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L15[01:38:14] <TehNut> Okay I am completely
lost... No clue why the models aren't loading.
L17[01:38:47] <TehNut> No errors in
console
L18[01:38:55] <TehNut> They just don't
load...
L19[01:39:10] <TehNut> what am I being
blind about
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L22[01:44:02] <TehNut> okay ignore me the
thing i tried earlier that didn't work works now
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L26[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151115 mappings to Forge Maven.
L27[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151115-1.8.zip (mappings
= "snapshot_20151115" in build.gradle).
L28[02:00:17] <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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L30[02:02:15] <Cypher121> I just spent 10
minutes looking for a function that swaps 2 objects passed to it
instead of writing 3 lines of code.
L31[02:02:19] <Cypher121> *facepalm*
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L33[02:04:32] <tterrag> meh
L34[02:04:38] <tterrag> I do similar
things
L35[02:04:42] <tterrag> always best to have
less code :p
L36[02:04:49] <tterrag> what do you mean
swap though?
L37[02:05:22] <Cypher121> a = true; b =
false;
L38[02:05:22] <Cypher121> to
L39[02:05:22] <Cypher121> a = false; b =
true;
L40[02:05:45] <Cypher121> started with
booleans, then went to objects in general
L41[02:05:50] <tterrag> ._.
L42[02:05:53] <tterrag> that can't work in
java
L43[02:05:58] <Drullkus> lmao
L44[02:06:10] <Cypher121> with objects it
does, with primitives no
L45[02:06:19] <tterrag> it does not work
with objects
L46[02:06:27] <tterrag> when you pass
something into a method the parameters are separate
references
L47[02:06:32] <tterrag> swapping them would
do nothing
L48[02:06:46] <Cypher121> hmm, yeah, makes
sense
L49[02:07:13] <Cypher121> that's even
worse
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L52[02:22:33] <masa> pointers <3
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L93[05:07:16] <AfterWind> Hello
everyone
L94[05:08:22] <AfterWind> I have a question
about minecraft modding in general: Has anybody been able to unit
test their mod with more than 95% coverage using any testing
framework?
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L96[05:10:22] <AfterWind> I have searched a
lot around the web to find a way to do so, but with no
success.
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L98[05:13:26] <Cypher121> AfterWind: most
of mod code cannot be unit tested, because it relies VERY heavily
on mc code that in turn only works in complete environment.
L99[05:14:37] <AfterWind> Can't we run
tests on top of a Minecraft instance?
L100[05:14:50] <AfterWind> I know it will
be incredibly slow
L101[05:15:04] <Cypher121> what do you
want as test case parameters?
L102[05:15:57] <Cypher121> I know some
people were able to test ChatComponent, but if you rely on any
world input, you'll have to change it in the game
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L104[05:17:22] <AfterWind> I am willing to
test a world protection system, which relies on Minecraft classes
such as: Item, Block, World etc.
L105[05:17:48] <AfterWind> The problem is,
it's incredibly difficult to instantiate those objects.
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L107[05:18:09] <Cypher121> that's the
issue here
L108[05:18:36] <Cypher121> blocks and
items are only meant to be instantiated once by their parent
mod/minecraft
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L112[05:19:50] <AfterWind> So, my question
is then, can't we have the tests run on top of a running Minecraft
server/client instance?
L113[05:20:12] <AfterWind> Some way to
tell the tests to run a server before running the tests
L114[05:20:45] <AfterWind> A server OR
client.
L115[05:21:03] <Cypher121> game is a
loop
L116[05:21:24] <Cypher121> you'll have to
somehow insert input into that loop from that same thread
L117[05:22:26] <Cypher121> maybe it's
possible (I don't think so, but I'm not the most experienced person
here, that's for sure), but is it really worth it instead of just
logging in and testing it properly?
L118[05:23:30] <AfterWind> Well, most mods
are testable manually. The mods I am working on are similar to
ForgeEssentials and have a lot of modules/classes, and I can't
possibly test all of them each time I release a new version, let
alone each build.
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L121[05:26:27] <AfterWind> I am thinking
of making a simple testing framework myself which runs tests after
post init of Forge. I could possibly even add a way to input data
in the game loop this way.
L122[05:26:38] <AfterWind> I am just
asking this before in case somebody has done this already
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L179[09:59:38] <Ilphelkiir> Im making a
mod based on magic scrolls. So far I have ones that do potion
effects, one that does a blaze fireball, and ones that place lava
and water (lava scroll acts as fuel too) What other scrolls do you
think would be nice to add?
L180[09:59:53] <Ilphelkiir> I also have
one that shoots an arrow.
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L182[10:00:30] <Ilphelkiir> Any other kind
of scrolls I should add?
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L192[10:24:19] <Emris> anyone know of any
tutorial about making your own world type in 1.8 ?
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L197[10:28:57] <gigaherz> isnt' worldgen
pretty much the same?
L198[10:29:15] <gigaherz> I mean the
method names/parameters could have changed but concepturally
L199[10:29:21] <Thutmose> pretty much
is
L200[10:29:32] <Thutmose> most of updating
dorfgen consisted of find/replace
L201[10:29:44] <Thutmose> then changing
from using block arrays to the chunkprimer
L202[10:30:39] <Emris> thnx, time to start
learning :)
L203[10:31:43] <Thutmose> hopefully
dorfgen will help, it isn't a very big mod
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L219[11:16:54] <Soni> I'm so glad we're
gonna get generics ^-^
L220[11:23:02] <Ordinastie> can someone
tell me what itemDelegate is and what it is for ?
L221[11:23:08] <Ordinastie>
item.delegate
L222[11:27:17] <gigaherz> it's a
registration proxy
L223[11:27:41] <gigaherz> * A registry
delegate for holding references to items or blocks
L224[11:27:41] <gigaherz> * These should
be safe to use in things like lists though aliased items and blocks
will not
L225[11:27:41] <gigaherz> * have object
identity with respect to their delegate.
L226[11:28:39] <gigaherz> no idea what the
exact purpose is
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L228[11:31:39] <gigaherz> my best guess
would be that it exists so that it's possible to replace
items/blocks
L229[11:31:41] <Ordinastie> I think it's
related to substitution stuff
L230[11:32:23] <gigaherz> since all
references to the actual item/block instance use the delegate
instead
L231[11:32:46] <Ordinastie> a big warning
was added somewhat recently if you add an oreDict entry for an item
if it doesn't find the name of the delegate
L232[11:32:59] <HassanS6000> !gf
lifetime
L233[11:33:09] <gigaherz> OH I see
L234[11:33:21] <gigaherz> Ordinastie: it
binds an Item/Block with its forge registry name
L235[11:33:37] <Ordinastie> the name is
set when you register the item/block but as I don't manually
register the vanilla door replacement, the warning poppped when
someone tried to add a door to the oredict
L236[11:33:45] <gigaherz> so that
obtaining the registry name is O(1) instead of whatever complexity
a reverse lookup would have
L237[11:34:32] <karlthepagan> also
possibly so the code delta inside the mojang code is smaller and
more managable, gives easier adoption of new versions
L238[11:34:44] <karlthepagan> learned that
lesson from my last pull request ;)
L239[11:35:34] <gigaherz> yeah the
delegate has 3 getters
L240[11:35:49] <gigaherz> get() returns
the item/block/fluid instance it's bound to
L241[11:35:56] <gigaherz> name() gets the
registry name that identifies the instance
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L244[11:36:23] <gigaherz> and type() gets
the actual type returned by get(), which can be Class<Item>,
Class<Block> or Class<Fluid>
L245[11:37:16] <gigaherz> oh and
VillagerProfession, apparently
L246[11:37:16] <gigaherz> XD
L247[11:37:25] <gigaherz> so yeah it's a
generic named proxy
L248[11:37:25] <karlthepagan> lol
vas
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L259[12:07:47] <Ilphelkiir> Im making a
Magic Mod that centers around consumable scrolls. So far I have
Scroll that give status effects, a scroll that teleports yo u to a
store coordinate, arrow and fireball scrolls, and water and lava
scrolls. What other kinds should I add?
L260[12:08:01] <Ilphelkiir> *Scrolls that
give status effects
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L265[12:30:22] <karlthepagan> Ilphelkiir,
scrolls for taming / transforming mobs (wolves -> tamed, witches
-> villiagers, pigmen -> pigs, more?)
L266[12:31:10] <karlthepagan> explosion of
cobweb scroll
L267[12:32:03] <Ilphelkiir> hmm
L268[12:32:05] <Ilphelkiir> sounds
good.
L269[12:32:09] <Ilphelkiir> Ill consider
that
L270[12:32:38] <gigaherz> alchemical
scrolls?
L271[12:32:51] <gigaherz> turns an iron
ore vein into a gold ore vein
L272[12:32:52] <gigaherz> XD
L273[12:33:11] <gigaherz> a gold ore vein
into a diamond one, etc
L274[12:33:22] <karlthepagan> diamond to
emerald
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L276[12:36:24] <gigaherz> I still want a
mod that adds in-world diamond creation
L277[12:36:39] ***
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L278[12:36:46] <karlthepagan> from
bonemeal and/or coal?
L279[12:36:57] <gigaherz> a 3x3x3 of coal,
with one tnt in the middle
L280[12:37:03] <RX14> well
L281[12:37:05]
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L282[12:37:13] <gigaherz> creates on
average 9 diamond pieces
L283[12:37:19] <gigaherz> that can be
crafted together with iron tools
L284[12:37:20] <RX14> we can't create
diamonds really even IRL can we
L285[12:37:24] <gigaherz> to make
diamond-edged tools
L286[12:37:30] <gigaherz> yes RX14
L287[12:37:31] <karlthepagan> RX14, for a
few years now
L288[12:37:34] <gigaherz> high-explosives
+ coal
L289[12:37:38] <gigaherz> creates tiny
industrial diamonds
L290[12:37:48] <RX14> hmmn
L291[12:37:55] <gigaherz> they aren't
useful for decorative purposes
L292[12:38:01] <gigaherz> but they work
just fine for diamond-edge saws
L293[12:38:05] <mikebald> in-world TNT
surrounding a coal block sounds more interesting =)
L294[12:38:18] <gigaherz> mikebald: yes
but causing ALL the tnt to explode at once would be hard
L295[12:38:18] <gigaherz> XD
L296[12:38:31] <mikebald> well, that's for
the player to figure out =D
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L298[12:39:45] <gigaherz> funny thing
about diamond tools
L299[12:39:47] <gigaherz> is that diamond
is brittle
L300[12:39:54] <gigaherz> it can't stand
hits
L301[12:40:07] <gigaherz> so it would
becompletely useless for swords, picks, or axes
L302[12:40:14] ***
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L303[12:40:30] <gigaherz> and it wouldn't
really protect you much as armor
L304[12:40:43] <gigaherz> it owuld break
apart and you'd end up with diamond bits embedded into your
body
L305[12:40:48] <gigaherz> XD
L306[12:41:17] <ThePsionic> that sounds
painful
L308[12:41:29] <karlthepagan> probably a
few years off
L309[12:41:42] <gigaherz> oh
chemical
L310[12:41:46] <gigaherz> I forgot about
that
L312[12:42:12] <gigaherz> hmm
ultrasound?
L313[12:42:14] <gigaherz> never heard of
that one
L314[12:42:33] <karlthepagan> haha De
Beers using trace chemical detection to determine if the diamonds
were naturally mined
L315[12:42:39] <karlthepagan> what a world
we live in
L316[12:43:00] <karlthepagan> wayyy OT now
;) but my brain is fried lately
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⇨ Joins: McJty
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L319[12:44:35] <McJty> Hi, what's the
replacement for ForgeDirection on server? EnumFaceDirection seems
to be client only
L320[12:44:43] <gigaherz> ?
L321[12:44:48] <gigaherz> EnumFacing
L322[12:44:54] <gigaherz> everywhere
;P
L323[12:44:55] <McJty> Ah
L324[12:45:09] <McJty> I came on
EnumFaceDirection. I thought it was that one
L325[12:45:24] <gigaherz> Mojang
introduced their own version of the facing enum in 1.8
L326[12:45:43] <gigaherz> used it all over
the place in methods that used to take an int direction
L327[12:46:16] <McJty> That's good. Still
unfortunate that UNKNOWN is gone though
L328[12:46:43] <fry> use null
L329[12:46:53] <RX14> null is shit
L330[12:47:03] <gigaherz> no null is
designed to mean "no value"
L331[12:47:07] <gigaherz> it's the whole
purpose for it
L332[12:47:10] <fry> use
Optional<EnumFacing>
L333[12:47:13] <RX14> null was a bad
idea
L334[12:47:17] <McJty> I actually use null
*and* UNKNOWN
L335[12:47:28] <McJty> Null means: value
not given. UNKNOWN means side doesn't matter
L336[12:47:30] <RX14> McJty, that's doubly
stupid
L337[12:47:38] <McJty> I use it when
extracting fluids from a tank
L338[12:47:45] <McJty> The tank sides can
be configured to allow in/out
L339[12:47:52] <McJty> But when UNKNOWN is
used it bypasses that
L340[12:47:58] <McJty> And when null is
used the value isn't known yet
L341[12:48:29] <fry> use a custom enum
then, with 7-8 values
L342[12:48:35] <McJty> yes, probably going
to do that
L343[12:49:00] <RX14> I much prefer
optional to null
L344[12:49:05] <gigaherz>
JtyDirection.fromFacing() toFacing()
L345[12:52:41] <McJty> What replaces
setBlockName?
L346[12:52:57] <gigaherz>
setUnlocalizedName?
L347[12:53:37] <fry> and dom't use that
for the registry name
L348[12:53:41] <fry> *don't
L349[12:53:52] <gigaherz> yeah
L350[12:54:02] ***
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L351[12:54:05] <McJty> hmm?
