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L19[01:05:38] * Naiten catched himself typing 'minecraft forge make mod disableable'
L20[01:05:43] <Naiten> into google
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L24[01:12:53] <killjoy> *caught
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L30[01:13:55] <killjoy> Should I be concerned that github includes the unsubscribe link when I respond via email?
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L35[01:17:07] <Naiten> killjoy, ^ legit remark on grammar
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L40[01:27:25] <Naiten> assuming all the tutorials are always outdated, what's the proper way to organize network in 1.10.2?
L41[01:27:30] <Naiten> SimpleNetworkWrapper?
L42[01:28:32] <killjoy> Sounds right.
L43[01:29:17] <killjoy> I'd actually like to see something written up comparing it and PacketCustomPayload
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L45[01:32:58] <Tazz> http://i.imgur.com/TXjyO2f.png working on stuffs
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L47[01:34:26] <Naiten> killjoy, well. if i manage to get a concept of networking instead of just using a solution, i could possibly make tests and write an article
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L49[01:34:40] <Naiten> but i don't get the concept of networking yet -_-
L50[01:35:05] <killjoy> From what I understand, the packetcustompayload is just another packet for minecraft's packet system
L51[01:35:13] <killjoy> simpleimpl uses netty direclty
L52[01:35:16] <Naiten> Tazz, quite nice lamp post indeed
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L54[01:36:09] <tterrag> Naitenread the page on docs
L55[01:36:13] <tterrag> Naiten: ^
L56[01:37:11] <Naiten> tterrag, +1
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L63[02:00:01] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160816 mappings to Forge Maven.
L64[02:00:05] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160816-1.10.2.zip (mappings = "snapshot_20160816" in build.gradle).
L65[02:00:15] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L147[05:34:26] <sham1> o/
L148[05:35:24] <MalkContent> \o
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L152[05:38:33] <MalkContent> amadornes: if you give me the texture, I'm gonna draw you a clippy on it, right now :P
L153[05:38:48] <amadornes> what texture?
L154[05:38:53] <MalkContent> screwdriver :D
L155[05:38:56] <amadornes> oh
L156[05:38:59] <amadornes> BP's repo
L157[05:39:06] <amadornes> first version of the screwdriver
L158[05:39:16] <amadornes> you need to clean all the semitransparent pixels first, though
L159[05:39:23] <amadornes> and note that the texture is going to change in the future
L160[05:39:29] <amadornes> because I don't want to steal BP's :P
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L162[05:39:50] <amadornes> also
L163[05:39:55] <amadornes> the ingame manual won't be huge
L164[05:40:00] <amadornes> probably 2 pages at most
L165[05:40:03] <MalkContent> doesn't matter :D
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L168[05:41:33] <MalkContent> if it gets me a talking screwdriver, I'll whip up a fresh one right now x)
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L172[05:47:43] <Ordinastie_> is there a better way to get the first element of a collection that .iterator().next() ?
L173[05:50:16] <MalkContent> depends on the collection, no?
L174[05:50:17] <quadraxis> depends on the type of collection
L175[05:50:24] <MalkContent> hah
L176[05:50:31] <Ordinastie_> the type I get IS Collection
L177[05:51:09] <quadraxis> then short of doing instanceof checks, probably not
L178[05:51:38] <quadraxis> bear in mind there's no 'first' element for unordered collections
L179[05:52:02] <Ordinastie_> well, I just need any 'one' of the elements
L180[05:52:04] <MalkContent> ^
L181[05:52:12] <MalkContent> why
L182[05:52:16] <Ordinastie_> I do that now, not really pretty, but meh : http://puu.sh/qDcX5.png
L183[05:52:19] <quadraxis> thats ok then
L184[05:52:37] <quadraxis> iterator() -> Returns an iterator over the elements in this collection. There are no guarantees concerning the order in which the elements are returned (unless this collection is an instance of some class that provides a guarantee).
L185[05:53:04] <Ordinastie_> I need data inside the element that *should* be the same for all the elements
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L187[05:53:31] <Ordinastie_> if it's not the same, I don't care, it's the fault of would made the data :p
L188[05:54:04] <Ordinastie_> s/would/who/
L189[05:54:32] <MalkContent> no other way to get that data?
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L191[05:54:43] <Ordinastie_> nah
L192[05:55:41] <quadraxis> if you want constant time access to an arbitrary element, not that I know of
L193[05:55:52] <MalkContent> might as well use iterator.next and return that
L194[05:56:10] <MalkContent> rather than putting in that loop
L195[05:56:26] <kenzierocks> yea
L196[05:56:36] <kenzierocks> or Iterators.first(<iter>)
L197[05:56:42] <kenzierocks> or Iterables.first(<collection>)
L198[05:56:45] <Ordinastie_> oh
L199[05:56:52] <kenzierocks> guava has methods for this :P
L200[05:56:52] <Ordinastie_> yeah, I knew I was forgetting one
L201[05:57:20] <MalkContent> not functionally different though ^^
L202[05:57:26] <kenzierocks> no
L203[05:57:32] <kenzierocks> i think it fails better though
L204[05:57:36] <quadraxis> iterator.hasNext() ? iterator.next() : <whatever>
L205[05:57:41] <MalkContent> ^
L206[05:58:01] <kenzierocks> ah right
L207[05:58:12] <Ordinastie_> no .first() method
L208[05:58:18] <MalkContent> or rather collection.isEmpty ? return null; return collection.getIterator.next();
L209[05:58:26] <kenzierocks> Ordinastie_: getFirst
L210[05:58:31] <MalkContent> saves you unnecessary iterator
L211[05:58:38] <Ordinastie_> duh ><
L212[05:58:43] <kenzierocks> takes default value
L213[05:58:52] <kenzierocks> there's many ways to do it :D
L214[05:59:10] <MalkContent> i assume he wants something efficient because of animation stuffs ^^
L215[05:59:27] <Ordinastie_> MalkContent, well, it's efficient enough because that guava impl : return iterator.hasNext() ? iterator.next() : defaultValue;
L216[05:59:54] <Ordinastie_> and it doesn't need to be that efficient, it's the starting of the animation there
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L218[06:00:01] <kenzierocks> remember MalkContent, not every collection has constant time size checking :D
L219[06:00:28] <kenzierocks> like some of the LinkedList implementations I think
L220[06:00:31] <quadraxis> well collections that don't should probably override isEmpty()
L221[06:00:32] <kenzierocks> or the Queues
L222[06:00:51] <kenzierocks> true
L223[06:01:24] <MalkContent> i don't know what that means :x
L224[06:01:38] <Ordinastie_> aw, getFirst doesn't null check the collection :(
L225[06:03:04] <kenzierocks> MalkContent: if you have an ArrayList, the size is stored as a field, so it's returned immediately -- constant time
L226[06:03:17] <kenzierocks> if you have one of the Queues that doesn't store size as a field
L227[06:03:31] <kenzierocks> it has to iterate over all elements to tell you the size
L228[06:03:33] <kenzierocks> linear time
L229[06:03:55] <MalkContent> a. i see.
L230[06:03:59] <kenzierocks> and then some of the Queues are Concurrent versions...
L231[06:05:19] <MalkContent> so a crappy implementation of isEmpty without that would check it's own size() rather than getting a single Iterator.hasNext()
L232[06:05:52] <MalkContent> but i guess when that happens you blame the guy who did that :P
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L234[06:08:32] <kenzierocks> yea
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L237[06:08:45] <kenzierocks> or doing something else related to the internals
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L239[06:17:02] <istasi> When making gui images for things like chest,are there some std images around one can uhm, draw out from?, just to get the size and color "right", or matching atleast ?
L240[06:17:24] <Ordinastie_> the vanilla assets eventually
L241[06:20:37] <MalkContent> there a reason you don't just draw vanilla textures, istasi?
L242[06:21:10] <Ordinastie_> because they're hardcoded ?
L243[06:21:19] <MalkContent> if you absolutely have to make your own texture, i think it's allowed to copy from minecraft
L244[06:21:26] <MalkContent> so only draw the parts you want :P
L245[06:22:05] <Ordinastie_> meh, I have my GUIs completely dynamic anyway
L246[06:23:31] <istasi> I'm still learning, and the guide i'm following isn't providing an image so getting that lovely purple and black, so got wondering.
L247[06:25:38] <istasi> You need to provide an image right?, to get something that looks 'normal' ?, i mean there isn't something that you can use so its just drawn "live" ?
L248[06:26:15] <Ordinastie_> no, there is nothing to draw live
L249[06:26:25] <Ordinastie_> I have to make your own texture
L250[06:26:48] <istasi> Aight, thanks :)
L251[06:27:00] <Ordinastie_> unless you want the exact same visual than an already existing one like the chest
L252[06:27:28] <Ordinastie_> but if you want to change the size, or add/remove slots, or even change their positions, you have to make your own
L253[06:28:07] <Ordinastie_> (or use some lib that allows dynamic GUIs </shamelessplug>)
L254[06:28:14] <MalkContent> if you want the same visual like the chest
L255[06:28:19] <MalkContent> but different size
L256[06:28:31] <MalkContent> you can just draw different parts of the texture of the chest gui
L257[06:28:36] <MalkContent> so it fits your size
L258[06:28:48] <Ordinastie_> like that's not a PITA
L259[06:28:57] <kenzierocks> it's not really?
L260[06:28:59] <kenzierocks> i think?
L261[06:29:10] <kenzierocks> i havent done GUIs in forever but I think you can specify u/v
L262[06:29:20] <MalkContent> ^
L263[06:29:24] <MalkContent> easily done
L264[06:29:49] <Ordinastie_> ok, then you have 5 min to make a gui that have just one extra column for the slots
L265[06:29:50] <MalkContent> you have to do math and/or try n error though :P
L266[06:30:05] <Ordinastie_> ^definition of PITA
L267[06:30:33] <MalkContent> that's like 5 minutes of work
L268[06:30:41] <Ordinastie_> ok then
L269[06:30:43] <Ordinastie_> timer start now
L270[06:30:51] <MalkContent> i mean even the double chest draws the chest texture twice :P
L271[06:31:49] <MalkContent> also I'm not doing that, gui is a pita
L272[06:31:53] <Ordinastie_> lol
L273[06:31:59] <MalkContent> in general :P
L274[06:32:22] <MalkContent> whether you draw your own texture and then make that match
L275[06:32:29] <MalkContent> or you match the existing one multiple times
L276[06:32:48] <Ordinastie_> well, I don't do either
L277[06:32:49] <MalkContent> doesn't matter which one
L278[06:33:38] <MalkContent> someone probably wrote a helper method to draw a x*y gui with the chest texture somewhere
L279[06:33:57] <MalkContent> just the drawRect
L280[06:34:19] <MalkContent> i cant brain right now anymore
L281[06:34:52] <Ordinastie_> window.setSize(x, y); \o/
L282[06:35:21] <kenzierocks> window.setSize(Integer.MAX_VALUE, Integer.MIN_VALUE);
L283[06:36:21] <Ordinastie_> what about that ?
L284[06:37:57] <kenzierocks> that would be a really funky gui
L285[06:38:04] <kenzierocks> what does that even render as lol
L286[06:39:25] <Ordinastie_> in my case, it would render the top left and the rest would be outside of the screen
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L302[08:00:17] <istasi> mmh, allowFlying = false doesn't cancel the current flight, how does one do that then?, make the player fall
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L306[08:01:01] <istasi> in player.capabilities.allowFlying
L307[08:01:29] <MalkContent> check if the gamemode command does it when going from creative to survival
L308[08:01:47] <istasi> oh, great idea!, thanks
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L313[08:08:26] <LatvianModder> I think you just set both isFlying and allowFlying to false
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L315[08:11:18] <istasi> player.sendPlayerAbilities(); after chaing allowFlying seems to be how creative to survival does it
L316[08:14:03] <istasi> eh nvm, wierd.
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L319[08:17:52] <istasi> Lat's way works atleast
L320[08:18:34] <LatvianModder> then better do it C2S way
L321[08:19:12] <istasi> C2S ?
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L323[08:20:08] <LatvianModder> creative to survival
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L329[08:31:23] <Vigo> Im getting a erro when compiling "executing failed for task ':retromapReplacedMain'. http://pastebin.com/KgGYLJyW
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L331[08:33:56] <Ordinastie_> what gradle/forgegradle version are you using ?.
L332[08:39:31] <Vigo> where do I check the version?
L333[08:42:14] <Vigo> forgegradel 2.2-snapshot-0447b4e
L334[08:43:47] <kenzierocks> Vigo: build.gradle?
L335[08:43:58] <kenzierocks> i asked for this last night but i guess you didn't see it
L336[08:45:13] <Vigo> i might have gone to sleep, here it is tho http://pastebin.com/bquEKv0t
L337[08:45:51] <Vigo> the bottom half past ext.args is a script for generating json files
L338[08:46:04] <Vigo> ive have tried removing it and compiling but that doenst make a difference
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L342[09:05:10] <kenzierocks> Vigo: can i see PROJECT_DIR/.gradle/gradle.log?
L343[09:06:00] <Vigo> heres with stacktrace http://pastebin.com/KgGYLJyW i can generate a plain one if you need
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L345[09:15:03] <kenzierocks> hmm, thought gradle.log gave more than that
L346[09:15:11] <kenzierocks> can you run with --debug?
L347[09:15:28] <Vigo> sure, itll take a while to generate tho
L348[09:19:46] <Vigo> http://pastebin.com/0iVSHXKC
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L350[09:23:00] <kenzierocks> can I see the content of C:\Users\koolr\.gradle\caches\minecraft/net/minecraftforge/forge/1.10.2-12.18.1.2065/userdev/merged.srg ?
L351[09:23:25] <kenzierocks> and maybe also C:\Users\koolr\.gradle\caches\minecraft/de/oceanlabs/mcp/mcp_snapshot/20160518/srgs/mcp.exc ?
L352[09:27:26] <Vigo> http://pastebin.com/WWWHVazj
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L355[09:42:09] <TechnicianLP> any idea why curse throw an "Invalid JSON" Error at me when trying to edit a file?
