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L20[01:59:55] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160625 mappings to Forge Maven.
L21[01:59:59] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160625-1.9.4.zip
(mappings = "snapshot_20160625" in build.gradle).
L22[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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L69[04:58:18] <Tazz> holy ish yeah I fixed
locals in Eschelle
L70[04:58:24] <Tazz> now you can have more
than 3 without crashing haha
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L94[05:59:32] <lbpfan950> hai
L96[06:00:04] <lbpfan950> i need help
L97[06:00:08] <lbpfan950> thats my crash
report
L98[06:00:15] <sham1> Post code
L99[06:01:26] <lbpfan950> ?
L100[06:01:35] <lbpfan950>
"code"?
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L102[06:02:11] <sham1> Your packet
code
L103[06:02:30] <lbpfan950> i dont
understand
L104[06:02:52] <sham1> Is this not your
mod?
L105[06:03:05] <lbpfan950> its my
modpack's crash report
L106[06:03:14] <lbpfan950> when attempting
single player
L107[06:03:23] <lbpfan950> but i can
connect to a server just fine
L108[06:03:34] <lbpfan950> only issue with
single-player
L109[06:03:42] <sham1> You should probably
go show that to the creator of liteloader
L110[06:04:16] <lbpfan950> its tryign to
use liteloader for the server part of the signle-player?
L111[06:04:29] <lbpfan950> but it cant
rrender or soemthing along those lines on the
"server"
L112[06:04:35] <lbpfan950> bu is crashing
since it can't
L113[06:04:38] <lbpfan950> atleast thats
my theory
L114[06:04:40] <sham1> What
L115[06:04:48] <sham1> Have you even read
the stacktrace
L116[06:05:05] <sham1> Something at
liteloader is going to hell
L117[06:05:13] <sham1> You really should
talk to them
L118[06:06:02] <lbpfan950> ok
L119[06:06:04] <lbpfan950> thank you
L120[06:06:08] <sham1> No problem
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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
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L127[06:30:53] <Ordinastie_> what am I
supposed to call instead of getStateFromMeta ?
L128[06:31:12] <Ordinastie_> there isn't a
matching method in IBlockState
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L130[06:32:59] <kashike> call that.
L131[06:33:15] <Ordinastie_> have to
suppressWarning then :/
L132[06:33:20] <kashike> it's deprecated
because it uses meta more than likely
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L136[06:42:26] <Ordinastie_> what's the
new way to handle the TE packets again ?
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L140[07:04:54] <SanAndreasP> and the green
dot is there when Forge has a new version
L141[07:05:42] <Ordinastie_> it doesn't
limit to that current MC version ?
L142[07:05:53] <SanAndreasP> doesn't seem
like it
L143[07:05:54] <Ordinastie_> or isn't 1987
last version for 1.9.4 ?
L144[07:06:38]
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L145[07:06:42] <SanAndreasP> it is
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L147[07:10:38] <sham1> But 1.10 Forge is
out
L148[07:10:45] <sham1> So that's why it is
blinking
L149[07:11:42] <Ordinastie_> yeah, but I
would assume it wouldn't check a new forge version for other MC
versions
L150[07:12:01] <sham1> Well dunno
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L153[07:19:33] <UXELDUXEL> Hello, is this
the right place to ask technical questions about minecraft
forge?
L154[07:19:49] <sham1> Well this is a
modder channel
L155[07:19:53] <sham1> So yeah
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L157[07:20:46] <UXELDUXEL> Well the
question is about the handshake protocoll of minecraft forge im not
sure if the average modder could help me there
L158[07:21:00] <sham1> You could look at
the code
L159[07:21:17] <ghz|afk> the average
modder, no
L160[07:21:29] <ghz|afk> well, some of us
could help, but he'd have to go through the code first
L161[07:21:29] <UXELDUXEL> Already did
that for the past ~5 hours my question is about the handshake reset
packet
L162[07:21:51] <ghz|afk> can you ask the
exact question?
L163[07:22:05] <ghz|afk> that way someone
can look and think "oh hey i know that!"
L164[07:22:08] <ghz|afk> ;P
L165[07:22:29] <UXELDUXEL> i cant figure
out how to send the handshake reset packet to the client ... my
goal is to get the client to renegotiate the handshake
L166[07:23:47] <UXELDUXEL> Currently im
sending a PacketS3fCostumPayload on the Channel FML|HS with only
one byte of data (-2)
L167[07:24:07] <UXELDUXEL> but they client
doesnt seem to do anything with it
L168[07:28:25]
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L169[07:28:35] <sham1> Why do you want to
have a new handshake
L170[07:29:55] <UXELDUXEL> I got my own
version of bungeecord that i have been doing for my server for
quite some time now... im currently trying to make it work for the
new minecraft protocoll
L171[07:30:10] <UXELDUXEL> well its
actually not based on bungeecord it has the same
functionality
L172[07:30:58] <UXELDUXEL> and im trying
to reconnect a client from one server to another server. the second
server would need to resend its handshake to the client for the
client to update its blockid registry etc etc
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L177[07:42:09] <portablejim> *sigh* Forge
auto-upgrading 1.9.4 mods to 1.10 is annoying. Turns out
"[1.9.4,1.9.4]" doesn't work. Hopefully lex doesn't know
I am now using "[1.9.4,1.9.1337)".
L178[07:43:09] <ghz|afk> [1.9.4,1.9.4] is
basically what the default compiles to
L179[07:43:10] <ghz|afk> ;p
L180[07:43:17] <ghz|afk> which is what it
allows
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L182[07:43:59] <ghz|afk> and it may be
annoying in your specific case
L183[07:44:02] <ghz|afk> but it's awesome
for me
L184[07:44:06] <ghz|afk> ALL my mods work
on 1.10 as-is
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L186[07:44:19] ***
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L187[07:44:29] <gigaherz> oh and
L188[07:44:33] <gigaherz>
[1.9.4,1.10)
L189[07:44:37] <gigaherz> should also do
the trick
L190[07:47:57] <portablejim> gigaherz,
Forge auto replaces "[1.9.4,1.10)" with
"[1.9.4,1.11)".
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L192[07:48:04] <gigaherz> seriously?
L193[07:48:19] <portablejim> well
actually, it replaces it with "[1.9.4,1.10]"
L194[07:48:25] <gigaherz> there was
someone here yesteray complaining about his mod using [1.9.4,1.10)
not loading on 1.10
L195[07:48:37] <gigaherz> maybe they
changed that /shrug
L196[07:49:55] <gigaherz> ah 1983 was
"Accept more 1.9.4 version strings. Fix NPE for custom
villager types and their associated zombie spawns. Still needs
review."
L197[07:50:40] <Necr0> is there anything
other than worlds in vanilla minecraft that actually use
iblockaccess.
L198[07:51:05] <gigaherz> Chunk?
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L201[07:52:07] <gigaherz> IBlockAccess
-> ChunkCache, and World
L202[07:52:31] <gigaherz> oh right
L203[07:52:41] <gigaherz> that person had
"[1.9,1.10)"
L204[07:52:49] <gigaherz> not specifically
1.9.4,1.10)
L205[07:53:59] <Ordinastie_> when you copy
paste a line of code, at least change the comment ><
L206[07:54:29] <gigaherz> XD
L207[07:56:56] <Necr0> Btw i asked to see
if i could just cast the blockaccess of onNeighbourChange so i
could use isBlockIndirectlyGettingPowered but i guess i can just as
well copy the code from there.
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L209[08:00:48] <barteks2x> my touchpad is
sometimes a bit too sensitive. I'm not touching it and it reacts
anyway
L210[08:03:03] <masa> huh, so they pulled
the latest releases of Forge for 1.9.4?
L211[08:03:15] <gigaherz> masa: there were
two builds broken
L212[08:03:21] <gigaherz> they were
compiled from the early 1.10 branch
L213[08:03:22] <masa> the ones where they
removed the patches due to the re.licensing issues?
L214[08:03:27] <masa> yeah
L215[08:03:34] <gigaherz> they didn't
work.
L216[08:03:42] <masa> didn't work?
L217[08:03:47] <gigaherz> crashed on
load
L218[08:03:52] <masa> oh?
L219[08:04:21] <masa> hmm, well I guess I
don't have to release my fix for the removed event for 1.9.4 now
:p
L220[08:04:32] <masa> since that Forge
isn't available enymore
L222[08:06:34] <masa> alright
L223[08:07:26]
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L226[08:18:02] <Coolway99> so, I think my
biggest issue with Capabilities is that I'm not trying to write
them like an API, nor am I used to writing APIs
L227[08:18:13]
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L228[08:18:36] <gigaherz> Coolway99: I
gave you a link yesterday, to how I use them for attaching
data
L229[08:18:42] <gigaherz> I suspect you
ignored it
L230[08:18:43] <gigaherz> Xd
L231[08:18:47] <Coolway99> no, I looked at
it
L232[08:19:03]
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L233[08:19:05] <Coolway99> I'm having
issues with the "default" implementation now
L234[08:19:27] <Coolway99> there's no
fully-functional default
L235[08:19:29] <gigaherz> this?
L237[08:19:41] ⇦
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L238[08:19:44] <gigaherz> if you really
had looked at it, you'll notice I broke the capabilities
"contract"
L239[08:19:50] <gigaherz> and ignored the
default implementation system altogether
L240[08:19:56] <gigaherz> and used a class
rather than an interface
L241[08:19:57] <gigaherz> ;P
L242[08:20:17] <Coolway99> I didn't notice
you used an EntityPlayer
L243[08:20:32] <Coolway99> I was paying
more attention to forge's example instead of yours
L244[08:20:37] <gigaherz> yeap
L245[08:20:52] <gigaherz> my example is
specifically the minimum you haveto do to attach data
L246[08:21:05] <gigaherz> the forge
example is more correct
L247[08:22:01] ⇦
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L248[08:22:19] ***
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L249[08:23:55] <Coolway99> so, double
checking
L250[08:24:29] <Coolway99> the
ICapabilityProvider has one instance, right?
L251[08:24:32]
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L252[08:25:05] <gigaherz> no
L253[08:25:13] <gigaherz> each player gets
its own ICapabilityProvider
L254[08:25:38] <gigaherz> the way that
works is, rather thna attaching capabilities directly, you attach
providers
L255[08:25:45] <gigaherz> which may
contain more than one capability if you want to
L256[08:25:55] <gigaherz> then
L257[08:26:00] <gigaherz> the original
object
L258[08:26:03] <gigaherz> will do
something like
L259[08:26:18] <gigaherz>
super.getCapability
L260[08:26:26] <gigaherz> which will
iterate through all the attached providers
L261[08:26:31] <gigaherz> and call
getCapability on each provider
L262[08:26:37] <gigaherz> well
L263[08:26:39] <gigaherz> has
capability
L264[08:26:49] <gigaherz> and the first
one to return true, gets getCapability called on it
L265[08:27:31] <Coolway99> and the reason
it wants a interface here is to interact with the
ICapabilityProvider?
L266[08:28:22] <gigaherz> wat
L267[08:28:25] <gigaherz> where's
"here"?
L268[08:28:34] <gigaherz> remember I don't
see where you are looking at
L269[08:28:46] <Coolway99> nevermind
L270[08:29:04] ***
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L271[08:29:36] <Coolway99> ok, so what you
do is you make the capability provider a wrapper around the
container, right?
L272[08:30:36] <gigaherz> yes
L273[08:30:42] <gigaherz> and the
container is "the thing you want to attach"
L274[08:31:14] <Coolway99> ok, that makes
a lot more sense now
L275[08:31:15] <gigaherz> in my case, it
was a collection of all the "ender-chest" inventories a
player owns
L276[08:31:34] <gigaherz> in your case it
could be a little class with getValue and setValue
L277[08:31:39] <gigaherz> or whatever you
need
L278[08:31:50] <Coolway99> and it will
automatically save it, right?
L279[08:32:15] <gigaherz> you'll
notice
L280[08:32:17] <gigaherz> my capability
provider
L281[08:32:21] <gigaherz> is
ICapabilitySerializable
L282[08:32:29] <gigaherz> so it has the
read/write methods in it
L283[08:32:35] <Coolway99> ik
L284[08:32:48] <gigaherz> whenever the
player is saved/loaded
L285[08:32:51] <gigaherz> those methods
get called
L286[08:33:45] <Coolway99> I should stop
worrying about the internals :/
L287[08:34:36] <gigaherz> heh
L288[08:34:48] <gigaherz> I tend to assume
things
L289[08:34:57] <gigaherz> it generally
works
L290[08:35:00] <gigaherz> but sometimes
fails ;P
L291[08:35:28] <gigaherz> and generally
when my assumptions fail, is not that my logic/reasoning was
broken
L292[08:35:31] <Coolway99> I'm guessing
the IStorage is used if you want to treat it like a proper
API?
