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L12[01:45:52] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20171008 mappings to Forge Maven.
L13[01:45:56] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20171008-1.12.zip (mappings = "snapshot_20171008" in build.gradle).
L14[01:46:06] <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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L19[01:58:54] <r4Bit> Hey o/
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L78[06:50:45] <ajb> i made an access transformer, now all the forge source code has disappeared
L79[06:51:20] <ajb> "Error:(24, 27) java: package net.minecraft.world does not exist"
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L84[07:33:10] * sham1 mumbles something about the fact that people shouldn't do access transformers if they aren't sure they know what they are doing with them
L85[07:33:24] <ajb> i am quite sure i know what i am doing
L86[07:34:02] <ajb> it simply fails to work correctly
L87[07:34:37] <ajb> i reimported the project in idea and now it works correctly
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L89[07:41:53] <ghz|afk> ajb: no need to reimport, use the blue refresh icon in the gradle panel
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L93[07:59:28] <MunkyMagick> I have been trying to follow a book written for 1.8 but to create a mod for 1.7.10, so am using a few online tutorials as well. I am attempting to create a generic class for registering blocks with metadata but the registerBlockIcons method I have overridden is getting called before the object is constructed so the array that determines the number of blocks registered is still empty
L94[07:59:28] <MunkyMagick> resulting in a null pointer exception. Is there a better way I could go about this? https://pastebin.com/1dSeZUfZ
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L114[10:33:16] <Zeaga> Howdy! Is this channel quite active during the day?
L115[10:34:13] <kashike> activity varies throughout the day/night
L116[10:34:28] <Zeaga> Ever anything more than people asking for help?
L117[10:34:37] <Zeaga> Like just plain discussion or anything?
L118[10:34:52] <Zeaga> I'm not complaining about the volume of support or anything
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L120[10:36:44] <Zeaga> I mean I myself joined because I have an issue but I decided to try and figure it out on my own
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L123[10:39:28] <kashike> yes, varies throughout the day/night
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L128[10:59:00] <malte0811> This is super weird: I just got 2 different crashes in the same run, 20 seconds apart. Both are printed to the log, but only the second one actually closed my client and got written to a file. Is that normal/known?
L129[10:59:27] <ghz|afk> was the first one actually a crash? or just an exception?
L130[10:59:35] <malte0811> Also, are TE's without a world supposed to tick/update?
L131[10:59:41] <ghz|afk> becuase an exceptioncan be caught, printed to the log, but not cause mc to stop
L132[10:59:42] <malte0811> Proper crash, formatted and everything
L133[10:59:49] <kashike> gist?
L134[10:59:52] <ghz|afk> then no idea
L135[10:59:57] <ghz|afk> maybe one crash was on the server
L136[11:00:02] <ghz|afk> and the other one the client?
L137[11:00:47] <malte0811> On a dedicated server, but the first was "client server" and the other one in the render worker thread
L138[11:02:22] <malte0811> kashike: https://gist.github.com/malte0811/dfa064c695d1d115156c249ddf3d2df7
L139[11:02:58] <malte0811> I'd say this was a race condition of some sort if there was less delay, but with 20 seconds in between?
L140[11:07:55] <malte0811> Asking again since it seems to have gotten lost: Are TE's with null worlds supposed to update?
L141[11:09:45] <ghz|afk> no
L142[11:09:48] <ghz|afk> they are not supposed to
L143[11:09:58] <malte0811> Then the first crash makes no sense at all
L144[11:10:08] <ghz|afk> but there could be some kind of race condition somewhere
L145[11:10:31] <malte0811> I'll ask asie whether there is anything weird in the server log
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L147[11:19:36] <malte0811> Nothing in the server logs, but I forgot I made a commit since the release. It's not the world that is null, it's a "normal" field
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L162[12:53:17] <Raycoms> Hi
L163[12:54:12] <Raycoms> Is there a way to reset a certain area to world create?
L164[12:54:32] <Raycoms> Besides removing the region file
L165[13:01:43] <barteks2x> in the code or as a user?
