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L14[00:28:24] <LexManos> itterators *could*
be faster depending on how the structure of the collection is
designed.
L15[00:28:34] <LexManos> LinkedLists,
next() is definitly faster.
L16[00:28:47] <LexManos> Arrays? They are
about the same
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L23[00:38:51] <Lymia> Those look pretty
normal if they're meant to be like Kickstarter tiers
L24[00:39:02] <Lymia> But maybe not on
Steam.
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L29[00:53:51] <shredder8910> Where can I
see how item.getSubItems() works? When I browse to it, the code
seems very wrong
L30[00:55:21] <LexManos> see the
implementations and where its called
L31[00:55:47] <shredder8910> Well for some
reason the only line of code in the implementation is '
p_150895_3_.add(new ItemStack(p_150895_1_, 1, 0));'
L32[00:56:03] <LexManos> looks right to
me
L33[00:56:12] <LexManos> most items dont
have subtypes
L34[00:56:18] <shredder8910> Ohhh
L35[00:56:26] <shredder8910> So I have to
look at a subclass of Item
L36[00:56:36] <LexManos> Yes... that's how
programming works...
L37[00:56:49] <shredder8910> For some
reason I thought an ol Item could have subtypes
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L62[01:36:53] <SatanicSanta> I am severely
confused. Printing the state and actual state of my block, it all
appears as exactly what I'm expecting, yet in world and in the f3
stuff, it appears as the default state. Relevant class:
https://paste.ee/p/0lk9s
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L67[01:42:09] <SatanicSanta> and it drops
the correct metadata
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L82[01:59:29] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160727 mappings to Forge Maven.
L83[01:59:33] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160727-1.10.2.zip
(mappings = "snapshot_20160727" in build.gradle).
L84[01:59:43] <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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L92[02:35:27] <SatanicSanta> Aaand figured
it out. I was using the defualt state in getActualState, rather
than the passed state
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L106[03:10:59] <sham1> o/
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L126[04:08:50] <Naiten> Is chuck loading
required for both rendering purposes and just to write/read a
block, or am I wrong?
L127[04:09:26] <Naiten> *chunk
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L138[04:35:15] <AEnterprise> anyone knows
why i can't draw a 32x32px plus sign but if i change the file to a
a solid green 32x32px it does work
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L147[04:52:27] <AEnterprise> alright
GuiUtils.drawTexturedModalRect is funky, it's not drawing the full
image
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L153[05:33:24] <Ordinastie_> does forge
leave room for ids eventual new vanilla blocks that could be added
in the next versions ?
L154[05:34:35] <sham1> I think it
does
L155[05:34:42] <sham1> Don't quote me on
that though
L156[05:35:10] <Ordinastie_> because a
user have an issue when updating from 1.8 to 1.9 where new chunks
in the end where MC is supposed to use the new vanilla block for
world gen, it uses the blocks he added
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L162[05:52:08] <masa> yep I don't think it
does
L163[05:52:30] <masa> because I also had
some of my stuff become end rods or purpur blocks or whatnot in
1.8.9 to 1.9
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L172[06:23:04] <xJon> What can I do to
change the spawns of different entities in a custom biome?
L173[06:23:35] <xJon> I used
this.spawnableMonsterList.clear(); in the custom biome's
constructor in 1.8 but it no longer seems to work.
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L185[06:47:38] <Ordinastie_> damn, why do
I always make blocks that engender so many complications *_*
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L187[06:52:31] <xJon> Anyone can help me?
:P
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L196[07:11:20] <xJon> Hey guys, is it
possible to change a dimension ID when the world is already
created?
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L198[07:14:57] <xJon> nevermind
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L200[07:16:47] <Ordinastie_> is it
possible to force send chunk data ?
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L210[07:53:54] <xJon> Anybody here has any
idea how to change a custom biome's name, water color and grass
color? I'm having a lot of trouble...
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L212[07:57:23] <BordListian> there's a
pretty high chance that it might be a constructor parameter
L213[07:57:24] <masa> your biome?
L214[07:57:25] <BordListian> lemme
check
L216[08:00:16] <xJon> I've got to go
though...
L217[08:00:30] <xJon> If anyone knows how
to help me I'd appreciate any kind of pull request or some comment
on my last commit :P
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L219[08:01:31] <BordListian> hm
L220[08:02:01] <BordListian> is there an
event for an item entity taking damage?
L221[08:02:16] <BordListian> or do i need
a transformer for that
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L224[08:07:18] <masa> what do you need it
for?
L225[08:08:06] <diesieben07> also, is it
your own item?
