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L1[00:00:29] <madcrazydrumma> True
L2[00:01:40] <killjoy> You can either have
use rendermanager.renderEntity or just call the entity's renderer
directly
L3[00:01:53] <killjoy> I don't know if I got
that method name right. Probably not
L4[00:02:26] <madcrazydrumma> Probably not
;)
L5[00:02:38] <killjoy> there's just so many
to remember
L6[00:02:44] <killjoy> and I didn't name
it.
L7[00:02:46] <madcrazydrumma> I think its
probably better just calling it directly if im making a
"custom" entity that uses the opposing render
right?
L8[00:02:49] <killjoy> even if I did
though.
L9[00:02:56] <killjoy> yeah.
L10[00:02:57] <madcrazydrumma> not
opposing. you know what i mean
L11[00:03:01] <madcrazydrumma> xD
L12[00:03:25] <killjoy> so you're doing
onBlockPlaced {world.spawnEntity?}
L13[00:04:57] <madcrazydrumma> No im gonna
open up a gui when its placed
L14[00:05:05] <madcrazydrumma> and
something in the gui would spawn the entity on top
L15[00:05:16] <killjoy> essentially
L16[00:05:35] <killjoy> don't forget to
kill the entity when the block is broken
L17[00:05:41] <madcrazydrumma> yep ^^
L18[00:05:48] <madcrazydrumma> or itll just
be a mess
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L21[00:07:35] <killjoy> what if someone
does /kill @e?
L22[00:08:38] <madcrazydrumma> ill name the
entity something ridiculous
L23[00:09:08] <madcrazydrumma> Or... there
must be some sort of command event so i can find it and cancel it
if that command with my entity appears
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L25[00:10:56] <killjoy> if not, you can PR
it.
L26[00:11:07] <killjoy> maybe make your
entity unkillable?
L27[00:11:24] <madcrazydrumma> Or
that.
L28[00:11:29] <killjoy> override
setDead
L29[00:11:33] <madcrazydrumma> Yeah ^
L30[00:11:35] <killjoy> use something else
to kill it yourself
L31[00:11:49] <madcrazydrumma> Ill see what
works best when I implement the idea
L32[00:12:06] <killjoy> public void
onBlockRemoved() {super.setDead();}
L33[00:12:18] <killjoy> something like
that
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L36[00:24:16] <madcrazydrumma> Yeah
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L67[01:50:08] <abab9579> Anyone aware of
lighting update bug in recent forge?
L68[01:53:57] <Abastro> No one?
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L71[01:59:58] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160616 mappings to Forge Maven.
L72[02:00:01] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160616-1.9.4.zip
(mappings = "snapshot_20160616" in build.gradle).
L73[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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L79[02:10:02] <barteks2x> I finally
understood why my CubeMap randomly returned wrong Cube when I added
caching last 3 accessed elements. Vanilla accessed it from more
than one thread (chunk batchers)
L80[02:11:57] <barteks2x> I just saw issue
2997... I thought I broke something when I saw it, I would never
guess it's forge bug
L81[02:12:53] <barteks2x> specifically
because it was much worse at depth like -8000000
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L84[02:15:26] <abab9579> Oh. So im not
alone who saw the bug :)
L85[02:17:19] <barteks2x> but generally,
chunk updates are always broken on my computer when I don't set
frame limit to 30-50
L86[02:17:48] <barteks2x> and by broken I
mean extremely slow
L87[02:18:19] <barteks2x> so I'm not even
sure if it's forge bug actually
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L91[02:23:07] <gigaherz|work> heh, never
experienced that
L92[02:23:18] <barteks2x> I did, but I
thought I broke it
L93[02:24:01] <barteks2x> it seems to be
related to my slow render update when I disable frame
limiting
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L97[02:29:46] <abab9579> Hm..
L98[02:30:15] <abab9579> So mods may
accelerate the vanilla bug.
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L114[03:05:43] <LordSaad> i have another
desync issue between my tile enitity and its tesr
L115[03:06:42] <LordSaad> i already have
onupdatepacket and ondatapacket overwridden, as well as i added the
variables to nbt in the read and write methods
L116[03:07:00] <LordSaad>
markDirty();
L117[03:07:01] <LordSaad>
worldObj.notifyBlockUpdate(pos, worldObj.getBlockState(pos),
worldObj.getBlockState(pos), 3); will not fix the issue
L118[03:08:39] <LordSaad> is the "int
flags" part of the notifyBlockUpdate method the number of nbt
tags i have?
L119[03:08:44] <LordSaad> if so, i have
more than 3...
L120[03:09:37] <LordSaad> i bumped the
number, didnt help. im assuming thats not what its used for
L123[03:12:29] <LordSaad> first link is
the tile entity, second is the tesr
L124[03:12:33] <LordSaad> am i missing
something?
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L130[03:34:39] <abab9579> No, it(3) is the
flag which is same format as setBlock
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L133[03:40:59] <GunnerWolf> is
onBlockPlacedBy called before or after createTileEntity? In other
words can I interact with a block's TE in onBlockPlacedBy?
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L136[03:47:25] <Zorn_Taov> is there a way
to check if the player is using the differently shaped biped model
where the arms are 3 pixels wide?
L137[03:47:34] <Zorn_Taov> for armor
rendering
L138[03:56:54] <LordSaad> it's not
required to make a packet to sync between a tile entity and a tesr,
right?
L139[03:57:20] <gigaherz|work> the packet
would be to sync the server TE with the client TE
L140[03:57:30] <gigaherz|work> the TESR
just uses whatever data is available on the client TE
L141[03:57:45] <LordSaad> but its not
syncing properly
L142[03:57:57] <LordSaad> its not syncing
at all actually
L143[03:58:04] <gigaherz|work> then you
MAY need a packet to send the server data to the client
L144[03:58:13] <gigaherz|work> even on
sngleplayer, there's always two TE copies
L145[03:58:19] <gigaherz|work> one on the
server thread, for the logic
L146[03:58:26] <gigaherz|work> and one on
the client thread, for display and animations
L147[03:58:38] <gigaherz|work> so if you
need server data on the client
L148[03:58:41] <gigaherz|work> you will
have to send packets.
L149[03:58:49] <LordSaad> so make a
packet, send data from tile entity, read data in tesr
L150[03:59:15] <gigaherz|work> you can use
notifyBlockUpdate + getUpdatePacket + onDataPacket
L151[03:59:24] <LordSaad> thats not
working
L152[03:59:26] <LordSaad> well.. its half
working
L153[03:59:27] <gigaherz|work> +
getUpdateTag + onDataTag (1.9.4+)
L154[03:59:43] <gigaherz|work> then you
are doing it wrong ;P
L155[03:59:45] <LordSaad> let me try
something
L156[04:00:09] <gigaherz|work> are yo
ucalling notifyBlockUpdate from your tick update
L157[04:00:12] <gigaherz|work> whenever
something changes?
L158[04:00:23] <LordSaad> yes
L159[04:00:39] <gigaherz|work> can you
show your TE?
L160[04:01:00] <LordSaad> one sec
L161[04:01:15] <gigaherz|work> as many as
you need. I'm at work ;P
L164[04:01:41] <LordSaad> i tried updating
every tick to test it further, its not syncing the rest
L165[04:01:56] <gigaherz|work> nitpick
(future-proofing):
L166[04:01:58] <gigaherz|work> you should
do
L167[04:02:11] <LordSaad> what do you
mean?
L168[04:02:12] <gigaherz|work> compound =
super.writeToNBT
L169[04:02:29] <gigaherz|work> just in
case the superclass ever returns a different compound than it was
passed in
L170[04:02:52] <gigaherz|work> it may not
matter now, but that's how it's supposed to be done
L171[04:03:04] <LordSaad> alright i just
did that
L172[04:03:19] <LordSaad> ....
L173[04:03:23] <LordSaad> now nothing is
getting synced
L174[04:03:24] <LordSaad> lmao
L175[04:04:13] <LordSaad> nothing is
getting synced at all even after i undid ur thing. wtf
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L177[04:04:50] <LordSaad> oh found the
issue, nvm
L178[04:04:57] <LordSaad> i still have the
desyncing issue of course
L179[04:05:05] <gigaherz|work> "my
thing" shouldn't break anything ;P
L180[04:05:39] <LordSaad> yeah it didnt,
sorry
L181[04:05:40] <LordSaad> my fault
L182[04:05:47] <gigaherz|work> hmf
L183[04:05:53] <LordSaad> desyncing still
exists obviously
L184[04:05:54] <gigaherz|work> I don't
like how you call notifyBlockUpdate
L185[04:05:57] <gigaherz|work> it's not
intrinsically wrong
L186[04:05:59] <gigaherz|work> just ugly
Xd
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L188[04:06:25] <LordSaad> you told me to
do it like that yesterday >.>
L189[04:07:09] <gigaherz|work> I meant how
you do it in onDataPacket
L190[04:07:14] <gigaherz|work> IBlockState
state = worldObj.getBlockState(pos);
L191[04:07:14] <gigaherz|work>
worldObj.notifyBlockUpdate(pos, state, state, 3);
L192[04:07:21] <gigaherz|work> and
L193[04:07:28] <gigaherz|work> it would be
much nicer if rahterthan calling it on a loop
L194[04:07:33] <gigaherz|work> you'd just
assign a boolean
L195[04:07:36] <gigaherz|work> and call it
only once
L196[04:07:52] <LordSaad> what.
L197[04:07:57] <gigaherz|work> inside
update()
L198[04:07:58] <gigaherz|work> you
have
L199[04:08:03] <LordSaad> yes im
updating
L200[04:08:08] <LordSaad> notifying*
L201[04:08:09] <gigaherz|work> for
(EntityItem item : items) { ...
L202[04:08:14] <gigaherz|work>
notifyBlockUpdate
L203[04:08:14] <gigaherz|work> }
L204[04:08:23] <gigaherz|work> so ifyou
have 10000 items
L205[04:08:29] <gigaherz|work> you'd call
notifyBlockUpdate 10000 times
L206[04:08:42] <LordSaad> a boolean
wouldnt be any different
L207[04:08:46] <gigaherz|work> and if it
happens to be "mundane", 20000 times
L208[04:09:00] <LordSaad> well no, its
still 1000
L209[04:09:00] <gigaherz|work> ?
L210[04:09:17] <LordSaad> a boolean
wouldnt change anything
L211[04:09:22] <gigaherz|work> how
not?
L212[04:09:30] <gigaherz|work> boolean
somethingChanged = false
L213[04:09:33] <LordSaad> boolean = true
-> update and make it false
L214[04:09:38] <LordSaad> then its true
again for item #2
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L216[04:09:52] <LordSaad> and
repeats
L217[04:09:54] <LordSaad> forever
L218[04:09:56] <gigaherz|work> for (...) {
if (something) somethingChanged = true
L219[04:09:56] <gigaherz|work> }
L220[04:10:04] <gigaherz|work>
if(somethingChanged) notifyBlockUpdate
L221[04:10:05] <gigaherz|work> ...
L222[04:10:09] <abab9579> Check out
markDirty impl.
L223[04:10:19] <gigaherz|work> I'm saying
to only call it once AFTER the loop
L224[04:10:22] <abab9579> markDirty and
isDirty, etc.
L225[04:10:27] <gigaherz|work> but either
way
L226[04:10:37] <LordSaad> giga, that would
still call it once per tick
L227[04:10:40] <LordSaad> is that fine or
laggy?
L228[04:10:48] <gigaherz|work> laggy
L229[04:10:59] <gigaherz|work> you should
only ever call it IF you have data to send
L230[04:11:03] <LordSaad> ok then ill
check if the inveotry size changed, good?
L231[04:11:06] <gigaherz|work> if nothing
changed, then don't do a full dump
L232[04:11:36] <gigaherz|work> in
fact
L233[04:11:47] <gigaherz|work> if you want
to be less inefficient
L234[04:11:54] <gigaherz|work> you'd also
want to send incremental updates
L235[04:11:58] <gigaherz|work> with only
the things that have changed
L236[04:12:00] <LordSaad> wha..
L237[04:12:01] <gigaherz|work> rather than
all the items
L238[04:12:08] <LordSaad> so once per
tick
L239[04:12:17] <gigaherz|work> your items
change every single tick?!
