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L18[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170804 mappings to Forge Maven.
L19[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170804-1.12.zip
(mappings = "snapshot_20170804" in build.gradle).
L20[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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L22[02:03:57] <kenzierocks> how do I get an
EnumFacing corresponding to an entities look?
L23[02:04:14] <kenzierocks> kinda like the
opposite of what blocks do (I suppose I could try to do that and
reverse it)
L24[02:11:38] <kenzierocks> wait, i'm dumb,
I can just check rotationPitch for > 45 deg / < -45 deg and
then delegate to getHorizontalFacing
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L30[03:09:26] <gigaherz> c,rap
L31[03:09:31] <gigaherz> [10:07:43] [Server
thread/ERROR] [FML]: Parsing error loading built-in advancement
survivalist:recipes/basic_hatchet
L32[03:09:31] <gigaherz>
com.google.gson.JsonSyntaxException: Unknown recipe
'survivalist:hatchet'
L33[03:09:49] <gigaherz> I was hoping
advancements would also have load conditions, like recipes do
L34[03:10:05] <gigaherz> (not criteria, but
conditions on when to actually load those advancements)
L35[03:34:28] <LexMobile> The advancements
system hasnt been re-written by forge. So its not very modder
friendly.
L36[03:34:52] <LexMobile> Problem with it
is that it doesn't really lend itself to being re-written because
its very tightly bound to the specific data structure
L37[03:35:09] <LexMobile> and it is
serialized over the wire with that structure... which makes it even
more annoying
L38[03:39:36] <gigaherz> which sucks, means
I'll have to either give up on doing progressive unlocks, remove
the configuration options to disable mod features, or switch to a
custom recipe type that deserializes into standard recipes but uses
a custom condition system as a way to choose if you can craft that
recipe or not (rather than if the recipe loads at all)
L39[03:40:13] <gigaherz> not blaming you
btw, I understand this perfectly, it just delays the release of my
mod even further >_<
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L42[04:01:22] <LexMobile> remove the config
option
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L44[04:01:51] <Ordinastie> wow, I expected
you to say to make a PR
L45[04:16:53] <LexMobile> That requires
work and thought, which isnt gunna happen
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L94[10:43:49] <malte0811> I am working on
large (up to 64x64 blocks, quite a few quads) TESR's right now,
using VBO's for performance (IE wires). Is there a way to detect
when lighting changes/a chunk update happens in one of the chunks
the TESR renders in?
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L114[13:40:52] *
gigaherz facepalms hard
L115[13:41:20] <gigaherz> someone spent
the last 6 days in my mod support channel no one uses
L116[13:41:25] <gigaherz> waiting for me
to not be |afk ;P
L117[13:41:38] <gigaherz> okay it's
partially my fault for not changing the nickname but
L118[13:41:45] <gigaherz> it was a feature
request
L119[13:41:56] <gigaherz> they could have
posted it on github or even the curseforge comments
L120[13:41:57] <gigaherz> XD
L121[13:41:59] <howtonotwin> lol
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L124[13:46:08] <gigaherz> heck, even said
it in the channel
L125[13:46:12] <gigaherz> if I'm there
idling
L126[13:46:14] <gigaherz> even if I'm
afk
L127[13:46:26] <gigaherz> it's
specifically so that I can catch up on things that happen while i'm
gone
L128[13:46:50] <gigaherz> I practically
leave the pc running 24/7 just to keep IRC connected and be able to
do
L129[13:46:54] <gigaherz> Uptime: 3 days
17 hours 42 minutes 11 seconds
L130[13:46:57] <gigaherz> Record Uptime: 3
weeks 5 days 8 hours 43 minutes 6 seconds set on Wed Jan 11
17:39:37 2017
L131[13:47:03] <gigaherz> :P
L132[13:47:10] <gigaherz> but yeah,
/facepalm
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L135[14:07:54] <Uristqwerty> In updating a
mod to 1.9, I've just discovered that FluidContainerData is
deprecated. Is there a way to enumerate fluid containers and get a
sample item of each for a given fluid?
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L137[14:10:17] <gigaherz> I don't know how
it looked like in 1.9, but
L138[14:10:21] <gigaherz> IFluidhandler
has getTankProperties
L139[14:10:40] <gigaherz> which in turn
has getContents which returns a FluidStack
L140[14:10:58] <gigaherz> do NOT modify
that FluidStack directly, though, that's just for enumeration
L141[14:11:18] <gigaherz> note that fluids
are NOT items
L142[14:11:37] <gigaherz> if you want to
get a filled bucket or similar, you would have to go through
forge's universal bucket or some other mod's bucket item
L143[14:11:48] <Uristqwerty> My use case
is "you can use any of these items in this crafting
recipe", so modification shouldn't be an issue.
