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L23[01:59:39] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161029 mappings to Forge Maven.
L24[01:59:47] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161029-1.10.2.zip (mappings = "snapshot_20161029" in build.gradle).
L25[01:59:58] <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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L63[04:07:42] <Koward> Guys, when handling onBlockPlaced deprecation I noticed IntelliJ give deprecation warnings even when the deprecated code is itself in a deprecated method. Sounds like weird behavior, anyone knows if I could disable them in this particular case ?
L64[04:08:10] <Koward> (Obviously googling that just gives a bunch of random things about deprecation, unfortunately)
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L124[07:53:45] <CsokiCraft> What is the wildcard meta in MC 1.7.10?
L125[07:54:36] <CsokiCraft> For ItemStacks
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L127[07:55:09] <ghz|afk> in modern mc, it's OreDictionary.WILDCARD_VALUE
L128[07:55:15] <ghz|afk> if that exists in ancient mc, lucky you
L129[07:55:22] <ghz|afk> ;P
L130[07:55:45] <CsokiCraft> In "ancient" MC :P
L131[07:55:57] <CsokiCraft> I mean, I understand, but come on
L132[07:56:09] <CsokiCraft> 1.7 is not like 1.2.5
L133[07:56:12] <CsokiCraft> :P
L134[07:56:18] <CsokiCraft> Anyway, thanks
L135[07:56:42] <ghz|afk> 1.7 is over 3 years old
L136[07:56:55] <PaleoCrafter> nah, just about 2.5 :P
L137[07:57:12] <PaleoCrafter> actually, nvm
L138[07:57:16] <PaleoCrafter> 1.7, not 1.7.10 xD
L139[07:57:36] <ghz|afk> what I meant to say is
L140[07:57:39] <ghz|afk> 1.2.5 to 1.7
L141[07:57:50] <ghz|afk> was LESS time than 1.7.10 to 1.10.2
L142[07:57:53] <PaleoCrafter> indeed
L143[07:58:06] <ghz|afk> so it is pretty much like people asking for 1.2.5 help
L144[07:58:07] <CsokiCraft> And MC altogether is, like 7ish?
L145[07:58:09] <ghz|afk> in the 1.7.10 days
L146[07:58:30] <CsokiCraft> Alright
L147[07:58:49] <CsokiCraft> I know that a LOT has changed in 1.8 & 1.9
L148[07:59:17] <PaleoCrafter> even more of a reason not to waste your time on an ancient version :P
L149[07:59:47] <CsokiCraft> but there are mods that don' exist in newer versions
L150[08:00:10] <CsokiCraft> And I get attached to my packs
L151[08:00:59] <ghz|afk> yeah but as you may understand
L152[08:01:04] <ghz|afk> we mostly deal with newer mc here
L153[08:01:14] <ghz|afk> so as you say, thigns have changed a lot
L154[08:01:16] <PaleoCrafter> create clones of those mods you're missing :P
L155[08:01:18] <ghz|afk> I know how things work in 1.10.2
L156[08:01:24] <PaleoCrafter> or kick the original authors' asses
L157[08:01:28] <AshIndigo> You wont get help on the forums for older versions
L158[08:01:29] <CsokiCraft> Anyways, thanks for your help, it worked!
L159[08:01:30] <ghz|afk> I knew how stuff worked in 1.9.4 because it was almost the same
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L161[08:01:46] <ghz|afk> but I wouldn't trust my knowledge to apply to 1.8
L162[08:01:48] <ghz|afk> let alone 1.7.10
L163[08:02:05] <CsokiCraft> PaleoCrafter Usually, they vanish into thin air, that's why they don't update
L164[08:02:21] <PaleoCrafter> then consider the other option :P
L165[08:02:38] <ghz|afk> if the mod is opensource, port it -- although porting 1.7.10 to 1.10 often requires starting over and just reusing textures and such
L166[08:02:45] <ghz|afk> if the mod isn't opensource
L167[08:02:50] <ghz|afk> then just fuck that mod, make a clone
L168[08:02:51] <ghz|afk> ;p
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L171[08:05:36] <ghz|afk> oh speaking about mods and packs
L172[08:05:42] <ghz|afk> "All the mods" removed my Packing tape mod :(
L173[08:05:50] <ghz|afk> I guess they have other options they like more
L174[08:06:12] <howtonotwin> :(
L175[08:06:16] * AshIndigo feels sad for ghz
L176[08:06:21] <howtonotwin> Betrayal!
L177[08:09:05] <PitchBright> I wanna pick your guys' brains on something, before I head down a road i actually don't need to...
L178[08:09:12] <ghz|afk> shoot
L179[08:09:28] <PaleoCrafter> no! don't commit suicide D:
L180[08:09:36] <PitchBright> i just don't know the best way to describe it, without using the wrong terminology...
L181[08:09:45] <Ordinastie> PaleoCrafter, pretty sure he was going to shoot ghz|afk
L182[08:10:22] <PitchBright> bear with me... I've got an entity... he's got an inventory... if he has something in a specific slot (aka "currentItem")...
L183[08:10:28] <Roburrito> https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0ahUKEwjQwMifi4DQAhVLOSYKHVhsDuUQ3ywIHTAA&url=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DdEtm_Q2LK9g&usg=AFQjCNEWjd3trDz0iOXVUNNsseo42OHYWA&sig2=mKq-Q5HWbM7d8lrbHcDlKQ&bvm=bv.136811127,d.eWE
L184[08:10:28] <PitchBright> the client renders the entity holding that item
L185[08:10:46] <ghz|afk> yes... that's how players and zombies and such work ;P
L186[08:11:08] <PitchBright> now... when 1 client makes a change to the entity's inventory... and pull something outta that slot...
L187[08:11:27] <PitchBright> the entity's render updates for him, and he sees the entity is no longer holding the item
L188[08:11:38] <Ordinastie> you need to notify the server
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L190[08:11:47] <Ordinastie> and then the server needs to notify the other clients
L191[08:11:54] <PitchBright> but a 2nd client is watching the whole time, and there is no chang
L192[08:11:55] <PitchBright> oh
L193[08:12:59] <PitchBright> what would be a good vanilla example for me to look at for reference
L194[08:13:15] <Ordinastie> "good vanilla example" haha
L195[08:13:25] <Ordinastie> vanilla is rarely good
L196[08:13:40] <ghz|afk> uhm
L197[08:13:40] <howtonotwin> furnace minecart maybe?
L198[08:13:44] <ghz|afk> sounds like you change it client-side
L199[08:13:47] <ghz|afk> rather than server-side
L200[08:13:50] <howtonotwin> they have to go from active to inactive
L201[08:14:06] <PaleoCrafter> I'd assume that's a server-side decision, howtonotwin
L202[08:14:07] <ghz|afk> nm Ordinastie already answered that
L203[08:14:07] <ghz|afk> XD
L204[08:14:17] <PaleoCrafter> and probably handled via the data watcher/manager
L205[08:14:40] <Ordinastie> if it's an item in a slot in an inventory viewed in a gui, that should already automatically synced to the server
L206[08:14:44] <PaleoCrafter> how is the client changing the item, PitchBright?
L207[08:14:46] <PaleoCrafter> --^
L208[08:14:47] <ghz|afk> EntityMinecartFurnace
L209[08:14:51] <ghz|afk> has a POWERED DataParameter
L210[08:15:22] <ghz|afk> you have two options, either you have a DataParameter for the "held item" value
L211[08:15:27] <ghz|afk> or you sync the entire inventory
L212[08:15:48] <PitchBright> would prefer to sync the inv, have no exerience with DataParameter yet
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L214[08:16:30] <PitchBright> Paleo, the client clicks on the entity and a gui pops up and he can move stuff around in the entity's inventory
L215[08:16:46] <PaleoCrafter> if the GUI is set up properly, what Ordinastie said should hodl
L216[08:16:48] <PaleoCrafter> *hold
L217[08:17:08] <PitchBright> hm, I must be doing something weird then
L218[08:17:09] <Ordinastie> still requires the server to notify other clients
L219[08:17:30] <PitchBright> I do know that when 2 clients are looking at the same entity's inventory... they can both see the other one making changes inside of it
L220[08:17:54] <Ordinastie> yes because when the inventory is opened, it's automatically synced with the server
L221[08:17:59] <PitchBright> ahhh
L222[08:18:29] <PitchBright> is it auto-sync'd on close too, or no?
L223[08:18:39] <Ordinastie> on changes
L224[08:18:50] <ghz|afk> GUI syncs to the clients that have the gui open
L225[08:19:02] <ghz|afk> but for rendering the "in hand" stack, that has to sync separately
L226[08:19:36] <PitchBright> hm *thinking*
L227[08:20:03] <PitchBright> i figured when the slots get changed, and the inventory is closed... that would then send back the new slots numbers to the server...
L228[08:20:10] <PaleoCrafter> uhm... if it's an EntityLivingBase, the game should sync the held item automatically
L229[08:20:15] <PitchBright> so I guess the 2nd client isn't gett the new slot numbers from the server
L230[08:20:25] <PitchBright> it's EntityLiving
L231[08:20:33] <PitchBright> but ya ELB I guess
L232[08:21:13] <Ordinastie> when a client is doing some interactions in a GUI with inventory, it's automatically replicated on the server
L233[08:21:30] <Ordinastie> the server also send those changes to the other clients currently viewing that same inventory
L234[08:21:48] <ghz|afk> PaleoCrafter: hmm does it? I haven't actually done any living entities... XD
L235[08:22:38] <PitchBright> kk that's what i thought Ordinastie, I guess that means that the 2nd client doesn't get the changes, because he's not refreshed the inventory data from the server then?
L236[08:23:02] <PitchBright> (when he's just standing there watching the 1st client)
L237[08:23:21] <PitchBright> (and 2nd client doesn't open the inventory)
L238[08:24:40] <PaleoCrafter> Do you perchance override the update method without a super call?
L239[08:24:52] <PitchBright> sec, i'll check
L240[08:24:58] <PaleoCrafter> That's what checks for equipment changes and syncs them
L241[08:26:34] <PitchBright> I do override the onUpdate, but it has a super call
L242[08:26:44] <PitchBright> I actually did this without using the Equipment nbt
L243[08:31:12] <PitchBright> Renderer calls getHeldItem() from Entity, getHeldItem() calls getCurrentItem() from Inventory...
L244[08:32:16] <PitchBright> getCurrentItem() returns the ItemStack in the currentItem field, which was loaded from NBT on spawn
L245[08:33:21] <PitchBright> seems to me the 2nd client isn't getting the update for that field (I'm guessing)
L246[08:34:42] <ghz|afk> I actually can't find where the entity syncs the inventory XD
L247[08:35:21] <PitchBright> me either, haha
L248[08:35:31] <PitchBright> i'm like, where's that magic happening?
L249[08:35:45] <ghz|afk> and I mean, for a zombie or such, I can't find it at all XD
L250[08:36:37] <Ordinastie> ghz|afk, you mean the equipped items ?
L251[08:36:52] <ghz|afk> specifically the item it's holding in the hand
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L253[08:37:29] <ghz|afk> I'm going to feel like an idiot if you tell me, but I *can't* find the code XD
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L255[08:38:27] <PaleoCrafter> EntityLivingBase, onUpdate
L256[08:38:52] <ghz|afk> ..............
L257[08:38:53] <ghz|afk> ......................
