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L1[00:00:15] <asie> tterrag: the problem with adding world/pos parameters to caps is that caps are supposed to be universal
L2[00:00:22] <asie> if you do that they are no longer universal
L3[00:00:38] <LexManos> I never thought this day would come, but asie seems to actually fucking get it.
L4[00:00:50] <LexManos> doing anything positional in a cap is stupid
L5[00:00:58] <tterrag> I must have missed it. was it said before I joined the conversation?
L6[00:01:02] <asie> well you seem very kind to me
L7[00:01:31] <tterrag> either way, you've explained your desing principles, and I accept them.
L8[00:01:48] <LexManos> infinite tanks, item sinks, item suppliers, redstone controls, basically anything a TE can do that you can think of being 'passive' or 'creative'
L9[00:02:31] <asie> also, TEs as long as they don't tick are cheaper than people think
L10[00:02:43] <LexManos> Non ticking TEs are just memory
L11[00:02:52] <tterrag> ok. those would work yeah. but they seem pretty niche
L12[00:02:59] <LexManos> they may be niche
L13[00:03:03] <LexManos> but thats the best you're gunna get
L14[00:03:09] <LexManos> if you want anything more use a fucking TE
L15[00:03:16] <Sandra> so as long as you don't have non-ticking TEs on stone, you'll be alright?
L16[00:03:17] <tterrag> asie: it's better in 1.8+ I guess. in 1.7 with canUpdate() it was a bit odd
L17[00:03:28] <tterrag> but now that tickable and non-tickable are fully separated they are rather cheap
L18[00:03:28] <LexManos> Nonticking TEs on stone would be just fine
L19[00:03:43] <LexManos> quintoubple your memory usage but fine none the less
L20[00:03:44] <asie> well GT uses nonticking TEs on all ores, in 1.7
L21[00:03:50] <asie> and it doesn't cause perf issues
L22[00:04:30] <LexManos> How many fields are there in a TE?
L23[00:05:10] <asie> World, BlockPos, boolean, int, Block
L24[00:05:23] <tterrag> and those are mostly just references and shouldn't take much memory
L25[00:05:25] <asie> so three pointers
L26[00:05:31] <asie> and a boolean and an init
L27[00:05:33] <asie> int*
L28[00:05:39] <tterrag> so a few bytes :P
L29[00:06:00] <asie> also being stored in one List and one Map
L30[00:06:03] <LexManos> world, pos? So 9 bytes for the object, 9 + 3*4 for Block pos, 4*4 for the other fields so ~47 bytes per te?
L31[00:06:23] <asie> also the overhead of them being in a list and a map, where the map stores a pointer to (hopefully the same) blockpos
L32[00:06:29] <LexManos> +~10 for being referenced int he maps
L33[00:06:38] <asie> i'd say ~20
L34[00:06:44] <asie> as there's both a map and a list, and most users are 64-bit
L35[00:06:56] <asie> so ~70 bytes per TE total?
L36[00:06:57] <LexManos> High estimate for a purely data TE, ~60 bytes
L37[00:07:06] <LexManos> err 70 ya
L38[00:07:23] <LexManos> lets see, a chunk is 16x16x16x16
L39[00:07:46] <asie> a chunk full of TEs would use 4.5MB more
L40[00:07:51] <asie> over a chunk without any TEs
L41[00:07:53] <LexManos> 4MB/chunk for tes
L42[00:08:19] <LexManos> times that by lets see whats the max view distance? 21x21?
L43[00:08:19] <asie> i mean, i consider capabilities on blocks and on items completely unnecessary. the biggest usecase would be plants and most packs do them as TEs anyway - AgriCraft
L44[00:08:37] <asie> (items, not itemstacks)
L45[00:08:39] <LexManos> 1.8GB, so it adds up
L46[00:08:41] <tterrag> [and it completely breaks stuff since IGrowable doesn't get world context]
L47[00:08:46] <LexManos> but this is WORST case scenario
L48[00:08:52] <tterrag> or - was that changed
L49[00:08:54] <asie> tterrag: did anyone ever imply vanilla APIs are good?
L50[00:08:56] <LexManos> ~50% of the world is air, so thats .9GB
L51[00:08:56] <tterrag> oh right, no
L52[00:09:00] <tterrag> it's IPlantable that's the issue
L53[00:09:04] <tterrag> since you can't give the TE any data
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L55[00:09:16] <LexManos> ~80% of the remaining is tone, so lets just say ~150MB
L56[00:09:16] <asie> IInventory is horrible so we have IItemHandler
L57[00:09:28] <tterrag> IInventory evolved into IMojangTileEntity
L58[00:09:37] <tterrag> it used to be alright...but yeah
L59[00:09:43] <asie> i'm sure if you pitched a plant capability it could be considered easily
L60[00:09:54] <Sandra> items is definitely unneccessary.
L61[00:10:01] <Sandra> items can't exist w/o itemstack.
L62[00:10:06] <Sandra> noone said they could.
L63[00:11:21] <LexManos> anyways what was the point? Oh ya TEs are not evil and overcomplicating shit because you want to be a twat and dont understand how programming, minecraft, memory, the JVM, works. And arguing with me after ive made it clear many times.
L64[00:11:25] <Sandra> quintouple memory usage is not fine and never has been fine, but w/e.
L65[00:11:26] <LexManos> Fucking annoinying
L66[00:11:36] <tterrag> (I haven't argued at all since you explained yourself)
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L68[00:11:59] <Sandra> I haven't either, I was just honestly unaware that TEs were cheap now.
L69[00:12:02] <LexManos> Sandra, Worse case scenario.
L70[00:12:08] <Sandra> that's it.
L71[00:12:09] <tterrag> anyways, let's talk about something really important. my PR :D https://github.com/MinecraftForge/MinecraftForge/pull/2893
L72[00:12:13] <LexManos> And the solution to it, allocate more ram.
L73[00:12:39] <Sandra> that is hardly a solution when you already allocate all your ram.
L74[00:12:47] <LexManos> then get more ram
L75[00:12:51] <LexManos> I hear you can download it
L76[00:13:01] <asie> that PR is important
L77[00:13:12] <tterrag> I know. that's what I said :D
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L81[00:14:28] <Drullkus> Lex: Someone needs to release a mod that downloads more ram automatically when it gets a java heapspace error
L82[00:14:38] <Flamegoat> ^ Lol
L83[00:14:39] <Drullkus> /joke
L84[00:14:49] <Drullkus> :D
L85[00:15:08] <tterrag> now that they've been around for a while, I think github reactions were a very good idea
L86[00:15:21] <tterrag> I have 13 thumbs up on that PR. if there was still only comments I bet I'd have 0 :P
L87[00:15:47] <Drullkus> tterrag: look again
L88[00:16:06] <Flamegoat> Clicking buttons is measurably easier for lazy people than typing "Yup".
L89[00:16:29] <tterrag> exactly. but still only someone actually invested would do it. and even if some people just do it to troll I think the vast majority mean what they react with
L90[00:16:58] <Flamegoat> Yea
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L92[00:17:19] <Sandra> typing Yup also provides anxiety because it pushes important things down the page
L93[00:17:21] <Sandra> .
L94[00:17:23] <Sandra> so...
L95[00:17:23] <Drullkus> Alternatively you can edit everyone's comments and replace the content with the following image URL http://i.imgur.com/Oq1rY9G.jpg
L96[00:18:15] <LexManos> humm looks like mojang did indeed fuck that up
L97[00:18:39] <tterrag> yeah. if you have the scrollback we talked about it quite ab it
L98[00:19:11] <LexManos> Also should really go in and change the onDataPacket
L99[00:19:15] <LexManos> to just use that, but whatever
L100[00:19:28] <tterrag> LatvianModder: just read your ping in scrollback. yes, I fixed the screenshot links :P
L101[00:21:09] <tterrag> lex: perhaps. would just have to construct a "fake" packet
L102[00:21:13] <tterrag> could do that if you want
L103[00:21:17] <tterrag> oh...nvm
L104[00:21:18] <tterrag> :D
L105[00:22:03] <mezz> hallelujah for merging that just as I was about to pull my hair out doing networking
L106[00:22:15] <Drullkus> Networking is fun /s
L107[00:22:43] <mezz> networking is more fun when I don't have to rewrite it
L108[00:23:25] <Drullkus> Well, I do have to say Morse via bees sounds fun
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L113[00:39:27] <mezz> I think this will work, we'll see once I get it compiling. I feel a bit gross. https://gist.github.com/mezz/50fc332620acc6a9764ab244fe3b17b6
L114[00:40:28] <fry> what a nice discussion to wake up to :P
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L117[00:44:38] <Girafi> Goodmorning Fry o/
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L132[01:43:37] * capitalthree passes out freer kotlins
L133[01:47:54] <Drullkus> fry: Good evening from CA, USA~
L134[01:48:51] <Saturn812> morning
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L136[01:59:53] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160526 mappings to Forge Maven.
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L138[01:59:56] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160526-1.9.4.zip (mappings = "snapshot_20160526" in build.gradle).
L139[02:00:07] <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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L141[02:05:44] <[Master]Jason> .list
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L157[02:44:59] <gigaherz|work> Meh
L158[02:45:18] <gigaherz|work> I wanted to remote to my desktop and check some things, but I left my desktop off this morning ;_;
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L161[02:47:35] <LexManos> psh no remote wake? noob!
L162[02:48:16] <gigaherz|work> yeah
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L165[02:50:31] <illy> I have a remote wake up its when I get the remote thrown at me for sleeping on the couch
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L194[04:59:11] <LatvianModder> luacs1998: You on?
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L205[05:38:28] <LexManos> mojang's server die for anyone else?
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L207[05:48:06] <PaleoCrafter> if it did, it's all back now :D
L208[05:48:50] <justJanne> ^
L209[05:48:51] <justJanne> same here
L210[05:49:22] <PaleoCrafter> https://help.mojang.com/ doesn't show anything either
L211[05:49:43] <LexManos> what ip it resolve to for you?
L212[05:49:49] <LexManos> libraries.minecraft.net
L213[05:50:02] <PaleoCrafter> 54.230.45.32
L214[05:50:16] <LexManos> 52.84.1.230
L215[05:50:25] <LexManos> maybe they are fucking with the dns
L216[05:50:33] <fry> 54.192.99.43
L217[05:50:54] <fry> cloudfront
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L219[05:51:06] <gigaherz|work> Name: libraries.minecraft.net // Address: 54.192.62.254
L220[05:51:08] <LexManos> ya both of those i connect to fine
L221[05:51:34] <LexManos> guess its just routing me to the bad node
L222[05:51:47] <Kodos> I'm getting 52.84.26.232
L223[05:52:29] <gigaherz|work> The one you pasted pings just fine for me, lex
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L229[06:00:54] <MaelstromPhx> anyone know why sending a packet would throw a nullpointer exception? The message is registered and none of the input values are null...
