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L1[00:00:07] <MattDahEpic> i can think of so many problems with doing this, like removing a chunk when somebody is in it
L2[00:00:24] <killjoy> they'll get suffocated
L3[00:00:40] <MattDahEpic> wouldnt they immediately regenerate the chunk though?
L4[00:00:49] <killjoy> Anyway, I remember a missile in Voltz that was used to regenerate chunks
L5[00:01:02] <MattDahEpic> regenerate, not delete
L6[00:01:17] <MattDahEpic> this is (ideally) just removing the chunks from the world
L7[00:01:22] <MattDahEpic> to reduce world folder size
L8[00:01:38] <killjoy> isn't each chunk in its own file?
L9[00:02:02] <MattDahEpic> maybe?
L10[00:02:36] <killjoy> try deleting the file then forcing a refresh of that chunk
L11[00:02:44] <killjoy> it's a bit dirty :p
L12[00:03:32] <MattDahEpic> is there a point on shutdown where i coukd safely just remove the files from disk myself with normal java io stuff?
L13[00:03:47] <MattDahEpic> when the world is unloaded but before execution ends
L14[00:03:54] <killjoy> maybe on the world unload event
L15[00:05:05] <MattDahEpic> i'll give that a try
L16[00:05:26] <killjoy> Personally, I stay away from chunk data
L17[00:05:38] <killjoy> and by proxy, world data
L18[00:07:08] <MattDahEpic> i'm going to have a nice big NOT MY FAULT warning when you run the command
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L45[01:59:40] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161024 mappings to Forge Maven.
L46[01:59:44] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161024-1.10.2.zip (mappings = "snapshot_20161024" in build.gradle).
L47[01:59:54] <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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L99[05:56:39] <nathan72419> is there a way to convert 1.8 json model to 1.7.10 java model
L100[05:57:01] <diesieben07> why would you want to do that?
L101[05:57:10] <gigaherz|work> why woudl you do that to yourself?
L102[05:57:37] <gigaherz|work> also, this channel doesn't support developing 1.7.10 mods, so we are technically not allowed to help you with that
L103[05:57:52] <nathan72419> oh
L104[05:57:58] <diesieben07> it boils down to: don't bother with 1.7.10...
L105[05:58:27] <nathan72419> but i thought the whole modpack community still stucking with 1.7.10
L106[05:58:40] <gigaherz|work> that is unrelated
L107[05:58:45] <gigaherz|work> just because they want to stay in the past
L108[05:58:48] <gigaherz|work> doesn't mean we have to
L109[05:58:49] <nathan72419> because ae doesnt update
L110[05:58:56] <gigaherz|work> lol
L111[05:58:57] <gigaherz|work> AE is updating
L112[05:59:02] <gigaherz|work> and there's Refined Storage already
L113[05:59:04] <gigaherz|work> which serves the same purpose
L114[05:59:37] <gigaherz|work> for any mod that people used to like in 1.7.10, either it has a suitable replacement
L115[05:59:43] <gigaherz|work> or it wasn't worth updating ;p
L116[06:00:03] <gigaherz|work> (with exceptions, ofc..)
L117[06:00:09] <nathan72419> yea
L118[06:00:14] <nathan72419> i still miss dartcraft
L119[06:00:18] <nathan72419> from 1.6.4
L120[06:00:29] <gigaherz|work> hmm which one was dartcraft?
L121[06:01:10] <nathan72419> the one with yellow shinny ore ?
L122[06:01:50] <gigaherz|work> oh the one with the doritos ore?
L123[06:02:33] <nathan72419> its shinny yellow sqaure
L124[06:02:36] <gigaherz|work> I can't remember what stuff it added so /shrug
L125[06:02:46] <nathan72419> well i moved on
L126[06:03:29] <nathan72419> another question though
L127[06:03:51] <nathan72419> is there a way to let my mod recognize the item i using was an axe
L128[06:04:10] <gigaherz|work> of course
L129[06:04:24] <nathan72419> isinstance ItemAxe only work on some vanilla axe and mod axe
L130[06:04:28] <gigaherz|work> although I have no idea how that worked in 1.7.10
L131[06:04:37] <gigaherz|work> but at least in 1.10.2
L132[06:04:45] <nathan72419> axe such as mekanism tool axe
L133[06:04:45] <gigaherz|work> there's a .getHarvestlevel("axe")
L134[06:04:48] <nathan72419> oh
L135[06:04:52] <gigaherz|work> that you can use on any item
L136[06:04:59] <gigaherz|work> well
L137[06:05:04] <nathan72419> how about atomic assembler from mekanism ?
L138[06:05:10] <gigaherz|work> .getHarvestLevel(itemstack, "axe")
L139[06:05:19] <gigaherz|work> I have no idea if Mekanism is doing it wirhg
L140[06:05:22] <gigaherz|work> right*
L141[06:05:26] <nathan72419> let me try it in 1.7.10
L142[06:05:27] <nathan72419> then
L143[06:05:42] <gigaherz|work> I know mekanism 1.10.2 doesn't implement the new inventory system
L144[06:05:42] <nathan72419> this channel only support 1.10.2 ?
L145[06:05:48] <gigaherz|work> so it won't connect with most new mods
L146[06:05:53] <gigaherz|work> this channel is for modern minecraft
L147[06:05:57] <gigaherz|work> that currently means 1.9.4+
L148[06:06:17] <nathan72419> ok
L149[06:06:21] <gigaherz|work> (1.9.4, 1.10 and 1.10.2 are 99.9% identical for most practical purposes)
L150[06:06:26] <gigaherz|work> we are happy to help anyone upgrade
L151[06:06:45] <gigaherz|work> and we understand that it requires a mental shift, to adapt to the new way of doing things
L152[06:06:53] <nathan72419> i will take a look at refined storage later
L153[06:06:55] <gigaherz|work> (too many bad practices in 1.7.10 and older)
L154[06:07:01] <nathan72419> such as ?
L155[06:07:12] <gigaherz|work> such as hardcoding the models in code
L156[06:07:26] <nathan72419> why is it bad though ?
L157[06:07:39] <gigaherz|work> removes the abaility for resource packs to customize models
L158[06:07:54] <nathan72419> oh
L159[06:07:56] <nathan72419> i see
L160[06:07:57] <diesieben07> is bad for performance...
L161[06:08:03] <diesieben07> which is a bigger reason in my opinion
L162[06:08:16] <gigaherz|work> well yeah
L163[06:08:18] <diesieben07> in 1.7.10 if you want a fancy block model, 90% of the time you need a TileEntity renderer
L164[06:08:20] <gigaherz|work> but that's a side-effect of the API
L165[06:08:24] <diesieben07> which re-renders the whole model every frame
L166[06:08:30] <gigaherz|work> ISBRH and TESR aren't the most efficient thing
L167[06:08:33] <diesieben07> instead of the fast block models we have now
L168[06:08:39] <gigaherz|work> if someone crated something similar to baked models
L169[06:08:42] <diesieben07> well, ISBRH was at least somewhat better :P
L170[06:08:57] <gigaherz|work> a backport of the json model system implemented as an ISBRH ;P
L171[06:09:06] * gigaherz|work shudders
L172[06:09:15] <nathan72419> i just finished my renderer in 1.7.10
L173[06:09:17] <nathan72419> T^T
L174[06:09:32] <gigaherz|work> anyhow, take a look at the curse launcher / curseforge site
L175[06:09:40] <gigaherz|work> there's plenty of packs popping up for 1.10.2
L176[06:09:45] <fry> a backport of the json model system to 1.7 is called 1.8
L177[06:09:55] <gigaherz|work> most notably HermitPack, created by/for the Hermitcraft people
L178[06:10:23] <gigaherz|work> and "All the mods", which is one of those massive packs that take 10 minutes to launch
L179[06:10:36] <gigaherz|work> (and requires 7gb RAM to work smoothly XD)
L180[06:10:56] <gigaherz|work> (if you disable mipmaps, otherwise not even my 8gb GPU can handle it)
L181[06:13:03] <nathan72419> also
L182[06:13:25] <nathan72419> i cant seem to receive the registration email from forge forum
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L185[06:21:14] <nathan72419> also
L186[06:21:28] <nathan72419> the getharvestlevel dont work on multitool
L187[06:21:47] <nathan72419> like draconic staff
L188[06:21:52] <nathan72419> and atomic disassembler
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L190[06:24:49] <nathan72419> oops
L191[06:24:57] <nathan72419> i mean only atomic disassembler
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L193[06:34:04] <gigaherz|work> nathan72419: meh.
L194[06:34:19] <gigaherz|work> I have come across such issues
L195[06:34:24] <gigaherz|work> usually means the mod isn't doing it right
L196[06:34:32] <gigaherz|work> and just relying on getStrVsBlock or whatver
L197[06:34:56] <gigaherz|work> so you could try to use that
L198[06:35:03] <gigaherz|work> give it a piece of wood, and see if it would be effective
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L203[06:48:34] <nathan72419> so what should i do ?
L204[06:50:00] <diesieben07> yay, pink text
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L209[07:05:20] <gigaherz|work> nathan72419: in one of my mods, I set up a config system
L210[07:05:24] <gigaherz|work> where you can add custom axes
L211[07:05:49] <nathan72419> i dont want to modify other's code
L212[07:05:49] <gigaherz|work> for those cases where mods are doing it wrong ;p
L213[07:06:25] <gigaherz|work> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/ConfigManager.java#L187
L214[07:07:07] <Subaraki> masa, are you around ?
L215[07:07:15] <gigaherz|work> it doesn't modify anyone's code
L216[07:07:46] <gigaherz|work> I just have a special "registry" for specifying custom harvesting levels
L217[07:08:24] <nathan72419> oh i see
L218[07:08:56] <gigaherz|work> it will still not work for items that specify the upgrade level in NBT tags
L219[07:09:09] <gigaherz|work> since my code won't distinguish based on NBT
L220[07:09:41] <nathan72419> anyway
L221[07:09:44] <nathan72419> i find out that
L222[07:09:49] <nathan72419> theres a method he is using
L223[07:10:08] <nathan72419> stating that the disassembler can harvest any block except bedrock
L224[07:10:16] <nathan72419> so i managed to put it in
L225[07:10:21] <nathan72419> thx anyway
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L228[07:17:23] <PitchBright> gigaherz|work: thanks for the help with my entity last week. You were right about needing to sync the extra nbt data to the client.
L229[07:20:20] <gigaherz|work> :)
L230[07:20:21] <gigaherz|work> np
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L236[07:27:21] <wundrweapon> Ping
L237[07:27:40] <nathan72419> Pong !!
L238[07:28:01] <wundrweapon> Using a different irc client, please do tell me if i'm on mcf or rynm
L239[07:29:20] <IoP> wot
L240[07:29:40] <wundrweapon> Looks like mcf to me, good
L241[07:29:43] <wundrweapon> Anyways
L242[07:31:15] <wundrweapon> Did rayTraceBlocks change since 1.7.10? Obv now it returns a BlockPos instead of MovingObjectPosition, but now it seems to return the block at the distance specified, not the one the player's staring at
L243[07:33:00] <gigaherz|work> it's still MovingObjectPosition
L244[07:33:01] <Subaraki> no clue
L245[07:33:04] <gigaherz|work> well, it was renamed RayTraceResults
L246[07:33:06] <Subaraki> i do raytrace, but it's for entities
L247[07:33:32] <gigaherz|work> however, I never used it in 1.7.10
L248[07:33:36] <gigaherz|work> so I have no idea how it used to work
L249[07:34:00] <wundrweapon> Right @giga, my bad. Still doesnt change the fact that I can't grab the block directly on the player's crosshair
L250[07:34:19] <gigaherz|work> is it client-side, or server-side?
L251[07:34:32] <wundrweapon> I think client side
L252[07:34:44] <gigaherz|work> doesn't the player entity have a "object mouse over" field
L253[07:34:53] *** wundrweapon is now known as wundr|school
L254[07:35:01] <gigaherz|work> with the value already computed in it?
