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L8[01:29:22] <Ferrettomato> I have a drinkable consumable that stacks higher than 1. When I drink one from a stack, it often consumes an extra one. Why might this be happening?
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L10[01:38:59] <Ferrettomato> (actually, vanilla items seem to do that too...)
L11[01:39:17] <killjoy> sync issue?
L12[01:39:35] <killjoy> Probably not checking for world.isRemote
L13[01:42:05] <Ferrettomato> I *am* checking for world.isRemote.
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L15[01:48:02] <Ferrettomato> Golden apples seem to have the same issue.
L16[01:48:11] <Ferrettomato> Maybe it's just what happens.
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L20[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170604 mappings to Forge Maven.
L21[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170604-1.11.zip (mappings = "snapshot_20170604" in build.gradle).
L22[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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L28[03:01:14] <luacs1998> anyone able to help me with a weird issue i'm getting?
L29[03:01:27] <luacs1998> i'm using DimensionManager.getWorld to get the Nether/End
L30[03:01:33] <luacs1998> the first time i call it, it works
L31[03:01:50] <luacs1998> but then it stops working (returns null) after the 2nd time
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L41[03:36:01] <luacs1998> managed to get help somewhere else, thanks!
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L43[03:50:47] <illy> heh just noticed that adding the boiler plate stuff for a project changed it's language on github
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L53[04:32:44] <Unh0ly_Tigg> quick question: is the deobf launch blackboard variable set before or after the constructor of @Mod annotated classes is called?
L54[04:33:22] <Ordinastie> before AFAIK
L55[04:38:48] <TechnicianLP> iirc its sets shortly after the fml-tweaker loads
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L76[05:32:16] <Unh0ly_Tigg> So, I've just added some blocks, but I've set the location of the blockstate json different from the blocks' registry name, and I'm using ModelLoader.setCustomStateMapper. My issue is that according to the location shown on top of the missing model in game is what I'm expecting, the console is showing error stacktraces for the blocks' registry name...
L77[05:33:18] <Unh0ly_Tigg> so, block of "light_basic_off" is set to the blockstate json of "light_off", the in-game missing model says "light_off", but the console says "light_basic_off"
L78[05:33:39] <Unh0ly_Tigg> and I have no idea what's missing or needs fixing.
L79[05:41:55] <Unh0ly_Tigg> well, I'm stupid... 1) I missed a copy paste error, and I was using "light_..." in code, but "lamp_..." in the json files...
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L96[07:24:11] <z0ttel> Idea: have a mod delete chunks that haven't been loaded for some time
L97[07:24:28] <z0ttel> and then give people items/blocks to keep that from happening to their base
L98[07:24:54] <z0ttel> maybe spam some "this chunk will be delted unless..." when they place a number of blocks
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L102[07:40:00] <TechnicianLP> what?
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L116[08:52:07] <barteks2x> it's not even going to work correctly because of how MC world generation works
L117[08:53:21] <kashike> that's not going to go well with players :p
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L119[09:17:56] <TechnicianLP> it would be better to set the worldborder to a smaller area - effectively limiting worldsize
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L124[09:55:38] <illy[work]> Morning o/
L125[09:56:40] <kashike> morning
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L130[11:08:36] <malte0811> I just tried to set up a forge dev workspace (for changing forge) in IntelliJ. When I try to compile it it complains that the output path isn't set, when I set it to some default output path MC can't find the Forge AT and crashes. Any ideas on what I have done wrong?
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L132[11:11:14] <malte0811> Or should I go to #ForgeGradle for this (Completely forgot that there is such a channel)?
L133[11:18:27] <barteks2x> I remember I had such problem when i tried for the first time, but don't remember how I fixed it and what caused it
L134[11:19:09] <malte0811> Good to know that it isn't just my setup
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L136[11:33:04] <malte0811> barteks2x, what is the output path for you? Might work if I manually set mine to be the same. Project Structure > Modules > Forge > Forge_main > Paths
L137[11:33:16] <barteks2x> if I still have the workspace at all, I willc heck it
L138[11:34:03] <malte0811> Or is there some way to launch using the shell? I don't want to do anything complex, so that would be sufficient for now
L139[11:34:34] <barteks2x> did you follow the videos linked in readme?
