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L5[00:26:58] <Arcanitor> How do I send a global server message?
L6[00:27:14] <Arcanitor> (Alternatively, a list of all players)
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L10[01:05:29] <Abastro> You mean nethandler's sendToAll?
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L19[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20180120 mappings to Forge Maven.
L20[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20180120-1.12.zip (mappings = "snapshot_20180120" in build.gradle).
L21[02:00:18] <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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L38[05:21:54] <ben_mkiv> so my inventory works almost... but! when shift clicking something in one the inventorys to move the stack to the other one it freezes the client
L39[05:22:24] <ben_mkiv> anyone got this before?
L40[05:22:55] <ben_mkiv> or knows what methods are called when the shift click event fires
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L45[05:29:39] <ben_mkiv> and as it doesnt crash i dont get any stacktrace :/
L46[05:30:33] <ghz|afk> shift-clicking is in the Container#transferStackInSlot
L47[05:31:18] <ghz|afk> because the vanilla decompiled code for that method is VERY confusing
L48[05:31:30] <ghz|afk> I think this example might help you understand how it is supposed to work:
L49[05:31:30] <ghz|afk> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/essentializer/gui/ContainerEssentializer.java#L90
L50[05:31:37] <ben_mkiv> ohh, that explains why there was inventory code in the container... thank you
L51[05:32:06] <ben_mkiv> i thought my problem is within the inventory class
L52[05:32:36] <ghz|afk> no all the logic for gui slots is in the Container and Slot classes
L53[05:32:49] <ghz|afk> nothing else matters unless you use a very customized inventory class
L54[05:32:56] <ben_mkiv> btw. whats the better way to go for inventories? extend inventoryBasic or ForgeItemStackHandler?
L55[05:32:57] <ghz|afk> or a very non-standard container
L56[05:33:10] <ghz|afk> InventoryBasic is a reference implementation for IInventory
L57[05:33:24] <ghz|afk> forge considers IInventory DEPRECATED
L58[05:33:34] <ghz|afk> so InventoryBasic should not be used unless you have a very good reason to
L59[05:33:42] <ghz|afk> because it DOES NOT work with capabilities
L60[05:33:51] <ben_mkiv> yea im using IInventory actually but implented the functions in my class
L61[05:33:54] <ghz|afk> unless you manually wrap it with an adapter
L62[05:33:56] <ben_mkiv> and extended forge itemstackhandler
L63[05:34:12] <ghz|afk> also
L64[05:34:25] <ghz|afk> you shouldn't extend ItemStackHandler in your TileEntity or Entity or such
L65[05:34:32] <ghz|afk> it is best if it is a separate class
L66[05:34:36] <ghz|afk> and you use composition
L67[05:34:49] <ben_mkiv> its actually a capability
L68[05:34:54] <ben_mkiv> to add the custom inventory to something
L69[05:34:57] <ghz|afk> example: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/essentializer/TileEssentializer.java#L37
L70[05:35:05] <ghz|afk> okay
L71[05:35:12] <ghz|afk> then yes, you can extend ItemStackHandler
L72[05:35:23] <ben_mkiv> and about IInventory what is the "new" thing? IItemHandler?
L73[05:35:29] <ghz|afk> IItemHandler is the capability, yes
L74[05:35:45] <ghz|afk> as you can see inCapabilityItemHandler.ITEM_HANDLER_CAPABILITY
L75[05:35:57] <ghz|afk> it is declared as a capability<IItemHandler>
L76[05:36:13] <ben_mkiv> yea i've seen that on entities
L77[05:36:22] <ben_mkiv> so they all come with an inventory somehow already?
L78[05:36:46] <ghz|afk> yes vanilla objects are special
L79[05:37:04] <ghz|afk> because entities have the equipment slots stuff
L80[05:37:14] <ghz|afk> most of them come with a predefined IInventory
L81[05:37:22] <ghz|afk> and a wrapper class that adapts it to IItemHandler
L82[05:37:35] <ben_mkiv> oh, so forge maps that?
