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L22[01:50:45] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170913 mappings to Forge Maven.
L23[01:50:49] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170913-1.12.zip
(mappings = "snapshot_20170913" in build.gradle).
L24[01:50:59] <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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L42[03:02:32] <BrainStone> What's the
easiest way to trigger a custom advancement critereon from a
GUI?
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L61[05:11:35] <TechnicianLP> like hitting a
button? probably just wait for a packet on server and then trigger
it like any other criterion ...
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L63[05:16:33] <BrainStone> That's the
point. The action is client side only and currently doesn't trigger
any packets TechnicianLP
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L65[05:19:57] <gigaherz|work> BrainStone:
then send a packet yourself
L66[05:20:29] <TechnicianLP> if its in a
gui just reuse your button-packets or something ... (packets are
the only way to notify the server ...)(if its something with items
the itemhandler could trigger it)
L67[05:20:37] <BrainStone> Alright. I just
hoped I didn't have to.
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L84[06:33:51] <Abastro> PlayerLoggedInEvent
is the first event available to send packet to the player,
right?
L85[06:34:15] <halvors1> My mod is adding
steam when it is not already registered in the FluidRegistry.
L86[06:34:41] <halvors1> But what to do
when filling a tank with steam, then restart minecraft and load
another mod that uses steam.
L87[06:34:53] <halvors1> And now the steam
in the tank is not loaded...
L88[06:34:59] <TechnicianLP> thats why you
never register something conditionally ....
L89[06:35:03] <TechnicianLP> NEVER!
L90[06:35:07] <halvors1> The fluid stored
is no longer in FluidRegistry.
L91[06:35:37] <gigaherz|work> halvors1:
always register your fluids
L92[06:35:41] <halvors1> But FluidRegistry
only registers when there is not already on present.
L93[06:35:43] <gigaherz|work> same for
items and blocks
L94[06:36:03] <gigaherz|work> if it has the
same name, it should load?
L95[06:36:11] <halvors1> It has the same
name.
L96[06:36:17] <gigaherz|work> if not, thne
it wouldn't be already present
L97[06:36:32] <gigaherz|work> so the
question should be "why is it not loading?"
L98[06:36:32] <halvors1> But if there is
another steam fluid registered i should use that instead as it's
impossible to register another.
L99[06:39:23] <halvors1> I store the fluid
in NBT using the nbt load/save function of forges capability
fluidhandler.
L100[06:43:24] <gigaherz|work> canyou step
through that to see where it goes wrong?
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L118[07:51:16] <halvors1> When calling
World.spawnParticle() on the server, is this synced my minecraft to
the client? Or is it a client only method?
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L120[07:52:05] <gigaherz|work> it's sent
to players, so that all players can see the particle
L121[07:52:21] <gigaherz|work> however
note that this only works for particles that are in the
enumparticletype
L122[07:52:26] <gigaherz|work> (or
whatever the name is)
L123[07:52:46] <halvors1> Hmm. Since
calling this on server doesn't render particles.
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L125[07:53:02] <halvors1> Yeah i'm only
trying to use vanialla particles.
L126[07:53:42] <gigaherz|work> which
method are you using?
L128[07:58:25] <halvors1> Seems it is not
synced to the clients.
L129[07:58:38] <halvors1> Do i have to do
this in the client thread directly?
L130[07:58:57] <halvors1> playing sounds
works just fine even when called from server thread.
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L136[08:40:27] <busti> How do I get an
IBakedModel from an Item?
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L141[08:48:20] <busti> Hm, i am not trying
to render in a gui. I would like to render a 3d model in a
FastTESR.
L142[08:48:32] <busti> But this already
looks promising.
L143[08:49:19] <busti> I know that I
probably have to use RenderItem but I do not know where to get an
instance.
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L150[09:37:54] <busti> Basically lets
assume I want to render an itemStack hovering above my block.
L151[09:38:50] <killjoy> busti,
mc.getRenderItem()
L152[09:39:51] <busti> Ah, right. I
totally forgot about the minecraft class.
L153[09:39:59] <busti> Thank you :)
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L156[09:43:44] <gigaherz|work> and yeah
confirmed
L158[09:43:55] <gigaherz|work> it is now
official: Minecraft Java Edition
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L161[09:47:27] <busti> I do not know what
to think about that to be honest.
L162[09:48:31] <Lord_Ralex> it makes sense
from a confusion point
L163[09:48:40] <Lord_Ralex> if someone
said minecraft, that's not clear what version it is
L164[09:48:51] <Lord_Ralex> does it suck
for old folk, yeha
L165[09:50:19] <gigaherz|work> next step:
they'll rename the other editions just "Minecraft"
;P
L166[09:50:25] <busti> I wonder if the C++
Modding api is ever going to be relevant. When they eol the java
edition there is no reason to switch. Mod compatibility is less
likely to break when the java edition stops updating.
L167[09:50:43] <gigaherz|work> busti:
apparently they talked about C# addons for the C++ editions
L168[09:51:00] <gigaherz|work> if that
ever releases i'll have to check it
L169[09:51:00] <gigaherz|work> ;P
L170[09:51:13] <busti> Also there will
probably be a mod that ports the Bedrock editions new features to
java
L171[09:51:27] <killjoy> optifine already
adds custom entity models
L172[09:52:29] <busti> I would provavly
check out a C# api but I will not touch C++ with a rusty fork. It
is a mess of a language. (exaggerated)
L173[09:52:44] <killjoy> That's
funny.
