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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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L9[00:19:21] <Delenas> https://gist.github.com/ostenvighx/6cd82100cd518ce1d61529f07ad4c99c
L10[00:19:34] <Delenas> I need to get that entity working. Halp?
L11[00:21:03] <HellSinker74> tterrag: I'm looking at this http://jabelarminecraft.blogspot.com.au/p/minecraft-modding-localization.html do I just do something like config.<unlocalizedsettingname> in the lang file or do config files only support single languages?
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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
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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
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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
L261[10:00:37] <HellSinker74> then I get this http://puu.sh/pSknW/042e5b5e31.png
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
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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
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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
L391[10:18:12] <HellSinker74> I mean look at http://procworld.blogspot.com.au/
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 ...
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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)
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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
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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
L432[10:48:59] <HellSinker74> http://pastebin.com/5Gmsb0Bq
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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
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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
L443[10:51:07] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/resources/assets/enderutilities/blockstates/frame.json
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
L447[10:52:48] <HellSinker74> well they seem to add ok - but when I open creative tab the client just shuts down with this log http://pastebin.com/5Gmsb0Bq
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
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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
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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?)
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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
L469[11:12:35] <inskey_> I fixed it guys https://gyazo.com/25a59412618a3c38885e52677af7e7ea
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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
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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
L500[12:11:26] <Lumien> https://github.com/lumien231/Random-Things/blob/master/src/main/java/lumien/randomthings/fluid/FluidBiomeEssence.java
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
L529[13:15:11] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/ClientProxy.java#L65
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
L572[13:21:11] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/models/item/item_rift.json
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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L610[15:08:34] <diesieben07> some people... first: http://www.minecraftforge.net/forum/index.php/topic,40336.0.html now: http://i.imgur.com/0MXWMX9.png
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] *** kroeser|away is now known as kroeser
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
L665[16:12:06] <BlueMonster> https://gist.github.com/bluemonster122/b99ae6b3c6c7d7a850389e5526fd42da
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
L670[16:14:19] <BlueMonster> https://gist.github.com/bluemonster122/4524a9aba6d61254473555ab45138428
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
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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
L761[16:27:47] <BlueMonster> https://gist.github.com/bluemonster122/4e54abd4a885f24f773942e0194291bb
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.
L777[16:29:20] <LatvianModder> https://gist.github.com/bluemonster122/4e54abd4a885f24f773942e0194291bb#file-itemdupepaste-java-L44
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?
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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
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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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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:
L874[17:04:56] <ghz|afk> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/tape/BlockPackaged.java#L63,L94
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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
L882[17:06:15] <ghz|afk> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/tape/TilePackaged.java#L95
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
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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
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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
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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
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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
L1031[18:50:40] *** Darkhax_AFK is now known as Darkhax
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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