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L11[00:17:53] <Naiten> RANKSHANK, btw thanks for participating
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L13[00:18:48] <RANKSHANK> Naiten sorry am I missing something?
L14[00:20:24] <Naiten> I posted something on blockstates like a hour ago and forgot to thank you before going afk
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L17[00:22:53] <Naiten> Also, is there any decent .json modeller available?
L18[00:22:58] <RANKSHANK> Ah the tutorials, no problem
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L21[00:23:42] <RANKSHANK> I use Mr.CrayFish's personally. You usually have to fix up a few values here and there but it's pretty straight forward
L22[00:26:20] <Naiten> I hope i'll manage to implement bezier curves rendering and won't have to model all those tracks again...
L23[00:27:14] <Naiten> Or is there a way to use .obj with blockstates?
L24[00:28:26] <RANKSHANK> Yeah you can load .obj for blockstates
L25[00:28:37] <RANKSHANK> so you can easily recycle your old models
L26[00:28:56] <RANKSHANK> .json isn't robust enough for your curvatures
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L28[00:30:09] <Naiten> In fact, all those were made with rotated boxes
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L30[00:33:48] <Naiten> Can you share an example pls?
L31[00:34:07] <Naiten> *example of blockstate .obj loading
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L33[00:38:11] <RANKSHANK> http://www.minecraftforge.net/forum/index.php?topic=35670.0 thread from a quick search
L34[00:38:29] <RANKSHANK> otherwise you can look at the debug fork for forge: https://github.com/MinecraftForge/MinecraftForge/tree/1246f1a79119959039f68b2fcdceadfc320f3318/src/test/resources/assets/forgedebugmodelloaderregistry
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L38[00:49:52] <Naiten> Erm, are mtl files actually necessary?
L39[00:52:36] <RANKSHANK> I'm not 100% sure since personally I haven't used .obj but it's usage seems consistent enough
L40[00:53:02] <TehNut> I haven't tried without recently, but I remember having issues without it a month or two back
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L43[00:54:43] <killjoy> This is amazing. https://imgur.com/h4coHGy
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L45[00:58:21] <RANKSHANK> It's like teletubbies on acid
L46[01:01:22] <Naiten> Tried writing "model": "row:blockTrack.obj", got java.io.FileNotFoundException: row:models/block/blockTrack.obj.json :C
L47[01:02:51] <RANKSHANK> are you pushing this all to git?
L48[01:04:42] <Naiten> Erm, no, still can't get used to it
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L50[01:07:25] <Naiten> Also, i'm trying to make the mod modular and have repositories but it's still kinda messy and not done right as i guess
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L57[01:14:50] <TehNut> Naiten: you registered the domain right?
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L59[01:16:10] <Naiten> Which domain?
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L65[01:26:55] <Naiten> too dumb to figure out this rendering stuff on my own
L66[01:28:04] <killjoy> rendering's hard
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L74[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160129 mappings to Forge Maven.
L75[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160129-1.8.9.zip (mappings = "snapshot_20160129" in build.gradle).
L76[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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L102[03:53:59] <PrinceCat> Anyone good with networking infrastructure that wants to help me work out some protocols for communicating between the Minecraft server, a web server and a mobile app? I know it sounds ridiculous, but I think it could be very interesting with some of the ideas I have... I'm thinking of using the web server as a proxy to the Minecraft server but my main concerns are security and delivery.
L103[03:54:45] <PrinceCat> It would need to be very tight in security/encryption to avoid it being used to hack items, etc.
L104[03:55:22] *** Kolatra[away] is now known as Kolatra
L105[03:55:33] <PrinceCat> I believe I've brought this up before, but I wanted to see if anyone could shed some new light on it.
L106[04:02:00] <DrDisconsented> So what are you trying to achieve?
L107[04:02:26] <PrinceCat> It sounds ridiculous, but I want to be able to remotely control things in my world.
L108[04:04:16] <DrDisconsented> so rcon
L109[04:04:23] <PrinceCat> Essentially, yes.
L110[04:04:25] <DrDisconsented> which is already built in
L111[04:04:47] <PrinceCat> Not quite what I'm after...
L112[04:04:51] <DrDisconsented> why?
L113[04:04:55] <PrinceCat> I don't just want to be able to run server commands.
L114[04:05:54] <PrinceCat> As a basic example, my mod implements a block called a Redstone Controller, it's able to be controlled remotely by changing values on a web server.
L115[04:06:19] <PrinceCat> All blocks that require a connection to the web server register themselves with the server and query/send data on a global timer.
L116[04:06:45] *** kroeser is now known as kroeser|away
L117[04:06:51] <PrinceCat> I change the state of the controller on my webserver and next time the data is pulled by the server the state of my controller changes.
L118[04:07:05] <PrinceCat> I had a working prototype in 1.7.10 but I'm rewriting the code for 1.8.9
L119[04:07:26] <PrinceCat> Trying to make it more secure and easier to implement.
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L129[04:49:42] <Wuppy> global game jam HYPE
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L133[04:57:28] <Zorn_Taov> \o/
L134[04:57:35] <Zorn_Taov> streamed anywhere wupp?
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L136[05:01:12] <Wuppy> nop, we'll be jamming with 250 people in 1 location so internet isn't going to be massive
L137[05:01:21] <Wuppy> especially because it's school internet anyway :P
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L141[05:21:49] <madcrazydrumma> Hey guys! Does the ServerTickEvent work the same as the client one? I know there is no phase in the event
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L145[05:31:28] ⇨ Joins: Nitrodev (~Nitrodev@37-219-28-194.nat.bb.dnainternet.fi)
L146[05:31:38] <Nitrodev> Hi
L147[05:32:12] <Wuppy> Hey Nitro
L148[05:34:06] <Zorn_Taov> ahhhhhh ,wuppy, I'm so close to making my beds work with ANY mod added plank block for the frame! I just forgot to account for beds already in the world using planks from removed mods D:
L149[05:36:02] <Nitrodev> I still haven't gotten my fabric item to work
L150[05:36:39] <Nitrodev> I have registered all the item subtypes i.e. the colors
L151[05:36:57] <Nitrodev> But beyond that i got nothing
L152[05:36:59] <Zorn_Taov> fabric?
L153[05:37:24] <Nitrodev> Its an item in my mod
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L155[05:37:44] <Nitrodev> Works like wool but made from string
L156[05:37:56] <madcrazydrumma> Hey guys, I'm trying to create an event on the server so that for every interval it does something to players on the server.
L157[05:39:24] <madcrazydrumma> This is what i have so far
L158[05:39:25] <madcrazydrumma> http://pastebin.com/L7ueWb4K
L159[05:39:27] <madcrazydrumma> But it doesn't work
L160[05:40:17] <Nitrodev> Define doesn't work
L161[05:41:41] <Nitrodev> Error? Crash? Does something else?
L162[05:41:56] <Nitrodev> Not doing anything?
L163[05:43:36] <madcrazydrumma> Not doing anything Nitrodev
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L165[05:43:57] <Nitrodev> Okay
L166[05:45:27] ⇦ Quits: Nitrodev (~Nitrodev@37-219-28-194.nat.bb.dnainternet.fi) (Quit: Bye)
L167[05:47:41] <Zorn_Taov> did you try it with a lower time?
L168[05:49:41] <madcrazydrumma> Zorn_Taov, yeah I set it to 1 minute but still doesn't work
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L170[05:56:43] <madcrazydrumma> The code given shows one minute
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L175[06:10:28] <madcrazydrumma> Anyone? :P
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L182[06:22:47] <madcrazydrumma> diesieben07, you here?
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L185[06:25:32] <diesieben07> yes I am now
L186[06:25:42] <madcrazydrumma> Could you take a look at my issue?
L187[06:26:02] <diesieben07> if i know it...
L188[06:26:17] <madcrazydrumma> above ^
L189[06:27:02] <diesieben07> madcrazydrumma, did you register your handler? also you need to check event.phase or your code runs twice per tick
L190[06:27:13] <madcrazydrumma> There is no event phase in servertickevent
L191[06:27:18] <madcrazydrumma> and i register in preinit yes
L192[06:27:36] <diesieben07> Yes there is.
L193[06:27:49] <diesieben07> show where you registered it.
L194[06:28:00] <madcrazydrumma> MinecraftForge.EVENT_BUS.register(new ServerTickEvent()); in preInit
L195[06:28:17] <Wuppy> woop woop, snacks and drinks for GGJ retreived :)
L196[06:28:22] <diesieben07> ServerTickEvent is an FML event
L197[06:28:32] <diesieben07> also... wait a sec
L198[06:28:36] <madcrazydrumma> sure
L199[06:28:40] <diesieben07> your class is called ServerTickEvent, too
L200[06:28:50] <diesieben07> so the type in yoru method signature is YOUR CLASS.
L201[06:30:04] <madcrazydrumma> Oh
L202[06:30:42] <madcrazydrumma> Am i registering correctly?
L203[06:31:47] <diesieben07> No. it is an FML event.
L204[06:31:50] <diesieben07> you are registering it to the forge EventBus
L205[06:32:01] <diesieben07> find the error...
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L209[06:37:50] <madcrazydrumma> Okay
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L211[06:38:38] <Nitrodev> FInally home
L212[06:41:06] <Wuppy> \o/
L213[06:49:12] <masa> is there a way to prevent equipped item NBT changes from causing the use to reset/restart?
L214[06:50:37] <diesieben07> masa, afaik not. tconstruct for example does not do anything to the stack while its in use.
L215[06:50:47] <diesieben07> why do you need to change the NBT?
L216[06:51:36] <masa> uh what? storing data to item NBT on use can not be that rare?
L217[06:52:09] <diesieben07> in use means digging, etc.
L218[06:52:16] <diesieben07> not equipped
L219[06:52:33] <masa> my problem in this case is that when I store something to the NBT on use or on left click, it causes the use or left click to then be able to happen again on the next tick
L220[06:52:49] <masa> on use meaning right click on block
L221[06:53:44] <masa> basically I want to store the clicked on block position tothe item, but changing the NBT causes it then to happen on the next tick again, and in this item's case the set position is a toggle...
L222[06:54:06] <masa> so I have a hacky custom timeout on it atm
L223[06:54:25] <diesieben07> not sure man, there isn't actually anything in the game to prevent continous right / left clicking
L224[06:54:29] <diesieben07> regardless of whether the item changes or not.
L225[06:55:29] <masa> hmm wait.. checking it again... I was pretty sure at least the left click only happens once if the NBT doesn't change
L226[06:55:51] <masa> or anything else about the item
L227[07:00:39] <masa> yep left click event only happens once, right click and thus onItemUse do repeat, but not every tick
L228[07:01:34] <diesieben07> yes, every 4 ticks
L229[07:01:43] <diesieben07> not sure what you can do abotu the left click
L230[07:02:14] <masa> well I think I'll leave the custom timeout on it, it seems to work fine at least
L231[07:02:18] <diesieben07> i guess you could track clientside when the mouse is released
L232[07:02:25] <diesieben07> and only then allow left clickcs to go throug
L233[07:02:32] <diesieben07> and when it is pressed again, wait fro the release
L234[07:02:41] <masa> but atm I have the timestamps in a Map in the item class, they should probbaly be in the IEEP for the player instead?
L235[07:03:03] <diesieben07> you can do this entirely clientside if i undestand correctly
L236[07:03:14] <masa> hmm
L237[07:04:14] <masa> well, I do have to set the data server side too, so you mean canceling the event if the custom mouse event code determines it is not allowed to happen?
L238[07:04:39] <diesieben07> yeah
L239[07:05:44] <masa> actually, then it could just be on the client side PlayerInteractEvent handler too I guess
L240[07:05:57] <masa> instead of a mouse event handler
L241[07:06:13] <diesieben07> well, but then you cant catch the "mouse relased"event
L242[07:06:21] <diesieben07> to distinguish separate clicks
L243[07:07:13] <masa> right, yeah I guess that would make it better, that way you could click as fast as you want but it would still know which clicks are separate
L244[07:07:25] <masa> instead of a dummy timeout
L245[07:07:43] <diesieben07> yea
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L250[07:18:12] <Nitrodev> i'm gaining followers on twitter :D
L251[07:18:44] <Nitrodev> extremely slowly
L252[07:18:51] *** manmaed|AFK is now known as manmaed
L253[07:19:26] <masa> most of my followers are probably bots
L254[07:19:36] <masa> or dead accounts
L255[07:19:37] <Nitrodev> mine are for promno
L256[07:19:48] <Nitrodev> like PrgrammingWorld etc.
L257[07:20:05] <Nitrodev> just there so i would follow back
L258[07:20:11] <Nitrodev> but i won't :)
L259[07:23:54] <Nitrodev> i made a block thats one side has a collision box but the other sides dont
L260[07:29:19] <Nitrodev> what is the normal float for a normal block
L261[07:29:27] <Nitrodev> as far as collisions go
L262[07:31:47] <Nitrodev> atm i'm just writing random float numbers and hopin one of them work...
L263[07:32:43] <Nitrodev> never mind i fixed it
L264[07:32:58] <Nitrodev> well sort of
L265[07:35:34] *** Darkhax is now known as Darkhax_AFK
L266[07:39:20] <Wuppy> heh, the volunteers at our open evening drank almost 100 liters of beer in 2 hours :o
L267[07:40:51] <Wuppy> 1 and a half hours, even
L268[07:41:00] <Nitrodev> well then
L269[07:41:17] <Wuppy> it was too bad the open evening was the day before Global game jam though :V
L270[07:41:34] <Nitrodev> drunken gamedev :D
L271[07:41:42] <Nitrodev> \o/ woo
L272[07:41:46] <Wuppy> that would result in hungover gamedev
L273[07:41:49] <Wuppy> which is near impossible
L274[07:41:57] <Wuppy> especially when working through the night
L275[07:42:42] <Nitrodev> oh yeah
L276[07:45:37] <Nitrodev> but that's the challenge XD
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L278[07:47:50] <Wuppy> I like Plugin Digital :) http://utomik.com/news/
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L286[07:54:36] <knoxz> what do I have to add if I want the server version accept every/no version of the mod, but the client must have the server version?
L287[07:54:50] <knoxz> acceptableRemoteVersions = "*"
L288[07:54:59] <knoxz> for the client allowed with anything
L289[07:55:19] <knoxz> but how do I make sure that the server has the mod when clients logs in?
L290[07:56:02] <gigaherz> Forge now has "clientSideOnly = true"
L291[07:56:09] ⇨ Joins: vsg1990 (~vsg1990@pool-74-110-57-203.bflony.fios.verizon.net)
L292[07:56:11] <gigaherz> to specify client-only mods
L293[07:56:24] <knoxz> its not a client only mod
L294[07:56:28] <gigaherz> and serverSideOnly = true for server-only
L295[07:56:41] <diesieben07> that has nothing to do with it
L296[07:56:43] <diesieben07> thats for LOADING the mod
L297[07:57:03] <gigaherz> wait right nevermind
L298[07:57:05] <gigaherz> I just woke up
L299[07:57:12] <diesieben07> knoxz, you want @NetworkCheckHandler, read the javadocs for info
L300[07:57:24] <gigaherz> I just reread what you said and it has nothing to do with what my brain thought it was the first time around
L301[07:57:33] <knoxz> I have the same mod. I want the server to accept any/no version and the client only the same version
L302[07:57:35] <knoxz> ok
L303[08:02:20] <madcrazydrumma> On what event bus should I be registering a tick event?
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L305[08:02:58] <gigaherz> madcrazydrumma: if you are on 1.8.9, there's just the forge bus now
L306[08:02:59] <masa> what the... is PlayerInteractEvent only fired on the server?
L307[08:03:22] <madcrazydrumma> gigaherz, my event isn't working for some reason then
L308[08:03:32] <diesieben07> masa, some actions are server only, some are both sides.
L309[08:03:43] <diesieben07> madcrazydrumma, post updated code :D
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L311[08:04:02] <masa> left click only fires on the server
L312[08:04:11] <masa> so this new mouse event code ist hen otally useless
L313[08:04:54] <madcrazydrumma> diesieben07, http://pastebin.com/k8Ev6w2t
L314[08:05:54] <diesieben07> @EventHandler is a nested class inside Mod for a reason, it is for FML state events only such as FMLPreInitializationEvent.
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L316[08:06:31] <gigaherz> yeah I prefer to write it as
L317[08:06:33] <gigaherz> @Mod.EventHandler
L318[08:06:46] <gigaherz> to clearly show that it's really a @Mod event, not a generic one
L319[08:08:30] <madcrazydrumma> So i should use @Mod.EventHandler ?
L320[08:08:50] <gigaherz> no
L321[08:08:55] <gigaherz> you do NOT use that for random events
L322[08:09:00] <gigaherz> you use @SubscribeEvent
L323[08:09:13] <gigaherz> @Mod.EventHandler is only there for the lifecycle events inside your @Mod class
L324[08:09:25] <gigaherz> preinit, init, postinit, and a few more
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L326[08:09:35] <madcrazydrumma> Okay
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L329[08:10:44] <Flashfire> Can someone help? I am currently unable to launch MC from my ide
L330[08:10:56] <madcrazydrumma> Is that the only issue with my code gigaherz ?
L331[08:10:56] <Flashfire> Here is my log: https://gist.github.com/Samuel-Harbord/8aef9ac61b1f0f684300
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L333[08:11:28] <madcrazydrumma> does this happen everytime Flashfire?
L334[08:11:41] <Flashfire> Yes, every time since this morning
L335[08:11:52] <Flashfire> Not a single reference to any of my code
L336[08:12:32] <madcrazydrumma> Is this the full log?
L337[08:12:33] <Flashfire> It doesn't even get to the loading screen
L338[08:12:38] <Flashfire> And yes, it's the full log
L339[08:12:54] <madcrazydrumma> Have you tried copying over the src into a new forge directory?
L340[08:13:06] <diesieben07> Flashfire, delete usercache.json
L341[08:13:21] <Flashfire> @diesieben07 Thank you, I will try that
L342[08:14:25] <Flashfire> Thanks! It seems to have worked
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L345[08:16:12] <Flashfire> Just out of curiosity, is it known what causes that?
