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L29[01:22:04] <tterrag> and I only added
one easter egg...
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L39[01:42:05] <tterrag> go nuts
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L44[01:59:30] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160725 mappings to Forge Maven.
L45[01:59:34] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160725-1.10.2.zip
(mappings = "snapshot_20160725" in build.gradle).
L46[01:59:44] <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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L54[02:23:51] <sham1> Morning
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L65[02:44:12] <killjoy> My day is starting
out bad
L66[02:44:19] <killjoy> eclipse just
crashed on me with unsaved work
L67[02:45:25] <killjoy> it doesn't seem to
like an anonymous inner class inside a lambda
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L69[02:46:03] <sham1> That just sounds like
asking for trouble
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L71[02:47:34] <RANKSHANK> Note to self:
don't go back to eclipse :P
L72[02:48:07] <killjoy> I got it to
work.
L73[02:48:12] <killjoy> had to use ->
{
L74[02:48:17] <killjoy> instead of ->
;
L75[02:48:35] <killjoy> it's a factory
interface
L77[02:50:27] <tterrag> what eclipse
version?
L78[02:50:35] <killjoy> 4.5.2
L79[02:50:49] <killjoy> build
20160218-0600
L80[02:51:30] <tterrag> so, mars?
L81[02:51:34] <killjoy> mars.2
L82[02:51:37] <tterrag> neon is out
:P
L83[02:51:52] <killjoy> for some reason, I
could only get the EE version
L84[02:51:55] <tterrag> I'm using it with
pretty much no issues
L85[02:52:11] <killjoy> Eclipse EE is a bit
confusing
L86[02:52:18] <killjoy> probably because I
don't understand EE
L87[02:53:43] <tterrag> why would you get
EE :P
L88[02:53:51] <killjoy> felt like learning
server java
L89[02:53:56] <killjoy> it didn't go
well
L90[02:54:27] <killjoy> I decided node
would be better
L91[02:54:40] <sham1> Eww, javascript
L92[02:54:48] <killjoy> typescript makes
things better
L93[02:54:58] <sham1> No it doesn't
L94[02:55:04] <killjoy> a bit
L95[02:55:06] <sham1> Because it still
accepts normal javascript
L96[02:55:11] <sham1> Which is not
typed
L97[02:55:22] <killjoy> it compiles to
javascript, yes
L98[02:55:25] <killjoy>
"compiles"
L99[02:55:29] <sham1> That
L100[02:55:33] <sham1> is not what I
mean
L101[02:55:53] <sham1> Typescript is a
"superset" over javascript
L102[02:56:06] <sham1> All javascript is
also perfectly legal Typescript
L103[02:56:07] <killjoy> like how groovy
is a superset to java?
L104[02:56:11] <sham1> Yes
L105[02:56:26] <killjoy> doesn't help if
people don't use it?
L106[02:56:46] <sham1> But typescript has
strong typing
L107[02:56:54] <sham1> While javascript,
not so much
L108[02:57:06] <killjoy> it still warns
you
L109[02:57:17] <sham1> Yes, but it does
not reject
L110[02:57:25] <sham1> Because of the
design of the language
L111[02:57:58] <killjoy> doesn't say
anything when you're using the any type
L112[02:58:32] <sham1> Indeed
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L146[04:44:12] <killjoy> Looks like
srg2src didn't like my anonymous inner class inside a lambda
L147[04:44:31] <killjoy> Null method
binding! @Override public void drawTextBox()
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L173[06:15:29] <Wuppy> I have to say, I
started playing Victor Vran yesterday and it's awesome :)
L174[06:15:59] <Wuppy> really good humor
combined with gameplay similar to Diable
L175[06:16:01] <Wuppy> Diablo*
L176[06:17:23] *** V
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L183[06:43:04] <Ordinastie_> !gf
OAK_DOOR
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L185[06:44:59] <Ordinastie_> !gf
field_180411_ar
L186[06:47:32] <Ordinastie_> wtf, windows
doesn't let me use forge installer :x
L187[06:47:45] <Ordinastie_> oh, I can
force it, nvm
L188[06:49:38] <plp> are the item handler
capabilities broken for EntityLiving?
L189[06:50:19] <sham1> What do you
mean
L190[06:50:23] <plp> or have I
misunderstood what they're for?
L191[06:51:07] <plp> the ItemStackHandlers
returned don't modify the entity's equipment
L192[06:52:00] <plp> seems they change the
itemstacks in EntityLivingBase fine
L193[06:52:18] <plp> but EntityLiving has
different itemstack arrays for the inventory
L194[06:52:23] <plp> which aren't
affected
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L206[07:03:21] <Ordinastie_> !gm
func_189546_a
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L209[07:04:10] <Ordinastie_> !gm
Block.neighborChanged
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L221[07:14:15] <sham1> Kind of
phallic
L222[07:19:08]
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L223[07:29:11] <geratheon> mh, is it
possible to put an IItemHandler instance into a gui Slot, or do I
*need* an IInventory?
L224[07:29:58] <masa>
SlotItemHandler
L225[07:30:14] <geratheon> that's far too
easy.
L226[07:30:17] <geratheon> thanks :D
L228[07:30:34] <sham1> Note that for
insertion the IItemHandler has to support modification
L229[07:30:39] <masa> notice that it sort
of needs an IItemHandlerModifiable
L230[07:31:31] <masa> the inventories you
use for the container/slots need to be modifiable, otherwise the
slots and thus also all container syncing blows up, unless you do
custom syncing
L231[07:33:03] <geratheon> first time
playing around with capabilities, thanks!
L233[07:34:33] <geratheon> that's good to
know, I'll add it to my list of repositories I use to
"research"
L234[07:34:54] <sham1> 2^32 copypastas
later
L235[07:35:17] <geratheon> but yeah, it
works now with the IItemHandlerModifiable :)
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L238[07:36:32] <masa> sham1: well at least
the copypasta isn't recursive in my case, all of my inventory stuff
was written from scratch, I think...
L239[07:37:33] <masa> at least 95% of it
or something
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L242[07:42:11] <sham1> Why do I keep
getting webdev adverts
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L244[07:43:05] <sham1> OUt of all
programming ads to show, why webdev
L245[07:43:15] <gigaherz> HMPF
L246[07:43:23] <gigaherz> I was
implementing a way to replace ore drops
L247[07:43:33] <gigaherz> with my
"rocks"
L248[07:43:41] <sham1> Was there another
way
L249[07:43:43] <gigaherz> so I made it so
that anything that would return an ore
L250[07:43:58] <gigaherz> gets replaced by
2..4 rocks
L251[07:44:11] <gigaherz> but that means,
something that isn't the actual ore, would also get the drops
replaced
L252[07:44:14] <gigaherz> unless it's
silktouched
L253[07:44:22] <gigaherz> I'm not sure
that's a good thing :/
L254[07:44:28] <sham1> Yeah
L255[07:44:30] <sham1> Not really
L256[07:44:49] <gigaherz> but
L257[07:45:01] <gigaherz> what is there
that would drop copper ore when harvested
L258[07:45:08] <gigaherz> other than
copper ore itself?
L259[07:46:53] <gigaherz> I hate that
there isn't a way to register IBlockStates in the OreDictionary
;p
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L261[07:47:14] <gigaherz> otherwise I'd do
like hasOreName(state, "oreCopper") ;P
L262[07:49:46] <sham1> Make a PR ;)
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L264[07:50:30] <gigaherz> meh I'll just
leave it as-is
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L266[07:50:36] <gigaherz> if someone
complains then I'll handle the issue
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L268[07:51:07] *
sham1 complains
L269[07:51:44] <gigaherz> you don't even
play with my Survivalist mod, do you?
