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L1[00:10:20] <McJty> How can one bring up an
error screen similar to what forge shows when there is (for
example) an incompatibility between the mods on the server and the
mods on your local client?
L2[00:11:06] <payonel> nice: if
("Notch".equals(this.getName())) { this.dropItem(new
ItemStack(Items.APPLE, 1), true, false); }
L3[00:28:26] <mezz> McJty, throw a
CustomModLoadingErrorDisplayException
L5[00:29:06] <McJty> Thanks
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L12[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180225 mappings to Forge Maven.
L13[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180225-1.12.zip
(mappings = "snapshot_20180225" in build.gradle).
L14[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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L67[13:16:57] <Raycoms> If I want to make a
block which reacts to redstone, the code to react to it is in the
tileEntity or in the block?
L68[13:18:53] <McJty> Both are
possible
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L70[13:23:21] <Raycoms> And which is the
better option?
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L74[13:47:16] <rallias> Has anyone had to
run user-provided math equations (like... 'x / 500')? What kind of
technique would I use in that instance?
L75[13:47:31] <rallias> Or library... or
whatnot...
L76[13:48:12] <Ordinastie> you mean like
parsing them ?
L77[13:48:19] <rallias> And executing
them.
L78[13:49:25] <Ordinastie> once it's
parsed, execution is not a problem
L79[13:50:12] <rallias> Yeah... I thought
that was the case before I used the one library I previously
tried...
L80[13:53:29] <Raycoms> The pistons, do
they do anything special besides setting blockStates to move
blocks?
L81[13:53:52] <barteks2x> I think they
create a special block to have the effect of animation
L82[13:54:05] <Ordinastie> oh, barteks2x ,
you're back? :p
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L85[13:54:25] <barteks2x> apparently
someone noticed I'm gone
L86[13:55:53] <Ordinastie> my chan went a
lot more quiet :p
L87[13:56:36] <barteks2x> obviously,
without me breaking malisiscore GUIs in more and more creative ways
it's going to be more quiet :D
L88[13:58:58] <Ordinastie> I think that'll
change with the upcoming changes, you'll have plenty occasions to
yell at me :p
L89[13:59:55] <barteks2x> I assume these
changes are not "made GUI separate thing"
L90[14:00:07] <Ordinastie> ><
L91[14:00:14] <Ordinastie> not yet
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L93[14:01:27] <barteks2x> I still need to
figure out my opengl state leaking :(
L94[14:02:05] <Ordinastie> in world ?
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L96[14:02:14] <barteks2x> no, in my world
customization gui
L97[14:02:30] <barteks2x> it somehow leaks
GL state if I press escape to get directly back to main menu from
the GUI that renders blockstate list and makes the main menu itself
render incorrectly
L98[14:03:19] <barteks2x> depending on your
computer, malisiscore version and the current phase of the moon,
it's either darker or brighter and more colorful with some really
strange probably alpha related effects
L99[14:03:56] <Ordinastie> did you base the
rendering on my itemStack setup ?
L100[14:04:14] <Ordinastie> because I know
I fixed something not so long ago
L101[14:04:26] <Ordinastie> a lighting
bug/leak
L102[14:04:26] <barteks2x> but if I let it
go through the other GUIs and then to main menu, it works. I based
it on various pieces of vanilla code I could find, partially based
on item stack rendering, and partially world chunk rendering\
L104[14:05:38] <barteks2x> The problem
isn't that I don't know what leaks the state but that I don't know
what the right state is
L105[14:06:30] <Ordinastie> commenting
little by little should narrow it down
L107[14:08:57] <barteks2x> I can run it
again now and find exact one
L108[14:09:11] <barteks2x> but that
doesn't help me getting it back to what it was before those
calls
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L111[14:11:25] <Ordinastie> I'm thinking,
the vanilla world custom, doesn't it draw some block states at some
point ?
