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L18[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161210 mappings to Forge Maven.
L19[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161210-1.11.zip
(mappings = "snapshot_20161210" in build.gradle).
L20[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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L47[03:41:30] <blood_> anyone know if
OpenComputers devs have a channel?
L48[03:47:36] <kashike> #oc?
L49[03:48:19] <blood_> yea got it
thanks
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L73[06:19:59] <VikeStep> so, what's a good
resource for someone who hasn't made mods since 1.8? Any major
changes to start making mods for 1.10/11?
L74[06:22:40] <VikeStep> also, should I
start off with 1.10 or go straight to 1.11?
L75[06:22:47] <VikeStep> or is it easy to
maintain both until 1.11 adoption?
L76[06:24:05] <Eragonn1490> tons
L77[06:24:24] <Eragonn1490> tbh if you can
it would prob save you alot of work to start new
L78[06:25:05] <VikeStep> yeah, am not
updating an old mod
L79[06:25:18] <VikeStep> unless you mean
start learning modding from scratch
L80[06:25:37] <VikeStep> I want to forget
my old mod. too much ASM. not good for me
L81[06:26:29] <Eragonn1490> hold on a
sec
L82[06:27:09] <VikeStep> oh nice the forge
site has documentation now
L83[06:27:36] <gigaherz> meh 1.8 to
1.10/1.11 isn't THAT different
L84[06:27:49] <gigaherz> if you did it
right
L85[06:27:50] <gigaherz> ;P
L86[06:28:01] <gigaherz> there ARE changes,
though
L87[06:28:11] <VikeStep> I'm gonna make use
of guice. I've drunk the dependency injection coolaid a couple
months ago
L88[06:28:21] <VikeStep> koolaid*
L89[06:28:30] <Eragonn1490> i mean i got it
mostly finished but the things i didnt get done are just sitting in
purgatory
L90[06:28:41] <gigaherz> 1.8 introduced the
model system
L91[06:28:52] <VikeStep> but yeah, what's
the deal on 1.10/11?
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L93[06:28:58] <gigaherz> 1.8.9 introduced
the capabilities
L94[06:29:14] <gigaherz> 1.9 renamed a
whole bunch of things, and introduced the offhand slot
L95[06:29:33] <gigaherz> 1.9.4 introduced
the new general-purpose registry api
L96[06:29:48] <VikeStep> ooh, nice
L97[06:29:50] <gigaherz> 1.10.2 was a very
minor update over 1.9.4 at first
L98[06:29:53] <gigaherz> but near the
end
L99[06:30:30] <gigaherz> it got the
@Mod.EventBusSubscriber annotation, which auto-registers static
@SubscribeEvent methods (yes, static only)
L100[06:30:47] <gigaherz> along with
generic events
L101[06:30:59] <gigaherz>
@AttachCapabilitiesEvent<Entity>
L102[06:31:07] <gigaherz>
@RegistryEvent.Register<Block>
L103[06:31:19] <VikeStep> I remember
vaguely reading about capabilities before I quit modding last
L104[06:31:24] <gigaherz> and
finally
L105[06:31:25] <gigaherz> 1.11
L106[06:31:31] <gigaherz> mojang made
ItemStacks @Nonnull
L107[06:31:43] <VikeStep> they could be
null before?
L108[06:31:46] <gigaherz> there's now an
"empty" stack
L109[06:31:56] <VikeStep> oh yeah, that's
right
L110[06:31:57] <gigaherz> the ItemStack
fields are never null
L111[06:32:09] <gigaherz> also
ItemStack.item is final
L112[06:32:19] <gigaherz> which forced
forge to make some fluid api changes
L113[06:32:37] <gigaherz> and .stackSize
is private, and used through methods
L114[06:32:43] <gigaherz>
.getCount/.setCount/.grow/.shrink
L115[06:33:05] <gigaherz> I'm sure I
forgot something along the way
L116[06:33:08] <gigaherz> but that's the
main stuff
L117[06:33:37] <VikeStep> hmm, I'll go
have a look at some of the open source mods that have updated and
check how they do things
L119[06:33:59] <gigaherz> feel free to
check mine ;P
L120[06:34:08] <VikeStep> will do :D
L122[06:34:30] <VikeStep> did...
autocrafting table mk2 ever get a replacement?
L123[06:34:37] <VikeStep> since afaik that
mod died ages ago
L124[06:34:52] <gigaherz> there's some
crafting table 4 mod or some thing
L126[06:35:09] <VikeStep> I see
L127[06:35:15] <VikeStep> rip, guess I
need another idea
L128[06:37:24] <baegmon> what is everyone
using as a replacement for techne?
L129[06:37:44] <gigaherz> Blender
L130[06:37:46] <gigaherz> with .obj
models
L131[06:37:59] <gigaherz> or whatever your
favorite modelling program is
L132[06:38:07] <Eragonn1490> giga was
there a way to convert techne models to blender?
L133[06:38:11] <Eragonn1490> or just
remake?
L134[06:38:20] <gigaherz> there's some
tcn2obj
L135[06:38:38] <gigaherz> but they were
made by people for their specific needs
L136[06:38:48] <gigaherz> so it won't work
for all models
L137[06:38:57] <Eragonn1490> ah
L138[06:39:25] <baegmon> oh ok
L139[06:40:29] <baegmon> I've seen some
1.10.2 tutorials and they somehow managed to export techne models
(using techne) to java code so idk how they got it working....
maybe a custom fork of techne idk
L140[06:40:58] <gigaherz> nah that's
common techne use
L141[06:41:48] <baegmon> o uhh
L142[06:41:51] <gigaherz> the standard use
case for techne was o export as .java using ModelRenderers and
such
L143[06:42:15] <gigaherz> technically,
that's how vanilla entities work
L144[06:42:16] <baegmon> is that frowned
upon now? / better way to do custom models?
L145[06:42:28] <gigaherz> we don't like
it, but it's how vanilla entities still work
L146[06:42:33] <gigaherz> it's frowned
upon for blocks and items
L147[06:42:57] <gigaherz> specially for
items, because that's not possible without libraries that ASM item
rendering
L148[06:43:23] <gigaherz> for blocks, you
cna use model renderers in TESRs
L149[06:43:23] <gigaherz> but meh.
L150[06:43:28] <gigaherz> best to avoid
them altogether
L151[06:43:34] <gigaherz> (xcept for
entities, but meh again)
L152[06:43:41] <baegmon> oh alright, I was
looking to use it for custom entities but I might as well just
convert to obj
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L172[08:43:33] <Grover_c13> before i go
digging through code
L173[08:43:41] <Grover_c13> since the
block ids swapped to strings ages ago
L174[08:43:46] <Grover_c13> how do they
send it over the network?
