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L1[00:00:08] <lahwran> uh. it skipped nearly everything: https://gist.github.com/lahwran/3e4c6213d44e02ecb4b6
L2[00:00:15] <lahwran> gradlew clean and rerun?
L3[00:00:53] <FusionLord> lahwran, that gist that was posted by iChun is 1.8 not 1.7.10
L4[00:01:06] <lahwran> !
L5[00:01:13] <lahwran> welp that's probably why then
L6[00:01:14] <FusionLord> intelliJ should be yelling at you
L7[00:01:20] <lahwran> well, it is
L8[00:01:24] <lahwran> that's why I came here
L9[00:01:30] <lahwran> :p
L10[00:01:43] <FusionLord> just delete the imports and hit alt+enter on the underlined text and hit import
L11[00:01:47] <FusionLord> class
L12[00:02:15] <lahwran> I'll try with 1.8 first
L13[00:02:24] <FusionLord> lahwran, tbh that is what you get for C&P :P
L14[00:02:25] <lahwran> what's the smoothest way to update? just change the gradle settings?
L15[00:02:39] <lahwran> cyanide and pasteness?
L16[00:02:44] <FusionLord> download the mdk for 1.8
L17[00:02:50] <lahwran> the what
L18[00:02:51] <FusionLord> copy&paste
L19[00:03:03] <FusionLord> http://files.minecraftforge.net/
L20[00:03:10] <FusionLord> click Mdk
L21[00:03:26] <lahwran> oic
L22[00:03:40] <FusionLord> ModDevKit
L23[00:04:06] <lahwran> well sure
L24[00:04:28] <sham1> They contained no actuall src so they were renamed
L25[00:04:39] <lahwran> so then delete most of the project, except for the source, and drop the relevant files from the new thing in?
L26[00:04:53] <lahwran> (are you sure there isn't an easier way? upgrading android just requires changing a value in build.gradle)
L27[00:05:34] <FusionLord> you should be able to get away with just replacing the build.gradle
L28[00:05:39] <FusionLord> but fresh is best
L29[00:07:44] <FusionLord> How do you like your steak cooked? With lava of course... https://www.youtube.com/watch?v=i5MDnkV8DZA
L30[00:08:49] <lahwran> oh god
L31[00:08:54] <lahwran> I thought it'd be an mc thing
L32[00:08:57] <lahwran> that looks horrifying
L33[00:09:18] <FusionLord> looks warm to me :P
L34[00:10:37] <lahwran> same series of commands, yes?
L35[00:10:45] <FusionLord> yes
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L37[00:10:49] <lahwran> setupDecompWorkspace, then idea
L38[00:10:54] <FusionLord> setupdecompworkspace then idea
L39[00:10:58] <FusionLord> mmmhmmmmm
L40[00:11:10] <tterrag> lahwran: just so you know, the mdk is completely unnecessary
L41[00:11:20] <lahwran> I mean
L42[00:11:21] <tterrag> all you need to do to update is change the MC version and Forge version in your buildscript
L43[00:11:28] <lahwran> it's all of a gradlew and a build.gradle
L44[00:11:33] <lahwran> I figured it was
L45[00:11:38] <tterrag> however, the change from 1.7 to 1.8 was also the change from FG1 to FG2
L46[00:11:39] <lahwran> it is a new gradle version though
L47[00:11:45] <lahwran> fg?
L48[00:11:48] <tterrag> which means that your buildscript needs to change in some rather significant ways
L49[00:11:56] <lahwran> ah yeah
L50[00:11:59] <tterrag> but this is an exception. 99% of the time updating is changing a few variables
L51[00:12:20] <lahwran> I mean after deleting all the .txt files and eclipse/.metadata there's nothing left but build.gradle and src/, pretty much
L52[00:12:43] <lahwran> and then a gradle wrapper
L53[00:12:46] <lahwran> so like, yeah
L54[00:13:06] <lahwran> I've had some serious pain upgrading between gradle versions before though, with android
L55[00:13:09] <lahwran> so meh
L56[00:13:12] <FusionLord> tterrag, with the fg change between 1.7 and 1.8 i figured it would be easier to replace the build.gradle as I had seen that it was just the default one
L57[00:13:16] <tterrag> it is
L58[00:13:18] <lahwran> ++
L59[00:13:19] <tterrag> for sure
L60[00:13:26] <tterrag> but it's worth explaning that it's NOT necessary normally
L61[00:13:31] <FusionLord> right
L62[00:14:09] <lahwran> for the record I'm
L63[00:14:10] <lahwran> uh
L64[00:14:15] <lahwran> what's that template with the confirmed kills
L65[00:14:21] <lahwran> anyway I'm a super experienced dev person srsly
L66[00:15:17] <lahwran> so what is .iws
L67[00:15:24] <lahwran> I thought it'd be an intellij workspace
L68[00:15:29] <lahwran> but intellij doesn't know how to open it
L69[00:15:41] <FusionLord> it is
L70[00:15:44] * Tiktalik stares at lahwran
L71[00:15:49] <lahwran> hello young one
L72[00:15:51] <Tiktalik> the fuck are you doing here
L73[00:16:10] <lahwran> using minecraft as a testbed for building AGI
L74[00:16:13] <lahwran> what do you think I'd be doing?
L75[00:16:18] <Tiktalik> aah, that makes sense
L76[00:16:22] <Tiktalik> just making sure you haven't lost all sanity
L77[00:16:27] <FusionLord> lahwran, open the ipr with intellij
L78[00:17:31] <lahwran> did that
L79[00:17:40] <FusionLord> did it work?
L80[00:17:43] <lahwran> sure
L81[00:17:49] <lahwran> I mean with the 1.7 thing it didn't work all the way
L82[00:18:05] <lahwran> I had to fuck with it a bit to get it to not show the imports as errors in the example mod
L83[00:18:09] <lahwran> (even though it built)
L84[00:18:19] <lahwran> and I had to fuck with it some more to get the launchy thingy to work
L85[00:18:33] <lahwran> (by replacing "make" with "gradlew build" in the pre-launch tasks)
L86[00:18:46] <lahwran> let's see how this goes
L87[00:18:50] <lahwran> hey, it builds!
L88[00:19:00] <lahwran> nice.
L89[00:22:12] <lahwran> is there any recommended way to log, from forge? I see this nice output with tags and stuff
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L91[00:22:31] <Mraof> People expect me to be working on the update for a mod, but instead I'm trying to figure out how to integrated CMU Sphinx with my markov chatbot
L92[00:22:54] <Tiktalik> Mraof: you do you, man
L93[00:23:06] <lahwran> arxiv.org/abs/1602.02410
L94[00:23:17] <Mraof> Haha
L95[00:23:18] <lahwran> http://kaldi-asr.org/
L96[00:23:27] <lahwran> markov is so 2009
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L98[00:23:53] <FusionLord> lahwran, https://github.com/FusionLord/TomTom/blob/master/src/main/java/net/fusionlord/tomtom/helpers/LogHelper.java
L99[00:23:54] <Mraof> Hmm?
