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L14[01:29:53] <sargunster> I need an event
that fires when a player enters a dimension, but the
PlayerChangedDimensionEvent fires just before, not after the player
changed dimensions. Any ideas?
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L16[01:44:52] <Genuine> Sounds like the
event does fire but you want it to happen after x chunks are
loaded.
L17[01:45:12] <Genuine> So use the
chunkLoader and count.
L18[01:45:30] <sargunster> I want it to
happen just after the player enters the target dimension, nothing
to do with chunks
L19[01:45:31] <Genuine> A hideous
workaround, but it will work.
L20[01:45:52] <sargunster> What about
multiplayer? The chunks could already be loaded
L21[01:46:30] <Genuine> Loaded in mp, not
on the client.
L22[01:46:35] <Genuine> ?
L23[01:46:56] <sargunster> Basically, my
mod sets the player's MAX_HEALTH attribute, but it gets overriden
whenever the player changes dimensions
L24[01:47:05] <sargunster> Currently all my
code is running serverside
L25[01:47:32] <sargunster> I need an event
that'll fire just after the player has entered the new dimension,
so I can correct the MAX_HEALTH
L26[01:47:59] <sargunster> But the
PlayerChangedDimensionEvent fires just as the player is leaving the
old dimension, not after the player has entered the new one
L27[01:49:03] <Genuine> Technically the
player is in the new world dimension at that point, I don't see the
problem as all the returning methods would say "is now is
dimension x".
L28[01:49:55] <sargunster> When I set a
breakpoint in my event handler, the player's world is still the old
one. Also, the health hasn't been overriden yet so setting it then
has no effect
L29[01:49:56] <Genuine> Just because 0
chucks are loaded shouldn't affect your code if they are all
dimensionally... coded? *word.
L30[01:50:06] <Genuine> Oh,
interesting.
L31[01:51:03] <Genuine> Since "all
your code is running server-side" if might just be a
client/server event handler problem.
L32[01:51:33] <Genuine> Are you using a
proxy?
L33[01:51:38] <sargunster> Let me try the
breakpoint again, one sec
L34[01:51:49] <Genuine> A Forge
Proxy*
L35[01:51:50] <sargunster> No proxy, I just
check for EntityPlayerMP
L36[01:53:10] <Genuine> Unless my knowledge
is outdated, you have to remember that "is server side"
fired twice in one client, once if the client is firing client
stuff and once if the server is firing server stuff.
L37[01:53:21] <Genuine> Take that with a
grain of salt.
L38[01:53:28] <Genuine> It probably is
outdated.
L39[01:54:50] <sargunster> Yep, but it'll
only be instanceof EntityPlayerMP once
L40[01:55:48] <sargunster> I set a
breakpoint in the first line of my PlayerChangedDimensionEvent, and
it's an EntityPlayerMP. The world's worldType is "flat",
when going from a flatworld to the nether
L41[01:56:14] <Genuine> So when you hit an
event and you're checking for the dim on server-side it's saying
it's the same dim. Unless I'm completly off and it's a well known
problem you should just cache and check until dim ACTUALLY
changes.
L42[01:56:23] <Ordinastie> sargunster, best
thing to do is manually parse the code to see if there is another
event fired after the one you tested
L43[01:57:09] <sargunster> Okay, I'll try
going through it
L44[01:57:23] <Genuine> Check for static
classes within PlayerChangedDimensionEvent.
L45[01:57:30] <Genuine> Like
PlayerChangedDimensionEvent.post or whatever.
L46[01:57:42] <Genuine> The events in Forge
often do that.
L47[01:58:25] <sargunster> Btw, it's fine
if there's an event that fires at the time I need but also other
times, as long as it's not something fired every tick or
whatever
L48[01:58:35] <sargunster> There's no .post
in that one
L49[01:59:38] <Ordinastie> sargunster, what
event are you using the first time ?
L50[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161225 mappings to Forge Maven.
L51[02:00:09] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161225-1.11.zip
(mappings = "snapshot_20161225" in build.gradle).
