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L1[00:00:12] <kenzierocks> that didn't do anything as far as i can tell
L2[00:00:39] <kenzierocks> let me do some debugging
L3[00:00:40] <killjoy> do you want to update the TE or an "inventory"?
L4[00:00:44] <luacs1998> quick question - would 1.10 mods be backwards compat with 1.9.4?
L5[00:00:45] <kenzierocks> TE
L6[00:00:51] <killjoy> luacs1998, no
L7[00:00:54] <killjoy> maybe
L8[00:01:00] <kenzierocks> not 100%
L9[00:01:00] <killjoy> it depends
L10[00:01:03] <kenzierocks> close
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L12[00:01:23] <killjoy> if it's just a recompile, it should work
L13[00:01:44] <killjoy> and that's not using the updated srg mappings
L14[00:02:01] <killjoy> some new methods might be named an old method.
L15[00:02:08] <luacs1998> hmm
L16[00:02:20] <killjoy> you could test it.
L17[00:02:27] <killjoy> if everything breaks, you know your answer
L18[00:02:32] <kenzierocks> TileEntity.create changed between 1.9.4/1.10, so WE isn't backwards compat
L19[00:02:38] <kenzierocks> (WorldEdit)
L20[00:03:42] <killjoy> The one method I know of that changed is EntitySkeleton.getSkeletonType
L21[00:03:51] <killjoy> changed from return int to enum
L22[00:04:06] <killjoy> that's the sort of change I would think should've been in 1.9
L23[00:04:22] <killjoy> but then again, there were only 2 skeletons
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L25[00:07:23] <LexManos> fuck the enums
L26[00:07:41] <LexManos> but yes there were some things that changed, overall 1.9.4 mods will work on 1.10
L27[00:08:07] <LexManos> it IS feasible for someone to dev for 1.9.4/1.10 in the same codebase with wrappers around the handful of edges they use
L28[00:09:28] <FusionLord> kenzierocks, do you override getPacketData and onPacketData, you'll need to send the information to the client using those methods for markDirty to work.
L29[00:09:57] <kenzierocks> do you mean getUpdatePacket
L30[00:10:05] <kenzierocks> and onDataPacket?
L31[00:10:13] <FusionLord> ^
L32[00:10:25] <kenzierocks> yes
L33[00:10:42] <kenzierocks> it works for initial placement and update....but not for anything after that
L34[00:12:13] <FusionLord> are you shure it doesn't update? or are you not reading the new data? are you trying to set the IBlockState based on the TE, do you Override getActualState?
L35[00:12:52] <kenzierocks> 100% sure it doesn't update now
L36[00:13:06] <kenzierocks> readFromNBT never got called after I did markDirty
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L38[00:13:32] <FusionLord> code please
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L40[00:14:30] <kenzierocks> https://github.com/TechShroom/PerelTrains/blob/develop/src/main/java/com/techshroom/mods/pereltrains/block/entity/TileEntityAutoRailBase.java
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L42[00:17:39] <FusionLord> where is your onDataPacket
L43[00:17:55] <kenzierocks> wait waht
L44[00:18:01] <kenzierocks> i had that, did i delete it
L45[00:18:14] <FusionLord> been there
L46[00:18:30] <FusionLord> done that, lots of fun debugging something you deleted
L47[00:19:01] <kenzierocks> i just deleted it before i pushed
L48[00:19:06] <kenzierocks> let me triple check
L49[00:21:03] <kenzierocks> ok pushed fix FusionLord
L50[00:21:09] <kenzierocks> still doesn't update post-markDirty
L51[00:21:47] <FusionLord> does line 161 fire?
L52[00:21:59] <kenzierocks> only after block place
L53[00:22:10] <kenzierocks> not on any of the neighbor updates that do fire
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L55[00:25:01] <FusionLord> is weLoadedNow ever true?
L56[00:26:32] <FusionLord> I'm thinking that markDirty isn't getting called...
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L58[00:27:27] <kenzierocks> perhaps
L59[00:27:34] <kenzierocks> would be weird if it wasn't
L60[00:27:51] <kenzierocks> actually yes it must be
L61[00:28:00] <FusionLord> just do a log in getUpdatePacket
L62[00:28:02] <kenzierocks> because the code inside the first if(weLoadedNow) does execute
L63[00:29:27] <FusionLord> because if it marks dirty it is calling onDataPacket
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L75[01:05:44] <Zaggy1024> hm.
L76[01:05:50] <Zaggy1024> how do I use item/generated in a blockstates json?
L77[01:06:03] <Zaggy1024> it's looking for "block/item/generated" :\
L78[01:07:45] <TehNut> Use builtin/generated
L79[01:07:55] <TehNut> And "transform": "forge:default-item"
L80[01:08:55] <Zaggy1024> ah right..
L81[01:09:02] <Zaggy1024> thanks
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L88[01:19:16] <MinecraftWero> anyone awake?
L89[01:21:44] <FusionLord> Zzz...
L90[01:24:44] <MinecraftWero> dang it
L91[01:25:09] <cj89898> maybe
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L93[01:27:00] <MinecraftWero> https://pastee.org/h5gc is there anything wrong in this ?
L94[01:27:27] <FusionLord> looks good
L95[01:28:03] <MinecraftWero> thats great haha now i need to register it with the event bus right?
L96[01:28:09] <FusionLord> ye
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L100[01:29:02] <MinecraftWero> so something like this
L101[01:29:03] <MinecraftWero> MinecraftForge.EVENT_BUS.register(new LivingDropsEvent());
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L103[01:30:55] <FusionLord> thats it
L104[01:31:33] <MinecraftWero> does it have to be inside the constructor?
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L106[01:32:10] <FusionLord> well new Class() and that class is that class that has your @SubscribeEvent
L107[01:32:16] <FusionLord> and blank constructor
L108[01:32:57] <MinecraftWero> oh thanks
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L119[01:59:55] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160624 mappings to Forge Maven.
L120[01:59:59] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160624-1.9.4.zip (mappings = "snapshot_20160624" in build.gradle).
L121[02:00:09] <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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L125[02:19:36] <kenzierocks> FusionLord: hiya
L126[02:19:43] <kenzierocks> markDirty is indeed called
L127[02:19:44] <kenzierocks> https://gist.github.com/kenzierocks/fffba8a4d5d60357b036e3a78bd3558c
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L130[02:20:01] <kenzierocks> as you can see, only the block placement gets a readNBT
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L138[02:25:09] <kenzierocks> yep, just had to manually send to all players
L139[02:25:11] <kenzierocks> :|
L140[02:25:19] <kenzierocks> works fantasticlly now :P
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L174[04:48:56] <Mata> Hmm for some reason my code runs twice This is in a event triggered by GuiScreenEvent.ActionPerformedEvent http://pastebin.com/xS1SgRhi
L175[04:50:58] <Mata> but it's only triggered twice if the MacroKey.instance.layers.size()-1 == 0
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L179[05:08:00] <masa> Pre and Post?
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L181[05:08:28] <masa> so... choose one :p
L182[05:08:42] <Mata> What?
L183[05:10:14] * gigaherz yawns
L184[05:10:25] <gigaherz> some events have Event.Pre and Event.Post variants
L185[05:10:45] <Mata> It doesn't seem this event has
L186[05:12:07] <Mata> But like I am debugging and it seems like there is no lead to the method being called the second time orso
L187[05:12:16] <Mata> I could try crash the game see what the stack trace is
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L189[05:13:52] <gigaherz> wat
L190[05:13:55] <gigaherz> just put a breakpoint?
L191[05:14:00] <Mata> yeah that's not working
L192[05:14:15] <Mata> like it just starts running the second peice of code without reason
L193[05:14:19] <gigaherz> try{}catch() { e.printStackTrace()}I suppose then
L194[05:14:55] <Mata> Hmm both invokes are post invokes i see with the crashlog
L195[05:15:10] <Mata> *from post
L196[05:16:18] <masa> "It doesn't seem this event has" yes it definitely does, check the event class
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L198[05:16:32] <masa> well at least in 1.9.4 it does
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L200[05:18:34] <Mata> Ah now I see it, but how do I get it to only trigger on one?
L201[05:18:55] <gigaherz> declare the event with .Pre or .Post
L202[05:18:56] <gigaherz> choose one.
L203[05:19:21] <Mata> Ah I see finally
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L205[05:21:54] <Mata> Yay now it works xD http://i.imgur.com/u8FSDKQ.png
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L221[06:19:02] <Dark> anyone have a quick example of a metadata blockstate json
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L227[06:26:35] <masa> what does that even mean
L228[06:27:00] <Dark> was that directed to my question?
L229[06:27:01] <masa> metadata has nothing to do with blockstate jsons
L230[06:27:04] <masa> yes
L231[06:27:12] <Dark> updating from 1.7 to 1.8
L232[06:27:17] <Dark> looking for a way to just do a metadata block
L233[06:27:31] <Dark> without doing complex code
L234[06:27:32] <masa> you use blockstate properties
L235[06:27:50] <Dark> elaborate?
L236[06:28:08] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/block/BlockStorage.java
L237[06:28:50] <Dark> hmm is there no built in property in forge for doing a simple meta?
L238[06:29:07] <masa> important bits: createBlockState, getStateFromMeta, getMetaFromState, and that you call the setDefaultState in the constructor
L239[06:29:30] <masa> no, because "doing a simple meta" does not make any sense
L240[06:29:39] <masa> that meta represents something
L241[06:29:53] <masa> so you add a property that represents something
L242[06:29:56] <Dark> trying to find a generic solution that I can apply over 12+ blocks quickly
L243[06:30:13] <Dark> guess I could adapt this into a prefab
L244[06:30:27] <masa> look at vanilla BlockSTone for a simple example, it has the "variant" property which defines if it's regular stone, granite, andesite, diorite
L245[06:30:55] <masa> and that variant property is then stord/encoded into metadata
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L247[06:31:17] <Dark> hmm yes saw that, looked at wool as well
L248[06:31:25] <Dark> seems overly complex for something that was rather simple
L249[06:32:05] <masa> how so?
L250[06:32:48] <Dark> I would go on about having to specify type -> texture, and then create an enum but its not really worth the time to complain
L251[06:32:49] <masa> it makes complete snese to me, you have block, it can have different variants like stone, so you have a propety "variant" which can then have those different values like diorite
L252[06:33:13] <Dark> it makes sense just seems to generate more work then required
L253[06:33:29] <Dark> very useful for unique blocks
L254[06:33:35] <masa> so you'd rather go back to the old magic numbers then?
L255[06:33:45] <Dark> not really, just looking for a simple solution
L256[06:34:00] <masa> adding a property is simple
L257[06:34:25] <Dark> anyways not going to agrue over it, was just seeing if someone had an easy trick
L258[06:34:30] <Dark> going to modify the code you provided
L259[06:34:36] <Dark> and see if I can make it abstract
L260[06:34:57] <masa> sure you can just add a ProperyInteger magicmeta which goes 0:15 and then have fun dealing with that crap everywhere
L261[06:35:32] <Dark> works for me, in this example its just ore which is auto generated by a json
L262[06:35:49] <Dark> so I don't need to know the details after its created
L263[06:35:54] <Dark> just need to load textures
L264[06:36:09] <masa> instead of doing like state.getValue(MACHINE) == Machines.FURNACE you'd do like state.getValue(MAGICMETA) == 6
L265[06:36:18] <masa> really lovely code mess
L266[06:36:55] <kashike> people who use meta like that should be shot
L267[06:37:01] <masa> :p
L268[06:37:18] <Dark> :/ think your missing the point... I plan to never access what the meta is after
L269[06:37:26] <Dark> just loading textures
L270[06:37:44] <masa> well go for magic meta then
L271[06:38:19] <Dark> k, for more complex blocks I most likely will use the Enum, after all I already have enums for most blocks/items I already use
L272[06:38:51] <Dark> give it might be more difficult for the items that use cross enums(two enums)
L273[06:39:15] <Dark> anyways thanks
L274[06:39:38] <masa> well items don't have blockstates anyway, except that you can use the forge blockstate system for the models
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L276[06:41:18] <masa> but then you would just do something like setCMRL(item, meta, new MRL(..., "prop1=value1,prop2=value2"));
L277[06:44:00] <gigaherz> I wish that method had a name more like ModelLoader.applyForModel(rl)
L278[06:44:06] <gigaherz> would be easier to write on irc ;P
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L280[06:46:32] <Dark> there is still only 16 meta values for a block right?