L140[11:34:41] <malte0811> Yep
L141[11:35:33] <malte0811> I am using IntelliJ 7017.1.3, but I assume it should still work?
L142[11:35:53] <barteks2x> importing changes now, it was ages since I use that workspace
L143[11:36:15] <barteks2x> but in there I have it set to inherit from project
L144[11:36:45] <malte0811> I might have to set some sort of "master" output path, I'll check
L145[11:37:06] <barteks2x> it's in project tab
L146[11:37:53] <barteks2x> i have it set to <forge repository location>/classes, not even sure if it still runs
L147[11:38:08] <malte0811> I set it to that as well, compiling now
L148[11:38:17] <barteks2x> and working directory MinecraftForge/projects/run
L149[11:38:26] <barteks2x> (in run configuration)
L150[11:38:46] <malte0811> That was set automatically
L151[11:38:57] <malte0811> Still crashes
L152[11:39:19] <barteks2x> after or before window shows up?
L153[11:39:43] <malte0811> Long before, when loading AT's. Can't find the forge one.
L154[11:41:46] <barteks2x> do you have that file in the classes output director/production/Forge ?
L155[11:42:51] <malte0811> Sorry, it's a different crash now, just as early so I thought it was the same. I think I know how to fix this one
L156[11:46:26] <malte0811> Works now, just had to disable runtime NonNull assertions. Thanks
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L160[12:37:57] <williewillus> !dcc
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L177[14:12:16] <LexMobile> Setting up ForgeDev for intellij is horrid. if anyone cares im open to PRs to fgix it.
L178[14:12:38] <LexMobile> However, its not a high todo list because I dont use intellij {i gave it a try and found teh setup horrid so im sticking with eclipse :P}
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L186[14:29:36] <malte0811> mezz, I'll add the test mod in a minute. It is currently missing item model/texture json's, should I add those? Also what about that patched-in newline directly after my edit?
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L188[14:35:45] <williewillus> !sp p_76445_0_ size
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L191[14:38:57] <mezz> malte0811, yes just use some placeholder model/texture. it can look like a stick if that's easier to do. also make a boolean at the top for "ENABLED" and make sure the mod is effectively disabled by default
L192[14:45:08] <williewillus> !sp p_148250_2_ noOverlayRendering
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L194[14:55:51] <mezz> diesieben07, are you interested in PRing this? https://github.com/MinecraftForge/MinecraftForge/issues/3713
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L198[15:00:40] <diesieben07> mezz, sure, it's just probably going to be slightly big, i have not checked how many places actually rely on the format
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L202[15:04:08] <mezz> it will just be forge code so size shouldn't matter, I'm mainly curious if you're up to the task or if it's too much and you don't feel like it heh
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L204[15:04:46] <dyeo> Hey everyone, my teleporter mod has an interesting side effect where when the player teleports a long distance, they lose a large chunk of their hunger
L205[15:04:48] <diesieben07> it's sunday evening and tomorrow is a national holiday, what else would I be doing than work on Minecraft :D
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L207[15:05:17] <dyeo> manually setting the player's hunger and saturation to their original values after the teleportation doesn't seem to be doing the trick
L208[15:05:57] <dyeo> when i teleport ~3000 meters away, the player loses 4 full hunger points
L209[15:06:18] <diesieben07> show your code.
L210[15:07:02] <mezz> diesieben07, mods use the same fml log, so I think it might get ugly. you have to deprecate the old methods :/
L211[15:07:34] <mezz> might be a good time to name them trace/debug/info/warning/error though?
L212[15:07:37] <diesieben07> Well, I would say the whole FMLLog class should go and there should just be a log4j logger instance
L213[15:07:46] <mezz> ok, yes
L214[15:08:04] <dyeo> https://pastebin.com/crDe35ws
L215[15:08:24] <mezz> log4j is inconvenient though, I always make a wrapper like this https://github.com/ForestryMC/ForestryMC/blob/mc-1.11/src/main/java/forestry/core/utils/Log.java
L216[15:08:58] <mezz> heh https://github.com/mezz/JustEnoughItems/blob/1.11/src/main/java/mezz/jei/util/Log.java
L217[15:09:34] <diesieben07> and why not: public static final Logger log = LogManager.getLogger(...); and then import static Log.log; log.error(...) ?
