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L1[00:00:18] <osum4est> awesome found it. do
you know by chance what minecraft randomizes the pitch
between?
L2[00:02:02] <osum4est> nvmd found it ;P
"((this.rand.nextFloat() - this.rand.nextFloat()) * 0.7F +
1.0F) * 2.0F)"
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L4[00:08:12] <terribleperson> static
final
L5[00:08:14] <terribleperson> whoops
L6[00:08:16] <terribleperson> meant to
ctrl+f
L7[00:08:35] <Alexbegt> At least it wasn't a
bunch of code lines :P
L8[00:10:25] <tterrag> I've typed my PC
unlock password into discord multiple times
L9[00:13:12] <TehNut> I've had KeyPass
auto-type my stuff into IRC a few times
L10[00:14:10] <tterrag> >KeyPass
L11[00:14:45] <Alexbegt> I've done that too
tterrag
L12[00:15:24] <osum4est> if i'm making a
gui that you open via an item, not a tile entity, and only changes
the NBT of that item, do i still have to open the gui on the server
and worry about packets?
L13[00:16:14] <TehNut> What's wrong with
KeyPass
L14[00:16:23] <TehNut> KeePass
L15[00:16:25] <TehNut> Whatever
L16[00:18:08] <tterrag> well the fact that
it considers your IRC client as a valid password target, for one
:P
L17[00:19:46] <TehNut> It takes whatever
Window you had open last to type into
L18[00:20:10] <tterrag> I like my automatic
website recognition though
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L21[00:25:12] <osum4est> just in case you
didn't know, it helps if you extends minecraft container rather
than java.awt's...
L22[00:25:58] <tterrag> yes
L23[00:26:02] <tterrag> yes it does
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L40[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170226 mappings to Forge Maven.
L41[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170226-1.11.zip
(mappings = "snapshot_20170226" in build.gradle).
L42[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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L54[03:07:45] <TechnicianLP> a few
questions on RegistryBuilder: do i have to set the IDRange
manually? What should i use instead of create()?
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L61[03:41:20] <TechnicianLP> ok forget
those questions ... xD
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L69[04:13:43] <Necro> is there an easy way
to prevent Item#onItemRightClick from triggering for my item if
Item#onItemUse succeeds? Currently Item#onItemRightClick triggers
after Item#onItemUse which causes some problems.
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L73[04:42:49] <ghz|afk> Necro: that
shouldn't happen
L74[04:43:08] <ghz|afk> one triggers when
you rightclick air, the other when you rightclick on a block
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L78[05:15:01] <Necro> ghz you're right it
was actually a syncing issue that looked exactly like it would be
doing invoking both functions because of the way the item
works.
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L90[07:05:32] <Denyol> Ive got a block that
has multiple sub types, however they don't show up in my creative
tab for some reason, infact the tab isnt workign anymore
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L92[07:05:54] <ghz|afk> you need a custom
ItemBlock
L93[07:06:08] <Denyol> oh
L94[07:06:21] <ghz|afk> the stock one
doesn't have .setHasSubTypes on the constructor
L95[07:06:29] <ghz|afk> and always returns
0 from getMetadata(int)
L96[07:07:02] <ghz|afk> jsut make yourself
a ItemBlockWithSubtypes to use instead of the standard one
L97[07:07:06] <ghz|afk> with those 2 little
changes
L98[07:07:08] <ghz|afk> and it will
work
L99[07:08:30] <Denyol> so extend
ItemBlockWithSubtypes?, or make a new ItemBlockWithSubtypes
L100[07:08:51] <Denyol> or just extend
ItemBlock like I am now?
L101[07:09:12] <ghz|afk> extend
ItemBlock
L102[07:09:23] <ghz|afk> I meant that you
can make yourself a generic one, in case you need it more than once
;P
L103[07:15:07] <Denyol> hmm now Im getting
the error "java.lang.NullPointerException: Attempted to
register a entry with a null name:
me.denyol.spliced.item.ItemBlockGreatSapling"
L104[07:15:42] <TechnicianLP> you have to
set the registryname on the item
L105[07:16:09] <Denyol> doesnt the
ItemBlock take the registry name from the block?
L106[07:16:19] <ghz|afk> not
automatically
L107[07:16:40] <ghz|afk>
createItemBlock(Block block) { return new
ItemBlock(block).setRegistryName(block.getRegistryName()); }
L108[07:17:03] <Denyol> subtypes can share
a registry name? just checking
L109[07:17:12] <ghz|afk> subtypes are
subtypes
L110[07:17:18] <ghz|afk> the registry name
is on the thing itself
L111[07:17:37] <ghz|afk> as in
L112[07:17:49] <ghz|afk> minecraft:dirt
includes coarse dirt, and podzol
L113[07:17:52] <ghz|afk> in subtypes
L114[07:18:00] <ghz|afk> it just uses
IBlockStates for it
L115[07:18:04] <ghz|afk> (metadata)
L116[07:19:58] <Denyol> yes thank
you
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L121[07:32:53] <TechnicianLP> is there a
event fired when @Config classes are populated?
L122[07:35:41] <ghz|afk> haven't heard of
one
L123[07:35:44] <ghz|afk> why would you
need it?
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L125[07:41:48] <ScottehBoeh> Hey guys :) I
was wondering if I could send 3 snippets of code of mine. I'm
having issues saving NBT data for my Banner Flag
L126[07:42:02] <ghz|afk>
gist.github.com
L127[07:42:07] <ghz|afk> yo uc an paste
multiple files at once
L129[07:42:59] <ScottehBoeh> It's mostly
just the NBT side of things
L130[07:43:12] <ScottehBoeh> It appears to
reset the "texIndex" back to 0 every time I leave and
rejoin the world
L131[07:43:39] <ghz|afk> you cna't do
that.
L132[07:43:42] <ghz|afk> yo ucan't store
data in Block
L133[07:43:49] <ghz|afk> because there's
only ONE instance for ALL the blocks of that type
L134[07:44:14] <ghz|afk> yo uare doing it
all 100% wrong
L135[07:44:20] <ghz|afk> you should store
that in the TileEntity class
L136[07:44:42] <Denyol> forge wants an
inventory variant for my block, I don't remember specifying a need
for one
L137[07:44:42] <ghz|afk> you don't call
writeToNBT/readFromNBT yourself -- minecraft calls it on YOUR class
that extends TileEntity
L138[07:45:00] <ScottehBoeh> Ah ok
L139[07:45:04] <ScottehBoeh> Should I have
the Block call a method in the TE?
L140[07:45:12] <ghz|afk> doesn't matter
how you do it
L141[07:45:23] <ghz|afk> yo ucna make a
field public, or use a mehtod or whatever
L142[07:45:24] <ghz|afk> the point
is
L143[07:45:36] <ghz|afk> 1. you don't
store block data in the Block class, and
L144[07:45:39] <Denyol> oh nvm
L145[07:45:45] <ghz|afk> 2. you don't call
readFromNBT/writeToNBT on the TileEntity yourself
L146[07:46:40] <ScottehBoeh> ok I'll cast
te to the TileBanner, then I'll set up a function to happen in
"onBlockActivated". I'll call it "nextFlag" or
something
L147[07:57:01] <Denyol> So I've added
custom saplings but now I want to render them in the inventory with
a flat normal item model, how do I do that without a second model
file for each varient?
L148[07:57:30] <ghz|afk> you can use the
blockstates file
L149[07:57:57] <Denyol> Would you please
provide an example
L150[07:58:01] <ghz|afk> like
L151[07:58:12] <ghz|afk> you know how you
do new ModelResourceLocation(blah, "inventory")
L152[07:58:15] <ghz|afk> you can do
L153[07:58:31] <Denyol>
"inventory,type=" + type.toString()?
L154[07:58:38] <ghz|afk> new
ModelResourceLocation(blah, "inventory=true,subtype=" +
which)
L155[07:58:44] <ghz|afk> and then in the
blockstates file
L156[07:58:49] <ghz|afk> have variant
entries for those strings
L157[07:59:01] <ghz|afk> using
"model": "item/generated",
"textures": { ... }
L158[07:59:06] <Denyol> ooh thx
L159[07:59:19] <ghz|afk> or hm
L160[07:59:34] <ghz|afk> you may need
"builtin/generated" alongside with
"transform":"forge:default-item"
L161[07:59:41] <ghz|afk> because item/*
may not work from blockstates
L162[07:59:54] <Denyol> where does that
go?
L163[08:00:19] <TechnicianLP> you could
look at the vanilla blockstate.json for saplings
L164[08:00:41] <ghz|afk> TechnicianLP:
vanilla has separate items for the item variants
L165[08:00:44] <ghz|afk> separate item
models*
L166[08:00:50] <ghz|afk> Denyol: in the
blockstates variants
L167[08:00:53] <ghz|afk> assuming you use
forge blockstates
L168[08:01:00] <Denyol> I am
L169[08:01:18] <ghz|afk> example:
L171[08:01:34] <Denyol> ooh ok ill try
that thx
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L175[08:04:26] <Denyol> its rendering as a
full cube now in my hand
L176[08:05:05] <ghz|afk> with texture? or
you mean the placeholder cube?
