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L1[00:01:35] <ecx> that's not too bad
L2[00:06:04] <capitalthree> lol what?
L3[00:06:21] <capitalthree> save-all flush
is an important part of taking server backups
L4[00:06:25] <capitalthree> to make it sync
correctly
L5[00:08:58] ⇨
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L11[00:31:40] <linuxuser9000> Well, I
successfully repartitioned my computer. No more cramped HD space
problems
L12[00:31:53] <linuxuser9000> So I can get
back to writing my first mod :D
L13[00:33:31] <capitalthree> :D
L14[00:33:37] <capitalthree> linuxuser9000:
what's your first mod?
L15[00:34:39] <linuxuser9000> I want to
make a chat-based trading system, like a mini economy mod. there'll
be currency (probably), and players will be able to post items from
their inventory to the 'market'. player will be able to browse
listings on the 'market', and purchase items with 'currency'. so
there will be a persistence layer to remember what's on the market
and who has how much currency etc
L16[00:34:56] ***
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L17[00:35:02] <linuxuser9000> I just
installed forge today though, I haven't even got the config working
yet. still working on setting up eclipse etc.
L18[00:35:36] <capitalthree> oh lawdy
L19[00:35:46] <capitalthree> howdy
fry!
L21[00:37:45] <TehNut> why are they making
issues on FML
L22[00:38:48] <capitalthree> they is
me
L23[00:38:49] <tterrag> ahhuhhh how exactly
do you do custom tool materials in 1.9.4?
L24[00:38:57] <capitalthree> is that the
wrong place for that report?
L25[00:39:05] <tterrag> considering FML is
defunct, yes
L26[00:39:06] <TehNut> Well you reported it
to a dead repo
L27[00:39:09] <TehNut> so yes
L28[00:39:11] <capitalthree> crap
L29[00:39:16] <capitalthree> tterrag: I can
copy it
L30[00:39:20] <tterrag> manually
L31[00:39:24] <capitalthree> yeah
L32[00:39:27] <capitalthree> what's the
right place?
L34[00:39:49] <tterrag> the one updated
today vs last year :P
L35[00:39:54] <TehNut> tterrag: it should
be the same? what are you seeing different?
L36[00:40:04] <tterrag> Caused by:
java.lang.ArrayIndexOutOfBoundsException: 5 at
net.minecraft.item.ItemAxe.<init>(ItemAxe.java:19)
L37[00:40:09] <TehNut> oh that
L38[00:40:12] <tterrag> because
L39[00:40:12] <tterrag> this.damageVsEntity
= ATTACK_DAMAGES[material.ordinal()];
L40[00:40:22] <tterrag> oh there's another
constructor
L41[00:40:24] <tterrag> does forge add
that?
L42[00:40:27] <TehNut> Yes
L43[00:40:32] <tterrag> neat, ok easy
enough
L44[00:40:33] ***
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L45[00:40:44] <TehNut> That's an issue with
ItemAxe, not with tool materials
L47[00:40:52] <capitalthree> there :D
L49[00:41:29] <tterrag>
super(type.getToolMaterial(),
type.getToolMaterial().getDamageVsEntity(),
type.getToolMaterial().getEfficiencyOnProperMaterial());
L50[00:41:31] <tterrag> somethin like that
:P
L51[00:41:43] <tterrag> well it's an issue
with ItemAxe caused by custom tool materials
L52[00:41:43] <capitalthree> can anyone try
to reproduce my report though?
L53[00:42:06] <TehNut> Now reproduce your
issue on 1.9.4 :P
L54[00:42:12] <tterrag> or well...wait what
do I pass as the material?
L55[00:42:23] <tterrag> eh...nvm
L56[00:42:26] <tterrag> 2AM coding
L57[00:42:50] <capitalthree> TehNut: I
did
L58[00:43:05] <capitalthree> or do you mean
tterrag
L59[00:43:05] <TehNut> You never mention
that in the issue
L60[00:43:10] <TehNut> You said 1.8.9
L61[00:43:21] <capitalthree> oh yeah
L62[00:43:29] <capitalthree> I tested both
1.8 and 1.9 with gradle runServer
L63[00:43:37] <capitalthree> and only 1.8
with a standard standalone server
L64[00:45:17] <TehNut> okay yup that's
definitely reproducable
L65[00:45:18] ⇨
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L66[00:46:09] <TehNut> it killed my IDEA
because of the console
L67[00:47:16] <capitalthree> sorry D:
L68[00:47:48] <capitalthree> but yeah. I
put out a BTFU release that crashed triggering that bug
L69[00:47:50] <capitalthree> and fell
bad
L70[00:48:09] <capitalthree> but my logic
was like "well the CommandSaveAll class does it so it must be
right"
L71[00:48:13] <capitalthree>
s/fell/felt/
L72[00:48:14] <TehNut> that doesn't stand
for what I think it does, does it?
L73[00:48:24] <TehNut> i bet it
does...
L74[00:48:26] <capitalthree> back the
server up?
L75[00:48:35] <TehNut> That would be
BTSU
L76[00:48:40] *
capitalthree shrugs
L77[00:48:42] <capitalthree> close enough
:D
L78[00:48:49] <capitalthree> it's my server
backups mod
L79[00:48:49] <TehNut> BTFU = Back The Fuck
Up
L80[00:48:55] <capitalthree> oh man you
said the fuck word
L81[00:49:01] <TehNut> yeah i said the fuck
word
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L84[00:49:20] <capitalthree> it's my mod
for making lazy people take frequent backups
L85[00:50:39] <TehNut> ooo rsync
L86[00:50:45] <capitalthree> yeah
L87[00:50:57] <capitalthree> basically I
got tired of doing manual backups and was looking around at the
various backup mods
L88[00:51:11] <capitalthree> and they all
either don't do incremental backups at all, or do it in their own
weird half-baked way
L89[00:51:27] <capitalthree> so I just
decided "I'll make a mod that does what I'm already doing
manually"
L90[00:52:06] <capitalthree> it takes
backups every 5 minutes, non-configurable :D
L91[00:52:18] <capitalthree> the philosophy
is if you think you want backups less often, you're wrong.
L92[00:53:03] <TehNut> So by default it
keeps 128 backups. Backups are taken every 5 minutes
L93[00:53:13] <TehNut> So I only have 640
minutes to notice something is wrong by default?
L94[00:53:26] <capitalthree> no because
backup pruning is logarithmic
L95[00:53:36] <capitalthree> it never
deletes your oldest backup, and it keeps a complete history of your
world
L96[00:53:46] <capitalthree> but it keeps
sparser backups the farther back you go
L97[00:53:55] <TehNut> neat
L98[00:54:10] <capitalthree> thanks
^_^
L100[00:56:11] <capitalthree> TehNut: if
you like my idea, please post on my lonely forum thread ;)
L102[00:56:31]
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L103[00:56:31] <capitalthree> I don't know
how to make my mods get attention
L104[00:56:36] <TehNut> I wouldn't bother
with MCF tbh
L105[00:56:41] <capitalthree> oh xD
really?
L106[00:56:52] <capitalthree> got a better
suggestion?
L107[00:56:55] <TehNut> Reddit
L108[00:57:12] <TehNut> Go on
/r/feedthebeast and promote it
L109[00:57:33] <capitalthree> ahh ok
L110[00:58:01] <capitalthree> do I just
submit a link and put in my curseforge page?
L111[00:58:21] <TehNut> Yeah, then make a
comment with a small description
L112[00:59:11] <TehNut> Also remember that
lots of modpack devs browse the "recently released"
section of Curse looking for new mods
L113[00:59:21] <TehNut> Just that is
really good for you
L114[00:59:21] <capitalthree> ahh ok
cool
L115[00:59:33] <capitalthree> thanks for
the tips :)
L117[01:00:14] <capitalthree> nice.
L118[01:00:29] <capitalthree> ok! I will
promote my other mods on this reddit too then but later
L119[01:00:36] <capitalthree> don't wanna
dump 3 things all at once
L120[01:00:39] <TehNut> Yeah don't spam
:P
L121[01:00:49] *
tterrag coughs
L122[01:00:53] <tterrag> hey nice mod
nut
L123[01:00:59] <tterrag> wherever did you
get that idea
L124[01:01:03] <capitalthree> I've got my
backup mod, my despawn timer config mod, and my tinker's construct
1.7.10 balance fork :P
L125[01:01:03] <TehNut> hey i didn't even
look at EnderCore for that
L126[01:01:13] <TehNut> and you updated
too slow
L127[01:01:15] <TehNut> i wanted it
NAO
L128[01:01:21] <tterrag> you didn't have
to deal with the hell that was magical crops -_-
L129[01:01:26] <TehNut> hehe
L130[01:01:38] <tterrag> i.e. "we are
too good for getDrops()"
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L136[01:27:07] <tterrag> alright, well
customthings runs. tricky thing is going to be figuring out blocks
which already have properties, like fences
L137[01:27:20] <tterrag> well fences are
ok, but like walls have the "variant" property
L138[01:27:25] <tterrag> which means
nothing to me
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L144[01:59:58] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160613 mappings to Forge Maven.
L145[02:00:02] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160613-1.9.4.zip
(mappings = "snapshot_20160613" in build.gradle).
L146[02:00:12] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L153[02:35:24] <Abastro> Is there good
model/example for modular models?
L154[02:36:58] <LordSaad> i have an
arraylist in a tile entity that wont update in it's TESR until i
reload the world/chunk. what do
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L156[02:38:06] <Abastro>
World#markBlockAsUpdate?
L157[02:38:27] <LordSaad> will try
that
L158[02:38:32] <LordSaad> oh wait but its
not a block
L159[02:38:38] <LordSaad> nvm it
technically is
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L162[02:40:39] <LordSaad> no that didnt do
it
L163[02:40:54] <LordSaad>
markBlockasUpdate isnt a 1.9.4 method, but its derivatives didnt
help either
L164[02:41:28]
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L165[02:41:59] <LordSaad> im looping
through the list in the TESR but it wont update the loop. i checked
and the list is definitely updating properly
L166[02:42:07] <gigaherz|work>
notifyBlockUpdate(pos, state, state, 3)
L167[02:42:24] <gigaherz|work> is what
replaces markBlockForUpdate(pos)
L168[02:43:09] <LordSaad> what should i
put in the 2 states
L169[02:43:15] <gigaherz|work> whatever
the current state is
L170[02:43:20] <LordSaad> twice?
L171[02:43:25] <gigaherz|work> yup
L172[02:43:29] <LordSaad> weird but
ok
L173[02:43:31] <gigaherz|work> it's
"old,new" but if you are just updating the TE
L174[02:43:33] <gigaherz|work> it doesn't
matter
L175[02:43:39] <gigaherz|work> I mean, it
hasn't changed*
L176[02:44:08] <LordSaad> hmmm
L177[02:44:10] <LordSaad> that didnt
work
L178[02:44:31] <gigaherz|work> do you have
getUpdatePacket+onDataPacket?
L179[02:44:51] <gigaherz|work> also
getUpdateTag+onDataTag
L180[02:44:58] <LordSaad> wasnt that
depracated in 1.9.4?
L181[02:44:58] <gigaherz|work> the latter
is for the initial chunk load
L182[02:45:01] <gigaherz|work> no
L183[02:45:17] <Abastro> Ah yes
notifyBlockUpdate
L184[02:45:19] <gigaherz|work>
getUpdateTag+onDataTag are used on initial chunk transfer
L185[02:45:35] <gigaherz|work>
getUpdatePacket+onDataPacket are used for notifyBlockUpdate
L186[02:45:54] <LordSaad> ill add them and
see if that helps
L187[02:46:18] <LordSaad> what should i
return in ach
L188[02:46:19] <LordSaad> each*
L189[02:46:40] <LordSaad> im just giving
it the super method right now
L190[02:46:48] <gigaherz|work> super is
empty
L191[02:46:52] <gigaherz|work> so it won't
do anything useful
L192[02:46:53] <gigaherz|work> XD
L193[02:46:58] <Abastro> You should impl
it
L194[02:47:01] <LordSaad> i just
noticed
L195[02:47:10] <gigaherz|work> if you want
to transfer the whole state
L196[02:47:18] <gigaherz|work> you can
just use readFromNBT/writeToNBT
L197[02:47:21] <Abastro> Common way was to
use readFromNBT
L198[02:47:29] <LordSaad> i already do
that
L199[02:47:33] <gigaherz|work> and
SPacketUpdateTileEntity
L200[02:47:38] <LordSaad> and wat
now
L201[02:47:39] <gigaherz|work> on the
packet one
L202[02:47:51] <LordSaad> aaand you lost
me
L203[02:48:00] <LordSaad> i currently have
read and write methods
L204[02:48:07] <gigaherz|work> on
getUpdatePacket
L205[02:48:14] <gigaherz|work> you need to
return an SPacketUpdateTileEntity
L206[02:48:24] <gigaherz|work> which
contains an NBTTagCompound inside
L207[02:48:38] <gigaherz|work> which you
can fill using writeToNBT
L208[02:48:38] <LordSaad> oh i should
mention my tile entity implements ITickable
L209[02:48:45] <gigaherz|work> that is
completely unrelated
L210[02:48:49] <LordSaad> mk
L212[02:49:46] <LordSaad> you know me
well
L213[02:50:42] <LordSaad> k gonna test
it
L214[02:52:04] <Abastro> Are there any
good examples for modular models? Or do modeling programs support
it?