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L232[08:24:38] <BordListian> any
item
L233[08:24:48] <BordListian> sorry, had to
take out the garbage
L234[08:25:35] <BordListian> i need it for
checking if an item collides with lava or fire
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L236[08:27:56] <diesieben07> yeah there is
no way to detect that with forge easily
L237[08:28:05] <BordListian> dangit
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L239[08:29:30] <BordListian> i've never
really worked with asm
L240[08:29:46] <diesieben07> asm is not
the way to go :D
L241[08:29:47] <BordListian> do bad things
happen if two mods transform the same method?
L242[08:29:52] <diesieben07> yes.
L243[08:29:54] <diesieben07>
usually.
L244[08:29:59] <BordListian> figures
L245[08:30:06] <sham1> Can't he check if
his EntityItem is burning
L246[08:30:07] <diesieben07> i can think
of a bunch of hacky or not-so-hacky way to get what you want.
L247[08:30:13] <diesieben07> it's not his,
it's any
L248[08:30:30] <sham1> Well, same
thing
L249[08:30:39] <sham1> Can't he check if
the EntityItem is burning
L250[08:30:41] <BordListian> and
preferrably i'd have a distinction between touching lava and
fire
L251[08:30:54] <BordListian> but it's not
that important
L252[08:31:27] <diesieben07> well, yes,
you could keep a list of all known item entities and check them
every tick
L253[08:31:30] <diesieben07> but thats
ugly at best.
L254[08:31:52] <BordListian> and i suppose
there'd be some kind of race condition with that
L255[08:32:07] <BordListian> where some
items might slip through because they get burned too quickly
L256[08:32:12] <BordListian> or
whatever
L257[08:32:19] <BordListian> then again,
minecraft is singlethreaded
L258[08:32:24] <BordListian> or is
it
L259[08:33:14] <diesieben07> well, the
world is, yes
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L261[08:38:17] <sham1> Yeah, MC has many
threads, but world stuff is single threaded
L262[08:38:29] <sham1> Because it was not
designed from the beginning to be multithreaded
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L286[09:12:12] <Gayan> Hi guys, is there a
way to disable head drop in forge ? i'm haivng a little problem
with heads duping when i break one wich is on the wall and i cant
find wich mod doing this, btw should i use the latest version build
or the recommended one ? for now i'm using the 2014
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L288[09:13:32] <gigaherz> latest is
usually better
L289[09:13:40] <gigaherz> recommended
means "you shouldn't use anything older than this"
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L291[09:14:52] <Gayan> yeah i think so , i
have put 2014 because one of the mods required at least 2014
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L297[09:24:29] <gigaherz> yo ucan't just
copy the data that way
L298[09:24:44] <gigaherz> since the data
includes the x,y,z and such
L299[09:25:16] <Xilef11> oh...
L301[09:25:40] <gigaherz> see this
L302[09:25:44] <gigaherz> it's based on
vanilla code
L303[09:26:21] <gigaherz> "tag"
is the input, "merged" is whatever was on the TE
already
L304[09:27:00] <Xilef11> input?
L305[09:27:07]
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L306[09:27:17] <Xilef11> nvm
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L313[09:43:08] <Gayan> gigaherz, when you
say latest is usualy better it count for both server and client
right ?
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L315[09:44:10] <gigaherz> Gayan:
recommended versions are mostly arbitrary
L316[09:44:41] <gigaherz> lex one days
goes like "okay I'm going to release a recommended, if someone
really wants some issue fixed in it, tell me now"
L317[09:45:02] <gigaherz> but that doesn't
mean there won't be issues fixed a few hours later
L318[09:45:10] <gigaherz> so take a look
at the changelog file
L319[09:45:31] <gigaherz> or well, if it
worked.
L321[09:45:50] <gigaherz> dunno why the
changelog on latest is broken
L323[09:48:01] <Gayan> yeah, so i think
i'll use latest one, i know when you release one version you'll not
stop fixing other bugs ^^
L324[09:49:05] <gigaherz> oh nice
L325[09:49:05] <gigaherz> Something that
needs to happen: warn people about bad modids- if they're
L326[09:49:05] <gigaherz> not lowercased,
or if they're too long.
