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L11[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20180118 mappings to Forge Maven.
L12[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20180118-1.12.zip (mappings = "snapshot_20180118" in build.gradle).
L13[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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L79[04:00:17] <Darkchaos> Hey, I hope TileEntities don't fall under official API?
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L85[04:49:01] <Darkchaos> Because I'm having a problem that even worldObj.notifyBlockUpdate(pos, worldObj.getBlockState(pos), worldObj.getBlockState(pos), 3); doesnt seem to send my client changes to the server
L86[04:49:35] <Darkchaos> And I'm not sure what I'm doing wrong then. See https://github.com/MeFisto94/RedstoneGate/blob/master/src/main/java/com/github/mefisto94/RedstoneGate/TileEntityRedstoneGate.java#L240 for the relevant methods
L87[04:49:59] <Darkchaos> and L328 should trigger an update on the server
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L89[04:52:30] <gigaherz|work> i'm not sure what you mean with "official API"
L90[04:52:36] <gigaherz|work> TileEntities are something vanilla minecraft uses
L91[04:52:42] <gigaherz|work> and you are free to use in your own mods
L92[04:53:33] <gigaherz|work> updates go server->client
L93[04:53:38] <gigaherz|work> never client->server
L94[04:54:29] <gigaherz|work> so that's expected: it just doesn't work the way you think it works
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L97[05:04:08] <Abastro> Hello, can I open an (forge github) issue replacing an old issue? I want the issue to be easily accessible.
L98[05:05:01] <gigaherz|work> if your new issue is the SAME as the old issue, then no it doens't make sense
L99[05:05:06] <gigaherz|work> it's just spam.
L100[05:06:43] <Abastro> Not the exact one, but similar. (The issue to solve is the same, the suggestion to fix the issue changed)
L101[05:07:01] <Abastro> So does it count as 'same'?
L102[05:07:05] <gigaherz|work> yes.
L103[05:07:10] <gigaherz|work> just post the new information in the old issue
L104[05:08:07] <Abastro> I hate the fact that it's sorted in created order by default then.
L105[05:08:41] <gigaherz|work> think about it
L106[05:08:45] <gigaherz|work> suppose you DO replace this issue
L107[05:08:50] <gigaherz|work> which is important TO YOU
L108[05:08:54] <gigaherz|work> now someone else's issue
L109[05:09:01] <gigaherz|work> is lower down in the list
L110[05:09:10] <gigaherz|work> taking the place of the one that was closed
L111[05:09:18] <gigaherz|work> so that other person
L112[05:09:24] <gigaherz|work> would be just as annoyed as you are now
L113[05:09:34] <gigaherz|work> and think "I want *my* issue to also be replaced and moved to the top!"
L114[05:09:39] <gigaherz|work> and this cycle woudl countinue
L115[05:09:45] <gigaherz|work> until the NEWEST real issue
L116[05:09:57] <gigaherz|work> is taking the place that the original issue had
L117[05:10:08] <gigaherz|work> and EVERYTHING AFTER IT, are just meaningless "replacement issues"
L118[05:10:15] <Abastro> I know, but it's just one shift.
L119[05:10:22] <gigaherz|work> for YOU it's one
L120[05:10:35] <Abastro> Oh wait, so there's stale bot for that.
L121[05:10:52] <gigaherz|work> the stale bot closes inactive issues, and PRs
L122[05:11:04] <Abastro> I thought there is just too much issues with stale ones.
L123[05:11:31] <Abastro> I didn't realize there was the stale bot to remove old issues.
L124[05:11:31] <gigaherz|work> actually does it close issues also?
L125[05:11:37] <Abastro> Yes.
L126[05:11:43] <Abastro> I got some of my issues closed
L127[05:11:48] <gigaherz|work> well then
L128[05:11:50] <gigaherz|work> you have your answer
L129[05:11:56] <gigaherz|work> just post the new information into the original issue.
L130[05:12:02] <Abastro> Yeah =P
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L132[05:19:04] <Abastro> Besides. By principle, Ext framebuffer on GL 4.5 & compatibility profile should work, isn't It?
