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L5[00:13:08] <Disconsented> You don't register potion effects do you?
L6[00:16:18] <tterrag> the effect no, the potion type itself, yes
L7[00:16:24] <tterrag> afaik
L8[00:17:28] <Disconsented> Hmm, well I am getting reports of conflicting effects. Any ideas on that?
L9[00:20:13] <Barteks2x> tterrag, can I join discord too?
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L27[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170124 mappings to Forge Maven.
L28[02:00:35] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170124-1.11.zip (mappings = "snapshot_20170124" in build.gradle).
L29[02:00:46] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L44[02:56:09] <Falconerd> Hey guys, how can we check if the itemstack you are currently holding contains a fluid? My old code looks like this
L45[02:56:12] <Falconerd> fluidStack = ((IFluidContainerItem) itemStack.getItem()).getFluid(itemStack);
L46[03:04:23] <tterrag> http://mcforge.readthedocs.io/en/latest/datastorage/capabilities/#forge-provided-capabilities
L47[03:05:49] <Falconerd> right, thanks
L48[03:05:56] <Falconerd> i actually read this page twice this week
L49[03:05:59] <Falconerd> o_o
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L51[03:11:24] <Barteks2x> uh... I need some way to undo formatting changes
L52[03:11:39] <mezz> Falconerd, there is a utility function: FluidUtil.getFluidContained(ItemStack)
L53[03:11:41] <Barteks2x> I applied the wrong formatter before commit
L54[03:11:55] <Falconerd> thanks, mezz!
L55[03:12:42] <tterrag> Barteks2x: does your IDE not have "ctrl+z" ?
L56[03:12:49] <tterrag> even eclipse can undo a format action
L57[03:12:56] <Barteks2x> I applied it on *everything*
L58[03:13:15] <Barteks2x> yesterday
L59[03:13:19] <Barteks2x> before DIEA update
L60[03:13:22] <tterrag> yes, and? I've had eclipse undo many hours of work before
L61[03:13:28] <tterrag> ok, yesterday is a problem
L62[03:13:32] <tterrag> no there's probably not an easy way to undo that
L63[03:13:42] <tterrag> other than reverting the commit and recoding all the functional changes
L64[03:13:50] <tterrag> this is why style changes are to be SEPARATE from logic changes
L65[03:13:55] <tterrag> learn your lesson and move on :P
L66[03:13:55] <Barteks2x> I don't remember the exact funtional changes anymore
L67[03:14:11] <Barteks2x> it was mostly fixing things
L68[03:14:16] <mezz> can you fix your formatter settings and apply again?
L69[03:14:30] <Barteks2x> there are still changes that persist (newline changes)
L70[03:14:57] <tterrag> sorry, sounds like you're out of luck
L71[03:15:13] <tterrag> you mixed two changes into one commit, and lost local history. you nuked any discrete changes you had
L72[03:16:55] <Barteks2x> it's not even committed yet, all changes are unstaged
L73[03:19:02] <Barteks2x> I'm not sure if it will be faster to reset and redo, or do git add -A -p
L74[03:33:04] <Barteks2x> After going through all of the changes and discardign formatting changed... I have one change left
L75[03:33:22] <Barteks2x> 3 lines added. That's all I actually changed
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L77[03:36:34] <Barteks2x> "You are not currently on a branch." WHAT!?
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L80[03:45:37] <immibis> Barteks2x: it means you're not currently on a branch
L81[03:45:49] <immibis> git does not require you to be on a branch
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L86[03:57:30] <Smack> For making a delayed task in Forge, is there a nicer way than counting ticks off an event?
L87[04:02:57] <Barteks2x> And I lost some changes anyway
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L89[04:11:00] <Barteks2x> anyone knows how forge stores world type in NBT?
L90[04:16:37] <quadraxis> look at WorldInfo
L91[04:17:09] <Ordinastie> great, now I have to find out why it doesn't render anything :x
L92[04:17:11] <Ordinastie> I hate that :x
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L97[04:40:02] <Ordinastie> am I missing something obvious here ? http://puu.sh/txTzI.png
L98[04:44:24] <fry> begin/end are not balanced
L99[04:44:30] <fry> no matrix setup
L100[04:45:11] <Ordinastie> and actual drawing is done by Tessellator.getInstance().draw();
L101[04:45:16] <Ordinastie> if only that fixed it
L102[04:47:20] <Ordinastie> well, it didn't fix it for my crude test, but it did fix it for the proper system
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L112[05:17:28] <Koward> What is the recommended, post 1.9 way to "edit" vanilla loot tables ? Or should we still catch dropsevent and just edit the list ? It still works, but if something's better I'd like to know.
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L124[06:03:29] <Denyol> just wondering how I would set out my model and blockstate files for a block with rotation and an active state
L125[06:09:04] <Denyol> hmm actualy i think i got it
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L127[06:17:05] <Barteks2x> I hate swing... whatever I do things work *almost* correctly
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L130[06:31:00] <TechnicianLP> when do insert my TextureAtlasSprite into the TextureMap? In a ResourceReloadListener?
L131[06:34:56] <Denyol> Ok im stuck ive just added another property (bool) to my block and I need to put the bool value in the last 2 bits on the blockstate meta
L132[06:35:27] <Denyol> the first two bits are a PropertyDirection
L133[06:35:56] <Denyol> how do I use bitwise operations to set a one or zero in the 3rd bit
L134[06:38:40] <LatvianModder> Denyol: https://github.com/LatvianModder/FTBLib/blob/1.9/src/main/lib/com/feed_the_beast/ftbl/lib/io/Bits.java#L28-L38
L135[06:39:15] <Denyol> issue is I cant wrap my head around bitwise things
L136[06:39:34] <Denyol> What I understand is that block can store 4 bits
L137[06:39:44] <LatvianModder> flags is your current number, flag is 1, 2, 4, 8, etc. and v is true/false
L138[06:39:48] <LatvianModder> yes
L139[06:40:01] <LatvianModder> what values you want to store?
L140[06:40:17] <Denyol> binary is read from left to right so if i set the first 2 bits to the value 2, it will be 0010
L141[06:40:25] <Denyol> i want it to be 0110
L142[06:40:30] <Denyol> how do I set that other one
L143[06:41:02] <Denyol> or should I set it as the integer value of 0110
L144[06:41:03] <TechnicianLP> 0b0110
L145[06:41:06] <LatvianModder> you can use my helper method and do metadata = setFlag(metadata, 4, true/false);
L146[06:41:21] <Denyol> except the first two bits could be 11, 01, 10 or 00
L147[06:41:42] <Barteks2x> how to get the .minecraft directory location outside of Minecraft? (from normal java code)
L148[06:41:46] <LatvianModder> basically, tell me what values you want to store and ill write the thing for ya
L149[06:42:06] <Denyol> maybe it would be meta << 2
L150[06:42:13] <Denyol> shift the first two to be the last two
L151[06:42:15] <LatvianModder> Barteks2x: you dont, that no longer is bound to always have there
L152[06:42:25] <Denyol> then set the 2nd bit to the bool value?