L281[06:46:36] <gigaherz> yup
L282[06:46:41] <gigaherz> whenever you call setblockState
L283[06:46:45] <gigaherz> it will indirectly result in
L284[06:46:48] <gigaherz> getMetaFromState
L285[06:46:55] <gigaherz> and the 4bit value is what gets stored in practice
L286[06:47:08] <Dark> k, that saves a bit of work
L287[06:47:14] <gigaherz> then getBlockState indirectly calls getStateFromMeta, and the 4bit stored value is recovered
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L289[06:51:23] <Dark> what is "forge_marker"
L290[06:51:42] <masa> it uses the forge blockstate format instead of the vanilla one
L291[06:52:00] <Dark> I assumed, how does it work
L292[06:52:06] <Dark> eg values = ?
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L294[06:52:20] <gigaherz> http://mcforge.readthedocs.io/en/latest/blockstates/forgeBlockstates/
L295[06:52:26] <gigaherz> https://gist.github.com/RainWarrior/0618131f51b8d37b80a6
L296[06:52:26] <Dark> ty
L297[06:52:38] <Dark> was trying to find that on google :)
L298[06:53:26] <gigaherz> http://mcforge.readthedocs.io/en/latest/blockstates/states/
L299[06:53:29] <gigaherz> you may want to start here
L300[06:53:37] <gigaherz> since this will explain the rest of the blockstates too
L301[06:53:48] <masa> what is the best way to change a block to air so that it doesn't drop any inventory contents or other stuff?
L302[06:54:09] <gigaherz> masa: setBlockState
L303[06:54:13] <gigaherz> or well
L304[06:54:17] <gigaherz> world.setBlockToAir
L305[06:54:34] <gigaherz> or hmm
L306[06:54:35] <masa> that won't work, it will go to breakBlock() and if the TE is still intact it will spill the inventory
L307[06:54:35] <gigaherz> wait no
L308[06:54:39] <gigaherz> sec
L309[06:54:43] <gigaherz> this is waht I did in my magic mod...
L310[06:54:51] <gigaherz> eh my tech mod*
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L312[06:55:13] <Dark> not sure if it still works but you could void the tile
L313[06:55:24] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/tape/ItemTape.java#L54,L70
L314[06:55:38] <gigaherz> this was to be able to cpature the block without it spilling
L315[06:55:40] <gigaherz> but
L316[06:55:49] <gigaherz> I'm not sure that it's the best option
L317[06:56:14] <masa> mmkay
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L348[08:08:52] <kimfy> Heya, why are so many getters in Block that take the IBlockState arg deprecated already? Or rather, what are they being replaced with?
L349[08:08:57] <kimfy> If at all
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L351[08:12:33] <barteks2x> I didn't loom at it, but I would try to find them in IBlockState
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L353[08:14:02] <barteks2x> kimfy, they seem to be in IBlockState
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L356[08:21:44] <kimfy> Oh duhh
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L359[08:29:55] <kashike> they are deprecated as a "you should not be using this method, instead use the blockstate method"
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L361[08:42:01] <kimfy> Ah ok, so only deal with blockstates, not call it on the actual block, right? blockState.getBlockHardness() instead of block.getBlockHardness(state) and put the implementation in the deprecated getter?
L362[08:42:24] <Ordinastie_> yes
L363[08:42:30] <kimfy> That makes sense, great
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L368[09:00:26] <Coolway99> is there a way to use a non-official version of forge when developing?
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L370[09:01:39] <Coolway99> more specifically, I want to use a version that's awaiting a pull request
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L377[09:19:06] <plathrop> Coolway99 build it locally and then put the jar in your dependencies?
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L379[09:19:21] <plathrop> (just guessing based off Java background, I'm a total noob here)
L380[09:19:51] <Coolway99> and yet you managed to make me feel stupid
L381[09:20:09] <Coolway99> so, good job XD
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L383[09:21:22] <Coolway99> if I replace the proper files inside of the jars
L384[09:21:34] <Coolway99> then it probably would work
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L411[10:17:03] <Coolway99> plathrop: It works, I just replaced it inside of the jar itself
L412[10:17:16] <plathrop> Cool
L413[10:17:18] <Coolway99> there were minor issues, but it's fine now XD
L414[10:19:22] <plathrop> glad I could help with something :-)
L415[10:19:32] <Coolway99> "Can not give player negative experience points"
L416[10:19:34] ⇨ Joins: Kodos (~Kodos@2602:306:ce20:6c30:2945:e207:67d4:78a)
L417[10:19:36] <plathrop> I'm having one of those "everything I do blows up" days.
L418[10:19:50] <Coolway99> minecraft says as any EXP I gain is removed from my total
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L424[10:39:37] <MinecraftWero> hello
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L426[10:44:20] <sham1> Good starting of the evening of the nightless night
L427[10:45:03] <sham1> Today is the day of the midnight sun
L428[10:46:20] <MinecraftWero> oh nice
L429[10:46:47] <sham1> Although it is more like 1000+ km to the north
L430[10:48:33] <MinecraftWero> is it possible to create rainbow particles?
L431[10:49:21] <sham1> Sure
L432[10:49:39] <masa> anything is possible when you put your mind to it! wait...
L433[10:50:12] <sham1> As a rule of thumb, if your question is "is X possible in modding", the answer is usually yes
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L435[10:51:31] <sham1> So the relevant question usually is not "is it possible" but "how should it be done"
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L437[10:53:02] <gigaherz> sham1: well sometimes the answer is "yes -- but you'd have to rewrite half othe mc code, so not worth it"
L438[10:53:23] <sham1> Thus the "usually" part
L439[10:53:38] <MinecraftWero> hahaha well yeah
L440[10:53:42] <MinecraftWero> how should it be done then :P
L441[10:53:53] <gigaherz> what do you mean by "rainbow particles"?
L442[10:53:56] <sham1> What have you tried
L443[10:53:59] <gigaherz> should each particle change colors over time
L444[10:54:06] <gigaherz> or you mean that each particle get a random color?
L445[10:54:08] <sham1> Particles that change their colours
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L447[10:54:11] <sham1> Probably
L448[10:54:15] <MinecraftWero> right now i am using redstone particles and i tried to change 1 color with no luck
L449[10:54:26] <MinecraftWero> and rainbow color i mean like multiple colors
L450[10:54:53] <gigaherz> but multiple colors over time, each aprticle a different color
L451[10:54:59] <gigaherz> or you want a rainbow on EACH particle?
L452[10:54:59] <sham1> Note that you cannot actually represent a rainbow using RPG
L453[10:55:02] <gigaherz> because it's different things
L454[10:55:02] <sham1> RGB
L455[10:55:03] <sham1> *
L456[10:55:12] <gigaherz> ?
L457[10:55:14] <gigaherz> why not?
L458[10:55:24] <sham1> You don't get the full colour spectrum
L459[10:55:31] <sham1> But this is me being pedantic
L460[10:55:38] <gigaherz> well, yeah but it's close enough ;P
L461[10:56:09] <MinecraftWero> oh i know you cant get full colour spectrum with RGB but i am just testing it
L462[10:56:16] <MinecraftWero> let me get a picture of what i want
L463[10:56:19] <gigaherz> transparent->(1,0,0)->(1,1,0)->(0,1,0)->(0,1,1)->(0,0,1)->transparent
L464[10:56:20] <sham1> It was me being a pedant
L465[10:56:22] <sham1> Ignore that
L466[10:56:34] <sham1> Basically what he said
L467[10:56:42] <plathrop> I... didn't actually know that, though, so thanks for pedantry
L468[10:56:59] * plathrop goes to learn more
L469[10:57:29] <sham1> That's why you cannot get true yellow out of a monitor
L470[10:57:53] <sham1> It looks yellow but it is actually just green and red subpixels
L471[10:58:01] <sham1> It has to do with how the human eye works
L472[10:58:14] <sham1> In fact, it has the whole world to do with that
L473[10:58:25] <MinecraftWero> here http://goo.gl/f4MvsD
L474[10:58:35] <MinecraftWero> something like that
L475[10:59:14] <Coolway99> I think I screwed it up XD
L476[10:59:15] <Coolway99> https://www.dropbox.com/s/cgyme4dj799niw9/Screenshot%202016-06-24%2011.58.54.png?dl=0
L477[10:59:53] <Coolway99> as expected, XP orbs crashed the game
L478[10:59:53] <sham1> Yeah
L479[10:59:59] <sham1> That bar doe
L480[11:00:18] <sham1> Meh
L481[11:00:22] <Coolway99> To be fair, minecraft probably doesn't like me right now
L482[11:00:31] <Coolway99> I basically built an XP system on top of it's XP system
L483[11:00:48] <Coolway99> made every level worth 10 XP instead of an ever increasing amount
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L485[11:01:13] <Coolway99> oh, das why
L486[11:01:24] <Coolway99> cast errors
L487[11:02:04] <sham1> :P
L488[11:03:17] <MinecraftWero> and this is my particles class http://pastebin.com/YqfY1cWf i was just trying to change it to green but still red haha
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L490[11:04:35] <Coolway99> well, at least I figured out the XP Bar errors
L491[11:04:52] <Coolway99> I have no idea how it gets it's info
L492[11:04:53] <Coolway99> XD
L493[11:05:04] <sham1> MinecraftWero: it could be the texture
L494[11:05:05] <sham1> Maybe
L495[11:05:21] <MinecraftWero> you think?
L496[11:05:31] <sham1> Err
L497[11:05:40] <sham1> Not sure actually
L498[11:05:58] <MinecraftWero> i don't think so but might be
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L502[11:15:28] <barteks2x> I really need to finally get external keyboard for my laptop... what a genius thoight it would be good idea to place arrows so close to enter, and numpad insert and end...
L503[11:16:10] <Coolway99> minecraft's XP system makes less and less sense to be as time goes on
L504[11:16:52] <Coolway99> but I figured out how to draw on the bar properly, woo!
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L508[11:30:52] <Coolway99> fear me, for I have achieved the ultimate level
L509[11:30:54] <Coolway99> https://www.dropbox.com/s/ze8brgxube0yena/Screenshot%202016-06-24%2012.30.24.png?dl=0
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L515[11:34:17] <sham1> How come that is the max level
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L517[11:35:01] <gigaherz> max_int
L518[11:35:02] <bob_twinkles> maximum you can store in a signed 32 bit integer
L519[11:38:48] <Coolway99> I just realised how horribly unsided this code is XD
L520[11:39:03] <Coolway99> if you have more than one player in the world, you're going to have both a desync and a shared XP bar
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L523[11:44:52] <barteks2x> I asked this question once and got no answer, does anyone know what is the purpose of RenderChunk.createRegionRenderCache (added by forge) if mods can't change the ChunkCache behavior as javadoc says?
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L525[11:47:17] <barteks2x> is it part of something that never got implemented or something like that?
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L530[11:53:18] <barteks2x> seems to be added here https://github.com/MinecraftForge/MinecraftForge/commit/ea9d805e4f2e280ee7ed00904d5efb1fdfa15ea1 but how it should be used?
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L534[11:58:32] <Snapples> Are 1.9.4 mods forward-compatible to 1.10(.x)?
L535[11:58:39] <gigaherz> many are
L536[11:58:41] <gigaherz> some aren't
L537[11:58:53] <gigaherz> if a mod uses a method or class that has been changed, it won't work
L538[11:59:09] <gigaherz> if the mod is or has a coremod, chances are it won't work either
L539[11:59:20] <gigaherz> the rest, should work without changes
L540[11:59:26] <gigaherz> I know that all 5 of my mods work as-is
L541[12:00:29] <Snapples> Cause mine complains that it needs Mincraft [1.9,1.10)
L542[12:00:55] <gigaherz> did you add "[1.9,1.10)" to the dependencies?
