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L5[00:22:05] <killjoy1> Why is ThreadQuickExitException a singleton?
L6[00:30:46] <kashike> killjoy1: performance optimisation
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L8[00:31:07] <killjoy1> since it's called every time a packet is sent?
L9[00:31:21] <kashike> yeah
L10[00:31:39] <kashike> http://stackoverflow.com/a/762357
L11[00:31:42] <kashike> explains it good
L12[00:32:26] <williewillus> the whole "throw an exception to exit if not on main thread" thing is terrible
L13[00:33:40] <kashike> could be worse somehow
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L15[00:37:04] <williewillus> i actually don't even know why it has to throw an exception instead of just letting it return upwards normally 0.o
L16[00:37:51] <williewillus> seems so it'll skip the actuall processing logic in processPacket and not run it in the main thread, but you could just have the checkThreadAndEnqueue return a boolean saying if it was enqueued and if so return without running the actual logic
L17[00:38:23] <killjoy1> it used to do that
L18[00:38:46] <williewillus> why is this convoluted thing better 0.o
L19[00:39:52] <killjoy1> anyway..
L20[00:40:10] <killjoy1> does anyone know of any vanilla stuff which adds chat outside the main thread?
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L26[01:47:23] <killjoy1> does wayoftime hang out here?
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L29[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170204 mappings to Forge Maven.
L30[02:00:23] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170204-1.11.zip (mappings = "snapshot_20170204" in build.gradle).
L31[02:00:46] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L39[02:32:48] <blood> illy: File confFile = new File(e.getWorld().getWorldInfo().getWorldName() + "/island.json");
L40[02:33:10] <blood> the server's default path will be the root dir, why are you creating those files there?
L41[02:33:30] <blood> confFile.createNewFile();
L42[02:34:29] <blood> https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/DimensionManager.java#L393
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L46[02:41:40] <blood> https://gist.github.com/bloodmc/8efd75e433e405d07d8ce6ccd4a6c1c4#file-islandhandler-java-L3
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L48[02:47:23] <blood> hrmm yes, Forge just passes the overworld's world info for every single WorldSave event...
L49[02:47:36] <blood> blah another thing i have to account for on sponge
L50[02:48:21] <blood> illy: if you can, use DimensionManager method in future =)
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L54[03:09:01] <TechnicianLP> how do i get the reachDIstance of a Player clientside? on server its in PlayerInteractionManager ...
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L59[03:30:44] <killjoy1> TechnicianLP, see PlayerConnectionMP#getBlockReachDistance()
L60[03:31:05] <killjoy1> isCreative ? 5 : 4.5
L61[03:31:31] <TechnicianLP> thx
L62[03:33:33] <killjoy1> of course, that's only on the client
L63[03:33:47] <killjoy1> But it's not too hard to reimplement
L64[03:33:57] <TechnicianLP> proxies ftw
L65[03:34:09] <killjoy1> it's literally a single line
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L76[04:37:30] <ghz|afk> I wonder if google spies on my IRC conversations...
L77[04:38:31] <ghz|afk> last night:
L78[04:38:39] <Ashindigo_> And then gives ads relevant to your discussions?
L79[04:38:51] <ghz|afk> [01:14] (ghz|afk): so you'd need a "crafting graph"
L80[04:38:52] <ghz|afk> [01:14] (diesieben07): yeah you would have to have oreDict support
L81[04:38:52] <ghz|afk> [01:14] (ghz|afk): and find the shortest path
L82[04:38:52] <ghz|afk> [01:14] (diesieben07): yeah, some kind of A*
L83[04:38:53] <ghz|afk> [01:14] (ghz|afk): or path of least resistance
L84[04:38:54] <ghz|afk> now:
L85[04:38:58] <ghz|afk> https://dl.dropboxusercontent.com/u/743491/Recommended.PNG
L86[04:39:22] <ghz|afk> and no, I have NOT searched for anything related to maths or pathfinding... ever.
L87[04:39:27] <ghz|afk> (in youtube)
L88[04:40:53] <Ashindigo_> Well then, you could try playing with it and start talking about spoons or something
L89[04:43:18] <TechnicianLP> but google can do some nice guessing in what one is interested ...
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L91[05:08:14] <tterrag> yeah that sounds like coincidence
L92[05:08:42] <tterrag> or https://en.wikipedia.org/wiki/List_of_cognitive_biases#Frequency_illusion
L93[05:08:51] <Akkarin> confirmation bias much?
L94[05:09:03] <ghz|afk> ofc
L95[05:09:15] <ghz|afk> but it's still fun to consider the possibility ;P
L96[05:09:32] <Akkarin> Seriously though. Sometimes it's scarily on point and then it gives you nonsense for a month or so
L97[05:11:02] <tterrag> I've been doing a lot of searching for financial stuff (bank accounts, credit cards, etc) and I'm definitely noticing the targeting
L98[05:11:32] <Akkarin> It's like searching for something on amazon and getting flooded with suggestions regarding that one thing for the next three weeks
L99[05:11:35] <tterrag> but that's obvious stuff. people are worried google is doing stuff like listening to phones all the time. I think they could but it would be a waste of time for 99.9% of people
L100[05:11:56] <Akkarin> even though Amazon should really take purchases into consideration ... I'm not going to buy a toaster after just buying a toaster ffs
L101[05:11:58] <tterrag> also, those people don't get how things like google now works
L102[05:12:24] <tterrag> the "OK Google" trigger is clientside. if they were sending audio data constantly it would show up in your phone bill lol
L103[05:12:35] <Akkarin> naaaaahhh
L104[05:12:45] <Akkarin> two minutes into the month and your traffic is maxed out
L105[05:12:55] <tterrag> now...things like amazon echo...those would be a lot easier to "listen in"
L106[05:13:18] <Akkarin> but how much interesting stuff would you actually get out of that
L107[05:13:28] <tterrag> nah, not that fast. use low quality audio (but still enough to get voice recog) and it's a few MB a day
L108[05:13:31] <Akkarin> like seriously ... how much do you talk about things that would be relevant to increase their sales
L109[05:13:31] <tterrag> no one would notice
L110[05:13:39] <tterrag> who cares? they just want the data to sell
L111[05:13:45] <tterrag> you mentioned a vacation to your wife
L112[05:13:46] <tterrag> bing!
L113[05:13:48] <Akkarin> lol
L114[05:13:58] <tterrag> the word "vacation" is a trigger and gets sent to amazon servers
L115[05:14:02] <tterrag> it's definitely plausible, I think
L116[05:14:39] <Akkarin> well I guess you also have to take into account that people are stupid to some extend and actually pay attention to ads and what not
L117[05:15:07] <tterrag> if they didn't, no one would advertise
L118[05:15:09] <ghz|afk> no need to send that much data
L119[05:15:13] <Akkarin> logically
L120[05:15:15] <ghz|afk> just have a dictionary of trigger patterns
L121[05:15:24] <tterrag> also, the point of advertising isn't necessarily clicks, but brand recognition
L122[05:15:28] <ghz|afk> and send tiny little packets
L123[05:15:45] <tterrag> ghz|afk: exactly. no need to constantly stream audio
L124[05:15:58] <tterrag> if they can recognize "alexa" clientside, they can recognize any word they want
L125[05:16:48] <Akkarin> not necessarily
L126[05:17:08] <Akkarin> the accuracy to detect their trigger word does not need to be remotely as good as the actual recognition
L127[05:17:18] <ghz|afk> sure
L128[05:17:24] <ghz|afk> but you can send fuzzy data
L129[05:17:42] <Akkarin> e.g. a full dictionary with all accents and stuff would probably blow the limits of feasibility in those devices
L130[05:17:55] <ghz|afk> "may have recognized 'vacation', 65% certainty"
L131[05:18:17] <ghz|afk> also chances are it wouldn't be 'vacation'
L132[05:18:24] <ghz|afk> it would be 'take a vacation' or similar
L133[05:18:33] <Akkarin> What you could do would be to have a dictionary of things you are generally interested in and treat them as triggers
L134[05:18:53] <ghz|afk> exactly, the triggers don't need to be global
L135[05:18:59] <ghz|afk> they can install them based on your history
L136[05:19:01] <Akkarin> e.g. "oh that sounds like something I care. send the next couple of seconds + the recording of this word"
L137[05:19:09] <Akkarin> s/care/care about
L138[05:19:21] <ghz|afk> "you searched for books, so we are going to listen in for book-related things now"
L139[05:19:50] <ghz|afk> like how amazon keeps showing me office chairs
L140[05:20:02] <ghz|afk> I ALREADY BOUGHT ONE, I HAVE NO INTEREST IN ANOTHER ONE RIGHT NOW ¬¬
L141[05:20:26] <ghz|afk> show me other office supplies, computer parts, and such
L142[05:20:28] <ghz|afk> not chairs XD
L143[05:20:52] <ghz|afk> that works for games and movies and books
L144[05:21:01] <ghz|afk> but not for stuff you generally only need one of
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L146[05:21:26] <Akkarin> "You just bought a washing machine. Would you like to buy another 3?"
L147[05:22:37] <Ashindigo_> The other 3 are backups just incase your main one explodes
L148[05:22:52] <Akkarin> If you buy Samsung ones you might actually need those
L149[05:22:53] * Akkarin runs
L150[05:24:42] <ghz|afk> is there some mod that adds a "tool belt" kind of thing, that you can use to quickly switch between tools a bit like how thaumcraft had the "focus pouch" and you could switch by using the radial menu?
L151[05:25:41] <ghz|afk> I'm thinking something where you can hold a key, and swap out your current hotbar slot for an item in the "tool belt"
L152[05:25:42] <Ashindigo_> The TiC belt is the closest thing that comes to mind
L153[05:25:52] <ghz|afk> that's just an entire hotbar replacement, though?
L154[05:26:12] <ghz|afk> and it's not present in 1.10.2
L155[05:26:16] <Ashindigo_> Yeah...
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L157[05:28:36] <ghz|afk> I may try to code that.
L158[05:28:47] <ghz|afk> I was initially thinking of like, a "multi-tool" item
L159[05:28:51] <ghz|afk> that would hold items inside
L160[05:28:51] <tterrag> ghz|afk: yes that mod exists exactly
L161[05:28:54] <tterrag> it's called mineminu
L162[05:28:56] <ghz|afk> but that wouldn't work
L163[05:29:00] <tterrag> erm... minemenu
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L165[05:29:59] <ghz|afk> seems like something for creative mode?
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L168[05:31:09] <tterrag> no
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L170[05:48:39] <illy> blood: fixed in the next version... Hell I really want to remake the thing to not be as ugly as it is...
L171[05:48:55] <illy> not to self stop making mods when drunk
L172[05:48:59] <illy> note*
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L177[06:21:44] <anli> Will forge-1.11.2-13.20.0.2226-decomp.jar contain all source needed to run minecraft?
L178[06:22:00] <anli> Or is it forgeSrc-1.11.2-13.20.0.2226-sources.jar?
L179[06:22:34] <ghz|afk> you shouldn't need to worry about that?
L180[06:22:45] <ghz|afk> if you import the gradle project properly into the IDE, is should just work
L181[06:22:47] <anli> But I want to run from source
L182[06:23:06] <ghz|afk> there's no such thing
L183[06:23:23] <ghz|afk> the IDE will just compile it before it can run anything
L184[06:23:36] <anli> Lets assume I know how java works
L185[06:23:43] <ghz|afk> when you use the MDK, you are using the binaries
L186[06:23:45] <anli> And that I already know that I need to compile the sources
L187[06:23:47] <ghz|afk> the source jar is just there for metadata
L188[06:23:53] <ghz|afk> then use the forge environment
L189[06:23:55] <ghz|afk> not the MDK one
L190[06:24:05] <ghz|afk> clone the minecraftforge repository
L191[06:24:14] <ghz|afk> and run "gradlew setupForge" on it
L192[06:24:21] <ghz|afk> you'll end up with two source projects
L193[06:24:25] <anli> ok
L194[06:24:29] <ghz|afk> Clean, with only vanilla decompiled
L195[06:24:36] <ghz|afk> and Forge, with the patches applied and all the forge additions
L196[06:24:51] <anli> Will I be able to alter the decompiled source?