L112[14:14:13] <barteks2x> it draws
ItemStacks that it gets literally by creating an item stack by
somehow finding an ItemBlock from a block and then just using the
block metadata as item metadata
L113[14:14:30] <barteks2x> I think it uses
Item.getItemFromBlock
L114[14:14:59] <barteks2x> I'm working
with actual blockstates, not items
L115[14:15:57] <Ordinastie> the vanilla
gui doesn't let you chose the block state ?
L116[14:16:16] <barteks2x> no
L117[14:16:27] <barteks2x> it just lets
you type blockstate registry name and METADATA
L118[14:16:37] <barteks2x> \by editing the
preset string
L119[14:16:59] <Ordinastie> what happens
if you enter a blockState without item ?
L120[14:17:01] <barteks2x> I'm serializing
blockstates to property->value map
L121[14:17:15] <barteks2x> I guess it does
weird things then
L122[14:17:22] <barteks2x> vanilla way
isnt exactly reliable
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L124[14:17:34] <Ordinastie> no, but if I
were you, I'd check that first
L125[14:18:39] <barteks2x> example such
block?
L126[14:19:08] <Ordinastie> the ones that
made you go from "draw itemStack ? oh noes, that doesn't
work"
L127[14:19:34] <barteks2x> you can't get
an itemstack reliably mainly because of metadata
L128[14:19:45] <barteks2x> blocktstate
metadata != itemstack metadata in general
L129[14:19:48] <Ordinastie> I know, I'm
just saying
L130[14:19:48] <barteks2x> vanilla assumes
that
L131[14:20:08] <Ordinastie> check what
happens when vanilla assumes wrong
L132[14:21:35] <barteks2x> I tried
standing_sign vanilla renders it as air
L133[14:21:48] <barteks2x> and actually
shows the name "Air"
L134[14:21:56] <Ordinastie> makes
sense
L135[14:22:17] <Ordinastie> that's the new
"null item" version
L136[14:23:31] <barteks2x> same when
trying piston_extension
L137[14:23:58] <barteks2x> anyway, another
reason I didn't want vanilla code is that it wouldn't really allow
me to have a list of blocks to select from
L139[14:24:48] <barteks2x> gettijng into
the malisiscore GUI fixes it
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L141[14:26:24] <barteks2x> getting into
superflat customization also fixes that
L142[14:28:38] <barteks2x> also it's
RenderHelper.disableStandardItemLighting()
L143[14:30:38] <barteks2x>
enableStandardItemLighting at the end seems to fix that but I
remember it causing other kinds of issues
L144[14:31:50] <barteks2x> also I'm
getting some depth testing related issues
L145[14:33:08] <barteks2x> I remember now.
It makes things just slightly darker
L146[14:35:13] <Ordinastie> I think I told
what I would do last time
L147[14:35:26] <Ordinastie> copy all the
rendering from itemStack
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L149[14:35:31] <Ordinastie> and just
replace the model
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L151[15:05:59] <Raycoms> Are there any
custom piston mods? =D
L152[15:07:29] <ghz|afk> I started one, I
got bored when I was thinking about animating the "piston
action"
L153[15:07:53] <Raycoms> You mean animated
the piston going and returning or animating the block
movement?
L154[15:08:19] <ghz|afk> the whole
thing
L155[15:08:27] <ghz|afk> it just seemed
like a task not worth my trouble
L156[15:08:28] <ghz|afk> ;P
L157[15:08:37] <ghz|afk> for
context:
L158[15:08:44] <ghz|afk> I wanted to make
a "piston extension" system
L159[15:08:48] <ghz|afk> so like
L160[15:08:55] <ghz|afk> a piston with 2
extensions would extend up to 3 blocks
L161[15:09:02] <ghz|afk> one with 4
extensions would extend up to 5 blocks
L162[15:09:16] <ghz|afk> and I say up to,
because the number of blocks would have been determined by redstone
level
L163[15:09:24] <Ordinastie> the vanilla
way is such a hack, I think I would probably code that from
scratch
L164[15:09:30] <ghz|afk> so
L165[15:10:05] <ghz|afk> I would have had
to take the blocks to push, and animate them moving through N
blocks, until reaching their final position
L166[15:10:16] <ghz|afk> which is what
seemed too much to bother
L167[15:10:17] <Raycoms> I want to make
something which basically rolls the blocks in. So something that
"spits out 6 blocks" and then "takes 6 blocks
in"
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L169[15:10:57] <Ordinastie> ghz|afk, that
should be the easy part, no ? EntityFalling and such
L170[15:11:40] <Raycoms> What is the best
way to animate the block going to the next position?