L230[06:01:06] <gigaherz|work> pastebin full log please
L231[06:01:50] <Ordinastie_> NPEs are the easiest error to debug :s
L232[06:01:55] <MaelstromPhx> http://pastebin.com/6QQTZhTA
L233[06:03:22] <TechnicianLP> is it registered for the correct side?
L234[06:03:22] <Ordinastie_> ok, it's a bit trickier when it's deep into the packet stuff, I'll confess that
L235[06:03:25] <Ordinastie_> show code
L236[06:03:50] <MaelstromPhx> yeah the client is the recieving side
L237[06:04:28] <MaelstromPhx> message class and handler: http://pastebin.com/nqbYaEiq
L238[06:05:19] <MaelstromPhx> message registration http://pastebin.com/xaEQFxzA
L239[06:06:12] <Ordinastie_> really? you send NBT via packet ? :/
L240[06:06:48] <MaelstromPhx> well i need to sync the capability information between server and client
L241[06:07:04] <Ordinastie_> how do you send the packet ?
L242[06:07:06] <MaelstromPhx> and i already had the seriealization
L243[06:07:43] <MaelstromPhx> http://pastebin.com/kMpqj9sV
L244[06:07:47] <TechnicianLP> is the skills.deserialize a static method? if not ive found your npe
L245[06:08:23] <MaelstromPhx> its not. should it be?
L246[06:08:43] <TechnicianLP> well it not initielized when recieved so it will be null
L247[06:09:28] <TechnicianLP> public SkillsPacket(Skills skills){
L248[06:09:28] <TechnicianLP> this.skills = skills;
L249[06:09:28] <TechnicianLP> }
L250[06:09:29] <Ordinastie_> that's true, but it doesn't look like that's what NPE
L251[06:09:40] <PaleoCrafter> yeah, it throws on send already
L252[06:09:40] <MaelstromPhx> ah so if i initialize the skills with some default values it should work?
L253[06:12:07] <MaelstromPhx> still throws the same error. guess i would have run into that error later tho thanks
L254[06:13:12] <PaleoCrafter> breakpoint on the erroring line and see what is null :P
L255[06:13:19] <PaleoCrafter> there's a lot on that line that can be
L256[06:13:37] <TechnicianLP> how do you send the massage?
L257[06:13:48] <PaleoCrafter> ah, actually
L258[06:13:57] <Ordinastie_> breakpoint on NPE instead, that line will be called a shitton of times
L259[06:14:11] <simon816> MaelstromPhx, call registerMessage for both Side.CLIENT and Side.SERVER?
L260[06:14:14] <PaleoCrafter> or leave the breakpoint disabled until another one was hit :P
L261[06:14:21] <PaleoCrafter> and I think I know why this is an issue
L262[06:14:38] <PaleoCrafter> you're calling your sync stuff from the NBT deserialization
L263[06:14:38] <TechnicianLP> @simon nope that would be wrong you only have to register it at receiving side
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L265[06:15:06] <PaleoCrafter> and the cap is attached to a player, so if the player data is read, the player object isn't ready for network stuff yet etc.
L266[06:15:24] <MaelstromPhx> well currently its registered in common
L267[06:15:51] <TechnicianLP> thats correct
L268[06:15:56] <MaelstromPhx> ok cool
L269[06:16:25] <MaelstromPhx> also PaleoCrafter its a different serialization. one is for the skills class and the other is for the capability
L270[06:16:59] <MaelstromPhx> the capability calls the serialization and then syncs the data to the client
L271[06:17:25] <PaleoCrafter> that's exactly what I said? :P
L272[06:17:37] <PaleoCrafter> doesn't matter how your stuff is laid out in code, you're syncing on NBT read
L273[06:17:39] <PaleoCrafter> which is bad :P
L274[06:18:08] <simon816> yeah, sync on tick, not serialization
L275[06:19:13] <PaleoCrafter> https://github.com/PaleoCrafter/Allomancy/blob/dev/src/main/java/de/mineformers/investiture/allomancy/impl/CapabilityHandler.java#L53-L70 that should be sufficient for syncing
L276[06:19:32] <MaelstromPhx> wouldnt syncinc every tick be unecessary tho?
L277[06:20:40] <simon816> Doesn't have to be every tick. if you only need to do it once do what PaleoCrafter does ^
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L279[06:22:33] <TechnicianLP> when the player joins (and when something changes with the capability (to prevent desyncs))
L280[06:22:43] <MaelstromPhx> ok makes sense
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L282[06:23:00] <MaelstromPhx> dont know why i was syncing it on deserealization XD
L283[06:25:06] <Ordinastie_> really PaleoCrafter ?
L284[06:25:07] <Ordinastie_> java ?
L285[06:25:24] <PaleoCrafter> Only because I'm working on it with ollieread :P
L286[06:25:28] <Ordinastie_> hehe
L287[06:25:58] <PaleoCrafter> https://github.com/PaleoCrafter/Allomancy/tree/09fc7c5c0a87ff126d008c203059eea0759e35c4 used to be Scala :P
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L289[06:28:31] <MaelstromPhx> awesome it works now
L290[06:28:32] <MaelstromPhx> thanks
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L300[06:46:29] <MaelstromPhx> do i need to do something special to get a capability to keep its value? after i set the value with the packet it doesn't persist after calling the capability again
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L309[07:03:58] <sham1> C++ templates are so weird
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L311[07:07:30] <gigaherz|work> they are templates ;P
L312[07:07:52] <gigaherz|work> most of their weirdness comes from the fact that the compiler has to be able to isntantiate a specialization at compile time
L313[07:07:54] <gigaherz|work> or it won't link later
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L315[07:08:26] <sham1> Like let's think about the c++ tuple
L316[07:09:18] <sham1> std::get<1>(tuple)
L317[07:09:29] <sham1> The hell is that number doing there
L318[07:10:40] <gigaherz|work> C++ templates allow other parameters than "typenames"
L319[07:10:56] <gigaherz|work> you can have a template where an array length is declared through template parameters
L320[07:10:58] <gigaherz|work> such as
L321[07:11:17] <gigaherz|work> template<int length> class Array { int storage[length]; };
L322[07:11:37] <gigaherz|work> if you then reference
L323[07:11:42] <gigaherz|work> Array<1> stuff;
L324[07:12:00] <gigaherz|work> the compiler would specialize a version of the array template, with length 1
L325[07:12:03] <sham1> I know that the templates are known for metaprogramming, but this is crazy
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L327[07:12:55] <gigaherz|work> in this case
L328[07:13:05] <gigaherz|work> std::get<N> gets the Nth element in the tuple
L329[07:13:19] <gigaherz|work> this is probably implemented through variadic templates
L330[07:13:22] <PaleoCrafter> Scalaz is doing that as well, sham1 :P
L331[07:13:33] <sham1> but that is scala
L332[07:13:36] <gigaherz|work> std::get<1> will discard the first tuple element
L333[07:13:47] <sham1> I have come to expect weird syntax in scala
L334[07:13:49] <gigaherz|work> and then recurse into std::get<0> which would be explicitly specialized to return the parameter
L335[07:13:50] <Sandra> that is silly.
L336[07:13:52] <Sandra> why.
L337[07:14:02] <PaleoCrafter> well, it isn't actually literal numbers, but they encode numbers in types
L338[07:14:07] <PaleoCrafter> or maybe it was shapeless, I can't remember
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L340[07:14:31] <gigaherz|work> in C++, those are just template arguments -- they don't mean anything at runtime
L341[07:15:13] <gigaherz|work> all the templates are resolved when they are referenced (at compile time), so that the linker can find the symbols
L342[07:15:28] <sham1> oh great
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L344[07:15:39] <sham1> even more layers of name mangling
L345[07:15:49] <PaleoCrafter> ah, it was shapeless: https://github.com/milessabin/shapeless/blob/master/core/src/main/scala/shapeless/nat.scala
L346[07:16:05] <gigaherz|work> so essentially, std::get<1>(tuple) simply compiles into std"$%·"%&get"%&"%&1"%&"(value) { return value.item1; }
L347[07:16:17] <gigaherz|work> (the mangling is just made up ;P)
L348[07:16:24] <sham1> I can see that
L349[07:16:36] <sham1> I could actually understand half of it
L350[07:17:18] <sham1> Also, a base trait for natural numbers
L351[07:17:33] <luacs1998> LatvianModder, here now what
L352[07:18:13] <sham1> Anyway, I had an exam about electricity
L353[07:18:20] <sham1> In physics
L354[07:18:44] <sham1> And while it didn't go as badly as I suspected, it didn't really go well
L355[07:21:08] <gigaherz|work> pff electronics is easy: electrons move -> stuff happens
L356[07:21:18] <gigaherz|work> now computing what EXACTLY is happening, that's annoying.
L357[07:21:34] <gigaherz|work> capacitor charge/discharge equations gave me nightmares
L358[07:21:48] <gigaherz|work> break voltage for zeners diodes
L359[07:22:02] <gigaherz|work> zener*
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L361[07:22:42] <sham1> Not even eletronics
L362[07:22:47] <sham1> But electricity
L363[07:23:09] <gigaherz|work> well in physics
L364[07:23:14] <gigaherz|work> we studied the electric phenomena
L365[07:23:38] <TechnicianLP> wasnt that somehing like U=R/I?
L366[07:23:40] <gigaherz|work> then in electronics, we studied how to apply those concepts to circuits, and how to compute the circuits
L367[07:23:49] <gigaherz|work> TechnicianLP: U=R*I
L368[07:23:55] <TechnicianLP> almost
L369[07:24:12] <gigaherz|work> === I=U/R === R = U/I
L370[07:24:35] <PaleoCrafter> Just think of Switzerland :P
L371[07:24:49] <gigaherz|work> which leads to power=U*I=R*I^2
L372[07:25:09] <sham1> Bloody electrons and their interactions with homogeneous electric fields
L373[07:25:10] <gigaherz|work> can't remember what letter was used for that XD
L374[07:25:23] <sham1> power is P
L375[07:25:31] <gigaherz|work> ahh electric fields and such ... so much fun (not)
L376[07:25:48] <PaleoCrafter> I actually found them quite fun :P
L377[07:26:10] <TechnicianLP> i hated thos circuits with a condensator and a spool ....
L378[07:26:42] <gigaherz|work> inductive-capacitive-resistive
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L380[07:27:28] <gigaherz|work> capacitor + inductance in one circuit makes for a nice passive bandpass, which is how radio tuners work
L381[07:27:28] <gigaherz|work> ;P
L382[07:28:05] <gigaherz|work> in AM, you have a voltage-controlled resistance, while in FM, you have a voltage-controlled capacitor
L383[07:28:45] <gigaherz|work> (slightly changes the tuning frequency, leading to frequency changes)
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L386[07:39:33] <MaelstromPhx> anyone here use intellij?
