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L14[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170224 mappings to Forge Maven.
L15[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170224-1.11.zip
(mappings = "snapshot_20170224" in build.gradle).
L16[02:00:17] <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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L32[03:16:24] <codahq> hm... when entities
get really large their "hit boxes" aren't very accurate.
i doubled checked that the getEntityBoundingBox is returning the
correct rectangle around the mob but that doesn't stop arrow from
passing through his head most of the time.
L33[03:16:32] <codahq> he's 11 blocks
tall.
L34[03:16:47] <codahq> anybody know why
that is?
L35[03:16:55] <gigaherz|work> chances are
the collision code is just not designed for large bounding
boxes
L36[03:17:24] <gigaherz|work> hmm
L37[03:17:28] <gigaherz|work> one possible
reason I can think of
L38[03:17:36] <gigaherz|work> is that the
code may get the nearby entities, within a certain radius
L39[03:17:39] <gigaherz|work> and if the
entity is too large
L40[03:17:52] <gigaherz|work> its' feet
position may be ouside of that radius
L41[03:18:15] <gigaherz|work> I don't have
the code in front of me but if that is the case,
getEntitiesWithinAABB
L42[03:18:32] <gigaherz|work> would not use
the entityes' AABBs, only their position
L43[03:18:44] <codahq> hm... that's a good
thought. i'll check that.
L44[03:18:46] <gigaherz|work> if that is
the case, the fix would be to make getEntitiesWithinAABB test for
overlaps
L45[03:18:54] <gigaherz|work> however that
would make the query slower
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L47[03:22:53] <codahq> oh, geez.
L48[03:22:56] <codahq> here's the real
reason
L49[03:23:05] <codahq> so, it checks the
chunks entity lists
L50[03:23:11] <gigaherz|work> yep
L51[03:23:17] <gigaherz|work> (that was my
#2 possibility)
L52[03:23:25] <codahq> but to decide what
chunks are loaded it floors the position by the max entity
radius
L53[03:23:26] <codahq> which is 2
L54[03:23:42] <codahq> so it never checks
the chunks it needs to until it's right on top of the entity
L55[03:23:46] <codahq> dag
L56[03:23:50] <codahq> i can't really fix
that easily
L57[03:23:54] <codahq> or at all
L58[03:25:12] <codahq> that's weird that i
don't notice this kind of miss on the ender dragon
L59[03:25:18] <codahq> i wonder how they
got around it on that dood.
L60[03:25:40] <codahq> he's as long as this
entity is wide
L61[03:26:00] <gigaherz|work> are you sure
it doesn't happen? ;P
L62[03:26:08] <codahq> you know what. i'm
not
L63[03:26:15] <codahq> i haven't actually
paid that much attention
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L65[03:26:25] <gigaherz|work> I have had
many cases of "WTF THIS HOULD HAVE HIT!" while fighting
the dragon ;P
L66[03:26:33] <gigaherz|work> but I never
associated it with collision detection
L67[03:26:42] <gigaherz|work> more like lag
or such
L68[03:26:48] <gigaherz|work> (or bad
aim)
L69[03:26:53] <gigaherz|work> but now I'm
wondering...
L70[03:27:33] <gigaherz|work> problem is,
you can't fix this from there
L71[03:27:40] <codahq> nope.
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L77[03:27:54] <Akkarin> the dragon hitbox
is a little different though
L78[03:28:00] <Akkarin> it's not actually
just one big hitbox
L79[03:28:06] <gigaherz|work> the only
"correct" fix would be to keep a separate "colliders
in chunk" list -- at runtime
L80[03:28:23] <gigaherz|work> with all the
bounding boxes that overlap the chunk
L81[03:28:30] <gigaherz|work> meaning an
entity may be on up to 4 lists at once
L82[03:28:49] <codahq> lol... ain't no way
i'm making a PR for this entity
L83[03:28:59] <codahq> i thought it would
be funny to give the giant AI
L84[03:29:03] <codahq> that's basically all
i did
L85[03:29:07] <codahq> i'm not that
attached to it
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L88[03:29:49] <codahq> i'm going to look at
the dragon to see if i can provide separate hit boxes i guess
L89[03:30:06] <codahq> is the dragon really
a cluster of entities then or something? moving together?
L90[03:30:46] <codahq> wow
L91[03:30:48] <codahq> he really is
L92[03:31:29] <Akkarin> well that was the
easiest way to get it to work the way it does now
L93[03:33:33] <gigaherz|work> I'm picturing
a "block golem"
L94[03:33:43] <gigaherz|work> that at first
appears to be a singlething
L95[03:33:58] <gigaherz|work> but every now
and then, it's starts to "droop off"
L96[03:34:13] <gigaherz|work> and then it
recovers back into a solid thing
L97[03:35:06] <codahq> huh, maybe it
wouldn't be that big of a deal to make a multipart mob
L98[03:35:23] <gigaherz|work> it's just
like a multiblock -- xcept with entities
L99[03:35:24] <gigaherz|work> ;P
L100[03:35:26] <codahq> there are already
interfaces for it so the rest of minecraft might easily accept
one.
L101[03:35:35] <gigaherz|work> make a
"brain" part, and the rest follow
L102[03:35:39] <codahq> they didn't just
go all rogue and hardcode stuff in to make it work
L103[03:36:20] <codahq> it's a pretty big
class but most of it is the AI
L104[03:36:35] <codahq> (which they should
have put into AITasks imo
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L106[03:37:47] <codahq> hm... cool. i'll
put it on my todo list for when i run out of other things that are
more exciting.
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L131[06:13:44] <Kruptein> how do I use the
!mh commands etc
L132[06:13:54] <gigaherz|work> well type
!help
L133[06:13:55] <Kruptein> can I pm minebot
to avoid spamming this channel ?
L134[06:14:00] <gigaherz|work> you can
type it in MCPBot_Reborn pm
L135[06:14:06] <Kruptein> yeah I pmd
minebot !help
L136[06:14:08] <gigaherz|work> or join
#mcpbot
L137[06:14:10] <Kruptein> I guess he's not
the one
L138[06:14:15] <gigaherz|work> nope, it's
MCPBot_Reborn
L139[06:14:20] <Kruptein> ah thanks
L140[06:14:30] <gigaherz|work> there's
also #mcpbot
L141[06:14:49] <Kruptein> alright
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L144[06:21:12] <Kruptein>
Block.setBlockBoundsBasedOnState is not in Block anymore, can
someone point me where it is now ?
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L146[06:26:06] <Kruptein> ah it seems to
be getBoundingBox
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L158[07:20:40] <Baughn> Anyone got an
up-to-date, not overly clever XMonad config I could borrow? I'm a
bit unsure how to make it all work with NixOS today.
L159[07:20:46] <Baughn> ...aaand this is
the wrong channel.
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L170[08:30:33] <Shambling> question on
build 2235, what behavior does "Added check for quad builder
to always have the particle texture set,
L171[08:30:33] <Shambling> and fixed where
that wasn't true. Fixes #3653 " perform?
L172[08:30:57] <fry> what do you mean?
:P
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L174[08:33:47] <Shambling> oh, it throws a
crash
L175[08:34:01] <fry> logs? :P
L176[08:34:06] <Shambling> just looked at
the source. 2235 has been exposing a bug in exu2
L177[08:34:09] <Shambling> was just
wondering what was causing it
L178[08:34:22] <Shambling> sure I think I
still have the paste
L179[08:34:23] <Shambling> one
second
L180[08:34:24] <fry> exu2 not setting the
texture :P
L181[08:34:28] <fry> most likely :P
L182[08:35:06] <Shambling> was wondering
what the 'fix' waas. What was the problem people were winging about
anyways?
L184[08:35:31] <Shambling> pretty obvious
its him having those quad issues
L185[08:35:48] <fry> it now crashes early
instead of late
L186[08:36:02] <Shambling> ah it was
causing crashes late into the game? good fix in my eyes then
lol
L187[08:36:03] <fry> (at model
construction time instead of model access time)
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L190[08:36:32] <Shambling> weird, it
wasn't crashes me until I accessed the items that had the broken
textures
L191[08:36:47] <Shambling> i.e. they
entered the world or my inventory and I looked at my
inventory
L192[08:36:53] <fry> lazy construction
:P
L193[08:37:05] <fry> still, better than at
some random point later
L194[08:37:09] <Shambling> well I can't
confirm, as its closed source and obfuscated to the point it breaks
a decompiler
L195[08:38:09] <Shambling> but yeah, its
good to throw exceptions early rather than after a point you become
dependant on a broken mod that won't ever update, and lets mod
authors know to fix bugs if they still are updating
L196[08:39:08] <Shambling> I'll go through
jei and see if anything else is missing textures, since that seems
to indicate the problem exists, and remove mods until they update.
Thanks fry
L197[08:40:25] <Shambling> btw, was that
what caused breaking particles to be purple and black? because if
that is the case, I can see a ton of mods either getting updates
soon, or being rmeoved from packs.
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L199[08:43:18] <fry> not really, that's a
separate thing
L200[08:43:43] <Shambling> is the texture
set in the jsons?
L201[08:44:09] <Shambling> or is that a
field in the method call?
L202[08:44:17] <fry> both
L203[08:44:29] <Shambling> ah, drat
L204[08:45:38] <Shambling> so fixing the
json wouldn't really fix the crash if its not fixed in code
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L206[08:46:10] <fry> it can
L207[08:46:19] <fry> but it's not always
possible to set it in the json
L208[08:48:32] <TechnicianLP> exu2 is
obfuscated? /me goes of downloading it
L209[08:50:22] <Shambling> maybe the
version of bon2 I deobfuscated it and then jd-win doesn't work for
looking at the code, but it looked like a mess in jd-win
L210[08:50:37] <Shambling> errr
jd-gui
L211[08:51:02] <Shambling> I did see a
reference to the behemian rapsody in the class names though
:P
L212[08:51:19] <Lord_Ralex> I use luyten
when i decompile now, i've had issues in the past with jd-gui for
some stuff
L213[08:51:41] <Shambling> weird, only
broken in 1.11.2
L214[08:51:58] <Shambling> guess the bugs
are in 1.11.2 for exu2's crash with that texture fix
L215[08:52:21] <Shambling> luyten?
L216[08:52:24] <Corosus> oooooo an open
source decompiler
L217[08:52:30] <tterrag> ExU was not
obfuscated (beyond normal srg name usage) last I checked
L218[08:52:46] <tterrag> BON2+jd-gui
worked fine
L219[08:52:47] <fry> why do you people act
like fernflower doesn't exist? :P
L220[08:52:53] <Shambling> isn't the srg
name crud the obfuscation? or is obfuscation more the active hiding
of code within confusing methods?