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L84[05:38:50] <ghz|afk> check EntityLivingBase#getCapability
L85[05:39:04] <ghz|afk> it declares 3 wrappers
L86[05:39:15] <ghz|afk> 1 that is obtained from the sides, for armor
L87[05:39:24] <ghz|afk> 1 that is obtained from the top and bottom, for "hands"
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L89[05:39:40] <ghz|afk> and 1 that contains all the equipment slots, for "no side"
L90[05:40:33] <ghz|afk> so if you are trying to attach an IItemHandler capability to something that already does this
L91[05:40:34] <ghz|afk> it won't work
L92[05:40:54] <ghz|afk> because their if(capability ==
L93[05:40:58] <ghz|afk> will run before yours
L94[05:41:06] <ben_mkiv> so it cheats it by different faces
L95[05:41:13] <ben_mkiv> to seperate between those inventorys
L96[05:41:40] <ghz|afk> depends on your definition of cheating
L97[05:41:58] <ben_mkiv> well, its making a list out of something that wasn supposed to be used like that xD
L98[05:44:08] <ben_mkiv> is that vanilla code?
L99[05:44:17] <ben_mkiv> or forge/mcp unmapping result?
L100[05:44:26] <ben_mkiv> about the capabilites in the entityLivingBase
L101[05:45:14] <ben_mkiv> forge i guess from the comment/classreferences
L102[05:46:42] <ghz|afk> anything related to capabilities, is forge.
L103[05:46:47] <ghz|afk> vanilla doesn't have those
L104[05:46:53] <ghz|afk> the thing is:
L105[05:46:58] <ghz|afk> IInventory was designed for GUI use
L106[05:47:05] <ghz|afk> it is NOT a good interface for automation
L107[05:47:20] <ghz|afk> even the way hoppers are implemented is inherently "broken"
L108[05:47:26] <ghz|afk> just happens to work well enough for vanilla purposes
L109[05:47:35] <ghz|afk> meanwhile
L110[05:47:42] <ghz|afk> IItemHandles is designed 100% for automation use
L111[05:47:48] <ghz|afk> and is a rather bad match for gui use
L112[05:47:59] <ben_mkiv> xD
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L114[05:48:12] <ghz|afk> due to not having direct methods for the things a slot needs
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L116[05:48:33] <ben_mkiv> good that no one came up with the idea to write ONE inventory class which fits both xD
L117[05:48:37] <ghz|afk> stuff like "can swap stack" are foreign to IItemHandler
L118[05:48:44] <ghz|afk> oh don't be mislead
L119[05:48:44] <ben_mkiv> but the shift clicking works now, thanks again :)
L120[05:48:45] <ghz|afk> we did
L121[05:48:46] <ghz|afk> more than once
L122[05:48:49] <ghz|afk> it has been attempted
L123[05:48:59] <ghz|afk> and no good outcome has reached
L124[05:49:07] <ghz|afk> there's always more negative opinions than supporters
L125[05:49:38] <ghz|afk> my suggestion was to actually separate the api into two interfaces
L126[05:49:49] <ghz|afk> or rather, three:
L127[05:50:02] <ghz|afk> one for enumerating slots and querying their content explicitly
L128[05:50:18] <ghz|afk> one for managing slots (set stack, swap stack, take partial stack)
L129[05:50:33] <ghz|afk> and one for automation use (slotless, take N of this, put N of this)
L130[05:50:58] <ghz|afk> but there are some VERY corner-case use cases which always break
L131[05:51:03] <ben_mkiv> take N of this and put N of this are 2 methods
L132[05:51:04] <ghz|afk> regardless of which solution one proposes
L133[05:51:16] <ghz|afk> no matter how elegant the solution is
L134[05:51:29] <ghz|afk> someone goes "but this wouldn't support my use case of doing X with Y!"