L258[08:38:55] <ghz|afk> yep I found it
L259[08:38:57] <PaleoCrafter> It iterates over all equipment slots and sends a SPacketEquipment or something for each
L260[08:38:59] <PaleoCrafter> :P
L261[08:39:00] <ghz|afk> sendToAllTrackingEntity
L262[08:39:13] <ghz|afk> I have looked through that function maybe 5 times
L263[08:39:36] <Ordinastie> have you tried turning your monitor on? :p
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L265[08:39:44] <ghz|afk> this may be why they say long lines are bad
L266[08:39:51] <ghz|afk> I was looking for packet related things
L267[08:40:13] <ghz|afk> but my brain was ignoring everything to the right -- including the words "send" and "packet"
L268[08:40:13] <ghz|afk> ;p
L269[08:40:20] <PaleoCrafter> I searched for the relevant packet and looked for its usages
L270[08:40:41] <ghz|afk> I was looking for code using the inventory contents instead
L271[08:40:42] <ghz|afk> ;P
L272[08:40:54] <PitchBright> ah crap, so i'd need to setup a packethandler or something?
L273[08:41:35] <PitchBright> oh! S09PacketHeldItemChange
L274[08:41:39] <ghz|afk> no
L275[08:42:08] <ghz|afk> the packet calls setItemStackToSlot(slot, stack)
L276[08:42:14] <ghz|afk> when it's received on the clients
L277[08:42:28] <ghz|afk> so long as you don't mess with those methods, it should work
L278[08:44:44] <PitchBright> okay cool cool... I think I understand enough of what you're saying, to start dabbling in there.
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L289[09:13:37] <Shambling> does the git download command have a way to download different forks or branches from a git repo? It always seems to download master, and I want a 1.10 branch instead
L290[09:14:05] <Shambling> I thought, apparently wrongly, if I was on the 1.10 branch in the view, if I clicked the clone button it would grab the right .git link
L291[09:14:43] <ghz|afk> it doesn't download just one branch
L292[09:14:52] <ghz|afk> git clone/fetch/pull will download all branches
L293[09:15:01] <ghz|afk> however
L294[09:15:22] <ghz|afk> that information wil lbe stored in refs/remotes/<remotename usually origin>/<branchname>
L295[09:15:29] <ghz|afk> if you want to work on a different branch
L296[09:15:30] <ghz|afk> you can use
L297[09:15:40] <ghz|afk> "git checkout origin/1.10.x"
L298[09:15:54] <ghz|afk> or rather
L299[09:15:58] <ghz|afk> "git checkout -b origin/1.10.x"
L300[09:16:03] <ghz|afk> which would create a local branch for the remote
L301[09:16:24] <shadowfacts> yeah
L302[09:16:24] <shadowfacts> git checkout -b 1.10.x origin/1.10.x
L303[09:16:30] <ghz|afk> also, "git checkout 1.10.x" without having the local branch created will automatically fetch the data from origin/ if it exists
L304[09:16:43] <ghz|afk> assuming you use a recent version of git
L305[09:17:24] <Shambling> origin would be just the base projecte folder https link?
L306[09:17:37] <Shambling> like github/author/mod
L307[09:18:20] <ghz|afk> if you clone specifically from github, yes
L308[09:18:24] <ghz|afk> thing is
L309[09:18:28] <ghz|afk> git just simply doesn't work that way
L310[09:18:38] <Shambling> yeah I've noticed
L311[09:18:40] <Shambling> lol
L312[09:18:40] <ghz|afk> a git repository has a database with commits
L313[09:18:49] <ghz|afk> each commit is identified by its hash id
L314[09:18:54] <ghz|afk> when you have a branch
L315[09:18:57] <Shambling> I'll just manually download the zip and resolve dependancies manually again
L316[09:19:01] <ghz|afk> there's a little metadata thing
L317[09:19:02] <ghz|afk> that says
L318[09:19:06] <ghz|afk> "branchname=<commit hash"
L319[09:19:13] <ghz|afk> when you commit to a branch
L320[09:19:19] <ghz|afk> it will create a new commit entry in the database
L321[09:19:35] <ghz|afk> with ... parent=<the previous commit>, author=...
L322[09:19:44] <ghz|afk> and then set branchname=<new commit hash>
L323[09:19:56] <ghz|afk> so when you fetch from a remote repository
L324[09:20:16] <ghz|afk> it will look through the metadata
L325[09:20:23] <ghz|afk> find the hash IDs that you are missing
L326[09:20:25] <ghz|afk> and send them to you
L327[09:20:40] <ghz|afk> the branch commits, their parents, the parents of the parents, and so on
L328[09:20:59] <ghz|afk> then afterward you can create local branches
L329[09:21:13] <ghz|afk> with like "git branch" or "git checkout -b"
L330[09:21:29] <ghz|afk> which simply creates a metadata alias for "yourlocalbranch=<the commit id>"
L331[09:21:53] <ghz|afk> when you do a checkout, it scans the commit database
L332[09:22:07] <ghz|afk> to "generate" the file contents into the folder
L333[09:22:28] <ghz|afk> and when you commit, it computes the differences, and stores that difference in the commit
L334[09:22:51] <ghz|afk> so as I was saying, when you clone or pull or fetch
L335[09:22:54] <ghz|afk> it will get new commits
L336[09:23:17] <ghz|afk> if you pull, then it will also mark the local branch metadata
L337[09:23:23] <ghz|afk> to point to the new commit id it found remotely
L338[09:23:39] <ghz|afk> as in, it will fetch first, then look at the ID, and copy it over to the local metadata
L339[09:24:03] <ghz|afk> so if you want to get ahold of the 1.10.x branch
L340[09:24:23] <ghz|afk> you make sure you have all the remote data ready
L341[09:24:32] <ghz|afk> ("git clone" or "git fetch")
L342[09:24:50] <ghz|afk> (the former only if you are starting on a new folder)
L343[09:25:10] <TangentDelta> Hey ghz|afk, did you get your intellij issue resolved?
L344[09:25:10] ⇨ Joins: edr (~edr@d-65-175-180-73.cpe.metrocast.net)
L345[09:25:12] <ghz|afk> and then create a new local branch based off the remote
L346[09:25:24] <ghz|afk> TangentDelta: I reconfigured my environment
L347[09:27:22] <ghz|afk> so far as I know, the "issue" remains: intellij isn't that good at not losing config in case of a bsod/power cut
L348[09:27:40] <Shambling> does it lose the changes to the config, or does it lose the whole thing?
L349[09:28:18] <Shambling> in case of either, it sounds like its pulling the configs into memory and keeping the file open, rather than making a duplicate in memory and writing to disk every once in a while :|
L350[09:28:28] <ghz|afk> yup
L351[09:28:43] <ghz|afk> well
L352[09:28:47] <ghz|afk> I lost the recent list
L353[09:28:58] <ghz|afk> the active theme
L354[09:29:04] <ghz|afk> but not the code style profile
L355[09:29:22] <ghz|afk> so I guess it was some specific file
L356[09:29:28] <ghz|afk> or some specific section of the config
L357[09:29:31] <ghz|afk> not the entire thing
L358[09:29:51] <ghz|afk> oh I also lost my configured keymap preset -- had to set it back to VS
L359[09:29:52] <ghz|afk> ;P
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L361[09:33:55] <TangentDelta> Oh my gosh...I'm such an idiot.
L362[09:34:22] <TangentDelta> Last night, tired me thought "So...if a tile entity does not exist at a block then it isn't null...right?"
L363[09:34:40] <TangentDelta> I've been hutning down a weird NPE only to discover tired me's mistake.
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L366[09:41:02] <Shambling> whats the common practice for distributing mods with a modpack that have been modified from distributed code if its MIT license?
L367[09:41:20] <ghz|afk> if the license is MIT, then you follow the rules of the MIT license
L368[09:41:27] <Shambling> can I freely modify code if I make a fork and link it, and then distribute that modified mod with a modpack?
L369[09:41:32] <ghz|afk> that say you have to keep the MIT lciense
L370[09:41:35] <Shambling> I've got to read over the license better lol
L371[09:41:43] <ghz|afk> including copyright notice
L372[09:41:45] <Shambling> hypothetical, I think I can make my changes using modtweaker
L373[09:41:54] <ghz|afk> you can modify it as you wish
L374[09:42:02] <ghz|afk> you don't even need to share thesources or the changes
L375[09:42:12] <Shambling> and simple texture overrides. but lets say I want a repair trinket to repair slower, I think I'd need to modify source
L376[09:42:13] <ghz|afk> just keep the license file in a visible place
L377[09:42:33] <howtonotwin> It's literally just "do whatever" with an added bit of contagiousness :P
L378[09:42:34] <Shambling> yeah I think thats just what I need to do in this case, but I don't want to start down that road without reading fully
L379[09:42:47] <ghz|afk> howtonotwin: no contagiousness at all
L380[09:42:54] <ghz|afk> MIT and BSD are permissive
L381[09:42:54] <Shambling> I'm thinking of adding projecte to a modpack, without the emcness
L382[09:43:05] <ghz|afk> their only requirement is that you have a copy of the license terms somewhere
L383[09:43:08] <howtonotwin> "The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software."
L384[09:43:19] <ghz|afk> yeah *included*
L385[09:43:21] <Shambling> ah ok, I thought that was it
L386[09:43:29] <ghz|afk> you can mix as much non-MIT code as you want
L387[09:43:33] <ghz|afk> and it won't have to become MIT
L388[09:44:06] <Shambling> hrmm they use a "custom license" on this
L389[09:44:09] <Shambling> I'll need to find out which one
L390[09:45:00] <Shambling> license doesn't say anything about modifying code... hrmmm.
L391[09:45:06] <Shambling> well modtweaker is a good starting point anyways lol
L392[09:45:21] ⇨ Joins: ThePsionic (~ThePsioni@ip5457f909.direct-adsl.nl)
L393[09:46:15] <JustWhoAmI> Subaraki,
L394[09:46:27] <Shambling> I should try out that other project too, custom events when doing certain things with certain blocks might be handy
L395[09:47:50] <JustWhoAmI> ghz|afk, do you have a bit of time to look at my odd GUI problem? I'm currently trying to use Subaraki's solutions
L396[09:47:57] <JustWhoAmI> suggestions*
L397[09:48:25] <JustWhoAmI> here it is: http://www.minecraftforge.net/forum/index.php?topic=42958.0
L398[09:48:48] <TangentDelta> Mmm...I can't figure out how to only check for all connected tile entities once, when my te is created.
L399[09:48:51] <TangentDelta> Ah...I know.
L400[09:49:29] <ghz|afk> I have plenty of time, but I'm not really in the mood to look at code XD
L401[09:49:41] <JustWhoAmI> oh k lol
L402[09:49:47] <Ordinastie> especially when you don't even say what the problem is
L403[09:49:52] <JustWhoAmI> I have
L404[09:49:58] <JustWhoAmI> it's a multitude of problems
L405[09:50:02] <JustWhoAmI> there isn't any specific one
L406[09:50:26] <JustWhoAmI> there are NPEs, values seeming to be 0, data lost after world relog
L407[09:50:34] <JustWhoAmI> i have no clue what the root cause
L408[09:51:00] <Abastro> What's better for non-entity modifiable factors, to use IAttribute system, or to implement my own?
L409[09:51:10] <PitchBright> o/ Abastro
L410[09:51:10] <Ordinastie> NPE are fixed by knowing basic programming
L411[09:51:25] <Abastro> o/ PitchBright
L412[09:51:35] <Subaraki> JustWhoAmI,
L413[09:51:38] <Ordinastie> Abastro, does IAttribute fills your needs ?
L414[09:52:39] <Abastro> Partially, but it has more than I need actually.
L415[09:53:01] <Abastro> Also it minds me that it's for entity.
