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L10[00:27:15] <fry> no idea what causes
that
L11[00:27:20] <fry> doesn't happen
normally
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L15[00:32:13] <Naiten> D:
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L22[01:09:31] <Chris> Hey everyone, it's
been about two years since I've tried my hand at modding Minecraft,
so I can barely remember anything about mods. Would 1.11 Forge work
with 1.11.2 Minecraft? TIA
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L24[01:10:29] <IoP> probably not
L25[01:11:39] <IoP> Are you sure you want
1.11? Are 1.10.2 mods compatible with it?
L26[01:12:12] <Chris> IoP: I'm going to
develop a mod with 1.11 Forge, and I was wondering if I could use
it on 1.11.2
L27[01:12:50] <IoP> oh this was
#minecraftforge, not #ftb :P
L28[01:12:57] <kenzierocks> kek
L29[01:13:02] <Chris> Lol
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L31[01:14:13] <killjoy> Chris, mods?
probably. Forge? No. You need to use the 1.11.2 version
L32[01:14:35] <Chris> killjoy: The Forge
site says the latest is just "1.11"
L33[01:14:42] <killjoy> it's 1.11.2
L35[01:14:53] <Chris> Ah, okay. Thank
you!
L36[01:14:57] <killjoy> it groups major
versions together
L37[01:15:00] <kenzierocks> hover over the
1.11
L38[01:15:00] <Chris> That's the one I
have, so it works out perfectly.
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L40[01:15:28] <IoP> yeah I just noticed
that and was going to link it. early morning :/
L41[01:15:31] <killjoy> Why doesn't it show
1.11.2 as latest?
L42[01:15:53] <killjoy> says latest is
2199, but latest is really 2226
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L44[01:16:28] <IoP> guessing: because there
is no recommmended build for 1.11.2?
L45[01:18:52] <killjoy> yeah
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L47[01:19:03] <killjoy> possibly
L49[01:21:41] <Naiten> server is fine, but
client is not updated...
L50[01:22:14] <Naiten> oh wait
L51[01:22:16] <Naiten> sorry
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L53[01:22:18] <Naiten> i'm dumb
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L58[01:32:59] <Chris> Okay, so I got my
workspace all set up. ? Now when I try to run the test client, I
get a ClassNotFoundException looking for GradleStart. Why is it
looking for that?
L59[01:34:13] <killjoy> weird.
L60[01:34:24] <killjoy> um. try running
gradlew makeStart
L61[01:34:34] <killjoy> then refresh the
project
L62[01:35:13] <Chris> Nope, same
error.
L63[01:39:36] <killjoy> which module are
you launching?
L64[01:40:40] <Chris> killjoy: The only one
in the project? I don't quite understand what you mean.
L65[01:40:46] <Chris> What run
configuration am I using, perhaps?
L66[01:40:58] <killjoy> with forgegradle,
your project gets 4 modules
L67[01:41:10] <killjoy> there's the root
module, api, main, and test
L68[01:41:18] <killjoy> you want to select
main when running
L69[01:41:26] <killjoy> eg modid_main
L70[01:41:42] <Chris> Oh, there it is. It
was just hidden from normal project view
L71[01:41:47] <Chris> Looking in the run
config I can see them
L72[01:41:48] <Chris> Lemme test it
out
L73[01:44:20] <Chris> killjoy: We're
getting somewhere. New error, "Cannot start compilation: the
output path is not specified for module "<module
name>_main". Specify the output path in Configure
Project."
L74[01:44:39] <Chris> What do I look at in
Configure Project?
L75[01:46:28] <killjoy> File -> Project
Structure -> Project -> Project compiler output
L76[01:46:32] <killjoy> set that to some
folder
L77[01:46:44] <killjoy> IDEA doesn't have a
default output
L80[01:48:24] <Chris> Oh yay, it's running
now!
L81[01:48:32] <Chris> Thanks killjoy
:)
L82[01:48:39] <killjoy> I had the same
problem
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L89[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170126 mappings to Forge Maven.
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L114[04:23:38] <Naiten> am i doing
something wrong?
L115[04:24:01] <Ordinastie> !gm
func_77960_j
L116[04:24:15] <Ordinastie> is it your
item ?
L117[04:24:27] <Naiten> yes
L118[04:24:45] <Ordinastie> then yes,
you're doing something wrong ><
L119[04:24:50] <Naiten> !gm
func_77960_j
L120[04:25:15] <Ordinastie> ok, that
should be able to NPE
L121[04:25:30] <Ordinastie> oh, 1.10.2,
nvm
L122[04:25:41] <Naiten> welp
L123[04:25:47] <Naiten> i rejoined
L124[04:25:52] <Naiten> now it works
o3o
L125[04:26:03] <Ordinastie> somehow, the
item was null
L126[04:26:08] <Ordinastie> in the
itemstack
L127[04:28:32] <Naiten> o3o
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L133[04:36:06] <Falconerd> Would you guys
recommend using 1.11 or 1.11.2?
L134[04:36:27] <Ordinastie> always dev for
latest
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L137[04:38:06] <Falconerd> hmmm,
alrighty
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L142[05:18:25] <Tencao> So, quick
question. How would I solve Pixel format not accelerated after
updating my gpu's drivers
L143[05:18:42] <Tencao> I'm not using
integrated graphics
L144[05:19:20] <fry> install older
driver
L145[05:19:34] <fry> (assuming you're on
the latest nvidia)
L146[05:19:38] <Tencao> I am
L147[05:19:45] <Tencao> Any idea where I
can find the old one?
