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L38[01:59:41] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161019 mappings to Forge Maven.
L39[01:59:45] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161019-1.10.2.zip
(mappings = "snapshot_20161019" in build.gradle).
L40[01:59:55] <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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L46[02:20:40] <Subaraki> player logged out
event doesnt allow me to despawn pets because the world is still
loaded
L47[02:21:19] <Subaraki> is there a pre-log
out event or so ?
L48[02:21:38] <Subaraki> maybe i should
stow it when the menu screen is brought up ...?
L49[02:21:47] <killjoy>
entitydespawn?
L50[02:22:04] <killjoy> but that might
catch killing the player too
L51[02:22:27] <Subaraki> hmm, that wouldn't
be bad
L52[02:22:32] <Subaraki> let me try
that
L53[02:23:14] <Subaraki> hows the event
called ?
L54[02:23:58] <killjoy> not sure.
L55[02:24:06] <killjoy> I would browser the
type hierarchy for Event
L56[02:25:55] <Subaraki> no such things
:/
L57[02:30:17] <killjoy> Try
EntityDeathEvent
L58[02:30:30] <killjoy> it might be fired
when the player disconnects
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L61[02:36:10] <Subaraki>
FMLServerStoppingEvent
L62[02:36:22] <Subaraki> this is fired in
SP for when the player disconnects
L63[02:36:35] <Subaraki> now i only need to
find a way to get the player !
L64[02:36:37] <killjoy> or on the server
when it stops
L65[02:36:41] <Subaraki> yeah
L66[02:36:42] <killjoy> you don't
L67[02:36:47] <Subaraki> ?
L68[02:36:54] <killjoy> there is no player
instance in the fml events
L69[02:37:13] <Subaraki> i'm pretty sure i
can just save all player data
L70[02:37:23] <Subaraki> which sounds dumb
really
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L72[02:38:27] <killjoy> You'd might as well
use WorldEvent.Unload
L73[02:38:32] <killjoy> or
WorldEvent.Save
L75[02:40:30] <Subaraki> the thing is, ive
got pets that need to be despawned and saved to their owner's
nbt
L76[02:40:41] <Subaraki> best to do on log
out right ?
L77[02:40:44] <killjoy> get the offline
player
L78[02:41:01] <killjoy> why does a player
have to be online to mess with them?
L79[02:41:24] <Subaraki> to save the pet to
the player ?
L80[02:41:31] <Subaraki> the entity is
stored in an item
L81[02:41:41] <Subaraki> if i dont have the
player, i can't save it to them
L82[02:41:50] <killjoy> offline
player
L83[02:41:58] <killjoy>
server.getOfflinePlayer(UUID)
L84[02:42:34] <Subaraki> so, i could as
well check the pet livingupdate, if the owner is null, get the
offline player, save it to them, and kill the pet ?
L85[02:42:50] <killjoy> I think you lost
me
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L87[02:42:58] <Subaraki> so, instead of
using events
L88[02:43:05] <Subaraki> in the pet's
onLivingUpdate
L89[02:43:14] <killjoy> why not set it on
spawn?
L90[02:43:48] <Subaraki> if the player
spawns the entity, it is supposed to be saved to the
itemstack
L91[02:44:04] <Subaraki> so i need to have
it saved when the player logs out
L92[02:44:29] <killjoy> as long as you set
the nbt and set it as dirty (so it save), it should be fine
L93[02:44:47] <Subaraki> the item's or pets
?
L94[02:44:52] <killjoy> either
L95[02:44:56] <Subaraki> the pet is
supposed to despawn when there's no player
L96[02:45:07] <Subaraki> nevermind
L97[02:45:37] <Subaraki> this is going
nowhere x)
L98[02:45:41] <killjoy> so yeah,
onLivingUpdate() :: check if owner online
L99[02:45:48] <killjoy> if not,
despawn.
L100[02:45:54] <killjoy> aka kill()
L101[02:46:03] <killjoy> or is it
setDead()?
L102[02:47:29] <Subaraki> the latter
:)
L103[02:47:50] <Subaraki> the thing is, in
a singe player world, the owner is always online
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L105[02:48:01] <Subaraki> loging out shuts
down the world
L106[02:48:09] <Subaraki> and no updates
are done anymore
L107[02:48:10] <killjoy> so no need to
despawn
L108[02:48:28] <Subaraki> maybe i just
need to adjust my spawn code ?
L109[02:48:34] <killjoy> perhaps
L110[02:48:41] <Subaraki> so when you call
your pet it checks for the loaded entities
L111[02:49:00] <Subaraki> (i save the
entity id)
L112[02:49:17] <killjoy> that one doesn't
change, right?
L113[02:49:25] <killjoy> I would save the
UUID
L114[02:49:28] <Subaraki> i could also
save the pet to the stack everytime something important happens,
wihout despawning it
L115[02:50:00] <Subaraki> you cannot check
the world for entities by uuid last time i checked
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L117[02:51:41] <Subaraki> unless i iterate
over it manually maybe
L118[02:57:41] <killjoy> make an uuid::id
map
L120[02:59:41] <Subaraki> this looks
okay-ish
L121[03:00:09] <Subaraki> where : BmData
beastmaster = player.getCapability(BmCapability.CAPABILITY,
null);
L122[03:00:26] <killjoy> sure
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L147[05:06:04] <barteks2x> is
entity.chunkCoordX/Y/Z guaranteed to be always correct? Or are
there some situations where it's not?
L148[05:07:33] <barteks2x> I will use it
and see if something breaks...
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L153[05:59:00] <Ordinastie> holy
shit
L154[05:59:07] <Ordinastie> I just
received a fishing mail
L155[05:59:51] <Ordinastie> it's pretty
good, I'm certain many will fall for it :s
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L178[07:58:04] <JustWhoAmI> how do I add
textures to my model, which has parts which aren't 16x16?
L179[07:58:17] <JustWhoAmI> say it's 14
pixels tall and 13 pixels along x axis
L180[07:58:56] <JustWhoAmI> how would I
incorporate that
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L185[08:09:46] <JustWhoAmI> anyone there
to help
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L195[08:33:56] <JustWhoAmI> literally no
one?
L196[08:35:24] <kokolihapihvi> hi
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L198[08:37:08] <JustWhoAmI> hey
L199[08:37:14] <JustWhoAmI>
<JustWhoAmI> how do I add textures to my model, which has
parts which aren't 16x16?
L200[08:37:14] <JustWhoAmI>
<JustWhoAmI> say it's 14 pixels tall and 13 pixels along x
axis
L201[08:37:14] <JustWhoAmI>
<JustWhoAmI> how would I incorporate that
L202[08:37:31] <JustWhoAmI> @
kokolihapihvi
L203[08:38:29] <kokolihapihvi> the texture
can't be 16x16?
L204[08:39:15] <JustWhoAmI> as in? I need
to make the texture 16x16?
L205[08:41:23] <kokolihapihvi> I don't
fully understand what you mean by a part that isnt 16x16
JustWhoAmI, but can't you just have a 16x16 texture that only has
the part you want and rest is transparent pixels?
L206[08:41:51] <JustWhoAmI> You know how
your model can have different "sections"?
L207[08:42:03] <JustWhoAmI> spanning a
certain number of pixels x-y-z?
L208[08:44:27] <JustWhoAmI>
kokolihapihvi,
L209[08:46:55] <kokolihapihvi> yeah?
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L213[08:54:10] <kokolihapihvi> JustWhoAmI,
so how are you making that model, json or dynamically in code? my
only experience with models is that I copied ModelDynBucket for one
of my items...
L214[08:56:29] <barteks2x> Is it ok to mix
usage of PacketBuffer and ButeBuf in fromBytes/toBytes
methods?
L215[08:56:33] <barteks2x> nvm, found
ByteBufUtils
L216[09:04:35]
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L217[09:08:16] <JustWhoAmI> Is it
absolutely necessary to have a blockstate for every block?
L218[09:08:53] <JustWhoAmI> a
blockstate.json
L219[09:10:05] <barteks2x> is it normal
that ByteBufUtils.writeVarInt doesn't work with negative
numbers?
L220[09:10:07] <sham1> \_o< quack
L221[09:10:31] <barteks2x> it says my
integer is too big for 4 bytes
L222[09:12:44] <sham1> How large an
integer are you using
L223[09:13:10] <barteks2x> it's chunk
positions
L224[09:13:19] <barteks2x> and I'm at ~a
few hundred chunks from spawn
L225[09:13:46] <barteks2x> there is no way
it takes more than 28 bits
L226[09:14:12] <Ordinastie> why are you
using writeVarInt ?