L215[02:52:20] <LordSaad> IT WORKED
L216[02:52:30] <LordSaad> thanks
gigaherz|work you beautiful thing
L217[02:54:45]
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L218[02:55:04] <trilexcom> Hi
everyone
L219[02:55:33] <sham1> Morning
L220[02:56:56] <trilexcom> I have a
question I want to contribute to forge code wise what would be the
best way I know the git hub just wanted to make sure
L221[02:57:19] <tterrag> could you be more
specific?
L222[02:58:27] <trilexcom> Anyway I can
help I know lex is very busy so I wanna see how I can help
L223[02:59:07] <trilexcom> I am a good c
and php and mysql plus java script coder
L224[03:01:20] <sham1> JUst do something
to help
L225[03:01:26] <tterrag> none of those
languages are relevant to forge though
L226[03:01:28] <sham1> Make a PR or
something
L227[03:01:31] <sham1> Also, that
L228[03:01:51] <tterrag> javascript is to
java as carrot is to car
L229[03:02:55] <trilexcom> What do you
mean by PR?
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L231[03:07:23] <sham1> It means Pull
Request
L232[03:07:41]
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L237[03:16:51] <trilexcom> I could do that
I know my coding is probably carot to forge but I think I can be
useful
L238[03:20:32] <LordSaad> gigaherz|work it
stopped working for some reason :D
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L253[04:03:33] <LordSaad> so gigaherz's
solution didnt work. the TESR wont update the arraylist in it's
tile entity
L254[04:03:47] <LordSaad> even fter adding
the packet methods
L255[04:04:09] <gigaherz_> that means
there's something else wrong
L256[04:04:10] <gigaherz_> ;P
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L258[04:04:15] <LordSaad> i noticed
L259[04:04:18] <LordSaad> any
guesses?
L260[04:04:31] <LordSaad> would you like
to explore the code of the two classeS?
L261[04:04:34] <gigaherz|work> do you call
notifyBlockUpdate whenever you need to send new data?
L262[04:04:56] <LordSaad> let me do that
now
L263[04:05:13] <gigaherz|work> you should
do it only if you need to send data, otherwise it would be
wasteful
L264[04:05:25] <LordSaad> well that
fucking worked...
L265[04:05:38] <LordSaad> you are a
miracle worker
L266[04:06:03] <gigaherz|work> no, I just
know what I'm doing XD
L267[04:06:17] <LordSaad> so a miracle
worker
L268[04:06:25] <LordSaad> getit?
cuzforgedocumentation
L269[04:07:02] *
gigaherz|work read a lot of tutorials and other mods'
code
L270[04:07:12] *
gigaherz|work also made lots of mistakes and learned from
them
L271[04:07:19] <LordSaad> so am i
L272[04:09:16] ⇦
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L273[04:10:09] <sham1> Lets see if that
fixed the allignment in Irssi
L274[04:10:44] ⇦
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L275[04:14:09] ⇦
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L276[04:14:58] <Tazz> god I love webgl
XD
L277[04:18:00]
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L278[04:18:18] *
Cazzar adds aspell to sham1's irc client :P
L279[04:20:27] <sham1> No
L280[04:21:23] <sham1> aspell does work
for Irssi
L281[04:21:26] <sham1> Maybe I should
install it
L282[04:25:13]
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L284[04:31:11] ⇦
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L285[04:31:24] *
Tazz casts a spel on sham1's irc client
L286[04:31:33] <Tazz> that should work
:D
L287[04:32:19] <sham1> :C
L288[04:34:05] <Wuppy> o/
L289[04:34:13] <Tazz> Spel: "Semantic
Program Enhancement Logic"
L290[04:34:19] <Wuppy> are we annoying
sham1 today? :P
L291[04:34:26] <Tazz> Wuppy, o/
L292[04:34:40] <sham1> IS there a day when
that is not the case :P
L293[04:34:51] <Wuppy> hahaha
L294[04:35:21] <Tazz> Wuppy, I did a
thing
L295[04:35:36] <Wuppy> oh no, what thing
did you do this time :P
L296[04:35:53] <Tazz> well Im doing a
thing but theres an example online
L299[04:36:27] <Tazz> its a parallax graph
thats going to show useful data about a repository on github
L300[04:36:29] <sham1> Wat
L301[04:36:36] <sham1> ah
L302[04:36:45] <Tazz> including an
interactive optimizer
L303[04:36:53] ⇦
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L304[04:36:54] <Tazz> it will go through
showing what branches can be removed
L305[04:37:13] <Tazz> you can play with
it
L306[04:37:18] <Tazz> shift + drag to
rotate
L307[04:37:21] <Tazz> drag to pan
L308[04:37:24] <Tazz> wheel to
scroll
L309[04:37:43] <sham1> does it work with a
phone
L310[04:37:53] <Tazz> it will when I add
touch support
L311[04:38:05] <Tazz> but theres a native
app coming hopefully if I can convince a buddy of mine to do it
XD
L312[04:41:00] <Tazz> youll be able to
import a repository and it will allow you to browse the repository
and if you click on a member function it will basically show a
control flow graph in this parallax style to allow you to look at
its execution
L313[04:41:13] <tterrag> but atm the
import does nothing?
L314[04:41:24] <tterrag> also, if you drag
over the bar at the top it selects everything
L315[04:41:24] <Tazz> it does not
L316[04:41:27] <tterrag> which is rather
annoying
L317[04:41:41] <Tazz> Im converting it to
a heroku app atm
L318[04:41:43] <tterrag> also shift only
works once
L319[04:41:51] <Tazz> because github
doesnt allow servers XD
L320[04:41:52] <tterrag> hold shift ->
drag once -> drag again -> no longer rotates
L321[04:42:03] <tterrag> also it doesn't
fit my monitor width
L322[04:42:11]
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L324[04:42:18] <Tazz> tterrag, Ive only
been working on it for like 1 day and I know nothing about web
development XD
L325[04:42:20] <tterrag> there's your bug
reports from me :P
L326[04:42:24] <tterrag> now good night
:D
L327[04:42:28] ***
tterrag is now known as tterrag|ZZZzzz
L328[04:42:29] <Tazz> Im literally pulling
this out of my ass XD
L329[04:42:51] <Tazz> it might be the
sidebar that you are converned with haah
L331[04:45:17] <tterrag|ZZZzzz> you clear
the state on mouse up
L332[04:45:21] <tterrag|ZZZzzz> ignoring
that it might be ROTATE
L333[04:45:23] <Wuppy> Tazz, I also did a
thing
L334[04:45:50] <Tazz> tterrag|ZZZzzz, yeah
I need to fix the trackball a bit it seems to stop zooming at a
certain point haha
L336[04:46:08] <Tazz> Wuppy, whats that
:P
L337[04:46:10] <Tazz> :O(
L338[04:46:17] <Wuppy> you don't know
vincent van gogh?
L339[04:46:17] <tterrag|ZZZzzz> it's a
spherical camera
L340[04:46:32] <tterrag|ZZZzzz> it can
only zoom to approaching r=0
L341[04:47:05] <Tazz> so I may need to
move the graph then haha
L343[04:47:11] <tterrag|ZZZzzz>
what?
L344[04:47:13] <tterrag|ZZZzzz> why
?
L345[04:47:35] <Tazz> nm I might be
confused Ill fix it haha
L346[04:47:36] <tterrag|ZZZzzz> the graph
should be centered on the origin of your camera
L347[04:48:18] <tterrag|ZZZzzz> I find JS
really hard to read :P
L348[04:48:23] <Tazz> plus I need a
dispersal method Xd
L349[04:48:29] <tterrag|ZZZzzz> anyways, I
said I was going to sleep, so night
L350[04:48:35] <Tazz> to make the graph
look professionally done rather than clustered like that
L351[04:48:53] <Tazz> night
tterrag|ZZZzzz
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L364[05:44:07] <AKTheKnight> !ch
TextFormatting
L365[05:44:11] <AKTheKnight> !help
L366[05:44:32] <AKTheKnight> !fh
TextFormatting
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L381[06:23:30] ***
Keridos|away is now known as Keridos
L382[06:24:15] <Keridos> hm apparently
1.8.9 is not as much played as 1.7.10 is
L383[06:24:28] <Keridos> the 1.8 version
of my mod gets downloaded way less than the 1.7.10 version
L384[06:24:49] <gigaherz|work> yeah
L385[06:24:54] <gigaherz|work> lots of
people still play 1.7.10
L386[06:25:01] <gigaherz|work> because
1.8+ are "not as complete"
L387[06:25:10] <Keridos> the lack of tech
mods in 1.8 is my reason why i dont play it
L388[06:25:15] <gigaherz|work> 1.8 modding
took too long.
L389[06:25:33] <gigaherz|work> it got the
XP effect
L390[06:25:36] <Keridos> i enjoy the tech
mods more than the magic mods, magic mods wise 1.8 is pretty solid
as far as i'Ve seen
L391[06:25:40] <Keridos> XP effect?
L392[06:25:48] <Keridos> yeah i took way
to long to port my mod
L393[06:25:55] <gigaherz|work> Microsoft
kept Windows XP for too many years
L394[06:26:00] <gigaherz|work> while they
were working on Vista
L395[06:26:02] <Keridos> and still have to
port the other one, glad I am not alone on that one
L396[06:26:03] <Keridos> ah
L397[06:26:04] <gigaherz|work> so by the
time Vista was released
L398[06:26:10] <gigaherz|work> people were
so used to XP, they rejected Vista
L399[06:26:17] <gigaherz|work> even though
Vista wasn't really any worse than XP was at launch
L400[06:26:21] <gigaherz|work> they had
just gotten used to it.
L401[06:27:44] <Keridos> well the jump
from 1.8 to 1.9 is not too bad
L402[06:28:00] <Keridos> still got one bug
left to fix and reimplement one feature
L403[06:28:26] <Keridos> they changed
colormultiplier in 1.9.x to something entirely different -.-
L404[06:28:36] <gigaherz|work> yup
L405[06:28:41] <gigaherz|work> IItemColor
and IBlockColor
L406[06:28:52] <Keridos> i guess its more
flexible?
L407[06:28:55] <gigaherz|work> you
register them on your clientproxy, during init NOT PREINIT
L408[06:29:05] <gigaherz|work> each
IItemColor/IBlockColor can be assigned to more than one
block/item
L409[06:29:13] <gigaherz|work> which makes
reusing more efficient
L410[06:30:16]
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L411[06:30:21] <Keridos> ah
L412[06:30:31] <Keridos> i had it in a
meta (abstract) class before
L413[06:30:46] <LordSaad> is there a way
to save an "object" in an NBTCompound? Like my own custom
object, not just strings and ints
L414[06:30:54] <Keridos> so I can just
implement that interface there, reuse my old colorMultiplier and
just register it?
L416[06:31:56] <gigaherz|work> it's not
very deeply tested so feel free to make issues/PRs if you find bugs
;P
L417[06:32:02] <gigaherz|work> I never
actually used it ;P
L418[06:32:04] <Keridos> gigaherz|work: in
what registry to i register them?
L419[06:32:31] <LordSaad> ...
L420[06:32:37] <LordSaad> ill just do it
manually
L421[06:33:15] <LordSaad> its just stupid
how nbts currently are
L422[06:33:23] <LordSaad> they should save
objects in general
L423[06:33:26] <LordSaad> lists at
least
L424[06:34:04] ⇦
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L428[06:37:20] <LordSaad> gigaherz|work,
do you have an itemstack serializer real quick?
L430[06:37:39] <gigaherz|work> LordSaad:
nope, use ItemStack.writeToNBT
L431[06:37:55] <LordSaad> oh thats a
thing? cool
L432[06:37:56]
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L433[06:37:59] <gigaherz|work> or whatever
it is that the inventories use ;P
L434[06:38:05] ⇦
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L436[06:38:51] <LordSaad> what is it
saving in the compound?