L148[05:21:10] <diesieben07> you can just
do "rollback driver" from device manager
L150[05:21:41] <Tencao> Didn't think that
would work with all the things it updates
L151[05:21:49] <diesieben07> its what
nvidia says to do.. so
L152[05:21:55] <fry> only 378.49 should be
broken
L153[05:21:59] <Tencao> I'll give it a
go
L154[05:22:20] <diesieben07> and it worked
fine for me
L155[05:29:39] <Tencao> Yep, rolled back
driver and it works perfectly. Thanks for that
L156[05:29:56] <kashike> this is
interesting
L157[05:30:15] <kashike> decided to
actually launch an FTB pack for the first time in a while, pretty
neat
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L160[05:41:01] <Quetzi> some have said
that uninstalling the 3D Vision component stops the crashing for
them, worth a shot if you don't use it
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L172[06:53:58] <OrionOnline> hey guys, i
was wondering why the TextureStitchEvent.Pre call was moved?
L173[06:56:38] <OrionOnline> liach you
around?
L174[07:00:10] <OrionOnline> Hey mezz you
around?
L175[07:01:45] <Quetzi> afaik Mezz is
currently away at Pax South
L176[07:02:14] <OrionOnline> dam
L177[07:02:45] <OrionOnline> I wanted to
know why #
L178[07:03:03] <OrionOnline> pr #3436 was
pulled without an alternative event.
L179[07:06:00] <OrionOnline> Quetzi, do
you think i should make a PR if i needed that event in that spot
and put an event called TextureStitchEvent.Collected where the
TextureStitchEvent.Pre was before?
L180[07:07:31] <Quetzi> i'm like the least
qualified person to have an opinion on that ^^
L181[07:08:21] <OrionOnline> Okey no
biggy
L182[07:08:37] <OrionOnline> It should not
be that hard to create a PR for that
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L184[07:22:21] <Ordinastie> OrionOnline,
what's your issue with the event ?
L185[07:23:14] <OrionOnline> Ordinastie, i
used the pre event before to grab registered textures and create
holographic variants of the ones i need, for example
L186[07:23:30] <OrionOnline> I also used
it to color my grayscale textures
L187[07:24:02] <OrionOnline> How ever now
that the event is moved to before the textures that need to be
stitched are collected, i cannot grab those textures from the
map
L188[07:24:08] <OrionOnline> as those are
not registered yet.
L189[07:24:48] <OrionOnline> I was going
to suggest to add a collected event into the texturestitchevent
process and fire that on the place of the old
texturestitchevent.pre
L190[07:25:03] <OrionOnline> replacing it
but it would have the same functionality
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L195[07:39:47] <OrionOnline> After i am
done chaning the code for the PR, what was the gradle command i
needed to run to create the patches for the PR?
L196[07:39:56] <Ordinastie> genPatches
?
L197[07:40:15] <OrionOnline> Ah found
it
L198[07:40:29] <OrionOnline> i was looking
for generatePatches.. and that failed for some reason...
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L200[07:42:28] <OrionOnline> Thanks this
looks good. Time to make a PR
L201[07:43:40] <barteks2x> !gm
func_191504_a
L202[07:43:53] <barteks2x> what... it's
unmapped?
L203[07:44:05] <Ordinastie> !gm
func_191504_a
L204[07:44:17] <Ordinastie> wrong version
I reckon
L205[07:44:24] <barteks2x> I have it on
1.11.2
L206[07:44:31] <Ordinastie> what class
?
L207[07:44:34] <barteks2x> World
L208[07:44:42] <Ordinastie> I don't
L209[07:44:52] <Ordinastie> !gm
func_191504_a 1.10.2
L210[07:45:07] <barteks2x> I still have
mappings 20161209
L211[07:45:17] <Ordinastie> it's not a
mapping issue
L212[07:45:21] <Ordinastie> the method
just doesn't exist
L213[07:45:28] <barteks2x> I have it right
in World
L214[07:45:57] <barteks2x> at line
1375
L215[07:46:01] <Ordinastie> I don't have
it
L216[07:46:13] <barteks2x> rigth after
addEventListener
L217[07:46:16] <Ordinastie>
getCollisionBoxes
L218[07:46:18] <Ordinastie> !gm
getCollisionBoxes
L219[07:46:29] <Ordinastie>
func_184144_a
L220[07:46:33] <barteks2x>
getCollisionBoxes is after that method
L221[07:46:43] <barteks2x> I have it
between addEventListener and getCollisionBoxes
L222[07:46:53] <Ordinastie> nothing for
me
L223[07:47:06] <barteks2x> private boolean
func_191504_a(@Nullable Entity p_191504_1_, AxisAlignedBB
p_191504_2_, boolean p_191504_3_, @Nullable
List<AxisAlignedBB> p_191504_4_)
L224[07:47:49] <barteks2x> what version do
you have?
L225[07:48:02] <Ordinastie> 2199
L226[07:48:07] <Ordinastie> 1.11
L227[07:48:12] <Ordinastie> maybe it's
1.11.2 ?
L228[07:48:12] <barteks2x> I'm on
1.11.2
L229[07:48:14] <Ordinastie> ah
L230[07:48:27] <Ordinastie> !gm
func_191504_a 1.11.2
L231[07:48:30] <barteks2x> mcobot isn't
updated to 1.11.2 yet?
L232[07:48:40] <Ordinastie> maybe
not
L233[07:49:07] <barteks2x> right, mcpbot
is still on 1.11
L234[07:49:13] <barteks2x> and I have no
idea what this method does
L235[07:49:17] <barteks2x> but I need to
fix it
L236[07:49:24] <Ordinastie> what's the
code ?
L237[07:49:41] <barteks2x> it's a bit
long
L238[07:50:03] <Ordinastie> also, check
where it's called from
L240[07:50:13] <barteks2x> that's what it
looks like
L241[07:50:39] <barteks2x> forge even
patches it
L242[07:52:11] <Ordinastie> it's the new
version of getCollisionBoxes()
L243[07:52:51] <Ordinastie> or rather, it
returns whether the list is empty, so probably
"isCollidingWithBlocks" or something
L244[07:52:59] <barteks2x> isBlockLoaded
should be renamed to something else... it's used more like
"isChunkForBlockLoaded"
L245[07:54:56] <barteks2x> any idea for
method name that woudl check if block is loaded that can't be
easily confused with isBlockLoaded?
