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L5[00:07:08] <Ferdz_TheWeeb> Is there a smarter way of having a bounding box dependant on what side the block is placed on (like the torch) without hardcoding every 4 bounding boxes?
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L9[00:08:35] <Abastro> quadraxi.s, thanks! So basically its a tree?
L10[00:08:53] <Ferdz_TheWeeb> Something like rotating a AxisAlignedBB around Y would be awesome
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L21[00:55:53] <shredder8910> What folder should the mcmod.info file be placed?
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L26[01:08:33] <Ferdz_TheWeeb> shredder8910, src/main/resources/
L27[01:09:07] <shredder8910> Ferdz_TheWeeb, Damn. Thought so. For some reason it doesn't compile into my jar. I'm using IntelliJ Idea
L28[01:09:20] <Ferdz_TheWeeb> Are you using gradlew build?
L29[01:10:15] <shredder8910> Ferdz_TheWeeb, yes I am, turns out that it does compile into the jar, probably malformed JSON then
L30[01:10:38] <Ferdz_TheWeeb> That would make more sense
L31[01:11:36] <shredder8910> Ferdz_TheWeeb, yup. Thought I had to escape a single quote lol
L32[01:11:57] <Ferdz_TheWeeb> If you need it, this is what I presently use https://github.com/Ferdzz/PlaceableItems/blob/master/src/main/resources/mcmod.info
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L34[01:12:34] <shredder8910> Sweet. Mine is just like that. Now to figure out how to actually finish writing this mod...
L35[01:13:32] <Ferdz_TheWeeb> Hehehe
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L37[01:15:28] <shredder8910> Ferdz_TheWeeb I'm trying to adapt someone else's code from an old mod (licensed MIT thankfully). Not going very well as I don't fully understand it or Forge / Minecraft for that matter.
L38[01:16:12] <Ferdz_TheWeeb> Yeah updating code of people who don't apparently exist anymore is a big task
L39[01:16:26] <Ferdz_TheWeeb> You'll get there \o/
L40[01:17:31] <shredder8910> Ferdz_TheWeeb Is this the best place for me to stay If I need help figuring stuff out or have questions?
L41[01:18:46] <Ferdz_TheWeeb> I'd say yeah. Sometimes nobody's on so you can hop back in a few hours and ask again. People here are very resourceful and can guide you to their already existing projects as well
L42[01:19:10] <shredder8910> Ferdz_TheWeeb Awesome! Thanks for your help so far!!!
L43[01:19:16] <Ferdz_TheWeeb> Funnily enough, I just stole a snippet from Ordinastie, who is sometimes here :P
L44[01:20:43] <Ferdz_TheWeeb> I never used the Forge forums though so I can't tell if they're any good, used to lurk here http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/modification-development but got a bit bored of it as it's a bit stale
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L46[01:22:59] <shredder8910> Ferdz_TheWeeb Okay cool I'll check it out. And it doesn't help that my mod would probably be better off as an NEI addon but I can't figure how NEI works..
L47[01:23:30] <Ferdz_TheWeeb> Can't help you there :/à
L48[01:23:40] <Ferdz_TheWeeb> Anyways, good luck with your project, headed to sleep
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L63[01:59:31] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160720 mappings to Forge Maven.
L64[01:59:35] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160720-1.10.2.zip (mappings = "snapshot_20160720" in build.gradle).
L65[01:59:45] <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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L89[02:47:50] <Aroma1997> !fh pocketSundial
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L136[04:59:20] <Inari> ohi!
L137[05:00:34] <Inari> so it appear using setItemStack/setHeldItem on client isnt great :D
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L139[05:02:42] <Inari> hm... so im setting an item to a slot in this blocks inventory when the player rightclicks the block with it. that then calls (through slotchanged capabilities stuff) a method that reads the item's nbt to set some UI stuff. it sets a "cdata" variable in the tile entity... i'm assuming that only is done on serverside though, since it appears null on the client then when the UI tries to use it... so
L140[05:02:47] <Inari> I have to send a network packet with the data
L141[05:02:48] <Inari> ?
L142[05:02:54] <SparkVGX> yeah
L143[05:04:28] <Inari> hmm
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L145[05:08:43] <Inari> SparkVGX: it seem si didnt have to sync the disk being recognized as being inside the thing though? is that because capability inventories automatically sync and the render property in getActualState checks the itemstack in that slot of hte tile entity?
L146[05:11:36] <SparkVGX> it differs depending on how you've implemented it, where you are handling events, whether you are making it happen on both, or check for a side before running through your nbt method. if it is only server side, make a packet that you can sync on the client (which you should be doing anyway because servers are king)
L147[05:13:19] <SparkVGX> If you are on the server and do something to an inventory, the client can't know what has happened to it unless it has been told. Eg one person puts an item in a chest, another person may know that an item is in there but their client instance of minecraft wont know until they open it and the server sends the sync
L148[05:13:51] <Inari> i'd be assuming capability inventories have syncing builtin though?
L149[05:14:01] <Ordinastie_> only when the GUI is opened
L150[05:14:15] <Ordinastie_> rest of the time, client don't need to know what in the inventory
L151[05:14:29] <SparkVGX> ^
L152[05:14:38] <Ordinastie_> unless you need it for specific features
L153[05:14:50] <Inari> odd
L154[05:14:55] <Ordinastie_> something I wonder though
L155[05:14:55] <Inari> wonder how it knew about the disk then :s
L156[05:15:10] <Ordinastie_> the disk is one itemStack stored in the TE right ?
L157[05:15:38] <Ordinastie_> how do you add, remove it ? from an inventory gui ?
L158[05:16:12] <Inari> oh right it had a packet actaully :P
L159[05:16:27] <Inari> but yeah just setStackInSlot
L160[05:16:45] <Ordinastie_> I mean from the user perspective, how does he do it ?
L161[05:16:47] <Inari> but the packet explains it
L162[05:16:54] <Inari> Ordinastie_: rigthclick the block at a specific location
L163[05:17:08] <Ordinastie_> so it's dependant on the item he has in hand
L164[05:17:18] <Ordinastie_> to remove, is it the same way ?
L165[05:17:25] <Inari> yep
L166[05:17:28] <Inari> and yes it depends on the item in hand
L167[05:17:54] <Ordinastie_> and when you right click the block, do you want a GUI showing the disk in a slot that also allows add/removal of it ?
L168[05:18:32] <Inari> if you rightclick the block at another area, or wiht an item that isnt a disk, it should open the UI, whichs hould also show the disk in the slot in the UI
L169[05:18:40] <Inari> plus the UI needs to list some crafting materials dependant ont he disk
L170[05:18:59] <Ordinastie_> and one can add remove the disk from there too then
L171[05:19:20] <Inari> yeah
L172[05:19:37] <Ordinastie_> ok
L173[05:19:47] <Inari> hm
L174[05:19:52] <Inari> i wonde rhow this actaully works in the UI
L175[05:19:56] <Ordinastie_> without that specific feature, you wouldn't have needed an actual inventory
L176[05:20:01] <Inari> it doesnt seem to be sendin ga packet for that
L177[05:20:17] <Inari> Ordinastie_: well it has other inventory slots too and should be automatable
L178[05:20:24] <Ordinastie_> when the GUI is opened, it also open a container on both client and server
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L180[05:20:38] <Inari> yeah i saw the containers
L181[05:20:41] <Ordinastie_> and the server checks every ticks if slots contents have changed, and then send the new contents if it has
L182[05:20:43] <Inari> didnt look that deep into them yet though
L183[05:20:47] <Inari> hmm
L184[05:20:50] <Inari> okay, that makes sense
L185[05:21:16] <Inari> though it has to understand to re-render the block when the inventory changes... hm
L186[05:23:20] <Inari> oh right
L187[05:23:25] <Inari> i rerender it anyway once the players leaves the UI x.x
L188[05:23:45] <Inari> yeah thats what updates it
L189[05:23:49] <Inari> neeed to fix that...
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L193[05:36:38] <DarkS_> \o/
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L196[05:43:14] <FusionLord> \o/
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L199[05:53:38] <MalkContent> holy crap its so fucking warm
L200[05:53:50] <MalkContent> i can't write two lines without forgetting what i was doing
L201[05:54:23] <Ordinastie_> it's cooling down here
L202[05:54:30] <Ordinastie_> it went from 30.1 to 29.6
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L204[05:57:49] <FusionLord> been about 29-36 this week :/ gotta love the desert -.- thats why when the thermostat was set to 22 it was cold :P
L205[05:58:28] <Ordinastie_> at least you have AC
L206[05:59:17] <FusionLord> and pay a fortune for elecrtic
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L208[06:02:36] <DarkS_> 41 here
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L213[06:35:42] <masa> why does the vanilla TP code first remove the old entity from the world, then move that old entity, then create a new enity, copy the data fro mthe old to the new, then spawn the new entity in the world, and then kill the old entity (although it already removed it too)?
L214[06:36:55] <masa> couldn't the old entity be moved to the new world? or does the world reference get buried in some places so it's just "safer" to kil lthe old one and spawn a new?
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L216[06:38:55] <Ordinastie_> because mojang
L217[06:40:37] <Inari> so, whats the best way to have a 7 segment display, that may also change rapidly? static base render and then light up the segments using a TESR? or should i somehow try to have all 256 combinations as baked static states?
L218[06:41:01] <Ordinastie_> if they change, use TESR
L219[06:42:03] <Inari> yeah, supposed that might be the best
L220[06:43:30] <Inari> item TESR might be bad thouhg :D
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L230[07:26:49] <Inari> sooo how would i go about using a TESR to render a static model that acts as the icon fro the TESR block then (since I assume that would be better than having the item be TESR).. hm ModelBakeEvent? maybe ModelLoader.setCustomMeshDefintiion too
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L232[07:30:53] <Lumien> Can't you just make a normal static model and use that?
L233[07:32:10] <Inari> Lumien: maybe, but then i'd both ahve the TESR and the static model
L234[07:32:13] <Inari> would rather have it be one thing
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L236[07:32:45] <Inari> (that is. i'll have a static model anyway, but for htis 7 segment display it should show the segments actually lit when in inventroy, which is what a TESR is used for inworld though)
L237[07:32:50] <Ordinastie_> I'd say it would be so much simpler if you used my core :p
L238[07:33:26] <Lumien> You can't exactly render a tesr to a model so i don't think that approach will really work
L239[07:33:33] <Lumien> Just render the item using the tesr
L240[07:33:34] <Inari> hrm
L241[07:33:41] <Inari> i suppose
L242[07:33:48] <Inari> notl ike people will have al ot of it or have it all the time
L243[07:37:57] <Lumien> Items are "rendered" every frame anyway so it doesn't really make a difference
L244[07:38:16] <Inari> ah
L245[07:38:19] <Inari> thats good to know haha
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L249[07:51:10] <masa> how about you make them all as models, and then just render the models using the TESR, and then you can just register the models for the items?
