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L12[01:18:38] <Disc|Away> any reason why
onBlockActivated gets called twice for one rightclick?
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L14[01:19:16] <Hunterz> two hands
L15[01:19:30] <DiscworldZA> oh right
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L24[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170307 mappings to Forge Maven.
L25[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170307-1.11.zip
(mappings = "snapshot_20170307" in build.gradle).
L26[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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L58[04:48:55] <ScottehBoeh> Hey guys, quick
question. I was wondering how I can disable left-clicking (or at
least the animation) when holding a specific item?
L59[04:49:13] <ScottehBoeh> I'm wanting to
do this on my Spells item, seeing as when left clicking it looks
ridiculous
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L61[04:52:38] <DiscworldZA> sorry i dced :
which method u using?
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L81[05:49:57] <Electur> anyone know the
name of the mod that makes trees grow faster by twerking?
L82[05:50:23] <Electur> ps:don't judge me
by that
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L87[06:10:34] <Ashindigo_> pretty sure it
was tree growth simulator or something but he left...
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L91[06:41:31] <ScottehBoeh> Woohoo!!
L93[06:41:35] <ScottehBoeh> added a Mana
Bar
L94[06:41:39] <ScottehBoeh> It's slightly
glitchy but it gets the job done
L95[06:42:12] <asdfowkw> are u making an
rpg mod :P ?
L96[06:42:53] <Disc|Away> ScottehBoeh are u
using left click to activate the spell?
L97[06:42:55] <asdfowkw> looks nice
L98[06:42:58] <ScottehBoeh> Kinda :)
L99[06:43:01] <ScottehBoeh> it's
right-click to activate spells
L100[06:43:14] <ScottehBoeh> Checks that
the takenMana is equal (or less than) the players current
mana
L101[06:43:18] <Disc|Away> so u using
onRightClick?
L102[06:43:22] <ScottehBoeh> onRightClick
yeah
L103[06:44:01] <asdfowkw> u just made me
an awesome idea for a mod :o
L104[06:44:07] <ScottehBoeh> xD nice
L105[06:44:23] <asdfowkw> unless thats
what ure currently making
L106[06:44:24] <asdfowkw> pm me
L107[06:44:51] <Disc|Away> ScottehBoeh
what are u returning from that method?
L108[06:45:21] <ScottehBoeh>
itemStack
L109[06:45:50] <ScottehBoeh> I'm currently
working on a Skyrim-esc mod, asdfowkw
L110[06:46:07] <asdfowkw> ok
L111[06:46:09] <Disc|Away> i think to make
the hand not swing u need to return EnumActionResult.PASS?
L112[06:46:17] <ScottehBoeh> However it's
going to be widely updated over time so I tend to use it on a
modpack interface
L113[06:46:41] <ScottehBoeh> That would
work, it needs to return an ItemStack
L114[06:46:52] <Disc|Away> new
ActionResult(EnumActionResult.PASS,
playerIn.getHeldItem(handIn));
L115[06:46:56] <ScottehBoeh> Actually..
i'll look into Rightlcick
L116[06:46:59] <ScottehBoeh>
leftclick*
L117[06:47:18] <ScottehBoeh> It looks like
leftClick because I've added player.swingItem() to the midx
L118[06:47:35] <Disc|Away> onEntitySwing
<- return false to not swing
L119[06:48:03] <Disc|Away> i meant
True
L120[06:48:03] <asdfowkw> Dont you think
it looks better with the swing? i think it looks wierd if the hand
is just frozen
L121[06:48:39] <Disc|Away> asdfowkw tbh a
custom render would look best...have the hand move like it does in
skyrim :P
L122[06:50:09] <ScottehBoeh> It looks
better with the swing, but that's because its right-click
L123[06:50:25] <ScottehBoeh> I only want
to disable left-click, not actually use it to cast the spell, but
thanks Disc I'll try that out :)
L124[06:51:44] <Disc|Away> if u want to
disable left click AFAIK u can just return true on swing...i think
thats the only method called for left click in item
L125[06:51:50] <ScottehBoeh> Works
L126[06:51:52] <ScottehBoeh> Doesn't swing
anymore :)
L127[06:52:11] <Disc|Away> Ahhh...left
click an entity maybe
L128[06:52:26] <ScottehBoeh> Yeah :( Think
that method only handles the actual animation side or
something
L129[06:53:03] <ScottehBoeh> ah there's
two events for hitting entities and breaking blocks
L130[06:53:04] <ScottehBoeh> I'll check
them out
L131[06:53:24] <Disc|Away> yeah returning
true from both should cancel all other interactions
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L133[06:59:41] <asdfowkw> wait
L134[06:59:41] <asdfowkw> for real
L135[06:59:49] <asdfowkw> its this simple
to add inventorys with capabilitys?=
L136[07:00:16] <DiscworldZA> asdfowkw what
do you mean by add inventories?
L137[07:00:25] <asdfowkw> add inventory to
a tileentity
L138[07:01:06] <asdfowkw> I'm completely
fresh with the capabilitys :p
L139[07:02:46] <DiscworldZA> yeah im new
to them too but AFAIK its not to hard to implement in your own
code
L140[07:02:58] <DiscworldZA> depends on
what you need them for
L141[07:03:34] <DiscworldZA> im still
having trouble how to add a custom capability to EntityPlayer
XD
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L143[07:06:49] <ScottehBoeh> so I have a
fireball thats casted, and with that fireball is the EntityPlayer
that sent the fireball
L144[07:07:04] <ScottehBoeh> When an
entity dies to the fireball (source instanceof fireball) it adds 1
magic point
L145[07:07:17] <ScottehBoeh> however, how
do I detect if they die to the fire from the fireball?
L146[07:08:29] <DiscworldZA> so the
fireball hits and sets them on fire?
L147[07:08:34] <ScottehBoeh> ye
L148[07:09:19] <asdfowkw> can you?
L149[07:09:28] <asdfowkw> wont it just
register them as burned to death
L150[07:09:31] <ScottehBoeh>
Actually
L151[07:09:36] <ScottehBoeh> You know
what, I'll remove setting them on fire
L152[07:09:40] <ScottehBoeh> It'll just do
damage
L153[07:12:56] <DiscworldZA> ScottehBoeh
it shouldnt be too hard...just set a capability to them when the
Entity gets hit and Subscribe to the Death Event..if the entity
dies and has the capability u can then know who set them on
fire
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L157[07:24:19] <asdfowkw> hm, i updated my
mappings yesterday and im trying to use ItemStack.EMPTY but that
aint working.
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L160[07:34:40] <asdfowkw> is stackSize in
1.10 the same as 1.11's getCount?
L161[07:35:17] <DiscworldZA> which
class?
L162[07:35:20] <ScottehBoeh> Where are you
trying to use this?
L163[07:37:32] <asdfowkw>
ItemStack.getCount
L164[07:37:54] <asdfowkw> in a
container
L165[07:38:03] <asdfowkw> for the
shiftclick function
L166[07:38:21] <ScottehBoeh> do you have
the itemstack?
L167[07:38:26] <asdfowkw> yes
L168[07:38:40] <ScottehBoeh>
<theitemstack>.getCount should work I suppose :o
L169[07:38:47] <asdfowkw> not in 1.10 it
seems.
L170[07:38:59] <asdfowkw> Cannot resolve
method 'getCount()'
L171[07:39:07] <asdfowkw> !mh
getCount
L172[07:39:10] <ScottehBoeh> search
through the functions that return integers
L173[07:40:01] <asdfowkw> ye stacksize
returns int
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L175[07:41:45] <asdfowkw> i suppose its
that one, /** Size of the stack. */
L176[07:42:35] <Ashindigo_> is there an
event for when a new player logs in to a world/server?
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L178[07:42:59] <DiscworldZA>
EntityJoinWorldEvent Ashindigo_ ?
L179[07:43:37] <Ashindigo_> does it check
if the player has never been on before?
L180[07:45:08] <DiscworldZA> Ashindigo_
what are you trying to do?
L181[07:46:09] <Ashindigo_> attach
persisted nbt to a new player when they join the server
L182[07:46:26] <Ashindigo_> i guess i
could check to see if my nbt is already there
L183[07:47:18] <DiscworldZA> Ashindigo_ it
would fire everytime a world is entered so switching worlds would
trigger it
L184[07:47:33] <DiscworldZA> not sure if
entities NBT are copied betweens world
L185[07:48:27] <TechnicianLP> theres a
persistentnbt tag
L186[07:48:59] <DiscworldZA> TechnicianLP
does that presisnt between logging off and logging on?
L187[07:49:03] <DiscworldZA>
presist*
L188[07:49:10] <TechnicianLP> it
should
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L193[07:52:23] <DiscworldZA> TechnicianLP
so i do i just need to handle loading the value from NBT?
L194[07:52:28] <Ashindigo_> ill go play
around with it thanks
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L198[08:06:53] <DiscworldZA> how do i stop
a block from placing?
L199[08:14:08] <Ashindigo_> is there a
cancellable event?
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L201[08:25:53] <DiscworldZA> Ashindigo_
would be abit difficult going that direction
L202[08:26:37] <Ashindigo_> how so?