L52[02:00:16] <Genuine> fromDim -> toDim
fields let's be clear.
L53[02:00:20] <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/
L54[02:00:24] <Ordinastie> (I'd also check
for world load events and the like
L55[02:00:26] <Genuine> sysout those both
please.
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L57[02:01:35] <sargunster> fromDim=0,
toDim=-1
L58[02:01:44] <Genuine> From world to
nether
L59[02:01:48] <Genuine> Standard.
L60[02:02:14] <Genuine> But it happens
before the player is actually loaded into -1
L61[02:03:47] <sargunster> Yep,
event.player.world.worldType == WorldType.FLAT is true
L62[02:04:18] <sargunster> unless that
world type is global, not per dimension
L63[02:04:21] <sargunster> didn't consider
that...
L64[02:05:30] <Genuine> Is there not an
event that's like OnLoadWorldEvent?
L65[02:05:33] <sargunster> Yeah, sorry, I
was mistaken. The world is the new one. But it's still fired before
the health is overridden, so I still have a problem
L66[02:06:06] <Ordinastie> how to you set
it the first time ?
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L68[02:06:23] <Genuine> WorldTickEvent
check for first tick and dim.
L69[02:06:39] <sargunster> I set it in
PlayerEvent.LoadFromFile and PlayerEvent.Clone
L70[02:07:41] <Ordinastie> there is not
better player event that would fit both case ?
L71[02:07:46] <Genuine> PlayerTickEvent
Side.SERVER
L72[02:07:47] <sargunster> I don't think
checking for first tick in WorldTickEvent would work in
multiplayer, where the world could already be ticking
L73[02:07:58] <Genuine> Yes it would via
PlayerTickEvent.
L74[02:08:10] <Genuine> Wich is a subclass
of WorldTickEvent
L75[02:08:36] <sargunster> LoadFromFile is
for initial login, Clone is for player death and return from The
End
L76[02:09:05] <sargunster> So, check when
player's dimension changes in PlayerTickEvent?
L77[02:09:10] <sargunster> That could
work
L78[02:09:11] <Ordinastie> isn't there
world join or something ?
L79[02:09:25] <sargunster> Not sure, that
would be ideal
L80[02:09:47] <Ordinastie> check all player
and world event
L81[02:10:00] <sargunster>
EntityJoinWorldEvent does exist, I can look into that
L82[02:10:32] <Ordinastie> also, check what
does reset the health
L83[02:13:30] <sargunster> Followed usages
of SharedMonsterAttributes.MAX_HEALTH, doesn't look like that's
easy to find
L84[02:13:44] <Genuine> I don't want to
clutter the process but that mod with the rocket ships and Mars and
the Moon should have events like that you can look at.
L85[02:14:26] <Genuine> Galacti
something?
L86[02:14:36] <Genuine> Galacticraft?
L87[02:14:38] <sargunster>
GalactiCraft?
L88[02:14:41] <sargunster> I think that's
the name
L89[02:14:47] <Ashindigo_>
Galacticraft
L90[02:14:53] <Genuine> They have events up
the yang.
L91[02:14:57] <Genuine> And it's open
source.
L92[02:14:59] <sargunster> I could also
look at Difficult Life, that mod changes health
L93[02:15:04] <Ashindigo_> Also known as
"Plate making hell"
L94[02:15:17] <Genuine> Right?
L95[02:15:35] <Genuine> Good thing you can
plate through Jetpacks via thermal expansion.
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L97[02:16:47] <Genuine> Oh btw, is MCP have
1.11.1 mappings yet?
L98[02:16:52] <sargunster>
EntityJoinWorldEvent also fires before the maxHealth is
overriden
L99[02:16:52] <Genuine> does*
L100[02:17:01] <sargunster> Will check
some other mods
L101[02:17:20] <Ashindigo_> .!latest
L102[02:17:32] <Genuine> sargunster,
Wouldn't that only affect the first tick before the cycle of ticks
though?
L103[02:18:02] <sargunster> Not sure what
you mean?