L153[06:42:28] <Barteks2x> It's supposed to be default location shown by my converter
L154[06:42:29] <LatvianModder> that is, launcher can set the directory to be whatever
L155[06:42:41] <Barteks2x> I want some reasonable default
L156[06:42:53] <LatvianModder> As default then, I think its platform dependant
L157[06:43:03] <Barteks2x> yes, but how to get that value?
L158[06:43:05] <LatvianModder> for Windows its %APPDATA%/.minecraft/
L159[06:43:27] <Denyol> LatvianModder, I need the first two bits to be the value of EnumFacing, and the last two a 01 or 00
L160[06:44:00] <LatvianModder> so horizontal EnumFacing + boolean?
L161[06:44:11] <LatvianModder> (no up/down?)
L162[06:44:22] <Denyol> no up or down
L163[06:44:31] <Denyol> the block can face north, south east or west
L164[06:44:36] <Denyol> and the bool is activated or not
L165[06:44:38] <TechnicianLP> Barteks: https://hastebin.com/fuheridexi.java
L166[06:44:48] <LatvianModder> ok, then you dont even need bit operations
L167[06:44:57] <Denyol> o
L168[06:45:25] <Denyol> how do I do it? for my getStateFromMeta and getMetaFromState
L169[06:45:55] <LatvianModder> boolean activated = meta >= 8; EnumFacing facing = EnumFacing.VALUES[meta % 8];
L170[06:46:06] <Barteks2x> thanks, that's useful (if I did it myself, it would work on linux, maybe windows, and definitely not on mac)
L171[06:46:16] <Tencao> I have a weird issue with mob modifiers, I'm trying to add one with operation 0, which is suppose to add, however it's still multiplying
L172[06:46:21] <Tencao> As if it's 1 or 2
L173[06:46:23] <LatvianModder> and to compress meta = facing.getIndex() + (activated ? 8 : 0);
L174[06:46:59] <LatvianModder> Now you can even have all EnumFacing values, so it can technically be up/down
L175[06:48:00] <Denyol> so getMetaFromState should return facing.getHorizontalIndex() + (activated ? 8 : 0)?
L176[06:48:08] <Denyol> and why 8
L177[06:48:25] <Denyol> 8 is 1000 in binary?
L178[06:48:38] <TechnicianLP> 8 = 0b1000
L179[06:48:45] <LatvianModder> I dont even think about binary
L180[06:49:11] <LatvianModder> If its activated - I put rotation in 8 + index. if its not - 0 + activated
L181[06:49:33] <Denyol> why 8 tho
L182[06:50:21] <Denyol> oh i think i get it
L183[06:50:35] <Denyol> i could use 4 tho?
L184[06:50:40] <Denyol> just not 2 or 1
L185[06:52:20] <LatvianModder> because max value is 16 (well, 15, but if you count 0 in, its 16 values) and 8 is half
L186[06:52:35] <Denyol> would 4 be fine tho?
L187[06:53:13] <LatvianModder> technically yes. getHorizontalIndex() returns values 0-3?
L188[06:53:15] <Denyol> if the block can only face 4 directions
L189[06:53:59] <Denyol> so what is EnumFacing facing = EnumFacing.VALUES[meta % 8] actually doing? meta could be the value 9 so 9 % 8 = 125...?
L190[06:54:18] <LatvianModder> % (modulo) means wrap
L191[06:54:21] <TechnicianLP> 9%8=1
L192[06:54:38] <Denyol> doesnt modulo use the remainder?
L193[06:54:49] <LatvianModder> yes
L194[06:54:52] <LatvianModder> basically wrap :P
L195[06:55:00] <LatvianModder> 5%8 = 5; 8%8 = 0; 9%8 = 1 etc
L196[06:55:11] <Denyol> 9/8 = 1.125...
L197[06:55:23] <Denyol> wrap?
L198[06:55:23] <Quetzi> no, its 1 remainder 1
L199[06:55:44] <LatvianModder> https://processing.org/reference/modulo.html
L200[06:55:57] <Ordinastie> <Ordinastie> I have text rendering back \o/ http://puu.sh/txZ3c.png
L201[06:55:57] <Ordinastie> <Ordinastie> code : http://puu.sh/txZ29.png
L202[06:56:40] <Denyol> but 5/8 = 0.625, so 5%8 would be 625? Did I get something wrong?
L203[06:56:41] <LatvianModder> ok but why is it in french? (or smth similar :P)
L204[06:56:52] <LatvianModder> yes you did :P
L205[06:57:01] <LatvianModder> reminder is something else
L206[06:57:03] <Ordinastie> LatvianModder, why not? :p
L207[06:57:08] <LatvianModder> its not what is behind comma
L208[06:57:18] <Denyol> o
L209[06:57:59] <Denyol> id always thought it just used what was behind the decimal point
L210[06:58:23] <LatvianModder> https://usercontent.irccloud-cdn.com/file/6Sz3xu9E/image.png
L211[06:58:32] <LatvianModder> I *think* it works something like that
L212[06:58:49] <Barteks2x> and it gets weird for negative numbers
L213[06:59:05] <LatvianModder> yeah, but metadata never is, so he's good
L214[06:59:30] <LatvianModder> 14:53:19 <+LatvianModder> technically yes. getHorizontalIndex() returns values 0-3?
L215[06:59:44] <LatvianModder> Im not at IDE atm, so I can't look up
L216[07:00:11] <Denyol> yeah modulo does use the remainder, so 52%10 would be 2
L217[07:00:20] <LatvianModder> yes
L218[07:00:49] <Ordinastie> LatvianModder, magic! http://puu.sh/txZqg.png
L219[07:01:11] <LatvianModder> so it uses another font?