L293[08:35:34] <gigaherz> just that there
was external issues I didn't know about
L294[08:35:44] <gigaherz> as I said
yesterday
L295[08:35:47] <gigaherz> IStorage is a
helper
L296[08:36:00] <gigaherz> it allows oyu to
give people a way to save/load
L297[08:36:06] <gigaherz> without having
to embed it into the API
L298[08:36:16] <gigaherz> you can use
something like INBTSerializable
L299[08:36:19] <gigaherz> and tell people
"use it"
L300[08:36:25] <gigaherz> or you can
provide an IStorage
L301[08:36:28] <gigaherz> and tell people
to use that
L302[08:36:40] <gigaherz> this allows the
API to remain "clean"
L303[08:36:56] <gigaherz> since people
don't have to mess with casting to INBTSerializable
L304[08:37:00] <gigaherz> or use explicit
methods
L305[08:37:03] <gigaherz> they can just
do
L306[08:37:11] <gigaherz>
THE_CAP.writeNBT(instance, face)
L307[08:37:15] <gigaherz>
THE_CAP.readNBT(instance, face)
L308[08:37:40] <gigaherz>
THE_CAP.readNBT(instance, face, nbt) *
L309[08:37:49] <gigaherz> this is
specially important
L310[08:37:52] <gigaherz> when you have
default instances
L311[08:38:01] <gigaherz> since those
default instances are unknown to the user
L312[08:38:07] <gigaherz> they just get
the interface you used for the API
L313[08:38:17] <gigaherz> so they don't
know who or what implements them
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L315[08:38:34] <gigaherz> so for that
case, IStorage isn't just a bonus
L316[08:38:37] <gigaherz> it's practically
required
L317[08:38:55] <gigaherz> then on top of
that, is the @CapabilityInject
L318[08:38:59] <gigaherz> which has two
uses
L319[08:39:15] <gigaherz> 1. if used on a
static field, it will receive the instance of the Capability
class
L320[08:39:45] <gigaherz> 2. if used on a
static method, it will get called right after registering, allowing
you to enable things if the capability exists
L321[08:39:56] <gigaherz> the combination
of default instances,
L322[08:40:02] <gigaherz> IStorage, and
this @CapabilityInject
L323[08:40:11] <gigaherz> has the
extremely powerful effect
L324[08:40:18] <gigaherz> of letting you
write a mod that exposes a capability
L325[08:40:26] <gigaherz> without EVER
referencing the actual interface of this capability
L326[08:40:49] <gigaherz> you'd use
@CapabilityInject to obtain an instance of the Capability
class
L327[08:40:55] <gigaherz> then on your
stuff
L328[08:41:07] <gigaherz> you'd use
THE_CAP.getDefaultInstance() to create a new instance
L329[08:41:13] <gigaherz> and store it in
an Object field
L330[08:41:21] <gigaherz> then on
hasCapability/getCapability
L331[08:41:33] <gigaherz> you can check
and return this Object field, casting it to (T)
L332[08:41:39] <gigaherz> if not
null
L333[08:41:53] <gigaherz> it's
awesome.
L334[08:42:10] *
gigaherz looks up and feeld bad about the long
monologue
L336[08:42:35] <gigaherz> damn
Javaschreiber, broke my streak!
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L348[09:13:44] <Coolway99> gigaherz, so
data is not propgated between logical server and logical client
when using capabilities, right?
L349[09:13:58] <Coolway99>
*propagated
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L351[09:21:29] <gigaherz> nope
L352[09:21:40] <gigaherz> you'll have to
sync using your own packets
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L354[09:25:16] <Coolway99> this feels
awful hacky
L355[09:25:17] <Coolway99>
event.getEntityPlayer().getCapability(XpCapability.INSTANCE,
null).deserializeNBT(original.serializeNBT());
L356[09:25:56] <Ordinastie_> that sounds
wrong
L357[09:26:27]
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L358[09:26:41] <Coolway99> it is actually,
original.serializeNBT() will get me the player's data, not the data
I want XD
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L360[09:29:49] <gigaherz> wat
L361[09:29:52] <gigaherz> why are you
doing that?
L362[09:30:15] <gigaherz> Coolway99: what
are you trying to do ?!
L363[09:30:38] <Coolway99> capability data
doesn't persist on death, according to the docs
L364[09:31:20] <gigaherz> oh
L365[09:31:30] <Coolway99> so on the
PlayerEvent.Clone event
L366[09:31:50] <Coolway99> If the original
had the capability, logically the new player must have it to
L367[09:31:54] <gigaherz> yup
L368[09:32:09] <Coolway99> so I check for
that, then I just tell the original to save it's cap data, then
give it to the new one to load it
L369[09:32:14] <gigaherz> yup
L370[09:32:29] <Coolway99> then I call
.onDeath(), so I can do things on the player death
L372[09:33:47] <Ordinastie_> isWasDeath
really ? -_-
L373[09:33:49]
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L374[09:33:54] <Coolway99> really
L375[09:34:12] ***
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L376[09:34:52] <gigaherz> Ordinastie_:
well if it's not death
L377[09:34:55] <gigaherz> it means return
from the end
L378[09:35:15] <Ordinastie_> I'm arguing
the method name
L379[09:35:16] <TehNut> I believe it was
talking about the method name itself
L380[09:35:24] <gigaherz> oh right
L381[09:35:25] <Ordinastie_> what was the
guy writing that thinkiing
L382[09:35:28] <gigaherz> could be
"wasDeath"
L383[09:35:29] <gigaherz> ;P
L384[09:35:30] <Coolway99> is it was a
death?
L385[09:35:44] <gigaherz> Coolway99:
there's two reasons that the player clone happens
L386[09:35:46] <gigaherz> 1. on
death
L387[09:35:49] <gigaherz> 2. on return
from the End
L388[09:35:52] <TehNut> The field is
"wasDeath". IDE's (usually) generate boolean getters with
is+fieldName
L389[09:35:55] <Coolway99> is it wasna
death, then isa nosa death
L390[09:36:29] <Coolway99> I know that,
gigaherz
L391[09:36:31] <Ordinastie_> TehNut, if
only we had the power to change IDE automatic suggested
names...
L392[09:37:08] <TehNut> I'm not arguing
for it. I'm just saying that all the events were done in one
blanket change and small things slipped through.
L393[09:37:46] <Coolway99> ok, so cap's
only run on the server side, right?
L394[09:37:53] ***
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L395[09:37:55] <gigaherz> ?
L396[09:38:08] <Coolway99> or am I wrong
about that
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L398[09:38:27] <gigaherz> the capabilities
can exist on both sides
L399[09:38:39] <Coolway99> well, I did no
specific side checking in my code
L400[09:38:42] <gigaherz> and they aren't
"run" -- you choose when and where they do things
L401[09:39:05] <gigaherz> the Attach event
will be called on both sides
L402[09:39:14] <gigaherz> you'll have to
use if(isRemote) if you want to distinguish
L403[09:40:05] <Coolway99> they don't sync
then
L404[09:40:10] <Coolway99> which is odd
:/
L405[09:40:30] <Coolway99> actually, even
better, gigaherz
L406[09:40:39] <Coolway99> instanceof
EntityPlayerMP
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L408[09:41:28] <Coolway99> well, this is
interesting
L409[09:41:36] <gigaherz> Coolway99: told
you, you will haveto use your own packets
L410[09:41:38] <gigaherz> if you want to
sync
L411[09:41:46] <Coolway99> ik
L412[09:41:49] <Coolway99> but here's
something interesting
L413[09:41:57] <Coolway99> EntityPlayerMP
is created well before EntityPlayerSP
L414[09:42:05] <gigaherz> ofc
L415[09:42:10] <gigaherz> the server
player is created
L417[09:42:15] <gigaherz> then it sends a
message to the client
L418[09:42:18] <gigaherz> and the client
player is created
L419[09:42:29] <gigaherz> but really
L420[09:42:31] <gigaherz> dont' use
instanceof
L421[09:42:36] <gigaherz> use
player.world.isRemote
L422[09:42:49] <gigaherz> or hmm
L423[09:42:57] <gigaherz> does the player
ha a world at that point?
L424[09:43:00] <gigaherz> have*
L425[09:43:15] <Coolway99> yes
L426[09:43:20] <Coolway99> they must be
created with a worldObj
L427[09:43:22] <Coolway99> all entities
must
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L430[09:51:55] <masa> hmm, when I summon a
Husk (ZombieType:6) it looks like a regular zombie, but doesn't
burn and makes the husk idle noises
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L432[09:52:12] <masa> is this a Forge
rendering bug?
L433[09:53:15] <gigaherz> probably
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L435[09:58:13] <masa> the Stray seems to
work though for the skellies
L436[09:59:35] <gigaherz> RenderZombie
patch
L437[09:59:48] <gigaherz> calls
getVillagerTypeForge().getZombieSkin()
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L440[10:07:58] <gigaherz> ah
nevermind
L441[10:08:01] <gigaherz> there's an
else
L442[10:08:12]
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L443[10:08:16] <coldform> heyo
L444[10:09:01] <sham1> g'day
L445[10:09:51] <coldform> I have some
questions about my FTB infinity server, and a particular crash I'm
recieving. would this be the right place to ask about that?
L446[10:10:04] <gigaherz> probably
not
L447[10:10:07] <gigaherz> but we can try
to help either way
L448[10:10:13] <coldform> right on.
L449[10:10:46] <coldform> welp
L450[10:11:00] <sham1> I'd imagine that
you would get better answers at #FTB
L451[10:11:07] <coldform> ok.
L452[10:11:10] <masa> better? :D
L453[10:11:11] <sham1> but go on
L454[10:11:40] <coldform> I think I found
it. it has to do with enderfrequencies.cfg being corrupted
L455[10:12:03] <coldform> has anyone here
heard of something along those lines?
L456[10:12:24] <coldform> oh yeah, it
happens when the power to my server blinks out
L457[10:13:04] <sham1> that's called a
power outage :P
L458[10:13:09] <coldform> lol
L459[10:13:12] <coldform> OMG
L460[10:13:17] <coldform> I DIDNT
KNOW
L461[10:13:30] <coldform> sry. Im doing a
bazillion things at once right now
L463[10:15:00] <LatvianModder> Hey, ive
been outside internet for few days. 1.10 forge already out?\
L464[10:15:09] <gigaherz> yes
L465[10:15:11] <gigaherz> early beta and
such
L466[10:15:15] <gigaherz> most mods work
as-is
L467[10:15:18] <LatvianModder> nice
L468[10:15:27] <LatvianModder> What
changed code-wise?
L469[10:15:28] <gigaherz> so forge accepts
1.9.4 mods
L470[10:15:33] <gigaherz> nothing
L471[10:15:38] <gigaherz> unless you
happen to use one of the few changed things
L472[10:15:39] <gigaherz> ;P
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L476[10:15:53] <gigaherz> or in other
words, I still have no idea what DID change
L477[10:15:53] <sham1> Like
L478[10:16:04] <gigaherz> ofc there's one
more skeleton type
L479[10:16:09] <gigaherz> there's one more
zombie type
L480[10:16:14] <gigaherz> (which may be
bugged atm)
L481[10:16:31] <gigaherz> there's the new
bear mob
L482[10:16:31] <LatvianModder> Well,
mojang had to increese their minor version, because they added
blocks and mobs
L483[10:16:31] <gigaherz> there's the new
blocks
L484[10:16:38] <gigaherz> but it's really
a minor update code-wise
L485[10:16:52] <LatvianModder> Alright.
Let's see if anything breaks if I put FTBU in 1.10
L486[10:17:02] <gigaherz> I haven't seen a
"changed things" document yet
L487[10:17:51] <baegmon> Sorry for butting
in, I feel like this may be a dumb question but I can't wrap my
head around it. Inside of PlayerInteractEvent, how do you get the
list of players? I've tried
event.getWorld().getMinecraftServer().getPlayerList() but it gives
me nullpointers :/
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L489[10:18:10] <terraflops> so... Anyone
know how Forge verifies mod versions between server and
client?
L490[10:18:14] <baegmon> and anything else
along those lines lol I'm missing something haha
L491[10:19:11] <gigaherz> baegmon: the
player list is only available on the server side, you may be on the
client
L492[10:19:25] <gigaherz> terraflops:
there's a big packet sent during server login
L493[10:19:41] <gigaherz> where the client
gives the server the list of mods, and the server gives the
"ok
L494[10:19:44] ⇦
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L496[10:21:01] <terraflops> Would
modifying the class files in a mod's jar file and deleting the
checksum information make Forge detect a mismatch?
L497[10:21:22] <gigaherz> dunno but you
shouldn't be doing that anyhow ;p
L498[10:21:30] <terraflops> well here's my
problem
L499[10:22:05] <terraflops> so one of the
mods I'm using (a 1.7.10 build but that's irrelevant) uses some
graphics features that cause my Intel HD Graphics driver to
crash
L500[10:22:18] <terraflops> And I've
already tried to fix the underlying problem
L501[10:22:19] <baegmon> huh thanks for
that tip @gigaherz, working now lol
L502[10:22:39] <gigaherz> np ;P
L503[10:22:52] <sham1> terraflops: you
probably want an actual GPU
L504[10:23:12] <gigaherz> I assume he has
a laptop ;P
L505[10:23:22] <sham1> That's not an
excuse
L506[10:23:23] ⇦
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L507[10:23:38] <sham1> He could get a
laptop with an actual GPU in itr
L508[10:23:39] <gigaherz> I meant it more
like there's no "real gpus" on laptops ;p
L509[10:23:56] <gigaherz> actually that's
a lie
L510[10:24:06] <gigaherz> there were some
laptops with actual desktop versions of like, gtx980
L511[10:24:15] <gigaherz> that shit must
have been an oven
L512[10:24:36] <sham1> Does not even need
to be a desktop version
L513[10:24:47] <sham1> Just something
other than an Intel integrated GPU
L514[10:24:49] <r3becca> can forge
expliot/manipulate the NoGravity item tag?