L166[13:02:21] <Raycoms> Code
L167[13:02:53] <barteks2x> well, it's not going to be easy if you don't want a visible transition with no trees/ores or twice as much trees/ore depending on direction
L168[13:03:05] <barteks2x> because to do it properly you may need a fake world
L169[13:03:43] <Raycoms> I have a certain radius and I'd like to remove all player changes in that area on command
L170[13:04:20] <barteks2x> again, is 8 blocks of transition area with visible issues acceptable?
L171[13:04:29] <barteks2x> 8 to 16
L172[13:04:42] <barteks2x> *24, not 16
L173[13:05:09] <Raycoms> Hmm I think I would have to test if that looks too bad =D
L174[13:05:29] <barteks2x> the easiest way would be to just store the pregenerated chunks as a copy and then restore them
L175[13:06:10] <Raycoms> Yeah that's not really viable
L176[13:06:13] <barteks2x> the dumb way with the issues is to just delete the chunks from regions which is literally changing 4 bytes per chunk
L177[13:06:42] <barteks2x> and the proper way would be to create a fake world, generate all chunks in that radius+1, and then copy the chunks you care about
L178[13:07:18] <Ordinastie> that dumb sounds rather smart to me
L179[13:07:27] <barteks2x> but it won't deal with population correctly
L180[13:07:36] <Raycoms> Hmm, I think I'll tell the players to clean up after them =D
L181[13:08:00] <Raycoms> Deleting the chunk would require a restart
L182[13:08:05] <barteks2x> not really
L183[13:08:08] <Raycoms> and copying all over what I care about cause lag
L184[13:08:22] <barteks2x> you just need to force it to uinload, the n delete it from region, and load ti
L185[13:08:36] <barteks2x> you could spread the generating and copying over many ticks
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L187[13:10:25] <barteks2x> the incorrect way but without touching regions is to generate all the chunks first withoutpopulations, and replace all the blocks, and then force population
L188[13:11:09] <barteks2x> in principle if you wrapped the world or used coremod magic you could make the populator actually set only the blocks you want and populate some more chunks
L189[13:12:33] <Raycoms> okay Thanks =D
L190[13:13:12] <barteks2x> once in a while someone asks similar question and the answer is always the same complicated mess
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L193[13:15:17] <Raycoms> =D
L194[13:16:33] <barteks2x> Oh god... OpenterrainGenerator completely replaces world creation screen
L195[13:16:35] <barteks2x> this is *evil*
L196[13:23:50] <Raycoms> Btw, anyone interested in joining a big mods dev team? Need more active devs
L197[13:25:06] <Ordinastie> what's your mod
L198[13:25:08] <Ordinastie> ?
L199[13:25:11] <Raycoms> Minecolonies
L200[13:26:01] <Ordinastie> should I know of it ?
L201[13:26:38] <Raycoms> Uhm, probs, it got almost 1,4 million downloads on curse in the last year
L202[13:27:11] <killjoy1> for me, I have to actually play a mod and enjoy it before I start to work on it
L203[13:27:38] <barteks2x> killjoy1, so how do you ever start making a mod? :D
L204[13:27:47] <Raycoms> https://mods.curse.com/mc-mods/minecraft/245506-minecolonies
L205[13:27:49] <Raycoms> Try it out =D
L206[13:27:50] <killjoy1> I don't make many original mods
L207[13:28:06] <killjoy1> I take over old, abandoned mods, or recreate them entirely
L208[13:28:22] <killjoy1> or take an existing concept and expand on it
L209[13:28:25] <Raycoms> We've actually recreated this one entirely
L210[13:28:41] <killjoy1> You missed my first point. I have to enjoy it.
L211[13:28:56] <Raycoms> I got that one
L212[13:28:57] <killjoy1> short answer: Count me out :/
L213[13:29:17] <killjoy1> I barely work on my own mods anymore.
L214[13:29:32] <Raycoms> =D You don't even know if you enjoy it yet
L215[13:29:38] <killjoy1> exactly
L216[13:29:44] <killjoy1> Don't have time to invest in it anyway
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L218[13:34:39] <ajb> i managed to combine my mod and BoP to produce this: https://imgur.com/a/dJHON
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L220[13:36:25] <ajb> i still didn't figure out a good way to modify the chunk provider though
L221[13:36:39] <ajb> i think chunk provider and chunk generator used to be the same class right?
