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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
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
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
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 ?
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?
L341[08:38:29]
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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]
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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 *
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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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
L488[09:21:16]
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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 ?
L504[09:24:18] ***
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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
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
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
L603[09:40:22] ⇦
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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?
L608[09:45:50] ⇦
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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
L638[10:17:20] ⇦
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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
L648[10:19:44] <ghz|afk> no idea what
those are
L649[10:19:45] <ghz|afk> ;P
L650[10:19:59] ***
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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
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?
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 ?
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
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"?
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?
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.
L1005[14:02:57]
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L1006[14:06:15] <SquareWheel> tooltip
became %stooltip. I hope you're happy.
L1007[14:08:30] <diesieben07> yes
:P
L1008[14:14:04]
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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
L1046[14:33:38]
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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.
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 :)
L1127[15:53:45] <howtonotwin> willie's
1.8 -> 1.9 thing
L1129[15:53:59] <gigaherz> that gives you
most of the class renames and such
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
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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
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
L1447[20:48:45] ***
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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?
L1472[21:14:06] ***
Vigaro is now known as V
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
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"
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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