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L3[00:27:15] ⇨ Joins: risux (~Risux@ip174-74-32-237.om.om.cox.net)
L4[00:29:45] <risux> Have any of you ever had a problem where a blockstate would not be set in the world correctly? I have two properties; alignment and facing. Alignment determines if the block is rotated to face up or down. Facing is just rotation. When I set down my block, I set the properties using withProperty(), but immediately after setting it in the world, suddenly the value of facing is the opposite value.
L5[00:30:55] <risux> Here's an image that shows what happens: http://i.imgur.com/KMk5Lqg.png
L6[00:31:32] <risux> My reaction is "WTF."
L7[00:41:40] <risux> Here's the weird part. It doesnt always change to the opposite value.
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L9[01:03:45] <darkevilmac> risux, make some breakpoints in setBlockState to see what's happening. That's all I can really think of. Where is your 'convert' method called from as well?
L10[01:04:36] <risux> It's called from Block.onEntityCollidedWithBlock()...
L11[01:05:15] <risux> I'll set breakpoints, but this is probably the biggest "wtf" i've ever seen.
L12[01:05:44] <darkevilmac> risux, meh, I've had it happen to me before. It usually ends up being something small I looked over.
L13[01:08:06] <risux> You've had this happen before? Or just a similar wtf moment?
L14[01:08:35] <darkevilmac> I think the same thing, it was a long time ago so I can't tell you how I fixed it.
L15[01:09:22] <darkevilmac> Minecraft can be iffy if there's a lot of state changes happening at once but it seems you're only changing a single block right?
L16[01:10:05] <joazlazer> Why is the int override of net.minecraft.math.MathHelper.wrapDegrees(float) and wrapDegrees(double) called clampAngle(int) when they are functionally the same?
L17[01:11:54] <risux> darkevilmac, Usually I'm changing a lot at once, but I've brought it down to just one blockstate change
L18[01:12:03] <darkevilmac> hmm.
L19[01:12:24] <darkevilmac> risux, do you have a github repo I can pull from and poke at it myself.
L20[01:12:42] <risux> Yeah, one sec
L21[01:14:36] <risux> Here you go darkevilmac: https://github.com/Ri5ux/AliensVsPredator
L22[01:16:17] <risux> The block class location is: org.avp.block.BlockReflectiveShape
L23[01:18:19] <darkevilmac> alright.
L24[01:18:25] <darkevilmac> setting up a workspace to try in.
L25[01:20:56] <risux> Oddly, this only seems to happen with the block registered with the ID "slope".
L26[01:21:06] <risux> The other blocks using the same class dont seem to have the problem
L27[01:25:54] <ghz|afk> [08:10] (joazlazer): Why is the int override of net.minecraft.math.MathHelper.wrapDegrees(float) and wrapDegrees(double) called clampAngle(int) when they are functionally the same?
L28[01:25:59] <ghz|afk> either they were named by different people
L29[01:26:11] <ghz|afk> or someone forgot to rename one of them
L30[01:26:23] <joazlazer> That's an MCP mapping thing though, right?
L31[01:26:51] <ghz|afk> yes
L32[01:26:58] <ghz|afk> it doesn't reflect mojang's real namings
L33[01:27:09] <ghz|afk> feel free to make an issue in the mcpbot repository
L34[01:27:26] <ghz|afk> https://github.com/ModCoderPack/MCPBot-Issues/issues
L35[01:27:37] <ghz|afk> well
L36[01:27:40] <ghz|afk> if you are in 1.12, that is
L37[01:27:44] <ghz|afk> older versions don't get updates
L38[01:28:03] <ghz|afk> so make sure you check that you are in the latest mappings first ;P
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L40[01:29:07] <darkevilmac> risux, why don't you bundle the accesstransformer in your own resources? They won't conflict, assuming mdxlib is your mod as well.
L41[01:29:43] <darkevilmac> Trying to get this thing to work in intellij right now so I might be a few minutes before I can actually help.
L42[01:29:45] <risux> I mean, I figured it would be best to copy it when setting up the workspace, just in case MDX had a newer copy
L43[01:31:04] <darkevilmac> Ah.
