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L92[00:31:12] <tterrag> what's the best way
to get a specific blockstate from a config value?
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L94[00:31:18] <tterrag> I could just use
meta but that seems wrong/lazy
L95[00:31:41] <tterrag> they could specify
i.e. stone#variant=andesite but how do I convert that ?
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L102[00:41:56] <McJty> tterrag, in rftools
dimensions I have a json file with something like:
L103[00:41:57] <McJty>
"property": {
L104[00:41:57] <McJty> "type":
"COBALT"
L106[00:42:15] <McJty> That was for
Tinkers Construct material
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L122[01:48:15] <tterrag> McJty: right, but
how to get the actual IBlockState object?
L123[01:48:32] <tterrag> the best way I've
found asking around is to just brute force through the property
map
L124[01:51:08] <McJty> Well my case is a
bit different
L125[01:51:20] <McJty> I don't have to
construct a blockstate from that. I only have to match a blockstate
with the properties defined in the json
L126[01:51:24] <McJty> So that's slightly
easier I guess
L127[01:51:39] <tterrag> I suppose
L128[01:51:45] <tterrag> that's really all
I need I guess
L129[01:52:02] <tterrag> it's just that ==
is faster than a bunch of string/etc comparisons
L130[01:52:15] <tterrag> and this is done
during rendering so I'd prefer to use == if at all possible
L131[01:53:23] <tterrag> I'll just do it
the brute force way :p
L132[01:53:41] <McJty> You cannot cache
this in some way?
L133[01:54:41] <tterrag> I could yes
L134[01:54:44] <tterrag> and will :P
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L137[01:59:58] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160826 mappings to Forge Maven.
L138[02:00:01] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160826-1.10.2.zip
(mappings = "snapshot_20160826" in build.gradle).
L139[02:00:12] <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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L148[02:12:34] <tterrag> McJty: question,
why have "property" as a key?
L149[02:12:52] <tterrag> since properties
serialize down to a Map<String, String>
L150[02:13:03] <tterrag> shouldn't it at
least be "properties" ?
L152[02:14:10] <McJty> I wanted to avoid
complicating it more by needing an extra 'properties' around all
'property' tags
L153[02:15:22] <tterrag> my question is
why is property not "properties" which is just a
Map<String, String>
L154[02:15:41] <tterrag> so it could look
like "properties": { "type":
"COBALT", "foo": "bar" }
L155[02:16:03] <tterrag> in your current
scheme, how does one specify multiple properties?
L156[02:16:10] <McJty> Multiple
"property" tags
L157[02:16:21] <tterrag> O.o that's not
valid json
L158[02:16:41] <McJty> Well it works
L159[02:16:42] <tterrag> or rather, it's
not a proper OO structure
L160[02:16:51] <tterrag> I fear what your
deserialization code looks like...
L161[02:17:18] <tterrag> fromJson(new
FileReader(jsonConfig), new TypeToken<Map<ResourceLocation,
BlockInfo>>(){}.getType()); deserializes
http://pastebin.com/mPfsqcrK
L162[02:17:55] <tterrag> it helps when
using Gson to think of your JSON objects as Java objects
L163[02:18:03] <tterrag> you can't have
multiple fields with the same name in java
L164[02:19:24] <McJty> Actually I was
wrong
L165[02:19:26] <McJty> I do it like you
say
L166[02:19:32] <McJty> And then yes it
should have been called 'properties'
L167[02:19:59] <tterrag> thought so
:D
L168[02:20:09] <tterrag> that's much saner
:P
L169[02:20:47] <McJty> Although
technically the other fields in the rule can also have multiple
values: i.e. like "name" in that example
L170[02:21:01] <McJty> Every one of those
properties can have multiple values
L171[02:21:10] <McJty> It is just a filter
on that specific thing
L172[02:21:35] <tterrag> then why aren't
they arrays? :C
L173[02:21:45] <tterrag> "names"
: ["foo", "bar", "baz"]
L174[02:21:57] <McJty> It is an
array
L175[02:21:59] <tterrag> much more
readable than name:foo, name:bar, etc
L176[02:22:11] <tterrag> ahh I see
L177[02:22:12] <McJty> But I also allow a
string instead of an array
L178[02:22:33] <tterrag> hmmm...that again
makes me worry about your deserialization code :D
L179[02:22:49] <tterrag> but I hate all
gson code that isn't direct json->object conversion, so I'm
picky :P
L180[02:23:05] *
fry has a generis multimap deserializer somewhere that takes either
a string or an array of strings
L182[02:23:32] <tterrag> what is JSonTools
O.o
L183[02:23:39] <McJty> My own thing
L184[02:23:42] <kashike> JSonTools
L185[02:23:44] <kashike> ugly name
L186[02:23:47] <tterrag> you didn't
use...Gson ?
L187[02:23:55] <tterrag> or, you did
L188[02:23:57] <McJty> nope
L189[02:23:59] <tterrag> because I see
JsonElement
L190[02:24:07] <kashike> inb4
org.json
L191[02:24:09] <McJty> Well yes
L192[02:24:21] <McJty> Just something on
top of that to make it a bit easier for me
L193[02:24:29] <tterrag> I see
L194[02:24:38] <tterrag> I still prefer
converting it to a java object before manipulation
L195[02:24:51] <tterrag> from this code it
looks like you are constantly doing lookups on the raw JSON
data
L196[02:25:01] <tterrag> which is much
slower than if it existed as a java object
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L198[02:27:00] <McJty> Speed is not really
an issue here. This is only called at init on a rather small input
file
L199[02:28:06] <McJty> BTW anyone here
know about some weird behaviour with dimensions in 1.10?
L200[02:28:22] <McJty> Seems that all
existing dimensions are loaded at startup and only get unloaded
AFTER the first time you vist each of them
L201[02:28:38] <McJty> i.e. nether only
unloads if you visit it at least once
L202[02:29:41] <tterrag> McJty: ah, I see
you turn it into a Filter object
L203[02:30:04] <tterrag> see, personally I
would have made the java structure of Filter reflect the JSON
structure of the config, then just directly done fromJson(json,
Filter.class)
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L219[03:01:55] <Snapples> So I have a
library for doing a specific task (XCP transport protocol
implementation), written in C.
L220[03:02:11] <Snapples> I need this
functionality to work from an Android device.
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L222[03:02:26] <tterrag> sounds like
you're in the wrong channel then :P
L223[03:02:39] <Snapples> SHould I port
the library to native android or rather use the NDK to access
it?
L224[03:02:47] <Snapples> You think
so?
L225[03:03:44] <Snapples> oh, wait, you're
right.
L226[03:04:18] <Snapples> Why does this
happen all the time...
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L228[03:10:23] <tterrag> !gc bxl
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L247[04:10:35] <Koward> Would
Item.getItemFromBlock(Blocks.SAPLING) get a reference valid to
identify all sapling items, despite all the sapling variants
?
L248[04:11:24] <BordListian> err
L249[04:11:33] <BordListian> probably
not?
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L251[04:11:47] <McJty> All vanilla
saplings yes
L252[04:11:51] <McJty> But not saplings
from other mods
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L256[04:16:50] <Koward> I'm using a map so
I'm afraid there's not much I can do for other mods saplings
L257[04:17:32] <Koward> (it maps items to
a value I use in my mod)
L258[04:18:27] <BordListian> get all
oredict entries for blockSapling or something?
L259[04:18:37] <BordListian>
*shrugs*
L260[04:19:14] <Koward> I'll look at the
doc
L261[04:19:59] <Ordinastie_> you can use
hard coded registry names, so at least you'll be able to manually
add other mods sapling that way
L262[04:20:09] <Hanii> My
IWorldGenerator’s getting called for most chunks, but getting
ignored for some o.o
L263[04:20:13] <Ordinastie_> if oredict
doesn't work
L264[04:21:52] <Koward> I'm looking at the
wiki (don't have a more recent doc), and there is a
"treeSapling" entry, so I'll be fine I guess
L265[04:21:55] <McJty> Hanii, how do you
know it is ignored?
L266[04:22:34] <McJty> Hanii, also note
that IWorldGenerator is only called for new chunks. Not for chunks
that were already created before
L267[04:22:48] <tterrag> Koward: why do
you need all sapling items?
L268[04:23:31] <Hanii> McJty: At the top
of the generate method, I added a world.setBlockState to stick a
stone brick in the air so I can see it’s been called for that
chunk.
L269[04:24:01] <Koward> tterrag : my mod
use a value (like a currency) and must do it on many items
(including many existing ones, so extending is not an option) and I
want to set all saplings to a price
L270[04:24:17] <tterrag> oredict is
probably your best bet then, yeah
L271[04:24:18] <Hanii> The generator’s
registered in FMLInitializationEvent, and for new worlds, it should
be used for all chunks.
L272[04:24:27] <tterrag> but for a
currency mod, shouldn't stuff like that be config-based?
L273[04:24:29] <tterrag> not
hardcode?
L274[04:24:30] <McJty> Hanii, can you show
me the code?
L275[04:24:36] <McJty> And a
screenshot?
L276[04:24:38] <tterrag> (also, another
currency mod?)
L277[04:25:10] <BordListian> i kinda wanna
copy maker's mark
L278[04:25:26] <BordListian> cause it
doesn't have a 1.10 version i think
L279[04:25:39] <BordListian> don't think
it even has a 1.7 version honk
L280[04:25:59] <Koward> It's not currency,
it's weight here, mistake sorry. But same problem anyway
L281[04:26:57] <tterrag> I see. oredict is
a safe bet for that stuff, but it still sounds like something that
should be configurable
L282[04:27:17] <tterrag> anyways, bedtime
for me
L283[04:27:19] ***
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L286[04:28:04] <Koward> Yes but if it's
configurable, I would not see how to refer them at all
L287[04:28:11] <Koward> Because I could
not use the oredict then
L288[04:28:38] <McJty> Hanii, hmm height
20. Isn't there ore or something that will overwrite your
block?
L289[04:28:40] <BordListian> json
config
L290[04:28:44] <McJty> Or are you doing
this in a flat world/void world?
L291[04:28:54] <Hanii> I’m testing this in
a flat world
L292[04:29:03] <Hanii> Hold on a second
and I’ll show you a screenshot
L293[04:30:38] <tterrag|ZZZzzz> Koward:
why not?
L294[04:31:08] <Ordinastie_> if oredict,
take value, if config override that value
L296[04:31:43] <Hanii> @ McJty
L297[04:31:47] <Koward> Would I not have
to choose between storing Oredict names and proper item registry
names but not both then ?
L298[04:32:14] <Ordinastie_> both
L299[04:32:18] <McJty> Hanii, hmm
strange... Not sure what's up with that
L300[04:32:25] <Hanii> :<
L301[04:33:20] <BordListian> For one, you
could make a regular forge config that has two seperate areas, one
for item registry names and one for oredict names
L302[04:33:26] <BordListian> or something
like that
L303[04:33:57] <tterrag|ZZZzzz> Hanii: try
using PopulateChunkEvent.Post perhaps?
L304[04:34:28] <tterrag|ZZZzzz> I use an
IWG myself and don't have that issue (that I know of)
L305[04:34:36] <Hanii> Problem is I want
my generator to run before certain things, like trees and
stuff
L306[04:35:09] <tterrag|ZZZzzz> .Pre then?
:P
L307[04:35:16] <tterrag|ZZZzzz> I was just
saying to test with the event
L308[04:35:25] <Hanii> Oh right, okay
^^;
L309[04:35:25] <tterrag|ZZZzzz> see if
those chunsk make it to the event but not the IWG for some
reason
L310[04:35:31] <tterrag|ZZZzzz>
anyways...sleep for real
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L312[04:42:13] <Koward> Is the wiki still
supported or is it dead ?
L313[04:42:39] <BordListian> isn't there
this readthedocs thing now
L314[04:42:42] <ThePsionic> I'm pretty
sure we're migrating to RTD yeah
L315[04:42:52] <Koward> Yeah but there's
so few information on RTD
L317[04:43:15] <Koward> Pretty recent I
guess
L318[04:43:30] <Koward> Will do.
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L323[04:55:08] <Hanii> @tterrag: Nope,
still chunks it’s not working for :<
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L326[05:04:59] <Hanii> No exceptions or
anything in the game log
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L328[05:06:53] <Ordinastie_> Hanii, brand
new world each test ?
L329[05:07:00] <Hanii> Jup
L330[05:07:06] <Ordinastie_> same chunks
every time ?
L331[05:07:23] <Hanii> Nope, different, I
have to go looking for chunks it happens to.
L332[05:07:35] <Ordinastie_> different
chunks for different seeds ?
L333[05:07:47] <Hanii> That’s a good
question. Give me a second and I’ll check
L334[05:09:22] <Hanii> Yes o.O
L335[05:09:31] <Hanii> Sorry, I meant No
o.O
L336[05:09:38] <Ordinastie_> so same
chunks if same seed ?
