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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
L74[02:40:10] <Subaraki> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/modification-development/1436759-1-7-2-forge-lang-file-problem-oncrafting-player?comment=8
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
L119[02:59:36] <Subaraki> http://pastebin.com/B30dNPu8
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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L161[06:26:02] <JustWhoAmI> https://github.com/aidancbrady/Mekanism/issues/3896
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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
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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
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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] *** ghz|afk is now known as gigaherz
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> ?
L264[10:26:33] <gigaherz> https://github.com/gigaherz/Survivalist/issues/18
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
L278[10:28:27] <Ordinastie> gigaherz, http://puu.sh/rOmpo.png :p
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] ⇨ Joins: Waterpicker (~Waterpick@waterpicker-144-167-207-45.ddns.ualr.edu)
L283[10:29:40] <Waterpicker> hello. I'm trying to compile a project with gradle and recieved this error. I'm wonder if anyone has experience with it. https://gist.github.com/Waterpicker/8fc1ceae229850d227e87e95200c487e
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 -_-
L288[10:30:37] <gigaherz> https://github.com/gigaherz/Survivalist/blob/master/build.gradle#L79
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?
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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?"
L307[10:36:21] <Waterpicker> https://gist.github.com/Waterpicker/9ca05e000ceb0c2c93e372408df45e11
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()
L323[10:40:07] <BlueMonster> I am doing the nbt right : https://gist.github.com/bluemonster122/34a8de191015e136c6741619474da13a
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*
L345[10:45:39] <Waterpicker> Error when running mod. https://gist.github.com/Waterpicker/34ca96989a84a543b4bc1495c5104735 No where near related to my new code. So I don't know what's happening.
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.
L375[10:56:13] <Waterpicker> https://github.com/Waterpicker/TerrainControl
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)
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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!
L416[11:41:58] <gigaherz> https://twitter.com/UdellGames/status/788690145822306304
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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> >_<
L451[11:56:10] <barteks2x> something like this: http://pastebin.com/FZW8qCen
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...
L476[12:09:25] <BlueMonster> https://gist.github.com/bluemonster122/16aa8601974aa41be9464f44c518c99d
L477[12:09:50] <diesieben07> that snippet is not enough. what is the context?
L478[12:10:10] <BlueMonster> world is not remote
L479[12:11:48] <BlueMonster> larger snippet: https://gist.github.com/bluemonster122/6b0e368d98ea46504c2b8cae681c64cc
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...
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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?
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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
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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
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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)
L600[12:45:58] <gigaherz> https://github.com/gigaherz/Survivalist/issues/18#issuecomment-254875664
L601[12:47:14] <diesieben07> appropriate course of action: ignore until more people scream
L602[12:48:21] <gigaherz> https://minecraft.curseforge.com/projects/craft-by-anon10w1z
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 (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
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] ⇦ Quits: Snapples (uid167569@id-167569.highgate.irccloud.com) (Quit: 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
L651[12:56:27] <JustWhoAmI> https://www.youtube.com/watch?v=ruunJJNVJF4 is such a weird song
L652[12:56:37] <JustWhoAmI> but it's soad, and i like it
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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
L659[13:04:27] <gigaherz> JustWhoAmI: https://www.youtube.com/watch?v=rsDDqnuAo6M
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
L676[13:08:45] <JustWhoAmI> in case you wanted to take a look at the paper: http://jeemain.nic.in/webinfo/PDF/06.04.2014E.pdf
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L678[13:13:07] <JustWhoAmI> so yeah it's difficult
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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
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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
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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
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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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L800[14:15:28] <Waterpicker> https://gist.github.com/Waterpicker/62cef2e64ddb88e8bc2241a2d343fd74
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 ?
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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?
L810[14:22:11] <Waterpicker> https://github.com/MCTCP/TerrainControl/blob/master/COMPILING.md
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
L820[14:29:19] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/tape/BlockPackaged.java
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
L828[14:30:35] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/tape/TilePackaged.java#L95
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?
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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"
L1002[20:46:16] <LexManos> https://github.com/MinecraftForge/MinecraftForge/issues/3319 It started with this pisspoor attempt at a 'bug report'
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
L1015[20:47:47] <LexManos> And hes 'fixed' it by blaming Forge: https://github.com/Vazkii/Botania/commit/0085bc2415b379b76a2e264ac797ea35edbea298
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
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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
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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
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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
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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
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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
L1110[23:09:01] <kenzierocks> this should be on the tree: https://i.imgur.com/1EldsNq.png
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?
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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
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