L387[07:39:36] <Necr0> is there an easy way to rerender a block when there is a rendering property changed that is independent from block updates?
L388[07:39:42] <gigaherz|work> plenty of us do
L389[07:40:30] <MaelstromPhx> im trying to set it up but am having some issues
L390[07:40:49] <MaelstromPhx> like not having a gradle jdk configuration
L391[07:42:40] <Shalmezad> MaelstromPhx, if I remember (had to do it a couple weeks ago): Make sure JAVA_HOME is set, then there was something about adding the jdk to the list of known sdks
L392[07:46:11] <gigaherz|work> no need for JAVA_HOME
L393[07:46:15] <gigaherz|work> you can just add the JDK from idea
L394[07:46:23] <gigaherz|work> file -> project structure
L395[07:46:48] <gigaherz|work> after you added it, you won't have to edit that unless you update the jdk and remove the old
L396[07:46:59] <gigaherz|work> then you can import and run the tasks and such
L397[07:49:07] <MaelstromPhx> ok so i have the project with the run tasks and stuff
L398[07:49:21] <MaelstromPhx> but when i run the client it cant find gradle start
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L400[07:50:58] <PaleoCrafter> choose the <project>_main module in the run config
L401[07:55:57] <MaelstromPhx> works now thanks :D
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L409[08:14:43] <Cypher121> huh, another curse shitstorm, is it?
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L425[09:06:15] <Temportalist> Hmmm. TileEntity seems to be saving and reading server side fine, but on world load, its readNBT method gets null stuff
L426[09:06:56] <Temportalist> As in, the data that I need to read is never written client side, so it never reads it.
L427[09:07:41] <PaleoCrafter> client side ain't writing to NBT :P
L428[09:07:47] <Temportalist> obv
L429[09:07:54] <Temportalist> not sure why it wouldnt though
L430[09:08:04] <PaleoCrafter> it simply doesn't :P
L431[09:08:11] <PaleoCrafter> because the client doesn't need the data
L432[09:08:13] <Temportalist> I though as long as you called markDirty and override the packet functions, they auto synced
L433[09:08:19] <Temportalist> but the client does need the data haha
L434[09:08:30] <PaleoCrafter> so you override getUpdateTag etc?
L435[09:08:43] <Temportalist> getUpdatePacket and onDAtaPacket
L436[09:09:22] <gigaherz|work> override also getUpdateTag
L437[09:09:42] <gigaherz|work> so it calls writeToNBT instead of writeInternal
L438[09:09:50] <gigaherz|work> otherwise it won't send data on chunk transfer
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L441[09:10:14] <Temportalist> gotcha
L442[09:10:21] <Temportalist> in progress
L443[09:11:04] <Temportalist> that did it
L444[09:11:05] <Temportalist> thanks
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L450[09:17:31] <TechnicianLP> do i still have to remove the tilentity manual? seen that i a lot of places but it doesnt seem like i have to do it ....
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L452[09:18:02] <gigaherz|work> you never have to "remove the tile entity"
L453[09:18:19] <gigaherz|work> the only reason a TE would stay around is if you cache the reference elsewhere
L454[09:18:21] <PaleoCrafter> unless you override breakBlock and don't want some super behaviour to occur :P
L455[09:18:33] <gigaherz|work> or you mess with the shouldRefresh/breakBlock
L456[09:18:49] <gigaherz|work> time to leave work!
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L464[09:29:13] <flux> hello
L465[09:29:38] <flux> Sorry for the lame question, but whats the method to call for setting a texture for an item, ".setTextureName" doesnt seem to exist?
L466[09:30:20] <TechnicianLP> https://gist.github.com/williewillus/57d7093efa80163e96e0
L467[09:30:23] <thor12022> http://modwiki.temporal-reality.com/mw/index.php/Render_Item_Basic-1.9
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L471[09:31:42] <AKTheKnight> The wiki mcjty is doing is actually really helpful
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L474[09:34:43] <Temportalist> AKTheKnight: ?
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L477[09:35:00] <AKTheKnight> The one thor linked to
L478[09:35:26] <Temportalist> I see
L479[09:35:30] <Temportalist> this looks really neat
L480[09:36:18] <AKTheKnight> (I am 100% not biased about it :P)
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L484[09:46:12] <flux> So I'm using the model Closer class but the texture still isn't loading, is it because i've put it in the init method?
L485[09:46:40] <flux> ModelLoader class*
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L488[09:48:09] <thor12022> as opposed to a preInit method?
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L491[09:49:12] <tterrag> PaleoCrafter: https://xkcd.com/1676/
L492[09:49:20] <flux> Should it be in a preinit method?
L493[09:49:26] <PaleoCrafter> haha
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L496[09:52:07] <thor12022> http://modwiki.temporal-reality.com/mw/index.php/Render_Item_Basic-1.9 - The third paragraph
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L499[09:53:49] <tterrag> I'm partial to snakes
L500[09:58:39] <Temportalist> tterrag: yas!
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L508[10:06:47] <sham1> Snake?
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L511[10:08:35] <thor12022> Snakes on a typesetting engine. SnakeTex?
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L525[10:23:12] <tterrag> amadornes: I've been noticing much more twitter-wiki people lately as well...
L526[10:23:34] <tterrag> is this just a new thing people do?
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L528[10:26:53] <AKTheKnight> I just use the wonderful irc wiki. I feel like I'm always being judged though
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L530[10:28:32] <Shalmezad> AKTheKnight: Even if you were being judged, does it matter? We're all random people on an internet chat room
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L533[10:29:04] <AKTheKnight> Yeah I know. I still get a bit self concious though. But I'm not too worried
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L535[10:29:24] <tterrag> no, that's why this channel exists
L536[10:29:35] <tterrag> twitter is a horrible place to ask questions
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L539[10:30:20] <AKTheKnight> Ohh yeah. I avoid asking questions on twitter. People aren't there to help others mod. "that's why this channel exists"
L540[10:32:06] <Shalmezad> Besides, better to ask than struggle. Found that out the hard way way too many times.
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L554[10:57:04] <gigaherz> I hate that running setupForge requires having git on the SSYTEM path
L555[10:57:15] <gigaherz> I don't WANT to have git in the path ;_;
L556[10:58:00] <gigaherz> so yeah I'll continue copying git.exe from program files into the forge folder, as I did last time XD
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L560[11:04:18] <ThomasRules> When forge comes out for 1.10 (I appreciate that that's a long time away as its only had 1 snapshot) could someone make a mod that force disables auto-jump? It would break many mods' items
L561[11:04:36] <killjoy> I'm sure they'll add a config
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L563[11:05:56] <gigaherz> ThomasRules: I'm sure someone will do that
L564[11:05:59] <gigaherz> but I don't believe it should be done
L565[11:06:12] <gigaherz> the auto-jump feature isn't meant for pc players
L566[11:06:23] <capitalthree> why would anyone not want git in the system path o_o
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L568[11:06:37] <gigaherz> capitalthree: it has caused me issues in thep ast
L569[11:06:43] <flux> when you render an item, which method do you call from the preinit on the client proxy?
L570[11:06:45] <gigaherz> same as having java in the path and such
L571[11:06:51] <gigaherz> generally speaking
L572[11:06:58] <gigaherz> I strongly prefer not to add apps to the PATH
L573[11:07:04] <gigaherz> and just have specific environments for them
L574[11:07:07] <gigaherz> such as "git bash"
L575[11:07:19] <capitalthree> gigaherz: this is mind bending. I take it you're on windows?
L576[11:07:24] <gigaherz> yep
L577[11:07:28] <capitalthree> I thought even on windows, java puts itself in the path
L578[11:07:29] <gigaherz> and note
L579[11:07:33] <gigaherz> I don't just mean in the path
L580[11:07:34] <killjoy> it does
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L582[11:07:41] <Shalmezad> Yeah, otherwise I'd immediately suggest symlinking instead of copy-pasting the executable
L583[11:07:44] <gigaherz> it has to be in the system settings
L584[11:07:45] <killjoy> C:\ProgramData\Oracle\Java
L585[11:07:47] <gigaherz> globally
L586[11:07:48] <gigaherz> doing
L587[11:07:50] <gigaherz> set PATH=x
L588[11:07:56] <gigaherz> gradlew setupForge
L589[11:07:58] <gigaherz> does NOT work
L590[11:07:59] <killjoy> there's symlnks
L591[11:08:12] <capitalthree> I guess it is messier on windows where the path ends up being really long
L592[11:08:21] <capitalthree> on linux, you actually just put binaries where binaries go xD
L593[11:08:25] <Shalmezad> Wait.... windows has symlinks?
L594[11:08:30] <gigaherz> since Vista
L595[11:08:32] <capitalthree> actually yes
L596[11:08:36] <capitalthree> but there's no gui for it afaik
L597[11:08:38] <killjoy> because everything doesn't go in /bin/
L598[11:08:40] <capitalthree> it's mklink or something
L599[11:08:43] <killjoy> or /usr/bin
L600[11:08:45] <gigaherz> vista's NTFS got support for hardlinks and symlinks
L601[11:08:46] <gigaherz> before vista
L602[11:08:50] <gigaherz> there were "junction points"
L603[11:08:58] <gigaherz> which were directory-only redirections
L604[11:09:06] <TechnicianLP> can someone please axplain what Tilentity.restrictNBTCopy() is used for? i cant seem to access the issue at mojangs bugtracker...
L605[11:09:08] <killjoy> it requires admin cmd
L606[11:09:10] <gigaherz> and could only redirect to another ntfs folder
L607[11:09:11] <capitalthree> junction points are mount points
L608[11:09:17] <gigaherz> not exactly
L609[11:09:18] <capitalthree> or remount points
L610[11:09:31] <gigaherz> you can mount a folder instead of a filesystem root
L611[11:09:38] <capitalthree> I know, it's like a linux bind mount
L612[11:09:44] <gigaherz> I mean you can junction*
L613[11:09:53] <gigaherz> the technical name is "reparse points"
L614[11:10:02] <gigaherz> because they cause the name parsing routines to start over
L615[11:10:34] <capitalthree> that's kinda how microsoft wants you to think about it
L616[11:10:39] <capitalthree> but it's totally the same as a linux bind mount :P
L617[11:10:44] <gigaherz> no that's how NT does it ;P
L618[11:10:48] <gigaherz> literally
L619[11:10:49] <gigaherz> ;P
L620[11:10:59] <gigaherz> linux "bind mounts" are equivalent, yes
L621[11:11:08] <gigaherz> but the posix implementation doesn't look anything like NT ;P
L622[11:11:11] <flux> can someone help me with item rendering real quick?