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L365[08:56:26] <Naiten> Hi there, that's me (yes, that train guy) again. Can anybody tell me how to load .obj model via 1.8 blockstates?
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L367[08:58:08] <masa> put the obj filename in it?
L368[08:58:23] <McJty> Naiten, yes, in the blockstate you can directly refer to the obj model
L369[08:58:29] <McJty> Instead of refering to a json model
L370[08:59:32] <Naiten> I tried that, but got "file blockTrack.obj.json not found" :/
L371[09:00:07] <McJty> Show us
L372[09:02:41] <masa> did you include the .obj extension in the blockstate file?
L373[09:02:54] <masa> from that error I'm guessing not
L374[09:04:18] <McJty> Well yes, because the '.obj' is in the error
L375[09:04:35] <McJty> But Naiten needs to show us his json so we can more easily see what's wrong
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L378[09:04:44] <Naiten> Well, i simply write {"variants": { "normal": { "model": "row:blockTrack.obj" } }} in the blockstate json
L379[09:05:00] <McJty> 'row'?
L380[09:05:03] <McJty> Is that your modid?
L381[09:05:05] <Naiten> and put .obj into assets/row/models/block
L382[09:05:07] <Naiten> yeah
L383[09:05:24] <McJty> Can you show us the full json?
L384[09:05:24] <Naiten> stands for Rails of War
L385[09:05:33] <Naiten> it's the full json >_<
L386[09:05:45] <McJty> then that's wrong
L387[09:05:55] <McJty> You need at least things like "forge_marker": 1 and so on
L388[09:05:59] <McJty> That cannot work
L389[09:06:29] ⇨ Joins: Shukaro (~Shukaro@130.108.232.236)
L390[09:06:50] <masa> oh right wtf was I thinking lol :D too tired I guess
L391[09:08:07] <Naiten> i wish there'll be a day Forge will get comprehensive tutorials on all topics
L392[09:08:15] <Naiten> looks like it won't ever happen...
L393[09:08:28] <McJty> There are a few. There is the official documentation:
L394[09:09:10] <McJty> http://mcforge.readthedocs.org/en/latest/
L395[09:09:17] <McJty> And then I have my own tutorial site:
L396[09:09:21] <McJty> http://modwiki.temporal-reality.com/mw/index.php/Main_Page
L397[09:09:27] <McJty> Naiten, but you still haven't shown us the full json
L398[09:09:43] <Cazzar> Naiten its relatively hard to comprehensively doc forge
L399[09:09:56] <Naiten> McJty, that line was full json
L400[09:09:59] <Cazzar> Given the changes in Minecraft itself as well.
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L402[09:10:12] <McJty> Naiten, then you forgot the forge_marker
L403[09:10:20] <McJty> Naiten, as I told you above
L404[09:11:40] <Naiten> Well, this page http://mcforge-cn.readthedocs.org/en/latest/blockstates/forgeBlockstates/ has a shallow description of forge_marker, but it doesn't mention if that parametre is compulsory
L405[09:12:22] <Cazzar> Because in essence it isn't for basic block models
L406[09:12:28] <Cazzar> You're doing more.
L407[09:12:32] <Naiten> neither does it describe the actual difference between "Forge blockstate" and "Vanilla blockstate"
L408[09:12:53] <diesieben07> forge blockstate is what is described htere
L409[09:13:02] <diesieben07> vanilla blockstate is what is described e.g. in minecraft wiki
L410[09:13:21] <diesieben07> http://minecraft.gamepedia.com/Models#Block_states
L411[09:14:48] <Naiten> first glance gives no difference >_<
L412[09:15:39] <diesieben07> vanilla is more verbose because not as much can be omitted, i think
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L414[09:20:34] <McJty> Is it safe to use the TE from within your Block.getLightValue implementation?
L415[09:20:45] <McJty> I ask because this function is called when rendering a chunk
L416[09:20:51] <McJty> And perhaps that happens in another thread?
L417[09:21:04] <McJty> Someone reported a bug there where the TE is apparently null which normally cannot happen
L418[09:21:14] ⇨ Joins: romibi (~quassel@cable-static-7-174.rsnweb.ch)
L419[09:23:44] * Naiten is struggling to reset pastebin password as the letter is not coming
L420[09:24:14] *** fry is now known as fry|sleep
L421[09:25:06] <LatvianModder> Naiten: I just use my Google account whenever I can
L422[09:25:20] <McJty> Why do you even to log in with pastebin?
L423[09:27:36] <Naiten> well, who cares. Here's the json http://pastebin.com/x7bPDLhC
L424[09:28:05] <Naiten> and the error is [Client thread/WARN]: Unable to load block model: 'row:block/blockTrack.obj' for variant: 'row:blockTrack#normal': java.io.FileNotFoundException: row:models/block/blockTrack.obj.json
L425[09:28:05] <Naiten> [01:16:41]
L426[09:29:08] <McJty> Aha did you do this: OBJLoader.instance.addDomain(MODID);
L427[09:29:15] <Naiten> No.
L428[09:29:16] <McJty> In your ClientProxy.preInit
L429[09:29:23] <McJty> It will help
L430[09:29:26] <Naiten> Nowhere's written about domain...
L431[09:29:44] <McJty> My tutorial explains that
L432[09:30:12] ⇨ Joins: maxlowry123 (~IceChat9@pool-71-244-115-181.albyny.fios.verizon.net)
L433[09:31:35] <Naiten> "The first thing you have to do is to add this to your ClientProxy.preInit(). This makes sure the obj loader knows about your domain:". What the domain is?
L434[09:32:02] <diesieben07> usually your modID
L435[09:32:21] <diesieben07> but generally the folder in assets, so: assets/foobar/some/asset.png then the domain is "foobar"
L436[09:32:33] * Naiten sighs
L437[09:32:52] <Naiten> what's even the idea of registering a directory with assets
L438[09:33:46] <Naiten> for loading models
L439[09:34:03] <diesieben07> well, somehow it needs to decide which model-type to load
L440[09:34:05] <diesieben07> json, obj, etc.
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L442[09:37:30] *** MrKick|Away is now known as MrKickkiller
L443[09:37:36] <gigaherz> Naiten: Forge asks ALL the custom loaders if they want to load ALL the resourcelocations
L444[09:38:07] <gigaherz> so they decided to make the b3d and obj loaders enable only on demand
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L446[09:38:14] <gigaherz> which, IMO, is annoying
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L448[09:38:29] <gigaherz> because it means resourcepack authors can't replace vanilla models with .obj models.
L449[09:38:46] ⇨ Joins: shadekiller666 (~shadekill@108.71.32.134)
L450[09:38:53] <gigaherz> but that's how they designed it so... ;p
L451[09:40:24] <Naiten> McJty, your tutorial uses setRegistryName, is that a part of 1.8.9?
L452[09:40:47] <Naiten> don't have that in 1.8.8
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L455[09:41:34] <gigaherz> Naiten: switch to 1.8.9 then
L456[09:41:39] <gigaherz> there's no reason to use 1.8.8 at all
L457[09:41:54] <LatvianModder> Yeah!
L458[09:42:08] <gigaherz> the recommended version of Forge is for 1.8.9
L459[09:42:08] <Nitrodev> McJty has a tutorial?
L460[09:42:12] <Naiten> I just opened my workspace set up previous time i was able to code -.- and it was the latest version that time
L461[09:42:13] <gigaherz> so users will download 1.8.9, not 1.8.8
L462[09:42:18] <gigaherz> sure
L463[09:42:25] <gigaherz> just edit your build.gradle
L464[09:42:36] <gigaherz> and put the 1.8.9 recommended version in there
L465[09:42:40] <gigaherz> and recent mappings
L466[09:42:43] <gigaherz> !!latest 1.8.9
L467[09:42:44] <MCPBot_Reborn> === Latest Mappings ===
L468[09:42:44] <MCPBot_Reborn> MC Version Forge Gradle Channel
L469[09:42:45] <MCPBot_Reborn> 1.8.9 snapshot_20160129
L470[09:42:53] <gigaherz> today's will do ;P
L471[09:43:06] <gigaherz> then rerun setupDecompWorkspace
L472[09:43:36] <gigaherz> (and possibly refresh your eclipse/IDEA too)
L473[09:45:53] ⇨ Joins: Saereth (~Saereth@vm.solardirect.com)
L474[09:48:02] <Naiten> well, that's a novelty way or updating for me, thanks
L475[09:49:40] <Naiten> gigaherz, Execution failed for task ':extractUserdev'.
L476[09:49:40] <Naiten> > java.io.FileNotFoundException: Inherited json file (1.8.9) not found! Maybe yo
L477[09:49:40] <Naiten> u are running in offline mode? D:
L478[09:50:20] <gigaherz> o_O
L479[09:50:41] <Naiten> that happened on setupdecompworkspace
L480[09:50:47] <gigaherz> weird
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L482[09:50:48] <gigaherz> never seen that
L483[09:50:54] <gigaherz> maybe ask on #forgegradle
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L487[09:52:48] <Naiten> i guess downloading a recommended version and installing it manually will be more effective
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L490[09:53:54] <gigaherz> you still need to run setupDecompWorkspace and all
L491[09:53:56] <gigaherz> it should work
L492[09:54:07] <gigaherz> I update versions quite often, and it never failed that way for me
L493[09:54:32] <Naiten> well, dev.json is on it's place
L494[09:55:42] <gigaherz> I assume you tried a couple times jisut to make sure it wasn't a one-time thing? ;P
L495[09:55:48] <gigaherz> just*
L496[09:55:50] <Naiten> indeed
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L499[09:57:20] <Naiten> forge downloads are down D:
L500[09:58:33] <diesieben07> adfoc.us is, use the direct link
L501[09:58:58] <gigaherz> no forge is ok, it's adfoc.us ... ah ninja'd
L502[09:59:29] <gigaherz> just copy url and remove the adfocus prefix fro mthe url
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L504[10:00:03] <gigaherz> (or open "all downloads" list and lcick on the (i) )
L505[10:00:26] <Naiten> Remind me, are we using 'universal'?
L506[10:00:56] <diesieben07> MDK is the example project for development
L507[10:01:00] <diesieben07> universal is for server owners
L508[10:01:14] <diesieben07> (so you want mdk)
L509[10:01:20] * Naiten forgot how to mod
L510[10:01:38] <gigaherz> the MDK used to be called "src" in the past
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L512[10:02:02] <gigaherz> it contains the minimal files to setup a working environment
L513[10:02:19] <gigaherz> including a minimal example mod so that it has something to compile
L514[10:02:30] <Huene> This is a general question not neccesarily forge specific. and I'm an admin not a coder, but is there a command to list or dump enchantment id's I've got two mods that are conflicting and I can adjust one of them, but I don't know what id's are available
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L517[10:06:46] * mikebald isn't aware of such a command.
L518[10:06:59] <Naiten> Well, thanks everybody, gonna continue modding tomorrow, it's 2am already
L519[10:07:01] <Huene> is there a better option than just pick numbers at random?
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L525[10:09:47] <mikebald> it looks like if there's conflicting enchantments you should see an error log; but as for picking an enchantmen
L526[10:09:53] <mikebald> *enchantment ID, I can't help you there =/
L527[10:10:41] * mikebald shrugs. So, trial & error I guess.
L528[10:10:52] <diesieben07> or yell at the mods for being broken :D
L529[10:11:40] <mikebald> Well, it doesn't look like there's an enchantment registry so... there doesn't seem to be a method for ensuring there's no id collisions
L530[10:11:58] <mikebald> unless I'm missing something, wouldn't be the first time =D
L531[10:12:09] <diesieben07> sure there is. something in the config? use it. otherwise query first free id and store it in the config.
L532[10:12:16] <diesieben07> if everyone does that there won't be any collisions
L533[10:12:30] <Huene> that's what I'm asking, how do you query it
L534[10:12:37] <diesieben07> as a mod maker?
L535[10:12:42] <Huene> as an admin
L536[10:12:47] <diesieben07> you don't.
L537[10:12:54] <diesieben07> its the mods job, if they don't do it, they are broken
L538[10:12:58] <gigaherz> you shouldnt need to *
L539[10:12:58] <Huene> I've just incremented everything by 50, basically customnpcs and thaumic bases don't like each other, so taking the guess approach
L540[10:13:44] <Huene> looks like increasing customnpcs to start at 150 instead of 100 worked for the time being
L541[10:13:55] <Huene> thanks for the info though folks
L542[10:14:01] <gigaherz> you should still slap the mod authors for doing it wrong
L543[10:14:02] <gigaherz> ;P
L544[10:14:12] <Huene> lol I can provide them feedback,
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L546[10:14:19] <gigaherz> exactly.
L547[10:14:21] <mikebald> Huene if there's an ID collision, you should get an exception that starts: "Duplicate enchantment id!" so that'd be in the log
L548[10:15:16] <Huene> yeah and that was the case mikebald but that wasn't my question, I was trying to find a way to determine what the free id's were so that I didn't have to arbitrarily guess, but like I said just incrementing customnpcs by 50 was all I needed to do in this case
L549[10:15:34] <Huene> not ideal, but it did the job
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L554[10:22:05] <McJty> Anyone know if getLightValue() can safely access the TE?
L555[10:22:17] <McJty> I'm having doubts because it is called from within chunk rendering
L556[10:22:21] <McJty> And I thought that was threaded
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L562[10:42:02] <masa> yay did some final tweaks to my creation station...
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L565[10:49:07] *** Abrar|gone is now known as AbrarSyed
L566[10:50:15] <Nitrodev> almost feel like i want to make a mod for my mocpack
L567[10:50:29] <Nitrodev> since any of those block creation mods are hard to use
L568[10:50:32] <Nitrodev> atelast for me
L569[10:50:36] <Nitrodev> atleast*
L570[10:55:28] <masa> what do you mean by block creation mods?
L571[10:56:49] <Nitrodev> the mods that allow you to make blocks using configs or jsons
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L573[10:57:10] <Nitrodev> tabula rasa and quadrum are the ones i've tried
L574[10:57:15] <masa> ah, right
L575[10:57:18] <Zaggy1024> what kind of block do you want to make?
L576[10:59:23] <Nitrodev> well for starters a block that is like a log but with ember
L577[11:00:07] <Nitrodev> i'm making a modpack that has a world gen similar to that when earth was on the Hadean Eon
L578[11:01:54] *** Darkhax_AFK is now known as Darkhax
L579[11:05:08] <Zaggy1024> well there's this
L580[11:05:09] <Zaggy1024> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2290059-loot-the-addon-update-now-with-the-ability-to
L581[11:05:14] <Zaggy1024> may help you
L582[11:05:53] <Zaggy1024> specifically because I see logs in a screenshot
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L586[11:11:10] <Nitrodev> alright Zaggy1024 i'll look into it
L587[11:12:38] <masa> welp there is my final tweak to the Creation Station: https://youtu.be/UH-MC8UUHJc
L588[11:12:42] <Nitrodev> okay my modpack has a MAJOR flaw in terms of likeness to the Hadean Eon
L589[11:12:53] <Nitrodev> my world gen still has lakes...
L590[11:13:01] <Nitrodev> of water
L591[11:16:07] <gigaherz> Nitrodev: so you want an open-sky nether instead?
L592[11:16:07] <gigaherz> ;P
L593[11:16:22] <Nitrodev> well yeah
L594[11:16:50] <Nitrodev> just google Hadean Eon and you'll get what i want :P
L595[11:20:41] <Nitrodev> yeah loot++ isnt what i want afterall
L596[11:21:15] <Nitrodev> i dont feel making my packs future players have to use a resourcepack for the textures :P
L597[11:21:21] <Huene> does anyone know of any reasource for finding the cause of ticking world entities? I'm not quite sure how to find the cause, as the logs tend to never point to anything specific that I can identify
L598[11:21:30] <Huene> resource*
L599[11:23:01] <diesieben07> depends on the crash.
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L601[11:25:26] <Huene> oh hang on, I might have conflicted one enchantment id with another when I adjusted what I had to adjust earlier, considering I have thaumic infusion, it could be that simple
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L604[11:33:37] <masa> Huene: well the log should give some indication of what went wrong
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L607[11:38:03] <Huene> it probably does, I am not having the greatest time interpreting it though
L608[11:38:09] <Huene> still working on it
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L610[11:41:43] <diesieben07> it would help greatly if you would just post the log...
L611[11:42:55] <Huene> sorry, I didn't expect you folks to do the legwork, I was just hoping there was some resource that would help me identify how to troubleshoot it. But I can do that, one moment
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L613[11:44:10] <sham1> never expect us not to do the legwork
L614[11:47:34] <Huene> crash-report/ log is the one that is the most useful to you folks right?
L615[11:47:45] <Huene> http://pastebin.com/bkvmwrxN if so
L616[11:48:08] <sham1> hmm
L617[11:48:20] <sham1> what was it you wanted to do again
L618[11:48:58] <Huene> diagnose and stop a ticking world crash
L619[11:50:21] <diesieben07> it's something broken in thaumcraft... but since they are not open source... we can't debug it.
L620[11:50:27] <diesieben07> you'd have to report it ot the author.
L621[11:50:43] <sham1> You know what grinds my gears
L622[11:50:46] <sham1> Not having open source mods
L623[11:51:16] <Huene> Is it possible that it could be an addon mod to thaumcraft? reason I ask is I just added Thaumic Bases
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L626[11:52:32] <sham1> could be
L627[11:52:32] <Curle> o/
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L629[11:52:38] <Nitrodev> any examples for making models for items with meta
L630[11:52:47] <Nitrodev> meta beinig colors in this case
L631[11:52:50] <sham1> the same way you make any other models
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L633[11:53:18] * Curle waves
L634[11:53:30] <Curle> Respond, you imbiciles :P
L635[11:53:39] <sham1> Then you register them under different metadatas of the same item
L636[11:53:40] <sham1> No
L637[11:53:45] <PitchBright> o/
L638[11:53:49] <Curle> I feel like the sea, waving at a beach
L639[11:53:57] <Curle> I'm not getting anything back :3
L640[11:54:16] <Huene> ok thanks folks, and sorry for what is probably a basic question here, I never really had the greatest luck identifying ticking crashes, what lines are you looking at in that pastbin to identify thaumcraft 38-41?