L174[09:52:56] <killjoy> Just last night,
I was asking someone why they wanted to make a mod with
natives
L175[09:52:58] <gigaherz|work> C++ IS
quite a mess
L176[09:53:10] <gigaherz|work> or
rather
L177[09:53:13] <MiniDigger> yeah, I don't
think that thats was exaggerated
L178[09:53:16] <gigaherz|work> C++ is a
relative mess
L179[09:53:22] <gigaherz|work> the big
stupid huge mess
L180[09:53:26] <gigaherz|work> is
cross-platform programming
L181[09:53:44] <gigaherz|work> since each
implementation of the STL is slightly different and some
lower-level functions are even more platform-dependant
L182[09:53:56] <MiniDigger> thats the nice
topping you get
L183[09:54:25] <busti> I has a lot of very
cool stuff, but it is very inconsistent in design. But I say that
from a scala standpoint.
L184[09:55:07] <busti> *very ->
rather
L185[09:57:24] <busti> But let's not make
this about languages. We all know where that discussion leads. Well
I was the one who got that started so let's all pretend that never
happened I guess...
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L187[09:58:15] <busti> At least the coming
time is going to be interesting regarding minecraft modding.
L188[10:00:24] <MiniDigger> I don't think
that much will change
L189[10:01:23] <MiniDigger> and if there
would be a final release of minecraft, then forge could completely
take over and fix all the bugs and stuff, never ever having to
worry about too large diffs or mojang breaking stuff
L190[10:07:43] <busti> Major code breaking
updates is why I stopped modding for two years in the first
place.
L191[10:08:57] <MiniDigger> well, thats
what forge fixed for mod developers
L192[10:10:45] <busti> I initially started
modding for 1.4.7 it was a lot more inconsistent back then.
L193[10:11:06] <busti> Its nice to see how
far it has come. Especially all the abstraction.
L194[10:13:49] <ben_mkiv> my first contact
with mod source was 1.5.3 or so and i thought myself fuck this shit
with all that weired calls to unnamed functions
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L196[10:15:00] <ben_mkiv> now its so much
better. community really did a great job on documenting stuff and
linking them to names where you can at least imagine what should
happen :P
L197[10:16:14] <busti> Of course there
have always been the unsung heroes of this community who spend
countless hours anwering questions. Without the forums I would have
never gotten into java in the first place.
L198[10:18:08] <ben_mkiv> my first modpack
was hexxit on said 1.5.x release, and even that had more features
than current vanilla releases xD
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L200[10:20:25] <busti> My first contact
with mods was manually installing buildcraft, redpower and
equivalent exchange because I saw youtube videos about them. After
I fixed a ton of id conflicts I finally got to work with it.
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L205[10:28:04] <killjoy> I installed a
material detector
L206[10:28:17] <killjoy> I think it was
Ellian's
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L209[10:46:36] <killjoy> Did you see the
1920x1080 build?
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L211[10:49:15] <killjoy> it ran like
crap
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L214[10:49:28] <killjoy> Couldn't even do
720p full settings
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L216[10:51:00] <killjoy> That's ryzen-1920
with gtx 1080
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L222[11:16:32] <Unh0ly_Tigg> So I'm coming
back into modding after the drive that contained all my modding
code failed. I've got a single ore block that has 8 types via an
enum property, I'm overriding createBlockState, and the 2
meta<->state methods, and when I load up a debug world, it
just shows 1 block with 'ore#normal' written on it. Is there
something I'm missing?
L223[11:17:37] <killjoy> registering
subblocks?
L224[11:18:13] <Unh0ly_Tigg> I'm using a
PropertyEnum with the block state container for the subtypes.
L225[11:25:54] *
ghz|afk keeps ALL his mod code on github
L226[11:27:05] <Unh0ly_Tigg> yeah, I've
already started doing that.
L227[11:27:35] <ghz|afk> can you show the
code?
L228[11:27:54] <ghz|afk> specifically your
createBlockState call and your constructor ;P
L229[11:28:09] <ghz|afk> specifically your
createBlockState method and your constructor ;P *
L231[11:30:57] <ghz|afk> o_O
L232[11:31:01] <Unh0ly_Tigg> what?
L233[11:31:02] <ghz|afk> that looks
right
L234[11:31:20] <ghz|afk> hmm
L235[11:31:26] <ghz|afk> in your
getStateFromMeta
L236[11:31:31] <ghz|afk> you should use
getDefaultState() instead of blockState.getBaseState()
L237[11:31:46] <ghz|afk> doesn't matter
though
L238[11:31:47] <killjoy> doesn't new
ItemStack(?, int) default to size of 1?
L239[11:31:48] <ghz|afk> just a
nitpick
L240[11:31:56] <killjoy> I mean meta
0
L241[11:32:11] <Unh0ly_Tigg> Ignore the
subblocks method, I'll fix that later
L242[11:32:39] <killjoy> Does using
/setblock work?
L243[11:32:50] <ghz|afk> Unh0ly_Tigg: do
you have a custom state mapper?
L244[11:32:54] <Unh0ly_Tigg> No.
L245[11:32:58] <ghz|afk> then no
idea
L247[11:33:16] <ghz|afk> it's pretty much
a standard block implementation
L248[11:33:17] <ghz|afk> XD
L249[11:33:27] <Ordinastie> you need to
override getMetadata in ItemBlock
L251[11:34:00] <killjoy> does Block have a
hasSubtypes() method?
L252[11:34:09] <ghz|afk> Ordinastie: that
should only matter for placing though?
L253[11:34:18] <Unh0ly_Tigg> killjoy,
nope.
L254[11:34:24] <Ordinastie> yeah, I
thought it was about the item
L255[11:34:40] <killjoy> at least 1.13 is
removing meta entirely
L256[11:34:53] <ghz|afk> killjoy: you do
that in the ItemBlock
L257[11:34:55] <Unh0ly_Tigg> how do you
know that?
