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L6[02:00:04] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20180422 mappings to Forge Maven.
L7[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20180422-1.12.zip (mappings = "snapshot_20180422" in build.gradle).
L8[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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L15[05:08:24] <ben_mkiv> when i rightclick my block, the blockstate resets
L16[05:08:46] <ben_mkiv> anyone knows if thats some vanilla mechanic hitting in?
L17[05:09:07] <LexManos> probably a side isue on your end
L18[05:11:00] <ben_mkiv> yea. looks like it resets before and rightclicking it just syncs the state
L19[05:11:01] <ben_mkiv> thanks
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L24[07:02:59] <ForgeDiscord> Command sent by cpw
L25[07:03:00] <ForgeDiscord> !gm
L26[07:03:30] <gigaherz> lol
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L39[09:44:15] <AliAlbarrak1> Hello
L40[09:44:35] <AliAlbarrak1> I'm new to mods development
L41[09:44:57] <AliAlbarrak1> What is a good starting point??
L42[09:46:26] <gigaherz> http://mcforge.readthedocs.io/en/latest/
L43[09:46:43] <gigaherz> starting point is getting an exmaplemod to compile and load into your development environment
L44[09:46:59] <gigaherz> when you open the development instance and it shows examplemod in the mod list page
L45[09:47:00] <AliAlbarrak1> I did this
L46[09:47:02] <gigaherz> then you have the starting point
L47[09:47:07] <gigaherz> after that
L48[09:47:13] <gigaherz> you have to cross the "idea gap"
L49[09:47:18] <AliAlbarrak1> I also add to it tinycoal, like AA
L50[09:47:20] <gigaherz> which is to actually choose WHAT you want to pursue
L51[09:47:40] <gigaherz> well then you already crossed that line, you are already started!
L52[09:47:51] <gigaherz> everything from now on is a matter of adding more stuff
L53[09:47:53] <AliAlbarrak1> I have an idea of power generating mod
L54[09:48:00] <gigaherz> if you already added one item
L55[09:48:04] <gigaherz> try adding one simple block too
L56[09:48:26] <AliAlbarrak1> But I want to make other "small" mods first
L57[09:48:38] <gigaherz> the way I see it
L58[09:48:45] <gigaherz> I play mc
L59[09:48:46] <AliAlbarrak1> Blocks require two class, right??
L60[09:48:55] <gigaherz> and think "oh it would be nice if minecraft had this"
L61[09:49:00] <gigaherz> then look for a mod doing that exact thing
L62[09:49:06] <gigaherz> if I don't like how it's done, or I can't find it
L63[09:49:17] <gigaherz> then I consider if I want to spend the time needed to implement it
L64[09:49:24] <gigaherz> if so, then I start coding ;P
L65[09:49:34] <gigaherz> and no, a block only needs one class, extending Block
L66[09:49:35] <AliAlbarrak1> Nice
L67[09:49:42] <gigaherz> however
L68[09:49:49] <gigaherz> if you want to have a block that is also an item
L69[09:49:50] <AliAlbarrak1> What about TileEntity
L70[09:50:01] <gigaherz> TileEntity is, as the name implies
L71[09:50:09] <gigaherz> a thing that resides in a world grid tile
L72[09:50:19] <gigaherz> blocks can have a companion TileEntity
L73[09:50:24] <gigaherz> but it's not required at all
L74[09:50:28] <gigaherz> dirt has no TE
L75[09:50:29] <AliAlbarrak1> Ahaa
L76[09:50:34] <gigaherz> stone has no TE
L77[09:50:37] <gigaherz> doors have no TE
L78[09:51:10] <gigaherz> the 1 reason to give a block a TE: you need to store more data than what can be reasonably done with the BlockState system
L79[09:51:37] <gigaherz> and until 1.13 releases, the blockstate system has exactly 4 bits available for storing state without requiring a TE
L80[09:51:47] <gigaherz> so if you have more than 16 variations of your block
L81[09:51:51] <Ordinastie> (or you want animations for the block)
L82[09:51:53] <gigaherz> or you need to store items, or anything else
L83[09:52:09] <gigaherz> anything that can't fit in 4 bits of storage
L84[09:52:14] <gigaherz> then you need a TE
L85[09:52:26] <gigaherz> and yes, that includes animation state data :P
L86[09:52:26] <AliAlbarrak1> Got it
L87[09:52:52] <Ordinastie> animation doesn't necessarily imply data
L88[09:53:18] <gigaherz> well someone has to keep track of the animation state
