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L1[00:00:07] <McJty> What's the best way to
issue a console command from code?
L2[00:00:46] <kashike> McJty:
server.getCommandManager().executeCommand(server,
"command")
L3[00:01:02] <McJty> Ok. That's easy enough.
Thanks
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L5[00:14:25] <McJty> Is there a way to issue
such a command from a player perspective (i.e. use 'player' instead
of 'server') but with elevated permissions?
L6[00:14:57] <kashike> Give them
permissions, op them, etc
L7[00:15:09] <kashike> op, execute, de-op;
but that's risky and horrible
L8[00:15:22] <McJty> I see executeat vanilla
command has a way to do this
L9[00:16:27] <kashike> well yeah, you can
use the wrapper of course
L10[00:16:51] <kashike>
server.getCommandManager().executeCommand(CommandSenderWrapper.create(player).withPermissionLevel(4),
"foo")
L11[00:16:56] <kashike> etc
L12[00:17:06] <McJty> aah
L13[00:17:25] <McJty> That's great.
Thanks
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L17[01:00:04] <Galaxtone> I might have to
write this down if someone gives an answer.
L18[01:00:25] <Galaxtone> ok wait nvm I was
looking at something way way up, ignore that ^
L19[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20171230 mappings to Forge Maven.
L20[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20171230-1.12.zip
(mappings = "snapshot_20171230" in build.gradle).
L21[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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L43[05:32:47] <Raycoms> Hi there, if I want
to rotate my model the same way for all variants following the
facing
L44[05:32:58] <Raycoms> is there a way to
do that without an cartesian product?
L45[05:34:13] <PaleoCrafter> uhm... Forge
blockstates?
L46[05:40:41] ⇨
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L47[05:44:40] <Protected> Hey all. Where
might I go (channel, discord, forum) to try to obtain help (or
compare notes with other affected people) figuring out which one of
my mods is causing all tile entity metadata/chest contents to
disappear from a chunk occasionally? 1.12.2/2555, no errors
logged/output
L48[05:44:59] <Protected> I'm not sure if
it's an appropriate subject here, since it's not strictly
development related
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L80[11:30:19] <Raycoms> Who was responsible
for Malisis doors again? =D
L81[11:30:30] <PaleoCrafter> Ordinastie, I
summon thee
L82[11:33:30] <Ordinastie> I'm only
responsible for the features, not the bugs
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L85[11:52:53] <Raycoms> xD
L86[11:53:09] <Raycoms> Ordinastie did you
find anything out to improve the situation of the
tileEntities?
L87[11:53:41] <Ordinastie> I've yet to look
into it
L88[11:54:03] <Raycoms> kk =D
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L103[14:26:12] <Commoble> if the NSA's
been spying on my computer for the last hour or so they probably
think I'm some kind of cow snuff film enthusiast
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L106[14:38:11] <Commoble> oh, derp, forgot
to make the particles stick to ceilings, got that done now
too
L107[14:41:46] <kashike> Yikes.
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L109[14:45:35] <ScottehBoeh> can I use
rayTraceBlocks but ignore opaque blocks?
L110[14:46:52] <TechnicianLP> can you
update to a reasonable version?
L111[14:47:19] <TechnicianLP> (nad get rid
of those tesr-models?)
L112[14:47:40] <TechnicianLP> -> yes
you can but youll have to write it yourself afaik
L113[14:47:50] <TechnicianLP> (the
raytrace)
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L119[15:07:25] <Raycoms> what is wrong
with that: new ShapedOreRecipe(
L120[15:07:25] <Raycoms> new
ItemStack(ModBlocks.blockShingleSlab, EIGHT_BLOCKS, 0), "
", "BBB ", "SSS", 'B', Items.BRICK, 'S',
WOODEN_STICK)); ?
L121[15:08:59] <gigaherz> what happens
when you try to use that?