L177[08:05:12] <Denyol> placeholder
cube
L178[08:05:17] <ghz|afk> errors in the
log?
L179[08:05:23] <Denyol> oh I should
probably make a texture
L180[08:05:54] <Denyol> "Exception
loading model minecraft:block/item/generated"
L181[08:06:05] <ghz|afk> yep thought
so
L182[08:06:08] <ghz|afk> dont' use
item/generated
L183[08:06:12] <ghz|afk> use
builtin/generated
L184[08:06:15] <ghz|afk> with the
transform
L185[08:06:16] <ghz|afk> like I do
L186[08:06:32] <Denyol> Ill try that
L187[08:09:25] <ScottehBoeh> How shall I
grab the NBT data from my render class?
L188[08:09:37] <ScottehBoeh> Create a new
NBTTagCompound and write to it?
L189[08:10:10] <Denyol> hmm my blockstate
entries arn't using the default model
L190[08:10:19] <TechnicianLP> scotteh: you
get your tile passed into the tesr ... access the field in your te
to render it
L191[08:10:45] <ghz|afk> ScottehBoeh: you
DO NOT USE NBT
L192[08:10:56] <ghz|afk> you have the
whole thing backward
L193[08:10:59] <ghz|afk> NBT IS FOR SAVE
FILES
L194[08:11:09] <ghz|afk> (xcept in
itemstacks, because mojang is mojang)
L195[08:11:55] <ghz|afk> the doRender
method gets the tileentity as a parameter
L196[08:11:58] <ghz|afk> you just have a
getter
L197[08:12:01] <ghz|afk> or make the field
public
L198[08:12:02] <ghz|afk> that simple
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L201[08:14:17] <Denyol> hmm my creative
tab is no longer showing my blocks
L202[08:15:08] <ghz|afk> is getSubBlocks
getting called on them?
L203[08:15:27] <Denyol> should be, Its
implemented on the super class
L204[08:15:29] <Denyol> ill test
L205[08:15:43] <ghz|afk> yeah I mean if
it's actually getting called or not ;P
L206[08:17:00] <Denyol> its getting
called
L207[08:17:26] <Denyol> I am getting
Caused by: java.io.FileNotFoundException:
spliced:models/item/great_sapling.json s
L208[08:17:38] <Denyol> its not using the
default model for some reason
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L211[08:18:52] <ghz|afk> Denyol: forge
blockstates is slightly different than vanilla
L212[08:18:58] <ghz|afk> if you have a
full variant string
L213[08:19:04] <ghz|afk> you have to use
[{ ... }]
L214[08:19:14] <ghz|afk> when you write
"blah": {
L215[08:19:26] <ghz|afk> it assumes it's a
property name, so it takes the children from it as values
L216[08:19:28] <ghz|afk> so in your
case
L217[08:19:48] <ghz|afk> I looks for a
property called "inventory,type=oak", with value
="model"
L218[08:19:54] <ghz|afk> and that's not
what you want
L219[08:20:04] <ghz|afk> so you need the
extra []
L220[08:20:07] <ghz|afk> around the
variant strings
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L222[08:20:47] <Denyol> thats
annoying
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L230[08:43:26] ⇦
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L231[08:43:54]
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L232[08:46:09]
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L233[08:57:38] <Javaschreiber> Is there a
use case for changing the configuration of a mod directly with its
variables instead of making the user use the provided config
gui?
L234[08:59:01] <masa> what does
"directly with its variables" mean?
L235[09:00:06] <masa> what is the deal
with item models in hand, when exactly do those update? I regularly
have issues with the models not changing in hand, although they do
in the hotbar slot for example
L236[09:00:12] <Javaschreiber> I, for
example, store the data provided by the Configuration object in
some variables. But I can't think of an use case, where I would
write to these variables and then want them to be stored in the
config file.
L237[09:00:53] <masa> yeah I've never had
a case for that either
L238[09:01:27] <masa> I also store all my
configs in static variables, which are set from the
Configuration/Property objects
L239[09:03:14] <Javaschreiber> I'm
currently working on the @Config annotation based config system,
and found out, that it is easy to change the variables with the
config gui but not the other way around. I wondered, wether someone
would actually want to do that.
L240[09:04:18]
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L241[09:04:26] <Shambling> ok so...
placeblockevent isn't in blockevent
L242[09:04:36] <Shambling> which I guess
makes sense, is it in world gen events?
L243[09:05:54] <Shambling> oh wait no I
found it I'm blind
L244[09:08:41] <Shambling> but that is
only if its placed in the world by player, I want to grab the
events fired from when a block replaces another block, or is placed
by an event
L245[09:11:16] <Shambling> maybe I could
snag notifyneightbor event
L246[09:11:23] <ghz|afk> [16:00] (masa):
what is the deal with item models in hand, when exactly do those
update? I regularly have issues with the models not changing in
hand, although they do in the hotbar slot for example
L247[09:11:45] <ghz|afk> I think the
renderer caches the model and updates it only when the reequip
animation is allowed
L248[09:11:55] <ghz|afk> but I haven't
actually looked at that myself
L249[09:12:39] <masa> hmm okay, so the
re-equip is needed for it to update?
L250[09:16:08] <Shambling> hey gigaherz,
if I want to push a change across the world when a block changes in
world, would listening and modifying NeighborNotifyEvent be the
best method?
L251[09:16:33] <Shambling> I'm thinking
now I should just do the creep/infect/spread behavior in one pass,
or even on some tick event handler
L252[09:16:49]
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L253[09:17:10] <Shambling> would have been
really easy to do if blockplace was due to any change, rather than
just player placement
L254[09:18:29] <Shambling> or can I just
tie into blockevent, hmmmm
L255[09:20:13] <Shambling> ewww...
placeevent was deprecated in favor of placeblocksevent
L256[09:20:44] <Shambling> hell even that
looks deprecated
L257[09:20:48] <Shambling> *confused
look*
L258[09:23:25] <ghz|afk> masa: sorry I was
distracted
L259[09:23:32] <ghz|afk> I don't KNOW for
sure, but I have heard people complain about it
L260[09:24:51] <masa> there is something
super weird going on with it...
L261[09:24:58] <Shambling> I know almost
every mod I've played that has had items change in the players
hand, it almost always gets preceded by a re-equip motion
L262[09:25:37]
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L263[09:26:35] <Shambling> lmao ok so this
is not the behavior I was looking for
L264[09:26:44] <Shambling> every block
event is making the podzol spread
L265[09:26:46] <Shambling> :D
L266[09:27:29] <ghz|afk> I'm looking at
the code for LayerHeldItem
L267[09:27:39] <ghz|afk> it just does
getHeldItemMainhand/Offhand
L268[09:27:42] <ghz|afk> and then draws
that
L269[09:27:51] <ghz|afk> which just calls
getItemStackFromSlot
L270[09:27:57] <ghz|afk> so there's no
reason why it would not update
L271[09:28:15] <ghz|afk> it doesn't cache
the model or anything
L272[09:28:51]
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L275[09:33:37] ***
DarkevilAway is now known as Darkevilmac
L276[09:34:25] <ghz|afk> WAIT
L277[09:34:30] <ghz|afk> the layerhelditem
is thirdperson
L278[09:34:31] <masa> I guess it's
something like if the NBT changes while you are holding it, then it
caches that somewhere and doesn't change the model?
L279[09:34:35] <ghz|afk> I was looking at
the wrong place D
L280[09:34:59] <masa> but when you change
the held item then the item changes...
L281[09:35:15] <masa> hmm my
shouldPlayReequipAnimation might be broken then?
L282[09:36:15] <ghz|afk> son of a
mojang
L283[09:36:16] <ghz|afk> ¬¬
L284[09:36:17] <ghz|afk> private ItemStack
itemStackMainHand = ItemStack.EMPTY;
L285[09:36:17] <ghz|afk> private ItemStack
itemStackOffHand = ItemStack.EMPTY;
L286[09:36:18] <masa> *Cause
L287[09:36:22] <ghz|afk> it CACHES the
item in the hand
L288[09:36:48] <ghz|afk> masa: when your
model changes, call ItemRenderer#updateEquippedItem
L289[09:37:07] <ghz|afk> no wait
L290[09:37:08] <ghz|afk> that won't
work
L291[09:37:14] <ghz|afk> the idiots at
mojang did
L292[09:37:18] <ghz|afk> if
(this.equippedProgressMainHand < 0.1F)
L293[09:37:18] <ghz|afk> {
L294[09:37:18] <ghz|afk>
this.itemStackMainHand = itemstack;
L295[09:37:18] <ghz|afk> }
L296[09:37:42] <ghz|afk> you'd have to
manually assign the fields yourself ¬¬
L297[09:40:06] <Shambling> this works
perfectly, so there must be some sort of event happening that is
working on it, probably notifyneighbor
L298[09:40:25] <Shambling> podzol is
spreading on any block event, does notifyneighbor pretty much run
on every blockevent though?