L352[12:54:09] <gigaherz> your unlocalized
name should inclode your mod id somewhere
L353[12:54:12] <gigaherz> something
like
L354[12:54:17] <gigaherz>
"themod.theblock"
L355[12:54:24] <gigaherz> so that the lang
file has "tile.themod.theblock.name"
L356[12:54:31] <gigaherz> and it can't
conflict with other mods' blocks
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L358[12:54:41] <McJty> I thought that MC
added the modid already itself?
L359[12:54:43] <gigaherz> the registry
name doesn't need that, since it's namespaced internally
L360[12:54:50] <gigaherz> to the registry,
yes
L361[12:54:53] <gigaherz> but not to the
language strings
L362[12:55:09] <McJty> Is that a new
requirement in 1.8?
L363[12:55:22] <gigaherz> I don't believe
so
L364[12:55:33] <McJty> I have never seen
that done in 1.7.10
L365[12:55:46] <diesieben07> its not a
requierment now either
L366[12:55:51] <diesieben07> but not doing
it has always been stupid
L367[12:56:02] <gigaherz> I think it's
just something people don't realize happens
L368[12:56:07] <McJty> Why should you do
it if it is not a requirement?
L369[12:56:11] <gigaherz> because
L370[12:56:13] <McJty> I'm a bit confused
now. What's the advantage?
L371[12:56:20] <gigaherz> if I have a
block called "altar"
L372[12:56:20] <diesieben07> if you call
your block "helloWorld"
L373[12:56:24] <gigaherz> and you have a
block called "alter"
L374[12:56:25] <diesieben07> ok you go
on.
L375[12:56:34] <gigaherz> then we both
have a translation string called
L376[12:56:38] <gigaherz>
tile.altar.name
L377[12:56:44] <gigaherz> and mc can't
distinguish between them.
L378[12:57:11] <McJty> I was not aware of
this
L379[12:57:36] <gigaherz> the internal
registry name is ok, since one will be "jtymod:altar" and
theother "ghzmod:altar"
L380[12:57:45] <Mimiru> I've always used
my modid in my lang stuff
L381[12:57:47] <gigaherz> yeah and this
lack of awareness
L382[12:57:54] <gigaherz> is why setName
was renamed to setUnlocalizedName
L383[12:58:00] <gigaherz> to make it clear
that there IS a difference
L384[12:58:26] <ThePsionic> yay me for
actually doing it right
L385[12:58:31] <Ilphelkiir> So how do you
do it you jsut add in your mod id before the unlocalized name and
after the tile. or item. part?
L386[12:58:41] <gigaherz> Ilphelkiir:
nicest thing is to use "modname."
L387[12:58:50] <gigaherz> if your modid is
already lowercase
L388[12:58:52] <gigaherz> you can just
do
L389[12:59:04] <gigaherz>
setUnlocalizedName(modid + ".blockname")
L390[12:59:21] <gigaherz> lowercase iisn't
a requirement either
L391[12:59:26] <Ilphelkiir> ah
L392[12:59:27] <gigaherz> but it looks
better
L393[12:59:52] <Ilphelkiir> I have mod id
stored in a variable anyways so Ill try that.
L394[12:59:56] <gigaherz> yeah I do
L395[12:59:57] <gigaherz>
setUnlocalizedName(ElementsOfPower.MODID +
".cushion");
L396[12:59:58] <Ilphelkiir> Do you have to
change the lang file then?
L397[13:00:02] <gigaherz> yes
L398[13:00:06] <gigaherz> the lang file
will look like
L399[13:00:14] <gigaherz>
item.modid.theItem.name
L400[13:00:20] <gigaherz>
tile.modid.theBlock.name
L401[13:00:20] <Ilphelkiir> okay
L402[13:00:52] <Ilphelkiir> ah
L404[13:01:04] <gigaherz> like this
;P
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L406[13:01:19] <Ilphelkiir> ah
L407[13:01:29] <McJty> What replaces
Item.setTextureName?
L408[13:01:38] <Ilphelkiir> You put it in
the json iirc
L409[13:01:43] <gigaherz> model json
L410[13:01:55] <gigaherz> and
ModelLoader.setCustomModelResourceLocation in your client
proxy
L411[13:01:58] <McJty> I have no model. Do
I need a model for every item?
L412[13:02:01] <gigaherz> yes
L413[13:02:03] <Ilphelkiir>
"textures": {
L414[13:02:04] <Ilphelkiir>
"layer0": "mysticalscrolls:items/blaze_scroll"
something like that
L415[13:02:05] <Ilphelkiir> yeah you
do
L416[13:02:11] <Ilphelkiir> and blocks too
I believe.
L417[13:02:13] <gigaherz> it can be as
simple as just parent:"builtin/generated"
L418[13:02:15] <gigaherz> and a texture
layer
L419[13:02:40] <Ilphelkiir> You just used
the apple model and replaced the texture :P
L421[13:02:52] <gigaherz> something like
this
L422[13:02:57] <gigaherz> but I have
custom transforms
L423[13:03:18] <gigaherz> so I use my own
parent base
L424[13:03:37] <Ilphelkiir> and if you
want to do block models that are 3d, I'd use something Like
MrCrayfish's Model Creator.
L425[13:03:41] <gigaherz> although I
wonder now if I couldn't be using the forge default transforms
stuff
L426[13:03:49] <McJty> Ilphelkiir, I use
blender for my 3d models
L427[13:03:53] <gigaherz> use
Blender,
L428[13:03:57] <gigaherz> save as .b3d or
.obj
L429[13:04:07] <gigaherz> and use either
fry's b3d or shadekiller's obj loader
L430[13:04:09] <Ilphelkiir> I know how to
use blender, how do you convert to json though?
L431[13:04:10] <Ilphelkiir> oh
L432[13:04:13] <Ilphelkiir> thats how
XD
L433[13:04:13] ***
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L434[13:04:26] <gigaherz> you can keep it
json, but why bother ;P
L435[13:04:31] <Ilphelkiir> I used blender
a lot when I did a lot of 3d modeling when I Was bored.
L436[13:04:37] <Ilphelkiir> Idk giga
L437[13:04:49] <Ilphelkiir> I don't have
any complex models yet though.
L438[13:04:54] <McJty> How do you use a
custom block but with any possible vanilla texture?
L439[13:04:54] <Ilphelkiir> Just items
with flat textures.
L440[13:05:02] <gigaherz> hm?
L441[13:05:05] <McJty> Or even non-vanilla
textures (i.e. like a paintable block)
L442[13:05:12] <gigaherz> hmm
L443[13:05:14] <McJty> A block that can be
painted in game
L444[13:05:22] <fry> there's nothing
special about vanilla textures
L445[13:05:23] <gigaherz> you'd need
custom stuffs
L446[13:05:25] <McJty> Like for example
carpenters block
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L448[13:05:31] <gigaherz> you can't use
json anymore
L449[13:05:40] <gigaherz> unless you want
to predefine all possible combinations
L450[13:05:47] <gigaherz> so you'll need a
custom baked model
L451[13:05:51] <McJty> ok
L452[13:05:55] <gigaherz>
ISmartItemModel/ISmartBlockModel
L453[13:06:16] <gigaherz> and handle the
meta/nbt/blockstate/tileentity info
L454[13:06:18] <McJty> Is there an example
of a simple 1.8 item that doesn't have a special model?
L455[13:06:42] <Ilphelkiir> I can give you
one.
L457[13:07:17] <McJty> I mean the java
part
L458[13:07:19] <Ilphelkiir> oh
L459[13:07:33] <Ilphelkiir> What do you
mean?
L462[13:07:43] <McJty> Well how do you use
that json for the actual item?
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L464[13:07:48] <gigaherz> thisi s how you
register a standard item
L465[13:08:03] <McJty> ok thanks
L466[13:08:06] <gigaherz>
setCustomModelResourceLocation
L467[13:08:09] <gigaherz> and if you have
sub-items
L468[13:08:13] <gigaherz> you need
addVariant
L469[13:08:59] <McJty> I hope it will also
work for my dimlets where I have thousands of sub items once I get
to port rftools :-)
L470[13:09:03] <McJty> But not doing that
right now
L471[13:09:04] <Ilphelkiir> ah
L472[13:09:17] <Ilphelkiir> I might add
integration to rftools to my mod Im working on now
eventually.
L473[13:09:22] <gigaherz> McJty: you'll
need a custom ISmartItemModel
L474[13:09:27] <gigaherz> to make use of
NBT values
L476[13:09:35] <Ilphelkiir> This is my
first mod, but one of my items would could possibly work with the
teleporters.
L477[13:09:51] <McJty> gigaherz, my
dimlets don't need NBT but many of my other items do
L478[13:09:56] <gigaherz> oh
L479[13:09:59] <gigaherz> ig it's just
meta/damage
L480[13:10:06] <McJty> yes
L481[13:10:10] <gigaherz> then it will
just be extremely annoying to type in each variant ;P
L482[13:10:19] <McJty> Type in? They are
dynamically generated
L483[13:10:24] <gigaherz> hmmm
L484[13:10:25] <McJty> Based on
biomes/materials/liquids added by other mods
L485[13:10:35] <gigaherz> ahh
L486[13:10:38] <gigaherz> hmm
L487[13:10:41] <Ilphelkiir> I always
wondered how it supported so many combinations XD
L488[13:10:59] <gigaherz> that stuff is
meant to be registered in preInit so...
L489[13:11:09] <McJty> Well my dimlets are
not
L490[13:11:09] <gigaherz> you may need to
resort to ISmartItemModel regardless
L491[13:11:26] <McJty> As they have to be
initialized once all other mods are ready with their stuff
L492[13:11:29] <gigaherz> yeah
L493[13:11:41] <McJty> I even have to do
it after player login
L494[13:11:45] <gigaherz> hmf
L495[13:11:53] <McJty> Because server can
override and blacklist dimlets
L496[13:11:56] <gigaherz> well, you'll
have some interesting time when it comes to that ;p
L497[13:12:04] <gigaherz> it's beyond my
experience
L498[13:12:33] <McJty> It is really very
simply in 1.7.10. I hope it is within reason in 1.8
L499[13:12:38] <gigaherz> (I did write my
own .OBJ loader BEFORE the current model loading registry stuff was
in place, but it all happened in preInit so I didn't need anything
fancy)
L500[13:13:11] <McJty> Hmm what replaces
EntityClientPlayerMP?
L501[13:13:40] <McJty> Perhaps
EntityPlayerSP...
L502[13:13:43] <gigaherz> not familiar
with that class
L503[13:14:12] <McJty> Oh the tessellator
is gone too...
L504[13:14:19] <McJty> Or rather the
'instance' var is
L505[13:14:27] <McJty> Ah it is just
getInstance()
L506[13:16:17]
⇨ Joins: Orion
(~OrionOnli@ip-80-236-234-19.dsl.scarlet.be)
L507[13:17:32] <Thutmose> you also need to
use the worldrenderer in tessellator for most of the methods that
tessellator used to use
L508[13:18:16] <McJty> yes I saw
taht
L509[13:18:17] <McJty> that
L510[13:18:24] <McJty> Easy enough to
fix
L511[13:18:41] <Ilphelkiir> Dang it
changing all of my item names messed up the textures gigaherz
XD
L512[13:18:50] ⇦
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(Ping timeout: 192 seconds)
L513[13:19:04] <Ilphelkiir> do I have to
change the model location now that I changed it to modid.
whatever?
L514[13:19:26] <Ilphelkiir> Oh I have to
change the names of the models.
L515[13:20:13] <McJty> I'm now porting a
relatively small mod (my son's mod). I shudder at the work rftools
will bring
L516[13:20:21] <Ilphelkiir> the wands
one?
L517[13:20:35] <gigaherz> Ilphelkiir: you
only had to change the unlocalized names
L518[13:20:39] <gigaherz> the registry
name shouldn't have changed
L519[13:20:42] <McJty> Ilphelkiir,
yes
L520[13:20:43] <Ilphelkiir> hmm
L521[13:21:03] <Ilphelkiir> Idk but the
textures are messed up. Ill check if I messed up the registry
names
L522[13:21:50] <Ilphelkiir> Oh
L523[13:22:00] <Ilphelkiir> In the
registry I use the substring of the unlocalized names.
L524[13:22:22] <fry> why do people do
that?
L525[13:22:32] <fry> who thought that was
a good idea?
L526[13:22:32] <Ilphelkiir> Because its
what I learned XD
L527[13:22:49] <Ilphelkiir> should I jsut
switch it to the item name
L528[13:22:58] <Ilphelkiir> ?
L529[13:23:00] <BKrenz> Tutorials don't
teach correct usage, just how to get something hacked in and
working for the most part :(
L530[13:23:05] <Ilphelkiir> Yeah.
L531[13:23:14] <Ilphelkiir> I ended up
changing most of my code from tutorials.
L532[13:23:15] <McJty> Problem is where to
get the correct usage
L533[13:23:29] <Ilphelkiir> Yeah, I only
really followed a tutorial to learn the basics.
L534[13:23:45] <Ilphelkiir> Im going to
get rid of the substringing.
L535[13:24:03] <BKrenz> Correct usage
would technically be whatever Forge's documentation describes
L536[13:24:20] <gigaherz> yeah
L537[13:24:23] <Ilphelkiir> wait I don't
need to get rid of the substrings :D
L538[13:24:24] <BKrenz> Then general
software development best practices
L539[13:24:26] <gigaherz> forge
documentation needs more love
L540[13:24:26] <gigaherz> ;P
L541[13:24:29] <Ilphelkiir> I can just
switch the number.
L542[13:24:43] <McJty> Time to go, thanks
for the help
L543[13:24:46] ⇦
Quits: McJty (~jorrit@d8d872e30.access.telenet.be) (Quit:
Leaving)
L544[13:25:14] <fry> Ilphelkiir: no, get
rid of it, since you'll have the same problem in the future
L545[13:25:19] <Ilphelkiir> Thats a good
point.