L44[01:31:14] <darkevilmac> You could probably automate that in your gradle btw.
L45[01:31:32] <darkevilmac> just by grabbing a raw file from github and copying it.
L46[01:32:43] <risux> Suppose thats not a bad idea
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L49[01:37:14] <joazlazer> <ghz|afk>, noob question, but how do I rebuild my mc source with the latest MCP mappings? (guessing it has something to do with build.gradle)
L50[01:39:02] <darkevilmac> joazlazer, change the mappings value in the build.gradle to the latest snapshot.
L51[01:40:18] <joazlazer> Then which gradlew command should I run? setupDecompWorkspace again?
L52[01:40:27] <darkevilmac> Yes.
L53[01:41:59] <darkevilmac> risux, alright I've loaded the game up. What steps do I need to take to reproduce the problem?
L54[01:46:00] <risux> Grab the block with the ID avp:industrialwall2.slope
L55[01:46:44] <risux> It will be invisible when you place it, so you'll have to imagine how it's rotation works. You could also grab the block with the ID "slope" it has the same rotation
L56[01:46:58] <risux> but youll need the one with the first ID to replicate this.
L57[01:47:33] <risux> Basically, place all of the rotations, and then do the same rotations, but on a ceiling. Then just walk into them all to trigger the conversion to the block with the id "slope".
L58[01:48:04] <risux> You'll notice where it places the wrong ID. The placement will be inverted
L59[01:48:09] <risux> property* not ID
L60[01:53:52] <Hunterz> anyone published mod on the curseforge? howto set depedency?
L61[01:58:02] <risux> Actually darkevilmac, for some reason it works when they originated on 1.10. More specifically, the reason this is a thing is to convert these shapes, originally placed in-world in the 1.7.10 version of this mod, to 1.10. I guess this only occurs when you place them there, and then put the same world on 1.10.
L62[01:59:22] <darkevilmac> That's still odd, but I'm not able to reproduce the bug on my end here so I'd imagine that's the cause.
L63[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170731 mappings to Forge Maven.
L64[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170731-1.12.zip (mappings = "snapshot_20170731" in build.gradle).
L65[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/
L66[02:00:28] <risux> I have no idea why it's a problem, the metadata transfers perfectly.
L67[02:01:33] <risux> I suppose you could replicate it if I sent you my testing world, but it's up to you if you want to continue
L68[02:01:40] <IoP> darkevilmac: https://minecraft.curseforge.com/forums/general/general-discussion/12594-adding-dependencies-to-mods ?
L69[02:02:28] <darkevilmac> er
L70[02:02:32] <darkevilmac> not the one that asked that.
L71[02:03:57] <IoP> or did you ask if you can set project wide dependency?
L72[02:04:20] <darkevilmac> Neither.
L73[02:04:34] <darkevilmac> I think you meant to ping Hunterz
L74[02:05:18] <Hunterz> oh, thnaks
L75[02:05:20] <Hunterz> thanks
L76[02:05:47] <IoP> ohhhh. More coffee :p
L77[02:06:01] <IoP> I misread nick three times :/
L78[02:07:35] <risux> Oh wait! darkevilmac, it's not specific to world conversion. It happens right after saving and loading the world back up
L79[02:07:47] <risux> Like, you can trigger it right after that
L80[02:07:52] <darkevilmac> Ah.
L81[02:08:01] <darkevilmac> I'll take another look.
L82[02:10:57] <darkevilmac> risux, I must be making this incorrectly. I can't trigger convert to get called at all.
L83[02:11:21] <risux> You got the block with the ID "industrialwall2.slope" right?
L84[02:11:35] <darkevilmac> Yes.
L85[02:11:56] <risux> Alright, then you should be able to place it, will be invisible, but if you walk into it, it should trigger convert
L86[02:12:33] <darkevilmac> oh.
L87[02:12:34] <darkevilmac> I see.