L227[09:14:34] <barteks2x> actually, it
may not be needed...
L228[09:14:50] <Ordinastie> just use
writeInt
L229[09:15:03] <barteks2x> I packed
positions into long before, now I want to move away from that
L230[09:15:22] <barteks2x> And wanted to
not usre more bytes than I did before in most cases, but right -
it's nota huge amount
L231[09:15:47] <barteks2x> any reason why
writeVarInt doesn't work with negative number? Documentation
doesn't say it
L232[09:16:45] <barteks2x> it's block
update packet so I wanted to keep it small
L233[09:17:00] <sham1> Have you tried to
look at he code
L234[09:17:04] ⇦
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L235[09:17:07] <sham1> s/he/the/
L236[09:17:23] <barteks2x> it seems like
this code just ignores the existance of negative numbers and
assumes unsigned int
L237[09:18:45] <barteks2x> it would work
if I let it use all 5 bytes, but negative numbers would always be 5
bytes
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L253[10:20:51] <Ordinastie> so I'm adding
data in a chunk in the save event
L254[10:21:06] <Ordinastie> if I quit the
world and relog, I get my data back
L255[10:21:29] <Ordinastie> if I move away
and come back (unload and reload the chunk) the data is not
there...
L256[10:21:55] <barteks2x> maybe the chunk
isn't marked as modified?
L257[10:23:07] <Ordinastie> but it IS
saved
L258[10:23:13] <Ordinastie> it's called
and properly written
L259[10:25:13] <ghz|afk> HOME!!
L260[10:25:19] ***
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L261[10:25:26] <sham1> nice
L262[10:25:38] <gigaherz> anyone has any
idea off the top of their head, what may cause a recipe for a
hatchet to disappear if tinker's is installed
L263[10:26:16] <TechnicianLP> ?
L265[10:26:38] <gigaherz> I'm looking into
it myself
L266[10:26:47] <gigaherz> but maybe
someone knows if like, ticon has some "remove all
hatchets" stuff
L267[10:27:09] <gigaherz> or "oh! I
ran into this last week"
L268[10:27:13] <gigaherz> if not, then
don't worry
L269[10:27:14] <gigaherz> ;p
L270[10:27:14] <barteks2x> conditional
breakpoints are so slow... 2 seconds per frame
L271[10:27:34] <gigaherz> they are,
because for every instruction run, it has to evaluate the
breakpoint conditions
L272[10:28:01] <barteks2x> I want to
figure out why entity.chunkPos* isn't updated
L273[10:28:01] <gigaherz> it's much faster
to have
L274[10:28:03] <gigaherz>
if(condition)
L275[10:28:05] <gigaherz>
dummy=dummy
L276[10:28:09] <gigaherz> and put the
breakpoint in there
L277[10:28:11] <barteks2x> yes, but it's
vanilla code
L279[10:28:41] <barteks2x> actually, it
calls my method, I can add if() there
L280[10:28:43] <gigaherz> heh
L281[10:28:53] <Ordinastie> still doesn't
explain why the data is gone though :/
L282[10:28:55]
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L284[10:30:07] <gigaherz> the code
requires java8
L285[10:30:13] <gigaherz> either change
that to not require java8,
L286[10:30:18] <gigaherz> or change gradle
to compile with java8
L287[10:30:22] <Ordinastie> oh fuck I know
why -_-
L289[10:30:46] <gigaherz> see this link
for how to enable java8 in gradle
L290[10:30:50] <Ordinastie> the unload
event is called before the save one
L291[10:30:57] <gigaherz> lol
L292[10:31:19] <Ordinastie> not
"lol", that's a pain
L293[10:31:37] <barteks2x> breakpoint in
Chunk didn't hit... I need conditional breakpoints in
World.updateEntityWithOptionalForce
L294[10:31:39] <Ordinastie> when am I
supposed to clean the data then?
L295[10:31:48] ⇦
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L296[10:32:49] <Ordinastie> and it worked
before, so did the order changed somehow ?
L297[10:32:50] <sham1> lol
L298[10:33:52] <barteks2x> anything that
cab be done to use conditional breakpoints in such place? I get 0.1
fps if I do it
L299[10:34:07] <barteks2x> combined with
the big causing me to see no chunks it's really hard to move
around...
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L301[10:34:31] <Waterpicker> The fix didnt
work gigaherz ><
L302[10:35:09] <gigaherz> Waterpicker: can
you show your build.gradle file?
L303[10:35:26] <Waterpicker> It's the
build file for terrain control
L304[10:35:47] <gigaherz> I don't
magically have the link
L305[10:35:55] <gigaherz> help us help you
;P
L306[10:36:11] <IoP> "did not
work?"
L308[10:36:32] <Waterpicker> It support
forge and bukkit at the same time.
L309[10:36:35] *
Waterpicker shudders.
L310[10:37:28] <IoP> is that your
code?
L311[10:37:38] <Ordinastie> anybody here
stores extra data in chunks ?
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L313[10:38:28] <Waterpicker> IoP, No. I'm
just adding multiworld support to the forge version.
L314[10:39:02] <Waterpicker> My solutions
use java 7 and code so this error is occuring ><
L315[10:39:15] <gigaherz> well I see java6
stuff in that paste
L316[10:39:25] <gigaherz> so try to make
your solution java6-compatible?
L317[10:39:28] <BlueMonster> why is my
tile not saving its inventory properly?
L318[10:39:39] <gigaherz> the lambda, you
can convert to an anonymous implementation of the interface
L319[10:39:40] <Waterpicker> define java6
stuff.
L320[10:39:42] <gigaherz> and the diamond
operator
L321[10:39:48] <Waterpicker> and
<>?
L322[10:39:49] <gigaherz> you can use
Lists.newArrayList()
L324[10:40:11] <gigaherz> also make sure
to set the IDE to java6 language level
L325[10:40:15] <Ordinastie> or just fully
qualify
L326[10:40:18] <gigaherz> so that it will
warn you about thosethings before you build
L327[10:40:44] <IoP> and if possbile use
real java 6 jdk or boostrap
L328[10:41:08] <Ordinastie> BlueMonster,
check it's called, check the nbt after you write in it
L329[10:41:31] <gigaherz> BlueMonster:
recommendation, call super first
L330[10:41:32] <Ordinastie> also, save
blockPos in a single long please
L331[10:41:50] <gigaherz> it won't fix the
issue, but it seems more correct
L332[10:41:55] <BlueMonster> ok
L333[10:42:14] <gigaherz> Ordinastie: that
makes barteks2x cry ;P
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L335[10:43:00] <barteks2x> I'm just going
to ignore everything that breaks if it saves blockPos as long
L336[10:43:32] <Ordinastie> it's not gonna
break on your side
L337[10:43:34] <Waterpicker> It
compiled
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L339[10:43:49] <Ordinastie> so, any idea
on my saving problem ?
L340[10:43:58] <Ordinastie> I'm curious
how others handle that
L341[10:44:08] <gigaherz> never seen any
implementation of per-chunk storage
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L343[10:45:25] <gigaherz> the idea in my
head has always been to abuse an invisible, untouchable entity at
y=-1 or so, asnd store all the data in it
L344[10:45:32] <gigaherz> and*
L346[10:45:41] <Ordinastie> wtf?
L347[10:45:53] <Waterpicker> what's wrong
Ordinastie?
L348[10:45:53] <Ordinastie> please tell me
you didn't actually do that? *_*
L349[10:46:00] <Ordinastie> no you,
gigaherz
L350[10:46:03] <gigaherz> nono
L351[10:46:05] <gigaherz> it's just in my
head
L352[10:46:12] <Ordinastie>
s/head/ass/
L353[10:46:29] <gigaherz> no, it's pretty
much how you do things in other enviornments XD
L354[10:47:07] <Ordinastie> Waterpicker,
does the method exist ?
L355[10:47:20] <Waterpicker> Yes.
L356[10:47:34] <TechnicianLP> Waterpicker:
it exists in forge ... but i looks like it does not exist in
sponge
L357[10:47:52] <Waterpicker> I removed
spongeforge from the server...
L358[10:48:15] <TechnicianLP> is the
server obfuscated?
L359[10:48:47] <Waterpicker> yea. it's my
local live test server.
L360[10:49:07] <TechnicianLP> looks like
your mod is unobfuscated...
