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L10[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20180126 mappings to Forge Maven.
L11[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20180126-1.12.zip (mappings = "snapshot_20180126" in build.gradle).
L12[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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L53[07:53:31] <Raycoms> How can I detect a shift-click in a GUI?
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L56[08:10:32] <Ordinastie> GuiScreen.isShiftKeyDown
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L86[10:27:11] <Raycoms> Ordinastie ty =D
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L89[10:35:11] <Raycoms> Is there a way to let the world continue ticking when a GUI is opened in single player?
L90[10:36:53] <Raycoms> found it
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L109[12:31:39] <Raycoms> Someone knows something about cross dimensional tp, ours doesn't seem to work regularly (outside of singleplayer) it seems to fail randomly
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L111[12:45:12] <Raycoms> https://github.com/Minecolonies/minecolonies/blob/480303530adb9fb0b9ea7def63167260e07533f2/src/main/java/com/minecolonies/coremod/util/TeleportToColony.java
L112[12:45:14] <Raycoms> this is the code
L113[12:45:22] <Raycoms> it seems to kill people occasionally outside of the world border
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L128[15:05:34] <LexMobile> https://github.com/Minecolonies/minecolonies/tree/480303530adb9fb0b9ea7def63167260e07533f2/src/main/java/com/minecolonies/coremod How to NOT write a coremod.
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L130[15:31:41] <kashike> Lex: that's not an actual "coremod", it's just the core of their mod
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L132[15:38:28] <LexMobile> dumb name
L133[15:42:39] <gigaherz> plenty of library mods called "XX's core" or similar
L134[15:43:01] <gigaherz> (although I guess many of those DO have coremodding stuff in them)
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L136[15:43:44] <gigaherz> welp
L137[15:43:45] <gigaherz> https://twitter.com/skimbrel/status/957000840698511360
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L141[15:44:07] <gigaherz> I guess it's a good thing my adblocker is always on, and I only turn it off in specific sites such as files.minecraftforge.net
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L145[15:57:23] <LexMobile> Appreciate it.
L146[15:58:19] <LexMobile> Google has kinda been screwing me over lately, taking a large chunk because it feels like it...
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L148[16:00:59] <PaleoCrafter> Lex, I didn't see your message a couple of days ago, but as far templates are concerned, the icons ought to be fixed
L149[16:02:28] <LexMobile> alright, we really do need to look into getthing this easier to deploy
L150[16:03:08] <PaleoCrafter> actually, nvm, I forgot removing a class. I'll commit a fixed version
L151[16:03:13] <PaleoCrafter> Well, the gradle scripts are in place :D
L152[16:03:32] <Arcanitor> why is the channel mode being insulting
L153[16:04:54] <gigaherz> you mean the forwarding for people without an identified nickname?
L154[16:05:46] <PaleoCrafter> there, Lex, pushed the change. Would you like me to build it? Can do it yourself with the bundleFiles gradle task
L155[16:06:28] <LexMobile> need to figure out what steps are needed to allow us to automate it with a jenkins job
L156[16:07:29] <Arcanitor> gigaherz: that might be what it's for
L157[16:07:47] <Arcanitor> I'd never tried to join before I registered, though
L158[16:08:48] <LexMobile> Protip: This channel doesnt give a fuck about your sensibilities. If you get offended by stupid things like that, you're not gunna last long here.
L159[16:09:03] <PaleoCrafter> Hm, I suppose the site and the Jenkins aren't on the same machine?
L160[16:10:10] * Arcanitor rolls eyes
L161[16:10:23] <Arcanitor> how many "stupid" questions am i allowed to ask
L162[16:10:27] <LexMobile> no they arnt.
L163[16:10:53] <Arcanitor> and by "stupid" i mean questions about modding that would probably be obvious if i wasn't both new to actually modding and clueless
L164[16:11:10] <gigaherz> if you are new to modding, the question isn't stupid
L165[16:11:32] <LexMobile> You're treading the line already, one of the major rules here is to just ask, don't ask to ask. Wasting time is not helpful.