L104[02:18:32] <Genuine> maxHealth through
forge can be overrided at any time it doesn't matter when, so long
as you're not trying to do it only once.
L105[02:18:47] <Genuine> overridden*
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L107[02:19:35] <Genuine> Sure if you're
only trying to override once will it may or may not actually
work.
L108[02:20:14] <Genuine> But you should
probably check more than once anyway since there are multiple mods
out there that would add to it.
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L110[02:20:21] <sargunster> I don't set it
every tick, just when it's supposed to change or on player
load
L111[02:20:24] <Genuine> Like TiC.
L112[02:20:39] <Genuine> Since it has the
cannisters.
L113[02:20:46] <sargunster> That's a good
point
L114[02:20:49] <Genuine> Which go up to
3x.
L115[02:20:57] <sargunster> In the source
code of Difficult Life, I see code like
if(event.entityLiving.getEntityAttribute(SharedMonsterAttributes.maxHealth).getModifier(DLUtils.modifierID)
== null)
L116[02:20:59] <Genuine> Red, yellow,
green hearts.
L117[02:21:00] <sargunster>
event.entityLiving.getEntityAttribute(SharedMonsterAttributes.maxHealth).applyModifier(new
AttributeModifier(DLUtils.modifierID, "DL.healthMod",
genAddedHealth, 0));
L118[02:21:35] <sargunster> I'm just
setting the attribute's baseValue, which I now realize is probably
not the right way to do it
L119[02:21:55] <sargunster> I'll have to
look into the attribute modifier stuff they're using
L120[02:21:57] <Genuine> I'd rather change
the value of DamageSource bs.
L121[02:22:06] <Genuine> Which is a
TERRIBLE workaround.
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L124[02:24:49] <Genuine> To 1.11 and the
back-port to 1.10.2
L125[02:25:05] <Genuine> And probably
1.9.4
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L127[02:27:55] <sargunster> Battle-Text
looks interesting, my vote is for that one
L128[02:28:57] <sargunster> But looks like
it's older, not sure if you're still maintaining that
L129[02:29:10] <Ordinastie> I'm just
wondering
L131[02:32:22] <Genuine> I got rid of
that.
L132[02:32:27] <Genuine> Just haven't
pushed.,
L133[02:32:34] <Genuine> I promise.
L134[02:35:13] <Ordinastie> ok then
L135[02:35:16] <Ordinastie> still
L137[02:35:45] <Genuine> Because the old
method I used to rely on was through NEI.
L138[02:36:01] <Genuine> I realize I
should be using getName()
L139[02:36:34] <Genuine> It's in a local
commit I promise!
L140[02:36:36] <Genuine> :P
L141[02:36:50] <Ordinastie> yeah, i'm
talking about the whole file
L142[02:37:47] <Genuine> Oh, well I have
no reason other than I am def going to change it later. So
partitioning of code is good in that regard.
L143[02:38:12] <Genuine> Less conflicts
with older versions after a manual merge of branches.
L144[02:38:27] <Ordinastie> but why the
maps ?
L145[02:38:59] <Genuine> Super cheap way
to map string to string?
L146[02:39:05] <Ordinastie> whyy
L147[02:39:09] <Genuine> I don't know what
else to tell you.
L148[02:39:23] <Genuine> SUPER cheap,
incredibly fast.
L149[02:39:59] <Genuine> Do you know how
fast Java's implementation of HashMap is on reads only?
L150[02:40:01] <Ordinastie> yeah, but you
have a 50 lines class file that is pretty much useless
L151[02:40:09] <Genuine> You'd be
dumb-founded.
L152[02:40:25] <Genuine> True
enough.
L153[02:40:46] <Genuine> But this was
converted from when NEI was a staple of Minecraft.
L154[02:40:59] <Genuine> I haven';t
thought about it TOO much.
L155[02:41:23] <Genuine> Chicken Bones
where are you?!
L156[02:41:36] <Ordinastie> so another
mindless copy/paste mod ?
L157[02:41:50] <Genuine> I guess?
L158[02:41:56] <Genuine> What does that
mean?
