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L12[01:00:43] <killjoy> I found an interesting crash report.
L13[01:00:54] <killjoy> It claims the CPU is net.minecraft.client.Minecraft$15@4d067f40
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L15[01:09:58] <kenzierocks> killjoy: sounds like somebody forgot a toString
L16[01:10:03] <kenzierocks> well, looks like
L17[01:10:09] <killjoy> *to implement toString()
L18[01:10:19] <kenzierocks> w/e
L19[01:10:21] <kenzierocks> semantics
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L25[01:33:59] <killjoy> I have a tag on /r/ProgrammerHumor
L26[01:34:03] <killjoy> When did that happen?
L27[01:34:19] <killjoy> "Infrared Security Clearance"
L28[01:34:48] <killjoy> wait, everybody has that
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L34[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170121 mappings to Forge Maven.
L35[02:00:08] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170121-1.11.zip (mappings = "snapshot_20170121" in build.gradle).
L36[02:00:19] <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/
L37[02:04:16] <Falconerd> killjoy, thanks for leading me to that subreddit
L38[02:04:20] <Falconerd> it's been fun to scroll
L39[02:04:30] <Falconerd> damn 30 minutes passed already
L40[02:07:33] <killjoy> Someone forked python. https://github.com/samshadwell/TrumpScript
L41[02:07:52] <killjoy> er. made a python library
L42[02:08:25] <Falconerd> wow
L43[02:15:26] <killjoy> http://blog.codefx.org/java/reflection-vs-encapsulation/
L44[02:15:35] <killjoy> Looks like reflection might break
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L53[02:34:29] <ouTPhaze> Is there a package for forge that has the libraries included?
L54[02:34:39] <ouTPhaze> without the stupid downloading libraries bullshit which only works like 20% of the time?
L55[02:35:21] <killjoy> no.
L56[02:35:50] <killjoy> the issue is the actual forge download from files (which last I heard was having issues)
L57[02:35:56] <killjoy> (files.minecraftforge.net)
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L59[02:36:24] <ouTPhaze> killjoy: it's been "having issues" for a few years now xD
L60[02:36:25] <killjoy> most libraries are either grabbed from maven, jcenter, or minecraft.net
L61[02:36:54] <ouTPhaze> (I've made hundreds of servers, and it always takes 1-10 tries with the dumb forge installer in an empty folder on tons of configurations)
L62[02:36:55] <killjoy> the only files that would be grabbed form forge is forge, forgegradle, and srg2src
L63[02:37:02] <killjoy> and maybe the fernflower fork
L64[02:37:14] <killjoy> oh, you're a user
L65[02:37:22] <ouTPhaze> no, I'm a server operator
L66[02:37:30] <Ordinastie> same
L67[02:37:30] <killjoy> the point is you're not a developer
L68[02:37:45] <ouTPhaze> there's still a difference between operator, user and dev
L69[02:37:46] <ouTPhaze> \=
L70[02:37:48] <killjoy> you're "using" the server
L71[02:37:51] <ouTPhaze> pretty big one
L72[02:37:52] <ouTPhaze> yeah
L73[02:38:01] <killjoy> you're confusing user with client
L74[02:38:03] <ouTPhaze> I guess, but semantics like that are condescending
L75[02:38:25] <Ordinastie> no it's not
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L77[02:39:31] <killjoy> ouTPhaze, instead of using the installer every time, install it once into a folder and use that as a base
L78[02:39:35] <killjoy> that might help
L79[02:42:50] <ouTPhaze> I use so many versions of forge, keeping up with library versions is a nightmare
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L81[02:44:49] <ouTPhaze> sorry for finding it condescending, btw, I do QA aswell as tech support for an industry-specific software company and it's been a bit stressfull
L82[02:45:03] <ouTPhaze> after sitting back and rereading everything after a few deep breaths I realize I took it a bit harsh
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L84[02:51:01] *** PaleOff is now known as PaleoCrafter
L85[02:52:40] <SparkVGX> Can someone tell me where to look first for a bug causing my tile to "throw an exception trying to write state." and saying that it is missing a mapping?
L86[02:52:59] <Ordinastie> you didn't register the TE class
L87[02:53:03] <killjoy> your build script?
L88[02:53:20] <SparkVGX> d'oh >.> thank you. I do this every time
L89[02:53:24] <killjoy> It was confusing because you didn't provide a stacktrace
L90[02:59:22] <SparkVGX> Forgive me, I would have done so if asked, but I was being as descriptive as possible based on the stack trace. Thank you for your time ^_^
L91[03:01:56] <ouTPhaze> at least I finally got it working again, lol
L92[03:02:18] <ouTPhaze> just always takes 1-10 tries
L93[03:02:35] <SparkVGX> ^_^ Know that feel
L94[03:03:48] <Falconerd> If I am making pipes, I should use Block States to keep track of which model to display, right?
L95[03:04:38] <Falconerd> i'm reading the forge docs on them now
L96[03:04:41] <Falconerd> seems like what i want
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L104[03:28:30] <Falconerd> i do not like mojang's use of @Deprecated
L105[03:28:32] <Falconerd> it's confusing
L106[03:29:44] <Falconerd> well, not after i read the explanation
L107[03:29:49] <Falconerd> but before i did, it was
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L115[04:01:45] <Koward> World.getMoonPhase() is clientside only, but the method it calls (WorldProvider.getMoonPhase) is not. Does it mean it's safe or just not annotated ?
L116[04:34:51] <PaleoCrafter> the WorldProvider method is safe, Koward
L117[04:35:07] <PaleoCrafter> the World one only is annotated because Mojang only uses it on the client
L118[04:36:23] <Koward> Perfect.
L119[04:39:55] <Koward> How could I make my AI with the AI of other entities ? Iterating over tasks for each entity sounds a bit heavy. I can't store it on a per entity basis as it's a vanilla mob. Capabilities to store them ? That sounds a bit like overkill
L120[04:40:24] <Koward> *interacts
L121[04:41:40] <TechnicianLP> capabilities for everything! (players wearing some armor of mine even have one)
L122[04:43:15] <Koward> So the AI get data from capability, and set things to the capabilities of other entities (and their AI are going to read their capabilities so that'll communicate). Sounds possible.
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L125[04:56:29] <SparkVGX> Does an instance of a block know where it's position is? I can't seem to find a method associated with it that provides it O.o Tile entities have it
L126[04:56:31] <illy> beep o/
L127[04:57:03] <SparkVGX> \o
L128[05:00:16] <SparkVGX> ignore my question, I realised I was being inherently stupid ^_^;;
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L136[06:14:35] <Naiten> Erm, I can't just assign a texture to an item in 1.10.2?
L137[06:14:53] <Naiten> I have to do a ton of some unclear magic with renders?
L138[06:17:26] <Naiten> ugh
L139[06:17:29] <Naiten> like
L140[06:17:55] <Naiten> why people overcomplicate things
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L142[06:21:40] <Hunterz> http://www.wuppy29.com/minecraft/1-8-tutorial/updating-1-7-to-1-8-part-2-basic-items/
L143[06:22:08] <Hunterz> texture is defined inside json file
L144[06:22:59] <Naiten> why should I want to mess with json instead of just assigning an icon?
L145[06:23:11] <Hunterz> because mojang
L146[06:24:25] <Naiten> pshe
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L151[06:35:53] <Naiten> Why Mojang, why? https://vk.com/images/stickers/898/128.png
L152[06:37:21] <Hunterz> they hate modders
L153[06:37:40] <Falconerd> there are a few texture to json generators
L154[06:37:46] <Falconerd> i think i even made one a few years ago
L155[06:39:22] <Falconerd> that's mine but i think there are other ones
L156[06:39:23] <Falconerd> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-tools/2320788-json-generator-this-one-takes-lists
L157[06:39:37] <Falconerd> http://www.minecraftforum.net/search?forum-threads-page=1&search=Json%20Generator#t1:forum-threads
L158[06:40:03] <Falconerd> mine won't work now, actually
L159[06:40:10] <Falconerd> because of the camelCase
L160[06:40:35] <Naiten> you still have to have a shitload of useless json files in the mod
L161[06:40:44] <Falconerd> yeah, that's true
L162[06:41:08] <Falconerd> it makes it easier for dynamic blocks to access blockstates or something like that
L163[06:41:21] <Falconerd> but for normal blocks it's a pain, hence generators
L164[06:43:51] *** Denyol[Away] is now known as Denyol
L165[06:44:36] <Naiten> am I mad, but when I edit the json display.thirdperson.rotation nothing happens?
L166[06:44:49] <Denyol> My slots are being added to the bottom, did I do something wrong? http://imgur.com/a/fUlsg
L167[06:45:29] <Denyol> code https://github.com/dan14941/BlockBank/blob/master/src/main/java/me/denyol/blockbank/gui/ContainerTileEntityCounterfitDetector.java#L17
L168[06:47:24] <Naiten> ah, it should be thirdperson_righthand
L169[07:02:36] <Naiten> I'm not even mad http://i.imgur.com/zhNjzxG.png
L170[07:02:56] <Naiten> this is outstanding
L171[07:04:11] * Ashindigo_ claps
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L173[07:09:10] <PaleoCrafter> ah, so Mozilla did go for the protocol-style logo in the end
L174[07:09:31] <Ordinastie> wasn't that the *only* decent one ?
L175[07:09:37] <PaleoCrafter> it was, yes
L176[07:09:39] <PaleoCrafter> xD
L177[07:09:48] <ghz|afk> yes
L178[07:10:40] <PaleoCrafter> thanks god they didn't go for the variable background height, though
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L181[07:37:07] <Naiten> Banilla code is full of redundant casting...
L182[07:37:21] <ghz|afk> decompiler artifacts
L183[07:37:23] <PaleoCrafter> that's a decompilation artifact :P
L184[07:37:25] <PaleoCrafter> darn
L185[07:37:34] <ghz|afk> yours was higher quality ;P
L186[07:37:48] <PaleoCrafter> actually had a typo in there I had to correct xD
L187[07:38:45] <ghz|afk> I have been trying to get the forge fernflower fork (too many Fs) up to date with upstream this part week
L188[07:38:52] <ghz|afk> but the code changed quite a bit
L189[07:38:56] <ghz|afk> on both ends
L190[07:39:00] <ghz|afk> and it's quite tricky ;p
L191[07:41:06] <Falconerd> IRL metal is put into a Furnace and comes out molten and then cast
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L193[07:41:09] <Falconerd> but in minecraft
L194[07:41:12] <Falconerd> the furnace is an oven
L195[07:41:25] <Falconerd> trying to think of another name for this machine which melts ores
L196[07:41:44] <Ordinastie> smelter
L197[07:41:50] <ghz|afk> call it Oven ;P
L198[07:41:51] <Falconerd> yes!
L199[07:41:53] <Falconerd> haha
L200[07:41:53] <ghz|afk> or Crucible
L201[07:41:59] <Falconerd> oh yeah crucible
L202[07:42:04] <Falconerd> hmm
L203[07:42:09] <Falconerd> more wikipedia
L204[07:42:11] <ghz|afk> crucible is technically just the container
L205[07:42:24] <ghz|afk> the bit that holds the metal while melting it
L206[07:42:39] <Falconerd> yeah
L207[07:43:00] <ghz|afk> furnace can be used for the two tasks
L208[07:43:00] <Falconerd> apparently a blast furnace is what ore should go into
L209[07:43:08] <ghz|afk> you can put a crucible in it and heat it up to metl
L210[07:43:13] <Falconerd> true
L211[07:43:16] <ghz|afk> or you can put iron or other higher-temp metals
L212[07:43:25] <ghz|afk> to heat them up for forging with a hammer
L213[07:43:49] <ghz|afk> since no one does cast-iron swords due to the fact they'd suck badly
L214[07:44:01] <Falconerd> hmm
L215[07:44:17] <Falconerd> do you think adding the ore Zinc is a bad idea?
L216[07:44:17] <ghz|afk> (cast iron is brittle)
L217[07:44:19] <Falconerd> i want brass
L218[07:44:33] <ghz|afk> why would it be bad?
L219[07:44:37] <Falconerd> right, is that because it doesn't go through forging?
L220[07:44:47] <Falconerd> because there's already so many ores depending on the pack
L221[07:44:50] <ghz|afk> it's because the way it solidifies
L222[07:45:08] <ghz|afk> when you forge
L223[07:45:22] <ghz|afk> you are compacting the structure into shape
L224[07:45:23] <Falconerd> you compact it together right?
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L226[07:45:31] <Falconerd> makes sense
L227[07:45:42] <ghz|afk> it behaves differently for whatever reason
L228[07:45:45] <ghz|afk> not a metalworker.
L229[07:45:47] <ghz|afk> ;P
L230[07:45:49] <Falconerd> couldnt you use a hydraulic press to forge swords?
