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L1[00:00:08] <Delenas> tter, what normal id?
The integer?
L2[00:07:06] <tterrag> Delenas:
getEntityId
L3[00:07:06] <tterrag> yes
L4[00:09:27] <Delenas> Okay.
L5[00:09:55] <Delenas> If this code works..
I have done things. Potentially awesome things.
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L10[00:19:34] <Delenas> I need to get that
entity working. Halp?
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L15[00:24:31] <tterrag> HellSinker74: no,
you use exactly what the unloc name is
L16[00:24:38] <tterrag> my.unloc.name=My
Localized Name
L17[00:24:42] <tterrag> look at any mod
ever
L18[00:24:50] <HellSinker74> ;)
L19[00:28:31] <Delenas> "Any mod
ever" Even forge and fml. Errything.
L20[00:28:51] <Tazz> errday
L21[00:29:14] <Delenas> No but seriously,
if I can get this entity working so I can test this..
L22[00:29:59] <Delenas> It may mean that
mods can get other mod's entity guis (OpenBlocks Village Trade
Station just got loads easier), can assign guis to other stuff (I
wanna trade with a Chicken, mkay?) and more..
L23[00:30:41] <Tazz> drugs are bad
mmkay?
L24[00:30:50] <Delenas> Mkay?
L25[00:31:34] <Delenas> Entity Gui
Capability.
L26[00:32:25] <Delenas> No more hooking
into a bunch of crap and doing a switch for an entity- you'd call
player.openEntityGui(Entity e) and magic.
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L49[02:00:01] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160706 mappings to Forge Maven.
L50[02:00:04] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160706-1.10.2.zip
(mappings = "snapshot_20160706" in build.gradle).
L51[02:00:15] <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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L78[04:25:32] <Inari> !gm
func_148857_g
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L88[05:03:14] <Kopharex> public int
getChunkX() { return x >> 4; } (Snippet from ErogenousBeef's
BeefCore) - How come a binary right shift returns the chunk
coordinates?
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L90[05:04:04] <Ordinastie_> it's equivalent
to dividing by 16
L91[05:04:25] <sham1> for integers
anyway
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L93[05:05:23] <Kopharex> Oh okay
L94[05:05:26] <Kopharex> Thanks
L95[05:05:42] <sham1> And for any number
that can be expressed as 2^n where n is integer
L96[05:06:04] <sham1> it is better to use
bitshifts than regular division and multiplication
L97[05:07:03] <sham1> It's faster for
one
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L100[05:31:42] <PaleoCrafter> eh, you
might not have to use it in your actual code :P
L101[05:32:12] <PaleoCrafter> the
compiler/JIT probably is smart enough to optimise a division like
that away
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L105[05:57:06] <sham1> Ye
L106[05:57:24] <sham1> compilers nowadays
usually do it for you
L107[05:57:36] <sham1> I think only if you
do divide by 16 or whatever
L108[05:57:44] <sham1> Where the divider
is constant
L109[06:01:21] <PaleoCrafter> any division
by a constant power of two, yeah
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L112[06:04:35] <sham1> But as far as
bitshifting goes
L113[06:04:44] <sham1> Nothing beats the
fast inverse square root thing
L114[06:05:08] <PaleoCrafter> yah xD
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L116[06:06:31] <sham1> The fact that it
works just is so weird to me
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L132[07:22:56] <fuj1n> Is it just me, or
does Minecraft recreate the tile entity every time the state is
set?
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L134[07:23:31] <fuj1n> If that's the case,
what's the best way of updating the properties on the state without
doing that?
L135[07:24:54] <Ordinastie_> override
shouldRefresh
L136[07:25:01] <Ordinastie_> in the
TE
L137[07:26:06] <fuj1n> Thanks!
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L161[08:45:55] <EggNever> Let's say you're
on a server on which upon joining, you have to click on an item in
a chest/compass to join a specific server in a hub. What might be
the best way to go about making a mod that reads a specific line of
the lore of one of the items (as designated by the code) and joins
the server based on how many players that line says are on the
server (i.e. clicks the item for you or...
L162[08:45:56] <EggNever> ...something)?
Also, would it be possible to integrate this mod with a hacked
client, or would I need to get the source code, add a class, etc.
to integrate it or something?
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L164[08:47:30] <SkySom> A hacked
client?
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L166[08:50:10] <EggNever> SkySom: Yeah,
like if I launch MC as a hacked client, but also want to run
another mod alongside.
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L183[09:22:42] <masa> wtf is it with
hacked clients... I don't get it. Is that because don't derps don't
have money to buy the game, or is it just for cheating? and wtf is
the point in wasting time "playing" if you are going to
cheat anyway
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L188[09:42:25] <ghz|afk> masa: well
L189[09:42:33] <ghz|afk> some people
genuinely don't have the means to spend money and get mc
L190[09:42:39] <ghz|afk> others simply
can't be bothered
L191[09:42:44] <ghz|afk> "mojang made
enough money already"
L192[09:42:49] <ghz|afk> others want to
cheat.
L193[09:43:05] <ghz|afk> some people get
pleasure from breaking the rules
L194[09:43:16] <ghz|afk> from obtaining
things without having to spend the required effort
L195[09:43:28] <Wuppy> yo ghz|afk, wanna
come over for a bbq tomorrow :D
L196[09:48:15] <sham1> Well, would
something like "donate to this server to get this crap from
these mods" considerable as cheating
L197[09:48:23] <sham1> I think that is
against the TOS, but not sure
L198[09:48:53] <ghz|afk> yep that's
explicitly against the tos
L199[09:48:59] <ghz|afk> you can have paid
servers
L200[09:49:06] <ghz|afk> but NOT "get
ingame advantages from money"
L201[09:49:12] <diesieben07> if "the
stuff" is a hat or something it's fine
L202[09:49:16] <ghz|afk> paid resources?
against TOS
L203[09:49:28] <diesieben07> i would
think
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L205[09:49:41] <ghz|afk> vip-only
dimensions or minigames? that's ok
L206[09:49:50] <ghz|afk> IIRC
L207[09:49:53] <Inari> eh
L208[09:49:58]
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L209[09:50:03] <Inari> i thoguth they
arent okay
L210[09:50:08] <Inari> except when on
their own server
L211[09:50:10] <ghz|afk> unless those
dimensions happen to have extra resources
L212[09:50:13] <Inari> with no benefits
for the normal server
L213[09:50:22] <ghz|afk> well I meant
like
L214[09:50:27] <ghz|afk> you know how some
servers have a hub
L215[09:50:29] <ghz|afk> and they have
like
L216[09:50:32] <ghz|afk> "vanilla
usrvival"
L217[09:50:34] <ghz|afk>
"creative"
L218[09:50:35] <ghz|afk> and such
L219[09:50:39] <ghz|afk> all in one
server
L220[09:50:45] <ghz|afk> often they don't
even share inventories
L221[09:50:52] <Inari> i guess
L222[09:51:01] <ghz|afk> gray area though,
I suppose
L223[09:51:10] <ghz|afk> the point is: if
it's pay-to-win, it's against TOS
L224[09:51:42] <Inari> if it affects
gameplay, is a more generic way to say
L225[09:52:27] <ghz|afk> I wonder if
mojang would also be annoyed if you had to apy to get a
DISADVANTAGE
L226[09:52:36] <ghz|afk> XD
L227[09:52:50] <Coolway99> I would word it
as "if you can't get the same boost without paying and within
a reasonable timeframe"
L228[09:53:02] <Inari> Coolway99: well it
isnt that
L229[09:53:08] <Inari> at least last i
read
L230[09:53:18] <ghz|afk> no they don't
care if other people can also get it by other means
L231[09:53:19]
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(~iso2013@c-67-176-10-45.hsd1.co.comcast.net)
L232[09:53:19] <Inari> let me look it up
xD
L233[09:53:43] <Inari> @hubs "A
server is something a user connects to with their client. The user
is on a different server when they leave one and manually join
another (in the multiplayer screen). Virtual servers and proxies
make no difference; to the client it’s the same server."