L203[08:26:51] <DiscworldZA> since i need
to know who placed it
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L206[08:45:14] <Kruptein> hi, I'm porting
from 1.8 to 1.11 and have some weird issue with loading large saves
from 1.8 (the crashlog
http://dpaste.com/1AY1FM4) which does
not provide me with much help. So I've been testing some stuff and
I think it boils down to a non minecraft thread that schedules
tasks. It used Minecraft.getServer().addScheduledTask in 1.8 and I
currently changed it to Minecraft.getMinecraft().addScheduledTask()
which works for small worlds but
L208[08:45:31] <Kruptein> is there
something else that I should/can use to schedule a task from an
external thread?
L209[08:48:33] <Ashindigo_> cant you get
the player from the event?
L210[08:49:45] *
Ashindigo_ smacks his NBTTagList
L211[08:50:55]
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L212[08:54:52] <DiscworldZA> Ashindigo_ i
dont know which event though
L213[08:55:26] <DiscworldZA>
BlockEvent.PlaceEvent ?
L214[08:56:07] <Ashindigo_> that would
work
L215[08:56:15] <Ashindigo_> its cancelable
and you get the player who placed it
L216[08:58:18] <Ashindigo_> is there any
reason for a taglist to only take 1 entry?
L217[08:58:33] <DiscworldZA> Ashindigo_ i
see
L218[09:06:17] <Ashindigo_> ok that was
weird....
L219[09:06:25] <Ashindigo_> it works now
so i wont touch it
L220[09:08:45] *
Kruptein silently cries
L221[09:10:34] ⇦
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L222[09:11:08] <DiscworldZA> Kruptein are
u sure Minecraft.getServer and Minecraft.getMinecraft are the
same?
L223[09:11:18] <Kruptein> getServer does
not exist anymore
L224[09:11:23] <Kruptein> thats the reason
I tried getMinecraft
L225[09:13:01] <DiscworldZA> getMinecraft
returns ClientSide
L226[09:14:42] <quadraxis> I know
MinecraftServer.getServer() used to be a method, but I don't think
there was ever Minecraft.getServer()
L227[09:15:04] <quadraxis> for
MinecraftServer, it became an instance method
L228[09:15:04] <Kruptein> sorry it indeed
was MinecraftServer.getServer
L229[09:15:23] <Kruptein> can I get access
to the minecraftserver instance from a non mc thread ?
L230[09:15:44] <DiscworldZA>
MinecraftServer.getServer still exists
L231[09:16:03] <Kruptein> if you have
access to the instance
L232[09:16:05] <Kruptein> it used to be
static
L233[09:18:26] <quadraxis>
WorldServer.getMinecraftServer() would probably be the recommended
way
L234[09:18:48] <quadraxis> if you have a
world instance
L235[09:18:49] <Kruptein> thats also
instance
L236[09:19:10] <TechnicianLP>
FMLCOmmonhandler.getMinecraftSrverInstance()
L237[09:19:59] <Kruptein>
FMLCommonHandler.instance().getMinecraftServerInstance() then
?
L238[09:20:17] <quadraxis> yes, if you
don't have access any other way
L239[09:20:44] <Kruptein> I guess I could
just pass the mc server object to the thread when I create it
during startup
L240[09:22:36] <Kruptein> that seems to
work, thanks all !
L241[09:27:46] <Kruptein> that was tough
one to find given that the mc log just crashed somehwere deep in
worldserver.tick
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L243[09:32:49] <gr8pefish> Does vanilla
have any items with multi-layer textures? Just looking for an
example for my own use.
L244[09:38:59] <DiscworldZA> gr8pefish
planks do
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L257[10:49:48] <ScottehBoeh> New
lightening bolt power :)
L259[10:50:00] <killjoy> apple?
L260[10:50:34] <killjoy> sounds like
ARPING
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L262[10:52:55] <Ashindigo_> hey scotteh
mind if ask how you keep the mana bar updated with out sending a
bunch of packets while its recharging?
L263[10:53:56] <ScottehBoeh> I've got the
players data saving
L264[10:54:05] <ScottehBoeh> Common data
just saves, like Sword skill etc
L265[10:54:26] <ScottehBoeh> I've not used
any packets yet. but... I most likely will be changing things
around in future time
L266[10:54:35] <ScottehBoeh> Saying that..
I do have 2 packets actually lmao
L267[10:54:45] <ScottehBoeh> one for My
stats, one for other players Stats
L268[10:55:21] <Ashindigo_> have you
tested it out in a dedicated server yet?
L269[10:55:43] <ScottehBoeh> not my latest
build, but I'm checking now
L270[10:56:32] <Ashindigo_> speaking of
the client/server stuff
L271[10:56:47] <Ashindigo_> why is
Entity.rayTrace client side only?
L272[10:56:55] <Ashindigo_> you can run it
on a server just fine
L273[10:57:52] <killjoy> server never used
it, so it was removed
L274[10:58:22] <Ashindigo_> :\ alrighty
then
L275[10:58:47] <asdfowkw> I dont get it..
I have updated my dependencies, 1.10.2, when i try to use ItemStack
itemstack = ItemStack.EMPTY; i get cannot resolve symbol on
EMPTY.
L276[10:58:53] <asdfowkw> same for
te.SIZE
L277[10:59:21] <Ashindigo_> i remember in
an earlier 1.11.2 forge ItemStack.EMPTY wasnt mapped yet
L278[11:00:52] <asdfowkw> but how do i get
it to work then? Cause i see other people have it working, and i
updated my mappings to latest stable :s
L279[11:00:55] ⇦
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L280[11:01:11] <quadraxis> latest stable
is for 1.10.2
L281[11:01:45] <quadraxis> use a 1.11
snapshot
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L283[11:02:34] <asdfowkw> but how will
that work when i make a mod for 1.10?
L284[11:02:59] <quadraxis> well if you are
making a mod for 1.10, then why are you referencing something that
only exists in 1.11?
L285[11:03:22] <asdfowkw> cause ppl told
me it works in 1.10?
L286[11:04:15] <quadraxis> well as you can
see, it doesn't
L287[11:04:32] <Ashindigo_> and there is
no EMPTY for 1.10.2
L288[11:08:08]
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L298[11:39:53] <Javaschreiber> Is there a
proper way to notify a member of the forge devs that content has
been added to a slightly older PR without annoying them? I added
content and would like to have a review, so that I know what needs
to be changed.
L299[11:40:26] <Ashindigo_> if they are
following it then they should see a commit afaik
L300[11:40:34] <Ashindigo_> or someone
will look it over again
L301[11:40:52] <Javaschreiber> Ok, then
I'll wait another week or two.
L302[11:40:55] ***
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L303[11:41:02] <raoulvdberge>
Javaschreiber: just say that you made changes. don't wait
L304[11:41:26] <Javaschreiber> How should
I address them? Just write a comment with their handle?
L305[11:41:37] <raoulvdberge> no just
comment on the issue
L306[11:41:45] <raoulvdberge> they'll get
notified if they responded earlier
L307[11:41:45] ***
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L309[11:42:49] <Javaschreiber> Well, I did
this some days ago and so far (sadly) no reaction.
L310[11:43:23] <Ashindigo_> theyll get to
it eventually
L311[11:43:33] <Ashindigo_> they do have
other to do too
L312[11:44:19] <Javaschreiber> Certainly,
they do.
L313[11:44:38] <Javaschreiber> (Currently
57 open ones)
L314[11:44:46]
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L316[11:45:46] <raoulvdberge> just do a
ping then
L317[11:45:59] <raoulvdberge> the worst
they can do is kill you, and realistically, that isn't
possible
L318[11:46:03] <Ashindigo_> just dont ping
lex
L319[11:46:33] <Javaschreiber> A ping in
IRC?
L320[11:47:00] ⇦
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())
L321[11:47:15] <Ashindigo_> i feel like
"dont ping lex" applies in the github too
L322[11:47:29] <Javaschreiber> You can
ping someone on github?
L323[11:47:39] <Ashindigo_> yeah
L324[11:47:49] <Ashindigo_> i.e
@AshIndigo
L325[11:48:42] ***
diesieben|away is now known as diesieben07
L326[11:48:43] <Javaschreiber> Then I
accidently pinged lex when I responded to his comment.
L327[11:48:59] <Javaschreiber> Ok,
thanks.
L328[11:49:12] <Ashindigo_> responding is
fine
L329[11:49:35] <Ashindigo_> just not
"hey lex check out my pr!"
L330[11:50:39] <Ashindigo_> best rule is
dont be stupid with pinging
L331[11:51:42] <Javaschreiber> Well, that
should be obvious.
L332[11:51:53] <Naiten> Eh, so i have to
admit, multilayer generated json models for items are kinda nice.
But can i apply transform like translation to a specific
layer?
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L334[12:02:20] <asdfowkw> what version is
most likely to be the next big "mod version" ? 1.10 or
1.11?
L335[12:02:26] <asdfowkw> like 1.7
L336[12:02:54] *
Ashindigo_ flips a coin
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L338[12:02:57] <Javaschreiber> The one
mojang remains the longest on.
L339[12:03:10] <Javaschreiber> 1.7 hat 10
Subversions.
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L341[12:05:09] <Vigaro> 1.10 seems like
it
L342[12:05:30] <Vigaro> You can't be sure,
though
L343[12:07:02] <diesieben07> Naiten, seems
like you should be able to from the code.
L344[12:07:10] ⇦
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L345[12:09:25] <Naiten> i just got along
with the fact that i can't register a texture through code and
using json is kinda nice, and now it turns i still have to use code
not just to register json, but to provide functionality?
L346[12:09:28] <Naiten> welp, okay
L347[12:09:43] <diesieben07> whut?
