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L1[00:01:19] ⇨ Joins: Naiten (Naiten@77.35.46.204)
L2[00:02:31] <PinkYoshi> I'll try it
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L4[00:11:08] <PinkYoshi> http://imgur.com/a/HQnQb
L5[00:11:15] <PinkYoshi> help please.
L6[00:12:12] <mezz> you have selected a JRE, which is what you need to run stuff with java. what you need is the JDK which is the developer kit for programming with java
L7[00:12:33] <mezz> at least that's my best guess
L8[00:12:52] <mezz> grab and install a JDK from here http://www.oracle.com/technetwork/java/javase/downloads/jdk8-downloads-2133151.html
L9[00:12:53] <PinkYoshi> oh nvm why did it auto select the jre anyway..
L10[00:12:59] <PinkYoshi> the jdk should have been my java home path
L11[00:13:10] <PinkYoshi> I got it from the drop down it's on the JDK now thanks guys I'm a derp
L12[00:13:17] <mezz> cool
L13[00:17:57] <PinkYoshi> ok I have the client running now where do I find docs on how to do mods for forge 1.10.2?
L14[00:18:12] <PinkYoshi> I know basic coding just need to learn forge specifically.
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L21[00:31:41] <PinkYoshi> I want to create some code which checks the forge essentials economy of the player who right clicked a sign, against something written on the sign, and then I want to parse what was written on it, if the player has enough money I want to take an item of (amount) out of the chest the sign is above or placed on only if the chest has enough inventory space and
L22[00:31:41] <PinkYoshi> if not report a message like "Sorry this shop is out of stock", and I also want to allow selling as well.
L23[00:32:23] <PinkYoshi> So I just need to check contents of a chest, check the block attached to a sign, and check forge essentials wallet, current player interact event (server side), and enforce requiring enough money or for the chest to actually have the item.
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L25[00:32:29] <mezz> forge essentials is a mod, separate from forge
L26[00:32:47] <PinkYoshi> well the forge universal server comes with FE built in doesn't it?
L27[00:32:49] <mezz> in fact just about anything with "forge" in the name is not associated with the core forge project
L28[00:33:35] <mezz> I don't believe it does, here's the project https://minecraft.curseforge.com/projects/forge-essentials-74735
L29[00:35:13] <PinkYoshi> can someone tell me how to include forge essentials sources in my forge mod?
L30[00:35:23] <PinkYoshi> so I can access things like FECONOMY?
L31[00:35:42] <mezz> the recommended method is to use gradle to manage it as a dependency
L32[00:35:48] <Ordinastie> PinkYoshi, do you have any programming knowledge?
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L34[00:36:15] <PinkYoshi> Yeah a bit, enough to know that if I want to reference outside code I need to include it as part of my project so that there's a reference pre-existing to call to.
L35[00:36:21] <PinkYoshi> Normally I use C#
L36[00:36:24] <PinkYoshi> xD
L37[00:36:56] <PinkYoshi> I don't believe I can just create a reference to forge essentials economy without the project itself knowing what i'm trying to reference..
L38[00:37:19] <mezz> you have to add it as a dependency in your build.gradle file
L39[00:37:57] <mezz> then when you set up your workspace, it will download FE and set up your IDE so that it is available
L40[00:38:50] <PinkYoshi> I want a specific version of forge essentials. for my server. On this guide it says I have to use a specific version but I want a different one will that still be available? how do I reference that? I'm uncertain
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L42[00:39:04] <mezz> here is an example, where several dependencies are set up https://github.com/GenDeathrow/Hatchery/blob/master/build.gradle#L38-L60
L43[00:39:20] <PinkYoshi> this guide is outdated. On their dev docs.
L44[00:39:29] <mezz> the part that is relevant to you is the CurseForge maven, which hosts FE
L45[00:39:39] <PinkYoshi> ah okay.
L46[00:40:05] <PinkYoshi> will it auto pair the version of minecraft with the right version of FE?
L47[00:40:14] <PinkYoshi> or rather I mean the inverse.
L48[00:40:15] <mezz> you can find a bit of information about using their maven here https://www.curseforge.com/docs/api
L49[00:40:47] <mezz> I think you just have to specify the file version you want
L50[00:41:01] <PinkYoshi> hm okay.. is there a list of file versions I can look at? that's what i'm wondering.
L51[00:41:12] <mezz> here https://minecraft.curseforge.com/projects/forge-essentials-74735/files
L52[00:41:16] <PinkYoshi> I'm going to hop into the forge essentials channel maybe they can help out more too
L53[00:41:26] <mezz> that's a good idea
L54[00:41:35] <PinkYoshi> thanks for all the help guys
L55[00:41:42] <mezz> no problem
L56[00:41:48] <PinkYoshi> I hope to have fun making my own forgemod soon even though this is alot to take in
L57[00:42:47] <mezz> the learning curve is steep, but most of what you're working with now is fairly standard java dev stuff at least
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L62[01:03:13] <PinkYoshi> mezz I kind of need help badly.
L63[01:03:25] <mezz> ok
L64[01:03:58] <PinkYoshi> is pastebin ok for you?
L65[01:04:02] <mezz> sure
L66[01:04:34] <PinkYoshi> https://pastebin.com/uXrsgPBN
L67[01:05:12] <mezz> you have two dependencies sections
L68[01:05:15] <Ordinastie> ^
L69[01:05:24] <mezz> one is part of the MDK template and has lots of comments in it
L70[01:05:44] <PinkYoshi> So what do I change and is this version something that will actually be on the repository?
L71[01:05:52] <PinkYoshi> 1.10.2-10.1.113
L72[01:06:20] <mezz> remove lines 36 to 58
L73[01:06:38] <PinkYoshi> done
L74[01:06:41] <mezz> that looks like a reasonable version number
L75[01:07:01] <PinkYoshi> I took it right from the filename internally that Forge Essentials says the server is running.
L76[01:07:18] <mezz> it's also listed here https://minecraft.curseforge.com/projects/forge-essentials-74735/files
L77[01:08:32] <PinkYoshi> ok.
L78[01:08:49] <PinkYoshi> so how do I get it to integrate I noticed I had appended my stuff to the outside of buildscript{...}
L79[01:08:53] <mezz> next step, you need to add the curseforge maven in your repository section. the three you have there now are not useful to you
L80[01:09:23] <mezz> buildscript section should not be edited, it's used for forgegradle itself
L81[01:09:53] <PinkYoshi> I have more than one repository section because I appended what the site said to
L82[01:10:03] <mezz> what site?
L83[01:10:09] <PinkYoshi> I'm a little confused on if I'm supposed to merge it all together into one section under the tags
L84[01:10:10] <PinkYoshi> this one:
L85[01:10:33] <PinkYoshi> https://github.com/ForgeEssentials/ForgeEssentials/wiki/Developer-documentation
L86[01:10:48] <PinkYoshi> Where it says "setting up the API"
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L88[01:10:57] <PinkYoshi> I appended it to the very end and then just changed the version. in the quotes.
L89[01:11:00] <mezz> weird ok, they know better than I do though
L90[01:11:26] <PinkYoshi> I'm assuming they mean "paste to the very end of the file" rather than "use a command line with gradle.build.append" or something
L91[01:12:03] <mezz> ok it looks like it really is hosted on the forge maven, interesting
L92[01:12:15] <Ordinastie> by append, they mean, add to the sections if there is already one
L93[01:12:16] <mezz> you put it in the correct place
L94[01:13:16] <mezz> PinkYoshi, you should ask their IRC or Discord channel for where you can find valid version numbers
L95[01:13:24] <mezz> it may not match what's on curse
L96[01:13:42] <PinkYoshi> I don't seem to be getting forge essentials, I asked the IRC and I just got told vauge information.
L97[01:13:54] <PinkYoshi> I also got told "We don't support outdated versions"
L98[01:14:00] <mezz> it looks like version numbers are here http://files.minecraftforge.net/maven/com/forgeessentials/forgeessentials
L99[01:14:46] <PinkYoshi> Ah thank you ill see if I can match one of those to my server
L100[01:16:05] <mezz> seems strange that they consider 1.10 outdated already
L101[01:17:13] <mezz> yeah they don't even have a 1.11 version
L102[01:17:32] <mezz> there is some miscommunication between you and them. try asking them again
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L105[01:18:24] <mezz> you should work with their latest version
L106[01:18:27] <PinkYoshi> so if I have forge essentials the jar file
L107[01:18:34] <PinkYoshi> is there a way without using the build.gradle script thing
L108[01:18:36] <PinkYoshi> to just inject it?
L109[01:18:39] <PinkYoshi> into my project?
L110[01:19:01] <PinkYoshi> or a way to manually build it into a project compatible?
L111[01:19:14] <PinkYoshi> cause it would be much less of a pain in the butt to do that then figure out how to get on the repo
L112[01:19:36] <mezz> sure but it's worth learning the right way so you can have things set up so that others can run your project
L113[01:21:41] <PinkYoshi> ok so currently, this is my gradle.build file and it doesn't appear to be importing forge essentials at all?
L114[01:22:17] <PinkYoshi> https://pastebin.com/c1BRC3dv
L115[01:22:30] <mezz> your version is probably invalid
L116[01:22:49] <mezz> it doesn't look like what they have in the wiki
L117[01:23:10] <mezz> I think you should ask them what version you should use
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L123[01:49:55] <PinkYoshi> I have a forge essentials reference now.. but no one seems able to answer my query.
L124[01:50:14] <PinkYoshi> I can't find any documentation on how to use forge essentials in a mod
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L126[01:50:59] MineBot sets mode: +o on cpw_
L127[01:51:13] <mezz> it may take a while to get a reply, who knows what timezone they're in or if they're even at their computer
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L129[01:51:38] *** cpw_ is now known as cpw
L130[01:51:44] <mezz> generally if you're in a hurry you will have to get your hands dirty and dig through their code
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L132[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170528 mappings to Forge Maven.
L133[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170528-1.11.zip (mappings = "snapshot_20170528" in build.gradle).
L134[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/
L135[02:05:15] <PinkYoshi> I don't know java so i'm trying to worm my way through it blind =p
L136[02:05:57] <PinkYoshi> Trying to figure out how to actually get a mutable list of type net.minecraft.server.management.playerlist
L137[02:06:20] <PinkYoshi> I want to create an instance of the list so I can check the properties of each type <Player> within it and get the UUID like they did here:
L138[02:06:39] <PinkYoshi> http://programtalk.com/java-api-usage-examples/net.minecraft.server.management.PlayerList/
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L140[02:07:30] <Ordinastie> you really need to know java before trying to mod
L141[02:09:51] <killjoy1> optional, but recommended
L142[02:09:59] <Ordinastie> no, not optional
L143[02:10:14] <killjoy1> encouraged
L144[02:10:27] <killjoy1> strongly that is
L145[02:10:31] <Ordinastie> if you know other programming languages, sure it will be easier, but you still have to know the language
L146[02:10:39] <killjoy1> or scala
L147[02:11:30] <PinkYoshi> I'm trying to wade through it, does anyone know how to catch an event where a player clicks on a sign with specific properties, like a sign that has a specific [tag] on it?