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L219[15:10:41] <diesieben07> dyeo, you might want to check out what CommandTeleport does
L220[15:11:10] <diesieben07> there is also FMLRelaunchLog...
L221[15:11:19] <mezz> I think that makes more sense, I guess I was "improving" on the FMLLog one and didn't realize that stuff was already there
L222[15:11:46] <diesieben07> which FMLLog merely delegates to
L223[15:11:50] <diesieben07> so they can both go
L224[15:11:57] <mezz> yeah
L225[15:13:15] <dyeo> diesieben07 i'm seeing the "teleport" command in minecraft and CommandTeleport on the forge API. I assume you mean the latter?
L226[15:13:29] <diesieben07> CommandTeleport is not "forge api"
L227[15:13:38] <diesieben07> it's vanilla minecraft code
L228[15:13:50] <dyeo> oh. it was on the forge api doc is what i meant
L229[15:14:00] <diesieben07> what are you talking about?
L230[15:14:15] <dyeo> a quick google search conjured up a forge api document
L231[15:14:29] <dyeo> doesn't seem to be the official one though so i should just look at the code lol
L232[15:14:42] <diesieben07> yes :)
L233[15:15:53] <dyeo> can teleport also work between dimensions?
L234[15:16:07] <diesieben07> the vanilla command does not support that
L235[15:16:10] <diesieben07> but you can code it of course
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L239[15:21:32] <dyeo> i was hoping they had an implementation already ;) mine works but it's a hack and i fear that minecraft may break it eventually
L240[15:23:35] <mezz> moving between dimensions is tricky
L241[15:23:50] <mezz> minecraft does weird things
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L244[15:29:06] <Subaraki> dyeo, what are you looking for ?
L245[15:34:22] <dyeo> just trying to fix the hunger drain on my teleporters
L246[15:35:05] <dyeo> i more or less understand what minecraft's CommandTeleport is doing, but what is up with CommandBase.CoordinateArg
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L248[15:39:29] <williewillus> that's just parsing stuff
L249[15:39:46] <williewillus> the call to actually teleport the player is what you're looking for
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L259[16:18:04] <diesieben07> mezz, this is getting slightly ridiculous. I have finished the FMLRelaunchLog stuff, but FMLLog is just used all over the place, even in patches, expecting String.format-style formatting...
L260[16:18:20] <diesieben07> I can do it, but it will be a big set of changes, including patches
L261[16:18:58] <diesieben07> but it kinda has to be done...
L262[16:19:35] <mezz> talk to Lex, we agree it should be done but he still has to see it as a worthwhile change and you don't want to do a ton of stuff just to have it rejected
L263[16:19:56] <diesieben07> well, his last stance was "we don't need it"...
L264[16:19:57] <mezz> (we being you and me) agree it should be done
L265[16:20:33] <diesieben07> what I could do is just change the default log4j formatter to use String.format, which they support
L266[16:20:47] <diesieben07> then we don't have to patch everything but just the few places where {} is used
L267[16:21:00] <mezz> well it's kind of broken right now. also I think the {} is better
L268[16:21:07] <mezz> maybe he will agree to it as a 1.12 change
L269[16:21:44] <diesieben07> ok. well, we'll wait for what he says.
L270[16:31:21] <williewillus> !gm MapGenCaves.isTopBlock
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L274[17:09:24] <mezz> diesieben07, cpw seems to be on exactly the same page: "i want to move to just having import static cpw.mods.modlauncher.Logging.launcherLog;"
L275[17:09:52] <diesieben07> well, i'll keep plowing then :D
L276[17:09:53] <mezz> he is doing a big refactor so if you want to edit those, we have to make sure they are how he wants it and we don't cause a nasty conflict
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L279[17:12:05] <cpw> lol yeah
L280[17:12:27] <cpw> diesieben07, not objection, but be warned, 1.12 lifecycle is going to have a branch with a big ass fml refactor
L281[17:12:33] <cpw> you might end up getting sucked into it
L282[17:12:51] <diesieben07> define "sucked into it" :D
L283[17:13:06] <diesieben07> meaning i'll have to redo this thing for when your 1.12 refactor is public?