L258[11:34:58] <ghz|afk> you need a custom
one for sub-block blocks
L259[11:35:07] <ghz|afk> Unh0ly_Tigg:
dinnerbone has said it multiple times
L260[11:35:11] <Unh0ly_Tigg> oh
L261[11:35:17] <ghz|afk> the save file
will contain a blockstate palette
L262[11:35:28] <ghz|afk> and they will be
assigning numeric IDs to the IBlockState itself
L263[11:35:38] <ghz|afk> and referencing
the blocks by registry name anywhere else
L264[11:35:46] <ghz|afk> and in commands
like setblock
L265[11:35:47] <ghz|afk> it will be
L267[11:35:56] <ghz|afk>
domain:blockname{prop1=value1,...}
L268[11:36:00] <ghz|afk> even for
items
L269[11:36:03] <ghz|afk> which won't have
meta either
L270[11:36:05] <killjoy> It's like a
DSL
L271[11:36:12] <ghz|afk> and will use NBT
for the main attributes
L272[11:36:34] <ghz|afk> so like
minecraft:sword{durability:20}
L273[11:36:42] <killjoy> Durability
L274[11:36:50] <killjoy> or I think it's
Damage
L275[11:36:54] <ghz|afk> killjoy: details
;P
L276[11:37:03] <ghz|afk> I was speaking
conceptually
L278[11:38:09] <ghz|afk> yeah the
"probably, but not confirmed" bit ;P
L279[11:38:36] <ghz|afk> anyhow it's going
to be nice
L280[11:38:42] <ghz|afk> since I already
use NBT for things like that in my mods
L281[11:39:11] <ghz|afk> I will however
have to redesign my "itemstate library", or get rid of it
;P
L282[11:39:56] <ghz|afk> since my current
implementation encodes each itemstate into a numeric meta ID
L283[11:47:16] <Unh0ly_Tigg> Where/when
should I register a custom state mapper? Is there a specific event
I can listen for?
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L295[12:03:15] <Unh0ly_Tigg> For some
reason, my createBlockState method isn't being called.
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L297[12:09:05] <Unh0ly_Tigg> ok, actually,
I don't know anymore... for some reason, my logger, which I'm
getting from preinit event, isn't actually logging. I've got a
logger info call in the constructor of my block, and searching the
console log when it crashes shows that the message doesn't show
up.
L298[12:10:39] <Unh0ly_Tigg> changing the
logger.info call to a system.out.println call changed
nothing...
L299[12:12:39] <Unh0ly_Tigg> I know why
I'm having issues..
L300[12:13:01] <Unh0ly_Tigg>
net.minecraft.block.BlockOre vs
xyz.unh0ly.mods.redpower.blocks.BlockOre...
L301[12:13:09] <Unh0ly_Tigg> guess which
has priority.
L302[12:13:40] <ghz|afk> heh, you should
probably find a better name for it ;P
L303[12:14:19] <Unh0ly_Tigg> yeah, it's
only an issue when the class is dealing with importing minecraft
blocks as well as mine.
L304[12:16:53] <ghz|afk> yeah but it's
still a bit bad ;P
L305[12:16:58] <ghz|afk> btw
redpower?
L306[12:17:16] <ghz|afk> recreating the
original or something?
L307[12:17:46] <Unh0ly_Tigg> working on
porting the 1.4.7 version to 1.12
L308[12:17:57] <Unh0ly_Tigg> unofficially
of course
L309[12:18:07] <ghz|afk> which pretty much
implies recreating the original ;P
L310[12:18:47] <Unh0ly_Tigg> well, yeah,
there's not a whole lot of code from the original that works in
1.12...
L311[12:19:36] <ghz|afk> well... the GUIs
would be sortof similar
L312[12:19:45] <Unh0ly_Tigg> It's been
almost 5 years since 1.4 came out, about 4.5 years since 1.4.7 was
released.
L313[12:19:48] <ghz|afk> basic ones, that
is XD
L314[12:20:02] <ghz|afk> yeah if you think
about it
L315[12:20:10] <ghz|afk> 1.7.10 is closer
to beta than it is to 1.12
L316[12:20:21] <ghz|afk> so 1.4.7...
yeah
L317[12:21:00] <Unh0ly_Tigg> 1.7.10 was
late june 2014, last beta was 6 years ago in 6 days.
L318[12:21:17] <Unh0ly_Tigg> 1.7.10 is
about mid way, time wise.
L319[12:22:07] <Unh0ly_Tigg> and when I
say 6 years ago in 6 days, I mean beta 1.8.1 was september 19th
2011
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L355[15:40:42] <Unh0ly_Tigg> I may
accidentally caused a bootloop in the game... simply by adding some
jsons for my ore block when it's in item form.
L356[15:41:35] <Unh0ly_Tigg> Forge got
stuck on "Loading - Initializing mods Phase 1", memory
used keeps going up to a point, then goes down (as like from a
gc).
L357[15:42:07] <Unh0ly_Tigg> The last
thing in the console is the forge version check saying that it
found the update status.
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L360[15:46:04] <Unh0ly_Tigg> I'm going to
move to latest forge (was on 2475), and see if that somehow fixes
it.
L361[16:00:56] <ghz|afk> how many variants
do you have?
L362[16:01:08] <ghz|afk> each variant will
be computed and a model will be loaded for it
L363[16:01:12] <ghz|afk> so if you have
many...
L364[16:02:21] <Unh0ly_Tigg> 8 variants in
total
L365[16:02:34] <ghz|afk> nevermind
then
L366[16:02:44] <Unh0ly_Tigg> this is the
same block from earlier
L367[16:04:20] <Unh0ly_Tigg> I've recorded
a clip of me launching using the client launch profile that
forgegradle makes, and showing the issue as best I can.
L368[16:04:27] <Unh0ly_Tigg> I'm uploading
it to youtube.
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L370[16:05:38] <halvors> How can i tell my
machines what side of it corresponds to each slot?
L371[16:05:44] <halvors> With
IItemHandler.
L372[16:07:38] <ghz|afk> in the
getCapability method
L373[16:07:49] <ghz|afk> you can return a
RangedWrapper
L374[16:07:52] <Unh0ly_Tigg> So, for some
reason, my source mp4 is 1080p, but the youtube upload is only
showing 360p...
