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L13[00:44:43] <baegmon> can anyone clue me
in how to call "Minecraft::displayGuiScreen" on the
client from a packet? I've tried doing it from my packet but I keep
getting the "NoClassDefFoundError"
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L19[01:09:20] <AshIndigo_> baegmon: you may
be calling it on the server
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L23[01:30:00] <baegmon> @AshIndigo I
thought you register the packet handler on the server to send a
packet to the client?
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L25[01:31:24] <KklyAq> when you register a
message, the side parameter is the side that receives the
packet
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L28[01:34:12] <baegmon> oh ok thats what I
initially did, but it gave me errors which was why I thought it was
the other way around. still seems to give the same errors though
:/
L29[01:34:23] <baegmon> might just upload a
forum post to see if my code is wrong instead
L30[01:34:53] <AshIndigo_> Wht not upload
it here it along with the log?
L31[01:35:33] <baegmon> ok one
second!
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L36[01:44:48] <AshIndigo_> !gf
isRemote
L37[01:45:31] <AshIndigo_> !gf isRemote
1.10.2
L38[01:47:45] <AshIndigo_> Can't you get a
world instance from the player?
L39[01:48:08] <AshIndigo_> Then check if
its remote where you open the gui
L40[01:50:04] <baegmon> from just the
command? or the packet?
L41[01:50:16] <AshIndigo_> In
onMessage
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L43[01:52:30] <baegmon> yea I've tried that
but it still gives an error at the line
"network.registerMessage(OpenGUI.Handler.class, OpenGUI.class,
0, Side.CLIENT);
L44[01:52:30] <baegmon> "
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L46[01:53:52] <AshIndigo_> With the same
crash?
L47[01:54:36] <baegmon> yup, I've checked
that the GUI works in singleplayer and it works so I'm guessing I'm
doing something wrong with the networkwrapper
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L49[01:56:54] <Ordinastie> first, you can't
interact with Minecraft.getMinecraft() directly from the
packet
L50[01:57:01] <Ordinastie> different
threads and all
L51[01:57:26] <Ordinastie> second, if your
command is just to open a GUI, why are you doing it on the server
?
L52[01:59:11] <baegmon> To open a GUI
without a container, I thought I am supposed to send a custom
packet to the client to tell it to open the GUI?
L53[01:59:45] <Ordinastie> why are you
going through the server in the first place ?
L54[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161205 mappings to Forge Maven.
L55[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161205-1.11.zip
(mappings = "snapshot_20161205" in build.gradle).
L56[02:00:17] <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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L58[02:02:36] <baegmon> @Ordinastie sorry
I'm kinda confused. Is there a way to make a client side only
command?
L59[02:02:42] <Ordinastie> yes
L60[02:02:51] <Ordinastie> you register it
on the client
L61[02:03:30] <Ordinastie>
ClientCommandHandler.instance.registerCommand
L62[02:03:53] <baegmon> oh thanks I'm gonna
go try it out.
L63[02:04:25] <Ordinastie> you might run
into an issue when opening a gui from a command though
L64[02:11:33] <baegmon> I just had a
thought, the GUI requires access to a list of players on the
server. Because of this, should I just stick with the packet
approach?
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L73[02:44:30] <GeoDoX> Hey
Ordinastie?
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L77[03:16:14] *
AshIndigo_ is testing mod
L78[03:16:40] *
AshIndigo_ alt-f4s Minecraft after doing the exact opposite of what
he was trying to do
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L82[03:24:57] <immibis> don't have faces
with more than 4 vertices?
L83[03:25:18] <immibis> if you're using
blender it has an option to triangulate (= convert all faces to
3-vertex ones) when exporting OBJ
L84[03:28:38] <GeoDoX> giving that a shot
:)
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L87[03:30:14] <immibis> since it's
minecraft, i'm guessing the expectation is that you make the thing
out of rectangles, which have 4 vertices
L88[03:31:28] <GeoDoX> I don't have too
much experience with modeling so I just make it look right, and
then solve the problems after
L89[03:31:55] <GeoDoX> that worked however
the normals are off on some of the faces...
L90[03:32:47] <GeoDoX> do you happen to
know how to show and edit the normals in blender?
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L93[03:34:43] <gigaherz> GeoDoX: splitting
polygons is kinda hard, so it's not supported in the loader
L94[03:34:56] <gigaherz> best to always
design your models with quads
L95[03:35:04] <gigaherz> using the least
triangles possible
L96[03:35:10] <gigaherz> and nothing with
> 4 vertices
L97[03:35:32] <gigaherz> I don't have any
experience with blender modeling
L98[03:35:47] <gigaherz> but in 3d studio
there was a way to add a new edge between two vertices
L99[03:35:58] <gigaherz> so chances are
blender has something similar
L100[03:36:08] <GeoDoX> They're pretty
basic models, I'm not too worried about the triangles right
now
L101[03:36:22] <GeoDoX> definitely
possible
L102[03:36:47] <GeoDoX> the amount of time
ive been fighting to get the mosels into mc is already
ridiculous
L103[03:36:55] <GeoDoX> models*
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L105[03:37:41] <GeoDoX> gigaherz, does the
objloader know how to calculate normals if I choose not to write
them to the obj?
L106[03:38:53] <gigaherz> nope
L107[03:39:04] <gigaherz> I don't think
so
L108[03:39:22] <gigaherz> (I could be
wrong)
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L110[03:41:18] <GeoDoX> well, if
recalculating them doesn't work, I'm going to try :P
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L115[03:48:06] <GeoDoX> So that's odd, the
normals are correct in Blender, but don't seem to be in MC
L116[03:49:43] <gigaherz> how are you
drawing?
L117[03:49:48] <gigaherz> is it an item or
block model?
L118[03:49:55] <AshIndigo> Welcome to the
mc being weird club
L119[03:50:10] <gigaherz> there's a chance
mc isn't using smooth shading
L120[03:50:18] <gigaherz> or something
like that
L121[03:50:19] <GeoDoX> Hold up, I might
have overwritten the wrong obj...
L122[03:50:31] <GeoDoX> since
recalculating the normals..
L123[03:51:34] <GeoDoX> block model by the
way
L124[03:51:41] <GeoDoX> just loading up
MC
L125[03:52:09] <GeoDoX> That was it
:P
L126[03:52:16] <GeoDoX> Now to get the
texture working again...
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L129[03:53:36] <AshIndigo> Nice!
L130[03:53:48] <GeoDoX> Thanks!
L131[03:54:53] <GeoDoX> gigaherz, does
"transform": "forge:default-block" render a
default block as well or does it actually only affect the transform
(position and rotation)?
L132[03:55:12] <gigaherz> no it's purely
the rotation/translation/scale
L133[03:55:20] <gigaherz> specifically,
for the thirdperson "hand"
L134[03:55:42] <gigaherz> (and for the gui
rotation)
L135[03:56:03] <gigaherz> but yeah, only
transforms.
L136[03:56:15] <GeoDoX> Okay, I'm not sure
why the model isn't working in the gui then.. Still renders a full
block.
L137[03:56:29] <gigaherz> is it actually
using the right model?
L138[03:57:21] <GeoDoX> the placed block
is, the inventory gui item isn't
L139[03:57:35] <GeoDoX> hmm, that gets me
thinking... is it the item model for the block...
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L141[03:58:12] <gigaherz> remember that
they go separately
L142[03:58:24] <gigaherz> block model goes
statemapper -> blockstates -> model
L143[03:58:43] <gigaherz> item goes -
ML.setCustomMRL -> item model / (blockstates -> block
model)
L144[04:00:13] <GeoDoX> good to know
L145[04:01:59] <GeoDoX> hmm, so the item
model for the block (as the item) has the parent tag set to the
block model which was the culprit xD
L146[04:02:25] <gigaherz> ah
L147[04:02:34] <gigaherz> wait
L148[04:02:37] <gigaherz> which block
model?
L149[04:02:42] <GeoDoX> can I point the
item model to the blockstates?
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L151[04:02:54] <gigaherz> you can point
ModelLoader.setCustomMRL to the blockstates
L152[04:02:58] <GeoDoX> the json defined
in models/block
L153[04:03:07] <gigaherz> but only ifyou
don't have an actual item model with the same name
L154[04:03:15] <gigaherz> you can
use
L155[04:03:43] <gigaherz>
setCustomMRL(itemFromBlock, meta, new MRL(registryName,
"facing=east,powered=true"));
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L157[04:03:58] <gigaherz> remember that
the blockstate properties are sorted alphabetically
L159[04:05:08] <gigaherz> yeah if yoiu
don't have an item model with that name
L160[04:05:14] <gigaherz> it will look for
a blockstates file with that name
L161[04:05:32] <gigaherz> and load
"inventory": [{ ... }] from it
L162[04:05:59] <gigaherz> if you don't
want the "inventory" entry specifically, you can use
something other than "inventory"
L164[04:06:46] <GeoDoX> Do I even need
that stuff if I move it to the blockstates?
L165[04:07:20] <GeoDoX> I think I made
those so it stopped complaining about missing item models for the
itemblocks
L166[04:07:27] <gigaherz> no
"transform":"forge:default-block" takes care of
the display stuff
L167[04:07:55] <gigaherz> it would also
work
L168[04:08:07] <gigaherz> if you have
"parent":"block/block" on the block model
json
L169[04:08:17] <gigaherz> but we already
established you are using a obj model
L170[04:08:33] <gigaherz> which brings
back another issue: you CAN NOT reference a .obj model as a
parent
L171[04:08:35] <gigaherz> from a json
model
L172[04:08:43] <gigaherz> you either have
separate models
L173[04:08:46] <gigaherz> or go through
the blockstates
L174[04:08:58] <GeoDoX> Neat! Just
deleting them worked!
L175[04:09:18] <GeoDoX> I figured that you
couldn't do that though
L177[04:10:14] <GeoDoX> I believe that's
caused by Blender when it triangulates the faces, because I
specifically made those faces quads
L178[04:10:58] <GeoDoX> It almost seems
like the face is being duplicated and it's having trouble deciding
which to render on top of the other
L179[04:11:13] <GeoDoX> Its only happening
on the one face
L180[04:12:07] <gigaherz> yep looks like a
rogue triangle
L181[04:12:08] <gigaherz> XD
L182[04:13:25] <GeoDoX> How do you define
the texture for a block with a custom model?