L175[08:43:54] <Grover_c13> is it like a
mini registry with each packer
L176[08:44:04] <gigaherz> the IDs still
exist, for network purposes
L177[08:44:09] <AshIndigo_> Arcane lex/cwp
magic
L178[08:44:10] <Grover_c13> ah i see
L179[08:44:42] <gigaherz> registries have
.getIDFromwhatever / getWhateverFromID
L180[08:44:45] <Grover_c13> so i assume
forge handles assigning a numeric id for each block
L181[08:44:49] <Grover_c13> ah
awesome!
L182[08:44:52] <gigaherz> but ONLY for
network purposes
L183[08:44:54] <Grover_c13> just what i
need giga
L184[08:45:00] <Grover_c13> its for
networking
L185[08:45:10] <Grover_c13> ty
L186[08:45:15] <gigaherz> yeah but I want
to make it very clear
L187[08:45:26] <gigaherz> if you store it
anywhere that will get saved to disk or something -- use the
strings
L188[08:45:34] <Grover_c13> hmm
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L190[08:45:47] <gigaherz> in fact
L191[08:45:51] <Grover_c13> that should be
fine
L192[08:45:55] <gigaherz> you shouldn't
even use the ids yourself directly
L193[08:46:03] <gigaherz> ByteBufUtils has
some Itemstack serializing stuff
L194[08:46:12] <Grover_c13> oh even
better
L195[08:46:51] <Grover_c13> nothing for
block states though :(?
L196[08:46:59] <gigaherz> why do you need
blockstates?
L197[08:47:11] <gigaherz> they should only
exist while placed into the world
L199[08:48:01] <Grover_c13> the cubes in
the background
L200[08:48:06] <Grover_c13> are sort of
like virtual chunks
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L202[08:48:26] <Grover_c13> that i need to
send the "model" of these block structures to the client
which are made of block states
L203[08:48:33] <Grover_c13> as they can
have real world counterparts
L204[08:48:35] <Grover_c13> for
leaving/entering
L205[08:48:35] <gigaherz> I see
L206[08:48:38] <gigaherz> special case,
then
L207[08:49:03] <gigaherz> in that case, I
guess storing blockid+meta is the only efficient way
L208[08:49:09] <Grover_c13> yeah
L209[08:49:21] <Grover_c13> very helpful
ty for your help
L210[08:49:27] <gigaherz> in fact, you'd
have to replicate something akin to a micro-world
L211[08:49:36] <gigaherz> just to be able
to draw the right models
L212[08:49:53] <gigaherz> so it's probably
a good idea to use similar code to what mc itself uses for encoding
packets
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L219[09:08:50] <Keridos> how can I force
onblockactivated when an item is sneak clicked on a block?
L220[09:12:14] ⇦
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L223[09:14:17] <Eragonn1490>
http://pastebin.com/bbFHE9st , whats the best way to
make this work with a specific state of a block, for example state
1 can power and state 3 can, but state 2 cannot add power?
L224[09:15:18] <Ordinastie> get the state,
check it
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L237[10:04:49] <Koward> I'm still looking
for a way to remap entities (NOT TileEntities).
L238[10:05:03] <McJty> Is it actually
possible to set the spawn point for a player in a different
dimension?
L239[10:05:13] <McJty> I tried
EntityPlayer.setSpawnChunk() but that doesn't seem to work
L240[10:06:09]
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L241[10:07:13] <McJty> Problem is that
that only seems to set a spawn point for that dimension
L242[10:07:22] <McJty> But not a general
place where players should return after they die
L243[10:07:23] <gigaherz> McJty: doesn't
the command do it?
L244[10:07:29] <gigaherz> ah yeah
L245[10:07:33] <gigaherz> no, then
L246[10:07:40] <gigaherz> spawn is either
in the same dimension, or overworld
L247[10:08:01] <gigaherz> I don't believe
there's a "home dimension" for the player
L248[10:08:22] <McJty> Hmm I can have my
own dimensions return the correct spawn dimension
L249[10:08:27] <McJty> But not dimensions
that I don't own
L250[10:08:32] <McJty>
provider.getRespawnDimension()
L251[10:08:51] <gigaherz> woudl be nice if
it was stored in the player
L252[10:08:58] <diesieben07> yeah, the
dimension decides whether you are allowed to respwn
L253[10:09:01] <McJty> indeed
L254[10:10:02] <McJty> Vaygrim was asking
me a way to make sure that sleeping in a bed in an rftools
dimension would make that the general return position for when the
player dies
L255[10:10:08] <McJty> But that may not be
possible in an easy way
L256[10:10:30] <McJty> I can make it work
if the player dies in any other rftools dimension
L257[10:10:36] <McJty> But not
otherwise
L258[10:10:51] <gigaherz> we'd need a
hook
L259[10:10:54] <gigaherz> in
recreatePlayerEntity
L260[10:10:59] <gigaherz> right after the
call to getRespawnDimension
L261[10:11:12] <gigaherz> seems like a
one-liner PR to forge
L262[10:12:31] <gigaherz> this is a
situation where I wish event handlers had a priority
L263[10:12:59] <diesieben07> do they
not?
L264[10:13:05] <Keridos> when I want to
store an nbttagcompound on an itemstack of one of my items, how can
I properly add shift-click support on a specific block?
L265[10:13:13] ***
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L266[10:13:14] <gigaherz> do they?
L267[10:13:16] <Keridos> my
onblockactivated does not seem to fire when I shiftclick
L268[10:13:19] <diesieben07> they
do.
L269[10:13:22] <gigaherz> hmm
interesting
L270[10:13:25] <gigaherz> first time I
hear about this
L271[10:13:40] <diesieben07> Keridos,
onBlockActivated has never fired for shift-clicking unless you have
an empty hand or the item explicitly lets it through
L272[10:13:44] <gigaherz> hmm so
L273[10:13:53] <gigaherz> if such a hook
was accepted
L274[10:13:55] <Keridos> diesieben07: Can
I override something in the item?