L515[10:25:00] <gigaherz> wat
L516[10:25:05] <gigaherz> mods can do
wahtever they want to
L517[10:25:12] <r3becca> neat
L518[10:25:13] <gigaherz> forge by itself,
probably doens't do anything special to it
L520[10:25:40] <r3becca> just have an idea
that'll use the nogravity thing
L521[10:25:56] <gigaherz> it woudl be easy
to use the EntityJoinWorldEvent
L522[10:26:02] <gigaherz> and if it's an
arrow, give it no-gravity
L523[10:26:31] <Coolway99> I'm trying to
register a network handler, but it keeps crashing the client thread
:/
L524[10:26:32] <r3becca> ok
L525[10:26:48]
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L526[10:26:51] <MinecraftWero> where
should i look if i want to consume an item when i right click
another item
L527[10:26:54] <gigaherz> Coolway99: then
you must be doing it wrong
L528[10:26:56] <gigaherz> also, which
crash?
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L531[10:27:38] <Coolway99> yes I am
L532[10:27:49] <terraflops> @MinecraftWero
haven't done modding in a while, but maybe get the inventory of the
player and search for the consumables?
L533[10:28:07] <MinecraftWero> will try
that
L534[10:28:08] <MinecraftWero>
thanks
L535[10:28:11] <Coolway99>
"java.lang.RuntimeException: java.lang.InstantiationException:
com.coolway99.experiencemod.XpHandler"
L536[10:28:24] ⇦
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L537[10:28:58] <Coolway99> oh
L538[10:29:01] <Coolway99> OHhh, that's
why
L539[10:29:03] <baegmon> Just wondering,
what does everyone use for their server settings? As in the java
arguments?
L540[10:29:10] <Coolway99> XpHandler is
also used in the cap
L541[10:29:20] <Coolway99> therefore it
requires an EntityPlayer to initialize properly
L542[10:29:42] <Coolway99> and it's trying
to return a new instance of XpHandler that doesn't have an
EntityPlayer
L543[10:31:05] <r3becca> has anyone come
across a mod that will (perhaps at a random interval) cause a block
item in the world to revert back to a placed block?
L544[10:31:28] <terraflops> I've seen AE2
which has an item change state after a while
L545[10:31:33] <terraflops> should be
close to the same
L546[10:31:42] <r3becca> thanks terraflops
:)
L547[10:31:49] <Coolway99> or,
Construction Foam from IC2
L548[10:32:18] <gigaherz> masa: created an
issue for the husk rendering issue ;P
L549[10:32:36] <masa> okay, thanks
:p
L551[10:33:01] ⇦
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L553[10:35:54] <terraflops> oh one more
thing @Coolway99: the reason why people name their packages
com.(something) or net.(something) is because it refers to their
websites :P
L554[10:36:02] <Coolway99> I know
L555[10:36:25] <terraflops> time to
register that domain before people get ideas
L556[10:36:27] <Coolway99> it's also
standard convention
L557[10:36:29] <Ordinastie_> so you do own
the domain coolway99.com ?
L558[10:36:32] <Coolway99> no
L559[10:36:51] <Ordinastie_> so why did
you put .com
L560[10:37:00] <Coolway99> I didn't put
.com, I put com.
L561[10:37:08] <Coolway99> it's standard
convention
L562[10:37:15] <Ordinastie_> no it's
not
L563[10:37:31] <Ordinastie_> it's
convention to use a domain you own, not put a random one
L564[10:37:34] <terraflops> It's
essentially reverse domain order
L565[10:37:39] <terraflops> so for LWJGL
it's org.lwjgl
L566[10:38:09] <terraflops> of course if
you obfuscate nobody will know :P
L567[10:38:24] <terraflops> melikes
default package and lowercase class names
L568[10:38:48] <Coolway99> and everything
breaks
L569[10:39:10] <Coolway99> and undo
doesn't work
L570[10:39:15] <Coolway99> thank you
L571[10:39:20] <terraflops> a refactor
should change things
L572[10:39:28] <terraflops> using
eclipse
L573[10:39:57] <gigaherz> I use
"gigaherz.*" as the packages, because I don't really feel
like using a domain there ;P
L574[10:40:09] <gigaherz> at least it
doens't confuse people into thinkin "gigaherz.com" is
mine ;p
L575[10:40:11] <gigaherz> (it isn't)
L576[10:40:27] <terraflops> I wonder if I
should make a terraflops.js and program an entire mod in
JavaScript
L577[10:40:41] <Coolway99> can I put
66.212.212.2.coolway99 as my package name?
L578[10:40:53] <terraflops> erm... that
seems just really confusing
L579[10:40:54] <Coolway99> XD
L580[10:41:02] <gigaherz> no it shouldn't
be an ip ;P
L581[10:41:05] <Coolway99> dynamic ip's
move very slowly around here
L582[10:41:16] <Coolway99> wait, I do have
a domain XD
L583[10:41:19] <Coolway99> I forgot about
that
L584[10:41:26] <Coolway99>
Coolway99.no-ip.org
L585[10:41:36] <Coolway99> I only have it
'cause it's free >.>
L586[10:41:45] <terraflops> let's try an
IPv6 one
L587[10:43:07] <terraflops> Domains from
Mali are free :D I suppose you could use that
L588[10:44:43] <terraflops> okay so
clearly Forge uses something more than version numbers to check mod
compatibility
L589[10:45:27] <Ordinastie_> terraflops,
out of curiosity from which version to which one are you trying to
change it ?
L590[10:45:38] ⇦
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L591[10:46:44] <terraflops> what exactly
it uses is beyond me then
L592[10:46:44] <terraflops> I'm not trying
to change versions
L593[10:46:44] <terraflops> I'm trying to
do a bytecode edit on this mod so it stops making the bugs in my
Intel graphics driver crash it
L594[10:46:49]
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L595[10:46:57] <terraflops> of course with
that I have to delete all the digital signature and checksum
garbage
L596[10:47:14] <terraflops> if only I
could get RS485's private key......
L597[10:47:50] ⇦
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L598[10:48:32] <Ordinastie_> forge doesn't
do any check other than version number if specified
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L600[10:50:40] <terraflops> hmm really? I
get dc'ed with a NullPointerException and/or a mod rejection when I
clear out the digital signature stuff.
L601[10:50:40] <terraflops> does it do any
hashing?
L602[10:52:06] <Ordinastie_> forge doesn't
do anything besides a string comparaison
L603[10:52:14] <terraflops> hmm I'll try
again
L604[10:52:23] <Ordinastie_> but nothing
prevents the mod to implement verifications on their own
L606[10:52:34] <Ordinastie_> what mod are
your trying to fix ?
L607[10:53:09] <terraflops> LogisticsPipes
:(
L608[10:53:45] <terraflops> Not fixing it
in any way
L609[10:53:45] <terraflops> just trying to
disable the crafting signs because they make my graphics driver
crash
L610[10:53:47]
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L611[10:54:14] <terraflops> did that by
putting a return instruction before all the other code in the pipe
renderer
L612[10:55:20] <Ordinastie_> why you don't
just edit the sources and recompile the mod directly? :x
L613[10:56:19] <terraflops> it's the
1.7.10 version
L614[10:56:33] <Ordinastie_> and ?
L615[10:56:40] <terraflops> so I'd have to
find which commit to checkout and such
L616[10:56:41] <terraflops> and I need it
down to the build number
L617[10:57:06] <Ordinastie_> just take
latest
L618[10:57:27] <cpw> looks good
luacs
L619[10:57:28] <cpw> thanks!
L620[10:58:22] <terraflops> I can't ;P I'm
playing FTB Infinity Evolved Skyblock and it's using an outdated
version
L621[10:58:22] <terraflops> so the server
I'm trying to connect to will reject it
L622[10:58:32] <terraflops> Now I know
there's no support for older versions of Forge, so I'm just
wondering about the current one
L623[10:59:18] <terraflops> It's actually
really weird because it causes a NullPointerException in the
handshake
L624[11:00:54]
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L625[11:03:24]
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L626[11:04:35] <BaronNox> o7
L627[11:05:34] <terraflops> Alrighty I
found the source for the build I was looking for. I'll try.
L628[11:06:42] <BaronNox> Should we start
developing for 1.10 now or is 1.9.4 the current target to go
far?
L629[11:08:48] <gigaherz> start on
1.9.4
L630[11:08:53] <gigaherz> when 1.10 is
stable
L631[11:08:57] <gigaherz> it willtake
under 5 minutes to port
L632[11:08:57] <gigaherz> ;p
L633[11:09:02] <gigaherz> IF you need to
port at all
L634[11:09:07] <gigaherz> all of my mods
work on 1.10 without changes
L635[11:09:10] <gigaherz> the same jar
works as-is
L636[11:10:02] <terraflops> I always use a
shim between my mods and Forge methods since they change all the
time
L637[11:10:08] <terraflops> change the
shim once and boom it's ported
L638[11:10:12] <BaronNox> nice thanks
;)
L639[11:10:15] <Coolway99> "why is my
message not se-oh, I don't call it"
L640[11:10:23] <Coolway99> le derpity
derp
L641[11:10:30] <terraflops> that is except
for the JSON stuff that got released
L642[11:11:33] <gigaherz> terraflops:
that's not really even needed these days
L643[11:11:42] <gigaherz> the stuff that
changes between versions is generally minor enough
L644[11:12:13] <gigaherz> the big one was
1.7.10 to 1.8
L645[11:12:34] <gigaherz> and in a lesser
way, 1.8 to 1.8.9 due to the adding of generics
L646[11:12:37] <terraflops> ^ yep
L647[11:12:40] <gigaherz> 1.9 added the
new registry
L648[11:12:50] <gigaherz> which means mods
had to switch their GameREgistry calls
L649[11:13:05] <gigaherz> but it's not
really something so big that it's worth having your own abstraction
layer
L650[11:13:41] <terraflops> meh but even
the method renaming sometimes is pretty onerous
L651[11:14:01] <terraflops> sure, Eclipse
can do it but inevitably I make a mistake somewhere
L652[11:15:29]
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L653[11:15:42] <OrionOnline> Hey
guys
L654[11:16:07] <OrionOnline> I need some
help from the professionals.
L656[11:16:49]
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L657[11:17:02] <OrionOnline> When the code
goes further and queries for the same TE i just changed the values
have been reset.
L658[11:17:58] <terraflops> oh my I had
that problem a long time ago too
L659[11:18:02] <terraflops> never figured
that one out
L660[11:18:37] <gigaherz> never used
setTileEntity
L661[11:18:57] <OrionOnline> gigaherz,
funny enough it does not matter if I use setTileEntity or not
L662[11:19:03] <OrionOnline> The behaviour
is still the same
L663[11:19:22] <OrionOnline> I expected
pass by ref behaviour (as it does anywhere else, and it works like
that in 1.7.10)
L664[11:19:43] <Coolway99> I found a
slight bug XD
L665[11:20:06] <Coolway99> crashing the
logical server of a single player world says something about a
fatal error occuring, with the button "back to server
list"
L666[11:20:08] <OrionOnline> But for some
reason the method for the initiateAsNewMaster is called, then when
i try to add the slaves the values are nulll (WHAT?)
L667[11:22:40]
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L670[11:23:00] ***
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L672[11:23:18] <OrionOnline> Which is so
weird.
L673[11:25:02] <gigaherz> ugh
L674[11:25:13] <gigaherz> had an android
phone for just a couple weeks
L675[11:25:18] <gigaherz> so far my worst
annoyance
L676[11:25:21]
⇨ Joins: GunnerWolf
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L677[11:25:35] <gigaherz> is that almost
all apps sem to show random notifications without ever asking if
that's ok
L678[11:25:52] <gigaherz> I installed the
imgur app a few days ago
L679[11:25:58] <gigaherz> it just showed
me a notification about "corgi butts"
L680[11:26:08] <gigaherz> which prompted
me to immediately uninstall it.
L682[11:26:25] <TehNut> that's it, i'm
getting the imgur app
L683[11:26:27] <TehNut> :P
L684[11:26:35] <gigaherz> have fun
L685[11:26:37] <masa> my phone is several
years old so no idea how bad new apps are, and on the other hand, I
barely use anything on my phone anyway
L686[11:26:48] <gigaherz> IMO
L687[11:26:51] <gigaherz> notifications
are for IMPORTANT stuff
L688[11:26:56] <masa> but I did recently
wipe it and install cyanogenmod on it
L689[11:27:01] <gigaherz> anything that's
not related to someone explicitly sending me a message about
something I asked for
L690[11:27:03] <gigaherz> is spam
L691[11:27:11] <masa> that's a HUGE
improvement over the original android
L692[11:27:12] <gigaherz> and causes me to
uninstall that one application
L693[11:27:20] <GunnerWolf> Could somebody
point me in the right direction for adding in-world crafting to my
mod? IE throw 2 items on the ground and it creates a new item
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L695[11:27:44] <gigaherz> GunnerWolf: is
at least one of the items yours?
L696[11:27:54] <GunnerWolf> yes
L697[11:28:29] <gigaherz> items have a
method
L698[11:28:32] <gigaherz> that gets called
once a tick
L699[11:28:39] <gigaherz> while they are
on the ground as an entity
L700[11:29:18] <gigaherz>
onEntityItemUpdate
L701[11:29:37] <gigaherz> you could use
that to scan for other EntityItems around it
L702[11:29:43] <gigaherz> and see if
there's the right combination
L703[11:29:45] <GunnerWolf> ah okay, so I
just check for the other item(s) being there, and if so, delete the
entityitems and create the new one?
