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L1[00:00:16] <illy> boop o7
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L7[00:23:25] <killjoy> Looks liks microsoft
is replacing the Snipping tool
L8[00:23:36] <killjoy> OneNote screenshots
are built in now
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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
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L20[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170110 mappings to Forge Maven.
L21[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170110-1.11.zip
(mappings = "snapshot_20170110" in build.gradle).
L22[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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L78[08:12:54] <Ashindigo> !latest
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L122[13:06:41] <TechnicianLP> !gf
field_147168_j
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L124[13:18:29] <HassanS6000> Anyone
remember this 1.6.4 glitch?
L126[13:18:40] <HassanS6000> If ya do,
would you happen to know what was it caused by?
L127[13:19:18] <williewillus> translucent
layers not being sorted?
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L129[13:19:46] <ghz|afk> that happens if
you draw on a TESR on any version
L130[13:19:54] <ghz|afk> it's because the
glass has been drawn first
L131[13:21:14] <ghz|afk> if your block
draws with a tesr, you can't really fix it: your block will either
make all the water behind it invisible
L132[13:21:32] <ghz|afk> or all water will
draw behind it even the water that should be in front
L133[13:22:13] <ghz|afk> or water will
make your TESR invisible instead
L134[13:22:21] <ghz|afk> and when I say
water, i mean "any transparent block"
L135[13:22:28] <ghz|afk>
translucent*
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L150[14:18:06] <heldplayer> How are you
supposed to add entities to MC in 1.11? Haven't looked at this in a
loooong time
L151[14:20:21] <ghz|afk> same old?
L152[14:20:39] <ghz|afk>
EntityRegistry.registerModEntity with the same data as usual
L153[14:20:40] <ghz|afk> and then
L154[14:20:45] <ghz|afk>
world.spawnEntity
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L158[14:31:35] <heldplayer> Alright,
cheers
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L175[15:25:34] <Shambling> is there any
easy way to see a properly formatted fork list of projects on
github?
L176[15:25:53] <Shambling> what is there
is minimal when you click on existing forks, in that it doesn't
list all the forks :P it lists like 3 at most
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L178[15:26:31] <Shambling> not to mention
the window that shows them is zoomed in on random bad spos
L180[15:27:18] <Shambling> I guess thats
the view that lists all the forks
L181[15:27:33] <Shambling> I was kind of
hoping for one that showed the graph in comparison for changes, but
I can work with taht
L182[15:27:47] <Shambling> though with it
just listing user name, is kind of useless, as you have no idea
which version was forked
L183[15:28:03] <kenzierocks> the version
it was forked at doesn't really mean anything...
L184[15:28:23] <Shambling> it does if I'm
looking for a fork thats being currently updated at 1.11, and all
the forks are from 1.7.10
L185[15:28:24] <Shambling> :D
L186[15:28:41] <Shambling> I'll just look
through each one individually and look at gradle.build
L187[15:29:31] <Shambling> odd that there
is no "last submitted code" infograph next to user
L188[15:34:30] ***
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L189[15:38:29] <Shambling> nm I'm dumb,
the window is so big that its literally scrolled using keyboard
commands. definitely not normal browser behavior :P
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L192[15:57:17] <ghz|afk> hmmm
L193[15:57:22] <ghz|afk> anyone up for
some ideas/brainstorming?
L194[15:57:32] <ghz|afk> if so:
L195[15:57:42] <ghz|afk> in my Survivalist
mod, I have the crude hatchet
L196[15:57:51] <ghz|afk> that's made with
a piece of flint, a piece of string, and a stick
L197[15:57:56] <ghz|afk> shapeless.
L198[15:58:08] <ghz|afk> now, I wanted to
add a crude pick, and a crude spade(shovel)
L199[15:58:31] ***
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L200[15:59:12] <ghz|afk> for the
pick
L201[15:59:14] <ghz|afk> it's
"easy"
L202[15:59:41] <ghz|afk> I'd make it so
that you use two pieces of flint together, to sharpen one into a
pointy flint or similar
L203[15:59:52] <ghz|afk> but that makes no
sense for a shovel.
