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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
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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?
L139[15:34:58] <barteks2x> http://sbnc.khobbits.co.uk/log/logs/old/minecraftforge_%5B2017-11-23%5D.htm
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
L161[15:55:25] <williewillus> also i just saw your message yesterday about string<->state, you could store it in NBT like 17w47b does and then toString() it: https://twitter.com/williewillus/status/933879619052285955
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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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