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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?
L127[07:55:15] <halvors1> https://pastebin.com/iy4Pk0Fu
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?
L137[08:41:41] <gigaherz|work> busti: check this as an example: https://github.com/gigaherz/Commons/blob/master/src/main/java/gigaherz/common/client/StackRenderingHelper.java
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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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L149[09:18:19] <gigaherz|work> 1.12.2 pre: https://twitter.com/jeb_/status/907971958679240705
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
L157[09:43:49] <gigaherz|work> https://www.youtube.com/watch?v=Wz5O1PTN6uk
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
L207[10:35:01] <ghz|afk> hahaha http://www.pcgamer.com/heres-the-pc-you-can-build-for-the-price-of-the-new-iphone-x/
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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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L213[10:49:18] MineBot sets mode: +v on RichardG
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 *
L230[11:29:58] <Unh0ly_Tigg> https://gist.github.com/Unh0lyTigg/15760540775bb57df3b18cac8e4856c0
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
L246[11:32:58] <ghz|afk> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/gemstones/BlockGemstoneOre.java
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
L250[11:33:53] <Unh0ly_Tigg> https://i.imgur.com/K1IHzRR.png
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
L266[11:35:47] <killjoy> https://redd.it/6l6e3d
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
L277[11:37:20] <killjoy> https://www.reddit.com/user/Dinnerbone/comments/6l6e3d/a_completely_incomplete_super_early_preview_of/dla7clz/
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
L379[16:08:51] <Unh0ly_Tigg> well, here's the youtube link: https://youtu.be/zyBWvaLEH68
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
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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
L460[16:25:13] <ghz|afk> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L76
L461[16:25:20] <Unh0ly_Tigg> https://gist.github.com/Unh0lyTigg/6b1e1335e04b7fdaf3d258b25ca95727
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 (~millerti@cpe-66-24-91-119.stny.res.rr.com)
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
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L477[16:27:42] <Unh0ly_Tigg> umm
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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(); }
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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?
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L504[16:33:38] <millerti> er, iterable even :)
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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.
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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
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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
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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.
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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.
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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
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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.
L635[17:05:27] <ghz|afk> THIS IS OLD, PROBABLY DOES NOT APPLY TO NEWER MC: https://github.com/gigaherz/signbutton/tree/master/src/main/java/gigaherz/signbutton
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
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L648[17:23:03] <Raycoms> Okay, rotation working, only thing missing, the model isn't rendering accordingly
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L650[17:23:15] <Raycoms> https://pastebin.com/5qTLjUBe
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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L689[18:11:40] <ghz|afk> https://youtu.be/ehUbosUzPsg
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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?
L699[18:23:03] <busti> The most advanced thing I ever attempted with redstone is this thing: https://puu.sh/xz7Kh.png
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...
L709[18:30:07] <busti> I mean just look at this thing https://www.youtube.com/watch?v=OKxXTrwV8VU
L710[18:33:27] <busti> Or this: https://youtu.be/r7QL1za-Wsg
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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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L719[18:40:55] <busti> And then there is this thing: https://www.youtube.com/watch?v=7jJjClzVwWg
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
L739[19:10:30] <ghz|afk> in case they decide to approve it at some point while I sleep: https://minecraft.curseforge.com/projects/sign-button/files
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.
L776[20:06:31] <busti> https://stackoverflow.com/questions/2625546/is-using-the-class-instance-as-a-map-key-a-best-practice
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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L784[20:26:35] <Raycoms> https://pastebin.com/SYcTqirc I need to know why it isn't applying the texture accordingly
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