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L358[09:49:36] <kenzierocks> hmm
L359[09:49:43] <kenzierocks> yea Vigo i think there's a bug in S2S
L360[09:49:48] <kenzierocks> lex will have to fix it
L361[09:50:00] <kenzierocks> file an issue in the Srg2Source repo
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L363[09:56:32] <Vigo> alright thanks
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L369[10:11:02] <Ordinastie_> !gm func_73660_a
L370[10:11:20] <istasi> Aight so im fooling around testing things, probably horrible and silly things, but atm im testing ticking down an item using onLivingUpdateEvent and event.getEntity().getHeldItem () .. so im reducing with --.stackSize; but, the item can go into negative :O, how do i remove the item once it hits 0 ?, tried looking at itemSeeds to check waht they do with the stack once empty, but cant seem to find anything there
L371[10:12:59] <TechnicianLP> you just set the stack to null
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L373[10:15:58] <istasi> just getHeldItem () = null ?
L374[10:15:59] <Ordinastie_> istasi, also, if it's your item, use item::onUpdate
L375[10:16:38] <istasi> aight, thanks!
L376[10:19:03] <istasi> i found some question from 2013 that mentions IScheduleTickHandler or something like that, since i dont need to check every single tick, i havn't been able to find anything up to date regarding this, but is that posible ?, to check say 4 times every 1 sec ?, currently im using worldtime % 5 == 0
L377[10:19:45] <Ordinastie_> is it your item ?
L378[10:19:48] <istasi> yes
L379[10:20:01] <Ordinastie_> yes, just check against world time in your onUpdate
L380[10:20:18] <istasi> Aight thanks :)
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L383[10:27:10] <istasi> If i want this to modify as to whenever a player can fly, how do i ensure it doesn't messes with other mods that does the same?, eg. Angel ring from Extrautils ?
L384[10:27:51] <istasi> mmh, suppose i should look at how he does it :O
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L392[11:00:11] <istasi> Ordinastie_, do you know of a mod that uses onUpdate on an item?, I cannot seem to make it do anything.
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L394[11:01:14] <Ordinastie_> if them is in the player inventory, it should be called
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L396[11:02:09] <Ordinastie_> ItemMap is overriding it
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L398[11:05:38] <istasi> public void onUpdate ( ItemStack item, World world, Entity player, int itemSlot, boolean isSelected ) { System.out.println ( "i ran" ); } this should spam the hell out of console right ?
L399[11:06:01] <Ordinastie_> yes
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L401[11:11:51] <istasi> Are there some required functions i need to have before it'll work?, i've cut it as far down as i can to make sure nothing else could be messing it up., still nothing, its just extends Item, super (), setunlocalized, setRegistryName and then the above function ?
L402[11:12:19] <istasi> do i need something special when i initialize it ?
L403[11:12:51] <Ordinastie_> did you register your item ?
L404[11:13:42] <istasi> with GameRegistry?, yeah
L405[11:13:46] <istasi> i can see it ingame, np
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L407[11:16:18] <istasi> it was original itemSeeds but made it into a Item, mode the ItemRender function out of it into my init function instead, im registering it a class called ModItems tutorial, where im initializing the items
L408[11:16:26] <istasi> mode = moved
L409[11:17:07] <istasi> http://pastebin.com/Tjz0ZcNf atm
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L411[11:21:52] <Ordinastie_> istasi, that code works for me
L412[11:23:23] <LatvianModder> what is wrong with that spacing
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L414[11:24:30] <istasi> which part?
L415[11:24:34] <madcrazydrumma> Hey guys! So I've got some WorldGen going and I've put a chest in my structure. How do I get some random items of my choice into that chest?
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L419[11:30:52] <LatvianModder> Probably by accessing the TileEntity and placing items in its inventory after you have set the block
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L421[11:31:14] <Ordinastie_> or totally not that way
L422[11:31:16] <williewillus> no, use loot tables :P
L423[11:31:20] <Ordinastie_> ^
L424[11:31:22] <LatvianModder> Or that
L425[11:31:33] <LatvianModder> I have no idea what loot table is, so.. ye guys explain
L426[11:31:49] <williewillus> vanilla wiki basically says all that needs to be said about it :P
L427[11:32:03] <LatvianModder> I doubt vanilla wiki explains code part :P
L428[11:32:15] <williewillus> chest.setLootTable(<ResLoc>)
L429[11:32:17] <Nitrodev> hi all
L430[11:32:26] <LatvianModder> oh its that simple? hmm interesting
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L434[11:41:57] <madcrazydrumma> Is it that simple williewillus o.O
L435[11:42:02] <williewillus> yes
L436[11:42:14] <madcrazydrumma> And the resource location points to what structure of a file?
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L438[11:44:02] <williewillus> 1. put file in /assets/modid/loot_tables/<path>.json 2. register it with LootTableList.register(ResourceLocation) 3. chest.setLootTable(ResourceLocation)
L439[11:44:08] <williewillus> the format of the json is defined in the vanilla wiki
L440[11:44:20] <madcrazydrumma> Okay cheers for that, I'll take a look!
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L442[11:44:32] <williewillus> if you like grammar-style specs I made one a while back https://gist.github.com/williewillus/b9cce53cb68d576dc780
L443[11:47:01] <madcrazydrumma> williewillus, do I just register it in my common proxy or just the server side?
L444[11:47:21] <williewillus> it doesn't matter, the loot system isn't touched by the client at all
L445[11:47:28] <williewillus> so common is fine
L446[11:49:01] <madcrazydrumma> Okay fair enough
L447[11:50:48] <madcrazydrumma> Is it BlockChest or TileEntityChest that handles the table?
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L449[11:51:20] <williewillus> TE
L450[11:53:47] <istasi> Ordinastie_, i've tried making a clean forge folder http://pastebin.com/LkFgeUw9 using just this code, not pretty but the block is ingame, no textures or anything, or localization, using /give to get me the item... onUpdate does not fire for me
L451[11:55:18] <madcrazydrumma> What is the long used in setLootTable for?
L452[11:55:58] <Ordinastie_> istasi, let's try something :
L453[11:56:17] <williewillus> madcrazydrumma: random seed
L454[11:56:20] <Ordinastie_> use that code : http://puu.sh/qDuqf.png
L455[11:57:06] <madcrazydrumma> so world.random?
L456[11:57:07] <williewillus> madcrazydrumma: lazy solution for that: take the te's pos and turn it into a long with BlockPos.toLong, use that as the seed :P
L457[11:57:18] <istasi> if I use @Override on onUpdate it errors
L458[11:57:30] <madcrazydrumma> Okay ill do that ;P
L459[11:57:55] <Ordinastie_> istasi, what version are you using ? and what mapping
L460[11:58:43] <istasi> 2065 tried 2064 and 2053 all same result, and as to mapping?, im not sure, i've just used gradlew eclipse and just went from there
L461[11:59:10] <Ordinastie_> you need to override onUpdate from the Item
L462[11:59:30] <Ordinastie_> but if the name is not quite the same, change it
L463[11:59:42] <istasi> mmh, thought i didn't have to, as itemMap doesn't override either
L464[11:59:49] <Ordinastie_> when overriding, use your IDE
L465[11:59:59] <Ordinastie_> yes it does
L466[12:00:15] <Ordinastie_> @Override does nothing but checking if it actually overrides
L467[12:00:44] <istasi> eclipse doesn't show @Override though :X
L468[12:00:57] <Ordinastie_> doesn't matter
L469[12:01:12] <Ordinastie_> check ItemmMap you'll see that the signature should be different from what you used
L470[12:02:05] <Ordinastie_> in you class, type "on" then Ctrl+Space, you'll see the available overrides starting with "on"
L471[12:04:49] <istasi> Works now, i must have imported the wrong entity? or something, atleast when i ctrl+Space on and it fills it all in by itself it works exactly as one would expect it to
L472[12:05:13] <Ordinastie_> yes, wrong Entity import
L473[12:05:22] <Ordinastie_> didn't even see that
L474[12:06:01] <istasi> but thanks! :)
L475[12:08:39] <raoulvdberge> where can I get a singleton instanceof the UniversalBucket?
L476[12:08:45] <raoulvdberge> Is there something like ForgeItems.UNIVERSAL_BUCKET?
L477[12:08:49] <raoulvdberge> Or can I just use Items.BUCKET
L478[12:09:06] ⇨ Joins: Waterpicker (~Waterpick@2602:306:35ba:ca40:acba:9a72:20a2:deb7)
L479[12:10:11] <williewillus> ForgeModContainer.universalBucket
L480[12:10:33] <gabizou> williewillus going to look at PIE extensions now
L481[12:10:56] <gabizou> but from what I can see, doesn't provide much server control, right?
L482[12:11:07] <Waterpicker> Is there anyone who is good with saving files and world saving? I'm one of a couple of fella doing a port of Dimensional Doors to future versions. We succeeded in getting it to work in 1.8.9. An series of errors have been encountered two that happen related to work saving plus a third that happens when you try to open a dimensional door. This gist contains the aformentioned errors. /msg NickServ identify ScienceGuy123
L483[12:11:09] <williewillus> no beacuse of how the server handles things
L484[12:11:19] <Waterpicker> shit
L485[12:11:22] <williewillus> Waterpicker: lol
L486[12:11:25] <williewillus> might wanna change that
L487[12:11:37] <Waterpicker> Who knwos hwo to change NickServer passwords?
L488[12:11:45] <raoulvdberge> williewillus: thanks
L489[12:11:46] <Ordinastie_> lol
L490[12:11:55] <williewillus> Waterpicker: /msg NickServ help :P
L491[12:11:57] <Waterpicker> Also https://gist.github.com/Waterpicker/33238197f60685238dbb622d9d5daa4f There is real one
L492[12:11:57] <raoulvdberge> So something like this makes sense?
L493[12:11:58] <raoulvdberge> private static final ItemStack EMPTY_BUCKET = new ItemStack(FluidRegistry.isUniversalBucketEnabled() ? ForgeModContainer.getInstance().universalBucket : Items.BUCKET);
L494[12:12:05] <gabizou> So, question 2: If the server logic is performing the exact same thing, it's not really well expected that a mod would perform different logic on the server side, right?
L495[12:12:05] <raoulvdberge> Or is there a better way to do that.
L496[12:12:31] <williewillus> gabizou: i don't undersand the question :P
L497[12:12:47] <gabizou> so a mod changes the interaction extension to return something different on the client
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L499[12:13:08] <gabizou> preventing the secondary hand from perfomring logic, right?
L500[12:13:11] <gabizou> performing*
L501[12:13:21] <williewillus> its not going to affect the server because the server doesn't care what the EnumActionResults are, it never has
L502[12:13:32] <williewillus> EnumActionResult controls whether the client goes on to try other interactions
L503[12:14:21] <williewillus> when i first wrote it I had it where if you canceled the event then it would return PASS meaning the client would try other interactions, so it was impossible for mods to "break the chain" so to speak
L504[12:14:21] <gabizou> I understand that the server just blindly accepts the packet for the desired hand and executes the use/interact for the item in the sent hand
L505[12:14:41] <williewillus> yup
L506[12:15:35] <gabizou> wait, so if the event result is fail, the client doesn't send any packets?
L507[12:16:50] <Waterpicker> So anyone willing to help out with the error?
L508[12:17:07] <williewillus> what happens is the client follows a predetermined list of interactions. if said interactions return PASS (or not SUCCESS for some of them) then the client tries the next one
L509[12:17:17] <williewillus> "trying" an interaction automatically implies sending a packet
L510[12:17:40] <gabizou> right, and if fail is returned, it just stops trying any interactions
L511[12:20:00] <madcrazydrumma> williewillus, http://pastebin.com/WvNFFT4w -> it doesnt put anything in the chests :/
L512[12:20:50] <williewillus> gabizou: yup. my pr just makes so that if you cancel an event, instead of automatically skipping the client to the next interaction, you get to choose if it stops or continues
L513[12:21:17] <williewillus> madcrazydrumma: loot tables aren't generated until you open them
L514[12:21:23] <williewillus> the chest I mean
L515[12:21:33] <williewillus> and is your loot ttable properly formed?
L516[12:21:41] <Ordinastie_> madcrazydrumma, you really couldn't make up some better format for the data? :p
L517[12:21:48] <madcrazydrumma> I just copied from one of the vanilla ones haha
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L519[12:23:11] <quadraxis> waterpicker, chenge the exeption throwing code to include the original exception as the cause
L520[12:23:32] <Ordinastie_> ^ also breakpoints
L521[12:23:33] <Waterpicker> ?
L522[12:23:41] <Waterpicker> One sec.
L523[12:23:49] <Waterpicker> Just figured out how ot rest my nick pass
L524[12:23:52] <gabizou> williewillus well, can't really comment on it personally since sponge does interaction management from the server side only
L525[12:24:31] <quadraxis> if this is the code
L526[12:24:33] <quadraxis> https://github.com/Zixiken/DimDoors/blob/1.8.9/src/main/java/com/zixiken/dimdoors/saving/DimDataProcessor.java#L85-L89
L527[12:24:46] <Waterpicker> Yep
L528[12:25:07] <quadraxis> throw new ConfigurationProcessingException("Could not access save data", e);
L529[12:25:37] <quadraxis> then you can see the original exception that was caught
L530[12:26:16] <Ordinastie_> or debug with breakpoints, that works too
L531[12:27:09] <quadraxis> well do both
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L533[12:27:36] <Ordinastie_> well yes, outputing the actual exception can't harm
L534[12:27:49] ⇨ Joins: founderio (~Thunderbi@p200300C4E3C129007896017CA49ABDCF.dip0.t-ipconnect.de)
L535[12:28:00] <Ordinastie_> that's what I run with fyi : http://puu.sh/qDw6i.png
L536[12:29:22] <Waterpicker> We didn't write this code fyi
L537[12:29:44] <Waterpicker> We are just getting it running again with the intetion to rewrite later for modern standard.
L538[12:29:50] <Ordinastie_> I know
L539[12:29:58] <Ordinastie_> doesn't matter though
L540[12:30:33] <Ordinastie_> if I can avoid relaunching MC every time an exception is thrown...
L541[12:30:54] <Waterpicker> ah.
L542[12:30:54] ⇦ Quits: madcrazydrumma (~madcrazyd@host-89-241-237-80.as13285.net) (Ping timeout: 198 seconds)
L543[12:30:58] <Waterpicker> I see what happened.
L544[12:31:21] <Waterpicker> I redid the code to use EnumFacing instead of a int for facing and the mod doens't know that.