L234[09:54:28] <Coolway99> technically the
multiplayer screen is also the singleplayer screen >.>
L235[09:54:45] <Coolway99> so if I make a
PTW mod that crashes the logical server, can they ban single
player?
L236[09:54:50] <Coolway99> XD
L237[09:55:19] <Coolway99> because if you
crash the logical server on a SP world it puts you on the
"multiplayer" screen
L238[09:55:28] <Coolway99> because you
"leave" the server
L239[09:56:09] <Inari> well from Mp screen
they manuall connect to something, or go back to singleplayer
:P
L240[09:56:43] <Inari> Coolway99: seems
you cant sell any gameplay stuff, even i it can be earned by
"soft currency" too
L241[09:56:52] <Inari> but if you only
sell i tby soft currency seems tahts fine
L242[09:57:22] <Coolway99> so in reality,
the way to go about it would be to sell a hard to soft currency
package, right?
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L244[09:57:35] <Coolway99> or is that
banned too?
L245[09:57:52] <Coolway99> I feel like
their TOS is a bit harsh :/
L246[09:57:54] <ghz|afk> I think the idea
is
L247[09:58:04] <ghz|afk> if the money only
blocks access to the game, it's ok
L248[09:58:10] <ghz|afk> if it changes
what you can do inside the game, it's not ok
L249[09:58:34] <ghz|afk> so any
"currency" which can be used to purchase other stuff,
would still indirectly be akin to purchasing the stuff
directly
L250[09:58:52] <Coolway99> hrrm...
L251[09:58:56] <Coolway99> what about,
say, boosters?
L252[09:59:02] <Coolway99> like
"+15%"
L253[09:59:17] <ghz|afk> I put them on the
same group
L254[09:59:24] <ghz|afk> suppose it's +15%
mining speed
L255[09:59:29] <ghz|afk> how many
diamonds/hour can you normally get?
L256[09:59:43] <ghz|afk> it would be
ewuivalent to having bought those extra ones
L257[10:00:00] <Coolway99> fair
enough
L258[10:00:19] <Coolway99> but what about
servers like mineplex
L259[10:00:32] <Coolway99> where you get a
"+15%" boost to what your earn per minigame?
L260[10:00:34] <HellSinker74> hey - I'm
trying to add some blocks to MC, four of them, and everything goes
sweet all the way to opening the creative tab
L262[10:00:46] <ghz|afk> Coolway99: what's
that 25% used for?
L263[10:00:47] <Inari> boosters arent
allowed either
L264[10:00:49] <ghz|afk> 15%*
L265[10:00:58] <Inari> unless they are
activated for the whole server when someone buys them :P
L266[10:01:01] <ghz|afk> if it's just used
for unlocking decorative things
L267[10:01:12] <ghz|afk> then it's not
really a gameplay difference
L268[10:01:17] <Coolway99> this seems like
a grey area
L269[10:01:26] <Coolway99> because in this
case, the +15% CAN affect gameplay
L270[10:01:29] <ghz|afk> it is
L271[10:01:32] <ghz|afk> the whole point
is
L272[10:01:36] <Coolway99> then
again
L273[10:01:40] <Coolway99> so do people
who donate
L274[10:01:45] <ghz|afk> Mojang don't mind
you making money with your servers
L275[10:01:50] <ghz|afk> but they don't
want discrimination
L276[10:01:52] <Coolway99> because
"hero" rank on mineplex can use certain roles in
minigames
L277[10:01:56] <Inari> and no
L278[10:02:01] <ghz|afk> they don't want
people on rich families to have ANY advantage
L279[10:02:06] <Coolway99> I see
L280[10:02:07] <Inari> they specified
soft-currency being available ingame only and having no real world
value
L281[10:02:08] <ghz|afk> over kids who
only have a tiny allowance
L282[10:02:09] <Coolway99> that makes much
more sense
L283[10:02:11] <Inari> so i dont think you
can sel lthose kits
L284[10:02:24] <Inari> well
L285[10:02:31] <Inari> a lot of servers
dont carea bout what they sell being forbidden
L286[10:02:49] <iso2013> See I support the
"no pay to win" EULA change but this recent one that
means you can't give gamechanging items for VOTING is ridiculous
and completely unnecessary...
L287[10:03:03] <Inari> it wasnt even a
change
L288[10:03:29] <Inari> iso2013: see,
giving gamechanging items fro VOTING is what i'd call
ridiculous
L289[10:03:44] <Coolway99> yeah
L290[10:03:46] <Inari> voting should be by
definition becasue you support the server
L291[10:03:49] <Inari> not becasue you are
paid for it
L292[10:03:58] <Coolway99> really, that's
all voting has turned into
L293[10:04:12] <Coolway99> voting because
you want the free shit
L294[10:04:34] <Coolway99> even the voting
sites acknowledge it by supporting plugins like
"votify"
L295[10:05:00] <Coolway99> they don't
care, more traffic, more money
L296[10:05:07] <ghz|afk> voting?
L297[10:05:08] <ghz|afk> is that
L298[10:05:14] <ghz|afk> voting on
"top servers" lists?
L299[10:05:16] <ghz|afk> or inside the
game?
L300[10:05:17] <Coolway99> yep
L301[10:05:21] <Coolway99> on top servers
lists
L302[10:05:32] <Coolway99> then you get
diamonds and stuff ingame
L303[10:05:36] <ghz|afk> yeah that's still
indirect payments
L304[10:05:39] <ghz|afk> it would be
like
L305[10:05:45] <ghz|afk> "watch this
ad and you get freeshit"
L306[10:05:50] <Coolway99> yeah
L307[10:05:54] <ghz|afk> it's still the
server receiving money for your actions
L308[10:05:58] <Coolway99> but the sad
part is that it's not against EULA
L309[10:06:06] <Coolway99> because anybody
can do it
L310[10:06:19] <iso2013> Coolway99, it is
against the eula
L311[10:06:23] <Coolway99> it is?
L312[10:06:23] <iso2013> atleast now it
is
L313[10:06:24] <HellSinker74> yeah
L314[10:06:25] ⇦
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L315[10:06:28] <Coolway99> huh.
L316[10:06:32] <Coolway99> they still do
it though
L317[10:06:36] <iso2013> they changed it
like a week ago because they're destroying PC Multiplayer
L318[10:06:46] <iso2013> because they
haven't enforced it much yet
L319[10:06:48] <Coolway99> oh
L320[10:06:52] <Coolway99> only a week
ago
L321[10:06:58] <Coolway99> so they're
giving servers time to adjust
L322[10:07:22] <Coolway99> what if, and
this is hypothetical here
L323[10:07:40] <Coolway99> what if
somebody made a mod to bypass the mojang blacklist?
L324[10:07:49] <ghz|afk> didn't they
disable the blacklist?
L325[10:07:56] <ghz|afk> it was on one
snapshot, gone the next, iirc?
L326[10:08:07] <Coolway99> again, my
knowledge is probably outdated XD
L327[10:08:47] <HellSinker74> but
bypassing mojang's blacklist would be akin to running a wow private
server...