L166[16:11:32] <gigaherz> unless the question shows a deeper lack of understanding when it comes to programming in general
L167[16:12:15] <Arcanitor> thanks, most of my questions are probably going to be about rendering anyways, the rest of forge seems pretty easy to figure out by reading the code
L168[16:12:29] <LexMobile> Anyways, would need to look into how Matt setup the auto-kicking of the maven stuff to see if I can make it kick itself when uploading say.. a template artifact to some place special.
L169[16:13:41] <PaleoCrafter> is that just a Jenkins job? Could probably use something like https://wiki.jenkins.io/display/JENKINS/Parameterized+Trigger+Plugin for it then
L170[16:14:15] <LexMobile> No its not, which is the 'look into how Matt setup'
L171[16:14:22] <PaleoCrafter> ah, lol
L172[16:21:37] <Arcanitor> Could someone tell me what I'm doing wrong here?
L173[16:22:02] <Arcanitor> https://gist.github.com/DaMachinator/808a7290a0267985ef2f86273acb03a8 - the event is firing but for some reason or another doElementalAttack never gets called
L174[16:23:01] <gigaherz> uhm, well if it never gets into the "if", that must mean the condition is never true?
L175[16:23:03] <gigaherz> that said
L176[16:23:10] <gigaherz> I would strongly suggest you turn that into a capability
L177[16:23:16] <gigaherz> instead of an interface you implement on items
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L179[16:23:35] <gigaherz> that way the capability could be attached to any item, even from other mods
L180[16:25:28] <Arcanitor> it does not make sense that the condition would never be true
L181[16:25:57] <gigaherz> yeah but logic is logic
L182[16:26:28] <Commoble> if it's not an instance of IElementalArmor, try figuring out what it IS an instance of
L183[16:26:33] <gigaherz> you say that the event handler DOES get called, but the method doesn't run
L184[16:26:40] <gigaherz> so it must be the one single "if" in the way
L185[16:26:57] <gigaherz> you should use the debugger in your IDE to check what exact type that item instance is.
L186[16:27:11] <Arcanitor> Commoble: I specifically made the interface so that i could check armor that way
L187[16:27:16] <Commoble> yeah, either A) that method isn't being reached, or B) the method is being reached but the if statement is false
L188[16:27:35] <Arcanitor> there's also c) the method its calling isn't implemented properly
L189[16:28:05] <Arcanitor> it looks like C is the root cause here
L190[16:28:13] <Commoble> but yeah use the debugger to figure out what isn't happening
L191[16:28:36] <Arcanitor> target.attackEntityFrom(PIERCING_COLD,4.0f); <- this is how you damage an entity right
L192[16:28:51] <Arcanitor> i couldn't find any other appropriate function
L193[16:29:01] <Commoble> looks right
L194[16:29:45] <Arcanitor> that should equate to doubling the damage of a wooden sword
L195[16:30:02] <Commoble> just set some breakpoints and use the debugger to see what's going on
L196[16:30:03] <Arcanitor> more than doubling, actually, since I set damageIgnoresArmor and damageIsAbsolute on PIERCING_COLD
L197[16:30:21] <Arcanitor> ...I don't really know how to do that...
L198[16:30:31] <Commoble> Google it, I didn't know how to use the debugger until like a week ago
L199[16:30:37] <Commoble> Then I googled it
L200[16:30:42] <Commoble> trust me, it works
L201[16:30:52] <Arcanitor> can i set debug points in library code?
L202[16:31:41] <Commoble> *checks* looks like it
L203[16:31:59] <Commoble> start with your own thing that you linked earlier
L204[16:32:32] <Commoble> When stuff isn't working and you can't figure out why, one of the assumptions that you believe to be absolutely true is false
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L206[16:35:54] <Arcanitor> the if statement does evaluate as true
L207[16:36:34] <Commoble> Alright, so the debugger will follow your code deeper into the code
L208[16:41:35] <Arcanitor> and the function target.attackEntityFrom does get called
L209[16:42:04] <Commoble> Yep, the debugger will go into vanilla code now, carrying your values into it
L210[16:42:25] <Commoble> you should be able to observe the values of the fields
L211[16:42:25] <Arcanitor> can i make it step through one line of code at a time?