L148[02:11:37] <PinkYoshi> that's the first step, for me.
L149[02:11:46] <killjoy1> I'd use the player interact event
L150[02:11:54] <PinkYoshi> how do I get the sign text lines?
L151[02:12:10] <killjoy1> it's in the tileentity probably
L152[02:12:18] <mallrat208> I'd suggest looking at how the sign functions
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L154[02:20:04] <PinkYoshi> I have no idea where to look i've been googling how to do this for the last two hours
L155[02:20:43] <PinkYoshi> how do I create an event in my main mod class which checks when the player right clicks a block, then checks what type the block is, then gets the data for the block if it's a sign?
L156[02:20:56] <PinkYoshi> i can't find a guide that is that straightforeward.
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L158[02:24:15] <LexMobile> you dont want a guide, you want the code written for you. THere are plenty of guides on how to write an event handler, How to write if statements, and how to access data from the world.
L159[02:24:18] <LexMobile> That's all you need.
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L161[02:25:38] <PinkYoshi> I can't seem to find any!
L162[02:25:49] <PinkYoshi> The ones I found require you to create some new block class
L163[02:25:56] <PinkYoshi> and then use an over ride event in the block class for when the player clicks on it
L164[02:26:02] <PinkYoshi> I want to interact with already existing vanilla class objects.
L165[02:26:21] <PinkYoshi> and i'm pretty sure older (<1.10.2) tutorials are going to have issues/errors and be out dated
L166[02:26:25] <PinkYoshi> can someone point me to a guide?
L167[02:26:28] <mezz> you're going to do stuff that nobody has done before
L168[02:26:37] <LexMobile> That's why I said event handler not custom blocks
L169[02:27:25] <LexMobile> Go look at a basic event handler guide
L170[02:27:52] <LexMobile> Then go though the events forge offers, here's a hint they are named/laid out locally.
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L173[02:40:41] <PinkYoshi> omg this is breaking now
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L175[02:41:32] <Subaraki> PinkYoshi, soemthing like EventBlockInteract or something
L176[02:41:35] <Subaraki> pretty sure it exists
L177[02:41:47] <Subaraki> use an eventhandler, registered to the forge event bus
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L179[02:45:11] <Subaraki> PinkYoshi : https://mcforge.readthedocs.io/en/latest/events/intro/
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L181[02:50:14] <Abastro> Hello, is there easy way to let gui config(or something similar) load properties a1, a2, ... when a property X is set to A? Tired of creating my own system.
L182[02:58:11] <ghz|afk> I don't think so
L183[02:58:17] <ghz|afk> the properties should always be there
L184[02:58:35] <ghz|afk> I don't know if you can hide them in the config gui
L185[02:58:37] <ghz|afk> that MAY be possible.
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L189[03:11:55] <SquareWheel> Odd question, but which Topics do you guys use on Github to assign to your mods? "minecraft" and "minecraft-mod" seems popular.
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L207[04:57:11] <risux> I'm currently working on a rotatable block, got the blockstates set up and all that, no problem there. I'm now trying to rotate it visually. The block loads in a wavefront model, and I've got a custom baked model to dynamically texture it. To get it to actually rotate, do I need to manually rotate the quads or is there some built-in way of doing it?
L208[05:01:35] <ghz|afk> there's a built-in way but, how do you texture it?
L209[05:01:53] <risux> Using the retexture method of IRetexturableModel
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L211[05:02:06] <ghz|afk> okay so
L212[05:02:16] <ghz|afk> if you look at the blockstate loader
L213[05:02:26] <ghz|afk> you'll see that it handles the transforms by using TRSRTransformations
L214[05:02:48] <ghz|afk> which can be included in the IModelState passed into the bake method
L215[05:03:02] <ghz|afk> I can't tell you the exact code you need
L216[05:03:05] <ghz|afk> but the idea is that
L217[05:03:18] <ghz|afk> if you specify the rotation in the blockstate file
L218[05:03:28] <ghz|afk> you get the transform object in the IModelState
L219[05:03:41] <ghz|afk> so you could pass it over to the custom model
L220[05:03:50] <ghz|afk> and then pass it on to the obj model's bake method
L221[05:04:18] <risux> Will give it a shot, thanks :)
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L247[06:25:24] <barteks2x> is there any known mod that cause spamming this? The object net.minecraft.potion.PotionType@6efd0a6e has been registered twice for the same name minecraft:invisibility.
L248[06:26:01] <barteks2x> it's even messing up my registry this way
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L257[07:36:18] <barteks2x> why would this lambda throw NPE when using eclipse compiler? cube -> cube != null
L258[07:36:29] <ghz|afk> hmmm
L259[07:36:33] <ghz|afk> try to disassemble the code
L260[07:36:38] <ghz|afk> so far as I know
L261[07:36:55] <ghz|afk> most lambdas compile into private static methods
L262[07:36:59] <ghz|afk> or private instance methods
L263[07:37:09] <ghz|afk> (depending on if they reference the class fields)
L264[07:37:10] <barteks2x> it's only eclipse compiler that does it, javac works fine
L265[07:37:15] <ghz|afk> yeah so
L266[07:37:18] <ghz|afk> the bytecode must be different
L267[07:37:31] <ghz|afk> maybe eclipse uses something else to allow for easier hotswap
L268[07:37:55] <barteks2x> now I need to find where intellij stores compiled classes
L269[07:38:11] <ghz|afk> build/classes
L270[07:38:35] <barteks2x> and any nice bytecode viewer?
L271[07:39:00] <quadraxis> besides javap?
L272[07:39:24] <barteks2x> meh, don't want to deal with comandline
L273[07:39:26] <barteks2x> I'm lazy today
L274[07:40:04] <barteks2x> hm... maybe just the decompile will tell me something
L275[07:49:37] <Akkarin> javap does produce the nicest results usually
L276[07:51:21] <barteks2x> I see "invokedynamic test(java.util.function.Predicate);"
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L279[07:55:01] <barteks2x> rigth, i should look into the method that is the lambda...
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L281[07:59:19] <barteks2x> I need to use the javap...
L282[08:00:14] <kashike> I blame the eclipse compiler
L283[08:00:16] <kashike> it's so stupid
L284[08:02:32] * Akkarin licks kashike
L285[08:02:47] * kashike blinks
L286[08:02:50] * Akkarin starts compiling with allow errors on
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L288[08:03:18] <kashike> mfw Cloudflare Trust & Safety is at the top of "Frequently contacted"
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L290[08:18:44] <SquareWheel> Trying to make my mod work with vanilla client. If I send a packet normally, it's fine, but if I send one at PlayerLoggedInEvent, it crashes.
L291[08:19:01] <SquareWheel> Not a huge deal... but I did want to send a sync packet on first logon.
L292[08:20:23] <Akkarin> well if you do send packets through the channel system you have to wait for the registration to come through essentially
L293[08:20:34] <Akkarin> otherwise things might get a little messy
L294[08:20:47] <SquareWheel> Ah, so some magic Forge does to smooth things out?
L295[08:21:07] <Akkarin> don't think it prevents you from sending things too damn early at least
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L298[08:21:46] <SquareWheel> Would there be a better event to tap into?
L299[08:22:01] <Akkarin> double check against the protocol doc to figure out when that stuff usually happens and confirm against code I guess
L300[08:23:13] <SquareWheel> Where might I find these docs?
L301[08:24:05] <SquareWheel> Hrmm.. I mean, I could do an "if properly registered" check in my packet code. If such a thing is possible.
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L303[08:29:03] <Akkarin> well there isn't a confirmation for it. Nor is there a need for that since it's a TCP stream so order is guaranteed
L304[08:29:13] <Akkarin> it's rather a matter of "when is the registration packet actually sent"
L305[08:29:38] <Akkarin> given that Forge also has a handshake of sorts I'd say relatively early. You might literally be one event too early though if you are getting crashes
L306[08:29:50] <Akkarin> unless, of course, you aren't sending through a channel at all and instead send nonsense
L307[08:30:09] <Akkarin> in which case the client nopes out with a "I don't know what the hell you are talking about. Is that klingon or something?"
L308[08:30:36] <SquareWheel> Should be through a proper channel. Works fine in modded, and even Forge without the mod. Just vanilla plain doesn't like it.
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L311[08:35:18] <SquareWheel> Mind if I post the pastebin of the crash? You might be able to make more sense of it than me.
L312[08:35:31] <Akkarin> well maybe forge does something weird to get the handshake earlier
L313[08:35:44] <Akkarin> I do know that there's a timeout on the server side that effectively waits for the handshake to occur
L314[08:36:23] <Akkarin> and I recall that it was set to timeout after a trillion years or something stupid like that originally :P
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L318[08:46:31] <Koward> I need to do something on my TE when my block is placed. OnBlockAdded is called before TE loading so I can't use that, I can't find any method that is triggered after, what are my choices ? I guess it must be a common problem
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L320[08:47:36] <Ordinastie> onBlockPlacedBy
L321[08:48:22] <Ordinastie> or use a CustomItem and do it from there
L322[08:57:39] <Koward> onBlockPlacedBy works perfectly, thank you.
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L330[09:29:34] <SquareWheel> Regarding my packet crash, I think I'm just going to remove the sync packet on login. I'll justify it by saying that too much happens during login in kitchen sink packs anyway, so it's lessening the load.
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L339[10:22:27] <SatanicSanta> What is Slot#onPickupFromSlot now?
L340[10:24:40] <SatanicSanta> in 1.11/1.11.2
L341[10:28:21] <SatanicSanta> oh never mind, looks like it's now onTake which returns an ItemStack. Aight
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L345[10:49:56] <ghz|afk> yesterday's Doctor who was so disappointing.
L346[10:50:02] <ghz|afk> like, the concept was ok
L347[10:50:15] <ghz|afk> it could have been great
L348[10:50:21] <ghz|afk> but the writing was just.....
L349[10:50:32] <ghz|afk> lazy and wrong
L350[10:51:34] <ghz|afk> like there's supposed to be a disaster in a GMO investigation lab
L351[10:51:42] <ghz|afk> and of all the possible ways that things could have gone wrong
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L353[10:51:50] <Ordinastie> just stfu
L354[10:52:01] <Ordinastie> you better not spoil anything
L355[10:52:09] <ghz|afk> I'm not
L356[10:52:23] <ghz|afk> the writers chose for it to be caused by things that any basic safety practices would have avoided
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L361[11:04:03] <williewillus> !gm MobSpawnerBaseLogic.randomEntity
L362[11:04:05] <williewillus> !gf MobSpawnerBaseLogic.randomEntity
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L365[11:10:13] <williewillus> !gp World.getClosestPlayer.spectator
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L370[11:39:07] <SquareWheel> Finished my mod. :)
L371[11:39:22] <SquareWheel> https://github.com/WesCook/Nutrition
L372[11:39:32] <SquareWheel> Custom nutrition systems in Minecraft.
L373[11:43:29] <barteks2x> that eclipse compiler crash is actually mixin fuckup most likely...
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L375[11:54:24] <williewillus> how do I render custom icons on maps?