L416[09:53:07] <Subaraki> JustWhoAmI, i think the main issue is mostly the nbt written to the itemstack
L417[09:53:50] <Ordinastie> I think the main issue is people not know how to/not wanting to use a debugger
L418[09:54:01] <Subaraki> nbttagcompound nbt = new nbttagcompound; te.writeToNbt(nbt) stack.gettagcompound.appendTag("tileentity",nbt);
L419[09:54:16] <Subaraki> that also ^
L420[09:54:33] <JustWhoAmI> Yeah that was what I was going to do but there doesn't seem to be an appendTag method
L421[09:54:35] <JustWhoAmI> you mean setTag?
L422[09:54:42] <Subaraki> yeah
L423[09:54:45] <Subaraki> one of those things
L424[09:54:49] <Subaraki> write an nbt to an nbt
L425[09:54:54] <JustWhoAmI> kk
L426[09:55:01] *** Subaraki is now known as SubOut
L427[09:55:11] <SubOut> ill be back
L428[09:55:47] <JustWhoAmI> alright i'll admit it, i don't know what breakpoints are, i've been trying to learn about them for the past two days tho
L429[09:56:38] <Ordinastie> you can't mod without that knowledge
L430[09:56:55] *** diesieben07 is now known as diesieben|away
L431[09:57:05] <JustWhoAmI> i know which is why ive been trying to learn about them
L432[09:57:21] <howtonotwin> breakpoint means that when code hits that line num/method/etc. execution is halted and the debugger takes control
L433[09:57:23] <howtonotwin> that's it
L434[09:57:35] <Abastro> Well if it's about PR, should I use IAtttibute for other use?
L435[09:57:59] <SubOut> the advantage of it being, if you point at a field, it'll show what it is
L436[09:58:07] <JustWhoAmI> howtonotwin, so at that point i can inspect any value?
L437[09:58:08] <howtonotwin> at that point, you control everything about the code's execution and can do whatever you like
L438[09:58:31] <JustWhoAmI> alright
L439[09:58:32] <howtonotwin> you can read/write data in variables
L440[09:58:39] <JustWhoAmI> i'll try and put them to use
L441[09:58:46] <howtonotwin> you can run arbitrary expressions
L442[09:58:56] <howtonotwin> etc.
L443[09:59:02] <JustWhoAmI> thanks
L444[09:59:18] <JustWhoAmI> SubOut, getDrops: i.getTagCompound().setTag("te", compound); onBlockPlacedBy: if (stack.hasTagCompound()) ter.readFromNBT((NBTTagCompound) stack.getTagCompound().getTag("te"));
L445[09:59:54] <SubOut> make sure it has the key
L446[10:00:08] <SubOut> if(gettagcompount .haskey (te)
L447[10:00:11] <SubOut> if it doesnt, npe
L448[10:00:17] <SubOut> now im really out xD
L449[10:00:19] <SubOut> ill be back
L450[10:01:20] <howtonotwin> don't use getTag for that
L451[10:01:32] <howtonotwin> use getCompoundTag
L452[10:02:07] <howtonotwin> the latter will handle the absence of the tag or the tag being a different type
L453[10:02:15] <howtonotwin> by returning an empty one
L454[10:08:13] *** V is now known as Vigaro
L455[10:13:06] <Shambling> is there a modpack developers mIrc channel that alot of people use?
L456[10:13:17] <Shambling> I feel like I spam this channel, when what I post is... barely relevant
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L460[10:28:18] <JustWhoAmI> SubOut, but the ItemStack's stack tag is null
L461[10:28:45] <JustWhoAmI> which is, now that i think about it, what led me to use setTagCompound in the first place
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L464[10:33:34] <howtonotwin> you can use ItemStack::getSubCompound
L465[10:33:39] <howtonotwin> with create true
L466[10:33:59] <howtonotwin> you can store the te as a single te tag in the stack's NBT
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L468[10:35:29] <howtonotwin> like this {te: { ... }, other_data: ...}
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L470[10:41:59] <JustWhoAmI> I didn't get you? So I have my itemstack ready, how exactly would I use the method? getSubCompound has only a boolean and string param, no compounds?
L471[10:42:24] <JustWhoAmI> howtonotwin,
L472[10:42:43] <howtonotwin> you have stack
L473[10:42:50] <howtonotwin> you get te tag with getSubCompound
L474[10:42:55] <howtonotwin> which is safe
L475[10:43:01] <howtonotwin> if there is no tag it makes one
L476[10:43:24] <howtonotwin> if it has the wrong type it makes one
L477[10:43:25] <howtonotwin> etc.
L478[10:43:38] <howtonotwin> you can save the TE into it with writeToNBT
L479[10:43:44] <howtonotwin> and you can read it too
L480[10:44:13] <howtonotwin> NBT being mutable is a PITA but it means you don't need to save it
L481[10:45:20] <howtonotwin> does that make sense?
L482[10:45:36] <JustWhoAmI> right so in the getDrops method: te.writeToNBT(i.getSubCompound("te", true)), and then in my onBlockPlacedBy te.readFromNBT(i.getSubCompound("te", false))?
L483[10:46:45] <howtonotwin> true both times
L484[10:46:54] <howtonotwin> otherwise you have a chance of getting null
L485[10:47:10] <howtonotwin> also
L486[10:47:19] <howtonotwin> tes contain 3 tags that you need to deal with
L487[10:47:21] <howtonotwin> x y and z
L488[10:47:48] <howtonotwin> you have to remove them on save and re-add them on load
L489[10:49:59] <JustWhoAmI> doesn't the super call in read/write
L490[10:50:02] <JustWhoAmI> deal with that?
L491[10:51:04] <JustWhoAmI> In TileEntity.java:
L492[10:51:04] <JustWhoAmI> public void readFromNBT(NBTTagCompound compound)
L493[10:51:04] <JustWhoAmI> {
L494[10:51:04] <JustWhoAmI> this.pos = new BlockPos(compound.getInteger("x"), compound.getInteger("y"), compound.getInteger("z"));
L495[10:51:14] <howtonotwin> yes, exactly why you have to deal with it.
L496[10:51:21] <howtonotwin> you start with TE in (x,y,z)
L497[10:51:26] <howtonotwin> you save it to item with no handling
L498[10:51:41] <howtonotwin> end up with {te: {x: ..., y: ..., z: ... } }
L499[10:51:48] <howtonotwin> then you load it back in
L500[10:51:57] <JustWhoAmI> oh
L501[10:52:03] <JustWhoAmI> the old coords remain
L502[10:52:04] <howtonotwin> and suddenly the position is reset to the original one
L503[10:52:13] <JustWhoAmI> right
L504[10:52:20] <JustWhoAmI> how would I deal with that?
L505[10:52:32] <howtonotwin> well you know where the block is being placed
L506[10:52:42] <howtonotwin> just rewrite the tags to fit
L507[10:53:03] *** Abrar|gone is now known as AbrarSyed
L508[10:53:07] <JustWhoAmI> but that would be in my onBlockPlacedBy, where the block has already been placed
L509[10:53:15] <JustWhoAmI> isn't it too late?
L510[10:53:18] <howtonotwin> no
L511[10:53:27] <howtonotwin> because that's where you are doing the loading, no?
L512[10:53:54] <JustWhoAmI> but: Called by ItemBlocks after a block is set in the world, to allow post-place logic
L513[10:54:01] <JustWhoAmI> it
L514[10:54:26] <JustWhoAmI> it
L515[10:54:40] <JustWhoAmI> alright i'm confused now
L516[10:54:46] <howtonotwin> reading TEs from the item counts as post-place, doesn't it?
L517[10:55:08] <howtonotwin> you place block and the block half gets placed
L518[10:56:08] <howtonotwin> then the TE half's initialized, by the block's createTileEntity
L519[10:56:19] <howtonotwin> then the item calls that method
L520[10:56:37] <howtonotwin> and you clone the old data into the new TE
L521[10:57:22] ⇦ Quits: Shambling (~Shambling@24-181-186-74.dhcp.nwtn.ct.charter.com) (Quit: Leaving)
L522[11:02:46] *** diesieben|away is now known as diesieben07
L523[11:06:00] <JustWhoAmI> howtonotwin, so in onBlockPlacedBy, after te.readNBT(i.getSubCompound), te.setPos(pos from method param)?
L524[11:10:22] ⇨ Joins: Girafi (Girafi@0x555178eb.adsl.cybercity.dk)
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L526[11:15:14] ⇨ Joins: Samario (~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
L527[11:18:56] <shartte> hm, is there a way to check if a TextureAtlasSprite is the "missing" texture?
L528[11:19:00] <shartte> i mean, a *good* way ;)
L529[11:19:55] <Ordinastie> TextureMap.getMissingSprite()
L530[11:20:50] <shartte> ah thanks
L531[11:22:17] <TangentDelta> Well, now I need to figure out why world.getTileEntity(pos) keeps returning null. I miht have screwed up my block rotation code, lol.
L532[11:23:19] <TangentDelta> What is the correct way to check if a tile entity is of a certain type? instanceof? read an identifying name?
L533[11:24:37] <diesieben07> instanceof
L534[11:25:10] <TangentDelta> I'm thinking that just checking the block state might be quicker and simpler...
L535[11:25:19] <TangentDelta> Okay, cool, so I didn't screw that up!
L536[11:25:50] <howtonotwin> JustWhoAmI, sorry for disappearing, but yes
L537[11:26:08] <JustWhoAmI> howtonotwin, no problem, thanks
L538[11:26:39] <TangentDelta> Is tehre a chart somewhere showing the order of operations for a block being placed?
L539[11:26:45] <TangentDelta> *there
L540[11:26:53] <diesieben07> shouldn't be much difference between checking blockstate and instanceof
L541[11:26:56] <TangentDelta> Like, what order the methods get called?
L542[11:27:19] <diesieben07> but with instanceof you have less world operations, you only have to look up the tileentity, not blockstate AND tileentity
L543[11:27:34] <howtonotwin> A debugger+ItemBlock::onItemUse
L544[11:27:35] <howtonotwin> :P
L545[11:28:58] <TangentDelta> If I did that and made a fancy flow chart, would there be much interest in that?
L546[11:30:29] <howtonotwin> oh what's this
L547[11:30:47] <howtonotwin> JustWhoAmI, apparently MC has a builtin system for handling storing TEs in items
L548[11:30:52] <howtonotwin> they use it for banners
L549[11:31:15] <TangentDelta> Or, I could just override every method of block and just print stuff at every method :P
L550[11:31:37] <ghz|afk> :3
L551[11:31:39] <howtonotwin> Set the tag "BlockEntityTag" on an ItemBLock
L552[11:31:45] <TangentDelta> Better yet, stuff it all neatly in a CSV database.
L553[11:31:48] <howtonotwin> and voila MC takes care of positions and ids
L554[11:31:48] <TangentDelta> Ohh...
L555[11:31:51] <TangentDelta> Wow...
L556[11:31:51] <ghz|afk> my guidebook XML format now supports a global fontSize value
L557[11:32:02] <ghz|afk> which is used to scale the book so that more text fits on a page ;P
L558[11:32:15] <TangentDelta> That might come in handy.
L559[11:32:23] <TangentDelta> Is there a limit on the number/types of tags?
L560[11:32:44] <JustWhoAmI> howtonotwin, that's interesting
L561[11:32:51] <JustWhoAmI> where would I set the tag?
L562[11:32:55] <JustWhoAmI> getDrops?
L563[11:32:57] <JustWhoAmI> hold on
L564[11:33:06] <JustWhoAmI> ghz|afk, didn't you use BlockEntityTag?
