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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??
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?
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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