L250[07:51:42] <masa> TESR just becausey ou said they may change a lot, and chunk re-renders are bad
L251[07:51:54] <masa> if they happen a lot that is
L252[07:52:55] <Inari> well but i TESR the part that changes anyway?
L253[07:52:59] <masa> you can probably have the base block be a separate model and then use models for the numbers and use a sub model at least for the items to get the number
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L255[07:53:29] <masa> TESRs are rendered each frame, but they do not cause the entire chunk to be re-built for rendering
L256[07:53:59] <Inari> yeah
L257[07:54:05] <Inari> also, whats the best way to have "can this be placed" logic? custom ItemBlock class that checks?
L258[07:54:14] <masa> whereas when you change a block in world, that always causes that (sub-)chunk to be rebuilt for rendering (sub-chunk being 16x16x16)
L259[07:54:51] <Inari> masa: i was already going to render the segments in a TESR though?
L260[07:57:23] <Inari> you didnt report it? :p
L261[07:57:40] <Inari> ehhh
L262[07:57:42] <Inari> wronbg window
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L264[08:03:08] <masa> right, but HOW were you going to render them?
L265[08:03:18] <masa> using raw OpenGL?
L266[08:03:55] <masa> I was just saying that you could have models for all of them, and then get and render that model in your TESR instead of raw OpenGL
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L271[08:12:00] <Inari> masa: hmm
L272[08:12:08] <Inari> that might be nice yeah
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L294[09:03:36] <Intektor> I am trying to program a mod, which allows the player to auto-build structures, when he has the right materials in his inventory, my mod should automaticly place the blocks if they are in his reach, this works really well on the client, but on the server it doesn't
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L296[09:07:07] <Intektor> has anyone a idea, how to make this work? http://i.imgur.com/I254vqz.png http://i.imgur.com/uOPKZWc.png right now I am just trying to let the user build a bridge over something
L297[09:11:10] <masa> I have done similar things, gimme a sec (on the phone atm)
L298[09:12:22] <Intektor> cool
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L301[09:15:09] <z0ttel> Intektor: are you aware of https://mods.io/mods/1008-schematica ?
L302[09:15:13] <masa> okay so have you tried just calling onItemUse() on the held stack instead?
L303[09:15:21] <Intektor> no
L304[09:15:24] <Intektor> I could try that
L305[09:15:36] <Intektor> but then the player would have to look in this direction
L306[09:15:38] <masa> and only do that on the server side
L307[09:15:45] <masa> why?
L308[09:15:48] <Intektor> no, my mod is clientSide
L309[09:15:54] <Intektor> only
L310[09:16:04] <masa> oh
L311[09:16:09] <masa> umm
L312[09:18:19] <Intektor> thats my problem
L313[09:19:17] <masa> also for checking for air blocks, use world.isAir() instead
L314[09:19:28] <masa> or was it isAirBlock
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L316[09:19:49] <masa> or alternatively block.isAirBlock() or whatever
L317[09:20:08] <Intektor> ah ok
L318[09:20:11] <masa> so that mod added fake air blocks would also be rocignized
L319[09:20:16] <masa> *recognized
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L321[09:23:13] <Intektor> wait
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L323[09:23:59] <Intektor> it seems like, it works on servers, but only on vanilly ones, some servers seem to have a plugin or something installed which does further checking, but how can I code around that?
L324[09:24:01] <masa> so your current code... it just doesn't place anything on the server side?
L325[09:24:06] <AEnterprise> i'm using a keybinding to open a gui, is there a better way to do that other just checking every tick if the keybinding is pressed?
L326[09:24:11] <masa> oh
L327[09:24:32] <masa> AEnterprise: key event handler?
L328[09:25:01] <AEnterprise> will that play nice with the fact that it has a key modifier?
L329[09:25:22] <masa> why not?
L330[09:25:33] <Intektor> or just check it every tick with a keyBinding
L331[09:25:42] <masa> the event will fire for the raw key presses, so you can then just check for your keybinding there
L332[09:25:58] <AEnterprise> alright i'll see what heapens
L333[09:26:18] <masa> InputEvent.KeyInputEvent
L334[09:26:50] <masa> if you need it to fire inside GUIs as well, then you need the other event for that, I think it was something inside GuiEvent or whatever
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L336[09:27:51] <Domi> Hello, is there a way to intercept Text messages? I want to write a Siri like answer bot for minecraft, but this messages should not leave the client even if the player plays online
L337[09:28:06] <masa> AEnterprise: I have something like this: https://github.com/maruohon/placementpreview/blob/master/src/main/java/fi/dy/masa/placementpreview/event/InputEventHandler.java#L14
L338[09:31:00] <masa> Intektor: maybe you need to send a packet faking the player's look direction and/or position before the block placement packet?
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L340[09:31:30] <Intektor> could the player get kicked because of that?
L341[09:31:32] <masa> actually probably don't want to move the player's position though
L342[09:31:48] <masa> no idea
L343[09:32:07] <masa> doing that type of stuff purely on the client is a bit iffy
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L387[10:26:06] <Ordinastie_> Inari, btw, that's what I meant by font : http://puu.sh/q8dWH.jpg
L388[10:27:00] <Inari> ^^ yeah thats nice for a numeric display liek that, buit i believe fro this its nicer to just have all the segments controlled individually
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L391[10:30:36] <shredder8910> Anyone know why in the "Mods" section of Minecraft my mod shows it's version then in parenthesis it shows (0.1)
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L403[10:54:15] <DarkS_> shredder8910, is the version you set on the @Mod
L404[10:55:05] <Javaschreiber> My version is 1.0Alpha. So it says 1.0Alpha(1.0Alpha), which seems to be normal.
L405[10:55:15] <DarkS_> yeah
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L407[10:57:30] <shredder8910> The version I set is 0.1.1.49 but it shows Version: 0.1.1.49(0.1)
L408[10:57:32] <shredder8910> can't figure it out
L409[10:57:48] <DarkS_> send the code of your @Mod annotation
L410[10:58:10] <shredder8910> Ohhh the @Mod annotation, I thought you meant the mcmod.info
L411[10:58:14] <shredder8910> That'd definitely be why
L412[10:58:17] <DarkS_> xD
L413[10:58:24] <DarkS_> ;)
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L415[11:00:30] <shredder8910> Any idea how I can pull the mod version from gradle?
L416[11:01:01] <DarkS_> nop
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L418[11:05:21] <tterrag|ZZZzzz> shredder8910: https://github.com/Chisel-Team/Chisel/blob/1.9/dev/build.gradle#L50-L51
L419[11:05:31] <tterrag|ZZZzzz> replace "REference.java" with whatever class to replace in
L420[11:05:34] *** tterrag|ZZZzzz is now known as tterrag
L421[11:05:40] <shredder8910> Sweet, thanks!
L422[11:10:47] <Ordinastie_> so, apparently, my TE doesn't receive data from server when loaded
L423[11:10:58] <Ordinastie_> can someone remind the new way to do it ?
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L427[11:16:18] <PaleoCrafter> Ordinastie_, getUpdateTag?
L428[11:16:25] <DarkS_> yeah
L429[11:16:30] <PaleoCrafter> + some method you have to override to read the data
L430[11:16:42] <Ordinastie_> oh, I did getUpdatePacket :x
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L432[11:16:57] <PaleoCrafter> (if you don't want readFromNBT to be used, it defaults to that)
L433[11:17:20] <Ordinastie_> it defaults to null
L434[11:17:38] <PaleoCrafter> I mean the method for reading back the data :P
L435[11:18:21] <Ordinastie_> ok, so getUpdateTag is for chunk is sent to client ?
L436[11:18:36] <PaleoCrafter> yep
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L438[11:19:01] <Ordinastie_> and if you want to update just one TE ?
L439[11:19:22] <PaleoCrafter> you still should have getUpdatePacket for the non-bulk stuff
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L441[11:21:00] <Ordinastie_> so getUpdateTag for chunk update and getUpdatePacket/onDataPacket for individual TE
L442[11:21:06] <PaleoCrafter> yep
L443[11:22:18] <PaleoCrafter> there might be an alternative solution in the feature, because a lot of mods sending a lot of data with the one chunk packet might turn out worse than individual packets xD
L444[11:23:06] <Ordinastie_> well, I'll use my Sync stuff for TEs, but I can't do that for chunk loading, I'll still have to override getUpdateTag
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L446[11:24:13] <tterrag> Ordinastie_: you can easily tie the two methods together
L447[11:24:22] <tterrag> just have getUpdatePacket call getUpdateTag
L448[11:25:04] <Ordinastie_> well, it's easier and more optimized to not use getUpdatePacket
L449[11:25:20] <Ordinastie_> what I would prefer and use my syncing for the chunk data to, but I can't really do that
L450[11:26:37] <tterrag> getUpdatePacket is still required
L451[11:26:56] <Ordinastie_> not with my system
L452[11:27:44] <Ordinastie_> let's see if my system still works though :p
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L454[11:29:55] <Ordinastie_> apparently not : java.lang.ClassCastException: net.minecraft.client.multiplayer.WorldClient cannot be cast to net.minecraft.world.WorldServer ><
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L456[11:32:55] <Ordinastie_> and like that, I realise I don't even need it because the data never changes, so the client never needs to be updated :s
L457[11:33:53] <Ordinastie_> but now I need to go back to every TE I made to fix the getUpdateTag :(
L458[11:36:38] <TechnicianLP> !gf field_150349_c
L459[11:36:50] <TechnicianLP> !gf field_150349_d
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L468[12:01:23] <Inari> hm
L469[12:01:38] <Inari> this code in getCollisionBoundingBox (overriden from Block) checks "if (world.getBlockState(blockPos) != this) { // BUGFIX: mojang randomly calls this method for blocks not in the world!"
L470[12:01:41] <Inari> is that stlil needed?
L471[12:02:15] <Inari> also does that check even work Oo since it compares blockstace with block
L472[12:03:54] <Ordinastie_> if (world.getBlockState(blockPos) != this) <= alwayse false
L473[12:04:13] <Ordinastie_> as you just noticed
L474[12:04:14] <Inari> because it comapres Block and BlockState?
L475[12:04:17] <Inari> yeah :f
L476[12:04:28] <tterrag> isn't that a compile error even?
L477[12:04:35] <tterrag> they are not compatible types
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L479[12:05:25] <Inari> doesnt seem to be
L480[12:05:28] <Ordinastie_> Inari, I don't have that, what version do you use ?
L481[12:05:42] <Inari> MC? 1.9
L482[12:05:54] <Ordinastie_> and class ?
L483[12:06:06] <Inari> extending Block
L484[12:06:19] <Ordinastie_> one of yours ?
L485[12:06:23] <Inari> net.minecraft.block.Block
L486[12:06:47] <Ordinastie_> is that code in the Block class ?