L623[11:11:15] <capitalthree> it's a dramatic oversimplification of how NT does it
L624[11:11:16] <gigaherz> flux: jsut ask
L625[11:11:21] <gigaherz> we are offtopic, your question has precedence
L626[11:11:23] <capitalthree> to just say "it starts over the name parsing"
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L628[11:12:09] <flux> i've got the model loader in a class for my item, but when i call it from my client proxy in the preinit section, it crashes on launch
L629[11:12:43] <capitalthree> awesome, then you must have a stack trace for us
L630[11:13:32] <flux> lemme just get it to pastebin real quick
L631[11:13:40] <capitalthree> cool
L632[11:13:59] <TechnicianLP> what is the TileEntity.restrictNBTCopy() used for? It does not seem to get called ... and i cant access the issue specified in the javadoc
L633[11:13:59] <capitalthree> cuz no offense but it's just guesswork if we try to help before seeing it ^_^
L634[11:14:19] <flux> http://pastebin.com/wEi6XnBs
L635[11:14:38] <blood|work> so yea https://timings.aikar.co/v2/?id=e7d213ab4d934e8ba3527bdf7c588978
L636[11:14:40] <gigaherz> TechnicianLP: it's used to limit the ability of people to use ctrl-middleclick and obtain the block with NBT contents
L637[11:14:47] <gigaherz> it's used for things like command blocks
L638[11:14:48] <blood|work> timings too good
L639[11:14:52] <gigaherz> were being able to clone the contents
L640[11:15:07] <gigaherz> would allow creative mode users to mess with the server
L641[11:15:12] <blood|work> i really should get this into Forge at some point
L642[11:15:14] <capitalthree> flux: so the exception seems to be in your client proxy's superclass
L643[11:15:19] <capitalthree> not directly from the client proxy
L644[11:15:28] <capitalthree> can I see CommonProxy.java?
L645[11:16:13] <flux> one sec, i might have had left over code from there, i removed it and i got a new error, want that too?
L646[11:16:49] <capitalthree> if you're having trouble figuring out the new error, sure. pastebin first the error and then the code
L647[11:16:59] <capitalthree> well do it in either order but I need to read the error first :P
L648[11:18:02] <flux> error: http://pastebin.com/eunMrYb9 clientProxy: http://pastebin.com/tz8ui8Tw
L649[11:18:49] <TechnicianLP> looks like ModItems.java:21 can we have that class?
L650[11:18:52] <capitalthree> that looks like the same error :P
L651[11:19:00] <capitalthree> er wait nevermind
L652[11:19:03] <capitalthree> I see the difference
L653[11:19:20] <flux> ModItems : http://pastebin.com/77H265hu
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L655[11:19:41] <capitalthree> ahhh that's your code too, ok
L656[11:19:58] <capitalthree> so it's simple, firstItem is null
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L659[11:20:33] <capitalthree> can I ask why ModItems has a void init instead of doing that in the constructor?
L660[11:20:49] <capitalthree> it looks like your problem is you forgot ModItems.init but if you make it do it in the constructor you won't have to worry about that
L661[11:21:02] <flux> I'm not sure , it's just how i've done it, if you can show me a better way i'm all for learning something new
L662[11:21:16] <capitalthree> oh wait it's static
L663[11:21:19] <capitalthree> silly me
L664[11:21:28] <capitalthree> I'm getting too used to kotlin where static isn't allowed :P
L665[11:21:55] <flux> What is it because im initialising wrong at the start of the class , i've given it titalcase when declaring it?
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L667[11:22:21] <flux> wait nvm , java is the other way wrong
L668[11:22:23] <flux> ignore me
L669[11:22:23] <capitalthree> flux: ok I have 3 questions. 1) is ModItems.init called every run, 2) exactly once, and 3) does it matter when
L670[11:22:32] <capitalthree> if yes/yes/no, then you should change init to a static initializer block
L671[11:22:38] <capitalthree> http://stackoverflow.com/questions/335311/static-initializer-in-java
L672[11:22:53] <TechnicianLP> flux can we have the commonproxy?
L673[11:23:20] <capitalthree> a static initializer block will run when the class is loaded
L674[11:23:21] <flux> commonProxy: http://pastebin.com/Q886bEUX
L675[11:23:23] <flux> its just a shell atm
L676[11:23:38] <capitalthree> also if you don't have a reason not to, I'd make firstItem final
L677[11:24:03] <TechnicianLP> youll have to call the moditems.init in your commonproxy ... (and probably register the item)
L678[11:24:40] <capitalthree> flux: http://pastebin.com/Yar0siD0
L679[11:24:43] <flux> the item is registered in its class constructor, the item exists in game, but the code i added to make it render is crashing the game
L680[11:24:45] <capitalthree> try changing it to this
L681[11:25:11] <capitalthree> also there's really no reason to use @SideOnly here
L682[11:26:43] <flux> @capitalthree the update makes the client run but my texture isn't loading.
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L685[11:27:14] <capitalthree> @SideOnly is to remove it from the loaded bytecode when on the wrong side, but it does nothing for compiletime safety, so it's only really useful if 1) loading the bytecode at all would cause a crash because it references other SideOnly stuff, or 2) a mistaken call on the wrong side would cause harder-to-deduce errors
L686[11:27:47] <capitalthree> flux: I know nothing about texture loading, I just know fixing null pointer exceptions :P
L687[11:27:56] <capitalthree> we'd have to see what firstItem.initModel() does
L688[11:28:03] <capitalthree> and you probably need someone who knows more about this than me
L689[11:28:39] <capitalthree> (I've been a minecraft modder for like a month but a java developer for over a decade)
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L692[11:29:41] <flux> well I need to find someone who knows about item rendering then
L693[11:30:15] <diesieben07> what is your issue exactly?
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L695[11:30:43] <flux> It's just not rendering atm, but I have the method being called that is meant to set the custom Model location
L696[11:30:57] <flux> But when the game loads the item still has the forge placeholder texture, so clearly im making a mistake somewhere
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L698[11:31:28] <diesieben07> ok how does your code look now?
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L701[11:32:04] <flux> I have my main class, the proxy classes, a modItems class, and a class for a specific item(that im trying to get a texture for)
L702[11:32:24] <diesieben07> did you change it to what you have postred above?
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L704[11:32:36] <flux> yeah
L705[11:32:46] <flux> Do you want to see my firstItem.java?
L706[11:32:53] <diesieben07> Yes please.
L707[11:33:21] <flux> firstItem.java : http://pastebin.com/u3G49hRB
L708[11:34:27] <diesieben07> ok there should be an error in the log where it tells you why the model failed
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L710[11:36:41] <flux> so i got a location exception, so Im not pointing to the file correctly I assume
L711[11:36:55] <diesieben07> post the full log please
L712[11:37:01] <flux> http://pastebin.com/UCGscXSH
L713[11:37:29] <diesieben07> does this file exist: energysystems:models/item/firstitem.json ?
L714[11:38:07] <flux> it was a capital I, Sighhh
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L718[11:40:40] <flux> new log http://pastebin.com/BimYS69z
L719[11:41:00] <flux> oh its the same error apparently
L720[11:41:02] <diesieben07> yep
L721[11:41:04] <flux> but the json file exists
L722[11:41:30] <diesieben07> if you're on windows and rename something Item to item it won't do anything
L723[11:41:34] <diesieben07> you have to renam eit to something else first
L724[11:41:52] <diesieben07> and i gotta run now so good luck :D
L725[11:42:09] <ThomasRules> refactor it in the ide
L726[11:42:15] <flux> alright, thank you for help tho man, greatly appreciated
L727[11:43:14] <flux> it's refactored but still can't find it apparently?
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L729[11:44:32] <flux> "src\main\resources\assets\EnergySystems\models\item" is where my json file is located, is that correct?
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L731[11:47:44] <flux> Anyone here who could help?
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L733[11:50:36] <flux> woo I did it
L734[11:50:51] <MaelstromPhx> is there any way to get the block from a block break/harvestdrops event?
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L738[11:57:27] <flux> alright so my block class has an error, can someone help me out?
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L741[12:02:56] <infinitefoxes_> flux: just paste your error in here and someone will help you
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L743[12:03:52] <flux> http://pastebin.com/uSWGWMte
L744[12:03:56] <flux> item isnt appearing in game
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L752[12:19:21] <AKTheKnight> infinitefoxes_: You get world and pos, so world.getBlockstate?
L753[12:20:20] <infinitefoxes_> ping flux, not me :p
L754[12:21:33] <AKTheKnight> Oops sorry. Wrong person :/
L755[12:21:51] <AKTheKnight> He left anyway, was meant to ve fore Maelstrom
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L765[12:39:01] <flux> how do you get a gui onto a block?
L766[12:39:33] <masa> flux: your registration should be more like: GameRegistry.register(new ItemBlock(block).setRegistryName(block.getRegistryName()));
L767[12:40:04] <masa> oh wait
L768[12:40:24] <flux> for what now masa?
L769[12:40:25] <masa> nvm I guess that is another variant of register()
L770[12:41:07] <flux> Do you know how to make gui interfaces by chance?
L771[12:41:11] <masa> yes
L772[12:41:23] <flux> May you enlighten me?
L773[12:41:34] <flux> I assume its a block property but im not sure
L774[12:41:42] <masa> if you ned inventory slots in that gui, then you need a Container and a GuiContainer for it
L775[12:41:58] <masa> block properties have nothing to do with it
L776[12:42:29] <flux> alright then, where do I initiate the container and gui container? Is it in the block class for afterwards
L777[12:42:30] <flux> or*
L778[12:43:01] <masa> ok so first of all, you need an IGuiHandler, that you register
L779[12:43:22] <Wuppy> now... how many kilograms will 2500 stickers be :P
L780[12:43:25] <masa> and in that IGuiHandler you return a container on the server side and a GuiContainer on the client side
L781[12:43:35] <masa> example: https://github.com/maruohon/autoverse/blob/master/src/main/java/fi/dy/masa/autoverse/gui/AutoverseGuiHandler.java
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L783[12:43:58] <masa> and you register it liek so: https://github.com/maruohon/autoverse/blob/master/src/main/java/fi/dy/masa/autoverse/Autoverse.java#L46
L784[12:44:47] <masa> and to open the gui, in your block, do something like this: https://github.com/maruohon/autoverse/blob/master/src/main/java/fi/dy/masa/autoverse/block/base/BlockAutoverseInventory.java#L48-L65
L785[12:46:00] <masa> and then you can look in the inventory.container and gui.client packages in that repo for some container and gui stuff
L786[12:46:04] <flux> alright thank you man i'll look through it
L787[12:46:26] <masa> np
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L789[12:47:37] <AKTheKnight> Wuppy: Care to explain more?
