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L13[00:28:28] <LordSkittles_> so, how does one register a villager house generator in 1.9? Is is still just MapGenStructureIO.registerStructureComponent or is there more too it now
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L22[01:00:35] <LordSkittles_> So I am trying to generate a villager house in 1.9 and I have it all registered, but for some reason I keep getting the following crash: https://pste.me/#/ALcjk Someone able to help me?
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L47[01:30:48] <Grist> night!
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L61[01:59:54] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160520 mappings to Forge Maven.
L62[01:59:58] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160520-1.9.4.zip (mappings = "snapshot_20160520" in build.gradle).
L63[02:00:08] <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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L104[04:22:46] <DovahOfKiin> guys
L105[04:22:58] <DovahOfKiin> in my onBlockActivated I have this code:
L106[04:23:13] <DovahOfKiin> if (!world.isRemote) worldIn.spawnEntityInWorld(new EntityItem(worldIn, pos.getX(), pos.getY(), pos.getZ(), UniversalBucket.getFilledBucket(new UniversalBucket(), ModFluids.bloodFluid)));
L107[04:23:28] <DovahOfKiin> I want to spawn a universal bucket of my fluid
L108[04:23:38] <DovahOfKiin> but there are a few problems
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L110[04:24:26] <DovahOfKiin> 1) it drops "item.null" with a missing texture, but when i right click on a block, it functions perfectly. The fluid is placed, and I get an empty bucket back. I can use this bucket to pick the fluid up
L111[04:24:49] <DovahOfKiin> 2) it drops not one, but two "item.null"s. I thought the !world.isRemote would fix this but nope
L112[04:25:05] <DovahOfKiin> any help?
L113[04:26:41] <PaleoCrafter> why are you calling new UniversalBucket()?
L114[04:27:14] <PaleoCrafter> that creates a new item every time :P
L115[04:28:13] <DovahOfKiin> So you would recommend I keep a UniversalBucket() stored somewhere? @ PaleoCrafter
L116[04:28:21] <DovahOfKiin> in like the ctor or something?
L117[04:28:31] <PaleoCrafter> if you just want the bucket, use the existing one? :P
L118[04:28:48] <DovahOfKiin> No, I want a bucket filled with the fluid
L119[04:29:01] <PaleoCrafter> you don't create a UniversalBucket instance unless you create a whole new fluid container
L120[04:29:04] <PaleoCrafter> iirc
L121[04:29:06] <DovahOfKiin> oh
L122[04:29:28] <DovahOfKiin> then how do I get a universalbucket for the getFilledBucket method?
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L124[04:30:13] <PaleoCrafter> ForgeModContainer.getInstance().universalBucket it seems
L125[04:30:52] <DovahOfKiin> how do you guys even know this stuff
L126[04:30:53] <DovahOfKiin> :P
L127[04:30:59] <PaleoCrafter> I just looked that up :P
L128[04:31:09] <PaleoCrafter> a few find usages and you've got it :P
L129[04:31:24] <DovahOfKiin> alright launching
L130[04:31:29] <DovahOfKiin> lets see what it fixes
L131[04:32:21] <DovahOfKiin> you fixed one
L132[04:32:33] <DovahOfKiin> the texture and name is alright now
L133[04:32:40] <DovahOfKiin> but, it still drops two
L134[04:32:57] <DovahOfKiin> and both are valid, one isn't a "client-side ghost item"
L135[04:40:01] <PaleoCrafter> dunno
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L138[04:41:25] <Digitalsabre> FFS.
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L146[05:32:29] <LordSaad> http://pastebin.com/e7g6ALbF that's my build.gradle. setupDecompWorkspace keeps failing. any ideas why?
L147[05:32:53] <LordSaad> it says the "version" parameter is wrong
L148[05:32:55] <LordSaad> but i dont get why
L149[05:33:23] <LordSaad> ...
L150[05:33:25] <LordSaad> i just found it why
L151[05:33:26] <LordSaad> nvm
L152[05:33:39] <LordSaad> yup, all good.
L153[05:33:55] <LordSaad> thanks for the help everyone, couldnt have done it without you guys
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L155[05:39:33] <PaleoCrafter> LordSaad, no branch required, right? :P
L156[05:39:47] <LordSaad> exactly.
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L158[05:45:18] <Digitalsabre> I need to make a mod called "A".
L159[05:45:23] <Digitalsabre> And put it on github.
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L162[05:46:16] <PaleoCrafter> uhm... why, Digitalsabre?
L163[05:46:54] <Digitalsabre> So that when people make copies of the mod using git… they can be all like, "Forking A."
L164[05:47:07] <AKTheKnight> xD
L165[05:47:27] <AKTheKnight> What's the view, are we updating mods to 1.9.4? Or waiting a bit longer and sticking on 1.9?
L166[05:48:27] <DovahOfKiin> Still looking for help with my issue guys
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L174[06:19:25] <gigaherz|work> AKTheKnight: All but one of my mods are on 1.9.4 already
L175[06:19:30] <gigaherz|work> just on beta status
L176[06:19:43] <gigaherz|work> because it's too early on the 1.9.4 cycle
L177[06:20:02] <gigaherz|work> and the one mod I didn't update, it's because I'm not sure that I'll continue developing
L178[06:21:07] <gigaherz|work> one of the major features requires having peopler notifications of items breaking due to durability damage, and the event simply doesn't work well enough for me needs
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L180[06:21:23] <gigaherz|work> but I'm not really in the mood to fix that and PR to forge
L181[06:21:38] <gigaherz|work> s/peopler/proper/
L182[06:21:40] <gigaherz|work> wtf.
L183[06:21:54] <gigaherz|work> stupid muscle memory
L184[06:22:49] <gigaherz|work> [12:47] (Digitalsabre): So that when people make copies of the mod using git… they can be all like, "Forking A."
L185[06:23:34] <gigaherz|work> whenever I mention or play with anything that has "Ars" in the name (mostly Ars Magica)
L186[06:23:47] <gigaherz|work> the little kid in my head goes "Arse Magica, heh."
L187[06:24:16] <IoP> magical booty
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L220[07:54:43] <raoulvdberge> Is there a way to know from the server if the player's world is loaded clientside? I'm sending a packet as soon as the player joins that updates a tile entity but the TE can't be updated because the world isn't loaded yet.
L221[07:54:59] <Lordmau5> hmm?
L222[07:55:05] <raoulvdberge> Currently I'm doing player.ticksExisted > 60 but that wouldn't work if the world loads really slow.
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L224[07:55:27] <Ordinastie_> why would you send TE packets not from the TE ?
L225[07:55:54] <Lordmau5> does anyone know what happened to EntityPlayer#dropPlayerItemWithRandomChoice :p?
L226[07:56:41] <Lordmau5> oh just dropItem ok
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L228[07:59:55] <LordSaad> http://pastebin.com/G8CV8i7Z why is build.gradle's setupDecompWorkspace failing? That's the error and here is the gradlew: http://pastebin.com/wxGPdxH1
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L230[08:07:15] <Shalmezad> Only thing I can think of is to try upping your memory usage in gradle (export GRADLE_OPTS=-Xmx2G)
L231[08:08:03] <iTitus> Have you tried turning it off and on again?
L232[08:08:51] <iTitus> Seriously, I had some issues where it wouldn't download deps because it could not make a connection. Just trying it again helped.
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L235[08:11:05] <Noc7is> Anyone have any idea why "living.curePotionEffects(new ItemStack(Items.milk_bucket));" wont clear potion effects? Its being called by the server. Also tried calling on both the server and client.
L236[08:11:17] <Lordmau5> Yo I did the thing
L237[08:11:28] <Lordmau5> hot memes on FTB reddit and such, you know the drill
L238[08:11:29] <iTitus> uwotm8?
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L241[08:12:48] <PaleoCrafter> so very hot, Lordmau5 :P
L242[08:13:10] <Lordmau5> I first thought of just doing a small 30 sec video where I just say "FFS for 1.9.4 - it's here, that's it." and then 20 sec of credits
L243[08:13:18] <Lordmau5> would've been a good meme as well
L244[08:13:29] <Lordmau5> but then this one Family Guy episode popped in my head and I could not unsee that meme xD
L245[08:13:37] <Noc7is> "living.getActivePotionEffects().clear();" also doesn't clear the potion effects.
L246[08:15:47] <Noc7is> Suddenly it does... I changed literally nothing. Ugh.
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L248[08:18:10] <Noc7is> Mr. Cow is about to go night night: http://imgur.com/573ZBIL
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L254[08:25:50] <AKTheKnight> That looks a bit scary
L255[08:26:01] <AKTheKnight> Like they're about to take off
L256[08:28:30] <Noc7is> Lol. I should add an "eject medpod" feature.
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L273[09:11:30] <Noc7is> Does Entity.getEntityId() not stay the same if the world is unloaded and reloaded?
L274[09:11:44] <gigaherz_n> nope
L275[09:11:54] <gigaherz_n> there's .getPersistentId for that
L276[09:11:59] <Noc7is> Ah, thanks :)
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L278[09:13:49] <Noc7is> Does World.getEntityByID() still work with that ID?
L279[09:13:58] <gigaherz_n> no
L280[09:14:10] <gigaherz_n> you'll have to iterate, I think
L281[09:14:14] <Noc7is> Alright.
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L284[09:32:45] <yopu> Hey guys, I'm working on a mod for 1.8.9-11.15.1.1722. I'm trying to utilize the datawatcher for a blockpos. I'm inspecting the class and there is support for adding a blockpos to the datawatcher, but not retrieving. Is the class just not fully implemented?
L285[09:33:29] <gigaherz_n> DataWatcher is vanilla
L286[09:34:21] <kashike> 1.9 has support for BlockPos/etc in EntityDataManager. You aren't going to have much fun with 1.8.9's DataWatcher
L287[09:34:33] <gigaherz_n> either way
L288[09:34:48] <gigaherz_n> you'd take up 3 slots, but you can just write x,y,z separately
L289[09:34:48] <gigaherz_n> ;P
L290[09:35:10] <yopu> Yeah I figured as much.
L291[09:35:18] <PaleoCrafter> Does it not have support for longs?
L292[09:35:24] <kashike> or if DW supports longs you could use BlockPos's long from/to methods if you want
L293[09:35:32] <gigaherz_n> ah right ,yo ucan turn a blockpos to a long
L294[09:35:32] <kashike> I forget what 1
L295[09:35:37] <gigaherz_n> which must annoy the heck out of barteks2x
L296[09:35:38] <gigaherz_n> XD
L297[09:35:45] <gigaherz_n> since the long encoding assumed 8bit Y
L298[09:35:46] <gigaherz_n> ;P
L299[09:35:49] <kashike> I forget what 1.8.9' DW supports
L300[09:35:53] <gigaherz_n> assumes*
L301[09:36:03] <kashike> I don't care for old MC versions :P
L302[09:36:07] <gigaherz_n> byte, short, int, float, string, itemstack, blockpos, rotations
L303[09:36:09] <gigaherz_n> no long
L304[09:36:14] <kashike> ah fun
L305[09:36:15] <yopu> dataTypes.put(Byte.class, Integer.valueOf(0)); dataTypes.put(Short.class, Integer.valueOf(1)); dataTypes.put(Integer.class, Integer.valueOf(2)); dataTypes.put(Float.class, Integer.valueOf(3)); dataTypes.put(String.class, Integer.valueOf(4)); dataTypes.put(ItemStack.class, Integer.valueOf(5)); dataTypes.put(BlockPos.class, Integer.valueOf(6)); dataTypes.put(Rotations.class, Integer.valueOf(7));
L306[09:36:26] <yopu> Notice that it has blockpos
L307[09:36:37] <yopu> It just doesn't have a function for retrieval
L308[09:37:38] <yopu> I didn't realize that you could serialize blockpos to a long
L309[09:38:03] <PaleoCrafter> Only due to vanilla's restrictions, but yeah
L310[09:38:30] <yopu> Doesn't help here, but that is interesting.
L311[09:39:00] <PaleoCrafter> You could reduce it to two slots instead of three xD
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L313[09:39:27] <gigaherz_n> reflect getWatchedObject and then get the watchedObject from it?
L314[09:39:44] <kashike> I don't have a copy of 1.8.9 DataWatcher, so I can't assist further. good luck :P
L315[09:39:48] <PaleoCrafter> One for the most significant bits of the long and another one for the least significant bits
L316[09:40:40] <yopu> It has a getAllWatched()
L317[09:40:52] <yopu> I could write a helper to sort through them and get the one I want
L318[09:46:16] <Lordmau5> oh well, post got removed off of the FTB subreddit :p
L319[09:46:24] <Lordmau5> might as well not post mod updates there anymore, it's k
L320[09:46:33] <PaleoCrafter> lol
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L323[09:47:59] <Temportalist> gigaherz_n: _n?
L324[09:48:51] *** gigaherz_n is now known as gigaherz
L325[09:49:09] <gigaherz> my irc client adds random letters to the end if sasl fails due to nick being used
L326[09:49:10] <PaleoCrafter> Noob
L327[09:49:23] <gigaherz> also wtfu about my nickname choices, ppl
L328[09:49:24] <gigaherz> ;P
L329[09:49:27] <gigaherz> stfu*
L330[09:50:02] <fry> you're a strong indenendent gigaherz
L331[09:50:04] <fry> who don't need no _n :D
L332[09:51:22] <Temportalist> :D
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L339[10:02:19] <Xilef11> How would I go about getting all drops from all entities using loot tables?
L340[10:02:42] <gigaherz> you can get all loots from all loot tables
L341[10:02:48] <gigaherz> maybe you need reflection
L342[10:02:56] <gigaherz> but you can't just "get the drops from all entities
L343[10:03:06] <gigaherz> because you can dynamically change the loot table used by an entity
L344[10:04:03] <Xilef11> well, I need to go from an ItemStack to a list of entities that might drop it
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L346[10:04:56] <Xilef11> and my current method is very hacky https://github.com/Xilef11/runesofwizardry-classics/blob/master/src/main/java/xilef11/mc/runesofwizardry_classics/runes/RuneResurrection.java#L83
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L348[10:05:11] <gigaherz> ask the author of "not enough resources", he's doine it for 1.9, or was doing it
L349[10:05:24] <gigaherz> eh just enough resources**
L350[10:06:41] <iTitus> I think he is called way2muchnoise
L351[10:08:02] *** brandon3055 is now known as brandon3055|Zz
L352[10:08:38] <Wuppy> lol, dutchies are having fun mixing a video xD https://www.facebook.com/skoften/videos/1473445792681320/
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L354[10:12:43] <Ordinastie_> you already linked that :x
L355[10:14:18] <Wuppy> but it's still fun xD
L356[10:14:37] <Wuppy> but the real reason is that that other link doesn't even really work :V
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L361[10:34:01] <gigaherz> I WISH there were different warnings for "overriding deprecated method" vs "calling deprecated method"
L362[10:34:16] <fry> sigh
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L364[10:34:27] <fry> mark your override with @Deprecated too
L365[10:34:39] <gigaherz> that works?
L366[10:34:42] <fry> yes
L367[10:34:46] * gigaherz shrugs
L368[10:34:48] <gigaherz> will do
L369[10:35:35] <barteks2x> didn't know I can do that. I have a few deprecated methods (that I myself made deprecated and didn't remove usages of them yet) tha I @Override
L370[10:36:32] <PaleoCrafter> Why do people append the at sign when they could just use the actual word? xD
L371[10:36:47] <gigaherz> ?
L372[10:36:53] <PaleoCrafter> Especially since the annotation isn't technically required
L373[10:37:09] <fry> hmm?
