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L35[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170723 mappings to Forge Maven.
L36[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170723-1.12.zip
(mappings = "snapshot_20170723" in build.gradle).
L37[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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L52[04:39:28] <TechnicianLP> do i have to
delete a displayList once its no longer used?
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L54[04:56:09] <ghz|afk> TechnicianLP: well
yes, otherwise it will remain on the gpu/driver until you close the
game
L55[04:59:58] <TechnicianLP> yeah figured
as much ... (armor with designs is stupid)
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L59[05:21:20] <ScottehBoeh> Hey guys
L60[05:23:34] <kashike> 'ello
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L67[06:08:00] <PaleoCrafter> so... I wanted
to do a quick fix for the override syncing, turns out pretty much
all test mods aren't working on dedicated servers anymore
L68[06:08:41] <kashike> with your
changes?
L69[06:08:42] <kashike> or before?
L70[06:08:45] <PaleoCrafter> before
L71[06:08:55] <kashike> RIP
L72[06:09:04] <PaleoCrafter> because
somebody adopted ModelRegistryEvent without thinking about it being
a client-only matter ._.
L73[06:09:59] <PaleoCrafter> and I don't
simply want to fix it by just making everything SideOnly, so
commenting out all these mods it is for now xD
L74[06:10:16] <kashike> lol
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L76[06:46:35] <ghz|afk> so, i'm loving Dark
and Light so far
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L79[06:51:46] <PaleoCrafter> Gah, what is
this nonsense
L80[06:53:04] <PaleoCrafter> the server's
trying to load a class that is really not referenced anywhere in
server code ._.
L81[06:53:26] <PaleoCrafter> the only
common thing is that they share the same containing class (i.e.
they're both inner classes, but not nested)
L82[06:53:43] <ghz|afk> maybe through
reflection?
L83[06:54:03] <ghz|afk> ah dunno about
loading rules for inner classes
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L85[06:57:15] <PaleoCrafter> looks like
getDeclaringClass0 causes the other inner classes to load ._.
L86[06:57:40] <PaleoCrafter> I wonder if
these test mods have ever worked on servers
L87[07:00:38] <PaleoCrafter> the worst
thing is: I can't really think of a way to investigate this
further, considering getDeclaringClass0 is native
L88[07:09:46] <PaleoCrafter> welp, that's
another two PRs done xD
L89[07:14:41] <PaleoCrafter> and that
without any license headers I could have forgotten xD
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L110[09:29:24] <TheUnknownFew> Hello, can
I get some help? My mod will be utilizing paste.ee to send pastes
to the user of the mod, but I cannot seem to get the paste to work.
It always responds with an error 403. I had a friend try it out and
he was able to get it to work in NodeJS (sending a paste that is),
but my Java code looks identical to his NodeJS code and does not
work.
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L113[09:30:52] <Ordinastie> should you
really post your auth token ?
L114[09:31:46] <TheUnknownFew> I see where
there is concern for posting it, but really It isnt a big deal
because I can always generate a new one
L115[09:32:11] <TheUnknownFew> making the
one I just posted invalid
L116[09:33:53] <TheUnknownFew> But I just
cannot seem to get it to send pastes to paste.ee
L117[09:36:53] <Lord_Ralex> 403 would mean
the auth failed, so sounds like a token is wrong somewhere
L118[09:37:30] <TheUnknownFew> @Lord_Ralex
InsertPaulHere used the same exact token and it worked for him.
I've got screenshots and all
L119[09:37:53] <kashike> TheUnknownFew:
your User-Agent is probably being rejected
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L121[09:39:13] <Lord_Ralex>
"Forbidden – The application is a standard Application, and
the resource requires a UserApplication.
L122[09:39:13] <Lord_Ralex> "
L124[09:42:11] <Lord_Ralex> or use the
guy's own java code
L125[09:42:36] <TheUnknownFew> I've looked
at that guy's code and it uses the Legacy API for paste.ee
L126[09:43:10] <TheUnknownFew> Oh hey! I
got it to work. kashike thank you. I tweaked with the User-Agent
and that fixed it
L127[09:43:44] <kashike> :)
L128[09:44:13] <Lord_Ralex> wonder why he
did that then, cause i guess the java one wasn't
L129[09:44:40] <TheUnknownFew> no
clue
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L136[10:08:40] <halvors> How can i prevent
a block from rendering in world?
L137[10:09:18] <halvors> The case is that
i have a animated OBJ model that is rendered in a TESR, but the
inventory itemblock is rendered the normal way from the blockstates
file.
L138[10:09:30] <halvors> The case is that
it double renders in world.