L641[11:54:19] <Nitrodev> i wonder what's a good way to see the metadata of each item
L642[11:54:25] <PitchBright> *pulls up chair, grabs pina colada*
L643[11:54:37] <gigaherz> Nitrodev: to see?
L644[11:54:45] <Nitrodev> never mind i'm just an idiot
L645[11:54:47] <gigaherz> there's a mod that lets you view and change the NBT data from items
L646[11:54:55] <gigaherz> not sure if there's a 1.8.9 version yet
L647[11:54:55] <gigaherz> ;P
L648[11:55:09] <Nitrodev> no yeah i now know the metadatas of each item
L649[11:55:17] <Nitrodev> subItems.add(new ItemStack(itemIn, 1, i));
L650[11:55:24] <Nitrodev> i being a metadata value
L651[11:55:33] <Nitrodev> and that on a for loops
L652[11:55:38] <sham1> yes
L653[11:55:38] <diesieben07> yes Huene
L654[11:55:43] <sham1> For Creative rabs anyway
L655[11:55:54] <Nitrodev> huh?
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L657[11:56:06] <Huene> thank you and and thank you for your patience with the simple questions
L658[11:56:31] <Curle> We've all been through it
L659[11:56:52] <Curle> Unless someone learned through osmosis, which in that case they should gtfo
L660[11:56:56] <Nitrodev> sham1, what do you mean for creative tabs anyway?
L661[11:57:12] <sham1> the fact that getSubItems...
L662[11:57:57] <sham1> is for adding the subitems into the creative tab
L663[11:57:59] <Nitrodev> yeah but you mean that doesn't work for anything else?
L664[11:58:07] <Nitrodev> like that doesn't set the metadata?
L665[11:58:12] <sham1> No
L666[11:58:44] <Nitrodev> huh
L667[11:58:46] <Nitrodev> damn
L668[11:58:58] <sham1> the metadata is specific to whatever itemstack you have
L669[11:59:08] <sham1> You as a modder have to decide what to do with that metadara
L670[11:59:11] <sham1> metadata*
L671[11:59:45] <Nitrodev> i'm gonna test something hold on
L672[12:00:22] <sham1> the way you use metadata is arbitrary
L673[12:00:23] <tterrag|phone> how do I bake a model directly from a json file (resourcelocation) without it being attached to a block/item ?
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L675[12:02:31] <Nitrodev> of course I need to decide how to use the metadata
L676[12:02:38] <Nitrodev> atm the problem is setting it
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L678[12:04:25] <masa> setting it in what context?
L679[12:04:25] ⇨ Joins: Saereth (~Saereth@vm.solardirect.com)
L680[12:04:40] <masa> the meta is stored in the itemstack, so you set it when creating the stack
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L683[12:05:28] <Nitrodev> my brain is in half sleep mode apperently
L684[12:05:30] <masa> so for example if you want to craft items with different meta, then that meta comes from the stack that you registered the recipe for
L685[12:06:27] <masa> I guess you could think of item meta/damage as a simple one-numericvalue NBT
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L687[12:06:53] <Huene> well time will tell, but I think I fixed it by adjusting the enchantment id's in Thaumic Bases, gotta monitor for now
L688[12:06:54] <masa> well, maybe that's a bad analogy
L689[12:06:58] <Nitrodev> so for colors i would?
L690[12:07:01] <sham1> I thought that itemstacks store the metadata as a short inside the NBT data
L691[12:07:10] <masa> no
L692[12:07:15] <diesieben07> uh yes they do.
L693[12:07:23] <sham1> weah
L694[12:07:26] <masa> well yes, but not the staclTagCOmpound
L695[12:07:27] <sham1> I just checked the source
L696[12:07:27] <Nitrodev> oh boy *grabs popcorn*
L697[12:07:48] * sham1 takes away Nitrodev's popcorn across the internet
L698[12:07:50] <sham1> Too salty
L699[12:08:31] <Nitrodev> well it does look like that the setup i have currently works
L700[12:08:33] <Nitrodev> i think
L701[12:08:38] <Nitrodev> atleast with recipes
L702[12:08:55] <Nitrodev> no idea if it works with models though
L703[12:09:14] <masa> as in when an itemstack is saved to NBT, it will be a compound tag, which holds the item id, damage, stack size and then a compound "tag" for the NBT data that we use when dealing with the items in code
L704[12:10:01] <sham1> yes
L705[12:10:20] <tterrag> anyone?
L706[12:10:27] <sham1> Thus saying "itemstacks store the metadata as a short inside the NBT data" is not incorrect
L707[12:10:30] <Nitrodev> okay i just pushed the changes to my repo
L708[12:10:50] <Nitrodev> https://github.com/Nitrodev/ConstructIO/blob/master/src/main/java/com/nitrodev/constructio/recipes/ModRecipes.java
L709[12:10:55] <sham1> Of course we do not use metadata to represent that at runtime
L710[12:10:58] <Nitrodev> that is where i testes the metadata
L711[12:10:59] <sham1> That is ridiculous
L712[12:11:13] <Nitrodev> https://github.com/Nitrodev/ConstructIO/blob/master/src/main/java/com/nitrodev/constructio/items/ItemFabric.java
L713[12:11:18] <Nitrodev> that's the item code
L714[12:11:47] <Nitrodev> am i diong that wrong?
L715[12:13:04] <masa> which part? I didn't see anything wrong
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L717[12:13:15] <sham1> Me neither
L718[12:13:18] <Nitrodev> and PLEASE don't bug me about too many statics i'll change that when i encounter an error with them
L719[12:13:22] <Nitrodev> oh good
L720[12:13:32] * sham1 says something about statics
L721[12:13:37] <sham1> That are not final btw
L722[12:13:42] <sham1> Which they could be
L723[12:13:44] <Nitrodev> oh yeah that
L724[12:13:57] <Nitrodev> i'll change those eventually
L725[12:14:56] <Nitrodev> okay now if i were to make a model for the ItemFabric meta of 3 that crafting recipe would show the model/texture i assigned it to right?
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L727[12:15:07] <sham1> indeed
L728[12:15:13] <Nitrodev> Woo
L729[12:15:34] <sham1> That's why you assign it to that metadata in the first place :P
L730[12:16:23] <Nitrodev> alright good
L731[12:16:42] <Nitrodev> i just need to figure out the right placements of meta to the right colors
L732[12:17:10] <sham1> you can do it like wool does it
L733[12:17:15] <ChJees> ConstructIO? What kind of mod is it going to be :o ?
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L735[12:17:39] <Nitrodev> storage mod
L736[12:17:46] <ChJees> Fancy storage mod?
L737[12:17:57] <Nitrodev> no idea yet
L738[12:18:02] <ChJees> Ah
L739[12:18:20] <sham1> I hope one of the blocks is an IKEA cardboard box
L740[12:18:23] <Nitrodev> or rather define 'fancy'
L741[12:18:52] <ChJees> Pretty blocks, unique inventories, mod integration, etc...
L742[12:18:55] <ChJees> Is kinda fancy
L743[12:19:17] <sham1> yay for Optional<T>.ifPresent
L744[12:19:38] <diesieben07> meh
L745[12:19:48] <diesieben07> that's the least elegant way to deal with Optional :D
L746[12:20:22] <sham1> Makes me dealing with ItemStacks during writeToNBT easier at least
L747[12:21:03] <Nitrodev> well the first storage block DOES have a unique inventory
L748[12:21:10] <Nitrodev> simply a square
L749[12:21:14] <Nitrodev> 4x4
L750[12:21:20] <ChJees> Hehe
L751[12:21:48] <Nitrodev> but i will use blockstates with the storageblocks
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L753[12:22:39] <ChJees> Feels like i am hitting my head against a brickwall for my mod i am making :P. Don't know if i should start with the chicken or the egg.
L754[12:22:58] <Nitrodev> like you combine a storage unit (defines the size of the inventory) with a storage shell and it gets to the storage block
L755[12:23:05] <sham1> why not both
L756[12:23:10] <Nitrodev> what do you mean ChJees
L757[12:24:01] <ChJees> Think spellmaking of Ars Magica 2, but now complicate it even further. In the end spells look poems. That kind of brickwall head bashing.
L758[12:24:19] <sham1> poetry
L759[12:24:24] <sham1> Well shite
L760[12:24:34] <Nitrodev> i have an idea as far as registering the fabrics with metadata
L761[12:24:48] <Nitrodev> a for loop inside the register method
L762[12:25:02] <sham1> as a heads-up for Nitrodev, you can store *any* data using NBT
L763[12:25:04] <sham1> Just saying
L764[12:25:07] <ChJees> I could make spellmaking and spells simple but i want to be a special little rainbow haired snowflake :v.
L765[12:25:23] <Nitrodev> k sham1
L766[12:25:39] <ChJees> I think what i need to decide RIGHT now is where a spell start and how it chains.
L767[12:25:55] <Nitrodev> damn you can't use metadata for that
L768[12:26:00] <Nitrodev> i mean for loops
L769[12:26:11] <sham1> why not
L770[12:26:56] <sham1> And when I say you can store any data into NBT
L771[12:27:00] <Nitrodev> the registerItem method doesnt support metadata
L772[12:27:01] <sham1> I mean it in 2 ways
L773[12:27:14] <Nitrodev> i.e. doesnt have a parameter for meta
L774[12:27:21] <sham1> Of course not
L775[12:27:26] <sham1> It just registers the item
L776[12:27:34] <sham1> As I said, metadata is arbitrary
L777[12:27:47] <Nitrodev> i guess i could set the metadata to the unlocal name
L778[12:28:46] <diesieben07> the fuck are you doing...
L779[12:28:51] <sham1> But yeah, you can manually serialize the fields into NBT or if you feel like going into really deep water, you can utalize Java's serialization stuff and write the result into a byte array inside NBT
L780[12:29:05] <diesieben07> please dont use java serialization :O
L781[12:29:19] <sham1> I said you can
L782[12:29:28] <sham1> It isn't smart obviously
L783[12:29:34] <sham1> But it is *a* possibility
L784[12:29:41] <diesieben07> meh
L785[12:29:47] <McJty> 'can' != 'should' is true in many cases
L786[12:29:54] <sham1> ye
L787[12:31:09] <sham1> this being one of those cases
L788[12:31:46] <ChJees> Suppose i will define each spell part into a sentence like this; Spell( Sentence(Who, Effect, Shape, Where (i.e Hand), Trigger During (i.e Flight, Buff), Trigger Hit)) Where the triggers can chain even further.
L789[12:31:48] <Nitrodev> then how should i implement the registering for metadata
L790[12:31:54] <sham1> you dont
L791[12:32:06] <Nitrodev> or do the methods at my item class do it?
L792[12:32:18] <sham1> You can specify unlocalized names per-itemstack cases
L793[12:33:06] <Nitrodev> but wait, aren't my items already registered if i can craft them and find them in the creative tabs?
L794[12:33:14] <sham1> yes
L795[12:33:24] <sham1> But there is a method you can override in the Item-class
L796[12:33:48] <sham1> Where you can specify the unlocalised name according to the ItemStack
L797[12:33:56] <sham1> Thus being able to have it depend on the metadata
L798[12:34:07] <Nitrodev> getUnlocalisedName?
L799[12:34:21] <sham1> indeed
L800[12:35:05] <Nitrodev> i'm guesssing i should use the same loop when i did my getSubItems method
L801[12:35:10] <Nitrodev> overrid*
L802[12:35:16] <sham1> no
L803[12:35:29] <sham1> as that method is called for per-ItemStack basis
L804[12:35:55] <masa> much confusion, little clarification
L805[12:36:00] <Nitrodev> ah
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L807[12:37:13] <Nitrodev> okay let's say same KIND of loop
L808[12:37:22] <sham1> No looping needed
L809[12:37:29] <masa> Nitrodev: you register the recipes with different itemstacks, where the meta changes. So you register the recipes inside a for loop, like addRecipe(new ItemStack(youritem, 1, metafromloop), recipestuff)
L810[12:38:06] <masa> and then you just override the methods in your item class, and you take the matadata into account when you return the unlocalized name etc
L811[12:38:27] <Nitrodev> that is a one way to do it
L812[12:38:36] <Nitrodev> but is the last step needed?
L813[12:38:44] <sham1> Yes, if you want unique names
L814[12:38:46] <Nitrodev> not that i don't want to do it
L815[12:38:48] <sham1> For the variants
L816[12:38:50] <Nitrodev> ah
L817[12:39:04] <Nitrodev> so if i want somehting like "cyan fabric" etc.
L818[12:39:05] <masa> if you don't override them, then all your cloths or whatever use teh same name
L819[12:39:13] <sham1> yeah
L820[12:39:53] <ChJees> Stitch together the name at runtime?
L821[12:40:02] <sham1> so instead of having your cyan fabric say "cyan fabric" and white fabric saying "white fabric" etc. you would just have all of them say "fabric" if you didnt do it
L822[12:40:14] <sham1> + it is localisable
L823[12:40:52] <ChJees> Gotta love that. Can make whatever you want in your language file :P.
L824[12:41:00] <sham1> So depending on the language you could have it say "syaani kangas" or whatever depending on the language you choose :P
L825[12:41:35] <Nitrodev> yeah
L826[12:41:43] <Nitrodev> so this: GameRegistry.addShapelessRecipe(new ItemStack(Cioitems.itemFabric, 1, i), knife, new ItemStack(Blocks.wool, 1, i));
L827[12:41:56] <Nitrodev> would work fine inside a for loop
L828[12:41:58] <sham1> indeed
L829[12:42:08] <Nitrodev> i put that into the recipe init btw
L830[12:42:14] <sham1> Yes
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L832[12:42:52] <Nitrodev> i'm just wondering about the overridings
L833[12:43:07] <sham1> They'll be fine
L834[12:43:14] <Nitrodev> i've only overridden the methods getSubitems and GetUnlocalised name so far
L835[12:43:24] <Nitrodev> are those the only ones i need
L836[12:43:29] <sham1> for now yes
L837[12:43:36] <sham1> Until you want to add some special stuff
L838[12:44:15] <Nitrodev> yeah but i meant for this sole purpose
L839[12:44:19] <sham1> Nah
L840[12:44:24] <sham1> You don't need anything else
L841[12:44:47] <sham1> And now for my most favorite(not) part about inventories in a new mod, defining decrStackSize
L842[12:46:10] <ChJees> Hehe :P
L843[12:46:23] <ChJees> ItemStacks, fun fun
L844[12:46:45] <sham1> ye..
L845[12:47:06] * diesieben07 points sham1 at https://goo.gl/ClGHCz
L846[12:47:14] <sham1> Oh
L847[12:47:14] <ChJees> I will play with them again soon enough when i get there.
L848[12:47:18] <sham1> Thänks
L849[12:47:33] <diesieben07> lol
L850[12:47:34] <diesieben07> Ä
L851[12:47:58] <sham1> Hey, if Motörhead and other people can do it, so can I
L852[12:48:04] <Nitrodev> atleast we have the biggest alphabet
L853[12:48:06] <diesieben07> :D
L854[12:48:06] <Nitrodev> i think
L855[12:48:40] <sham1> Nitrodev, then you have not seen the Icelandic alphabeth yet
L856[12:49:01] <ChJees> Eh?
L857[12:49:11] <Nitrodev> i don't really care for other countries besides The Great Britain :P
L858[12:49:12] <ChJees> Got more than just ÅÄÖ?
L859[12:49:12] <sham1> They have 32 letters
L860[12:49:22] <sham1> so yeah
L861[12:49:29] <sham1> They have more than ÅÄÖ
L862[12:49:37] <ChJees> Damn
L863[12:49:46] <sham1> Also, monospace renders Å weird... I dunno why
L864[12:49:57] <sham1> The offset is slightly off
L865[12:49:59] <gigaherz> Nitrodev: that's not really a healthy way of thinking
L866[12:50:04] <gigaherz> for one, the internet is global
L867[12:50:06] <sham1> Pardon the pun
L868[12:50:16] <gigaherz> and then, even if it wasn't you'd still have to care about your enemies
L869[12:50:16] <gigaherz> ;P
L870[12:50:35] <sham1> Internet is global except in China
L871[12:50:44] <gigaherz> oh it's still connected
L872[12:50:48] <Nitrodev> i know gigaherz
L873[12:50:51] <sham1> Ye
L874[12:50:57] <tterrag> Does anyone know how to use this IVertexConsumer stuff?
L875[12:51:00] <gigaherz> it just has a big wall with little doors
L876[12:51:18] <tterrag> random floats does not make a good api >.>
L877[12:51:22] <ChJees> Getting down into the gritty stuff tterrag?
L878[12:51:27] <gigaherz> tterrag: never heard of it
L879[12:51:27] <gigaherz> XD
L880[12:51:35] <sham1> The floats are not random :P
L881[12:51:49] <Nitrodev> ugh this is hard
L882[12:52:01] <sham1> No one ever said that modding was easy
L883[12:52:39] <gigaherz> tterrag: may I ask what you need IVertexConsumer for?
L884[12:52:39] <sham1> So..
L885[12:52:56] <Nitrodev> yeah i got nothing as far as this getUnlocalisedname goes
L886[12:53:21] <sham1> Show your attempt
L887[12:53:32] <Nitrodev> what attempt
L888[12:53:39] <sham1> At it
L889[12:53:42] <Nitrodev> i've been thinking only
L890[12:53:44] <sham1> Ah
L891[12:53:45] <diesieben07> lol
L892[12:53:50] <Nitrodev> so far nothing
L893[12:53:59] <sham1> I like to go "implement first, think later"
L894[12:54:12] <Nitrodev> except i think i should use stack.setTagCompound
L895[12:54:21] <ChJees> ?
L896[12:54:24] <gigaherz> what are you trying to achieve?
L897[12:54:28] <ChJees> I wonder too.