:D
L348[12:09:52] <kashike> Ashindigo_:
1.10.x is what people tend to be writing for currently
L349[12:09:57] <kashike> asdfowkw2:
*
L350[12:09:59] <kashike> sigh
L351[12:10:20] *
Ashindigo_ looks at his 1.11 dev env
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L356[12:17:18] <Naiten> diesieben07, when
json item models were introduced for the first time, they
frustrated me alot
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L358[12:17:41] <Naiten> it still does tho,
except for the multilayer generated part
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L375[13:11:10] <asdfowkw2> anyone wanna
help a rookie out with some gui debugging?
L376[13:11:19] <asdfowkw2> I'm trying to
update my energy meter
L377[13:11:38] <asdfowkw2> so im trying to
access my EnergyBuffer.getEnergyStored() in my Gui, but it just
returns 0
L378[13:17:43] <asdfowkw2> i have a public
int returning getEnergyStore(). It works like a charm in that
class, but when i in my gui class write tileEntity.thePublicInt();
it returns 0.
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L381[13:20:33] <gigaherz> asdfowkw2: you
have to sync server and client
L382[13:20:46] <gigaherz> vanilla uses
IInventory fields, but I suggest using a custom packet
L383[13:20:52] <asdfowkw2> derp -.-
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L386[13:21:22] <gigaherz> this is how I do
it
L388[13:21:54] <gigaherz> my
"fields" array has the internal state of the energy
stuff
L389[13:22:07] <gigaherz> (temperature,
burn time, current energy level, etc)
L390[13:22:15] <gigaherz> encoded as an
array of ints
L391[13:22:28] <asdfowkw2> by a
switch?
L392[13:22:29] <gigaherz> then I have my
own Updatefields packet
L393[13:22:54] <gigaherz> no I don't have
a switch
L394[13:22:59] <gigaherz> I just get/set
all at once
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L398[13:33:48] <asdfowkw2> is there any
reason u use ure own packet?=
L399[13:34:26] <gigaherz> yes, the vanilla
one sends only one field at a time
L400[13:34:34] <gigaherz> sending the
entire array is more effective
L401[13:34:34] <diesieben07> because the
built in packets suck for anything but the basic use
L402[13:34:46] <asdfowkw2> ok
L403[13:35:53] ***
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L404[13:35:59] <gigaherz> i just realised
my packet's name is UpdateField, not fields... oops.
L405[13:36:01] <gigaherz> XD
L406[13:36:09] <gigaherz> (I mean, it's
missing the s ;P)
L407[13:36:38] <DiscworldZA> haha shame on
u gigaherz such bad programming XD
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L413[13:48:09] <DiscworldZA>
http://pastebin.com/20Rjwk2T < this is my code
for storing a BlockPos in and EntityLiving...for some reason on
running readingNbt it gets stuck at line 10...debug doesnt continue
and it keeps repeately throwing an exception ?
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L418[13:52:17] <Ashindigo_> bah nbt hates
me
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L420[13:55:12] <diesieben07> DiscworldZA,
you can't access the world in readFromNbt
L421[13:55:39] <DiscworldZA> thought
so..moving it to seperate method and calling in the
OnEntityJoinEvent
L422[13:56:03] <DiscworldZA> i thought
that the world isnt loaded when the NBT is read so i cant access
it
L423[13:56:05] <diesieben07> why? don't
keep a hard reference
L424[13:56:08] <diesieben07> to the
TE
L425[13:56:17] <diesieben07> just load it
dynamically when needed and keep a weakref
L426[13:56:42] <DiscworldZA> saving
BlockPos and calling getBuilding() returns the TE
L428[13:58:12] <diesieben07> well, you can
keep the TE reference in a WeakReference
L429[13:58:17] <diesieben07> so you don't
have to look it up every time
L430[13:58:28] <diesieben07> you have to
keep in mind the TEs chunk might unload
L431[14:00:04] <DiscworldZA> Well the TE
should be loaded if the Entity wants to load
L432[14:00:12] <DiscworldZA> TE manages
the Entity
L433[14:00:35] <diesieben07> define
"manages"
L434[14:00:54] <DiscworldZA> Entity has no
purpose without the TE, the TE commands the Entity
L435[14:01:12] <diesieben07> why do both
exist then and not one?
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L438[14:02:33] <DiscworldZA> atm its
easier to manage the Parrellel Task Queueing System using a TE
which manages all the Entities connected to it
L439[14:02:44] ⇦
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L440[14:02:45] <DiscworldZA> Serves as a
brain
L441[14:02:46] <asdfowkw2> I think im
gonna go the vanilla way for now
L442[14:03:03] <asdfowkw2> whats the
difference between tileentity and tileentitylockable?
L443[14:03:50] <DiscworldZA> asdfowkw2
setting up a SimpleNetworkHandler is not very hard...and its best
to create your own packets
L444[14:06:35]
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L447[14:09:15] <DiscworldZA> asdfowkw2 my
reference
L449[14:10:05] <asdfowkw2> i need to go
through everything in the message folder too?
L450[14:10:17] ⇦
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L451[14:10:43] <DiscworldZA> asdfowkw2
look at the implementation of one
L452[14:10:50] <asdfowkw2> ok
L453[14:10:50] <killjoy1> I'm wondering.
Why use an init() method when you can use a static block?
L454[14:11:09]
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L456[14:11:56] <asdfowkw2> not the
syncenergyvalues?
L457[14:12:05] ⇦
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L458[14:12:18] <quadraxis> static block
won't run until the first time the class is referenced, so you'd
need something to trigger that process
L459[14:12:33] <killjoy1> like referencing
INSTANCE
L460[14:13:10] <DiscworldZA> asdfowkw2 he
Serializes to Json which would be abit overkill if you want to sync
simply values
L461[14:13:11] <killjoy1> but if it needs
to be initialized at a certain point, it's fine how it is
L462[14:13:26] <asdfowkw2> ok
L463[14:13:32] <asdfowkw2> I just want my
energy bar to work for now lol :P
L464[14:14:05] <Ashindigo_> stupid magic
numbers
L465[14:15:58]
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L466[14:16:16] <TechnicianLP> wha do mods
still use cofh-rf -.- does anyone know where i can get the api
(preferably precompiled) or some mod that has a tool to speedup
tileentities (thats not notenoughwands)
L467[14:18:07] <Ashindigo_> ender io or
ae2 might have the api
L468[14:18:24] <Ashindigo_> i think
progressive automation also uses it but that might be an older
version
L469[14:19:26] <TechnicianLP> well ... i
tried installing the wands mod to my dev-env and it crashed with
classnotfoundexceptions
L470[14:19:43] <TechnicianLP> but i dont
want to make a modpack out of my dev-env ...
L471[14:20:44] <Ashindigo_> dont you just
need mcjty lib for not enough wands?
L472[14:20:59] <killjoy1> is that
new?
L473[14:21:12] <asdfowkw2> DiscworldZA,
the MessageChalkSettings, that looks like a simpler variant?
L474[14:21:19] <killjoy1> bad joke is
bad
L475[14:21:42] <TechnicianLP> it
complained about compatlayer only
L476[14:22:22] <Ashindigo_> i presume it
would need compatlayer and mcjty lib then
L477[14:22:47]
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L478[14:22:53] <DiscworldZA> asdfowkw2 a
way to send a message to Client and update a value on that
side
L480[14:23:43] <DiscworldZA> idk if theres
a way to get the world from the ctx though
L481[14:23:44] <TechnicianLP> it should
put a requiredafter in its @Mo
L482[14:23:52] <TechnicianLP> it works
now
L483[14:24:04] <asdfowkw2> ye im sitting
and trying to write my own, and since i only wanna do the
energystored i only need to pass an int ye?
L484[14:24:12] <Ashindigo_> yay
L485[14:24:26] <DiscworldZA> asdfowkw2
well u would need to know to which TileEntity to write it
L486[14:26:27] <asdfowkw2> ok
L487[14:26:28] <DiscworldZA> so after u
registered the message to the channel you would send to all players
using the instance from the detectAndSendChanges
L488[14:26:39] <DiscworldZA> instance of
the network channel
L489[14:27:17] ⇦
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L491[14:28:05] <DiscworldZA> btw gigaherz
i like that implementation:P mind if i use it?
L492[14:28:31] <PaleoCrafter> gah, the
latest WhatsApp beta has introduced a new sticky notification for
WhatsApp web, which appears to not be disableable yet ._.
L493[14:29:23] <asdfowkw2> Ye ive been
looking at his files, but he uses some interface for the proxy, and
an updatefields method and stuff so i would have to rewrite my
entire project if i would take that approach :p
L494[14:29:39] <Ashindigo_> Burn it!
L495[14:29:43] <asdfowkw2> :(
L496[14:29:54] <Ashindigo_> Oh meant that
to paleo
L497[14:30:09] <asdfowkw2> In the next
project i might be smart enough to look at the network thing
earlier, but for now i just want the energy bar working ÅÅ
L498[14:30:10] <asdfowkw2> ^^
L499[14:30:10] <h5h77> interface? do you
mean for the lambdas?
L500[14:30:27] <PaleoCrafter> I guess I
can burn it, it "floats" after all
L501[14:30:48] <DiscworldZA> asdfowkw2 he
is not using the proxy to send the message, only to handle it
client side
L502[14:30:50] <PaleoCrafter> probably
deriving from something like IProxy instead of CommonProxy (which
is stupid), h5h77
L503[14:30:58] <h5h77> ah
L504[14:31:10] <asdfowkw2> Ye i he has a
IModProxy interface
L505[14:31:18] <asdfowkw2> i just have
clientproxy and commonproxy
L506[14:33:28] <asdfowkw2> so in my
tileentity i just need a method to recieve the value?
