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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tutorials are always outdated, what's the proper way to organize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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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
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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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
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?
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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
L349[09:22:27]
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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
?
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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
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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
L431[11:35:46] ⇦
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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?
L437[11:43:23]
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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!
L441[11:44:29] ***
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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?
L448[11:50:57]
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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
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]
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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
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
L498[12:12:48]
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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
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
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
L532[12:27:35]
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L533[12:27:36] <Ordinastie_> well yes,
outputing the actual exception can't harm
L534[12:27:49]
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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] ⇦
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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.
L553[12:37:10]
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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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L560[12:41:13] ***
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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
L570[12:44:37] ⇦
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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.
L577[12:48:22]
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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]
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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
L601[12:53:55] ⇦
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L602[12:54:10] <williewillus> can you
paste your worldgen code again?
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
L611[12:58:46]
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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
L633[13:02:49]
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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
L651[13:13:32]
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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
L679[13:28:47]
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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
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
^
L715[13:39:40] <williewillus> and
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
L736[13:50:49] ***
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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
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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
L771[14:37:29] ***
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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
L781[14:38:42]
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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..
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
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*
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?
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
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?
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
L937[15:58:30] ⇦
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L939[15:59:40] <Unh0ly_Tigg> I think that
last parameter is misspelled...
L940[15:59:48]
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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> } }
L976[16:29:06] ⇦
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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?
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
L1016[16:37:44]
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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.
L1040[17:15:12] <SatanicSanta> looks fine
to me after a brief glance
L1041[17:16:41]
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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
L1069[17:46:09]
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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
L1074[18:03:59]
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L1075[18:04:13] <SquareWheel> Hrmm.
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.
L1078[18:10:11]
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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
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
L1161[18:47:16]
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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
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
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?
L1200[19:21:13]
⇨ Joins: kilokreeper
(webchat@184-91-99-69.res.bhn.net)
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.
L1202[19:22:12]
⇦ Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) (Read
error: Connection reset by peer)
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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.
L1222[19:25:48]
⇨ Joins: Zaggy1024
(~Zaggy1024@71-220-112-82.mpls.qwest.net)
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
L1225[19:26:26]
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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
L1233[19:32:16]
⇨ Joins: kilokreeper
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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?
L1267[19:38:42]
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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
L1279[19:42:00]
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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.
L1286[19:45:17]
⇨ Joins: Cyrusc (~cyrusc@30.ip-149-56-141.net)
L1287[19:45:49] <kilokreeper> I have a
classnotfoundexception for my proxy class
L1288[19:45:56]
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L1289[19:46:08] <kilokreeper> But it's
there, and there are no dependencies..
L1290[19:46:42]
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Quit)
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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
L1313[19:50:51]
⇦ Quits: Cyrusc (~cyrusc@30.ip-149-56-141.net) (Client
Quit)
L1314[19:50:51] <kilokreeper> #1 noob
confusion method: Difference between = and ==
L1315[19:51:00]
⇨ Joins: Cyrusc (~cyrusc@30.ip-149-56-141.net)
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
L1342[19:53:46]
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seconds)
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
L1351[19:54:46]
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L1352[19:55:24] <kilokreeper> Gtg
guys
L1353[19:55:26]
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())
L1354[19:57:32]
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(~quadraxis@cpc77293-basf12-2-0-cust699.12-3.cable.virginm.net)
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L1356[19:58:45]
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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
L1370[20:04:14]
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1.5)
L1371[20:04:19]
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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
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.
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
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
L1428[20:13:58]
⇨ Joins: gravityfox_
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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/
L1439[20:15:39]
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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
L1464[20:26:00]
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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
L1474[21:01:30]
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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
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
L1551[22:24:03]
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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]
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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
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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L1568[22:33:40] <SatanicSanta>
"fucked"
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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
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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