L231[07:45:55] <ghz|afk> no
L232[07:46:01] <ghz|afk> you use hydraulic hammers
L233[07:46:22] <Falconerd> hmm i see
L234[07:46:28] <Falconerd> so it's not just the pressure
L235[07:46:31] <Falconerd> it's the force
L236[07:46:37] <ghz|afk> just watch the Man at Arms series on youtube ;p
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L238[07:46:45] <Falconerd> good idea
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L240[07:47:56] <Falconerd> how about a multiblock which has crucibles taking in molten metal and then going into a blast furnace?
L241[07:48:21] <Falconerd> that'd be pretty cool and really time consuming to model
L242[07:48:45] <Falconerd> wait
L243[07:48:50] <Falconerd> i got that order wrong
L244[07:48:52] <Falconerd> i mean taking in ore
L245[07:49:00] <Falconerd> and pouring into crucibles
L246[07:49:08] <Falconerd> it's 1am -.-
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L249[08:08:14] <PaleoCrafter> the problem I see with "realistic" ore processing is that you'd really need a dedicated process for almost every metal
L250[08:08:58] <PaleoCrafter> and a lot of processes are of electrochemical nature nowadays
L251[08:09:11] <Falconerd> yeah i'm not gonna go super realistic
L252[08:09:26] <Falconerd> i just don't want to make another crusher
L253[08:09:38] <PaleoCrafter> heh
L254[08:09:42] <Koward> I suppose it's really stupid but I can't find something to update my capability every tick (like I would on a LivingUpdate) ?
L255[08:09:57] <PaleoCrafter> a capability in itself can't tick, Koward
L256[08:10:01] <PaleoCrafter> it's just a data container
L257[08:10:21] <Koward> Something else has to tick. And I can't use LivingUpdate as it's not my entity
L258[08:10:27] <TechnicianLP> you can use a tickevent to trigger it
L259[08:10:52] <PaleoCrafter> uhm... sure you can use LivingUpdate? Oo
L260[08:11:03] <Koward> So just checking in the event if the capability is present and update it, right sounds good. thanks.
L261[08:11:33] <Koward> I was talking about the method of the entity, not the event. Stupid me.
L262[08:11:36] <Koward> Thank you guys.
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L269[08:44:16] *** diesieben|away is now known as diesieben07
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L271[08:56:37] <Barteks2x> Is there any way to get all registered IWorldGenerators?
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L273[08:58:52] <Barteks2x> My idea for registering cubic chunks world generators was that they would be just normal IWorldGenerators that also implement ICubicWorldGenerator, but there is no way to access them
L274[08:59:49] <ghz|afk> reflection.
L275[09:00:05] <ghz|afk> GameRegistry.worldGenerators
L276[09:03:23] <Barteks2x> and hope forge never changes it as a compatible change
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L279[09:04:16] <Barteks2x> so far I'm not really relying on anything that can change while keeping that forge version compatible
L280[09:05:32] * ghz|afk shrugs
L281[09:07:34] <TechnicianLP> is there a way to translate submodels?
L282[09:09:26] ⇨ Joins: Cooler (~CoolerExt@2406:5600:57:e8a7:f892:5114:c1cc:5bab)
L283[09:12:10] <ghz|afk> yes, you translate submodels ;P
L284[09:12:38] <ghz|afk> "submodels": { "blah": { "transform": { "translate": [0,1,0] } }
L285[09:13:13] * TechnicianLP forgot to mntion hes using IModel
L286[09:15:55] ⇨ Joins: shabble (~shabble@metavore.org)
L287[09:21:12] <shabble> would anyone mind taking a quick look at crashlog at http://pastebin.com/76uNZnwj to see if it's something appropriate to investigate/report? (Instant crash when trying to use vanilla '/debug' profiler)
L288[09:21:57] <diesieben07> first try that without foamfix
L289[09:22:13] <ghz|afk> TechnicianLP: there's MultiModelState, which works with MultiModelParts
L290[09:22:17] <ghz|afk> but dunno if that's what submodels use
L291[09:22:30] <ghz|afk> otherwise, you can implement your own IModelState which handles apply
L292[09:23:11] <shabble> diesieben07: <noobquestion> is that as simple as moving/renaming the mods/foamfix*.jar and restarting?
L293[09:23:30] <diesieben07> yes, rename it to something like foamfix.jar.disabled
L294[09:27:26] <ghz|afk> anyone knowsrussian?
L295[09:27:36] <ghz|afk> I got a PM at curse saying "как правильно его строить у меня почемуто он все бирёт но взять назад я не магу что делать ?"
L296[09:27:52] <ghz|afk> google translate says "how to build it from me for some reason, he birёt but I do not take back the magician to do that?"
L297[09:28:01] <ghz|afk> but I have no idea what the person means
L298[09:28:20] <diesieben07> he wants to hire you as a magician
L299[09:28:31] <diesieben07> :D
L300[09:28:50] <diesieben07> (disclaimer: I don't speak russian)
L301[09:29:40] <shabble> diesieben07: looks like exact same stacktrace without foamfix: http://pastebin.com/FJkXDjh7
L302[09:29:45] *** Denyol[Away] is now known as Denyol
L303[09:30:08] <diesieben07> !gm func_76319_b
L304[09:30:20] <diesieben07> !gm func_71217_p
L305[09:32:10] <diesieben07> shabble, some mod is using the profiler incorrectly
L306[09:32:28] <diesieben07> they are saying "section ended!" without actually having started a section
L307[09:32:44] <diesieben07> so when minecraft then tries to end its section later, there is no section there anymore, because the mod already ended it
L308[09:32:53] <diesieben07> you probably have to remove mods one by one until the bug goes away
L309[09:32:55] <shabble> diesieben07: ah, that makes sense.
L310[09:32:59] <diesieben07> or, better, do a binary search
L311[09:33:15] <diesieben07> as in: run with the first half, if the error persists the broken mod is in that half
L312[09:33:16] <diesieben07> and so on
L313[09:33:29] <shabble> the startup time on this machine is going it make it pretty unweildy to track down the culprit though :/
L314[09:33:49] <Denyol> How can I access the default minecraft resources, on a file system?
L315[09:34:24] <Naiten> public static Map<Integer, Map<Integer, ArrayList<RollingBase>>> stockMap = new HashMap<Integer, Map<Integer, ArrayList<RollingBase>>>();
L316[09:34:29] <Naiten> We you ya map into map so that you can map while you map https://imgflip.com/s/meme/Yo-Dawg-Heard-You.jpg
L317[09:34:51] <Naiten> we put*
L318[09:34:56] <diesieben07> shabble, you should only need like 7 or 8 starts
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L320[09:35:17] <diesieben07> Denyol, they are not necessarily normal files. they might be in jar files due to resource packs. what do you want to achieve?
L321[09:35:19] <ghz|afk> I recommend having an excel sheet to the side
L322[09:35:24] <ghz|afk> you list all the mods
L323[09:35:48] <ghz|afk> then move the ones that pass the test to a "clear" column
L324[09:35:49] <Denyol> diesieben07: I need the default chest gui texture
L325[09:35:58] <diesieben07> what do you want to do with it?
L326[09:35:59] <ghz|afk> and the ones that are still untested you keep splitting into half ;p
L327[09:36:06] <Denyol> edit it to make my own
L328[09:36:19] <ghz|afk> in intellij/eclipse
L329[09:36:22] <ghz|afk> you can find file
L330[09:36:25] <diesieben07> ^
L331[09:36:30] <ghz|afk> and then use the "copy" refactoring option
L332[09:36:31] <diesieben07> i thought you meant in code
L333[09:36:32] <ghz|afk> to save elsewhere
L334[09:36:40] <Denyol> No outside code
L335[09:36:49] <ghz|afk> the nuse you IDE as I said
L336[09:36:59] <ghz|afk> in IDEA which is what I use, I press dobuleshift
L337[09:37:02] <ghz|afk> then find like chest.png
L338[09:37:12] <ghz|afk> and choose whichever
L339[09:37:15] <shabble> diesieben07: it's valuable time I could be farming chickens or something though :D
L340[09:37:15] <Denyol> hmm the chached minecraft.jar worked in my decompiler
L341[09:37:18] <ghz|afk> and then rightclick -> refactor -> copy
L342[09:37:36] <diesieben07> lol
L343[09:37:38] <shabble> I'll give it a quick few passes of binary search though.
L344[09:38:09] <shabble> again, just mv foo.jar{,.disabled}, and probably use a copy of my savegame?
L345[09:39:22] <diesieben07> yeah
L346[09:39:27] <diesieben07> definitely use a copy of the world
L347[09:39:27] <shabble> my ignorant feeling is that some mods are going to depend on others and just fail to start entirely though?
L348[09:39:36] <diesieben07> or even a flat world, for optimum performance
L349[09:39:51] <diesieben07> then you remove the deps as well
L350[09:40:13] <Denyol> ghz|afk: eclipse doesnt let me open the png files from the minecraft source library
L351[09:41:23] <diesieben07> get a non-broken IDE? :D
L352[09:41:32] <shabble> maybe another stupid question, but can't I somehow attach a debugger adn just poke around when the exception happens?
L353[09:41:34] <Denyol> eclipse is broke?
L354[09:41:40] <diesieben07> in my opinion,yes:P
L355[09:41:41] <shabble> or is that impossible/more work than just disabling stuff?
L356[09:41:44] <diesieben07> because of things like this.
L357[09:41:52] <diesieben07> in all seriousness though, you need to open the jar with an archve program
L358[09:41:55] <diesieben07> and then extract the image
L359[09:42:37] <ghz|afk> Denyol: meh, one more reason to not use eclipse, then ;P
L360[09:42:40] <diesieben07> shabble, yes, most IDEs let you create a "remote debug" run configuration. if you do that in a minecraft dev workspace and then add the command line flags the IDE gives you to the normal client you can debug the normal client.
L361[09:42:42] <Denyol> my decompiler (luyten) doesnt want to work, meh
L362[09:42:47] <ghz|afk> not decompiler
L363[09:42:50] <ghz|afk> the jar is a zip file
L364[09:42:54] <ghz|afk> inside the zip
L365[09:42:56] <Denyol> so I should switch to IDEA?
L366[09:43:03] <ghz|afk> there's assets/minecraft/textures/
L367[09:43:09] <ghz|afk> so you can use winzip/winrar/7zip/...
L368[09:43:18] <ghz|afk> to extract the vanilla textures yourself
L369[09:43:41] <Denyol> yeah i got it to open
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L372[10:00:52] <Denyol> does the order in which the inventory slots are added matter?
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L374[10:02:42] <shabble> argh, what kind of monster puts single-quotes in their mod's jar filename :(
L375[10:08:40] <ghz|afk> a windows user, I presume?
L376[10:09:02] <shabble> "Pam\'s\ HarvestCraft\ 1.9.4-1.10.2h.jar"
L377[10:09:53] <shabble> is there a (simple) way of inspecting/determining mod dependencies without starting up and waiting to see what fails?
L378[10:09:59] <ghz|afk> hmf, is the forge maven down? :/
L379[10:11:06] <kashike> seems up ghz|afk
L380[10:11:15] <diesieben07> not for me
L381[10:11:20] <diesieben07> as in, not down
L382[10:11:26] <shabble> that is, given a dir full of jars, if I remove one, which others should I also remove to stand a chance of it actually booting? :P
L383[10:11:43] <ghz|afk> Caused by: org.apache.http.conn.HttpHostConnectException: Connect to files.minecraftforge.net:80 [files.minecraftforge.net/158.69.55.219] failed: Connection timed out: connect
L384[10:12:12] <ghz|afk> hmm weird
L385[10:12:18] <ghz|afk> http://files.minecraftforge.net/maven/de/oceanlabs/mcp/mcp_snapshot/20161029-1.10.2/mcp_snapshot-20161029-1.10.2.pom -- gives me a 404, not a timeout
L386[10:12:59] <ghz|afk> if I open it with the browser
L387[10:13:09] <ghz|afk> hmf oh well,
L388[10:13:19] <ghz|afk> updated the build.gradle to stable_29 and latest forge
L389[10:13:21] <ghz|afk> and that works
L390[10:13:23] * ghz|afk shrugs
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L392[10:25:48] <Denyol> quick question, how can I get a localised name of something in my language file, I want to display the name of a container
L393[10:26:15] <Denyol> but I havn't overridden .getDisplayName(), nor do I know how to
L394[10:26:15] <diesieben07> on the client: I18n.format
L395[10:28:40] <ghz|afk> on the server: back luck, the only langauge strings there are the vanilla en_US ones
L396[10:29:04] <Denyol> hmm ill try use TileEntityLockable's "ITextComponent getDisplayName()"
L397[10:30:06] <Denyol> it uses, TextComponentTranslation
L398[10:30:25] <Denyol> should I set the method .getDisplayName() to SideOnly(Client)?