L507[14:33:54] <DiscworldZA> unless its
public
L508[14:35:42] ⇦
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L510[14:42:51] <DiscworldZA> asdfowkw2
yeah remember null checks and instanceof checks otherwise it might
break
L511[14:43:10] ***
Vigaro is now known as V
L512[14:43:14] <DiscworldZA> also remember
to register to the correct side
L513[14:43:22] <asdfowkw2> Im looking at
gigahertz aproach again
L514[14:43:49]
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L515[14:43:52] <DiscworldZA> show me where
u are trying to implement it?
L516[14:45:33] <asdfowkw2> what file u
want?
L517[14:45:53] <DiscworldZA> where u are
detecting changes and sending updates
L519[14:48:16] <asdfowkw2> but this is
where i get confused
L520[14:48:22] <asdfowkw2> cause he has
his own UpdateFields file
L521[14:48:31] <asdfowkw2> and in there he
is calling his proxy
L522[14:48:40] <asdfowkw2> which is
implementing an interface
L523[14:50:51]
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L524[14:51:09] ⇦
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L525[14:52:15] <diesieben07> and what is
confusing about that?
L526[14:54:36] <asdfowkw2> maybe not as
much as i thought
L528[14:56:46] <asdfowkw2> its in the
clientproxy i should update fields ye?
L529[14:57:16] <DiscworldZA> no the
message handler should update the value for you
L530[14:59:46] <asdfowkw2> ah
L531[15:01:51] <DiscworldZA> asdfowkw2
check pm
L533[15:03:01] <diesieben07> looks ok
lol
L534[15:03:13] <DiscworldZA>
#paintskillsonfleek
L535[15:03:21] <asdfowkw2> the only
problem i have is
L536[15:03:27] <asdfowkw2> if i in the
onmessage metod
L537[15:03:31] <asdfowkw2> change to my
tileentity
L538[15:03:42] <asdfowkw2> and want to
tile.EnergyBuffer.SetEnergy();
L539[15:03:48] <asdfowkw2> i get error on
the line above
L540[15:03:55] ⇦
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L541[15:04:02] <asdfowkw2>
TileEntityWindGenerator tile =
Minecraft.getMinecraft().world.getTileEntity(message.pos);
L542[15:04:04] <asdfowkw2> this wont
work
L543[15:04:08] <DiscworldZA> u must cast
it to TileEntityWindGenerator #java101
L544[15:04:15] <asdfowkw2> -.-
L545[15:04:31] <asdfowkw2> derp
L546[15:05:06] <asdfowkw2> this is cause i
come from php -.-
L547[15:05:10] <asdfowkw2> i dont have to
cast there.
L548[15:05:19] <DiscworldZA> loosy goosy
language
L549[15:05:37] ⇦
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L550[15:06:46] <asdfowkw2> So i dont have
to add anything to the proxy?
L551[15:07:06]
⇨ Joins: bilde2910
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L552[15:07:14] <asdfowkw2> or do i need to
add the task to the client proxy?
L553[15:07:31] <DiscworldZA> u dont have
to do anything in the proxy
L554[15:07:48] <asdfowkw2> hm, crashing
directly on entering world derp :p
L555[15:07:56] <asdfowkw2> or it hasnt
stopped running
L556[15:08:00] <asdfowkw2> but debug
popped up
L557[15:08:05] <DiscworldZA> recreate
world
L558[15:08:30] <asdfowkw2> it wont work if
theres an already place TE ?
L559[15:09:28] <asdfowkw2> nah still crash
when placing ^^
L560[15:09:39] <DiscworldZA>
crashlog?
L561[15:09:45] <asdfowkw2> okey not
crash
L562[15:09:47] <asdfowkw2> but
L563[15:09:48] <asdfowkw2> hmm
L564[15:09:53] <asdfowkw2> i dunno what
its called
L565[15:10:01] <asdfowkw2> the client get
minimized and debugger pops up in ide
L566[15:10:21] <asdfowkw2> and i cant
touch the client
L567[15:10:52] <DiscworldZA> whic
ide?
L568[15:10:56] <DiscworldZA> which*
L570[15:11:20] <asdfowkw2> idea
L571[15:11:30] *
DiscworldZA uses eclipse
L572[15:11:45] <asdfowkw2> ^^
L573[15:13:31] <DiscworldZA> gigaherz in
you SendSlotChanges class..doesnt forge have the ByteBuffUtils
class anymore?
L574[15:14:05] <gigaherz> yes it
does
L575[15:14:15] <gigaherz> but normal
itemstacks only handle 8bit for stackSize
L576[15:14:39] <diesieben07> you can't
rely on itemstacks > 64 to work.
L577[15:14:39] <gigaherz> and my intention
was to support "big stacks"
L578[15:14:48] <gigaherz> and by 8bit I
mean
L579[15:14:48] <DiscworldZA> aaaah
understood
L580[15:14:52] <gigaherz> -128 to
127
L581[15:15:00] <gigaherz> so I couldn't
use those to display millions of items ;P
L582[15:15:24] <killjoy1> I found a switch
on ebay for cheap because the seller doesn't understand zelda
L583[15:15:33] <gigaherz> LOL
L584[15:15:36] <asdfowkw2> but gigaherz
"UpdateField" class, thats the same thing as my
MessageSetEnergy ye?
L585[15:15:40] <killjoy1> No, I'm not
sharing it
L586[15:16:00] <gigaherz> my flatmate has
a switch, with zelda
L587[15:16:03] <gigaherz> he's not sharing
either :(
L589[15:16:22] <gigaherz> and I have to
make do with LTTP on my phone
L590[15:16:22] <gigaherz> ;P
L591[15:16:26] <killjoy1> Starting bid was
300. comes with zelda + pro controller
L592[15:16:39] <gigaherz> final bid?
XD
L593[15:16:47] <PaleoCrafter> over
9000
L594[15:16:51] <killjoy1> I'm going up to
400
L595[15:17:06] <gigaherz> oh by not
sharing
L596[15:17:10] <gigaherz> you mean the
auction
L597[15:17:12] <gigaherz> XD
L598[15:17:23] <gigaherz> I thought you
had already won it ;P
L599[15:17:32] <killjoy1> well I'm not
sharing the console either
L600[15:17:35] <DiscworldZA> gigaherz why
use Minecraft.getMinecraft().addScheduledTask to update?
L601[15:17:39] <killjoy1> probably
L602[15:17:52] <gigaherz> DiscworldZA: all
network stuff is in a thread
L603[15:18:03] <gigaherz> so I have the
habit of using scheduled tasks to apply the data
L604[15:18:08] <gigaherz> to make sure I
don't run into race conditions
L605[15:18:14] <gigaherz> it wouldn't be
nice if for a split second
L606[15:18:17] <gigaherz> you saw a weird
number
L607[15:18:22] <gigaherz> of the level of
energy would blink up and down
L608[15:18:25] <asdfowkw2> thats the part
thats confusing me
L609[15:18:33] <gigaherz> it's just good
practice
L610[15:18:57] <gigaherz> or*
L611[15:20:26] <DiscworldZA> gigaherz why
do it in the proxy though?
L612[15:20:36] <gigaherz> well
L613[15:20:41] <gigaherz> since the
message is received by the client
L614[15:20:47] <gigaherz> it's common to
access client-only classes
L615[15:21:02] <gigaherz> which could
result in crashes in the server due to trying to load missing
classes
L616[15:21:20] <gigaherz> so I took as
habit putting ALL the client logic in the proxy
L617[15:21:24] <gigaherz> for handling
packets
L618[15:21:37] <DiscworldZA> doesnt the
onMessage only get called the side its send only?
L619[15:21:45] <gigaherz> yes
L620[15:21:53] <gigaherz> but "not
calling" isn't enough to not load
L621[15:22:17] <gigaherz> if you have some
method reference
L622[15:22:21] <gigaherz> or a variable
type
L623[15:22:24] <gigaherz> that is
client-only
L624[15:22:27] <gigaherz> it will still
crash
L625[15:22:55] <gigaherz> in some cases,
you can get away with it
L626[15:23:29] <gigaherz> (that is, you
don't have any direct references in the dependency chain)
L627[15:23:36] <asdfowkw2> I'm just trying
to make it work the correct way and not just work ^^ thats why im
still trying instead of doing the vanilla method.
L628[15:23:42] <gigaherz> but it's easy to
change something one day
L629[15:23:44] <gigaherz> and poof
L630[15:23:50] <gigaherz> you release a
broken build that crashes in the server
L631[15:24:16] <gigaherz> so yeah, I took
it as habit to always put client packet handling in the
proxy.
L632[15:24:29] <gigaherz> this way I don't
haveto be annoyed and move things afterward
L633[15:25:23] <DiscworldZA> gigaherz i
guess the ContainerGenerator is the only one calling
handleUpdateField in the proxy?
L634[15:25:45] <gigaherz> the container
doesn't call it, the packet handler does
L635[15:26:00] <DiscworldZA> well the
Container sends the message *
L636[15:26:09] <gigaherz> yes.
L637[15:26:33] <DiscworldZA> yeah that was
what i didnt like was that u hardcoded the container being
used..