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L439[06:39:05] <LordSaad> nvm, looking at
code
L440[06:39:11]
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L441[06:40:15] <LordSaad>
http://i.imgur.com/JAqONxM.png it sets the new
itemstack tag with a key of "tag"?! Am I sane in thinking
I want to copy that code but add my own keys so i can add multiple
itemstacks?
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L444[06:44:14] <Subaraki> Wuppy, are you
here ?
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L451[06:53:50] <Keridos> ok now some small
question: in 1.8.9 my blocks in item form rendered fine
L452[06:54:02] <Keridos> now in 1.8.9 they
render way to high, at least my full blocks
L453[06:54:07] <Keridos> eh way to
big
L454[06:54:15] <Keridos> the dropped items
are bigger than the full block
L455[06:54:19] <Keridos> what is happening
there?
L456[06:54:28] <Keridos> i mean on 1.9.4
of course
L457[06:57:34] <Wuppy> Subaraki, I am now
:)
L458[06:57:38] <Wuppy> what's up?
L459[06:58:05] <Subaraki> hey ^^
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L461[06:58:13] <Subaraki> remember when I
tested your game ? :o
L462[06:58:17] <Subaraki> well, Iv'e got
one now P:
L463[06:58:19] <Wuppy> uhh, which
one?
L464[06:58:21] <Subaraki> its like pre
alpha
L465[06:58:24] <Subaraki> only second
build
L466[06:58:33] <Subaraki> the tower thingy
that you canceled
L467[06:58:37] <Subaraki> you had to shoot
towers
L468[06:58:43] <Subaraki> with tiny cutsie
dudes on it
L469[06:58:46] <Wuppy> oh yeah, I still
want to finish that game :V
L470[06:58:50] <Subaraki> xD
L471[06:59:11] <Wuppy> but you've got one
what now?
L473[06:59:26] <Subaraki> second build of
something i'm making
L474[06:59:35] <Subaraki> collect the
three objects and find the portal :)
L475[06:59:53] <Subaraki> F if you need a
bit of help
L477[07:00:11] <Subaraki> zqsd to
move
L478[07:00:16] <Subaraki> left right to
rotate camera
L479[07:00:17] <Subaraki> sorry x)
L480[07:02:28] <Wuppy> I seem to be able
to walk through walls a little bit
L481[07:02:41] <Wuppy> and I couldn't find
the portal, just all the items
L482[07:03:18] <Wuppy> also, I just
finished another game \o/
L483[07:03:45] <Wuppy> you can now sit in
the kitchen with the Van Gogh family and watch them fight :P
L484[07:03:50] <Subaraki> xD
L485[07:04:03] <Subaraki> yeah, it does
look like you clip trough walls
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L487[07:04:28] <Subaraki> the point is you
find the portal though :s you find it to tedious to run around a
lot ?
L488[07:04:57] <Wuppy> yeah, I wouldn't
call it particularly fun, sorry :(
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L490[07:05:06] <Subaraki> okay thanks on
the feedback ^^
L491[07:05:12] <Subaraki> it should have
more action then
L492[07:05:18] <Subaraki> can i test the
van gogh game ?:o
L493[07:05:22] <Wuppy> then again, I don't
like puzzle games 9/10 times
L494[07:05:32] <Wuppy> Subaraki, don't
think so
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L496[07:05:43] <Wuppy> do you have an
oculus
L497[07:06:24] <Subaraki> :(
L498[07:06:27] <Subaraki> no...
L499[07:06:53] <Wuppy> I have an oculus
and a gear vr :)
L500[07:07:02] <Wuppy> well, I don't own
them, but I can use them all the time
L501[07:07:04] *
Subaraki sobs
L502[07:07:08] <Subaraki> i want one
:(
L503[07:07:32] <Subaraki> this isnt
supposed to be a puzzle game btw
L504[07:07:34] <Subaraki> x)
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L519[08:02:37] <barteks2x> It looks like
to properly fix pistons I need to register custom world provider,
but is there any way to replace the overworld world provider?
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L521[08:02:43]
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L522[08:04:40] <barteks2x> or will
DimensionType.register just let me overwrite id=0?
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L524[08:11:09] <Subaraki> sounds like a
bad idea barteks2x
L525[08:11:45] <barteks2x> the whole mod
(cubic chunks) is a bad idea for compatibility, but I want to avoid
bad hacks when possible
L526[08:12:22] <gigaherz|work> I hope it
doesn't let you -- not because I'm wishing you extra work, just it
would be a really bad design choice.
L527[08:13:36] <barteks2x> for pistons,
with the way I'm doing the fix, I don't really need to replace
world provider. But it would still be a good idea for
world.getHeight() to return actual world height
L528[08:14:27] <barteks2x> Because there
is hardcoded comparison to 0, I'm redirecting calls to
BlockPos.getY
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L530[08:17:53] <barteks2x> At least, does
EnumHelper.addEnum replace existing enums, or throws an excaption
when attempting to do it?
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L532[08:32:54] <barteks2x> Does redstone
dust really break when placed on piston when the piston block is
activated, or did I break something?
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L534[08:35:21] <gigaherz|work> yep
L535[08:35:25] <gigaherz|work> it allows
placing
L536[08:35:37] <gigaherz|work> but they
didn't allow it to remain on a piston when it updates
L537[08:35:42] <gigaherz|work> as soon as
a block update happens
L538[08:35:45] <gigaherz|work> it will pop
off
L539[08:36:07] <barteks2x> did that change
in some recent update? I don't remember anything like that
L540[08:36:12] <gigaherz|work> 1.9.4
L541[08:36:27] <gigaherz|work> or 1.9.2 or
whatever
L542[08:38:08] <Cazzar> I was wondering
why my DHCPD wasn't giving my PC the right IP
L543[08:38:15] <Cazzar> Turns out I set
the static lease wrong
L544[08:38:22] <gigaherz|work> heh
L545[08:38:30] <gigaherz|work> I just use
manual ip settings for my computers
L546[08:38:45] <Cazzar> Not when you LAN
:P
L547[08:38:56] <gigaherz|work> ?
L548[08:38:59] <Cazzar> Y'know
10.0.0.0/24
L549[08:39:09] <Cazzar> actually, no
/16
L550[08:39:11] <barteks2x> that's strange.
Some redstone updates refuse to work at extreme heights
L551[08:39:18] <gigaherz|work> I thoguht
10.* was a /8
L552[08:39:28] <gigaherz|work> but I
suppose you can have subnets of 10
L553[08:39:53] <gigaherz|work> my desktop
is always 192.168.1.2
L554[08:39:56] <gigaherz|work> my flatmate
has .5
L555[08:40:07] <gigaherz|work> my laptop
on ethernet is .7
L556[08:40:07] <barteks2x> and entity/tile
enetity rendering becomes broken, but that's normal
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L569[09:00:14] <Keridos> yay, finished
porting my mod to 1.9.4
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L572[09:04:51] <barteks2x> Apparently
loading scheduled block ticks never worked for me because instead
of World.scheduleBlockUpdate I used World.addBlockEvent. Must have
been a mistake when porting from M3L mappings
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L611[11:16:08] <Rushmead> Anyone got a
1.9.4 Capabillity Item Handler example for storing items in a
TE?
L612[11:17:27] <Temportalist> gigaherz:
^?
L613[11:19:20] <Rushmead> It seems like it
kinda works, except it doesnt save the items at all
L614[11:22:57] <gigaherz> Rushmead: you
have to read/write yourself, same as before
L615[11:23:06] <Rushmead> oh ok
L616[11:23:13] <gigaherz> ItemStackHandler
inventory = new ItemStackHandler(27);
L617[11:23:13] <gigaherz> ...
L618[11:23:33] <gigaherz>
nbt.setTag("inventory", inventory.serializeNBT())
L619[11:23:49] <gigaherz>
inventory.deserializeNBT(nbt.getCompoundTag("inventory"))
L620[11:23:58] <Rushmead> I'd done
that
L621[11:24:00] <gigaherz> (approximately
-- wrote it directly, it's not a copypaste ;P)
L622[11:24:19] <Rushmead> i thought you
ment i had to save each item individually myself
L624[11:24:34] <gigaherz> no
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L627[11:41:41] <Rushmead> gigaherz do i
need a detectAndSendChanges in my container?
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L629[11:43:59] <gigaherz> Rushmead: if you
just have normal slots, no
L630[11:44:04] <gigaherz> the stock one
should work
L631[11:44:17] <Rushmead> i have one slot,
for burning stuff
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L634[11:45:52] <TechnicianLP> thog i think
you are culling on the wrong side or something similiar ...
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L637[11:58:53] <gigaherz> uh
L638[11:59:18] <gigaherz> you don't have
any capability at all?
L640[12:01:06] <gigaherz> why are you
loading each slot separately?
L641[12:02:08] <Rushmead> i looked at your
TileGenerator Example
L642[12:02:46] <gigaherz> my generator
wasn't a good example XD
L643[12:02:56] <gigaherz> it used to be
IInventory
L644[12:03:06] <gigaherz> I didn't want to
lose compatibility so I kept the old loading method
L645[12:03:11] <Rushmead> Ooh ok
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L650[12:07:46] <Rushmead> Anything
else?
L651[12:08:02] <gigaherz> lol at E3
L652[12:08:15] <gigaherz> they announced
that all the MCPE versions of Minecraft will be able to use Xbox
Live to play together
L653[12:08:56] <gigaherz> (through
Realms)
L654[12:09:27] <LatvianModder> werent they
before?
L655[12:10:49] <gigaherz> well given that
they are announcing it right now
L656[12:10:55] <gigaherz> I assume each
platform's realms were separate
L657[12:11:00] <gigaherz> Minecraft
Xbox
L658[12:11:03] <gigaherz> Minecraft
Windows 10
L659[12:11:05] <gigaherz> Minecraft
iOS
L660[12:11:08] <gigaherz> Minecraft
Android
L661[12:11:14] <gigaherz> they will be
able to play together on Realms
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L663[12:12:11] <MattDahEpic> oh great,
fake pocket edition mods
L664[12:12:39] <Ordinastie_> good, we will
be able to make mods in JSON!
L665[12:12:51] <Ordinastie_> well addons
as they call them ><
L666[12:13:01] <MattDahEpic> cross
platform multiplayer for all the versions execpt java
L667[12:13:25] <MattDahEpic> probably
requires realms sub
L668[12:13:28] <Temportalist> because that
makes sense...
L669[12:13:41] <MattDahEpic> and also
probably requires xbox live sub
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L671[12:19:07] <MattDahEpic> inb4 java ver
discontinued
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L676[12:26:06] <Rushmead> Huh, this whole
thing just confuses me
L677[12:33:07] <ProbablePrime> o/
rushmead
L678[12:35:07] <gigaherz> [19:19]
(MattDahEpic): inb4 java ver discontinued
L679[12:35:10] <gigaherz> they won't
discontinue
L680[12:35:17] <gigaherz> they'll just
simply have a smaller and smaller team
L681[12:35:21] <gigaherz> until no more
updates
L682[12:35:47] <MattDahEpic> i'd say
release the mod api then drop it, the community will do the
rest
L683[12:35:59] <gigaherz> forge is doing
the rest regardless
L684[12:36:01] <gigaherz> why would they
bother?
L685[12:36:17] <gigaherz> let them make a
proper "api" on the mcpe-based versions
L686[12:36:17] <gigaherz> ;P
L687[12:37:47] <McJty> If they 'drop' the
java version they don't need to release a mod api really. We can do
that ourselves just fine
L688[12:38:00] <McJty> Such an api would
be really only useful for a product that they keep on
maintaining
L689[12:39:20] <gigaherz> yeh
L690[12:41:15] <Rushmead> o/
ProbablePrime
L691[12:41:33] <ProbablePrime> :D
L692[12:42:44] <Rushmead> anyway, no one
seems to have made a really simple Capability ItemHandler
TE...
L693[12:44:39] <gigaherz> because no one
NEEDS a very simple TE with IItemHandler
L694[12:44:40] <gigaherz> but really
L695[12:44:46] <gigaherz> it's just
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L697[12:44:53] <gigaherz> the
ItemStackHandler
L698[12:44:55] <gigaherz>
hadCapability
L699[12:44:57] <gigaherz>
getCapability
L700[12:45:21] <Rushmead> Yeah, but i cant
get it to work. I've run debug messages, used the debugging feature
in idea..
L701[12:45:28] <gigaherz> writeToNBT
--> nbt.setTag("inventory",
inventory.serializeNBT())
L702[12:45:28] <gigaherz> readFromNBT
-->
inventory.deserializeNBT(nbt.getCompoundTag("inventory"))
L703[12:45:56] <gigaherz> and then on your
Container, new SlotItemHandler
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L705[12:46:21] <Rushmead> I've done all
that..
