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L27[09:13:20] <ben_mkiv> so im still having trouble with an tileentity that seems to not get removed, first i thought it was related to overridden onBlockDestroyedByPlayer(), but its still an issue
L28[09:13:49] <ben_mkiv> does the TE get marked to be removed or is it removed on the fly while the block is broken?
L29[09:14:08] <gigaherz> it can take 1 tick
L30[09:14:15] <gigaherz> between the block being set to air
L31[09:14:21] <gigaherz> and the TE being truly removed
L32[09:14:27] <gigaherz> there can be 1 update cycle in which the TE still ticks
L33[09:14:41] <gigaherz> it won't be in the world if you call getTileEntity
L34[09:14:55] <ben_mkiv> thanks, its actually another circuimstance... im scanning for said TEs when placing my TE blocks
L35[09:15:04] <gigaherz> but it will still be in the list of tickables, meaning it will have the update function run one last time
L36[09:15:31] <ben_mkiv> well, the old TE somehow is still there and gets called by placing a new TE
L37[09:15:50] <gigaherz> uhm
L38[09:15:58] <gigaherz> can you show your block class?
L39[09:16:10] <gigaherz> also, do you have references to that TE stored anywhere?
L40[09:16:45] <ben_mkiv> the block or the tileentity class?
L41[09:17:38] <ben_mkiv> https://pastebin.com/WuxEMNHF
L42[09:18:39] <gigaherz> wtf
L43[09:18:40] <gigaherz> EWH
L44[09:18:45] <gigaherz> DO NOT extend BlockContainer
L45[09:18:50] <gigaherz> EVER
L46[09:18:58] <gigaherz> use Block
L47[09:19:07] <gigaherz> and override hasTileEntity and createTileEntity
L48[09:19:14] <gigaherz> (NOT createNewTileEntity)
L49[09:19:19] <gigaherz> that's not your issue
L50[09:19:22] <gigaherz> it's just horrible practice
L51[09:19:33] <gigaherz> and you should feel bad, and oyu should slap whoever taught you to do that
L52[09:19:38] <ben_mkiv> xD
L53[09:20:06] <ForgeDiscord> <JamiesWhiteShirt> maybe you should inform us why
L54[09:20:43] <gigaherz> in the beginning, Mojang created a special Block class, for chests
L55[09:20:54] <gigaherz> when they added other things that contain items, they made a generic one, BlockContainer
L56[09:21:06] <gigaherz> eventually, they decided that it was not good programming practice, and created ITileEntityProvider
L57[09:21:18] <gigaherz> or whatever it was called
L58[09:21:26] <gigaherz> but even that, is still a hack
L59[09:21:35] <gigaherz> because the createNewTileEntity method takes numeric metadata
L60[09:21:40] <gigaherz> instead of an IBlockState
L61[09:21:54] <ForgeDiscord> <JamiesWhiteShirt> on a somewhat related note - your class is called factoryTile. that does not conform to naming conventions. to follow java naming conventions, it should be FactoryTile. and to follow MCP naming conventions, it should even be BlockFactoryTile
L62[09:22:04] <gigaherz> forge added a LONG TIME AGO (think 1.7.10 or earlier) two methods in Block
L63[09:22:10] <gigaherz> hasTileEntity, and createTileEntity
L64[09:22:20] <gigaherz> which in 1.8+, get a proper IBlockState reference
L65[09:22:24] <ForgeDiscord> <JamiesWhiteShirt> by following conventions it is easier for us to understand your code (and hopefully for yourself too)
L66[09:22:25] <gigaherz> so it's not something new
L67[09:22:36] <gigaherz> even in 1.7.10, it was preferred to use those over ITileEntityProvider
L68[09:22:42] <ForgeDiscord> <JamiesWhiteShirt> someone might assume factoryTile is a method or a field
L69[09:22:57] <gigaherz> which in turn had deprecated BlockContainer for a long time
L70[09:23:12] <gigaherz> so using BlockContainer now, is using a doubly-deprecated system
L71[09:23:34] <ben_mkiv> i think i've got that from the first mod i've forked
L72[09:23:35] <gigaherz> so in truth, I do not know that it isn't the cause
L73[09:23:51] <ben_mkiv> and thanks for the hint with the naming james, im gonna have to review them all at some point
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L75[09:23:58] <ben_mkiv> but for now.... i want to keep track of my changes xD
L76[09:24:16] <gigaherz> well get rid of BlockContainer, see if that fixes your issue
L77[09:24:22] <gigaherz> if not, we'll continue troubleshooting ;P
L78[09:24:46] <ben_mkiv> launching with the change now
L79[09:29:54] <ben_mkiv> same issue
L80[09:30:20] <gigaherz> okay so describe the issue exactly
L81[09:30:44] <ben_mkiv> ok, so the controller block is placed in world, which is a TE
L82[09:31:06] <ben_mkiv> then i remove the controller from the world and place another factory block close to where it was
L83[09:31:19] <ben_mkiv> this factoryblocks are also tiles and scan for said controllers in onBlockPlacedBy
L84[09:31:29] <ben_mkiv> so they still find the controller i've removed before in the world
L85[09:31:55] <ben_mkiv> but at some point it produces a NPE
L86[09:33:47] <ben_mkiv> i could walkaround this by setting a flag for the TE in onBlockDestroyed... but it feels like a dirty workaround for something that should work without that hack
L87[09:35:05] <gigaherz> hmmm doesn't the TE have an "isValid" or such?