L376[11:54:45] <williewillus> don't really see a clean way, if there isnt I might pr a hook to rebind the texture when rendering or something
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L378[12:20:46] <Twisted_Code> does having mercurius help troubleshooting problems with the specific instance running it or is it just general information?
L379[12:23:46] <barteks2x> I think if there was something that could help troubleshooting, it would be in forge, but I may be wrong there
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L381[12:28:33] <copygirl> Ehh... can't add a custom layer renderer to zombies because apparently the zombie renderer keeps track of separate villager and non-villager layers so .. adding mine doesn't have an effect.
L382[12:28:42] <copygirl> In 1.10 only. I wonder if I can get around that..
L383[12:28:52] <ghz|afk> you could reflect into the layer lists
L384[12:29:35] <copygirl> Yeah I'm thinking of doing that, but it'd be hardcoded for just that renderer. Nothing I can do I guess.
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L390[13:06:17] <barteks2x> does player entityId change when going between dimensions?
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L395[13:13:54] <risux> If I'm trying to have a block "remember" another block, I'm going to need a Tile Entity, correct? That's not something I can accomplish with blockstates from what I understand.
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L397[13:14:59] <ghz|afk> risux: pretty much
L398[13:15:29] <ghz|afk> unless you have a very small (16 or less) small amount of block variants you want to remember in total
L399[13:15:31] <McJty> In theory there are other ways (like saving data in WorldSaveData) but those usages are rare
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L401[13:15:42] <McJty> You should use a TileEntity almost all the time for that
L402[13:15:59] <barteks2x> if you just want to remember direction where the other block is then blockstates would work
L403[13:16:13] <risux> It has to be pretty universal. I basically need this block to keep track of other blocks in order to mimick the other block's texture.
L404[13:16:37] <McJty> yes, a TE is best for that
L405[13:17:17] <risux> Has the performance of tile entities improved since 1.7? I know back in 1.7 using a TE would have been a bad choice, considering it will be a common building block.
L406[13:17:47] <barteks2x> it was tickable tile entities and tesr that are so bad
L407[13:17:57] <barteks2x> just tile entity just uses more memory
L408[13:18:04] <McJty> TESR's are not always bad
L409[13:18:15] <McJty> A TESR is better if you have something that animates and changes a lot in appearance
L410[13:18:22] <barteks2x> not always but when its common building block then it probably is
L411[13:18:23] <McJty> Because a static model causes partial chunk rerenders
L412[13:18:42] <williewillus> barteks2x: depends on which "going between dimensions"
L413[13:18:44] <McJty> Especially in 1.10+ where chunk updates can be relatively expensive
L414[13:18:44] <ghz|afk> the issue is mc can't do geometry instancing
L415[13:18:52] <risux> Okay, so as long as it's not tickable, then I should be alright?
L416[13:19:08] <barteks2x> williewillus, any situation, doe sthe player entityId ever change on a single server instance?
L417[13:19:16] <barteks2x> as long as relogin isn't a thing
L418[13:19:19] <williewillus> yes, on death and when returning from end -> overworld
L419[13:19:26] <williewillus> in those two cases the entity is destroyed and recreated
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L421[13:19:34] <ghz|afk> otherwise there could be a single draw call for all objects using the same renderer, with a constant buffer object or texture as the source of animation progress
L422[13:19:40] <williewillus> for nether portals, and ow -> end the entity is directly transferred
L423[13:20:11] <barteks2x> I have an issue with PlayerCubeMap (my version of PlayerChunkMap) where it gets confused whne going between dimensions
L424[13:20:52] <ghz|afk> williewillus: is that actually true?
L425[13:20:54] <barteks2x> I use entityId as key in a map so I thought this may be an issue
L426[13:20:59] <ghz|afk> in my Inventory Spam mod
L427[13:21:11] <ghz|afk> I have issues with the entity losing all inventory contents temporarily while switching dimensions
L428[13:21:20] <williewillus> exiting the end is equivalent to death + clicking respawn
L429[13:21:32] <ghz|afk> and I don't mean exiting the end
L430[13:21:37] <barteks2x> which works fine
L431[13:21:43] <barteks2x> just goigh through portals doesn;t
L432[13:21:52] <ghz|afk> barteks2x: try to use entityid + dimension
L433[13:21:52] <ghz|afk> ;P
L434[13:22:09] <barteks2x> there is separate instance of PlauerCubeMap per dimension
L435[13:22:51] <williewillus> then you want to look at the normal teleportation case which is located in PlayerList.transferPlayerToDimension
L436[13:22:54] <barteks2x> things begin to go wrong when going one way, but nothing significant. Things break like mad when gong back the other way
L437[13:22:55] <risux> I guess I should ask this then: If I'm going the TE route, then I'm going to of course need to obtain the block data from that TE via the baked model in order to apply the mimicked texture. And based on that, I'm going to need the blocks coordinates... how do I get them from there?
L438[13:23:30] <barteks2x> like "there are more chunk holes than chunks"
L439[13:24:24] <McJty> risux, TE.getPos()
L440[13:24:46] <williewillus> put it inside an unlisted property using getExtendedState
L441[13:25:02] <williewillus> or rather, I would retrieve the mimicked state itself and put it in the state
L442[13:25:28] <risux> McJty, thats not quite what I mean. I need to obtain the coordinates of the block which is a tile entity in order to even obtain the tile entity (from the baked model)
L443[13:25:37] <williewillus> that's what I mentioned just now
L444[13:25:41] <risux> Ah
L445[13:25:44] <williewillus> you don't obtain things in the baked model
L446[13:25:54] <williewillus> you should have all the info you need already put into the IBlockState and just read it out
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L448[13:26:02] <williewillus> and you put things in using getActualState/getExtendedState
L449[13:26:18] <risux> Actual states and extended states are the same thing?
L450[13:26:23] <williewillus> different
L451[13:26:29] <williewillus> but used for pretty much the same purpose
L452[13:26:35] <williewillus> passing extra info to the model
L453[13:27:10] <williewillus> actual state is vanilla and you only have a fixed number of values (enums, integers, etc.), for extended states the set of possible values is infinite (e.g. any string, an IBlockState, etc.)
L454[13:27:35] <risux> Oh, that's good to know.
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L458[13:29:09] <barteks2x> Looks like MC calls removePlayer on PlauerChunkMap *after* it changes it's position O.o
L459[13:29:46] <barteks2x> (at least after multiplying/dividing it by 8)
L460[13:31:05] <barteks2x> yup, that's what I was doing wrong. I should be using the managedPosition there
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L478[14:43:41] <Intektor> is there a way to find out what mod causes lag problems?
L479[14:44:06] <Intektor> not graphical
L480[14:44:58] <ghz|afk> "lag" to mean "frame slowdown" is incorrect anyhow
L481[14:45:09] <ghz|afk> ;P
L482[14:45:46] <ghz|afk> (but no idea)
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L487[15:04:27] <sparky8251> Intektor: try opis? it shows TPS by chunk and can even highlight blocks that are causing the high TPS
L488[15:16:27] <barteks2x> how is the position of portal in the end generated?
L489[15:16:39] *** RichardG_ is now known as RichardG
L490[15:17:46] <barteks2x> actually, the way the code that gets player out of the end is confusing
L491[15:18:00] <barteks2x> specifically, TileEndityEndGateway#findSpawnpointInChunk
L492[15:18:09] <barteks2x> how does it work? what it's even trying to find?
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L494[15:22:30] <ghz|afk> barteks2x: uhm, that method is for end gateways, the ones you use with an ender pearl, that appear after you kill the dragon
L495[15:22:40] <ghz|afk> they leave you in the closest solid block
L496[15:22:50] <ghz|afk> or rather
L497[15:23:06] <ghz|afk> the closest endstone that has two non-solid blocks on top
L498[15:23:24] <barteks2x> Isn't the end gateway block also the same thing that you go into when you kill the gragon? (I never did)
L499[15:23:33] <ghz|afk> no that's the end portal block
L500[15:23:44] <barteks2x> wait they are different?
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L502[15:23:50] <barteks2x> isn't end gateway and end portal the same?
L503[15:24:00] <ghz|afk> uhm I wouldn't think so
L504[15:24:08] <ghz|afk> since they have vastly different behaviours
L505[15:24:23] <ghz|afk> BlockEndPortal + TileEntityEndPortal
L506[15:24:24] <ghz|afk> vs
L507[15:24:32] <ghz|afk> BlockEndGateway
L508[15:24:39] <ghz|afk> + TileEntityEndGateway
L509[15:24:54] <ghz|afk> EndPortal == the thing that appears in fortresses in the overworld, and in the fountain in the end
L510[15:25:09] <ghz|afk> EndGateway = the thing that lets you travel from the center chunks to the outer islands and back
L511[15:25:17] <barteks2x> TileEntityEndPortal does nothinf...
L512[15:25:31] <barteks2x> g
L513[15:25:39] <ghz|afk> it does -- it has a TESR
L514[15:25:42] <ghz|afk> it need no logic
L515[15:25:48] <ghz|afk> only the TESR
L516[15:25:52] <ghz|afk> the logic is in the collision
L517[15:25:56] <barteks2x> I wanted the logic for the thing that teleports
L518[15:26:03] <barteks2x> so "end portal" block is useless for me
L519[15:26:11] <ghz|afk> uhm
L520[15:26:22] <ghz|afk> BlockEndPortal#onEntityCollidedWithBlock
L521[15:26:37] <barteks2x> and intellij froze...
L522[15:26:46] <ghz|afk> the logic is in Entity#changeDimension
L523[15:26:53] <ghz|afk> which has special handling for dimensionIn == 1
L524[15:28:37] <barteks2x> any way to skip that end game screen?
L525[15:28:53] <barteks2x> i'm in dev environment, tricks with breakpoints would also help
L526[15:30:43] <ghz|afk> I haven't found a way
L527[15:31:31] <ghz|afk> just spam escape while entering the portal, I guess
L528[15:33:15] <barteks2x> now that looks stupid in dev environment http://i.imgur.com/uMD108a.png
L529[15:36:06] <barteks2x> but there is a thing that also appear when you kill the second dragon, right?
L530[15:37:34] <barteks2x> I've never killed even one, but I got this report https://github.com/OpenCubicChunks/CubicChunks/issues/199
L531[15:37:56] <ghz|afk> second?
L532[15:38:06] <ghz|afk> each time you kill a dragon, first or third or 1000th
L533[15:38:13] <ghz|afk> an end gateway appears
L534[15:38:19] <ghz|afk> up to 12 of them
L535[15:38:32] <barteks2x> ed gateway or end portal?
L536[15:38:38] <ghz|afk> gateway
L537[15:38:39] <barteks2x> I placed end portal and got engame screen
L538[15:38:52] <barteks2x> I placed gateway and I got that bug
L539[15:39:11] <ghz|afk> gateway = leads you to the outer islands and appears around the central istland, in positions corresponding to the hour notches on a clock
L540[15:39:35] <ghz|afk> portal = teleports you between the end and the overworld
L541[15:40:09] <barteks2x> it's the gateway that's broken
L542[15:40:22] <ghz|afk> makes sense
L543[15:40:24] <barteks2x> it was really confusing what it was trying to do
L544[15:40:30] <ghz|afk> the gateway's main function
L545[15:40:49] <ghz|afk> as I said, is to transfer you between the central island, and the outer islands
L546[15:41:44] <barteks2x> so what is TileEntityEndGateway#findExitPortal?