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L376[10:37:23] <PaleoCrafter> People often say "I @Override xyz"
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L378[10:37:27] <fry> hehe
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L380[10:37:38] <PaleoCrafter> As if it's a verb
L381[10:37:47] <iTitus> because annotations changed our brains
L382[10:37:58] <barteks2x> I guess I'm too used to writing it like that
L383[10:38:43] <PaleoCrafter> You write @Override manually in your code? :P
L384[10:38:52] <fry> "that I marked with the annotation @Override" can be often shortened to "that I @Override" :D
L385[10:39:20] <gigaherz> is there a proper way to essentially do "block.getStateFromMeta(item.metadata)" without having to live with the deprecation?
L386[10:39:47] <PaleoCrafter> But you can mark anything with that annotation, doesn't mean you override it
L387[10:39:59] <gigaherz> IDEA won't compile if you do that
L388[10:40:05] <PaleoCrafter> (even if the annotated code doesn't compile)
L389[10:40:05] <gigaherz> it errors if the @Oeerride fails
L390[10:40:15] <mikebald> It's a nice visual representation to whomever is reading your code that you're overriding a method
L391[10:40:36] *** willieaway is now known as williewillus
L392[10:40:44] <PaleoCrafter> Of course, but @Override in an on itself doesn't mean shit in the act of overriding
L393[10:41:04] <gigaherz> you can apply it to interfaces now, where it isn't REALLY overriding anything
L394[10:41:11] <gigaherz> (unless there was a default implementation)
L395[10:41:31] <williewillus> it's just a useful marker :P
L396[10:41:35] <barteks2x> Isn't "now" "since java 6"?
L397[10:41:41] <williewillus> yeah
L398[10:41:45] <williewillus> or somewhere like that :P
L399[10:42:05] <williewillus> the new thing in java 8 was annotations on usage of a type and type parameters
L400[10:42:19] <theFlaxbeard> Where did getDescriptionPacket go in TEs?
L401[10:42:25] <gigaherz> getUpdatePacket
L402[10:42:30] <theFlaxbeard> thanks
L403[10:42:30] <gigaherz> different return type
L404[10:42:37] <gigaherz> also
L405[10:42:40] <gigaherz> this is for incremental updates
L406[10:42:50] <gigaherz> (supposed to be)
L407[10:42:54] <gigaherz> the "bulk" update is done on load, with getUpdateTag
L408[10:43:12] <gigaherz> (on chunk load/transfer to the client, that is)
L409[10:43:22] <gigaherz> ... or that's what I heard here
L410[10:43:30] <iTitus> yeah
L411[10:43:34] <iTitus> exactly
L412[10:43:35] <williewillus> https://gist.github.com/williewillus/7945c4959b1142ece9828706b527c5a4
L413[10:43:38] <barteks2x> I need to update that part of code, I have no idea why my code actually works
L414[10:43:38] <iTitus> ^
L415[10:43:51] <williewillus> I have one of these for everything that I get confused about xD
L416[10:44:09] <mikebald> Doesn't @Override cause a compile-time check?
L417[10:44:20] <williewillus> yes
L418[10:44:47] <gigaherz> yes, unless you were to somehow compile for a very old java version that doens't know about it
L419[10:45:54] <gigaherz> it's still just a compile-time annotation though, so far as I know, not some explicit attribute stored into the class
L420[10:45:57] <gigaherz> like it owuld be on C#
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L422[10:46:18] <gigaherz> (where methods are also explicitly virtual, and if they aren't virtual, they aren't included in the vtable)
L423[10:46:57] <barteks2x> don't tell me that compilcation doesn't fail if you override non-virtual method
L424[10:46:58] <iTitus> @Override is just there to be easily readable + compile time checks
L425[10:47:11] <williewillus> barteks2x: "nonvirtual" methods are called static :P
L426[10:47:13] <williewillus> or private
L427[10:47:17] <williewillus> either of which you can't override
L428[10:47:21] <williewillus> in java at least
L429[10:47:25] <barteks2x> I mean in C#
L430[10:47:30] <williewillus> oh heh
L431[10:48:21] <gigaherz> barteks2x: om C#, you can't override non-virtual at all
L432[10:48:34] <gigaherz> it will fail at compile time
L433[10:48:44] <barteks2x> so final by default?
L434[10:48:45] <gigaherz> however
L435[10:48:58] <gigaherz> you can replace methods WITHOUT overriding
L436[10:49:05] <gigaherz> by using the "new" keyword
L437[10:49:12] <gigaherz> this allows replacing return types
L438[10:49:18] <gigaherz> and breaking the chain
L439[10:49:26] <gigaherz> so that a reference to the parent uses the parent code
L440[10:49:27] <theFlaxbeard> Just tried running 1.9.4, getting an NPE in ModelResourceLocation.<init>
L441[10:49:30] <theFlaxbeard> Doesn't seem to mention my mod
L442[10:51:19] <williewillus> null registry name for an item maybe?
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L444[10:51:43] <gigaherz_i> [17:50] (gigaherz): okay another question then,
L445[10:51:43] <gigaherz_i> [17:50] (gigaherz): getItemStackDisplayName is not client-only
L446[10:51:51] <mikebald> huh, didn't know you could do that with the new keyword in C#; slick
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L448[10:52:14] <gigaherz_i> I'm overriding it because the default implementation didn't really fit my use case
L449[10:52:24] <theFlaxbeard> williewillus: Perhaps, though I don't know how I figure out which it is
L450[10:52:27] <gigaherz_i> but that means I have to call the non-client-only I18n there, which is annoying
L451[10:52:29] <gigaherz_i> any alternative? ;P
L452[10:52:56] <williewillus> @SuppressWarnings
L453[10:53:00] <iTitus> ^
L454[10:53:05] <gigaherz_i> I mean any alternative TO suppresswarnings
L455[10:53:05] <gigaherz_i> XD
L456[10:53:13] <williewillus> theFlaxbeard: exception breakpoint on MRL constructor?
L457[10:53:14] <williewillus> idk
L458[10:53:21] <iTitus> But it works!
L459[10:53:29] <gigaherz_i> also
L460[10:53:30] <williewillus> gigaherz_i: i mean they seem to use @Deprecated very very liberally
L461[10:53:37] <gigaherz_i> the new nonnullbydefault annotations
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L463[10:54:01] <gigaherz_i> are we supposed to include it all over the place too?
L464[10:54:02] <gigaherz_i> XD
L465[10:54:05] <gigaherz_i> them*
L466[10:54:17] <fry> yes
L467[10:54:18] <williewillus> i just made idea zap them all in so it would shut up
L468[10:54:27] <williewillus> one big commit abut I don't have to worry about it again lol
L469[10:54:28] <iTitus> But now I have to revisit all my code :(
L470[10:54:34] <gigaherz_i> ugh
L471[10:54:34] <williewillus> your IDE can do it for you :P
L472[10:54:46] <iTitus> mezz did it well. He used it in JEI from the beginning
L473[10:54:52] <williewillus> run inspection -> Notnull/nullable problems -> Right click -> Apply Fix
L474[10:54:55] <gigaherz_i> 1.9.4: annotations, annotations everywhere
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L476[10:55:24] <williewillus> so in the decompiled code every package has that nonnulldefault stuff
L477[10:55:29] <williewillus> was that in the original vanilla code?
L478[10:55:38] <williewillus> because it says mcp generated
L479[10:56:02] <fry> yes twas there
L480[10:56:25] <williewillus> okay so no way to complain xD
L481[10:56:38] <williewillus> i was gonna say if it wasnt in vanilla and we added it that would be annoying
L482[10:57:59] <capitalthree> nullability annotations ftw :D
L483[10:58:07] <barteks2x> ever since I started using mixins I didn't notice that in normal world type player always dies when below y=64 instead of -64
L484[10:58:19] <williewillus> lol
L485[10:58:42] <barteks2x> instead of adding -64 I subtracted -64 from minWorldHeight
L486[10:59:00] <williewillus> all the @nonnull and they still can't fix this >_> https://bugs.mojang.com/browse/MC-101325
L487[10:59:14] <williewillus> #12 on a tracker in a new version of the game, which is really high :P
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L489[10:59:39] <williewillus> #13 right under is also a new bug which is carts being totally broken
L490[11:00:02] <williewillus> anyways brb
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L498[11:09:44] <alekso56> erm, how do i send a message to the client? im trying the message stuff but i just get SPacketSpawnExperienceOrb errors
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L507[11:25:59] <AKTheKnight> alekso56: Here is what I use: https://github.com/AKTheKnight/ShrinkCraft/blob/master/src/java/com/aktheknight/shrinkcraft/Util.java#L11-L17
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L510[11:30:22] <alekso56> AKTheKnight: ah, sorry, i meant the packet message, not chat.
L511[11:30:38] <AKTheKnight> ohh
L512[11:32:35] <AKTheKnight> That's something even I don't know. My mods are still pretty basic
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L514[11:35:15] <Aroma1997> hey
L515[11:35:23] <alekso56> heya
L516[11:35:42] <Aroma1997> how can I register a dimension in 1.9?
L517[11:36:26] <Aroma1997> I need a dimensionType, however that's an enum, and I haven't been able to use the EnumHelper to add a new thing to the enum.
L518[11:36:40] <Aroma1997> well, DimensionManager needs a dimensionType
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L520[11:37:54] <fry> there's a method
L521[11:38:34] <fry> DimensionType.register
L522[11:38:57] <alekso56> then DimensionManager.registerDimension(int id, DimensionType type)
L523[11:40:12] <Aroma1997> ... that requires a dimensiontype
L524[11:40:18] <Aroma1997> as I said above, that's an enum
L525[11:40:36] <Aroma1997> and I haven't gotten the EnumHelper to work yet, with that class...
L526[11:40:44] <fry> god damn it
L527[11:40:47] <fry> DimensionType.register
L528[11:40:52] <fry> look at it
L529[11:41:22] <alekso56> haha fry got ignored.
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L532[11:41:41] <Aroma1997> hmm
L533[11:41:46] <Aroma1997> when did they add that?
L534[11:41:52] <Aroma1997> it wasn't there last time I checked
L535[11:41:53] <Aroma1997> thanks
L536[11:41:54] <alekso56> i think.. in 1.9.
L537[11:42:52] <M4thG33k> Working with 1.9, is there a way to render half a block? Like a slab of a block (without creating an actual slab block)
L538[11:43:35] <iTitus> Maybe with somekind of retexturable model
L539[11:44:01] <M4thG33k> how would I get the block textures? (I knew how to do this in 1.7.10, but all that is gone...)
L540[11:44:47] <iTitus> boni did something like that with his tables
L541[11:45:33] <iTitus> https://github.com/SlimeKnights/TinkersConstruct/blob/master/src/main/java/slimeknights/tconstruct/shared/client/BakedTableModel.java
L542[11:46:20] <M4thG33k> alright; I'll chew on that for a while. Thanks!
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L558[12:20:03] <alekso56> how do i reload resource packs in code?
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L561[12:25:12] <Zaggy1024> alekso56, why would you want to do that?
L562[12:25:51] <Lumien> Minecraft.refreshResources or something
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L564[12:25:54] <Zaggy1024> it's a quite slow process, you should only force a reload of everything if you have to
L565[12:26:49] <alekso56> i mean, how else can i change language on the run?
L566[12:27:28] <PaleoCrafter> fry, xy, pwease
L567[12:27:49] <AKTheKnight> Paleo, get back to your css magic :P
L568[12:27:57] <PaleoCrafter> nah, that's done :P
L569[12:28:15] <PaleoCrafter> working on my mod :P
L570[12:28:20] <AKTheKnight> ooh nice
L571[12:28:21] <iTitus> make css mod
L572[12:28:47] <PaleoCrafter> funny enough, I once started work on a GUI library that would have something similar to CSS:P
L573[12:29:11] <AKTheKnight> You should make one to help standardize all the readthedocs stuff
L574[12:29:35] <PaleoCrafter> hm?
L575[12:29:58] <Biochemic> or make stuff easier in books :D
L576[12:30:00] <AKTheKnight> A bot :P
L577[12:30:04] <alekso56> erm, fatal error, no opengl context
L578[12:30:08] <AKTheKnight> Ooh yeah. A books mod would be awesome
L579[12:30:28] <Biochemic> yupp ^^
L580[12:30:30] <PaleoCrafter> wat
L581[12:30:44] <PaleoCrafter> like, with CSS or what>?
L582[12:30:48] <AKTheKnight> As in a mod to make formatting and colouring and stuff in books easier
L583[12:30:50] <Biochemic> yupp ^^
L584[12:30:54] <willieaway> alekso56: what are you even trying to do?
L585[12:30:57] *** willieaway is now known as williewillus
L586[12:31:06] <AKTheKnight> Could be css or a custom thing. Or colour selection or something
L587[12:31:08] <williewillus> instead of asking how to reload in code describe what you want to achieve :P
L588[12:31:20] <PaleoCrafter> Ordinastie_ has something very much like this, iirc
L589[12:31:29] <alekso56> williewillus: i want to add and remove language on the run.
L590[12:31:34] <PaleoCrafter> he definitely has something along the lines of a WYSIWYG component
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L592[12:32:09] <alekso56> i managed to code together a mod that syncs achievements based on the server's whims.
L593[12:32:12] <AKTheKnight> ahh
L594[12:32:16] <alekso56> and the language is kinda a pain.
L595[12:33:03] <williewillus> ummm wat
L596[12:33:11] <williewillus> you should just be sending unlocalized names from the server
L597[12:33:16] <williewillus> it's up to the client to translate them
L598[12:33:26] <alekso56> well, only the server has the transelations.
L599[12:33:30] <williewillus> ew
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L601[12:33:41] <alekso56> i cannot do it any other way.
L602[12:33:45] <williewillus> then just send the localized string
L603[12:33:52] <alekso56> i am doing that >_>
L604[12:33:57] <Biochemic> it would be also interesting to add an ability to put custom screens for crafting and stuff in such books ^^
L605[12:33:58] <williewillus> and inject it into the languagemap manually
L606[12:34:02] <williewillus> don't reload resources
L607[12:34:12] <alekso56> where is the language map?
L608[12:34:13] <Biochemic> without using pngs, because they can be pain in high quantity
L609[12:34:16] <williewillus> LanguageMap
L610[12:34:17] <williewillus> :P
L611[12:34:27] <PaleoCrafter> I'm fairly certain there is such a library already
L612[12:34:52] <PaleoCrafter> http://mods.curse.com/mc-mods/minecraft/228832-guide-api
L613[12:35:07] <alekso56> williewillus: can i remove stuff from there too?
L614[12:35:11] <williewillus> no idea
L615[12:35:24] <alekso56> because the client will probably overflow >_>
L616[12:35:31] <PaleoCrafter> wat
L617[12:35:32] <williewillus> wtf does "overflow" even mean
L618[12:35:57] <alekso56> adding to the map untill the client dies?
L619[12:36:05] <PaleoCrafter> oh, hm, just found an issue with the decompiler, it seems
L620[12:36:14] <williewillus> alekso56: um
L621[12:36:16] <Biochemic> oh well ^^
L622[12:36:23] <williewillus> how many are you thinking of sending?
L623[12:36:49] <PaleoCrafter> not so much with the decompiler as with its formatting, actually: http://s.mineformers.de/idea_2016-05-20_19-36-26.png
L624[12:36:50] <alekso56> depends on how many calls the computers can make :v
L625[12:37:23] <williewillus> wat
L626[12:37:37] <williewillus> i don't even understand what you're trying to achieve
L627[12:37:49] <williewillus> why can't you send it once?
L628[12:38:39] <alekso56> im sending it once, then the client generates the achievements with the seed. but you never know if the computer user will send it more than once.