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L89[02:15:41] <risux> Now if you place both of these configurations down, but with "industrialwall2.slope", relog and walk into them, both configurations magically turn into the same one: http://i.imgur.com/S120riE.png
L90[02:16:16] <darkevilmac> So I placed the blocks and they were invisible, I loaded the world back up and looked and they seemed to be placed correctly.
L91[02:16:49] <risux> But you have to do both of the configurations I showed in the picture, at the same time.
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L93[02:18:45] <darkevilmac> let me try that.
L94[02:18:52] <darkevilmac> Also the block I have is not appearing with that texture.
L95[02:19:06] <risux> Nah, it wont, it will look like a wall with a caution stripe
L96[02:19:13] <darkevilmac> Alright.
L97[02:19:16] <risux> I used a different block in that pic, sorry :P
L98[02:23:09] <darkevilmac> Okay, just saw the block states flip
L99[02:23:36] <darkevilmac> tried to have the blocks facing towards the block and instead they faced away.
L100[02:23:45] <risux> Weird, huh?
L101[02:28:07] <darkevilmac> risux, alright, so I've reproduced the issue, gonna experiment a bit. http://i.imgur.com/zc4z6y9.png
L102[02:28:33] <risux> Alright
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L108[02:56:44] <darkevilmac> risux, alright, so after placing a ton of breakpoints the bug seems to be coming from your setDefaultFacing method.
L109[02:57:05] <darkevilmac> risux, a state comes in there facing west and leaves facing east.
L110[02:57:44] <darkevilmac> setBlockState ends up checking your block and setDefaultFacing ends up there eventually.
L111[02:58:59] <risux> Oh wow... mind = blown
L112[02:59:13] <darkevilmac> just remember, breakpoints are your friend.
L113[02:59:25] <darkevilmac> and sometimes you need lots of them.
L114[02:59:29] <darkevilmac> and I mean like 50.
L115[02:59:44] <risux> Haha, thanks a ton. I was working on that wayyy too long.
L116[03:00:01] <darkevilmac> no problem, I was bored and it gave me something to do.
L117[03:00:27] <risux> 50, holy crap.
L118[03:01:23] <darkevilmac> Ya.
L119[03:02:00] <darkevilmac> setBlockState does some things so I was investigating that for a while, once I got to extendedblockstorage I realized that somewhere else along the line was the problem.
L120[03:02:11] <darkevilmac> Then I realized setBlockState got called twice in the same tick.
L121[03:02:22] <darkevilmac> so I made a breakpoint to find where that call was from.
L122[03:02:30] <darkevilmac> Anyway.
L123[03:02:35] <darkevilmac> eventually it let to setDefaultFacing.
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L125[03:03:47] <risux> Huh, interesting. Honestly, I should have checked onBlockAdded()... now I'm just like "duh"
L126[03:04:08] <darkevilmac> heh
L127[03:06:13] <darkevilmac> risux, as a note, if you want your TileReflective to persist on a state change between your slope stuffs use override shouldRefresh, not sure if that's what you want but it seems like it's relevant.
L128[03:06:30] <darkevilmac> I've only been looking at that convert method though so I could be wrong.
L129[03:07:36] <risux> Well, the only time the tile entity should really be there is after conversion. It wouldnt have existed previously, since on 1.7 the slopes and such didnt use tile entities
L130[03:07:59] <darkevilmac> ah
L131[03:08:02] <risux> Once the conversion is done, the blocks will pretty much stay as-is
L132[03:08:11] <darkevilmac> I see.
L133[03:09:09] <risux> But yeah, thanks a ton :)
L134[03:09:30] <darkevilmac> No problem, as I said I was bored so it gave me something to do. :P
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L150[05:12:59] <PaleoCrafter> https://github.com/Azanor/Baubles/pull/214#issuecomment-318965532 rejoice \o/
L151[05:14:50] <ghz|afk> yup saw it this morning :D
L152[05:15:38] <ghz|afk> GAH the portable AC in my room works TOO well sometimes
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L166[08:30:06] <ghz|afk> https://twitter.com/Dinnerbone/status/892013874102325248
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L191[11:37:18] <Matts> What is the recommended way to add a variable in the middle of a translated string? (ITextComponent)
L192[11:38:25] <Matts> I thought it was the second argument, since it was documented as ¨args¨, but no those are child components (may want to clarify that in the javadocs)
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L194[11:41:32] <ghz|afk> Matts: it's a format string so you just do like, %s
L195[11:41:46] <ghz|afk> and then call I18n.format("whatever.text", arg1, arg2)
L196[11:41:56] <ghz|afk> but I don't know how that works with ITextComponent
L197[11:42:07] <ghz|afk> I guess you just put other text components in them?