L221[08:52:58] <Corosus> i thought fern
was closed source?
L222[08:52:58] <Shambling> the name
fry
L223[08:52:59] <fry> you know, the thing
that you all actually use to make mods :D
L224[08:53:04] <tterrag> fry: does FF
allow me to just open a jar and view it?
L225[08:53:13] <Shambling> ferns don't
flower
L226[08:53:15] <tterrag> I don't actually
want to dump the source
L227[08:53:26] <Corosus> oh nm
L228[08:53:29] <Shambling> *the real
reason is I haven't looked into how to use it
L229[08:53:41] <tterrag> Shambling:
minecraft is obfuscated. for mods to work at all they must be
obfuscated to the same level that MC is (names of methods, fields,
etc)
L230[08:53:43] <fry> why would you want a
file browser embedded in a decompiler? it's not it's job :P
L231[08:54:16] <tterrag> *every* mod you
download for use in a normal game is obfuscated in some ways
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L233[08:54:23] <tterrag> it's part of the
build process
L234[08:54:46] <Shambling> I usually just
decompile to eyeball source code looking for bugs, I don't
neccessarily want to recompile it afterwards
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L237[08:55:56] <Shambling> ok I guess I
used the wrong terms tterrag. I guess all I was doing with bon2 was
applying the SRG changes
L238[08:56:06] <tterrag> because that's
all it needs to do
L239[08:56:15] <tterrag> mod reobfuscation
only involves replacing mcp names with srg names
L240[09:00:45]
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L241[09:00:48] <gigaherz_m> yay, the
dimension spawn-setting PR got merged :D
L242[09:01:25] ⇦
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L243[09:03:01] <advancid> do the SRG names
change between mc versions?
L244[09:03:57] <gigaherz_m> no, that's the
whole point of them
L245[09:04:16] <gigaherz_m> wait, between
mc versions
L246[09:04:19] <gigaherz_m> a few do
L247[09:04:23] <gigaherz_m> due to
signature changes
L248[09:04:27] <gigaherz_m> sincem ethods
get added removed and such
L249[09:04:31] <gigaherz_m> but most
don't
L250[09:04:45] <gigaherz_m> they however
NEVER EVER change with forge releases within the same mc
version
L251[09:04:50] <fry> they don't
"change", old ones are removed and new oned are
added
L252[09:05:00] <gigaherz_m> well
yeah
L253[09:05:03] <gigaherz_m> I meant in the
sense that
L254[09:05:04] <fry> if the srg name is
the same then the method should be the same
L255[09:05:16] <fry> withing reason
:P
L256[09:05:26] <gigaherz_m> doX(int) may
be func_123456_a
L257[09:05:27] <gigaherz_m> and
L258[09:05:35] <gigaherz_m>
doX(IBlockState) may become func_145214_f
L259[09:05:42] <gigaherz_m> but it's
really a different method
L260[09:05:56] <advancid> ok
L261[09:06:03] <fry> but func_123456_a
will never become something that's not doX(int)
L262[09:06:09] *
gigaherz_m nods
L263[09:06:13] ***
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L264[09:06:42] <gigaherz> yeah that's a
better way to put it: the SRG name will never become a different
thing
L265[09:06:48] <gigaherz> but old SRG
names may become obsolete
L266[09:06:53] <gigaherz> and new ones may
be introduced
L267[09:07:12] <advancid> and if I
understood correctly SRG is not used in the dev environment
L268[09:07:25] <gigaherz> in the
development environment, you use "pretty names"
L269[09:07:30] <Shambling> hrmmm... how
hard would it be to mod something like making it so saplings were
destroyed 90% of the time when placed?
L270[09:07:38] <gigaherz> those CAN
change, depending on the mappings you use
L271[09:07:45] <gigaherz> but when you
compile the jar for your mod
L272[09:07:52] <gigaherz> all the names
are re-translated
L273[09:07:54] <gigaherz> back into
SRG
L274[09:08:08] <advancid> gigaherz: so if
I want my mod which uses reflection to work on both
environments?
L275[09:08:08] <gigaherz> Shambling: when
*placed* ?
L276[09:08:16] <gigaherz> sounds
easy
L277[09:08:24] <gigaherz> just handle the
place block event, and see if it's a sapling?
L278[09:08:26] <gigaherz> or
L279[09:08:32] <gigaherz> handle the item
use of a sapling
L280[09:08:35] <gigaherz> and cancel
it
L281[09:08:48] <gigaherz> advancid:
ReflectionHelper.findMethod
L282[09:09:05] <gigaherz> with new
String[] { "srg_name_here", "pretty_name_here"
}
L283[09:09:13] <advancid> ok thank
you
L284[09:09:18] <gigaherz> ALWAYS put the
srg first
L285[09:09:24] <tterrag> I mean
L286[09:09:31] <gigaherz> because you want
it to succeed first time outside dev
L287[09:09:32] <tterrag> if it's a one
time method lookup and then cached, it doesn't really matter
L288[09:09:39] <tterrag> but yeah,
generally, srg first
L289[09:10:53] ⇦
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L290[09:14:39] <Shambling> yeah I just
thought about it a bit and it should be simple enough
L291[09:14:58] <Shambling> was just
thinking, with most of the biomes in my modpack being dead or
dying, trees should be rare
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L293[09:15:34] <Shambling> and I could
either have leaves not drop saplings (which probably would be a bad
thing) or make it so they despawn when placed sometimes
L294[09:15:54] <Shambling> maybe 'fertile
soil' type things would improve odds
L295[09:16:32] <advancid> Shambling: I
think the first idea would be the best idea because if there is a
mod which uses saplings whithout placing them, then it doesn't
limit the saplings
L296[09:16:50] <Shambling> hrmm.. true
farmers don't place them like normal
L297[09:17:17] <Shambling> thanks
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L299[09:22:03] <advancid> how can I
"implement" the disable button in the mod options for my
mod
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L306[10:04:47] <TechnicianLP> advancid:
afaik you can only make the button show ...
L307[10:05:48] <Ashindigo_> Afaik that
button was never finished
L308[10:06:04] <tterrag> yeah, it does
nothing
L309[10:11:49] <TechnicianLP> if you
really want to you can listen to someone clicking that button while
having your mod selected and then unregister your listeners (and
use reflection to drop your modcontainer)
L310[10:12:33] <TechnicianLP> but thats
probably why it has not been implemented fully ... the loading
system isnt designed for disabling stuff afterwards
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L313[10:23:45] <Kruptein> hm I updated my
mod from 1.8.9 to 1.11.2 no more errors. Tryig to launch it mc
eventually reports that I'm missing the mod Forge (running through
intellij). I can't recall having to specifically put the forge mod
in the mods folder is that a recent change ?
L314[10:24:38] <fry> nope, something is
wrong with your setup
L315[10:24:59] <Kruptein> hm
L316[10:25:11] <Kruptein> ill just rerun
setupdecomp and refresh gradle I suppose
L317[10:27:04] <kashike> do remember that
the Forge mod ID is now "forge", Kruptein
L318[10:27:54] <Kruptein> ah that will be
it
L319[10:28:41] <Kruptein> yup thanks
L320[10:28:56] <Kruptein> haven't really
followed development in that period so mb
L321[10:29:11]
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L322[10:29:14] <kashike> mod ids should be
all lowercase now
L323[10:29:25] <kashike> same with assets
directories/names
L324[10:29:55] <Kruptein> as a guideline
or forced ?
L325[10:30:05] <Kruptein> not that I
dislike it
L326[10:30:05] <Ashindigo_> Forced in
1.11+
L327[10:30:19] <Kruptein> kk
L328[10:30:34] <fry> hmm, dependency
strings should probably check it too
L329[10:31:19] <Kruptein> yeah it was my
mcmod.info that still depended on Forge
L330[10:31:47] <Kruptein> the memory
counter when starting up is nice
L331[10:32:08] <fry> <3 mezz
L332[10:32:08] <Ashindigo_> I like it
too
L333[10:33:17] <gigaherz> yup it's
awesome
L334[10:38:16] <Fokson> Good Morning*,
everyone. How goes it? (* Subject to time zone)
L335[10:39:12] <gigaherz> Good afternoon
from GMT+1
L336[10:39:30] <Ashindigo_> Good after
noon
L337[10:39:55] <Kruptein> good afternoon
from +1 as well :)
L338[10:40:06] <Fokson> Man I'm in the
wrong timezone =D
L339[10:40:33] <fry> good evening from
gmt+3 :D
L340[10:40:34] <gigaherz> XD
L341[10:41:03] <Fokson> So, I'm having an
ordeal with some mod coding I was hoping to get some assistance
with, if anyone could spare the time =)
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L343[10:41:33] <Ashindigo_> Ask away
L344[10:42:28] <Fokson> It originally
started as "EntityMob's getAttackTarget was always returning
null and I couldn't figure out why", but I came to the
conclusion that that information was server-side only, and the
client was not privy to it.
L345[10:42:58] <Corosus> i suspect so
yes
L346[10:42:59] <Fokson> Now that I know
that, I'm curious on how to have the client request that
information from the server, and have the server provide it.
L347[10:44:02] <Fokson> I'm pretty much
brand new to modding so I don't really know much besides basic
programming practice. That much has got me so far, but the more
specific things I have a hard time finding my way around.
L348[10:46:56] <codahq_away> usually the
question i ask at this point is what are you trying to do. a
description of what you need is sometimes the best way to address
how to get it.
L349[10:47:10] ***
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L350[10:47:15] <Fokson> Yeah, I was just
getting together some information =)
L352[10:49:04] <Fokson> So, the goal is to
have the client gather a list of mobs around the player within a 32
block radius, and ascertain which ones are currently aggressive to
the player. If more than 5 mobs are currently targetting / trying
to attack the player, the background music will change.
L353[10:49:05] <codahq> that seems like
one that would be synced already though... at least to me. on
client side the mobs have to look at their target.
L354[10:50:15] <Fokson> I thought so too,
yeah. I was stumped as to why getAttackTarget, getAITarget, and
taskList were all null all the time.
L355[10:50:48] <Fokson> Eventually I tried
hacking together some scotch tape code, using the singleplayer
integrated server's version of the world to get the values, and it
worked fine.