L327[09:49:10] <gigaherz> yay! ;P
L328[09:50:09]
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L329[09:50:11] <Gayan> i was from a dev
school too, we had some joke sentences like "When you fix one
bug, you already created 2 new ones " Xd
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L331[09:50:31] <BordListian> that's the
setup to an elaborate joke
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L333[09:50:38] <BordListian> the punchline
to that joke is "unit tests"
L334[09:50:51] <gigaherz> unit tests are
mostly a waste of time
L335[09:51:03] <BordListian> citation
needed
L336[09:51:06] <BordListian> but i
agree
L337[09:51:27] <gigaherz> okay letm e
rephrase
L338[09:51:38] <gigaherz> it is my opinion
that unit tests are mostly a waste of time
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L340[09:53:46] <xJon> Hey guys, I have a
question
L341[09:54:03] <xJon> is there a way to
force block updates?
L342[09:54:46] <BordListian> i think world
has a function for that
L343[09:56:14] <xJon>
scheduleBlockUpdate() ?
L344[09:56:20]
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L346[09:57:22] <BordListian>
probably?
L347[10:02:25] <gigaherz> xJon: what do
you want exactly?
L348[10:03:04] <xJon> Hey gigaherz!
L349[10:03:26] <xJon> basically, I have a
funky custom teleporter, that spawns a ghost block of the
teleporting block when I come back to the overworld
L350[10:03:32] <xJon> when the block
updates, it disappears
L351[10:03:43] <xJon> didn't happen to me
in 1.8.9
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L353[10:04:51] <gigaherz> I'd fix the
block, rather than try to hide the bug
L354[10:05:44] <xJon> Thing is, I have no
idea how to fix this weird glitch
L355[10:06:26] <xJon> Maybe the client
doesn't get updated? I simply don't have enough experience in that
stuff
L356[10:06:55] <z0ttel> mh, maybe you
ownly place it client-side?
L357[10:07:03] <z0ttel> *only
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L359[10:08:38] <xJon> Basically, there's a
block; when you right click it, you get teleported to another
dimension and it places this block again (if it's not already
placed)
L360[10:09:01] <xJon> when you go back to
the overworld though, it should just put the player next to the
original block, and not spawn another "ghost" block like
it does
L361[10:09:14] <BordListian> are you doing
this only if world is not remote?
L362[10:10:01] <gigaherz> sounds like you
aren't detecting it right on the client
L363[10:10:04] <gigaherz> and placing a
block on the client
L364[10:10:11] <gigaherz> even though the
server is properly doing the right thing
L365[10:10:19] <gigaherz> as BordListian
said, you may be missing some isRemote check
L366[10:10:25] <gigaherz> note that
isRemote is true for the *client*
L367[10:10:38] <gigaherz> since the
"local" side is the server, which is where the logic
runs
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L372[10:13:50] <xJon> I'll try to do
that
L373[10:14:02] <xJon> also, what is the
difference between World and WorldServer?
L374[10:14:12] <xJon> one is client and
one is server? or what?
L375[10:14:29] <gigaherz> World is
generic
L376[10:14:33] <gigaherz> WorldServer is
server-specific
L377[10:14:40] <gigaherz> note that server
in this case means the logical side
L378[10:15:32] <xJon> But if I want to
scan for a block, I should do it server-side only, right?
L379[10:15:46] <gigaherz> yep
L380[10:15:51] <xJon> uh..
L381[10:15:51] <gigaherz> so
if(world.isRemote) return;
L382[10:16:40] <xJon> So anything on
onBlockActivated() should be while (!world.isRemove)?
L384[10:16:47] <gigaherz> try reading
this
L385[10:16:57] <gigaherz> wat
L386[10:17:04] <gigaherz> where did that
"while" come from?
L387[10:17:12] <xJon> No I'm talking
literally
L388[10:17:17] <xJon> English
L389[10:17:20] <xJon> not Java
L390[10:17:34] <gigaherz> either way
L391[10:17:35] <gigaherz> no
L392[10:17:46] <gigaherz> generally you
will want to only run the logic on the non-remote worlds
L393[10:17:54] <gigaherz> but there's some
cases where you may need logic on the remote
L394[10:18:01] <xJon> I'll read what you
sent
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L415[10:56:19] <xJon> gigaherz: I read it
and I think I understood the differences
L416[10:56:46] <xJon> Yet, I'm still
having trouble understanding how's this issue even possible
L417[10:57:11] <xJon> I checked and
everything is done server-side
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L419[11:02:59] <BordListian> maybe you're
trying to place a block before the chunk loads or something?
L420[11:03:07] <BordListian> or before you
actually teleport?
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L424[11:04:51] <JakesDen> Anyone here able
to make me a mod with just 2 simple crafting recipes?
L425[11:05:02] <BordListian> for what
version?
L426[11:05:07] <JakesDen> 1.7.10
L427[11:05:12] <BordListian>
Minetweaker
L428[11:05:34] <JakesDen> Whats
that?