L220[07:01:21] <Ordinastie> it uses whatever font you want :p
L221[07:02:17] <LatvianModder> Denyol: ok, so what you want to do - meta = facing.getHorizontalIndex() + ((activated ? 1 : 0) << 4);
L222[07:03:36] <LatvianModder> and other way - facing = EnumFacing.getHorizontal(meta % 4); activated = (meta & 4) != 0;
L223[07:04:00] <LatvianModder> wait first one should be << 2 I think, not sure
L224[07:04:23] <Denyol> ok, why, what does all that do, I insist on having a firm understanding
L225[07:04:49] <TechnicianLP> so how does @Mod.EventBusSUbscriber work? can i just put it on random classes?
L226[07:04:54] <LatvianModder> facing.getHorizontalIndex() is just 0, 1, 2, 3, right? 00, 01, 10, 11
L227[07:04:59] <Denyol> yeh
L228[07:05:06] <LatvianModder> TechnicianLP: it should work like that, but I dont trust it :P
L229[07:05:17] <LatvianModder> also all event handler methods have to be static
L230[07:05:27] <TechnicianLP> meh
L231[07:05:51] <Denyol> shouldnt "+ ((activated ? 1 : 0) << 4)" make meta a byte value
L232[07:06:34] <LatvianModder> ((activated ? 1 : 0) << 2) - if its 0 nothing is gonna happen. if its 1, it will move it 2 slots to left so it will 'attach' it in front of facing - 100, 101, 110, 111
L233[07:07:12] <Denyol> hmm ok thx
L234[07:07:14] <LatvianModder> More on bit shifting, I made a picture a while back for reddit :P http://ss.latmod.com/pc/2017-01-19_21.27.14.png
L235[07:08:43] <LatvianModder> EnumFacing.getHorizontal(meta % 4) - woops, this one has to be meta & 3
L236[07:09:19] <Denyol> so if meta was 0b0001 becuase it has facing and we add 1 << 2 (which would be 0b0100) that would make it 0b0101, shouldnt it be meta | ((activated ? 1 : 0) << 2) ?
L237[07:09:23] <LatvianModder> (or % 4 works? its really hard to think without looking at code :P)
L238[07:09:35] <Denyol> because 0b0001 | 0b01000 = 0b0101
L239[07:09:53] <LatvianModder> yeah | works better
L240[07:10:05] <Denyol> ok ill test
L241[07:10:16] <Denyol> do i need to cast it back to an int...?
L242[07:10:25] <TechnicianLP> no
L243[07:10:26] <LatvianModder> cast, what?
L244[07:10:35] <Denyol> facing.getHorizontalIndex() | ((active ? 1 : 0) << 2)
L245[07:10:41] <TechnicianLP> int i = (int) 5;
L246[07:10:42] <Denyol> because GetMetaFromState returns an int
L247[07:10:56] <LatvianModder> yeah you dont need to cast to byte
L248[07:10:59] <Denyol> facing.getHorizontalIndex() | ((active ? 1 : 0) << 2) will return a byte
L249[07:11:07] <LatvianModder> it wont
L250[07:11:21] <LatvianModder> dont do any casting, its not needed
L251[07:11:25] <Denyol> ok
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L253[07:11:48] <Ordinastie> as a matter of fact, you should setup your IDE to automatically remove uneeded castings
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L255[07:11:59] <Denyol> Im using a mostly fresh IDEA
L256[07:12:04] <Denyol> it hasnt complained
L257[07:12:52] <Denyol> why are we doing EnumFacing.getHorizontal(meta % 3)?
L258[07:13:21] <Ordinastie> you shouldn't I think
L259[07:13:28] <Ordinastie> you probably mean & 3
L260[07:13:46] <Denyol> what does the & operator do again?
L261[07:13:53] <Denyol> oh its and
L262[07:16:06] <Denyol> if meta is 0b0101 then 0b0101(meta) & 0b0011(3) == 0b0001?
L263[07:16:42] <Ordinastie> yes
L264[07:17:14] <Denyol> but we only want the first two bits for the EnumFacing.getHorizontal
L265[07:17:23] <Falconerd> has anyone got hot swap working in IDEA?
L266[07:18:14] <Denyol> oh nvm that works
L267[07:19:23] <Denyol> and to get the first two bits would be meta & 12?
L268[07:19:47] <Denyol> hmm nope
L269[07:20:05] <Denyol> we do meta >> 2
L270[07:20:10] <Denyol> to get the first two :)
L271[07:20:26] <Denyol> I think ive figured a bit about bitwise operations
L272[07:20:29] <Ordinastie> no, the first 2 are the ones on the right, so & 0b11 or & 3
L273[07:21:05] <Denyol> its in the format 0b0(bool 1 or 0)(direction)
L274[07:21:32] <LatvianModder> 15:08:49 <+LatvianModder> EnumFacing.getHorizontal(meta % 4) - woops, this one has to be meta & 3
L275[07:21:39] <Barteks2x> Falconerd, it should just work if you run in debug more
L276[07:21:42] <Denyol> to get the bool we shift (e.g) 0b0111 two right and we get 0b0001
L277[07:21:54] <Barteks2x> you sinply need to compile to see result
L278[07:22:19] <Falconerd> okay, i will give it a go, cheers
L279[07:22:52] <Falconerd> oh wow, i was pressing rebuild every time
L280[07:22:59] <Falconerd> this is going to make life much easier
L281[07:23:01] <Falconerd> thanks
L282[07:23:20] <Barteks2x> if you want it to work even in cases like adding methods, you can try to install DCEVM
L283[07:23:59] <Falconerd> did you replace the jvm or add an alternate?
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L285[07:24:40] <Barteks2x> Myself I replaced it, but alternate JVM should also work (and may be easier to install). You just need to run installer as administrator
L286[07:24:52] <Falconerd> ah okay
L287[07:24:53] <Falconerd> thanks
L288[07:25:07] <LatvianModder> Denyol: also dont forget to create an ItemBlock that has getMetadata(int meta) { return meta; }
L289[07:25:19] <Denyol> why?
L290[07:25:38] <LatvianModder> Actually, yeah no you dont need that
L291[07:25:42] <Denyol> the metadata is only used so I can change the model based on the state
L292[07:25:47] <LatvianModder> I forgot that it should always drop 0
L293[07:25:55] <LatvianModder> then you are good
L294[07:26:09] <Denyol> thanks for the help :)
L295[07:27:26] <Denyol> whats getActualState used for?
L296[07:29:00] <Ordinastie> to get state with properties not serialized that can be computed on the fly, generally used for rendering
L297[07:29:14] <Denyol> oh thx
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L299[07:34:48] <Denyol> :P whoever set the param names for shouldRefresh in TileEntity, forgot to use spell check :P
L300[07:34:55] <Denyol> they are "shouldRefresh(World world, BlockPos pos, IBlockState oldState, IBlockState newSate)"
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L302[07:35:31] <TechnicianLP> got to the mcp-github and file an issue ...