L361[10:49:41] <TechnicianLP> or you have
different versions
L362[10:49:57] <Ordinastie> :gm
registerStructure
L363[10:50:01] <Ordinastie> !gm
registerStructure
L364[10:50:10] <Waterpicker> !gm
registerStructure
L365[10:50:14] <TechnicianLP> !gm
registerStructure
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L367[10:53:14] *
Waterpicker internal screams.
L368[10:53:53] <Ordinastie> why?
L369[10:54:31] <Waterpicker> I don't know
why this code isn't there.
L370[10:54:41] <Ordinastie> how did you
build your mod ?
L371[10:54:59] <Waterpicker>
Honestly.
L372[10:55:04] <Ordinastie> if you're not
lauching a dev server, you need to use the built/obfuscated version
of the mod
L373[10:55:34] <Waterpicker> This project
compiles a bukkit plugin/forge mod combo for release
L374[10:55:47] <Waterpicker> and builds
boths for standard build/install commands.
L376[10:56:25] <Ordinastie> ok, fixed my
data issue at least :x
L377[10:57:03] <BlueMonster> what is a
good way to sync my tile's data between the server and
client?
L378[10:57:18] <Ordinastie> do it like
vanilla
L379[10:57:19] <gigaherz> easy or
efficient?
L380[10:57:33] <BlueMonster>
efficient
L381[10:57:37] <gigaherz> custom
packet
L382[10:57:41] <gigaherz> encode the data
in the minimal number of bytes
L383[10:57:56] <gigaherz> you'll need
x,y,z (encode as long if you dont' care for cucbic chunks)
L384[10:58:12]
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L385[10:58:13] <gigaherz> and the data you
want to transfer
L386[10:58:25] <fry> "cpu
efficient", "memory efficient", or "developer
productivity efficient"? :D
L387[10:58:41] <Waterpicker> sigh.
L388[10:58:44] <gigaherz> the next step
toward the "easy" side
L389[10:58:53] <gigaherz> would be to use
SPacketUpdateTileEntity like vanilla
L390[10:59:03] <gigaherz> but with a
"reduced" nbt set
L391[10:59:08] <gigaherz> with only the
values you need to sync
L392[10:59:14] <gigaherz> and the easiest
and least efficient
L393[10:59:31] <gigaherz> is to implement
both getUpdateTag and getUpdatePacket with the entire tileentity's
NBT serialization
L394[10:59:41] <fry> or most efficient,
depending on your definition of "efficient" :P
L395[10:59:50] <gigaherz> ofc
L396[11:00:08] <gigaherz> in the context
of my words, "easy" meant "less developer
effort"
L397[11:00:15] <gigaherz> and
"efficient" meant "less network usage"
L398[11:01:57] <BlueMonster> do i have to
do anything to make it do the packet sending, or is it
automatic?
L399[11:02:30] <gigaherz>
notifyBlockUpdate(pos, oldState, oldState, 3)
L400[11:02:37] <gigaherz> technically it
would be oldState,newState
L401[11:02:39] <gigaherz> but since it
didn't change
L402[11:02:44] <gigaherz> just pass in the
same value in both
L403[11:02:49] <gigaherz> (from
world.getBlockState())
L404[11:03:09] <gigaherz>
world.notifyBlockUpdate, I mean
L405[11:04:02] <BlueMonster> thanks
:D
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L415[11:41:58] <gigaherz> UGH!
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L418[11:43:05] <Ordinastie> still prefer
that to egytian style :D
L419[11:43:14] <Ordinastie>
*egyptian
L420[11:44:04] <McJty> Reminds me of a
programmer I once knew that was so used to pascal that he did
#define begin { / #define end } when he programmed in C :-)
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L422[11:45:11] <sham1> Argh
L423[11:45:27] <sham1> That brace
style
L424[11:45:34] <sham1> Also
L425[11:45:36] <sham1> >Pascal
L426[11:46:13] <gigaherz> McJty: that's...
reasonable... sorta
L427[11:46:45] <sham1> No it is not
L428[11:46:54] <gigaherz> why not
L429[11:47:13] <sham1> Why not just use {
and }
L430[11:47:14] <gigaherz> if (blah
blah)
L431[11:47:14] <gigaherz> begin
L432[11:47:16] <gigaherz> code...
L433[11:47:17] <gigaherz> end
L434[11:47:19] <sham1> argh
L435[11:47:25] <gigaherz> looks right, not
like C, but right
L436[11:47:25] <gigaherz> ;P
L437[11:47:49] <sham1> So it does not look
right
L438[11:47:49] <gigaherz> better than
putting all the braces on the right edge so that you don't have to
look at them
L439[11:48:00] <sham1> But that is a
joke
L440[11:48:23] <gigaherz> I'm sure that's
someone's code ;P
L441[11:51:31] <sham1> Well it looks like
Python
L442[11:54:02] <barteks2x> why forge
ignores exceptions from event handlers
L443[11:54:04] <barteks2x> WHY
L444[11:54:46] <gigaherz> catch it and
return a ReportedException?
L445[11:54:59] <gigaherz> I believe it
does not ignore actual crash reports?
L446[11:55:03] <barteks2x> I was trying to
track down why entities don't have chunkPos* updated
L447[11:55:11] <barteks2x> it's very
likely it was caused by crash in my even handler
L448[11:55:15] <barteks2x> that I didn't
see
L449[11:55:44] <barteks2x> wna it WAS
reported exception
L450[11:55:51] <gigaherz> >_<
L452[11:56:17] <barteks2x> forge
completely ignores it and continues
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L457[11:58:58] <barteks2x> I will see if
it also ignores Errors
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L460[12:04:04] <diesieben07> barteks2x,
forge does not actually ignore them. it rethrows any throwable
using Throwables.propagate.
L461[12:04:15] <barteks2x> something
ignored it
L462[12:04:34] <BlueMonster> there are
invisible blocks that appear when i rc the block they are on, how
do i stop that?
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L464[12:06:21] <diesieben07> i don't see
what would.
L465[12:06:33] <barteks2x> I don't want
exceptions to be ignored... when I debig things I always assume
that if there are exceptions - it will crash. And then something
always surprises me and doesn't srach on exception
L466[12:06:37] <diesieben07> BlueMonster,
when do they appear?
L467[12:07:01] <diesieben07> barteks2x,
you are on 1.10.2 and using WorldTickEvent END right?
L468[12:07:11] <barteks2x> yes
L469[12:07:17] <BlueMonster> when i go to
place a block where they are, or if the block they are on is right
clicked
L470[12:07:22] <diesieben07> and that is
all it does in the log?
L471[12:07:38] <diesieben07> BlueMonster,
what blocks are you talking about? what triggers them?
L472[12:08:13] <barteks2x> it's cubic
chunks version of async chunk loader, and it crashed
L473[12:08:18] <BlueMonster> they are
saplings, and they are there because i am setting a blockstate,
with a flag of 3
L474[12:08:24] <barteks2x> (in the
synchronous part)
L475[12:08:42] <diesieben07> where are you
setting them? please show code...
L477[12:09:50] <diesieben07> that snippet
is not enough. what is the context?
L478[12:10:10] <BlueMonster> world is not
remote
L480[12:12:10] <barteks2x> I can't even
reproduce this crash
L481[12:13:49] <BlueMonster> and that is
being called in update() in my tile
L482[12:15:16] <diesieben07> you do know
that that isItemEqual check will never be true, right?
L483[12:15:24] <diesieben07> actually
nvm
L484[12:15:37] <diesieben07> why are you
even using isItemEqual there? that is totally
ass-backwards...
L485[12:15:39]
⇨ Joins: otho (~otho@191.189.118.78)
L486[12:16:50] <diesieben07> and why are
you extracting the WHOLE stack, subtracting one and then re-adding
the rest?
L487[12:16:56] <diesieben07> why no just
extract 1?
L488[12:19:14] ***
diesieben07 is now known as diesieben|away
L489[12:19:35] ***
diesieben|away is now known as diesieben07
L490[12:20:26] <sham1> That was a quick
away
L491[12:20:41] <diesieben07> that was a 2g
hole.
L492[12:22:18] <barteks2x> this is
strange... I can't set a breakpoint in "int x = 0"
L493[12:22:44] <diesieben07> i don't think
that will even compile to an instruction
L494[12:22:48] <diesieben07> because 0 is
the default value
L495[12:22:52] <barteks2x> (it's actually
shown as boolean var11 = false; because it's decompiled code)
L496[12:22:57] <diesieben07> no
instruction = no value
L497[12:23:02] <diesieben07> *no
breakpoint...
