
L1205[21:02:03] <vox> And this is why I
asked :P
L1206[21:02:53] <aidancbrady> tterrag,
did you ping me?
L1207[21:03:00] <tterrag> ages ago
L1209[21:03:09] <aidancbrady> been away,
sorry
L1210[21:03:14] <vox> I probably need a
better name than "reciever" for things that will pull
from the cloud then
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L1212[21:03:22] <theFlaxbeard>
oreintable_vertical_off asks for sideOff and frontOff instead of
side and front, but that's not working
L1213[21:03:22] <vox> Damn I need to stop
calling it that
L1214[21:03:51] <vox> Because I have
IFlawProvider for things that will push, but Reciever is
passive
L1215[21:03:58] <diesieben07>
theFlaxbeard, i dont think you really want submodels, you want
models to switch, right? not combine
L1216[21:04:11] <tterrag> <tterrag>
aidancbrady: you really should have the gradle wrapper in your
repo
L1217[21:04:19]
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L1218[21:04:29] <theFlaxbeard> Yeah, the
issue is that the reversed off version has a different texture than
the normal off version
L1219[21:04:39] <theFlaxbeard> so I tried
changing the model to something that used different texture
names
L1220[21:04:48] <theFlaxbeard> Why is the
cloud called a flaw, vox?
L1221[21:05:08] <aidancbrady> huh, okay,
thanks
L1222[21:05:11] <vox> Idk something I
plan to explain in lore
L1223[21:05:21] <vox> I didn't really
like the name "Cloud"
L1224[21:05:32] <theFlaxbeard>
orientable_vertical_off is just a clone of orientable_vertical but
with #sideOff instead of #side and #frontOff instead of
#front
L1225[21:05:35] <aidancbrady> I found the
root of the issue, by the way. I was calling getTileEntity() with
my Coord4D implementation which has a different hash than MC’s
vec3i
L1226[21:05:39] <vox> I'm going to base
this around punching holes in the universe, basically
L1227[21:05:46] <vox> No functional
difference
L1228[21:05:48] <aidancbrady> so it
wasn’t recognizing it in the chunk’s tile map
L1229[21:05:52] <diesieben07> flax that
... sounds unnecessarily complicated
L1230[21:06:07] <theFlaxbeard> I'm not
sure of the best way to do what I want to do
L1231[21:06:21] <masa> why don't you just
change the textures for the off state then? or is the model
actually different shape?
L1232[21:06:34] <diesieben07> lol aidan
thats what you get for violating the L in SOLID :P
L1233[21:06:37] <theFlaxbeard> Because
there's four cases
L1234[21:06:46] <theFlaxbeard> Reversed +
on, reversed + off, normal + on, normal + off
L1235[21:07:19] <EwyBoy> Does anyoen know
how to spawn a block in the world with a BlockState property. Like
example colored wool. Something like world.setBlockState(pos,
Blocks.wool.getDefaultState()); but with a BlockState
property?
L1236[21:07:22] <aidancbrady> yeah I
realized that four hours later :)
L1237[21:07:42] <diesieben07> EwyBoy,
IBlockState#withProperty to set a property
L1238[21:11:07] <EwyBoy>
pos.setBlockState(state.add(0,-1,0),
Blocks.fire.getDefaultState().withProperty(Blocks.fire.UPPER,
true)); The way I have it now crashes the game
L1239[21:11:34] <diesieben07> first of
all you can replace add(0, -1, 0) with .down()
L1240[21:11:42]
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L1241[21:11:45] <EwyBoy> done
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L1243[21:12:04] <diesieben07> and you can
only set the AGE property for fire
L1244[21:12:12] <diesieben07> the other
properties are determined based on the surroundings of the fire
block
L1245[21:12:16] <theFlaxbeard> Got
disconnected there, don't know if I missed any answer
L1246[21:12:42] <diesieben07> you didn't,
as i said, define every possible variant
L1247[21:13:01] <theFlaxbeard> If I do
wouldn't I need to define every variant including the facing?
L1248[21:13:06] <theFlaxbeard> so,
2*2*6=24 total?
L1249[21:13:20] <diesieben07> yep.
L1250[21:13:52] <theFlaxbeard> There's no
better way?
L1251[21:14:08] <diesieben07> not that i
know of
L1253[21:14:54] <masa> :p
L1254[21:15:15] <MoxieGrrl> FTSS.
L1255[21:15:17] <MoxieGrrl> For
short.
L1256[21:15:34] <theFlaxbeard> oh
wait
L1257[21:15:35] <masa> I'll have to
remember that :p
L1258[21:15:40] <theFlaxbeard> the
pastebin I posted had an extra quote
L1259[21:15:43] <theFlaxbeard> my
solution works now
L1260[21:16:49] <diesieben07> oh
lol
L1262[21:17:49] <masa> are you not using
an editor with syntax hilightng that would have caught the extra
quote?
L1263[21:18:25] <theFlaxbeard> I usually
just edit my json files in np++ but evidently that didn't catch
it
L1265[21:22:18] <MoxieGrrl> Someday I
will be able to afford Sublime.
L1266[21:22:19] <MoxieGrrl>
Someday.
L1267[21:22:28] <theFlaxbeard> I use
sublime for most things, just haven't changed the filetype
association of json from np++ yet
L1268[21:22:51] <theFlaxbeard> You can
use the evaluation copy indefinitely, it just yells at you once and
a while
L1269[21:23:18] <masa> yep it sure it
quite expensive for a text editor, but I still don't regret buying
it one bit
L1270[21:23:23] <masa> it's just that
nice
L1271[21:25:12] <masa> and also the fact
that I can use the same editor with the same configs and plugins
both on my main linux desktop and my gaming PC w/ win 7 where I do
my modding
L1272[21:26:07] <MoxieGrrl> If only there
was an android app, for those 'oh, this is a good idea and I have
none of my crap' moments.
L1273[21:26:36] <masa> gaming PC == the
one where I occasionally may slso play some minecraft and not just
fiddle around with modding
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L1288[22:23:01] <MCE626> hi
L1289[22:24:25] <theFlaxbeard> o/
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