L638[15:26:33] <gigaherz> if I had more
than one packet
L639[15:26:38] <gigaherz> eh
container*
L640[15:26:44] <gigaherz> I'd probably
have some interface
L641[15:26:48] <gigaherz>
IFieldsReceiver
L642[15:26:50] <gigaherz> on the
container
L643[15:26:55] <DiscworldZA> yeah
L644[15:27:07] <DiscworldZA> or base class
with default implementation
L645[15:27:14] <DiscworldZA> since your
using an array?
L646[15:27:32] <gigaherz> yeah but then
that default implementation would havet o query if the TE is
IFieldsReceiver
L647[15:27:33] <gigaherz> ;P
L648[15:27:38] <gigaherz> unless I also
make a base class for TEs
L649[15:27:39] <gigaherz> so eh.
L650[15:27:57] <DiscworldZA> haha thats my
habit (be it bad) to make base classes
L651[15:28:07] <gigaherz> I did it
hardcoded and leave it as an exercise to the code-stealer to
improve ;P
L652[15:28:17]
⇨ Joins: AstralSorcerer
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L653[15:28:19] <gigaherz> (feel free to
take any code, that's why it's opensource)
L654[15:28:39] <h5h77> actually your repo
doesn't have a license though
L655[15:28:50] <DiscworldZA> i always link
where i get the code from
L656[15:29:01] <gigaherz> h5h77: does it
not?
L658[15:29:10] <h5h77> well not an open
source one
L659[15:29:14] <gigaherz> wat?
L660[15:29:21] <gigaherz> that's 3-clause
BSD
L661[15:29:25] <gigaherz> it's more open
than GPL ;P
L662[15:29:33] <asdfowkw2> So any ideas
why i get debugg when i place the block now ? :P
L663[15:29:34] <h5h77> oh shit is it
really
L664[15:29:40] <h5h77> i'm a dummy
L665[15:29:44] <gigaherz> unless it's
MIT
L666[15:29:48] <gigaherz> I can never
remember which is which
L667[15:29:50] <gigaherz> either way
L668[15:29:52] <h5h77> i guess i just saw
all rights reserved and kinda stopped reading :P
L669[15:30:07] <gigaherz> "All rights
reserved." is the default state of things
L670[15:30:15] <mezz> I don't think the
original license says all rights reserved
L671[15:30:30] <gigaherz> hmm
L673[15:30:43] <gigaherz> yes it
does
L676[15:31:06] <gigaherz> yep I copied
from wikipedia XD
L677[15:31:09] <gigaherz> I'll remove that
bit
L678[15:31:50] <mezz> I doubt it changes
anything but it can confuse people I guess heh
L679[15:31:53] <TechnicianLP> how good is
the reobfuscation process? will it catch method implementations of
an interface in a superclass (class implements interface;
superclass has the method)
L680[15:31:55] <gigaherz> nah can't be
bothered
L681[15:31:56] <gigaherz> as I said
L682[15:31:56]
⇨ Joins: [com]buster
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L683[15:31:58] <h5h77> case in
point^^
L684[15:31:59] <gigaherz> google
confirms
L685[15:32:03] <gigaherz> that's just the
base state of things
L686[15:32:08] <gigaherz> all rights are
reserved by default
L687[15:32:13] <gigaherz> then it
continues with theallowances
L688[15:32:28] <h5h77> yeah it actually
makes sense, i should have just read it more carefully instead of
assuming
L689[15:32:34] <mezz> TechnicianLP, it's
kind of dumb, it will break your interface if you use the same name
as something in vanilla and a class implements both
L690[15:33:56] <TechnicianLP> minecraft
interface
L691[15:34:11] <gigaherz> TechnicianLP:
the superclass will have a method called
L692[15:34:16] <gigaherz>
"doSomething"
L693[15:34:24] <gigaherz> but the subclass
will have "func_345156_g"
L694[15:34:27] <gigaherz> so it won't
override
L696[15:34:43] <gigaherz> and accesses to
variables of type subclass will reference the SRG name
L697[15:34:54] <gigaherz> while accesses
to variables of type superclass will reference
"doSomething"
L698[15:34:59] <gigaherz> so one way or
another, it is broken.
L699[15:35:44] <TechnicianLP> yep mezz
thats what i wanted to do with ITickable ... lets create a boolean
method then :(
L700[15:36:40] <gigaherz> TechnicianLP:
give the superclass two methods
L701[15:36:47] <gigaherz> update() and
func_XXXXX()
L702[15:36:54] <gigaherz> so that when the
obfuscator DOES break
L703[15:36:57]
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L704[15:37:00] <gigaherz> it still has a
method to call XD
L705[15:37:08] <gigaherz> (no don't do
that, do it right!)
L707[15:37:55] <asdfowkw2> i dont have the
proxy way
L708[15:38:05] <asdfowkw2> but i have no
errors in the files
L710[15:40:23] <h5h77> asdfowkw2 try
adding system.out.println messages and see which is the last one it
still prints, that's what i would do
L711[15:40:46] <h5h77> or use a
debugger
L712[15:40:50] <h5h77> if you're not
lazy
L713[15:42:32] <asdfowkw2> lol.
L714[15:42:39] <asdfowkw2> now it suddenly
didnt freeze.
L715[15:42:46] <asdfowkw2> but crashed on
open but atleast i got a crashlog now
L716[15:43:45] <asdfowkw2> can it be that
my array only have 1 field?
L717[15:43:52] <asdfowkw2> when im trying
to run it in the for loop
L718[15:44:22] <h5h77> what line?
L719[15:44:36] <h5h77> also what's the
crash error
L720[15:44:55] <asdfowkw2>
java.lang.NullPointerException
L721[15:45:00] <asdfowkw2> for (int i = 0;
i < prevFields.length; i++){
L722[15:45:04] <h5h77> not just the
error
L723[15:45:05]
⇨ Joins: Shambling
(~Shambling@24-181-186-74.dhcp.nwtn.ct.charter.com)
L725[15:46:19] <DiscworldZA> asdfowkw2
check ContainerWindGenerator.java:97 something is null there
L726[15:46:26] <asdfowkw2> yup
L727[15:46:35] <asdfowkw2> hold on
L728[15:47:07] <asdfowkw2> the prevFields
is most likely null
L729[15:47:18] <asdfowkw2> cause its only
declared
L730[15:47:22] <asdfowkw2> but
L731[15:47:25] <h5h77> well an int array
shouldn't ever be null as i understand
L732[15:47:38] <DiscworldZA> int array
needs declaration
L733[15:47:38] <asdfowkw2> thats what im
trying to fill in the loop
L734[15:47:40] <h5h77> wait actually
L735[15:47:43] <h5h77> oh yeah it might be
null
L736[15:47:54] <asdfowkw2> private int[]
prevFields;
L738[15:48:15] <h5h77> yeah cause you
didn't ever initialize it
L739[15:48:16] <DiscworldZA> private int[]
prevFields = new int[size]
L740[15:49:41] <asdfowkw2> in php we can
have empty shit -.-'
L741[15:49:57] <h5h77> yeah but in php
"123sdasdad" == 123
L742[15:50:07] <asdfowkw2> hahahaha
L743[15:50:15] <asdfowkw2> what if u dont
know how many fields ure array needs?
L744[15:50:27] <h5h77> then you are
designing this wrong
L745[15:50:27] <gigaherz> then you have to
allocate it dynamically when you need it
L746[15:50:32] <gigaherz> but for this
case
L747[15:50:35] <h5h77> initialize it in
the constructor
L748[15:50:37] <gigaherz> you should know
;P
L749[15:50:39] <h5h77> pass the number of
fields along
L750[15:50:43] <asdfowkw2> ye i just
wonder general in java
L751[15:50:53] <gigaherz> usually, you use
a List
L752[15:51:05] <h5h77> yeah or a set
L753[15:51:06] <gigaherz> instead of an
array
L754[15:51:09] <h5h77> php just uses
arrays for everything
L755[15:51:13] <asdfowkw2> ye
L756[15:51:15] <asdfowkw2> simple
L757[15:51:21] <h5h77> in java you'll want
to use different data structures depending on the situation
L758[15:51:35] <h5h77> best to just read
up on common data structures in java
L759[15:51:39] ⇦
Quits: Shambling
(~Shambling@24-181-186-74.dhcp.nwtn.ct.charter.com) (Read error:
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L760[15:51:44] <asdfowkw2> aaaaaand now it
froze with debug xD
L761[15:52:02] <asdfowkw2> gonna try one
more time with a new world.
L762[15:52:42] <asdfowkw2> i used ure
approach with the getfields from TE, prevFields =
this.te.getFields(); in the constructor
L763[15:52:45] <DiscworldZA> asdfowkw2
might be an invisible breakpoint...try clearing them all
L764[15:53:13] <asdfowkw2> in my
IDE?
