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L6[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20171116 mappings to Forge Maven.
L7[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20171116-1.12.zip
(mappings = "snapshot_20171116" in build.gradle).
L8[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L26[07:15:03] <Raycoms> Hi, I made my block
return new BlockStateContainer(this, new IProperty[] {NORTH, EAST,
WEST, SOUTH, VARIANT}); similar to the stained glass panes, but how
can I achieve it that it searches for different blockState files
for each variant?
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L38[08:20:25] <barteks2x> TechnicianLP, I
know about this class, but it doesn't explain how the "can
connect" is determined exactly. Do both client and server need
to accept? What if only one of them uses this annotation and the
other has it all as default?
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L40[08:32:07] <barteks2x> With
NetworkCheckHandler, does the NetworkCheckHandler run before
checking for equal MC versions or after that?
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L45[09:57:48] <barteks2x> uh... why are
people using planetminecraft? That website is so confusing...
L46[09:59:53] <Lord_Ralex> in what
particular area
L47[10:00:22] <barteks2x> in general,
everything there looks like an ad
L48[10:00:44] <barteks2x> so I have to
actually read it much more carefully
L49[10:01:08] <Lord_Ralex> that makes
sense
L50[10:03:02] <barteks2x> After years of
being exposed to ads that look certain way it's hard to not ignore
everything that looks that way anymore
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L52[10:29:07] <ghz|afk> barteks2x: I feel
the same
L53[10:29:14] <ben_mkiv> isnt
planetminecraft one of those sites which spread malware?
L54[10:29:19] <ghz|afk> I visit that site,
and I assume everything is advertisement content
L55[10:29:21] <ghz|afk> so I leave
L56[10:29:22] <ghz|afk> ;P
L57[10:29:35] <barteks2x> I know there are
actua mod creatort
L58[10:29:42] <barteks2x> that post stuff
there
L59[10:29:49] <ghz|afk> ben_mkiv: it USED
to be one of the bigger places to get adventure maps and resource
packs
L60[10:30:04] <ben_mkiv> yea, probably
recalling wrong from memory
L61[10:30:13] <Lord_Ralex> ben_mkiv, that's
the #minecraft and shit sites
L62[10:30:59] <ben_mkiv> well, i just go
with curse
L63[10:30:59] <barteks2x> And that's
probably the same reason I never actually click the |latest"
button on files.minecraftforge and just manually choose latest from
the list instead
L64[10:31:06] <ben_mkiv> in every aspect of
life xD
L65[10:31:22] <barteks2x> I automatically
filter out that button as an ad :D
L66[10:31:42] <ben_mkiv> well, their
website ui isnt optimal at some points
L67[10:32:06] <ben_mkiv> like 2x download
links on the file pages, while the bigger upper one just grabs the
latest build
L68[10:32:18] <ben_mkiv> and the one for
the actual selected file is below and gray instead of green
-.-
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L79[11:08:17] <ben_mkiv> does someone know
when entityInit and/or main constructor is get called? or knows
where they get called within vanilla code?
L80[11:10:54] <ghz|afk> when the entity is
spawned
L81[11:11:13] <ghz|afk> if your entity is a
mob, then during mob spawning
L82[11:11:44] <ben_mkiv> well yea...
L83[11:12:06] <ben_mkiv> but why does it
call the mainconstructor + entityInit + readEntityFromNBT on
mapload?
L84[11:12:26] <ben_mkiv> or does the
mainconstructor of the vanilla entity call entityInit() at some
point?
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L86[11:13:31] <ghz|afk> did you
check?
L87[11:13:36] <ghz|afk> you can read the
decompiledcode
L88[11:13:49] <ben_mkiv> yea, just clicking
through it
L89[11:13:53] <ben_mkiv> have to get used
to that...
L90[11:14:26] <ben_mkiv> it does...