L706[12:46:27] <gigaherz> then it should
work
L707[12:46:30] <gigaherz> what issue do
you have
L708[12:46:32] <gigaherz> WHAT doesn't
work?
L709[12:46:48] <Rushmead> Open Inventory
-> Put Coal in -> Close Inventory -> Gone.
L710[12:46:53] <Rushmead> No Errors.
L711[12:47:10] <gigaherz> do you have
"powered" state?
L712[12:47:14] <gigaherz> as different
block states?
L713[12:47:16] <Rushmead> yeah
L714[12:47:23] <gigaherz> then you need to
override shouldRefresh
L715[12:47:29] <gigaherz> otherwise it
will destroy the TE
L716[12:47:31] <gigaherz> and create a
whole new one
L717[12:48:00] <gigaherz> make it ignore
differences in the powered property
L718[12:48:05] <gigaherz> and/or any other
property that doesn't matter
L719[12:48:21] <gigaherz> if your
blockstates don't represent different blocks (if you don't use
blockstates for "tiers")
L720[12:48:41] <gigaherz> then you
probably want to simply return oldState.getBlock() !=
newState.getBlock()
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L726[13:02:09] <Thog> TechnicianLP, nope
my problem appear when the block at the opposite side is
solid
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L738[13:28:57] <Tazz> gotta love copying
garbage collectors
L739[13:29:00] <Tazz> they fuck with your
head XD
L740[13:29:06] <Tazz> is this free or
not
L741[13:29:07] <Tazz> haha
L742[13:29:19] <Tazz> idk wait till the
next allocation and see what the value is then :D
L743[13:29:35] <Tazz> then when they have
multiple heaps >.>
L744[13:29:38] <Tazz> even worse XD
L745[13:30:20] <diesieben07> lol are you
the guy making his own language?
L746[13:30:27] <Tazz> diesieben07,
yeah
L747[13:30:30] <diesieben07> yeah
L748[13:30:33] <Tazz> Im actually
rewriting it in C now
L749[13:30:35] <diesieben07> makign a GC
is a world of pain
L750[13:30:39] <Tazz> decided I can do
that haha
L751[13:30:41] <diesieben07> not that i
have ever doen it.. but yeah
L752[13:30:48] <Tazz> diesieben07, wanna
see mine? Xd
L753[13:30:51] <Tazz> its pretty nice
:)
L754[13:30:55] <diesieben07> please no
:D
L756[13:31:12] <Tazz> lots of pointer math
:D
L757[13:31:37] <Tazz> but I squeezed a
generational copying garbage collector in 1 single .c file :D
L758[13:31:42] <Tazz> with tri-colour
marking :)
L759[13:32:52] <diesieben07> so the old
gen is also copying?
L760[13:33:42] <Tazz> both generations use
freed resources
L761[13:33:51] <diesieben07> hm?
L762[13:34:07] <Tazz> like say I have a
value point* p = gc_alloc(gc, sizeof(point));
L763[13:34:15] <Tazz> and call
gc_minor(gc);
L764[13:34:22] <Tazz> then p will still
exist technically
L765[13:34:30] <Tazz> till I call
gc_alloc(gc, sizeof(point)) to get another one
L766[13:34:38] <Tazz> then p gets over
written with the new value
L767[13:34:42] <Tazz> if its in the minor
heap
L768[13:34:56]
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L769[13:35:06] <Tazz> if its not in the
minor heap which happens if you add ref to the value then call
gc_minor
L770[13:35:07] <diesieben07> so it's not
strictly a fully copying collector
L771[13:35:12] <diesieben07> it's a bit
smarter
L772[13:35:29] <Tazz> then it wont get
freed till gc_major calls
L773[13:35:36] <Tazz> which will then free
the major heap of any non-references
L774[13:35:53] <Tazz> however the major
heap gets used when backpatching the minor heap of references
L775[13:36:10] <diesieben07> uh
L776[13:36:11] <diesieben07> you are
talking way over my head now
L777[13:36:15] <diesieben07> i don't know
all these terms
L779[13:36:34] <Tazz> this function
L780[13:36:45] <Tazz> it copies the minor
heap over to the major heap
L781[13:36:50] <Tazz> at least the
non-dead values
L782[13:37:07] <Tazz> backpatching would
be like a temporary slot for the values to reside as this is taking
place
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L785[13:38:51] <diesieben07> synthetica,
where it this TileEntitySimplePowerMachine coming from? it has
update() marked final.
L787[13:39:42] <Tazz> idk what .java is
from so I cant help you :(
L788[13:39:58] <Tazz> rofl
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L792[13:41:09] <diesieben07> not sure why
your IDE let's you override it.
L793[13:41:33] <synthetica> Except I
didn't write that and the addons work fine.
L794[13:41:49] <diesieben07> you didn't
write... what?
L796[13:42:46] <diesieben07> You are
extending the API's classes
L797[13:42:52] <diesieben07> the API class
has a final method update()
L798[13:42:56] <diesieben07> you are
trying to override that method.
L799[13:43:15] <synthetica> Okay, that
means IDEA was being bad...
L800[13:43:25] <diesieben07> it shouldn't
let you do that.
L801[13:44:03] <synthetica> Well, if I get
ride of that function in my Tile Entity class, I get an
error.
L802[13:44:31] <synthetica> Error says
that the class must either be declared abstract or implement
update.
L803[13:44:40] ⇦
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L804[13:44:55] <Tazz> ._.
L805[13:45:25] <synthetica> I could
declare it abstract...
L806[13:45:38] <diesieben07> no you
couldn't.
L807[13:45:44] <diesieben07> there is
something wrong with your workspace setup
L809[13:46:06] <synthetica> Yes, I didn't
think that abstract-ilizing would, just saying I *could*.
L810[13:46:18] <synthetica> That's
strange, though.\
L811[13:46:26] <diesieben07> how are you
referencing the library?
L812[13:48:19] <synthetica> I've dropped
the mod's jar in the libs folder and compile-time linked to it in
build.gradle. I was told in the BaseMetals Discord that just using
the mod jar would work. So, I'm just following what I was
told.
L813[13:48:31] <diesieben07> yes, that's
fine
L814[13:48:38] <synthetica> Okay.
L815[13:48:41] <diesieben07> can you see
the mod's classes in IntelliJ?
L816[13:48:45] <synthetica> Yes.
L817[13:48:59] <diesieben07> is the update
method final there?
L818[13:49:37] <diesieben07> actually i
know the problem i think
L819[13:49:42] <diesieben07> you just used
the normal mod jar, right?
L820[13:50:31] <synthetica> Yes.
L821[13:50:45] <diesieben07> see, that is
obfuscated
L822[13:50:53] <diesieben07> FML will
deobfuscate it at runtime, so it will work
L823[13:51:02] <diesieben07> but IntelliJ
of course still sees it as obfuscated
L824[13:51:11] <synthetica> Oh. I think I
see.
L825[13:51:22] <diesieben07> you have to
use the deobfCompile configuration in your build.gradle
L826[13:51:30] <diesieben07> don't put it
in libs/ either, since those are linked automatically already
L827[13:51:36] <Tazz> mmm theres something
about hard core gangsta rap that puts me in the mood to code
L828[13:51:39] <diesieben07> deobfCompile
instead of compile
L829[13:52:22]
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L830[13:52:30] <synthetica> Tried it. I'm
only allowed to use Maven dependencies with deobfCompile,
apparently.
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L832[13:53:50] <diesieben07> huh that is
stupid
L833[13:53:54] <Tazz> yeah :(
L834[13:53:57] <Tazz> I tried it earlier
XD
L835[13:54:06] <synthetica> Yeah. If it's
a jarfile, it says deobfuscate it yourself...
L837[13:55:16] <diesieben07> ^ that can
deobfuscate
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L839[13:55:57] <synthetica> Okay.
L840[13:56:18]
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L841[13:56:23] <synthetica> Thanks.
L842[13:56:57] <synthetica> Only goes up
to 1.8. I'm on 1.9.4.
L843[13:57:09] <synthetica> Should that
matter?
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L845[13:57:37] <diesieben07> it *should*
work fine and show you all forge versions you have
L846[13:58:01] <diesieben07> but i haven't
used it in a while
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L848[13:58:11] <synthetica> Hmmm... it
matters where I run it?
L849[13:58:18] <diesieben07> what do you
mean?
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L851[13:58:47] <synthetica> I'm wondering
what you mean by Forge version that I have. Where would I have
them?
L852[13:59:07] <diesieben07> oh that you
have used in a MDK before, meaning they are in your gradle
cache
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L854[13:59:34] <synthetica> Oh. Hmm. Well,
I've definitely used 1.9.4 before, and I don't think I've actually
used 1.8.
L855[14:00:00] <diesieben07> and it
doesn't list it?
L856[14:00:05] <synthetica> No.
L857[14:00:18] <diesieben07> hrm, it needs
to be updated then...
L858[14:00:31] <diesieben07> yell at the
author to provide you with a maven repo
L859[14:00:36] <diesieben07> or a deobf
jar
L860[14:00:38] <synthetica> It lists the
correct MCP snapshot, but not Forge version.
L861[14:00:54] <diesieben07> oh that's
what it lists? yeah use that then
L862[14:00:57] <diesieben07> that's all
that really matters
L863[14:01:04] <synthetica> Oh,
okay.
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L865[14:02:53] <synthetica> So I can link
the deobf jars with compile in build.gradle?
L866[14:04:10] <diesieben07> just put them
in libs/
L867[14:04:16] <diesieben07> everything in
there should be linked automatically
L868[14:04:28] <synthetica> Oh,
okay.
L869[14:08:46] <synthetica> It
launches!
L870[14:08:59] <synthetica> Let's how well
my actual code works.
L871[14:10:04] <synthetica> Splendid...
the block isn't there at all. I think I can fix this, though.
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L873[14:11:14] <synthetica> Hmm... how can
I make a couple lines of code run depending on if a mod is loaded?
Not a class or method, but a couple lines.
L874[14:11:44]
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L875[14:11:51] <diesieben07>
Loader.isModLoaded
L876[14:12:24] <synthetica> I am doing
that currently.
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L878[14:12:46] <diesieben07> what is your
issue then?
L879[14:12:48] <synthetica> It's not
running that code at all.
L880[14:13:15] <synthetica> Nevermind, it
doesn't run either way.
L881[14:13:15] <diesieben07> what are you
passing to isModLoaded?
L882[14:15:06] <synthetica> The mod id,
but that doesn't appear to be the problem.
L883[14:15:43] <synthetica> When I set the
registry name, is there something else that has to happen to get
the block ingame.
L884[14:16:07] <diesieben07> well you have
to register it
L885[14:16:46] <synthetica> Yes, but
GameRegistry.registerBlock isn't going to work much longer, is
it?
L886[14:17:01] <diesieben07> just
GameRegistry.register
L887[14:17:09] <synthetica> Really?
Thanks.
L888[14:17:18] <diesieben07> for anything
that's a IForgeRegistryEntry, which are things like Blocks, Items,
Potions, etc.
L889[14:17:40] <synthetica> Oh, that's
cool.
L890[14:18:02] <diesieben07> yeah the
overhauled registry system is really nice
L891[14:18:10] <synthetica> What's the
object that's the parameter. Should it be the registryName?
L892[14:18:21] <diesieben07> just
GameRegistry.register(thing)
L893[14:18:26] <diesieben07> where thing
is Block, Item, whatever
L894[14:18:35] <synthetica> Oh, I see.
Thanks.
L895[14:18:41] <diesieben07> or
alternatively GameRegistry.register(thing, <registry
name>)
L896[14:18:48] <diesieben07> which first
sets the registry name and then calls register(thing)
L897[14:19:18] <synthetica> Okay, thanks.
Trying this again!
L898[14:19:36] <Ordinastie_> I find it
backwards though
L899[14:19:43] <diesieben07> oh, note
however that registering a Block no longer automagically registers
an ItemBlock for you.
L900[14:19:58] <tterrag|ZZZzzz> it's just
annoying that there's no register(thing, String)
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L902[14:20:29] <diesieben07> so if you
want your Block to be able to appear in inventories, as an item
entity in the world, you need to do GameRegistry.register(new
ItemBlock(myBlock), myBlock.getRegistryName()); as well
L903[14:20:31] <synthetica> How is the
ItemBlock registered separately? Same method?
L904[14:20:47] <synthetica> Oh, okay,
thanks.
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L909[14:26:05] <synthetica> It runs, thank
yyou very much!