L135[05:51:41] <ghz|afk> I believe the strongest complain was for a trains mod
L136[05:52:02] <ghz|afk> that wanted to have a rail that stops "if there is a slot that will be able to accept the item in the future"
L137[05:52:15] <ghz|afk> but not if there is no slot at all that will ever be able to accept it
L138[05:52:30] <ghz|afk> that subtle difference "can accept now" vs "can accept ever"
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L140[05:52:40] <ben_mkiv> oO
L141[05:52:52] <ghz|afk> and the another big complaint was with big aggregation mods
L142[05:52:58] <ghz|afk> stuff like AE2
L143[05:53:08] <ghz|afk> which need to be as fast as possible querying things
L144[05:53:11] <ghz|afk> so a slot-less API
L145[05:53:24] <ben_mkiv> no thats wrong
L146[05:53:29] <ghz|afk> would mean that trying to extract 1 thing over and over
L147[05:53:39] <ghz|afk> would mean it has to start over from slot 0
L148[05:53:43] <ghz|afk> every single time it requests an item
L149[05:53:48] <ghz|afk> making HUGE inventories slow
L150[05:53:51] <ben_mkiv> yea, that just needs smart indexing
L151[05:54:27] <ghz|afk> so they asked for some way to communicate the "querying state" for later use
L152[05:54:31] <ghz|afk> some kind of "state object"
L153[05:54:36] <ghz|afk> an api like...
L154[05:54:45] <ben_mkiv> it probably is slow when it has to query over a list with 200 nonull itemstack.empty entries xD
L155[05:54:51] <ghz|afk> StateObject = beginExtracting(list of possible items)
L156[05:55:10] <ghz|afk> that later can do ... stateObject.extractNext(number of items)
L157[05:55:14] <ghz|afk> in an optimal way
L158[05:55:33] <ghz|afk> but that makes the api complicated to implement
L159[05:55:39] <ghz|afk> so yes
L160[05:55:40] <ben_mkiv> yea thats the point where multithreading could help improve speed
L161[05:55:49] <ghz|afk> so far, no one has come up with an API
L162[05:55:56] <ben_mkiv> not sure how its done in java, but if those whole inventories would be async on another core...
L163[05:56:00] <ghz|afk> that is both elegant, and fits all the use cases
L164[05:56:18] <ghz|afk> so we are stuck with IItemHandler which sortof works but fits none of them.
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L168[06:15:13] <Abastro> Hello. Would it be acceptable to divide sky renderer into several pieces? I have a reason for that - Currently just 'sky rendering' does two different things in my opinion.
L169[06:24:31] <ben_mkiv> do capabilitys get automatic saved to NBT?
L170[06:24:43] <ben_mkiv> or do i have to call the writeNBT method on my own?
L171[06:27:22] <Raycoms> anyone knows who is working on techreborn?
L172[06:27:42] <Raycoms> java.lang.IllegalArgumentException: Cannot set property PropertyString{name=type, clazz=class java.lang.String, values=[tin, copper]} to copper on block techreborn:ore2, it is not an allowed value
L173[06:27:50] <Raycoms> We store its block to nbt and restore it
L174[06:27:53] <Raycoms> and this happens
L175[06:28:36] <malte0811> modmuss50 does TechReborn IIRC
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L177[06:51:54] <modmuss50> All issues need to go onto the tracker
L178[06:51:57] <modmuss50> Thanks
L179[06:56:05] <modmuss50> Raycoms: please post the full log here: https://github.com/TechReborn/TechReborn/issues
L180[06:56:27] <Raycoms> okay will post it
L181[06:57:41] <Raycoms> modmuss50 https://github.com/TechReborn/TechReborn/issues/1414
L182[06:57:42] <Raycoms> done
L183[06:58:12] <ghz|afk> heh I just heard a line that shows something minecraft does not agree with
L184[06:58:19] <ghz|afk> "it's not how far you fall, but how fast you hit the ground"
L185[06:58:30] <ghz|afk> mc fall damage is NOT based on speed, but rather distance :D
L186[06:58:39] <ghz|afk> which has always annoyed me greatly ;P
L187[06:58:42] <Raycoms> Is there fallspeed in minecraft?