L171[15:11:48] <ghz|afk> Ordinastie: oh it
wasn't about hard
L172[15:12:03] <ghz|afk> it was about
effort vs reward
L173[15:12:09] <Ordinastie> fair enough
:)
L174[15:12:12] <ghz|afk> the idea sounded
nice, but I wasn't willing to put in the effort
L175[15:12:13] <ghz|afk> ;P
L176[15:12:31] <ghz|afk> which is what
kills most of my projects sooner or later
L177[15:12:38] <Raycoms> I want to make it
responsive to our citizens, so they recognize the blocks as
passable and when they path close the gate opens =D
L178[15:12:38] <ghz|afk> I reach a point
where the effort > reward
L179[15:13:09] <ghz|afk> annoyingly, more
often than not this point is before I finish
L180[15:13:22] <Raycoms> How do you define
reward in those cases?
L181[15:13:42] <ghz|afk> my body releasing
feel-good hormones
L182[15:13:42] <Ordinastie> he meant
motivation :p
L183[15:13:51] <Raycoms> =D
L184[15:14:28] <Raycoms> I usually define
it with people will use it and happy about having it =D
L185[15:14:54] <Raycoms> And, as long as I
push it in minecolonies, someone will use it =P and if no one uses
it I integrate it into the buildings, so people have to use it
=P
L186[15:19:21] <Raycoms> Anyway, what is
the best way to do this animation?
L187[15:19:24] <Raycoms> of the block
moving?
L188[15:20:32] <ghz|afk> tbh reward is how
much I think people will enjoy the thing
L189[15:20:40] <ghz|afk> vs how much it
will make me feel like I'm wasting my life
L190[15:21:13] <Raycoms> =D
L191[15:21:25] <Raycoms> Yeah, that get's
close to a good definition =D
L192[15:25:25] <Raycoms> Hmm, the
animation doesn't even look too bad even without animation =D
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L205[16:38:33] <ghz|afk> hmmm how does one
check if a player has unlocked an advancement?
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L209[16:55:30] <Raycoms> I hate nothing
more than advancements, please tell me there is a replacement
coming in 1.13, achievements were so much better to handle from the
code
L210[16:57:12] <ghz|afk> lol no
advancements are here to stay
L211[16:57:18] <ghz|afk> same with
everything else json-based
L212[16:57:30] <ghz|afk> mojang is moving
*EVERYTHING* to json
L213[16:57:57] <ghz|afk> presumably so
that people can "mod" minecraft without editing the code
;P
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L216[17:17:19] <Raycoms> Ugh
L217[17:17:31] <Raycoms> Forge planning to
write something else? =D
L218[17:17:39] <Raycoms> Like something
that works in real code =P
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L220[17:20:41] <ghz|afk> advancements were
supposed to get the "forge treatment"
L221[17:20:43] <ghz|afk> and do like
recipes
L223[17:20:59] <ghz|afk> give them custom
conditions, custom triggers, and such
L224[17:21:18] <ghz|afk> but since they
weren't as essential to getting forge for 1.12.x released, Lex
didn't spend the time to do it himself
L225[17:21:27] <ghz|afk> and so far, there
hasn't been any PR for that (that I know of)
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L228[17:28:49] <Raycoms> Okay =)
L229[17:31:10] <Raycoms> Is the mark dirty
in the tileEntity supposed to call the methods to synch it with the
client?
L230[17:34:52] <Zidane> No
L231[17:35:16] <Raycoms> What was I
supposed to call for that one again=
L232[17:35:20] <Raycoms> ?