L629[12:38:58] <williewillus> what is a "computer user"
L630[12:39:15] <alekso56> or command user. a person that tells the mod to sync right there.
L631[12:39:47] <williewillus> the Language map is literally a Map<String, String>
L632[12:40:00] <williewillus> from unlocal -> local string
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L634[12:40:16] <PaleoCrafter> well, LanguageMap itself *literally* is a class :P
L635[12:40:26] <williewillus> yes that holds one of such maps
L636[12:40:36] <PaleoCrafter> yeah, but it isn't literally that map :P
L637[12:40:43] <williewillus> hence the space :P
L638[12:41:21] <PaleoCrafter> well, but the abstract concept of the "Language map" still is represented by the class LanguageMap :P
L639[12:41:27] <Tazz> Anyone know an artist looking to make some moneys?
L640[12:41:53] <alekso56> the value is private :l
L641[12:41:57] <williewillus> reflect
L642[12:42:03] <williewillus> also what is your mod trying to achieve again?
L643[12:42:07] <williewillus> you mentioned some seed
L644[12:42:28] <Tazz> Does anyone like use acc transformers anymore? Rofl
L645[12:42:51] <PaleoCrafter> no, they're bad and stupid and things and stuff :
L646[12:42:54] <PaleoCrafter> :P
L647[12:43:03] <Tazz> Haha
L648[12:43:19] <Tazz> So like No One on the artist thing die?
L649[12:43:25] <Tazz> Doe*
L650[12:43:34] <Tazz> Ffs autocorrect
L651[12:43:37] <williewillus> and by "reflect" i meant "methodhandle unreflectGetter" :P
L652[12:44:06] <PaleoCrafter> if anybody knew an artist, they wouldn't let it out of their basement, Tazz :P
L653[12:44:21] <Tazz> PaleoCraft haha
L654[12:45:31] <PaleoCrafter> mind you that I used "it" intentionally :P
L655[12:45:38] <HassanS6000> !gm func_145747_a 1.7.10
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L657[12:46:00] <TobyO> hey
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L659[12:47:09] <HassanS6000> !gm func_74781_a 1.7.10
L660[12:47:14] <TobyO> does anyone know if there's a way to make the collision box for a block match the obj model?
L661[12:47:20] <HassanS6000> !gm func_74745_c 1.7.10
L662[12:47:22] ⇨ Joins: ThomasRules (~ThomasRul@host86-147-147-56.range86-147.btcentralplus.com)
L663[12:47:31] <HassanS6000> !gm func_150305_b 1.7.10
L664[12:47:38] <PaleoCrafter> add multiple boxes, TobyO :P
L665[12:47:45] <HassanS6000> !gf field_71574_a 1.7.10
L666[12:47:57] <TobyO> ah, so I can't use the obj model directly?
L667[12:48:01] <PaleoCrafter> not really, no
L668[12:48:02] <HassanS6000> !gm func_74762_e 1.7.10
L669[12:48:08] <TobyO> poo
L670[12:48:16] <williewillus> it would make no sense
L671[12:48:19] <williewillus> models are clientside
L672[12:48:20] <gigaherz> Minecraft only knows collision boxes
L673[12:48:23] <williewillus> collision is serverside
L674[12:48:24] ⇦ Parts: ThomasRules (~ThomasRul@host86-147-147-56.range86-147.btcentralplus.com) ())
L675[12:48:24] <PaleoCrafter> you could probably override the entire collision check
L676[12:48:40] <TobyO> it would make perfect sense wouldn't it?
L677[12:48:45] <williewillus> no
L678[12:48:53] <TobyO> why?
L679[12:49:03] <williewillus> that means I can change the collision of arbitrary boxes on any arbitrary server just by changing my resource pack
L680[12:49:15] <williewillus> how would it work in a dedicated server situation?
L681[12:49:28] <williewillus> Block X has a different hitbox for Player 1 and 2?
L682[12:49:37] <TobyO> well, the server sets the collision box
L683[12:49:55] <TobyO> like you said, the collision box is server side
L684[12:50:05] <williewillus> yes and the server has no access to models
L685[12:50:08] <williewillus> 0
L686[12:50:15] <PaleoCrafter> and then the model on the client is a slop from left to right while the collision box goes from right to left
L687[12:50:56] <TobyO> why would the server have no access to models?
L688[12:51:07] <PaleoCrafter> because it doesn't need to
L689[12:51:09] <williewillus> because models are visual
L690[12:51:15] <PaleoCrafter> it ain't rendering anything
L691[12:51:26] <williewillus> server doesn't know anything about sounds, textures, models, lang, etc.
L692[12:51:28] <TobyO> no they're not, models are just co-ordinates
L693[12:51:42] <williewillus> yes but it's for RENDERING
L694[12:51:45] <williewillus> does a server render? no :P
L695[12:51:57] <TobyO> well, it doesn't have to be for rendering
L696[12:52:05] <williewillus> mojang didn't make a "arbitrary hitbox replacement system" they made a "model system" specifically for rendering
L697[12:52:09] <williewillus> that's how its designed
L698[12:52:22] <TobyO> if I have a textureless model, does that mean it doesnt exist just because nothing is rendered?
L699[12:52:31] <williewillus> wat
L700[12:52:33] <williewillus> how is this relevant?
L701[12:52:39] <TobyO> the rendering of a model is one very small part of it
L702[12:52:49] <williewillus> as far as the mc system is concenrnsed
L703[12:52:52] <williewillus> all a model serves is rendering
L704[12:52:52] <TobyO> the shape is
L705[12:53:02] <williewillus> it is literally baked into a vertex array to be sent to the GPU
L706[12:53:06] <PaleoCrafter> think of the game as using the MVC pattern for a moment
L707[12:53:10] <gigaherz> wow, weird, my 1.9.4 ports' download counts are in an interesting order
L708[12:53:10] <williewillus> ^
L709[12:53:13] <PaleoCrafter> the model we're talking about is the view :P
L710[12:53:21] <PaleoCrafter> and that's client-side only
L711[12:53:27] <gigaherz> #1 is packing tape, with >700 downloads
L712[12:53:29] <PaleoCrafter> the server is the model and the controller
L713[12:53:30] <TobyO> no, the model is the model
L714[12:53:34] <williewillus> lol wtf
L715[12:53:37] <gigaherz> #2 is my magic mod
L716[12:53:40] <gigaherz> with > 500 downloads
L717[12:53:51] <Jomik> What's your mod gigaherz ?
L718[12:53:52] <TobyO> the view is the rendering
L719[12:53:59] <gigaherz> and my two bigs mods, Ender-Rift and Enderthing, barely got 50
L720[12:54:05] <PaleoCrafter> the model are TEs, metadata etc :P
L721[12:54:07] <PaleoCrafter> in a way
L722[12:54:15] <williewillus> I'm saying in the context of MC models are ONLY RENDERING
L723[12:54:19] <gigaherz> Jomik: #gigamc, the topic has the URLs and names ;P
L724[12:54:19] <PaleoCrafter> ^
L725[12:54:30] <gigaherz> it's called elements of power
L726[12:54:33] <williewillus> and it is like that for a very good reason
L727[12:54:35] <Jomik> Ooh
L728[12:54:47] <Jomik> I like packing tape :p
L729[12:54:51] <TobyO> well, they're only rendering at the moment purely because no parser has been written to convert them into collision boxes
L730[12:55:24] <PaleoCrafter> they aren't *available* on the server
L731[12:55:26] <TobyO> plain and simple, the collision box is a set of co-ordinates. The model is also a set of co-ordinates
L732[12:55:26] <PaleoCrafter> simple as that
L733[12:55:36] <williewillus> you *can't* get them
L734[12:55:40] <TobyO> why not?
L735[12:55:45] <williewillus> the classes don't exist
L736[12:55:56] <PaleoCrafter> MC simply doesn't need them on the server
L737[12:56:08] <williewillus> there is no such class as TextureAtlasSprite, or IBakedModel on the server, the server can't express such an idea :P
L738[12:56:14] <TobyO> so the server is unable to get and external resources?
L739[12:56:16] <gigaherz> you'd have to manually access the file from the jar, without the resource system or anything like that
L740[12:56:24] <TobyO> any*
L741[12:56:27] <williewillus> yes which is a terrible terrible terrible idea
L742[12:56:36] <williewillus> regarding giga's msg :P
L743[12:56:39] <PaleoCrafter> and that only happens to work because we have universal JARs
L744[12:56:49] <gigaherz> yeah
L745[12:56:50] <williewillus> tldr it's a bad idea
L746[12:56:52] <PaleoCrafter> MC resources don't exist at all on the server
L747[12:56:55] <williewillus> ^
L748[12:57:08] <TobyO> but the files are still physically there
L749[12:57:25] <PaleoCrafter> not Vanilla ones, no
L750[12:57:30] <williewillus> ^
L751[12:57:37] <williewillus> because the launcher downloads those
L752[12:57:39] <PaleoCrafter> and as far as a modder is concerned, mod files shouldn't be there either
L753[12:58:09] <williewillus> the model system is purely for rendering and using it otherwise is simply a terrible idea idk how else to put it
L754[12:59:10] <TobyO> There's no good reason as to why it's a bad idea, it's just another way of expressing a set of co-ordinates. Whether it is in a class as code or in a .obj model
L755[12:59:57] <williewillus> resource packs are not meant to modify game mechanics
L756[13:00:01] <williewillus> period
L757[13:00:11] <TobyO> I'm not saying put it in a resource pack
L758[13:01:09] <williewillus> then where?
L759[13:01:17] <williewillus> idk what the original proposal was :P
L760[13:01:21] <TobyO> pack it with the jar
L761[13:01:37] <TobyO> add it to the assets like any other model
L762[13:01:51] <barteks2x> how to sent chat message to player in 1.9(.4)?
L763[13:01:58] <williewillus> anything under assets/ (with a few unrelated exceptions) is technically a resource pack
L764[13:01:59] <PaleoCrafter> take a guess, barteks2x
L765[13:02:01] <williewillus> so that's a no go
L766[13:02:08] <williewillus> barteks2x: same as always
L767[13:02:20] <barteks2x> maybe it's stupid but I never needed to do that before
L768[13:02:27] <williewillus> player.addChatMessage
L769[13:02:29] <williewillus> or something like that
L770[13:02:32] <PaleoCrafter> yeah
L771[13:02:46] <barteks2x> addChatMessage? I would have never guessed it's that method
L772[13:02:56] <TobyO> I mean, yeah a user will be able to change the collision box with a model, but that's a good thing
L773[13:03:05] <williewillus> no it's not
L774[13:03:10] <PaleoCrafter> really? you need to get better at guessing
L775[13:03:12] <TobyO> haha, why
L776[13:03:30] <TobyO> guessing? Nah
L777[13:03:35] <PaleoCrafter> not talking to you :P
L778[13:03:41] <TobyO> oh okay sorry :P
L779[13:03:49] <williewillus> we just spent 3 full screen buffers trying to explain why it's a bad thing
L780[13:03:54] <williewillus> so I'm not repeating that xP
L781[13:04:03] <TobyO> Well, you asserted it
L782[13:04:17] <TobyO> and said that models are for rendering
L783[13:04:29] <williewillus> that is not my assertion
L784[13:04:32] <williewillus> that is MOJANG's assertion
L785[13:04:50] <TobyO> ah, well if you don't agree then why does it matter?
L786[13:04:57] <Necr0> in events: should I use @Cancellable or results? I mean I could use results for the same stuff I use the cancellation for, couldn't I?
L787[13:05:06] <williewillus> i concur with mojang's assertion
L788[13:05:17] <TobyO> then it becomes your assertion
L789[13:05:18] <williewillus> Necr0: no there's subtle differences
L790[13:05:20] <williewillus> what kind of event?
L791[13:05:35] <Necr0> a weather event
L792[13:06:17] <williewillus> use cancel
L793[13:06:24] <Necr0> ok
L794[13:06:34] <TobyO> I mean, I get your point. Models have always been used by MC purely for rendering but that's appeal to tradition
L795[13:07:44] <TobyO> the model that will get used for collision will still be the one kept server side like always. In that way it would work exactly like config files
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L797[13:08:58] <TobyO> each to their own though :)
L798[13:11:27] <barteks2x> I think I need to optimize PlayerCubeMap a bit. With 32 chunks render distance updateMountedMovingPlayer when going to other chunk takes 1.5 seconds.
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L800[13:15:58] <AKTheKnight> Might be a silly question, but where can I get the latest mappings id thing?
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L802[13:17:23] <Ordinastie_> !latest <= like that
L803[13:17:29] <AKTheKnight> !latest
L804[13:17:44] <AKTheKnight> Ooh thanks. That's awesome
L805[13:17:54] <barteks2x> 274625 cubes to render. I'm suprised it works with 40fps
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L811[13:33:06] <williewillus> barteks2x: do you know what part of the method is taking so long? :P
L812[13:33:40] <barteks2x> the part where I load chunks in main thread. I didn't make it multithreaded as forge does yet
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L815[13:35:20] <barteks2x> And with 32 chunks render distance there are 200000 cubes, and I need to iterate over all of them to check whoch of them need to be loaded for that player movement. That by itself may be slow
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L819[13:37:24] <williewillus> ah
L820[13:38:31] <barteks2x> The good thing about using mapdb is that I don't need to implement something that I think was called rormant chunks
L821[13:38:44] <barteks2x> it does something like that automaticaly
L822[13:38:50] <AKTheKnight> Getting a nice "NullPointerException (no error message)" on setupDecompWorkspace with 1909, any ideas?
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L824[13:39:10] <barteks2x> *dormant chunks
L825[13:39:25] <williewillus> AKTheKnight: 12.17.0.1909?
L826[13:39:33] <AKTheKnight> Yup
L827[13:39:33] <williewillus> using FG 2.2 and new mappings?
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L829[13:39:49] <AKTheKnight> Not using FG 2.2 Thanks :)
L830[13:40:35] <barteks2x> As I'm moving up I can clearly see when it actually starts loading data from disk (when I'm monitoring updateMountedMovingPlayer time)
L831[13:40:55] <barteks2x> it jumps from 10-15ms to 100-150ms
L832[13:41:04] <barteks2x> for 8 chunks render distance
L833[13:42:31] <barteks2x> actually, it may not be that. It may be because of how treemap works or because of where the data is on disk
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L835[13:47:33] <barteks2x> that was another case of me not seing something obvious: it was fast in some places because I was close to spawn
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L837[13:54:42] <AKTheKnight> Is everything going to be staying as full caps for enums and such? (SoundType.ROCK and Blocks.REEDS)
L838[13:54:50] <PaleoCrafter> yes
L839[13:54:55] <AKTheKnight> Okay
L840[13:55:06] <AKTheKnight> Time to change it all over
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L846[14:01:42] <williewillus> hehe why would it change back?
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L848[14:03:16] <williewillus> huh
L849[14:03:19] <williewillus> is this a forge thing?
L850[14:03:26] <williewillus> when you have blindness you still see some tesr things
L851[14:03:30] <williewillus> like beacon beam
L852[14:03:36] <williewillus> or my mana pools' overlay
L853[14:06:46] <AKTheKnight> Well I dunno, why was it lowercase in the first place? :P
L854[14:06:59] <AKTheKnight> I was mainly wondering should I bother changing over or just wait
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L856[14:07:45] <williewillus> someone named them with lowercase and it stuck
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L858[14:09:49] <AKTheKnight> Ahh I thought that might have been the case
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L860[14:30:08] <killjoy> Why does MCF's editor suck so much? http://imgur.com/qaJt3OU
L861[14:30:35] <gigaherz> williewillus: nope, vanilla does it too
L862[14:31:12] <gigaherz> it may be TESRs that draw on the second phase (after water)?