L240[04:12:24] <gigaherz|work> ALL the
items?
L241[04:12:27] <gigaherz|work> ALL the
ticks?
L242[04:12:29] <LordSaad> er no
L243[04:12:33] <gigaherz|work> that's what
i'm saying
L244[04:12:41] <gigaherz|work> if you send
ONLY what's necessary, WHEN it's necessary
L245[04:12:45] <gigaherz|work> like
L246[04:13:03] <gigaherz|work>
"element 3 changed to X"
L247[04:13:10] <gigaherz|work> or
"added new element Y"
L248[04:13:18] <gigaherz|work> you'd have
much less data to send
L249[04:13:23] <gigaherz|work> but
really
L250[04:13:25] <gigaherz|work> that's just
efficiency
L251[04:13:34] <gigaherz|work> you are
complaining that it's not syncing everything
L252[04:13:40] <LordSaad> how about i
check the items list (how many item entities are available) after i
loop, and if it's size is > 1, then i update?
L253[04:13:41] <gigaherz|work> ?
L254[04:14:00] <LordSaad> items list being
how many items are above the block
L255[04:14:03] ***
DonAway is now known as DRedhorse
L256[04:14:04] ⇦
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L257[04:14:10] <LordSaad> the one im using
to loop through
L258[04:14:15] <gigaherz|work> do you
really need to send that list at all?!
L259[04:14:20] <LordSaad> im not sending
it
L260[04:14:25] <LordSaad> i meant
L261[04:14:26] <LordSaad> wait
L263[04:15:16] <LordSaad> i think thats
good
L264[04:15:25] <gigaherz|work> okay let's
backtrack
L265[04:15:27] <LordSaad> it only updates
if there are item entities above the block
L266[04:15:30] <gigaherz|work> WHAT info
do you need on the client
L267[04:15:36] <LordSaad> well...
L268[04:15:37] <gigaherz|work> which
values do you use on the TESR
L269[04:15:46] <LordSaad>
craftingTime
L270[04:15:49] <LordSaad>
craftingProgress
L271[04:15:50] <LordSaad> isCrafting
L272[04:15:58] <gigaherz|work> nothing
else?
L273[04:16:00]
⇨ Joins: rebecca (~rebecca@120.19.40.10)
L274[04:16:04] <LordSaad>
finishedCrafting
L275[04:16:10] <LordSaad> those are the
ones that ARENT syncing
L276[04:16:14] <LordSaad> the inventory IS
syncing
L277[04:16:15] <gigaherz|work> that's no
what I asked.
L278[04:16:17] <gigaherz|work> not*
L279[04:16:24] <LordSaad> thats all
L280[04:16:32] <LordSaad> there's also
pearl i guess
L281[04:16:33] <LordSaad> the pearl
item
L282[04:16:40] <gigaherz|work> I'm asking
what values you need for the TESR
L283[04:16:45] <LordSaad> thats them
L284[04:16:54] <LordSaad> inventory
L285[04:16:54] <LordSaad> pearl
L286[04:16:55] <LordSaad> crafting
L287[04:16:57] <LordSaad>
finishedcrafting
L288[04:16:59] <LordSaad>
craftingprogress
L289[04:17:01] <LordSaad>
craftingtime
L290[04:17:28] <LordSaad> im only using
the tesr to render the items
L291[04:17:46] <LordSaad> but everything
except the inventory isnt syncing. thats my main problem.
L292[04:17:56] <LordSaad> u helped me
update the inventory more effeciently <3
L293[04:17:56] <gigaherz|work> but you
send updates only while there's items on top
L294[04:18:11] <gigaherz|work> if there's
no entities on top
L295[04:18:12] <LordSaad> yes but i tried
JUST for testing to update every tick
L296[04:18:13] <LordSaad> it didnt
help
L297[04:18:14] <gigaherz|work> there's no
updates at all
L298[04:18:17] <gigaherz|work> also
L299[04:18:25] <gigaherz|work> you are
still sending updates inside the if "mundane"
L300[04:18:40] <gigaherz|work> or more
accurately
L301[04:18:42] <gigaherz|work> marking
updates
L302[04:18:45] <gigaherz|work> sincei t
won't send updates until later
L303[04:19:06] <LordSaad> i think ur
looking at the curly bracelets wrong
L304[04:19:13] <gigaherz|work> uh no
L305[04:19:20] ⇦
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L306[04:19:22] <LordSaad> im updating
outside the pearl check
L307[04:19:24] <gigaherz|work> if
(pearl.getPearlType(item.getEntityItem()).equals("mundane"))
{
L308[04:19:24] <gigaherz|work> this.pearl
= item.getEntityItem();
L309[04:19:24] <gigaherz|work>
worldObj.notifyBlockUpdate(pos, worldObj.getBlockState(pos),
worldObj.getBlockState(pos), 3);
L310[04:19:29] <gigaherz|work> if
mundane
L311[04:19:32] <gigaherz|work>
notifyBlockupdate
L312[04:19:41] <LordSaad> OH im so sorry.
thats an old line
L313[04:19:48] <gigaherz|work> but it's
still there
L314[04:19:48] <gigaherz|work> ;p
L315[04:19:51] <LordSaad> theres an notify
update outside the bracelet
L316[04:19:57] <gigaherz|work> yes
L317[04:20:11] <LordSaad> but i changed it
anyways
L318[04:20:37] <gigaherz|work> okay so
question
L319[04:20:39] <LordSaad> i just pushed a
commit, please reload the page
L320[04:20:48] <gigaherz|work> does the
machine ONLY run while there's items on top?
L321[04:21:03] <LordSaad> it should.
rendering
L322[04:21:11] <LordSaad> it actively
spins the items in it
L323[04:21:11] <gigaherz|work> but you
only send updates
L324[04:21:13] <gigaherz|work> if there's
items on top
L325[04:21:20] <gigaherz|work> if there's
no items
L326[04:21:23] <gigaherz|work> there's no
updates.
L327[04:21:30] <gigaherz|work> even if
it's crafting
L328[04:21:37] <gigaherz|work> even if the
craftingProgress changes
L329[04:21:45] <LordSaad> ok wait, let me
do something real quick
L330[04:21:51] <kashike> getBlockState to
a local var to save calling it again :P
L331[04:22:02] <gigaherz|work> kashike: I
already complained about that
L332[04:22:03] <gigaherz|work> XD
L333[04:22:10] <kashike> :D
L335[04:22:43]
⇨ Joins: Kaiyouko
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L337[04:23:01] <LordSaad> im updating
every tick REGARDLESS of anything. its just updating every tick
after everything changes
L338[04:23:06] <LordSaad> its STILL not
syncing
L339[04:23:14] <LordSaad> that was just a
test of course
L340[04:23:36] ⇦
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L341[04:24:24] <LordSaad> also i just make
the IBlockState a private var for you. happy? :p
L342[04:24:28] <LordSaad> made*
L343[04:28:23] <gigaherz|work> breakpoint
your readFromNBT/writeToNBT
L344[04:28:30] <gigaherz|work> see if the
right values are in the compound.
L345[04:28:57] <LordSaad> do you use
intellij or eclipse
L346[04:37:42] <LordSaad> k so far im
WRITING correctly
L347[04:39:25] <gigaherz|work> I use
idea
L348[04:39:30] <gigaherz|work> never liked
eclipse
L349[04:39:48] <gigaherz|work> I'm a
"fan" of Visual Studio (with ReSharper ;P)
L350[04:39:56] <LordSaad> i use idea as
well
L351[04:39:59] <LordSaad> ok so
L352[04:40:03] <gigaherz|work> IDEA is the
one that annoys me the least
L353[04:40:10] <LordSaad> what i found by
breakpointing
L354[04:40:21] <LordSaad> its reading
everything correctly except the pearl item
L355[04:40:28] <LordSaad> ... which is
throwing a stack overflow exception
L356[04:40:29] <LordSaad> lmao
L357[04:40:36] <gigaherz|work> welp.
L358[04:40:42] <LordSaad> wait
L359[04:40:44] <LordSaad> no its not
L360[04:40:45] <LordSaad> goddamit
L361[04:40:47] <LordSaad> lemme test
more
L362[04:41:11] <gigaherz|work> I see your
issue ;P
L363[04:41:24] <gigaherz|work> if (pearl
!= null) compound.setTag("pearl",
pearl.writeToNBT(compound));
L364[04:41:33] <gigaherz|work> you pass
"compound" to the writeToNBT
L365[04:41:37] <gigaherz|work> you want to
pass a new compound
L366[04:41:49] <LordSaad> its in
read
L367[04:41:56] <gigaherz|work> no, it's
the write messing up.
L368[04:42:08] <LordSaad> oh right
L369[04:42:14] <gigaherz|work> you are
creating a circular dependency on write
L370[04:42:22] <LordSaad> im doing
what?
L371[04:42:43] <gigaherz|work>
compound.setTag("pearl",
pearl.writeToNBT(compound));
L372[04:43:08] <LordSaad> yes but that
writetonbt isnt related to this one
L373[04:43:11] <LordSaad> its an
item
L374[04:43:22] <LordSaad> writeToNBT is a
given method in Item
L375[04:43:34] <LordSaad> it converts the
itemstack of a compound, no?
L376[04:45:07] <LordSaad> i just checked
the breakpoint when it writes the pearl data
L377[04:45:25] <LordSaad> its
correct
L379[04:46:00] <gigaherz|work> the problem
is
L380[04:46:05] <gigaherz|work> if you do
writeToNBT(compound)
L381[04:46:10] <gigaherz|work> it will
return the same instance of compound
L382[04:46:18] <gigaherz|work> which will
be assigned to "pearl"
L383[04:46:20] <gigaherz|work> which
means
L384[04:46:30] <gigaherz|work> compound
-> "pearl" points to itself
L385[04:46:38] <gigaherz|work> hence
stackoverflows happening
L386[04:46:56] <LordSaad> oh i get
it
L387[04:47:06] <LordSaad> is there any
more convenient method to convert an itemstack to an nbt?
L388[04:47:18] <gigaherz|work> so you
should be doing writeToNBT(new NBTTagCompound)
L389[04:47:33] <gigaherz|work> dunno
L390[04:47:45] <LordSaad> oh so just like
i did with the inventory part
L391[04:47:52] <gigaherz|work> what does
the ItemStackHandler#serializeNBT do?
L392[04:47:58] <gigaherz|work> ;P
L393[04:48:23] <LordSaad> ..
L394[04:48:29] <LordSaad> i never knew
that existed
L395[04:48:41] *
gigaherz|work shrugs ;P
L396[04:49:17] ***
AEnterpriseAFK is now known as AEnterprise
L397[04:49:28] <LordSaad> k but the
problem is still present
L398[04:49:34] <LordSaad> the rest of the
nbt is not syncing
L399[04:49:39] <LordSaad> its being
written and read correctly
L400[04:49:59] <gigaherz|work> that
statement makes no sense
L401[04:50:07] <gigaherz|work> if it's
being read correctly
L402[04:50:09] <gigaherz|work> it's
syncing.
L403[04:50:25] <gigaherz|work> if
something else overwrites those values, then that's another
story
L404[04:50:27] <LordSaad> the tesr is not
reading the rest of the nbt correctly
L405[04:50:37] <LordSaad> ill check
again
L406[04:50:39] ⇦
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L407[04:50:42] <LordSaad> although last i
checked its not
L408[04:51:12] <gigaherz|work> did you
remove the isRemote check from the update method?
L409[04:51:25] <LordSaad> i did
L410[04:51:33] <gigaherz|work> yeah that
means the client is now also runnign the code
L411[04:51:38] <gigaherz|work> overwriting
any values the server sends
L412[04:52:04] ⇦
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L413[04:52:08] <LordSaad> should i stick
with the isRemote check?
L414[04:52:55] <LordSaad> ok so..
L416[04:53:17] <LordSaad> guess which
lines are the tile entity and which lines are the tesr
L417[04:53:17] <LordSaad> :)
L418[04:53:22]
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(~Hink@pool-71-184-194-146.bstnma.fios.verizon.net)
L419[04:53:32] <LordSaad> the incrementing
number is the crafting progress
L420[04:53:44] <LordSaad> the falses
changed, now one is false and the other is true
L421[04:53:46] <LordSaad> its NOT syncing
them
L422[04:57:27] <gigaherz|work> well then
keep debugging ;P
L423[04:57:35] <gigaherz|work> if
onDataPacket is getting called
L424[04:57:40] <gigaherz|work> then the
client is receiving the data.
