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L1[00:00:49] <SquareWheel> This is a problem
for Future-Me. Night night.
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L22[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170120 mappings to Forge Maven.
L23[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170120-1.11.zip
(mappings = "snapshot_20170120" in build.gradle).
L24[02:00:27] <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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L45[04:13:19] <LordSkittles_> Is there a
crafting event?
L46[04:13:51] <ghz|afk> there's an event
for when the player is about to pick up an item from a crafting
table, yes
L47[04:14:12] <ghz|afk>
PlayerEvent.ItemCraftedEvent
L48[04:14:19] <LordSkittles_> Exactly what
I am looking for, thanks!
L49[04:15:18] <ghz|afk> if you use intellij
for coding, you could have used the find symbol dialog
L50[04:15:35] <ghz|afk> or the search
everywhere popup (double-shift)
L51[04:15:50] <ghz|afk> and then you can
enter "CraftEvent" and it will show you all the class
names that contain 'Craft' and 'Event' in them
L52[04:17:44] <SparkVGX> like
L53[04:21:13] <ghz|afk> ?
L55[04:21:23] <SparkVGX> nono
L56[04:21:25] <SparkVGX> sorry
L57[04:21:40] <SparkVGX> like as in liking
a thing on fb
L58[04:21:48] <SparkVGX> or thumbs up
L59[04:22:01] <SparkVGX> sorry about that
^_^;;
L60[04:22:36] <ghz|afk> oh, ?
L61[04:23:06] <SparkVGX> yes! that
one
L62[04:26:41] <Ordinastie> !gm
func_149674_a
L63[04:27:06] <Ordinastie> !gm
func_149674_a 1.7.10
L64[04:27:24] <Ordinastie> !gm
func_147454_a
L65[04:27:27] <Ordinastie> !gm
func_147454_a 1.7.10
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L70[04:42:49] <Ordinastie> god I hate
that
L71[04:43:03] <Ordinastie> in a crash
report, I notice the jar name doesn't match the one I
uploaded
L72[04:43:12] <SparkVGX> ouch :c
L73[04:43:30] <Ordinastie> that means dumb
people downloading mods on fucking shitty sites that rehost and
renames jars -_-
L74[04:44:15] ***
Denyol[Away] is now known as Denyol
L75[04:45:33] <Denyol> Hey Im trying to
make a container and Im very confused as how to set out the slots,
I can't seem to find a good guide that works with any number of
slots and determining their position, any help is greatly
appreaciated
L76[04:46:52] <ghz|afk> Denyol: the
position is based on your GUI texture
L77[04:47:05] <ghz|afk> it's literally the
pixel positions of the top-left edge of each of the slot
"pictures"
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L79[04:47:46] <ghz|afk> example:
L81[04:48:11] <ghz|afk> the octagons in
there are not real slots
L82[04:48:15] <ghz|afk> but the rest
L84[04:48:21] <Denyol> yes
L85[04:48:25] <ghz|afk> I took the pixel
positions
L86[04:48:27] <ghz|afk> and wrote them
down
L87[04:48:43] <Denyol> so for the first
slot at the top on the left
L88[04:49:14] <Denyol> how would you do
that in code, for adding that slot?
L89[04:49:23] <ghz|afk> what do you
mean?
L90[04:49:33] <Denyol> in your image
L91[04:49:45] <ghz|afk> the image I made it
in paint.net
L92[04:49:48] <SparkVGX> Denyol, perhaps
you should look at the minecraft code for a chest
L93[04:49:50] <Denyol> how would you
determine the slot code for adding that square one on the
left
L94[04:49:55] <ghz|afk> well
L95[04:50:01] <ghz|afk> let's take the one
on the top area, leftmost one
L96[04:50:09] <ghz|afk> if I open this png
in paint.net
L97[04:50:10] <Denyol> SparkVGX: ive seen
many code examples, I just dont understand it
L98[04:50:44] <ghz|afk> if I open this png
in paint.net, and select the gray pixels
L99[04:51:02] <Denyol> its 6 to the left,
the first one
L100[04:51:15] <ghz|afk> I get
"Selection top left: 8, 56. Bounding rectangle size: 16 x
16"
L101[04:51:16] <SparkVGX> double tap shift
and search for containerfurnace. Right at the top it has the
"add slot to container" thing, with the inventory slot
number, then the x y position of those on the png you use for the
gui, then a
L102[04:51:23] <ghz|afk> that 8, 56
L103[04:51:27] <ghz|afk> is the coord you
write in code
L104[04:51:40] <ghz|afk>
addSlotToContainer(new SlotContainerIn(tileEntity, 1, 8,
56));
L105[04:51:53] <ghz|afk> the 1 is the slot
index within the inventory object
L106[04:52:04] <ghz|afk> and the 8,
56
L107[04:52:07] <Denyol> but for a
"new Slot", is SlotContainerIn yoru custom slot?
L108[04:52:09] <ghz|afk> are the pixel
coords of the slot in the image
L109[04:52:13] <ghz|afk> yes it extends
Slot
L110[04:52:24] <ghz|afk> because I have
restrictions to what can be put in it
L111[04:52:25] <Denyol> is the 56 from the
top corner?
L112[04:52:30] <ghz|afk> yes
L113[04:52:34] <ghz|afk> including the
border
L114[04:53:03] <Denyol> ok, so If I want
to add my custom slot, what would I do, ill upload the picture of
it now
L117[04:54:15] <Denyol> mac preview can
count pixels, i use that
L118[04:54:23] <ghz|afk> aha
L119[04:54:38] <ghz|afk> so, you have only
one slot, which means the index will be 0
L120[04:54:43] <Denyol> yes
L121[04:54:53] <ghz|afk> and your slot is
apparently centered, so your x will be somewhere around 80?
L122[04:54:58] <ghz|afk> and your Y
somewhere around 44
L123[04:55:05] <ghz|afk> so you would
have
L124[04:55:15] <ghz|afk>
addSlotToContainer(new Slot(inventory, 0, 80, 44));
L125[04:55:18] <Denyol> so Slot() takes an
inventory
L126[04:55:27] <Denyol> should I use the
TE's inventory for that slot?
L127[04:55:29] <ghz|afk>
"inventory,0" is the reference to the slot
L128[04:55:36] <ghz|afk> 80,44 the
position in the gui
L129[04:56:22] <ghz|afk> yes
L130[04:56:25] <ghz|afk> if you use
IItemHandler
L131[04:56:28] <ghz|afk> you'll do
L132[04:56:32] <Denyol> ok so I have
"addSlotToContainer(new Slot(tileEntity, 0, 82,
43));"
L133[04:56:37] <ghz|afk>
addSlotToContainer(new SlotItemHandler(inventory, 0, 80, 44));
instead
L134[04:56:45] <Denyol> for the first
slot, now for the player inventory?
L135[04:56:48] <ghz|afk> yes
L136[04:56:53] <ghz|afk> I like to have
that in a separate function
L137[04:56:57] <ghz|afk> because it's
easier to manage
L138[04:57:01] <ghz|afk> what I do for the
player inventory
L139[04:57:06] <ghz|afk> is reuse the code
from like, the furnace
L140[04:57:11] <ghz|afk> and then I try it
out
L141[04:57:16] <Denyol> ok
L142[04:57:18] <ghz|afk> and measure how
many pixels out of place it is
L143[04:57:28] <ghz|afk> and adjust the Y
positions based on that
L144[04:57:38] <ghz|afk> so like, in my
copy
L146[04:57:55] <ghz|afk> the "94 + i
* 18" part
L147[04:58:04] <ghz|afk> if your top side
is higher or lower
L148[04:58:08] <ghz|afk> it may be a
number different than 95
L149[04:58:16] <Denyol> "ghz|afk: I
like to have that in a separate function" what was it with a
seperate function?
L150[04:58:26] <ghz|afk> didyou see the
link I just pasted?
L151[04:58:37] <Denyol> remind me
please...
L152[04:58:38] <ghz|afk> I ahve
bindPlayerInventory
L154[04:58:44] <ghz|afk> this
L155[04:58:45] <Denyol> oh yes the player
inventory
L156[04:58:55] <Denyol> i thought you
meant the tile entities inventory
L157[04:59:00] <ghz|afk> nono
L158[04:59:06] <ghz|afk> [11:56] (Denyol):
for the first slot, now for the player inventory?
L159[04:59:06] <ghz|afk> [11:56]
(ghz|afk): yes
L160[04:59:06] <ghz|afk> [11:56]
(ghz|afk): I like to have that in a separate function
L161[04:59:15] <ghz|afk> I was answering
the player inventory part ;p
L162[04:59:20] <Denyol> ok thx
L163[04:59:36] <Denyol> do you have a
GUIHandler class, I wanna look at it, mine is not working
L164[04:59:49] <Denyol> found it
L165[05:02:20] <ghz|afk> :)
L166[05:02:51] <ghz|afk> are you
registering it?
L168[05:03:06] <Denyol> yeh its
registered
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L171[05:04:22] <Denyol> the
"addSlotToContainer(new Slot(inventory, j + i * 9 + 9"
part, what are the 9s for?
L172[05:04:54] <ghz|afk> that's the slot
number
L173[05:05:02] <Denyol> oh yeh
L174[05:05:08] <ghz|afk> the 3 main rows
are 9+
L175[05:05:12] <ghz|afk> the hotbar i
0..9
L176[05:05:20] <ghz|afk> so each row is 9,
and it starts on the 9th
L177[05:05:21] <Denyol> ok
L178[05:05:24] <ghz|afk> so i*9 + 9
L179[05:08:11] <Denyol> ok i understand
now allot more, thankyou
L180[05:10:37] ***
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L186[05:40:36] <Koward> Is their anyway to
change what interact() does on a vanilla entity ? Or should I just
replace it at spawn ?
L187[05:41:04] <Ordinastie> there should
be an event somewhere
L188[05:41:53] <ghz|afk>
PlayerInteractEvent.Entity?
L189[05:44:41] <Tencao> Can someone
explain how ArmorProperties even works in ISpecialArmor, no matter
what I do I just cant seem to get the damage reduction right
L190[05:45:09] <ghz|afk> never used it
but
L191[05:45:13] <ghz|afk> from reading the
javadocs
L192[05:45:23] <ghz|afk> the armor
properties are obtained from all equipped armor
L193[05:45:48] <ghz|afk> and the armor
piece with the highest priority value has a chance to absorb
some(or all) of the damage
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L195[05:48:26] <Tencao> Yeah I read that
bit, and if they all have the same priority the damage is split
evenly, but the absorb ratio just doesn't seem to work right
L196[05:48:28] <Koward> Thanks
L197[05:53:20] <ghz|afk> #311097
L198[05:53:20] <ghz|afk> QDB: Latest
Approved Quotes
L199[05:53:20] <ghz|afk> <photo> i
poured my root beer into a square cup and now all i have is beer.
please advise.
