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L9[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180416 mappings to Forge Maven.
L10[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180416-1.12.zip
(mappings = "snapshot_20180416" in build.gradle).
L11[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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L55[11:15:06] <ScottehBoeh> Hey guys
:)
L56[11:15:30] <axel> helloo
L57[11:15:44] <ScottehBoeh> I was wondering
if I could get some feedback for my mods website?
https://www.mcdecimation.net/ Also, what information
do you think the mod website should contain? Should I put
installation instructions?
L58[11:44:50] <ben_mkiv> uhm, looking at
TileEntity vanilla stuff makes me wonder if i have to make my own
events for tick updates?!
L59[11:45:03] <ben_mkiv> or is there
anything in vanilla which receives ticks by default?
L60[11:45:17] <axel> you can make your tile
entity implement ITickable
L61[11:46:14] <ben_mkiv> thanks axel. do i
have to register it to the event registry or does that happen
magicly behind the curtains? :>
L62[11:46:26] <axel> its called
automagically
L63[11:46:37] <ben_mkiv> thanks much
:)
L64[11:46:43] <axel> as long as the tile
entity itself is registered, that is
L65[11:50:39] <ben_mkiv> doesnt it unload
on chunkunload? or doesnt internal server unload chunks like a
forge server would?
L66[11:50:47] <ben_mkiv> because it keeps
ticking when i move away
L67[11:51:54] <axel> it shouldnt, no
L68[11:52:08] <axel> im assuming you didnt
move far away enough for the cunks to actually unload
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L72[12:13:20] <axel> this is embarrassing,
but i cannot get my mod to load at all from intellij
L73[12:13:41] <axel> it can run from the
gradle task directly fine, but the log is messy and it takes longer
to compile
L75[12:14:17] <axel> and yes, im using the
genIntellijRuns task to get create the run configurations
L76[12:14:34] <gigaherz> after you create
the runs
L77[12:14:46] <gigaherz> you have to edit
the run configurations, and fix the "Use class path of module
..." dropdown
L78[12:14:52] <gigaherz> to point tothe one
called <project name>_main
L79[12:15:15] <gigaherz> if it fails due to
"cannot find gradlestart" or similar
L81[12:16:30] <axel> i can still launch the
game fine, its just that my mod isnt recognized
L82[12:16:55] <axel> the only mods that
show up in the mods tab is forge and its dependencies
L83[12:17:57] <gigaherz> that means the
classpath isn't correct
L84[12:18:08] <gigaherz> I don't know how
to fix it
L85[12:20:02] <axel> thats really
annoying
L86[12:20:15] <axel> its worked in the past
for me
L87[12:20:26] <gigaherz> I have never had
any such issue myself
L88[12:21:35] <gigaherz> when I load a
project into idea, I just use the open option from idea, let it
import using the default choices, then open the gradle panel, run
the setupDecompWorkspace task, press the blue refresh icon in the
gradle panel, run the genIntellijRuns task, and fix the "use
classpath of module" bit
L89[12:22:05] <axel> i do the same but in a
different order, but i guess i could try remaking the project
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L91[12:28:14] <axel> doing it in that order
seems to have done it, but i have no clue why it would fix it
L92[12:28:22] <axel> guess i cant complain
about the results
L93[12:30:53] <gigaherz> *shrug*
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L99[13:20:50] <ben_mkiv> can blocks have
custom nbt data or does that allways require an TE?