L498[12:23:02] <barteks2x> it's local
variable
L499[12:23:05] <diesieben07> yes
L500[12:23:12] <diesieben07> local
variables are 0 initialized by the jvm
L501[12:23:18] <diesieben07> jvm semantics
!= java semantics
L502[12:23:21] <barteks2x> I always did
that (in non-decompiled code) and it worked
L503[12:23:36] <diesieben07> hm.
L504[12:23:37] <barteks2x> there is no
default value for local variables
L505[12:23:45] <diesieben07> maybe line
number mismatch?
L506[12:23:49] <diesieben07> in java there
isn't
L507[12:23:54] <barteks2x> it's decompiled
code that webt through mixin
L508[12:24:04] <diesieben07> yeah i dont
think the line numbers will match then
L509[12:24:09] <barteks2x> so line numbers
is something idea has to figur out
L510[12:24:15] <barteks2x> and I can set
breakpoint everywhere else
L511[12:24:16] <barteks2x> and it
works
L512[12:24:29] <barteks2x> but on that one
line that I added in mixin specifically to set breakpoint
there
L513[12:24:31] <barteks2x> it doesn't
work
L514[12:24:57] <diesieben07> wat.
L515[12:25:06] <diesieben07> you added a
line to set a breakpoint? wtf are you doing
L516[12:25:11] <barteks2x> basically I
added if(entity instanceof EntityPlayerMP) { int i = 0; } to set
breakpoint there
L517[12:25:25] <diesieben07> waaaaay
L518[12:25:29] <barteks2x> debugging why
player entity doesn't have chunkPosX/Y/Z set
L519[12:25:32] <diesieben07>
whyyyyyy
L520[12:25:41] <diesieben07> conditional
breakpoint...
L521[12:25:45] <barteks2x> it's way too
slow
L522[12:25:49] <diesieben07> -_-
L523[12:25:51] <barteks2x> 0.01FPS
L524[12:25:56] <McJty> yes conditional
breakpoints are slow
L525[12:26:01] <McJty> I also use the
trick above with some added code
L526[12:26:03] <McJty> Way faster
L527[12:26:24] <barteks2x> (I tried with
conditional breakpoint first... I literally got one minute per
frame)
L528[12:26:26] <diesieben07> how often is
that coderunning?!?
L529[12:26:35] <barteks2x> it's in
updateEntityWithOptionalForce
L530[12:26:58] <diesieben07> so put a
breakpoint in EntityPlayerMP::onUPdate?
L531[12:27:09] <barteks2x> the code I'm
interested in is in Chunk
L532[12:27:20] <barteks2x> but this
breakpoint isn't hit in chunk
L533[12:27:24] <barteks2x> so I need to
dig deeper
L534[12:28:30] <barteks2x> I need to know
why it doesn't reach chunk
L535[12:28:57] <diesieben07> what code in
chunk?
L536[12:29:20] <barteks2x>
removeEntityAtIndex and addEntity
L537[12:29:42] <diesieben07> so put a
breakpoint on the line that calls that?
L538[12:29:50] <barteks2x> I tried, it was
too slow too
L539[12:29:54] <diesieben07> wat.
L540[12:29:58] <barteks2x> 2 seconds per
frame...
L541[12:30:02] <diesieben07> it should
literally never hit
L542[12:30:04] <barteks2x> and it didn't
hit
L543[12:30:06] <diesieben07> not a
conditional one
L544[12:30:21] <barteks2x> it was hitting
for a lot of other entities somehow
L545[12:30:24] <barteks2x> but never for
player
L546[12:31:32] <barteks2x> but it did hit
for EntityPlayerSP
L547[12:31:58] <barteks2x> are particles
entities?
L548[12:32:12] <BlueMonster> diesieben07:
my bad code practice is nothing to do with the problem though is
it?
L549[12:32:23] <diesieben07> barteks2x,
EntityPlayerMP does not go through that method
L550[12:32:33] <diesieben07> it is updated
when the client move packet (i think) is received
L551[12:32:39] <barteks2x> so where is
EntityPlayerMP chunkPos* updated?
L552[12:32:52] <diesieben07>
World::updateEntities explicitly checks !(instanceof
entityPlayerMP)
L553[12:33:06] <barteks2x> oh... didn't
check that
L554[12:33:16] <barteks2x> but where is
player chunk position updated?
L555[12:33:21] <diesieben07> i do not have
that field
L556[12:33:41] <diesieben07> BlueMonster,
it makes it really hard to understand wtf you are actually trying
to do.
L557[12:33:51] <barteks2x>
chunkCoordX/Y/Z
L558[12:33:52] <diesieben07> and if you
ask for help you need to accept that your code will be
cricicied
L559[12:34:13] <barteks2x> this is updated
only in Chunk.addEntity
L560[12:34:25] <barteks2x> and it's not
called anywhere from network code
L561[12:35:08] <diesieben07> good
question, i do not kknow
L562[12:35:26] <diesieben07> if you put a
conditional breakpoint in Chunk.addEntity wtih instanceof
EntityPlayerMP, is that called?
L563[12:35:44] <barteks2x> I control
Chunk, I have Column class
L564[12:35:49] <barteks2x> so I can add
the if() there
L565[12:35:52] <barteks2x> and it was
never called
L566[12:35:59] <barteks2x> at least in
cubic chunks world
L567[12:36:02] <barteks2x> not sure about
vanilla one
L568[12:36:06] <diesieben07> oh god you
and your coremod....
L569[12:36:37] <barteks2x> I just wanted
to know why breakpoint in "int i = 0" isn't
allowed...
L570[12:36:48] <barteks2x> you started
asking questions
L571[12:36:51] <diesieben07> and i told
you my reasoning :P
L572[12:37:00] <diesieben07> and i am
telling you.... you are doing horrible things
L573[12:37:04] <diesieben07> but you know
that already.
L574[12:37:26] <barteks2x> it's now only
mixins, no asm
L575[12:37:37] <Ordinastie> Mixins IS
asm
L576[12:37:48] <barteks2x> I mean - no asm
used directly
L577[12:38:00] <barteks2x> and by that
logic sponge does even worse things
L578[12:38:10] <Deamon> I mean...we
do
L579[12:38:13] <Ordinastie> they do
L580[12:39:09] <Deamon> still rather
mixins than raw asm, at least its readable
L581[12:39:56] <barteks2x> the main reason
for using mixin for me was that ClassWriter broke a some
things
L582[12:40:21] <barteks2x> and I didn't
want to deal with that
L583[12:40:45] <diesieben07> it's not
ClassWriter breaking things :P
L584[12:40:56] <diesieben07> well, it is,
but it's not it's fault.
L585[12:41:03] <diesieben07> its the best
it can do
L586[12:42:10] <barteks2x> after I saw
what I would have to do (as I remember you showed me some code in
your library) I decided to not deal with that
L587[12:42:32]
⇨ Joins: Gil
(uid147942@id-147942.brockwell.irccloud.com)
L588[12:42:37] ⇦
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L589[12:42:37] <diesieben07> yeah its not
pretty.
L590[12:42:46] <diesieben07> i assume
mixin does something similar
L591[12:43:20] <diesieben07> thankfully my
library is (going to be) no longer a coremod after the 1.10.2
update is complete
L592[12:43:35] <diesieben07> because while
fun, they are also not fun
L593[12:43:36] <sham1> Good
L594[12:44:02] <gigaherz> short-term fun,
long-term nightmare
L595[12:44:30] <diesieben07> main thing i
had the coremod for was the "render distant chunks and
dimensions on the client" thing
L596[12:44:37] <diesieben07> which i
removed now because it never really worked anyways
L597[12:45:02]
⇨ Joins: Corosus
(~Corosus@135-23-126-120.cpe.pppoe.ca)
L598[12:45:31] <barteks2x> "Added
class metadata for java/lang/Double to metadata cache" - that
seems to confirm mixin does something very similar
L599[12:45:57] <gigaherz> well this is..
very helpful (sarcastic)
L601[12:47:14] <diesieben07> appropriate
course of action: ignore until more people scream
L603[12:48:26] <gigaherz> lol at having
the author's name in the mod name
L604[12:48:47] <JustWhoAmI> wait
L605[12:48:48] <JustWhoAmI> what
L606[12:48:59] <JustWhoAmI> it's been a
while since i downloaded thermal expansion
L607[12:49:08] <JustWhoAmI> but have the
really not updated to 1.9?