L139[10:09:58] <Ordinastie> use ANIMATED
render type
L140[10:10:17] <halvors> Ordinastie:
Thanks, will try that :)
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L144[10:14:59] <halvors> Ordinastie: Works
great! Thanks :)
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L161[11:00:29] <Raycoms> Hey there
L162[11:00:39] <Raycoms> With the new json
advancements, is there a way to trigger them from the code?
L163[11:00:45] <Raycoms> Like from
java?
L164[11:00:49] <ghz|afk> ofc
L165[11:01:04] <ghz|afk> I mean
L166[11:01:09] <ghz|afk> the code does it
;P
L167[11:01:15] <ghz|afk> dunno HOW you
would do it
L168[11:01:20] <ghz|afk> but ther has to
be a function somewhere
L169[11:01:59] <Raycoms> Aww =D I hoped
someone knew it
L170[11:01:59] <Raycoms> =D
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L173[11:34:45] <halvors> Is there any good
tutorials on how to add custom entities? And what is the
dataWatcher replaced by? To clearify the datawatcher in Entity
class?
L174[11:37:36] <ghz|afk> there's a
datamanager instead of datawatcher
L175[11:37:41] <ghz|afk> it works a bit
differently
L176[11:37:47] <halvors> Ah ok.
L177[11:38:10] <halvors> And
ChunkCoordIntPair is also replaced?
L178[11:38:30] <ghz|afk> no idea what that
is
L179[11:38:49] <ghz|afk> !gc
ChunkCoordIntPair
L180[11:39:39] <halvors> Ah, replaced by
ChunkPos it seems :)
L181[11:39:43] <halvors> Thanks :)
L182[11:40:35] <Raycoms> Is there a way to
check if a player has a certain achievement already in 1.12?
L183[11:42:23] <halvors> Hmm. Not very
good understanding the old ForgeDirection. What is teh equalant to
ForgeDirection.getRotation(EnumFacing.UP) ?
L184[11:44:29] <TechnicianLP> Raycoms: you
can check for a advancment by doing
EntityPlayerMP.getAdvancements().getProgress(<advancement>).isDone()
L185[11:44:51] <Raycoms>
<advancement> is the string?
L186[11:45:09] <TechnicianLP> its the
Advancement instance
L187[11:45:19] <Raycoms> How do I get
that?
L188[11:45:52] <TechnicianLP> depends on
what you have ...
L189[11:46:12] <Raycoms> We create our
custom advancement page and advancements as jsons
L190[11:46:29] <Raycoms> I need a way to
a) trigger one and b) check if it has been assigned
L191[11:46:45] <ghz|afk> halvors: I don't
know but probably EnumFacing.UP.getHorizontalAngle()
L192[11:46:53] <ghz|afk> depends on what
getRotation used to do
L193[11:47:05] <ghz|afk> what type did it
return?
L195[11:47:43] <halvors> It returned a
ForgeDirection.
L196[11:47:53] <halvors> I have an
instance of EnumFacing.
L197[11:48:31] <ghz|afk> OH
L198[11:48:55] <ghz|afk>
EnumFacing.rotateAround
L199[11:49:34] <ghz|afk> you can use
.getAxis() from the input
L200[11:50:28] <halvors> Oh so in my case:
myEnumFacingInstance.rotateAround(EnumFacing.UP.getAxis()) ?
L201[11:50:44] <ghz|afk> well
L202[11:50:51] <ghz|afk> since you have
.UP explicitly
L203[11:50:51] <TechnicianLP> Raycoms: for
triggering an advancement a CriterionTrigger needs to be triggered,
which then does all the neccessay things - the question really is:
when do you want to trigger it?
L204[11:51:04] <ghz|afk> then you can use
.Axis.Y
L205[11:51:15] <ghz|afk> which is what
.UP.getAxis() would return
L206[11:51:43] <Raycoms> We have special
workers, and we want to trigger achievements for the player after
the workers executed a certain amount of actions
L207[11:52:13] <halvors> ghz|afk: In that
case, wouldn't EnumFacing.DOWN.getAxis() return the same?
L208[11:52:56] ***
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L209[11:53:55] <TechnicianLP> Raycoms: for
that you'll need to register a Custom ICriterionTrigger in
CriteriaTriggers (reflection necessary) and then trigger that one
every time a task completes, the advancement in return has a
predicate that says "if more than 25/0/? task"
L210[11:54:22] <Raycoms> Thanks
L211[11:54:50] <Raycoms> How do I trigger
a trigger?