L299[09:41:49] <Shambling> lmao, I forgot
witch huts were vanilla
L300[09:46:01] <Shambling> I might have
taken this too far, even tilling the soil creates podzol spread
:D
L301[09:46:55] ⇦
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L302[09:49:29] <masa> yeah okay I just
changed the shouldCauseReequipAnimation to compare the stack
including NBT and now it updates properly
L303[09:53:57] <masa> now where does the
item use reset if the stack changes...
L304[10:04:14]
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L305[10:04:52] <Shambling> have any of you
ever seen the world gen skeleton structures in modded
1.10.2+?
L306[10:07:55] <Shambling> hrmmm... Random
random = worldIn.getChunkFromChunkCoords(position.getX(),
position.getZ()).getRandomWithSeed(987234911L);
L307[10:08:07] <Shambling> that would seem
like the generator seed is always the same if they set it like
that
L308[10:10:44] ⇦
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L309[10:12:33] <masa> did you look at the
method?
L310[10:12:53] <masa> it is based on the
world seed and the chunk position, so yeah, it should be
deterministic like that
L311[10:14:00] <Shambling> I guess they
only spawn in vanilla desert and swamp anyways
L312[10:14:13] <Shambling> and I never
build in those biomes, or dig in those biomes, so I guess that must
be why I've never seen one anyways
L313[10:14:31] <Shambling> but yes you are
right masa, unfortunately its hard to redact something previously
said in error on irc :D
L314[10:15:59] <masa> hehe yeah
L315[10:16:11] ⇦
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L317[10:18:23] <MoxieGrrl> It's kind of
like real life in that way.
L318[10:19:35] <masa> the truth
burrrrns
L319[10:22:51]
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L320[10:24:18] <Shambling> I think
mycelium is probably more fitting than podzol to spread on
blockevents in a dying world
L321[10:24:26] <Shambling> mycelium can be
hoed, right?
L322[10:25:39]
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L324[10:29:22] <Shambling> hoe hoe
hoe...
L325[10:29:32] <Shambling> at some point I
really should start implementing config files
L326[10:33:34] ⇦
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L329[10:44:27] <Shambling> dang, BoP grass
is immune , guess its time to see how actually additions determines
grass by subtype/modtype
L330[10:47:43] <Shambling> so I'm thinking
block instanceof BlockGrass might work
L331[10:57:37] ⇦
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L333[11:04:48] <ghz|afk> anyone who knows
how to use rftools dimensions stuff?
L334[11:19:33] ***
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L335[11:19:50] ***
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L336[11:20:28] <Shambling> there are
tutorials on youtube that dire and mcjty have done
L337[11:20:34] <Shambling> after watching
those, I can still say, no :P
L338[11:26:34]
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L340[11:29:49] <shamblinghorde> well I
think perhaps 50% chance of a sapling is a little too high
L341[11:32:54]
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L342[11:37:42]
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L343[11:40:53] ⇦
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L344[11:43:40] ***
diesieben|away is now known as diesieben07
L345[11:43:45] <shamblinghorde> ooook....
wonder what I did to break the game
L346[11:43:55] <shamblinghorde> not
getting past JEI finishing up now :|
L348[11:45:57] <shamblinghorde> lmao
L349[11:46:10] <shamblinghorde> or people
with broken mods could update :P
L350[11:47:48] <diesieben07> fucking
moron. tells me to learn english
L351[11:47:51] <fry> /ban
diesieben07
L353[11:48:03] <diesieben07> doesn't evne
spell half his words right and doesn't understand the concept of
forum quotes
L354[11:48:10] <diesieben07> :D
L355[11:49:30] <shamblinghorde> I'm 3 and
my mommy lets me post to the minecraft forums
L356[11:50:02] <diesieben07> "You
should get off the internet and grab a creeper plushie because
you're 7 years old."
L357[11:50:12] <Akkarin> You're not 7?!
:o
L358[11:50:36] <diesieben07> Yes I am, but
i'm a bot so my mental age is 375
L359[11:50:37] <Akkarin> pls this is
Minecraft. Everybody is < 10
L360[11:51:37] <diesieben07> No, this is
Patrick.
L361[11:51:39] *
diesieben07 leaves
L362[11:51:43] <fry> my wii fit age is 18,
get on my level
L363[11:51:45] <Akkarin> god damnit
L364[11:51:49] <Corosus> lol
L365[11:53:49] <Corosus> he is probably
legit only like 10, you should probably give him a time out
L366[11:54:10]
⇨ Joins: kinggoesgaming
(uid23106@id-23106.tooting.irccloud.com)
L367[11:54:20] *
Ashindigo_ puts him in the corner
L368[11:54:26] <diesieben07> If he keeps
posting after my last message, then yes, because then he starts
violating rules again
L369[11:54:32] <Corosus> :D
L370[11:55:02] *
Akkarin sends diesieben07 to the quiet stairway
L371[11:55:04] *
Akkarin runs for his life
L372[11:55:16] <shamblinghorde> ok its not
my mod
L373[11:55:23] *
diesieben07 enjoys the silence and his tea
L374[11:55:32] <shamblinghorde> minecraft
is simply not going past JEI startup because of missing recipes
...
L375[11:56:38] <shamblinghorde> wonder
what I did to break it, was working like 30 minutes ago
L376[11:56:42] <shamblinghorde> now...
nuthin
L377[11:56:46] *
Ashindigo_ wonders what kind of.tea it.is
L378[11:56:57] <shamblinghorde> maybe that
kids stupid spread to my computer by proxy of conversation
L379[11:57:17] <diesieben07> black tea is
best tea.
L380[11:58:03] <shamblinghorde> and it
randomly worked that time
L381[11:58:10] <shamblinghorde> my poor
brain
L382[11:59:28] <shamblinghorde> well lets
see if it happens again, then I'll paste it to pastebin and see if
one of you geniuses can figure out why it hangs
L383[11:59:59] <shamblinghorde> because
I'm certainly not feeling smart enough today
L384[12:00:19] <IoP> :P nice thread
L385[12:01:54] <shamblinghorde> cpw, thank
you for the video for forge mdk setup in intellij 2017. But you are
a very quiet man. I have loudness equalization on, and I can still
barely hear you with my volume on max
L386[12:01:55] <shamblinghorde> :D
L387[12:02:52] <PaleoCrafter> welp, are we
using a new code plugin or something on the forums?
L388[12:03:54] <ghz|afk> so, I
successfully gathered the 128 blocks of diamond, and successfully
absorbed an "orbs" feature
L389[12:04:01] <TechnicianLP> i recently
read something about jei having problems because it gathers
tooltips of items and mods tend to call KeyBoard methods which
leads to object-lock problems with the startupscreen ... try
updating forge
L390[12:04:06] <ghz|afk> and found dimlet
parts for making a material dimlet and a feature dimlet
L391[12:04:12] <ghz|afk> and created a
dimension with diamond block orbs
L392[12:04:24] <ghz|afk> takes 28krf/tick,
so I can't really sustain it for long XD
L393[12:04:49] <TechnicianLP> ghz: put an
activity probe in there ...
L394[12:05:05] <ghz|afk> what does that
do?
L395[12:05:19] <TechnicianLP> prevent the
world from using power if not loaded
L396[12:05:24] <ghz|afk> ah, nice
L397[12:05:53] <shamblinghorde> I think
I'm on latest 1.10.2 forge
L398[12:05:55] <shamblinghorde> I can
recheck
L399[12:06:06] <shamblinghorde> I removed
optifine ultra and its working better now
L400[12:06:16] <shamblinghorde> so I'm
just going to go with I had the wrong versio nof optifine, or don't
use optifine
L401[12:06:30] <shamblinghorde> even
though it was working 15 minutes bfore that with all the same mods
perfectly :D
L402[12:06:34] <ghz|afk> TechnicianLP: ah
nice, now if I turn off the builder, it doesn't use energy :O
L403[12:07:11] <shamblinghorde> dear god,
did I forget to put the "shut the hell up guardians"
config in quark
L404[12:07:13] <Corosus> when in doubt,
always turn optifine off and on again
L405[12:07:38] <shamblinghorde> and why
does mojang still not know how to limit audio from random
monsters...
L407[12:07:51] <ghz|afk> uhm they did the
guardian on purpose
L408[12:07:55] <ghz|afk> it's using a
non-fading audio
L409[12:08:02] <shamblinghorde> why the
hell would they do that
L410[12:08:03] <ghz|afk> so that it's
heard from far away without fading
L411[12:08:05] <ghz|afk> they CHOSE to do
that
L412[12:08:26] <shamblinghorde> make it
easier to find temples by them murdering squids?
L413[12:08:33] <ghz|afk> maybe
L414[12:08:45] <shamblinghorde> otherwise,
its just to make them the most obnoxious mob in minecraft,
lol
L415[12:09:27] <Corosus> how close do you
have to be for them to be heard?