L328[10:09:01] <HellSinker74> ie. they
would do something about it
L329[10:09:21] <Coolway99> I mean, at this
rate, the blacklist seems reasonable
L330[10:09:31] <Coolway99> there hasn't
been abuse or anything
L331[10:09:54] <Coolway99> one could argue
that the EULA applies less and less to modded minecraft
L332[10:10:06] <Coolway99> where mojang's
code is only a minor percentage
L333[10:10:20] <ghz|afk> I keep
thinking
L334[10:10:34] <ghz|afk> if mojang were to
stop developing the java version
L335[10:10:41] <ghz|afk> forge would
probably start replacing MC itself
L336[10:11:05] <Coolway99> probably
L337[10:11:28] <HellSinker74> yeah - I
think you would find if Java MC disappeared - you would have an
OpenMC popup in no time
L338[10:11:39] <ghz|afk> oh those already
exist
L339[10:11:42] <ghz|afk> I mean like
L340[10:11:44] <HellSinker74> oh I know
:P
L341[10:11:47] <ghz|afk> keeping the old
mc codebase
L342[10:11:50] ⇦
Parts: MiniDigger
(~MiniDigge@some.random.host.cause.default.is.boring.minidigger.me)
(Leaving))
L343[10:11:58] <Coolway99> well, just keep
adding mod upon mod
L344[10:11:59] <ghz|afk> but slowly
replace the code bit by bit
L345[10:12:03] <Coolway99> that adds the
new crap
L346[10:12:07] <ghz|afk> until one day
there would be no more mojang code
L347[10:12:24] <Coolway99> actually,
there's a big issue with that
L348[10:12:27] <ghz|afk> it woudl still be
rather hard to avoid copypasted decompiled code though
L349[10:12:28] <ghz|afk> XD
L350[10:12:29] <Coolway99> it's the law of
reverse engineering
L351[10:12:49] <Coolway99> where if you're
reverse engineering software, you can't see any decompiled
code
L352[10:12:58] <Coolway99> because who
says you're just not copy/pasting it?
L353[10:13:07] <ghz|afk> it's not really
like that
L354[10:13:19] <ghz|afk> it's more
like
L355[10:13:24] <ghz|afk> the same person
who has seen the decompiled code
L356[10:13:27] <HellSinker74> forge is
open source yeah?
L357[10:13:29] <ghz|afk> can't be the one
to write the new code
L358[10:13:34] <Coolway99> but minecraft
isn't open source
L359[10:13:39] <HellSinker74> yeah
L360[10:13:53] <Coolway99> and all of us
here have seen minecraft's source
L361[10:14:13] <ghz|afk> n owe
haven't
L362[10:14:19] <ghz|afk> we have seen a
decompiled version of that code
L363[10:14:38] <ghz|afk> in which
variables and such have been named without actual knowledge of the
original code
L364[10:14:44] <HellSinker74> they can't
stop you from rewriting MC in your own code - but they can stop you
from using the content... MC is not a hard game to make
L365[10:14:58] <ghz|afk> in fact
L366[10:15:32] <ghz|afk> it would be
possible to clone mc so that it's practically
indistinguishible
L367[10:15:38] <ghz|afk> code-wise
L368[10:15:47] <ghz|afk> you could work
backward
L369[10:15:49] <ghz|afk> code stuff
L370[10:15:56] <ghz|afk> see how the
output looks like in the bytecode
L371[10:15:57] <ghz|afk> change
things
L372[10:16:00] <ghz|afk> try to compile
again
L373[10:16:00] <ghz|afk> etc
L374[10:16:29] <Inari> i havent seen
anyone do a MC clone well yet
L375[10:16:35] <Coolway99> ^
L376[10:16:44] <Coolway99> as much as I
hate to say it, MC is a rather complex game
L377[10:16:50] <ghz|afk> there are some
relatively good clones
L378[10:16:51] <ghz|afk> but
L379[10:16:58] <ghz|afk> there's too many
quirks
L380[10:17:02] <Coolway99> if we were to
make our own "MC"
L381[10:17:10] <Coolway99> what I would do
is not create a MC
L382[10:17:14] <Coolway99> but rather a
framework
L383[10:17:19] <ghz|afk> i have a
"proof of concept" thing
L384[10:17:22] <Inari> theres minetest,
which is weird and weird. and that other solaris or what it was
caleld hwich is laggy and weird
L385[10:17:25] <HellSinker74> I think MC
is not hard to make or even beat - but its getting a community to
support the clone...
L386[10:17:34] <ghz|afk> it's not meant to
replicate mc perfectly
L387[10:17:42] <ghz|afk> it's a playground
where I can develop things that I think I could do better
L388[10:17:46] <ghz|afk> and see if the
result IS better
L389[10:17:50] <Coolway99> well, I mean,
if forge is axed off of MC
L390[10:18:02] <Coolway99> there's going
to be a large community supporting a clone
L392[10:18:33] <HellSinker74> its pretty
big
L393[10:18:50] <HellSinker74> but it don't
have the following MC does
L394[10:19:57] <Coolway99> doesn't modded
MC make up some odd 30% of the client-base?
L395[10:20:15] <HellSinker74> idk - I
personally couldn't play MC without mods...
L396[10:20:29] <Inari> HellSinker74: well
its not even a game? :P
L397[10:20:53] <HellSinker74> Inari: there
are a few games made with that engine
L398[10:20:59] <Inari> sure
L399[10:21:02] <Inari> but it isnt a
game
L400[10:21:02] <Coolway99> yeah, I
agree
L401[10:21:11] <HellSinker74> well
yeah
L402[10:21:43] <Inari> i feel like MC got
the building stuff down pretty well
L403[10:22:07] <Inari> maybe thats just
me, but somehow i enjoy MC building (placing down blocks) a lot
more than dragging arrows to move chunks of stuff and the
like
L404[10:22:57] <HellSinker74> I like
minecraft simply because a lot of the time you got to use your
imagination to fill in the gaps - something cutting edge graphics
fail to achieve
L405[10:23:23] <HellSinker74> just like
8-bit era games are often more fun than bleeding edge visuals
L406[10:24:11] <HellSinker74> also - its
easier to mod and work with as a whole
L407[10:24:41] <Coolway99> with MC, you
can tell the sad story of how you got all the blocks to build your
creation
L408[10:26:12] <HellSinker74> how many
times with MC have I seen a simple set of stairs used for so many
different purposes ...
L409[10:26:41] ⇦
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L411[10:32:03] ***
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L412[10:32:46] ***
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L415[10:39:49] <MaelstromPhx> is there
anything special i need to do to get a block to show its textures
in an inventory? the block is textured when placed but has the
pink/black error texture when held as an item
L416[10:43:24] <RandomX45> How do I
increase the amount of alloted heap space for the task
'decompileMC'. The decompiler seems to be running out of memory
with just 1 gig
L417[10:43:47] <ghz|afk> in your user
profile/.gradle
L418[10:43:48] <kashike> Add this line to
USER_HOME/.gradle/gradle.properties:
org.gradle.jvmargs=-Xmx3G
L419[10:43:53] <ghz|afk> (~/.gradle for
unix prople)
L420[10:44:04] <ghz|afk> (or
%userprofile%/.gradle for windows users)
L421[10:44:05] <RandomX45> thank
you.
L422[10:44:13] <RandomX45> <- is on
linux
L423[10:44:15] <ghz|afk> (or whatever
folder you chose as the GRADLE_HOME)
L424[10:44:31]
⇨ Joins: Jezza (~Jezza@92.206.5.6)
L425[10:45:46] <masa> MaelstromPhx: you
need to register the item models for blocks with
ModelLoader.setCustomModelResourceLocation()
L426[10:47:35] <masa> for the variant you
can use "inventory" if you have that defined in the
blockstate json, or you could use a full variant string, for
example "active=false,facing=north" (the properties need
to be in an alphabetical order)
L427[10:48:18] <GunnerWolf> Friend of mine
is trying to setup forge with IDEA, following diesieben's guide on
the forge forums, but for some reason when he tries to reference
minecraft or forge namespaces it can't resolve them
L428[10:48:18] ⇦
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L429[10:48:21] ***
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L430[10:48:51] <sham1> your friend is
clearly doing something wrong
L431[10:48:57] <GunnerWolf> he isn't
though
L433[10:49:07]
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L434[10:49:10] <ghz|afk> GunnerWolf: tell
him to press the blue refresh icon on the gradle panel
L435[10:49:12] <ghz|afk> and see if that
helps
L436[10:49:19] <ghz|afk> the one on the
gradle panel, NOT the one on the main toolbar.