L100[00:24:31] <lahwran> Mraof: character-level convolutional/deconvolutional neural network bots are the new markov bots
L101[00:24:48] <lahwran> (can be implemented in python with keras, if you have a nice nvidia gpu)
L102[00:24:55] <lahwran> (or in lua with torch)
L103[00:25:01] <Mraof> I have an nvidia gpu from 2007
L104[00:25:12] <lahwran> you don't have a nice nvidia gpu
L105[00:25:16] <Mraof> Yeah
L106[00:25:36] <Mraof> Actually I also have an nvidia gpu from 2008, but I think it's slightly worse
L107[00:25:50] <lahwran> "nice nvidia gpu" means the 970 or greater
L108[00:26:03] <Mraof> I'm planning on getting something like that
L109[00:26:11] <Tiktalik> maybe in four years I'll be able to afford a nice nvidia gpu
L110[00:26:11] <Mraof> But I'm not sure if I should wait for the next generation instead
L111[00:26:13] <Tiktalik> that'll be nice
L112[00:26:15] <lahwran> though you can apparently also get away with 790 or something
L113[00:26:20] <lahwran> well, it depends
L114[00:26:36] <Saturn812> from this point, it makes sense to wait for the next gen really
L115[00:26:38] <Mraof> My parents said they'd get me one of my choice at christmas, but I don't want to go too expensive
L116[00:26:40] <lahwran> how much money do you typically have to spare? how long do you want to wait to gain machine learning superpowers?
L117[00:26:44] <lahwran> oh yeah
L118[00:26:46] <lahwran> wait for next gen
L119[00:26:57] <Mraof> Okay
L120[00:26:57] <lahwran> it'll be out by then and it's apparently _ten times_ faster for ml
L121[00:27:10] <lahwran> which is totally believable, because ml doesn't need 32bit precision, it only needs 16bit
L122[00:27:18] <lahwran> and they apparently have true 16bit ops now
L123[00:27:26] <Mraof> My chatbot doesn't always have the most logical output, but people like it so I don't actually want to improve it too much
L124[00:27:34] <lahwran> hehe
L125[00:27:45] <Mraof> Or at the very least make an improved algorithm optional
L126[00:27:48] <Tiktalik> ^ you can't improve on old chatbots!
L127[00:28:03] <lahwran> don't get too cocky here
L128[00:28:04] <Tiktalik> I've tried attempts to make pyborg better, for example, and they're /all/ horrible
L129[00:28:14] <Tiktalik> you can only make new better ones
L130[00:28:23] <lahwran> http://lexiconjure.tumblr.com/
L131[00:28:39] <lahwran> this is actually not character level convolution, it's character level lstm
L132[00:28:42] <Mraof> The other thing is some different things wouldn't really be able to take the over 1 million lines collected over time
L133[00:28:51] <lahwran> which means it has less abstraction power
L134[00:29:00] <lahwran> 1 million lines? give it to me, baby!
L135[00:29:06] <Mraof> Since they're just the sentences, no context beyond that
L136[00:29:13] <lahwran> no seriously
L137[00:29:15] <Mraof> Okay
L138[00:29:22] <lahwran> this is the sort of shit that neural networks excel at
L139[00:29:35] <lahwran> nothing else holds a goddamn candle to how neural networks will do on your data
L140[00:30:18] <lahwran> pop open that lexiconjure thing. that's a neural network trained on the _unabridged_ oxford english dictionary, *character by character* - not chunking it into words - and then given the seed text of a nonsense word
L141[00:30:29] <Mraof> http://mraof.com/temp/lines.txt It looks sorted at first but that's just because the original program I was using before I made my own was sorted
L142[00:30:49] <lahwran> not only does it learn english, to a crazy degree, but it even makes up plausible definitions and justifies them with fake etymology
L143[00:30:57] <lahwran> this is one of the most impressive language nn things I've seen
L144[00:31:07] <Mraof> Also after a certain point I changed it to replace names with tokens or whatever
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L146[00:32:04] <Tiktalik> Mraof: maybe you should filter out everything starting with http:
L147[00:32:06] <Mraof> Oh, that's cool
L148[00:32:08] <lahwran> landistant n. a person who is expected to be a member of a landing.
L149[00:32:23] <Mraof> I'm going to do something to handle URLs at some point
L150[00:32:57] <Mraof> Also I really need to clean up the code, it was originally just made in a few days to replace seeborg with something about to handle multiple networks
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L152[00:37:00] <Tiktalik> lahwran: so how do you feel about the fact that minecraft has about 1500 classes now
L153[00:37:10] <lahwran> sounds normal
L154[00:37:21] <lahwran> lots of classes isn't surprising
L155[00:37:31] <lahwran> java is just stupid about it and makes you make a new file for each one
L156[00:37:41] <Tiktalik> true
L157[00:38:04] <Mraof> I don't really mind making a new file for each
L158[00:38:08] <lahwran> here's some irc stuff I did from #risucraft: https://gist.github.com/lahwran/fff469f414e6c3af76d8
L159[00:38:16] <lahwran> Mraof: it's perceptually inefficient
L160[00:38:33] <lahwran> in a literal sense, it makes you expend more effort per thought, on average
L161[00:38:38] <lahwran> that's basically the goal of language design
L162[00:38:44] <lahwran> minimize effort per thought
L163[00:38:52] <Tiktalik> lahwran: is that a generator for people's speech
L164[00:38:58] <Mraof> What do you mean?
L165[00:39:00] <tterrag> technically java doesn't require you to make a new file for each class
L166[00:39:03] <lahwran> yes. crappy one. that's just the 2010 rnnlm
L167[00:39:05] <lahwran> tterrag: wellll
L168[00:39:05] <lahwran> sure
L169[00:39:12] <lahwran> for what, package local ones?
L170[00:39:15] <Tiktalik> <Tiktalik> unzipodda flat out a sname, what < I don't think I ever sounded quite this stupid
L171[00:39:16] <lahwran> and inner classes
L172[00:39:17] <Tiktalik> did I?
L173[00:39:30] <lahwran> Tiktalik: any 15 of those characters are sensible
L174[00:39:37] <tterrag> yes, it is perfectly valid to put in a file "class Foo{} class Bar{}"
L175[00:39:37] <lahwran> rnnlm wasn't very good
L176[00:39:45] <tterrag> no inner or nested classes
L177[00:39:48] <tterrag> just two in one file :P:
L178[00:39:51] <lahwran> yeah
L179[00:40:01] <lahwran> compare to rust, though
L180[00:40:14] <lahwran> where structs often span all of five lines
L181[00:40:17] <Tiktalik> everything would be better in rust
L182[00:40:22] <lahwran> and you have 15 in a single file
L183[00:40:27] <lahwran> rust has its own perceptual problems
L184[00:40:38] <lahwran> locality is a big goal for perceptual optimization of programming languages
L185[00:40:47] <lahwran> making it so that everything you need to comprehend a thing is near the thing
L186[00:41:01] <lahwran> or is sufficiently abstracted that you can entirely ignore its internals
L187[00:41:15] <lahwran> obviously these are ideals and finding good approximations is seriously nontrivial
L188[00:41:29] <lahwran> but I think an easy consensus is that java isn't a good solution
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L191[00:41:53] <lahwran> this is a more amusing gen thing, Tiktalik https://gist.github.com/lahwran/6103a6d95340cfeb3ece
L192[00:42:08] <lahwran> from python-offtopic. also rnnlm, not anything fancy like convolution over text
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L194[00:42:56] <lahwran> later
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L201[00:54:30] <LexManos> !gm getStrVsBlock
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L203[00:55:22] <LexManos> !gm itemInteractionForEntity 1.8.9
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L207[01:02:56] <Drullkus> I have heard rumors of 1.9 containing worlds in separate threads
L208[01:03:13] <Drullkus> This sounds far fetched though
L209[01:04:46] <lahwran> sounds like the obvious sort of thing to do
L210[01:05:43] <Drullkus> lahwran: which are you referring to as obvious?