L543[12:01:03] <gigaherz> in your @mod
L544[12:01:08] <Snapples> I added that to @mod, yea.
L545[12:01:16] <gigaherz> yeah then you explicitly excluded 1.10
L546[12:01:19] <gigaherz> even if it would work
L547[12:01:47] <Snapples> I see. I was hoping there was some kind of override mechanism in forge :D
L548[12:01:51] <Snapples> Time to recompile.
L549[12:02:01] <gigaherz> there is -- for mods that have 1.9.4 exactly
L550[12:02:22] <gigaherz> but if you say ",1.10)", you are explicitly excluding 1.10, and it DOES trust that
L551[12:02:34] <Snapples> Ah.
L552[12:03:00] <Snapples> Well, I did it like that to have it work with 1.9 trough 1.9.4
L553[12:03:05] <gigaherz> yeah
L554[12:03:19] <gigaherz> if it was [1.9,1.9.4] then it MAY have worked, not sure
L555[12:03:21] <barteks2x> So I assume nobody knows anything about the patch I asked about
L556[12:03:36] * gigaherz looks
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L558[12:03:45] <Snapples> I'll experiment with it a bit, thanks!
L559[12:03:45] <gigaherz> oh, no idea.
L560[12:07:53] <Snapples> When I remove the version altogether, will it work with all of them?
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L562[12:11:56] <Snapples> Nevermind, the docs say I need to set this so I will :D
L563[12:12:10] <gigaherz> ?
L564[12:12:22] <gigaherz> 1.9 and 1.9.4 are not cross-compatible
L565[12:12:24] <gigaherz> so if you dont' specify
L566[12:12:28] <gigaherz> and compile in 1.9.4
L567[12:12:30] <gigaherz> it won't work on 1.9
L568[12:12:35] <gigaherz> and if you compile in 1.9, it won't work on 1.9.4
L569[12:12:43] <gigaherz> 1.9.4->1.10 is a special case
L570[12:12:44] <gigaherz> like it was for
L571[12:12:46] <gigaherz> 1.8.8->1.8.9
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L573[12:16:08] <Snapples> Well, my mod did work for both
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L575[12:16:26] <Snapples> 1.9 and 1.9.4, that is.
L576[12:16:33] <Snapples> Probably 1.8 as well, never tried.
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L578[12:31:26] <gigaherz> hmmm does someone know of a mod that has energy pipes using the tesla api?
L579[12:31:43] <Snapples> There are a few mods out there, yea.
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L581[12:32:12] <gigaherz> I mean a specific one, so I can go dl it to test my implementation
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L584[12:35:11] <Snapples> FluxedRedstone
L585[12:35:18] <Snapples> But it's not out for 1.10 yet
L586[12:36:03] <Snapples> It also requires MCMP and Reborncore...
L587[12:36:14] <gigaherz> meh
L588[12:36:20] <gigaherz> may try regardless
L589[12:36:22] <Snapples> Indeed.
L590[12:36:29] <gigaherz> I'm doing it on 1.9.4 anyhow
L591[12:36:35] <OrionOnline> Anyone having a Multiblock system that i can take a look at in 1.9 and higher?
L592[12:36:37] <gigaherz> since the mod works as-is on 1.10
L593[12:36:46] <gigaherz> OrionOnline: ender-Rift
L594[12:36:51] <OrionOnline> Mine somehow broke during port
L595[12:37:02] <gigaherz> but it's practically the same as in 1.8.9
L596[12:37:03] <OrionOnline> And i am pretty sure it has to do with the threaded networking
L597[12:37:08] <OrionOnline> So rewrite it is!
L598[12:38:06] <OrionOnline> gigaherz, ender-rift is your mod right?
L599[12:38:09] <gigaherz> yup
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L601[12:42:32] <OrionOnline> Under which packages can i find that stuff
L602[12:42:34] <OrionOnline> ?
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L604[12:43:24] <gigaherz> rift package has the multiblock structure management
L605[12:43:54] <gigaherz> then .blocks has all the blocks and TEs, including the ones involved in the multiblock
L606[12:44:21] <Ordinastie_> damn, steam will make me ruin myself :(
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L609[12:44:36] <OrionOnline> found it
L610[12:44:37] <OrionOnline> nice
L611[12:44:48] <FusionLord> gigaherz, why would you put it there? That totally makes sense :P
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L613[12:45:11] <OrionOnline> FusionLord, how would i know how he called his structures
L614[12:45:18] <OrionOnline> rift could have been dimensions
L615[12:45:22] <OrionOnline> or what ever.....
L616[12:45:33] <FusionLord> I'm just teasing lol
L617[12:47:06] <OrionOnline> FusionLord, sorry, i am very frustrated
L618[12:47:16] <OrionOnline> It is the last thing preventing my release
L619[12:47:23] <OrionOnline> And is insanely anoying
L620[12:47:31] <gigaherz> NOW WHY THE f IS MY GENERATOR NOT SAVING?!
L621[12:47:37] <gigaherz> oops caps
L622[12:47:38] <OrionOnline> :P
L623[12:47:40] <gigaherz> that came out angry
L624[12:47:44] <gigaherz> rather than confused
L625[12:48:01] <FusionLord> lol that is really angry
L626[12:48:12] <OrionOnline> gigaherz, welcome to my world, my TE messes up the structure everytime differently
L627[12:48:26] <OrionOnline> even though it is the same structure....
L628[12:49:12] * gigaherz facepalms hard
L629[12:49:22] <gigaherz> why the fuck did no one COMPLAIN about this?
L630[12:49:26] <gigaherz> I have had more than one issue report
L631[12:49:36] <gigaherz> NONE OF THEM mentioned that my generator is completely and utterly broken XD
L632[12:50:47] <Coolway99> is there an event I can subscribe to that updates every tick?
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L636[12:54:10] <gigaherz> Coolway99: many
L637[12:54:14] <gigaherz> where do you need it?
L638[12:54:18] <gigaherz> server or client?
L639[12:54:23] <Coolway99> server
L640[12:54:29] <gigaherz> and is this for a specific thing
L641[12:54:33] <gigaherz> or a single one per server
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L643[12:55:01] <gigaherz> if you just want something that gets called once a tick, subscribe to the ServerTickEvent ;P
L644[12:55:04] <Coolway99> single one per server
L645[12:55:07] <Coolway99> oh
L646[12:55:08] <Coolway99> derp
L647[12:55:11] <Coolway99> shoulda thought
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L650[13:02:59] <Coolway99> .... bleh....
L651[13:03:11] <Coolway99> now I'm worried about bogging down the tickrate
L652[13:03:23] <Snapples> you should be :D
L653[13:03:40] <Coolway99> because of the nature of what I want to do
L654[13:03:49] <Coolway99> this code has to go through each and every player...
L655[13:04:59] <bob_twinkles> there's PlayerTickEvent if your logic is local to each player
L656[13:05:34] <Coolway99> still worried about tickrate
L657[13:05:52] <gigaherz> meh
L658[13:05:56] <gigaherz> it's not that bad
L659[13:05:58] <gigaherz> but as bob_twinkles says
L660[13:06:02] <gigaherz> if you need to tick each player
L661[13:06:06] <gigaherz> do it in the player tick event
L662[13:06:26] <gigaherz> there would have to be many thousands of events per second to cause issues
L663[13:06:47] <Coolway99> hmmm... question
L664[13:06:58] <Coolway99> which side to I set entities "dead" on?
L665[13:07:42] <Coolway99> or more specifically, players
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L668[13:11:22] <gigaherz> dafuq
L669[13:11:25] <gigaherz> my TE isn't loading
L670[13:11:27] <gigaherz> AT ALL
L671[13:11:36] <gigaherz> readFromNBT isn't getting called o_O
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L674[13:15:20] <Coolway99> apparently player.setDead() doesn't kill the player :/
L675[13:15:52] <Coolway99> and apparently playertickevent isn't called server-side
L676[13:16:01] <gigaherz> it's called on both ;P
L677[13:16:23] <gigaherz> and if you want to kil lthe player, it may be best to set the health to 0?
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L679[13:17:28] <Coolway99> that works
L680[13:17:34] <Coolway99> only did it server side too :D
L681[13:17:50] <Coolway99> XD
L682[13:17:59] <Coolway99> this is rather funny
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L684[13:18:15] <Coolway99> so I made it so that if the player's level is greater than 5, they die
L685[13:18:22] <gigaherz> wat
L686[13:18:25] <Coolway99> but because I had Integer.MAX_VALUE levels
L687[13:18:32] <Coolway99> the EXP orbs dropped
L688[13:18:38] <Coolway99> all set you to Integer.MAX_VALUE levels
L689[13:18:43] <Coolway99> so they're insta-kill
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L691[13:20:39] <unascribed> does anyone have a link to the ModelFontRenderer snippet?
L692[13:21:10] <tterrag|ZZZzzz> gigaherz: sounds like you don't register your TE? :P
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L694[13:22:34] <gigaherz> tterrag: sounds like. but I do.
L695[13:22:38] <gigaherz> XD
L696[13:22:55] <gigaherz> the code really hasn't changed that much since when it worked :/
L697[13:25:43] <gigaherz> wat?!
L698[13:25:51] <gigaherz> the TE doesn't exist until I rightclick the block?!?!
L699[13:25:56] <gigaherz> ............
L700[13:26:01] <gigaherz> let me try on a whole new world
L701[13:28:30] <gigaherz> OH FFS
L702[13:28:36] <gigaherz> I added a constructor -- forgot public
L703[13:28:40] <gigaherz> so it's package-local
L704[13:28:44] <gigaherz> and the reflection instantiation fails
L705[13:28:51] <tterrag> yay class based APIs :D
L706[13:29:08] <gigaherz> why the F does it instantiate the TE through reflection
L707[13:29:21] <gigaherz> rather than just calling readFromNBT on the result of createTileEntity of the Block?
L708[13:29:33] <gigaherz> I guess so you can replace the TE somehow?
L709[13:29:35] <tterrag> block context is not guaranteed at time of TE creation
L710[13:29:42] <gigaherz> ah
L711[13:29:43] * gigaherz nods
L712[13:29:44] <tterrag> TEs are read from memory in a different place
L713[13:29:57] <tterrag> really they should be decoupled
L714[13:30:05] <tterrag> but meh, mojang won't change it :P
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L724[13:56:07] <electrolitic> Do you need a json file in order to load a texture?
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L726[13:58:39] <gigaherz> in order to *load* it, no
L727[13:58:47] <gigaherz> but in order to give an item a "texture", you need a model
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L736[14:24:00] <electrolitic> What do you need to call the registry name? Does it have an impact on the item, or is it just a reference?
L737[14:25:21] <gigaherz> it's just the identifier
L738[14:25:28] <gigaherz> so like
L739[14:25:30] <Coolway99> hey is @SideOnly the physical or logical side?
L740[14:25:32] <gigaherz> if you call it poop
L741[14:25:36] <gigaherz> then someone using /give
L742[14:25:38] <gigaherz> would have to use
L743[14:25:41] <gigaherz> yourmodid:poop
L744[14:26:03] <gigaherz> Coolway99: physical -- FML ignores those methods/classes when loading, if it's the wrong type of jar
L745[14:26:14] <electrolitic> Ah. Nothing to do with the textures? I made a json file and put it in a models folder (in an items folder in there) and still not getting any luck :/
L746[14:26:22] <gigaherz> for logical, you have to use if(world.isRemote) -- where remote==client, and non-remote==server
L747[14:26:37] <gigaherz> electrolitic: as I said
L748[14:26:41] <gigaherz> an item has a model, not a texture
L749[14:26:45] <gigaherz> you have to register the model
L750[14:26:47] <gigaherz> in your client proxy
L751[14:26:51] <electrolitic> Oh!