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L161[02:42:43] <Genuine> I didn't just
randomly copy/paste the reflections to NEIs invocations.
L162[02:43:08] <Genuine> You have to give
me THAT much credit atleast.
L164[02:44:22] <Ordinastie> is it to not
get the formattingCode by reflection ?
L165[02:47:42] <Ordinastie> hum, actually,
I won't be to hard on that one, I kinda did something similar
><
L166[02:48:04] <Ordinastie> except for
that : color.toString().replace("\u00a7",
"").charAt(0)
L167[02:48:21] <Ordinastie> dump the
replace and use charAt(1)
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L170[02:57:16] <sargunster> Looks like
switching to the attribute modifier system solved my problem
L171[02:57:30] <sargunster> As long as I
don't change the baseValue, everything is fine
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L173[02:58:57] <sargunster> Now I just
have to accomodate having an HP modifier instead of a total value,
which I'll do tomorrow since it's 4am here
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L214[06:22:50] <CsokiCraft> How can I add
localisation run-time?
L215[06:23:41] <Ordinastie> last time I
checked, reflection
L216[06:26:00] <CsokiCraft> Ouch
L217[06:26:22] <Ordinastie> question is,
why would you need that
L218[06:27:01] <CsokiCraft> Well, I don't
really, it's just going to be tedious writing the .lang file
L219[06:27:22] <CsokiCraft> While a simple
for loop could do it well
L220[06:27:30] <Ordinastie> wut ?
L221[06:27:40] <CsokiCraft> Anyways,
thanks for answering
L222[06:27:45] <Ordinastie> and how do you
"automatically" localize then ?
L223[06:28:04] <CsokiCraft> What do you
mean?
L224[06:28:44] <Ordinastie> when you asked
how to add localization at runtime, that means, add a lang file at
run time
L225[06:29:04] <CsokiCraft> Oh, no I meant
adding individual entries
L226[06:29:14] <Ordinastie> apparently,
you meant generate a lang file, so my next question is, how do you
generate the actual translation
L227[06:30:10] <CsokiCraft> By
concatenating array elements, pairing them in every
combination
L228[06:30:15] <CsokiCraft> anyways
gtg
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L230[06:30:30] <Ordinastie> what the fuck
does that even mean? -_-
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L233[06:31:42] <Ivorius> Ordinastie: It
means 'got to go' :)
L234[06:31:48] <Ordinastie> ahah
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L254[09:20:25] <barteks2x> So I'm trying
to use idea opn other computer temporarily... looks like to import
gradle project I first need to jave JDK to select, but to add JDK I
first need a project
L255[09:21:11] <Ordinastie> there has to
be a way to select a JDK globally
L256[09:21:24] <barteks2x> I can't find it
anywhere
L257[09:22:42] <barteks2x> it wants be to
select gradle JVM, but there is nothing to select from. To add new
JVM/SDK I need a project already open
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L260[09:23:02] <Ordinastie> create an
empty project ?
L261[09:23:03] <quadraxis> configure >
project defaults > project structure ?
L262[09:23:27] <barteks2x> configure ->
(where) -> [project defaults?
L263[09:23:57] <quadraxis> on the launch
screen with no project open
L264[09:24:28] <barteks2x> I can't fine
the "project defaults" part
L265[09:25:49] <barteks2x> I will just
create the empty project...
L266[09:26:53] <barteks2x> now that is
even better, once I created empty project it found my JDK by
itself
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L268[09:34:21] <TechnicianLP> does
minecraft have a implementation of linewrapping text
somewhere?
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L270[09:36:46] <Ordinastie> somewhere
yes
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L275[09:40:06] <TechnicianLP> well ....
any idea where to search for it?
L276[09:40:37] <Ordinastie> font renderer
maybe ? or StringUtils ?
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L278[09:46:15] <TechnicianLP> fontrenderer
seems to have one ... thank you :)
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L281[09:56:56] <barteks2x> any way to
disable gradle daemon globally for the whole system?