L198[11:42:32] <Matts> yeah but different languages have different positions where the variable should be
L199[11:48:19] <Matts> and I18n.format is only for @SideOnly.Client, so I cannot just append a text with that (doing a serverside only mod)
L200[11:49:36] <PaleoCrafter> TExtComponentTranslation accepts format arguments
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L202[11:51:09] <PaleoCrafter> they can be strings or other components
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L204[11:52:01] <PaleoCrafter> so like ghz says, Matts, you don't actually concatenate any strings
L205[11:52:47] <PaleoCrafter> you use a formatting variable (%s or $n$s where n is a number for positioned arguments) and then pass the stuff to insert as formatting argument
L206[11:59:20] <Matts> Hmm okay thanks, for some reason it´s not actually grabbing the translation successfully
L207[11:59:44] <Matts> but at least it´s not erroring atm xD
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L209[12:04:11] <Matts> Oh wait I forgot something .-. server side doesn´t have a language selector, and so also probably does not do any translations
L210[12:06:57] <capitalthree> why do you need translated strings on the server side?
L211[12:07:32] <ghz|afk> Matts: it does, but only of vanilla strings which are hardcoded
L212[12:07:46] <ghz|afk> but you should act as if that wasn't true ;P
L213[12:08:23] <Matts> the mod it´sself is server side only. But when the client sends a command I want to send back a string while the command is executing
L214[12:08:57] <capitalthree> ahh
L215[12:09:12] <capitalthree> can the server even find the language of a connected client?
L216[12:09:33] <ghz|afk> no
L217[12:09:37] <ghz|afk> it only does english
L218[12:09:40] <Matts> The client does communicate it´s language on join (for what I read)
L219[12:10:14] <Matts> Meh I guess people will just have to deal with it that the response will always be English
L220[12:11:42] <capitalthree> Matts: your best bet is to try to intercept the client's language on join if that's true
L221[12:11:57] <capitalthree> but for console output, just going with english should be fine :P
L222[12:12:59] <Matts> Yeah I noticed that xD
L223[12:14:43] <ghz|afk> can't you just generate the response in the client?
L224[12:15:26] <capitalthree> yeah that's the real question
L225[12:15:30] <capitalthree> well wait no
L226[12:15:36] <capitalthree> ghz|afk: his mod isn't on the client side
L227[12:15:44] <capitalthree> otherwise yes it would be weird to send userfacing text on the wire ever
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L232[12:54:58] <joazlazer> [bump b/c nobody saw] If one were to want to store information (likely NBT-based) specific to each player on a server that is tied to the world save (i.e. TC research), is there an easy way to do it? Or would I have to implement a Player Tracker class structure from the ground up?
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L234[13:01:35] <howtonotwin> Capabilities, I think
L235[13:03:18] <howtonotwin> Attach some capability to players in AttachCapabilityPlayer<Entity> after an instanceof check (generic events aren't covariant), and then use that cap whenever needed
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L237[13:36:59] <tterrag> yes
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L240[13:58:23] <Matts> ghz|afk, capitalthree, casting ICommandSender to EntityPlayerMP gives me access to the (private) language variable. Just tested and when rejoining the server it notifies the server of the client language
L241[13:58:34] <Matts> ^.^
L242[13:59:01] <ghz|afk> :)
L243[13:59:32] <Matts> *** The more you know ***
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L253[14:42:52] <LexMobile> howtonotwin: https://bugs.mojang.com/browse/MC-119811 Wouldn't a simple solution be to detect a mount on the client and then just clear the pending lerp?
