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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
L4[00:28:45] <McJty> aha
L5[00:29:06] <McJty> Thanks
L6[00:29:30] <mezz> no problem. there is a test mod in Forge that uses it here, for an example: https://github.com/MinecraftForge/MinecraftForge/blob/603903db507a483fefd90445fd2b3bdafeb4b5e0/src/test/java/net/minecraftforge/debug/ClientExceptionTestMod.java
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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\
L103[14:05:04] <barteks2x> https://github.com/OpenCubicChunks/CubicChunks/blob/MC_1.12/src/main/java/cubicchunks/worldgen/gui/component/UIBlockStateSelect.java this is the code of the component that causes the issue
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
L106[14:06:58] <barteks2x> iirc I got it down to one of those 3 lines https://github.com/OpenCubicChunks/CubicChunks/blob/MC_1.12/src/main/java/cubicchunks/worldgen/gui/component/UIBlockStateSelect.java#L211-L213
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
L138[14:24:16] <barteks2x> also result after the gl state leak https://imgur.com/a/bYXbZ
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
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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
L259[17:51:33] <ghz|afk> example: https://github.com/gigaherz/Guidebook/issues/33
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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L273[19:50:45] MineBot sets mode: +v on RichardG
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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?
L276[20:13:35] <mezz> make your tile entity ITickable and use a class like this in update() https://github.com/ForestryMC/ForestryMC/blob/mc-1.12/src/main/java/forestry/core/utils/TickHelper.java
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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