L399[10:30:38] <ghz|afk> no
L400[10:30:44] <ghz|afk> you should never use @SideOnly in your own code
L401[10:30:50] <Denyol> why not?
L402[10:30:55] <ghz|afk> because it's bad practice
L403[10:31:06] <ghz|afk> you should be using the proxy for it
L404[10:31:12] <ghz|afk> there ARE a few exceptions
L405[10:31:20] <Denyol> world.isRemote() is better, IK
L406[10:31:26] <ghz|afk> no that's different
L407[10:31:35] <ghz|afk> isRemote is for telling which thread you are on
L408[10:31:43] <Denyol> yes
L409[10:31:46] <ghz|afk> @SideOnly is for telling which jar you are on
L410[10:32:01] <ghz|afk> xcept
L411[10:32:10] <ghz|afk> @SideOnly(CLIENT) causes the code to be modifiedby FML during loading
L412[10:32:15] <ghz|afk> to remove the methods
L413[10:32:26] <ghz|afk> and relying on this is bad practice
L414[10:32:34] <Denyol> yes, but isnt it fine if you know a method will only run on a certain physical side?
L415[10:32:46] <Denyol> like something used in a proxy?
L416[10:32:52] <ghz|afk> yes
L417[10:32:56] <ghz|afk> but then you don't need @SideOnly at all
L418[10:33:02] <Denyol> i guess
L419[10:33:09] <ghz|afk> thereis ONE use for @SideOnly:
L420[10:33:12] <ghz|afk> if you override a method
L421[10:33:19] <ghz|afk> and one of the method parameters is @SideOnly
L422[10:33:22] <ghz|afk> that is
L423[10:33:32] <ghz|afk> if the class type of the parameter exists only in one of the jars
L424[10:33:36] <ghz|afk> in any othersituation
L425[10:33:46] <ghz|afk> it's preferred that you put the code in a proxy and call it from the method instead
L426[10:34:43] <Denyol> ok thx
L427[10:42:00] ⇨ Joins: Shambling (~Shambling@24-181-186-74.dhcp.nwtn.ct.charter.com)
L428[10:43:09] <Shambling> how is everyone this fine whatever day it is in your region
L429[10:47:17] <Naiten> codeing the code
L430[10:52:42] <Naiten> https://www.youtube.com/watch?v=W4ffa22xUEs spent whole day on different ways to solve collisions
L431[10:52:46] <Naiten> still not working
L432[10:52:52] ⇨ Joins: Vazkii (~Vazkii@144.134.37.188.rev.vodafone.pt)
L433[10:54:50] <Ordinastie> looks like client/server desync
L434[10:54:59] <Naiten> kinda
L435[10:55:24] <Naiten> i sync the shit every 2 minutes...
L436[10:55:44] <Ordinastie> ôO
L437[10:56:28] <TechnicianLP> why did those derail?
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L441[10:59:04] <shabble> diesieben07: urgh, looks like it's been sometimes working in a new flatworld but still crashing in my actual savegame
L442[10:59:18] <shabble> so most of this testing has been useless
L443[10:59:24] <Naiten> TechnicianLP, who knows
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L445[10:59:34] <diesieben07> shabble, no idea then, sorry :/
L446[11:00:01] <shabble> how did you figure out what the magical func_71217_p was doing, anyway?
L447[11:00:45] <ghz|afk> [17:55] (Naiten): i sync the shit every 2 minutes...
L448[11:00:46] <ghz|afk> o_O
L449[11:00:52] <ghz|afk> that shouldn't be necessary?
L450[11:01:06] <diesieben07> shabble, i used MCPBot
L451[11:01:09] <ghz|afk> you should just be sending position/velocity updates every few ticks -- if the values have changed
L452[11:01:22] <ghz|afk> shabble:
L453[11:01:25] <ghz|afk> !!gm func_71217_p
L454[11:01:26] <MCPBot_Reborn> === MC 1.11: net/minecraft/server/MinecraftServer.tick (MinecraftServer.C) UNLOCKED ===
L455[11:01:27] <MCPBot_Reborn> Name : C => func_71217_p => tick
L456[11:01:28] <MCPBot_Reborn> Descriptor : ()V
L457[11:01:28] <MCPBot_Reborn> AT : public net.minecraft.server.MinecraftServer func_71217_p()V # tick
L458[11:01:29] <MCPBot_Reborn> Comment : Main function called by run() every loop.
L459[11:01:29] <Naiten> ghz|afk, yeah? why?
L460[11:01:30] <MCPBot_Reborn> Last Change: 2012-08-04 19:41:31-04:00 (TehKittyCat)
L461[11:01:36] <ghz|afk> use it with only ONE ! to not spam the channel
L462[11:01:38] <Naiten> uh
L463[11:01:51] <ghz|afk> Naiten: that was to shabble ;P
L464[11:01:54] <Naiten> i send position/velocity while syncing
L465[11:02:02] <Naiten> no other things
L466[11:02:04] <ghz|afk> but only every 2 minutes?
L467[11:02:04] <shabble> aah, the bot has the decompiled/deobf function docs indexed?
L468[11:02:16] <ghz|afk> shabble: yup, that's the whole purpose of it
L469[11:02:24] <Naiten> won't doing that every few tick load the CPU?
L470[11:02:37] <ghz|afk> Naiten: no it would load the network cart
L471[11:02:42] <ghz|afk> but it's like waht, 10 bytes?
L472[11:02:50] <ghz|afk> so every tick would be 200 bytes per second!
L473[11:02:53] <ghz|afk> such load ;P
L474[11:03:11] <ghz|afk> minecraft already has its own entity sync stuff, though
L475[11:03:18] <shabble> ghz|afk: oh, cool. I was looking at the RTFdocs pages and wondered where all this sort of info might be :)
L476[11:03:21] <Naiten> 24 bytes
L477[11:03:42] <Naiten> posXYZ, motionXYZ, int = 32 bit, times 6
L478[11:03:43] <ghz|afk> yeah still under 500 bytes per entity per second if you sync EVERY SINGLE TICK
L479[11:04:09] <Naiten> banilla sync stuff is crap
L480[11:04:17] <Naiten> it caused multiple bugs
L481[11:04:33] <ghz|afk> I see
L482[11:04:55] <shabble> before I dig too much further into this rabbithole, is there any half-decent 'tps'/lag profiler for single-player so I can give up on /debug?
L483[11:05:28] <ghz|afk> isn'tthere a forge-provided tps command now?
L484[11:05:43] <diesieben07> for a while already,yes
L485[11:05:51] <ghz|afk> something like /forge tps
L486[11:10:42] <shabble> when this eventually restarts, I'll check that out, thanks
L487[11:11:08] <shabble> is there anything that can do chunk/entity level granularity?
L488[11:12:20] <ghz|afk> no idea
L489[11:12:40] <ghz|afk> would be nice as a minimap addon
L490[11:12:45] <ghz|afk> that shows slow chunks in red ;P
L491[11:12:59] <ghz|afk> but dunno if that's even possible
L492[11:13:23] <shabble> + waypoints with a 'nuke misbehaving TE from orbit' hotbutton :D
L493[11:13:41] <diesieben07> There was something that looked pretty advanced that i saw in Etho's hermitpack series
L494[11:13:59] <diesieben07> but i am not sure if that's in the official hermitpack or if they added it manually
L495[11:14:03] <diesieben07> and i don't know what it is either
L496[11:14:12] <diesieben07> but it shows there is something
L497[11:15:32] <shabble> so /forge tps works, and there seems to be a /forge track <thing> command, but I can't see any obvious docs for it
L498[11:16:26] <diesieben07> /forge track te is supposed to track TE ticks, it seems
L499[11:16:29] <diesieben07> but it does nothing
L500[11:16:51] <diesieben07> or rather, it seems implemented, but there are no vanilla patches to enable it
L501[11:18:31] <Naiten> www.youtube.com/watch?v=GWDj50G0XtM
L502[11:18:35] <Naiten> Now it's like this
L503[11:18:38] <Naiten> great
L504[11:18:56] <ghz|afk> you clearly have a difference between client and server
L505[11:19:00] <ghz|afk> they don't do the same physics :/
L506[11:19:17] <shabble> ok, I'm going to give up on this for now until it bothers me some more
L507[11:19:22] <ghz|afk> WHEN are you updating the things?
L508[11:19:25] <shabble> diesieben07: ghz|afk: thanks for the help
L509[11:19:29] <ghz|afk> hopefully it's not done per-frame in the client
L510[11:19:30] <ghz|afk> ;P
L511[11:19:47] <Naiten> ghz|afk, erm, it the begining of the onUpdate
L512[11:20:01] <Naiten> before anything
L513[11:20:09] <Naiten> i guess it's wrong
L514[11:23:14] <ghz|afk> well, if you want to not send updates often
L515[11:23:21] <ghz|afk> you will need to do the same physics on the client and server
L516[11:23:24] <ghz|afk> exactly thesame
L517[11:24:07] <ghz|afk> and use the position+velocity updates to "fix" the desyncs that may happen
L518[11:24:11] <Naiten> it is the same
L519[11:24:19] <ghz|afk> more lag == more desync, which is unavoidable
L520[11:24:43] <ghz|afk> but on an integrated server in singleplayer, it should have negligible desync
L521[11:26:36] <Naiten> ghz|afk, my physics is same on client and server
L522[11:27:18] <Naiten> and I've moved sync to the end of the onUpdate, right before moveEntity()
L523[11:27:21] <Naiten> still bad...
L524[11:29:44] <ghz|afk> I have no idea why :/
L525[11:29:55] <Naiten> :C
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L545[12:42:16] <Ordinastie> in hindsight, when I use random copied text to test some output in console, maybe I shouldn't have use actual Exception text ><
L546[12:42:54] <ghz|afk> lol
L547[12:43:12] <Denyol> just changed to intellij and its complaining that method preInt(FMLPreInit.. event)' is never used, aswell as complaining that overriding getBoundingBox in Block is bad because its deprecated...
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L553[12:48:45] <ghz|afk> Denyol: you can tell idea that @Mod.EventHandler and @SubscribeEvent shouldn't be shown as unused
L554[12:49:14] <ghz|afk> and about the overrides, you can ignore the strightthrough line
L555[12:49:26] <ghz|afk> and if it complains when compiling, just put @Deprecated on your own override
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L563[13:02:03] <heldplayer> !gf framebufferType
L564[13:02:12] <heldplayer> RIP bot
L565[13:02:16] <heldplayer> Oh there we go
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L575[13:30:34] <TechnicianLP> clearing 3dimensional arrays is fun
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L581[13:49:41] <bjorguv> anyone know of a mod that has clothing based inventory?
L582[13:50:36] <killjoy> Baubles?
L583[13:50:55] <killjoy> TiC adds a bunch of inv slots
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L585[13:53:41] <bjorguv> eh I guess I’ll probably have to make it I was thinking a mod that gives inventory space based on the item of clothing that you are wearing like jeans have a few slots cargo pants have even more slots etc
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L588[13:54:16] <ghz|afk> bjorguv: i'm not aware of anything like that
L589[13:54:25] <killjoy> so if you're naked, you can only hold 2 items
L590[13:54:33] <bjorguv> killjoy yea
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L593[13:56:05] <bjorguv> would that be a difficult thing to make?
L594[13:56:25] <killjoy> you'd have to rework everything inventory
L595[13:56:33] <killjoy> most containers would probably break
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L598[14:08:46] <Ashindigo_> Could the slots be "disabled" but still exist
L599[14:09:16] <TechnicianLP> youd have to lock the slots ...
L600[14:09:30] <TechnicianLP> (i think they have a boolean for that)
L601[14:10:08] <TechnicianLP> Slot.canBeHovered()
L602[14:12:28] <TechnicianLP> returning false there disabled the slot (no overlay, no item rendering, etc.) but as most guis have the slots staticly drawn as an image ... you cant hide them
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L614[14:21:11] <TechnicianLP> did znc die?
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L623[14:27:17] <Kasran> good afternoon
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L626[14:30:01] <illy> LexManos: should I disable the Linux build build of the wrapper due to mojang not shipping J8 with the launcher?
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L638[15:14:47] <shadekiller666> are entities that are marked as "invisible" not collidable either?
L639[15:15:27] <shadekiller666> is there a way to make an entity not have a model but still serve as a collision box?
L640[15:16:14] <diesieben07> register an empty renderer
L641[15:16:48] <shadekiller666> ok
L642[15:17:37] <shadekiller666> a renderer that overrides the render method but does nothing?
L643[15:19:05] <diesieben07> yeah
L644[15:20:36] <illy> git push -f
L645[15:22:28] <shadekiller666> diesieben07, is it ok to return null from the getEntityTexture method in this case?
L646[15:23:17] <diesieben07> that method is @Nullable anyways, so... sure
L647[15:24:11] <ghz|afk> it's only used for bindEntitytexture anyhow
L648[15:24:38] <ghz|afk> (which is something you call if you want it)
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L650[15:27:16] <bjorguv> anyone know if the old daym source code is available anywhere?