L100[13:20:59] <ben_mkiv> blocks placed in
the world^
L101[13:21:10] <axel> it always requires a
te
L102[13:21:19] <ben_mkiv> thanks again
:)
L104[13:22:53] <ben_mkiv> its for some
multiblock factory, now i wonder how other mods solve it. im about
to store some reference to the factory controller in the structure
blocks to notify the controller on blockBreaks
L105[13:23:48] <gigaherz> ben_mkiv:
basically, have each block know its place
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L107[13:24:06] <gigaherz> chances are you
will need the "slave" blocks to have a minimal TE
L108[13:24:14] <gigaherz> that just knows
how to reach the master TE
L109[13:24:20] <gigaherz> and leave the
bulk of the work to the master TE
L110[13:24:27] <ben_mkiv> that was my
plan
L111[13:27:21] <gigaherz> ben_mkiv: before
you make the mistake, DO NOT store a reference to the master block
TE in the slaves
L112[13:27:34] <gigaherz> store the
BlockPos, and use world.GetTileEntity when needed
L113[13:28:03] <ben_mkiv> thought about
that, but anyways the reference would be set on chunkload
L114[13:28:15] <ben_mkiv> as i scan the
factory area when the master te is loaded
L115[13:29:07] <ben_mkiv> so it shouldnt
get invalid, unless i dont remove it when the master te gets
removed/unloaded
L116[13:29:53] <gigaherz> your machine
could be "between chunks"
L117[13:30:07] <gigaherz> so some of the
slave blocks could be in a loaded chunk, but the master could be in
an unloaded one
L118[13:30:14] <gigaherz> also
L119[13:30:27] <gigaherz> the master's TE
could be removed by someone using setBlockState
L120[13:30:31] <ben_mkiv> rare case, but
storing the position is probably better practice anyways xD
L121[13:30:35] <gigaherz> or
setTileEntity
L122[13:30:49] <ben_mkiv> so that
overwrites without calling any destroy events
L123[13:30:54] <ben_mkiv> ?
L124[13:30:57] <gigaherz> and finally, the
slave could be placed into the world by mistake or
purposefully
L125[13:31:03] <gigaherz> without having
the master around
L126[13:31:21] <ben_mkiv> yea, i'll store
the position. you're right about the worst cases xD
L127[13:31:21] <gigaherz> all in all, it's
just best not to keep the reference :P
L128[13:32:16] <ben_mkiv> i've searched
30mins ago for some good reference for animated textures on
blocks
L129[13:32:22] <ben_mkiv> and ended up on
your survivalist github :D
L130[13:33:42] <gigaherz> lol
L131[13:33:48] <gigaherz> wait, do I have
animated textures?
L132[13:34:19] <ben_mkiv> no, but you had
the reference for different textures for blockstate stuff
L133[13:35:14] <ben_mkiv> couldnt i misuse
the blockstate to store the position? :P
L134[13:36:26] <gigaherz> yes
L135[13:36:32] <gigaherz> but since you
only have 4 bits metadata
L136[13:36:57] <gigaherz> that only lets
you specify up to 16 slave blocks in one structure
L137[13:37:14] <gigaherz> if you need more
than 16 slave blocks, you will need to store the value in a
tileentity regardless
L138[13:37:23] <gigaherz> so you end up at
the same place :P
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L141[14:05:41] <ben_mkiv> now i wonder
where to watch for the block to get removed to catch every break
method
L142[14:06:07] <ben_mkiv> there a
invalidate() method in TileEntity(), wonder if i can override
this?!
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L187[21:35:32] <millerti> Anyone keep logs
of this channel?
L188[21:38:06] <gigaherz> I keep logs,
why?
L189[21:38:52] <millerti> Oh, I just
wanted a screenshot of when I first came on this channel and was
stupid enough to type Lex's full username, and he booted me.
L190[21:39:29] <millerti> I found logs
online, but I don't know the date.
L191[21:40:16] <gigaherz> Session Time:
Tue Sep 12 00:00:00 2017
L192[21:40:33] <gigaherz> the message was
at 7:05am my time
L193[21:43:07] <millerti> Cool, thanks.
:)
L194[21:46:26] <millerti> We're
reminiscing about that in EigenCraft. Also, this one guy keeps
telling this same lame joke, so I told him his punishment was to
come to this channel and type Lex's full name. :)
L195[21:47:59] <gigaherz> you do
understand that the reason lex hates to be pinged in vain, is that
he's generally really busy and he hates being interrupted without a
proper reason, right? so even joking about baiting people to do
that, is really not a nice idea.
L196[21:52:44] <gigaherz> anyhow, back to
bed -- had to eat a big and take the pills (got a dental implant
done, so I'm having to take antibiotics and such for a week)
L197[21:52:47] *
gigaherz poofs
L198[22:02:31] <millerti> Ok, fair point.
But that's why I wanted the screenshot to show him what
happens.
L199[22:02:40] <millerti> Or
happened....
L200[22:03:27] <millerti> I'll never get
fully get over my embarrassment over that.
L202[22:11:27] ⇦
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timeout: 383 seconds)
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