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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
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();
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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:
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
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
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
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
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
L220[06:40:48] <anli> ah, ok
L221[06:40:58] <anli> I tried twice, maybe
I should try later then
L222[06:41:33] *** V
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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
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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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
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
L299[06:59:26] <anli> payment
firewall...
L300[06:59:36] <ghz|afk> yep lol XD
L301[06:59:38]
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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
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
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
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
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
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
:)
L386[07:25:35] ***
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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
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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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
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
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)
L519[11:40:39] ***
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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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L543[12:34:26] <Smack> Service*
L544[12:34:50] <Smack> Aaand wrong IRC
channel. Definitely been up for way too long. Sorry guys
L545[12:38:46]
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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?
L556[12:47:19] <Ivorius> It's a shrunk
down PHPStorm
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
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
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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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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
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?
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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L751[14:45:25] <diesieben07> why are you
implementing all those interfaces....
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
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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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
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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
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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
L941[16:13:50]
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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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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
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.
L1016[16:44:24]
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L1017[16:44:46] <Scorp> No
L1018[16:44:52] <diesieben07> Lol. Well,
why not?
L1019[16:45:07]
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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
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
L1274[18:42:25]
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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...
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
L1408[19:04:09] ***
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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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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
L1509[22:40:08]
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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?
L1523[22:56:25] <Denyol> mappings
snapshot_20161111
L1524[22:57:55] <Denyol> there is no
blockBreak in Block
L1525[22:59:31]
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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
L1529[23:11:03]
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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
L1539[23:31:01] <Denyol> Yes I'm reading
that, I just dont know what its asking me to do
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>
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
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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
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