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L327[14:29:12] <shadekiller666>
hello
L328[14:29:32] <shadekiller666> merry
christmas to those who celebrate it
L330[14:31:34] <shadekiller666> i'm trying
to use the default block transforms for rotation and translation,
but make the scale smaller
L331[14:31:34] <Ashindigo> Yay
L332[14:31:43] <shadekiller666> as the
model spans multiple blocks
L333[14:33:26] <shadekiller666> is there a
way to change the model scale in code rather than with blockstate
jsons?
L334[14:33:34] <ghz|lappy> try using
spaces instead of tabs? XD
L335[14:33:54] <ghz|lappy> also, models
that are bigger than one block are not good
L336[14:34:07] <ghz|lappy> they will have
lighting weirdness in some cases
L337[14:34:15] <ghz|lappy> it's
recommended to split up the model into multiple sub-models
L338[14:34:16] <shadekiller666> tabs
aren't an issue when i set "transform" to
"forge:default-block" in the "defaults"
section
L339[14:34:27] <ghz|lappy> and use
different sub-blocks to draw each piece
L340[14:34:40] <shadekiller666> thats not
really an option in this case
L341[14:34:52] <shadekiller666> the model
in question is a large gear
L342[14:35:05] <shadekiller666> with a
diameter of 5, 7, or 9 blocks
L343[14:35:13] <ghz|lappy> well, I can't
see anything wrong
L344[14:35:19] <ghz|lappy> so I'm saying
the only thing that comes to mind
L345[14:35:24] <howtonotwin> inventory
needs to be a list
L346[14:35:31] <howtonotwin> inventory: [{
... }]
L347[14:35:41] <ghz|lappy> ah right
L348[14:35:41] <howtonotwin> right now it
thinks inventory is a property
L349[14:35:44] <ghz|lappy> that's loaded
as
L350[14:35:49] <shadekiller666> ok
L351[14:35:51] <ghz|lappy>
"inventory=transform"
L352[14:35:53] <howtonotwin> and
transforms and facings are values
L353[14:35:57] <ghz|lappy> as if it was a
property+value pair
L354[14:37:06] <shadekiller666> just tried
the same layout with inventory being a list and it still gets sent
to the vanilla loader
L355[14:37:29] <shadekiller666> which
means its model is the missing block model
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L357[14:37:35] <ghz|lappy> when you say
"sent to the vanilla loader"
L358[14:37:47] <ghz|lappy> you mean it's
using the vanilla blockstates loader
L359[14:37:49] <howtonotwin> everything is
sent to the vanilla loader
L360[14:37:55] <howtonotwin> if the forge
loader fails
L361[14:37:58] <ghz|lappy> so you actually
verified that it runs the vanilla code for it?
L362[14:38:01] <ghz|lappy> check the
logs
L363[14:38:03] <howtonotwin> that's just
the logic of the system
L364[14:38:05] <ghz|lappy> there should be
info about WHY it failed
L365[14:38:37] <howtonotwin> it tries to
load it with the forge loader, fails, loads it again in vanilla,
fails, then prints the vanilla stacktrace followed by the forge
stacktrace
L366[14:38:40] <shadekiller666> reload the
gist to see the console output when F3+T is pressed
L367[14:40:15] <shadekiller666> this is
forge 1.10.2-12.18.1.2017 btw
L368[14:43:57] <fry> make inventory a
list, and really be sure you reloaded the resources
L369[14:44:19] <fry> since right now
itshould think that you have 2 properties, "inventory"
and "facing"
L370[14:44:33] <shadekiller666> i did, let
me change that in the gist
L371[14:44:43] <shadekiller666> restarting
the game
L372[14:44:45] <ghz|lappy> shadekiller666:
if you are in intellij, remember to hit build
L373[14:44:59] <ghz|lappy> so that the new
resources are copied to the output folder
L374[14:45:11] ***
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L375[14:45:40] <shadekiller666> intellij
doesn't hotswap the resources?
L376[14:45:52] <shadekiller666> you
actually have to rebuild first?