L91[11:14:27] <ben_mkiv> xD
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L93[11:18:02] <ben_mkiv> but cant track
down the call of readEntityFromNBT
L94[11:18:33] <ghz|afk> readEntityFromNBT
is called by readFromNBT
L95[11:19:01] <ghz|afk> readFromNBT is
called from anything that has to put data into the entity
L96[11:19:03] <ben_mkiv> so i guess thats
somewhere in the chunkloading code or such
L97[11:19:12] <ghz|afk> such as the spawn
command (for adding NBT to the spawned entity)
L98[11:19:40] <ghz|afk> or
EntityList#createEntityFromNBT
L99[11:19:56] <ghz|afk> you can find this
out using rightclick->find usages
L100[11:19:59] <ben_mkiv> ok, thank
you
L101[11:20:52] <quadraxis> see
AnvilChunkLoader.loadEntities()
L102[11:21:20] <ben_mkiv> thanks, wondered
more about what happens when, to initialize my entity at the right
place
L103[11:22:41] <ben_mkiv> my main problem
probably was that i wasnt aware of the fact that the main
constructor calls entityInit
L104[11:22:51] <ben_mkiv> so weird stuff
happened
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L111[11:59:33] <Raycoms> Hi, anyone has an
idea why my custom container doesn't show the itemStack hover info
in 1.12 anymore (works well in 1.11-)
L112[12:03:54] <Raycoms> I'll ask later
again =D
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L115[12:28:47] <barteks2x> How to get
current mod version? Ideally as ArtifactVersion or
ComparableVersion
L116[12:30:04] <ben_mkiv> uhm, public
static final String VERSION = "@VERSION@";
L117[12:30:13] <ben_mkiv> in your
mainclass and do ClassName.VERSION
L118[12:30:23] <ben_mkiv> do/use
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L120[12:39:55] <Raycoms> Anyone an idea
why the hover text isn't showing for my custom container in 1.12,
while it shows well in 1.10 and 1.11 ?
L121[12:40:04] <Raycoms> The hovertext
which tells the block name
L122[12:40:09] <ghz|afk> yes
L123[12:40:14] <ghz|afk> you have to
override a certain function
L124[12:40:17] <ghz|afk> like vanilla
does
L125[12:40:51] <ghz|afk> check
GuiFurnace
L126[12:40:55] <ghz|afk> drawScreen
L127[12:41:13] <ghz|afk> do the same in
your on Gui classes
L128[12:41:32] <ghz|afk>
(drawDefaultBackground before, renderHoveredTooltip after -- unless
you have a reason not to)
L129[12:42:21] <Raycoms> Thanks =)
L130[12:47:20] <barteks2x> ben_mkiv, well
I have that @VERSION@ in the annotation
L131[12:47:26] <barteks2x> I guess I can
move it
L133[12:50:04] <ben_mkiv> thats the
"header" i'm using
L134[12:50:36] <barteks2x> modid should be
lowercase btw
L135[12:50:49] <barteks2x> oh
1.7.10...
L136[12:50:59] <barteks2x> wait not it's
not
L137[12:51:08] <barteks2x> it's 1.7.0
version of opencomputers
L138[12:51:18] <ben_mkiv> thats not my mod
name...
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L140[12:57:36] <barteks2x> um... I really
don't know how ComparableVersion will behave with
"strange" version strings. Like `@@VERSION@@`. Or
version-branch/name/here
L141[12:57:56] <barteks2x> the code is
really not easy to understand :(
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L152[14:02:40] <Jvie> Would this be the
right place to ask for help on a modding problem?