L547[15:42:05] <ghz|afk> exactly what it says
L548[15:42:24] <ghz|afk> if you are in the central island
L549[15:42:38] <ghz|afk> it will look for its twin in the outer islands
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L551[15:43:20] <barteks2x> I'm really confused as to how it all works...
L552[15:44:10] <barteks2x> is it trying to find the edge of that island?
L553[15:44:22] <barteks2x> the one closer to the main one?
L554[15:44:33] <ghz|afk> IIRC
L555[15:44:41] <ghz|afk> it draws a line between the center of the world
L556[15:44:47] <ghz|afk> and the 1024 block mark
L557[15:45:00] <ghz|afk> and scans outward from there, until it finds a valid place to put you in
L558[15:45:03] <barteks2x> and goes towards the center until it reaches emoty chunk
L559[15:45:12] <barteks2x> and then it goes back intil it reaches filled chunk again
L560[15:45:29] <ghz|afk> that's to make sure it puts you in the innermost edge
L561[15:45:57] <barteks2x> which it's what is broken
L562[15:46:00] <barteks2x> in 2 different ways
L563[15:46:02] <barteks2x> with cubic chunks
L564[15:46:55] <barteks2x> first because just gettingthe chunk will give you empty one unless it's already loaded, second because getTopFilledSegment won't return 0 when it's empty...
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L566[15:47:56] <ghz|afk> http://minecraft.gamepedia.com/End_gateway_portal#Behavior
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L568[15:52:27] <barteks2x> wtf? my left arrow stopped working
L569[15:52:37] <barteks2x> and up arrow
L570[15:53:09] <barteks2x> rip my laptop keyboard :(
L571[15:54:08] <barteks2x> nooo ctrl and alt stopped working too
L572[15:54:24] <ghz|afk> :/
L573[15:54:24] <barteks2x> I can't switch to tty now...
L574[15:54:28] <ghz|afk> you have ALL the problems
L575[15:54:47] <barteks2x> if I'm talking too much, I can stop...
L576[15:54:57] <ghz|afk> no don't worry
L577[15:55:00] <ghz|afk> the channel is idle ;P
L578[15:55:50] <barteks2x> and it started working again magically O.o
L579[15:57:43] <williewillus> what does retrySlotClick in Container even do 0.o
L580[15:58:45] <barteks2x> Minecraft's usage of height conctants is really annoying. Is tends to use get(Actual)Height when looping top-down/bottom-up but hardcoded constants when checking for height
L581[15:59:19] <ghz|afk> barteks2x: which probably were in static final fields before compiling
L582[15:59:38] <ghz|afk> remember that the world height is 256 even in the end
L583[15:59:48] <ghz|afk> but the actual height value is the 128 in the end where the ceiling generates
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L585[15:59:52] <ghz|afk> (or 127)
L586[16:00:02] <barteks2x> *the nether?
L587[16:01:28] <ghz|afk> oops
L588[16:01:29] <ghz|afk> yes
L589[16:01:30] <ghz|afk> the nether
L590[16:03:49] <barteks2x> cubic chunks removes that ceiling and fills everything above with netherack
L591[16:04:22] <ghz|afk> heh
L592[16:04:23] <barteks2x> so it would make sense that getActualHeight is <someHugeNumber>
L593[16:04:29] <barteks2x> but it can't be because mods and vanilla
L594[16:04:34] <ghz|afk> so you can't break into the roof, and make farms in the void anymore ;P
L595[16:04:38] <barteks2x> modded teleporters especially
L596[16:04:49] <barteks2x> you can... if you make that void yourself
L597[16:05:16] <ghz|afk> maybe it would be best to leave the actualheight = 127/128 or something
L598[16:05:23] <barteks2x> I do
L599[16:05:29] <barteks2x> specifically for mods
L600[16:05:34] <barteks2x> except for the overworld
L601[16:05:42] <barteks2x> where it actually is <thatHugeNumber>
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L603[16:06:19] <barteks2x> because mods like aether for example would freeze when teleporting otherwise
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L606[16:08:28] <diesieben07> williewillus, if i remember correctly it is responsible for, well, re-trying the shift-click until all the stack is gone or no change was detected
L607[16:08:36] <diesieben07> it's a giant piece of hacky evil stuff
L608[16:08:40] <williewillus> wut
L609[16:08:49] <williewillus> why would it not just do it all at once
L610[16:08:51] <diesieben07> thats how shift-clicking works
L611[16:09:07] <diesieben07> if you have 32 pieces of stone and there is a stack that has 63 in
L612[16:09:12] <diesieben07> it first puts 1 there
L613[16:09:19] <diesieben07> and then re-tries the shift-click wiht the 31 remaining
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L624[16:28:08] <barteks2x> in what way are chests and item frames different as tile entities? (what could make item frames not be rendered while chests work)
L625[16:29:12] <ghz|afk> item frames are entities not blocks
L626[16:29:22] <ghz|afk> chests are blocks with TESR
L627[16:29:59] <barteks2x> they are entities? not tile endities?
L628[16:30:14] <diesieben07> yes, like paintings
L629[16:30:38] <barteks2x> ok, so now I hve to figure out why they aren't shown clientside
L630[16:31:30] <barteks2x> well, they aren't even there clientside
L631[16:36:04] <barteks2x> what does Entity#isSpectatedByPlayer do?
L632[16:36:18] <barteks2x> it seems to be used in entitytracker
L633[16:37:44] <diesieben07> barteks2x, probably so that entities are properly tracked when a player is spectating another player
L634[16:38:34] <barteks2x> it's used in isVisibleTo like return dx >= -range && dx <= range && dz >= -range && dz <= range && dy >= -range && dy <= range && this.trackedEntity.isSpectatedByPlayer(playerMP)
L635[16:38:52] <barteks2x> (renamed things for readabilitty)
L636[16:39:28] <barteks2x> and the version of that method in Entity always returns true
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L639[16:47:49] <PinkYoshi> hi
L640[16:48:01] <PinkYoshi> It's day time now.. I came on here pretty late yesterday. I'm hoping I can get some assistance.
L641[16:48:07] <diesieben07> ask away
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L644[16:49:13] <PinkYoshi> https://pastebin.com/Ygsr8nyB
L645[16:49:44] <PinkYoshi> How do I react to the player right clicking , get the item currently in their hot bar, and then do something based on the item display name or item Id? like, run a custom function?
L646[16:49:57] <diesieben07> Take a look at PlayerInteractEvent
L647[16:50:10] <PinkYoshi> do I need to make a block class.. or anything like that?
L648[16:50:12] <diesieben07> That method onBlockActivated you put there makes no sense.
L649[16:50:23] <diesieben07> http://mcforge.readthedocs.io/en/latest/events/intro/
L650[16:51:53] <PinkYoshi> There is nothing about playerinteract event on this page.
L651[16:52:06] <diesieben07> Indeed there isn't. But it tells you how events work.
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L653[16:53:22] <PinkYoshi> But I dont' know the syntax of the playerinteract event so how can I use it?
L654[16:53:36] <diesieben07> Like any other event.
L655[16:53:39] <PinkYoshi> I should also mention my intelliJ isn't detecting that such an event exists
L656[16:53:44] <PinkYoshi> it's not giving me any auto fill for it
L657[16:54:19] <diesieben07> well, I don't know what you are doing, but I definitely have the class: http://i.imgur.com/ix40nxi.png
L658[16:54:43] <mezz> PinkYoshi, take a look at https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/test/java/net/minecraftforge/test/PlayerInteractEventTest.java
L659[16:55:03] <diesieben07> Note: Actually do take a look. Do not copy paste.
L660[16:55:44] <mezz> well yeah the test does some ridiculous things :)
L661[16:55:51] <mezz> but the syntax is there
L662[16:56:28] <PinkYoshi> http://imgur.com/a/5KP1y
L663[16:56:30] <PinkYoshi> I see now.
L664[16:56:42] <PinkYoshi> It's not going to be a function name that I include it's going to be the parameter that auto fills >.<
L665[16:56:44] <diesieben07> You did not read the page I linked, did you.
L666[16:56:45] <PinkYoshi> derp derp derp
L667[16:56:48] <PinkYoshi> I did.
L668[16:56:53] <PinkYoshi> and I realized instantly what I did wrong.
L669[16:56:56] <PinkYoshi> atleast partly
L670[16:57:00] <diesieben07> Then you will know why what you just posted makes no sense.
L671[16:57:40] <diesieben07> also, unless you are some kind of super genious, you did not properly read that page in 1:30min
L672[16:57:45] <diesieben07> You at most scanned it.
L673[16:58:52] <PinkYoshi> I'm wondering why you register the class itself at line 36
L674[16:59:01] <PinkYoshi> no i'm not a super genious but I do learn fast.
L675[16:59:18] <diesieben07> You would also know the answer to that question if you read the page I linked it.
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L677[16:59:22] <diesieben07> -it
L678[17:00:00] <PinkYoshi> it says Test Static event listeners, but I have no idea WHY you're doing that
L679[17:00:05] <PinkYoshi> it isn't really too obvious why.
L680[17:00:08] <diesieben07> it's a test mod.
L681[17:00:12] <diesieben07> it's testing the event bus features
L682[17:00:17] <diesieben07> one of them is static event listeners
L683[17:00:38] <PinkYoshi> ok then.
L684[17:00:46] <PinkYoshi> I guess there isn't much more to it than that.
L685[17:04:36] <barteks2x> for (int i = 0; i < 10 && !this.entitySpawnQueue.isEmpty(); ++i) - this is done *wrong*
L686[17:04:51] <diesieben07> why? :D
L687[17:05:11] <barteks2x> because it processes only the first 10 elements, even if the first 10 elements couldn't be processed without ever removing them
L688[17:05:23] <barteks2x> so if the first 10 elements can't be processed for a longer time, it will be stuck
L689[17:05:45] <diesieben07> ehhh
L690[17:06:25] <diesieben07> what?
L691[17:06:25] <mezz> they are removed immediately in the loop
L692[17:06:31] <diesieben07> yeah
L693[17:06:59] <barteks2x> oh, right
L694[17:07:14] <barteks2x> and readded at the end again if can't be spawned again
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L698[17:08:58] <barteks2x> it's a hashset... not a list
L699[17:09:07] <barteks2x> insertion order not guaranteed
L700[17:09:19] <barteks2x> so they are added infinidetely right after they are removed, in the same place
L701[17:09:24] <barteks2x> so it's still wrong
L702[17:09:41] <barteks2x> I thought it's a queue or an actual list...
L703[17:09:44] <barteks2x> it's not
L704[17:09:51] <diesieben07> if they fail to spawn again
L705[17:09:54] <diesieben07> which should not happen, right?