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L914[14:37:45] <sokratis12GR> guys I have
a problem with my block not having "block texture" as an
item form
L915[14:38:29] <diesieben07> show where
you register the models, post the log and the paths to your
jsons
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L918[14:39:01] <sokratis12GR> can't find
it*
L919[14:39:40] <diesieben07>
"minecraft:models/item/.json" - looks like a messed up
model registration to me
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L921[14:39:58] <diesieben07> so, show
that
L923[14:40:40] <diesieben07> first of all
that has to be in your client proxy, or you will crash
server.
L924[14:40:59] <diesieben07> then, don't
use the unlocalized name to set the registry name, please...
L926[14:41:19] <diesieben07> and why are
you using registerBlock still, that is deprecated.
L927[14:41:36] <diesieben07> that doesn't
change that the method is in a class that is loaded on the
server.
L928[14:41:47] <sokratis12GR> uh
L929[14:41:59] <diesieben07> where do you
call ModBlocks.registerRenders
L930[14:42:04] <diesieben07> ehhh
L931[14:42:07] <sokratis12GR>
ClientProxy
L932[14:42:09] <diesieben07>
ClientProxy.registerRenderers
L933[14:42:14] <diesieben07> where do you
call that
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L936[14:43:11] <diesieben07> oh also, show
your jsosn
L937[14:43:27] <sokratis12GR> all 3
?
L938[14:43:30] <diesieben07> oh god so
much copypasta
L939[14:43:32] <diesieben07> yes
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L943[14:44:54] <Ordinastie_> diesieben07,
but he gets offended when someone tells him he needs to learn
programming :/
L944[14:45:11] <diesieben07> he?
L945[14:45:27] <Ordinastie_>
copypasta-man
L946[14:45:31] <sokratis12GR> copy-paste
isn't bad
L947[14:45:36] <diesieben07> yes it
is.
L948[14:45:40] <sokratis12GR> why ?
L949[14:45:42] <diesieben07> well, the
invention of copy paste is not bad
L950[14:45:46] <diesieben07> but
copy-pasted code is bad
L951[14:45:53] <diesieben07> because it's
hell to maintain and read
L952[14:46:02] <Ordinastie_> it's error
prone
L953[14:46:11] <diesieben07> code is not
just written for the computer to read
L954[14:46:16] <diesieben07> it is mainly
to be read by YOU
L955[14:46:25] <diesieben07> and for YOU
copy-pasta code is hell
L956[14:46:30] <diesieben07> (YOU =
hooman)
L957[14:46:50] <sokratis12GR> anyway
L958[14:47:02] <Ordinastie_> it's hell for
anybody with a minimum common sense
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L961[14:48:24] <diesieben07> where is it
getting this thing from then: Could not load vanilla model parent
'minecraft:item/' for
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L963[14:49:11] <diesieben07> also in your
ModBlocks class, why is the inventory model location hardcoded to
"armorplus:CompressedObsidian#inventory"?
L964[14:49:44] <sokratis12GR> slap
me
L965[14:50:12] <Ordinastie_> if only we
could
L966[14:50:30] <tterrag>
<diesieben07> first of all that has to be in your client
proxy, or you will crash server.]
L967[14:50:31] <tterrag> not really
L968[14:50:36] <tterrag> it's inside a
methdo body, should be fine
L969[14:50:41] <tterrag> as long as it's
not *executed* on the server
L970[14:50:43] <diesieben07> should be
fine != good practice
L971[14:50:48] <tterrag> maybe not
L972[14:50:51] <tterrag> but it is
technically safe :P
L973[14:50:53] <diesieben07> someone
reflects on your class it explodesa
L974[14:50:55] <diesieben07> -a
L975[14:51:06] <tterrag> not on a static
method's body
L976[14:51:16] <tterrag> if it had a
reference in the header then yes
L977[14:51:37] <diesieben07> still
horrible
L978[14:51:48] <diesieben07> well, there
is an easy fix: @SideOnly on the method
L979[14:51:57] <diesieben07> but might as
well just put it in the ClientProxy
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L993[15:26:13] <Ferdz_TheWeeb> Is there a
way to 'emulate' the player placing a block in 1.9?
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L995[15:27:07] <Ferdz_TheWeeb> Because I
want the player to be able to shift+right click an item to place a
block, but that block uses onBlockPlaced to change it's default
state
L996[15:29:44] <Ferdz_TheWeeb>
world.setBlock doesn't seem to exist anymore either
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L998[15:31:59] <sham1> It should
exist
L999[15:32:03] <sham1> OR maybe it is
setBlockState
L1000[15:32:06] <sham1> Cannot
remember
L1001[15:32:09] <sham1> !gm
setBlockState
L1002[15:32:18] <sham1> Yeah, that's the
one
L1003[15:32:33] <sham1> You use
world.setBlockState to set the block
L1004[15:34:52] <Ferdz_TheWeeb> Ok
thanks
L1005[15:35:32] <Ferdz_TheWeeb> What
happens if my initial BlockState depends on the position of the
player though?
L1006[15:36:00] <sham1> Then it depends
on the position of the player
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L1008[15:37:23] <Ferdz_TheWeeb> Yeah but
there is no place where I can pass the player in params
L1009[15:37:39] <Ferdz_TheWeeb> I'd like
it to call onBlockPlaced
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L1011[15:38:04] <sham1> The hell are you
doing
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L1014[15:39:46] <Ferdz_TheWeeb> I want
the player to place blocks using an item, but the BlockState of
that block depends on the position of the player. Can I just
setState(pos, theblock.onBlockPlaced(alltheparams))?
L1015[15:40:06] <killjoy> position or
orientation?
L1016[15:40:54] <Ferdz_TheWeeb>
Orientation
L1017[15:41:04] <killjoy> so like logs or
dispensers?
L1018[15:41:24] <Ferdz_TheWeeb> Yeah,
except logs and dispenser are blocks and I'm using an Item
L1019[15:41:29] ***
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L1020[15:41:32] <killjoy> repeater?
L1021[15:42:00] <Ferdz_TheWeeb> Yes. I'll
look into that
L1022[15:44:38] <killjoy> Oh look,
Microsoft bought LinkedIn
L1023[15:44:46] <sham1> Yah
L1024[15:45:04] <Ferdz_TheWeeb> Btw you
guys saw microsoft at e3 today?
L1025[15:45:19] <sham1> I don't follow
advertisements
L1026[15:45:28] <sham1> Which is what E3
pretty much is
L1027[15:45:52] <Ferdz_TheWeeb> They're
bringing multiplatform multiplayer to minecraft
L1028[15:46:05] <sham1> There already is
multiplatform multiplayer
L1029[15:46:40] <sham1> My instance
running on Linux can connect to any given server and play with
players using Windows or Mac OS X for instance
L1031[15:46:52] <killjoy> java is one
platform
L1032[15:46:54] <Ferdz_TheWeeb> Yeah I'm
talking ipad with xbox
L1033[15:47:02] <Ferdz_TheWeeb> With
pc
L1034[15:47:09] <killjoy> multiplatform
java doesn't count
L1035[15:47:21] <killjoy> all they really
have to do is adopt the network code
L1036[15:47:36] <Ferdz_TheWeeb> They're
bringing addons to consoles as well
L1037[15:47:49] <Ferdz_TheWeeb> Which is
basically paid mods
L1038[15:47:57] <killjoy> They need to
hurry and get non-code addons
L1039[15:48:22] <sham1> PAID MODS!?
L1040[15:48:31] <killjoy> they already
have model and textures. Just need registration
L1041[15:48:35] *
sham1 has flashbacks to Steam trying to do it
L1042[15:49:02] <Ferdz_TheWeeb> Yeah I'm
telling you it was the stupidest ideas
L1043[15:49:17] <Ferdz_TheWeeb> God they
are going to sell texture packs it's horrible
L1044[15:49:28] <sham1> They already do
that
L1045[15:49:34] <Ferdz_TheWeeb> They are?
o.o
L1046[15:49:48] <sham1> For consoles
AFAIK
L1047[15:50:08] <killjoy> some of those
texture packs are really good. You don't expect them to make a
living off ads, do you?
L1048[15:50:36] <Ferdz_TheWeeb> Yep
consoles pay for texture packs
L1049[15:50:42] <killjoy> and skins
L1050[15:50:44] <sham1> THEY'RE
MICROSOFT
L1051[15:50:48] ***
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L1052[15:50:49] <sham1> THEY DON'T NEED
ANYMORE MONEY
L1053[15:50:54] <Ferdz_TheWeeb> ^
L1054[15:51:04] <killjoy> no, they just
bought linkedin, so they're a little low on funds
L1055[15:51:21] <sham1> Also, why would
they buy LinkedIN
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L1058[15:52:24] <sham1> By doing some oh
so complicated math to the position of the block you click
L1059[15:52:45] <sham1> You get the face
that you hit with your item
L1060[15:53:00] <sham1> Then you get the
original blockpos of the block you hit
L1061[15:53:09] <sham1> Then you offset
the blockpos by the face
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L1063[15:53:59] <Ferdz_TheWeeb> My
question was actually -> is there a function somewhere that
already does this?
L1064[15:54:07] <Ferdz_TheWeeb> If not I
can code it :P
L1065[15:54:10] <diesieben07>
BlockPos#offset(EnumFacing)
L1066[15:54:31] <sham1> Use that noggin
in your head
L1067[15:54:35] <sham1> Will ya?
L1068[15:54:53] <Ferdz_TheWeeb> Not if
there's a standard way of doing it sham1
L1069[15:54:53] <sham1> Read the code and
all that
L1070[15:54:56] <Ferdz_TheWeeb>
Thanks
L1071[15:55:22] <sham1> Ferdz_TheWeeb,
using the standard way is being smart about it
L1072[15:55:59]
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L1073[15:56:15] <Ferdz_TheWeeb> I can't
use the standard way if I don't know the function and where it
is
L1074[15:56:35] <diesieben07>
<diesieben07> BlockPos#offset(EnumFacing)
L1075[15:57:20] <Ferdz_TheWeeb>
<Ferdz_TheWeeb> Thanks
L1076[15:57:34] <diesieben07> the name
was there because it was a quote...
L1077[15:57:36] <diesieben07> i already
said it before.
L1078[15:57:50]
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L1079[15:58:19] <Ferdz_TheWeeb> To which
I quoted my "Thanks" that was addressed to you
L1080[15:58:22] <Ferdz_TheWeeb> So much
confusion
L1081[15:58:30] <diesieben07> oh
L1082[15:58:33] <diesieben07> well you
asked again...
L1083[16:06:37]
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L1092[16:21:04] <diesieben07> uhm, you
pretty muhc never want to subscribe to just
PlayerInteractEvent
L1093[16:21:07] <diesieben07> choose a
sub-event
L1095[16:24:15] <Ferdz_TheWeeb> You're
right, didn't notice there was RightClickBlock now
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L1099[16:29:40] <diesieben07> idk, show
the jsons?
L1100[16:29:48] <OrionOnline> One
sec
L1101[16:29:51]
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L1102[16:30:05] <OrionOnline> Found a bug
in the modelloader that might cause it
L1103[16:30:50] <OrionOnline> Found it,
they are not being deserialized
L1104[16:30:53] <OrionOnline> Need to fix
that
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L1113[16:53:09] <OrionOnline> I am trying
to deserialize ItemTransformations from the model file
L1114[16:53:30] <OrionOnline> Rekursivly
from the parent included.
L1115[16:54:12] <OrionOnline> But it is
throwing me a JSON exception saying that it found a string instead
of a BEGON_OBJECT when trying to deserialize
minecraft:models/item/handheld.json
L1116[16:57:33] <diesieben07> have you
verified it's actually loading the JSON correctly?
L1117[16:58:45]
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L1120[17:01:27] <OrionOnline> Everything
else is parsed properly by my custom Loader
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L1122[17:01:48] <diesieben07> that...
doesn't answer my question
L1123[17:02:05] <diesieben07> does
getReaderForResource actually give out the right JSON if you debug
in that method
L1124[17:02:41]
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L1125[17:03:45] <Keridos> my mod has a
weird bug
L1126[17:04:00] <Keridos> i have
literally the same code for my tile entities in 1.8.9 and
1.9.4
L1127[17:04:13] *
diesieben07 attacks Keridos' computer with bug spray
L1128[17:04:21] <Keridos> but in 1.8.9
the TE misbehaves when I reload the save game
L1129[17:05:12] <OrionOnline> Hmm
L1130[17:05:31] <OrionOnline> What do you
mean diesieben07 it returns a InputStreamReader
L1131[17:06:03] <diesieben07> if you read
it into a string (CharStreams.toString) does taht contain the right
json?
L1132[17:07:14] <OrionOnline> Let me
try
L1133[17:08:39] <OrionOnline>
diesieben07, yes it loads the correct file
L1134[17:09:42] <diesieben07> that is a
normal item model?