L752[14:26:51] <gigaherz> during pre-init
L753[14:26:58] <gigaherz> using ModelLoader.setCustomModelResourceLocation
L754[14:27:08] <gigaherz> which would point to a model json, or blockstates json
L755[14:27:26] <gigaherz> then the json file would in turn eventually use something like
L756[14:27:40] <Coolway99> I just realised that if you make a random object, then you can end up with desync real quickly without realising it :/
L757[14:27:42] <gigaherz> "textures": { "layer0": "mymod:my_texture" }
L758[14:32:28] <Coolway99> I'm going to assume player.isCreative() assumes that adventure is survival and spectator is creative
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L761[14:37:12] <barteks2x> Should I consider a mixin that fixes a rare crash "required" for the mod to load or not?
L762[14:39:06] <barteks2x> And by rare I mean you can run the game several hours per day for a few weeks without experiencing that crash
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L768[14:47:33] *** Darkhax_AFK is now known as Darkhax
L769[14:48:39] <barteks2x> I would really like some way to avoid calling superconstructor when extending a class...
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L772[14:51:42] <Coolway99> just override everything
L773[14:52:14] <gigaherz> thatdoens't prevent calling super() on the constructor
L774[14:52:14] <gigaherz> ;P
L775[14:52:29] <Coolway99> no, but it can lessen the effects
L776[14:53:43] <barteks2x> I think I can hack it arounf by giving it fake arguments
L777[14:53:44] <Coolway99> class Three extends Four{ public Three(){super();} @Override public int getNumber(){return 3;}}
L778[14:53:50] <Coolway99> that's the spirit!
L779[14:54:52] <Coolway99> how "often" should I store NBT data?
L780[14:55:08] <barteks2x> I thought it would slow things down too muck, but I forgot it's called clientside so it won't
L781[14:56:26] <barteks2x> I will give it negative radius
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L783[15:00:54] <barteks2x> "this.chunkX = posFromIn.getX() - subIn >> 4;" this makes no sense...
L784[15:01:22] <barteks2x> or wait, "-" has higher priority, right?
L785[15:01:52] <Coolway99> I think
L786[15:02:00] <Coolway99> look it up
L787[15:02:11] <barteks2x> I hate that the decompiled code has no parentheses unless really required
L788[15:02:23] <Coolway99> that's obfusication for you
L789[15:02:27] <barteks2x> it makes the code very confiusing if you don't remembe rthe exact priorities
L790[15:02:43] <Coolway99> I saw an if else statement that had two of the same results then an else
L791[15:02:54] <Coolway99> it could of just used an "or"
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L793[15:03:40] <barteks2x> In some very old version I've seen if(this == null) followed by a lot of code, not sure if it was due to obfuscation or the code was really like that
L794[15:04:29] <barteks2x> maybe some inlined class?
L795[15:05:04] <Coolway99> "if (this==null)".....
L796[15:05:15] <Coolway99> that statement will never be true
L797[15:05:26] <barteks2x> but it was there in decompiled code...
L798[15:06:07] <barteks2x> After I saw it I literally went to google and typed "can this be null in java"
L799[15:06:59] <Coolway99> common sense would say no
L800[15:07:08] <Coolway99> because you can't call "this" from a static context
L801[15:07:22] <Coolway99> and if you can call "this", then it's obviously not null
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L804[15:11:47] <kenzierocks> can you compose transforms in the blockstate json?
L805[15:12:11] <kenzierocks> i want the default-block transform, but I also want to move it back X pixels when placed
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L807[15:21:31] <masa> Coolway99: store NBT where? usually you should only write to NBT when the data will be written to disk or otherwise that is the only way to store it
L808[15:22:06] <Coolway99> in the player's NBT
L809[15:23:21] <Coolway99> wait
L810[15:23:24] <Coolway99> found events I can use
L811[15:23:30] <Coolway99> Player Logged in and Player Logged out
L812[15:23:50] <Coolway99> the list of events on the wiki is outdated :/
L813[15:24:05] <gigaherz> there
L814[15:24:06] <gigaherz> http://minecraft.curseforge.com/projects/ender-rift/files
L815[15:24:13] <gigaherz> Ender-Rift is now v1.0 ;P
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L817[15:24:34] * gigaherz waits for people finding all the bugs ;P
L818[15:26:32] <gigaherz> HAH, I knew I'd find a bug, right after releasing -- I never made the generator PUSH toward tesla receivers
L819[15:27:30] <sham1> :P
L820[15:27:31] <sham1> Wait
L821[15:27:33] <sham1> Tesla
L822[15:27:36] <sham1> Tesla coils?
L823[15:27:40] <gigaherz> Tesla API
L824[15:27:41] <gigaherz> for energy
L825[15:27:45] <sham1> AH
L826[15:27:55] <gigaherz> I said back then, I didn't like the API because it did some things I didn't agree with
L827[15:27:59] <gigaherz> it doesn't do that anymore.
L828[15:28:25] <gigaherz> I still don't like that it has 3 separate capabilities for "provider" "consumer" and "holder"(state display)
L829[15:28:38] <gigaherz> but /shrug
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L831[15:28:47] <sham1> Could you link me to the api
L832[15:30:38] <gigaherz> https://github.com/Darkhax-Minecraft/Tesla/tree/master/src/main/java/net/darkhax/tesla
L833[15:30:48] <gigaherz> api folder has the interfaces
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L835[15:34:23] <barteks2x> whate the hell ChunkCache.extendedLevelsInChunkCache means?
L836[15:36:32] * gigaherz facepalms
L837[15:36:36] <gigaherz> NeoTech DEPENDS on JEI
L838[15:36:36] <HassanS6000> Hello, I'm trying to build ICBM 1.5.2 using Ant
L839[15:36:39] <HassanS6000> https://github.com/BuiltBrokenModding/ICBM/tree/1f12575295af971d719d93ed10c7990dc4831b88
L840[15:36:41] <gigaherz> as in, hard dep
L841[15:36:47] <gigaherz> can't load without JEI
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L843[15:36:58] <HassanS6000> For some reason when I build it there are no classes in the output jars
L844[15:37:28] <gigaherz> that's... old
L845[15:37:33] <HassanS6000> Very
L846[15:37:36] <gigaherz> I have no idea how things worked back then
L847[15:37:52] <HassanS6000> Neither did I until 1 hour ago xD
L848[15:38:13] <gigaherz> well yo uapparently still don't ;P
L849[15:38:47] <barteks2x> was forgegradle a thing in that version?
L850[15:38:52] <gigaherz> no
L851[15:38:53] <gigaherz> that's the point
L852[15:38:59] <gigaherz> fg was added on late 1.6
L853[15:39:43] <gigaherz> oh nevermind
L854[15:39:44] <barteks2x> I remember something about downloading MCP then forge source and then running forge install script, and then writing mod code in eclipse
L855[15:39:44] * gigaherz facepalms
L856[15:39:47] <gigaherz> wrong JEI version
L857[15:39:49] <gigaherz> not hard dep
L858[15:40:11] <barteks2x> that's all I remember from those old versions
L859[15:40:11] <HassanS6000> Yeah you have to download MCP and forge SRC, then run an install script
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L862[15:43:24] <barteks2x> uh... I always press insert (0 on numpad) instead of right arrow...
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L864[15:47:51] <Coolway99> so this is very confusing to me right now
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L866[15:49:03] <Coolway99> if only on the logical server side I want say, a list of all players
L867[15:49:20] <Coolway99> bleh, XY problem
L868[15:50:09] <Coolway99> If I want a list of XpWrapper classes for all players on the logical server side
L869[15:50:34] <Coolway99> but only want the needed information on the logical client side to prevent desync
L870[15:50:41] <Coolway99> how would I go about it?
L871[15:52:29] * gigaherz sighs in relief
L872[15:52:38] <gigaherz> mc just crashed, thoguht it was my mod
L873[15:52:42] <gigaherz> but it crashed on storage network
L874[15:52:42] <gigaherz> XD
L875[15:52:54] <Coolway99> ... and thinking of a simple "scenario" probably just gave me the answer...
L876[15:53:49] <Coolway99> yay for ServerProxy, CommonProxy, and ClientProxy
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L878[15:54:07] <SatanicSanta> What do we use instead of onBlockPreDestroy now?
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L881[15:55:21] <barteks2x> I really hate how mojang made rendering multithreaded... it basically uses chunk.getBlockState and some other Chunk methods as lock free structure from multiple threads
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L885[16:00:13] <gigaherz> anyone knows any mod block that implements the Tesla consumer capability? XD
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L889[16:00:46] <Coolway99> question
L890[16:00:57] <gigaherz> both neotech batteries and the storage network's master block only receive RF ;P
L891[16:00:59] <Coolway99> if booted into a SP world
L892[16:01:07] <gigaherz> it works just fine through a cable but meh.
L893[16:01:13] <Coolway99> there's only one proxy, right?
L894[16:02:35] <Coolway99> also, another question
L895[16:02:51] <Coolway99> how the heck do lan worlds work in terms of side-ness?
L896[16:05:58] <barteks2x> the same as singeplayer world but someone else can join it
L897[16:07:03] <barteks2x> from prespective of someone who joins it, it's just a normal server
L898[16:07:08] <gigaherz> also they disable pause-on-menus
L899[16:07:20] <gigaherz> both are integrated server
L900[16:07:24] <gigaherz> the SAME integrated server
L901[16:07:33] <gigaherz> just one has disabled the menu pause, and enabled the socket
L902[16:08:15] <Coolway99> my head...
L903[16:08:20] <barteks2x> in fact, if you find port it's running on, literally anyone can join it even if it's not lan
L904[16:08:31] <barteks2x> (I tried it)
L905[16:08:36] <Coolway99> neat
L906[16:08:38] <gigaherz> hm?
L907[16:08:47] <gigaherz> i thoguht the socket wasn't open unless it was lan
L908[16:08:55] <Coolway99> actually, it makes sense
L909[16:08:56] <gigaherz> the singleplayer uses some "bypass" connection
L910[16:09:01] <barteks2x> I mean, if you enable sharewith lan
L911[16:09:03] <gigaherz> it doens't actually encode the packets into bytes
L912[16:09:05] <gigaherz> oh
L913[16:09:06] <gigaherz> sure
L914[16:09:11] <Coolway99> oh
L915[16:09:12] <gigaherz> if you forward the router port
L916[16:09:19] <gigaherz> anyone can join, not just LAN
L917[16:09:21] <Coolway99> :/
L918[16:09:45] <barteks2x> Here I dont even need to forward ports if I use ethernet directly
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L920[16:10:33] <gigaherz> then it's lan ;P
L921[16:10:47] <Coolway99> anyways, the issue I'm running into is I (think) I need to maintain a list of players
L922[16:11:01] <Coolway99> but I can't store it client side as that would be pointless
L923[16:11:04] <gigaherz> "of players" in a general sense? there's already such a list
L924[16:11:11] <Coolway99> no in a general sense
L925[16:11:15] <Coolway99> *not
L926[16:11:16] <barteks2x> It's not? I literally just gave my IP and port to someone on another continent and he could connect
L927[16:11:20] <gigaherz> so specific subset of players?
L928[16:11:33] <gigaherz> barteks2x: oh you mean you have a static IP, and connect without NAT
L929[16:12:27] <barteks2x> exactly, but other than what I have now I rarely see anything withotu NAT
L930[16:12:29] <Coolway99> gigaherz, for every player that joins I'm maintaining a new instance of a class
L931[16:12:45] <gigaherz> then you want to use a capability
L932[16:12:59] <gigaherz> you attach an ICapabilityProvider on the player
L933[16:13:02] <Coolway99> show me this mysterious power *-*
L934[16:13:07] <gigaherz> and this capability provider contains the instance of the class
L935[16:13:41] <gigaherz> then you do if p.hasCapability(your capability's manager class, side) getCapability(the manager class, side)
L936[16:13:45] <gigaherz> to obtain the current instance
L937[16:13:59] <gigaherz> http://mcforge.readthedocs.io/en/latest/datastorage/capabilities/
L938[16:14:06] <barteks2x> are world capabilities merged now?
L939[16:14:09] <gigaherz> https://gist.github.com/williewillus/c8dc2a1e7963b57ef436c699f25a710d
L940[16:14:14] <gigaherz> barteks2x: aren't those pointless?