L898[12:54:54] <Nitrodev> scroll up
L899[12:55:13] <gigaherz> TL;DR
L900[12:55:42] <Nitrodev> essentially i want to make my item with 16 metadata have a different unlocalisednbame based on said metadata
L901[12:55:48] <tterrag> Well really it's an UnpackedBakedQuad.Builder
L902[12:55:49] <ChJees> Ohhh.
L903[12:55:49] <tterrag> But I'm overriding the put method to attempt to transform the uvs
L904[12:55:51] <tterrag> Is this the wrong route?
L905[12:55:58] <gigaherz> Nitrodev: aha that's easy
L906[12:56:13] <Nitrodev> so the items wouldn't all have a name like "Fabric"
L907[12:56:21] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/items/ItemMagicOrb.java#L34
L908[12:56:26] <Nitrodev> but for custom names like "black fabric"
L909[12:56:28] <gigaherz> just override getUnlocalizedName to be something like this
L910[12:56:30] <sham1> or rather "item.fabric.name"
L911[12:56:47] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/items/ItemMagicOrb.java#L12
L912[12:56:52] <sham1> because unlocalized names
L913[12:56:54] <gigaherz> I keep thenames in a static array
L914[12:57:04] <LatvianModder> better modid:item.id.name or item.modid:item.id.name
L915[12:57:13] <gigaherz> I prefer to use "." for langauge
L916[12:57:14] <gigaherz> not :
L917[12:57:16] <sham1> Oh I'm sorry, unlocali[s|z]ed names
L918[12:57:20] <tterrag> Don't use colons
L919[12:57:22] <tterrag> yeah
L920[12:57:37] <gigaherz> "item.<modid>.<itemname>.<subitem>"
L921[12:57:42] <sham1> God damn it US spelling
L922[12:57:56] <LatvianModder> dont use co.. uh oh. https://github.com/LatvianModder/LatBlocks/blob/1.7.10/src/main/resources/assets/latblocks/lang/en_US.lang
L923[12:57:57] <tterrag> so...any help for me?
L924[12:58:00] <Nitrodev> for my items i use _s to separate the item and the items name
L925[12:58:07] <ChJees> Then you should probably override the getItemStackDisplayName() from the looks of it. Can still use the localized name you supply with but define the colors in there as well.
L926[12:58:11] <Nitrodev> like this: item.item_plank.name=Plank
L927[12:58:20] <Nitrodev> that's from my lang file
L928[12:58:24] <gigaherz> that's unrelated
L929[12:58:39] <gigaherz> but
L930[12:58:45] <gigaherz> you are still doing it wrong
L931[12:58:49] <gigaherz> you want to have the modid in there
L932[12:58:52] <gigaherz> to avoid conflicts with other mods
L933[12:58:59] <LatvianModder> yeah, because there could be two item_plank
L934[12:58:59] <gigaherz> since the language strings are NOT mod-local
L935[12:59:03] <gigaherz> they are shared with all mods
L936[12:59:24] <sham1> which is stupid IMO
L937[12:59:36] <gigaherz> look at this file, Nitrodev:
L938[12:59:38] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/items/ItemMagicOrb.java
L939[12:59:39] <gigaherz> the whole file
L940[12:59:46] <tterrag> It's not stupid
L941[12:59:49] <gigaherz> it's all you need for an item that has subitems
L942[12:59:52] <Nitrodev> what do you think i'm looking at
L943[12:59:58] <tterrag> Do you want to have to name space your localizations?
L944[13:00:06] <ChJees> So in the lang file you can define strings like this: constructio.color.cyan=Cyan
L945[13:00:08] <tterrag> eugh no thanks
L946[13:00:36] <ChJees> Then append this to the method result: StatCollector.translateToLocal("constructio.color.cyan")
L947[13:00:49] <ChJees> Probably before the item name for it to make sense.
L948[13:00:58] <gigaherz> ChJees: that's completely unnecessary
L949[13:00:58] <gigaherz> ;P
L950[13:01:10] <ChJees> I love doing it that lazy way :P.
L951[13:01:18] <gigaherz> that's NOT the lazy way
L952[13:01:21] <ChJees> Abused it a lot in my abandoned way.
L953[13:01:22] <gigaherz> that's going all the way around it
L954[13:01:27] <ChJees> abandoned mod*
L955[13:01:32] <gigaherz> instead of the straightforward
L956[13:01:42] <gigaherz> whic his to call
L957[13:01:42] <gigaherz> setHasSubtypes(true);
L958[13:01:58] <gigaherz> and then override getSubItems and getUnlocalizedName(ItemStack)
L959[13:02:26] <gigaherz> no need to mess with translations or anything
L960[13:02:28] <gigaherz> MC does it for you
L961[13:03:06] <gigaherz> tterrag: wouldn't mind the lang files being hierarchical, tbh
L962[13:03:13] <gigaherz> modid {
L963[13:03:16] <gigaherz> items {
L964[13:03:16] <ChJees> An optional way at least.
L965[13:03:18] <gigaherz> ...
L966[13:03:19] <gigaherz> }
L967[13:03:19] <Nitrodev> sorry i'm ignoring you guys
L968[13:03:20] <gigaherz> tiles {
L969[13:03:21] <gigaherz> ---
L970[13:03:21] <gigaherz> }
L971[13:03:30] <gigaherz> ...
L972[13:03:30] <gigaherz> }
L973[13:03:38] <ChJees> : |
L974[13:03:50] <sham1> Well they can be seen as JSON...
L975[13:03:54] <tterrag> writing a lang parser for that wouldn't be too hard
L976[13:04:00] <gigaherz> no it wouldn't
L977[13:04:02] <tterrag> and you could inject the info manually
L978[13:04:11] <mikebald> Parser Error: ... is not a recognized tuple
L979[13:04:26] <gigaherz> in fact I already have a parser for a similar syntax
L980[13:04:35] <gigaherz> https://github.com/gigaherz/GDDL-Java
L981[13:04:35] <gigaherz> XD
L982[13:04:56] <gigaherz> I'd just need a "query interface" for it
L983[13:05:47] <gigaherz> or I guess since this would be linearized after loading
L984[13:05:49] <gigaherz> I wouldn't need that
L985[13:08:12] <tterrag> So no one has any idea about this vertex transformer stuff?
L986[13:08:24] <sham1> wait for fry
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L988[13:09:44] <gigaherz> nope that's beyond anything I ever attempted
L989[13:12:42] <infinitefoxes_> Is there an event I can subscribe to that's called after language files are loaded?
L990[13:12:57] <tterrag> register an IResourceReloadListener
L991[13:13:20] <infinitefoxes_> ah, prefect
L992[13:13:27] <infinitefoxes_> forgot about the thing
L993[13:13:30] <tterrag> Ford?
L994[13:13:39] <Nitrodev> gigaherz, alright i've copy typed the metho
L995[13:13:40] <Nitrodev> d
L996[13:13:50] <Nitrodev> now is there any way to test it?
L997[13:13:56] <Nitrodev> wait nvm hold on
L998[13:14:03] <gigaherz> if you implemented getSubItems and all
L999[13:14:06] <gigaherz> the creative menu.
L1000[13:14:31] <gigaherz> call setCreativeTab(<something>) to show it on the creative mode menu
L1001[13:14:34] <gigaherz> and hove over them
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L1004[13:16:11] <Nitrodev> gigaherz, where do you register you'r items?
L1005[13:16:19] <Nitrodev> your*
L1006[13:17:06] <gigaherz> in the main mod file, in preInit
L1007[13:17:11] <gigaherz> but that's not different
L1008[13:17:25] <gigaherz> all I do in the main mod file is
L1009[13:17:33] <gigaherz> whatever = new ItemWhatever();
L1010[13:17:41] <gigaherz> register(whatever)
L1011[13:17:45] <Nitrodev> okay good
L1012[13:17:49] <gigaherz> I leave all the initialization "options" to the constructor
L1013[13:18:04] <gigaherz> I don't like chained calls stuff for things like this
L1014[13:18:26] <tterrag> What about for reusing classes :p
L1015[13:18:36] <gigaherz> constructor args.
L1016[13:18:45] <Nitrodev> uhhh
L1017[13:19:08] <gigaherz> I know that
L1018[13:19:16] <gigaherz> new Something().setSomething(x) is more flexible
L1019[13:19:17] <tterrag> But then you either have to provide a bunch of useless args or have a ton of overloaded constructors
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L1021[13:19:31] <gigaherz> I don't reuse THAT much
L1022[13:19:31] <gigaherz> ;P
L1023[13:19:34] <gigaherz> in fact I try to avoid it
L1024[13:19:52] <tterrag> That's bad design tbh
L1025[13:19:57] <gigaherz> chances are I'd create a subclass that calls super()
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L1027[13:20:12] <gigaherz> and then sets the rest of the stuff manually
L1028[13:20:24] <gigaherz> as I said
L1029[13:20:26] <gigaherz> it's a matter of taste
L1030[13:20:33] <gigaherz> I do not like chained calls, generally
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L1032[13:20:38] <gigaherz> I see an use for builder-style chains
L1033[13:20:41] <Nitrodev> okay let's test this out now
L1034[13:20:46] <gigaherz> but even then I don't like them much
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L1036[13:22:40] <Nitrodev> i fogot the hotswap shortcut
L1037[13:22:54] <Nitrodev> in intellij
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L1039[13:23:37] <diesieben07> ctrl-f9 to compile
L1040[13:23:40] <diesieben07> it will then ask
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L1044[13:28:33] <Nitrodev> i think the lang files are done now
L1045[13:28:45] <Nitrodev> next would be rendering
L1046[13:33:15] <Nitrodev> or models rather
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L1052[13:44:00] <Nitrodev> where can i find the official varaint styles
L1053[13:44:11] <sham1> The official what
L1054[13:44:12] <Nitrodev> like snowy and facing etc.
L1055[13:44:19] <sham1> Ah
L1056[13:44:22] <sham1> Look at vanilla
L1057[13:45:40] <Nitrodev> do you have ANY idea how enormous those folders are
L1058[13:45:50] <Nitrodev> like looking for a needle in a haystack
L1059[13:46:10] <asie> what do you mean
L1060[13:46:14] <asie> those are just property names
L1061[13:46:32] <Nitrodev> where would i find said property names
L1062[13:46:36] <asie> you
L1063[13:46:37] <asie> define your own
L1064[13:46:42] <asie> Property???.create("...")
L1065[13:46:43] <Nitrodev> oh?
L1066[13:46:48] <sham1> Yes
L1067[13:46:52] <asie> then you use them
L1068[13:47:00] <Nitrodev> but there should be one for metadata right?
L1069[13:47:14] <sham1> if you want
L1070[13:47:35] <sham1> You can seriali[s|z]e a lot of stuff into 4 bits
L1071[13:47:50] <Nitrodev> is there an official list of all of the property names?
L1072[13:47:59] <Nitrodev> where every name is?
L1073[13:48:17] <diesieben07> http://minecraft.gamepedia.com/Blockstates
L1074[13:48:46] <Nitrodev> thank you
L1075[13:49:01] <tterrag> Not sure how that's useful at all
L1076[13:49:02] <Nitrodev> and in this case i probably should use damage or metadata
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L1078[13:49:18] <Nitrodev> or actually
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L1080[13:49:23] <Nitrodev> yeah i should use color
L1081[13:49:42] <sham1> I'm with tterrag here, not sure how this is useful
L1082[13:49:51] <tterrag> use PropertyEnum
L1083[13:50:47] <Nitrodev> okay i think this is moving to the land of WTF in my brain
L1084[13:52:34] <Nitrodev> nvm i found it
L1085[13:52:48] <Nitrodev> there is already a property for what i want
L1086[13:53:38] <Nitrodev> but can i just copy and add it to my item class or does it just work if i write it in the .json
L1087[13:57:03] <Nitrodev> my problem is that mc doesn't seem to utilize the variants
L1088[13:59:09] <Nitrodev> as far as i see mc just has a different .json for each color
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L1090[14:02:42] <Nitrodev> yeah i got nothing
L1091[14:04:22] <Nitrodev> wait hold on
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L1093[14:09:42] <Nitrodev> damnit
L1094[14:10:09] <Nitrodev> still not working
L1095[14:10:17] <Nitrodev> "color=white": {"textures": "constructio:items/fabric_white"}
L1096[14:10:37] <Nitrodev> screw this
L1097[14:10:45] <sham1> rather not
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L1099[14:10:50] <Nitrodev> ?
L1100[14:10:56] <sham1> Also, is your fabric blocks or items
L1101[14:10:59] <sham1> Make up your mind
L1102[14:11:05] <Nitrodev> items
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L1104[14:11:16] <sham1> Well why the hell are you doing the blockstate thing
L1105[14:11:16] <Nitrodev> what do you mean?
L1106[14:11:44] <sham1> "\"color=white\": {\"textures\": \"constructio:items/fabric_white\"}"
L1107[14:11:46] <Nitrodev> oh yeah i should use elements right?
L1108[14:11:57] <sham1> just use builtin/generated
L1109[14:12:12] <sham1> <asie> Property???.create("...")
L1110[14:12:16] <sham1> Wait no
L1111[14:12:30] <Nitrodev> ?
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L1113[14:12:34] <sham1> http://minecraft.gamepedia.com/Model#Item_models
L1114[14:12:37] <sham1> Use that
L1115[14:12:50] <Nitrodev> i mean if there is already a property for colors why should i need to make one again
L1116[14:12:56] <Nitrodev> i'm looking at it
L1117[14:13:28] <sham1> BECAUSE YOU CANNOT USE PROPERTIES WITH ITEMS
L1118[14:13:41] <Nitrodev> don't yell at me...
L1119[14:14:00] <sham1> Sorry
L1120[14:14:03] <sham1> Got worked up
L1121[14:14:45] <Nitrodev> it's fine
L1122[14:14:46] <infinitefoxes_> for some reason calling LanguageRegistry.instance().injectLanguage(...) from my IResourceManagerReloadListener doesn't seem to affect anything
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L1124[14:14:56] <diesieben07> why would you call that? :o
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L1126[14:16:15] <infinitefoxes_> I'm trying to load lang files I download automatically
L1127[14:16:31] <diesieben07> just add a custom resource pack
L1128[14:16:57] <Nitrodev> i can't find any examples on using the element tag in .json
L1129[14:17:03] <diesieben07> meaning implement IResourcePack and put it in Minecraft#defaultResourcePacks
L1130[14:17:11] <infinitefoxes_> him
L1131[14:17:16] <infinitefoxes_> will try
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L1133[14:19:53] <Nitrodev> okay i'm stopping for today
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L1137[14:21:54] <tterrag> hm...where is the from/to stuff converted to UVs?
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L1151[15:02:32] <tterrag> gigaherz: I'm just screwing around at this point but I came up with this http://puu.sh/mOvTP.txt
L1152[15:02:39] <tterrag> I'm sure there's a much better way, and this isn't even fully functional
L1153[15:03:08] <tterrag> but it does successfully manipulate the UVs
L1154[15:03:16] <tterrag> but I can see it failing for faces that are not axis-aligned
L1155[15:03:21] <tterrag> and I have no idea how to handle that
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L1158[15:08:46] <TheSecretPanda> Hey guys, I need a slight bit of assistance, and I'm slightly worried this is basic java.
L1159[15:09:18] <TheSecretPanda> How would I go about assigning TestClass to a variable, if TestClass is already been instantiated?
L1160[15:09:27] <gigaherz> just explain, we'll tell you if it's basic java ;P
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L1162[15:09:44] <gigaherz> uh
L1163[15:09:45] <TheSecretPanda> For Example, I have a ... Nevermind. :/
L1164[15:10:03] <gigaherz> well yes that's basic programming knowledge ;P
L1165[15:10:10] <TheSecretPanda> I feel really stupid now. github.com/ShadowCube273/RacingGame
L1166[15:10:22] <TheSecretPanda> Tell me how I could store ManagerHandler inside of GameLoop.
L1167[15:10:48] <gigaherz> that's a static class
L1168[15:10:55] <diesieben07> you are ding too much static shit :D
L1169[15:11:01] <TheSecretPanda> I love my statics. :D
L1170[15:11:03] <gigaherz> there's no instance involved
L1171[15:11:06] <TheSecretPanda> It's to prove a point to my teacher.
L1172[15:11:27] <gigaherz> well you could simply do
L1173[15:11:38] <gigaherz> ManagerHandler handler = new ManagerHandler();
L1174[15:11:43] <gigaherz> but it would be completely and utterly pointless
L1175[15:11:47] <gigaherz> because there's no instance fields in it
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L1177[15:12:16] <tterrag> what exactly are you tryign to prove?
L1178[15:12:28] <tterrag> because if it's that static is good, you're wrong, and your code proves it
L1179[15:12:50] <TheSecretPanda> I'm proving that not everything has to be static.
L1180[15:13:07] <TheSecretPanda> He insists that because main(String[] args) is static, the entire program has to be.,
L1181[15:13:16] <williewillus> your teacher?!
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L1183[15:13:18] <tterrag> well, you are proving that point poorly
L1184[15:13:21] <tterrag> by making everything static...
L1185[15:13:32] <TheSecretPanda> Keep in mind he is teaching this class, and started java the end of june 2015.
L1186[15:13:32] <gigaherz> TheSecretPanda: lol your teaches is an idiot then
L1187[15:13:37] <williewillus> ^
L1188[15:13:42] <gigaherz> teacher*
L1189[15:13:48] <gigaherz> this isn't java-related
L1190[15:13:49] <tterrag> here's how you prove it to him
L1191[15:13:53] <gigaherz> it's the same in basically any programming language
L1192[15:13:53] <gigaherz> XD
L1193[15:14:05] <williewillus> well it's OOP concepts
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L1195[15:14:17] <TheSecretPanda> Then he's a blown idiot. He swears he knows C++, Pascal, Basic, and something else.
L1196[15:14:21] <tterrag> public class Main { public static void main(Stirng[] args) { new Main().foo(); } private void foo() { sysout("non static is good!"); }}
L1197[15:14:23] <williewillus> so if the teacher knew C++ should've known better as well
L1198[15:14:37] <TheSecretPanda> ^ Agreed.