L255[07:35:19] <wundr|school> Yes but idk how far it extends or if it cna be controlled via a variable
L256[07:35:37] <gigaherz|work> it extends as far as the interaction range
L257[07:35:50] <wundr|school> So 4-5 blocks iirc?
L258[07:35:53] <gigaherz|work> yup
L259[07:35:57] <wundr|school> Then I can't use it
L260[07:36:16] <gigaherz|work> if you need a longer raytrace, you'll have to call the method yourself, with the eye position and the look direction
L261[07:36:30] <wundr|school> Thr one with three some booleans
L262[07:36:33] <wundr|school> ?
L263[07:36:46] <gigaherz|work> yes, the booleans mean things like "ignore liquids" and such
L264[07:36:54] <wundr|school> Yeah, i know what you mean
L265[07:37:31] <wundr|school> That last one about getting the last block on the raycast - usually it's false. If I set it to true, do you think I might be able to snag what I desire?
L266[07:38:11] <gigaherz|work> I don't really knwo what you desire ;P
L267[07:38:21] <gigaherz|work> you want the closest block, I suppose?
L268[07:38:45] <gigaherz|work> if so, you may want to look at how the objectmouseover field is assigned
L269[07:38:48] <wundr|school> Yeah, the one right in line with the crosshairs
L270[07:38:51] <gigaherz|work> see how mc calls they raytrace method
L271[07:38:57] <gigaherz|work> the*
L272[07:38:57] <wundr|school> Will do
L273[07:39:05] <gigaherz|work> and replicate the same but with your distance instead
L274[07:39:15] <wundr|school> Gotcha
L275[07:39:20] <wundr|school> One more thing before i gtg
L276[07:40:19] <wundr|school> The Register<T extends IForgeRegistry> event works, but goes before config. Which means I have to register a certain item separately with the config options
L277[07:40:31] <wundr|school> Any way to not have to do that?
L278[07:41:34] <gigaherz|work> don't rely on config
L279[07:41:34] <gigaherz|work> ever.
L280[07:41:49] <wundr|school> …?
L281[07:41:52] <gigaherz|work> your blocks should register the same no matter what the config is
L282[07:42:04] <masa> wundr|school: how far do you need the ray trace?
L283[07:42:11] <gigaherz|work> then you can read the config values on-demand
L284[07:42:18] <wundr|school> @masa configurable distance
L285[07:42:23] <gigaherz|work> example: on my Survivalist mod
L286[07:42:29] <gigaherz|work> I used to allow disabling blocks and items
L287[07:42:37] <wundr|school> Link to source @giga?
L288[07:42:38] <masa> there is also a hard coded limit in the method in World, I don't remember what exactly it does, it something like maximum number of steps/loops or something
L289[07:42:41] <gigaherz|work> but after learning that it's bad practice
L290[07:42:46] <gigaherz|work> I changed it so that
L291[07:42:52] <gigaherz|work> the blocks and items are ALWAYS registered
L292[07:43:00] <gigaherz|work> they just don't return anything in getSubItems/getSubBlocks
L293[07:43:05] <gigaherz|work> which means they won't show up on the creative menu
L294[07:43:06] <masa> Subaraki: what's up?
L295[07:43:21] <Subaraki> hey masa :)
L296[07:43:26] <Subaraki> i came with a question
L297[07:43:28] <gigaherz|work> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/Survivalist.java#L125
L298[07:43:55] <gigaherz|work> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/rocks/ItemNugget.java#L51
L299[07:43:56] <Subaraki> it is not the first time people come to tell my that after they teleport, (using you teleport code in my mod), they have to relog, because there's a sync problem
L300[07:44:04] <wundr|school> Thanks @both <3
L301[07:44:15] <Subaraki> so, i wanted to know, apart from your code, do i need to send a secondary packet ?
L302[07:44:22] <Subaraki> or do i call that code client or server side only ?
L303[07:44:24] <masa> no
L304[07:44:33] <masa> I have also had reports of issues after teleporting
L305[07:44:40] <Subaraki> ah, okay :)
L306[07:44:42] <masa> the thing is though, those are most likely vanilla bugs
L307[07:44:58] <Subaraki> yeah, vanilla isn't much about teleporting
L308[07:45:02] <masa> because I also get "stuck in bed" and other issues in 1.10.2 vanilla after using nether portals for example
L309[07:45:06] <Subaraki> apart from enderpearls
L310[07:45:14] <Subaraki> sruck in bed ?
L311[07:46:07] <gigaherz|work> yup
L312[07:46:14] <gigaherz|work> it's a rare issue
L313[07:46:23] <gigaherz|work> where you are in the bed, but can't exit
L314[07:46:41] <masa> it is some kind of entity sync issue, it manifests for example in that if you go to sleep, you get stuck in the bed and clicking on Leave does nothing, so you have to either kick yourself from the server or close down the game completely
L315[07:47:08] <masa> it is rather annoying to say the least
L316[07:48:04] <Subaraki> i can imagine ...
L317[07:48:19] <Subaraki> so, i'll report to the people that their teleport issues are a vanilla bug :)
L318[07:48:27] <gigaherz|work> they MAY be
L319[07:48:30] <gigaherz|work> ;P
L320[07:48:44] <Subaraki> x)
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L323[07:50:34] <masa> and that issue is a real pain to try to debug I'm pretty sure
L324[07:51:08] <masa> generally speaking entity syncing and also in some cases saving seems to be rather broken
L325[07:51:59] <masa> it sucks pretty bad that you can't really do anything realibly when it comes to entities moving and chunks unloading/loading
L326[07:54:35] <masa> wundr|school: is your mod in 1.10.2?
L327[07:57:55] <Subaraki> when teleporting, you'll need to like force an auto logout, and log back in x)
L328[07:57:59] <Subaraki> that could be lol
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L333[08:29:46] <masa> gigaherz|work: do you know if that stuck-in-bed glitch ever happens in singleplayer?
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L340[08:34:42] <JustWhoAmI> Does GuiContainer#updateScreen get called every tick?
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L344[08:46:50] <Subaraki> JustWhoAmI, yes, server side
L345[08:46:54] <Subaraki> i mean client side <_<
L346[08:47:10] <JustWhoAmI> ty ^^
L347[08:47:20] <Subaraki> what for ?
L348[08:47:42] <JustWhoAmI> for letting me know
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L353[08:53:02] <Subaraki> no i mean, what do you need it for ?
L354[08:53:35] <JustWhoAmI> for updating a string of text in the gui
L355[08:53:38] <JustWhoAmI> hmm for some reason
L356[08:53:41] <JustWhoAmI> my code seems okay
L357[08:53:46] <JustWhoAmI> but my gui won't open
L358[08:59:00] <JustWhoAmI> wow i'm stupid
L359[08:59:05] <JustWhoAmI> > makes container class
L360[08:59:26] <JustWhoAmI> > forgets to return true in canInteractWith()
L361[09:01:30] ⇨ Joins: AshIndigo_ (webchat@79.67.168.211)
L362[09:01:56] <JustWhoAmI> Subaraki,
L363[09:02:05] <JustWhoAmI> I used this line in my updateScreen(): player.inventory, (TileEntityTestBlock) world.getTileEntity(new BlockPos(x, y, z))
L364[09:02:09] <JustWhoAmI> oops sorry
L365[09:02:14] <JustWhoAmI> this: this.fontRendererObj.drawString("RF: " + testBlockTE.getEnergyStored(null) + "/" + testBlockTE.getMaxEnergyStored(null), 61, 14, 4210752);
L366[09:02:26] <JustWhoAmI> but my string doesn't get rendered
L367[09:02:26] <Subaraki> seems legit, apart from the null stuff
L368[09:02:29] <Subaraki> i hope that works
L369[09:02:32] <JustWhoAmI> it doesn't
L370[09:02:41] <Subaraki> not even the rf ?
L371[09:02:58] <Subaraki> maybe you want to draw strings in the drawScreen object ?
L372[09:03:01] <Subaraki> method *
L373[09:03:03] <JustWhoAmI> http://i.imgur.com/CIG8niF.png
L374[09:03:25] <gigaherz|work> JustWhoAmI: don't draw in updateScreen
L375[09:03:30] <gigaherz|work> draw in the draw functions
L376[09:03:39] <JustWhoAmI> but i need it to update every tick
L377[09:03:44] <gigaherz|work> so?
L378[09:03:47] <JustWhoAmI> because the rf might change
L379[09:03:49] <gigaherz|work> the draw functions run every single frame
L380[09:03:58] <Subaraki> yeah, those run everty tick as well
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L382[09:04:02] <JustWhoAmI> then whats the diff. b/w the two functions?
L383[09:04:12] <gigaherz|work> the draw functions run within the draw context
L384[09:04:18] <gigaherz|work> wit hthe right gpu settings configured
L385[09:04:20] <gigaherz|work> while the update does not
L386[09:04:27] <gigaherz|work> so you can run logic in the update method
L387[09:04:32] <JustWhoAmI> ahh
L388[09:04:33] <Subaraki> ^
L389[09:04:37] <gigaherz|work> but if you want to draw things, you should do them in the draw methods.
L390[09:05:07] <JustWhoAmI> alright trying that out now
L391[09:05:12] <JustWhoAmI> @Override
L392[09:05:12] <JustWhoAmI> public void drawScreen(int mouseX, int mouseY, float partialTicks) {
L393[09:05:12] <JustWhoAmI> super.drawScreen(mouseX, mouseY, partialTicks);
L394[09:05:12] <JustWhoAmI> this.fontRendererObj.drawString("RF: " + testBlockTE.getEnergyStored(null) + "/" + testBlockTE.getMaxEnergyStored(null), 61, 14, 4210752);
L395[09:05:12] <JustWhoAmI> }
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L397[09:07:18] <AshIndigo> how do i call EntityPlayer#displayGUIChest on the server side to avoid desyncs?
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L399[09:07:29] <gigaherz|work> AshIndigo: you do not
L400[09:07:36] <gigaherz|work> send a packet to the client or something
L401[09:07:58] <JustWhoAmI> gigaherz|work, Subaraki still no
L402[09:08:12] <gigaherz|work> actually
L403[09:08:12] <gigaherz|work> hmm
L404[09:08:24] <gigaherz|work> AshIndigo: what kind of chest are you opening?
L405[09:08:28] <gigaherz|work> and what kind of desync?
L406[09:08:41] <JustWhoAmI> OH WAIT
L407[09:08:43] <JustWhoAmI> it does but
L408[09:08:45] <JustWhoAmI> errm
L409[09:08:50] <gigaherz|work> I misread displayGUIScreen, but that's not what you said
L410[09:08:51] <gigaherz|work> ,p
L411[09:08:53] <gigaherz|work> ;P*
L412[09:09:01] <JustWhoAmI> I expected drawString to take the coords of the gui
L413[09:09:05] <JustWhoAmI> this is what happens:
L414[09:09:08] <gigaherz|work> JustWhoAmI: it takes screen coords
L415[09:09:25] <gigaherz|work> not just gui coords
L416[09:09:30] <AshIndigo> when i take the item out of the gui then go into my inventory but they are ghost items and will
L417[09:09:42] <AshIndigo> disappear upon me trying to use them
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L419[09:09:54] <JustWhoAmI> gigaherz|work, so I guess I could just add the guiLeft and guiTop to my coords?
L420[09:09:55] <gigaherz|work> AshIndigo: and what are you using it for?
L421[09:09:58] <Subaraki> to get the starting point from gui : this.width/2 - textureWidth/2
L422[09:10:04] <gigaherz|work> that function is only designed for a vanilla chest
L423[09:10:09] <Subaraki> this.height/2 - textureHeight/2
L424[09:10:42] <AshIndigo> so i cant use it for anything else?