L565[11:33:17] ⇨ Joins: Shambling (~Joseph@24-181-186-74.dhcp.nwtn.ct.charter.com)
L566[11:33:18] <howtonotwin> no limits, it just tells the TE to load itself from the tag
L567[11:33:23] <ghz|afk> yes
L568[11:33:26] <ghz|afk> on my packing tape mod
L569[11:33:29] <howtonotwin> it manages the xyz/id tags and stuf
L570[11:33:31] <ghz|afk> if you want to take a look at how I use it
L571[11:33:31] <howtonotwin> *stuff
L572[11:33:43] <JustWhoAmI> yeah I'd like to see some example usage of that
L573[11:34:00] <howtonotwin> Or see BlockBanner :P
L574[11:34:05] <ghz|afk> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/tape/TilePackaged.java#L95
L575[11:34:12] <JustWhoAmI> I'll see that too :D
L576[11:35:15] <ghz|afk> that method is what I use to generate an ItemStack from my TE
L577[11:35:23] <JustWhoAmI> Where do you load the data?
L578[11:35:27] ⇨ Joins: FourFire (~FourFire@51.175.137.57)
L579[11:35:28] <ghz|afk> the ItemBlock itself takes care of that
L580[11:35:47] <ghz|afk> that's the whole point of using BlockEntityTag on the itemstack -- it's applied automatically on placing the block
L581[11:35:59] <JustWhoAmI> and in getDrops I presume you add getPackedStack() to the list of drops?
L582[11:36:16] <ghz|afk> yes
L583[11:36:17] <ghz|afk> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/tape/BlockPackaged.java#L66,L97
L584[11:36:39] <JustWhoAmI> you can add custom data to the tag?
L585[11:36:44] <JustWhoAmI> wait that's a stupid question
L586[11:36:49] <JustWhoAmI> you've got a writeToNBT there
L587[11:36:52] <ghz|afk> ...
L588[11:36:52] <ghz|afk> XED
L589[11:36:54] <ghz|afk> XD^
L590[11:36:56] <ghz|afk> XD*
L591[11:37:04] ⇨ Joins: Searge_DP (~Searge@c83-250-150-134.bredband.comhem.se)
L592[11:37:06] <JustWhoAmI> lol
L593[11:37:25] <howtonotwin> A+ keyboarding right there folks :P
L594[11:38:12] <FourFire> Hello all
L595[11:39:04] ⇦ Quits: SeargeDP (~Searge@c83-250-150-134.bredband.comhem.se) (Ping timeout: 183 seconds)
L596[11:39:20] <howtonotwin> hello
L597[11:39:46] <howtonotwin> Have you heard of our lord and savior, Lex?
L598[11:39:50] <howtonotwin> :P
L599[11:41:29] <howtonotwin> ._.
L600[11:41:32] * howtonotwin is an idiot
L601[11:41:50] <howtonotwin> I accidentally deleted by to-do list for my model docs
L602[11:41:53] <howtonotwin> *my
L603[11:42:07] <howtonotwin> and I did that yesterday
L604[11:42:09] <JustWhoAmI> oh man this song's so good
L605[11:42:21] <JustWhoAmI> gj howtonotwin :P
L606[11:42:24] <howtonotwin> And I didn't notice
L607[11:42:31] <Shambling> guess you don't have anything else that needs work
L608[11:42:41] <TangentDelta> That packing tape mod looks like a lot of fun.
L609[11:42:41] * howtonotwin facepalms so hard it's really a palmface
L610[11:43:34] <Shambling> there should be a rollback changes feature on whatever program you're using for that, yes?
L611[11:43:53] <howtonotwin> it was just a text file in the git repo :P
L612[11:44:00] <howtonotwin> and it was in .git/info/excludes
L613[11:44:06] <howtonotwin> so it wasn't tracked
L614[11:44:08] ⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L615[11:44:12] <Shambling> ... yeah I was going to guess that, lol
L616[11:44:23] <TangentDelta> Just a stupid question, but does MC only let you create one instance of World?
L617[11:44:32] <Shambling> local copy kept in cache in browser mayhaps?
L618[11:44:41] <howtonotwin> servers have multiple worlds
L619[11:44:57] <howtonotwin> and I know LookingGlass does hackery to have multiple client worlds
L620[11:45:43] ⇦ Quits: secknv (~secknv@2001:8a0:6c73:3001:489f:ae6c:3f7e:6bfc) (Quit: Leaving)
L621[11:50:15] ⇨ Joins: InusualZ (~InusualZ@adsl-72-50-85-164.prtc.net)
L622[11:52:29] <JustWhoAmI> https://www.youtube.com/watch?v=LoheCz4t2xc
L623[11:54:14] <Shambling> wait.... was that just spam?
L624[11:54:28] <Shambling> or am I just unfortunate that opened in edge browser and had full ads? lol
L625[11:54:46] * howtonotwin prepares his Judginator-9000 to judge JustWhoAmI's character off his taste in music, completely ignoring his actual actions in this chat.
L626[11:54:58] *** howtonotwin is now known as Judginator-9000
L627[11:55:09] <Roburrito> Uh oh
L628[11:55:11] <JustWhoAmI> lol
L629[11:55:16] <JustWhoAmI> Let me clarify
L630[11:55:22] <JustWhoAmI> here's my current playlist:
L631[11:55:40] <Shambling> ah I scrolled up, so you're not a spam bot :D
L632[11:55:51] <Shambling> sorry, its just those ads man. *nukes edge browser*
L633[11:55:53] ⇦ Quits: Judginator-9000 (~howtonotw@r75-110-22-15.gvllcmtc01.gnvlnc.ab.dh.suddenlink.net) (Quit: Leaving)
L634[11:55:57] <JustWhoAmI> LOL
L635[11:56:07] ⇨ Joins: howtonotwin (~howtonotw@r75-110-22-15.gvllcmtc01.gnvlnc.ab.dh.suddenlink.net)
L636[11:56:09] <howtonotwin> well fuck
L637[11:56:18] <howtonotwin> that name was too long
L638[11:56:19] <JustWhoAmI> The Judginator has been rejected
L639[11:56:20] <howtonotwin> xD
L640[11:56:23] <Shambling> mirc just judged you so hard
L641[11:56:32] <JustWhoAmI> Judginator just got judged
L642[11:56:35] <Roburrito> Judginator 900?
L643[11:56:39] *** howtonotwin is now known as Judge
L644[11:56:44] <JustWhoAmI> it's not got the same vibe man
L645[11:56:46] <Judge> You can't judge the Judge!
L646[11:56:50] *** Roburrito is now known as Jury
L647[11:56:59] <Judge> crap
L648[11:57:03] *** Judge is now known as Dictator
L649[11:57:07] *** Jury is now known as Assassin
L650[11:57:20] *** Assassin is now known as El_Presidente
L651[11:57:27] <JustWhoAmI> err
L652[11:57:30] * Shambling is now known as doesn't remember mIrc commands.
L653[11:57:30] * Dictator hires more assassins to kill the assassin
L654[11:57:36] <El_Presidente> ./nick
L655[11:57:41] <JustWhoAmI> wasn't my personality going to be judged?
L656[11:57:46] <Dictator> yes
L657[11:57:46] <JustWhoAmI> what happened to that
L658[11:57:50] <El_Presidente> Look at me, I am the president now
L659[11:57:54] <JustWhoAmI> I don't even know who's who now
L660[11:57:55] <JustWhoAmI> lo.
L661[11:57:56] <JustWhoAmI> lol*
L662[11:57:58] <El_Presidente> ...
L663[11:58:00] * Dictator judges JustWhoAmI's personality as being terrible
L664[11:58:03] <JustWhoAmI> wait
L665[11:58:06] <JustWhoAmI> here's my playlist
L666[11:58:06] * Dictator orders his death
L667[11:58:15] <Dictator> no you're dead
L668[11:58:16] <JustWhoAmI> Toxicity, BYOB, Revenga, Psycho, Sad Statue, Aerials, Chop Suey, Hypnotize, Question! - all by System of a Down
L669[11:58:19] * El_Presidente sells the natural resources to foreign interests
L670[11:58:19] <JustWhoAmI> but
L671[11:58:21] <JustWhoAmI> but
L672[11:58:22] <Dictator> you can't show us your playlist
L673[11:58:27] <Dictator> /kick JustWhoAmI
L674[11:58:28] <Dictator> /ban JustWhoAmI
L675[11:58:37] <Dictator> :P
L676[11:58:41] *** El_Presidente is now known as Roburrito
L677[11:58:41] *** JustWhoAmI is now known as Death
L678[11:58:43] *** Dictator is now known as howtonotwin
L679[11:59:17] <Death> umm
L680[11:59:18] <Death> idk
L681[11:59:22] *** Death is now known as JustWhoAmI
L682[11:59:27] <howtonotwin> lol
L683[11:59:32] <Shambling> I don't know who is who now
L684[11:59:41] <JustWhoAmI> We're all back to normal :P
L685[11:59:42] <Shambling> =|
L686[11:59:43] <Roburrito> Easy.
L687[11:59:46] <Roburrito> I'm him and he's me.
L688[11:59:59] <howtonotwin> That sounds like a bad song.
L689[12:00:00] <JustWhoAmI> then who am I?
L690[12:00:02] <Roburrito> And you are a large martini
L691[12:00:05] <howtonotwin> you are phone
L692[12:00:13] <JustWhoAmI> wait that's my username
L693[12:00:16] <howtonotwin> MYSTERY SOLVED AFTER HALF A DECADE
L694[12:00:23] <Roburrito> Thanks, Obama
L695[12:00:25] <JustWhoAmI> i just realised that what i asked = my username
L696[12:00:28] <JustWhoAmI> lol anyway
L697[12:00:30] <JustWhoAmI> i'm a phone
L698[12:00:35] <Roburrito> YOu did that twice, actually
L699[12:00:37] <Shambling> you're no my dad
L700[12:00:37] <howtonotwin> you are not A phone
L701[12:00:39] *** JustWhoAmI is now known as phone
L702[12:00:40] <howtonotwin> you are phone
L703[12:00:43] <howtonotwin> yes
L704[12:00:44] <phone> yes i am phone
L705[12:00:45] <howtonotwin> perfect
L706[12:00:45] ⇨ Joins: secknv (~secknv@2001:8a0:6c73:3001:59b6:97b7:9f0b:3f94)
L707[12:01:45] <phone> but who is phone
L708[12:02:20] <howtonotwin> you
L709[12:02:23] <howtonotwin> or was it me
L710[12:02:26] <howtonotwin> or is it
L711[12:02:30] <phone> Roburrito,
L712[12:02:31] * howtonotwin looks at the fourth wall
L713[12:02:33] <howtonotwin> you?
L714[12:02:37] <phone> Roburrito tricked us all
L715[12:02:40] <phone> he is the true phone
L716[12:02:46] <phone> while we squabble he schemes
L717[12:02:48] <howtonotwin> dum dum DUUUM
L718[12:02:57] *** phone is now known as REALLYWHOAMI
L719[12:03:29] <ollieread> Wtf are you going on about?
L720[12:03:37] <REALLYWHOAMI> we don't know either
L721[12:03:42] *** REALLYWHOAMI is now known as JustWhoAmI
L722[12:03:43] <howtonotwin> ^
L723[12:05:15] <Shambling> is there a way to change a default block in minecraft on the fly and add a plaeyr damage flag to it?
L724[12:05:59] <Shambling> just thought of a mod idea as my first test project. Some kind of weird infection that upgrades ores in the world, but if you mine them after they're infected you take like 5 hearts of damage
L725[12:06:00] <ghz|afk> what do you mean with "player damage flag"?
L726[12:06:13] <ghz|afk> oh
L727[12:06:17] <Shambling> say a block is flagged with a tag, when the player mines it they take damage
L728[12:06:18] <ghz|afk> then you'd want your own block
L729[12:06:21] <Shambling> or stands on it they get a debuff
L730[12:06:21] <ghz|afk> that looks like the vanilla one
L731[12:06:29] <ghz|afk> but is actually infected
L732[12:06:37] <Shambling> is there a way to fool TOP and waila to show old names?