L375[16:07:55] <ghz|afk> to return a
subset of the slots
L376[16:08:03] <ghz|afk> Unh0ly_Tigg:
youtube issue
L377[16:08:19] <ghz|afk> sometimes their
system forgets to process or send the higher resolutions tot he
CDN
L378[16:08:37] <ghz|afk> so far as I know
either you wait and wish for luck, or you reupload
L380[16:09:15] <Unh0ly_Tigg> if that's not
enough quality, I could look into uploading the mp4 online as a
file download.
L381[16:09:20] <ghz|afk> not available?
;P
L382[16:09:48] <ghz|afk> (use
"unlisted" rather than "private" if you want us
to see it ;P)
L383[16:10:37] <Unh0ly_Tigg> where's that
option, I can't find it now.
L384[16:10:50] <ghz|afk> you ahve to edit
the video ,can't remember where exactly
L385[16:11:15] <Unh0ly_Tigg> found it,
it's set to unlisted now.
L386[16:11:27] <ghz|afk> it's HD for
me
L387[16:11:32] <Unh0ly_Tigg> wtf
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L390[16:12:45] <ghz|afk> hmmm
L391[16:13:13] <Unh0ly_Tigg> it is
happening in 2475, and 2479
L392[16:13:22] <Unh0ly_Tigg> the forge
build number*
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L394[16:13:33] <Ordinastie> Unh0ly_Tigg,
if you think it's stuck somewhere, pause the debugger
manually
L395[16:13:48] <Unh0ly_Tigg> it's just a
regular run, it's not a debug run.
L396[16:13:52] <ghz|afk> can't think of
anything, you'll have to break into the debugger
L397[16:14:01] <Ordinastie> well,
debug
L398[16:14:14] <ghz|afk> Y U run without
debug while developing? ;P
L399[16:14:35] <ghz|afk> I don'teven see
the point of having that button easily accessible
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L401[16:14:44] <ghz|afk> should be more
like VS, where the "run" button debugs
L402[16:14:49] <ghz|afk> and you have to
go run -> run without debugging
L403[16:14:53] <ghz|afk> if you want the
alternative option ;P
L404[16:15:03] <Unh0ly_Tigg> because I've
never gotten debug runs to work since forgegradle became a
thing.
L405[16:15:13] <Ordinastie> ôO
L406[16:15:13] <ghz|afk> wat?
L407[16:15:18] <Unh0ly_Tigg> no
clue.
L408[16:15:23] <ghz|afk> how do you import
the project?
L409[16:15:27] <Unh0ly_Tigg> import?
L410[16:15:36] <ghz|afk> the build.gradle
into the IDE
L411[16:15:44] <Unh0ly_Tigg> I manually
create it.
L412[16:15:51] <Unh0ly_Tigg> with some
copy paste
L413[16:15:56] <ghz|afk> ........
L414[16:16:01] <ghz|afk> not even
"gradlew eclipse"?
L415[16:16:12] <ghz|afk> that would
explain why you never got it to work ;p
L416[16:16:30] <Unh0ly_Tigg> I run
setupDecompWorkspace and eclipse with gradle via the gradle
buildship plugin.
L417[16:16:44] <Unh0ly_Tigg> before
buildship was a thing, I ran gradle from the commandline.
L418[16:16:45] <ghz|afk> "gradlew
eclipse" generates an eclipse project
L419[16:16:53] <ghz|afk> you can just add
the existing project into workspace
L420[16:17:12] <ghz|afk> and then just
launch the "Minecraft Client" or "Minecraft
Server" configurations as debug
L421[16:17:18] <Unh0ly_Tigg> I don't like
the way gradle or forge setup their workspaces.
L422[16:17:31] <Unh0ly_Tigg> This hasn't
been an issue until now.
L423[16:17:33] <ghz|afk> okay so don't
blame forgegradle ;P
L424[16:17:35] <ghz|afk> anyhow
L425[16:17:40] <Unh0ly_Tigg> I never said
it was.
L426[16:17:42] <ghz|afk> you would need to
know wtf is wrong
L427[16:17:52] <ghz|afk> and for that, you
would need to be able to break into the debugger
L428[16:18:42] <ghz|afk> I don't really
have any experience with eclipse, so I can't really help set that
up manually
L429[16:18:43] <Unh0ly_Tigg> ok, I'm
starting up the debug run.
L430[16:19:01] *
ghz|afk prefers intellij
L431[16:19:01] <Unh0ly_Tigg> I've been
using eclipse since 3.7, iirc.
L432[16:19:14] <ghz|afk> I was
"taught" to use eclipse at uni
L433[16:19:14]
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L434[16:19:16] <ghz|afk> never liked
it
L435[16:19:22] <ghz|afk> used netbeans
instead
L436[16:19:38] <ghz|afk> it was faster,
lighter, and got the job done ;P
L437[16:19:38] <Unh0ly_Tigg> I tried
intellij, but there was just too much that I had to configure to
get it to the way I wanted, I just went back to eclipse.
L438[16:19:51] <ghz|afk> yeah if you want
intellij to feel like eclipse
L439[16:19:53] <ghz|afk> you are doing it
wrong
L440[16:19:57] <ghz|afk> better to fix
your bad habits ;p
L441[16:20:24] <ghz|afk> (really it's just
a matter of preference, I can't stand eclipse's workflow.)
L442[16:20:26] <Unh0ly_Tigg> It's not that
I'd want intellij to feel like eclipse, it's only certain things,
like how it deals with imports inside the .java files.
L443[16:20:37] <ghz|afk> it folds them by
default
L444[16:20:41] <ghz|afk> I don't see the
imports
L445[16:20:48] <ghz|afk> so I act as if
they didn't exist ;p
L446[16:21:16] <Unh0ly_Tigg> not visually,
like how it asks what to import, and how it groups them, and how it
deals with wildcard imports.
