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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
L19[00:20:12] <TehNut> If I manually press this button http://tehnut.info/share/xqKcf4xtI0.png
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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
L128[07:42:56] <ScottehBoeh> https://gist.github.com/ScottehBoeh/f93bca0828d76baa65bd43772f07c6d3
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:
L170[08:01:18] <ghz|afk> https://github.com/gigaherz/Survivalist/blob/master/src/main/resources/assets/survivalist/blockstates/tanned_armor.json
L171[08:01:34] <Denyol> ooh ok ill try that thx
L172[08:01:45] <ghz|afk> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/client/ClientProxy.java#L51
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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
L209[08:18:06] <Denyol> https://hastebin.com/ayejewimeg.json the blockstates file
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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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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] ⇨ Joins: Shambling (~Shambling@24-181-186-74.dhcp.nwtn.ct.charter.com)
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
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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
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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
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L273[09:30:13] ⇨ Joins: MoxieGrrl (~MoxieGrrl@173-23-172-139.client.mchsi.com)
L274[09:33:16] <masa> well... https://www.youtube.com/watch?v=FM30FN1cgfM
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] ⇦ Quits: ScottehBoeh (~ScottehBo@95.144.45.222) (Quit: Leaving)
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...
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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
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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
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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
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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?
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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
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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
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L333[11:04:48] <ghz|afk> anyone who knows how to use rftools dimensions stuff?
L334[11:19:33] *** Darkevilmac is now known as DarkevilAway
L335[11:19:50] *** DarkevilAway is now known as Darkevilmac
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
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L340[11:29:49] <shamblinghorde> well I think perhaps 50% chance of a sapling is a little too high
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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 :|
L347[11:44:58] <diesieben07> ok guys, i definitely need to be banned from the forum now. http://i.imgur.com/p4764BK.png http://www.minecraftforge.net/forum/topic/50862-chest-opening-causes-crashes/
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
L352[11:48:01] <fry> :P
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...
L406[12:07:49] * TechnicianLP just notied the pr fixing shmblings problem is still unpulled: https://github.com/MinecraftForge/MinecraftForge/pull/3725
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
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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
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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
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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
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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'"
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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
L497[13:26:38] <tterrag> @ObjectHolder looks like this https://github.com/Chisel-Team/Chisel/blob/1.10/dev/src/main/java/team/chisel/common/init/ChiselBlocks.java
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.
L619[14:42:47] <tterrag> If you want more details, read http://mcforge.readthedocs.io/en/latest/concepts/registries/
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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/
L656[15:32:12] <fry> \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.
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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
L730[16:31:03] <HeroCC> I saw this thread: http://www.minecraftforge.net/forum/topic/10463-hook-into-fogwater-clarity/ but it's from 2013, and didn't provide many answers
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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
L773[16:54:25] <ScottehBoeh> Can we just take this moment... to look at how precise this boundbox is http://i.imgur.com/4Pjae8q.png
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L775[16:59:20] <osum4est> gigaherz, here's what i was thinking of doing: https://hastebin.com/iyiloyopef.cpp
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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?
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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
L818[18:00:42] <rockers3000> http://pastebin.com/PAzivB9r ?
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
L827[18:02:51] <Shambling> http://pastebin.com/MQy5PUMV
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
L920[20:01:29] <tterrag> can anyone tell me if there's something blatantly wrong with this class? https://github.com/Chisel-Team/Chisel/blob/1.10/dev/src/main/java/team/chisel/common/util/ProfileUtil.java
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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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
L957[20:54:44] <williewillus> https://www.reddit.com/r/InternetIsBeautiful/comments/5wagkl/this_website_will_display_all_recipes_based_off/
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
L961[21:02:53] <Denyol> https://hastebin.com/emajayugeg.scala my getSubBlocks, It stops at acacia yet I still get errors for not adding an Acacia model
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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
L965[21:04:18] <Denyol> my model registry code in client proxy https://hastebin.com/dotocosino.scala
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
L973[21:07:28] <Denyol> blockstates https://hastebin.com/qixocodari.json
L974[21:08:03] <williewillus> what's the error in the log?
L975[21:08:17] <Denyol> https://hastebin.com/ehoyadeseq.scala
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?
L998[21:16:44] <Denyol> https://hastebin.com/behuduzevi.java
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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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L1020[21:40:30] <mrkirby153> I'm getting this: https://paste.mrkirby153.tk/niyakohomo.txt whenever I try opening my inventory
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
L1030[21:43:19] <mrkirby153> https://paste.mrkirby153.tk/yirifavoxo.java
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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L1075[23:18:32] <FusionLord>
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