L733[12:07:00] <Shambling> althought I suppose I'd update the block to look more menacing, so that wouldn't be neccissary
L734[12:07:16] <howtonotwin> see how they deal with Botania's platforms maybe
L735[12:07:37] <Shambling> cool, thanks
L736[12:07:59] <howtonotwin> at least I think the platforms share their name with their blocks
L737[12:08:09] <JustWhoAmI> ghz|afk, if I used BlockEntityTag, there is no need to modify onBlockPlacedAt?
L738[12:08:12] <JustWhoAmI> no reading to do
L739[12:08:38] <ollieread> Shambling, just replace the block in world
L740[12:08:44] <ollieread> and use the block break event
L741[12:10:36] ⇨ Joins: abab9579 (~Abastro@175.117.182.109)
L742[12:14:12] <Shambling> I think before I start coding I need to sketch out a optimization plan, as I could see this mod being a server killer
L743[12:14:12] ⇦ Quits: abab9579 (~Abastro@175.117.182.109) (Ping timeout: 183 seconds)
L744[12:14:39] <Shambling> thaumcraft is closed source, are there any on-tick mods that spread blocks similar to thaumcrafts taint? that seems to be rather unintensive server wise
L745[12:15:20] <howtonotwin> water
L746[12:15:27] <howtonotwin> :P
L747[12:16:17] <JustWhoAmI> hell yes.
L748[12:16:24] <JustWhoAmI> SubOut,
L749[12:16:26] <JustWhoAmI> fixed it
L750[12:16:40] <Shambling> you know ... thats not half bad idea
L751[12:17:01] <Shambling> that would give me a context to start with at least
L752[12:17:28] <TangentDelta> Lol.
L753[12:18:25] <TangentDelta> I had a mod a while ago that added growing corals to the ocean that used cellular automata rules to grow.
L754[12:20:23] <howtonotwin> oh
L755[12:20:25] <howtonotwin> botania
L756[12:20:28] <howtonotwin> has a dandelifeon
L757[12:20:50] <howtonotwin> which applies conway's game of life on a 25x25 grid around it
L758[12:22:14] <Shambling> thats an interesting concept right there, though I wonder if that could conceptually be expanded to a 3d chunk instead
L759[12:22:42] <Shambling> have an infection block that you can destroy to stop the changes, otherwise blocks around it change according to the game of life
L760[12:23:30] <howtonotwin> "infection core" multiblock that defines the rules for an arbitrary cellular automaton?
L761[12:23:44] <howtonotwin> which a player can construct themselves
L762[12:24:19] <Shambling> well I'm working on a steampunk esque modpack. Though I'm thinking a mod that infects ore and blocks around it with like "machine life" would be cool
L763[12:24:30] <Shambling> be like a post apocolyptic world where everything is getting infected by gears and crystals
L764[12:24:39] <howtonotwin> yes
L765[12:24:43] <howtonotwin> yesyesyes
L766[12:24:45] <howtonotwin> YESYESYES
L767[12:25:11] * howtonotwin says yes once too many and overdoses into maximum yesdrive
L768[12:25:17] <Shambling> lol
L769[12:26:11] <howtonotwin> instead of destroying the core then
L770[12:26:19] <howtonotwin> maybe redstone interferes with it?
L771[12:26:33] <howtonotwin> not enough mods actually base themselves around redstone :P
L772[12:26:48] <Shambling> yeah that could be fit in somehow
L773[12:26:58] <Shambling> would definitely want a way to make a base that didn't get converted :p
L774[12:27:17] <Shambling> what I'm thinking is, as you play you get more and more mineral resources, but lose resources such as wood and animals
L775[12:27:44] <Shambling> not to mention probably be cool if he buffed minerals/ores damaged you when mined. risk versus reward.
L776[12:28:15] <Shambling> is there way to pass a debuff caused by a mechanical player to the player that placed it?
L777[12:28:19] <JustWhoAmI> how do I make a custom fluid?
L778[12:28:25] <howtonotwin> one mo'
L779[12:28:45] <howtonotwin> https://gist.github.com/WesCook/c9e282e49580588dd397350283e7e4e1
L780[12:28:56] <JustWhoAmI> thanks :D
L781[12:29:00] <howtonotwin> np
L782[12:29:12] <JustWhoAmI> it's high time I go learn about lambdas too
L783[12:29:30] <howtonotwin> don't go into the internals
L784[12:29:35] <howtonotwin> it will melt your brain
L785[12:29:37] <howtonotwin> :P
L786[12:30:23] <JustWhoAmI> thanks for the heads up :P
L787[12:30:48] <Shambling> minecraft 1.11+ uses snakecase now right?
L788[12:31:03] <Shambling> so_id_name_my_classes_like_an_idiot_like_this_right ?
L789[12:31:12] <Shambling> lol
L790[12:31:25] <howtonotwin> no
L791[12:31:41] <howtonotwin> everything BUT code is snake_case
L792[12:31:49] <Shambling> oh so file names
L793[12:31:53] <howtonotwin> modids_too
L794[12:31:58] <howtonotwin> and entity_names
L795[12:32:00] <Shambling> kk, thank god
L796[12:32:04] <howtonotwin> and_block_and_item_names
L797[12:32:05] <Shambling> was worried I'd have to relearn how to code
L798[12:32:22] <Shambling> I swear microsoft has the worst programming style on earth
L799[12:32:31] <Shambling> but then again, I learned hungarian notation in the 80s :P
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L801[12:33:30] <howtonotwin> well it makes sense
L802[12:33:36] <howtonotwin> some platforms are case sensitive
L803[12:33:37] <howtonotwin> some are not
L804[12:33:56] <howtonotwin> and therefore we standardize everything to non_case_sensitive_names
L805[12:34:02] <howtonotwin> *lower_case
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L808[12:34:54] <Shambling> so are id names referenced outside of code?
L809[12:35:35] <howtonotwin> yes
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L812[12:35:45] <howtonotwin> commands
L813[12:36:06] <howtonotwin> and it doesn't hurt to be consistent
L814[12:36:55] <TangentDelta> howtonotwin: You should change your nick to how_to_not_win :P
L815[12:37:05] <TangentDelta> You have not snekked yourself.
L816[12:37:13] *** howtonotwin is now known as how_to_not_win
L817[12:37:14] <how_to_not_win> there
L818[12:37:31] <TangentDelta> Very snekky.
L819[12:37:47] <how_to_not_win> sssssssSSsssssSSSSssssSSs
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L822[12:39:12] <TangentDelta> Oh gosh dangit I think I know why my TEs are always null.
L823[12:39:28] * TangentDelta is a derp and accidentally forgot to mirror the block's facing value
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L826[12:41:56] <TangentDelta> So, it's looking for TEs in front of the block rather than behind it :P
L827[12:42:52] <TangentDelta> I'm thinking it might be easier to just have items representing RAM, ROM, etc. My problem is, I want it to be a very flexible architecture.
L828[12:43:22] <JustWhoAmI> okay
L829[12:43:33] <JustWhoAmI> i didn't understand lambda expressions at all
L830[12:43:59] <TangentDelta> So you could have 1K boot ROM at 0x0000 then have 8K RAM after that followed by another user-defined program ROM at 0x8192+1024.
L831[12:45:28] <how_to_not_win> JustWhoAmI, what part confuses you?
L832[12:45:47] <JustWhoAmI> if I understand this right
L833[12:46:03] <JustWhoAmI> all they do is replace one-method interfaces?
L834[12:46:13] <how_to_not_win> kinda sorta maybe ish
L835[12:46:15] <how_to_not_win> yesish
L836[12:46:36] <how_to_not_win> lambdas replace anonymous classes OF one-method abstract types
L837[12:47:12] <how_to_not_win> A lambda is not equivalent to "interface Function<A, B> { B apply(A a); }"
L838[12:47:29] <JustWhoAmI> right
L839[12:47:42] <JustWhoAmI> so any time I wanted to create an anonymous class for a certain method
L840[12:47:45] <JustWhoAmI> say a Runnable
L841[12:47:52] <JustWhoAmI> I could use lambdas instead
L842[12:47:53] <how_to_not_win> it IS a stand in for "new Function<T, U>() { @Override public T apply(U u) { return null; } }"
L843[12:47:57] <how_to_not_win> yes
L844[12:48:12] <JustWhoAmI> is that all I need to know?
L845[12:48:20] <how_to_not_win> method refs too
L846[12:48:27] <how_to_not_win> of the form a::b
L847[12:48:57] <how_to_not_win> basically they're shorthand for certain common lambda expressions
L848[12:49:11] <how_to_not_win> (they aren't in the implementation but meh)
L849[12:49:50] <how_to_not_win> If A is a class, the method ref A::b is a shorthand for (A a) -> a.b(...)
L850[12:50:04] <how_to_not_win> where the b is chosen depending on the expected type of the lambda
L851[12:50:05] <JustWhoAmI> right
L852[12:50:23] <how_to_not_win> if a is an object, a::b is short for "() -> a.b(...)"
L853[12:50:29] <how_to_not_win> where b is chosen like before
L854[12:50:34] <how_to_not_win> there are more rules
L855[12:50:59] <how_to_not_win> statics too
L856[12:51:20] <how_to_not_win> where A is a class, A::b can also mean "(...) -> A.b(...)"
L857[12:51:30] <how_to_not_win> where the type is chosen depending on what is required
L858[12:51:56] <how_to_not_win> and finally, if A is a class "A::new" means "(...) -> new A(...)"
L859[12:55:17] ⇨ Joins: KnightMiner (~KnightMin@107-1-23-59-ip-static.hfc.comcastbusiness.net)
L860[13:01:54] <JustWhoAmI> is youtube up?
L861[13:02:45] <how_to_not_win> yep
L862[13:02:55] <how_to_not_win> https://www.youtube.com/watch?v=YScIPA8RbVE
L863[13:03:02] <how_to_not_win> works fine for me
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L865[13:05:43] <JustWhoAmI> DNS address couldn't be found
L866[13:05:55] <JustWhoAmI> most websites seem to be working
L867[13:05:59] <JustWhoAmI> gist is down
L868[13:06:01] <JustWhoAmI> for me
L869[13:06:08] *** SubOut is now known as Subaraki
L870[13:06:10] <JustWhoAmI> reddit up
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L872[13:06:16] <JustWhoAmI> Subaraki, solved the issue
L873[13:06:29] <Subaraki> nice
L874[13:06:31] <Subaraki> what did it ?
L875[13:06:46] <JustWhoAmI> http://www.minecraftforge.net/forum/index.php?topic=42958.msg228529#msg228529
L876[13:06:50] <how_to_not_win> earlier this week there was a ddos on gh, twitter, and basically everyone who used DNS for the Dyn company
L877[13:07:10] <how_to_not_win> not on the sites themselves I mean
L878[13:07:27] <JustWhoAmI> but why even
L879[13:07:36] <how_to_not_win> on Dyn
L880[13:07:53] *** PaleOff is now known as PaleoCrafter
L881[13:08:06] <how_to_not_win> "The Derivative of a Regular Type is its Type of One-Hole Contexts"
L882[13:08:11] <how_to_not_win> Ok my brain is exploding now
L883[13:08:19] <JustWhoAmI> calculus?