L303[07:36:00] <Denyol> or just a pr?
L304[07:36:15] <TechnicianLP> i dont think its pr-able
L305[07:36:22] <Denyol> yeh, its a tiny thing
L306[07:36:29] <Denyol> whats the link for the mcp github?
L307[07:37:31] <TechnicianLP> http://lmgtfy.com/?q=mcp+github
L308[07:38:16] <TechnicianLP> https://github.com/ModCoderPack/MCPBot-Issues/issues
L309[07:38:24] <Denyol> http://prntscr.com/dzp9lq which
L310[07:38:24] <Denyol> o
L311[07:38:25] <Denyol> ok
L312[07:38:26] <Denyol> thx
L313[07:40:30] <Denyol> IDEA never seems to work when i want to go to the superclass of a method
L314[07:40:43] <Denyol> normally its cmd+space but thats suddenly changed :/
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L321[08:13:15] <Falconerd> so this FluidUtil class is really great
L322[08:13:29] <Naiten> Who's good with physics? I use spring with damper to coupler railcars, and there's still a little jiggle present https://www.youtube.com/watch?v=w52vkDA_ask
L323[08:13:47] <Naiten> actually, it's the best result achieved with zero damping
L324[08:13:58] <Naiten> maybe i screwed it up...
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L327[08:17:52] <Barteks2x> I so don't want to be me a few months later updating my converter...
L328[08:23:26] <Denyol> I keep getting this error 'Exception loading model for variant blockbank:coin_forge#active=false,facing=south for blockstate "blockbank:coin_forge[active=false,facing=south]"
L329[08:23:55] <Denyol> but my blockstate file has ""active=false, facing=north":" under variants
L330[08:24:13] <Ordinastie> no space
L331[08:24:31] <Denyol> oh
L332[08:25:27] <Denyol> thanks, that seemed to fix it... :)
L333[08:25:38] <Denyol> its just missing an inventory variant :/
L334[08:26:24] <Denyol> hmm i wonder if I can make it use active=false, facing=north for the inventory
L335[08:30:24] <TechnicianLP> you can just register the item with meta 0 to use a mrl with that variant
L336[08:30:36] <Denyol> it is
L337[08:31:05] <Denyol> im using ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(this), 0, new ModelResourceLocation(this.getRegistryName(), "active=false,facing=north")); to register the block texture
L338[08:31:50] <TechnicianLP> is that your blocks constructor?
L339[08:32:14] <Denyol> nope
L340[08:32:25] <Denyol> it gets called by my main class
L341[08:32:38] <Denyol> well my proxy
L342[08:33:34] <Denyol> so changing my block state kicks me out the block
L343[08:34:57] <Denyol> I think i did something wrong in the shouldRefresh :P
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L349[08:58:00] <TechnicianLP> does someone have a clue what the parameters of TextureUtil.uploadTextureMipmap are?
L350[08:58:08] <TechnicianLP> !gm TextureUtil.uploadTextureMipmap
L351[09:01:03] <Ordinastie> TextureUtil.uploadTextureMipmap(textureatlassprite1.getFrameTextureData(0), textureatlassprite1.getIconWidth(), textureatlassprite1.getIconHeight(), textureatlassprite1.getOriginX(), textureatlassprite1.getOriginY(), false, false);
L352[09:01:33] <TechnicianLP> so (framdeata,width,height,u,v,?,?) ?
L353[09:03:03] <Ordinastie> the bools affect the GL constants used
L354[09:03:15] <Ordinastie> you'd need to find which ones they represent
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L358[09:30:35] <Shambling> hrmm... is there anything that logs a days worth of irc chat for this channel?
L359[09:30:44] * TechnicianLP hates obfuscation ... figuring out what methods do is hard ...
L360[09:30:48] <TechnicianLP> probably
L361[09:31:08] <Shambling> apparently I slept too late due to a snow day, and lost the chat I was saving from las tnight. lol
L362[09:31:30] <TechnicianLP> http://sbnc.khobbits.co.uk/log/logs/old/minecraftforge_%5B2017-01-23%5D.htm
L363[09:34:06] <Shambling> weird, apparently I imagined that conversation last night
L364[09:34:54] <TechnicianLP> thats 23rd ... was it 24th?
L365[09:35:33] <TechnicianLP> i have no clue which timezone it is ...
L366[09:35:43] <Shambling> oh wait no I found it, sorry
L367[09:36:55] <Shambling> think there would be any desire for a mod that adds an item that when equipped, makes it so you only break one block at a time, no matter the speed of your tool?
L368[09:37:31] <Shambling> trying to figure a way to give finer control when doing builds in survival mode
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L370[09:54:54] <Shambling> hrmmm... is there a reason why idea says an event handler is never used? some bug with the IDE?
L371[09:55:13] <Shambling> I know the checkspawn one works, but its greyed out and says "never used" so its wierd
L372[09:55:27] <TechnicianLP> its called reflectively ... so i cant figure its use out
L373[09:55:36] <TechnicianLP> set it to ignore if that annotation is present
L374[09:56:12] <Shambling> ah ok thanks.
L375[09:56:25] <Shambling> so I guess I can't rely on that to figure out why my blockbreak event isn't throwing strings
L376[09:56:48] <TechnicianLP> strings extend throwable now?
L377[09:57:46] <Shambling> sorry I wasn't clear
L378[09:57:57] <Shambling> I'm debugging, so I'm putting a system.out and printing a string on who broke a block
L379[09:58:10] <Shambling> it wasn't throwing the text. but I erased the line inadvertently when typing like a maniac
L380[09:58:21] <Shambling> misplaced a // and a ;
L381[09:59:20] *** Denyol is now known as Denyol[Away]
L382[09:59:26] <Shambling> dang still no system out on blockbreaking
L383[10:00:03] <Shambling> if I subscribe to onBreakEvent, it should respond when I break a block and print out a line if I do system.out.println, correct? or am I looking at the wrong event
L384[10:00:21] <Shambling> I'll go look at some source for a while, maybe I need to recompile
L385[10:05:14] <Shambling> well another good way to test it would be to create an explosion at the point of activation, so lets test that :P
L386[10:17:07] <Naiten> found a strange behaviour (maybe a desync) on high speed, idk what to do about this train https://www.youtube.com/watch?v=HrW_GIYNqh4
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L388[10:28:29] <Shambling> is the bouncing coupler the strange behavior? or did something happen at the very end of the video?