L211[01:05:57] <Drullkus> The threading or asking here
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L214[01:08:46] <williewillus> !gm func_82833_r 1.8.9
L215[01:08:59] <williewillus> Drullkus: no threaded worlds :P
L216[01:09:55] <Drullkus> In 1.9? Bummer, but ok
L217[01:10:59] <williewillus> to be honest that would introduce more problems than it solves :P
L218[01:11:15] <williewillus> at least in the short term
L219[01:11:31] <Drullkus> Cross thread exceptions, yeah
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L227[01:25:33] <Delenas> o/ again
L228[01:26:12] <LexManos> !gm markAndNotifyBlock
L229[01:26:20] <LexManos> !gm markAndNotifyBlock 1.8.9
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L231[01:34:39] <Drullkus> Ok, so the answer is unclear, then
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L233[01:35:41] <sham1> So, how is porting going
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L235[01:37:10] <Drullkus> sham1: Good question, I'm looking at the repo https://github.com/MinecraftForge/MinecraftForge/commits/1.9
L236[01:37:21] <sham1> Me too
L237[01:37:36] <Drullkus> But I doubt this is the place to look
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L240[01:44:14] <Delenas> private static final IItemPropertyGetter field_185046_b = new IItemPropertyGetter() <- does that mean items now have properties, same as blocks? o.o
L241[01:44:39] <McJty> That would be nice
L242[01:44:53] <sham1> ITEMSTATES
L243[01:45:26] <sham1> Dis gun be gud
L244[01:45:46] <Delenas> No more (if stackDamage == ###) conditions. Hoo.
L245[01:46:27] <sham1> Inb4 getStateFroMeta and getMetaFromState in Item
L246[01:46:39] <Delenas> You know, I'd deal
L247[01:46:59] <Delenas> Because having a few properties to map ONCE rather than a bunch of times.. yeah.
L248[01:47:04] <LexManos> well it wouldnt need meta
L249[01:47:07] <LexManos> itd just be NBT
L250[01:47:07] <sham1> Ajd getActualState that takes in ItemStack to use NBT etc
L251[01:47:09] <LexManos> but meh
L252[01:47:22] <LexManos> Chugging along on the patches ... so much to do...
L253[01:47:52] <Delenas> Lex, you may not get this much, but thank you and the team for everything. :>
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L256[01:51:02] <sham1> No hurries
L257[01:51:09] <sham1> We are a patient bunch
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L263[02:00:02] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160302 mappings to Forge Maven.
L264[02:00:05] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160302-1.9.zip (mappings = "snapshot_20160302" in build.gradle).
L265[02:00:16] <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/
L266[02:03:05] <sham1> !latest
L267[02:03:16] <sham1> Woot
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L269[02:13:40] <Cypher121> what would be the advantage of itemstates over nbt? seems like duplicate storage for me
L270[02:14:23] <Cypher121> speed?
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L273[02:15:17] <sham1> You store the states in NBT
L274[02:15:23] <sham1> You access them via properties
L275[02:15:58] <tterrag> you could say the same about raw metadata
L276[02:16:13] <sham1> But metadata can only store numeric values
L277[02:16:14] <tterrag> vs blockstates
L278[02:16:22] <sham1> Or values you have converted to those numeric values
L279[02:16:30] <tterrag> yes but I'm saying duplication isn't bad if you improve the interface
L280[02:16:35] <McJty> It is a better abstraction but in the end it boils down to the same information
L281[02:16:50] <sham1> Oh
L282[02:16:58] <sham1> Soz tterrag
L283[02:22:03] <McJty> woo that's weird...
L284[02:22:14] <McJty> In my dev env I had rftools in run/mods and my test world had some rftools machines
L285[02:22:29] <McJty> I removed rftools to test a dependency. Load the world and of course all rftools stuff was gone. That's expected
L286[02:22:29] <sham1> Your actually works
L287[02:22:33] <McJty> Then I added rftools again
L288[02:22:39] <McJty> And the things in the world were back???
L289[02:22:46] <McJty> I thought it would have removed them permanently from the world
L290[02:25:27] <Delenas> Think that was in because it was easier to keep the ids mapped for testing. May be wrong
L291[02:26:07] <McJty> But the blocks stayed in the world
L292[02:26:15] <McJty> Even though they were replaced with air when the mod was removed
L293[02:26:21] <McJty> Wel I didn't actually try putting something there
L294[02:26:26] <McJty> But they looked gone
L295[02:26:49] <sham1> Maybe it is an illusion and they actually are there
L296[02:27:10] <sham1> SO in the event you decide to add the mod back, everything can be in right order again
L297[02:28:08] <Cypher121> tterrag: metadata calculations, like "meta % 4 = rotation, meta / 4 = color", are one thing, key->value maps of nbt that you don't have to perform any further actions on are another. I fail to see interface improvement here, tbh.
L298[02:28:47] <Delenas> McJty: You'd notice in the log it mentions those
L299[02:30:03] <sham1> The latter makes it easier
L300[02:30:39] <sham1> TO interact instead of having to do all this convoluted math that can be delegated to the item itself
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L307[02:45:19] <sham1> But yeah
L308[02:45:43] <sham1> Itemstates have been long awaited feature and a logical extension of the BlockState idea
L309[02:47:58] <Delenas> Hopefully they don't make an itemstates folder and rename it to states/blocks and states/items to match models
L310[02:48:37] <Delenas> If, of course, Mojang does make the change.
L311[02:48:51] <sham1> states/block states/item*
L312[02:48:59] <sham1> To match model naming
L313[02:49:13] <Delenas> Point.
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L315[02:49:40] <Delenas> Dug into 1.9 model files.. "{ "when": {"OR": [{"north": true}, {"north": false, "east": false, "south": false, "west": false, "up": false}]},"
L316[02:50:00] <Delenas> What is this hell. This is not better. x.x
L317[02:50:37] <Delenas> Look at fire.json. Ack.
L318[02:50:38] <sham1> Forge will fix
L319[02:50:43] <Delenas> Well yeah
L320[02:50:45] <sham1> Also it is much better than it was
L321[02:50:51] <Delenas> But that's still absurd.
L322[02:51:00] <sham1> Also you can just use forge blockstate v1 while that is still in use
L323[02:51:08] <sham1> No need to multipart just yet
L324[02:51:27] <sham1> But yah, semi-turing complete blockstates on vailla
L325[02:51:38] <sham1> I was joking about programmable json, jeez
L326[02:51:53] <Delenas> json is not a programming language or syntax
L327[02:52:11] <Delenas> And yet, Mojang seems hellbent on using it like one.
L328[02:52:13] <sham1> Indeed
L329[02:52:28] <sham1> Technically it is a subset of a programming language
L330[02:52:49] <Delenas> Of Javascript, yes. But it still has no built-in compilation or anything.