L133[05:19:31] <gigaherz|work> uhm, only if the gpu advertises GL_EXT_framebuffer
L134[05:19:43] <gigaherz|work> if it advertises GL_ARB_framebuffer
L135[05:19:50] <gigaherz|work> then you would have to use the non-EXT functions
L136[05:20:43] <Abastro> Yeah, minecraft checks both ext, arb and gl30
L137[05:21:24] <Abastro> Yet a computer gives false on the check OpenGlHelper.isFrameBufferSupported
L138[05:26:29] <ghz|afk> don't use that
L139[05:26:34] <ghz|afk> if you look at how it's implemented
L140[05:26:35] <ghz|afk> extBlendFuncSeparate = contextcapabilities.GL_EXT_blend_func_separate && !contextcapabilities.OpenGL14;
L141[05:26:35] <ghz|afk> openGL14 = contextcapabilities.OpenGL14 || contextcapabilities.GL_EXT_blend_func_separate;
L142[05:26:36] <ghz|afk> framebufferSupported = openGL14 && (contextcapabilities.GL_ARB_framebuffer_object || contextcapabilities.GL_EXT_framebuffer_object || contextcapabilities.OpenGL30);
L143[05:26:40] <ghz|afk> it ONLY says framebuffer supported
L144[05:26:49] <ghz|afk> if BLEND_FUNC_SEPARATE is also supported
L145[05:27:09] <ghz|afk> if you don't NEED blend_func_separate, then this value is incorrect for your use case
L146[05:27:29] <ghz|afk> better to calculate it yourself separately
L147[05:28:29] <Abastro> Oh woe
L148[05:28:30] <Abastro> woe
L149[05:28:33] <Abastro> *wow
L150[05:28:38] <Abastro> How could I missed thar
L151[05:28:44] <Abastro> *that
L152[05:29:08] <Abastro> Thanks so much!
L153[05:29:41] <Abastro> Those MCP mappings... =P
L154[05:40:45] <Darkchaos> gigaherz|work: Well the Rules say something that "official API" is a forbidden topic, that's why I was asking so strangely
L155[05:40:56] <gigaherz|work> oh, nono
L156[05:40:59] <Darkchaos> And yeah, but the client can mark a block so that the server requests a new version, isn't it so?
L157[05:41:07] <gigaherz|work> that means the "modding API" that Mojang announced YEARS ago
L158[05:41:10] <gigaherz|work> but never delivered
L159[05:41:18] <Darkchaos> ah okay then :)
L160[05:41:19] <gigaherz|work> at the beginning, a lot of people were asking things like
L161[05:41:23] <gigaherz|work> "Where's the API?"
L162[05:41:29] <gigaherz|work> "Will the official api mean forge will die?"
L163[05:42:17] <gigaherz|work> Mojang is now using a different approach to make minecraft "moddable"
L164[05:42:33] <gigaherz|work> instead of a java API, they are slowly making things user-configurable with JSON files
L165[05:42:55] <Darkchaos> How would I pass on events the user does in the GUI then?
L166[05:43:03] <Darkchaos> Well the Model Rendering saved me a lot of time compared to the old way
L167[05:43:12] <gigaherz|work> first they did the textures (texture packs), then the models and sounds (resource packs), then they added advancements server-side,
L168[05:43:33] <gigaherz|work> now they are adding data packs, which will include advancements and recipes
L169[05:43:51] <gigaherz|work> and it won't surprise me if they add support for declaring blocks and items in JSON datapacks "soon"
L170[05:46:10] <gigaherz|work> but yeah your question:
L171[05:46:12] <gigaherz|work> packets
L172[05:46:37] <gigaherz|work> you want to get your own network channel, and an IMessage+IMessageHandler
L173[05:46:59] <gigaherz|work> http://mcforge.readthedocs.io/en/latest/networking/simpleimpl/
L174[05:47:39] <Darkchaos> So there is no common way? Because googleing always leads me to "you only need to override stuff and then mark the block for updates"
L175[05:47:55] <gigaherz|work> that's for server->client updates
L176[05:48:04] <gigaherz|work> client->server requests need to be separate packets
L177[05:48:12] <gigaherz|work> so like
L178[05:48:18] <gigaherz|work> example: my ToolBelt mod
L179[05:48:25] <gigaherz|work> when the user opens the belt GUI and chooses a slot
L180[05:48:38] <gigaherz|work> the gui sends a "SwapWithSlot" message
L181[05:48:50] <gigaherz|work> with the number of the slot the user chose in the radial menu
L182[05:48:59] <gigaherz|work> then the server checks if the data is correct and valid
L183[05:49:02] <gigaherz|work> and performs the swap
L184[05:49:09] <Darkchaos> Okay, and would it be sufficient to just implement a client->server packet which triggers the server to do the sync again (just like it does when you enter the world?), so all the NBT methods are called again
L185[05:50:30] <gigaherz|work> yes
L186[05:50:52] <Darkchaos> perfect, and the method to trigger that sync is markBlockForUpdate?