L356[10:51:00] <Fokson> Of course that
won't work in multiplayer and is overall shoddy code
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L358[10:51:45] <Corosus> looks like stuff
like EntityAIWatchClosest just sets head yaw and pitch and syncs
those values to client instead of maintaining target data client
side
L359[10:52:08] <TechnicianLP> can you send
a packet to the client saying "hey play that scary music"
and "hey play the boring one again"
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L361[10:52:32] <Corosus> try to think of a
mod that might need client side target data and see how they do it
for a good reference
L362[10:52:38] <Corosus> cant think of one
atm
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L364[10:53:30] <Fokson> TechnicianLP: Up
until now the mod only ran on the clientside, since all it does is
play music. I previously didn't even consider the need for the
server to be involved.
L365[10:54:19] <Fokson> A lot of the
things I was going for, the client's data was sufficient. Low HP,
current biome, depth, etc.
L366[10:54:32] <codahq> well, if you
wanted to be sort of silly...
L367[10:54:45] <codahq> you could ray
trace the target from what the mobs are looking at
L368[10:55:02] <codahq> if the server is
setting the yaw and pitch you could take that and ray trace to the
entity that is being attacked
L369[10:55:11] <codahq> (if you don't want
to have a server side mod)
L370[10:55:19] <Fokson> Coda: I was
thinking of that originally but it gets a little dicey when you
duck behind a tree or around the corner of a building
L371[10:55:51] <codahq> did you debug into
the AI tasks to see if one of them doesn't have the target?
L372[10:56:18] <codahq> or all they all
empty on the client side too?
L373[10:56:26] <Fokson> Yeah, taskList is
empty all the time
L374[10:57:12] <codahq> kind of a drag,
isn't it? well... there's probably an event for when a mob picks up
a new target
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L376[10:57:49] <codahq> you can send
yourself a packet on that event so that you can handle what you
need to do.
L377[10:58:05] <codahq> or maybe the event
even fires client side
L378[10:58:07] <codahq> dunno
L379[10:58:23] <Fokson> Yeah, I don't mind
making the mod have a server component really, it's just not
something I've learned about yet so I have some reading to
do.
L380[10:59:41] <Fokson> It would be neat
if I could somehow... have all EntityMob objects on the server send
a packet to their client selves to provide their current attack
target.
L381[11:00:22] <Fokson> There is a
setAttackTarget function as well, so server mob does
getAttackTarget -> client mob does setAttackTarget, and then the
code I've already written will work as it is.
L382[11:00:42] <Corosus> yup
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L384[11:02:03] <Fokson> Is it even
possible to change the behavior of the default minecraft classes in
that way? To add something like sending a packet to their onTick
method?
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L386[11:02:26] <codahq> no, you can't. you
can do that manually though if there is an event that fires. on
server, register to the event of a mob acquiring a new
target.
L387[11:02:47] <codahq> then in your
event, it should have the target entity and the attacking
entity
L388[11:02:54] <codahq> send the packet to
all connected clients
L389[11:03:14] <codahq> you might have to
send the chunk data as well if you want it to handle entities not
in view
L390[11:03:34] <codahq> then on client you
can go lookup the entity and set the attacking target
yourself
L391[11:03:55] <Corosus> yeah dont mess
with their onTick, make use of LivingSetAttackTargetEvent
event
L392[11:04:13] <Fokson> Understood, I'll
give it a shot. Thanks!
L393[11:04:35] <codahq> that will be fine
unless for some silly reason the client clears that value
periodically.
L394[11:05:55] <codahq> Fokson, by the
way... technically you "could" change the minecraft base
classes with a PR to forge but unless you can justify its existence
it might not be merged.
L395[11:06:53] <codahq> since there is
already a way to get what you want with the event and a little work
on your part i bet a PR like this would probably not be
accepted.
L396[11:06:55] <Fokson> Yeah, what I'm
going for probably isn't important enough.
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L404[11:39:45] <BlueMonster> is there a
recommended way to change the state of a lot of blocks at
once?
L405[11:43:42] <Akkarin> don't do it all
at once is usually the mantra
L406[11:48:02] <BlueMonster> right,
ok
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L409[11:57:23] <killjoy> do it in queues
or batches
L410[11:57:58] <killjoy> Suggest using a
Queue object
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L412[12:11:32] <BlueMonster> how many is
too many per tick?
L413[12:13:07] <Fokson> It really depends
on the computer running it, you want to account for the worst case
scenario.
L414[12:13:26] <Fokson> The best answer I
could give is, 'do as few as you possibly can while still achieving
your intended goal'
L415[12:13:45] <fry> I'd also suggest
measuring time, and not the number of blocks :P
L416[12:13:57] <Fokson> Thaumcraft is a
good example, when it changes a bunch of blocks with its Exchange
focus it does one per tick, but it makes it look really fancy doing
so.
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L422[12:36:54] <BlueMonster> fry = genius
XD
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L429[12:56:46] <Tazz> whattup
gigaherz
L430[12:56:48] <Tazz> ltns
L431[12:57:23] <gigaherz> Something went
wrong with my pc
L432[12:57:57] <gigaherz> woke me up from
a nap making ding noises
L433[12:58:24] ⇦
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L434[12:58:56] <gigaherz> and when I tried
to turn onthe screens to see
L435[12:59:00] <gigaherz> stuff went a bit
crazy
L436[12:59:11] <gigaherz> but I managed to
see some "system is out of memory" messages in the
background
L437[12:59:22] <gigaherz> ended up closing
as much as I could in the blind
L438[12:59:31] <gigaherz> and then
resetting
L440[13:00:30] <Shambling> so why was
hoppering shulker boxes into shulker boxes a bad thing?
L441[13:00:31] <Tazz> did you figure out
what happened?
L442[13:00:40] <Fokson> Well, I have
progress!
L443[13:00:56] <Fokson> The game now
crashes violently when a mob tries to change targets! =D
L444[13:01:04] <Shambling> that does seem
like progress D:
L445[13:01:21] ***
cpw is now known as cpw|out
L446[13:01:32] <Fokson> It certainly means
that I have the event firing properly. I just need to read up on
"java.lang.InstantiationException"
L447[13:01:55] ⇦
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L448[13:02:10] <gigaherz> Tazz: nope, but
stuff is normal after the restart
L449[13:02:20] <gigaherz> so i'll leave it
as "some driver must have sharted"
L450[13:02:21] <Tazz> also gigaherz do you
know uncle bob?
L451[13:02:44] ⇦
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L452[13:02:45] <gigaherz> I highly doubt
that
L453[13:02:46] <Shambling> bing bang zoom
bob's your uncle
L454[13:03:15] <Tazz> gigaherz, doubt
what?
L455[13:03:20]
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L456[13:04:23] <gigaherz> I have heard
that expression a few times, I still have no idea wtf it
means
L457[13:04:35] <gigaherz> I mean, I know
what it's used for, I think, but wtf? XD
L458[13:04:53] <Fokson> "Bob's your
uncle"?
L459[13:04:58] <gigaherz> yeh
L460[13:05:05] <Fokson> Yeah, it's a
strange one.
L461[13:05:15] ***
DarkevilAway is now known as Darkevilmac
L462[13:05:46] ⇦
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L463[13:06:16]
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L464[13:07:21] <Fokson> Apparently I have
no idea what 'static' means. I thought it meant that it couldn't be
instanced and essentially 'there can only be one'
L465[13:07:48] <gigaherz> no static means
it's no part of the instance
L466[13:07:52] <Fokson> And yet I'll crash
if I do "new Packet(...)" if it's not static, and won't
crash if it is static.
L467[13:08:04] <gigaherz> oh
L468[13:08:07] <gigaherz> that's a
different static
L469[13:08:19] <gigaherz> java has two
kinds of nested classes
L470[13:08:27] <gigaherz> class A { class
B {} }
L471[13:08:27] <gigaherz> and
L472[13:08:31] <gigaherz> class A { static
class B {} }
L473[13:08:37] <gigaherz> in the first
case
L474[13:08:40] <gigaherz> you'd have to do
like
L475[13:08:44] <gigaherz> A a = new
A();
L476[13:08:50] <Shambling> bob's your
uncle I think means something that is obvious and simple
L477[13:08:55] <gigaherz> A.B b = a.new
B();
L478[13:09:18] <gigaherz> Shambling: it's
actually used to mean "problem solved"
L479[13:09:21] <Shambling> ah
L480[13:09:44] <gigaherz> no idea WHY or
HOW that means that
L481[13:09:48] <gigaherz> but that's what
I have gathered
L482[13:09:49] <Fokson> Well then, Bob's
your uncle!
L483[13:10:00] <Fokson> Now the crash is a
nullpointer, and those are much easier to deal with =)
L484[13:10:03] <gigaherz> Fokson: so yeah,
for the secondcase
L485[13:10:06] <gigaherz> you'd have to do
instead
L486[13:10:11] <gigaherz> A.B = new
A.B()
L487[13:10:17] <Akkarin> Inner non-statics
are kind of funky in the sense of bytecode since they essentially
get a constructor at compile time which passes the parent instance
along
L488[13:10:22] <gigaherz> notice how the
first cases uses an instance
L489[13:10:26] <gigaherz> to create
another instance
L490[13:10:29] <Akkarin> so you get access
to its parent context through ParentTypeName.this
L491[13:10:32] <gigaherz> that's because B
has a reference to the parent
L492[13:10:35] <gigaherz> and can access
its fields
L493[13:10:37] <Tazz> gigaherz, you dont
necessarily need to do a.new B(), you can new B() but still
shouldnt ever do a non-static inner class
L494[13:10:41] <Shambling> I just googled
and and now I am more confused
L495[13:10:42] <Akkarin> which is also why
creating instances of them from anywhere sucks :P
L496[13:10:58] <Tazz> they are bad
L497[13:11:02] <Tazz> same with anonymous
inner classes
L498[13:11:04] <Tazz> and closures
L499[13:11:06] <tterrag> there are tons of
reasons you would want an inner class
L500[13:11:07] <Akkarin> anons are even
more fun
L501[13:11:08] <Tazz> (at least in terms
of JVM)
L502[13:11:12] <tterrag> what are you on
about
L503[13:11:13] <gigaherz> they are
awesome-- in the right hands
L504[13:11:13] <gigaherz> ;P
L505[13:11:24] <Akkarin> lambdas are even
funnier since they break the standard JVM hotswapping
L506[13:11:25] <Tazz> tterrag, there are
reasons to do them but do them right
L507[13:11:29] *
Akkarin starts hugging jrebel
L508[13:11:30] <gigaherz> really
L509[13:11:33] <gigaherz> if you would
do
L510[13:11:49] <tterrag> Tazz, and that
means?