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L248[07:56:37] <barteks2x> I shoudl
probably name my method isBlockActuallyLoaded
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L274[10:20:59] <barteks2x> what gradle...
"Starting a Gradle Daemon, 4 busy Daemons could not be reused,
use --status for details"
L275[10:21:16] <gigaherz> do a
"gradle --status" and see WHY ;P
L276[10:22:50] <barteks2x> now it says all
4 other daemons are stopped
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L283[10:50:25] <gigaherz> OrionOnline:
your commits change unrelated files
L284[10:51:31] <gigaherz> you also have
unnecessary changes such as that trailing space -- you may be
requested to revert that to reduce the diff
L285[10:53:02] <gigaherz> besides that, it
looks fine
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L297[11:44:14] <Koward> How could I
properly scale the model of my entity ? If I do a "brute"
scale of course the model is not aligned with the ground.
L298[11:45:43] <gigaherz> then your model
is wrong ;P
L299[11:45:56] <gigaherz> your model
should be made so that 0,0,0 is at the base of the feet
L300[11:46:05] <gigaherz> this way
L301[11:46:10] <gigaherz> scaling before
you draw "just works"
L302[11:46:14] <gigaherz> however
L303[11:46:23] <gigaherz> if that's not
the case and you can't be bothered to fix the model
L304[11:46:26] <gigaherz> youcan translate
first
L305[11:46:42] <gigaherz> so that 0,0,0 is
moved to the end of the feet (glsm.translate)
L306[11:46:46] <gigaherz> and THEN
scale
L308[11:49:15] <Koward> Okay.
L309[11:49:18] <Koward> Thanks.
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L315[12:19:27] <OrionOnline> gigaherz, i
updated the PR, however is it possible to use a compiled version of
my custom version of forge while developing.
L316[12:21:02] <gigaherz> for working with
your mod?
L317[12:21:06] <gigaherz> maybe, but no
idea how
L318[12:22:24] <barteks2x> you probably
could "upload" it into local maven repository
L319[12:22:29] <barteks2x> and use it from
there
L320[12:22:30] <OrionOnline> hmm
L321[12:22:46] <barteks2x> you would need
to add mavenLocal() to repositoories in build.ggradle
L322[12:22:47] <OrionOnline> the question
is, if i can build a decompiled deobf variant
L323[12:22:51] <barteks2x> you would need
to add mavenLocal() to repositoories in build.gradle
L324[12:23:24] <barteks2x> I don't think
gradle would see any difference between version from local maven
and forge maven, that is if you find a way to convince it to use
your versionn
L325[12:23:44] <barteks2x> and if
ForgeGradle doesn't have some hardcoded IRL to forge
repositories
L326[12:24:06] <barteks2x> I don't see any
reason why it wouldn't work
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L329[12:33:06] <LexMobile> .. what are you
doing?
L330[12:34:29] <gigaherz> orion would like
to code stuff in his mod, but with the forge changes from his PR
applied
L332[12:34:44] <LexMobile> Don't do
that
L333[12:35:06] <LexMobile> Sure fire way
Ronnie sure your pr is never pulled
L334[12:35:17] <LexMobile> To make*
L335[12:35:17] <OrionOnline> Do not do
what?
L336[12:35:28] <OrionOnline> Oh asking to
have it checked
L337[12:35:34] <OrionOnline> Sorry is my
first PR
L338[12:35:50] <OrionOnline> I was just
making sure that i did everything right
L339[12:35:55] <LexMobile> No writing shit
that relies on your pr being accepted
L340[12:36:20] <LexMobile> Esp if it's
your first one because you probably fucked up 5 different
things
L341[12:36:44] <OrionOnline> Okey, i am
already researching if there is a way around it.
L342[12:37:05] <LexMobile> That should be
done BEFORE making the or
L343[12:37:08] <LexMobile> Pr
L344[12:37:14] <OrionOnline> I have been
for two days
L345[12:37:18] <OrionOnline> and i still
am
L346[12:38:11] ***
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L347[12:38:12] <OrionOnline> I am also
hoping that it gets pulled as it is a good pr
L348[12:38:25]
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L349[12:38:37] <LexMobile> Everyone thinks
their prs are the best
L350[12:38:37] <gigaherz> OrionOnline:
everyone thinks that
L351[12:38:44] <gigaherz> why would we
make PRs if we thought they were bad? XD
L352[12:38:56] ***
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L353[12:39:16] <gigaherz> (with like, some
"necessary evil" exceptions)
L354[12:39:24] <hipsterpig> we make them
sometimes because we feel that they were ne-damnit gigaherz
L355[12:40:07] *** mr
is now known as MrPorter
L356[12:40:11] <LexMobile> As for your pr
it looks dumb and not well explained
L357[12:40:12] ***
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L358[12:40:13] <gigaherz> lol sorry
L359[12:41:18] <gigaherz> and btw
OrionOnline, when it looks fine, I meant that he code looks sane --
nothing to do wit hthe useful ness of the PR itself ;P
L360[12:42:10] <gigaherz> OrionOnline: I
wonder, why do you need to access the list of already-requested
textures?
L361[12:42:28] <Ordinastie> gigaherz, it's
not like it's explained in the PR
L362[12:42:40] <gigaherz> and yes I know
you say "to register textures based on already registered
textures"
L363[12:42:44] <LexMobile> Not well
L364[12:42:45] <gigaherz> I mean what are
you trying to implement
L365[12:43:05] ⇦
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L369[12:46:21] <OrionOnline> I am
currently using it (that is untill it was moved in PR #3436) to
take a given texture, and then modify before reregistering the new
modified one. For example I have an Iron Chain (grey-scale) texture
which is the basic texture for Chain armor. During the Old texture
stitch pre event i grabbed that texture,and then colored it for all
materials registered in my API, for example i colored it
steelblue
L370[12:46:21] <OrionOnline> for steel,
and gold for gold and so forth.