L545[12:32:18] <Ordinastie_> I hope you'll have compat with MalisisDoors :p
L546[12:32:44] <Waterpicker> The idea is use to spongeforge as a depeency for alot of the logic.
L547[12:32:52] <Waterpicker> well the api but you get the idea.
L548[12:33:37] <Ordinastie_> that doesn't answer the question
L549[12:33:54] <Ordinastie_> (even though it's not really a question)
L550[12:36:16] <Waterpicker> No reason that compatibility shouldn't be possible.
L551[12:36:35] <Waterpicker> Especially if plans to use sponge's new schematic format is used.
L552[12:36:56] <Waterpicker> Sorry having issues figuring out where an explict incompatiblity would occur.
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L555[12:39:00] <Ordinastie_> what I meant is to have code to make the doors animated too if MalisisDoors is installed too
L556[12:40:03] <Waterpicker> hmmm that might be an idea.
L557[12:40:19] <Waterpicker> Talk to me and the others after after we ahve vanilla Dim Doors functional
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L559[12:41:03] ⇦ Quits: cyrusc (~cyrusc@wsip-98-172-14-10.fv.ks.cox.net) (Client Quit)
L560[12:41:13] *** Keridos|away is now known as Keridos
L561[12:41:47] <Waterpicker> Fancy door animations won't be useful if the aformetnioned door explodes in your face when you try to use it..
L562[12:41:59] <Waterpicker> No literally.
L563[12:42:03] <Waterpicker> right lcik and crash.
L564[12:42:03] <Ordinastie_> you could make the explosion a feature
L565[12:42:15] <Waterpicker> that's how serious this error I'm getting was.
L566[12:43:15] <Waterpicker> Good news is that I know exactly what happened. Bad news is finding exactly where in the code...
L567[12:43:37] <raoulvdberge> why is the universal bucket disabled by default?
L568[12:43:50] <Ordinastie_> it's not like I talked about breakpoint ealier...
L569[12:44:31] <quadraxis> change the code like I said, and then post a new error log
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L571[12:46:39] <williewillus> gabizou: lex told me to get you to look at it :P any comment on it voicing approval or lack of comment on the PR is appreciated
L572[12:46:46] <williewillus> it's been sittingthere for a couple months now lol
L573[12:47:23] <gabizou> Yeah, i'm looking at the intricacy of it at the moment.
L574[12:47:54] <Ordinastie_> williewillus, link ?
L575[12:48:03] <Waterpicker> Error added to the end of the gist.
L576[12:48:06] <williewillus> https://github.com/MinecraftForge/MinecraftForge/pull/3070
L577[12:48:22] ⇨ Joins: madcrazydrumma (~madcrazyd@host-89-241-237-80.as13285.net)
L578[12:48:29] <madcrazydrumma> Sorry I dc'd williewillus
L579[12:48:34] <madcrazydrumma> Did you have an answer?
L580[12:48:38] <Ordinastie_> Waterpicker, you mean that error ? [12:30:25] [Server thread/INFO]: [com.zixiken.dimdoors.saving.DDSaveHandler:printException:376]: com.zixiken.dimdoors.util.JSONValidator$WrongType: Invalid: Expected type 'number' or 'integer' at '$['Orientation']', but found type 'string'
L581[12:48:59] <williewillus> madcrazydrumma: no i was eating coincidentally :P
L582[12:49:00] <Waterpicker> Yea.
L583[12:49:09] <Waterpicker> I'm trying to find where that goes wrong right now.
L584[12:49:19] <madcrazydrumma> Hahaha oops :b
L585[12:49:23] <Waterpicker> like tracking the code taht fires each other.
L586[12:49:25] <Ordinastie_> Waterpicker, it's pretty explicit
L587[12:49:51] <Waterpicker> Doesn't mean. I know where in the code it says this piece of data is an integer or string!
L588[12:50:01] <madcrazydrumma> The JSON for the loot table is properly formed as I just copied it from one of the vanilla ones
L589[12:50:21] <madcrazydrumma> Its stored in assets/modid/loot_table/myTableName.json
L590[12:50:37] <madcrazydrumma> loot_tables/*
L591[12:50:56] <Ordinastie_> well, we honnestly can't answer that for you, you have to actually debug it
L592[12:51:14] <Ordinastie_> also, wtf it's not using gson? :x
L593[12:51:19] ⇨ Joins: PBlock96 (~PBlock96@64.53.13.215)
L594[12:51:38] <williewillus> madcrazydrumma: are there errors in the log? id you register the loot table?
L595[12:51:58] <madcrazydrumma> In my common proxy yeah LootTableList.register(AnvilHutGenerator.chestLoot);
L596[12:52:41] <madcrazydrumma> No errors from what I can see
L597[12:52:43] <Waterpicker> Remember this is a mod from 1.6.
L598[12:53:01] <williewillus> madcrazydrumma: and wthe chest has nothing when you open it?
L599[12:53:51] <madcrazydrumma> Nope
L600[12:53:53] <madcrazydrumma> Its so weird
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L602[12:54:10] <williewillus> can you paste your worldgen code again?
L603[12:54:38] <madcrazydrumma> http://pastebin.com/jz5V1QMq
L604[12:55:57] <williewillus> hm
L605[12:55:59] <williewillus> idk
L606[12:56:37] <williewillus> try something just as an experiment. right after you set the loot table
L607[12:56:44] <williewillus> call fillWithLoot(null) to force generation
L608[12:56:48] <williewillus> and see if anything happens
L609[12:57:14] <williewillus> also which vanilla table did you copy?
L610[12:57:32] <Lumien> (join
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L612[12:58:47] <madcrazydrumma> what.fillWithLoot()?
L613[12:58:54] <madcrazydrumma> and simple dungeon
L614[12:59:03] <williewillus> chest
L615[12:59:04] <williewillus> the te
L616[12:59:34] <williewillus> also put a printout there and see if the loot table is actually being set, maybe the te isn't there yet for some reason
L617[12:59:47] <madcrazydrumma> there is no fillWithLoot anyways haha
L618[12:59:55] <williewillus> yes there is 0.o
L619[12:59:58] <williewillus> TileEntityChest
L620[13:00:10] <williewillus> oh damn
L621[13:00:12] <williewillus> it's protected
L622[13:00:18] <madcrazydrumma> ^^
L623[13:00:34] <williewillus> heh no fear
L624[13:00:42] <williewillus> just call getStackInSlot(0)
L625[13:00:48] <williewillus> it forces loot generation then returns thefirst stack
L626[13:01:02] <madcrazydrumma> Okay
L627[13:01:10] <williewillus> then check ingame if it filled
L628[13:02:23] <madcrazydrumma> nope
L629[13:02:24] <madcrazydrumma> :'(
L630[13:02:26] <madcrazydrumma> uuuhh
L631[13:02:35] <williewillus> is the setter even called?
L632[13:02:40] <williewillus> for setLootTable
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L634[13:04:07] <madcrazydrumma> It should be
L635[13:04:14] <williewillus> check to be sure
L636[13:04:29] <williewillus> if it's set on the TE there's no reason it shouldn't be generating since that;'s how vanilla does it
L637[13:06:14] <madcrazydrumma> So this? System.out.println(chestTE.getLootTable());
L638[13:06:55] <williewillus> well we want to ensure the the setter is running
L639[13:07:01] <williewillus> so thta means making sure the te isnt tnull
L640[13:07:10] <williewillus> alternatively you could just breakpoint before and step through it
L641[13:07:49] <madcrazydrumma> Well I do a check anyways to check if the te is null
L642[13:07:55] <madcrazydrumma> not null*
L643[13:08:07] <williewillus> i'm saying
L644[13:08:09] <williewillus> what if it is null
L645[13:09:23] <madcrazydrumma> oh
L646[13:12:43] <madcrazydrumma> I did a call and it says its not null
L647[13:12:55] <madcrazydrumma> Do i have to do something if it is?
L648[13:13:03] <williewillus> okay that's not the problem then
L649[13:13:15] <williewillus> next set a breakpoint on fillWitHLoot and capture when you open the chest
L650[13:13:23] <williewillus> and trace the loot generation logic as it runs (or doesn't
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L653[13:15:01] <quadraxis> waterpicker, make the orientation in PackedDimData an int, and do to/from EnumFacing conversions there?
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L655[13:16:02] <madcrazydrumma> williewillus, you mean setLootTable?
L656[13:16:08] <williewillus> no, fillWithLoot
L657[13:16:11] <williewillus> :P
L658[13:16:26] <williewillus> the one that runs when you open the chest, in TileEntityLockableLoot
L659[13:16:44] <williewillus> breakpoint right on the first line of it and step through it
L660[13:17:40] <madcrazydrumma> Yeah
L661[13:18:55] *** Keridos is now known as Keridos|away
L662[13:20:14] <madcrazydrumma> Lmao debug is soooo slow
L663[13:21:19] <williewillus> did you breakpoint in the method?
L664[13:21:21] <williewillus> not on the method
L665[13:21:22] <williewillus> in it
L666[13:21:25] <madcrazydrumma> fuck me
L667[13:21:39] <williewillus> idea tells you "Method breakpoints dramatically slow down debugging"
L668[13:23:59] <madcrazydrumma> ^^ xD
L669[13:24:01] <madcrazydrumma> misread it
L670[13:24:10] <madcrazydrumma> but yeah from what I can see the loottable doesnt seem to be set
L671[13:24:42] <williewillus> as in the first if statement doesn't pass?
L672[13:27:17] <madcrazydrumma> No the if statements pass because the tile entity exists
L673[13:27:27] <madcrazydrumma> But it is saying that the lootTable is null
L674[13:27:28] <williewillus> wat
L675[13:27:35] <williewillus> no I mean the first if in fillWithLoot
L676[13:28:21] <williewillus> point is, some things are purely not possible to be wrong (like setters), so narrow down the possible site of the problem and use breakpoints/printouts
L677[13:28:27] <williewillus> idk what the problem is at this point
L678[13:28:43] <madcrazydrumma> wait
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L680[13:28:53] <madcrazydrumma> http://imgur.com/a/0KR4p
L681[13:28:58] <madcrazydrumma> It set it once i opened it
L682[13:29:01] <madcrazydrumma> but nothings in it
L683[13:29:15] <williewillus> well your problem is there
L684[13:29:19] <williewillus> don't put ".json" in the path
L685[13:29:20] <williewillus> :P
L686[13:29:43] <williewillus> also don't prepend "loot_tables" to the path
L687[13:29:54] <williewillus> it should just be modid:anvilHutLoot
L688[13:30:13] <williewillus> and yes the loot table is reset to null once you open it once
L689[13:30:17] <williewillus> to prevent it from generating again
L690[13:30:59] <madcrazydrumma> okay
L691[13:33:26] <madcrazydrumma> so this? public static final ResourceLocation chestLoot = new ResourceLocation(ModInfo.MODID + ":anvilHutLoot");
L692[13:33:45] <williewillus> well the proper way is the 2-arg constructor\
L693[13:33:52] <williewillus> new ResourceLocation(<domain>, <path>)
L694[13:33:55] <williewillus> which adds the : for you
L695[13:34:08] <madcrazydrumma> yeah thats what I had and it didnt work :/
L696[13:34:39] <williewillus> define "didn't work"
L697[13:34:46] <williewillus> and paste that code
L698[13:35:03] <williewillus> the problem is now: path is wrong or json is malformed
L699[13:35:23] <madcrazydrumma> http://pastebin.com/4crtpF6q
L700[13:35:26] <madcrazydrumma> yeah
L701[13:35:48] <madcrazydrumma> com.google.gson.JsonParseException: Loot Table "skyrimcraft:anvilHutLoot" Missing `name` entry for pool #0
L702[13:35:54] <madcrazydrumma> Malformed
L703[13:36:00] <williewillus> remove the getStackInSlot(0) in yourworldgen
L704[13:36:06] <williewillus> that was just for testing
L705[13:36:17] <williewillus> and probably was causing its own problems :P
L706[13:36:22] <williewillus> and yes there's your problem
L707[13:36:40] <williewillus> all modded loot tables need names for every pool
L708[13:37:01] <madcrazydrumma> what attribute for pool should I use then? name?
L709[13:37:02] <madcrazydrumma> haha
L710[13:37:25] <williewillus> it says right there lol
L711[13:38:47] <madcrazydrumma> Do you have a loot table example?
L712[13:38:51] <madcrazydrumma> Or maybe choonster will have on
L713[13:39:20] <madcrazydrumma> nevermind ^
L714[13:39:39] <williewillus> https://gist.github.com/williewillus/b9cce53cb68d576dc780
L715[13:39:40] <williewillus> and
L716[13:39:56] <williewillus> https://github.com/williewillus/Botania/blob/master/src/main/resources/assets/botania/loot_tables/gaia_guardian.json
L717[13:40:15] <williewillus> the former is probably more useful
L718[13:43:39] <madcrazydrumma> I added the name attribute but even then it doesnt add anything
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L720[13:43:55] <williewillus> any other errors?
L721[13:44:01] <madcrazydrumma> com.google.gson.JsonParseException: Loot Table "skyrimcraft:anvilHutLoot" Duplicate entry name "minecraft:golden_apple" for pool #-1 entry #2
L722[13:44:04] <madcrazydrumma> what the even lmao
L723[13:44:10] <williewillus> it's because you copied a vanilla table
L724[13:44:14] <williewillus> modded tables have stricter rules
L725[13:44:25] <williewillus> to make them easier to hook/modify
L726[13:44:50] <madcrazydrumma> yeah ^^
L727[13:45:03] <williewillus> copy my gaia one and replace the botania items with yours for a test
L728[13:45:06] <madcrazydrumma> I'll modify it once I can get the base of it working
L729[13:45:08] <madcrazydrumma> yeah I will do ^^
L730[13:45:11] <williewillus> and remove the killed-by-player stuff
L731[13:45:14] <williewillus> because its an entity table
L732[13:45:30] <williewillus> and line 16 since that's a custom condition yuor mod won't have
L733[13:46:28] <madcrazydrumma> Yeah ^^
L734[13:46:36] <madcrazydrumma> Okay it works dude <3
L735[13:46:44] <madcrazydrumma> Thanks for the help, however annoying it may have been haha
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L739[13:54:50] <primetoxinz> !gm onImpact
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L745[14:27:08] <raoulvdberge> gradle idea broke my project :/
L746[14:27:16] <raoulvdberge> anyone else having that issue?