L511[13:11:51] <gigaherz> A.B b = new
A.B(a)
L512[13:11:53] <tterrag> what is
"right" ?
L513[13:11:54] <gigaherz> because B needs
A
L514[13:11:59] <gigaherz> then you want an
inner class instead
L515[13:12:16] <Akkarin> You cannot see
the constructor for regular inner types at compile time afaik
L516[13:12:17] <gigaherz> it just makes
the reference implicit
L517[13:12:22] <Tazz> tterrag, dont use
non-static inner classes unless you are 100% sure you know what you
are doing isn't going to cause the implicit reference memory
leak
L518[13:12:36] <tterrag> non-statc inner
class is a meaningless phrase
L519[13:12:38] <Tazz> rather choose to use
the static varient
L520[13:12:43] <tterrag> inner classes ARE
nonstatic
L521[13:12:47] <tterrag> by
definition
L522[13:12:53] <Tazz> tterrag, you can
define a static inner class
L523[13:12:54] <gigaherz> inner vs
nested
L524[13:13:00] <gigaherz> Tazz: it's
officially a nested class
L525[13:13:06] <Akkarin> inner classes are
an illusion anyways :P
L526[13:13:11] <Tazz> gigaherz, the
fucking terminology is relatively the same
L527[13:13:21] <gigaherz> yes, which ameks
it more fun to be pedantic about it
L528[13:13:21] <Tazz> the point
being
L529[13:13:21] <gigaherz> XD
L530[13:13:23] <Tazz> dont use them
L531[13:13:25] <gigaherz> makes*
L532[13:13:28] <tterrag> no
L533[13:13:34] <tterrag> blanket
statements are bad and reduce understanding
L534[13:13:47] <Tazz> tterrag, blanket
statements?
L535[13:13:50] <tterrag> "don't use
X"
L536[13:14:01] <gigaherz> "don't use
gotos"
L537[13:14:07] <gigaherz> ;P
L538[13:14:08] <Akkarin> gotos do have a
legit use
L539[13:14:15] <Tazz> well gotos have a
great use but they arent supported in JAva
L540[13:14:15] <Akkarin> specifically in
error handling in low level code ;-)
L541[13:14:18] <gigaherz> yep, same for
inner classes
L542[13:14:18] <tterrag> gotos are the
basis of all logic flow in programing
L543[13:14:19] <tterrag> so
L544[13:14:23] <Fokson> I've used gotos,
you just need to use them carefully and for specific purposes
L545[13:14:35] <Tazz> tterrag, no jmp is
the basis
L546[13:14:36] <gigaherz> the real
statement is
L547[13:14:41] <tterrag> *sigh*
L548[13:14:48] <Fokson> I mean, when it
boils down to the assembly while, for, even ifs are gotos.
L549[13:14:51] <tterrag> the difference
between jmp and goto is minimal. it SKIPS code to go to another
point
L550[13:14:55] <gigaherz> "don't use
goto when if / for / while / break / continue will do the
trick"
L551[13:15:02] <Tazz> tterrag, what
happened to being pedantic?
L552[13:15:05] <Tazz> dont like it?
L553[13:15:06] <tterrag> you don't get to
argue semantics when you just said they are irrelevant
L554[13:15:19] <gigaherz> uhm
actually
L555[13:15:32] <gigaherz> jmp is only a
thing in some architectures
L556[13:15:37] <Tazz> gigaherz, true
L557[13:15:39] <gigaherz> others prefer
calling it "b" or "branch"
L558[13:16:09] ⇦
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L559[13:16:31] <gigaherz> of course,
"control flow instructions are the basis for control
flow" sounds reduntant
L560[13:16:31] <gigaherz> ;P
L561[13:17:04] <Tazz> gigaherz, XD it is
but you are correct in saying that one should use if / for / while
/ break
L562[13:17:22] <Tazz> its good for code
readability
L563[13:17:43] <gigaherz> there are
exception, ofc
L564[13:17:47] <Tazz> obviously
L565[13:17:52] <tterrag> you all sure know
how to drive a conversation off topic
L566[13:18:10] <gigaherz> yeah wtf was the
original topic? XD
L567[13:18:12] <Tazz> Ive used goto plenty
of times in C to ease recursion as well as handle pre-prologue code
better
L568[13:18:14] <gigaherz> oh yes
L569[13:18:29] <tterrag> how blanket
statements are stupid
L570[13:18:43] <tterrag> they cause the
problem you set out to solve - misunderstanding
L571[13:18:43] ⇦
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L572[13:18:57] <Fokson> And now we're back
to square one, ladies and gents.
L573[13:18:57] <gigaherz> nested vs inner
classes: nested class = a class that was declared inside another,
inner class = syntactic sugar for a class that captures a reference
to another
L574[13:19:06]
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L575[13:19:07] <Fokson> The PACKETS are
null now lmao
L576[13:19:16] <gigaherz> stack
trace?
L577[13:19:36] <gigaherz> (remember to
pastebin)
L578[13:20:08] <Fokson> No stack trace, no
error thrown. I put a null check in the message reciever so it'd
stop nullpointering thinking it was the odd message that wasn't
containing the right data, but it turns out all of the packets just
carry null.
L579[13:20:22] <tterrag> so the message
isn't null
L580[13:20:24] <tterrag> the contents
are
L581[13:20:27] <tterrag> very different
situations
L582[13:20:29] <Tazz> Fokson, never
nullcheck and remove in dev
L583[13:20:30] ***
fry is now known as fry|sleep
L584[13:20:30] <Fokson> Right,
sorry.
L585[13:20:46] <tterrag> in that case
check your write/read methods
L586[13:20:50] <Fokson> Tazz: I'm not sure
I understand
L587[13:20:55] <tterrag> make sure they
are getting called and doing the correct thing
L588[13:21:10] <Fokson> I suspect it might
be the contents I'm sending, I'm still really new to this so I'm
not sure the rules
L589[13:21:15] <tterrag> show code?
L590[13:21:28] <Fokson> Can you not send
an "EntityLivingBase" object as a packet? Does it need to
be a primitive?
L591[13:21:29] <Shambling> is there a
subscribable event for sapling and plant growth? I had a better
idea for killing off tree-gen
L592[13:21:37] <tterrag> ok we need to
back up
L593[13:21:40] <Tazz> Fokson, when you are
working on something try not to ignore any exceptions that are
thrown in any way, prefer to do that when you know its right
L594[13:21:51] <Fokson> Tazz: Okay,
understood.
L595[13:22:01] <Tazz> it helps to debug
your code like in this situation
L596[13:22:22] <tterrag> Fokson, what is
your actual problem
L597[13:22:34] <Fokson> Yeah, let me start
from the top.
L598[13:22:36] <Tazz> gigaherz, so you
dont know uncle bob?
L599[13:22:39] <Tazz> like bob
martin
L600[13:22:53] <tterrag> I would like
xy-problem but I think you explained it earlier and I just missed
it
L601[13:22:57] <tterrag> s/like/link
L602[13:23:06] <Fokson> The mod: Plays
different music in different situations, such as biome, combat, low
health
L603[13:23:09] <gigaherz> Tazz: can't say
I do
L604[13:23:31] <Fokson> The goal: When
more than 5 mobs are targetting you, the music changes to a
specific song
L605[13:23:49] <tterrag> OK
L606[13:23:51] <Fokson> The problem: The
client is not privvy to a mob's current target, it always returns
null
L607[13:23:58] <tterrag> so, why are you
trying to send an entire entity to the client?
L608[13:24:03] <tterrag> shouldn't you
just send "hey client play this song"
L609[13:24:08] <Tazz> gigaherz, author of
Clean Code; and Agile Design Patterns?
L610[13:24:30] <Fokson> The attempted
solution: Have the server send mob's current target to the
clients
L611[13:24:49] <gigaherz> Tazz: I mean I
googled him
L612[13:24:52] <Tazz> LOL
L613[13:24:59] <tterrag> Fokson, always
send the MINIMAL amount of data
L614[13:25:02] <gigaherz> but no I can't
say I know him ;p
L615[13:25:03] <Tazz> gigaherz, well hes
pretty popular in the dev realm
L616[13:25:11] <Tazz> and hes awesome
asf
L617[13:25:12] <Fokson> tterrag, as it
stands the server has no concept of 'songs', the client thus far
has done everything
L618[13:25:13] <tterrag> in this case, the
server can do all the work, and just tell the client what music it
should play
L619[13:25:16] <Tazz> and hes going to be
speaking at my office :D
L620[13:25:22] <gigaherz> doens't mean he
wasn't referenced at university
L621[13:25:27] <tterrag> Fokson, as much
logic as possible should be serverside
L622[13:25:30] <gigaherz> but yeah names.
bad at them.
L623[13:25:40] <tterrag> almost always,
with some exception (usually to do with motion)
L624[13:25:42] ⇦
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L625[13:26:24] <Fokson> I thought that
only held true for things that affect all players; this is a very
client-oriented thing, playing music for the client when certain
things are happening to the client
L626[13:26:32] <Tazz> gigaherz, Im so
excited haha
L627[13:26:39] <tterrag> but these
"things" should be authoritative from the server
L628[13:26:48] <tterrag> you can't rely on
client data for everything, and you've found one of those things
here
L629[13:27:13] <tterrag> vanilla actually
has many places where sound is authoritative from the server
L630[13:27:40] <tterrag> I'd advise just
making a general purpose "play this song" packet and, for
at least this case, just send that
L631[13:28:08] <gigaherz> is there no
music packet?
L632[13:28:13] <gigaherz> vanilla I
mean
L633[13:28:21] <tterrag> there is yeah,
you could use that if it works
L634[13:28:32] <williewillus> it takes the
item id of a record
L635[13:28:34] <tterrag> pretty sure one
of the sound methods sends it automatically
L636[13:28:48] <Fokson> Nah, totally
different sound system up in here, not using Minecraft's one
L637[13:28:49] <williewillus> for the
actual "music" event at least
L638[13:28:50] <Tazz> would anyone happen
to know of a good way of creating a voice chat server similar to
teamspeak?
