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L11[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170601 mappings to Forge Maven.
L12[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170601-1.11.zip
(mappings = "snapshot_20170601" in build.gradle).
L13[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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L64[08:11:17] <TechnicianLP> does the
rewardstore not show their points for anyone else?
L65[08:13:28] <kashike> curse knows, and
you can apparently still see them on the homepage
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L79[10:35:10] <TechnicianLP> why cant we
have advancements yet? ... it would be so much better than my
current system ... (if recipes can force a required
advancement)
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L83[10:39:40] <ghz|afk> TechnicianLP:
soon?
L84[10:39:46] <ghz|afk> release is still
scheduled for tomorrow
L85[10:40:04] <ghz|afk> no idea how long it
will take forge
L86[10:40:08] <ghz|afk> but still, soon
;P
L87[10:41:37] <TechnicianLP> :(
L89[10:46:26] <barteks2x> that issue keeps
going back
L90[10:46:35] <barteks2x>
*going->coming
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L106[12:56:45] <barteks2x> is there an
executor service class in java such that it still runs on the mai
thread, using something similar to a tick() method I call? (I want
to make async chunk loading single threaded for debugging without
changing too much code)
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L114[13:36:00] <dirius77> Is there a way
to instruct the client to open a gui from the server without a
custom packet?
L115[13:36:28] <barteks2x> for vanilla gui
- you should probably look at how vanilla opens it. For custom one
- I don't think so
L116[13:37:18] <dirius77> Darn. I'll just
connect it to an item instead of a command then, it seems
easier.
L117[13:40:00] <tterrag> dirius77,
commands can be clientside
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L120[13:45:33] <ghz|afk> implementing a
message/packet is very easy also ;P
L121[13:45:36] <ghz|afk> dunno why it
bothers you
L122[13:45:37] <ghz|afk> XD
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L125[13:54:26] <dirius77> Mostly just
because I know how to implement an Item just off the top of my head
and I don't have experience with the networking
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L130[13:56:42] <LordFokas> dirius77,
that's just one more reason to do it with packets instead
L131[13:57:09] <LordFokas> how do you
expect to learn? by staying in your comfort zone forever?
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L133[13:59:39] <dirius77> You do have a
point, but at the moment I just want this for debug purposes so
that I can fix something else.
L134[14:02:12] <dirius77> So whichever
method gets it done fasted is the best option
L135[14:06:06] <LordFokas> using packets
probably is what gets it done faster
L137[14:08:02] <LordFokas> I like this
guy's tutorials... it's easy to jump around and find just the bits
fo information you need
L138[14:08:04] <tterrag> or, again, a
clientside command
L139[14:08:22] <LordFokas> well... yes.
That's probably much faster
L140[14:08:56] <LordFokas> unless the
command system is as sane as entity attributes, that is.
L141[14:13:04] <LexMobile> barteks2x: what
are you doing?
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L143[14:20:27] <Intektor> with the
capabilities, in the PlayerClone Event, how can I add the
capability?
L144[14:22:40] <ghz|afk> you don't
"add" the capability
L145[14:22:48] <ghz|afk> it will have been
added in the init/attach
L146[14:23:11] <Intektor> and I have to
copy paste it from the last entity?
L147[14:23:19] <ghz|afk> if you want it to
persist death, yes
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L168[15:19:05] <barteks2x> lex, I'm
debugging issue in cubic chunks
L169[15:19:51] <barteks2x> awful issue
with the same chunk being loaded many times without unloading it
inbetween
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L171[15:21:32] <barteks2x> (I was away for
some time so didn't reply immediately)
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L173[15:23:22] <barteks2x> so it seems a
bit reasonable that I would want to eliminate multithreading as
potential issue, and make it actually reproducible that way
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L175[15:24:06] <barteks2x> I just need
executor service such that I cancall some kind of update/tick
method on myself, so it runs from the thread I want it to run
L176[15:25:15] <barteks2x> I guess I need
to implement one myself
L177[15:25:42] <killjoy> can't you use the
samethreadexecutor?
L178[15:25:56] <barteks2x> that would
redice async to completely syncronous one
L179[15:26:05] <barteks2x> but the issue
only happens when the async loading is used
L180[15:26:21] <killjoy>
singlethreadexecutor?