L371[12:47:03] <LexMobile> That's
dumb
L372[12:47:08] <OrionOnline> Why?
L373[12:47:08] <LexMobile> Just do what
leather does
L374[12:47:47] <LexMobile> Because why
have x*y textures when you could just have x?
L375[12:48:10] <Ordinastie> because you
may not want to color every pixel of the texture ?
L376[12:48:32] <LexMobile> So? That's what
masks are for
L377[12:48:42] ***
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L379[12:49:56] <OrionOnline> And what if i
wanted to combine 6 textures with 6 different colors?
L380[12:50:17] <LexMobile> You can
L381[12:50:34] <LexMobile> And it saves
you 6^6 textures
L382[12:50:40] <OrionOnline> Using
masks?
L383[12:50:43] <OrionOnline> What kind of
masks?
L384[12:50:58] <LexMobile> Go do your own
research
L385[12:51:02] <LexMobile> This is
basic
L386[12:51:09] <LexMobile> And there is an
example in vanilla
L387[12:52:58]
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L389[12:55:54] <MrPorter> <Naiten>
btw
L390[12:56:13] <MrPorter> <Naiten>
I've set up a bot to connect IRC and Discord
L391[12:56:14] <MrPorter> <Naiten>
?
L392[12:56:19] <Naiten> :D
L393[12:56:32] <moon> that doesnt belong
here.
L394[12:56:56] <Naiten> Why doesn't
it?
L395[12:57:09] <moon> because this is not
a channel for random bots >_>
L396[12:57:26] <Naiten> random bots?
L397[12:57:28] <Naiten> umad
L398[12:58:03] ***
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L399[12:58:18] <moon> PaleoCrafter, random
bot alert >_>
L400[12:58:26] <Naiten> >_>
L401[12:58:33] <gigaherz> does the bot say
things to people?
L402[12:58:34] <Naiten> you're
random
L403[12:58:39] <Naiten> no
L404[12:58:41] <gigaherz> (without
asking)
L405[12:58:45] <Naiten> no
L406[12:58:51] <gigaherz> does it respond
to any command that may collide with mcpbot?
L407[12:59:01] <Naiten> no
L408[12:59:06] <gigaherz> then wtf is it
for? ;P
L409[12:59:19] <Naiten> transfer messages
from IRC to Discord
L410[12:59:24] <gigaherz> I see
L411[12:59:28] <gigaherz> so it's not
really a bot
L412[12:59:33] <Naiten> so that i don't
have to install irc on my phone
L413[12:59:34] <gigaherz> it's a
"bridge client"
L414[12:59:55] <Naiten> welp
L415[13:00:06] <Naiten> it's
MrPorter
L416[13:00:38] <gigaherz> does it speak
here if you talk on discord?
L417[13:00:49] <Naiten> welp, it
does
L418[13:00:57] <MrPorter> <Naiten>
as you can see
L419[13:01:46] <gigaherz> I see
L420[13:01:57] <gigaherz> well it's not up
to me
L421[13:02:11] <gigaherz> I mena it
doesn't bother me enoughto complain ;P
L422[13:02:15] <gigaherz> mean*
L423[13:02:20] ⇦
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L424[13:02:21] <Naiten> i hope i won't get
banned
L425[13:02:36] <moon> you should probably
be asking the OPs first >_>
L426[13:03:03] <gigaherz> well you could
be using something like irccloud with a phone client ;p
L428[13:03:15] <gigaherz> or andchat, or
whatever
L429[13:03:20] <moon> yea.
L430[13:03:27] <moon> just use a mobile
IRC client
L431[13:03:53] <gigaherz> I mentioned
irccloud first because it remains connected bnc-style, if your
phone loses connection
L432[13:04:05] <Naiten> why have tons of
apps when you can have one
L433[13:04:21] <Naiten> discord >
irc
L434[13:04:26] <moon> because said bridge
may not be allowed
L435[13:04:43] <gigaherz> Naiten: I
disagree with the last sentence ;P
L436[13:04:50] <moon> just do it like
everyone else >_>
L437[13:05:09] <gigaherz> butyeah
L438[13:05:26] <Naiten> moon, we're here
not the people who do like everyone else, aren't we?
L439[13:05:47] *
moon facepalms
L440[13:05:56] ⇦
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L442[13:06:36] *
Naiten rolls eyes
L443[13:07:28] <Naiten> anyway, i'm still
curious about the lighing bug
L444[13:07:46] <Naiten> it only happens
when smooth lighting is off
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L446[13:09:02] <Koward> (Rely on PR to
code your mod, I guess that's what he meant)
L447[13:09:17] <Koward> Woops old message
that was unsent
L448[13:10:43] <Koward> My entity is
unbelievably fast and I've absolutely no idea why.
L449[13:11:06] <MrPorter>
<TheSteelMann> hi
L450[13:11:32] <Naiten> Koward,
code?
L452[13:15:48] <Koward> As you can see I
wanted a base value of 0.45D, I saw the mob was incredibly fast, I
thought that was linked but no it's still very very fast.
L453[13:15:55] <Naiten> Koward, can your
entity flee?
L454[13:16:15] <Naiten>
FLEEING_SPEED_MODIFIER = (new
AttributeModifier(FLEEING_SPEED_MODIFIER_UUID, "Fleeing speed
bonus", 2.0D, 2))
L455[13:16:39] <Koward> Only the sun, like
zombies, otherwise no
L456[13:17:02] <Naiten> 2 m/tick is kinda
high
L457[13:18:15] <Koward> Where is this
modifier ?
L458[13:18:35] <Naiten>
EntityCreature
L459[13:18:42] <Naiten> Also, can it be in
attack mode?