L639[13:28:55] <Tazz> (unrelated to
MC)
L640[13:29:02] <Fokson> Well I'll try that
I guess, it'll take a bit of refactoring
L641[13:29:21] <tterrag> but I don't think
music would want to use that sytem anyways
L642[13:29:48] <tterrag> Fokson, if you
want, you could take it back a layer, and send when the condition
is met for the sound
L643[13:29:58] <tterrag> but the further
removed from the actual action, the more data needs to be
sent
L644[13:30:47] <Fokson> Yeah, I
understand. You're right, of course. I was just aiming for the lazy
solution; the one that would require the least amount of changing
what I've already done
L645[13:31:22] <Fokson> The easiest method
for that in my eyes was to leave the song selection code the same
and have the server share mobs' current attack target with the
client
L646[13:31:34] ⇦
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L647[13:31:55] <tterrag> but you see why
that's a massive waste of bandwidth, yes?
L648[13:32:00] <Fokson> Yeah, I do.
L649[13:32:03] <tterrag> ok
L650[13:32:30] <Fokson> The client doesn't
need to know that at all but for this one thing, and that could be
done with a single short int
L651[13:36:56]
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L652[13:37:29] <Fokson> Actually hey, I
could change nothing and just send the song name as a string to the
client, and have the song selector (Which returns a string) done on
the server and sent as a string
L653[13:38:19]
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L654[13:39:50] <Shambling> is it rude to
replace saplings with dead shrubs on growth event ticks? I think
that is the best way to account for automated farming machines for
what I want to do
L655[13:40:22] <Fokson> I got a chuckle
out of that wording
L656[13:40:30] <Fokson> Yeah, that's
ruuuuude~ =D
L657[13:40:42] <Shambling> and how likely
is that to cause floating items on world update/save server/close
server?
L658[13:40:50] <Shambling> because I'm not
sure if dead shrubs can exist on grass
L659[13:41:50] <Shambling> well I want to
make it harder to get plant growth in a modpack I'm making, but I'm
not sure what the least obnoxious method, that still makes life a
pain in the ass, is :P
L660[13:43:59] <codahq> if you are going
to kill the sapling then kill the grass as well... ;)
L661[13:44:59]
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L662[13:54:05] <Shambling> well I'm going
to go see what is available in vanilla and go from there
L663[13:54:21] <Shambling> just finished
setting up my environment, just need to find some events to
subscribe to
L664[13:54:55] <Shambling> why does
intellij keep whining about unindexed maven repos for forge?
L665[13:56:49] <Shambling> well doesn't
seem to matter, so I'm just ... oh nm just crashed
L666[13:58:06] <Shambling> huh its still
treating it as if I'm compiling from the original project, even
though I copied everything and renamed all the methods/classes to
the new project
L667[13:58:25] ⇦
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L668[13:59:08] <Shambling> guess I'll
setup the decomp workspace again and go from there
L669[14:02:12] <Shambling> *sigh*
wtf
L670[14:02:28] <Shambling> there's like...
no reference to the old mod in this and the project seems to think
its the old project
L671[14:05:01] <Shambling> I guess git is
treating this folder I copied in windows as an actual instance of
my git repo
L672[14:05:05] <Shambling> how do I kill
that?
L674[14:11:23] ⇦
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L675[14:15:06] <Baughn> Shambling: If it's
for your pack, then it doesn't matter what's rude or not. Do
whatever.
L676[14:15:17] <Baughn> But what precise
behavior are you trying to prevent?
L677[14:15:49] <Shambling> eh, I'm not
going to worry about it now, think I'll just go with killing
saplings randomly on growth ticks
L678[14:16:10] <Shambling> I'll need to
make sure I don't kill it after the tree itself grows though,
because if I replace a log with a dead bush its going to look
really weird
L679[14:16:25] ⇦
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L680[14:16:34] <Fokson> Woo, major
progress! The server now handles the music selection and is
successfully sending it to the client! =)
L681[14:17:18] <Baughn> Fokson: What are
you doing? I think we might have a shared interest...
L682[14:17:28] <Shambling> does the server
push the music itself, or is it client side resource?
L683[14:17:49] <killjoy> I'm assuming
server
L684[14:17:54] <Fokson> Negative.
L685[14:17:58] <killjoy> since with a
resource pack, a mod/plugin isn't needed
L686[14:18:22] <Shambling> battle
music?
L687[14:18:22] <killjoy> just use
/playsound
L688[14:18:30] <Baughn> I've been building
a radio for Eln. That's server-streamed, mind.
L689[14:18:55] <Fokson> I really don't
want to explain the whole thing again, I've done so quite a few
times over the last 24 hours lol
L690[14:19:18] <Fokson> Short version :
The game plays music with a custom sound engine based on stuff like
low HP, biome, combat, etc
L691[14:19:28] <drazuam> huh
L692[14:19:30] <drazuam> neat
L693[14:19:49] <Fokson> The server does
the logic and sends the song name as a string to the client, who
then takes that string and plays the local sound file
L694[14:20:35] <Baughn> Hum. Fair
enough.
L695[14:20:38] <Shambling> so immersive
environment type stuff
L696[14:20:50] <Baughn> Make sure you
avoid assuming that the server runs at 20 TPS...
L697[14:20:50] <Shambling> well immersive
gameplay
L698[14:20:51] <killjoy> Just like
/playsound
L699[14:21:23] <Baughn> (That is, do all
looping client-side.)
L700[14:21:24] <Fokson> Except nothing
like playsound at all, killjoy.
L701[14:21:44] <Fokson> You can't stop a
sound started with playsound, or loop it, fade it in or out,
etc.
L702[14:22:02] <Fokson> Playsound is
fire-and-forget.
L703[14:23:06] <Shambling> !gm
func_149878_d
L704[14:23:20] <Shambling> !gf
func_149878_d
L705[14:23:37] <Shambling> well no wonder,
that was a 1.8 info page :\
L706[14:28:04] <Shambling> wait, is there
no generic crop growth event?
L707[14:31:26] ⇦
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L708[14:31:38]
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L709[14:36:29] <shabble> is there some way
within mc/forge to stop crashes (in a local SSP world with a large
180+ mod pack) from taking down the whole client process?
L710[14:36:48] <killjoy> question: Do you
have access to where it crashes?
L711[14:36:53] <shabble> it takes me 5+
mins to restart from desktop, which is hell for testing
reproducibility
L712[14:37:02] <shabble> access to
what?
L713[14:37:10] <killjoy> the code
L714[14:38:24] <shabble> this isn't in a
dev environment, it's runnign the 'release' versions of things as
mods/*.jar
L715[14:38:27] <shabble> if that's waht
you mean?
L716[14:50:54] <Shambling> ok, so... yeah.
weird that there are no subscribeable events for plant growth, but
whatevers
L717[14:51:19] <Shambling> and I don't
dare subscribe to tree grow, because that happens on world gen as
well
L718[14:58:41]
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L719[14:59:25] <Shambling> nm found
something in blockevent, I'm a blind man
L720[15:05:10]
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L721[15:05:17] <tterrag> Fokson: actually
not true
L722[15:05:23] <tterrag> MC sound engine
does allow start/stop and loop
L723[15:05:23] ⇦
Quits: Hunterz (~hunterz@62.182.234.189) (Remote host closed the
connection)
L724[15:05:29] <tterrag> you just have to
be a bit tricky
L725[15:05:33] <tterrag> see:
minecarts
L727[15:08:05]
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L728[15:08:38] <Thisguy_> Okay, so does
gradlew setupDecompWorkspace provide a deobfuscated Minecraft
source or...?
L729[15:09:02] ***
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L730[15:09:05] <tterrag> yes
L731[15:09:07] <tterrag> as an attached
source
L732[15:09:29] <Thisguy_> I feel stupid
for having to ask this, but where has it put it?
L733[15:09:49] <tterrag> have you set up
your IDE yet?
L734[15:09:52] <Thisguy_> Yes
L735[15:10:09] <tterrag> then, look
there
L736[15:10:14] <tterrag> it's an attached
source to the forge library
L737[15:10:51] <Thisguy_> I'm new to my
IDE, which is why I've never seen anything like this before.
L738[15:10:58] <Thisguy_> Rather, to IDEs
in general.
L739[15:11:15] <tterrag> what IDE are you
using
L740[15:11:42] <Thisguy_> IDEA
L741[15:11:46] <drazuam> are there any
openGL wizards on right now?
L742[15:11:57] <tterrag> well, you'll have
to ask someone else then
L743[15:12:06] <tterrag> but the point is,
just open an MC class and the source will be visible
L744[15:12:07] <Thisguy_> I'll ask the
all-knowing oracle.
L745[15:12:13] <Shambling> alot of times
the code I find is in
build\tmp\recompileMc\sources\net\minecraftforge
L746[15:12:16] <tterrag> your IDE knows
about the soruce
L747[15:12:26] <tterrag> Shambling: that
only appears during a build
L748[15:12:28] <tterrag> and it's
obfuscated
L749[15:12:40] <tterrag> the actual source
jar is somewhere in your gradle cache
L750[15:12:56] <tterrag> drazuam: just
ask
L751[15:13:08] <drazuam> okay lol
L752[15:13:33] <drazuam> I'm rendering
some models, but they seems to change color (they get darker and
lighter) as I rotate them
L753[15:13:52] <drazuam> was wondering if
anybody knew what was causing that or could point me in a
direction
L754[15:14:13] <tterrag> render some
models? what kind? in what context?
L755[15:14:21] <drazuam> here:
L757[15:14:24] <drazuam> ooops
L759[15:14:52] <drazuam> The color is
messed up on the smaller glyphs
L760[15:14:52]
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L761[15:15:01] <tterrag> that didn't
really answer my question. is this a TESR?
L762[15:15:13] <drazuam> yeah sort
of
L763[15:15:22] <drazuam> It's getting
called from the TESR
L764[15:15:29] <drazuam> well I guess its
in it actually...
L765[15:15:37] <drazuam> They're baked
models
L766[15:15:47] <tterrag> are you using a
fast tesr?
L767[15:16:12] <drazuam> What is
that?
L768[15:16:26] <tterrag> a class
L769[15:16:28] <tterrag> FastTESR
L770[15:16:29] <drazuam> Oh I see
L771[15:16:38] <drazuam> no, I'm not. does
it operate the same?
L772[15:17:09] <tterrag> similar, except
you are expected to render everything to the passed
VertexBuffer
L773[15:17:13] <tterrag> i.e. no special
GL operations
L774[15:17:18] <tterrag> and it batches
all FastTESRs together
L775[15:17:23] <drazuam> Oh, gotcha
L776[15:17:29] <tterrag> I'd advise you
use that
L777[15:17:43] <Shambling> ooo I like
this... growth ticks have a 70% chance to make the crop pop back
off the ground
L778[15:17:46] <drazuam> that's pretty
nice, but I need special openGL operations for transparency and
things
L779[15:17:54] <tterrag> "for
transparency and things" ?