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L791[12:48:25] <Wuppy> well, I purchased 2500 stickers
L792[12:48:33] <Wuppy> and I'm wondering how heavy they will be :P
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L794[12:49:30] <Wuppy> especially because I'll have to transfer them on my bike
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L800[12:58:49] <AKTheKnight> Ahh fair enough. I have no idea :P
L801[12:59:17] <Wuppy> it's going to be fun though, putting stickers all over our school and surrounding area xD
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L803[13:02:47] <theFlaxbeard> How expensive is it to check for a few blocks in a specific position every tick?
L804[13:02:56] <Wuppy> three fiddy
L805[13:03:03] <theFlaxbeard> performance-wise lol
L806[13:03:34] <Wuppy> do you really need it every tick?
L807[13:03:54] <Wuppy> because checking blocks isn't extremely expensive
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L810[13:04:21] <Wuppy> but it isn't something you should do unless necessary
L811[13:04:39] <theFlaxbeard> So I'm adding a "pump" type block to enable aqueducts, and it "traces" tail ends of water source blocks on the input end to find the source block
L812[13:04:50] <theFlaxbeard> I could run it every few ticks and cache the result I guess
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L814[13:05:12] <theFlaxbeard> or just cache the end blockpos and re-run the trace only if that end blockpos is no longer holding a source block
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L816[13:07:09] <theFlaxbeard> That would make it have some weird behavior in certain situations but I guess it's preferable to running a check every tick :P
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L818[13:17:31] <masa> checking a few blocks shouldn't be a problem, as long as you don't check them from an unloaded chunk
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L830[13:47:22] <Temportalist> !gm func_70107_b 1.8.9
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L834[13:57:30] <flux> this gui is giving me a headache
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L836[13:59:07] <Temportalist> !gm func_177230_c 1.8.9
L837[13:59:27] <Temportalist> !gm func_180651_a 1.8.9
L838[14:00:26] <Temportalist> !gm func_176195_g 1.8.9
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L845[14:16:24] <alekso56> is there a server crash event? .v.
L846[14:18:06] <Brokkoli> xD
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L848[14:20:38] <alekso56> it'd be nice if i could cancel it o3o
L849[14:20:57] <gigaherz> yo ucan't "cancel" a crash
L850[14:21:06] <gigaherz> by the time it happens, it's too late to cancel
L851[14:21:22] <alekso56> or get the list of players online when it crashes.
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L853[14:21:41] <Ivorius> 'its those guy's fault, blame them'
L854[14:25:18] <TechnicianLP> canceling a crash would be epic thou
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L856[14:27:21] <Ordinastie_> to be fair, in many place the game doesn't really have to full crash itself, skipping a tick would just be enough
L857[14:28:08] <gigaherz> yeah
L858[14:28:43] <Cypher121> !gm func_99999_d
L859[14:28:53] <Ordinastie_> and if it wasn't for bleeding states, every rendering crash would be recoverable
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L861[14:28:58] <gigaherz> but the way exceptions work, by the time the exception is caught, it's too late to go back -- at best you can just try to recover some sort of cnsistency
L862[14:29:03] <thor12022> I guess you could ASM a try-catch everything around the work tick. . . but. . . ichk
L863[14:29:03] <TechnicianLP> i think tickthreading fixes some of that (at least in 1.4.7)
L864[14:29:24] <gigaherz> thor12022: don't even suggest that ;p
L865[14:29:46] <alekso56> oh yeh bby more asm
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L868[14:29:59] <thor12022> the idea is simultaneously enticing and revolting
L869[14:30:23] <TechnicianLP> ok so using a tesr to place an item onto my block lead to a cloud of cobble in the air
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L872[14:30:51] <Cypher121> Ordinastie_, maybe it's just my opinion, but I prefer crashes to any recovery
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L874[14:31:15] <alekso56> 400 player forge server > crash :v
L875[14:31:21] <Cypher121> recoverable = somewhere in the log and maybe after few years you'll get a report
L876[14:31:55] <Cypher121> crash = 90% chance to get a report and minimal fix delay
L877[14:32:22] <Cypher121> the more inconvenient bug is the faster it'll be fixed
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L879[14:33:52] <Ordinastie_> Cypher121, that really depends
L880[14:34:29] <Ordinastie_> see, my gui opening are always caugth if they fails for some reason, displaying a message in the chat
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L883[14:34:44] <Ordinastie_> I could let it crash the game completely, but really, there is not point in that
L884[14:35:26] <Cypher121> speaking of crashes, I got a report titled "gmae crash", in which someone tried to install 1.8 mod on 1.7, after which dragonapi and rotarycraft crashed without any involvement of mod in question
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L886[14:35:32] <Cypher121> how the actual fuck?
L887[14:35:37] ⇦ Parts: Randoro (~kvirc@user65.77-105-222.netatonce.net) (Once you know what it is you want to be true, instinct is a very useful device for enabling you to know that it is))
L888[14:37:52] <thor12022> Some people are a special kind of stupid
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L891[14:38:48] <TechnicianLP> Rei ka does weird things sometimes...
L892[14:39:06] <Cypher121> I absolutely love how not a single fucking line says it's related to us. it's a potion id conflict and we have 0 potion effects registered, if not less
L893[14:39:40] <TechnicianLP> but the crash is pointing to you or did the user just report to a random mod?
L894[14:39:44] <Cypher121> actually, it's probably a 1.7.10 version, but the issue was reported to a new repository, so I'll give him that
L895[14:39:45] <Cypher121> https://github.com/Magneticraft-Team/Magneticraft/issues/2
L896[14:39:53] <Cypher121> just read the stack
L897[14:40:10] <Cypher121> and find the word "magneticraft"
L898[14:40:16] <Cypher121> spoiler: you won't
L899[14:40:31] <thor12022> I like how it says at the time that io's not a mod bug, and don't report it
L900[14:40:42] <Temportalist> Hahaha
L901[14:40:47] <thor12022> *at the top
L902[14:41:25] <gigaherz> there: https://github.com/MinecraftForge/MinecraftForge/pull/2915
L903[14:41:32] <Ordinastie_> just answer by quoting the relevant part of the log
L904[14:41:43] <gigaherz> Hopefully I'm not the only one who sees an use for this ;P
L905[14:41:56] <Temportalist> ?
L906[14:42:23] <gigaherz> the PR is unrelated to the current topic
L907[14:42:33] <gigaherz> just something I wanted to implement yesterday, but wasn't supported
L908[14:42:43] <Temportalist> Oooo fancy. Sending itemstack info over chat!
L909[14:42:58] <gigaherz> among other potential uses.
L910[14:43:06] <Temportalist> Right
L911[14:43:14] <gigaherz> but the PR is just providing the underlying support for it
L912[14:43:30] <gigaherz> it doesn't actually add an useful text component for itemstacks
L913[14:43:34] <TechnicianLP> didnt tinkers already do something like that?
L914[14:43:39] <gigaherz> possibly
L915[14:43:47] <gigaherz> but if it relies on ASMing code
L916[14:43:50] <gigaherz> this is better.
L917[14:43:57] <PaleoCrafter> Vanilla supports sending item info, I think :P
L918[14:44:00] <Cypher121> ok, I think that's the best comment I can do for it
L919[14:44:04] <gigaherz> not that I could find
L920[14:44:22] <Cypher121> gigaherz, why does it use `else if (...) {}`?
L921[14:44:33] <Cypher121> why not just else { hook }?
L922[14:44:41] <PaleoCrafter> there definitely is HoverEvent.Action.SHOW_ITEM
L923[14:44:54] <gigaherz> Cypher121: because it was the best way I could find to keep it one line
L924[14:45:00] <PaleoCrafter> used by ItemStack.getTextComponent
L925[14:45:36] <gigaherz> Hmmmmm
L926[14:45:39] <gigaherz> that's a thing?
L927[14:45:57] <PaleoCrafter> it is
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L930[14:46:26] <Cypher121> you could just do else { itextcomponent = ... } for same result, though
L931[14:46:28] <PaleoCrafter> and for some reason it's translating on the server, but that's another thing Xd
L932[14:46:39] <gigaherz> Cypher121:there's already an else case
L933[14:46:50] <Cypher121> ah
L934[14:46:53] <Cypher121> I see now
L935[14:47:09] <Cypher121> kind of hard to tell with the line wrapping over on github
L936[14:47:22] <gigaherz> PaleoCrafter: heh, well the best alternative I could think of
L937[14:47:42] <gigaherz> was to use a TextComponentTranslation(item.getUnlocalizedName(stack))
L938[14:49:48] <tterrag> PaleoCrafter: all itemstacks translate on the server
L939[14:49:51] <tterrag> it's a bug imo
L940[14:49:52] <PaleoCrafter> I know
L941[14:50:01] <tterrag> see https://github.com/MinecraftForge/MinecraftForge/issues/2688
L942[14:50:09] <gigaherz> hmmmm does it really translate on the server?
L943[14:50:37] <gigaherz> oh it does
L944[14:50:44] <tterrag> yes, vanilla uses ItemStack#getChatComponent on the server
L945[14:50:44] <gigaherz> it uses TextComponentString(getDisplayName())
L946[14:50:45] <gigaherz> instead of
L947[14:50:49] <tterrag> exactly
L948[14:50:53] <tterrag> it's a /bug/
L949[14:50:56] <gigaherz> TextComponentTranslation(getUnlocalizedName())
L950[14:51:10] <gigaherz> easy to fix, too ;P
L951[14:51:16] <tterrag> it means that /give will only ever be in english
L952[14:51:28] <tterrag> gigaherz: a surface fix maybe
L953[14:51:33] <gigaherz> ?
L954[14:51:36] <tterrag> but there are other places vanilla server translates
L955[14:51:41] <gigaherz> oh
L956[14:51:47] <tterrag> we need to remove the ability to server translate completely
L957[14:51:48] <tterrag> imo
L958[14:51:54] <tterrag> it's only used for the server console
L959[14:51:57] <gigaherz> well it's deprecated, that's a start XD
L960[14:51:59] <tterrag> so it should be compartmentalized to that
L961[14:52:17] <gigaherz> 1.9.4 slaps you for using the "common" I18n
L962[14:52:30] <tterrag> which is dumb imo
L963[14:52:33] <PaleoCrafter> imo the server can just as well display the registry names
L964[14:52:38] <PaleoCrafter> might be more informative anyway
L965[14:53:08] <tterrag> PaleoCrafter: I agree, but then there would need to be side context in getChatComponent
L966[14:53:16] <tterrag> since it would have to decide registry name vs unloc name
L967[14:53:22] <tterrag> (bad idea)
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L969[14:53:48] <PaleoCrafter> yeah, it'd have to be handled differently altogether
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L974[14:55:28] <tterrag> I still plan to do a PR to fix the mess :P
L975[14:55:43] <gigaherz> https://gist.github.com/gigaherz/c2611b6f3641f58ed26172ab647dd852
L976[14:55:52] <gigaherz> that's a start ;P
L977[14:55:58] <gigaherz> (well, the same changes applied to the vanilla method ;P)
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L982[15:00:27] <gigaherz> [21:55] (gigaherz): https://gist.github.com/gigaherz/c2611b6f3641f58ed26172ab647dd852
L983[15:00:28] <gigaherz> that's broken
L984[15:00:31] <gigaherz> forgot MC is retarded
L985[15:00:46] <gigaherz> that returns "item.shovelIron"
L986[15:00:48] <gigaherz> without .name
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L988[15:01:24] <tterrag> :D
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L998[15:12:15] <Necr0> was onItemUseFirst changed to be client-side only?