L884[13:08:21] <how_to_not_win> thanks, Haskell
L885[13:08:26] <JustWhoAmI> oh lol
L886[13:08:34] <how_to_not_win> calculus OF TYPES
L887[13:09:07] <JustWhoAmI> i look forward to studying calc
L888[13:09:25] <how_to_not_win> algebraic data types support calculus
L889[13:09:32] <JustWhoAmI> math and chem being my favourite subjects
L890[13:09:32] <how_to_not_win> yay
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L893[13:31:59] <Subaraki> best way of getting a value from a key out of a multimap ?
L894[13:32:26] <Subaraki> i used listmultimap, but getting a list of values from a key didn't look like it worked as it should
L895[13:32:41] <Subaraki> it returned only one and the same value
L896[13:33:05] <Subaraki> resorted to just multimap, but i cannot get a specific point in an itterator
L897[13:33:35] <Subaraki> and i need position consistency
L898[13:33:59] <how_to_not_win> If ListMultimap didn't work, you probably did something wrong
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L903[13:37:49] <Subaraki> how_to_not_win, http://pastebin.com/Peghzq56
L904[13:37:57] <Subaraki> first method is called once
L905[13:38:04] <Subaraki> list is never altered, only read
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L907[13:38:30] <Subaraki> wait
L908[13:38:35] <Subaraki> i might know why
L909[13:38:47] <Subaraki> for(int i = 0; i < 15; i++)
L910[13:38:47] <Subaraki> TabRegistry.register(secondTab);
L911[13:38:56] <Subaraki> ^ 15 times the same instance right ?
L912[13:39:09] <Subaraki> i should add 15 new instances, one for each tab ?
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L914[13:39:14] <Subaraki> (testing sake)
L915[13:39:24] *** Subaraki is now known as SubarakiFilm
L916[13:39:30] <how_to_not_win> probably that
L917[13:39:36] <PitchBright> I"m a little unclear on syncing server and client... when using something like S04PacketEntityEquipment
L918[13:40:01] <how_to_not_win> "Some multimap implementations allow duplicate key-value pairs, in which case put always adds a new key-value pair and increases the multimap size by 1. Other implementations prohibit duplicates, and storing a key-value pair that's already in the multimap has no effect."
L919[13:40:05] <how_to_not_win> - Javadocs
L920[13:40:28] <how_to_not_win> Following the principle of least surprise
L921[13:40:36] <how_to_not_win> use a different MM impl
L922[13:40:50] <PitchBright> EntityLivingBase uses S04PacketEntityEquipment in its onUpdate to sync changes in a mobs equipment slots, to other clients for rendering purposes
L923[13:41:59] <PitchBright> I want to change that to S2FPacketSetSlot and use it to sync the change of ItemStack in an inventory slot instead
L924[13:43:36] <Ordinastie> SubarakiFilm, what you should have done is actually read the documentation of the objects you're using
L925[13:43:45] <PitchBright> ya, nvm, that's not gonna work, since S2FPacketSetSlot only deals with open Containers.... and I'm wanting the change to propagate to clients who don't have the entity's container open
L926[13:45:02] <PitchBright> looks like I have to setup a custom packet for that :(
L927[13:45:29] <PitchBright> if I'm wrong, somebody please stop me now, before I spend the next 20 hours trying to figure out how to do that XD
L928[13:46:04] <ghz|afk> PitchBright: why does the normal operation NOT work?
L929[13:46:18] <ghz|afk> what's wrong with it?
L930[13:47:18] <PitchBright> the 2nd client isn't aware of the change to the Entity's inventory, made by the first client, because the 2nd client hasn't opened the entity's inventory/container
L931[13:47:30] <ghz|afk> nono
L932[13:47:31] <ghz|afk> I mean
L933[13:47:39] <ghz|afk> the code we decide was already there in onUpdate
L934[13:47:43] <ghz|afk> why is that NOT working already?
L935[13:47:50] <ghz|afk> have you checked if the other client receives the packet?
L936[13:48:16] <PitchBright> oh... because that stuff checks the Equipment array
L937[13:48:25] <ghz|afk> so?
L938[13:48:34] <ghz|afk> you have a current slot, no?
L939[13:48:42] <PitchBright> and I don't use the Equpment array to render the item being helded by the Entity
L940[13:48:52] <ghz|afk> so if MAINHAND, then you would redirect the call to your storage
L941[13:48:55] <ghz|afk> in the current slot
L942[13:51:24] <PitchBright> I mean I guess I could copy the inventory slots to the eqiupment slots, and i should work
L943[13:52:07] <PitchBright> but i was concerned about other methods elsewhere dropping things the Equipment slots, onDeath, that I wasn't aware of.
L944[13:52:19] <PitchBright> it* should work
L945[13:52:19] *** cpw|out is now known as cpw
L946[13:53:53] <ghz|afk> YAY!
L947[13:54:04] <ghz|afk> my guidebook is now able to show tooltips for itemstacks
L948[13:54:12] <PitchBright> nice! :)
L949[14:06:07] *** DarkevilAway is now known as Darkevilmac
L950[14:06:20] <JustWhoAmI> ghz|afk, I'm happy for you :D i love that feeling when you can finally get something to work, something that you really found cool
L951[14:11:03] ⇨ Joins: Fridtjof (prassel@reporting.live.from.stary2001.co.uk)
L952[14:14:07] <ghz|afk> https://dl.dropboxusercontent.com/u/743491/MC/2016-10-29-2113-10.mp4
L953[14:15:00] <Ordinastie> ghz|afk, make the arrows point to the other way
L954[14:15:09] <ghz|afk> why?
L955[14:15:21] <ghz|afk> they indicate the flipping direction
L956[14:15:22] <ghz|afk> ;P
L957[14:15:22] <Ordinastie> because currently it's really counter intuitive
L958[14:15:39] <ghz|afk> no? you flip the book that way :/
L959[14:16:29] <Ordinastie> but you don't see the arrows in term of the movement of the pages
L960[14:16:39] <Ordinastie> you see them as where the next page is
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L962[14:17:14] <ghz|afk> meh I drew those arrows that way specifically because I thought it was more intuitive than the other way
L963[14:17:40] <ghz|afk> (otherwise I'd have used the vanilla arrows XD)
L964[14:18:09] <PitchBright> arrow left = back.... arror right = forward
L965[14:18:38] <ghz|afk> I guess I'll have a setting for it
L966[14:18:43] <ghz|afk> ;P
L967[14:19:02] <PitchBright> ya i see now...
L968[14:19:06] <Ordinastie> nah
L969[14:19:14] <Ordinastie> no settings
L970[14:19:24] <Ordinastie> that's a mistake I usually make
L971[14:19:36] <PitchBright> you got 'em backward gigz
L972[14:19:47] <ghz|afk> that's why I need a setting: I disagree
L973[14:19:53] <ghz|afk> XD
L974[14:20:13] <ghz|afk> so if people generally prefer it the other way around, I'm ok with that
L975[14:20:15] <PitchBright> do a strawpoll on what people think...
L976[14:20:20] <ghz|afk> but I'll still want to make it "right" for myself
L977[14:20:33] <Ordinastie> people don't use settings
L978[14:20:39] <PitchBright> imma put money on 99% agreeing with Ordinastie
L979[14:20:46] <ghz|afk> I know, I'll make the default whatever people prefer
L980[14:20:49] <Ordinastie> especially for something like that
L981[14:21:38] <ghz|afk> most of the times I don't use config stuff is because I don't know it exists because I assume there's no settings because people have a tendency not to let me configurethings
L982[14:22:12] <ghz|afk> (or maybe because I got older -- in the past, the first thing I did when learning a new thing, was to go to the settings and check them all)
L983[14:22:14] <PitchBright> you could use dog-ears instead of arrows
L984[14:22:19] <JustWhoAmI> Any custom crop tutorial for 1.9+?
L985[14:22:23] <PitchBright> that'll achieve both effects in the same icon
L986[14:22:35] <ghz|afk> PitchBright: wtf is dog-ears? XD
L987[14:22:48] <ghz|afk> oh wait right
L988[14:22:51] <ghz|afk> folding the page
L989[14:22:55] <ghz|afk> I wanted to
L990[14:23:01] <ghz|afk> however, you'll have noticed the background is 3d
L991[14:23:14] <JustWhoAmI> umm
L992[14:23:15] <PitchBright> https://printedaddiction.files.wordpress.com/2014/04/dogear.jpg
L993[14:23:21] <JustWhoAmI> That arrow orientation
L994[14:23:32] <JustWhoAmI> I'm going to have to go with Ordinastie on that one
L995[14:23:39] <ghz|afk> I'm not wrong, the rest of the world is.
L996[14:23:40] <ghz|afk> XD
L997[14:23:44] <PitchBright> we know
L998[14:23:50] <JustWhoAmI> lol :P
L999[14:23:55] <PitchBright> but the rest of the world wants it the way they want it :D
L1000[14:24:27] <ghz|afk> do you people also like it when trackpads in laptops scroll upside down? ;P
L1001[14:24:36] <PitchBright> fuck no
L1002[14:24:43] <PitchBright> i can't stand trackpads, for starters
L1003[14:25:06] <PitchBright> but then you get the whole reverse scolling thing, it's dumb
L1004[14:25:23] <ghz|afk> here is the thing: I drew those icons specifically to convey the "pull pages this way" meaning
L1005[14:25:39] ⇦ Parts: olee (~olee@mail.bzeutzheim.de) (Once you know what it is you want to be true, instinct is a very useful device for enabling you to know that it is))
L1006[14:25:47] <ghz|afk> if people don't like them, then the icons just don't work XD
L1007[14:25:49] <PitchBright> right, you're trying to communicate to the audience, what they are to do
L1008[14:25:56] <Ordinastie> ghz|afk, and that's the problem
L1009[14:26:03] <Ordinastie> you made the icons to see your idea
L1010[14:26:14] <PitchBright> but their understanding of those arrows is so deeply engrained, that they've got the opposite effect of what you're trying to communciate
L1011[14:26:18] <Ordinastie> so now, when you see your icons, you only see what you meant them to be in the first place
L1012[14:26:41] <Ordinastie> but for everybody else, it's juse confusing
L1013[14:26:53] <Ordinastie> I first thought you made a mistake with their position
L1014[14:27:09] <Ordinastie> like misplaced them
L1015[14:27:25] <JustWhoAmI> > Any custom crop tutorial for 1.9+?
L1016[14:27:56] <ghz|afk> if we knew any we'd have answered ;p
L1017[14:28:29] <ghz|afk> Ordinastie: I understand
L1018[14:28:32] <ghz|afk> problem is, I can't agree
L1019[14:28:39] <Ordinastie> your call
L1020[14:28:42] <ghz|afk> because I first used the vanilla ones
L1021[14:28:47] <ghz|afk> and I draw them from scratch
L1022[14:28:49] <JustWhoAmI> lol :P
L1023[14:28:50] <ghz|afk> because they just feel wrong to me
L1024[14:28:53] <JustWhoAmI> configs are always an option?
L1025[14:28:59] <PitchBright> xD
L1026[14:31:53] <JustWhoAmI> it's the same dilemma that me and my younger brother had. he's not great with computers and we were reading some article together. he said "go up" so I scroll up, but then he says no, and moves his finger upward. it's then that i realize, that he means scroll down, because when you think about it, i'm scrolling down but the page itself "is moving up"
L1027[14:32:29] <ghz|afk> that's why apple calls it natural scrolling
L1028[14:32:31] <ghz|afk> but I call it bullshit
L1029[14:32:32] <ghz|afk> ;P
L1030[14:32:39] <ghz|afk> the difference is:
L1031[14:32:41] <PitchBright> agreed
L1032[14:32:44] <ghz|afk> a noob moves the page
L1033[14:32:45] <ghz|afk> I move the window
L1034[14:32:46] <PitchBright> as per 5 minutes ago
L1035[14:33:14] <ghz|afk> I "scroll down"
L1036[14:33:22] <ghz|afk> they "drag the page up"
L1037[14:34:07] <PitchBright> but in books, no matter how you cut it...