L200[05:55:58] <SparkVGX> ba dun
tish
L201[05:57:03] <ghz|afk> Baron Tiss.
L202[05:58:02] <Barteks2x> I need a
horizontal scrollbar on my taskbar...
L203[05:58:36] <ghz|afk> lol
L204[05:58:43] <ghz|afk> or a bigger
monitor
L205[05:58:50] <ghz|afk> or you need to
close stuff
L206[05:58:51] <ghz|afk> ;P
L207[05:58:52] <Barteks2x> not possible on
thjis laptop
L208[05:59:00] <Barteks2x> (bigger monitor
that is)
L209[05:59:01] <ghz|afk> can't plug an
external monitor?
L210[05:59:06] <Ordinastie> you need to
better organized ? :p
L211[05:59:09] <ghz|afk> not even
hdmi?
L212[05:59:14] <Barteks2x> I don't have
too much abailable space
L213[05:59:22] <ghz|afk> ah, sucks
L214[05:59:27] <Barteks2x> and using
external monotoor with builtin keyboard is awkward
L215[05:59:59] <Barteks2x> because I
wouldn't be looking in the same direction as my hand
L216[06:00:03] <Barteks2x> *hads
L217[06:00:05] <Barteks2x> **hands
L218[06:00:16] <ghz|afk> unless you hang
the monitor on the wall, and the laptop is below it ;P
L219[06:00:30] <Barteks2x> I have a window
above my desk
L220[06:00:35] <ghz|afk> ouch ;p
L221[06:01:01] <ghz|afk> i have a nice big
160x80 desk
L222[06:01:08] <ghz|afk> (cm)
L223[06:01:11] <Barteks2x> (fortunately
that window is in just the right direction that I almost never see
sun through it)
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L225[06:02:21] <Barteks2x> I blame gimp
for my mess, it has separate window for each open thing, + 2
windows that are there always
L226[06:03:01] <Barteks2x> and my bad USB
in my phone, each time it reconnnects it opens new file
browser
L227[06:04:14] <SparkVGX> How do I set a
block in a position? I've run down the rabbit hole with block
states, but am getting very confused >,< lol
L228[06:05:32] <Barteks2x>
world.setBlockState?
L229[06:05:49] <SparkVGX> I'm having
trouble getting the block state argument
L230[06:06:37] <Barteks2x>
Blocks.BLOCK_NAME.getDefaultState if you want vannilla block
default state, not sure what is the right way to use more
complicated states. I would need to look at some code I last
touched months ago
L231[06:07:50] <SparkVGX> there we go
thank you. My misunderstanding was that I thought I could just call
my block class
L232[06:07:58] <SparkVGX> rather then my
registered block
L233[06:08:36] <Barteks2x> In some of my
code I found this:
Blocks.TALLGRASS.getDefaultState().withProperty(BlockTallGrass.TYPE,
tallGrassType);, so i guess that would be how you use properties,
but I would like to know if there is a simpler way
L234[06:09:14] <SparkVGX> my block is a
very simple one, literally just exists as a check, with no extra
features or tile entity
L235[06:10:36] <Barteks2x> at some point
you probably will need more complicated states
L236[06:15:07] <ghz|afk> Barteks2x: you
use gimp in multi-window mode? ewh.
L237[06:15:19] <Barteks2x> wait, there is
single window mode?
L238[06:15:24] <ghz|afk> since 2.8
L239[06:15:30] <ghz|afk> makes it slightly
tolerable
L240[06:15:59] <Barteks2x> why it's not
the default?
L242[06:16:05] <ghz|afk> no idea.
L243[06:16:44] <Barteks2x> I remember I
saw single-window version once, but it was on windows a few years
ago and I got it from some CD with many other programs
L244[06:17:10] ***
fry|sleep is now known as fry
L245[06:17:11] <Barteks2x> and somehow I
didn't even think to try to find it
L246[06:17:18] <ghz|afk> therewas a fork
of gimp some time ago
L247[06:17:21] <fry> much more tolerable
than paying $30 a year for photoshop :P
L248[06:17:21] <ghz|afk> that added a
custom UI
L249[06:17:24] <ghz|afk> but it wasn't
free
L250[06:17:28] <SparkVGX> I do have other
blocks with more complicated states, but the current thing I'm
doing is auto placing blocks for a multi-structure
L251[06:17:44] <ghz|afk> but then the
project actually got its own single-window mode a few years
ago
L252[06:17:55] <ghz|afk> I still hate the
app
L253[06:18:15] <ghz|afk> (I don't like the
structure of the tools and menus and such
L254[06:18:17] <Barteks2x> Well, I
remember the windows single window onweI got for free in loke
2007
L255[06:18:21] <Barteks2x> or
2008-2009
L256[06:18:35] <ghz|afk> did you find the
menu option for single-window?
L257[06:19:37] <Barteks2x> trying to find
it
L258[06:20:10] <ghz|afk> Window ->
Single-Window mode
L259[06:20:27] <fry> windows, but yes
:P
L260[06:20:32] <fry> (at least it's
Windows for me)
L261[06:20:37] <ghz|afk> eh yeah
L262[06:20:38] <Barteks2x> this is much
better, better than the windows thing from 2007/8
L263[06:20:52] <Barteks2x> that windows
version from 2007/8 was basically nested windows
L264[06:20:57] <ghz|afk> heh
L265[06:20:59] <ghz|afk> MDI?
L266[06:21:04] <Barteks2x> what is
MDI?
L267[06:21:26] <ghz|afk> multiple-document
interface
L268[06:21:33] <ghz|afk> the windows
feature where you can have nested windows
L269[06:21:37] <Barteks2x> probably
something like that
L271[06:21:51] <Barteks2x> I may still be
able to find it when I get back home
L272[06:22:06] <Barteks2x> tha's basically
what it was
L273[06:22:17] <ghz|afk> yeah
L274[06:22:24] <ghz|afk> that was a nice
feature in the 90s
L275[06:22:37] <ghz|afk> it has been
mostly repalced by docking UIs with tabs
L276[06:22:38] <Barteks2x> when I
installed it, I literally thought it's cheating, it's not single
window
L277[06:22:55] <ghz|afk> my grandpa uses
this music editing program
L278[06:22:58] <ghz|afk> which is built on
MDI
L281[06:23:43] <ghz|afk> I imagine it was
like that
L282[06:23:47] <Barteks2x> I remember
somethign that used this kind of interface in windows 3.11, but no
idea what is was (or windows 95?)
L283[06:24:05] <ghz|afk> yes it was a
feature of windows 3.x
L284[06:24:10] <ghz|afk> and it was
carried over to 9x and then NT
L286[06:30:34] <Barteks2x> I was once
wondering if it would be possible to use something like cuda for
terrain generation... maybe at some point I would try to make a mod
for it
L287[06:30:40] <ghz|afk> does it disappear
if you turn mipmaps off?
L288[06:30:47] <ghz|afk> Barteks2x: sure
it would
L289[06:31:10] <ghz|afk> it would just
need an implementation of the noise algorithm done in cuda/opencl,
which is quite easy
L290[06:31:23] <ghz|afk> and then you send
off a task to generate a grid of values
L291[06:31:27] <ghz|afk> and boom, you get
terrain back
L292[06:32:10] <Naiten> ghz|afk, yep
L293[06:32:13] <Naiten> it does
L294[06:32:48] <Barteks2x> I'm more
interested in making population work on something like this
L295[06:33:54] <Barteks2x> because the
basic terrain shape generation would actually be simple. Population
would be complete opposite of simple
L296[06:36:42] <Naiten> ghz|afk, how do I
disable mipmaps for entity? google doesn't seem to be helpful
L297[06:36:43] <ghz|afk> Naiten: that
sounds then like your texture is missing the lower mipmaps,
then
L298[06:36:49] <Naiten> uh
L299[06:36:56] <Naiten> And what do I do
about it?
L300[06:37:37] <ghz|afk> not sure
L301[06:38:22] <ghz|afk> how do you load
the texture?
L302[06:38:31] <ghz|afk> I suppose you are
using bindTexture(resloc)?
L303[06:38:39] <Barteks2x> Is it safe to
reference a class that directly references client-only code in
if(world.isRemote)?
L304[06:38:48] <ghz|afk> no
L305[06:39:01] <ghz|afk> the if doesn't
matter
L306[06:39:09] <ghz|afk> if you reference
it, it will cause the class to try to load
L307[06:39:13] <Barteks2x> it's not
referencing client class directly
L308[06:39:15] <ghz|afk> which will cause
load failures in the server
L309[06:39:17] <Naiten> I'm stitching it
and binding block something
L310[06:39:25] <ghz|afk> ah
L311[06:39:31] <ghz|afk> then MAYBE
L312[06:39:34] <ghz|afk> but not
sure
L313[06:39:47] <ghz|afk> Naiten: uhm
L314[06:39:54] <ghz|afk> if you are
stitching, then it should NOT cause those issues :/
L315[06:40:00] <ghz|afk> are you enabling
texture filtering?
L316[06:40:14] <Naiten> whre?
L317[06:40:28] <ghz|afk> then no. XD
L318[06:40:38] <ghz|afk> yeah the screens
don't look like there's texture filtering
L319[06:40:48] <ghz|afk> yeah no
idea
L320[06:40:50] <Barteks2x> Specifically, I
have ClientHandler class which handles packets sent from server to
client, and it would be referenced in World class (in world
mixin)
L321[06:40:53] <ghz|afk> maybe fry has
some better input
L322[06:40:53] <ghz|afk> ;p
L323[06:41:22] <Naiten> Э_Э
L324[06:44:55] <Naiten> Є_Є
L325[06:45:06]
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L326[06:46:39] <Naiten> Ѳ_Ѳ
L327[06:47:16] <ghz|afk> €_€
L328[06:48:06] <ghz|afk> it's funny how
"$_$" feels like someone thinking "I want
that.", while "€_€" looks like someone thinking
"I hate you for having that"
L329[06:49:29] <Tencao> So what does £_£
mean
L330[06:50:04] <quadraxis> I feel superior
from having that?
L331[06:51:17] <quadraxis> δ_δ
L332[06:55:19] <SparkVGX>
worldObj.setBlockState(gemPos,
ModBlocks.gemStoneBlock.getDefaultState());
L333[06:55:24] ⇦
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L334[06:55:27] <SparkVGX> Is this the
correct way to place a block in the world?