L187[05:50:54] <gigaherz|work> just make sure you do not have "blind trust" of the client
L188[05:51:05] <gigaherz|work> notifyBlockUpdate
L189[05:51:28] <Darkchaos> Well in that case it's only about truthtables and inputs and outputs. in the worst case you can have an invalid state, which I'll check for
L190[05:51:32] <Darkchaos> Okay, thank you :)
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L196[06:39:03] <Raycoms> Morning
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L222[09:05:58] <BlueMonster> I'm trying to add items with blockstates for it's variants, but it isn't working... https://gist.github.com/bluemonster122/a3647d9493c9f59647c7bc998409ee42 https://gist.github.com/bluemonster122/57e1bf70c243fbdeee525ba3af5b4816
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L227[10:16:49] <Raycoms> BlueMonster what isn't working with it?
L228[10:17:25] <Raycoms> Ahh the second gist shows it
L229[10:17:26] <Raycoms> =D
L230[10:18:03] <Raycoms> The dirty_dust.json is in this folder: simplyrandom:models/item/dirty_dust.json ?
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L235[10:26:42] <Raycoms> Is there a way to run a command from the code as "admin"? Like on button click, not run the command as a player, but run it differently?
L236[10:26:54] <Raycoms> new ClickEvent(ClickEvent.Action.RUN_COMMAND, TELEPORT_COMMAND + colony.getID()))); runs it as the player anyway
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L241[10:59:35] <BlueMonster> i had to add a variant type to the item, and change the model to builtin/generated and that fixed it
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L274[15:29:52] <Raycoms> Hey
L275[15:30:31] <Raycoms> Trying to find out what's causing lag of my mod
L276[15:30:50] <Ordinastie> well, you found it for mine...
L277[15:30:52] <Commoble> something's doing more stuff per tick than it needs to be
L278[15:30:59] <Raycoms> But in the profiler I only see that they are walking a lot, but doesn't seem to be anything I can control
L279[15:31:01] <Raycoms> =D
L280[15:31:03] <Raycoms> https://cdn.discordapp.com/attachments/377848352684900356/403662225190944793/WarmRoast.html
L281[15:31:09] <Raycoms> https://cdn.discordapp.com/attachments/377848352684900356/403662425498451973/WarmRoast_files.zip
L282[15:31:19] <Raycoms> Yeah, that's the problem
L283[15:32:03] <Raycoms> There seems to be a lot of entity action, there are certainly over 300 of our entities active
L284[15:32:13] <Raycoms> But there doesn't seem to be anything I can decrease
L285[15:32:16] <Commoble> One trick I like doing
L286[15:32:29] <Commoble> Is taking something that an entity's doing (or anything else that does stuff every tick)
L287[15:32:36] <Commoble> and spread the thing out over multiple ticks
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L289[15:32:49] <Raycoms> Yeah I do that quite a lot as well
L290[15:32:51] <Commoble> like say the entity's checking every blockpos in a particular cube for something
L291[15:32:57] <Commoble> it doesn't need to check the whole cube every tick
L292[15:33:14] <Commoble> hmm
L293[15:34:15] <Raycoms> In the warmroast file I can't find anything very big, the biggest thing I can find is 10% which is pathfinding.WalkNodeProcessor.getPathNodeType()
L294[15:35:44] <Commoble> and you've got a lot of entities doing pathfinding?
L295[15:36:06] <Raycoms> Yeah they are citizens, so they walk quite a lot, principally the guards
L296[15:36:12] <Commoble> okay, 300 entities, all walking a lot
L297[15:36:30] <Commoble> Guards? Okay, so they're not walking very far
L298[15:36:34] <Commoble> yeah 300 entities is a lot btw
L299[15:36:57] <Commoble> vanilla minecraft typically doesn't have that many critters walking around at once
L300[15:37:26] <Raycoms> Yeah, every colony has between 4 and 50
L301[15:37:28] <Commoble> the idea being that it spawns some near some players and the players kill some of them so there's not a whole lot of them around and they don't last very long
L302[15:38:08] <Raycoms> I already wrote a custom pathfinder to make sure they don't have to calculate very far paths
L303[15:38:09] <Commoble> So you're putting way more critters in one area than vanilla does, so it uses up more processing power than vanilla does
L304[15:38:23] <Commoble> smart, I made something like that for my gnomes too
L305[15:38:39] <Raycoms> Since we have a city, we use intermediate points
L306[15:38:43] <Commoble> yeah
L307[15:38:44] <Raycoms> so they always path to the next intermediate
L308[15:38:55] <Commoble> that's a bit like how I handled it
L309[15:39:19] <Commoble> but anyway there's not much you can do beyond either cutting down on the amount of critters or making them stand still more
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L311[15:40:25] <Raycoms> Shouldn't have written the automatic guard patrol mode where they wander around fairly randomly
L312[15:40:42] <Raycoms> players are too lazy to tell them to guard a specific location or only patrol between a certain number of points
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L319[16:09:55] <Darkchaos> Hey Guys, I'm having trouble with my TileEntities. I've now added a network channel so I can update the TileEntity Serverside, however it seems that on every WorldServer Tick, a new instance is generated and hence data is lost. Can you guide me, where I could do some research about that?
