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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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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
L123[13:09:12] *** Mine|dreamland is now known as minecreatr
L124[13:18:29] <HassanS6000> Anyone remember this 1.6.4 glitch?
L125[13:18:29] <HassanS6000> http://prnt.sc/dty3on
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
L179[15:26:44] <kenzierocks> something like https://github.com/MinecraftForge/MinecraftForge/network/members ?
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
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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] *** fry is now known as fry|sleep
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
L205[16:00:52] <heldplayer> ghz|afk: Not getting the entity to show up on the client, it's not getting sent on the network, using this to register it https://gist.github.com/heldplayer/f7790b7e730359c13831d2bc4a8fbda9
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
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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?
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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.
L262[17:11:47] <ghz|afk> you may want to read up: http://mcforge.readthedocs.org/en/latest/datastorage/capabilities/
L263[17:12:03] <ghz|afk> https://gist.github.com/williewillus/c8dc2a1e7963b57ef436c699f25a710d
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L265[17:12:25] <ghz|afk> https://gist.github.com/gigaherz/2dbaaff11e32940cc9500e863071b69b -- disclaimer: it's just a way to explain caps, not true history
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
L275[17:15:02] <howtonotwin> also, on that topic: https://github.com/MinecraftForge/MinecraftForge/pull/3614#discussion_r95478631
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
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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
L295[17:19:14] <howtonotwin> http://www.dictionary.com/browse/processive
L296[17:19:17] <ghz|afk> yay i used a word without knowing it!
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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
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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
L317[17:30:17] <ghz|afk> Arctangent: regarding transferStackInSlot: the decompiled code is a mess, Ithink it's easier to read like this: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/essentializer/gui/ContainerEssentializer.java#L87
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
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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
L335[17:41:47] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/automation/iface/TileInterface.java#L28
L336[17:41:47] <ghz|afk> ;P
L337[17:41:53] <ghz|afk> oh, howtonotwin ninja
L338[17:41:55] <howtonotwin> :P
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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
L358[17:48:54] <ghz|afk> https://github.com/gigaherz/Survivalist/
L359[17:49:11] <ghz|afk> https://github.com/gigaherz/Survivalist/tree/master/src/main/java/gigaherz/survivalist/rack
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?
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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.
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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
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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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L395[19:03:43] <Disconsented> Before I make a fool of myself on github https://github.com/MinecraftForge/MinecraftForge/issues/3616
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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L458[22:25:18] <williewillus> if people feel like testing something: https://github.com/MinecraftForge/MinecraftForge/pull/3621
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L461[22:34:09] <illy> gradle setup
L462[22:35:16] <illy> bah
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