L275[10:14:06] <gigaherz> rftools
dimensions could register a HIGHEST priority handler for it
L276[10:14:18] <diesieben07>
doesSneakBypassUse
L277[10:14:46] <gigaherz> hmm
although
L278[10:15:11] <gigaherz> there would be
no way to distinguish 0=default, from 0=some mod really wants to
force-respawn on the overworld
L279[10:15:43] <gigaherz> maybe a respawn
dimension event isn't the best choice
L280[10:15:50] <diesieben07> you can have
a field remember whether the thing was set externally
L281[10:15:55] <diesieben07> or maybe a
"force" setting
L282[10:15:59] <gigaherz> and forge should
allow mods to change the default
L283[10:16:00] <gigaherz> for an
entity
L284[10:16:20] <gigaherz> a forge-provided
homeDimension field
L285[10:17:23] <PaleoCrafter> The
libraries shipped with Minecraft include Apache Commons,
right?
L286[10:17:35] <gigaherz> some of it,
iirc
L287[10:17:46] <McJty> EntityPlayer
already has a SpawnChunk
L288[10:17:52] <gigaherz> it has
commons-compress and commons-lang3
L289[10:17:53] <McJty> Wouldn't be too
hard to add a SpawnDimension there
L290[10:18:09] <McJty> brb
L291[10:19:17] ⇦
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L292[10:19:26] <PaleoCrafter> Ah, great,
because I'm considering PRing something to trim the splash screen
strings with an ellipsis when too long
L293[10:19:56] <PaleoCrafter> StringUtils
has just the right method :D
L294[10:20:16] <gigaherz> ah sorry,
commons-codec, commons-io, and commons-logging, too
L295[10:20:24] <gigaherz> they just have
different "group ids"
L296[10:20:49] <PaleoCrafter> As long as
lang is included, I'm fine :P
L297[10:30:04] ⇦
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L298[10:33:45] <gigaherz> GAH, how do I
disable IDEA messing with the imports?
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L302[10:41:04] <diesieben07> Settings >
Editor > Auto Import
L303[10:41:15] <diesieben07> that has two
things, you probably want Optimize Imports on the fly
L304[10:41:24] <gigaherz> it's off ...
:/
L305[10:41:51] <diesieben07> then... it
should not mess wiht imports
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L307[10:41:56] <diesieben07> unless you
make intellij add an import
L308[10:42:22] <diesieben07> although...
no that is nt true
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L310[10:44:38] <gigaherz> hmm on a
diff
L311[10:44:39] <gigaherz> @@ -2362,6
+2474,168 @@
L312[10:44:47] <gigaherz> the number on
the left is the index inside the original file
L313[10:45:01] <gigaherz> and the number
on the right is the index inside the final file?
L314[10:45:08] <gigaherz> but i'm not sure
what the numbers after the comma are
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L319[10:49:11] <gigaherz> oh I see, it's
the number of lines in the thunk
L320[10:49:19] <gigaherz> in the A side
and B side
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L323[10:51:11] <gigaherz> dunno if I
missed anything
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L327[10:54:46] <McJty> gigaherz, hmm looks
good except
L328[10:54:53] <McJty> Where is that spawn
dimension saved when MC exits/reloads?
L329[10:55:09] <gigaherz> oops!
L330[10:55:23] <McJty> Thanks for doing
that btw :-)
L331[10:55:29] *
gigaherz is bored ;P
L332[10:55:38] <gigaherz> I'm nearing the
endo f my vacation
L333[10:55:43] <gigaherz> so I feel the
need to do things ;P
L334[10:55:56] <McJty> Also one problem
might be that vaygrim most likely needs this for 1.10.2
L335[10:56:01] <McJty> As that is what his
pack is working on
L336[10:56:19] <gigaherz> well, we can ask
lex nicely, but chances are low ;P
L337[10:56:27] <McJty> yes I know
L338[10:56:34] <McJty> brb
L339[10:57:07] <gigaherz> where the F is
the player saving/loading?
L340[10:57:22] <gigaherz> nevermind
L341[10:59:11]
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L342[11:01:05] <gigaherz> o/ williewillus
;P
L343[11:01:15] <williewillus> heyo
L344[11:01:18] <gigaherz> [17:54] (McJty):
gigaherz, hmm looks good except
L345[11:01:18] <gigaherz> [17:55] (McJty):
Where is that spawn dimension saved when MC exits/reloads?
L346[11:01:18] <gigaherz> [17:55]
(gigaherz): oops!
L347[11:01:28] <gigaherz> I saw the reply
in your PR right after reading this ;P
L348[11:01:39] <gigaherz> your reply in
the PR*
L349[11:02:45] <gigaherz> adding
persistence makes the diff "dirty" ;_;
L350[11:02:53] <gigaherz> it was so nice
and tidy ;P
L352[11:03:43] <gigaherz> meh.
L353[11:03:49] <gigaherz> it's just 2
added patch lines
L354[11:04:06] <gigaherz> but it cascades
into all the thunk indices after it XD
L355[11:04:54] <gigaherz> I just thought
of an issue, though
L356[11:05:09] <gigaherz> if someone
deletes the "home" dimension
L357[11:05:17] <gigaherz> there's no
fallback to the overworld, then
L358[11:06:53] <Koward> Guys have you ever
used something within an IDE that could find all usages of null as
a certain type ? That would be handy for the ItemStack
references.
L359[11:07:29] <gigaherz> for methods and
return values, yes, but not for fields and local variables
L360[11:07:51] <gigaherz> I couldn't find
anything in IDEA that would warn me if I ever tried to assign a
null into an ItemStack variable
L361[11:07:59] <williewillus> search for
actual "null"? haha
L362[11:08:03] <williewillus> text
search
L363[11:08:07] <williewillus> in your
codebase only ofc
L364[11:09:43] <Koward> Of course I can
find all usages of null, but I obviously wanted to limit a bit the
search :P
L365[11:09:44] <McJty> You can annotate
variables with @Nonnull too
L366[11:09:51] <McJty> But then of course
you would have to manually do that everywhere
L367[11:10:01] <williewillus> get rid of
all the nulls :D
L368[11:10:02] <PaleoCrafter> I still
think IDEA has some sort of semantic search, can't remember its
proper name though xD
L369[11:10:04] <gigaherz> yeah hence it
wasn't a practical solution ;P
L370[11:10:44] <diesieben07> structural
search
L372[11:12:13] <Koward> Some claim using
null is *almost* always bad anyway so maybe a global search of
where I use it would be healthy
L373[11:12:37] <diesieben07> null is fine,
if you use it properly :D
L374[11:12:49] <diesieben07> it's great as
an internal marker or something
L375[11:12:50] <williewillus> which is
rarely
L376[11:13:05] <McJty> gigaherz, PR seems
to look ok as far as I can see
L377[11:13:37] <gigaherz> :)
L378[11:13:43] <McJty> Well null is good
for primitive values where you want to indicate the possibility of
not having a value. Like an Integer you didn't calculate yet
L379[11:13:50] <McJty> I'm a big fan of
lazy evaluation
L380[11:13:55] <McJty> So I often use null
to indicate: not calculated yet
L381[11:15:23] <gigaherz> problem is, null
isn't good for that task
L382[11:15:34] ⇦
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L383[11:15:34] <gigaherz> it's useful for
it, but not good for it
L384[11:15:39] <nallar> null is useful.