L335[06:55:39] <Ordinastie> yes
L336[06:55:49] <Ordinastie> if the state
you want to place is the default one
L337[06:57:32] <SparkVGX> excellent thank
you :)
L338[06:59:13]
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L340[07:05:38] <SparkVGX> I am having
issues getting entities to move on activation
L341[07:05:54] <SparkVGX> It doesn't seem
to be picking up my player
L343[07:09:04] <SparkVGX> While I
appreciate that you are trying to help, I do believe you would be
more helpful if you pointed out what specifically I was doing wrong
that required a link to a web page about naming conventions.
L344[07:09:48] <Ordinastie> field/variable
should not start with a capital letter
L345[07:10:45] <ghz|afk> (or methods, or
packages -- only class names get to be TitleCased in java)
L346[07:12:32] <ghz|afk> SparkVGX: Idon't
see anything specifically wrong
L347[07:14:07]
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L349[07:16:35] <SparkVGX> It seems like it
is not picking up any entities, despite using the parent
Entity.class as what it is searching for
L350[07:32:41] <SparkVGX> Seems like I had
something wrong with my AxisAlignedBB, so I changed to this and is
now working
L352[07:33:04] <SparkVGX> Thanks for your
help everyone :)
L353[07:38:37] ⇦
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L359[08:13:47] ***
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L368[08:55:15] <blood|wrk> Flamegoat: 11
194 ms * 159 ms be50-7.bhs-3a-a9.qc.ca [198.27.73.94]
L369[08:55:39] <blood|wrk> this route is
single handedly obliterating forge server stability
L370[08:55:48] <blood|wrk> the hop right
before reaching the server
L371[08:55:55] <blood|wrk> can noone
contact wherever this is hosted to fix it?
L372[08:56:56] <blood|wrk> 12 12 ms 12 ms
12 ms cerberus.minecraftforge.net [158.69.55.219]
L373[08:56:59] <blood|wrk> next hop is
fine
L374[08:58:35] <Corosus> looks like a
clear cut case of blame canada
L376[09:00:29]
⇨ Joins: kinggoesgaming
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L377[09:01:22] <blood|wrk> kashike: it's
terrible from US -> CA
L379[09:01:59] <blood|wrk> ok that is even
better, FR -> CA still shit
L380[09:02:18] <blood|wrk> just need to
get rid of that horrible route to fix the issue
L381[09:02:56] <kashike> good luck with
that :P
L382[09:04:08]
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L383[09:04:47] <blood|wrk> not up to me,
its up to the host to fix that
L384[09:05:52] <blood|wrk> kashike: show
me a ping time to that route
L385[09:06:06] <blood|wrk> so i can see
how much packet loss you are getting
L386[09:06:16] <kashike> which route? the
be50?
L387[09:06:37] <kashike> if so, you can't
ping that
L388[09:06:47] <kashike> if you mean
cerberus, i will
L389[09:08:31] <blood|wrk> ah yea they
dont accept pings ok
L390[09:08:37] <blood|wrk> can only trace
it then
L392[09:09:51] <kashike> pinging from
within the same datacentre
L393[09:09:53] <kashike> lol
L394[09:10:05] <blood|wrk> 3
be50-5.bhs-3b-a9.qc.ca (198.27.73.96) 215.199 ms
be50-5.bhs-3a-a9.qc.ca (198.27.73.92) 241.418 ms 176.775 ms
L395[09:10:11] <blood|wrk> really
bad
L396[09:10:13] <kashike> its most likely
vac
L397[09:10:45] <blood|wrk> got some
special people handling that data center
L399[09:14:21] ⇦
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L400[09:16:34] <blood|wrk> lol OVH needs
to fix that then
L401[09:16:37] <blood|wrk> so bad
L402[09:17:04] <Ordinastie> do we have an
idea for the ration of moded player vs vanilla players ?
L403[09:17:28] <Ordinastie> *ratio
L404[09:18:41] <blood|wrk> vanilla has way
more
L405[09:18:52] <Ordinastie> I assume so,
but how much more ?
L406[09:19:03] <blood|wrk> check mcstats
or something
L407[09:19:04] <Ordinastie> like I'm
hearing someone say 95-5 %
L408[09:22:08] <Barteks2x> is there any
way to send data to client when joining server and have the world
accessible when receiving that packet clientside?
L409[09:22:51] <Barteks2x> *when joining
world, not server
L410[09:25:15] ***
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L413[09:28:36] <Barteks2x>
PlayerChangedDimensionEvent would *almost* work, it's not fired
when first joining the world
L414[09:33:28] <Barteks2x>
PlayerLoggedInEvent together with PlayerChangedDimensionEvent will
probably work
L415[09:39:33] <Quetzi> 95-5 probably
isn't far off if you are including all platforms
L417[09:40:12] <bartman> great host for
the moneies
L419[09:42:01] <Barteks2x> Someone is
writing PR, he told me client world isn't created when that's
fired
L420[09:42:23] <Barteks2x> no idea how
it's even possible
L422[09:46:29] <Barteks2x> that looks like
it should be created clientside
L423[09:47:21] <bartman> whoops that was
last friday heh owell its a needle and a haystack on that
site
L424[09:55:54] <Barteks2x>
"java.lang.ClassNotFoundException:
cubicchunks.asm.CubicChunksCoreModnet.malisis.core.asm.MalisisCorePlugin"
wat. How did it happen? O.o
L425[09:56:21] <Ordinastie> from where
?
L426[09:56:31] <Ordinastie> oh
L427[09:56:34] <Ordinastie> you forgot the
,
L428[09:56:42] <Ordinastie> in your prog
arg
L429[09:57:00] <Barteks2x> my arguments
only specify
-Dfml.coreMods.load=cubicchunks.asm.CubicChunksCoreMod
L430[09:57:34] <Ordinastie> then that's
weird :s
L431[09:57:35] ⇦
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L433[09:58:34] <Barteks2x> wait...
[16:58:11] [main/ERROR] [FML]: Coremod MalisisCorePlugin: Unable to
class load the plugin
cubicchunks.asm.CubicChunksCoreModnet.malisis.core.asm.MalisisCorePlugin
L434[09:58:44] <Barteks2x> wait, no,
nevermind
L435[09:58:48] <Barteks2x> I
misinterpreted it
L436[09:59:19] <Ordinastie> breakpoint it,
see how it gets the classname
L437[10:00:10] <Barteks2x> the commandline
is clearly "/opt/oracle-jdk-bin-1.8.0.112/bin/java
-Dfml.coreMods.load=cubicchunks.asm.CubicChunksCoreMod
-Dmixin.env.compatLevel=JAVA_8" (saw it in log) but then it
says "Found a command line coremod :
cubicchunks.asm.CubicChunksCoreModnet.malisis.core.asm.MalisisCorePlugin"
L438[10:01:00] <Ordinastie> are you sure
the command line is the actual one that runs?
L439[10:03:50] <Barteks2x> in
GradleStartCommon String __malisis_coremodProp =
System.getProperty("fml.coreMods.load",
"");__malisis_coremodProp +=
"net.malisis.core.asm.MalisisCorePlugin";System.setProperty("fml.coreMods.load",
__malisis_coremodProp);
L440[10:04:05] <Barteks2x> this is exactly
as it's written
L441[10:04:09] <Barteks2x> ForgeGradle
issue?
L442[10:04:25] <Ordinastie> well, it makes
sense
L443[10:04:43] <Ordinastie> if you simply
add the string as is, it won't add the ","
L444[10:04:54] <Ordinastie> is it even
required though ?
L445[10:05:00] <Barteks2x>
GradleStartCommon isn't something I control, and it used to work
fine
L446[10:05:01] <Ordinastie> like, you're
using the jar right ?
L447[10:05:28] <Barteks2x> it should be
using the jar
L448[10:05:36] <Ordinastie> shouldn't it
find the plugin by itself ?
L449[10:06:44] <Barteks2x> I'm not adding
that to commandline args mysekf
L450[10:07:01] <Barteks2x> I don't even
know how GradleStartCommon is created
L451[10:07:14] <Ordinastie> what is even
GradleStartCommon ?
L452[10:07:58] <Barteks2x> it's something
from ForgeGradle
L453[10:08:50] <Barteks2x> part of what
GradleStart uses, and GradleStart contains main()
L454[10:09:52] <Ordinastie> but I don't
have that
L455[10:10:36] <Ordinastie> is it
generated because when you do genIntellijRuns or something ?
L456[10:11:27] <Barteks2x> it was probably
me using outdated ode of my mod + not really up to date forgegradle
+ the fact that I didn't look atbthe code on this laptop for >1
month
L457[10:11:51] <Barteks2x> That's what I
will blame if setupDecompWorkspace after git pull fixes it
L458[10:12:46] <Barteks2x> Gradle refuses
to work at all
L459[10:19:39] <Barteks2x> and I can't use
gradle because can't connect to files.minecraftforge.net...
L460[10:19:51] <Barteks2x> any idea when
it's going to be fixed?
L461[10:20:35] <Barteks2x> I can't connect
through browser, but gradle can't connect
L462[10:22:41] <Barteks2x> I hate when I
can't build my project when something with network goes
wrong...
L463[10:26:32]
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L465[10:30:24] <Barteks2x> does
files.minecraftforge.net actually work now?
L466[10:35:28] <Barteks2x> wtf? Now there
doesn't seem to be any connection issues but it still fails to find
mixingradle and grgit
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L468[10:36:54] <OrionOnline> Heey
guys
L469[10:37:33] ⇦
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L473[10:44:10] <OrionOnline> I have a
Question regarding annotations and the ASMDataTable
L474[10:45:04] <OrionOnline> If i have a
custom anotation somewhere. Do i need to register it with the
ASMDataTable system somewhere so it is picked up
L475[10:45:21] <OrionOnline> Or can i grab
the type simply during loading?
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L478[10:50:21] <Barteks2x> I don't even
know what it is that makes ./gradlew build/setupDecopWorkspace
fail
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L482[11:32:51] <Shawn|i7-Q720M> that was a
beautiful inaugural speech
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L484[11:37:59] <Naiten> Can I bake models
outside the Render class?
L485[11:38:07] <PaleoCrafter> sure
L486[11:38:21] <Naiten> I can load .obj
models outside, but baking gives me purple checkers
L487[11:38:37] <Naiten> Is it done in
init()?
L488[11:38:39] <PaleoCrafter> well, you
can't do it anywhere
L489[11:38:49] <PaleoCrafter> not
everybody has your same setup, what's init? :P
L490[11:39:34] <Naiten> wem
L491[11:39:36] <Naiten> er,
L492[11:39:40] <Naiten> erm!
L493[11:39:41] <Naiten>
FMLInitializationEvent
L494[11:39:47] <Naiten> as it should
be?
L495[11:39:54] <PaleoCrafter> should work
there, methinks
L496[11:40:00] <PaleoCrafter> let's bug
fry
L497[11:40:01]
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L498[11:40:02] *
PaleoCrafter runs
L499[11:40:15] <Naiten> every mod has
preInit, init and postInit, or i lost it somewhere?