L747[14:27:22] <Ordinastie_> don't do gradle idea
L748[14:27:31] <raoulvdberge> what to do instead?
L749[14:27:41] <Ordinastie_> import build.gradle from idea
L750[14:27:52] <Ordinastie_> run the setupDecomp from idea
L751[14:28:04] <Ordinastie_> then run genIntellijruns
L752[14:28:33] <raoulvdberge> it tries to build the project when running through the wizard
L753[14:28:54] <Ordinastie_> I don't think it does
L754[14:29:23] <raoulvdberge> ugh why the fuck is setting up gradle always such a pain -.-
L755[14:29:34] <raoulvdberge> always something randomly breaks
L756[14:30:17] <Ordinastie_> well, if you don't do what you're supposed to do, no wonder
L757[14:31:12] <raoulvdberge> why is there a gradle idea when it doesn't work
L758[14:32:40] <raoulvdberge> http://i.imgur.com/caOBpwc.png
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L760[14:32:46] <raoulvdberge> it was complaining about remote repo's not being synced
L761[14:32:50] <raoulvdberge> then it pulls that shit
L762[14:33:26] <Ordinastie_> yeah, I don't know more, I don't use idea
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L765[14:35:30] <williewillus> they just didn't remove it i guess
L766[14:35:34] <raoulvdberge> also genIntellijruns doesn't actuallly gen any run configs
L767[14:36:16] <Ordinastie_> there is something about selecting the *_main module to run
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L769[14:36:25] <raoulvdberge> the fact that it is harder to setup a fucking environment than to actually write a mod is just so frustrating
L770[14:37:25] <tterrag|ZZZzzz> just a moment to note that I have never had such issues with eclipse :P
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L772[14:37:56] <LatvianModder> I dont have issues with it, because I dont use it
L773[14:38:01] <tterrag> raoulvdberge: IDEA is a moving target. stuff changes in new versions and it takes time for FG to adapt.
L774[14:38:05] <williewillus> genintellijruns works for me
L775[14:38:17] <raoulvdberge> my eclipse workspace kept getting corrupt at random times for no reason
L776[14:38:20] <raoulvdberge> hence i dumped it
L777[14:38:34] <williewillus> and it's not hard to set up an environment I get any of mine up and running by 1. import gradle 2. genintellijruns 3. reopen project. done.
L778[14:38:35] <tterrag> "corrupt" ?
L779[14:38:40] <raoulvdberge> Literally corrupt
L780[14:38:42] <Ordinastie_> tterrag, right ? IDEA is soooo much better, but you never seen anyone complain about setting up with eclipse :p
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L782[14:38:45] <raoulvdberge> Eclipse would refuse to load my workspace
L783[14:38:51] * williewillus gets popcorn
L784[14:39:02] * LatvianModder sits next to williewillus
L785[14:39:05] <williewillus> ;p
L786[14:39:06] <raoulvdberge> also once you go IntelliJ, you never go back :P
L787[14:39:19] <williewillus> people should just use whatever they want :P
L788[14:39:22] <raoulvdberge> Exception in thread "main" java.lang.ClassNotFoundException: GradleStart
L789[14:39:27] <raoulvdberge> OH. Fucking great -_-
L790[14:39:34] <Ordinastie_> raoulvdberge,
L791[14:39:34] <Ordinastie_> <Ordinastie_> there is something about selecting the *_main module to run
L792[14:39:39] <williewillus> did you use genintellijruns? did you set the module to _main in the run config?
L793[14:39:54] <raoulvdberge> oh ..
L794[14:40:15] <williewillus> ideally the fg idea task should be doing this but no ones fixed it :P
L795[14:40:32] <williewillus> *genintellijruns
L796[14:40:43] <raoulvdberge> thank god it is starting up
L797[14:41:44] <raoulvdberge> well thanks guys
L798[14:42:00] <raoulvdberge> See you again with another gradle problem in X days..
L799[14:42:05] <williewillus> 0.o https://github.com/sinkillerj/ProjectE/issues/1332
L800[14:42:20] <williewillus> my player caps are disappearing
L801[14:43:03] <Ordinastie_> could you replicate ?
L802[14:43:21] <williewillus> trying to right now with a separate mod that uses player caps
L803[14:43:25] <LatvianModder> maybe Clone event?
L804[14:43:38] <williewillus> well this doesnt have to do with respawning
L805[14:43:48] <williewillus> apparently just adding another mod taht uses player caps is breaking things
L806[14:43:55] <williewillus> I'm gonna try with giga's enderthing
L807[14:44:11] <Ordinastie_> considering the details in the report, I would worry only after replicating the bug :p
L808[14:44:16] <LatvianModder> hm. just yours?
L809[14:44:22] <LatvianModder> maybe thats a global bug
L810[14:47:14] <williewillus> doesnt happen with enderthing
L811[14:47:18] <williewillus> I'll try enderio now
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L813[14:54:44] <williewillus> the hell
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L815[14:54:58] <williewillus> enderstorage's chests' breaking animation use the particle icon of one of PE's chests..
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L823[15:15:32] <JoltEffect> evening guys, after some more advice this evening please. I have investigating Network/PacketHandleing, This is something which I need to have to enable me to access my Blocks/TE data(NBT data which stores a "long" variable) from within my Gui, I have my packetHandler class I have my packet class with the data i want to sync, I am now stuck on the static Handler Class, I have managed
L824[15:15:32] <JoltEffect> to get as far as writing the method for running the new Runnable/void run(), but stuckk with what the contents should be of this runnable. Cannot seem to find much on what should go in here, other than Diesels tutorial.
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L827[15:17:14] <Ordinastie_> now that you spent plenty of time researching all that, I shall explain why you don't need it :p
L828[15:17:33] <JoltEffect> wonderful thank you
L829[15:17:47] <Ordinastie_> your client TE has 2 ways to receive client data
L830[15:19:01] <Ordinastie_> first, getUpdateTag() which is called by the server when the chunk TE is in, is loaded
L831[15:20:01] <Ordinastie_> the NBT returned will be recieved client side and should be filled with the data you will need there
L832[15:20:56] <Ordinastie_> client side will automatically process that with readFromNbt()
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L835[15:21:46] <Ordinastie_> second, getUpdatePacket() is called from the server when you request the world to send it
L836[15:22:39] <Ordinastie_> you send the SPacketUpdateTileEntity fill with your NBT
L837[15:23:05] <masa> well first of all - what is this value used for? is it only needed inside the GUI?
L838[15:23:12] <Ordinastie_> people usually simply fill the NBT with the full writeNBT, but if you want to be a bit more optimized, you can simply send what's changed
L839[15:23:45] <Ordinastie_> when the packet is received client side, it's processed by onDataPacket() where you you read the NBT
L840[15:23:52] <JoltEffect> ok the data i want is volatile, changes per/t
L841[15:24:05] <masa> is it only needed in the GUI?
L842[15:24:14] <masa> or does it also change the block appearance in some way?
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L844[15:25:25] <JoltEffect> the block is a solarpanel, using Tesla's API. My Gui will be showing Stored energy, energy /per tick, nice bar graph etc.
L845[15:25:38] <masa> so, just in the GUI then?
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L847[15:25:45] <JoltEffect> yes
L848[15:25:45] <masa> then you can use the Container to sync the data you need
L849[15:26:12] <masa> the detectAndSendChanges() and updateProgressBar() methods can be used to sync short values
L850[15:26:23] <masa> so you'll need to send a long value in 4 pieces
L851[15:26:42] <Ordinastie_> meh, I don't like that way
L852[15:27:12] <JoltEffect> last night i was told I neexded to use packet handling, hence my 8 hours research this evening :)
L853[15:27:35] <Ordinastie_> well, that's true you need to send a packet
L854[15:27:41] <masa> well you can do it via a custom packet sure
L855[15:27:46] <Ordinastie_> whether you need to build it from scratch is another matter
L856[15:28:02] <masa> but if you just need to sync some numeric values while the GUI is open, why bother with that stuff
L857[15:28:16] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/inventory/container/ContainerMemoryChest.java#L161-L188
L858[15:28:43] <Ordinastie_> eww
L859[15:29:19] <JoltEffect> eww as is thats good, or eww dont do that :)
L860[15:29:33] <Ordinastie_> you can do that if you want, but I wouldn't :p
L861[15:30:05] <masa> well sure, says the guy who has to hack all of the rendering things themselves because "ewww vanilla and/or forge"
L862[15:30:27] <Ordinastie_> says the guy who does awesome stuff, so shush :po
L863[15:31:08] <Ordinastie_> but he didn't say he had a container
L864[15:31:20] <Ordinastie_> JoltEffect, does your TE hold an inventory ?
L865[15:31:30] <williewillus> where are ExU 2 downloads hosted? 0.o
L866[15:31:34] <williewillus> or is it out yet
L867[15:31:42] <masa> well if the solar panel has a GUI, and if they want the player inventory to be accessible while it's open, then they must have a Container
L868[15:31:50] <JoltEffect> Ordinastie, it does yes
L869[15:32:01] <JoltEffect> It will ahve upgrade sltos as well
L870[15:32:07] <JoltEffect> slots*
L871[15:32:38] <masa> williewillus: the alphas here? https://minecraft.curseforge.com/projects/extra-utilities/files
L872[15:33:04] <williewillus> oh didnt see those xP
L873[15:33:50] <Ordinastie_> I don't remember, are you always required to have your own container impl with inventories ?
L874[15:34:04] <masa> has slots -> is container
L875[15:34:17] <Ordinastie_> that's not my question :)
L876[15:34:24] <masa> then what
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L878[15:34:38] <Ordinastie_> do you have to have your own implementation of a container
L879[15:35:02] <masa> well is there one that magically knows what slots you want to have in what positions and from what inventories?
L880[15:35:14] <Ordinastie_> yeah, right
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L882[15:36:08] <Ordinastie_> and that's why I do stuff my way ><
L883[15:36:44] <masa> you have a container that magically knows what the modder wants?
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L886[15:37:29] <Ordinastie_> pretty much :p
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L888[15:37:53] <JoltEffect> appologies guys, hope my subject hasnt caused any hassle, im a new modder with limited experince both at modding and Java(im easally led) im sure your both very clever individuals with your own styles. But if you can think of me as a student and provide what you believe is simple to understand, then that would be helpful.
L889[15:37:59] <Ordinastie_> the TE have the inventory, the gui decides what to draw
L890[15:38:05] <Ivorius> Whaaat
L891[15:38:10] <Ivorius> Twitch acquired curse
L892[15:38:19] <williewillus> link?
L893[15:38:28] <Ivorius> https://blog.twitch.tv/twitch-and-curse-8ae2b20acf91#.gwa6xp7cj
L894[15:38:51] <Lumien> Does someone know whether you can somehow use MapGenStructureIO to "add" stuff to an existing vanilla structure? In my case i want to add a chest to the ocean monument core room.
L895[15:39:51] <Ordinastie_> JoltEffect, you were given 2 ways of doing it, I would argue my way is a bit simpler
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L898[15:40:08] <masa> I would argue my way is a bit simpler
L899[15:40:14] <masa> ;p
L900[15:40:20] <JoltEffect> i like the word debate rather than argue :)
L901[15:40:26] <masa> no need for extra packets and handlers
L902[15:40:47] <Ordinastie_> however masa has a point when he says that if the value is only needed in the gui, no need to sync all the time
L903[15:41:17] <Ordinastie_> if you use the default TE sync system, probably best to find a way to send only when the container is opened
L904[15:41:26] <masa> well, imo the custom packet would be sent from within the detectAndSendCHanges() method anyway, so why not use the vanilla packets?
L905[15:41:41] <masa> all you need is a couple of lines of bits shifts to make it work
L906[15:42:01] <Ordinastie_> that's not why I said though, I said to use getUpdatePacket()/onDataPacket in the TE
L907[15:42:06] <masa> instead of creating a new packet class and handler and registering it
L908[15:42:56] <masa> but wouldn't you have to call markAndNotifyBlock() then ever tick? and wouldn't that cause the chunk to get re-built every tick? ewww
L909[15:43:18] <masa> and also...
L910[15:43:33] <masa> how do you know from the TE when the GUi is open? or would you sync the TE every tick ALWAYS?
L911[15:43:36] <masa> gg
L912[15:44:34] <Ordinastie_> the TE doesn't know when its container is open ?
L913[15:45:02] <masa> the container only exists when someone has the GUI open. And it has methods to checks for changes and send those changes. It's almost like they designed it to be used for stuff like this!
L914[15:45:16] <masa> the TE doesn't know when it has an associated container
L915[15:45:20] <masa> unless you make it know it
L916[15:45:24] <masa> which is pointless
L917[15:45:29] <masa> in this case anyway
L918[15:45:45] <masa> the TE shouldn't care about that
L919[15:46:04] <Ordinastie_> well, let's hope he doesn't have more than a long to sync then :p
L920[15:46:23] <masa> why?
L921[15:46:40] <Ordinastie_> isn't it limited to shorts ?
L922[15:46:45] <masa> yes
L923[15:47:23] <masa> I don't understand the extreme lazyness and fear of a couple of lines of code people seem to have...
L924[15:47:51] <Ordinastie_> meh, that's me, I write code to not have to write code :p
L925[15:48:04] <masa> "oh no 4 lines of code, I must make a 500 line factory and all kinds of extra fancy stuff to compress this into one line at the calling point"
L926[15:48:08] <Lumien> I made an annotation out of it that i can just stick on te fields which will be synced when the container is open
L927[15:48:10] <quadraxis> couldn't you just send the delta anyway?
L928[15:48:11] <Lumien> Really convenient
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L930[15:52:32] <Ordinastie_> Lumien, good point, my annotation is a general syncing system, I didn't think of one that auto sync when a container is opened, I'll make one :p
L931[15:53:16] <Ordinastie_> masa, also, you missed an argument :p
L932[15:53:36] <Ordinastie_> getUpdatePacket() will send to all clients watching the TE chunk :p
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L934[15:54:34] <masa> yes, which is pointless/unwanted for something that is only needed inside the GUI
L935[15:54:48] <Unh0ly_Tigg> Is there a way to change a block state at a position in a world, where only properties change, without removing the possible tile entity at that position?