Using Optional instead of it in java adds more indirection which is
a shame. An implementation like kotlin's with proper nullable types
which makes it impossible to get NPEs is great
L385[11:15:54] <williewillus> the
"real" way to do that (not really comfortable in Java) is
have some closure in a "future" that computes and caches
once you "deref" it
L386[11:16:12] <gigaherz> C#'s
Nullable<T> is a much better choice for it, since C#has
valuetypes
L387[11:16:26] <gigaherz> but in Java,
using Optional for a primitive type just isn't a thing
L388[11:16:37] <gigaherz> unless some lib
has OptionalInt/OptionalLong/...
L389[11:16:41] <gigaherz> as explicit
classes
L390[11:16:55] <PaleoCrafter> Just you
wait for Valhalla :P
L391[11:17:01] <gigaherz> wait OptionalInt
is actually a thing?
L392[11:17:02] <nallar> it's better in C#
but not great still, as class types are nullable by default so it's
still easy to NRE
L393[11:17:03] <Koward> typically the kind
of thing guava could have, but I never checked (as I never needed
it)
L395[11:17:12] <gigaherz>
java.util.OptionalInt ...
L396[11:17:41] <nallar> OptionalInt still
= another level of indirection so meh
L397[11:17:46] <williewillus>
PaleoCrafter: better wait 5+ more years then ;p
L398[11:18:04] <gigaherz> nallar: sure,
it's the same amount of indirection as Integer, and comparing with
null
L399[11:18:10] <PaleoCrafter> idc as long
as it's actually a thing :P
L400[11:18:13] <gigaherz> xcept the
semantics are clean, instead of ambiguous
L401[11:18:20] <nallar> but we lose the
integer boxing optimisation for common (0..256?) ints
L402[11:18:30] <gigaherz> did oyu use
Integer because the IDE was stupid? or on purpose?
L403[11:19:03] <williewillus> what
designates those as "common" anyway
L404[11:19:05] <williewillus> it seems
arbitrary
L405[11:19:11] <nallar> it is
arbitrary
L406[11:19:23] <gigaherz> it's 100%
arbitrary
L407[11:19:29] <gigaherz> as decided by
the java maintainers
L408[11:19:36] <williewillus> seems like
an optimization that's completely unneeded now
L409[11:19:40] <williewillus> but the spec
requires it so /shrug
L410[11:20:01] <gigaherz> it's really just
an Integer[256] wit hthe instances precomputed
L411[11:20:04] <gigaherz> doesn't cost
much
L412[11:20:10] <gigaherz> and I guess it
has many benefits
L414[11:26:00] ⇦
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L415[11:26:03] <gigaherz> wow, $1.45m
already, in the yogscast jingle jam 2016
L416[11:26:12] <gigaherz> sorry
1.44*
L417[11:28:31] ⇦
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L418[11:33:58] ***
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L420[11:41:37] <Corosus> im trying to make
an item that drains a value while its actively being
"used", aka while right click is held, problem is the
holding down of it glitches out when i change nbt data due to how
itemstacks compare, and it causes it to think right click is still
held down when it isnt
L421[11:42:01] <Corosus> any way to fix
this without overloading the itemstack equalling to ignore the
value i am decrementing during item use?
L422[11:42:29] ***
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L423[11:43:24] <gigaherz> Corosus: I have
a very ugly thing for that in my WIP magic mod
L425[11:43:30] <gigaherz> disregard the
class name
L426[11:43:51] <williewillus> wow that's
hacky lol
L427[11:43:58] <gigaherz> that class
serves 2 purposes: 1. keep the item "in use" while the
stack's NBT changes, anmd 2. track the current spell's
keypresses
L428[11:44:00] <Corosus> ah yeah, noticed
the onLivingUseItem forge event when tracing code calls
L429[11:44:14] <Corosus> hrm
L430[11:45:26] <Corosus> man, even uses
packets lol, which i guess it would have to since you are not using
vanilla methods for that triggering of "in use"
L431[11:45:32] <gigaherz> oh and
L432[11:45:37] <gigaherz> check
shouldCauseReequipAnimation
L433[11:45:49] <gigaherz> if you return
false, mc won't see it as an item change
L434[11:45:51] <Corosus> yeah tried that
one forcing false, it still derps the usage state
L435[11:46:11] <Corosus> nice for forge to
have added that one though
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L437[11:46:24] <gigaherz> yeah the only
clean solution I found, was to use my own use tracker
L438[11:46:26] <Corosus> thx for the link
though, if i wanna get this perfect i might go this route
L439[11:46:37] <Corosus> i just wanted to
make a quick fun item @n@
L440[11:46:50] ***
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L441[11:47:13] ***
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L442[11:47:44] <Corosus> other idea i had
was using the onupdate method for item + storing the "is right
click down" state in the nbt which iirc is auto synced to
client too
L443[11:47:56] <Corosus> might make things
simple enough, or im not accounting for everything
L444[11:50:29] ***
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L445[11:56:21] <Corosus> ah damnit i cant
even overload the equalling, would have probably broke things
horribly if i had the option anyways
L446[11:57:11] <gigaherz> yeah as fun as
it would be that the ItemStack class was overridable, it's not the
case
L447[11:57:12] <gigaherz> ;P
L448[11:57:41] *
Corosus quietly whimpers
L449[11:58:04] ⇦
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L450[12:01:10] <TechnicianLP2> ca an AT
remove the final modifier on a class?
L451[12:01:35] <gigaherz> I faintly
believe so
L452[12:02:38] <kashike> yes
L453[12:02:41] <barteks2x> I remember
adding patch to somethign to amke it possible when forge patches
such class, so it's possible
L454[12:02:44] <kashike> public-f, for
example
L455[12:02:46] <kashike> -f
L456[12:02:51] <Corosus> neat
L457[12:04:27] <McJty> Note that if a
class is final forcing it to be non-final might not always make it
possible to override it though
L458[12:04:33] <McJty> As other code may
make assumptions on that
L459[12:05:08] <williewillus> what do you
mean not always make it possible to override it?