L270[07:51:50] <gigaherz> ;P
L271[07:52:33] <sham1> Nah
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L288[08:32:48] <Ordinastie_> !gm
func_185473_a
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L292[08:42:17] <shadowfacts> what's the
replacement for ISmartBlockModels for using a different IBakedModel
based on the state?
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L295[08:45:57] <gigaherz> shadowfacts:
IBakedModel#getQuads
L296[08:46:01] <gigaherz> has the
IBlockState parameter
L297[08:46:07] <gigaherz> from which you
can read extended properties and such
L298[08:46:19] <shadowfacts> oh hey
L299[08:46:20] <shadowfacts> nice
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L301[08:46:31] <shadowfacts> that's
handy
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L305[08:57:34] <Wuppy> can someone check
something for me
L306[08:57:57] <Wuppy> what's the name of
the knockback enchantment in the most recent version of 1.8?
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L316[09:29:57] <mort> I went that far,
then finally found a desert
L317[09:30:13] <mort> then died because I
was teleported back to my boat and killed by a zombie due to
network issues
L318[09:30:29] <mort> this is why it's
ridiculous to "encourage exploration" by using cactus in
recipes.
L319[09:30:39] <geratheon> amen
L320[09:33:13] <auenf> the old boat
bug?
L321[09:33:21] <gigaherz> that still
happens?
L322[09:33:27] <gigaherz> what version of
mc are you playing on?
L323[09:38:21] <Wuppy> holy crap.... I
organized a bbq a while back and I finally heard how much we earned
from it
L324[09:38:31] <gigaherz> lol?
L325[09:38:38] <Wuppy> it cost us like
450, in the end our bank account went up like 800
L326[09:38:47] <Wuppy> somehow we earned
over 1200
L327[09:38:49] <Wuppy> in 1 evening
L328[09:39:10] <Wuppy> I'm uhh, quite
impressed by that xD
L329[09:39:30] <gigaherz> nice
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L334[10:05:23] <electrolitic> In the
drawTexturedModalRect method, is everything measured in
pixels?
L335[10:06:17] <gigaherz> sortof
L336[10:06:20] <gigaherz> it assumes
256x256
L337[10:06:25] <gigaherz> so if the
texture is 256x256, it's in pixels
L338[10:06:27] <gigaherz> ;P
L339[10:06:49] <electrolitic> Cool
L340[10:06:50] <gigaherz> if it's any
other size, it won't be in pixels, so you may want to use the one
with the custom size
L341[10:07:04] <electrolitic> Ah
L342[10:08:20] <electrolitic> the
customSizedTexture method you mean?
L343[10:09:35] <gigaherz>
drawModalRectWithCustomSizedTexture
L344[10:10:41] <electrolitic> Yeah, that
one
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L346[10:10:58] <electrolitic> Does it look
any nicer with more pixels? Like any image would?
L347[10:11:33] <gigaherz> depends
L348[10:11:40] <gigaherz> the idea of
custom texture size
L349[10:11:47] <gigaherz> is that you may
have a details texture that isn't exactl 256x256
L350[10:11:54] <gigaherz> resourcepacks
may choose to use like 512x512 textures
L351[10:11:59] <gigaherz> but you
shouldn't try to handle those
L352[10:12:09] <gigaherz> the normal
functio nthat assumes 256x256 will still work for them
L353[10:12:15] <gigaherz> and for your
textures
L354[10:12:25] <gigaherz> if you make it
pixel-perfect, it will look best
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L356[10:18:57] <sokratis12GR> guys are
LootTables finished ?
L357[10:19:09] <sokratis12GR> I mean is
there a way to modify a current loottable ?
L358[10:19:16] <gigaherz> there's an
event
L359[10:19:19] <gigaherz> dunno what it
allows
L360[10:19:31] <sokratis12GR> ok
L361[10:20:12] <McJty> yes you can modify
loottables
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L363[10:24:21] <rebecca> do any mods
procedurally generate blocks? is that even possible?
L364[10:27:18] <electrolitic> I mean, I
want to say applied energisitics had meteors fall (a bunch of
blocks) at one point. Not sure.
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L368[10:29:14] <rebecca> sorry, i should
have said types of blocks
L369[10:34:54] <electrolitic> There's an
x, and there's a texturex. What exactly is the difference?
L370[10:35:17]
⇨ Joins: xJon (~xJon@143.116.138.77.rev.sfr.net)
L371[10:35:49] <xJon> Hello! I'm having
some trouble with a spawn egg of a custom entity I made
L372[10:36:01] <xJon> first of all, the
egg's name, where can I change it? I can't figure out
L374[10:36:52] <xJon> Oh wait, I just
figured it out.
L376[10:37:24] <xJon> Trying to fix this
in the last couple of days and I can't
L377[10:37:26] <fuj1n|birthday> You should
really consider using the Minecraft localization system, so instead
of specifying it's name directly, you specify it in en_US.lang
inside the lang folder in assets
L378[10:37:38] <xJon> Happy
birthday!
L379[10:37:42] <fuj1n|birthday>
Thanks~
L380[10:37:49] <Cazzar> xJon enable
transparency on the block.
L381[10:37:55] <xJon> enable? not
disable?
L382[10:38:01] <xJon> oh of course
L383[10:38:03] <rebecca> electrolitic: i'm
pondering a mod with potentially thousands of block types. it could
be a lot easier to derive them on the fly as needed.. but i'm just
thinking out loud
L384[10:38:14] <electrolitic> Oh
L385[10:38:23] <xJon>
isTranslucent()
L386[10:39:03] <fuj1n|birthday> I
recommend isOpaqueCube
L387[10:39:19] <geratheon> Normally, the
gui class and the container class are "communicating"
with each other via the IInventory#[sg]etField() method (if I'm
right) .. But now, with the capabilities, I don't have
IInventories, I've IItemHandlers. How should I do it now?
L388[10:40:08] <fuj1n|birthday> It takes
IBlockState as a parameter
L389[10:40:15] <fuj1n|birthday> xJon
^
L390[10:40:19] <xJon> Okay I'll use
isOpaqueCube
L391[10:40:27] <xJon> booting up
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L393[10:43:06] <xJon> Hmm it didn't fix
it
L394[10:43:15] <fuj1n|birthday> Did you
return false?
L395[10:43:21] <fuj1n|birthday> You need
to return false.
L396[10:43:38] <xJon> right
L397[10:43:44] <xJon> uh..
L398[10:43:51] <xJon> yeah I managed to do
everything wrong.
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L400[10:44:12] <fuj1n|birthday> True is
the default, it means that the block is a full cube, which means
Minecraft is allowed to cull whatever block faces surround
it.
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L402[10:46:12] <xJon> I see
L403[10:46:15] <xJon> okay it fixed
it
L404[10:46:17] <xJon> thanks a lot
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L408[10:47:09] <fuj1n|birthday> No problem
^_^ Happy to help.
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L411[10:50:30] <electrolitic>
drawModalRectWithCustomSizedTexture has a u parameter and a v
parameter. What in the world are those?
L412[10:50:40] <electrolitic> both
floats
L413[10:50:43] <tterrag|ZZZzzz> texture
coordinates
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L415[10:51:06] <electrolitic> Oh
L416[10:52:00]
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L417[10:52:08] <tterrag> every draw method
for a texture takes those
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L419[10:52:38] <electrolitic> The
drawTexturedModalRect says textureX and textureY, so I wasn't
sure...
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L421[10:52:54] <tterrag> public void
drawTexturedModalRect(float xCoord, float yCoord, int minU, int
minV, int maxU, int maxV)
L422[10:52:55] <tterrag> nope
L423[10:53:03] <electrolitic> It's
overloaded
L424[10:53:27] <tterrag> I see, that's
really a mistake
L425[10:53:37] <tterrag> !gp
textureX
L426[10:53:53] <tterrag> mistake
L427[10:54:10] <electrolitic> and what
does the x and y refer to if it's not the texture's x and the
texture's y?