L936[15:55:19] <masa> override shouldRefresh in your TE
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L938[15:59:25] <Unh0ly_Tigg> https://github.com/MinecraftForge/MinecraftForge/blob/1.10.x/patches/minecraft/net/minecraft/tileentity/TileEntity.java.patch#L119
L939[15:59:40] <Unh0ly_Tigg> I think that last parameter is misspelled...
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L945[16:15:15] <SatanicSanta> In 1.9, can we still use TESRs to render inventory items? I know it's not recommended, but because of the stupid rotation angle increments of 22.5 I unfortunately have to do it.
L946[16:15:29] <diesieben07> Yay. My PC is dead. -__
L947[16:15:33] <raoulvdberge> SatanicSanta: I don't think
L948[16:15:42] <raoulvdberge> Actually I'm pretty sure
L949[16:15:54] <williewillus> you can
L950[16:15:54] <raoulvdberge> that it's not possible.
L951[16:15:55] <diesieben07> yes you can and the rotation angle increments is only on JSON isn't it?
L952[16:16:01] <williewillus> ^
L953[16:16:11] <williewillus> you can have whatever TRSR's you want if you use a forge blockstate json
L954[16:16:15] <raoulvdberge> Actually yes you can but you don't get itemstack information
L955[16:16:30] <SatanicSanta> I don't really care about itemstack information for this thing specifically
L956[16:16:52] <SatanicSanta> williewillus: oh?
L957[16:17:10] <williewillus> the "transform" tag in a forge blockstate json takes anything
L958[16:17:12] <williewillus> well
L959[16:17:15] <williewillus> it takes a TRSR
L960[16:17:19] <williewillus> which can express anything
L961[16:17:38] <SatanicSanta> hmmmmm
L962[16:19:05] <SatanicSanta> williewillus: Won't that transform the "combined" model (all submodels and the base model together)?
L963[16:19:17] <williewillus> submodels can have their own transform tags
L964[16:19:36] <SatanicSanta> alright
L965[16:19:37] <RANKSHANK_mob1> What'd you do to it diesieben07?
L966[16:19:45] <SatanicSanta> This should hugely simplify my code :D
L967[16:21:11] <diesieben07> was playing GTA V, alt-tabbed. screen went black (not off, but showing all black). no reaction of the pc at all. pulled out the hdmi cable, it shut off
L968[16:21:14] <diesieben07> now its dead.
L969[16:21:30] <diesieben07> its a laptop, thankfully still in warranty. but sucks
L970[16:28:08] <SatanicSanta> when specifying many submodels, you just repeatedly use the "submodel" key right? Seems weird to have duplicate keys
L971[16:28:20] <williewillus> ?
L972[16:28:36] <SatanicSanta> { "submodel": {whatever}, "submodel": {whatever} }
L973[16:28:48] <williewillus> you group it all in one tag
L974[16:28:51] <SatanicSanta> thats what it says in the blockstate spec, it just seems strange.
L975[16:29:04] <williewillus> "submodel": { "east": { <variant> }, "north": { <variant> } }
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L977[16:29:10] <howtonotwin> You can name them too submodel: { name1: {}, name2: {} }
L978[16:29:37] <SatanicSanta> williewillus: I'm not sure what you mean?
L979[16:29:58] <howtonotwin> You define multiple submodels as one tag, where you name each submodel
L980[16:29:58] <williewillus> where does it say what in the spec agian?
L981[16:30:08] <SatanicSanta> https://gist.github.com/RainWarrior/0618131f51b8d37b80a6#file-forge-blockstate-v1-specs-L23-L26
L982[16:30:11] <williewillus> I'm saying you don't need multiple top level submodel tags
L983[16:30:20] <howtonotwin> I think you can also just use an array
L984[16:30:41] <williewillus> yeah that's just showing you the different variations of declaring it
L985[16:30:49] <SatanicSanta> mm
L986[16:30:53] <williewillus> he also didn't show taht you can have "submodel" be an object
L987[16:30:57] <williewillus> where the keys are just names
L988[16:31:00] <williewillus> and the values are variants
L989[16:31:38] <SatanicSanta> assuming the later "variants" object's stuff gets executed after, that won't be particularly important for this block
L990[16:31:44] <ghz|afk> that's how I always do submodels ;P
L991[16:31:48] <SatanicSanta> Which makes me think... I don't need to specify each variant for each submodel right?
L992[16:32:09] <ghz|afk> no submodels don't have variants
L993[16:32:12] <SatanicSanta> mk
L994[16:32:20] <ghz|afk> variants have submodels ;P
L995[16:32:23] <SatanicSanta> well
L996[16:32:28] <SatanicSanta> [14:29:06] <williewillus> "submodel": { "east": { <variant> }, "north": { <variant> } }
L997[16:32:33] <RANKSHANK_mob1> Yeah here's hoping you get a smooth FMA on that @db7
L998[16:32:44] <williewillus> SatanicSanta: yes, east and north are just names
L999[16:32:45] <ghz|afk> yeah that's a confusing way to say it
L1000[16:32:46] <ghz|afk> XD
L1001[16:32:50] <ghz|afk> the idea is
L1002[16:32:57] <ghz|afk> "easty": {
L1003[16:32:59] <ghz|afk> "model": ...
L1004[16:33:01] <ghz|afk> "textures" ...
L1005[16:33:03] <ghz|afk> "transform" ...
L1006[16:33:04] <ghz|afk> }
L1007[16:33:09] <ghz|afk> you can do that stuff inside the submodel
L1008[16:33:17] <williewillus> ghz|afk: I said variant because the literaly thing that follows is called "Variant" in code
L1009[16:33:22] <ghz|afk> yes
L1010[16:33:22] <williewillus> and vanilla calls it the same
L1011[16:33:32] <howtonotwin> "variant" is a generic term for model+transforms+textures+others
L1012[16:33:37] <williewillus> ^
L1013[16:33:52] <williewillus> its an overloaded term somewhat
L1014[16:35:40] <SatanicSanta> Alright, this blockstate JSON now makes sense
L1015[16:35:44] <SatanicSanta> hopefully it works :P
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L1017[16:38:04] <SatanicSanta> nope
L1018[16:38:12] <diesieben07> thanks RANKSHANK_mob1
L1019[16:38:22] <howtonotwin> Oh boy quaternion rotations? Didn't even notice that the first 10 times! :P
L1020[16:38:41] <SatanicSanta> apparently none of the properties are defined \o/
L1021[16:38:44] <williewillus> you don't have to use that :P
L1022[16:38:56] <williewillus> good old trsr works fore most cases
L1023[16:39:22] <ghz|afk> "rotation": [ {"y":50},{"x":20},{"z":30}]
L1024[16:39:22] <howtonotwin> But QUATERNIONS! I want to melt the mind of everyone who dares to look upon my models!
L1025[16:39:27] <ghz|afk> ;P
L1026[16:40:02] <ghz|afk> meh, night ppl
L1027[16:40:03] * ghz|afk poofs
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L1030[16:47:41] <williewillus> you can specify the whole 4x4 matrix in there too
L1031[16:47:43] <williewillus> while yuore at it
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L1036[17:04:56] <SatanicSanta> williewillus: Do you happen to see any blaring issues with this? https://gist.github.com/elifoster/f9dfd77ca377b71a1ad0307084514f9c For some reason, once the submodel stuff was added (I tried making it an object rather than an array, same thing) it is throwing MissingVariantExceptions, which I'm guessing just means its fucked up somewhere
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L1038[17:12:55] <JoltEffect> hey guys quick favour, could somoene validate im not doing anything stupid in my guihandler class please. http://pastebin.com/X9aBDCva I'm still having trouble obtaining updates in my gui from my container.
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L1040[17:15:12] <SatanicSanta> looks fine to me after a brief glance
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L1042[17:16:49] <JoltEffect> thank you
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L1045[17:24:57] <SatanicSanta> ah, apparently defaults cant have a "simple submodel definition" o.o
L1046[17:29:08] <SatanicSanta> I don't really understand the logic behind that
L1047[17:31:22] <tterrag> JoltEffect: use a switch statement for better readability
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L1049[17:34:04] <KnightMiner> No clue why either. I've had blockstates where two parts of the model always exist but are rotated separately, but no option for that it seems
L1050[17:35:35] <SatanicSanta> KnightMiner: Because of this arbitrary restriction, I have to decide whether I want a blockstate JSON that is over 200 lines longer than it should need to be, or have some arguably unnecessary stuff in the TESR, but would only be about 20 extra lines of code
L1051[17:35:59] <SatanicSanta> I'm not sure whats worse.
L1052[17:36:30] <KnightMiner> One option is to define the blockstate submodel in all cased of some boolean value, less times than the alternative may be
L1053[17:36:48] <SatanicSanta> huh?
L1054[17:37:15] <KnightMiner> Like, lets say you have a 16 property enum and a boolean powered, just throw the submodel for the enum in the "powered" property (so you define it twice instead of 16 times)
L1055[17:37:29] <SatanicSanta> ah
L1056[17:37:37] <SatanicSanta> or i could have an actual state that is always true
L1057[17:37:42] <KnightMiner> Yeah
L1058[17:37:46] <SatanicSanta> i guess ill do that
L1059[17:38:05] <KnightMiner> Call the property "Forge Blockstates are annoying sometimes"
L1060[17:38:20] <KnightMiner> :P
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L1064[17:45:43] <SatanicSanta> yeah that worked
L1065[17:45:46] <SatanicSanta> thanks KnightMiner
L1066[17:45:57] <SatanicSanta> now i just gotta figure out how to get them to actually rotate properly
L1067[17:46:02] <SatanicSanta> but for now, I leave
L1068[17:46:03] <KnightMiner> you're welcome
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L1070[17:46:28] <KnightMiner> I was going to bring up transforms for X, Y, and Z rotation...
L1071[18:02:17] <SquareWheel> So, I'm having a bit of an issue with crafting recipes. I want to use a water bucket in a recipe, but it returns an empty bucket. As my output is also a type of bucket, this create an item dupe.
L1072[18:02:26] <SquareWheel> Do you guys have any suggestions for how I might get around this?
L1073[18:03:18] <killjoy> something something byproduct
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L1075[18:04:13] <SquareWheel> Hrmm.
L1076[18:04:17] <Zorn_Taov> does anyone know why I can't reach http://files.minecraftforge.net/maven/com/typesafe/config/1.2.1/config-1.2.1.jar
L1077[18:04:47] <SquareWheel> Reading online and I'm seeing a suggestion for implementing IRecipe, then overriding getRemainingItems. Was hoping there was a standard fix for this issue though.
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L1079[18:13:29] <shadekiller666> if i had a block class that extended block (ie. CustomBlock extends Block), and that class had multiple children classes (ie. ChildBlock1 extends CustomBlock, ChildBlock2 extends CustomBlock), would that block class (ie. CustomBlock) be considered a singleton? there would be 1 instance of CustomBlock per child class right?
L1080[18:13:43] <williewillus> wat
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L1082[18:13:57] <killjoy> no.
L1083[18:14:00] <williewillus> if you have 1 instance of ChildBlock1
L1084[18:14:06] <williewillus> you have 0 instances of CustomBlock
L1085[18:14:10] <williewillus> you just have 1 ChildBlock1 :P
L1086[18:14:23] <killjoy> could you possibly add getInstance() to your block?
L1087[18:14:23] <shadekiller666> so if CustomBlock had a variable in it, could the child blocks set the value of that variable and not affect the other children
L1088[18:14:24] <killjoy> no?
L1089[18:14:27] <killjoy> it's not a singleton
L1090[18:14:34] <williewillus> no
L1091[18:14:39] <williewillus> inheritance doesn't copy the code
L1092[18:14:39] <williewillus> it shares it
L1093[18:15:09] <williewillus> when ChildBlock1 accesses anything in its superclass its the exact same code/static context as ChildBlock2 accessing its superclass
L1094[18:15:16] <killjoy> stop thinking with static
L1095[18:15:18] <shadekiller666> so if ChildBlock1 set a variable in CustomBlock, and then ChildBlock2 did the same, ChildBlock1 would see the value set by ChildBlock2?
L1096[18:15:30] <williewillus> well depends on the variable type
L1097[18:15:41] <tterrag> no it doesn't? they are separate instances
L1098[18:15:57] <killjoy> class A
L1099[18:15:59] <williewillus> if it was a static var they would see the same thing
L1100[18:16:03] <killjoy> class B extends A
L1101[18:16:07] <killjoy> class C extends A
L1102[18:16:18] <killjoy> var1 = new B()
L1103[18:16:22] <killjoy> var2 = new C()
L1104[18:16:24] <shadekiller666> i don't want them to see the same thing
L1105[18:16:37] <williewillus> then why is this variable at that level?
L1106[18:16:38] <killjoy> use visibility modifiers
L1107[18:16:39] <williewillus> pull it down
L1108[18:17:05] <shadekiller666> to guarantee that its children have that variable
L1109[18:17:11] <shadekiller666> was the idea
L1110[18:17:13] <killjoy> in eclipse, right click -> refactor -> pull down
L1111[18:17:20] <killjoy> up?
L1112[18:17:23] <howtonotwin> Of course not, there are two objects. They don't share anything. Basic OOP.
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L1114[18:17:33] <williewillus> howtonotwin: if it's a static var they share it :P
L1115[18:17:53] <shadekiller666> abstract class A extends Block; class B extends A; class C extends A;
L1116[18:18:00] <williewillus> okay
L1117[18:18:11] <shadekiller666> class A has a non-static ResourceLocation variable
L1118[18:18:17] <williewillus> okay non static
L1119[18:18:20] <williewillus> then it's not "shared"
L1120[18:18:45] <shadekiller666> if class B sets the value of that RL, will class C see the same value?
L1121[18:18:54] <williewillus> its non static
L1122[18:18:59] <shadekiller666> ok then
L1123[18:19:01] <williewillus> so stop thinking in terms of class, think instance
L1124[18:19:06] <williewillus> so it's a no
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L1126[18:20:24] <williewillus> an instance of B is just an instance of A + extra stuff. same for C. Are non-static variables between different instantiations of A shared? no. therefore it's not shared
L1127[18:21:30] <shadekiller666> i wasn't sure if the fact that blocks are singletons would have an effect
L1128[18:21:35] <williewillus> they aren't
L1129[18:21:39] <williewillus> inherently
L1130[18:21:42] <howtonotwin> Why would Java specialcase singletons?