L460[12:05:28] <McJty> Well you can
override it
L461[12:05:40] <McJty> But doing so may
not work with other code
L462[12:07:42] ***
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L468[12:35:14] <barteks2x> What the hell
is wrong with gradle? Sometimes it works just fine, but sometimes
it takes close to 1 minute for first line of output to appear, for
no visible reason
L469[12:35:48] <gigaherz> I'm starting to
question if you really have RAM/HDD problems instead
L470[12:35:53] <gigaherz> and things just
randomly fail because of that
L471[12:36:06] <barteks2x> right now, it
took half minute. Idea shows that configure build took half
munite
L472[12:36:54] <barteks2x> well, I could
test my RAM. No idea about HDD, but smart doesn't show anything
wrong
L473[12:36:56] ⇦
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L474[12:38:23] <barteks2x> I will download
memtest...
L475[12:39:09] <gigaherz> it's just weird
that you seem to experience stuff no one else does :/
L476[12:40:21] <Keridos> how can I strip
the NBT Data of an itemstack?
L477[12:40:38] <gigaherz> strip?
L478[12:40:41] <Keridos> yeah remove
it
L479[12:40:44] <gigaherz> all of it? even
stuff added by other mods?
L480[12:40:50] <williewillus>
setNBTTagCompound(null) or something like that
L481[12:40:52] <barteks2x> argh, where is
all the USB stuff I had when I need it...
L482[12:40:54] <gigaherz> nah not
null
L483[12:41:06] <gigaherz> better to do
set..(new NBTTagCompound())
L484[12:41:06] <Keridos> williewillus: it
complains about setting null to @NotNull parameter
L485[12:41:20] <gigaherz> null should
work
L486[12:41:21] <gigaherz> but meh.
L487[12:41:25] <Keridos> gigaherz: will
that cause hasNBTTagCompound to be false?
L488[12:41:50] <gigaherz> no
L489[12:42:20] <williewillus>
hasTagCompound is a null check
L490[12:42:32] <Keridos> lets see if null
causes an NPE ^^
L491[12:42:41] <williewillus> uh
L492[12:42:48] <williewillus> what
exacytly are you trying to solve or do?
L493[12:43:09] <Keridos> its an item from
my mod for coyping some nbt data from one TE to another one
L494[12:43:26] <Keridos> I want to clear
the storage on shift rightclick in air
L495[12:43:38] <Keridos> or rather
shift-rightclick anywhere but that TE
L496[12:44:37] <williewillus> how about
getTagCompound().getKeySet().clear()
L497[12:44:44] <Keridos> hm when does
onItemRightClick fire?
L498[12:44:53] <williewillus> when you
right click while not targeting a block
L499[12:45:00] <Keridos> ah ok
thanks
L500[12:45:14] <williewillus> when you're
targeting a block it's onItemUse
L501[12:45:15] <Keridos> williewillus:
would be nice if hasTagCompound would be false then?
L502[12:45:23] <williewillus>
hasTagCompound is purely a null check
L503[12:45:27] <williewillus> why do you
need it to be false
L504[12:45:43] <Keridos> I currently use
that to determine if it has data
L505[12:46:07] <Ordinastie> just remove
the keys you use
L506[12:46:08] <Keridos> should I rather
try to see if the NBTTagcompound contains specific keys?
L507[12:46:23] <Ordinastie> if any mods
adds some other NBT data, don't delete tehm
L508[12:50:03] <Koward> If entities are
saved with their name, what is the point of the ID we give at
registration ?
L509[12:50:53] <TechnicianLP2> packets i
would think and
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L511[13:00:07] <gigaherz> Keridos:
L512[13:00:10] <gigaherz> I'd have a
"Data" key
L513[13:00:14] <gigaherz> and put all the
TE stuff inside it
L514[13:00:22] <gigaherz> then just do if
.hasTag("Data")
L515[13:00:30] <gigaherz> after the proper
nullcheck
L516[13:03:47] <Keridos> gigaherz: how
would I make the item always have an nbttgag then?
L517[13:03:54] <Keridos> I know i can do
that probably via recipes
L518[13:04:01] <gigaherz> you don't
L519[13:04:06] <gigaherz> there's no
need
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L521[13:04:23] <gigaherz> give yourself a
helper function
L522[13:04:26] <Keridos> just make if
hastagcompound &&
tagcompound.haskey("data")?
L523[13:04:48] <gigaherz> boolean
hasDataStored() { return hasCompound &&
getTag().hasTag("data") ; }
L524[13:05:09] <gigaherz> NBTTagCompound
getDataStored() { return hasCompound ?
getTag().getCompoundTag("data") : null; }
L525[13:05:47] ***
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L526[13:05:56] <Keridos> gigaherz:
probably need parameters for that but yeah could do that
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L528[13:06:03] <gigaherz> ofc
L529[13:06:07] <gigaherz> this isn't meant
to be copypaste
L530[13:11:30] <Keridos> hm, does setTag
set an nbttagcompouznd?
L531[13:11:46] <gigaherz> i' musing
shortened names
L532[13:12:06] <Keridos> ?
L533[13:12:33] <gigaherz> wait you mean
the actual stack.setTagCompound?
L534[13:12:59] <gigaherz> I realized I
never actually wrote the pseudocode for the set function, so there
was no "setTag" in my two examples ;P
L535[13:13:03] <Keridos> yes
L536[13:13:13] <gigaherz> yes, it sets a
compound
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L538[13:13:33] <Keridos> i have a set
function that sets the nbttagcompound if not created already. but
does setTag("data",nbtTagCompound) work?
L539[13:15:02] <gigaherz> it works for any
tag type
L540[13:15:05] <gigaherz> compounds or
otherwise
L541[13:15:17] <gigaherz> you could use it
to at an NBTTagInt
L542[13:15:25] <gigaherz> or anything
else
L543[13:15:37] <gigaherz> it's just
preferred that you use the actual functions whenever possible
L544[13:17:25] <Keridos> ah ok, was just
confused because getTagCompound and no setTagCompound
L545[13:17:45] <Keridos> I usually use the
available function wherever possible
L546[13:17:54] <gigaherz> getTagCompound
is just getTag with a cast
L547[13:18:08] <Keridos> it has just been
a while since I wrote other NBT stuff
L548[13:22:56] <Keridos> thanks for the
help
L549[13:22:59] <Keridos> works fine now
:)
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L553[13:39:55] ***
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L554[13:45:33] <electrolitic> I'm happy
with it being in java (since it's all I have any knowledge about),
but is it possible or likely at all that minecraft and modding will
move to another language?