L425[04:57:50] <LordSaad> it IS being
called ;-;
L426[04:57:56] <gigaherz|work> so try to
figure out why that data isn't sticking to the TE
L427[04:57:57] <gigaherz|work> ;p
L428[04:58:20] <LordSaad> this is
maddening
L429[04:58:48]
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L430[04:58:59] <gigaherz|work> it's the
fun of debugging!
L431[04:59:26] <gigaherz|work> now imagine
you didn't have the decompiled sources
L432[04:59:33] <gigaherz|work> and it was
native code rather than java
L433[04:59:38] <gigaherz|work> and it was
compiled from C++
L434[04:59:55] <gigaherz|work> and you
didn't have the nice introspection tools that let you brwose all
the objects and such
L435[05:00:04] <gigaherz|work> -- I spent
a whole year doing that kind of work ;P
L436[05:00:08] <LordSaad> i wouldnt be
trying to code such a thing in the first place
L437[05:01:59] <GunnerWolf> If I have a
block who's texture depends on NBT data in the te, how can I also
have that texture apply correctly to the ItemBlock based on it's
nbt?
L438[05:03:00] <gigaherz|work> you'll need
to use a combinatio nof extended blockstates, and custom state
mapper -- or maybe a custom baked model
L439[05:03:11] <gigaherz|work> lunchtime
for me, so later
L440[05:03:13] <abab9579> Gunner, It was
done by TileEntiryItemStackRenderer if i remember correctly
L441[05:03:14] *
gigaherz|work AFKs
L442[05:03:28] <sham1> No, you should be
working
L443[05:03:34] <gigaherz|work> oh wait
ItemBlock, yeah I wouldn't do that
L444[05:03:53] <gigaherz|work> you'll want
ItemOverrides for that
L445[05:03:55] <gigaherz|work> XD
L446[05:03:57] *
gigaherz|work poofs
L447[05:04:27] <GunnerWolf>
ItemOverrides?
L448[05:04:50] ⇦
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L449[05:05:34] <abab9579> Was
TileEntiryItemStackRenderer gone?
L450[05:05:46] <LordSaad> giga, would a
packet being sent from the te and read from the tesr?
L451[05:05:52] <LordSaad> work*
L452[05:12:20] ⇦
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L454[05:18:02]
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L455[05:19:46] <LordSaad>
gigaherz|work
L456[05:20:51] <Cypher121> wow, I forgot
exactly how bad Swing is
L457[05:21:38] ⇦
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peer)
L458[05:22:43] ⇦
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L459[05:31:21] <gigaherz|work> LordSaad:
no, it's TE->TE
L460[05:31:26] <gigaherz|work> the TESR
should read from the TE
L461[05:31:44] <LordSaad> goddamit
L462[05:31:47] <LordSaad> but it refuses
to
L463[05:37:56] ***
DarkevilAway is now known as Darkevilmac
L464[05:40:03] ⇦
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L465[05:40:57]
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L467[05:42:02] <GunnerWolf> gigaherz|work:
what did you mean by ItemOverrides? Will I need to create my own
ItemBlock class for the block?
L468[05:42:31] <gigaherz|work> if you want
the model to depend on NBT, yes.
L469[05:43:06] <gigaherz|work> you could
also try to use a custom ItemMeshDefinition, I suppose
L470[05:51:57]
⇨ Joins: madcrazydrumma
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L471[05:52:12] <madcrazydrumma> how do i
spawn an entity on top of my block? World#spawnEntity doesn't
specify location anymore
L472[05:52:25] <gigaherz|work> entity =
blah
L473[05:52:33] <gigaherz|work>
entity.setPosition or whatever the method was
L474[05:52:39] <gigaherz|work>
world.spawnEntityInWorld(entity)
L475[05:52:48] <madcrazydrumma> that the
only way now?
L476[05:52:54] <gigaherz|work> yes
L477[05:53:16] <gigaherz|work>
dragon.setLocationAndAngles
L478[05:53:17] <madcrazydrumma> Alright
i'll give it a go
L479[05:53:19] <gigaherz|work> that's what
I use
L480[05:53:25] <madcrazydrumma> ^
cheers
L481[05:53:31] <madcrazydrumma> btw have
entities changed at all?
L482[05:53:38] <madcrazydrumma> Last i
dealt with them was like 1.7
L483[05:53:39] <gigaherz|work> a bit
L484[05:53:43] <gigaherz|work> but nothing
major
L485[05:53:50] <gigaherz|work> mostly the
DataWatcher has been redesigned
L486[05:54:05] <madcrazydrumma> Is it that
new capabilities thing?
L487[05:54:08] <gigaherz|work> no
L488[05:56:37] <madcrazydrumma> hm
L489[05:56:40] ***
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L490[05:56:43] ⇦
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L491[05:56:43] <madcrazydrumma> ill give
it a go and see what happens
L492[06:01:27] ⇦
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L493[06:02:16] <madcrazydrumma>
gigaherz|work, when im spawning the entity (it works), how would I
put it in the center of the block? posX() - 8?
L494[06:02:39] ***
big_Xplo|AFK is now known as big_Xplosion
L495[06:02:46] <gigaherz|work> +0.5
L496[06:03:07] <gigaherz|work> on z and x
at least
L497[06:03:13] <gigaherz|work> y if you
also want it to be centered vertically
L498[06:03:31] ⇦
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L499[06:03:40] <madcrazydrumma> I was
thinking in terms of pixels for odd reason
L500[06:03:45] <gigaherz|work> heh
L501[06:03:49] <gigaherz|work> world grid
is in meters ;P
L502[06:03:52] <madcrazydrumma> ^^
L503[06:03:55] <madcrazydrumma>
"meters"
L504[06:03:59] <gigaherz|work> no
L505[06:04:00] <gigaherz|work>
meters.
L506[06:04:03] <madcrazydrumma>
really
L507[06:04:04] <gigaherz|work> each block
is 1 cubic meter
L508[06:04:06] <madcrazydrumma> I thought
it was units
L509[06:04:13] <gigaherz|work> the player
is 1.8m tall
L510[06:04:16] <gigaherz|work> etc
L511[06:04:23] <gigaherz|work> it's all
sized so that each cube is one meter
L512[06:04:32] <gigaherz|work> it's not
said explicitly
L513[06:04:33] <gigaherz|work> but it
works out
L514[06:05:22] <madcrazydrumma> Ahhh right
that's fair enough then
L515[06:05:29] <madcrazydrumma> tall
bastard
L516[06:05:30] <madcrazydrumma> heh
L517[06:05:39] <gigaherz|work> and
strong
L518[06:05:45] <madcrazydrumma> mhm
L519[06:05:52] <gigaherz|work> look at
those arms
L520[06:06:02] <gigaherz|work> they are
like 25cm diameter ;P
L521[06:06:06] <madcrazydrumma>
jesus
L522[06:06:21]
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L523[06:06:43] <gigaherz|work> explains
why Steve can carry a cubic meter of gold as if it was nothing
;P
L524[06:06:47] <gigaherz|work> on the
hand*
L525[06:06:50] <madcrazydrumma> to change
the speed of a move to 0 i use setAIMoveSpeed?
L526[06:07:00] <gigaherz|work> dunno I
haven't done AI
L527[06:07:02] <madcrazydrumma> that's
true haha
L528[06:07:03] <madcrazydrumma> fuck
L529[06:07:05] <madcrazydrumma> hm
L530[06:08:27] ⇦
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L531[06:13:28] ⇦
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L532[06:16:59] <GunnerWolf> How do I go
about adding other mods to the dev env, so I can run them alongside
my mod when testing?
L533[06:17:12] ⇦
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L534[06:18:35] <GunnerWolf> oh nevermind,
i got it
L535[06:20:30]
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L549[06:57:05] <raoulvdberge> Are there
any good profiling tools for 1.9 that players can use?
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L582[09:16:09] <masa> oh great... now I
need to rewrite the whole PlayerMainInvWrapper and all of its super
classes it seems
L583[09:16:40] <masa> well, unless I just
reflect the compose field
L584[09:17:05] <masa> wait no what
duh
L585[09:17:14] <masa> just extend
RangedWrapper instead >_>
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L591[09:28:15] <Snapples> I currently have
a problem going on where forge crashes inside
oredict.ShapedOreRecipe.checkMatch with a ArrayIndexOutOfBoundsE
when I try to put slime into any crafting grid.
L592[09:28:21] <Snapples> Is there
anything known about this problem?
L593[09:28:48] <diesieben07> Snapples,
post the log
L594[09:29:05] <diesieben07> also are you
a mod maker or user?
L595[09:30:03] <Snapples> user at the
moment.
L597[09:30:32] <Snapples> Just wanted to
see if this is maybe known already.
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L599[09:30:43] <Snapples> I'll have to
look trough the other mods to see if any of those messes up.
L600[09:30:49] <masa> it is most likely
some mod doinf something funny
L601[09:30:54] <Snapples> yea.
L602[09:31:29] <masa> I managed to divide
out pack's mods into three groups, none of which do it on their
own, but combined and it starts crashing
L603[09:32:08] <Snapples> I'll check all
the coremods first.
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L612[09:52:17] <Snapples> Ok, RandomThings
messes up.
L613[09:52:20] <Snapples> I'm sorry, forge
:D
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L618[10:00:44] <Snapples> Does anyone know
if Lumien is the RandomThings Lumien?
L619[10:01:06] <gigaherz> should be, but I
can't confirm
L620[10:01:16] <gigaherz> you pinged him
already so just wait for an answer
L621[10:01:17] <gigaherz> ;P
L622[10:01:35] <diesieben07> i am pretty
sure he is.
L623[10:01:59] <Snapples> ;D
L625[10:02:56] <gigaherz> ?
L626[10:03:03] <diesieben07> so
slooow
L627[10:03:16] <gigaherz> oh
L628[10:03:19] <gigaherz> first time only,
afaik
L629[10:03:28] <Snapples> oh no
L630[10:03:35] <diesieben07> nah, since it
has to re-run when i change the code
L631[10:03:47] <gigaherz> iirc lex said it
can take up to 6 minutes first time you run genPatches, but should
be faster afterward
L632[10:03:55] <Snapples> It looks like
it's a mod interaction issue...
L633[10:04:07] <gigaherz> Snapples: what
issue?
L634[10:04:24] <gigaherz> oh nm I see up
there
L635[10:04:28] <Snapples> Yea.
L636[10:04:49] <Snapples> My pack works
without RandomThings, but RandomThings doesn't cause problems
without any of the other mods installed.
L637[10:05:46] <gigaherz> hmmm
L638[10:06:32] <Snapples> This will take a
while to find the combination of mods :D
L639[10:06:42] <gigaherz> took a quick
look at the code
L640[10:07:19] <gigaherz> but it's
weird
L641[10:07:32] <Snapples> I hate
ArrayIndexOutOfBound...
L642[10:07:42] <Snapples> I'm having many
issues with that with my android apps as well.
L643[10:07:50] <gigaherz> it can't fail
that way
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L645[10:08:24] <gigaherz> Snapples: you
hate the wrong thing
L646[10:08:31] <gigaherz> the alternative
would be worse:
L647[10:08:37] <gigaherz> in
non-boundschecking langauges such as C/C++
L648[10:08:46] <Snapples> :D
L649[10:08:51] <gigaherz> if someone tries
to access a position out of bounds it will "just
work"
L650[10:08:54] <gigaherz> unless it
crashes
L651[10:08:57] <Snapples> I have to work
with both, yea.
L652[10:09:06] <gigaherz> but if it
doesn't crash, it can overwrite memory
L653[10:09:08] <Snapples> In combination
even.