L212[16:42:28] <Commoble> yes
L213[16:42:57] <Commoble> dayum gina I told you to google it http://www.vogella.com/tutorials/EclipseDebugging/article.html#controlling-the-program-execution
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L216[16:43:29] <Commoble> There's some buttons at the top of eclipse during debug mode, here's some shortcut keys for them and an explanation of how they work
L217[16:43:52] <Arcanitor> idea not eclipse
L218[16:43:56] <Commoble> aw fuck
L219[16:44:05] <Commoble> I'm sure it has something similar
L220[16:44:15] <Commoble> use the googles
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L222[16:50:56] <Commoble> oh derp, I just had a thought
L223[16:51:32] <Commoble> That cold damage you're doing, is that in addition to the regular weapon attack?
L224[16:52:07] <Commoble> When an entity gets damaged, it enters a brief period of invincibility
L225[16:53:17] <Commoble> So if you're doing that doElementalAttack method in an event that triggers after the player does a regular attack
L226[16:53:40] <Commoble> The regular attack will damage the enemy, the enemy will become invincible, and then the cold damage source won't do anything to it
L227[16:54:48] <Arcanitor> that explains a lot
L228[16:54:59] <Arcanitor> is there a way to pierce that invulnerability
L229[16:55:15] <Commoble> *shrug*
L230[16:55:29] <Commoble> You should be able to cancel the attack via that event that's being passed into your method though
L231[16:55:52] <Commoble> then you could replace the weapon attack with your special damage
L232[16:56:03] <Arcanitor> i don't want to cancel the damage, i want to add to it :)
L233[16:56:27] <Commoble> alternatively you could look at the attackEntityFrom code and see if you could reduce the enemy's hp directly
L234[16:56:54] <Commoble> look through it until you find the invincibility check, then see what it does after that
L235[16:57:25] <Arcanitor> it's in EntityMob or something
L236[16:57:35] <Arcanitor> though that does mean I have to cast to an EntityLiving first
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L238[17:00:30] <Arcanitor> hmmm
L239[17:00:32] <Arcanitor> interesting
L240[17:01:47] <Arcanitor> Commoble: what i want to do is call damageEntity directly, but it is protected not public
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L242[17:02:39] <Arcanitor> hmm
L243[17:02:41] <Commoble> Then you'd have to look up how access transformers work
L244[17:02:46] <Arcanitor> wat
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L246[17:03:01] <Commoble> Forge does a thing that lets you treat private/protected fields in vanilla code as public fields
L247[17:03:19] <Arcanitor> i mean i could extend EntityLivingBase in a class that just has a single static function to call damageentity
L248[17:03:28] <Arcanitor> since subclasses have access to protected methods and fields
L249[17:03:41] <Arcanitor> that feels wrong though
L250[17:04:21] <Commoble> yeah like there's some nagging feeling at the back of my head being all "wait is that how that works that doesn't sound right"
L251[17:06:27] <Arcanitor> feels wrong as in while that may work that's not the right way to do that
L252[17:07:57] <Arcanitor> Commoble: do you know how to write an access transformer?
L253[17:08:03] <Commoble> no
L254[17:08:04] <Arcanitor> cause i can't find any documentation
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L256[17:13:40] <Raycoms> Anyone has experience with inter dimensional teleport?