L487[12:07:09] <Inari> no, the code is in my own class that overrides the getCollisionBoundingBox function
L488[12:07:26] <kenzierocks> tterrag: != doesn't care about types
L489[12:07:26] <Ordinastie_> yeah, remove that
L490[12:07:29] <kenzierocks> just like .equals
L491[12:08:26] <Ordinastie_> Inari, that kind of check is super annoying, because what if someone wants to get the collision, even if your block is not at the specified pos
L492[12:08:44] <tterrag> kenzierocks: wrong http://i.imgur.com/BZZU77e.png
L493[12:08:55] <Inari> im confsued by this anyway :D
L494[12:08:55] <tterrag> but I was also wrong
L495[12:09:00] <tterrag> because getBlockState returns iBlockState
L496[12:09:04] <tterrag> which theoretically a block could implement
L497[12:09:07] <tterrag> so they ARE compatible types
L498[12:09:16] <Inari> it updates some internal bounds variable (which was a CCL cuboid6 in the past) then goes to call super.getCollisionBoudningBox
L499[12:09:21] <Inari> which call getBoundingbox on blockstate
L500[12:09:29] <Inari> so im not sure how the bounds variable ever features in
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L502[12:10:50] <Inari> not sure if i even need to override bounding or if submodels handle that automatically
L503[12:11:05] <Ordinastie_> models are purely visual
L504[12:11:16] <Inari> well thats a pain :D
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L506[12:12:03] <kenzierocks> tterrag: oh right
L507[12:12:09] <kenzierocks> != does do type checking
L508[12:12:15] <kenzierocks> for some reason I though that was an IDE thing
L509[12:13:08] <Inari> wlel
L510[12:13:13] <Inari> apparently it did not in this case
L511[12:13:46] * gigaherz yawns
L512[12:14:08] <gigaherz> "!=" doesn't do type checking, it just requires the compiler to have the sametype of thing on each side
L513[12:14:27] <tterrag> not same, compatible :P
L514[12:14:28] <gigaherz> because there's different instructions depending on the type of thing used
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L516[12:14:43] <gigaherz> "same type of thing" I meant like, number, object, boolean
L517[12:14:54] <tterrag|away> objects are not always compatible
L518[12:15:02] <gigaherz> yeah true
L519[12:15:06] <tterrag|away> as I proved above
L520[12:15:10] <tterrag|away> anyways...lunch time
L521[12:17:39] <Inari> woo im colliding!
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L523[12:25:22] <Ordinastie_> wow, looks like I have a massive memory leak somewhere :x
L524[12:26:21] <Inari> hrm
L525[12:27:13] <Inari> so i want to set a orientation value in the tile entity... depneding on which side the player clicked on to place the block.. but onBlockPlaced is before placing and onBlockPlacedBy is after, but doesn't have the side :/
L526[12:27:33] <Ordinastie_> you should store the direction in the state directly
L527[12:27:53] <Inari> does that work if it isnt linked into the metavalue?
L528[12:29:59] <Ordinastie_> I mean, that's usually what you store as meta
L529[12:30:26] <Ordinastie_> don't you have any room left ?
L530[12:30:43] <Inari> just orientation is like 3 bits already though :f
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L532[12:31:40] <Ordinastie_> 2
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L536[12:32:38] <Inari> Ordinastie_: its something thatn can be up/down too :D
L537[12:33:01] <Ordinastie_> *sigh* http://puu.sh/q8kT1.png :(
L538[12:33:40] <Inari> Oo
L539[12:33:45] <kashike> ouch
L540[12:33:58] <Inari> so what are you leaking? :D
L541[12:34:11] <Ordinastie_> RenderParameters
L542[12:34:30] <Ordinastie_> I've just no idea how to find what holds them :s
L543[12:35:48] <Inari> woo i managed to corrupt a world :D
L544[12:35:50] <Inari> well kind of
L545[12:45:15] <Ordinastie_> ffs, something keeps the references but I don't know what :x
L546[12:45:58] <shredder8910> Anyone know how I can use the 'processResources' gradle task to copy my mcmod.info to /build/classes/main ?
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L550[12:49:26] <shadowfacts> if mcmod.info is in your src/main/resources folder, it is automatically copied
L551[12:50:14] <shredder8910> copied to /build/resources/ I thought?
L552[12:50:52] <shredder8910> rather, /build/resources/main
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L555[12:58:03] <z0ttel> >.< the intersectsWith() method of the StructureBoundingBox appears to be more of a "contains"
L556[13:02:49] <manmaed> who updates the RF API?
L557[13:03:10] <shadowfacts> shredder8910, it's automatically copied from src/main/resources to Gradle's intermediate folder and from there it's copied to the jar
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L559[13:05:15] <shadowfacts> manmaed, CoFH still does
L560[13:05:24] <shadowfacts> the 1.8 version of RF is compatible with 1.9 and 1.10
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L563[13:11:18] <shredder8910> shadowfacts I'm not worried about it being in the jar, I'm using the Minecraft Client run configuration which ignores the jar and rebuilds my mod from the class files, which will only include the mcmod.info if it's in the /build/classes/main/ folder
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L565[13:13:46] <jackmcbarn> why do Worlds have their own random number generators?
L566[13:13:57] <jackmcbarn> (and what bad will happen if i get random numbers from a source other than world.rand?)
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L568[13:15:52] <gigaherz> jackmcbarn: during worldgen, it's important to always get consistent numbers from the provided generators
L569[13:15:58] <gigaherz> so that the seed will fully take effect
L570[13:16:14] <gigaherz> but the one for general use it's just a convenience
L571[13:16:32] <jackmcbarn> so after worldgen, is it okay to use whatever random sources i want?
L572[13:16:44] <gigaherz> sure
L573[13:16:51] <jackmcbarn> thanks
L574[13:20:29] <shadowfacts> shredder8910, you're using the runClient Gradle task? or running it through your IDE?
L575[13:20:46] <shadowfacts> either way if mcmod.info is in src/main/resources, it will be included
L576[13:20:57] <shadowfacts> (unless you've mangled your Gradle/IDE configuraiton)
L577[13:21:58] <gigaherz> in fact, the run tasks don't use a jar at all
L578[13:22:08] <gigaherz> it's by design, it allows code hotswapping and such
L579[13:22:28] <gigaherz> the folder is included in the classpath and forge loads mods and resources from it
L580[13:22:45] <gigaherz> if it's NOT doing that, then your setup is broken.
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L582[13:26:37] <shredder8910> yeah the only thing it doesn't load is the mcmod.info from the resources folder
L583[13:26:44] <shredder8910> I probably messed it up somehow
L584[13:27:14] <OrionOnline> Is their a way to mark a block or chunk for rerender on the client side given a world and a blockpos?
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L586[13:31:06] <gigaherz> OrionOnline: notifyBlockUpdate or markBlockRangeForRenderUpdate
L587[13:31:16] <gigaherz> when called on the client, both cause the block(s) to re-render
L588[13:31:21] <OrionOnline> Thank you
L589[13:31:45] <gigaherz> if oyu give flag 8 to notifyBlockUpdate, it will tell mc to try to render earlier rather than later
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L591[13:32:19] <OrionOnline> Ah okey
L592[13:32:31] <OrionOnline> I am going to try with 3 (as i remember that should que the render as well)
L593[13:33:25] <gigaherz> the only number that has a meaning is the bit with value 8
L594[13:33:40] <gigaherz> even in the server, 3 is only used because
L595[13:34:02] <gigaherz> (sentence left unfinished purposefully)
L596[13:34:06] <OrionOnline> So i need to give it a value with a bitwise or of 8
L597[13:34:23] <OrionOnline> gigaherz, me has no idea what that sentence should continue with, and feels like a noob....
L598[13:34:58] <gigaherz> "jsut because"
L599[13:35:03] <gigaherz> means "without a reason"
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L601[13:35:42] <gigaherz> maybe they planned to use it in the future
L602[13:35:50] <gigaherz> maybe it was just overengineered
L603[13:36:06] <gigaherz> or maybe they just had it there and didn't bother to change the existing values
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L605[13:37:46] <OrionOnline> i changed it to a 8
L606[13:37:51] <OrionOnline> i just need it to redraw it
L607[13:38:01] <OrionOnline> the data is already on the client anyway
L608[13:38:21] <Ordinastie_> it's not plan for the future, it's failed refactoring
L609[13:38:53] <gigaherz> OrionOnline: if you don't need the redraw to be "high priority" you shouldn't use the 8
L610[13:39:03] <gigaherz> it will causeit to redraw more often than it would otherwise
L611[13:39:07] <gigaherz> which may decrease performance
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L613[13:41:11] <OrionOnline> I basically need it to turn the furnace on so to speak
L614[13:41:46] <gigaherz> yeah just that "3" was already ok ;p
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L616[13:46:16] <shredder8910> What does the warning: [options] bootstrap class path not set in conjunction with -source 1.6 mean?
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L620[13:47:34] <Xilef11> how would one make a sword with a custom attack damage/speed
L621[13:47:42] <Xilef11> ?
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L623[13:48:47] <gigaherz> depends on how custom
L624[13:49:16] <gigaherz> you can use the EnumHelper to inject a new ToolMaterial
L625[13:49:17] <Xilef11> constant but not one of the vanilla values?
L626[13:49:25] <gigaherz> in which case you'd just do like
L627[13:49:45] <gigaherz> GameRegistry.registeR(new ItemSword(yourInjectedToolMaterial).setRegistryName().setUnlocalizedName().whatever);
L628[13:50:16] <gigaherz> (well I'd also store the Item on a field in my @Mod class but yeah)
L629[13:50:32] <Xilef11> what about attack speed?
L630[13:50:56] <Xilef11> doesn't seem to be a field in ToolMaterial
L631[13:51:11] <gigaherz> I haven't looked at it
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L633[13:51:57] <gigaherz> ah
L634[13:52:05] <gigaherz> it's in ItemSword#getItemAttributeModifiers
L635[13:52:26] <gigaherz> ATTACK_SPEED and ATTACK_DAMAGE
L636[13:52:50] <gigaherz> since the attack speed is hardcoded
L637[13:53:09] <gigaherz> you may have to extend ItemSword and replace the method with your own values
L638[13:53:25] <gigaherz> as in
L639[13:53:35] <gigaherz> you can do
L640[13:53:36] <gigaherz> Multimap<String, AttributeModifier> multimap = super.getItemAttributeModifiers(equipmentSlot);
L641[13:53:51] <gigaherz> like ItemSword does
L642[13:53:55] <Xilef11> that's what I thought... I guess since I have to override that method anyways, I'll not bother about a custom material
L643[13:54:14] <gigaherz> well
L644[13:54:31] <gigaherz> if you don't create a custom material
L645[13:54:39] <gigaherz> you'll also have to override all the other methods that use it
L646[13:54:54] <gigaherz> such as getItemEnchantability, getToolMaterialName, getDamageVsEntity
L647[13:56:00] <gigaherz> (that last method is used by living entities that can pickup items, to see if it's better than the one they have)
L648[13:57:18] <Xilef11> thanks, I'll try to find EnumHelper then (I guess it was renamed, eclipse can't find it)
L649[13:57:46] <gigaherz> maybe I said the wrong name
L650[13:58:04] <gigaherz> nope
L651[13:58:04] <gigaherz> EnumHelper.addEnum
L652[13:58:05] <kashike> https://github.com/MinecraftForge/MinecraftForge/blob/1.10.x/src/main/java/net/minecraftforge/common/util/EnumHelper.java
L653[13:58:27] <gigaherz> although
L654[13:58:30] <gigaherz> you'd use EnumHelper.addToolMaterial
L655[13:58:45] <gigaherz> since it's common enough that it has a specialized helper for it ;P
L656[13:59:25] <kashike> as do most of the other types :P
L657[13:59:54] <gigaherz> yeah but there's no addParticleType, which is the only one I ever needed
L658[13:59:54] <gigaherz> XD
L659[14:00:02] <gigaherz> actually that's a lie
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L661[14:00:30] <gigaherz> I do have a custom armor material
L662[14:00:38] <gigaherz> in a different mod
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L666[14:04:47] <Xilef11> why is attack speed negative?