L425[09:11:03] <gigaherz|work> you are not supposed to
L426[09:11:09] <JustWhoAmI> but I used this.guiLeft and this.guiTop in my background layer methods, can't I just use that? Subaraki
L427[09:11:25] <gigaherz|work> JustWhoAmI: yes ypu can
L428[09:11:31] <gigaherz|work> guiLeft+X, guiTop+Y
L429[09:12:02] <Subaraki> you should be able to, if you have them yes
L430[09:12:06] <gigaherz|work> the GuiScreen class does guiLeft=width-textureWidth/2
L431[09:12:09] <Subaraki> maybe not always the case ;)
L432[09:12:29] <gigaherz|work> so as long as you assigned the right values during initGui (or was it constructor)
L433[09:12:31] <gigaherz|work> it will work
L434[09:13:20] <gigaherz|work> AshIndigo: trying to use those functions implies that you have an IInventory, which is bad by itself
L435[09:14:23] <AshIndigo> well then
L436[09:14:44] <JustWhoAmI> Subaraki, gigaherz|work alright so it renders in the right spot
L437[09:14:52] <JustWhoAmI> but it remains RF: 0/32000
L438[09:14:56] <JustWhoAmI> used print checks
L439[09:15:01] <JustWhoAmI> the rf is increasing
L440[09:15:03] <gigaherz|work> are you synchronizing the TileEntity with the client?
L441[09:15:10] <JustWhoAmI> no
L442[09:15:14] <gigaherz|work> well then ;P
L443[09:15:21] <JustWhoAmI> do I send an IMessage
L444[09:15:26] <JustWhoAmI> over to client?
L445[09:15:38] <Subaraki> yeah
L446[09:15:43] <Subaraki> or mark your tile dirty
L447[09:15:46] <gigaherz|work> yo ucan use notifyBlockUpdate, and implement getUpdatePAcket/onDataPacket
L448[09:15:47] <Subaraki> and blocknotify
L449[09:15:52] <Subaraki> it'll triger vanilla packets
L450[09:15:55] <gigaherz|work> no need for a custom IMessage
L451[09:16:16] <gigaherz|work> getUpdateTag+handleUpdateTag are used during bulk chunk transfers
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L453[09:16:29] <Subaraki> https://github.com/ArtixAllMighty/Telepads2016/blob/master/subaraki/telepads/tileentity/TileEntityTelepad.java#L56-L83
L454[09:16:30] <gigaherz|work> getUpdatePacket+onDataPacket are used for normal synchronization
L455[09:16:33] <Subaraki> JustWhoAmI ^
L456[09:16:37] <gigaherz|work> you may want to consider both pairs
L457[09:17:12] <Subaraki> you need getUpdateTag as well
L458[09:17:28] <JustWhoAmI> can someone explain what exactly these methods
L459[09:17:29] <JustWhoAmI> do
L460[09:17:35] <JustWhoAmI> when are they called etc
L461[09:17:38] <Subaraki> they send a vanilla packet to sync your data
L462[09:17:42] <gigaherz|work> getUpdateTag is called on the server
L463[09:17:48] <Subaraki> when your te is marked dirty
L464[09:17:49] <gigaherz|work> whenever mc is doing bulk chunk transfers
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L466[09:17:52] <Subaraki> or notified by block
L467[09:17:53] <Subaraki> iirc
L468[09:18:01] <gigaherz|work> and on receiving in the client, it will call handleUpdateTag on your TE
L469[09:18:10] <gigaherz|work> and during normal single-block updates
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L471[09:18:17] <gigaherz|work> such as the triggered by notifyBlockUpdate
L472[09:18:25] <gigaherz|work> mc will call getUpdatePacket, which will be sent to the client
L473[09:18:31] <gigaherz|work> and then received by ondataPacket in your TE
L474[09:18:40] <gigaherz|work> the former is useful for initial sync
L475[09:18:49] <gigaherz|work> the latter for manually refreshing the values
L476[09:19:22] <JustWhoAmI> alright
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L478[09:19:36] <JustWhoAmI> so I just need a basic write/read NBT implementation?
L479[09:19:59] <JustWhoAmI> from what i uunderstand i needn't change my notifyBlockUpdate?
L480[09:20:18] <JustWhoAmI> gigaherz|work
L481[09:20:36] <gigaherz|work> notifyBlockUpdate is a method in World
L482[09:20:43] <gigaherz|work> you call it whenever your data changes
L483[09:20:49] <JustWhoAmI> ahh
L484[09:20:52] <JustWhoAmI> so in my te
L485[09:20:57] <JustWhoAmI> upon receiving energy
L486[09:21:05] <JustWhoAmI> i should prob. do notifyBlockUpdate
L487[09:21:05] <gigaherz|work> or spending it, yes
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L490[09:21:20] <JustWhoAmI> nothing to change in my guicontainer?
L491[09:21:25] <gigaherz|work> nope
L492[09:21:32] <gigaherz|work> you can still use your GuiContainer
L493[09:21:34] <JustWhoAmI> alright, will be back
L494[09:21:36] <gigaherz|work> such as sending special packets for it
L495[09:21:42] <gigaherz|work> but it's not strictly necessary
L496[09:22:03] <JustWhoAmI> well
L497[09:22:16] <JustWhoAmI> couldn't i have the exact same things in the update and tag methods?
L498[09:22:23] <JustWhoAmI> just the timing of call is different
L499[09:22:30] <JustWhoAmI> their function seems to be the same
L500[09:22:34] <JustWhoAmI> to me atleast
L501[09:23:07] <JustWhoAmI> actually return types seem different
L502[09:23:25] <JustWhoAmI> but Subaraki has done pretty much the exact same things in the update and tag methods
L503[09:24:08] <Subaraki> hmm ?
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L505[09:24:47] <Subaraki> upon changing data, it is wise indeed to worl.noifyBlock and te.markDirty
L506[09:25:06] <Subaraki> although markDirty never had to seem an effect on what I did, notifyBlock surely did work
L507[09:25:54] <wundr|school> masa: yes, 1.10.2
L508[09:25:57] <gigaherz|work> JustWhoAmI: my getUpdatePacket implementation calls geTUpdateTag
L509[09:26:06] <gigaherz|work> and my onDataPacket calls handleUpdateTag
L510[09:26:09] <gigaherz|work> this way they share implementations
L511[09:26:15] <gigaherz|work> but it's not necessary to be like that
L512[09:26:41] <gigaherz|work> so long as getUpdatePacket is paired up with onDataPacket
L513[09:26:48] <gigaherz|work> and getUpdateTag works with handleUpdateTag
L514[09:26:56] <gigaherz|work> it should work
L515[09:29:50] <JustWhoAmI> what are the flags in notifyBlockUpdate? @ Subaraki gigaherz|work
L516[09:30:08] <gigaherz|work> use 3
L517[09:30:14] <gigaherz|work> but they are unused right now
L518[09:30:20] <gigaherz|work> most of the cose uses 3
L519[09:30:28] <JustWhoAmI> and what is oldState vs newState?
L520[09:30:29] <gigaherz|work> so there's no reason not to pass in a 3 too ;p
L521[09:30:33] <gigaherz|work> code*
L522[09:30:36] <JustWhoAmI> in my case can they be the same?
L523[09:30:38] <gigaherz|work> yes
L524[09:30:42] <gigaherz|work> just call world.getblockState
L525[09:30:46] <gigaherz|work> and pass in the same state in both
L526[09:30:52] <JustWhoAmI> alright thanks :D
L527[09:31:42] <Subaraki> you can also call this.GetState
L528[09:31:50] <Subaraki> i use twice the same state, given it never changes anyway
L529[09:32:06] <Subaraki> (if you're in the block class)
L530[09:32:14] <JustWhoAmI> right
L531[09:32:27] <JustWhoAmI> but i suppose in my TE i might as well use getBlockState
L532[09:32:54] <Subaraki> why do you need it in the te ?
L533[09:33:08] <Subaraki> don't notify in your te
L534[09:33:11] <Subaraki> do that in your block
L535[09:33:20] <Subaraki> you interact with the block always
L536[09:33:32] <Subaraki> te's tend to be serverside mostly, and need syncing client side
L537[09:33:38] <gigaherz|work> wtf is this.getState=
L538[09:34:11] <JustWhoAmI> Subaraki, I need to call the methods when rf gets added
L539[09:34:15] <Subaraki> https://github.com/ArtixAllMighty/Telepads2016/blob/master/subaraki/telepads/block/BlockTelepad.java#L111
L540[09:34:18] <JustWhoAmI> that happens only on the te
L541[09:34:19] <Subaraki> this.getdefaultstate
L542[09:34:20] <Subaraki> sorry
L543[09:34:22] <gigaherz|work> uhh
L544[09:34:25] <gigaherz|work> that's wrong
L545[09:34:36] <gigaherz|work> you shouldn't call notifyBlockUpdate with a state that isn't the one currently in theworld
L546[09:34:37] <Subaraki> JustWhoAmI, the rf shouldn't be added in the te
L547[09:34:40] <gigaherz|work> even if it happens to work
L548[09:34:42] <Subaraki> you should call that in your block
L549[09:34:43] <gigaherz|work> it's semantically wrong
L550[09:34:44] <JustWhoAmI> what is the default state =/= current state
L551[09:34:52] <JustWhoAmI> then wouldn't you go wrong?
L552[09:34:54] <gigaherz|work> Subaraki: that's BS
L553[09:35:01] <JustWhoAmI> wait what
L554[09:35:06] <JustWhoAmI> rf shouldn't be added in te?
L555[09:35:10] <JustWhoAmI> ok i'm confused now
L556[09:35:12] <Subaraki> sorry
L557[09:35:15] <Subaraki> i'm confusing
L558[09:35:21] <Subaraki> offcourse it needs to be added in your TE
L559[09:35:24] <gigaherz|work> the RF api methods are implemented by the TE
L560[09:35:27] <Subaraki> but you don't call update in your te
L561[09:35:35] <Subaraki> do that in your block ,when you add the rf
L562[09:35:36] <gigaherz|work> that makes no sense, lol
L563[09:35:42] <gigaherz|work> just call notifyBlockUpdate whenever you run the code
L564[09:35:50] <gigaherz|work> you gain nothing from having a special method in Block for it
L565[09:36:00] <JustWhoAmI> are the update methods called on server side and handle methods on client?
L566[09:36:04] <gigaherz|work> yes
L567[09:36:08] <Subaraki> its more accesible in block ?
L568[09:36:13] <gigaherz|work> accessible to who?
L569[09:36:17] <Subaraki> where you can call the default state
L570[09:36:22] <JustWhoAmI> but
L571[09:36:22] <Subaraki> so you can notify the block ?
L572[09:36:24] <gigaherz|work> you SHOULD NOT use the default state
L573[09:36:28] <Subaraki> why not ?
L574[09:36:31] <gigaherz|work> you should use the state currently in the world
L575[09:36:32] <JustWhoAmI> what is the default state =/= current state
L576[09:36:34] <Subaraki> my block doesn't have multiple states
L577[09:36:37] <JustWhoAmI> right
L578[09:36:46] <JustWhoAmI> in those circumstances
L579[09:36:49] <JustWhoAmI> it should be the same
L580[09:36:53] <gigaherz|work> yes, it will be the same
L581[09:36:55] <JustWhoAmI> but just to be safe
L582[09:37:07] <JustWhoAmI> current state is GUARANTEED to work afiak
L583[09:37:11] <JustWhoAmI> afaik*
L584[09:37:12] <Subaraki> yeah, just to be safe, world.getSate(pos) is probably better
L585[09:37:21] <gigaherz|work> it doesn't matter, it's just incorrect to do th at
L586[09:37:34] <Subaraki> okay okay >:/
L587[09:37:37] * Subaraki changes code
L588[09:37:40] <JustWhoAmI> YO GUYS
L589[09:37:46] <JustWhoAmI> IT'S WORKING :DD
L590[09:38:01] <gigaherz|work> but really
L591[09:38:04] <gigaherz|work> if you look at the implementation
L592[09:38:07] <gigaherz|work> it's not even used ;p
L593[09:38:34] <gigaherz|work> only the pathfinding code makess use the old/newstate
L594[09:38:59] <JustWhoAmI> I might be the happiest person on the planet: http://i.imgur.com/Udu8YZx.gifv
L595[09:39:01] <gigaherz|work> and the pathfinding code doesn't call this through notifyBlockUpdate
L596[09:39:07] <gigaherz|work> so you may as well pass "null, null, 0"
L597[09:39:11] <gigaherz|work> it will do exactly the same
L598[09:39:16] <gigaherz|work> just.... smeantics ;P
L599[09:39:50] <gigaherz|work> I need caffeine.