L460[13:18:56] <Koward> Yes it can
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L462[13:19:02] <Koward> but not when I
test its speed
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L464[13:19:45] <Koward> If EntityCreature
was the problem vanilla mobs should be affected
L465[13:19:56] <Koward> I don't see any
attributes they would fix that I don't
L466[13:21:21] <Naiten> maybe
breakpointing setSprinting() will give result?
L467[13:25:22] <Koward> Seems like it's
not the problem. I'll try to change the base value, to see if
modifiers have any effect at all on it
L468[13:26:03] <Naiten> also,
moveHelper.onUpdateMoveHelper()
L469[13:28:22] <Koward> Even when I set a
very low modifier it still goes incredibly fast (enderman-like
fast). Very weird
L470[13:30:55] <Naiten> i'd pay attention
to EntityMoveHelper
L471[13:32:53] <Koward> If I remember
there's a way to change speed (or any attribute) of mobs in game,
right ?
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L473[13:34:17] <Naiten> not entirely
sure
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L477[13:53:17] <Koward> Applying a
modifier works (my bad). It's very weird, when I reduce it to
something slow like base value 0.1, it moves by "steps",
not in a smooth walking.
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L482[14:05:37] <barteks2x> I need to
finally understand the capability system... capabilities seem to be
initialized early enough that I don't need to worry about
generating chunks before initializing cubic chunks world
L483[14:05:59] <gigaherz> what do you know
ab out it?
L484[14:06:26] ⇦
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L486[14:06:29] <gigaherz> in essence: the
capability system is "attachable interfaces"
L487[14:06:43] <gigaherz> rather than
"if (te instanceof ISomething)"
L488[14:06:47] <barteks2x> I want to know
how to use it with Worlds
L489[14:06:55] <gigaherz> you do "if
(te.hasCapability(CAP_SOMETHING, face)"
L490[14:07:10] <gigaherz> and instead of
"something = (ISomething)te"
L491[14:07:21] <gigaherz> you do
"something = te.getCapability(CAP_SOMETHING, face)"
L492[14:07:33] <gigaherz> reaplce te with
itemstack/entity/world
L493[14:07:34] <barteks2x> But first a
question, when are capabilityies created?
L494[14:07:50] <gigaherz> the Capability
object, if that's waht you mean
L495[14:07:56] <gigaherz> is instantiated
internally by forge
L496[14:08:10] <gigaherz> when the owner
of the capability calls CapabilityManager.register
L497[14:08:17] <barteks2x> I'm not sure
which one, all I need is something that runs right after World
constuctor exists
L498[14:08:24] <gigaherz> at which point
all @CapabilityInject annotations are parsed
L499[14:08:29] <gigaherz> and the fields
are assigned
L500[14:08:31] <gigaherz> and the methods
are called
L501[14:09:08] <gigaherz> so you don't
care about capabilities, you want to abuse the world capability
attach event, to get notified of class construction?
L502[14:09:21] <barteks2x> basically
L503[14:09:27] <gigaherz> right
L504[14:09:39] <barteks2x> I use
WorldLoadEvent now but it's fired a bit too late
L505[14:09:44] <gigaherz> then check where
AttachCapabilitiesEvent<World> is called from
L506[14:10:16] <barteks2x> from
ForgeEventFactory.gatherCapabilities
L507[14:10:26] <barteks2x> which is called
from World.initCapabilities
L508[14:10:53]
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L509[14:11:01] *** V
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L510[14:11:05] <barteks2x> which is called
from both WorldClient and WorldServer init()
L511[14:11:22] <gigaherz> yep so there you
have your answer
L512[14:11:28] <barteks2x> this should be
early enough
L513[14:11:37] <gigaherz> since the rest
of the capability system doesn't seem to matter to you right
now
L514[14:11:40] <gigaherz> I won't bother
explaining XD
L515[14:12:06] <barteks2x> currently I
have vanilla chunks generated before making the world cubic chunks
world
L516[14:16:35] <barteks2x> why is
AttachCapabilitiesEvent.World deprecated?
L517[14:16:50] <gigaherz> because
AttachCapabilitiesEvent<World> is the right one to use
L518[14:16:58] <gigaherz> for event
handlers
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L520[14:23:16] <DaMachinator> just how bad
of an idea would it be to add an implementation of SQLite into
one's mod to store data either per-world or across worlds
L521[14:26:13] <barteks2x> I would guess
it can't be worse than storing actual chunk data in SQL database
(I've seen that done) but even that doesn't look like good idea to
me (but I may be wrong here). Do you have so much data that NBT
isn't good enough?
L522[14:27:51] <DaMachinator> no, i just
have no idea how to store per-world data
L523[14:28:10] <DaMachinator> i want to
store a HashSet<BlockPos> of indeterminate but probably
considerable size
L524[14:30:33] <Ordinastie>
WorldSaveData
L525[14:31:05] <DaMachinator> i looked at
the documentation for that and still have no idea how to use
it
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L528[14:32:34] <DaMachinator> it can be
global but for performance reasons i'd rather it was
per-dimension
L529[14:33:24] <gigaherz> DaMachinator:
how much data is there?
L530[14:33:31] <gigaherz> yo ucan do
WorldSavedData per-dimension
L531[14:33:33] <gigaherz> and it encodes
to NBT
L533[14:34:12] <gigaherz> this is how I
use it to store the global inventories for my ender-Rift mod
L534[14:34:20] <gigaherz> the only change
needed to make it work with per-world
L535[14:34:28] <gigaherz> is to change
world.getMapStorage();
L536[14:34:34] <gigaherz> to
world.getPerWorldStorage();
L537[14:34:57] <gigaherz> the way to use
such a class
L538[14:34:58] <gigaherz> is that
L539[14:35:05] <gigaherz> whenever you
need to access the data for a world
L540[14:35:15] <gigaherz> you call
RiftStorageWorldData.get(worldObj)
L541[14:35:29] <gigaherz> it will
automatically load the info from disk if not present in
memory
L542[14:35:41] <gigaherz> of course in
your case, it won't be called the same as my code ;P
L543[14:36:33] <gigaherz> just make sure
that your implementation calls markDirty() on the WSD object when
there's new data that will have to be saved
L544[14:36:42] <gigaherz> because
writeToNBT won't get called if the state isn't
"dirty"
L545[14:38:48] <DaMachinator> gigaherz:
well, let's see
L546[14:38:58] <DaMachinator> assuming i
can keep players from spamming them
L547[14:39:22] <DaMachinator> 25-36 per
player?