L429[11:05:59] <gigaherz> a mod that lets
you add, edit and remove recipes
L430[11:06:05] <gigaherz> through
config
L431[11:06:07]
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L433[11:07:18] <JakesDen> I just want a
mod made for me, i would use mcreator to make one or set up eclipse
but my jdk is broken and i cant be bothered fixing it
L434[11:07:35] <BordListian> nah
L435[11:07:39] <BordListian> get out
L436[11:07:53] <shredder8910> How much $
ya got
L437[11:07:55] <shredder8910> lol
L438[11:07:59] <BordListian> lmfao
L439[11:08:05] <gigaherz> JakesDen: this
channel doesn't support developing mods for old versions
L440[11:08:13] <JakesDen> I have no $ but
i have £'s
L441[11:08:20] <gigaherz> and right now,
anything before 1.9.4 is old versions. ;P
L442[11:08:36] <JakesDen> any other
chanels i should go on then?
L443[11:08:43] <gigaherz> but really
L444[11:08:53] <gigaherz> why do you need
your own mod, if you can just use a minetweaker config file?
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L446[11:09:11] <JakesDen> K i will
try
L447[11:09:40] <JakesDen> Brb, just need
to do this so i can record a video of modded minecraft with
it
L449[11:10:33] <BordListian> now i'm
partially curious as to why you need an extra mod created for you
in 1.7.10 so you can record one video
L450[11:10:52] <BordListian> it's like
that thing where you're looking at a car accident
L451[11:11:02] <BordListian> and you can't
stop looking even though its horrible
L452[11:11:05] <shredder8910> lmao
L453[11:11:19] <JakesDen> Its a mod i need
to help with my series i am doing.
L454[11:11:22] <JakesDen> gtg
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L457[11:11:49] <gigaherz> that can create
minetweaker recipes for you, well.
L458[11:11:49] <gigaherz> XD
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L460[11:12:25] <BordListian> also
>mccreator
L461[11:12:32] <BordListian>
>eclipse
L462[11:14:55] <xJon> Hm, guys, what's the
difference between playerIn.posX and playerIn.serverPosX?
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L470[11:42:11] <Gayan> haha lol updated to
the latest forge build for server, got a cras from a mod ^^
L471[11:42:21] <Gayan> crash*
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L475[11:44:41] <BordListian> someone
one-upped you
L476[11:45:11] <BordListian> there's
already an issue report on that
L477[11:45:43] <Gayan> yes in the crash it
was talking about quark
L478[11:46:03] <Gayan> yep, i'll downgrade
to 2014 waiting them to fix it so ^ thanks
L479[11:47:01] <Gayan> i i run the
startserver.bat while chaning it to 2014 will it download back the
good libraries needed ?
L480[11:47:17] <BordListian> maybe
L481[11:47:25] <BordListian> you can just
delete your lib folder can't you
L482[11:48:28] <Gayan> yes i think
L483[11:49:43] <Gayan> argh its not auto
downloading librarie ^
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L487[11:58:13] <masa> you need to run the
installer
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L489[12:01:16] <Gayan> yes i got back
where i installed the server
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L519[12:34:14] <md678685> Are there any
valid use cases for having a server proxy?
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L524[12:42:57] <BordListian> overriding
items and replacing any item that enters world with ones own item
class seems like a really bad way to do this
L525[12:43:04] <BordListian> fortunately
this post is from 2014
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L531[12:51:36] <gigaherz> md678685: the
only real use case would be to modify the server GUI
L532[12:52:06] <md678685> gigaherz: okay,
thanks
L533[12:52:51] <gigaherz> shredder8910:
yes
L534[12:53:07] <gigaherz> although I don't
normally store them in a variable
L535[12:53:19] <shredder8910> Yeah I
realized after I didn't need to do that
L537[12:54:14] <gigaherz> although looking
at it, new ItemStack(Items.STICK) may be redundant
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L539[12:54:21] <gigaherz> STRING*
L541[13:00:19] <gigaherz> no idea
L542[13:00:24] <gigaherz> but the colors
of your IDE don't help
L543[13:00:29] <gigaherz> why's that
purple so dark? XD
L544[13:00:41] <shredder8910> No idea, it
was supposed to look nice
L545[13:00:44] <shredder8910> nice so much
after i imported it
L546[13:00:45] <shredder8910> lmao
L547[13:02:19] <gigaherz> if the recipe
doesn't work
L548[13:02:27] <gigaherz> try reducing the
number of oredict-based inputs
L549[13:02:57] <gigaherz> try to use
explicit quartz, or glowstone or such
L550[13:03:02] <gigaherz> and then see if
it works that way
L551[13:03:09] <gigaherz> and if so, then
it must be one of the oredict names
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L554[13:07:38] <shredder8910> Well I'm
dumb
L555[13:07:58] <shredder8910> I was using
oreCoal instead of coal itself
L556[13:08:14] <gigaherz> heh
L557[13:10:11] <alekso56> how do i load a
premade config from the jar to the config dir?