L337[05:09:48] <Hanii> I recreated with
the same seed and it’s happened in the same place.
L338[05:10:03] <Ordinastie_> good, that
means it's not totally random
L339[05:10:12] <Ordinastie_> but now you
can debug
L340[05:10:25] <BordListian> totally
random would've been better tho
L341[05:10:32] <Ordinastie_> no
L342[05:10:40] <Ordinastie_> if you can
replicate, you can debug
L343[05:10:58] <BordListian> totally
random means a priority fight
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L345[05:11:28] <Ordinastie_> randoms means
no easily determinable cause
L346[05:11:32] <BordListian> don't think
that could even happen
L347[05:11:43] <BordListian> with
minecraft, anyway
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L349[05:11:58] <Ordinastie_> there is no
such things as random in computers
L350[05:12:05] <Ordinastie_> only stuff
that appears random
L351[05:12:22] <Hanii> Irreproductive, I
think the word is :P
L352[05:12:25] <LatvianModder> randoms
means no easily determinable cause.. well it is perfectly
determinable in computers :P
L353[05:12:28] <ThePsionic>
Pseudo-random
L354[05:12:46] <LatvianModder> it just
Looks random to viewer
L355[05:12:56] <Ordinastie_>
LatvianModder, yes, but if you need to debug, it's not the computer
that needs to determine the cause, it's you
L356[05:13:52] <Ordinastie_> now he can
replicate and knows exactly what to breakpoint on to debug
L357[05:14:01] <Ordinastie_> if it
happened on random chunks, it would be a pain
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L359[05:16:21] <Ordinastie_> Hanii, I
assume you know how to do proper debugging ?
L360[05:16:32] <BordListian> pfft
L361[05:16:42] <Hanii> I haven’t the
faintest idea why it’s happening T·T
L362[05:16:48] <BordListian> unpredictable
behavior is the easiest thing to debug
L363[05:17:19] <Ordinastie_> Hanii, hence
"debugging"
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L366[05:18:15] <Hanii> Yeah, thing is that
it’s happening with code that just registers and sets the block.
It’s not reaching any of the more complicated code.
L367[05:18:46] <Ordinastie_> no, the thing
is that your code is not reached in some cases
L368[05:18:52] <Ordinastie_> you need to
find out why
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L370[05:19:40] <Ordinastie_> so breakpoint
before in the call trace for those cases, and go step by step and
see where it differs from what it's supposed to do
L371[05:20:18] <Hanii> I’m saying that the
very first thing my code does is set that block to check, and it’s
not even reaching that.
L372[05:20:38] <Ordinastie_> that's
EXACTLY what I said
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L374[05:21:11] <Ordinastie_> debugging
doesn't NOT mean putting println everywhere
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L376[05:28:15] <ThePsionic> Ordinastie_:
Are you sure you want that double negative? :P
L377[05:28:59] <Ordinastie_> I am not not
sure I want that double negative
L378[05:29:21] <Ordinastie_> but yes,
don't println
L379[05:29:24] <ThePsionic> Oh okay, you
aren't not not not sure then
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L390[05:57:03] <Hanii> WorldEvent.Load is
fired after some chunks are generated <<;;
L391[05:58:44] <Ordinastie_> did you do
what I told you ?
L392[05:59:52] <Hanii> You just told me to
debug.
L393[05:59:57] <Ordinastie_> yes
L394[06:00:00] <Ordinastie_> do you know
how ?
L395[06:00:11] <Hanii> ...
L396[06:01:11] <Ordinastie_> that's a
legitimate question
L397[06:01:18] <Ordinastie_> 90% don't
know how
L398[06:01:38] <BordListian> you're kinda
missing the point Ordi
L399[06:01:41] <Hanii> I’m trying to hold
myself back from saying something extremely rude to you.
L400[06:01:59] <BordListian> same
tbh
L401[06:02:12] <Hanii> Of course I know
how to debug. It’s literally one of the first things I learned when
I was taught how to program.
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L403[06:02:51] <Hanii> Around the same
time as finding out from cout did.
L404[06:03:16] <BordListian> so like
L405[06:03:17] <Hanii> *out what cout
did.
L406[06:03:29] <Ordinastie_> so debugging
means printing stuff to console ?
L407[06:03:30] <BordListian> you
registered your world generator in WorldEvent.Load?
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L409[06:04:16] <BordListian> and that was
why a bunch of chunks didn't generate with your world
generator?
L410[06:05:36] <Hanii> Not quite - the
world generator’s registered in the preinitialisation event, but it
relies on code that’s registered per-world on world-load, under the
assumption that WorldEvent.Load happens before the world starts
generating, which seemed like a reasonable assumption.
L411[06:05:52] <BordListian> hm
L412[06:06:07] <BordListian> that would
mean the further you go out, the more chunks are generated with
your generator tho
L413[06:06:12] <BordListian> is that the
case?
L414[06:06:16] <Hanii> So I’m taking a
break, and later on, I’m going to load my per-world data on first
access for any given world, rather than on that world’s load
event.
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L416[06:06:33] <Hanii> Huh? Yes?
L417[06:06:42] <BordListian> right
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L421[06:13:29] <Koward> Mmm config files
look nice for what I want to do, but I don't want the user to mess
up with values and then cry about bugs... What a dilemma
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L423[06:14:31] <Hanii> Run format checks
on load then chastise the user in the text chat about using valid
values? :P
L424[06:15:53] <Koward> Haha
L425[06:16:19] <Hanii> I’m away for lunch.
Thanks for the help anyway. Sorry if I’m getting a bit short.
L426[06:16:21] <Koward> "Your
configuration file has been configured"
L427[06:16:36] <Koward> "Please don't
configure configuration files"
L428[06:17:31] <ThePsionic> "Please
configure the configuration files before trying to configure the
configuration files"
L429[06:21:35] <BordListian> you pretty
much never have to worry about that tho
L430[06:30:01] <Koward> I wonder why we
get ItemStacks from the OreDict and not Items.
L431[06:30:22] <Koward> (I always always
wondered why it's still called the OreDictionary but heh)
L432[06:31:38] <BordListian> wut
L433[06:31:49] <BordListian> you can get
the item from ItemStack
L434[06:31:55] <BordListian> but why would
you need that
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L437[06:35:00] <Ordinastie_> is there no
SortedList implementation available ?
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L441[06:38:22] <Koward> I know, but why
would someone need a stack ?
L442[06:38:59] <Ordinastie_> because it's
metadata dependant
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L444[06:40:50] <Koward> Oh yeah, like for
stainted glass, right
L445[06:40:56] <Ordinastie_> for
example
L446[06:42:08] <BordListian> there's mods
that stick all their resources into one item
L447[06:42:35] <BordListian> so instead of
mod:gear_iron you have mod:resource with metadata 79
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L452[06:51:01] <ThePsionic> why would you
do that tbh BordListian
L453[06:51:22] <BordListian>
*shrugs*
L454[06:51:27] <BordListian> any reason
not to?
L455[06:51:46] <ThePsionic> /shrug
L456[06:52:11] <ThePsionic> I guess it
allows for more mods together since you don't have to worry about
the internal item ID capping out
L457[06:52:28] <ThePsionic> (If that's
even still a thing)
L458[06:52:40] <ThePsionic> (It probably
is)
L459[06:55:43] <ThePsionic> And if it's
just resources that don't do anything special, sure, why not
L460[07:00:12] <Koward> Because
readability and consistency, maybe.
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L463[07:07:52] <BordListian> eh
L464[07:08:00] <BordListian> i think
registering them one by one is more readable
L465[07:11:42] <masa> I have my dummy
crafting ingredients in one item
L466[07:11:58] <masa> using metadata to
separate the tiers and types
L467[07:12:12] <masa> it saves on having
to have billions of item registrations
L468[07:12:28] <masa> and makes it easier
to group all the stuff kind of
L469[07:13:09] <RANKSHANK> could also use
enums for readability :D
L470[07:13:31] <RANKSHANK>
EnumResource.GEAR_IRON.createStack(1);
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L477[07:51:04] <luacs1998> anyone knows
what happened to MinecraftServer.getConfigurationManager?
L478[07:52:16] <gigaherz>
getPLayerList
L479[07:52:23] <gigaherz> or soemthing
like that
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L497[08:25:24] <luacs1998> what happened
to EntityInteractEvent?
L498[08:27:42] <gigaherz>
PlayerInteractEvent.entity
L499[08:30:10] <luacs1998> thanks
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L515[09:15:06] <JamEngulfer> I’m making a
tileentity that does stuff based on the blocks around it. Should I
just loop through every block around it, or is there another way of
doing it? I was considering checking the blocks when it’s first
placed, then re-doing the calculation whenever a block update
happens
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L517[09:16:37] <JamEngulfer> But, I don’t
really know how to do the latter
L518[09:17:09] <Ordinastie_> depends on
the radius
L519[09:17:19] <Ordinastie_> are they
supposed to be direct neighbors ?
L520[09:18:42] <JamEngulfer> good
question. I was initially planning for that, but I just thought I
might be able to have it larger than that
L521[09:19:07] <Ordinastie_> because your
block is notified when direct neighbors change
L522[09:19:17] <Ordinastie_> blocks
further away, they don't
L523[09:19:18] <JamEngulfer> That sounds
much easier
L524[09:19:29] <JamEngulfer> I’ll just go
for the neighbors
L525[09:19:46] <Ordinastie_> then you
override onNeighborChanged in your block
L526[09:20:31] <JamEngulfer> Thanks! I
guess I just wasn’t googling the right words
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L529[09:38:45] <JamEngulfer> Wait, how do
I get the position of a block from a Block object?
L530[09:39:01] <JamEngulfer> I’m not
finding any methods/variables that tell me that
L531[09:39:10] <TechnicianLP> from the
block alone you cant get it
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L533[09:39:35] <JamEngulfer> Huh. That’s
kinda weird
L534[09:40:15] <TechnicianLP> where do you
need the position?
L535[09:40:27] <Ordinastie_> you get the
position passed in the parameter
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L537[09:41:08] <JamEngulfer> in
onNeighborBlockChange, is there any way to get the position of the
block that caused the change?
L538[09:41:16] <Ordinastie_> ah no
L539[09:41:30] <Ordinastie_> you only know
the type of the block that changed
L540[09:41:42] <Ordinastie_> (not even the
IBlockState, thanks mojang :x)
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L542[09:42:02] <JamEngulfer> Strange… I
don’t particularly need that, but it’s weird that it’s not
included
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L544[09:42:40] <Ordinastie_> mojang only
does what they need
L545[09:42:47] <Ordinastie_> so if they
don't need smart, you don't get smart
L546[09:43:10] <JamEngulfer> :(
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L548[09:45:19] <Ordinastie_> but yes, you
need to redo all your neighbor calculations each time
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L551[09:46:24] <JamEngulfer> At least it’s
better than doing the calculation each update
L552[09:46:32] <Ordinastie_> yup
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L554[09:49:00] <Pearle> o/ :D
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L595[10:29:56] <olee> can any1 tell my why
now CommandBase.execute gets passed a MinecraftServer instance? is
there any use for that?
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L597[10:30:41] <Koward> Wood, sapling,
leaves have a metadata of 32767 when got from the Oredict. Why
?
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L599[10:33:30] <Ordinastie_> Koward, I
think that's the WILDCARD
L600[10:33:51] <Ordinastie_> olee, because
commands are executed on the server ?
L601[10:34:33] <gigaherz> Koward: it's the
value of OreDictionary.WILDCARD_VALUE
L602[10:36:34] <Koward> Okay, makes
sense.
L603[10:40:24] <gigaherz> hmmm
L605[10:40:29] <gigaherz> I wonder what
they did to cause this
L606[10:40:38] <gigaherz> he speaks of it
being ona "global timer" but his description doesn't
match
L607[10:40:49] <gigaherz> sounds more like
they switched to using wall-clock delays for the timers
L608[10:41:09] <williewillus> what delays?
:P
L609[10:41:16] <gigaherz> hoppers don't
send items every tick
L610[10:41:21] <gigaherz> they work every
X ticks
L611[10:41:41] <gigaherz> they have a
transferCooldown right now
L612[10:41:48] <gigaherz> but apparently
in one of the snapshots that changed
L613[10:41:50] <gigaherz> watch the
vid
L614[10:42:07] <gigaherz> the timings for
hoppers appear to be inconsistent in the snapshot
L615[10:42:28] <williewillus> oh jeb said
in the linked bug ticket it's aligned to the game tick now
L616[10:42:33] <williewillus> hence global
timer
L618[10:43:36] <gigaherz> yep
L619[10:43:44] <gigaherz> "etho
clocks" and such aree completely inconsistent now
L620[10:44:04] <gigaherz> can't rely on 3
items = 24 ticks periot
L621[10:44:07] <gigaherz> period*
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L624[10:45:28] <gigaherz> williewillus: I
wonder what this alignment is supposed to mean :/
L625[10:45:34] <williewillus> worldtime %
4
L626[10:45:56] <williewillus> instead of
transferCooldown = 4
L627[10:46:00] <gigaherz> I see
L628[10:46:01] <gigaherz> but
L629[10:46:15] <williewillus> id rather
have the old bug back lol
L630[10:46:21] <gigaherz> how does that
make the "etho clocks" activate so inconsistently?