L548[14:40:22] <gigaherz> seems
reasonable
L549[14:40:39] <gigaherz> if it was like,
10 million per dimension
L550[14:40:43] ⇦
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L551[14:40:44] <Ordinastie> that's really
not what I would call "considerable"
L552[14:40:47] <gigaherz> then NBT may not
be the best, specially since WSD is stored in memory
L553[14:41:16] <gigaherz> unless each one
of those 36 "items" is 1GB of data each
L554[14:41:17] <gigaherz> ;P
L555[14:41:41] <gigaherz> but you said
it's WorldPos
L556[14:41:43] <gigaherz> so yeah no
L557[14:41:48] <gigaherz> 30 per player
is... nothing
L558[14:42:08] <gigaherz> perfectly good
use case for WSD
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L562[14:51:00] <DaMachinator> gigaherz:
storing blockpos
L563[14:51:20] <gigaherz> eh sorry
blockpos*
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L565[14:51:27] <gigaherz> I had a
brainfart there ;P
L566[14:51:30] <DaMachinator> so i don't
have to search a 32x32x8 cuboid every time a block in my energy net
is placed
L567[14:52:31] <DaMachinator> can i simply
write a HashSet to NBT?
L568[14:53:00] <gigaherz> well not
directly
L569[14:53:04] <gigaherz> but you can
convert it
L570[14:53:14] <gigaherz> you can use an
NBTTaglist
L571[14:53:17] <gigaherz> that contains
NBTTagCompound
L572[14:53:39] <gigaherz> where each
compound has x,y,z
L573[14:53:51] <gigaherz> or you can
convert the coords to long
L574[14:54:00] <gigaherz> and store a
NBTTagList of NBTTagLong
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L576[14:57:01] <gigaherz> (there's a
method somewhere to convert BlockPos to long, and back)
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L578[14:57:17] <gigaherz> but I recommend
using x,y,z
L579[14:57:22] <gigaherz> since it's not
critical to save space
L580[14:57:31] <gigaherz> and that way
it's more compatible ;P
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L586[15:16:15] <MrPorter> <Naiten>
Yep, exactly
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L589[15:22:58] <RandomX45> Is there any
prospects as to what will be the next major minecraft version for
modding?
L590[15:24:37] <TechnicianLP> 1.42
L591[15:25:08] <TechnicianLP> 1.12
probably
L592[15:25:16] <fry|sleep> Is there any
prospects as to who will leave Spice Girls next?
L593[15:25:35] <TechnicianLP> what is
"spice girls"
L594[15:26:01] <Waterpicker> How do you
teleport between worlds using vanilla minecraft
L595[15:27:43] <MrPorter> <Naiten>
Obsidian portal?
L596[15:28:06] <Waterpicker> Sorry let me
rephrase
L597[15:28:23] <Waterpicker> How would I
teleport to a custom modded dimension suing vanilla tools
L598[15:28:38] <Waterpicker> Like is there
a command for it built into vanilla minecraft
L599[15:30:24] <tterrag> no
L600[15:30:28] <TechnicianLP> afaik you
need a portal to change dimensions
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L602[15:30:53] <MrPorter> <Naiten>
Entity. travelToDimension(id), i believe, if speaking code
wise
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L604[15:31:21] <TechnicianLP> why are
prefixing everything with <Naiten> ?
L605[15:32:09] <Waterpicker> Well I am
doing this for the dimensional doors mod but I don't want to try
hooking into them yet for this.
L606[15:32:20] <Waterpicker> Just a quick
peak at what I managed to port. ^^
L607[15:32:24] <MrPorter> <Naiten>
Because I'm Naiten and I'm writing this from Discord
L608[15:32:38] <Waterpicker> Wait form
what channel?
L609[15:33:06] <MrPorter> <Naiten>
¯\_(ツ)_/¯
L610[15:33:27] <Waterpicker> Anyway.
L611[15:36:56] <MrPorter> <Naiten>
Also, EntityPlayerMP.
mcServer.getConfigurationManager().transferPlayerToDimension()
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L618[16:24:32] <GeoDoX> @DaMachinator, I
know someone who's actually using databases in their mod
L619[16:24:52] <DaMachinator> whom?
L620[16:25:38] <GeoDoX> Uh, no one from
here but I'll message him
L621[16:25:47] *
TechnicianLP is working on a project with databases
...
L622[16:27:34] <GeoDoX> He should be
popping in
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L624[16:30:18] <GeoDoX> @DaMachinator, I
PMed you
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L626[16:31:41] <Mraof> Is there a good way
to see what's causing lag in a mod?
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L628[16:33:11] <gigaherz> Mraof: a
profiler.
L629[16:35:33] <Mraof> Oh yeah
L630[16:37:30] <Mraof> Relatedly, what's
the best way to prevent a huge mob from causing lag
L631[16:37:36] <Mraof> Splitting it into
multiple entities?