L254[14:43:58] <howtonotwin> That would work, I think
L255[14:44:09] <howtonotwin> I'll commit it after grade starts complying
L256[14:44:12] <howtonotwin> *gradle
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L262[15:23:57] <tterrag> Matts: that's a horrible idea
L263[15:24:05] <tterrag> there's no guarantee that an ICommandSender will be a player
L264[15:24:16] <Matts> how so?
L265[15:24:21] <tterrag> uhm, command blocks?
L266[15:24:31] <tterrag> if it was always a player, you would be passed a player
L267[15:24:57] <Matts> then I´ll just do an explicit check for that xD
L268[15:25:10] <Matts> and else always revert to english
L269[15:25:20] <tterrag> and then your code just only works for players? maybe you should just code to the interface
L270[15:25:55] <Matts> What do you mean?
L271[15:38:04] <howtonotwin> I mean, it makes perfect sense to only have his code work for players
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L273[15:38:36] <tterrag> why?
L274[15:39:01] <howtonotwin> He's localizing a message sent from server to client by a server-side mod
L275[15:39:22] <howtonotwin> If it's not a player, then there's no client, so there's no point in localizing
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L277[15:41:01] <Matts> Yup and I am keeping in the back of my mind that a server owner must understand a little degree of english to get the server running. and only he will be able to look at these rare cases (command blocks / server commands)
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L285[16:15:30] <killjoy1> I feel like homer simpson
L286[16:15:37] <killjoy1> I'm on a liquid diet, but all I want is a steak
L287[16:21:28] <Matts> killjoy1, I feel like there is a really simple solution to your problem
L288[16:21:52] <killjoy1> Blender?
L289[16:22:10] <Matts> https://giphy.com/gifs/blender-ys7LWSr8sRmfK EYUP
L290[16:22:40] <killjoy1> The way that link is cut off
L291[16:22:41] <killjoy1> "EYUP"
L292[16:22:53] <Matts> EYUP is me saying yup
L293[16:23:03] <killjoy1> could also say KEY UP
L294[16:23:11] <Matts> no then it would be KEY_UP
L295[16:23:17] <killjoy1> Keyboard.KEY_UP?
L296[16:23:20] <Matts> Yup
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L298[16:24:40] <killjoy1> anyway, I just went to kfc and got a large mashed potato
L299[16:25:46] <Matts> That is also a great idea, best of both worlds
L300[16:26:01] <killjoy1> I got half of what I wanted
L301[16:26:09] <killjoy1> steak+potatoes
L302[16:26:47] <killjoy1> Remind me to never get my wisdom teeth removed again
L303[16:27:38] <Matts> Not like it was your choice then in the first place, guess they won´t grow back
L304[16:27:45] <Matts> if you are lucky (evil face)
L305[16:27:56] <killjoy1> Curse you god!
L306[16:28:11] <killjoy1> Hm.. did deadpool's wisdom teeth come back?
L307[16:29:16] <Matts> I havent watched deadpool lol
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L309[16:30:41] <Lunatrius> Is the getPickBlock method supposed to return only non-null values?
L310[16:34:23] <killjoy1> It is ItemStack?
L311[16:34:29] <killjoy1> ItemStack is never null
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L313[16:41:06] <kashike> and if it is returning null, someone is being stupid as hell
L314[16:42:20] <Matts> It is mojang we are talking about https://pbs.twimg.com/media/Cr3Lnr2WgAAz-H7.jpg:large
L315[16:42:26] <Matts> kashike, killjoy1
L316[16:42:49] <killjoy1> possibly an artifact of the decompiler
L317[16:43:10] <kashike> or from refactored code
L318[16:43:19] <howtonotwin> ...Who named that?