L183[04:14:35] <GeoDoX> I can't define it
in the mtl because I have multiple blocks using the same
model
L184[04:15:21] <gigaherz> in the
blockstates
L185[04:15:24] <gigaherz>
"textures": {
L186[04:15:34] <gigaherz>
"#Materialname": "new texture"
L187[04:15:34] <gigaherz> }
L188[04:15:43] <gigaherz> it's annoying
because you have to include the #ç
L189[04:15:45] <gigaherz> #*
L190[04:15:53] <gigaherz> unlike for
vanilla json models
L191[04:16:28] <GeoDoX> hmm, okay
L192[04:18:14] <GeoDoX> That means I don't
need to have map_Kd defined in the mtl? Which is the texture used
on the model
L193[04:18:37] <gigaherz> no I think you
still need a map_Kd in the model, as a "default"
L194[04:18:52] <gigaherz> maybe it's fixed
now, but it used to be needed otherwise the model generated without
texture
L195[04:19:18] <GeoDoX> can they be blank
then?
L196[04:19:35] <GeoDoX> or just
""?
L197[04:21:13] <gigaherz> dunno, try
L198[04:21:19] <gigaherz> best case it
works without it
L199[04:21:32] <gigaherz> worst case you
have to put a random texture (that's what I do "just in
case")
L200[04:22:36] <GeoDoX> I just noticed
that the OBJLoader.addDomain gets called multiple times, is that a
problem?
L201[04:25:19] <gigaherz> seems not, it's
a Set<>
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L210[04:49:49] <GeoDoX> I'm off for the
night though, will work on it more later on. Thanks for the help
gigaherz!
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L232[06:23:36] <AshIndigo> int rand = new
Random().nextInt();
L233[06:23:47] <AshIndigo> My solution to
threads not working
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L240[06:42:21] <AshIndigo> !gm
func_75144_a 1.7.10
L241[06:42:46] <AshIndigo> !gm
func_75133_b 1.7.10
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L263[07:58:53] <AshIndigo> Does
Level.DEBUG logging only print in a dev env?
L264[08:00:26] <quadraxis> prints to log
file, not console iirc
L265[08:01:16] ***
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L266[08:03:17] <AshIndigo> Alright
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L269[08:13:33] <AshIndigo> Dang I18n is
client only
L270[08:14:02] <Ordinastie> well, you
don't need to translate on server anyway
L271[08:14:19] <AshIndigo> I was hoping to
translate my logging
L272[08:14:40] <Ordinastie> you
don't
L273[08:14:56] <Ordinastie> logs are not
for users
L274[08:14:58] <Ordinastie> they're for
you
L275[08:15:37] <AshIndigo> Figured
L276[08:23:24] <gigaherz> the server
doesn't even have translated strings
L277[08:23:38] <gigaherz> it just loads
the vanilla en_US.lang -- no translations from mods at all
L278[08:24:12] <gigaherz> there IS a I18n
that is available on the server, but the only use for it is if you
are customizing "getItemStackDisplayName"
L279[08:24:44] <gigaherz> and as I said,
there won't be strings for it
L280[08:24:54] <gigaherz> so if it is
called server-side, it will show up as
"item.blah.name"
L281[08:25:03] <gigaherz> which doesn't
make it very useful
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L292[09:11:56] <Baughn> Has anyone managed
to upload mods to curseforge using the cursegradle plugin?
L293[09:12:09] <Baughn> I keep trying, and
Curse keeps telling me my API token is malformed.
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L295[09:13:53] <Ordinastie> I was gonna
ask what's your token, but maybe not ><
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L297[09:13:58]
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L298[09:14:29] <Baughn> It's
"71be4878-ac75-4959-99aa-c82960a926d1"
L299[09:14:35] <Baughn> And before you
ask, I already revoked that one. :P
L300[09:14:44] <Baughn> * What went
wrong:
L301[09:14:44] <Baughn> Execution failed
for task ':curseforge254573'.
L302[09:14:44] <Baughn> > [CurseForge]
Error Code 3: API token is malformed. Token provided:
'71be4878-ac75-4959-99aa-c82960a926d1'.
L303[09:15:00] <Ordinastie> looks ok
L304[09:15:02] <Baughn> I tried removing
the dashes, but nope.
L305[09:15:38] <Ordinastie> what plugin
are you using ?
L306[09:16:26] <Baughn> Matthew Prenger's
cursegradle plugin.
L307[09:16:44] <Baughn> I just realized he
has an IRC channel, so I'll ask there as well. Seems likely to be a
Curse problem, though.
L308[09:16:51] <Ordinastie> 1.0.7?
L309[09:16:54] <Baughn> 1.0.8
L310[09:16:59] <Baughn> Hm, let me
try..
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L312[09:17:32] <Baughn> Nope, .7 doesn't
work any better.
L313[09:17:35] ***
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L320[09:50:04] <gigaherz> ugh
L321[09:50:08] <gigaherz> so I got a bug
report
L322[09:50:11] <gigaherz> that includes a
mod list
L323[09:50:12] <gigaherz> with
"harvest-1.11-1.20-12.jar"
L324[09:50:17] <gigaherz> I have no idea
what mod that belongs to
L325[09:50:32] <gigaherz> nevermind
L326[09:50:36] <gigaherz> it was a matter
of saying it here
L327[09:50:47] <gigaherz> and I realized
the "SimpleHarvest" mod uses those names
L328[09:51:29] <gigaherz> TehNut needs to
use more accurate namings
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L344[10:20:23] <Ordinastie> damn, why
LinkedHashSet doesn't implement Deque :(
L345[10:21:54] <diesieben07> wat
L346[10:22:04] <diesieben07> "Why is
my car not a tractor? GODDAMNIT WHY"
L347[10:22:42] <Ordinastie> I'd like to
removeFirst on a LinkedHashset
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L350[10:23:13] <Akkarin> diesieben07:
Wait. Cars are not supposed to be tractors? :o
L351[10:23:25] <diesieben07> lol
L352[10:23:30] <Ordinastie> also,
LinkedList implements Deque, so I don't see why LinkedHashSet
doesn't
L353[10:23:31] <gigaherz> LinkedHashSet is
just a HashSet, that happens to maintain insertion order by storing
the values as linked list nodes
L354[10:23:39] <Akkarin> So I've been
cruising with 100kmh in 1st gear for no reason?!
L355[10:23:47] <gigaherz> it's not
designed to allow inserting/removing on either end
L356[10:23:53] <diesieben07> LinkedList is
a LIST
L357[10:23:56] <diesieben07> it allows
duplicates
L358[10:23:57] <Akkarin> s/kmh/kph
L359[10:24:04] <diesieben07> a queue makes
sense there
L360[10:24:16] <gigaherz> in a Deque
L361[10:24:20] <gigaherz> if I push X,
then pop
L362[10:24:22] <gigaherz> I expect X
L363[10:24:27] <gigaherz> a LinkedHashSet
can't maintain that
L364[10:24:44] <Akkarin> Well Deque
implementations can usually go both ways
L365[10:24:45] <gigaherz> if I push X
twice, I won't pop X twice
L366[10:24:55] <Akkarin> aka they know how
to fifo and lifo
L367[10:25:30] <diesieben07> as for
actually doing it... if (!set.isEmpty()) { it = set.iterator();
it.next(); it.remove(); }
L368[10:25:41] <diesieben07> i would have
expected guava's Iterable to have removeFirst, but .. nope
L369[10:25:43] <Akkarin> Strike the
"usually" btw.
L370[10:25:48] <Ordinastie> diesieben07,
it does
L371[10:25:57] <diesieben07> wat
L372[10:26:00] <diesieben07> it has
getFirst
L373[10:26:03] <diesieben07> not
removeFirst
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L375[10:26:21] <Ordinastie> fuck, how did
that get closed :x
L376[10:26:29] <Ordinastie> but yes, it's
getFirst
L377[10:27:13] <diesieben07> really this
sounds like you are using the wrong data structure
L378[10:27:31] <Ordinastie> LinkedHashSet
over LinkedList ?
L379[10:27:41] <gigaherz> Ordinastie: what
semantics do you actually *need*
L380[10:27:50] <diesieben07> neither of
those are good collection implementations :D
L381[10:27:53] <Ordinastie> it's flood
fill 'toParse' positions
L382[10:28:01] <gigaherz> I'm guessing
"queue" and "unique values"
L383[10:28:06] <gigaherz> but just to make
sure
L384[10:28:12] <diesieben07> LinkedHashSet
eats all your memory, LinkedList will make your cpu cache scream in
frustration
L385[10:28:24] <Ordinastie> what then
?
L386[10:28:43] <diesieben07>
depends™
L387[10:29:08] <gigaherz> googleing for
"queue with unique values" brings examples of custom
classes
L389[10:29:58] <diesieben07> yeah but that
just... breaks contracts
L390[10:30:21] <diesieben07> Queue
specifies that you must either add the element or throw
L391[10:30:46] <diesieben07> here you
return true to indicate "add successful" but you don't
add
L392[10:30:48] <diesieben07> this is
broken
L393[10:31:00] <gigaherz> meh, then throw
in .enqueue, and have a custom .enqueueIfNotPresent
L394[10:31:16] <gigaherz> or just don't
implement queue at all, and just ignore that contract
L395[10:31:19] <diesieben07> yeah
L396[10:31:21] <Ordinastie> I think I'll
use LinkedList and move on :p
L397[10:31:27] <diesieben07> Queue and no
duplicates don't mix
L398[10:31:37] <diesieben07> and if you
want a good queue, use ArrayDeque, not LinkedList
L399[10:31:55] <Akkarin> Well good as long
as it doesn't need to resize constantly
L400[10:31:57] <gigaherz> LinkedList is
like, multiple worst cases at aonce
L401[10:32:00] <Akkarin> as with all array
based collections
L402[10:32:00] <gigaherz> -a
L403[10:32:28] <gigaherz> the only thing
it's good for, is O(1) insertion before/after a node you already
have access for
L404[10:32:42] <gigaherz> actually do you
even get access to the nodes in java's linkedlist?