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L668[14:05:12] <Xilef11> in ItemSword, it's -2.4000000953674316D
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L670[14:06:45] * gigaherz shrugs
L671[14:06:51] <gigaherz> or well
L672[14:06:56] <gigaherz> I guess the default speed
L673[14:06:58] <gigaherz> is the one from the fist
L674[14:07:03] <gigaherz> which recharges much faster
L675[14:07:17] <gigaherz> so the sword has a negative speed modifier
L676[14:07:18] <gigaherz> to make it slower
L677[14:08:47] <Xilef11> let's pretend that's a sensible design decision :/
L678[14:08:54] <gigaherz> seems sensible to me?
L679[14:09:14] <gigaherz> <swing speed> = <base swing speed> * modifier
L680[14:10:12] <Xilef11> + modifier, probably. I guess it makes sense
L681[14:10:23] <gigaherz> there's different operation codes
L682[14:10:34] <gigaherz> dunno which one the attack speed uses
L683[14:10:44] <gigaherz> therte's
L684[14:10:56] <gigaherz> attribute = attribute + modifier
L685[14:11:03] <gigaherz> attribute = attribute + original_attribute * modifier
L686[14:11:05] <gigaherz> and
L687[14:11:13] <gigaherz> attribute = attribute * (1+modifier)
L688[14:11:35] <gigaherz> so like
L689[14:12:10] <gigaherz> if oyu have an item that adds "spell speed"
L690[14:12:15] <gigaherz> and eahc one adds 20%
L691[14:12:22] <gigaherz> it could be +40% total after adding up
L692[14:12:25] <Xilef11> yes, but *-2 would be negative attack speed, unless the original is negative
L693[14:12:32] <gigaherz> yes
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L695[14:12:55] <Xilef11> also, using unlocalised name as key for the multimap.
L696[14:13:28] <gigaherz> blame Mojang.
L697[14:13:31] <gigaherz> although really
L698[14:13:38] <gigaherz> they could easily have called that method "getKey()"
L699[14:13:46] <gigaherz> and they could simply be using the key for unlocalized name
L700[14:13:46] <gigaherz> ;p
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L702[14:14:17] <gigaherz> whoever suggested the "pretty name" simply chose that one because it was used for translation
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L704[14:15:11] <Xilef11> I'd vote for getKey, shorter to type :p
L705[14:15:15] <gigaherz> hmm
L706[14:15:16] <gigaherz> actually
L707[14:15:21] <gigaherz> it's NOT used for translation?
L708[14:15:45] <gigaherz> I'm failing to see any use of that method that isn't as a key
L709[14:16:26] <gigaherz> in every single instance of that, it's used for key purposes
L710[14:17:33] <gigaherz> oh and
L711[14:17:40] <gigaherz> the ItemStack#getAttributeModifiers
L712[14:17:41] <Xilef11> My guess would be that it was used for translation at some point and now we're stuck with that mapping
L713[14:17:44] <gigaherz> uses "AttributeName" as the NBT key
L714[14:17:45] <gigaherz> ;p
L715[14:17:57] <gigaherz> stuck? no, we can easily propose a new name for it ;p
L716[14:18:05] <gigaherz> it may annoy a few people, that's all ;P
L717[14:18:16] <gigaherz> since the real name is in srg format
L718[14:18:27] <gigaherz> it's just about people having to fix their code after switching mappings
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L722[14:21:55] <kashike> 19:16:17 gigaherz | I'm failing to see any use of that method that isn't as a key
L723[14:21:57] <kashike> which method
L724[14:22:24] <Xilef11> SharedMonsterAttributes#getAttributeUnlocalizedName()
L725[14:24:48] <Xilef11> huh, looks like hoes have variable attack speed depending on the material
L726[14:24:51] <kashike> that name is correct
L727[14:24:52] <kashike> :P
L728[14:25:15] <gigaherz> no it isn't, but whatever ;P
L729[14:25:17] <kashike> see ItemStack#func_82840_a
L730[14:25:24] <kashike> Multimap<String, AttributeModifier> multimap = this.func_111283_C(entityequipmentslot);
L731[14:25:49] <gigaherz> !gm func_82840_a
L732[14:26:22] <gigaherz> kashike: it's 99% a key, 1% a string reused as part of the unlocalized name, then
L733[14:26:27] <kashike> I18n.func_74838_a("attribute.name." + (String)entry.getKey())
L734[14:26:35] <gigaherz> I still think naming it for the lesser use is wrong
L735[14:26:44] <gigaherz> yes
L736[14:26:48] <gigaherz> they are using the key name
L737[14:26:50] <kashike> perhaps, but the name itself isn't wrong
L738[14:26:52] <gigaherz> as part of the unlocalized name
L739[14:26:58] <kashike> can have a better name, though
L740[14:27:02] <kashike> like getname
L741[14:27:05] <gigaherz> yep
L742[14:27:10] <gigaherz> that was my point
L743[14:27:22] <gigaherz> even if I couldn't find the code that actually used it
L744[14:27:35] <gigaherz> which well, it wasn't using it directly, it was using them ultimap key ¬¬
L745[14:27:46] <gigaherz> but yeah
L746[14:28:06] <gigaherz> it's used in equals to compare if two objects are the same attribute, it's usedi n the map to identify attributes, etc
L747[14:28:27] <gigaherz> it's a key or name, but calling it getUnlocalizedName is misleading of its purpose
L748[14:28:33] <shredder8910> Well, I figured out why my stuff is messing up. Apparently when I import the Gradle project into Idea, it makes it so I have to change the "Minecraft Client" run configuration's classpath module to Forge_main
L749[14:28:38] <gigaherz> sicne the tooltip is only a "side use"
L750[14:28:57] <gigaherz> shredder8910: ah yes, known issue between fg and idea 2016
L751[14:29:04] <kashike> gigaherz: https://github.com/ModCoderPack/MCPBot-Issues/issues/278
L752[14:29:15] <shredder8910> So I can either choose to just build gradle using command line and keep the debugging working perfectly
L753[14:29:17] <gigaherz> :)
L754[14:29:27] <gigaherz> shredder8910: it normally refuses to work, though
L755[14:29:34] <gigaherz> did you update IDEA with an existing environment in place?
L756[14:29:35] <shredder8910> Ahh cool, well I'm glad it works
L757[14:29:39] <shredder8910> Nope
L758[14:29:43] <gigaherz> weird
L759[14:29:46] <shredder8910> Brand new install
L760[14:29:55] <gigaherz> I mean existing forge modding folder
L761[14:30:00] <shredder8910> nah
L762[14:30:02] <shredder8910> new too
L763[14:30:06] <shredder8910> Contemplating whether i should just switch to eclipse for now
L764[14:30:14] <gigaherz> nono, it's just a one-time thing
L765[14:30:17] <gigaherz> just fix the run targets
L766[14:30:22] <gigaherz> and it should all be ok afterward
L767[14:30:33] <gigaherz> setupDecompWorkspace won't overwrite that
L768[14:30:41] <shredder8910> well it also makes it so that the auto run doesn't pickup my mcmod.info file
L769[14:30:44] <gigaherz> and genIntellijRuns isn't needed after the first time
L770[14:30:44] <shredder8910> when rebuilding from classes
L771[14:30:47] <gigaherz> hm?
L772[14:30:55] <gigaherz> I have never seen anyone mention that
L773[14:31:07] <shredder8910> Hmm, well i'll try it again
L774[14:31:09] <shredder8910> and see if it works
L775[14:31:42] * gigaherz uses IDEA 2015
L776[14:31:47] <gigaherz> eh idea 15*
L777[14:32:08] <shredder8910> Yeah honestly just downloaded the latest version, I don't even have a reason to stay on 2016
L778[14:35:41] <shredder8910> Well that's strange. It says it can't find Gradle home
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L780[14:38:00] <shredder8910> Turned off auto-import and reran, working now
L781[14:40:26] <shredder8910> Yeah, for some reason it doesn't find it. http://prntscr.com/bvdr8j
L782[14:42:49] <shredder8910> Idk if this help at all, but here's the part of the log: http://pastebin.com/8mgWkTb8
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L784[14:44:38] <shredder8910> If I manually place the mcmod.info into /build/classes/main then it finds it no problem
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L786[14:47:47] <Rallias> How would I go about applying a potion effect on armor worn by a mob?
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L789[14:50:19] <Intektor> diesieben07, can you write me a short message on whatsapp, I lost you number because I have a new mobile
L790[14:50:59] <Intektor> my number is still the same
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L792[14:55:47] <gigaherz> Intektor: wat, you lost the whatsapp contacts list?
L793[14:55:56] <gigaherz> or you never added him to your contacts?
L794[14:56:06] <gigaherz> I thought they were stored online
L795[14:56:13] <Intektor> yeah, I changed from iphone 5s to galaxy s6
L796[14:56:31] <Intektor> so no contacts
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L801[15:01:32] ⇦ Parts: Aroma1997 (~Aroma1997@104.131.97.244) ())
L802[15:01:45] <Intektor> gigaherz, anyway, I have a question. On some servers, there are fake players behind you, often on pvp or minigame servers, to confuse for example auto hit or how it's called hacks. These players are invisible, but these players also disturb my client side mod, and I haven't found a way yet how to find out if a player is a 'fake' player or not, I hope you understand. These 'fake' players are flying behind you, so you don't
L803[15:01:45] <Intektor> realize them if you are a normal player
L804[15:02:34] <Intektor> if you know what I*'m talking about, you might know how to solve this problem
L805[15:04:18] <Intektor> http://i.imgur.com/VDIaFQf.png here, I took a picture
L806[15:04:36] <Intektor> they are flying behind you, but how can I find out, if a player is one of them
L807[15:04:56] <shredder8910> Do they have names?