L500[11:40:21] <PaleoCrafter> williewillus
might know, too (when baking models can be done)
L501[11:40:27] *
williewillus chases PaleoCrafter
L502[11:40:31] <williewillus> what's the
question?
L503[11:41:11] <PaleoCrafter> Naiten, it's
just that not everybody names the methods that same way since only
the argument matters :P
L504[11:41:21] <PaleoCrafter> and
"init" is a very generic method name
L505[11:41:30] <Naiten> -.-
L506[11:41:32] <PaleoCrafter> Can I bake
models outside the Render class?
L507[11:41:33] <PaleoCrafter>
<PaleoCrafter> sure
L508[11:41:33] <PaleoCrafter>
<Naiten> I can load .obj models outside, but baking gives me
purple checkers
L509[11:41:33] <PaleoCrafter>
<Naiten> Is it done in init()?
L510[11:41:35] <PaleoCrafter> ^
williewillus
L511[11:41:42] <PaleoCrafter> first
question obviously was Naiten :P
L512[11:42:07] <Naiten> williewillus, i
want to bake .obj model outside Render.doRender()
L513[11:42:15] <williewillus> use
ModelBakeEvent :P
L514[11:42:20] <Naiten> ah
L515[11:42:27] <williewillus> it's fired
after all "normal" loading and baking is finished
L516[11:42:37] <williewillus> and you can
perform arbitrary substitution/insertion into the MRL ->
IBakedModel map
L517[11:43:18] <williewillus> if you're
doing that though make sure you manually stitch whatever textures
your model is using since usually the normal loading system takes
care of that
L518[11:43:23] <Naiten> And can I load
.obj during MBE?
L519[11:43:28] <williewillus> you can do
whatever
L520[11:43:41] <williewillus> MBE gives
you the big MRL -> IBakedModel map
L521[11:43:46] <williewillus> you can put
whatever you want in
L522[11:44:56] <Naiten> can't I put model
in a field in my class?
L523[11:45:28] <williewillus> you can do
that too, but then you're responsible for detecting resource
reloads and invalidating it/rebaking as needed
L524[11:45:32] <williewillus> MBE fires
every resource reload
L525[11:45:39] <Naiten> oh yeah, it
works
L526[11:47:09] <Naiten> i guess baking six
models during doRender() was the reason for fps drop
L527[11:59:16]
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L530[12:06:01] <Naiten> williewillus,
C:
L531[12:06:45] <williewillus> ?
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L534[12:15:09] <Naiten> you're helpful
c:
L535[12:18:22] <ghz|afk> Naiten: why do
you think I cache the baked models in my ModelHandle thingy?
L536[12:18:35] <Naiten> no idea
L537[12:18:48] <ghz|afk> [18:47] (Naiten):
i guess baking six models during doRender() was the reason for fps
drop
L538[12:18:52] <PaleoCrafter> lol
L539[12:18:56] <ghz|afk> ...
L540[12:21:51] <Naiten> haha, jk
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L542[12:22:32] <PaleoCrafter> the joke is,
you in fact were baking 10 models xD
L543[12:30:02] <Naiten> why 10?
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L547[12:32:36] <PaleoCrafter> I made a
joke about your joke...
L548[12:33:02] <shadekiller666> so now
that i have a mod that allows me to thoroughly test the OBJLoader,
i'm discovering little annoyances with its usage
L549[12:36:20] <ghz|afk> my only annoyance
with the way I use it
L550[12:36:32] <ghz|afk> is that the
texture references in my blockstates look like
"#Name":"something"
L551[12:36:42] <ghz|afk> while banilla
json models are "Name":"something
L552[12:36:47] <williewillus> yeah # isn't
supposed to be in the name
L553[12:36:49] <ghz|afk> the # in vanilla
is only used on the right
L554[12:36:59] <ghz|afk> to mean
"reference this other name"
L555[12:37:05] <ghz|afk> it's not part of
the material name per se
L556[12:37:23] <PaleoCrafter> I think
you've got fry to blame for that :P
L557[12:37:46] <ghz|afk> maybe
L558[12:37:56] <ghz|afk> it's still my
only annoyance ;P
L559[12:38:04] <ghz|afk> that said
L560[12:38:12] <ghz|afk> I do not make use
of parts or visibility
L561[12:38:17] <ghz|afk> oh wait
L562[12:38:40] <ghz|afk> one missing
feature I'd love to have: color IDs, for using obj models with
IItemColor/IBlockColor
L563[12:39:03] <PaleoCrafter> I even
remember seeing a commit like "make the # required for
consistency's sake"
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L565[12:39:09] <PaleoCrafter> consistency
with *what*? xD
L566[12:39:18] <ghz|afk> lol
L567[12:39:35] <ghz|afk> I guess
consistency with the broken implementation in b3d?
L568[12:39:55]
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L569[12:40:10] <ghz|afk> wow great
start
L571[12:46:29] <williewillus> hence the
rush to archive literally everything that'll possibility get
"book-burned"
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L591[13:42:22] <Nanobird> It mentions
using @Mod.EventBusSubscriber, so I put that on my registration
class.. and nothing. Would prefer the annotation method. So..
>.>?
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L597[13:56:02] ***
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L598[14:00:41] <diesieben07> Nanobird, if
you want to keep registering for events manually, you must do it in
your mod class constructor
L599[14:00:51] <diesieben07> but
@EventBusSubscriber should work, show the class you tried to use it
on?
L600[14:01:03] <ghz|afk> you have to make
the events static
L601[14:01:11] <ghz|afk> that's the big
"catch" of @Mod.EventButSubscriber
L602[14:01:18] <ghz|afk> it only works for
static handlers
L603[14:01:21] <ghz|afk> and not for
instance ones
L604[14:01:36] <diesieben07> true
L605[14:01:44] <diesieben07> but i think
it mentions that in the docs
L606[14:01:49] <ghz|afk>
@Mod.EventBusSubscriber calls
"bus.register(TheClass.class)"
L607[14:01:53] <Nanobird> ...it does
not
L609[14:02:09] <ghz|afk> STATIC
handlers
L610[14:02:09] <diesieben07> yeah the
methods need to be static
L611[14:02:47] <diesieben07> the section
on @EventBusSubscriber is called "Automatically Registering
Static Event Handlers"
L612[14:02:50] <diesieben07> so yes, it is
mentioned.
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L614[14:03:09] <diesieben07> it also says
the equivalent "manual" registration
L615[14:03:16] <diesieben07> which clearly
shows the *class* being registered
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L617[14:04:16] <Nanobird> Ah.
L618[14:04:43] <Nanobird> See, the example
snippet on that one doc page doesn't show a static method, just a
public void one.
L619[14:04:50] <Nanobird> That's what
tripped me up. Works now.
L620[14:05:04] <diesieben07> the section
about static event handlers shows a static one...
L622[14:06:06] <diesieben07> well... but
that assumes you understand events
L623[14:06:11] <diesieben07> which means
you read the event docs :P
L624[14:07:02] <Nanobird> True! But it's
been a little while. Yes, my derp, but perhaps a link or something
on that section would be helpful.
L625[14:07:51] <diesieben07> yeah, we
should have like a "Prerequisites" thing in the intro for
other pages that are required before that one
L626[14:07:55] <Nanobird> Something
something blame copy-pasta.
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L628[14:08:36] <Nanobird> Anyway, since
when did that recommendation change to use events? I've been using
GameRegistry foreeeever.
L629[14:08:55] <diesieben07> i think it
was sometime during early 1.11 dev
L630[14:09:08] <Nanobird> Ah, okay. Quite
recent then.
L631[14:09:19] <diesieben07> the idea is
to go from you telling the registry when you want to register
things to the registry asking you when it's ready
L632[14:09:51] <diesieben07> to make it so
you as a modder don't have to think as much about "wait, this
one in preInit now, or was it init?"
L633[14:09:51] <Nanobird> Which is nice.
Avoids races and stuff and cleans up code.
L634[14:10:03] <diesieben07> you just
subscribe to the proper event, which fires when the registry is
ready.
L635[14:10:08] <diesieben07> whenever that
may be.
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L638[14:22:55] <cpw> yeah, that's right
diesieben07
L639[14:23:05] <cpw> it'll expand greatly,
hopefully in 12
L640[14:23:35] <diesieben07> <3
L641[14:25:49] ***
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L642[14:26:53] <PaleoCrafter> cpw, I think
I've found an issue with the modlist JSON :P
L643[14:28:02] <PaleoCrafter> also,
diesieben07, if and when we start building the docs ourselves, I
bet there's a markdown plugin for that :P
L644[14:28:52] <Nanobird> is
ITileEntityProvider a thing, still?
L645[14:29:19] <PaleoCrafter> you don't
need it
L646[14:31:20] <ghz|afk> it is, but it
should be avoided
L647[14:31:27] <ghz|afk> even in 1.7.10,
it wasn't needed
L648[14:31:27] <diesieben07> paleo, wait,
you can't do that with readthedocs?
L649[14:31:36] <diesieben07> why are we
using that ... thing
L650[14:31:40] <ghz|afk> the
"right" way is to override
hasTileEntity/createTileEntity
L651[14:31:40] <PaleoCrafter> well, we
kinda do
L652[14:31:48] <PaleoCrafter> but it's
kinda roundabout
L653[14:31:59] <PaleoCrafter> kinda
L655[14:34:07] <PaleoCrafter> lol
L656[14:34:22] <cpw> PaleoCrafter, you're
using it?!!!
L657[14:34:26] <PaleoCrafter> I am
:P
L659[14:34:46] <cpw> novelty
L660[14:34:48] <PaleoCrafter> inspired by
you setting up SF3, btw :P
L662[14:34:56] <cpw> nice
L663[14:35:09] <cpw> turns a curse modpack
into a modlist?
L664[14:35:41] <PaleoCrafter> basically,
yes
L665[14:37:13] <PaleoCrafter> but either
it's my app or the modlist stuff, but if I use it with my modpack,
something appears to break and clients can't connect anymore
L667[14:39:35] <diesieben07> to add a List
of links?!
L668[14:39:46] <PaleoCrafter> you can add
the list manually, of course
L669[14:39:59] <diesieben07> what's wrong
with that?
L670[14:40:15] <diesieben07> I mean, it's
not like the prerequisites can somehow be generated by code
L671[14:40:21] <diesieben07> it's just a
list of things to read before
L672[14:40:25] <PaleoCrafter> but a
markdown plugin would allow automating it a bit :P
L673[14:40:42] <PaleoCrafter> could have
it be in a separated, styled box etc
L674[14:40:48] <diesieben07> ah
L675[14:40:52] <diesieben07> i guess so,
yeah
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L677[14:42:18] <PaleoCrafter> seeing that
branch of the docs reminds me that I still need Flamegoat to set up
the assets server <.<
L678[14:46:21] <LexManos> assets?