L780[15:17:56] <drazuam> unless you can
specify them with fast tesr
L781[15:18:02] <tterrag> alpha is just a
color value
L782[15:18:47] <drazuam> Yeah, but dont
you need to set up openGL with GL11 parameters for it to render
alpha?
L783[15:18:56] <drazuam> That's what I'm
doing right now at least
L784[15:19:18] <drazuam> Unless the Fast
TESR defaults to being able to render alpha
L785[15:19:42] <drazuam> which I imagine
it probably would, otherwise it wouldn't be good...
L786[15:19:51] <tterrag> read
FastTESR
L787[15:19:54] <tterrag> it enables
alpha
L788[15:20:00] <drazuam> Cool. I'll look
into it
L789[15:20:08] <drazuam> thanks for the
tip
L790[15:21:41] <Shambling> so.... pop
plant on growth tick randomly... or strike it with lightning
L791[15:22:36] <Shambling> and then turn
the dirt into glass ^_^
L792[15:25:36] <Shambling> well it works
for crops, doesn't look like saplings use this event
L793[15:30:18] <Fokson> Ladies and
gentlemen, we have liftoff.
L794[15:30:39] <Fokson> After about 40
hours of on hell of a learning experience, the code works
flawlessly.
L795[15:36:00] <Ashindigo_> Woho
L796[15:36:20] <Fokson> Holy crap, I got a
stack overflow error! =D
L797[15:36:26] <Fokson> I've only heard of
those in legends XD
L798[15:37:50] <Shambling> dangit, trees
don't want to behave
L800[15:38:04] <Fokson> It continues like
this for about 2500 lines lol
L801[15:39:00] <tterrag> did you send a
packet from a packet?
L802[15:39:10] <tterrag> or return one?
forever?
L803[15:39:13] <Fokson> As far as I know,
no.
L804[15:39:16] <tterrag> show code
L805[15:39:25] <Fokson> The server sends
the packet to the client
L806[15:40:51] ⇦
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L807[15:43:20] <Shambling> ok, so as far
as I can tell, public void treeGrowEvent(SaplingGrowTreeEvent
event) never gets fired
L808[15:43:42] <Shambling> I put a system
out println in there, and it literally never gets called...
ever
L809[15:44:00] ⇦
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fatguylaughing)
L810[15:44:02] <Fokson> Yeah, can confirm.
The only packet sending (sendToAll) is in a
LivingSetAttackTargetEvent that returns void immediately if not
called from the server side, and the handler returns null
L811[15:44:10] <Shambling> so is there a
better way to subscribe to an event to make sure I'm subscribing
properly? the crop one seemed to work because it was a
blockevent.cropgrowth
L812[15:44:42] <Fokson> I'm thinking maybe
it sent too many packets, since it seems to be sending some
four-digit-figure of them per second
L813[15:45:11] <Fokson> I thought
LivingSetAttackTargetEvent would only fire once when a target was
changed, but it seems to be firing every server tick
L814[15:47:19] <Corosus> i assume you are
using setAttackTarget on client side, so its probably triggering
the event too, make sure in your event handling code for
LivingSetAttackTargetEvent it only sends packet when
!world.isRemote
L815[15:48:37] <Fokson> Corosus, you're
correct. However I was also under the impression that this line in
particular would prevent the client from affecting the
packets:
L817[15:49:20] <Fokson> Shouldn't that
cancel it immediately if the client tries to do anything?
L818[15:49:46] <Corosus> ehhhh, i
generally avoid that way, it depends on active threads
L819[15:50:32] <Fokson> Okay,
understood.
L820[15:51:19] <PaleoCrafter> doesn't that
event provide a world for context?
L821[15:51:24] <Corosus> sure does
L822[15:54:10] <tterrag> indirectly, but
yes
L823[15:54:12] <Fokson> Doesn't seem like
the event itself provides the world, but I could do
event.getEntityLiving().getEntityWorld().isRemote
L824[15:54:24] <Corosus> ^
L825[15:54:45] ⇦
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L826[15:54:55] <Fokson> So I've replaced
what I had with that. If (... .isRemote) return;
L827[15:55:35]
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L828[15:55:36] <Fokson> I've also added
(as you probably saw in the snipper) a counter that will only let
the code run every 200 server ticks to reduce the load.
L829[15:55:58]
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L832[15:58:55] <tterrag>
world.getTotalWorldTime() would suffice for that
L833[15:59:20] <tterrag> but 200 ticks is
10 seconds...do you really want potentially a 10 second delay
starting the music?
L834[15:59:32] <tterrag> you should only
send a packet on state change...not constantly
L835[15:59:58] <Fokson> tterrag, server
ticks seems to go way, way faster than 1/20th of a second
L836[16:00:05] <tterrag> incorrect
L837[16:00:12] <tterrag> a tick cannot
take less than 50ms
L838[16:00:39] <Shambling> ok so does
MinecraftForge#TERRAIN_GEN_BUS still need to be called for tree
growth events?
L839[16:00:45] <tterrag> Shambling: that
bus is deprecated
L840[16:00:50] <tterrag> and I believe is
marked as such
L841[16:00:56] <tterrag> or wait, was
it?
L842[16:01:08] <tterrag> ah no, nvm
L843[16:01:12] <Shambling> has it been
worked into the proxy.registerEventHandlers(); then?
L844[16:01:29] <Shambling> so maybe that
is why it was never being called, if it isn't being register.
sheeoot
L845[16:01:30] <tterrag> but
SaplingGrowTreeEvent is for worldgen trees, iirc
L846[16:01:40] <Fokson> tterrag, I must
have been mistaken; I'll set it to 20 instead of 200. Regarding
packet on state change, I thought that's what
LivingSetAttackTargetEvent was supposed to do.
L847[16:01:48] <Fokson> Only trigger when
the target changes
L848[16:01:48] <Shambling> I've yet to
find an event that links to it other than world gen :\
L849[16:02:07] <tterrag> Fokson: sure, but
I thought you would only send a packet when the music should
start/stop
L850[16:02:12] <tterrag> not every time an
entity does something
L851[16:02:13] <Shambling> gotta go
inside, I'll zip my project and take this up on the main pc
L852[16:02:18] ⇦
Quits: Shambling
(~Shambling@24-181-186-74.dhcp.nwtn.ct.charter.com) (Quit:
Leaving)
L853[16:02:36] <osum4est> hello, i'm
having an issue geting my en_US.lang read and my texture file
loaded. In game the item does not use the localized name and is
untextured. My image is 16x16. Relavent code and folder structure:
https://hastebin.com/aqopefiloh.java
L854[16:03:08] <tterrag> osum4est: don't
use uppercase letters in your item names
L855[16:03:11] <tterrag> or any
folders
L856[16:03:12] <Fokson> Oh, that didn't
pan out. The code I already had was incredibly focused on the
client to the point where I'll have to just scrap it and rewrite it
from scratch. I do plan on doing that eventually, but for now
settled for a workaround - don't send the entities over packets,
but just their integer id numbers
L857[16:03:15] <tterrag> or files
L858[16:03:28] <tterrag> Fokson: that's
the only way to send an entity
L859[16:04:29] <tterrag> Fokson: I think
you are underestimating the number of places that event is fired
from
L860[16:04:31] <tterrag> it's a LOT
L862[16:04:44] <tterrag> please do not
send a packet every time you receive that event....do some checks
to make sure it's relevant
L863[16:05:18] <osum4est> tterrag, are you
saying that becuase it won't work that way, or from a style
standpoint? i changed them to all lowercase and it didn't fix the
issue
L864[16:06:07] <tterrag> osum4est: all
resources must be lowercase
L865[16:06:09] <tterrag> including paths,
yes
L866[16:06:20]
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L867[16:07:01] <Fokson> tterrag, I most
likely am underestimating. I was expecting it to change only when
an entity becomes aggressive to another entity, once, when it
becomes aggressive to that entity.
L868[16:07:10]
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L869[16:07:16] <osum4est> tterrag, ok, got
it. btw this is 1.7.10, sorry should've mentioned that earlier.
unfortunately lowercase did not fix the probelem
L870[16:07:52] <Fokson> So 40 zombies in
an area, wandering around without a target, don't call the event.
When a player walks by and gets the attention of 10, it fires one
for each of those 10, and not again until they find a new target or
stop chasing that player.
L871[16:08:23] <tterrag> reading the
EntityAITarget code, it seems it updates the target every tick
regardless of whether it changed or not
L872[16:08:34] <tterrag> nothing about the
event suggests that it fires on changes
L873[16:08:36] <tterrag> only
*updates*
L874[16:08:55] <Fokson> That explains a
lot lmao
L875[16:08:55] <tterrag> osum4est: 1.7.10
does not get support
L876[16:09:25]
⇨ Joins: Gaelan
(~Gaelan@98-125-192-55.dyn.centurytel.net)
L877[16:10:17] <Gaelan> Feature request:
crash if -Xmx, -XX etc are in minecraft’s args instead of
Java’s
L878[16:10:34] <Gaelan> It should be a
pretty quick check, and would have saved me many hours of
headache.
L879[16:10:55] <PaleoCrafter> some mod
might actually be reading them from the program arguments :P
L880[16:11:02] <tterrag> that's a check MC
would do, not forge. forge doesn't have direct access to the
program args I don't think
L881[16:11:11] <PaleoCrafter> eh, it
does
L882[16:11:48] <tterrag> with an extra
patch, maybe
L883[16:11:50] <tterrag> but not
currently
L884[16:12:00] <tterrag> I don't think
forge currently patches Main
L885[16:12:11] <PaleoCrafter> I think it
also does normally, because MC passes the arguments somewhere
L886[16:12:31] <tterrag> nope
L887[16:12:35] <PaleoCrafter> anyways, I
don't think it's a thing that should be done anway
L888[16:12:36] <tterrag> it parses them
all directly in Main
L889[16:13:01] <Gaelan> PaleoCrafter: why
not?