L631[10:46:41] <gigaherz> shouldn't this
make them MORE stable?
L632[10:46:55] <gigaherz> that's what
confuses me
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L634[10:54:09] <masa> hmm, doesn't it mean
the cooldown period is now variable depending on when the item
arrives to the hopper?
L635[10:55:50] <gigaherz> yes
L636[10:56:21] <williewillus> the tradeoff
is too great for this "fix"
L637[10:56:31] <williewillus> and it also
doesnt make sense from a logical standpoint :P
L638[10:56:33] <gigaherz> I'm not even
sure what that fixes
L639[10:56:34] <masa> mojang sure are
doing a fine job... 1.9 and 1.10 are too broken for me to update my
vanilal server, and 1.11 might have fixed some of those issues, and
now they break redstone so badly that it is another blocker for an
upgrade
L640[10:56:46] <williewillus> gigaherz:
that ticket I linked above
L641[10:56:54] <williewillus> the fix for
it caused this
L642[10:57:01] <gigaherz> yes I know
L643[10:57:03] <gigaherz> I mean
L644[10:57:11] <gigaherz> I don't know how
the issue is fixed by this ;P
L645[10:57:40] <williewillus> probably
something to do with whatre they called, shadow chunks or something
where you're right on the edge and TE ticks are strange
L646[10:57:46] <williewillus> i don't know
:P
L647[10:57:55] <gigaherz> wait
nevermind
L648[10:57:56] <gigaherz> The bug in this
particular case was that the two neighboring hoppers would get
almost exactly the same cooldown tick. This meant that instead of
hopping the item every ~4 ticks, the item would stay in either
hopper 7 or 8 ticks and in the other one 1 or 0 ticks. The
comparator is not updated frequently enough to notice this, so it
looked stuck.
L649[10:58:08] <masa> "The comparator
is not updated frequently enough to notice this, so it looked
stuck."
L650[10:58:14] <masa> so was the bug
visual only?
L651[10:58:18] <gigaherz> no
L652[10:58:23] <gigaherz> the issue is the
comparator for one side would be like
L653[10:58:40] <gigaherz>
[0]->1->0...[0]
L654[10:58:47] <gigaherz> where []is the
comparator measuring the items
L655[10:59:00] <gigaherz> it wouldn't have
time to see an item for long enough to become active
L656[10:59:05] <williewillus> ah
L657[10:59:12] <gigaherz> while the other
would be like
L658[10:59:20] <gigaherz>
[1]->0->1-...[1]
L659[10:59:21] <williewillus> because
redstone components only update every other tick
L660[10:59:28] <gigaherz> not long enough
for it to notice the 0 and become inactive
L661[11:00:02] <gigaherz> basically two
hoppers having their cooldown cycle offset by 1 or 2
L662[11:00:20] <gigaherz> 1 or 3* which is
1
L663[11:00:21] <gigaherz> ;P
L664[11:00:26] <gigaherz> so offset by
1
L665[11:00:51]
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L667[11:02:05] ***
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L668[11:04:44] <Koward> I replaced
EntityItem with my own class at EntityJoinWorldEvent. Could I do
the same with EntityPlayer or would it impossible ? As there are
things like EntityPlayerMP next to it, I'm not sure
L669[11:07:27] <TechnicianLP> what are you
trying to do to the player?
L670[11:09:21] <williewillus> yeah start
with your objective
L671[11:09:33] <williewillus> replacing a
player entity class is usually not the best of ideas :P
L672[11:09:48] <JamEngulfer> Is it safe to
save the ordinal of an Enum in NBT data for a block? Or should I do
a switch statement on the Enum and return a set value?
L673[11:10:06] <Koward> Mainly I'd like to
edit onLivingUpdate(), which holds the logic for countless things
like movement speed or healing
L674[11:10:18] <williewillus> Koward: edit
how so?
L675[11:10:23] <williewillus> precisely
what do you need changed
L676[11:10:29] <williewillus> JamEngulfer:
what kind of even is this?
L677[11:10:33] <williewillus> *enum
L678[11:10:36] <williewillus> idk how even
came out
L679[11:10:42] <TechnicianLP> the ordinals
normally dont change ... (but ad a range check)
L680[11:11:11] <williewillus> yeah if its
something that would never change like enumfacing youre fine but
otherwise be wary of it changing on you
L681[11:11:29] <Pearle> ps, willie, my
modding group wants to make a mod that fucks up the progression of
botania
L682[11:11:33] <Pearle> thoughts? :L
L683[11:12:02] <JamEngulfer> williewillus:
It’s a custom one to represent different types of power in a
tileentity. There’s a good chance I’ll edit the Enum in the future
to add more
L684[11:12:03] <gigaherz> the ordinals do
change
L685[11:12:11] <gigaherz> if you reorder
the enum members between versions
L686[11:12:11] <gigaherz> ;P
L687[11:12:27] <JamEngulfer> Yeah, that’s
what I’m afraid of
L688[11:12:27] <gigaherz> however it's
generally safe ;P
L689[11:12:34] <williewillus> Pearle: the
way you word it already makes me not like it, but what do you mean
by that?
L690[11:12:46] <williewillus> also I don't
have control over what you guys do or don't do, the community does
by choosing to play it or not
L691[11:12:49] <williewillus> :P
L692[11:12:53] <Pearle> fair enough
L693[11:12:54] <gigaherz> JamEngulfer: if
the enum is IStringSerializable
L694[11:12:58] <gigaherz> then use the
name for it
L695[11:13:07] <Pearle> just thought you
might have some suggestions to make it easier for everyone :L
L696[11:13:08] <williewillus> gigaherz:
but how do you map that back to the enum object 0.o
L697[11:13:17] <gigaherz> williewillus:
iterate VALUES
L698[11:13:20] <JamEngulfer> Won’t that
take up a lot of disk space?
L699[11:13:25] <gigaherz> and
.equals(getName)
L700[11:13:30] <gigaherz> or rather
L701[11:13:35] <gigaherz>
getName().equals(value)
L702[11:13:35] <williewillus> could build
a lookup map
L703[11:13:39] <gigaherz> to avoid
NPEs
L704[11:13:47] <gigaherz> or yes
L705[11:13:54] <williewillus> Pearle:
suggestions for what lol
L706[11:13:55] <gigaherz> make a
Map<String,it> at startup
L707[11:14:25] <JamEngulfer> I’ll just go
with a switch statement in a method
L708[11:14:43] <williewillus> switching on
what? :P
L709[11:14:51] <olee> Ordinastie_: but you
can get the server via MinecraftServer.getServer()
L710[11:15:00] <JamEngulfer> on the enum,
duh
L711[11:15:02] <gigaherz> JamEngulfer:
that's like theworst possible option?
L712[11:15:09] <gigaherz> what about new
values? ;P
L713[11:15:21] <JamEngulfer> I’ll just add
them to the switch!
L714[11:15:28] <JamEngulfer> It’s
fiiine
L715[11:15:52] <williewillus> default:
:P
L716[11:16:18] <Koward> I want first to
multiply EntityPlayer.jumpMovementFactor
L717[11:16:20] <JamEngulfer> I’ll just
remember new ones. Nothing will go wrong
L718[11:16:23] <JamEngulfer> I promise
:P
L719[11:16:37] ⇦
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L720[11:16:49] <williewillus> Koward: jump
boost is a thing :P
L721[11:17:56] <gigaherz> What the....
there's a QUEUE
L722[11:18:01] <gigaherz> to open the
LAUNCHER for battle.net
L723[11:18:05] <gigaherz> not the
games
L724[11:18:07] <gigaherz> the
LAUNCHER
L725[11:18:19] <williewillus> lolwat
L726[11:18:20] <JamEngulfer> XD
L727[11:18:26] <JamEngulfer> what in the
heck?
L729[11:20:30] <gigaherz> that < 1
minute
L730[11:20:35] <gigaherz> has been going
on for over 2
L731[11:20:36] <gigaherz> ;P
L732[11:21:02] <williewillus> i have
resolved myself to never look at the source of mods i really like,
because usually i find something terrible there xD
L733[11:21:25] <Koward> I'd also want to
multiple getDigSpeed but there's already an event for that
L734[11:21:43] <williewillus> Koward: and
haste effect :P
L735[11:21:55] <JamEngulfer> williewillus:
Never meet your hero’s code?
L736[11:22:06] <williewillus> for example
extra alchemy addds a bunch of cool potion effects...but it
manually scans the reggistry to find a free int id
L737[11:22:11] <williewillus> instead of
using the FML auto-assign
L739[11:22:26] <Koward> But it would
pollutes the GUI
L740[11:22:28] <williewillus> it works but
just y
L741[11:22:52] <williewillus>
TechnicianLP: wtf
L742[11:23:11] <TechnicianLP> that handler
needs a lot of ticking ...
L743[11:23:19] <gigaherz> a whole
lot!
L744[11:23:23] <JamEngulfer> TechnicianLP:
Explain why that’s so wrong?
L745[11:23:34] <TechnicianLP> it is ticked
~40 per second
L746[11:23:40] <JamEngulfer> good
lord....
L747[11:23:42] <williewillus> retrieving
contributor stuff is something you do once
L748[11:23:54] <Koward> williewillus If I
could change foodStats without reflection that'd be great
L749[11:24:08] <Koward> And I could if I
overrided EntityPlayer
L750[11:24:13] <raoulvdberge> How can I
check if a chunk is loaded, serverside?
L751[11:24:15] <diesieben07> it's not
really that's ticking 40 times a second. it's that it's called
"serverTick", implying the intention, but that method
also receives client and render ticks...
L752[11:24:41] <williewillus>
raoulvdberge: isBlockLoaded(Block Pos)
L753[11:24:43] <raoulvdberge> Currently
I'm doing worldObj.getChunkFromBlockCoords(pos).isLoaded(), but I
think thats clientside only?
L754[11:24:59] <williewillus> or
world.isChunkLoaded( chunkX, chunkZ)
L756[11:25:14] <williewillus> use
methodhandles
L757[11:25:37] <williewillus> and don't
try to replace the player entity you will break absolutely
everything
L758[11:25:40] <williewillus> literally
:P
L759[11:26:10] <Koward> I already use
reflection, but I was looking for a nicer method. It feels so
clunky. I change the foodStats field, it works, but I also have to
make events at logout to manually save the NBT, it's so
clunky
L760[11:26:31] <gigaherz> wat
L761[11:26:35] <williewillus> ???
L762[11:26:42] <gigaherz> can't you use a
capability for managing it?
L763[11:26:42] <Koward>
@SubscribeEvent
L764[11:26:42] <Koward> public void
saveFoodSystem(PlayerLoggedOutEvent event) {
L765[11:26:42] <Koward>
event.player.getFoodStats().writeNBT(event.player.getEntityData());
L766[11:26:42] <Koward> }
L767[11:26:44] <williewillus> are you
replacing the foodstats object with something entirely
different?
L768[11:26:47] <Koward> That should not
happen
L769[11:26:58] <Koward> Yes, with a class
extending FoodStats
L770[11:27:05] <gigaherz> o_O
L771[11:27:16] <williewillus> then the
standard saving should save it properly
L772[11:27:26] <williewillus> if it's not
saving that means your extension class is not saving properly
L773[11:28:05] <gigaherz> wait if you
replace foodstats
L774[11:28:07] <diesieben07> and that
writing to getEntityData is... very questionable
L775[11:28:10] <gigaherz> are you
forwarding the calls to the original?
L776[11:28:13] <diesieben07> i don't think
you know what getEntityData does.
L777[11:28:15] <gigaherz> otherwise
L778[11:28:19] <williewillus> and
yes
L779[11:28:21] <gigaherz> any other mod
that does thesame as you will break
L780[11:28:29] <williewillus> that's not
getEntityData is supposed to be used for :P
L781[11:29:19] <williewillus>
getEntityData is for a custom *modded* tag. foodstats is vanilla
data and is stored with all the vanilla tags. If your extrension
class is composing the original properly everything should just
work (tm)
L782[11:29:36] <Koward> I indeed keep data
of original
L783[11:29:38] <JamEngulfer> Hey, do we
have guaranteed access to the Google Commons library?
