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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
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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
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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
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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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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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
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?
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
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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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
L406[10:57:29]
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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_> ;)
L414[10:59:38] ⇦
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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
L417[11:02:18]
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L419[11:05:31] <tterrag|ZZZzzz> replace
"REference.java" with whatever class to replace in
L420[11:05:34] ***
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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 ?
L424[11:11:51]
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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
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
L515[12:14:38] ***
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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
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 ?
L547[12:46:05] ⇦
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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?)
L567[13:14:37] ***
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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
L632[13:51:56] ⇦
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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
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
L660[14:00:11]
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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
L663[14:02:21] ⇦
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L666[14:04:47] <Xilef11> why is attack
speed negative?
L667[14:04:53]
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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
L694[14:12:37]
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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
L701[14:13:59] ⇦
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L702[14:14:17] <gigaherz> whoever
suggested the "pretty name" simply chose that one because
it was used for translation
L703[14:14:40]
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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
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
L779[14:36:58] ⇦
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L780[14:38:00] <shredder8910> Turned off
auto-import and reran, working now
L783[14:43:11] ⇦
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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
L791[14:53:34] ⇦
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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
L797[14:57:50]
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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
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
L819[15:15:19]
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L821[15:19:39] ***
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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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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
L854[15:40:36]
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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
L877[15:42:20]
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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
L901[15:45:54] ⇦
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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.
L910[15:47:07]
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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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L922[15:50:35] ***
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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
L927[15:57:34]
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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
L942[16:06:56] ⇦
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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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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
L979[16:31:25] ***
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L980[16:32:26] <OrionOnline> Ah :P
L981[16:32:56] ***
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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?
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L992[16:56:00] <OrionOnline> masa, server
or client side call?
L993[16:57:00] ***
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L994[16:58:11] <Inari> any examples of
uisng a TESR to render items?
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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
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
L1068[17:11:26]
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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
L1079[17:16:07]
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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
L1116[17:23:53] ***
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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
L1130[17:25:23]
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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
L1152[17:28:16]
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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
L1210[17:36:52]
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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
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
L1235[17:42:02]
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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:
L1239[17:42:29] <gigaherz> that's an
early test
L1240[17:42:40] <Inari> hmm looks
interesting
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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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
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?
L1373[19:10:18]
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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
L1435[21:25:36]
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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
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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