L222[13:36:55] <ajb> now they are separate, it's easy to replace the generator, but hard to replace the provider
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L224[13:43:54] <ajb> barteks2x: you must have done this in cubic chunks right?
L225[13:44:20] <barteks2x> Yes, by using mixin magic
L226[13:44:28] <ajb> TestWorldServerMixin?
L227[13:44:36] <killjoy1> yes, that is the best way to describe mixin
L228[13:45:14] <barteks2x> ajb, where did you get that name from?
L229[13:45:32] <barteks2x> from my repository? that was mostly failed attempt to unit test mixins
L230[13:45:32] <ajb> https://github.com/OpenCubicChunks/CubicChunks/blob/MC_1.12/src/test/java/cubicchunks/TestWorldServerMixin.java
L231[13:45:51] <barteks2x> it more often gets in the way than helps
L232[13:48:17] <ajb> what i want to do is make a rectangular map, and load up chunks from the opposite end when the player gets near the boundry, to make it look like the world seamlessly wraps
L233[13:49:06] <ajb> i think this can be done by modifying the provider and maybe making a chunk proxy class that remaps positions etc
L234[13:49:27] <ajb> but i can't figure out how to inject my custom provider
L235[13:53:58] <ajb> ah i think i found it https://github.com/OpenCubicChunks/CubicChunks/blob/MC_1.12/src/main/java/cubicchunks/asm/mixin/core/common/MixinWorldServer.java
L236[13:54:29] <barteks2x> you just extend it and reflectively replace it
L237[13:54:32] <barteks2x> or with AT
L238[13:55:57] <ajb> well, i know how to extend it
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L240[14:01:58] <barteks2x> I do it in AttachCapabilitiesEvent
L241[14:02:00] <barteks2x> for World
L242[14:06:13] <ajb> huh...
L243[14:19:43] <ajb> submodules :)
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L248[14:40:57] <mezz> I'm seeking help with cleaning up the Forge test mods: https://github.com/MinecraftForge/MinecraftForge/issues/4455
L249[14:41:04] <mezz> let me know if you are interested
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L253[14:55:59] <ajb> !gf chunkProvider
L254[14:58:18] <ajb> !gf saveHandler
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L258[15:07:55] <MunkyMagick> is there a way to get a Block from an Itemblock in 1.7.10?
L259[15:08:50] <mezz> ItemBlock.block ?
L260[15:09:04] <mezz> it should have a public block field
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L264[15:16:29] <MunkyMagick> Ah, found it in the ItemBlock class, it was hiding behind an srg...
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L277[16:12:17] <ajb> hmm... it kind of works :)
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L279[16:15:16] <barteks2x> I got OTG "kind of working" with cubicchunks
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L283[16:36:00] <ajb> hmm... it's working server side... i can build a wall at one side of the map, and i'll be blocked by it at the other side
L284[16:36:40] <ajb> but the client does know know it needs to render the chunks
L285[16:38:52] <ajb> placing torches at one edge lights up the other edge :)
L286[16:39:01] <ajb> and the server spams a LOT of warnings
L287[16:39:50] <ajb> http://i.imgur.com/731ixrI.png
L288[16:39:58] <ajb> i think this might actually be viable
L289[16:56:25] <ajb> redstone and explosions also wrap around correctly
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L299[17:24:48] <ajb> !gf clientChunkProvider
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L302[17:33:14] <ajb> hmm
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L304[17:34:21] <ajb> after replacing the client side stuff, it actually works
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L307[17:53:58] <ajb> i'm getting a lot of [00:07:35] [Server thread/WARN]: Wrong location! (2, -2) should be (0, 0), EntityChicken['Chicken'/124822, l='blah', x=44.50, y=4.00, z=-28.50]
L308[17:54:38] <ajb> if it would just fix the location i think this would work
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L310[18:00:13] <Hink> When was the Forge update checker implemented?