L558[13:10:49] <gigaherz> alekso56: you
could use GetResourceAsStream
L559[13:11:58] <gigaherz> as in:
this.getClass().getClassLoader().getResourceAsStream("path/within/the/jar")
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L567[13:33:42] <alekso56> gigaherz: yes,
but how do i write it :l
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L572[13:36:17] <gigaherz> see top
answer
L573[13:36:22] <gigaherz> minecraft
includes apache commons io
L574[13:37:11] <alekso56> yeaaaaah, im
doing something wrong, because i already tried that :<
L575[13:39:30] <diesieben07> alekso56,
show what you tried and what went wrong.
L576[13:40:01] <diesieben07> also, can I
say again how much apache commons naming sucks? IOUtils? Seriously?
ByteStreams.copy is infinitely better.
L577[13:40:08] <diesieben07> (guava
ftw)
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L579[13:42:03] <Ordinastie_> maybe apache
naming sucks because guava took all the good names :p
L580[13:42:41] <shredder8910> ahhhh guava
<3
L581[13:42:49] <diesieben07> lol
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L596[14:24:30] <shredder8910> Does it
matter if MODID is uppercase or lowercase?
L597[14:24:52] <shadowfacts> what do you
mean?
L598[14:24:58] <shadowfacts> the mod id
itself should be all lowercase
L599[14:25:03] <shredder8910> Okay
thanks
L600[14:25:15] <shadowfacts> but the field
name should be all uppercase if it
L601[14:25:18] <gigaherz> shredder8910: it
wouldn't matter exceot
L602[14:25:18] <shadowfacts> 's a
constant
L603[14:25:24] <shadowfacts> damn fingers
>.<
L604[14:25:24] <gigaherz> except*
L605[14:25:27] <gigaherz> in 1.8+
L606[14:25:32] <gigaherz> the modid is
also used for the resource domain
L607[14:25:38] <gigaherz> and the resource
domain must be lowercase
L608[14:25:44] <shredder8910> Yeah that's
what i was thinking
L609[14:25:47] <gigaherz> the code for
ResourceLocation does try to lowercase it
L610[14:25:53] <gigaherz> but it's best
not to rely on that
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L616[14:54:11] <MalkContent> do you
actually have a clientproxy, serverproxy AND commonproxy
L617[14:54:22] <MalkContent> or is
serverproxy the same as commonproxy
L618[14:54:49] <McJty> It usually is
L619[14:55:23] <MalkContent> soo... say i
register my CommonProxy as sidedproxy serverside
L620[14:55:32] <MalkContent> and i
register a guihandler inside it
L621[14:56:02] <MalkContent> does that
guihandler only get registered serverside?
L622[14:56:12] <McJty> A guihandler
typically has to be registered client and server side
L623[14:56:18] <McJty> So putting it in
CommonProxy is good
L624[14:57:12] <MalkContent> but i suppose
that commonproxy's class should not be registered as serverside,
yes?
L625[14:57:35] <McJty> That's ok if you
don't have a specific serverproxy class
L626[14:58:12] <MalkContent>
@SidedProxy(clientSide = Reference.CLIENT_PROXY_CLASS, serverSide =
Reference.SERVER_PROXY_CLASS)
L627[14:58:15] ***
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L628[14:58:15] <MalkContent> is what i
do
L629[14:58:27] <MalkContent> and the
serverside class is my commonproxy
L630[14:58:33] <McJty> that sounds
ok
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L633[14:58:46] <MalkContent> rly?
L634[14:58:48] <MalkContent> huh
L635[14:59:06] <McJty> Why wouldn't that
be ok? Most of the time ServerProxy is just empty
L636[14:59:20] <McJty> I generally tend to
use ServerProxy but it is then just a subclass of CommonProxy and
nothing else
L637[14:59:26] <McJty> But nothing wrong
with using CommonProxy directly
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L640[15:01:53] <MalkContent> a.
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L642[15:03:19] <MalkContent> or not
"a."
L643[15:04:37] <MalkContent> nvm, I think
i got it
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L645[15:06:58] <MalkContent> if i override
a function of the commonproxy in the clientproxy
L646[15:07:19] <MalkContent> does the
content of that function of the commonproxy still get
executed?