L181[15:26:50] <barteks2x> where is that
class?
L182[15:27:01] <barteks2x> I don't want it
to happen off the main thread
L183[15:27:02] <killjoy>
Executors.singleThreadExecutor()
L184[15:27:23] <barteks2x> I want
everything to happen on the main thread, but only when I call a
tick()/update() method
L185[15:27:30] <barteks2x> with only some
things being processed at once
L186[15:27:36] <killjoy> I think you want
a queue
L187[15:27:50] <barteks2x> I don't want to
change existing code that uses executor service
L188[15:28:14] <barteks2x> I just want to
replace the existing executor services, otherwise I will risk just
completely removing the cause of my issue
L189[15:28:19] <killjoy> what about
mc.addScheduledTask()?
L190[15:28:38] <barteks2x> as I said, the
code currently uses EWxecutorService, I don't want to change
that
L191[15:28:57] <barteks2x> specifically
now I have ThreadPoolExecutor
L192[15:29:14] <killjoy> Maybe implement
your own and activate it in onTick?
L193[15:29:44] <barteks2x> hm... looks
like I need actual ThreadPoolExecutor, because I need
remove()
L194[15:30:01] <killjoy> Future has a
cancel method
L195[15:30:09] <tterrag> barteks2x, you
want something that runs on the main thread...but is also
concurrent?
L196[15:30:11] <tterrag> what?
L197[15:30:16] <barteks2x> yes
L198[15:30:23] <barteks2x> kind of.
L199[15:30:29] <tterrag> what, some kind
of time sharing algorithm?
L200[15:30:59] <barteks2x> sort of? As I
said, I want it for debugging so that I don't need to change all of
my code
L201[15:31:22] <barteks2x> I want my async
chunk loading to be fully deterministic
L202[15:31:47] <barteks2x> without
changing the part where the actual loading is delayed by some
amount of time
L204[15:32:15] ⇦
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L205[15:32:36] <tterrag> though a bit
simpler
L206[15:32:51] <tterrag> you could
implement Executor yourself and just proxy to the MC methods
L208[15:33:34] <barteks2x> * modify
L209[15:34:00] <barteks2x> it's basically
forge async loading with spoinge modification and changes to make
it wirk with cubic chunks
L210[15:35:15] <barteks2x> I know for sure
async loading is called for many cubes/columns in a single tick,
and I don't want it to be actually executed in that single
tick
L211[15:39:10] <barteks2x> also, when I
add MC scheduled task, will it execute all of the scheduled ones at
once next tick?
L212[15:39:22] <barteks2x> or will it
process only some of them and leave others for later?
L213[15:43:53] ***
diesieben|away is now known as diesieben07
L214[15:44:24] <tterrag> of course it will
process all
L215[15:44:29] <tterrag> how would
"some" even be defined
L216[15:44:40] <tterrag> the guarantee is
that it will process next tick, *during* the tick
L217[15:45:12] <barteks2x> that's what I
thought. I want something that will process it soetime later, so
that it won't stall the main thread for long time
L218[15:45:31] <barteks2x> so probably I
need to implement it all myself...
L219[15:46:40] <tterrag> how would it
know?
L220[15:46:48] ⇦
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L221[15:46:51] <tterrag> are you going to
implement nanotime based profiling?
L222[15:46:58] <tterrag> that seems way
overcomplicated for a debug tool
L223[15:47:00] <barteks2x> I would
probably just have constant amount per tick
L224[15:47:34] <barteks2x> just so that
there is an atual delay, so a sync load may be called in
between
L225[16:06:55] ⇦
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L227[16:15:18] <barteks2x> took me less
time to write it than I spent asking for existing implementation
here...
L228[16:16:34] <barteks2x> (there is one
small mistake, already fixed it in my version)
L229[16:17:30] <quadraxis> shutdownNow()
?
L230[16:19:07] <barteks2x> yes
L231[16:19:14] <barteks2x> and also forgot
to add remove(), added now
L232[16:19:44] <diesieben07> except that
your thing is not threadsafe
L233[16:19:51] <barteks2x> it's not
supposed to be
L234[16:19:56] <barteks2x> it will ever be
called from one thread
L235[16:20:06] <diesieben07> uh...
ok
L236[16:21:16] <barteks2x> it's just
supposed to be debug replacement of ThreadPoolExecutor that works
for the way I use it
L237[16:22:36] ⇦
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L238[16:23:08] <barteks2x> and now I need
to test if the issue is still there
L239[16:25:44] <barteks2x> so I managed to
get single threaded equivalent of deadlock...