L863[14:31:24] <williewillus> probably
L864[14:31:42] <williewillus> MCF needs to diaf
L865[14:32:34] <gigaherz> dafuq
L866[14:32:42] <gigaherz> did they make hoppers FASTER in 1.9.4?
L867[14:32:54] <killjoy> Gotta do everything manually.
L868[14:32:56] <gigaherz> ah no nevermind
L869[14:33:10] <killjoy> what are <div> codes doing in bbcode anyway?
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L872[14:35:32] <williewillus> gigaherz: what made you think that :P
L873[14:35:35] <williewillus> lag?
L874[14:35:47] <gigaherz> no derpy redstone
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L878[14:37:20] <williewillus> when you do things in the profiler and see the f3 pie
L879[14:37:27] <williewillus> does that count both threads or just client thread?
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L883[14:37:53] <killjoy> I'd say client thread because it's done on the client
L884[14:38:03] <killjoy> certainly doesn't have access to the server profiler
L885[14:38:35] <williewillus> it'
L886[14:38:39] <williewillus> s the same profiler
L887[14:38:43] <williewillus> i thought
L888[14:38:53] <killjoy> Minecraft#theProfiler
L889[14:39:05] <williewillus> oh ew
L890[14:39:12] <killjoy> I'd assume it's not thread safe because of how its used
L891[14:39:20] <williewillus> so the f3 profiler is completely useless for anything not rendering
L892[14:39:30] <killjoy> it also does ticks I think
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L894[14:40:26] <gigaherz> oh wow
L895[14:40:34] <gigaherz> my sticky keys wasn't disabled yet in this windows install
L896[14:40:42] <gigaherz> took me MONTHS to hit shift 5 times in a row
L897[14:40:44] <gigaherz> XD
L898[14:40:50] <killjoy> I think windows 10 has that disabled by default
L899[14:40:56] <gigaherz> nope
L900[14:40:58] <gigaherz> i'm on 10
L901[14:41:02] <killjoy> So you never twerked in mc?
L902[14:41:03] <gigaherz> it just popped up
L903[14:41:06] <gigaherz> nope.
L904[14:41:17] <killjoy> What kind of minecrafter are you?
L905[14:41:46] <Zaggy1024> who even likes sticky keys?
L906[14:41:57] <gigaherz> Zaggy1024: people with reduced mobility
L907[14:41:58] <Zaggy1024> I never understood why it's a default option :P
L908[14:42:06] <gigaherz> who can't hold two keys down at once
L909[14:42:07] <Zaggy1024> sure, but...by default it doesn't make sense
L910[14:42:12] <gigaherz> yes it does
L911[14:42:13] <killjoy> Try hitting ctrl+alt+del with 1 hand
L912[14:42:20] <gigaherz> imagine you can't really move your hands well
L913[14:42:20] <Zaggy1024> mh
L914[14:42:24] <gigaherz> and you got your shiny new computer
L915[14:42:34] <gigaherz> and when you move your wheelchair to it
L916[14:42:38] <killjoy> imagine if you had only 1 finger
L917[14:42:39] <gigaherz> turns out sticky keys isn't enabled
L918[14:42:47] <Zaggy1024> yeah
L919[14:42:48] <Zaggy1024> okay :P
L920[14:42:52] <gigaherz> you can push shift 5 times, and it's fixed
L921[14:43:15] <gigaherz> meanwhile someone with full mobility can just open the settings and uncheck that box
L922[14:44:24] <Zaggy1024> I wouldn't imagine that many people know about the feature though
L923[14:44:39] <Zaggy1024> most people don't mash keys :P
L924[14:44:45] <gigaherz> anyone who plays pc games
L925[14:44:57] <gigaherz> specially anyone who plays SMP, or creative
L926[14:45:04] <Zaggy1024> of course
L927[14:45:11] <gigaherz> most times I press it, it's from trying to fly down
L928[14:45:16] <gigaherz> but only a tiny bit
L929[14:45:21] <Zaggy1024> but people that can play games on keyboard probably don't need the feature :P
L930[14:45:21] <gigaherz> so I tap 5 times in a row
L931[14:45:33] <gigaherz> yeah then they can disable it
L932[14:45:33] <gigaherz> ;P
L933[14:45:43] <Zaggy1024> I know, that's not the point
L934[14:45:55] <Zaggy1024> people that don't play games probably won't know it exists
L935[14:46:07] <gigaherz> xcept people with low mobility
L936[14:46:20] <Zaggy1024> but how would they find out about it? :P
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L938[14:46:39] <gigaherz> dude, if you had low mobility, you'd ASK those thingsbefore you buy a computer
L939[14:46:39] <gigaherz> ;p
L940[14:47:10] <Zaggy1024> so then I wonder how many computer salespeople know about it :P
L941[14:47:16] <gigaherz> there's probably some sort of help groups that would teach people who had some issue and are trying to regain a normal life
L942[14:47:48] <gigaherz> i'm lucky enough to never have had to learn about those things
L943[14:47:48] <gigaherz> ;P
L944[14:47:51] <Zaggy1024> mm, I suppose that makes sense
L945[14:48:45] <alekso56> how do i check if a player isOp
L946[14:48:47] <alekso56> :l
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L948[14:49:22] <Zaggy1024> I believe there's an int representing the privilege level
L949[14:49:27] <Zaggy1024> but I'm not sure where
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L951[14:51:15] <Zaggy1024> this.mcServer.getPlayerList().getOppedPlayers().getEntry(this.getGameProfile()).getPermissionLevel() it looks like
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L953[14:51:42] <Zaggy1024> replace this.mcServer with however you can get the server instance :P
L954[14:51:56] <williewillus> where is the elytra code?
L955[14:52:01] <williewillus> the actual flying part
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L957[14:55:22] <Zaggy1024> I'm not sure
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L959[14:55:36] <Zaggy1024> I got as far as EntityLivingBase.isElytraFlying
L960[14:56:25] <Necr0> williewillus, is it okay now? https://github.com/MinecraftForge/MinecraftForge/compare/master...Necr0:master
L961[14:56:54] <Zaggy1024> no need to make variables
L962[14:57:04] <Zaggy1024> just do if (!callEvent()) dothing
L963[14:57:34] <williewillus> extract all that duplicate logic into Forgehooks
L964[14:58:02] <Temportalist> williewillus: is there a possibility that this bug (https://github.com/MinecraftForge/FML/issues/640) is still present in gradle porjects using scala? cc PaleoCrafter
L965[14:58:07] <williewillus> also idk if subevents need to be @cancelable if the parent is
L966[14:58:13] <PaleoCrafter> shouldn't, Temportalist
L967[14:58:55] <Temportalist> PaleoCrafter: I still get random times in which my resources stop loading. Using iml's seem to have fixed it for now, but then scala starts acting up in the IDE
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L971[14:59:55] <LatvianModder> Idea's double Shift search is the best thing ever..
L972[15:00:07] <XDjackieXD> yes ^^
L973[15:00:40] <williewillus> ctrl alt shift n
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L975[15:00:56] <williewillus> searches for any symbol
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L977[15:01:39] <gigaherz> woah
L978[15:01:50] <gigaherz> I force-hibernated the computer
L979[15:01:56] <gigaherz> replaced the PLC device to see if this one works better
L980[15:02:02] <gigaherz> resumed
L981[15:02:10] <gigaherz> and 2 out of 3 IRC connections were still up
L982[15:03:01] <LatvianModder> they have about 200 second ping
L983[15:04:18] <gigaherz> yeah but usually windows itself gives up on the connections
L984[15:05:50] <gigaherz> meh: http://www.speedtest.net/my-result/5341702791
L985[15:05:53] <gigaherz> I have 300/30
L986[15:06:00] <gigaherz> yesterday it was doing 150/30
L987[15:06:43] <gigaherz> someday I'll buy a roll of cat6 cable, and get it all the way to the router, through the phone/tv tubes in the walls
L988[15:08:00] <Temportalist> PaleoCrafter: have you had any issues with scala, resources, and IDEA 2016?
L989[15:08:07] <PaleoCrafter> not really, no
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L991[15:09:05] <Zaggy1024> williewillus, did you ever figure out the issues I told you about with PIE?
L992[15:09:57] <Zaggy1024> just wondering if I should update :P
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L994[15:13:25] <williewillus> haven't looked at it :P
L995[15:13:35] <williewillus> !gm isPlayerWatchingChunk
L996[15:13:40] <williewillus> !mh isPlayerWatchingChunk
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L998[15:14:59] <LexManos> http://www.minecraftforge.net/forum/index.php/topic,39021.0.html
L999[15:15:06] <LexManos> This.. this is why i have no resepect for 'modders'
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L1001[15:16:10] <gigaherz> ewh Character.valueOf
L1002[15:16:14] <capitalthree> hahahahahahahah
L1003[15:16:19] <capitalthree> Character.valueOf(a friggin character)
L1004[15:16:20] <capitalthree> A+
L1005[15:16:57] <Temportalist> Any one have any ideas why the resources wouldnt be loading? https://gist.github.com/TheTemportalist/79b99c17ff59fe0aee846ea2f206f22a
L1006[15:17:05] <williewillus> copy pasted from somewhere probably
L1007[15:17:08] <gigaherz> capitalthree: they copied from broken tutorials and/or vanilla decompiled code
L1008[15:17:12] <gigaherz> without knowing what the code does
L1009[15:17:15] <gigaherz> just keep reading
L1010[15:17:27] <capitalthree> anyone using java should know what Character.valueOf does o_o
L1011[15:17:30] <gigaherz> that dude doesn't understand what "cannot asign void to ItemStack" means
L1012[15:17:34] <capitalthree> hell anyone should be able to guess
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L1014[15:18:51] <williewillus> is it worth pr-ing against 1.9.4 right now or should I just wait till it gets merged
L1015[15:19:08] <capitalthree> oh my god gigaherz that one also has mismatched parens
L1016[15:19:33] <capitalthree> to be fair, a lot of classes *do* use the pattern where Foo.setBlah() returns back your Foo
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L1018[15:19:38] <Zaggy1024> I think the canned response to those posts should just be GO LEARN JAVA
L1019[15:19:40] <Zaggy1024> no
L1020[15:19:43] <Zaggy1024> GO LEARN PROGRAMMING
L1021[15:19:45] <capitalthree> there's really no reason for any container class not to return itself on setters
L1022[15:19:54] <Zaggy1024> well sure...
L1023[15:20:00] <Zaggy1024> but it's easy to check which ones do...
L1024[15:20:03] <capitalthree> yeah
L1025[15:20:12] <capitalthree> so maybe the lesson is "get an IDE and start actually mousing over things and seeing what they do"
L1026[15:20:57] <Zaggy1024> and "don't copy decompiled code without understanding it"
L1027[15:21:41] <capitalthree> don't copy any code without understanding it xD
L1028[15:22:03] <capitalthree> using code you don't understand is fine ONLY if it's maintained by someone who does understand it, and you use it through an API, and you do understand that API
L1029[15:22:26] <Biochemic> its sad to see people, who try to look like they can code but have actually no idea, what they do..
L1030[15:22:42] <capitalthree> yeah and that's most programmers xD
L1031[15:23:12] <Biochemic> yes..
L1032[15:23:16] <Temportalist> What about impostor syndrome? XD
L1033[15:23:30] <capitalthree> most things I see are engineered from the perspective of starting with some stupid fad design patterns and then hammering your desired functionality into them
L1034[15:23:37] <capitalthree> which usually turns it into like 6x as much code as it should be
L1035[15:24:33] <capitalthree> here's a smallish mod I made: https://github.com/alexbobp/LingeringLoot/tree/master/src/main/kotlin/lingerloot
L1036[15:24:37] <capitalthree> a 100 line file and a 50 line file
L1037[15:24:43] <Biochemic> in future tutorials there should be talked about concepts and no more copy paste ready ocde.
L1038[15:24:44] <capitalthree> I bet half the people in here would have made this 500+ lines of code :P
L1039[15:25:06] <capitalthree> Biochemic: that's true
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L1041[15:25:18] <capitalthree> someone should make a modding tutorial that's also a decent intro to software design
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L1044[15:25:44] <gigaherz> capitalthree: ~250 lines of code, 250 more of "fluff" (imports and such)
L1045[15:26:14] <capitalthree> gigaherz: maybe. 250 lines of actual code wouldn't be toooo bad
L1046[15:26:20] <gigaherz> yo uhave multiple classes in one file
L1047[15:26:21] <Biochemic> capitaltree: yupp ^^
L1048[15:26:21] <capitalthree> but I've seen simple things like this get really inflated
L1049[15:26:35] <Biochemic> *capitalthree
L1050[15:26:35] <gigaherz> so first step would be to use one file per class
L1051[15:26:39] <gigaherz> then it would be in java
L1052[15:26:45] <gigaherz> so the number of lines in total would grow
L1053[15:26:50] <capitalthree> gigaherz: 2 of those classes are <15 lines so :P
L1054[15:26:59] <gigaherz> then I'd move the {s to their own lines
L1055[15:27:05] <capitalthree> I think creating too many files is also bloat. new files are for classes that you might reference externally, if you ask me
L1056[15:27:14] <gigaherz> add {} to most if/else
L1057[15:27:14] <capitalthree> or for organization if the classes get large, but for tiny ones, *shrugs*
L1058[15:27:14] <williewillus> are we talking about fluffing code size? :P
L1059[15:27:18] <capitalthree> that's a style choice though
L1060[15:27:34] <Biochemic> gigaherz: no this is coding stile
L1061[15:27:35] <capitalthree> gigaherz: so you have minor stylistic differences than me :P but at least my code is pretty concise and readable right?
L1062[15:27:53] <gigaherz> Biochemic: so?
L1063[15:27:58] <gigaherz> in the end, if I had written that
L1064[15:28:04] <gigaherz> it would probably have 3x the lines
L1065[15:28:08] <capitalthree> aww <3
L1066[15:28:11] <gigaherz> without any real change to the code itself
L1067[15:28:12] <Biochemic> coding style is something different than rules.
L1068[15:28:21] <Biochemic> style youcan auto-format
L1069[15:28:49] <capitalthree> some aspects of style
L1070[15:28:56] <Biochemic> yeah
L1071[15:28:59] <capitalthree> there are choices like as gigaherz mentioned, whether you give a class its own file, that autoformat won't handle
L1072[15:29:12] <capitalthree> but reafactoring that stuff is pretty easy
L1073[15:29:15] <iTitus> I don't know kotlin
L1074[15:29:16] <Biochemic> yeah thats structure, not style
L1075[15:29:20] <iTitus> So it is not very readable to me
L1076[15:29:27] <iTitus> But it is on my TODO list
L1077[15:29:27] <capitalthree> iTitus: sorry :P I did it partly as a kotlin learning exercise
L1078[15:29:35] <iTitus> Same goes for scala
L1079[15:29:37] <capitalthree> but can you figure out what most of it does at least? :P feel free to ask me anything you don't understand
L1080[15:29:40] <capitalthree> kotlin is a great language to learn
L1081[15:29:52] <Temportalist> Can anyone think of any reasons why dev resources would just *not* load
L1082[15:30:06] <capitalthree> scala is a great language too but scala has 2 learning curves... learning the language is not so hard, but learning the way people actually *use* scala is a whole change of perspective
L1083[15:30:47] <capitalthree> Temportalist: that's a vague question D:
L1084[15:31:00] <Temportalist> capitalthree: everything continuously breaks D:
L1085[15:31:25] <capitalthree> I wonder if I should relicense lingeringloot to a more permissive license
L1086[15:31:29] <capitalthree> so people can nab it and use it as a template
L1087[15:31:57] * Temportalist is coding and everything works, then resources just decide to stop loading on client run, even though they worked on client run 2 seconds ago
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L1089[15:32:05] <capitalthree> whoah
L1090[15:32:10] <capitalthree> gradlew clean? :P
L1091[15:32:15] <Temportalist> tried that
L1092[15:32:15] <capitalthree> that's a shot in the dark though
L1093[15:32:24] <capitalthree> this is on runClient, not with the actual build, right?