L197[06:24:55] <ghz|afk> yes
L198[06:25:01] <ghz|afk> that's the entire point of that environment
L199[06:25:05] <anli> ok
L200[06:25:07] <ghz|afk> to be able to edit & create patches
L201[06:25:09] <anli> nice
L202[06:25:12] <ghz|afk> and submit them as pull requests to forge
L203[06:27:22] <anli> I reported a bug about portals a long time ago, and I want to see if I would be able to fix it
L204[06:35:20] <anli> You only use intellij as IDE?
L205[06:38:09] <ghz|afk> I use IDEA, yes
L206[06:38:11] <ghz|afk> others use Eclipse
L207[06:38:20] <anli> oh, ok
L208[06:39:33] <ghz|afk> setting things up in eclipse is a bit easier, since you just have to point a workspace at the projects folder ,and add the Clean and Forge projects into the workspace
L209[06:39:34] <anli> The snapshot setting (build.gradle) that I got from github is snapshot_nodoc_20161220, and that is maybe the reason I got a bunch of errors when gradlew setupFore
L210[06:39:36] <anli> +g
L211[06:39:46] <ghz|afk> shouldn't be
L212[06:39:53] <ghz|afk> forge doesn't care what snapshot mappings you use
L213[06:39:58] <anli> ah, ok
L214[06:40:10] <ghz|afk> if they are old, less things will be translated, that's all
L215[06:40:16] <ghz|afk> if it was a connection error
L216[06:40:18] <ghz|afk> try again
L217[06:40:27] <ghz|afk> there's some weird issue with gradle and the forge maven
L218[06:40:34] <ghz|afk> that causes it to not connect sometimes
L219[06:40:47] <anli> I http://pastebin.com/NVyL1BXx
L220[06:40:48] <anli> ah, ok
L221[06:40:58] <anli> I tried twice, maybe I should try later then
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L223[06:42:33] <anli> I managed to download that xml in a browser
L224[06:42:43] <anli> Even if access time was long
L225[06:42:44] <ghz|afk> yes it works fine in a browser
L226[06:42:48] <ghz|afk> but fails in gradle
L227[06:42:50] <ghz|afk> do you use windows 10?
L228[06:42:52] <anli> yes
L229[06:43:07] <anli> Could it be some timeout issue?
L230[06:43:10] <ghz|afk> some people have complained that the firewall blocks java too much
L231[06:43:20] <anli> Oh, I turn it off and try again
L232[06:43:34] <ghz|afk> I assumed it was only incoming connections
L233[06:43:42] <ghz|afk> but maybe it affects gradle
L234[06:43:43] <anli> both
L235[06:44:45] <ghz|afk> but it's weird, I don't actually SEE any java blocking rule in my firewall, and I get the issue regardless, so dunno
L236[06:45:22] <ghz|afk> either way
L237[06:45:28] <ghz|afk> it's one of the biggest things I dislike about java
L238[06:45:35] <ghz|afk> that programs don't run in their own executable
L239[06:45:42] <ghz|afk> but always show up as "java.exe" or "javaw.exe"
L240[06:46:07] <ghz|afk> I like the .NET way a lot more -- the .exe is a bootstrap launcher that loads mscoree.dll which contains the runtime environment
L241[06:46:12] <anli> yeah
L242[06:46:26] <anli> It works after I had turned off the firewall
L243[06:46:33] * ghz|afk nods
L244[06:46:36] <ghz|afk> good to know
L245[06:46:40] <anli> I do not like firewalls...
L246[06:46:47] <ghz|afk> necessary evil
L247[06:46:50] <anli> no
L248[06:47:02] <anli> I can reinstall in short time if my computer gets some infection
L249[06:47:35] <ghz|afk> it's not just about infections
L250[06:47:48] <ghz|afk> it's also about people being able to keylog and so on
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L252[06:47:59] <ghz|afk> they can catch your passwords, bank account numbers, etc
L253[06:48:16] <ghz|afk> without you ever knowing it has happened
L254[06:48:23] <anli> I do not see someone with a keylogger will get access to my bank account
L255[06:48:31] <ghz|afk> good for you
L256[06:48:44] <ghz|afk> I do most administrative tasks on my bank account through the internet ;P
L257[06:49:06] <ghz|afk> anyhow
L258[06:49:13] <anli> The security is not even into my computer, I have an external device that produces a code
L259[06:49:23] <ghz|afk> right
L260[06:49:25] <ghz|afk> two-factor
L261[06:49:34] <ghz|afk> I hate it
L262[06:49:37] <ghz|afk> another necessary evil.
L263[06:49:52] <anli> I fail to see how it would be a problem to actually post all my keystrokes on the internet for anyone to see
L264[06:50:12] <ghz|afk> identity theft doesn't concern you?
L265[06:50:23] <anli> No?
L266[06:50:28] * ghz|afk shrugs
L267[06:50:42] <anli> Tell me how my identity would be in danger by doing that
L268[06:50:58] <anli> ok, passwords of course, but I do not use a password to access my bank
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L270[06:52:10] <anli> Do you have mobile bank id in your country?
L271[06:53:55] <ghz|afk> I get sent a confirmation SMS on any operation I do
L272[06:54:04] <ghz|afk> and then have to input that one-time code into the website
L273[06:54:42] <anli> When I pay my bills, in the payment process, I am asked to start an app on my phone
L274[06:54:55] <anli> I will enter a code and press ok, then the website detects that I did that
L275[06:55:07] <ghz|afk> yeah other banks work like that
L276[06:55:24] <ghz|afk> I do not "pay" my bills that way, though
L277[06:55:26] <anli> Nothing in that security process is stored on my computer
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L279[06:55:29] <anli> ok
L280[06:55:36] <ghz|afk> it is comon in Spain to have the bills charged directly fgrom the bank
L281[06:55:40] <ghz|afk> without having to pay them explicitly
L282[06:55:42] <ghz|afk> dunno how you call that
L283[06:55:57] <anli> Ah, its autogiro in swedish
L284[06:56:17] <anli> But we also have something now called reoccuring payments
L285[06:57:14] <anli> Without the customers consent
L286[06:57:57] <ghz|afk> banks here have options to reject bill payments
L287[06:58:06] <anli> ok
L288[06:58:16] <ghz|afk> even to say "do not pay for this again"
L289[06:58:20] <anli> Why would they?
L290[06:58:24] <ghz|afk> which will reject bilsl from that company in the future
L291[06:58:39] <anli> Do we talk about drug selling etc?
L292[06:58:48] <ghz|afk> no
L293[06:58:57] <ghz|afk> but there have been sneaky things from companies
L294[06:59:04] <ghz|afk> where you ask to cancel a service
L295[06:59:11] <ghz|afk> and they cancel the service... but not the montly billing for it
L296[06:59:12] <anli> So its for customer protection?
L297[06:59:15] <ghz|afk> yup
L298[06:59:18] <anli> ok
L299[06:59:26] <anli> payment firewall...
L300[06:59:36] <ghz|afk> yep lol XD
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L304[07:00:08] <anli> I did setupForge, but it seems I got no eclipse workspace from that, so I need to do gradlew eclipse?
L305[07:00:41] <ghz|afk> hmm maybe
L306[07:00:57] <ghz|afk> I ahven't used eclipse for forge for a few years
L307[07:01:00] <ghz|afk> memory is rather fuzzy
L308[07:01:07] <ghz|afk> I thought it created the projects automatically
L309[07:01:13] <ghz|afk> there isn't a workspace, though
L310[07:01:14] <anli> ok
L311[07:01:17] <ghz|afk> only the projects/ folder
L312[07:01:23] <ghz|afk> with Clean and Forge inside
L313[07:01:28] <ghz|afk> so yo ucan place the workspace anywhere
L314[07:01:36] <ghz|afk> then you select "import projects into workspace" in eclipse
L315[07:01:39] <ghz|afk> or something similar to that ;P
L316[07:01:48] <anli> Is there some gradle command to compile+run?
L317[07:02:22] <ghz|afk> hmmm there's gradlew build
L318[07:02:32] <ghz|afk> but dunno if there's a "run" command in the forge environment
L319[07:02:44] <anli> ok
L320[07:02:58] <ghz|afk> it is expected that you use the one from eclipse
L321[07:03:08] <ghz|afk> by the way
L322[07:03:14] <ghz|afk> if you edit vanilla classes
L323[07:03:22] <ghz|afk> make sure that you do it in the "Forge" project, not in Clean
L324[07:03:31] <ghz|afk> and then if you want to save the changes in a branch
L325[07:03:31] <anli> ok
L326[07:03:37] <ghz|afk> always run "genPatches" first
L327[07:04:00] <anli> But I do not get it, if I edit the classes that its in the minecraft code itself, how would I be able to add that to forge?
L328[07:04:20] <ghz|afk> the forge repository contains forge-only code
L329[07:04:24] <ghz|afk> along with source patches
L330[07:04:26] <anli> exactly
L331[07:04:31] <ghz|afk> unified diff format
L332[07:04:35] <anli> so you can fix bugs in minecraft then?
L333[07:04:38] <ghz|afk> you can
L334[07:04:51] <ghz|afk> setupForge applies those source patches after decompiling, to the Forge project
L335[07:04:54] <ghz|afk> and when you run genPatches
L336[07:05:00] <ghz|afk> it compares the Forge code with the Clean code
L337[07:05:02] <ghz|afk> and outputs the diff
L338[07:05:06] <ghz|afk> and you commit that
L339[07:05:06] <anli> ok
L340[07:05:12] <ghz|afk> then when you run gradle build
L341[07:05:18] <ghz|afk> to generate the final executables
L342[07:05:21] <anli> Maybe I should try this with IDEA then
L343[07:05:25] <ghz|afk> it does the same to the bytecode
L344[07:05:32] <anli> cool
L345[07:05:39] <ghz|afk> and generates binary patches for the classes
L346[07:06:00] <anli> Ah, all those comments I can read when I view a class file are done in the minecraftforge repo then
L347[07:06:01] <ghz|afk> so that the forge jars NEVER contain actual mojang bytecode in them
L348[07:06:11] <ghz|afk> probably
L349[07:06:29] <ghz|afk> I can help you setup forge in idea
L350[07:06:37] <ghz|afk> but it's not quite as straightforward as it's supposed to be with eclipse
L351[07:06:43] <anli> How do you open the project in IDEA?
L352[07:07:11] <ghz|afk> start by importing the root build.gradle file
L353[07:07:14] <ghz|afk> tell it to use the defaults
L354[07:07:19] <ghz|afk> default gradle wrapper, and so on
L355[07:07:22] <ghz|afk> then
L356[07:07:27] <ghz|afk> in the gradle panel in IDEA
L357[07:07:37] <ghz|afk> you have to add a new gradle project
L358[07:07:44] <ghz|afk> with the projects\build.gradle file
L359[07:07:58] <anli> ah, ok
L360[07:08:00] <ghz|afk> and click the blue refresh icon to make sure it refreshes the idea project from the gradle one
L361[07:08:02] <ghz|afk> and finally
L362[07:08:09] <anli> should I download IDEA community version?
L363[07:08:12] <ghz|afk> you haveto open the run configurations window
L364[07:08:25] <ghz|afk> and add the run configs manually
L365[07:08:42] <anli> ah, maybe I should, thats the only free one
L366[07:08:47] <ghz|afk> yes
L367[07:08:53] <ghz|afk> unless you happen to own a ultimate license
L368[07:08:54] <ghz|afk> ;p
L369[07:09:00] <anli> :)
L370[07:09:31] <ghz|afk> https://www.youtube.com/watch?v=yanCpy8p2ZE
L371[07:09:37] <ghz|afk> it's a bit old, but it mostly applies
L372[07:09:42] <anli> ok :)
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L375[07:16:28] <anli> In the run configurations, I can not find "java application"
L376[07:16:49] <ghz|afk> in the "+" menu? is there no "Application" entry?
L377[07:18:15] <anli> The modules below are not imported from Gradle anymore. Check those to be removed from the ide project too: [x] MineCraftForge
L378[07:18:25] <anli> ah, I needed to press +
L379[07:20:06] <anli> What is "is not imported from gradle anymore"
L380[07:20:38] <anli> How is that an error message
L381[07:21:57] <ghz|afk> ignore it
L382[07:22:00] <ghz|afk> it's a warning
L383[07:22:21] <ghz|afk> it happens when the import changed the effective name of the project
L384[07:24:26] <anli> So that dialog should be replace with nothing, you say?
L385[07:24:32] <anli> Thanks for the info :)
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L387[07:26:21] <anli> It seems I have to specify start class
L388[07:26:35] <anli> well, main class
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L392[07:47:26] <anli> It doesnt seem like IDEA does an awfully good job finding candidates for that main class
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L394[07:50:03] <diesieben07> how so?