L122[15:09:24] <Raycoms> Caused by:
java.lang.RuntimeException: Invalid shaped ore recipe:
L123[15:09:58] <gigaherz> well, first of
all, check your strings
L124[15:10:04] <gigaherz> are they all the
same number of characters long?
L125[15:10:39] <Raycoms> All 3
L126[15:10:43] <gigaherz> are you
SURE?
L127[15:10:56] <Commoble> are the things
in the right order
L128[15:10:59] <gigaherz> because I see a
space in "BBB "
L129[15:11:04] <Commoble> oh yeah
that
L130[15:11:12] <gigaherz> ;P
L131[15:11:25] <Raycoms> oh, nice I didn't
see that space, wth
L132[15:11:31] <Raycoms> and that happens
after triple checking it
L133[15:11:52] <Raycoms> That happens
after 10h modding
L134[15:12:53] <Raycoms> thanks
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L143[15:50:58] <gigaherz> anyone knows if
there's something akin to Collectors.toMap but outputting an
immutablemap?
L144[15:51:16] <kashike> ImmutableMap
itself has the method :P
L145[15:51:45] <gigaherz> ah,
ImmutableMap.toImmutableMap()
L146[15:51:47] <gigaherz> I just saw
it
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L148[15:54:58] <gigaherz> not a huge fan
of the result, but it will have to do :P
L149[15:55:02] <gigaherz>
slotEntries.entrySet().stream()
L150[15:55:02] <gigaherz>
.collect(ImmutableMap.toImmutableMap(Pair::getKey,
Pair::getValue));
L151[15:55:02] <gigaherz> .map((e) ->
Pair.of(e.getKey(), e.getValue().factory.apply(owner)))
L152[15:55:30] <gigaherz> (not going to
write more code than necessary for something that chances are will
be discarded)
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L166[17:02:51] <TechnicianLP> !latest
1.12
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L168[17:05:38] <Raycoms> When I want to
use "when(methodcall(params)).thenReturn(x)" is there a
way to define the call with any params?
L169[17:06:13] <Raycoms> Like "when
calling method x with any params - return y " ?
L170[17:06:47] <PaleoCrafter> wat
L171[17:07:14] <PaleoCrafter> I'm assuming
this is some sort of unit testing scenario?
L172[17:07:19] <Raycoms> ys
L173[17:07:30] <Raycoms> Sorry, I thought
I wrote that
L174[17:08:29] <Raycoms> Oh I found
it
L175[17:08:33] <PaleoCrafter> not really,
considering the test would have to be exhaustive which generally is
impossible (or very time intensive)
L176[17:08:36] <Raycoms> there is
any(Thing.clasS)
L177[17:08:42] <PaleoCrafter> ugh
L178[17:09:30] <Raycoms> sorry, just found
that out xD
L179[17:09:50] <Raycoms> Just when I asked
the 2nd question, I thought that'd be a good way to ask google
xD
L180[17:10:04] <PaleoCrafter> so that's
really a thing?
L181[17:10:27] <Raycoms> It is =D
L182[17:10:32] <Raycoms> Mockito has
it
L183[17:10:51] <kashike>
aAAAAAAAAAAAAAAAargh
L184[17:10:58] <kashike> these
render/model/etc changes have broken things!
L185[17:11:00] <kashike> :p
L186[17:11:06] <PaleoCrafter> hm?
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L188[17:12:32] <kashike> same thing
Keridos (iirc) had
L189[17:12:34] <kashike> plus more
L190[17:12:49] <PaleoCrafter> you talking
about my PR?
L191[17:13:06] <kashike> no
L192[17:13:19] <kashike> getDefaultState
can't return null, plus things look different now
L193[17:13:25] <PaleoCrafter> wat
L194[17:13:34] <PaleoCrafter> what are you
talking about? Oo
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L198[17:15:05] <PaleoCrafter> jebus, it's
been a day :P
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L201[17:17:33] <Raycoms> how do I switch a
field to public using reflection?