L88[09:35:39] <ben_mkiv> yes, isInvalid()
L89[09:35:45] <ben_mkiv> let me try to check that before accessing the TE
L90[09:44:35] <ben_mkiv> still same issue
L91[09:44:42] <ben_mkiv> guess i shouldnt code before the moon rises
L92[09:44:44] <ben_mkiv> xD
L93[09:48:30] <ForgeDiscord> <Thiakil> did you change it from BlockContainer? there are some special cases for BlockContainer iirc
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L95[09:48:54] <ben_mkiv> yes i did change it to block
L96[09:50:02] <ForgeDiscord> <Thiakil> so where and how is said block being destroyed?
L97[09:50:16] <ben_mkiv> in my world, whenever i hit it :P
L98[09:50:25] <ben_mkiv> but somehow its TE keeps alive for some time
L99[09:50:42] <ForgeDiscord> <Thiakil> specifically
L100[09:50:44] <ben_mkiv> or im doing weird stuff, still trying to figure out
L101[09:50:55] <ForgeDiscord> <Thiakil> like a normal player break block?
L102[09:51:07] <ben_mkiv> idk what creative mode fires
L103[09:53:04] <ForgeDiscord> <Thiakil> and how are you determining that there is still an old TE there?
L104[09:53:39] <ForgeDiscord> <loordgek> can you post your code on github so we can have a look
L105[09:54:05] <ben_mkiv> well its a multiblock structure. when placed each structure block checks for a controller block in the area aorund it
L106[09:54:30] <ben_mkiv> and if i remove the controller, they still find the TE on the old block position
L107[09:54:45] <ForgeDiscord> <Thiakil> how are you determining that
L108[09:54:56] <ben_mkiv> what exactly?
L109[09:54:58] <ForgeDiscord> <Thiakil> what part of your code says that
L110[09:55:26] <ben_mkiv> it just creates a 2d matrix and iterates over it with world.getTileEntity()
L111[09:55:31] <ben_mkiv> to check if theres a controller
L112[09:56:07] <ForgeDiscord> <loordgek> put your code on github
L113[09:57:18] <ben_mkiv> it's a mess
L114[09:57:30] <ben_mkiv> im going to give it another try later, was just curious if there are some pitfalls at all
L115[09:58:51] <ben_mkiv> is there like something to visualize the existence of a TE in the world?
L116[09:59:01] <ben_mkiv> for debugging
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L139[13:14:50] <ForgeDiscord> <Lethosos> LagGoggles might, but that gives a visual indicator of "activity" in a block.
L140[13:16:30] <ForgeDiscord> <Lethosos> In any case, you may have to implicitly force the structure to deconstruct before flushing the TE controller block.
L141[13:18:21] <ForgeDiscord> <Lethosos> You may want to look at Immersive Engineering code to see how It's done, since it's close to what you're accomplishing.
L142[13:21:09] <ben_mkiv> yea but i have actually no real structure
L143[13:21:54] <ben_mkiv> all i do is check on block place/break if its part of a structure, and if so the controller stores the factory tier, while each structure block stores the position of the controller
L144[13:23:22] <ben_mkiv> while the check on break runs into the problem where the world still has the TE (but not the block) and that TE tries to change the blockstate of the non existing block
L145[13:23:25] <ben_mkiv> so im running in a NPE
L146[13:24:06] <ben_mkiv> well, i have to sort that out later, not in the mood right now to twist my head around...