L395[07:50:09] <diesieben07> it always worked fine for me...
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L408[07:52:23] <anli> I got disconnected...
L409[07:52:50] <anli> Did I get that after I was mentioning main class?
L410[07:54:34] <diesieben07> <diesieben07> how so?
L411[07:54:35] <diesieben07> <diesieben07> it always worked fine for me... that's what I said
L412[08:09:22] <Ivorius> while (!nbt.hasNoTags())
L413[08:09:23] <Ivorius> nbt.removeTag(nbt.getKeySet().stream().findAny().orElseThrow(InternalError::new));
L414[08:09:29] <Ivorius> :>
L415[08:11:29] <diesieben07> wat... eewwww
L416[08:12:15] <diesieben07> nbt.getKeySet().clear()
L417[08:12:16] <diesieben07> done
L418[08:13:02] <Ivorius> Oh right, they do give a mutable set
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L434[09:56:17] <anli> Is it only me or does IDEA a half hearted job telling me which class that is the main class?
L435[09:57:24] <anli> Which class is the main class of minecraftforge?
L436[09:57:31] <TechnicianLP> GradleStart
L437[09:58:16] <diesieben07> or GradleStartServer for the server
L438[09:59:18] <anli> Aha!
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L442[10:26:37] <Shambling> mcjty are you on this channel?
L443[10:29:03] <Shambling> hrmmm well I'll figure it out on my own then
L444[10:29:52] <Ivorius> Could not HEAD 'https://libraries.minecraft.net/org/lwjgl/lwjgl/parent/2.9.2-nightly-20140822/parent-2.9.2-nightly-20140822.pom'. Received status code 500 from server: Internal Server Error
L445[10:29:54] <Ivorius> Blargh
L446[10:30:30] <Ivorius> Shambling: McJty is here from time to time
L447[10:30:37] <Ivorius> Just happens to be offline
L448[10:30:57] <Shambling> just trying to figure out if its notenoughwands or theoneprobe that is causing a weird graphical error with light globes from the light wand
L449[10:31:06] <Shambling> I'll go uninstall ToP and test and then put in an issue tracker
L450[10:31:33] <Shambling> was about to post my modpack, but tried out the light wand and found out something is overlaying the name of the block onto the light glob itself
L451[10:32:01] <Shambling> so you'll have a glowing orb, with "lightblock#normal" on top of the block, like its lying on top of it
L452[10:32:43] <Shambling> I hope it is something simple :P
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L454[10:35:43] <Shambling> well it wasn't ToP
L455[10:35:46] <Shambling> time to test hwyla
L456[10:37:22] <Ivorius> somebody repair the minecraft servers
L457[10:37:33] <TechnicianLP> you have a screenshot? @Shambling
L458[10:37:45] <Shambling> I can grab one, what resolution do you want, and where can I post it
L459[10:38:11] <Shambling> he did add the overlay ability in one of his realism mods, so I'm wondering if the core code made its way into compatlayer
L460[10:38:27] <TechnicianLP> i just dont know what exactly youre talking about .... imgur is always good
L461[10:38:31] <Shambling> k
L462[10:38:45] <Shambling> it'll take a few, have to snap a photo again
L463[10:39:01] <Shambling> grabbed one earlier for the modpack description, but didn't think to include a picture of a bug :D
L464[10:40:37] <Shambling> I just need to remember how to post a photo to imgur without uploading it to the hugbox part of it
L465[10:41:27] <TechnicianLP> i just open the main page and hit ctrl-v with the image ...
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L468[10:42:56] <Shambling> http://i.imgur.com/5F8gIDS.png
L469[10:43:19] <Shambling> hope that doesn't put it on the main page, people seem to hate minecraft stuff on there
L470[10:44:31] <TehNut> That's from the new Forge model thing
L471[10:44:39] <TehNut> If you look in your startup log, do you see a model error for that block?
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L473[10:44:54] <Shambling> let me check
L474[10:45:07] <TehNut> But that's definitely not Hwyla
L475[10:45:51] <Shambling> [Server thread/DEBUG] [FML/]: Fixed minecraft:blocks id mismatch notenoughwands:lightblock: 1512 (init) -> 1520 (map).?
L476[10:46:07] <TehNut> Nah, before you hit the main menu
L477[10:46:32] <fry> protip: search for the string you see in the game
L478[10:46:45] <Shambling> I did fry, lol
L479[10:46:53] <Shambling> I searched the logs, but now I'm going to search the folder
L480[10:47:51] <fry> then search for "Suppressed additional"
L481[10:47:54] <Shambling> yeah it doesn't show up in latest.log or flm-client-latest.log
L482[10:49:27] <Shambling> so what is this new forge model thing?
L483[10:49:57] <fry> it shows the broken variant name, in addition to the missing model
L484[10:50:04] <fry> no idea why it doesn't show the missing model
L485[10:50:54] <Shambling> alright so I'll post the image to notenoughwands github issue tracker , I see the changelog where you added that
L486[10:50:57] <Shambling> cool feature
L487[10:52:30] <fry> here's why the normal missing model is not rendering: https://github.com/romelo333/notenoughwands/blob/master/src/main/java/romelo333/notenoughwands/blocks/LightBlock.java#L53-L55
L488[10:53:10] * fry stops digging through bad code
L489[10:54:11] <Shambling> his son made that mod, :P
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L491[10:54:36] <fry> doesn't make it good code :P
L492[10:56:23] <Shambling> well I've posted the bug to the page. You guys have a good day, i'm heading out to enjoy the day
L493[10:57:05] <Shambling> I think with all these minor issues I keep turning up for my modpack, I'm going to have enough time to code my viral gears steampunk mod before it is ready to release :P
L494[10:57:22] <Shambling> *before the modpack is ready to release
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L498[11:03:19] <Ivorius> Vazkii: Are you still maintaining 1.7 / willing to make a small addition
L499[11:03:56] <Vazkii> nope
L500[11:04:01] <fry> fine addition
L501[11:04:16] <Ivorius> Okay
L502[11:04:19] <Ivorius> I wouldn't either :P
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L509[11:34:32] <blood> Lumien: lumien.resourceloader.asm.MCPNames.readMappings bombs out in dev
L510[11:34:48] <blood> what location are you attempting to read?
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L513[11:40:18] <ghz|afk> :3
L514[11:40:19] <ghz|afk> https://www.youtube.com/watch?v=jgxLcN0JlsM
L515[11:40:28] <ghz|afk> my mod is the central point of this modpack / video series
L516[11:40:32] <diesieben07> blood, it seems it is "./../mcp/"
L517[11:40:34] <diesieben07> which is... stupid
L518[11:40:34] <ghz|afk> (well, starting point)
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L520[11:40:58] <diesieben07> (i was curious, because this seems to be a copy of an earlier version of my own class :D)
L521[11:41:41] <blood> String mappingDir = "./../mcp/";
L522[11:41:41] <blood> yup
L523[11:41:50] <blood> Lumien why would you use that? that is a terrible assumption....
L524[11:42:09] <diesieben07> when i wrote this class i had a thing in there which would find the mappings dir in the gradle cache
L525[11:42:15] <diesieben07> not sure why that was stripped out
L526[11:42:17] <blood> yea gradle cache is best place
L527[11:42:22] <blood> like BON uses
L528[11:42:45] <blood> i think BON hardcodes it though
L529[11:42:48] <blood> i forget
L530[11:43:15] <blood> Caused by: java.lang.RuntimeException: Couldn't find MCP mappings.
L531[11:43:15] <blood> at lumien.resourceloader.asm.MCPNames.readMappings(MCPNames.java:71) ~[MCPNames.class:?]
L532[11:43:20] <blood> this is what i get running the mod in dev
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L538[12:27:02] <Lumien> diesieben07 i believe i copied that class before gradle was a thing and just never bothered to update it
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L540[12:29:36] <shadowfacts> o_O Is inline code stuff working on the forum now?
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L542[12:32:50] <Smack> It seems my usage of the economy API is not working as intended. https://hastebin.com/qetudiliza.java is the right way to update the EconomyServer right?
L543[12:34:26] <Smack> Service*
L544[12:34:50] <Smack> Aaand wrong IRC channel. Definitely been up for way too long. Sorry guys
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L546[12:40:01] <Intektor> I am trying to figure out how the UDP Broadcast/Multicast works, so I am reading around in IntegratedServer#shareToLan, but actually I am wondering for what this.getNetworkSystem().addLanEndpoint((InetAddress)null, i); is used for
L547[12:40:07] <Intektor> can someone explain this?
L548[12:42:43] <Ivorius> blah
L549[12:42:47] <Ivorius> mojang servers still derping
L550[12:42:50] <Ivorius> or is it just me
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L554[12:46:45] <anli> Is webstorm a new name for intellij idea?
L555[12:46:54] <IoP> no
L556[12:47:19] <Ivorius> It's a shrunk down PHPStorm
L557[12:47:24] <anli> ok
L558[12:48:29] <Shambling> gigaherz, what mod? sorry I was gone for an hour :P
L559[12:48:31] <anli> Seems I cannot pick GradleStart.java for start class
L560[12:48:39] <anli> for main class
L561[12:49:10] <Ivorius> Are you using WebStomr
L562[12:49:13] <Ivorius> *rm
L563[12:49:29] <gigaherz> Shambling: survivalist
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L565[12:49:59] <Shambling> and... right as you said that he said that out loud in the video :D
L566[12:51:21] <Shambling> I should try that mod out in combination with levels! and see if the mining skill gives the proper item
L567[12:51:52] <Shambling> if it does, that might make a good combo for this pack I'm building, as the only biome available in the modpack is the wasteland from BoP
L568[12:52:44] <Shambling> does your chopping block work on oredictionaried woodLog or whatever the base log is?
L569[12:53:48] <Shambling> I'll go test
L570[12:54:03] <Shambling> awww dang, some weird random incompatibility :o
L571[12:54:31] <anli> Is there a reason GradleStart is not pickable when I shall pick main class? Maybe it does not have a main method?
L572[12:54:45] <anli> Must check
L573[12:54:54] <Shambling> does your mod have a dependency that curse might have skipped?
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L575[12:56:49] <williewillus> anli: is this for run configs? do you have the module set properly?
L576[12:56:55] <williewillus> should be <Projectname>_main
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L578[12:57:09] <anli> maybe thats what wrong
L579[12:57:13] <anli> +s
L580[12:57:24] <anli> Its Unnamed
L581[12:58:48] <anli> I named it, still I cannot pick GradleStart, the ok button will not be enabled
L582[12:58:51] <williewillus> ? should look something like this
L583[12:58:52] <williewillus> https://gyazo.com/efd1dcbdfaa1c489cd98a0ad0385c7ee
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L592[13:12:48] <Scorp> Are there any docs or example code somewhere on how to make an item fluid container
L593[13:13:02] <Scorp> I am currently using damage but looks like there is a better way
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L597[13:16:34] <Scorp> ?
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L599[13:19:25] <Scorp> Anyone?
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L602[13:21:46] <diesieben07> Scorp, you basically have to expose IFluidHandler[Item] on your item as a capability
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L604[13:28:28] <PaleoCrafter> you be using Scala now, diesieben07?
L605[13:28:52] <diesieben07> no, that was a marker for optionality
L606[13:29:01] <PaleoCrafter> oh, lol
L607[13:29:13] <diesieben07> exposing IFluidHandler is enough, you only need the Item part if the item can change as a result of filling
L608[13:29:15] <diesieben07> like with the vanilla bucket
L609[13:29:16] <PaleoCrafter> the generic wouldn't make a lot of sense xD
L610[13:29:21] <diesieben07> indeed :D
L611[13:29:35] <fry> clearly it's array indexing. :D
L612[13:30:02] * diesieben07 dies
L613[13:30:09] <diesieben07> that would make it kotlin :P
L614[13:30:15] <diesieben07> where that could actually be valid syntax
L615[13:30:18] <fry> ...
L616[13:30:34] <diesieben07> [...] turns into .get(...) afaik
L617[13:31:03] <fry> well that's not as bad as I thought
L618[13:31:44] <diesieben07> it's similar to scala, except that the method names are more reasonable :P
L619[13:32:01] <fry> you mean ad hoc :P
L620[13:32:08] <diesieben07> no.