L555[13:45:41]
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L556[13:46:05] <AshIndigo_> Well there's
win10 edition
L557[13:46:34] <gigaherz> mojang is
developing a plugin api for the mcpe/win10 editions
L558[13:46:35] <AshIndigo_> But modding
isn't coming to that anytime soon
L559[13:46:41] <gigaherz> but it's not
quite modding
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L561[13:47:04] <electrolitic>
Alright
L562[13:47:30] <AshIndigo_> Do you mean
the add-on systen?
L563[13:47:32] <electrolitic> And that's
C++?
L564[13:48:05] <tterrag> gigaherz: it's
absolutely modding
L565[13:48:14] <tterrag> maybe not with
the capabilities that we have currently, but it's definitely
"modding"
L566[13:48:20] <tterrag> electrolitic:
it's C#
L567[13:48:26] <electrolitic> Oh.
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L570[13:54:58] <KnightMiner> Is there a
version of the optional before or after tag that has no order
request? As in, if X mod is loaded, make sure it uses at least Y
version, but load in any order
L571[13:57:22] <tterrag> no
L572[13:57:25] <tterrag> kinda
pointless
L573[13:57:27] <tterrag> just use
after:
L574[13:58:17] <gigaherz> I believe
before: and after: don't enforce version, either
L575[13:58:26] <gigaherz> you need
required-* for version checking to work IIRC
L576[13:58:36] <KnightMiner> No, it does
version checks
L577[13:59:26] <KnightMiner> The issue is
simply avoid potential cycle errors, becuase since we added that
tag in Tinkers there have been several loading order errors being
reported
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L588[14:22:04] <tterrag> gigaherz:
false
L589[14:22:19]
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L590[14:22:27] <acterhd> Hello
L591[14:23:49]
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L592[14:25:22] <acterhd> Where I can found
all rendering API in Minecraft Forge? I want try make OptiX mod for
Minecraft.
L593[14:31:37] <acterhd> But needs C++
support too, so if possible, tip how to embed C++ natives to mc
forge mod
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L596[14:41:02] <TechnicianLP2> acter: look
on how to bind native code code in java IF you really want to use C
... but it still requires java knowledge to integrate it with
forge
L597[14:41:20] <TechnicianLP2> and i dont
know if you can call back into java code
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L599[14:42:32] <williewillus> you can but
you pay dearly in performance
L600[14:42:55] <williewillus> any native
code access from java better be well worth the enormous overhead
and portability loss
L601[14:43:54] <TechnicianLP2> rendering
api in minecraft is brought to you by lwjgl
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L604[14:50:29] <acterhd> I think bind
header of OptiX to Java, I know both languages
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L607[15:04:26] <barteks2x> ... why I
always have those weird issues noone else has. jmh gradle plugin
just stopped working for no reason
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L615[15:19:58] <tterrag> barteks2x: oh
neat, they updated the private leaderboard system
L616[15:20:02] <tterrag> I can now choose
an ordering type
L617[15:20:37] <barteks2x> I guess you
will now choose the one in which you are first :D
L618[15:20:40] <tterrag> so now it counts
how quickly you got to each star, not just the most recent
one
L619[15:20:43] <tterrag> nah this way is
the default
L620[15:20:45] <tterrag> it makes the most
sense
L621[15:20:50] <tterrag> ties being broken
by only the last star was weird
L622[15:21:04] <tterrag> if it makes you
feel better, it's still quite close :D
L623[15:21:17] <barteks2x> only because I
missed a few days
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L625[15:21:55] <tterrag> well, you have
the advantage if you are in an earlier timezone. they are getting
difficult enough (and it's finals week) that I can no longer do
them at midnight
L626[15:25:34] <barteks2x> that's the
reason I don't like when things are time-based and different
timezones are involved
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L629[15:28:26] <barteks2x> wtf gradle? How
does it manage to eat 5.7GB RAM by itself?
L630[15:29:04] <tterrag> blame FG
L631[15:29:18] <barteks2x> it's without
running setupDecompWorkspace
L632[15:29:31] <LexDesktop> that's..
odd
L633[15:29:43] <LexDesktop> even during
decompile mine only peaks at ~2.5GB
L634[15:30:00] <barteks2x> and I have it
set to max 3GB
L635[15:30:11] <barteks2x> and I noticed
only because my OS started swapping
L636[15:33:15] <barteks2x> I guess there
is some memory leak when running a few tasks at once (I ran gradlew
clean licenseFormat build jmh, by the time it got to jmh the OS
started swapping)
L637[15:33:34] <tterrag> lex: it does
vary, but the rangemap section requires a ludicrous amount of
memory either way
L638[15:33:45] <LexDesktop> yes yes it
does
L639[15:33:56] <tterrag> still not sure
why it needs so much
L640[15:34:05] <LexDesktop> not much i can
do about that, thats on eclipse's compilers side.
L641[15:34:25] <tterrag> FG uses eclipse's
compiler?
L642[15:34:32] <barteks2x> why eclipse
compiler?
L643[15:35:31] <LexDesktop> Because its
the only one we could find to parse the java syntax
correctly.
L644[15:36:02] <LexDesktop> RangeExtractor
uses it. If you have better solutions im all for it, the task is
fairly modular.
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L646[15:46:03] <barteks2x> java
performance is weird... jmh shows that in one benchmark second
warmup iteration is faster than all other iterations (4.6-4.7
ops/ms vs 4.9-5.1 ops/ms)
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L648[15:48:18] <Shambling> lol, so note to
anyone thinking of trying to run minecraft on another computer on
windows 10, don't forget to turn quickedit and insert mode off on
console window
L649[15:48:31] <Shambling> thought my
firewall was going crazy, was just minecraft window losing
focus
L650[15:48:48] <barteks2x> that
"feature" is very annoying, I got that issue when makint
local terraria server once
L651[15:49:02] <barteks2x> Took me 2 days
to find and "fix"
L652[15:49:19]
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L653[15:49:34] <Shambling> yeah, good
thing I remembered it before going insane
L654[15:49:42] <Shambling> then I'm out at
the shop, and the new server goes to sleep
L655[15:49:59] <Shambling> can you tell me
how the hell a computer can go to sleep with an active task running
in background. work... feature... ever
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L657[15:50:04] <Shambling> *worst
L658[15:50:32] <Shambling> was thinking of
just keeping windows 10 on it, but apparently the new update comes
with some questionable firewall settings out of the box
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L660[15:52:25] <LexDesktop> MS is really
throwing in the towel on giving users any choice in their OS
anymore.
L661[15:52:29] <LexDesktop> Its rather
fucking annoying.