L704[11:29:52] <gigaherz> yup
L705[11:29:55] <gigaherz> however
L706[11:29:59] <gigaherz> you may not want
to do it EVERY TIME
L707[11:30:07] <gigaherz> as it may cause
lag
L708[11:30:22] <gigaherz> you could get
the world object from the entity and do something like
L709[11:30:42] <gigaherz>
if((entity.getWorld().getTotalTime() % 20) != 0) return;
L710[11:30:50] <gigaherz> that way it's
only scanned once a second
L711[11:30:56] <GunnerWolf> ah cool,
thanks
L712[11:31:05] <gigaherz> or you could use
the entity's "alive ticks"
L713[11:31:20] <gigaherz> instead of the
world
L714[11:31:29] <gigaherz> that would avoid
all entities ticking at the same time
L715[11:34:45] <OrionOnline> A good idea
would also to do it in a liquid or so, as a block check is not as
resource intensive as a collection of entities in a given
area
L716[11:35:08] <gigaherz> or make a player
activate it
L717[11:35:17] <gigaherz> such as how
crafting in TUG works
L718[11:35:19] <OrionOnline> Yeah with TNT
or something of the sorts
L719[11:35:20] <gigaherz> you drop stuff
to the ground
L720[11:35:21] <gigaherz> and hold G
L721[11:35:25] <OrionOnline> Or that
L722[11:35:40] <OrionOnline> That would be
even better, would allow you to use the PlayerTickEvent instead of
the Items itself
L723[11:35:45] <OrionOnline> makes it way
more flexible
L724[11:36:56] <GunnerWolf> hmm, might do
drop the items on the ground and shift right click on them
L725[11:37:00] <GunnerWolf> with an empty
hand
L726[11:37:34] <Coolway99> :/
L727[11:37:40] <Coolway99>
"[12:37:16] [Client thread/INFO] [STDOUT]:
[coolway99.experiencemod.XpHandlerClient:ping:25]: Sending out a
ping"
L728[11:37:52] <Coolway99> and nothing
responded
L729[11:38:08]
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L730[11:39:23] <Coolway99> which I find as
very odd :/
L731[11:42:22] <Coolway99> especially
since System.out.prinln's are the very first thing in the "on
message" method
L732[11:42:23]
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L733[11:43:50] <terraflops> ^ If you're
going to search for entities near it, PLEASE don't iterate through
all the entities in the world and do a linear search
L734[11:44:04] <terraflops> Users
absolutely hate lag and this is one of the worst ways to do
it.
L735[11:44:27] <GunnerWolf> World has a
getEntitiesInAABB method doesn't it? Can't I just do that and pass
it an AABB around the item?
L736[11:44:39] <GunnerWolf> or is that
still a bad way to go?
L737[11:44:56] <terraflops> I think that
might do linear search. I usually make my own k-d tree
L738[11:45:07] <terraflops> or any other
type of binary space partitioning data structure
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L740[11:45:15] <terraflops> or you could
just check every 5 seconds or so
L741[11:45:33] <terraflops> but that still
has the problem of causing lag when a whole lot of entities show
up
L742[11:46:18] <GunnerWolf> I might just
make it so you have to create a block and throw the items on top of
that instead
L743[11:46:34] ⇦
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L744[11:46:38] <terraflops> mmm always add
a bit of ritual to it and it becomes even more magical
L745[11:46:52] <GunnerWolf> then the block
can just periodically check EntityItems directly above it
L746[11:49:17] <terraflops> or you could
designate one item as the last one that has to be added -- a
"catalyst"
L747[11:49:31] <terraflops> and have that
trigger the block to check :P
L748[11:50:37]
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L749[11:51:08] <GunnerWolf> in other words
do whatever I can to avoid having EntityItems passively ticking
away like that? :P
L750[11:51:32] <terraflops> the problem
with items ticking as opposed to blocks
L751[11:51:43] <terraflops> is that some
really stupid user with 1 billion of that item
L752[11:51:46] <terraflops> is inevitably
going to spill them
L753[11:51:53] <GunnerWolf> oh boy
L754[11:52:12] <terraflops> but it's fine
in small quantities
L755[11:52:20] <GunnerWolf> given that the
"ticking item" in this case is the product of mining an
ore as well. So then they have a barrel full of them from their
quarry...
L756[11:52:23] <GunnerWolf> one
misclick
L757[11:54:20] ***
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L759[11:56:20] <jrbudda> hey can anybody
tell me what the new equivalent of world.getBlock is? I'm updating
from 1.7.10 and have no idea what/when they changed it
L760[11:56:50] <jrbudda> doesnt seem to be
a method in world that takes a blockpos and returns a block
L761[11:57:10] <kenzierocks>
getBlockState
L762[11:58:17] <Coolway99>
world.getBlockState(BlockPos pos).getBlock()
L763[11:58:55] <jrbudda> ah ha
L764[11:59:10] <jrbudda> not deobfuscated
in mcp 1.10, found it ho
L765[11:59:38]
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L766[11:59:39] <Coolway99> did you try
updating your MCP mappings?
L767[12:01:18] <terraflops> sometimes I
wish Microsoft would release a public API for modding and we
wouldn't have to deal with obfuscation
L768[12:01:40] <jrbudda> is updating
mappings different from updatemcp.bat?
L769[12:02:07] <Coolway99> yeah, it's
different
L770[12:02:14] <Coolway99> you have to go
into your build.gradle
L771[12:02:44] <Coolway99> down to
minecraft
L772[12:03:05] <Coolway99> mappings =
"snapshot_YYYYMMDD"
L773[12:03:16] <Coolway99> where you input
the date you want for mappings
L774[12:04:28]
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L775[12:04:45] <Coolway99> It doesn't look
like any 1.10 mappings exist yet though :/
L776[12:04:45] <TehNut> Wait are you using
*just* MCP?
L777[12:04:55] <jrbudda> yes just
mcp
L778[12:04:59] <jrbudda> at the
moment
L779[12:05:46] <TehNut> Why
L780[12:06:21] <terraflops> wow MC has
made it to 1.9 and so many packs are still on 1.7
L781[12:06:57] <jrbudda> im not building
on forge yet, doing vanilla compatibility
L782[12:07:01] <jrbudda> i know this is
the forge channel
L783[12:07:07] <jrbudda> but no one was
responding in mcp
L784[12:08:33] ⇦
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L785[12:10:06] <jrbudda> so is there a
seperate update method for just MCP mappings besides
updatemcp.bat?
L786[12:10:28] <Coolway99>
"java.util.concurrent.ExecutionException: java.lang.Error:
Unresolved compilation problem: Unnecessary cast from
XpHandlerClient to XpHandler"
L787[12:10:30] <Coolway99> XD
L788[12:11:51] <GunnerWolf> does
World.getBlockState return null if there's no block at pos, or does
it return Air?
L789[12:11:56] ⇦
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L790[12:12:03] <terraflops> erm
L791[12:12:20] <terraflops> never hit
Proceed :P
L792[12:12:27] <terraflops> I think it
returns air
L793[12:12:36] <jrbudda> air
L794[12:12:37] <kenzierocks> yea, it
returns air
L795[12:12:44] <GunnerWolf> right,
thanks
L796[12:13:55] ***
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L797[12:14:17] <masa> bleh, I have a bug
that doesn't happen in the dev environment, only when I run the
compiled mod through MultiMC, super annoying...
L798[12:15:01] <terraflops> what's the
bug?
L799[12:15:19] <masa> my builder's wand
doesn't save the templates or even create the directories
L800[12:17:11] <terraflops> filesystem
permission problem?
L801[12:17:32] <terraflops> actually it's
more likely that it's you have the wrong current working directory
if you're using relative paths
L802[12:18:08] <masa> hm, well it has
worked before, and it also works currently in the dev
environment..
L803[12:20:20] <masa> hmm, well it seems
to be broken in the current release too under MultiMC
L804[12:20:31] <masa> maybe it's a path
problem, I'll have to add some prints...
L805[12:21:26]
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L806[12:23:46] <Coolway99> uh, can someone
help?
L807[12:23:52] <terraflops> have you tried
absolute paths just as a test?
L808[12:23:58] <Coolway99> I have a
network interface that works from server to client
L809[12:24:03] <Coolway99> but doesn't
work the other way around
L810[12:24:11] <Coolway99> even though I
registered it
L811[12:25:49] <TehNut> Code?
L813[12:28:11] <Coolway99> there's no
crash
L814[12:28:22] <Coolway99> but it never
gets the first ping
L815[12:31:41] <terraflops> so you're
saying the onMessage doesn't get called?
L816[12:31:59] <Coolway99> when going from
client to server
L817[12:32:05] <Coolway99> going from
server to client, it gets called
L818[12:33:09] ⇦
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L819[12:33:48] <terraflops> ah
L820[12:34:03] <Coolway99> however, since
it's a sync packet, I originally was calling it as soon as I could,
which caused issues because EntityPlayerMP is created before the
corrisponding EntityPlayerSP
L821[12:34:18] <Coolway99> which was
throwing an error and not syncing
L822[12:34:40] <terraflops> how are you
sending it back to client? sendToAll?
L823[12:34:40] <Coolway99> so this first
"ping" is from the client side, basically saying
"hey, I've been created"
L824[12:34:46] <Coolway99> sentTo
L825[12:34:48]
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L826[12:34:51] <Coolway99> *sendTo
L827[12:35:06] <Coolway99> this is on a
per player basis
L828[12:35:12] <terraflops> and you're
sure the server handler is registered beforehand?
L829[12:36:01] <Coolway99> I can try
moving it up an init cycle, but I don't think it will help
L830[12:36:25] <terraflops> hmm I think I
know
L831[12:36:29] <Coolway99> nope
L832[12:36:30] <terraflops> try
registering the server side one first
L833[12:36:35] <terraflops> then the
client one
L834[12:36:59] <terraflops> you're pinging
in the register() method right?
L835[12:37:13] <Coolway99> no, upon
creation of XpHandlerClient
L836[12:37:29] <terraflops> which is far
afterward?
L837[12:38:10] <Coolway99> it's a
capability, so it's created after EntityPlayer is usable, but
before they join....
L838[12:38:12] <Coolway99> hmm
L839[12:38:17] <Coolway99> I think I may
know the issue
L840[12:39:17] <OrionOnline> Anyone having
a nice structure system in place?
L841[12:39:28] <OrionOnline> Mine broke
during the update to MC 1.9
L842[12:43:53] <Coolway99> so
PlayerLoginEvent isn't on the client side :/
L843[12:44:34] <TechnicianLP> WHAT ARE YOU
TRYING TO SYNCß
L844[12:44:43] <TechnicianLP> sry for
capslock xD
L845[12:46:06] <terraflops> nope it's
not
L846[12:46:32] <OrionOnline> Is there a
way to store data on a Dimension?
L847[12:46:35] <Coolway99> well, good
news, the event works for syncing
L848[12:46:38] <OrionOnline> Like
something like structure data?
L849[12:46:43] <Coolway99> but the bad
news, it sends it to itself it seems :/
L850[12:47:01] <terraflops> I mean you
could always get the dimension/world name and store it in a
separate data file :P
L851[12:47:12] <LatvianModder> coldform:
ofc PlayerLoginEvent isnt on client :P
L852[12:47:16]
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L853[12:47:37] <LatvianModder> What do you
need from it on client side?
L854[12:47:52] <Coolway99> just an inital
ping, but going backwards seems to work anyways
L855[12:47:56] <LatvianModder> Sorry,
Coolway99 :P
L856[12:47:58] <terraflops> wants client
to send a packet to the server
L857[12:48:04] <Coolway99> actually,
ignoring that
L858[12:48:05] <terraflops> on login
L859[12:48:15] <Coolway99> just sending a
packet from the server to client doesn't crash anymore
L860[12:49:05] <OrionOnline> terraflops,
but how / when would i load the data?
L861[12:49:16] <OrionOnline> Syncing i can
do during PlayerLoadEvent, and using packets
L862[12:49:24] <OrionOnline> Hmm actually
i might know how
L863[12:49:37] <terraflops> the days when
I made a mod that downloaded updates from git and compiled
itself...
L864[12:49:37] <terraflops> too bad I lost
that
L865[12:50:20] <terraflops> oooh I've got
a better idea
L866[12:50:29] <terraflops> make a
TileEntity and just store a long JSON string in it
L867[12:50:44] <terraflops> boom :D
L868[12:51:03] <LatvianModder>
<.<
L869[12:51:11] <LatvianModder> Yes. Thats
always a good idea >.>
L870[12:51:17] <terraflops> or you could
make a REST API with a UUID and just store a UUID inside the TE and
then browse through everyone's data on your server :D
L871[12:51:32] <LatvianModder> you dont
have to browse with UUID
L872[12:51:43] <LatvianModder>
worldObj.getPlayerFromUUID(uuid)
L873[12:52:00] <LatvianModder> or even
better, MinecraftServer.getPlayerList().get...(uuid)
L874[12:53:17]
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L876[12:54:59] ***
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L877[12:56:02] ⇦
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L878[12:56:34] ***
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L879[12:56:55] <terraflops> I wish there
were a way to disable checking of mods
L880[12:57:41] <TechnicianLP> tera you
said something about npes previously .. what do those say?
L881[12:58:16]
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L882[12:59:50] <Coolway99> is there a
event that happens after the client connect to a server?
L883[13:00:44] <terraflops> oh
L884[13:01:01] <terraflops> It's in the
checking
L885[13:01:04] <terraflops> of the mod
lists
L886[13:01:34] <terraflops> and coolway99,
maybe one one of the events that is fired when an entity joins a
world?