L416[12:10:28]
⇨ Joins: Naiten (Naiten@77.34.161.181)
L417[12:11:28] <ghz|afk> Corosus: like 32
or 64 blocks away
L418[12:11:33] <ghz|afk> can't remember
the exact number
L419[12:11:37] <Corosus> ahhh
L420[12:11:47] <ghz|afk> I had to give up
on a vanilla world
L421[12:11:53] <ghz|afk> because the beach
where I lived
L422[12:12:00] <ghz|afk> suddenly got an
infestation
L423[12:12:09] <ghz|afk> it started
spawning as if there was a temple
L424[12:12:11] <ghz|afk> without a temple
in it
L425[12:12:19] <Corosus> O_o
L426[12:12:32] <ghz|afk> some bug with
1.8.x
L427[12:12:40] <ghz|afk> it marked the
chunks as having a temple
L428[12:12:44] <ghz|afk> even though there
had enver been one
L429[12:14:57] <mrkirby153> Is there any
template I can modify for making a GUI?
L430[12:15:03] <mrkirby153> Or should I
modify one of MC's?
L431[12:15:47] <TechnicianLP> the texture
or the code?
L432[12:15:55] <mrkirby153> The
textures
L433[12:16:01] <mrkirby153> Sorry,
should've been a bit more clear
L434[12:16:28] <TechnicianLP> well you
probably can resize the background and add the slots at your
position
L435[12:16:42] <Corosus> ooooo, entity
guardians have a dataparam for targeted entity ID, i wish that was
for all entities
L436[12:21:33] <mrkirby153> Also, how are
progress bars rendered in GUI's?
L437[12:21:53] <Corosus> looks like theyll
play the sound if they had ever targetted you and havent broke line
of sight, there is limit to range for maintaing
L438[12:22:07] <Corosus> they even have
some special packets just to play that sound
L439[12:22:30]
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L440[12:22:41] <Corosus> i must really not
want to work on this json deserialization code, im looking up
anything else to keep procrastinating
L441[12:22:49]
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L443[12:29:16] <masa> ghz|afk: yeah the
temples, or at least the bounding boxes, can generate in
already-generated terrain, at least under some conditions
L444[12:29:31] <masa> my vanilla server
has a guardian temple in the middle of a forest I believe
L445[12:29:59] <masa> because the forest
is from around beta 1.8.1, and it would have been deep ocean in
release 1.8
L446[12:30:21] <masa> hmm wait that
doesn't make sense
L447[12:30:53] <masa> there must be some
other biome there because it would have been saved in 1.2
L448[12:35:41] <ghz|afk> that's the crazy
thing
L449[12:35:48] <ghz|afk> my save was never
before 1.8
L450[12:36:05] <ghz|afk> I created that
vanilla world on 1.8, because I was tired of 1.7.10 modded and I
wanted a refreshed view of vanilla
L451[12:36:39] <ghz|afk> so the locations
of temples changed at some point, between initial 1.8 and later
1.8.x
L452[12:36:45] <ghz|afk> or
something
L453[12:37:31] ⇦
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L460[13:12:18] <terribleperson> hey,
gigaherz, I get item and block registration now, but how are you
naming the registered blocks and items? If I had to guess it's the
string that you pass to the constructor of your blocks and items,
which...in BlockRegistered, you call setRegistryName with that
string. So I guess that's obvious.
L461[13:12:35] <terribleperson> Except..
you're setting up those blocks inside of registerAll
L462[13:13:42] <terribleperson> what's the
precedence there? is it just known that registerAll runs before the
constructor?
L463[13:14:36] <diesieben07> registerAll
can't possibly run before the constructor
L464[13:14:57] <diesieben07> you can't
even have a reference to an object whose constructor hasn't run yet
(unless you are doing bad, bad things)
L465[13:14:58] <terribleperson> so how can
you call setRegistryName when the block hasn't been
registered?
L466[13:15:21] <diesieben07> in fact you
must call it before registering it.
L467[13:17:24] *
Akkarin allocates a new instance using Unsafe
L468[13:17:28] <Akkarin> pls constructors
are for noobs
L469[13:17:51] <diesieben07> psssst, don't
tell them our secrets
L470[13:18:13] <Akkarin> If you want to be
extra cool you can also do it via JNI :P
L471[13:18:18] <diesieben07> eww,
jni
L472[13:18:22] <Akkarin> lol
L473[13:18:50]
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L474[13:18:54] <Akkarin> (Disclaimer:
Please don't actually do that - These comments are for
entertainment purposes only - I am not responsible for poked out
eyes as a result of attempting any of the previous things)
L475[13:19:01] <diesieben07> :D
L476[13:19:13] <terribleperson> so... set
up fields (for example, public static final ItemSlowMatch slowMatch
= null; annotated with
@ObjectHolder("modname:slowmatch"))
L477[13:19:21] <diesieben07> Your
mod?
L478[13:19:24] <terribleperson> yeah
L479[13:19:38] <diesieben07> why not psf
ItemSlowMatch slowMatch = new ItemSlowMatch(...) ?
L480[13:21:28] <terribleperson> setting up
a field that = null was what I got out of talking to gigaherz and
lex yesterday
L481[13:21:30] <terribleperson> but i may
have been confused
L482[13:21:40] <terribleperson>
"event runs -> object gets registered -> holder
injection runs -> field gets assigned"
L483[13:21:44] <diesieben07> i don't see
the advantage of using @ObjectHolder here
L484[13:22:05] <diesieben07> it only makes
sense to me when retrieving other mod's items
L485[13:22:46] <Ordinastie> that's what
lex said was "recommended" yesterday
L486[13:22:57] <Akkarin> Well it is
technically much nicer than referencing static things
everywhere
L487[13:23:08] <Akkarin> the beauty of DI
and what not
L488[13:23:35] <terribleperson> yeah,
gigaherz said "the best practices is to use public static
final fields for storing your instances"
L489[13:23:49] <terribleperson> and then
lex said "static final null fields with @ObjectHolder
tags'"
L490[13:23:55] ***
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L491[13:24:26] <Akkarin> If I understood
it correctly it isn't bound to static fields
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L493[13:25:42] <terribleperson> ...can I
even call a constructor on a final field?
L494[13:26:01] <Akkarin> what
L495[13:26:09] <ghz|afk> that sentence is
logically invalid
L496[13:26:13] <Akkarin> fields have
nothing to do with constructors
L498[13:26:41] <Akkarin> final non-static
fields are the only thing that kind of has something to do with it
to the extend that they have to be initialized in all
constructors
L499[13:26:41] <tterrag> ignore the silly
comments
L500[13:26:44] <ghz|afk> terribleperson:
that means
L501[13:26:50] <ghz|afk>
@ObjectHolder("mymod:myitem")
L502[13:26:54] <Akkarin> ew
L503[13:27:00] <ghz|afk> public static
final Item myitem = null;
L504[13:27:02] <ghz|afk> ...
L505[13:27:05] <ghz|afk> registryevent
...
L506[13:27:17] <ghz|afk> registerAll(new
MyItem())
L507[13:27:30] <Corosus> holy annotations
batman
L508[13:27:39] <ghz|afk> and if your
MyItem's constructor doesn't do its own setRegistryName
L509[13:27:41] <ghz|afk> you call it
there
L510[13:27:47] <ghz|afk> registerAll(new
MyItem().setRegistryName("myitem"))
L511[13:29:34] <Corosus> oh cooooool,
using objectholder i can make it auto set the registry names based
on field names, i am so down for that
L512[13:29:45] <Corosus> shame i dont make
mods with lots of items and blocks
L513[13:29:54] <tterrag> yeah it's pretty
useful
L514[13:30:07] <tterrag> especially since
our block creation system is so out there, it makes the references
easy to handle
L515[13:30:08] <Corosus> i guess i could
do it for entities in theory if it supports those
L516[13:30:20] <tterrag> errr don't think
so
L517[13:30:21] <Corosus> well no i dont
make entity instances
L518[13:30:31] <Corosus> aw
L519[13:32:14] <ghz|afk> objectholder only
works for regsitry objects
L520[13:32:17] <terribleperson> if you're
calling your item's constructor inside registerAll (and your
constructor does set the registry name), in what order are things
happening? If registerAll finishes before the constructors run,
you're registering... what ARE you registering? There's no object
to register. If the constructors are happening first, they can't
set their registry name because they don't have one, since they're
not registered
L521[13:32:21] <ghz|afk> only things that
have already been registered work
L522[13:33:16] <fry> ObjectHolder =
registry.get semantically, more or less
L523[13:36:49] <terribleperson> like, I
can just set the name AFTER I register and circumvent my question,
but I'd like to know how that's working
L524[13:37:20] <Corosus> tterrag, out of
curiousity how does it go about having the lombok library in
production enviornment, does gradle building embed it into your jar
or is there some other voodoo that makes it auto download the
library when you run chisel with forge?