L311[18:00:20] <Hink> version*
L312[18:01:09] <Hink> https://mcforge.readthedocs.io/en/latest/gettingstarted/autoupdate/
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L314[18:10:07] <mezz> Hink, https://github.com/MinecraftForge/MinecraftForge/commit/d79000835348d76735b93a147d703549462c2334
L315[18:11:05] <Hink> So if the @Mod annotation parameter updateJSON is there then the version I'm working supports it, yes?
L316[18:11:14] <mezz> yes
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L324[18:40:17] <darkstone> Hey
L325[18:40:39] <darkstone> I am planning a mod. The idea is to implement something rather complex - and as I have not worked with Forge much before, I was wondering if anyone had any tips.
L326[18:41:10] <darkstone> The plan is a series of weapons that, instead of dealing damage, build up an 'energy' in their targets that, when it reaches a critical amount relative to that entity's health, teleports them to another dimension.
L327[18:41:46] <ajb> pokeballs?
L328[18:41:50] <darkstone> Hehe, no
L329[18:41:58] <darkstone> The weapons are from the Doom total conversion 'Chex Quest'.
L330[18:42:58] <darkstone> There are 8 total weapons I plan to add, 3 of them firing projectiles, 2 being melee-only weapons, and the others are instant damage across a distance.
L331[18:43:10] * darkstone tries to pack as much info as possible into posts
L332[18:43:35] <darkstone> Has anyone here played the original Doom? The 90's version on id Tech 1?
L333[18:43:48] <ajb> of course
L334[18:43:56] <darkstone> Exact same weapons, new sounds, new sprites.
L335[18:44:14] <darkstone> I.e. the plasma rifle becomes the phasing zorcher, BFG9000 is LAZ device, etc.
L336[18:44:48] <darkstone> If I were adding a pistol, however, I would probably want to add a projectile as the bullet (I believe Brutal Doom did so, haven't played it, just seen its code)
L337[18:45:09] <ajb> but why chex quest?
L338[18:45:11] <darkstone> I am keeping with Doom/Chex's hitscan weapons for the Large, Rapid and Mini zorchers (shotgun, chaingun and pistol, respectively)
L339[18:45:19] <darkstone> Because I like Chex Quest?
L340[18:45:48] <darkstone> I at this moment don't intend to add the dimension that the weapons teleport enemies to, because, too much work.
L341[18:46:01] <darkstone> If I ever do that I'll want new blocks, new mobs, new items etc. and right now I just want the zorchers.
L342[18:46:30] <darkstone> Hm, I should write a ZDoom tic-to-Minecraft tic calculator.
L343[18:46:56] <ajb> so in chex quest, they explained away the violence by just claiming the weapons teleport enemies to another dimension?
L344[18:47:01] <darkstone> Exactly.
L345[18:47:03] <darkstone> And it worked.
L346[18:47:07] <darkstone> Game is rated everyone
L347[18:47:20] <ajb> that's hilarious
L348[18:47:27] <darkstone> I've found that view a lot. :)
L349[18:47:36] <ajb> i've heard of this thing before, but i didnt know it was that silly
L350[18:47:42] <darkstone> It gets better
L351[18:47:46] <darkstone> You play an anthromorphic Chex piece.
L352[18:48:35] <ajb> adding a dimension is actually pretty easy
L353[18:48:38] <darkstone> Really?
L354[18:48:52] <ajb> if you don't mind it being completely flat, yeah
L355[18:48:57] <darkstone> Hehe, I do mind x)
L356[18:49:02] <mezz> you can add a capability to an entity that stores the "energy" when you hit them
L357[18:49:10] * darkstone tilts head and listens
L358[18:49:23] <darkstone> I would probably count up from 0, it's easier.
L359[18:49:36] <darkstone> And just have it 'zorch' when it reaches max health.
L360[18:50:17] <darkstone> It differs from the game slightly, given that technically in the game if you wounded a Flemoid with a bullet, it would then take that much less zorch to teleport, but that doesn't make sense because in the lore... I'll shut up now :P
L361[18:51:27] <darkstone> Is capability a Forge thing or a Minecraft thing that isn't in any version I've poked around in before?