L428[10:54:29] <tterrag> !sp p_73729_3_
u
L429[10:54:36] <tterrag> !gp
p_73729_3_
L430[10:54:45] <tterrag> ergh
L431[10:54:50] <electrolitic> Erm, what
are you saying?
L432[10:54:51] <tterrag> why can't I
rename params...they don't break compat
L433[10:54:59] <tterrag> electrolitic: um,
the position to draw?
L434[10:55:10] <electrolitic> Like, on
minecraft itself?
L435[10:55:23] <tterrag> what?
L436[10:55:26] <electrolitic> Erg
L437[10:56:05] *
gigaherz sighs
L438[10:56:08] <electrolitic> One
moment
L439[10:56:11] <electrolitic> I have an
idea.
L440[10:56:17] <gigaherz> I have no idea
why this isn't working lol.
L441[10:56:34] <gigaherz> I spend all the
hime here teaching people how to use the model system
L442[10:56:50] <gigaherz> and I can't get
my block to show different textures based on blockstate properties
XD
L444[10:57:14] <electrolitic> I still
gotta learn the blockstate stuff.
L445[10:58:04] <tterrag> I've still only
ever used the vanilla model stuff :x
L446[10:58:05] <tterrag> not forge
L451[10:59:02] <gigaherz> if someone sees
an issue, I'd appreciate
L452[11:00:38] <tterrag> don't you need
{[]} or some thing
L453[11:00:42] <tterrag> around the
model
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L455[11:00:47] <electrolitic> I'd help if
I understood it :/
L456[11:01:00] <gigaherz> no that's just
for when you have a direct variant string
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L458[11:01:14] <gigaherz> rather than
property+value in nested objects
L459[11:03:41] *
gigaherz flips table
L460[11:03:49] *
gigaherz smashes table in mid-air
L461[11:04:04] <gigaherz> I added
"defaults": { "transform":
"forge:default-block" }
L462[11:04:08] <gigaherz> which shouldn't
be needed
L463[11:04:09] <gigaherz> and now it
works
L464[11:04:16] <xJon> Does anyone know why
I can't have my custom bow have a "fancy" FOV change like
the vanilla bow?
L465[11:04:38] <xJon> The FOV changes
once, when you start to use the bow, and that's it
L467[11:04:43] <gigaherz> in fact it
should be wrong, since I'm applying the transform twice
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L470[11:13:07] <tterrag> xJon: you are
applying based on event.getNewFov()
L471[11:13:10] <tterrag> I'd use
current
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L476[11:20:39] <xJon>
event.getFov()?
L477[11:21:14] <tterrag> I suppose
L478[11:23:37] <Xilef11> I presume there
isn't a version of World#setBlockState that doesn't call
breakBlock() on the block being replaced?
L479[11:24:27] <xJon> tterrag: It didn't
fix it D;
L480[11:25:06] <gigaherz> Xilef11: I used
this hack
L481[11:25:16] <gigaherz> to prevent
spilling the drops when using my tape
L484[11:25:49] <tterrag> xJon: not sure
then
L485[11:26:15] <Xilef11> what does that
do?
L486[11:26:23] <xJon> Does anyone know an
open source mod for 1.9+ with custom bows/arrows?
L487[11:26:55] <gigaherz> Xilef11: the
field is used to prevent spilling drops
L488[11:27:01] <gigaherz> when undoing a
block change
L490[11:27:10] <gigaherz> but
L491[11:27:18] <gigaherz> it can be abused
for other purposes
L492[11:27:46] <Xilef11> I'll try it
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L494[11:31:55] <xJon> tterrag can I use
that code?
L495[11:32:20] <tterrag> xJon: it's public
domain
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L521[11:42:09] <xJon> ttrrag: your code
works and it's much smoother than the vanilla way
L522[11:42:50] <tterrag> MattDahEpic: your
getMetaFromState and/or getStateFromMeta is broken
L523[11:43:03] <tterrag> xJon: not my code
:P
L524[11:43:14] <xJon> who's code? :P
L525[11:43:18] <xJon> (then)
L526[11:43:21] <tterrag> CrazyPants
L528[11:43:46] <xJon> whose*
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L542[12:02:21] <mrkirby153> Is the only
way to delay something by a half second or so is to use a
thread?
L543[12:03:28] <gigaherz> depends
L544[12:03:40] <gigaherz> if this is a
block, you can schedule a block update
L545[12:03:45] <gigaherz> and after the
requested amount of ticks
L546[12:03:52] <gigaherz> you'll get a
call to updateTick
L547[12:04:17] <mrkirby153> It's a thing
done when the player logs into the server
L548[12:04:45] <gigaherz> you can also
spawn an entity with a counter, and do the thing when the entity's
counter reaches 0
L549[12:04:48] <gigaherz> but that's a bit
meh
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L551[12:05:17] <gigaherz> (you asked if it
was the only way, I'm giving you alternatives, not saying if they
are better or not ;P)
L552[12:05:28] <gigaherz> another option
is to have a server tick
L553[12:05:28] <mrkirby153> But the
easiest way is a thread?
L554[12:05:40] <gigaherz> and a queue of
events along with the target times
L555[12:05:46] <mrkirby153> I'll just do a
thread + executor service or something
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L559[12:08:23] <mrkirby153> If I was
waiting like 500 ms then doing something that takes like 3 ms
(Writing data or something) should I use a Cached thread pool or a
fixed thread pool>
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L561[12:13:16] <gigaherz> hmf this is
annoying
L562[12:13:35] <gigaherz> is there some
way for people to customize the load order of mods
L563[12:13:48] <gigaherz> besides the
dependencies on the @Mod annotation
L564[12:14:23] <gigaherz> my situation
is:
L565[12:15:01] <gigaherz> I'd like my mod
to be loaded after any other mod that adds ores, just to make sure
the oredict names are properly assigned,
L566[12:15:30] <gigaherz> but I don't want
to move initialization stuff to postInit
L567[12:15:41] <gigaherz> because then
someone else would be in an even worse situation than I am
L568[12:16:04] <gigaherz> I wish mods
would apply for oredict names only during preInit, then I wouldn't
even have this issue to begin with
L569[12:16:21] <gigaherz> but if there was
some external way to specify mod loading order
L570[12:16:39] <gigaherz> then it would be
s simple as telling people to assign survivalist to load after the
tech mods
L571[12:18:06] <gigaherz> I guess there's
always the option to release hotfix versions whenever someone
complains that "mod X's ores/nuggets are not
detected"
L572[12:18:33] <mrkirby153> gigaherz, you
could try LoadComplete event or something
L573[12:20:08] <gigaherz> no I don't want
code
L574[12:20:20] <gigaherz> I was wondering
if there was something in like, forge.cfg, or some external
mod
L575[12:20:44] <mrkirby153> I doubt
it
L576[12:20:51] <gigaherz> oh well
shrug
L577[12:21:56] <geratheon> I might have a
misunderstanding in all the client/serverside thingys, but why is
writeToNBT on my tileentity not called after markDirty()? So, the
Server saves the right values to it's nbt, but the client does not.
Therefore, after reloading the world, the TE was resetted on the
clientside
L578[12:22:56] <mrkirby153> Sounds like
you need a packet or something
L579[12:23:51] <McJty> geratheon,
markDirty() does not automatically cause the TE to sync to
client
L580[12:24:04] <McJty> markDirty() just
makes sure your TE will get saved server side whenever the game
saves the world
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L583[12:24:45] <mrkirby153> o ya, don't
TE's sync automagically?