L437[10:49:21] <MaelstromPhx> masa do i
need the inventory variant even if I am just using normal?
L438[10:49:40] <GunnerWolf> didn't
work
L439[10:50:03] <GunnerWolf> oh wait, it
works now
L440[10:50:04] <GunnerWolf> thanks
ghz
L441[10:50:08] ***
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L442[10:50:20] <masa> MaelstromPhx: not
entirely sure, I think you could just use the normal one just as
well
L444[10:51:24] <masa> so in a case like
this, "normal" or "inventory" should both work
the same
L445[10:51:58] <HellSinker74> so anyway -
I'm trying to add 4 new blocks to vanilla MC - and having some
issues with the process...
L446[10:52:25] <sham1> What would they
be
L448[10:52:51] <GunnerWolf> is there any
way to get rid of the main and java folders, and just have the mod
code in the src folder? Because gradle doesn't seem to like
that
L449[10:54:30] <sham1> No
L450[10:54:41] <sham1> That's not how it
works
L451[10:55:43] <sham1> The directory
structure is the same as with maven
L452[10:56:02] <sham1> And that shall not
be changed
L453[10:56:41]
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L454[10:56:46] <sham1> Tell us the actual
problem in more detail than "gradle does not like
it"
L455[10:57:31] <GunnerWolf> it stops being
able to resolve the net.minecraftforge package
L456[10:57:56] <HellSinker74> sham1: just
thought I would say MC1.10.2 Forge #2007 and last nights snapshot
mappings
L457[10:59:21]
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L458[11:00:50] <Quetzi> thought you could
change the source target in build.gradles sourceSets, that not a
thing anymore?
L459[11:08:01] <HellSinker74> another
question... do people localize their log files? how about the
config files... because to me it seems problematic in MP - but I
haven't looked into it properly yet
L460[11:09:16] <PaleoCrafter> I don't know
of any mod that localises its log messages, same for configs (what
would you actually localise there apart from comments?)
L461[11:10:02]
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L462[11:10:19] <inskey_> ahoy
L463[11:10:24] <HellSinker74> well for log
files - I'd want to have unlocalized messages in their - with
common explanations in localized format - I'm no linguist - and idk
- with configs I just thought it would be easier for non-english
speakers
L464[11:11:08] <HellSinker74> noted that
localization isn't even loaded into memory onConstructed event ...
so...
L465[11:11:34] <HellSinker74> o/
inskey
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L467[11:11:54] <PaleoCrafter> for configs,
there are config GUIs which obviously should be localised
L468[11:12:33] <PaleoCrafter> on the
server you don't have any localisation context (provided by MC)
anyways, so English is the default there :P
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L471[11:13:20] <HellSinker74>
PaleoCrafter: yeah ok - so nvm using localization in the file
system then...
L472[11:13:36] <HellSinker74> sounds
sweet
L473[11:14:28] <HellSinker74> besides
I18n.translateToLocal() is deprecated...
L474[11:15:04] <PaleoCrafter> use the
client-side one :P
L475[11:15:06] <PaleoCrafter>
I18n.format
L476[11:15:11] <HellSinker74> ok
L477[11:15:12] <HellSinker74> ty
L478[11:16:02] ⇦
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L479[11:16:04] <HellSinker74> PS. I'd
still like a hand with my earlier problem about the blocks...
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L481[11:24:06] <sham1> I18n.format works
like printf. just fyi
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L483[11:27:42] <sham1> So your localised
strings can be printf format strings
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L490[11:54:00] <OrionOnline> mezz, you
around?
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L498[12:07:37] <Lumien> Is there anything
i have to consider when i want my Fluid in the universal forge
bucket?
L499[12:07:47] <Lumien> It has
pinkblacksquare textures but i don't get an error in my log
L501[12:12:07] <diesieben07> are you
stitching those textures?
L502[12:12:34] <ghz|afk> you need a model
file for the fluid, don't you?
L503[12:13:15] <diesieben07> if you want
it to be placeable i guess.
L504[12:13:36] <diesieben07> although ...
doesnt forge have a fluid model built in?
L505[12:14:07] <ghz|afk> yes
L506[12:14:13] <ghz|afk> but I thought you
had to do like
L507[12:14:24] <ghz|afk>
"parent": x, "textures": { y }
L508[12:14:27] <ghz|afk> never done it,
though
L509[12:14:29] <diesieben07> idk :D
L510[12:14:32] <ghz|afk> so maybe I just
misunderstood
L511[12:15:13] <Lumien> I'll try stitching
it, don't want it placeable in the world
L512[12:15:53] <diesieben07> yeah you need
to stich it then, the fluid doesnt do it
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L520[12:57:09] <Lumien> Fluid.getColor is
meant to be a color multiplier right? The Universal Bucket doesn't
seem to use it
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L522[13:12:31] <MaelstromPhx> ghz|afk: u
here?
L523[13:13:36] <ghz|afk> temporarily
L524[13:13:47] <MaelstromPhx> i was
looking through the ender rift code
L525[13:13:48] <ghz|afk> waiting for a
flatmate and then we are leaving
L526[13:14:00] <ghz|afk> so be quick and
to the point ;P
L527[13:14:12] <MaelstromPhx> and i can't
figure out how you are tying the item textures to the item
object
L528[13:14:26] <ghz|afk>
ClientProxy.java
L530[13:15:26] <MaelstromPhx> ah
L531[13:15:29] <MaelstromPhx> ty
<3
L532[13:15:31] <ghz|afk> this tells forge
which model to assign the item
L533[13:15:34] <ghz|afk> this points to
either
L534[13:15:39] <ghz|afk> 1. a blockstates
json
L535[13:15:49] <ghz|afk> or 2. a
models/item/<item>.json
L536[13:16:02] <MaelstromPhx> so what do
the mtl files do
L537[13:16:09] <ghz|afk> now
L538[13:16:21] <ghz|afk> since you appear
to be talking about the .obj models
L539[13:16:28] <ghz|afk> if you choose the
blockstates route
L540[13:16:29] <MaelstromPhx> yeah that
sorry XD
L541[13:16:42] <ghz|afk> that opens up the
possibility of referencing .obj files as a model
L542[13:16:48] <ghz|afk> the .obj file
format
L543[13:16:52] <ghz|afk> uses the .mtl
file for "materials"
L544[13:17:00] <ghz|afk> which means,
texture, color, and other values that don't matter
L545[13:17:14] <MaelstromPhx> and then it
just has the vectors to build the object right?
L546[13:17:21] <ghz|afk> the most
important bit of the mtl files is that they are the equivalent of
the "textures":{} block in json
L547[13:17:33] <ghz|afk> the .obj file
itself has the polygons
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L549[13:17:52] <ghz|afk> "v"
lines are vertex positions
L550[13:17:56] <ghz|afk> "vn"
lines are "vertex normal"
L551[13:18:03] <ghz|afk> "vt"
lines are "vertex texture coordinates"
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L553[13:18:10] <ghz|afk> and "f"
lines are the "faces"
L554[13:18:10] <MaelstromPhx> is there
some kind of editor for this or is it all mental
visualization
L555[13:18:22] <ghz|afk> almost every
single 3d modelling program outputs .obj
L556[13:18:27] <ghz|afk> I myself
L557[13:18:47] <ghz|afk> prefer to
assemble the models using rhinoceros 3d
L558[13:18:55] <ghz|afk> but it's a
commercial program, and rather overpriced
L559[13:19:04] <ghz|afk> other people use
Blender, which is free and open source
L560[13:19:06] <MaelstromPhx> but
something like maya can do it?