L1038[14:34:08] <PitchBright> arrow left = back.... arror right = forward
L1039[14:34:15] <ghz|afk> the latter represents better what would happen if you had an actual "wheel" moving a vehicle on top of a fixed page
L1040[14:35:32] <ghz|afk> there it's now configurable in the code (later in a config file)
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L1042[14:35:56] <JustWhoAmI> what's the default? :P
L1043[14:36:17] <ghz|afk> default is "properArrowDirections=off" which is what the majority prefers
L1044[14:36:19] <ghz|afk> ;P
L1045[14:36:28] <ghz|afk> I'll be passive-agressive about this ;P
L1046[14:36:28] <JustWhoAmI> xD
L1047[14:36:30] <ghz|afk> https://dl.dropboxusercontent.com/u/743491/2016-10-29_21.35.26.png
L1048[14:36:52] <JustWhoAmI> yes, far more natural (to me atleast)
L1049[14:36:53] <Ordinastie> yep, that's definitely better
L1050[14:36:54] <JustWhoAmI> lol
L1051[14:37:23] <JustWhoAmI> technically that should be properArrowDirections=on xD
L1052[14:37:35] <ghz|afk> that's where we'll have to agree to disagree ;P
L1053[14:37:38] <JustWhoAmI> hah
L1054[14:37:40] <JustWhoAmI> haha*
L1055[14:37:51] <PitchBright> instead of saying proper, you could say "normal"
L1056[14:38:14] <ghz|afk> but then I wouldn't be passive-agressive about it!
L1057[14:38:20] <PitchBright> ya true
L1058[14:38:47] <ghz|afk> arrowDirectionsReferToPagePullingDirection=false
L1059[14:38:48] <ghz|afk> is the default
L1060[14:39:22] <ghz|afk> that aside
L1061[14:39:28] <ghz|afk> I was thinkinga bout a potential page-flip animagion
L1062[14:39:31] <ghz|afk> animation*
L1063[14:39:40] <ghz|afk> it would require me to render to texture
L1064[14:39:53] <ghz|afk> and then apply the texture to the page-flip model
L1065[14:49:25] <Ordinastie> it could be just a matter of some scaling and translations
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L1073[15:11:05] <SatanicSanta> How can I determine whether the entity is jumping in a side-agnostic way? Using the jump event does not achieve what I need because that is only fired when you initially jump, not while you continuously hold the jump key. EntityLivingBase#isJumping is always false on the server
L1074[15:11:25] <Ordinastie> onGround ?
L1075[15:11:46] <SatanicSanta> no thats not the same
L1076[15:11:50] <SatanicSanta> onGround is true if you are falling
L1077[15:12:51] <SatanicSanta> We used to use a packet for this but it was terrible for network usage
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L1080[15:18:17] <SatanicSanta> I feel like it might actually be a bug that isJumping is always false on the server
L1081[15:18:25] <SatanicSanta> It looks like it should be getting set on the server
L1082[15:18:30] <ghz|afk> maybe the server just simply doesn't know
L1083[15:18:33] <ghz|afk> or doesn't care
L1084[15:18:42] <SatanicSanta> It is set in side agnostic methods though
L1085[15:18:43] <ghz|afk> it's the client's responsibility to jump
L1086[15:19:03] <SatanicSanta> EntityPlayerMP#setEntityActionState
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L1088[15:19:12] <SatanicSanta> EntityLivingBase#onLivingUpdate
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L1090[15:20:00] <ghz|afk> that seems to be set from processInput, which takes a CPacketInput as a parameter
L1091[15:20:21] <ghz|afk> which is sent from the client
L1092[15:20:32] <SatanicSanta> so the server *should* know is what you're saying
L1093[15:20:35] <ghz|afk> isJumping is set only while the jump key is "down"
L1094[15:20:42] <SatanicSanta> yes that is what i want
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L1096[15:21:50] <ghz|afk> that packet is only used while riding
L1097[15:21:54] <SatanicSanta> >.>
L1098[15:23:19] <SatanicSanta> I could send that packet in some method that handles client player updates
L1099[15:23:23] <SatanicSanta> but then I have the same issue as before :P
L1100[15:23:38] <ghz|afk> just send a custom packet
L1101[15:23:45] <ghz|afk> when the isJumping value changes
L1102[15:23:46] <ghz|afk> not always
L1103[15:23:49] <ghz|afk> only when it changes
L1104[15:24:33] <SatanicSanta> hmmm
L1105[15:24:40] <SatanicSanta> would it be so terrible to send the vanilla packet though?
L1106[15:24:46] <SatanicSanta> and just have vanilla handle everything?
L1107[15:24:48] <ghz|afk> I guess not
L1108[15:25:15] <ghz|afk> wait
L1109[15:25:23] <ghz|afk> the packet is only used on the server if isRiding() returns true
L1110[15:25:37] <ghz|afk> I mean setEntityActionState has a if(isRiding)
L1111[15:25:48] <ghz|afk> so you'll need a custom packet anyhow
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L1113[15:25:53] <SatanicSanta> oh yeah it does
L1114[15:25:55] <SatanicSanta> i didnt see that
L1115[15:28:43] <Ordinastie> watching that, it's pretty funny :p https://www.youtube.com/watch?v=WipM3SAYqK4
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L1120[15:33:35] <SatanicSanta> ghz|afk: Wait how would I even check if the value has changed
L1121[15:33:52] <SatanicSanta> erm, never mind
L1122[15:33:55] <SatanicSanta> confusing myself
L1123[15:34:59] <PitchBright> when I go to sync this Entity inventory, do you think it makes more sense to sync the whole thing? Or just the one slot that changed?
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L1125[15:42:16] <Subaraki> Ordinastie, i did read upon it
L1126[15:42:28] <Subaraki> and looked a couple of times over what the problem could be
L1127[15:42:50] <Subaraki> never thought that the problem might be mine
L1128[15:43:01] <Subaraki> i had mis interpret the docs
L1129[15:43:06] <Ordinastie> well, that's the problem
L1130[15:43:12] <Ordinastie> it's always yours
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L1133[15:46:04] <Shambling> do most tile entities contain a innate 'kill' command that doesn't drop a block or perform a tick update on the entity?
L1134[15:46:30] <Shambling> I'm still brainstorming something, but need to figure if I need to brainstorm a way to cleanly destroy items while still giving them no chance at dropping anything
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L1136[15:46:54] <Shambling> going to go look at forge code for a couple programmers that I know probably do it properly in the meantime
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L1151[16:18:28] <ghz|afk> [22:29] (Ordinastie): watching that, it's pretty funny :p https://www.youtube.com/watch?v=WipM3SAYqK4
L1152[16:18:31] <ghz|afk> I'm disappointed
L1153[16:18:42] <ghz|afk> at no point in the talk he addresses the topic in the title ;P
L1154[16:19:01] <Ordinastie> the beginning it was funny
L1155[16:19:04] <Ordinastie> the end is meh
L1156[16:19:05] <ghz|afk> xcept for a few moments when comparing it to a potato ;p
L1157[16:19:46] <ghz|afk> the talk can be reduced to "some things that are bundled with linux suck, but it's okay because every now and then a good one pops up"
L1158[16:19:53] <ghz|afk> it has nothing to do with linux itself sucking ;P
L1159[16:20:25] <ghz|afk> it's basically explaining that linux's evolution is a genetic algorithm
L1160[16:20:27] <ghz|afk> mutations happen
L1161[16:20:29] <ghz|afk> the good ones stick
L1162[16:20:34] <ghz|afk> the bad ones are bred away
L1163[16:21:38] <ghz|afk> it is a proven method of optimizing
L1164[16:21:40] <ghz|afk> just a very slow one
L1165[16:21:49] <ghz|afk> (slow to converge, that is)
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L1167[16:22:30] <ghz|afk> well not that's wrong, it's not really slow to converge, under the right circumstances, it depends on the time between generations
L1168[16:22:31] <ghz|afk> ;p
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L1183[16:45:48] <Subaraki> any reason why a button wouldn't call actionPerformed when clicked ?
L1184[16:46:18] <Ordinastie> use your debugger ?
L1185[16:49:37] <Subaraki> already doing so
L1186[16:49:44] <Subaraki> overriden actionPerformed
L1187[16:49:49] <Subaraki> no breakpoints are reached
L1188[16:49:57] <Subaraki> the button is clicked
L1189[16:50:02] <Subaraki> the sound is played
L1190[16:50:06] <Subaraki> the event is fired
L1191[16:50:15] <Ordinastie> put your break point before, then
L1192[16:50:19] <Subaraki> the line this.actionPerformed(guiButton) in gui screen is reached
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L1194[16:51:25] <Subaraki> maybe i modified some code somewhere and the ide told me to restart and i clicked alter
L1195[16:51:36] * Subaraki restarts game because of internal memory leak
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L1199[16:59:33] <Subaraki> net/minecraft/entity/Entity$1
L1200[16:59:37] <Subaraki> does this mean nested class ?
L1201[16:59:49] <Ordinastie> yes
L1202[17:00:07] <Subaraki> kay
L1203[17:00:13] <Subaraki> does entity have a nested class ?
L1204[17:00:18] <Subaraki> as far as i know it doesnt ?
L1205[17:00:24] <Subaraki> (not my crash. someone had that)
L1206[17:00:39] <Subaraki> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292377-telepads-taking-teleports-to-a-whole-new-level?comment=431
L1207[17:00:40] <Ordinastie> anonymous class
L1208[17:01:05] <Ordinastie> !gm func_85029_a
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L1210[17:01:20] <Ordinastie> ask him for full log
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L1213[17:01:41] <Subaraki> !gm func_85029_a
L1214[17:01:53] <Ordinastie> the crash report did crash too and hides the actual error
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L1226[17:23:43] <Subaraki> so, a button is clicked, the mouseClicked method is triggered
L1227[17:23:51] <Subaraki> reaches this line :
L1228[17:23:52] <Subaraki> this.actionPerformed(guibutton);
L1229[17:24:24] <Subaraki> nothing in there gets read
L1230[17:24:28] <Subaraki> using @override
L1231[17:24:52] <Subaraki> protected void actionPerformed(GuiButton button) throws IOException
L1232[17:25:02] <Ordinastie> does it go inside the method ?
L1233[17:26:18] <Ordinastie> you're going step by step, right ?
L1234[17:26:19] <Subaraki> no
L1235[17:26:25] <Subaraki> yes, i'm doing step by step
L1236[17:26:30] <Subaraki> or what i call step by step at least
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L1238[17:26:51] <ghz|afk> uh that implies you aren't actually stepping with a debugger
L1239[17:26:59] <Ordinastie> yeah
L1240[17:27:01] <ghz|afk> I don't understand how anyone can program without learning to use a debugger properly
L1241[17:27:12] <ghz|afk> it's too awkward to do anything
L1242[17:27:12] <Subaraki> the method contains a printline before anything else (even put a super in there, just in case), all lines have printlines
L1243[17:27:16] <Ordinastie> that's it, noone can
L1244[17:27:28] <ghz|afk> Subaraki: but... set a breakpoint
L1245[17:27:31] <Subaraki> what do you call step by step then ?
L1246[17:27:33] <Ordinastie> I told you to use your debugger
L1247[17:27:34] <ghz|afk> step into/step over
L1248[17:27:40] <Subaraki> i AM using the debugger ?
L1249[17:27:50] <ghz|afk> with a breakpoint?
L1250[17:27:54] <ghz|afk> and the "step into" and "step over" buttons?