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L1000[15:14:46] <Necr0> because it only seems to be called client-side
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L1005[15:30:09] <masa> no it is server side too, but only if you return the right value on the client so that it reaches the server
L1006[15:30:14] <masa> unless it has changed
L1007[15:30:25] <masa> or I remember wrong how it works
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L1010[15:32:54] <Necr0> oh ok yeah it returned fail on the client-side.. thanks >.<
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L1013[15:39:51] <Temportalist> So no passing FakePlayer to ForgeHooks.onBlockBreakEvent, huh?
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L1016[15:43:21] <tterrag> why not?
L1017[15:43:39] <Temportalist> connection is null
L1018[15:44:02] <Temportalist> https://gyazo.com/e30ca86faf5e5ce8189b120cf070ace6
L1019[15:44:11] <Temportalist> it assumes it isnt
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L1021[15:44:20] <tterrag> pretty sure that was patched ages ago
L1022[15:44:22] <tterrag> are you on 1.7?
L1023[15:44:29] <Temportalist> 1.9.4 forgehooks
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L1025[15:44:36] <tterrag> hm
L1026[15:44:39] <tterrag> well just make it not null then :P
L1027[15:45:09] <tterrag> that's probably a forge bug though
L1028[15:45:11] <tterrag> worth a PR
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L1030[15:45:16] <Temportalist> probably
L1031[15:45:52] <Temportalist> probably do that now
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L1033[15:47:43] <Temportalist> tterrag: do you know when it might have been patched?
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L1035[15:48:31] <tterrag> I guess it wasn't
L1036[15:48:33] <tterrag> if you are in 1.9.4
L1037[15:50:46] <Temportalist> would you suggest any more than just connection != null checks?
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L1044[15:59:16] <HassanS6000> How would I go about preventing a person from being able to remove items from an InventoryBasic?
L1045[15:59:20] <tterrag> Temportalist: make it method based
L1046[15:59:27] <tterrag> direct field accesses are always dangerous
L1047[15:59:57] <gigaherz> HassanS6000: InventoryBasic is IInventory, you should be using the capability-based ones
L1048[16:00:10] <HassanS6000> gigaherz: how
L1049[16:00:24] <gigaherz> where is that inventorybasic?
L1050[16:00:31] <gigaherz> where do you use it now?
L1051[16:01:54] <Temportalist> tterrag: there is no getter
L1052[16:03:28] <Temportalist> gigaherz: wait, no using IInventory anymore?
L1053[16:04:11] <HassanS6000> gigaherz: I just make one and then open it using player.displayGUIChest();
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L1058[16:07:05] <tterrag> Temportalist: that's my point...
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L1062[16:08:25] <HassanS6000> Gigabit101: What should I use instead of InventoryBasic?
L1063[16:08:28] <HassanS6000> *gigaherz
L1064[16:08:37] <Flenix> Ok, so weird question, not quite sure how to phrase this. Basically, I want a lot of items from my mods to be able to rarely generate in chests - there's about 150 different items but I only want one to generate, and even then should be relatively rare. From what I can see in chestgenhooks, I have to register my item with it and it'll then just have a chance to generate that item in a chest (with no checks for other stuff). Is there a way
L1065[16:08:37] <Flenix> instead that maybe when it's generating the chest, it just has a chance instead to call a method in which I return the itemstack to be used?
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L1070[16:12:39] <Temportalist> tterrag: are you suggesting that sendPacket should be called, instead, by a function inside of the respected player classes?
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L1073[16:14:57] <tterrag> yes. you know, so functionality can be overriden?
L1074[16:15:29] <TechnicianLP> it thought one could make a fake playerconnection
L1075[16:15:50] * Temportalist shrugs
L1076[16:17:03] <TechnicianLP> dis i miss something?
L1077[16:17:07] <TechnicianLP> did
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L1079[16:19:20] <Temportalist> my pig chops trees ^_^
L1080[16:19:33] <Biochemic> lol whut? :D
L1081[16:20:14] <Temportalist> https://beam.pro/TheTemportalist
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L1083[16:20:51] <Temportalist> Biochemic: ^
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L1085[16:21:11] <Biochemic> Temportalist: Yo?
L1086[16:21:21] <Biochemic> iam Watching
L1087[16:23:17] <Biochemic> haha nice :DDDD
L1088[16:23:56] <HassanS6000> Hey gigaherz are you back? Still wondering what you meant
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L1097[16:42:29] <gudenau> Hey.
L1098[16:42:56] <gudenau> So, enchantments do not use IDs now?
L1099[16:43:09] <gigaherz> so far as you are concerned, nope
L1100[16:43:24] <gigaherz> the ids are still there, just managed by the registry system
L1101[16:43:26] <Necr0> wouldn't it be smarter if on a block update the block would be rerendered after the tile entity updated so properties that depend on the tile entity would be refreshed to?
L1102[16:43:41] <gudenau> So, do I need to generate ids now or not?
L1103[16:44:02] <gigaherz> nope
L1104[16:44:08] <gigaherz> you just do
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L1106[16:44:17] <gigaherz> ench = new EnchantmentWhatever(...);
L1107[16:44:23] <gigaherz> GameRegistry.register(ench);
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L1109[16:54:33] <Necr0> just started updating my inventories. what is meant by fields?
L1110[16:54:51] <gudenau> Uhm, StatCollector?
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L1112[16:55:05] <PaleoCrafter> gudenau, I18n, but use the client-side one ;)
L1113[16:55:30] <gudenau> net.minecraft.util.text.translation.I18n?
L1114[16:55:32] <gigaherz> Necr0: if you are developing for 1.8+, you should remove every IInventory
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L1116[16:55:42] <gigaherz> and use the forge-provided IItemHandler capability instead
L1117[16:55:57] <PaleoCrafter> gudenau, the one in net.minecraft.client.resources or something
L1118[16:56:15] <gigaherz> one of them has I18n.format
L1119[16:56:16] <PaleoCrafter> http://mcforge.readthedocs.io/en/latest/datastorage/capabilities/#using-an-existing-capability see here, Necr0
L1120[16:56:24] <gigaherz> the other has I18n.translateToLocal
L1121[16:56:31] <gigaherz> the one with translateToLocal is the BAD one
L1122[16:56:35] <gigaherz> use the one which has .format
L1123[16:56:35] <gigaherz> ;P
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L1125[16:56:47] <gudenau> How do I use that then?
L1126[16:57:07] <gigaherz> I18n.format("translation.key")
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L1128[16:57:26] <gigaherz> or if you want to use format parameters (%s and such on the translation text)
L1129[16:57:29] <gudenau> So it is the same as translateToLocal?
L1130[16:57:39] <gigaherz> you can do I18n.format("key with parameters", arg1, arg2)
L1131[16:57:43] <gudenau> Just with printf?
L1132[16:57:45] <gigaherz> it's the same as translateToLocalFormatted
L1133[16:57:47] <gigaherz> yup
L1134[16:57:54] <gudenau> Neat/
L1135[16:59:05] <gudenau> All the getters, sheesh.
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L1137[17:00:18] <Necr0> is there no sided item handler?
L1138[17:00:41] <PaleoCrafter> capabilities are inherently sided
L1139[17:00:47] <PaleoCrafter> read that whole rtd article :P
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L1141[17:02:07] <gudenau> Uhm, DrawBlockHighlightEvent has no current item? Guess I will fetch the stacks myself.
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L1144[17:05:39] <gigaherz> Necr0: the idea is that if you need a subset for one side, you return a thin wrapper that only exposes the subset
L1145[17:05:59] <gigaherz> rather than the clunky method using an array of slots in ISidedInventory
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L1149[17:09:17] <gudenau> Oooh, I just resized an idea window by acident with the keyboard, neat!
L1150[17:09:55] <TechnicianLP> any ideas how to make items in a tesr rotate (preferably without the use of an entityItem)
L1151[17:10:08] <gudenau> GlStateManager.rotate?
L1152[17:10:17] <TechnicianLP> it just wiggles right now ...
L1153[17:10:27] <gudenau> What are you doing?
L1154[17:10:56] <Necr0> oh i get it. neat. so I suppose things like energy systems etc. are also meant to be rewritten to use the capability system right?
L1155[17:11:52] <gudenau> Is ItemStack.setItem another stupid use of @Deprecated?
L1156[17:12:08] <TechnicianLP> http://hastebin.com/tupuxiveja.avrasm
L1157[17:12:08] <gudenau> TechnicianLP, what are you using to rotate the thing?
L1158[17:12:28] <TechnicianLP> had to get rif od the debug part O.o
L1159[17:12:48] <gudenau> You do know it is degrees and not radians, right?
L1160[17:13:14] <TechnicianLP> thats basicly how it is done in entityitem
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L1165[17:21:50] <GunnerWolf> How can I change a block's texture based on NBT data in the TileEntity? IE having different "tiers" of a machine with different textures?
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L1168[17:23:04] <TechnicianLP> hav a property for it in your block and change it on getactualstate
L1169[17:24:14] <gigaherz> GunnerWolf: 1.8+ I suppose?
L1170[17:24:21] <GunnerWolf> ah okay, then have variants based on that property?
L1171[17:24:23] <GunnerWolf> Yeah, 1.9
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L1173[17:24:32] <gigaherz> you have two choices
L1174[17:24:37] <gigaherz> if the textures are known, which seems to be the case
L1175[17:24:42] <gigaherz> just have a property for it
L1176[17:24:46] <gigaherz> and return it from getActualState
L1177[17:25:10] <gigaherz> if you needed dynamic texturing, then you'd have to make use of smart models and extended block states
L1178[17:25:23] <gigaherz> we'll explain the latter if you need it ;P
L1179[17:27:30] <GunnerWolf> Oh also, I've read a few times that the vanilla furnace handles its states poorly, would it be better for me to re-write my block (which currently extends BlockFurnace) to avoid inheriting those issues?
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L1188[17:32:36] <gudenau> Neat. someone with a voice joined.
L1189[17:32:41] ⇨ Joins: Wasweb (~Wasweb@2E6B3FFE.catv.pool.telekom.hu)
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L1191[17:33:03] <TechnicianLP> voice?