L941[16:14:18] <gigaherz> it's just WorldSavedData
L942[16:14:34] <barteks2x> I want to know how it works, maybe it will be useful for me
L943[16:14:46] <gigaherz> they used a WorldSavedData instance
L944[16:14:49] <gigaherz> tom anage all world capabilities
L945[16:14:58] <barteks2x> would it be useful to store for example min/max world height there?
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L947[16:15:10] <gigaherz> for the whole world? sure
L948[16:15:15] <gigaherz> but it's not per-chunk
L949[16:15:22] <barteks2x> I don't need per chunk
L950[16:15:36] <barteks2x> I need to figure out how capabilities work in general
L951[16:15:37] <gigaherz> then yes, you could use a WorldSavedData object for it
L952[16:15:43] <Coolway99> per chunk max/min hight?
L953[16:15:46] <gigaherz> no need to use world capabilities
L954[16:15:53] <Coolway99> that would be one weird world
L955[16:15:55] <gigaherz> Coolway99: he'sworking on cubic chunks
L956[16:16:04] <Coolway99> wasat?
L957[16:16:06] <gigaherz> which can extend arbitrarily tall/deep
L958[16:16:16] <gigaherz> rather than forced to 0..256
L959[16:16:19] <gigaherz> 255*
L960[16:16:20] <barteks2x> currently about +/-8000000 blocks
L961[16:16:45] <gigaherz> imagine being able to build so high, that the ground just simply doesn't render in
L962[16:16:53] <gigaherz> you could have the "aether" right there on the same dimension
L963[16:17:03] <gigaherz> or you could have a pseudo-nether at like -1000
L964[16:17:05] <Coolway99> ... you already kinda can...
L965[16:17:16] <barteks2x> biut thatabut that is just stacked imensions
L966[16:17:17] <Coolway99> wait, negative building?
L967[16:17:18] <gigaherz> ?
L968[16:17:20] <Coolway99> o3o
L969[16:17:22] <barteks2x> yes, negative height
L970[16:17:33] <gigaherz> and thisi s seamless
L971[16:17:39] <gigaherz> no "change dimensions if you move above 256
L972[16:17:51] <barteks2x> https://dl.dropboxusercontent.com/u/54602353/2016-06-24_02.57.14.png <-- screenshot
L973[16:17:53] <gigaherz> it frees the Y coord from the tyranny of the byte
L974[16:18:31] <gigaherz> lol
L975[16:18:32] <Coolway99> anyways
L976[16:18:53] <Coolway99> time to learn how to use those mysterious capabilities
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L978[16:19:16] <barteks2x> so could I for example use world capabilities instead of using mixins to make World implement ICubicWorld?
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L981[16:19:29] <gigaherz> you may need to look at exmaple,s they are hard to grasp ;p
L982[16:19:44] <gigaherz> no barteks2x
L983[16:19:50] <gigaherz> they don't "add interfaces"
L984[16:19:57] <gigaherz> it's composition, not inheritance
L985[16:20:05] <barteks2x> I don't need to add the interface, just some way to access these additional methods
L986[16:20:07] <gigaherz> the whole point of capabilities is that they avoid inheritance of APIs
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L988[16:20:22] <gigaherz> thne yes, you could use "world capabilities", or even the vanilla WorldSavedData
L989[16:20:26] <barteks2x> Way back when I used ASM directly I had WorldContext class
L990[16:20:39] <barteks2x> which had a HashMap<World, WorldContext>
L991[16:21:10] <gigaherz> barteks2x: look at this: https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/storage/RiftStorageWorldData.java
L992[16:21:32] <tterrag> using world as a key O.o
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L994[16:21:45] <barteks2x> I probably used dimension ID
L995[16:21:51] <barteks2x> I dont' remember
L996[16:21:57] <gigaherz> rathert han HashMap<World, WorldContext> you'd have a WorldContext.get(world), whichwould internally call world.getMapStorage().loadOrGet(ID KEY)
L997[16:21:59] <barteks2x> whatever Cuchaz did in M3L
L998[16:22:21] <gigaherz> wherthe key is an arbitrary string of your choice
L999[16:22:29] <barteks2x> I now I have World that implements ICubicWorld interface
L1000[16:22:34] <barteks2x> and I use ICubicWorld instead of World
L1001[16:22:38] <gigaherz> http://mcforge.readthedocs.io/en/latest/datastorage/worldsaveddata/
L1002[16:22:40] <gigaherz> docs ;P
L1003[16:23:17] <barteks2x> If I will need to keep track of world-->capability mapping myself anyway I wouldn't benefit from it, it needs to be very fast to access
L1004[16:23:25] <Coolway99> so, I have but one question about the capabilities
L1005[16:23:35] <gigaherz> barteks2x: you don't manage the mapping yourself
L1006[16:23:39] <gigaherz> the vanilla implementation does
L1007[16:23:49] <Coolway99> do they have to "be" a certain thing, or can they be really whatever we want?
L1008[16:23:58] <barteks2x> When i used that hashmap I found the hash map to slow down things
L1009[16:24:07] <gigaherz> barteks2x: ah
L1010[16:24:11] <gigaherz> well that'd suck, then
L1011[16:24:36] <barteks2x> because whenever world.isValid is called (which is extremely frequently) I would need to access it
L1012[16:24:39] <gigaherz> Coolway99: a Capability is composed of two main things: the Capability instance, and the interface that you attach to things
L1013[16:24:54] <gigaherz> for example
L1014[16:25:04] <gigaherz> the item handler capability
L1015[16:25:08] <gigaherz> is a Capability<IItemHandler>
L1016[16:25:20] <gigaherz> anyone who implements this capability, will have to return an instance of IItemHandler
L1017[16:25:37] <barteks2x> I'm also wondering if there would be some way to expose cubic chunks API for other mods at some point
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L1019[16:26:06] <Coolway99> bleh, the name "cubic chunks" spoils the magic
L1020[16:26:21] <barteks2x> why?
L1021[16:26:24] <Coolway99> "how does it work?" "It's right in the friggin title!"
L1022[16:26:56] <barteks2x> the name is basically from the first mod implemented by Robinton for beta 1.7.3 (which I ported to 1.6.2 a few years ago)
L1023[16:27:47] <barteks2x> another possiblity is Tall Worlds Mod
L1024[16:27:55] <barteks2x> (which is name invented by Cuchaz)
L1025[16:28:31] <barteks2x> and actually Chunk still works the same as in vanilla, it has only 2 coordinates and is "infinite" in height
L1026[16:29:20] <barteks2x> and I would argue that not changing that *is* magic
L1027[16:30:10] <Coolway99> huh, I thought it was quite litterally cube-based chunks
L1028[16:30:23] <barteks2x> it kind of is, Chunks are now containers for Cubes
L1029[16:30:49] <barteks2x> I still have to store heightmap somewhere
L1030[16:30:54] <barteks2x> and biomes
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L1032[16:31:10] <Coolway99> You should make Cubic Biomes
L1033[16:31:25] <barteks2x> It's trivial to implement in current state
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L1035[16:32:13] <barteks2x> literally redirecting getBiome to Cube + array of Biomes in Cube + modifying CubeIO
L1036[16:32:35] <barteks2x> and I don't see any way worldgen wouuld benefot from it
L1037[16:32:49] <barteks2x> at least not vanilla worldgen code
L1038[16:33:24] *** MrKick|Away is now known as MrKickkiller
L1039[16:37:08] <barteks2x> after looking at ChunkCache code, this bug https://bugs.mojang.com/browse/MC-2399 seems to be a feature
L1040[16:37:28] <barteks2x> literally they added code specifically to do that
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L1043[16:42:02] <gigaherz> woah, I just looked at my curseforge reward points
L1044[16:42:11] <gigaherz> the daily points doubled on june 1
L1045[16:42:18] <gigaherz> did they change something?
L1046[16:45:11] *** AEnterprise is now known as AEnterpriseAFK
L1047[16:47:00] <barteks2x> ChunkCache.isSideSolid: if (pos.getY() >= 0 && pos.getY() < 256) return _default; that makes no sense O.o
L1048[16:47:11] <barteks2x> and because of the formatting, I'm sure it's forge patch
L1049[16:47:31] <capitalthree> Install Open Download Manager to download videos faster!
L1050[16:47:51] <gigaherz> capitalthree: spam ;P
L1051[16:48:00] <capitalthree> I know :P
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L1053[16:48:15] <capitalthree> can't forge just get a patreon these days? I'd pay
L1054[16:48:21] <barteks2x> is that a bug?
L1055[16:48:34] <barteks2x> the logic for checking world heigth here is inverted
L1056[16:48:50] <gigaherz> barteks2x: yup https://github.com/MinecraftForge/MinecraftForge/blob/master/patches/minecraft/net/minecraft/world/ChunkCache.java.patch#L45
L1057[16:48:57] <gigaherz> the whole block is forge-added
L1058[16:49:23] <barteks2x> so I will make issue on github for it
L1059[16:51:53] <barteks2x> I'm wondering how many more subtle bugs in forge I will find while writing this mod :D
L1060[16:51:58] <HassanS6000> Could someone help me out? I described my issue here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/modification-development/2699109-minecraft-forge-1-5-2-ant-build-script-not
L1061[16:59:47] <Coolway99> this is something I never knew
L1062[17:00:08] <Coolway99> jumping into the end portal makes the game think that you're temporally dead :/
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L1068[17:06:39] <Coolway99> does anyone have an example implementation of a capability?
L1069[17:08:11] <KnightMiner> Hey, what is the most practical way to make a non-fluid block at as a liquid? As in allow swimming and alike
L1070[17:09:02] <sham1> Coolway99: Forge :P
L1071[17:10:12] <barteks2x> I can't get used to auto jump...
L1072[17:10:23] <KnightMiner> Disable it then
L1073[17:10:49] <barteks2x> it's good feature, it's just something that my midn just doesn't expect
L1074[17:11:58] <gigaherz> it's a good feature
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L1077[17:12:14] <gigaherz> until you walk into a lava pool by mistake ;P
L1078[17:12:34] <barteks2x> sometimes it's hard to jump into 1x1 hole
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L1080[17:13:27] <Coolway99> disable it then
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L1082[17:14:04] <barteks2x> I'm still testing it on creative, so it doesn't really matter. Now how can I really test if my fix really works?
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L1084[17:14:16] <barteks2x> It fixes a crash that since I wrote this mod happened only once
L1085[17:14:36] <Coolway99> perhaps it was linked to a new world?
L1086[17:14:54] <barteks2x> that crash?
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L1090[17:15:16] <barteks2x> it was multithreading issue
L1091[17:15:21] <Coolway99> yeah, just throwing darts in a pitch black room that doesn't have a dartboard
L1092[17:15:22] <barteks2x> a very rare multithreading issue
L1093[17:15:50] <barteks2x> I have absolutely no way to make sure that it actually fixes the problem
L1094[17:17:56] <Coolway99> so what do capabilities actually /do/
L1095[17:18:17] <Coolway99> are they just an object you attach to whatever you're adding it onto?
L1096[17:18:51] <barteks2x> I think so
L1097[17:19:04] <barteks2x> or am I wrong too?
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L1099[17:21:06] <Coolway99> I... don't know
L1100[17:21:18] <Coolway99> it's making my head hurt :/
L1101[17:21:28] <Coolway99> cause I'm really confused
L1102[17:21:43] <diesieben07> You are correct
L1103[17:21:53] <diesieben07> Capabilities are objects attached to a capability provider
L1104[17:22:02] <diesieben07> a Capability is represented by a certain interface
L1105[17:22:17] <diesieben07> and you can ask a provider (i.e. TileEntity, Entity, etc.) "do you have capability X?"