L320[16:10:42] <Ordinastie> how do you know it's a new instance ?
L321[16:11:12] <Darkchaos> I'm having a breakpoint on a method and in the debugger the number behind the @ is increasing
L322[16:11:31] <Darkchaos> Plus I'm having the symptom that the data simply is not persistent at all
L323[16:12:00] <Ordinastie> well, first, to sync TEs, you don't need a channel or your own messages
L324[16:12:25] <Darkchaos> Well, I need to sync them from the client to the server (GUI Input to IInventory)
L325[16:12:31] <Ordinastie> ah
L326[16:12:34] <Ordinastie> nvm then
L327[16:12:47] <Ordinastie> what are you syncing ?
L328[16:12:54] <Darkchaos> well I was inprecise, but I've also only just learned that
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L330[16:13:31] <Darkchaos> It's basically 3 to 4 integer. I've used ByteBufUtils' NBT methods and I've confirmed using a debugger, that the correct values get set to the TileEntity
L331[16:14:06] <Darkchaos> So I'm suspecting the Block class itself causing new instances (by scheduling updates or something, like the RedstoneDiode does, because it's a Redstone Logic Gate)
L332[16:14:22] <Ordinastie> do you change the IBlockState of the block ?
L333[16:15:08] <Darkchaos> Partially, I might be changing it to another block (getPoweredState/getUnpoweredState)
L334[16:15:19] <Darkchaos> And since the redstone starts to flicker, I guess it's oscillating
L335[16:15:33] <Ordinastie> TEs have a should refresh method
L336[16:16:06] <Ordinastie> default behavior is to recreate the TE when state changes
L337[16:16:11] <Ordinastie> override that
L338[16:16:33] <Ordinastie> I've never tested if it's possible to keep the TE when the block changes though
L339[16:17:01] <Darkchaos> Well it's the same class technically, but another registryName, so I guess it could become a problem.
L340[16:17:18] <Ordinastie> does it need to be different block ?
L341[16:17:28] <Darkchaos> btw just noticed that on forge for 1.10.2, there's a little typo "oldState, IBlockState newSate) {"
L342[16:17:43] <Darkchaos> Well that's what RedstoneDiode does and I'm subclassing it
L343[16:18:01] <Darkchaos> because the "on state" is no real block state but a regular boolean there
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L345[16:21:46] <Darkchaos> Okay, so as long as the redstone block is not powered on, the tile entity persists (and the GUI shows the right things)
L346[16:22:21] <Ordinastie> like I said, override shouldRefresh in your TE
L347[16:22:39] <Darkchaos> I'm having a serious RedstoneDiode problem somewhere, because updateTick() is only called when it's powered from south, and when it is, it oscillates even if it shouldn't.
L348[16:22:41] <Darkchaos> I already did
L349[16:23:31] <Darkchaos> I think the problem is somewhere here https://github.com/MeFisto94/RedstoneGate/blob/master/src/main/java/com/github/mefisto94/RedstoneGate/BlockRedstoneGate.java#L46
L350[16:24:12] <Darkchaos> I guess the get(un)poweredstate create new blocks
L351[16:25:54] <Ordinastie> why are you not doing all that shit in the TE ?
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L353[16:26:36] <Darkchaos> Actually because I tried to port a mod, so I only deobfuscated/decompiled it
L354[16:26:44] <Darkchaos> and that's what it was doing
L355[16:30:27] <Ordinastie> yeah, first thing I would do is rewrite
L356[16:34:31] <Darkchaos> Well I'd like to do this when everything works^^ I've now found the reason for the oscillation, now I see that as soon as the Diode is powered (changing it's block to getPoweredState), the tile entity is another one the next tick, mhh
L357[16:35:02] <Darkchaos> the problem is, I suspect that if I wanted to change that behavior, I'd have to rewrite BlockRedstoneDiode
L358[16:42:28] <Darkchaos> well, BlockButton uses a blockstate "powered", but BlockRedstoneDiode does not... I wonder what I loose when subclassing that vs. a button (probably all the input handling)
L359[16:43:33] <Ordinastie> Darkchaos, why are you extending anything in the first place ?