L608[12:49:13] <JustWhoAmI> or even
1.8
L609[12:49:18] <gigaherz> yup
L610[12:49:24] <gigaherz> they tried
L611[12:49:26] <gigaherz> then
ragequit
L612[12:49:30] <gigaherz> "it's too
hard!"
L613[12:49:31] <gigaherz> crybabies
;P
L614[12:49:50] <gigaherz> IC2 did it, BC
did it, Mekanism did it
L615[12:49:53] <JustWhoAmI> holy shit... i
had thermal expansion up there as one of my must have mods
L616[12:50:04] <JustWhoAmI> well fuck that
now, we've got new mods
L617[12:50:08] <gigaherz> yup.
L618[12:50:12] <JustWhoAmI> enderio,
mekanism are my fav. tech mods now
L619[12:50:30] <JustWhoAmI> seriously, how
did i not know about mekanism earlier
L620[12:50:59] <SkySom> Because you always
stuck to mods you knew?
L621[12:51:00] <gigaherz> well
L622[12:51:06] <gigaherz> FTB didn't seem
to like it or something
L623[12:51:10] <gigaherz> FTB Infinity
didn't have Mekanism
L624[12:51:18] <JustWhoAmI> Oh hi
SkySom
L625[12:51:31] <SkySom> Hi
L626[12:51:32] <gigaherz> so maybe it was
simply that the packs you played ignored it
L627[12:51:54] <JustWhoAmI> yeah
L628[12:52:23] <JustWhoAmI> But it's such
a cool mod
L629[12:52:36] <gigaherz> yep
L630[12:52:39] <JustWhoAmI> does enderio
have any dependencies?
L631[12:52:40]
⇨ Joins: Kaiyouka
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L632[12:52:43] <JustWhoAmI> or is it
standalone
L633[12:52:48] <gigaherz> EnderCore
L634[12:52:51] <JustWhoAmI> right
L635[12:53:15] <gigaherz> OW OW OW OW I
just sortof sat on a nut
L636[12:53:23] <JustWhoAmI> LOL
L637[12:53:27] <JustWhoAmI> about
Tesla
L638[12:53:40] <gigaherz> nice power api,
RF-like, but uses longs instead of ints
L639[12:53:52] <gigaherz> power creep
brought to the next level!
L640[12:54:02] <JustWhoAmI> btw thanks for
teaching me so much about caps man
L641[12:54:07] <JustWhoAmI> don't know
what i'd do without you
L642[12:54:17] <gigaherz> you'd probably
have asked someone else
L643[12:54:22] <gigaherz> ;P
L644[12:54:36] <JustWhoAmI> well that's
one way to destroy a message of gratitude xD
L645[12:54:39] <kashike> CAPS ARE
FUN
L646[12:54:43] <JustWhoAmI> YES
L647[12:54:51] ⇦
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Connection closed for inactivity)
L648[12:55:40] <gigaherz> JustWhoAmI:
sorry ;P
L649[12:56:00] <JustWhoAmI> It was a joke
:P
L650[12:56:13] <barteks2x>
updateEntityWithOptionalForce IS called for EntityPlayerMP in
vanilla
L652[12:56:37] <JustWhoAmI> but it's soad,
and i like it
L653[12:58:38]
⇨ Joins: kinggoesgaming
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L654[12:59:05] <JustWhoAmI> the pressure's
started to set in
L655[12:59:15] <JustWhoAmI> i'm barely 2
years away from attempting the JEE
L656[13:02:05] <TechnicianLP> ill stay
with my zelda remix ...
L657[13:02:40] ***
AbrarSyed is now known as Abrar|gone
L658[13:03:46] <JustWhoAmI> lol
L660[13:04:45] <JustWhoAmI> isn't
babymetal that korean girl band?
L661[13:04:54] <barteks2x> this is evil...
my modified PlayerChunkMap uses playerEntity.chunkCoordX/Y/Z to
detect if player moved and load needed chunks, but chunkCoordX/Y/Z
won't be updated until chunks within 32 blocks from player are
loaded
L662[13:05:05] <gigaherz> JustWhoAmI: yes,
but this is a version done in the style of SOAD
L663[13:05:24] <gigaherz> jsut saw it on
my subscriptions page
L664[13:05:26] <JustWhoAmI> it does sound
very SOAD-y
L665[13:06:37] <gigaherz> also they are
japanese not korean ;P
L666[13:06:42] <JustWhoAmI> Oops
sorry
L667[13:06:44] <JustWhoAmI> xD
L668[13:07:14] <JustWhoAmI> In case you
wanted to know what the JEE is (was talking about it earlier), it's
an engineering (uni) entrance test in India, and is reputed for
being one of THE toughest entrance tests
L669[13:07:15] <JustWhoAmI> ever
L670[13:07:29] <JustWhoAmI> about 300k
people attempt it
L671[13:07:34] <gigaherz> barteks2x:
you'll need to "bootstrap" somehow ;P
L672[13:07:41] <JustWhoAmI> about 3% get
it
L673[13:07:49] <barteks2x> I need to use
raw position instead of chunk position
L674[13:08:03] <barteks2x> I was wondering
why mojang doesn't use chunk position there...
L675[13:08:09] <barteks2x> now I have the
answer
L677[13:10:55] ***
PaleOff is now known as PaleoCrafter
L678[13:13:07] <JustWhoAmI> so yeah it's
difficult
L679[13:23:49]
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L680[13:24:47] ***
diesieben07 is now known as diesieben|away
L681[13:26:11] <JustWhoAmI> CCC is asking
me to "select a dir of reobf or something
L682[13:26:13] <JustWhoAmI> "
L683[13:27:14] <JustWhoAmI> where do I
point it to?
L684[13:27:28] <LatvianModder>
userhome/.gradle/something iirc
L685[13:27:55] <JustWhoAmI> uMM
L686[13:28:04] <JustWhoAmI> umm*
L687[13:28:12] <Kane_Hart> gradle me to
sleep bb
L688[13:28:16] <LatvianModder> you can
start looking for minecraftforge folder there, there should be a
couple of excel files there somewhere. fields.csv, methods.csv,
iirc
L689[13:28:49] <LatvianModder> do you even
know what userhome folder is? :P
L690[13:28:56] <JustWhoAmI> yes i do
lol
L691[13:29:41] <JustWhoAmI> googling:
C:\Users\you\.gradle\caches\minecraft\net\minecraftforge\forge\forge
version\unpacked\conf
L692[13:29:49] <LatvianModder> yeah
that
L693[13:29:52] <JustWhoAmI> but in my
1.9.4 version
L694[13:29:59] <JustWhoAmI> there is no
unpacked foldr
L695[13:30:02] <JustWhoAmI> folder*
L696[13:30:06] <LatvianModder> In your
1.9.4 version you dont dare to use CCC
L697[13:30:12] <JustWhoAmI> Why?
L698[13:30:55] <LatvianModder> a) there is
no need for that weird thing CCC was doing, because all mods run
fine in DevEnv
L699[13:31:03] <JustWhoAmI> I can just
throw NEI in?
L700[13:31:09] <LatvianModder> NEI?
L701[13:31:10] <McJty> Why do yo need
NEI?
L702[13:31:14] <LatvianModder> Theres no
NEI in 1.9.4
L703[13:31:20] <JustWhoAmI> there
is..?
L704[13:31:20] <LatvianModder> Theres
JEI
L705[13:31:23] <LatvianModder> No
L706[13:31:23] <McJty> Use JEI. That's the
thing for 1.9.4+
L707[13:31:30] <tschm> what happens when
you set the stacksize of an itemstack inside a container to 0, but
do not update the slot with null
L708[13:31:32] <JustWhoAmI> Alright
L709[13:31:49] <LatvianModder> tschm:
depends. if its rightClick in item, it will set it to null
itself
L710[13:31:56] <tschm> will it indicate
that there are 0 items in this slot or break very strange?
L711[13:32:05] <tschm> shift click
L712[13:32:22] <tschm> i haven't tried
much myself, just curious
L713[13:32:34] <LatvianModder> you do it
somewhere in transferStackInSlot?