L447[16:21:29] <ghz|afk> yeah as I said, I
act as if that isn't a thing
L448[16:21:35] <ghz|afk> I just click on
the little "contextual icon"
L449[16:21:41] <ghz|afk> and or use the
alt-enter shortcut
L450[16:21:49] <ghz|afk> and let it do
whatever it feels like with the imports
L451[16:21:56] <ghz|afk> I have no
preference for or against wildcards
L452[16:22:24] <ghz|afk> I'm a C# coder,
and in that world, there's no class-specific imports at all -- you
import namespaces (packages)
L453[16:22:25] <Unh0ly_Tigg> I think I
found my issue.
L454[16:22:37] <ghz|afk> so in a way,
everything is a wildcard import, and there's nothing wrong with
that ;P
L455[16:23:37] <Unh0ly_Tigg> the method
that I'm using to iterate over the enum values of the ore type
property while setting the custom model resource location for the
ore types in item form is bugged.
L456[16:23:50] <ghz|afk> lol
L457[16:24:03] <ghz|afk> wait is it
anything more complex than
L458[16:24:21] <ghz|afk> for(enum value :
enum.values()) { ModelLoader.setCustomModelResourceLocation(stuff);
} ?
L459[16:24:42] <Unh0ly_Tigg> hold on
L462[16:25:45] <ghz|afk> wat
L463[16:25:48] <ghz|afk> wtf is that
iterable
L464[16:26:03] <Unh0ly_Tigg> what,
EnumOreType.iterable() ?
L465[16:26:08] <ghz|afk> why is your enum
an iterator
L466[16:26:13]
⇨ Joins: millerti
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L467[16:26:22] <millerti> Hi,
everyone.
L468[16:26:25] <ghz|afk> that's like,
against every single programming principle ever
L469[16:26:26] <ghz|afk> ;p
L470[16:26:29] <Unh0ly_Tigg> so I can
iterate over the VALUES array cache in the enum, without exposing
it.
L471[16:26:45] <millerti> Ooh, what coding
debate did I miss? :)
L472[16:27:08] <ghz|afk> millerti: not
coding debate, just someone making an enum implement Iterator
L473[16:27:15] <Unh0ly_Tigg> o/
L474[16:27:27] <ghz|afk> Unh0ly_Tigg: the
Iterator class is supposed to "die" after it's done being
used
L475[16:27:33] <ghz|afk> it's not supposed
to be reused
L476[16:27:37] ⇦
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L477[16:27:42] <Unh0ly_Tigg> umm
L478[16:27:48] ⇦
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L479[16:28:09] <ghz|afk> at low
level
L480[16:28:10] <millerti> Making an enum
implement an iterator sounds unusual.
L481[16:28:12] <Unh0ly_Tigg> well,
technically, the issue I'm having is that it gets to
GREEN_SAPPHIRE, and then loops on that value endlessly.
L482[16:28:14] <ghz|afk> an iterator loop
looks like
L483[16:28:47] <Unh0ly_Tigg> and that's
what is causing the never ending loop while loading.
L484[16:28:50] <ghz|afk> for(Iterator t =
object.iterator(); t.hasNext(); thing=t.next())
L485[16:29:16] <ghz|afk> and your Iterator
isn't anything like that at all
L486[16:29:55] <ghz|afk> give your enum an
iterator() method
L487[16:30:00] <millerti> You could
implement it as any kind of array or list containing numbers. But
given that enums are known at compile time and any unassigned
values in the range are also known at compile time, maybe it could
be implemented internally as one or more ranges.
L488[16:30:23] <Unh0ly_Tigg> I'm just
going to remove the enum as iterator code.
L489[16:31:24] <ghz|afk> private static
List<YourEnum> values = Lists.newArrayList(values()); public
Iterator<YourEnum> iterator() {return values.iterator();
}
L490[16:31:32] ⇦
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L491[16:31:32] <ghz|afk> ^ or
immutablelist
L492[16:31:39] <ghz|afk> but you get the
idea
L493[16:31:40] <ghz|afk> ;P
L494[16:31:56] <Unh0ly_Tigg> public static
final void forEach(Consumer<EnumOreType> consumer) {
Objects.requireNonNull(consumer); for (EnumOreType type : VALUES) {
consumer.accept(type); } }
L495[16:32:10] <ghz|afk> and then make
your enum Iterable, not Iterator ;P
L496[16:32:21] <ghz|afk> ... or that, if
you prefer lambdas ;P
L497[16:32:42] <Unh0ly_Tigg> I prefer
lambdas
L498[16:32:51] <millerti> Even easier, if
the enums are not allowed to have unassigned values between min and
max, then all you get for your iterator is a for loop over some
integers. :)
L499[16:33:03] <ghz|afk> millerti: yeah
but meh ;P
L500[16:33:10] <ghz|afk> in order to know
the max ordinal
L501[16:33:15] <ghz|afk> you'd need to
return values.length ;p
L502[16:33:29] <millerti> Is this like
just an exercise to learn how to make an interable?
L503[16:33:31]
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L504[16:33:38] <millerti> er, iterable
even :)
L505[16:33:48]
⇨ Joins: CoderPuppy (~cpup@32.218.112.10)
L506[16:33:49] <Unh0ly_Tigg> or, if you
know the last enum value, you could just return it's ordinal + 1,
and that will get the same value as values.length.
L507[16:34:09] <ghz|afk> but now that I
mentioned it
L508[16:34:12] <ghz|afk> I do like that
idea
L509[16:34:13] <ghz|afk> public static
ImmutableList<GemstoneBlockType> values =
ImmutableList.copyOf(values());
L510[16:34:23] <ghz|afk> this way I know I
don't mess with the list ;p
L511[16:34:31] <millerti> Like I say, it
only becomes "interesting" if the enums have explicitly
assigned integer values and there are unused integer values inside
that range.
L512[16:34:34] <Unh0ly_Tigg> you'd also
want to make that field final.