L654[10:09:16] <gigaherz> in which case
the bugs are horribly hard to debug
L655[10:09:26] <gigaherz> and imagine on
dynamic untyped langauges
L656[10:09:27] <gigaherz> where
doing
L657[10:09:29] <gigaherz> array[5]
L658[10:09:34] <gigaherz> resizes the
array to contain index 5
L659[10:09:48] <gigaherz> array[5] = N I
mean
L660[10:09:59] <Snapples> Fun :D
L661[10:09:59] <gigaherz> that's even
worse, because the bugs can be extremely subtle
L662[10:10:13] <gigaherz> oh and then
imagine languages where doing
L663[10:10:16] <gigaherz> array[5]
L664[10:10:20] <gigaherz> doesn't resize
the array
L665[10:10:22] <gigaherz> it just adds an
index 5
L666[10:10:27] <gigaherz> without having
all the intermediate elements
L667[10:10:31] <gigaherz> that's even more
fun.
L668[10:11:21] <barteks2x> and if you also
can have negative index, I know there are languages that have
it
L669[10:11:28] <gigaherz> yup
L670[10:11:37] <gigaherz> (php)
L671[10:11:58] <diesieben07> well php just
has Map and List in one...
L672[10:12:11] <gigaherz> it calls thme
associative arrays
L673[10:12:13] <gigaherz> them*
L674[10:13:23] <diesieben07> i know
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L680[10:23:35] <Elucent> what should i use
instead of I18n for 1.9.4?
L681[10:23:48] <gigaherz> the other
I18n
L682[10:23:51] <gigaherz> the one that is
client-only
L683[10:24:02] <Elucent> is it called
something different?
L684[10:24:15] <gigaherz> remove the
import of I18n, then use I18n.format, and let the IDE choose the
right class
L685[10:24:17] <gigaherz> nope
L686[10:24:19] <gigaherz> both are
I18n
L687[10:24:22] <gigaherz> just one is in a
client package
L688[10:24:24] <gigaherz> the other is
common
L689[10:25:44] <Elucent> got it
L690[10:26:12] <Snapples> Ok, found the
culprits.
L691[10:26:26] <Snapples> It's YeOldeTanks
+ RandomThings.
L692[10:27:29] <Snapples> shadowfacts
^
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L695[10:28:48] <madcrazydrumma> What is
the rendermanager for entities in 1.9?
L696[10:28:52] <madcrazydrumma> Its coming
up in my RenderMob file
L697[10:29:00] <diesieben07> uh what
L698[10:29:01] <madcrazydrumma> when i
extend RenderLiving
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L701[10:31:26] <madcrazydrumma> The older
methods for rendering an entity has deprecated what
L702[10:31:47] <diesieben07> are you
talking about
RenderingRegistry.registerEntityRenderingHandler?
L703[10:32:00] <madcrazydrumma> Ye
L704[10:32:03] <madcrazydrumma>
Yeah*
L705[10:32:16] <diesieben07> use the non
deprecated version then.
L706[10:32:53] <madcrazydrumma> whats the
render factor
L707[10:32:54] <madcrazydrumma>
factory
L708[10:33:29] <diesieben07> it's
something that crates your renderer
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L710[10:33:38] <diesieben07> if you have
Java 8 you can just pass in MyRenderer::new
L711[10:34:46] <madcrazydrumma> Do I have
to implement IRenderFactory or something?
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L714[10:35:07] <diesieben07> yes.
L715[10:35:15] <madcrazydrumma> Okay
L716[10:35:17] <diesieben07> if you are
not on java 8, make an anonymous class
L718[10:35:37] <madcrazydrumma> It just
pops up without building, just when i save too
L719[10:36:25] <madcrazydrumma> Its only
appearing when i add the renderclass::new
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L723[10:36:48] <diesieben07> do you have
Java 8 and eclipse configured to use it?
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L725[10:37:17] <madcrazydrumma> Yeah
because I have something else in my mod that uses that
L726[10:37:31] <madcrazydrumma> It says my
JRE library is Java-1.8
L727[10:37:33] ***
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L728[10:37:36] <diesieben07> then your
eclipse is broken or something :D
L729[10:37:45] <AnarchySage> Anyone know
of a way of trimming a modded world down, i was using
ForgeWorldBorder but it doesnt seem to work for trim(aka i placed
blocks, set border smaller, trimmed, went back, blocks still
there), mcedit crashes, any other things i can try?
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L731[10:38:08] <madcrazydrumma>
Lovely.
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L733[10:39:41] <madcrazydrumma> What goes
in the render factory implementation diesieben07
L734[10:39:57] <diesieben07> you ...
create your renderer.
L735[10:40:23] <madcrazydrumma> and the
method createRenderFor ?
L736[10:40:35] <diesieben07> that is where
you create the renderer...
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L738[10:40:44] <diesieben07> have you
never heard of the factory pattern?!
L739[10:40:53] <madcrazydrumma> No! Its
been a while since entities
L740[10:41:04] <madcrazydrumma> Or java in
general
L741[10:41:40] <diesieben07> well, a
factory is something that creates something else
L742[10:41:51] <diesieben07> in this case
your render factory creates your renderer when asked to do so
L743[10:42:08] <sham1> >not using
factory patterns
L744[10:42:13] <sham1> do you even
OOP
L745[10:42:28] <madcrazydrumma> rip
L746[10:43:04] <sham1> You can find all
the design patters from the gang of four book
L747[10:43:36] <madcrazydrumma> so how do
I use the render factory? Do I check the
RenderManager#getEntityRenderObject and then return my rendermob
class?
L748[10:43:59] <madcrazydrumma> sham1,
link me to this book pls
L750[10:45:09] <diesieben07> you... create
a new instance
L751[10:45:12] <diesieben07> of your
render class
L752[10:45:14] <diesieben07> and return
it.,
L754[10:45:36] <madcrazydrumma> So the
implementation is in my render class itself?
L755[10:45:46] <diesieben07> no
L756[10:45:51] <sham1> That's what you
need to know about design patterns
L757[10:45:52] <diesieben07> do you know
what "create an instnace" means?!
L758[10:46:01] <diesieben07> if not... how
are you making amod.
L759[10:46:14] <madcrazydrumma> Thanks
sham1
L760[10:46:28] <madcrazydrumma>
diesieben07, i've got it in my own class, but what if I have
multiple entities?
L761[10:46:36] <madcrazydrumma> how do i
check what to return
L762[10:46:43] <diesieben07> then you make
multiple render factories.
L763[10:46:55] <madcrazydrumma> Really?
There must be a cleaner way
L764[10:46:56] <diesieben07> hence i said
to use java 8 constructor references
L765[10:47:10] <diesieben07>
registerEntityRenderer(MyEntity.class, MyRenderer::new)
L766[10:47:22] <diesieben07> even shorter
than th older registerEntityRenderer(MyEntity.class, new
MyRenderer())
L767[10:51:17] <madcrazydrumma> Yeah I see
that, just gotta fix that eclipse bug now
L768[10:52:11] <diesieben07> what exactly
is it doing?
L769[10:53:19] <madcrazydrumma> Its fine
now but getting this: "The target type of this expression must
be a functional interface"
L770[10:53:37] <diesieben07> shwo your
render class
L771[10:53:46] <Ordinastie_> and the
call
L773[10:55:09] <diesieben07> so you are
not using the funtional interface....
L774[10:55:14] <diesieben07> you are
making a normal class
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L776[10:55:45] <diesieben07> but from that
thing i can see that your Render class does not have a constructor
with a single argument RenderManager
L777[10:55:59] <diesieben07> that's what
it has to have for you to be able to use the constructor
reference
L778[10:56:19] <diesieben07> oh i didnt
even see the first thing
L779[10:56:22] <diesieben07> you
don#
L780[10:56:27] <diesieben07> you don't
understand ow this works do you
L781[10:56:35] <madcrazydrumma> Not
particularly
L782[10:56:44] <diesieben07>
"RenderManager::new" produces a IRenderFactory
L783[10:56:47] <diesieben07> it's a
constructor reference
L784[10:56:52] <madcrazydrumma> Okay
L785[10:57:00] <diesieben07> no need to
implement it manually in a class
L786[10:57:46] <madcrazydrumma>
Alright
L787[10:58:13]
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L788[10:58:44] <madcrazydrumma> So I have
to have a rendermanager class?
L789[10:59:02] <diesieben07> no, i ment
your renderer class
L790[10:59:35] <madcrazydrumma> When I do
RenderHoloPlayer::new it comes up the same error too
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L792[10:59:58] <diesieben07>
<diesieben07> but from that thing i can see that your Render
class does not have a constructor with a single argument
RenderManager
L793[10:59:58] <diesieben07>
<diesieben07> that's what it has to have for you to be able
to use the constructor reference
L794[11:00:29] <madcrazydrumma> So I have
to overload a new constructor with just the rendermanager
argument?
L795[11:00:44] <diesieben07> yes or get
rid of the other one
L796[11:01:54] <madcrazydrumma> Okay that
seemed to do it
L797[11:02:04] ⇦
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L799[11:02:34] <madcrazydrumma>
better?
L800[11:02:51] <diesieben07> looks
finew
L801[11:03:40] <madcrazydrumma> is the
steve texture in the minecraft assets just out of curiosity?
L802[11:04:07] <diesieben07> yes it should
be
L803[11:04:27] <madcrazydrumma> new
ResourceLocation("minecraft:entity/steve.png");?
L804[11:04:34] <diesieben07> should
be
L805[11:04:38] <diesieben07> idk
L806[11:04:40] <madcrazydrumma> alright
ill give it a go :b
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L809[11:06:08] <sham1> I hope that in the
future the skin will be of the player who placed the hologram
L810[11:07:13] <madcrazydrumma> Of course
it will be haha
L811[11:07:31] <madcrazydrumma> I'm just
getting this done first before I make it aesthetically
pleasing
L812[11:07:39] <sham1> Ya :p
L813[11:07:46] <madcrazydrumma> always
work like that :P
L814[11:08:13] <sham1> Yeah
L815[11:08:31] <madcrazydrumma> How can I
make the entity immovable and un touchable (like the hurt animation
doesnt show) ?
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L817[11:08:51] <AnarchySage> Anyone know
of a way of trimming a modded world down, i was using
ForgeWorldBorder but it doesnt seem to work for trim(aka i placed
blocks, set border smaller, trimmed, went back, blocks still
there), mcedit crashes, any other things i can try? Anyone?
L818[11:09:13] <sham1> Vanilla has some
replace commands
L819[11:09:49] <AnarchySage> ?
L820[11:10:02] <sham1> What was hard about
what I said
L821[11:11:27] <gigaherz> Idon't think
that deletes chunks outside the world border
L822[11:11:27] <gigaherz> ;P
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L824[11:13:15] <madcrazydrumma> gigaherz,
how can i make the entity ignore unit collision?
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L829[11:20:44] <madcrazydrumma>
Anyone?
L830[11:20:58] <madcrazydrumma> Ive tried
returning false on, canBePushed
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L834[11:23:34] <shadowfacts> So I've got a
TESR that renders a stack from the TE's inventory, but it renders
like this even though I call enableStandardItemLighting:
http://imgur.com/1oQFDkX
L835[11:24:16] <madcrazydrumma>
Code?
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L839[11:27:04] <madcrazydrumma> You can
take a look but other than that I'm not really sure
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L841[11:28:18] <shadowfacts> using
enableGUIStandardItemLighting instead of enableStandardItemLighting
doesn't change anything
L842[11:28:30] <madcrazydrumma> Yeah
^
L843[11:28:33] <electrohedric> i made a
keybinding for a mod but i need it to work in a command block
gui... is there an easy way to do that
L844[11:28:36] <madcrazydrumma> That's why
I can't see what's wrong
L845[11:29:40] <diesieben07>
electrohedric, GuiScreenEvent.KeyboardInputEvent
L846[11:30:13] <madcrazydrumma>
diesieben07, any idea about ignoring unit collision?
L847[11:30:28] <diesieben07> i would have
answered your 20 questions if i did...
L848[11:30:40] <electrohedric> thanks i
thought i was going crazy that there wasnt a method for that
L849[11:33:14] <madcrazydrumma> True
L850[11:33:17] <madcrazydrumma> Apologies
bud
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L864[12:09:25] <madcrazydrumma> I'm just
using render and model biped
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L867[12:10:13] <Thefjong> Is there a new
translation system to use since I18n is deprecated?
L868[12:10:13] <diesieben07> you gotta use
ModelPlayer
L869[12:10:18] <diesieben07> Thefjong,
I18n ;)
L870[12:10:20] <diesieben07> there are
2.