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L652[15:37:35] <LexMobile> PaleoCrafter: you here?
L653[15:37:40] <PaleoCrafter> sure
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L655[15:38:14] <LexMobile> Forgedevelop.com would you be interested in taking a crack at making it not crap?
L656[15:39:37] <PaleoCrafter> yes in principle, probably won't have the time until end of February, though
L657[15:43:12] <diesieben07> i need to stop helping these people. http://www.minecraftforge.net/forum/index.php?topic=44861.0
L658[15:44:19] <PaleoCrafter> you weren't helping at all, diesieben07, that's the problem?
L659[15:44:19] <LexMobile> No need for speed just remembered that site existed because I'm going to a con and it's on my cards :p
L660[15:44:22] <PaleoCrafter> -?
L661[15:44:42] <diesieben07> how was I not helping? :D
L662[15:44:55] <PaleoCrafter> I was just joking :P
L663[15:45:07] <diesieben07> ok :D
L664[15:45:30] <diesieben07> lex, I am no designer, but as an intermediary step a font other than times would do a lot, i think
L665[15:45:47] <PaleoCrafter> Lex, should it have the general style of the new forums or do you want something that stands on its own?
L666[15:46:21] <LexMobile> Don't know something that looks good and has nice HTML it won't be running any cams
L667[15:46:26] <LexMobile> Cms
L668[15:46:56] <LexMobile> That site is just my old business cards turned into a webpage
L669[15:47:04] <PaleoCrafter> <designer mode>but diesieben07, Times expresses the history of the company and underlines it's classy style as a serious business</designer mode>
L670[15:47:11] <LexMobile> I like the flat/clean/simple aspect
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L672[15:47:38] <PaleoCrafter> I'm considering a nice single page layout, always works well for this kinda stuff
L673[15:48:37] <LexMobile> Ya it's meant to be a simple "this is me, I'm not JUST forge"
L674[15:52:58] <LexMobile> illy: ya for now we'll just do win OS X. And jar
L675[15:53:35] <LexMobile> Add a j6 "this needs j8" shim to the installer
L676[15:54:45] <LexMobile> Wonder how hard it'd be to make cradle compile one file for j6 compat...
L677[15:55:15] <diesieben07> you mean one class?
L678[15:55:21] <diesieben07> in which case, not very
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L680[15:56:21] <LexMobile> Ya one .java file
L681[15:57:01] <illy> the linux build currently hard stops with this warning https://git.io/vMQgJ
L682[15:57:11] <illy> without java 8
L683[15:57:31] <LexMobile> To make that "we detected Java 7, this installer needs java 8 or above. And a button for close, and "open help page"
L684[15:58:00] <diesieben07> lex: https://gist.github.com/diesieben07/d70a06b108d5524e44fac7dfe2c6d530
L685[15:58:02] <diesieben07> something like that
L686[15:58:06] <LexMobile> I plan on still shipping the jar as a "other" installer
L687[15:58:22] <illy> did I not change that?
L688[15:59:19] <illy> all thats left is to build the make the jarappender task and then it should be ready
L689[16:00:48] <illy> oh and to figure out how to replace tokens for the OSX build
L690[16:03:23] <illy> huh gradle breaks my autocompleter
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L693[16:07:28] <shadekiller666> is it possible to add custom game rules?
L694[16:07:37] <diesieben07> sure
L695[16:07:41] <shadekiller666> ie /gamerule <rule>
L696[16:08:11] <diesieben07> even the user can do that
L697[16:08:31] <diesieben07> /gamerule foo bar sets gamerule foo to bar and creates it if necessary
L698[16:08:38] <shadekiller666> right now i have a custom command that is used to toggle the rendering of a normally-invisible block, and it resets to false every time i exit the world
L699[16:09:14] <shadekiller666> so users can create gamerules that don't do anything?
L700[16:09:34] <diesieben07> well, you can test for them with command blocks
L701[16:10:03] <shadekiller666> oh
L702[16:11:30] <illy> archlinux-java status
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L704[16:14:11] <TechnicianLP> archlinux-java? so openjdk?
L705[16:15:08] * TechnicianLP opene bash an tried it
L706[16:15:38] <illy> I was switching back to java 8
L707[16:16:31] <TechnicianLP> i think i still have a lot to learn about my os ...
L708[16:16:36] <illy> its script that makes switching between java versions simpler
L709[16:17:41] <illy> Tech I can show you a great resource to help you learn more about arch :D
L710[16:17:52] <illy> https://wiki.archlinux.org/ :P
L711[16:18:53] <TechnicianLP> well ... ok ... thats were ALL documentation is
L712[16:19:10] <illy> heheheh
L713[16:20:33] <Akkarin> You mean learn about every program available for Linux ever
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L717[16:22:00] <illy> I just go to the wiki when I eventually break something
L718[16:22:42] * TechnicianLP broke a lot already (crashing X on boot; tried restarting systemd; ...)
L719[16:24:00] <illy> for some odd reason whenever I install arch I forget to install my video driver
L720[16:24:06] <Akkarin> lol
L721[16:24:17] <Akkarin> I always forget the bootloader for some reason X)
L722[16:24:24] <Akkarin> easy fix ... still every damn time
L723[16:25:28] <illy> I switched away from grub fixed my bootloader issue :P
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L727[16:40:33] <TechnicianLP> does someone knwo where mc handles banned servers?
L728[16:40:53] <Akkarin> netty bootstrap afaik
L729[16:41:00] <diesieben07> yeah, they have a custom netty version
L730[16:41:09] <ghz|afk> :3
L731[16:41:16] <ghz|afk> there, my guidebook mod now has a semi-decent wiki
L732[16:41:16] <ghz|afk> https://github.com/gigaherz/Guidebook/wiki
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L735[16:50:47] <Xiphirx> Is there a way to block a player from joining until some async code is done and allows it? I'm new to forge and this use-case was previously covered by AsyncPlayerPreLoginEvent in CraftBukkit
L736[16:51:04] <Xiphirx> I'm looking for the equivalent in forge if there is one
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L738[16:51:33] <diesieben07> no, there isn't such a thing afaik. what is your use case exactly?
L739[16:51:48] <Xiphirx> I'm creating a dynamic whitelist that is querying an api
L740[16:51:58] <Xiphirx> I'd like to wait for the api to respond before the player is allowed to join
L741[16:52:12] <Xiphirx> and not kick them after they join
L742[16:52:16] <diesieben07> and why not use the vanilla whitelist mechanics?
L743[16:52:28] <Xiphirx> doesnt that just check against a txt?
L744[16:52:32] <Xiphirx> I need to check against a rest api
L745[16:52:42] <illy> are you syncing whitelists?
L746[16:53:17] <Xiphirx> I'm not able to pull the entire whitelist, I can just query on a per user basis
L747[16:55:19] <diesieben07> yeah there is no such thing in forge. you'd have to do some hacky things.
L748[16:55:27] <Xiphirx> :|
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L750[16:55:37] <diesieben07> You can make a PR :P
L751[16:55:52] <diesieben07> there is not that much "server admin" type-stuff in forge (yet?)
L752[16:55:59] <Xiphirx> I'm assuming its not cool to block the thread that invokes listeners of "ServerConnectionFromClientEvent" ?
L753[16:56:01] <diesieben07> for things like that you might be better off with sponge, too
L754[16:56:36] <SparkVGX> people tend to make plugins using "spongepowered" if they are wanting to do server admin stuff
L755[16:56:42] <diesieben07> that would be the main server thread
L756[16:56:49] <diesieben07> so... no, not a good idea.
L757[17:03:40] <Akkarin> are you trying to tell me that .25 TPS is not a good thing?!
L758[17:05:00] <TechnicianLP> i think thats fine ...
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L764[17:25:04] <Xiphirx> Is there a way to broadcast a message to all connected players easily? Googling is bringing up solutions that seem to be deprecated / removed...
L765[17:25:39] <SparkVGX> when you say message, do you mean a message to the chat?
L766[17:25:48] <Xiphirx> Yes, a chat message
L767[17:25:54] <Xiphirx> preferably with color formatting
L768[17:26:21] <SparkVGX> this is what I use
L769[17:26:24] <SparkVGX> https://gist.github.com/SparkVGX/5e15769e091dd3973935ac8742a2cb83
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L771[17:27:33] <Xiphirx> ah! sendChatMsg on the player list is what I was looking for
L772[17:27:34] <Xiphirx> thanks
L773[17:27:41] <SparkVGX> :)
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L775[17:28:58] <SparkVGX> I've found it very useful to look at the github repo of popular mods. Most of the good one's are public.
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L777[17:29:26] <SparkVGX> excuse the apostrophe on ones, oops
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L780[17:48:27] <bjorguv> when would someone register events in postInit?
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L782[17:48:58] <ghz|afk> there's no reason to do so
L783[17:49:04] <ghz|afk> you should register things as early as possible
L784[17:49:20] <ghz|afk> even if you need another mod's data
L785[17:49:20] <bjorguv> ok what about addons for other mods?
L786[17:49:25] <bjorguv> oh
L787[17:49:30] <ghz|afk> you can justhave "after:modid" in your dependencies
L788[17:49:41] <ghz|afk> pretty much the only use I have seen for postInit
L789[17:49:56] <ghz|afk> is to do global modification of recipes
L790[17:49:59] <ghz|afk> not specific to any one mod
L791[17:50:07] <bjorguv> ah
L792[17:50:13] <ghz|afk> like searching for ALL recipes that add "logs to planks"
L793[17:50:20] <bjorguv> what about init?
L794[17:50:22] <ghz|afk> and replacing them with machine recipes
L795[17:50:29] <ghz|afk> init is for registering recipes
L796[17:50:40] <ghz|afk> mostly ;p
L797[17:50:47] <bjorguv> and preInit?
L798[17:50:55] <bjorguv> sorry I actually never knew this stuff
L799[17:51:02] <ghz|afk> preinit is for registering things
L800[17:51:17] <ghz|afk> entities and such
L801[17:51:49] <ghz|afk> if you aren't using the new registry events (you should, if you ware on 1.10.2), you'd also do block and item registration there
L802[17:51:51] <ghz|afk> also
L803[17:52:05] <ghz|afk> you need to do things like apply for models, during preinit phase
L804[17:52:10] <ghz|afk> (but only in the client)
L805[17:52:32] <bjorguv> k yea I’m in 1.7.10 so ty for that note
L806[17:53:06] <SparkVGX> O.o
L807[17:54:15] <ghz|afk> shame on you ;P
L808[17:54:17] <ghz|afk> but /shrug
L809[17:54:35] <bjorguv> ghzlafk: that actually made things so much less confusing for me tyvm
L810[17:54:43] <SparkVGX> Is there any particular reason why so many versions behind?
L811[17:55:02] <ghz|afk> SparkVGX: I'll guess it's "because my favorite mods are still there"
L812[17:55:12] <ghz|afk> or "because the server we play on is 1.7.10 and I want to add mods to it"
L813[17:55:18] <ghz|afk> that's the two reasons everyone gives ;P
L814[17:55:33] <bjorguv> sparkVGX the mods that are necesarry for my server haven’t updated flenix mods and psychadelicraft
L815[17:55:39] <bjorguv> ^
L816[17:55:43] <SparkVGX> ding ding ding lol
L817[17:55:48] <bjorguv> what other reason would there be lol
L818[17:55:53] <SparkVGX> full points to ghz
L819[17:55:59] <ghz|afk> "i hate the new model system"
L820[17:56:05] <SparkVGX> ^
L821[17:56:08] <ghz|afk> and "lex sucks so I hate anything he does"
L822[17:56:14] <SparkVGX> when I was still on 1.7.10 this was my reason
L823[17:56:21] <SparkVGX> not the lex one :P
L824[17:56:36] <ghz|afk> the last one is really
L825[17:56:45] <ghz|afk> lex tries very hard to make mods less prone to break minecraft
L826[17:56:47] <illy> ghz stop going to the ftb reddit :P
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L828[17:56:58] <ghz|afk> and some modders really do not like that
L829[17:56:58] <bjorguv> well I figure it will take less time to develop for 1.7.10 than to get permission and update all the mods I need
L830[17:56:58] <illy> and MCF
L831[17:57:07] <SparkVGX> until I actually looked and realised it's a lot easier to mod now in the new versions
L832[17:57:07] <ghz|afk> illy: funny thing is, I don't
L833[17:57:12] <ghz|afk> that's what i have experienced here ;P
L834[17:58:15] <shadekiller666> ok wtf
L835[17:58:23] <shadekiller666> i have a block that can face any direction
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L837[17:58:38] <shadekiller666> and when its placed, the tile entity is meant to spawn an entity
L838[17:58:39] <ghz|afk> how's that a wtf? ;P
L839[17:58:56] <illy> ghz|afk: MCF is worse they have people asking for the with a program that supposedly does all the "modding" work for you because they cant be assed to learn how to java...