L890[16:13:07] <PaleoCrafter> see above
:P
L891[16:13:18] <PaleoCrafter> it's highly
unlikely and terribly stupid, but it's possible
L892[16:13:47] <tterrag> but as I said,
that's irrelevant, because no mod can access them
L893[16:13:53] <Gaelan> well, the
probability of a server admin derping and spending several hours of
headscratching is astronomically higher
L894[16:13:56] <tterrag> you can't even
ASM patch Main
L895[16:14:10] <tterrag> not that you
would
L896[16:14:23] <Gaelan> wait, Main isn’t
main
L897[16:14:25] <Gaelan> launchwrapper
is
L898[16:14:36] <PaleoCrafter> a server
admin should be able to tell program from VM arguments :P
L899[16:14:53] <Gaelan> Are you telling me
I’m not a server admin?
L900[16:15:33] <Gaelan> Experience is
something gained, not magically endowed. I spent many hours
figuring out what was going wrong, and don’t want another to suffer
my fate.
L901[16:16:18] <Gaelan> That’s like saying
“docs are unnesessary, players should know how to use the
mod”
L902[16:16:44] <tterrag> server admins
should know how to use the java command
L903[16:17:01] <PaleoCrafter> well, the
thing is, this is documented :P
L904[16:17:26] <PaleoCrafter> and it's not
Forge's, MC's or the JVM's job to tell you about doing it
"wrong", because there technically isn't anything wrong
with it
L905[16:17:41] <osum4est> tterrag, got it
sorry. well i figured out the problem in case you were wondering.
had to add idea { module { inheritOutputDirs = true } } to end of
my build.gradle since i'm using intellij
L906[16:17:57] <tterrag> however yes, you
are correct, FML injects launchwrapper, but it still doesn't
provide mods (or forge) any access to the args directly
L907[16:18:11] <tterrag> osum4est: and now
you see why 1.7.10 gets no support
L908[16:18:14] <tterrag> that bug was
fixed years ago
L909[16:18:49] <osum4est> tterrag, good to
know. if my friend and i weren't still playing infinity evolved i
would totally do 1.10...
L910[16:19:01] ⇦
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L912[16:19:49] <Fokson> Hmm. It also
doesn't seem to reset its target after it loses aggro.
L914[16:20:11] <Fokson> So once it's
aggroed you once, you remain it's AttackTarget until it dies or it
sees another player.
L915[16:20:25] <tterrag> Fokson: aggro
range is separate from target, yeah
L916[16:20:46] <tterrag> Gaelan:
well....technically tweakers aren't mods. most people don't even
know about them
L917[16:20:54] <tterrag> tweakers hook
directly into FML, not forge
L918[16:21:18] <tterrag> so yeah I guess
it's theoretically possible. doesn't mean anyone would or should do
it
L919[16:21:23] <Gaelan> PaleoCrafter: fact
is, this isn’t about pedantics. This is about saving actual people
actual time.
L920[16:21:33] <PaleoCrafter> for god's
sake
L921[16:22:29] <PaleoCrafter> if it takes
you that long to figure out a JVM vs program arguments thing, maybe
you really shouldn't be a server admin ._.
L922[16:25:10] <Gaelan> Look, I know that
I derped. Fact of the matter is, a ~3 line addition to Forge would
make a few newbie server admin’s lives easier. Is it necessary? No.
But it’s a nice thing to do, and there really isn’t any harm.
L923[16:25:23] ***
diesieben07 is now known as diesieben|away
L924[16:25:54] <PaleoCrafter> create an
issue on GH, then we'll see what comes of it :P
L925[16:26:01] <Gaelan> will do
L926[16:28:51] <Thisguy_> I changed the
working name of my mod. Everything except the gradle project name.
What am I meant to do about that one?
L928[16:29:19] <gigaherz> the gradle
project name is the folder name
L929[16:29:25] <gigaherz> unless you
explicitly say otherwise
L930[16:29:30] <killjoy> unless you change
it in settings.gradle
L931[16:29:34] <Thisguy_> I changed that,
and I've got the old name in brackets.
L932[16:29:42] <Thisguy_> Where's
settings.gradle?
L933[16:29:50] <gigaherz> I think it
updates itself
L934[16:29:57] <gigaherz> if you rpess the
blue refresh icon in the gradle panel in IDEA
L935[16:30:07] <tterrag> settings.gradle
is a file you gotta make
L937[16:30:50] <Thisguy_> Right, there is
was, on the gradle panel. I forgot that existed, somehow.
L938[16:31:17] <gigaherz> how do you mod
in IDEA and forget that?
L939[16:31:24] <gigaherz> you have to
like, press that icon every time you mess with gradle ;P
L940[16:31:31] <gigaherz>
setupdecompworkspace? press that icon
L941[16:31:42] <Thisguy_> Yes you do. This
is my first ever time using an IDE, except that other time.
L942[16:31:46] <gigaherz> added a
dependency? press that icon
L943[16:31:47] <gigaherz> etc
L944[16:31:55] <Thisguy_> I'm not new to
Java, but I *do* hate myself, so I've never done IDEs.
L945[16:32:04] <gigaherz> oh
L946[16:32:06] <gigaherz> you are that
dude
L947[16:32:07] <gigaherz> ;P
L948[16:32:13] <Thisguy_> I am! Hello
again.
L949[16:32:19] <gigaherz> o/
L950[16:32:56] <Thisguy_> In other news,
my first ever forge mod is coming along nicely.
L951[16:33:23]
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L953[16:33:50] <killjoy> I always forget
Thisguy_'s name
L954[16:34:02] <Gaelan> PaleoCrafter
^
L955[16:34:14] <Thisguy_> killjoy:
Ayyy
L956[16:34:18] <killjoy> lmao
L958[16:35:54] <Shambling> alright so I
found the code I need, thanks tterrag
L959[16:36:06] <Shambling> I needed to use
that MinecraftForge.TERRAIN_GEN_BUS.register and register a new
event class for terrain
L960[16:36:24] <tterrag> Shambling: yeah
and I was going to tell you, normal sapling growth (i.e. player
placed saplings) do indeed fire that event
L961[16:36:30] <tterrag> but you do have
to use the terrain bus
L962[16:36:39] ⇦
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L963[16:36:43] <Shambling> yup, just fired
the system out after registering it to terrain bus, and it fired
fine
L964[16:36:54] <Shambling> so I'll put my
code in for killing the sapling and I should be good
L965[16:37:10] <Shambling> question is, do
I have the sapling morph into a dead bush (vanilla) or just pop
off
L966[16:37:23] <Shambling> ultimately
final mod would have a config if it was released outside of my
modpack
L967[16:37:53] ⇦
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L968[16:40:07] <Shambling> lol undesired
outcome. sapling pops off, tree still grows
L969[16:40:17] <Shambling> double the
saplings. :O
L970[16:40:45] <Shambling>
event.isCanceled(); should stop it right?
L971[16:41:05] <gigaherz> depends
L972[16:41:14] <gigaherz> not all events
can actually be cancelled
L973[16:41:24] <Shambling> depends are for
poopy buts, so hopefully this isn't a poopy but :P
L974[16:41:28] ⇦
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L975[16:41:48] <tterrag> @Canceled is very
clear
L976[16:41:51] <tterrag>
@Cancelable*
L977[16:42:04] <Shambling> I don't think
this is cancelable , but here's trying anyways :D
L978[16:42:06] <gigaherz> there's also
setResult(DENY) in some(?) events
L979[16:42:19] <tterrag> and that event is
not cancelable
L980[16:42:23] <Shambling> nope, lol
L981[16:42:25] <tterrag> but it does have
a result
L982[16:42:26] <tterrag> so you can do
that
L983[16:42:42] <tterrag> so you want
DENY
L984[16:43:35] <Shambling> trying it
now
L985[16:43:44] <Shambling> is there a way
to change code while the game is still running?
L986[16:43:59] <tterrag> run in debug
mode?
L987[16:44:52]
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L988[16:46:21] <Thisguy_> Oh yeah, tt, I
found the forge source by the way
L989[16:46:24] <Thisguy_> Thanks
L990[16:46:26] ⇦
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L991[16:46:27] <Shambling> works a great
trick, thanks again
L992[16:46:44] <Shambling> wonder how I'm
going to determine if its bonemeal growth or natural growth
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L995[16:49:03] <Shambling> lets see how
pumpkins work
L996[16:49:16] <Shambling> lol the
actually full grown stock dies as well
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L1004[16:58:34] <Shambling> hrmmm now I
need to figure out how to place blocks
L1005[17:00:28]
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L1006[17:00:55] <Zaggy1024> !query
MCPBot_Reborn
L1007[17:01:25] <Zaggy1024> oops, too
used to Discord bots :P
L1008[17:01:51]
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L1009[17:05:31]
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L1012[17:07:18] <Zaggy1024> is MCPBot not
working with 1.11.2?
L1013[17:07:43] <Zaggy1024> there's three
parameters missing on RenderGlobal.renderClouds on MCPBot's
mapping
L1014[17:08:35] <tterrag> no 1.11.2
mappings yet
L1015[17:08:53] <tterrag> see
!latest
L1016[17:10:48] <Zaggy1024> ah, I'd
assumed that because Forge's recommended is on 1.11.2 it would be
up to date
L1017[17:10:59] <Zaggy1024> I'll have to
remember to use that command next time
L1018[17:11:32] <tterrag> mcp doesn't
depend on forge :P
L1019[17:13:29] <Zaggy1024> sure, but
they collaborate a lot
L1021[17:21:38] <gigaherz> o_O
L1022[17:21:51] <gigaherz> no stack trace
after the caused by wtf?
L1023[17:22:56] <tterrag> I think it's
because the event is fired from a scheduled task
L1024[17:22:57] <tterrag> Forge didn't
consider that edge case
L1025[17:23:22] <Ordinastie> scheduled
task usually show full stacktrace
L1026[17:23:39] <Ordinastie> think about
the packet stacktraces
L1027[17:28:40]
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L1028[17:31:39] <DiscworldZA> how can i
now do world.setblock?
L1029[17:31:53] <gigaherz>
setBlockState
L1030[17:32:02] <gigaherz> with
like
L1031[17:32:12] <gigaherz>
Blocks.DIRT.getDefaultState()
L1032[17:32:12] <gigaherz> or
L1033[17:32:23] <gigaherz>
Blocks.DIRT.getDefaultState().withProperty(whatever, vlaue)
L1034[17:32:31] <gigaherz> you can chain
together many withProperty
L1035[17:32:38] <gigaherz> to select the
right state
L1036[17:32:51] <DiscworldZA> right so i
got that right...something else is throwing an NPE
L1037[17:32:52] <Shambling> lol someone
asks the same question after I find the answer and try it out.
Handy
L1038[17:33:00] <gigaherz> what's your
stack trace?