L706[17:10:03] <barteks2x> it shouldn't but it does here
L707[17:10:17] <barteks2x> and if it happens for 10 entities, spawning all others that are in this queue fails
L708[17:11:04] <barteks2x> also mods can make it fail to spawn using an event
L709[17:11:46] <diesieben07> oh right... yeah that's bad
L710[17:11:53] <PinkYoshi> also for some reason: "if (!evt.getItemStack().isEmpty())" the .isEmpty() part of this doesn't exist for me in autofill. it also highlights as red.
L711[17:12:04] <diesieben07> what version are you on?
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L713[17:12:11] <PinkYoshi> 1.10.2
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L715[17:12:26] <barteks2x> it's only in 1.11
L716[17:12:35] <diesieben07> 1) use a nullcheck in < 1.11.x 2) update.
L717[17:13:05] <barteks2x> I'm not even sure what the correct way to fix that part would be...
L718[17:13:17] <diesieben07> it's not straightforward i think
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L720[17:13:45] <diesieben07> mhmmm, kotlin. http://i.imgur.com/PmnfUk9.png
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L722[17:14:31] MineBot sets mode: +v on mezz
L723[17:14:44] <barteks2x> actially, it should be straightforward
L724[17:14:44] <barteks2x> keep processing if spawnEntity failed
L725[17:14:54] <barteks2x> (just don't increment i if it fails)
L726[17:14:58] <diesieben07> well, no
L727[17:15:09] <diesieben07> sometimes if spawnEntity fails you want to drop that entity outright
L728[17:15:13] <diesieben07> sometimes you want to try again later
L729[17:16:23] <quadraxis> hmm won't the original code fail if any entity can't spawn?
L730[17:16:48] <barteks2x> why would it?
L731[17:17:05] <barteks2x> it will only skip all others if 10 consecutive entities fail to spawn
L732[17:17:13] <barteks2x> and they accumulate if it ever happens
L733[17:17:15] <quadraxis> it tries to spawn it, fails, readds it, fetches it again
L734[17:17:19] <quadraxis> 10 times
L735[17:17:29] <PinkYoshi> Well, I'm making progress.
L736[17:17:32] <barteks2x> which is even worse
L737[17:17:44] <PinkYoshi> but how to handle a null item stack and evade the null exception error?
L738[17:17:57] <PinkYoshi> i'm ignoring client/server side remote checking for now.
L739[17:18:03] <diesieben07> check if it's null?
L740[17:18:37] <PinkYoshi> if (!evt.getitemstac() ==null)
L741[17:18:38] <PinkYoshi> ??
L742[17:18:48] <diesieben07> yes
L743[17:18:50] <diesieben07> ehh
L744[17:18:50] <diesieben07> no
L745[17:18:58] <diesieben07> != is a thing...
L746[17:19:03] <diesieben07> basic Java ... man
L747[17:19:07] <PinkYoshi> okay
L748[17:19:41] <barteks2x> can someone check if cancelling EntityJoinWorldEvent clientside for one entities makes no further entities show up clientside?
L749[17:19:59] <barteks2x> wait.. nvm
L750[17:20:12] <barteks2x> it won't do it, it would only if entitytracker broke
L751[17:20:35] <barteks2x> the code is basically useless...
L752[17:21:12] <barteks2x> is there any valid case where client would receive and entity before a chunk for it is loaded?
L753[17:21:28] <quadraxis> some packet issue?
L754[17:21:57] <barteks2x> I do have an issue with that but it's a bug in my code
L755[17:22:55] <PinkYoshi> okay now I'm getting somewhere lol, thanks
L756[17:22:56] <PinkYoshi> https://pastebin.com/k6rNG7vP
L757[17:23:03] <PinkYoshi> time to grab a shower. :P
L758[17:24:50] <barteks2x> now I just need to override private method in a class that isn't supposed to be extended
L759[17:29:02] *** MrKickkiller is now known as MrKick|Away
L760[17:33:13] <williewillus> uhh any reason why all my lang files aren't loading for some reason? just switched version to 1.11 and lowercased the files
L761[17:33:35] <ghz|afk> do a clean build
L762[17:33:40] <williewillus> ?
L763[17:33:48] <ghz|afk> are you on windows or linux?
L764[17:33:53] <williewillus> it should've recompiled everything right? windows
L765[17:34:00] <ghz|afk> well in windows
L766[17:34:04] <ghz|afk> since en-US exists
L767[17:34:06] <williewillus> oh yeah
L768[17:34:08] <ghz|afk> it will keep that name
L769[17:34:14] <ghz|afk> so you have to wipe the compiled resources first
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L771[17:34:16] <williewillus> windows being dumb and backward compatible :P
L772[17:34:20] <ghz|afk> before the new filename "applies"
L773[17:34:27] <ghz|afk> incidently, macOS does the same
L774[17:34:32] <ghz|afk> on the high-level APIs
L775[17:34:39] <ghz|afk> are case-preserving, but case-insensitive
L776[17:34:54] <ghz|afk> while the low-level (terminal) APIs are case-sensitive
L777[17:35:26] <williewillus> still not loading 0.o
L778[17:35:29] <williewillus> i did rebuidl project
L779[17:35:35] <ghz|afk> hmmm
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L781[17:35:49] <ghz|afk> actually
L782[17:35:54] <ghz|afk> all my lang files are still uppercase
L783[17:36:07] <ghz|afk> no wait this is a 1.10.2 workspace
L784[17:36:23] <williewillus> do I need a pack.mcmeta?
L785[17:36:25] <ghz|afk> yep still uppercase
L786[17:36:40] <ghz|afk> hmmm
L787[17:36:46] <ghz|afk> you may need to
L788[17:36:50] <ghz|afk> for the "version":3 part
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L790[17:37:53] <williewillus> still nothing 0.o wtf
L791[17:37:57] <williewillus> this works fine in my botania workspace
L792[17:40:11] <ghz|afk> did you do a gradlew clean ?
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L794[17:40:49] <williewillus> yes
L795[17:40:57] <williewillus> i do clean setupDecompWorkspace every time I change build.gradle
L796[17:41:12] <ghz|afk> I didf the following:
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L798[17:41:18] <ghz|afk> added pack.mcmeta with pack_format 3
L799[17:41:21] <ghz|afk> clean
L800[17:41:22] <ghz|afk> rebuild
L801[17:41:30] <ghz|afk> and then I started the client debug
L802[17:41:33] <ghz|afk> and it still gets strings
L803[17:43:36] <williewillus> oh god dammit i put the pack.mcmeta in the wrong place, thats probably it
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L805[17:44:15] <IoP> *rofl* https://twitter.com/AlmostBearded/status/867466773452529664
L806[17:44:46] <kashike> haha
L807[17:44:53] <diesieben07> oh god haha
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L809[17:45:10] <IoP> for idea: https://plugins.jetbrains.com/plugin/8251-power-mode-ii
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L812[17:46:42] <mezz> welp I know what I'm installing on my coworker's computers at lunch
L813[17:47:35] ⇦ Quits: TomyLobo2 (~TomyLobo@ip5b420a6f.dynamic.kabel-deutschland.de) (Ping timeout: 186 seconds)
L814[17:48:16] <mezz> or maybe I should just keep it on my computer and turn it on whenever someone comes over
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L817[18:01:30] <kashike> mezz: the second option
L818[18:01:37] <kashike> makes you look like a wizard
L819[18:03:36] <PinkYoshi> can someone tell me how to spawn an active tnt block within a 1 block radius of the player's world position?
L820[18:04:24] <diesieben07> You need to spawn an EntityTNTPrimed entity
L821[18:04:29] <PinkYoshi> https://pastebin.com/h52yTFFW
L822[18:04:39] <PinkYoshi> is this the incorrect syntax? it crashes my dev client
L823[18:05:03] <diesieben07> no, you can only use that method if there is an actual TNT block there
L824[18:05:12] <PinkYoshi> What is the correct syntax to spawn an entity?
L825[18:05:14] <diesieben07> also... this has nothing to do with syntax.
L826[18:05:25] <diesieben07> World::spawnEntity
L827[18:06:05] <PinkYoshi> that appears to have no position parameter?
L828[18:06:18] <diesieben07> no, you set the position on the entity before spawning it
L829[18:06:23] <PinkYoshi> oh ok
L830[18:09:12] <PinkYoshi> cannot resolve EntityTNTPrimed;
L831[18:09:41] <diesieben07> once again, not sure what you are doing, but the class exists.
L832[18:12:47] <PinkYoshi> ok it's fixed somehow, but how do I fill in the world position, I want to plug the player position in there.
L833[18:13:12] <PinkYoshi> there should be a way to just enter in player().getworldcoords or something as a fulfilling statement..
L834[18:13:34] <diesieben07> posX/Y/Z
L835[18:14:04] <diesieben07> and then setLocationAndAngles on the entity to set the position
L836[18:17:00] <PinkYoshi> This probably looks really dumb, I'm sorry I'm such a newbie buuut: http://imgur.com/a/K9le4
L837[18:17:20] <diesieben07> > and then setLocationAndAngles on the entity to set the position
L838[18:19:28] <PinkYoshi> I think I see now. for some reason IDEA gave me a tool tip to seperate initialization and constructor
L839[18:19:44] <PinkYoshi> so I clicked it and that happened.. now it's saying the entity has no constructor so I'll just use entity <instance>
L840[18:19:56] <diesieben07> i... err.. what?!
L841[18:19:58] <PinkYoshi> oh now it's telling me it might not have been initialized..
L842[18:20:12] <diesieben07> that "tool tip" is a quick-action for if you need it
L843[18:20:19] <diesieben07> it's not a "you should do this"
L844[18:22:23] <PinkYoshi> yeahhhhh when I put world and then player.posX, player.posY, player.posZ in the new constructor for entity it hates me, but when I remove it it does this, when I destroy the new statement it says "may not have been initialized" implying I'll get a null instance error when I run my code... http://imgur.com/a/OJVbk
L845[18:22:45] <diesieben07> dude... seriously
L846[18:22:49] <diesieben07> look at the class
L847[18:22:57] <diesieben07> it's constructor takes a certain amount of parameters.
L848[18:23:02] <diesieben07> you need to pass those. not more and not les.
L849[18:23:50] <PinkYoshi> intelliJ is telling me the params are World worldin, posx, posy, posz, entitylivingbaseigniter buut I dont know what the last one is, and it vanished from IntelliJ once.
L850[18:24:26] <diesieben07> just. look. at. the. code. http://i.imgur.com/v6ZDCVd.png
L851[18:25:15] <PinkYoshi> oh player is a child of entitylivingbase. derp
L852[18:25:26] <PinkYoshi> Why does it need to know which entity placed the tnt? That seems odd.
L853[18:25:34] <diesieben07> for the damage source
L854[18:25:40] <PinkYoshi> Is this part of forge or just minecraft itself?
L855[18:25:45] <diesieben07> minecraft
L856[18:25:49] <PinkYoshi> wow
L857[18:25:57] <diesieben07> if the tnt explodes the damage is dealt from the player that placed it
L858[18:26:09] <diesieben07> i.e. it would say "XYZ exploded ABC"
L859[18:26:13] <PinkYoshi> oh okay
L860[18:26:17] <PinkYoshi> that makes more sense.