L600[09:40:08] <gigaherz|work> I think I'll head home and make myself some tea ;P
L601[09:40:11] <gigaherz|work> later
L602[09:40:18] <SquareWheel> Tootles
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L606[09:42:15] <SquareWheel> So I asked this in #JEI, but you folks might know too.
L607[09:42:23] <SquareWheel> When adding a standard shaped recipe, is it possible to only have one item per page, even if they're subitems of the same item?
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L610[09:52:00] <JustWhoAmI> Subaraki, :D https://gfycat.com/EnchantingFrightenedBichonfrise
L611[09:52:07] <JustWhoAmI> ty so much :D
L612[09:52:19] <Subaraki> yw x)
L613[09:52:26] <Subaraki> even though i think i did more bad then good xD
L614[09:52:31] <JustWhoAmI> why:?
L615[09:52:45] <Subaraki> the block state stuff etc
L616[09:53:03] <JustWhoAmI> you learnt something new! that's never bad :D
L617[09:53:09] <Subaraki> indeed ^^
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L622[10:09:58] <ghz|afk> HOME!
L623[10:10:08] <ghz|afk> Subaraki: it's not really that you did bad
L624[10:10:13] <ghz|afk> it's more for... future proofing
L625[10:10:23] <ghz|afk> in case Mojang decides to make use of those values
L626[10:10:36] <Subaraki> yeah true
L627[10:10:45] <Subaraki> i shouldn't think so low of myself P:
L628[10:10:49] <Subaraki> also, hmm tea ^^
L629[10:10:53] <Subaraki> you have nice ideas !
L630[10:10:57] <Subaraki> got myself one as well
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L633[10:14:11] <ghz|afk> I'm breathing first XD
L634[10:14:22] <ghz|afk> I was waering 4 layers of clothing on me
L635[10:14:27] <ghz|afk> and it's 24C outside this afternoon
L636[10:16:09] <JustWhoAmI> What is I18n?
L637[10:16:17] <JustWhoAmI> first up it's a really weird name
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L639[10:17:37] <barteks2x> I think it means Internaltionalization
L640[10:18:06] <fry> I-18-more-letters-n
L641[10:18:35] <SquareWheel> Yep. And l10n is localization.
L642[10:18:42] <ghz|afk> I18n is indeed a contraction of Internationalization
L643[10:18:53] <ghz|afk> the people who work on adapting programs to other cultures
L644[10:19:16] <ghz|afk> would be rather unproductive if they had to be saying "Internationalization" and "Localization" over and over
L645[10:19:25] <ghz|afk> so they have I18n and L10n
L646[10:19:35] <fry> u10e
L647[10:19:40] <fry> s4g
L648[10:19:44] <ghz|afk> no idea what those are
L649[10:19:45] <ghz|afk> ;P
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L651[10:20:17] <JustWhoAmI> lol
L652[10:20:21] <fry> w3d b0e r4r u10e i0f t2y h1d t0o b0e s4g
L653[10:20:23] <fry> e.t.c.
L654[10:20:26] <JustWhoAmI> anyway what do they do?
L655[10:20:30] <JustWhoAmI> you mean e1c
L656[10:20:34] <JustWhoAmI> xD
L657[10:20:40] <gigaherz> I18n
L658[10:20:48] <gigaherz> is the effort of making a program compatible with other cultures
L659[10:20:54] <TechnicianLP> 42
L660[10:20:56] <gigaherz> accepting new number formats, new writing directions
L661[10:21:00] <gigaherz> etc
L662[10:21:16] <gigaherz> l10n is the effort of creating culture definitions and program translations on top of the i18n effort
L663[10:21:46] <barteks2x> I hate it when I never know if the current program accepts 12.43 or 12,34 as decimal number...
L664[10:22:07] <fry> export LC_ALL=C ./program
L665[10:22:16] <SquareWheel> So i18n might be enabling you to use language files, but l10n is the actual act of writing them.
L666[10:22:23] <fry> if it doesn't accept 12.43 then - shoot the developer :P
L667[10:22:26] <SquareWheel> As far as I understand anyway.
L668[10:23:00] <barteks2x> it's usually things in browser (especially paypal) that are most annoying there
L669[10:23:42] <barteks2x> it can go as far everything being in english but only 12,34 is accepted, or completely the other way around
L670[10:24:21] <SquareWheel> So I'm adding basic JEI support to my mod. How would I know a good version to choose as the dependency? Never done that before.
L671[10:24:34] <gigaherz> SquareWheel: in simple terms, yes
L672[10:24:49] <gigaherz> SquareWheel: latest non-beta?
L673[10:25:03] <SquareWheel> Would that not break for people with older versions?
L674[10:25:16] <gigaherz> maybe
L675[10:25:35] <SquareWheel> I'm not using any fancy features, so I could probably go back a bit to improve compat.
L676[10:25:51] <gigaherz> hmm but if there's some breaking change, it wont' work either way
L677[10:25:58] <gigaherz> just then you'll annoy people using the newer JEI ;P
L678[10:26:34] <SquareWheel> Well, I can test both the older and most recent version, so no big there.
L679[10:27:25] <SquareWheel> It all works fine now as-is, minus the subitem issue I mentioned above.
L680[10:29:38] <SquareWheel> The brackets also really bug me... Starts with a square bracket, ends on a parenthesis: after:JEI@[3.11.1,)
L681[10:29:50] <SquareWheel> Looking at source code for other mods anyway.
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L685[10:34:18] <gigaherz> SquareWheel: [] inclusive, () exclusive
L686[10:34:38] <gigaherz> so [1.1,1.2] would mean version >= 1.1 && version <= 1.2
L687[10:34:38] <gigaherz> while
L688[10:34:42] <gigaherz> (1.1,1.2)
L689[10:34:48] <gigaherz> would mean version > 1.1 && version < 1.2
L690[10:35:05] <gigaherz> an empty range component means "open-ended"
L691[10:35:52] <SquareWheel> So ideally I should find when the features were added that I use, and say "that version and later".
L692[10:36:05] <gigaherz> yup
L693[10:36:43] <SquareWheel> If () and [] have specific meanings, how does mixing them work? [1.0,)
L694[10:37:18] <gigaherz> [ is for the initial version
L695[10:37:21] <gigaherz> and ] is for the final
L696[10:37:21] <gigaherz> so
L697[10:37:32] <gigaherz> [1.1,1.2) would be v>=1.1 && v < 1.2
L698[10:38:51] <SquareWheel> Gotchya
L699[10:39:22] <SquareWheel> Seems easier just to use inclusive syntax.
L700[10:40:15] <gigaherz> well depends on the case
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L702[10:40:40] <gigaherz> like, my mods are usually marked for acceptableMinecraftVersions="[1.9.4,1.11.0)"
L703[10:40:48] <gigaherz> meaning it would accept a 1.10.x if one was released
L704[10:41:00] <gigaherz> but as soon as 1.11 lands, I'll have to compile again
L705[10:41:07] <Subaraki> if i want a number from 0 to 255, is UnsignedBytes.maxvalue better, or byte.maxvalue ?
L706[10:41:34] <SquareWheel> Ah, good example.
L707[10:43:04] <SquareWheel> I guess something like [1.9.*, 1.10.*] wouldn't have been possible instead.
L708[10:44:01] <gigaherz> I odn't think it works that way ;P
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L714[10:58:56] <tschm> what method is called on a slot when the player places an item inside this slot?
L715[10:59:07] <tschm> like i want to manipulate the size of the stack taht the player holds
L716[10:59:19] <tschm> well.. basically i just want to make a ghost slot, tbh
L717[11:00:19] <tschm> i manipulated decrStackSize(int) so that it calls putStack(null) and returns null. This seems to make it so that the player does not get an item when he clicks the slot, but it rather clears the ghost item
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L720[11:00:51] <SquareWheel> One final question, then I'm done for the night.
L721[11:01:03] <SquareWheel> Should the dependency version in my @Mod annotation match what's in my build.gradle?
L722[11:01:30] <SquareWheel> Or should I just stick with latest stable for build.gradle?
L723[11:01:38] <gigaherz> doesn't need to
L724[11:01:51] <gigaherz> but if your build.gradle has a version that's outside the dependency range, it won't work right ;P
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L726[11:02:22] <SquareWheel> I basically just said "all 1.10.2 versions", so that shouldn't be a problem.
L727[11:04:02] <SquareWheel> Kinda silly, the whole reason I needed to get into JEI is because ages ago I wanted to craft an item with a water bucket. That unfortunately returned an empty bucket, creating a dupe. So it led to this whole thing of making a custom crafting handler and creating a JEI page for it.
L728[11:04:16] <SquareWheel> Proobably not worth it.
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L755[11:38:28] <tschm> can someone help me with creating a ghost/fake slot?
L756[11:38:44] <JustWhoAmI> What do you mean?
L757[11:38:45] <tschm> i appreciate docs or code as well
L758[11:38:50] <JustWhoAmI> Fake slot?
L759[11:39:03] <JustWhoAmI> like it doesn't take items in?
L760[11:39:16] <tschm> i want to have a ghost/fake slot that is used for config settings. Like ender io blacklists, ae2 interface configs, etc.
L761[11:39:32] <gigaherz> I have an interface block which has "filter" slots
L762[11:39:52] <tschm> yes, i want that
L763[11:39:59] <gigaherz> https://github.com/gigaherz/Ender-Rift/tree/master/src/main/java/gigaherz/enderRift/automation/iface
L764[11:40:07] <gigaherz> feel free to take a look
L765[11:40:16] <tschm> blockinfreface.java?
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L767[11:40:36] <gigaherz> most of the logic is in ContainerInterface
L768[11:40:39] <gigaherz> in slotClick
L769[11:41:03] <JustWhoAmI> gigaherz, any clue on how to add a button to a gui?
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L771[11:41:39] <JustWhoAmI> jabelar says to make an instance of GuiButton() and add it to a buttonList
L772[11:41:51] <JustWhoAmI> In the initGui() method you can create "buttons" from class GuiButton by instantiating them and adding them to the buttonList field. Note that a button really can be anything the user can interact with, so doesn't have to specifically be a button but could be slider, check box, or even an area where you paint something. Slots are handled separately (you don't need to create buttons for them) as part of making a Container for the GuiContainer.
L773[11:41:58] <illy> morning o/
L774[11:42:15] <gigaherz> JustWhoAmI: yes that's how it's done
L775[11:42:25] <JustWhoAmI> but where would I specify the location?
L776[11:42:26] <JustWhoAmI> x/y
L777[11:42:27] <gigaherz> and thne you handle actionPerformed
L778[11:42:33] <gigaherz> in the button constructor
L779[11:42:44] <gigaherz> new GuiButton(id, x, y, ...)
L780[11:42:57] <JustWhoAmI> actionPerformed?
L781[11:43:01] <JustWhoAmI> like mouseReleased
L782[11:43:02] <JustWhoAmI> right?
L783[11:43:12] <gigaherz> ?
L784[11:43:19] <JustWhoAmI> >and thne you handle actionPerformed
L785[11:43:20] <tschm> player.inventory.getItemStack() returns the itemstack that is currently moved by the player?
L786[11:43:21] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/automation/browser/GuiCraftingBrowser.java#L39
L787[11:43:27] <gigaherz> tschm: yup
L788[11:43:39] <tschm> null when nothing is currently moved?
L789[11:43:49] <JustWhoAmI> wait what
L790[11:44:42] <gigaherz> the button object calls actionPerformed on the gui it's in
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L792[11:45:20] <JustWhoAmI> this method is in GuiContainer?
L793[11:45:56] <JustWhoAmI> GuiScreen
L794[11:45:59] <JustWhoAmI> kk nvm
L795[11:46:30] <JustWhoAmI> gigaherz, but guibutton has its own mousePressed and mouseReleased funciton
L796[11:46:34] <JustWhoAmI> functions*
L797[11:46:37] <JustWhoAmI> what are those for?