L204[16:00:12] <ghz|afk> I'm wondering if
I should even add a crude shovel at all
L206[16:01:04] <ghz|afk> maybe I should
just make some sort of "spear", that can double down as a
shovel
L207[16:01:23] <ghz|afk> heldplayer: do
you give the entity a position&angles?
L208[16:01:25] <heldplayer> I have
registered a client renderer, but checked via breakpoints and
constructor isn't being called with a client world, so either not
sent on the network or not being received correctly
L209[16:01:35] <heldplayer> Using a spawn
egg
L210[16:01:56] ⇦
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L211[16:02:05] <ghz|afk> errors in the
log?
L212[16:02:09] <ghz|afk> does the entity
have health > 0?
L213[16:02:33] <heldplayer> Good
questions, lemme check
L214[16:03:46] <heldplayer> Changed what
class it inherits from from EntityLivingBase to EntityMob and it
worked, sort-off. But I'll check what you just said now
L215[16:12:03] <heldplayer> Health is
defaulted at 20 apparently
L216[16:12:07] <heldplayer> No errors in
the log
L217[16:12:20] <heldplayer> Probably
instantly despawns because something else is wrong
L218[16:12:26] <ghz|afk> yeah
L219[16:12:36] <heldplayer> But when
changing it back to inherit from EntityLivingBase the one I spawned
in stayed
L220[16:12:36] <ghz|afk> but
position&angles and health
L221[16:12:43] <ghz|afk> have always been
the culprits for me
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L223[16:12:55] <heldplayer>
Riiiiight
L224[16:13:06] <heldplayer> Positions are
set when instance of EntityLiving
L225[16:13:09] <heldplayer> Not
EntityLivingBase
L226[16:14:33] <heldplayer> Yeah that was
it
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L228[16:14:45] <heldplayer> Fixed,
thanks!
L229[16:15:06] <ghz|afk> :)
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L241[16:53:57] <RebelKeithy> I changed a
block json element from [0,0,0], [16, 2, 16] to [0, 0, 0], [8, 2,
8] and now it only draws if I'm north-west of the block and
dissapears if I'm south-east of it
L242[16:54:08] <RebelKeithy> Any idea why
that's happening
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L248[16:59:45] <Arctangent> So, something
I've been wondering about: what exactly is the intended use case
for ItemStackHandlers?
L249[17:00:02] <Arctangent> Meant to
replace the vanilla system of defining Containers separately, or
something else?
L250[17:01:34] ***
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L253[17:09:50] <ghz|afk> Arctangent:
IItemHandler replaces the old IInventory
L254[17:09:53] <ghz|afk> meaning you
can
L255[17:10:09] <ghz|afk> 1. expose
inventories from your own items and tileentities without adding
extra shitty interfaces to them
L256[17:10:16] <ghz|afk> 2. attach
inventories to things made by other people
L257[17:10:17] <TangentDelta> lol why did
I get pinged.
L258[17:10:22] <ghz|afk>
"tangent"
L259[17:10:32] <ghz|afk> you didn't \b it
properly
L260[17:10:45] <TangentDelta> Yep. Need to
fix it.
L261[17:11:04] <Arctangent> Ah,
neat.
L264[17:12:12] ⇦
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L266[17:13:40] <Arctangent> hrn
L267[17:13:48] <howtonotwin> The very fact
that these gists are necessary sorta undermines having a central
documentation, doesn't it?
L268[17:14:24] <ghz|afk> well I wrote the
docs page
L269[17:14:29] <ghz|afk> but people have a
very hard time grasping it
L270[17:14:35] <ghz|afk> it's open to
improvement ;p
L271[17:14:46] <Arctangent> Well, I don't
think I need to much help with capabilities themselves, I'm mostly
trying to figure out the logistics between a gui that interacts
with a tileent's inventory
L272[17:14:51] *
howtonotwin <C-V><C-P>s the gists into the
page
L273[17:14:53] <howtonotwin> :P
L274[17:15:00] <Arctangent> and my only
examples are the ones that don't use forge enhancements
L276[17:15:17] <howtonotwin> when did we
start using ForgeRegistries over X.REGISTRY?