L647[15:08:54] <MalkContent> or do i have
to super.function()?
L648[15:09:14] <KR> The latter.
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L651[15:15:53] <MalkContent> thanks
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L656[15:20:31] <AnarchySage> Anyone ever
update a few mods and suddenly your world crashes from different
error after error
L657[15:21:15] <shredder8910> I have
before, but that was because of configs from older versions causing
it to crash
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L659[15:23:24] <AnarchySage> first crash
was a fastcraft, thaumcraft and chicken chunks, second was
railcraft and te, third was enderio and twilight forest
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L662[15:26:15] <electrolitic> Is there a
good way of stopping someone from putting an ItemStack into a
certain Slot?
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L664[15:27:56] <sham1> o/
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L666[15:28:44] <electrolitic> Nevermind, I
think I have a good idea
L667[15:29:34] <sham1> I am scared
L668[15:29:53] <electrolitic> Of?
L669[15:29:58] <sham1> Good ideas seldom
are something not to be scared about
L670[15:30:26] <sham1> Althouhg, I don't
know the context
L671[15:30:28] <sham1> So...
L672[15:30:30] <electrolitic> Oh, I just
decided to override slotClick and check if the player has a stack
on his cursor and the slot is the spot I don't want.
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L675[15:30:57] <electrolitic> Since it's
an output
L676[15:31:33] <electrolitic> Don't know
if that's the normal way, but it just worked.
L677[15:31:44] <xEviLSpaWnx> Anyone having
probs saving options in the minecraft launcher?
L678[15:33:36] <shredder8910> Anyone wanna
link me to their repo of where they have their Blocks and
items
L679[15:33:41] <shredder8910> so I can see
how to do it correctly
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L683[15:36:52] <gigaherz> one item, one
block ;P
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L687[15:38:53] <SkySom> electrolitic,
isItemValid on slot is the method you want
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L689[15:39:11] <electrolitic> Oh, thank
you!
L690[15:39:21] <SkySom> It's what the
Furnace output uses.
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L693[15:42:00] <electrolitic> So I need to
extend the Slot class and override that method?
L694[15:42:13] <electrolitic> In another
class of course
L695[15:42:23] <xEviLSpaWnx> Whats the
difference in launch methods native / Jar?
L696[15:42:26] <electrolitic> It's always
true :/
L697[15:42:35] <SkySom> In the base slot
yes
L698[15:42:42] <electrolitic> Oh.
L699[15:42:45] <electrolitic> I see.
L700[15:42:50] <SkySom> You'd need to
create another slot
L701[15:43:03] <SkySom> Like
FurnaceOutputSlot overrides it so that you can't put stuff
in.
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L705[15:49:31] <electrolitic> Nice, it
works perfect
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L710[15:58:07] <alekso56> how do i make
everything with the same block id but different damage value have
the same texture?
L711[16:00:27] <gigaherz> that sentence
does not compute
L712[16:00:32] <gigaherz> "block
id" implies block
L713[16:00:39] <gigaherz> but
"different damage value" implies item
L714[16:00:44] <alekso56> derp item
id
L715[16:01:21] <gigaherz> by defualt, if
you aren't using subtypes
L716[16:01:28] <gigaherz> just registering
a model for meta=0
L717[16:01:36] <gigaherz> should apply to
all the meta values
L718[16:01:46] <gigaherz> default*
L719[16:02:22] <gigaherz> if you are using
subtypes, then you have to register each meta value explicitly, OR
use ItemMeshDefinition to select the appropriate model
L720[16:02:36] <alekso56> im not using
subtypes
L721[16:03:05] <gigaherz> then
ModelLoader.setCustomModelResourceLocation(item, 0, model) should
work
L722[16:04:25] <alekso56> That's what i
have atm, and it doesn't work :p
L724[16:05:10] <shadekiller666> putting a
breakpoint in BlockConstructionTape.createBlockState() says that
the state in "this" is null
L725[16:05:15] <shadekiller666> which
doesn't make sense
L726[16:06:09] <diesieben07>
shadekiller666, this is not null, the properties are null
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L729[16:06:23] <diesieben07> you are
calling your constructor from the static field initializer for
INSTNACE
L730[16:06:34] <diesieben07> which runs
before the property fields (below it) are initialized
L731[16:07:00] <gigaherz> it's this
one--> private final ExtendedBlockState state = new
ExtendedBlockState(this, new IProperty[] {NORTH, SOUTH, WEST,
EAST}, new IUnlistedProperty[]
{OBJModel.OBJProperty.instance});
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L733[16:11:19] <alekso56> nvm, just added
an override for getMetadata(itemstack), textures work now :v
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L738[16:18:36] <shadekiller666> ok
wtf....