L513[16:34:49] <ghz|afk> true.
L514[16:35:34] <ghz|afk> sometimes I hate
java's lack of operator overloading
L515[16:35:35] <millerti> Even then, it's
STILL only interesting if you want to avoid implementing it as
something other than just a list of all assigned integer values for
the enum.
L516[16:35:39] <Unh0ly_Tigg> Though, since
fml has a security manager that it loads, that prevents anything
replacing it, there's no way to prevent reflection access for
changing it.
L517[16:35:44] <ghz|afk> why can't
object[i] be an alias for object.get(i)?
L518[16:35:50] <Unh0ly_Tigg> because
java.
L519[16:36:09] <ghz|afk> Unh0ly_Tigg: if
someone uses reflection, let them
L520[16:36:21] <millerti> Design choice. I
gotta think about whether or not operator overloading causes a lot
of trouble in C++....
L521[16:36:24] <ghz|afk> it's not your
responsibility to prevent others from breaking people's games
L522[16:36:33] <ghz|afk> milli: C++'s
version of it sucks badly
L523[16:36:36] <ghz|afk> look at C#
instead ;P
L524[16:36:49] <millerti> I mean, it can
cause confusion with programmers, but anything can.
L525[16:36:54] <ghz|afk> ofc
L526[16:37:00] <Unh0ly_Tigg> I can't wait
for value types.
L527[16:37:04] <ghz|afk> but operator
overloading + valuetypes
L528[16:37:16] <ghz|afk> lets you define a
complex type that acts as a number
L529[16:37:18] <millerti> I've used
operator overloading tons in C++, but Java's lack of it doesn't
usually bother me much.
L530[16:37:24] <ghz|afk> BigInt a =
0;
L531[16:37:28] <Unh0ly_Tigg> so our
BlockPos class (memory wise) only be 3 ints.
L532[16:37:28] <ghz|afk> BigInt b =
1;
L533[16:37:31] <ghz|afk> c = a + b;
L534[16:38:04] <Unh0ly_Tigg> Also,
generics on primitives.
L535[16:38:17] <ghz|afk> generic on
valuetypes would be nice too
L536[16:38:24] <ghz|afk> (including
primitives)
L537[16:38:40] <ghz|afk> java will require
a reification engine for that, no?
L538[16:39:02] <Unh0ly_Tigg> part of what
they're doing for generics on primitives, is reification.
L539[16:40:07] ⇦
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L540[16:40:36] <millerti> I use Java for
its portability of both code and GUIs. Also, it's reasonably fast
and GC is convenient, especially if you don't want to bother with
manual memory management.
L541[16:41:01] <millerti> If I want speed,
I'll code in C++, use template metaprogramming, and carefully
arrange my data in memory to be cache-friendly.
L542[16:41:15] <ghz|afk> for me it's
generally, I use C#
L543[16:41:20] <ghz|afk> if anyone wants
portability, they install mono ;P
L544[16:41:45] <ghz|afk> if for some
reason .NET isn't an option, then I use C++, but sloppily and
without much care because I don't really like the language that
much
L545[16:41:56] <ghz|afk> xcept for
modding, where I use Java
L546[16:41:59] <millerti> Yeah, it looks
like C# cleans up a lot of the complaints we have about Java. How's
its speed? It still has automatically managed memory, which means
the memory allocations will be more random, which means the cache
locality will still be poor.
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L548[16:42:14] <ghz|afk> much better than
Java in the average case
L549[16:42:23] <ghz|afk> there's probably
some edge cases in which java is faster
L550[16:42:33] <ghz|afk> and you can write
crap code that runs slow
L551[16:42:39] <ghz|afk> but that runs
slow anywhere -- java or not
L552[16:42:46] <Unh0ly_Tigg> alright, now
that I move that thing away from the iterator, the block works just
like I expect it to in this state.
L553[16:43:12] <millerti> I really didn't
want to learn Python, but there's Sympy, which is the awesomest
thing ever. It's a symbolic algebra library. I used it to develop a
nonlinear regression library that I use for all kinds of
stuff.
L554[16:43:13] <ghz|afk> there was a few
years ago
L555[16:43:20] <ghz|afk> an attempt at
running mc server on ikvm
L556[16:43:25] <ghz|afk> apparently used
less memory and cpu power
L557[16:43:46] <ghz|afk> similarly
L558[16:43:54] <ghz|afk> Xamarin had an
experiment
L559[16:44:00] <ghz|afk> where they ported
android to C#
L560[16:44:05] <ghz|afk> and it was also
lighter and faster
L561[16:44:09] <Unh0ly_Tigg> umm
L562[16:44:12] <Unh0ly_Tigg> ndk
L563[16:44:15] <ghz|afk> but it was a
headache to maintain so it was abandoned
L564[16:44:18] <millerti> IKVM. Just
looked it up. Scary. :)
L565[16:44:25] <ghz|afk> Unh0ly_Tigg: not
an app, they translated android itself
L566[16:44:29] <ghz|afk> all the java code
to C#
L567[16:44:37] <ghz|afk> and all the
natives from JNI to P/INvoke
L568[16:45:03] <millerti> At a conference
one time, I saw a talk on getting iOS apps to run on Android. It
was no simple task.
L569[16:45:19] <ghz|afk> MS wanted android
apps on windows
L570[16:45:21] <ghz|afk> they gave up on
it ;P
L571[16:45:27] <Unh0ly_Tigg> I want to see
minecraft use lwjgl 3.
L572[16:45:35] <ghz|afk> the result of
their efforts was a good enough linux kernel emulation layer
L573[16:45:42] <ghz|afk> that became the
basis for the WSL
L574[16:45:52] <millerti> Using an updated
lwjgl would probably break the feature that lets us get right-click
stuck on using the F11 trick.
L575[16:45:55] <ghz|afk> (windows
subsystem for linux) that runs an ubuntu userland on top of the
virtual kernel
L576[16:46:08]
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L577[16:46:13] <Unh0ly_Tigg> millerti,
what?