L584[12:24:48] <gigaherz> nope
L585[12:24:55] <geratheon> aah, okay. I
might need to re-read stuff about the packages, never used them
before
L586[12:24:56] <gigaherz> you have to
manually call notifyBlockUpdate
L587[12:25:01] <gigaherz> and then
getUpdatePacket gets called on the server
L588[12:25:04] <gigaherz> and onDataPacket
on the client
L589[12:25:09] <mrkirby153> gigaherz, I
thought they did. Or something
L590[12:25:16] <McJty> It is very good
they don't
L591[12:25:16] <gigaherz> at which point
you can call notifyBlockUpdate on the client to re-render, if
needed
L592[12:25:18] <mrkirby153> I remember
something syncing automagically
L593[12:25:23] <McJty> Only sync what you
need and when you need it
L594[12:25:32] <gigaherz> the only things
mc syncs by default
L595[12:25:38] <gigaherz> are the
inventory slots OF A GUI
L596[12:25:39] <gigaherz> as in
L597[12:25:51] <gigaherz> if an inventory
slot doesn't ahve a corresponding Slot class on the gui
L598[12:25:53] <gigaherz> it won't be
synced
L599[12:25:59] <gigaherz> and if the gui
isn't opened, it wont' be synced
L600[12:26:11] <gigaherz> and it only
syncs to the clients that have the gui open
L601[12:26:11] <mrkirby153> It's been a
long time since I've worked with TEs and stuff
L602[12:26:20] <gigaherz> so TEs don't
sync
L603[12:26:29] <gigaherz> ;P
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L612[12:42:26] <alekso56> how can i force
a crashlog?
L613[12:42:37] <alekso56> i need it for
reasons, while players are online
L614[12:42:39] <gigaherz> from a
mod?
L615[12:42:45] <alekso56> yeah.
sure.
L616[12:43:14] <gigaherz> throw new
ReportedException(new CrashReport("Context", new
Exception("Details"));
L617[12:43:17] <gigaherz> would show
as
L618[12:43:41] <gigaherz> Context: blah
balh blah Exception: details
L619[12:43:46] <gigaherz> + the
stacktrace
L620[12:45:24] <Lymia>
Thread.printStackTrace()
L621[12:45:29] <Lymia> Er
L622[12:45:31] <Lymia>
Thread.dumpStack()
L623[12:45:42] <Lymia> new
Exception().printStackTrace();
L624[12:46:07] <Lymia>
Thread.getStackTrace()
L625[12:46:09] <tterrag> neither of those
things will force a crash log
L626[12:46:10] <Lymia> Pick your
poison.
L627[12:46:13] <tterrag> stack trace !=
crash log
L628[12:46:16] <Lymia> Ah.
L629[12:46:18] <tterrag> juts hold down
f3+c
L630[12:47:39] <alekso56> err, when is
PlayerLoggedInEvent called? is that clientside only?
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L632[12:48:06] <tterrag> use your
IDE
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L642[12:59:28] <MattDahEpic> is there a
good way to change the values a blockstate returns as
"vaild"?
L643[12:59:58] <gigaherz> create a new
PropertyWhatever
L644[13:00:17] <alekso56> gigaherz: that
did not make a crashlog. :v
L645[13:00:26] <gigaherz> [19:46]
(tterrag): juts hold down f3+c
L646[13:00:53] <alekso56> in the
server?
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L648[13:00:56] <alekso56> wut
L649[13:00:56] <gigaherz> no
L650[13:01:02] <gigaherz> that's if you
want the client to crash
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L652[13:01:11] <gigaherz> but really
L653[13:01:12] <gigaherz> throw new
ReportedException(new CrashReport("Context", new
Exception("Details"));
L654[13:01:18] <gigaherz> should have
caused a crash report to appear in the logs
L655[13:01:23] <alekso56> it just printed
it to the log yeah
L656[13:01:36] <gigaherz> wether or not
the server itself will stop
L657[13:01:40] <gigaherz> depends on where
it's thrown
L658[13:01:57] <alekso56> i meant the
crash reports, if that was confusing.
L659[13:02:15] <gigaherz> not sure I know
what you mean, then
L660[13:02:33] <alekso56> crash-reports
folder >-<
L661[13:02:47] <gigaherz> did the server
stop from the ReportedException
L662[13:02:51] <gigaherz> or just print to
the log and continue?
L663[13:02:57] <alekso56> It stopped,
yes.
L664[13:03:09] <gigaherz> and it didn't
write the info to the crash-reports folder?
L665[13:03:09] <gigaherz> :/
L666[13:03:14] <alekso56> Yes.
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L668[13:04:29] <gigaherz> oh I see
L669[13:04:39] <gigaherz> crash reports
are only written in case of an UNEXPECTED exception
L670[13:04:56] <gigaherz> but hm
L671[13:05:40] *
gigaherz shrugs
L672[13:05:45] <gigaherz> yeah dunno why
it wouldn't
L673[13:06:00] <gigaherz> you'll have to
wait for someone else who knows it better
L674[13:06:17] <alekso56> throw new
UNEXPECTEDexception(); :>
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L677[13:06:34] <alekso56> ohwell, i found
some old logs i could use.
L678[13:06:38] <alekso56> problem
solved
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L683[13:26:12] <MattDahEpic> im going to
actually play a survival world, anyone have a good seed?
L684[13:27:07] <masa> with what kind of
world gen?
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L686[13:28:42] <MattDahEpic> im playing
without any biome adding mods and am looking for terrain that has
some mountians for base building
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L689[13:31:05] <masa> aren't there lots of
seed web sites for vanilla
L690[13:31:38] <MattDahEpic> most of them
are crap though
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L693[13:33:09] <gigaherz> just createa few
world
L694[13:33:11] <gigaherz> see what comes
up
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L699[13:46:19] <masa> or roll some seeds
with Amidst and try out the ones with like extreme hills near spawn
in-game
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L742[15:42:54] <diesieben07> that single
method replaces several classes wrapping ISidedINventory and stuffs
and iterating and shit
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L753[16:14:47] <RANKSHANK> I agree fully
db7. Once you understand them they're fantastic
L754[16:15:21] *
MattDahEpic still doesnt understand them
L755[16:16:19] <diesieben07> not sure if
serious or not matt
L756[16:16:41] <tterrag> it's too bad
IItemHandler is still a flawed API :P
L757[16:16:41] <MattDahEpic> i have yet to
use them so i dont
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L759[16:17:10] <diesieben07> its basically
just "hey you got interface X?" and "hey gimme your
instance of interface X"
L760[16:17:18] <diesieben07> both also
have an EnumFacing argument
L761[16:17:27] <diesieben07> why is it
flawed tt? :D
L762[16:17:39] <RANKSHANK> ^?
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L764[16:18:24] <tterrag> diesieben07:
there is no "can I put an item in this slot" method
L765[16:18:29] <tterrag> only a simulate,
whcih is not semantically the same idea
L766[16:18:40] <diesieben07> is it
not?