L202[17:18:49] <gigaherz> you do not
L203[17:19:02] <gigaherz> well
L204[17:19:06] <gigaherz> you can give
yourself access to it
L205[17:19:10] <gigaherz> using
setAccessible
L206[17:19:17] <gigaherz> but
ReflectionHelper does that for you automatically
L207[17:19:42] <Raycoms> but that works
only during the reflection call right? So when I do that and
shortly after with another call I try to access it -> no
way
L208[17:19:59] <gigaherz> uhm
L209[17:20:05] <gigaherz> if you use
ReflectionHelper.findField
L210[17:20:19] <gigaherz> you should be
saving the Field object for later
L211[17:20:25] <gigaherz> since findField
is the slowest part of reflection
L212[17:20:58] <gigaherz> and findField
already calls setAccessible for you, so the Field object you get
from it is ready to use
L213[17:21:57] <Raycoms> Hmm, since what
I'm trying to do is this:
when(colony.getPermissions().players.get(id)).thenReturn(new
Player(id, "ray", Rank.OWNER));
L214[17:22:01] <Raycoms> but players is a
private field
L215[17:24:53] <gigaherz> uhm that looks
like unit test mocking, I have no idea how reflection would mix
with that
L216[17:25:21] <Raycoms> Hmm, basically my
problem is that:
when(colony.getPermissions().setPlayerRank(any(UUID.class),
any(Rank.class), any(World.class))).thenReturn(true)
L217[17:25:30] <Raycoms> but this here
causes the setPlayerRank methdo to execute
L218[17:25:36] <Raycoms> and I want to
avoid it from executing
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L227[18:17:47] <kashike> I hate mods.
Tracking things down that should not be broken but are broken is
stupid.
L228[18:19:06] <gigaherz> yeah, let some
"unindented feature" slip through, and someone WILL
depend on it.
L229[18:19:27] <kashike> well my issue is
weird as hell
L230[18:19:33] <kashike> my blocks don't
appear in any creative tabs
L231[18:19:35] <kashike> but items
do
L232[18:19:40] <gigaherz> hmmm
L233[18:19:41] <gigaherz> 1.12?
L234[18:19:45] <kashike> yes
L235[18:20:12] <gigaherz> in 1.12, for
items, you have to call a function if you override
getSubitems
L236[18:20:16] <Commoble> Did you register
your itemblocks?
L237[18:20:28] <gigaherz> otherwise they
show in ALL creative tabs
L238[18:20:37] <kashike> this works in
dev, but not in prod with other mods
L239[18:20:41] <kashike> don't override
getSubItems
L240[18:21:41] <gigaherz> wait, what is
the issue, that they appear, or that they don't :P
L241[18:21:48] <kashike> just to debug, I
added a logger line to getCreativeTabToDisplayOn in my blocks
L242[18:21:53] <kashike> never gets called
in prod, does in dev
L243[18:22:23] <kashike> now I'm going to
start removing mods until it works, starting with JEI
L244[18:30:05] <kashike> wasn't JEI...
InventoryTweaks maybe?
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L250[19:14:44] <tterrag> have you first
verified that it works in a prod environment with no other mods at
all?
L251[19:21:56] <Zidane> tterrag he fixed
it
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L270[22:53:06] <williewillus> !dcc
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L273[23:28:13] <SatanicSanta> So, the
World param to IRecipe#matches is now nonnull. How should I go
about compiling a list based on recipe matches in game
initialization. more specifically, I have/would like a map logWood
=> plankWood, so I don't have to do arbitrary crafting checks
while actually doing the things that need this map
L274[23:28:26] <SatanicSanta> I suppose as
an alternative I could just figure it out real time and then
cache
L275[23:30:17] <SatanicSanta> The way it
works now/in 1.10 is, during PostInitialization, it creates a
"fake" InventoryCrafting and iterates over every logWood
and sets the recipe to 1 log + 8 empty, then it filters out based
on if that recipe matches and if the output is a plankWood
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