L1131[18:21:59] <williewillus> "singleton" just means you make and use one instance
L1132[18:22:01] <howtonotwin> How would it even realize that something is a singleton?
L1133[18:22:02] <williewillus> it's still an instance
L1134[18:22:21] <Waterpicker> Hello
L1135[18:22:33] <SquareWheel> Howdy
L1136[18:22:43] <williewillus> the flyweight/singleton pattern is a construct at the *minecraft* level, not at the java/language level :P
L1137[18:25:56] <tterrag> shadekiller666: you realize that "Singleton" is not a language construct
L1138[18:25:58] <tterrag> it's just a pattern
L1139[18:26:04] <tterrag> java does not care
L1140[18:26:10] <shadekiller666> i know
L1141[18:26:20] <williewillus> so it works just like any other instance
L1142[18:26:24] <tterrag> so then why are you asking what happens with singletons. they work the same as anything else
L1143[18:27:15] <primetoxinz> no one is active in #forgegradle, so anyone know why this is happening? https://gist.github.com/primetoxinz/70cbd1e72f2c01ed54215720a520988b#file-gistfile1-txt-L192
L1144[18:27:22] <primetoxinz> just started happpening
L1145[18:28:55] <JoltEffect> good night guys, thanks for the help tonight.
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L1148[18:32:47] <tterrag> > This mapping 'snapshot_20160518' was designed for MC 1.9.4! Use at your own peril.
L1149[18:32:52] <tterrag> primetoxinz: ^ seems suspicious
L1150[18:33:30] <primetoxinz> considering it's the mapping that comes in the mdk :P
L1151[18:33:35] <williewillus> yeah its outdated
L1152[18:33:44] <williewillus> i thought it was fixed but guess not
L1153[18:34:14] <primetoxinz> should I update it?
L1154[18:35:34] <primetoxinz> I did just update forge to stop the world capability npe and then it wouldn't build
L1155[18:35:53] <primetoxinz> so maybe something to do with that?
L1156[18:41:53] <tterrag> !!latest 1.10.2
L1157[18:41:54] <MCPBot_Reborn> === Latest Mappings ===
L1158[18:41:54] <MCPBot_Reborn> MC Version Forge Gradle Channel
L1159[18:41:55] <MCPBot_Reborn> 1.10.2 snapshot_20160816
L1160[18:42:00] <tterrag> go nuts
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L1164[18:50:52] <primetoxinz> updated it, not luck. same error
L1165[18:50:54] <primetoxinz> no*
L1166[18:51:59] <tterrag> primetoxinz: try gradlew clean
L1167[18:52:07] <tterrag> then sDecW again
L1168[18:52:11] <primetoxinz> ok
L1169[19:00:53] <Zorn_Taov> does anyone know why I can't reach http://files.minecraftforge.net/maven/com/typesafe/config/1.2.1/config-1.2.1.jar
L1170[19:01:02] <primetoxinz> still happening, but apparently it is still building the mod fine. loaded ingame just fine
L1171[19:01:39] <howtonotwin> I believe someone had a similar problem yesterday night. I think it was put down as a Srg2Src bug. Not sure what fixed it.
L1172[19:01:52] <primetoxinz> who howtonotwin?
L1173[19:02:25] <howtonotwin> I think he was called Vigo.
L1174[19:02:45] <primetoxinz> hmm
L1175[19:03:13] <howtonotwin> I think kenzie was the one troubleshooting with him.
L1176[19:04:14] <primetoxinz> well, found someone else too
L1177[19:04:15] <primetoxinz> http://www.minecraftforge.net/forum/index.php?topic=41373.0
L1178[19:04:38] <primetoxinz> just the other day
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L1181[19:15:34] <tterrag> wow, was there no task scheduling serverside in 1.7?
L1182[19:16:14] <LatvianModder> yeh
L1183[19:16:27] <tterrag> that's going to make this backport fun
L1184[19:16:46] <primetoxinz> why backport?
L1185[19:16:48] <LatvianModder> how Dare you
L1186[19:16:48] <howtonotwin> Can OBJ models use texture variables?
L1187[19:17:07] <tterrag> primetoxinz: because it's my job
L1188[19:17:34] <primetoxinz> sucky job
L1189[19:17:40] <LatvianModder> eh. if only every modder dropped their 1.7 support
L1190[19:17:49] <killjoy> ^^
L1191[19:17:58] <LatvianModder> texture variables? arent textures set by mtl file?
L1192[19:18:04] <SquareWheel> Even then I'm not sure people would update...
L1193[19:18:19] <howtonotwin> Yes, well I want the texture set in the blockstate
L1194[19:18:52] <primetoxinz> does immersive do anything like that?
L1195[19:18:59] <primetoxinz> you might be able to look there
L1196[19:19:03] <tterrag> LatvianModder: until MCEdu exists on 1.8+ (i.e. never) I will need to backport
L1197[19:19:29] <LatvianModder> lets google that
L1198[19:20:26] <LatvianModder> why cant it exist on 1.8+?
L1199[19:20:51] <tterrag> because it's dead?
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L1201[19:22:04] <SquareWheel> I think I'm just going to have to revisit this duplicate water bucket thing when I'm a bit more experienced with Forge/Java. Can't work out how to override IRecipe just yet.
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L1204[19:22:48] <LatvianModder> just.. override it
L1205[19:23:04] <LatvianModder> you mean, also removing the old recipe?
L1206[19:23:14] <howtonotwin> Interesting, texture paths are directly interpreted unless overridden by a texture variable. Thanks prime.
L1207[19:23:26] <SquareWheel> Well, the issue is that it only drains the bucket when you craft with it, it doesn't delete it entirely.
L1208[19:23:30] <primetoxinz> np
L1209[19:23:44] <LatvianModder> well yeah, thats how its supposed to do
L1210[19:23:57] <SquareWheel> Makes sense except I'm also returning a bucket item in the recipe.
L1211[19:24:08] <primetoxinz> then don't return a bucket?
L1212[19:24:18] <LatvianModder> right?
L1213[19:24:36] <LatvianModder> are you attaching NBT data to it or smth?
L1214[19:24:37] <howtonotwin> Otherwise your cakes would have iron filling :P
L1215[19:24:57] <SquareWheel> Not NBT. I'm using the Forge universal bucket and changing the contents.
L1216[19:25:19] <primetoxinz> which is technically nbt
L1217[19:25:20] <LatvianModder> then make a new IRecipe
L1218[19:25:29] <tterrag> it turns out it wasn't so bad. simple queue and ServerTickEvent handler and it's fixed
L1219[19:25:31] <LatvianModder> isnt it Capabilities?
L1220[19:25:39] <primetoxinz> oh, maybe
L1221[19:25:46] <SquareWheel> Would guess so. Relatively new feature.
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L1223[19:26:15] <LatvianModder> either way, I think if you create a new IRecipe and add it to list, it doesnt have to return items if you dont want to
L1224[19:26:17] <howtonotwin> When you set caps you attach a NBT tag and deser it later :P
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L1226[19:26:39] <LatvianModder> not really
L1227[19:26:52] <SquareWheel> Not sure my Java-fu is strong enough to work that out. I've created a new class that implements IRecipe. Having some issues using it instead for crafting though.
L1228[19:27:14] <SquareWheel> I also know you guys aren't a support line for Java questions, so been trying not to ask those questions here.
L1229[19:27:22] <LatvianModder> you only serialize and deserialize it when its saved/loaded. its a java object for the rest of the time
L1230[19:28:46] <primetoxinz> !gf mapRegisteredSprites
L1231[19:31:42] <SquareWheel> So probably a silly question, but I want to use 'implements', not 'extends', because IRecipe is an Interface, right?
L1232[19:31:49] <primetoxinz> correct
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L1234[19:32:22] <SquareWheel> Okay. So when I do that, my IDE complains it needs to be an abstract class, or I need to pull in all the methods. And making it abstract would mean I can't instantiate it, IIRC.
L1235[19:32:36] <primetoxinz> you need all the methods in the interface
L1236[19:32:44] <howtonotwin> If you've not implemented all methods, of course it will cause an error
L1237[19:32:49] <kilokreeper> Eclipse is great.
L1238[19:32:58] <primetoxinz> Intellji is better
L1239[19:32:59] <kilokreeper> It loaded up my last class I was in
L1240[19:33:06] <kilokreeper> Let's not start a debate here.
L1241[19:33:09] <primetoxinz> hehe
L1242[19:33:48] <kilokreeper> What's the non-deprecated method for registerItem? I'm updating my 1.8.7 mod to 1.10.2
L1243[19:33:58] <primetoxinz> register
L1244[19:34:00] <williewillus> just register
L1245[19:34:09] <primetoxinz> used that for blocks and items
L1246[19:34:17] <kilokreeper> That's good.
L1247[19:34:21] <williewillus> GameRegistry.register(Block|Item|Potion|Biome|Enchantment|literally goddamn everything)
L1248[19:34:29] <primetoxinz> that too
L1249[19:34:46] <primetoxinz> register(make my mod for me)
L1250[19:35:00] <tterrag> as long as it's an IFRE
L1251[19:35:05] <tterrag> (IForgeRegistryEntry)
L1252[19:35:43] <kilokreeper> Let's test it out!
L1253[19:36:09] <primetoxinz> tfw you accidentally make a survival world in dev...
L1254[19:36:26] <kilokreeper> Yeah.
L1255[19:36:42] <TehNut> pfft that's nothing. try loading into the same corrupted world 5 times in a row because you forget to create a new one
L1256[19:36:47] <williewillus> lol
L1257[19:36:48] <primetoxinz> that too
L1258[19:36:49] <kilokreeper> Hm..
L1259[19:37:02] <kilokreeper> Forge seems to be ignoring my mod..
L1260[19:37:08] <williewillus> do you have @Mod? :P
L1261[19:37:24] <kilokreeper> Yup
L1262[19:37:27] <primetoxinz> and @EventHandler on the *init methods
L1263[19:37:38] <kilokreeper> Oh. Version is wrong, but that probably won't help.
L1264[19:37:49] <kilokreeper> Oh
L1265[19:37:55] <kilokreeper> Accepted minecraft versions is still 1.8
L1266[19:38:35] <kilokreeper> Is it okay that FML is missing signature data?
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L1268[19:39:38] <SquareWheel> So at this stage, I'm not sure how I'd use the new interface instead when calling addShapelessRecipe().
L1269[19:40:07] <primetoxinz> you don't use addShapeless
L1270[19:40:23] <kilokreeper> Well, nobody cares about warnings. (Except good programmers..)
L1271[19:40:47] <SquareWheel> Would I need to go all the way up the tree to implement my own addShapless?
L1272[19:41:06] <kilokreeper> Do we need to put anything in the init or postInit methods?
L1273[19:41:06] <primetoxinz> addRecipe(new IRecipe())
L1274[19:41:06] <tterrag> no...
L1275[19:41:08] <tterrag> just addRecipe
L1276[19:41:23] <primetoxinz> well the class that implements IRecipe
L1277[19:41:52] <SquareWheel> Ahh okay. Didn't know about addRecipe().
L1278[19:41:58] <tterrag> use your IDE
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L1280[19:42:01] <kilokreeper> I cannot stop calling methods functions.
L1281[19:42:51] <howtonotwin> Lat: An itemstack, when created, collects caps in a private CapabilityDispatcher. Then those caps are asked to deser themselves from the given capNBT. As per the code.
L1282[19:43:21] <kilokreeper> Remember this: If coding ever gets too hard to handle...
L1283[19:43:25] <kilokreeper> Too bad. Coding is hard.
L1284[19:44:29] <kilokreeper> There's my mod..
L1285[19:44:46] <kilokreeper> Crap what have I done.
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L1287[19:45:49] <kilokreeper> I have a classnotfoundexception for my proxy class
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L1289[19:46:08] <kilokreeper> But it's there, and there are no dependencies..
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L1292[19:46:57] <SquareWheel> Scoping issue?
L1293[19:47:19] <killjoy> if it was scoping, it would still find it
L1294[19:47:28] <killjoy> and you mean visibility
L1295[19:47:46] <SquareWheel> Java takes all the same concepts but uses different words for everything. :|
L1296[19:47:52] <kilokreeper> I know.
L1297[19:48:00] <kilokreeper> Like I mentioned, everyone else calls it a function
L1298[19:48:01] <killjoy> scope is something else
L1299[19:48:20] <kilokreeper> "Let's call it a method to confuse people!" -Java
L1300[19:48:41] <tterrag> kilokreeper: error & code
L1301[19:48:47] <SquareWheel> Scope is more lexical, I guess.
L1302[19:48:51] <killjoy> why not just stay with the original subroutine
L1303[19:48:53] <williewillus> "methods" are not a java thing
L1304[19:48:58] <kenzierocks> nobody cares about method v. function
L1305[19:49:03] <kenzierocks> i use them interchangebly
L1306[19:49:06] <killjoy> scope is just where your variables are
L1307[19:49:28] <SquareWheel> I learned way back when on GameMaker, and it used objects as classes and instances as objects. Now that one was confusing to relearn.
L1308[19:49:49] <kilokreeper> Wait, crap. I screwed up some code
L1309[19:49:53] <killjoy> doesn't scala have a object type?
L1310[19:50:04] <killjoy> used to create singletons?
L1311[19:50:12] <williewillus> anyone know what this is supposed to be doing lol
L1312[19:50:12] <williewillus> https://github.com/MinecraftForge/MinecraftForge/issues/3200
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L1314[19:50:51] <kilokreeper> #1 noob confusion method: Difference between = and ==
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L1316[19:51:03] <williewillus> they do completely different things syntactically 0.o
L1317[19:51:08] <kilokreeper> Yeah
L1318[19:51:13] <kilokreeper> Noobs aren't aware of that
L1319[19:51:17] <SquareWheel> Then some languages add ===.
L1320[19:51:28] <kilokreeper> Python.
L1321[19:51:29] <killjoy> boolean b1, b2; if (b1 = b2)
L1322[19:51:35] <kenzierocks> no, not python kilokreeper
L1323[19:51:36] <SquareWheel> PHP is another.