L89[09:53:29] <gigaherz> either a client-side TE, or you need some hack
L90[09:53:43] <Ordinastie> the TESR
L91[09:54:07] <gigaherz> TESR still needs to keep per-block data unless you want all your blocks to have the same animation state
L92[09:54:12] <Ordinastie> and there can be cases where no extra data is needed at all
L93[09:54:17] <gigaherz> ofc
L94[09:54:21] <gigaherz> if you have like
L95[09:54:28] <gigaherz> something spinning around or waving or such
L96[09:54:36] <Ordinastie> yep
L97[09:54:38] <gigaherz> you can just use totalworldtime + partialTicks + position
L98[09:54:42] <gigaherz> to have semi-random initial state
L99[09:54:59] <gigaherz> but if you have a chest
L100[09:55:10] <gigaherz> that has a closed state, an open state, and the animation to move from one to the other
L101[09:55:20] <gigaherz> the client-side TE needs a "openProgress" value or such
L102[09:55:37] <gigaherz> or rather, the clientside TE is a good place to keep it
L103[09:55:51] <Ordinastie> meh, still can do without :)
L104[09:56:29] <gigaherz> sure but then you pretty much have to keep some parallel structure to keep that data
L105[09:56:37] <gigaherz> which is not intrinsically bad
L106[09:56:45] <gigaherz> in fact would be a good way to do it
L107[09:56:52] <gigaherz> if there were separate tileentities and renderentities
L108[09:57:05] <Ordinastie> last state + start timer
L109[09:57:33] <Ordinastie> I added stuff like that
L110[09:57:38] <Ordinastie> animation without needing a TE
L111[09:57:49] <gigaherz> or it could be done like how platform games did it in the nes/snes era
L112[09:57:55] <gigaherz> for like
L113[09:57:58] <gigaherz> when you hit a coin block
L114[09:58:07] <gigaherz> eh the ones with the question mark, I mean
L115[09:58:12] <gigaherz> it would remove the block from the grid
L116[09:58:16] <Ordinastie> it got messy quickly for when to know to stop/start rendering
L117[09:58:20] <gigaherz> place a moving sprite in its place
L118[09:58:25] <gigaherz> then when the animation was done
L119[09:58:30] <gigaherz> the sprite would place back the "used" block
L120[09:58:34] <gigaherz> and remove itself
L121[09:58:48] <gigaherz> sprite in mc terms == entity
L122[09:59:00] <gigaherz> brb
L123[09:59:05] <AliAlbarrak1> That's more efficient
L124[09:59:49] <AliAlbarrak1> I'll be adding a block to exmaplemod for now
L125[10:00:49] <Ordinastie> without even the replacement part, MC doesn't really have convenient "is this block currently being drawn?"
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L209[14:48:38] <AnrDaemon> Help me please. How are dimension names propagated to client, if at all? Can this be affected somehow?
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L215[16:12:43] <LexManos> !gm func_175648_a
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L224[17:09:25] <lillelykke> Anyone know of a plugin/mod for Sponge/Forge which is similar to GriefPrevention for Bukkit/Spigot?
L225[17:09:38] <lillelykke> which is NOT https://ore.spongepowered.org/blood/GriefPrevention
L226[17:09:49] <lillelykke> Because that plugin got some real issues regarding permissions.
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L228[17:30:48] <TehNut> It's MIT what permissions issues could it have?
L229[17:30:57] <AnrDaemon> :D
L230[17:31:04] <AnrDaemon> lillelykke: FE
L231[17:31:39] <AnrDaemon> Or FTBUtil, if your expectations are that low.
L232[17:32:28] <gigaherz> please note that the vast majority of forge mods are completely oblivious to the concept of permissions
L233[17:32:29] <gigaherz> mine included.
L234[17:34:03] <AnrDaemon> gigaherz: It strongly depends on the mod type and the shape of permission system you have in mind.
L235[17:36:05] <gigaherz> well the permission mod/plugin could intercept attempts to place/remove blocks
L236[17:36:18] <AnrDaemon> In 99,9% of cases, a simple deny …interact.* would suffice.
L237[17:36:19] <gigaherz> but they can't truly prevent someone from pushing/pulling items
L238[17:36:31] <AnrDaemon> You'd be surprised.
L239[17:36:40] <gigaherz> suppose I have a mod that extracts items from a chest
L240[17:36:44] <gigaherz> the chest is inside a protected area
L241[17:36:48] <gigaherz> but my mod is right outside
L242[17:37:02] <AnrDaemon> Too many ifs.