L578[16:46:15] <millerti> Yeah, the WSL is
pretty amazing.
L579[16:47:16] <ghz|afk> millerti: ms
developed a "thin process" concept into the kernel, which
is a process lacking most of the standard process features, and
they run each linux process within the context of one of those thin
processes
L580[16:47:41] <ghz|afk> so it's scheduled
as a native process, but managed enterely by the linux
subsystem
L581[16:47:44] <millerti> On Mac and
Linux, you can get meta keys stuck on when switching between
Minecraft and other apps. For instance, if you use Cmd-Tab on a
Mac, when you switch back, Cmd will be stuck on, although you won't
notice until you try to type in chat and it messes up. This is all
a bug in lwjgl that's fixed in later versions. I suspect that
getting right click stuck on is due to the same bug.
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L583[16:48:13] <ghz|afk> Unh0ly_Tigg: you
haven't seen how people do AFK stuff that requires placing blocks
or such?
L584[16:48:21] <ghz|afk> AFK tree farming,
or AFK ocean filling
L585[16:48:31] <ghz|afk> it uses a glitch
that lets you tab-out of mc
L586[16:48:35] <Unh0ly_Tigg> oh.
L587[16:48:35] <millerti> ghz|afk: I
thought WSL was just an alternate set of system calls. Windows NT
had Win16, Win32, POSIX, and other such system call layers.
L588[16:48:37] <ghz|afk> but getting the
keyboard state stuck
L589[16:48:50] <ghz|afk> millerti: sortof
but not quite
L590[16:49:29] <Unh0ly_Tigg> I stick my
right click on by holding right click, unplug my mouse, let go, and
plug my mouse back in.
L591[16:49:57] <Unh0ly_Tigg> So the mouse
never sends the release signal
L592[16:50:20] <Unh0ly_Tigg> and the
device driver doesn't send it either.
L593[16:50:38] <ghz|afk> well the mouse
doesn't send a release signal
L594[16:50:45]
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L595[16:50:45] <ghz|afk> it sends update
reports with each button state
L596[16:50:48] <ghz|afk> + axis
L597[16:50:51] <ghz|afk> but yeah
L598[16:51:02] <Unh0ly_Tigg> I
paraphrased.
L599[16:51:06] <ghz|afk> the input
processing system may not send a release event
L600[16:51:24] <ghz|afk> although a
well-written one would send release events on disconnect
L601[16:52:25] <millerti> I don't know
where the bug in lwjgl is, though. MCP doesn't decompile it, IIRC.
But I have tested the I/O layer in Java, and the Command and other
meta key releases occur properly. So the bug is definitely in
lwjgl.
L602[16:52:29] ⇦
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L603[16:53:01] <millerti> I honestly
haven't hardly looked at the client code at all.
L604[16:53:24] <millerti> Only just enough
to find that the input handle dead-ends at lwjgl.
L605[16:53:49] ⇦
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L606[16:54:15] <millerti> Hey, do do you
guys have any favorite Minecraft youtubers? Or non-Minecraft
favorites? (Or is this too off-topic?)
L607[16:56:19] <ghz|afk> I watch most of
the Hermitcraft people
L608[16:56:30]
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L609[16:57:29] <ghz|afk> i'm subscribed to
like, 80 channels or more
L610[16:57:38] <ghz|afk> so I can't just
enumerate my favorites ;p
L611[16:57:54] <Raycoms> I have a block
which extends blockWallSign and a tileEntity extending
TileEntitySign, nevertheless my custom sign only gets placed in the
same direction, do I have to write the facing things in my custom
block class?
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L613[17:00:07] <millerti> Yeah, I like the
hermits. And a lot of the SciCraft stuff.
L614[17:00:47] <millerti> Raycoms: It
extends the wall sign in what way?
L615[17:01:20] <Raycoms> I just want a
block which works 100% like the sign with a different model and
texture
L616[17:01:36] <millerti> Did you try
extending those classes without actually adding anything to see if
it still works, and then add new functionality until it
breaks?
L617[17:01:49] <Raycoms> I didn't add any
functionality yet
L618[17:01:52] <Raycoms> It doesn't
work
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L620[17:02:07] <millerti> Oh, so it's just
"mynewclass extends theoldclass" and when you use the new
one, it breaks?
L621[17:02:12] <millerti> Lemme
think.
L622[17:02:28] <millerti> I think the
system has lists of block types that have orientation and other
things like that.
L623[17:02:51] <Raycoms> I have newClass
extends ownclass and use my version of the tileEntity (to use my
tileEntityspecialRenderer)
L624[17:02:55] <millerti> You might have
to add the blockID and/or the class name somewhere. I'll pull it up
and have a look.
L625[17:03:08] <Raycoms> I did that, I
registered it
L626[17:03:09] <ghz|afk> mc has a lot of
crappy hardcoded checks
L627[17:03:23] <ghz|afk> it's not always
possible to extend a thing
L628[17:03:52] <millerti> Hmm... you know
what. I wonder if the client has to know the block has
orientation.
L629[17:03:52] <ghz|afk> I have an old
(1.8) "SignButton" mod around
L630[17:03:58] <ghz|afk> it is exactly
like a sign
L631[17:04:01] <millerti> Can you get it
to change oritentation if you use a placeblock command?
L632[17:04:03] <ghz|afk> xcept you can
click on it like a button
L633[17:04:05] <ghz|afk> and activate
redstone
L634[17:05:09] <millerti> 'cause when you
place a block that has orientation the client obviously needs to
provide your orientation or the block orientation. I'm not sure
which, but if the upper level code doesn't know that this type of
block needs orientation, it may just not communicate that when it's
created.
L636[17:05:39] <millerti> Well, I bet
it'll help a lot, though.