L784[11:29:48] <williewillus> Koward: you
don't keep anything... :P
L785[11:29:53] <williewillus> you mean you
compose the original object?
L786[11:29:56] <williewillus> JamEngulfer:
yes
L787[11:30:02] <JamEngulfer> neat
L788[11:30:25] <JamEngulfer> Just
wondering, in case it was something that might be removed without
warning
L789[11:30:27] <williewillus> every lib
you see in a decomp workspace is available to you at runtime
(besides vecmath i think? there was a special one somewhre). plus
obvious stuff like the sound codecs
L790[11:30:40] <williewillus> which won't
be on dediserver
L791[11:30:48]
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L792[11:31:13] <Koward> I just read its
NBT
L793[11:31:23] <williewillus> wat
L794[11:31:50] <Koward> I mean, I
deserialize it now for a few days, diesieben affirms it keeps
more.
L795[11:31:52] <williewillus> are you not
composing it? (hold the orignal in a field and forward eveyrthing
to it)
L796[11:31:52] <diesieben07> so many
people don't understand NBT -.-
L797[11:32:30] <Koward> No, as I'm editing
every single method I don't have anything to forward.
L798[11:33:23] <Koward> I'm editing the
maximum amount of food for example, from 20 to 60, allowing more
intermediate levels of hunger.
L799[11:33:50] <williewillus> that's not
"every single method" :P
L800[11:33:51] <Koward> I don't expect
compatibility with anything that would try to also edit that.
L801[11:33:53] <williewillus> but
whatever
L802[11:34:26] <williewillus> diesieben07:
more people don't know how to compose in a comptaible way :P
(coughs at reach distance-modifying mods)
L803[11:34:36] <williewillus> though that
really needs to jyust be an attribute mojang pls
L804[11:35:28] <williewillus> botania
currently does a pretty ugly thing to modify reach distance and i
haven't had time or motivation to fix it lol
L805[11:35:55] <Koward> No I'm also
changing onUpdate, all the getters (since I define my own private
fields with higher numbers), lots of things.
L806[11:36:01] <Koward> Compatibility is
quite overrated
L807[11:36:11] <williewillus> lol
L808[11:36:13] <williewillus> i'm
done
L809[11:36:26] <williewillus> if it's
overrated then don't use forge and make it a jar mod :P
L810[11:36:29] <Koward> Sometimes things
just can't live together x)
L812[11:37:08] ⇦
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L813[11:37:14] <williewillus>
TechnicianLP: no you don't use forge if you don't want compat
:P
L814[11:37:30] <Koward> I don't want to
break things for the sake of breaking things
L815[11:37:41] <TechnicianLP> thats
another option ...
L816[11:38:38] <williewillus> Koward:
either way, the way you compose i do't really care about but saving
to getEntityData is downright incorrect. the writeToNBT and
readToNBT methods are all you need
L817[11:39:10] <raoulvdberge> When is
TileEntity#invalidate called?
L818[11:39:23] <williewillus> find usages
in your ide :P
L819[11:39:45]
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L820[11:40:10] <Koward> Where should I
point write/readToNBT if not to EntityData like I'm doing right now
?
L821[11:40:20] <raoulvdberge>
williewillus: that only shows from my own project usages :P
L822[11:40:31] <williewillus> you can
change it to do libraries
L823[11:40:34] <TechnicianLP> Koward:
ouch
L824[11:41:11] <williewillus> Koward: what
do you think that little parameter you get passed in those two
methods is for? :P
L825[11:41:38] <TechnicianLP>
decoration!
L826[11:41:49] <williewillus> lmao
L827[11:42:31] <williewillus> MC takes
care of calling writeToNBT/readFromNBT for you, you jiust have to
do the right thing in it
L828[11:42:44] <williewillus> and the
vanilla foodstats class shows you an example
L829[11:42:48] <Koward> So even though I
add no new tags (and the vanilla values of those are useless to
me), instead of using EntityData I should just do my own compound.
That's what you're telling me ?
L830[11:42:58] <williewillus> no...
L831[11:43:08] <williewillus> you should
never be calling read/write yourself on FoodStats
L832[11:43:19] <williewillus> just save
stuff to the compound that is passed in
L833[11:43:48] <Koward> Oh I see.
L834[11:43:58] <gigaherz> haveyou never
implemented an entity or tileentity?
L835[11:44:16] <williewillus> we need rtd
on how saving works lol
L836[11:44:18] <Koward> I know what you
mean now
L837[11:44:29] <Koward> Oh that was a
terrible misunderstanding
L838[11:44:37] <williewillus> heh
nbd
L839[11:46:16] <Koward> I already do
properly override the writeNBT&readNBT. If I remember well for
some reason they do not get called at all. Which is my
problem.
L840[11:47:06] <williewillus> they should
be called by EntityPlayer's read/writenbt, stick a breakpoint in
there or something
L841[11:47:20] <williewillus> it's
possible you are replacing foodstats too late and read/write has
already been called on the original
L842[11:48:15] ***
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L843[11:48:44] <Koward> The read,
probalbly, but the writing should happen after
L844[11:48:55] ⇦
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L848[11:52:20] <diesieben07> Koward, where
are you replacing it?
L849[11:55:00]
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L850[11:55:22] <JamEngulfer> Hmm, how
would I go about finding if a block is a water/lava block or
not?
L851[11:56:02] <diesieben07> check the
material
L852[11:56:56] <Pearle> or check if it
extends BlockFluid(Classic?)
L853[11:58:24] <JamEngulfer> Ah, I didn’t
mean if it’s a liquid or not. I meant checking specifically if it’s
water or specifically if it’s lava
L854[11:58:30] ⇦
Parts: olee (~olee@mail.bzeutzheim.de) (Once you know what it is
you want to be true, instinct is a very useful device for enabling
you to know that it is))
L855[11:59:37] <Pearle> yeah. just a
thought.
L856[12:02:36] ***
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L857[12:02:48] <JamEngulfer> I’ve seen
solutions for 1.7, but nothing for 1.8
L858[12:04:25] <Corosus> material
checking, has lava vs water materials
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L860[12:04:57] <Corosus> eg
datBlock.getMaterial(state) == Material.LAVA
L861[12:07:56] <JamEngulfer> Oh right, I
didn’t realise the materials worked like that. whoops
L862[12:08:07] <sham1> o/
L863[12:08:37]
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L865[12:11:43] <Koward> diesieben07
EntityJoinWorldEvent
L866[12:11:51] <diesieben07> yeah thats
too late.
L867[12:12:15] <Koward> So when I replace
it I read the NBT from EntityData.
L868[12:12:28] <diesieben07> that won't
work.
L869[12:12:45] <diesieben07> you need
something earlier, maybe entityconstructing
L870[12:12:47] <Koward> Maybe I could
write original to a compound, then read the new on it. To copy
data, I mean
L871[12:12:53] <diesieben07> but thats too
early, since itÄs in the superconstructor... hrm
L872[12:13:12] <diesieben07> don't have
access to my IDE at the moment because my computer is dead
L873[12:13:19] <diesieben07> so you'll
have to find a hook yourself
L874[12:13:54] <JamEngulfer> rip
computer
L875[12:13:58] <Koward> I'm not sure there
is. I have also looked into other mods that do what I'm trying to
achieve, such as TerraFirmaCraft, and they have the same solution
as me
L876[12:14:14] <diesieben07> that is a
lie, since then your solution would work :P
L877[12:14:23] ⇦
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L878[12:14:41] <Koward> It works, if I do
all the things manually :P
L879[12:14:45]
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L880[12:15:06] <Ordinastie_> where is the
bus for FML events again ?
L881[12:15:09] <Koward> But it's also
limited to food. If wrapping EntityPlayer had been possible, it
would have seemed better in my mind
L882[12:15:14] <diesieben07> Ordinastie_,
it's gone.
L883[12:15:27] <Ordinastie_> I mean the
mod events
L884[12:15:31] <Ordinastie_> FML
loading
L885[12:15:39] <Ordinastie_> it's gone too
?
L886[12:15:54] <diesieben07> oh
L887[12:15:55] <diesieben07> uhhh
L888[12:15:59] <diesieben07> not sure if
you get access to that bus
L889[12:16:05] <diesieben07> because there
is one per mod
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L891[12:18:02] <Ordinastie_> it's private
:(
L892[12:18:21] <diesieben07> why do you
want it?
L893[12:19:14] <Ordinastie_> have my
client registry registered in it
L894[12:19:26] <Ordinastie_> so I don't
have to get the instance from my mod container
L895[12:19:45] <diesieben07> ehm... what?
:O
L896[12:19:49] <diesieben07> oh
L897[12:20:04] <diesieben07> you want to
receive Fml events outside of your mod?
L898[12:20:33] <McJty> Going to ask a
question again for which I got no answer so far
L899[12:20:35] <Ordinastie_> outisde of
the mod class yes
L900[12:20:45] <McJty> Why are all
dimensions only unloading after the first time you visit it?
L901[12:20:48] <McJty> Like nether and
end
L902[12:20:53] <Ordinastie_> and tbh, I
think that's how proxies should have been done too
L903[12:20:56] <McJty> You have to visit
them once and only then do they unload
L904[12:21:07] <diesieben07> don't you
have a coremod already anyways ordi? in that case you get the bus
in registerBus
L905[12:21:36] <Ordinastie_> I have a
plugin, but the mod itself is a regular @Mod
L906[12:22:50] <diesieben07> you could
subscribe to just FMLEvent and then put that into your own
bus
L907[12:23:14] <Ordinastie_> hum?
L908[12:23:25] <Ordinastie_> but events
need to fire for that bus
L909[12:23:28] <diesieben07> in your mod
class handle ALL the events
L910[12:23:32] <diesieben07> in one
method
L911[12:23:38] <Ordinastie_> meh
L912[12:23:41] <diesieben07> and then
re-post them on your own bus, to which everyone cna subscribe
L913[12:25:46] <Ordinastie_> I love how
far I get side tracked when refactoring :/
L914[12:26:36] <Koward> You were right
diesieben, I just checked again and I'm a lier. TFC, at each
LivingUpdateEvent 1)create new FoodStats 2) readNBT(getEntityData)
3) call onUpdate() 4) writeNBT(getEntityData).
L915[12:26:49] <diesieben07> that is
horrible
L916[12:26:52] <Koward> I'm not sure
that's very elegant
L917[12:26:52] <Ordinastie_> ewww
L918[12:26:53] <diesieben07> please don't
copy that
L919[12:26:55] <Ordinastie_> lol
L921[12:28:39] <Koward> It's bad, but it
does not use any AT or ASM.
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L924[12:31:36] <robotbrain> is there an
example of a persistent capability?
L925[12:32:13] <shadekiller666> is there a
way to set the AxisAlignedBB of any given block?
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L928[12:33:59] <Ordinastie_>
shadekiller666, if they're not yours, no
L929[12:34:14] <shadekiller666> ok
L930[12:39:14] <gigaherz> even before,
where there was a setbounds, it wasn't meant to be used from
outside
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L932[12:44:52] <Ordinastie_> diesieben07,
the issue with forwarding the events is that i would need to do
that for every mod I want that behavior, I cna't have centralized
dispatch
L933[12:44:58] <Ordinastie_> (if I care
about mod load order)
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L937[12:53:33] <shadekiller666> if i
wanted to detect when a vanilla block is broken in a specific area
(without checking the area periodically), would having an entity
that occupies that area and intercepts the left click (and doing
some raytrace math to determine what was supposed to be broken) be
a viable option?
L938[12:53:56] <shadekiller666> or would
there be a simpler (or potentially faster) way of doing so
L939[12:59:04] <BordListian> check block
harvest event or similar
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L941[12:59:40] <shadekiller666> how about
block activation (ie. right clicking a furnace to open its
gui)
L942[13:00:04] <BordListian> BlockInteract
event
L943[13:00:07] <BordListian> i think
L944[13:04:13] <shadekiller666> i suppose
it could be done with a combination PlayerInteractEvent and
BlockEvent handler
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L952[13:38:58] <TechnicianLP> !gm
drawSlot
L953[13:38:58] <williewillus> can't you
just ues BlockEvent.Break?
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L963[14:36:08] <Koward> I want to make a
map ItemStack => Float, where I can store item variants (defined
metadata) but also weapons for instance (all metadata), would it be
safe to just set a Wildcard metadata when not specified and try the
item with it when the first peek did not work, or would some
special Items not like it
L964[14:36:09] <Koward> ?
L965[14:36:28] <sham1> Breathe
L966[14:36:45] <sham1> Take a deep breathe
and explain to us what you want to do
L967[14:36:51] *
Koward breathe in the air
L968[14:37:09] <sham1> Because this could
be an XY problem
L969[14:37:26] <Koward> I'm adding weight
for items. Simple, classic.
