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L1[00:20:09] ⇨
Joins: Hunterz
(~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a)
L2[00:26:05] ⇦
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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.
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
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
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
L39[01:28:23] ⇦
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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
L47[01:34:34] ⇦
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L48[01:34:53] ⇨
Joins: Rokiyo (~Rokiyo@101.167.173.217)
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
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?
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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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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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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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?
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
L297[16:24:03] ⇦
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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
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
L336[17:00:02] ***
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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?
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?
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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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?
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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