L319[16:43:20] <kashike> I do that when refactoring my code sometimes
L320[16:43:32] <howtonotwin> !!gm EntityPig.getSaddled
L321[16:43:33] <MCPBot_Reborn> === MC 1.12: net/minecraft/entity/passive/EntityPig.getSaddled (aab.dl) UNLOCKED ===
L322[16:43:33] <MCPBot_Reborn> Name : dl => func_70901_n => getSaddled
L323[16:43:34] <MCPBot_Reborn> Descriptor : ()Z
L324[16:43:35] <MCPBot_Reborn> Comment : Returns true if the pig is saddled.
L325[16:43:35] <MCPBot_Reborn> Last Change: 2017-06-13 11:54:19.115330-04:00 (_bot_update_)
L326[16:43:50] <howtonotwin> Oh good, it isn't insane anymore
L327[16:44:25] <Matts> According to people it´s like that in the bytecode lol (cc copygirl)
L328[16:44:55] <kashike> <kashike> or from refactored code
L329[16:45:32] <Matts> lol tru
L330[16:48:47] <killjoy1> mojang plz remove all magic numbers
L331[16:49:33] <kashike> howtonotwin: #484 is done, enjoy
L332[16:49:57] <howtonotwin> I keep clicking on # links and creating channels >.<
L333[16:50:05] <howtonotwin> Thanks, though
L334[16:51:35] <Lunatrius> Alright, thanks
L335[16:52:06] <Lunatrius> Someone is indeed returning null from that method
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L338[17:08:19] <Matts> Is there a way with events for a piece of code to get triggered when a vanilla command is executed? (specifically the /kick and /ban command) or will I have to do stuff with ASM to replace the vanilla command
L339[17:08:35] <Matts> *replace the vanilla method
L340[17:10:16] <howtonotwin> CommandEvent
L341[17:10:58] <howtonotwin> Do be careful with the word "ASM" here
L342[17:11:08] <Matts> lol okay <3
L343[17:11:25] <howtonotwin> It implies ****modding and your chance of.getting banned quadruples
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L348[17:28:12] <halvors> Anyonw knows where the "light" rendered when killing the enderdragon is rendered?
L349[17:31:16] <heldplayer> LayerEnderDragonDeath?
L350[17:31:20] <halvors> Like this: https://ibb.co/f2xEFQ
L351[17:32:34] <halvors> Thanks, seems like it's the class i've been looking for :)
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L353[17:43:20] <heldplayer> np :)
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L363[18:30:13] <halvors> How can i make it possible to place a lever on my block?
L364[18:30:58] <ghz|afk> make it solid
L365[18:31:55] <halvors> Isn't block solid by default?
L366[18:32:15] * ghz|afk shrugs
L367[18:32:28] <ghz|afk> breakpoint in BlockButton.canPlaceBlock
L368[18:32:33] <ghz|afk> and see where it rejects your block
L369[18:40:19] <halvors> Thanks, found it, isSideSolid needs to return true, but that makes me wounder what isBlockSolid does...
L370[18:42:32] <quadraxis> what minecraft version are you on?
L371[18:42:42] <quadraxis> it seems like you're using outdated mappings
L372[18:42:49] <howtonotwin> He's on 1.10
L373[18:43:09] <quadraxis> using stable_29 ?
L374[18:43:23] <howtonotwin> Note: In newer versions you use getBlockFaceShape
L375[18:44:48] <halvors> Yeah, stable_29
L376[18:44:53] <halvors> What does getStateForPlacement do?
L377[18:45:09] <halvors> Should i set the state of placed blocks there instead of in onBlockPlacedBy?=
L378[18:45:15] <howtonotwin> Pure (!!!!) function called when the ItemBlock is right clicked
L379[18:45:35] <howtonotwin> If you can return the desired IBlockState in a pure manner, do it there
L380[18:47:06] <howtonotwin> Note that it's called before the block is ever placed
L381[18:47:18] <halvors> What do you mean by that?
L382[18:47:28] <quadraxis> see: https://github.com/ModCoderPack/MCPBot-Issues/issues/331
L383[18:47:39] <quadraxis> (for isBlockSolid)
L384[18:47:57] <howtonotwin> ItemBlock rclick -> call getStateForPlacement -> set the IBlockState -> onBlockPlacedBy
L385[18:48:19] <howtonotwin> The block isn't placed yet when getStateForPlacement is called
L386[18:50:27] <halvors> I get it.