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L1095[15:32:37] <Temportalist> yes
L1096[15:32:44] <Temportalist> just in development environment
L1097[15:33:06] <Biochemic> then you can try to clean and rebuild?
L1098[15:33:07] <capitalthree> I'm very new to minecraft coding sadly D:
L1099[15:33:15] <Temportalist> Biochemic: done that
L1100[15:33:16] <capitalthree> I came here with a looot of jvm experience but no minecraft coding knowledge
L1101[15:33:20] <capitalthree> about a month ago
L1102[15:33:29] <Biochemic> hmmm... interesting then...
L1103[15:33:31] <capitalthree> so if anyone has java questions please unload on me :P
L1104[15:34:58] <capitalthree> iTitus: if you want to learn kotlin, I greatly suggest going by immersion and trying it out in a mod. it mixes very cleanly with java, so you could even throw a single kotlin file into an existing mod, if you don't mind the mod size instantly going up 800k :P
L1105[15:35:09] <Biochemic> and if somebody has concerns about his coding style: http://www.oracle.com/technetwork/java/codeconventions-150003.pdf
L1106[15:35:12] <Biochemic> xDDD
L1107[15:35:21] <capitalthree> iTitus: and you can use my repo that I linked as an example, in particular for the build.gradle to shadow the kotlin libs
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L1109[15:38:23] <Temportalist> Is there a way to run a gradle task in IDEA with its output displayed?
L1110[15:38:37] <gigaherz> it does that normally for me
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L1112[15:38:41] MineBot sets mode: +o on cpw|out
L1113[15:38:59] <Temportalist> It only shows me the task execution screen
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L1115[15:39:10] <Temportalist> as in, which task is currently being executed in a tree of tasks
L1116[15:39:22] <gigaherz> no idea
L1117[15:39:31] <gigaherz> maybe some setting you turned on/off
L1118[15:39:32] <capitalthree> iTitus: also kotlin might look unreadable now but it's very similar to java, you'll learn it quickly if you know java :P it's mostly a few syntactic changes to learn
L1119[15:40:04] <capitalthree> Temportalist: are you hitting the run button or the build button?
L1120[15:40:09] <capitalthree> you can make a run configuration to build
L1121[15:40:10] <Temportalist> run
L1122[15:40:13] <capitalthree> ah then weird
L1123[15:40:22] <capitalthree> are you sure it's not just in some bottom-tab you don't have selected?
L1124[15:40:30] <Temportalist> yes
L1125[15:40:33] <capitalthree> D:
L1126[15:40:37] <capitalthree> I dunno, sorry...
L1127[15:41:27] <williewillus> Zaggy1024: what was your problem with PIE again? you need to break the interaction chain?
L1128[15:41:36] <williewillus> did we talk about a possible solution or not xD
L1129[15:42:16] <Zaggy1024> there's no way to tell the event whether the handler did something
L1130[15:42:28] <Zaggy1024> so it continues on to interact with a block or use the item or whatever
L1131[15:42:38] <williewillus> i don't remember if we came up with a better solution than hardcoding in a "break chain"
L1132[15:42:43] <williewillus> which means i have to do it for every single one
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L1134[15:43:50] <Zaggy1024> uh
L1135[15:43:56] <Zaggy1024> doing it for each one is probably best
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L1138[15:44:28] <Zaggy1024> like I said when we were discussing it, if someone wants to stop all interactions then they can subscribe PlayerInteractEvent instead of one of its subclasses
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L1140[15:44:47] <iTitus> capitalthree, thanks ;)
L1141[15:44:49] <williewillus> i mean how should i implement a way of saying "break the chain"
L1142[15:44:59] <Zaggy1024> why should you?
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L1144[15:45:08] <williewillus> that's what you want right :P
L1145[15:45:19] <Zaggy1024> just give the event an EnumActionResult and if it's not pass, return it
L1146[15:45:21] <Zaggy1024> simple
L1147[15:45:48] <killjoy> Google is a life saver. http://imgur.com/HvRxbRc
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L1149[15:46:21] <williewillus> okay so let's say RightClickBlock now has an EnumActionResult field
L1150[15:46:26] <williewillus> you catch it and set it to SUCC
L1151[15:46:27] <Zaggy1024> mhm
L1152[15:46:34] <williewillus> what should i do?
L1153[15:46:36] <Temportalist> What is the difference between gradle runClient and IDEA application with GradleStart?
L1154[15:46:40] <williewillus> as the client
L1155[15:46:51] <Zaggy1024> return that from processRightClickBlock
L1156[15:47:12] <williewillus> ah I see
L1157[15:47:50] <williewillus> it should still send it to the server though right
L1158[15:47:53] <capitalthree> iTitus: I actually think kotlin is a much better fit for minecraft modding than scala is
L1159[15:47:55] <Zaggy1024> yes
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L1161[15:48:27] <PaleoCrafter> capitalthree, why does every conversation with you seem to derail into a discussion about languages? :P
L1162[15:48:41] <Zaggy1024> actually, it could be if (event.isCanceled()) { sendPacket(); return event.actionResult; }
L1163[15:48:47] <Temportalist> Hahaha PaleoCrafter capitalthree
L1164[15:48:50] <capitalthree> PaleoCrafter: you could read the context and see why I'm talking to iTitus about those languages :)
L1165[15:48:56] <Zaggy1024> simpler that way, and that still allows the same things, AFAIK
L1166[15:49:00] <capitalthree> I am only trying to be helpful
L1167[15:49:06] <PaleoCrafter> was just an observation, not condamning you :P
L1168[15:49:08] <capitalthree> I don't remember ever once criticizing someone here for using java
L1169[15:49:12] <iTitus> I asked, so I summoned that discussion :D
L1170[15:49:32] <iTitus> We are all just lovers of the VM
L1171[15:49:32] <capitalthree> but I do give people information I think will help, because I do think that using a better language can help
L1172[15:49:47] <Necr0> williewillus you were right, there is no annotation inheritance
L1173[15:49:54] <williewillus> wot
L1174[15:50:22] <williewillus> I was talking about annotatio inheritance? :P
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L1176[15:50:47] <capitalthree> iTitus: you'll find that we're not all just lovers of the VM. 80% of the people here automatically think something's ugly if it's not exactly what they're used to ;)
L1177[15:51:15] <Necr0> >williewillus: also idk if subevents need to be @cancelable if the parent is
L1178[15:51:30] <thor12022> I dunno, I'm used to some pretty ugly stuff
L1179[15:52:22] <iTitus> I must say I have seen lots of things but it can always get worse
L1180[15:52:27] <iTitus> :P
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L1182[15:52:51] <capitalthree> oh there's lots of *legitimately* ugly stuff in minecraft mods
L1183[15:52:57] <Biochemic> for example those C-programmers
L1184[15:53:01] <capitalthree> and I have nothing to brag about. LingeringLoot is too simple to fuck up
L1185[15:53:08] <capitalthree> I hope to make more involved minecraft mods as I learn
L1186[15:53:20] <capitalthree> I've also had a lot of help, especially from unascribed
L1187[15:53:31] <unascribed> \o
L1188[15:53:34] <capitalthree> :)
L1189[15:53:43] <unascribed> my IRC client's icon bounced
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L1191[15:53:53] <capitalthree> so far unascribed has been able to give me alternatives to all the really gross things I was considering doing
L1192[15:54:06] <capitalthree> if only all new minecraft modders were assigned a mentor
L1193[15:54:14] <capitalthree> who could be like "ok there's a thing in the api for that, don't do your stupid hack"
L1194[15:54:19] <unascribed> I should start a mentoring service
L1195[15:54:21] <capitalthree> because new modders can't be expected to know the best way to use the api
L1196[15:54:31] <Biochemic> capitalthree: that'd be awesome xD
L1197[15:54:37] <gigaherz> capitalthree: if modders would just join irc
L1198[15:54:44] <gigaherz> instead of blindly copying from tutorials
L1199[15:54:49] <gigaherz> that'd already be 10x better
L1200[15:54:50] <gigaherz> ;P
L1201[15:54:52] <unascribed> yeah
L1202[15:54:54] <Biochemic> true ^^
L1203[15:55:02] <Necr0> ok, so is it fine now? https://github.com/MinecraftForge/MinecraftForge/compare/master...Necr0:master
L1204[15:55:09] <unascribed> or we could have a set of community-reviewed and maintained tutorials
L1205[15:55:10] * unascribed coughs
L1206[15:55:17] <gigaherz> "Help! I made this atrocity that is definite proof I don't know java, but it's not working!"
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L1208[15:56:06] <Biochemic> ... oh it was a typo ..
L1209[15:56:28] <unascribed> like, we're never going to get people to stop cargo culting code
L1210[15:56:32] <unascribed> so let's make them cargo cult good code
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L1212[15:57:07] <TechnicianLP> is this working now?
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L1214[15:57:34] <gigaherz> TechnicianLP: welcome
L1215[15:57:36] <iTitus> Necr0, just a minor thing about coding style. There are no spaces in your pushIfDifferent method in the if statement between the operator and the operands
L1216[15:58:17] <Necr0> ok i correct that and then i should be able to submit the pr?
L1217[15:58:29] <iTitus> idk, I am no official
L1218[15:58:32] <iTitus> just my thought
L1219[15:59:12] <capitalthree> spaces will always be a judgement call. my rule of thumb is, in places where a space is optional, if you have no spaces, you are communicating nothing, and if you have spaces everywhere, you are communicating nothing
L1220[15:59:29] <capitalthree> so give 30-70% of those spots spaces, and choose where to put spaces so it logically groups things that are best read as a group
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L1222[16:01:17] <capitalthree> so for example "if(object1!=object2)"
L1223[16:01:33] <capitalthree> might be better as "if(object1 != object2)"
L1224[16:01:42] <capitalthree> but not "if ( object1 != object2 )"
L1225[16:01:49] <gigaherz> "if ("
L1226[16:01:52] <capitalthree> and if there were more operators, you probably wouldn't want spaces around *every* operator
L1227[16:01:55] <gigaherz> otherwise it all mashes up with object1
L1228[16:02:01] <capitalthree> yeah if( vs if ( I really couldn't give 2 craps about xD
L1229[16:02:08] <unascribed> generally I say
L1230[16:02:11] <capitalthree> I have never seen that to make an impact on readability but again, this is all stylistic opinion
L1231[16:02:12] <unascribed> always put spaces after keywords
L1232[16:02:15] <capitalthree> so gigaherz' opinion is valid
L1233[16:02:36] <capitalthree> I do put the space there myself in my own code, but it's not something I'd judge about. *shrug*
L1234[16:02:47] <gigaherz> it's a balance between information density and ease of reading
L1235[16:02:50] <iTitus> if (object1 != object2) is my current stylistic ideal
L1236[16:03:11] <capitalthree> and you only have to worry about information density if it's threatening to overflow to another line
L1237[16:03:16] <capitalthree> otherwise, use as many spaces as you damned well please
L1238[16:03:21] <gigaherz> nah
L1239[16:03:27] <capitalthree> as long as you keep to 80 columns :P
L1240[16:03:31] <gigaherz> the longer it is the more effort it takes the brain to read
L1241[16:03:36] <unascribed> if `Strings.repeat(' ', ∞)` (
L1242[16:03:36] <capitalthree> iTitus: yeah same
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L1244[16:03:42] <gigaherz> and 80 columns is sortof bs, depends on monitor size vs font size
L1245[16:03:43] <Biochemic> auto-format...
L1246[16:03:55] <sokratis12GR> hmm guys why does this happen ? https://cloud.githubusercontent.com/assets/8809210/15441929/708dea36-1ea3-11e6-8b12-4acf157148e3.jpg
L1247[16:04:04] <gigaherz> my code style is: what microsoft chose for C# in VS
L1248[16:04:04] <unascribed> because your recipe is blank
L1249[16:04:10] <gigaherz> which is very close to
L1250[16:04:14] <gigaherz> astyle -style=ansi
L1251[16:04:20] <capitalthree> gigaherz: monitor and font size aside, if lines are regularly over 80 columns wide, your code is a damned mess :P
L1252[16:04:24] <unascribed> astyle -style=google
L1253[16:04:27] <Necr0> I personally am also the type of person who likes to use single-statement if-blocks, but they are kinda frowned upon by many people
L1254[16:04:42] <sokratis12GR> blank ?
L1255[16:04:43] <capitalthree> I am fine with those as long as you don't mix and match
L1256[16:04:49] <iTitus> That is why I like the formatter in IDEA, it adapts to multiline statements a lot better than Eclipse
L1257[16:04:49] <capitalthree> so don't put an if statement with curly braces inside one without
L1258[16:05:01] <williewillus> Zaggy1024: is there a way to reproduce the test case like your situation using only vanilla items?
L1259[16:05:05] <capitalthree> iTitus: true dat
L1260[16:05:08] <williewillus> i'd like to add t to the test mod
L1261[16:05:13] <gigaherz> Necr0: that's a case-by-case issue for me
L1262[16:05:20] <gigaherz> if (a == 1) b = false;
L1263[16:05:21] <gigaherz> that's ok
L1264[16:05:42] <sokratis12GR> http://imgur.com/lPNgSCe
L1265[16:05:44] <gigaherz> if (aVeryLongVariableName == someObject.getValue(of some expression).withWhatever) b = false;
L1266[16:05:47] <gigaherz> that's not ok.
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L1268[16:06:10] <gigaherz> basically if you have to move your eyes to *find* the expression
L1269[16:06:13] <gigaherz> the statement*
L1270[16:06:15] <gigaherz> you did it wrong.
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L1272[16:06:23] <Zaggy1024> williewillus, just make a handler that does something and then if it's working it will stop you from using the block you right click
L1273[16:06:26] <gigaherz> hence, I tend to always put it on the next line
L1274[16:06:28] <capitalthree> I agree with gigaherz
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L1276[16:06:34] <gigaherz> with or without {}, depending on the day
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L1278[16:06:41] <capitalthree> I think I agree with gigaherz on most style things but am a bit less picky
L1279[16:06:47] <unascribed> sokratis12GR, read the warning.
L1280[16:06:54] <unascribed> all of that code is highlighted yellow for a reason
L1281[16:07:10] <capitalthree> not that being picky is a bad thing. especially within your own codebase, enforcing a style on your devs is generally good
L1282[16:07:12] <Zaggy1024> I always use 2 lines or more for if statements :P
L1283[16:07:13] <iTitus> gigaherz, I would do probably do a local variable there
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L1285[16:07:28] <capitalthree> iTitus: for a boolean used once? o_o
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L1287[16:07:44] * capitalthree does everything he can to only declare an identifier he'll use more than once
L1288[16:07:50] <sokratis12GR> unascribed: I read the warning. it doesn't affect anything
L1289[16:07:54] <iTitus> capitalthree, sometimes it helps with readability
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L1291[16:08:10] <Biochemic> another thing is to comment stuff
L1292[16:08:27] <Necr0> for single-statement if-blocks you can also write the code in the next line and indent it. what do you think about that?