L389[10:28:47] <Shambling> because someone might say, that behavior probably isn't completely unrealistic. So bug as intended if it doesn't bounce too far? lol
L390[10:30:02] <Naiten> the car was teleported twice in the course of the vid
L391[10:31:06] <Naiten> 0:05 and 0:55
L392[10:31:12] <Naiten> this should not happen...
L393[10:39:18] <Shambling> ah I see it now, must not have watched long enough
L394[10:39:21] <Shambling> chunk borders?
L395[10:39:38] <Naiten> hmmm
L396[10:40:08] <Shambling> do entities ride in the second car?
L397[10:41:19] <Shambling> Do you get the teleporting if you are observing from the outside?
L398[10:41:22] <Naiten> nope
L399[10:41:24] <Naiten> ah
L400[10:41:27] <Naiten> should check
L401[10:41:55] <Shambling> if not, maybe have the second car rendered client side only, and only do sanity checks as far as what can interact with the second car when its just being visibly rendered to the player/client
L402[10:42:37] <Shambling> not sure how to explain this... you should cheat like they do in video games. The second car is a 'phantom' that is only rendered in relation to the first car if the player is in the first car
L403[10:43:08] <Shambling> so even if the server 'thinks' that it is in one chunk, as long as the sanity check is still in effect, the player still sees it in relation to itself
L404[10:47:04] <Naiten> looka like the carriage is not teleported when i'm not riding anything
L405[10:47:16] <Naiten> but the loc was teleported once and not much
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L407[10:54:08] <Naiten> Shambling, left the train unattended for a minute... https://www.youtube.com/watch?v=MTB5XTKCKMw
L408[10:55:15] <Shambling> that reminds me of that skyrim mod that added horse drawn carriages
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L410[11:01:26] <Naiten> same glitch?
L411[11:07:15] ⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L412[11:09:03] <Shambling> very similar glitch
L413[11:09:12] <Shambling> eventually after moving through too many zones you would be dragged sideways
L414[11:10:02] <Shambling> question on java programming. I'd like to have an int track how many times the player breaks a block. I don't see public variables used, and I have a feeling it would keep being reset, where would I put a int variable if I wanted to set it to 0 on loading the game, and then increase it every time a block was broken?
L415[11:10:33] <Shambling> do I need to create a class that is initialized on game start, and track the int there?
L416[11:12:07] <Naiten> you can use events
L417[11:13:20] <Naiten> BlockEvent.BreakEvent
L418[11:14:48] <Naiten> WorldEvent.Load also
L419[11:14:48] <Shambling> that is what I'm tying into, I'm just trying to figure out where to initialize an int to track how many blocks are broken
L420[11:15:01] <Shambling> I think I'll put it into the header of the eventhandler
L421[11:15:03] <Shambling> and try there
L422[11:15:21] <Naiten> that'll do
L423[11:15:26] <Shambling> though I still think if I put int numberBlocksBroken = 0 in the eventhandler class, it'll keep getting reset to 0
L424[11:15:30] <Shambling> but thats my old C programming
L425[11:15:56] <Shambling> java rolls header and class into one file, correct?
L426[11:16:06] <Shambling> there is no header that initializes, and no separate file for code
L427[11:20:10] <Koward> Someone knows navigators ? I'd like zombies to get a path through trapdoors and fencegates like they do for doors.
L428[11:20:14] <Naiten> um, i guess 'header' means something different in java and c
L429[11:20:22] <Koward> But it seems hardcoded
L430[11:20:43] <Naiten> you just put a static field into your handler class and it's there
L431[11:22:02] <Barteks2x> then it got changed
L432[11:22:05] <Barteks2x> wrong window
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L434[11:24:32] <PaleoCrafter> heh :P
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L442[11:40:53] <Shambling> is there a mineSpeed event somewhere?
L443[11:41:37] <Shambling> I'm thinking this example uses a library that declared mineSpeed as a class somehwere
L444[12:02:54] <Shambling> ok I think I've figured what I want to do. I want to subscribe to blockbreak, and set a boolean to true if event.getPlayer() is nonnull. Then I want to subscribe to left click and if the boolean is true, cancel the event
L445[12:03:02] <Shambling> that should make it to where the player can only break one block, correct?
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L450[12:22:04] <Koward> How could I edit, or replace, WalkNodeProcessor#getPathNodeTypeRaw ? It has hardcoded block checks
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L452[12:26:20] <quadraxis> see https://github.com/MinecraftForge/MinecraftForge/pull/3546
L453[12:29:36] <Koward> Amazing. It means I won't be able to do it before updating to 1.11, but at least it will be possible. Thanks.
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L455[12:31:16] <TechnicianLP> why arent you updating?
L456[12:32:31] <Koward> I'm not alone for the project.
L457[12:32:43] <Koward> And I'm not in charge of it.
L458[12:32:48] <Shambling> hmmm... is there an event fired for when the player stops interacting with a block?
L459[12:35:32] <Koward> There's no way to completely replace the navigator for entities ?
L460[12:36:15] <Koward> Shambling: I think interacting is a one shot, the right click triggers interaction and that's it.
L461[12:36:51] <Shambling> I'm trying to set a flag when a player breaks a block, and clear that event when they release the mouse button (left)
L462[12:37:03] <Shambling> wonder if I'll need to subscribe directly to keypresses
L463[12:37:16] <Shambling> then my luck someone will be lefthanded and that will break my mod :P
L464[12:38:32] <Lord_Ralex> plays lefthanded you mean :P
L465[12:39:13] <Lord_Ralex> then again, just say screw lefthanded people, so many things do
L466[12:39:13] <Shambling> well what I ultimately meant was they changed the key bindings
L467[12:39:30] <Shambling> you could bind left click to Q if you really were a psychopath
L468[12:40:18] <Lord_Ralex> left hand is a good example for it really, cause they probably do mouse 1 -> mouse 2 changes
L469[12:40:27] <Lord_Ralex> no idea, even though i am left handed, heh
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L476[12:57:57] <masa> in the ModelBakeEvent, how do I bake a custom model using the normal item model generator, when I actually have no item?
L477[12:58:25] <masa> basically I just want to get a 2D-with-thickness model of a texture as a usable model
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L479[13:01:07] <gigaherz> I can't remember where the model generator was
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L481[13:02:11] <gigaherz> oh, ItemLayerModel
L482[13:02:38] <gigaherz> new ItemLayerModel(texture layer list).bake(stuff)
L483[13:02:42] <masa> so do I ned to add the item model jsons and then call something like ModelLoader.VanillaLoader.INSTANCE.loadModel(rl)?