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L665[16:00:29] <tterrag> I'll be on w7
until they pry it from my cold dead harddrive
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L669[16:06:06] <gigaherz> how do you run
forge dev with the Test mods enabled?
L670[16:06:46] <LexDesktop> they are
already, as long as they are in your classpath
L671[16:07:01] <diesieben07> in intellij
you have to mark src/test/java as a source folder
L672[16:07:28] <gigaherz> I see
L673[16:07:53] <gigaherz> and strange,
when I used eclipse, they never seemed to be... maybe I was doing
something wrong
L674[16:22:43] <gigaherz> Meh, if I make
all the files in src\tests\ be code, it fails to compile
L675[16:23:12] <barteks2x> I would never
expect JMV to do this kind of optimization... but apparently it can
do that. It can optimize out my caching if it notices that it's
faster to recalculate result.
L676[16:24:08] <barteks2x> *JVM
L677[16:24:35] <barteks2x> but that seems
to work only if I use primitive types
L678[16:25:20] <diesieben07> you have no
idea how smart C2 is :P
L679[16:26:53] <barteks2x> I tried to
benchmark my HashCache I use for noise generators. And I made sure
that I use the cache in such a way that there are no cache misses.
And yet when I removed BlackHole.consumeCPU call from
calculateValue the primitive only implementation became 2x
faster
L680[16:27:32] <barteks2x> even when it
never actually used the calculateValue method
L681[16:27:40] <barteks2x> at least not
after warmup
L682[16:29:42] <barteks2x> And actually
the non-primitive version turned out to be faster when I create new
instance to store the key in cache instead of storing the key
directly
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L684[16:42:57] <acterhd> Oh... C++ headers
by hears not possible use with Java
L685[16:43:12] <acterhd> only dll or cpp
files
L686[16:44:18] <gigaherz> not .cpp
either
L687[16:44:27] <gigaherz> the only way to
communicate C++ code with java
L688[16:44:30] <gigaherz> is through
JNI
L689[16:45:02] <gigaherz> you'd have to
make a special DLL that implement the JNI system and can provide a
special java object with methods that run C++ code.
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L691[16:49:41] <LexDesktop> Why do you
want this?
L692[16:50:05] <LexDesktop> I mean I guess
it'd be a fun project to learn/try out. But it's not gunna be of
use to anyone outside yourself.
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L703[17:33:30] <acterhd> I not found in
Intelij options for JNI
L704[17:37:34] <diesieben07> you have to
set the java.library.path system property afaik
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L706[17:37:42] <diesieben07> and then use
System.loadLibrary to link it or something
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L709[17:45:10] <Keridos> is there a way to
access the minecraftserver username cache in offline mode?
L710[17:45:19] <Keridos> it is not
avaialabel at MinecraftServer anymore
L711[17:46:35] <acterhd> I mean generate
headers
L712[17:47:24] <gigaherz> do it from
cmdline
L713[17:47:31] <gigaherz> using the
"javah" tool
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L716[17:50:22] <tterrag> Keridos: just use
UsernameCache ?
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L718[17:50:50] <Keridos> yeah
L719[17:51:00] <Keridos> had to figure out
how to loop through that, think i got it now
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L731[18:34:59] <LexDesktop> Anyone
remember what block it was in 1.7.10 that would pickup items before
they spawned?
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L733[18:36:12] <gigaherz> you mean like a
vacuum hopper type thing?
L734[18:36:25] <gigaherz> although I think
the vacuum hopper itself just sucked didn't pick up instantly
L735[18:37:29] <gigaherz> gah no I don't
remember -- I have some fuzzy memory of such a thing, but I can't
remember the name or even which mod
L736[18:37:42] <LexDesktop> ya like that,
but instant... i remember there was somehting that existed...
L737[18:38:06] <LexDesktop> setting up a
farm that is going to go really fast and dont want to spam my world
with item entities
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L739[18:40:43] <gigaherz> hmmm the item
collector from random things, was it a thing in 1.7.10?
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L741[18:41:25] <barteks2x> someone I know
replied: "oh its called a world interaction upgrade for item
transfer nodes from extra utilities"
L742[18:41:31] <gigaherz> ah that
too!
L743[18:41:43] <gigaherz> item transfer
node with world interaction upgrades
L744[18:41:49] <gigaherz> the more
upgrades the bigger the range
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L747[18:42:20] <gigaherz> they don't
REALLY pick up the items before they are spawned, though, they just
kill the entities in the EntityJoinWorldEvent usually
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L751[18:48:03] <BrainStone> How do I find
the correct field name for a access transformer?
L752[18:48:19] <BrainStone> The fieldname
appears several times in the fields.csv
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L756[18:56:35] <LexDesktop> use the
bot
L757[18:56:51] <gigaherz> BrainStone: open
a pm window with MCPBot_Reborn, and type !help
L758[18:57:02] <LexDesktop> advanced item
collector, thats what it is.
L759[18:57:09] <BrainStone> Thanks
@both
L760[18:57:17] <BrainStone> I found it
already
L761[18:58:17] <IoP> is MCPBot_Reborn boy
or girl?
L762[18:58:34] <BrainStone> Attack
helicopter
L763[18:58:48] <gigaherz> IoP: it prefers
a gender-neutral pronoun.
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L769[19:04:09] <ThunderSmotch> Hum, weird,
"canBlockStay" doesn't seem to be working for a Block
that extends BlockCrops
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L773[19:17:17] <Katrix> Question, is there
any way to get the amount of sounds that is playing or have played
for a certain area on the server side?
L774[19:20:33] <tterrag> no
L775[19:21:07] <ThunderSmotch> Found out
what was wrong with canBlockStay, it appears the default PlantType
is Plains and not crop, a simple override fixes it
L776[19:27:44] <acterhd> Where I can found
all events?
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L778[19:37:37] <ThunderSmotch> is there a
way for me to combine two variants in a blockstate JSON ?
L779[19:44:32] <tterrag> combine how
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L781[19:46:59] <ThunderSmotch> like
L782[19:47:10] <ThunderSmotch> imagine i
have a crop with two properties
L783[19:47:18] <ThunderSmotch> an int and
a boolean
L784[19:47:35] <ThunderSmotch> I would
like to setup the textures so that it depends on both properties at
the same time
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L802[21:36:34] <VikeStep> am reading the
build.gradle file that comes with forge. Why do we want to
"copy everything else, thats not the mcmod.info"
L803[21:36:46] <VikeStep> inside
processResources
L804[21:41:40] <VikeStep> especially
because I thought we do want to have the mcmod.info inside the
source directory
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L808[21:48:12] <BrainStone> Both gets
copied
L809[21:48:23] <BrainStone> But mcmod.info
gets special treatment
L810[21:48:37] <BrainStone> Tokens inside
the file get replaced
L811[21:48:47] <VikeStep> what do you mean
by "both"?