L387[18:52:04] <halvors> How to check if a block is getting powered by redstone? Is there some fancy new interfaces or something? Using world.isBlockIndirectlyGettingPowered(pos) doesn't work.
L388[18:52:10] <halvors> To clearify in 1.10
L389[19:02:38] <howtonotwin> Just browsing through the redstone code and the rate of wtfs/sec is too damn high
L390[19:03:48] <howtonotwin> TIL redstone wires calculate their power by globally disabling their conducting ability, checking the power level, and then reenabling conduction
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L396[19:23:46] <tterrag> howtonotwin: jsyk you can't localize anything but english on the server
L397[19:23:50] <tterrag> so his entire endeavor was pointless
L398[19:23:54] <tterrag> the server doesn't have resources
L399[19:23:56] <tterrag> it doesn't load lang files
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L418[20:24:05] <halvors> Anyone knows what would be the equalant to getRotation() in the old ForgeDirection class? https://github.com/UMassDSSD/minecraft-mods/blob/master/common/net/minecraftforge/common/ForgeDirection.java
L419[20:24:15] <halvors> EnumFacing, but what?
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L423[20:38:50] <howtonotwin> Seems like a.getRotation(b) == b.rotateAround(a.getAxis)
L424[20:39:36] <howtonotwin> But if you're doing rotations, there are actual Rotation and Mirror classes now
L425[20:39:40] <howtonotwin> Wait no
L426[20:39:50] <howtonotwin> 1.10 doesn't have them, I think
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L432[20:55:13] <halvors> Ok, thanks :)
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L442[21:32:53] <halvors> How can i store 2 different blockstates in metadata?
L443[21:33:03] <howtonotwin> wat
L444[21:33:41] <halvors> In getMetaFromState() and getStateFromMeta() what do i return?
L445[21:33:48] <halvors> Can only return one value.
L446[21:34:04] <howtonotwin> You return the IBlockState...
L447[21:34:17] <halvors> Which of them=
L448[21:34:19] <howtonotwin> Explain what you think IBlockStates are, please?
L449[21:36:13] <halvors> Well for a block i can typically have one BlockState for facing and one for block type etc.
L450[21:36:44] <howtonotwin> Ooooo-K, let me stop you right there
L451[21:36:55] <howtonotwin> Those are *properties*
L452[21:37:08] <howtonotwin> A block is associated with a BlockStateContainer
L453[21:37:20] <howtonotwin> A BlockStateContainer contains a bunch of properties
L454[21:37:26] <halvors> Yeah, so you mean that i can have different properties in one BlockState?
L455[21:37:30] <howtonotwin> yes
L456[21:38:07] <halvors> Thanks, think i mixed those 2 :)
L457[21:38:12] <howtonotwin> override def createBlockState(): BlockStateContainer = new BlockStateContainer(this: Block, prop1, prop2, propN)
L458[21:38:25] <halvors> How much performance loss does tileEntities actually have? If it's not tickable.
L459[21:38:35] <howtonotwin> Not much
L460[21:38:41] <halvors> Sure?
L461[21:38:44] <howtonotwin> I know forestry uses TEs for leaves
L462[21:39:07] <howtonotwin> So, pretty sure
L463[21:39:46] <halvors> Hmm. Cause this TE shouldn't do much harm?
L464[21:39:46] <halvors> https://pastebin.com/HmWfW1DP
L465[21:40:12] <howtonotwin> Looks safe
L466[21:40:41] <halvors> Because with 200-300 of them FPS drops from 60 to about 30 when looking so that client renders all.
L467[21:42:02] <howtonotwin> 300 might be a bit much, honestly
L468[21:43:41] <halvors> Seems so.
L469[21:43:58] <halvors> That is why i'm thinking of using properties instead :)
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L471[22:05:49] <killjoy1> has anyone done multi-line text highlighting?
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L481[23:45:36] *** PaleOff is now known as PaleoCrafter
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