L546[13:25:33] <Ilphelkiir> Lets see how
that would work
L547[13:26:01] <gigaherz> Ilphelkiir:
instead of trying to build a string, and then cut it off, why not
do it the opposite?
L548[13:26:18] <Ilphelkiir> I was just
going to put in the plain string.
L549[13:26:28] <gigaherz> store the pretty
name somewhere, then build up the unlocalized string from
there
L550[13:26:35] <BKrenz> Do I smell hard
coded strings? :/
L551[13:26:45] <gigaherz> using
getUnlocalizedName().substring is horrible practice
L552[13:26:58] <Ilphelkiir> yeah Im
replacing it with hard coded strings. Which isnt great, but it
works.
L553[13:27:24] <Ilphelkiir> I only use
pretty names in the lang file.
L554[13:28:25] <Ilphelkiir> Whats the way
you reccomend I do it?
L555[13:28:34] <Ilphelkiir> Or is hard
coded strings fine?
L557[13:29:48] <gigaherz> I just
hardcoded
L558[13:29:54] <gigaherz> it's not like if
they changed often
L559[13:29:59] <Ilphelkiir> alright thats
what Im doing alreadty
L560[13:30:15] <Ilphelkiir> I didnt get
the substring thing at all even when I was doing it
L561[13:30:24] <Ilphelkiir> I just didn't
really know what to do :P
L562[13:30:32] <Ilphelkiir> I just started
modding yesterday.
L563[13:30:43] <gigaherz>
getUnlocalizedName returns "tile.<whatever you set in
setUnlocalizedName>"
L564[13:30:48] <Ilphelkiir> ah
L565[13:30:53] <gigaherz> so people use
substring(5) to get only the actual name
L566[13:30:55] <Ilphelkiir> so you get
take away t he first 5 letters.
L567[13:30:55] <Ilphelkiir> ah
L568[13:30:56] <gigaherz> but it's just
ugly.
L569[13:31:09] <Ilphelkiir> Can people not
just ctrl c + ctrl v
L570[13:31:10] <Ilphelkiir>
seriously
L571[13:31:10] <gigaherz> woudlbe much
better to do the opposite
L572[13:31:49] <gigaherz> String name=
wahtever; item=new ItemWhatever(name); register(item,name);
L573[13:31:59] <gigaherz> but yeah
whatever.
L574[13:33:16] <Ilphelkiir> okay I
hardcoded it in
L575[13:33:19] <Ilphelkiir> Now lets see
if it works
L576[13:34:03] <Ilphelkiir> Nope the
textures still aren't right
L577[13:34:05] <Ilphelkiir> Hmm
L578[13:34:06] <Ilphelkiir> lets
see.
L579[13:34:36] <gigaherz> hmm wait
L580[13:34:41] <gigaherz> the textures ARE
using the unlocalized name
L581[13:34:45] <gigaherz> not the reigstry
one
L582[13:34:49] *
gigaherz facepalms
L583[13:34:49] <Ilphelkiir> So I do have
to do all that switching
L584[13:34:50] <gigaherz> ;P
L585[13:34:51] <Ilphelkiir> XDDDD
L586[13:34:56] <gigaherz> sorry
L587[13:34:59] <gigaherz> brainfart
L588[13:34:59] <Ilphelkiir> well at least
I did one improvement to my code.
L589[13:35:07] <Ilphelkiir> A lot easier
to understand.
L590[13:35:10] <fry> gigaherz: what?
L591[13:35:15] <fry> in 1.7?
L592[13:35:19] <gigaherz> no
L593[13:35:20] <gigaherz> 1.8
L594[13:35:22] <Ilphelkiir> Basically I
thought Id have to do something and giga was like no, but I was
right XD
L595[13:35:24] <Ilphelkiir> yeah 1.8
L596[13:35:37] <gigaherz> or amy I farting
right now?
L597[13:35:39] <gigaherz> am I*
L598[13:35:49] <gigaherz> ok I'll shut up,
I confused myself
L599[13:35:56] <Ilphelkiir> I won't have
to change the texture name will I?
L600[13:35:57] *
gigaherz sips tea
L601[13:36:05] <Ilphelkiir> I think it
stays as part of the json so it shoul be good.
L602[13:36:09] <gigaherz> Ilphelkiir:
nono
L603[13:36:14] <gigaherz> that's in the
json
L604[13:36:25] <gigaherz> how do you
register the models?
L605[13:36:28] <gigaherz> in your client
proxy
L606[13:36:35] <gigaherz> the code that
calls setCustomModelResourceLocation
L607[13:36:38]
⇨ Joins: PieGuy128 (~PieGuy128@69.157.255.27)
L608[13:36:39] <fry>
((ResourceLocation)Item.itemRegistry.getNameForObject(p_177596_1_)).toString()
L609[13:36:41] <gigaherz> what string do
you use there?
L610[13:36:49] <Ilphelkiir> I call
moditems
L611[13:36:51] <Ilphelkiir> let me see
what I put there
L612[13:36:52] <fry> registry name, not
unlocalized name
L613[13:36:56] <gigaherz> ah good
L614[13:37:06] <Ilphelkiir> registry name
I pass in
L615[13:37:17] <Ilphelkiir> my old
unlocalized name.
L616[13:37:22] <gigaherz> aha
L617[13:37:27] <gigaherz> but it's
hardcoded there?
L618[13:37:30] <Ilphelkiir> yes.
L619[13:37:37] <gigaherz> hmm thne it
should work
L620[13:37:40] <Ilphelkiir> okay
L621[13:37:41] <gigaherz> what does the
console log says?
L622[13:37:44] <Ilphelkiir> oh
L623[13:37:46] <Ilphelkiir> I didnt check
thast
L624[13:38:10] <Ilphelkiir> I didnt change
all the names but I changed a few
L625[13:38:14] <Ilphelkiir> so Ill be able
to tell
L626[13:38:34] <Ilphelkiir> the name
change didnt change anything
L627[13:39:19] <Ilphelkiir> console doesnt
say anything special
L628[13:39:28] <Ilphelkiir> the textures
are just missing (black pink shows)
L629[13:39:59] <Ilphelkiir> wait a
minute
L630[13:40:03] <diesieben07> fry, just so
you know, it was pahimar
L631[13:40:25] <Ilphelkiir> I had it
passing substrings.
L632[13:40:36] <gigaherz> :)
L633[13:40:55] <Ilphelkiir> but I have no
idea what to put in then
L634[13:41:01] <Ilphelkiir> Here is how I
have it
L635[13:41:02] <fry> makes sense :P
L636[13:41:21] <Ilphelkiir>
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item,
0, new ModelResourceLocation(Reference.MOD_ID + ":" +
item.getUnlocalizedName().substring(5),
"inventory"));
L637[13:41:28] <gigaherz> ah you are using
the old method
L639[13:41:42] <gigaherz> check my
functions
L640[13:41:42] <Ilphelkiir> and I pass in
the items i antoher method
L641[13:41:51] <gigaherz> there's a
simpler call now
L642[13:41:57] <gigaherz>
ModelLoader.setCustomModelResourceLocation
L643[13:42:02] <Ilphelkiir> so I dont need
that function at all?
L644[13:42:10] <Ilphelkiir> oh
L645[13:42:14] <Ilphelkiir> Im still
confused.
L646[13:42:22] <Ilphelkiir> Oh I was
lookjing at the wrong part.
L648[13:42:29] ***
bilde2910 is now known as bilde2910|away
L649[13:42:49]
⇨ Joins: Curle
(~Curle@host86-159-90-71.range86-159.btcentralplus.com)
L650[13:43:21] <Curle> Okay, I have no
idea how long my internet will last here, but hai :3
L651[13:43:30] <Ilphelkiir> Okay lets see
if this works giga
L652[13:43:35] <Ilphelkiir> Going to try
to adapt that code.
L653[13:43:55] <Curle> il, weren't you
trying to make a scrolls mod yesterday?
L654[13:44:01] <Ilphelkiir> I did
L655[13:44:08] <Ilphelkiir> But Im
switching all the items names and such
L656[13:44:14] <Curle> Ah
L657[13:44:28] <Ilphelkiir> Someone
mentioned how to do something and I realized I was doing something
in the worst way possible
L658[13:44:42] <Curle> What were both of
those ways? :3
L659[13:45:01] ⇦
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L660[13:45:03] <Ilphelkiir> I was
registering the items using substrings.
L661[13:45:13] <Curle> yea, I HATE
substrings
L662[13:45:22] <Ilphelkiir> and I changed
my item unlocalized names to add my mod id
L663[13:45:27] <Curle> They make the
texturing and lang files WAY more confusing
L664[13:45:45] <Curle> Well, don't you
have to do MODID:ITEMNAME?
L665[13:45:49]
⇨ Joins: McJty
(~jorrit@d8d872e30.access.telenet.be)
L666[13:45:56] <Curle> Or did you do
MODID:MODIDITEMNAME?
L667[13:46:04] <Ilphelkiir> I added modid
to the item name
L668[13:46:12] <Curle> So the last
one
L669[13:46:14] <Ilphelkiir> It was
mentioned its a good thing to add.
L670[13:46:19] <Curle> They lied!
L671[13:46:26] <Curle> It just makes it
confusing!
L672[13:46:30] <Curle> And then
some!
L673[13:46:31] <Ilphelkiir> I think it
helps :P
L674[13:46:32] <McJty> Another 1.8
question. I know blockstate replaces metadata right? But how do you
get the numeric value when you need it? For example, to represent a
counter. Or another example is how to extract the orientation from
the block?
L675[13:46:35] <Ilphelkiir> It was easy to
add.
L676[13:46:43] <Curle> Not easy to use,
for me at leasrt
L677[13:46:46] <gigaherz> Curle: it's good
for unlocalized names
L678[13:46:46] <Curle> least*
L679[13:46:49] <gigaherz> it avoids
conflicts
L680[13:47:01] <Curle> but... That's what
the : is for!
L681[13:47:02] <gigaherz> otherwise two
mods with an item using the same name
L682[13:47:04] <Curle> item in mod
L683[13:47:07] <gigaherz> end up using the
same language string
L684[13:47:07] <Curle> modid:item
L685[13:47:09] <gigaherz> yes
L686[13:47:13] <gigaherz> that's NOT used
in language files
L687[13:47:24] <Ilphelkiir> yeah Im
looking right now
L688[13:47:28] <Ilphelkiir> You dont use
the modid for lang files.
L689[13:47:34] <Curle> I thought that it
looks for that in the assets.modid.lang files
L690[13:47:37] <Curle> Hmm
L691[13:47:38] <gigaherz> hence why we
suggest using MODID+".itemName"
L692[13:47:39] <gigaherz> nah
L693[13:47:45] <gigaherz> all the lang
files are merged into one single table
L694[13:47:53] <gigaherz> (I think)
L695[13:48:03] <Curle> Different
sources
L696[13:48:15] <McJty> Ah getBlockMetadata
still exsists
L697[13:48:21] <Curle> Both have some
degree of correctness
L698[13:48:25] <Curle> validity?
L699[13:48:33] <Curle> Whatever
L700[13:48:34] <Curle> :P
L701[13:49:10] <Ilphelkiir> I should leave
my meta to 0 right giga?
L702[13:49:19] <Curle> Is there a method
for liquids that checks if it's touching a block?
L703[13:49:20] <fry> McJty: look at
BlockDirectional and its subclasses for an example of how to handle
rotations
L704[13:49:23] <Ilphelkiir> for the render
code you use giga
L705[13:49:34] <McJty> fry, and how to add
a simple counter?
L706[13:49:36] <gigaherz> Ilphelkiir: if
you aren't doing subitems,yes
L707[13:49:38] <McJty> s/add/handle
L708[13:49:46] <Ilphelkiir> I'm not so I
assumed it met metadata :D
L709[13:49:51] <Ilphelkiir> *mant
L710[13:49:54] <Ilphelkiir> *meant
L711[13:49:54] <fry> counter? 1-16?
L712[13:49:54] <Curle> gg
L713[13:50:16] <McJty> fry, yes something
like that
L714[13:50:21] <Curle> while(i = 0; i <
16; i++)?
L715[13:50:31] <McJty> Curle, and store it
in metadata
L716[13:50:39] <gigaherz> Ilphelkiir:
items that use metadata as metadata, will all have the same model
reference regardless of meta value
L717[13:50:48] <gigaherz> while items with
subitems will have different models per subitem
L718[13:50:51] <Curle> You've lost me, Mc.
Store what in metadata?
L719[13:51:00] <McJty> Curle, a
counter
L720[13:51:04] <Curle> Oh
L721[13:51:05] <fry> McJty: create a
property, PropertyInt, from 1 to 16, add it to your blockstate
definition
L722[13:51:10] <McJty> For example a block
that should do something if the meta reaches zero
L723[13:51:16] <fry> override
getStateForMeta and getMetaForState
L724[13:51:21] <McJty> But anyway, I found
how to get the metadata directly
L725[13:51:25] <McJty> Will do it like
that for now
L727[13:51:53] <gigaherz> my dust block
has 16 variatns with different levels of density (opacity)
L728[13:52:00] <gigaherz> and it will
randomly fade away
L729[13:52:13] <gigaherz> and spread
outward
L730[13:52:40] <gigaherz> I schedule
custom updates because the random leaf update is too slow ;P
L732[13:53:31] <gigaherz> each variant
needs its own entry in your blockstates json though, so keep that
in mind ;P
L733[13:53:56]
⇨ Joins: DemoXin
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L734[13:53:59] <McJty> What if you simply
set metadata directly?