L284[17:13:10] <cpw> your changes might end up being in the refactor branch
L285[17:13:26] <cpw> the 1.12 refactor will be public as soon as i start work on it :P
L286[17:13:30] <diesieben07> lol ok
L287[17:13:43] <diesieben07> that's fine by me, its not like this needs to be implemented right now
L288[17:13:43] <cpw> this is the plan to rebuild on top of https://github.com/cpw/modlauncher
L289[17:14:34] <diesieben07> so, I'll keep going then and open a PR tomorrow/when I am done? Or whats the plan?
L290[17:15:00] <cpw> coordinate with mezz
L291[17:15:18] <cpw> i'm a couple of weekends out yet
L292[17:15:23] <diesieben07> okay
L293[17:16:00] <mezz> I figure if we knock this out soon then cpw doesn't have to worry about it later and there is no conflict
L294[17:16:13] <diesieben07> Yeah. I should have it done by tomorrow
L295[17:16:22] <cpw> really? wow
L296[17:16:24] <cpw> that's fast
L297[17:16:31] * diesieben07 has no life
L298[17:16:32] <cpw> removing all string.format log strings in forge?
L299[17:16:45] * illy[work] needs to rework his PR
L300[17:16:48] <diesieben07> i'm already done with everything that used FMLRelaunchLog
L301[17:16:55] <cpw> ah yeah
L302[17:17:00] <cpw> be a tad careful on that
L303[17:17:08] <cpw> there's two because of classloading fun
L304[17:17:13] <diesieben07> well,
L305[17:17:17] <diesieben07> i know that, but
L306[17:17:17] <mezz> intellij has some really sick search "Search structurally" stuff you can use to find the logs
L307[17:17:27] <cpw> true mezz
L308[17:17:28] <diesieben07> FMLRelaunchLog causes FMLLog to load anyways
L309[17:17:43] <cpw> one other request would be to use supplier style args
L310[17:18:00] <cpw> https://github.com/cpw/modlauncher/blob/aec2f250bb2252ee26f112ca0995209cd29e864e/src/main/java/cpw/mods/modlauncher/LaunchServiceHandler.java#L42-L42
L311[17:18:02] <cpw> see that
L312[17:18:08] <mezz> yeah {} ftw
L313[17:18:17] <mezz> but lambdas? interesting
L314[17:18:17] <cpw> it's not available in the log4j in 1.11 :(
L315[17:18:26] <cpw> it's very good
L316[17:18:35] <mezz> yeah that's ideal
L317[17:18:39] <cpw> the supplier doesn't resolve until the level test has passed
L318[17:18:44] <mezz> we can't do that just yet though
L319[17:18:45] <cpw> it would simplify a LOT of logging in FML
L320[17:18:49] <diesieben07> or rather, FMLLog doesn't cause anything to load that would not be already loaded by FMLRelaunchLog
L321[17:18:50] <mezz> right
L322[17:18:56] <cpw> it might be a reason to defer until 1.12 lands
L323[17:19:03] <cpw> it has 2.8.1 which *does* have this
L324[17:19:11] <mezz> I don't see why, doing this in 2 steps is fine imo
L325[17:19:14] <cpw> ok
L326[17:19:29] <diesieben07> yeah, the lambda stuff is an even bigger change
L327[17:19:33] <mezz> that is pretty cool though
L328[17:19:41] <cpw> it's a really nice one tho
L329[17:19:53] <cpw> and it's native performance speeds
L330[17:19:54] <diesieben07> yes, it's cool
L331[17:20:15] <cpw> anyway, thank you diesieben07 !
L332[17:20:20] <diesieben07> <3
L333[17:20:40] <cpw> i got a fun job soon. i've got to make modlauncher work with fml
L334[17:20:46] <cpw> that'll be the acid test :)
L335[17:21:00] <cpw> it'll run now, and i think i can launch minecraft through it
L336[17:21:03] <mezz> unitTest { runFML(); }
L337[17:21:05] <mezz> lol
L338[17:21:20] <cpw> not quite mezz
L339[17:21:26] <cpw> there's quite a lot of others tho :)
L340[17:21:31] <mezz> I added my first unit test to JEI, it's getting real
L341[17:21:37] <cpw> i'm planning to cover fml with unittests too
L342[17:21:43] <mezz> nice
L343[17:22:00] <cpw> having merged fml and forge
L344[17:22:11] <cpw> i can make sure fml focuses on what it needs to: loading shit
L345[17:22:19] <cpw> and having an api for same
L346[17:22:20] <mezz> the peace of mind is nice, and they keep the maintainer headache down
L347[17:22:25] <cpw> yeah
L348[17:22:49] <cpw> especially when i go to a "forge event" model. removing the old guava eventbus
L349[17:23:27] <mezz> is guava eventbus that the thing that makes the stack go 90 deep?