L679[14:46:28] <LexManos> still need hium
to do the forum migration...
L680[14:46:32]
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L681[14:47:47] <PaleoCrafter> well, I
don't want to duplicate the stylesheets all over the place and
adding them into the forums is kinda meh (only accessible via a
webinterface)
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L687[15:11:01] <Redrield> Does anyone know
how pixelmon registers recipes? I'm trying to use sponge to
intercept their recipe registrations and I can't find them
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L691[15:18:46] <shadekiller666> ghz|afk,
support for colorIDs in mtl files?
L692[15:19:21] <shadekiller666> so instead
of "Kd r g b" you want "Kd colorID"?
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L700[16:09:18] <williewillus> !gm
IBlockAccess.notifyBlockUpdate
L701[16:09:26] <williewillus> !gm
IWorldEventListener.notifyBlockUpdate
L702[16:09:48] <williewillus> !gm
World.notifyBlockUpdate
L703[16:10:01] <williewillus> !gm
World.setBlockState
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L708[16:23:53] <ScottehBoeh> so i'm
playing around with GL11
L709[16:23:56] <ScottehBoeh> anyone know
how to outline text?
L710[16:24:11] <ScottehBoeh> actually..
What I mean is, do you know a class I can refer to
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L712[16:27:59] <williewillus>
outline?
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L714[16:28:27] <ScottehBoeh> I'm wanting
to have a neat black outline around my text
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L731[17:25:27] <SquareWheel> So I asked
last night about a problem I had, but am still having
trouble.
L732[17:25:38] <SquareWheel> My custom
EntityItem only seems to save with the world when created on the
client, but not the server. Which is weird.
L733[17:25:53] <williewillus> client has
nothing to do with saving
L734[17:25:54] <williewillus> show
code
L735[17:25:56] ⇦
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L737[17:26:50] <SquareWheel> Version on
github is currently saving on server only. But the item is not
syncing when the world is reloaded.
L738[17:27:29] <diesieben07> don't check
for isRemote in that method
L739[17:27:39] <diesieben07> the client
has to create the entity as well, right?
L740[17:27:50] <SquareWheel> I wasn't
really sure, honestly.
L741[17:28:09] <SquareWheel> So that's how
I had it at first. But the issue still exists that the item doesn't
save.
L742[17:28:09] <diesieben07> well, you
just return null on the client, which means the client can never
have an entity of your item
L743[17:28:19] <diesieben07> define
"doesn't save"
L744[17:28:48] <SquareWheel> If I reload
the world, it forgets the item existed. Unless I explicitly only
load it on the client-side.
L745[17:28:53] <SquareWheel> And I know
that's weird.
L746[17:29:02] <diesieben07> are you
talking about the item entity?
L747[17:29:05] <SquareWheel> Yes
L748[17:29:11] <SquareWheel> The thrown
item on the ground.
L749[17:29:12] <williewillus> then you're
not saving the entity properly
L750[17:29:12] <diesieben07> did you
register your entity?
L751[17:29:18] <williewillus> show the
custom entity
L752[17:29:34] <SquareWheel> I'm just
playing around with that now. Registering it seems to break
rendering, but otherwise it behaves the same.
L753[17:29:43] <diesieben07> define
"break rendering".
L754[17:29:55] ⇦
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L755[17:30:01] <SquareWheel> It doesn't
render at all when registered, unless I only return it on the
client.
L756[17:30:05] <williewillus> well, not
registering it means it....doesn't get registered
L757[17:30:08] <williewillus> so obviously
it wuoldn't save
L758[17:30:11] <williewillus> :P
L759[17:30:25] <williewillus> it's all
undefined behaviour at this point if it's not registered
L760[17:30:43] <SquareWheel> Okay, I
wasn't really sure about that. I thought inheriting it might be
enough.
L761[17:30:49] <diesieben07> no
L762[17:30:59] <SquareWheel> Let me push
my changes with the item registration.
L763[17:31:03] <diesieben07> how would it?
the server has no way to tell the client "spawn
EntityMouldyBread" if you don't register it.
L764[17:31:20] <diesieben07> ah also your
entity is missing a constructor that only takes a World
L765[17:31:32] <diesieben07> that means
the client can never spawn it and it can never be recreated from
disk
L766[17:31:40] <SquareWheel> Well that
sounds related.
L767[17:31:55] <SquareWheel> So I need two
constructors on that guy?
L768[17:32:03] <diesieben07> Yes.
L769[17:32:08] <williewillus> every entity
needs a WOrld only constructor
L770[17:32:11] <diesieben07> ^
L771[17:32:24] <williewillus> (dumb they
haven't made a factory type thing yet but whatever)
L772[17:32:28] <SquareWheel> That's
probably what's causing my problems then.
L773[17:33:00] <diesieben07> well, making
this a factory is pretty ugly without java 8 where you could do
MyEntity::new
L774[17:34:50] <SquareWheel> When
registering an entity, it takes IDs. Are there any rules to picking
one? It seems to be separate from the vanilla Minecraft pool of
IDs.
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L776[17:35:52] <SquareWheel> The missing
constructor was the problem. Lordy, I never would have worked that
out myself.
L777[17:35:56] <williewillus> for the int
ids? just unique within the mod
L778[17:35:57] <diesieben07>
registerModEntity's IDs are ally ours
L779[17:36:01] <diesieben07> start at 0
and go up
L780[17:36:13] <SquareWheel> Alright,
that's good to know.
L781[17:36:58] <SquareWheel> Super glad to
see that bug resolved. Much thanks.
L783[17:38:36] <williewillus> wait what
about that was broken? :P
L784[17:38:40] <williewillus> entities can
travel through portals
L785[17:38:43] <diesieben07> yes
L786[17:38:49] <diesieben07> but the pearl
travels through
L787[17:38:55] <diesieben07> then hits
something on the other side
L788[17:39:00] <SquareWheel> Chunk was
loaded on the other side, maybe?
L789[17:39:03] <williewillus> yes
L790[17:39:07] <williewillus> but who said
it can't do that? :P
L791[17:39:09] <diesieben07> then
teleports the player to those coords int he original
dimension
L792[17:39:18] <williewillus> what do you
mean?
L793[17:39:27] <diesieben07> enderpearl
thrown through portal in the nether
L794[17:39:31] <diesieben07> travels to
overworld
L795[17:39:32] <SquareWheel> Ah. So the
pearl updates coords, but not dimension.
L796[17:39:35] <williewillus> oh lol
L797[17:39:35] <diesieben07> hits
something in the overworld
L798[17:39:38] <diesieben07> with
overworld coords
L799[17:39:48] <diesieben07> then
teleports player (still in the nether) to the overworld coords, but
in the nether
L800[17:39:50] <diesieben07> wihtout any
conversion
L801[17:40:05] <SquareWheel> I guess that
makes sense. They wouldn't expect the pearl to be in a different
dimension than the player.
L802[17:40:16] <diesieben07> yes, it makes
sense for a bug
L803[17:40:17] <diesieben07> but
still:D
L804[17:40:41] <diesieben07> took me a
while to understand it, too
L805[17:40:52] <SquareWheel> Pretty clever
use of mechanics actually.
L806[17:40:58] <diesieben07>
"mechanics" D
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L808[17:41:08] <diesieben07> lol i broke
his mind
L809[17:43:06] <ghz|afk> shadekiller666:
sorry went out for dinner
L810[17:43:14] <ghz|afk> [22:18]
(shadekiller666): ghz|afk, support for colorIDs in mtl files?
L811[17:43:14] <ghz|afk> [22:19]
(shadekiller666): so instead of "Kd r g b" you want
"Kd colorID"?
L812[17:43:27] <ghz|afk> you know how json
models have the tintIndex?
L813[17:43:35] <shadekiller666>
kinda
L814[17:43:44] <shadekiller666> i know
that there is a key for it
L815[17:43:46] <ghz|afk> in item models
it's based on layer, layer0 has tintIndex=0, etc
L816[17:43:50] <ghz|afk> in block
models
L817[17:43:54] <shadekiller666> ok
L818[17:43:56] <ghz|afk> each face can
have a tintIndex value in the json
L819[17:44:12] <shadekiller666> ok
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L821[17:44:59] <shadekiller666> doing that
per-face would be a bit tricky with regards to how the user would
denote which faces have what tintIndex
L822[17:45:06] <ghz|afk> obj has no means
to indicate that a subpart should be tintIndex!=0
L823[17:45:15] <ghz|afk> yeah I wouldn't
do it per-face
L824[17:45:54] <ghz|afk> but it would be
interesting if it could be done per-material
L825[17:45:59] <ghz|afk> so like in the
mtl
L826[17:46:06] <ghz|afk> a...
"tint_Kd"
L827[17:46:22] <ghz|afk> or in
customData
L828[17:47:33] <shadekiller666> i could
add a tint_Kd key to the mtl parser, would be more inclined to add
it via custom data, or maybe a special case of Kd
L829[17:49:05] <shadekiller666> i've
thought about adding custom keys to obj/mtl files for the obj
loader to use (the obj spec states that unrecognized/supported
commands should be ignored), but idk if its the best idea
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L831[17:50:30] <ghz|afk> problem with
using custom data
L832[17:50:38] <ghz|afk> is that it only
takes effect in one file
L833[17:50:52] <ghz|afk> while a tint_Kd
would be shared by all the users of the .obj
L834[17:50:55] <Falconerd> Does anyone
know any good examples of using the Capability system for a
specific mod fuel? IE Mana, Life Points, etc. Looking for something
with less abstraction than most of the well known mods seem to have
in their source
L835[17:51:23] <shadekiller666> ghz|afk,
true
L836[17:52:05] <diesieben07> Falconerd,
you mean you want to make your own? or you are trying to use one of
those?
L837[17:52:24] <Falconerd> I mean I want
to make my own
L838[17:52:34] *
diesieben07 finally figured out how to properly to the IRC
formattings and is overusing them
L839[17:52:45] <Falconerd> Not sure how to
reply in that format
L840[17:52:46] <Falconerd> Lol
L841[17:52:48] <diesieben07> :D
L842[17:53:09] <diesieben07> that was /me,
the formattings depend on your client
L843[17:53:26] <Falconerd> I think I get
how to attach the capabilities but I don't like being so unclear on
what I'm actually doing
L844[17:53:26] <diesieben07> as for the
capability, you can look at the forge energy stuff as an example,
which is based on just a number
L845[17:53:37] <Falconerd> Ahh, cool
L846[17:53:41] <shadekiller666> right now
i'm trying to rework the group visibility configuration handling,
i've used it a fair bit recently
L847[17:53:46] <Falconerd> I used Tesla as
my example mostly
L848[17:53:51] <shadekiller666> and
noticed some places where it could be improved
L849[17:54:08] <diesieben07> that should
be fine, too, but I haven't used that personally
L850[17:54:29] <ghz|afk> Falconerd: it may
be a good idea to understand what capabilities really ARE,
first
L851[17:54:33] <Falconerd> I will
definitely take a look at forge energy
L852[17:54:36] <Falconerd> Yeah, that's
what I want to know
L853[17:54:41] <ghz|afk> well then
L854[17:54:42] <Falconerd> I've read the
forge documentation on them
L855[17:54:48] <ghz|afk> capabilities are
interfaces.