L970[14:37:37] <sham1> Sounds fun
L971[14:37:59] <Koward> Everything is
ready, but as you can guess the weight values for each item must be
stored somewhere, somehow.
L973[14:38:11] <sham1> Okay
L974[14:38:30] <sham1> What about storing
the weights to the Itemstack's nbt
L975[14:38:45] <sham1> So each stack could
have its own weight
L976[14:40:20] <sham1> And then you could
just map each Item instance to a "base weight"
L977[14:40:33] <Koward> The idea is to
attribute a weight to each item, and variants of course.
L978[14:41:03] <diesieben07> well, first
of all, a Map will not work for oyu
L979[14:41:03] <Koward> Well with this map
the weight of an actual stack is just number*weight
L980[14:41:10] <diesieben07> since
ItemStacks don't override equals or hashCode
L981[14:41:13] <Koward> Okay, good to
know.
L982[14:41:21] <diesieben07> so you
basically need a List<Pair<ItemStack, Float>>
L983[14:41:29] <Koward> I expected it when
I saw OreDict's code
L984[14:41:35] <diesieben07> and then
iterate and check every stack with OreDictionary.itemMatches until
you find one that matches
L985[14:41:41] <diesieben07> that would
also support the wildcard metadata
L986[14:41:46] <diesieben07> but it does
not compare NBT at all
L987[14:41:51] <sham1> "Java has no
tupples" they said
L988[14:42:12] <sham1>
s/tupples/tuples/
L989[14:42:15] <diesieben07> no proper
tuples :D
L990[14:42:25] <diesieben07> you always
have to box, which sucks
L991[14:42:38] *
diesieben07 points to project valhalla
L992[14:42:50] <sham1> Til Valhalla?
L993[14:43:27] <Koward> You suggest to
iterate around a List each time I want to query a weight ?
L994[14:43:40] <diesieben07> yep
L995[14:43:51] <diesieben07> what you can
do if you get a performance problem is:
L996[14:44:05] <diesieben07>
Map<Item,List<Pair<ItemStack, Float>>>
L997[14:44:07] <sham1> Note. dom
L998[14:44:12] <diesieben07> and have a
List per item
L999[14:44:26] <sham1> don't do this now
as it is premature optimisation at this point
L1000[14:44:54] <sham1> Only after you
have verified your performance problems
L1001[14:45:15] <Koward> Premature
optimisation, but this time there's a bit of readibility involved,
but no problem, I don't have a better solution after all.
L1002[14:46:23] <Koward> Mmm what if I
had a Map<Item, <Map<Integer (metadata),
Float>>
L1003[14:46:30] <sham1> And honestly,
iterating a list should not be too bad of a performance drop
L1004[14:46:55] <diesieben07> you could
do that, yes
L1005[14:47:12] <diesieben07> but at that
point a cleaner solution would be Map<ItemMetadataTuple,
Float>
L1006[14:47:19] <Wuppy> anyone got a link
to that big youtuber speaking out against kinguin & g2a?
L1007[14:47:24] <diesieben07> where
ItemMetadataTuple is your classw, tih proper equals and
hashcode
L1008[14:47:26] <Wuppy> I dont remember
which youtuber it was anymore
L1009[14:47:41] <Koward> And then easy
methods that decompose the ItemStack and if not found, I try with
new ItemStack(stack.getItem(), OreDict.WILDCARD)
L1010[14:48:05] <diesieben07> you could
do that, yes
L1011[14:48:16] <diesieben07> remember
though like sham said, iterating a list is not as bad as you
think
L1012[14:48:29] <diesieben07> vanilla
crafting recipes iterate the whole list of recipes every time you
check
L1013[14:49:57] <Pearle> o/
L1014[14:50:04] <sham1> \o
L1015[14:50:19] <sham1> \_o<
quack
L1016[14:50:26] <Pearle> :D
L1017[14:51:09] <sham1> Oh stackoverflow,
why you no have night theme
L1018[14:51:17] <Pearle> you know, if I
had an anti-grav bike,
L1019[14:51:23] <Pearle> it'd drive me up
the wall.
L1020[14:51:25] <Pearle> 7
L1021[14:51:33] <Pearle> damnit
HexChat!
L1022[14:51:38] <sham1> hah
L1023[14:51:41] <sham1> hah
L1024[14:51:42] <sham1> hah
L1025[14:52:38] <Pearle> where'd you find
a one-legged dog?
L1026[14:52:54] <Koward> What is
happening
L1027[14:53:15] <Pearle> i'm raising the
mood of stuff
L1028[14:53:20] <Pearle> it's my
thing.
L1029[14:53:28] <Pearle> At night, we'd
all just have a laff
L1030[14:53:54] <Pearle> i bought a book
on anti-gravity
L1031[14:53:57] <Pearle> i couldnt put it
down
L1032[14:53:59] <Koward> So much mood,
I'm overwhelmed
L1033[14:54:09] <sham1> foo
L1034[14:54:10] <sham1> bar
L1035[14:54:11] <sham1> baz
L1036[14:54:13] <sham1> barf
L1037[14:54:36]
⇨ Joins: Katrix
(~Katrix@2a02:fe0:cb10:2420:3dee:7372:aa77:73b)
L1038[14:54:36] <diesieben07> quuz
L1039[14:55:13] <sham1> Best way to name
your variables is by making references to Monty Python
L1040[14:55:36] <Pearle> why is gold on
the wind?
L1041[14:55:41] <Pearle> because it's
August
L1042[14:55:44] <howtonotwin> If I had an
anti-grav biked I'd clearly use it to save the life of the woman
who died in front of my very eyes twice. :P
L1043[14:55:47] <sham1> mej
L1044[14:55:50] <sham1> meh
L1045[14:55:56] <Pearle> Au GUsT
L1046[14:55:59] <Pearle> damnit
L1047[14:56:05] <Pearle> Au GUST
CORAL
L1048[14:56:06] <Pearle> Au GUST
L1049[14:56:13] <sham1> augustus
caesar
L1050[14:56:16] <sham1> aka
octavius
L1051[14:57:53] <Pearle> we had a contest
for best neckwear
L1052[14:57:53]
⇦ Quits: Nitrodev (~Nitrodev@85-23-77-207.bb.dnainternet.fi)
(Read error: Connection reset by peer)
L1053[14:57:55] <Pearle> it was a
tie
L1054[14:58:16] <sham1> ...
L1055[14:58:19] <howtonotwin> Client for
URLs: please no
L1056[14:58:57] <Pearle> what does a tree
do to go on the internet
L1057[14:59:01] <Pearle> it logs on
L1058[14:59:23] *
sham1 breathes deeply
L1059[15:00:16] <howtonotwin> DELETE
/~Curle HTTP/1.1
L1060[15:00:21] <howtonotwin> Host:
@host86-168-198-38.range86-168.btcentralplus.com
L1061[15:00:22] <howtonotwin> Connection:
close
L1062[15:00:28] <Pearle> oi
L1063[15:00:32] <Pearle> wrong
person
L1064[15:00:35] <sham1> wat
L1065[15:00:47] <howtonotwin> slightly
malformed HTTP delete request xD
L1066[15:00:51]
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L1067[15:00:52] <Pearle> i'm Pearle.
There's a difference
L1068[15:00:57] <sham1> slightly
L1069[15:01:09] <howtonotwin> Your user
field says otherwise ;)
L1070[15:01:20]
⇦ Quits: r4wk (uid48318@id-48318.tooting.irccloud.com) (Read
error: Connection reset by peer)
L1071[15:01:22] <howtonotwin> User:
~Curle@host86-168-198-38.range86-168.btcentralplus.com
L1072[15:01:23] <Pearle> The difference
is that this is a different computer
L1073[15:01:27]
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L1074[15:01:33] <Pearle> Curle is my
computer's user name :L
L1075[15:03:03]
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L1076[15:03:23]
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L1077[15:03:27]
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L1078[15:03:37] <sham1> weird
L1079[15:03:47] <Pearle> hm?
L1080[15:03:48]
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L1081[15:04:16] <sham1> It's silent
here
L1082[15:04:46] <sham1> Usually at this
time there is discussions ad nauseum
L1083[15:05:06] <howtonotwin> scala vs
java
L1084[15:05:08] <howtonotwin>
discuss
L1085[15:05:10] <howtonotwin> xD
L1086[15:05:15] <sham1> haskell
L1087[15:05:17] <Pearle> uhm
L1088[15:05:20] <Pearle> scala is a
mistake
L1089[15:05:26] <Pearle> eof
L1090[15:06:13] <PitchBright> any of the
minecraftforge.net mods/admins around?
L1091[15:06:18] <sham1> I don't like that
the bind in scala is not called >>= or even bind
L1092[15:06:55] <sham1> Because no monad
as a base trait for stuff
L1093[15:07:19] <PitchBright>
(forums)
L1094[15:08:54]
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L1096[15:11:06] <howtonotwin> Doing
something similar isn't hard though. Define `trait Monad[M[_]]`
that supports unit/return and >>=/bind/flatMap, and define
several `implicit object OptionMonad extends Monad[Option]` that
represents those ops on a type, here `Option`. Additionally, why
does bind being called flatMap stop you from making a Monad base
trait?
L1097[15:12:40] <howtonotwin> You can
then generalize functions to all monads by writing their signatures
as this: `def foo[M : Monad](in: M[Input]): M[Output]`
L1098[15:12:42] <sham1> well nothing
really
L1099[15:13:52]
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L1101[15:16:52] <sham1> I was refering to
the fact that no such base trate does not exist
L1102[15:21:19] <howtonotwin> well
there's FilterMonadic, but yes that's a valid point.
L1103[15:22:55]
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L1106[15:27:54] <sham1> Well, there is no
Functor trait either so...
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L1115[16:08:02] <Koward> Why are non
valid ItemStacks even possible ?
L1116[16:08:30] <Koward> Should
Item.getItemFromBlock not throw some exception right away ?
L1117[16:09:15] <Ordinastie_> how would
you know if there is an item for that block before calling it
?
L1118[16:09:32] <Ordinastie_> YOU should
check for the item before creating the itemStack
L1119[16:13:35] <diesieben07> i agree
there should be a nullcheck in the ItemStack cstr
L1120[16:13:48] <diesieben07> item is
null? throw IllegalArgumentException
L1121[16:13:56] <diesieben07> instead of
some random ass NPE some time later
L1122[16:15:00] <Ordinastie_> true
L1123[16:19:00] <TechnicianLP> how would
i change to a different itemmodel based on the gui it is displayed
in?
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L1125[16:19:58] <diesieben07> your item?
and what do you mean by "based on the gui"? differnet
inventories show the items differently?
L1126[16:20:57] <TechnicianLP> my item
(for now at least) - i have the default "inventory" model
but if i have a special gui open i want that model to be
exchanged
L1127[16:21:37] <diesieben07> ok.
implement IItemPropertyGetter. in there return 1 if the special GUI
is open and 0 if not
L1128[16:21:48] <diesieben07> then add it
to your item with a ResourceLocation that includes your ModID
L1129[16:21:56] <diesieben07> you can
then reference this property in your item model
L1130[16:22:03] <diesieben07> see
bow.json / ItemBow for vanilla examples
L1131[16:23:12] <Curle> i kinda broke the
inventory system
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L1134[16:23:29] <Curle> i was following
one of McJty's tutorials too :L
L1135[16:23:35] <primetoxinz> LEL out of
boredom I removed the grid lock from stacks on stacks
L1136[16:25:04] <ThePsionic> Curle: Is
that the video being laggy or is my computer having a stroke
L1137[16:25:25] <Curle> my laptop freezes
every 3 seconds and i don't know why
L1138[16:25:44] <howtonotwin> That needs
to be checked out o_O
L1139[16:26:04] <Curle> i can live with
it :L
L1140[16:26:37] <Curle> all i do is make
a super complex mod with it :D
L1141[16:28:58] <Ordinastie_> or models
?
L1142[16:29:08] <Curle> minced
L1143[16:29:33] <TechnicianLP>
diesieben07: thanks for pointing me in the right direction :)
+1
L1144[16:30:43]
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L1145[16:31:03] <diesieben07> did it
work? :D
L1146[16:33:16] <TechnicianLP> didnt
implement it yet ... but i looks like it would work
L1147[16:34:10] <diesieben07> ok :)
L1148[16:34:27] <diesieben07> it even
works for items that are not yours, but that gets a bit hackier
:P
L1149[16:35:31] <TechnicianLP> just add
the getter from outside and make the model reroute?