L405[10:32:50] <diesieben07> lol
nope
L406[10:32:56] <gigaherz> ah
L407[10:32:59] <gigaherz> then it's not
even good for that
L408[10:33:04] <gigaherz> just head/tail
insertion/removal
L409[10:33:06] <diesieben07> only
indirectly through the ListIterator
L410[10:33:15] <diesieben07> which is
clumsy as hell
L411[10:33:16] <gigaherz> but it's not TOO
good at that
L412[10:33:24] <gigaherz> since an
ArrayDeque will be better at it
L413[10:33:52] <gigaherz> in C#'s
LinkedList
L414[10:34:03] <gigaherz> you have
explicit access to the head/tail and can iterate through the nodes
manually
L415[10:34:11] <diesieben07> yeah trove's
does that too
L416[10:34:13] <gigaherz> it has
.addAfter/addbefore
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L418[10:37:19] ***
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L419[10:37:40] <Ordinastie> question : in
the case where you expose a list/set from your object, considering
your make a copy, is there a point in making it immutable ?
L420[10:38:27] <diesieben07> you mean you
make a copy before exposing it?
L421[10:38:32] <Ordinastie> yes
L422[10:38:43] <gigaherz> that's what has
always bothered me with immutables
L423[10:38:46] <diesieben07> there is
absolutely no point in NOT making it immutable
L424[10:38:55] <gigaherz> you keep a
mutable list internally
L425[10:38:59] <gigaherz> then clone it
into an immutable
L426[10:39:06] <gigaherz> but if someone
wants to USE that list for anything other than iterating
L427[10:39:10] <gigaherz> they have to
clone a second time
L428[10:39:16] <diesieben07> nope not true
giga :D
L429[10:39:16] <Ordinastie> but your give
a copy, why should you care what they do with it ?
L430[10:39:24] <diesieben07> in an ideal
world there is no mutable
L431[10:39:24] <gigaherz> would be much
better to have a ReadOnlyCollection
L432[10:39:31] <gigaherz> diesieben07:
fuck that
L433[10:39:33] <gigaherz> XD
L434[10:39:36] <diesieben07> why? :D
L435[10:39:45] <diesieben07> as for read
only collection: see kotlin
L436[10:40:11] <gigaherz> I see the upside
of immutable data
L437[10:40:20] <gigaherz> I strongly
disagree that "ideally" everything should be
immutable
L438[10:40:29] <gigaherz> it's just not
true
L439[10:40:37] <diesieben07> i think it is
:D
L441[10:40:47] <diesieben07> it just makes
so many problems just go poof
L442[10:40:55] <gigaherz> a big part of
the reason why functional programming is so horribly awkward to
use, is that you have to work around the lack of side-effects
L443[10:41:27] <diesieben07> side effects
!= mutability
L444[10:41:29] <gigaherz> and the
compiler/runtime has to work doubly as hard just to try to keep
sane memory structures to go along with that awkwardness
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L446[10:43:44] <TechnicianLP> the
serverside part of an ΩSidedproxy does only get loaded on a
physical server?
L447[10:44:00] <diesieben07> yep
L448[10:44:01] <gigaherz> yes that's the
entire purpose of it
L449[10:44:07] <gigaherz> client proxy =
client jar
L450[10:44:09] <diesieben07> @SidedProxy
decies based on physical side
L451[10:44:12] <gigaherz> server proxy =
server jar
L452[10:44:46] <TechnicianLP> wanted to
use it for my eventclass ... so serverside events into the
common-handler it is then
L453[10:44:49] <gigaherz> that's why it's
an annotation and not just an if(Side) -- it's designed to avoid
any direct references to the code, to avoid load errors
L454[10:44:58] <gigaherz> well
L455[10:45:04] <gigaherz> that's when you
realize calling it "common" is stupid
L456[10:45:05] <gigaherz> ;P
L457[10:45:25] <TechnicianLP> i actually
have a serverhandler as well ...
L458[10:45:32] <gigaherz> client proxy for
things annotated @SideOnly(CLIENT)
L459[10:45:40] <gigaherz> server proxy for
things annotated @SideOnly(SERVER)
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L461[10:45:48] <gigaherz> and the rest can
just go in the main mod class
L462[10:46:04] <gigaherz> yes, you could
use a common one, but why?
L463[10:46:14] ⇦
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L464[10:46:32] <gigaherz> some people
don't like adding things to the main mod class
L465[10:46:37] <gigaherz> but if your main
mod class is just proxy.X
L466[10:46:49] <gigaherz> then you may as
well just make the common proxy into the main mod class
L467[10:52:36]
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L469[11:06:03] <Ordinastie> hum, what's
the method for the left click on items ?
L470[11:06:24]
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L471[11:06:27] <diesieben07>
onEntitySwing
L472[11:07:13] <Ordinastie> ah yes,
couldn't find it
L473[11:13:44] <Ordinastie> lol, but eww :
currentMode = Mode.values()[(currentMode.ordinal() + 1) %
Mode.values().length];
L474[11:14:40] <diesieben07> yay
L475[11:14:41] <gigaherz> didn't .values()
create a new copy every time you call it?
L476[11:14:46] <Ordinastie> it does
L477[11:14:47] <diesieben07> yep, sure
does
L478[11:14:50] <gigaherz> ewh.
L479[11:15:03] <diesieben07> trying to
think of a better way to do that :D
L480[11:15:12] <Ordinastie> here I don't
really care though
L481[11:15:18] <Ordinastie> it's in one of
my demos
L482[11:16:39] <gigaherz> diesieben07: if
this was something like coffeescript, you could do ((values,
current) -> values[(current.ordinal()+1) %
values.length)(Mode.values());
L483[11:16:51] <gigaherz> but I don't
think th at kind of untyped lambda is viable in java (or C#)
L484[11:17:35] <diesieben07> isnt that a
partially applied function?
L485[11:17:39] <diesieben07> currying or
whatever?
L486[11:17:42] <gigaherz> ehm
L487[11:17:52] <gigaherz> I meant
((values, current) -> values[(current.ordinal()+1) %
values.length)(Mode.values(), current);
L488[11:17:54] <gigaherz> but you have a
point
L489[11:17:58] <diesieben07> ah
L490[11:18:26] <diesieben07> i am trying
to think of a way to do it wihtout that ordinal hackery
L491[11:19:06] ⇦
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L492[11:21:21] <TechnicianLP> your enum?
make a next() function
L493[11:21:29] <diesieben07> and what does
that do? :D
L494[11:21:43] <gigaherz> hardcoded in the
constructor :D
L495[11:21:48] <TechnicianLP> cache the
next field to return
L496[11:21:51] <gigaherz>
Element1(Element2)
L497[11:21:53] <diesieben07> you
can't.
L498[11:21:55] <gigaherz>
Element2(Element3)
L499[11:21:57] <diesieben07> illegal
forward reference
L500[11:22:04] <diesieben07> that doesn't
compile
L501[11:22:04] <gigaherz> owh
L502[11:22:49] <TechnicianLP> but you
could cache it so if(next==null)next=NEXT;else return next;
L503[11:22:57] <diesieben07> oh god
L504[11:22:59] *
diesieben07 wants to die
L505[11:24:25]
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L506[11:24:27] <gigaherz> nah I can't
think of any way to avopid the ordinals
L507[11:24:34] <gigaherz> besides a
Map<A,B> nexts
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L509[11:24:38] <diesieben07> yea
L510[11:24:44]
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L511[11:24:46] <gigaherz> best I can think
of
L512[11:25:04] <TechnicianLP>
EnumMap?
L513[11:25:28] <gigaherz> would be a
Func<A,A> cycler(...) { return in ->
values[(in.ordinal()+1) % values.length]; }
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L516[11:34:25] <Ordinastie> isSelected
param in ItemOnUpdate() is if equipped in a hand I assume
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L523[11:51:26] <Ordinastie> what was the
way to display some text above the hotbar ?
L524[11:53:57] <TechnicianLP>
RenderGameOverlayEvent?
L525[11:54:37] <Ordinastie> no, I think
there is a method to display text in place of the record names is
displayed when playing
L526[11:54:56] <TechnicianLP> oh that one
...
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L528[11:56:20] <gigaherz> Ordinastie: I
used that one, sec
L529[11:56:40]
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L530[11:57:02] <gigaherz>
Minecraft.getMinecraft().ingameGUI.setOverlayMessage(I18n.format("text."
+ ModPackingTape.MODID + ".tape.requires_paper"),
false);
L531[11:57:04] <gigaherz> (1.11)
L532[11:57:28] <Ordinastie> since I'm
asking stuff, can I make it so the left click on my item doesn't
break shit in creative ?
L533[11:57:29] <gigaherz> it was named
setRecordPlaying before
L534[11:57:48] <gigaherz> hmm dunno how
that's done for the sword
L535[11:58:00] <Ordinastie> I'll
look
L536[11:58:18] <Ordinastie> I hoped
returning true in onEntitySwing would do it, but nope
L537[11:58:55] <Ordinastie> (I was sure
there was a player shortcut for the overlayMessage, apparently not
:s
L538[12:02:47] <Ordinastie> gigaherz,
well, OBVIOUSLY
L539[12:02:49] <Ordinastie> if
(this.currentGameType.isCreative() &&
this.mc.player.getHeldItemMainhand() != null &&
this.mc.player.getHeldItemMainhand().getItem() instanceof
ItemSword)
L540[12:02:58] <gigaherz> heh
L541[12:03:03] <gigaherz> of course.
mojang
L542[12:03:25] <Ordinastie>
onBlockStartBreak should do it though
L543[12:05:30]
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L544[12:09:31] <Ordinastie> but it still
breaks the block *_*
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L549[12:32:25] <Keridos> is it possibwhich
function in block class makes players suffocate if they have their
head in the block?
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L551[12:32:38] <Keridos> s/is it
possib/
L552[12:38:59]
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L553[12:41:21] <Ordinastie> ok, new
challenge
L554[12:41:36]
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L555[12:41:50] <Ordinastie> trying to
determinate the correct method based on passed params
L556[12:42:03] <Ordinastie> except you
pass nulls ><
L557[12:42:30] <gigaherz> good luck with
that
L558[12:42:47] <Ordinastie> actually,
maybe I can just ignore it
L559[12:44:15] <TechnicianLP> why do you
need to determine the method?
L560[12:44:31] <Ordinastie> advanced form
of IMC
L561[12:44:49] <TechnicianLP> theres and
advance imc?