L525[13:37:42] <Corosus> if i ever play
with jbullet again this info might come in handy
L526[13:37:57] <Ordinastie> Corosus,
lombok is a compile time only lib
L527[13:38:22] <Corosus> ohhhhhhhhh
L528[13:38:30] <Corosus> i guess that'd
make sense given what it does
L529[13:40:46] <osum4est> if i want to use
the vanilla crafting table image in my mod, how can i use their
image? making a new resource location from
"minecraft:crafting_table" gives a file not found
exception. or do i just have to copy their image into my mod
textures
L530[13:40:55] <Corosus> i should really
make use of lombok, looks right up my alley
L531[13:42:05] <Ordinastie> I use it for
the delegate annotation
L532[13:42:12] <Akkarin> Keep in mind that
lombok makes code unreadable
L533[13:42:23] <Ordinastie> wut ?
L534[13:42:45] <fry> having a space in a
wrong place makes code unreadable :P
L535[13:42:58] <Ordinastie> I use it to
not reimplement all the World methods for my Proxy worlds
L536[13:43:02] <fry> people get used to
their favourite syntax :P
L537[13:43:03] <Akkarin> Annotations will
never be a great substitution for writing code yourself
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L540[13:43:35] <tterrag> Ordinastie: it's
too bad delegate is still experimental
L541[13:43:37] <Ordinastie> because
boilerplate and redundant code makes it all perfect
L542[13:43:47] <tterrag> And also
supposedly slated for removal
L543[13:44:12] <Corosus> i guess theres
some IDE overhead for others if i were to use it, theyd need the
plugin for the IDE etc
L544[13:44:29] <Shambling> weird, that
guardian should have been silent, I have the quark config for
shutting guardians up if they aren't attacking the player
L545[13:44:35] <Shambling> wonder if I
need to regen the confis
L546[13:45:19] <Shambling> well it was a
naturally spawned guardian, maybe they don't get the sound effect
applied if not spawned by quark itself
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L548[13:48:23] <terribleperson> @corosus
what do you mean about using @objectholder to auto set the registry
names based on field names
L549[13:49:34] <tterrag> Corosus: it's
possible to have Gradle pop a Lombok install for eclipse
L550[13:49:51] <tterrag> IDEA users are
out of luck though. But it's not hard to find the plugin
L551[13:50:16] <Corosus> cool cool
L552[13:51:22] <tterrag> Check out chisels
build script
L553[13:51:43] <Corosus> yeah its where i
went to right after
L554[13:52:27] <Corosus> i guess its that
tasks.eclipse.dependsOn part
L555[13:53:41] <Corosus> terribleperson,
see the chisel link and the javadocs on ObjectHolder
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L559[14:14:32] <terribleperson> okay, I
see that the whole class is annotated with @ObjectHolder (or in
this case, @GameRegistry.ObjectHolder), and thus forge will
populate all those fields with the objects from the registry that
have the domain Chisel.MOD_ID
L560[14:14:51] <terribleperson> and whose
registry name matches the field names
L561[14:15:18] <terribleperson> but they
have to exist already, yeah? that's not setting the registry
names
L562[14:15:35] <terribleperson> unless I'm
missing something
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L564[14:19:09] <Shambling> o.0 so I guess
he whole optifine causing jei to not load is due to vsync
L565[14:19:12] <Shambling> sure, that
makes sense
L566[14:22:49] <Shambling> weird thing is,
I've turned vsync off previously
L567[14:22:54] <Shambling> well, its in
options... die vsync, die
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L569[14:24:04] <Corosus> actually yeah
terribleperson, looking at the annotation info it doesnt say it
would automatically do it for the fields based on how its setup,
theres something else somewhere then that does it i guess
L570[14:24:06] <Corosus> hrrmm
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L574[14:30:54] <Corosus> actually
ObjectHolder does it, it instantiates them then sets their
registry
L575[14:31:18] <Corosus> i assume calls
paramless constructor
L576[14:31:35] <terribleperson> wait
so
L577[14:31:45] <tterrag> No
L578[14:31:58] <tterrag> Objectholder is
only a getter
L579[14:32:00] <Corosus> oh it doesnt have
a paramless one
L580[14:32:05] <tterrag> You have to
register stuff elsewhere
L581[14:32:08] <Corosus> oh
L582[14:32:13] <terribleperson> tterrag:
yeah okay I thought so
L583[14:32:14] <Corosus> i guess my code
tracing is failing on finding that
L584[14:32:19] <tterrag> It doesn't know
classes
L585[14:32:33] <tterrag> How could it
automatically register stuff
L586[14:32:49] <fry> again, ObjectHolder =
registry.get
L587[14:32:52] <fry> that's all it
does
L588[14:33:00] <Corosus> mkay
L589[14:33:13] <fry> it optimizes
registry.get with your provided field
L590[14:33:19] <fry> for convenience and
performance
L591[14:33:23] <Corosus> im just deceiving
myself with dreams of black magic
L592[14:33:24] <terribleperson> cool.
still not sure on the order that things are happening in gigaherz's
enderrift block registration
L593[14:33:42] <fry> at a small cost of
doing stuff that requires hours of explanation
L594[14:33:50] <Corosus> lol
L595[14:33:58] <terribleperson> i wouldn't
say hours
L596[14:34:19] <Corosus> DOZENS of
minutes
L597[14:34:26] <terribleperson>
@objectholder took like... 10 minutes for me to get, with a few
people explaining. Now, registration..
L598[14:34:36] <terribleperson> maybe 30
minutes
L599[14:34:55] <terribleperson> but yeah i
still don't get this registration stuff quite right
L600[14:35:01] <tterrag>
GameRegistry.register(thing)
L601[14:35:03] <tterrag> that's all
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L603[14:35:43] <terribleperson> isn't the
proper way to do it now with the registry event?
L604[14:36:46] <tterrag> I believe
so
L605[14:36:56] <tterrag> But where you do
it is not that important
L606[14:37:55] <terribleperson> which I
haven't seen used that many places, so I've been using gigaherz's
ender rift stuff as a reference, which is what's confusing me right
now. he does "rift = new
BlockEnderRift("rift")" inside of registerAll, and
the block constructor is setting the registry name
L607[14:39:04] <terribleperson> but I
don't understand how that all just.. works. Either the constructor
runs and tries to set a registry name for an object that isn't
registered, or the constructor hasn't run yet and there's no object
to register.
L608[14:39:48] <tterrag> A registry name
is just a property of the block or item
L609[14:40:01] <tterrag> It is used when
you register something, but it doesn't have to be used by
anything
L610[14:40:07] <terribleperson> can you
set your registry name before being registered?
L611[14:40:16] <terribleperson> and then
the registry just grabs that then?
L612[14:40:20] <shadowfacts> yes, you have
to
L613[14:40:30] <terribleperson> okay.
that's... that's what I was terribly confused about.
L614[14:40:41] <tterrag> You're just over
complicating it
L615[14:40:58] <tterrag> Stuff needs a
registry name, and stuff needs to be registered. That's all
L616[14:40:58] <terribleperson> because
I'd gotten the false impression that you registered the object and
then set its name
L617[14:41:04] <terribleperson> yeah no I
get that.
L618[14:41:25] <terribleperson> now
everything makes sense.
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L621[14:42:53] <terribleperson> yeah
that's how I got the wrong impression
L622[14:42:59] <terribleperson> i thought
the registry name was in the registry and therefore needed to be
associated with a registered object, rather than it being a
property of the object
L623[14:46:25] <tterrag> it actually is
mutated by register(...)
L624[14:46:28] <tterrag> but that's an
implementation detail
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L627[15:13:49] <terribleperson> ..as
expected, I can't do slowMatch = new
ItemSlowMatch("slow_match"), because slowMatch is
final
L628[15:14:23] <tterrag> hence why
objectholder is useful
L629[15:14:39] <tterrag> alternatively,
don't use static fields
L630[15:15:22] <terribleperson> how am I
supposed to instantiate my object before registering it so it can
be objectholder'd though?
L631[15:16:18] <terribleperson> I mean, I
guess I can do it when I define it but every example I've seen
doesn't do that.
L632[15:17:59] <tterrag> what
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L634[15:19:56] <terribleperson> I mean,
you need an object to register (and because you can't set a
registry name on an object that doesn't exist yet, which I'm doing
in my constructor), but if you're doing public static final
classofyouritem itemobjectname = null; you can't instantiate your
object
L635[15:21:03] <terribleperson> so instead
I guess I'll do public static final classofmyitem itemobjectname =
new classofmyitem("registry_name")
L636[15:22:49] <tterrag> you...what
L637[15:22:56] <tterrag> just register it
without assigning it to a field
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L639[15:24:08] <terribleperson> I'm trying
to follow what I'm being told is best practices, though.
L640[15:25:08] <tterrag> which is?
L641[15:25:35] <terribleperson>
<gigaherz> the best practices is to use public static final
fields for storing your instances
L642[15:25:36] <terribleperson>
<gigaherz> and then register them in the events
L643[15:25:47] <terribleperson>
<LexMobile> static final null fields with @ObjectHolder
tags'
L644[15:26:23] <tterrag> ok, and?