L188[06:58:53] <ghz|afk> ofc
L189[06:59:02] <ghz|afk> you just take the last known speed before impact
L190[06:59:11] <ghz|afk> multiply by the bouncyness of the material
L191[06:59:22] <ghz|afk> and there you go: unspent energy = damage
L192[06:59:27] <ghz|afk> but no
L193[06:59:30] <ghz|afk> minecraft does NOT do that
L194[06:59:34] <Raycoms> No I mean, I didn't know that the fallspeed varies in minecraft =D
L195[06:59:37] <ghz|afk> it measures the number of blocks fallen
L196[06:59:39] <ghz|afk> it does
L197[06:59:44] <ghz|afk> it has a relatively low terminal velocity
L198[06:59:58] <ghz|afk> but dropping 2 blocks you fall slower than 10
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L200[07:11:13] <ben_mkiv> this game drives me nuts xD
L201[07:11:34] <ben_mkiv> so i'm sending a syncrequest to the server when the client adds my capability to a entity
L202[07:11:52] <ben_mkiv> as this happens when the client loads a entity, so it can get synced with the server
L203[07:12:02] <ben_mkiv> but somehow on gamestart, the server cant resolve the entity ids
L204[07:12:09] <ben_mkiv> "internal server"^
L205[07:12:54] <ghz|afk> wat
L206[07:13:02] <ghz|afk> the client ASKS the server to sync? why?
L207[07:13:18] <ghz|afk> that can be done from the server itself
L208[07:13:23] <ben_mkiv> where?
L209[07:13:25] <ghz|afk> there's a tracking list
L210[07:13:39] <ghz|afk> you can get the entity tracker for the entity, and sync to all the entities that are tracking yours
L211[07:13:41] <ben_mkiv> so it just sends sync data about entities close to the player?
L212[07:13:48] <ghz|afk> there's also "start tracking" event
L213[07:13:53] <ghz|afk> so you can send the initial tracking request
L214[07:14:26] <ghz|afk> the tracking list contains all the players that are receiving entity syncs
L215[07:14:47] <ghz|afk> so, if the player is within a close enough distance that they will receive movement updates and such
L216[07:15:04] <ben_mkiv> wheres that list? XD
L217[07:15:22] <ben_mkiv> oh wait
L218[07:16:01] <ben_mkiv> no i dont get it xD
L219[07:16:26] <ben_mkiv> theres a addTrackingPlayer method on the entity object but its empty...
L220[07:17:31] <ghz|afk> PlayerEvent.StartTracking + WorldServer#getEntityTracker().getTrackingPlayers(entity)
L221[07:17:47] <ben_mkiv> thanks =)
L222[07:17:58] <ghz|afk> you would send to the player that is received in StartTracking
L223[07:18:01] <ghz|afk> and whenever something changes
L224[07:18:07] <ghz|afk> to all the tracking players
L225[07:18:18] <ghz|afk> the combination of the two, should keep everyone in sync
L226[07:18:40] <ben_mkiv> so instead of using sendToNearPlayers when im updating stuff i'll use the list from trackingplayers
L227[07:18:46] <ghz|afk> yes
L228[07:19:03] <ben_mkiv> ok, guess i got it, thanks :)
L229[07:21:31] <Unh0ly_Tigg> This isn't directly forge/minecraft related, but I wanted to share it. I'm working on a lwjgl3 and netty wrapper for lua, and it's in a state that I can run the getting started code on lwjgl's website: https://i.imgur.com/BPgSme9.png
L230[07:27:28] <ghz|afk> nice I guess
L231[07:32:19] <ben_mkiv> ghz, would i use my modnetwork to send the data or is there also some buildin network for that?
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L234[07:38:00] <ghz|afk> ben_mkiv: yes just make an IMessage for it, and send it through your channel
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L236[07:41:09] <xnrand> Is it possible to modify a coremod from another coremod?
L237[07:43:12] <xnrand> (In particular, I have privacy concerns about one coremod that i'm using. I'd like to make all its calls to URL#openConnection() throw an IOException. I'd like to achieve that by using a coremod instead of editing its jar by hand.)
L238[07:43:21] <ben_mkiv> hopefully last question for the next hours... where would i implement the event listener for the start tracking stuff?
L239[07:43:30] <barteks2x> Just to make sure I understand it right: A tile entity rendering code should NOT crash when world is null, right?
L240[07:43:31] <ben_mkiv> in my capability class?