L765[15:53:32] <asdfowkw2>
ZZZZZZZZZZZZZZ
L766[15:53:32] <DiscworldZA> ye
L767[15:53:37] <asdfowkw2> u gotta be
kidding me
L768[15:53:43] <asdfowkw2> so maybe this
shit has been working the whole time
L769[15:53:48] <h5h77> haha
L770[15:53:59] <DiscworldZA> welcome to
the world of IDEs:P
L771[15:54:06] <asdfowkw2> if that red
little dot
L772[15:54:10] <asdfowkw2> has made me
frustrated for hours
L773[15:54:11] <asdfowkw2> im off
L774[15:54:16] <h5h77> that's why i just
use system.out.println() :P
L776[15:54:20] <h5h77> i hate fighting
with software
L777[15:54:31] <asdfowkw2> it was in
TILEENTITY class, i mustve missclicked
L778[15:54:34] <gigaherz> asdfowkw2: it's
not really "in the IDE"
L779[15:54:45] <gigaherz> the jvm keeps
track of breakpoints for debugging
L780[15:54:56] <asdfowkw2> welp
L781[15:54:56] <gigaherz> and sometimes
there's the situation in which the IDE doesn't know the JVM has a
breakpoint set
L782[15:54:57] <asdfowkw2> well
L783[15:55:01] <asdfowkw2> atleast it
dosnt freeze
L784[15:55:01] <asdfowkw2> but
L785[15:55:05] <asdfowkw2> "A fatal
eror has occured"
L786[15:55:07] ***
PaleoCrafter is now known as PaleOff
L787[15:55:25] ⇦
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(~AstralSor@u-of-rochester-128-151-150-17.wireless.rochester.edu)
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L788[15:55:30] <asdfowkw2>
FMLIndexedMessageCodec exception caught
L789[15:55:50] <asdfowkw2> seems like my
message is empty or smth
L790[15:56:07] <asdfowkw2> atleast its
crashing in the correct part of the code now
L791[15:56:24] <asdfowkw2> Undefined
message for discriminator 0 in channel
L792[15:56:44] <TechnicianLP> did you
register the message?
L793[15:57:28] <asdfowkw2> ye
L794[15:57:34]
⇨ Joins: TechnicianLP2
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L795[15:57:36] <asdfowkw2> or i think
so?
L796[15:57:39] <asdfowkw2> in the
container
L797[15:58:43]
⇨ Joins: AstralSorcerer
(~AstralSor@u-of-rochester-128-151-150-17.wireless.rochester.edu)
L798[15:58:51] <asdfowkw2> well
L799[15:58:55] <asdfowkw2> the message
aint empty
L800[15:59:38] <asdfowkw2> unless i cant
get the poss from ctx?
L801[15:59:42] <asdfowkw2> pos
L802[16:00:56] ⇦
Quits: TechnicianLP (~Technicia@79.229.125.183) (Ping timeout: 180
seconds)
L803[16:02:20] <DiscworldZA> asdfowkw2
show how you register the message?
L804[16:02:56] <asdfowkw2> in
detectandsend?
L805[16:03:56] ⇦
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L806[16:03:58] ⇦
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L807[16:04:30] <asdfowkw2> oh
L808[16:04:46] <asdfowkw2> im not
registering it in the preinit
L809[16:08:34] <asdfowkw2> my
MessageHandler and Message are in the same file
L810[16:08:43] <asdfowkw2> so are both my
MessageHandler.class in the register then?
L811[16:09:40]
⇨ Joins: KnightMiner
(~KnightMin@adsl-76-202-211-152.dsl.emhril.sbcglobal.net)
L812[16:10:09] <asdfowkw2> i think i got
it now
L813[16:14:38] <asdfowkw2> so heres how i
register channel.registerMessage(MessageSetEnergy.Handler.class,
MessageSetEnergy.class, messageNumber++, Side.CLIENT);
L814[16:14:41] <asdfowkw2> still
freezing
L815[16:15:23] ⇦
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(Quit: Leaving)
L816[16:19:37] <asdfowkw2> Its working
:DDDDD
L817[16:19:50] <asdfowkw2> The problem was
that i didnt have a constructor in the message with no
parameters.
L818[16:21:07] <DiscworldZA> asdfowkw2
nice..updating in UI?
L819[16:21:29] <asdfowkw2> yup
L820[16:21:35] <asdfowkw2> now i just have
one problem left
L821[16:21:39] <asdfowkw2> that my nbt is
null
L822[16:21:51] <DiscworldZA> of?
L823[16:21:59] ⇦
Quits: goreacraft (webchat@46.97.207.6) (Ping timeout: 180
seconds)
L824[16:22:01] <asdfowkw2>
energystorage
L825[16:23:50] <asdfowkw2> does
super.readFromNBT(nbt); has to be the first line in
readfromnbt?
L826[16:24:28] <asdfowkw2> ye now its
working =)
L827[16:24:34] <asdfowkw2> Sweet =D
L828[16:24:44] <DiscworldZA> depends on
whats called in it
L829[16:24:46] <asdfowkw2> Thanks alot
guys for your help and your patience with me xD
L830[16:25:22] <asdfowkw2> one last
question, is there anything i have to do to be able to edit the
code with the client up? I see alot of ppl can change simple stuff
without restarting
L831[16:25:41] <DiscworldZA> asdfowkw2
most of us has been there
L832[16:25:52] <DiscworldZA> ah depends u
need hotswapping to be enabled
L833[16:26:22] <asdfowkw2> thats something
in idea i suppose?
L834[16:26:29] ⇦
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L836[16:31:56] ⇦
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L838[16:34:19] <asdfowkw2> hm
L839[16:34:29] <asdfowkw2> the nbt works
if i disconnect, but not when i restart client
L840[16:35:02] <asdfowkw2> or does it not
use nbt on disconnect?
L841[16:35:18] <asdfowkw2> if i run the
debug in idea
L842[16:36:26] ⇦
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L844[16:42:50] <gigaherz> is
"buffer" null?
L845[16:42:56] <gigaherz> or is it
"nbt"?
L846[16:42:59] <gigaherz> put a breakpoint
there
L847[16:43:06] <gigaherz> so that you can
see what the contents of the variables are
L848[16:43:13] <gigaherz> you can use an
exception breakpoint
L849[16:43:25] <gigaherz> so that it only
stops when there's going to be an exception
L850[16:44:21] <asdfowkw2> hmm
L851[16:44:26] <asdfowkw2> neither of them
are null :s
L852[16:46:41] <asdfowkw2> im not sure im
using the idea correctly
L853[16:47:04] <asdfowkw2> i run debug
client after every time i changed something, do i have to build or
something first?
L854[16:47:12] <asdfowkw2> cause now its
working
L855[16:47:17] <asdfowkw2> and i havnt
changed anything
L856[16:47:48]
⇨ Joins: Hobbyboy (Hobbyboy@hobbyboy.co.uk)
L857[16:48:25] <asdfowkw2> tjhe only thing
that bugs me now is that im spamming the current energy to the
console, but i cant find where i put that line...
L858[16:49:41] <asdfowkw2> nah its still
wierd
L859[16:49:42] <asdfowkw2> so
L860[16:49:54] <asdfowkw2> when i
discconnect and reconnect, it remembers hopw much energy it
had
L861[16:50:08] <asdfowkw2> but if i
restart the client, it just stays at 0
L862[16:50:27] <asdfowkw2> but not every
time
L863[16:50:57] <gigaherz> you are doing
something very wrong then
L864[16:50:59] <asdfowkw2> im still
getting Nullpointerexc, at readfromnbt as soon as i enter
world
L865[16:51:14] <gigaherz> can you
pastebin/gist your code, or commit and show us the github? ;P
L866[16:51:34] <asdfowkw2> the nbt part or
everything? i dont have it on a git atm
L867[16:52:12] ⇦
Quits: Hobbyboy (Hobbyboy@hobbyboy.co.uk) (Ping timeout: 206
seconds)
L869[16:52:52] <asdfowkw2> thats the nbt
part, it complains about line 11 there
L870[16:53:00] <gigaherz> the entire TE
please
L872[16:56:34] <asdfowkw2> i removed the
null from L26 but that didnt help
L873[16:57:12] <gigaherz> no that null is
ok
L874[16:57:29] <gigaherz> the default
value for reference types is null
L875[16:57:33] <gigaherz> so it doesnt'
even do anything there
L877[16:57:44] <gigaherz> just remind you
that it's intended not to be assigned
L878[16:58:48] <gigaherz> asdfowkw2: do
this
L879[16:58:54] <gigaherz> put a breakpoint
in the line that crashes, but
L880[16:59:22] <gigaherz> rightclick on
the breakpoint
L881[16:59:26] <gigaherz> and enter a
condition
L882[16:59:37] <gigaherz> buffer == null
|| nbt == null
L883[16:59:57] <gigaherz> and then launch
mc
L884[17:00:10] <gigaherz> the condition
makes breakpoints SLOW
L885[17:00:13] <gigaherz> so be aware of
that
L886[17:00:28] <gigaherz> but it's very
useful for cases like this
L887[17:00:43] <gigaherz> if it crashes
before stopping
L888[17:00:47] <gigaherz> then we'll have
to try something else
L889[17:00:50] <asdfowkw2> well this time
it worked
L890[17:00:56] <asdfowkw2> the thing is it
never crash
L891[17:01:03] <asdfowkw2> it just shows
the error in the console
L892[17:01:06] <gigaherz> yes yes
L893[17:01:08] <gigaherz> it's still an
exception
L894[17:01:11] <asdfowkw2> y
L895[17:01:19] <gigaherz>
s/crash/throw
L896[17:01:27] <asdfowkw2> ye it still
shows it but dosnt break
L897[17:01:34] ⇦
Quits: Hawaii_Beach (~Hawaii_Be@c80-216-159-70.bredband.comhem.se)
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L898[17:01:36] <gigaherz> okay then
L899[17:01:46] <asdfowkw2> now when i dcd
and reconnected
L900[17:01:47] <asdfowkw2> its empty
L901[17:01:52]
⇨ Joins: barteks2x
(barteks2x@it.is.your.corrupt.we.claim.panicbnc.org)
L902[17:01:52] <asdfowkw2> and dosnt
generate new power
L903[17:01:59] <gigaherz> that makes no
sense
L904[17:02:02] <gigaherz> how do you run
mc?