L871[12:10:24] <diesieben07> use the
client one
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L873[12:11:25] <Thefjong> Oh thanks
:D
L874[12:11:46] <PaleoCrafter>
alternatively - if you're on the server - go feel ashamed
L875[12:12:44] <madcrazydrumma>
PaleoCrafter, know how to ignore unit collision on an entity? I
keep asking because i've tried nearly everything i can i think
off
L876[12:12:58] <PaleoCrafter> unit
collision?
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L879[12:13:28] <madcrazydrumma> stop an
entity being pushed
L881[12:14:57] <PaleoCrafter> have you
considered canBePushed? :P
L882[12:15:11] <madcrazydrumma> I tried
that and overriden and returned false but still nothing
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L886[12:18:57] <PaleoCrafter> then I don't
know :P
L887[12:19:04] <madcrazydrumma> Ugh
xD
L888[12:19:10] <PaleoCrafter> never really
dealt with entities
L889[12:19:18] <madcrazydrumma> This is so
frustrating, ive been trying for about 2 hours now
L890[12:19:35] <kenzierocks> i know i did
this
L891[12:19:41] <kenzierocks> let me go
open my code
L892[12:20:19] *
madcrazydrumma crosses fingers
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L894[12:21:05] <Dark> could just override
the update code
L895[12:21:15] <Dark> and use custom code
instead of the default that moves it
L896[12:21:45] <diesieben07>
madcrazydrumma, override collideWithEntity and do nothing in
there.
L898[12:21:54] <kenzierocks> thats what
works for me ^
L899[12:22:03] <Dark> what said
diesieben07 should work
L900[12:22:06] <kenzierocks> i forget
exactly what XD
L901[12:22:43] <Dark> at least for
pushing, if you want complete zero movement you have to edit other
methods
L902[12:22:50] <Dark> as things like tnt
can still push it
L903[12:22:54] <kenzierocks> diesieben07:
collideWithEntity doesn't exist on non-EntityLivingBase
L904[12:23:08] <kenzierocks> at least in
1.8.9..
L905[12:23:22] <diesieben07> actually
yeah...
L906[12:23:25] <diesieben07> you want
applyEntityCollision instead
L907[12:23:30] <diesieben07> and do
nothing in there
L908[12:24:50] <madcrazydrumma> I'll give
that a go
L909[12:26:34] <madcrazydrumma> Nah did
nothing at all
L910[12:26:35] <madcrazydrumma> lmao
L911[12:26:45] <madcrazydrumma> Its an
EntityLiving
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L914[12:31:06] <madcrazydrumma> Hmm
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L918[12:36:34] <madcrazydrumma> How can I
stop a player falling?
L919[12:36:58] <kenzierocks> set them to
flight or something?
L920[12:37:19] <kenzierocks> remove y
velocity?
L921[12:39:40] <madcrazydrumma> even
setting isAirBone = true doesnt work xD
L922[12:40:42] <tterrag> because that'd
already be true
L923[12:40:56] <madcrazydrumma> ahh
yeah
L924[12:41:20] <madcrazydrumma> would I
have to edit a flying capability or something?
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L926[12:43:20] <tterrag> maybe you should
listen to the person who answered you?
L927[12:43:50] <madcrazydrumma> Currently
trying to find those fields
L928[12:44:37] <kenzierocks>
player.capabilities.isFlying
L929[12:45:23] <madcrazydrumma> Is there
are way to do it for an entityliving in general?
L930[12:45:40] <kenzierocks> not that i
know of
L931[12:45:50] <kenzierocks> in 1.10 there
will be for sure, since every entity has NoGravity
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L933[12:46:07] <madcrazydrumma> Yeah
^^
L934[12:46:17] <madcrazydrumma> Hmm mayb
ei can use onUpdate and set motionY to 0.0
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L936[12:49:04] <madcrazydrumma> Yeah that
worked
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L957[14:27:03] <synthetica> Hi. Is there a
limit to the amount of lines that can be added to a tooltip with
addInformation or ItemTooltipEvent?
L958[14:27:22] ***
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L959[14:28:16] <diesieben07> the screen
size? :D
L960[14:28:36] <sham1> test and see
L961[14:29:11] <synthetica> Thanks.
L962[14:29:23] <synthetica> This should
work.
L963[14:31:22] <GunnerWolf> hmm, for some
reason my mod is generating 2 te's on the same block, the 2nd of
which having default NBT stats, and as a result when the block goes
to fetch NBT data from it's te, it fetches it from the 2nd,
"broken" one
L964[14:31:28] <GunnerWolf> and I have no
idea what's causing it
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L966[14:33:36] <Ordinastie_> GunnerWolf,
you mean client and server?
L967[14:34:23] <GunnerWolf> hmm, possibly,
but then that means that one of the sides isn't saving to/loading
from NBT properly
L968[14:35:02] <Ordinastie_> beceause
client simple doesn't load from NBT
L969[14:35:10] <Ordinastie_> it receive
data from the server
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L971[14:36:11] <GunnerWolf> ... I'm gunna
have to fuck around with packets, aren't I?
L972[14:36:32] <Ordinastie_> diesieben07,
^
L973[14:36:42] *
Ordinastie_ is eating :]
L974[14:36:54] <sham1> It's dangerous to
go alone
L975[14:36:56] <sham1> Take this
L976[14:37:01] *
sham1 gives a fork
L977[14:37:22] <Ordinastie_> chicken wings
and pizza, nope :p
L978[14:37:43] <sham1> At least the
chicken wings could be fork()'d
L979[14:37:58] <sham1> So you would not
get grease to your fingers
L980[14:40:57] <shadowfacts> Ok, so now
the item renders properly lit but it kind of follows the player
around.
L981[14:41:21] <shadowfacts> I've tried
translating a number of different ways, but I still have no clue
what's happening.
L983[14:42:19] *
diesieben07 is not available
L984[14:42:53] <PaleoCrafter> /nick
dievier04 maybe? :P
L985[14:43:24] <PaleoCrafter> actually,
diefünf03 might be more appropriate
L986[14:44:49] <synthetica> I've got a
problem and no idea what's wrong. The game is not giving a report.
All I can tell is that it gets past the ItemStack checking if
statement in GeoEventHandler, but not the one that checks
isAnalyzed from AnalyzerTileEntity. Code is at:
https://github.com/synthetixa/GeologyMod Anyone know
anything?
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L989[14:50:45] <thecodewarrior> Is there a
mod for 1.9.4 that can pregenerate a world? I couldn't find
one.
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L993[14:56:22] <P3pp3rF1y> you're just
getting a new instance of TE with isanalyzed set to false
L994[14:56:47] <synthetica> That's
something I've thought of, but I don't know another way.
L995[14:57:08] <P3pp3rF1y> you seem to be
missing code in there that actually gets te from position
L996[14:57:25] <synthetica> Okay. I'll try
to find something.
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L1006[15:12:20] <Ferdz_TheWeeb> Can I
somehow have folders in the modid/blockstates folder for
organisation's sake?
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L1010[15:17:11] <gigaherz> Ferdz_TheWeeb
you can have folders, but the jsons have to be in the
blockstates
L1011[15:17:12] <gigaherz> ;p
L1012[15:17:31] <gigaherz> which makes
the folders rather useless ;P
L1013[15:18:34] <gigaherz> minecraft
hardcodes the resource paths for blocks to be
modidinlowercase:blockstates/theBlockRegistryName.json
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L1015[15:21:34] <fry> no, it hardcodes it
to whatever you return from IStateMapper; "blockstates/"
will be indeed prefixed though
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L1019[15:25:36] <TechnicianLP> can
everything in @Mod be put in the mcmod.info and viceversa?
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L1022[15:28:22] <gigaherz> TechnicianLP:
sortof
L1023[15:28:29] <gigaherz> you need at
LEAST the modid ;P
L1024[15:28:40] <gigaherz> iirc
L1025[15:29:04] <TechnicianLP> im just
asking if can put flags into the info file as my annotation gets
quite big
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L1031[15:36:54] <Ferdz_TheWeeb> Alright,
thanks gigaherz
L1032[15:37:14] <gigaherz> [22:21]
(@fry): no, it hardcodes it to whatever you return from
IStateMapper; "blockstates/" will be indeed prefixed
though
L1033[15:37:15] <gigaherz> oh=?
L1034[15:37:23] <gigaherz> I didn't know
the statemapper was able to change the path
L1035[15:37:29] <gigaherz> I thought it
only worked with the variant strings
L1036[15:39:53] <Ferdz_TheWeeb> If anyone
can help me with this problem, I'd be glad: I'm making a block for
ever type of arrow available. They will all share the same model,
but not the same texture. However, I cannot use blockstates, as I
already use meta 0-7 for facing direction. How should I approach
this? Make them all different blocks with different
blockstates?
L1037[15:40:47] <Ordinastie_>
TileEntity
L1038[15:40:51] <TehNut> Why not a
non-ticking tile?
L1039[15:42:32] <Ferdz_TheWeeb> I am
considering this as well, but can I render a .json model using a
TE?
L1040[15:42:46] <Ferdz_TheWeeb> using a
TESR*
L1041[15:43:01] <Ordinastie_> don't use a
TESR
L1042[15:43:01] <diesieben07> why woudl
you use a TESR?
L1043[15:43:37] <Ferdz_TheWeeb> To render
according to the values of the TE?
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L1045[15:44:04] <diesieben07> you can do
that using getActualState
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L1048[15:45:24] <Ferdz_TheWeeb> So
getActualState would add a new property that then I can access from
the blockstate?
L1049[15:45:45] <diesieben07> uh
yeah
L1050[15:46:13] <Ferdz_TheWeeb> Also, I'm
assuming the deprecation of getActualState is another one of those
internal deprecation thingies
L1051[15:46:30] <diesieben07> yes
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L1054[15:48:08] <Ferdz_TheWeeb> Would I
add that property to createBlockState?
L1055[15:48:33] <diesieben07> yes
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L1064[16:08:32] <Ferdz_TheWeeb> How can I
save an itemstack into an NBTTagCompound ?
L1065[16:09:17] <Temportalist>
itemstack.writetoNBT?
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L1067[16:10:09] <Ferdz_TheWeeb> What's
the difference between that and serializeNBT ?.
L1068[16:10:30] <TechnicianLP> one is
writing more than the other
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L1070[16:15:00] <diesieben07>
TechnicianLP, that is BS
L1071[16:23:50] <Temportalist> Actually,
i do use serializeNBT
L1072[16:24:10] <Temportalist>
TechnicianLP: serializeNBT just creates the NBTTagCompound for
you
L1073[16:24:15] <Temportalist> instead of
you doing it
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L1075[16:28:16] <Ferdz_TheWeeb> Ty
L1076[16:28:58] <TechnicianLP> thats what
i remembered ... sry for th wrong info ...
L1077[16:29:33] <Temportalist> no
worries!
L1078[16:29:40] <Ferdz_TheWeeb> The value
in my TE depends on what the player is holding when he placed the
block, however I world.getTileEntity returns null in onBlockPlaced,
how am I supposed to do that ?
L1079[16:29:42] <Temportalist> Learn more
e'ry day!
L1080[16:29:51] <Temportalist> Check the
source code
L1081[16:30:03] <Temportalist> on of the
placed methods happens before tile placement, one after
L1082[16:30:15] <Temportalist> I think
onBlockPlacedBy happens after
L1083[16:30:24] <Ferdz_TheWeeb> Alright
I'll try thanks
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L1100[16:51:30] <raoulvdberge> Stupid
question, but can anyone remind me how to register a
@SubscribeEvent event
L1101[16:52:00] <Ferdz_TheWeeb>
MinecraftForge.EVENT_BUS.register(new YourHandlerClass());
L1102[16:52:22] <raoulvdberge>
thanks
L1103[16:53:40] <raoulvdberge> Can I call
that during game runtime?
L1104[16:53:46] <TehNut> yes
L1105[16:53:51] <raoulvdberge> Okay
thanks
L1106[16:54:26] <Ferdz_TheWeeb> Any
reason why onBlockPlacedBy wouldn't get called after
world.setBlockState ?