L561[13:19:13] <ghz|afk> otherp eople
prefer 3D Studio and Maya
L562[13:19:18] <MaelstromPhx> aight
cool
L563[13:19:20] <MaelstromPhx> thanks
L564[13:19:26] <ghz|afk> just keep in
mind
L565[13:19:32] <ghz|afk> you WILL have to
edit the .mtl file afterward
L566[13:19:38] <ghz|afk> since the 3d
program will output filesystem paths
L567[13:19:42] <ghz|afk> and you need
resource locations
L568[13:19:43] <ghz|afk> ;P
L569[13:20:06] <MaelstromPhx> but for a
simple normal block texture is there an easier way?
L570[13:20:25] <MaelstromPhx>
itemblock*
L571[13:20:41] <ghz|afk> sure
L573[13:21:16] <ghz|afk> this is a vanilla
json model file
L574[13:21:29] <MaelstromPhx> ah
nice
L575[13:21:30] <MaelstromPhx> ty
L576[13:21:46] <ghz|afk> you can simplify
it in 1.9
L577[13:22:33] <MaelstromPhx> what about
1.10?
L578[13:27:55] <PaleoCrafter> there isn't
any way of setting values for additional vertex attributes through
VertexBuffer without reflection, is there?
L579[13:30:37] <ghz|afk> gotta go
sorry
L580[13:30:41] *
ghz|afk poofs
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L611[15:12:36] <shadowfacts> kek
L612[15:12:41] <shadowfacts> "The
fish thread"
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L614[15:13:06] <diesieben07> ;D
L615[15:13:09] ***
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L616[15:13:31] <sham1> Fish
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L618[15:16:03] <PaleoCrafter> diesieben07,
hey, that's cheaper than back when I rented you as my code slave
D:
L619[15:16:16] <diesieben07> you did that?
:D
L620[15:17:36] <sham1> "Code
slave"
L621[15:19:16] <sham1> He's the public use
robot
L622[15:21:32] <diesieben07> :/
L623[15:21:41] <sham1> Soz
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L632[15:43:36] <MaelstromPhx> How can i
make a tile entity perform an action when clicked on?
L633[15:43:56] <Ordinastie_> from the
block
L634[15:45:09] <MaelstromPhx> So save the
generated tile entity to the block from the createTileEntity and
then call it?
L635[15:45:44] <ghz|afk> no.
L636[15:45:49] <ghz|afk> there's only one
Block
L637[15:45:53] <ghz|afk> for all the
blocks in the world
L638[15:45:57] <ghz|afk> what you do
L639[15:46:01] <ghz|afk> is
onBlockActivated
L640[15:46:04] <ghz|afk> you get the
BlockPos
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L642[15:46:10] <ghz|afk> and with that
blockpos, you can call world.getTileEntity
L643[15:46:48] <MaelstromPhx> ah
okay
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L645[15:50:09] <MaelstromPhx> how would i
pass the data since i can't call the specific class just the tile
entity class
L646[15:50:25] <Ordinastie_> you know the
type
L647[15:50:27] <Ordinastie_> cast it
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L649[15:50:41] <MaelstromPhx> *facepalm*
thanks
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L652[16:03:30] <MaelstromPhx> hm. for some
reason my block is getting the placed event but not the clicked
event
L653[16:04:20] <MaelstromPhx> derp
nm
L654[16:06:21] <BlueMonster> whenever i
use world.spawnEntityInWorld() the entity disappears after a few
seconds
L655[16:06:31] <BlueMonster> anyone got
any idea why?
L656[16:08:20] <ghz|afk> are you calling
setLocationAndAngles?
L657[16:08:24] <ghz|afk> or whatever the
name is
L658[16:08:35] <BlueMonster> no
L659[16:08:47] <ghz|afk> then that may be
why
L660[16:08:58] <BlueMonster> ok
L661[16:09:01] <BlueMonster> thanks
L662[16:09:02] <ghz|afk> an entity can't
exist without having been positioned and oriented
L663[16:10:18] <BlueMonster> that didnt
help
L664[16:10:29] <ghz|afk> show code,
then
L666[16:12:56] <diesieben07> where are you
calling that from?
L667[16:13:36] <diesieben07> also, why not
use the (world, x, y, z, stack) constructor of EntityItem?
L668[16:13:59] <BlueMonster> i
did...
L669[16:14:04] <BlueMonster> this is all
debugging
L671[16:14:37] <BlueMonster> line 82
L672[16:15:28] <diesieben07> for a start
you need to clone the ItemStack before dropping it
L673[16:15:34] <diesieben07> otherwise
picking it up will modify the recipe
L674[16:15:47] <BlueMonster> ok
L675[16:16:42] <ghz|afk> wait EntityItem?
you should have started from that
L676[16:16:42] <ghz|afk> ;P
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L678[16:17:09] <ghz|afk> there's an
InventoryHelper.spawnItem...something
L679[16:17:11]
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L680[16:17:19] <ghz|afk>
spawnItemStack
L681[16:17:25] <ghz|afk> does all the hard
work for you ;P
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L683[16:18:01] <BlueMonster> that method
is not in 1.10
L684[16:18:09] <ghz|afk> what
L685[16:18:16] <ghz|afk> it must be -- I
use it
L686[16:18:19] <diesieben07> yes it
is
L687[16:18:24] <BlueMonster> i cant see
it
L688[16:18:33] <ghz|afk>
InventoryHelper.spawnItemStack?
L689[16:19:02] <ghz|afk> although I just
realized it spreads the items
L690[16:19:20] <BlueMonster> nm... silly
me has a class with the same name XD
L691[16:19:25] <ghz|afk> splits the stack
on sub-stacks from 10 to 31 items
L692[16:19:35] <ghz|afk> and drops each
one on a random direction
L693[16:19:41] <LatvianModder> Im
different. I put LM in all my util classes :D
L694[16:19:50] <ghz|afk> you do smurph
naming, then
L695[16:19:52] <LatvianModder> LMInvUtils
it is \o/
L696[16:19:56] <LatvianModder> Yep
L697[16:20:02] <ghz|afk> smurf*^
L698[16:20:03] <LatvianModder> To not mess
with imports
L699[16:20:18] <diesieben07> i just fix
this by using a superior naming scheme :P
L700[16:20:26] <diesieben07>
InventoryUtils -> Inventories
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L702[16:20:49] <LatvianModder> I
L703[16:20:51] <LatvianModder> just
I
L704[16:21:16] <LatvianModder> no no,
worse. non-standard, lowercase character
L705[16:21:17] <diesieben07> $ :P
L706[16:21:21] <LatvianModder> ī
L707[16:21:26] <BlueMonster> using that
method hasnt fixed the problem
L708[16:21:48] <LatvianModder> wait, you
trying to spawn item in world?
L709[16:21:53] <LatvianModder> like,
dropped item?