L808[15:05:13] <Inari> well if they're supposed to confuse hacks, it would be counterproductive if you could distinguish them ;)
L809[15:05:31] <Intektor> yes, and they taker the names of the nearest players
L810[15:05:38] <Intektor> so you can't filter them that way
L811[15:06:05] <Intektor> yeah, but they aren't geting rendered, only I made them visible with a tool I have written
L812[15:06:10] <Intektor> so thats a point
L813[15:06:37] <Intektor> because thats the difference, normal players are getting rendered, these 'fake' guys not
L814[15:07:24] <shredder8910> Well could you raycast at where they're supposed to be and see if it hits aka to check whether they're invisible or not
L815[15:08:53] <Intektor> hm right, but that would mean I have to know who is the real one, because if not, I wouldn't know who is the fake one
L816[15:09:21] <shredder8910> Well if the one that you hit is invisible, then the other one must be real right?
L817[15:09:34] <Xilef11> my question would be *why* are they confusing your mod
L818[15:09:41] <Intektor> yeah, but how do I find out if he is invisible
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L822[15:20:04] <gigaherz> Intektor: back, sorry I went to eat dinner ;p
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L825[15:21:12] <gigaherz> Intektor: I think the point is that they are not supposed to be identifiable ;p
L826[15:21:21] <gigaherz> they are behind you so that fustrum culling hides them
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L829[15:33:59] <diesieben07> k. http://www.minecraftforge.net/forum/index.php/topic,40706.0.html
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L831[15:36:32] <gigaherz> wat.
L832[15:36:43] <gigaherz> "omg I'm an idiot so I blame you for reminding me!!"
L833[15:37:00] <gigaherz> (and in uppercase so that I can make it even more clear that I am one!!)
L834[15:37:00] <shredder8910> and the reversed log top kek
L835[15:37:12] <gigaherz> that's probably due to some custom launcher
L836[15:37:27] <Javaschreiber> Lol
L837[15:37:38] <Javaschreiber> He totaly overreacted.
L838[15:37:57] <shredder8910> That guy just has an attitude problem lol
L839[15:38:00] <shredder8910> The whole post is wrong
L840[15:38:15] <shredder8910> `trying to satrt server and i got this crash log they said i have to go to ur forums and ask cause they wont fix it and this is the report`
L841[15:39:11] <diesieben07> yeah, multicraft
L842[15:39:16] <diesieben07> fucking piece of garbage that thing
L843[15:39:37] <gigaherz> I sortof understand why some people may want a "manager" for their mc instances
L844[15:39:41] <diesieben07> "Oh i see you are logging a lot so there is probably a problem OMG STOP LOGGING SO MUCH IMMA SKIP ALL THESE LINES AND JUST THROW THEM AWAY HERP DERP"
L845[15:39:49] <gigaherz> but there's already multimc which is sortof decent, why get crap ones?
L846[15:39:58] <diesieben07> multicraft is for servers
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L848[15:40:11] <gigaherz> oh
L849[15:40:12] <Inari> on that note
L850[15:40:18] <Javaschreiber> Why does a hoster install a mod in a clients instance!?
L851[15:40:18] <Inari> how do i convince forge to not strip out model laoding errors
L852[15:40:19] <Inari> :P
L853[15:40:33] <gigaherz> just fix them? ;P
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L855[15:40:47] <Inari> gigaherz: well porting, so lots of stuff still broken
L856[15:40:51] <Inari> and it sometimes hides the erro ri want to see
L857[15:40:52] <Inari> ...
L858[15:40:57] <gigaherz> oaky question
L859[15:41:01] <gigaherz> I have a Chopping Block
L860[15:41:05] <gigaherz> which is a slab of oak wood
L861[15:41:10] <gigaherz> what recipe should I use for it?
L862[15:41:18] <Javaschreiber> two slaps of wood.
L863[15:41:25] <Javaschreiber> *slabs
L864[15:41:30] <gigaherz> of oak log I mean
L865[15:41:33] <gigaherz> not planks
L866[15:41:33] <Inari> i'd say no recipe :D
L867[15:41:39] <gigaherz> Inari: that'd defeat the purpose
L868[15:41:41] <Javaschreiber> log log log
L869[15:41:43] <Inari> whats the purpose
L870[15:41:45] <gigaherz> hmf
L871[15:41:54] <gigaherz> Inari: initially, chopping planks into sticks
L872[15:41:59] <gigaherz> since my mod normally disables that
L873[15:42:05] <gigaherz> I want to provide an alternative
L874[15:42:08] <gigaherz> and the idea is
L875[15:42:09] <Inari> why cant you do that on just a palced piuece of oak?
L876[15:42:12] <gigaherz> you'd manually use an axe
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L878[15:42:22] <gigaherz> on the item placed on the chopping block
L879[15:42:27] <gigaherz> and depending on which axe level you use
L880[15:42:30] <gigaherz> you'd get more or less sticks
L881[15:42:42] <diesieben07> Inari, -Dforge.verboseMissingModelLoggingCount=BIG-NUMBER
L882[15:42:51] <Inari> diesieben07: thanks
L883[15:43:25] <Javaschreiber> gigaherz: just make a round-ish log facing upwards as model. Then you can craft a log to your "chopping station"
L884[15:43:48] <gigaherz> wat
L885[15:43:53] <Inari> it should just be an oak log :f
L886[15:44:06] <gigaherz> Inari: how would that help?
L887[15:44:12] <linuxdaemon> magi
L888[15:44:14] <linuxdaemon> magic*
L889[15:44:28] <gigaherz> I can't just use the normal oak log as the crafting block
L890[15:44:34] <Inari> i mean
L891[15:44:35] <Inari> no chopping block
L892[15:44:39] <Inari> just place an oka log int he world
L893[15:44:44] <gigaherz> wat
L894[15:44:52] <gigaherz> the whole point of the chopping block
L895[15:44:57] <gigaherz> is that you can place items on top of it
L896[15:45:01] <gigaherz> and then activate theblock with an axe
L897[15:45:08] <Javaschreiber> Yeah, you can attack an item inworld with your axe
L898[15:45:17] <gigaherz> yes but that's NOT what I'm making here
L899[15:45:21] <gigaherz> stop trying to change what I'm making ;p
L900[15:45:25] <gigaherz> I asked for suggestions about a recipe
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L902[15:46:01] <gigaherz> I'm making a chopping block, which looks like a log slab.
L903[15:46:14] <gigaherz> so I'll make the recipe two oak logs side by side, and be done with it
L904[15:46:18] <Javaschreiber> I wouldn't do that.
L905[15:46:19] <Javaschreiber> In that case: Make a model 3/4 block height, roundish (aproximated by 1/16 block voxels) log facing upward.
L906[15:46:29] <gigaherz> well I'm not you.
L907[15:46:34] <Javaschreiber> Then you can just craft a log to your chopping station.
L908[15:46:45] <gigaherz> wtf is a "chopping station"?
L909[15:47:06] <Javaschreiber> The place where you use the axe to make stuff smaller.
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L911[15:47:15] <gigaherz> that's the block I need a recipe for!
L912[15:47:33] <Javaschreiber> one piece of log -> chopping station
L913[15:47:39] <gigaherz> that wouldn't work
L914[15:47:43] <gigaherz> one piece of log gives you planks
L915[15:47:51] <shredder8910> could just be a plain slab
L916[15:47:54] <gigaherz> although I guess I could remove the planks recipe
L917[15:47:57] <shredder8910> or two next to each other
L918[15:48:02] <gigaherz> and replace it with the chopping block
L919[15:48:05] <Javaschreiber> Ok. Just like a normal plank, but with log.
L920[15:48:16] <sham1> o\
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L923[15:55:20] <OrionOnline> Can somebody explain to me why the markDirty method would suddenly not be on a TE in 1.10.2? http://pastebin.com/iSWS5bBa
L924[15:56:17] <LatvianModder> Abstract method
L925[15:56:29] <LatvianModder> You must have @Override on it
L926[15:56:39] <LatvianModder> At least that fixed it for me, I think
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L929[15:57:53] <LatvianModder> Basically, it obfuscates parent method as func_whatever() and you are left with markDirty() as a different one. This happens if you extend a.. Lets say, TileSomethingInventoryBase
L930[15:58:08] <OrionOnline> Hmm I think i have that ket me check
L931[15:58:10] <OrionOnline> let*
L932[15:58:22] <LatvianModder> I learned it the hard way.
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L934[16:02:01] <OrionOnline> Found it
L935[16:02:13] <OrionOnline> I had an interface on the same TE that had a method named markDirty
L936[16:02:32] <OrionOnline> i was using that method on the interface making it not available at runtime.
L937[16:03:31] <gigaherz> meh
L938[16:03:33] <Ordinastie_> solution would be to have both markDirty and func_xxx on your interface
L939[16:03:43] <gigaherz> is there nothing to check if an ItemStack has a specific OreDictionary name?
L940[16:03:46] <Ordinastie_> and have markDirty default to calling func_xxx
L941[16:03:53] <Ordinastie_> if you're on Java8 at least
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L945[16:14:14] <Inari> do i have to call a renderupdate or such after reading data from nbt when the world loads?
L946[16:14:30] <Inari> (reading in tile entity)
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L948[16:14:36] <gigaherz> no the world isn't assigned yet
L949[16:14:46] <gigaherz> so you couldn't even if you wanted to
L950[16:15:05] <gigaherz> getActualState should be called on the Block
L951[16:15:17] <Ordinastie_> ^ and that's the reason I have to still use getUpdateTag :(
L952[16:15:23] <Inari> hmm
L953[16:15:30] <Inari> odd
L954[16:15:45] <Inari> it reads and sets the orientation value in the tile entity from nbt, but the model seems to think it isnt set :D
L955[16:15:57] <Inari> or maybe it never gets sent to hte client
L956[16:15:59] <gigaherz> do you override getUpdateTag?
L957[16:16:02] <gigaherz> and handleUpdateTag?
L958[16:16:07] <Inari> im not even sur ethats a thing in 1.9
L959[16:16:14] <gigaherz> ah 1.9?
L960[16:16:18] <Ordinastie_> no, it's 1.9.4
L961[16:16:24] <Inari> yeah
L962[16:16:28] <gigaherz> you should be ok with just getUpdatePacket + onDataPacket
L963[16:16:39] <Ordinastie_> *getDescriptionPacket
L964[16:16:44] <gigaherz> eh right
L965[16:16:46] <gigaherz> and call notifyBlockUpdate inside onDataPacket
L966[16:16:53] <gigaherz> to ensure the render cache is invalidated
L967[16:16:56] <gigaherz> and a new update is queued if needed
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L969[16:22:10] <OrionOnline> Can somebody tell me what override i am missing here? http://i.imgur.com/6QfvjuL.png
L970[16:22:13] <OrionOnline> Looks kinda funny
L971[16:22:40] <gigaherz> isOpaqueCube false?