L1106[17:22:33] <diesieben07> and if it has, you can get it's object for that capability
L1107[17:22:40] <diesieben07> which will be an instance of the particular interface
L1108[17:22:57] <diesieben07> for example: IItemHandler which allows you to have access to an inventory
L1109[17:23:12] <Coolway99> ok.. that makes more sense
L1110[17:23:14] <diesieben07> you can ask "hey do you have the IItemHandler capability? Ok, please give it to me"
L1111[17:23:27] <diesieben07> and then it will give you an instance of IItemHandler that allows you to interact with the inventory
L1112[17:23:40] <diesieben07> HOW it gives that to you is completely up to the provide
L1113[17:23:55] <diesieben07> instead of previously everything having to be implemented as interfaces on the TileEntity (etc) directly
L1114[17:24:11] <Coolway99> ok, here's another question
L1115[17:24:31] <Coolway99> I have no idea what this function is saying
L1116[17:24:33] <Coolway99> "public <T> T getCapability(Capability<T> capability, EnumFacing facing)"
L1117[17:24:39] <Coolway99> more specifically, the generics
L1118[17:25:02] <diesieben07> every capability has an object of the Capability class
L1119[17:25:11] <diesieben07> this object is sort of like an identifier
L1120[17:25:18] <gigaherz> it's like
L1121[17:25:19] <diesieben07> and the <T> is the interface that this capability has
L1122[17:25:20] <gigaherz> Blocks.dirt
L1123[17:25:30] <gigaherz> there is one "Blocks.dirt" for ALL the dirt blocks in the world
L1124[17:25:51] <Coolway99> :/
L1125[17:25:53] <gigaherz> in the same sense, there is one CapabilityItemHandler.ITEM_HANDLER_CAPABILITY for all the item handlers in the world
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L1127[17:26:12] <diesieben07> no offense but that is a horrible explanation :P
L1128[17:26:20] <diesieben07> CapabilityItemHandler.ITEM_HANDLER_CAPABILITY is a single object
L1129[17:26:26] <diesieben07> ti is of type Capability<IItemHandler>
L1130[17:26:27] <gigaherz> it's both a "key" used to obtain the interface instance
L1131[17:26:33] <Coolway99> What I personally want, is a way to attach a unique object to every EntityPlayer
L1132[17:26:35] <diesieben07> this means if you pass CapabilityItemHandler.ITEM_HANDLER_CAPABILITY into getCapability
L1133[17:26:38] <gigaherz> and a manager used to help maintain the instances
L1134[17:26:40] <diesieben07> you will get an IItmeHandler out
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L1136[17:26:54] <barteks2x> Is there any way to test how fast mobs are spawning?
L1137[17:27:43] <gigaherz> Coolway99: look at this:
L1138[17:27:43] <gigaherz> https://github.com/gigaherz/Enderthing/blob/v0.4.0/src/main/java/gigaherz/enderthing/storage/PrivateInventoryManager.java
L1139[17:27:47] <diesieben07> Coolway99, then you need a) an interface to provide access to that data (i.e. you need to strore an int named "money" then you have int getMoney() and void setMoney(int))
L1140[17:27:53] <gigaherz> (this version specifically -- I redesigned the system later)
L1141[17:27:55] <diesieben07> b) an implementation for taht interface
L1142[17:28:03] <barteks2x> I'm almost sure mobs are spawning too fast with my omplementation
L1143[17:28:07] <diesieben07> c) an implementation of ICapabilityProvider
L1144[17:28:17] <barteks2x> but I don't see any way to actually prove it other than "it just feels too fast"
L1145[17:28:28] <diesieben07> and if you want the stuff to save to disk as well, you also need an implementatino of IStorage
L1146[17:28:47] <gigaherz> Coolway99: after you have taken a look at the class
L1147[17:28:51] <gigaherz> I'll guide you through it
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L1149[17:29:47] <Coolway99> ok, so that makes sense
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L1151[17:30:45] <barteks2x> does anyone here know how mob spawning in mc works from player perspective?
L1152[17:31:12] <Coolway99> I think they have to be 28 blocks away to spawn
L1153[17:31:16] <barteks2x> how fast mobs are spawning, how to find these values, what it depends on
L1154[17:31:22] <Coolway99> idk then
L1155[17:31:25] <diesieben07> SpawnerAnimals is the class i think
L1156[17:31:31] <diesieben07> dont get confused by the class name
L1157[17:31:34] <diesieben07> it spawns everything
L1158[17:31:52] <barteks2x> WorldEntitySpawner I think
L1159[17:31:56] <barteks2x> this spawns mobs
L1160[17:32:06] <diesieben07> they might have changed the name
L1161[17:32:08] <barteks2x> this is after the rename
L1162[17:32:31] <barteks2x> but the code is so damn compexx that I have no idea if my cubic chunks implementation is correct
L1163[17:32:42] <barteks2x> and it just feels too fast
L1164[17:33:31] <barteks2x> what is even worse is that in vanilla mob spawnign rates seem to depend on terrain height
L1165[17:33:41] <Coolway99> makes sense
L1166[17:33:44] <gigaherz> hm?
L1167[17:33:55] <Coolway99> so if you're at -8billion then they're gonna swarm ya
L1168[17:34:09] <barteks2x> no, I mean - on heighmap
L1169[17:34:20] <gigaherz> that would make no sense
L1170[17:34:25] <barteks2x> on where is top block in a given chunk
L1171[17:34:31] <gigaherz> mob spawning tries to find valid spawn locations
L1172[17:34:39] <barteks2x> in vanilla the higher is it the less mobs per given volume spawn
L1173[17:34:44] <gigaherz> shouldn't matter if the topmost is at 0 or 255
L1174[17:35:02] <barteks2x> It spawns at constant rate per surface
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L1176[17:35:08] <barteks2x> *surface area
L1177[17:35:15] <gigaherz> it spawns a given number per spawnable block
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L1179[17:35:21] <gigaherz> well no
L1180[17:35:30] <gigaherz> it spawns a fixed rate
L1181[17:35:36] <gigaherz> independently of the number of spawnable places
L1182[17:35:41] <gigaherz> up to a mob cap
L1183[17:35:45] <barteks2x> look at getRandomChunkPosition(World worldIn, int x, int z)
L1184[17:35:53] <gigaherz> so the more spawnable spots there are in a chunk
L1185[17:35:58] <gigaherz> the less "mobs per block" you'll ghet
L1186[17:36:00] <gigaherz> get*
L1187[17:36:05] <barteks2x> it spawns at constant rate per chunk surface area
L1188[17:36:12] <barteks2x> not per volume
L1189[17:36:15] <gigaherz> yes.
L1190[17:36:23] <barteks2x> which makes no sense for cubic chunks
L1191[17:36:31] <gigaherz> well, not specifically surface
L1192[17:36:32] <barteks2x> as it would mean that it depends on your render distance
L1193[17:36:46] <gigaherz> it doesn't check how many blocks surface there is
L1194[17:36:49] <barteks2x> and the amount of players in the same colum
L1195[17:37:01] <Coolway99> I think I kind of get it now
L1196[17:37:06] <Coolway99> so question
L1197[17:37:23] <Coolway99> is the reason why it's generic, is because a handler can have more than one interface?
L1198[17:37:26] <gigaherz> that's how it works in vanilla, though
L1199[17:37:30] <barteks2x> So my problem is: how can I make it as close to vanilla as possible and make it make sense for cubic chunks?
L1200[17:37:35] <gigaherz> mobs only spawn on chunks loaded by players
L1201[17:37:40] <gigaherz> so if there's only one player in the server
L1202[17:37:45] <gigaherz> there will be MORE mobs in the loaded chunks
L1203[17:37:52] <gigaherz> since the mob cap will allow more spawns
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L1205[17:38:07] <barteks2x> yes, but the trivial cubic chunks implementation would spawn much more mobs with low render distance than with high render distance
L1206[17:38:10] <gigaherz> while a server with 100 players each in a different area
L1207[17:38:20] <gigaherz> would have 1/100th of the mob cap each (on average)
L1208[17:38:34] <barteks2x> then there is also mob spawn cap per chunk
L1209[17:38:38] <barteks2x> but that's a different thing
L1210[17:38:56] <gigaherz> well it depends on the server settings
L1211[17:39:09] <gigaherz> it just happens that the server settings work based on render distance on SP/LAN
L1212[17:39:37] <gigaherz> hmm although
L1213[17:39:40] <gigaherz> are you sure about that?
L1214[17:39:47] <gigaherz> IIRC, mobs can spawn up to 128 blocks away from a player
L1215[17:39:54] <gigaherz> and will unload if > 128 blocks away
L1216[17:39:59] <gigaherz> rounded to the chunk
L1217[17:40:15] <gigaherz> that should be regardless of render distance
L1218[17:40:18] <Coolway99> and can spawn as close as 25ish blocks IIRC
L1219[17:40:25] <gigaherz> yes but that's beside the point
L1220[17:40:26] <Coolway99> and will not unload if closer than that
L1221[17:41:40] <Coolway99> diesieben07, is the reason for the Capabilitiy<T> so that one "handler" can have more than one interface associated with it?
L1222[17:42:00] <gigaherz> no
L1223[17:42:16] <diesieben07> the reason is that you need an identifier
L1224[17:42:17] <gigaherz> well what do you mean by handler?
L1225[17:42:31] <diesieben07> you cant use the interface itself, because one interface might be used by two different capabilities
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L1227[17:42:53] <diesieben07> the Capability object is like a ResourceLocation
L1228[17:43:06] <diesieben07> it uniquely identifies which Capability you are talking about
L1229[17:43:39] <Coolway99> I mean so that a capability can have more than one interface
L1230[17:43:55] <gigaherz> no, you can't have the same capability have more than one interface
L1231[17:44:08] <gigaherz> the Capability object exists for one specific class
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L1233[17:44:30] <gigaherz> the *implementations* can implement other interfaces, yes
L1234[17:44:44] <Coolway99> I'm just getting more and more confused as this conversation goes on
L1235[17:44:44] <gigaherz> but each Capability<T> is bound exclusively to one interface
L1236[17:44:59] <gigaherz> oaky let me start from the beginning
L1237[17:45:05] <gigaherz> a capability (without caps)
L1238[17:45:09] <gigaherz> is an attachable feature
L1239[17:45:14] <gigaherz> represented by an interface
L1240[17:45:26] <gigaherz> yo ucan attach this feature to TEs, Entities, and ItemStacks
L1241[17:45:26] <diesieben07> wrong.
L1242[17:45:31] <diesieben07> it is not represented by an interface.
L1243[17:45:39] <gigaherz> wait
L1244[17:45:53] <gigaherz> in order to identify one capability and distinguish it from others
L1245[17:45:57] <gigaherz> there is the Capability object
L1246[17:45:59] <barteks2x> now it would be about time to readd random block ticks
L1247[17:46:03] <gigaherz> which also contains helpers and other logic
L1248[17:46:06] <gigaherz> used to manage the capability
L1249[17:46:29] <LexManos> whats up with caps?
L1250[17:46:39] <gigaherz> some people have issues understanding them
L1251[17:46:40] <diesieben07> coolway doesn't understand them :D
L1252[17:46:48] <gigaherz> now,
L1253[17:46:55] <gigaherz> anything that can contain capabilities
L1254[17:47:04] <gigaherz> will implement ICapabilityProvider
L1255[17:47:29] <gigaherz> this includes TEs, Entities, ItemStacks, but ALSO any externally attached capabilities
L1256[17:48:02] <gigaherz> this allows daisy-chaining from the internal capabilities up to the 3rdparty-attached ones
L1257[17:48:20] <gigaherz> if you are designing oyur own TE or Entity
L1258[17:48:28] <LexManos> i know what you're trying to say but you're saying it wrong
L1259[17:48:28] <gigaherz> you'd just override hasCapability and getCapability
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L1261[17:48:50] <LexManos> Coolway99, what exactly are you having issues understanding?
L1262[17:49:02] <gigaherz> he wants to attach some data to each player
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L1264[17:49:09] <gigaherz> we suggested capabilities
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L1267[17:49:43] <Coolway99> ^
L1268[17:49:53] <LexManos> That is the way to go, what part are you getting confused on?
L1269[17:50:04] <Coolway99> how to use them
L1270[17:50:20] <gigaherz> that's what I was just starting to explain ;P
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L1272[17:50:26] <LexManos> Have you looked at the example mods that documents it?