L767[16:18:57] <tterrag> no
L768[16:19:06] <tterrag> simulate says
"can I stack this current item with what is already in the
inventory"
L769[16:19:12] <tterrag> what is missing
is "can this slot accept this item ever"
L770[16:19:23] <diesieben07> Ah, hrm i
guess
L771[16:19:27] <diesieben07> what needs
that? :D
L772[16:19:37] <tterrag> containers
L773[16:19:43] <diesieben07> huh
L774[16:19:50] <tterrag> a bunch of
vanilla interactions with containers are busted atm
L775[16:19:56] <tterrag> I believe
gigaherz found a few
L776[16:19:56] <diesieben07> i see
L777[16:20:08] <tterrag> this was all a
while back
L778[16:20:29] <tterrag> ah yes
L779[16:20:29] <gigaherz> ah, yes
L780[16:20:32] <tterrag> lol
L781[16:20:43] <gigaherz> heh
L782[16:21:15] <gigaherz> basically item
swapping
L783[16:21:27] <gigaherz> where you click
on a slot, and the item in the slow is swapped wit hthe item in the
cursor
L784[16:21:33] <gigaherz> is broken with
SlotItemHandler
L785[16:21:36] <gigaherz> because
insertItem will fail
L786[16:21:40] <gigaherz> due to that slot
being full
L787[16:21:57] <tterrag> the only way to
do it would be to remove the item, test inserting the item, then
put the old item back
L788[16:21:59] <tterrag> which is
horrible
L789[16:22:00] <gigaherz> (insertItem
returns false even if simulate is true)
L790[16:22:25] <diesieben07> but one could
add a method that does that remove-test-reinsert thing as a
fallbackl
L791[16:22:46] <tterrag> maybe, but the
fact is that SlotItemHandler is broken
L792[16:23:00] <tterrag> and there's no
clean solution without adding methods to
IItemHandler(Modifiable)
L793[16:23:11] <gigaherz> thing is, that
doesn't really belong on IItemHandler, it belongs on an optional
"IItemHandlerSomething"
L794[16:23:20] <diesieben07> yes if only
we had java 8 :/
L795[16:23:29] <diesieben07> then we could
add it and add a default
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L797[16:24:14] <gigaherz> I actually have
a working implementation of a solution
L799[16:24:43] <gigaherz> I just never got
around to making a PR with that
L800[16:25:47] <diesieben07> you could
even make a fallback wrapper for that interface
L801[16:25:55] <diesieben07> so that old
iitemhandlers still work
L802[16:26:01] <gigaherz> yeah
L803[16:26:04] <diesieben07> with the
remove-test-reinsert
L804[16:26:23] <tterrag> I really just
wish IItemHandler was IInventory with the BS methods removed...it
didn't need a complete redo
L805[16:26:28] <tterrag> IInventory was
fine circa 1.7
L806[16:26:37] <gigaherz> I like that it
isn't tied to the TE
L807[16:26:50] <tterrag> was it
ever?
L808[16:27:00] <gigaherz> I mean that you
don't have to implement it on the TE
L809[16:27:08] <tterrag> oh, well that's
caps in general
L810[16:27:10] <gigaherz> made Enderthing
much nicer to implement
L811[16:27:17] <tterrag> I'm not talking
about getting rid of inventory caps
L812[16:27:19] <tterrag> taht is an
obvious improvement
L813[16:27:21] <gigaherz> yeah
L814[16:27:25] <tterrag> I'm talking about
the IItemHandler API in general
L815[16:27:30] <gigaherz> the other
improvement is less interesting
L816[16:27:32] <gigaherz> basically:
L817[16:27:42] <gigaherz> getStackInSlot /
putStackInSlot are nice for GUI use
L818[16:27:43] <gigaherz> but
L819[16:27:51] <gigaherz> the
automation-oriented interface shouldn't care about slots
L820[16:27:58] <gigaherz> shoudl just have
been insertItem(ItemStack)
L821[16:28:06] <gigaherz> the pipe/hopper
shouldn't care *where
L822[16:28:08] <gigaherz> *
L823[16:28:34] <diesieben07> yep
L825[16:28:40] <gigaherz> this was my take
on it
L826[16:28:42] <diesieben07> the fact taht
we have ItemHandlerHelper now... gah :D
L827[16:28:44] <gigaherz> before i learned
about IItemHandler
L828[16:29:06] <diesieben07> IItemHandler
should be "gimme item" or "take this
item"
L829[16:29:11] <gigaherz> my inventory
network is built around that interface
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L832[16:29:34] <gigaherz> the wrapper is
non-trivial, though ;P
L833[16:29:51] <gigaherz> (it has to test
each slot ;P)
L834[16:32:05] <tterrag> I agree. I think
IItemHandler was a decent first try but it deserves
revisiting
L835[16:32:09] <tterrag> sadly it will
probably never happen
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L837[16:33:55] <gigaherz> I have been
considering moving the automation capability to
CapabilityCore
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L839[16:34:02] <gigaherz> and start
advertising it as a better alternative
L840[16:35:40] <diesieben07> yay 13thst
standard
L841[16:36:15] <RANKSHANK> I like the
dafuq error message :D
L843[16:37:04] <gigaherz> diesieben07:
that's why I haven't done it. ;P
L844[16:37:07] <gigaherz> (yet)
L845[16:37:36] <gigaherz> but the flaws
are why I'm not exposing my Rifts as an IItemHandler: I do not have
a concept of "slots" inside the rift
L846[16:37:40] <gigaherz> it's just a
List<ItemStack>
L847[16:38:11] <gigaherz> if you remove
enough of an item to empty a slot, the ItemStack is removed from
the list, nothing is left blank
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L850[16:39:07] <gigaherz> ignoring the
slot number wouldn't really feel right.
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L854[16:42:51] <Ordinastie_> anyone got
the syntax for enable both 1.9.4 and 1.10.2 on curseforge when
uploading from gradle ?
L855[16:43:09] <Ordinastie_> with
cursegradle plugin
L856[16:43:18] <shadowfacts> call
addGameVersion with both versions
L857[16:43:54] <Ordinastie_> do you have
the *exact* syntax please ? :p
L858[16:44:10] <shadowfacts> it's a
function call it with the game version :P
L860[16:44:42] <tterrag> Ordinastie_: you
realize there is a wiki for CG right?
L861[16:44:48] <shadowfacts> ^ also
that
L863[16:45:17] <Ordinastie_> isn't this
the place the get mouth fed answers though ? :D
L864[16:46:59] <Ordinastie_> but you see,
that's where my gradle suckyness comes into play : to add both
version, do I call the method twice ?
L865[16:49:14] <tterrag> the version you
are currently using is added by FG automatically
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L867[16:49:33] <tterrag> or rather, CG
using FG data
L868[16:49:36] <tterrag> just call it for
the other one
L869[16:49:54] <Ordinastie_> see, that's
not what I understand from the wiki
L870[16:50:00] <gudenau> Ello!
L871[16:50:15] <Ordinastie_> I understand
it's pulled from FG only if the method is omitted
L872[16:50:33] <gudenau> How could I
develop a mod that extends a second without a dev build?
L873[16:50:51] <gigaherz> gudenau: if the
mod has a maven
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L875[16:50:58] <gigaherz> you can use
"deobfCompile <maven reference>"
L876[16:51:19] <Ordinastie_> if it has a
maven, it probably has a dev build too though
L878[16:51:33] <gigaherz> if you don't
have a maven
L879[16:51:34] <gudenau> Does not seem to
have a maven. :-/
L880[16:51:40] <gigaherz> you could look
into "deobfProvided"
L881[16:51:47] <gigaherz> and pointing it
to the lib
L882[16:51:48] <gigaherz> or
L883[16:51:50] <gigaherz> worst case
L884[16:51:52] <gigaherz> use BON2
L885[16:51:55] <gigaherz> to deobf
L886[16:52:03] <gigaherz> and then link to
the resulting jar as a lib
L887[16:52:34] <gudenau> Oh, BON got
fixed?
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L889[16:52:45] <tterrag> Ordinastie_:
where did you get that idea?
L890[16:52:47] <tterrag> >Add a version
of Minecraft that is compatible with this upload
L891[16:53:07] <tterrag> gudenau: I'm
actually maintaining a fork of BON2 right now
L892[16:53:44] <gudenau> gigaherz:
deobfProvided, does that use a dev build?
L893[16:53:59] <Ordinastie_> tterrag, I
didn't say I understood it right :p
L894[16:54:21] <shadowfacts> gudenau,
no
L895[16:54:32] <shadowfacts> the deobf*
configurations use the normal builds
L897[16:54:37] <tterrag> I forgot to
update the version...ignore that
L898[16:56:05] <gudenau> Hmmm, got some
docs?