L645[15:27:02] <fry> best practice:
there's no best practice :P
L646[15:27:17] <tterrag> I just don't see
the problem
L647[15:27:43] <terribleperson> so I'm
doing that. registering it without assigning it to a field wouldn't
be that. That said... your approach makes sense, but I'd have to go
set up a field anyways afterwards so I can access my own instances
through @objectholder
L648[15:27:54] <fry> I think the problem
is using the field instead of the local variable at the object
creation time
L649[15:28:59] <tterrag> "so I'm
doing that. registering it without assigning it to a field wouldn't
be that."
L650[15:29:00] <tterrag> says who?
L651[15:29:30] <fry> the magic of
ObjectHolder is that that object ends up in the field :P
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L653[15:31:37] <Corosus> black magic,
called it!
L654[15:31:59] <fry> talking hours to
explain, called it :P
L655[15:32:07] <Corosus> \o/
L657[15:32:20] <tterrag> it shouldn't take
long to explain
L658[15:32:30] <terribleperson> @tterrag
Says me? I say creating a field annotated with object holder,
storing the instance in there, and then registering them is pretty
different from "just registering it without assigning it to a
field"
L659[15:32:47] <terribleperson> if you've
been told to store them in a field and then register them.
L660[15:32:48] <fry> it shouldn't, but it
does :P
L661[15:32:53] <tterrag> @ObjectHolder IS
WHAT ASSIGNS THINGS TO FIELDS
L662[15:33:07] <terribleperson> ...yes, I
get that.
L663[15:33:22] <tterrag> it doesn't feel
like it
L664[15:35:18] <terribleperson> but i do.
As far as I can tell, what I'm doing now is... creating an instance
of my item class assigned to a field, giving it a registry name,
waiting for the registration event to trigger, where it is then
registered, and then forge goes and drops the object back in the
field. WHich I admit seems a bit redundant but.. that's what I was
told was best practices.
L665[15:36:03] ***
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L666[15:36:11] <terribleperson> the
problem is that I've been told to do different things that can't
all be done.
L667[15:36:35] <LexMobile> I've explained
best practices
L668[15:36:39] <LexMobile> And don't ping
me I'm busy
L669[15:36:42] <fry|sleep> that's what
happens when 5 people talk at once :P
L670[15:37:00] <terribleperson> yeah,
sorry, didn't intend to ping you. next time I'll obfuscate your
name.
L671[15:39:30] <tterrag> I'll say it
again
L672[15:39:34] <tterrag> you are REALLY
overcomplicating this
L673[15:39:38] <ghz|afk> just say
"lex" don't tab-complete ;P
L674[15:39:40] <tterrag> it doesn't matter
how you do all these tiny details
L675[15:39:41] ***
ghz|afk is now known as gigaherz
L676[15:39:47] <tterrag> just register
stuff. end of story
L677[15:39:51] <tterrag> however you do
it
L678[15:39:51] <tterrag> it's fine
L679[15:39:54] <gigaherz> and wtf are you
still confused by the registration?
L680[15:39:57] <LexMobile> He copy pasted
so it's forgivable this once
L681[15:40:05] <LexMobile> However best
practices so everyone is clear
L682[15:40:17] <LexMobile> Static final
null field with object holder
L683[15:40:34] <LexMobile> In register
event create objects and register
L684[15:41:07] <LexMobile> No getter no
static initalizers none of that bs
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L687[15:45:12] <terribleperson> @gigaherz:
No, I get registration. was confused by implementations.
L688[15:45:18] <terribleperson> now I'm
not.
L689[15:45:56] <terribleperson> WAS
confused about registration names but tterrag fixed that.
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L692[15:48:15] <LexMobile> As for setting
reg names in ctr don't
L693[15:48:23] <LexMobile> Set reg name is
chsinable for a reason
L694[15:48:29] <LexMobile>
Chainable*
L695[15:48:43] <PaleoCrafter> but chaining
shit with side effects feels weird
L696[15:48:48] *
PaleoCrafter hides
L697[15:50:10] <tterrag> does it?
L698[15:50:17] <tterrag> seems a pretty
common pattern in java land
L699[15:50:27] <PaleoCrafter> it feels
weird to me :P
L700[15:50:53] <tterrag> why?
L701[15:51:31] <fry|sleep> constructors in
general are very weird
L702[15:51:51] <PaleoCrafter> dunno, the
only place I can tolerate them is builders
L703[15:52:01] <terribleperson> Where
should I set my registry names, then? If I'm creating the objects
in the registration event, do I... create the objects, set their
names, then register them?
L704[15:52:44] <tterrag> register(new
MyThing(...).setRegistryName(...))
L705[15:53:09] <terribleperson> okay,
cool.
L706[15:53:50] <PaleoCrafter> I suppose
it's because "setXYZ" simply requires a void return type
in my mind
L707[15:54:24] <tterrag> why though?
L708[15:54:31] <tterrag> an ignored return
has very little overhead
L709[15:54:35] <tterrag> so you can treat
it as such, if you want
L710[15:56:54] <PaleoCrafter> man, it just
feels weird, can't really explain it :P
L711[15:58:12] <PaleoCrafter> most likely
it's because I'm a Scala person nowadays :P
L712[15:59:02] <gigaherz> I prefer to call
setRegistryName and setUnlocalizedName in the constructor -- IMO,
it makes no sense to use chaining methods for that
L713[15:59:39] <gigaherz> it's not like
there's a default registry name or default unloc name
L714[15:59:43] <gigaherz> and it's not
like if they are optional
L715[15:59:49] <gigaherz> so they should
just be constructor parameters, semantically
L716[16:00:08] <gigaherz> the rest, sure,
block properties and such, those do fit with optional values you
can customize
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L718[16:10:25] <LexMobile> Issue is
subclasses we've had issues with that
L719[16:11:08] <tterrag> well, he said
constructor param
L720[16:11:17] <tterrag> so you would just
super("name")
L721[16:11:19] <tterrag> or whatever
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L725[16:17:17] <gigaherz> yeah I have all
my blocks and items like
L726[16:17:38] <gigaherz> MyBlock(string
baseName, ...) { setRegistryName(baseName);
setUnlocalizedName(MODID + "." + baseName); }
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L728[16:21:08] <HeroCC> How would I grab
and adjust the client's fog level? I don't see anything in
gameSettings
L729[16:30:40] <HeroCC> I want to check to
see if fog is enabled, and if not enable it. Then, I want to adjust
the intensity / color depending on a few other things
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L732[16:35:23] <tterrag> there is a fog
event
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L734[16:36:05] <osum4est> how bad is it to
poll a boolean from NBT every frame?
L735[16:36:23] <gigaherz> if bad means
slow, not bad
L736[16:36:24] <tterrag> not great
L737[16:36:26] <gigaherz> if bad means
ugly, quite
L738[16:36:31] <tterrag> doing anything
per frame is bad
L739[16:36:35] <tterrag> do as little as
possible during rendering
L740[16:36:45] <gigaherz> what is it from
NBT that you need to query?
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L743[16:37:19] <osum4est> so my crafting
item stores the item it can craft in nbt. i was thinking of storing
a boolean in there that says whether the item has changed, and the
renderer needs to change models
L744[16:37:58] <gigaherz> but where do you
store "the item"
L745[16:38:01] <gigaherz> isn't it also in
NBT?
L746[16:38:29] <osum4est> the item to
craft? yes, in nbt. i assumed getting a bool rather than a full
itemstack would be quicker
L747[16:39:28] <gigaherz> well
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L750[16:39:33] <gigaherz> slightly
L751[16:39:37] <gigaherz> but if you are
querying a thing
L752[16:39:44] <gigaherz> you may as well
jsut check the item/meta
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L756[16:41:01] <osum4est> sorry, what
exactly do you mean? instead of saving that boolean in nbt, save it
in the metadata?
L757[16:41:16] <gigaherz> no
L758[16:41:18] <gigaherz> I mean
L759[16:42:09] <gigaherz> if you store
that boolean, then you'd have to remove the boolean after updating
models?
L760[16:42:18] <gigaherz> so you'd have to
update the stack NBT from renderer, which seems rather ugly
L761[16:43:13] <gigaherz> it seems to me
more sane, even if a tiny tiny bit slower
L762[16:43:50] <gigaherz> to compare the
itemstack itself
L763[16:44:50] <osum4est> so
ItemStack.loadItemStackFromNBT(compound) every frame?
L764[16:46:29] <gigaherz> nono, just
compare YOUR itemstack
L765[16:46:35] <gigaherz> no need to
deserialize if not needed
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L767[16:47:12] <gigaherz> i mean, unless
your itemstack is going to change without the item changing
L768[16:47:17] <gigaherz> then htat would
be a bit more complicated
L769[16:47:25] <gigaherz> but I still
wouldn't deserialize the NBT unnecessarily
L770[16:49:04] <osum4est> compare my
itemstack with what though?