L562[12:45:04] <Ordinastie> not in forge
anyway :p
L563[12:45:20] <TechnicianLP> so nothing
important for me :)
L564[12:45:24]
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L565[12:47:09] <Ordinastie> yep, simply
ignore nulls works like a charm ^^
L567[12:48:28]
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L568[12:48:58] <TechnicianLP> what is
that? looks evil
L570[12:51:18] <Shambling> some of those
look like of like hexagons :o
L571[12:51:30] <Shambling> are you playing
civ in minecraft? :P
L572[12:51:56] <Ordinastie> it's just some
of the lines are hidden by the red ones
L573[12:52:36] ⇦
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L574[12:53:43] <Ordinastie> now I need to
figure out why it still breaks the blocks
L575[12:56:15] <TechnicianLP> putting
instance of subclasses into the superclass does not work
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L578[12:58:55] <Ordinastie> gigaherz,
turns out, the line I pasted earlier is not the one responsible for
not breaking the block
L579[12:59:13] <Ordinastie> if
(gameType.isCreative() &&
entityPlayer.getHeldItemMainhand() != null &&
entityPlayer.getHeldItemMainhand().getItem() instanceof
ItemSword)
L580[12:59:16] <Ordinastie> this one
is
L581[12:59:25] <Ordinastie> INSIDE FUCKING
FORGE -_-
L582[12:59:47] ⇦
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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
und das T�ten angemessen wirkt. (George Orwell))
L583[12:59:48] <Ordinastie> that means the
only way have an item to not break the block is to use the
event
L584[13:00:05] <TechnicianLP> make a pr
with a hook in Item
L585[13:01:27]
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L586[13:03:23]
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L587[13:05:15] <Ordinastie> last time I
tried to help, I got banned
L588[13:07:41] <Shambling> dangit, does
anyone know the ftb utilities command to enable fake players?
L589[13:07:59] <Shambling> its weird, this
isn't a claimed chunk, so maybe they just disabled fake players on
sieves without a config
L590[13:08:01] <TechnicianLP> ftbu
disables fakeplayers?
L591[13:08:18] <McJty> You can allow them
in a config
L592[13:08:23] <McJty> But don't know how
it is called
L593[13:10:21] <Keridos> hm, having a
weird issue here, when using getBoundingBox and returning new
AxisAlignedBB (0.125F,0.125F,0.0F,0.875F,0.875F, 0.375F) I would
expect the bounding box to be in the block, on the north side
facing south
L594[13:10:30] <Keridos> but it actually
is on the south side facing north
L595[13:10:45] <gigaherz> you should be
caching it
L596[13:10:52] <gigaherz> and it's a good
idea to use fractions for the AABBs
L597[13:10:53] <gigaherz> in code
L598[13:11:11] <Shambling> if you claim a
chunk it disables fake players destroying blocks
L599[13:11:26] <gigaherz> static final
AABB BOUNDS = new
AABB(1/16F,1/16F,1/16F,15/16F,15/16F,15/16F);
L600[13:11:29] <Shambling> I think seives
from ex nihilo ascendius (or wwhatever weird word) in 1.10.2 just
doesn't allow ex2 fake player
L601[13:12:03] <Keridos> gigaherz: i need
it to be rotatable
L602[13:12:19] <Keridos> weird is that the
above AABB is on the wrong side
L603[13:12:54] <Keridos> x and y are fine
but somehow the z value is weird
L604[13:13:11] <Shambling> oh no way i'm
dumb, its there
L605[13:13:13] <Shambling> I just can't
read
L606[13:13:14] <Keridos> when I specify 0
to somevalue it is on the south side of the block
L607[13:13:55] <Keridos> gigaherz: You
have any idea why that is happening?
L608[13:15:02] <Aroma1997> umm
L609[13:15:09] <Ordinastie> so if you're
interested, there is 78945 nether bricks in the nether fortress in
front of me :p
L610[13:15:20] <Aroma1997> wasn't there
some method called on the block class, when you start breaking a
block?
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L613[13:18:16] <TechnicianLP> runing
around with 0 hearts is fun - and a bug in my damage handler
L614[13:19:25]
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L617[13:23:22] <Keridos> ok now this is
super weird
L618[13:23:28] <Ordinastie> nothing wrong
with forge maven
L619[13:23:37] <Keridos> the bounding box
is wrong on the z axis when I start the client and load a
world
L620[13:24:13] <Keridos> but when I change
the code by a fraction, and reload the class it works fine
L621[13:24:15] <Keridos> wtf
L622[13:24:51] <TechnicianLP> bb dependant
on state?
L623[13:25:02] <Keridos> yes
L624[13:25:11] <Keridos> or the TE
nbt
L625[13:25:43] <TechnicianLP> had some
random states passed into getActualState once, which messed my bb's
up
L626[13:27:06] <Keridos> apparently state
is not synced at all
L627[13:27:15] <Keridos> getActualState
does not seem to be called
L628[13:27:21] <TechnicianLP> any ideas on
how to kill oneself if health is -infinity ?
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L630[13:29:18] <Keridos> If I have a block
that requires a state being set by NBT, and getActualState is never
called? How can I properly do make it get called?
L631[13:30:57] <Ordinastie> I really need
some video editing software... :s
L632[13:34:15] <Keridos> wtf my blockstate
is never update apparently
L633[13:34:27] <Keridos> my getActualstate
is never called on its own
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L635[13:34:41]
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L636[13:34:46] <Sangam1> hello
L637[13:35:53]
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L638[13:36:00] <Sangam1> anyone know why I
cant change a tools durability with
player.getHeldItemMainhand().setItemDamage(0)
L639[13:36:02] <Keridos> nevermind it gets
called
L640[13:36:34] <McJty> Sangam1, do you do
it server-side?
L641[13:36:46] <Sangam1> no client
side
L642[13:36:51] <McJty> That's why
then
L643[13:37:00] <Keridos> but
getBoundingBox gets the value that is the default value only
L644[13:37:04] <Sangam1> it changes the
value but its still not being changed
L645[13:37:10] <McJty> Sangam1, you have
to do that server side
L646[13:37:11]
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L647[13:37:14] <McJty> Otherwise it
doesn't 'stick'
L648[13:37:41] <Sangam1> McJty, okay. do I
just do Minecraft.getMinecraft.theWorld.isRemote?
L649[13:37:53] <Sangam1> lol sorry im a
noob with servers
L650[13:37:55] <McJty> That's not
something you 'do'. That's a boolean value
L651[13:38:15] <McJty> Well it all depends
on where you are doing this?
L652[13:38:17] <LexDesktop> Naalunth,
maven works, the page you linked is intended to error, we don't
allow people to crawl the maven.
L653[13:38:51] <Darkevilmac> Sangam1, you
won't be able to call that if you're on a dedicated server, the
'Minecraft' class is the game client.
L654[13:38:53] <Sangam1> McJty, I have it
with a tick event
L655[13:39:03] ⇦
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L656[13:39:13] <Naalunth> Ok, I just got a
download error a few times, it seems to work now
L657[13:39:15] <McJty> Sangam1, what kind
of tick event? Make sure you have one that is fire
server-side
L658[13:39:39] <Keridos> can
getBoundingBox get the correct state via getActualState?
L659[13:39:40] <Sangam1> McJty, okay I
think I get it then I have it client side rn
L660[13:39:58] <Sangam1> Darkevilmac, okay
that makes sense
L661[13:41:36] ⇦
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L663[13:42:45] <Darkevilmac> If anyone is
free I have an issue with Entity Rendering. My entity doesn't have
shouldRender called when it's looked at from certain angles, which
results in it not getting rendered. If that's not clear let me know
and I'll make a gif.
L664[13:43:08] ⇦
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L666[13:45:29] <Shambling> hrmmm... guess
I was already logged in at the house
L667[13:45:45]
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L668[13:45:52] <Shambling> nice of the
nick registration to not work, and put me in the "regiser your
name moron" channel
L669[13:46:01] ⇦
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L671[13:47:36] <Kragnoth> that channel has
a really obnoxious name
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L675[13:53:35] <Ordinastie> since when
there is gravel in the nether?
L676[13:54:05] <AshIndigo_> Since
forever
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L678[13:55:01] <McJty> Indeed since
forever
L679[13:56:00] <Ordinastie> I never
noticed
L680[13:56:19] <Kragnoth> sometimes it
just doesn't spawn in a spot you travel
L681[13:56:31] <Kragnoth> I had to spend
an hour digging around to find soulsand in one world
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L683[14:07:40] <gigaherz> Kragnoth: it's
annoying when that happens
L684[14:07:52] <gigaherz> specially when
you realize all you had to do is go in the opposite way ;P
L685[14:09:16] <Kragnoth> haha
L686[14:09:29] <Kragnoth> yeah this was
because I spawned in an area with almost no caves, but plenty of
pockets of lava
L687[14:10:00]
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L688[14:10:16] <LexDesktop> !gf
field_147301_d
L689[14:10:31] <LexDesktop> !gm
field_147301_d
L690[14:10:35] <LexDesktop> !gm
field_147301_d
L691[14:10:39] <LexDesktop> !gf
field_147301_d
L692[14:10:54] <LexDesktop> !gm
func_179823_a
L693[14:11:03] <LexDesktop> !gm
148857
L694[14:14:37] <Ordinastie> is it not
possible to reupload a video but keeping the same url ?
L695[14:14:47] <Ordinastie> just
reuploading the file ?
L696[14:14:51] <Ordinastie> (*on
youtube)
L697[14:16:38] <diesieben07> never has
been
L698[14:19:31] <LatvianModder> Can you
imagine what would happen?
L699[14:19:41] <md678685> No
L700[14:19:48] <LatvianModder> Scams
everywhere!
L701[14:19:54] <LatvianModder> Its
possible to edit audio however
L702[14:20:28]
⇨ Joins: MCHellspawn
(~Hellspawn@209.220.54.156.ptr.us.xo.net)
L704[14:21:01] <Kragnoth> dear god, why
would someone nest if else if more than 3 times, and not use a
switch :O
L705[14:21:21] ***
Vigaro|AFK is now known as Vigaro
L707[14:22:20] <Ordinastie> I can now say,
I'm really a professional of video editing!
L708[14:23:02] <diesieben07> looks and
sounds cool, but... what is it good for? :D
L709[14:23:13] <Kragnoth> does that
floodfill use a similar method to how oreexcavator works?
L710[14:23:17] <LatvianModder> Now do
cobblestone in overworld
L711[14:23:48] <LatvianModder> no, water
in ocean
L713[14:25:10] <Kragnoth> oh god I'm
lagging :O
L714[14:25:39] <LatvianModder> Bad mod,
boo!