L637[17:06:04] <Raycoms> Yeah you used all
the facing things
L638[17:06:10] <ghz|afk> it's almost
literally a mashup of sign code + button code
L639[17:06:44] <Raycoms> Hmm, will have to
become a copycat of minecraft then
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L643[17:11:55] <Raycoms> Yeah things seem
to be pretty hardcoded on tilEntitySign
L644[17:12:02] <Raycoms> Without accepting
subclasses
L645[17:13:56]
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L648[17:23:03] <Raycoms> Okay, rotation
working, only thing missing, the model isn't rendering
accordingly
L649[17:23:03] ⇦
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L651[17:23:26] <Raycoms> Anyone able to
spot the obvious?
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L657[17:30:40] <Raycoms> The text also
doesn't render
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L667[17:51:40] <millerti> ghz|afk,
Raycoms: See you guys are pretty amazing. There are a number of us
people who do all kinda of complicated stuff *inside* Minecraft,
but the codebase is new to us. It would be so cool if these two
groups connected.
L668[17:52:29] <ghz|afk> heh
L669[17:52:31] <ghz|afk> I suck at
redstone
L670[17:52:36] <ghz|afk> i understand how
it works
L671[17:52:59] <ghz|afk> but applying that
knowledge practically... almost never works ;P
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L673[17:54:00] <Raycoms> I'm quite decent
at redstone contraptions but I build nothing like RAM, CPUs or
crazy things like that
L674[17:54:46] <Raycoms> Btw, while you're
here ghz, could you take a look at my rendering code and tell me
what I am doing wrong?
L675[17:55:07] <Raycoms> It seems to
render the model but the texture isn't applied correctly
L676[17:55:49] <ghz|afk> not really
lol
L677[17:55:54] <ghz|afk> it's 1am and I'm
falling asleep
L678[17:56:06] <Raycoms> What a pity
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L691[18:14:16] <busti> Neat
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L693[18:16:34] <millerti> ghz|afk,
Raycoms: My whole point is that we could all enjoy talking to each
other about what we know. Some of the redstoner people getting into
MCP code are like professors and stuff.
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L698[18:22:53] <Raycoms> But that's what
this irc is also for, isn't it?
L700[18:23:25] <Raycoms> Whats this?
L701[18:24:07] <busti> Up and down
elevator where you select the floor you want to go to. It also has
safety doors and a bell.
L702[18:24:36] <busti> Up works, down
kinda works. It is just to fast and I am stuck trying to make it
slower without wasting too much space.
L703[18:25:30] <busti> 16 floors max. It
is based on signal strength hence why it is so small.
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L706[18:26:17] <Raycoms> Nice =)
L707[18:28:10] <busti> Redstone always has
been based on a lot of trial and error for me. The things youtubers
like dico or sidney do are unbelievable.
L708[18:28:53] <busti> And then there are
the people who can build slimeblock stuff...
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L712[18:34:08] <busti> But there probably
are some common rules of thumb they can use to minimize all the
impulses these doors need.
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L720[18:41:16] <busti> But I am getting
too off topic here, sorry.
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L723[18:50:07] ***
Mumfrey is now known as mumfrey
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L737[19:09:12] <ghz|afk> welp, decided to
release that sign-button mod... it's being reviewed so not
available yet...
L738[19:09:34] <ghz|afk> it's a bit silly
that I would release now, given that I wrote most of that code as a
way to learn 1.8 modding
L740[19:10:38] <ghz|afk> night ppl
L741[19:10:42] *
ghz|afk poofs
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L751[19:50:45] <Raycoms> Does someone have
an idea how I could write my hashcode so that it accepts even super
classes?
L752[19:53:28] <Raycoms> I want to
consider an ItemFood (which I store inside my custom class) equal
to any type of food inside a hashmap
L753[19:55:08] <busti> Wait should the
itemstack be the key of your hashmap?
L754[19:55:20] <Raycoms> No
L755[19:55:44] <Raycoms> Its
"CustomItemStorage" which contains the itemStack and some
boolean parameter like (ignore damage value and ignore item)
L756[19:55:53] <Raycoms> ignore item would
mean accept any item of the same class
L757[19:56:25] <busti> You want to test if
an itemstack's item is within a list itemstacks.
L758[19:56:42] <Raycoms> Or any subclass
of it
L759[19:57:01] <Raycoms> Like if the
ItemStack contains "ItemFood" any type of itemFood should
be found with the contains
L760[19:57:10] <busti> Do you want the
lambda solution or the classic for loop one?
L761[19:57:32] <Raycoms> I know the lambda
and for solution, I wanted a hashcode solution =P
L762[19:58:02] <busti> So you want a set
instead of a list?
L763[19:58:25] <Raycoms> No I want this to
work with my hashMap =P
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L765[19:58:58] <busti> What are the key
and value types of your hashmap?
L766[20:00:14] <Raycoms> Key is
ItemStorage
L767[20:00:21] <Raycoms> My own
class
L768[20:00:41] <busti> Ah I think I get it
now
L769[20:00:46] <busti> Gimme a sec
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L771[20:05:18] <Raycoms> I was just
thinking and I think its not a good idea because it would
automatically not allow to put items of the same type in the
map
L772[20:05:25] <Raycoms> Will have to go
with the lambda
L773[20:05:41] <busti> You could use the
classes hashcode as hashcode
L774[20:06:09] <busti> overriding hashcode
in your Item class and returning this.getClass().hashcode()
L775[20:06:27] <busti> But that seems to
be prone to memory leaks.
L777[20:07:40] <Raycoms> And I would need
the super class hashcode of a foreign class which would get
ugly
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L779[20:10:31] <busti> I also thought
about using this.getClass().getCanonicalName().hashCode() but that
would pretty much do the same with more overhead. But that would be
just like an instanceof with hashcode. But your concern is valid
that you could only have one instance of every subclass in your
value
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L782[20:24:31] <Raycoms> busti you're good
with rendering?
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no! no!! not that button!!!)
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