L1199[15:14:39] <gigaherz> yo ucan simply do
L1200[15:14:46] <gigaherz> static ManagerHandler handler = new ManagerHandler(); in your main class
L1201[15:14:47] <gigaherz> and then call
L1202[15:14:50] <gigaherz> handler.initialize()
L1203[15:14:52] <TheSecretPanda> tterrag, yes but he's too illiterate to understand plain text.
L1204[15:14:53] <gigaherz> form main()
L1205[15:15:03] <tterrag> all code is plain text
L1206[15:15:21] <tterrag> except for swift
L1207[15:15:23] <tterrag> >.>
L1208[15:15:30] <williewillus> swift isn't plain text?
L1209[15:15:44] <tterrag> you can use emojis and stuff. which I guess is just UTF but it's still weird
L1210[15:16:02] <williewillus> i thought java could use unicode identifiers as well
L1211[15:16:32] <tterrag> by default classes are compiled to ANSI I think...not full UTF
L1212[15:16:42] <tterrag> you can set that with a flag though
L1213[15:16:47] <TheSecretPanda> Just synced changes to my Main class. Doing it this way would remove all static things, correct?
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L1215[15:17:26] <gigaherz> TheSecretPanda: yes remove all "static" from the handler thing
L1216[15:18:11] <gigaherz> I think your teacher is confused by the fact that you can't call instance methods of your class from static methods
L1217[15:18:16] <TheSecretPanda> So when exactly is static needed?
L1218[15:18:23] <gigaherz> but only because you have to go through an instance reference
L1219[15:18:32] <gigaherz> so like
L1220[15:18:36] <gigaherz> it would be perfectly fine to have
L1221[15:18:38] <diesieben07> actually needed? never except for public static void main
L1222[15:18:41] <gigaherz> class Program {
L1223[15:18:44] <diesieben07> but it can be useful at other times
L1224[15:18:46] <gigaherz> non-static stuff
L1225[15:18:53] <gigaherz> public static void main() {
L1226[15:19:00] <gigaherz> Program instance = new Program();
L1227[15:19:04] <gigaherz> instance.run();
L1228[15:19:04] <gigaherz> }
L1229[15:19:06] <thor12022> https://stackoverflow.com/questions/11906913/java-static-vs-instance
L1230[15:19:06] <gigaherz> }
L1231[15:19:13] <thor12022> the 1st answer is a good run-down of it
L1232[15:19:17] <gigaherz> aside of the "main" method
L1233[15:19:21] <gigaherz> everything would then become non-static
L1234[15:19:25] <gigaherz> in fact
L1235[15:19:25] <masa> yay my TODO list for this release is finally empty \o/
L1236[15:19:33] <masa> now to build the mod and test it on a server...
L1237[15:19:55] <gigaherz> nm the "in fact", I had nothing to say afterward
L1238[15:19:55] <gigaherz> XD
L1239[15:20:32] <TheSecretPanda> So, classes don't need to be static, just the variable depending on it's use?
L1240[15:20:49] <diesieben07> classes are neither static nor non-static
L1241[15:21:02] <gigaherz> (not in java ;P)
L1242[15:21:04] <TheSecretPanda> Example: CreatePlayer Method is an Instance, Player Level is static?
L1243[15:21:17] <TheSecretPanda> method, my bad. :P
L1244[15:21:27] <williewillus> this answer breaks it down pretty well http://stackoverflow.com/a/2671636
L1245[15:21:32] <gigaherz> there's the basic idea: if a method doesn't need information stores in the instance,
L1246[15:21:40] <gigaherz> it CAN (but doesn't require to) be static
L1247[15:22:14] <gigaherz> if a method needs information stored in the instance, it either needs to be an instance method in the class, or obtain a reference to the instance somehow
L1248[15:22:40] <diesieben07> moreover non-static methods are virtually dispatched
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L1250[15:22:55] <TheSecretPanda> But... Instance: Each class has a different variable, Static: They all share the same variable.
L1251[15:23:03] <diesieben07> not class
L1252[15:23:06] <diesieben07> instance
L1253[15:23:08] <gigaherz> that's a crappy way to think of it
L1254[15:23:11] <TheSecretPanda> A static variable is one per Class
L1255[15:23:26] <TheSecretPanda> Referenced from @thor12022
L1256[15:23:26] <gigaherz> a staic variable is like a global variable
L1257[15:23:38] <gigaherz> but contained inside the class namespace
L1258[15:23:40] <TheSecretPanda> and instance is local? :P
L1259[15:23:46] <tterrag> yes
L1260[15:23:49] <gigaherz> an instance variable is local to the instance
L1261[15:23:50] <diesieben07> no
L1262[15:23:53] <tterrag> you must have an instance context to reference it
L1263[15:23:56] <diesieben07> instance is bound to an object.
L1264[15:24:09] <TheSecretPanda> Mkk, if that's the case I can explain this in my terms. :D
L1265[15:24:19] <TheSecretPanda> And it make sense to the class and the ignorant teacher.
L1266[15:24:38] <TheSecretPanda> Static is global, Instance is local, and is bound to the class it's in?
L1267[15:24:44] <gigaherz> to the INSTANCE
L1268[15:24:48] <gigaherz> the class is the template
L1269[15:24:52] <gigaherz> from which instances are created
L1270[15:25:10] <TheSecretPanda> So the program is an entire instance?
L1271[15:25:21] <gigaherz> no....?
L1272[15:25:33] <TheSecretPanda> But a program is built of classes, and the classes are templates for instances.
L1273[15:25:42] <tterrag> `public static void main(String[] args)` is just how java begins your program
L1274[15:25:44] <TheSecretPanda> I blame my teacher.
L1275[15:25:57] <gigaherz> a "program" per se is the files in your filesystem
L1276[15:26:04] <gigaherz> a collection of classes and resources
L1277[15:26:06] <tterrag> if you want everything to be instance based, it would not be a bad idea to have ONE line in that method, something like new Main().start();
L1278[15:26:12] <gigaherz> when you execute a program
L1279[15:26:16] <gigaherz> it loads those classes and resources
L1280[15:26:18] <tterrag> then, bam, you have an intsance of your main class and can work from there
L1281[15:26:20] <tterrag> no static involved
L1282[15:26:21] <gigaherz> find the main() method
L1283[15:26:22] <gigaherz> and runs it
L1284[15:26:31] <PaleoCrafter> tterrag, but that implies side effects, duh
L1285[15:26:40] <gigaherz> whatever happens after that, is up to the code to decide
L1286[15:26:43] <tterrag> PaleoCrafter: what?
L1287[15:26:53] <PaleoCrafter> Side effects be no good
L1288[15:26:57] <diesieben07> panda, btw this is exactly how I felt when I learned oop. it takes a while and at some point it goes CLICK in your head and you understand it.
L1289[15:27:16] <TheSecretPanda> It apparently never went click in my teachers head? :/
L1290[15:27:19] <diesieben07> haha
L1291[15:27:19] <tterrag> oh look, it's almost like I wrote exactly this
L1292[15:27:20] <tterrag> https://github.com/tterrag1098/CubeBounce/blob/master/src/main/java/tterrag/gametest/GameTest.java#L184-L189
L1293[15:27:22] <diesieben07> yeha he sounds like a moron
L1294[15:27:27] <gigaherz> TheSecretPanda: sounds like it
L1295[15:27:30] <PaleoCrafter> (Just babbling functional)
L1296[15:27:33] <tterrag> ignore most of the real code in that project, it sucks and is buggy, but the premise is there
L1297[15:28:00] <TheSecretPanda> Here's my next thing: implements Runnable or Threads? or are they the same?
L1298[15:28:11] <gigaherz> a Thread is an operating system concept
L1299[15:28:16] <gigaherz> a runnable is something that a thread runs
L1300[15:28:17] <tterrag> threads run runnables
L1301[15:28:29] <TheSecretPanda> Sooo.. In my head that says:
L1302[15:28:32] <diesieben07> a runnable is something that runs
L1303[15:28:34] <tterrag> a runnable is an interface. threads already do something. you can start a thread with no task
L1304[15:28:37] <diesieben07> who runs it? depends.
L1305[15:28:47] <TheSecretPanda> A Thread refers to the entire program, Runnables are that class?
L1306[15:28:51] <gigaherz> no
L1307[15:28:58] <PaleoCrafter> Run, Runnable, run!
L1308[15:29:02] <gigaherz> it's 3 separate concepts
L1309[15:29:32] <tterrag> TheSecretPanda: read through my "elements" package which is very similar to how you did your stuff
L1310[15:29:32] <gigaherz> a program is just an abstract concept that refers to the collection of code and resources
L1311[15:29:33] <tterrag> https://github.com/tterrag1098/CubeBounce/tree/master/src/main/java/tterrag/gametest/element
L1312[15:29:38] <tterrag> notice how I don't do barely anything with static
L1313[15:29:57] <PaleoCrafter> After runnable had reached the other coast, it just decided to turn around and continue running
L1314[15:30:01] <gigaherz> a Thread is an operating system feature
L1315[15:30:16] <gigaherz> that allows having code running in parallel
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L1317[15:30:24] <gigaherz> in thread-aware operating systems,
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L1319[15:30:32] <gigaherz> an applicatio nhas a main thread, and other threads
L1320[15:30:40] <gigaherz> but that's just an implementation detail
L1321[15:30:51] <gigaherz> the point is a thread is a low-level "thing" that runs code
L1322[15:31:10] <gigaherz> and Java wraps this concept into a Thread object
L1323[15:31:21] <gigaherz> which, in order to know what it has to run, uses a Runnable
L1324[15:31:43] <gigaherz> in other languages, where OOP doesn't exist
L1325[15:31:47] <gigaherz> a thread can take a function instead
L1326[15:31:52] <PaleoCrafter> Confusingly enough, Thread implements Runnable itself
L1327[15:32:15] <TheSecretPanda> I do feel y'all need to talk to my teacher. lmao.
L1328[15:32:16] <tterrag> it's a wrapper more or less
L1329[15:33:12] <gigaherz> in C#, instead of a runnable, the Tread object takes a delegate
L1330[15:33:19] <gigaherz> which is a runtime-generated object that wraps a methodcall
L1331[15:33:26] <PaleoCrafter> Happened to me way too often that I called thread.run() instead of thread.start() ._.
L1332[15:33:36] <gigaherz> in C and C++, a thread takes a function pointer
L1333[15:33:36] <tterrag> well j8 kinda allows that now :P
L1334[15:33:48] <tterrag> new Thread(foo::bar).start() :D
L1335[15:34:00] <gigaherz> tterrag: yeah but only because lambdas are auto-wrapped into anonymous functions ;P
L1336[15:34:03] <gigaherz> anonymous classes*
L1337[15:34:06] <tterrag> no they aren't
L1338[15:34:09] <TheSecretPanda> So is my 2nd to latest push okay? :P
L1339[15:34:09] <tterrag> only if they capture
L1340[15:34:16] <diesieben07> that is basically the same as in c#
L1341[15:34:24] <diesieben07> only that java doesn't have a Functino type yet
L1342[15:34:26] <gigaherz> if you assign a lambda into a function that takes runnable?
L1343[15:34:31] <diesieben07> once it does, lambdas can caputre into that.
L1344[15:34:33] <gigaherz> wouldn't it get compiled into a Runnable?
L1345[15:34:37] <diesieben07> no
L1346[15:34:42] <diesieben07> it gets compiled into an invokedynamic call
L1347[15:34:55] <diesieben07> which somehow (dependsonthe JDK implemention) produces a runnable object from a method
L1348[15:34:55] <gigaherz> but the method needs a Runnable instance somehow? XD
L1349[15:35:02] <gigaherz> ah
L1350[15:35:04] <diesieben07> the lambda becomes a static method
L1351[15:35:09] <gigaherz> right
L1352[15:35:17] <gigaherz> so it IS runtime-generated
L1353[15:35:19] <diesieben07> Yes
L1354[15:35:36] <PaleoCrafter> "Pure magic" and "invokedynamic" can be used interchangeably
L1355[15:35:43] <gigaherz> XD
L1356[15:35:45] <diesieben07> lol
L1357[15:35:48] <gigaherz> so wait
L1358[15:35:53] <gigaherz> invokedynamic CREATES code
L1359[15:35:58] <gigaherz> doesn't actually invoke it
L1360[15:35:59] <gigaherz> ... XD
L1361[15:36:01] <diesieben07> no
L1362[15:36:09] <diesieben07> invokedyanmic invokes a CallSite
L1363[15:36:13] <diesieben07> (actual java class)
L1364[15:36:17] <gigaherz> o_O
L1365[15:36:21] <diesieben07> where that CallSite comes form is determined by a java method
L1366[15:36:26] <diesieben07> which is encoded in the invokedyanmic clal
L1367[15:36:31] <diesieben07> CallSite then has a MethodHanld
L1368[15:36:35] <diesieben07> *MethodHandle
L1369[15:36:41] <diesieben07> which is either constnat (ConstnatCallSite) or mutable
L1370[15:36:59] <diesieben07> so your java code can determine how an invoke instruction actually operates:D
L1371[15:37:06] <diesieben07> and still be very performant
L1372[15:37:29] <gigaherz> ah I see
L1373[15:37:44] <diesieben07> so for example you can wire it to a MutableCallSite
L1374[15:37:48] <diesieben07> and then later invalidate that call site
L1375[15:37:56] <diesieben07> and the target of the invoke will change
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L1377[15:39:37] <Curle> o/
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L1379[15:40:24] <BerciTheBeast> Are there any good modmaking tutorials around? The ones on the forge forums are a bit outdated (at least accorfing to the last updated thing at the bottom)
L1380[15:40:35] <BerciTheBeast> for 1.8.9, that is
L1381[15:40:36] <williewillus> reading other mods generally
L1382[15:40:45] <BerciTheBeast> ah
L1383[15:40:45] <BerciTheBeast> ok
L1384[15:41:17] <Curle> A good part of coding is being able to read and articulate code other people have written
L1385[15:41:41] <TheSecretPanda> Look at the lines. xD http://imgur.com/oDQpehW
L1386[15:41:41] <Curle> except scala
L1387[15:41:44] <Curle> scala is the devil
L1388[15:42:22] <Kolatra> can I "unsuppress" model loading errors?
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L1391[15:42:39] <BerciTheBeast> scala ?
L1392[15:42:41] <thor12022> some tutorials here: http://modwiki.temporal-reality.com/mw/index.php/Main_Page
L1393[15:42:48] <Curle> it's a java alternative
L1394[15:42:57] <Curle> that you can still write mods in
L1395[15:43:01] <PaleoCrafter> > BlueJ
L1396[15:43:04] <Curle> but nobody can understand it
L1397[15:43:04] <Curle> :P
L1398[15:43:16] <PaleoCrafter> Because nobody tries to
L1399[15:43:23] <TehNut> at least it's better than kotlin
L1400[15:43:26] <BerciTheBeast> why would anyone?
L1401[15:43:29] <BerciTheBeast> java is love
L1402[15:43:31] <BerciTheBeast> java is life
L1403[15:43:31] <TSP|Away> PaleoCrafter: Another thing the teacher insisted, I tried to show him that Eclipse and/or IntelliJ would've been slightly better.
L1404[15:43:34] * diesieben07 slaps TehNut
L1405[15:43:41] <TehNut> :>
L1406[15:43:55] <PaleoCrafter> TehNut, you're right :P
L1407[15:43:57] <tterrag> Haha bluej
L1408[15:44:01] * diesieben07 also slaps PaleoCrafter
L1409[15:44:03] <TSP|Away> I'm even sure net beans would've even sufficed better.
L1410[15:44:05] <tterrag> they made me use that in high school
L1411[15:44:08] * Curle chops diesieben07's neck off at the shoulder blades and the jaw and sews them back together
L1412[15:44:11] <Curle> Take that
L1413[15:44:12] <Curle> :3
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L1415[15:44:23] * diesieben07 is bot
L1416[15:44:30] * diesieben07 does not give a crap
L1417[15:44:34] <Curle> then who was phone
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L1419[15:44:43] <tterrag> we use Dr Java for most of our high school course
L1420[15:44:54] * PaleoCrafter deflects diesieben07's slapping with an implicit conversion to fry
L1421[15:45:05] <TSP|Away> Well, my high school barely knows their ass from the ground. :/ It's absurd.
L1422[15:45:07] <tterrag> which I didn't mind, it had an interpreter and was extremely lightweight, no code completion or anything though
L1423[15:45:23] <tterrag> dr. Java is much simpler than blue j really
L1424[15:45:27] <diesieben07> implicit conversions take ages to compile so diesieben's attack is successful anyways
L1425[15:45:33] <TSP|Away> Anyways, I gtg. Work is calling. D':
L1426[15:45:35] <TehNut> the most advanced computer related class at my HS was basic typing
L1427[15:45:46] <PaleoCrafter> I'm grateful my teacher let's me use whatever IDE I want xD
L1428[15:45:52] <TSP|Away> The most advanced at mine is turning the computer on.
L1429[15:45:55] <TSP|Away> O.o
L1430[15:45:59] <Curle> guys
L1431[15:46:02] <TSP|Away> Even the tech coach is stupid as hell.
L1432[15:46:07] <tterrag> Dr java helped me get used to the syntax
L1433[15:46:07] <Curle> i've got a controversial joke
L1434[15:46:12] <tterrag> It doesn't hold your hand
L1435[15:46:21] <tterrag> I would never recommend a sophisticated ide to a beginner
L1436[15:46:25] <mikebald> Learned C++, VB & Oracle SQL in my HS.. good times =)
L1437[15:46:28] <tterrag> But bluej was awful :p
L1438[15:46:55] <PaleoCrafter> My classmates are you using some German software, it's dreadful
L1439[15:47:15] <tterrag> the hierarchy chart was kind of neat, but the rest of the interface was just unusable
L1440[15:47:36] <PaleoCrafter> Like, it has automatic brace placement, but that just fucks up your code half the time
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L1444[15:54:08] <Horfius> Is there any form of comments supported by minecraft json?