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L1195[17:33:33] <Ordinastie_> that's a bot
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L1197[17:37:02] <gudenau> Actuarius is a bot?
L1198[17:38:52] <Ordinastie_> yes
L1199[17:39:01] <gudenau> Shows that I know.
L1200[17:39:04] <gudenau> what*
L1201[17:40:34] <wiresegal> what exactly is actarius
L1202[17:40:41] <gudenau> A bot.
L1203[17:40:45] <wiresegal> I know it's often a voicepiece for willie
L1204[17:40:54] <wiresegal> and can control the github repo
L1205[17:40:58] <wiresegal> but i know nothing else :P
L1206[17:44:33] <gudenau> Bah, so much refractoring!
L1207[17:44:50] <gudenau> Last class to "quick fix" before I can launch though!
L1208[17:45:19] <wiresegal> yey
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L1210[17:46:22] <tterrag> $ help
L1211[17:46:22] <Actuarius> Usage: $ [labels|labels add|labels remove|assign|deassign|open|close] [<issue>] [<label>|<assignee>]; add supports a list of labels
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L1214[17:46:41] <gudenau> Untill Idea decides to show me more errors. .-.
L1215[17:46:44] <gigaherz> okay I give up
L1216[17:46:56] <gigaherz> this router seems unable to hold a connection while it's idle, today
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L1218[17:47:08] <gigaherz> either that or espernet is horribly unstable
L1219[17:47:08] <Biochemic> this is strange..
L1220[17:47:50] <Biochemic> espernet is stable since no other has problems currently ^^
L1221[17:48:16] <gigaherz> yeah must be my router
L1222[17:48:22] <gigaherz> well my "other" router
L1223[17:48:42] <gigaherz> had to replace the proper good one because for some reason, it was unable to achieve 300mbps, even connected directly to it
L1224[17:49:04] <gudenau> GG
L1225[17:49:13] <Biochemic> and the configs were not the problem?
L1226[17:49:14] <gudenau> I am limited to 10/100 at the moment.
L1227[17:49:25] <gudenau> Makes me sad, I have a gigabit connection.
L1228[17:49:54] <gigaherz> heh, how so?
L1229[17:49:57] <Biochemic> yeah i have 16k and can't even complain xD
L1230[17:49:59] <gigaherz> I was limited by my powerline adapters
L1231[17:50:04] <gigaherz> so I bought some AV1200
L1232[17:50:12] <gudenau> I am limited by my cable box. :-P
L1233[17:50:19] <gigaherz> speeds went up, from 60-80mbps, to 100-120
L1234[17:50:27] <gigaherz> definitely disappointing.
L1235[17:50:41] <Biochemic> true
L1236[17:50:45] <gudenau> PC->Switch->Cablebox->Cablebox->Switch->Modem
L1237[17:50:46] <gigaherz> my flatmate gets nearly 300mbps from the other side of the flat -- and he's further away from the router!
L1238[17:51:14] <gigaherz> so I ordered some cat6 UTP from amazon
L1239[17:51:20] <gudenau> I want to get the owner to run a cable. .-.
L1240[17:51:24] <gigaherz> along with some ethernet thingies (male and female)
L1241[17:51:31] <Biochemic> yupp
L1242[17:51:33] <gudenau> The RJ-45 jacks?
L1243[17:51:36] <gigaherz> yeh
L1244[17:51:49] <gigaherz> and I'll get proper ethernet directly from the router to my room
L1245[17:51:58] <gigaherz> fuck those powerline adapters
L1246[17:52:08] <gudenau> Screw my coax.
L1247[17:52:23] <gudenau> I only use this cable box for internet, never TV!
L1248[17:52:36] <gigaherz> I'll jsut run the cable, if the owner doesn't like it, he can remove it aftrer I leave ;p
L1249[17:52:41] <GunnerWolf> Pfft it's 2016, who watches TV anymore
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L1251[17:52:57] <gigaherz> a surprising amount of people.
L1252[17:53:05] <gudenau> I do, but not in this room.
L1253[17:53:24] <gigaherz> I'll repurpose the tubes that carry the phone and antenna cables
L1254[17:53:44] <gigaherz> well, add to them
L1255[17:53:51] <gigaherz> since I won't be removing the antenna -- I need it for the TV ;P
L1256[17:53:54] <gudenau> AND TITLE SCREEN!
L1257[17:54:29] <gudenau> Heh.
L1258[17:54:36] <gudenau> Some of my blocks look funny.
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L1260[17:55:15] <GunnerWolf> Ok so is it a good idea to store the tileentity instance in a variable in the block class so I can access it for checking the NBT data, or should I just get the tileentity by position in getActualState?
L1261[17:55:22] <gudenau> But they seem to work!
L1262[17:55:24] <TehNut> I don't watch TV, but I watch TV shows
L1263[17:55:34] <gudenau> Fetch it.
L1264[17:55:43] <TehNut> Get the TE when you need it
L1265[17:56:09] <TehNut> Don't store specific data in blocks since it's global
L1266[17:56:15] <wiresegal> ^
L1267[17:56:28] <TehNut> There is only one instance of your block
L1268[17:57:03] <gudenau> So close! https://i.imgur.com/rqY3srx.png
L1269[17:57:10] <GunnerWolf> ah okay, thanks. So I'd do that with worldIn.getTileEntity(pos) right?
L1270[17:57:16] <TehNut> yup
L1271[17:57:16] <gudenau> Yep.
L1272[17:57:18] <wiresegal> that looks like it's an opaque block, gud
L1273[17:57:34] <gudenau> There is not supposed to be anything in the middle, and it blocks rendering.
L1274[17:57:37] <gudenau> So, yeah.
L1275[17:57:48] <gudenau> BUT IT RUNS
L1276[17:57:52] <TechnicianLP> did you assign a transparent texture?
L1277[17:58:00] <gudenau> I did.
L1278[17:58:06] <gudenau> 100% transparent.
L1279[17:58:13] <gudenau> Worked in 1.8.
L1280[17:58:13] <TechnicianLP> remove that transparency is replaced with white
L1281[17:58:39] <GunnerWolf> So can I safely expect getTileEntity to return the TE I want, or should I be checking the return value to make sure it's the right kind of TE?
L1282[17:58:46] <wiresegal> it's not the transparency, the block needs to be not-opaque
L1283[17:58:53] <gudenau> Should check it, just in case.
L1284[18:00:07] <gudenau> What is this IBlockProprities about?
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L1286[18:01:05] <wiresegal> i don't know?
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L1288[18:01:36] <gudenau> Guess I will have to play with it then.
L1289[18:02:39] <gudenau> It seems to just be an interface used by IBlockState?
L1290[18:03:14] <thecodewarrior> Is there any way I'm not seeing that you can make an arbitrary block emit a redstone signal?
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L1292[18:08:20] <thecodewarrior> No? If so that's unfortunate.
L1293[18:08:56] <gudenau> You could throw an expection and find what gets called with redstone updates and step though the stack trace.
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L1295[18:09:59] <gudenau> I have 73 classes and less than 20 blocks and items. Fun.
L1296[18:10:14] <gudenau> 194KB of Java sources, without documentation.
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L1299[18:11:07] <thecodewarrior> I've looked at the redstone power code and didn't see anything. I was just wondering if there was something that wasn't apparent.
L1300[18:11:09] <gudenau> Time to launch 1.9.4 and dump the assets!
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L1302[18:11:35] <gudenau> You could make a PR or somthing I guess.
L1303[18:11:44] <wiresegal> make it a capability :D
L1304[18:11:44] <gudenau> Or make CPW hate you.
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L1306[18:12:40] <gudenau> OOOH
L1307[18:12:52] <gudenau> NO MORE TRANSFORMATIONS FOR NORMAL ITEMS!
L1308[18:13:00] <Temportalist> \o/
L1309[18:14:31] <thecodewarrior> I don't know how exactly I would make it work. I was thinking an event, but that's clunky. In effect I want my entity to cause the block it's on (or any other block) to have a redstone signal. I don't understand capabilities very well either.
L1310[18:15:00] <thecodewarrior> There was a PR in forge but apparently it wasn't done right so it would have all kinds of desyncs on the client.
L1311[18:15:07] <gudenau> I really hope to see what you do with that, sounds very interesting and powerfull!
L1312[18:15:56] <thecodewarrior> Is there a tutorial on how to set up and PR for forge?
L1313[18:16:20] <gudenau> Not that I know of, isn't it standard Github stuff though?
L1314[18:16:21] <Temportalist> Anyone have any requests for AI on golem-like entities?
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L1316[18:16:46] <Necr0> The way to use the capability system is something along these lines right? https://gist.github.com/Necr0/2d8b856fff51408504b75035821cac2a
L1317[18:16:56] <gudenau> They should leave trails of iron blocks and hold snow-balls!
L1318[18:17:24] <thecodewarrior> I know how to PR, just not how to set up a forge dev environment or what the formatting standards are.
L1319[18:17:42] <gudenau> Ok, this is going to bug me.
L1320[18:18:07] <gudenau> I wonder how broken my Item that uses a model is.
L1321[18:18:21] <gudenau> Also, how do I set the username in Idea?
L1322[18:18:57] <wiresegal> gudenau: what do you mean about transofmrations
L1323[18:19:13] <gudenau> I have no idea it seems, since my item is still wrong.
L1324[18:19:17] <wiresegal> lol
L1325[18:19:26] <wiresegal> because transforms are important...
L1326[18:20:57] <gudenau> So, username in Idea, how do I do that?
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L1328[18:23:24] <Necr0> thecodewarrior fork and clone to local, >gradle setupDevWorkspace, for minecraft source patches edit in project/Forge, generate the patches with >gradle genPatches
L1329[18:24:14] <thecodewarrior> Cool. I found the contributing guidelines too. :)
L1330[18:25:21] <gudenau> You need to use Chinease right?
L1331[18:25:54] <Necr0> Oh .. yeah .. I just read them.. I need to add an example to my PR.
L1332[18:26:33] <gudenau> This has got to be the most fun command: /kill @e[type=!Player]
L1333[18:27:23] <wiresegal> yep
L1334[18:28:12] <Necr0> It always bugged me that you need to use the ! after the =
L1335[18:28:19] <gudenau> Same here.
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L1337[18:28:34] <gudenau> Simple mod to make I suppose.
L1338[18:28:53] <gudenau> Just a little buit of String and regex magic right?
L1339[18:29:31] <gudenau> So, if I cancel my player's left click, it still breaks the block on the client. How do I stop this?
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L1341[18:37:07] <GunnerWolf> Is it possible to have multiple layers to a block's texture?
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L1343[18:38:28] <gudenau> I am bad at making things look nice.
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L1346[18:42:47] <Necr0> will spawning an entity automatically cause an extended property sync?