L257[17:14:03] <Raycoms> Ours doesn't seem to work very well, it works sometimes, but sometimes it straightly kills the player in the world border
L258[17:14:05] <Raycoms> https://github.com/Minecolonies/minecolonies/blob/480303530adb9fb0b9ea7def63167260e07533f2/src/main/java/com/minecolonies/coremod/util/TeleportToColony.java
L259[17:14:07] <Raycoms> is the code
L260[17:14:22] <Commoble> ooh, I use interdimensional teleports
L261[17:14:24] <Commoble> lemme look
L262[17:15:12] <Commoble> Arcanitor: Forge has something called ReflectionHelper, you use that, but you also need to figure out what the obfuscated name of the function is http://jabelarminecraft.blogspot.com/p/minecraft-modding-java-tips.html
L263[17:16:10] <Raycoms> =)
L264[17:18:04] <Raycoms> and yeah Lex, we called it "coremod" since we have a few libraries like "blockout" and "structure" and a few other things we're currently extracting to provide them as APIs for others to use. So, minecolonies itself is the "coremod" between them =P
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L268[17:24:40] <LexMobile> ya change the name...
L269[17:24:55] <LexMobile> CoreMod in Minecraft modding has an explicit defintion
L270[17:28:47] <Arcanitor> is putting an access transformer in a regular mod bad
L271[17:29:33] <Arcanitor> !gm damageEntity
L272[17:29:57] <Commoble> No, the whole point is to not have to actually edit vanilla code
L273[17:30:28] <Commoble> and not editing vanilla code is good
L274[17:30:29] <Raycoms> Commoble you have an idea what's the issue with our code?
L275[17:30:38] <Commoble> you do a lot of redundant things
L276[17:31:12] <Arcanitor> what is my build script
L277[17:31:18] <Arcanitor> is that the build.gradle or something else
L278[17:31:36] <Commoble> Raycoms: lemme put up a thing of how I do it
L279[17:31:37] <Arcanitor> looking at https://tutorials.darkhax.net/tutorials/access_transformers/
L280[17:34:08] <Raycoms> okay =)
L281[17:36:38] <Commoble> Raycoms: This is what I ended up with after trying to copy vanilla code and reworking it for my own needs https://hastebin.com/qakurovewi.java
L282[17:37:14] <Commoble> It's by no means optimal, but it works
L283[17:38:33] <Arcanitor> this may also help https://wiki.mcjty.eu/modding/index.php?title=Commands-1.12
L284[17:38:52] <Raycoms> Thanks =)
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L286[17:39:33] <Arcanitor> because the command in question is an interdimensional /tp
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L288[17:40:40] <Raycoms> Commoble I need a custom teleporter class then, right?
L289[17:41:10] <Commoble> *shrug*
L290[17:41:20] <Commoble> You need one if you want to make your own portal on the other end instead of the default
L291[17:41:34] <Raycoms> Ah okay
L292[17:41:59] <Arcanitor> "your own portal" also includes "no portal"
L293[17:42:04] <Commoble> if you're fine with netherportals, the vanilla teleporter will *probably* work
L294[17:43:04] <LexMobile> ATs should be a somewhat last resort but as a kinda nessasary evil from the fact that we're working in a obfusicated environemnt not designed for mods. It's a very light form of CoreModding that is designed/done by us at Forge. And we know what we are doing.
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L296[17:43:47] <Arcanitor> cool
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L299[17:44:35] <Arcanitor> can you tell me what this portion of this tutorial is referring to: https://tutorials.darkhax.net/tutorials/access_transformers/
L300[17:44:44] <Arcanitor> " The last bit can be done by adding this block to your build script."
L301[17:44:48] <Arcanitor> what is the "build script"
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L303[17:46:02] <Raycoms> Btw lex, if you need another way to get money out of open-source projects take a look at utopian.io, it's a company which is dedicated to supporting open-source projects (financially). It's in "crypto-currency" but you can easily exchange it to real money
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L305[17:52:15] <Commoble> ew
L306[17:52:31] <Raycoms> ew?
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L324[19:23:20] <Selim> Helo, I am trying to get help on the forums but no one got back to me. I am attempting to create a custom dimension but anytime I go into the dimension the game crashes when attempting to tick the dimension entities with a IndexOutOfBoundsException.
L325[19:26:35] <Arcanitor> https://discord.gg/92evJN <- might want to try the discord too
L326[19:26:53] <LexMobile> Congrats, its because you didn't sync the discombobulator with the new changes to the flux capacitor when in 1942.