L861[18:26:22] <PinkYoshi> I can't see any other functional reason for that xD
L862[18:26:59] <diesieben07> It is the only reason
L863[18:27:25] <diesieben07> You can pass null if you don't have the placer
L864[18:29:11] <PinkYoshi> I'm having an issue, I need an instance of the player, and the world in the playerinteract event and trying to do this allows me to reference them buuuut, it crashes on running I'm assuming because these are invalid parameters for the playerinteract event internally:
L865[18:29:12] <PinkYoshi> public void leftClickBlock(PlayerInteractEvent.LeftClickBlock evt, World world, EntityPlayer player)
L866[18:29:36] <diesieben07> You, again, did not follow the documentation page on events
L867[18:29:59] <diesieben07> event handler methods must have exactly one parameter: the event
L868[18:30:12] <diesieben07> And: which player?
L869[18:30:13] <PinkYoshi> Right, so how do I get the player instance from within that event code?
L870[18:30:25] <PinkYoshi> The player who left clicked precisely.
L871[18:30:29] <diesieben07> the event has it
L872[18:30:35] <diesieben07> there is data in the event...
L873[18:32:28] <PinkYoshi> ok I got it fixed thank you I suppose evt.getworld and evt.getplayer do work but they were giving me red squigglies before, I'm sorry I'm such a newbie heh.
L874[18:32:46] <PinkYoshi> I have a one up though, I'm doing this coming from C# and I understand alot about object oriented.
L875[18:33:14] <diesieben07> then honestly this should not be this difficult for you...
L876[18:33:30] <PinkYoshi> It's not problem is I don't know how to mod minecraft. I'm learning.
L877[18:33:37] <PinkYoshi> there's specifics I'm not even familiar with.
L878[18:33:52] <diesieben07> well, but like... you know the concept of "look at the code" right?
L879[18:34:14] <diesieben07> and aat least two of the issues so far were because you didn't follow the event documentation page.
L880[18:34:26] <PinkYoshi> I did follow it.
L881[18:34:35] <diesieben07> > public void leftClickBlock(PlayerInteractEvent.LeftClickBlock evt, World world, EntityPlayer player)
L882[18:34:37] <diesieben07> sure you did...
L883[18:34:37] <PinkYoshi> There's no specific guides on how to create different kinds of entities etc
L884[18:34:51] <PinkYoshi> I need specifics not generalizations
L885[18:34:55] <PinkYoshi> that's how I learn
L886[18:35:03] <PinkYoshi> anyway :D it works
L887[18:35:10] <PinkYoshi> I can left click and place tnt if my hand isn't empty rofl
L888[18:35:10] <diesieben07> vanilla minecraft has plenty of examples of spawning entities
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L891[18:45:18] <PinkYoshi> Is there an example of getting the coordinates where an arrow shot by the player hit?
L892[18:45:55] <diesieben07> Depends™. What are you trying to achieve?
L893[18:46:24] <PinkYoshi> Just change my code so instead of spawning at the player's coordinates my active tnt block spawns at the coordinates location of where the arrow hit
L894[18:47:51] <diesieben07> There is no event for an arrow hitting something, so you would have to replace the arrows with your own ones
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L896[18:49:49] <diesieben07> or write some other kind of tracking mechanism
L897[18:51:26] <PinkYoshi> do arrows have a movement speed property?
L898[18:51:42] <diesieben07> in theory all entities have motion
L899[18:51:56] <diesieben07> but its not always known on the server, depends on the type of entity<
L900[18:52:07] <PinkYoshi> so, I should be able to testfor a change in an arrows' speed
L901[18:52:14] <PinkYoshi> does the arrow have the property of the entity who fired it?
L902[18:52:24] <diesieben07> why do you wnat to check for the speed now?
L903[18:52:49] <PinkYoshi> Because i'm estimating that when the arrow hits a block it's speed value will drop to 0, instead of being un instantiated and being replaced with a loose item arrow instance.
L904[18:53:06] <diesieben07> the arrow has fields that tell you whether it has hit something...
L905[18:53:34] <diesieben07> as for the owner, yes it does store it, but it looses that information if it's unloaded and re-loaded
L906[18:53:43] <PinkYoshi> okay.
L907[18:54:02] <PinkYoshi> how do I get a reference to all currently active arrows in the world?
L908[18:54:10] <diesieben07> why woudl you do that?
L909[18:54:15] <diesieben07> that is terribly inefficient
L910[18:54:21] <PinkYoshi> foreach <arrowinstance> do {something}
L911[18:54:39] <diesieben07> i know that much... but it's not very performant to do that
L912[18:55:11] <PinkYoshi> what's a better way? I don't know where arrow entities in the world are stored or how to get the data
L913[18:55:33] <Necro> subscribe to the update event
L914[18:55:43] <diesieben07> no... there is no update event for arrows.
L915[18:56:14] <diesieben07> a better way would be to subscribe to EntityJoinWorldEvent and find all arrows that are spawned. then keep them in a separate list and check them every tick
L916[18:56:23] <diesieben07> still not the most efficient, but the best you can do without using your own arrows
L917[18:56:46] <Necro> oh is there no event for entities in general? is it living only? didn't know that.
L918[18:57:00] <PinkYoshi> hmmm
L919[18:57:46] <PinkYoshi> looks like I'll need to subscribe to the tick event or something as well then.
L920[18:57:52] <diesieben07> yep
L921[18:58:01] <diesieben07> and you'll need a capability on World to store your arrow list
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L923[18:58:14] <diesieben07> this is turning into a lot of fun :D
L924[18:58:18] <PinkYoshi> ok if I have any problem's I'll ask but it's starting to come together. starting out is hard and this is day 2 for me so I've gotten pretty far for just two days of this
L925[18:58:29] <PinkYoshi> so I'm going to make exploding arrows! rofl
L926[18:58:34] <barteks2x> and would also need to track unloading them
L927[18:58:38] <barteks2x> if it ever happens
L928[18:58:47] <diesieben07> yeah
L929[18:58:49] <PinkYoshi> Oh if they enter an unloaded chunk..
L930[18:59:03] <diesieben07> since you are just checking them every tick you cna just check for isDead
L931[18:59:04] <Necro> so do you want all arrows to explode or just your own ones?
L932[18:59:08] <diesieben07> and if so, renmove from list
L933[18:59:20] <PinkYoshi> I think it would be funny to spawn alot of skeletons and allow all arrows first.
L934[18:59:39] <barteks2x> better than creepers :D
L935[18:59:52] <PinkYoshi> The deadly arrows mod.
L936[18:59:54] <PinkYoshi> Rofl
L937[18:59:59] <PinkYoshi> ALL arrows everywhere are explosive now.
L938[19:00:21] <diesieben07> just make everything explode all of the time
L939[19:00:26] <PinkYoshi> rofl
L940[19:00:35] <diesieben07> MICHAEL BAY
L941[19:00:37] <Necro> also why would you need to perform something on the arrows every tick then?
L942[19:00:43] <diesieben07> BWAAAAAP
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L944[19:01:00] <PinkYoshi> public void spawn(Onplayerrespawnevent evt){spawntnt at player}
L945[19:01:02] <diesieben07> to detect when they have hit
L946[19:01:15] <PinkYoshi> I should just make
L947[19:01:29] <PinkYoshi> a function called createtnt and have it accept evt as a param
L948[19:01:39] <PinkYoshi> so I can pass the event instance to it for ease of firing
L949[19:01:53] <diesieben07> anyways, i am going to bed
L950[19:02:03] <PinkYoshi> okay goodnight lol thanks so much for the help and patience
L951[19:02:16] <PinkYoshi> I legit appreciate it
L952[19:02:39] *** diesieben07 is now known as diesieben|away
L953[19:06:06] <Necro> oh btw you don't need to spawn tnt. you could just directly make an explosion.
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L955[19:06:49] <williewillus> !dcc
L956[19:07:58] <Necro> odd i thought there were events for when a projectile hit something. seems like you really have to check it yourself PinkYoshi
L957[19:08:27] <williewillus> ThrowableImpactEvent? but arrows aren't throwable
L958[19:09:52] <PinkYoshi> I need help. how do I tell if evt.entity is of type arrow?
L959[19:10:11] <Necro> evt.entity instanceof EntityArrow
L960[19:10:29] <Necro> returns true if it's an arrow entity
L961[19:10:43] <Necro> *evaluates to
L962[19:12:02] <PinkYoshi> weird assigning a new instance of entity to evt.getentity() and trying to use that with instanceof doesn't work but using instanceof directly on evt.getentity() does
L963[19:12:08] <Necro> I've used the throwable impact event before that's why I'm surprised that there is no event for projectiles in general
L964[19:12:36] <PinkYoshi> does isaireborn count for arrows?
L965[19:13:44] <Necro> i don't think so but inGround does.
L966[19:14:33] <Necro> just be sure you cast to EnityArrow first so you can access the field
L967[19:14:48] <PinkYoshi> yeah
L968[19:14:49] <PinkYoshi> got it
L969[19:15:52] <PinkYoshi> There's no inground flag.
L970[19:16:04] <PinkYoshi> does alive apply to arrows that have hit something?
L971[19:17:09] <Necro> oh it's protected, my bad
L972[19:17:17] <PinkYoshi> I found onground
L973[19:17:24] <PinkYoshi> not inground onground
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L977[19:24:51] <Necro> hmm, there doesn't seem to really be any good way to check if an arrow is inGround since all the fields are either protected or private.
L978[19:27:30] <Necro> well checking if the velocity is 0 as you wanted to do earlier should be possible, however the arrow needs a few ticks to come to a stop, so keep that in mind
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L980[19:28:07] <barteks2x> also if someone shoots it straight up it may go through speed very close to zero
L981[19:28:14] <barteks2x> so checking for "close to zero" may not be that good
L982[19:29:06] <Necro> right. and might even hit exactly zero if the strength is just right.
L983[19:29:57] <Necro> so you could use reflection but that usually something you want to avoid
L984[19:34:34] <cjm721> Don't arrows trigger a collision event?
L985[19:40:01] <PinkYoshi> onGround seems to be a flag
L986[19:40:03] <PinkYoshi> i'm trying it now
L987[19:41:46] <barteks2x> also, I don't think either of these will work when hitting moving entities
L988[19:42:42] <PinkYoshi> I just care about it hitting blocks
L989[19:42:43] <PinkYoshi> XD
L990[19:42:44] <PinkYoshi> Oh uhm
L991[19:42:52] <PinkYoshi> I'm getting a crash here's what I have for code
L992[19:43:04] <Necro> for entities you can just use the attack/hurt/whatever events. so that would be easy i think
L993[19:43:24] <PinkYoshi> https://pastebin.com/a4XXTik1
L994[19:43:39] <PinkYoshi> I think it's caused by the tickevent but I don't know
L995[19:45:13] <Necro> you never assigned entitylist
L996[19:45:41] <PinkYoshi> when I use new on it it tells me there is no constructor
L997[19:45:55] <Necro> public List<Entity> entitylist; -> public List<Entity> entitylist=new ArrayList<Entity>();
L998[19:46:21] <PinkYoshi> I'm sorry, I'm trying to not use arraylists but java.utils.list I think
L999[19:46:41] <PinkYoshi> java.util.list<E>
L1000[19:46:46] <PinkYoshi> Shouldn't that also work?