L1293[16:08:37] <sokratis12GR> lol found the issue forgot to change the 1X2, 3X4 with C
L1294[16:08:56] <capitalthree> iTitus: imo, a well-formatted properly-tabbed-out nested expression is easier to read than a bunch of lines with a bunch of different identifiers I have to trace through
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L1297[16:11:37] <Necr0> anyways i will now submit the pr since nobody here had any complaints
L1298[16:11:55] <gigaherz> dont' worry, as soon as you PR, someone will find a flaw ;P
L1299[16:12:03] <gigaherz> no matter how many good comments you had before that
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L1303[16:15:03] <Necr0> https://github.com/MinecraftForge/MinecraftForge/pull/2879
L1304[16:15:53] <gigaherz> Necr0: you'll get asked this sooner or later: you may want to squash some commits so that only the big ones remain
L1305[16:16:37] <williewillus> well you can merge squash :P
L1306[16:16:57] <williewillus> lol already found one i didn't see before
L1307[16:17:00] <gigaherz> yeah but that's all or nothing
L1308[16:17:02] <iTitus> yay for a feature that was release April 1st ;)
L1309[16:17:03] <williewillus> you can collapse those patches all into one line
L1310[16:17:12] <williewillus> + if ()...
L1311[16:17:13] <williewillus> original line
L1312[16:17:45] <gigaherz> yeh, no need to change the indent of the other line
L1313[16:17:47] <williewillus> if you keep the original line unindented and remove the braces and squish it all into one line it should be a 1 line patch per method
L1314[16:17:49] <gigaherz> the less patch the better
L1315[16:18:17] <williewillus> also what's with this? https://github.com/MinecraftForge/MinecraftForge/pull/2879/files#diff-4bc9ee97b8f9c06dd8d6d8f8803b93cfR1129
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L1317[16:18:25] <gigaherz> wtf is "pushIfDifferent"?
L1318[16:19:01] <iTitus> it does exactly what its name suggests
L1319[16:19:16] <gigaherz> no it does not
L1320[16:19:18] <williewillus> 1. that idea is dumb
L1321[16:19:22] <gigaherz> there's no "if different"
L1322[16:19:23] <gigaherz> ;P
L1323[16:19:26] <williewillus> 2. it doesn't do what it's name suggests
L1324[16:19:28] <gigaherz> it always returns
L1325[16:19:32] <williewillus> the event should just fire every time
L1326[16:19:38] <williewillus> even if someone sets it to the same thing
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L1328[16:19:47] <iTitus> he removed the statement that we discussed very extensively
L1329[16:19:52] <iTitus> :D
L1330[16:19:57] <iTitus> we discussed it away
L1331[16:19:57] <williewillus> yes leaving it a gimped method
L1332[16:19:59] <williewillus> :P
L1333[16:20:16] <williewillus> also it's just bad to have selectively firing events
L1334[16:20:18] <williewillus> just fire it always
L1335[16:21:02] <williewillus> holy crap genPatches takes forever now
L1336[16:21:33] <LexManos> the FIRST time
L1337[16:21:51] <williewillus> oh okay :P
L1338[16:21:52] <LexManos> and its only margenally slower then the old, went from 5.25 to 6.1 for me.
L1339[16:22:35] <LexManos> I have it cache the extractor stuff, so if a class doesnt change between genPatches calls
L1340[16:22:47] <LexManos> it'll skip the long part of the extractor.
L1341[16:23:14] <TechnicianLP> does someone know if multiple properties can be used at once in the forge blockstates json? (eg if facing=north AND tier=basic applay this submodel)
L1342[16:23:31] <LexManos> no
L1343[16:23:54] <TechnicianLP> so i have the vanilla multipart variant? :(
L1344[16:24:08] <williewillus> 1.9 multiparts allow AND?
L1345[16:24:11] <williewillus> didn't know that
L1346[16:24:25] <TechnicianLP> "when": { "start": "true", "facing": "north" },
L1347[16:27:17] <williewillus> bug fry to put it in the forge format :D
L1348[16:28:00] <Necr0> ok i i've, am generating patches
L1349[16:28:20] <Necr0> *i've changed it
L1350[16:32:43] <Necr0> like that? https://github.com/Necr0/MinecraftForge/blob/master/patches/minecraft/net/minecraft/world/storage/WorldInfo.java.patch
L1351[16:33:17] <LexManos> or...
L1352[16:33:22] <LexManos> just put the if statement
L1353[16:33:24] <williewillus> no
L1354[16:33:26] <LexManos> and dont edit the existing line....
L1355[16:33:34] <williewillus> don't delete the old line, just add the if statement on top of it
L1356[16:33:40] <williewillus> is what I meant when I said put it on one line
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L1359[16:34:23] <williewillus> add the if and make sure your ide doesn't auto indent in the old line, that way you're only adding +1 line instead of -1,+1 like you are now
L1360[16:34:43] <Necr0> oh is see okay.
L1361[16:35:06] <williewillus> did you fix the dumb pushIfIDifferent thing?
L1362[16:35:24] <Tazz> woooo got boxing to work properly in Eschelle :D
L1363[16:36:36] <Necr0> yes i did
L1364[16:37:01] <Necr0> added the if statement that went missing
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L1366[16:38:06] <williewillus> why don't you just fire it every time?
L1367[16:38:13] <williewillus> this kind of selectiveness is meh
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L1369[16:38:50] <iTitus> Gotta go to bed, it's late here in Europe ;)
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L1371[16:39:27] <Necr0> so you think i should fire it even if there is effectively no actual change in weather?
L1372[16:40:13] <gigaherz> how often is that code called?
L1373[16:40:14] <williewillus> yes because someone signaled the intent to change it
L1374[16:40:18] <gigaherz> once every few minutes?
L1375[16:40:21] <williewillus> depends on how often its caled yeah
L1376[16:40:21] <gigaherz> once per tick?
L1377[16:41:28] <williewillus> to be honest if I wrote this event i would fire the event higher up wherever it decides to call setRainTime
L1378[16:41:48] <williewillus> but that's beside the point
L1379[16:42:24] <Necr0> ok i will remove the check then
L1380[16:43:57] <williewillus> ehhh wat
L1381[16:44:04] <williewillus> my forge dev space can't find fastutil >.>
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L1384[16:47:36] <Necr0> okay generating patches this time so it only adds one line and removes none, and without checking for actual change
L1385[16:48:39] <williewillus> are you targeting 1.9.4?
L1386[16:48:50] <williewillus> i can't launch because fastutil seems to be missing for me
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L1388[16:53:14] <williewillus> hm I'll just fully reset my workspace
L1389[16:53:46] <Necr0> https://github.com/Necr0/MinecraftForge/blob/master/patches/minecraft/net/minecraft/world/storage/WorldInfo.java.patch
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L1392[16:55:26] <williewillus> yeah looks mostly good now
L1393[16:55:27] <williewillus> one more
L1394[16:55:28] <williewillus> https://github.com/MinecraftForge/MinecraftForge/compare/master...Necr0:master#diff-624a84e93aa011b9db75448c4e422557R43
L1395[16:55:46] <williewillus> missing a @Cancelable
L1396[16:56:08] <PaleoCrafter> and it's "from", not "form" :3
L1397[16:56:20] <PaleoCrafter> but I suppose that typo is to be found all across Forge? xd
L1398[16:56:24] <Necr0> dammit
L1399[16:56:33] <williewillus> yeah that javadoc convention needs to die and burn
L1400[16:56:39] <williewillus> everyone copies it
L1401[16:56:39] <unascribed> I wonder if a PR to fix every typo would be pulled
L1402[16:56:40] <williewillus> and it sucks
L1403[16:56:43] <unascribed> I know single typo fixes aren't
L1404[16:56:44] <williewillus> unascribed: probably
L1405[16:56:57] <unascribed> quick, someone go read the entire source code of forge and find all the typos
L1406[16:57:16] <williewillus> or just search every closed issue/pr :P
L1407[16:57:18] <williewillus> for "typo"
L1408[16:57:21] <williewillus> or "spelling"
L1409[16:57:26] <PaleoCrafter> I've only removed all typos (IDEA found) from the rtd yesterday :P
L1410[16:57:29] <TechnicianLP> that would be hilarius if somene did that
L1411[16:57:36] <williewillus> well it would be nice
L1412[16:57:42] <unascribed> >hilarius
L1413[16:57:44] <unascribed> case in point
L1414[16:57:44] <williewillus> so we stop getting single typo PR's
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L1416[16:58:08] <unascribed> if I had time to waste, i'd do that
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L1418[16:58:15] <unascribed> the typos annoy me to no end :P
L1419[16:58:36] <unascribed> hm
L1420[16:58:39] <unascribed> rather than reading all the code
L1421[16:58:44] <unascribed> I could just extract all the strings...
L1422[16:58:49] <unascribed> that'd be a lot easier to look over
L1423[16:59:13] <williewillus> or just IDEA->run inspection -> spelling
L1424[16:59:14] <williewillus> :P
L1425[16:59:21] <williewillus> though it'll pick up a lot of MC terms
L1426[16:59:32] <unascribed> and it'll miss some stuff
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L1428[17:02:19] <TechnicianLP> hav to look into making a pr ... the blockstates file needs adapting xD
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L1430[17:03:48] <PaleoCrafter> hm, does keeping a project in experimental mode on CurseForge make any sense? what exactly do they classify as "experimental"? xD
L1431[17:04:58] <williewillus> it's "i don't want packs using it yet" mode
L1432[17:05:05] <PaleoCrafter> oh, heh
L1433[17:05:10] <PaleoCrafter> well, I don't mind packs using it xD
L1434[17:06:44] <TechnicianLP> found it in the knowledgebase: http://legacy.curseforge.com/wiki/projects/what-to-do-after-creating-a-project/
L1435[17:07:09] <williewillus> this decompile task sure is taking its time
L1436[17:07:30] <PaleoCrafter> yeah, I found the same, it isn't very descriptive though
L1437[17:08:22] <williewillus> usually decompile task -> computer turns into jet engine for 2 mins
L1438[17:08:27] <williewillus> but its at 4 minutes and my computer is quiet
L1439[17:08:33] <williewillus> time to kill and retry xP
L1440[17:09:06] <Necr0> i don't get the controls of git rebase >.<'
L1441[17:09:24] <williewillus> are you trying to squash?
L1442[17:09:34] <Necr0> yes
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L1444[17:17:07] <capitalthree> does anybody know when EntityJoinWorldEvent fires on a client? does it fire if an existing entity goes back into draw distance and gets loaded?
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L1446[17:18:51] <TechnicianLP> using eclipse? look at the callhirarchy of the constructur and the code thats calling it
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L1448[17:22:31] <capitalthree> I'm using intellij but I can do the same thing, good idea :D
L1449[17:22:51] <capitalthree> actually what I'd most like is an event on the server side for every time an entity is loaded to a client
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L1459[17:32:27] <capitalthree> worlds (like nether and end) can tick at independent rates from each other right?
L1460[17:32:38] <capitalthree> how do I make a class that will have an instance per-world
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L1462[17:33:07] <capitalthree> I need a class to do tick timing related things
L1463[17:39:39] <Vazkii> https://www.youtube.com/watch?v=Rd1IqQnZylU
L1464[17:43:21] <Necr0> ok squashed commits, finally >.<'
L1465[17:44:41] <TechnicianLP> looks nice
L1466[17:45:22] <williewillus> smart take on the idea :D
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L1468[17:45:49] <williewillus> Zaggy1024: http://pastebin.com/raw/s1BaUnz7 does this description sound logical?
L1469[17:45:56] <williewillus> haven't actually written any code for it yet xD
L1470[17:45:59] <williewillus> was fixing other bugs
L1471[17:47:08] <masa> why does gradlew build get stuck without any output... are some servers down or something?
L1472[17:48:26] <Zaggy1024> hmmm
L1473[17:48:30] <Zaggy1024> it's kind of cryptic
L1474[17:48:36] <Zaggy1024> if nothing else it could use some examples
L1475[17:49:24] <williewillus> idk how else to explain
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L1477[17:49:30] <williewillus> but that is the logic you were looking for right
L1478[17:50:29] <Zaggy1024> well
L1479[17:50:33] <Zaggy1024> that's one way to do it
L1480[17:50:50] <Zaggy1024> I was actually thinking it would be better to make canceling it make it always return the action result field
L1481[17:50:58] <Zaggy1024> that should allow the same things to be done, I think
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L1483[17:52:55] <williewillus> that sounds better actually
L1484[17:54:44] <williewillus> so actually this doesn't seem too complex
L1485[17:54:49] <williewillus> idk how to explain it well though
L1486[17:58:15] <williewillus> this is better: http://pastebin.com/raw/KzjcjJ9r
L1487[17:58:21] <williewillus> the problem is no one really understands how interactions work
L1488[17:58:27] <williewillus> and you have to to use the event properly
L1489[17:58:39] <williewillus> so I basically have to give an interactions crash course in the event doc
L1490[18:00:27] <Gigabit101> forge site down ?
L1491[18:01:02] <diesieben07> nope
L1492[18:01:54] <Gigabit101> hmm http://files.minecraftforge.net/ wont load for me
L1493[18:02:06] <williewillus> if i replace the words "underlying operation" with "interaction" that doc probably makes more sense
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L1495[18:02:37] <williewillus> and replace the whole stream analogy with just straight words about interactions :P
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L1498[18:10:43] <capitalthree> williewillus: omg are we going to have javadocs for events that explain when they are called? I love you, man :D
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L1515[18:44:13] <masa> anyone else having issues with gradle?
L1516[18:44:20] <masa> Ij ust can't build anything...
L1517[18:44:37] <masa> I get no output after running ./gradlew build
L1518[18:46:02] <Gregory> Which gradle version?
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L1520[18:47:40] <masa> 2.7 apparently, in the gradle-wrapper.properties
L1521[18:48:22] <Gregory> Gradle is currently at 2.13, why not try something newet?
L1522[18:48:28] <Gregory> newer*
L1523[18:49:05] <masa> trying it...
L1524[18:49:27] <masa> that one was working fine yesterday still
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L1526[18:51:56] <masa> hm, that one seems to freeze in unzipping itself, wtf
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L1528[18:57:32] <Gregory> Well, the only problem I had recently was where it refused to do a setupDecompWorkspace on the commandline, but I fixed it. Haven't had other major gradle issues otherwise
L1529[18:58:07] <masa> have you tried building a mod in the last couple of hours or something?
L1530[18:58:15] <masa> it just freezes immediately for me
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L1532[18:58:56] <Gregory> Not 'building', per se, only working on my source tree
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L1535[19:03:00] <masa> this is a bit frustrating, I have two mods ready to be built and reelased but gradle is broken ;_;
L1536[19:03:10] <masa> unless a good old reboot would fix it, lol
L1537[19:06:03] <TehNut> masa: Link to repo so I can try?
L1538[19:06:16] <TehNut> i need a break from capabilities
L1539[19:06:34] <masa> well it doesn't work for any of my mods...