L798[11:46:57] <gigaherz> does it matter? ;P
L799[11:47:11] <gigaherz> it's internal implementation details
L800[11:47:17] <gigaherz> you don't worry about them
L801[11:47:21] <gigaherz> just add the button to the list
L802[11:47:26] <gigaherz> and handle actionPerformed
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L810[11:59:16] <tschm> gigaherz: for what do you need the isItemValid and canTakeStack override inside the SlotFake?
L811[11:59:33] <gigaherz> I probably don't
L812[11:59:41] <gigaherz> but I have them ;p
L813[12:00:41] <JustWhoAmI> in the GuiButton constructor, x,y is screen coord or gui coord?
L814[12:00:43] <JustWhoAmI> @ gig
L815[12:00:45] <JustWhoAmI> gigaherz,
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L819[12:01:46] <gigaherz> JustWhoAmI: check it? XD
L820[12:01:58] <JustWhoAmI> lol
L821[12:02:11] <gigaherz> the fact that I use guiLeft/guiTop woudl indicate it's screen coords.
L822[12:02:30] <JustWhoAmI> Heads up to all: gwent beta keys will be sent out in 24hrs :D
L823[12:02:33] <JustWhoAmI> kk ty
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L826[12:14:33] <JustWhoAmI> gigaherz, have you got a different version of actionPerformed or something
L827[12:14:40] <JustWhoAmI> because mine throws an IOException
L828[12:14:55] <JustWhoAmI> you haven't declared a throw or surrounded with try/catch
L829[12:14:55] <gigaherz> wtf are you doing in it?
L830[12:15:01] <diesieben07> mojang added that
L831[12:15:05] <diesieben07> at some point
L832[12:15:08] <gigaherz> wat
L833[12:15:14] <diesieben07> someone discovered the "add exception to method signature" quickfix
L834[12:15:15] <JustWhoAmI> > protected void actionPerformed(GuiButton button) throws IOException
L835[12:15:24] <diesieben07> it propages like 20 levels upwards
L836[12:15:28] <diesieben07> *propagates
L837[12:15:35] <JustWhoAmI> your github repo doesn't have a throw or try/catch
L838[12:15:38] <JustWhoAmI> so i was confused
L839[12:15:40] <gigaherz> yeah
L840[12:15:45] <gigaherz> becasue it wasn't there when I coded it
L841[12:15:46] <diesieben07> overriding methods can remove throws declarations
L842[12:15:47] <gigaherz> and it still works ;p
L843[12:15:55] <IoP> diesieben07: is there other fixes?!
L844[12:15:57] <gigaherz> ah that explains why it stills works ;P
L845[12:16:07] <diesieben07> IoP, uh... yes? :D
L846[12:16:22] <JustWhoAmI> would it be better to throw or try?
L847[12:16:33] <JustWhoAmI> i'm tempted to simply throw
L848[12:16:52] <IoP> wrapped with try { .. } catch ( Exception e) {throw new RuntimeException(e);}?
L849[12:17:05] <IoP> My second solution ;)
L850[12:17:07] <diesieben07> no, handle the exception properly :P
L851[12:17:12] <JustWhoAmI> aww man :P
L852[12:17:29] <gigaherz> JustWhoAmI: are you doing anything in it that could possibly throw?
L853[12:17:29] <gigaherz> ;p
L854[12:17:39] <JustWhoAmI> nah xD just lazy lol
L855[12:17:51] <IoP> anything is better than hiding exceptions
L856[12:18:30] <diesieben07> still trying to figure out what throws this ominous IOException
L857[12:18:46] <JustWhoAmI> yeah lol the super implementation is empty
L858[12:18:52] <JustWhoAmI> there's literally nothing in the method
L859[12:19:07] <diesieben07> well, yeah
L860[12:19:23] <diesieben07> someone at mojang wrote a new GUI, and something in their actionPerformed throws an IOEception
L861[12:19:27] <diesieben07> so their IDE complained
L862[12:19:33] <diesieben07> with a quickfix: add to emthod signature
L863[12:19:36] <diesieben07> which they did.
L864[12:19:50] <JustWhoAmI> just for that one gui
L865[12:19:53] <diesieben07> but then the caller of actionPerformed has the same problem. so they did the same thign there
L866[12:19:55] <diesieben07> and so on.
L867[12:19:59] <diesieben07> i think at least like 5 times
L868[12:20:14] <JustWhoAmI> wouldn't a try catch
L869[12:20:16] <JustWhoAmI> solve it
L870[12:20:38] <diesieben07> define "solve it".
L871[12:20:43] <diesieben07> it depends when this exception happens.
L872[12:21:01] <diesieben07> if it means some file could not be written to disk, the solution is to display an error message to the user.
L873[12:21:26] <JustWhoAmI> oh
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L887[12:58:22] <barteks2x> if you search for Minecraft class names on github you can find so much wtf code...
L888[12:58:53] <illy> back from the good old days of mcp
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L890[13:01:33] <wundr|school> Fixed my item duplication bug ayy
L891[13:01:35] <barteks2x> I'mm searching for PlayerChunkMapEntry usages to see how mods use it
L892[13:01:50] <wundr|school> Turns out IRecipe doesnt autonatically account for unused items and clearing the grid :P
L893[13:01:51] <barteks2x> apparently most mods just want to send packets to players
L894[13:02:02] <illy> I remember I had to do some git magick to kill all the mc classes from a repo's history
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L896[13:02:52] <barteks2x> but why sending packets is part of PlayerChunkMapEntry...
L897[13:03:46] <quadraxis> used for tracking chunks in players view distances or something i think
L898[13:03:48] <barteks2x> and so many minecraftSource repositories...
L899[13:04:07] <barteks2x> and so many projects with build directory in git...
L900[13:04:49] <wundr|school> barteks2x: you don't seem too happy about that
L901[13:04:53] <barteks2x> and lot and lots of variations on WorldEntitySpawner
L902[13:05:35] <barteks2x> if mods didn't use that cubicchunks could just return a dummy object for PlayerChunkMapEntry
L903[13:05:47] <barteks2x> but ti turns out that even mods like buildcraft use it
L904[13:07:26] <wundr|school> If it makes you feel any better, my mods have only a 1% chance of using it
L905[13:07:28] <wundr|school> Roughly
L906[13:08:03] <barteks2x> I see it used in MalisisCore using reflection...
L907[13:08:13] <barteks2x> And it's also for sending packets...
L908[13:08:23] <Ordinastie> hum ?
L909[13:08:44] <barteks2x> https://github.com/Ordinastie/MalisisCore/search?utf8=%E2%9C%93&q=getPlayersWatchingChunk
L910[13:09:01] <Ordinastie> ah yes, it's for packets
L911[13:09:08] <wundr|school> …what ever happened to the Orbital Bombardment mod?
L912[13:09:27] <barteks2x> does really forge have no methods for that?
L913[13:09:32] <barteks2x> seems like mods would do frequently
L914[13:09:54] <diesieben07> it does not.
L915[13:10:12] <diesieben07> there is one for entities, but not chunks
L916[13:10:43] <barteks2x> well then a lot of mods will break with cubic chunks
L917[13:11:05] <diesieben07> i would not word it like that... :P
L918[13:11:10] <diesieben07> sounds like the mods are doing something wrong
L919[13:11:18] <barteks2x> they will try to send packets for cubes that aren't loaded clientside
L920[13:11:30] <barteks2x> but column itself will be loaded
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L922[13:12:07] <barteks2x> and it will work mostly fine on singleplayer because there client chunnks and server chunks don't differ that much
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L924[13:13:13] <barteks2x> I would never expect that such hacks would be needed to send a packet to player if X chunk is loaded
L925[13:13:43] <diesieben07> how does your stuff handle the sendPacket method?
L926[13:14:09] <barteks2x> I don't even override it
L927[13:14:15] <diesieben07> so that is broken as well?
L928[13:14:19] <barteks2x> there is no way to know what is inside this packet
L929[13:14:20] <diesieben07> how do you not break vanilla? :D
L930[13:14:36] <barteks2x> I send custom packets for chunks
L931[13:14:50] <barteks2x> And EntityTracker is possibly broken
L932[13:14:54] <diesieben07> so you patch every vanilla use of that method?
L933[13:14:56] <diesieben07> oh
L934[13:14:58] <diesieben07> fun :P
L935[13:15:22] <barteks2x> I will need to patch many usages of that method, unfortunately
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L937[13:15:47] <diesieben07> why not patch the method to be not broken? :D
L938[13:16:02] <barteks2x> because it can't possibly know what location that given pacekt is about
L939[13:16:07] <barteks2x> it only knows X and Z location
L940[13:16:09] <barteks2x> not Y
L941[13:16:10] <diesieben07> i mean... why does PlayerChunkMapEntry not represent one chunk in your model?
L942[13:16:38] <barteks2x> because there are Columns, and because it's constructor loads Chunk (Column)
L943[13:17:03] <diesieben07> so you make every vanilla usage of "chunk" mean "column"?
L944[13:17:08] <diesieben07> that sounds horrible in many ways.
L945[13:17:21] <barteks2x> that would never work
L946[13:17:30] <barteks2x> because I wopuld somehow need to add thord coordinate
L947[13:17:32] <barteks2x> without adding it
L948[13:18:06] <diesieben07> i mean...... doing it that way just breaks so many things...
L949[13:18:10] <barteks2x> +mods are getting PlayerChunkMapEntry for chunk locationn anyway
L950[13:18:17] <diesieben07> cunnk loaders suddenly load whole columns? what?!
L951[13:18:21] <barteks2x> the method that returns it has no way to know Y coord
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L953[13:18:40] <barteks2x> chunk loaders would just keep whatever is loaded in a column loaded
L954[13:19:02] <barteks2x> if they use ForgeChunkManager - it would be possible to adjust the behavior in config
L955[13:19:42] <barteks2x> (I actually had idea to write PR for forge 1.11 to make ForgeChunkManager use block volumes, but it would probably be instantly rejected)
L956[13:21:10] <barteks2x> Column is empty by default, so loading a column only loads biomes
L957[13:21:21] <barteks2x> and heightmap
L958[13:23:51] <barteks2x> what I'm doing is the closest to mod compatible
L959[13:25:32] <barteks2x> wait, what? Why a mod would send chunks by itself... https://github.com/AppliedEnergistics/Applied-Energistics-2/blob/a72c97e66623223ce90a45275b9662cf073ce802/src/main/java/appeng/util/Platform.java#L2136
L960[13:26:34] <diesieben07> omg that class is vanilla minecraft worthy...
L961[13:26:47] <diesieben07> > 2000 lines of completely undocumented random crap
L962[13:26:50] <diesieben07> in one class
L963[13:28:02] <barteks2x> you don't want to see what other crap github finds when you search for PlayerChunkMapEntry
L964[13:31:30] <diesieben07> there's just a bunch of complete uploads of the mc source...
L965[13:32:13] <barteks2x> there are also a lot of mods that simply pushed their build directory to github
L966[13:32:18] <diesieben07> lol
L967[13:32:25] <barteks2x> and a few Bukkit things
L968[13:32:30] <barteks2x> and even ForgeCraftbukkit
L969[13:33:36] <barteks2x> and lots of different WhateverCliet "mods" that upload the whole modified MC source to github
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L973[13:48:11] <SquareWheel> Should en_US.lang not be lowercase in preparation for 1.11? It seems to break builds.
L974[13:49:01] <diesieben07> ask mojang :P
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L976[13:50:23] <SquareWheel> Seems like some sort of case sensitivity issue. Works fine in dev environments, but the lang file is skipped when loaded externally.
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L978[13:51:11] <diesieben07> in 1.10?
L979[13:51:16] <SquareWheel> Yeah
L980[13:52:01] <diesieben07> it still needs to be en_US.lang
L981[13:52:25] <SquareWheel> Cheers, was my conclusion as well.
L982[13:53:22] <SquareWheel> I'm also seeing a unicode "A" character at the start of each localized string, but only when built + loaded as a regular mod.
L983[13:54:11] <diesieben07> what do you mean by "unicode A"?
L984[13:54:52] <SquareWheel> http://i.imgur.com/XDphaHs.png
L985[13:55:12] <SquareWheel> Might be caused by the color code symbol.