L331[02:52:53] <sham1> Ye
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L333[02:52:59] <Delenas> Sure, there's json-schema and such.
L334[02:53:01] <sham1> But what can be done
L335[02:54:14] <tterrag> Delenas: heck, look at clock.json :P
L336[02:54:23] <xaero> Delenas: I got a vid for you, 1 min
L337[02:54:39] <tterrag> I don't really think the fire blockstate is the worst, for what it is
L338[02:54:42] <tterrag> fire is a pretty complex model
L339[02:54:49] <tterrag> the predicate system they use is not the worst
L340[02:55:05] <sham1> Yeah
L341[02:55:10] <sham1> It could be worse
L342[02:55:20] <tterrag> what IS the worst is their item "properties"
L343[02:55:23] <tterrag> and I use that term lightly
L344[02:55:58] <Delenas> . . .
L345[02:56:33] <xaero> Delenas: here's Grum's explanation of them https://youtu.be/ZtOLw1LAarE?t=455
L346[02:56:35] <Delenas> dat clock json.
L347[02:56:38] <sham1> May I get an example
L348[02:57:23] <Delenas> { "predicate": { "time": 0.9296875 }, "model": "item/clock_60" },
L349[02:57:34] <Delenas> There's like 64 lines in there
L350[02:58:25] <sham1> oh god
L351[02:58:30] <sham1> OH GOD
L352[02:58:34] <tterrag> yes
L353[02:58:36] <tterrag> oh god indeed
L354[02:58:38] <tterrag> it's BAD
L355[02:58:42] <tterrag> I don't know who signed off on this idea
L356[02:58:44] <sham1> Well Forge will fix
L357[02:58:59] <tterrag> like I said ealier, why not just allow applying UVs from the base model? then they could use a sheet
L358[02:59:18] <sham1> Because that would be smart
L359[03:00:36] <Delenas> ...-114 glass pane models. Omai.
L360[03:01:01] <sham1> :C
L361[03:01:43] <tterrag> what?
L362[03:01:46] <tterrag> where'd he get that figure?
L363[03:01:49] <tterrag> it's the same as a fence
L364[03:02:03] <tterrag> I would know I've had my head buried in glass panes for the last few days
L365[03:02:07] <sham1> Well true
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L369[03:08:16] <LexManos> Forge will fix shit dont worry.
L370[03:09:10] <Wuppy> o/
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L375[03:17:17] <sham1> Which is whywe like forge
L376[03:18:08] <Disconsented> Well then, looks like every time I try to place a block w/ a TE into the world it creates it twice...
L377[03:19:03] <McJty> Disconsented, client and server perhaps?
L378[03:19:13] <McJty> Check for world.isRemote
L379[03:19:17] <Disconsented> Thats a good idea
L380[03:19:21] <Disconsented> Didnt think to check that
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L383[03:41:18] <Disconsented> https://github.com/disconsented/Cristalllum/blob/master/src/main/java/disconsented/cristallum/block/BlockRefinery.java is there somthing special I need to do for handling getActualState client side? Resulting logs: https://gist.github.com/disconsented/7ab43e77a3afcf31882d
L384[03:42:50] <Disconsented> By the looks of things on github... No I goofed somewhere
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L386[04:07:50] <PitchBright> Hey guys, I'm havin' a hard time figuring something out about forking a repo and getting at it...
L387[04:08:21] <PitchBright> When I got mess around with making a mod, I normally grab the forge files, unzip 'em… run the gradle commands, open eclipse… and the example mod is there
L388[04:09:05] <PitchBright> But when I when I fork a repo… and clone it, and then run gradle setup and eclipse…
L389[04:09:15] <PitchBright> there's nothing there when I open eclipse
L390[04:09:28] <PitchBright> anybody know what i'm doin' wrong?
L391[04:11:40] <sham1> You're contracting on wrong places for one
L392[04:12:28] <PitchBright> oh :(
L393[04:13:36] <PitchBright> I must be misunderstanding something about the forge and eclipse setup instructions on the site… because
L394[04:14:06] <PitchBright> that process is not the process I should follow, when cloning a repo and wanting to do some modding on it...
L395[04:14:09] <PitchBright> is what you're saying?
L396[04:15:05] <sham1> Was commenting on the use of "\'"
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L398[04:15:32] <sham1> But show how you did it
L399[04:15:40] <sham1> For your fork.
L400[04:16:10] <tterrag|busy> PitchBright: when you say "open eclipse" what do you mean?
L401[04:16:43] <PitchBright> Like… fire it up… and then select "Switch Workspace"
L402[04:16:53] <tterrag|busy> what?
L403[04:16:55] <tterrag|busy> switch workspace to what?
L404[04:17:08] <PitchBright> and then I point it to the "eclipse" folder in the cloned repo that's local
L405[04:17:17] <tterrag|busy> the docs says
L406[04:17:19] <tterrag|busy> "For Eclipse, create a workspace anywhere (though the easiest location is one level above your project folder). Then simply import your project folder as a project, everything will be done automatically."
L407[04:17:25] <tterrag|busy> the workspace location is irrelevant
L408[04:18:31] <PitchBright> hmmm.. "one level above"
L409[04:18:51] <PitchBright> maybe that's where i'm screwing up
L410[04:19:02] <PitchBright> or my notion of what a "workspace" is… is completely wrong
L411[04:19:06] <PitchBright> I'm a Photshop guy so
L412[04:19:25] <PitchBright> I'm used to opening the application… and then selecting the file I want to work on (which would be located elsewhere)
L413[04:20:23] <PitchBright> is workspace akin to "the document you want to work on" (in this case a collection of java documents)?
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L415[04:20:29] <tterrag|busy> no
L416[04:20:42] <tterrag|busy> a workspace is just a place for eclipse to house settings about the current set of projects
L417[04:20:49] <tterrag|busy> a PROJECT is what you are thinking of
L418[04:20:56] <tterrag|busy> a workspace can contain any number of projects from any location
L419[04:21:04] <PitchBright> so a workspace is like a collection of preferences?
L420[04:21:22] <tterrag|busy> but (I wrote the guide) I say that one folder level up is easiest, because then you can simply right click -> new -> java project -> name same as folder -> done
L421[04:21:40] <PitchBright> I like that idea
L422[04:22:00] <tterrag|busy> and you get this magic little text when you enter the project with the same name as a folder in the workspace http://puu.sh/nrY9m.png
L423[04:22:08] <PitchBright> I'm running a pretty old eclipse from when I was modding stuff back in 1.2.5 and 1.4
L424[04:22:10] <tterrag|busy> quite handy
L425[04:22:13] <tterrag|busy> I use luna myself
L426[04:22:17] <tterrag|busy> heard of too many issues with mars
L427[04:22:48] <Delenas> Intellij represent.
L428[04:22:49] <Lunatrius> oi!
L429[04:22:53] <PitchBright> xD
L430[04:22:53] <portablejim> Is there a way to get a non-deobfuscated development environment? I have a mod that works in dev but breakes in MultiMC.
L431[04:23:47] <McJty> portablejim, how does it break exacly? Perhaps I can help if you give a log
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L433[04:23:59] <PitchBright> So… Fork… Clone… navigate to the local repo… run the 2 gradle commands <- Thats correct?