L1001[19:46:54] <PinkYoshi> I want the dynamic remove and add functions
L1002[19:47:53] <PinkYoshi> Strange that it compiles with array
L1003[19:48:11] <Necro> well that is an interface not a class hence it can not be instantiated. ArrayList<T> is a class that implements the List<T> interface.
L1004[19:48:21] <PinkYoshi> ok
L1005[19:48:23] <PinkYoshi> testing now :D
L1006[19:48:27] <PinkYoshi> i'm so giddy and excited >.<
L1007[19:49:37] <PinkYoshi> Yehhhh it didn't work
L1008[19:51:06] <Necro> arrows cause no collision events or anything alike unfortunately.
L1009[19:51:19] <Necro> so you might have to use reflection.
L1010[19:51:33] <PinkYoshi> it seems like onground doesn't register i'll post a debug out of it
L1011[19:52:57] <PinkYoshi> it might also not be putting anything in the list
L1012[19:53:51] <Abastro> Or access transformer. :P
L1013[19:56:11] <Necro> or that. but i would say that is a bit over the top for only accessing one field in one place.
L1014[19:58:43] <PinkYoshi> i've done some inspection and I think the problem is partly that i'm not getting a proper igniter reference for the tnt
L1015[19:58:54] <PinkYoshi> I made it so that a local instance of the player is kept as a reference
L1016[19:59:04] <PinkYoshi> by activating the left click thing
L1017[19:59:22] <PinkYoshi> now what should happen is once that event goes off, the tnt will explode from an arrow properly i'm ignoring the on ground flag.
L1018[20:00:08] <PinkYoshi> i'm trying alot of stuff lol
L1019[20:01:03] <Necro> then it would probably spawn the tnt whenever the arrow is updated not when it hits the ground.
L1020[20:01:25] <Necro> also you can spawn the explosion directly without using tnt.
L1021[20:02:04] <Necro> anyways, i'm going to bed now. it's 3 am where i'm at after all.
L1022[20:02:15] <PinkYoshi> wow lol where are you guys I'm in canada it's only 6 pm here
L1023[20:02:25] <Necro> germany
L1024[20:02:29] <PinkYoshi> oh okay
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L1034[20:46:36] <PinkYoshi> I want to use FMLCommonHandler.getEffectiveSide but it isn't showing up under the fml. options
L1035[20:53:26] <Physicist> I'm having trouble with Forge on Linux (I started with full packs, but have simplified to just forge for testing).
L1036[20:53:36] <Physicist> It hangs indefinitely after it stitches textures together.
L1037[20:53:38] <cjm721> is there something special to rendering OBJ Entities? I have it working as an Item / Block / TE / but not for a normal entity
L1038[20:53:55] <Shawn|i7-Q720M> howdy, may I add a question to your folks busy chain? lol
L1039[20:54:47] <Physicist> I think your question makes a 4th chain, but why not give the experts more choices? :)
L1040[20:55:04] <Shawn|i7-Q720M> lol
L1041[20:55:16] <Shawn|i7-Q720M> that sounds quite painful, as busy as they are
L1042[20:56:30] <cjm721> PinkYoshi, what do you fml.options?
L1043[20:58:02] <PinkYoshi> I don't know but you guys wanna see something awesome?
L1044[20:58:14] <PinkYoshi> this code right here, first you left click the ground with any block or item.
L1045[20:58:22] <PinkYoshi> Then you fire arrows. and they spawn tnt at their hit location. it works.
L1046[20:58:41] <PinkYoshi> https://pastebin.com/AmVFj1aV
L1047[20:58:56] <Abastro> cjm721: I guess entity rendering system is not yet switched into json models. But it's still trivial to render a json model there.
L1048[20:58:57] <PinkYoshi> Also if you fire a ton of active arrows FIRST, and THEN left click the ground... well then you've got remote mines
L1049[20:59:16] <PinkYoshi> now i'm going to experiment with skeletons, it should technically apply to any arrow.
L1050[20:59:21] <cjm721> Abastro I am trying to render an OBJ model not json
L1051[21:00:13] <Abastro> Well what I said was confusing... you can either just render the obj model like what's done in 1.7.10
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L1053[21:00:48] <cjm721> I skipped from 1.4.7 to 1.11.2 so no clue how it was done in 1.7
L1054[21:00:52] <Abastro> Or load the model through OBJLoader and let the model system render the entity.
L1055[21:00:59] <Abastro> Same for 1.4.7.
L1056[21:01:39] <cjm721> I am using the OBJLoader and it works for everything for Entities. The model loads but the texture does not
L1057[21:02:11] <cjm721> TE / Armor / Items all work correctly, just not my "Entity" entitys
L1058[21:02:36] <cjm721> PinkYoshi, btw getEffectiveSide is part of the instance FMLCommonHandler not the class.
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L1060[21:03:15] <PinkYoshi> There's a bug where it still sometimes creates TNT at the last location of my arrow before I fired it or just as I did on the first frame, that is due to the tick update
L1061[21:03:18] <PinkYoshi> omg
L1062[21:03:26] <PinkYoshi> I'm going to make a tnt cannon with dispensers now rofl
L1063[21:03:34] <PinkYoshi> All I need next is a way to toggle this feature.
L1064[21:03:36] <PinkYoshi> This is a weird mod.
L1065[21:04:06] <Abastro> cjm721: I think you have to bind the texture manually.
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L1068[21:10:12] <cjm721> As far as I can tell I am binding the texture. Manually calling Minecraft.getMinecraft().renderEngine.bindTexture() then GlStateManager.bindTexture(Minecraft.getMinecraft().getTextureMapBlocks().getGlTextureId());
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L1070[21:12:20] <Abastro> How do you specify the texture in the entity model?
L1071[21:12:49] <cjm721> overriding RenderLiving::getEntityTexture
L1072[21:13:07] <cjm721> And I know that is getting the right texture as I changed it to garbage and got an error.
L1073[21:14:07] <Abastro> I mean, the texture of the entity in the obj/Json model.
L1074[21:14:21] <cjm721> in the mtl file
L1075[21:14:39] <cjm721> which is also being at least looked at because if I put garbage in that it gives a FileNotFound also
L1076[21:15:27] <Abastro> How do you call the renderer?
L1077[21:16:12] <cjm721> RenderingRegistry::registerEntityRenderingHandler
L1078[21:17:08] <Physicist> This is how my mineraft with only forge runs. It stays at 100% on one CPU and I can only kill it with kill -9.
L1079[21:17:08] <Physicist> http://imgur.com/a/amBcN
L1080[21:18:02] <cjm721> What version of forge / mc / java
L1081[21:18:05] <Physicist> It doesn't seem to matter what mods or what version of minecraft, forge, or java I run. It all went south after I updated Arch linux on the 25th.
L1082[21:18:18] <Physicist> Vanilla works fine.
L1083[21:18:26] <PinkYoshi> guys my mod has some bugs
L1084[21:18:37] <Physicist> I've tried 1.11.2 and 1.7.10. I've tried MultiMC and ATLauncher.
L1085[21:18:38] <cjm721> That looks like MultiMC what version of java is it pointed at
L1086[21:18:40] <PinkYoshi> it sometimes crashes
L1087[21:19:01] <Physicist> Pointed at 8u112 ATM, but I've tried 8u121 and 132.
L1088[21:19:17] <Physicist> And also oracle 132 (probably 132; whatever the recent is around that number)
L1089[21:20:20] <cjm721> Looks like it is past the part where it tests the crash log, can you post that
L1090[21:20:27] <cjm721> ./ just post the entire log
L1091[21:20:38] <Physicist> It doesn't post a log. Minecraft hasn't crashed yet. It thinks it's still running.
L1092[21:20:48] <Physicist> Well, I can post up to the current, if you want.
L1093[21:20:56] <cjm721> Durring startup forge does a fake crash report to make sure its working
L1094[21:21:11] <Physicist> Oh neat. Ok, you want latest.log?
L1095[21:21:20] <cjm721> that and the early startup
L1096[21:23:23] <Abastro> cjm721: I mean how you call the obj model renderer.
L1097[21:23:27] <KnightMiner> I'm getting a very unusual crash -> https://pastebin.com/7t9WfcBv
L1098[21:23:33] <Physicist> https://paste.ee/p/KSvDo https://paste.ee/p/exvvl
L1099[21:23:40] <KnightMiner> It only happens when my mod Ceramics is loaded and calls that Interface IFaucetDepth
L1100[21:24:06] <KnightMiner> Is there anytihng that can cause a class not found exception other than it not existing? Tinkers loads on its own just fine
L1101[21:24:35] <Abastro> Getting loaded later.
L1102[21:24:43] <KnightMiner> Loaded later?
L1103[21:24:50] <cjm721> Well to RenderingRegistry.registerEntityRenderingHandler I pass the entity class and a factory for creating the model which uses ModelBiped and in that I add the OBJ model as a child to the bipedbody and then when the ModelBiped render is called I call render on the bipedbody
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L1106[21:30:01] <cjm721> Physicist, Ok this is a bit outside of my knowledge but what GPU do you have because I think it is just trying to CPU render with XORG and xorg openGL has never worked well for me
L1107[21:30:13] <Physicist> AMD RX480.
L1108[21:30:41] <Physicist> The breakage did coincide with an update from linux kernel 4.10 to 4.11.
L1109[21:30:54] <cjm721> Oh AMD.... I never had luck with their drivers on linux.. Stuck with Nvidia because of it
L1110[21:31:28] <Physicist> $ pacman -Qs amd
L1111[21:31:28] <Physicist> local/opencl-mesa 17.1.0-1
L1112[21:31:28] <Physicist> OpenCL support for AMD/ATI Radeon mesa drivers
L1113[21:31:28] <Physicist> local/xf86-video-amdgpu 1.3.0-1 (xorg-drivers)
L1114[21:31:28] <Physicist> X.org amdgpu video driver
L1115[21:31:29] <Actuarius> You (account Some(Physicist)) can't access the $ command
L1116[21:31:52] <cjm721> Lol bot
L1117[21:31:56] <Physicist> heh
L1118[21:32:20] <Physicist> pacman -Qs amd
L1119[21:32:20] <Physicist> local/opencl-mesa 17.1.0-1
L1120[21:32:20] <Physicist> OpenCL support for AMD/ATI Radeon mesa drivers
L1121[21:32:20] <Physicist> local/xf86-video-amdgpu 1.3.0-1 (xorg-drivers)
L1122[21:32:20] <Physicist> X.org amdgpu video driver
L1123[21:32:29] <Physicist> Not sure what went through from that message; excuse the repaste
L1124[21:32:37] <cjm721> I would go google and make sure your AMD driver is compatible.
L1125[21:32:44] <cjm721> All your message went through that is a non-op bot
L1126[21:33:30] <Physicist> compatible with what?
L1127[21:33:37] <Physicist> the card?
L1128[21:33:44] <cjm721> OpenGL version and XORG
L1129[21:33:48] <Physicist> Ah ok.