L887[13:01:35] <terraflops> idk I haven't
done this in a long time XD
L888[13:02:52] <terraflops>
EntityJoinWorldEvent?
L889[13:03:04] ***
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L890[13:03:09] <Coolway99>
perhaps...
L891[13:03:43] ***
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L892[13:03:44]
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L893[13:04:53] <Coolway99> if I check for
a EntityPlayerSP then it already restricts it client-side
L894[13:05:00] <GunnerWolf> if I add a
block that isn't obtainable in item form (except via cheating it
in) do I still need to register an ItemBlock for it?
L895[13:05:49] <Coolway99> that
works
L896[13:05:50] <Coolway99> haha
L897[13:06:29] ⇦
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L898[13:07:41] <TechnicianLP> registering
an item is up to you ... (but it may get prblems when trying to
pickblock/similiar)
L899[13:07:42] <terraflops> sigh dialup
doesn't do very much if you're trying to setup Forge..
L900[13:07:54] <terraflops> why not just
register it?
L901[13:08:21]
⇨ Joins: minot
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L902[13:08:54] <Coolway99> [14:08:00]
[Netty Server IO #1/INFO] [STDOUT]:
[coolway99.experiencemod.XpHandler:onMessage:97]: This player is
null
L903[13:08:56] <Coolway99> [14:08:00]
[Netty Server IO #1/INFO] [STDOUT]:
[coolway99.experiencemod.XpHandler:onMessage:98]: The message came
from player null
L904[13:08:59] <Coolway99> :/
L905[13:09:24] <Coolway99> I kinda need
the player it's coming from...
L906[13:09:50] ⇦
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seconds)
L907[13:10:11] <terraflops> the player is
null?
L908[13:10:22] <terraflops> what entity
are you using?
L909[13:10:27] <terraflops> *event
L910[13:10:29] <terraflops> what
event?
L911[13:10:47] <Coolway99> it doesn't
matter, because the message has a player :/
L912[13:10:48]
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L913[13:11:05] <Coolway99> the message is
a XpHandler
L914[13:11:10] <Coolway99> which has a
final field for a player
L915[13:11:20] <Coolway99> and when it
sends messages, it sends itself
L916[13:11:25] <Coolway99> oh
wait...
L917[13:11:27] <Coolway99> ...
L918[13:11:30] <terraflops> that field
probably isn't assigned :P
L919[13:11:32] <Coolway99> it doesn't send
the player :/
L920[13:11:53] <terraflops> didn't
implement fromBytes/toBytes? :P
L921[13:11:57] <Coolway99> it does
L922[13:12:01] <Coolway99> but it doesn't
send the player via that
L923[13:12:19] <Coolway99> well
gee...
L924[13:12:22] <Coolway99> this makes it a
bit trickier
L925[13:12:24] ***
PaleoCrafter is now known as PaleOff
L926[13:12:36] <Coolway99> in order to
sync I kind of /need/ the player
L927[13:12:52] ***
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L929[13:14:17] <Coolway99> but I can't
send it over the wire...
L930[13:14:19] <Coolway99> hmmm...
L931[13:14:21] <Coolway99> hrrrmm...
L932[13:14:41] <Coolway99> bah, send the
UUID
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L934[13:16:43] <terraflops> you can send
the UUID or the name
L935[13:17:28] <terraflops> lol I remember
I got a lot of heat because I set up only one channel and used JSON
to send all the messages my mod needed
L936[13:17:38] <terraflops> and then used
annotation processing to dispatch messages to their proper
places
L937[13:20:45] <BaronNox> Mh I dont know
what do here. I have a TE with a gui and slots. If I want to
decrease the itemstack in that slot by 1 do I have to do it
serverside? If I just do it for client and server it get’s desync
obviously. The second thing I cant figure out is how to do is e.g.
update a counter for each consumed item that gets rendered as gui
label. Do I have to use packets for that?
L938[13:21:33] <Coolway99> I'm sending the
username
L939[13:21:40] <Coolway99> because it's
easier and shorter than the UUID
L940[13:21:45] <Coolway99> and I can't
seem to get the UUID anyways
L941[13:22:54] <OrionOnline> Is there
something in the game that would allow me to read and write NBTData
from disk?
L942[13:23:04]
⇨ Joins: Pentium320 (aperture@31.7.44.169)
L943[13:23:26] <Coolway99> several
things
L944[13:23:34] <TehNut>
CompressedStreamTools
L945[13:23:38] <OrionOnline> Ah nice
L946[13:23:48] <OrionOnline> Did not look
for a class with that particalur name
L947[13:23:58] <Coolway99>
"[14:23:45] [Netty Server IO #1/INFO] [STDOUT]:
[coolway99.experiencemod.XpHandler:onMessage:99]: The message came
from player Coolway99"
L948[13:24:04] <Coolway99> woo
L949[13:24:17] <Coolway99> one step in
several
L950[13:25:29] <Coolway99> how do I get
the WorldServer object without any reference to it, this is the
tricky bit
L951[13:26:04] <TehNut>
FMLCommonHandler.instance().getMinecraftServerInstance().worldServerForDimension(0)
L952[13:26:21] <Coolway99> bleh, it's
dimension based?
L953[13:26:27] <Coolway99> I mean, I want
the /entire/ world
L954[13:26:39] <Coolway99> or at least,
something that will give me a EntityPlayer based on a
username
L955[13:26:54] <TehNut> Well at any given
time in a vanilla game there are 3 worlds
L956[13:27:00] <TehNut> World =
Dimension
L957[13:27:35] <BlueMonster> could you not
get a list of dimensions and loop through them?
L958[13:27:55] <Coolway99> welp, time to
go back to sending the UUID
L959[13:28:43] <TehNut> Why?
L960[13:28:50] <TehNut> You don't need the
whole world, you need *a* world
L961[13:30:42] <OrionOnline> What was the
class with the NBTTypes?
L962[13:31:27] <Coolway99>
FMLCommonHandler.instance().getMinecraftServerInstance().worldServerForDimension(0).getPlayerEntityByName(message.playerName);
L963[13:31:35] <Coolway99> geez that's
long
L964[13:31:55] <TehNut> OrionOnline: What
do you mean?
L965[13:32:41] <OrionOnline> Did we not at
a class into Forge that had a list of all the Types of NBT, so that
i did not have todo this: compound.getTagList("list",
10);
L966[13:33:00] <OrionOnline> but:
compound("list", NBTTypes.COMPOUND)
L967[13:33:12] <Coolway99> how do I get
the dimension from a world object?
L968[13:33:18] <OrionOnline>
compound.getTagList("list", NBTTypes.COMPOUND)*
L969[13:33:27] <TehNut> Oh,
NBT.TAG_*
L970[13:33:28] <Coolway99> nevermind
L971[13:33:30] <Coolway99> found it on the
player
L972[13:34:06] <jrbudda> did they stop
using the eye height as player position on the client side in 1.8+
?
L973[13:34:15] <gigaherz> heh I just had a
silly idea
L974[13:34:42] <gigaherz> you know how in
WoW (and probably most other mmos and old-style wRPGs), there's
gray items that have no use
L975[13:34:48] <gigaherz> but can have
funny "lore" in them
L976[13:34:56] <gigaherz> make a mod that
adds stuff like that
L977[13:35:06] <gigaherz> and can drop
from skeletons, zombies and such
L978[13:35:21] <gigaherz> and give some
random reasons for death and such
L979[13:36:22] <Coolway99> IT WORKS,
wooo!
L980[13:36:29] <Coolway99> it syncs on
world reload finally
L981[13:38:02] ⇦
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L982[13:38:12] <gigaherz> [20:33]
(OrionOnline): compound.getTagList("list",
NBTTypes.COMPOUND)*
L983[13:38:17] <gigaherz> NBTTypes doesn't
contain all the values
L984[13:38:21] <gigaherz> use
Constants.NBT.*
L985[13:38:23] ⇦
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the connection)
L986[13:38:36] <TehNut> Just said that
:p
L987[13:39:05] <gigaherz> actually it's
not even nbttypes
L988[13:39:06] <gigaherz> XD
L989[13:39:14] <OrionOnline> gigaherz, I
know, i was looking for Constants.NBT, i did not know the
name
L990[13:39:21]
⇨ Joins: auenf (David@DC-72-89.bpb.bigpond.com)
L991[13:39:22] <OrionOnline> So i just
typed NBTTypes
L992[13:39:23] <gigaherz> there IS another
class
L993[13:39:24] <gigaherz> with the
values
L994[13:39:29] <gigaherz> but it's
partial
L995[13:39:57] <gigaherz> or maybe I saw
that in some mod's code?
L996[13:39:57] <OrionOnline> I am writing
a Structure/Multiblock system, that writes itself to disk
L997[13:39:58] ⇦
Quits: Onyx
(~OnyxDarkK@cpc81089-colc8-2-0-cust729.7-4.cable.virginm.net) (Ping
timeout: 192 seconds)
L998[13:39:59] *
gigaherz shrugs
L999[13:40:03] <Coolway99> when you have
to convert a char array into bytes yourself
L1000[13:40:06] <gigaherz> wat
L1001[13:40:13] <Coolway99> because a
ByteBuffer doesn't support writeString()
L1002[13:40:20] <TehNut>
ByteBufUtils
L1003[13:40:26] <TehNut>
read/writeUTF8String
L1004[13:40:27] <gigaherz> OrionOnline:
why do you need a multiblock to write itself to disk?
L1005[13:40:47] <OrionOnline> It is not a
mulitblock
L1006[13:40:56] <OrionOnline> It is
something like a Village or Temple
L1007[13:41:03] <TehNut> Coolway99:
^
L1008[13:41:04] <OrionOnline> Just on a
scale of a few blocks
L1009[13:41:06] <gigaherz> then, how does
it differ from the vanilla Structure block?
L1010[13:41:16] <Coolway99> I saw
L1011[13:41:24] <terraflops> erm why not
just convert a char array by new
String(chararray).getBytes(encoding)?
L1012[13:41:25] <Coolway99> I still like
how my way works >.>
L1013[13:41:32] <TehNut> Just making sure
you hadn't tabbed out to go do extra work :p
L1014[13:41:34]
⇦ Quits: abec
(~abecderic@dslb-084-056-098-142.084.056.pools.vodafone-ip.de)
(Quit: Leaving)
L1015[13:41:36] <gigaherz> terraflops:
because it's longer to write? ;P
L1016[13:41:53] <terraflops> I suppose
:P
L1017[13:41:57] <Coolway99> I simply
converted it to a char array, wrote the length, then used a for
loop to write each char
L1018[13:42:06] <gigaherz>
byteBufUtils.writeUTF8String(buf, "String")
L1019[13:42:08] <TehNut> ew
L1020[13:42:12] <OrionOnline> Cause i
need it to be more flexible, in particular it cannot have a given
size or form
L1021[13:43:00] <OrionOnline> The player
can give the structure its own form, and the structure should just
store the common data for all blocks that are part of the
structure, without intervening with their function
L1022[13:43:08] <terraflops> mhmm
L1023[13:43:16] <terraflops> so figure
out which block is the "controller" block
L1024[13:43:27] <terraflops> and store
all the information in a separate data file :D
L1025[13:43:31] <OrionOnline> terraflops,
done that
L1026[13:43:52] <terraflops> ooh then
it's easy. Hash the controller's location and that'll give you a
filename
L1027[13:43:53] <OrionOnline> In 1.7.10 i
had it stored in the Master blocks TE NBT-Data
L1028[13:44:06] <OrionOnline> but due to
the async nature of MC above that, it broke
L1029[13:44:47] <terraflops> Take a hash
(whichever you like) of the controller's location and use it as a
filename in your data folder
L1030[13:44:56] <OrionOnline> And as I am
now part of a modder team, with more then one mod, i am porting the
system to our library for shared code.
L1031[13:45:08] <OrionOnline> So i am
rewriting it
L1032[13:45:14] <terraflops> when the
block gets loaded again, simply deserialize the file back into the
controller
L1033[13:45:14] <terraflops> probably an
easier way.
L1034[13:45:24] <OrionOnline> My basic
idea right now is that i have a directory with a file per
dimension
L1035[13:45:25] <terraflops> definitely
there's an easier way
L1036[13:45:46] <terraflops> ooh if I may
ask, what does it do? :D
L1037[13:45:53] <OrionOnline> which just
contains an NBTSeriqlized and compressed form of the structure
data, it loads when the Server loads and saves it when the server
stops
L1038[13:46:03] <OrionOnline> terraflops,
the structure?
L1039[13:46:20] <terraflops> yessss that
works too
L1040[13:46:25] <Coolway99> so, another
question
L1041[13:46:28] <Coolway99> how would I
get the client?
L1042[13:46:28] <terraflops> although I
never serialize with NBT
L1043[13:46:30] <terraflops> since it's a
pain to read
L1044[13:46:32] <Coolway99> the client
player
L1045[13:46:40] <Coolway99> given
dimension and username
L1046[13:46:47] <terraflops>
Minecraft.getMinecraft().thePlayer?
L1047[13:46:53] <sokratis12GR> ^
L1048[13:46:55] <TehNut> ^
L1049[13:47:00] <Coolway99> thanks
L1050[13:47:13] <TehNut> And
theWorld
L1051[13:47:17] <OrionOnline> terraflops,
I know, but it is the most build in and general way to read and
write data (given that i am putting it into a library and
such)
L1052[13:47:34] <terraflops> that's true
:D
L1053[13:47:43] ***
willieaway is now known as williewillus
L1054[13:48:03] <terraflops> I so miss
C#. I could turn any object into an XML file and bring it back in.