L434[04:24:46] <tterrag|busy> yes
L435[04:24:57] <tterrag|busy> portablejim: it's called MultiMC :P
L436[04:25:09] <tterrag|busy> google remote debugging :D
L437[04:25:11] <PitchBright> then I make a new Project?
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L441[04:28:12] <portablejim> McJty: crash log http://pastebin.com/DyW4KjXt Code: https://github.com/portablejim/Additional-Resources
L442[04:28:22] <svenmeys> I have a question. I'd like to help on the 1.9 branch. It seems that just fixing random build errors and spamming pull requests may not be the way to go. So can you tell me where to put my effort be most effective?
L443[04:28:33] <PitchBright> I think I got it. Make a new Project… Import the Repo's folder
L444[04:28:54] <PitchBright> thanks tterrag|busy
L445[04:29:21] <tterrag|busy> portablejim: lambdas don't yet work when substituting for vanilla interfaces
L446[04:29:47] <McJty> yes, I got bitten by that too
L447[04:29:53] <McJty> It works in dev env but not in a real situation
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L449[04:30:33] <portablejim> tterrag|busy: so what is the solution?
L450[04:30:39] <tterrag|busy> don't use a lambda...?
L451[04:30:46] <McJty> portablejim, yes, just use a normal anonymous class
L452[04:30:51] <McJty> Like you would with java 7 or before
L453[04:31:26] <tterrag|busy> may I ask why this mod is even a coremod?
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L455[04:32:13] <tterrag|busy> what is the purpose of the core plugin? why not just a normall mod?
L456[04:32:30] <portablejim> tterrag|busy: Implementing a custom resource pack.
L457[04:32:37] <tterrag|busy> I'm aware of what it does
L458[04:32:53] <McJty> Why does it have to be a coremod?
L459[04:33:00] <tterrag|busy> https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/common/util/ResourcePackAssembler.java
L460[04:33:06] <tterrag|busy> it does NOT require a core plugin in any way ^
L461[04:34:27] <Josephur> Can someone explain to a n00b where the models for basic items actually come from? Is it a combination of the transparency in the png and the defined rotation/translation/scale in the json? (where's the black magic)
L462[04:34:49] <tterrag|busy> Josephur: essentially it's just a bunch of little cubes
L463[04:34:54] <tterrag|busy> one per pixel
L464[04:35:00] <tterrag|busy> and yes, for the default item model it is created in code
L465[04:35:15] <tterrag|busy> not sure exactly where
L466[04:35:18] <Josephur> Well for now my items are based on Minecraft ones, lets say like a Diamond, but where are the cubes defined? (I'm not referencing them?)
L467[04:35:25] <tterrag|busy> they aren't
L468[04:35:40] <tterrag|busy> it's done in code, you can treat it as magic unless you're really curious :P
L469[04:35:42] <Josephur> So it's shape is defined by the PNG transparency?
L470[04:35:47] <tterrag|busy> it has no shape
L471[04:35:50] <tterrag|busy> it's just a bunch of little cubes
L472[04:35:51] <Josephur> ah...
L473[04:35:55] <Josephur> well..
L474[04:36:02] <portablejim> tterrag|busy: So you get around the requirement by packaging a zip on the fly?
L475[04:36:10] <tterrag|busy> they may have some logic to cull transparent pixels
L476[04:36:10] <tterrag|busy> unsure
L477[04:36:14] <tterrag|busy> portablejim: yes but that's unnecessary
L478[04:36:24] <tterrag|busy> I just do that for convenience to use FileResourcePack
L479[04:36:27] <Josephur> hmm
L480[04:36:30] <tterrag|busy> any impl of IResourcePack will work fine
L481[04:36:49] <tterrag|busy> see https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/common/util/ResourcePackAssembler.java#L206
L482[04:37:26] <tterrag|busy> and also so the end user can copy out the resource pack for use elsewhere or just for reference
L483[04:37:34] <portablejim> tterrag|busy: Is this new in 1.8, or was this possible in 1.7 as well?
L484[04:37:38] <tterrag|busy> that code is 1.7
L485[04:37:41] <tterrag|busy> it is unchanged in 1.8
L486[04:37:44] <tterrag|busy> afaik
L487[04:38:04] <tterrag|busy> I have no test case for it in 1.8 but it compiles and the field still exists in Minecraft.class
L488[04:38:17] <Josephur> So say I want to make my own item model on the ground, where do I start?
L489[04:38:51] <tterrag|busy> look at some of the existing custom item models in the game
L490[04:39:04] <Josephur> yes but they all have that "black magic"
L491[04:39:19] <tterrag|busy> what do you want your model to look like?
L492[04:39:22] <Josephur> What if I want a 3d model with my own rendering
L493[04:39:33] <tterrag|busy> then you code that model into the json file
L494[04:39:34] <Josephur> instead of just copying stairs for instance
L495[04:40:06] <Josephur> I shall look at some existing mods and tinker :)
L496[04:40:18] <portablejim> tterrag|busy: Ah, so you use reflection to modify the value instead of using the interfaces that FML provides.
L497[04:40:29] <tterrag|busy> what interfaces?
L498[04:40:37] <tterrag|busy> oh, the getModResourcePack thingy?
L499[04:40:44] <tterrag|busy> well, you can only do one pack per mod that way
L500[04:40:51] <tterrag|busy> my class allows any mod to use it
L501[04:42:04] <portablejim> tterrag|busy: I am using getCustomResourcePackClass() from ModContainer.
L502[04:42:15] <tterrag|busy> yeah
L503[04:42:18] <tterrag|busy> but again, only one per mod
L504[04:43:39] <Josephur> Problem is I haven't made any blocks yet that render with different sides, still in the beggining stage here :D
L505[04:45:56] <portablejim> tterrag|busy: Would you consider what I have done an ok way (with the reflection method just being better), or is it utter ****.
L506[04:46:17] <tterrag|busy> your way...works...but it requires a core plugin which is ugly
L507[04:46:35] <tterrag|busy> I prefer my way, but you do you :P
L508[04:48:29] <portablejim> tterrag|busy: I still cannot see where I have used a lambda (I can see the anonymous function in minecraft code)?
L509[04:48:40] <tterrag|busy> I dunno
L510[04:48:46] <tterrag|busy> I don't even see your code on the stacktrace
L511[04:48:47] <tterrag|busy> so
L512[04:50:51] <portablejim> What is crazy is it is pointing to my code crashing. What code? public String getPackName() { return "Additional Resources bonus resource pack"; }
L513[04:52:24] <tterrag|busy> portablejim: open up your mod with a decompiler like jd-gui
L514[04:52:29] <tterrag|busy> see if the names in your resource pack are obfuscated
L515[04:53:46] <Wuppy> ugh why is everything so heavy when you're sick :V
L516[04:53:56] <Wuppy> I just went to the supermarket and I'm exhausted
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L518[04:55:30] <portablejim> Ah, it may not be obfuscating the names.
L519[04:55:48] <tterrag|busy> how are you building?
L520[04:57:51] <portablejim> tterrag|busy: gradle clean build on https://github.com/portablejim/Additional-Resources/blob/master/build.gradle
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L526[05:03:45] <portablejim> Looking through it again myself and I think I didn't copy enough from my other mods build.gradle files.