L812[21:49:01] <BrainStone> All files
including the mcmod.info
L813[21:49:35] <BrainStone>
"version": "${version}", and
"mcversion": "${mcversion}" get replaced with
the appropriate values
L814[21:49:54] <VikeStep> so when you
modify it, it creates a new file?
L815[21:49:59] <BrainStone> No
L816[21:50:00] <VikeStep> and we copy that
over but not the old one?
L817[21:50:45] <BrainStone> When you
change your version number and build a jar, the mcmod.info file in
the jar will contain the correct version while you never had to
touch the mcmod.info file
L818[21:50:54] <BrainStone> Same for the
minecraft version
L819[21:50:58] <VikeStep> yeah
L820[21:51:30] <VikeStep> just not sure
why it has to be excluded after the modification
L821[21:51:34] <VikeStep> I understand it
gets modified
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L823[21:51:41] <BrainStone> It's not
excluded
L824[21:51:51] <VikeStep>
from(sourceSets.main.resources.srcDirs) {
L825[21:51:51] <VikeStep> exclude
'mcmod.info'
L826[21:51:51] <VikeStep> }
L827[21:51:55] <VikeStep> isn't that
excluding it?
L828[21:52:10] <BrainStone>
from(sourceSets.main.resources.srcDirs) {
L829[21:52:22] <BrainStone> include
"mcmod.info"
L830[21:52:26] <BrainStone> // replace
version and mcversion
L831[21:52:29] <BrainStone> expand
"version": project.version, "mcversion":
project.minecraft.version
L832[21:52:33] <BrainStone> }
L833[21:52:37] <VikeStep> yeah
L834[21:52:38] <BrainStone> And there it
is included
L835[21:52:44] <VikeStep> but its included
and then excluded?
L836[21:52:50] <BrainStone> Nope
L837[21:52:59] <BrainStone> the from
blocks are separte
L838[21:53:01] <VikeStep> hmmm, maybe it's
just my lack of gradle knowledge
L839[21:53:06] <BrainStone> They specify
which files to copy
L840[21:53:37] <BrainStone> first block
says: Copy everything from
"sourceSets.main.resources.srcDirs" that matches
"mcmod.info"
L841[21:53:58] <VikeStep> I see
L842[21:54:06] <VikeStep> makes
sense
L843[21:54:06] <BrainStone> The second
block says: Copy everything from
"sourceSets.main.resources.srcDirs" that does not match
"mcmod.info"
L844[21:54:23] <BrainStone> In short every
file gets copy. Only mcmod.info recieves a special treatment
L845[21:54:56] <VikeStep> I was just
getting hung up on why we were explicitly including something when
it seems to implicitly do it otherwise
L846[21:55:11] <VikeStep> but I see now,
thanks
L847[21:55:15] <BrainStone> Alriht
L848[21:55:20] <BrainStone> Glad I could
help
L850[22:10:20] <VikeStep> also, is there
any particular reason the default sourceCompatibility is Java
1.6?
L851[22:10:42] <barteks2x> because java
(1.)6 is what Minecraft uses
L852[22:10:43] <VikeStep> just noticed it
was a change from 2 months ago. Didn't see an explanation. Might be
a reason I'm not aware of
L853[22:11:18] <barteks2x> at least, that
the oldest verison it's compatible with. Launcher uses java 8
L854[22:12:46] <barteks2x> I'm actually
confused if it should be java 6 or 1.6
L855[22:13:07] <VikeStep> Java 6 is JDK
1.6
L856[22:13:14] <VikeStep> my mistake for
incorrect workding
L857[22:13:16] <LexDesktop> they are
interchangeable
L858[22:13:33] <LexDesktop> as there is no
java 2.0+ people usually just drop the 1
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L860[22:14:01] <LexDesktop> And there will
probably never be as that would be when they break backwards
compatibility with standard apps
L861[22:14:09] <LexDesktop> 1.9 is gunna
be interesting tho as it does
L862[22:15:32] <barteks2x> Based on what I
already read about it, I don't imagine how mods would ever work
with that
L863[22:15:55] <VikeStep> haven't read up
on it, what would change to make it not work?
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L865[22:18:24] <barteks2x> or I just had
inaccurate sources, but if I understood it right a lot of
reflection hacks won't work anymore
L866[22:19:26] <LexDesktop> they changed
how the classpath works
L867[22:19:34] <LexDesktop> notibly that
it no longer exists as we know it
L868[22:20:00] <LexDesktop> its a big
pain, its designed for distribuited computing and turns everything
into modules
L869[22:20:18] <LexDesktop> I dont see MC
Modding working on J9 without a major re-write
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L873[22:47:26] <VikeStep> if we have
useMetadata as true in the @Mod annotation, does it mean we still
need a modid parameter?
L874[22:48:00] <LexDesktop> yes
L875[22:57:27] <VikeStep> is there a list
of parameters it can pull from the mcmod.info?
L876[22:58:10] <RANKSHANK> if you check
the modmetadata obtainable from the preinit event you'll see all
that it can store
L877[22:58:25] <VikeStep> gotcha
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L881[23:47:05] <VikeStep> it doesn't seem
that useMetadata overrides version
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L883[23:49:59] <VikeStep> well, actually,
I should say that it doesn't work if you set the version inside the
PreInitializationEvent
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L885[23:51:31] <RANKSHANK> it works if you
set autogenerated to false
L886[23:51:43] <VikeStep> ah
L887[23:51:44] <RANKSHANK> I dunno if that
forgoes the modinfo file though
L888[23:53:01] <VikeStep> I think it's
because there are two different versions?
L889[23:53:10] <VikeStep> there seems to
be something called an "internal version"
L890[23:53:20] <VikeStep> it gets set to
1.0 when it is missing from mcmod.info
L891[23:53:43] <VikeStep> sorry, when it
is missing from @Mod
L892[23:54:41] ***
DarkevilAway is now known as Darkevilmac
L893[23:54:48] <RANKSHANK> sounds like a
sensible thing then... mod version would be set fairly early
on
L894[23:55:26] <VikeStep> the existence of
both shows the version twice
L895[23:55:39] <VikeStep> hmm, I'm being
pedantic :P
L896[23:56:06] ***
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L897[23:56:10] <RANKSHANK> artifacts of
bad modding practices then :P