L212[11:54:50] <Raycoms> =D
L213[11:55:44] <halvors> ghz|afk: Thanks
for help :) Think i got it now :)
L214[11:56:58] <Raycoms> Ahhh I need to
code the trigger so it triggers itself
L215[11:57:54] <TechnicianLP> yes
L216[11:58:43] <Raycoms> Oh that
sucks
L217[11:59:24] <Raycoms> I was hoping
there would be some way to do just
player.addAdvancement(Advancement, stage)
L218[11:59:28] <Raycoms> and that's
all
L219[11:59:53] <Raycoms> Else I'd need a
trigger which would watch the stages of all the workers of a
specific colony which would be quite some overhead
L220[12:00:48] <Raycoms> I need one custom
trigger each custom advancement? or can I have one of those
triggers trigger all the ones I want?
L221[12:02:16] <TechnicianLP> well the
ICriterionTrigger instances are singleton (like items) - they have
listener lists which the advancments depending on that trigger hook
into
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L224[12:03:27] <ghz|afk> [18:52]
(halvors): ghz|afk: In that case, wouldn't
EnumFacing.DOWN.getAxis() return the same?
L225[12:03:28] <ghz|afk> yes it
would
L226[12:03:41] <ghz|afk> if you have to
rotate counter-clockwise, you'd have to rotate 3 times or something
like that
L227[12:04:22] <halvors> Hmm. Then i'm
unsure that this is the right function.
L228[12:05:02] <halvors> The case this is
used is where an entity is moving thru a tunnel. And it checks if
block over and under it is of a specific type.
L229[12:05:10] <Raycoms> Oh man, who
invented that system. That's too static to really work with if your
mod is about entities and not player actions....
L230[12:06:20] <Raycoms> I think we will
have to forgot about advancements then and add our own system of
advancements like in a book or similar.
L231[12:07:03] <TechnicianLP> Raycoms: you
could trigger every time some task finishes and use a predicate to
filter to which (if any) that applies (like vanilla does with a lot
of triggers (eg. the bredanimals trigger can be filtered for
specific animals))
L232[12:07:10] <TechnicianLP> but yes its
a lot of overhead
L233[12:07:47] <Raycoms> The real problem
is that my worker overhead doubles
L234[12:07:56] <Raycoms> Since I have to
watch each worker with a trigger...
L235[12:09:07] <TechnicianLP> why would
you need one for each worker?
L236[12:09:32] <Raycoms> Or at least one
for each colony (a selection of workers)
L237[12:11:00] <TechnicianLP> which could
be solved by introducnig a per-colony stat-tracker that triggers
every time a task completion is reported to it (keeping the number
of completions seperate)
L238[12:11:18] <Raycoms> There is really
no way of just appending a advancement to the list of the
advancements a player has or changing the state of one?
L239[12:11:23] <Raycoms> Not even with
reflection?
L240[12:12:52] <TechnicianLP> well you
could just do what a CriterionTrigger does when it detects an
advancement finished - BUT: as of 1.13 you should not depend on
advancements existing (as they can be removed with datapacks)
L241[12:16:26] <TechnicianLP> you could
also just add a manual-trigger criterion
L242[12:18:12] <Raycoms> 1.13 is expected
when? I mean if its not that far away I'll just forgot about
advancements for one version xD
L243[12:20:29] <TechnicianLP> ok so i have
a custom armormodel - but when i put it on an armorstand the
arm-parts wave around (instead of being static like they are on
vanilla-armor)
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L251[13:03:41] ***
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L254[13:42:43] <ghz|afk> heheheh, so the
"Eye Spy" advancement is just to enter the bounding box
of a stronghold
L255[13:42:55] <ghz|afk> it doesn't
require having used an eye of ender at all
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L258[13:45:59] <ghz|afk> wait, if you
silktouch a silverfish-block... it drops the block without a
silverfish in it?
L259[13:50:22] <Hubry> did you want to
bring a feesh block home as a souvenir or something?
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L262[13:50:57] <ghz|afk> Hubry: no, I just
don't play vanilla enough to have ever reached and end portal with
a silk touch pick on me
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L284[15:25:59] <howtonotwin> Is there a
(Bi)Map String => ItemCameraTransforms.TransformType
anywhere?
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L288[15:30:49] <PaleoCrafter> doesn't look
like it
L289[15:31:32] <PaleoCrafter> I'm pretty
sure the names are only used in the deserializer and they're
hardcoded there
L290[15:32:04] <howtonotwin> Looks like
you're right
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L294[15:55:19] <williewillus> !gf
ItemTool.toolMaterial
L295[16:00:09] ***
diesieben|away is now known as diesieben07
L296[16:00:32] <diesieben07> jesus... half
the test mods crash when running a server. has nobody ever tested
this?!