L840[17:59:00] <shadekiller666> every direction that i place the block in, it spawns the entity fine, except upwards
L841[17:59:11] <ghz|afk> illy: to be honest
L842[17:59:16] <ghz|afk> not everyone is built to be a coder
L843[17:59:21] <bjorguv> learning to java is quite a task lol
L844[17:59:25] <ghz|afk> I wouldn't mind a modding system based purely on json files for items and blocks
L845[17:59:33] <bjorguv> ^
L846[17:59:36] <bjorguv> I would love that lol
L847[17:59:38] <bjorguv> blockly
L848[17:59:38] <illy> yes but dont ask for help with MCreater...
L849[17:59:44] <bjorguv> oh lmao
L850[17:59:44] <shadekiller666> i set a breakpoint in the method that spawns the entity, and when facing == up, only the client thread triggers the break point
L851[17:59:54] <shadekiller666> the server just fucks off and goes elsewhere
L852[18:00:47] <illy> ghz|afk: irrc cpw is working on somthing like that after the FML rewrite whenever that happens
L853[18:01:38] <ghz|afk> illy: the FAIL project
L854[18:01:54] <ghz|afk> https://github.com/MinecraftForge/FAIL
L855[18:01:54] <bjorguv> ok so if I was to edit the vanilla inventory gui would that need to be registered with preinit?
L856[18:02:02] <shadekiller666> the breakpoint in this block's onBlockPlacedBy isn't even getting triggered on the server thread
L857[18:02:03] <illy> gota love Forge acronyms :P
L858[18:03:10] <illy> I was trying to figure out a silly acronym for the javawrapper but that didnt happen
L859[18:08:13] <ghz|afk> Itried just now, and failed
L860[18:08:13] <ghz|afk> ;P
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L863[18:20:36] <shadekiller666> wtf
L864[18:21:08] <shadekiller666> this thing with not having breakpoints trigger server-side is really annoying
L865[18:21:38] <shadekiller666> trying to figure out why an entity isn't spawning and none of my break points are working on the server
L866[18:21:45] <shadekiller666> >:(
L867[18:22:07] <ghz|afk> weird
L868[18:22:13] <ghz|afk> they usually fire just fine, for me
L869[18:22:21] <shadekiller666> same here
L870[18:22:52] <shadekiller666> i'm also not getting some of the console output messages that i should be getting
L871[18:23:02] <shadekiller666> but i can't figure out why cuz intellij is being a dick
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L874[18:24:20] <ghz|afk> does anyone know if there's any mod that allows modpack authors to do things the first time a player first joins a world?
L875[18:24:31] <ghz|afk> I mean like, config-based, specifically for modpacks
L876[18:24:39] <ghz|afk> context:
L877[18:24:55] <ghz|afk> My guidebook mod lets modpack authors and adventure map authors add new books through config & resource packs
L878[18:25:41] <shadekiller666> is there a way in intellij to tie a breakpoint to a specific thread
L879[18:25:43] <ghz|afk> I could easily handle EntityJoinWorld and check if the player has been tagged as having the books been "given"
L880[18:25:52] <ghz|afk> but I don't want to duplicate efforts ;P
L881[18:26:24] <ghz|afk> shadekiller666: no, but you can give conditions
L882[18:26:29] <ghz|afk> and you can use "world.isRemote" as a condition
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L890[18:52:21] <shadekiller666> ok
L891[18:52:37] <shadekiller666> apparently onBlockPlacedBy wasn't getting called for EnumFacing.UP
L892[18:53:25] <shadekiller666> does onBlockPlacedBy not get called for a block's default state
L893[18:53:26] <shadekiller666> ?
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L900[19:19:46] <DemoXin> Okay, so potentially quick question: I've realized already that FML doesn't allow me to set another SecurityManager. Is there a nice way to go about naming threads that are getting created? I'm attempting to hunt down a mod that's spawning countless threads with default names and all these threads are NPEing
L901[19:20:43] <ghz|afk> start the game with breakpoints enabled, and put a breakpoint on the createThread method or whatever it may be called?
L902[19:20:51] <ghz|afk> (Thread.start?)
L903[19:21:15] <ghz|afk> I mean start the game with debugging enabled, and pug idea/eclipse as a remote debugger for it
L904[19:21:20] <ghz|afk> plug*
L905[19:21:50] <DemoXin> It's on a hosted server.
L906[19:22:05] <ghz|afk> and you can't download a backup of it, and run it locally?
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L910[19:40:18] <ghz|afk> hmf
L911[19:40:42] <ghz|afk> what's the least ugly way to "tag" players to know that I have auto-given them certain books?
L912[19:40:52] <ghz|afk> I was initially using addTag/getTags
L913[19:41:14] <ghz|afk> but since the list is limited to 1024 entries, I'm not sure if it's a good approach
L914[19:41:22] <ghz|afk> I thought of attaching a capability
L915[19:41:32] <TehNut> WorldSavedData?
L916[19:41:37] <TehNut> UUID->Boolean
L917[19:41:50] <ghz|afk> but then I'm potentially "slowing down" all hasCapabilities/getCapabilities
L918[19:41:59] <ghz|afk> for something that's only ever used at entity join time
L919[19:42:06] <TehNut> er, I mean a WSD with a Map<UUID, Boolean>
L920[19:42:18] <ghz|afk> yeah, but WorldSavedData is a bit meh
L921[19:42:23] <ghz|afk> since it's something per-player
L922[19:42:33] <ghz|afk> so it's a bit annoying to have ALL The data for ALL the players loaded
L923[19:42:38] <ghz|afk> rather than keep it with the player info
L924[19:43:09] <ghz|afk> also it wouldn't be Map<UUID,Set<String>>
L925[19:43:21] <ghz|afk> since I want to be able to know which books have been given
L926[19:43:27] <ghz|afk> in case the config changes and adds new books
L927[19:43:51] <ghz|afk> if it was just one value, I'd just use a tag, and forget about it
L928[19:46:03] <ghz|afk> my dilemma is between capability or addTag
L929[19:46:08] <SquareWheel> Maybe instead of a bool (has gotten book), use a version number. New books can check the version that player has assigned.
L930[19:46:47] <ghz|afk> SquareWheel: that'd be nice if I was the one managing the version number
L931[19:46:59] <ghz|afk> but those books are added in the config, by modpack authors
L932[19:47:04] <ghz|afk> or adventure map makers
L933[19:47:54] <ghz|afk> meh whatever
L934[19:47:58] <ghz|afk> I'll use the tags
L935[19:48:25] <ghz|afk> unless someone complains that they want to add a lot of tags, and there isn't enough space after the books
L936[19:48:25] <ghz|afk> ;P
L937[19:48:30] <ghz|afk> (unlikely)
L938[19:52:49] <SquareWheel> Is markDirty() still a thing TEs need to do? Mine seems to be saving just fine without it.
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L941[19:54:31] <SatanicSanta> What is the logical difference between IRecipe#getCraftingResult(InventoryCrafting) and IRecipe#getCraftingOutput()?
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L943[19:57:26] <ghz|afk> SquareWheel: it's mostly needed just to update neighbouring blocks such as comparators
L944[19:57:39] <ghz|afk> SatanicSanta: one is the "theoretical" output
L945[19:57:47] <ghz|afk> the other is the actual output based on the given inputs
L946[19:57:50] <SatanicSanta> okay
L947[19:57:54] <SquareWheel> I won't worry about it unless I start having problems, then. Thanks.
L948[19:58:07] <SatanicSanta> Since RecipeRepairItem is the closest vanilla thing to what I'm doing, and it returns null, I will continue to return null.
L949[19:59:11] <ghz|afk> there is one thing:
L950[19:59:18] <ghz|afk> if you don't have a getRecipeOutput
L951[19:59:27] <ghz|afk> the recipe won't count as "crafting the item"
L952[19:59:30] <ghz|afk> for statistics purposes
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L954[19:59:58] <ghz|afk> if an item has no recipes that output it through getRecipeOutput, then it won't show in the list of statistics, as craftable
L955[20:00:01] <SatanicSanta> yeah thats fine for my purposes
L956[20:00:55] <SatanicSanta> I'm assuming that means it won't show up in JEI's usages (which is preferable for my recipe, since it works on literally every item in the game)
L957[20:01:41] <Denyol> ghz|afk: [21:48:46] Denyol: you can tell idea that @Mod.EventHandler and @SubscribeEvent shouldn't be shown as unused, where is the option to do this?
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L959[20:02:19] <TehNut> click on the "unused" method, click the light bulb that pops up, click the option that says it does that
L960[20:02:21] <Denyol> also now that you mention it, is it bad practice to use @EventHandler, instead of @Mod.EventHandler, are they the same thing?
L961[20:02:23] <ghz|afk> Denyol: idea?
L962[20:02:27] <Denyol> yes
L963[20:02:33] <ghz|afk> yeah what TehNut said
L964[20:02:44] <ghz|afk> they are the same thing
L965[20:02:49] <ghz|afk> just static import vs full name
L966[20:02:53] <Denyol> Ok ill try that thx
L967[20:02:57] <ghz|afk> I prefer to have @Mod.EventHandler
L968[20:03:03] <ghz|afk> because it shows that it's inside @Mod
L969[20:03:12] <ghz|afk> it is a reminder that those are lifecycle events
L970[20:03:15] <ghz|afk> and not @SubscribeEvent
L971[20:03:41] <SatanicSanta> I too prefer @Mod.EventHandler
L972[20:03:42] <TehNut> I use @Mod.EventHandler because it's one less import
L973[20:03:49] <TehNut> But that doesn't really matter at all
L974[20:04:46] <SatanicSanta> ghz|afk: Do you know what IRecipe#getRemainingItems(InventoryCrafting) is? Is that after MC removes the items for me?
L975[20:05:06] <ghz|afk> it's for choosing what remains on the crafting table afterward
L976[20:05:23] <ghz|afk> you are meantto return an array of the same size as the inventorycrafting
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L978[20:05:28] <ghz|afk> with the slots either empty
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L980[20:05:32] <ghz|afk> or with the "replacement item"
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L983[20:05:42] <ghz|afk> (such as getContainerItem() for buckets and such)
L984[20:05:46] <ghz|afk> so like
L985[20:05:49] <ghz|afk> suppose you have a recipe
L986[20:05:56] <ghz|afk> where you place an axe
L987[20:05:58] <ghz|afk> along with logs
L988[20:06:02] <ghz|afk> and it turns the logs into planks
L989[20:06:06] <ghz|afk> but using the durability of the axe
L990[20:06:15] <ghz|afk> then in your getRemainingItems
L991[20:06:23] <ghz|afk> you'd look for the slot that has the axe
L992[20:06:30] <ghz|afk> and lower the durability
L993[20:06:40] <ghz|afk> and then place it in the corresponding array position
L994[20:06:45] <ghz|afk> with the new durability value
L995[20:07:06] <ghz|afk> which would cause it to show up in the corresponding slot in the crafting grid
L996[20:07:21] <ghz|afk> if you didn't do that, the axe would be consumed by the recipe, as a whole
L997[20:09:10] <bjorguv> if I write code to change the inventory do I put that in preinit?
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L999[20:10:19] <bjorguv> not the code itself just to initialize it
L1000[20:10:26] <Denyol> In IDEA how do I view the source code for a particular minecraft method when hovering over it, like eclipse allows
L1001[20:11:02] <bjorguv> ctrl?
L1002[20:11:20] <bjorguv> I think it is ctrl click
L1003[20:11:40] <Denyol> on the method?
L1004[20:11:49] <Denyol> ive gotten the javadoc tooltip thing to come up
L1005[20:12:19] <bjorguv> I have mac and I use cmd click
L1006[20:12:38] <Denyol> ahh yes that did it cmd click
L1007[20:12:58] <Denyol> or CMD+U
L1008[20:13:04] <bjorguv> ok cool
L1009[20:16:13] <Denyol> is the forge maven down?
L1010[20:16:37] <Denyol> 500 Internal Server Error...
L1011[20:16:37] <ghz|afk> it's flaky
L1012[20:17:01] <ghz|afk> no the maven is ok
L1013[20:17:01] <ghz|afk> http://files.minecraftforge.net/maven/net/minecraftforge/gradle/ForgeGradle/maven-metadata.xml
L1014[20:17:04] <ghz|afk> at least for me
L1015[20:17:07] <Denyol> yeh, IDEA cant update the indexed maven repo
L1016[20:17:30] <ghz|afk> oh no it can't
L1017[20:17:34] <ghz|afk> the root maven folder is not readable
L1018[20:17:43] <ghz|afk> you can't index it ;p
L1019[20:17:46] <Denyol> what should I set it to?