L1039[17:33:02] <gigaherz>
(pastebin=
L1040[17:33:07] <Fokson> Welp, after 8
hours of faffing around with this I'm finally done and able to just
sit and play Minecraft =D
L1041[17:33:29] <Fokson> Thanks everyone
who helped me get it all sorted out, I really appreciate it
=)
L1042[17:33:30] <Shambling> haha, sapling
successfully turned into dead bush
L1043[17:33:53] <Shambling> anyone have
suggestions for better graphics for a dead sapling that is
vanilla?
L1044[17:36:48] <codahq> i don't
understand what you're asking.
L1045[17:37:05] <tterrag> Ordinastie:
does it?
L1046[17:37:39] <Ordinastie> yes
L1047[17:37:47] <Ordinastie> I
think
L1048[17:39:14] <Shambling> codahq, just
trying to find a good replacement for saplings when they die during
growth
L1049[17:42:48] <gigaherz> dead bush
seems like the only choice
L1050[17:43:09] <gigaherz> besides making
your own item
L1051[17:43:19] <DiscworldZA> gigaherz
nevermind i did something stupid
L1052[17:44:34] <Shambling> and now to
strike the dead bush with lightning
L1053[17:45:33] <Shambling> ahahaha
that's awesome
L1054[17:46:09] <Shambling> twerking for
lightning simulator 2017
L1055[17:47:50] <Shambling> so pure
opinion on this, but if its 50/50 for a tree to die, what chance
should I have lightning strike?
L1056[17:48:03] <Shambling> I'm thinking
10% chance when the tree itself dies
L1057[17:50:13] <Shambling> now crops...
maybe simply .1% chance per growth tic for crops to get struck by
lightnign if they can see the sky
L1058[17:54:52] <Shambling> growing
indoors should be fine
L1059[17:56:47] <Shambling> bahahah,
villages are now witch farms
L1060[17:57:58]
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L1062[18:01:21] <Shambling> I suppose I
should set a metadata for it
L1063[18:02:23] <LexMobile> !gm
func_70039_c
L1064[18:02:57] <LexMobile> !gm
func_177409_g
L1065[18:03:11] <LexMobile> !gm
func_74742_a
L1066[18:04:33] <killjoy> All the awesome
stuff is coming out on March 3
L1067[18:04:37] <killjoy> Logan AND
Switch
L1068[18:15:22] <Shambling> alright well
I think that is good to go. Though I am tempted to make some checks
for game difficulty, I think I'll save that for later
versions.
L1069[18:28:24]
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L1070[18:32:14] ***
PaleoCrafter is now known as PaleOff
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L1075[19:03:52]
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(~Aurilux@64-126-82-209.dyn.everestkc.net)
L1076[19:06:41] <Aurilux> Which is better
to use: FMLClientHandler.instance().displayGuiScreen OR
player.openGui?
L1077[19:07:43] <tterrag> they do
completely different things
L1078[19:07:46] <gigaherz> player.openGui
is for calling from the server
L1079[19:07:50]
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L1080[19:07:57] <gigaherz> in order to
coordinate a container gui opening
L1081[19:08:14] <gigaherz>
Minecraft#displayGuiScreen is for opening client-only GUIs from the
client
L1082[19:08:25] <gigaherz> so there's no
better -- they are just plain different in purpose
L1083[19:09:11] <Aurilux> Ok, so in
1.7.10 a gui opened from a key press would best be used with
displayGuiScreen?
L1084[19:10:09] <gigaherz> okay think
about it yourself
L1085[19:10:15] <gigaherz> are you
initiating the gui from the server?
L1086[19:10:40] <gigaherz> are you
opening a container gui that needs to coordinate the Container
between server and client?
L1087[19:12:59] <Aurilux> No and no. It
was just a confirming question to ensure I wasn't missing something
else. Thank you for you help.
L1088[19:14:46] <Wuppy> sup
gigaherz?
L1089[19:15:10] <gigaherz> I'm tired
XD
L1090[19:15:53] <Wuppy> makes sense, it's
like 2AM where you're at
L1091[19:16:00] <gigaherz> yeah but
that's not the reason
L1092[19:16:01] <gigaherz> I mean
L1093[19:16:21] <gigaherz> I usually
return from work feeling tired, but happy to be walking home
L1094[19:16:32] <Wuppy> I'm tired because
of a party today
L1095[19:16:36] <Wuppy> yesterday*
L1096[19:16:39] <gigaherz> today I was
like, each step was an internal fight not to stop and sit down into
the muddy road
L1097[19:16:49] <Wuppy> and rather than
being smart and going to bed early, I just had another party
L1098[19:16:59] <gigaherz> I got home,
laid in bed for a few minutes, and then had to cook lunch
L1099[19:17:22] <gigaherz> then the
afternoon was a sequence of me feeling "meh", trying to
play games, and napping
L1100[19:17:24] <Wuppy> and same
tomorrow, I should go to sleep early and don't do much, but I'll go
to a festival instead XD
L1101[19:17:37] <Wuppy> why were you on a
muddy road? :P
L1102[19:18:09] <gigaherz> my house and
the place where I work are on opposite sides of a hill
L1103[19:18:10]
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L1104[19:18:22] <gigaherz> there's a road
that goes around the hill
L1105[19:18:29]
⇦ Quits: Gaelan (~Gaelan@98-125-192-55.dyn.centurytel.net)
(Quit: Gaelan)
L1106[19:18:46] <gigaherz> and next to
it, there's a river, with a...
L1107[19:19:09] <gigaherz> whatever you
call a road that only people can walk in
L1108[19:19:26] <codahq> walking
path?
L1109[19:19:27] <gigaherz> I mean no
vehicles
L1110[19:19:31] <gigaherz> right, a
path
L1111[19:19:31] <gigaherz> ;P
L1112[19:19:33] <Wuppy> you live in spain
right?
L1113[19:19:35] <gigaherz> yes
L1114[19:19:48] <Wuppy> I thought that
wasn't a third world country? :P
L1115[19:19:58] <gigaherz> wait let me
find it in maps
L1116[19:20:02] <Wuppy> might be moving
there in a couple of months so its good to know
L1117[19:20:18] <Shambling> just because
a road is muddy doesn't mean that its ill kempt :P
L1118[19:20:22] <Shambling> just means
its raining lol
L1119[19:20:58]
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L1121[19:21:44] <Wuppy> that looks like a
normal road
L1122[19:21:45] <gigaherz> it's hard to
see
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L1124[19:21:47] <gigaherz> yes
L1125[19:21:56] <gigaherz> see the dirt
path next to ir?
L1126[19:21:58] <gigaherz> it*
L1127[19:21:59] <Wuppy> yeah
L1128[19:22:04] <Wuppy> looks like a
lovely town as well
L1129[19:22:04] <gigaherz> yeah that's
where I walk through
L1130[19:22:07] <Wuppy> man I should move
to spain
L1131[19:22:29] <Shambling> what is that
thing next to the road?
L1132[19:22:45] <Shambling> is that a
sidewalk or pike path?
L1133[19:23:04] <Wuppy> gigaherz, you
don't happen to know any game development studios in spain looking
for AI interns do you? :P
L1134[19:23:43]
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L1135[19:23:51] <gigaherz> if I
personally knew any game studios, I probably wouldn't be working as
a webdev
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L1137[19:24:32] <Wuppy> I need an
internship from september
L1138[19:24:32] <gigaherz> Shambling:
that road doesn't count as a city street, so it has a protective
fence separating the sidewalk
L1139[19:24:44] <Wuppy> and spain is
simply the best country so I wanna go there :P
L1140[19:25:13] <Shambling> so people
would drive on the sidewalk if it didn't exist?
L1141[19:25:28] <gigaherz> more like
"drive into" the sidewalk
L1142[19:25:34] <gigaherz> it has
happened before
L1143[19:25:38] <gigaherz> the fence is
broken at points
L1144[19:25:41] <gigaherz> from cars
having accidents
L1145[19:25:53] <Shambling> bad drivers,
or very windy roads?
L1146[19:26:09] <gigaherz> a bit of
everything
L1147[19:26:12] <gigaherz> also low
visibility
L1148[19:26:18] <gigaherz> and road is
somewhat slippery when it rains
L1149[19:27:06] <gigaherz> the police
often install mobile speed radars on the ends of that road
L1150[19:27:12] <gigaherz> where they
join with city streets
L1151[19:27:18] <gigaherz> to catch
speeding drivers
L1152[19:27:25] <gigaherz> specially on
weekend evenings
L1153[19:27:39] <gigaherz> and post-party
hourts
L1154[19:27:40] <gigaherz> hours*
L1155[19:27:53] <Wuppy> and spanish drunk
drivers
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L1157[19:30:27] <Shambling> how and the
hang does foamfix work on 1.11.2 and 1.10.2 with the same jar
L1158[19:30:36] <Shambling> I just
noticed that, its one download for both versions
L1159[19:31:22] <tterrag> because it
doesn't touch anything that differs between versions
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L1161[19:32:30] <Shambling> ah
L1162[19:35:41] <gigaherz> some people
have gone to great lengths to make that happen ;P
L1163[19:35:53] <gigaherz> like mcjty's
mods, use that compatlayer
L1164[19:36:05] <gigaherz> so that the
same jars work on both version assuming the right compatlayer is
installed
L1165[19:37:03] <Shambling> hrmmm true. I
suppose its no different then making a layer to microsoft away all
the bad layers of directx back in the day using libraries
L1166[19:37:30] <Shambling> if the core
code changes, you just change your calls to them, while leaving the
interfaces the same
L1167[19:37:46] <gigaherz> you may need a
new version of the layer
L1168[19:37:50] <gigaherz> which means
you may need new builds
L1169[19:37:56] <gigaherz> but you can
then backport the differences
L1170[19:38:00] <gigaherz> and make the
new builds work in old versions
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L1174[19:49:11] <Shambling> hrmm
weird
L1175[19:56:34]
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L1177[20:02:03] <Shambling> unintended
behavior, cactus seem to act weird with my mod
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L1179[20:04:48] <Shambling> oh well,
whats a little lightning to a cactus
L1180[20:10:21]
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L1181[20:11:11] <Denyol> Is there a
standard way of using other mod's items in my mod?
L1182[20:11:19] <Denyol> Without
depending on it
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L1222[22:53:01] <Denyol> Hmm for some
reason my ItemStackHandler is not accepting my items
L1223[22:53:20] <Denyol> oh nvm I know
why
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