L484[13:02:47] <gigaherz> no
L485[13:02:52] <gigaherz> you can construct the model yourself
L486[13:02:54] <gigaherz> as I just said ;P
L487[13:03:28] <masa> hmm okay
L488[13:03:55] <gigaherz> you CAN use the jsons, though
L489[13:04:01] <gigaherz> but you don't *need* to
L490[13:12:05] <Shambling> man I wish there was an event thrown when the player stopped left clicking :o
L491[13:12:42] <Shambling> I tried putting in a check for .isCancelled() but it never throws true
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L499[13:43:29] <TechnicianLP> why does my computer try switching to lan while connected to wifi? completely random
L500[13:43:54] <McJty> I think LAN is always prefered when available
L501[13:43:57] <McJty> As it is usually faster
L502[13:44:17] <TechnicianLP> unless the wifi-cable plugged itself in ... theres no cable
L503[13:44:45] <IoP> maybe your wifi connection is dying?
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L509[14:07:41] <masa> does alpha not work in item model by default?
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L515[14:18:07] <Shambling> efficiency question: is it more efficient to set a variable every tick, or check if a variable has a value, then set it, every tick
L516[14:18:21] <killjoy> what?
L517[14:18:32] <Shambling> does the CPU spend more time on setting a variable, or running an if statement
L518[14:18:56] <killjoy> well reading memory is usually faster than writing
L519[14:19:04] <killjoy> but I can't say for certain
L520[14:19:33] <Shambling> I can't remember enough assembly to figure if its just faster to write a byte, or run a check. I'll just assume its faster to run the if statement.
L521[14:20:20] <Shambling> the only way I can figure to see if someone has stopped left clicking, is to run "hasLeftClicked=0" during the tick event, and hasLeftClicked=1 during the LeftClick event
L522[14:20:39] <Shambling> be so much simpler if minecraft threw an event when the player stopped interacting with something
L523[14:21:45] <killjoy> *forge threw an event*
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L525[14:26:00] <gigaherz> Shambling: a comparison costs like 10x as much as writing
L526[14:26:18] <gigaherz> if (i != 0) i = 0; is FAR slower than "i=0;"
L527[14:26:28] <gigaherz> but
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L529[14:26:36] <gigaherz> if (a != null) a = new ComplexObject();
L530[14:26:40] <gigaherz> would possibly be quicker
L531[14:27:12] <Shambling> I don't need to know if its null yet, so I'll just always set it to false and test my cases
L532[14:27:32] <Shambling> I'm sure once I start handling network code I'll want null checks on player, for now I just want to see if I can get this to work
L533[14:31:32] <gigaherz> what I said was generic
L534[14:31:37] <gigaherz> I meant that for primitive types
L535[14:31:46] <gigaherz> comparing the value before setting is completely redundant and slower
L536[14:31:53] <gigaherz> but for complex assignments, it may not be
L537[14:32:16] <gigaherz> so you should only start worrying about it when the assignment is something more complex than assigning a constant
L538[14:32:43] <gigaherz> if the right hand side of the assignment is a function or constructor, then you can think of adding the id
L539[14:32:44] <gigaherz> if*
L540[14:33:29] <Shambling> lol interesting, I've made it so that the player cannot braek blocks in creative mode only
L541[14:34:01] <Shambling> I don't see how my code does that, but still an intersting result :P
L542[14:34:28] <Shambling> this isn't going to work this way
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L545[14:48:04] *** diesieben|away is now known as diesieben07
L546[14:48:22] <Shambling> I think I'm just going to need to give up on this idea and go at it from a different angle
L547[14:48:32] <Shambling> maybe wearing an item floors maximum dig speed
L548[14:52:42] <Shambling> yup, this definitely does the opposite of what I want it to
L549[14:52:49] <Shambling> maybe I should just swap the code in the if statements :P
L550[14:53:03] <Shambling> anything that takes longer than 1 tick to break breaks, anything that should break instantly doesn't break at all. lmao
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L553[15:02:19] <Shambling> ah I see now, if speed of tool exceeds hardness of block, the block breaks instantly. otherwise there is a 1/4 second delay added
L554[15:02:42] <Shambling> so what I want to do is simply see if I can override the instant break and always have that 1/4 second delay
L555[15:03:02] <Shambling> certainly learn alot of vanilla behavior when trying to change it :P
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L562[15:29:08] <HassanS6000> https://www.irccloud.com/pastebin/Qzxg49Ry/
L563[15:29:18] <HassanS6000> Any ideas about this error?
L564[15:29:22] <HassanS6000> I believe it's coming from CodeChickenCore
L565[15:30:17] <HassanS6000> sorry some of it got cut out
L566[15:30:20] <HassanS6000> https://www.irccloud.com/pastebin/5f2PTUhv/
L567[15:35:41] <diesieben07> 1.6.4? Seriously?
L568[15:36:07] <Shambling> could someone look at this code of mine if I post it and tell me why hardness keeps returning 0
L569[15:36:18] <diesieben07> go ahead.
L570[15:36:35] <Shambling> one second need to remember the website :o
L571[15:37:10] <Shambling> wow google sucks if you can't remember the name of a website lol
L572[15:37:23] <diesieben07> pastebin?
L573[15:37:26] <Shambling> http://pastebin.com/1sQYtzVK
L574[15:37:38] <Shambling> I have a feeling its getting the hardness of the block inside m yfeet, which is air
L575[15:37:53] <Shambling> what I want instead is the block I'm looking at, so probably need a vector or figure out how breakblock gets it
L576[15:37:54] <diesieben07> ehm...
L577[15:38:03] <diesieben07> yes thats what it is doing.
L578[15:38:16] <diesieben07> the event has the block in it...
L579[15:38:27] <Shambling> any easy way to get the block I'm breaking from within the event of BreakSpeed?
L580[15:39:24] <diesieben07> and Block::getBlockHardness is deprecated for a reason, don't call it.
L581[15:39:30] <diesieben07> eh
L582[15:39:32] <diesieben07> nvm that.
L583[15:39:59] <Shambling> I basically want to get the hardness of the block, so I can set mining speed to just under it so that the block doesn't break instantly
L584[15:40:25] <Shambling> and I'd rather not make 2 or 3 event calls if I can grab it from the one
L585[15:43:08] <diesieben07> yeah the event has the block
L586[15:43:52] <Shambling> guess I need the getLook vec3d
L587[15:43:59] <diesieben07> No.
L588[15:44:18] <diesieben07> every BlockEvent has the state as a field.