L1020[20:17:47] <Denyol> http://prntscr.com/dypazt
L1021[20:18:02] <ghz|afk> remove it from the indexing list
L1022[20:18:05] <ghz|afk> and dismiss when it asks
L1023[20:18:34] <Denyol> how do I remove it...?
L1024[20:19:41] <ghz|afk> no idea ;P
L1025[20:19:46] <Denyol> nope
L1026[20:19:52] <Denyol> there isnt an option
L1027[20:19:55] <ghz|afk> ignore it, then XD
L1028[20:19:59] <ghz|afk> I have it there, too
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L1030[20:21:10] <Denyol> Im not sure if I prefer IDEA over eclipse yet
L1031[20:21:38] <ghz|afk> it's your choice, really
L1032[20:21:41] <bjorguv> I’ve never tried ecklipse is it more simple?
L1033[20:21:45] <ghz|afk> no
L1034[20:21:50] <ghz|afk> it makes less sense
L1035[20:21:53] <ghz|afk> but once you get used to it
L1036[20:21:56] <ghz|afk> others may seem weird
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L1038[20:22:19] <Denyol> I like how IDEA gives suggestions to how my code is bad
L1039[20:22:19] <ghz|afk> IDEA is more straightforward and easy to learn
L1040[20:23:26] <ghz|afk> jetbrains is really good at making code improvement tools ;P
L1041[20:24:49] <SatanicSanta> IntelliJ Ultimate gives even more suggestions :D
L1042[20:24:58] <ghz|afk> does it?
L1043[20:25:10] <ghz|afk> I use Ultimate at work, and Community here at home
L1044[20:25:13] <ghz|afk> and I haven't noticed much
L1045[20:25:25] <ghz|afk> maybe the one for duplicate code
L1046[20:25:28] <ghz|afk> which I had to turn off
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L1048[20:30:46] <SatanicSanta> ghz|afk: I'm having a strange issue, not really sure of the source https://gfycat.com/VibrantYellowishChinchilla https://gist.github.com/elifoster/b150fc3f56b171781718a188717b2809
L1049[20:31:39] <SatanicSanta> really 2 issues: #1 the item is being duplicated, #2 you have to re-setup the crafting grid to canister more items
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L1051[20:32:15] <bjorguv> how do I code a new inventory?
L1052[20:32:30] <Denyol> is there a keybind in IDEA to quickly import something like CMD+1 in eclipse?
L1053[20:32:34] <SatanicSanta> yes
L1054[20:32:37] <bjorguv> alt enter
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L1056[20:34:12] <bjorguv> anyone know how to create a new inventory? and use it instead of the vanilla one
L1057[20:34:47] <williewillus> what do you mean? that's a very broad question
L1058[20:35:01] <bjorguv> how do I get started making a new inventory
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L1060[20:35:25] <williewillus> yes, define "new inventory"
L1061[20:35:47] <bjorguv> oh a new player inventory screen
L1062[20:35:55] <Denyol> how do I import all the required methods when subclassing like eclipse does in IDEA?
L1063[20:36:09] <williewillus> what does "importing a method" even mean
L1064[20:36:26] <Denyol> set it up with the @Override tag for me
L1065[20:36:30] <Denyol> when first extending a class
L1066[20:37:04] <ghz|afk> you can click on the superclass
L1067[20:37:11] <ghz|afk> wait for the little thingy to show up
L1068[20:37:16] <ghz|afk> and then do "implement methods" from it
L1069[20:37:29] <Denyol> hmm maybe Block doesnt have any
L1070[20:37:37] <Denyol> I always thought it did
L1071[20:37:40] <bjorguv> is IIventory the players inventory?
L1072[20:37:52] <williewillus> bjorguv: I still don't know what you want to achieve :P
L1073[20:37:53] <ghz|afk> bjorguv: it's *any* inventory
L1074[20:38:06] <williewillus> Denyol: you mean methods you're required to implement? block doesn't have any
L1075[20:38:14] <ghz|afk> but you should explain what you are trying to do
L1076[20:38:16] <Denyol> hmm yes it appears so
L1077[20:38:42] <SatanicSanta> ghz|afk: I think there's a keyboard shortcut for that window
L1078[20:38:51] <SatanicSanta> yeah cmd o
L1079[20:38:59] <ghz|afk> yes that's for overriding one thing
L1080[20:39:05] <bjorguv> ok well my mods goal is to make it so players recieve inventory slots from their clothing and default they have only 2
L1081[20:39:25] <ghz|afk> bjorguv: there was a "rpg inventory" type mod
L1082[20:39:27] <williewillus> so you want something like the baubles screen?
L1083[20:39:30] <ghz|afk> that would unlock slots progressively
L1084[20:39:33] <ghz|afk> but
L1085[20:39:39] <ghz|afk> rather than give you slots per se
L1086[20:39:46] <ghz|afk> it would "lock out" the slots
L1087[20:39:47] <bjorguv> kinda but it completely replaces vanilla
L1088[20:39:51] <ghz|afk> with a special item you couldn't pick up
L1089[20:40:01] <ghz|afk> williewillus: no he wants to limit the normal inventory space
L1090[20:40:07] <ghz|afk> based on the worn equipment
L1091[20:40:09] <bjorguv> yea
L1092[20:40:14] <ghz|afk> he explained earlier
L1093[20:40:20] <williewillus> can't you just wrap the container as it opens
L1094[20:40:24] <williewillus> intercepting slotClick
L1095[20:40:26] <williewillus> and checking the index
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L1097[20:40:59] <williewillus> or if we have a Slot click event (don't think we do) that'd be better
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L1099[20:41:12] <ghz|afk> there's PlayerContainerEvent.Open
L1100[20:41:46] <ghz|afk> or InitGuiEvent
L1101[20:41:57] <ghz|afk> which could be used to limit click-based access to those slots
L1102[20:42:00] <ghz|afk> but I think the only solution
L1103[20:42:08] <ghz|afk> to prevent picking up items into those slots
L1104[20:42:18] <ghz|afk> would be to fill them in with some "special" unobtainable item
L1105[20:42:32] <ghz|afk> and then prevent picking up that item from a slot
L1106[20:42:37] <bjorguv> what if I’m making a completely new gui
L1107[20:42:38] <ghz|afk> using whatever events necessary
L1108[20:42:44] <ghz|afk> bjorguv: you can't
L1109[20:42:45] <ghz|afk> I mean
L1110[20:42:50] <ghz|afk> you could, for the "E" window
L1111[20:42:55] <ghz|afk> but then there's the chest gui
L1112[20:42:58] <ghz|afk> the crafting table gui
L1113[20:42:59] <williewillus> yeah
L1114[20:43:02] <ghz|afk> the enchanting gui
L1115[20:43:04] <ghz|afk> the furnace gui
L1116[20:43:07] <ghz|afk> and ALL the mod guis
L1117[20:43:12] <ghz|afk> each one has its own copy of the "bottom half"
L1118[20:43:30] <bjorguv> I won’t be using any of those things
L1119[20:43:30] <ghz|afk> it's impossible to fix it by replacing the gui class
L1120[20:43:42] <williewillus> what do you mean you won't be using it?
L1121[20:43:44] <williewillus> the players will be?
L1122[20:43:52] <bjorguv> no that is what I mean they won’t be
L1123[20:43:57] <williewillus> if you just block it in the 'E' inventory I can just open a furnace to bypass yuor limits
L1124[20:44:08] <bjorguv> oh
L1125[20:44:50] <ghz|afk> also picking up items from the ground
L1126[20:44:53] <ghz|afk> or given to you with /give
L1127[20:45:00] <ghz|afk> it would result in the items being placed in the other slots
L1128[20:45:02] <ghz|afk> as I said
L1129[20:45:06] <ghz|afk> the ONLY way to make it work
L1130[20:45:09] <ghz|afk> is to disable those slots
L1131[20:45:21] <ghz|afk> by putting a special non-stackable item in them
L1132[20:45:31] <williewillus> it wuold still be quite unwieldy
L1133[20:45:39] <ghz|afk> and then handling slot clicks to cancel picking up the item from the slot
L1134[20:45:47] <ghz|afk> or dropping it with Q
L1135[20:45:52] <williewillus> that still doesn't solve the other mods problem
L1136[20:46:09] <bjorguv> ok what if the slots simply aren’t there to click?
L1137[20:46:11] <ghz|afk> yes it does -- you'd have to handle it for ALL the slots
L1138[20:46:13] <ghz|afk> regardless of GUI
L1139[20:46:20] <williewillus> sounds like a pita
L1140[20:46:21] <ghz|afk> bjorguv: pickup from the ground
L1141[20:46:34] <ghz|afk> you need BOTH things:
L1142[20:46:37] <ghz|afk> 1. prevent clicks
L1143[20:46:51] <ghz|afk> 2. prevent pickup from ground and /give from filling those empty slots
L1144[20:49:15] <flappy> bjorguv: have you looked at TrophySlots's code yet, btw?
L1145[20:49:28] <bjorguv> no, could you link?
L1146[20:49:33] <Nanobird> throwing out an idea here
L1147[20:49:35] <flappy> https://github.com/Lomeli12/TrophySlots
L1148[20:49:54] <Nanobird> but would it be possible to use reflection and access transformers to completely replace the player inventory references?
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L1150[20:50:18] <ghz|afk> bjorguv: the mod looks like: http://i.imgur.com/IeVOGCM.png
L1151[20:51:05] <bjorguv> http://i.imgur.com/AG41gUZ.png I’m trying to do something like this
L1152[20:51:25] <bjorguv> without taking item size into consideration like they did
L1153[20:51:33] <williewillus> Nanobird: that wouldn't work for all arbitrary mod containers
L1154[20:52:13] <ghz|afk> Nanobird: as I said, each GUI screen has its own texture + slots
L1155[20:52:31] <ghz|afk> including a whole separate implementation of the player inventory slots
L1156[20:52:42] <ghz|afk> eahc one positions & adds the slots to the list
L1157[20:53:01] <ghz|afk> so there's no magic way to handle and and all guis at once
L1158[20:53:18] <bjorguv> so it’s going to be a pain in the butt?
L1159[20:53:29] <williewillus> can't catch every case
L1160[20:53:43] <ghz|afk> bjorguv: I told you how to approach it
L1161[20:53:52] <williewillus> a mod doesn't even have to use container and guicontainer they could reimplement a whole other widget system
L1162[20:53:55] <ghz|afk> if you want to redesign the "E" screen
L1163[20:53:56] <ghz|afk> that's ok
L1164[20:54:06] <ghz|afk> but if you don't want players to open a furnace and cheat
L1165[20:54:19] <ghz|afk> you'll have to do like the "Trophy slots" mod
L1166[20:54:27] <ghz|afk> and "fill in" the locked slots with a special item
L1167[20:54:46] <bjorguv> so a furnaces gui includes the inventory of the player?
L1168[20:54:50] <ghz|afk> yes
L1169[20:54:53] <ghz|afk> not the armor
L1170[20:55:05] <ghz|afk> but the 4 main rows
L1171[20:55:21] <bjorguv> ah ok sorry I was failing to understand your point before
L1172[20:55:33] <SquareWheel> (Unless you use Visible Armor Slots mod)
L1173[20:55:36] <ghz|afk> https://hydra-media.cursecdn.com/minecraft.gamepedia.com/6/60/Furnace_GUI.png
L1174[20:55:48] <ghz|afk> the furnace gui would still look like that
L1175[20:55:54] <ghz|afk> with all the slots available
L1176[20:56:05] <ghz|afk> unless you plan to ALSO replace the furnace gui
L1177[20:56:14] <ghz|afk> and the enchantment table gui, and the chest gui
L1178[20:56:30] <ghz|afk> and the crafting table gui, and the beacon gui
L1179[20:56:30] <williewillus> what trophy slots does is have a tickhandler that constantly rechecks the slots :P
L1180[20:56:37] <williewillus> and ejects anything that doesn't belong
L1181[20:56:45] <bjorguv> EventHandler works too right?
L1182[20:56:52] <williewillus> works for what?
L1183[20:56:56] <ghz|afk> williewillus: ewh.
L1184[20:57:07] <williewillus> I mean, there really isn't any other foolproof way
L1185[20:57:07] <ghz|afk> then it's the crappy one
L1186[20:57:09] <ghz|afk> there's another one
L1187[20:57:11] <williewillus> even that isn't foolproof
L1188[20:57:20] <ghz|afk> one that used XP to unlock slots
L1189[20:57:23] <ghz|afk> used in some skyblocks
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L1191[20:57:47] <ghz|afk> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2336005-infiniteinvo-all-the-inventory-space-a-player
L1192[20:57:47] <ghz|afk> this
L1193[20:58:06] <williewillus> yes but that looks like they replace the gui completely?