L899[16:56:22] <tterrag> oh...what
L900[16:56:23] <tterrag> BON2 ?
L901[16:56:32] <tterrag> download, run,
pick jar and mappings version
L902[16:56:34] <tterrag> it's pretty dead
simple
L903[16:56:36] <gudenau> For the
deobfProvided thing.
L904[16:56:40] <tterrag> oh, no :P
L905[16:58:01] <shadowfacts> if you're
making an addon, you probably want deobfCompile not
deobfProvided
L906[16:58:11] <gudenau> Mmmk.
L907[16:58:31] <shadowfacts> but the
deobf* configurations take a normal build (that uses SRG names) and
uses your MCP mappings version to convert those SRG names back into
MCP ones so it works in the dev-env
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L909[16:59:16] <shadowfacts> so you no
longer have to deal with the problems that use to arise when a mod
you depended on used a different mappings version than you
did
L910[16:59:36] <gudenau> tterrag, it does
not have 1.10.2
L911[16:59:47] <tterrag> gudenau: it has
whatever mappings you have in your gradle cache
L912[16:59:56] <tterrag> if you haven't
installed 1.10.2 mappings, they won't be there
L913[17:00:07] <gudenau> "gradlew
setupDecompWorkspace idea" should right?
L914[17:00:12] <tterrag> also note that I
use dumb sorting, so 1.10.x will probably be at the top of the
list
L915[17:00:16] <tterrag> will be fixed at
some point
L916[17:02:52] <gigaherz> no don't use
idea
L917[17:02:58] <gigaherz> as in, not the
gradle task
L918[17:03:01] <TehNut> Why would
ItemStack#getItemDamage() NPE? It's failing *in* the method. It's
not because the stack is null
L919[17:03:13] <gigaherz> import
build.gradle from idea
L920[17:03:19] <tterrag> TehNut: item is
null
L921[17:03:20] <gigaherz> then open the
gradle panel in idea
L922[17:03:24] <gigaherz> and when it
shows the task list
L923[17:03:27] <tterrag> getITemDamage is
a proxy to getItem().getDamage(this)
L924[17:03:29] <gigaherz> run
setupDecompWorkspace from there
L925[17:03:32] <TehNut> Ah yes
L926[17:03:33] <gigaherz> and then
genIntellijRuns
L927[17:03:36] <gigaherz> and then the
blue refresh icon
L928[17:03:41] <gigaherz> and if you use
idea 2016
L929[17:03:49] <gigaherz> you'll have to
edit the run configs to use the _main modules
L930[17:03:53] <TehNut> Now to figure out
why that item would be null
L931[17:03:58] <gigaherz> after
genIntellijRuns finishes
L932[17:04:39] <gigaherz> [23:58]
(shadowfacts): if you're making an addon, you probably want
deobfCompile not deobfProvided
L933[17:04:51] <gudenau> Meh.
L934[17:04:54]
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L935[17:04:54] <gigaherz> I was under the
impression deobfProvided was like deobfCompile but for local
jars?
L936[17:05:10] <Tazz> I dont think it
works that way XD
L937[17:05:24] <gigaherz> never used or
seen it used, so no idea
L938[17:05:33] <gigaherz> that's just the
impression I got from people talking about it
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L940[17:05:54] <xJon> Hey all, I was
wondering: What's the difference between onBlockActivated() and
onBlockClicked()?
L941[17:05:59] <xJon> (in 1.9+)
L942[17:06:29] <gigaherz> onBlockActivated
is rightclick
L943[17:06:36] <tterrag> right vs
left
L944[17:06:38] <gigaherz> onBlockClicked
is leftclick
L945[17:07:38] <xJon> Ohh
L946[17:07:41] <xJon> did they change
that?
L947[17:07:55] <tterrag> no
L948[17:07:56] <gigaherz> no
L949[17:09:39] <TehNut> Huh, the Minecraft
IDEA plugin is pretty neat
L950[17:09:59] <xJon> I see now, I derped
of course
L951[17:10:04] <xJon> thanks
though..
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L962[17:42:00] <xJon> Uh.. can entity ID's
not start with 0?..
L963[17:42:14] <gigaherz> hm?
L964[17:42:33] <xJon> When I give the
custom entities of the mod IDs
L965[17:42:36] <xJon> can I start from
0?
L966[17:42:40] <xJon> or 1?
L967[17:42:54] <gigaherz> dunno I start on
1
L968[17:43:02] <xJon> I started with 0 and
uh
L969[17:43:15] <gigaherz> well then maybe
they can't
L970[17:43:18] <gigaherz> is that a
problem?
L971[17:43:23] <gigaherz> you shouldn't
even care about the IDs
L972[17:43:26] <gigaherz> they are just
for internal use
L973[17:43:29] <diesieben07> i dont see
why they would...
L974[17:43:31] <diesieben07> 0 should be
fine
L975[17:43:40] <xJon> Oh actually,
changing it to 1 didn't fix my issue
L976[17:43:50] <gigaherz> yeah so
L977[17:43:57] <gigaherz> 0 may be ok, and
the bug is elsewhere
L978[17:44:01] <gigaherz> ;P
L979[17:44:10] <xJon> yeah..
L980[17:44:12] <gigaherz> but really, it
shouldn't matter.
L981[17:44:17] <xJon> I have a buggy
custom arrow entity
L982[17:44:18] <gigaherz> just put
whatever number
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L990[18:11:39] <xJon> Why does this not
work anymore in 1.9? EntityPlayerMP playerMP = (EntityPlayerMP)
playerIn;
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L992[18:12:02] <Ordinastie_> what class is
playerIn ?
L993[18:12:10] <xJon> EntityPlayer
L994[18:12:27] <Ordinastie_> I don't mean
what class is it declared as
L995[18:12:33] <Ordinastie_> what actual
class is passed in ?
L997[18:14:10] <gigaherz> breakpoint
L998[18:14:12] <Ordinastie_> by
debugging
L999[18:14:17] <gigaherz> use the
inspections of the debugger
L1000[18:14:19] <gigaherz> to see what
the value is
L1001[18:15:00] <Ordinastie_> also I
don't understand people who don't auto format on save...
L1002[18:15:50] <diesieben07> xJon, you
cannot just ALWAYS cast...
L1003[18:15:53] <TehNut> ^
L1004[18:15:58] <diesieben07>
onBlockClicked is also called on the client
L1005[18:16:01] <diesieben07> where there
is no EntityPlayerMP
L1006[18:16:34] <diesieben07> and there
is no way this exact code worked in pre 1.9...
L1007[18:16:35] <TehNut> why are you
casting up there, THEN checking instanceof?
L1008[18:16:42] <shadowfacts> lol
L1009[18:16:44] <xJon> It did
though
L1010[18:16:47] <diesieben07> nope.
L1011[18:16:51] <TehNut> There is
absolutely no way
L1012[18:16:53] <diesieben07>
impossiburu.
L1013[18:16:58] <xJon> you can check
xD
L1014[18:17:00] <Ordinastie_> did not
happoen
L1015[18:17:15] <diesieben07> show
previous code then :P
L1016[18:17:31] <xJon> Ohhhhhhhhhhh
L1017[18:17:45] <xJon> I looked at the
1.8.9 branch and then understood my mistake
L1018[18:17:59] <xJon> sorry xD
L1020[18:23:23] <xJon> I'm just
sorry
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L1024[18:30:48] <xJon> Ordianstie_ fixed
that
L1025[18:30:55] <xJon> thanks everyone
P:
L1026[18:31:19] <Ordinastie_> also, I
just quickly watch the video review
L1027[18:31:27] <Ordinastie_> I think you
confused useless and overpowered
L1028[18:32:01] <xJon> How did everyone
miss the configuration option?