L621[13:32:12] <diesieben07> i mean reasonable :P
L622[13:33:13] <fry> whatever :P
L623[13:33:22] <diesieben07> :D
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L626[13:39:31] <Scorp> diesieben07, I've done that bit. Might sound really stupid but I'm not sure how to set the fluid value from my TE
L627[13:40:10] <diesieben07> you grab the IFLuidHandler instance using getCapability and fill/drain it
L628[13:41:28] <Scorp> Previously I've been doing inventory[0].setItemDamage(i)
L629[13:41:54] <Scorp> diesieben07, Not 100% sure what I need to do to switch that to fluids
L630[13:42:11] <diesieben07> IFluidHandler.fill / drain
L631[13:42:13] <diesieben07> you call those.
L632[13:44:50] <Scorp> just from the TE?
L633[13:45:52] <diesieben07> sure
L634[13:46:49] <Scorp> How to I reference the right instance of the item tho
L635[13:47:22] <diesieben07> itemstack.getCapability
L636[13:49:52] <Scorp> What would I use for the facing parameter
L637[13:50:01] <williewillus> depends but usually null
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L648[14:07:24] <Scorp> Am I doing this right?
L649[14:07:26] <Scorp> IFluidHandler slot = inventory[0].getCapability(CapabilityFluidHandler.FLUID_HANDLER_CAPABILITY, null);
L650[14:07:26] <Scorp> slot.drain(new FluidStack(InitFluids.fluidTypeOneGas, 1), true);
L651[14:07:31] <Scorp> slot giving null
L652[14:08:23] <diesieben07> inventory[0]? :O why are you not using IItemHandler?
L653[14:08:35] <diesieben07> and well, do you expose the capability on your item?
L654[14:08:50] <gigaherz> for starters, is it your item? your inventory? or neither?
L655[14:10:01] <Scorp> Its an item and I do this - http://puu.sh/tOnwr/00b480413d.png
L656[14:10:39] <diesieben07> you do that in an Item class? :O how?!
L657[14:10:52] <diesieben07> Item does not implement ICapabilityProvider
L658[14:11:03] <diesieben07> item capabilities work differently, you have to override initCapabilities
L659[14:11:03] <Scorp> I thought thats what I had to do
L660[14:11:26] <gigaherz> wat
L661[14:11:31] <williewillus> read the doc
L662[14:11:38] <Scorp> Which, I asked for one but no reply
L663[14:11:39] <williewillus> (or the primer)
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L665[14:11:53] <williewillus> hmm about the one where everything is mcforge.readthedocs.io
L666[14:12:20] <TechnicianLP> does mojangs eula apply to mods as well? (no benefits for special people?)
L667[14:12:27] <williewillus> yes
L668[14:12:56] <williewillus> well it's not quite that exact statement but yes it applies to everything
L669[14:13:13] <Scorp> So what do I need to do differently to get it to work with items. It works with my TEs
L670[14:13:20] <gigaherz> it applies to how you use minecraft, TechnicianLP
L671[14:13:21] <gigaherz> so
L672[14:13:23] <williewillus> read the thing i just linked
L673[14:13:25] <williewillus> on capabilities
L674[14:13:32] <williewillus> especially the item part
L675[14:13:33] <gigaherz> if your mod gives servers special benefits for paying users
L676[14:13:44] <gigaherz> then the server would be violating the terms of use
L677[14:14:05] <TechnicianLP> thats a good point ...
L678[14:14:19] <Shambling> hrmmm... I might need a skyblock mod to add the ability to get sugarcane, is there a weird way to get sugar cane in vanilla?
L679[14:14:36] <gigaherz> dunno if villagers
L680[14:14:43] <Shambling> villagers don't spawn in this biome :(
L681[14:15:02] <TechnicianLP> summon herobrine and trade with him
L682[14:15:10] <Shambling> well I suppose if you don't need paper to get into rftools dimensions mod, maybe you could make another dimension
L683[14:15:33] <TechnicianLP> afaik sugarcane is worldgen only
L684[14:15:36] <Shambling> crap, paper right there :D
L685[14:15:57] <Shambling> well guess the player would need to get paper out of a dungeon to get to another dimension lol
L686[14:16:01] <Scorp> Any example of a fluid item anywhere I can read
L687[14:16:18] <Shambling> maybe I'll throw aroma mining dimension in if it has a 1.11.2 version
L688[14:16:36] <williewillus> Scorp: what part of the item cap system is not clear?
L689[14:16:46] <Shambling> nm, rice spawns in worldgen still
L690[14:16:50] <Shambling> thank you actually additions :P
L691[14:17:47] <Scorp> williewillus, I'm not seeing anything that'll help me
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L693[14:18:04] <williewillus> you haven't described what exactly it is you want yet :P
L694[14:18:08] <williewillus> fluid caps on items right?
L695[14:18:36] <Scorp> An item which holds a fluid 250mB to be exact. Used to have it based on damage but I saw there was an item fluid container
L696[14:19:24] <williewillus> okay so if you understand the cap system fully then I can just say that the Capability Interface is IFluidHandlerItem, attach a subclass of that to the stack in initCapabilities
L697[14:19:37] <williewillus> then use it via stack.getCapability
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L750[14:44:29] <Scorp> What am I doing wrong here to get this item to store liquid - https://github.com/thebuildcast/GasMod/blob/master/src/main/java/uk/co/rascagneres/gasmod/item/ItemTypeOneGasCanister.java
L751[14:45:25] <diesieben07> why are you implementing all those interfaces....
L752[14:45:56] <diesieben07> why is this there? https://git.io/vDc4a
L753[14:46:14] <Scorp> I thought you had to do that
L754[14:46:38] <diesieben07> do you even remotely understand what you are doing?
L755[14:46:45] <diesieben07> or are you just copying stuff because "you think you need it"?
L756[14:48:00] <Scorp> I needed it for the tile entity fluid handler so I presumed I needed it. I'm not 100% sure about the capability thing and the doc doesn't make a lot of sense to me
L757[14:48:03] <diesieben07> you do not need ANY o this stuff
L758[14:48:25] <diesieben07> ItemFluidContainer has everything that is needed to make an item store a fluid.
L759[14:48:56] <Scorp> none of the capability stuff?
L760[14:49:11] <diesieben07> ItemFluidContainer has the "capability stuff"
L761[14:49:20] <williewillus> the point of capabilities thta you *don't* implement five billion interfaces on the Item
L762[14:49:46] <Scorp> So what do I need to do
L763[14:49:53] <williewillus> https://gist.github.com/williewillus/c8dc2a1e7963b57ef436c699f25a710d
L764[14:49:57] <diesieben07> you extend ItemFluidContainer
L765[14:49:59] <diesieben07> done.
L766[14:50:02] <diesieben07> your item now stores a fluid.
L767[14:50:21] <williewillus> diesieben07: that works, but in the process fail to understand anything going on behind the scenes :P
L768[14:50:28] <diesieben07> yeah
L769[14:50:32] <diesieben07> do what ItemFluidContainer does.
L770[14:52:17] <williewillus> on a similar tangent, when is the old fluid stuff getting removed?
L771[14:52:29] <williewillus> kinda meh to have two of the same thing floating around
L772[14:53:29] <PaleoCrafter> PR it? :P
L773[14:54:17] <williewillus> ive never worked with it before, I'll leave that to someone that has :P
L774[14:54:39] <Scorp> Right I've removed all that other stuff so do I need the capability things or not?
L775[14:55:00] <diesieben07> define "capability things"
L776[14:55:11] <diesieben07> all you need to do is override initCapabilities like ItemFluidContainer does
L777[14:55:22] <diesieben07> that adds the "store a fluid" capability
L778[14:55:31] <Scorp> Ok, I've done that
L779[14:55:44] <diesieben07> this is the core idea behind capabilities, you can just add them to your thing without having to re-invent the wheel
L780[14:55:55] <Scorp> Do I not need the get and has
L781[14:56:00] <williewillus> no
L782[14:56:04] <williewillus> that's what the provider is doing
L783[14:56:09] <williewillus> which is what you're returning :P
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L785[14:56:36] <Scorp> So do I need a FluidTank in there or does it make its own
L786[14:57:02] <williewillus> look at the code of the thing you're returning
L787[14:57:09] <diesieben07> FluidTank is old
L788[14:57:25] <diesieben07> i think
L789[14:57:58] <diesieben07> although, no. FluidTank is for things like TEs
L790[14:58:28] <diesieben07> one thing I do not understand is why on earth FluidHandlerItemStack implements ICapabilityProvider
L791[14:58:48] <williewillus> he combined the cap impl and cap provider on one object
L792[14:58:52] <williewillus> which is bad practice but meh
L793[14:59:13] <diesieben07> thats like ItemStackHandler implementing it
L794[14:59:19] <diesieben07> it's not just bad practice... it makes no sense.
L795[15:00:16] <williewillus> yell at mezz :P
L796[15:00:26] <diesieben07> :D
L797[15:05:48] <Scorp> Ok so fluid handler item stack seems to have the container built in
L798[15:05:59] <williewillus> what does that even mean
L799[15:06:03] <Scorp> or not
L800[15:06:10] <Scorp> Gah :P
L801[15:06:16] <williewillus> what is the "container"
L802[15:06:25] <Scorp> fluid tank thing
L803[15:06:36] <williewillus> fluid tank is legacy
L804[15:06:36] <Scorp> stores the fluid
L805[15:06:38] <diesieben07> FluidHandlerItemStack is the "tank thing"
L806[15:06:43] <Scorp> yeah
L807[15:06:50] <williewillus> to store a fluid you need two things
L808[15:06:52] <williewillus> 1 the Fluid
L809[15:06:54] <williewillus> 2 how much of it
L810[15:06:58] <Scorp> Yup
L811[15:07:01] <williewillus> no need for a "tank" or whatever you're talking about
L812[15:07:56] <Scorp> ok
L813[15:08:24] <Scorp> so how do I go about interacting with the fluid container, eg. how do i fill drain etc
L814[15:08:30] <williewillus> getCapability
L815[15:08:42] <Scorp> ok
L816[15:08:55] <williewillus> stack.getCapability(CapabilityFluidHandler.FLUID_HANDLER_ITEM_CAPABILITY, null).{fill/drain/whatever}
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L818[15:10:15] <Shambling> dang, I don't think animals can spawn naturally in the wasteland biome, even on grass
L819[15:10:29] <Shambling> is there a vanilla mechanic where you can force neutral animals to spawn?
L820[15:10:36] <williewillus> no, besides natural spawns
L821[15:10:39] <williewillus> :P
L822[15:10:40] <Shambling> thought it was just having grass blocks available, but just read its not that
L823[15:10:56] <williewillus> yeah it's like hostile mob spawns, depends on what the biome says can spawn
L824[15:11:05] <Shambling> so I guess digging deep into the ground to get a block of grass with silk touch isn't going to let the player grab animals
L825[15:11:26] <Shambling> oh well, there is always golden lasso's and rftools dimensions :P
L826[15:11:40] <Shambling> make the player feed insane amounts of energy into gathering a single cow
L827[15:11:44] <gigaherz> skyfactory 3 has some kind of "animal lure" or whatever it's called
L828[15:11:50] <gigaherz> for forcing spawns
L829[15:12:00] <Shambling> hrmmm..
L830[15:12:14] <Shambling> I'll look and see if I hvae that already, this pack is 1.11.2 though
L831[15:12:24] <gigaherz> no idea what mod it's from ;p
L832[15:12:30] <gigaherz> may be Ex whatevers
L833[15:12:35] <Shambling> could be
L834[15:13:02] <Shambling> I think maybe I could actually use in-control to make them spawn on grass regardless of biome
L835[15:13:12] <Shambling> as you can make hostiles only spawn on cobblestone/stone, I think you can do the same for neutrals
L836[15:13:15] <Scorp> williewillus, Thanks. I'll see how that works. How do you reference it inside the item? So I can add the fluid amount in the tooltip
L837[15:13:17] <Shambling> god knows I have enough bats in this world
L838[15:13:25] <williewillus> what do you mean inside the item?
L839[15:13:32] <williewillus> the tooltip method passes the stack to you
L840[15:14:50] <Scorp> like inside the item class i do the dataList.add("") how do i get the amount its currently holding
L841[15:15:04] <williewillus> > the tooltip method passes the stack to you
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L844[15:15:44] <tterrag> hm...so I'm doing some profiling, and this method is showing some time (not much) spent in StringBuilder http://pastebin.com/Zd8jriY8
L845[15:15:50] <Ivorius> amadornes: ping
L846[15:15:53] <tterrag> however...it never hits that catch block for obvious reasons (game would crash)
L847[15:16:00] <tterrag> so why is StringBuilder being invoked?