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L530[05:10:23] <luacs1998> https://github.com/MinecraftForge/MinecraftForge/pull/2516 *runs far away*
L531[05:13:36] <IoP> OMG 1.9 support!!!1!!
L532[05:20:15] <Wuppy> wait, it's already updated?
L533[05:27:59] * auenf installs beta 1.9
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L536[05:45:52] <Josephur> dun dun DUN!
L537[05:46:46] <Saphire> badum-ts?
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L568[07:00:40] <Dereta> Hey gys :) can someone help me. My problem is that LivingAttackEvent is fired 2-3 times (Server side!). But i just need it 1 times... i'll make a own dmg calculation.. and with 2-3 events per Attack its a "bit" hard.. hope you unterstand ._.
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L571[07:03:43] <sham1> Does the event have any pre and post events under it
L572[07:03:52] <sham1> Does it have phases
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L575[07:05:58] <Dereta> Not sure... :< sry i din't modding long for mc... here's pastebin of the event.. http://pastebin.com/g1Y7SU6v hope that it contains what you need to know
L576[07:06:37] <sham1> Tnx
L577[07:06:42] ⇨ Joins: DemoXin (~DemoXin@117.sub-70-197-164.myvzw.com)
L578[07:06:50] <sham1> On-road so can't check IDE :P
L579[07:07:24] <Dereta> don't unterstand what you mean :X
L580[07:07:37] <sham1> Try to cancel it and do your own damage thing
L581[07:07:47] <Dereta> i try already. but it called again twice
L582[07:08:03] <sham1> Show your code
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L584[07:08:55] <Dereta> http://pastebin.com/cTQYqKJZ
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L587[07:12:37] <sham1> tell me what variables you see on the event instance
L588[07:12:48] <sham1> Give me a screenshot or something
L589[07:13:03] <Dereta> what happens if i hit Monster? or what :x
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L591[07:15:08] <sham1> What do you see when you type "entity."
L592[07:15:13] <sham1> Mote the dot
L593[07:15:17] <sham1> Note*
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L596[07:17:09] <Dereta> okay give me a second
L597[07:19:05] <Dereta> http://www.pic-upload.de/view-29907247/variable.png.html here
L598[07:20:11] <sham1> Wrong variable...
L599[07:20:19] <sham1> The event variablr
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L601[07:21:07] <Dereta> you say entity.. okay 1 sec
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L603[07:21:52] <Dereta> this are just 4.. (ammount, entity, entityLiving & source)
L604[07:22:25] <sham1> Hmm
L605[07:22:38] <sham1> Why are you doing custom dame anyway
L606[07:22:43] <sham1> Damage*
L607[07:23:29] <Dereta> because i add new Attributes to swords like Extra Dmg, Critcal Damage (multiplie Damage), poison, fire, etcpp
L608[07:24:09] <Dereta> and i only will use vanilla MC.. so i can'T add new Books or something like this
L609[07:25:05] <sham1> Amd entityhurtevent did not work because?
L610[07:25:22] <sham1> Er livinghurtevent
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L613[07:33:36] <DemoXin> I missed something and I want to help.
L614[07:33:45] <DemoXin> What are you trying to do?
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L616[07:34:29] <tterrag|busy> fry: Item overrides seems limited to floats
L617[07:34:33] <tterrag|busy> how can it replace getModel?
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L620[07:34:47] <Mata> Hey, is there a way to remove a individual property from a configuration file?
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L622[07:35:17] <tterrag|busy> remove in what way
L623[07:35:48] <DemoXin> Are enchantment IDs gone yet in 1.9?
L624[07:35:59] <Mata> I am converting the way i save some of my config options, but i want the code to automatically remove the propery once it converts to the new method
L625[07:36:15] <tterrag|busy> Mata: your best bet is probably reading the file -> making changes -> deleting the file -> saving changes
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L627[07:36:54] <Mata> Hmm
L628[07:37:06] <tterrag|busy> DemoXin: public static final RegistryNamespaced<ResourceLocation, Enchantment> enchantmentRegistry = new RegistryNamespaced();
L629[07:37:07] <tterrag|busy> seems so
L630[07:37:32] <sham1> Yay
L631[07:39:11] <DemoXin> WOO!
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L633[07:39:44] <DemoXin> Wait... ResourceLocation? That an internal thing?
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L635[07:41:43] <tterrag|busy> all registries are RL based
L636[07:41:46] <tterrag|busy> it needs a name change
L637[07:41:49] <tterrag|busy> but probably won't happen
L638[07:41:56] <tterrag|busy> it's more like UniqueID
L639[07:42:09] <tterrag|busy> or NamespacedID
L640[07:42:13] <tterrag|busy> *shrug*
L641[07:43:15] <DemoXin> Okay, that's what I thought. that'll be groovy if I can get rid of IDs
L642[07:45:07] <fry> tterrag|busy: look at ItemOverrideList patch
L643[07:45:30] <sham1> BTW, how is it processing
L644[07:45:35] <sham1> do you have any estemtion
L645[07:46:05] <tterrag|busy> fry: where is that? lol
L646[07:46:08] <tterrag|busy> no searching on branches
L647[07:46:20] <fry> you do have a local copy, don't you?
L648[07:46:39] <tterrag|busy> yeah...
L649[07:46:53] <sham1> What happened to the branch
L650[07:46:57] <sham1> Did it get eaten?
L651[07:47:26] <sham1> Nvm, I was looking at my own fork...
L652[07:48:26] <tterrag|busy> fry: but how is that used? don't you have to use IItemPropertyGetter?>
L653[07:49:21] <fry> you can provide a custom model
L654[07:49:32] <fry> with custom ItemOverrideList
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L656[07:51:26] <tterrag|busy> fry: where's the injection point for that?
L657[07:51:54] <tterrag|busy> the only place ItemOverrideList is used in vanilla is ModelBlock
L658[07:52:13] <fry> IBakedModel
L659[07:52:23] <tterrag|busy> so it would require a custom bakedmodel then
L660[07:52:25] <tterrag|busy> ok
L661[07:52:46] <fry> yes
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L664[07:56:43] <tterrag|busy> list is getting small :) https://github.com/MinecraftForge/MinecraftForge/tree/1.9/rejects/minecraft/net/minecraft
L665[07:57:32] <fry> 4311 lines of rejects left
L666[07:58:05] <sham1> That will be quickly over and then we can get forge for 1.9
L667[07:58:08] <sham1> So yay
L668[07:58:40] <tterrag|busy> says the man doing none of the work :P
L669[07:58:50] <sham1> Yes :P
L670[07:58:55] <tterrag|busy> idk about you but 4.3k lines doesn't sound quick :P
L671[07:59:03] <tterrag|busy> plus after that there's actually updating forge
L672[07:59:09] <sham1> I appreciate all the work fry and lex does for this
L673[07:59:09] <tterrag|busy> getting the patches to apply is half the battle
L674[07:59:09] <fry> was 6k yesterday
L675[07:59:11] <sham1> True
L676[07:59:16] <sham1> Hmm
L677[07:59:25] <sham1> So with that speed it will be 2 days
L678[07:59:31] <tterrag|busy> fry: low hanging fruit I see is TextureMap :P
L679[07:59:37] <sham1> If we assume 2k lines of rejects is per day
L680[07:59:44] <fry> I went through it, tterrag
L681[07:59:46] <gigaherz> sham1: don't be overly optimistic, and then if it comesearly, you'll be surprised
L682[07:59:48] <williewillus> !query MCPBot_Reborn
L683[07:59:52] <williewillus> woops
L684[07:59:56] <gigaherz> unnecessary optimism only leads to disappointment ;P
L685[08:00:00] <tterrag|busy> oh
L686[08:00:01] <fry> only 1 huck left, for cpw/lex to look at
L687[08:00:08] <fry> since mipmap loading changed a bit
L688[08:00:13] <fry> *hunk
L689[08:00:13] <tterrag|busy> ahh
L690[08:00:14] <sham1> The hype is real
L691[08:00:32] <gigaherz> hype is disappointment waiting to happen
L692[08:00:47] <sham1> I wonder what aspects of forge will need to update
L693[08:01:15] <fry> I'd guess we'll have somewhat compilable build somewhere on the weekend
L694[08:01:21] <sham1> Because I am blissfully oblivious to this stuff
L695[08:01:35] * sham1 hopes so
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L697[08:06:20] <cpw> i'm just cleaning up a few more small patches
L698[08:09:00] <fry> don't forget to pull! :P
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L700[08:10:42] <cpw> i pulled about 30 minutes ago fry :P
L701[08:11:08] <cpw> removed Item.getModel, functionality is now achieveable via ItemOverrides.