L710[16:22:00] <BlueMonster> yes
L711[16:22:10] <LatvianModder> check how
BlockFurnace drops its contents
L712[16:22:29] <LatvianModder> its pretty
simple.. worldObj.spawnEntity(new EntityItem(world, x, y, z,
itemStack)); basically
L713[16:22:38] <LatvianModder> + some
extra things like motion and pickup delay
L714[16:22:40] <BlueMonster> i have tried
that
L715[16:22:44] <ghz|afk> [23:20]
(diesieben07): InventoryUtils -> Inventories
L716[16:22:50] <BlueMonster> but the item
disappears after a few seconds
L717[16:22:55] <ghz|afk> I'd expect that
class to have "Inventories.newItemStackHandler"
L718[16:23:00] <LatvianModder> Then you
are spawning it on client side probably
L719[16:23:03] <ghz|afk> to match the
guava helpers ;P
L720[16:23:09] <LatvianModder> check
if(!worldObj.isRemote)
L721[16:23:13] <BlueMonster> tried
replacing the item with a boat and it didnt help
L722[16:23:16] <LatvianModder> then spawn
it
L723[16:23:24] <diesieben07> meh the guava
helpers are pointless nw
L724[16:23:25] <diesieben07> now
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L726[16:23:35] <ghz|afk> I still like
them
L727[16:23:35] <BlueMonster> i checked if
FMLCommonHandler.instance().getEffectiveSide().isServer()
L728[16:23:38] <ghz|afk>
Lists.newArrayList()
L729[16:23:40] <LatvianModder> what,
something was added in Java 8 or what?
L730[16:23:41] <ghz|afk> is cleaner
than
L731[16:23:44] <ghz|afk> new
ArrayList<>()
L732[16:23:53] <LatvianModder> How is that
cleaner? :P
L733[16:23:54] <ghz|afk> easier on the
eyes
L734[16:24:16] <ghz|afk> for me, clean
code is all about how muich brainpower you need to parse code
L735[16:24:19] <LatvianModder> I dunno. I
kinda like new Object(); over Helper.newObject()
L736[16:24:23] <ghz|afk> and the
<>() is "noisy"
L737[16:24:31] <ghz|afk> oh the new part
is good
L738[16:24:36] <ghz|afk> it's the diamond
operator that I don't agree with
L739[16:24:43] <ghz|afk> it's useful,
yes
L740[16:24:47] <ghz|afk> I wish C# had it,
yes
L741[16:24:51] <LatvianModder> Because I
try to use less libraries as possible... and if all a library does
is replace something so simple, its pointless imo
L742[16:25:03] <ghz|afk> but to keep the
"code noise" to a minimum, I prefer the helper
L743[16:25:10] <ghz|afk> ofc!
L744[16:25:14] <ghz|afk> I wouldn't add
guava just for that
L745[16:25:22] <ghz|afk> but it's already
in forge so /shrug
L746[16:25:29] <BlueMonster> any entity i
spawn appears, exists for a few ticks and disappears
L747[16:25:40] <LatvianModder> Thats..
weird
L748[16:25:44] <LatvianModder> Where do
you spawn it from?
L749[16:25:49] <LatvianModder> that is,
what method?
L750[16:26:43] <ghz|afk> BlueMonster: do
you call the method on the client, server, or both
L751[16:26:52] <BlueMonster> lemme just
server
L752[16:26:53] <LatvianModder> 00:23:38
B<BlueMonster> i checked if
FMLCommonHandler.instance().getEffectiveSide().isServer()
L753[16:26:57] <ghz|afk> because
L754[16:26:59] <LatvianModder> #slap
BlueMonster
L755[16:27:03] <ghz|afk> it shoudl be
server-only
L756[16:27:12] <LatvianModder> Never do
that if you have World available
L757[16:27:19] <diesieben07> thats fine
for just quick debugging P
L758[16:27:24] <LatvianModder> Or Entity
or anything else where you can get world from
L759[16:27:34] <electrolitic> How do you
get your hands on a World object?
L760[16:27:44] <diesieben07> you just have
one usually :D
L762[16:27:59] <diesieben07> if you really
don't you can use DimensinoManager.getWorld on the server
L763[16:28:03] <diesieben07> but that is
very very rarely needed
L764[16:28:15] <LatvianModder> well.. if
you have TileEntity, it has getWorld(), if you have Entity, it has
worldObj, if its any block method, it usually has World world
L765[16:28:22] <diesieben07> for a start,
don't register an event handler outside preInit, etc.
L766[16:28:23] <BlueMonster> this class is
mainly messy debug code
L767[16:28:28] <diesieben07> or forge will
at you a lot in the log
L768[16:28:33] <diesieben07> for no
reason, but it will still do it
L769[16:28:45] <electrolitic> TileEntity's
getWorld() returns an uninstantiated World though?
L770[16:28:46] <diesieben07> also... what
...
L771[16:28:56] <diesieben07> why do you
create a new IRecipe there
L772[16:29:02] <BlueMonster> to test
it
L773[16:29:02] <LatvianModder> AAAA
L774[16:29:04] <diesieben07> electrolitic,
what is an "uninstantiated world"?
L775[16:29:04] <LatvianModder> AAAA
L776[16:29:16] <electrolitic> It hasn't
been instantiated? It declares it only.
L778[16:29:22] <diesieben07> wat-_-
L779[16:29:28] <electrolitic> It's
null.
L780[16:29:32] <diesieben07> no its
not.
L781[16:29:37] *
LatvianModder keeps screaming
L782[16:29:42] <electrolitic> Oh
L783[16:30:03] <diesieben07> if it does
give you null, you are doing something wron
L784[16:30:15] <LatvianModder> Yeah
L785[16:30:36] <LatvianModder> because its
world is set after creating and placing the tile entity in
world
L786[16:30:48] <diesieben07> but anyways,
i need to get up in 4 1/2 hours, so bye guys :D
L787[16:30:51] <LatvianModder> ofc, you
cant use getWorld() from its constructor, but you never have
to
L788[16:31:02] <electrolitic> It sets the
world automaticallY?
L789[16:31:10] <LatvianModder> bye
L790[16:31:12] <electrolitic> All I have
to do is get it?
L791[16:31:19] <LatvianModder> Yep
L792[16:31:25] <electrolitic> Dang. That's
nice. Thanks!
L793[16:31:33] <LatvianModder> Sec. I will
track down where it sets it
L794[16:31:39] <electrolitic> Cool
L795[16:32:20] <electrolitic> Ah, I found
it
L796[16:32:26] <ghz|afk> the world is set
somewhere in between
L797[16:32:27] <electrolitic> In the World
class.
L798[16:32:30] <ghz|afk>
world.spawnEntityInWorld
L799[16:32:35] <ghz|afk> and the next
entity tick
L800[16:32:36] <LatvianModder> Seems like
in does that in 5 places, but most important one probably is
World.java:2611
L801[16:32:36] <ghz|afk> ;P
L802[16:33:04] <ghz|afk> it doesn't really
matter WHERE in the code it gets assigned
L803[16:33:12] <ghz|afk> just that it will
be there -- AFTER spawning into the world.
L804[16:33:13] <LatvianModder> yes
L805[16:33:19] <BlueMonster> so what, do i
create my own event?
L806[16:33:27] <ghz|afk> BlueMonster:
what's your issue?
L807[16:33:36] <LatvianModder> if someone
needs World in constructor, Block.createTileEntity has (World,
IBlockState)
L808[16:33:39] <BlueMonster> apparently i
have many
L809[16:33:56] <ghz|afk> okay let me
rephrase
L810[16:34:00] <ghz|afk> what are you
tryingto achieve?
L811[16:34:05] <ghz|afk> let us understand
your situation
L812[16:34:33] <ghz|afk> it's something
common here, people call it "the XY problem"
L813[16:34:38] <ghz|afk> it's when people
complain about their solution not working
L814[16:34:40] <BlueMonster> i want to
have a sequence happen over a series of ticks, but dont have a tile
entity to do it from
L815[16:34:47] <ghz|afk> but don't even
think about mentioning what the problem was in the first
place
L816[16:34:51] <ghz|afk> and that it may
be important
L817[16:35:05] <ghz|afk> this
sequence
L818[16:35:08] <ghz|afk> will be
unique?
L819[16:35:11] <ghz|afk> tied to a
player?