L715[14:25:45] <LatvianModder> Make it
lagless
L716[14:26:08] <Ordinastie> I can throttle
the floodfill, but then it's the rendering that causes issues
L717[14:26:37] <LatvianModder> No, make it
also render with 60 fps!
L718[14:27:51] <Kragnoth> psshhh, the
minecraft eye can only differentiate frames at 23 frames per
second
L719[14:28:41] <Darkevilmac> pfft why not
just multi thread it? That works well in minecraft right?
L720[14:28:42] *
TechnicianLP played ftb ultimate with 15 frames
average
L721[14:28:57] <Darkevilmac> TechnicianLP,
7FPS or riot
L722[14:29:06] <TechnicianLP> thats
infinity
L723[14:29:32] <TechnicianLP> but one gets
used to it - and your base does not lagg then :)
L724[14:29:59]
⇨ Joins: ScottehBoeh (~ScottehBo@95.144.82.254)
L725[14:30:02] <ScottehBoeh> good place to
look about Tile Entities NBT?
L726[14:30:36] <TechnicianLP> can you be
more specific?
L727[14:30:59] <Ordinastie> push can't
upload the last vid...
L728[14:31:02] <Ordinastie> is there a
size limit ?
L729[14:33:08] <Darkevilmac> ScottehBoeh,
look at vanilla classes. You're just serializing and
deserializing.
L730[14:33:14] <gigaherz> [21:27]
(Kragnoth): psshhh, the minecraft eye can only differentiate frames
at 23 frames per second
L731[14:33:15] <gigaherz> 20
L732[14:33:24] <gigaherz> the rest is
interpolated through partialTicks
L733[14:33:25] <gigaherz> ;p
L734[14:38:23] <Ordinastie> LatvianModder,
well, I can't show you the non laggy way, puush is limited to
20mb
L735[14:38:41] <TechnicianLP>
youtube
L736[14:39:50] <Ordinastie> anybody
familiar with OBS ?
L737[14:40:12] <Ordinastie> if you see my
vids, it cuts the bottom of the screen somehow, I don't know why
:x
L738[14:41:33] <LatvianModder> scale
it
L739[14:42:06] <LatvianModder> "puush
is limited to 20mb" pfft, buy a server and store what you
want! :P
L740[14:42:14] <Girafi> Ordinastie, right
click the source -> transform -> fit to screen. Something
like that anyways
L741[14:42:24] <TechnicianLP>
"buy"?
L742[14:42:35] <Ordinastie> (how do I tp
back to the overworld again ? ^^)
L743[14:42:50] <TechnicianLP> ./give
<player> mc:portal
L744[14:43:15] <Girafi> You can't give
yourself a portal since 1.9 i'm pretty sure :)
L746[14:44:03] <LatvianModder>
TechnicianLP: ?
L747[14:44:35] <TechnicianLP> ?
L748[14:44:50] <LatvianModder>
<TechnicianLP> "buy"?
L749[14:44:55] <Ordinastie> ah I think I
did it
L750[14:45:23] <TechnicianLP> well are
servers are pretty costly
L753[14:46:02] <LatvianModder>
3.33 EUR/mo oh boy how expensive :P
L755[14:46:39] <tterrag|laptop> ew,
managed servers
L756[14:46:39] <TechnicianLP> is not bad
either
L757[14:46:41] ***
tterrag|laptop is now known as tterrag
L758[14:46:50] <Kragnoth> I can see
forever
L760[14:47:17] <Ordinastie> Stretch the
image to the screen
L761[14:47:20] <LatvianModder> Ich almost
kann es reden
L762[14:47:23] <Ordinastie> and Ignore
ratio
L763[14:48:14] <TechnicianLP> Latvian:
sorry
L764[14:48:24] <LatvianModder> tterrag:
love managed servers!
L766[14:48:41] <tterrag> managed servers
are nothing but trouble
L767[14:48:52] <LatvianModder> I hate
mine. So I have two. One for files (from area.lv) and one normal
server for everything else
L768[14:49:17] <LatvianModder> because
ss.latmod.com and files.latmod.com works great for storage but
nothing else
L769[14:49:40] <tterrag> it's just not
worth the trouble to save installing a LAMP stack yourself
L770[14:49:44] <tterrag> it's not that
hard
L771[14:50:47] <LatvianModder> The problem
is.. Normal dedis / VPS are way more expensive than pre-setup
servers
L772[14:50:51] <Ordinastie> I used to have
a dedicated server from when I had money
L773[14:51:27] <Ordinastie> then I stopped
working and had no real use for it, so I dropped it
L774[14:51:41] <harmony> why would you use
the AMP part of LAMP?
L775[14:51:43]
⇨ Joins: jamieswhiteshirt
(webchat@84-52-255.144.3p.ntebredband.no)
L776[14:51:55] <Lord_Ralex> rather spend a
little and get a vps and actually do what i want
L777[14:54:09] <LatvianModder> harmony:
because... ok, you could get away with not having MySQL
L778[14:54:16] <LatvianModder> but apache
and php are like.. essential
L779[14:54:28] <gigaherz> ewh php
L780[14:54:28] <harmony> not really
L781[14:54:29] <Lord_Ralex> you don't need
php
L782[14:54:30] <LatvianModder> unless,
ofc, you only need your server for file storage
L783[14:54:33] <harmony> php is really
meh
L784[14:54:39] <harmony> and nginx >
apache imo
L785[14:54:43] <Lord_Ralex> i personally
use nginx over apache
L786[14:54:56] <Ordinastie> damn, the
server was costing 20€/mo
L787[14:55:44] <Ordinastie> now that i
have money again, maybe I should take another one
L789[14:55:51] <Lord_Ralex> i just home
host off an "old" i5 machine, with a tiny vps serving as
my entry-point
L790[14:56:09] ⇦
Parts: jamieswhiteshirt (webchat@84-52-255.144.3p.ntebredband.no)
())
L791[14:56:16] ⇦
Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) (Read error:
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L792[14:56:17] <IoP> php, apache?
L793[14:56:29] <IoP> tomcat + java
;)
L794[14:57:04] <LatvianModder> mud ball +
lua + some cables
L795[14:57:10]
⇨ Joins: jamieswhiteshirt
(webchat@84-52-255.144.3p.ntebredband.no)
L796[14:59:14] <harmony> mud ball =
php?
L797[15:01:55] <Ordinastie> I just
realised there is no way to tp back to the overworld without a
portal
L798[15:01:59] <Ordinastie> (and without
killing myself)
L799[15:02:32] <gigaherz> what mod was it
that added /tpx?
L800[15:02:49] <Ordinastie> mystcraft
?
L801[15:02:51] <gigaherz> mystcraft
maybe
L802[15:02:57] <Kragnoth> mystcraft, if
you have rftools dimensions I think there is a command
L803[15:03:03] <Kragnoth> do you have
rftools dimensions?
L804[15:03:18] <Ordinastie> I'm in
dev
L805[15:03:23] <Ordinastie> I just killed
myself
L807[15:03:30] <gigaherz> yep /rftools
tp
L808[15:03:37] <Ordinastie> I just find it
odds that there is no vanilla command for it
L809[15:03:39] <gigaherz> eh /rtfdim tp
*
L810[15:04:16] <Kragnoth> yup it is
odd
L811[15:04:29] <Kragnoth> especially
annoying if you go to the end
L812[15:04:31] <gigaherz> yeah
L813[15:04:37] <Kragnoth> as you need to
kill the ender dragon to get home ... or die
L814[15:04:39] <gigaherz> specially if you
are admin'ing stuff
L815[15:04:53] <gigaherz> Iguess if you
are a server admin
L816[15:04:58] <gigaherz> you'd leave your
survival stuff in a chest
L817[15:05:03] <gigaherz> and then go
"naked"
L818[15:05:09] <gigaherz> so that yo ucan
/kill yourself back home
L819[15:05:22] <Kragnoth> there is
probably a poorly documented command block command that can do
it
L820[15:05:35]
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L824[15:09:23] <Kragnoth> I wonder if here
is a quick way to make a mod that puts a sanity check on the 'drop
item' shortcut
L825[15:09:38] <AshIndigo_> Sanity
check?
L826[15:09:39] <Kragnoth> like 'if hit by
damage, ignore drop item key for 5 seconds'
L827[15:09:55] <gigaherz> a "in
combat" tracker would be interesting
L828[15:10:00] <Kragnoth> I keep hitting Q
by accident when I dump lava on my head or get hit by a
creeper
L829[15:10:09] <gigaherz> require holding
the Q key for a couple seconds
L830[15:10:13] <Kragnoth> = deleted bag
full of diamond
L831[15:10:14] <gigaherz> if a mob is
actively targetting you
L832[15:10:26] <Kragnoth> I'm thinking of
binding Q to f12
L833[15:10:32] <Kragnoth> or some other
pain in the ass to reach key
L834[15:10:33] <Kragnoth> lol
L835[15:10:40] <Kragnoth> I'll of course
need to uninstall botania :P
L836[15:10:44] <gigaherz> heh
L837[15:11:07] <gigaherz> well you could
demap drop to like Del
L838[15:11:10] <gigaherz> remap*^
L839[15:11:19] <gigaherz> it would make a
lot more sense in a way
L840[15:11:19] <Kragnoth> yeah I'm
thinking I'll do taht when I get back in the house
L841[15:11:19] <gigaherz> ;P
L842[15:11:34] ⇦
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L843[15:11:43] <Kragnoth> after 5 years of
playing WoW, Q was always bound to my "spam attack"
L844[15:11:56]
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L845[15:11:57] <Kragnoth> the "why
did you daze me bro" key
L846[15:12:13] <TechnicianLP> Ordianstie:
get back to overworld: "/setblock ~ ~ ~ portal" the item
got removed- the block still exists
L847[15:12:38] <Kragnoth> wonder why they
bothered removing the inventory item
L848[15:12:56] <Kragnoth> piston exploit
that let you get them some other way?