L702[08:11:15] <cpw> tis the last commit i see
L703[08:11:17] <fry> yup
L704[08:12:20] <williewillus> holy SoundEvents
L705[08:12:22] <williewillus> :P
L706[08:12:50] <DemoXin> tterrag|busy: Do you happen to see if the ID parameter for the Enchantment is actually gone? 1.8 added the ResourceLocation method but still requires IDs
L707[08:13:37] <williewillus> enchantments in 1.9 actually uses a registry
L708[08:14:06] <tterrag|busy> DemoXin: I see no evidence of any numeric IDs
L709[08:14:09] <tterrag|busy> read the code yourself :P
L710[08:14:22] * DemoXin is looking at 1.8 atm since he skipped it.
L711[08:14:34] <tterrag|busy> well, I take that back
L712[08:14:42] <tterrag|busy> for some reason they still have numeric ID getter/setter
L713[08:14:46] <tterrag|busy> but it seems to be in addition to
L714[08:15:00] <tterrag|busy> as they use a RegistryNamespace which assigns numeric IDs
L715[08:15:03] <gigaherz> maybe related to upgrading old saves?
L716[08:15:04] <DemoXin> Whether getEnchantmentById is used is the real tell.
L717[08:15:15] <tterrag|busy> gigaherz: of course
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L719[08:15:20] <tterrag|busy> it's the same as the block or item registry
L720[08:15:27] <tterrag|busy> string based lookup, int based serialization
L721[08:15:46] <DemoXin> 1.8 only uses the names for commands
L722[08:15:54] <williewillus> so what does the structure block actually do
L723[08:16:08] <gigaherz> avoids generating structures during worldgen
L724[08:16:16] <williewillus> !sm func_187502_a registerSound
L725[08:16:47] <tterrag|busy> DemoXin: let me put it this way. enchant IDs are dynamic now. they still exist (much like block and item IDs still exist) but are only a side-effect
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L727[08:17:19] <DemoXin> Okay, cool.
L728[08:17:27] <tterrag|busy> Enchantment.getEnchantmentID(Enchantment.getEnchantmentByLocation("mod:enchant"))
L729[08:17:53] <tterrag|busy> why there is no getID() and getIdentifier() I'll never understand
L730[08:17:59] <tterrag|busy> mojang is still addicted to static
L731[08:18:01] <williewillus> and fml will add the syncing stuff so no more enchantment / potion conflicts every again thank god
L732[08:18:02] <tterrag|busy> anyways gtg
L733[08:18:05] *** tterrag|busy is now known as tterrag|away
L734[08:18:52] <DemoXin> The lack of conflicts was my real concern. Briefly looking at 1.8 looks like they added a bunch of stuff to simplify away from massive numbers of LivingHurtEvent/etc events
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L737[08:21:10] <williewillus> !uf Potion
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L739[08:23:18] <williewillus> yes PotionEffect uses a Potion obj now finally
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L744[08:28:16] <williewillus> heh the new PotionType system plays perfectly into botania's brew system
L745[08:28:35] <kashike> botania is finally updating?
L746[08:28:56] <williewillus> ?
L747[08:29:06] <kashike> past 1.7.10?
L748[08:29:07] <williewillus> I've had it updated since december
L749[08:29:13] <Peterzen> o.o, I've been looking for tutorials and wikis and documentation for forge all over the place the last few days, and the docs is simply linked here haha
L750[08:29:27] <williewillus> Peterzen: most people opt to look at other mods, and ask here :P
L751[08:29:28] <kashike> hrm, I thought vazkii was the botania person..
L752[08:29:32] <kashike> I must be tired
L753[08:29:32] <williewillus> he is
L754[08:29:59] <sham1> Does not mean you can't make forks
L755[08:30:30] <kashike> well the way he said it made me think it was the real one
L756[08:30:34] <kashike> still a bit tired lol
L757[08:31:54] <SkySom> "Real"
L758[08:32:03] ⇨ Joins: Cojo (~Cojo@cpe-24-163-52-59.nc.res.rr.com)
L759[08:32:04] <SkySom> You mean Official lol
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L761[08:32:31] <SkySom> But yeah willie has the main functioning Botania 1.8 so it's as real as it gets there
L762[08:33:21] <williewillus> where did datawatcher go
L763[08:33:23] <williewillus> 0.o
L764[08:33:27] <SkySom> Wait what
L765[08:33:33] <SkySom> O.O
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L767[08:33:41] <williewillus> it got renamed but idk whta to
L768[08:35:39] <williewillus> ah its in nm.network.datasync
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L772[08:44:37] <Peterzen> Is there also documentation available for the net.minecraft packages?
L773[08:44:46] <Peterzen> (im kinda a newbie at modding mc)
L774[08:45:17] <williewillus> your IDE
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L776[08:45:57] <Peterzen> because i just found out that net.minecraft.crafting.CraftingManager#addRecipe requires a string of 3 characters for the item positions
L777[08:46:14] <Peterzen> and like i was debugging why my "aa" string wasnt working
L778[08:46:28] <williewillus> !uf AchievementList
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L781[08:46:53] <Peterzen> yea my IDE provides the parameters and stuff but there isnt any documentation with the methods inside the packages
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L783[08:46:58] <williewillus> you should be using GameRegistry.addRecipe
L784[08:47:00] <Peterzen> im using intellij idea
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L789[08:47:58] <sham1> And?