L856[17:54:59] <ghz|afk> the capability
system allows interfaces to be exposed dynamically
L857[17:55:07] <diesieben07> (you can use
concrete classes as well, but ... don't)
L858[17:55:17] <ghz|afk> hasCapability
-> "do you have the interface represented by this
Capability object?"
L859[17:55:22] <Falconerd> right
L860[17:55:30] <ghz|afk> getCapability
-> "give me the instance of the interface represented by
this Capability object"
L861[17:55:41] <ghz|afk> now
L862[17:55:51] <ghz|afk> the Capability
object, is a key to identify the interface
L863[17:56:11] <ghz|afk> (so as to not
throw around explicit "ISomething.class")
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L865[17:56:24] <ghz|afk> and also contains
helpers for the user of the interface
L866[17:56:25] <ghz|afk> such as
L867[17:56:31] <ghz|afk>
.getDefaultInstance()
L868[17:56:34] <ghz|afk> .readNBT
L869[17:56:36] <ghz|afk> .writeNBT
L870[17:56:50] <ghz|afk> which are helpers
for instantiating, serializing and deserializing
L871[17:56:54] <Falconerd> right, so
everything can be done through the capabilities?
L872[17:57:05] <ghz|afk> if the interface
allows it, yes
L873[17:57:17] <ghz|afk> you can have the
user of the capability be completely agnostic to what the
capability does
L874[17:57:21] <ghz|afk> or which class it
is
L875[17:57:31] <Falconerd>
getCapability(KEY, null).readNBT for example?
L876[17:57:33] <ghz|afk> it's just a
Capability<?>
L877[17:57:35] <ghz|afk> no
L878[17:57:39] <Falconerd> nope okay
L879[17:57:39] <ghz|afk> the Capability
instance
L880[17:57:40] <ghz|afk> is the one
like
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L882[17:57:50] <ghz|afk>
CapabilityEnergy.ENERGY
L883[17:57:57] <Falconerd> right
L884[17:57:58] <ghz|afk> the one that you
declare with @CapabilityInject
L885[17:58:03] <ghz|afk> so you can do
like
L886[17:58:15] <ghz|afk>
CapabilityEnergy.ENERGY.writeNBT(myInstance
L887[17:58:20] <Falconerd> ahh
L888[17:58:28] <Falconerd> and the
instance would be from getCapability?
L889[17:58:31] <ghz|afk> no
L890[17:58:39] <ghz|afk> that's the
responsability of the tileentity/entity/itemstack
L891[17:58:41] <ghz|afk> to manage
them
L892[17:58:45] <Falconerd> okay
L893[17:58:52] <ghz|afk> myInstance would
be RETURNED from getCapability
L894[17:58:54] <ghz|afk> when others
request it
L895[17:59:02] <Falconerd> i see
L896[17:59:03] <Falconerd> okay
L897[17:59:03] <ghz|afk> did you use any
old-style APIs?
L898[17:59:04] <ghz|afk> like RF?
L899[17:59:18] <Falconerd> IFluidHandler
is about it
L900[17:59:22] <ghz|afk> you know how, in
order to know if a TE can receive energy
L901[17:59:24] <ghz|afk> you have to
do
L902[17:59:34] <ghz|afk> if (tileEntity
instanceof IEnergyReceiver) {
L903[17:59:36] <Falconerd> yes
L904[17:59:42] <ghz|afk> receiver =
(IEnergyReceiver)tileEntity;
L905[17:59:43] <ghz|afk> }
L906[17:59:47] <ghz|afk> okay with
capabilities that becomes
L907[18:00:05] <ghz|afk> if
(tileEntity.hasCapability(ENERGY, currentSide)) {
L908[18:00:10] <Falconerd> oooh
L909[18:00:13] <Falconerd> i see
L910[18:00:16] <ghz|afk> receiver =
tileEntity.getCapability(ENERGY, currentSide);
L911[18:00:18] <ghz|afk> }
L912[18:00:29] <Falconerd> right
L913[18:00:33] <Falconerd> that makes
sense now
L914[18:00:43] <diesieben07> actually you
might want to just call getCapability directly, since it will
return null if the cap is not supported. bit fewer checks
L915[18:00:57] <ghz|afk> diesieben07:
that's bad practice and against the design contract
L916[18:00:57] <ghz|afk> ;P
L917[18:01:04] <diesieben07> no... no it's
not.
L918[18:01:19] <diesieben07> "Returns
null when {@link #hasCapability(Capability, EnumFacing)} would
return false."
L919[18:01:23] <diesieben07> from
getCapability
L920[18:01:24] <Falconerd> well you have
been very helpful, thank you
L921[18:02:15] <ghz|afk> hmm
L922[18:02:16] <ghz|afk> I see
L923[18:02:19] <ghz|afk> that's new in
1.11
L924[18:02:25] <diesieben07> no it's
not.
L925[18:02:26] <diesieben07> :P
L926[18:02:27] <ghz|afk> it wasn't
described like that in the 1.10.2 javadocs
L927[18:02:32] <ghz|afk> I just checked
;P
L928[18:02:53] <ghz|afk>
ICapabilityProvider#getCapability has a copypasta of hasCapability
;p
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L930[18:03:23] <diesieben07> well,
ok
L931[18:03:24] <ghz|afk> anyhow
L932[18:03:27] <diesieben07> the original
javadoc was senseless...
L933[18:03:45] <ghz|afk> Falconerd: as I
was saying, that's just one side of the equation
L934[18:03:51] <ghz|afk> I can explain
more, if you want or need ;P
L935[18:03:51] <Falconerd> alrighty
L936[18:04:01] <Falconerd> if you feel up
to it that'd be great
L937[18:04:09] <ghz|afk> yeah so
L938[18:04:20] <ghz|afk> you understand
how to query capabilities, now
L939[18:04:24] <ghz|afk> there's 2 things
left
L940[18:04:30] <ghz|afk> how to expose
them from your own TE/Entity
L941[18:04:36] <ghz|afk> and how to create
a new capability
L942[18:05:01] <ghz|afk> I know your use
case is the last one, but it works out better that way, so that you
have the previous concepts clear
L943[18:05:06] <ghz|afk> so
L944[18:05:22] <ghz|afk> in order to
provide capabilities, there's ICapabilityProvider
L945[18:05:23] <Falconerd> yep i prefer to
understand what i'm doing instead of just making things work
L946[18:05:24] <Falconerd> thanks
L947[18:05:46] <ghz|afk> TileEntities,
Entities, and ItemStacks implement this interface by default
L948[18:05:53] <ghz|afk> and anyone
inheriting it through them
L949[18:06:25] <Falconerd> which means any
TEs I make will have that interface
L950[18:06:29] <ghz|afk> for a capability
that you implement in your own class (TE or Entity only -- you
can't extend ItemStacks)
L951[18:06:41] <ghz|afk> you will want to
override those two methods
L952[18:06:47] <ghz|afk> hasCapability,
and getCapability
L953[18:06:56] <Falconerd> right
L954[18:07:09] <ghz|afk> in them, you will
want to check if the requested capability is one that you
handle
L955[18:07:19] <ghz|afk> and if not, you
want to delegate to super
L957[18:07:43] <ghz|afk> this is
important, because calling super enables others from attaching
capabilities to objects
L958[18:07:49] <Falconerd> right
L959[18:08:02] <ghz|afk> for an external
object you don't control
L960[18:08:04]
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L961[18:08:07] <ghz|afk> you can't just
override the methods
L962[18:08:26] <ghz|afk> but forge has an
event, AttachCapabilitiesEvent
L963[18:08:32] <ghz|afk> which can be used
to detect objects being constructed
L964[18:08:33] <illy> Beep
L965[18:08:38] <ghz|afk> boop
L966[18:08:44] <ghz|afk> so
L967[18:08:49] <ghz|afk>
AttachCapabilitiesEvent.Entity
L968[18:08:58] <ghz|afk> would be called
for each entity that gets constructed
L969[18:09:01] <ghz|afk> well
L970[18:09:05] <ghz|afk>
AttachCapabilitiesEvent<Entity>
L971[18:09:09] <Falconerd> isn't that
deprecated?
L972[18:09:10] <Falconerd> right
L973[18:09:14] <ghz|afk> using the new
generic-aware version
L974[18:09:30] <ghz|afk> so this lets you
attach not capabilities
L975[18:09:33] <ghz|afk> but
ICapabilityProviders
L976[18:09:46] <ghz|afk> which can be
augmented with INBTSerializable
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L978[18:09:58] <ghz|afk>
(ICapabilitySerializable does this implicitly)
L979[18:10:09] <ghz|afk> if you need to
save and load data (which happens usually)
L980[18:10:14] <ghz|afk> so in short
L981[18:10:17] <ghz|afk> if you have your
own object
L982[18:10:35] <ghz|afk> you will
instantiate the interface
L983[18:10:37] ***
diesieben07 is now known as diesieben|away
L984[18:10:48] <ghz|afk> and then
implement hasCapability + getCapability + writeToNBT +
readFromNBT
L985[18:10:56] <ghz|afk> and if you attach
to other people's objects
L986[18:11:05] <ghz|afk> you will
implement ICapabilitySerializable<NBTSomething>
L987[18:11:12] <Falconerd> right
okayu
L988[18:11:20] <shadekiller666> if i may
chime in, where would one get the equivalent
CapabilityEnergy.ENERGY to use in those two methods if they're
trying to support an energy api? would it be gotten from the api in
question?