L1251[17:27:55] <Ordinastie> println is NOT fucking debugger
L1252[17:28:08] <ghz|afk> you said print, debugging with prints is NOT using a debugger
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L1254[17:28:47] <Subaraki> i am not only using printlines !
L1255[17:28:50] <Subaraki> i use like 1
L1256[17:28:58] <Subaraki> i have 15 active breakpoints
L1257[17:29:06] <Subaraki> an npe exception breakpoint as well
L1258[17:29:14] <ghz|afk> oaky okay
L1259[17:29:15] <Ordinastie> please, just goole how to properly debug
L1260[17:29:40] <Ordinastie> *google
L1261[17:29:49] <ghz|afk> but you said it's not actually getting called
L1262[17:29:52] * Subaraki does ordi a favor and googles 'how to properly use a debugger'
L1263[17:29:54] <ghz|afk> which means one of two things:
L1264[17:30:08] <ghz|afk> 1. it's not actually calling the method you think it's calling
L1265[17:30:16] <Subaraki> the method actionPerformed is getting called in neither the guiscreen, nor the guicontainer
L1266[17:30:17] <ghz|afk> 2. you aren't using the debugger right
L1267[17:30:26] <ghz|afk> so
L1268[17:30:31] <ghz|afk> you are on this.actionPerformed
L1269[17:30:37] <ghz|afk> then use "step into"
L1270[17:30:42] <ghz|afk> which method is being called?
L1271[17:30:45] <ghz|afk> what class is "this"?
L1272[17:30:54] <ghz|afk> the inspector should give you class info details
L1273[17:31:34] <ghz|afk> I expect the answer will be "oh... it wasn't actually my class"
L1274[17:32:28] <Subaraki> ghz got the grand price
L1275[17:32:41] <Subaraki> no single class actually calls the fucking super for actionPerformed <_<
L1276[17:33:14] <Subaraki> i'll need to make fake buttons then
L1277[17:33:19] <Subaraki> just like the tabs
L1278[17:34:01] <Subaraki> or the player container needs to implement a super for container
L1279[17:34:07] <Subaraki> which one be best ?
L1280[17:34:53] <Ordinastie> I'm not even sure what the second one even means
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L1286[17:46:02] <Subaraki> sorry, train of thought came out wrong
L1287[17:47:02] <Subaraki> 'or the GuiInventory needs a super implementation in it's actionPerformed, so I do not need to make another fake button, sparing me the hassle of writing another (60?) lines of code
L1288[17:47:38] <Subaraki> or more. i'd need code in mouse clicked, hover over, drawscreen , ...
L1289[17:47:39] <Ordinastie> my GuiScreen don't call actionPerformed
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L1291[17:47:49] <Ordinastie> (doesn't use buttonList either)
L1292[17:47:58] <Subaraki> the tabs currently would only need to be on the player inventory
L1293[17:48:03] <Ordinastie> does that answer your question ?
L1294[17:48:22] <Ordinastie> no reason to limit it
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L1296[17:48:48] <Subaraki> we started of with a limit for containers, due to the position dilemma
L1297[17:49:13] <Subaraki> containers have a set size
L1298[17:49:25] <Subaraki> guiscreens dont. they take up the entire screen
L1299[17:49:40] <Subaraki> it's hard to add tabs on a screen that doesnt have limits
L1300[17:50:04] <Ordinastie> then you'd need a way to get the correct tabs position, which is convenient as you're already adding an interface for the class
L1301[17:50:05] <Subaraki> unless i paste them upside down on the screen bottom and top
L1302[17:50:33] <ghz|afk> lol clicked on the normal mc launcher by mistake
L1303[17:50:47] <ghz|afk> and it detected it and showed a dialog box
L1304[17:51:01] <ghz|afk> "It seems you opened a newer launcher. If you continue you will have to reset the settings." or something
L1305[17:51:13] <Subaraki> so the interface would take an x y position, height and width parameter to start drawing the tabs on ?
L1306[17:51:18] <ghz|afk> [Nevermind, close this launcher] [ whatever the other option said]
L1307[17:54:18] * Subaraki starts thinking
L1308[17:54:27] <Subaraki> would an interface event be enough ?
L1309[17:55:30] <Ordinastie> then again, what does that even mean ?
L1310[17:57:25] <Subaraki> even *
L1311[17:57:26] <Subaraki> sorry
L1312[17:57:30] <Subaraki> a lettre to much
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L1314[17:57:55] <Subaraki> currently i have restrcited myself to containers, for trying out, and making a quick launch
L1315[17:58:26] <Subaraki> as it seems, i have figured the whole thing out.
L1316[17:58:35] <Subaraki> as in : the stuff works as intented
L1317[17:58:46] <Subaraki> if i where to make it an interface
L1318[17:59:10] <Subaraki> i wouldn't be able to do the basic drawing for the peops
L1319[17:59:24] <Subaraki> unless all of that stuff goes into the tab itself
L1320[17:59:39] <Ordinastie> what?
L1321[17:59:44] <Subaraki> nevermind
L1322[17:59:50] <Subaraki> let me clean this up and i'll link a copy
L1323[17:59:59] <Ordinastie> you're supposed to have a manager for the tabs and the each tab is supposed to draw itself
L1324[18:00:25] <Subaraki> i started out trying to do as the vanilla creative tabs
L1325[18:01:18] <Ordinastie> if you blindly copy vanilla shit...
L1326[18:01:58] <how_to_not_win> emphasis on the "shit"
L1327[18:02:01] <how_to_not_win> :P
L1328[18:03:09] <Subaraki> i'm not blidnly copying shit
L1329[18:03:22] <Subaraki> god dangit Ordinastie, i have been doing minecraft coding for 5 years
L1330[18:03:30] *** AbrarSyed is now known as Abrar|gone
L1331[18:04:02] <Subaraki> i still might have odd questions, but if I have't learned in 5 years not to copy over stuff blindly without asking myself the question : "should i hang myself today?" then dangit, i failed life !
L1332[18:04:36] *** Abrar|gone is now known as AbrarSyed
L1333[18:04:50] <Ordinastie> oh god
L1334[18:05:04] <Subaraki> what ?
L1335[18:05:07] <Ordinastie> 5 years ? and you never learned to use a debugger
L1336[18:05:11] <Subaraki> i did !
L1337[18:05:16] <Ordinastie> that's terrifying :x
L1338[18:05:44] <Subaraki> its just 1 am and i'm not thinking clearly
L1339[18:05:52] <Subaraki> getting engulfed by a little code
L1340[18:05:55] <Subaraki> mistakes where made
L1341[18:06:00] <Subaraki> steps where skipped
L1342[18:06:01] <Subaraki> sorry
L1343[18:06:54] <Subaraki> anyway, tell me, how important is the zlevel in drawing in gui's ?
L1344[18:07:09] <how_to_not_win> but can you top "deleting your to-do list in a misguided attempt to fix a git repo which could have been done with one command"?
L1345[18:08:13] <Subaraki> something along those lines
L1346[18:08:20] <Subaraki> deleted half a repo i was working on with some dudes
L1347[18:08:32] <Subaraki> first attemps of using a repo ... x_x
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L1375[20:54:04] <wundrweapon> since the new Register<whatever> thing is Register<T extends IForgeRegistryEntry<T>>, is there any way to have an event handler work with the new registry event system
L1376[20:55:17] <TehNut> What?
L1377[20:55:41] <wundrweapon> using Register instead of MinecraftForge.EVENT_BUS.register
L1378[20:57:17] <how_to_not_win> wah*10
L1379[20:57:22] <TehNut> Its for registering with tn GameRegistry, not event handlers
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L1381[20:57:50] <how_to_not_win> If you want auto-registering event handlers you want @EventBusSubscriber
L1382[20:57:57] ⇦ Quits: VikeStep (~VikeStep@101.184.229.226) (Ping timeout: 186 seconds)
L1383[20:58:01] <TehNut> ^
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L1385[20:58:18] <how_to_not_win> meanwhile... does Forge do ASM on subclasses of Event to add no-arg constructors?
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L1387[20:59:18] <how_to_not_win> It looks like it must be
L1388[21:00:34] <how_to_not_win> i think forge is trying to emulate inheritance of certain static memebers or something
L1389[21:00:44] <how_to_not_win> this is plain freaky
L1390[21:01:21] <how_to_not_win> yeah ok I can't brain this today
L1391[21:01:43] <how_to_not_win> .-.
L1392[21:02:50] <wundrweapon> alright, wth is this...
L1393[21:02:59] <wundrweapon> why when using irecipe
L1394[21:03:04] * how_to_not_win explodes out of existence with the power of the ongoing mindfuck.
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L1396[21:03:11] <wundrweapon> do you use gameregistry.addrecipe
L1397[21:03:13] <AshIndigo> Huh
L1398[21:03:19] <wundrweapon> and then recipesorter.register
L1399[21:03:31] <wundrweapon> it feels like it should do both autmagically
L1400[21:03:42] <AshIndigo> So you call 2 methods to do a thing?
L1401[21:03:58] <AshIndigo> That's kinda stupid
L1402[21:04:16] <wundrweapon> yup
L1403[21:04:19] <AshIndigo> Just make your own method which calls both
L1404[21:04:38] <wundrweapon> I could, sure, but my confusion lies in the lack of documentation of the crucial second method
L1405[21:05:11] * AshIndigo shrugs
L1406[21:05:25] <wundrweapon> if you don't know (or can't guess) the String "after:minecraft:shapeless" then congrats the method will never work for you
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L1416[21:50:37] <TehNut> Um
L1417[21:50:44] <TehNut> wundrweapon: what
L1418[21:51:07] <TehNut> You use GameRegistry.addRecipe() to add a recipe, you use RecipeSorter.register() to register a new recipe type
L1419[21:51:48] <wundrweapon> What does that mean?
L1420[21:52:04] <TehNut> If you create a new IRecipe, for example, an NBT sensitive one
L1421[21:52:18] <TehNut> You use RecipeSorter.register() to register it (otherwise Forge yells at you)
L1422[21:52:24] <TehNut> After that, you don't touch that method
L1423[21:52:35] <TehNut> You just use GameRegistry.addRecipe()
L1424[21:53:52] <TangentDelta> Oh...wow...I'm really excited for a lot of the upcoming mods.
L1425[21:53:58] <wundrweapon> Ok. why are the parameters so confusing
L1426[21:54:16] <TehNut> Parameters of what
L1427[21:55:05] <wundrweapon> RecipeSorter.register
L1428[21:55:12] <TehNut> How are they confusing
L1429[21:55:42] <TehNut> You give it a name, you give the recipe class, you give the recipe you want to be before/after
L1430[21:55:56] <wundrweapon> Yeah that last one
L1431[21:56:00] <TehNut> Oh and a category
L1432[21:56:01] <wundrweapon> How the hell does it even work
L1433[21:56:06] <TehNut> Look at the code?
L1434[21:56:20] <TehNut> It's actually really simple
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L1436[21:56:40] <wundr|mobile> (forgot to do that)
L1437[21:56:52] <wundr|mobile> Then ig I will come morning :/
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L1442[22:12:33] <TangentDelta> Null null null...
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L1445[22:18:01] <wundr|mobile> N u l l
L1446[22:20:02] <TangentDelta> What really irritates me is when minecraft crashes and locks my mouse cursor to its window.
L1447[22:23:17] <wundr|mobile> Alt+Tab…?
L1448[22:23:37] <wundr|mobile> Ctrl+Shift+Esc? Ctrl+Alt+Delete?
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L1450[22:30:27] <TangentDelta> Keyboard works fine.
L1451[22:30:46] <TangentDelta> I can alt-tab back into intellij and Ctrl + F2
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