L848[15:16:11] <Scorp> williewillus, Oh yeah... Sorry
L849[15:16:13] <kashike> people should use loggers properly >.>
L850[15:16:27] <kashike> Chisel.logger.error("Could not instantiate NBTSaveable {}!", clazz.getName());
L851[15:16:32] <tterrag> kashike: could be done
L852[15:16:42] <tterrag> but I'm investigating why that string seems to be loaded into memory for no reason
L853[15:18:06] <williewillus> what's the bytecode look like?
L854[15:18:16] <williewillus> probably nothing surprising but still worth a check
L855[15:18:16] <tterrag> honestly, the whole logging should be dropped, it should throw a wrapped exception so the info is in the crash report
L856[15:18:18] <tterrag> but that's unrelated
L857[15:18:22] <tterrag> williewillus: I looked, it seems normal
L858[15:19:05] <tterrag> if you want to read it http://pastebin.com/0L6eTP2w
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L860[15:19:44] <gigaherz> hmf
L861[15:19:50] <gigaherz> what does TiCon's mending moss do exactly?
L862[15:19:55] <tterrag> the GOTO L6 would skip it completely
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L864[15:23:52] <Shambling> hrmmm you know, I don't think you can build a dimension with grass without a dimension with grass already
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L877[15:42:03] <Scorp> williewillus, How do you get the fluid amount from the item fluid container
L878[15:42:59] *** PaleOff is now known as PaleoCrafter
L879[15:44:37] <diesieben07> Scorp, either FluidHandlerItemStack::getFluid or if you want the generic IFluidHandler interface you'd have to drain
L880[15:46:07] <Scorp> get Fluid doesn't seem to be a method. Just trying to get the fluid amount to show on tooltip
L881[15:46:20] <Scorp> *getFluid
L882[15:46:38] <diesieben07> it definitely is a method in FluidHandlerItemStack.
L883[15:48:13] <Scorp> Hrm..
L884[15:51:19] <Scorp> how do i access that from the item class then
L885[15:51:30] <diesieben07> getCapability on the ItemStack
L886[15:51:34] <diesieben07> do you even read what we say?
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L888[15:52:04] <Scorp> Yes, it just doesn't seem to like it... I'm trying. It allows the fill, drain, getTankProperties but not getFluid
L889[15:52:26] <Scorp> itemStack.getCapability(CapabilityFluidHandler.FLUID_HANDLER_ITEM_CAPABILITY, null)
L890[15:52:28] <Scorp> right?
L891[15:52:30] <Scorp> then .getFluid
L892[15:53:00] <diesieben07> > either FluidHandlerItemStack::getFluid or if you want the generic IFluidHandler interface you'd have to drain
L893[15:53:15] <diesieben07> you do understand the difference between the two, yes?
L894[15:53:21] <diesieben07> IFluidHAndler is the generic interface
L895[15:53:26] <diesieben07> FluidHandlerItemStack is the implementatino you are using
L896[15:53:36] <Scorp> ok..
L897[15:55:13] <Scorp> I don't get the difference between the two i dont think
L898[15:55:41] <Scorp> nm
L899[15:55:47] <Scorp> I'll try to do the drain
L900[15:55:59] <Scorp> I presume that returns the amount?
L901[15:56:22] <diesieben07> drain returns what was drained. please read the Javadoc.
L902[15:56:38] <diesieben07> If you do not understand the difference between interface and implementation you need to go back to a basic OOP lesson.
L903[15:57:50] <TechnicianLP> random thought: is it possible to write a mod in native-code? should be ...
L904[15:58:03] <diesieben07> you would need a bit of java wrapper stuff, but yes
L905[15:58:05] <diesieben07> but... why?!
L906[15:58:31] <Scorp> I thought I did know but apparently not
L907[15:59:38] <tterrag> TechnicianLP: only if you enjoy debugging obscure platform bugs
L908[15:59:45] <tterrag> otherwise, stick to java
L909[16:00:36] * TechnicianLP does not know how to write C .... - as i said just a random thing that came to my mind
L910[16:02:27] <gigaherz> TechnicianLP: C isn't the issue
L911[16:02:34] <Scorp> There has to be a relatively simple way to get the amount stored
L912[16:02:37] <gigaherz> since mc is java
L913[16:02:54] <gigaherz> the only way to make a mod in native code would be to have a java "bootstrap" (the @Mod class)
L914[16:02:59] <gigaherz> and then have it call JNI stuff
L915[16:03:16] <gigaherz> then the JNI dll can be the one that exposes things
L916[16:03:32] <gigaherz> this is how lwjgl does it, the reason why it needs the natives stuff
L917[16:04:38] <Scorp> diesieben07, Even if i used getFluid tho that doesn't return the amount
L918[16:04:49] <diesieben07> it returns a FluidStack, which has the amout
L919[16:05:23] <Scorp> ah ok. I'm really not sure how to get it. I'll look around
L920[16:05:46] <diesieben07> what do you not understand about this?!
L921[16:07:39] <Scorp> how to getFluid
L922[16:08:30] <Scorp> I attempted FluidHandlerItemStack::getFluid but not supported at this language level so I'm doing something wrong
L923[16:08:33] <diesieben07> ok so. you do understand that capabilities are just "hey do you have an implementation for this interface?" - "yes, here it is"
L924[16:08:34] <diesieben07> yes?
L925[16:08:45] <diesieben07> that was not literal code... -_-
L926[16:09:05] <Scorp> Yes I do understand that
L927[16:09:34] <diesieben07> Ok
L928[16:09:36] <diesieben07> So
L929[16:09:40] <diesieben07> IFluidHandler is the interface
L930[16:09:47] <diesieben07> your implementation is FluidHandlerItemStack
L931[16:09:52] <diesieben07> yes?
L932[16:09:55] <Scorp> ok...
L933[16:10:06] <diesieben07> don't just say ok if you don't understand it.
L934[16:10:19] <Scorp> I think I do ?
L935[16:10:35] <diesieben07> very helpful...
L936[16:11:16] <diesieben07> anyways
L937[16:11:24] <diesieben07> IFluidHandler, the generic interface, only supports drain
L938[16:11:39] <diesieben07> but since you are using FluidHandlerItemStack (the implementation) you have more options. in this case: getFluid
L939[16:13:04] <Shambling> hrmmm... well aroma spawns the critters I want to make available, but it seems too easy
L940[16:13:12] <Scorp> when you say implementation what exactly do you mean given I'm not doing implements
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L942[16:14:31] <diesieben07> FluidHandlerItemStack implements IFluidHandler
L943[16:14:42] <diesieben07> FluidHandlerItemStack is the IFluidHandler implementation you are using.
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L946[16:17:44] <Scorp> So I'm implementing FluidHandlerItemStack by returning it on the capability but that is implementing the IFluidHandler
L947[16:17:53] <diesieben07> wat...
L948[16:18:05] <diesieben07> no, you are using FluidHandlerItemStack as your IFluidHandler
L949[16:18:11] <williewillus> !dcc
L950[16:18:21] <Scorp> Ok
L951[16:20:08] <Scorp> Sorry for being thick. So if I'm using the FluidHandlerItemStack why can't I use its methods when i get the capability
L952[16:20:25] <diesieben07> what are you passing to getCapability?
L953[16:20:50] <Scorp> getCapability? I was told to get rid of that
L954[16:21:00] <diesieben07> but you're calling it... right?
L955[16:21:24] <Scorp> When trying to get the fluid amount?
L956[16:21:47] <diesieben07> yes.
L957[16:22:17] <kashike> keep them coming williewillus :P
L958[16:22:22] <Scorp> i posted earlier
L959[16:22:27] <Scorp> itemStack.getCapability(CapabilityFluidHandler.FLUID_HANDLER_ITEM_CAPABILITY, null)
L960[16:22:33] <williewillus> lol
L961[16:23:14] <diesieben07> ok, and what is CapabilityFluidHandler.FLUID_HANDLER_ITEM_CAPABILITY? Look at it.
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L963[16:25:44] <Scorp> Registers IFluidHandlerItem capability ?
L964[16:25:48] <Scorp> Handles that
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L966[16:25:56] <diesieben07> no, what's it's type.
L967[16:26:25] <Scorp> Class?
L968[16:26:32] <Scorp> What do you mean by type
L969[16:26:42] <diesieben07> String is a type. List<String> is a type.
L970[16:27:34] <Scorp> FluidHandlerItemStack ?
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L972[16:28:51] <diesieben07> i have no idea how you got to that from this: http://i.imgur.com/AAdiiXH.png
L973[16:29:27] <Scorp> Is it not the one below it?
L974[16:29:32] <Scorp> I meant IFluidHandlerItem
L975[16:29:49] <diesieben07> well, same deal
L976[16:30:00] <diesieben07> what is the type of this field: FLUID_HANDLER_ITEM_CAPABILITY
L977[16:30:53] <Intektor> is there a good way of getting the clients ip address on the local network?
L978[16:31:48] <Scorp> Capability<IFluidHandlerItem>
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L981[16:32:20] * williewillus wonders if people ever actually put thought into it when they name things
L982[16:32:31] <williewillus> see: EnumBorderStatus
L983[16:32:39] <diesieben07> ok. So if you now pass that to getCapability, what does it return?
L984[16:34:17] <Scorp> The bit returned from the register method?
L985[16:34:28] <diesieben07> wat
L986[16:34:50] <Scorp> Where is the return happening
L987[16:34:53] <diesieben07> I am asking what type will it return.
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L990[16:35:08] <diesieben07> you do not need to knwo where it happens. the method signature of getCapability tells you what type it will return.
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L992[16:36:58] <Scorp> Well it returns the capability right? Which will be IFluidHandlerItem
L993[16:37:15] <diesieben07> exactly.
L994[16:37:31] <diesieben07> So... does IFluidHandlerItem have a getFluid method?
L995[16:38:26] <Scorp> Doesn't look like it
L996[16:39:19] <diesieben07> so, why are you confused by this: http://i.imgur.com/wbmXo6M.png ?
L997[16:39:28] <diesieben07> considering you seem to undertand all this?
L998[16:39:55] <gigaherz> hmm ticon doesn't have anything for vein mining does it?
L999[16:40:00] <kashike> how's that for speed williewillus :P
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L1001[16:40:25] <williewillus> :P
L1002[16:41:11] <Scorp> I understand why that one isn't working. Just don't know what to use to get the amount
L1003[16:41:32] <diesieben07> you either use getFluid on FluidHandlerItemStack or drain
L1004[16:42:26] <Scorp> ok but how do I get hold of that. Where is my FluidHandlerItemStack
L1005[16:42:37] <diesieben07> it
L1006[16:42:44] <diesieben07> it's returned by getCapability.
L1007[16:43:14] <diesieben07> let me give you an example
L1008[16:43:24] <Scorp> That might help
L1009[16:43:33] <diesieben07> Object foo = new String("hello");
L1010[16:43:38] <diesieben07> what is the type of the object stored in "foo"?
L1011[16:43:45] <Scorp> string
L1012[16:43:48] <Scorp> *String
L1013[16:43:56] <diesieben07> can I call .getChars (a method in String) on foo?
L1014[16:44:18] <Scorp> yes
L1015[16:44:21] <diesieben07> No.
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L1017[16:44:46] <Scorp> No
L1018[16:44:52] <diesieben07> Lol. Well, why not?
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L1020[16:45:17] <Scorp> Object has the methods you can use right?
L1021[16:45:27] <diesieben07> Object only has very few methods.
L1022[16:45:28] <gigaherz> the ones in Object, yes
L1023[16:45:30] <diesieben07> getChars is not one of them.
L1024[16:45:37] <Scorp> Ok
L1025[16:46:02] <diesieben07> ok what i am getting at here is that just because a variable is of type Object does not mean that the object in there is necessarily just a plain Object
L1026[16:46:10] <diesieben07> it may be an instance of a subtype
L1027[16:46:24] <Scorp> Ok. So how can you go about accessing that
L1028[16:46:50] <diesieben07> since you are the owner of the item you know which implementatino of IFluidHandler you are using
L1029[16:47:09] <diesieben07> so you can safely use type casts to cast the object to the actual implementation class (FluidHandlerItemStack)
L1030[16:48:34] <Shambling> do animals still spawn on pre-generated chunks? Or is it only on spawning of chunk?