L1150[16:36:59] <diesieben07> well, not
quite that easy, since you don't have access to the JSON
L1151[16:37:11] <diesieben07> so you have
to add the property override to the model at runtime
L1152[16:37:20] <diesieben07> which
requires a bit of reflection naughtyness
L1153[16:41:55] <TechnicianLP> adding the
override at runtime .. ok (ill look into that one if i need it
later)
L1154[16:43:57] <diesieben07> basically
get the ItemOverrideList from the IBakedModel in
ModelBakeEvent
L1155[16:44:08] <diesieben07> then get
the List<ItemOverride> from that using reflectrion
L1156[16:44:11] <diesieben07> and add
your own ItemOverride
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L1158[16:44:47] <TechnicianLP> wow
thanks
L1159[16:44:47]
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L1161[16:45:06] <diesieben07> np :)
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L1164[16:55:52] ***
V is now known as Vigaro
L1165[17:00:15] <Koward> Anyone have an
idea how to change player's stepsound based on its armor ?
L1166[17:04:47] ***
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L1167[17:13:51] <diesieben07> Koward, all
i can think of is make a special sound event that is only used for
the step sound. then listen for the PlaySoundAtEntityEvent, check
for that sound and replace it based on armor
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L1170[17:23:52] <Koward> It's quite
tricky since the sound produced could be anything depending on the
block the player is on. So no way to identify it from
PlaySoundAtEntityEvent I guess
L1171[17:24:50] <diesieben07> Koward, why
not? you get the player...
L1172[17:25:46] <Koward> I get the player
so I can rebuild the original SoundType, get the SoundEvent the
same way and then compare it. You're a genius.
L1173[17:25:47] <diesieben07> plus you
can make the sound event whatever you want...
L1174[17:26:01] <diesieben07> like, based
on the SOundEvent you know the block
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L1176[17:26:06] <diesieben07> since you
can make a SoundEvent per blocik
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L1178[17:35:40] <Koward> I was thinking
more about getting block & pos from entity, since I can't get
Block from SoundEvent as multiple blocks can have the same
sound.
L1179[17:35:53] <diesieben07> are we not
talking about just your blocks?
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L1181[17:36:57] <Koward> No. Any
block.
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L1183[17:37:29] <diesieben07> ok one
second. i might have something else for you.
L1184[17:37:40] <Koward> In a perfect
world I would have edited Entity.playStepSound(BlockPos pos, Block
blockIn)
L1185[17:38:21] <Koward> and just added a
sound there based on getEquipmentAndArmor()
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L1188[17:46:54] <diesieben07> Koward,
yeah, i don't think there is a good way for blocks taht aren't
yours
L1189[17:47:51] <diesieben07> and with
that... sleepytime
L1190[17:47:57] <Koward> It would require
some event in Entity.playStepSound, just before the two playSound,
with the Entity
L1191[17:48:28] <Koward> Yeah, me too.
Thank you for your help, have a good night
L1192[17:48:37] <diesieben07> you too :)
#
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L1202[18:06:04] <techbrew> \o sups
all
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L1205[18:07:17] <techbrew> Anyone have
recommendations on the optimal way for a mod to register itself as
having a Resource Pack?
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L1215[18:23:54] <LexManos> it
automatically does
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L1234[19:07:42] <tterrag> is it intended
that when using an ExtendedBlockState all the block's normal states
are extended too?
L1235[19:07:44] <tterrag> this doesn't
seem right
L1236[19:07:51] <tterrag> it means that
getClean() returns another IExtendedBlockState
L1237[19:08:04] <tterrag> but forge has
patched BlockStateContainer
L1238[19:08:07] <tterrag>
BlockStateContainer.StateImplementation
blockstatecontainer$stateimplementation = createState(blockIn,
ImmutableMap.copyOf(map1), unlistedProperties);
L1239[19:08:12] <tterrag> which shoves
extended states into the normalMap
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L1242[19:11:28] <zuul4242xyz> hello
L1243[19:11:50]
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L1245[19:15:32] <tterrag> fry|sleep: can
you explain how extended states are meant to be used?
L1246[19:18:12] <Ordinastie_> it's states
with properties that are not fully resolved in the
validStates
L1247[19:18:43] <Ordinastie_> but you can
still query them for when you need them like model rendering
L1248[19:18:45] <tterrag> Ordinastie_:
believe me I know what it *is*
L1249[19:18:50] <Ordinastie_> ah
L1250[19:18:51] <tterrag> but not how
it's meant to be used
L1251[19:19:01] <tterrag> because the way
I'm currently using it, fills our clean states with extended
instances
L1252[19:19:07] <tterrag> and that's not
good
L1253[19:19:14] <tterrag> because we lose
identity comparability
L1254[19:19:21] <Ordinastie_> you have a
method to get the clean state back
L1255[19:19:34] <tterrag> m8 read what I
said
L1256[19:19:37] <tterrag> <tterrag>
it means that getClean() returns another IExtendedBlockState
L1257[19:19:58] <Ordinastie_> oh, I
didn't notice you wrote something before sorry *_*
L1259[19:20:38] <tterrag> all this code
is terrible
L1260[19:20:46] <tterrag> it's impossible
to read and bounces all over the place
L1261[19:20:58] <tterrag> it's the
definition of "spaghetti"
L1262[19:21:14] <tterrag> not entirely
forge's fault, but it certainly isn't making it better
L1263[19:22:56] <Ordinastie_> getClean()
still returns an extended states, but it should only contain
regular properties
L1264[19:24:29] <Ordinastie_> actually,
no
L1265[19:24:48] <Ordinastie_> it returns
StateImplementation
L1266[19:27:01] <Ordinastie_> but it does
look more complicated that it needs to be
L1267[19:28:16] <tterrag> Ordinastie_:
I'm telling you it's returning an ExtendedStateImplementation
:x
L1268[19:29:00] <tterrag> I've fixed it
by caching what getClean() returns as my reference state
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L1270[19:29:04] <tterrag> then I can
still identity compare
L1271[19:29:05] <Ordinastie_> that means
it violate the generic contract :x
L1272[19:29:12] <tterrag> but it's REALLY
dumb that I get extended state at all
L1273[19:29:22] <tterrag> Ordinastie_:
no...ExtendedStateImplementation is a child class
L1274[19:29:35] <Ordinastie_> ah yes,
fuck
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L1276[19:31:21] <Ordinastie_> I don't
even see where that normalMap is filled
L1277[19:32:08] <Ordinastie_> ah found
it
L1278[19:32:36] <Ordinastie_> oh lol,
that's what you wrote ><
L1279[19:32:41] <Ordinastie_> (should go
to bed I think ><)
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L1281[19:37:22] <Ordinastie_> tterrag,
what do you mean you lose identity comparability ?
L1282[19:37:53] <tterrag> extended states
are not singletons
L1283[19:37:58] <tterrag> they could be
equal but not the same instance
L1284[19:38:10] <tterrag> with normal
IBlockStates you can ALWAYS rely on ==
L1285[19:38:22] <Ordinastie_> equals does
== anyway
L1286[19:39:04] ***
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L1287[19:39:46] <tterrag> that's the
problem
L1288[19:40:07] <tterrag> I shouldn't
have to call getClean() unless I'm in rendering. == should always
work on any IBlockState
L1289[19:40:21] <Ordinastie_>
setBlockState calls it too
L1290[19:40:54] ***
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L1291[19:41:21] <Ordinastie_> it's all a
mess, yes
L1292[19:41:42] *
williewillus rages over people who return true from hasCap and null
from getCap
L1293[19:42:08] <williewillus> wtf is so
hard to understand if you don't have the cap don't return true
>.>
L1295[19:43:00] <tterrag> still working
out problems, but it's looking good so far :P
L1296[19:43:10] <tterrag> (no coal
shouldn't be a phantom)
L1297[19:43:23] <Ordinastie_> what's even
on the right ?
L1298[19:43:28] <RANKSHANK> lol who dun
did it willie?
L1299[19:43:28] <tterrag> quartz
lol
L1301[19:43:48] <williewillus> RANKSHANK:
no idea because the crash is originating in my code
L1302[19:43:55] <Ordinastie_> oh
L1303[19:43:56]
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L1304[19:43:58] <williewillus> but
whoever's it is is an idiot
L1305[19:43:59] <tterrag> I'm just
computing the differences between the ore and the background
texture. it's not 100% perfect
L1306[19:44:00] <Ordinastie_> yeah, no
:p
L1307[19:44:16] <tterrag> I don't think
I'll ship quartz as a default
L1308[19:44:21] <RANKSHANK> crashed in
your code? all the blame is yours then ;)
L1309[19:44:26] <tterrag> since I can't
think of any mod that adds different stones to gen in the
nether
L1310[19:44:29] <williewillus> the
vanilla quartz texture is quite noisy now that I look at it
L1312[19:45:07] <tterrag> partly because
of randomized textures
L1313[19:45:09] <tterrag> but still
L1314[19:45:27] <Ordinastie_>
williewillus, just null check and then throw the NPE with the data
from where you get the cap
L1315[19:45:52] <williewillus> *sighs
angrily*
L1316[19:45:55] <Ordinastie_> with a big
YELL AT THAT MORON => {block}
L1317[19:46:11] <Ordinastie_> then you
can rage because people don't read logs anyway
L1318[19:46:28] <tterrag> or do something
like call a method on the block with really dumb parameters that
makes the top line in the log in their code ;)
L1319[19:47:58] <Ordinastie_> or
reflectively remove random state ids from the map for the culprit
mod :D
L1320[19:49:00] <Ordinastie_> god I
understand why there are so many hackers, looks like it way more
fun coding for evil :D
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L1323[19:52:46] <Ordinastie_> tterrag, I
wonder, did the StateImplementation change since 1.8 ?
L1324[19:52:53] <tterrag> I don't think
so
L1325[19:53:10] <Ordinastie_> it already
add equals override to == ?
L1326[19:53:18] <Ordinastie_> *had
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L1328[19:53:46] <williewillus> well i
mean it inherits the same thing from object
L1329[19:53:50] <williewillus> that
override is redundant
L1330[19:54:11] <Ordinastie_> true
L1331[19:54:29] <Kaiyouka> Override ALL
the things
L1332[19:54:53] <Ordinastie_> but that's
why I tend to think they did override it before, and after, they
just changed the impl
L1333[19:56:08] <Ordinastie_> nah, it was
already ==
L1334[19:56:49] <Ordinastie_> well I
don't know then
L1335[19:57:32] <Ordinastie_> tterrag,
somehow, it still works when doing setBlockState, so maybe look at
what's different thre
L1336[19:57:46] <tterrag> it uses
extended states in the world too
L1337[19:58:07] <williewillus> thats
definitely a bug
L1338[19:59:18] <Ordinastie_> I wonder
why it's not just a wrapper around StateImpl
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L1342[20:08:34] <Ordinastie_> at 3:20
?
L1343[20:08:48] <TehNut> yes
L1344[20:08:53] <Ordinastie_>
thanks
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L1347[20:22:18] <JamEngulfer> How unique
are IBlockStates?
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L1349[20:22:31] <williewillus> normal
ones are completely unique
L1350[20:22:31] <Ordinastie_> what do you
mean ?
L1351[20:22:41] <williewillus> as in each
combination of values only has one instance
L1352[20:22:55] <williewillus> generated
at startup
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L1354[20:23:24] <JamEngulfer> Ok, say
like, would one random dirt block in the ground share the same
block state as another?
L1355[20:23:37] <Ordinastie_> yes
L1356[20:23:47] <williewillus> it would
not make sense otherwise
L1357[20:23:53] <JamEngulfer> So I can
just == them? Cool.
L1358[20:24:05] <williewillus> yes in
most cases
L1359[20:25:30] <JamEngulfer> Actually…
Hmm… how much is stored in the BlockState? Would different heights
of Lava flow be represented with BlockStates or Blocks?
L1360[20:26:00] <williewillus> well think
about it, it's all still the lava block :P
L1361[20:26:13] <williewillus> you can
also open it an look, BlockLiquid
L1362[20:28:36] <JamEngulfer> Ah crap… I
was hoping to be able to just compare the block types. I’m storing
Blocks in a hashmap as the key for a value
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L1364[20:28:55] <williewillus> well did
you not consider meta?
L1365[20:29:05] <JamEngulfer> Meta for
what?
L1366[20:29:21] <shadowfacts> you should
use metadata or IBlockStates not Blocks
L1367[20:29:26] <williewillus> in a given
spot in the world, you have block id + the metadata
L1368[20:29:28] <williewillus> in the
world save
L1369[20:29:37] <williewillus> the
iblockstate represents the metadata + block together
L1370[20:29:54] <williewillus> for
example all 16 colors of wool are all the same Block object
L1371[20:30:06] <williewillus> they just
have a blockstate property COLOR that distinguishes each
L1372[20:30:09] <williewillus> !gm
func_189808_dh
L1373[20:30:17] <JamEngulfer> Oh right. I
thought Block stored the metadata
L1374[20:30:22] <williewillus> wat
L1375[20:30:26] <williewillus> Block
doesn't store anything
L1376[20:30:28] <williewillus> it should
be stateless
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L1378[20:31:04] <JamEngulfer> I thought
the block object would be an instance of the block at a specific
point in the world.