L243[17:37:13] <gigaherz> unless the permission mod disallows accessing the inventory altogether
L244[17:37:22] <gigaherz> it would result in item duping
L245[17:37:28] <AnrDaemon> If(!) you build your protection oblivious to its bounds, you have only yourself to blame.
L246[17:38:15] <gigaherz> you can't know who calls getCapability(ITEM_HANDLER)
L247[17:38:26] <gigaherz> it could be a block, an entity, or something else
L248[17:41:16] <TehNut> oh, wait. did they mean like... command permissions?
L249[17:43:09] <AnrDaemon> gigaherz: Well, what can I say?… we told Lex about it, he refused to listen. Now, we have what we have.
L250[17:45:27] <AnrDaemon> And then again, there's two ways to look at permission system. There's permissions enforced from the outside (like break/interact restrictions), and permissions you expose from the inside.
L251[17:46:31] <AnrDaemon> And of course, an outside permission handler can't possible know your mod internals, unless you make it aware yourself.
L252[17:47:28] <AnrDaemon> Either way, I don't see this discussion productive. So, have a nice what-have-we-left of weekend.
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L256[18:07:39] <lillelykke> Are there any other mods or Sponge plugins which can do claims of any sort which doesn't include 10000 features I don't want and need?
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L258[18:11:06] <AnrDaemon> LOL?
L259[18:11:37] <AnrDaemon> Sorry, dude, the world does not rotate around you.
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L262[18:12:46] <lillelykke> ?
L263[18:13:27] <AnrDaemon> People include features they need into their mods. The fact they somehow happened to be useful for you are pure coincidence.
L264[18:13:48] <lillelykke> Let me put it this way.
L265[18:14:10] <lillelykke> Are there any other mods or Sponge plugins which can do claims of any sort which is not built to include 10000 other features as well?
L266[18:15:41] <AnrDaemon> No.
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L281[20:42:14] <ForgeDiscord> <cpw> this should work again now
L282[20:42:38] <ForgeDiscord> <cpw> sadly netsplits are the death of bots ?
L283[20:42:52] <ForgeDiscord> <mezz> looks good
L284[20:43:14] <ForgeDiscord> <mezz> if only we could talk on a platform that didn't have netsplits though
L285[20:43:25] <ForgeDiscord> <cpw> like this one? ?
L286[20:43:33] <ForgeDiscord> <mezz> something like that yeah ?
L287[20:44:23] <ForgeDiscord> </dev/illy> I dunno discord also as netsplits sometimes when a data center craps itself
L288[20:44:29] <ForgeDiscord> </dev/illy> :P
L289[20:44:38] <ForgeDiscord> <Yslohr> see CPW and fanboy cringe a lot
L290[20:49:09] <ForgeDiscord> <killjoy> except it doesn't tell you
L291[20:53:38] <ForgeDiscord> <Drullkus> Wait
L292[20:53:50] <ForgeDiscord> <Drullkus> Discord netsplits too? ?
L293[20:56:32] <ForgeDiscord> <Prospector> well I mean sometimes the servers go down for a little bit
L294[20:56:41] <ForgeDiscord> </dev/illy> yeah its call server is unavailable due to a temporary outage.
L295[20:56:51] <ForgeDiscord> </dev/illy> called*
L296[20:57:00] <ForgeDiscord> <killjoy> error 504
L297[20:57:31] <ForgeDiscord> <killjoy> also 502 and 503
L298[21:17:25] <ForgeDiscord> <Drullkus> Right
L299[21:18:47] <gigaherz> any network that has multiple servers talking to eachother
L300[21:18:57] <gigaherz> inevitably can reach a situation where the network splits in two
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L315[23:10:59] <moony> MCP is still the way to decompile the game correct? Haven't poked modding in ages
L316[23:13:09] <ForgeDiscord> <mezz> yep
L317[23:13:24] <ForgeDiscord> <Drullkus> Yes, MCP Mappings
L318[23:13:44] <moony> Thought so
L319[23:14:30] <moony> aww, rip old site
L320[23:14:33] <moony> (and old name)
L321[23:14:55] <moony> Minecraft Coder Pack > all
L322[23:17:13] <ForgeDiscord> <Drullkus> Er, if you download Forge MDK it automatically uses it
L323[23:17:31] <ForgeDiscord> <Drullkus> It's not really a "competing" thing, instead a dependecy
L324[23:18:05] <ForgeDiscord> <3TUSK> forge has been standing as the de facto standard for a while
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