L739[16:19:18] <shadekiller666> the forge
blockstate for this block clearly references an obj model... yet
the game insists on using the vanilla loader...
L740[16:20:15] <gigaherz>
OBJLoader.instance.addDomain?
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L744[16:22:00] <shadekiller666> did
that
L745[16:22:23] <shadekiller666> at least
did that client side
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L747[16:24:13] <shadekiller666> the block
in question is the same block referenced in the error i
linked
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L752[16:32:02] <shadekiller666> how does
one make a forge blockstate json that uses the standard item model
(a sprite) on a block that has different block models
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L761[16:58:32] <Ordinastie_> MattDahEpic,
put a breakpoint at the start of your constructor, you'll realise
your mistake
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L770[17:17:27] <MattDahEpic> ugh supers
having to be at the start of constructors is stupid
L771[17:18:08] <Ordinastie_> just
initialize with the field definition
L772[17:18:39] <MattDahEpic> it requires
the arguments passed into the constructor
L773[17:19:29] <shadekiller666> is there a
way to make minecraft combine two textures together using the
vanilla blockstate system?
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L775[17:20:01] <shadekiller666> i'm trying
to make a block that places in the same fashion as redstone does,
but its texture is not rotatable like redstone
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L777[17:22:10] <Ordinastie_> yeah, I know
I had to reflect to recreate the BlockStateContainer
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L788[17:43:17] <MattDahEpic> i may have
just created the most hacky way of not fixing an underlying problem
i have ever done
L789[17:45:16] <MattDahEpic> if this
doesnt come back to bite me in the ass i will be surprised
L790[17:48:18] <Ordinastie_> MattDahEpic,
wait, there is relatively clean way
L791[17:48:32] <MattDahEpic> ok...
L792[17:48:59] <Ordinastie_> null check
the property, and call createBlockStateContainer and
setDefaultState yourself after
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L795[18:01:10] <MattDahEpic> has anyone
made anything that kills all the
"com.mojang.authlib.exceptions.AuthenticationException: The
client has sent too many requests within a certain amount of
time"s
L796[18:06:24] <diesieben07> MattDahEpic,
not really a way around it if you want to provide --username and
--password
L797[18:06:34] <diesieben07> since
GradleStart has to authenticate you every time again
L798[18:06:48] <diesieben07> but you can
remember the access token yourself and put it in using
--accessToken
L799[18:06:55] <diesieben07> but i am not
sure what that does to your launcher session
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L802[18:17:13] <Ferdz_TheWeeb> Hey guys,
is there a way I can put the enchantment glow animation on blocks
in the world?
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L807[18:24:36] <Ferdz_TheWeeb> Actually,
if I want to render a block but overlapping it with custom OpenGL,
would that be possible without a TESR?
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L812[18:29:03] <diesieben07>
Ferdz_TheWeeb, no. GL access is only possible in a TESR
L813[18:29:57] <Ferdz_TheWeeb>
diesieben07, uhm... would there be another way to render the glint
animation on a placed block than using TESR? Due to performance
cost I'd like to avoid them
L814[18:31:31] <diesieben07> well, for a
start you'd have to implement the animation as a stiched
TextureAtlasSprite that animates so it can be rendered from a
static block
L815[18:31:45] <diesieben07> if that is
the case i suppose it would be possible (maybe) with a normal
model
L817[18:32:41] <diesieben07> actually,
that's still direct GL access as far as i can see
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L819[18:36:22] <diesieben07> yeah i am not
sure if there is a way since the glint requries blending
L820[18:36:37] <Ferdz_TheWeeb> I see
L821[18:36:43] <Ferdz_TheWeeb> PR doesn't
really help for blocks
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L823[18:36:56] <williewillus> what are you
wanting to do?
L824[18:37:53] <Ferdz_TheWeeb> I'm making
a mod called palceable items, and for items that are enchanted, or
naturally have the effect (potions, god apples) I'd like to make it
so they have the enchatment animation as a placed block too
L825[18:39:33] <Ferdz_TheWeeb> And I doubt
an animation like lava_still will cut it
L826[18:40:15] <williewillus> not possible
I don't think
L827[18:40:21] <williewillus> not simply
at least
L828[18:40:23] <williewillus> without a
tesr
L829[18:40:29] <williewillus> with a tesr
ofc
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L832[18:42:19] <Ferdz_TheWeeb> That's a
bit sad
L833[18:42:34] <Ferdz_TheWeeb> How badly
do TESRs influence FPS?