L241[07:43:44] <barteks2x> (it's not even TESR)
L242[07:45:09] <barteks2x> for example this will crash when rendering the TileEntity: https://github.com/BluSunrize/ImmersiveEngineering/blob/master/src/main/java/blusunrize/immersiveengineering/common/blocks/wooden/TileEntityWoodenPost.java#L81
L243[07:45:34] <barteks2x> when the world is null that is
L244[07:46:02] <barteks2x> (this is called from getExtendedState() which has an IBlockAccess, that is NOT null)
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L249[08:27:56] <barteks2x> oh god... STOP IT https://media.discordapp.net/attachments/387810900658094082/404280612669751296/unknown.png
L250[08:28:21] <Corosus> lol
L251[08:28:54] <Corosus> do they appear like that in creative inventory too?
L252[08:29:12] <Arcanitor> Am I supposed to make my own class that inherits ITextComponent or is there a forge/vanilla one that I should be using?
L253[08:29:19] <Corosus> or is JEI cheating and showing things it shouldnt
L254[08:30:19] <Corosus> Arcanitor, new TextComponentString("blah blah")
L255[08:30:26] <Arcanitor> oh cool
L256[08:30:35] <barteks2x> Corosus, JEI and crwatrive inventory show items
L257[08:30:37] <barteks2x> I show blockstates
L258[08:31:52] <Corosus> seems by design then
L259[08:55:31] <Aroma1997> is there a way to find out what players have a certain tileentity loaded?
L260[09:03:26] <ben_mkiv> maybe they also register to WorldServer::getEntityTracker()
L261[09:03:42] <ben_mkiv> Aroma1997, https://pastebin.com/9adAUvT8
L262[09:04:26] <Aroma1997> hmm
L263[09:04:43] <ben_mkiv> the capability stuff is just foobar
L264[09:04:51] <ben_mkiv> as i just used it with that
L265[09:05:38] <Aroma1997> it looks like it's only for entities though
L266[09:06:18] <ben_mkiv> thought thats what TEs are
L267[09:08:02] <Aroma1997> no, tes are tileentities, which are not entities
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L269[09:34:42] <barteks2x> so again, is tile entity rendering actually supposed to work when world is null?
L270[09:34:51] <barteks2x> or mods are free to break in that case?
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L280[10:36:50] <ben_mkiv> well, so my entity receives the syncmessage from the internalserver before its able to resolve the entity by Minecraft.getMinecraft().world.getEntityByID(message.enID);
L281[10:36:58] <ben_mkiv> is there another way or a workaround?
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L283[11:01:08] <ben_mkiv> is there another place to look at worldload? as it has to know the entity to add it to its watcher
L284[11:01:53] <ben_mkiv> so im confused how it cant resolve it when the client gets the sync after the StartTracking event
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L297[12:53:22] <TechnicianLP> is the launchwrapper written by mojang?
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L299[12:59:31] <IoP> yes
L300[12:59:52] <DarkEyeDragon> boi. irc is a struggle xD
L301[13:06:12] <IoP> irc is the coolest guy I know
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L303[13:10:05] <DarkEyeDragon> never used it before, so its quite confusing to me
L304[13:10:13] <illy> IRC the thing that refuses to die because everything else dies first
L305[13:10:22] <DarkEyeDragon> haha
L306[13:11:12] <illy> I garantee you that It will be here long after Discord is gone for whatever reason
L307[13:13:10] <barteks2x> my only complaint so far is not supporting editing messages
L308[13:13:33] <illy> if we added a bot with sed that would fix that :P
L309[13:13:35] <IoP> and no proper search support
L310[13:13:53] <IoP> or there is search if you client supports it
L311[13:13:54] <barteks2x> well I mean sometimes I write things in the wrong place. I want to be able to delete them
L312[13:14:09] <barteks2x> hexchat supports search
L313[13:14:23] <IoP> also storing logs for search is pita
L314[13:14:44] <illy> there is a good open alternitive for irc called matrix but there is no good client for it IMHO
L315[13:15:22] <IoP> matrix also has cool irc integration
L316[13:16:35] <illy> yeah but the bridge is so dodgy that keeping nicks is a PITA it's simpler for me to setup a bouncer with a 1000 line buffer
L317[13:17:11] <illy> wat use is the bridge if I keep on getting kicked out of the channel because im not authed
L318[13:19:39] <DarkEyeDragon> Is version checking broken in the most recent release?