L986[13:55:29] <diesieben07> don't put color codes in your lang file.
L987[13:55:37] <diesieben07> use placeholders
L988[13:55:51] <diesieben07> some.text=%sSome Text!
L989[13:56:02] <SquareWheel> I actually didn't. But it is added to the string in code.
L990[13:56:09] <diesieben07> and then I18n.format("some.text", TextFormatting.BLUE);
L991[13:56:33] <diesieben07> and once you changed that, fix your character encodings
L992[13:56:38] <diesieben07> you should be using utf-8 everywhere.
L993[13:57:19] <SquareWheel> Hrmm. My mod and lang files report as utf-8.
L994[13:57:36] <SquareWheel> I'll play with the I18n.format() function though.
L995[13:57:55] <diesieben07> did you tell javac you are using utf-8?
L996[13:58:03] <diesieben07> what were you using so far? :o
L997[13:58:16] <SquareWheel> I have no idea. Is that in some IDE export setting?
L998[13:58:36] <diesieben07> http://mrhaki.blogspot.de/2012/06/gradle-goodness-set-java-compiler.html
L999[13:59:08] <SquareWheel> So, in build.gradle?
L1000[13:59:16] <diesieben07> yes.
L1001[14:01:50] <SquareWheel> Yep, the explicit utf-8 Gradle change did the trick. Thanks!
L1002[14:02:01] <diesieben07> you should still use TextFormatting :P
L1003[14:02:10] <SquareWheel> Fair enough, will convert it.
L1004[14:02:23] <SquareWheel> Wonder what the default encoding was. Surprised it wasn't utf-8 already.
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L1006[14:06:15] <SquareWheel> tooltip became %stooltip. I hope you're happy.
L1007[14:08:30] <diesieben07> yes :P
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L1012[14:20:12] <AshIndigo_> Whenever I try to open my GUI I can see it appear for a split second but then disappear
L1013[14:20:36] <AshIndigo_> I know im not closing so I don't what omis
L1014[14:20:41] <diesieben07> post your Container class
L1015[14:20:43] <AshIndigo_> *is
L1016[14:21:13] <AshIndigo_> Ok
L1017[14:21:51] <AshIndigo_> pastebin.com/JMZ5PCRy
L1018[14:22:38] <diesieben07> your canInteractWith always returns false...
L1019[14:22:42] <diesieben07> what did you expect?
L1020[14:22:45] <diesieben07> also... stop using IInventory
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L1022[14:23:42] <wundrweapon> ping
L1023[14:23:59] <diesieben07> pong
L1024[14:24:03] <wundrweapon> okie
L1025[14:24:09] <diesieben07> dokie
L1026[14:24:11] <AshIndigo_> ...
L1027[14:24:15] <diesieben07> we can do this all day.
L1028[14:24:16] <wundrweapon> kk
L1029[14:24:19] <AshIndigo_> (Muffled pained screams)
L1030[14:25:00] <diesieben07> shhhh it'll be alright
L1031[14:25:10] * diesieben07 presses pillow down
L1032[14:25:57] * wundrweapon keks in hidden
L1033[14:27:08] <wundrweapon> holy WOW am I retarded
L1034[14:27:18] <wundrweapon> well I uh fixed the ray trace -_-
L1035[14:30:07] <AshIndigo_> By the way why shouldnt I use IInventory
L1036[14:30:33] <McJty> AshIndigo_, there already mods out there that no longer support IInventory
L1037[14:30:44] <wundrweapon> "If you don't have to use this thing, then don't" -wundrweapon, 2014
L1038[14:30:56] <McJty> AshIndigo_, so to be compatible it helps to use the new capabilities
L1039[14:31:08] <McJty> I still tend to support both though
L1040[14:31:15] <Ordinastie> wundrweapon, maybe you shouldn't have applied this to your brain :p
L1041[14:31:49] <wundrweapon> hey now, 13-year-old-wundr was approximately 30% more dumbass than modern wundr
L1042[14:31:59] <wundrweapon> so he would've done that :P
L1043[14:32:21] <wundrweapon> I can't imagine how many times I've used IInventory in some way in my mod... I kinda depend on it, though :/
L1044[14:32:37] <AshIndigo_> What if its not a block/TE?
L1045[14:33:21] <Ordinastie> you still use the capability
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L1048[14:34:42] <AshIndigo_> Time to go do capability research it looks like
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L1050[14:43:20] <tschm> is transferStackInSlot not called for inventories other than the player inventory?
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L1054[15:01:11] <barteks2x> I kind of expected minecraft to either crash or just work after deleting saves directory while it's running, apparently it actually shows an error message
L1055[15:01:20] <barteks2x> on dark red screen
L1056[15:07:26] <Intektor> has someone experience with GLES20?=
L1057[15:08:43] <barteks2x> Why can't minecraft launcher simply save my password somewhere or something... I always have to re-login
L1058[15:10:16] <diesieben07> because saving your password is unsafe.
L1059[15:10:26] <diesieben07> it stores a token. and if you log in from somewhere else, that token is invalidated.
L1060[15:10:38] <diesieben07> solution: don't log in from 2 places.
L1061[15:10:57] <barteks2x> I log in from only one place
L1062[15:11:13] <barteks2x> but it still never works
L1063[15:12:10] <blood|wrk> hrmm so cancelling PlayerDropsEvent has the items go into space
L1064[15:13:12] <barteks2x> I wanted to test if minecraft will freeze if I make a platform at the top of the world... server did, client didn't. Apparently minecraft does lighting wrong
L1065[15:13:17] <blood|wrk> so LivingDeathEvent is the only way to prevent drops(remain in inventory) in Forge?
L1066[15:13:27] <barteks2x> because it's still light at the bottom
L1067[15:16:27] <Necro> blood|wrk: you can also remove the items from the drops list
L1068[15:17:18] <Necro> blood|wrk: in the PlayerDropsEvent I mean
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L1082[15:40:49] <PaleoCrafter> Ah, you know you're playing a Civ game when the game freezes on quit :3
L1083[15:45:28] <gigaherz> so lol
L1084[15:45:50] <gigaherz> I got some food delivered
L1085[15:46:00] <gigaherz> and I heard the bike
L1086[15:46:17] <gigaherz> but then I heard another door's bell ring
L1087[15:46:20] <gigaherz> and I was like "wat?"
L1088[15:46:47] <gigaherz> so this place
L1089[15:47:01] <gigaherz> has different numbering systems on the door and down at the bell thingy
L1090[15:47:08] <gigaherz> it's 1-1, 1-2, etc down there
L1091[15:47:13] <gigaherz> and B on the door
L1092[15:47:32] <gigaherz> when I asked the dude if he was ringing the wrong place
L1093[15:47:33] <gigaherz> he was like
L1094[15:47:53] <gigaherz> "you are 1-B?" "yes" "that's 1-1 right?"
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L1096[15:50:28] <Shambling> sounds like they need to fix the doors
L1097[15:50:54] <howtonotwin> Would someone like to read and nitpick this branch of a branch of the Forge documentation? Only the diff between branch advanced-models and branch models is important rn. It isn't complete and it needs a page on ICustomModelLoader, followed by the lower level rendering stuff like Tessellator, VertexFormat, BakedQuad, and such. This will eventually be merged into my PR on the docs' repo.
L1098[15:50:54] <howtonotwin> https://github.com/howtonotwin/MCForgeDocumentation/compare/models...howtonotwin:advanced-models
L1099[15:51:14] <gigaherz> you have already asked that before, right? ;P
L1100[15:51:22] <howtonotwin> yep :P
L1101[15:51:25] <howtonotwin> at midnight
L1102[15:51:34] <Shambling> oh yuck, it opened in edge browser
L1103[15:51:38] <howtonotwin> xD
L1104[15:51:45] <Shambling> I need to fix my links
L1105[15:51:54] <howtonotwin> looks like someone needs to fix their default programs
L1106[15:51:56] <howtonotwin> :P
L1107[15:52:07] <howtonotwin> (honestly edge isn't half bad)
L1108[15:52:12] <Shambling> *protect against confused people*
L1109[15:52:16] <Shambling> no, its totally bad :D
L1110[15:52:22] <Shambling> its like a bad phone app
L1111[15:52:25] <howtonotwin> lol ignore that
L1112[15:52:26] <gigaherz> nah it's a nice browser
L1113[15:52:33] <gigaherz> it just lacks uBlock
L1114[15:52:33] <gigaherz> ;;P
L1115[15:52:36] <gigaherz> ;P*
L1116[15:52:38] <howtonotwin> it's gonna get poofed when everything's ready
L1117[15:52:41] <howtonotwin> *P:
L1118[15:52:58] <howtonotwin> let's see what these 3 mean in various esolangs
L1119[15:52:58] <Shambling> that is what makes a nice browser by definition. If it natively allows fake advertisements it isn't a real browser
L1120[15:53:02] <howtonotwin> (including vim)
L1121[15:53:04] <howtonotwin> :P
L1122[15:53:04] <gigaherz> meh TL;DR
L1123[15:53:05] <gigaherz> ;P
L1124[15:53:32] <Shambling> btw, is there documentation on the major changes required to port 1.8.9 code to 1.10.2?
L1125[15:53:43] <Shambling> or is that a "learn all of forge... forever" type of thing :)
L1126[15:53:44] <gigaherz> https://github.com/kashike/migration/wiki/1.8.9-to-1.9
L1127[15:53:45] <howtonotwin> willie's 1.8 -> 1.9 thing
L1128[15:53:52] <gigaherz> https://github.com/kashike/migration/wiki/1.9-to-1.9.4
L1129[15:53:59] <gigaherz> that gives you most of the class renames and such
L1130[15:54:11] <gigaherz> https://gist.github.com/williewillus/e37edde85dc78d2e138c
L1131[15:54:19] <Shambling> ah hmmmmm I'm going to e-mail myself that link so I can have it on my real pc
L1132[15:54:43] <Shambling> a bird just divebombed my window, tiem to go inside
L1133[15:55:02] <howtonotwin> A bird once flew directly into a window and died.
L1134[15:55:02] <gigaherz> heh
L1135[15:55:09] <howtonotwin> Wasn't my window
L1136[15:55:13] <howtonotwin> but it was close :P
L1137[15:55:16] <gigaherz> birds don't have the brain circuitry needed to understand glass
L1138[15:55:27] <TechnicianLP> bad thing is when the bird breaks the window ...
L1139[15:55:27] <howtonotwin> do crows understand glass?
L1140[15:55:32] <gigaherz> transparent == passable
L1141[15:55:36] <gigaherz> they don't know otherwise
L1142[15:55:37] <howtonotwin> to google!
L1143[15:56:04] <Shambling> if its shiny they understand they need it :P
L1144[15:56:35] <Shambling> poor things, well it is cold and windy outside, I'd want to fly inside too
L1145[15:56:37] <gigaherz> I think it's more of an urge
L1146[15:56:39] <gigaherz> than understanding
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L1148[15:56:59] <howtonotwin> I assume a bird flew into his wires. ^
L1149[15:57:05] <howtonotwin> He will be missed.
L1150[15:57:19] <howtonotwin> And so will Shambling.
L1151[15:57:35] <gigaherz> XD
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L1165[16:13:58] <howtonotwin> For my lower level model stuff, should I assume people know how GL works?
L1166[16:14:51] <tterrag> yes, we are not a GL tutorial
L1167[16:15:04] <tterrag> you can provide resources for it though (as I wouldn't consider GL 'basic knowledge')
L1168[16:15:19] <howtonotwin> alright :D
L1169[16:16:19] <howtonotwin> Do you think anyone will notice if I use paint to make diagrams?
L1170[16:16:35] <TechnicianLP> ms-paint or paint.net?
L1171[16:16:42] <howtonotwin> ms-paint :P
L1172[16:17:16] <TechnicianLP> depends on the time you want to put into it ...