L233[17:35:22] <ghz|afk>
notifyBlockUpdate
L234[17:35:26] <Raycoms> ty
L235[17:35:26] <ghz|afk> on the world
object
L236[17:40:12] <necro_nokko> I'm new (both
to modding and to Java,) is starting by fixing bugs/adding features
to an existing open-source mod a good way to learn the ways?
L237[17:40:32] <ghz|afk> it's certainly
one way
L238[17:40:52] <ghz|afk> and it would be a
way to see how things are done (if you choose a mod that does
things the right way... otherwise it may teach you bad
habits)
L239[17:41:24] <ghz|afk> coding for a mod
isn't as beginner-friendly as some people would like it to be
L240[17:41:33] <ghz|afk> so we stronly
recommend getting acquainted with the java language
L241[17:42:12] <ghz|afk> so that when
things go wrong, it doesn't turn out to be that you were clueless
about the semantics of java (something that happens WAY too often,
in this channel)
L242[17:42:40] <necro_nokko> yeah, I can
understand why that happens lol
L243[17:43:11] <ghz|afk> the number of
cases where someone pastes a crash log
L244[17:43:22] <ghz|afk> and we see
"Caused by: NullPointerException"
L245[17:43:53] <necro_nokko> oof.
L246[17:45:54] <Raycoms> I'd say 90% of
modding related bugs are related to java errors and not to
minecraft modding errors.
L247[17:47:04] <ghz|afk> not sure that
would be so high
L248[17:47:16] <ghz|afk> if you count bug
REPORTS, then yes
L249[17:47:26] <ghz|afk> since people tend
to only complain when things crash ;P
L250[17:47:54] <necro_nokko> Mhm.
"problem: it doesn't work"
L251[17:48:59] <Raycoms> counting bug
reports yes
L252[17:49:34] <Raycoms> And this value
increases with the complexity of the mod
L253[17:49:57] <Raycoms> Probably because
more complex mods tend to do less integration mistakes and get so
complex that a lot of java mistakes happen =D
L254[17:50:10] <ghz|afk> best are
"not my fault" reports, when you spend the time to debug
a crash, and it turns out another mod was misbehaving, and you just
tripped on the mess
L255[17:50:54] <Raycoms> When that happens
I usually write a nice bug report to the other mod
L256[17:51:00] <Raycoms> so my
investigation wasn't totally for nothing
L257[17:51:10] <Raycoms> But in 50% of the
cases I receive terrible support =D
L258[17:51:13] <ghz|afk> yeah
L260[17:52:36] <Raycoms> =) We get a bunch
of those too
L261[17:52:42] <Raycoms> I try to provide
work arounds usually
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L264[18:04:43] <necro_nokko> Huh. At least
the Adv. Rocketry dev(s) were responsive
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L266[18:05:44] <Waterpicker> Anyone have
experience with sync data between client and server for guis.
Beyond just inventories.
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L275[20:11:32] <Raycoms> To make my
tileEntity tick, the best way is a tick rate in the block and call
the tileEntity? If I want it every x ticks?
L277[20:14:39] <mezz> you call onTick()
for every update, and then have if(tickHelper.updateOnInterval(x))
{ doStuff(); }
L278[20:15:14] <Raycoms> I thought I could
make it tick every x on default somehow to get less ticks
incoming
L279[20:15:15] <mezz> the random offset
makes sure that if you have 100 machines of one type, they do not
all tick together on the same tick and cause a lag spike
L280[20:15:19] <Raycoms> thanks
nonetheless =)
L281[20:15:37] <mezz> you can either get
random block ticks or use a system like this afaik
L282[20:16:45] <Raycoms> Tickhelper is
your own helper class?
L283[20:16:53] <mezz> yeah
L284[20:17:03] <mezz> feel free to copy
it
L285[20:18:21] <Raycoms> Thanks =)
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L294[21:50:46] *
LexMobile would write it so it's only one method: TickHelper t =
new TickHelper(interval); if (!t.shouldTick()) return;
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L304[22:27:14] <LexMobile> PaleoCrafter:
Just giving you a poke, seems the upgrade I did to the forums has
slightly changes the themes, if you wanna poke it sometime, it
still looks fine, there is just a white border around everything.
No rush.
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