L849[15:13:30] ⇦
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L850[15:13:34] <gigaherz> no they just
cleaned up the system
L851[15:13:35] <gigaherz> in the
past
L852[15:13:45] <gigaherz> IDs 0..255 were
for blocks (and their respective item)
L853[15:13:51] <gigaherz> and 256+ were
items only
L854[15:14:01] <gigaherz> the item was
just the same id
L855[15:14:09] <gigaherz> there was no
"block only" blocks
L856[15:14:17] <gigaherz> having separate
registries came later
L857[15:14:36] <gigaherz> and eventually
(1.8?) they cleaned it up, so that only blocks that need a block,
have it
L858[15:14:38] <gigaherz> an item*
L859[15:16:02] <Kragnoth> I suppose that
does make sense
L860[15:16:42] ⇦
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L867[15:22:55] <Ordinastie> it's a TE
?
L868[15:23:06] <Darkevilmac> No.
L869[15:23:10] <Darkevilmac> Regular
entity.
L870[15:23:15] <gigaherz> Darkevilmac:
your entity's bounding box is too small, I guess
L871[15:25:08] ⇦
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L873[15:26:38] <Darkevilmac> gigaherz, I'm
within the entity's bounding box in that gif.
L874[15:26:40] <Darkevilmac> Literally
inside it.
L875[15:27:04] <Ordinastie> check how the
frustum is checked
L876[15:27:45] <Darkevilmac>
ignoreFrustumCheck = true;
L877[15:30:57] <Darkevilmac> I've also
made shouldRender return true for testing. Still disappears.
L878[15:33:17] <Darkevilmac> Ordinastie,
any ideas? Or did I misunderstand what you meant about frustum
checks.
L879[15:34:07] <Ordinastie> use your
debugger ?
L880[15:35:23]
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L883[15:45:41] <LexDesktop> !gm
BlockStateContainer.setBits
L884[15:49:42] <LexDesktop> Dogboy21, you
there?
L885[15:53:47] ⇦
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L891[16:11:59] <Darkevilmac> Ordinastie, I
have, I'm still not sure why it's not rendering and how I would go
about fixing it.
L892[16:13:30] <Darkevilmac> All I really
know at this point is that shouldRender is never being called by
RengerGlobal.
L893[16:13:58] <Ordinastie> then start the
debugging earlier
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L898[16:24:03] <LexDesktop> !gm
getBlockFromName
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L902[16:34:51] <LexDesktop> hey guys
L903[16:34:59] <LexDesktop> I need
1.9.4/1.10.2 test worlds
L904[16:35:09] <LexDesktop> ideally ones
that were loaded in Forge.
L905[16:35:21] <LexDesktop> And have every
block in the game near the spawn/whatever.
L906[16:35:33] <LexDesktop> Anyone think
they can make me that?
L907[16:36:08] <gigaherz> ah loaded with
forge
L908[16:36:08] <gigaherz> hmm
L909[16:36:18] <gigaherz> I think there's
test worlds around for download
L910[16:36:36] <gigaherz> but those would
be vanilla
L911[16:36:44] <gigaherz> would it work if
it's loaded into forge after generating?
L912[16:37:04] <gigaherz> no wait, mc
generates it
L913[16:37:11] <gigaherz> by holding shift
while cycling the "world type"
L914[16:37:29] <gigaherz> yeah I can get
them made in a few minutes
L915[16:37:39] <gigaherz> I'll fetch
latest 1.9.4 and 1.10.2
L916[16:38:07] <LexDesktop> basically I
need to test world upgrading with the forge registries
L917[16:38:18] <LexDesktop> thats the only
thing holding back 1.11's RB
L918[16:38:30] ⇦
Quits: Jezza (~Jezza@92.206.4.86) (Ping timeout: 206
seconds)
L919[16:39:07] <gigaherz> yep on it
L920[16:40:34]
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L921[16:42:06] <LexDesktop> 380308
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L924[16:44:05] <gigaherz> 1.9.4 soon
L925[16:44:21] <kenzierocks> 1.11 rb
soon
L926[16:45:11] <gigaherz> and
L928[16:45:13] <gigaherz> here
L929[16:45:24] <gigaherz> the "Debug
Mode" test world generated by MC in 1.9.4 and 1.10.2
L930[16:45:39] <gigaherz> every single
block variant placed in a neat arrangement
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L936[16:56:10] <LexDesktop> whelp vanilla
and forge's debug blocks load fine...
L938[16:57:14] <LexDesktop> he keeps
saying random numbers with no context...
L939[16:57:49] <kenzierocks> what
L940[16:58:23] <kenzierocks>
>seriously.... you edited my posts to remove the errors in the
log?
L941[16:58:32] <kenzierocks> no, they were
probably edited for being too fucking long lol
L942[16:58:45] <LexDesktop> they wernt
edited at all
L943[16:58:59] <kenzierocks> lol
L944[16:59:31] <kenzierocks> it looks like
spectator mode
L945[16:59:46] <kenzierocks> worldgen is a
little funky, but pretty much just that
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L947[17:08:28] <Eragonn1490> is there a
way to check for an empty hand?
L948[17:08:52] <Eragonn1490> like if a
players hand is empty?
L949[17:09:39] <gigaherz> 1.10 or
1.11?
L950[17:09:46] <gigaherz> well doesn't
matter
L951[17:09:48] <gigaherz> in both
cases
L952[17:09:55] <gigaherz>
player.getHeldItem(WHICH HAND)
L953[17:10:01] <gigaherz> in 1.10, it will
be null if empty
L954[17:10:09] <gigaherz> in 1.11, you can
use .isEmpty on the result
L955[17:10:29] <Eragonn1490> its
1.10.2
L956[17:10:37] <gigaherz> then check for
nulls
L957[17:10:46] <Eragonn1490> ill show you
what i tried
L959[17:12:24] <LexDesktop> last
call
L960[17:12:29] <LexDesktop> anyone need
anything in the next RB?
L961[17:13:24] <gigaherz> any chance of
the smelting recipes stuff can be included?
L962[17:13:54] <LexDesktop> not a chance
in hell, thats a major re-write and it needs to be fully
tested.
L963[17:14:02] <kenzierocks> lol
L964[17:14:07] <gigaherz> okay, can't
recall anything else, then
L965[17:14:11] <LexDesktop> i REALLY hate
the vanilla smelting system
L966[17:14:18] <LexDesktop> go harass
mojang to make it not shit.
L967[17:18:56] ⇦
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L988[18:10:49] <TehNut> gigaherz: blame
Curse reserving a name for a project that doesn't exist after I
already made my name
L990[18:12:05] <TehNut> Sweet
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L995[18:24:43] <Eragonn1490> sorry about
going afk had some stuff pop up
L996[18:25:40] <Eragonn1490> @gigaherz my
next issue is onBlockActivated is called twice?
L997[18:27:55] <killjoy> server and
client?
L998[18:29:40] <Eragonn1490> true
L1000[18:41:36] <killjoy> assuming
1.10
L1001[18:41:41] <Eragonn1490> yes
L1002[18:41:43] <killjoy> so I'll ignore
the stack != null check
L1003[18:41:54] <killjoy> you should
check worldIn.isRemote
L1005[18:42:46] <killjoy> What's the
issue?
L1006[18:43:28] <Eragonn1490> it
instantly switches from state 3 to 0
L1008[18:46:14] <killjoy> *shrug*
L1009[18:47:59] <killjoy> shouldn't you
be using heldItem instead of getting it from the player?
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L1012[18:50:39] <Eragonn1490> it
works
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L1021[19:07:11] <killjoy> you should put
isRemote earlier.
L1022[19:07:14] <killjoy> and give it a
bigger scope
L1023[19:07:36] <killjoy> or do if
(world.isRemote) return false;
L1024[19:07:52] <Eragonn1490> okay ill do
that
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L1026[19:13:06] <GeoDoX> What's everyone
up to tonight?
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L1028[19:20:32] <Eragonn1490> trying to
fix a block event
L1029[19:21:43] <GeoDoX> I hate UVs
haha
L1030[19:22:27] <GeoDoX> I got my models
working last night thankfully
L1031[19:26:13] <Eragonn1490> let me
see?
L1032[19:26:44] <GeoDoX> As soon as I
relaunch
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L1034[19:29:08] <Eragonn1490> @killjoy is
there a way to make an event trigger after a block is
activated?
L1035[19:30:07] <gigaherz> back
L1036[19:30:19] <gigaherz> I was watching
Westworld
L1037[19:30:28] <gigaherz> interesting
ending ;P
L1038[19:30:45] <gigaherz> Eragonn1490:
what exactly are you trying to achieve?
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L1046[19:52:34] <Sangam1> so complete
noob here. havent done modding for a while and never server side
modding. Getting an error from mc where it crashes leading to this
class.
L1048[19:52:41] <Sangam1> any idea
why?
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L1050[19:57:15] <GeoDoX> I achieved the
effect I was looking for by duplicating the inner faces and
inverting the normals. Looks pretty decent however I did mess up on
some of the UVs.
https://puu.sh/sFDk8/d8eef78bb0.png
L1051[19:58:29] <GeoDoX> Sangam1, I think
it's because you're registering things after you should be.
L1052[19:58:45] <GeoDoX> I usually always
register things in preInit
L1053[19:58:57] <Sangam1> GeoDoX, should
it have been registered in preInit? Ill try that
L1054[20:00:12] <GeoDoX> I have to take
off. May be back in 6 1/2 hours or so.
L1055[20:00:32] <GeoDoX> Eragonn1490, I
posted some links to some images. Let me know what you think
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L1061[20:09:44] <Eragonn1490> @gigaherz
this is what im trying to fix now, your last suggestion fixed most
of my issues
http://pastebin.com/cvxzXVe1 last issue is that
line 40 and 47 somehow are both true on right clicking the block
once
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L1063[20:14:04] <Eragonn1490> @Ordinastie
are you around?
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L1066[20:24:53] <gigaherz> Eragonn1490: I
didn't ask what you are trying to fix NOW
L1067[20:25:00] <gigaherz> I mean what
are you trying to do, in a more general sense
L1068[20:25:36] <Eragonn1490> im trying
to change the bookcase to my custom bookcase which is one with a
book missing all the way down to an empty one
L1069[20:25:36] <Eragonn1490> and back
up
L1070[20:29:40] <gigaherz> you have a LOT
of repeated code :/
L1071[20:31:06] <LexDesktop> PaleOff,
dammet man where are you?