L297[16:00:50] <fry> nope
L298[16:00:55] *
diesieben07 shakes head
L299[16:01:06] <fry> nobody ever uses test
mods
L300[16:01:23] <diesieben07> well, i am
making a feature PR and need a test mod
L301[16:01:31] <diesieben07> and the
feature requires me to launch a server to test it.
L302[16:01:35] <diesieben07> kinda a
little bit annoying...
L303[16:01:38] <ghz|afk> PaleoCrafter
discovered that earlier also
L304[16:01:39] *
howtonotwin guiltily remembers he didn't @SideOnly a registerModels
function in a pending PR
L305[16:01:54] <ghz|afk> [13:08]
(+PaleoCrafter): so... I wanted to do a quick fix for the override
syncing, turns out pretty much all test mods aren't working on
dedicated servers anymore
L306[16:02:08] <diesieben07>
clientSideOnly = true is not hard -_-
L307[16:02:14] <PaleoCrafter> it's not
that
L308[16:02:30] <PaleoCrafter> Lex didn't
think about servers when porting the tests for the registry
rewrite
L309[16:02:38] <diesieben07> wat
L310[16:03:05] <PaleoCrafter> I think so,
at least. ModelRegistryEvent is new, right? xD
L311[16:03:19] <diesieben07> yes, but...
thats by far not the only thing thats broken
L312[16:03:24] <ghz|afk> only if 1.10.2 is
considered new
L313[16:03:24] <ghz|afk> ;P
L314[16:03:29] <PaleoCrafter> was for
me
L315[16:03:34] <ghz|afk>
ModelRegistryEvent was added at the same time as
RegistryEvent.Register
L316[16:03:37] <PaleoCrafter> oh,
interesting
L317[16:04:18] <PaleoCrafter> actually, I
guess the ItemTESR and DebugModel class loading probably happened
without the event, too
L318[16:05:01] <PaleoCrafter> anyways, I
PRed a fix for the rendering-related issues which prevented the
server from starting at all
L319[16:05:04] <PaleoCrafter> not sure
about other stuff, though
L320[16:05:45] <diesieben07> if it gets
the server started, cool
L321[16:06:15] <diesieben07> also...
@ObjectHolder + clientSideOnly seems to be broken
L323[16:06:38] <diesieben07> FML will try
to inject @ObjectHolders in clientSideOnly mods when running a
server
L324[16:06:41] <diesieben07> at least in
dev.
L325[16:07:05] <PaleoCrafter> none of the
annotation stuff respects that setting, I think
L326[16:07:11] <diesieben07> -_-
L327[16:07:21] <PaleoCrafter> actually,
nvm, EventBusSubscriber should
L328[16:07:27] <PaleoCrafter> because the
mod container initiates the injection itself
L329[16:07:46] <diesieben07> very
helpful...
L330[16:08:05] <PaleoCrafter> lol
L331[16:08:41] <PaleoCrafter> just saying
that it probably really only is ObjectHolder that's affected
L332[16:09:01] <diesieben07> Well,
anything that uses ASMDataTable is.
L333[16:09:10] <diesieben07> Which I know
some mods use, rightfuilly so.
L334[16:09:29] <diesieben07> and having
not loaded mods in there sounds... bad
L335[16:10:03] <PaleoCrafter> I guess,
yeah, but of the Forge-provided annotations, only ObjectHolder
should be affected because the rest isn't injected if the mod isn't
loaded
L336[16:10:23] <diesieben07> which makes
this only very slightly less buggy.
L337[16:10:31] <PaleoCrafter> of
course
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L344[16:40:18] <c64mobile> o/ hellow! how
do you set the place where the player is put after travelling to
another dimension?
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L347[16:42:21] <williewillus> traveling
how so, a custom portal?
L348[16:42:38] <c64mobile> yes, I have a
custom portal
L349[16:42:46] <williewillus> you need a
custom `Teleporter` then
L350[16:42:51] <williewillus> check out
vanilla's impl
L351[16:44:04] <c64mobile> sheesh , I was
looking at playerlist code, the position setting code is in
Teleported, yes
L352[16:44:12] <PaleoCrafter> >being
used to markdown from Discord
L353[16:44:37] <c64mobile> placeinportal ,
thank you Willie
L354[16:44:59] <williewillus>
PaleoCrafter: more from github :P
L355[16:45:11] <PaleoCrafter> I
guess
L356[16:48:30] <c64mobile> the function
does return a boolean, any idea what it means?