L1031[16:48:51] <gigaherz> given that there's vanilla passive mob farms
L1032[16:48:52] <gigaherz> ;P
L1033[16:48:55] <Shambling> I think I might have found a combination of mods that will allow me to both have snow in a wasteland biome, and allow farm animals to only spawn on grass
L1034[16:49:16] <Shambling> so they don't require breeding to spawn naturally without chunk gen?
L1035[16:49:20] <Shambling> alright thanks, I'll work from there
L1036[16:49:24] <Scorp> So if I do IFluidHandlerItem item = itemStack.getCapability(CapabilityFluidHandler.FLUID_HANDLER_ITEM_CAPABILITY, null);
L1037[16:49:30] <gigaherz> yup, any piece of grass can spawn passive mobs
L1038[16:49:36] <diesieben07> first of all "item" is a terrible variable name for htat.
L1039[16:49:40] <Scorp> then I should be able to do (FluidHandlerItemStack) item.getFluid()
L1040[16:49:47] <Scorp> diesieben07, I know just something that came to mind
L1041[16:49:51] <Scorp> I will rename
L1042[16:49:56] <Scorp> Just trying to get it to work then will clean it up
L1043[16:49:58] <diesieben07> not really
L1044[16:50:04] <diesieben07> that's you trying to call getFluid and then cast the result of that
L1045[16:50:07] <diesieben07> you need to cast "item"
L1046[16:50:09] <gigaherz> no that's not what you are trying to cast
L1047[16:50:23] <Shambling> ok so it is just the biome type that keeps animals from spawning then, so that is even less I need to modify
L1048[16:50:34] <Scorp> ((FluidHandlerItemStack) item).getFluid()
L1049[16:50:34] <Scorp> ?
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L1051[16:50:53] <diesieben07> yup
L1052[16:51:02] <gigaherz> although you could cast on the result of getCapability
L1053[16:51:06] <gigaherz> and use a variable of that type instead
L1054[16:52:07] <Scorp> ok
L1055[16:53:28] <Scorp> Can you set the fluid type of one of these things too without having to have fluid in it, to stop crash on getFluid
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L1057[16:55:59] <diesieben07> wat?
L1058[16:56:12] <diesieben07> What crash are you getting?
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L1060[16:58:34] <Scorp> null pointer on hovering over the item, probably because there is no fluid type in the item yet so .getFluid returns null
L1061[16:58:51] <diesieben07> well, then check for that?
L1062[16:59:48] <Scorp> Yeah. But is there a way to set the fluid type the item is allowed
L1063[17:01:16] <diesieben07> you would have to extend FluidHandlerItemStack and override canFillFluidType
L1064[17:01:17] <Shambling> well I think I have the biometweaker script correct, anyone know a quick way to force passive creature spawns?
L1065[17:01:30] <Shambling> just have grass and be a certain number of blocks away, correct?
L1066[17:01:50] <Shambling> I'll make a test world and use a builders wand to put down like 64x64 grass path and test it
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L1068[17:02:13] <williewillus> make a void test world
L1069[17:02:18] <williewillus> so you can concentrate all spawns on one spot
L1070[17:03:15] <Shambling> I'm not sure a void world would still spawn as a BoP wasteland world, but thats worth a try
L1071[17:03:36] <williewillus> oh, yeah.. wasn't there a way to set the biome of superflat presets
L1072[17:04:30] <williewillus> oh ew it takes int biome ids
L1073[17:04:47] <Shambling> weird, exu2 builders wand doesn't work
L1074[17:05:05] <Shambling> in 1.11.2 in this combo of mods
L1075[17:06:11] <codahq> any of you guys willing to field a couple of questions in forgegradle?
L1076[17:13:03] <kashike> If you have a question, please just ask it. Don't look for staff or topic experts. Don't ask to ask or ask if people are awake or available. Just ask the question to the channel straight out, and wait patiently for a reply.
L1077[17:13:39] <codahq> i did ask three hours ago. whenever anybody asks gradle questions in here they're told to ask them in forgegradle. in forgegradle nobody watches
L1078[17:13:42] <codahq> catch 22.
L1079[17:13:53] <kashike> go ask again
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L1082[17:23:20] <williewillus> gigaherz: someone figured out the "icy particles in dev" problem lol
L1083[17:23:23] <williewillus> https://github.com/ModCoderPack/MCPBot-Issues/issues/346
L1084[17:25:13] <gigaherz> lol
L1085[17:25:55] <gigaherz> that's a fernflower issue, then? not mcpbot
L1086[17:25:55] <gigaherz> ;p
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L1093[17:42:35] <Shambling> I wonder if having too many bats spawned would keep creatures from spawning
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L1095[17:45:09] <williewillus> they have separate mob caps i thought
L1096[17:45:11] <williewillus> maybe not
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L1100[17:46:06] <diesieben07> yeah they do
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L1106[17:55:27] <gigaherz> anyone happens to know what the "Void Charm" does to save you from the void?
L1107[17:55:33] <gigaherz> (from Cyclic)
L1108[17:55:59] <Shambling> this biometweaker mod rocks
L1109[17:56:10] <Shambling> I'd imagine it probably negates the kill event
L1110[17:56:27] <Shambling> or void damage, though I'm not sure how it would not suck if you fell out of the world
L1111[17:56:28] <gigaherz> that would mean you fall indefinitely ;P
L1112[17:56:34] <gigaherz> no
L1113[17:56:54] <gigaherz> the 3 situations I can imagine is
L1114[17:56:55] <Shambling> I could go look at the code and see if it places you back at spawn if you fall out of world
L1115[17:57:00] <gigaherz> 1. the void acts like it's solid
L1116[17:57:04] <gigaherz> 2. it tps you back up
L1117[17:57:10] <Shambling> 3. you lost the game
L1118[17:57:17] <gigaherz> 3. it places some block of X on y=0
L1119[17:57:19] <gigaherz> and puts you there
L1120[17:57:56] <Shambling> If you fall below y=0 in any dimension, this charm will automatically teleport you up to worldheight.
L1121[17:58:39] <Shambling> so places you somewhere, which you might die, but where you can keep from losing items. reduces durability of worn items
L1122[17:58:52] <Shambling> oh wait no, it drains the charms durability
L1123[17:59:00] <gigaherz> yeah so
L1124[17:59:06] <gigaherz> my trip to the nether was VERY good.
L1125[17:59:08] <gigaherz> found a fortress
L1126[17:59:26] <gigaherz> found a voidcharm antidote charm, fire charm, lava charm
L1127[17:59:54] <gigaherz> salamander's eye, ender wing, building wand, capturing wand
L1128[18:00:05] <gigaherz> two ender orb translocators
L1129[18:00:22] <Shambling> cyclic loot chances are huge
L1130[18:00:44] <gigaherz> got a blaze spawner in a moving wand
L1131[18:00:52] <gigaherz> which I plan on switching into a enderman spawner
L1132[18:00:52] <Shambling> I think it has gotten better, because at one point with loot bags installed, I would get like massive amounts of cyclic charms
L1133[18:02:12] <gigaherz> wtf is a "Heaven Cent" from enderio?
L1134[18:02:39] <Shambling> if its like from the book from xanth, it puts you where you are most needed
L1135[18:03:05] <Shambling> might just be a unique capacitor
L1136[18:03:38] <gigaherz> "Nice Insatiable Enhanced Capacitor"
L1137[18:04:02] <gigaherz> the insatiable part may mean it always keeps draining RF even if not powering the machine
L1138[18:04:17] <gigaherz> which makes me keep it in the bag instead of using it XD
L1139[18:04:36] <gigaherz> ahh nice, I got a drop of evil, :3
L1140[18:04:40] <gigaherz> one thing less toward my angel ring
L1141[18:05:08] <gigaherz> (yes I'm still checking the loot from the trip -- I just dumped everything into the sack of storage I got from the chest ;P)
L1142[18:06:32] <Shambling> should I have it snowing in the wasteland biome? or is snow too annoying for people I would want playing a modpack?
L1143[18:06:57] <Shambling> personal preference I know, but I'm going to ask for opinions before implementing tricky code
L1144[18:07:27] <Shambling> I might make the sky and water and grass red as well
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L1149[18:20:29] <gigaherz> OMG I just LASSO'd a dying bat
L1150[18:20:35] <gigaherz> no idea if it works for the recipe XD
L1151[18:20:45] <diesieben07> lol
L1152[18:21:53] <gigaherz> it flew into lava and died and I clicked the death animation
L1153[18:22:09] <gigaherz> now, a ghast
L1154[18:22:14] <gigaherz> is going to be extremely annoying
L1155[18:22:59] <gigaherz> specially because it has to be weakened
L1156[18:23:59] <gigaherz> not that the ghast can even fire at me, but it's the reaching
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L1158[18:24:52] <Shambling> what modpack gig?
L1159[18:25:46] <gigaherz> hermitpack
L1160[18:25:54] <gigaherz> a friend of mine set up a server and invited us to play
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L1162[18:27:12] <Shambling> hrmmm... shouldn't grass color change if you change biome grass color on logout and login?
L1163[18:27:18] <Shambling> or is it only generated on new game?
L1164[18:27:25] <blood> hrmm lovely, RFTools doesn't account for canDropChunk.....
L1165[18:27:28] <blood> just ignores it completely
L1166[18:27:34] <blood> McJty why
L1167[18:27:39] <williewillus> so file a bug report
L1168[18:27:54] <blood> no need, ill just fix it in sponge because other mods will do the same shit
L1169[18:27:54] <Shambling> canDropChunk/
L1170[18:28:19] <blood> canDropChunk is what determines if a chunk should be queued for unload
L1171[18:28:27] <blood> provides override this
L1172[18:28:30] <blood> providers*
L1173[18:28:37] <williewillus> it's a bug so why not report it?
L1174[18:29:27] <blood> ill report it after i fix it
L1175[18:30:07] <diesieben07> why would a mod ever call that even? :D
L1176[18:30:09] <blood> Forge could fix this too by simply moving the WorldProviderSurface canDropChunk logic to WorldProvider
L1177[18:30:15] <blood> mods dont call this...
L1178[18:30:20] <blood> ChunkProviderServer does
L1179[18:30:32] <diesieben07> then how can RFtools break it?
L1180[18:30:36] <williewillus> ^
L1181[18:30:41] <blood> because it registers a dimension with its OWN provider
L1182[18:30:45] <blood> and doesnt override it
L1183[18:30:50] <diesieben07> and...?
L1184[18:30:57] <blood> ..........
L1185[18:31:02] <diesieben07> maybe they dont wnat spawn chunks?
L1186[18:31:03] <blood> go read WorldProvider.java
L1187[18:31:20] <diesieben07> it returns true by default
L1188[18:31:24] <williewillus> I don't see the problem either
L1189[18:31:31] <williewillus> returning true by default -> no spawn chunks
L1190[18:31:33] <diesieben07> and WorldProviderSurface overrides it. to add spawn chunks
L1191[18:31:36] <blood> if they dont want spawn chunks, guess what happens when you check for a TE?
L1192[18:31:38] <blood> in spawn....
L1193[18:31:46] <blood> go stand on the dialer
L1194[18:31:48] <blood> and just sit there
L1195[18:31:52] <blood> add some debug for unloads
L1196[18:31:53] <blood> have fun
L1197[18:32:15] <diesieben07> so they assume they have spawn chunks but don't?
L1198[18:32:37] <blood> there is a block that has a "dialer" that lets you TP to another location
L1199[18:32:46] <blood> it checks for a specific TE type to validate the area
L1200[18:32:50] <blood> MatterSomething
L1201[18:32:54] <diesieben07> yeah ok
L1202[18:32:59] <blood> if you are not accounting for chunks to unload
L1203[18:33:00] <blood> guess what happens?
L1204[18:33:08] <diesieben07> you constantly re-load the chunks
L1205[18:33:12] <blood> bingo
L1206[18:33:20] <diesieben07> like i said, they assume they do have spawn chunks but they dont
L1207[18:33:26] <diesieben07> which is not something you should fix in sponge...
L1208[18:33:34] <diesieben07> it's clearly a mod bug
L1209[18:33:56] <williewillus> the problem wasn't clearly stated; it's "dialers (mods) thrash chunks" not "it doesn't account for canDropChunk"
L1210[18:33:57] <diesieben07> but you do what you wish
L1211[18:33:57] <blood> i dont allow TE's to be retrieved if the chunk is not loaded
L1212[18:34:02] <blood> for this VERY reason
L1213[18:34:15] <blood> this is just 1 instance
L1214[18:34:20] <blood> there are a ton of other mods that do the same shit
L1215[18:34:23] <blood> and kill perf
L1216[18:34:29] <diesieben07> well then report it to them
L1217[18:34:34] <williewillus> so what exactly is the proposed solution for said mods?