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L772[16:54:16] <gigaherz> with a copy that
you keep in the model, or similar
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L777[17:01:32] <osum4est> gigaherz, ooohhh
now i get it....
L778[17:02:03] <TechnicianLP2> you could
add a clientside capability to your item as well ...
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L796[17:51:54] <rockers3000> Hello! I was
just wondering what to use since isFullCube has been
deprecated?
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L798[17:54:44] <rockers3000> I'm assuming
it's okay just to override these deprecated functions?
L799[17:55:17] <Aurilux> Not really
L800[17:55:38] <Aurilux> I am still
working in 1.7.10 atm so I can't tell you that method's
replacement
L801[17:55:54] <Shambling> alright so I'm
confused, if you look at the code for grass, it returns out of the
method if the block of grass is above 0 and below max y, and is
loaded
L802[17:55:59] <Shambling> doesn't
returning out of a method cancel it?
L803[17:56:08] <Aurilux> However, they
often comment deprecated methods with their replacement if you look
at the source code
L804[17:56:35] <Shambling> I would have
thought if (blockpos.getY() >= 0 && blockpos.getY() <
256 && !worldIn.isBlockLoaded(blockpos)) should be <= 0
and >256
L805[17:57:18] <Aurilux> Returning doesn't
cancel it per se, it just ends - it doesn't perform any following
code if it has any
L806[17:57:35] <Shambling> exactly... so
how the heck does grass grow, if it jumps out of the method before
calling the code
L807[17:57:42] <Shambling> or is that why
grass spread is so slow? lol
L808[17:57:53] <rockers3000> They haven't
done it for those functions yet. :( I guess I'll have to keep
searching.
L809[17:57:59] <Aurilux> Perhaps. Lemme
take a look
L810[17:58:43] <Shambling> I heard them
talking about isfullcube here in irc the other day
L811[17:58:54] <Shambling> I think they
are looking at using a different call, let me see if I can find the
new one
L812[17:58:55] <rockers3000> Oh
really?
L813[17:59:16] <Aurilux> What's the name
of the method you're looking at Shambling? and what version of
Forge/Minecraft?
L814[17:59:46]
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L815[17:59:46] <Shambling> 1.10.2
minecraft, and its just the forge code for blockgrass
L816[17:59:55] <Shambling>
BlockGrass.java
L817[17:59:58] <Shambling> the code just
confuses me
L819[18:01:33] <rockers3000> The code I
provided may be different as it's pulled out of 1.11.2
L820[18:01:52] <Aurilux> Shambling: which
method? I am looking at 1.10 BlockGrass and I don't see the snippet
you posted.
L821[18:02:08] <Shambling> hrmmm
L822[18:02:11] <rockers3000> I provided
the wrong function, nvm.
L823[18:02:17] <Shambling> I'm looking at
the stuff pulled directly from decompile and deobfuscated
L824[18:02:29] <Shambling> not sure if its
online somewhere, haven't found it
L825[18:02:32] <Shambling> I could
pastebin it
L826[18:02:33] <Shambling> one
second
L828[18:02:56] <Shambling> take a look at
that, confusing as heck
L829[18:03:07] <Shambling> its like
"if grass can possibly grow... get the hell out of there
ted"
L830[18:03:40] <Shambling> I'm thinking
the spread code is called somewhere else, and thats kind of like...
dead code
L831[18:05:18] <rockers3000> It *seems*
kinda inefficient, although I'm not sure.
L832[18:05:54] <Shambling> I'm just
wondering if thats just decompiled wrong
L833[18:05:57] <quadraxis> -->
&& !worldIn.isBlockLoaded(blockpos)
L834[18:06:13] <Shambling> so basically
its checking to see if its in bounds, and then not loaded
L835[18:06:27] <Shambling> ok didn't catch
the !notloaded
L836[18:06:30] <quadraxis> in bounds *and*
not loaded
L837[18:06:57] <Shambling> alright makes
sense now, though seems extraneous
L838[18:07:10] <Shambling> wonder if
isloaded is alot more cpu intensive than the other two
L839[18:08:52] <rockers3000> It gets
called either way.
L840[18:08:56] <Aurilux> Yeah, I'm curious
as to why they didn't put it as the first check in the 'if'
statement. still not sure why they need if it is in bounds AND not
loaded...
L841[18:09:09] <quadraxis> not in bounds
or not loaded woyuld seem to make more sense
L842[18:09:15] <Aurilux> ^
L843[18:10:32] <Corosus> when in doubt,
blame the decompiler
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L845[18:12:02] <rockers3000> It could be
the decompiler.. I was trying to think of a way of it being
beneficial but I really could think of a reason. It's such a simple
fix, so it's probably just a silly mistake. Either that, or
worldIn.isBlockLoaded is not that intensive.
L846[18:12:06] <Shambling> yeah what we
see is simply what is human readable after it decompiles
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L848[18:12:29] <Shambling> well after the
initial project cleaned it up and made it neater for us
L849[18:13:11] <Shambling> maybe isloaded
isn't very reliable, so they put the other checks in there
too
L850[18:14:03] <quadraxis> as written if
it's oob vertically it'll still run
L851[18:17:10] <tterrag> rockers3000:
overriding a deprecated method is fine
L852[18:17:12] <tterrag> calling it is
not
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L854[18:19:43] <rockers3000> Ah, okay.
Thanks!
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L856[18:20:32] <rockers3000> Just wanted
to make sure. I did find a function which is a bit more involved
but isn't deprecated and I feel I should be overriding that as it
is currently supported.
L857[18:21:08] <ScottehBoeh> is there a
render event I can use to change the vanilla scaling of the armor
helmet?
L858[18:21:38] <ScottehBoeh> A bit like
how the ingame hud event that lets me change the scale (or
completely remove) components on the ingame hud
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L864[18:31:17] <tterrag> rockers3000:
deprecated doesn't mean unused
L865[18:31:21] <tterrag> it means "do
not call"
L866[18:31:58] <Shambling> is it fairly
easy to add a tick tracker to a block that doesn't normally have
tickupdates?
L867[18:32:18] <rockers3000> Oh, okay.
Thanks for that. I've always assumed it meant "avoid unless
you really have to"
L868[18:32:43] <rockers3000> Wouldn't you
use a tileentity Shambling ?
L869[18:34:32] <lashtear> not always
L870[18:34:49] <Shambling> hrmmm let me
look at an example of that. Basically I want to flag a block as
infected, and have it spread nearby and replicate itself
L871[18:34:50] <lashtear> lots of things
check ticks without being tileentities
L872[18:34:59] <Shambling> without needing
to create my own block
L873[18:35:06] <lashtear> hmm
L874[18:35:14] <lashtear> if you have your
own block it'd be easier
L875[18:35:20] <lashtear> snow might be
one example
L876[18:35:25] <lashtear> (the melting,
etc)
L877[18:35:32] <Shambling> so lets say
lightning strikes the ground, it creates an infected dirt block
'podzol' that then spreads on random ticks
L878[18:36:20] <lashtear> like thaumcraft
tainted soil?
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L880[18:37:41] <Shambling> yeah I guess
something like that
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L882[18:40:22] <lashtear> there's a
.tickRate
L883[18:41:29] <lashtear> wait for that to
wake things up, peek around, flip nearly dirt victims to self,
sleep
L884[18:45:29] <tterrag> blocks can
schedule ticks for themselves
L885[18:45:36] <tterrag> it's possible
actually to have a block that gets an update every tick
L886[18:48:08] <Shambling> was hoping to
do this using as much vanilla as possible without defining my own
blocks. But meh
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L888[18:50:05] <Corosus> any potential
visual effects aside, just maintain a list of coordinates of
infected blocks you eventually tick or do other processing on
L889[18:50:25] <Corosus> just make sure
its scalable and wont kill tps over time
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L891[18:54:34] <rockers3000> You could
just set the podzol texture and model in the .json files and most
people won't be able to tell the difference tbh.
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L893[18:58:08] <lashtear> cept for us
cyborgs with waila&top
L894[18:58:55] <rockers3000> Aw damn, yeah
xD
L895[18:59:24] <rockers3000> Welp, there's
always WAILA integration, if they're willing to go that far.
L896[19:11:52] <Shambling> I'm thinking of
changing the focus of the infection, so waila isn't an issue
L897[19:12:09] <Shambling> they'll know it
when they see it. lol
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L902[19:40:07] <osum4est> is there an easy
way to the array of itemstacks needed for a recipe from an IRecipe
without having to check if it's an instance of
shaped/shapeless/shapedore/shapelessore ?
L903[19:40:56] <tterrag> no
L904[19:41:07] <tterrag> IRecipe does not
define that a recipe must have any array of inputs
L905[19:41:26] <tterrag> it just asks
"what output do you have for this input"
L906[19:41:32] <osum4est> darn, guess it
makes sense
L907[19:42:35] <tterrag> if you find
yourself needing the inputs to a recipe, you might need to rethink
the design
L908[19:43:49] <osum4est> yeah, i just
realized i didn't need to do it that way ;P
L909[19:47:09] <Shambling> does lightning
striking villagers often cause null pointer exceptions? o.O
L910[19:47:40] <Shambling> guess it was an
evilcraft villager
L911[19:47:46] <Shambling> whatever
villager type that is.