L1173[16:17:23] <howtonotwin> It's for showing the structure of vertex buffers and such
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L1175[16:17:37] <howtonotwin> which is really just a bunch of rectangles, lines and text
L1176[16:17:44] <howtonotwin> actually may as well use GIMP
L1177[16:19:10] <TechnicianLP> better than using this ( http://www.bluej.org/about.html ) as an ide (which is done at my school ...)
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L1179[16:19:30] <tterrag> bluej is useful for its class diagrams
L1180[16:19:32] <tterrag> and that's about it
L1181[16:19:36] <tterrag> it's an ok learning tool
L1182[16:19:53] <TechnicianLP> but its not an ide
L1183[16:20:01] <TechnicianLP> its not intelligent ...
L1184[16:21:20] <TechnicianLP> i wonder what would happen with bluej if you put a securitymanager in place, which forbids reflection ...
L1185[16:21:27] <Necro> but the i stands for integrated.
L1186[16:22:01] <TechnicianLP> close
L1187[16:22:59] <Necro> the only conditions for being qualified an ide is having an editor and a compiler/interpreter
L1188[16:23:52] <TechnicianLP> thats a fair point
L1189[16:26:14] <theFlaxbeard> BlueJ is a good editor to start with because it doesn't give you the crutches like autocomplete that other IDEs do
L1190[16:26:35] <theFlaxbeard> Plus it's probably more inviting than something like Eclipse or IntelliJ with all their menus and buttons
L1191[16:32:02] <diesieben07> yeah, as nice as autocomplete is... i don't think it's a good idea for total beginners.
L1192[16:32:57] <gigaherz> IMO, the conditions for an IDE are that it lets you edit, compile, and debug
L1193[16:32:59] <gigaherz> from the same place
L1194[16:33:15] <gigaherz> package/deploy is a bonus ;p
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L1197[16:35:44] <MattDahEpic> how/where does minecraft decorate terrain?
L1198[16:36:00] <barteks2x> do you want to see how it's done or to it yourself?
L1199[16:36:26] <MattDahEpic> seeing how it's done for the overworld would allow me to add it to my world pregenerator
L1200[16:36:34] <barteks2x> if you want to see how it's done - ChunkProviderOverworld
L1201[16:36:39] <barteks2x> and BiomeDecorator
L1202[16:37:08] <barteks2x> (biome decoration is part of population, but it also checks for recursive chunk generation and crashes if you attempt to do that)
L1203[16:37:38] <howtonotwin> You should write docs on worlds :P
L1204[16:38:25] <barteks2x> I know a lot about worldgen but things I write are usually big blobs of text that are not that easy to understand
L1205[16:38:43] <howtonotwin> You can always ask someone else to format it :P
L1206[16:39:27] <barteks2x> I could actually write something on worldgen, why not
L1207[16:39:46] <howtonotwin> spirit.the = that;
L1208[16:39:55] <howtonotwin> :D
L1209[16:41:02] <barteks2x> So that would be on the readthedocs page, right?
L1210[16:41:06] <howtonotwin> yep
L1211[16:41:21] <howtonotwin> the entire thing is just a GH repo: MinecraftForge/Documentation
L1212[16:41:30] <howtonotwin> structure is pretty obvious
L1213[16:41:49] <barteks2x> so fork it and write whatever I want?
L1214[16:41:53] <howtonotwin> yep
L1215[16:42:04] <howtonotwin> (just don't forget to add the pages to the mkdocs.yml like I did and end up rewriting history 5 times :P)
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L1217[16:43:07] <barteks2x> I have almost 700 files/directories in my home directory... it takes forever to show them
L1218[16:43:21] <howtonotwin> cleanse the filth
L1219[16:43:24] <howtonotwin> commense the purge
L1220[16:43:43] <howtonotwin> RM -RF --NO-PRESERVE-ROOT ALL THE THINGS
L1221[16:43:44] <barteks2x> if I delete something, 2 years later I will say "I remember I had that file here"
L1222[16:44:22] <barteks2x> so I delete stuff only when I run out of space
L1223[16:47:05] <howtonotwin> btw the docs use the "admonition" markdown plugin
L1224[16:47:31] <howtonotwin> "!!! important" "note" "attention" and a few other things generate colored blocks
L1225[16:47:34] <barteks2x> should index entries be in some order?
L1226[16:47:42] <howtonotwin> same order as you see on the page
L1227[16:47:53] <barteks2x> yes, but where should new ones be added?
L1228[16:48:02] <howtonotwin> Bottom probably :P
L1229[16:48:02] <barteks2x> at the end? somewhere in the middle?
L1230[16:48:28] <howtonotwin> If it needs changing you'll just get a comment on the PR anyway
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L1241[17:05:02] <barteks2x> Should mods actually use DecorateBiomeEvent.Whatever to do generation or should ods only use registerWorldGenerator?
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L1243[17:08:45] <howtonotwin> I assume it's like overriding methods in Block vs using the events
L1244[17:08:56] <howtonotwin> one is if you are doing your own completely new thing
L1245[17:09:13] <howtonotwin> the other modifies something that already exists, but idk
L1246[17:09:15] <barteks2x> registerWorldGenerator adds new parts to generator
L1247[17:09:32] <barteks2x> which are run I think after populator (I would need to check the code)
L1248[17:09:47] <barteks2x> the main difference is that WorldGenerators can have weight assigned
L1249[17:10:07] <barteks2x> and that when you use decoration event things will block up if you access chunk that isn't yet generated
L1250[17:10:18] <howtonotwin> "(I would need to check the code)" - This is exactly why docs are good and also why I commend you for taking it on :D
L1251[17:11:07] <howtonotwin> Why not query the internet to see how most people do it? (I myself have this >< much of an idea.)
L1252[17:11:18] <barteks2x> I now how it all works, what mods do wrong, and how it's used, but what is the recommeded way do do that?
L1253[17:11:27] <howtonotwin> look up tutorials and mod code :P
L1254[17:11:46] <barteks2x> tutorials usually register world generator
L1255[17:12:51] <howtonotwin> well there ya go :P
L1256[17:13:43] <barteks2x> there are some mods that use population and decoration event and these usually replace blocks (or remove them) that are already generated by something
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L1258[17:15:30] <howtonotwin> That seems to work with the Block methods vs. event handler example, therefore I assume it's meant to work like that. :P
L1259[17:15:58] <barteks2x> but there seems to be no need to use events to do generation unless you want to generate something before vannilla
L1260[17:16:21] <barteks2x> worldgenerators are used after everything else
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L1263[17:16:45] <howtonotwin> yeah this is a bit to far into dragon territory for me :P
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L1265[17:16:58] <howtonotwin> *too
L1266[17:17:02] <howtonotwin> dammit english
L1267[17:17:25] <barteks2x> you mean "I don't know anything about it" or "it shouldn't go into docs"?
L1268[17:17:33] <howtonotwin> first one
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L1280[17:30:53] <barteks2x> is there some way to see what the docs page would look like with changes?
L1281[17:32:54] <howtonotwin> you can see the markdown formatted version with any markdown editor/viewer
L1282[17:33:42] <howtonotwin> and RTD uses mkdocs to generate HTML from markdown
L1283[17:34:44] <howtonotwin> so basically: 1) install mkdocs 2) `mkdocs serve` at root of repo 3) view http://localhost:portnum
L1284[17:38:33] <barteks2x> I hate python for that custom package management... why it can't work nicely with apt-get
L1285[17:39:24] <barteks2x> (assumigng this is the mkdocs I fouund)
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L1287[17:40:30] <barteks2x> wtf... pip works when I don't run it as root, but doesn't when I use sudo, but I need sudo to install it
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L1294[17:53:27] <MattDahEpic> is there a world unload event?
L1295[17:54:46] <barteks2x> there is, I remember using it
L1296[17:55:16] <barteks2x> WorldEvent.Unload
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L1299[18:12:55] <MattDahEpic> how would you go about getting the file on disk for a chunk?
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L1301[18:18:26] <barteks2x> what do you want to do with that file?
L1302[18:19:32] <MattDahEpic> delete it
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L1304[18:20:28] <MattDahEpic> i havent thougt of a way to delete chunks while the world is loaded without problems and there's no good way to delete it within the game itself
L1305[18:20:47] <barteks2x> you mean the whole region file?
L1306[18:20:50] <barteks2x> or just single chunks?
L1307[18:20:56] <howtonotwin> chunks are grouped 32x32, so you probably don't want to delete the entire thing
L1308[18:21:00] <MattDahEpic> well im looking to delete single chunks
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L1310[18:21:13] <barteks2x> well, then you need to mess with the internals of region files
L1311[18:21:30] <barteks2x> it's possible, but not very easy
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L1313[18:21:44] <barteks2x> and it still will cause chunk generation issues
L1314[18:21:55] <barteks2x> at the edges of deleted area
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L1316[18:23:08] <MattDahEpic> assuming the generator is different?
L1317[18:23:21] <barteks2x> it will cause issues even with vanilla generator
L1318[18:24:12] <barteks2x> there may be up to 8 blocks of unpopulated area without trees, grass, ores etc at the edge of deleted area
L1319[18:24:44] <barteks2x> there is no way around it (other than the kind of hacks worldedit does with //regen command)
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L1322[18:26:39] <barteks2x> other than that - ypu first need to get the region file, then find the 4 bytes that represend chhunk offset and size for a given chunks and make it 0
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L1324[18:27:22] <barteks2x> that should effectively delete a chunk, but it's the same kind of delete as with files - the data is still there but minecraft won't know about it and next chunk saving may overwrite it
L1325[18:30:48] <barteks2x> RegionFile class has method private void setOffset(int x, int z, int offset), but it's private so you can't directly access it
L1326[18:30:58] <barteks2x> set offset to 0 and chunk is gone
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L1330[18:35:15] <barteks2x> actually, now that I reread the question, are you looking for a program to do it or how to do it in code?
L1331[18:35:21] <MattDahEpic> how to do it
L1332[18:35:42] <barteks2x> ... I forgot to write second part of question before hitting enter
L1333[18:35:54] <g> Alright, here's an interesting predicament
L1334[18:36:02] <g> Somehow one of my users has got a broken, stuck death state
L1335[18:36:10] <g> that persists when I remove the player file
L1336[18:36:46] <g> They can't connect to start with, handleDisconnect() gets called twice, according to the console
L1337[18:36:47] <barteks2x> so right, get region from RegionFileCache, and the easy way would be to use reflection hacks to access setOffset method
L1338[18:36:57] <g> if I regenerate the player file, mods think they're dead, so they can't teleport or anything
L1339[18:37:13] <g> if I use /kill on them, they get killed, and get the red screen, but clicking respawn does nothing
L1340[18:37:24] <g> and then they can no longer connect again until I regen the player file
L1341[18:37:36] <g> I'm assuming death state/hp is just stored in the player file under normal circumstances, right?
L1342[18:38:12] <kashike> playerdata/the-player-unique-id.dat
L1343[18:38:20] <g> right, the player file
L1344[18:38:32] <barteks2x> I'm not sure if vanilla will call close() on that region after you do it (it depends on where in code you do it) so you may need to do that
L1345[18:38:58] <g> I have a copy of the "broken" player file here but nothing looks off
L1346[18:39:51] <g> so I guess that means some mod is storing state somewhere
L1347[18:41:10] <g> right?
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L1349[18:44:21] <g> Nobody knows of any other vanilla state that might be relevant for this?
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L1351[18:53:04] <barteks2x> why there is event for almost all registrations, but not for world generators?
L1352[18:54:14] <howtonotwin> because they aren't a registry
L1353[18:54:28] <howtonotwin> if you mean RegistryEvent.Register
L1354[18:55:40] <MattDahEpic> !gm RegionFile.setOffset
L1355[18:59:13] <g> is there any way I can disable that server watchdog?
L1356[18:59:24] <g> for whatever reason, it's taking the startup time to be the time of one tick
L1357[18:59:30] <g> and forcing the server to restart right after it's started
L1358[19:00:06] <MattDahEpic> there should be the max tick time in server.config
L1359[19:00:34] <g> what unit is that?