L1107[16:54:51] <TehNut> because that's
called when a player places the block
L1108[16:54:57] <TehNut> IIRC
L1109[16:55:33] *
TehNut loads up IDE to see
L1110[16:55:56] <Ferdz_TheWeeb> The
javadoc says after adding a block to the world
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L1112[16:56:30] <Temportalist>
raoulvdberge: remember, if you want to stop the event, use the even
bus remove method (Especially if registering during runtime)
L1113[16:56:41] <raoulvdberge> yes, I'm
calling unregister
L1114[16:56:48] <Temportalist> cool
L1115[16:56:57] <TehNut> Seems that the
only place that it gets called is ItemBlock#onItemUse(...)
L1116[16:57:02] <raoulvdberge> btw, is it
bad that i call unregister if the handler isn't registered
yet
L1117[16:57:03] <TehNut> Which isn't
called by setBlockState
L1118[16:57:05] <raoulvdberge> or will it
just ignore
L1119[16:57:13] <raoulvdberge> i'm doing
it in GuiScreen#init
L1120[16:57:28] <raoulvdberge> so
everytime the screen resizes or the gui screen reopens it'll
unregister if needed
L1121[16:57:35] <raoulvdberge> that way i
can handle the unregistering in one place
L1122[16:57:37] <TehNut> the only
meaningful place*
L1123[16:57:51] <Ferdz_TheWeeb> Alright,
would there be another method that gets called after the TE is
created then? :/
L1124[16:58:02] <TehNut> onBlockAdded
maybe?
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L1126[16:58:37] <Ferdz_TheWeeb> Yeah,
except I need to know what itemstack the player is holding
L1127[16:58:40] <TehNut> Actually that
seems to be right before the TE
L1128[16:58:58] <Ferdz_TheWeeb> Guess I
can make my own method and call it manually after
world.setBlockState
L1129[16:59:47] <TehNut> Well how do you
expect the method to get a player (or any entity at that) from
setBlockState?
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L1131[17:00:35] <Ferdz_TheWeeb> True, my
brain is farting
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L1133[17:01:09] <Ferdz_TheWeeb> Any way I
can simulate the player placing a block? Because right now I'm just
manually calling onBlockPlaced and such. Or is that not bad
practice
L1134[17:02:17] <TehNut> Why do you need
a method in block anyways? Just do what you need from wherever
you're calling setBlockState
L1135[17:03:41] <Ferdz_TheWeeb> Because
my blocks all inherit the same superclass, but some of them might
have complex stuff going on in them and I don't want a huge
if/elseif in the class I'm calling setBlockState
L1136[17:03:59] <TehNut> Oh, then yeah
use your own method
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L1171[17:53:01] <williewillus> $ labels
add 2991 "Vanilla Bug"
L1172[17:53:02] <Actuarius> Added labels
[Vanilla Bug] for issue 2991; new labels: [Vanilla Bug].
L1173[17:53:27] <williewillus> $ labels
add 2986 Bug
L1174[17:53:27] <Actuarius> Added labels
[Bug] for issue 2986; new labels: [Bug].
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L1182[18:07:35] <diesieben07> uhh
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L1184[18:07:46] <diesieben07> you have to
store the ItemStack somewhere in your TE's compound
L1185[18:07:55] <diesieben07> dont make
your TEs compound entirely the ItemStac
L1186[18:08:27] <Ferdz_TheWeeb> Isn't
that what I do with nbttagcompound =
arrow.writeToNBT(nbttagcompound);
L1187[18:08:37] <diesieben07> no.
L1188[18:08:49] <diesieben07> you have to
create a NEW NBTTagCompound just for the ItemTSack
L1189[18:08:55] <diesieben07> and then
put that new NBTTagCompound into yours
L1190[18:10:18] <Ferdz_TheWeeb> Oh okay
I'll try that
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L1194[18:19:59] <Ferdz_TheWeeb> Is the
correct way to put the new tag into mineis setTag(key, tag) ?
L1195[18:21:17] <diesieben07> yes
L1197[18:23:14] <diesieben07> it is still
null *where*?
L1198[18:24:00] <Ferdz_TheWeeb> When I
attempt to retrieve it from getActualState
L1199[18:24:19] <diesieben07> well,
getActualState is clientside
L1200[18:24:24] <diesieben07> i don't see
any syncing code there
L1201[18:24:51] <Ferdz_TheWeeb> syncing
code..? :s
L1202[18:24:58] <diesieben07> sending
packets.
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L1204[18:25:50] <Ferdz_TheWeeb>
onDataPacket and getUpdatePacket ?
L1205[18:26:30] <diesieben07> i haven't
looked into those in 1.9.4 yet.
L1206[18:26:34] <diesieben07> but
yes.
L1207[18:27:57] <Ferdz_TheWeeb> Alright,
thanks a lot for your help, I appreciate it
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L1216[19:05:26] <TehNut> What is the
crash report
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L1219[19:07:11] <williewillus> what is
this? 0.o
L1221[19:07:44] <williewillus> null check
your TE
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L1223[19:07:59] <williewillus> and what
happens when getType() returns a null stack?
L1224[19:08:01] <Prospector> Is there any
crazy stuff you gotta do to get fluid models to work?
L1225[19:08:07] <williewillus> not
really
L1226[19:08:13] <Ferdz_TheWeeb> getType
should never return null
L1227[19:08:15] <williewillus> look at
the forge examples
L1228[19:08:22] <Prospector> nobody I've
heard from has been able to get it to work
L1229[19:08:30] <Ferdz_TheWeeb> Which is
why I don't understand
L1230[19:08:31] <Prospector> where are
these examples?
L1231[19:08:35] <williewillus> forge
github
L1232[19:08:47] <williewillus>
ModelFluidDebug or something
L1233[19:09:05] <williewillus>
Ferdz_TheWeeb: null check your TE
L1234[19:09:17] <williewillus> the crash
is on line 43 which is surprise where you first use the TE
reference :P
L1235[19:09:26] <Ferdz_TheWeeb> I know
it's because of my TE
L1236[19:09:38] <Ferdz_TheWeeb> But I
don't know why it would ever return null, that's my point
L1237[19:09:52] <williewillus> no,
getType() is not returning null (if what you say is correct)
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L1239[19:09:56] <williewillus> te ITSELF
is null
L1240[19:10:11] <williewillus> whenever
you get TE's from the world it should always have a nullcheck
L1241[19:10:32] <Ferdz_TheWeeb> Ok I'll
check it out
L1242[19:10:42] <williewillus> also you
can use == on Items
L1243[19:10:46] <Ferdz_TheWeeb> In what
case can it be null, and how do I stop it from being null?
L1244[19:10:53] <williewillus> the
variable `te`
L1245[19:11:05] <williewillus> and you
don't stop if from being null just handle the null case
gracefully
L1246[19:11:12] <williewillus> (`return
state`;)
L1247[19:11:38] <Ferdz_TheWeeb> And no,
the TE isn't null
L1248[19:11:46] <williewillus> then
breakpoint there and see what is :P
L1249[19:12:04] <Ferdz_TheWeeb> Yeah I'm
on it
L1250[19:15:12] <Ferdz_TheWeeb> Well...
te.getType() returns an ItemStack, but .getItem() returns null, how
is this possible?
L1251[19:15:22] <williewillus> where is
the stack coming from
L1252[19:15:35] <williewillus> (stacks
with null items are because modders are being stupid)
L1253[19:15:54] <williewillus> was it
from the oredict?
L1254[19:16:23] <Ferdz_TheWeeb> No
L1255[19:16:38] <Ferdz_TheWeeb> It's an
itemstack I put into my TE for rendering in getActualState
L1256[19:16:42] <TehNut> If getType()
returns null, getItem() will NPE
L1257[19:16:57] <TehNut> Are you sure
getType is actually returning a stack?
L1258[19:16:58] <Ferdz_TheWeeb> getType
isn't null, getItem is
L1259[19:17:07] <Ferdz_TheWeeb>
Definitive
L1260[19:17:14] <williewillus> validate
whatever goes in
L1261[19:17:25] <williewillus> side note
this would be safe if you used == for Items :P
L1262[19:18:03] <Ferdz_TheWeeb> Yeah I
can change that
L1263[19:18:12] <Ferdz_TheWeeb> I use
.equals out of habit
L1264[19:20:06] <Ferdz_TheWeeb>
((TEArrow) te).setType(is); is the way I set the itemstack, and at
that point is != null && is.getItem() != null
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L1267[19:21:41] <Ferdz_TheWeeb> Is there
such a thing as markForUpdate I'm supposed to use in 1.9.4? I
already tried markDirty
L1268[19:21:54] <capitalthree> eww
typecasting :P
L1269[19:22:01] <williewillus>
notifyBlockUpdate
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L1273[19:27:21] <Ferdz_TheWeeb> Is it
possible for an itemstack to not be bundled with an Item
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L1276[19:28:47] <Zaggy1024> what does
that even mean?
L1277[19:28:56] <williewillus> a stack
with no item?
L1278[19:29:01] <williewillus> shoudl not
be possible in normal play
L1279[19:29:13] <williewillus> only time
I've seen it is with careless modders throwing unregistered things
onto the OD
L1280[19:29:16] <Zaggy1024>
ItemStack.getItem() should never return null
L1281[19:29:31] <Zaggy1024> if that's
what you mean :P
L1282[19:29:34] <Ferdz_TheWeeb>
Yeah
L1283[19:29:42] <williewillus> it can if
modders are dumb, which really makes me want to advocate for a
Preconditions.checkNotNull in itemstack constructor
L1284[19:29:43] <Ferdz_TheWeeb> Well why
the hell is this happening then :(
L1285[19:30:01] <williewillus> with the
message FIX YOUR MOD
L1286[19:30:06] <williewillus> yeah idk
whats happening
L1287[19:30:40] <Tazz> tbh rewriting my
language in C is fun :>
L1288[19:30:42] <HassanS6000> !gm
func_177458_a 1.8.9
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L1290[19:32:06] <Tazz> not sure if I like
the whole obj->as.field.name thing over
to_field(obj)->name
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L1295[19:44:07] <Ferdz_TheWeeb> Anyone
has examples of storing an ItemStack in a TE in 1.9.4 I can check?
This is driving me nuts
L1296[19:44:55] <Prospector> Something is
up here
L1297[19:45:01] <Prospector> That example
doesn't work
L1298[19:45:19] <Prospector> I did what
it did, and mine still doesn't work
L1299[19:45:31] <Prospector> wait 1
sec
L1300[19:46:42] <Prospector> think I
figured it out
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L1302[19:50:47] <Prospector>
nevermind
L1303[19:50:51] <Prospector> Yeah this
example doesn't work
L1304[19:51:16] <Prospector> I did what
it said to, and it didn't work
L1305[19:51:30] <Prospector> so I
decided, for the hell of it, copy and paste exactly what it has,
and that still doesn't work
L1306[19:51:35] <Prospector> so now I'm
very confused
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L1308[19:56:04] <williewillus> well it
works in the forge dev space :P
L1309[19:56:32] <Prospector> hmm
L1310[19:58:56] <Ferdz_TheWeeb> I'm so
mad right now
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L1312[19:59:29] <Ferdz_TheWeeb> You guys
think it might be because ItemStack#readFromNBT isn't polished
yet?
L1313[20:00:37] <williewillus> shit would
be hitting the fan right about now if that was broken
L1314[20:00:39] <Tazz> I feel as if this
parser is faster than what it was in C++ :/
L1315[20:02:37] <Ferdz_TheWeeb> Okay big
news, the Item isn't null anymore, but the IS's is
L1316[20:03:50] <Ferdz_TheWeeb> Wait not
the IS's, the itemstack's compound is still null
L1317[20:05:05] <williewillus> okay that
makes sense
L1318[20:05:08] <williewillus> not all
stacks have compounds
L1319[20:05:13] <Tazz> o/ wiresegal
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L1321[20:10:06] <Tazz> williewillus, what
do you think about having libuv as the main IO component for my
language...its something Ive been tossing about for a bit now
XD
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L1326[20:21:16] <shadowfacts> So
EntityItem merging is broken for items with Capabilities because it
doesn't check if the 2 caps are compatible
L1327[20:21:48] <shadowfacts> I was going
to make a PR but I'm not sure how to handle this as
ItemStack#capabilities is private
L1328[20:23:06] <williewillus> what does
it check right now?>
L1330[20:23:49] <Ferdz_TheWeeb>
NBTTag*
L1331[20:23:59] <shadowfacts> it just
ignores capabilities altogether
L1332[20:24:47] <williewillus> can patch
a method into itemstack that determines if the caps can merge
L1333[20:24:54] <williewillus> then add
another case for that to EntityItem
L1334[20:27:44] <wiresegal> williewillus:
are you planning to add new content (like the Terra Aegis) to the
next build?