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L242[16:28:54] <barteks2x> that's not
going to work...
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L250[16:42:27] <barteks2x> No clue how is
it even possible but my strange issue seems to happen only when I
rejoin the world after quickly quitting it while it's still
doing... something
L251[16:46:43] <barteks2x> I managed to
hit "save and quit" before the server initialized
connnection to the player...
L252[16:47:06] <barteks2x> obviously MC
didn't like it and hung
L253[16:47:14] <TechnicianLP> nbttaglist
is now iterable! yay:)
L254[16:48:11]
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L255[16:49:09] <LexMobile> !gm
ResourceLocation.splitObjectName
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L257[16:51:28] <barteks2x> I really don't
knoe how I magaged to have so broken chunk loading code...
L258[16:52:14] ***
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L265[17:07:51] ***
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L267[17:21:51] <barteks2x> I accidentally
made 1.5GB log file... (it wa supposed to be only a few MB)
L268[17:22:47] <IoP> Did you commit and
push it like my friend did?
L269[17:23:19] <barteks2x> no, it will
forever stay on my computer :)
L270[17:23:38] <barteks2x> well, it won't,
I deleted it
L271[17:24:06] <barteks2x> I put log
statement before a nullcheck instead of after...
L272[17:24:13] <ghz|afk> but its ghost
will remain, haunting you
L273[17:24:18] <ghz|afk> night ppl
L274[17:24:20] *
ghz|afk poofs
L275[17:25:26] ⇦
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L276[17:25:33] <barteks2x> what...
launchwrapper called System.exit and FML security manager blocked
it
L277[17:27:14] ⇦
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L278[17:27:40] <barteks2x> and not I have
MC process that just refuses to quit
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L282[17:37:16] <barteks2x> is there some
value in World/WorldServer that tells me how many ticks it is since
the world got loaded?
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L287[17:44:14] <barteks2x> nevermind,
don't need it anymore
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L289[17:49:02] <tterrag> Lex: so you used
my original suggestion :p
L290[17:50:02] <LexMobile> Its what I said
to do before, sorta.
L291[17:50:14] <barteks2x> -18 4 11
L292[17:50:16] <barteks2x> oops
L293[17:50:23] <barteks2x> accidentally
pressed enter
L294[17:50:27] <LexMobile> but yes I had
to go through and find all the cases where it formated the
location
L295[17:50:33] <LexMobile> Which is what I
asked you to do
L296[17:52:26] <barteks2x> I found what
caused my issue... obvious in retrospect but I see no clear way to
fix it
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L298[17:54:53] <barteks2x> cubes depend on
their columns being loaded... so async cube load calls async column
load with a callback that sets a future value in the async cube
load task... but in the time between the task is finished the
column may get unloaded without notifying the task (and it can be
unloaded because the cube isn't added there yet)
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L301[17:56:58] <barteks2x> and it was rare
normally because ChunkGC has long interval between runs
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L307[18:07:47] <barteks2x> is there
something like ConcurrentMultiMap?
L308[18:09:00] <barteks2x> actually... I
don't know why it needs to be concurrent
L309[18:09:39] <barteks2x> does anyone
know what is the reason why ChunkIOExecutor.tasks is
concurrentMap??