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L1030[18:32:26] <xJon> It's just a matter
of if I should switch the default to true
L1032[18:34:37] <Ordinastie_> still, you
stuff completely overpowered IMO
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L1034[18:35:05] <Ordinastie_> *you
add
L1035[18:35:56] <xJon> Yeah maybe you're
right
L1036[18:36:07] <xJon> It's pretty easy
to change the parameters, I'll do that
L1037[18:36:20] <xJon> What do you find
most overpowered?
L1038[18:37:05] <Ordinastie_> you mean
between the armor that makes you practically invicible and the tool
that does everything ?
L1039[18:37:27] <Ordinastie_> (I guess
the food has more saturation than any vanilla food too)
L1040[18:39:17] <xJon> The tool is pretty
expensive and its durability is not that high
L1041[18:39:39] <xJon> And I changed some
of the armor's numbers since the video
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L1043[18:43:40] <xJon> Anyway thanks for
your feedback Ordinatie_ I'll change some stuff :P
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L1062[19:50:00] <SatanicSanta> when
defining variants in blockstate jsons using the
`variant=value,othervariant=othervalue` syntax, do you have to
specify a value for every single property?
L1063[19:50:44] <SatanicSanta> If you
can't omit values, not really sure how I'm going to get around
having a thing for 72 different possible combinations of
properties, even with the Forge JSON stuff
L1064[19:51:51] <KnightMiner> You can
omit properties by telling the state mapper to ignore them
L1065[19:52:01] <SatanicSanta> I don't
want that exactly though
L1066[19:52:02] <KnightMiner> Note that
you have to always omit them in that case
L1067[19:52:19] <KnightMiner> So, what
are you going for then?
L1068[19:53:24] <SatanicSanta> sec
L1070[19:54:19] <SatanicSanta> It's a
multiblock structure, 2x2x2, and it has a property corner, and two
actual state properties, facing and on
L1071[19:55:09] <SatanicSanta> facing
doesn't matter aside from the rotation at the top of the variants
object
L1072[19:55:14] <KnightMiner> Yeah,
unfortunately Forge blockstates do not support checking for
multiple properties to match, it's either all or just one
L1073[19:55:17] <SatanicSanta> and on
doesn't matter for the ones at the back
L1074[19:55:30] <SatanicSanta> gah
L1075[19:55:38] <SatanicSanta> I have no
idea how I'm going to do this in a not horrible way then
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L1077[19:57:15] <KnightMiner> One option
that may work is using a state mapper to split one of the
properties into separate blockstates, for example by the corner
variants
L1078[19:57:45] <SatanicSanta> what do
you mean?
L1079[19:58:13] <SatanicSanta> different
blockstate json for every corner value?
L1080[19:58:27] <KnightMiner> As in, one
blockstate would be "flash_boiler_bottom_left_front" and
within the blockstate it defines the other properties (facing and
on)
L1081[19:58:44] <SatanicSanta> that would
indeed be a better solution
L1082[19:58:49] <KnightMiner> Or
splitting on and off, as that one seems to be the main issue
L1083[19:59:15] <SatanicSanta> I think
corner would be better, because I could specify to do nothing for
on/off.
L1084[19:59:23] <SatanicSanta> (for half
of them anyway)
L1085[19:59:41] <SatanicSanta> And the
facing and on properties don't matter for corner=none
L1087[20:01:49] <SatanicSanta> thank you
so much :D
L1088[20:02:00] <KnightMiner> You are
welcome :)
L1089[20:02:46] <SatanicSanta> I was
trying to figure this out without access to internet earlier...
Wasn't working so well :P
L1090[20:03:20] <TehNut>
Block.REGISTRY.getNameForObject(state.getBlock()) ->
state.getBlock.getRegistryName()
L1091[20:03:33] <TehNut> Why query the
registry when you don't need to
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L1094[20:06:21] <TehNut> I... just told
you the alternative
L1095[20:06:33] <KnightMiner> Oh, I see
it now
L1096[20:07:16] <KnightMiner> Good
question, though I would guess its because that code is from
1.8.9
L1097[20:07:44] <TehNut> I think that was
in 1.8.9
L1098[20:08:19] <KnightMiner> I though
the Forge registry name was a 1.9 thing
L1099[20:09:07] <TehNut> The Forge
registry system was 1.9, but set/getRegistryName was added to Item
and Block in 1.8.9
L1100[20:09:18] <KnightMiner> Ah
L1102[20:10:05] <KnightMiner> Well, since
I'm guessing grabbing it from the block is quicker than the
registry, I'll make sure to switch that over next time I do general
fixes
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L1118[20:45:21] <wolfmitchell> Hey, just
starting to learn forge now, is there a way that I can draw text on
the screen in-game? ie. if i wanted to draw something on the top
right of the screen
L1119[20:45:39] <wolfmitchell> Thinking
of making a mod that allows a spigot server to draw stuff on
clients that have this mod installed
L1120[20:45:52] <SatanicSanta> Yes
L1121[20:46:10] <SatanicSanta> use the
FontRenderer
L1122[20:46:26] <wolfmitchell> Also, how
easy is it to send data to/receive data from a spigot server?
L1123[20:49:11] <Abastro> There was a
tutorial for sending packet from plugin to mod, but don't know if
it still works.
L1124[20:49:59] <wolfmitchell> I saw one
on the mcforge readthedocs page but that looks like it's forge on
server -> forge on client
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L1133[21:05:42] <wolfmitchell>
SatanicSanta, hm, I can't figure out how to use the FontRenderer
class
L1134[21:05:49] <wolfmitchell> what are
the parameters to it's constructor? .-.
L1135[21:06:02] <SatanicSanta> You can
get it from the instance of Minecraft.
L1136[21:06:11] <SatanicSanta>
Minecraft#fontRendererObj
L1137[21:06:51] <wolfmitchell> ah I
see
L1138[21:07:12] <wolfmitchell> guessing
it's something like FontRenderer f =
Minecraft.getMinecraft().fontRendererObj then or something?
L1139[21:07:13] <wolfmitchell> lol
L1140[21:07:17] <SatanicSanta> yes
L1142[21:08:17] <SatanicSanta> I remember
that there were some FontRenderer changes in either 1.8 or
1.9
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L1146[21:18:16] <wolfmitchell>
SatanicSanta, is there an event called on every frame?
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L1149[21:28:46] <tterrag> wolfmitchell:
for what, exactly?
L1150[21:28:48] <tterrag> lots of events
are
L1151[21:29:23] <wolfmitchell> tterrag,
for rendering text on the screen
L1152[21:29:36] <wolfmitchell> tterrag,
is there a list of events and when they are called? .-.
L1153[21:30:55] <tterrag> use your
IDE
L1154[21:30:57] <tterrag> find children
of Event
L1155[21:31:01] <tterrag> but still, be
more specific
L1156[21:31:13] <tterrag> rendering text
on the screen...like an overlay? like the debug screen?
L1157[21:31:33] <wolfmitchell> tterrag,
like an overlay
L1158[21:31:39] <theFlaxbeard> take a
look at RenderGameOverlayEvent
L1159[21:31:43] <tterrag> ^
L1160[21:31:55] <wolfmitchell> tried
that, doesn't seem like it's getting called
L1161[21:31:58] <wolfmitchell> lemme
pastebin my code
L1163[21:33:11] <tterrag> @EventHandler
is wrong
L1164[21:33:14] <tterrag> it's
@SubscribeEvent
L1165[21:33:21] <wolfmitchell> ah
ok
L1166[21:33:26] <tterrag> also, you will
want to use .Post or .Pre
L1167[21:33:29] <tterrag> not the raw
event
L1169[21:34:09]
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L1173[21:36:15] <tterrag> >I use the
discrimator '\n' because there is no id which you can register in
bukkit
L1174[21:36:17] <tterrag> hahaha
what??