L153[14:02:45] <ghz|afk> yes
L154[14:02:48] <ghz|afk> this is exactly
the right place
L155[14:02:56] <ghz|afk> unless your
modding problem is on an old version of mc
L156[14:03:32] <Jvie> all right, I'm
making a simple pipe block, no functionality for now beyond
connecting to each other
L157[14:03:40] <ghz|afk> okay
L158[14:04:07] <Jvie> I had the viasual
side working, just doing the connection logic in
getActualState()
L159[14:04:40] <Jvie> But now I'm trying
to add a tile entity to contain some extra info and cache the
results of the neighbour check
L160[14:05:32] <Jvie> Now old blocks don't
notice when a new pipe piece is added next to them and won't
update
L163[14:06:11] <Jvie> There's the relevant
code
L164[14:06:17] <barteks2x> there should be
some method that is called when neighbor block is modified
L165[14:06:44] <barteks2x> oh, you
override neighborChanged
L166[14:06:47] <Jvie> I'm using it, doint
the tileEntity update and printing the resulting blockState shows
that the logic is working correctly
L167[14:07:15] <Jvie> But fo rsome reason
the updated state doesn't show up in getActualState it seems
L168[14:07:43] <ghz|afk> getActualState is
called whenever the subchunk re-renders
L169[14:07:49] <ghz|afk> or for purposes
such as collision
L170[14:07:59] <barteks2x> maybe the
client one isn't updated
L171[14:08:04] <barteks2x> but the server
one is updated
L172[14:08:18] <barteks2x>
onNeighborChange calls neighborChanged only on logical server
L173[14:08:21] <ghz|afk> if you change
things in the tileentity that aren't reflected in the base
blockstates, you may need to request a re-render
L174[14:08:27] <ghz|afk> but hmm
L176[14:09:27] <ghz|afk> (WIP mod that I
keep meaning to continue)
L177[14:09:46] <barteks2x> ghz|afk, you
aren't caching it
L178[14:10:49] <ghz|afk> yeah
L179[14:11:34] <barteks2x> I'm almost sure
it's just that neighborChanged isn't called on the client
world
L180[14:11:53] <Jvie> yeah, skipping the
caching makes everything work but getActualState seems to get
called too often for that to be viable performance-wise
L181[14:11:54] <barteks2x> because
onNeighborChange calls it only when: if (pos.getY() ==
neighbor.getY() && world instanceof World &&
!((World) world).isRemote)
L183[14:12:13] <Jvie> that might be
it
L184[14:12:22] <barteks2x> so not only it
won't get called on client but also from above and below
L185[14:12:43] <barteks2x> so I guess
override onNeighborChange
L186[14:12:50] <ghz|afk> Jvie: redstone
doesn't cache it
L187[14:13:02] <ghz|afk> so Mojang doesn't
consider it worth optimizing ;P
L188[14:13:39] <barteks2x> I would
optimize ot only when users have enough of it that it needs to be
optimized
L189[14:13:45] <ghz|afk> yeah
L190[14:13:46] <Jvie> I don't think Mojang
really puts much thought in performance
L191[14:13:49] <barteks2x> redstone
probably would benefit from it in larger builds
L192[14:14:08] <ghz|afk> Jvie: they do,
they had a whole new and improved lighting engine
L193[14:14:14] <barteks2x> but pipes
probably won't be re-rendered 5 times per second
L194[14:14:14] <ghz|afk> but it was too
slow, so they scrapped it
L195[14:14:15] <ghz|afk> :P
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L197[14:14:36] <ghz|afk> and yeah what
barteks2x said
L198[14:14:58] <ghz|afk> getActualState
only getscalled by a few things
L199[14:15:06] <ghz|afk> most notably
getExtendedState which gets called by the rendering code
L200[14:15:14] <ghz|afk> once per block,
for the sub-chunk being rendered
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L202[14:15:55] <ghz|afk> and mc caches the
geometry so it won't get called unless something triggers a
re-render
L203[14:16:19] <barteks2x> so unless
someone has a redstone clock in the same chunk it's not an
issue
L204[14:16:28] <Jvie> weird, when I put a
pretty sure it was getting called tons of times whenever the blocks
were on screen
L205[14:16:29] <barteks2x> and having a
visible redstone clock is going to be an issue anyway
L206[14:16:39] <Jvie> put a println
there
L207[14:17:20] <barteks2x> can you find
where it was called from? print a stacktrace?
L208[14:17:27] <Jvie> let's see...
L209[14:17:37] <barteks2x> (new
Exception().printStackTrace() is an easy way to do it for
debugging)
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L211[14:24:12] <Jvie> ah, I'm calling it
in addCollisionBoxToList, I guess that gets called more
often?
L212[14:25:40] <Jvie> thought there are
still a lot of BlockRendererDispatcher based calls here even after
I let the game run while looking at the blocks immobile
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L248[18:30:02] <Raycoms> Hi, I have an
item with various blockStates and I have subitems for that, can I
do something specific so they have different textures in the item
model?
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L256[18:50:14] <Raycoms> I have a missing
variant exception for a block with several blockStates, anyone has
an idea what might cause it:
L260[18:56:29] <Raycoms> and the block
class
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L262[19:07:20] <Raycoms> anyone, an
idea?
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L271[19:35:11] <Keridos> my client does
not update slot contents correctly on shift clicking, although
sendAndDetectChanges works properly
L272[19:35:18] <Keridos> any idea why that
might be the case?
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L274[19:50:36] <Keridos> hm apparently the
client just does not display the changes o.O
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