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L835[18:50:18] <williewillus> well just
the way the glint is done doesn't fit with how the static renderer
works
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L837[18:50:30] <williewillus> if it's just
the one item? not "too" badly
L838[18:50:43] <williewillus> it would be
slightly better than vanilla item frames, probably
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L842[18:54:29] <Ferdz_TheWeeb> Vanilla
item frames have performance issues williewillus ?
L843[18:54:37] <williewillus> if you spam
a ton of them
L844[18:54:45] <williewillus> but itll be
along the same lines
L845[18:55:04] <MattDahEpic> inb4 i open
my old survival world
L846[18:56:02] <Ferdz_TheWeeb> Do you
think it's worth doing?
L847[18:56:25] <williewillus> what are you
using to render them currently?
L848[18:56:55] <Ferdz_TheWeeb> Basic json
model files with a blockstate
L849[18:57:12] <williewillus> oh is this
just a defined subset of items?
L850[18:57:51] <Ferdz_TheWeeb> I'm only
going to use TESR for the blocks that really need it, such as the
animated enchant
L851[18:58:01] <williewillus> yeah
L852[18:58:06] <williewillus> that seems
like the best solution
L853[18:59:14] <Ferdz_TheWeeb> Any idea on
how I can render a .json model using a TESR then?
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L855[19:01:15] <williewillus>
Minecraft.getMinecraft().getRenderItem().renderItem(ItemStack,
ItemCameraTransforms.TransformType)
L856[19:04:19] <Ferdz_TheWeeb> Perfect.
And, forgive my GL noobness, I would basically stick the code from
RenderItem.renderItemAndEffectIntoGUI related to glint,
right?
L857[19:04:32] <williewillus> no that
method does everything for you
L858[19:04:41] <williewillus> just setup
your rotations/translations/scales and call it
L859[19:06:00] <Ferdz_TheWeeb> Yeah but I
meant to apply the glint on top
L860[19:06:08] <williewillus> on top of
what?
L861[19:06:11] <AnarchySage> does anyone
remember what mod it is that adds a bunch of stone blocks that
generate in the world, like tfc did, i cant remember the name
L862[19:06:22] <Ferdz_TheWeeb> On top of
the texture
L863[19:06:34] <williewillus> I'm saying
that renderItem method takes care of everything
L864[19:06:35] <williewillus> including
the glint
L865[19:06:48] <Ferdz_TheWeeb> Oh!
L866[19:06:58] <williewillus> it should at
least :P lemme confirm
L867[19:07:06] <Ferdz_TheWeeb> But then
how does it know what block corresponds to the ItemStack?
L868[19:07:13] <williewillus> yep it
does
L869[19:07:15] <williewillus> what do you
mean?
L870[19:07:22] <williewillus> you give it
the stack to render
L872[19:09:46] <williewillus> are those
static models?
L873[19:09:58] <williewillus>
(IBakedModel)
L874[19:10:27] <williewillus> if so then
just copy RenderItem.renderEffect(IBakedModel model) and call it
passing in the model of the thing
L875[19:10:35] <Ferdz_TheWeeb> I never
touched IBakedModels, so I'm guessing not? They're assigned through
the blockstates file
L876[19:10:41] <williewillus> yes
L877[19:10:50] <williewillus> anything
through the new json system is a bakedmodel
L878[19:11:06] <Ferdz_TheWeeb>
Alright
L879[19:11:36] <williewillus> retrieve
your block's IBakedModel then copy/call
RenderItem.renderEffect(IBakedModel), which will render a glinted
version of the model. might do the glinted version only in tesr and
the real one in the normal rendering
L880[19:12:16] <Ferdz_TheWeeb> Uhm I
see
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L882[19:12:43] <williewillus> hmm copying
that method pulls in a lot of other methods too
L883[19:12:50] <williewillus> might want
to use a methodhandle to call it directly
L884[19:12:53] <williewillus> instead of
copying it all
L885[19:13:19] <Ferdz_TheWeeb> So my
blockstates file tells forge what model / what texture to use, and
I can retrieve that from inside the TESR
L886[19:14:11] <williewillus> but yeah
that's the idea, gotta go for now but I can elaborate later. to get
the IBakedModel of a block use
Minecraft.getMinecraft().getBlockRendererDispatcher().getModelForState(IBlockState)
L887[19:14:16] <williewillus> yes
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L889[19:15:06] <Ferdz_TheWeeb> I think
that's exactly what I need, thanks a whole bunch willieaway! I'm
leaving too and will test this ASAP
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