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L2[02:00:04] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20181015 mappings to Forge Maven.
L3[02:00:08] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20181015-1.13.1.zip
(mappings = "snapshot_20181015" in build.gradle).
L4[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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L6[02:34:23] <ForgeDiscord>
<PanSzelescik> New snapshot!
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L42[10:53:27] <ChrisLane> Returning true
for onBlockStartBreak() causes a block to be invisible to the
client if it was hit in creative mode
L43[10:53:56] <ChrisLane> How can I
schedule an update to make the block visible to the client
again?
L44[10:54:11] <ChrisLane> No luck with
scheduleBlockUpdate :/
L45[10:58:30] <gigaherz> you want the
client to "learn" that the block changed, right?
L46[10:58:44] <gigaherz> you'd want to use
notifyBlockUpdate(oldState, newState, 3);
L47[11:07:44] <ChrisLane> gigaherz: Hmm so
I'd have to create a new state for oldstate since it technically
never changed
L48[11:08:27] <ChrisLane> Wait nope, using
the same state for oldState and newState worked
L49[11:08:30] <ChrisLane> Thanks!
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L82[16:12:02] <Yavin7> Any help would be
really appreciated!
L83[16:12:02] <Yavin7> <Yavin7> The
mod is intended to provide several compasses to vanilla structures,
including Strongholds (only one implemented currently, while I try
to get rendering to work), and I'm not sure what I'm doing
wrong.
L84[16:13:40] <ForgeDiscord>
<xXEclipseLoverXx> the code on github is not up to date
L85[16:14:12] <Yavin7> Is it not?
L86[16:14:25] <ForgeDiscord> <Ralex>
"net.yseven.endercompass"
L87[16:14:29] <ForgeDiscord> <Ralex>
not even close to "findyourway"
L88[16:14:59] <ForgeDiscord> <Ralex>
and an "ItemEnderCompass"doesn't even exist
L90[16:15:22] <Yavin7> where are you seeing
that? I uploaded everything about an hour ago
L92[16:15:37] <ForgeDiscord> <Ralex>
your stacktrace
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L95[16:17:54] <Yavin7> OK. I need to update
the mcmod.info to fix the stacktrace, but I'm not even sure where
it is finding that item, if it's not in the code
L96[16:18:07] <Yavin7> (I changed names
early in development)
L97[16:18:21] <ForgeDiscord> <Ralex>
your mcmod.info isn't going to matter in that
L98[16:18:23] <ForgeDiscord> <Ralex>
that's compiled code
L99[16:18:32] <ForgeDiscord> <Ralex>
your jar in the server is not the same as the code on github at
all
L100[16:18:51] <ForgeDiscord>
<Ralex> if you built your code right now that's on github,
you will not get whatever jar your server has
L101[16:21:25] <Yavin7> Sorry, I'm not
even sure where that's being found, because my code doesn't
reference any ItemEnderCompass at all
L102[16:21:37] <Yavin7> I don't have that
file in my workspace
L103[16:21:57] <ForgeDiscord>
<Ralex> your server is blowing up on that mod
L104[16:22:16] <Yavin7> OK. Thanks for
giving me a place to start looking
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L108[17:07:53] <Yavin7> So my mod name in
my core mod file is different than what is generating when I run
runClient, and the old name and I cannot find any reference in my
files for the old name. Is there any way to verify my current build
is running the code I'm showing in IntelliJ?
L109[17:09:44] <ForgeDiscord>
<therealfarfetchd> put a println statement in your mod's
preInit or anywhere that should definitely get called and look for
the message when you start the game lol
L110[17:11:16] <Yavin7> Trying that
now
L111[17:14:00] <Yavin7> My build directory
had the old mod title and data savved as a second mod, which was
really causing my confusion
L112[17:15:31] <ForgeDiscord>
<therealfarfetchd> the build directory is not relevant to
running the game through the IDE, only for gradle although I do
think it uses some files from there, not sure. Not mod related
files, at least
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L114[17:16:37] <Yavin7> I don't know how,
but build/classes had a copy of the old mod, and they were being
build into the game
L115[17:17:14] <Yavin7> built*
L116[17:17:42] <ForgeDiscord>
<therealfarfetchd> you can also set a breakpoint somewhere to
test
L117[17:18:34] <ForgeDiscord>
<therealfarfetchd> again, anything in the build folder that's
mod related is not used when you run the game, only when you build
it
L118[17:18:43] <ForgeDiscord>
<therealfarfetchd> except
L119[17:18:46] <ForgeDiscord>
<therealfarfetchd> wait
L120[17:18:52] <ForgeDiscord>
<therealfarfetchd> how do you run the game?
L121[17:19:10] <Yavin7> The grandle
'runClient' command on the right of IntelliJ
L122[17:19:19] <ForgeDiscord>
<therealfarfetchd> ahh
L123[17:19:21] <ForgeDiscord>
<therealfarfetchd> yeah don't do that
L124[17:19:27] <ForgeDiscord>
<therealfarfetchd> it's slow af
L125[17:19:33] <ForgeDiscord>
<therealfarfetchd> to compile, I mean
L126[17:19:38] <Yavin7> OK, how am I
supposed to do it?
L127[17:19:47] <ForgeDiscord>
<therealfarfetchd> and doesn't use your IDEs compiler
L128[17:20:00] <ForgeDiscord>
<therealfarfetchd> run genIntellijRuns and then use the
"Minecraft Client" run configuration
L129[17:20:22] <Yavin7> OK. Thanks
L130[17:23:53] <Yavin7> Yeah, much
faster
L131[17:27:45] <ForgeDiscord>
<therealfarfetchd> but does it use your new code now?
:P
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L134[18:12:24] <Yavin7> Yes
L135[18:12:29] <Yavin7> lol
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