L714[13:33:21] <tschm> yep, i am looking
up tutorials and it did this after merging itemstacks "if
(sourceStack.stackSize == 0) sourceSlot.putStack(null)"
L715[13:33:28] <LatvianModder> looks like
it does if(is1.stackSize == 0) slot.putStack(null); else
slot.onSlotChanged();
L716[13:33:35] <tschm> exactly
L717[13:33:36] <tschm> :D
L718[13:33:50] <LatvianModder> you were
faster :P
L719[13:34:21] <tschm> I'll try it later
to see what happens if you do not update the slot
L720[13:34:49] <JustWhoAmI> endercore
threw an exception hmm
L721[13:35:39] <LatvianModder> it probably
updates after you click it or smth
L722[13:35:53] <tschm> what does
transferStackInSlot(EntityPlayer, int) return? in the example it's
just a copy of the original itemstack.. but why?
L723[13:36:02] <LatvianModder> container's
shift-clicking method is the weirdest thing ive seen in MC code, I
think
L724[13:36:33] <LatvianModder> maybe if it
isnt fully transferred
L725[13:36:39] ⇦
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L726[13:37:02] <LatvianModder> null if it
was, non-null if wasnt. don't ask me :P
L727[13:37:11] <tschm> hm.. it is used
like a bool, failure=> return null, success => return
source.. idk, but meh, i'll deal with it
L728[13:37:21] <tschm> you were faster
:P
L729[13:37:59] ⇦
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L731[13:38:11] <JustWhoAmI> just great,
enderio won't work in my dev env either
L732[13:39:01] <gigaherz> use BON2
L733[13:39:05] <gigaherz> to manually
deobf
L734[13:39:17] <JustWhoAmI> i have no clue
what that is
L735[13:39:22] <gigaherz> google
BON2
L736[13:39:23] <LatvianModder> I never
used BON2 and it always has worked o_O
L737[13:39:24] <gigaherz> ;P
L738[13:39:35] <LatvianModder> I havent
had any problems with any mod 1.9.4+
L739[13:39:36] <gigaherz> LatvianModder:
there'scertain mods forge can't auto-remap
L740[13:39:46] <JustWhoAmI> well it's
endercore that needs deobf not enderio btw
L741[13:39:47] <gigaherz> BON2 usually
does it better in those specific cases
L742[13:39:52] <gigaherz> JustWhoAmI: well
whichever
L743[13:39:53] <gigaherz> ;P
L744[13:40:05] <gigaherz> if something
fails to deobf andcrashes due to a SRG name
L745[13:40:10] <gigaherz> try BON2
L746[13:40:42] <JustWhoAmI> I googled it,
what exactly is this?
L747[13:40:48] <JustWhoAmI> > A rewrite
for Immibis's bearded-octo-nemesis for ForgeGradle.?
L748[13:40:56] <gigaherz> it's a srg
remapper
L749[13:41:05]
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L750[13:41:09] <gigaherz> looks for
installed mappings files from your forge dev env
L751[13:41:20] <gigaherz> and lets you do
the srg->pretty remapping
L752[13:41:32] <gigaherz> like forge would
do when you drop a non-dev jar into the mods folder
L753[13:42:08] <JustWhoAmI> oh
L754[13:43:15] <McJty> EnderIO has given
me some problems in dev in the past
L755[13:43:21] <McJty> But latest version
seems ok for me in intellij
L756[13:47:36] <tschm> ok, just for my
understanding. Container manage the logic of a GUI. GuiContainer
are drawing the texture and labels. And IGuiHandler will present an
interface to those elements in order to open a certain interactable
GUI?
L757[13:48:37] <gigaherz> yup
L758[13:48:52] <tschm> and
"Container" access TEs to actually change logic
L759[13:48:52] <gigaherz> note that
there's two Container instances, one on the server side, and one on
the client side
L760[13:48:55] <gigaherz> even in
singleplayer
L761[13:49:23] <tschm> why is this
important? i don't see a seperate handling for them anywhere
L762[13:49:52] <gigaherz> it's not
important, just a detail
L763[13:50:04] <gigaherz> the GuiContainer
will usually create its own version of theContainer
L764[13:50:14] <gigaherz> and then the
client Container and the server Container talk to eachother
L765[13:50:14] <tschm> oh and IGuiHandler
have to be registered simliar to itemBlocks, blocks and tile
entities, right?
L766[13:50:20] <gigaherz> sortof
L767[13:50:24] <gigaherz> xcept there's
only one per mod
L768[13:50:25] <gigaherz> iirc
L769[13:50:38] <tschm> wait, i thought
it
L770[13:50:42] <tschm> it's one per
gui
L771[13:50:44] <tschm> or inventory
L772[13:50:51] <gigaherz> nope
L773[13:50:55] <gigaherz> you have one
IGuiHandler
L774[13:50:59] <gigaherz> that takes the
inventory ID as a parameter
L775[13:51:06] <gigaherz> so you can
create the right objects
L776[13:51:17] <gigaherz> based on that ID
and/or the x,y,z values, which are not necessarily x,y,z
L777[13:51:18] <tschm> so you have a
huuuge switch-case there when you have multiple guis?
L778[13:51:28] <gigaherz> "huge"
is relative
L779[13:51:29] <gigaherz> but yes
L780[13:52:37] <tschm> well, i guess you
can just save them in a static map? :P i.E a map<int,
Container> that just maps id to container
L781[13:52:46] <PaleoCrafter> not really,
no
L782[13:53:14] <PaleoCrafter> more like
Map<Integer, Supplier<Container>> :P
L783[13:54:04] <gigaherz> (you should be
creating new instances, it's how MC does it ;P)
L784[13:55:02] <PaleoCrafter> unless you
can somehow make your Container immutable while maintaining its
current interface :P
L785[13:56:59] <McJty> My IGuiHandler
calls a generic method on my block implementation
L786[13:57:02] <McJty> So I don't have a
switch
L787[13:57:20] <McJty> I just do if (block
instanceof MyInterface) ((MyInterface)block).createGui()
L788[13:57:52] <McJty> And also for the
container
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L793[14:09:39] <Waterpicker> Is there
something special need in a build.gradle file to get it to output
an obfuscated mod jar
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L795[14:12:21] <diesieben07> Waterpicker,
no, FG alters the default tasks to produce the obfuscated jar.
running the build tasks should be all you need.
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L798[14:12:59] <Waterpicker> then the
build system of the mod I need to work on is strange
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L801[14:15:42] <Waterpicker> I keep
getting this error when runnign the compiled mod
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L803[14:16:55] <Ordinastie> how do you
build? /gradlew build ?
L805[14:20:03] <tschm> an example code for
a readFromNBT has this statement: "int slotIndex =
dataForOneSlot.getByte( "Slot" ) & 255;"
L806[14:20:18] <tschm> why do you need the
255 in the end when it is already a byte?
L807[14:21:58] <JustWhoAmI> You know how
when you break a capcitor bank from enderio it preserves its
energy
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L809[14:22:11] <JustWhoAmI> how do i get
my block to do that?
L811[14:23:01] <sham1> Compiling
L812[14:23:03] <sham1> ice
L813[14:23:46] <Waterpicker> I didn't
write the mod. I'm just trying to ad multiworld support to the
forge version.
L814[14:23:53] <Waterpicker> That error is
preventing my ability to test.
L815[14:24:13] <sham1> We are both
dropping letters :(
L816[14:26:52] <diesieben07> tschm, byte
is -128 to +127. by doing & 255 you convert it to unsigned,
i.e. 0-255
L817[14:28:06] <diesieben07> spigot?
bukkit? omg
L818[14:28:12] <Waterpicker> Yea...
L819[14:29:18] <gigaherz> JustWhoAmI:
check how I did it in my packing tape mod
L821[14:29:46] <tschm> sham1: oh yeah,
mistaken byte for ubyte for some reason, thx :)
L822[14:29:50] <Waterpicker> Part of my
issues ><
L823[14:29:54] <gigaherz> I drop stacks
with "BlockEntityTag" in the NBT
L824[14:29:57] <gigaherz> which is a
vanilla feature
L825[14:30:03] <gigaherz> where itemblocks
with "BlockEntityTag" in them
L826[14:30:13] <gigaherz> the
BlockEntityTag will be loaded into the TileEntity after
placing
L827[14:30:35] <gigaherz> actually
L829[14:30:45] <gigaherz> this is where I
generate the itemstack
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L831[14:36:27] <Waterpicker> diesieben07,
Any ideas?
L832[14:37:06] <diesieben07> sorry, i saw
spigot and ran :D
L833[14:37:31] <Ordinastie> and so should
you :p
L834[14:38:08] <Waterpicker> sigh
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L843[15:09:31] <tschm> hmm.. i have a
complete see through block, bounding box is there, but no texutre
visable
L844[15:09:42] <tschm> any default
mistake?