L360[16:44:07] <Ordinastie> Vanilla uses different blocks for on/off because the metadata range is already occupied for comparator and repeater
L361[16:45:08] <Darkchaos> Because I thought it would help me handle redstone, like the logic when the block is powered and also other blocks might need to think my block was a repeater
L362[16:45:44] <Ordinastie> but you don't extend Repeater
L363[16:46:08] <Darkchaos> Well then think I'm a RedstoneDiode rather
L364[16:46:28] <Darkchaos> (The Block is a logic gate which you can program by setting up a truthtable)
L365[16:47:11] <Darkchaos> And things like "isPoweredOnSide(EnumFacing.WEST)" is what I wanted to avoid having to implement
L366[16:47:16] <Ordinastie> I would start from scratch
L367[16:47:36] <Ordinastie> copy, refactor and adapt the redstone impl I need from vanilla
L368[16:48:00] <Ordinastie> will save lots of headache imo
L369[16:48:03] <Darkchaos> So you would copy RedstoneDiode and change the different block thing?
L370[16:48:29] <Darkchaos> which however means if something changes in RedstoneDiode, I won't have it auto updated. But then it won't be changing much probably
L371[16:49:03] <Ordinastie> no, I mean, don't start from Diod
L372[16:49:08] <Ordinastie> start from scratch
L373[16:49:21] <Ordinastie> start with just your states
L374[16:49:35] <Ordinastie> implement step by step the interactions you need
L375[16:49:53] <Ordinastie> inspire from vanilla code if needed, but refactor it
L376[16:50:06] <Ordinastie> it almost always needs it
L377[16:51:55] <Darkchaos> Okay, and is there maybe a good redstone documentation/tutorial? because those vanilla classes are a bit confusing, so many methods^^
L378[16:52:14] <Ordinastie> not that I am aware of
L379[16:52:24] <Ordinastie> but that's why I advise to start from scratch
L380[16:52:44] <Ordinastie> you'll have to find the methods you need to implement when you're missing functionality
L381[16:52:55] <Darkchaos> okay :) I'll give it a try then
L382[16:59:01] <Darkchaos> getStateFromMeta and getMetaFromState is something I don't need if I don't use metadata at all?
L383[16:59:21] <Ordinastie> you have states, so you need it
L384[17:01:04] <Darkchaos> I thought if I am using the states, I won't have the 4 bit metadata problems?
L385[17:01:16] <Darkchaos> or in general metadata, since it will be removed with 1.13? Or did I got that wrong?
L386[17:01:22] <Ordinastie> states are just abstraction of the metadata
L387[17:01:44] <Ordinastie> it's not 1.13 yet
L388[17:02:08] <Ordinastie> the metadata restriction is why you have different on/off block for diodes
L389[17:02:55] <Darkchaos> But a boolean and an EnumFacing hopefully fit there?
L390[17:03:09] <Darkchaos> Well, yes. 2³ = 8, so 6 directions should fit
L391[17:03:17] <Darkchaos> but Block doesn't automatically handle the conversion?
L392[17:03:55] <Ordinastie> no, you have to manually implement getStateFromMeta/metaFromState
L393[17:04:11] <Ordinastie> unless you have some abstraction framework
L394[17:04:36] <Darkchaos> okay thanks :)
L395[17:05:09] <Ordinastie> for example, for my blocks, I just need to add a DirectionalComponent and everything is taken care of
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L398[18:18:02] <Darkchaos> WoW. I spent 40 mins on "onNeighborChange" vs "neighborChanged" :D thanks for your forum post diesieben07 ^^
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L431[20:04:59] <ben_mkiv> as soon as i add a 2nd item to my mod, the first item gets model of the 2nd but the 2nd gets none
L432[20:05:12] <ben_mkiv> they both have their own json blockstate file, texture and different names
L433[20:05:22] <ben_mkiv> anyone got a idea whats causing this?
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L450[20:39:35] <ben_mkiv> well... had to move my model registry calls
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L498[23:50:56] <mischief247> Hello?
L499[23:54:16] <xaero> you are no longer using webchat and can talk! just ask your question (but mind the rules)
L500[23:55:56] <mischief247> ah ok I'm having some trouble getting forge/minecraft to read the json and textre files for a mod i'm trying to deveolp
L501[23:58:20] <mischief247> as far as I can tell everythings where its supposed to be and whats even weirder is when I manualy run the client from comand line instead of inside intelij it finds the json file but not the textures
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