L350[17:23:33] <cpw> not really
L351[17:23:38] <cpw> a bit tho
L352[17:24:53] <mezz> when you do that, can you keep in mind something like opis profiling? it would be nice to help server people figure out which mod is lagging them to hell but I can't think of a way to do it without hacking this to bits
L353[17:25:36] <mezz> maybe out of scope but worth floating the idea
L354[17:27:21] <diesieben07> doesnt the current eventbus already track which mod has registered which handler?
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L356[17:29:03] <mezz> yeah it does, but I think tapping into that to use the information requires injecting a hook or replacing the event bus with your own
L357[17:29:25] <diesieben07> could be easily-ish made public though
L358[17:30:02] <mezz> it's not keeping track of time spent though
L359[17:30:31] <diesieben07> right, that is true
L360[17:30:50] <diesieben07> but there is room to make the "event handler invoker" implementation pluggable
L361[17:31:00] <mezz> yeah
L362[17:43:27] <williewillus> is the structure file format (as used by structureblocks) documented anywhere? 0.o
L363[17:43:32] <williewillus> can't find it on the vanilla wiki
L364[17:44:01] <mezz> it's sort of new, I'm surprised if it's not on there though
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L367[17:45:44] <williewillus> ah found it
L368[17:45:53] <mezz> cool
L369[17:46:11] <williewillus> oh wow it uses a palette to save the blocks
L370[17:46:11] <mezz> modders should be using it a lot more probably
L371[17:46:22] <williewillus> guess it's a mini-test for the real chunk format
L372[17:46:53] <mezz> yeah it's pretty good. the way vanilla uses it avoids runaway chunk generation as well
L373[17:47:24] <williewillus> how so?
L374[17:48:02] <mezz> take a look through StructureOceanMonument
L375[17:49:02] <mezz> unless that's a different type of structure?
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L377[17:50:29] <williewillus> you mean endcity? ocean monuments don't use them iirc
L378[17:50:48] <mezz> ah right
L379[17:51:00] <mezz> well actually
L380[17:51:11] <mezz> they look similar, I haven't looked into it that deeply
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L384[18:06:50] <jjw123> quick question. I have a custom block model that doesnt take up all a block. When placed it makes any blocks next to it invisible. is there something i'm missing from the model file?
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L386[18:13:01] <williewillus> override isOpaqueCube to be false
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L390[18:15:40] <jjw123> ah thanks
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L402[20:17:17] <dyeo> is there a way to manually load a chunk ?
L403[20:17:29] <dyeo> i need to drop an item in an unloaded chunk and when i do that it doesn't drop
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L405[20:24:21] <mezz> step back a second, why are you dropping something in an unloaded chunk?
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L408[20:29:23] <diesieben07> well, that was a fun 3 hours of my life. https://git.io/vHa22
L409[20:29:36] <diesieben07> mezz: ^
L410[20:29:48] <mezz> nice
L411[20:30:16] <diesieben07> should I open a PR now? or wait?
L412[20:30:28] <mezz> go for it. may take me a little while to review it
L413[20:31:26] <diesieben07> ok :)
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L416[20:45:10] <Ivorius> diesieben07: Interest question, why is this important?
L417[20:47:40] <mezz> the logs are being formatter by string.format and by the log4j format
L418[20:47:53] <diesieben07> because currently everything is shoved through String.format and the log4j formatter
L419[20:47:55] <mezz> we want to get rid of the string.format
L420[20:48:00] <diesieben07> the former breaks occasionally
L421[20:48:19] <diesieben07> because sometimes there is an invalid formatting code somewhere in a crash report or soemthing
L422[20:48:55] <diesieben07> see https://git.io/vHaaz
L423[20:57:17] <mezz> diesieben07, normally when I log with an exception I just give the exception as the last argument and it is handled correctly. like log.info("blah text {}", data, exception)
L424[20:58:04] <mezz> I don't think the logWithException methods are necessary
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L426[21:03:09] <diesieben07> oh wow, they do that
L427[21:03:12] <diesieben07> i did nto know that
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L429[21:03:19] <diesieben07> thanks
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L437[22:36:01] ⇨ Joins: ScottehBoeh (~ScottehBo@ip-45-84-52-196.southampton.uk.amsterdamresidential.com)
L438[22:36:29] <ScottehBoeh> Is there a way to see if a client has tampered with a packet?