L1379[20:31:13] <JamEngulfer> At least, I
assumed that would be how it worked
L1380[20:31:43] <Ordinastie_> no, the
BLock class represent a type of block
L1381[20:31:53] <JamEngulfer> Good
point
L1382[20:31:59] <JamEngulfer> Makes sense
now I think about it XD
L1383[20:32:07] <Ordinastie_> when you do
world.getBlockState() you get the state and the blockType
L1384[20:32:38] <Ordinastie_> that's why
most of the methods from block do have a world and blockPos
params
L1385[20:32:52] <JamEngulfer> That would
explain it
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L1387[20:34:04] <Ordinastie_> the world
data is basically an array of ints, where the int is the block id +
metadata packed together
L1388[20:34:45] <Ordinastie_> that's why
you need getStateFromMeta and getMetaFromState in you block, to be
able to make to conversion back and forth
L1389[20:35:01] <Ordinastie_> and it's
also why metadata is limited to 4 bits
L1390[20:35:35] <JamEngulfer> Is there
any way to get an IBlockState for some given properties then?
L1391[20:35:57] <Ordinastie_> yes,
block.getDefaultState().withProperty(prop, value)
L1392[20:35:59] <tterrag>
state.withProperty
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L1394[20:38:21] <JamEngulfer> Would that
represent a block I’d normally find in the world, or is there any
more setup needed than that?
L1395[20:39:53] <JamEngulfer> Sorry about
being a bit new to this. The last time I really got into modding
was back in 2013
L1396[20:40:47] <Ordinastie_> you can
test that way, but depending on what you're doing, you may want to
test the values you get for the IBlockState
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L1399[20:41:16] <Ordinastie_> like if
(state.getValue(prop) == someValue) doStuff();
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L1402[20:43:22] <JamEngulfer> Ok. I’ll
state my intentions so you know what I’m trying to do. I’m having
certain blocks (Vanilla or otherwise) be associated with some
numeric value. I don’t want to be super specific, so just stuff
like a Lava block or a Leaves block.
L1403[20:44:06] <Ordinastie_> is value
weight ?
L1404[20:45:11] <Ordinastie_> well, what
you want is probably a map with states as key
L1405[20:45:15] <JamEngulfer> No? It’s an
arbitrary value for determining power generation (not like fuel for
smelting, but like the actual block in the world).
L1406[20:45:35] <JamEngulfer> I’m
currently using a HashMap of IBlockState/Integer
L1407[20:45:42] <Ordinastie_> yeah,
that's good
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L1411[20:46:31] <JamEngulfer> I’m just
worried IBlockState will be too specific. Like, only a fence with
sides pointing North and West, instead of just ‘fence’
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L1413[20:46:57] <Ordinastie_> well, in
some case, yes, in other, no
L1414[20:47:02] <Ordinastie_> it will
depend on the block
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L1416[20:47:37] <JamEngulfer> I guess
I’ll just have to add all of the states if that’s needed
L1417[20:47:49] <Ordinastie_> well, you
can have 2 maps
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L1422[20:48:10] <JamEngulfer> How
so?
L1423[20:48:11] <Ordinastie_> one with
state as key, and fallback to one with block as key if nothing is
found in the first
L1424[20:48:30] <Ordinastie_> but that's
assuming you will have "hardcoded" data
L1425[20:49:04] <Ordinastie_> because
wether to fill the block map or the state map, it can only be a
human decision
L1426[20:49:06] <JamEngulfer> It’s
technically possible to be dynamically added, but I’ll be setting
it all at init time
L1427[20:49:52] <Ordinastie_> actually,
you could even have more optimized way
L1428[20:50:04] <JamEngulfer> Oh?
L1429[20:50:12] <Ordinastie_> stay with 1
map
L1430[20:50:46] <Ordinastie_> if you want
all the states available for a block, just store the default
blockState, and fall back to that one if the specific state you
have is not found
L1431[20:51:33] <JamEngulfer> Oh yeah.
That’s actually kinda obvious now I think about it XD
L1432[20:51:35] <Ordinastie_> value =
map.get(state); if(value == null) value =
map.get(state.getBlock().getDefaultState());
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L1434[20:52:23] <JamEngulfer> Seems good.
I think knowing what BlockStates actually stored would have helped
me understand this from the start
L1435[20:53:00] <Ordinastie_> but what I
meant by human decision is that there is no way in code to know if
a blockState just represent a slight difference or a total
different block (logic wise)
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L1437[20:53:55] <Ordinastie_> taking
fence gate as exemple, orientation and open are properties, but as
user perspective, it's the same gate
L1438[20:54:34] <Ordinastie_> colors for
wool are different state too, not sure if you would want to
consider them different
L1439[20:54:47] <JamEngulfer> Yeah,
that’s always a problem in programming
L1440[20:54:57] <JamEngulfer> Easy for
human, hard for computer
L1441[20:55:08] <Ordinastie_> then you
have stones that reall ARE supposed to be different
L1442[20:55:10] <JamEngulfer> Ah well,
hopefully I’ll be able to make it work
L1443[20:55:48] <Ordinastie_> but as long
as you fill in the data yourself, you should be ok
L1444[21:00:02] <RANKSHANK> the only
problem with resorting to a full hardcode is mod compat. as soon as
another mod is installed there's a whole chunk of unsupported
content
L1445[21:00:37] <RANKSHANK> But if you
wanted to somehow support that you'd need some form of inter mod
comm support
L1446[21:00:51] <JamEngulfer> I mean,
there’s not much I can do about that
L1447[21:00:57] <Ordinastie_> or you'd
just go for a default behavior
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L1449[21:01:15] <Ordinastie_> and
manually fix based on user report maybe
L1450[21:01:29] <RANKSHANK> yeah user
input is definitely an option
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L1453[21:01:55] <RANKSHANK> you could
also resort to the hardcoding being stored in txt/json/whatever
file and load those based on what mods are loaded
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L1455[21:02:25] <Ordinastie_> but you
still need to make those files
L1456[21:02:55] <RANKSHANK> indeed but
you could easily automate half the writing there by making the
state mapper dump the missing values to the correct files
L1457[21:03:30] <Ordinastie_> you're
missing the point I think
L1458[21:03:47] <RANKSHANK> probably
:D
L1459[21:04:20] <Ordinastie_> the issue
is not really getting that, it's deciding whether or not you should
use only the defaultState or consider each state as different
blocks requiring different values
L1460[21:05:23] <Ordinastie_> that
decision can't be automated because it's entirely based on
subjective appreciation
L1461[21:06:09] <RANKSHANK> yup so it's
gotta be manually done :P
L1462[21:06:49] <howtonotwin> This sounds
interesting; what was this about?
L1463[21:07:06] <RANKSHANK> Either way
it's a pita sorta thing unless you can implement some form of
robust parent/child system
L1464[21:07:21] <RANKSHANK> howtonotwin
mapping states to integer values
L1465[21:08:25] <howtonotwin>
tellmemore.gif
L1466[21:09:02] <JamEngulfer> It’s a
massive pain in the ass XD
L1467[21:09:12] <Ordinastie_>
howtonotwin, sbnc.khobbits.co.uk/log/logs/minecraftforge.htm
L1468[21:09:22] <JamEngulfer> huh, that’s
a thing
L1469[21:09:41] <howtonotwin> neat,
thanks Ordi
L1470[21:09:47] <RANKSHANK> It's a
wonderful thing :D
L1471[21:10:27] <RANKSHANK> JamEngulfer
what sort of power is it? Are we talking fuels?
L1472[21:13:46] <JamEngulfer> It’s more
of a passive generation thing. Generating energy of different types
in varying amounts from being near various blocks.
L1473[21:14:34] <JamEngulfer> Things like
lava/fire/netherrack generating far more power than say, a bunch of
dirt
L1474[21:15:22] <RANKSHANK> ahh fair
enough, laziest approach I can think of off the top of my head for
that would be to check the block's material
L1475[21:15:33] <RANKSHANK> but you miss
a metric shit ton of specifics that way
L1476[21:15:44] <JamEngulfer> That’s what
I’m doing to determine the type of power it gives
L1477[21:17:27] <RANKSHANK> well from
there you could check the AABB dimensions for the states in a fake
world to get a rough volume... use that value with the material to
spit out some form of standard
L1478[21:17:56] <RANKSHANK> the rough
patches are things like Slime where it uses clay instead of a slim
material
L1479[21:18:01] <RANKSHANK> *slime
L1480[21:18:19] <JamEngulfer> Oh great,
there just has to be crap like that in there
L1481[21:19:08] <RANKSHANK> of course
there is :D mojang's all about the continuity side of things
;D
L1482[21:20:23] <JamEngulfer> At least
they did the big refactoring stuff
L1483[21:20:43] <Ordinastie_> but they
half assed it anyway
L1484[21:20:47] <RANKSHANK> ^
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L1487[21:21:23] <RANKSHANK> Personally
I'd definitely rather a full ass that half an ass ;)
L1488[21:21:41] <JamEngulfer> But they
even didn’t have Notch doing it!
L1489[21:22:01] <Ordinastie_> feels like
they come up with a decent design, and then let the intern make the
implementations
L1490[21:22:31] <RANKSHANK> only the
*unpaid* interns though
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L1492[21:23:06] <howtonotwin> I'm not
really seeing what's wrong with a plain old Map<IBlockState,
Float>, from the chat logs. You can supply fallbacks with
another Map<Material, Float> or similar, which would take
care of most external modded blocks. More specific inter-mod
support can be done by exposing a register method in an API.
L1493[21:24:49] <JamEngulfer> I’m having
a debate about making it easy for me now, or making it possible for
other mods to add values to it
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L1495[21:25:07] <Ordinastie_> they're not
exclusive
L1496[21:25:11] <howtonotwin> Why would a
map not be easy?
L1497[21:25:14] <Ordinastie_> it's just a
design choice
L1498[21:26:26] <JamEngulfer> This part
isn’t the issue. The debate I was having was over whether it was
worth the effort to allow people to add their own types of power,
as I’m currently doing it through Enums
L1499[21:26:42] <JamEngulfer> My
conclusion was no
L1500[21:26:58] <Ordinastie_> enum +
interface
L1501[21:27:00] <howtonotwin> Forge
Registry for power types :P
L1502[21:27:05] <RANKSHANK> enumbuster
:D
L1503[21:27:07] <Ordinastie_> or
that
L1504[21:27:22] <RANKSHANK> ^hopefully
not what I said
L1505[21:27:45] ***
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L1509[21:29:00] <Ordinastie_> not sure if
possible to make it cleaner
L1510[21:29:25] <JamEngulfer> Wait, what?
That’s a thing you can do?
L1511[21:30:04] <Ordinastie_> all things
consider, there is no real value to have that over simple public
final static final IPlacement
L1512[21:30:16] <howtonotwin> public
final static final
L1513[21:30:23] <JamEngulfer> XD
L1514[21:30:28] <howtonotwin> yes ok
that's fine Ordi
L1515[21:30:39] <howtonotwin> Are you
having a stronk? Be true with us
L1516[21:30:44] <Ordinastie_> yes,
because I really don't want people to change them, so I double
final
L1517[21:30:56] <howtonotwin> const
L1518[21:31:01] <howtonotwin> const ALL
THE THINGS
L1519[21:31:13] <TehNut> public static
private final protected static final boolean
dontHugMeImScared
L1520[21:31:18] <JamEngulfer> final Final
FINAL;
L1521[21:32:10] <Ordinastie_> but not
fInAl though, have some decency, you're not a 14y teenage
girl
L1522[21:33:03] <TehNut> f1n4l
L1523[21:33:04] <JamEngulfer> My
conclusion was “I’ll do it later”. I’d rather have something that
works first. I’m making the rest of it as API-y as possible
L1524[21:34:20] <howtonotwin> I've never
actually used a custom registry; how well do they work?
L1525[21:34:27] <TehNut> Quite well
L1526[21:34:34] <RANKSHANK> ^
L1527[21:34:42] <RANKSHANK> they feel so
shiny when they're implemented
L1528[21:34:47] <JamEngulfer> Google
isn’t being very helpful telling me how that works
L1529[21:34:51] <Ordinastie_> I'm
currently making my own system
L1530[21:35:02] <Ordinastie_> with
hookers and lambdas
L1531[21:35:12] <howtonotwin> Basically
once a mod has a registry you can register all the things with
GameRegistry.register I think
L1532[21:35:16] <RANKSHANK> you've sold
me 'nastie ;D
L1533[21:35:23] <TehNut> correct
L1534[21:36:46] <JamEngulfer> I’m
currently only seeing Blocks, Items, TEs and World Gen there
L1535[21:36:48] <howtonotwin> So you'd
register a power type with
GameRegistry.register(ManaPower.INSTANCE, new
ResourceLocation("mana:manapower")) and everything will
now know about it.
