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L8[00:26:26] <Naiten> fry, what do i do about this IBM lighting bug? https://www.youtube.com/watch?v=MlTxPWpJjmw
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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
L34[01:14:51] <kenzierocks> http://files.minecraftforge.net/maven/net/minecraftforge/forge/index_1.11.2.html
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
L48[01:21:29] <Naiten> somehow my track te is desynced after this code http://pastebin.com/ZqQyquVg
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
L78[01:47:01] <Chris> Mm
L79[01:47:15] <killjoy> https://www.jetbrains.com/help/idea/2016.3/configuring-module-compiler-output.html
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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L113[04:23:25] <Naiten> just tried installing my mod on server and it smaps console with NPoE every time i try to use an item... http://pastebin.com/CdWHKaR3
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
L149[05:21:29] <fry> ^, or http://www.nvidia.com/Download/Find.aspx?lang=en-us
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
L239[07:50:09] <barteks2x> http://pastebin.com/Z0aAkGnT
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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L281[10:39:54] <OrionOnline> Can somebody check if this is okey: https://github.com/MinecraftForge/MinecraftForge/pull/3660
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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
L307[11:49:14] <barteks2x> I somehow broke walking... http://i.imgur.com/Z9xVIvc.gifv
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
L331[12:34:41] <gigaherz> [17:39] (OrionOnline): Can somebody check if this is okey: https://github.com/MinecraftForge/MinecraftForge/pull/3660
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
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L347[12:38:12] <OrionOnline> I am also hoping that it gets pulled as it is a good pr
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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] *** Naiten is now known as mr
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
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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
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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
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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
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L388[12:54:20] <Naiten> Anybody knows where this lighting bug can come from and how to fix it? https://www.youtube.com/watch?v=MlTxPWpJjmw
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
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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*
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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
L427[13:03:15] <moon> ^
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
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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?
L451[13:12:49] <Koward> @Naiten https://hastebin.com/egayiwugus.java
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?
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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
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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
L532[14:34:03] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/rift/storage/RiftStorageWorldData.java
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
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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
L581[15:13:32] <MrPorter> <Naiten> I like trains https://imgur.com/6ewPKEK https://imgur.com/KraTzpX
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L585[15:14:25] <gigaherz> https://www.youtube.com/watch?v=5DjOL2we8ko
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
L731[19:06:24] <Mraof> http://mraof.com/temp/mcScreenshots/2017-01-26_19.57.05.png http://mraof.com/temp/mcScreenshots/2017-01-26_19.57.06.png
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
L737[19:07:32] <Mraof> http://minestuckmod.tumblr.com/post/54371683707/giclopes
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.
L772[20:42:16] <Falconerd> Can anyone tell me why fluid isn't being transferred in this update method? https://github.com/Falconerd/Eitr/blob/master/src/main/java/com/falconerd/eitr/pipes/TileEntityPipe.java
L773[20:42:46] <Falconerd> I may drop out as I'm on a country train... Hopefully not
L774[20:43:37] <Falconerd> Sorry, I should have linked directly to the line: https://github.com/Falconerd/Eitr/blob/master/src/main/java/com/falconerd/eitr/pipes/TileEntityPipe.java#L226
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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?
L801[21:38:59] <Falconerd> well, here's the update method http://pastebin.com/JsSmEPWN
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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