L319[13:19:49] <DarkEyeDragon> I cant seem to get it to work
L320[13:21:06] <barteks2x> I honestly can'
L321[13:21:17] <barteks2x> t figure outy how it reaslly works actuss minor MC releases
L322[13:21:20] <barteks2x> like 1.12 and 1.12.2
L323[13:22:07] <DarkEyeDragon> dont make version specific things?
L324[13:22:08] <DarkEyeDragon> xD
L325[13:22:35] <barteks2x> good luck if you require forge fixes from 1.12.2
L326[13:23:32] <barteks2x> I have dependencies = "after:forge@[13.20.1.2454,)" and yet it still attempts to load with forge for 1.12
L327[13:24:00] <barteks2x> which because of forge/FML just plain ignoring coremods for wrong MC version, just crashes when creating world
L328[13:25:36] <barteks2x> oh... 13.20...
L329[13:25:44] <DarkEyeDragon> forge works in mysterious ways
L330[13:26:04] <barteks2x> I had version check for 1.11 in 1.12
L331[13:26:22] <DarkEyeDragon> So version checking is broken basicly?
L332[13:26:31] <barteks2x> I don't think so
L333[13:26:38] <barteks2x> what are you doing and how it's broken?
L334[13:26:57] <DarkEyeDragon> doing what the wiki says. but its not detecting the updates
L335[13:26:59] <barteks2x> it seemed to work for m,e last time I have seen it
L336[13:27:09] <barteks2x> oh... so you want UPDATE checking?
L337[13:27:13] <barteks2x> not version checking?
L338[13:27:13] <DarkEyeDragon> yeah
L339[13:27:20] <barteks2x> then I can't help you
L340[13:27:22] <DarkEyeDragon> oh, sorry if i said that wrong
L341[13:27:30] <DarkEyeDragon> sigh xD
L342[13:27:55] <barteks2x> I assumed you meant :checking that the right version of some dependency exists"
L343[13:28:03] <DarkEyeDragon> ooh no.
L344[13:28:13] <DarkEyeDragon> i'm trying to add update checking before i release
L345[13:28:19] <DarkEyeDragon> but i cant seem to figure it out
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L358[14:22:18] <TechnicianLP> qustion on Classloaders: the default structure with only forge is <jvm-classloaders> > LaunchClassLoader (Tweakers) > ModClassLoader (mods)? which purpose does the ModCLassloader server it seems to delegate to LCL ...
L359[14:23:48] <TechnicianLP> s/server/serve
L360[14:33:39] <TechnicianLP> ok got ModClassloader figured out (just overlooked a method)
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L392[17:49:18] <ben_mkiv> so i'm using startTracking to send a sync message, but when the client gets the message it cant resolve the ID of the Entity because the world is null
L393[17:49:39] <ben_mkiv> as it seems to be not loaded when the sync happens
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L396[17:52:09] <Commoble> what happens if you do something like (if (world == null) load world)
L397[17:53:36] <ben_mkiv> ive my doubts that this will work
L398[17:53:58] <ben_mkiv> also i dont get why the client cant resolve the entity... as to start the tracking it has to know of it once
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L400[17:54:12] <ben_mkiv> or does the server send the event when the player joins the game?
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L407[19:07:51] <ben_mkiv> sorry, the entity is just null, not the world
L408[19:08:00] <ben_mkiv> which is still weird
L409[19:15:55] <Commoble> so I'm reading this article on IBM's website about implementing A* so I can copy it and generate some respectable hallways
L410[19:16:06] <Commoble> and holy shit you'd think IBM would be able to write some legible code
L411[19:22:46] <Commoble> took me like half an hour to figure out that a variable named "pop" referred to "previous operation"
L412[19:24:24] *** SatanicSanta is now known as Santa|afk
L413[19:25:14] <Commoble> or "parent operation"
L414[19:30:51] <ben_mkiv> finally... xD
L415[19:31:35] <ben_mkiv> so the fix was to put the sync receive message handler into a IThreadListener
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