L589[15:45:17] <Shambling> so do I want to try to adjust the breakspeed event from within the blockevent?
L590[15:45:46] <diesieben07> no. You adjust the break speed with the BreakSpeed event.
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L592[15:51:50] <Shambling> think I've got it, but I'm using two event calls. I'm not sure if that is what you meant, but I figured a way to do it that is fairly clean
L593[15:52:22] <diesieben07> no you don't need two events...
L594[15:52:30] <diesieben07> BreakEvent extends BlockEvent... so it has a field "state"
L595[15:52:36] <diesieben07> seriously man, look at the code.
L596[15:54:07] <Shambling> derp I see it now
L597[15:54:11] <Shambling> sorry Diesieben07
L598[15:56:12] <Koward> It seems I can't use spawnParticles() and I really don't know why. It has no effect. When I call the code in World to spawn an explosion it has an explosion effect, but if I replicate the exact code of the method outside, I see nothing.
L599[15:56:37] <Koward> Feels like some weird client magic not operating
L600[15:58:08] <diesieben07> Koward, WorldServer overrides the method to send some packets. did you take that into account?
L601[15:59:05] <Koward> As always, no.
L602[15:59:32] <Koward> But for an item, where I just want to spawn some particles, where could I send the packet ?
L603[15:59:57] <TechnicianLP> is there something like extendedstates for itemmodels? (so basically get a int passed instead of Blockstate)
L604[16:00:03] <diesieben07> for an item, why even do it serverside?
L605[16:00:57] <diesieben07> TechnicianLP, either ItemMeshDefinition for Itemstack->ModelResourceLocation or a custom ItemOverrideList for a custom IBakedModel based on the ItemStack
L606[16:01:59] <Koward> If I just use spawnParticle in onItemUse it should be called on both server (useless) and client (useful), like sounds, right ? So why is it invisible ?
L607[16:02:03] <TechnicianLP> i thin ItemOverrideList is the one i want ;)
L608[16:02:34] <diesieben07> there are many versions of spawnParticle
L609[16:02:39] <diesieben07> which one are you talking about?
L610[16:02:49] <diesieben07> best is to just show your code
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L612[16:04:51] <Koward> onItemUse : worldIn.spawnParticle(EnumParticleTypes.EXPLOSION_LARGE, pos.getX(), pos.getY(), pos.getZ(), 0, 0, 0); It's in World.
L613[16:06:29] <diesieben07> hrm, that should work
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L615[16:07:50] <Koward> Oh wait nevermind. I found what was wrong.
L616[16:08:20] <diesieben07> what was it?
L617[16:09:02] <Koward> I'm an idiot. An if condition without brackets, and I had not yet reformatted the code, and I did not notice.
L618[16:09:50] <diesieben07> :D
L619[16:12:02] <copygirl> So... with the new 2 handedness of Minecraft..
L620[16:12:26] <copygirl> Is there any proper way to cancel the off-hand's RightClickBlock event?
L621[16:12:58] <copygirl> Other than to.. store something in a static variable and check it the second time around? That seems incredibly ugly and hacky.
L622[16:13:01] <diesieben07> PlayerInteractEvent has a hand parameter
L623[16:13:16] <copygirl> Sure, but it fires once for each hand.
L624[16:13:30] <diesieben07> yes. you cancel the one with offhand
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L626[16:13:59] <copygirl> And how do I know if the previous one succeeded?
L627[16:14:07] <diesieben07> previous one?
L628[16:14:14] <diesieben07> you said you wanted to cancel the off-hand one
L629[16:14:36] <copygirl> The main hand fires off something that either fails or succeeds.
L630[16:14:53] <copygirl> If it succeeds, cancelling the first use event does not affect the second one. It fires regardless.
L631[16:15:01] <diesieben07> yes
L632[16:15:27] <diesieben07> this really sounds like x-y to me
L633[16:15:39] <copygirl> I ... suppose I could cancel it outright. But in some odd cases maybe an off-hand item wants to be activated and used?
L634[16:16:17] <gigaherz> HMF
L635[16:16:31] <gigaherz> is there some way to distinguish the "dummy" resource reload that happens first, from the real one?
L636[16:17:00] <diesieben07> HMF? https://goo.gl/PVQaWd
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L638[16:20:19] <diesieben07> i am struggling to even find the code for it.
L639[16:24:45] <gigaherz> wait
L640[16:24:45] <gigaherz> what
L641[16:24:56] <gigaherz> it's being called as soon as I call registerReloadListener
L642[16:25:10] <gigaherz> yep
L643[16:25:20] <gigaherz> registerReloadlistener calls onResourceManagerReload on the given interface
L644[16:25:21] <gigaherz> wtf ¬¬
L645[16:26:15] <diesieben07> it does make some sense.
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L647[16:27:22] <copygirl> diesieben, what do you mean by x-y?
L648[16:27:33] <gigaherz> google "XY problem"
L649[16:28:30] <copygirl> Well ... I was just offering some flawed solutions.
L650[16:28:37] <copygirl> The problem I'd say is pretty clear:
L651[16:29:09] <gigaherz> so,
L652[16:29:09] <copygirl> How do you properly cancel both right click block events?
L653[16:29:14] <gigaherz> you said you want to cancel only the offhand
L654[16:29:23] <gigaherz> but the offhand won't fire at all if the main hand passed
L655[16:29:29] <gigaherz> so I don't actually see your problem
L656[16:29:33] <diesieben07> yeah
L657[16:29:43] <copygirl> Yes, but you can't "pass" the main hand from the event.
L658[16:29:47] <copygirl> You can only cancel it.
L659[16:30:03] <diesieben07> you want offhand to execute but main hand not?
L660[16:30:05] <gigaherz> that's not your responsibility
L661[16:30:11] <gigaherz> it's the main hand's choice to pass or fail
L662[16:30:16] <copygirl> No, I want main hand to execute and offhand not.
L663[16:30:27] <gigaherz> you can't FORCE main hand to pass
L664[16:30:37] <gigaherz> so just cancel offhand
L665[16:30:58] <copygirl> How do I decide whether to do that?
L666[16:31:14] <gigaherz> if the main hand passed, you will not get the event at all, for the offhand
L667[16:31:25] <gigaherz> so that's your goal working already
L668[16:31:46] <copygirl> Would you recommend a static variable that is only set to true in the main hand case of the event when it passes, and cancel the offhand one and reset it?