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L1137[17:10:08] <OrionOnline> Yes and
weird
L1138[17:10:16] <linuxuser9000> ay guys,
the other day i was talking about using methods other than nbt to
provide the persistence layer; theoretically, i could use mysql,
mongodb or a json file, right?
L1139[17:10:26] <OrionOnline> When i
continue debugging the GSON throws the exception in a really weird
playe
L1140[17:10:28] ***
LatvianModder is now known as AyyLMAO
L1141[17:10:29] <OrionOnline>
place*
L1142[17:10:33] <OrionOnline> Let me try
something
L1143[17:10:45] <diesieben07> well you
cannot parse an item model json into a
ImmutableMap<ItemCameraTransforms.TransformType,
TRSRTransformation>
L1144[17:11:10] ***
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L1145[17:11:25] <diesieben07>
linuxuser9000, this is the full java stack available to you, you
can store your data however the heck you want to ;)
L1146[17:11:27] ***
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L1148[17:13:03] <OrionOnline> Why not i
registered a custom type adapter to that GSON. It should only
return the relevant part of that model...
L1149[17:13:13]
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L1151[17:15:59] <diesieben07> hrmmm
L1152[17:16:06] <diesieben07> where is
the error occuring exaclty?
L1153[17:16:55] <linuxuser9000> okaaay im
trying intellij for the first time :)
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L1156[17:17:28] <OrionOnline>
diesieben07, i fixed it
L1157[17:17:46] <diesieben07> what was
it?
L1158[17:17:49] <OrionOnline> I
registered my custom deserializer but also the generic one
L1159[17:18:05] <diesieben07> fun
L1160[17:18:17] <OrionOnline> For some
reason it preferred the generic deserializer for a ImmutableMap
above my custom one for that specific map type
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L1162[17:18:44] <OrionOnline> Which when
it tried to cast some stuff into ItemTransforms it failed.
L1163[17:20:05] <OrionOnline> One bug
solved -> next one appears -> from the start again.....
L1164[17:20:33] <Keridos> apparently
calling super.writetoNBT at the beginning of your writetonbt makes
buggy things when you extend tilentity
L1165[17:21:19] <diesieben07> uhhh
L1166[17:21:24] <diesieben07> NOT doing
it does bad things
L1167[17:21:35] <OrionOnline> Very bad
things !
L1168[17:22:52]
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L1169[17:28:45] <Keridos> diesieben07:
apparently it caused my nbt to not be properly loaded
L1170[17:28:52] <Keridos> should I rather
execute it at the end?
L1171[17:28:55] <diesieben07> that's...
BS
L1172[17:29:00] <diesieben07> it
shouldn't matter
L1173[17:29:15] <diesieben07> if you
don't call it, your TE will just not be recreated when the world is
loaded again
L1174[17:29:19] <diesieben07> it will
simply disappear
L1175[17:29:55] <Keridos> hm
L1176[17:29:58] <OrionOnline>
diesieben07, Thanks for helping me track it down. Sometimes i just
need somebody to talk to, to figure it out.
L1177[17:30:00] <Keridos> still a bit
weird
L1178[17:30:15] <diesieben07> glad to be
a rubber ducky
L1179[17:30:20] <Keridos> I have
literally no idea why this bug happens in 1.8.9 but not in
1.9.4
L1180[17:30:25] <Keridos> i checked about
4 times
L1181[17:30:30] <Keridos> the code is all
the same
L1182[17:30:38] <diesieben07> show the
code :D
L1183[17:30:53] <diesieben07> and please
describe the bug exactly.
L1184[17:30:59] <diesieben07> what is
"not properly loaded"?
L1185[17:31:47] <Keridos> diesieben07: i
have lights that place invisble blocks, those blocks are TE's since
i need to store data in them
L1186[17:32:06] <diesieben07> that...
sounds awful but continue
L1187[17:32:19] <Keridos> they have a
list of blocks that light them, basically a list for each light
that lights them
L1188[17:32:44] <diesieben07> why not
store that in the light block instead of the fake block?
L1189[17:33:04] <diesieben07> and how far
away are these light blocks placed?
L1190[17:33:06] <Keridos> those blocks
are removed fine when I turn off the light
L1191[17:33:20] <Keridos> this bug occurs
at even close distances < 5 blocks
L1192[17:33:20] <diesieben07> i am just
saying you could most likely optimize this quite a bit
L1194[17:33:40] <diesieben07> that wasn't
my question
L1195[17:33:50] <Keridos> diesieben07: i
am fairly sure it needs to be this way, I need to dynamically
relight stuff if things are placed
L1196[17:34:11] <diesieben07> whut
L1197[17:34:15] <Keridos> well its a
floodlight
L1198[17:34:18] <Keridos> it places
blocks
L1199[17:34:32] <Keridos> now when you
place something in the path of the light, the light needs to
disappear behind it
L1200[17:34:38] <diesieben07> yes. how
far away does it place them
L1201[17:34:50] <Keridos> up to 64
blocks, but that is not even the problem i am facing
L1202[17:34:57] <diesieben07> i
know
L1203[17:34:59] <Keridos> never had any
issues with chunk desyncs
L1204[17:35:02] <linuxuser9000>
diesieben07: I'm trying to set up intellij community edition for my
first time, and am running into an error trying to start my mod.
can you take a look and see if you can figure out why im getting an
error on line 20?
L1206[17:35:07] <diesieben07> 64 ...
that's difficult to optimize for
L1207[17:35:11] <diesieben07> well lets
work ony oru problem first
L1208[17:35:13] <Keridos> and its not the
many light blocks desync
L1209[17:35:30] <Keridos> now i had some
issues with a subblock of my light not being placed properly
L1210[17:35:48] <diesieben07>
linuxuser9000, how exactly did you set up the workspace?
L1211[17:36:01] <linuxuser9000> i
imported the 'build.gradle' file
L1212[17:36:02] <Keridos> i have a
blockstate for the lights that basically tells them to do nothing
when nearby blocks change so I can safely remove and place them
without triggering a flood of block updates
L1213[17:36:09] <diesieben07> that should
have worked fine then, hrm
L1214[17:36:19] <linuxuser9000> maybe i
need to restart intellij
L1216[17:37:10] ***
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L1217[17:37:25] <Keridos> the problem is
that apparently some of the blocks are not removed properly if a
light is one but then the world gets unloaded/rejoined etc.
L1218[17:37:25] ***
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L1220[17:37:43] <Keridos> so i turn on
light, relog, turn if off and not all of the blocks disappear
L1221[17:37:43] <diesieben07> oh god the
light blocks are even ticking?
L1222[17:37:57] <Keridos> just when it
fails to remove them for whatever reason
L1223[17:38:03] <Keridos> update is
almost never true
L1224[17:38:16] <diesieben07> doesn't
matter the game still has to tick them
L1225[17:38:19] <Keridos> i can probably
remove that
L1226[17:38:38] <Keridos> but anyway, the
problem i have is that it only removes a part of them
L1227[17:38:52]
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L1228[17:38:54] <Keridos> which is
totally weird, it doesnt make ANY sense
L1229[17:39:01] <Keridos> and it works
fine in 1.9.4
L1230[17:39:10] <Keridos> with pretty
much literally the same code
L1231[17:39:47] <diesieben07> where do
you remove the sources?
L1233[17:40:18] <Keridos> this for
example
L1234[17:40:36] <Keridos> ignore the
weird loop in the UVSource function
L1235[17:40:58] <diesieben07> like which
method / line are we talkign thati is not executed correctly?
L1236[17:41:05] <Keridos> that is just
for telling my lights to not trigger block updates and refresh all
their sources when a neighbor is changed
L1237[17:41:29] <Keridos> line 60
L1238[17:41:36] <Keridos> eh 61
L1239[17:41:48] <diesieben07> both of
those are closing braces.
L1240[17:42:01] <Keridos> eh the first
file
L1241[17:42:03] <Keridos> not the
second
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L1243[17:42:24] <diesieben07>
removeSource is called form updateAllSources
L1244[17:42:28] <diesieben07> where is
that called from?
L1245[17:42:29] <Keridos> apparently it
is that one
L1246[17:42:38] ***
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L1247[17:42:42] <Keridos>
updateallsources is just for neighborblockchanged
L1248[17:43:23] <Keridos> so when you
place a block near it, it basically tells all the sources that
light it to refresh the lights so they can properly light and stop
at the right spot
L1250[17:44:30] <Keridos> hm can I just
call sources.remove(pos) there or will it fail when
sources.isEmpty()?
L1251[17:44:50] <diesieben07> of course
you can
L1252[17:45:12] <diesieben07> javadocs
are magical...
L1253[17:46:17] <Keridos> this class is
still from my first days of java
L1254[17:47:17] <diesieben07> well, to
your problem... this is a "look at it with a debugger"
kind of problem
L1255[17:48:15] <Keridos> that is the
funny thing, i did that and still have no clue
L1256[17:48:26] <Keridos> like remove
source is called on all the blocks (tested with 8 range)
L1257[17:48:42] <Keridos> since there was
only one source, it should have removed them all
L1258[17:48:50] <Keridos> but apparently
some of them are not properly removed
L1259[17:49:09] <diesieben07> well, you
did not look close enough then
L1260[17:49:17] <diesieben07> since the
debugger should have told you WHY not ;)
L1261[17:52:43] <Keridos> hm, apparently
my nbt is not properly saved loaded,
L1262[17:53:33]
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L1263[17:53:38] <diesieben07> well you
are not calling super in either write nor read
L1264[17:53:39] <diesieben07> that is
bad.
L1265[17:54:15] <Keridos> i do in my
IDE
L1266[17:55:53] <diesieben07> ok so you
used this "not properly" again.
L1267[17:55:57] <diesieben07> Please be
exact.
L1268[17:57:12] <Keridos> what the fuck,
i just checked, it adds the source to the arraylist
L1269[17:57:21] <Keridos> but for some
reason a second later the list is empty?
L1270[17:57:41] <diesieben07>
client/server?
L1271[17:57:49] <diesieben07> actually,
do you change the Blcokstate?
L1272[17:58:03]
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L1273[17:59:56] <Keridos> No jsut the
tileentity
L1274[18:00:07] <Keridos> should all be
serverside
L1275[18:00:16]
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L1276[18:00:23] <Keridos> I think i have
a !world.isRemote in all my code executing this
L1277[18:00:35] <diesieben07> do you have
different blcokstates for this block at all?
L1278[18:01:40] <Keridos> yes
L1279[18:01:55] <Keridos> just the one
that causes them to update when a neighbor changes
L1280[18:02:13] <Keridos> the actual
machines that place the lights have a bunch more
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L1282[18:02:22] <diesieben07> you need
shouldRefresh in the TE then
L1283[18:02:40] <diesieben07> otehrwise
it get's recreated whenever the blockstate changes
L1284[18:02:57] <Keridos> its in
there
L1285[18:03:09] <Keridos> l36
L1286[18:03:16] <diesieben07> hmm yeha
then idk
L1287[18:03:17] <Keridos> or around that,
changed a bit of code here
L1288[18:03:57] <Keridos> i think for
some reason the arraylist never gets saved apparently since it
believes it is empty
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L1293[18:15:35] <barteks2x> Idea says
that WorldEntitySpawner.findChunksForSpawning "Method
'findChunksForSpawning' is too complex to analyze by data flow
algorithm". I've never seen that before...
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L1295[18:16:31] <Keridos> ok now i am
getting nearer, the bugged lights do not have a source set for some
reason
L1296[18:16:48] <Keridos> now just need
to figure out why the hell in 1.8.9 it fails to do that
L1297[18:17:15] <Keridos> I saw that I
should just create the arraylist in the constructor
L1298[18:17:22] <Keridos> not initialize
at declaration
L1299[18:17:37]
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L1300[18:18:40] <diesieben07> that...
should do the same thing
L1301[18:19:39] <ProbablePrime> What
would be a way to detect someone leaving the End, the usual
dimension change events don't get fired for leaving the end
:(
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L1303[18:20:48] <diesieben07>
EntityTravelToDimensionEvent should fire
L1304[18:21:38] <Keridos> diesieben07:
you got any clue why on some coordinates the TE bugs? i checked it,
sources.add is called 8 times for 8 lights, as expected, but 3 of
them have an empty arraylist at world save
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L1306[18:22:19] <Keridos> might that be a
bug in the forge version i am using?
L1307[18:22:30] <ProbablePrime> one
second diesie, ill give you a code point
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L1309[18:22:49] <diesieben07> shouldn't
be...
L1310[18:23:04]
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L1311[18:23:05] <diesieben07> put a
breakpoint in the constructor maybe, check if there are any
errorneous TEs being created
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L1313[18:23:57] <Keridos> you mean in the
block class?