L972[16:22:59] <gigaherz> setLightOpacity(0)?
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L975[16:29:29] <OrionOnline> I have overriden getLightValue(IBlockState state, IBlockAccess world, BlockPos pos) to make it return 15 as light level when it is burning
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L977[16:31:16] <gigaherz> I'm suggesting other things to try
L978[16:31:18] <gigaherz> ;P
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L980[16:32:26] <OrionOnline> Ah :P
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L983[16:44:37] <Inari> oh
L984[16:44:48] <Inari> i never added the property in getActualState :P maybe tahts the issue too
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L989[16:52:28] <masa> OrionOnline: call World#checkLight(pos) after it changes?
L990[16:53:34] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/tileentity/TileEntityEnderFurnace.java#L303-L309
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L992[16:56:00] <OrionOnline> masa, server or client side call?
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L994[16:58:11] <Inari> any examples of uisng a TESR to render items?
L995[16:59:23] <Ordinastie_> something like that : https://github.com/Ordinastie/MalisisBlocks/blob/1.8.9/src/main/java/net/malisis/blocks/renderer/VanishingCopierRenderer.java#L128
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L997[17:00:41] <Inari> i worded that badly it hink xD
L998[17:00:49] <Inari> i mean, how to make an item icon be a TESR
L999[17:00:50] <gigaherz> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/rack/RenderRack.java#L48
L1000[17:00:54] <gigaherz> oh
L1001[17:00:57] <gigaherz> that's the whole opposite
L1002[17:00:58] <gigaherz> ;P
L1003[17:01:09] <gigaherz> ther's a way
L1004[17:01:13] <gigaherz> but do you REALLY REALLY need it?
L1005[17:01:21] <gigaherz> you should feel bad about it
L1006[17:01:27] <gigaherz> and it has many limitations
L1007[17:01:49] <Inari> dunno, but i need a renderer anyway, so it may as well render the item too
L1008[17:02:03] <gigaherz> yeah being lazy isn't really needing it ;P
L1009[17:02:19] <Ordinastie_> funny thing, what I link is actually an item renderer :p ;)
L1010[17:02:22] <Inari> its not being lazy
L1011[17:02:43] <Inari> but i'd need to duplicate the TESr code manually to make static variant models to act as item icons...
L1012[17:02:51] <Inari> then if i change somethign about the TESR i'd have to update all the models too
L1013[17:03:11] <gigaherz> yup.
L1014[17:03:15] <Inari> afaik generally duplicating code is a bad thing :P
L1015[17:03:28] <gigaherz> it'sn ot duplicating code, just having a static model for as much as you can
L1016[17:03:33] <Inari> im not even sur eho to TESR this
L1017[17:03:35] <gigaherz> and only having on a TESR the parts that must be dynamic
L1018[17:03:38] <Inari> since it sint its own tile entity
L1019[17:03:45] <gigaherz> well no TileEntity = no TESR
L1020[17:03:46] <gigaherz> ;P
L1021[17:04:01] <Inari> gigaherz: that works, but i still need to render the non-static parts int he item
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L1023[17:04:12] <gigaherz> so yeah
L1024[17:04:29] <gigaherz> you'll need your custom IBakedModel
L1025[17:04:48] <Ordinastie_> damn, it would be so easy to do with my core :p
L1026[17:04:50] <Inari> well thers a tile entity, i guess it wil just call a render using its own TESR
L1027[17:04:54] <Inari> rather than this being a TESR
L1028[17:04:57] <Inari> same thing in teh end
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L1030[17:05:25] <gigaherz> no it's not the same thing
L1031[17:05:39] <gigaherz> items and blocks have completely different rendering paths
L1032[17:05:45] <gigaherz> there's a hook in there
L1033[17:05:50] <Inari> well i mean for the TESR itself
L1034[17:05:57] <gigaherz> which mc uses to render chests and other TESR-based blocks
L1035[17:06:00] <gigaherz> when they are in their item form
L1036[17:06:03] <gigaherz> and forgehooks that
L1037[17:06:08] <Inari> it doesnt matter if its a TESR for this, or just a renderer thats being called from a TESR
L1038[17:06:14] <gigaherz> and you can apply for that behaviour using ForgeHooksClient.registerTESRItemStack
L1039[17:06:18] <gigaherz> which is deprecated
L1040[17:06:38] <gigaherz> that sentence makes no sense
L1041[17:06:53] <gigaherz> and that's not what I mean
L1042[17:06:58] <gigaherz> when you register a TESR
L1043[17:07:02] <gigaherz> you register a TESR for a TE class
L1044[17:07:05] <gigaherz> it's bound to the TE class
L1045[17:07:08] <Inari> i know :P im just saying theres a tile entity so i can use a TESR
L1046[17:07:16] <gigaherz> so a block without a TE can't have a TESR associated
L1047[17:07:21] <gigaherz> since the TESR doesn't associate with blocks at all
L1048[17:07:24] <Inari> its just that of anothe block, but this is on that block anyway
L1049[17:07:25] <gigaherz> well
L1050[17:07:29] <gigaherz> that contradicts what you say ;P
L1051[17:07:35] <gigaherz> said before*
L1052[17:07:39] <Inari> its an item
L1053[17:07:42] <Inari> not a block in of itself
L1054[17:07:50] <gigaherz> well items don't have TESR, hence the hack
L1055[17:07:53] <Inari> its an addon to ablock
L1056[17:07:56] <Inari> that can be palced on it
L1057[17:08:00] <Inari> andt hat block its placed on has a TE
L1058[17:08:31] <Inari> it being deprecated means, what? :D
L1059[17:09:19] <Inari> theres generally depecated as in "this will be gone soon, so better dont use it" and deprecated as in "please use something else if you can"
L1060[17:09:29] <sham1> it is deprecated and should not be used
L1061[17:10:08] <Inari> right
L1062[17:10:14] <Inari> but if theres no other good way, one can use it?
L1063[17:10:30] <sham1> you can use baked models
L1064[17:10:48] <Inari> is there some example of that?
L1065[17:11:00] <Inari> do i hook ModelBakeEvent then?
L1066[17:11:01] <sham1> no
L1067[17:11:11] <sham1> ehent you hook to
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L1069[17:11:30] <Ordinastie_> Inari, you're in for a whole world of pain now :D
L1070[17:11:36] <Inari> haha
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L1073[17:13:48] <sham1> The world of hurt
L1074[17:14:21] <Inari> so, i make a custom model loader?
L1075[17:14:37] <Inari> the rendering primer is pretty vague on this kinda stuff
L1076[17:14:58] <sham1> Look at the forge repository
L1077[17:16:02] <gigaherz> you create an ICustomModelLoader
L1078[17:16:03] <gigaherz> from it
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L1080[17:16:11] <gigaherz> you choose a special string that you'll use as identifier
L1081[17:16:21] <gigaherz> something like "yourmod:special/model1"
L1082[17:16:30] <gigaherz> that you will only ever use to indicate you want this custom model
L1083[17:16:31] <gigaherz> then
L1084[17:16:44] <gigaherz> from the accepts method, you return true if it's that string (or another one that you want custom models for)
L1085[17:16:46] <gigaherz> and in loadModel
L1086[17:16:55] <gigaherz> you return an IModel corresponding to that custom model
L1087[17:17:00] <gigaherz> this IModel will be another class
L1088[17:17:14] <gigaherz> that you have to implement, this one you probably want one for each special model that you choose to have
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L1090[17:17:30] <gigaherz> there's 3 things in that class that you probably care about
L1091[17:17:45] <gigaherz> 1. the getTextures method, which is the list of texture dependencies that you will need loaded
L1092[17:17:55] <gigaherz> 2. the getDependencies method, which is the list of model dependencies that you will need loaded
L1093[17:17:58] <gigaherz> and 3. the bake method
L1094[17:18:03] <gigaherz> that's the key.
L1095[17:18:25] <Inari> :s
L1096[17:18:28] <gigaherz> in the bake method, you can return a custom IBakedModel
L1097[17:18:36] <gigaherz> with all the data needed to setup the list of quads
L1098[17:19:19] <gigaherz> this IBakedModel
L1099[17:19:34] <gigaherz> will tie in with an ItemOverrideList
L1100[17:20:06] <gigaherz> where you can implement handleItemState to return a customized model
L1101[17:20:20] <gigaherz> handleItemState is where all the magic happens
L1102[17:20:39] <gigaherz> since handleItemState is where you'll want to call bake(state
L1103[17:20:58] <gigaherz> where state is a custom IModelState object, that contains all the data needed to select which IBakedModel configuration to use
L1104[17:21:13] <Inari> this is like the most complciated part of this port haha
L1105[17:21:48] <gigaherz> the key is that
L1106[17:22:09] <gigaherz> this ItemOverrideList, is returned from IBakedModel.getOverrides XD
L1107[17:22:21] <gigaherz> which means you need to have a "generic" IBakedModel
L1108[17:22:26] <gigaherz> which can then return specialized IBakedModels
L1109[17:22:29] <Inari> ~.~
L1110[17:23:02] <gigaherz> on the upside, you can use the same class
L1111[17:23:15] <gigaherz> since the instance that mc calls getOverrides on
L1112[17:23:23] <gigaherz> won't have getQuads called on it
L1113[17:23:32] <gigaherz> so the generic one can easily have an empty list of quads
L1114[17:23:46] <gigaherz> and then the specialized models would be the ones to have the list of BakeQuads
L1115[17:23:49] <Inari> gigaherz: how do you even know all that :D
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L1117[17:24:18] <gigaherz> 40% reading williewillus' stuff
L1118[17:24:25] <gigaherz> 20% reading stuff here
L1119[17:24:29] <gigaherz> and 40% looking at the code myself
L1120[17:24:31] <Inari> didnt see much about this in the 1.8i rendering primer
L1121[17:24:33] <gigaherz> in fact
L1122[17:24:38] <gigaherz> some 10% of that I just read while talking
L1123[17:24:44] <gigaherz> not just the primer
L1124[17:24:50] <gigaherz> but all the conversations we have had in here on IRC
L1125[17:24:53] <gigaherz> keep in mind
L1126[17:24:59] <gigaherz> we learned to use the model system mostly in parallel
L1127[17:25:02] <gigaherz> I learned some things
L1128[17:25:04] <gigaherz> he learned others
L1129[17:25:07] <Inari> one of these days i;ll look through all of forge code :P
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L1131[17:25:32] <gigaherz> he was the one to take the time and write stuff about it
L1132[17:25:32] <gigaherz> ;p
L1133[17:25:45] <Inari> hehe
L1134[17:26:20] <Inari> hm
L1135[17:26:29] <Inari> from all i gather this is a lot of just setting up quads though
L1136[17:26:43] <Inari> im unsure on how to directly draw something into it using GL
L1137[17:27:06] <gigaherz> yo ucan't.
L1138[17:27:12] <Inari> then...