L1540[19:06:42] <masa> I'll try a reboot first
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L1542[19:11:02] <masa> nope doesn't work
L1543[19:12:20] <masa> I would assume it's the same for any mod that you try to build atm
L1544[19:12:23] <masa> https://github.com/maruohon/itemscroller
L1545[19:12:36] <masa> but that's the one I'm trying to build (from the 1.8.9 branch)
L1546[19:12:38] <LexManos> define broken
L1547[19:12:56] <masa> I run ./gradlew build and it just sits tehre forever without any console output
L1548[19:13:07] <LexManos> kill your cache and try again
L1549[19:13:09] <masa> not even the splash thing with the MCP crew
L1550[19:13:16] <LexManos> also make sure your network lets you run it
L1551[19:13:17] <LexManos> also avs
L1552[19:13:40] <TehNut> Your EnderUtilities 1.9 branch built fine for me
L1553[19:13:42] <masa> well it has worked without issues up until a few hours ago
L1554[19:13:46] <masa> hm
L1555[19:13:48] <TehNut> lemme try ItemScroller 1.8
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L1557[19:13:59] <williewillus> Zaggy1024: i think i got it all figured out: http://pastebin.com/raw/pXzdM0K1
L1558[19:14:07] <williewillus> explaining this in a PR is going to be "fun"
L1559[19:14:09] <williewillus> super fun -.-
L1560[19:14:11] <masa> so is it --cleanCache or --clean-cache or what? or just ./gradlew clean
L1561[19:14:17] <williewillus> cleanCache
L1562[19:14:19] <williewillus> it's a task
L1563[19:14:23] <masa> oh right
L1564[19:14:25] <williewillus> gradle clean cleanCache sDW
L1565[19:14:33] <masa> I think I asked this like a couple of weeks ago :D
L1566[19:14:46] <masa> but my memory is complete shit
L1567[19:15:32] <TehNut> Built fine http://tehnut.info/share/OdJ4gVMIvu.png
L1568[19:16:03] <masa> hm yeah so... ./gradlew cleanCache also just freezes the same
L1569[19:16:07] <williewillus> lol
L1570[19:16:18] <williewillus> try using system gradle
L1571[19:16:18] <masa> wtf broke and why ;_;
L1572[19:16:20] <williewillus> not the wrapper
L1573[19:16:27] <masa> don't have one installed
L1574[19:16:30] <TehNut> or try redownloading the wrapper
L1575[19:16:59] <masa> well I tried running it for three different mods, wouldn't that be different then for all those?
L1576[19:17:12] <masa> since they are in separate dirs
L1577[19:17:26] <masa> not sure how that stuff works
L1578[19:17:46] <Digitalsabre> So, in theory, if I forked a git, then loaded the codebase up at the point just before the code was updated for a later version of Minecraft, modify the code to my liking, and then build it, it should work. In theory. Right?
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L1580[19:18:30] <Digitalsabre> (Yes, I just noticed that my tenses don't agree.)
L1581[19:19:11] <Biochemic> the question is, if there were bugfixes done in meantime
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L1584[19:21:18] <masa> I guess I'll just have to nuke the whole .gradle from my home dir from orbit with extreme prejudice
L1585[19:21:40] <Digitalsabre> It's the only way to be sure.
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L1594[19:39:16] <DebugsPeople> got a question on Subscribe Events
L1595[19:40:03] <williewillus> ask away
L1596[19:40:05] <DebugsPeople> I have an abstract class that's extended 2 times, should I register those to the EventBus, or cast it to the base class or smth and do it once?
L1597[19:40:24] <williewillus> why would that matter? :P
L1598[19:40:27] <DebugsPeople> idk
L1599[19:40:35] <DebugsPeople> I don't know how it works
L1600[19:40:38] <williewillus> event handlers are registered by identity
L1601[19:40:46] <DebugsPeople> ok?
L1602[19:40:47] <williewillus> and anything can be one :P
L1603[19:40:59] <williewillus> so i don't see how inheritance has to do with this
L1604[19:41:08] <DebugsPeople> the base class has the event listener
L1605[19:41:11] <DebugsPeople> that's why
L1606[19:41:16] <williewillus> so do it in the bsae class ctor
L1607[19:41:25] <LexManos> we crawl the base classes
L1608[19:41:32] <LexManos> just register your instance
L1609[19:41:54] <DebugsPeople> also it's an item, should I register it every time I construct one?
L1610[19:42:03] <DebugsPeople> rather *instantiate
L1611[19:42:05] <LexManos> ...
L1612[19:42:06] <DebugsPeople> guess ys
L1613[19:42:14] <LexManos> you instantiate items once
L1614[19:42:20] <LexManos> but this is simple
L1615[19:42:34] <LexManos> you register an instance of a event listener to the event bug
L1616[19:42:36] <LexManos> buf
L1617[19:42:39] <LexManos> bus**
L1618[19:42:46] <LexManos> if you have multiple instances, register them
L1619[19:43:22] <DebugsPeople> wait, I just realized my Event handler does nothing with the item itself, but rather works for every item of the class because it goes off the player
L1620[19:43:34] <DebugsPeople> I think I should pull it out or smth
L1621[19:43:53] <williewillus> probably :P
L1622[19:44:09] <DebugsPeople> triggers 4 times XD
L1623[19:44:25] <DebugsPeople> well, 2 times is server/client
L1624[19:45:01] <DebugsPeople> gonna put it in the CommonTickHandler again
L1625[19:46:22] <LexManos> why do you have a tick handler?
L1626[19:46:50] <DebugsPeople> checking keybinds every tick
L1627[19:48:39] <DebugsPeople> http://i.imgur.com/NmRtBQ3.png
L1628[19:48:48] <DebugsPeople> pretty satisfied with all my renders working
L1629[19:48:53] <DebugsPeople> too lazy to redo them
L1630[19:50:21] <williewillus> DebugsPeople: did diesieben ever say why you should check keybind in tickhandler instead of using the evt? :P
L1631[19:50:23] <williewillus> i'm curious
L1632[19:50:45] <DebugsPeople> no, noone ever said that :$
L1633[19:50:55] <williewillus> i remember him telling you that :P
L1634[19:50:59] <williewillus> maybe it wasn't you
L1635[19:51:54] <DebugsPeople> idk, should I, or should I not?
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L1637[19:58:28] <DebugsPeople> :S
L1638[19:58:47] <DebugsPeople> !gm attackEntityFrom
L1639[19:59:26] <DebugsPeople> how does one find out what the returns mean when there's no description
L1640[19:59:46] <williewillus> look at the code
L1641[20:00:09] <DebugsPeople> what code?
L1642[20:01:04] <williewillus> you asked what the return value of attackEntityFrom means
L1643[20:01:11] <DebugsPeople> yes
L1644[20:01:18] <williewillus> so look at what calls it and see how they use it
L1645[20:02:34] <DebugsPeople> well, where are the calls
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L1647[20:03:27] <williewillus> use your ide :P
L1648[20:03:37] <williewillus> Find usages
L1649[20:04:01] <DebugsPeople> doesn't work
L1650[20:04:14] <DebugsPeople> only searches project files
L1651[20:04:20] <williewillus> make it search libraries
L1652[20:04:40] <williewillus> also just from reading the definitions you can tell what it does
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L1654[20:12:19] <DebugsPeople> is that like if the entity dies from it?
L1655[20:12:27] <DebugsPeople> that's a guess
L1656[20:12:38] <williewillus> no
L1657[20:15:17] <williewillus> i see "if invulnerable(source) return false" everywhere so that gives it away pretty much instantly
L1658[20:15:24] <williewillus> it's if the entity actually takes damage
L1659[20:15:53] <DebugsPeople> oh...
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L1661[20:22:57] <DebugsPeople> why did mojang add these annoying annotations :(
L1662[20:23:24] <williewillus> its not a big deal
L1663[20:23:28] <williewillus> just fix with ide :P
L1664[20:23:32] <DebugsPeople> buy why
L1665[20:23:37] <williewillus> they didn't add them
L1666[20:23:39] <williewillus> they always had the
L1667[20:23:40] <DebugsPeople> and it doesn't work for me
L1668[20:23:41] <DebugsPeople> ...
L1669[20:23:43] <williewillus> welp
L1670[20:23:51] <williewillus> ?shrug
L1671[20:23:58] <williewillus> it took me 5 minutes to apply the fix everywhere
L1672[20:24:01] <DebugsPeople> but mcp added them now?
L1673[20:24:04] <williewillus> no
L1674[20:24:10] <williewillus> mojang stopped stripping them out
L1675[20:24:17] <DebugsPeople> oh?
L1676[20:24:19] <DebugsPeople> why "?shrug"
L1677[20:24:31] <williewillus> that's a command on vaz's channel :P
L1678[20:24:36] <DebugsPeople> why not something like "*shrug*"
L1679[20:24:39] <DebugsPeople> oh
L1680[20:24:41] <DebugsPeople> welp
L1681[20:24:41] <williewillus> williewillus> ?shrug
L1682[20:24:41] <williewillus> <Jibril> ¯\_(ツ)_/¯
L1683[20:28:13] <DebugsPeople> well, still quite pointless on another channel *shrugs*
L1684[20:28:30] <williewillus> $ close 2337
L1685[20:28:32] <Actuarius> Issue 2337 closed.
L1686[20:29:36] <williewillus> is there a way to search for PR's that don't have merge conflicts?
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L1688[20:30:49] <DebugsPeople> wow, now I have the annotations, what point do they serve ...
L1689[20:32:38] <williewillus> proabbly nothing, to you
L1690[20:34:16] <DebugsPeople> to you?
L1691[20:35:30] <DebugsPeople> yay just turned 3 methods into 1 for sub classes
L1692[20:35:40] <williewillus> most of those are useful internally
L1693[20:35:46] <williewillus> to a modder they don't provide much
L1694[20:35:56] <williewillus> except maybe a heads up that something might or might not be null
L1695[20:36:03] <williewillus> or what may change in the future
L1696[20:37:23] <DebugsPeople> and what are the compileDummy.jar and providedDummy.jar?
L1697[20:37:45] <williewillus> those have always been there, idk exactly but gradle magic
L1698[20:38:06] <DebugsPeople> ok then
L1699[20:38:31] <capitalthree> is there a way to check if an EntityItem enclosed in a WeakReference still actually exists in the world?
L1700[20:39:07] <DebugsPeople> get the entity id and search for it?
L1701[20:39:50] <capitalthree> that works. how costly is the search?
L1702[20:41:08] <DebugsPeople> idk, I did it once every tick to test and it didn't effect it at all, but not sure
L1703[20:42:20] <DebugsPeople> btw williewillus, was the checking every tick good or bad now?
L1704[20:42:27] <williewillus> no idea
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L1706[20:45:00] <thecodewarrior> the entities are an IntHashMap, so if it's anything like a normal HashMap, and since it's ints the hashes shouldn't (?) collide, it should be an O(1) operation.
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L1708[20:45:51] <williewillus> $ labels add 2870 Bug Superseded
L1709[20:45:53] <Actuarius> Added labels [Bug, Superseded] for issue 2870; new labels: [Bug, Superseded].
L1710[20:46:54] <DebugsPeople> I'm guessing if I do that it won't work
L1711[20:48:12] <capitalthree> so entityId is for client/server communication?
L1712[20:48:33] <thecodewarrior> Yes. but it isn't persistant, it can change when the entity is loaded/unloaded.
L1713[20:48:56] <capitalthree> ok, but if it loads and unloads on a client, but stayed loaded on the server, it'll stay the same?
L1714[20:49:15] <thecodewarrior> Yes. I'm pretty sure.
L1715[20:49:32] <capitalthree> cool thanks :D
L1716[20:49:37] <capitalthree> how do I do the lookup
L1717[20:50:11] <williewillus> if you want persistence use UUIDs
L1718[20:50:36] <williewillus> everything else is not a given for persistence
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L1721[20:52:25] <DebugsPeople> capitalthree, https://gist.github.com/DebugsPeople/4337b7c13b49e302e50649115289ecdd
L1722[20:52:57] <DebugsPeople> this has casting and is getting the uuid from a tag compound but the list lookup is the basic method
L1723[20:56:22] <DebugsPeople> how can I send a chat message to a specific player?
L1724[20:57:08] <thecodewarrior> The fun to be had with GL depth functions is indescribable. Ok, maybe it's just pretty cool, but still, it's pretty cool.
L1725[20:58:14] <DebugsPeople> uhh what?
L1726[20:59:10] <thecodewarrior> Basically with opengl you can tell something to not render when it's in front of something, but only behind. (think nametags, it's rendered once only shown above other objects, and onece shown only below)
L1727[20:59:23] <williewillus> DebugsPeople: player.addChatMessage
L1728[20:59:39] <DebugsPeople> so I get the player instance on server?
L1729[21:00:52] <thecodewarrior> http://imgur.com/NmblXNe - the dark parts are the same model rendered so it only shows below other faces.
L1730[21:00:54] <DebugsPeople> fml, I don't have the player in the method call
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L1732[21:02:46] <DebugsPeople> oh
L1733[21:02:46] <DebugsPeople> nice
L1734[21:02:49] <DebugsPeople> took me a second
L1735[21:03:05] <DebugsPeople> didn't realize the object was right in front of the player
L1736[21:03:12] <DebugsPeople> though it was behind the pillar
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L1739[21:08:46] <Nosirrom> How do you guys deal with unused classes in your mods?
L1740[21:09:08] <Nosirrom> because, I noticed they still end up in the .jar
L1741[21:09:41] <DebugsPeople> delete them?
L1742[21:11:02] <Nosirrom> i'm too attached to my own work
L1743[21:11:40] <williewillus> wat
L1744[21:11:42] <williewillus> just delete them
L1745[21:11:49] <williewillus> that's what version control is for
L1746[21:12:48] <williewillus> if you ever want to admire what you wrote a year ago (if I deleted it, it probably wasn't worth admiring :P) then you'd just checkout the old commit with git
L1747[21:13:27] <williewillus> hmm I'm tempted to remove all the stupid javadoc html tags
L1748[21:13:32] <williewillus> since we don't generate web docs anymore
L1749[21:13:39] <williewillus> it just clouds up readability in-source
L1750[21:13:45] <DebugsPeople> ?
L1751[21:13:55] <DebugsPeople> why not?
L1752[21:14:06] <williewillus> no one used them and they were a waste of resources
L1753[21:14:19] <williewillus> if youre developing the docs are in your IDE already
L1754[21:14:37] <DebugsPeople> which docs even?
L1755[21:14:44] <DebugsPeople> never saw any html tags
L1756[21:15:17] <DebugsPeople> and I mean javadoc html tags aren't for readability in source
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L1758[21:16:02] <williewillus> most of the events copy a silly smurf format that someone started years ago
L1759[21:16:09] <williewillus> with <BR> everywhere and useless sentences
L1760[21:17:44] <DebugsPeople> I just noticed I don't need generalisation for my remotes
L1761[21:18:10] <DebugsPeople> models are registered elsewhere and the only thing different is one number
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L1763[21:19:05] <Nosirrom> well, my code feels thinner after taking those classes out, i'm glad I did that
L1764[21:19:24] <Nosirrom> it was all blocks and entites that worked but I ended up not using
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L1766[21:22:44] <DebugsPeople> cleaned up my code by deleting 2 unnecessary classes
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L1769[21:26:27] <Nosirrom> it was 12 for me
L1770[21:26:54] <williewillus> yeah screw it I'm deleting these smurf tags :P
L1771[21:27:46] <DebugsPeople> lol
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L1773[21:28:31] <DebugsPeople> entity.TheRcMod.thercmod:rccar
L1774[21:28:32] <DebugsPeople> hm
L1775[21:28:44] <DebugsPeople> why twice xD
L1776[21:32:13] <DebugsPeople> arg formatting screws up my formatting :P
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L1778[21:44:20] <DebugsPeople> windows doesn't care about my hosts file it seems
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L1780[21:47:05] MineBot sets mode: +o on LexDesktop
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L1783[21:48:04] <minecreatr> I am trying to setup a forge dev env, I downloaded the latest forge repo and did gradlew setupForge, but when I open up the main build.gradle in intellij it dosn't seem to have any libraries attached
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L1785[21:50:56] <DebugsPeople> gr8 now IDEA won't start anymore
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L1788[22:03:17] <DebugsPeople> oh WTF
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L1790[22:07:59] <Digitalsabre> Fun fact: If you're not opposed to cannibalism, anyone can make a delicious meal.