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L633[16:37:51] <gigaherz> depends on what
makes it cause lag
L634[16:38:06] <Mraof> I guess so
L635[16:38:08] <gigaherz> the size of the
mob does not imply lag
L636[16:38:15] <gigaherz> so it must be a
"feature" of the mob that does
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L638[16:38:33] <Mraof> Hmm
L639[16:39:10] <DaMachinator> GeoDoX: i
got no PM
L640[16:39:54] <GeoDoX> PM me then
L641[16:41:24] <Mraof> The only difference
between it and some similar mobs that don't cause lag is that it's
8 blocks wide and 12 blocks tall, as far as I can tell
L642[16:41:48] <Ordinastie> size does
matter (tm)
L643[16:42:01] <gigaherz> it could be the
collision code
L644[16:42:05] <Ordinastie> as the
collision is checked against all the block positions
L645[16:42:08] <gigaherz> if it's
comparing against a whole lot of blocks
L646[16:42:08] <Mraof> Yeah, that's what I
was thinking
L647[16:42:09] <gigaherz> yeah
L648[16:42:09] <Ordinastie> that
intersect
L649[16:44:02] <TechnicianLP> is that why
the enderdragon has noclip?
L650[16:44:13] <gigaherz> probably
L651[16:44:15] <gigaherz> but
L652[16:44:20] <gigaherz> also because
that way you can't trap it
L653[16:44:26] <gigaherz> otherwise people
would build a "cage" around it
L654[16:45:45] <Mraof> Is there a way to
change the collision code or should I just split this into multiple
entities
L655[16:46:24] <Ordinastie> splitting
wouldn't reduce the number of blocks checked
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L657[16:47:05] <Mraof> I guess so
L658[16:48:34] <Mraof> I was thinking of
basically just making only the bottom part check for collisions, at
least that much should be possible, right?
L659[16:50:09] <gigaherz> make the
bounding box shorter
L660[16:50:14] <gigaherz> but then it can
walk through short gaps
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L663[16:53:41] <Mraof> Hmm
L664[17:08:32] <DaMachinator> you could
check only around the frame of it...
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L666[17:11:11] <gigaherz> maybe you can
somehow make it update collisions less often?
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L669[17:31:57] <Mraof> Yeah, that's what I
was considering, I'm not sure if that's a realistic thing to do
though
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L675[17:58:51] <Shambling> so I don't seem
to be able to control the speed of breaking blocks on blocks with
no hardness. Can block hardness be modified per block on the fly? I
feel like cheating at this point and just setting the hardness of
the block high enough to where when I set a breakspeed it actually
isn't instant :D
L676[17:59:31] <Shambling> but I don't
want to set the hardness of all of those same type block at the
same time, as I want to think about how that would interact with
multiple players with something equipped and others not
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L679[18:09:39] <Shambling> alright well
nm, it looks like the hardness is shared by all blocks of the same
ID
L680[18:15:00] <Mraof> Huh, does
PlayerEvent.BreakSpeed not work for you?
L681[18:15:33] <Mraof> I remember using
that for a mod with built in world protection, and it even worked
for stuff like grass then
L682[18:15:58] <Shambling> it works on
everything that has a hardness > 1
L683[18:16:11] <Shambling> I want to floor
the break speed so its never instant, and always has at least the
1/4 second break time
L684[18:16:41] <Shambling> does not work
on things like dirt,sand,etc that have 0 hardness. Take for
instance, I increase breakspeed to 19 if the hardness is 20, that
works great
L685[18:16:54] <Shambling> so
wood/stone/etc all break at the speed I want, so I know I can floor
the break speed on those.
L686[18:17:16] <Shambling> Dirt however
takes the full break time, or is instant, dependant on tool. I want
it to be more like in PE or creative where there is always a slight
pause between blocks, for fine breaking
L687[18:17:50] <Shambling> were you using
setSpeed, or changing another value instead?
L688[18:18:19] <Shambling> I must admit
that using setNewSpeed might be lackluster for what I want, as
there are like 300 variables in breaking a block
L689[18:18:58] <Mraof> Yeah, I was using
setNewSpeed
L690[18:20:33] <Mraof> Although I was only
ever doing setNewSpeed(-1), it looks like
L691[18:21:02] <Mraof> Since I was using
it for world protection and making certain tools unusable if you
didn't have a high enough level to use them
L692[18:21:56] <Shambling> yeah I want to
floor the dig speed to a maximum, so enchanting tools don't just
dig up 5000 blocks unintentionally. I'm going to try
originalSpeed*.95f
L693[18:22:00] <Shambling> see if that is
acceptable
L694[18:22:40] <Shambling> I'll leave
anything with a hardness of 0 alone. errr wait... maybe I'm
misthinking this
L695[18:22:53] <Shambling> I wonder... brb
compiling
L696[18:23:43] <Shambling> hey I think
that would work. I need to brew up a new pickaxe
L697[18:33:32] <Shambling> that would
protect against tools, how did you protect against
explosions?
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L700[18:41:52] <Mraof> Looking through my
code, it doesn't look like I protected against explosions for some
reason, I'm not sure why
L701[18:41:57] <Mraof> But there is
ExplosionEvent
L702[18:43:10] <Shambling> well this works
good with vanilla enchants
L703[18:43:23] <Shambling> are there any
digging speed enchants that stack with diamond + efficiency
5?
L704[18:44:24] <Shambling> I'd imagine
this should work fairly flawlessly even with speeds in excess of
like 50000, but I'd like to test in a real case before I start
adding the meat and potatoes
L705[18:44:28] <DaMachinator>
probably
L706[18:44:31] <Shambling> right now, my
mod is in pre-alpha lol
L707[18:44:45] <Mraof> I know there's
things that aren't enchants, at least
L708[18:44:48] <Mraof> Like haste
L709[18:45:13] <Mraof> Maybe try giving
yourself haste 255
L710[18:46:05] <Shambling> oh armor
enchant, smrat
L711[18:46:07] <Shambling> didn't think of
that, thanks
L712[18:47:03] <Shambling> err I don't see
that enchant on the wiki
L713[18:47:04] <Shambling> weird
L714[18:47:28] <Shambling> oh its a
thaumcraft enchant. lol
L715[18:48:08] <Shambling> haste
potion?
L716[18:49:56] <Mraof> Yeah
L717[18:50:43] <Mraof> For testing, I'd
try the command with an amplifier of 255
L718[18:50:52] <Mraof> I figure that's
about as extreme as you can get
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L720[18:53:03] <Shambling> bad things
happen with haste :D
L721[18:53:11] <Shambling> the pickaxe
goes into slow motion, and the block becomes unbreakable.