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L852[15:29:23] <tschm> hmm.. i have no
idea why it doesnt work. The itemblock does have texture and i can
change that. but the block does not render any face at all, just
plain 100% transparent
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L856[15:35:06] <tschm> hmm.. i used the
override for EnumBlockRenderType and return MODEL.. now it works..
didn't know this has to be set
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L861[15:45:35] <tschm> how do you make a
UI where you can dynamically add objects?
L862[15:45:59] <tschm> similar to the
latest TC gui for the pattern chest. Each time you add a new
pattern a new free slots unlocks
L863[15:46:27] <tschm> are this like 16
different textures?
L864[15:47:58] <gigaherz> no
L865[15:48:02] <gigaherz> it just has a
"slot" texture
L866[15:48:16] <gigaherz> and in the
drawBackground, calculates the positions they need to be
L867[15:48:22] <gigaherz> and draws the
same "piece" over and over
L868[15:48:46] <gigaherz> just in
different destination x,y coords
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L886[16:37:41] <xJon> Hello! What's the
difference between addChatComponentMessage and
addChatMessage?
L887[16:37:54] <xJon> I'm using
1.10.2
L888[16:38:52] <gigaherz> one is in
ICommandSender
L889[16:38:55] <gigaherz> the other is in
EntityPlayer
L890[16:39:52] <xJon> I can access them
both through event.player and I'm not sure which one I should
use?
L891[16:40:07] <gigaherz> no idea
L892[16:40:13] <gigaherz> they have the
same exact code
L893[16:40:18] <gigaherz> in
EntityPlayerMP at least
L894[16:40:40] <xJon> I thought that one
adds a message that only the client can see, and one adds a message
to the server chat
L895[16:40:54] <xJon> but that doesn't
make sense in the way I access it I guess?
L896[16:41:04] <gigaherz> nope
L897[16:41:07] <gigaherz> they literally
have the same code
L898[16:41:10] <gigaherz> duplicated
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L900[16:41:40] <xJon> So both are for the
client chat, right?
L901[16:41:50] <gigaherz> they both get a
message onto the client, yes
L902[16:42:06] <gigaherz> however
L903[16:42:06] <xJon> I see
L904[16:42:13] <gigaherz> there's other
implementations of ICommandSender
L905[16:42:17] <gigaherz> which do other
things
L906[16:42:31] <gigaherz> it just so
happens that EntityPlayer implements ICOmmandSender by duplicating
code
L907[16:49:11] <xJon> Well, thanks
gigaherz
L908[16:49:20] <xJon> not the first time
you're helping me here :)
L909[16:50:28] <gigaherz> well I stick
around and help people
L910[16:50:51] <gigaherz> so it would be
weird if you only see me once ;P
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L922[17:43:06] <xJon> Hello, second time
today
L923[17:43:35] <xJon> Why would I get that
message while trying to boot up my mod? "The mod jexclusives
does not wish to run in Minecraft version Minecraft 1.9.4. You will
have to remove it to play."
L924[17:43:54] <xJon> Where these settings
are set?
L925[17:44:19] <shadowfacts> Because
you've set the acceptableMinecraftVersions (or something like that)
parameter of your @Mod annotation to 1.9.4 instead of what you're
launching on
L926[17:45:05] <howtonotwin> *launching on
1.9.4, your annotation acceptableMinecraftVersions does not agree
with that
L927[17:45:19] <howtonotwin> what did you
set that to?
L928[17:45:53] <xJon> I actually didn't
set it to anything, I forgot to connect my Reference class to the
@Mod annotation
L929[17:45:55] <xJon> so it has
nothing
L930[17:46:36] <xJon> derp
L931[17:46:50] <xJon> Will a value like
this work? "[1.9.4,1.10.2]"
L932[17:46:54] <howtonotwin> yep
L933[17:46:57] <xJon> Thanks!
L934[17:47:05] <howtonotwin> np
L935[17:47:35] <xJon> I suppose that can
save crashes for noobies that don't understand why 1.8.9 mods don't
work with 1.9.4
L936[17:47:42] <xJon> I may want to fix it
for all my builds...
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L948[18:33:19] <Waterpicker> I can need
help reviewing the gradle files of a mod project that I didn't make
but need to update a part of.
L949[18:35:13] <Waterpicker> 0.o
L950[18:38:44] <TehNut> you can need
help?
L951[18:40:29] <Waterpicker> Probbaly a
mapping issue.
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L957[19:14:31] <Necro> weird, a field that
at no point in time should become null gives me a NPE
L958[19:19:50] <Necro> ok, found the
issue. apparently the super-constructor is called before fields are
initialized and the super-constructor calls a method that my class
overrides that has a reference to the field.
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L968[20:03:39] <wundrweapon> howtonotwin:
I need model system hel
L969[20:03:41] <wundrweapon> help*
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L971[20:26:33] <wundrweapon> can anyone
explain how to get items working in 1.10.2 forge? every tutorial
I've followed thus far is made by someone who clearly doesn't know
what a script is, and so their guides fall apart
L972[20:26:50] <wundrweapon> I have
everything set up - I just need textures, models, and creative
tabs
L973[20:27:51] <TehNut>
GameRegistry.register(ITEM)
L974[20:28:03] <TehNut> Oh, item
models
L975[20:28:16] <TehNut>
ModelLoader.setCustomMRL(ITEM, META, MRL(RL, VARIANT))
L976[20:29:15] <wundrweapon> alright
L977[20:29:32] <TehNut> Same for Blocks
with items
L978[20:29:43] <TehNut> But replace ITEM
with Item.getItemFromBlock(BLOCK)
L979[20:30:14] <wundrweapon> would this go
in preinit?
L980[20:30:20] <wundrweapon> init*
L981[20:30:31] <wundrweapon> or in the
item itself?
L982[20:31:05] <TehNut> preInit in your
ClientProxy
L983[20:31:44] <wundrweapon> in the
clientpoxy, huh? that's unusual
L984[20:32:38] <TehNut> Doing client
things in the client proxy is unusual?
L985[20:33:17]
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L986[20:33:56] <LexManos> !gm
func_73660_a
L987[20:34:23] <wundrweapon> the use of
clientproxy itself - I;ve never had to use any proxy till last
week
L988[20:34:26] <wundrweapon> what
@lex?
L989[20:35:10] <TehNut> He's looking up a
method name in MCP
L990[20:35:33] <wundrweapon> ah
L991[20:35:52] <TehNut> If you ever do any
rendering related things ever, you'll use your ClientProxy.
L992[20:35:59] <TehNut> And keybinds
L993[20:36:03] <TehNut> And Guis
L994[20:36:12] <TehNut> well, not Guis so
much, I guess
L995[20:36:25] <wundrweapon> noted
L996[20:38:09] <wundrweapon> what if I
don't have a variant?
L997[20:38:20] <wundrweapon> better
question: what is variant
L998[20:45:02] <LexManos> Oh god Vazkii is
a moron....
L999[20:45:13] <wundrweapon> ?
L1000[20:45:17] <Necro> what did he
do?
L1001[20:46:03] <TehNut> wundrweapon:
"inventory"
L1003[20:46:17] <wundrweapon> tehnut:
meaning...?
L1004[20:46:23] <TehNut> ...use
that?
L1005[20:46:38] <LexManos> Horrible as it
is i've spent some time digging into it. Everything looks fine on
this end
L1006[20:46:41] <wundrweapon> what
inventory? it's a string
L1007[20:46:46] <TehNut> ...
L1008[20:46:50] <LexManos> so I dug into
his code to see if hes invalidating his tile entities
L1009[20:46:52] <TehNut> The string
"inventory"
L1010[20:47:01] <wundrweapon> oh
L1011[20:47:03] <LexManos> Hes holding a
reference to the pool TE on the spreader!
L1012[20:47:13] <wundrweapon> out of
curiosity, what does the do programmaticaly
L1013[20:47:15] <LexManos> not checking
if its still valid at all before calling the functions on it
L1014[20:47:29] <LexManos> and just
ASSUMING it is still valid in his isFull method
L1016[20:48:46] <TehNut> wundrweapon:
Variants are the variant of a blockstate to use. By using
"inventory", you use the Vanilla system
L1017[20:48:56] <wundrweapon> works for
me
L1018[20:49:03] <wundrweapon>
(forunately)
L1019[20:49:21] <TehNut> If you do, say
"ingot=iron", it will look for variants { ingot { iron
{...} } } in a blockstate file
L1020[20:49:24] <wundrweapon> gotta love
find/replace :P
L1021[20:49:28] <TehNut> Obviously not
valid syntax
L1022[20:49:30] ***
Vigaro is now known as V
L1023[20:50:47] <wundrweapon> I'm very
tempted to comment "not a bug" on his commit but I
won't
L1024[20:51:43] <TehNut> Well, it is a
bug. It's just not Forge's bug.