L377[14:47:04] <PaleoCrafter> it's kinda
the same as for classes :P
L378[14:47:12] <shadekiller666> updated
the gist, with inventory as a list, and having relaunched the game,
it still throws the same error
L379[14:47:13] <PaleoCrafter> so it does
hotswap resources :P
L380[14:47:35] <shadekiller666> i was
pressing save and the hotswap button every time
L381[14:47:57] <PaleoCrafter> there is no
"hotswap button" :P
L382[14:48:13] <PaleoCrafter> you probably
mean the recompilation thing which only recompiles the current
file
L383[14:48:24] <shadekiller666> there is
if you know how to make the HotSwap menu item a button
L384[14:48:30] <PaleoCrafter> but since
there is no file to recompile for an asset, you have to do it
differently
L385[14:48:51] <PaleoCrafter> but there is
no HotSwap item :P
L386[14:49:27] <shadekiller666> i have a
button to the right of the save button that runs intellij's HotSwap
command,
L387[14:49:49] <shadekiller666> and i know
that the button works for actual code changes
L388[14:49:51] <PaleoCrafter> jesus
christ... there is no hotswap command ._. only reload changed
classes and that happens automatically on compile
L389[14:50:09] <shadekiller666> ok, its a
button to reload changed classes
L390[14:50:15] <shadekiller666>
sheesh
L391[14:51:03] <PaleoCrafter> that implies
it doesn't work for assets, which was my initial point :P
L392[14:51:21] <shadekiller666> ok
fine
L393[14:51:45] <shadekiller666> point is:
i restarted the game with inventory as a list, and it still isn't
loading correctly
L394[15:00:38] *
howtonotwin calls the Ghostbusters
L395[15:00:54] *
Akkarin busts through the door
L396[15:01:02] *
Akkarin drips of a gooey substance
L397[15:01:09] <shadekiller666> any
ideas?
L398[15:01:13] <Akkarin> Where's that
ghost?!
L399[15:01:35] <howtonotwin> in
shadekiller's computer
L400[15:01:41] <howtonotwin> get it
L401[15:01:46] *
Akkarin blasts shadekiller666's PC to bits
L402[15:01:51] <Akkarin> My work here is
done!
L403[15:01:56] *
Akkarin dives out of the window
L404[15:02:32] <howtonotwin> where exactly
is this file?
L405[15:03:41] <shadekiller666> its path
is
"resources/assets/transitmod/blockstates/gear.json"
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L407[15:04:48] <shadekiller666> it loads
perfectly fine if "inventory": [{}] is empty and
"defaults" has "transform":
"forge:default-block"
L408[15:05:06] <howtonotwin> o_O
L409[15:05:28] <howtonotwin> *creepy
computer ghost vibe intensifies*
L410[15:05:32] <howtonotwin> update
forge?
L411[15:05:35] <shadekiller666> and i'm
not doing anything weird with the way that its registered
L412[15:05:48] <howtonotwin> you're
several hundred commits behind
L413[15:06:20] <shadekiller666> how much
has changed between 1.10.2 and 1.11?
L414[15:06:36] <ghz|lappy> itemstacks
mostly
L415[15:06:40] <ghz|lappy> a few other
things
L416[15:06:44] <ghz|lappy> but itemstacks
mostly
L417[15:06:48] <howtonotwin> I meant
update to latest 1.10.2
L418[15:06:59] <howtonotwin> and by
several I mean "one" :P
L419[15:07:14] <shadekiller666> ok
L420[15:07:57] <shadekiller666> if i'm
going to update the forge version i might as well update to
1.11
L421[15:11:18] <ghz|lappy> uhm
L422[15:11:26] <ghz|lappy> updating forge
version is just a tiny update
L423[15:11:40] <ghz|lappy> updating to
1.11 will require going through every use of ItemStack
L424[15:13:15] <shadekiller666> :/
L425[15:13:29] <shadekiller666> what have
they done to ItemStacks?