L1324[19:51:37] <kenzierocks> javascript
L1325[19:51:37] <killjoy> the horror
L1326[19:51:46] <kenzierocks> python only uses '=='
L1327[19:51:50] <killjoy> doesn't lua have ===?
L1328[19:51:50] <kilokreeper> I thought Python had ===
L1329[19:51:53] <kenzierocks> no
L1330[19:51:53] <williewillus> thats js
L1331[19:52:04] <kilokreeper> Okay
L1332[19:52:27] <SquareWheel> Don't judge, but I actually really enjoy writing Javascript.
L1333[19:52:33] <TehNut> I think it's more of a confusion between .equals() and ==
L1334[19:52:51] <killjoy> .equals() catches ==, but doesn't work if it's null
L1335[19:52:54] <kilokreeper> I'm not going to learn JS because I don't make websites
L1336[19:53:03] <SquareWheel> Haha, there's always node.
L1337[19:53:03] <tterrag> williewillus: what do you mean calling writeToNBT is wrong? how are you meant to save an itemstack?
L1338[19:53:09] <kilokreeper> And let's be honest, outside of websites, there's no reason.
L1339[19:53:20] <killjoy> try gwt
L1340[19:53:37] <kilokreeper> This stacktrace is endless
L1341[19:53:39] <williewillus> tterrag: i see that now. but still he doesnt do anything to ammoTags after writing to it
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L1343[19:53:47] <williewillus> i have no idea whats happening :P
L1344[19:53:57] <kilokreeper> No registry name set for my food item class
L1345[19:54:08] <kilokreeper> What could that mean?
L1346[19:54:17] <williewillus> how do you strikethrough in github again?
L1347[19:54:20] <williewillus> ~~ ~~ right?
L1348[19:54:26] <SquareWheel> That's Markdown, so should be.
L1349[19:54:39] <kenzierocks> ~~strike one~~
L1350[19:54:41] <kilokreeper> I'm going to go ahead and upload a github repo for my code real quick
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L1352[19:55:24] <kilokreeper> Gtg guys
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L1357[20:00:50] <SquareWheel> Are you guys sick of hearing about my recipe problems?
L1358[20:01:14] <tterrag> a bit, but I wouldn't be here if I cared :P
L1359[20:01:25] <TehNut> i'm just sick period
L1360[20:01:32] <SquareWheel> Aw. :(
L1361[20:01:34] <tterrag> heyo
L1362[20:01:48] <TehNut> well not yet, but I will be in a couple days
L1363[20:01:57] <TehNut> I'm the last man standing in my house. My time will come...
L1364[20:02:14] <SquareWheel> Gotta wash constantly. I just fought that fight.
L1365[20:02:40] <SquareWheel> Anyway, it's not clear to me what addRecipe(new CustomIRecipe()); is actually doing. There's no return, and it doesn't seem to be registering anything I can use.
L1366[20:02:50] <tterrag> yes, it's registering your recipe
L1367[20:03:03] <tterrag> what did you expect?
L1368[20:04:02] <SquareWheel> Perhaps I misunderstood. Am I defining my recipe itself in the custom IRecipe?
L1369[20:04:09] <TehNut> Yes
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L1372[20:04:28] <SquareWheel> Okay. I thought I called that from my main recipe class, and used a custom method from it.
L1373[20:04:38] <killjoy> wth? I can't go to a hidden folder via typing it in
L1374[20:05:08] <williewillus> in windows explorer?
L1375[20:05:12] <killjoy> yes
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L1377[20:05:17] <williewillus> i can do that 0.o
L1378[20:05:18] <killjoy> I have to actually show them
L1379[20:05:22] <primetoxinz> no, it's hidden! it's a secret shhhh
L1380[20:05:24] <killjoy> using win10AU
L1381[20:05:27] <williewillus> i do it to get to AppData all the time
L1382[20:05:28] <williewillus> oh
L1383[20:05:31] <williewillus> i havent tried in au
L1384[20:05:45] <killjoy> It didn't let me do %USER%\.gradle
L1385[20:05:57] <kenzierocks> is %USER% a thing?
L1386[20:06:04] <SquareWheel> %USERNAME%, IIRC
L1387[20:06:13] <killjoy> There's no ~
L1388[20:06:55] <SquareWheel> You can just type 'appdata' into the run dialog too.
L1389[20:07:30] <tterrag> I just show hidden folders >.>
L1390[20:07:48] <SquareWheel> The junk files like desktop.ini bug me too much.
L1391[20:08:36] <howtonotwin> killjoy: Really? This works (uses GH-flavor MD): https://jbt.github.io/markdown-editor/#q6sLSS0uqasDAA==
L1392[20:08:40] <killjoy> but %appdata% takes you to local
L1393[20:08:55] <SquareWheel> That does, but from the run dialog it goes to the appdata parent.
L1394[20:09:09] <killjoy> howtonotwin, this isn't markdown
L1395[20:09:25] <killjoy> In unix systems, ~ takes you to your home dir (/home/username)
L1396[20:09:30] <killjoy> Windows has no such variable
L1397[20:09:34] <kenzierocks> %HOME% ?
L1398[20:09:41] <kenzierocks> %USERHOME% ?
L1399[20:09:44] <killjoy> nope
L1400[20:09:47] <kenzierocks> are you sure?
L1401[20:09:49] <SquareWheel> Works in Bash for Windows 10...
L1402[20:09:53] <howtonotwin> Oh I read the history wrong :P, nvm
L1403[20:09:53] <killjoy> that's bash
L1404[20:10:09] <kenzierocks> HOMEPATH
L1405[20:10:11] <killjoy> those are common bash variables
L1406[20:10:24] <kenzierocks> > System returns the full path of the user's home directory. This variable is set based on the value of the home directory. The user's home directory is specified in Local Users and Groups.
L1407[20:10:29] <kenzierocks> try it
L1408[20:10:33] <Cyrusc> %USEROFILE% ?
L1409[20:10:50] <killjoy> homepath works
L1410[20:10:57] <howtonotwin> Cyrus is right
L1411[20:11:13] <killjoy> I wonder why that doesn't show up in Environment Variables
L1412[20:11:26] <kenzierocks> https://en.wikipedia.org/wiki/Environment_variable#cite_ref-Schulz_2014_Ordner_9-12
L1413[20:11:31] <Sephiroth> <killjoy> using win10AU
L1414[20:11:32] <kenzierocks> always check wikipedia?
L1415[20:11:36] <Sephiroth> the heck is win10au
L1416[20:11:43] <killjoy> I've only got Path and Temp/TMP as user variables
L1417[20:11:50] <killjoy> anniversary Update
L1418[20:11:54] <killjoy> not australia
L1419[20:12:19] <Corosus> does forge have its own access transformer I can PR changes into or should I just make an AT for my own mod?
L1420[20:12:48] <kenzierocks> killjoy: is win10oz the australian version
L1421[20:12:52] <killjoy> Corosus, yes
L1422[20:13:13] <killjoy> I think it's called forge_at.cfg
L1423[20:13:23] <Corosus> ah!
L1424[20:13:27] <Corosus> yeah i think i found it, thx
L1425[20:13:42] <killjoy> might as well just use *
L1426[20:13:51] <killjoy> public everything
L1427[20:13:55] <kenzierocks> plz no
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L1429[20:14:02] <primetoxinz> *.*.*.*.*
L1430[20:14:04] <howtonotwin> oh god no
L1431[20:14:09] <killjoy> ^.^
L1432[20:14:13] <killjoy> o_o
L1433[20:14:19] <Corosus> protected fields used to be auto converted to public
L1434[20:14:20] <kenzierocks> scandalous
L1435[20:14:21] <Corosus> was nice
L1436[20:14:28] <Corosus> cant remember why they stopped
L1437[20:14:30] <howtonotwin> **.* is the bash-y way to do it :P
L1438[20:15:14] <primetoxinz> s/private/public/
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L1440[20:15:54] <howtonotwin> I <3 sed
L1441[20:16:10] <primetoxinz> who doesn't?
L1442[20:16:21] <killjoy> and now that windows has it (officially)
L1443[20:16:34] <howtonotwin> it does?
L1444[20:16:37] <killjoy> but they make you jump through hoops
L1445[20:16:39] <killjoy> it has bash
L1446[20:16:45] <killjoy> basically coreutils
L1447[20:16:53] <primetoxinz> yeah yeah embrace extend extinguish
L1448[20:17:08] <SquareWheel> I mean, it's open source. They can't exactly extinguish it.
L1449[20:17:19] <killjoy> how does that licensing on that work?
L1450[20:17:29] <SquareWheel> Not too sure. They worked with Canonical on it.
L1451[20:17:32] <killjoy> Since it uses gpl
L1452[20:17:47] <SquareWheel> Perhaps because it's a download after the fact, and not bundled.
L1453[20:18:19] <killjoy> well macs have them. It can't be too complicated
L1454[20:18:36] <killjoy> Unless it's a cleanhouse impl
L1455[20:19:31] <primetoxinz> think they just translate the syscalls to window's ones
L1456[20:19:46] <killjoy> that's where there's issues with ICMP
L1457[20:19:53] <howtonotwin> ENIW?
L1458[20:20:00] <killjoy> networking
L1459[20:20:25] <howtonotwin> ENIW = reverse WINE
L1460[20:20:47] <killjoy> Last I heard from them, they were attempting to make old windows programs work on new windows
L1461[20:21:22] <primetoxinz> basically howtonotwin
L1462[20:21:31] <primetoxinz> it built
L1463[20:21:40] <primetoxinz> whoops
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L1468[20:51:15] <Corosus> im probably gonna PR stuff into forges AT, but im still curious, if i made my own mod specific AT, how does that work for dev environment and compile time access errors, is the forge library rebuilt with my AT changes or do i just sorda ignore the compile time errors?
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L1470[20:53:23] <williewillus> AT's are applied to the source when you setupDecompWorkspace
L1471[20:53:56] <williewillus> thus the mod code you write/compile will assume that it has access to those fields and will compile to actual field lookups
L1472[20:54:08] <Corosus> hrm kk, I guess it needs to know of mine ahead of time then
L1473[20:54:25] <Corosus> cool
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L1478[21:09:23] <SirSpence> Hey is anyone here familiar with ChunkDataEvent.Load/Save and ChunkEvent.Load/Unload?
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L1490[21:41:55] <hipsterpig> Corosus: you couda have asked me FYI :P
L1491[21:42:38] <Corosus> but i dont wanna pull your attention away from those 5+ idle games <3
L1492[21:42:48] <hipsterpig> i wasn't playing any
L1493[21:42:56] <Corosus> THATS A DIRTY LIE AND YOU KNOW IT
L1494[21:42:58] <hipsterpig> I just left home at that time
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L1497[21:51:51] <LexDesktop> damn
L1498[21:52:01] <LexDesktop> structure blocks have a 32 range limit.
L1499[21:52:16] <LexDesktop> Makes converting some maps into structures a pain...
L1500[21:53:17] <killjoy> is that radius or diameter?
L1501[21:53:41] <TehNut> diameter
L1502[21:54:30] <primetoxinz> anyway to change the fortune level of a harvestdropsevent?
L1503[21:54:48] <killjoy> via nbt
L1504[21:54:57] <primetoxinz> hmm?
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L1506[21:55:30] <raoulvdberge> primetoxinz: maybe modify dropChance?
L1507[21:55:54] <primetoxinz> don't think that does the same thing
L1508[21:56:03] <killjoy> Since he's asking something specific, I assumed he already was doing that
L1509[21:56:10] <killjoy> http://minecraft.gamepedia.com/Tutorials/Command_NBT_tags
L1510[21:56:53] <killjoy> should be item.ench.find{id == 'fortune'}.lvl=?
L1511[21:57:07] <killjoy> excuse my groovy
L1512[21:57:25] <primetoxinz> ehhhh not exactly what I meant
L1513[21:57:38] <williewillus> killjoy: he means change the fortuen level of the drops event
L1514[21:57:42] <williewillus> not the level of a tool :P
L1515[21:57:45] <primetoxinz> ^
L1516[21:57:51] <killjoy> ah.
L1517[21:58:32] <primetoxinz> it's already been harvested, with fortune or not, want to apply fortune to it if there is a fortune beacon near by
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L1519[21:58:44] <williewillus> yeah that seems a bit tricky
L1520[21:58:44] <killjoy> I think there's a drop event for that, yes
L1521[21:58:59] <primetoxinz> two very different answers
L1522[21:59:18] <killjoy> is it for your own item for someone else's?
L1523[21:59:23] <primetoxinz> anything
L1524[21:59:33] <primetoxinz> any fortunable object
L1525[21:59:37] <tterrag> HarvestDropsEvent is called after getDrops
L1526[21:59:40] <tterrag> so fortune has already been applied
L1527[21:59:43] <primetoxinz> mmhmm
L1528[22:00:00] <killjoy> anything with entity?
L1529[22:00:11] <williewillus> if someone "changed the fortune level" then it would invalidate everything that happened before the change
L1530[22:00:14] <williewillus> so it's tricky
L1531[22:00:23] <williewillus> if not impossible
L1532[22:00:55] <tterrag> you'd have to break the block yourself
L1533[22:01:21] <tterrag> BreakEvent may be helpful, but I'm not sure
L1534[22:04:51] <primetoxinz> only other idea, which could have issues, is applying the "fortune" to the items in the drop list
L1535[22:06:08] <tterrag> no
L1536[22:06:12] <tterrag> need to let the block handle it
L1537[22:06:17] <primetoxinz> hmm
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L1541[22:13:29] <killjoy> I'm seeing quantityDropped and quantityDroppedWithBonus
L1542[22:13:39] <killjoy> in BlockOre
L1543[22:13:55] <primetoxinz> yet it would apply to more than just ores
L1544[22:14:04] <killjoy> I'm assuming it's in Block
L1545[22:14:14] <killjoy> the decompiled code has no @Override
L1546[22:14:23] <killjoy> and I don't have eclipse open
L1547[22:14:29] <killjoy> I'm looking at it through VSCode
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L1549[22:15:27] <howtonotwin> You can ask mcpbot to search btw
L1550[22:24:03] <MCPBot_Reborn> I will answer all your questions
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L1552[22:24:26] <SquareWheel> What is true love?