Including file handlers (not like they'd work)
L1055[13:49:18] <Coolway99> so, I feel
proud of myself
L1056[13:49:44] <Coolway99> I have a
XpHandler, but a client side version is made that disables a lot of
the stuff the regular one does
L1057[13:49:50]
⇨ Joins: McJty
(~jorrit@94-225-203-206.access.telenet.be)
L1058[13:49:55] <Coolway99> and acts
mainly as a sync tool
L1059[13:51:04] <Coolway99> an example
would be the client XpHandler doesn't write to NBT, it simply
returns null
L1060[13:51:05] <jrbudda> whats the
modern way to get a list of blocks within a AABB?
L1061[13:51:07] <Coolway99> :P
L1062[13:51:17] <jrbudda> used to be
world.getCollidingBoundingBoxes
L1063[13:52:34] <williewillus>
getCubes
L1064[13:52:36] <williewillus> or
something like that
L1065[13:52:41] <williewillus> or
getBoundingBOxes
L1066[13:52:50] <OrionOnline> Is there an
event that is fired when the server stops (even when it
crashes?)
L1067[13:53:00]
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L1068[13:53:01] <williewillus> the normal
stopping events still fire
L1069[13:53:02] <OrionOnline> Or world
save
L1070[13:53:06] <OrionOnline> That would
be even better
L1071[13:53:08] <jrbudda> with 1.10
worldclient doesnt event have an import for AABB, so is the
signature different?
L1072[13:53:18] <williewillus> jrbudda:
World.getCollisionBoxes
L1073[13:53:38] <jrbudda> do you know the
exact signature?
L1074[13:53:43] <OrionOnline>
williewillus, you anything that gets fired when the game saves the
world?
L1075[13:54:00] <williewillus> jrbudda:
getCollisionBoxes(Entity, AxisAlignedBB):
List<AxisAlignedBB>
L1076[13:54:16] <terraflops> OrionOnline,
WorldEvent.Save?
L1077[13:54:19] <williewillus>
OrionOnline: WorldEvent.Save
L1078[13:54:20] <williewillus> :P
L1079[13:54:26] <jrbudda> that's in
worldclient?
L1080[13:54:27] <OrionOnline> Damn,
sometimes i am so blind
L1081[13:54:30] <williewillus> jrbudda:
World
L1082[13:54:36] <jrbudda> oh
L1083[13:54:37]
⇨ Joins: elan_oots
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L1085[13:54:49] <williewillus> how old is
that?
L1086[13:54:58] <williewillus> it still
mentions the old fml bus
L1087[13:55:02] <williewillus> so that is
at least older than 1.8.9
L1088[13:55:09]
⇨ Joins: Actuarius (~Actuarius@195.91.246.187)
L1089[13:55:09]
MineBot sets mode: +v on Actuarius
L1090[13:55:15] <williewillus> ah yeah
its not updated
L1091[13:55:27] <elan_oots> rip
L1092[13:55:39] <elan_oots> Is there an
updated one?
L1093[13:55:51] <Coolway99> I have a
capability that is also an IMessage as wellas a
IMessageHandler
L1094[13:55:52] <Coolway99> :/
L1095[13:55:59] <williewillus> wat
L1096[13:56:23] <terraflops> ctrl+shift+t
in eclipse lets you search for events :P
L1097[13:56:27] <terraflops> but yeah
couldn't find an updated one
L1098[13:57:25] <williewillus> !latest
1.10
L1099[13:57:33] <williewillus>
blegh
L1100[13:58:05] <sham1> !latest
1.10
L1101[13:58:13] <sham1> Umn
L1102[13:58:24] <williewillus> i don't
know how 1.9.4 mappings work in 1.10
L1103[13:58:32] <williewillus> I'm trying
to reflectively call a new method in 1.10
L1104[13:58:46] <williewillus> but
ReflectionHelper.findMethod(EntitySkeleton.class, null, new
String[] { "func_189771_df", "df" }); doesn't
work
L1105[13:59:11] <williewillus> (i opened
the 1.10 jar and verified df is the obf name)
L1106[13:59:54] <McJty> 1.9.4 mappings
work fine
L1107[14:00:06] <McJty> That's why many
1.9.4 mods work unchanged on 1.10
L1108[14:00:11] <McJty> I mean the jar
itself works
L1109[14:00:15] <McJty> No need to build
even
L1110[14:00:41] ***
Mine|dreamland is now known as minecreatr
L1111[14:01:12] <williewillus> what
the...
L1112[14:01:44] <williewillus>
Loader.MC_VERSION is 1.9.4 in this 1.10 environment for some
reason?
L1113[14:01:51] <LatvianModder> And I put
[1.9;1.10) in acceptable mc versions, damnit >.<
L1114[14:02:34] <williewillus> yeah I
need to compile
L1115[14:02:41] <williewillus>
*recompile
L1116[14:02:55] <williewillus> but it's
only two spots so I'm trying to cheat
L1117[14:02:56] <McJty> Out of my 8 mods
only 1 needed a recompile
L1118[14:03:03] <McJty> And that's
because of the new skeleton :-)
L1119[14:03:15] <LatvianModder> was it
something very specifig?
L1120[14:03:22] <LatvianModder> like a
spawner or smth?
L1121[14:03:29] <williewillus> for me
it's the skeletons moving type to an enum
L1122[14:03:29] <McJty> yes, the spawner
supported wither skeletons
L1123[14:03:30] <McJty> And that
broke
L1124[14:03:35] <williewillus> and
GameType being moved to another package
L1125[14:03:39] <McJty> Because the way
the type of a skeleton is stored had changed
L1126[14:03:44] <williewillus> nothing a
little proxying and cheating cant solve
L1127[14:03:46] <LatvianModder> ah. so it
probably doesnt affect me
L1128[14:04:12] ***
minecreatr is now known as Mine|away
L1129[14:04:19] <McJty> But even RFTools
Dimensions and Deep Resonance (which are relatively complex) work
unchanged
L1130[14:04:30] <McJty> i.e. just drop
the 1.9.4 jar in an 1.10 instance (including dependencies) and they
work
L1132[14:04:54] <williewillus> ummm
L1133[14:05:04] <McJty> yes I saw
L1134[14:05:06] <TehNut> BM works
perfectly, Soul Shards "worked"
L1135[14:05:07] <McJty> It is on my
todo
L1136[14:05:11] <williewillus>
thefuck?>
L1138[14:05:34] <williewillus> build
1995
L1139[14:07:40] <Coolway99> I finally got
the right idea to push it to github
L1141[14:07:49] <Coolway99> so you can
see all of my awful, awful coding
L1142[14:07:54] ***
DonAway is now known as DRedhorse
L1143[14:08:10] <terraflops> We all
started somewhere
L1144[14:08:12] <terraflops> for me it
was C++
L1145[14:08:20] <williewillus> why would
we want to? :P
L1146[14:08:22]
⇦ Quits: elan_oots (~elan_oots@75-112-235-70.res.bhn.net)
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L1147[14:08:35] <williewillus> i don't go
looking at other pople's stuff unless I need help or they need help
:P
L1148[14:09:01] <Coolway99> I started in
java
L1149[14:09:26] <Coolway99> I'm used to
java, just not MC Modding XD
L1150[14:09:38] <TehNut> I click on the
repo, scim over a class or two, then close it and usually say
nothing
L1151[14:09:41] <terraflops> hmm what
does it do? :D
L1152[14:10:25] <Coolway99> my mod? right
now rewrites the XP system so that each level is worth 10 EXP
L1153[14:10:35] <gigaherz> [21:04]
(McJty): i.e. just drop the 1.9.4 jar in an 1.10 instance
(including dependencies) and they work
L1154[14:10:37] <Coolway99> however,
there's an issue with this
L1155[14:10:39] <gigaherz> I just tested
each of mym ods
L1156[14:10:46] <gigaherz> and updated
the latest release to include 1.10 on curseforge
L1157[14:10:51] <Coolway99> it relies on
events that I PR'd to forge, but aren't in forge yet
L1158[14:10:57] <gigaherz> well there's
one I haven't marked as 1.10 yet
L1159[14:10:58] <Coolway99> so
>.>
L1160[14:11:00] <terraflops> and
introduces a creeper spawning item?
L1161[14:11:07] <Coolway99> I was
testing
L1162[14:11:09] <sokratis12GR> well 1.9.4
to 1.10 works but 1.10 to 1.9.4 doesn't xD
L1163[14:11:10] <williewillus> i'm so
confused
L1165[14:11:23] <Coolway99> I didn't say
I was trying to make a good mod
L1166[14:11:27] <Coolway99> I said I was
making a mod
L1167[14:11:32] <TehNut> 1.10 -> 1.9.4
would work if you set your accepted MC versions correctly
L1168[14:11:43] <williewillus> and aren't
using anything taht changed
L1169[14:11:48] <TehNut> And, of course,
didn't use any changed stuff
L1170[14:12:01] <TehNut> But that's the
same for 1.9.4 -> 1.10, so meh
L1171[14:12:10] <williewillus> blegh I
might scrape the forge minor version instead of the mcversion
because this is weird
L1172[14:12:24] <sokratis12GR> Well I'd
rather have 2 different workspaces
L1173[14:12:26] <gigaherz> williewillus:
what's the version range on the mod?
L1174[14:12:34] <williewillus> [1.9.4,
1.10.2]
L1175[14:12:37] <williewillus> it loads
fine
L1176[14:12:43] <williewillus> my cheaty
proxy just loads the wrong one
L1177[14:12:51] <gigaherz> wat?
L1178[14:13:10] <williewillus> there's
only 2 spots in botania that give compile errors in 1.10. I don't
want to manually manage double jars for every release
L1179[14:13:12]
⇦ Quits: SanAndreasP
(~SanAndrea@ip-2-201-1-118.web.vodafone.de) (Quit: See
ya)
L1180[14:13:17] <williewillus> so I
exported all the version specific crap into a proxy
L1181[14:13:19] <gigaherz> Oh
L1182[14:13:30] <williewillus> but
somehow the 1.9.4 proxy is loading in 1.10
L1183[14:13:33] <gigaherz> you could use
reflection
L1184[14:13:40] <williewillus> yes thats
what I'm doing
L1185[14:13:40] <gigaherz>
Class.fromName(something that only exists on 1.10)
L1186[14:13:51] <williewillus> that's not
the problem the problem is the wrong proxy is loading
L1187[14:14:00] <williewillus> because
Loader.MCVERSION is somehow 1.9.4
L1188[14:14:06] <gigaherz> yeah I'
msaying
L1189[14:14:11] <gigaherz> rather than
use Loader.MCVERSION
L1190[14:14:15] <gigaherz> ;P
L1191[14:14:29] <sokratis12GR> Well, Now
with 1.9.4-1.10 I can only develop the mod using the 1.10 version
and it will still work in 1.9.4 ?
L1192[14:14:34] <Coolway99> if it's
methods, just use a if statement
L1193[14:14:35] <Coolway99> XD
L1194[14:14:39] <williewillus> wat
L1195[14:14:46] <terraflops> :O who makes
Botania?
L1196[14:14:51] <williewillus> i maintain
it
L1197[14:15:00] <gigaherz> terraflops:
Vazkii made botania, williewillus is maintaining the modern
versions of it
L1198[14:15:08] <sokratis12GR> ^
L1199[14:15:24] <gigaherz> sokratis12GR:
you cna develop mods on 1.9.4 and they will probably work fine on
1.10
L1200[14:15:39] <gigaherz> but for 1.10
mods to work on 1.9.4, you'll have to make sure they don't directly
use any of the newer things
L1201[14:15:47] <sokratis12GR> uhh
L1202[14:15:49] <gigaherz> AND specify a
min version of 1.9.4 too
L1204[14:16:12] <gigaherz> sokratis12GR:
it's not magic
L1205[14:16:14] <gigaherz> forge
1.10
L1206[14:16:15] <sokratis12GR> any ideas
how to name a version for 2 versions ?
L1207[14:16:16] <williewillus> am I
getting bitten by inlining or something?
L1208[14:16:20] <terraflops> everything
is goood
L1209[14:16:24] <gigaherz> sokratis12GR:
I just name it 1.9.4
L1210[14:16:33] <gigaherz> and mark it as
1.10 on curseforge
L1211[14:16:34] <gigaherz> or
L1212[14:16:38] <sokratis12GR> yeah
L1213[14:16:41] <gigaherz> (1.9.4, 1.10)
on the release on github
L1214[14:16:48] <gigaherz> but the
filename is still 1.9.4
L1215[14:16:50] <terraflops> what if
someone made a stub that works for all versions
L1216[14:17:01] <terraflops> and then
loads the proper classes over the network?
L1217[14:17:01] <williewillus> what does
that even mean
L1218[14:17:07] <williewillus> that's a
terrible idea
L1219[14:17:13] <gigaherz> terraflops:
"over the network"? that'd be bad.
