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L12[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20171124 mappings to Forge Maven.
L13[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20171124-1.12.zip
(mappings = "snapshot_20171124" in build.gradle).
L14[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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L35[06:34:41] <Raycoms> Hi, what is the
best way to store an boolean in a player?
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L39[06:58:46] <gigaherz|work> Raycoms:
depends on the purpose
L40[06:59:52] <Raycoms> I have a block I
want to restrict to be placed only once per player per world
L41[06:59:53] <gigaherz|work> generally
speaking: create a capability, attach the capability to the player
through a capability provider, and have this capability be an
interface that implements a getter and setter for your
boolean
L42[07:00:48] <Raycoms> Yeah I looked into
this, and I felt like that'd be a bit too much code for a simple
boolean I want stored
L43[07:01:37] <Raycoms> Previously we
stored it in achievements, like the player got an achievement for
placing the block and then on the next place it checks if he has
the achievement already, but that didn't work out well in
1.12.2
L44[07:02:08] <gigaherz|work> you can use
advancements?
L45[07:02:32] <gigaherz|work> there's
advancements that don't show up on the advancement screen, I
believe
L46[07:03:28] <Raycoms> Problem is that
we'd have to trigger this advancement in code and not in the json
since "the block" is rather a ship out of minecraft
vanilla blocks
L47[07:04:56] <gigaherz|work> hm? no
advancement trigger for "place block"?
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L49[07:08:37] <Raycoms> It's actually an
item, which when you right click the right location (in front of a
body of water) will place a ship
L50[07:10:06] <gigaherz|work> right
L51[07:10:15] <gigaherz|work> I'm 100% sure
there are statistics for "use an item"
L52[07:10:30] <gigaherz|work> or rather,
you can use statistics for it
L53[07:10:32] <gigaherz|work> in your
onItemUse
L54[07:10:51] *
gigaherz|work verifies his claims
L55[07:12:57] <gigaherz|work> ah
L56[07:13:03] <gigaherz|work> in 1.12 at
least, you don't even have to od it yourself
L57[07:13:24] <gigaherz|work>
ItemStack#onItemUse does
playerIn.addStat(StatList.getObjectUseStats(this.item));
L58[07:13:38] <gigaherz|work> which means
you could get the value yourself
L59[07:13:40] <gigaherz|work> check if >
0
L60[07:13:43] <gigaherz|work> and reject if
> 0
L61[07:14:01] <gigaherz|work> and no random
booleans needed!
L62[07:14:38] <Raycoms> Ah nice!
L63[07:14:50] <Raycoms> Thanks a lot
L64[07:16:51] <Raycoms> how do i retrieve
it?
L65[07:20:17] <gigaherz|work>
EntityPlayerMP#getStatFile()#readStat
L66[07:22:18] <Raycoms> Thanks =)
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L128[15:27:05] <williewillus> is the
datafixer api exposed to modders incomplete? I can't seem to find
where you would add your own walkers
L129[15:27:11] <williewillus> or was that
left out on purpose
L130[15:27:13] ***
pig is now known as Minecraft
L131[15:27:21] <williewillus> (I'm writing
an RTD for it so just need to know)
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L133[15:27:56] <Ordinastie> it was talked
about yesterday, I think I recall a init() method somewhere
L134[15:32:19] <quadraxis>
CompoundDataFixer#init()
L135[15:32:41] <williewillus> also has
anyone successfully used that system? any caveats you think should
go in the rtd?
L136[15:33:37] <Ordinastie> seriously,
just read the backlog from yesterday :p
L137[15:33:49] <Ordinastie> between lex
and barteks2x
L138[15:33:51] <williewillus> where?
L140[15:35:50] <barteks2x> I got confused
several times by the code over and over again, but in the end came
to the conclusion that I shoudl submit PR to have it actually
usable in nontrivial cases
L141[15:37:34] <williewillus> but it's
still usable for minor stack/te NBT edits and something like
flattening right?
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L143[15:37:51] <barteks2x> it's usable as
long as you update one MC version at a time
L144[15:38:06] <williewillus> i think it'd
be good to get it refined and promoted before 1.13 comes out,
because currently no one is running fixers on any of their
inventories
L145[15:40:11] <barteks2x> Today I'm tired
and it's late but tomorrow I should be able to submit PR that I
think may maye it better
L146[15:40:22] <williewillus> which will
break everything ^tm when vanilla flattening code doesn't run on
mod invs :P
L147[15:40:23] <williewillus> cool
L148[15:40:30] <williewillus> I'll hold
off on writing this rtd then
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L150[15:43:08] <barteks2x> the changes
won';t be too major. Mostly comments cleanup and adding vanilla
fixer version to modded fixer version, so that fixers run with
predictable vanilla NBT data version
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L153[15:45:38] <ghz|afk> I think you were
talking about separate things here
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L155[15:46:06] <ghz|afk> ah no
nevermind
L156[15:46:11] <ghz|afk> in order to be
able to "fix" your inventory
L157[15:46:35] <ghz|afk> you would need
your block to be "walked" by the datafixer engine
L158[15:50:51] <barteks2x> I think cubic
chunks doesn't run data fixers, it didn't add bed tile entities to
1.11 worlds...
L159[15:51:10] <barteks2x> also it doesn't
strictly need to be walked
L160[15:51:38] <barteks2x> you can use
something like PLAYER fix type if you want and fix the NBT
yourself. It's just not a nice way to do it
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L174[17:48:41] <LexMobile> Not racist
question, Anyone here Chinese/reads Chinese? I need someone to make
a neteast account for me because it doesn't seem to work from my
end.
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