L1553[22:24:48] <howtonotwin> INSUFFICIENT DATA FOR A MEANINGFUL ANSWER
L1554[22:25:18] <SquareWheel> You and me both, bot.
L1555[22:25:19] ⇦ Quits: sinkillerj (~sinkiller@nc-67-232-14-224.dhcp.embarqhsd.net) (Quit: またね)
L1556[22:25:30] <killjoy> that wasn't mcpbot
L1557[22:25:44] <SquareWheel> Let me have my fun.
L1558[22:26:21] <primetoxinz> fun? that's not allowed
L1559[22:27:31] <MCPBot_Reborn> https://twitter.com/bspkrs/status/764250450191351808
L1560[22:27:57] <williewillus> lol
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L1563[22:31:23] <Corosus> IT SPEAKS
L1564[22:31:37] <SatanicSanta> So, it looks like the blockstate "transform" thing is only effecting a single face in my submodel. what.
L1565[22:31:49] <SatanicSanta> er, not the transform, but the rotation
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L1567[22:33:33] <SatanicSanta> No, that's not true either. I don't even know what's wrong with this. I think the best way to describe would be similar to -> http://www.minecraftforge.net/forum/index.php?topic=32708.0
L1568[22:33:40] <SatanicSanta> "fucked"
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L1570[22:34:54] <SatanicSanta> screenshot -> https://puu.sh/qE7A9/4398971841.png and json -> https://gist.github.com/elifoster/1de276095f2efbd6df2cbaf520c6df3a
L1571[22:35:23] <primetoxinz> "forgey_forge_do_please_kindly_stuff_a_sock_in_it" again?
L1572[22:35:44] <TehNut> oh god i forgot that was a thing...
L1573[22:35:45] <SatanicSanta> from a previous conversation here, regarding blockstates being annoying and not letting you declare submodels in the default thing
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L1575[22:36:18] <SatanicSanta> its just a dummy state, basically, while also being a complaint about that
L1576[22:36:57] <primetoxinz> $10 its causing the issue
L1577[22:37:37] <SatanicSanta> how would that cause the issue? :|
L1578[22:37:51] <primetoxinz> probably wouldn't
L1579[22:38:01] <primetoxinz> just joking
L1580[22:38:04] <SatanicSanta> ah
L1581[22:39:02] <primetoxinz> harvestdropevent is only called when a player harvests, right?
L1582[22:39:16] <SatanicSanta> dont think so
L1583[22:39:36] <SatanicSanta> IIRC the harvester can be null
L1584[22:39:43] <primetoxinz> oh, good
L1585[22:39:58] <SatanicSanta> <strong>Note well:</strong> the {@link #harvester} player field is null in a variety of scenarios. Code expecting null.
L1586[22:40:17] <primetoxinz> cool
L1587[22:40:33] <williewillus> thats strange to me, "harvesting" is associated in my mind with a player retrieving drops
L1588[22:40:41] <williewillus> just breaking/dropping the block is less
L1589[22:40:47] <primetoxinz> agreed, that's why I asked
L1590[22:41:07] <primetoxinz> not sure if explosions call it though
L1591[22:41:32] <primetoxinz> they do
L1592[22:41:38] <SatanicSanta> \o/
L1593[22:41:50] <williewillus> yeah it appears to be used in both situations
L1594[22:41:55] <primetoxinz> fortune from any block breaking :D
L1595[22:41:59] <williewillus> "player harvest block" and "block dropping"
L1596[22:43:28] <SatanicSanta> williewillus: Did you ever end up figuring out what was wrong with the rotation of your campfire log? I'm having similar issues and your thread from last year is the closest thing I've come to finding a solution :P
L1597[22:43:39] <williewillus> oh god that
L1598[22:43:48] <williewillus> i dropped that like a week after starting lol
L1599[22:43:54] <williewillus> so, no idea :P
L1600[22:43:57] <SatanicSanta> dang
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L1602[22:44:09] <williewillus> ask fry in a couple days :P
L1603[22:44:15] <SatanicSanta> gah
L1604[22:44:20] <SatanicSanta> alright
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L1609[22:49:50] <primetoxinz> might have functioning fortune beacons \o/
L1610[22:50:17] <howtonotwin> Can't you just give Luck to entities?
L1611[22:50:36] <primetoxinz> Luck?
L1612[22:50:56] <howtonotwin> I believe it's a potion effect that makes you luckier and fortunier.
L1613[22:51:18] <primetoxinz> when the hell was that added
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L1615[22:51:36] <howtonotwin> 1.9 I think
L1616[22:52:56] <primetoxinz> doesn't do fortune
L1617[22:53:02] <howtonotwin> Yeah just checked
L1618[22:53:07] <primetoxinz> does looting
L1619[22:53:08] <williewillus> its quite useless in vanilla
L1620[22:53:11] <williewillus> it doesn't
L1621[22:53:15] <primetoxinz> oh?
L1622[22:53:16] <williewillus> it only affects fishing in vanilla
L1623[22:53:22] <primetoxinz> oh, too bad
L1624[22:53:24] <howtonotwin> It does loot tables in general
L1625[22:53:27] <williewillus> no
L1626[22:53:40] <williewillus> the loot pools need the "quality" tag to be affected by luck
L1627[22:53:41] <howtonotwin> "quality" score for entries
L1628[22:53:45] <williewillus> only the fishing pools have that in vanilla
L1629[22:53:56] <williewillus> none of the other tables have it
L1630[22:53:57] <primetoxinz> but it's a potion, not an enchant
L1631[22:54:01] <williewillus> they removed it for some reason
L1632[22:54:07] <williewillus> that doesn't matter :P
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L1635[22:54:18] <primetoxinz> ok
L1636[22:54:19] <williewillus> it's an attribute so it could be both :P
L1637[22:54:37] <williewillus> point is that in vanilla luck attribute affects nothing except fishing
L1638[22:54:45] <williewillus> which makes it goddamn useless :P
L1639[22:55:34] <primetoxinz> well, makes it less annoying that I spent time figuring out how to do what it could have already done
L1640[22:56:51] <primetoxinz> whoops, fortune 4!
L1641[22:57:23] <primetoxinz> ahh, whatever it's a beacon made of full diamond blocks, you should get fortune 4
L1642[22:57:33] <howtonotwin> How many drops do you get at Fortune CCLV? :P
L1643[22:57:40] <primetoxinz> lol
L1644[22:57:52] <primetoxinz> probably Integer.MIN_VALUE or something
L1645[22:58:05] <primetoxinz> something stupid
L1646[22:58:35] <howtonotwin> Or does that overflow our poor byte and become Unluck CXXIIX?
L1647[22:58:48] <primetoxinz> yeah
L1648[22:59:15] <williewillus> i know potions interpret the level as "signed" :P
L1649[22:59:34] <williewillus> in that the upper half of the range has the opposite effect
L1650[22:59:42] <primetoxinz> wow
L1651[23:00:15] <primetoxinz> now for looting beacon
L1652[23:00:44] <williewillus> how are you doing the looting beacon now? :P
L1653[23:00:54] <primetoxinz> huh?
L1654[23:00:57] <howtonotwin> Does Levitation still do the extrasolar rocket/missile bore/levitation station thing?
L1655[23:01:03] <williewillus> howtonotwin: wat
L1656[23:01:12] <williewillus> primetoxinz: I was asking how you're implementing it now
L1657[23:01:19] <primetoxinz> oh, idk just got to it
L1658[23:02:11] <howtonotwin> If you set Levitation high enough you fly up fast. If you overflow it you can't even jump 1/1000th of a block. If you set it to something else you ignore gravity.
L1659[23:02:17] <primetoxinz> was thinking letting of letting the beacon apply the looting to potion to any entity and if they have that potion to looting them
L1660[23:02:38] <howtonotwin> looting to? potion to looting them?
L1661[23:02:48] <williewillus> what potion?
L1662[23:02:50] <primetoxinz> ehh looting potion*
L1663[23:02:57] <primetoxinz> my own
L1664[23:02:57] <williewillus> the luck potion doesn't affect mob drops
L1665[23:03:00] <williewillus> oh cool
L1666[23:03:07] <howtonotwin> It CAN effect mob drops
L1667[23:03:13] <williewillus> it doesn't in vanilla
L1668[23:03:27] <howtonotwin> All it takes is a resource pack and a command block :P
L1669[23:04:24] <primetoxinz> hmm, this may be an issue
L1670[23:04:45] <primetoxinz> I don't think you want all the mobs around you to get fire resistance if it's a fire resistance beacon
L1671[23:04:49] <williewillus> resource packs don't change loot tables
L1672[23:04:54] <primetoxinz> they can
L1673[23:04:55] <williewillus> resource packs are for clientside assets
L1674[23:04:58] <williewillus> no they don't
L1675[23:05:04] <williewillus> you change loot tables in the world save
L1676[23:05:06] <williewillus> not in RP's
L1677[23:05:14] <primetoxinz> nitpicker
L1678[23:05:21] <williewillus> that's very different lol
L1679[23:05:46] <primetoxinz> yeah, but it's all just a json
L1680[23:05:58] <howtonotwin> *resource pack -> file
L1681[23:06:01] <howtonotwin> better
L1682[23:06:25] <williewillus> it also is incompatible with every mod that hooks the default table :P
L1683[23:06:35] <williewillus> world-save tables override all mod-modifications to vanilla tables
L1684[23:08:46] <howtonotwin> Make an ArmorStand track an entity, give it a table, kill it when the parent dies?
L1685[23:08:52] <howtonotwin> Not perfect but it might work :P
L1686[23:09:21] <williewillus> oh god
L1687[23:09:26] <williewillus> that's the command-blocker's solution
L1688[23:09:33] <howtonotwin> -All- Most things can be solved with an ArmorStand {Marker:1}
L1689[23:09:38] <williewillus> which is "omg cool" as a vanilla player
L1690[23:09:45] <williewillus> and "oh god disgusting" as a modder
L1691[23:09:55] <howtonotwin> *sane programmer
L1692[23:09:58] <howtonotwin> FTFY
L1693[23:09:59] <primetoxinz> but modding api!
L1694[23:10:09] <williewillus> jk api is for PE
L1695[23:10:18] <primetoxinz> lol that was hilarious
L1696[23:10:22] <williewillus> that whole twitter exchange was awkward as hell
L1697[23:10:41] <williewillus> i can't imagine searge unintentionally left out the critical details
L1698[23:10:56] <primetoxinz> no, that seemed very intellional
L1699[23:11:04] <howtonotwin> Commandblockers have discovered that boats have unintentionally introduced rotation dynamics into the game
L1700[23:11:12] <howtonotwin> because yes
L1701[23:11:27] <williewillus> that was cool
L1702[23:11:54] <primetoxinz> someone make a mod that does the same
L1703[23:12:04] <primetoxinz> I want carnival rides
L1704[23:12:08] <howtonotwin> What would that mod even be?
L1705[23:12:21] <primetoxinz> RotationalDynamics
L1706[23:12:33] <primetoxinz> duh
L1707[23:12:43] <howtonotwin> What would it do, I mean
L1708[23:12:47] <primetoxinz> stuff
L1709[23:12:53] <primetoxinz> like the old ugocraft?
L1710[23:13:00] <primetoxinz> back from what version?
L1711[23:13:01] <primetoxinz> idk
L1712[23:13:20] <primetoxinz> some rotating japanese mod
L1713[23:13:38] <williewillus> i mean all it needs to do is just do the comandblocks for you
L1714[23:13:43] <williewillus> the first command block mod /s
L1715[23:13:54] <howtonotwin> Onnowhere's birds tho
L1716[23:14:12] <williewillus> ugh that was disgusting as a ~~modder~~ sane programmer
L1717[23:14:18] <williewillus> and meh as a vanilla player
L1718[23:14:56] <primetoxinz> it must hurt, a lot of the commandblockers ARE programmers
L1719[23:15:03] <primetoxinz> like don't they go insane?
L1720[23:15:07] <williewillus> lol
L1721[23:15:10] <howtonotwin> Mandelbrot set in command blocks
L1722[23:15:19] <howtonotwin> oh god that must have been painful
L1723[23:15:24] <williewillus> theyre turing complete so hey
L1724[23:16:02] <williewillus> theoretically possible to build a bytecode interpreter and rerun the game at pitch-drop-experiment pace
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L1726[23:16:21] <primetoxinz> sethbling made a compiler I think
L1727[23:16:21] <howtonotwin> So's Scala's type system. I don't see anyone writing full programs in- oh: https://gist.github.com/jrudolph/66925
L1728[23:16:49] <SirSpence> Anyone know the event that is fired when a chunk is unloaded but doesn't fire when the chunk is just saved?
L1729[23:16:50] <williewillus> primetoxinz: he made a subset of a BASIC interpreter
L1730[23:16:55] <primetoxinz> yeah
L1731[23:17:01] <williewillus> ChunkEvent.Unload?
L1732[23:17:19] <SirSpence> That is what I was thinking but it seems to be acting like it also fires on saves. :l
L1733[23:17:30] <williewillus> that would be a bug
L1734[23:18:00] <SirSpence> Let me try a bit more to verify
L1735[23:18:13] <williewillus> oh I don't see ChunkEvent.Unload
L1736[23:18:18] <williewillus> I see ChunkEvent.Load and Save
L1737[23:18:36] <williewillus> oh wait nvm misread
L1738[23:18:39] <howtonotwin> I see Unload o_O
L1739[23:18:46] <williewillus> ChunkEvent.Load/Unload and ChunkDataEvent.Load/Save
L1740[23:18:48] <williewillus> there's four
L1741[23:19:11] <SirSpence> Yeah I'm using three of them atm
L1742[23:19:24] <williewillus> okay yeah ChunkEvent.Unload
L1743[23:19:26] <williewillus> should work
L1744[23:19:34] <williewillus> it's only fired when a chunk is actually unloaded
L1745[23:19:43] <williewillus> because the same method that calls it, alos deletes all Entities/TE's in the chunk
L1746[23:19:55] <LexDesktop> off hand does anyone know how to get all resources matching a regex?
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L1748[23:23:59] <primetoxinz> wow, there's a LootingLevelEvent. perfect
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L1750[23:31:01] <SirSpence> So for some reason ChunkEvent.Unload() fires when you first load into a map
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