L1360[19:00:46] <g> it's already set to `60000`
L1361[19:01:21] <g> hm, it actually managed to start up after the third restart
L1362[19:01:25] <barteks2x> MattDahEpic, also, don't call close() dorectly on RegionFile, I forgot to say that, it may break things if the game uses that region later
L1363[19:01:26] <g> gg watchdog
L1364[19:01:55] <MattDahEpic> barteks2x, so just don't close it?
L1365[19:02:44] <barteks2x> if you know the game won't call RegionFileCache.clearRegionFileReferences for you after that - you need to call it yourself or changes may not be saved
L1366[19:03:13] <barteks2x> if you call close directly RegionnFileCache will still return the closed one
L1367[19:03:31] <MattDahEpic> well im' doing this during the world unload event so i'd imagine it does when saving the world
L1368[19:04:07] <barteks2x> just look at where the event is fired and where clearRegionFileReferences, and see which one is first
L1369[19:04:17] <barteks2x> *where clearRegionFileReferences is used
L1370[19:05:44] <barteks2x> it's done after unload event so you don't need to do that
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L1374[19:19:50] <howtonotwin> Links in code blocks do not render in mkdocs!
L1375[19:20:24] <howtonotwin> wait maybe I should invert [``] into `[]` (doubt it'll work but...)
L1376[19:22:27] <howtonotwin> nope
L1377[19:22:35] <howtonotwin> unacceptable level > 9000
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L1379[19:32:00] <howtonotwin> ah they don't get underlined because of the default theme, and the code overrides its color
L1380[19:33:22] <barteks2x> Are pictures allowed in readthedocs or should I use ascii-art?
L1381[19:33:31] <howtonotwin> pictures are fine
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L1383[19:33:49] <howtonotwin> plain old markdown image and commit the image into the repo
L1384[19:34:10] <barteks2x> Actualy, given my frawing skills it may be beter to use ascii art
L1385[19:34:15] <howtonotwin> "forge blockstate JSON" page has one
L1386[19:34:16] <howtonotwin> lol
L1387[19:34:46] <barteks2x> It's just 4 swuares with some parts of them filled
L1388[19:34:51] <barteks2x> *squares
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L1392[19:49:37] <illy> beep o/
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L1394[20:01:04] <barteks2x> is it possible to tell github search to search for the whole text as is even with spaces?
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L1396[20:03:10] <howtonotwin> GH search is crap
L1397[20:03:18] <howtonotwin> but don't you have grep?
L1398[20:04:14] <barteks2x> I want to see how a particular thing is used across many mods
L1399[20:05:20] <howtonotwin> quotes, maybe?
L1400[20:06:07] <barteks2x> nope, looks like all special characters are ignored
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L1402[20:06:17] <barteks2x> so maybe someone here knows
L1403[20:06:45] <barteks2x> what is the most common way to determine (for world generation) if it's generating in the overworld or overworld-like dimension?
L1404[20:07:12] <barteks2x> checking for dimension IDs or instanceof check on IChunkGenerator?
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L1406[20:20:36] <Tarig> there wouldn't happen to be any way to black list a blockstate property from the debug map mode? I can't unlist it since I use it to select a smart model
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L1408[20:22:13] <Tarig> barteks2x looking to integrate with other mod world?
L1409[20:22:26] <barteks2x> no, writing readthedocs page
L1410[20:22:47] <barteks2x> and i want to be sure I get such details right
L1411[20:22:54] <Tarig> ah
L1412[20:23:36] <Tarig> I used dim ids hard coded for vannila dims and config files to search for others
L1413[20:23:50] <Tarig> but that was back in 1.7
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L1415[20:24:08] <barteks2x> so I will explain both ways and list advantages and disadvantages
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L1417[20:28:43] <Tarig> looks like there is no way to blacklist a blockstate prop from the debug map, anyone else have an intrest in filtering thier blocks in the map?
L1418[20:29:30] <barteks2x> why would you even want to do that? (not that I know how)
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L1420[20:29:54] <Tarig> I have a large amount of blocks where I have a property camo true/false
L1421[20:30:23] <Tarig> there is no decernible diffrence between them in the debug map
L1422[20:30:40] <Tarig> so I only want to show distinct visual states
L1423[20:30:50] <barteks2x> the idea of debug world is that it shows ALL of them
L1424[20:30:57] <barteks2x> even those that look the same
L1425[20:31:13] <barteks2x> even if only to show that they do in fact look the same
L1426[20:32:07] <barteks2x> (I can't be sure that's what it was intended for but given the way it works - it's the most likely explanation)
L1427[20:32:08] <Tarig> I can see it that way
L1428[20:32:24] <Tarig> I think the intent was to show all the effects of a resource pack
L1429[20:33:36] <Tarig> https://postimg.org/image/7y9xpkfr1/
L1430[20:33:54] <Tarig> heres why I want to basicly half the amount of states displayed in debug
L1431[20:34:33] <Tarig> I'm not done building the models so ignore the blank spaces and missing models
L1432[20:35:11] <MattDahEpic> !latest
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L1434[20:36:01] <Tarig> !latest
L1435[20:36:44] <Tarig> I found dispensers do the same thing as mine
L1436[20:36:54] <Tarig> triggered true/false no visual diff
L1437[20:37:01] <barteks2x> but look from other perspective: you are making a resource pack and sole evil mod is hiding it's states from debug world
L1438[20:37:05] <Tarig> still shown so I'll leave it
L1439[20:37:06] <barteks2x> *some
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L1444[20:46:39] <wundrweapon> when i use EnumHelper.addtoolMaterial(String, int, int, float, float, int) and set the first int (harvest level) above Diamond (3), it acts as if it were below diamond
L1445[20:46:42] <wundrweapon> below iron even
L1446[20:47:20] <wundrweapon> i would set it to 3 and call it quits, but some mods have blocks with higher harvest levels, and I want to support those
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L1450[20:50:52] <wundrweapon> wait a min...
L1451[20:51:21] <Tarig> found the bad check?
L1452[20:54:25] <wundrweapon> i found the issue but now i have an even more confusing pair of issues
L1453[20:54:29] <wundrweapon> lemme get on mobile
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L1459[20:55:36] <wundr|mobile> Lovely
L1460[20:56:50] <Tarig> how rare is glue and slimes in 1.10?
L1461[20:57:02] <wundr|mobile> Glue…?
L1462[20:57:07] <wundr|mobile> There's glue?
L1463[20:57:12] <Tarig> oo t construct
L1464[20:57:14] <Tarig> derp
L1465[20:57:30] <wundr|mobile> Hold up
L1466[20:57:32] <Tarig> yea t-construct throw a horse in the smeltry see what happend
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L1470[21:07:18] <wundr|mobile> So, problem number 1: my HarvestDropsEvent handler, programmed to essentially double the iten drops when mining ores, throws an odd error on a harvest and prevents any drops
L1471[21:08:20] <wundr|mobile> Problem 2: since that's the only thing doubling item drops, then why does my custom pickaxe double the drops automagically… on only select items?
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L1473[21:15:10] <MattDahEpic> barteks2x, im getting java.lang.NoSuchMethodException: net.minecraft.world.chunk.storage.RegionFile.func_76711_a(java.lang.Integer, java.lang.Integer, java.lang.Integer) and i cant figure out why since the code has the non deobf name too
L1474[21:15:13] <MattDahEpic> code: https://gist.github.com/MattDahEpic/0eaac376c36f5d67a4cd919a15c72d5e
L1475[21:16:35] <wundr|mobile> Ok I may just be a moron (I am), but when modders provide a deobf download, what does that entail?
L1476[21:16:51] <Ordinastie> it's for dev
L1477[21:16:51] <wundr|mobile> And ik deobf means deobfuscated
L1478[21:16:59] <MattDahEpic> you can run it in a dev env and view the source
L1479[21:17:11] <Ordinastie> deobf != source
L1480[21:17:11] <MattDahEpic> so you can use methods and apis within the jar of that mod
L1481[21:17:16] <TehNut> Not the second part
L1482[21:17:34] <TehNut> It is deobfuscated, not decompiled
L1483[21:17:42] <TehNut> And definitely not the source :P
L1484[21:17:43] <Ordinastie> it's not as useful anymore because now forge automatically deobf jar in dev env
L1485[21:17:52] <wundr|mobile> So if I wanted to test my mod w/ NEI would I use the universal or deobf?
L1486[21:17:55] <Ordinastie> but before it didn't do that, so the dev jar was needed
L1487[21:18:06] <TehNut> You wouldn't do either. You would update to 1.10 and use JEI.
L1488[21:18:17] <MattDahEpic> ^
L1489[21:18:18] <wundr|mobile> Ew jei
L1490[21:18:36] <TehNut> JEI is infinitely better than NEI.
L1491[21:18:40] <TehNut> Duno what you're talking about
L1492[21:19:48] <wundr|mobile> I dunno what to tell ya, I just dont know why I'd use JEI when NEI is more than what I'm looking for
L1493[21:20:02] <TehNut> Because NEI's item list doesn't exist in 1.10?
L1494[21:21:14] <MattDahEpic> jei has consumed all that NEI was and made it better
L1495[21:21:15] <wundr|mobile> Meaning§?
L1496[21:21:26] <TehNut> Meaning NEI is useless without JEI
L1497[21:21:28] <TehNut> And requires JEI to run
L1498[21:21:39] <TehNut> So get over your "ew JEI"
L1499[21:22:49] <MattDahEpic> i still cant figure out why my code cant find a method that I know is there https://gist.github.com/MattDahEpic/0eaac376c36f5d67a4cd919a15c72d5e
L1500[21:23:16] <Ordinastie> MattDahEpic, in dev ?
L1501[21:23:20] <MattDahEpic> yes
L1502[21:23:28] <Ordinastie> !gm func_76711_a
L1503[21:23:40] <MattDahEpic> but the nice name is in the reflectionhelper call
L1504[21:25:02] <wundr|mobile> !gm… not game mode?
L1505[21:25:07] <TehNut> get method
L1506[21:25:17] <TehNut> !gm func_76711_a
L1507[21:25:36] <wundr|mobile> Oh
L1508[21:26:18] <TehNut> Is that the correct order for the params?
L1509[21:26:22] <MattDahEpic> yes
L1510[21:26:25] <Corosus> there any easy way to make block models using some external editor or something and export it to compatible json model format these days?
L1511[21:26:38] <Ordinastie> MattDahEpic, try int.class
L1512[21:26:44] <TehNut> That, too
L1513[21:31:11] <MattDahEpic> ok, that got us father , now we get java.lang.ArrayIndexOutOfBoundsException: -648 on the calling the method
L1514[21:31:47] <MattDahEpic> where does it get -648?!
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L1517[21:35:23] <Ordinastie> first, you should cache the method and certainly not call findMethod in the loop
L1518[21:35:41] <Ordinastie> second, modifier.set is useless if you setAccessible on the method
L1519[21:35:50] <MattDahEpic> well to find the method i need an instance which depends on which chunk im obliterating
L1520[21:35:55] <Ordinastie> no
L1521[21:36:08] <Ordinastie> Method setOffsetMethod = ReflectionHelper.findMethod(RegionFile.class,region,new String[]{"setOffset","func_76711_a"}, Integer.class,Integer.class,Integer.class);
L1522[21:36:14] <Ordinastie> where do you use the instance there ?
L1523[21:36:18] <MattDahEpic> region
L1524[21:36:26] <MattDahEpic> aargument 2
L1525[21:36:57] <Ordinastie> yeah, that's completely stupid
L1526[21:37:00] <Ordinastie> it's not even used
L1527[21:37:02] <Ordinastie> dump that
L1528[21:37:17] <Ordinastie> a method is not linked to an instance
L1529[21:37:27] <Tarig> ReflectionHelper?
L1530[21:37:32] <MattDahEpic> yup
L1531[21:37:53] <Ordinastie> that class is sooo bad :x
L1532[21:38:41] <Ordinastie> so, like I said, cache the method once, forget the modifier.set
L1533[21:39:00] <Ordinastie> and for your -648, use your debugger
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L1535[21:58:12] <MattDahEpic> somehow it's looking for the -648th chunk out or 32
L1536[21:58:16] <MattDahEpic> our of*
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L1558[23:24:40] <techbrew> o/. Sups all.
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