L439[22:41:19] ⇦ Quits: sinkillerj (~sinkiller@nc-67-232-15-35.dhcp.embarqhsd.net) (Quit: またね)
L440[22:44:49] <mezz> ScottehBoeh, no. a client can send anything they want. for example someone can create a client-side mod that sends altered packets
L441[22:44:58] <mezz> you cannot trust what comes from the client
L442[22:51:57] <dyeo> if i remove a tag during readFromNBT, will it remove it from the world data?
L443[22:52:25] <TehNut> ...Isn't the config annotation supposed to handle reloading values when changed ingame?
L444[22:52:31] <TehNut> I swear that was added in
L445[22:54:05] <TehNut> The GUI is there and works fine
L446[22:55:19] ⇦ Quits: Lathanael|Away (~Lathanael@p549609FB.dip0.t-ipconnect.de) (Ping timeout: 186 seconds)
L447[22:59:00] <mezz> diesieben|away, I had a chance to review and it looks good. I found some related log issues that would be nice to fix along with this though. I wrote it out in the github comments
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L449[23:14:13] ⇨ Joins: PrinceCat (~PrinceCat@58-7-245-15.dyn.iinet.net.au)
L450[23:24:30] <dyeo> I'm guessing world.loadedTileEntityList won't provide tile entities in unloaded chunks?
L451[23:26:49] <mezz> right
L452[23:27:03] <mezz> dyeo, what are you doing with unloaded chunks?
L453[23:27:53] <dyeo> so i'm writing a function to update old world saves to work with new versions of my mod
L454[23:29:07] <dyeo> i need to rebuild the world data, so i wanted to get every instance of the tile entity in the world, grab their position and dimension and rebuild the world saved data from that
L455[23:29:37] <mezz> what I do for that is keep a legacy tile entity and have it replace itself with a new one when it get ticked
L456[23:29:49] <dyeo> what?
L457[23:29:56] <dyeo> how does that work?
L458[23:30:34] <mezz> when the old one is ticked, it uses setblock to change the block at its position to a new one
L459[23:31:10] <dyeo> would that have had to been implemented prior to now?
L460[23:32:10] <mezz> is your world broken?
L461[23:32:29] <dyeo> nope
L462[23:32:50] <mezz> I don't know what the issue is then
L463[23:35:49] <dyeo> only issue i can think of is that the blocks are teleporters, and if they're really far away they won't be useable until the player comes in range for it to tick
L464[23:36:19] <McJty> Your teleporters only work if they are loaded?
L465[23:36:20] <mezz> if you can teleport to unloaded blocks then it can replace itself when the player gets near
L466[23:37:29] <dyeo> no the issue is i've changed the way the teleporter networks are stored
L467[23:37:47] <dyeo> and i need to get the teleporter's position and dimension to update it in the new network
L468[23:37:52] <McJty> dyeo, if a teleporter is not loaded, can you teleport to it?
L469[23:37:55] <dyeo> so until they are updated they can't be accessed
L470[23:38:07] <dyeo> normally yes McJty
L471[23:38:08] <McJty> And if so then what's the problem? You can then (before teleport) see if it is an old or new version and update
L472[23:38:23] <dyeo> the network is stored in worldsaveddata
L473[23:38:28] <McJty> yes, I do the same thing
L474[23:38:31] <dyeo> i changed the structure of the worldsaveddata
L475[23:38:32] <McJty> So you know all the teleporters
L476[23:38:42] <McJty> Well you'll have to make that backwards compatible
L477[23:38:49] <McJty> So you can convert old teleporters
L478[23:39:00] <dyeo> that's why i was trying to get all the tile entities
L479[23:39:05] <dyeo> i'm guessing it's not possible though
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