L362[18:51:35] <mezz> forge thing
L363[18:51:43] <darkstone> Hmmh
L364[18:51:47] <darkstone> Must decompile a Forge mod
L365[18:51:51] <mezz> https://mcforge.readthedocs.io/en/latest/datastorage/capabilities/
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L367[18:52:06] <mezz> lots of forge mods are open or visible source on github, look there
L368[18:52:16] <mezz> but see the docs first
L369[18:53:18] <darkstone> So, I'd need to create a new capability for this?
L370[18:53:56] <darkstone> And store the amount of zorch it has in its body.
L371[18:54:05] <mezz> yep
L372[18:54:08] <darkstone> Hmm, I wonder if there would be some monsters that would be immune to the energy...
L373[18:54:18] <darkstone> I'll have to think on this.
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L376[18:55:08] <darkstone> Hmmh
L377[18:55:16] <darkstone> Any idea how to stop slimes from splitting when zorched?
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L379[18:55:32] <darkstone> I was thinking I'd use setDead() somehow if that was possible, but slimes modify that
L380[18:56:59] <darkstone> hmm, seems all it does is set isDead to true, maybe I could just do that.
L381[18:57:19] <mezz> other classes override it for a reason, you might cause issues by just setting it on a player
L382[18:57:45] <darkstone> I plan to zorch more then just players by the way
L383[18:58:10] <darkstone> I don't see much fun in pvp when one player has a ranged hitscan weapon that can take an unarmored player in one shot if close enough, vs. a sword
L384[18:58:18] <darkstone> Hmm, that's another problem
L385[18:58:42] <darkstone> I was going to use ray tracing for the hitscan shots, but the hitscan weapons have variance in their shots after the first bullet if you hold the trigger.
L386[19:00:23] * darkstone frowns and digs into ZDoom source code
L387[19:01:31] <ajb> ive got an EnteringChunk event handler... i need to move the entity into the correct position for the chunk it entered in that
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L389[19:01:43] <ajb> but i cant seem to get it to work
L390[19:02:56] <ajb> ah i see the problem
L391[19:15:11] <darkstone> Hey guys, how would you recommend getting an entity's look vector (crosshair position) plus a random variation left or right?
L392[19:15:24] <darkstone> Resulting in increased spread further away.
L393[19:16:20] <mezz> I think you want net.minecraft.entity.Entity#getLook
L394[19:16:55] <darkstone> #?
L395[19:17:23] <darkstone> By the way, i'm planning on doing this in 1.10.2 for now.
L396[19:17:35] <darkstone> Just about every mod I care about having is for that version, and hasn't been updated to 1.12.*
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L399[19:21:27] <darkstone> Also, any idea how to keep a player from truly switching off a spot on hotbar?
L400[19:21:39] <darkstone> I'd like to prevent the player from switching away from a weapon until it's finished its animation.
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L403[19:27:57] <darkstone> So presume I have a range to alter by
L404[19:28:03] <darkstone> Only need to alter horizontally, not vertically
L405[19:28:18] <darkstone> How might I get an entity's look vector to the left or right of its 'crosshair'?
L406[19:32:00] <ajb> you get the look vector and then rotate it by a random amount
L407[19:33:05] <ajb> rotateYaw() and rotatePitch()
L408[19:33:36] <darkstone> Would it be asking too much for you to write that down in code for me? I'm to the point of tiredness that I understand code better then spoken language.
L409[19:33:51] <darkstone> It's okay if it's not. I'll just copy what you said and figure it out after I've slept a good 24 hours.
L410[19:34:07] <ajb> entity.getLookVec().rotateYaw(some random number);
L411[19:34:14] <mezz> probably get some sleep, what he just described is not a complicated thing
L412[19:34:25] <darkstone> Yeah, I should
L413[19:34:38] <darkstone> Should probably eat first, I don't think I've eaten in a good 23 hours
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L420[20:13:41] <ajb> omg im stuck inside a horse now
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L437[22:03:57] <ajb> https://youtu.be/avP8VoJTzWY
L438[22:04:42] <ajb> entities are wrapping correctly but the client is still rubber banding which makes them fly around
L439[22:05:01] <ajb> also player loses momentum when crossing the border
L440[22:05:19] <ajb> and if you throw an item over the border it disappears (because it is really behind you)
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