L1314[18:24:04] <ProbablePrime>
diesieben07, there's a conditional in the travelToDimensionRoutine
of EntityPlayerMP that doesnt call
this.mcServer.getConfigurationManager().transferPlayerToDimension
for end leaving
L1315[18:24:15] <ProbablePrime> and
transferPlayerToDimension creates the event
L1316[18:24:29] <ProbablePrime>
FMLCommonHandler.instance().firePlayerChangedDimensionEvent at the
bottom of it
L1317[18:24:36] <ProbablePrime> 1.8
sorry
L1318[18:24:39] <synthetica> Hmm. Failed
to create block entity...
L1319[18:25:12] <diesieben07>
EntityTravelToDimensionEvent is the first thing that happens in
EntityPlayerMP#travelToDimension
L1320[18:25:16] <diesieben07> so it
definitely fires.
L1321[18:25:58] <ProbablePrime> uhm
L1322[18:26:03] <ProbablePrime> thats a
different event.
L1323[18:26:06] *
ProbablePrime hides in a corner
L1324[18:26:08] <ProbablePrime>
Thanks!
L1325[18:26:36]
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L1328[18:28:09] <Keridos> diesieben07: is
it normal the constructor is called twice?
L1329[18:28:19] <diesieben07> client /
server?
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L1332[18:28:32] <diesieben07> you can use
FMLCommmonHandler#getEffectiveSide to check
L1333[18:29:06] <Keridos> ah
L1334[18:29:10] <Keridos> yeah
L1335[18:29:31] <Keridos> one the clients
TE's are not synced, but they shouldnt even be needed to be
synced
L1336[18:29:38] <Keridos> since all
changes are made on the server
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L1339[18:31:51] <diesieben07> "it no
longer crashes". *posts crash*
L1340[18:32:00] <synthetica> I meant
report.
L1341[18:32:01] <synthetica> :P
L1342[18:32:09] <synthetica> It's not a
crash, just the report.
L1343[18:32:14] <diesieben07> your TE
needs a no-arg constructor
L1344[18:32:20] <diesieben07> why do you
have an argument there?
L1345[18:32:56] <synthetica> Does that
matter? In AnalyzerBlock, I added the parameter, too.
L1346[18:33:08] <diesieben07> well, MC
needs to recreate it when it loads from NBT
L1347[18:33:17] <diesieben07> it will
invoke a no-arg constructor for that
L1348[18:33:19] <synthetica> Okay... will
remove.
L1349[18:33:24] <diesieben07> well, you
can have both
L1350[18:33:34] <diesieben07> just
understnad that when loading from disk the no-arg one will be
used
L1351[18:33:49] <diesieben07> so don't do
anything crucial in the with-arg version
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L1353[18:33:56] <synthetica> I can remove
it easily.
L1354[18:34:12] <synthetica> I don't
actually need that parameter. Was just convenience.
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L1357[18:35:13] <synthetica> Again,
thanks for all your generous help.
L1358[18:35:45] <diesieben07> np, that's
what I'm here for ;)
L1359[18:35:52] <linuxuser9000> well im
off to work in a few minutes, but tonight ill try to get my
examplemod working again. i kind of can't believe it's actually
taking me thing long to get a metaphorical 'hello world' program
working
L1360[18:35:58] <Keridos> this is really
confusing
L1361[18:36:10] <Keridos> i feel like the
whole TE is doing weird things
L1362[18:36:15] <synthetica> Alright, no
more weird stuff in the console. It just doesn't give the tooltip
or any output at all.
L1363[18:36:23] <synthetica> My code,
Keridos?
L1364[18:36:32] <Keridos> synthetica: no
mine
L1365[18:36:37] <synthetica> Oh,
okay.
L1366[18:36:41] <diesieben07> which
tooltip?
L1367[18:37:07] <Keridos> i have an
arraylist, add something to it and then later my debugger tells me
it is empty when I writetonbt
L1368[18:38:27] <synthetica> The point of
the analyzer is to add another tooltip (defined in the event
handler) to specific ingots if they are put in the analyzer with
power. The first set of tooltips is always there, but the ones that
should come from the analyzer don't show up.
L1369[18:39:20] <synthetica> If that
makes any sense.
L1372[18:41:19] <synthetica> They had to
be static to be used somwhere ( I forgot where ). The itemstacks
are for checking which ingot was in the analyzer. stack1 is the
analyzed one. stack is the ones that are proibably redundant now
and I should fix.
L1373[18:41:53] <diesieben07> you know
what static means, right?
L1374[18:42:17] <synthetica> It's a bit
fuzzy. I know I've learned it, but I can never remember that
one.
L1375[18:42:29] <linuxuser9000>
synthetica: Is that how a mod is supposed to be laid out?
'modname'/src/main/java/net/'synthetixa'/'geo'/folders
L1376[18:42:44] <diesieben07> static
means that there is only ever one value for that field,
globally
L1377[18:42:51] <diesieben07> it is not
stored in the object instance
L1378[18:42:55] <synthetica> Oh, that
could break things...
L1379[18:42:57] <diesieben07> yes
L1380[18:43:13] <diesieben07> also why
are you using things you don't understand...
L1381[18:43:25] <diesieben07> "i
don't know what this static thing really means, i better put it
here"
L1382[18:44:11] <synthetica> I guess
that's laughable... :P It was put there because somewhere it's
being used made the IDE spit out that it must be static.
L1383[18:44:20] <diesieben07> ...
L1384[18:44:31] <diesieben07> code by IDE
quickfix.
L1385[18:44:32] <diesieben07>
classic
L1386[18:44:39] <synthetica> I
didn't.
L1387[18:44:44] <synthetica> Just fixing
errors.
L1388[18:45:04] <diesieben07> yes... you
fixed them by blindly applying the IDE quickfix
L1389[18:45:08] <diesieben07> that said
"make this static"
L1390[18:45:08] <synthetica> But
apparently that error never happened and I'm just delusional.
L1391[18:45:49] <synthetica> Yes, that's
true. Look, I'm losing this pseudo-argument, so I'll just stop
fighting now.
L1392[18:46:05] <diesieben07> :D
L1393[18:46:11] <diesieben07> the bot is
always right.
L1394[18:46:35] <diesieben07> gah, i wish
we had java 9 already
L1395[18:46:36]
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L1396[18:46:38] <diesieben07> i need the
process api
L1397[18:46:41] <synthetica> I'm sorry
for coming in here and ruining all of your peoples' chat... removed
the static part. Testing.
L1398[18:50:06] <synthetica> Alright,
I've removed the two statics you suggested. It won't compile.
L1399[18:50:25] <synthetica> Because I'm
calling them from a static context in a bunch of places/.
L1400[18:50:45] <synthetica> The problem
with that is that the place I'm calling them isn't static.
L1401[18:50:55] <synthetica> At least, as
far as I can tell.
L1402[18:51:19] <diesieben07> yeah
well
L1403[18:51:29] <diesieben07> you need to
think, in those places WHICH analyzer do you want?
L1404[18:51:34] <diesieben07> then get
THAT analyzer
L1405[18:51:39]
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L1406[18:52:18] <synthetica> Okay.
L1407[18:53:29]
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L1409[18:55:08] <williewillus> !gc bwf
1.7.10
L1410[18:55:38] <williewillus> uhhh
wat
L1411[18:56:31] ***
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L1412[18:57:25] <diesieben07> 1.7.10,
run
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L1414[19:01:11] <barteks2x> For last half
hour I'm trying to implement mob spawning for cubic chunks. So far
I don't yet fully understand the vanilla code.
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L1417[19:03:35] <barteks2x> I hope this
code looks like this because of obfuscator, bot because it has been
written like this
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L1419[19:04:43] <williewillus>
probably
L1420[19:04:47] <williewillus> probably
both
L1421[19:07:01] <barteks2x> I found line
that doesn't make sense to me
L1422[19:07:07] <barteks2x> let me fine
the line number
L1423[19:07:12] <williewillus> what
class?
L1424[19:07:14] <barteks2x> it's added by
forge
L1425[19:07:22] <barteks2x>
WorldEntitySpawner
L1426[19:07:38] <williewillus> what
line?
L1427[19:07:55]
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L1428[19:08:02] <barteks2x> 157 for
me
L1429[19:08:17] <barteks2x> argument l3
isn't y position...
L1430[19:08:31] <barteks2x> (it's the
line with special spawn)
L1431[19:08:35] <williewillus> bug
L1432[19:08:42] <williewillus> lex just
changed that recently so comment on his commit
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L1434[19:09:08] <barteks2x> comment on
collir ot create issue?
L1435[19:09:10] <barteks2x> *commit
L1436[19:09:30] <kenzierocks> hello
all
L1437[19:09:42] <Ferdz_TheWeeb> hey
L1438[19:09:46] <williewillus> actually
huh maybe he didn't change it recently
L1439[19:09:49] <williewillus> i'd say
make an issue
L1440[19:10:19] <kenzierocks> i've got a
question about the forge blockstate json loader not displaying my
block properly
L1442[19:11:31] <kenzierocks> i'm not
sure why the signal is displaying perfectly fine in the world but
very strangely in-inventory
L1443[19:11:37] <williewillus> the item
model messing up doesn't have to do with the forge format
L1444[19:11:38] <williewillus> in this
case
L1445[19:11:51] <williewillus> (it
shouldn't at least)
L1446[19:12:02] <kenzierocks> mm,
ok.
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L1461[19:49:33] <williewillus> !gc bwf
1.7.2
L1462[19:49:39] <williewillus> !gc bwf
1.8.9
L1463[19:49:49] <williewillus> !gc bwf
1.9.4
L1464[19:49:52] <diesieben07> willie is
doing horrible things
L1466[19:50:19] <williewillus> bwf
doesn't even exist except in 1.9.4
L1467[19:50:35] <sinkillerj> -.-
L1468[19:50:39] <kenzierocks> kek
L1469[19:51:29] *
williewillus mumbles about killing 1.7.10 and java 7
L1470[19:51:52] <diesieben07> it looks to
me more like he has a non-1.7 optifine
L1471[19:53:50] <sinkillerj> *makes note
to remember willies trick next time we get a wank like this*
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L1473[19:55:56] <williewillus>
trick?
L1474[19:56:04] <williewillus> idk I was
just investigating as always :P
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L1481[20:19:10] <williewillus> do we have
a discord server? i forgot
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L1486[20:21:27] <harmony> no idea
L1487[20:21:28] <harmony> :P
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L1496[21:08:22] <synthetica> Hi. I've got
the same rather large problem because I'm stupid and don't
completely understand static. My code (
https://github.com/synthetixa/GeologyMod) is giving
errors about fields being used in a static context needing to be
static. I was told earlier that these fields should not be static
and I'm doing something wrong. I just don't understand what's
actually wrong because the event that the errors say is a static
conte
L1497[21:08:22] <synthetica> xt is not
static, unless I'm missing something big...
L1498[21:08:34] <synthetica> I'm just
really confused.
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L1503[21:20:05] <harmony> synthetica,
what field in what class?
L1504[21:20:10] <TehNut> ^
L1505[21:20:38] <harmony> and in what
context
L1506[21:20:50] <TehNut> In an extremely
basic explanation, static = global, non-static = instanced
L1507[21:21:11] <harmony> wait, shouldn't
it be "which"
L1508[21:21:43] <synthetica> In
AnalyzerTileEntity, I have isAnalyzed and stack. I get them in
TooltipWorldSavedData. They are then used in onTooltipCall in
GeoEventHandler.
L1509[21:22:35] <TehNut> Well, if one
AnalyzerTyleEntity has isAnalyzed true, should EVERY SINGLE one of
them have it true?
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L1512[21:23:50] <synthetica> No. And I
have them not set static. However, it won't compile because
onTooltipCall wants them static.
L1513[21:24:05] <TehNut> Well are you
getting the instance of your TE from the world?
L1514[21:24:16] <synthetica> Oh.
L1515[21:24:34] <Tazz> is it strange to
have a web panel for an irc bot?
L1516[21:24:41] <TehNut> nah
L1517[21:24:46] <harmony> lel
L1518[21:25:16] <synthetica> Hmm. I am
not.
L1519[21:25:22] <harmony> do that
then
L1520[21:25:25] <Tazz> would it be
overkill for one written in C from scratch with no external
libs?
L1521[21:25:25] <TehNut> ^
L1522[21:25:30] <TehNut> nah
L1523[21:25:33] <harmony> and set
isAnalyzed to non static
L1524[21:25:36] <synthetica> Okay.