L820[16:35:13] ⇦
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L821[16:35:27] <ghz|afk> or will there be
potentially many going at once?
L822[16:35:47] <BlueMonster> it would be
triggered by right clicking an item on a block
L823[16:36:09] <ghz|afk> and then goes on
for a while, even if the player disconnects?
L824[16:36:19] <BlueMonster> thats the
plan
L825[16:36:23] <ghz|afk> okay
L826[16:36:29] <ghz|afk> this can be
either very easy
L827[16:36:34] <ghz|afk> or just slightly
less easy
L828[16:36:40] <LatvianModder> does it
have to continue after world is closed and reopened?
L829[16:36:47] <ghz|afk> does this process
have to be able to save itself and reload when the world is loaded
again?
L830[16:36:52] <LatvianModder> lol
L831[16:36:53] <BlueMonster>
LatvianModder: i would like it to
L832[16:36:58] <ghz|afk> okay
L833[16:37:07] <ghz|afk> in that case, you
have a few options
L834[16:37:22] <ghz|afk> first: you could
spawn an invisible entity
L835[16:37:32] <ghz|afk> that survives for
as long as the process continues
L836[16:37:35] <ghz|afk> and then kills
itself
L837[16:37:35] <LatvianModder> o thats
smart. never thought of it
L838[16:38:00] <ghz|afk> another option:
keep track of all the ongoing processes in a WorldSavedData, but
you'll have to manage things such as chunks unloading and
such
L839[16:38:19] <LatvianModder> invisible
entity is probably the best option here
L840[16:38:21] <ghz|afk> another option:
place a temporary block in the ground, WITH a tileentity
L841[16:38:33] <ghz|afk> this has
limitations such as not working id there's no space in the
grid
L842[16:38:36] <ghz|afk> if*
L843[16:38:54] <ghz|afk> I'd suggest the
first one
L844[16:38:57] <ghz|afk> a generic
invisible entity
L845[16:39:13] <ghz|afk> with the process
status stored in it
L846[16:39:16] <BlueMonster> invisible
entity should be super easy right?
L847[16:39:20] <LatvianModder> yeah
L848[16:39:22] <ghz|afk> relatively
L849[16:39:32] <ghz|afk> the
"super" part, I mean
L850[16:40:19] <BlueMonster> no need to
extend anything other than Entity.java right?
L851[16:41:06] <ghz|afk> yeah
L852[16:41:29] <ghz|afk> you'll have to
register the entity from your @Mod and such
L853[16:41:45] <ghz|afk> I don't know if
it's possible to NOT register a renderer for it
L854[16:41:54] <ghz|afk> or you'd have to
register the renderer, just keep the render method blank
L855[16:42:10] <LatvianModder> I
mean
L856[16:42:12] <LatvianModder> its
possible
L857[16:42:17] <LatvianModder> but it will
thow errors
L858[16:42:21] <BlueMonster> i'll
test
L859[16:42:23] ⇦
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L860[16:48:50] <BlueMonster> register
entities in init?
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L863[16:53:58] <ghz|afk> yep
BlueMonster
L864[16:54:16] <BlueMonster> woot... its
been a long time since i played with entities
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L867[16:55:40] <shadowfacts> What is the
proper way to get the light level at a position? World#getLight
only returns 15 or 0
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L869[17:00:52] ***
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L870[17:04:10] <MaelstromPhx> How can you
make tile entity data persist on it being broken?
L871[17:04:27] <ghz|afk> you have to
manually transfer the data to the ItemStack
L872[17:04:53] <MaelstromPhx> can i just
copy over nbt tags?
L873[17:04:55] <ghz|afk> like this:
L875[17:05:06] ***
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L876[17:05:26] <ghz|afk> the first method
prevents the TE from being removed too early
L877[17:05:35] <ghz|afk> the second method
copies the data over
L878[17:05:44] <ghz|afk> and the third
method makes sure the block does actually get removed
L879[17:05:51] <MaelstromPhx> ah i
see
L880[17:05:52] <MaelstromPhx> thanks
L881[17:06:15] <ghz|afk> then
L883[17:06:19] <ghz|afk> if you use
BlockEntityTag
L884[17:06:21] <ghz|afk> on the
ItemStack
L885[17:06:34] <ghz|afk> the ItemBlock
will be ableto automatically restore the data when you place the
item
L886[17:06:38] <ghz|afk> if not
L887[17:06:45] <ghz|afk> you'll have to
override onItemUse
L888[17:06:50] <ghz|afk> and apply the
data manually
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L891[17:07:48] <MaelstromPhx> so you can
immediately give the nbt to the placed item while its still a
stack?
L892[17:07:56] <MaelstromPhx> picked up
item*
L893[17:09:25] <ghz|afk> wat?
L894[17:11:05] <MaelstromPhx> nm
L895[17:11:09] <MaelstromPhx> im being
silly
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L901[17:20:00] <AnarchySage> i see cpw did
a mod called simpleretrogen, does this exist for 1.7.10 or
something similiar?
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L909[17:40:44] <killjoy> afaik, that's
part of forge
L910[17:40:59] <killjoy> haven't really
used it, so I wouldn't know
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L917[17:54:17] <Johnthebaron> hello
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L927[18:09:02] <ghz|afk> :3
L928[18:09:03] <ghz|afk> I had an idea how
to achieve "unlimited vertical expansion" on my
pseudo-minecraft-clone proof of concept thing
L929[18:09:16] <ghz|afk> the idea:
L930[18:09:31] <ghz|afk> as it is now, I
generate everything in one run
L931[18:09:38] <ghz|afk> on a background
worker (threaded generation)
L932[18:09:48] <ghz|afk> but vertical
chunk splits are giving me issues
L933[18:11:57] ***
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L935[18:15:52] <ghz|afk> back
L936[18:15:55] <ghz|afk> so as I was
saying
L937[18:16:03] <ghz|afk> I'm going to
implement the worldgen in different phases
L938[18:16:16] <ghz|afk> and have a
trigger system that allows to give dependencies
L939[18:16:17] <ghz|afk> like
L940[18:16:24] <ghz|afk> phase 1
generation for a chunk
L941[18:16:35] <ghz|afk> would have a
dependency on phase 0 of the chunk below, and phase 0 of the chunk
above
L942[18:16:48] <ghz|afk> so when both
dependencies are met, the task would run
L943[18:17:46] <ghz|afk> (phase 0 = basic
terrain computations, phase 1 = surface post-processing, which
turns surface stone into dirt and such, phase 2+ = caves and
structures)
L944[18:19:54] <RandomX45> So how do you
stop the dependency chain from infinity expanding up and
down?
L945[18:22:05] <ghz|afk> well that's the
beauty: a phase 2 will never require phase 2 dependencies
L946[18:22:11] <ghz|afk> it can only
require phase 1 dependencies
L947[18:22:13] <ghz|afk> so
L948[18:22:15] <ghz|afk> at most
L949[18:22:31] <ghz|afk> phase 2 would
cause phase 1 on the block above, which would cause phase 0 on the
block above that one
L950[18:23:08] <MaelstromPhx> so its
basically buffering its way up
L951[18:23:14] <ghz|afk> yup
L952[18:23:24] <MaelstromPhx> what if you
move faster than it can gen tho
L953[18:23:39] <ghz|afk> well
L954[18:23:45] <ghz|afk> your player has a
load range
L955[18:24:00] <ghz|afk> the chunks in a
certain radius are requird to be completed
L956[18:24:12] <ghz|afk> the chunks
outside that radius can be on whatever phase they happen to be
in
L957[18:24:27] <ghz|afk> mesh generation
can only happen after phase 1 has been completed, and no
earlier
L958[18:24:30] <MaelstromPhx> could you
not move further if its not genned?