L144[14:11:58] <gigaherz> right
L145[14:12:19] <gigaherz> then you should
be able to check the Fluid from that FluidStack
L146[14:12:29] <gigaherz> and see if it
matches your allowed fluids
L147[14:12:45] <gigaherz> and the amount
to see if it has enough in it
L148[14:12:54] <gigaherz> so in
short
L149[14:13:13] <gigaherz>
ItemStack#getCapability(fluids capability object, null)
L150[14:13:20] <gigaherz> if that isn't
null, it's an IFluidHandler
L151[14:13:35] <gigaherz> from which you
can call getTankProperties -> getContents
L152[14:14:20] <Uristqwerty> Looping over
every single item variant in the game to see what ones are
containers, and which of them can hold the fluid in question?
Because my problem is not as simple as "can the user-selected
ItemStack store a fluid".
L153[14:14:30] <gigaherz> nono
L154[14:14:36] <gigaherz> that's not what
I meant
L155[14:14:44] <gigaherz> if that's what
you thought then I didn't understand your needs correctly
L156[14:14:47] <gigaherz> what EXACTLY are
you doing?
L157[14:15:50] <gigaherz> is it a matter
of a recipe that accepts "anything that contains molten
gold" or similar?
L158[14:15:56] <gigaherz> or something
more dynamic than that?
L159[14:17:35] <Uristqwerty> Updating an
old recipe viewer mod, which has always had a few edge cases of
going backwards through a mapping clearly not designed for
it.
L160[14:18:22] <gigaherz> right
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L162[14:18:45] <Uristqwerty> In this case,
one type of IC² recipe can specify liquid inputs as strings. I
*think* they might have used the deprecated registry back then, so
hopefully I don't need to seek a replacement in this case.
L163[14:18:51] <gigaherz> so what data
does that recipe contain that would mean "a fluid container
goes here"?
L164[14:19:06] <gigaherz> ah just a string
for a fluid name?
L165[14:19:10] <Uristqwerty>
"liquid$water" for example.
L166[14:19:57] <gigaherz> does IC2 not
integrate those recipes with JEI?
L167[14:20:02] <gigaherz> I mean, if it
does, you can check how they handle it ;P
L168[14:20:40] <Uristqwerty> I guess that
works.
L169[14:23:34] <Uristqwerty> Actually, I
think I can just use their function directly. Maybe it became
public and/or static at some point in the past?
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L172[14:48:16] <Xilef11> !gf
field_150928_b
L173[14:48:47] <Xilef11> !gf
field_74784_a
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L189[16:59:48] <jjw123> when I try and
access a TileEntityChest from the client (I need it on a key press)
it appears empty - is this normal?
L190[17:00:02] <gigaherz> yes
L191[17:00:11] <gigaherz> the contents are
only synchronized on demand
L192[17:00:14] <gigaherz> when a gui is
open
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L194[17:06:44] <gigaherz> hmmm is the
files site having some issue?
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L197[17:07:29] <gigaherz> clicked the
url... it froze firefox :/
L198[17:07:46] <gigaherz> ah it
finished
L199[17:07:49] <gigaherz> and firefox
closed
L200[17:07:56] <gigaherz> maybe it was my
own pc derping
L201[17:08:04] <jjw123> ah i see. thanks.
is there any way to hack around it quickly? all i need is to be
able to get a list of items in the chests under the player (as in
the player is stood on top). it only needs to be single player (so
the mod is installed 'server' side)
L202[17:08:35] <gigaherz> well
L203[17:08:42] <gigaherz> the proper way
would be when you detect the keypress
L204[17:08:45] <gigaherz> you send a
packet to the server
L205[17:08:54] <gigaherz> which encodes
the chest contents and sends them back
L206[17:10:21] <jjw123> this is true. Then
i can just do all the rest of what i do on 'key press' in the
client packet receiver
L207[17:10:22] <jjw123> thanks
L208[17:10:31] <jjw123> I just wasnt
thinking
L209[17:10:33] <gigaherz> np yw
L210[17:11:52] <gigaherz> there we
go...
L211[17:12:02] <gigaherz> I don't think
there's anything in my mod that would be affected by 1.12.1
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L213[17:12:05] <gigaherz> but let's
see..
L214[17:12:12] <gigaherz> mods*
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L269[21:28:18] *
howtonotwin has created amazingly bad shitcode
L270[21:28:49] <howtonotwin> The types
involved are so long and complicated that IntelliJ's Ctrl+Shift+P
can't actually fit them on screen
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