L1139[17:27:18] <Inari> this whole thing is kind of pointless? :P
L1140[17:27:23] <gigaherz> no thep oint is you shouldn't.
L1141[17:27:28] <gigaherz> the less GL you call the better
L1142[17:27:34] <gigaherz> if you can avoid 100% of the opengl calls, you succeeded
L1143[17:27:40] <Inari> im so confused ~.~
L1144[17:27:45] <gigaherz> it means your models are much more cacheable
L1145[17:27:51] <gigaherz> and cause less lag when there's many of them on screen
L1146[17:27:51] <Inari> well
L1147[17:27:53] <Inari> it has 128 states
L1148[17:27:58] <Inari> i could just use variants
L1149[17:27:58] <Inari> :P
L1150[17:28:02] <Inari> oh wait
L1151[17:28:07] <Inari> 256 times 16 for tint
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L1153[17:28:26] <gigaherz> it's a lot, but within acceptable numbers ;P
L1154[17:28:38] <gigaherz> specially given that you don't have to enumate them yourself
L1155[17:28:41] <gigaherz> you can use submodels and such
L1156[17:28:49] <Inari> plus it may change rapidly between these states
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L1158[17:29:00] <gigaherz> hmm that's more annoying
L1159[17:29:04] <gigaherz> how often is rapidly?
L1160[17:29:18] <Inari> however often some redstone, bundled, or analogue singal changes :D
L1161[17:29:37] <gigaherz> yeah that's acceptable
L1162[17:29:43] <gigaherz> redstone already causes render chunk updates
L1163[17:29:50] <gigaherz> so adding your own block to the list doesn't increase the load
L1164[17:29:56] <Inari> i dont think integrated redstone would
L1165[17:30:19] <gigaherz> jsut so long as it isn't changing once per tick or similar
L1166[17:30:19] <gigaherz> ;po
L1167[17:30:22] <gigaherz> ;P*
L1168[17:30:25] <Inari> hm
L1169[17:30:40] <Inari> how would i use a TESR but not use GL calls? submodel render on the fly in tesr?
L1170[17:30:53] <Inari> well, once per tick is redstone? :P
L1171[17:31:20] <gigaherz> wat
L1172[17:31:30] <gigaherz> first, if you don't use opengl calls
L1173[17:31:33] <gigaherz> then you don't even need a TESR
L1174[17:31:51] <gigaherz> you could just use an IBakedModel for the block version too
L1175[17:32:05] <Inari> dunno, ij ust recall being told that it is nicer to render a model using the TESR than doing raw gl calls
L1176[17:32:14] <gigaherz> that makes no sense
L1177[17:32:19] <Inari> i kind of still like the "update the chunk" part
L1178[17:32:20] <gigaherz> it's nicer to draw using static models
L1179[17:32:22] <gigaherz> rather than TESR
L1180[17:32:31] <gigaherz> and it's nicer to use the Tesellator rather than raw opengl
L1181[17:32:33] <Inari> *still dont like
L1182[17:32:40] <gigaherz> well
L1183[17:32:43] <gigaherz> there's an inbetween
L1184[17:32:45] <gigaherz> FastTESR
L1185[17:32:56] <gigaherz> forge has this FastTESR system
L1186[17:33:04] <gigaherz> which uses normal TESR registration process
L1187[17:33:08] <gigaherz> but then redirects the calls to the TESR
L1188[17:33:14] <gigaherz> to go through a batching mechanism
L1189[17:33:24] <gigaherz> the FastTESR can't be used with opengl calls
L1190[17:33:32] <Inari> i just need to draw a few things D: whys this such a pain :D
L1191[17:33:41] <gigaherz> you can only add new vertices to the provided vertexbuffer
L1192[17:34:06] <gigaherz> and you only have the texture atlas to get the texcoords for
L1193[17:34:11] <Inari> so far, i'll eithe ruse malisiscore, if htat helps. or make static models for the items
L1194[17:34:12] <gigaherz> so all textures must have been stitched
L1195[17:34:34] <Inari> then the inworld can still be a tesr
L1196[17:34:50] <gigaherz> yeah but if you already have the whole custom model loader
L1197[17:34:56] <gigaherz> may as well use it for blocks also ;P
L1198[17:34:59] <Inari> i dont
L1199[17:35:18] <gigaherz> right nevermind "static models"
L1200[17:35:38] <gigaherz> really my suggestion is, try to use static models for everything
L1201[17:35:46] <gigaherz> you can always implement a TESR later
L1202[17:35:54] <gigaherz> if it turns out to be too heavy on the game load
L1203[17:35:58] <Inari> maybe i'll just try staic
L1204[17:36:02] <Inari> im not sure if it will like it :P
L1205[17:36:14] <Inari> 16 tints, 8 indiviudally enableable segments
L1206[17:36:24] <gigaherz> hmm tints?
L1207[17:36:35] <Inari> 4096 states
L1208[17:36:37] <gigaherz> you can apply tints separately
L1209[17:36:45] <gigaherz> if it's just a color multiplier
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L1211[17:36:54] <Inari> apple how/where?
L1212[17:37:53] <Inari> i know you can do "tint" or such in the model or state
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L1214[17:38:02] <Inari> but i'd think thats still its own static thing then
L1215[17:38:03] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L72
L1216[17:38:20] <gigaherz> you can specify a tintIndex on the faces of a .json model
L1217[17:38:22] <Inari> hm
L1218[17:38:32] <gigaherz> and then dynamically return different colors for each tintIndex
L1219[17:38:39] <gigaherz> through a block/item color handler
L1220[17:38:48] <Inari> so 256 baked state models then? (or whatever the name is for that)
L1221[17:38:52] <gigaherz> sadly it's not supported for .obj/.b3d models
L1222[17:39:18] <gigaherz> yeah you'd need 256 blockstate variants
L1223[17:39:20] <Inari> im not sure what an acceptable number for that is
L1224[17:39:31] <gigaherz> 256 is within the bounds of acceptableness
L1225[17:39:37] <gigaherz> it's a lot
L1226[17:40:03] <gigaherz> but it's not as crazy as when I tried to have a million of them
L1227[17:40:06] <gigaherz> and mc imploded
L1228[17:40:06] <gigaherz> ;P
L1229[17:40:09] <Inari> haha
L1230[17:40:11] <Inari> what did you do
L1231[17:41:28] <gerhard> Question. I've got a TESR that's disappearing based on player camera angle even though getRenderBoundingBox() is returning INFINITE_EXTENT_AABB. Should this be happening?
L1232[17:41:29] <Inari> hm will have to see how to do this wihtout coupling the blocks together too mcuh though.. i wonder if models can have submodels, or only states
L1233[17:41:38] <gigaherz> I have this "proof of concept" mod
L1234[17:42:02] <gigaherz> it replaces vanilla trees
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L1236[17:42:13] <gigaherz> with a special "branch" block-based trees
L1237[17:42:24] <gigaherz> as a crappy example:
L1238[17:42:25] <gigaherz> https://dl.dropboxusercontent.com/u/743491/MC/2015-01-18_05.45.28.png
L1239[17:42:29] <gigaherz> that's an early test
L1240[17:42:40] <Inari> hmm looks interesting
L1241[17:42:43] <gigaherz> https://dl.dropboxusercontent.com/u/743491/MC/2015-01-19_13.07.21.png
L1242[17:42:50] <gigaherz> that's a better version of the tree generator ;P
L1243[17:42:52] <gigaherz> anyhow
L1244[17:42:58] <Inari> reminds me a bit of ... solaris?
L1245[17:43:01] <Inari> whatever that was called
L1246[17:43:01] <gigaherz> as you can see, there's different thicknesses
L1247[17:43:07] <gigaherz> at some point
L1248[17:43:11] <gerhard> yo gigaherz thats cool as fuck
L1249[17:43:21] <gigaherz> I thought of having a thickness property for each face
L1250[17:43:46] <gigaherz> that's 7 thickness values, 6 faces = 7^6
L1251[17:44:00] <gigaherz> AND on top of that there's 1 bit for the presence of leaves
L1252[17:44:02] <Inari> heh
L1253[17:44:07] <gigaherz> !!calc 7^6 * 2
L1254[17:44:07] <gigaherz> gigaherz: Result(s): 235298
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L1256[17:44:23] <gigaherz> and on top of that' there's the wood type variants
L1257[17:44:31] <gigaherz> on separate blocks
L1258[17:44:38] <gigaherz> but still 235k * 6 woodtypes
L1259[17:44:44] <gigaherz> yeah over a million ;P
L1260[17:46:03] <gigaherz> just to remind you, each variant is enumerated on load
L1261[17:46:09] <gigaherz> and each variant gets a model generated for it
L1262[17:46:32] <gigaherz> that's over a million times mc tried to run the code that generates an IBakedModel from the data on the blockstates file
L1263[17:46:43] <gigaherz> creating that many IBakedModel instances and such
L1264[17:46:49] <gigaherz> the RAM couldn't keep up.
L1265[17:46:56] <williewillus> couldve made a lazy smart model :P
L1266[17:47:02] <Inari> hmmmmm
L1267[17:47:51] <Inari> i cant have a subblockstate, can i?
L1268[17:48:17] <gigaherz> williewillus: that's what I did... or planned on doing
L1269[17:48:38] <gigaherz> I think I solved it some other way in the end
L1270[17:48:55] <FusionLord> gigaherz, forestry, bop addons :P
L1271[17:49:54] <williewillus> what were the flags to stop the java compiler from hiding more than 100 errors again?
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L1273[17:50:34] <Inari> hrm... yeah, i'll stil have to ponder about this some more, might have to rework more parts.. currently staticmodels introduces more coupling than i'd like there to be
L1274[17:51:12] <Inari> may have to write a custom model loader so i can bake stuff on the fly
L1275[17:51:17] <williewillus> wat
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L1277[17:51:44] <gigaherz> FusionLord: the plan, when I was working on it, was to have an API, to apply for other tree types
L1278[17:51:49] <williewillus> any code you write to generate visuals is implicitly more coupled than a dedicated model file that is loaded. that being said idk your full usecase so whatever
L1279[17:51:56] <gigaherz> but I just don't have enough interest in it
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L1281[17:52:05] <gigaherz> https://github.com/gigaherz/NaturalTrees/tree/master/src/main/java/gigaherz/nattrees
L1282[17:52:11] <gigaherz> feel free to fork if you want ;P
L1283[17:52:45] <gigaherz> I have to warn you, though
L1284[17:53:00] <Inari> williewillus: well there are socket blocks, which are just blocks that dont do much by themselves though, and on those other things can be placed (currently only 2 things, but it should be extesnible), "on top" meaning you rightclick on the already existing socket and the thing is taken from your hand and placed onto it visually, and functioanlly (but still in the same block)
L1285[17:53:08] <Inari> i can ahvea "has7Seg" variant or such
L1286[17:53:12] <gigaherz> there's a bug somewhere that causes it to crahs randomly when generating new chunks ;P
L1287[17:53:20] <gigaherz> I couldn't figure it out.