L147[13:24:08] <ForgeDiscord> <Lethosos> Ooo... I see. Huh, use the Smeltery from Tinker's, it does tests to see if it needs to add capacity.
L148[13:24:53] <ben_mkiv> yea, they might use some similiar technice, going to take that as reference if i cant figure out
L149[13:25:27] <ForgeDiscord> <Lethosos> That being said, the blocks in a controller-based multiblock should be only concerned with itself and nowhere else.
L150[13:26:09] <ben_mkiv> well im using world.getTileEntity which gives me a TE from which the block already got removed
L151[13:26:17] <ForgeDiscord> <Lethosos> Even Nuclearcraft is written that way.
L152[13:26:20] <ben_mkiv> so at first i wasnt sure if thats actually even intended
L153[13:27:40] <ForgeDiscord> <Lethosos> Well
L154[13:29:28] <ForgeDiscord> <Lethosos> The blocks besides the controller don't need to actually know where the controller is.
L155[13:30:10] <ben_mkiv> they scan for the controller to request a rescan of the factory
L156[13:30:45] <ben_mkiv> so i place a structure block, this block looks in the range if a controller is there, if so it lets the controller refresh the factory layout
L157[13:31:14] <ben_mkiv> so all i actually do is notifying the controller that the layout changed
L158[13:31:36] <ForgeDiscord> <Lethosos> A better way is to let the controller watch for the block's onPlace.
L159[13:33:15] <ben_mkiv> this probably only works if i do neighbourblock changes
L160[13:33:35] <ForgeDiscord> <Lethosos> Nuclearcraft reactor code is a better place to look, then.
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L162[13:34:16] <ForgeDiscord> <Lethosos> You may have to define a cube to watch, then.
L163[13:34:28] <ben_mkiv> hmm, not sure if i should take a mod that adds 128 ticking TEs for one reactor to a game as reference :P
L164[13:34:41] <ben_mkiv> i dont want to watch, i want it to work on eventbase
L165[13:34:50] <ben_mkiv> without pulling every blockplace event
L166[13:35:32] <ben_mkiv> looks like nuclearcraft does said neighbourblock changes
L167[13:36:44] <ben_mkiv> but that code kinda does the same like mine, it fetches the controller te and notfiys it about the changed layout
L168[13:38:31] <ForgeDiscord> <Lethosos> Hasn't been farting out NPRs, so Tomdodd's doing something right.
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L182[16:05:23] <ben_mkiv> @Lethosos just if you are curious, the reason it works in nuclearcraft is this => https://github.com/turbodiesel4598/NuclearCraft/blob/master/src/main/java/nc/block/tile/dummy/BlockSimpleDummy.java#L17
L183[16:05:39] <ben_mkiv> they remove the TE when the block gets removed
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L193[17:01:15] <moony> This ad is worse than usual. >_> https://imgur.com/QjucS0Hl.png
L194[17:01:33] <moony> I clicked on that button by mistake, because if you can't tell, it's imitating the Skip button
L195[17:01:33] <moony> :V
L196[17:01:50] <gigaherz> LOL
L197[17:06:40] <moony> The fact the ad was able to put a button there at all tells you quite nicely an ad could possibly hijack the 'skip' button
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L199[17:08:05] <ben_mkiv> is that ad.fly?
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L202[17:08:27] <moony> Its whatever the forge site uses to host the mdk downloads
L203[17:08:35] <ForgeDiscord> <killjoy> "forge" server
L204[17:09:01] <ForgeDiscord> <killjoy> forge uses adfoc.us
L205[17:09:21] <moony> inb4 adfoc.us is ad.fly
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L207[17:09:50] <ben_mkiv> and people put their name under the forge project
L208[17:10:06] <ben_mkiv> which uses this scamming malware spreading cancer ad redirector for 5$ a month?
L209[17:10:08] <moony> Also, i'm using an adblocker. *why was that button there at all*
L210[17:10:30] <moony> (UBlock Origin.)
L211[17:13:31] <ForgeDiscord> <killjoy> lex, know anything about this?