L1194[20:58:26] <bjorguv> that is what I want to do
L1195[20:58:47] <bjorguv> (replace the gui completely)
L1196[20:58:48] <williewillus> ghz|afk: and surprise surprise that's what they do too: https://github.com/Funwayguy/InfiniteInvo/blob/master/src/main/java/infiniteinvo/handlers/EventHandler.java#L151-L168
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L1198[20:59:13] <ghz|afk> williewillus: yes
L1199[20:59:21] <ghz|afk> that's for the case when someone actually DID manage to replace the item
L1200[20:59:28] <ghz|afk> but they DO have a "locked" item
L1201[20:59:34] <ghz|afk> that gets put in the slots
L1202[20:59:41] <ghz|afk> to prevent accidental placement on pickup
L1203[21:00:05] <bjorguv> did the picture I sent change anything about your advice/
L1204[21:00:15] <ghz|afk> nope
L1205[21:00:17] <bjorguv> k
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L1207[21:00:26] <ghz|afk> I still think you will need to fill the locked slots with a special item
L1208[21:00:34] <ghz|afk> to prevent placing things in the slots
L1209[21:00:53] <ghz|afk> and you will need to prevent mouse clicks from swapping the items or dropping the contents
L1210[21:01:37] <ghz|afk> then replacing GUIs ends up just being cosmetic
L1211[21:02:17] <bjorguv> ok so it is basically just a normal inv but I choose where the slots are and which slots they can use?
L1212[21:03:11] <ghz|afk> yes
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L1214[21:05:56] <bjorguv> is it possible to store items in the player without using the vanilla inventory? that way items don’t go into the vanilla inv
L1215[21:06:04] <williewillus> caps
L1216[21:06:07] <williewillus> *capabilities
L1217[21:06:11] <ghz|afk> yes, but pickup from the ground won't work for them
L1218[21:06:27] <ghz|afk> they items you pickup from the ground will still go to the standard inventory unless you fill it up with garbage
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L1221[21:07:25] <bjorguv> ok could I make a way to pick up items from the ground with right click then route those items to the new inv?
L1222[21:07:48] <ghz|afk> hmmm does PlayerInteractEvent.Entity work for EntityItems, williewillus?
L1223[21:08:12] <ghz|afk> wait
L1224[21:08:17] <ghz|afk> are you on 1.10.2, bjorguv
L1225[21:08:21] <bjorguv> no
L1226[21:08:23] <williewillus> yes it does
L1227[21:08:26] <ghz|afk> or are you one of those 1.7.10 people
L1228[21:08:36] <bjorguv> yea
L1229[21:08:40] <williewillus> >_<
L1230[21:08:42] <ghz|afk> yeah then you are on your own for that
L1231[21:08:50] <ghz|afk> I have never used the old events
L1232[21:08:54] <ghz|afk> and I have no intention on learning ;P
L1233[21:08:55] <williewillus> well there was the old entity interact events
L1234[21:09:00] <williewillus> but idk how they work either
L1235[21:09:02] <bjorguv> lol k
L1236[21:09:08] <bjorguv> i’ll look into it thanks
L1237[21:09:36] <ghz|afk> disclaimer: everything i have said was assuming 1.10.2+
L1238[21:09:44] <ghz|afk> anything I said may be "wrong" for 1.7.10 ;P
L1239[21:09:50] <ghz|afk> due to the lack of experience there
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L1241[21:10:03] <Falconerd> do you guys think the playerbase will stick with 1.10.2 for a while? i'm actually doing 1.11.2, though pretty much everything I've done so far seems to be the same in both versions
L1242[21:10:16] <ghz|afk> Falconerd: I maintain both
L1243[21:10:25] <ghz|afk> 1.10.2 won't be "the next 1.7.10"
L1244[21:10:33] <ghz|afk> because mojang isn't taking so damn long between updates
L1245[21:10:44] <Falconerd> yeah, i've heard they want to do more frequent small updates
L1246[21:10:48] <bjorguv> what mods have you developed ghz?
L1247[21:10:50] <ghz|afk> but it's where the new modpacks are being created
L1248[21:11:25] <Denyol> because allot of the great mods support 1.7.10 only because no one has updated them
L1249[21:11:36] <Denyol> or like up to 1.9
L1250[21:11:48] <bjorguv> yea ik that’s the only reason I’m still on 1.7.10
L1251[21:11:57] <Falconerd> the whole render system change was the biggest issue right?
L1252[21:12:00] <ghz|afk> bjorguv: Packing Tape (adds something similar to cardboard boxes), Enderthing (adds color-coded ender chests), Ender-Rift (bottomless storage), Survivalist (earlygame tweaks), guidebook (adds fancy XML-based books), and a few WIP ones not worth mentioning
L1253[21:12:18] <ghz|afk> all of them work on 1.11.2 ;P
L1254[21:12:24] <Falconerd> ooh what is this guidebook
L1255[21:12:42] <ghz|afk> https://minecraft.curseforge.com/projects/guidebook
L1256[21:12:43] <ghz|afk> this
L1257[21:12:43] <ghz|afk> ;P
L1258[21:12:47] <Falconerd> yeah i'm there now
L1259[21:12:58] <Falconerd> nice!
L1260[21:13:03] <Falconerd> i was hoping something like this existed
L1261[21:13:23] <Falconerd> didn't want to code my own book gui tbh
L1262[21:13:24] <bjorguv> ah cool I’ve heard of most of those
L1263[21:14:50] <Falconerd> okay i'm getting too carried away, i need to get back to work before my boss gets back
L1264[21:14:56] <ghz|afk> heh
L1265[21:15:10] * ghz|afk looks at the clock
L1266[21:15:17] <ghz|afk> OMFG WTF 4:15am already
L1267[21:15:23] <Falconerd> wow
L1268[21:15:28] <ghz|afk> why am I not even sleepy ¬¬
L1269[21:15:54] <bjorguv> I wish flenix would update his mods to 1.10+ I’d probably just say screw it to all my other mods and update
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L1271[21:26:10] <bjorguv> any 1.7.10 modder familiar with using IExtendedEntityProperties?
L1272[21:26:37] <ghz|afk> http://mcforge.readthedocs.io/en/latest/datastorage/extendedentityproperties/
L1273[21:26:48] <ghz|afk> I wrote docs about them before they were deprecated from forge ;P
L1274[21:26:49] <bjorguv> oh sweet duh
L1275[21:26:51] <bjorguv> ty
L1276[21:29:46] <ghz|afk> well time to sleep
L1277[21:29:48] * ghz|afk poofs
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L1283[21:50:11] <SatanicSanta> methods annotated with @Mod.EventHanlder will only be called if the containing class is annotated with @Mod right?
L1284[21:50:39] <AbrarSyed> yeah
L1285[21:50:45] <AbrarSyed> so says the javadocs
L1286[21:50:47] <SatanicSanta> :|
L1287[21:55:11] <SatanicSanta> trying to think of a nice way to do event handling stuff in my api
L1288[21:58:23] <SatanicSanta> API is independent from the mod, in that they package separately and the API jar could theoretically be put into a modpack without the mod
L1289[21:58:33] <SatanicSanta> right now it wont work completely because of event handling stuff still handled in the mod source
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L1299[22:20:29] <Kasran> Hey, so - I haven't done any Minecraft modding stuff in probably over a year, so the last time I was mucking around with this stuff 1.7.10 was the 'primary' version for mods and the newest was 1.8.6 or something.
L1300[22:21:16] <Kasran> So I'm trying to get back into it now. 1.7.10 has so many mods that I'd be too tempted to download hundreds of the big ones and have it not even work (which is what put me off of modding in the first place), so I'd like to stick to a newer MC version.
L1301[22:22:04] <Kasran> Any recommendations what version I should use for modding? It's looking like 1.10.2 is the best option.
L1302[22:22:53] <TehNut> 1.10.2 is what most players are on
L1303[22:23:00] <TehNut> 1.11.2 is an easy port
L1304[22:23:07] <williewillus> ehh
L1305[22:23:10] <williewillus> "easy"
L1306[22:23:16] <williewillus> not as easy as 1.9 to 1.10 was
L1307[22:23:22] <TehNut> Easy, but can be annoying
L1308[22:23:26] <TehNut> Depending on what your mod does :p
L1309[22:24:43] <Kasran> Not easy for e.g. Botania, from what I'm reading
L1310[22:24:53] <williewillus> i did that
L1311[22:24:56] <williewillus> it wasn't that bad
L1312[22:25:02] <Kasran> (oh, I'm asking from the perspective of a player, oops)
L1313[22:25:02] <williewillus> lots of regexing
L1314[22:25:13] <Kasran> You ported Botania to 1.11?
L1315[22:25:16] <williewillus> yes
L1316[22:25:17] <williewillus> :P
L1317[22:25:22] <Kasran> ...huh.
L1318[22:25:25] <williewillus> and 1.10/9/8
L1319[22:25:41] <TehNut> now go backwards
L1320[22:25:44] <TehNut> 4/3/2
L1321[22:25:51] <williewillus> lol
L1322[22:26:10] <TehNut> Blood Magic 1.9/10 -> 1.11 was easy
L1323[22:26:12] <williewillus> make it a base mod
L1324[22:26:12] <TehNut> Just annoying
L1325[22:26:17] <Kasran> I can't find any not-shady-looking downloads; is it still an in-development/in-testing thing?
L1326[22:26:30] <williewillus> yeah no release yet but it's on the github
L1327[22:26:35] <Kasran> ahh
L1328[22:26:37] <williewillus> and afaik it's playable
L1329[22:26:50] <Kasran> I shall wait patiently for an official release and content myself with, uh, Forestry
L1330[22:26:59] <williewillus> forestry's on 1.11?
L1331[22:27:04] <TehNut> yeah
L1332[22:27:18] <Kasran> I'm probably gonna end up making a second Forge profile for 1.10.2 so I can hit up some of the bigger mods I've been missing
L1333[22:27:19] <williewillus> nice
L1334[22:27:21] <TehNut> BM is if you know how to build from source :p
L1335[22:28:39] <Kasran> like, EnderIO is on .10 but not .11 yet
L1336[22:28:50] <TehNut> I think it's 1.11 on Github
L1337[22:28:51] <Kasran> would that I could contribute to that project, but I've never made a mod myself
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L1340[22:30:58] <SparkVGX> do you mean by yourself?
L1341[22:31:14] <SparkVGX> you started off with "I haven't done any Minecraft modding stuff in probably over a year"
L1342[22:31:32] <SparkVGX> or do you mean you haven't finished and released a mod
L1343[22:33:54] <williewillus> i feel conflicted whenever people try to port mods
L1344[22:33:57] <williewillus> then do a really bad job of it
L1345[22:34:13] <williewillus> it's like I appreciate the effort but do a good job if you're going to do it >_<
L1346[22:34:33] <SparkVGX> yeah, but you're a professional in doing that
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L1349[22:35:41] <Kasran> Oh, when I meant I haven't looked into the Minecraft modding scene (that is, what's new)
L1350[22:35:57] <Kasran> Really what I should have said was I haven't played Minecraft, with or without mods, in over a year
L1351[22:36:26] <Kasran> Apologies for the confusion
L1352[22:36:51] <SparkVGX> ^_^
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L1354[22:40:04] <Kasran> That said, I may want to try learning to mod Minecraft again
L1355[22:40:38] <SparkVGX> https://shadowfacts.net/tutorials/forge-modding-1102/
L1356[22:40:44] <SparkVGX> A good place to start ^
L1357[22:40:52] <Kasran> especially since Harder Peaceful, one of my favorite utility mods, seems not to have been ported to any recent version
L1358[22:41:30] <Kasran> The only thing it did was make Peaceful difficulty have the hunger rate of Easy difficulty
L1359[22:42:22] <Kasran> which I liked, because I like having a little bit of impetus to build things in Peaceful but am not too big a fan of enemy mobs (I'm a wuss haha)
L1360[22:42:38] <SparkVGX> (:
L1361[22:43:27] <Kasran> So this is for 1.10.2; is there something else for 1.11.x, or would you recommend I just not bother with that MC version yet?
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L1363[22:43:43] <SparkVGX> https://shadowfacts.net/tutorials/forge-modding-111/
L1364[22:43:49] <williewillus> it's basically the same
L1365[22:43:52] <williewillus> besides the itemstack changes
L1366[22:43:52] <SparkVGX> ^
L1367[22:44:12] <SparkVGX> Starting in 1.11, ItemStacks can never be null.
L1368[22:44:21] <williewillus> *should ;p
L1369[22:44:26] <SparkVGX> ^
L1370[22:44:32] <Waterpicker> Do you get them to air now if they need to be empty?
L1371[22:45:01] <williewillus> ItemStack.EMPTY
L1372[22:45:10] <SparkVGX> ItemStack.isEmpty?