L912[19:48:30] <Shambling> weird, I
thought I disabled werewolf villagers, so there shouldn't be a
special case villager
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L914[19:50:32] <Shambling> wish it was
easeir to tell what mod a villager type was from
L915[19:56:41] <Shambling> probably due to
my code, as it looks like it goes through to this call
event.getLightning().setDead();
L916[19:56:57] <Shambling> and I'm not
sure if the lightning causes by my mod can have setdead() applied
to it
L917[19:57:35] <Shambling> but its more
likely this if(entity.getProfessionForge() !=
WerewolfVillager.getInstance()) {
L918[19:57:35] <Shambling>
entity.setProfession(WerewolfVillager.getInstance());
L919[19:57:48] <Shambling> because I have
werewolves disabled, yet it tries to set the profession to werewolf
with lightning strike
L921[20:01:36] <tterrag> I use it so that
I can do profiler calls inside a model
L922[20:12:07] <osum4est> hey gigaherz, if
you're here, when rendering an item using my "real" baked
model, it is not transformed correctly. however if in the
handleitemstate i return the item's model without going through my
class, it is transformed correctly. image example;
http://imgur.com/a/SICUQ. my "real"
bakedmodel:
https://hastebin.com/ocafeneyux.java
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L924[20:13:42] <osum4est> i could make my
"real" baked model generic, and have it extend from the
other model's class, and just ovveride getQuads
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L926[20:14:20] ***
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L927[20:14:47] <Denyol> My creative tab Is
no longer working after adding a block that has subtypes
L928[20:15:02] <Denyol> It no longer shows
any blocks listed inside it
L929[20:16:16] <Denyol> No errors are
showing in console
L930[20:17:02] <osum4est> wait no generics
dont work like that...
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L939[20:50:32] <drazuam> could anybody
suggest a good resource for learning enchantments in 1.10? It seems
to have changed from 1.7
L940[20:50:41] <drazuam> my google fu if
failing me :(
L941[20:51:23] <williewillus> what in
particular are you looking for?
L942[20:51:28] <williewillus> in general,
it's gotten much cleaner / easier
L943[20:51:57] <williewillus> extend
Enchantment, setRegistryName, and GameRegistry.register
L944[20:52:11] <drazuam> I'm looking for a
general guide or tutorial to explain the system
L945[20:52:18] <drazuam> also neat
L946[20:52:20] <williewillus> what
system?
L947[20:52:31] <drazuam> I dunno, just how
enchantments work haha
L948[20:52:44] <drazuam> Like the process
of making one and registering it
L949[20:52:58] <williewillus> yeah I just
told you that above ;p otherwise it's pretty much the same
L950[20:53:02] <drazuam> mmhm
L951[20:53:09] <williewillus> no id's, you
compare the objects themselves. like blocks in 1.7
L952[20:53:19] <drazuam> wow that's so
much better
L953[20:53:27] <williewillus> same for
potions and biomes :P
L954[20:53:32] <drazuam> thanks for the
info :)
L955[20:53:35] <drazuam> oh sweet
L956[20:53:48] <drazuam> that changes some
of my plans then
L958[20:54:52] <williewillus> i thought of
modded mc first when I saw that lol
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L960[21:02:15] <Denyol> for some reason my
mod is registering models for my sapling that I dont want
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L963[21:03:37] <williewillus> getSubBlocks
doesn't affect anything about models
L964[21:03:43] <williewillus> getSubBlocks
is called only for the creative tab
L966[21:04:35] <Denyol> the for loop isnt
even hapening
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L968[21:04:56] <Denyol> or maybe the
logger just doesnt work client side
L969[21:05:30] <williewillus> use a
debugger
L970[21:06:46] <Denyol> well the models
arent being loaded for those types from my method
L971[21:06:52] <williewillus> show your
json
L972[21:07:03] <williewillus> those
variant names look kinda weird
L974[21:08:03] <williewillus> what's the
error in the log?
L976[21:08:44] <Denyol> it shouldnt even
be trying to load acacia
L977[21:08:47] <williewillus> that's your
block failing not the item
L978[21:09:30] <Denyol> but the block
getSubBlocks is coded not to load an acacia verson
L979[21:09:44] <williewillus> i said
getSubBlocks has nothing to do with any of this
L980[21:09:56] <Denyol> then what is the
issue?
L981[21:10:33] <williewillus> you're
registering all the variants on your blockstate property
L982[21:10:43] <williewillus> when you
only want a subset
L983[21:11:01] <williewillus> see the
IProperty at the top of BlockNewLog for an idea of what to do
L984[21:11:36] <Denyol> So I just need to
change the varient property
L985[21:11:56] <Denyol> its final
L986[21:12:03] <williewillus> wat?
L987[21:12:14] <williewillus> I mean you
should do something similar in your own code
L988[21:12:47] <Denyol> which part?
L989[21:13:03] <williewillus> the
IProperty field at the top of BlockNewLog where it filters the enum
values
L990[21:13:19] <Denyol> yes but TYPE in
BlockSapling is final
L991[21:13:25] <williewillus> then don't
use it
L992[21:13:27] <williewillus> make your
own
L993[21:14:45] <williewillus> it's an
unforunate annoyance but extending a block means you're forced to
have all of its blockstate properties as well
L994[21:15:37] <Denyol> The issue is I
dont know what its actually doing :/
L995[21:15:51] <williewillus> do you know
how blockstates / blockstate properties work?
L996[21:15:56] <Denyol> I do
L997[21:16:13] <williewillus> you don't
know how what is doing?
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L1000[21:17:13] <Denyol> Ive never used a
lambda expression before
L1001[21:17:14] <williewillus> it's a
PropertyEnum drawn from BlockPlanks.EnumType, but only the enum
values that pass this predicate are valid
L1002[21:17:29] <williewillus> so it's
filtering the original enum's values
L1003[21:18:35] <Denyol> I dont
understand how its filtering the enums
L1004[21:18:55] <williewillus> wut
L1005[21:19:01] <williewillus> look at
the implementation of that method :P
L1006[21:19:22] <Denyol> oh, my idea was
shortening it so it looked like giberish
L1007[21:19:44] <williewillus> the
predicate is an object with a method that takes an EnumType and
says "yes, include it" or "no, don't include
it". mc loops through all the enum values and only keeps the
ones that the filter says to keep
L1008[21:19:54] <tterrag> no, it was
removing boilerplate
L1009[21:22:01] <osum4est> do you give
items to the player on the server or client?
L1010[21:22:29] <williewillus>
server
L1011[21:22:43] <tterrag> the answer to
"what side do you do X on" is almost always server
L1012[21:22:45] <tterrag> unless it's
rendering
L1013[21:23:28] <osum4est> ok,
thanks
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L1015[21:24:15] <mrkirby153> Test
L1016[21:24:31] <williewillus> pong
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L1021[21:40:50] <mrkirby153> Why?
L1022[21:41:03] <williewillus> is a mod
messing around?
L1023[21:41:17] <mrkirby153> I meant my
gui
L1024[21:41:23] <williewillus> oh
L1025[21:41:24] <mrkirby153> That I'm
making :P
L1026[21:41:53] <williewillus> well it
obviously has too small an inventory :P
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L1028[21:42:50] <mrkirby153> Where would
I be looking? my tile entity or my container?
L1029[21:43:06] <williewillus> show your
container
L1031[21:45:18] <williewillus> line
67
L1032[21:45:31] <williewillus> you're
passing an empty inventory that can never hold items :P
L1033[21:45:44] <mrkirby153> Oh okay, so
I should give it one?
L1034[21:45:58] <mrkirby153> Or is there
a better way to do that?
L1035[21:46:25] <williewillus> depends on
what that slot does :P
L1036[21:46:33] <mrkirby153> It's the
output for a crafter
L1037[21:46:36] <williewillus> if it's
ever meant to hold anything it needs an inventory big enough to
hold it
L1038[21:47:17] <williewillus> though, if
it's a crafting output
L1039[21:47:22] <williewillus> shouldn't
it be referencing something on the TE?
L1040[21:47:27] <mrkirby153>
Eventually
L1041[21:48:08] <mrkirby153> That part
isn't implemented yet. I was just trying to make the gui
function
L1042[21:49:02] <williewillus> yeah then
just change it to 1
L1043[21:49:35] <mrkirby153> It didn't
work at 1, but does at 2
L1044[21:49:57] <williewillus> also why
are you incrementing slotIndex?
L1045[21:50:10] <williewillus> slotIndex
is an index into that specific inventory that you pass
L1046[21:50:19] <williewillus> so for
diff inventories they should be different
L1047[21:50:19] <mrkirby153> ah
L1048[21:50:42] <mrkirby153> That I did
not know
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