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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);
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
L50[03:06:45] ⇨
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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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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
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
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
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
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
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
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
L252[07:11:43] ⇦
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L253[07:11:48] <Ordinastie> as a matter of
fact, you should setup your IDE to automatically remove uneeded
castings
L254[07:11:56] ⇦
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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?
L284[07:24:26]
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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
L298[07:30:34] ⇦
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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)"
L301[07:35:06]
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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?
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
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
L355[09:16:09]
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L357[09:26:22] ***
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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
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] ***
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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
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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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L408[10:55:15] <Shambling> that reminds me
of that skyrim mod that added horse drawn carriages
L409[10:57:47]
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L410[11:01:26] <Naiten> same glitch?
L411[11:07:15]
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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
L433[11:23:39]
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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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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] ***
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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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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
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?
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.
L591[15:46:23]
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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
L611[16:03:29]
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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
L614[16:07:48] ⇦
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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?
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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.
L646[16:27:17] ⇦
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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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