L669[16:31:53] <gigaherz> wait
L670[16:31:59] <gigaherz> brainfart
L671[16:32:07] <gigaherz> I was saying pass when I meant succeed
L672[16:32:14] <copygirl> BlockInteractEvent can't set the main hand result to pass, only cancel it.
L673[16:32:24] <copygirl> Well.. yes. Succeed.
L674[16:32:58] <gigaherz> okay so
L675[16:33:07] <gigaherz> there's 3 actions
L676[16:33:15] <gigaherz> succeed: the item WAS used, no need to continue
L677[16:33:22] <gigaherz> pass: the item didn't want nothing to do with the click
L678[16:33:40] <gigaherz> fail: the item would have wanted to work, but a failed condition prevented the action
L679[16:33:47] <copygirl> No way to control that with the event.
L680[16:34:03] <gigaherz> yes
L681[16:34:13] <gigaherz> I mean maybe not, but that's not what Iw as talking about
L682[16:34:23] <copygirl> Not cancelling the event causes the default behavior to execute.
L683[16:34:23] <gigaherz> the "succeed" case is the only one that will not run the offhand
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L685[16:34:37] <gigaherz> both FAIL and PASS will run the offhand, I believe
L686[16:34:51] <copygirl> Cancelling the event doesn't, and causes the result to be pass. So the offhand interaction fires.
L687[16:35:04] <gigaherz> okay so your problem
L688[16:35:20] <gigaherz> wait
L689[16:35:24] <gigaherz> cancelling which event?
L690[16:35:41] <copygirl> PlayerInteractEvent.RightClickBlock
L691[16:35:50] <copygirl> Sorry I might've incorrectly named it from memory before.
L692[16:36:03] <gigaherz> RightClickBlock would get called twice
L693[16:36:06] <gigaherz> once for each hand
L694[16:36:13] <gigaherz> the one you want to cancel is the one that fires for the offhand
L695[16:36:37] <gigaherz> if you cancel the offhand event
L696[16:36:51] <gigaherz> it will return PASS, which effectively prevents the offhand from running
L697[16:36:54] <copygirl> Ideally I'd like to cause the result for the first one to be SUCCEED so I don't need to bother but that's currently not possible.
L698[16:37:03] <gigaherz> no that'd be semantically wrong
L699[16:37:08] <gigaherz> because the main hand did NOT succeed
L700[16:37:13] <copygirl> It did.
L701[16:37:20] <gigaherz> then why is the main hand NOT succeed?
L702[16:37:24] <copygirl> Because I used the hand with a custom interaction.
L703[16:37:28] <gigaherz> right
L704[16:37:35] <gigaherz> so there's your problem then
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L706[16:37:40] <copygirl> Because you have no way to cause the interaction result to be SUCCEED from the event.
L707[16:37:49] <gigaherz> not that you want to prevent the offhand from firing
L708[16:37:56] <gigaherz> but that you are implementing custom interactions
L709[16:37:58] <copygirl> It's either "run the default behavior" or "PASS".
L710[16:38:01] <gigaherz> and you want it to succeed for the main hand
L711[16:38:07] <gigaherz> even if the item doesn't have an use at the time
L712[16:38:36] <copygirl> Okay, quick explanation. It's when the player has an empty hand.
L713[16:38:50] <copygirl> Sneak-right click a block and it unequips the equipped backpack.
L714[16:40:15] <copygirl> I had it previously that the main hand interaction would just be cancelled, but ... it's not perfect, as that causes the wrong arm to swing.
L715[16:40:51] <copygirl> So.. I'd like to switch it back to the main hand.
L716[16:41:23] <copygirl> But ... I suppose there is no clean way to cancel the second (offhand) event other than to have a static field?
L717[16:41:40] <copygirl> That's incredibly ugly though.
L718[16:41:43] <gigaherz> no
L719[16:41:48] <gigaherz> you check if the main hand was empty
L720[16:41:52] <gigaherz> and if sneak was pressed
L721[16:42:05] <gigaherz> I guess
L722[16:42:08] <copygirl> Correct. Then I attempt to place the backpack.
L723[16:42:11] <copygirl> Works perfectly.
L724[16:42:14] <gigaherz> yes
L725[16:42:16] <gigaherz> then you check again
L726[16:42:18] <gigaherz> for the offhand
L727[16:42:26] <gigaherz> and if the condition is once again true, you cancel
L728[16:42:35] <gigaherz> hmm
L729[16:42:43] <gigaherz> although that would mess things up if you didn't have a backpack
L730[16:43:07] <gigaherz> so you would still need a way to store if you did have a backpack before and it was placed
L731[16:43:14] <gigaherz> so at that point it is your suggestion
L732[16:43:35] <gigaherz> yeah I don't see any way that is intrinsically better
L733[16:43:44] <gigaherz> besides adding a setResult to the interact event
L734[16:44:10] <gigaherz> (and waiting a few months for the PR to get merged)
L735[16:44:12] <Shambling> well I finally figured out what exactly I needed to do to get the hardness inside the event I was calling. I swear I recoded that 3 times
L736[16:44:39] <Shambling> So thanks for the help. now I just need to figure out what to do with blockhardness, as I thought it was going to be a int value, but it looks like a float
L737[16:46:00] <copygirl> gigaherz: *shudders*
L738[16:46:38] <copygirl> I've decided to stay away from anything administrative regarding Forge. Got burnt and disappointed one too many times..
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L740[16:52:12] <gigaherz> WTF... I had this code before, WORKING, that would expose a config folder as a sortof-resourcepack
L741[16:52:19] <gigaherz> and it was working, I tested that
L742[16:52:48] <gigaherz> so now, I added a thing that scans for the xml files manually instead of requiring the use of a "bools.json" file and listing each one explicitly
L743[16:52:55] <gigaherz> and it can't load the file...
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L757[17:48:01] <Shambling> I think I created an infinite loop :o
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L759[17:59:45] <Shambling> weird, getDigSpeed is causing an infinite loop, and I'm doing something almost identical to the call for offhand dig speed in tinkers
L760[17:59:57] <Shambling> *shrug*
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L762[18:01:15] <Shambling> float speed = player.getDigSpeed(event.getState(), event.getPos()); this line is hard crashing me
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L769[18:34:36] <Shambling> aha, getdigspeed doesn't exist in 1.10.2
L770[18:34:40] <Shambling> the more you know
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L772[18:36:23] <Shambling> wait, that only holds true for item.
L773[18:36:24] <Shambling> :\
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L797[20:47:57] <tterrag> fry|sleep: you get my ping?
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L828[23:36:37] <Denyol> Is it possible, and also how would I go about changing a vanilla mob's drops
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