L277[17:15:57] <howtonotwin> and should I
snip that into the rtd page :P
L278[17:16:06]
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L279[17:16:26] <howtonotwin> Arctangent:
basically you have all that old Container hullabaloo
L280[17:16:36] <howtonotwin> but instead
of normal Slots you have SlotItemHandlers
L281[17:16:56] <howtonotwin> and they tap
into an IItemHandler instead of dealing with IInventory
L282[17:17:16] <Arctangent> Ah, so you
still do the same process, just with more flexible parts
L283[17:17:17] <Arctangent> gotcha
L284[17:17:25] <howtonotwin> yep
L285[17:17:51] <ghz|afk> howtonotwin: I
think the registries stuff has been a processive shift
L286[17:18:02] <ghz|afk> I still use
Item.REGISTRY on my mods
L287[17:18:10] <ghz|afk> but on a new mod,
I'd probably use ForgeRegistries instead
L288[17:18:26] <howtonotwin> Google Define
doesn't know that word o_O
L289[17:18:34] <howtonotwin> I had to
actually go to dictionary.com
L290[17:18:39] <ghz|afk> which word?
L291[17:18:45] <howtonotwin>
processive
L292[17:18:54] <ghz|afk> ehhh
L293[17:18:56] <ghz|afk>
progressive*
L294[17:19:07] <howtonotwin> synonyms
:P
L296[17:19:17] <ghz|afk> yay i used a word
without knowing it!
L297[17:19:28] ⇦
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L300[17:22:44] <Arctangent> What's the
deal with transferStackInSlot, also? I really don't get what it
tries to do or what it's used for.
L301[17:22:52] <howtonotwin>
<S-M1>
L302[17:23:01] <Arctangent>
Ahhhhhhh.
L303[17:24:06] <howtonotwin> !gm
transferStackInSlot
L304[17:24:17] <RebelKeithy> Ok, so I have
a 16x16x2 base element and 4 overlays each 8x8 one in each corner,
but if they are an the other side of the block from me, the base
renders over them even though they are above it.
L305[17:24:27] <howtonotwin> Yeah that
javadoc could do with some updating...
L306[17:24:38] <howtonotwin> also the
index is the index into the Container's internal slot list
L307[17:24:51] <howtonotwin> it has
nothing to do with actually inv slot indexes
L308[17:25:01] <howtonotwin> *~ly
L309[17:25:11] <Arctangent> well that's
fun
L310[17:25:57]
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L311[17:26:56] <howtonotwin> for chests
it's basically IF slot < CHEST_SIZE THEN MOVE stack IN slot OF
chestInv TO playerInv ELSE MOVE stack in slot - CHEST_SIZE OF
playerInv to chestInv
L312[17:27:11] <howtonotwin> *IN *TO
L313[17:27:13] <howtonotwin> :P
L314[17:29:00] <howtonotwin>
Container.mergeItemStack is helpful for this btw
L315[17:29:18] <howtonotwin> given a stack
it tries to distribute it into the target range of slots
L316[17:29:32] <howtonotwin> it used to be
bugged but Forge patched it
L318[17:30:45] <Arctangent> oh yeah just a
single glance tells me that that's much better
L319[17:31:28] <ghz|afk> basically the
function's responsibility is for deciding a slot range to use as
the target for shift-click
L320[17:31:33] <ghz|afk> and apply the
shift-click transfer
L321[17:37:15] ***
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L322[17:39:15] <howtonotwin> A param of
type EntityPlayer can be safely MCP-named player, right?
L323[17:39:50] <howtonotwin> Ah, nvm.
Found a better name.
L324[17:40:12] <Arctangent> hrn
L325[17:40:34] <Arctangent> I get the
feeling I should try experimenting with IItemHandler when I'm
working with an inventory with more than one slot lol
L326[17:40:51] <ghz|afk> I'd say use
IItemHandler always
L327[17:40:52] <howtonotwin>
ItemStackHandler takes a size param, no?
