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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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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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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
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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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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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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?
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
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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L297[06:52:38] <Dark> was trying to find
that on google :)
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
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"
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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
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
L474[10:58:35] <MinecraftWero> something
like that
L475[10:59:14] <Coolway99> I think I
screwed it up XD
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
L484[11:01:02] ⇦
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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
L489[11:04:02] ⇦
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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
L499[11:06:04]
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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!
L505[11:18:02] ⇦
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L508[11:30:52] <Coolway99> fear me, for I
have achieved the ultimate level
L510[11:31:01] ⇦
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L513[11:32:55] ***
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L514[11:33:07]
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L515[11:34:17] <sham1> How come that is
the max level
L516[11:34:35]
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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
L521[11:39:31]
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L522[11:43:52] ***
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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?
L525[11:47:17] <barteks2x> is it part of
something that never got implemented or something like that?
L526[11:48:27] ⇦
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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
L557[12:03:39] ⇦
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seconds)
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?
L561[12:10:43] ***
minecreatr is now known as Mine|away
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
L572[12:14:38]
⇨ Joins: ichttt
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L573[12:16:08] <Snapples> Well, my mod did
work for both
L574[12:16:13]
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(~OrionOnli@ip-80-236-237-190.dsl.scarlet.be)
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.
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.
L580[12:31:56] ***
kirby|gone is now known as mrkirby153
L581[12:32:12] <gigaherz> I mean a
specific one, so I can go dl it to test my implementation
L582[12:32:33] ⇦
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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
L600[12:38:41] ⇦
Quits: ichttt (~ichttt@p5485D4BD.dip0.t-ipconnect.de) (Quit:
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L601[12:42:32] <OrionOnline> Under which
packages can i find that stuff
L602[12:42:34] <OrionOnline> ?
L603[12:42:57] ***
Kolatra|away is now known as Kolatra
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 :(
L607[12:44:28]
⇨ Joins: RichardG (~richardg8@201.17.105.72)
L608[12:44:28]
MineBot sets mode: +v on RichardG
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
L612[12:45:05] ⇦
Quits: Cast0077 (~Work@24-181-178-44.dhcp.nwtn.ct.charter.com)
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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?
L633[12:52:08] ⇦
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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
L642[12:54:48] ***
Mata is now known as MattOfflineMc
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
L648[12:59:44] ⇦
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L649[12:59:50] ⇦
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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
L666[13:09:29] ⇦
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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
L672[13:12:11] ***
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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
L683[13:18:10]
⇨ Joins: Hunterz (~hunterz@62.182.234.189)
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
L693[13:21:12] ***
tterrag|ZZZzzz is now known as tterrag
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
L715[13:31:02]
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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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L735[14:22:58] ***
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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...
L770[14:49:46] ***
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L771[14:51:24] ***
DonAway is now known as DRedhorse
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
L782[14:56:50] ⇦
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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
L802[15:11:14] ⇦
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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
L815[15:24:13] <gigaherz> Ender-Rift is
now v1.0 ;P
L816[15:24:33] ***
Jezza is now known as Jezza|AFK
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
L830[15:28:40] ⇦
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L831[15:28:47] <sham1> Could you link me
to the api
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
L840[15:36:41] <gigaherz> as in, hard
dep
L841[15:36:47] <gigaherz> can't load
without JEI
L842[15:36:49] ⇦
Parts: Aroma1997 (~Aroma1997@104.131.97.244) ())
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
L860[15:40:41] ***
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L861[15:40:44] ***
MrKickkiller is now known as MrKick|Away
L862[15:43:24] <barteks2x> uh... I always
press insert (0 on numpad) instead of right arrow...
L863[15:44:48] ⇦
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L864[15:47:51] <Coolway99> so this is very
confusing to me right now
L865[15:48:25] ⇦
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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
L877[15:53:54]
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L878[15:54:07] <SatanicSanta> What do we
use instead of onBlockPreDestroy now?
L879[15:54:26]
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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
L886[16:00:35]
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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
L919[16:10:20]
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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
L938[16:14:06] <barteks2x> are world
capabilities merged now?
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
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
L977[16:18:55] ***
Jezza|AFK is now known as Jezza
L978[16:19:16] <barteks2x> so could I for
example use world capabilities instead of using mixins to make
World implement ICubicWorld?
L979[16:19:17] ⇦
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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
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>
L992[16:21:32] <tterrag> using world as a
key O.o
L993[16:21:44]
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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
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
L1018[16:26:01]
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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
L1031[16:31:07]
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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
L1034[16:31:49]
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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
L1040[16:37:28] <barteks2x> literally
they added code specifically to do that
L1041[16:39:13] ***
fry is now known as fry|sleep
L1042[16:39:35] ***
MoxieGrrl_ is now known as MoxieGrrl
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
L1052[16:48:13]
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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
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
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
:/
L1063[17:00:44]
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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
L1075[17:12:00]
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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
L1079[17:13:24]
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L1080[17:13:27] <Coolway99> disable it
then
L1081[17:14:00]
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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?
L1087[17:15:00]
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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?
L1098[17:19:50]
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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
L1126[17:26:11]
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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
L1135[17:26:41]
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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:
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
L1148[17:29:03]
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L1149[17:29:47] <Coolway99> ok, so that
makes sense
L1150[17:29:52]
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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
L1204[17:37:53] ***
amadornes is now known as amadornes[OFF]
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
L1232[17:44:18]
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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
L1260[17:48:34]
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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
L1263[17:49:04]
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L1264[17:49:09] <gigaherz> we suggested
capabilities
L1265[17:49:17]
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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
L1271[17:50:24] ***
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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...
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
L1375[18:05:44]
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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
L1437[18:13:22]
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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
L1442[18:23:08]
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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...
L1446[18:29:31]
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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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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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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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L1477[18:59:52] <williewillus>
!latest
L1478[19:01:46] <Coolway99> I feel like
this is buildcraft in a nutshell:
L1480[19:01:50]
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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...
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
L1494[19:15:58]
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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
L1499[19:21:21]
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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 :/
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.
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?
L1581[20:59:06]
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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.
L1613[21:35:37]
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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.
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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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