L989[18:11:20] <ghz|afk> which contains
hasCapability + getCapability + serializeNBT + deserializeNBT
L990[18:11:23] <ghz|afk> so effectively
the same
L991[18:11:48] <ghz|afk> shadekiller666:
yes that is my next point
L992[18:11:49] <ghz|afk> now
L993[18:12:05] <ghz|afk> so as I said, you
have the capability, and I have been throwing that word
around
L994[18:12:15] <ghz|afk> there's two ways
to get the capaiblity instance
L995[18:12:33] <ghz|afk> either you use an
existing field from the API, or
L996[18:12:41] <ghz|afk> you declare your
own field with @CapabilityInject
L997[18:12:52] <ghz|afk> they WILL contain
the same instance reference
L998[18:13:06] <ghz|afk> because the
capability registry takes care of assigning all the fields to the
same object instance
L999[18:13:07]
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L1000[18:13:10] <ghz|afk> so
L1001[18:13:16] <ghz|afk> since accessing
local statics is quicker
L1002[18:13:27] <ghz|afk> it is
recommended that users of a capability get their own field for
this
L1003[18:13:30] <ghz|afk> like so:
L1004[18:13:38] <ghz|afk>
@CapabilityInject(TheInterface.class)
L1005[18:13:46] <ghz|afk>
Capability<TheInterface> THE_CAP;
L1006[18:14:04] <ghz|afk> eh I mean
L1007[18:14:05] <Falconerd> right
L1008[18:14:07] <ghz|afk> public static
Capability<TheInterface> THE_CAP;
L1009[18:14:08] <ghz|afk> ;P
L1010[18:14:15] <ghz|afk> so from then
on
L1011[18:14:20] <shadekiller666>
TheInterface.class being the interface from the api that would be
implemented by TEs or Entities
L1012[18:14:21] <shadekiller666> ?
L1013[18:14:25] <ghz|afk> yes
L1014[18:14:30] <ghz|afk> then
L1015[18:14:35] <ghz|afk> in your
hasCapability you would see
L1016[18:14:43] <ghz|afk> if (capability
== THE_CAP) return true;
L1017[18:14:49] <ghz|afk>
super.hasCapabilty(capability, face);
L1018[18:14:49] <ghz|afk> }
L1019[18:14:56] <ghz|afk> or in
getCapability
L1020[18:15:05] <ghz|afk> if (capability
== THE_CAP) return (T)myinstance;
L1021[18:15:22] <ghz|afk> THE_CAP in this
case, serves as an identifier
L1022[18:15:32]
⇨ Joins: Kaiyouka
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L1023[18:16:00] <shadekiller666> what
does @CapabilityInject do on methods?
L1024[18:16:06] <ghz|afk> on
methods
L1025[18:16:11] <ghz|afk> they will have
a Capability parameter
L1026[18:16:19] <ghz|afk> and upon
registration of the capability
L1027[18:16:27] <ghz|afk> all the methods
get called with the same exact object instance
L1028[18:16:31] <ghz|afk> that would be
assigned to the fields
L1029[18:16:48] <shadekiller666> oh, so
it would be used as an initializer
L1030[18:17:18] <ghz|afk> yes, it's
useful as a way for mods to have classes that ONLY get loaded when
a capability is present
L1031[18:17:43] <ghz|afk> so they can
enable those features only if the capaiblity exists
L1032[18:17:55] <ghz|afk> without causing
loading errors
L1033[18:18:59] <ghz|afk> so, that's two
down
L1034[18:19:03] <Falconerd> okay
L1035[18:19:05] <ghz|afk> we have seen
how to query capabilities on objects
L1036[18:19:15] <ghz|afk> and how to
expose capabilities from things
L1037[18:19:26] <ghz|afk> that leaves
one: how to create a new capability
L1038[18:19:57] <ghz|afk> now I'll start
with: this is NOT how to design your API, that's a separate thing
enterely
L1039[18:20:19] <ghz|afk> so I will
pretend that you already have an interface ready and you just want
to declare it as a capability
L1040[18:20:26] <Falconerd> cool
L1041[18:20:37] <ghz|afk> so let's call
it IFalcon
L1042[18:21:27] <ghz|afk> declaring a new
capability revolves around one single thing: calling
CapabilityManager.register
L1043[18:21:36] <ghz|afk> this function
takes 3 parameters
L1044[18:21:45] <ghz|afk> 1. the class of
the interface, like IFalcon.class
L1045[18:21:57] ***
amadornes is now known as amadornes[OFF]
L1046[18:22:10] <ghz|afk> (this is needed
in order to find the relevant methods and call @CapabilityInject
and such)
L1047[18:22:30] <ghz|afk> 2. an IStorage
helper, which is used to give the capability the writeNBT and
readNBT
L1048[18:22:46] <ghz|afk> in this helper,
you would implement the algorithm for serializing and
deserializing
L1049[18:23:13] <ghz|afk> you can choose
to have your interface extend INBTSerializable itself
L1050[18:23:19] <ghz|afk> and then this
helper would just forward the calls
L1051[18:23:29] <ghz|afk> but the way
it's designed gives you the freedom to not do that
L1052[18:23:34] <Falconerd> i see
L1053[18:23:41] <ghz|afk> you can
instead, keep the capability completely separate from
serialization
L1054[18:23:57] <shadekiller666> how do
you do that without knowing exactly what will be in the
implementation?
L1055[18:24:17] <ghz|afk> you need a
"contract" for it
L1056[18:24:24]
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L1057[18:24:44] <ghz|afk> more on this
later
L1058[18:24:48] <ghz|afk> the third
parameter
L1059[18:24:58] <ghz|afk> is a
factory
L1060[18:25:23] <ghz|afk> this factory is
supposed to create new instances of the reference
implementation
L1061[18:25:37] <ghz|afk> this reference
implementation, would provide a ready-to-use instance
L1063[18:25:46] <ghz|afk> that is able to
do its function, without requiring coder intervention
L1064[18:26:02] <ghz|afk> yes
L1065[18:26:08] <ghz|afk> and for the
case of IItemHandler
L1066[18:26:19] <ghz|afk> the default
implementation is an ItemStackHandler, constructed with
slotCount=1
L1067[18:26:34] <ghz|afk> so with this,
you can use THE_CAP.getDefaultInstance()
L1068[18:26:42] <Falconerd> ahh
L1069[18:26:44] <ghz|afk> and if the
capability is implemented correctly
L1070[18:26:52] <ghz|afk> you will obtain
a working instance of your interface
L1071[18:27:04] <ghz|afk> now
L1072[18:27:08] <ghz|afk> back to the
IStorage
L1073[18:27:18] <ghz|afk> the design
contract for capabilities says that
L1074[18:27:29] <ghz|afk> IStorage is
only required to support serialization and deserialization of
default instances
L1075[18:27:32] <ghz|afk> it can do
more
L1076[18:27:34] <ghz|afk> but it's not
required to
L1077[18:27:53] <ghz|afk> in the case of
IItemHandler
L1078[18:27:58] <ghz|afk> the IStorage
for it
L1079[18:28:05] <ghz|afk> can save and
load any IItemHandlerModifiable
L1080[18:28:14] <ghz|afk> no matter if
it's ItemStackHandler, or your own custom class
L1081[18:28:20]
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L1082[18:28:27] <ghz|afk> so long as it's
IItemHandler and IItemHandlerModifiable, you can use the IStorage
methods with it
L1083[18:28:32] <ghz|afk> similarly
L1084[18:28:52] <ghz|afk> other APIs can
state their restrictions
L1085[18:28:57] <ghz|afk> on what can and
can't use IStorage
L1086[18:29:09] <ghz|afk> just make it
clear on your design and write it down on your documentation
L1087[18:29:15] <ghz|afk> now
L1088[18:29:23]
⇨ Joins: LordSkittles_
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L1089[18:29:43] <ghz|afk> if you call
CapabilityManager.register(IFalcon.class, new FalconSerializer(),
new FalconFactory());
L1090[18:29:57] <LordSkittles_> Is there
still two ways you can register events
L1091[18:30:07] <ghz|afk> this will add
the capability to the internal registry
L1092[18:30:23] <LordSkittles_> Through
Minecraft forge and fml?
L1093[18:30:24] <ghz|afk> and immediately
afterward, it will run all the @CapabilityInjects
L1094[18:30:28] <LordSkittles_> or is the
FML way gone
L1095[18:30:36] <ghz|afk> LordSkittles_:
no, FML uses the forge bus now
L1096[18:30:56] <ghz|afk> you can still
call the FML one, but it returns the same exact bus as
forge's
L1097[18:30:58] <LordSkittles_> Ok. then
my event isn't firing for some reason XD
L1098[18:31:04] <ghz|afk> show code
;P
L1099[18:31:15] <LordSkittles_> lemme
submit hold on
L1100[18:31:29] <ghz|afk> Falconerd: let
me know if you have any doubts ;P
L1101[18:31:40] <ghz|afk> I'm bored so I
can also help you design the interface if you want ;P
L1102[18:31:42] <Falconerd> you have been
immensely helpful
L1103[18:31:43] <Falconerd> thank
you
L1104[18:32:05] <Falconerd> i can tidy up
the repo and show you what i've got so far from looking at other
implementations if you like
L1106[18:32:31] <shadekiller666> so if
someone wanted to add functionality to the interface, would they
extend the capability factory?
L1107[18:32:46] <shadekiller666> like
BaseTeslaContainer for instance
L1108[18:32:57] <ghz|afk> no you can't
extend other people's capabilities
L1109[18:33:28] <ghz|afk> well
L1110[18:33:39] <ghz|afk> you CAN extend
the class
L1111[18:33:48] <ghz|afk> this is java,
the capability system doesn't change the language
L1112[18:34:13] <ghz|afk> the factory is
only a way to obtain reference implementations
L1113[18:34:18] <ghz|afk> it's not meant
for extending or anything
L1114[18:34:21] <ghz|afk> example:
L1115[18:34:28] ***
diesieben|away is now known as diesieben07
L1116[18:34:36] <ghz|afk> IItemHandler
comes with ItemStackHandler as a reference implementation
L1117[18:34:38] <ghz|afk> but by
itself
L1118[18:34:40] <ghz|afk> it's not
enough
L1119[18:34:49] <ghz|afk> if you want to
make use of it in a TileEntity
L1120[18:35:01] <ghz|afk> you will most
probably need markDirty() to be called whenever a slot
changes
L1121[18:35:07] <ghz|afk> so that
comparators can update their value
L1122[18:35:37] <ghz|afk> (and other
machines like that)
L1123[18:35:38] <diesieben07>
LordSkittles_, why are you even using that event for that?
L1124[18:36:07] <ghz|afk> so in the
end
L1125[18:36:18] <LordSkittles_> I want
the item to damage upon crafting similar to the quartz knife in AE2
diesieben07
L1127[18:36:38] <diesieben07> i know what
you are trying to do
L1128[18:36:44] <ghz|afk> you use the
reference code
L1129[18:36:45] <diesieben07> but that
doesn't answer my questino
L1130[18:36:55] <ghz|afk> but override
onContentsChange to be able to call markDirty
L1131[18:37:07] <diesieben07> just use
getContainerItem/hasContainerItem in the Item calss
L1132[18:37:09] <ghz|afk> and if needed,
override insert/extract to filter the contents
L1133[18:37:23] <LordSkittles_> Because I
thought that was the way I was supposed to do it diesieben07.