L1445[15:55:12] <TehNut> "_comment" I think
L1446[15:55:49] <TehNut> as an object
L1447[15:58:06] <gigaherz> BerciTheBeast: work piece by piece
L1448[15:58:06] <TehNut> It might be 2 underscores
L1449[15:58:13] <gigaherz> oops I was scrolled up
L1450[15:58:13] <tterrag> that's just a field that isn't read it's no different than any other object
L1451[15:58:31] <BerciTheBeast> define piece by piece
L1452[15:58:36] <tterrag> gson just ignores field that don't point to anything
L1453[15:58:45] <gigaherz> BerciTheBeast: I meant as a way to learn mod development
L1454[15:58:55] <gigaherz> think of one feature you want to try out
L1455[15:58:55] <gigaherz> like
L1456[15:58:56] <tterrag> also, I'm pretty sure you can just use // comments
L1457[15:58:58] <gigaherz> "create a new item"
L1458[15:59:05] <diesieben07> nope, json doesnt have comments
L1459[15:59:15] <BerciTheBeast> ah ok
L1460[15:59:20] <tterrag> when set to lenient mode, GSON will ignore them
L1461[15:59:38] <tterrag> so yes, you can use // comments
L1462[15:59:39] <TehNut> Oh I thought MC had a specific field for comments
L1463[15:59:49] <BerciTheBeast> ok
L1464[15:59:53] <gigaherz> "_comment" is a trick used by people writing json
L1465[16:00:03] <gigaherz> it's just a field that's not usually used while parsing
L1466[16:00:11] <TehNut> gotcha
L1467[16:00:18] <BerciTheBeast> will have to learn json too, aparently
L1468[16:00:19] <gigaherz> so far as I know, the standard doesn't make it ignored or anything
L1469[16:00:31] <gigaherz> BerciTheBeast: a little bit, but it's a very simplistic format
L1470[16:00:42] <gigaherz> that's why it's so widespread: making parsers is easy
L1471[16:00:44] <BerciTheBeast> i should hope so :)
L1472[16:00:57] <BerciTheBeast> question
L1473[16:01:10] <BerciTheBeast> on the wiki someone so nicely provided
L1474[16:01:14] <BerciTheBeast> (thanks btw)
L1475[16:01:27] <BerciTheBeast> is the first line of code correct (link incoming)?
L1476[16:01:37] <BerciTheBeast> http://modwiki.temporal-reality.com/mw/index.php/Basic_Mod-1.8.9
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L1478[16:01:47] <BerciTheBeast> required-after...
L1479[16:01:56] <BerciTheBeast> and then there is a square bracket
L1480[16:01:58] <BerciTheBeast> [
L1481[16:02:00] <TehNut> Yes
L1482[16:02:04] <BerciTheBeast> that isn't closed anywhere
L1483[16:02:11] <TehNut> That means any forge higher than 11.15.0.1634
L1484[16:02:20] <TehNut> But nothing below
L1485[16:02:24] <BerciTheBeast> ah ok
L1486[16:02:28] <diesieben07> [] mean including, () mean excluding
L1487[16:02:37] <diesieben07> if either side is ommitted, that side of the range is open to infinity :D
L1488[16:02:51] <BerciTheBeast> so after the comma, you can just continue writing dependencies ?
L1489[16:02:55] <diesieben07> No
L1490[16:03:16] <diesieben07> you write a semicolon after one dependency
L1491[16:03:20] <diesieben07> and then the next
L1492[16:03:27] <diesieben07> the comma is for the versino range
L1493[16:03:41] <BerciTheBeast> ah ok
L1494[16:03:42] <BerciTheBeast> ty
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L1497[16:08:20] <BerciTheBeast> so, if i got this right it would be: dependencies = "required-after:1StRequiredMod@[MinimalVersion,)"; "required-after:2NdRequiredMod@(VersionBeforeMinimal,)""
L1498[16:08:27] <BerciTheBeast> or something like that ?
L1499[16:08:35] <BerciTheBeast> -1 " at the end
L1500[16:09:02] <diesieben07> No
L1501[16:09:10] <diesieben07> a few too many quotes :P
L1502[16:09:23] <diesieben07> one sec i need to check this actuaally
L1503[16:09:37] <BerciTheBeast> sorry fot the inconvenience
L1504[16:09:39] <BerciTheBeast> for*
L1505[16:09:56] <diesieben07> lol no problem
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L1507[16:10:43] <diesieben07> so: dependencies = "required-after:firstMod@[min,max];after:2ndMod(min,);before:3rdMod[min,max]"
L1508[16:10:48] <diesieben07> just some random stuff
L1509[16:11:27] <BerciTheBeast> ok
L1510[16:11:30] <BerciTheBeast> thanks again :)
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L1521[16:41:47] <gr8pefish> Anyone have any idea why I can't get this slot to update? http://snag.gy/vVFL6.jpg The highlighted line should read 15, the comments explain the rest. Code: https://github.com/gr8pefish/IronBackpacks/blob/dev-1.8.9/src/main/java/gr8pefish/ironbackpacks/events/ForgeEventHandler.java#L361
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L1533[17:12:49] <smbarbour> It seems to me like you update the Slot object, but that Slot object is just a copy of the slot from the inventory you are trying to update.
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L1541[17:26:19] <gr8pefish> smbarbour, yeah you were on the right track. I just ended up directly modifying the player's inventory instead of doing it through the container, and that worked.
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L1545[17:31:15] <admiral0> hello.
L1546[17:31:32] <admiral0> how do you get a list of mods currently loaded?
L1547[17:32:11] <TehNut> Loader.instance().getActiveModList()
L1548[17:32:26] <admiral0> oh. so easy.
L1549[17:32:31] <admiral0> thank you
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L1557[17:39:38] <Hea3veN> does anyone know of any mod that has implemented the ItemHandler capability on an itemstack?
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L1564[17:44:14] <Rockers> Hello! Long time no see! Could I ask a quick question? The light emitted from my block doesn't remove when the block is broken, which is strange. I have custom logic on my block to handle light depending if the block-state is active or not. I have another block, similar to a furnace, with the same code, practically. Does anybody know the problem? M
L1565[17:44:15] <Rockers> y block is opaque and translucent, if that has anything to do with it...
L1566[17:44:34] <yopu> Any mods out that that use FastTESR so I can check out a use case. I'm having trouble understanding its purpose.
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L1571[17:51:39] <asie> yopu: It gets rid of the WorldRenderer context initialization stuff
L1572[17:51:54] <asie> check charset's tilebackpackrenderer...
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L1574[17:52:01] <asie> and the commit diffs on it...
L1575[17:52:07] <asie> as it used to be a regular TESR
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L1582[18:19:09] <heldplayer|vac> Rockers: I remember there being a bug where opaque blocks don't properly update light
L1583[18:20:52] <masa> gr8pefish: did you try player.openContainer.detectAndSendChanges()?
L1584[18:21:44] <gr8pefish> I didn't I just accessed event.player.inventory.xxx directly instead of container.slot.xxx since i know it is always the player's hotbar ebing accessed.
L1585[18:21:52] <gr8pefish> *being
L1586[18:22:15] <gr8pefish> Since the odd part was the rest of the conatiner synced just fine, it was just that slot
L1587[18:22:51] <masa> hm
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L1589[18:23:31] <masa> I have a container/TE sync issue myself on two of my blocks that I need to figure out :p
L1590[18:23:43] <masa> tomorrow though... now I'm going to bed
L1591[18:23:47] <gr8pefish> Code? I can maybe help
L1592[18:23:53] <gr8pefish> oh, jk g'night
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L1594[18:24:46] <masa> well my case is that I store the items inside other items, and when I execute a "quick action" bu double left clicking on the block, then when I open the GUI again, it doesn't sync the right contents to the client...
L1595[18:25:30] <masa> something about the custom InventoryItem instance on the client I think...
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L1597[18:25:57] <masa> but yeah anyway I'll get back to it tomorrow
L1598[18:26:39] <masa> it's the second to last bug to fix (that I have found so far) before I can do a release
L1599[18:27:19] <gr8pefish> \o/ release
L1600[18:27:31] <gr8pefish> :P
L1601[18:28:16] <masa> yep, and then FINALLY I'll get to porting it to 1.8.9
L1602[18:28:25] <gr8pefish> haha it never ends
L1603[18:28:27] <gr8pefish> what mod?
L1604[18:28:32] <masa> ender utilities
L1605[18:29:00] <masa> I thought I would have gotten this release done like 3 weeks ago ;_;
L1606[18:29:19] <gr8pefish> I think everyoen here knows that feeling
L1607[18:29:24] <masa> but I have been coding it for over 3 weeks straight now, 6-14h per day
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L1609[18:29:34] <gr8pefish> Also that feeling :P
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L1611[18:30:02] <masa> I'd like to actually play the game for a change... vanilla though, modded is just garbage ;D
L1612[18:30:38] <gr8pefish> really, you think that? sarcasm is hard to tell on text...
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L1614[18:31:26] <masa> well... sure mods add lots of nice content, but I have just lost the motivation to play modded
L1615[18:31:47] <masa> It has been just about a year now since I last actually played modded
L1616[18:32:34] <masa> I don't feel like doing anything because what's the point in anything, because everything is made easier by the mods
L1617[18:32:39] <masa> but
L1618[18:34:26] <masa> I am actually really looking forward to a 1.8.9 mod pack with just some decorative type and other non-tech mods, so that I could keep the vanilla feel in the sense that I can't just plop down a quarry and have unlimitedresources or easily dug out areas
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L1645[19:04:06] <gigaherz> [01:34] (masa): I am actually really looking forward to a 1.8.9 mod pack with just some decorative type and other non-tech mods, so that I could keep the vanilla feel in the sense that I can't just plop down a quarry and have unlimitedresources or easily dug out areas
L1646[19:04:10] <gigaherz> IMO just decorative is boring ;P
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L1649[19:04:22] <gigaherz> but I would enjoy something "rustic"
L1650[19:04:28] <gigaherz> without high tech or "high magic"
L1651[19:04:29] <gigaherz> ;P
L1652[19:07:15] *** TSP|Away is now known as TheSecretPanda
L1653[19:07:42] <TheSecretPanda> IMO I'd like a new mod.. Something different than all the ones we've seen and had since 1.4.7... Or even 1.2.5
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L1655[19:08:57] <gigaherz> there's some things that are pretty much a requirement for me
L1656[19:09:16] <gigaherz> wuch as Tinker's
L1657[19:10:04] <gigaherz> such*
L1658[19:10:44] <TheSecretPanda> I agree there are some that a req for me to play a modpack... But there needs to be a deviation.
L1659[19:11:02] <gigaherz> yes of course
L1660[19:11:06] <TheSecretPanda> Like I'm thinking of a mod that I can have things get built for me, and I could build a thriving city.
L1661[19:11:23] <TheSecretPanda> Alas, my modding knowledge is very very very basic.
L1662[19:11:36] <gigaherz> like, give schematic files to "minions"?
L1663[19:11:44] <TheSecretPanda> Yea.. :D
L1664[19:11:46] <gigaherz> or through machines?
L1665[19:11:53] <TheSecretPanda> "minions" sounds better
L1666[19:12:04] <TheSecretPanda> But like, uhm SimCity or Cities: Skylines.
L1667[19:12:16] <TheSecretPanda> Where you can build things and have a city, and they'll do work.
L1668[19:12:25] <williewillus> my requirements are: railcraft (when is it gonna update >.>) and Botania :p
L1669[19:12:27] <gigaherz> ah so things would auto-build?
L1670[19:12:35] <williewillus> and of course the various utils
L1671[19:12:40] <williewillus> and if I'm feeling cheaty PE
L1672[19:12:46] <gigaherz> heh
L1673[19:12:53] <gigaherz> for me in 1.7.10
L1674[19:12:56] <TehNut> TCon is a requirement for me. It's how Vanilla *should* be.
L1675[19:12:56] <gigaherz> the "baseline" pack was
L1676[19:13:23] <gigaherz> tcon, carpenters, chisel, extrautilities, openblocks
L1677[19:13:29] <gigaherz> +
L1678[19:13:34] <gigaherz> some minimap and backup mod
L1679[19:13:50] <gigaherz> then on top of those i'd add the actual "progression mods"
L1680[19:13:58] <TheSecretPanda> In a way they could autobuild. If you got that far into it. At the beginning you'd have to build one by one by hand until you got a builder to move in, then build him his workplace, and he'll build for you. He could also have a level mechanic, so as he builds something his exp goes up. The higher the level, the more buildings he has access to, and the faster he builds.
L1681[19:14:08] <gigaherz> like botania, thaumcraft, mekanism, etc
L1682[19:15:58] <williewillus> i actually prefer to keep stuff like openblocks and ExU out, doing stuff with purely what a mod provides is interesting
L1683[19:15:59] <Rockers> Would I have to manually update the light on opaque blocks?
L1684[19:16:34] <TheSecretPanda> Well, Applied Energistics if baseline for me. :P
L1685[19:16:42] <williewillus> meh ;p
L1686[19:16:58] <Rockers> Applied Energistics is too complicated for me. :p
L1687[19:17:10] <TheSecretPanda> It has become more complex here past few mc versions.
L1688[19:17:32] <TheSecretPanda> As long as I can build my 'supercomputer' of drives, and use basic import, export buses. I'm good. :D
L1689[19:17:39] <TheSecretPanda> I'll manual craft everything if I have too.
L1690[19:19:58] <TheSecretPanda> gigaherz: Question from before. Is handler.getSystemManager().outputMessage(sender, message); okay?
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L1692[19:21:23] <gigaherz> [02:15] (williewillus): i actually prefer to keep stuff like openblocks and ExU out, doing stuff with purely what a mod provides is interesting
L1693[19:21:34] <gigaherz> I need the hang glider ;P
L1694[19:21:42] <gigaherz> that's an essential mobility tool IMO
L1695[19:21:58] <masa> meh, just use elite ender pearls ;)
L1696[19:22:07] <williewillus> just wait til someone backports elyta
L1697[19:22:09] <williewillus> *elytra
L1698[19:22:22] <gigaherz> they'd have to backport also support for entity roll ;P
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L1701[19:23:26] <gigaherz> but that's the #1 reason I'm looking forward to modded 1.9
L1702[19:23:30] <gigaherz> making elytra craftable ;P
L1703[19:23:43] <thecodewarrior> So, what exactly does forge mean by "Model definition for location catwalks:catwalk#normal not found"? Does that mean it can't find my blockstate? It can't find the model linked by my state?
L1704[19:23:49] <williewillus> model
L1705[19:23:56] <williewillus> it means your blockstate is wrong
L1706[19:24:04] <gigaherz> thecodewarrior: either your blockstates doesn't have a "normal", or it didn't point to a model
L1707[19:24:16] <williewillus> i think vanilla also does that if its just missing
L1708[19:24:55] <thecodewarrior> "variants": { "normal": { "model": "catwalks:smartmodel/catwalk" } } So it can't find "catwalks:smartmodel/catwalk, correct?
L1709[19:25:08] <gigaherz> is that forge blockstates?
L1710[19:25:11] <thecodewarrior> No.
L1711[19:25:12] <gigaherz> or vanilla?
L1712[19:25:14] <thecodewarrior> Vanilla
L1713[19:25:18] <williewillus> and are you actually using a smartmodel?
L1714[19:25:24] <thecodewarrior> Yes.
L1715[19:25:35] <williewillus> that's not how it works
L1716[19:25:49] <williewillus> you register your smartmodel by substituting it into a variant in blockstate json
L1717[19:26:11] <williewillus> that is, in modelbake event you insert your smartmodel into the ModelResourceLocation for "modid:<blockstatefilename>#normal"
L1718[19:26:32] <thecodewarrior> But that means that it doesn't load my textures into the atlas.
L1719[19:26:35] <gigaherz> well you could use a custom model loader instead
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L1722[19:26:42] <williewillus> yes, so you have to stitch it yourself
L1723[19:26:48] <williewillus> gigaherz: meh
L1724[19:26:53] <gigaherz> but you can also stitch manually
L1725[19:27:07] <williewillus> custom loader just to register a smartmodel when modelbakeevent is exactly for that purpose :p
L1726[19:27:43] <gigaherz> the model loader lets you specify dependencies and textures
L1727[19:27:46] <gigaherz> to be loaded automatically
L1728[19:27:47] <gigaherz> ;P
L1729[19:28:09] <williewillus> or you could just specify it in some other json and it gets stitched for you anyways :p
L1730[19:28:24] <gigaherz> that's a hack
L1731[19:28:24] <gigaherz> XD
L1732[19:28:31] <gigaherz> a kludge
L1733[19:28:35] <williewillus> so is the custom loader
L1734[19:28:42] <williewillus> stitching yourself is the cleanest way
L1735[19:28:46] <gigaherz> no it's not
L1736[19:28:52] <gigaherz> it's the "official" method suggested by fry
L1737[19:28:52] <gigaherz> XD
L1738[19:28:55] <williewillus> it is definitely a kludge :p
L1739[19:29:00] <williewillus> more so than listening to one event
L1740[19:29:04] <williewillus> and calling one line
L1741[19:29:16] <gigaherz> two events
L1742[19:29:18] <gigaherz> textures
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L1744[19:29:28] <williewillus> fine, two events and two lines
L1745[19:29:34] <gigaherz> and if you need to build the model from other models, then you also have to somehow load them
L1746[19:30:07] <thecodewarrior> I'm with gigaherz here, though I have no experience with this.
L1747[19:30:15] <williewillus> anyways the point is
L1748[19:30:21] <williewillus> you don't do smartmodels like that
L1749[19:30:46] <thecodewarrior> Then how do I?
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L1751[19:30:53] <williewillus> you listen to the event
L1752[19:30:57] <williewillus> and insert it into the map
L1753[19:31:16] <williewillus> you're replacing a variant with the smartmodel so you don't even specify normal at all in the json
L1754[19:31:22] <williewillus> it's completely replaced
L1755[19:31:32] <thecodewarrior> Ok, but if I wanted to do a custom model loader, how would I do it.