L327[19:27:01] <LexMobile> In otherwords, POST YOUR DAMN LOGS
L328[19:28:40] <Selim> I was waiting for someone to reply and then I was just going to give this instead: http://www.minecraftforge.net/forum/topic/62759-1122-ticking-entities-in-custom-dimension/
L329[19:30:06] <LexMobile> Always font load information. Because 1) people don't like being trapped in the "well you said you would help so now you have to give me your kidney" situations and 2) People idle here a lot and can come back later to answer your questions when they get time.
L330[19:30:39] <Selim> Okay, will do next time, thanks for the advice.
L331[19:31:00] <Arcanitor> s/font/front/
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L334[19:31:59] <LexMobile> Anyways, looks like it may be an issue with the way you teleport to/from the dimension. But this is just a guess.
L335[19:32:19] <LexMobile> As the error is happening when some entity in your world is being incorrectly removed.
L336[19:33:40] <Selim> Okay, thank you. This is my teleporter, borrowed from one of McJty's tutorials: https://hastebin.com/eqoxuloqac.java
L337[19:35:28] <Commoble> which index is being out of bounds
L338[19:36:08] <LexMobile> Ya there are two removes in that method, is it the loadedEntityList, or the weatherEffects?
L339[19:36:15] <Selim> The loadedEntityList in World.
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L342[19:39:32] <LexMobile> What entities are being ticked?
L343[19:39:43] <LexMobile> Something is removing itself in its update it looks like
L344[19:40:09] <Selim> That I do not know. As far as I am aware, only my player should be in the dimension.
L345[19:40:26] <LexMobile> Aparently there are 24+ entities.
L346[19:40:32] <Selim> Huh.
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L349[19:42:38] <LexMobile> All I can say is if its reproduceable, toss a breakpoint in there and see what entities are being added/removed.
L350[19:43:58] <Selim> Okay. I'll be back if I get anymore useful information, or if I get absolutely nowhere XD
L351[19:44:04] <LexMobile> That and make sure none of your code is calling removeEntityDangeriously
L352[19:44:21] <Selim> That I know it isn't.
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L357[19:45:44] <Commoble> As long as we're talking about fixing teleportation problems, I'm gonna repost my own teleporter, which is a bit messy but doesn't crash https://hastebin.com/qakurovewi.java
L358[19:46:02] <LexMobile> Thats not helpful :/
L359[19:46:33] <Commoble> yeah but I'm gonna look at some differences between mine and his and see if I see anything weird
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L362[19:52:38] <Commoble> Selim: yeah I don't see anything egregiously wrong in your teleporter, but can we see the code that calls that static teleport method?
L363[19:53:15] <Selim> Yup! One moment please.
L364[19:53:53] <Selim> https://hastebin.com/mijonihede.cs
L365[19:56:37] <Selim> It appears to be ticking EntityPlayerSP
L366[20:02:41] <Selim> No, wait, it is the ender pearl.
L367[20:02:55] <Selim> I am using an ender pearl to trigger the teleport.
L368[20:03:16] <Selim> One or the other, not 100% sure.
L369[20:04:07] <Arcanitor> this is what breakpoints and your IDE
L370[20:04:12] <Arcanitor> 's debugger are for
L371[20:04:31] <Arcanitor> what function of the entity is called to remove it
L372[20:05:11] <Selim> It is the ArrayList remove function in the updateEntities function.
L373[20:08:11] <Arcanitor> is this in your code or vanilla code
L374[20:08:25] <Selim> Vanilla main game loop.
L375[20:10:15] <Arcanitor> how is it iterating over the array
L376[20:10:49] <Selim> for (int i1 = 0; i1 < this.loadedEntityList.size(); ++i1)
L377[20:12:02] <Arcanitor> there's no way you could change that to some kind of a while loop so that it makes sure there's actually an entity to remove before it tries to remove it is there
L378[20:13:21] <Selim> How would I go about changing the vanilla code in the World class?
L379[20:14:15] <Arcanitor> I have no idea.
L380[20:24:44] <LexMobile> the vanilla code is fine.
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