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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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L90[02:21:40] <barteks2x> as I expected, issue 2997 is vanilla bug: https://bugs.mojang.com/browse/MC-91136
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
L121[03:12:18] <LordSaad> https://github.com/LordSaad44/Wizardry/blob/master/src/main/java/me/lordsaad/wizardry/tileentities/TileCraftingPlate.java
L122[03:12:23] <LordSaad> https://github.com/LordSaad44/Wizardry/blob/master/src/main/java/me/lordsaad/wizardry/tileentities/TileCraftingPlateRenderer.java
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
L162[04:01:24] <LordSaad> <LordSaad> https://github.com/LordSaad44/Wizardry/blob/master/src/main/java/me/lordsaad/wizardry/tileentities/TileCraftingPlate.java
L163[04:01:24] <LordSaad> <LordSaad> https://github.com/LordSaad44/Wizardry/blob/master/src/main/java/me/lordsaad/wizardry/tileentities/TileCraftingPlateRenderer.java
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
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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
L262[04:15:11] <LordSaad> this: http://i.imgur.com/IZTa9iX.png
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] ⇦ Quits: rebecca (~rebecca@120.19.40.10) (Ping timeout: 186 seconds)
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
L334[04:22:26] <LordSaad> http://i.imgur.com/pRPcCzY.png
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L336[04:22:46] <LordSaad> thats not updating even when i did this: http://i.imgur.com/O9TpS1M.png
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
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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
L378[04:45:37] <LordSaad> http://i.imgur.com/bkDnaBH.png
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
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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
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L413[04:52:08] <LordSaad> should i stick with the isRemote check?
L414[04:52:55] <LordSaad> ok so..
L415[04:53:08] <LordSaad> http://i.imgur.com/oYOgFgd.png
L416[04:53:17] <LordSaad> guess which lines are the tile entity and which lines are the tesr
L417[04:53:17] <LordSaad> :)
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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] ⇨ Joins: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl)
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] ⇦ Quits: Hink (~Hink@pool-71-184-194-146.bstnma.fios.verizon.net) (Quit: quit)
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*
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L455[05:19:46] <LordSaad> gigaherz|work
L456[05:20:51] <Cypher121> wow, I forgot exactly how bad Swing is
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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
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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
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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
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L491[05:56:43] <madcrazydrumma> ill give it a go and see what happens
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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?
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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
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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
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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
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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?
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L534[06:18:35] <GunnerWolf> oh nevermind, i got it
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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.
L596[09:30:25] <Snapples> https://gist.github.com/4rz0/d6546da8a99b5f2a2fd85932d30d59f2
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
L624[10:02:32] <diesieben07> ugh... http://i.imgur.com/HDmG3df.png
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
L717[10:35:23] <madcrazydrumma> Plus. I'm also now just getting this random error http://pastebin.com/6Lq8FS7m
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
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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
L749[10:45:05] <sham1> http://www.goodreads.com/book/show/85009.Design_Patterns
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.,
L753[10:45:34] <sham1> https://en.m.wikipedia.org/wiki/Design_Patterns
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
L772[10:54:46] <madcrazydrumma> https://gist.github.com/anonymous/2a03af408e597801bc6dbb362e39c8bd
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
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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
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L798[11:02:33] <madcrazydrumma> http://pastebin.com/XrtwsJHc
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?
L836[11:24:44] <shadowfacts> https://gist.github.com/shadowfacts/aa52bfc659ba5527d4b7f81bcc652054
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L838[11:26:43] <madcrazydrumma> shadowfacts, i use this in my skyrim mod in my gui for the item rendering: https://gist.github.com/anonymous/360d0b3e5d2e680394efff4dac310b9c
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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L863[12:09:20] <madcrazydrumma> Hmm this is weird: http://imgur.com/YMrblU1
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
L880[12:14:18] <madcrazydrumma> And this error http://pastebin.com/bVgu86Rc
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.
L897[12:21:47] <kenzierocks> https://github.com/TechShroom/TBMRebooted/blob/dev/src/main/java/com/techshroom/mods/tbm/entity/TBMEntity.java
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?
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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.
L982[14:41:36] <shadowfacts> This is the current code I'm using: https://gist.github.com/shadowfacts/1c0d0ecdefd607cd816d3ff90c6a5405
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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L992[14:56:01] <P3pp3rF1y> synthetica, wouldn't that be because of this line? https://github.com/synthetixa/GeologyMod/blob/master/src/main/java/net/synthetixa/geo/common/GeoEventHandler.java#L18
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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L1181[18:07:13] <Ferdz_TheWeeb> Anyone can tell me why http://pastebin.com/d3b1Wwjz doesn't save the item when I reload the world?
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
L1196[18:22:32] <Ferdz_TheWeeb> For some reason, arrow is still null http://pastebin.com/ftKQN8jf
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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L1214[19:02:08] <Ferdz_TheWeeb> Did I do anything wrong? Because it still crashes http://pastebin.com/aP33jgUQ
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L1216[19:05:26] <TehNut> What is the crash report
L1217[19:06:47] <Ferdz_TheWeeb> If I use F3 and hover over the item, http://pastebin.com/1tM4UK7F
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L1219[19:07:11] <williewillus> what is this? 0.o
L1220[19:07:15] <Ferdz_TheWeeb> And this is the block class http://pastebin.com/HeyEG3MT
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?>
L1329[20:23:42] <Ferdz_TheWeeb> Well I think I was able to pinpoint the problem, http://hastebin.com/ajebeliwof.avrasm for some reason, at line 41, only when client-side, t is an empty nbttage
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
L1357[20:36:26] <williewillus> refer https://gist.github.com/williewillus/7945c4959b1142ece9828706b527c5a4
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
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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
L1470[21:33:57] <williewillus> https://gist.github.com/williewillus/7945c4959b1142ece9828706b527c5a4
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
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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
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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
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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> >.>
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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
L1532[22:31:33] <tterrag> http://mcforge.readthedocs.io/
L1533[22:31:40] <tterrag> Tazz: in what context?
L1534[22:31:48] <tterrag> File IO? web services?
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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
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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
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L1578[22:40:14] <madcrazydrumma> tterrag, http://pastebin.com/yTYQc5hs
L1579[22:40:27] <madcrazydrumma> That messes it all up
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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?
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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 :(
L1615[22:47:20] <madcrazydrumma> http://pastebin.com/UerFMPtk
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 :(
L1625[22:49:08] <madcrazydrumma> https://gist.github.com/anonymous/1d534bebbcbe0450fc31849177bcd09f
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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
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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
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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
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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
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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
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L1655[22:58:51] <harmony> gradle doesn't like me :'(
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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
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L1684[23:53:58] <tterrag> http://i.imgur.com/N2aheKl.png been a while :P
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L1686[23:58:32] <Tazz> tterrag, das a sexy theme XD
L1687[23:58:37] <tterrag> not a theme :D
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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
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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?
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