L212[17:16:44] <ben_mkiv> do you think they advert their service with "hey bring people to our website so we can scam them with fake virus alerts"
L213[17:17:10] <ben_mkiv> they pay you for bringing noobs, not for displaying ads of some companies which also try to cheat you as in the screenshot above
L214[17:17:10] <ben_mkiv> xD
L215[17:23:37] <gigaherz> remember that ad platforms work by auctioning ad space in realtime
L216[17:24:06] <ForgeDiscord> <killjoy> ads work in cps
L217[17:24:10] <ForgeDiscord> <killjoy> clicks per second
L218[17:24:23] <gigaherz> not really
L219[17:24:24] <gigaherz> cpm
L220[17:24:27] <gigaherz> clicks per thousand impressions
L221[17:24:56] <gigaherz> eh cost per*
L222[17:24:58] <gigaherz> not clicks
L223[17:26:25] <gigaherz> although cpm is usually quite low, clicks are paid better
L224[17:27:08] <ForgeDiscord> <killjoy> ergo, if you make your ad extremely obnocsious, people will click on it more.
L225[17:27:10] <ForgeDiscord> <killjoy> more money
L226[17:27:20] <gigaherz> I have never understood that part
L227[17:27:29] <ForgeDiscord> <killjoy> trickery
L228[17:27:35] <gigaherz> maybe because I grew up with internet access
L229[17:27:42] <gigaherz> but the more an ad moves and blinks
L230[17:27:47] <gigaherz> the less I want to click on it
L231[17:27:54] <gigaherz> I just want to navigate away to another site
L232[17:28:01] <ForgeDiscord> <killjoy> because you've been trained with negative feedback
L233[17:28:17] <gigaherz> but then again
L234[17:28:26] <gigaherz> I have trained myself to react that way to clickbait
L235[17:28:35] <gigaherz> "YOU WILL NEVER BELIVE WHAT HAPPENS!"
L236[17:28:41] <gigaherz> oh... then not worth trying, I guess
L237[17:28:45] <gigaherz> since I wont' believe it :P
L238[17:31:39] <gigaherz> so, ads aside
L239[17:31:45] <gigaherz> I finished a book earlier
L240[17:31:58] <gigaherz> and it got me thinking about a book I started writing a while ago
L241[17:32:05] <gigaherz> I got stuck trying to think of how to orient the story
L242[17:32:12] <gigaherz> thoguht I'd ask here for opinions:
L243[17:32:59] <gigaherz> The book is urban fantasy, a man is trying to rescue his daughter from demons (very very simplified description of the context)
L244[17:33:12] <gigaherz> I had 3 ways to make the story happen:
L245[17:33:29] <gigaherz> 1. the man is completely normal human being, no special powers, only his brains
L246[17:33:53] <gigaherz> 2. the man doesn't have powers, but he can use certain potions or rituals to temporarily give him an edge, at a cost
L247[17:34:20] <gigaherz> 3. the man has been trained to fight the demons, somehow, and can actually kill them if there aren't too many at once
L248[17:35:05] <gigaherz> #1 would be most drama-based, probably the one with most potential readers, but also probably the least interesting for me to write
L249[17:35:43] <gigaherz> #2 would be a mix, since it would cost him something to access those powers, he'd be conflicted every time he has to use them
L250[17:35:47] <ben_mkiv> 4. the man doesnt know and kills all the demons by accident
L251[17:36:03] <gigaherz> #3 would be more action-based, think like the Blade movies
L252[17:37:02] <gigaherz> so anyone has any opinion? what kind of protagonist would you prefer? :P
L253[17:41:07] * moony starts eclipse for first time and imports project
L254[17:41:14] * moony gets usual 'do you want to help' notif
L255[17:41:20] <moony> 10 seconds later...
L256[17:41:26] <moony> Eclipse Has Crashed(tm)
L257[17:41:36] <moony> i have no idea what i did
L258[17:41:51] <ben_mkiv> you better get (an) idea
L259[17:43:07] <Upthorn> You Can (not) Import Project
L260[17:44:59] <moony> does Eclipse have a dark theme? My system theme is fucking it up
L261[17:45:29] <moony> yup it does
L262[17:45:33] <moony> just couldn't find it
L263[17:45:35] <moony> that's better
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L267[17:57:52] <ForgeDiscord> <killjoy> can probably make one
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