L1134[18:37:33] <diesieben07> well, it's
not
L1135[18:37:45] <diesieben07> most people
do it this way, but it's buggy and unnecessarily complicated
L1136[18:37:58] <shadekiller666> so if
i'm a tile entity that is able to provide power to machines in the
Tesla system, i would ask my neighbors if they have Tesla's energy
cap, then ask for their instance of that cap
L1137[18:38:02] <LordSkittles_> What
would you suggest then?
L1138[18:38:17] <shadekiller666> and then
i would call the appropriate methods on the instance returned
L1139[18:38:32] <ghz|afk> yes
L1140[18:38:43] <ghz|afk> or as
diesieben07 pointed out
L1141[18:38:48] <ghz|afk> you don't
really NEED hasCapability
L1142[18:38:50] <ghz|afk> you can just
do
L1143[18:39:06] <ghz|afk> consumer =
te.getCapability(TESLA_CONSUMER,side);
L1144[18:39:20] <ghz|afk> if (consumer !=
null) consumer.giveEnergy(1000);
L1145[18:39:20] <diesieben07>
LordSkittles_, hasContainerItem / getContainerItem in the Item
class, like I said
L1146[18:39:23] <ghz|afk> -- or
whatever
L1147[18:39:23] <shadekiller666> right,
but you'd then need a null check
L1148[18:39:32] <shadekiller666> so its
either check before, or check after :P
L1149[18:39:37] <ghz|afk> well
L1150[18:39:43] <ghz|afk> hasCapability
will probably take longer than a nullcheck does
L1151[18:39:49] <shadekiller666>
true
L1152[18:39:58] <ghz|afk> since it could
potentially have more than one capability attached
L1153[18:40:05] <shadekiller666> and i
can see null checks being needed anyway
L1154[18:41:18] <ScottehBoeh> is there a
legit rul against gun mods? :o
L1155[18:41:27] <ScottehBoeh> because I
REALLY wanted to show this realistic animation I implemented
L1156[18:41:33] <ghz|afk> I don't think
so
L1157[18:41:45] <ghz|afk> I jsut dislike
guns on principle, but I'm ok with people making gun mods
L1158[18:41:47] <ghz|afk> I just won't
use them
L1160[18:42:35] <ScottehBoeh> Slow-motion
:D
L1161[18:42:46] <ScottehBoeh> basically
the weapon has a little shake to it now, like a real gun would
have
L1162[18:42:47] <Falconerd> ghz|afk,
https://github.com/Falconerd/Eitr is the repo, the
relevant files are in 'api' and 'capability' and the TileEntity i'm
testing on is in 'block/harvester'
L1163[18:43:22]
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L1164[18:43:46] <ghz|afk> ScottehBoeh:
make the big guns actually have recoil that hurts the player
;P
L1165[18:43:54] <Falconerd> ScottehBoeh,
I also don't like guns but you have done a good job
L1166[18:43:59] <ghz|afk> and the even
biggerguns actually push you backward
L1167[18:43:59] <ghz|afk> ;P
L1168[18:44:07] <ScottehBoeh> xD not a
bad idea
L1169[18:44:26] <Falconerd> personally i
think less realistic guns in MC could be alright
L1170[18:44:36] <Falconerd> like... think
nuclear throne
L1171[18:44:42] <Falconerd> if you know
that game
L1172[18:44:58] <Falconerd> anyway that's
off topic
L1173[18:45:04] <Falconerd> what's this
gun modification table you've got?
L1174[18:45:12] <ScottehBoeh> That would
be awesome tho :D
L1175[18:45:13] <Falconerd> you can add
different parts?
L1176[18:46:19] <Falconerd> question,
does the recoil actually effect the bloom?
L1177[18:47:47] <Falconerd> ScottehBoeh,
just looking at your tank, looks pretty sick
L1178[18:48:19] <shadekiller666> dang
it
L1179[18:48:41] <ScottehBoeh> not my tank
:D
L1180[18:48:57] <ScottehBoeh> the arms
were coded in by Prototype, I positioned them and implemented
animations etc
L1181[18:49:06] <ScottehBoeh> Tanks etc
were modeled by Flan/War_monger
L1182[18:49:10] <Falconerd> ah,
well
L1183[18:49:18] <shadekiller666> having
trouble improving the OBJLoader because of functionality that is
left over from the early stages of its development...
L1184[18:49:30] <Falconerd> i reckon i
could use guns and stuff in MC if it was a themed modpack
L1185[18:49:36] <Falconerd>
multiplayer
L1186[18:49:42]
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L1187[18:50:54] <shadekiller666> not sure
if i want to rewrite this entire bit, or add stuff to it to make it
work
L1188[18:53:49] <Nanobird> Quick (maybe)
question: The forge registries. Will that handle server-client data
sync automatically, or easily?
L1189[18:54:09]
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L1192[18:56:53] ***
diesieben07 is now known as diesieben|away
L1193[18:57:05] <ghz|afk> Nanobird: the
internal IDs in the registers do get synchronized on connect
L1194[18:57:21] <ghz|afk> but I don't
think it syncs anything else
L1195[18:57:43] <ghz|afk> (and you
shouldn't rely on those IDs for anything but networking)
L1196[18:58:37] <ScottehBoeh> Falconerd
it is in a themed mod/modpack :D
L1197[18:58:52] <Falconerd> sweet
L1198[18:59:18] <ScottehBoeh> Spent ages
making props for it
L1200[18:59:28] <ScottehBoeh> I REALLY
need to tidy up the code tho
L1201[18:59:55] <Falconerd> where is this
server based?
L1202[18:59:56]
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L1203[19:00:03] <ScottehBoeh> Russian
Occupied America
L1204[19:00:09] <ScottehBoeh> There's a
long story behind it
L1205[19:00:21] <Falconerd> i meant the
physical server for decimation, is there a public one?
L1206[19:00:29] <ScottehBoeh> Yeah
there's a server list embed
L1207[19:00:30] <Falconerd> or is it
download the pack and make your own kind of deal?
L1208[19:00:36] <Falconerd> ah
L1209[19:01:25]
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L1210[19:02:31] <Falconerd> all my
external libraries in intellij have disappeared
L1211[19:02:37] <Falconerd> really need
to be more careful wtih git
L1212[19:08:09] <Falconerd> ghz|afk, I've
saved all that information in a gist and would like to make a clear
explanation for other people to read. Would you mind proofing it?
I'll probably do it when I successfully get things working
L1213[19:09:09] <ghz|afk> if you leave
the link around, I'll try to look
L1214[19:09:23] <ghz|afk> my energy
disappeared XD
L1215[19:09:23] <Falconerd> Sweet,
cheers
L1216[19:09:29] <Falconerd> all good,
you've helped me a lot
L1217[19:09:33] <ghz|afk> (it's 2am
;P)
L1218[19:09:38] <Falconerd> ah
L1219[19:09:59] <Falconerd> i forgot you
are from spain
L1220[19:10:23] <ghz|afk> it's ok, I
don't expect anyone to remember those things ;P
L1221[19:10:54] <Falconerd> wow if i
google "github falconerd" i get a repo before my
profile
L1222[19:21:20]
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L1226[19:50:19] <SparkVGX> does anyone
have some examples of different mods that have teleporters which
link between two locations only?
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L1231[20:08:55] <Falconerd> ghz|afk, I've
got something working! Woo
L1232[20:09:31] <Falconerd> Thanks
again
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L1236[20:37:52] <SquareWheel> Can a TE be
updated manually by scheduling infrequent updates? Would like to
avoid ITickable for performance reasons.
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L1239[20:44:06] <SquareWheel> I guess I
could disable ITickable, and do scheduleUpdate() with the block,
then somehow communicate that to the TE. Would that be faster with
the overhead of communication?
L1240[20:44:26] <Falconerd> I actually
want to know the answer to that as well
L1241[20:47:26] <Falconerd> Anyone know
of a Waila fork for 1.11?
L1242[20:47:33] <Falconerd> or an
alternative
L1243[20:47:49] <SparkVGX>
TheOneProbe?
L1244[20:48:36] <Falconerd> awesome
cheers
L1246[20:50:11] <Falconerd> ahh
L1247[20:51:02] <SparkVGX> I didn't know
about that one ^_^ Thank you TehNut
L1248[20:51:11] <Falconerd> yah,
thanks
L1249[20:51:16] <TehNut> It has builtin
capability support
L1250[20:51:29] <TehNut> for things like
IFluidHandler, IEnergyStorage, and IItemHandler
L1251[20:52:02] <Falconerd> i wonder how
adding custom capabilities will go
L1252[20:52:13] <Falconerd> i won't worry
about that too much until later
L1253[20:52:25] <SparkVGX> What mod are
you working on?
L1254[20:52:31] <Falconerd> my own
L1255[20:52:38] <Falconerd> uhh
L1256[20:52:40] <SparkVGX> :P I know, but
what is it
L1257[20:52:42] <Falconerd> not released
or known
L1258[20:52:50] <SparkVGX> ahh sekrit
mod
L1260[20:52:58] <Falconerd> not
secret
L1261[20:53:02] <Falconerd> just
relearning forge
L1262[20:53:15] <Falconerd> last time i
modded was 1.7 and all i did was make super efficient pipes
L1263[20:53:51] <Falconerd> ghz just
explained capabilities to me for an hour
L1264[20:53:54] <Falconerd> which was
really helpful
L1265[20:54:04]
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L1266[20:54:19] <SparkVGX> He did the
same for me last year lol
L1267[20:57:04] <SparkVGX> I'm getting a
weird de-sync issue on player death, that only happens when I
teleport my player way up in the air. The player dies, then on
respawn, can't receive new chat messages and has to relog
L1268[20:57:16] <Falconerd> how
strange
L1269[20:57:25] <SparkVGX> then they are
back where they died, with the same items, and duplicate items
around them from when they died before
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L1271[21:00:13] <SparkVGX> Hmmm... seems
to happen if I fly up high enough and then switch back to survival.
Desyncs before hitting the ground it seems, then logging back in
puts player back above ground, very close to die again, but doesn't
desync that time
L1272[21:00:27] <SparkVGX> I'm going to
chalk that one up to a vanilla bug >.>
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L1301[23:47:27] <killjoy> IDEA is messing
up my buildscript
L1302[23:47:44] <killjoy> It keeps
wanting to put this at the top of the script. import
com.sun.org.apache.xalan.internal.xsltc.compiler.Copy
L1303[23:47:45] <killjoy> import
net.md_5.specialsource.Jar
L1304[23:49:20] <Barteks2x> And it really
is the groovy buildscript?
L1305[23:49:33] <killjoy> named
build.gradle
L1306[23:49:45] <Barteks2x> usually
nothing happens automatically in IDEA in buildscript