L1220[14:17:20] <williewillus> you know
why java still gets bad rep for security
L1221[14:17:21] <Coolway99> one mod
L1222[14:17:22] <gigaherz> someone hacks
your server
L1223[14:17:23] <williewillus> exactly
that reason
L1224[14:17:24] <Coolway99> 12 MC
versions
L1225[14:17:31] <williewillus> java
applets
L1226[14:17:32] <terraflops> why? :D we
make sure they're digitally signed
L1227[14:17:33] <gigaherz> and then
magically everone gets Ransomware on their computers
L1228[14:17:40] <williewillus>
terraflops: that's what java applets said
L1229[14:17:48] <terraflops> oh that's
very true
L1230[14:17:49] <gigaherz> terraflops:
ActiveX was also signed
L1231[14:17:50] <gigaherz> ;P
L1232[14:17:54] <williewillus> all that
shit was
L1233[14:17:57] <terraflops> erm
SecurityManager?
L1234[14:18:01] <gigaherz> that didn't
prevent both java applets and ActiveX to be hacked
L1235[14:18:03] <williewillus> how is
that even relevant
L1236[14:18:10] <terraflops> but it will
now!
L1237[14:18:17] <williewillus> bad
idea
L1238[14:18:26] <gigaherz> Java and Flash
are is still the #1 and #2 sources of malware and hacks
L1239[14:18:26] <williewillus> or rather,
just stupid because it was tried before and failed
L1240[14:18:28] <gigaherz> on any
browser
L1241[14:18:30] <williewillus> and to do
so again is stupid
L1242[14:18:47] <terraflops> okay what if
I put different branches on a git repository
L1243[14:18:57] <terraflops> and used
JGit to download and compile from source?
L1244[14:19:05] <gigaherz> how's that any
better?
L1245[14:19:13] <gigaherz> DNS
poisoning
L1246[14:19:15] <terraflops> well I'm
banking that github ain't getting hacked
L1247[14:19:25] <gigaherz> and yes,
someone COULD havek github
L1248[14:19:29] <gigaherz> not
necessarily the entire website
L1249[14:19:34] <sham1> What's this about
security
L1250[14:19:37] <gigaherz> but they could
use social engineering to hack your account
L1251[14:19:38] <terraflops> erm well if
someone can do that then you better fix your computer anyway
:P
L1252[14:19:54] <williewillus> either way
terrible idea end of story :P
L1253[14:19:58] <gigaherz> yep
L1254[14:20:01] <sokratis12GR>
cceptedMinecraftVersions = "[1.9.4, 1.10.2]" that will do
right ?
L1255[14:20:03] <gigaherz> do wahtever
you want
L1256[14:20:04] <williewillus> yes
L1257[14:20:07] <OrionOnline> What was
the common way to read an NBT from an ByteBuf?
L1258[14:20:12] <williewillus>
ByteBufUtils
L1259[14:20:15] <OrionOnline> ah
damn
L1260[14:20:24] <gigaherz> but know that
this channel won't help implement anything that sends code from the
server to the client
L1261[14:20:28] <gigaherz> and runs it on
the client
L1262[14:21:00] <williewillus> ah there
we go got it to work
L1263[14:21:06] <terraflops> ^ I did that
with Jython and it crashed my client when I put an infinite loop
in
L1264[14:21:07] <williewillus> must be
some inlining thing
L1265[14:22:22]
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L1268[14:31:57] <williewillus> !gm
func_178889_l
L1269[14:34:24]
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L1272[14:40:39] <Ordinastie_> downloading
code is bad, sure, but you realise that every launcher that
downloads modpacks does exactly that, right ?
L1273[14:41:14] <Xilef11_phone> Would it
be possible for a mod to automatically manage oregen?
L1274[14:41:25] <McJty> Manage in what
way?
L1275[14:41:36] <Ordinastie_> and that
applies pretty much to every launcher ever, not even MC related
ones
L1276[14:41:36]
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L1277[14:41:41] <Xilef11_phone> Not have
15 types of copper
L1278[14:41:41] <williewillus> fuck this
autojump good lord
L1279[14:41:46] <williewillus> every time
I forget to turn it off
L1280[14:42:03] <McJty> Xilef11_phone,
the best way is to simply disable copper generation in all mods
except one
L1281[14:43:05] <Xilef11_phone> Yes, but
that requires the user to figure out which mods generate it and
manually edit the config
L1282[14:43:36] <diesieben07> Yes. thats
how stuff works :D
L1283[14:43:36] <gigaherz> it woudl be
nice if there was some sort of "ore registry" in
forge
L1284[14:43:38] <McJty> Xilef11_phone,
yes but that's unavoidable really
L1285[14:43:44] <gigaherz> something that
lets you apply for an ore/metal
L1286[14:43:45] <diesieben07> how would a
mod decide which ore to generate?
L1287[14:43:49] <diesieben07> which
copper to choose?
L1288[14:44:02]
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L1289[14:44:17] <Xilef11_phone> First
come first serve, or random from the ore dictionary?
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L1291[14:44:30] <diesieben07> What
happens if a block drops multiple ores?
L1292[14:44:42] <diesieben07> what about
dusts? if something drops copper dust, should it also be
removed?
L1293[14:45:17] ***
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L1294[14:45:47] <Xilef11_phone> Aren't
those edge cases?
L1295[14:46:30] <williewillus> not
really
L1296[14:46:57] <diesieben07> and even if
they were, you cannot simply ignore them.
L1297[14:48:27] <masa> the only problem
with the current way of configuring it manually, is if some mod
doesn't allow turning off the ore gen... >_>
L1298[14:48:39] <williewillus> complain
to said mod :P
L1299[14:48:45] <masa> like BoP gems at
least used to be
L1300[14:48:47] <masa> yep
L1301[14:48:58] <williewillus> for the
update json is it 1.10 or 1.10.0
L1302[14:49:05] <Xilef11_phone> Even if
they were ignored, I think doing part of the job automatically is
better than none
L1303[14:49:30] <masa> oh right, I forgot
to update my version jsons... hmm
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L1305[14:49:49] <masa> and I could have
also added the support to those mods that didn't have it yet, oh
well
L1306[14:53:38] <diesieben07>
Xilef11_phone, feel free to make the mod then :P
L1307[14:54:19]
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L1308[14:54:37] <Xilef11_phone> That's my
plan, I just don't know if it's technically possible
L1309[14:55:08] <diesieben07> well, there
is an event to be fired for when ores generate
L1310[14:55:17] <diesieben07> but i doubt
many mods fire it at all
L1311[14:55:34] <Xilef11_phone> Oh
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L1313[14:56:26] <Xilef11_phone> That's an
issue :p
L1314[14:59:13] <diesieben07> well, you
could do something very... hacky
L1315[14:59:20] <diesieben07> but this is
also not guaranteed to work :D
L1316[15:00:05] <diesieben07> search
through the FML world generator list, check if there is anything in
there that has a field with a WorldGenMineable in it and if so...
you can disable it by setting hte predicate in there to constant
false
L1317[15:00:12] <diesieben07> but this is
... as hacky as possible :D
L1318[15:01:18] <Xilef11_phone> Probably
even more than it sounds
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L1321[15:03:56] <GunnerWolf> are there
any methods that need to be overriden on a block in order for it to
respect transparency on it's textures? My block seems to be filling
transparency in with white
L1322[15:04:20] <gigaherz> GunnerWolf:
getRenderType
L1323[15:04:23] <gigaherz> return
TRANSLUCENT
L1324[15:04:29] <gigaherz> note that it
IS slower
L1325[15:04:42] <gigaherz> if you only
have binary transparency (either fully opaque or fully
transparent)
L1326[15:04:47] <gigaherz> use CUTOUT
instead
L1327[15:04:58] <GunnerWolf> right okay,
cutout it is
L1328[15:07:42] <GunnerWolf> uhh, neither
of those seem to be values of EnumBlockRenderType
L1329[15:08:11] <GunnerWolf> my only
options are INVISIBLE, LIQUID, MODEL and ENTITYBLOCK_ANIMATED
L1330[15:08:12] <diesieben07> huh they
renamed them
L1331[15:08:18] <diesieben07> actually
no
L1332[15:08:21] <gigaherz> hmm oops
L1333[15:08:22] <gigaherz> wrong
method
L1334[15:08:23] <diesieben07>
getRenderType is the wrong method
L1335[15:08:26] <GunnerWolf> oh
okay
L1336[15:08:39] <gigaherz>
getBlockLayer
L1337[15:08:40] <gigaherz> ;P
L1338[15:08:44] <GunnerWolf> ah,
thanks
L1339[15:09:54]
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L1342[15:14:09] <GunnerWolf> Also how do
I delete an itemstack from a player's inventory? I'd hoped there'd
be a delete method in ItemStack, but there doesn't appear to be. Do
I just set stackSize to 0?
L1343[15:14:29] <TehNut> Set the slot to
null
L1344[15:14:50] <williewillus> depends on
where you're doing it from
L1345[15:15:04] <williewillus> some
methods like onItemUse or onItemRightCLick you can just set the
size to 0 and MC clears it for you
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L1347[15:15:13] <williewillus> but yes
most of the time its setting it to null
L1348[15:15:29] <GunnerWolf> yeah I'm
doing it from onItemUse
L1349[15:15:35] <williewillus> then youre
fine
L1350[15:15:43] <williewillus> just set
it to 0
L1351[15:16:07] <williewillus> geez
Sangar has us all beaten on parallel mc version support :P
L1352[15:16:17] <diesieben07> holy
crap... some people are idiots
L1353[15:16:26] <diesieben07> some guy on
the forums wants "hardware bans" in minecraft
L1354[15:16:26] <williewillus> old news
;p
L1355[15:16:31] <williewillus> wtf is
that
L1356[15:16:37] <williewillus> soo....an
ipban?
L1357[15:16:38] <diesieben07> ban by
hardware IDs and stuff
L1358[15:16:47] <diesieben07> so you
cannot just change your IP
L1359[15:16:50] <diesieben07> its
horrible
L1360[15:16:56] <diesieben07> and error
prone
L1361[15:17:14] <GunnerWolf> I mean.. in
theory you could do mac address ban, but I'm sure that'd go so
well, and mac address can still be spoof'd
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L1363[15:17:34] <williewillus> thats why
I don't go on forums
L1364[15:17:46] <diesieben07> heh
L1365[15:17:51] <diesieben07> reason is:
they are running a cracked server.
L1366[15:19:34] <GunnerWolf> Oh also,
when I'm doing things in onItemUse such as modifying the ItemStack
or creating blocks in the world, should I only be doing that
server-side, or on both sides?
L1367[15:20:20] <williewillus>
server
L1368[15:20:56] <GunnerWolf> so shall I
just return at the start of the method is world.isRemote?
L1369[15:21:08] <williewillus> thats what
a lot of vanilla methods do yes
L1370[15:25:30] <GunnerWolf> hmm, is
stack.stackSize -= 1 the wrong way to remove 1 of an item from the
stack? It doesn't seem to be working at all
L1371[15:25:53] <masa> it won't work if
you are in creative mode
L1372[15:26:01] <masa> that's kinda the
point :p
L1373[15:26:04] <barteks2x> no idea
L1374[15:26:06] <barteks2x> wrong
window
L1375[15:26:07] <GunnerWolf> oh right of
course that uh.. yeah I'm an idiot
L1376[15:26:25] <GunnerWolf> sat here in
creative wondering why my item isn't being consumed :P
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L1378[15:27:03] <masa> a while back I
spent some time debugging why my item didn't save the data to NBT
in onItemUse... yeah, same cause, it won't work in creative
:p
L1379[15:27:08] <masa> so I had to use an
event
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L1383[15:30:17] <williewillus> creative
mode saves the stack size
L1384[15:30:23] <williewillus> then
restores it after the method exits
L1385[15:30:46] <williewillus> clever way
to avoid checking in every impl of onItemUse but easy to get
tripped up :P
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L1399[15:54:57] <GunnerWolf> So, I'm
adding a "ritual circle" type block to my mod, which
renders as a flat texture on the ground. Currently that texture is
confined to 1 block, however i know some mods, such as Runic
Dungeons have similar such runic circle blocks that span multiple
blocks in space, while still only being 1 block. Is that a good
idea? having a block's texture extend into the space of multiple
adjacent blo
L1400[15:54:57] <GunnerWolf> cks? And is
there a way to prevent blocks being placed where the texture
occupies outside of it's own block?
L1401[15:55:08] <GunnerWolf> heh..
message was longer than I thought
L1402[15:56:07] ***
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L1403[15:56:20] <williewillus> !sp
p_188802_1_ includeEntities
L1404[15:57:20] <williewillus> !sp
p_188802_3_ excludedEntity
L1405[15:59:50] <GunnerWolf> in fact no,
screw that, I like the look it has only taking up 1 block
L1406[16:00:06]
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L1407[16:04:07] <GunnerWolf> So, new
question, my aforementioned Ritual Circle block's model is simply a
flat texture on the ground, however the bounding box of the block
is still outlining the full box. How can I fix that?
L1408[16:04:22]
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L1411[16:08:10] <williewillus> override
getBoundingBox
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L1417[16:21:38] <Coolway99> I managed to
corrupt a MC world
L1418[16:21:51] <TehNut> The first of
hundreds
L1419[16:21:52] <Coolway99> because it
crashed while creating a new EntityPlayer
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L1425[16:35:57] <williewillus> !gm
Biome.enableRain
L1426[16:36:09] <williewillus> !gf
Biome.enableRain
L1427[16:36:41] <williewillus> !gf
ParticleFlame.flameScale
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L1432[16:48:47] <elan_oots> I absolutely
despise IDEA's decompiler
L1433[16:48:57] <elan_oots> I'm using it
to look at the minecraft classes and it's pretty good
L1434[16:49:11] <gigaherz> wat
L1435[16:49:13] <elan_oots> Except it
turns any conditional into some hellish line of ternaries
L1436[16:49:15]
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L1437[16:49:30] <diesieben07> IDEA's
decompiler = fernflower = the same forge uses
L1438[16:49:37] <elan_oots> "return
facing != null && capability ==
CapabilityItemHandler.ITEM_HANDLER_CAPABILITY?(facing ==
EnumFacing.DOWN?this.handlerBottom:(facing ==
EnumFacing.UP?this.handlerTop:this.handlerSide)):super.getCapability(capability,
facing);"
L1439[16:49:46] <diesieben07> no
decompiler is perfect
L1440[16:49:46] <gigaherz> yeah we are
used to that ;P
L1441[16:49:56] <gigaherz> no need to use
IDEA's decompiler
L1442[16:50:09] <gigaherz> jsut browse
the forge decompiled sources normally
L1443[16:50:14] <elan_oots> Where are
those at?