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L1073[20:33:41] <Eragonn1490> do you have
a cleaner solution? @giga that seemed to be the simplest way to do
it
L1074[20:36:00] <Syndlig> If you've got a
ton of the same code, just tear it out and put it in a new function
and call that function
L1075[20:36:05] <Syndlig> passing in
whatever parameters are necessary
L1076[20:36:27] <gigaherz> Eragonn1490:
well there's multiple issues with your current code
L1077[20:36:34] <Syndlig> redundant code
breeds bad code, since making a change to one piece necessitates
changing it in other places.
L1078[20:36:35] <gigaherz> even ignoring
the redundancyt
L1079[20:36:43] <gigaherz> for
starters
L1080[20:36:57] <gigaherz> you seem to
ahve 4 "levels"?
L1081[20:37:03] <gigaherz> but
"full" is the vanilla block isn't it?
L1082[20:37:24] <Eragonn1490> at first i
was going to use a different block
L1083[20:37:31] <gigaherz> then
L1084[20:37:48] <Eragonn1490> i dont use
the 4th level since i have use the playerRightclick event to change
the vanilla bookcase
L1085[20:37:55] <gigaherz> you have the
stack in a variable
L1086[20:38:07] <gigaherz> but you keep
checking the getHeldItemMainhand() function every single time
L1087[20:38:13] <gigaherz> even though
you already have the item in the variable
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L1089[20:39:45] <Syndlig> not knowing
much about it, I'm presuming the variable "stack" ends up
being the same thing as
"playerIn.getHeldItemMainhand().getItem()"?
L1090[20:39:54] <Eragonn1490> yes
L1091[20:39:56] <gigaherz> no, just
getHeldItemInMainHand()
L1092[20:39:56] <Syndlig> since stack is
getting whatever the player's holding
L1093[20:40:09] <gigaherz>
playerIn.getHeldItemMainhand().getItem() === stack.getItem()
L1094[20:40:15] <Eragonn1490> its
checking if its a book for turning the empty one into the versions
with books added
L1095[20:40:26] <Syndlig> ah, in that
case there's no reason not to just have "stack =
playerIn.getHeldItem().getItem()", no?
L1096[20:40:32] <gigaherz> yes, but you
check it over and over
L1097[20:40:34] <gigaherz> instead of
checking once
L1098[20:40:41] <gigaherz> Syndlig:
nono
L1099[20:40:46] <gigaherz> because the
stack may be null
L1100[20:40:49] <gigaherz> and item !=
itemstack
L1101[20:40:56] <gigaherz> if you do
.getItem it's an Item, not an ItemStack
L1102[20:40:59] <Syndlig> ah, makes
sense.
L1103[20:41:14] <gigaherz> Eragonn1490:
you have two possible situations
L1104[20:41:22] <gigaherz> 1. the stack
is null (remove books)
L1105[20:41:26] <gigaherz> 2. the stack
is a book (add books)
L1106[20:41:32] <Eragonn1490> yes
L1107[20:42:00] <Eragonn1490> the issue
is that both remove books statements are true for whatever
reason
L1108[20:42:29] <Syndlig> it's because
you don't have an else statement there.
L1109[20:42:57] <Syndlig> The second if
statement fires off, "if (stack == null &&
state.getValue(blahlbahblah == two3"
L1110[20:43:00] <Syndlig> and removes a
book
L1111[20:43:10] <Syndlig> then the next
one fires off "if (blahblahblah == two2"
L1112[20:43:15] <Syndlig> which is now
true due to the last if statement
L1113[20:43:18] <Syndlig> and fires
off
L1114[20:43:53] <Syndlig> you're checking
each if statement every time, instead of iterating through them
until you either hit the correct one or reach the end of the
if/else chain
L1115[20:44:44] <Syndlig> Your first if
is fine, same with the first nested if. All the ones after that
should be "else if" so that way you don't check them if a
previous check was true.
L1116[20:45:41] <Eragonn1490> ill change
that now
L1118[20:46:23] <gigaherz> this isn't
meant to be for copypasting
L1119[20:46:30] <gigaherz> I want you to
compare what I wrote to what you were doing
L1120[20:46:37] <gigaherz> and notice
just how redundant your code was
L1121[20:46:45] <Syndlig> though, yeah, a
switch is way better
L1122[20:47:06] <gigaherz> also
notice
L1123[20:47:10] <gigaherz> you didn't
have to "get" the held item
L1124[20:47:16] <gigaherz> since it's
right there in a parameter of the method
L1125[20:47:39] <gigaherz> also I have
completely ignored your crazy enum names
L1126[20:47:53] <gigaherz> and just used
"level0", "level1" and "level2" to
make the example more readable
L1127[20:47:56] <Eragonn1490> from what i
see, i should use more switch statements
L1128[20:48:01] <gigaherz> no that's not
the lesson
L1129[20:48:20] <gigaherz> the switch is
an implementation detail
L1130[20:48:27] <gigaherz> it's the fact
that I didn't repeat the same thing over and over
L1131[20:48:27] <Eragonn1490> i get that,
but its saying instead of using ifs
L1132[20:48:32] <gigaherz> calling the
same functions over and over
L1133[20:48:35] <Eragonn1490> switch if
the type is this and if not dont repeat the code
L1135[20:50:18] <gigaherz> comapre with
this, then
L1136[20:50:22] <gigaherz> no
switch
L1137[20:51:08] <gigaherz> notice how I
made use of the values passed into the function
L1138[20:51:20] <gigaherz> how I used
variables to avoid calling the same code over and over (makes the
code more readable)
L1139[20:51:24] <gigaherz> (and
faster)
L1140[20:52:22] <Eragonn1490> looking at
it now
L1141[20:52:58] <gigaherz> a switch is
just sugar
L1142[20:53:07] <gigaherz> it makes the
code easier to swallow, but not specifically BETTER
L1143[20:53:47] <Syndlig> switches
technically improve performance (O(1) instead of On) but clean code
improves it more, imo.
L1144[20:54:09] <gigaherz> yeah but
that's an implementation detail
L1145[20:54:19] <gigaherz> he clearly
needs the clean readable code more than raw performance ;P
L1146[20:54:20] <Syndlig> right
L1147[20:54:37] <gigaherz> specially in a
switch with 4 values
L1148[20:55:16] <Syndlig> I can't say
much regarding the realm of Minecraft modding since I'm still
struggling to make Baby's First Mod but I know good code when I see
it :V
L1149[20:55:58] <gigaherz> I see a lot of
squirming in your future ;P
L1150[20:56:03] <gigaherz> and
shuddering
L1151[20:56:11] <Syndlig> oh I imagine
so
L1152[20:56:18] <Syndlig> there's been
plenty of cursing at the screen already
L1153[20:56:22] <gigaherz> tutorials are
generally BAD
L1154[20:56:37] <gigaherz> example code
is either made by noobs, or not made for noobs
L1155[20:57:03] <gigaherz> so to someone
with coding experience but without modding experience, it's bad or
bad
L1156[20:57:14] <Syndlig> I've been
trying to build off the example code provided by a couple of the
considered "good" mods but I'm still something of a
novice programmer so... it doesn't end well :x
L1157[20:57:17] <gigaherz> I like to
think my code is clean
L1160[20:59:05] <Eragonn1490> i
understood that
L1161[20:59:12] <gigaherz> I consider
that one of my more... polished / structured mods
L1162[20:59:32] <Syndlig> That's...
something. :P
L1163[21:00:06] <Syndlig> Is it strictly
necessary to have all the item definitions, recipes, etc. in the
main mod class instead of separate, called classes?
L1164[21:00:19] <gigaherz> no
L1165[21:00:28] <gigaherz> however
L1166[21:00:33] <gigaherz> the lifecycle
events
L1167[21:00:39] <gigaherz> the ones with
@Mod.EventHandler
L1168[21:00:48] <gigaherz> those need to
be in the main mod class
L1169[21:00:53] <gigaherz> but you can
call other classes from there
L1170[21:01:19] <Syndlig> I think that's
my only thing I see where I go "eesh"
L1171[21:01:54] <Syndlig> from a style
standpoint I prefer { to be on the same line as the function
definition, and if statements with a single line of code to just be
"if (blah) yourcodehere" but that's a preference
thing
L1172[21:02:23] <gigaherz> yeah
L1173[21:02:34] <gigaherz> it's an
"agree to disagree" thing
L1174[21:02:35] <gigaherz> ;P
L1175[21:02:52] <gigaherz> I can work
with any style
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L1177[21:02:57] <gigaherz> although I
prefer the one I use
L1178[21:03:01] <Syndlig> so like
"if (ConfigManager.instance.enableTorchFire)
TorchFireEventHandling.register();" reads easier to me
L1179[21:03:22] <gigaherz> it's generally
accepted that long lines take more brain energy to parse
L1180[21:03:37] <gigaherz> so it's best
to have things visually separate
L1181[21:03:42] <Syndlig> mm, fair
L1182[21:03:52] <gigaherz> and as close
to the left edge as possible
L1183[21:04:05] <gigaherz> anyhow
L1184[21:04:07] <Syndlig> if
(ConfigManager.instance.enableTorgeFire)
L1185[21:04:07] <Syndlig>
TorchFireEventHandling.register();
L1186[21:04:08] <gigaherz> consistency is
key
L1187[21:04:39] <Syndlig> but n-e-ways I
should probably go back to staring angrily at my screen
L1188[21:04:47] <gigaherz> i often skip
the braces when typing code
L1189[21:04:55] <gigaherz> but if they
are in the code, I don't normally remove them
L1190[21:05:09] <gigaherz> unless the
code gets too sparse
L1191[21:05:13] <gigaherz> then I
sometimes compact things
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L1194[21:05:17] <Syndlig> oh I actually
do have a question, now that I think about it
L1195[21:05:33] <gigaherz> shoot
L1196[21:05:46] <gigaherz> (and quick --
I'm jumping into bed soon)
L1197[21:05:49] <Syndlig> I was trying to
get McJty's code working so I could see how the different blocks
work in-game but apparently onNeighbourBlockChange() was replaced
with onNeighborChange() and I'm not sure how they're
different
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L1199[21:06:14] <Syndlig> here's the
function from the code
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L1202[21:07:35] <gigaherz> !mh
onNeighbourBlockChange
L1203[21:07:44] <gigaherz> !mh
onNeighborBlockChange
L1204[21:08:03] <gigaherz> !mh
onNeighborChange
L1205[21:08:11] <Syndlig> oh there's a
bot for this stuff?