L1756[19:31:45] <williewillus> write a ton of boilerplate that I can't be bothered to look up ;p
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L1758[19:32:30] <gigaherz> thecodewarrior:
L1759[19:32:39] <gigaherz> step 1, create a class that implements ICustomModelLoader
L1760[19:33:02] <thecodewarrior> I have everything from the ModdingByExample, but it isn't even attempting to load my model.
L1761[19:33:11] <gigaherz> in the "accepts" method, return true if the resourcelocation is for your special "smartmodel" name
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L1763[19:33:35] <gigaherz> in the loadModel method return an instance of an IModel you will create
L1764[19:33:48] <thecodewarrior> Yep, done. The only item that has my modid that's being passed is model/item/catwalk
L1765[19:33:53] <gigaherz> 2. create a class that implements IModel
L1766[19:33:57] <williewillus> lol
L1767[19:34:17] <gigaherz> fill in the getDependencies, getTextures and such
L1768[19:34:19] <gigaherz> and in the bake method
L1769[19:34:25] <gigaherz> return the ISmart*Model
L1770[19:34:31] <thecodewarrior> gigaherz: I have all that, the root of my problem right now is trying to get it to event ATTEMPT to load my model.
L1771[19:34:50] <williewillus> such large amounts of code just for a single smartmodel. If you don't need other models as dependencies why not just use the events
L1772[19:35:23] <thecodewarrior> It never calls accepts with my model, only model/item/catwalk
L1773[19:36:00] <gigaherz> aha
L1774[19:36:19] <williewillus> one of these https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/client/core/handler/MiscellaneousIcons.java#L114 and one of these https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/client/core/handler/MiscellaneousIcons.java#L106 and you're done
L1775[19:36:23] <gigaherz> try turning the json into forge format
L1776[19:36:26] <williewillus> but whatever
L1777[19:36:33] <gigaherz> "forge_marker": 1
L1778[19:36:44] <gigaherz> and in make normal have an extra [] around it
L1779[19:36:57] <gigaherz> "variants": {"normal": [{ "model": ... }] }
L1780[19:38:14] <thecodewarrior> nurp.
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L1782[19:44:52] <thecodewarrior> So even with the model as "cube_all" it doesn't work.
L1783[19:45:16] <williewillus> paste the full json
L1784[19:45:26] <gigaherz> and the registration code
L1785[19:47:47] <thecodewarrior> http://pastebin.com/sz6383Ui
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L1787[19:51:45] <gigaherz> and what's the exact log error message?
L1788[19:52:24] <thecodewarrior> [17:51:40] [Client thread/ERROR] [FML]: Model definition for location catwalks:catwalk#inventory not found [17:51:40] [Client thread/ERROR] [FML]: Model definition for location catwalks:catwalk#normal not found
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L1790[19:54:49] <thecodewarrior> Also doesn't work when I moved the json from the "blockstate" folder to the "blockstates" folder.
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L1792[19:55:58] <gigaherz> thecodewarrior: nothing AT ALL before that? no exceptions or json errors?
L1793[19:56:35] <gigaherz> and yeah it HAS to be blockstates
L1794[19:56:50] <gigaherz> resources\assets\<modid in lowercase>\blockstates
L1795[19:57:14] <thecodewarrior> Here's the log in between two resource pack reloads: http://pastebin.com/9Ukri8Gd
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L1798[19:57:56] <thecodewarrior> CRAAAAAP. it's in resources/modid.... GAAAAAAH!!! THREE DAYS!!!!
L1799[19:57:57] <gigaherz> thecodewarrior: hmmm it mentions #inventory
L1800[19:58:05] <gigaherz> ah lol
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L1802[20:00:26] <thecodewarrior> It's always the simple things.... Like I spent hours trying to figure out a bug, and I had switched X and Z in the parameters, it was ZYX instead of XYZ...
L1803[20:00:30] <HassanS6000> What is the item ID for Minecraft 1.8.9 spawn eggs added by a mod, when I try to get it, it returns minecraft:spawn_egg with a meta of 0
L1804[20:01:23] <williewillus> they're all minecraft:spawn_egg
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L1806[20:02:15] <gigaherz> HassanS6000: if the mod does it correctly, they are just NBT data into the generic egg
L1807[20:02:28] <gigaherz> (IIRC)
L1808[20:02:32] <HassanS6000> gigaherz, kk, so there's no way to get it via meta?
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L1811[20:02:46] <williewillus> no
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L1813[20:02:50] <HassanS6000> okay
L1814[20:02:52] <williewillus> i think
L1815[20:02:53] <williewillus> lemme see
L1816[20:03:27] <thecodewarrior> Well, That fixed it. Three bleeping days. and it wasn't in the assets folder.... *headdesk* x10,000
L1817[20:03:28] <williewillus> yeah it's nbt tag "entity_name"
L1818[20:04:50] <gigaherz> HassanS6000: nope, what forge does is use meta=0, with NBT "entity_name"
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L1820[20:05:04] <HassanS6000> gigaherz, alright
L1821[20:05:27] <GeoDoX> Can someone link me to the license for forge
L1822[20:06:44] <gigaherz> https://github.com/MinecraftForge/MinecraftForge/blob/master/MinecraftForge-License.txt
L1823[20:06:59] <GeoDoX> Thanks ghz
L1824[20:07:00] <gigaherz> https://github.com/MinecraftForge/MinecraftForge/blob/master/LICENSE-fml.txt
L1825[20:07:08] <gigaherz> the FML one may also be important ;P
L1826[20:08:43] <GeoDoX> I'll take a peek but I don't think that it will be
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L1828[20:10:48] <GeoDoX> So I can't implement the @Mod interface into another annotation, so my thoughts were copy and pasting the code (which is why I asked for the license), however, could that also be counted as being "derived" and I'm working around the problem of not being able to implement it?
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L1833[20:16:15] <gigaherz> GeoDoX: o_O
L1834[20:16:26] <gigaherz> what are you trying to do that requires changing the @Mod?
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L1836[20:16:50] <GeoDoX> I'm not changing the Mod, I'm trying to implement it (which isn't possible)
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L1838[20:17:53] <GeoDoX> Because I need it in an @inteface
L1839[20:18:13] <williewillus> you basically want to extend the class @Mod
L1840[20:18:15] <williewillus> ?
L1841[20:18:34] <GeoDoX> Yes, but it's not possible in an @interface
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L1844[20:20:11] <GeoDoX> "No implements clause allowed for interface" when implementing, "@interface may not have extends list" when trying to extend it
L1845[20:20:44] <GeoDoX> I need it to be defined as an annotation for the same reason Mod is an annotation
L1846[20:20:59] <GeoDoX> I think...
L1847[20:22:10] <GeoDoX> If I do it that way, then I'm going to have issues with FML... But I don't want people to have to extend a class which already uses the Mod annotation
L1848[20:22:36] <GeoDoX> I want it to be used the same way Mod is used.
L1849[20:22:51] <GeoDoX> For simplicity, and consistency
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L1852[20:24:18] <SatanicSanta> I'm sorta confused by ISimpleBlockRenderingHandlers. How are they actually "linked" (I guess) with their according blocks?
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L1854[20:24:32] <williewillus> you register them
L1855[20:24:46] <TheSecretPanda> tterrag, was looking through old code of mine.. Look what I found: https://github.com/ShadowCube273/obtuse-kumquat/blob/master/src/sc273/framework/main/Main.java#L187
L1856[20:24:49] <williewillus> somewhere in RenderingRegistry I believe, idk never actually made one
L1857[20:25:13] <SatanicSanta> williewillus: Well yeah, but looking at the existing renderers that are in this mod, they are only ever assigned to rendering IDs, not blocks.
L1858[20:25:32] <williewillus> blocks provide their render id
L1859[20:25:38] <williewillus> in getRenderType
L1860[20:25:55] <williewillus> I would give you a use 1.8 spiel but people would get irritated at me
L1861[20:26:08] <SatanicSanta> Ah, I don't know why I didn't think of that :P
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L1863[20:29:40] <GeoDoX> Is there a way to register a Mod without using the Mod annotation?
L1864[20:29:50] <GeoDoX> Like at runtime?
L1865[20:29:53] <gigaherz> WHY do you need that?
L1866[20:30:05] <gigaherz> why do you feel the need to extend @Mod?
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L1868[20:30:57] <gigaherz> there's no reason for it
L1869[20:31:01] <GeoDoX> I'm trying to create an API for writing clearly defined sided code
L1870[20:31:13] <gigaherz> uhh
L1871[20:31:17] <gigaherz> that's what the Proxy is for
L1872[20:31:44] <mikebald> ^ ^
L1873[20:31:59] <GeoDoX> I don't think I'm explaining it right
L1874[20:32:31] <williewillus> "clearly defined sided code" is using isRemote and SidedProxy
L1875[20:32:32] <williewillus> that's it
L1876[20:32:50] <williewillus> unless you wanna do something crazy like separate server/client jars
L1877[20:33:26] <GeoDoX> Yes, but theres no way of telling when something is ran only client/server
L1878[20:34:10] <gigaherz> anything in tour client proxy only runs in the client jar
L1879[20:34:10] <williewillus> yes there is...
L1880[20:34:16] <gigaherz> anything in your server proxy only runs in your server jar
L1881[20:34:26] <williewillus> ^
L1882[20:34:45] <williewillus> and to distinguish server/client thread use isRemote (yes) or getEffectiveSide (not recommended)
L1883[20:34:55] <GeoDoX> Okay and what if the event (for example) doesn't run on the side you need?
L1884[20:35:06] <williewillus> like what?
L1885[20:35:17] <williewillus> this is what proxies are for!
L1886[20:35:27] <GeoDoX> It doesn't matter what, it happens
L1887[20:35:39] <williewillus> you're being very unclear about why you'd actually need it
L1888[20:35:55] <williewillus> the changes in 1.3 have brought us very clear cut ways to write properly sided mod code
L1889[20:35:55] <gigaherz> what would your api solve?
L1890[20:36:03] <williewillus> (it's also impossible by the way..)
L1891[20:36:29] <GeoDoX> ghz, Well, "Plugins" in forge
L1892[20:36:49] <gigaherz> in what sense?
L1893[20:37:07] <gigaherz> I'm not really understanding what "problem2 you are trying to fix
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L1895[20:37:12] <gigaherz> "problem"*
L1896[20:37:19] <williewillus> also...sponge
L1897[20:37:20] <mikebald> You're trying to recreate cauldron?
L1898[20:37:30] <GeoDoX> No mike.
L1899[20:37:34] <gigaherz> like, the most extreme case
L1900[20:37:42] <GeoDoX> I'm having a hard time explaining
L1901[20:37:43] <gigaherz> if oyu wanted two separate mods to be on client and server
L1902[20:37:49] <williewillus> explain a situation that the current siding mechanisms wouldn't work
L1903[20:37:49] <gigaherz> you could just have your main mod class
L1904[20:37:57] <gigaherz> which uses a proxy
L1905[20:38:04] <gigaherz> and forwards preinit, init, postinit to the proxy
L1906[20:38:20] <gigaherz> and you'd be able to have virtually separate codebases for client an server
L1907[20:38:26] <gigaherz> I don't know how you could possibly separate that any more
L1908[20:38:27] <williewillus> which is a terrible idea
L1909[20:38:35] <williewillus> smells like 1.2 :p
L1910[20:38:43] <gigaherz> yes i'm trying ot think of the most extreme situation possible
L1911[20:38:59] <gigaherz> which is two sub-mods implementing a common interface
L1912[20:39:03] <GeoDoX> When I'm writing code, I don't wanna guess that somethings going to work on one side
L1913[20:39:05] <gigaherz> and the main @Mod class calling the methods on that interface
L1914[20:39:15] <gigaherz> you don't GUESS it
L1915[20:39:30] <gigaherz> you put it in the proxy if it's jar-dependant
L1916[20:39:33] <gigaherz> or you pur
L1917[20:39:44] <gigaherz> if(world.isRemote) on the code that is thread-dependant
L1918[20:40:02] <GeoDoX> And why can't this be done for you?
L1919[20:40:12] <GeoDoX> Thats what I'm trying to do
L1920[20:41:23] <GeoDoX> Why can't there be a way to easily define a sided mod that only runs the code on that specific side
L1921[20:41:48] <GeoDoX> Without you having to check it I mean
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L1924[20:42:02] <gigaherz> because it doesn't make sense, from a programming perspective
L1925[20:42:18] <GeoDoX> In what way?
L1926[20:42:29] <gigaherz> well let's see
L1927[20:42:36] <gigaherz> registration needs to happen regardless of the jars
L1928[20:43:01] <GeoDoX> Thats obvious, and also not a problem
L1929[20:43:02] <gigaherz> each item/block has a lot of shared code
L1930[20:43:11] <gigaherz> only a small subset of the methods are only executed on one side
L1931[20:43:27] <GeoDoX> ^ issue I'm trying to solve
L1932[20:43:29] <gigaherz> and you don't need to care about those at all
L1933[20:43:38] <gigaherz> because they just simply don't get called on the other side
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L1935[20:43:44] <gigaherz> and when they do get called on both sides
L1936[20:43:51] <gigaherz> more often than not, you still want the code run in both
L1937[20:44:01] <GeoDoX> Thats fine, but again, you'd have to check
L1938[20:44:11] <gigaherz> there ARE some cases where you need the code one-sided
L1939[20:44:16] <gigaherz> but they are exceptions rather than the norm
L1940[20:45:11] <gigaherz> starting with the @Mod class
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L1942[20:45:29] <gigaherz> it contains the lifecycle events, which need to run on either side
L1943[20:45:34] <gigaherz> and it can handle one-sided mods with
L1944[20:45:34] <williewillus> you don't need to guess what side you're working on...there's 4 ways to tell
L1945[20:45:39] <GeoDoX> Lemme ask you this ghz, lets say you're writing a server side only mod, what clearly defines that that event or whatever is being fired on the server side?
L1946[20:45:41] <gigaherz> clientSideOnly=true or serverSideOnly=true
L1947[20:45:49] <williewillus> GeoDoX: world.isRemote is false
L1948[20:45:50] <williewillus> done
L1949[20:46:14] <williewillus> if you don't have a world, then you can scrape by with using getEffectiveSide
L1950[20:46:17] <williewillus> but still, done
L1951[20:46:30] <gigaherz> GeoDoX: so you plan on replacing
L1952[20:46:31] <williewillus> and/or getSide depending
L1953[20:46:37] <gigaherz> "if (world.isRemote) return;"
L1954[20:46:38] <gigaherz> with
L1955[20:46:47] <williewillus> <giant API mess here>
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L1957[20:46:51] <gigaherz> @ClientSideOnlyEventHack
L1958[20:47:00] <gigaherz> I see no advantage.
L1959[20:47:39] <mikebald> Well, there already exists a side annotation...
L1960[20:47:42] <GeoDoX> williewillus, so bam, you have to run your code only to find out the method doesnt run server side. What was the point of writing the code then.
L1961[20:47:50] <williewillus> wtf
L1962[20:48:02] <williewillus> this is how all of minecraft is coded
L1963[20:48:08] <williewillus> you are literally wishing for a return to 1.2
L1964[20:48:22] <gigaherz> wait wait
L1965[20:48:33] <gigaherz> your problem is KNOWING which side the events run on?
L1966[20:48:44] <GeoDoX> ghz for the most part yes
L1967[20:48:52] <gigaherz> then why are you attempting to write an api?
L1968[20:48:56] <williewillus> I'm done trying to argue lol
L1969[20:48:56] <gigaherz> write a readthedocs page!
L1970[20:49:01] <williewillus> go mod 1.1/2
L1971[20:49:06] <gigaherz> a place where you can look it up
L1972[20:49:06] <gigaherz> XD
L1973[20:49:13] <williewillus> where you can have split code everywhere you want
L1974[20:49:13] <mikebald> https://dl.dropboxusercontent.com/s/h777x7ugherqs0w/forgeevents.html works too
L1975[20:49:30] <williewillus> whoah that's a nice thing
L1976[20:49:36] <williewillus> is it up to date?
L1977[20:49:49] <mikebald> I have no idea, was linked here a few day ago... maybe a week ago
L1978[20:49:49] <gigaherz> mikebald: convert to markdown and PR to the Documentation repository :3
L1979[20:49:55] <williewillus> lol it sugarcoats PlayerInteractEvent so much
L1980[20:50:06] <mikebald> not sure whose it is...
L1981[20:50:21] <williewillus> "Fired when the player is about to interact with a block" -> "Giant mess of an event that is sitting on top of half working vanilla code that desyncs half the time"
L1982[20:50:22] <GeoDoX> mikebald, I don't really see a clearly defined "Server Side, Client Side, Both"
L1983[20:50:26] <gigaherz> williewillus: given that it differentiates fml from forge
L1984[20:50:29] <gigaherz> it's not FULLY up to date ;P
L1985[20:50:36] <williewillus> GeoDoX: the javadoc of the event
L1986[20:50:41] <williewillus> and a good ol find usages
L1987[20:50:44] <williewillus> or just a remote check
L1988[20:51:07] <gigaherz> GeoDoX: also the package name
L1989[20:51:10] <gigaherz> if an event is in
L1990[20:51:15] <gigaherz> net.minecraftforge.client.*
L1991[20:51:22] <gigaherz> it probably only fires on the client
L1992[20:51:22] <gigaherz> ;P
L1993[20:51:45] <GeoDoX> ghz yes, but theres events NOT in the client, or server package either.
L1994[20:52:08] <williewillus> like
L1995[20:52:12] <gigaherz> .client is for things that only exist on the client jar
L1996[20:52:18] <gigaherz> .server is for things only on the server jar
L1997[20:52:28] <gigaherz> the rest exist on both
L1998[20:52:34] <gigaherz> but may fire on either thread, depending on the case
L1999[20:52:40] <GeoDoX> net.minecraftforge.event
L2000[20:52:53] <williewillus> depends on the case, what event specifically?
L2001[20:52:54] <GeoDoX> alright
L2002[20:53:30] <gigaherz> really if you want to make the effort to figure out where each event fires
L2003[20:53:41] <gigaherz> it will be most useful if you document it and publish that document
L2004[20:53:57] <gigaherz> the api.... almost no one will use it.