L735[13:54:07] <gigaherz> you can't
L736[13:54:12] <gigaherz> 1.8 doesn't
store metadata in memory
L737[13:54:18] <gigaherz> it stores
blockstates
L738[13:54:19] <fry> forget about
metadata
L739[13:54:28] <gigaherz> metadata is
eclusively for storage/networking
L740[13:54:30] <fry> like you forgot about
block id in the 1.7
L741[13:54:33] <McJty> Well internally it
is still stored as 4 bits
L742[13:54:39] <gigaherz> not in
memory
L743[13:54:44] <gigaherz> only on the
serialized format
L744[13:54:48] <McJty> return
this.getBlockMetadata(pos.getX() & 15, pos.getY(), pos.getZ()
& 15);
L745[13:54:50] <gigaherz> in memory, it
uses a IBlockState instance per block
L746[13:54:54] <McJty> That's the code in
Chunk
L747[13:55:05] <gigaherz> hm?
L748[13:55:08] <fry> it's an
implementation detail
L749[13:55:13] <gigaherz> ah in
Chunk
L750[13:55:17] <gigaherz> that's too
low-level
L751[13:55:31] <McJty> Problem is that I'm
doing low level stuff
L752[13:55:35] <gigaherz> World works with
IBlockState instances
L753[13:55:41] <fry> at some point in the
future metadata might go away completely
L754[13:55:50] <fry> what are you doing,
McJty?
L755[13:56:09] <gigaherz> what do you need
to do that requires going below IBlockAccess level?
L756[13:56:12] <McJty> Well not at the
moment but in rftools my builder can move areas and rotate
them
L757[13:56:20] <McJty> So it now
manipulates the metadata to do the rotation
L758[13:56:36] <fry> McJty:
Block.rotateBlock
L759[13:56:40] <MattDahEpic> isnt there
like Block.rotate or something?
L760[13:57:54] <McJty> What I actually
need right now is a way to store a block + meta in an item
(NBT)
L761[13:58:05] <McJty> How would I do
that?
L762[13:58:15] <McJty> I mean how can I
convert the BlockState to something I can store in an item?
L763[13:58:25] <fry> properties are
serializable to strings
L764[13:58:45] <gigaherz> McJty: Block b =
state.getBlock(); int meta = b.getMetaFromState(state);
L765[13:58:46] <MattDahEpic> like how
writeToNbt in tile entities works
L766[13:59:10] <McJty> ok that could
work
L767[13:59:17] <gigaherz> then you can
query the registry to get the block name from the instance
L768[13:59:18] <fry>
IProperty.getName(value)
L769[14:00:33] <McJty> Ok thanks. Have to
go again
L770[14:00:34] <McJty> Later!
L771[14:00:43] ⇦
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L772[14:01:00] <gigaherz> or alternatively
you could look at how the ItemBlock... oh he left
L773[14:01:06] <Ilphelkiir> XD
L774[14:01:13] <Ilphelkiir> Yeah switch
out the render thing didnt work.
L775[14:01:17] <MattDahEpic> well im
having trouble making my gui work, it just shows up as a white
screen. code is
https://paste.ee/p/dOM13
L776[14:01:27] <gigaherz> yeah thats
equivalent Ilphelkiir, just easier to debug ;P
L777[14:01:34] <Ilphelkiir> Oh.
L778[14:01:36] <Ilphelkiir> XD
L779[14:01:42] <Curle> Guys, does setting
the maxUses in a ToolMaterial to 0 make it invincible?
L780[14:01:42] <gigaherz> okay
first,
L781[14:01:49] <gigaherz> where do you
register your item models?
L782[14:01:53] <gigaherz> it should be in
preInit
L783[14:02:02] <Ilphelkiir> Its in preinit
I think
L784[14:02:06] <Ilphelkiir> It was working
before.
L785[14:02:15] <Ilphelkiir> yeah its in
preinit
L786[14:02:21] <gigaherz> okay
L787[14:02:26] <gigaherz> because the old
method worked fine in init
L788[14:02:29] <gigaherz> butthe new one
does not
L789[14:02:35] <gigaherz> (IIRC)
L790[14:02:43] <Ilphelkiir> It wasnt
working before changing either
L791[14:02:48] <gigaherz> any messages in
the log?
L792[14:02:49] <Ilphelkiir> it was
changing all them unlocalized names
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L794[14:03:07] <Ilphelkiir> yes
L795[14:03:09] <Ilphelkiir> I found
one
L796[14:03:10] <Ilphelkiir> FML]: Model
definition for location mysticalscrolls:arrow_scroll#inventory not
found
L797[14:03:28] <Ilphelkiir> should I get
rid of "inventory"
L798[14:03:57] <gigaherz> no
L799[14:04:00] <Ilphelkiir> What does that
mean?
L800[14:04:07] <gigaherz> itmeans it
didn't find the json ;P
L801[14:04:15] <gigaherz> do you call
addVariantName?
L802[14:04:17] <Ilphelkiir> Did I put it
in the wrong spot?
L803[14:04:21] <Ilphelkiir> No I dont have
any variants.
L804[14:04:27] <gigaherz> try calling it
regardless
L805[14:04:27] <gigaherz> ;P
L806[14:04:31] <Ilphelkiir> where
L807[14:04:39] <gigaherz> in the
registration
L808[14:04:47] <gigaherz> after
ModelLoader.setCustomModelREsourceLocation
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L812[14:05:55] <Ilphelkiir> Lets see if
that works.
L813[14:06:06] <gigaherz> okay second
question meanwhile
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L815[14:06:13] <gigaherz> is your model
json in
L816[14:06:26] <Ilphelkiir> that didnt
work
L817[14:06:41] <gigaherz>
resources/assets/mysticalscrolls/models/item/arrow_scroll.json?
L818[14:06:53] <Ilphelkiir> yes
L819[14:07:01] <Ilphelkiir> wait
L820[14:07:10] <Ilphelkiir> Its jsut arrow
scroll that lost its json somehow
L821[14:07:22] <Ilphelkiir> XD
L822[14:07:26] <gigaherz> well that'd do
it ;P
L823[14:07:27] <Ilphelkiir> I must have
deleted it somehowe
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L825[14:07:51] <Ilphelkiir> Well that
takes care of the error.
L826[14:08:09] <Ilphelkiir> It definitely
doesnt link the itesm to the json thouhgh, since thyre showing up
as blocks
L827[14:08:32] <Ilphelkiir> all of the
items still work
L828[14:08:35] <Ilphelkiir> Its just the
textures.
L829[14:08:37] <gigaherz> how does your
item json look like?
L831[14:09:58] <Ilphelkiir> and the arrow
one doesnt work right now?
L832[14:10:41] <Ilphelkiir> thats probably
unrelated
L833[14:10:44] <Ilphelkiir> Ill check that
part out
L834[14:10:59] <gigaherz> hmmm
L835[14:11:07] <gigaherz> now I can't
remember if model jsons can make use of
"forge:default-item"
L836[14:11:12] <gigaherz> for display
transforms
L837[14:11:20] <gigaherz> but doesn't
matter that would work too
L838[14:11:44] <Curle> Guys, can I use 0
or -1 in the maxUses field of a ToolMaterial to make it
infinite?
L839[14:11:55] <Ilphelkiir> try -1
L840[14:12:02] <Ilphelkiir> I believe that
makes infinite uses.
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L842[14:12:10] <Curle> Riight.
thanks.
L843[14:12:27] <gigaherz> Curle:
"Find Usages" and follow upward until you find where it's
used ;P
L844[14:12:59] <Curle> Pretty sure 0 or -1
aren't used in tools
L845[14:12:59] <Ilphelkiir> I have no clue
what happened to the arrow one XD
L846[14:13:43] <Ilphelkiir> my arrow works
now
L847[14:13:46] <Ilphelkiir> It was just a
random issue
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L849[14:14:03] <Ilphelkiir> textures still
dont work annoyingly.
L850[14:14:12] <Ilphelkiir> Ill try a few
things
L851[14:15:26] <Ilphelkiir> Glad I did
this nwo before I did anything too complicated.
L852[14:16:29] <Ilphelkiir> Maybe I need
to fix the texture locations?
L853[14:18:07] <Ilphelkiir> its not the
textures.
L854[14:18:38] <Ilphelkiir> This is going
to make me go crazy and then it will be something stupid that
casued this XD
L855[14:19:01] <Ilphelkiir> It apparently
finds the jsons and textures
L856[14:19:07] <Ilphelkiir> because
renaming a texture marks an error
L857[14:22:12] <Ilphelkiir> thhere we
go!
L858[14:22:16] <Ilphelkiir> Register
Renders was never called.
L859[14:22:22] <Ilphelkiir> that explains
a lot.
L860[14:22:26] <Ilphelkiir> it works
now
L861[14:22:28] <Ilphelkiir> XDDD
L862[14:22:34] <Ilphelkiir> I knew itd be
something stupid.
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L864[14:22:55] <Ilphelkiir> its supposed
to be called though
L865[14:22:56] <Ilphelkiir> Weird.
L866[14:23:00] <Ilphelkiir> calling it
again worked though
L867[14:23:05] <Ilphelkiir> So Ill let
that just happen.
L868[14:23:10] <Ilphelkiir> Oh
L869[14:23:20] <mort_> hey
L870[14:23:22] <Ilphelkiir> I forgot to
put it at thend
L871[14:23:24] <Ilphelkiir> It works
now.
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L873[14:23:36] <Ilphelkiir> I just needed
to actually have it register the renders XD
L874[14:24:09] <Ilphelkiir> I told you
gigaherz, I knew I'd feel like an idiot at the end.
L875[14:24:27] <Ilphelkiir> On the bright
side my code is easier to understand.
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L877[14:32:15] <Ilphelkiir> Well now that
everything is working
L878[14:32:17] <Ilphelkiir> Im going to
leave
L879[14:32:20] <Ilphelkiir> thanks for lal
that help!
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L881[14:33:11] <Curle> Hmm
L882[14:33:18]
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L883[14:33:50] <Curle> I'm using an item
that spawns an EntityThrowable, and it's invisible
L884[14:34:04] <Curle> If I change the
entity thrown to a snowball, it works.
L885[14:34:54] <Curle> by
"works", I mean it's invisible
L886[14:35:07] <Curle> visible*
L887[14:35:11] <khumps> where is the
default fuel handler in forge? I am trying to make a furnace that
works with any vanilla fuel.
L888[14:35:38] <Curle> Look at the
furnace?
L889[14:35:50] <diesieben07> vanilla fuels
are hardcoded in TileEntityFurance
L890[14:37:00] <khumps> so vanilla doesnt
use IFuelHandler?
L891[14:37:20] <diesieben07> no how should
it
L892[14:37:29] <diesieben07> look at the
package for IFuelHandler
L893[14:37:42] <khumps> oh.... :P
L894[14:38:12] <Curle> "<Curle>
I'm using an item that spawns an EntityThrowable, and it's
invisible", how do I make it visible? Loading gist
L895[14:38:51] <khumps> vanilla uses
getItemBurnTime not getBurnTime. thats what confused me
L897[14:41:35] <Curle> How the heck did I
miss that I left the resourcelocation null?
L898[14:41:36] <Curle> ;-;
L899[14:41:43] <Curle> ignore me :P
L900[14:46:33] <Curle> Can I use
MODID:textures/items/item.png as a resourcelocation? :P
L901[14:46:40] <Curle> I forgot how to
RL
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L914[15:19:18] <mort_> hey
L915[15:19:58] <mort_> so, I want to set
my block's hitbox according to certain properties in its state.
What would be the best way to do that?
L916[15:21:06]
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L917[15:21:08] <mort_> I have a method
which takes an IBlockState called setHitbox, but calling that from
right before returning in getActualState works unreliably, and
calling it in onNeighborBlockChange doesn't seem to do anything at
all
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L923[15:35:10] <Ilphelkiir> I tried to
update the forge v ersion for my mod and then I got this
afterwards: Project 'Minecraft' is missing required library:
'C:\Users\Admin\.gradle\caches\minecraft\net\minecraftforge\forge\1.8-11.14.4.1563\start'
L924[15:35:16] <Ilphelkiir> Any
advice?
L925[15:35:39] <Ilphelkiir> I also got
this error: Project 'Minecraft' is missing required library:
'C:\Users\Admin\Desktop\Modding\Forge\unresolved dependency -
forgeBin 1.8-11.14.4.1563'
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L927[15:36:27] <masa> mort_: I'm not that
familiar with block hitboxes, but doesn't vanilla have several
examples of setting those? for example the chest and anvil
L928[15:36:28] <Curle> ForgeBin has all
the source you'll be quoting, so redo your setupDecompWorkspace,
ilphel
L929[15:36:36] <Ilphelkiir> I tried
that
L930[15:36:38] <Ilphelkiir> Ill try it
again
L931[15:36:47] <Curle>
--refresh-dependencies
L932[15:36:49] <Ilphelkiir> yeah
L933[15:36:52] <Ilphelkiir> with those
arguments
L934[15:36:53] <Ilphelkiir> Twice.
L935[15:36:58] <Ilphelkiir> Neither time
fixed it.
L936[15:37:06] <Curle> Try another
workspace then
L937[15:37:12] <Ilphelkiir> I guess that
might work
L938[15:37:17] <Ilphelkiir> Would I
redownload the source in that casE?
L939[15:37:34] <Curle> Try it, it has
solved it in one case for me
L940[15:37:38] <Ilphelkiir> which
L941[15:37:43] <Ilphelkiir> new
workspace?
L942[15:37:46] <Curle> both
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L944[15:37:49] <Ilphelkiir> okay
L945[15:37:53] <Ilphelkiir> Ill try the
command one last time.
L946[15:38:10] <Curle> It's time
consuming, but anything's better than not modding :D
L947[15:38:12] <Ilphelkiir> otherwise Im
switching workspaces.