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L1349[18:43:54] <GerbShert> How can I make a mod so that it is only required on servers?
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L1351[18:46:31] <thecodewarrior> in the @mod annotation theres something like "acceptableRemoteVersions", set that to "*"
L1352[18:47:02] <gudenau> clientRequired = false or somthing
L1353[18:47:26] <gudenau> Hey mezz, jei has a spawing overlay right?
L1354[18:48:43] <GerbShert> Thank you!
L1355[18:49:28] <gudenau> I need to make a mod to mess with LWJGL a tad.
L1356[18:50:00] <thecodewarrior> No. you would want LightLevelOverlay IIRC.
L1357[18:50:32] <gudenau> What? My two things where not related!
L1358[18:50:58] <gudenau> There are a couple of small things about how LWJGL is configured that bothers me
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L1361[18:57:12] <mezz> gudenau, it does not a spawning overlay
L1362[18:57:22] <gudenau> Daww.
L1363[18:57:30] <mezz> there are at least 5 mods that add it though
L1364[18:57:42] <mezz> MoreOverlays is good
L1365[18:57:45] <gudenau> Yeah, but I do not want to add that to my dev for this. :-P
L1366[18:57:56] <mezz> drop it in your /mods/ folder
L1367[18:57:58] <gudenau> I'll just eyeball this.
L1368[18:58:29] <mezz> suit yourself...
L1369[18:58:54] <Necr0> do i need to add the capabilities on the attach event? if so, why?
L1370[18:59:31] <gudenau> Looks like I still have a grasp on lighting levels, everything is not spawnable based on f3. Nice.
L1371[19:03:25] <gudenau> You know how to set the username in Idea by chance?
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L1373[19:05:36] <Temportalist> --username?
L1374[19:05:50] <Temportalist> its harder to do if using gradle task
L1375[19:06:28] <gudenau> Launch params in Idea though?
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L1379[19:07:30] <gudenau> FOUND IT!
L1380[19:13:45] <gudenau> Ok, so what do I need to do to make a transparent texture transparent in the world? It is transparent in my inventory, but white in the world.
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L1382[19:15:01] <tterrag> change the layer to cutout
L1383[19:15:36] <gudenau> ?
L1384[19:17:24] <thecodewarrior> Block.getWorldLayer or something.
L1385[19:17:31] <thecodewarrior> getRenderLayer?
L1386[19:17:54] <gudenau> Found it, thanks.
L1387[19:19:55] <gudenau> Now to do the lighting.
L1388[19:21:46] <gudenau> Fixed!
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L1390[19:24:18] <gudenau> Now to do the inventory and in hand thing for the block, renders at the wrong angles at the moment.
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L1397[19:37:02] <gudenau> Interesting, my wrench does not work on the server.
L1398[19:38:58] <GunnerWolf> phew, finally finished making 24 textures, now to write the model json to use them
L1399[19:39:07] <gudenau> Have fun!
L1400[19:39:52] <GunnerWolf> Need to take a look at Furnace's json to figure out how to format it
L1401[19:44:28] <GunnerWolf> oh that's really simple
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L1405[20:00:31] <DebugsPeople> and here we see what mojang spends their time with http://www.minecraftforum.net/news/60386-console-free-mini-game-coming-soon
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L1410[20:15:58] <GunnerWolf> In a blockstates json, is it valid to define the model based on one property, and the y rotation based on another property, like this: http://pastebin.com/1XfTdFBx
L1411[20:19:25] <TehNut> When using the Forge format, I believe so
L1412[20:19:34] <TehNut> Not in the vanilla format though
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L1414[20:22:52] <masa> that isn't the right syntax for the forge format, but the idea, yes
L1415[20:23:21] <TehNut> Well it's not even set to use the Forge format
L1416[20:23:30] <TehNut> so that doesn't even come into play yet :P
L1417[20:23:35] <GunnerWolf> Hmm okay, how would I use the forge format? Where can I find info or documentation on it?
L1418[20:23:49] <TehNut> http://mcforge.readthedocs.io/en/latest/blockstates/forgeBlockstates/
L1419[20:24:24] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/resources/assets/enderutilities/blockstates/machine_1.json
L1420[20:26:15] <GunnerWolf> Ah, thanks guys
L1421[20:27:41] <GunnerWolf> Oh so does forge's format remove the need for separate model json files? Damn that's gunna save a lot of time
L1422[20:31:57] <masa> yes, but that comes with the drawback that then resourcepack authors don't have that much flexibility
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L1426[20:42:23] <KnightMiner> So, it seems I cannot just use the same parameters as I used for particles in 1.8.9 as I did in 1.7.10 -> http://i.imgur.com/37IYsDr.png
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L1430[21:01:16] <TehNut> masa: But really, how many people are going to take full advantage of the model system for mod resource packs?
L1431[21:01:39] <TehNut> Both users and resorcerers
L1432[21:04:21] <thecodewarrior> I'm working on a forge PR that would allow you to make any block emit a redstone signal. I'm thinking two events, GetWeakPowerEvent, and GetStrongPowerEvent. Both of which would have the following: World, BlockPos, and EnumFacing. It would be like the FOV event where there's the default value and you can adjust the new value in your event handler.
L1433[21:06:01] <thecodewarrior> Any notes? It's my first forge PR, so I'm not entirely sure.
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L1437[21:12:59] <Ratys> Updated forge to latest from 1.9-12.16.1.1887, attaching capabilities now throws InstantiationException. Wat do?
L1438[21:13:33] <TehNut> Post log
L1439[21:13:37] <TehNut> And code
L1440[21:16:22] <Ratys> https://gist.github.com/Ratysz/884c3a15356ab32f5cd8ac08904ee596 https://gist.github.com/Ratysz/e2654d95acf6735cd1e83d42e4f1fadd
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L1442[21:18:11] <TehNut> Your default impl is an internal class right?
L1443[21:18:38] <Ratys> Yup
L1444[21:18:42] <TehNut> Make it static
L1445[21:19:26] <Ratys> ... won't that make it singleton? I need the cap's behavior on several things
L1446[21:20:53] <thecodewarrior> public static class Thing {} < that will make it so you don't have to get the class from an instance, you can do "SomeThing.InternalClass" instead of "someThingInstance.InternalClass"
L1447[21:21:04] <TehNut> How else is an external class supposed to reference it..?
L1448[21:21:56] <Ratys> Oh, I think I see the problem... How come that worked before then?
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L1450[21:26:49] <Ratys> Okay, separated out the default impl, seems to work now. Thanks!
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L1452[21:33:54] <GunnerWolf> Is there an easy way to write an enum value to NBT? I'd assume there's a cleaner method than simply writing the value's name as a string
L1453[21:34:56] <thecodewarrior> enumValue.ordinal()
L1454[21:35:13] <thecodewarrior> then EnumClass.values[intReadFromNBT]
L1455[21:35:24] <thecodewarrior> Should I make the event handler in StateImplementation? If I do that it'll mean it's closer to guaranteed usage, but also that if someone makes their own IBlockState implementation it might not work.
L1456[21:41:42] <GunnerWolf> wow that's like a basic java thing how did I not know about that
L1457[21:41:53] <Ratys> I have my event handlers talk with implementations strictly through interfaces
L1458[21:43:02] <Ratys> So wouldn't matter where the handler is, because all it does is just forward events to the impl via special methods
L1459[21:43:24] <thecodewarrior> I mean I'm adding an event to forge.
L1460[21:43:45] <Ratys> Ohh. Yeah, I'm no help there
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L1463[21:54:54] <GunnerWolf> Okay, so evidentally I did something wrong when writing to NBT in my te, because I'm getting "TileEntity is missing a mapping" errors every time the world tries to save. All I'm doing in writeToNBT and readFromNBT is calling super (my te inherits TileEntityFurnace), then writing/reading my enum
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L1465[21:57:52] <tterrag> GunnerWolf: did you register your TE?
L1466[21:58:32] <GunnerWolf> oh wow, I'm an idiot. I was so caught up on getting the block renderring working I totally forgot I had to register the TE. Thanks :P
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L1471[22:09:18] <GunnerWolf> wait why does BlockFurnace have all it's update code wrapped in if(!this.worldObj.isRemote)? Surely that'd mean furnaces would only work in multiplayer...
L1472[22:11:09] <Zidane> GunnerWolf, SP uses same mechanics
L1473[22:11:18] <Zidane> If !isRemote means its a server world
L1474[22:11:24] <Zidane> Has nothing to do with Multiplayer
L1475[22:11:32] <GunnerWolf> oh right yeah server is still emulated in singleplayer
L1476[22:11:35] <Zidane> mhm
L1477[22:12:17] <GunnerWolf> okay, so the update method in a tileentity will run both on the client and server, if I run the game in debug, and put a break point in there, will it break on both threads, or only the client?
L1478[22:14:31] <Zidane> Both threads if you are running SP
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L1481[22:26:46] <williewillus> useful reference for how "sides" work: http://mcforge.readthedocs.io/en/latest/concepts/sides/
L1482[22:26:52] <williewillus> re: above
L1483[22:28:51] <williewillus> !gm func_175643_b
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L1485[22:39:12] <DebugsPeople> what's the point of reobfuscation?
L1486[22:39:33] <DebugsPeople> loopholes in the eula or smth?
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L1488[22:41:30] <tterrag> what?
L1489[22:42:48] <McJty> DebugsPeople, to make your mod work in a non-dev environment where Minecraft is obfuscated
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L1491[22:46:17] <williewillus> i think you're asking why mojang obfuscates their code
L1492[22:46:59] <williewillus> afaik it's just to show that they "took effort" to protect their IP in the case someone steals the code verbatim
L1493[22:47:05] <williewillus> idk if that's actually valid but ?shrug
L1494[22:47:31] <williewillus> with runtime deobf and srg names now it's barely any extra effort on the modder's part
L1495[22:47:46] <Digitalsabre> Would it be beneficial to have some sort of structure that helps determine chunk decoration priority? Like, are there enough times when two different mods conflict on chunk decoration?
L1496[22:53:02] <williewillus> what do you mean by "conflict"?
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L1499[22:53:44] <williewillus> if say I crank up botania flower gen to max, and it covers the chunk, then other mods' flowers simply can't find a grass block to generate on, is that a "conflict"? it's hard to define
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L1502[23:02:59] <Nosirrom> if uncovered grass blocks are a resource then it's basically one mod taking up all of a resource.
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L1505[23:15:33] <williewillus> i don't think it's a conflict
L1506[23:15:45] <williewillus> it's simply "a mod having excessive worldgen"
L1507[23:15:58] <williewillus> there is no direct conflict between the code of the two is what I'm saying
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L1513[23:33:55] <thecodewarrior> The redstone event works! from my initial testing of course.
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L1521[23:58:49] <Cypher121> are custom sounds working for 1.9.4? I remember something about them being broken
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