L1273[17:50:46] <barteks2x> is there something like ArrayList but where I can get the internal array without copying it?
L1274[17:51:24] <Coolway99> I've tried
L1275[17:51:42] <diesieben07> not that I know of barteks2x, why?
L1276[17:51:52] <barteks2x> I need to implement Chunk.getStorageArrays
L1277[17:51:56] <barteks2x> it can be in whatever order
L1278[17:51:57] <Coolway99> In my opinion, I think it would do better as 3 separated classes
L1279[17:51:58] <LexManos> What part did you get stuck on? The API is fairly simple, You need to registry a cap. And then use ICapProvider which is straight forward.
L1280[17:52:22] <diesieben07> barteks2x, does it need to grow automatically?
L1281[17:52:23] <gigaherz> Coolway99: I think your issue may simply be that you are doing too much at once
L1282[17:52:35] <Coolway99> probably, that's usually my issue
L1283[17:52:36] <barteks2x> would be great
L1284[17:52:36] <gigaherz> focus on one thing: calling the capability register method
L1285[17:52:42] <diesieben07> well, then you cannot.
L1286[17:52:45] <gigaherz> you'll worry about attaching them, later
L1287[17:52:56] <diesieben07> you can create the array yourself, hold on to it, and then use Arrays.asList
L1288[17:53:01] <diesieben07> thats the best you can do
L1289[17:53:08] <diesieben07> but that means your list cannot grow in size
L1290[17:53:09] <barteks2x> woudl be even better if remove was O(1) or O(log(n))
L1291[17:53:29] <diesieben07> O(log(n)) is a binary sorted array iirc
L1292[17:53:34] <diesieben07> binary sorted... what am i saying
L1293[17:53:39] <diesieben07> a sorted array with binary sort
L1294[17:53:51] <gigaherz> Coolway99: make some methodsomewhere, and try to fill in a call to CapabilityManager.INSTANCE.register
L1295[17:54:16] <barteks2x> It can contain nulls, it can be in whatever order
L1296[17:54:20] <barteks2x> it just needs to be array
L1297[17:54:34] <barteks2x> and adding/removing shouldn't be too slow
L1298[17:54:40] <diesieben07> you would need to write your own hashtable then
L1299[17:55:00] <diesieben07> actually
L1300[17:55:03] <diesieben07> THashSet
L1301[17:55:06] <Coolway99> ok, so then...
L1302[17:55:10] <LexManos> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/test/TestCapabilityMod.java
L1303[17:55:11] <LexManos> Read that
L1304[17:55:19] <Coolway99> IStorage is what writes the data for every instance to and from NBT, right?
L1305[17:55:23] <gigaherz> no
L1306[17:55:24] <gigaherz> it's a helper
L1307[17:55:25] <LexManos> Come back with specific questions after words
L1308[17:55:27] <gigaherz> that you can optionally use
L1309[17:55:33] <gigaherz> to simplify loading and saving
L1310[17:55:45] <diesieben07> not about simplyfing
L1311[17:55:48] <gigaherz> it goes together with the "default instance" concept
L1312[17:55:52] <Coolway99> I have been reading that, btw
L1313[17:55:52] <diesieben07> its to provide an API for others to use
L1314[17:55:56] <gigaherz> which, being of unknown implementation
L1315[17:55:58] <diesieben07> that specifies how your cap is t be saved
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L1317[17:56:02] <gigaherz> wouldn't be possible to read/write otherwise
L1318[17:56:36] <gigaherz> diesieben07: that's what I meant by simplifying -- you provide a save/load process rather than have everyone figure out their own ;P
L1319[17:56:46] <diesieben07> lol
L1320[17:56:54] <diesieben07> there would not be a way to figure it out :P
L1321[17:57:05] <diesieben07> you might not get access to everything that needs to be saved.
L1322[17:57:27] <gigaherz> true, I suppose
L1323[17:57:35] <diesieben07> or in the case of IItemHandler, you cannot even put things back in properly
L1324[17:57:35] <LexManos> Thats the point, when you register a cap, you provide a default implementation, to show how people should use it
L1325[17:57:39] <diesieben07> unless its modifiable
L1326[17:57:49] <LexManos> And a Serializer for that implementation so they CAN use it without having to worry about the internals
L1327[17:57:49] <barteks2x> I need access to the internal array so I would need to hack THashSet with reflection to get it
L1328[17:58:02] <gigaherz> side-note:
L1329[17:58:06] <barteks2x> I guess it's not that bad thing to do...
L1330[17:58:08] <diesieben07> barteks2x, Nope. the fields in THash are public
L1331[17:58:14] <gigaherz> I wish the IItemHandler default instance was 9 slots rather than 1
L1332[17:58:20] <diesieben07> TObjectHahs i mean
L1333[17:58:23] <barteks2x> oh, I didn't notice
L1334[17:58:25] <gigaherz> or 27, chest-sized ;P
L1335[17:58:31] <gigaherz> but /shrug
L1336[17:58:44] <barteks2x> they really made it possible to make things fast
L1337[17:58:45] <diesieben07> or 42 because arbitrary numbers.
L1338[17:59:16] <gigaherz> not arbitrary -- 9 is the number of slots on a dropper and dispenser, 27 the slots on a chest and ender-chest
L1339[17:59:25] <diesieben07> i know.
L1340[17:59:35] <diesieben07> still arbitrary :D
L1341[17:59:40] <gigaherz> you could build a chest by aggregating 3 9-slot inventories, or a player inventory with 3+1
L1342[17:59:47] <diesieben07> why not 5? thats the number of slots in a hopper
L1343[17:59:51] <diesieben07> why not 3? thats a furnace
L1344[18:00:04] <gigaherz> a furnace is 3 separate inventories of 1 each
L1345[18:00:04] <gigaherz> ;P
L1346[18:00:10] <gigaherz> so that you can return different ones per side
L1347[18:00:15] <diesieben07> shush.
L1348[18:00:25] <gigaherz> anyhow
L1349[18:00:34] <gigaherz> yes, ideally there would be default implementation args
L1350[18:00:38] <gigaherz> but it would be horrible to maintain that
L1351[18:00:39] <gigaherz> XD
L1352[18:00:46] <gigaherz> hence the /shrug
L1353[18:01:01] <Coolway99> oh.. I'm starting to get it
L1354[18:01:42] <Coolway99> the reason why has and getCap are generic like that is because they have to be, in order to be chained together
L1355[18:01:52] <diesieben07> nothing to do with chaining.
L1356[18:01:57] <gigaherz> not chaining
L1357[18:01:58] <Coolway99> and I lost it.
L1358[18:02:03] <diesieben07> if they werent generic, getCap would only ever return Object
L1359[18:02:05] <gigaherz> it's just--- because they can't know what they will return in advance
L1360[18:02:06] <diesieben07> which you cannot do ANYTHING with.
L1361[18:02:16] <gigaherz> rather than force you to cast everything
L1362[18:02:19] <gigaherz> they use generics
L1363[18:02:25] <gigaherz> which let the compiler do the casts for you
L1364[18:03:11] <gigaherz> a getCapability function
L1365[18:03:16] <gigaherz> has to be able to return an IItemHandler
L1366[18:03:18] <gigaherz> IFluidHandler
L1367[18:03:25] <gigaherz> IEnergySomething
L1368[18:03:38] <gigaherz> or even some PrivateSharedInventory
L1369[18:03:51] <gigaherz> you jsut don't know what the result of getCapability is, in advance
L1370[18:04:10] <gigaherz> it comes dictated by which Capability<T> is passed in
L1371[18:04:55] <gigaherz> that's why the standard structure of a getCapability looks like
L1372[18:05:09] <gigaherz> if (capability == ITEM_HANDLER) return ITEM_HANDLER.cast(internalInstance);
L1373[18:05:29] <gigaherz> the condition decides which capability is being queried
L1374[18:05:43] <gigaherz> the cast helper method removes compile-time ambiguities that would warn otherwise
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L1376[18:06:03] * diesieben07 mumbles something about the stupid cast method again
L1377[18:06:17] <barteks2x> I can't even use THashSet because the array is Object[] and I need ExtendedBlockStorage[]
L1378[18:06:21] <Coolway99> part of my issue is that the example/test has all these nested classes
L1379[18:06:30] <gigaherz> diesieben07: do you prefer "Hey you want to cast X to T, but we can't be sure that X can actually be converted to T at compile time, are you sure?"
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L1381[18:06:40] <gigaherz> i prefer that rather than @SuppressWarnings
L1382[18:06:41] <diesieben07> no, Cap.cast is good
L1383[18:06:41] <gigaherz> ;P
L1384[18:06:46] <diesieben07> just its implementation is stupid
L1385[18:06:47] <Coolway99> so when it says ".cast(this)" I have to stop for a moment and search for the class that it's casting to
L1386[18:07:00] <barteks2x> It would be so much easier if they just returned a list here
L1387[18:07:01] <gigaherz> ?
L1388[18:07:05] <gigaherz> where do you see cast(this)?
L1389[18:07:07] <LexManos> cast() was there puirely to make the compiler shut up
L1390[18:07:14] <diesieben07> yes, but it could be much more.
L1391[18:07:15] <LexManos> doing a (T) cast is preferred speed wise
L1392[18:07:43] <diesieben07> speed wise? Class.cast compiles to the same native code as a normal (Class)x cast
L1393[18:07:47] <barteks2x> and it doesn't use nulls for elements that dont exist
L1394[18:07:51] <LexManos> no it doesnt
L1395[18:07:53] <capitalthree> by the same native code do you mean nothing?
L1396[18:08:00] <capitalthree> a (T) cast does nothing in the actual bytecode
L1397[18:08:03] <LexManos> Because you're not doing Class.cast
L1398[18:08:04] <gigaherz> return (T)x; is erased
L1399[18:08:06] <diesieben07> according to what i have read it does
L1400[18:08:07] <gigaherz> isn't it?
L1401[18:08:19] <diesieben07> oh its not constant?
L1402[18:08:20] <barteks2x> I seriously have to write my own HashSet just for ExtendedBlockStorage...
L1403[18:08:21] <gigaherz> it just downcasts to object at compile time
L1404[18:08:39] <diesieben07> god damnit, this is all because people set final fields
L1405[18:08:48] <LexManos> ?
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L1407[18:09:03] <gigaherz> o_O
L1408[18:09:06] <gigaherz> you lost me there, diesieben07
L1409[18:09:07] <diesieben07> becausee if it did, the JVM could trust that a Class<T> field inside the cap is actually final
L1410[18:09:07] <gigaherz> XD
L1411[18:09:17] <diesieben07> and inline Cap.cast, where Cap is constant (because static final)
L1412[18:09:22] <barteks2x> there is a JVM flag to trust finals
L1413[18:09:24] <diesieben07> then everything is constnat and it just all folds away
L1414[18:09:30] <Coolway99> so what does IStorage do?
L1415[18:09:38] <gigaherz> Coolway99: it helps manage storage
L1416[18:09:43] <gigaherz> it's accessed through
L1417[18:09:44] <Coolway99> it "helps"?
L1418[18:09:46] <gigaherz> yes
L1419[18:09:48] <LexManos> no thats not how the jvm works, i know what you're talking about but whatever
L1420[18:10:01] <diesieben07> its not because it doesnt trust final nonstatic fields.
L1421[18:10:09] <gigaherz> it allows users of the capability to save and load from NBT
L1422[18:10:11] <barteks2x> maybe I'm wrong, I might have misunderstood it
L1423[18:10:15] <gigaherz> without knowing HOW to save and load from NBT
L1424[18:10:17] <gigaherz> ;P
L1425[18:10:17] <LexManos> has nothing to do with the nonstatics its just how things work int he jvm
L1426[18:10:26] <diesieben07> if you say so.
L1427[18:10:34] <Coolway99> ok, just tell me yes or no if I get it
L1428[18:10:46] <LexManos> Cool: It's is there to serialize the default implemntation from/to nbt.
L1429[18:10:49] <LexManos> Its straight forward
L1430[18:10:51] <Coolway99> they pass in the instance, you save it to NBT and return it?