L948[15:38:27] <mort_> masa: setting the
hitbox isn't hard, it's just setBlockBounds; where to do it was my
question
L949[15:39:15] <mort_> wait
L950[15:39:19] <Ilphelkiir> I got a build
failure curle
L951[15:39:21] <Curle> the
constructor
L952[15:39:26] <Curle> Workspace
L953[15:39:28] <masa> well my point was,
where does vanilla do that?
L954[15:39:30] <Curle> New one
L955[15:39:42] <Curle> The
constructor
L956[15:39:44] <Curle> :P
L957[15:39:50] <mort_> vanilla just does
it statically, so probably in the constructor; I want to do it
dynamically
L958[15:39:52] <Ilphelkiir> Problems were
found with configuaration of task ':genSrgs"...
L959[15:40:20] <mort_> however, I'm
realizing that this.setBlockBounds() in a block class will ofc
apply globally, which is not at all what I want, which would
explain why things aren't working reliably
L960[15:40:21] <Curle>
GenerateSearge(names)
L961[15:40:21] <Curle> Hmm
L962[15:40:25] <Curle> It might be your
Gradle
L963[15:40:31] <Ilphelkiir> update
gradle?
L964[15:40:32] <masa> also, does it have
to be set, can't it be just "returned" from some method?
afaik setting the hitbox is what causes a lot of problems (an they
might have fixed hat in 1.9?), since the blocks are
singletons
L965[15:40:51] <Curle> Remove and redo the
setupDecomp...
L966[15:41:00] <Ilphelkiir> remove just
the gradle file?
L967[15:41:02] <Ilphelkiir> gradlew
L968[15:41:14] <Ilphelkiir> What should I
e removing.
L969[15:41:20] <Curle> Remove everything
in c:\Users\user\.gradle
L970[15:41:37] <mort_> so I suppose the
real question is: is there a way to set hitboxes individually per
block, instead of for the entire class of blocks?
L971[15:41:47] <Curle> Which should stop
conflicts with other things as this
L972[15:41:51] <Ilphelkiir> okay
L973[15:41:55] <Ilphelkiir> I deleted the
whole folder :P
L974[15:42:01] <Ilphelkiir> and run the
decompworkspace thing?
L975[15:42:02] <Curle> That's what I said
to do :P
L976[15:42:05] <Curle> Yep
L977[15:42:08] <Curle> In the
workspace
L978[15:42:13] <Ilphelkiir> well
yeah
L979[15:42:18] <Curle> Hopefully a new
one
L980[15:42:33] <Ilphelkiir> wait make a
new workspace?
L981[15:42:57] <Curle> <Ilphelkiir>
new workspace?
L982[15:42:59] <masa> mort_: again, see
how for example anvils do it. They change it depending on the meta
I believe, which is the facing of the placed anvil
L983[15:43:05] <Ilphelkiir> Im using the
same workspace
L984[15:43:09] <Ilphelkiir> you said
"Hopefully a new one"
L985[15:43:15] <Curle> Try a new one,
then.
L986[15:43:17] <masa> same foe double
chests, they check which side ir th other part of the chest
L987[15:43:20]
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L988[15:43:20] <mort_> oh, I thought they
always had the same hitbox
L989[15:43:20] <Curle> <Curle> Try
another workspace then
L990[15:43:30] <Ilphelkiir> Ah
L991[15:43:33] <Ilphelkiir> if it doesnt
work?
L992[15:43:37] <masa> damn what a typo
fest I have today...
L993[15:43:51] <Curle> Then we have to get
to the long stuff
L994[15:44:07] <Curle> masa, figure
yourself out.
L995[15:44:21] <Curle> You're better than
this
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L998[15:44:42] <Curle> :P
L999[15:44:54] <Ilphelkiir> deleting
gradle (didnt switch workspace) results in same error as
before.
L1000[15:45:04] <Ilphelkiir> which is
weird
L1001[15:45:08] <Ilphelkiir> since its
saying a file isnt there.
L1002[15:45:14] <Curle> Name of the
file?
L1003[15:45:39] <Ilphelkiir>
C:\Users\USERNAME
L1004[15:45:40] <Ilphelkiir> \
L1005[15:46:20] <Ilphelkiir>
.gradle\caches\minecraft\net\minecraftforge\1.8-11.14.4.1563\unpacked\
L1006[15:46:26] <Ilphelkiir>
conf\packaged.srg
L1007[15:46:33] <Curle> See the
.gradle?
L1008[15:46:43] <Curle> We just deleted
that, it should be redownloading it
L1009[15:46:56] <Ilphelkiir> No it
finished trying to build
L1010[15:46:58] <Ilphelkiir> IT
failed.
L1011[15:47:22] <Curle> Try asking at
#ForgeGradle, I can't help with this.
L1012[15:47:26] <Ilphelkiir> Ah
L1013[15:47:30] <Ilphelkiir> Ill just
make a new workspace.
L1014[15:47:33] <Curle> :P
L1015[15:47:36] <Ilphelkiir> Its
fine
L1016[15:47:42] <Ilphelkiir> I should be
able to move the stuf.
L1017[15:47:50] <Curle> It might be a
bug, someone else might be having this problem
L1018[15:47:58] <Curle> They need to know
this stuff xD
L1019[15:47:59] <Ilphelkiir> Yeah I
should probably check
L1020[15:48:05]
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L1021[15:48:12] <Ilphelkiir> Ill hope
over
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L1023[15:49:00] <MattDahEpic> whats the
best way to detect if your mod is being run in a dev
environment?
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L1026[15:49:58] <Curle> Forge signature
data
L1027[15:50:04] <Curle> dev never has
it
L1028[15:52:46] <MattDahEpic> and you get
that by...?
L1029[15:54:04]
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L1032[15:54:38] <tterrag> which is given
from the FML blackboard
L1033[15:54:40] <tterrag> whcih
is...somewhere
L1034[15:56:34] <tterrag> actually it
looks like FMLForgePlugin already stores that value
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L1036[15:58:12] <diesieben07> (Boolean)
Launch.blackboard.get("fml.deobfuscatedEnvironment")
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L1038[15:58:52] <tterrag> diesieben07:
why bother with that if FMLForgePlugin already has it?
L1039[15:59:08] <diesieben07> because
that is not official API :D
L1040[15:59:29] <tterrag> it's public
static
L1041[16:00:20] <diesieben07> and?
L1042[16:00:33] <tterrag> what makes it
"not official API" ?
L1043[16:00:53] <diesieben07> its in the
ModContainer
L1044[16:00:55] <diesieben07> but
idk...
L1045[16:00:57] <diesieben07> i
mean
L1046[16:00:58] <diesieben07> whatever
;:D
L1047[16:01:14] <diesieben07> forge
doesn't really have a clear notion of "API" vs "not
API"
L1048[16:01:31] <tterrag> exactly
L1049[16:01:53] *
diesieben07 goes to play GTA
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L1057[16:29:36] <MalkContent> quick
question, did something change for doing dependencies from 1.7 to
1.8?
L1058[16:31:32] <ThePsionic> errrr
L1060[16:31:39] <ThePsionic> javadoc
pls
L1061[16:33:35] <gigaherz> MalkContent:
both 1.7 and older 1.8 use ForgeGradle1 so it should be mostly the
same
L1062[16:33:50] <gigaherz> and I'm not
aware of any special change in FG2 related to dependencies
L1063[16:36:16] <MalkContent> thx
:)
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L1081[17:21:20] <AtomicStryker> hey
folks. can the fernflower included in forge be used to decompile
*any* java class files?
L1082[17:21:43] <diesieben07> of course.
FF is just any java decompiler.
L1083[17:22:04] <AtomicStryker> did it
have command line help or is there a doc or howto floating
about
L1085[17:23:06] <gigaherz> scroll down to
the readme
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L1087[17:23:49] <AtomicStryker> oh, it
allows for directories and archives
L1088[17:23:53] <AtomicStryker>
nice
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L1098[17:39:25] <Ilphelkiir> What does it
mean if you try to build and the jar only contains meta-inf?
L1099[17:40:30] <diesieben07> where did
you put your java files?
L1100[17:40:44] <Ilphelkiir> I have a two
project setup in eclipse
L1101[17:40:46] <Ilphelkiir> I put them
in
L1102[17:41:02] <Ilphelkiir>
MysticalScrolls/src/java
L1103[17:41:06] <Ilphelkiir> under
L1104[17:41:11] <diesieben07> No no no
no
L1105[17:41:15] <diesieben07> you have 1
project
L1106[17:41:19] <Ilphelkiir> I have
two.
L1107[17:41:24] <diesieben07> why?
L1108[17:41:25] <Ilphelkiir> Which I
think is the problem
L1109[17:41:31] <diesieben07> yes it
is
L1110[17:41:34] <Ilphelkiir> Well I made
a seperate project for the mod
L1111[17:41:41] <Ilphelkiir> and I had
the stuff it made its own project
L1112[17:41:41] <diesieben07> separate
from whata?
L1113[17:41:45] <Ilphelkiir> and had it
under the buildpath
L1114[17:41:53] <Ilphelkiir> When you set
up forge
L1115[17:41:59] <Ilphelkiir> It has a
bunch of files
L1116[17:42:05] <Ilphelkiir> So I made
all the stuff I made a seperate project.
L1117[17:42:06] <diesieben07> when you
set up forge
L1118[17:42:13] <diesieben07> it
generates YOUR project
L1119[17:42:15] <diesieben07> for
you.
L1120[17:42:16] <Ilphelkiir> Oh
L1121[17:42:19] <diesieben07> you are
supposed to use that project
L1122[17:42:21] <diesieben07> thats what
it does
L1123[17:42:24] <Ilphelkiir> Oh.
L1124[17:42:30] <Ilphelkiir> I used a
seperate projecet folder
L1125[17:42:35] <Ilphelkiir> How would I
go about buiilding then?
L1126[17:42:38] <Ilphelkiir> Move all the
folders?
L1127[17:42:49] <diesieben07> right now i
would suggest you set up a new project
L1128[17:42:52] <diesieben07> move your
code over
L1129[17:43:03] <Ilphelkiir> So move it
all to the forge project?
L1130[17:43:07] <Ilphelkiir> the default
one?
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L1132[17:43:14] <diesieben07> there is no
"forge project"
L1133[17:43:19] <Ilphelkiir> the default
workspace.
L1134[17:43:19] <diesieben07> forge is a
library
L1135[17:43:30] <Ilphelkiir> The one you
get by running the files I got in the forge source.
L1136[17:43:32] <diesieben07> yes
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L1138[17:43:38] <Ilphelkiir> So just move
it there
L1139[17:43:38] <diesieben07>
"source" is misleading
L1140[17:43:40] <Ilphelkiir> all the
stuff
L1141[17:43:43] <diesieben07> it does nto
contain ANY source
L1142[17:43:46] <Ilphelkiir> Well thats
what I downloaded.
L1143[17:43:48] <diesieben07> it is an
example project
L1144[17:43:53] <Ilphelkiir> I got rid of
that
L1145[17:43:56] <Ilphelkiir> I deleted
the example.
L1146[17:44:07] <diesieben07> well,
yeah
L1147[17:44:13] <diesieben07> the
examplemod code
L1148[17:44:16] <diesieben07> but the
WHOLE PACKAGE
L1149[17:44:18] <diesieben07> is an
example
L1150[17:44:27] <Ilphelkiir> Ah
L1151[17:44:28] <diesieben07> its a
getting started pack
L1152[17:44:33] <diesieben07> you do not
need it if you know what you are doing
L1153[17:44:35] <Ilphelkiir> I just
deleted exampl;emod code.
L1154[17:44:41] <Ilphelkiir> Well I don't
:P
L1155[17:44:45] <diesieben07> :D
L1156[17:44:49] <Ilphelkiir> Im pretty
new to modding.
L1157[17:44:56] <Ilphelkiir> I started
yesterday.
L1158[17:45:16] <Ilphelkiir> a little bit
2 days ago.
L1159[17:45:28] <masa> yeah I would call
that "pretty new" :p
L1160[17:45:45] <Ilphelkiir> My mod
works, I just need to build it :P
L1161[17:45:55] <masa> I consider myself
pretty new to modding, I started almost 2 years ago
L1162[17:45:58] <Ilphelkiir> I knew java,
and I was bored so I thought Id try out modding.
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L1164[17:47:19] <Ilphelkiir> Okay Ill
test it in eclipse
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L1166[17:48:09] <Ilphelkiir> Okay now its
one project
L1167[17:48:30] <Ilphelkiir> So I should
try to build again?
L1168[17:49:01] <Ilphelkiir> that should
fix my errors?
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L1171[17:50:50] <Ilphelkiir> Okay Ill try
building now
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L1173[17:53:22] <Ilphelkiir> Hmm
L1174[17:53:30] <Ilphelkiir> It just gave
me an empty jar with meta-inf
L1175[17:53:56] <diesieben07> did you put
the code in src/main/java?
L1176[17:54:10] <Ilphelkiir> Oh I didnt
have a main
L1177[17:54:16] <Ilphelkiir> oh
L1178[17:54:20] <diesieben07> it make the
folders for you mean...
L1179[17:54:21] <Ilphelkiir> so thats
where youre supposed to put the stuff
L1180[17:54:22] <Ilphelkiir> XD
L1181[17:54:27] <diesieben07> *man
L1182[17:54:36] <Ilphelkiir> I feel
stupid now.
L1183[17:54:44] <diesieben07> don't
L1184[17:54:45] <Ilphelkiir> resources
goest here too I assume?
L1185[17:54:53] <diesieben07> resources
in src/main/resources
L1186[17:54:55] <Ilphelkiir> Doing
that
L1187[17:54:57] <diesieben07> many peope
have done it
L1188[17:55:05] <Ilphelkiir> I ran the
test inside eclipse
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L1190[17:55:07] <Ilphelkiir> and now it
doesnt load it.