L310[18:09:40] <diesieben07>
ConcurrentHashMap<K, ConcurrentHashMap.KeySetView<V>>
:P
L311[18:10:07] <barteks2x> I don't really
see it being accessed concurrently
L312[18:11:04] <barteks2x> diesieben07,
but that requires handling null keys... which is ugly
L313[18:11:25] <barteks2x> *values
L314[18:11:33] <diesieben07> not really
ugly
L315[18:12:04] <diesieben07>
map.computeIfAbsent(key, k ->
ConcurrentHashMap.newKeySet())
L316[18:13:13] <barteks2x> I still don't
know why it needs to be concurrent
L317[18:13:27] <barteks2x> I just know
that for some reason it is concurrent in forge code
L318[18:14:21] <barteks2x> and I don't
want to risk making it non-concurrent and adding another source of
rare crashes/bugs
L319[18:17:30] <tterrag> lex: I've been
very busy last few weeks...haven't gotten much done with modding at
all
L320[18:17:35] <tterrag> moving house
etc
L321[18:17:41] <tterrag> it was on my
backlog, but I appreciate you doing it for me :P
L322[18:18:14] <tterrag> diesieben07,
speaking of that method...I really do wish it considered null
values as not absent
L323[18:18:20] <tterrag> or at least there
was an option to do so
L324[18:18:27] <diesieben07> ehhh
L325[18:18:33] <diesieben07> null values
are ugly :D
L326[18:18:38] <tterrag> well it threw me
off. I consider null values to still be a mapping
L327[18:18:50] <tterrag> maybe so, but
sometimes they make sense
L328[18:18:52] <diesieben07> every modern
map forbids it
L329[18:19:51] <barteks2x> I still would
like to know why that field needs to be concurrent before I start
using what diesieben showed instead of simple multimap
L330[18:20:11] <barteks2x> *that map
L332[18:20:17] ⇦
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L333[18:20:30] <tterrag> I could use
Optional maybe, but that seems like a lot of overhead for what is a
rather often used method
L334[18:20:36] <tterrag> null makes more
sense
L335[18:21:41] <diesieben07> meh, why not
have a constant empty metadata?
L336[18:22:02] <diesieben07> also you can
optimize that thing
L337[18:22:07] <tterrag> because there's
no way that could be meaningful. how is checking == EMPTY_META
better than == null ?
L338[18:22:22] <diesieben07> thats the
point, you would not do that check.
L339[18:22:25] <LexMobile> mutability
becomes a bitch when doing that
L340[18:22:42] <LexMobile> I dont see
people hatred of null...
L341[18:22:46] <LexMobile> it's a
perfectly fine value
L342[18:22:49] <tterrag> diesieben07,
there is no way to make an "empty" metadata
meaningful
L343[18:22:58] <diesieben07> If you say
so...
L344[18:23:00] <tterrag> the fact of
metadata existing is meaningful
L346[18:23:21] <tterrag> I can't just make
up that data when it doesn't exist
L347[18:23:41] <barteks2x> lex, since you
write the ChunkIOExecutor, why it uses concurrent map there?
L348[18:23:43] <tterrag> so the only
solution is to then make those methods nullable
L349[18:23:49] <tterrag> which just pushes
the problem somewhere else (and makes it worse)
L350[18:23:55] <LexMobile> cuz
threads
L351[18:23:56] <diesieben07> if you say so
:P
L352[18:24:06] <barteks2x> yes, but I see
itever only used form one thread
L353[18:24:18] <barteks2x> unless I'm
missing something obvious
L354[18:24:26] <tterrag> can you just say
"I guess for this circumstance that makes sense" instead
of dismissing me like I'm crazy?
L355[18:24:27] <LexMobile> possibly
missing something obvious
L356[18:24:37] <diesieben07> i am not
dismissing you.
L357[18:24:43] <tterrag> "if you say
so :P" is pretty dismissing
L358[18:24:51] <diesieben07> it was not
meant that way.
L359[18:25:04] <tterrag> I'm not sure how
else it could be meant
L360[18:25:37] <barteks2x> my IDE finds 4
usages: dropQueuedChunkLoad - this is called from main thread.
queueChunkLoad - also only main thread, syncChunkLoad - also main
thread, tick - also main thread
L361[18:25:38] <diesieben07> it was meant
as "i dont know the exact details of your use case, so i
cannot judge this. i will trust you here".
L362[18:25:50] <barteks2x> so where is is
used from other threads?