L1373[22:45:18] <williewillus> and anything with an invalid Item or non-positive stacksize is "empty"
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L1375[22:45:46] <SparkVGX> https://shadowfacts.net/tutorials/forge-modding-111/updating-to-111/
L1376[22:45:52] <williewillus> so theoretically things like `stackSize--; if (stackSize == 0) setStack(i, null)` are no longer necessary
L1377[22:46:02] <williewillus> since stack.shrink(1), if it goes to 0, automatically becomes "empty"
L1378[22:47:38] <Waterpicker> So I have a question for 1.10.2 right now.
L1379[22:48:36] <Waterpicker> How would I get an ray cast from entity eye elvel and teleprot to it an entity in said raycast
L1380[22:48:56] <williewillus> teleport who to what?
L1381[22:49:18] <SparkVGX> you want to teleport the entity to whatever it is looking at?
L1382[22:49:33] <bjorguv> what’s wrong with this http://pastie.org/10991682?
L1383[22:50:07] <SparkVGX> I can't make your link load
L1384[22:50:37] <SparkVGX> nevermind, got it. What was the error?
L1385[22:51:11] <williewillus> if you ever want to be forward compatible without headaches use a lowercase domain :P
L1386[22:51:15] <bjorguv> in block cannot be applied to ()
L1387[22:51:36] <williewillus> Block doesn't have a 0 parameter constructor
L1388[22:51:42] <williewillus> you're trying to call one that doesn't exist
L1389[22:51:55] <SparkVGX> missing a material for the block?
L1390[22:51:55] <Waterpicker> while holding an item yes. SparkVGX
L1391[22:57:27] <SparkVGX> https://github.com/SleepyTrousers/EnderIO/blob/master/src/main/java/crazypants/enderio/teleport/TravelController.java
L1392[22:57:39] <SparkVGX> Waterpicker: look at the doBlink function
L1393[22:57:45] <bjorguv> I’m making my basic block class what do I put as my super()?
L1394[22:58:26] <williewillus> look at the code
L1395[22:58:30] <williewillus> what does it want? :P
L1396[22:58:39] <williewillus> also I made a funny little guide detailing how I port things https://gist.github.com/williewillus/6bb6fe89cb34b7df159091176ba90da4
L1397[22:59:18] * SparkVGX saves link
L1398[22:59:27] <williewillus> idk how useful it actually is
L1399[22:59:43] <williewillus> i joke around in it a lot but it's the general order
L1400[23:00:04] <Waterpicker> SparkVGX, So I guess I can easily adpt it then?
L1401[23:00:14] <SparkVGX> repeats step 11 on a regular basis.
L1402[23:00:45] <SparkVGX> Waterpicker, if you do use code from it, make sure you document in your own code where you got it from.
L1403[23:00:52] <SparkVGX> but yes, you should be able to adapt that
L1404[23:01:29] <SparkVGX> http://puu.sh/tvgxa/4327ec1b2e.png
L1405[23:01:50] <SparkVGX> that's the license for the enderio code
L1406[23:03:30] <SparkVGX> Willie, when you port a mod, do you release it on curse?
L1407[23:04:03] <williewillus> for botania unofficial I did for a short while before vaz got it back
L1408[23:04:24] <williewillus> for aura cascade I was added to the project, but then I gave the mod back
L1409[23:04:36] <williewillus> for PE I'm on the team but not part of the curse project
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L1411[23:08:10] <Waterpicker> Daww that's nice. Just let anyone looks at the source code to know that a tiny bit of enderio code was used?
L1412[23:09:17] <SparkVGX> something like that. "This code contains modified code from _______ - link: mod's github"
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L1414[23:11:46] <SparkVGX> More often than not, you'll find that looking at popular mod's github can be really helpful. They often have proper coding practices and ways of doing what you want to do.
L1415[23:12:26] <killjoy> Anyone else having issues with http://enderio.com/info?
L1416[23:12:42] <killjoy> Everything's left offscreen
L1417[23:13:04] <SparkVGX> I have the same issue
L1418[23:13:11] <Waterpicker> like the method and such?
L1419[23:14:06] <mezz> killjoy, looks weird to me too
L1420[23:14:23] <SparkVGX> Waterpicker, a whole bunch of things. I found them to be a good way to learn tile entities that have inventories and GUI's to access them.
L1421[23:18:54] <Waterpicker> sheesh there is alot of code to digest for this
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L1423[23:19:26] <shadekiller666> does anyone see any reason why this class would crash a dedicated server with this error log? https://bitbucket.org/snippets/shadekiller666/54qGr
L1424[23:20:37] <shadekiller666> i think the reason that it can't load ContentMod has to do with a reference to a separate ContentTab class which then references ContentBlocks.tungsten_reinforced
L1425[23:21:01] <shadekiller666> does it have to do with the fact that ContentBlocks references the ModelLoader?
L1426[23:22:05] <mezz> hard to tell what's going on without the imports
L1427[23:22:26] <shadekiller666> ok, let me fix that
L1428[23:23:29] <shadekiller666> mezz: reload the link
L1429[23:24:15] <shadekiller666> in case you're wondering the methods in this class are called from the CommonProxy and ClientProxy classes
L1430[23:24:36] <mezz> there is most likely a crash during static initialization of ContentMod.java
L1431[23:24:54] <shadekiller666> preInit() is just called by both, then register(Side side) is called by both, passing in SERVER/CLIENT respectively
L1432[23:25:03] <mezz> can I see code for ContentMod?
L1433[23:25:46] <shadekiller666> do you need the proxies as well?
L1434[23:25:50] <mezz> no
L1435[23:26:04] <shadekiller666> reload the link
L1436[23:26:19] <killjoy> shadekiller666, what was the exception?
L1437[23:26:32] <shadekiller666> killjoy, the crash log is included in the link
L1438[23:26:42] <shadekiller666> https://bitbucket.org/snippets/shadekiller666/54qGr
L1439[23:26:43] <mezz> shadekiller666, this log says one of your static fields in ContentMod is crashing
L1440[23:26:44] <killjoy> Oh, I didn't scroll down enough
L1441[23:27:23] <shadekiller666> my co-dev thinks its the static tabContent method
L1442[23:27:42] <shadekiller666> which doesn't make sense to me cuz creative tabs are usually defined in the main mod class
L1443[23:28:04] <shadekiller666> unless having a separate ContentTab.java would cause it to not exist somehow
L1444[23:28:13] <mezz> I recommend against static fields that create new objects for this reason, it's hard to debug
L1445[23:28:29] <mezz> here's what I do instead (one sec, finding link)
L1446[23:29:18] <mezz> https://github.com/ForestryMC/ForestryMC/blob/ad54a19b315361ce9146483d0e0c9cbd3c969eb1/src/main/java/forestry/arboriculture/WoodAccess.java#L44-L52
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L1448[23:29:41] <killjoy> I would do what vanilla does
L1449[23:29:44] <mezz> this way it's lazily loaded and any crash will show up in a clear way
L1450[23:29:58] <shadekiller666> about ContentBlocks, is it ok to have the client-only model registration stuff in the same file as the regular block registration stuff as long as the model stuff isn't improperly referenced from server-side code?
L1451[23:29:59] <killjoy> initialize and register the items normally, but don't store them locally
L1452[23:30:16] <killjoy> In a new class, create fields that get them from the registry
L1453[23:30:52] <killjoy> Don't reference that class until after post-init
L1454[23:30:52] <mezz> I find vanilla's way pretty annoying because it can be hard to track down where objects are, it uses strings
L1455[23:31:16] <bjorguv> how do I initialize things in preInit?
L1456[23:31:31] <killjoy> just do it in the PreInitializationEvent
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L1458[23:31:46] <bjorguv> how do I do it?
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L1460[23:32:01] <killjoy> Do you know how to listen to an event?
L1461[23:32:11] <shadekiller666> the way that i have the dev env set up for this mod is that i have it in the same env as another mod i'm working on (they kind of go together, but are separate ideas)
L1462[23:32:20] <bjorguv> no
L1463[23:32:50] <SparkVGX> bjorguv, if you are working in 1.7.10, you should take a look at pahimar's modding tutorials. He goes through that
L1464[23:32:52] <shadekiller666> and in the other mod, each block class has a public static final BlockCustom INSTANCE = new BlockCustom(); field
L1465[23:32:57] <mezz> shadekiller666, keep client-only stuff in your proxy
L1466[23:33:03] <shadekiller666> along with an MRL as well
L1467[23:33:06] <bjorguv> sparkVGX ty!
L1468[23:33:14] <shadekiller666> :/
L1469[23:33:15] <shadekiller666> ok
L1470[23:33:36] <shadekiller666> i just like the idea of having everything related to blocks in one place, items in another, entities in another
L1471[23:33:39] <TheUnknownFew> So I had a question regarding Resource packs. How/when does a resource pack decide to use another resource from a different pack when two are used?
L1472[23:33:40] <killjoy> Hm.. why would there not be any documentation on EventHandler?
L1473[23:33:59] <SparkVGX> bjorguv - He didn't finish it, but he did enough to help you http://www.pahimar.com/tutorials/lets-mod/
L1474[23:34:03] <mezz> shadekiller666, you can create as many proxies as you want
L1475[23:34:45] <killjoy> bjorguv, do you see the method annotated with @EventHandler in the example mod?
L1476[23:35:13] <shadekiller666> huh
L1477[23:35:13] <TheUnknownFew> Currently working w/ Resource Packs and found that when using two resource packs, the resources of the same type get overridden
L1478[23:35:28] <shadekiller666> wait so could i mark ContentBlocks as being its own proxy?
L1479[23:35:34] <bjorguv> killjoy: yes
L1480[23:35:44] <killjoy> Basically copy that method (name it whatever), and change the argument to be one of https://github.com/MinecraftForge/MinecraftForge/tree/1.11.x/src/main/java/net/minecraftforge/fml/common/event
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L1482[23:36:44] <killjoy> Make sure you annotate it as well
L1483[23:37:06] <killjoy> See here for more info. https://mcforge.readthedocs.io/en/latest/events/intro/
L1484[23:37:55] <killjoy> Differences are 1) only usable in @Mod class, 2) uses @EventHandler instead of @SubscribeEvent, 3) don't need to register
L1485[23:43:52] <TheUnknownFew> to add a little bit to what I said, each resource pack has a lang file and a tabs file. The tabs file has a jsonfiles.json in it. This is to be true for every json. If using more then one Resource pack, these get overriden. How do I prevent that?
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L1487[23:44:39] <TheUnknownFew> or, how should I go about merging the resources?
L1488[23:47:21] <shadekiller666> CreativeTabs only exist client-side right?
L1489[23:47:43] <killjoy> it's on server
L1490[23:47:44] <TheUnknownFew> yes
L1491[23:47:48] <mezz> client-side-only stuff is annotated at the top of the class
L1492[23:47:52] <killjoy> but there are some clientonly methods
L1493[23:48:07] <mezz> those are fine as long as you do not call them on the server
L1494[23:48:10] <TheUnknownFew> (the mod im working on right now deal w/ creative tabs)
L1495[23:48:16] <killjoy> *forge adds them
L1496[23:48:46] <killjoy> nevermind
L1497[23:49:00] <killjoy> just remembered my workspace doesn't mention sideonly
L1498[23:49:42] <shadekiller666> is setBackgroundImageName() client-side only?
L1499[23:49:57] <killjoy> if it has to do with resources, it is
L1500[23:50:23] <killjoy> the only resource the server has is en_us.lang, and that's gotten manually
L1501[23:53:33] <TheUnknownFew> So I have a ResourceLocation object but what if there is more than one resource pack? I'm really confused as to how minecraft handles resource packs and how it merges assets
L1502[23:54:25] <killjoy> it doesn't merge assets automatically
L1503[23:54:29] <killjoy> you'd need to do that manually
L1504[23:54:40] <killjoy> by default, a resource replaces anything "below" it
L1505[23:54:43] <shadekiller666> ahh
L1506[23:54:54] <shadekiller666> getTabIconItem() is marked @SideOnly
L1507[23:55:10] <killjoy> get the mcdev plugin. It will warn you of such things
L1508[23:55:30] <shadekiller666> which likely means that, because ContentBlocks imports client-only classes, it crashes when trying to obtain the block variable from it
L1509[23:55:58] <TheUnknownFew> And how do I get the resource packs that are currently loaded so I can do the manual merging
L1510[23:56:48] <killjoy> I suggest implementing IResourceReloadListener
L1511[23:57:00] <killjoy> *IResourceManagerReloadListener
L1512[23:57:13] <TheUnknownFew> Alright, I'll give that a look
L1513[23:57:45] <killjoy> then create a for loop on resourceManager.getAllResources(RESOURCE)
L1514[23:58:22] <killjoy> You'll need to register the listener
L1515[23:58:27] <killjoy> I'm not sure if forge adds a thing for that
L1516[23:59:05] <TheUnknownFew> A listener for when a resource pack is loaded in, if I'm getting this correctly?
L1517[23:59:15] <killjoy> That's how I suggest doing it.
L1518[23:59:25] <killjoy> Doing this stuff every time you need the resource is dumb
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