L1335[20:27:51] <williewillus> next
next
L1336[20:27:54] <williewillus> prepping
one now
L1337[20:28:00] <wiresegal> ok
L1338[20:28:02] <williewillus> i want
some forge hooks before i do it
L1339[20:28:11] <williewillus> so have to
make+pr+wait for those too
L1340[20:28:12] <shadowfacts> you're
adding new content to Botania? :D
L1341[20:28:16] <williewillus> minor
stuff
L1342[20:28:28] <wiresegal> the Terra
Aegis was actually my and Tris's idea
L1343[20:28:33] <wiresegal>
indirectly
L1344[20:29:16] <wiresegal> also, when
will you be looking into maven?
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L1346[20:31:27] <williewillus>
sometime
L1347[20:31:57] <Ferdz_TheWeeb> Uhm...
Why is onDataPacket never called in my TE? Is there something I'm
supposed to do to make it call it?
L1348[20:32:05] <williewillus> it should
be
L1349[20:32:28] <williewillus> it only
gets called in response to a SpacketUpdateTileENtity receiving
clientside
L1350[20:32:40] <williewillus> is OPIS
open source?
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L1352[20:32:51] <williewillus> want to
update it for the network traffic analyzer :P
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L1354[20:35:16] <Ferdz_TheWeeb> Actually,
getUpdatePacket and onDataPacket are both not getting called...
what am I doing wrong?
L1355[20:35:26] <williewillus>
depends
L1356[20:35:53] <williewillus> those two
do asymmetrical things
L1358[20:36:36] <williewillus> oh wait
nvm
L1359[20:36:38] <williewillus> i misread
:P
L1360[20:36:54] <williewillus> those two
are only called when a SPacketUpdateTileEntity is
made/received
L1361[20:39:06] <williewillus> does opis
not use ASM? 0.o
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L1374[20:59:54] <Ferdz_TheWeeb> !gm
func_148857_g
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L1377[21:06:48] <Prospector> anyway ended
up getting my fluid issues sorted out
L1378[21:06:59] <Prospector> thanks for
the link to the example, I derped up that's why it wasn't
working
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L1381[21:10:43] <williewillus> what was
it?
L1382[21:11:21] <williewillus> sideonly
client fields shouldn't be server present right?
L1383[21:11:25] <williewillus> i wonder
why this isn't working
L1384[21:11:46] <williewillus>
@SideOnly(CLIENT) private static final ModelBiped EMPTY_MODEL = new
ModelBiped();
L1385[21:12:07] <Ordinastie_> because
that's 2 instructions
L1386[21:12:14] <williewillus> wat
L1387[21:12:18] <Ordinastie_> @SideOnly
only applies to the field, not the initialisation
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L1389[21:12:33] <williewillus>
that...doesn't sound right
L1390[21:12:42] <williewillus> if i strip
a field definition the initializer should go away too
L1391[21:12:58] <williewillus> or else
we'd be seing NoSuchFieldExceptions everywhere in recompiled forge
codebase
L1392[21:12:59] <Ordinastie_> ideally,
yes, but that's not what happens
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L1398[21:14:47] <spectre332> anyone able
to help me with a java issue while installing forge for mac? 3
hours and scores of google pages later, I'm ready to punch
babies.
L1399[21:14:57] <williewillus> ask
ahead
L1400[21:15:14] <spectre332> basically…
the .jar for Forge absolutely refuses to run
L1401[21:15:35] <spectre332> ive
downloaded the Java 6 compatability deal from Apple… stlll no
dice
L1402[21:16:16] <spectre332> this is what
terminal shows me when I try to run it from there (this is just the
first part of it)…. You will need to add them to your server before
FML and Forge will run
successfully.java.lang.ClassNotFoundException:
net.minecraft.launchwrapper.Launch
L1403[21:16:35] <spectre332> 2 different
Mac's… two different releases of OSX, same issue.
L1404[21:16:53] <williewillus> confirming
- is this forge development setup or running a forge server?
L1405[21:17:14] <williewillus> also, do
you have the vanilla server jar present in the same directory your
server is in?
L1406[21:17:20] <spectre332> well its not
a server, so I will go with development setup.
L1407[21:17:25] <williewillus> oh
L1408[21:17:39] <williewillus> did you
follow the standard steps (gradle setupDecompWorkspace,
etc.)?
L1409[21:17:48] <spectre332> the file is
forge-1.8.9-11.15.1.1902-universal.jar
L1410[21:18:07] <williewillus> what are
you trying to achieve?
L1411[21:18:12] <williewillus> because
that's not how you setup a modding workspace
L1412[21:18:25] <spectre332> i think we
are on two different pages :) This is trying to install Forge on
Minecraft so I can more easily install mods
L1413[21:18:39] <williewillus> okay
L1414[21:18:42] <williewillus> so you
want the installer
L1415[21:18:44] <LexManos> Run the
fucking installer...
L1416[21:18:55] <williewillus> download
the installer and run that
L1417[21:20:24]
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L1418[21:20:32] <spectre332> i did….
forge-1.8.9-11.15.1.1902-1.8.9-universal.jar from the Forge site.
When I try to launch it, on two different Macs i get "The Java
JAR file could not be launched"
L1419[21:20:38] <williewillus> that's not
the installer
L1420[21:20:56] <williewillus> on the
download page there are 5 buttons
L1421[21:20:59] <williewillus> hit the
one that says installer
L1422[21:21:03] <williewillus> not the
one taht says universal
L1423[21:22:11] <spectre332> i may very
well end the life of a friend tonight… who swore up and down that
the universal file was what I needed to install on a Mac..
L1424[21:22:16] <spectre332> ffs..
L1425[21:22:17] <williewillus> :P
L1426[21:22:33] <spectre332> fired right
up
L1427[21:22:41] <spectre332>
unbelievable.
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L1429[21:23:13] <spectre332> THANK YOU.
I'll be sure to ask here first before relying on my friends
"knowledge" again. :-p
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L1431[21:23:52] <LexManos> Its almost
like we make this striahgt wordward
L1432[21:24:15] <LexManos> Want the
installer, run the one that is named... 'installer'... so
cryptic
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L1434[21:24:51] <williewillus>
¯\_(ツ)_/¯
L1435[21:26:28] <Delenas> So, I have a
fun little question. And by fun I mean "Why did Mojang do
this?" -- setBlockState, 1.9.4. Line 610.
1.9.4-12.17.0.1921-1.9.4, if that's relevant. It deletes the tile
entity.
L1436[21:26:41] <Delenas> Whyyyy does
setBlockState mess with tiles?
L1437[21:26:48] <williewillus> why would
it not?
L1438[21:26:51] <williewillus> when a
chest is gone
L1439[21:26:55] <williewillus> the
TileENtityChest should go too
L1440[21:27:26] <Delenas> Okay. Then why
does Mojang's sleep code do this?
L1441[21:27:35] <Delenas> It's forcing my
beds to completely reset.
L1442[21:27:59] <williewillus> because
beds have a different blockstate depending on when they're occupied
or not
L1443[21:28:10] <williewillus> look at it
with f3 it has a property "occupied"
L1444[21:28:17] <williewillus> you are
looking for TileEntity.shouldRefresh
L1445[21:28:19] <williewillus> override
that
L1446[21:28:29] <Delenas> So I need to
cancel the refresh?
L1447[21:28:37] <williewillus> yes but
only if the block is the same
L1448[21:28:53] <williewillus> common
impl is `return oldState.getBlock() != newState.getBlock()`
L1449[21:29:03] <williewillus> otherwise
your TE's may leak
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L1451[21:29:13] <williewillus> if youre
not careful with that method
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L1453[21:29:55] <Delenas> public boolean
shouldRefresh(World world, BlockPos pos, IBlockState oldState,
IBlockState newSate) ...typo?
L1454[21:30:00] <williewillus> yes
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L1456[21:30:11] <Zorn_Taov> o/
L1457[21:30:15] <Ferdz_TheWeeb>
williewillus, do you think shouldRefresh might be my sync
issue?
L1458[21:30:20] <Delenas>
Fantastic.
L1459[21:30:28] <williewillus>
Ferdz_TheWeeb: no idea
L1460[21:30:34] <williewillus> if it
refreshes all data would be wiped
L1461[21:30:35] <Delenas> So, would a
good way of handling that be check the block and a hash code?
L1462[21:30:45] <williewillus> uhh why a
hashcode
L1463[21:30:47] <williewillus> just check
the block
L1464[21:31:10] <williewillus> return
oldState.getBlock() != newState.getBlock() is safe if you want all
states of your block to share 1 TE
L1465[21:31:59] <Ferdz_TheWeeb> Is
onDataPacket even supposed to be called when loading the
world?
L1466[21:32:35] <williewillus> no
L1467[21:33:07] <Ferdz_TheWeeb> Then
after loading the world, how do clients get the TE data?
L1468[21:33:22] <williewillus> its on my
gist :P
L1469[21:33:30] <Ferdz_TheWeeb> Send
pls
L1471[21:34:35] <Ferdz_TheWeeb> ty
L1472[21:35:33] <Ferdz_TheWeeb> So I
should override handleUpdateTag and it will give me the tag I need
when loading the world, right?
L1473[21:35:43] <williewillus> wat
L1474[21:35:47] <williewillus> no one
gives you anything
L1475[21:35:49] <williewillus> you
control both sides
L1476[21:35:58] <williewillus> what to
send and what to receive
L1477[21:36:16] <Ferdz_TheWeeb> Yeah
that's what I meant sorry I'm confused
L1478[21:36:30] <williewillus> yes so
from handleUpdateTag you return what you want to send with the
chunk
L1479[21:36:38] <williewillus> note the
caveat in bold
L1480[21:38:45]
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seconds)
L1481[21:39:11] <Ferdz_TheWeeb> I've been
trying to fix this for the past 4-5 hours, my brain doesn't
function correctly anymore :P
L1482[21:40:58] <williewillus> take a
break :P
L1483[21:41:10] <Ferdz_TheWeeb> Yeah if
this doesn't work I will
L1484[21:41:22] <Ferdz_TheWeeb> (which is
what I've been telling myself for the past few hours)
L1485[21:44:51] <Ferdz_TheWeeb> IT
WORKED
L1486[21:45:07] <williewillus> yay
L1487[21:45:16] <Ferdz_TheWeeb> Thank you
so much for your patience williewillus !!!
L1488[21:45:27] <williewillus> np
L1489[21:53:54]
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(~Doty1154@2601:648:8000:134f:a15f:271b:1689:8cb2)
L1491[21:57:37] ***
minecreatr is now known as Mine|away
L1492[21:59:19] <Prospector> So...my
fluid has the proper model
L1493[21:59:23] <Prospector> but it's
using the water texture
L1494[21:59:31] <Prospector> What could
be causing this?
L1495[22:05:33] <Prospector> figured it
out, there caps in the blockstate were in camelCase when it
should've been lowercase
L1496[22:06:57]
⇨ Joins: Naiten (Naiten@77.34.226.15)
L1497[22:09:16]
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L1500[22:12:51]
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L1501[22:19:52]
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L1502[22:19:55]
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L1503[22:21:00] <thecodewarrior> I keep
getting segmentaion faults when I run minecraft, it doesn't happen
often, but it used to never happen. Is there anything that might
cause it? If you can't think of anything I can live with it. It
doesn't do it when I'm playing for the most part.
L1504[22:21:24] <williewillus> segfaults
are in C/C++/native level code. so graphics driver problem?
L1505[22:21:52] <Tazz> mmmm I love
segfaults XD
L1506[22:21:55] <Tazz> they are sooo
fun
L1507[22:21:58] <Tazz> >.>
L1508[22:22:05]
⇨ Joins: madcrazydrumma
(~madcrazyd@94.205.12.222)
L1509[22:22:11] <madcrazydrumma> Is there
a block NBT?