L905[17:02:07] <asdfowkw2> debug in
idea
L906[17:02:16] <gigaherz> okay
L907[17:02:20] <gigaherz> so if you put a
breakpoint in like
L908[17:02:22] <gigaherz> your main mod
class
L909[17:02:25] <gigaherz> it DOES stop,
right?
L910[17:02:30] <asdfowkw2> nope
L911[17:02:33] <asdfowkw2> it keeps
running
L912[17:02:38] <gigaherz> uhm
L913[17:02:42] <asdfowkw2> if i break the
block and place a new
L914[17:02:45] <asdfowkw2> it starts
generating again
L915[17:02:46] <gigaherz> I mean
L916[17:02:52] <gigaherz> leave that
aside
L917[17:02:58] <gigaherz> the point is, if
your breakpoints are not working
L918[17:03:03] <gigaherz> something VERY
WRONG is going on
L919[17:03:13] <gigaherz> and your mod
throwing is the least of your problems
L920[17:03:19] <asdfowkw2> ^^
L921[17:03:23] <asdfowkw2> it works if i
remove the condition :D
L922[17:03:31] <gigaherz> okay so
breakpoints DO work
L923[17:03:35] <gigaherz> that's why I
asked
L924[17:03:41] <asdfowkw2> ye
L925[17:03:43] <gigaherz> if placing a
newbreakpoint somewhere else wouldtrigger it
L926[17:03:44] <gigaherz> okay then
L927[17:03:52] <gigaherz> the breakpoint
hits, but doesn't apss the condition
L928[17:04:09] <gigaherz> is this 1.10.2
or 1.11?
L929[17:04:11] <asdfowkw2> now i dc'd /
reconnected like 4 times on a new block, and that worked every
time
L930[17:04:13] <asdfowkw2> 1.10.2
L931[17:04:24] <asdfowkw2> so its not
every time, thats whats bugging me
L932[17:04:25] ⇦
Quits: AstralSorcerer
(~AstralSor@u-of-rochester-128-151-150-17.wireless.rochester.edu)
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L933[17:04:35] <asdfowkw2> hm
L934[17:04:39] <asdfowkw2> seems to be
only when its full
L935[17:04:47] <gigaherz> but you said the
error happens when you open the game from scratch?
L936[17:05:15] <gigaherz> okay the version
doesn't matter -- the code is the same
L937[17:05:19] <asdfowkw2> ye the
exception is thrown into console, i can try if it is even if the
world is fresh
L938[17:05:37] <gigaherz> hmmm wait
L939[17:05:42] <asdfowkw2> or if its just
with a block placed.
L940[17:05:52] <gigaherz> crap, yeah
L941[17:06:00] <gigaherz> change the
condition to
L942[17:06:04] <gigaherz>
nbt.getTag("storedEnergy") == null
L943[17:06:25] <asdfowkw2> ok
L944[17:06:40] <gigaherz> it's probably
crashing in "((NBTTagInt)nbt).getInt()"
L945[17:06:46] <gigaherz> inside
CapabilityEnergy
L946[17:07:08] <asdfowkw2> so ive broken
forge?
L947[17:07:15] <gigaherz> AHA!
L948[17:07:18] <asdfowkw2> x)
L949[17:07:19] <gigaherz> I know what's
happening :D
L950[17:07:37] ⇦
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L951[17:07:38] <gigaherz> you don't have
getUpdateTag/handleUpdateTag
L952[17:07:42] <gigaherz> and by
default
L953[17:07:48] <gigaherz> forge will call
readFromNBT
L954[17:07:53] <gigaherz> with the data
passed to getUpdateTag
L955[17:07:56] <gigaherz> since you don't
override it
L956[17:07:58] <asdfowkw2> ye now the
breakpoint worked
L957[17:08:02] <gigaherz> this tag does
not contain any data
L958[17:08:08] <gigaherz> which, IMO, is a
bug in forge
L959[17:08:15]
⇨ Joins: Hobbyboy (Hobbyboy@hobbyboy.co.uk)
L960[17:08:19] <gigaherz> the default
implementation should be the internal read
L961[17:08:25] <gigaherz> not
readFromNBT
L962[17:08:26] <gigaherz> so
L963[17:08:29] <gigaherz> here is what you
should do
L964[17:08:31] <gigaherz> either
L965[17:08:32] <asdfowkw2> so i need to
override getupdatetag?
L966[17:09:04] <gigaherz> 1. override
getUpdateTag, to return the result of writeToNBT, and leave
handleUpdateTag alone (lazy option, not recommended)
L967[17:09:35] <gigaherz> 2. override
handleUpdateTag, to do nothing (even lazier option)
L968[17:09:45] <gigaherz> 3. override both
getUpdateTag and handleUpdateTag
L969[17:09:53] <gigaherz> and use a proper
NBT tag that is designed for network sync
L970[17:10:04] <gigaherz> which includes
only the data needed to sync the TE with the client for world
display
L971[17:10:14] <gigaherz> (on/off status,
or similar)
L972[17:10:26] <gigaherz> this is the best
option, but it takes the most time
L974[17:10:56] <gigaherz> yes that would
do
L975[17:11:03] <gigaherz> but note that
this sends ALL THE DATA to the client
L976[17:11:06] <gigaherz> on bulk chunk
transfers
L977[17:11:13] <gigaherz> so it's
unnecessrily verbose for most cases
L978[17:11:29] <gigaherz> it should fix
the crash, though
L979[17:12:17] <asdfowkw2> let's try
L980[17:12:51] <asdfowkw2> How would i
have EVER figured that out btw?
L981[17:12:52] ***
amadornes is now known as amadornes[OFF]
L982[17:13:34] <asdfowkw2> hm
L983[17:13:35] <asdfowkw2> well
L984[17:13:40] <asdfowkw2> it fixed the
crash
L985[17:13:40] <asdfowkw2> BUT
L986[17:13:49] <asdfowkw2> when it gets
full and i dc reconnect, its empty xD
L987[17:14:09] <asdfowkw2> hm
L988[17:14:20] <asdfowkw2> or maybe its
just the gui thats not working properly
L989[17:14:28] <asdfowkw2> so its actually
full but wont draw the bar
L990[17:14:36] <gigaherz> could be
L991[17:14:44] <gigaherz> that's the
purpose of the fields packet ;P
L992[17:14:45] ⇦
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L993[17:14:48] <gigaherz> to sync that
info
L994[17:14:59] <asdfowkw2> but i
mean
L995[17:15:13] <asdfowkw2> why would it
work to get the current energy while its filling up
L996[17:15:18] <asdfowkw2> but not if its
already full
L997[17:15:32] <gigaherz> no idea ;P
L998[17:15:39] <gigaherz> can you show
your container?
L999[17:15:48] <asdfowkw2> cause its
simply just sending getEnergyStored()
L1001[17:16:21]
⇨ Joins: armctec (~Thunderbi@191.180.49.100)
L1002[17:16:27] <gigaherz> ah I see
why
L1003[17:16:29] <gigaherz> when it's
full
L1004[17:16:37] <gigaherz> the number
never changes
L1005[17:16:48]
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Quit)
L1006[17:16:54] <gigaherz> but you only
send packets when prevFields does not match fields
L1007[17:16:54] <gigaherz> but
L1008[17:17:03] <asdfowkw2> ah
L1009[17:17:03] <gigaherz> because you do
this
L1010[17:17:03] <gigaherz> prevFields =
this.te.getFields();
L1011[17:17:06] <asdfowkw2> cause the
need pdate
L1012[17:17:13] <asdfowkw2> cause its
false
L1013[17:17:23] <asdfowkw2> hm
L1014[17:17:23] <gigaherz> it's always
initialized to the current values
L1015[17:17:27] <asdfowkw2> ye
L1016[17:17:31] <gigaherz> so it works
for me
L1017[17:17:35] <gigaherz> because I
initialize a new array
L1018[17:17:38] <gigaherz> which is
filled with zeros
L1019[17:17:44] <gigaherz> so it compares
full != 0
L1020[17:17:46] <gigaherz> and sends a
packet
L1021[17:17:47] <asdfowkw2> so if i just
change it to int[0]
L1022[17:17:52] <asdfowkw2> int[1]
L1023[17:17:52] <gigaherz> no not
int[0]
L1024[17:17:55] <gigaherz> int[N]
L1025[17:17:59] <gigaherz> ;P
L1026[17:18:01] <gigaherz> but yes
L1027[17:18:05] <asdfowkw2> o.O
L1028[17:18:06] <asdfowkw2> N
L1029[17:18:07] <asdfowkw2> ?
L1030[17:18:10] <gigaherz> the number of
fields you want
L1031[17:18:13] <gigaherz> 0,1,or
50
L1032[17:18:14] <asdfowkw2> y
L1033[17:18:24] <asdfowkw2> just
asking
L1034[17:18:30] <asdfowkw2> im pretty
sure its ure code i looked at
L1035[17:18:34] <asdfowkw2> why does it
work for you!
L1036[17:18:44] <gigaherz> because mine
is initialized to 0?
L1037[17:18:54] <gigaherz> oh not
L1038[17:18:55] <gigaherz> hmm
L1039[17:18:56] <gigaherz> wait
L1040[17:18:58] <asdfowkw2> MHM!