L1206[21:08:20] <gigaherz> yeah,
MCPBot_Reborn
L1207[21:08:30] <gigaherz> there's a
dedicated channel, too, #mcpbot
L1208[21:08:35] <gigaherz> and you can
send commands in a PM
L1209[21:08:39] <gigaherz> try !help (in
pm)
L1210[21:08:49] <Syndlig> neat
L1211[21:08:52] <gigaherz> but the search
wasn't successful
L1212[21:09:56] <gigaherz> ah right, it
became neighborChanged
L1213[21:10:28] <gigaherz> (I was trying
to find it in my 1.11 environment XD)
L1214[21:10:49] <gigaherz>
neighborChanged is just onNeighbourBlockChange but with an extra
parameter
L1215[21:10:54] <gigaherz> serves the
same purpose
L1216[21:10:59] <Syndlig> ah, what's the
extra parameter?
L1217[21:11:32] <gigaherz> use your IDE
to figure out
L1218[21:11:44] <gigaherz> jsut try to
override it, and it should be in the list
L1219[21:11:49] <gigaherz> ;P
L1220[21:12:43] <Syndlig> ... oh, it's
literally the same except IBlockState was moved to the first
parameter instead of the third :|
L1221[21:13:09]
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L1222[21:13:23] <Syndlig> alrighty, cool,
thanks for the help man
L1223[21:14:10] <Syndlig> hoping that by
looking at this code I can get a better idea of how to randomize
item appearances
L1224[21:14:13]
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L1226[21:14:37] <irctc448> I can post
more code if needed
L1227[21:15:02]
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L1228[21:15:30] <Syndlig> why do you
check "!this.worldObj.isRemote" and then after that check
"!worldObj.isRemote"?
L1229[21:16:08] ***
Mumfrey is now known as mumfrey
L1230[21:16:16] <irctc448> Never picked
up on that ill try changing it
L1231[21:16:17] <GeoDoX|Away>
Eragonn1490, You should use a Switch as Abrar suggested
yesterday
L1232[21:16:44] <gigaherz> night
ppl
L1233[21:16:46] ***
gigaherz is now known as ghz|afk
L1234[21:16:53] <GeoDoX|Away>
Eragonn1490, You still aren't even using else if's which is
probably what's messing up
L1235[21:16:55] <GeoDoX|Away> night
ghz
L1236[21:18:40] <GeoDoX|Away>
Eragonn1490, On line 31 of your pastebin it also has two3 when the
previous ones are one1 and two2, it suggests that it should be
three3
L1237[21:18:59]
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L1238[21:19:08] <irctc448> Syndlig it
still doesnt appear for some reason
L1239[21:19:42] <GeoDoX|Away> ghz was
suggesting that you pull the code thats repeated into a function
and pass in the current Enum value
L1240[21:20:04] <GeoDoX|Away> Try making
those changes and go from there.
L1242[21:21:45] <irctc448> The gui just
doesnt want to show up for some reason
L1243[21:22:29] <GeoDoX|Away> Syndlig, if
it helps, I was yelling at my screen for the past 4 days, I finally
figured it out last night. Have hope man!
L1244[21:23:44]
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L1245[21:23:58] <killjoy> Eragonn1490,
you don't have to target me for every question.
L1247[21:25:15] <irctc448> When the
entity is clicked on with a bone a gui should appear but instead
nothing happens
L1248[21:26:32] <killjoy> ITWORKS is
printed?
L1249[21:27:22] <irctc448> yes
L1250[21:27:27] <irctc448> but the gui
never opens
L1251[21:27:30] <killjoy> show your
guihandler
L1253[21:28:03] <killjoy> and shouldn't
you use player.showGui?
L1254[21:28:55] <irctc448> Ive tried that
too and it doesnt work
L1255[21:29:25] <irctc448> when the gui
line is only inside the this.isTamed if statement it works
L1256[21:29:41] <irctc448> but as soon as
i put it in this if statement it doesnt wanna work
L1257[21:31:23]
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L1258[21:33:19] <irctc448> killjoy what
do you think it is?
L1259[21:33:31] <killjoy> If I don't
respond, it means I don't know.
L1260[21:33:37] <killjoy> And I'm kind of
busy.
L1261[21:33:53] <killjoy> Sorry if that
comes off as rude
L1262[21:34:05] <irctc448> I
understand
L1263[21:35:21] <killjoy> and you should
select java next time you post java code to pastebin
L1264[21:35:29] <killjoy> so it
hilights
L1266[21:36:09] <killjoy> though of
course hastebin and gist is better
L1267[21:36:38]
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L1268[21:37:18] <Eragonn1490> @GeoDox you
alive?
L1269[21:38:17]
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L1280[22:07:53]
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L1282[22:25:03] <camerondm9> What is the
difference between FMLRelaunchLog and FMLLog?
L1283[22:26:02]
⇨ Joins: cpup (~cpup@32.218.118.43)
L1284[22:26:12] <camerondm9> Which should
I be using to write information messages from a coremod?
L1285[22:32:58]
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L1287[22:38:08]
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L1288[22:39:28] <killjoy> camerondm9, you
should use your own.
L1289[22:39:37] <killjoy> Use
LogManager.getLogger()
L1290[22:41:06] <LexDesktop> coremod
-.-
L1291[22:41:55] <camerondm9> So I create
my own logger and use it instead of FML's?
L1292[22:42:09] <killjoy> You shouldn't
need to use FML's.
L1293[22:42:11] <LexDesktop> Why are you
making a coremod?
L1294[22:42:21] <camerondm9> OK,
thanks
L1295[22:42:23] <killjoy> you shouldn't
have brought it up
L1296[22:42:45] <LexDesktop> The
difference between Relaunch and normal log is important
L1297[22:42:45] <camerondm9> I'm making a
coremod to change enable eating things in Peaceful mode
L1298[22:43:32] <LexDesktop> um, no
coremod is needed for that..
L1299[22:44:57]
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L1300[22:45:17] <LexDesktop> Seriously
people who fucking jump to coremods for everything piss me off.
'OMG it takes more then 10 seconds to figure out how to do it!
Coremod it is then!'
L1301[22:45:40] <camerondm9> Well
EntityPlayer.onLivingUpdate gives the player perpetual health and
hunger regen when in Peaceful mode, so you can't eat food because
you don't get hungry
L1302[22:46:06] <LexDesktop> Then whats
the point of eating?
L1303[22:46:15] <LexDesktop> also, you
can flip flags to allow eating
L1304[22:47:28] <camerondm9> I wanted to
be able to eat in peaceful mode. If disable that piece of code, the
player could get hungry like in the other difficulties
L1305[22:48:36] <LexDesktop> yes but you
could also acheive what you want without coremodding
L1306[22:48:37]
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(~sinkiller@nc-67-232-15-221.dhcp.embarqhsd.net) (Quit:
またね)
L1307[22:49:15] <camerondm9> OK,
how?
L1308[22:49:30] <LexDesktop> There is a
flat to ignore your current hunger
L1309[22:49:32] <LexDesktop> fucking use
it
L1310[22:49:46] <LexDesktop> or replace
the instance of the hunger manager in the player
L1311[22:49:51] <LexDesktop> with one
that doesnt regen in peaceful
L1312[22:50:16] <LexDesktop> its fucking
simple Im not going to hold your hand for it, BUT IT ABSOLUTLY DOES
NOT NEED A FUCKING COREMOD
L1313[22:50:56] <kashike> replace
EntityPlayer#foodStats, changing FoodStats#needFood in your own
extension of FoodStats, most likely
L1314[22:51:19] <LexDesktop> And even if
you CANT do what you want without a coremod
L1315[22:51:33] <LexDesktop> I do not see
a PR/Issue on Forge to address this issue.
L1316[22:51:41] <LexDesktop> So you're
OBVIOUSLY doing it wrong.
L1317[22:51:49] <camerondm9> You would
prefer a PR to a coremod?
L1318[22:51:53] <kashike> by far.
L1319[22:51:55] <LexDesktop> No
shit
L1320[22:52:03] <LexDesktop> Thats the
ENTIRE fucking point of Forge
L1321[22:52:11] <LexDesktop> to do the
base edits cleanly for you.
L1322[22:53:02] <camerondm9> Alright
then, change of plans... Thank you!
L1323[22:58:52]
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L1324[23:02:31] <killjoy>
</rant>
L1325[23:04:19] <killjoy>
lex.trigger((chat)->{if (chat.contains("coremod"))
rant();})
L1326[23:04:28] <killjoy> Just so other
people don't accidentally set it off :p
L1327[23:04:33] ***
killjoy was kicked by LexDesktop (killjoy))
L1328[23:04:52]
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L1329[23:04:56] <killjoy> :)
L1330[23:05:28] <killjoy> I think that's
your favorite reason to kick me
L1331[23:05:37] <LexDesktop> for being a
twat?
L1332[23:05:40] <LexDesktop> shush
L1333[23:05:42] <killjoy> (killjoy)
L1334[23:06:47] <LexDesktop> There is a
difference between killing joy, and just being a twat
L1335[23:06:53] <killjoy> fair
enough
L1336[23:06:54] <LexDesktop> there is no
joy in ranting
L1337[23:07:22] <killjoy> for either
party I take it
L1338[23:07:31] <LexDesktop> nope
L1339[23:07:57] <LexDesktop> Do you guys
seriously think I'm some physco that enjoys yelling at people when
they are being retarded?
L1340[23:08:25] <killjoy> No, but I guess
we can't joke about it
L1341[23:08:31] <killjoy> w/e
L1342[23:08:54] <LexDesktop> That isnt
joking thats saying "Lex is a twat who just bitches whenever
anyone brings up coremods for no reason!"
L1343[23:09:27] <killjoy> I'm not the
best at jokes
L1344[23:14:01] ***
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L1345[23:16:17]
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L1347[23:23:05] <baegmon> is there a
event that listens to gamerule changes?
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L1351[23:31:13] <killjoy> baegmon, any
reason you need it?
L1352[23:31:38]
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L1353[23:31:48] <baegmon> @killjoy just
trying to mess around with default events
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L1356[23:44:28] <killjoy> Yeah.. that
describes us about right
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L1358[23:47:41] ***
TTFTCUTS is now known as TTFT|Away
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L1360[23:53:52] <Abastro> Are there a
safe way to modify sun's trajectory so it's not on the east-west
line?
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