L959[18:24:54] <ghz|afk> same as mc: you
can, but if you enter a chunk that's not fully generated, you
sortof float in it, as if you were on cobweb
L960[18:25:06] <ghz|afk> and once it's
donegenerating, you pop to the right location
L961[18:25:06] <MaelstromPhx> ah
okay
L962[18:25:09] <MaelstromPhx> makes
sense
L963[18:28:52] <MaelstromPhx> when you
copypasta code and it doesnt work q.q
L964[18:30:07] ***
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L965[18:32:09] <RandomX45> Might want to
make those chunk pases tasks and execute those tasks on a thread
pool. Make sure that there is a priority system so lots of phase
zero chunks don't get stuck behind pahse 3 chunks.
L966[18:32:24] <RandomX45> also I -can
not- type today
L967[18:32:56] <ghz|afk> RandomX45: I
already have a thread pool ;P
L968[18:34:15] <RandomX45> Is this
experiment open source?
L969[18:34:58] <ghz|afk> yes-ish?
L970[18:35:07] <ghz|afk> I haven't
uploaded it anywhere yet
L971[18:35:11] <ghz|afk> I have a local
git ;P
L972[18:35:30] <ghz|afk> the textures I'm
using... may not all be "free enough"
L973[18:36:02] <ghz|afk> I do need a
"task sorter", though
L974[18:36:18] <ghz|afk> since I want to
prioritize nearby chunks over far away ones
L975[18:36:26] ⇦
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L976[18:36:29] <ghz|afk> so I think I'll
have to implement a custom scheduler
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L979[18:38:17] <RandomX45> How big are
your textures?
L980[18:39:18] <ghz|afk> 64x64 right now,
in a preassembled 1024x1024 atlas texture -- mostly empty
L981[18:39:50] ⇦
Quits: MaelstromPhx (~maelstrom@77.109.188.251) ()
L982[18:41:15] <RandomX45> Id love to work
on something like that.
L983[18:41:23] <RandomX45> What language
are you using?
L984[18:41:45] <ghz|afk> C#,
MonoGame
L985[18:41:53] <ghz|afk> I started this
proof of concept years ago
L986[18:41:56] <ghz|afk> using XNA4
L987[18:42:11] <RandomX45> Ah windows(tm)
stuff... Blast!
L988[18:42:16] *
RandomX45 is on linux
L989[18:42:24] <ghz|afk> well, MonoGame
has build targets for opengl
L990[18:42:27] <ghz|afk> which can run on
mono
L991[18:42:41] <ghz|afk> so you could get
something like monodevelop to toy around with it ;P
L992[18:43:02] <ghz|afk> if/when I put it
up on github
L993[18:43:04] <ghz|afk> ;P
L994[18:43:25] <RandomX45> I'm more of an
android/java person myself.
L995[18:43:54] <ghz|afk> MonoGame Android
is a thing
L996[18:44:00] <ghz|afk> requires the
Xamarin stuff though
L997[18:44:07] <ghz|afk> so you cna only
really build for android from Windows
L998[18:44:31] <ghz|afk> but yeah
L999[18:44:32] <ghz|afk> C#.
L1000[18:44:52] <ghz|afk>
Incidently
L1001[18:45:13] <ghz|afk> I was looking
at the custom scheduler I use for thread pooling
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L1003[18:46:22] <ghz|afk> it seems that I
could "easily" implement a task priority system
L1004[18:46:26] <ghz|afk> it wouldn't
interrupt other tasks
L1005[18:46:32] <ghz|afk> but it would
sort them in the right order
L1006[18:46:56] <ghz|afk> I just need to
come up with a way to compute how "important" each task
is
L1007[18:47:00] <ghz|afk> so I can
re-sort
L1008[18:47:13] <RandomX45> Well also
keep in mind the average number of processors on your target
systems.
L1009[18:47:22] <ghz|afk> ofc
L1010[18:47:53] <ghz|afk> private
readonly int _maximumConcurrencyLevel = Math.Max(1,
Environment.ProcessorCount);
L1011[18:47:53] <ghz|afk> ,p
L1012[18:48:29] <ghz|afk> I assume at
least 2 cores ;P
L1013[18:48:37] <ghz|afk> in fact
L1014[18:48:45] <ghz|afk> even 2 cores
would be below my target audience: me
L1015[18:48:46] <ghz|afk> ;p
L1016[18:48:51] <RandomX45> I would go
with how early the phase is and how close the player is to it. So
that chunks that are close to the player and not yet ready to walk
on are done first.
L1017[18:48:56] <ghz|afk> this really is
just a playground
L1018[18:48:56] <RandomX45> I have two
cores
L1019[18:49:07] <ghz|afk> I'm
implementing stuff there
L1020[18:49:16] <ghz|afk> that I have
thought of while working on mc
L1021[18:49:23] <ghz|afk> but I can't
easily implement on mc
L1022[18:49:26] <RandomX45> good old AMD
Athlon X2 5600+
L1023[18:49:29] <ghz|afk> heh
L1024[18:49:47] <ghz|afk> hmm
L1025[18:49:48] <ghz|afk> right
L1026[18:49:50] <ghz|afk> good
idea!
L1027[18:50:08] <ghz|afk> the phsyics
terrain info can be computed from phase 0
L1028[18:50:12] <ghz|afk> doesn't need
phase 1!
L1029[18:50:22] <ghz|afk> phase 1 is only
needed for meshing
L1030[18:50:29] <ghz|afk> and phases 2+
would simply cause "popping" of objects
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L1032[18:50:41] <RandomX45> You want to
make sure the player is not floating on thin air
L1033[18:50:49] <ghz|afk> yes
L1034[18:50:54] <ghz|afk> that's why
phase 1 would also be important
L1035[18:51:00] <ghz|afk> but less than
"falling through the air" ;P
L1036[18:51:18] <ghz|afk> so the number
may be something like
L1037[18:51:29] <RandomX45> Also you may
want the system to drop chunks if they have not been rendered yet,
are far away from the player and the player is moving away
quickly.
L1038[18:51:45] <ghz|afk> distance +
phase_number*5
L1039[18:52:09] <ghz|afk> that's for
later
L1040[18:52:09] <RandomX45> Because a
good way to frack up mc and eat all your ram is to fly around at
high speed
L1041[18:52:11] <ghz|afk> ;P
L1042[18:52:20] <ghz|afk> cancellation
will be a thing
L1043[18:52:46] <ghz|afk> such as a chunk
being unloading while it's still running a task
L1044[18:52:50] <ghz|afk> unloaded*
L1045[18:52:56] <ghz|afk> but yeah
L1046[18:53:07] <ghz|afk> lots of work to
do, and I have to sleep
L1047[18:53:09] <ghz|afk> so more
tomorrow
L1048[18:53:19] <ghz|afk> night ppl
L1049[18:53:22] *
ghz|afk poofs
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L1055[19:19:31] <electrolitic> So if I
want a TileEntity to have a certain capability, I would use the
AttachCapabilitiesEvent.addCapability() method in the TileEntity's
constructor?
L1056[19:22:15] <electrolitic> Is there a
way I can get that event, seeing as it's not a static method?
L1057[19:22:41] <electrolitic> nvm
L1058[19:23:41] <tterrag> If it's your
own TE that's unnecessary
L1059[19:23:55] <electrolitic> Oh
L1060[19:23:59] <tterrag> Just override
has/getCapability
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L1085[21:34:30] <theFlaxbeard> Is there a
way to ensure changes to a capability in a TE are saved using
markDirty()?
L1086[21:34:42] <theFlaxbeard>
Particularily asking about IInventoryHandlers
(ItemStackHandlers)
L1087[21:34:50] <theFlaxbeard> er,
IItemHandlers
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