L1041[17:19:06] <gigaherz> right
L1042[17:19:07] <gigaherz> I do
that
L1043[17:19:08] <gigaherz> hmm
L1044[17:19:11] <asdfowkw2> x)
L1045[17:19:59] <gigaherz> why does it
work for me?
L1046[17:20:01] <gigaherz> o_O
L1047[17:20:13] <asdfowkw2> thats what im
asking ^^
L1048[17:20:53]
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L1049[17:22:11] ***
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L1050[17:22:19] <asdfowkw2> hm, this in
the constructor aint working either tho prevFields = new
int[1];
L1051[17:22:57] <asdfowkw2> hold on
L1052[17:23:01] <asdfowkw2> in my
gui
L1053[17:23:07] <asdfowkw2> when i draw
the rect
L1054[17:23:18] <asdfowkw2> i get the
height by getEnergyStored();
L1055[17:23:26] <asdfowkw2> i need to use
the field in there?
L1056[17:23:41] <gigaherz> well
L1057[17:23:45] <gigaherz> if you set the
fields from the packet
L1058[17:23:50] <gigaherz> it would just
contain the same value
L1059[17:25:25]
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L1060[17:25:45] <asdfowkw2> well
L1061[17:25:51] <asdfowkw2> u still have
to figure out what magic u have used
L1062[17:25:54] <asdfowkw2> since its
working for u
L1063[17:26:19] <gigaherz> OH
L1064[17:26:21] *
gigaherz facepalms
L1065[17:26:23] *
gigaherz facepalms harder
L1066[17:26:28] *
gigaherz facepalms as hard as he can
L1067[17:26:31] <gigaherz> for (int i =
0; i < prevFields.length; i++) { prevFields[i]--; }
L1068[17:26:31]
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L1069[17:26:32] <gigaherz> this
L1070[17:26:34] <gigaherz> this
hack
L1071[17:26:44] <gigaherz> I wrote this
to FORCE sending an update ¬¬
L1072[17:27:12] <asdfowkw2> haha u
cheater
L1073[17:27:31] <gigaherz> oh well, it
works ;P
L1074[17:27:44] <asdfowkw2> AND u know
how to do it properly ;p
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L1076[17:27:57] <asdfowkw2> and u also
tought me both how to cheat and how to do it properly
L1077[17:28:02] <asdfowkw2> win win
L1078[17:28:10] <gigaherz> well for some
reason
L1079[17:28:16] <gigaherz> I wanted to
force the update even if the values are zero
L1080[17:28:21] <asdfowkw2> the cheat
worked
L1081[17:28:22] <gigaherz> otherwise I'd
have used
L1082[17:28:24] <asdfowkw2> the proper
way didnt
L1083[17:28:30] <gigaherz> new
int[getFields().length]
L1084[17:28:31] <asdfowkw2> so ill stick
with the cheat
L1085[17:28:37] <gigaherz> so yeah
L1086[17:28:40] <gigaherz> stick with the
cheat I guess ;P
L1087[17:28:55] <asdfowkw2> HOW are my
system out lines back...
L1088[17:29:00] <asdfowkw2> i deleted
them 12 times
L1089[17:29:06] <asdfowkw2> my IDE must
be doing something fishy
L1090[17:29:46] <asdfowkw2> man i
remember a few years ago
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L1092[17:29:52] <asdfowkw2> i attempted
to do a machine with flux api
L1093[17:29:56] <asdfowkw2> and to draw
this bar
L1094[17:30:07]
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L1096[17:30:11] <asdfowkw2> i just
couldnt get it to work properly, the texture was moving wierd, or
getting drawed the wrong way
L1097[17:30:13] <asdfowkw2> and now
L1098[17:30:19] <asdfowkw2> i saw that
they use 2 textures!
L1099[17:30:23] <gigaherz> heh
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L1101[17:30:29] <asdfowkw2> the empty
isnt baked into the gui
L1102[17:30:38] <gigaherz> it could be
XD
L1103[17:30:43] <gigaherz> I just didn't
bother
L1104[17:30:47] <gigaherz> because the
texture has a license
L1105[17:30:55] <gigaherz> so I wanted to
keep it strictly separate from the rest of the code
L1106[17:31:02] <asdfowkw2> last time i
did that it filled wierdly
L1107[17:31:05] <asdfowkw2> now it just
worked
L1108[17:31:08] <gigaherz> (I mean has a
different license)
L1109[17:31:19] <asdfowkw2> ^^
L1110[17:31:53] <asdfowkw2> the texture
is from cofh?
L1111[17:31:54] <asdfowkw2> ye?
L1112[17:32:43] <asdfowkw2> where on
earth did u find a license for the texture?
L1113[17:32:54] <asdfowkw2> All Rights
Reserved (closed) is all it says about their source code ^^
L1114[17:34:25] <asdfowkw2> Do you by any
chance know what i should be looking at for those fancy gui tabs
they have on their machines?
L1115[17:34:27] <asdfowkw2> is it
buttons?
L1116[17:36:29] <asdfowkw2> wellwell,
that will have to be another day
L1117[17:36:42] <gigaherz> the image was
under this license
L1119[17:36:57] <gigaherz> and tabs...
it's rather complex
L1120[17:37:01] <gigaherz> either find
some library that does them
L1121[17:37:12] <gigaherz> or well,
patience ;P
L1122[17:37:36] <gigaherz> most mods end
up using buttons
L1123[17:37:45] <asdfowkw2> ill look into
that when i need them ^^ now im exhausted (-30% movementspeed, -40%
damage dealt for 2.5 seconds) so i think im off now
L1124[17:38:24] <asdfowkw2> really
appreciate all ure help tho =) !
L1125[17:38:37]
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L1126[17:39:17] <asdfowkw2> i havnt even
made so it always faces me on place i saw now
L1127[17:39:48] <asdfowkw2> Well, thanks
alot and cya around =) !
L1129[17:41:01] <gigaherz> cya
L1130[17:41:05] <gigaherz> and yeah I'm
going to sleep
L1131[17:41:13] ***
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L1132[17:41:17] <gigaherz> night
ppl
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L1141[18:08:39] <Shambling> anyone know
which mod adds shearable chickens? I mean, I'm not complaining, but
I thought I had more shearables installed, but I don't. lol
L1142[18:09:17] <quadraxis> quark I
think
L1143[18:09:29] <h5h77> it does sound
like a quark type of thing
L1144[18:09:35] <Shambling> I'll
check
L1145[18:09:55] <Shambling> yup
L1146[18:10:02] <Shambling> shear em till
they die, and they don't run away
L1147[18:10:19] <Shambling> I suppose
chickens usually die in one hit, so that can't really be used as an
exploit to not have fleeing chickens :P
L1148[18:10:52] <h5h77> it's more
annoying than it is challenging anyway
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L1163[19:13:38] <Shambling> my computer
just sat on "baking: minecraft:potatoe" for like 30
seconds
L1164[19:14:42] <Akkarin> well spuds
require a substantial amount of computing power, logically
L1165[19:16:54] <Shambling> must be
microwaving it, because baking a potato usually require more time
than that
L1166[19:17:37] <Akkarin> microwaving
spuds? you monster q.q
L1167[19:18:13] <Shambling> make sure to
poke it with a fork first
L1168[19:19:22] <Corosus> i hear pre
microwaving it then finishing it off with baking gives great
results
L1169[19:19:50] <Shambling> I thought
that was frozen sausage patties
L1170[19:19:54] <Shambling> maybe it
works for tatters as well
L1171[19:20:08] <Shambling> dear lord,
they even disabled realistic world gen from quark in beyond
L1172[19:20:27] <Shambling> why would you
disable something that is only used once, and the player chooses
themselves....
L1173[19:20:51] ***
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L1174[19:20:55] <Shambling> no step up
fixer mod, literally unplayable
L1175[19:21:44] <Corosus> how does it fix
it? i noticed that vanilla feature goes full retard for a lot of
mob blocks
L1176[19:21:54] <Corosus> mod blocks
*
L1177[19:24:22]
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L1178[19:24:36] <Shambling> step up fixer
turns it into a stepup instead of a moronic jump
L1179[19:24:47] <Corosus> ah good,
yeah
L1180[19:24:55] <Shambling> I find I
don't shift off of blocks with 1.10.2's step up fixer, but I fall
off all the time with vanilla
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L1182[19:25:33] <Shambling> maybe its not
in the pack to encourage people to do things like botania's
sojourners sash
L1183[19:25:53] <Shambling> if I played
it fully, I'd probably keep vanilla step up turned off and grab a
sojourner
L1184[19:28:14] <h5h77> shambling, pretty
sure realistic worldgen is just a preset, so you can still get that
if you want
L1185[19:28:21] <h5h77> it's just less
convenient now
L1186[19:28:48] <h5h77> but tbh i thought
it was kinda unnecessary to add this specific preset as one of the
options anyway
L1187[19:29:03] <Shambling> ah thats
right, its just a customization world gen
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L1235[23:51:53] <Elec0> how does glass do
it's render edge culling in 1.10/11? In earlier versions it
overrided a method, but it doesn't seem to do that now
L1236[23:56:03] <Elec0> rip. that code is
actually in blockbreakable
L1237[23:56:56]
⇦ Quits: quadraxis
(~quadraxis@cpc77293-basf12-2-0-cust699.12-3.cable.virginm.net)
(Ping timeout: 180 seconds)
L1238[23:58:56]
⇦ Quits: terribleperson
(~terriblep@75-139-139-229.dhcp.gwnt.ga.charter.com) (Ping timeout:
180 seconds)