L1431[18:10:53] <LexManos> basically the example is this:
L1432[18:10:58] <gigaherz> Coolway99: yup
L1433[18:11:04] <LexManos> ModA creates a Capability IItemHolder
L1434[18:11:36] <LexManos> ModB is like cool I wanna hold items so in it's TE it does:
L1435[18:12:53] <gigaherz> when a capability provides fully functional default instances (and they should, btw), the combination of @CapabilityInject, Capability#getStorage, and Capability#getDefaultInstance(), let you expose a capability
L1436[18:13:11] <gigaherz> without *ever* referencing the capability's actual classes or interfaces
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L1438[18:13:35] <gigaherz> but that's advanced capability usage -- ignore me ;P
L1439[18:13:54] <LexManos> MY_IITEM = CapIItem.getDefault(); getCap(c){ if c == CapIItemHolder return MY_IITEM; } readNBT(n){CapIItemHolder.getStorage().read(MY_IITEM, n.get('ITEMS!'); } writeNBT(n){n.set('ITEMS!', CapIItemHolder.getStorage().write(MY_ITEM)) }
L1440[18:14:07] <LexManos> Thats ALL someone needs to do to support your cap
L1441[18:14:22] <LexManos> it doesnt need to care about whats actually IN the default impelementation, it just works
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L1443[18:23:12] <MinecraftWero> sup
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L1445[18:29:30] <barteks2x> now boring testing if random block ticks actually work...
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L1448[18:30:27] <barteks2x> I ended up with the post trivial implementation of a kind of set (it just has add, remove and getArray)
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L1450[18:33:03] <gigaherz> I wonder if this would help people, or confuse them: https://dl.dropboxusercontent.com/u/743491/Caps.png
L1451[18:33:29] <gigaherz> barteks2x: change the gamerule to like 2000 or 3000?
L1452[18:34:36] <barteks2x> I always forget that gamerules exist
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L1456[18:36:54] <barteks2x> yay, sugar canes grow at y=-8000000
L1457[18:37:02] <gigaherz> :)
L1458[18:37:39] <barteks2x> totally unexpected, I thought it would have some height limit somewhere
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L1460[18:38:19] <barteks2x> in my forge version I still have the item duplication bug
L1461[18:38:59] <gigaherz> heh
L1462[18:39:02] <portablejim> Are the 1.8.9 item tutorials still valid for 1.9.4 and 1.10?
L1463[18:39:13] <gigaherz> mostly
L1464[18:39:52] <gigaherz> you may find that a few methods or clases have changed names
L1465[18:39:55] <gigaherz> but overall, it's the same idea
L1466[18:43:05] <barteks2x> and I remover more code than I added while implementing it...
L1467[18:43:41] <barteks2x> (I removed a few unused methods that I noticed)
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L1470[18:52:05] <gigaherz> made more blackandwhite ;P https://dl.dropboxusercontent.com/u/743491/Caps.png
L1471[18:52:16] <gigaherz> (and moved stuff around and such ;P)
L1472[18:54:04] <diesieben07> Uh, TE, Entity, etc are also ICapabilityProvider
L1473[18:54:33] <gigaherz> yeah I wasn't sure how to represent that fact
L1474[18:54:34] <gigaherz> XD
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L1476[18:58:27] <MinecraftWero> does anyone know why the particles come out as white? https://pastee.org/vhdvv
L1477[18:59:52] <williewillus> !latest
L1478[19:01:46] <Coolway99> I feel like this is buildcraft in a nutshell:
L1479[19:01:48] <Coolway99> https://www.youtube.com/watch?v=9xSaupsPnA4
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L1482[19:04:15] <diesieben07> MinecraftWero, because you never call setColor anywhere? setColor also unconditionally calls itself, so IF you were to call it you would crash with a stack overflow
L1483[19:05:21] <barteks2x> I'm curious to see if mod like buildcraft would work with cubic chunks...
L1484[19:06:10] <MinecraftWero> diesieben07 http://imgur.com/AcMqQKy working :P
L1485[19:06:34] <diesieben07> :)
L1486[19:06:46] <barteks2x> Are there any mods I could test with?
L1487[19:07:11] <MinecraftWero> now the trick will be adding different colors at the same time :/
L1488[19:07:43] <diesieben07> that's what the int... parameter at the end is for
L1489[19:07:52] <diesieben07> you can pass arbitrary parameters for the particle there
L1490[19:08:57] <williewillus> !gm TileEntity.create
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L1493[19:14:54] <williewillus> !gm PlayerControllerMP.setGameType
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L1495[19:16:02] <barteks2x> I just found a dark place in my code where I still use World/WorldServer instead of ICubicWorld/ICubicWorldServer
L1496[19:17:36] <williewillus> !gm EntitySkeleton.SKELETON_VARIANT
L1497[19:17:46] <williewillus> !gf EntitySkeleton.SKELETON_VARIANT
L1498[19:21:05] <williewillus> !gm EntitySkeleton.getSkeletonType
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L1500[19:23:02] <williewillus> !gm EntitySkeleton.setSkeletonType
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L1521[20:01:03] <Coolway99> Which happens first in the forge event que
L1522[20:01:15] <Coolway99> a EntityPlayer being created, or the player logging in
L1523[20:01:17] <Coolway99> *queue
L1524[20:01:36] <williewillus> you can see where its instantiated in your ide
L1525[20:02:30] <diesieben07> how would it log in without being created? :D
L1526[20:05:03] <williewillus> well it's a valid question the obejct is created as part of the login process
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L1528[20:05:14] <williewillus> but I'm leaning towards saying the login event fires only wehen the process is complete
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L1530[20:06:26] <diesieben07> well, assuming "creation" means EntityConstructing: that fires from within the constructor
L1531[20:06:31] <diesieben07> so NOTHING can happen before it.
L1532[20:06:39] <ghz|afk> well it could
L1533[20:06:46] <ghz|afk> if the login event was "client login" rather than "player"
L1534[20:06:53] <diesieben07> well, but it isnt :D
L1535[20:06:56] <williewillus> the login event could fire before the player object's constructefd
L1536[20:06:58] <ghz|afk> and it happened before the entity for the player was constructed
L1537[20:06:59] <williewillus> but it's fired after
L1538[20:07:10] <diesieben07> it could not since it has the player object in it
L1539[20:07:20] <ghz|afk> but yeah
L1540[20:07:21] <ghz|afk> night ;p
L1541[20:08:48] <Coolway99> wait
L1542[20:08:50] <Coolway99> actually
L1543[20:08:58] <Coolway99> PlayerLoginEvent
L1544[20:09:05] <Coolway99> you can access the EntityPlayer
L1545[20:09:07] <Coolway99> therefore
L1546[20:09:28] <Coolway99> AttachCapabilitiesEvent would be fired first
L1547[20:10:30] <williewillus> ..yes :P
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L1549[20:12:46] <williewillus> hmm this mcp name is not showing up in 1.10 prod environment for some reason
L1550[20:12:57] <williewillus> not sure how using 1.9.4 mappings factors into this
L1551[20:13:12] <williewillus> but trying to find func_189771_df() and df() fail at runtime
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L1553[20:14:26] <williewillus> maybe I should just not try to be overly clever and run 2 mc versions from the same jar :/
L1554[20:16:30] <MinecraftWero> uhmm what do we have here http://imgur.com/cdSrEze hehe
L1555[20:20:44] <LexManos> ...
L1556[20:27:02] <MinecraftWero> \o
L1557[20:27:57] <LexManos> !gc World$2
L1558[20:28:42] <LexManos> !gc d
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L1565[20:43:58] <CJL> Hey
L1566[20:44:23] <CJL> I'm having a problem with multimc and 1.9.4- I try to load a world, and it just stops at 0%.
L1567[20:45:03] <diesieben07> Logs.
L1568[20:47:49] <CJL> http://pastebin.com/eX0BHtN3
L1569[20:48:05] <CJL> I think that one of the mods is the problem, but I can't figure out which one.
L1570[20:50:34] <diesieben07> hrm yeah tehre is something going very wrong there
L1571[20:50:41] <diesieben07> does it happen with a fresh world?
L1572[20:52:38] <CJL> Yes.
L1573[20:52:46] <CJL> Believe me, I've tried.
L1574[20:52:56] <CJL> Do you have an idea of which mod it is?
L1575[20:53:24] <CJL> Or what's going wrong?
L1576[20:53:36] <diesieben07> not really, the initial error is just somewhere in the network init code, no idea
L1577[20:54:55] <bob_twinkles> looks like bloodmagic is throwing out some errors and exceptions
L1578[20:55:20] <diesieben07> everything is throwing exceptions because a packet at the very start is failing
L1579[20:55:21] <bob_twinkles> some about using unspported features and some about missing files
L1580[20:55:44] <CJL> great...so where's that packet coming from?
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L1582[21:01:23] <electrolitic> If you want to rotate an item being held, is there anything that you have to do other than change the json file? It doesn't seem to change anything.
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L1585[21:02:00] <diesieben07> CJL, sorry, not sure really. it looks like something forge sends during first login. take out mods one by one i guess
L1586[21:02:41] <CJL> ...great
L1587[21:03:12] <diesieben07> is this a modpack and public?
L1588[21:03:19] <CJL> No, custom setup.
L1589[21:03:25] <diesieben07> ah
L1590[21:03:33] <diesieben07> well if i could run it on my pc i could debug it
L1591[21:03:58] <CJL> ...Yeah.
L1592[21:04:10] <CJL> I think I'll be sticking with 1.8.9 for a while yet.
L1593[21:05:54] <capitalthree> do you run a server?
L1594[21:06:15] <CJL> No.
L1595[21:06:26] <capitalthree> ah ok
L1596[21:06:33] <CJL> Thanks for the help- I'll see if I can figure out which mods are the problem.
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L1602[21:31:52] <Coolway99> electrolitic: you have to specify which hand
L1603[21:32:09] <Coolway99> if you don't specify the other hand it rotates it by 180 degrees automatically for you
L1604[21:32:23] <Coolway99> so for example, firstperson_righthand
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L1607[21:33:04] <Sandra> how do you get the ItemBlock belonging to a block now?
L1608[21:33:14] <Sandra> or wait... do you not do that automatically now?
L1609[21:33:46] <diesieben07> Item.getItemFromBlock as lways
L1610[21:34:59] <Sandra> yeah, but that nulls.
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L1612[21:35:23] <electrolitic> Thanks coolway.
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L1614[21:35:45] <electrolitic> oh, he dcd :/
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L1616[21:36:02] <diesieben07> Sandra, then there isnt an ItemBlock
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L1618[21:36:13] <Sandra> in that case, how do I create one?
L1619[21:36:23] <diesieben07> new ItemBlock(myBlock)
L1620[21:36:31] <capitalthree> yay null, everyone's best friend
L1621[21:37:15] <diesieben07> and register it of cours
L1622[21:37:57] <Sandra> that will pull properties like registry and unlocalized name from block right?
L1623[21:38:20] <diesieben07> you have to set the registry name to the block's one
L1624[21:38:24] <Sandra> :(
L1625[21:38:25] <diesieben07> thats what provides the link between the two
L1626[21:38:56] <Sandra> ok.
L1627[21:41:34] <Sandra> GameRegistry.register(new ItemBlock(block).setRegistryName("OAReborn",name));
L1628[21:41:38] <Sandra> that will work.
L1629[21:41:41] <Sandra> ?
L1630[21:42:20] <diesieben07> sure, but cleaner would be setregistryName(block.getRegistryName())
L1631[21:42:33] <diesieben07> or register(new Itemblock(block), block.getRegistryName())
L1632[21:42:47] <Sandra> ok.
L1633[21:54:17] ⇨ Joins: elan_oots (~elan_oots@75.112.235.70)
L1634[21:54:37] <elan_oots> Can anyone point me to a good up-to-date resource on GUIs for beginners?
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L1643[22:26:14] <Sandra> I second elan_oots' request.
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L1648[22:52:59] <portablejim> So what is the new method for registering items?
L1649[22:53:38] <TehNut> GameRegistry.register
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