L1510[22:22:44] <madcrazydrumma> Or is it
like a tile entity or something?
L1511[22:22:50] <McJty> NBT is on tile
entities
L1512[22:22:51] <McJty> Not on
blocks
L1513[22:23:04] <McJty> And the NBT is
only for persisting the tile entity
L1514[22:23:15] <McJty> A tile entity
just keeps information as it pleases otherwise
L1515[22:23:43] <madcrazydrumma> I just
want to store the owner's UUID who placed the block
L1516[22:24:19] <Tazz> hmm I wonder if I
should use & for referencing function pointers....
L1517[22:24:23] <McJty> yes, store that
in your tile entity
L1518[22:25:36] <madcrazydrumma> Do i
just need createTileEntity for it?
L1519[22:27:51] <McJty> madcrazydrumma,
it is for your own blocks right?
L1520[22:27:55] <madcrazydrumma>
Yep
L1521[22:28:30] <McJty> yes, plenty of
examples of how to do that. Don't forget to register the tile
entity
L1522[22:29:38] <madcrazydrumma> I'll
look it up ^^
L1523[22:30:40] <tterrag> I really should
write some pages for the "duh" stuff
L1524[22:30:51] <madcrazydrumma>
Hahaha
L1525[22:30:55] <tterrag> lots of stuff
on the more in-depth and obscure features
L1526[22:31:02] <tterrag> but no one
wants to write a page on "blocks" or "tile
entities"
L1527[22:31:10] <tterrag> but they are
equally valid subjects
L1528[22:31:19] <madcrazydrumma> True
that
L1529[22:31:27] <tterrag> I am rather
happy with the docs lately
L1530[22:31:27] <Tazz> tterrag, what is
your thoughts on asynchronous IO?
L1531[22:31:33] <tterrag> they are
actually getting nicely filled out
L1533[22:31:40] <tterrag> Tazz: in what
context?
L1534[22:31:48] <tterrag> File IO? web
services?
L1535[22:31:54]
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(~Delenas@2600:1016:b00c:882d:a5bf:aee3:4e12:7275)
L1536[22:31:58] <Tazz> all context
L1537[22:32:04] <Tazz> just general
purpose IO
L1538[22:32:14] <Tazz> whether it be for
a web service or just parsing files
L1539[22:32:15] <tterrag> I'd say avoid
it unless you absolutely need it
L1540[22:32:24] <Tazz> elaborate?
L1541[22:32:27] <tterrag> if you find
that your IO is causing pauses or other performance issues, then
worry about it
L1542[22:32:36] <harmony> where is this
wiresengal when you need him ...
L1543[22:32:46] <tterrag> it's reasonably
easy to convert non-async things to async
L1544[22:32:54] <tterrag> as long as you
write them in a decent way
L1545[22:32:56] <madcrazydrumma> Do i
return the compound parameter passed through writeToNBT?
L1546[22:33:02] <tterrag> madcrazydrumma:
edit it and return it
L1547[22:33:14] <madcrazydrumma> okay
cool cool
L1548[22:33:26] <Tazz> tterrag, whats
your reasoning though :<
L1549[22:33:44] <tterrag> that's always
my reasoning. don't prematurely optimize.
L1550[22:33:48] <tterrag> adding async is
optimizing
L1551[22:34:14] <tterrag> I asked about
context because with certain things, like web services, if they are
done during gameplay you almost certainly need to use async
L1552[22:34:27] <tterrag> there's no way
around it. you can't pause the main thread for 2 seconds doing a
web request
L1553[22:34:38] <tterrag> however,
writing to a json file every few seconds probably doesn't need
async
L1554[22:34:44] <Tazz> tterrag, well in
context of the question, Im deciding upon the IO for Eschelle and
Im now torn between using asynchronous IO and synchronous IO
L1555[22:34:51] <tterrag> I don't know
what that is
L1556[22:34:56] <harmony> +1
L1557[22:35:09] <williewillus> why would
you not provide both
L1558[22:35:10] <Tazz> tterrag, Eschelle
is a JIT compiled language Im developing
L1559[22:35:19] <tterrag> a
language?
L1560[22:35:22] <Tazz> williewillus, Im
contemplating that
L1561[22:35:25] <tterrag> bit out of
scope for this channel, but ok
L1562[22:35:27]
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L1563[22:35:32] <tterrag> I'm with
williewillus, no sense restricting people
L1564[22:35:36] <Tazz> however its alot
more work to add to my plate
L1565[22:35:44] <tterrag> though java
only provides sync IO with plenty of tools to MAKE it async
L1566[22:35:48] <tterrag> maybe go that
route?
L1567[22:35:56] <madcrazydrumma> How do I
then access the data from my tile entity?
L1568[22:35:58] <Tazz> Ive already
written 3000+ lines of code just in the optimizing compiler
:(
L1569[22:36:09] <tterrag> madcrazydrumma:
world.getTileEntity
L1570[22:36:10] <Tazz> and its not even
close to done compiling all control flow structures
L1571[22:36:16] <harmony> rip
L1572[22:36:17] <williewillus> take your
time with it :P
L1573[22:36:20] <tterrag> well maybe you
should focus on taht instead of IO lol
L1574[22:36:33] <Tazz> tterrag, eh Im an
excellent multi tasker
L1575[22:36:45] <Tazz> it does the most
important things
L1576[22:36:48] <Tazz> looping, and
branching
L1577[22:39:34]
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L1579[22:40:27] <madcrazydrumma> That
messes it all up
L1580[22:40:41]
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L1581[22:40:43] <Cooler> pt
L1582[22:42:48] <tterrag> madcrazydrumma:
don't think the TE exists during onBlockAdded
L1583[22:42:54] <tterrag> use
onBlockPlacedBy ?
L1584[22:43:00] <Tazz> tterrag, closures
or function pointers?
L1585[22:43:40] <tterrag> idk
L1586[22:43:46] <tterrag> I'm not really
anyone to talk to about language design
L1587[22:43:51] <Tazz> haha
L1588[22:43:57] <Tazz> well your a
programmer
L1589[22:44:02] <tterrag> sure
L1590[22:44:03] <Tazz> Im more interested
in someones opinion
L1591[22:44:07] <tterrag> who
knows...maybe 3 or 4 languages max
L1592[22:44:32] <Tazz> I figured you
would know more haha
L1593[22:44:42] <Tazz> you seem pretty
smart when your helping people :>
L1594[22:45:06] <madcrazydrumma> I'd say
diesieben knows more languages Tazz
L1595[22:45:16] <McJty> williewillus,
here?
L1596[22:45:24] ***
williewillus is now known as willieaway
L1597[22:45:28] <Tazz> madcrazydrumma,
haha
L1598[22:45:29] <tterrag> lol
L1599[22:45:30] <McJty> That's a no I
guess :-)
L1600[22:45:30] <madcrazydrumma>
lmao
L1601[22:45:34] <Tazz> I know too many
for my own good :(
L1602[22:45:43] <McJty> I'll submit a
ticket
L1603[22:45:43] <madcrazydrumma> Its not
a bad thing
L1604[22:45:51] <McJty> Botania update is
broken I think
L1605[22:45:58] <tterrag> java is my #1.
I'd say I know C++ to a reasonable degree. and languages like lua
even less
L1606[22:46:15] <madcrazydrumma> Learning
the paradigms just makes it easier to apply things when learning
languages
L1607[22:46:17] <Tazz> madcrazydrumma, it
can get hard to remember syntax after learning a bunch haha
L1608[22:46:32] <madcrazydrumma> Tazz,
take a look at brainfuck
L1609[22:46:34] <madcrazydrumma> ;P
L1610[22:46:41] <Tazz> madcrazydrumma, I
have looked at it :P
L1611[22:46:52] <tterrag> yes, after
doing C++ for a whole semester I was dropping my "new"
keywords when I went back to java
L1612[22:46:55] <Tazz> Ive contemplated
writing a compiler for it because everyones do it
L1613[22:47:11] <Tazz> tterrag, haha I
love that feature of C++
L1614[22:47:13] <Tazz> sooo nice :(
L1616[22:47:24] <Tazz> I did the same
when I swapped back to Java haha
L1617[22:47:27] <madcrazydrumma> Error
onBlockPlacedBy
L1618[22:47:39] <tterrag> <tterrag>
madcrazydrumma: don't think the TE exists during onBlockAdded
L1619[22:47:46] <madcrazydrumma> im using
onBlockPlacedBy bud
L1620[22:47:56] <tterrag> oh
L1621[22:48:00] <tterrag> post
code?
L1622[22:48:16] <Tazz> a friend of mine
pointed out that using function pointers makes code
vulnerable
L1623[22:48:20] <Tazz> at least to
injection
L1624[22:48:30] <Tazz> but I prefer them
over closures :(
L1626[22:49:16]
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L1627[22:49:45] <tterrag>
te.setOwnerUUID(worldIn.getClosestPlayer(pos.getX(), pos.getY(),
pos.getZ(), 5, false).getUniqueID());
L1628[22:49:45] <tterrag> owner =
te.getOwnerUUID();
L1629[22:49:48] <tterrag> you are passed
a player...
L1630[22:50:09] <tterrag> however, your
problem is that there isn't a TE to get
L1631[22:50:13] <tterrag> because you
don't return true from hasTileEntity
L1632[22:50:23]
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L1633[22:51:13] <McJty> Also I think you
should use getPersistentUUID() and not getUniqueUUID()
L1634[22:51:22] <madcrazydrumma> Yeah
true ^^
L1635[22:52:39] <tterrag> McJty: they
return the same thing in Entity
L1636[22:52:40]
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L1637[22:52:41] <tterrag> what is the
difference?
L1638[22:52:41] <madcrazydrumma> So all i
need to do is just implement the hasTilEntity method?
L1639[22:52:52] <madcrazydrumma> Thats
what i thought tterrag
L1640[22:52:57] <tterrag> yes
L1641[22:53:09] <McJty> tterrag, I
thought it mattered for EntityPlayer
L1642[22:53:11] <McJty> But not 100%
sure
L1643[22:53:24] <madcrazydrumma> I still
don't understand the difference though
L1644[22:53:35] <tterrag> no
L1645[22:53:41]
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L1646[22:53:48] <tterrag> EntityPlayer
just calls setUniqueId in constructor
L1647[22:53:51] <tterrag> based on the
gameprofile
L1648[22:53:55] <tterrag> which sets that
field which both methods use
L1649[22:54:03] <tterrag> HOWEVER it is
probably more semantically correct to use the persistant ID
L1650[22:54:04]
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L1651[22:54:12] <tterrag> even if in the
current cases they behave the same
L1652[22:54:34] <madcrazydrumma> Ill keep
the persistant id for semantic completeness
L1653[22:57:15]
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next hill, wonders unfold before us; all we have to do is want it
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L1655[22:58:51] <harmony> gradle doesn't
like me :'(
L1656[22:58:58]
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L1657[22:59:06] <madcrazydrumma> It
doesn't like anyone
L1658[22:59:13] <harmony> it hates
me
L1659[22:59:22] <harmony> taking like 20
seconds up front doing nothing
L1660[22:59:30] <harmony> and then doing
the rest in 5 secs
L1661[22:59:47] <harmony> at least
according to the output
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L1671[23:16:57] <killjoy> it's probably
part of configuration
L1672[23:17:15] <killjoy> conf usually
takes the longest. especially with forgegradle
L1673[23:23:03]
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L1686[23:58:32] <Tazz> tterrag, das a
sexy theme XD
L1687[23:58:37] <tterrag> not a theme
:D
L1688[23:58:38] ***
Mine|away is now known as minecreatr
L1689[23:58:40] <tterrag> that's just
atom
L1690[23:58:47] <Tazz> really :O
L1691[23:58:54] <Tazz> looks
darkish
L1692[23:59:17] <TehNut> technically it's
a theme. Just the default one :P
L1693[23:59:26]
⇦ Quits: Cooler (~CoolerExt@61.3.246.35) (Quit:
Leaving)
L1694[23:59:30] <Tazz> oh hmm
L1695[23:59:36] <Tazz> I havent used atom
in a long time :(
L1696[23:59:58] <codahq> playing sounds
changed a bunch in 1.9... is there a client side only play sound
still?