L1288[17:53:29] <Inari> but then im not sure how to pass the info on which segmetns are lit into the submodel of that
L1289[17:53:37] <Inari> and i'd rather not have a propert for every kind of placeable thing
L1290[17:53:55] <williewillus> sounds like a job for multiparts
L1291[17:54:54] <Inari> maybe, in 1.7.10 the mod seems to just have stored in the TE whats placed on it and called the appropriate render function that renders the appropriate model
L1292[17:55:00] <Inari> using Gl calls and/or CCL models
L1293[17:55:34] <gigaherz> yeah in 1.7.10, it was common to use TESR and IItemREnderer for everything
L1294[17:55:39] <gigaherz> even things that didn't require them
L1295[17:55:49] <williewillus> and performance tanks
L1296[17:55:55] <gigaherz> that's why 1.7.10 modpacks lag so much
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L1299[17:57:54] <quadraxis> williewillus: -Xmaxerrs <number>
L1300[17:57:57] <Inari> so not sure how to do this now :/ either i for now justmake it not very exensible and very coupled. or dunno
L1301[17:58:01] <Inari> maybe i should make a lbockSocket
L1302[17:58:07] <Inari> and a blockSocket7Segment
L1303[17:58:11] <Inari> and just change the block
L1304[17:58:12] <williewillus> multiparts already handle them all being separated
L1305[17:58:16] <williewillus> i think you should use it :P
L1306[17:58:37] <Inari> maybe, but multiparts adds a whole new layer of complication xD so i wanted to avoid them fro the time being, but i guess migth ahve to use that
L1307[17:58:52] <williewillus> yuo have a socket block that can hold a ton of other modules on itself right?
L1308[17:59:33] <Inari> well, form the module sso far it seems to be just 1 module per socket, but with various amounts of possible modules
L1309[17:59:50] <williewillus> yeah that fits multiparts use case
L1310[18:00:01] <Inari> hm
L1311[18:00:04] <Inari> guess i'l llook into those then
L1312[18:14:21] <Keridos> is there a convenient way to generate 1.9.4 compatible jars with a build gradle for 1.10.2 ?
L1313[18:14:36] <Keridos> my mod currently runs on both forge versions when i build for 1.9.4
L1314[18:14:56] <diesieben07> Keridos, you should be able to set the accepted minecraft verison to [1.9.4,1.10.2] and it should work
L1315[18:14:59] <diesieben07> in your @Mod that is
L1316[18:14:59] <williewillus> that shouldn't matter
L1317[18:15:01] <williewillus> ^
L1318[18:15:15] <williewillus> as long as you don't have compile errors in eitjher version and you set the accepted range properly it'll work
L1319[18:15:42] <diesieben07> you have to set it manually
L1320[18:15:48] <diesieben07> as 1.10 has code to load 1.9.4 mods
L1321[18:15:51] <diesieben07> but not vice versa
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L1324[18:18:30] <gerhard> so I'm not familiar with how expensive raycasting is. If I wanted to check for a block within 16 blocks in a certain direction, would a raycast be cheaper or would iterating over the 16 blocks between the two points be cheaper
L1325[18:18:54] <williewillus> why would you raycast for that
L1326[18:19:11] <williewillus> are you wanting to check along a certain ray?
L1327[18:19:12] <diesieben07> raycasting is not some magical thing
L1328[18:19:18] <diesieben07> it is just iteration in a way :P
L1329[18:19:22] <gerhard> Yeah I figured
L1330[18:19:44] <williewillus> i mean its an xy, describe what you want to do at a more abstract level
L1331[18:20:34] <gerhard> Check for a solid block between (x, y, z) and (x + 16, y, z). I'm assuming that iterating in that direction myself is cheaper but I wanted to make sure
L1332[18:20:55] <diesieben07> gahh i hate the summer.,..
L1333[18:20:56] <williewillus> yeah not sure what a raycast would help for there :P
L1334[18:21:04] <williewillus> just iterate on x
L1335[18:21:04] <diesieben07> fuckign 30°C in my room
L1336[18:21:22] <gerhard> Thanks guys, sorry for the dumb question :P
L1337[18:21:28] <diesieben07> and evne though i have a fly screen on my window there are these small flies that fit through the grid...
L1338[18:21:33] <diesieben07> and now half my wall is covered in them
L1339[18:21:35] <diesieben07> fuck my life
L1340[18:21:41] <gerhard> yeeaah im not the biggest fan of summer either
L1341[18:21:58] <diesieben07> can we just... kill all insects please? :D
L1342[18:22:16] <gerhard> diesieben07 for chairman of the EPA
L1343[18:22:23] <williewillus> you said its hot https://i.gyazo.com/5395edd780fe0716d93d650868b03249.png (though my room is nicely A/C'ed ;p)
L1344[18:22:40] <diesieben07> fuck you americans and your lovely ac
L1345[18:22:50] <williewillus> is that not a thing? :P
L1346[18:22:58] <diesieben07> you would think that ZE GERMANS would think to put AC in the room
L1347[18:23:06] <diesieben07> but "Oh no its only hot like 2 weeks of the year"
L1348[18:23:09] <diesieben07> "it's not worth it"
L1349[18:23:15] <diesieben07> YES IT IS FUCKIGN WORTH IT EVEN FOR 2 days.
L1350[18:23:45] <diesieben07> /rant
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L1352[18:31:42] <Inari> i'd rather keep my air free of alternating currents
L1353[18:31:53] <diesieben07> hurr durr
L1354[18:31:59] <Inari> ;D
L1355[18:32:19] <Keridos> lol
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L1370[19:00:13] <Shambling> so has anyone implemented right click for one full stack in 1.10.2 modding yet? =O
L1371[19:00:55] <Shambling> lol, look up, and last question I asked is if someone has replaced vanilla step jump from 1.10 :P
L1372[19:06:52] <williewillus> anyone good with the Structure worldgen system?
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L1376[19:13:27] <FusionLord> .... williewillus diesieben07 http://puu.sh/q8JXb/422dab17db.png
L1377[19:13:41] <williewillus> lol
L1378[19:13:53] <williewillus> but you have ac so :P
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L1388[19:45:42] <Shambling> but is it humid
L1389[19:45:43] <Shambling> =P
L1390[19:46:22] <FusionLord> no it doesn't get humid here
L1391[19:46:45] <Shambling> I'd look at living in a cave with temperatures like that
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L1399[20:06:35] <KnightMiner> What's going on with the failtest branch? I assume I should stick to the build from the normal branch?
L1400[20:13:29] <williewillus> yes
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L1421[21:05:08] <JroticaG> can someone help me out
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L1423[21:11:06] <SatanicSanta> Is there detailed documentation of json submodels somewhere?
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L1425[21:11:51] <SatanicSanta> I've got a thing made up of 2 cuboids, one of which rotates based on the TE
L1426[21:12:14] <SatanicSanta> Not sure how I'm going to go about it using JSON models yet, but it sounds like submodels may be what I'm looking for
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L1428[21:19:49] <williewillus> submodels are only for blockstates/static system
L1429[21:19:55] <SatanicSanta> mkay.
L1430[21:19:57] <williewillus> if you have a tesr just have two bakedmodels and render them however you want
L1431[21:20:13] <williewillus> or rather have the stationary one be static
L1432[21:20:17] <williewillus> and render the moving one in tesr
L1433[21:20:32] <SatanicSanta> hrm.
L1434[21:20:42] <SatanicSanta> alright
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L1436[21:27:01] <rebecca> if i want to alter the properties of a dropped block item for a particular kind of block, should i be be trying to modify dropBlockAsItem or create a separate method?
L1437[21:27:31] <williewillus> someone else's block or yours?
L1438[21:27:45] <rebecca> mine
L1439[21:28:16] <williewillus> change getItemDropped, quantityDropped, and damageDropped
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L1441[21:28:44] <rebecca> okay, i'll try that
L1442[21:28:46] <williewillus> if you need more complex behaviour override the forge provided getDrops(). by default getDrops just calls those three methods
L1443[21:28:46] <rebecca> thanks :)
L1444[21:28:48] <williewillus> np
L1445[21:28:54] <rebecca> ahhh
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L1450[21:45:35] <rebecca> hmmmm, i think i asked the wrong question
L1451[21:47:14] <rebecca> where should i be looking to tweak a basic custom block so that when the block is broken, it drops item entities with custom speed and gravity?
L1452[21:47:38] <williewillus> so you want a custom entity?
L1453[21:47:54] <rebecca> ahh, i suppose so
L1454[21:48:10] <rebecca> sorry, i'm learning
L1455[21:48:14] <rebecca> or trying to :)
L1456[21:50:06] <williewillus> you could have an event handler that listens for entityitems joining the world, cehcks if their item inside is yours, then changes the speed. or you could just make your item have a custom entity
L1457[21:50:24] <williewillus> for the first use an event handler on EntityJoinWorldEvent, for the latter override Item.hasCustomEntity and createEntity
L1458[21:51:09] <rebecca> the latter seems to be what i'm after
L1459[21:51:20] <rebecca> thanks, i'll poke around there :D
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L1463[22:05:21] <Keridos> i am having a weird issue here: I have tile entities with correct nbt saving and loading functions and shouldRefresh is false, but for some reason they completely reset on world load
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L1466[22:14:48] <williewillus> Keridos: paste the class
L1467[22:15:36] <Keridos> williewillus: https://github.com/Keridos/teslaadditions/blob/master/src/main/java/com/skidsdev/teslaadditions/tile/TileEntityGeneratorStirling.java
L1468[22:16:12] <Keridos> weird is that i checked in debugging, the nbt read and write functions serialize correctly and the tag seems to be correct
L1469[22:16:26] <Keridos> So i guess there is something deeper going badly
L1470[22:16:45] <Keridos> you might need to check the extending classes as well
L1471[22:17:57] <Keridos> this is a bit embarassing, I took a look at this half inactive project and was like, i am gonna fix stuff, been tweaking since almost 2 hours and did not get that bug yet
L1472[22:18:25] <williewillus> are you sure they've reset or are they just not synced clientside
L1473[22:20:03] <Keridos> it might be clientside syncing stuff
L1474[22:20:11] <Keridos> but even the inventory is not synced
L1475[22:20:41] <Keridos> shouldnt that be synced correctly with the getUpdateTag and getUpdatePAcket and handleUpdate etc?
L1476[22:23:02] <williewillus> idk
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L1491[23:37:23] <Keridos> is there a function in a tile entity that gets loaded after readnbt once on world load?
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L1495[23:43:26] <kenzierocks> onLoad?
L1496[23:43:39] <kenzierocks> oh, no that's chunk load
L1497[23:43:54] <kenzierocks> what I did to "fix" that is register a WorldLoad event listener
L1498[23:44:00] <kenzierocks> and in onLoad i add tiles to a list
L1499[23:44:11] <kenzierocks> then the listener fires all of those tiles
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