L1191[17:55:09] <diesieben07> YOU have
done it and accept that you did something wrong ebcause you
misunderstood
L1192[17:55:14] <diesieben07> people do
this stuff ON PURPOSE
L1193[17:55:20] <diesieben07> and then
tell you that their way is better
L1194[17:55:21] <Ilphelkiir> Thats a good
point.
L1195[17:55:32] <Ilphelkiir> Okay, so
doing what you said
L1196[17:55:34] <Ilphelkiir> by moving
them to main
L1197[17:55:42] <Ilphelkiir> just made it
not load in eclipse
L1198[17:56:03] <Ilphelkiir> do I need to
change a setting?
L1199[17:56:24] <diesieben07> uhhh
what
L1200[17:56:27] <gigaherz> refresh
eclipse?
L1201[17:56:33] <gigaherz> it may still
think the old files are there
L1202[17:56:35] <diesieben07> uh yeah
eclipse is stupid liek that
L1203[17:56:45] <Ilphelkiir> Yeah I used
it for non-minecraft java stuff before
L1204[17:57:01] <gigaherz> otherwise
close eclipse and rerun "gradlew eclipse" to regenerate
the workspace ;P
L1205[17:57:09] <gigaherz> but you
shouldn't need that
L1206[17:57:16] <diesieben07> *örl
L1207[17:57:19] <diesieben07>
*project
L1208[17:57:24] <Ilphelkiir> ?
L1209[17:57:29] <diesieben07> gradle
doesnt genenrate workspaces
L1210[17:57:31] <diesieben07> only
projects
L1211[17:57:40] <diesieben07>
</nitpick>
L1212[17:57:47] <gigaherz> ah sorry
;p
L1213[17:57:51] <Ilphelkiir> yeah it
didnt work restarting eclipse nor refreshing
L1214[17:58:03] <Ilphelkiir> Do gradlew
eclipse?
L1215[17:58:13] <gigaherz> is your
build.gradle based on stock?
L1216[17:58:29] <Ilphelkiir> I went
through a huge process on the gradle channel so I'd say yes?
L1217[17:58:37] <Ilphelkiir> Its the
right settings I think
L1218[17:58:45] <Ilphelkiir> I was on
forge gradle fxing it.
L1219[17:58:49] <gigaherz> yeah I meant
if you used the one from the mdk package
L1220[17:58:52] <gigaherz> or copied
someone else's
L1221[17:59:00] <Ilphelkiir> I used the
one from the forge documentation I think
L1222[17:59:21] <Ilphelkiir> yeah the
forge github
L1223[17:59:51] <Ilphelkiir> why?
L1224[18:00:12] <gigaherz> well I was
wondering if you used a different build.gradle, it could presumably
have different source paths configured
L1225[18:00:20] <Ilphelkiir> Well not
using main worked fine.
L1226[18:00:23] <diesieben07> wair
L1227[18:00:26] <diesieben07> forge
github?
L1228[18:00:32] <Ilphelkiir> I think
so??
L1230[18:00:54] <Ilphelkiir> someone
linked me there.
L1231[18:00:55] <diesieben07> oh no dont
use THAT build.gradle...
L1232[18:00:56] <gigaherz> that's the
forge build, not the one meant for mods
L1234[18:01:00] <Ilphelkiir> well not the
main one
L1235[18:01:02] <gigaherz> the MDK zip
has its own
L1236[18:01:03] <diesieben07> you need to
use the one in the src package
L1237[18:01:07] <gigaherz> oh
L1238[18:01:08] <Ilphelkiir> The one that
resembled my original one.
L1239[18:01:09] <diesieben07> or MDK in
1.8
L1240[18:01:17] <gigaherz> that explains
why you had @VERSION@ in it at the beginning
L1241[18:01:17] <gigaherz> XD
L1242[18:01:31] <Ilphelkiir> This is my
build.gradle
L1244[18:02:08] <gigaherz> remove the
sourcesets lines
L1245[18:02:18] <gigaherz> that's
remapping the paths
L1246[18:02:20] <Ilphelkiir> the part
below the comment at the end?
L1247[18:02:21] <gigaherz> you don't need
that anymore
L1248[18:02:23] <gigaherz> no
L1249[18:02:25] <gigaherz> the one at the
beginning
L1250[18:02:29] <gigaherz> sourceSets
{
L1251[18:02:30] <gigaherz> }
L1252[18:02:33] <Ilphelkiir> oh
L1253[18:02:44] <gigaherz> that was
compensating for your non-standard folders
L1254[18:02:47] <Ilphelkiir> Oh!
L1255[18:02:50] <Ilphelkiir> Didn't know
that.
L1256[18:03:01] <Ilphelkiir> See I'm
learning all this
L1257[18:03:06] <Ilphelkiir> Glad I
decided to try building now
L1258[18:03:12] <diesieben07> where did
you get that from i wonder
L1259[18:03:25] <Ilphelkiir> I could try
and find the link
L1260[18:03:59] <diesieben07> whoever did
that deserves to be yelled at
L1262[18:04:31] <diesieben07> that source
set stuff is not in there
L1263[18:04:38] <Ilphelkiir> Yeah
L1264[18:04:42] <Ilphelkiir> I said I
only copied part of it
L1265[18:04:46] <Ilphelkiir> I copied
just the top part
L1266[18:04:47] <Ilphelkiir> :P
L1267[18:04:52] <diesieben07> i wondered
where you got TAHT from
L1268[18:04:53] <Ilphelkiir> I have no
idea how the sets stuff got in.
L1269[18:04:54] <diesieben07> the soruce
set stuff
L1270[18:04:56] <diesieben07> oh
L1271[18:04:57] <diesieben07> lol
L1272[18:05:01] <Ilphelkiir> Seriously I
don't know either
L1273[18:05:08] <Ilphelkiir> Code demons,
I'm telling you they exist.
L1274[18:05:19] <Ilphelkiir> :P
L1275[18:05:30] <Ilphelkiir> now lets
test
L1276[18:05:33]
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L1277[18:05:53] <Ilphelkiir> yeah it
still didnt load
L1278[18:06:24] <gigaherz> console
log?
L1279[18:06:24]
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L1282[18:09:03] <Ilphelkiir> around 56 it
mentions only discovering 3 mods.
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L1284[18:09:05] <gigaherz> wait you mean
forge DID launch but your mod wasn't in it?
L1285[18:09:08] <Ilphelkiir> yes
L1286[18:09:13] <gigaherz> hmmmmmm
L1287[18:09:18] <Ilphelkiir> thats whats
happened this entire time
L1288[18:09:21] <Ilphelkiir> but when it
wasnt in main
L1289[18:09:23] <Ilphelkiir> It was
fine.
L1290[18:09:43] <MattDahEpic> is there a
function to get wether the user has the snooper enabled?
L1291[18:09:46] <Ilphelkiir> but since I
deleted that line I doubt it will anymore
L1292[18:09:52] <Ilphelkiir> not sure
matt why?
L1293[18:10:30] <Ilphelkiir> Are you
going to add a line to the console that says "Ha ha ha the NSA
tracks you anyways"?
L1294[18:10:44] <gigaherz> runDir =
"eclipse/assets"
L1295[18:10:49] <gigaherz> dunno if this
could matter
L1296[18:10:52] <Ilphelkiir> hmm
L1297[18:10:56] <Ilphelkiir> what should
I change it to
L1298[18:11:01] <gigaherz> by default it
has "run"
L1299[18:11:03] <Ilphelkiir> I feel like
that could be it
L1300[18:11:10] <Ilphelkiir> just
run?
L1301[18:11:16] <MattDahEpic> Ilphelkiir,
no. i want to get a default value for my update checker
L1302[18:11:21] <gigaherz> runDir =
"run"
L1303[18:11:32] <MattDahEpic> and it
seems the most "accurate" value i could start with
L1304[18:11:44] <Ilphelkiir> Okay Ill try
that giga
L1305[18:11:56] <Ilphelkiir> still only 3
mods.
L1306[18:12:07] <Ilphelkiir> the base
3
L1307[18:12:18] <Ilphelkiir> I just
checked that none of them are mystical scrolls either
L1308[18:12:50] <gigaherz> ifyou do
"gradle runClient" instead of using eclipse's run option,
does it work then?
L1309[18:13:06] <Ilphelkiir> where would
I do gradle runClient
L1310[18:13:08] <Ilphelkiir> Command
prompt?
L1311[18:13:20] <diesieben07> yes
L1312[18:13:41] <Ilphelkiir> Ill do it as
a .bat
L1313[18:13:52] <diesieben07> what
L1314[18:13:52] <diesieben07> no
L1315[18:13:53] <diesieben07> why
L1316[18:14:00] <Ilphelkiir> Since I
might need it later?
L1317[18:14:06] <diesieben07> ....
L1318[18:14:25] <Ilphelkiir> I think you
underestimate how fast I forget things.
L1319[18:14:47] <diesieben07> you should
not need to run runClient ever
L1320[18:14:50] <gigaherz> this is only
for troubleshooting ;P
L1321[18:14:54] <Ilphelkiir> oh
L1322[18:15:01] <gigaherz> if it works,
then your eclipse is broken, and you may need to recreate the
project
L1323[18:15:23] <Ilphelkiir> build
fail
L1324[18:15:27] <Ilphelkiir> that could
explain it
L1325[18:15:41] <gigaherz> how does it
fail?
L1326[18:15:42] <Ilphelkiir> problem with
doing the jdk
L1327[18:15:46] <Ilphelkiir> I
think
L1328[18:16:34] <Ilphelkiir> A problem
occured starting process 'command 'C:\Program
Files\Java\jdk1.8.0_65\bin\java.exe
L1329[18:16:39] <Ilphelkiir> Do I need to
reinstall the jdk?
L1330[18:17:13] <diesieben07> no
L1331[18:17:16] <diesieben07> post the
full log
L1332[18:17:21] <Ilphelkiir> where is
that?
L1333[18:17:30] <diesieben07> uhhh
L1334[18:17:34] <diesieben07> in your
command window? :D
L1335[18:17:41] <diesieben07> gradle also
creates gradle.log iirc
L1336[18:17:46] <Ilphelkiir> Okay
L1337[18:17:51] <Ilphelkiir> because it
wont let me copy the thing
L1339[18:19:10] ***
Abrar|gone is now known as AbrarSyed
L1340[18:19:17] <Ilphelkiir> brb
L1341[18:19:48] <diesieben07> repeat with
--stacktrace
L1342[18:20:32] <Ilphelkiir> okay
L1344[18:22:51] <diesieben07>
rubygrapefruit? what the fudge
L1345[18:22:58] <diesieben07> also why is
the directory name invalid?
L1346[18:23:01] <diesieben07> i am very
confused.
L1347[18:23:03] <Ilphelkiir> I have no
clue.
L1348[18:23:09] <Ilphelkiir> Whaat the
hell is that
L1349[18:23:12] <gigaherz> isyour java in
that directory?
L1350[18:23:12] <Ilphelkiir> Im looking
at the log
L1351[18:23:14] <Ilphelkiir> I see
that
L1352[18:23:15] <gigaherz> maybe your
PATH is wrong
L1353[18:23:17] <Ilphelkiir> which
directory
L1354[18:23:18] <Ilphelkiir> OH
L1355[18:23:21] <Ilphelkiir> I should
check that
L1356[18:23:36] <Ilphelkiir> what should
I set it to
L1357[18:23:38] <gigaherz> or your
JAVA_HOME
L1358[18:23:45] <gigaherz> wherever your
JDK is installed into
L1359[18:23:49] <Ilphelkiir> is hava home
a variable name?
L1360[18:24:01] <Ilphelkiir> like
path
L1362[18:24:05] <Ilphelkiir> that I was
supposed to setup?
L1363[18:24:05] <gigaherz> yeah
L1364[18:24:19] <gigaherz> but it may be
set wrong in your system environment
L1365[18:24:23] <Ilphelkiir> I can do
that in my sytstem settings yet?
L1366[18:24:25] <Ilphelkiir> *yes
L1367[18:24:33] <gigaherz> yes verify
there ;P
L1368[18:24:55] <Ilphelkiir> should I
make Path all caps?
L1369[18:25:00] <gigaherz> no
L1370[18:25:02] <diesieben07> doesnt
matter
L1371[18:25:04] <gigaherz> that's
irrelevant
L1372[18:25:06] <diesieben07> its
windows
L1373[18:25:22] <khumps> is there
anywhere I can get the vanilla minecraft container GUI pictures? I
am looking in the forge src but cant find them
L1374[18:25:45] <gigaherz> khumps: inside
the vanilla jar ;P
L1375[18:25:54] <gigaherz> in your IDe,
you can look inside external libraries
L1376[18:26:09] <Ilphelkiir> or you can
just use an archiving program in the jar.
L1377[18:26:18] <gigaherz>
net.minecraftforge:forgeSrc:version
L1378[18:26:22] <khumps> external
libraries. thats what i needed
L1379[18:26:25] <khumps> thanks :D
L1380[18:26:27] <gigaherz> assets ->
resources ->
L1381[18:26:32] <Ilphelkiir> yes
L1382[18:26:38] <Ilphelkiir> okay
L1383[18:26:42] <Ilphelkiir> I setup
those variables
L1384[18:26:44] <Ilphelkiir> Now to
test
L1385[18:26:46] <gigaherz> eh assets
-> minecraft -> textures -> gui *
L1386[18:27:01] <Ilphelkiir> build fail,
again
L1387[18:27:16] <gigaherz> did you verify
that it's the right path?
L1388[18:27:22] <Ilphelkiir> yes.
L1389[18:27:23]
⇦ Quits: cobra
(~cobra@HSI-KBW-078-042-231-115.hsi3.kabel-badenwuerttemberg.de)
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L1390[18:27:28] <gigaherz> no idea
then
L1391[18:27:28] <Ilphelkiir> I went into
my program files.