L1444[16:50:22] <gigaherz> it's what
shows up if you "go to definition"
L1445[16:50:33] <diesieben07> provided
you ran setupDecompWorkspace
L1446[16:50:36] <gigaherz> assuming you
used setupDecompWorkspace
L1447[16:51:00] <elan_oots> Shoot I used
setupDevWorkspace
L1448[16:51:13] <williewillus> that
doesn't have sources
L1449[16:51:18] <elan_oots> Can I still
use setupDecompWorkspace?
L1450[16:51:21] <williewillus> yes
L1451[16:51:35] <elan_oots> Okay
L1452[16:52:07] <gigaherz> yo ucan run
setup* as often as you wish
L1453[16:52:08] <gigaherz> in fact
L1454[16:52:15] <gigaherz> you'll need to
if you want to update forge or the mappings
L1455[16:52:18] <gigaherz> and I do that
like, once a week
L1456[16:52:19] <gigaherz> ;P
L1457[16:52:20] <williewillus> youjust
have to refresh the gradle project in yoru ide
L1458[16:52:24] <gigaherz> yeh
L1459[16:52:26] <gigaherz> open the
gradle panel
L1460[16:52:31] <gigaherz> and do all the
gradle tasks from there
L1461[16:52:49] <gigaherz> after
rerunning stuff, you will need to press the blue refresh icon on
the gradle panel
L1462[16:52:55] <gigaherz> to make sure
the project info is up to date
L1463[16:53:22] <williewillus> this
import into idea is taking a lot longer than usual :V
L1464[16:53:29] <gigaherz> heh
L1465[16:53:45] <gigaherz> hmf, so I have
spent all day wanting to do something on my magic mod
L1466[16:53:48] <gigaherz> but i'm like
"bleh"
L1467[16:53:56] <gigaherz> nothing I can
think of feels fun or interesting
L1468[16:54:20] <williewillus> i spent
most of today getting botania onto 1.10 :P
L1469[16:54:24] <williewillus> your mod
runs unchanged?
L1470[16:54:31] ***
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L1471[16:54:40] <gigaherz> yup
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L1473[16:54:42] <gigaherz> all 5 of
mine
L1474[16:55:01] <gigaherz> I did setup
1.10 branches
L1475[16:55:08] <OrionOnline> After 2,5
hours of coding lets see how my new multiblock/structures system
works..... Expecting crashing and burning!
L1476[16:55:10] <gigaherz> but they are
"fore the future"
L1477[16:55:13] <gigaherz> fore*
L1478[16:55:15] <gigaherz> for***
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L1480[16:58:55] <Necr0> the new auto-jump
feels weird.
L1481[16:59:07] <elan_oots> Wait autojump
is vanilla?
L1482[16:59:12] <Necr0> yes
L1483[16:59:17] <elan_oots> brb staying
on 1.9.4 forever
L1484[16:59:25] <elan_oots> I despise any
auto-jump
L1485[16:59:25] <Necr0> 1.10
feature
L1486[16:59:26] <Coolway99> so this is
weird
L1487[16:59:33] <Coolway99> also, you can
disable auto jump
L1488[16:59:34] <gigaherz> elan_oots:
...
L1489[16:59:36] <Coolway99> most don't
realise that
L1490[16:59:38] <elan_oots> Oh ok
L1491[16:59:40] <gigaherz> it cna be
disabled from the controls screen
L1492[16:59:43] ***
MrKickkiller is now known as MrKick|Away
L1493[16:59:44] <elan_oots> Moving to
1.10 again
L1494[16:59:56] <gigaherz> they left it
default-on because otherwise no one would notice it's there
L1495[17:00:28] <Necr0> yes i do actually
like it but to me it triggers to early which sometimes makes me
jump unintentionally.
L1496[17:00:47] <gigaherz> it triggers
predictively
L1497[17:00:54] <gigaherz> so you don't
hit the block and stop moving
L1498[17:01:05] <gigaherz> something like
.5 blocks away
L1499[17:01:30] <Coolway99> every time I
update the EXP bar it glitches out
L1500[17:02:14] <Necr0> i know and
understand that but i would like have an option to have it trigger
only when i would actually touch that block on the next tick or
something along these lines.
L1501[17:03:17] <elan_oots> What's the
difference between getSizeInventory and getFieldCount?
L1502[17:03:31] <diesieben07>
getFieldCount is for syncable fields
L1503[17:03:36] <diesieben07> this means
i.e. furnace progress
L1504[17:03:39] <diesieben07> but the
system is half assed
L1505[17:03:45] <elan_oots> Oh ok
L1506[17:03:54] <Necr0> also use
capabilities instead of IInventory
L1507[17:04:39] <gigaherz> it's
manual
L1508[17:04:45] <gigaherz> the field
stuff
L1509[17:04:54] <gigaherz> is done by
each Container that needs to sync fields
L1510[17:04:57] <gigaherz> it's done
manually
L1511[17:04:57] <gigaherz> as in
L1512[17:05:14] <Coolway99> Nerc0, mod it
in
L1513[17:05:17] <gigaherz> for(each
field) if cached value != field value, send progressbar packet to
all watching clients
L1514[17:05:30] <gigaherz> which results
in a method call onthe client for each packet received
L1515[17:05:33] <gigaherz> which calls
setField
L1516[17:05:34]
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L1517[17:05:42] <gigaherz> it's not
specifically bad
L1518[17:05:48] <gigaherz> it just simply
doesn't belong on IInventory
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L1520[17:06:14] <gigaherz> but, and most
importantly, elan_oots, if you are looking at the fields system, it
means you are still using IInventory
L1521[17:06:18] <gigaherz> you need to
switch to IItemHandler
L1522[17:06:19] <gigaherz> ;P
L1523[17:06:45] <gigaherz> it may seem
bothersome, and the capabilities can be hard to understand
L1524[17:06:47] <gigaherz> but it's for
the best
L1525[17:06:52] <gigaherz> and you won't
regret it afterward
L1526[17:06:56]
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L1527[17:07:09] <Coolway99> then you
switch to networking
L1528[17:07:14]
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L1529[17:07:16] <Coolway99> and regret
modding in minecraft all together
L1530[17:07:23] <gigaherz> Coolway99: wat
XD
L1531[17:07:33] <gigaherz> simpleimpl is
easy to use :/
L1532[17:07:36] <Coolway99> I know
L1533[17:07:40] <Necr0> Coolway99 : I
might actually make a coremod for that and if it works i could ask
vazki to add it to quark so i don't have a mod mod for that one
feature
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L1535[17:07:53] <Coolway99> gigaherz, I
have an issue
L1536[17:08:02] <Coolway99> every time
the player collects EXP the XP Bar flickers
L1537[17:08:02] <gigaherz> which?
L1538[17:08:02] <Necr0> if it even needs
to be a coremod
L1539[17:09:13] <Coolway99> ?
L1540[17:09:22] <Coolway99> what do you
mean by "which"?
L1541[17:09:26] <williewillus> !mh
WorldProvider.createWorldBorder
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L1556[17:55:39] <portablejim> Anybody
know of a tutorial/easy implementation of the "fake"
itemstacks items use for filtering? (e.g. extrautil's filter
gui)
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L1573[18:36:31] <OrionOnline>
portablejim, you will have to create your own cusom slot
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L1575[18:39:08] <gigaherz>
portablejim:
L1578[18:40:25] <gigaherz> important bit
is the slotClick method, and the SlotFilter class to limit the
stack size to 1
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L1581[18:54:57] <gigaherz> mwh
L1582[18:55:04] <gigaherz> spent all day
wanting to do stuff for my magic mod
L1583[18:55:11] <gigaherz> but I ended up
doing nothing
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L1586[19:07:13] *
gigaherz jumps into bed
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L1588[19:17:19] <kenzierocks> hey,
anybody good with the Forge BlockState json?
L1589[19:17:48] <kenzierocks> when I
apply a model as a default + a submodel per rotation, only the
submodel is rotated
L1590[19:17:56] <kenzierocks> not the
model.
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L1597[19:29:55] <kenzierocks> i'd like
the lights to end up /on/ the black box
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L1602[19:49:59] <GunnerWolf> What's the
best way to compare 2 Lists of ItemStacks to ensure they contain
the same items?
L1603[19:51:04] <diesieben07> copy list A
into a new one A'. then iterate B. for everyy stack you find in B
remove it from A'. if A' is empty at the end tehy contain the
same
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L1606[19:53:30] <GunnerWolf> but, let's
say I have 2 separate ItemStacks of 1 Iron Ingot, are they both
considered the same ItemStack?
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L1609[19:57:12] <MinecraftWero> fantasma
eres tu cuando andas por ahi
L1610[20:03:31] <diesieben07> GunnerWolf,
ItemStack#areItemStacksEqual
L1611[20:08:44] <GunnerWolf> so that
means for each element in list B, I have to loop through all of
list A' and check if the element is equal with any elements in the
other list?
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L1613[20:13:51] <diesieben07> GunnerWolf,
yes
L1614[20:14:16] <diesieben07> although
you could use a TCustomHahsSet with a custom HashingStrategy to
effectively implemnt hashCode and equals for ItemSTack
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L1617[20:35:19] <GunnerWolf> when calling
getEntitiesWithinAABB in a TE, are the coordinates of the BB
relative to the location of the TE?
L1618[20:37:35] <Coolway99> test and find
out?
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L1621[20:40:48] <diesieben07> GunnerWolf,
how would they be?
L1622[20:40:57] <diesieben07> methods
behave the same no matter where they are called from
L1623[20:41:04] <diesieben07> if they
dont, that is bad
L1624[20:41:35] <GunnerWolf> BBs are
placed relative to the block when returned from
getBoundingBox
L1625[20:41:53] <diesieben07> that is
something completely different?!
L1626[20:42:59] <GunnerWolf> yeah good
point I guess
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L1633[21:05:11] <CJL> Hello?
L1634[21:06:43] <CJL> I've got a quick
question about abyssalcraft: does anybody know how the staff of
rending determines when it actually activates?
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L1637[21:12:13] <CJL> Because as near as
I can tell, it just randomly activates (or doesn't) when rightclick
is being held.
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L1642[21:28:00] <primetoxinz> can you
access transform a private subclass to be public?
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L1644[21:34:05] <Zidane> Anyone have a
good tutorial on loading a custom model in 1.9.4/1.10?
L1645[21:34:12] <Zidane> Or some good
example code?
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L1669[23:17:17] <elan_oots> Can someone
give me a crash course in Capabilities?
L1670[23:22:42] <tterrag> sure
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L1675[23:44:11] <elan_oots> Do I have to
implement IItemHandler myself or is there an implementation I can
use?
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L1679[23:51:59] <kenzierocks> Zidane:
custom model as in?
L1680[23:52:10] <kenzierocks> entity
model or block model or ...?
L1681[23:52:16] <Zidane> Oh, block
model
L1682[23:53:36] <kenzierocks> block model
is static or dynamic?
L1683[23:54:04] <Zidane> Uh
L1684[23:54:05] <Zidane> static
L1685[23:54:22] <kenzierocks> then you
can just do it with the JSON models, yea?
L1686[23:54:33] <kenzierocks> what format
do you have it in now
L1687[23:54:49] <Zidane> Its an ancient
custom format
L1688[23:55:02] <Zidane> I just need a
way to feed something verts
L1689[23:55:41] <kenzierocks> ah.
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L1691[23:55:54] <kenzierocks> don't know
anything about that
L1692[23:56:03] <kenzierocks> could try
converting it to a MC model though.
L1693[23:56:28] <elan_oots> Is a TESR
what you're looking for?
L1694[23:57:03] <Zidane> elan_oots, no it
can be a basic renderer
L1695[23:57:14] <Zidane> I just have a
really old model format that was custom
L1696[23:57:23] <Zidane> and want to read
it in, convert to a mc model, and render it
L1697[23:57:42] <elan_oots> Just cut your
losses and make a JSON model
L1698[23:57:45] <kenzierocks> yea
L1699[23:58:04] <kenzierocks> you could
try injecting an IBakedModel somewhere along the line
L1700[23:58:10] <kenzierocks> but it
might just be easier to go JSON
L1701[23:58:29] <Zidane> I looked at
IBakedModel but was unsure what to do with it after implementing
it
L1702[23:58:50] <elan_oots> Is it a very
complicated model?
L1703[23:59:10] <Zidane> No but the
problem is there are -many- of these models that use this old
format
L1704[23:59:22] <Zidane> So while json is
the correct answer, it would take quite a bit of time
L1705[23:59:29] <Zidane> Some are basic
cubes, some are quite complex
L1706[23:59:32] <Zidane> (better
answer)