L1175[21:36:22] <tterrag> it's just
converted to an int anyways...
L1176[21:36:48] <wolfmitchell> abab9579,
sweet, saved it :P
L1177[21:37:23] <wolfmitchell> wait, so
it's public void
onRenderGameOverlayEvent(RenderGameOverlayEvent.Post event) { //
then?
L1178[21:37:32] <tterrag> all you need in
that post is the last 5 lines
L1179[21:37:38] <tterrag> the rest is
covered by normal simpleimpl
L1180[21:37:48] <tterrag>
registerOutgoingPluginChannel and sendPluginMessage
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L1182[21:37:59] <tterrag> wolfmitchell:
yes
L1183[21:38:16] <wolfmitchell> hm
L1184[21:38:20] <wolfmitchell> still not
getting called
L1185[21:38:27] <tterrag> you register
your event handler I hope
L1186[21:38:58] <wolfmitchell> prob not
:D
L1187[21:40:00] <wolfmitchell> know what,
i'll just pastebin the whole file
L1188[21:40:01] <wolfmitchell> lol
L1190[21:40:40] <wolfmitchell> is
literally my whole mod
L1191[21:41:15] <abab9579> Well you
should register the event holder.
L1192[21:41:30] <abab9579> Better to have
separate event holder class.
L1193[21:41:36] <tterrag> don't make your
mod object an event handler
L1194[21:41:57] <tterrag> but also, no,
you aren't registering it
L1195[21:42:03] <tterrag>
MinecraftForge.EVENT_BUS.register
L1196[21:42:18] <abab9579> If you are on
the latest forge, you can register the class and make the handler
methods static
L1197[21:42:31] <tterrag> which I think
is dumb...but meh
L1198[21:42:33] <wolfmitchell> is it
obvious i have no idea what i'm doing? :P
L1199[21:42:43] <tterrag> we should be
moving AWAY from class based APIs
L1200[21:42:50] <tterrag> there are
already far too many in forge/mc
L1201[21:43:26] <abab9579> But it's
convenient enough for small mods
L1202[21:43:50] <wolfmitchell> but you
are saying move the event into a separate class then do
MinecraftForge.EVENT_BUS.register on it?
L1203[21:44:32] <tterrag> you can do
whatever you want. but you have to register it
L1204[21:44:33] <abab9579> the
registration code should be in your init method in your mod
class.
L1205[21:44:49] <wolfmitchell> mmk
L1206[21:45:07] <abab9579> Any
registration code starts from the initialization methods.
L1207[21:45:35] <wolfmitchell> yay it
worked :D
L1208[21:46:02] <TehNut> >you can
register the class and make the handler methods static
L1209[21:46:04] <TehNut> since
when?
L1210[21:47:24] <abab9579> Let's
see...
L1212[21:48:18] <abab9579> 2014+
L1213[21:50:56] <tterrag> abab9579: it
doesn't actually matter when you register
L1214[21:50:58] <tterrag> at all
L1215[21:52:33] <TehNut> Neat
L1216[21:53:29] <abab9579> Well, yes,
actually events are.
L1217[21:55:31] <abab9579> But for the
code to be run, isn't one need another event handler which should
be registered in init method?
L1218[21:55:41] <abab9579> To register
the event handler.
L1219[21:56:43] <TehNut> You can register
your handler at any time
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L1222[21:58:49] <shadekiller666> does
anyone have an example of a forge blockstate json for a redstone
dust-type block
L1223[22:00:03] <abab9579> TehNu.t: yes,
handler can be registered on any time, but I meant that one will
need another event handler to register the former handler.
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L1225[22:00:39] <tterrag> abab9579: not
necessarily
L1226[22:01:06] <abab9579> Then..
where?
L1227[22:01:29] <tterrag> anywhere
L1228[22:02:07] <abab9579> Yes but
shouldn't it root from the initialization?
L1229[22:02:19] <abab9579> chaining by
method calls and several registration.
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L1236[22:21:59] <KnightMiner> I hate when
I have an issue that takes me an hour to figure out why its
happening only to find I missed a "not" in the
check
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L1240[22:40:37] <shadekiller666> is there
a way to define a json model from within a forge blockstate
json?
L1241[22:40:54] <shadekiller666> instead
of referencing a separate json file
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L1247[23:06:30] <Zidane> Is there a way
for me to get the json that triggered my custom model to
load?
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L1249[23:06:57] <Zidane> So I have an
ICustomModelLoader but I've no idea the source json that it is
loading
L1250[23:07:08] <Zidane> (Which has the
model specified)
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L1252[23:13:05] <SatanicSanta> Is there a
method that gets called right before a block is destroyed?
L1253[23:15:50] <SatanicSanta> in
Block
L1254[23:17:18] <tterrag> Zidane: are you
not passed it?
L1255[23:17:45] <Zidane> I am passed the
model to my custom model loader but not the blockstate json
L1256[23:17:56] <tterrag> custom model
loader is passed a ResourceLocation
L1257[23:18:03] <Zidane> Which is to the
model
L1258[23:18:19] <electrolitic> So is the
ONLY difference between drawGuiContainerForegroundLayer and
backgroundLayer if it's in front of or behind items? Or is it more
than that?
L1259[23:18:20] <tterrag> I see
L1260[23:18:45] <tterrag> I guess not
then
L1261[23:18:48] <Zidane> The block is
known to the ModelBakery but it is never passed down
L1262[23:18:54] <tterrag> electrolitic:
the GL context is a bit different too
L1263[23:18:57] <tterrag> but that is the
main difference
L1264[23:19:35] <tterrag> Zidane: why
would it matter though?
L1265[23:19:59] <tterrag> models don't
depend on blocks
L1266[23:20:11] <Zidane> With my custom
model format, I don't know the textures at all unless I have the
block as my models have no "material" file
L1267[23:20:21] <Zidane>
Unfortunately...
L1268[23:21:25] <tterrag> well it's YOUR
custom model format...
L1269[23:21:26] <tterrag> add it?
L1270[23:22:32] <Zidane> tterrag, any
particular model of mine can be used across multiple
textures.
L1271[23:22:50] <tterrag> that's not what
a model is
L1272[23:22:52] <Zidane> So unless I
literally copy-paste a model just to give it a new material
file...
L1273[23:23:02] <tterrag> this is why the
child-parent system exists
L1274[23:23:15] <tterrag> decend from
another model and alter its texture
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L1276[23:28:45] <shadekiller666> i'm
trying to make a redstone-dust-like block, and i'm trying to
condense the terribly formatted vanilla blockstate json into a
forge blockstate json
L1277[23:29:38] <shadekiller666> and the
texture i'm using for the "dot" can be used to make the
side extensions as well by drawing part of the dot texture in a
different spot
L1278[23:30:07] <shadekiller666> i'm just
not sure how to do that in forge blockstate json format
L1279[23:36:56] <tterrag> put two quads
in the same place?
L1280[23:37:24] <tterrag> there's no way
to do it without extra quads
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L1283[23:38:32] <shadekiller666> no i
mean how to layout the values of the blockstate properties such
that it combines the json models together correctly
L1284[23:39:03] <shadekiller666> i
suppose i could just write a simple obj and do it that way...
probably be shorter...
L1285[23:40:21] <tterrag> using an obj
model for a few flat quads seems ridiculously overcomplicated
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L1287[23:42:31] <shadekiller666> so does
mojang's json system :P
L1288[23:44:36] <tterrag> not
really
L1289[23:44:40] <tterrag> you are talking
about blockstates
L1290[23:44:43] <tterrag> not
models
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