L1392[18:27:37] <Ilphelkiir> Oh!
L1393[18:27:43] <Ilphelkiir> It things
the run thing we set before is wrong.
L1394[18:27:53] <gigaherz> ah
L1395[18:27:56] <gigaherz> create the
folder manually
L1396[18:28:02] <Ilphelkiir> ah
L1397[18:28:03] <gigaherz> someone else
had that issue a few days ago
L1398[18:28:13] <gigaherz> where the
folder was created only when using idea ;P
L1399[18:28:26] <gigaherz> (or when
running inside eclipse)
L1400[18:28:32] <Ilphelkiir> lets try
that again.
L1401[18:28:48] ***
Gaz|Away is now known as Gaz
L1402[18:28:57] <Ilphelkiir> whats the
command again
L1403[18:29:06] <Ilphelkiir> gradlew
runClient ?
L1404[18:29:09] <gigaherz> gradlew
runClient
L1405[18:29:23] <Ilphelkiir> it
launched
L1406[18:29:38] <Ilphelkiir> and I think
its installed now
L1407[18:29:42] <Ilphelkiir> Ill try in
eclipse next
L1408[18:29:44] <gigaherz> gradlew
eclipse?
L1409[18:29:56] <Ilphelkiir> I should run
that
L1410[18:29:58] <Ilphelkiir> It works now
:D
L1411[18:30:14] <Ilphelkiir> with the
command
L1412[18:30:17] <gigaherz> heh
L1413[18:30:19] <Ilphelkiir> So run
gradlew eclipse?
L1414[18:30:24] <gigaherz> yeah cna't
hurt
L1415[18:30:24] <Ilphelkiir> I meant with
cmd :P
L1416[18:30:25] <Ilphelkiir> okay
L1417[18:30:32] <gigaherz> worst case
you'll have to wipe the eclipse project folder and rerun that
L1418[18:30:38] <Ilphelkiir> ah
L1419[18:30:50] <Ilphelkiir> okay once
thath appens
L1420[18:30:54] <Ilphelkiir> Ill test
trying to use eclipse.
L1421[18:31:40] <Ilphelkiir> fixed
it!
L1422[18:31:56] <Ilphelkiir> Now I should
try to build a jar?
L1423[18:32:26] <gigaherz> sure, gradlew
build
L1424[18:32:26] <gigaherz> ;P
L1425[18:32:30] <Ilphelkiir> okay
L1426[18:32:33] <Ilphelkiir> Thanks for
all this help
L1427[18:32:38] <gigaherz> np
L1428[18:32:39] <Ilphelkiir> I added you
to the credits on the info
L1429[18:32:47] <Ilphelkiir> You've
helped me so much with this
L1430[18:32:50] <gigaherz> heh, thx
;P
L1431[18:33:08] <Ilphelkiir> I want to
make a jar so I can start a download and see what people
think.
L1432[18:33:16] <Ilphelkiir> That way I
see what people want to add.
L1433[18:33:30] <Ilphelkiir> also I want
to see if it works outside the dev environment
L1434[18:34:11] <Ilphelkiir> Okay
L1435[18:34:14] <Ilphelkiir> Time to test
it out
L1436[18:34:19] <Ilphelkiir> Luckily
multimc makes it easy to do that.
L1437[18:34:30] <AtomicStryker> does
bukkit have an event for player update ticks, or living entity
update ticks
L1438[18:36:32] <Ilphelkiir> It
works!
L1439[18:36:48] <Ilphelkiir> So how
should I share my mod?
L1440[18:36:54] <Ilphelkiir> Minecraft
forums?
L1441[18:36:59] <Ilphelkiir> and the ftb
subreddit?
L1442[18:37:03] ***
SnowShock35 is now known as zz_SnowShock35
L1443[18:37:13] <Ilphelkiir> Or should I
make a google sites page like witchery
L1444[18:38:24] <Ilphelkiir> or does that
really matter?
L1445[18:38:53] <Thutmose> I would
suggest at least making a thread for it on MCF, you can put it
everywhere else if you want to
L1446[18:39:01] <Ilphelkiir>
Alright
L1447[18:39:07] <Ilphelkiir> Ill do a
google sites like witchery for the main
L1448[18:39:11] <Ilphelkiir> and have
some links on mcf
L1449[18:39:14] <Ilphelkiir> never used
mcf before :P
L1450[18:39:24] <Ilphelkiir> I've viewed
it
L1451[18:39:27] <Ilphelkiir> Never used
it.
L1452[18:39:59] <Ilphelkiir> Well
L1453[18:40:02] <Ilphelkiir> Thanks for
all this help
L1454[18:40:12] <Ilphelkiir> Time to
setup all those pages
L1455[18:40:33] <Ilphelkiir> Eventually I
want to learn how to use GitHub so people can see my code
L1456[18:41:06] <gigaherz> Ilphelkiir:
curse
L1457[18:41:09] <gigaherz> ;P
L1458[18:41:12] <gigaherz> also upload to
github ;P
L1459[18:41:22] <Ilphelkiir> You mean use
curseforge
L1460[18:41:28] <gigaherz> wel
lyeah
L1461[18:41:31] <gigaherz> you upload to
curseforge
L1462[18:41:38] <gigaherz> and they show
the latest version in the front page
L1463[18:41:38] <gigaherz> ;P
L1464[18:41:41] <Ilphelkiir> ah
L1465[18:41:42] <Thutmose> ya, curse is a
good place to stick it,
L1466[18:41:46] <Ilphelkiir> Instead of
mcf?
L1467[18:41:50] <LexManos> Ilphelkiir, I
suggest SmartGit if you are on windows, its a nice simple-ish
interface.
L1468[18:41:50] <Thutmose> I do
both
L1469[18:41:54] <Ilphelkiir> Thanks
L1470[18:42:02] <LexManos> With github
'support'
L1471[18:42:17] <gigaherz> forgit I use
TortoiseGit
L1472[18:42:25] <Ilphelkiir> it says its
win 7
L1473[18:42:28]
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(~Hassan@pool-173-79-220-242.washdc.fios.verizon.net)
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L1475[18:42:35] <gigaherz> if you are
used to TortoiseSVN, it's the easiest way to transfer the
knowledge
L1476[18:42:42] <Ilphelkiir> I dont
XD
L1477[18:42:45] <Ilphelkiir> I
L1478[18:42:52] <gigaherz> then try
SmartGit or SourceTree
L1479[18:42:53] <Ilphelkiir> I've only
ever programmed for fun :P
L1480[18:43:08] <gigaherz> whatever you
do
L1481[18:43:09] <Ilphelkiir> So lex you
recommend smartgit?
L1482[18:43:17] <gigaherz> avoid the
"GitHub App"
L1483[18:43:19] <Ilphelkiir> Should I
download it on 8 even if its for 7?
L1484[18:43:21] <Ilphelkiir>
alright
L1485[18:43:23] <gigaherz> yes
L1486[18:43:35] <gigaherz> stuff that
works in 7, 99% of the time also works in 10
L1487[18:43:36] <Ilphelkiir> this the
right one?
L1489[18:43:39] <Ilphelkiir> I use
8
L1490[18:43:41] <Ilphelkiir> :P
L1491[18:43:57] <gigaherz> you could
upgrade to 10
L1492[18:43:59] <Ilphelkiir> I could
upgrade, but I like 8 as it is :P
L1493[18:43:59] <gigaherz> it's
free
L1494[18:44:03] <Ilphelkiir> I
know.
L1495[18:44:13] <Ilphelkiir> I tested
windows 8 though so Ive been using it for a while
L1496[18:44:13] <LexManos> SmartGit is
what I use, its simple enough. I am by no means a git guru and I
can work it.
L1497[18:44:19] <gigaherz> and 8 doesn't
have anything that 10 doesn't do at least as well and many things
that 10 does better
L1498[18:44:27] <Ilphelkiir> Yeah I
know
L1499[18:44:37] <Ilphelkiir> I just want
to stick with what I got for now
L1500[18:44:47] <Ilphelkiir> Ill
probablyu pdate like a month before the year to upgrade is
over.
L1501[18:44:49] <gigaherz> you may want
to toy around with git
L1502[18:44:53] ***
Hassan is now known as HassanS6000
L1503[18:44:54] <Ilphelkiir> Okay
L1504[18:44:59] <Ilphelkiir> Is this the
right smartgit?
L1506[18:45:03] <gigaherz> yeah
L1507[18:45:07]
⇦ Quits: AtomicStryker
(~AtomicStr@ip-109-91-181-57.hsi12.unitymediagroup.de) (Quit:
Leaving)
L1508[18:45:10] <gigaherz> takes a bit to
get used to the concepts if you are new
L1509[18:45:15] <LexManos> 1 main reason
I will not be getting win 10. They are trying to force it. And as a
developer the ONE thing you never do is Force someone to
fundementailly update their dev machine...
L1510[18:45:18] <gigaherz> and to form
workflow habits ;P
L1511[18:45:24] <Ilphelkiir> Yeah lex
thats hwy Im not :P
L1512[18:45:38] <Ilphelkiir> If
somethings free, then youre the product.
L1513[18:45:41] <gigaherz> I upgraded to
10 simply because I'm a sucker for getting the latest DirectX
;P
L1514[18:45:54] <Ilphelkiir> I mean
except like minecraft mods I guess
L1515[18:45:58] <gigaherz> if they had
made dx12 for win7 as they initially promised, I'd be on 7
still
L1516[18:46:29] <Ilphelkiir> Okay
L1517[18:46:30] <gigaherz> now I'm
waiting for games to actually make use of it
L1518[18:46:33] <Ilphelkiir> Time to
download smartgit
L1519[18:46:39] <gigaherz> have fun
L1520[18:46:46] <gigaherz> backup your
code ;P
L1521[18:46:55] <Ilphelkiir> okay
L1522[18:47:04] <Ilphelkiir> Ill share
the mod too on reddit I think
L1523[18:47:08] <gigaherz> git tries its
best to never lose any data
L1524[18:47:11] <Ilphelkiir> Ah
L1525[18:47:19] <Ilphelkiir> sounds like
a good way to backup stuff
L1526[18:47:25] <gigaherz> but as a
newcomer, it IS possible to do the wrong sequence in such a way
that it does happen
L1527[18:47:30]
⇨ Joins: WinterGuardian
(~Winter@modemcable155.7-22-96.mc.videotron.ca)
L1528[18:47:42] <gigaherz> so either
learn with a toy repository
L1529[18:47:47] <gigaherz> or keep manual
backups ;P
L1530[18:48:03] <gigaherz> nah it's not
an optimal way to backup binary data
L1531[18:48:27] <gigaherz> use an actual
backup system or cloud app for that
L1532[18:48:27] <gigaherz> XD
L1533[18:48:55] <Ilphelkiir> I just save
an occasional compressed version of my code
L1534[18:49:09] <Ilphelkiir> usually to
my second drive
L1535[18:49:12] <gigaherz> yeah I'm just
suggesting you do so before you start messing with git ;P
L1536[18:49:12] <Ilphelkiir> I have two
drives :P
L1537[18:49:15] <Ilphelkiir> oh
okay.
L1538[18:50:27] <Ilphelkiir> Okauy
L1539[18:50:30] <Ilphelkiir> Im
installing smart git now
L1540[18:50:32] <Thutmose> Lex, what sort
of additional testing should I do with the villager registry
changes?
L1541[18:50:47] <Thutmose> I already
checked that it works on servers, and all clients have same
results
L1542[18:52:02] <Thutmose> it seems
removing a mod with villagers resets villager to Farmer, due to the
% <number> used in the get profession thing, but whatever
trades he had, are saved
L1543[18:52:44] <LexManos> that's... odd
you dont want the farmer doing trades for bees...
L1544[18:52:51] <LexManos> also, we need
to make a test with world gen
L1545[18:53:00] <LexManos> to make sure
vanilla villages are still generated the same
L1546[18:53:08] *
LexManos hates world gen RNG
L1547[18:53:18]
⇦ Parts: Aaron1011 (~Aaron1011@131.153.4.34)
(Leaving))
L1548[18:53:54] <Thutmose> hmm, so what
should it do if the villager of that type is removed?
L1549[18:54:03]
⇨ Joins: Aaron1011 (~Aaron1011@131.153.4.34)
L1550[18:54:22] <LexManos> kill the
entity, or, reset it to a vanilla one with vanilla trades
L1551[18:55:24] <Thutmose> hmm, resetting
trades will be hard, since they store trades directly in the
villager nbt data
L1552[18:55:31] <Ilphelkiir> Whats a good
way to learn github? (and smartgit)?
L1553[18:55:48] <Ilphelkiir> I just
installed it and made an account + logged in :P
L1554[18:56:02] <gigaherz> Ilphelkiir:
find some git tutorial or something ;P
L1555[18:56:08] <Ilphelkiir> ah
okay
L1556[18:56:08] <LexManos> start
clickking buttons on a test repo
L1557[18:56:13] <Thutmose> vanilla
villagers still spawn properly
L1558[18:56:22] <gigaherz> at the very
least, you may wnt to learn wht the terms mean
L1559[18:56:24] <LexManos> are you
SURE?
L1560[18:56:29] <gigaherz>
"pull" "fork" "commit" etc
L1561[18:56:34] <Ilphelkiir> Okay
L1562[18:56:35] <LexManos> they spawn
exactly the same procession/level?
L1563[18:56:39] <Ilphelkiir> Ill find a
tutorial later
L1564[18:56:43] <Thutmose> well, there
were two librarians
L1565[18:56:44] <Ilphelkiir> put my stuff
on github
L1566[18:56:58] <Thutmose> both first
level
L1567[18:57:52] <Thutmose> level setting
shouldn't have changed, I left that how vanilla did it
L1568[19:00:14] <Thutmose> looking
through the vanilla code for structure generation, I assume it just
calls villager.setProfession(number) for the vanilla numbers for
structures that should have specfic villagers
L1569[19:02:02] <Ilphelkiir> By curese
you meant curseforge right giga?