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L2006[20:54:12] <gigaherz> most modders are dependency-averse
L2007[20:54:21] <killjoy> I just had an idea for a joke mod. Boatnia
L2008[20:54:24] <gigaherz> "if it's not included in minecraft/forge, I don't use it"
L2009[20:54:51] <gigaherz> killjoy: lol?
L2010[20:54:58] <killjoy> misspelling of botania
L2011[20:55:07] <mikebald> Magical boat powers?
L2012[20:55:08] <mikebald> =D
L2013[20:55:15] <gigaherz> yes yes
L2014[20:55:18] <gigaherz> but what would it have?
L2015[20:55:20] <gigaherz> aside of boats
L2016[20:55:20] <gigaherz> ;p
L2017[20:55:27] <killjoy> Well it's a joke mod
L2018[20:55:30] <mikebald> well, boats for one...
L2019[20:55:32] <killjoy> only boats
L2020[20:55:37] <killjoy> which are also broken
L2021[20:55:39] <gigaherz> so... 1.9 boats on 1.8?
L2022[20:55:40] <gigaherz> ;P
L2023[20:55:47] <gigaherz> the older kind
L2024[20:55:48] <gigaherz> from MCPE
L2025[20:55:52] <killjoy> No. Boats must always be broken
L2026[20:55:52] <gigaherz> not the new amazing ones
L2027[20:55:54] <williewillus> did you guys see the boats in the latest snapshot?
L2028[20:55:58] <gigaherz> Idid
L2029[20:56:00] <killjoy> It is heretical for them to be fixed
L2030[20:56:00] <gigaherz> they are really nice
L2031[20:56:07] <williewillus> their speed on land is faster than sprinting lol
L2032[20:56:12] <gigaherz> on land?
L2033[20:56:14] <williewillus> yes
L2034[20:56:15] <gigaherz> I didn't try to get on land XD
L2035[20:56:19] * gigaherz fires up snapshot
L2036[20:56:20] <williewillus> there was a gif on the mc reddit comparing
L2037[20:57:10] <williewillus> https://www.reddit.com/r/Minecraft/comments/434bmw/til_in_16w04a_boats_are_now_faster_on_ground_then/
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L2039[21:03:13] <gigaherz> WOAH crazy speed XD
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L2042[21:04:49] *** willieaway is now known as williewillus
L2043[21:05:22] <gigaherz> it's almost as fast as creative mode flight (non-sprinting) XD
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L2045[21:10:14] <killjoy> I just realized this mod is a pun on Storage wars
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L2047[21:11:51] <gigaherz> o_O
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L2049[21:21:10] <GeoDoX> Is there a way to get an instance of this Mod (the mod the code is running in) from forge? (most likely when assigned using @Interface)
L2050[21:21:22] <GeoDoX> @Instance *
L2051[21:21:24] <killjoy> So when does forge get the automatic dependency downloading powered by curse?
L2052[21:21:47] <killjoy> GeoDoX, annotate @Instance a field in your @Mod class
L2053[21:21:55] <killjoy> or use @Instance("modid")
L2054[21:22:11] <GeoDoX> I need to get it, not set it
L2055[21:22:25] <killjoy> You don't set @Instance fields
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L2057[21:22:52] <GeoDoX> I don't have access to the class the @Mod is defined in
L2058[21:23:05] <killjoy> Use Loader
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L2060[21:23:29] <GeoDoX> Which Loader?
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L2062[21:25:01] <GeoDoX> Well, which method
L2063[21:25:29] <GeoDoX> activeModContainer?
L2064[21:26:18] <killjoy> So who's mod are you trying to do things to?
L2065[21:26:30] <GeoDoX> Writing an API
L2066[21:27:20] <killjoy> But what mod?
L2067[21:27:41] <killjoy> If you need a mod instance while writing an api, you're doing it wrong
L2068[21:27:42] <GeoDoX> Is there a specific way to get an instance of Loader, or do you just assign it?
L2069[21:28:12] <GeoDoX> ghz, can you help explain (think i've done bad enough as it is)
L2070[21:28:40] <gigaherz> killjoy: he's trying to write something halfway between Forge and like Bukkit/sponge
L2071[21:28:53] <killjoy> ...
L2072[21:28:56] <gigaherz> where you still use minecraft stuffs
L2073[21:29:07] <gigaherz> but the events are discriminated server/client at api level
L2074[21:29:08] <killjoy> That defeats the whole point.
L2075[21:29:13] <gigaherz> instead of using "if(isRemote)"
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L2077[21:29:56] <gigaherz> so basically a bunch of annotations and wrappers that replicate forge events but do the "if" internally
L2078[21:30:30] <GeoDoX> I don't think I'll need any annotations, hopefully
L2079[21:32:01] <gigaherz> Loader.instance()
L2080[21:32:10] <GeoDoX> Thanks ghz
L2081[21:32:20] <gigaherz> it's right there at the top of Loader
L2082[21:32:29] <GeoDoX> and it is activeModContainer?
L2083[21:32:52] <gigaherz> Loader.instance().activeModContainer().getMod() returns the class with the @Mod
L2084[21:33:01] <gigaherz> the container is a wrapper
L2085[21:33:23] <GeoDoX> I really need to get into the habit of checking the classes myself... I forget that I have access to them
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L2089[22:01:51] <killjoy> *grumble* Why is there an .nbt file in /config?
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L2093[22:08:20] <killjoy> What mod made my title bar 3 px thinner?
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L2096[22:11:10] <xaero> the title bar? Isn't that a non-minecraft WM theme/setting?
L2097[22:11:29] * xaero has no title bar ^^
L2098[22:12:15] <TheSecretPanda> gigaherz: I feel rather accomplished with my latest sync. (As soon as it syncs)
L2099[22:12:57] <killjoy> http://imgur.com/H1xtm4i
L2100[22:13:00] <killjoy> left is vanilla
L2101[22:13:54] <TheSecretPanda> They are sized differently.
L2102[22:15:41] <TheSecretPanda> Nevermind. lol. A mod has changed it. xD
L2103[22:16:34] ⇨ Joins: mattym (mattym@The.Cookie.Monster.Stole.my.Coookies.Space)
L2104[22:17:08] <mattym> Would someone be able to point me to a set of instructions on how to change the logging level for forge/fml on my server?
L2105[22:18:45] ⇨ Joins: MattDahEpic (~MattDahEp@65-128-97-30.hlrn.qwest.net)
L2106[22:19:08] <killjoy> Maybe there's some jvm arg
L2107[22:19:20] <killjoy> like -Dfml.debug=true
L2108[22:19:48] <MattDahEpic> is there a way to pre-send the client chunks in a world so that dimension switching is instant?
L2109[22:20:03] <mattym> All info ive found has talked about using java's logging.properties in my config folder, however doing so hasnt changed anything so far
L2110[22:23:39] <killjoy> use -Dlog4j.configurationFile
L2111[22:23:48] <killjoy> create a log4j config
L2112[22:24:16] <mattym> And where should i place that in relation to the rest of the server files?
L2113[22:24:40] <tterrag> anywhere
L2114[22:24:42] <killjoy> I'm t thinking cd
L2115[22:24:46] <tterrag> that's what the sys prop is for
L2116[22:25:05] <killjoy> it's a relative path to cd
L2117[22:25:41] <mattym> I dont understand why there isnt a config for it in forge already
L2118[22:26:31] <killjoy> because it's a log4j thing
L2119[22:27:38] <mattym> Ok, so create the config, and add the jvm arg?
L2120[22:27:47] <killjoy> yes.
L2121[22:28:15] <mattym> ok ill give it a try
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L2123[22:32:14] <mattym> was -Dlog4j.configurationFile the arg or an i meant to replace add soemthing?
L2124[22:32:35] <killjoy> -Dlog4j.configurationFile=your_config.xml
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L2126[22:36:48] <mattym> not sure if it makes a diff, but do i want to look into creating a config file for log4j or log4j2?
L2127[22:36:54] <mattym> again not sure if that even makes a diff
L2128[22:37:08] <killjoy> https://logging.apache.org/log4j/2.x/manual/configuration.html
L2129[22:37:51] <mattym> ok cool, already what i was looking at
L2130[22:38:27] <killjoy> Tthat reminds me. Is mcc still using log4j-2.0-beta9?
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L2132[22:41:54] <xaero> https://github.com/MinecraftForge/MinecraftForge/blob/master/jsons/1.8.9.json#L84
L2133[22:42:04] <xaero> killjoy: yes
L2134[22:50:14] <williewillus> MattDahEpic: not really, the client only holds one dimension at a time
L2135[22:50:45] <williewillus> when you dimension change the server basically says "drop all your chunks. put this number in your dimensions id. load these chunks and teleport here."
L2136[22:56:24] <MattDahEpic> williewillus, can you control rendering while that happens? i can do the animation at any point between generating the dimension and teleporting the player there
L2137[23:00:25] <williewillus> not without hackery probably
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L2140[23:04:22] <mattym> killjoy, When adding the arg "-Dlog4j.configurationFile=your_config.xml" after the = should i be putting the full path to the file, or is there a better way?
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L2142[23:08:17] <killjoy> mattym, relative
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L2144[23:08:31] <mattym> sorry not sure what you mean by that?
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L2147[23:10:28] <killjoy> mcserver/minecraft_server.1.8.9.jar
L2148[23:10:33] <killjoy> mcserver/log4j.xml
L2149[23:10:49] <killjoy> -Dlog4j.configurationFile=log4j.xml
L2150[23:10:53] <mattym> k
L2151[23:11:00] <killjoy> supposedly
L2152[23:11:26] <killjoy> You could also use reflection to forcefully change the logging level
L2153[23:12:09] <mattym> Yeah my friend has this server set up with a script package as a wrapper
L2154[23:12:25] <mattym> Right now its rejecting the arguments
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L2160[23:26:35] <GeoDoX> How do you get an instance of a Mod using its modID
L2161[23:27:15] <Cazzar> @Mod.Instace("modid") public static ModContainer modinstance
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L2163[23:27:43] <Cazzar> but actually spell things right :P
L2164[23:28:24] <GeoDoX> I need to get the mod id at runtime
L2165[23:28:37] <GeoDoX> wait... hmmm
L2166[23:28:55] <GeoDoX> What exactly does @Instance do?
L2167[23:30:04] <Cazzar> Injects a reference to the instance of a mod for it's modid.
L2168[23:30:20] <killjoy> does that work in any class?
L2169[23:30:26] <GeoDoX> ^
L2170[23:30:42] <Cazzar> Trying to locate the injection code.
L2171[23:30:53] <Cazzar> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/fml/common/Mod.java#L268 is the annotaion
L2172[23:31:51] <GeoDoX> FMLModContainer
L2173[23:32:29] <killjoy> So I take it anything inside @Mod is only useful inside a @Mod class?
L2174[23:33:32] <Cazzar> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/fml/common/FMLModContainer.java#L385-L392 killjoy it /should/ work in any class.
L2175[23:33:47] <williewillus> it will
L2176[23:33:59] <Cazzar> Also, don't make the object type ModContainer, make it Object
L2177[23:34:00] <williewillus> that @Instance("modid") thing is designed to let you receive other mods' objects :p
L2178[23:34:13] <Cazzar> It's nice :P
L2179[23:34:21] <Cazzar> As well as @ObjectHolder
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L2181[23:35:54] <GeoDoX> I need to access the mod's class (and resources it defines) by effectively casting from a Class (or Object) to the Mod's class using its class name (but I have to get that after I get the class)
L2182[23:36:10] <williewillus> wat
L2183[23:36:30] <Cazzar> Class<?> != Object
L2184[23:36:33] <williewillus> ^
L2185[23:36:37] <Cazzar> Objects are instances of classes.
L2186[23:36:38] <GeoDoX> I'm not sure how I would return its typwe
L2187[23:36:40] <williewillus> also you don't "cast using a class name"
L2188[23:36:43] <GeoDoX> Well, that
L2189[23:36:47] <GeoDoX> You can
L2190[23:36:58] <Cazzar> no
L2191[23:37:02] <williewillus> tell me :p
L2192[23:37:41] <GeoDoX> Wait, I was thinking Class.cast
L2193[23:38:23] <Cazzar> That's still not casting by a class name, that's casting by an instance of Class. which is via reflection
L2194[23:38:43] <williewillus> also, if you're not going to have the type of the mod statically available what good is casting the reference?
L2195[23:38:48] <williewillus> what are you going to do with it?
L2196[23:39:45] <McJty> fry, do you know if it is safe to get the TE in Block.getLightValue()?
L2197[23:39:59] <McJty> fry, I ask because getLightValue is called from within chunk rendering and perhaps that uses another thread
L2198[23:40:06] <williewillus> I've crashed there with blockstates before
L2199[23:40:09] <williewillus> so I'm guessing no
L2200[23:40:11] <McJty> And also because someone reported the TE being null there which should normally not be possible
L2201[23:40:39] <GeoDoX> I just need a Mod's instance :P
L2202[23:40:39] <williewillus> I think I also got a TE crash there as well
L2203[23:40:49] <williewillus> GeoDoX: you already get that with @Instance
L2204[23:40:55] <GeoDoX> And I need access to it's methods
L2205[23:41:09] <williewillus> you can't unless you have static compile time access to them
L2206[23:41:15] <williewillus> or you hardcode every method name it has
L2207[23:41:46] <GeoDoX> So should it actually be of Type Object?
L2208[23:41:57] <williewillus> yes
L2209[23:42:06] <williewillus> when you put @mod on a mod you don't extend anything do you?
L2210[23:42:27] <GeoDoX> No... But behind the scenes it's a ModContainer
L2211[23:42:39] <williewillus> no...
L2212[23:42:45] <GeoDoX> It is
L2213[23:43:12] <Cazzar> Yes and no
L2214[23:43:23] <Cazzar> ModContainers wrap the @Mod class
L2215[23:43:37] <Cazzar> but the mod doesn't get transformed into a ModContainer
L2216[23:43:41] <williewillus> ^
L2217[23:43:45] <williewillus> it doesn't work that way
L2218[23:44:10] <killjoy> ModContainer is a container for a @Mod class
L2219[23:44:29] <GeoDoX> Okay, so that answers that question
L2220[23:44:40] <williewillus> also I have no idea what you want to do but it sounds like you have no idea what you're doing. You can't invoke methods on the mod object that you don't know about...
L2221[23:44:41] <Cazzar> See this function https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/fml/common/FMLModContainer.java#L317-L321
L2222[23:45:31] <GeoDoX> Since my code will be run inside the Mod's class (because it will depend on my code) can I not just use Loader.instance().activeModContainer() and use getMod() when I need to?
L2223[23:45:43] <williewillus> sure, you get an object back
L2224[23:45:53] <GeoDoX> Awesome
L2225[23:46:07] <williewillus> what are you going to do with that object lol
L2226[23:46:28] <McJty> BTW, is there another way to get loot into chests besides using ChestGenHooks?
L2227[23:46:48] <williewillus> not really, listen for interact events?
L2228[23:46:57] <McJty> The problem is that the rarity argument that is given to that method is not sufficient for my needs
L2229[23:47:03] <McJty> Hmm
L2230[23:47:03] <williewillus> 1.9 loot tables are much improved for generating loot
L2231[23:47:10] <tterrag> anyone want to help with a particularly complicated rendering logic issue? :D
L2232[23:47:11] <williewillus> unfortunately, not 1.9 :p
L2233[23:47:30] <williewillus> tterrag: not sure if I'd help much but might as well say it :p
L2234[23:47:36] <McJty> Would be nice if there was a forge event for generating loot
L2235[23:47:40] <tterrag> it's a lot to explain
L2236[23:48:31] <tterrag> basically, I need to turn one quad (any size/shape/orientation) into 4 quadrants so that it can be used for connected textures
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L2238[23:55:41] <RANKSHANK> tterrag sounds like a pita especially when you want efficiency
L2239[23:56:07] <williewillus> RANKSHANK: it would all be done at startup?
L2240[23:56:15] <williewillus> or cached or something
L2241[23:56:37] <williewillus> manipulating quads is no slower than an isbrh really unless you're doing something extremely ridiculous
L2242[23:56:49] <GeoDoX> Sooo, correct me if I'm wrong but events aren't separated by side in packages?
L2243[23:57:03] <williewillus> some events occur on both sides
L2244[23:57:11] <tterrag> it would need to be done ondemand
L2245[23:57:20] <tterrag> there would be some caching involved but I can't save every permutation
L2246[23:57:20] <Drullkus> Unlike comcast
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L2248[23:57:31] <tterrag> 47 possible states per side per variant
L2249[23:57:37] <tterrag> way too many models to store in memory
L2250[23:57:54] <Drullkus> Chisel: Now with 40000+ models
L2251[23:58:00] <RANKSHANK> williewillius well yeah the texture and quads are baked on startup but remembering which quad will show which texture will be 'fun'
L2252[23:58:14] <tterrag> RANKSHANK: it's all baked, that's the point
L2253[23:58:16] <williewillus> ?
L2254[23:58:19] <RANKSHANK> tterrag what are you aiming for as far as end result's go?
L2255[23:58:20] <williewillus> quads know their uv's
L2256[23:58:53] <GeoDoX> williewillus, yeah, but some don't too :P And I'm assuming there should be a few that are server sided ONLY (but aren't in the net.minecraftforge.server.event package becuase it doesn't exist)
L2257[23:58:57] <RANKSHANK> williewillus tterrag but how do you know which baked model to use? baking is the easy part imho...
L2258[23:58:59] <tterrag> RANKSHANK: connected textures?
L2259[23:59:12] <williewillus> RANKSHANK: smartmodels. very, very smart models :D
L2260[23:59:17] <RANKSHANK> tterrag how many though?
L2261[23:59:19] <williewillus> advanced model manipulation
L2262[23:59:23] <williewillus> can be done in code
L2263[23:59:34] <Drullkus> RANKSHANK: 47 CTM variations in most cases
L2264[23:59:37] <williewillus> GeoDoX: as far as I'm aware there aren't any events that only fire in the server jar
L2265[23:59:44] <Drullkus> Per blockstate
L2266[23:59:45] <williewillus> doesn't make sense for there to be
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