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L1795[22:18:46] <DebugsPeople> wut
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L1798[22:26:33] <williewillus> about 1/3 done trawling through and un-derpifying all the event docs -.-
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L1802[22:32:29] <DebugsPeople> rip willie
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L1807[22:50:36] <DebugsPeople> idea being retarded
L1808[22:50:48] <DebugsPeople> player.getHeldItem(EnumHand.MAIN_HAND) != null && player.getHeldItem(EnumHand.MAIN_HAND).getItem() < getItem could be a fucking NullPointer
L1809[22:50:53] <DebugsPeople> *no fucking sorry
L1810[22:51:18] <DebugsPeople> *< should be <- or smth
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L1812[23:03:05] <DebugsPeople> spamming packets every tick is probably a bad idea
L1813[23:03:49] <DebugsPeople> are there only 20 ticks per second?
L1814[23:03:59] <killjoy> sometimes less
L1815[23:04:12] <DebugsPeople> hm, ok
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L1817[23:05:21] <DebugsPeople> so let's assume 0% packet loss you'd have the ping as the delay for inputs
L1818[23:05:37] <DebugsPeople> hmmm
L1819[23:06:30] <DebugsPeople> what does the update frequency on entities mean?
L1820[23:08:37] <DebugsPeople> does chunkprovider.provideChunk() load the chunk?
L1821[23:11:44] ⇨ Joins: Cooler (~CoolerExt@117.201.136.203)
L1822[23:14:25] <capitalthree> DebugsPeople: aaa I really hope I don't have to do that
L1823[23:14:40] <DebugsPeople> lol
L1824[23:15:38] <DebugsPeople> I'm not sure how stuff works in 1.9 as for chunks being loaded when the player is somewhere else and you're controlling some plane
L1825[23:16:24] <williewillus> you probably need to hack them onto the plane as a vehicle
L1826[23:16:33] <williewillus> since those have the proper loading logic sorted out
L1827[23:16:53] <DebugsPeople> I'd like to see the player still though
L1828[23:16:58] <williewillus> or make the plane loads its own chunks using the chunkloader system
L1829[23:17:02] <williewillus> (do not request chunks manually)
L1830[23:17:11] <DebugsPeople> the chunkloader system?
L1831[23:17:39] <williewillus> the chunk ticket system, the same one chunkloaders like the World Anchor cart use
L1832[23:17:57] <DebugsPeople> which class would that be?
L1833[23:18:01] <Lymia> Quick question
L1834[23:18:02] <williewillus> even then you have to deal with sending them to the client, but that *shouldn't* be bad
L1835[23:18:08] <williewillus> actually it might be bad
L1836[23:18:09] <williewillus> :P
L1837[23:18:11] <Lymia> What's the dimension ID limit
L1838[23:18:16] <Lymia> Is it int?
L1839[23:18:23] <williewillus> yes
L1840[23:18:28] <Lymia> kk
L1841[23:18:36] <DebugsPeople> dimension 314532 inc
L1842[23:18:44] <williewillus> DebugsPeople: ForgeChunkManager
L1843[23:18:46] <Lymia> So it's safe to be wasteful with them, got it.
L1844[23:18:46] <Lymia> :p
L1845[23:18:55] <williewillus> also RC is open source so check their anchor carts out
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L1847[23:20:49] <DebugsPeople> I'm currently trying to understand the old logic of the 1.4.7 mod
L1848[23:22:06] ⇦ Parts: Lymia (~lymia@magical.girl.lyrical.lymia.moe) (Hug~♪))
L1849[23:22:09] ⇨ Joins: Lymia (~lymia@magical.girl.lyrical.lymia.moe)
L1850[23:22:27] <williewillus> just replicate functionality :P
L1851[23:24:51] <DebugsPeople> well, all the physics and stuff is too much for me
L1852[23:25:14] <DebugsPeople> because for minecraft standards this is the best physics I've seen
L1853[23:25:46] <Lymia> What's DebugsPeople doing?
L1854[23:25:59] <DebugsPeople> trying to port a 1.4.7 mod
L1855[23:26:03] <Lymia> ah
L1856[23:26:05] <DebugsPeople> thercmod-minecraft.net
L1857[23:26:19] <DebugsPeople> there's a 1.7 version, but that's different
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L1859[23:27:22] <DebugsPeople> mc.field_71456_v.func_146158_b().func_146230_a(mc.field_71456_v.func_73834_c());
L1860[23:27:24] <DebugsPeople> wow
L1861[23:27:38] <DebugsPeople> that's in the 1.7 version
L1862[23:27:54] <DebugsPeople> I mean it's decompiled ..
L1863[23:28:07] <DebugsPeople> guess that's prob it
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L1865[23:29:06] ⇨ Joins: Cooler (~CoolerExt@117.207.166.92)
L1866[23:29:36] <DebugsPeople> but the new version even uses the bullet engine
L1867[23:30:05] <McJty> How does he integrate that with java and make sure that works on windows, linux, and mac?
L1868[23:30:28] <DebugsPeople> it's jBullet, idk guess it's multiplatform too
L1869[23:30:48] <McJty> ah ok. I'm using to the c++ version of bullet
L1870[23:30:49] <Lymia> This is
L1871[23:30:50] <DebugsPeople> yeah, full java port
L1872[23:30:54] <McJty> s/using/used
L1873[23:31:10] <Lymia> Well, anyway
L1874[23:31:18] <Lymia> I'm planning a magic/exploration mod.
L1875[23:31:26] <Lymia> I have no need for physics. :D
L1876[23:31:33] <Lymia> (Instead, lots and lots of procedural generation)
L1877[23:31:38] <DebugsPeople> lol
L1878[23:32:32] <DebugsPeople> actually thinking about using some physics library myself, but I don't know if I need it/ want to deal with all of it's querks and integrating it with minecraft
L1879[23:33:56] <DebugsPeople> !gm Entity.getFlag
L1880[23:34:51] <Lymia> I want to try something rather ambitious, and have no idea if I can get it working
L1881[23:35:01] <DebugsPeople> what is it?
L1882[23:35:05] <Lymia> Procedural worldgen of "realistic" houses/bases and similar buildings, reacting to the terrain.
L1883[23:35:24] <Lymia> Realistic in the sense of "a player could have built this"
L1884[23:35:33] <DebugsPeople> williewillus, are those comments ever updated?
L1885[23:36:18] <williewillus> the javadoc comments?
L1886[23:36:23] <DebugsPeople> yea
L1887[23:36:27] <williewillus> some of them are pretty badly out of date
L1888[23:36:46] <DebugsPeople> hm...
L1889[23:37:11] <DebugsPeople> this.setFlag(6, this.isGlowing()); -> me: what is flag nr 6, hmmm
L1890[23:37:20] <williewillus> :D
L1891[23:37:25] <DebugsPeople> really stupid sometimes :P
L1892[23:38:01] <williewillus> reverse engineering is fun, though the kind we have to do in modding mcis pretty light
L1893[23:38:10] <williewillus> unless we're mapping out totally new classes/methods/fields
L1894[23:39:14] <Lymia> I had some ideas for making an obfusicator.
L1895[23:39:19] <Lymia> Then I remember I have no use for such a thing.
L1896[23:39:20] <Lymia> :D
L1897[23:40:08] <williewillus> hats off to whoever initially created the first set of mappings :P
L1898[23:40:18] <williewillus> Searge most likely
L1899[23:40:31] <Lymia> I did a tiny bit of reverse engineering work way back in the hMod/Bukkit days.
L1900[23:40:35] <Lymia> But never worked on full mappings
L1901[23:40:38] <DebugsPeople> it's hardcoded that an rc entity just dies after 30 minutes
L1902[23:40:40] <DebugsPeople> lol
L1903[23:40:40] <Lymia> Just finding the classes I needed and poking at them.
L1904[23:40:48] <williewillus> DebugsPeople: "battery life"? :D
L1905[23:41:02] <Lymia> I poked around in the code a bit
L1906[23:41:26] <DebugsPeople> that doesn't make too much sense, should be based on usage and stuffs
L1907[23:41:46] <Lymia> To make an on-tick hook for hMod so Craftbook could do propagation delay, its ICs were getting stick in infinite loops when you wired ones output to it sinput.
L1908[23:41:59] <Lymia> Because hMod's author refused to make an on-tick hook for "preformance" reasons.
L1909[23:42:07] ⇨ Joins: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L1910[23:42:36] <Lymia> Then another hack to detect when signs got loaded into the world, because guess what event wasn't there:
L1911[23:42:39] <Lymia> Chunk load. \o/
L1912[23:43:13] <Lymia> Those were dark times.
L1913[23:43:34] <DebugsPeople> this is programmed in such a weird way
L1914[23:43:49] <williewillus> :P
L1915[23:44:10] <williewillus> modding is a much nicer experience with each new version but its hard to see that unless you look back
L1916[23:44:33] <Lymia> I think much later I found a fork of Craftbook for some hMod fork or something.
L1917[23:44:54] <DebugsPeople> https://bitbucket.org/ArmyOfAnarchists/rcmodrevive/src/5db02a8e4bd8df42c30e674161cf277d51f62ca2/rcOld/1.8.9%20(not%20working)/main/java/com/icekat/thercmod/entities/RCM_NetworkEntity.java?at=default&fileviewer=file-view-default#RCM_NetworkEntity.java-229
L1918[23:45:01] <DebugsPeople> just take a look at this onUpdate method
L1919[23:45:05] <DebugsPeople> rip link btw
L1920[23:45:23] <DebugsPeople> and I know it probably shouldn't be in a public repo
L1921[23:45:23] <Lymia> Which still kept those hacks. I'm :| because if there's anything resembling a proper hook for those things, you do not need to go poking in private internal state to do those things anymore.
L1922[23:45:47] <Lymia> > currentTimeMillis
L1923[23:45:47] <Lymia> wat
L1924[23:46:00] <DebugsPeople> well, that's the 30min timer
L1925[23:46:06] <Lymia> I
L1926[23:46:06] <Lymia> OK
L1927[23:46:16] <Lymia> I'd consider doing that for a boss or something
L1928[23:46:19] <williewillus> lol
L1929[23:46:26] <Lymia> but
L1930[23:46:28] <Lymia> wha
L1931[23:46:33] <Lymia> Why does it even need a 30 minute timer
L1932[23:46:35] <williewillus> that doesn't even work
L1933[23:46:36] <Lymia> Based off real time
L1934[23:46:41] <williewillus> what if I save and reload at 29 min
L1935[23:46:49] <DebugsPeople> rip
L1936[23:47:07] <DebugsPeople> wait, when does entityInit get called?
L1937[23:47:08] <Lymia> What if daylight savings
L1938[23:47:37] <williewillus> at the top level Entity constructor
L1939[23:47:42] <williewillus> iirc
L1940[23:47:47] <williewillus> and eurhg
L1941[23:47:51] <DebugsPeople> does it get called on load?
L1942[23:47:54] <Lymia> I need to get to work on my mod sometime.
L1943[23:47:54] <williewillus> hate it when mods add a prefix in front of everything :P
L1944[23:47:55] <williewillus> yes
L1945[23:48:13] <DebugsPeople> well, yea it breaks then it seems
L1946[23:48:13] <williewillus> RCM_blah of course I know its from rcm it's in the darned package name
L1947[23:48:18] <Lymia> So I can finish something. :p
L1948[23:48:19] <DebugsPeople> xD
L1949[23:48:20] <Lymia> To be fair.
L1950[23:48:29] <Lymia> It isn't a terrible idea for disambiguating imports.
L1951[23:48:40] <Lymia> If that's an issue, and you have an overly generic name somewhere.
L1952[23:48:47] <Lymia> "RCM_Vector" vs "Vector3"
L1953[23:49:02] <Lymia> But that's not a reason to do it to everything
L1954[23:49:16] <DebugsPeople> currently only have RCM_Crafting RCM_Entities and RCM_Items
L1955[23:49:40] <DebugsPeople> oh wait and RCM_Main and RMC_CreativeTab
L1956[23:49:53] <Lymia> idk
L1957[23:50:00] <Lymia> I don't like most mods' package strutures either.
L1958[23:50:27] *** williewillus is now known as willieaway
L1959[23:50:34] <Lymia> Why is everything things split between mod.tileentity.TileEntityFoo, mod.block.BlockFoo, mod.item.ItemFoo, and mod.entity.EntityFooProjectile
L1960[23:50:51] <DebugsPeople> hm?
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L1962[23:51:07] <DebugsPeople> how do you do it?
L1963[23:51:07] <Lymia> I'd rather put those things that go together in one place, rather than putting things together in one place for being the same type.
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L1965[23:51:31] <DebugsPeople> to each their own
L1966[23:51:34] <McJty> yes
L1967[23:51:37] <McJty> I agree Lymia
L1968[23:51:55] <Lymia> I'd rather put everything relating to foo in one package (in Java), or a file (in Scala) so everything relating to Foo is in one place.
L1969[23:51:59] <McJty> I also tend to make packages per functionality
L1970[23:52:09] <McJty> And not a package for blocks, tile entities, ...
L1971[23:52:38] <DebugsPeople> well, if you want to look at some more weird code go ahead, there's a kinda deobfuscated version and the original in there, but I have to go to bed
L1972[23:52:42] <DebugsPeople> it's 7am ...
L1973[23:52:46] <Lymia> Eh
L1974[23:52:53] <Lymia> Mods having weird code is nothing new
L1975[23:53:04] <DebugsPeople> :P
L1976[23:53:06] <Lymia> I peeked in Draconic Evolution's source once
L1977[23:53:16] <Lymia> commented out code and spegetti everywhere
L1978[23:53:21] <Lymia> Dude, you have version control
L1979[23:53:22] <Lymia> Use it.
L1980[23:53:24] <DebugsPeople> lol
L1981[23:53:34] <McJty> Commented out code at least can't contain bugs :-)
L1982[23:53:54] <Lymia> Code that doesn't exist can't either.
L1983[23:53:54] <Lymia> :-)
L1984[23:54:02] <DebugsPeople> I use version control way too infrequently
L1985[23:54:18] <McJty> Personally I prefer to use commented out code too in case I don't want to remove code just yet
L1986[23:54:23] <McJty> Because I forget about it otherwise
L1987[23:54:28] <DebugsPeople> ^
L1988[23:54:30] <Lymia> I don't use it too often
L1989[23:54:33] <Lymia> I just commit often
L1990[23:54:38] <Lymia> And use "git checkout" if I want code back.
L1991[23:54:47] <McJty> yes but then you have to remember that you have code to get back
L1992[23:54:48] <DebugsPeople> I should commit like at least once a day lol
L1993[23:54:50] <Lymia> Commenting out code is for debugging, and never something I'd commit to scm
L1994[23:54:54] <DebugsPeople> I don't even do that
L1995[23:56:01] ⇦ Quits: AforAnonymous (bitch2k@dyn-050-176.vix2.mmc.at) (Ping timeout: 384 seconds)
L1996[23:56:38] <Lymia> (And then there's the just why package structures)
L1997[23:57:31] <Lymia> thaumatic.tinkerer.common.item.kami, thaumatic.tinkerer.common.block.kami, [...]
L1998[23:57:37] <Lymia> First of all, "thaumatic.tinkerer"???
L1999[23:57:45] <Lymia> thaumic.tinkerer*
L2000[23:57:57] <Lymia> Second of all, you're putting the TTKami thing in basically a submodule of your mod. OK
L2001[23:58:04] <DebugsPeople> anyone know how to push in IDEA
L2002[23:58:04] <Lymia> ... and then making this weird package structure
L2003[23:58:09] <Lymia> idk
L2004[23:58:14] <Lymia> I just use git on the command line
L2005[23:58:24] <TehNut> I don't see anything wrong with that package structure
L2006[23:59:44] <Lymia> Maybe they're using their IDEs differently or something, but.
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