L1525[21:25:49] <Lord_Ralex> Tazz, all
depends on what you are doing with it in the end. Do you feel like
you need one? go for it
L1526[21:26:06] <Tazz> not really but i
think it would be neat
L1527[21:26:12] <Lord_Ralex> then do
it
L1528[21:26:38] <harmony> static means
you have 1 instance you can acces from anywhere and the value will
be the same no matter where you access it from
L1529[21:27:01] <Tazz> Lord_Ralex,
haha
L1530[21:27:07] <Tazz> im def going
to
L1531[21:27:25] <synthetica> Yeah, I
think I understand static now.
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L1533[21:27:31] <Tazz> right after i
finish the scheme interpreter
L1534[21:27:35] <harmony> nice
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L1536[21:28:55] <Tazz> hey killjoy
L1537[21:29:09] <killjoy> hi
L1538[21:29:22] <TehNut> Tazz did you
ever get that MD parser finished for your mod?
L1539[21:29:23] <Tazz> whatchya
upto
L1540[21:29:42] <Tazz> TehNut, no but i
can whip one up tonight if you need it
L1541[21:29:50] <TehNut> Nono, just
curious
L1542[21:29:59] <Tazz> i used a lib
L1543[21:30:16] <Tazz> temporarily
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L1545[21:30:18] <TehNut> Ah right
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L1548[21:31:31] <kenzierocks> can't get
my item to render as a block at all
L1549[21:31:38] <kenzierocks> don't
understand whats wrong
L1550[21:31:53] <TehNut> code
L1551[21:31:57] <kenzierocks> yea
L1552[21:32:06]
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L1554[21:33:17] <synthetica> Okay, no
idea what to do. I can see the problems, I think.
L1555[21:34:23] <TehNut> Oh, it's
rendering "correctly". You're only giving the item
rail_signal.json for a parent model
L1556[21:34:26] <TehNut> Which doesn't
have the lights
L1557[21:34:42] <TehNut> Since the lights
are in rail_signal_lights.json
L1558[21:34:59] <kenzierocks> well
yes...except the body also doesn't render
L1559[21:35:05] <kenzierocks> which i
find very confusing
L1560[21:35:11] <TehNut> Is the body in
rail_signal?
L1561[21:35:16] <kenzierocks> yea
L1562[21:35:19] <TehNut> oh it is
L1563[21:35:20] <kenzierocks> see the
elements list
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L1565[21:37:04] <kenzierocks> TehNut: how
would I put the lights model in the item?
L1566[21:37:21] <TehNut> Not too sure. I
don't do a lot of fancy models
L1567[21:37:42] <kenzierocks> merp.
L1568[21:40:21] <harmony> is it true that
foreach loops are slower than classic fori loops?
L1569[21:40:41] <kenzierocks>
maybe?
L1570[21:40:54] <kenzierocks> not enough
for it to matter that much i would think
L1572[21:41:47] <harmony> I think I heard
something on an android developers video about not using it
L1573[21:42:47] <TehNut> tldr: "Note
that there is no performance penalty for using the for-each loop,
even for arrays.
L1574[21:42:56] <kenzierocks> it really
depends
L1575[21:43:04] <kenzierocks> know that
the for-each loop does create an Iterator
L1576[21:43:04] <abab9579> I think it can
be slow by creating iterator. Though if there are few number of
lists, it is feasible and foreach loop should be faster
L1577[21:43:15] <kenzierocks> the foreach
loop is easily faster over a large LinkedList
L1578[21:44:05] <harmony> maybe I
misinterpreted something
L1579[21:45:31] <abab9579> It might be
the case where one has large amount of short arrays.
L1580[21:45:43] <harmony> "With an
ArrayList, a hand-written counted loop is about 3x
faster"
L1581[21:45:49] <harmony> only for
arraylist it seems
L1583[21:46:18] <kenzierocks> for
anything where list.get(i); is O(1) i would think
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L1585[21:46:30] <kenzierocks> ArrayList
is like that, LinkedList is not
L1586[21:46:43] <tterrag> because
arraylist is exactly what it says
L1587[21:46:46] <tterrag> a list backed
by an array
L1588[21:46:48] <harmony> and prob only
if you get the length only once
L1589[21:48:49] <harmony> what's the
JIT?
L1590[21:49:50] <abab9579> Dynamic
Translation?
L1591[21:50:00] <kenzierocks> JIT is just
in time
L1592[21:50:01] <tterrag> "Just in
time" compiler
L1593[21:50:15] <tterrag> runtime
optimization
L1594[21:50:20] <harmony> ahh
L1595[21:50:24] <kenzierocks> java uses
it to compile Java bytecode to assembly in the java virutal
machine, and perform optimzations while the code runs
L1596[21:50:42] <kenzierocks> JIT is
really powerful, see: pypy
L1597[21:50:44] <tterrag> >compile
java bytecode to assembly
L1598[21:50:45] <tterrag> uh what
L1599[21:50:56] <capitalthree> java
bytecode *is* assembly!
L1600[21:50:57] <kenzierocks> 95% sure it
does do that?
L1601[21:51:01] <capitalthree> it's
assembly for a pretend cpu
L1602[21:51:02] <kenzierocks>
capitalthree: uh, no.
L1603[21:51:04] <kenzierocks> well
L1604[21:51:05] <kenzierocks> i
guess
L1605[21:51:08] <kenzierocks> also not
pretend
L1606[21:51:08] <capitalthree> :D
L1607[21:51:15] <kenzierocks> there is a
cpu that runs java bytecode
L1608[21:51:18] <tterrag> I'd like a link
about that. because I've never heard of that
L1609[21:51:24] <kenzierocks> about
what
L1610[21:51:32] <kenzierocks> the CPU or
it actual compiling down to assembly
L1611[21:51:36] <capitalthree> I guess
all cpus are pretend cpus these days
L1612[21:51:37] <tterrag> the
latter
L1616[21:54:59] <harmony> this is above
my level :P
L1617[21:55:11] <tterrag> hm ok
L1618[21:55:15] <tterrag> sounds like
that's the main thing it does
L1619[21:55:24] <tterrag> I never really
looked deeply into how the JIT worked
L1620[21:55:31] <tterrag> just that it
did :P
L1621[21:59:47]
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L1623[22:00:14] <harmony> lol
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L1625[22:03:26] <harmony> tfw you hate
gradle
L1626[22:03:34] <kenzierocks> ;(
L1627[22:03:36] <kenzierocks> gradle is
nice
L1628[22:04:49] <harmony>
java.lang.RuntimeException: Could not find installation home path.
Please make sure bin/idea.properties is present in the installation
directory.
L1629[22:05:01] <kenzierocks>
lolwut
L1630[22:05:05] <tterrag> doesn't really
sound like a gradle problem
L1631[22:05:05] <harmony> > BUILD
SUCCESSFUL
L1632[22:05:17] <tterrag> sounds like a
java installation problem
L1633[22:05:18] <harmony> it's probably
not
L1634[22:05:27] <harmony> more like
kotline installation problem
L1635[22:05:31] <harmony> *kotlin
L1636[22:06:29] <tterrag> tfw you hate
kotlin
L1637[22:06:32] <kenzierocks> can I apply
a blockstates .json to an item?
L1638[22:06:39] <tterrag> kenzierocks,
yes
L1639[22:06:42] <kenzierocks> how
L1640[22:06:44] <tterrag> dunno
L1641[22:06:47] <kenzierocks> .-.
L1642[22:06:50] <harmony> :P
L1643[22:06:51] <kenzierocks> you're not
helping.
L1644[22:06:51] <tterrag> I just know you
can
L1645[22:06:56] <tterrag> look through
some repos
L1646[22:07:00] <kenzierocks> i
have
L1647[22:07:11] <kenzierocks> perhaps not
enough
L1648[22:07:36] <harmony> tfw you have to
reinstall windows
L1649[22:08:11] <TehNut> kenzierocks:
Direct your ModelLoader.setCMRL to the state you want instead of
inventory
L1650[22:08:20] <TehNut>
s/state/variant
L1651[22:08:26] <kenzierocks> ..i can do
that where
L1652[22:08:38] <TehNut> ...where you
call ModelLoader.setCMRL...
L1653[22:08:47] <kenzierocks> oh
L1654[22:08:49] <kenzierocks> there
there
L1655[22:08:52] <kenzierocks> ah.
L1656[22:09:08] <harmony> dank
memes
L1657[22:09:29] <harmony> it works but it
says Kotlin is not configured and gives me an error during a
succesful gradle build
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L1659[22:16:50] <diesieben07> Uhh i am
sorry but it is "dank maymays" ok? :D
L1660[22:17:11] <harmony> wat?
L1662[22:20:31] <harmony> ok?
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L1665[22:21:59] <abab9579> How to combine
json models with obj/b3d models?
L1666[22:22:17] <harmony> I don't think
that works
L1667[22:22:32] <tterrag> there is a
MultiModel
L1668[22:22:34] <tterrag> it's done in
code though
L1669[22:23:01] <abab9579> Hm.. i wanted
to add some additional information using json..
L1670[22:23:19] <tterrag> why not just do
it all in obj
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L1672[22:23:58] <abab9579> Basically i
want to make it modular
L1673[22:24:13] <kenzierocks> TehNut:
that didn't work
L1674[22:24:15] <kenzierocks>
inventoryVariant for Block{pereltrains:rail_signal} is
attached=north,facing=east,light=none
L1675[22:24:26] <tterrag> you can have
parts in obj models
L1677[22:24:35] <tterrag> but you'll have
to ask fry|sleep about the specifics of hiding parts
L1678[22:24:37] <tterrag> but I know it's
possible
L1679[22:24:37] <abab9579> So child
models needs to be connected
L1680[22:25:05] <abab9579> Oh. But is
translation and rotation available?
L1681[22:25:13] <abab9579> Also
L1682[22:25:29] <abab9579> Parts should
be able to be replaced
L1683[22:25:44] <abab9579> Actually that
is the major problem.
L1684[22:25:52] <TehNut> I have never
tried with multiple properties. I'm not sure if that works
L1685[22:29:08] <abab9579> Why does not
specify the builder? Then it does not change anything
L1686[22:29:37] <abab9579> Specify ->
Specialize, Customize
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L1690[22:47:42] ***
big_Xplo|AFK is now known as big_Xplosion
L1691[22:51:25] <harmony> nice mod idea
kenzierocks
L1692[22:51:32] <kenzierocks>
thanks
L1693[22:51:39] <harmony> thoght about
something factorio themed too
L1694[22:52:15] <kenzierocks> still can't
get the item model to correspond properly.....hmmm
L1695[22:52:25] <harmony> you seem to be
on the same level as me regarding commit messages :P
L1696[22:52:42] <kenzierocks> well that's
just because i don't have any real code to push yet
L1697[22:52:53] <kenzierocks> i'm only
pushing for others to quickly look
L1698[22:53:10] <kenzierocks> after all
this is over i'll squash them and call it "initial code"
or something
L1699[22:53:35] <harmony> :D
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L1701[22:53:52] <kenzierocks> ah
L1702[22:53:53] <kenzierocks> AHA
L1703[22:53:57] <kenzierocks> i think i
understand now.
L1704[22:54:41] <harmony> nice xD
L1705[22:54:51] <harmony> I still don't
know what I'm doing
L1706[22:54:53] <kenzierocks> let's see
if i finally got the item to render
L1707[22:55:03] <harmony> rather I don't
know what I want to do
L1708[22:55:14] <harmony> going all over
the place with programming
L1709[22:55:19] <harmony> making a
website
L1710[22:55:33] <harmony> began 2
minecraft mods
L1711[22:55:33]
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L1712[22:55:41] <harmony> tried some c#
monogame
L1713[22:55:58] <harmony> and now another
libgdx project I'm probably never gonna finish
L1714[22:56:21] <kenzierocks> got it
CLOSER
L1715[22:56:29] <harmony> to
rendering?
L1716[22:56:30] <kenzierocks> lights
render....but they don't call in to get their tint ;_;
L1717[22:56:39] <harmony> rip
L1718[22:56:41] <kenzierocks> TehNut: do
you know if item models can use tint index?
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L1721[22:57:19] <TehNut> Like
IItemColor?
L1722[22:57:30] <kenzierocks> ah
right
L1723[22:57:34] <kenzierocks> i need to
register both
L1724[22:57:46] <TehNut> Register
IItemColor in init btw
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L1726[23:01:00] <kenzierocks> TehNut: the
body still isnt rendering and that worries me
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L1729[23:08:19] <kenzierocks> new puzzle:
why isn't the body, which is in the same model, rendering
L1730[23:08:24] <kenzierocks> while the
top/bottom are
L1731[23:12:48] <kenzierocks> TehNut:
<3 thanks for the help
L1733[23:13:06] <TehNut> got it all
working?
L1734[23:13:10] <kenzierocks> yep
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