L363[18:25:56] <diesieben07> in any case,
you can do result = map.get(key); if (result != null ||
map.containsKey(key)) return result
L364[18:26:10] <diesieben07> that way you
only do the map lookup once if the key already exists (the usual
case)
L365[18:26:37] <tterrag> that doesn't
create a mapping
L366[18:26:39] <tterrag> but I see what
you mean
L367[18:26:48] <diesieben07> well, else {
create mapping }
L368[18:27:40] <barteks2x> so either there
is still something I'm missing or it could be a normal hashMap as
well
L369[18:28:48] <LexMobile> Honeslty havent
looked at it for a long time nore do i care to go down the headake
that is threading
L370[18:28:53] <LexMobile> Its there for a
reason
L371[18:29:11] <barteks2x> not that I want
it changed or something I just want to know if it's safe to atually
use non-concurrent one, or there is some subtle reason not to do
that
L372[18:29:28] <LexMobile> Its probably
not safe
L373[18:29:32] <LexMobile> which is why we
use concurrent
L374[18:30:40] <barteks2x> I still don't
see how since it's not used from any of these tasks, but ok, I will
use concurrent multimap (this is for yet another internal tracking
I need to do)
L375[18:31:05] <barteks2x> well,
"multimap", map with set as values
L376[18:35:49] <barteks2x> there is also
syncronizedMultimap, is that basically concurrent one?
L377[18:36:24] <diesieben07> No, it's not
concurrent, it's synchronized :D
L378[18:36:29] <diesieben07> meaning, only
one thread can access it at a time
L379[18:38:00] <barteks2x> oh wait... I
can give ConcurrentHashMap to newMultimap
L380[18:39:25] <barteks2x> I hate IDEA
tooltips...
L381[18:39:33] <barteks2x> they show one
on top of another
L382[18:40:12] <barteks2x> I hover over
compile error to see it and it shows both compile error and
documentation at once
L383[18:41:21] <barteks2x> also, great
design - the compile error information box has scrollbar but I
can
L384[18:41:31] <barteks2x> t scroll there
because it disappears when I try to move my cursor there
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L388[18:56:05] ***
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L399[20:26:35] <Raycoms> Hey guys, we have
some custom commands from our mod which work great in 1.10 but in
1.11 only ops are allowed to use them, do I have to do something
special to enable this?
L400[20:33:09] ⇦
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L401[20:33:24] <Raycoms> Anyone knows
something about that?
L402[20:49:34] <Raycoms> Is anybody out
there?
L403[20:50:59] <Corosus> ah yeah those
changes, check your overrides
L404[20:51:32] <Corosus> either youre
missing the @Override annotation and some are not overriding, or
there was another method you had to add maaaaybe
L405[20:52:31] <Corosus> i cant remember,
i either had to fix checkPermission method, or override
getRequiredPermissionLevel and return a lower number
L406[20:52:41] <Raycoms> Ah public boolean
checkPermission(final MinecraftServer server, final ICommandSender
sender)
L407[20:52:49] <Raycoms> didn't know about
that one, is that new in 1.11?
L408[20:53:08] <Corosus> nah i have both
in 1.10.2
L409[20:53:28] <Raycoms> Doesn't seem to
be needed in 1.10 though
L410[20:53:57] <Raycoms> or default to
true
L411[20:56:09] <Corosus> actually opening
up my one 1.11.2 workspace i cant notice any main differences
actually, might have been thinking for updating to 1.10.2
L412[20:56:14] *
Corosus shrugs
L413[20:56:39] <Raycoms> Uhm, is there a
way to get the op level of a player?
L414[21:00:14] ⇦
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L417[21:09:42] <barteks2x> what... is the
"someDouble < 0.0" actually in the bytecode done as
double temp; (temp = someDouble - 0.0D) == 0.0D?0:(temp <
0.0D?-1:1)) < 0?
L418[21:14:15] ⇦
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we wish to explore, if we wish to see what's over the next hill,
wonders unfold before us; all we have to do is want it
enough.)
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L421[21:28:32] <electrolitic> Does
minecraft use an open source game engine?
L422[21:28:59] <barteks2x> no
L423[21:29:05] <barteks2x> unless LWJGL
counts as game engine
L424[21:29:17] <electrolitic>
Alright.
L425[21:29:21] <electrolitic> Thank
you
L426[21:29:38] <barteks2x> (it's not a
game engine, it's just opengl library for java)
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L431[22:15:23] <barteks2x> is loading
another chunk while loading a chunk (when creating a TE)
"supported"?
L432[22:17:35]
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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
und das T�ten angemessen wirkt. (George Orwell))
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L439[23:40:56] <barteks2x> are TileEntity
fields ever written to using reflection?