L722[18:53:25] <Shambling> I'm thinking
haste must apply somewhere that screws up breakspeed
L723[18:54:39] <Shambling> ooo but only if
the amplifier is super insane
L724[18:54:47] <Shambling> up to about 10
seems to work just fine, so must be a rollover bug
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L726[18:56:47] <Shambling> not sure why it
was doing so with event.setNewSpeed(blockHardness * 30f * 0.95f);,
but maybe haste 255 is just plain bugged
L727[18:57:28] <Shambling> alright wlel
that is enough coding for the night, I'll put in bug checks and
item checks going forward. Should be able to follow some of mcjty's
and others tutorials to get some good equipment requirements in
place
L728[18:57:44] <Shambling> question:
offhand item, or bauble? which would you rather equip to make it so
you never instantly break blocks
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L730[19:06:20] <Mraof> I gave the mobs
noclip and no gravity to check if collision was causing the
lag
L732[19:06:38] <DaMachinator> what
L733[19:06:54] <DaMachinator> the
heck
L734[19:06:57] <DaMachinator> is
that
L735[19:07:06] <Mraof> A giclops
L736[19:07:17] <DaMachinator> um
L738[19:07:45] <Mraof> Wow this post is
old
L739[19:08:27] <DaMachinator> is it called
polyphemus
L740[19:08:38] <Mraof> Haha
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L757[20:24:01] <Falconerd> Hey, I'm
sometimes getting 0xtile.air@0 as my held item, does anyone know
why this happens?
L758[20:24:12] <Falconerd> as opposed to
ItemStack.NULL
L759[20:24:26] <Falconerd> err
L760[20:24:28] <Falconerd> EMPTY*
L761[20:26:39] <Falconerd> however,
itemStack.isEmpty() returns true
L762[20:26:42] <Falconerd> so might be
better to compare agains that
L763[20:26:53] <Falconerd> instead of
itemStack == ItemStack.EMPTY
L764[20:29:07] <kashike> you should be
using isEmpty, yes
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L767[20:36:26] <SquareWheel> I'm having
trouble reading the metadata from an ItemStack on the ground. There
doesn't seem to be a property or method to get that. Do you have
any suggestions?
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L770[20:39:47] <SquareWheel> Ohh, think I
understand now. The Item is "stored inside", under
getEntityItem().
L771[20:40:05] <SquareWheel> For some
reason I thought that would return the generic Item and lose all
its data. My bad.
L773[20:42:46] <Falconerd> I may drop out
as I'm on a country train... Hopefully not
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L784[21:13:18] <Falconerd> Do I have to
override IFluidHandler methods for them to work?
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L786[21:13:27] <Falconerd> Pretty sure I
don't
L787[21:13:33] <Falconerd> hmmm
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L791[21:27:48] <Falconerd> TEs are created
each time the chunk is loaded, right? So storing a TE inside a list
and then referring to it later would give a NullPointerException,
right?
L792[21:28:01] <Falconerd> storing a
refernce to it*
L793[21:30:37] <KklyAq> as long as you
refer to it in your list the TE will remain in memory, but it will
be invalidated when the chunk unloads or the block is broken. And
reloading the chunk will create a new TE, so your old one still in
the list will not actually exist in the world
L794[21:31:20] <Falconerd> yeah,
okay
L795[21:31:42] <Falconerd> i can't seem to
get one TE to access another TEs fluid capability and drain from
it
L796[21:32:47] <KklyAq> try store the
blockpos of the TE instead?
L797[21:33:13] <Falconerd> I am
L798[21:33:25] <Falconerd> that was my
original idea
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L800[21:38:46] <KklyAq> have you tested
that the outputters and inputters lists arent empty when
updating?
L802[21:39:13] <Falconerd> it shouldn't
write anything if there's nothing in the list right?
L803[21:39:16] <Falconerd> or will it run
once?
L804[21:40:17] <Falconerd> i just put a
simple check in, it definitely has the position of one tank set to
output
L805[21:42:20] <Falconerd> it's definitely
finding both the TE and the FluidTank
L806[21:43:19] <Falconerd> and it
definitely has 4000mB of water in it right now, I can add and
remove buckets
L807[21:43:25] <KklyAq> hm alright
L808[21:43:35] <KklyAq> have you tried
breakpointing and stepping through tryFluidTransfer()?
L809[21:43:57] <Falconerd> i haven't
really used breakpoints much besides one time in uni a few years
ago...
L810[21:43:58] <KklyAq> to see if it
actually drains and fills
L811[21:43:59] <Falconerd> i will check it
out
L812[21:44:22] <KklyAq> should be simple
to do in your IDE
L813[21:44:24] <Falconerd> well, i also
can't drain()
L814[21:44:41] <Falconerd> but if i access
the tank from within the TE itself
L815[21:44:44] <Falconerd> i can drain no
problem
L816[21:45:07] <Falconerd> maybe the tank
needs to be public, i'll check that first
L817[21:45:55] <Falconerd> that would make
sense
L818[21:46:13] <Falconerd> i really hope
it wasn't just how i was initialising the tank
L819[21:49:26] <Elec0> FYI, I'd 100%
recommend getting really familiar with breakpoints. It's amazingly
helpful to be able to step through code line by line while it's
running
L820[21:49:44] <Falconerd> i will
definitely check out a tutorial when i get home
L821[21:50:03] <Falconerd> i'm on a train
right now with no headphones
L822[21:50:16] <Falconerd> though i guess
text would be fine
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L824[21:54:23] <Falconerd> ooh this is
cool
L825[21:55:28] <Falconerd> okay, i now
know that the IFluidHandler being returned is not the one which
belongs to the TE
L826[21:55:40] <Falconerd> awesome
L827[21:55:41] <Falconerd> thanks
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