L1130[21:33:56] <cjm721> ./lwjgl
L1131[21:36:55] <Physicist> Yeah, I saw someone having a lwjgl issue with Arch, on some forum somewhere, but it didn't seem related to my problem.
L1132[21:37:09] <Abastro> cjm, How did you add the obj model to the ModelBiped as a child? ObjModel is not directly compatible with entity model.
L1133[21:37:12] <cjm721> Physicist, I would also keep asking around. I am terrible at anything involving Graphics
L1134[21:37:32] <Physicist> Ok. Thanks very much. Which line of the log made you think of GPU stuff, incidentally?
L1135[21:37:42] <cjm721> Abastro, you bake it
L1136[21:37:59] <cjm721> GL info and then seeing XORG
L1137[21:38:12] <Abastro> KnightMiner: did you make sure that the bit of the code is loaded after Yonkers, by Optional or "after:" ?
L1138[21:38:28] <cjm721> About four years ago I had to go through some serious pain to get get Arch and my optimius labtop to agree
L1139[21:39:04] <KnightMiner> Turns out, I forgot an "@" sign in "after:tinkers[version);, should have been "after:tinkers@[version);"
L1140[21:39:13] <Abastro> :o
L1141[21:39:13] <KnightMiner> What even...
L1142[21:39:34] <Abastro> *Yonkers -> Tinkers
L1143[21:39:48] <KnightMiner> I've typed Yonkers many a times :P
L1144[21:40:31] <Abastro> Nature of typo :P
L1145[21:40:57] <Abastro> cjm: then how did you rendered the baked model? That part might be influencial
L1146[21:41:27] <cjm721> bake(TRSRTransformation.identity(), DefaultVertexFormats.ITEM, ModelLoader.defaultTextureGetter())
L1147[21:42:53] <cjm721> I might of figured it out. The texture is never referenced from anything else. All my other models also have a blockstate that references the texture
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L1150[21:46:17] <Abastro> Were you doing something similar with AnimatedModelBase?
L1151[21:46:34] <cjm721> I don't have any animated models
L1152[21:47:24] <cjm721> Well at least not yet,
L1153[21:48:05] <Abastro> I mean the implementation of the render part
L1154[21:50:23] <cjm721> No clue what you are asking for then
L1155[21:53:52] <Abastro> I mean, how do you render the baked model?
L1156[21:54:36] <cjm721> Taken from DraconicEvolution https://github.com/CJ-MC-Mods/Overloaded/blob/master/src/main/java/com/cjm721/overloaded/client/render/entity/ModelRenderOBJ.java
L1157[22:00:56] <Abastro> I don't think binding texture inside the call list works well.
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L1161[22:07:41] <Abastro> But that's not it.
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L1163[22:08:52] <cjm721> It has to be something that is particular to RenderLiving. TESR / Block / Item / ModelBiped (Via Item) all work correctly
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L1167[22:14:18] <Abastro> So the missingno texture is applied to the model only for RenderLiving?
L1168[22:15:49] <Abastro> It seems that getEntityTexture shouldn't return null.
L1169[22:16:22] <cjm721> getEntityTexture is not returning null
L1170[22:18:17] <Abastro> Yeah in the case it just won't get rendered
L1171[22:19:13] <Abastro> So the issue was missingno texture displayed, right?
L1172[22:19:15] <cjm721> Yup rendered clear / not rendered at all
L1173[22:19:43] <Abastro> Not rendered at all?
L1174[22:19:51] <cjm721> Ya black/purple. Can't see if it has a name on it, but there is no error in log
L1175[22:20:04] <Abastro> Ah black/purple.
L1176[22:20:28] <Abastro> That's strange, RenderLiving should not affect the texture.
L1177[22:20:52] <Abastro> Since the display list includes the texture bind call.
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L1179[22:22:14] <williewillus> if i want to generate additional structures in the overworld when/where would I do that?
L1180[22:22:22] <williewillus> by structures I mean actual MapGenStructures
L1181[22:25:42] <Abastro> willie: as they are generated on populate cycle, so probably PopulateChunkEvent
L1182[22:26:51] <williewillus> okay i ask because https://github.com/MinecraftForge/MinecraftForge/issues/3932
L1183[22:27:02] <Abastro> Or with IWorldGenerator
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L1185[22:37:31] <KissOfFate> Can anyone explain why OBJ models work for things of TileEntities and Blocks, but for some reason the texture wont load on anything EntityLiving (I have tested actual models from my blocks that 100% work as the model for my entity and it didnt work)
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L1188[22:58:38] <williewillus> show code?
L1189[23:00:04] <cjm721> He is using the same code I am for rending the OBJ
L1190[23:00:08] <cjm721> https://github.com/CJ-MC-Mods/Overloaded/blob/master/src/main/java/com/cjm721/overloaded/client/render/entity/ModelRenderOBJ.java
L1191[23:05:47] <cjm721> It works with everything for RenderLiving (It works with Armor Models via ModelBiped)
L1192[23:06:57] <cjm721> *Works with everything BUT RenderLiving
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L1194[23:13:13] <cjm721> ^ williewillus
L1195[23:14:35] <williewillus> I assume you stitch the textures properly on startup? what happens when it "doesn't work"?
L1196[23:15:24] <cjm721> purple / black texture, no FileNotFound exceptions. Same Code / Model works fine as Armor/Item/TESR/Block
L1197[23:16:09] <williewillus> can you post the exception
L1198[23:16:17] <cjm721> No Exceptions
L1199[23:16:23] <williewillus> oh woops read wrong
L1200[23:16:28] <williewillus> did you stitch the texture?
L1201[23:16:43] <williewillus> aka do you have a TextureStitchEvent.Pre handler
L1202[23:17:10] <cjm721> Not for the textures that are used in the models
L1203[23:17:35] <williewillus> you need to, how else would mc know it should be on the atlas?
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L1205[23:18:14] <cjm721> I assume its grabbing it from the MTL file as it works for Armor/Item/TESR/Block
L1206[23:18:23] <williewillus> with the item/block model system texture deps are resolved and stitched automatically but if you load it separately like this you have to make sure all the textures used are stitched
L1207[23:18:25] <williewillus> manually
L1208[23:18:29] <williewillus> just try and see
L1209[23:18:32] <cjm721> also if I put garbage in the MTL or getEntityTExture I do get a FNF exception
L1210[23:19:59] <PinkYoshi> Make it rain 100 EntitySpider: https://pastebin.com/BbyTQZ3Z
L1211[23:20:22] <PinkYoshi> I am, let's just say having a blast. I also love the fact I can swap EntitySpider into EntityCreeper
L1212[23:22:00] <williewillus> you are also leaking memory like crazy :P
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L1214[23:24:12] <williewillus> well not like crazy, but you hold a list of entities but never clear it
L1215[23:25:53] <mezz> !issues
L1216[23:26:21] <fry> wrong char :P
L1217[23:26:34] <mezz> hm?
L1218[23:26:46] <mezz> oh, no it was right
L1219[23:26:51] <mezz> !!issues
L1220[23:26:51] <MCPBot_Reborn> Submit bot and/or mapping issues here: https://github.com/ModCoderPack/MCPBot-Issues
L1221[23:26:58] <fry> ah, ok :P
L1222[23:27:04] <mezz> thanks though heh
L1223[23:27:32] <williewillus> any suggestions how i would render custom icons on a map?
L1224[23:27:45] <williewillus> currently the only solution seems like "Copy all of MapItemRenderer into a renderhandevent" :P
L1225[23:28:00] <cjm721> williewillus, no effect, still the black / purple texture and no errors
L1226[23:32:56] <mezz> williewillus, do you agree we should rename getStrongholdGen and getClosestStrongholdPos? I'm going to make an issue for MCP.
L1227[23:33:09] <williewillus> yeah
L1228[23:33:20] <williewillus> it's not just strongholds, it's any (vanilla) structure
L1229[23:33:22] <mezz> are there any others related to that?
L1230[23:33:36] <williewillus> nah, it's a shallow call chain
L1231[23:33:42] <mezz> ok
L1232[23:34:18] <mezz> !gm getClosestStrongholdPos
L1233[23:34:23] <mezz> !gm getStrongholdGen
L1234[23:36:02] <KissOfFate> williewillus is there anything else, other than the TextureStitchEvent.Pre that could potentially fix this issue, or no?
L1235[23:36:29] <williewillus> without digging into the code, can't think of anything else major besides that
L1236[23:37:25] <mezz> !gm findNearestStructure
L1237[23:37:35] <cjm721> Does that ModelOBJ code look right btw? It dropping my fps from 800 to 40
L1238[23:38:49] <williewillus> profile it
L1239[23:39:02] <williewillus> also not sure if you really need that display list there
L1240[23:39:40] <cjm721> I took it from draconic evolution. I have very little clue how OpenGL works
L1241[23:40:52] <fry> it's almost a complete copy of ModelRenderer methods :P
L1242[23:41:05] <fry> which is stupidly old GL code :P
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L1245[23:42:04] <KissOfFate> yeah for some reason this code works for everything but RenderLiving :/ cjm took a block with a texture (an armor piece) and set it as the model for an entity and it didnt work when as an armor piece the model worked 100%
L1246[23:42:51] <KissOfFate> I guess OBJ and EntityLiving/RenderLiving don't like each other >_<
L1247[23:43:33] <fry> bad guess :P
L1248[23:43:51] <KissOfFate> lol
L1249[23:46:01] <cjm721> fry how would you Load an OBJ entity model?
L1250[23:47:27] <cjm721> load and render (/ replace that ModelRenderOBJ if it is really just a copy of ModelRender)
L1251[23:47:45] <fry> https://github.com/CJ-MC-Mods/Overloaded/blob/master/src/main/java/com/cjm721/overloaded/client/render/entity/ModelRenderOBJ.java#L35
L1252[23:47:54] <fry> put a breakpoint there and see if it fires :P
L1253[23:48:19] <cjm721> There are no exceptions thrown
L1254[23:48:28] <Abastro> Welp
L1255[23:49:42] <fry> also, I don't see you handling the resource reloading in any way
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L1259[23:54:02] <KissOfFate> fry could I deal with the resource loading by implementing IIconRegister?
L1260[23:54:21] <cjm721> Did the profiling and CompileDisplayList is getting called a lot
L1261[23:54:22] <fry> the what?
L1262[23:54:42] <cjm721> fyi KissOfFate and I are working on almost the same code
L1263[23:54:59] <KissOfFate> nvm sorry was looking at DE code and they use a TextureCache for textures
L1264[23:55:49] ⇨ Joins: PitchBright (~PitchBrig@cpe00fc8d8a3ce3-cm00fc8d8a3ce0.cpe.net.cable.rogers.com)
L1265[23:57:15] <cjm721> Well side issue is apparently the ModelRender is being created every tick (don't know if game or fps)
L1266[23:58:36] ⇦ Quits: AshIndigo (uid202308@id-202308.charlton.irccloud.com) (Quit: Connection closed for inactivity)
L1267[23:59:23] <cjm721> is getArmorModel suppose to return a singleton or new creation?
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