L328[17:40:52] <ghz|afk> for your
mods
L329[17:40:55] <ghz|afk> yes
L330[17:40:57] <ghz|afk> it's 1 by
default
L331[17:41:00] <ghz|afk> but you can make
it any number
L332[17:41:23] <howtonotwin> also you
probably want to override the onSlotUpdate (or whatever it is) in
it
L333[17:41:35] <howtonotwin> make it mark
the TE dirty when modified
L334[17:41:46] <ghz|afk> also you'll want
to handle the slot change
L336[17:41:47] <ghz|afk> ;P
L337[17:41:53] <ghz|afk> oh, howtonotwin
ninja
L338[17:41:55] <howtonotwin> :P
L339[17:44:08] ***
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L340[17:44:12] <Arctangent> Thing is, I
just feel like I'm redefining a lot of stuff that ItemStackHandler
already does
L341[17:44:33] <ghz|afk> like?
L342[17:44:34] <howtonotwin> There's not
much need to implement IItemHandler yourself
L343[17:44:52] <howtonotwin> it's a super
simple api for a bunch of ItemStacks in slots :P
L344[17:45:32] <ghz|afk> it's oriented
toward automation for hoppers and such
L345[17:45:43] <ghz|afk> the usage for GUI
is a bit clumsy with IItemHandlers
L346[17:45:50] <ghz|afk> thankfully you
don't have to mess with it yourself
L347[17:45:54] <ghz|afk> you juse use
SlotItemHandler
L348[17:45:55] <ghz|afk> ;P
L349[17:46:53] <Arctangent> ... I think I
might just need something to tear apart to get this.
L350[17:47:11] <howtonotwin>
DoubleChestHandler, maybe :P
L351[17:47:22] <howtonotwin> IItemHandler
does nothing to Containers
L352[17:47:31] <howtonotwin> you seem to
approach this the wrong way
L353[17:47:42] <howtonotwin> Caps are for
making interfaces more modular
L354[17:48:12] <howtonotwin> Their purpose
is totally unrelated to the GUI stuff you're doing
L355[17:48:28] <howtonotwin> You can
basically ignore their details and just work in Container
land
L356[17:48:32] <ghz|afk> Arctangent: fetch
my Survivalist mod
L357[17:48:38] <ghz|afk> it has a bit of
everything
L360[17:49:15] <ghz|afk> for the block
that has an inventory ;p
L361[17:50:13] <howtonotwin> !sm
func_82846_b transferStackInSlot Handle when the stack in slot
{@code index} is shift-clicked. Normally this moves the stack
between the player inventory and the other inventory(s).
L362[17:50:14] <howtonotwin> !sp
p_82846_1_ clicker Player that interacted with this {@code
Container}.
L363[17:50:14] <howtonotwin> !sp
p_82846_2_ slotIndex Index of the {@link Slot}. This index is
relative to the list of slots in this {@code Container}, {@link
#inventorySlots}.
L364[17:50:14] <howtonotwin> !sf
field_75151_b inventorySlots The list of {@link Slots} in this
{@code Container}.
L365[17:50:20] <howtonotwin> Does that
seem good?
L366[17:50:38] ***
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L367[17:51:40] <howtonotwin> also woops:
can't change param names :P
L368[17:51:53] <ghz|afk> heh
L369[17:52:09] <howtonotwin> Though I
wonder why?
L370[17:52:17] <howtonotwin> they're local
to the method anyway, no?
L371[17:54:10] <howtonotwin> Also, I got a
"-MCPBot_Reborn- current transaction is aborted, commands
ignored until end of transaction block"
L372[17:54:21] <howtonotwin> what does it
mean?
L373[17:55:08] <ghz|afk> no idea
L374[17:57:22] <howtonotwin> Don't feel
like summoning our favorite set of speakers rn :P I'll just dump
them back in if they've vanished after an hour.