L1570[19:02:05]
⇦ Quits: Purebe_
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L1572[19:02:42] <Ilphelkiir>
(*curse
L1573[19:03:52] <Thutmose> ok Lex, here
is the result from vanilla spawn testing: all village buildings
which currently specify a profession get the correct villager
spawned, any other villager will be random
L1574[19:04:29] <Thutmose> ie the library
houses always have a librarian, the forges always have the
blacksmith, churches and halls have clerics, but random houses have
random villagers
L1575[19:07:20] <Cypher121> I want to
make a rotating model. Should I link rotation to fps argument
passed to TESR, system time or something else?
L1576[19:07:43] <gigaherz> not fps, never
fps
L1577[19:07:53] <gigaherz> use the world
ticks + partial ticks
L1578[19:08:14] <Cypher121> partial
ticks?
L1579[19:08:40] <gigaherz> yes
L1580[19:08:56] <gigaherz> because there
can be multiple draw calls between world ticks (which are once
every 1/20 ofa second)
L1581[19:09:04] <gigaherz> you get the
partial ticks parameter in your TESR
L1582[19:09:15] <gigaherz> whic hcan be
used to do smooth animations at frame level
L1584[19:09:46] <gigaherz> this is how I
used the ticks + partial ticks to calculate an animation cycle
time
L1585[19:10:16] <gigaherz> the
"f" arg
L1586[19:10:18] <gigaherz> is the partial
ticks
L1587[19:10:22] <gigaherz> I never got
around to renaming it ;P
L1588[19:12:18] <gigaherz> (of course, in
my case I wasn't doing rotation, so my calculations won't apply to
you as-is ;P)
L1590[19:13:10] <gigaherz> that f,
yes
L1591[19:13:17] <gigaherz> I just carried
it over to the other function
L1592[19:13:18] <gigaherz> ;P
L1593[19:15:38] <Thutmose> so lex, should
I add in a line where villager reads from nbt to make it die if the
profession stored doesn't match the one the registry had? and how
should I go about doing that, also store the name as a redundant
check? or just see if number is out of bounds and die then?
currently everything vanilla works like vanilla, just the issue
with removing mod, villager reverts to farmer and keeps old
trade
L1594[19:20:52] <LexManos> could always
just call setProfession to garmer and in theory that sets the
trades.
L1595[19:21:15] <Cypher121> can fluid ids
be negative?
L1596[19:21:28] <LexManos>
potentially
L1597[19:21:39] <gabizou> iirc, when the
trades are generated, they're not overwritten, they're just tacked
on if the career level increases
L1598[19:21:53] <Thutmose> so vanilla the
trades are set whenever the villager levels up
L1599[19:21:59] <Cypher121> what about
fluid names? are they unique?
L1600[19:22:23] <LexManos> Well the
problem is that we dont want farmers to trade for say, forestry
bees.
L1601[19:22:28] <LexManos> Either kill
the entity
L1602[19:22:31] <LexManos> or fix the
trade
L1603[19:22:57] <gabizou> at which point,
you'd still have access to the MerchantRecipeList to modify the
available trades
L1604[19:23:31] <Thutmose> ok, so I will
see about resetting villager to level 0, and removing all trades
when they have to reset to farmer
L1605[19:23:34] <LexManos> Is there no
method that is 'setProfessionAndLevel(FARMER, 1)'?
L1606[19:23:44] <Thutmose> nope
L1607[19:23:49] <LexManos> well find a
way
L1608[19:23:55] <Thutmose> I can do it
when it reads from nbt
L1609[19:24:14] <LexManos> Personally id
love to see shit move away from magic number based registries
L1610[19:24:16] <LexManos> but hey
mojang
L1611[19:24:17] <Thutmose> tbh, I was
mainly trying to see how little I could make changes to the vanilla
classes
L1612[19:24:24] <mezz> modders should
have configs for villagers. you can disable forestry
villagers
L1613[19:24:27] <LexManos> keep that in
mind
L1614[19:24:45] <gabizou> Thutmose the
best way tbh is kill the villager or force re-read from nbt
L1615[19:25:30] <Thutmose> If i am going
to change their reading stuff, should I just go and make them store
profession as the name, rather than number?
L1616[19:25:51] <LexManos> you need to
keep vanilla compatibility tho
L1617[19:25:54] <LexManos> which is
annoying
L1618[19:26:18] <Thutmose> store both,
first look up name, then try to use number?
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L1620[19:28:07] <LexManos> possible i
havent looked at villagers in ages
L1621[19:28:32] <Thutmose> I can swap it
to doing that
L1622[19:28:43] <Thutmose> they currently
store profession, career and level as just ints in nbt
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L1628[19:41:17] <Thutmose> where
Derpington is the name of the custom profession, and 5 was the
id
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L1633[20:22:32] <Ilphelkiir> Well I
finished the mod I was working on and I published it.
L1634[20:22:42] <Ilphelkiir> Its still
mostly a work in progress
L1635[20:22:48] <Ilphelkiir> but I
released my first version :D
L1636[20:23:20] <gigaherz> yay ;P
L1637[20:23:50] ***
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L1638[20:24:28] <Ilphelkiir> I have the
link if you want
L1640[20:24:56] <Ilphelkiir> If you want
to check it out.,
L1641[20:25:00] <Ilphelkiir> giga.
L1642[20:25:46] <Ilphelkiir> Its not an
amazing mod yet, but it is A mod.
L1643[20:25:48] <Ilphelkiir> :P
L1644[20:25:53] <gigaherz> yeah XD
L1645[20:26:16] <Ilphelkiir> I put you in
the credits on the mcmod.info :P
L1646[20:26:21] <Ilphelkiir> for helping
me sort out all that stuff.
L1647[20:27:06] <Ilphelkiir> I should
probably mention the return scroll
L1648[20:27:09] <Ilphelkiir> I forgot to
mention that
L1649[20:27:19] <Ilphelkiir> I only
mentioned the craftable oens in the description.
L1650[20:30:04] <Ilphelkiir> I wonder
what people will think of it.
L1651[20:31:38] <Ilphelkiir> Hoping
people like it
L1652[20:32:30]
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L1656[20:54:20] <killjoy> I can't seem to
find MultipartEntityBuilder in http-core
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L1658[20:56:55] <killjoy>
org.apache.http.entity.mime doesn't seem to exist
L1659[20:57:19] <killjoy> Oh, I need
httpmime
L1660[21:05:55] <Thutmose> ok Lex, I have
re-worked it quite a bit, now it works as follows: If a profession
is removed, any villager with that profession has levels and trades
reset, and is reset to farmer (should I randomize instead?). If a
profession's id is changed, it automatically re-assigns it
accordingly, so professions can be added or removed as needed, with
trades only changing if the villager's profession is removed.
Vanilla spawning works as it
L1661[21:08:30] <gabizou> Thutmose
probably should randomize
L1662[21:08:58] <gabizou> Thutmose, but
clarify for me, am I able to set the profession of a villager willy
nilly?
L1663[21:09:02] <Thutmose> yes
L1664[21:09:06] <gabizou> k, good
L1665[21:09:14] <Thutmose> they are
randomized atm, so i will keep as that then
L1666[21:15:19] <khumps> how can i
prevent a player from placing certain items in a slot of a TE. i
have overridden isItemValidForSlot and even tried having it
straight out return false but I can still place items in any
slot
L1667[21:16:31] <tterrag> khumps: slots
don't (by default) check the IInventory method
L1668[21:16:39] <tterrag> so you need to
make your own slot class
L1669[21:16:45] <tterrag> it's pretty
dumb, but that's the way it is
L1670[21:16:59] <khumps> so Slot is
really just generic for things like chests?
L1671[21:17:25] <tterrag> it contains no
input validation
L1672[21:18:18] <khumps> ah ok. also
quick question. shift clicking in the TE causes game to crash. is
it possible to just disable it all together really quick before I
write it?
L1673[21:18:28] <tterrag> override
transferStackInSLot
L1674[21:18:31] <tterrag> return
null
L1675[21:18:37] <khumps> ok thanks
:)
L1677[21:19:42] <tterrag> and yes I know
that static method already exists in guava...one of the devs has a
habit of ignoring libs
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L1679[21:21:50] <khumps> looks cool
thanks :P
L1680[21:22:29]
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L1688[21:45:11] <GeoDoX> o/
L1689[21:45:32] <MattDahEpic> does anyone
have a good gradle setup for signing jars and using their
fingerprint in @Mod.certificateFingerprint ?
L1690[21:47:41]
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L1691[21:48:28] <GeoDoX> for the new obj
support, is there specific things you need to do to the models in
order for them to work? like for them to be within a specific size
or anything?
L1692[21:48:33] <gabizou> MattDahEpic
there is the signing plugin iirc.
L1693[21:56:44] <gigaherz> GeoDoX: a
block is a 1x1x1 cube
L1694[21:56:55] <gigaherz> but that
shouldn't affect them working or not
L1695[21:57:00] <GeoDoX> okay :)
L1696[21:58:31] <GeoDoX> i forget, was
the support included in 1.8.8 or 1.8?
L1697[21:58:43] <gigaherz> 1.8, 1.8.8
isn't ready yet
L1698[21:58:56] <GeoDoX> okay, wasnt sure
if it was an upcoming feature
L1699[22:02:15] <GeoDoX> should the
object be in the center of the plane? or on top?
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L1701[22:14:57] <gigaherz> the object I
believe should be in the (0,0,0)-(1,1,1) box
L1702[22:15:02] <gigaherz> but I could be
wrong
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L1714[22:49:30] <Cypher121> what's the
point of this method? you could as well just call any method you
wanted to call initially and get the same result
L1715[22:50:44] <Cazzar> It can also shut
up IntelliJ since its possible null error.
L1716[22:51:01] <Cazzar> Given the
annotation
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L1719[22:55:09] <Cypher121> it won't
because it throws npe itself
L1720[22:56:04] <Cazzar> Yes and no
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L1722[22:56:42] <Cypher121> if you have
obj.method() it will warn you that .method() can give npe
L1723[22:57:05] <Cypher121> if you have
this checkNotNull(obj).method() it warns about different method and
that's it
L1724[22:57:20] <fry|sleep> also, it's an
early detection of NPE
L1725[22:57:44] <fry|sleep> it'll blow up
right away, instead of being passed around and blowing up at a
random point
L1727[22:58:56] <gigaherz> Cypher121: the
point is NOT to do checkNotNull(X).something()
L1728[22:59:01] <gigaherz> if you do
that, you are using it wrong ;P
L1729[22:59:15] <gigaherz> it's for
validating input parameters that you will use later in another
method
L1730[22:59:42] <gigaherz> check its
usages
L1731[22:59:55] <gigaherz> they are all
validating the constructor
L1732[22:59:58] <Cazzar> Dunno why guava
wasn't used there.
L1733[23:03:16] <khumps> out of
curiousity why does isItemEqual not check for null values?
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L1736[23:04:11] <khumps> just spent the
past half an hour wondering why my mod was crashing to find that it
didnt check for null :D
L1737[23:04:47] <gigaherz> possibly
because it was never meant to becalled in a context where it could
be null
L1738[23:04:48] <gigaherz> ;P
L1739[23:05:06] <khumps> still would be a
safe check :D
L1740[23:05:28] <khumps> but ya
true
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L1742[23:07:33] <Cypher121> I still can't
figure out a case where that method is useful AND is not a wheel
reinvention
L1743[23:07:54] <shadekiller666> think my
computer is due for a dusting out again... wifi is only downloading
at 16 Kbps
L1744[23:08:13] <khumps> ah so the static
one that takes 2 itemstacks does check for null
L1745[23:08:13] <Cypher121> because for
that SO answer Foo(@Nonnull String s) is a better way
L1746[23:08:20] <khumps> just use
that
L1747[23:08:49] <sham1> We clearly need a
monad to solve the null problem :P
L1748[23:09:55] <khumps> u mean
nomad?
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L1750[23:10:09] <khumps> wtf is a
monad?
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L1753[23:10:29] <Cypher121> damn, just
read their examples
L1754[23:10:51] <sham1> Guava already
does provide one for that if you don't use java 8 or something like
that
L1755[23:10:57] <Cypher121> add :: Maybe
Int -> Maybe Int -> Maybe Int
L1756[23:10:57] <Cypher121> Haskell
syntax is something
L1757[23:11:12] <sham1> It's the same
syntax used in math
L1758[23:11:19] <sham1> But yeah
L1759[23:11:33] <sham1> Maybe tells you
that the value can either be or not be
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L1761[23:12:12] <sham1> No need to check
for null in the best case scenario because AFAIK bind discards
Nothing
L1762[23:12:13] <Cypher121> I like Kotlin
more in that respect
L1763[23:13:01] <sham1> But for Java you
want to use Optional<T>
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L1767[23:16:18] <sham1> But yeah
L1768[23:16:38] <tterrag> Cazzar: guava
doesn't have @Notnull on the method...so the warning doesn't go
away
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L1770[23:20:06] <shadekiller666> so
Anonymous has declared war on ISIS now...
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L1772[23:22:39] <sham1> Good
L1773[23:23:16] <sham1> Let's see what an
organisation that works inside the Internet can do against people
without internet
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L1777[23:30:27] <tterrag> ISIS has
internet...
L1778[23:31:38] <shadekiller666>
Anonymous operates inside the internet yes... but they have the
power of obtaining information
L1779[23:31:54] <shadekiller666> and ISIS
does most of its recruiting via internet
L1780[23:32:00] <shadekiller666>
btw
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