L1218[18:34:42] <diesieben07> and not do some half-assed work around by just not loading the chunk
L1219[18:34:44] <blood> proper fix is for Forge to not return the TE for unloaded chunks
L1220[18:34:54] <blood> so the mod can see the issue immediately and fix it
L1221[18:35:00] <blood> atm Forge just loads the chunk at will
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L1223[18:35:08] <diesieben07> well, vanilla does
L1224[18:35:11] <williewillus> yeah
L1225[18:35:15] <blood> vanilla does alot of stupid shit
L1226[18:35:17] <blood> doesnt mean its right
L1227[18:35:29] <diesieben07> well, but someone might rightfully rely on it
L1228[18:35:30] <diesieben07> without being stupid
L1229[18:35:33] <blood> hell villages will load chunks while trying to fix doors
L1230[18:35:49] <blood> getTileEntity is nullable
L1231[18:35:56] <blood> if they RELY on it then they should load the chunk first
L1232[18:35:57] <blood> then call it
L1233[18:36:06] <diesieben07> no
L1234[18:36:10] <diesieben07> thats not how the mechanics work
L1235[18:36:15] <diesieben07> the mechanics is getTE will load the chunk
L1236[18:36:25] <blood> which is retarded
L1237[18:36:36] <diesieben07> thats opinion
L1238[18:36:37] <blood> you assume mods call that correctly
L1239[18:36:41] <blood> when many do not
L1240[18:36:48] <diesieben07> if they dont they need to be fixed
L1241[18:36:57] <diesieben07> it's not your job to fix the performance of mods...
L1242[18:36:58] <blood> yea have fun telling all the mods to fix =)
L1243[18:37:20] <blood> better solution is to simply not return a TE if chunk isnt loaded and have a method to load it at will
L1244[18:37:25] <diesieben07> especially if its at the cost of potentially breaking other people's mods who are doing things correctly
L1245[18:38:01] <blood> yea in a perfect world
L1246[18:38:08] <blood> many mods dont even fire events :P
L1247[18:38:14] <blood> events that have been around for years
L1248[18:38:37] <diesieben07> and if nobody tells them they are broken they will not fire those events in 5 years either
L1249[18:38:58] <blood> oh we usually always tell them
L1250[18:39:06] <blood> not all fix it
L1251[18:39:13] <blood> "it works in forge"
L1252[18:39:20] <blood> so I MUST be doing it right
L1253[18:39:22] <blood> that is their logic
L1254[18:39:40] <williewillus> that's better than not telling them at all
L1255[18:39:44] <diesieben07> well, if you go to them and say "hey your code is broken in sponge" then they will rightfully assume sponge is brekaing it
L1256[18:39:51] <blood> never said i wasnt going to report it to RFTools
L1257[18:40:07] <diesieben07> if you tell them "hey, your code causes a performance problem" (which is true with BOTH sponge and without) i am sure they are much more likely to listen to you
L1258[18:40:27] <blood> they listen when 20+ users that use sponge complain
L1259[18:40:45] <blood> some listen right away though =)
L1260[18:40:51] <blood> McJty is one of them if it is a problem
L1261[18:40:57] <diesieben07> if somebody would make a report on my mod saying "hey, broken in sponge" i would respond: go to sponge.
L1262[18:41:08] <diesieben07> not "this is a problem on my part"
L1263[18:41:14] <blood> just remember, ive been reporting issues to mods for years
L1264[18:41:19] <blood> far more than you have=)
L1265[18:41:26] <diesieben07> i am not saying you haven't
L1266[18:41:39] <blood> it gets old when a dev completely ignores it
L1267[18:41:45] <diesieben07> All I am saying is that if you in sponge alter normal forge/vanilla behavior like that because some mods are broken i do not think thats a good idea.
L1268[18:41:47] <blood> the biggest culprit is RwTema
L1269[18:41:55] <blood> he literally ignores every single ticket/issue
L1270[18:42:06] <blood> never responds to a thing
L1271[18:42:11] <diesieben07> in this instance you should keep this like it is in forge
L1272[18:42:19] <diesieben07> if you get complaints that performance is bad, point people at the mods
L1273[18:42:25] <diesieben07> if enough people yell at them, they will fix it
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L1275[18:42:29] <blood> i wont be changing getTileEntity
L1276[18:42:30] <diesieben07> or people will stop using their mods.
L1277[18:42:30] <blood> trust me
L1278[18:42:34] <diesieben07> thank you.
L1279[18:42:38] <blood> no i mean
L1280[18:42:40] <blood> im keeping it as is
L1281[18:42:44] <blood> not like Forge
L1282[18:42:48] <diesieben07> then you are broken.
L1283[18:42:51] <diesieben07> not the mods :P
L1284[18:43:02] <blood> tell that to the server admins trying to host a server
L1285[18:43:10] <blood> wait for X Y Z mods to fix
L1286[18:43:22] <diesieben07> well, you can't do anything about their issue..
L1287[18:43:26] <diesieben07> the mod is broken
L1288[18:43:27] <blood> like i said in a perfect world, you would be right
L1289[18:43:29] <diesieben07> they need to yell at the mod
L1290[18:43:31] <diesieben07> or drop the mod...
L1291[18:43:43] <blood> ModPacks
L1292[18:43:53] <blood> like FTB is a big culprit for having mods with bugs
L1293[18:43:59] <diesieben07> make getTileEntity scream like mad in the log with the broken mod
L1294[18:44:02] <diesieben07> if it is used wrongly
L1295[18:44:04] <blood> they usually fix it though
L1296[18:44:20] <blood> well that i could do, perhaps a debug
L1297[18:44:22] <diesieben07> give the server owners a list: these mods are broken, not our fault.
L1298[18:44:42] <blood> right then you get dev X Y Z saying it works in Forge =)
L1299[18:44:51] <diesieben07> well, not it doesn't
L1300[18:45:00] <blood> the proper fix is to really add a new method into Forge
L1301[18:45:00] <diesieben07> if they use it to chunkload it causes the same performance problems in forge
L1302[18:45:07] <blood> with a flag to force load a chunk if not loaded
L1303[18:45:13] <diesieben07> it only "works in forge" if you in sponge break it
L1304[18:45:42] <diesieben07> i am working under the assumption that you do not change getTileEntity
L1305[18:45:51] <diesieben07> if you do that and get people complaining about performance, point them at the mod
L1306[18:45:56] <diesieben07> then the mod dev cannot say "It works in forge"
L1307[18:46:11] <blood> i should get some old MCPC/Cauldron users in here to explain to you how well that worked out throughout the years
L1308[18:46:23] <blood> you'd be surprised how many devs completely ignored it
L1309[18:46:31] <diesieben07> but then it's not your fault.
L1310[18:46:35] <blood> doesnt matter
L1311[18:46:38] <diesieben07> If you change getTileEntity it IS your fault if things break.
L1312[18:46:41] <blood> we still want the server to run
L1313[18:47:22] <blood> i already have a workaround for getTileEntity
L1314[18:47:28] <diesieben07> does the server run great with sponge on it? probably.
L1315[18:47:34] <diesieben07> does it run terrible if you add the mods? probably
L1316[18:47:41] <diesieben07> whose fault is it then?
L1317[18:48:05] <blood> it doesnt run terrible
L1318[18:48:13] <diesieben07> then what is the problem here? :D
L1319[18:48:33] <blood> only problem here is RFTools teleport which ill be fixing on my end, but the proper fix should either be in Forge or the mod itself
L1320[18:48:47] <diesieben07> how do you even fix something llike that on your end...
L1321[18:48:52] <gigaherz> wait wait, I'm confused, if a mod is causing issues, why is this more complicated than posting in their issue tracker?
L1322[18:48:52] <gigaherz> ;P
L1323[18:48:58] <blood> oh ill be posting
L1324[18:49:13] <blood> the argument was , not all devs respond/listen
L1325[18:49:18] <blood> RWTema is a perfect example
L1326[18:49:23] <diesieben07> because mr sponge here seems to think that it's his job to fix mods that are not getting fixed by their devs
L1327[18:49:24] <blood> i gave up reporting for his mods ages ago
L1328[18:49:24] <gigaherz> yeah I'd mnark those as "fuck their mods" ;P
L1329[18:49:29] <diesieben07> which it definitely is NOT:
L1330[18:49:33] <blood> like one of his mods cancels an event
L1331[18:49:37] <blood> then runs the logic anyway
L1332[18:49:45] <diesieben07> especially if it requires changes that are incompatible with what to expect from forge
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L1334[18:50:07] <diesieben07> just my opinion
L1335[18:50:16] <blood> diesieben07: ive run server software long enough to know what works and what does not
L1336[18:50:21] <blood> i always report to mods
L1337[18:50:25] <blood> they DONT always fix it
L1338[18:50:27] <blood> and that is a fact
L1339[18:50:37] <diesieben07> we have established that and i agree with you on that.
L1340[18:50:47] <diesieben07> but it's not your responsibility to then write workarounds for that
L1341[18:50:50] <blood> so the better solution is to not just say "fuck the mods" and let server admins suffer
L1342[18:51:02] <diesieben07> if the mod sucks... then yes, drop it
L1343[18:51:03] <blood> its to adds fixes where i can so server admins can run their servers
L1344[18:51:11] <blood> they cannot drop it... some are in modpacks
L1345[18:51:16] <blood> they cant just say oh lets drop this entirely
L1346[18:51:17] <diesieben07> but changing getTileEntity is not a "fix"
L1347[18:51:24] <diesieben07> if you can add a fix, sure
L1348[18:51:26] <blood> some mods in a pack sure but some are crucial
L1349[18:51:27] <diesieben07> but this is not a fix.
L1350[18:51:36] <blood> oh this is a fix, RFTools will work
L1351[18:51:52] <diesieben07> but Mod X might break, because you alter getTileEntity
L1352[18:52:02] <blood> show me what mod X breaks?
L1353[18:52:06] <blood> its been like this since 1.8.9....
L1354[18:52:32] <diesieben07> i dont have an example. i am talking about principles
L1355[18:52:40] <diesieben07> and i am trying to make your life easier :P
L1356[18:52:42] <blood> if some other mod breaks, ill fix it
L1357[18:52:46] <blood> like i always do
L1358[18:52:51] <diesieben07> how can you fix it?
L1359[18:52:56] <diesieben07> check the caller in getTileEntity?! :D
L1360[18:52:59] <blood> nope
L1361[18:53:15] <diesieben07> i don't even wanna know
L1362[18:53:24] <blood> depends on the mod, most mods do not need a TE if the chunk isnt loaded
L1363[18:53:35] <blood> this case it does as it needs to teleport (it avoids TP if TE is null)
L1364[18:53:54] <diesieben07> this is not even about this specific case. I am talking about the general thing, because you seem to do this often
L1365[18:54:14] <blood> do this, load up forge and check how many chunks load/unload constantly
L1366[18:54:24] <diesieben07> not at 2am :P
L1367[18:54:25] <blood> i refactored chunks entirely in sponge
L1368[18:54:39] <blood> it is one of the big areas that destroy perf
L1369[18:54:49] <diesieben07> if you retain the implicit contracts of methods... sure, great!
L1370[18:55:03] <diesieben07> but you can't just go around and make methods behave differently...
L1371[18:55:24] <blood> uh what do you think mods do?
L1372[18:55:33] <diesieben07> Wat?
L1373[18:55:45] <blood> Sponge's goal is to allow plugins to load and improve perf as well as provide a great API
L1374[18:56:11] <blood> there is no law to not change how a method works as long as it doesnt break something
L1375[18:56:23] <blood> if you dont want any changes, use vanilla
L1376[18:56:27] <blood> dont even run mods
L1377[18:56:36] <diesieben07> that's... not how a programming API works...
L1378[18:57:42] <blood> https://github.com/SpongePowered/SpongeAPI/blob/ef82f5f6f9fe1cffaf3cb13f643b8d6ada624fdd/src/main/java/org/spongepowered/api/world/Location.java#L534
L1379[18:57:52] <blood> our docs always show what we do
L1380[18:58:28] <diesieben07> I am talking about net.minecraft.world.World.getTileEntity
L1381[18:58:30] <diesieben07> not sponge's
L1382[18:59:06] <diesieben07> also what you linked is... quite vague :P when is it available? :D
L1383[18:59:07] <blood> so these docs?