L375[18:00:43] ***
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L377[18:05:51] <ghz|afk> night ppl
L378[18:05:52] *
ghz|afk poofs
L379[18:06:39] <Shambling> you know, its
odd when a modder releases a mod that requires a library on
curse... and the library isn't flagged right so the game crashes
because curse doesn't download it
L380[18:06:59] <Shambling> and then you
manually download the library, and it still crashes :P
L381[18:07:39] ⇦
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L382[18:08:11] <Shambling> its ok, I think
I'm getting a brain tumor from these textures :P
L383[18:11:21] <Shambling> well I don't
know if elucent uses this server, but if you do, those deer are
awesome in roots2 :O
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L396[19:03:43] <Disconsented> Am I crazy
or am I unable to get the result for valid recipes for this?
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L407[20:29:05] <Elec0> What's the best way
to increase the player's speeds without a potion buff? If there's
an event that handles it, that would be best for my needs.
L408[20:29:44] <Corosus> packet handling
is on its own thread now since 1.7.10 ya? just had a realization
about some CCMEs im having for a mod ported to 1.10.2 and cant
quite remember if it moved to its own thread
L409[20:29:55] <Corosus> since after
1.7.10 i mean
L410[20:35:06] <Corosus> yeah..... netty
server IO thread, thats gotta be why
L411[20:36:12] <tterrag> yes
L412[20:36:20] <tterrag> see the docs
page
L413[20:36:33] <tterrag> you can enqueue
the handling as a task, using Minecraft or MinecraftServer
L414[20:38:10] <Corosus> hrm interesting,
might save me manually making a queue system, will check that out
thx :D
L415[20:41:56] <KklyAq> how long does it
take before a chunk far away that is loaded by getBlockState or
getTileEntity will be unloaded again?
L416[20:42:09] <KklyAq> will it happen the
next tick, or does it take a while?
L417[20:44:00] <tterrag> not sure that's
clearly defined
L418[20:44:03] <tterrag> probably the next
tick
L419[20:44:53] <KklyAq> hm I see
L420[20:45:51] <KklyAq> so it might be a
performance problem to get tile entities far away, thus loading the
chunk over and over again?
L421[20:46:16] <KklyAq> compared to having
the chunk loaded constantly I mean
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L423[20:52:51] <tterrag> yes
L424[20:52:52] <tterrag> solution: don't
load TEs in unloaded chunks
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L426[20:57:23] <KklyAq> yeah.. I'll try
avoid having my TEs function as chunkloaders
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L434[21:28:36] <Maxwell> I'm trying to
test a mod in eclipse, but it seems to want an old version of
Forge. My workspace has 13.20.0.2206, but I get a missing
dependency screen asking for 11.16.0.1865 or above.
L435[21:29:53] <Maxwell> What did I do
wrong when setting up the mod skeleton that made it want an earlier
version of Forge, and why doesn't it support a version that's
newer?
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L438[21:35:41] <LexManos> you can't run
mods between MC versions
L439[21:35:58] <LexManos> 11 is for..
1.9.4? I think, and 12 is 1.11
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L441[21:37:27] <Maxwell> How do I change
the targeted version?
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L443[21:37:53] <illy> beep o/
L444[21:37:59] <williewillus> heyo
L445[21:44:08] <Darkevilmac> @Maxwell, you
define your forge version in build.gradle
L446[21:44:43] <Maxwell> So my mod
skeleton wants to run in 1.11.2, and yet asks for a 1.8.9 version
of forge? How does that even happen?
L447[21:45:18] <Maxwell> build.gradle has
"version = "1.11.2-13.20.0.2206"" set.
L448[21:45:21] <williewillus> you have an
old dep string
L449[21:45:27] <williewillus> look at your
@Mod dependencies
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L451[21:48:02] <Maxwell> Well, that fixed
the messed up dependencies, thanks.
L452[21:57:57] <illy> g Info.plist
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L461[22:34:09] <illy> gradle setup
L462[22:35:16] <illy> bah
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