L1536[21:36:52] <howtonotwin> You'd make
your own registry
L1537[21:37:08] <howtonotwin> not sure
how exactly you register the registry though :P
L1538[21:37:13] <JamEngulfer>
GameRegistry.register totally isn’t showing up as a method for
me
L1539[21:37:22] <JamEngulfer> Or do I
subclass it?
L1541[21:38:01] ***
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L1542[21:38:02] <JamEngulfer> lambdas
scare me
L1543[21:38:06] <Ordinastie_>
JamEngulfer, what version are you using ?
L1544[21:38:09] <JamEngulfer> Oh.
L1545[21:38:12] <JamEngulfer> 1.8
L1546[21:38:15] <TehNut> ew update
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L1548[21:38:23] <Ordinastie_> yeah,
no
L1549[21:38:24] <Ordinastie_>
update
L1550[21:38:31] <TehNut> 1.8 should be
used for dev even less than 1.7 should be
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L1552[21:38:36] <JamEngulfer> Oh come on!
I want to be done with one freaking version before I start another
one ;_;
L1553[21:38:46] <TehNut> 1.8 is 100%
dead
L1554[21:38:47] <howtonotwin> Welp, 1.11
is happening soon
L1555[21:38:55] <howtonotwin> get ready
for "internal changes"
L1556[21:39:03] <Ordinastie_>
JamEngulfer, why ?
L1557[21:39:03] <TehNut> Use a minimum of
1.9 since many 1.9 mods will work on 1.10
L1558[21:39:11] <TehNut> 1.9.4*
L1559[21:39:13] <howtonotwin> i.e.
insta-death for mods, again
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L1563[21:39:49] <Ordinastie_> there is no
good reason to not update
L1564[21:39:53] <JamEngulfer> I’ve been
making this damn mod for 2-3 years. Every time I come back to it, I
just spend all my time updating to whatever internal shakeup Mojang
has done this time, then I run out of energy and give up
L1565[21:39:54] <RANKSHANK> ^
L1566[21:40:03] <TehNut> 1.8 to 1.9 is
easy
L1567[21:40:05] <TehNut> Don't
worry
L1568[21:40:07] <howtonotwin> 1.9 is not
much different actually
L1569[21:40:32] <TehNut> Blood Magic took
me like an hour to update
L1570[21:40:38] <JamEngulfer> I
completely gave up at 1.7 to 1.8. The whole gradle thing threw me
for a loop and I stopped XD
L1571[21:40:41] <Ordinastie_> well, don't
stop, you won't have to "come back", just follow the
flow
L1572[21:41:09] <RANKSHANK> gradle was
the best thing ever.
L1574[21:41:15] <JamEngulfer> Yeah, I
know. As long as it’s easy :P
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L1576[21:41:22] <howtonotwin> you'll see
it's not very much
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L1581[21:43:04] <JamEngulfer> Also, I
really like Blood Magic. I had fun making thousands of diamond
blocks through a dupe bug I found
L1582[21:43:19] <TehNut> okay?
L1583[21:43:30] <JamEngulfer> I’m just
kidding, but yeah.
L1584[21:44:31] <JamEngulfer> So 1.9 is
the version to go to? Or should I go for 1.10?
L1585[21:44:44] <TehNut> Minimum of
1.9.4. 1.10.2 is preferred though
L1586[21:44:49] ***
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L1587[21:44:51] <RANKSHANK> I always go
latest forge
L1588[21:44:59] <RANKSHANK> you miss out
on features otherwise
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L1590[21:45:26] <howtonotwin> 1.10 is the
same as 1.9 except for the small touch of new stuff
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L1592[21:45:46] <TehNut> MC wise*
L1593[21:45:52] <TehNut> Forge has made
some changes between the two
L1594[21:46:02] <howtonotwin> But nothing
should break
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L1596[21:46:32] <TehNut> The only thing
Forge "broke" that I noticed were AddCallbacks for the
registries. But that's not a huge deal
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L1598[21:46:40] <TehNut> I doubt anybody
uses that
L1599[21:46:46] <Ordinastie_> my mods
work for both, so if my mods work, pretty sure all the mods work
:p
L1600[21:46:47] <TehNut> Other than me
>.>
L1601[21:47:12] <Ordinastie_> addCallback
?
L1602[21:47:17] <JamEngulfer> The problem
is, stuff like FTB Infinity Evolved is still on 1.7. All of the
packs seemed to have skipped 1.8 and 1.9. There’s only Unstable on
1.10.
L1603[21:47:35] <TehNut> I don't see the
problem there
L1604[21:47:56] <JamEngulfer> I do. Most
people play Infinity Evolved. I know I sure do
L1605[21:48:02] <TehNut> Ordinastie_: a
method that gets called every time something is added to an
IForgeRegistry
L1606[21:48:30] <TehNut> That being
"a problem" keeps us on old MC versions :P
L1607[21:48:32] <Ordinastie_> yeah I know
that, but what do you use it for ?
L1608[21:48:42] <JamEngulfer> I guess so,
yeah
L1609[21:48:47] <TehNut> Oh, elegantly
crashing if people registered stuff too late
L1610[21:49:00] <Ordinastie_> lol
L1611[21:49:03] <TehNut> :P
L1612[21:49:46] <JamEngulfer> It just
doesn’t seem like it’s worth updating if by the time I’m finished
with one version, the next MC version is out. I guess that’s why a
lot of packs are always so far behind. More mods
L1613[21:50:11] <TehNut> When Mojang gets
to a point they like, we'll get another LTS version
L1614[21:50:29] <TehNut> Right now, it's
rapid fire updates and we just have to deal with that
L1615[21:50:43] <JamEngulfer> LTS? Long
Term… S?
L1616[21:50:43] <RANKSHANK> the further
behind you are the more you'll have to update in future
releases
L1617[21:50:48] <howtonotwin>
Support
L1618[21:50:48] <TehNut> Support
L1619[21:50:53] <JamEngulfer> oh
yeah
L1620[21:51:06] <howtonotwin> Someone
owes me a cookie :P
L1621[21:51:11] <JamEngulfer> heh
L1622[21:51:11] <Ordinastie_> if you
think updating to a new version is annoying, wait until you need to
update 2 or 3 version at once
L1623[21:51:18] <RANKSHANK> ^
L1624[21:51:36] <JamEngulfer> At least
it’s not 1.7 to 1.8
L1625[21:52:00] <TehNut> I doubt we'll
see another 1.7 to 1.8 style update anytime soon
L1626[21:52:18] <TehNut> That's the
benefit of quick updates: less major overhauls
L1627[21:53:50] <JamEngulfer> Unless they
do a major overhaul very quickly :P
L1628[21:53:59] <TehNut> Hah. We're
talking about Mojang.
L1629[21:54:06] <JamEngulfer> true,
true
L1630[21:54:13] <howtonotwin>
<grammarnazi>fewer</grammarnazi>
L1631[21:54:26] <TehNut> scru u
mang
L1632[21:55:43] *
howtonotwin brings forth the Holy Cross of the Righteous Grammar
Church to expel the demon set upon TehNut by the False
Speaker.
L1633[21:55:59] <TehNut> no u
L1634[21:56:21] <JamEngulfer> Hopefully
because of the effort I put into abstracting the registration
process, I can change 4 lines of code to update my registry
stuff
L1635[21:58:21] <RANKSHANK> Or you could
use the most recent version and forgo some future-proofing
L1636[21:58:28] <RANKSHANK> something
sensible really
L1637[21:58:41] <JamEngulfer> Huh?
L1638[21:59:42] <RANKSHANK> read: update
and just straight out use the forge registries. they're easy to
work with and require little code to get up and running
L1639[21:59:51] <JamEngulfer> That’s what
I meant
L1640[22:00:16] <JamEngulfer> It doesn’t
matter, dw
L1641[22:01:28] <RANKSHANK> ahh kk
misinterpretation on my end :P
L1642[22:04:37] *
howtonotwin surprise-exorcises the demon from TH's
body.
L1643[22:05:34] <RANKSHANK> yew bleedy
wot m8
L1644[22:05:57] <TehNut> who is TH
L1645[22:06:16] <RANKSHANK> Me thinks
yous am
L1646[22:06:18] *
howtonotwin realizes he succeeded in the exorcism
L1647[22:06:24] *
howtonotwin rejoices
L1648[22:06:26] <TehNut> me thinks mez
notz
L1649[22:10:07] <JamEngulfer> Oh wow,
it’s 4am. I didn’t even notice. I should probably sleep at some
point soon
L1650[22:10:27] <howtonotwin> What's with
this IRC and sleeping at 4?
L1651[22:10:44] <JamEngulfer> Anyway,
thanks eveyone for the help! It’s been great.
L1652[22:12:21] <RANKSHANK>
toodles~
L1653[22:14:00]
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L1686[23:08:45] <williewillus> what do i
return for IRecipe.getRevcipeSize if it varies?
L1687[23:09:17] <williewillus> have a
"shapeless" recipe for recharging an item by crafting a
base ingredient with it and you can do anything from 1 to 8 of that
item
L1688[23:09:37] <killjoy1> What's wrong
with hexchat? Every time my computer goes to sleep with it open, I
get a new entry of it in the tray
L1689[23:09:48] <AbrarSyed> thats a
problem with your tray lol
L1690[23:10:13] <AbrarSyed> luinux
standards dictate only 1 tray item may exist per program, across
all monitors. Does your OS not have a similar restriction?
L1691[23:10:14] <killjoy1> I have 11 of
them
L1692[23:10:27] <killjoy1> 2 of them say
I have notifications
L1694[23:11:38] <killjoy1> yup. issue
with 4k monitor
L1695[23:11:56] <AbrarSyed>
#linuxmasterrace
L1696[23:12:09] <AbrarSyed> srsly
killjoy, why havent you joined us yet?
L1697[23:12:18] <killjoy1> I already
have.
L1698[23:12:20] <killjoy1> Like.. long
ago
L1699[23:12:30] <killjoy1> I just use
Windows for games and office
L1700[23:12:32] <AbrarSyed> thats what I
remember.. but this is a windows only bug?
L1701[23:12:40] <killjoy1> would seem
so
L1702[23:12:41] <AbrarSyed> fun fact, LOL
works great through wine
L1703[23:12:59] <killjoy1> I don't
play
L1704[23:13:47] <killjoy1> If I had a
spare laptop, I'd probably put Elementary on it.
L1705[23:13:53] <killjoy1> Has it gotten
better since Luna?
L1706[23:14:08] <AbrarSyed>
#archmasterrace
L1707[23:14:51] <killjoy1> Honestly, I
haven't found a DE I've fallen in love with
L1708[23:15:06] <RANKSHANK> williewillus
I think you just return the default value of 10
L1709[23:15:14] <williewillus> wait
10?
L1710[23:15:17] <RANKSHANK> It's what
I've done and it works
L1711[23:15:19] <williewillus> doesnt the
grid have 9 slots
L1712[23:15:21] <williewillus> lol
L1713[23:16:25] <killjoy1> cool. google
knows a few irc clients.
L1714[23:16:33] <killjoy1> via
wikipedia
L1715[23:16:36] <RANKSHANK> yeah I dunno
I've been using the 10 for ages :P
L1717[23:17:12] <RANKSHANK> allows me to
fill x number of bottles dependent on the fluid container
L1718[23:18:47]
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L1719[23:21:54] <williewillus> !gm
getFullEffectsFromTag
L1720[23:22:22] <williewillus> tfw you
see a terrible mapping you thought you made but it wasn't you
L1721[23:22:43] <williewillus> !gm
addCustomPotionEffectToList
L1722[23:27:51] <AbrarSyed> killjoy1,
there is this one linux distro that has like everything under the
sun preinstalled (all the DEs) so you can just reloig in and try
them all without reinstalling
L1723[23:28:04] <killjoy1> Sounds
bloated
L1724[23:28:18] <AbrarSyed> well yeah,
bbut its just to see what you like
L1725[23:28:23] <AbrarSyed> after which
you install a REAL distro
L1726[23:28:27] <killjoy1> I'd do it if
it was just a livecd
L1727[23:28:32] <killjoy1> *livedvd
L1728[23:28:35] <killjoy1> *liveusb
L1729[23:28:38] <AbrarSyed> it migth be a
lviecd.. if only I could find it again
L1730[23:28:38] <killjoy1> *livehdd
L1731[23:28:54] <killjoy1>
*livenetboot
L1732[23:29:28]
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