L1025[20:52:56] <wundrweapon> right
L1026[20:54:07] <Necro> I just realized
that my Enchantments don't work anymore because
Enchantment#canApplyAtEnchantingTable was added.
L1027[20:55:14] <Necro> Forgot to test it
after the update from 1.7.10.
L1028[20:57:00] <wundrweapon> hm...
what's the best way to ensure that every instance of a specific
item is always enchanted with a specific enchantment?
L1029[20:57:24] <wundrweapon> like some
of the swords for metallurgy 4, which were even enchanted in the
creative inventory
L1030[20:57:36] <wundrweapon> before ya
pull 'em out
L1031[20:57:44] <TehNut> Add the
enchanted version to the Creative tab
L1032[20:58:05] <TehNut> override
getSubItems()
L1033[20:58:08] <wundrweapon> ok, but how
would I make that enchanted version?
L1034[20:58:51] <TehNut>
EnchantmentHelper.setEnchantments()
L1035[20:59:08] <TehNut> Takes a Map of
Enchantment -> Level
L1036[20:59:15]
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L1037[20:59:25] <wundrweapon> ok
L1038[21:07:09] <TehNut> Aww, no
@Category for the config system... It seems it's hardcoded to a
category of "general"
L1039[21:07:21] <TehNut> So all
categories have to be done with subtpes
L1040[21:07:23] <LexManos> ?
L1041[21:07:29] <LexManos> yes..
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L1059[22:50:49] <McJty> So I'm doing
world.getBlockState() on a position where there is flowing
lava
L1060[22:51:02] <McJty> So I expected to
get a block minecraft:flowing_lava
L1061[22:51:08] <McJty> But it gives me
minecraft:lava instead
L1062[22:51:16] <McJty> So how can I
prevent my pump from pumping that up?
L1063[22:51:57] <kenzierocks> doesn't
lava have like a height or something
L1064[22:52:03] <kenzierocks> let me
check the code
L1065[22:52:31] <McJty> yes I can use
that
L1066[22:52:37] <McJty> But i'm wondering
what flowing_lava is for
L1067[22:52:45]
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L1068[22:54:07] <kenzierocks> it looks
like it should be flowing_lava when it flows
L1069[22:54:36] <McJty> yes it should.
But apparently it isn't
L1070[22:55:16]
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L1071[22:56:02] <kenzierocks> ah,
interesting
L1072[22:56:05] <McJty> I'll just check
if meta is 0. That's the static block
L1073[22:56:08] <kenzierocks> it is
/while it flows/
L1074[22:56:16] <kenzierocks> but it then
changes to the static block
L1075[22:56:27] <McJty> hmm weird
ok
L1076[22:56:49] <kenzierocks> at least, i
kinda get that idea from /testforblock
L1077[22:56:58] <kenzierocks> i can back
it up in the code
L1078[22:57:01] <kenzierocks> gimme a
sec
L1079[22:57:31] <kenzierocks> yep
L1080[22:57:48] <kenzierocks> under
certain conditions the DynamicFluid block is replaced by a
StaticFluid of equivalent height
L1081[22:58:05] <tterrag> McJty: flowing
lava is fast update
L1082[22:58:08] <tterrag> it has random
ticks
L1083[22:58:18] <tterrag> after a while
it changes to slow update ("lava")
L1084[22:58:26] <McJty> ok, so that's
why
L1085[22:58:30] <McJty> Well then meta
check it is
L1086[22:58:39] <kenzierocks>
although
L1087[22:58:48] <kenzierocks> you should
expect to see flowing_lava occasionally
L1088[22:58:58] <kenzierocks> so double
check that you get "lava"
L1089[22:59:47] <tterrag> don't check raw
meta
L1090[23:00:33] <McJty> What else?
L1091[23:00:45] <kenzierocks> the block
state
L1092[23:00:49] <kenzierocks> for
BlockLiquid.LEVEL
L1093[23:01:01] <kenzierocks> also from
the wiki on lava: "Although lava is a liquid, it is not
possible to drown in lava. This applies to all mobs except
squids."
L1094[23:01:16] <McJty> yes but in this
case amounts to the same thing and the meta is slightly more
performant
L1095[23:01:21] <kenzierocks> uh no
L1096[23:01:24] <kenzierocks> the block
state is
L1097[23:01:41] <kenzierocks> the meta
must be calculated
L1098[23:02:05] <McJty> ah right
L1099[23:03:13] <McJty> Well the
calculation is the same in this case though
L1100[23:03:17] <McJty> As the meta is
just the value of LEVEL
L1101[23:03:22] <McJty> But it's ok
L1102[23:04:03] <kenzierocks> technically
yes
L1103[23:04:09] <kenzierocks> but use
states anyways
L1104[23:04:39] <McJty> I will
L1105[23:05:10] <kenzierocks> yay, my
grappling hook is working well
L1106[23:06:39]
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next hill, wonders unfold before us; all we have to do is want it
enough.)
L1107[23:08:22] <kenzierocks> side
note
L1108[23:08:32] <kenzierocks> does anyone
know how to do a more accurate ray-trace
L1109[23:08:48] <kenzierocks> right now
the hitVec i get from it seems to be off a little bit
L1111[23:09:39] <kenzierocks> hmmm.
L1112[23:09:48] <kenzierocks> it actually
updated to the right position after a little bit of time
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L1116[23:20:52] <McJty> Another question.
If you have an itemStack for a block. What's the best way to place
this item on the ground without having access to a player?
L1117[23:21:18]
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L1118[23:21:27] <McJty> I tried
itemBlock.placeBlockAt() but that doesn't actually work correctly
without a player
L1119[23:21:38] <McJty> Even though the
comment says it should
L1120[23:22:27] <McJty> Because the
onBlockPlacedBy() from some blocks doesn't check for player being
null or not
L1121[23:23:59] <kenzierocks>
FakePlayer
L1122[23:24:10] <kenzierocks> if you need
a player but don't have one
L1123[23:24:13] <kenzierocks> use a
FakePlayer
L1124[23:24:48] <McJty> Still wonder why
placeBlockAt() says this though:
L1125[23:24:49] <McJty> * @param player
The player who is placing the block. Can be null if the block is
not being placed by a player.
L1126[23:24:55] <McJty> Because that's
not true
L1127[23:27:12] <kenzierocks> looks like
it could be null
L1128[23:27:27] <kenzierocks> it just
won't write nbt it seems
L1129[23:27:37] <kenzierocks> oh, only if
op-only-nbt
L1130[23:27:56] <McJty> Well it will
crash on some blocks if you make it null
L1131[23:28:01] <McJty> Loke
pistons
L1132[23:28:20] <McJty> onBlockPlacedBy
in piston does: worldIn.setBlockState(pos,
state.withProperty(FACING, getFacingFromEntity(pos, placer)),
2);
L1133[23:28:27] <kenzierocks> yea,
because pistons require the entity to pull facing from
L1134[23:28:39] <tterrag> McJty: the
javadoc is wrong then
L1135[23:28:39] <kenzierocks> wouldn't
make sense to place it without an entity
L1136[23:28:44] <tterrag> it's user
submitted, not surprising
L1137[23:28:49] <kenzierocks> the javadoc
is partially wrong, yes
L1138[23:29:27] <tterrag> entirely
wrong
L1139[23:29:29] <tterrag> if it fails in
vanilla
L1140[23:29:36] <McJty> Well in my case I
don't need an entity to place it down as I'm going to set the state
to the correct orientation afterwards
L1141[23:29:49] <kenzierocks> then why
don't you just set the state directly
L1142[23:29:53] <kenzierocks> no need for
the in-between
L1143[23:30:03] <McJty> I need the
onBlockPlaced to happen
L1144[23:30:19] <McJty> Because many
blocks restore their TE from NBT at that point
L1145[23:30:23] <McJty> i.e. the NBT in
the itemstack
L1146[23:30:25] <tterrag>
FakePlayerFactory
L1147[23:30:34] <McJty> yes I know how to
do fake players. That's fine
L1148[23:33:48] <McJty> Anyway I have to
go. Thanks for the help
L1149[23:33:50]
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L1153[23:54:57] ***
minecreatr is now known as Mine|dreamland