L1384[18:59:07] <blood> public TileEntity getTileEntity(BlockPos pos)
L1385[18:59:11] <blood> the non-existant ones?
L1386[18:59:20] <blood> all it has in MCP is @Nullable
L1387[18:59:25] <diesieben07> well, this is a different situation since we are dealing with decompiled code...
L1388[18:59:37] <diesieben07> so vanilla behavior is the standard.
L1389[18:59:39] <blood> there is a task that inserts the docs
L1390[18:59:45] <blood> if the docs are not added, how is that my problem?
L1391[18:59:54] <blood> the method returns null
L1392[18:59:56] <blood> account for it
L1393[19:00:04] <diesieben07> the method returns null if the block has no TE
L1394[19:00:23] <blood> we are going around in circles
L1395[19:00:29] <diesieben07> indeed.
L1396[19:00:29] <blood> i already explained the horrible reason for doing that
L1397[19:00:34] <blood> performance is my point
L1398[19:00:40] <blood> so lets agree to disagree
L1399[19:00:43] <blood> users will use sponge
L1400[19:00:49] <blood> those that dont care about perf wont
L1401[19:00:57] <diesieben07> "i want my server to run fast!" - "ok all tile entities now no longer tick!"
L1402[19:01:06] <blood> that is disabled by default....
L1403[19:01:14] <diesieben07> wait you even have that?
L1404[19:01:16] <diesieben07> that was a joke...
L1405[19:01:18] <diesieben07> omg...
L1406[19:01:33] * diesieben07 dies and goes to bed
L1407[19:01:35] <blood> there is config to control ranges etc
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L1411[19:07:24] <Shambling> I'm half tempted to make it so zombie pigmen drop random animal spawn eggs when killed by ghast explosions
L1412[19:07:40] <Shambling> that would definitely be a gating system :P
L1413[19:08:21] <gigaherz> sounds random
L1414[19:08:39] <Shambling> yeah, but I'm about ready to give up on trying to make animals only spawn on grass in a biome that disallows animals spawning normally
L1415[19:08:41] <Shambling> :D
L1416[19:09:00] <Shambling> so far, I've got it either: always spawn animals, no matter the block type, or no animals spawn, even when rules are set how the tutorials show
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L1419[19:15:26] <Shambling> going to fly around underground and see if perhaps animals are only spawning on newly generated chunks
L1420[19:16:13] <blood> random always fun =)
L1421[19:16:20] <blood> never know what to expect
L1422[19:16:28] <blood> unless it is a "random bug", those are the worst
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L1424[19:18:15] <Shambling> is there a command to show spawned entities?
L1425[19:18:22] <Shambling> I want to see if the world has any sheep and I just can't find them
L1426[19:18:27] <Shambling> just a rough count
L1427[19:19:02] <tterrag> /kill @e
L1428[19:19:02] <tterrag> :>
L1429[19:20:06] <Shambling> lol yeah I guess that'll work
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L1431[19:27:14] <Shambling> I should probably find a way to not kill myself with that command
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L1433[19:29:33] <Shambling> well its killing pigs and chickens, so they have to be spawning somewhere
L1434[19:29:48] <Shambling> and as long as it isn't everywhere on the surface, that is just fine by me if they are very hard to find
L1435[19:30:13] <tterrag> /kill @e[type=!player] iirc
L1436[19:30:22] <tterrag> maybe EntityPlayer
L1437[19:30:26] <Shambling> dangit, some pigs just spawned on the surface, and it isn't grass :(
L1438[19:30:34] <Shambling> ./kill @e[type=!Player]
L1439[19:38:41] <Shambling> yup so can't get that combo to work. Guess I'll just need to wait until craft-tweaker/minetweaker comes out for 1.11.2 for cows/pigs/chickens/sheep farms
L1440[19:39:40] <Shambling> or write a quick and dirty mod if it doesn't get updated for another month :P
L1441[19:40:31] <Shambling> its just so weird though, almost like biometweaker overrides spawn rules after in-control!
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L1479[21:48:58] <Denyol> OBJ models can still be rendered?
L1480[21:49:55] <tterrag> yes
L1481[21:50:04] <Denyol> ok thx
L1482[21:51:54] <Denyol> is there an on block removed from world event, or method?
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L1484[21:55:27] <bspkrs> Be naughty! Play CAH! http://bspk.rs/CAH
L1485[21:57:06] <tterrag> Denyol: BlockEvent.Break
L1486[21:57:23] <tterrag> though, if it's your own block, there's methods to override
L1487[21:57:56] <Denyol> So there is no singular method, because ive seen onHarvest or Explosion methods
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L1490[22:12:28] <tterrag> Denyol: correct, they serve different purposes
L1491[22:12:33] <tterrag> what you're probably looking for though, is blockBreak
L1492[22:12:38] <tterrag> (but you haven't really given me a use case)
L1493[22:12:51] <Denyol> sorry, lemme look through my code
L1494[22:13:14] <Denyol> Oh yeh, I have a multiblock and I need it to invalidate anytime any of the blocks are broken in it
L1495[22:13:47] <Denyol> It has the same explosion resistance as obsidian, the only issue I have with explosions is if a mod makes an extreme explosive
L1496[22:17:30] <Denyol> Im using onBlockHarvested to test if its broken, in my Block class
L1497[22:18:02] <Denyol> mc 1.10.2
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L1502[22:27:23] <Denyol> How does the ItemHander capability work on an Item
L1503[22:29:29] <Denyol> Capabilities confuse me
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L1505[22:35:34] <tterrag> Denyol: blockBreak is what vanilla uses to drop items
L1506[22:35:39] <tterrag> so its a perfectly valid invalidate method
L1507[22:35:43] <tterrag> wording..
L1508[22:35:56] <Denyol> is that an event? I cant override that in my block class
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L1511[22:41:52] <tterrag> public void breakBlock(World worldIn, BlockPos pos, IBlockState state)
L1512[22:41:57] <tterrag> sorry
L1513[22:49:43] <Denyol[AFK]> where do I put/use that?
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L1515[22:50:25] <tterrag> ...in the block?
L1516[22:50:38] <Denyol> thats no a method of Block though?
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L1519[22:54:39] <tterrag> yes, it is
L1520[22:54:49] <tterrag> I'm looking at it righ tnow
L1521[22:55:05] <tterrag> are you on latest mappings?
L1522[22:56:04] <Denyol> http://imgur.com/a/AZlgQ
L1523[22:56:25] <Denyol> mappings snapshot_20161111
L1524[22:57:55] <Denyol> there is no blockBreak in Block
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L1526[23:02:19] <tterrag> ...it's called breakBlock
L1527[23:02:37] <Denyol> oh -_-
L1528[23:03:13] <Denyol> thankyo
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L1533[23:26:03] <Denyol> Hey I need help with the stuff in here, http://www.minecraftforge.net/forum/index.php?/topic/44975-item-with-iitemhandler-capability/#comment-243567, so far I still dont have a clue how to attach a capability to an ItemStack, do I need a custom handler or something, and where do I attach it?
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L1535[23:29:51] <tterrag> tried the official docs? http://mcforge.readthedocs.io/en/latest/datastorage/capabilities/
L1536[23:30:08] <Denyol> I dont understand how to apply the information there to an ItemStack
L1537[23:30:22] <Denyol> And I cant find any examples of people doing it
L1538[23:30:38] <tterrag> http://mcforge.readthedocs.io/en/latest/datastorage/capabilities/#attaching-capabilities
L1539[23:31:01] <Denyol> Yes I'm reading that, I just dont know what its asking me to do
L1540[23:31:27] <Denyol> I have https://hastebin.com/tuqoximivi.java in a custom event handler class
L1541[23:31:58] <Denyol> yet I don't know what to place in the if section
L1542[23:32:02] <tterrag> I think that is a typo
L1543[23:32:05] <tterrag> it should be <ItemStack>
L1544[23:32:54] <Denyol> ok ive changed it to https://hastebin.com/ogaqevibuj.java
L1545[23:33:04] <tterrag> then you just do event.addCapability
L1546[23:33:14] <tterrag> idk, I haven't actually done it
L1547[23:33:19] <tterrag> try both <Item> and <ItemStack>
L1548[23:33:21] <Denyol> yes but what do I put as parameters to addCapability
L1549[23:33:27] <tterrag> your provider
L1550[23:33:33] <Denyol> .. I dont have one
L1551[23:33:41] <Denyol> I just want to add an Itemhandler
L1552[23:34:05] <Denyol> I assume "key" in addCapability should be my mod id
L1553[23:34:14] <tterrag> IItemHandler is an interface
L1554[23:34:23] <Denyol> I know
L1555[23:35:12] <Denyol> do I need to subclass ItemStackHandler
L1556[23:35:54] <tterrag> or you can just use it
L1557[23:36:03] <tterrag> but you're free to implement IItemHandler however you see fit
L1558[23:36:17] <Denyol> ok
L1559[23:36:25] <Denyol> this is annoying
L1560[23:37:14] <tterrag> no, it's just new
L1561[23:37:30] <Denyol> yes, but there is very little documentation
L1562[23:37:55] <tterrag> actually there's quite a bit
L1563[23:38:02] <tterrag> I think what you mean is there isn't any code you can just copy
L1564[23:38:20] <Denyol> almost what im saying, I mean the documentation is hard to understand
L1565[23:38:47] <Denyol> copying code isnt really a good thing, I much prefer a extensive text post explaining what everything should be doing
L1566[23:38:55] <tterrag> not really, considering I myself have never actually implemented a capability, and I'm just researching things and telling you them as we go
L1567[23:39:18] <Denyol> however you have more experience than me with forge
L1568[23:39:26] <tterrag> perhaps
L1569[23:40:00] <tterrag> but I've given you a code path, some java knowledge can get you the rest of the way. you need to give something to event.addCapability (an ICapabilityProvider)
L1570[23:41:04] <Denyol> I do have some java knowledge though, I'm just confused by what the docs are implying
L1571[23:43:31] <Denyol> ok so addCapability wants an ICapabilityProvider so it wont take my subclass of ItemStackHandler, Im not sure what to put there
L1572[23:43:40] <Corosus> is there an easy way to track if a player changed dimensions during respawn? PlayerChangedDimensionEvent doesnt fire if its a respawn (or if you teleport back from end)
L1573[23:43:42] <tterrag> Do you understand the concept of an aspect or a trait?
L1574[23:44:05] <tterrag> PlayerCloneEvent maybe?
L1575[23:44:08] <Corosus> id like to avoid having to maintain a map of last tracked dimensions per player but feeling like i might have to
L1576[23:44:09] <Corosus> hrmmmmm
L1577[23:44:40] <tterrag> I know that one fires when the player comes back from the end
L1578[23:45:49] <Denyol> tterrag: the docs dont actually say how to add an Inventory capability to an ItemStack...
L1579[23:45:54] <Corosus> might work ya, ill have to test all the scenarios its used
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L1582[23:47:21] <tterrag> No, but it mentions how to attach a capability to anything, including items stacks
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L1585[23:47:32] <tterrag> The point is that inventories are just another capability, they are not special
L1586[23:47:40] <Denyol> Turns out I was doing it the wrong way, http://www.minecraftforge.net/forum/index.php?/topic/44975-item-with-iitemhandler-capability/&do=findComment&comment=243570
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L1588[23:48:20] <tterrag> That item method should probably be documented, yes
L1589[23:48:27] <tterrag> Feel free to edit
L1590[23:48:36] <tterrag> However, I don't think it's a bad thing to use the event
L1591[23:48:36] <Corosus> oooooo, that event even has an isWasDeath() method
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L1593[23:48:52] <tterrag> Depending on your implementation, the event might even make it cleaner
L1594[23:48:53] <Denyol> Considering my lack of knowledge on the subject I dont think it would be a good idea for me to contribute
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L1598[23:49:35] <tterrag> You know a fact that is not mentioned on the docs, it would only need one sentence
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L1602[23:49:54] <tterrag> At the least, you could open an issue about it
L1603[23:49:59] <Denyol> true, If it works ill consider adding it to the docs
L1604[23:49:59] <tterrag> So that it's not forgotten
L1605[23:51:39] *** TTFTCUTS is now known as TTFT|Away
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