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L358[16:50:22] <PaleoCrafter>
placeInExistingPortal? the return value specifies whether a portal
already existed or not
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L361[16:52:30] <c64mobile> though I see it
irrelevant, the player list only care about placeInPortal which is
void
L362[16:53:00] <c64mobile> I see why, it
would stop recreating infinite portal frames
L363[16:55:41] <PaleoCrafter> well, it
isn't directly irrelevant :P
L364[16:55:49] <PaleoCrafter> the default
placeInPortal calls it
L366[16:58:55] <diesieben07> I wonder why
nobody ever complained of this.
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L368[17:04:31] <PaleoCrafter> side-only
Forge mods still are a minority? :P
L369[17:05:03] <PaleoCrafter> but only now
do I realise why multiverse plugins in Bukkit were considered so
valuable xD
L370[17:09:17] *
TechnicianLP almost lost a week of work if git weren't to just
orphan deleted commits ... (always check twice how many commits you
are deleting ...)
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L376[17:16:38] <williewillus>
TechnicianLP: reflog not work?
L377[17:17:23] <williewillus> oh i
misread, thought you said you actually lost a week of work
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L384[17:37:39] <plexigras> i want to
render entitys outside my render distance
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L391[18:04:15] <cjm721> Is there a way to
get a block's hardness without placing it in the world, (Don't know
if default state's get hardness is valid to get nulls)
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L393[18:06:02] <howtonotwin> Not really,
because you don't know what the block is doing to calculate
hardness
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L408[19:07:08] <capitalthree> cjm721:
getBlockStateForPlacement might be what you want
L409[19:07:32] <capitalthree> it basically
asks the question "if this player places this itemstack here,
what block state will result?"
L410[19:07:39] <capitalthree> and can take
into account the player's rotation, etc
L411[19:07:41] <capitalthree> you can use
fakeplayer
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L413[19:08:37] <capitalthree> as far as I
know, there's no decent way to get the correct blockstate for
placement without using a player or fakeplayer
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L419[19:27:20] <PaleoCrafter> I have no
clue at all why I needed to do it
L420[19:27:43] <PaleoCrafter> but
apparently subscribing the Registration class to the event bus
caused the TESR to load
L421[19:27:43] <LexMobile> You shouldnt,
post the log when you do.
L422[19:27:49] <PaleoCrafter> will
do
L423[19:27:53] <LexMobile> it shouldnt it
only loops over methods
L424[19:27:59] <LexMobile> Which is the
issue with client side stuff.
L425[19:28:00] <PaleoCrafter> it's not
directly caused by the bus
L426[19:28:45] <PaleoCrafter> it was
caused by getSimpleName() iirc, but I'll get you a log
L427[19:28:59] <LexMobile> would be really
nice if we could make the event bus not compile the method.
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L431[19:34:43] <LexMobile> How the fuck is
that even a thing?
L432[19:35:36] <PaleoCrafter> I haven't
gotten any fucking clue, the only possible explanation is that
loading the containing class (through getDeclaringClass) attempts
to load the inner classes, which shouldn't be allowed to
happen
L433[19:42:25] <PaleoCrafter> the worst
thing is that it goes through getDeclaringClass0 which basically is
a black box
L434[19:45:13] <LexMobile> ya thats weird
as shit it shouldnt be resolving that..
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L439[20:05:20] <Keridos> when I want a
fake player that kills a mob (via event modification) to have
something like looting, how would I do that?
L440[20:05:39] <Keridos> I managed to get
the mobs to drop player kill loot but not looting bonus
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L445[20:25:42] <capitalthree> Keridos:
give your fakeplayer an item with looting in the main hand
L447[20:27:26] <capitalthree> look at what
I do to simulate a main hand item here
L448[20:27:40] <capitalthree> you probably
don't need an EntityItem, just the ItemStack. I hold onto an
EntityItem for other reasons
L449[20:28:40] <capitalthree> you can
generate a temporary ItemStack and throw it away and it never has
to be an actual item that exists
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L460[21:23:21] <Keridos> yeah mainhand
itemstack works for me
L461[21:23:22] <Keridos> thanks
L462[21:23:37] <Keridos> i have 4 static
itemstacks now with looting 0 to 3
L463[21:23:42] <Keridos> that seems to
work
L464[21:24:00] <Keridos> how can I check
if an entity is a pet of a player and get the corresponding
player?
L465[21:49:48] <capitalthree> that I don't
know
L466[21:54:01] <Keridos> nvm found it
:D
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