L426[15:13:37] <PaleoCrafter> made them
nonnull
L427[15:13:42] <ghz|lappy> nonnull
L428[15:13:46] <ghz|lappy> item is
final
L429[15:13:49] <ghz|lappy> and stackSize
is private
L430[15:14:00] <ghz|lappy> needs
.getCount/.setCount/.grow/.shrink
L431[15:14:04] <shadekiller666> ok
L432[15:14:20] <shadekiller666> is there a
specific reason they did so?
L433[15:14:28] <ghz|lappy> avoids
bugs
L434[15:14:43] <ghz|lappy> they also added
a NonNullList
L435[15:14:52] <ghz|lappy> which they use
inplace of ItemStack[] or List<ItemStack>
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L437[15:25:30] ***
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L438[15:25:57] <shadekiller666> ok
L439[15:26:21] <Ivorius> Uh
L440[15:26:36] <Ivorius> Why is my mc
instance not srg
L441[15:26:45] <Ivorius> It's mcp at
runtime
L442[15:27:06] <Ivorius> I was pretty sure
that was changed, no?
L443[15:28:32] <Ivorius>
ReflectionHelper.findMethod(EntityHanging.class, null, new
String[]{"func_174859_a"}, EnumFacing.class) Do I need to
provide both names, or is it just a Forge bug?
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L445[15:29:33] <shadekiller666> iirc its
always been the case that both names were needed
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L447[15:30:27] <Ivorius> Well, it
definitely worked in 1.8
L448[15:30:30] <Ivorius> But it's broken
now
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L450[15:31:29] <Ivorius> iirc Forge was
changed at some point to always be srg at runtime
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L452[15:32:36] <howtonotwin> in dev it's
mcp always, outside it's srg always
L453[15:32:43] <howtonotwin> this includes
compiled mods
L454[15:33:41] <Ivorius> > Well, it
definitely worked in 1.8
L455[15:33:41] <Ivorius> :P
L456[15:34:32] <howtonotwin> magic
L457[15:34:35] <Ivorius> yah
L458[15:34:38] <Ivorius> I'll change and
see
L459[15:35:09] <shadekiller666> how does
one register a client command in 1.10?
L460[15:36:47] <ghz|lappy>
clientcommandhandler or something like that
L461[15:37:21] <shadekiller666> and where
does one call to that?
L462[15:38:29] <howtonotwin> from the
looks of it, it's "whenever" :P (I'd guess
preinit?)
L463[15:38:35] <shadekiller666> ok
L464[15:38:50] <shadekiller666> ah
ClientCommandHandler.instance.registerCommand(...);
L465[15:39:47] <shadekiller666> probably a
good idea to do it in ClientProxy to avoid issues
L466[15:39:59] <howtonotwin> yeah
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L468[15:48:46] <shadekiller666> :/ calling
ClientCommandHandler.instance.registerCommand() in my
ClientProxy.preInit() doesn't seem to work
L469[15:49:28] <shadekiller666> this
particular command is supposed to set a boolean variable inside of
a TESR for help with debugging, so it shouldn't be a server-side
command
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L479[16:31:03] <PaleoCrafter> hm...
experiencing some weird issues with string widths and unicode fonts
here Oo
L480[16:33:26] <PaleoCrafter> nvm
._.
L481[16:33:59] <Ivorius> Adding mcp worked
btw
L482[16:34:14] <Ivorius> So either my
entire life is a lie
L483[16:34:28] <Ivorius> Or someone
changed the mapping thing back
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L490[16:46:04] <diesieben07> grmbl, the
version of netty minecraft uses has a stupid bug :(
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L511[19:12:09] <ntzrmtthihu777>
PaleoCrafter: is my browser bugging out, or are you just repeatedly
activating that block?
L512[19:12:30] <PaleoCrafter> I think
that's your browser xD
L513[19:12:35] <ntzrmtthihu777>
bah...
L514[19:12:37] <PaleoCrafter> I'm not
doing much, but more than just activating it :P
L515[19:12:55] <ntzrmtthihu777> oh well.
currently I'm doing u-boot stuff anyways :P
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L519[19:14:23] <PaleoCrafter> still not
sure whether the bit buffer really should be capable of holding
16^3 * 64 bits in each slot xD
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