L790[08:48:05] <Peterzen> yea i am but because it simply states Object... params its not clear to me that the string concerning the position of the items("xxx") always needs to be 3chars
L791[08:48:14] <sham1> How is that relevant on having to use GameRegistry.addRecipe
L792[08:48:19] <gigaherz> Peterzen: it doesn't need to be 3 chars
L793[08:48:34] <gigaherz> just all "shape" strings need to be the same length
L794[08:48:40] <williewillus> I'm pretty sure addRecipe has docs
L795[08:48:43] <Peterzen> :O
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L797[08:48:48] <williewillus> and for this kinda thing you can ask here or look at other mods
L798[08:48:55] <Peterzen> but like still i didnt know they all needed to be the same length
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L800[08:49:17] <Peterzen> it would be useful if that was documented somewhere so thats why i was asking for documentation
L801[08:49:21] <sham1> The code is self-documenting
L802[08:49:28] <sham1> SO you could have looked at it
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L805[08:50:11] <gigaherz> Peterzen: if you want some examples of recipes: https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/Survivalist.java#L193
L806[08:50:17] <Peterzen> yea in the end i dived into the code and ended up in the net.minecraft.crafting.CraftingManager#addRecipe method and found out it crashed on a for loop there
L807[08:50:27] <Peterzen> alright thanks
L808[08:50:30] <gigaherz> which is the wrong function to use
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L811[08:50:41] <gigaherz> you should use GameRegistry fore those things
L812[08:50:45] <gigaherz> for*
L813[08:50:55] <Peterzen> yea but the GameRegistry.addShapedRecipe extends that one
L814[08:51:03] <gigaherz> yes
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L817[08:51:48] <sham1> I feel bad for mojang for having to implement every recipe manually
L818[08:52:16] <sham1> Unless tehy have a mechanism that I don't know about
L819[08:52:35] <sham1> inb4 "Recipe JSON"
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L822[08:53:34] <Peterzen> btw is it ok if i ask for help in this channel if i stumble upon these kind of issues?
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L824[08:54:24] <sham1> Well if it was not then what would be the point of this channel ;P
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L826[08:54:38] <sham1> So in short, yes it is fine as it is the poitn
L827[08:54:39] <sham1> Point*
L828[08:54:52] <gigaherz> Peterzen: this exactly the purpose of this channel
L829[08:55:02] <gigaherz> to help people with modding issues or doubts
L830[08:55:07] <Peterzen> alright thanks :)
L831[08:55:31] <sham1> And to talk off-topic stuff but that probably is not actually the purpose
L832[08:55:46] <Peterzen> side effect of irc xD
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L834[08:57:21] <MattDahEpic> so if sites are starting to block ad blockers, somebody needs to make an ad blocker blocker blocker
L835[08:57:55] <gigaherz> https://github.com/reek/anti-adblock-killer
L836[08:57:58] <Saturn812> adblock already detects the websites that tries to detect it. So it blocks the adblock blocker sites
L837[08:58:04] <gigaherz> there's already some of those
L838[08:58:04] <gigaherz> XD
L839[08:58:05] <sham1> To be fair, using adblock is a duche move
L840[08:58:13] <Saturn812> it depends
L841[08:58:27] <gigaherz> I wouldn't be using adblock if sites didn't use such intrusive advertisements
L842[08:58:50] <sham1> They would not need to be so intrusive if people actually clicked them
L843[08:58:52] <gigaherz> however, I use adblock plus, with the option to allow non-intrusive ads enabled
L844[08:59:05] <gigaherz> why the fuck woudl I click on an ad if I have 0 interest in it?
L845[08:59:22] <williewillus> i use ublock origin on everything except youtube and twitch
L846[08:59:23] <sham1> To support the site you are on
L847[08:59:29] <gigaherz> then I'd make a donation
L848[09:00:01] <gigaherz> also
L849[09:00:04] <gigaherz> false clicks are even worse
L850[09:00:10] <sham1> Donations are not allowed here unless you are donating to an organization
L851[09:00:12] <sham1> Well that is true
L852[09:00:28] <sham1> You need a permit to have people donate to you
L853[09:00:34] <gigaherz> ewh
L854[09:01:11] <Saturn812> where's at?
L855[09:02:17] <Saturn812> in Germany? Not even a patrion page?
L856[09:02:57] <sham1> Finland
L857[09:03:16] <gigaherz> patreon isn't necessarily donations, since you offer things in return
L858[09:03:22] <sham1> Would noy be surprised if it was the case in germamy as well
L859[09:03:45] <Saturn812> that really stinks
L860[09:03:59] ⇨ Joins: samschaap (~samschaap@5469BF1F.cm-12-2c.dynamic.ziggo.nl)
L861[09:04:12] <PaleoCrafter> yeah, donations (i.e. something without reward) are fine in Germany,
L862[09:05:12] <PaleoCrafter> with a reward it technically is buying something and you have to do some shit to be allowed to do that
L863[09:05:34] <Dereta> Thx Sham1 (sorry was afk :<) the LivingHurtEvent is exact what i was needing <3 ;3
L864[09:06:01] <sham1> Np
L865[09:06:39] ⇨ Joins: FusionLord (~FusionLor@ip70-190-176-197.ph.ph.cox.net)
L866[09:06:46] <Dereta> Okay still a forum mod or so here?^^ still can't register (don't become activation mail :< also not in Spam Folder!) wait now for about 10? days? :3
L867[09:07:23] <FusionLord> make sure that you type the email correctly
L868[09:07:58] <Dereta> its correctly typed... check everything also a lot of times :<
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L872[09:09:56] <sham1> Although I did hear tnat the donation policy has changed
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L874[09:12:05] <masa> does someone have a nice clean example of how to implement IItemHandler using capabilities?
L875[09:13:06] <gigaherz> depends
L876[09:13:29] <gigaherz> do you want to provide IItemHandler for something that already exposes IInventory?
L877[09:13:34] <masa> or more precisely, how should I implement the capability, is it supposed to be a different instance than the TileEntity
L878[09:13:35] <gigaherz> or just IItemHandler?
L879[09:13:45] <gigaherz> it's meant to be a different instance
L880[09:13:51] <masa> I'm converting my old IInventory TEs into pure IItemHandler
L881[09:14:32] <sham1> I made mine intoban inner class
L882[09:14:33] <masa> hmm, so is it supposed to be something like the forge vanilla wrappers?
L883[09:14:44] <gigaherz> let me make you a short example sec
L884[09:15:19] <masa> I'm just confused if I'm supposed to have like a static-ish IItemHandler instance which then wraps the TE or what...
L885[09:15:35] <williewillus> yeah i just have one
L886[09:15:36] <masa> but then the TE would need to implement some interface anyway
L887[09:15:36] <williewillus> per TE
L888[09:15:43] <williewillus> no it doesn't
L889[09:15:58] <williewillus> just keep the handler as a field
L890[09:16:05] <masa> well no if the TE class implements the IItemHandler
L891[09:16:13] <masa> or wait what
L892[09:16:23] <williewillus> TE class doesn't implement IItemHandler
L893[09:17:03] <gigaherz> masa: https://gist.github.com/gigaherz/2b38dafcccc2cd5754a4
L894[09:17:05] <gigaherz> like that
L895[09:17:15] <gigaherz> for a non-sided inventory
L896[09:18:06] <masa> umm... so I'm supposed to use some of the existing wrappers like that ItemStackHandler?
L897[09:18:16] <williewillus> ItemStackHandler is not a wrapper
L898[09:18:18] <gigaherz> ItemStackHandler is not a wrapper
L899[09:18:21] <williewillus> lol
L900[09:18:23] <gigaherz> it impelments an actual inventory
L901[09:18:31] <gigaherz> like InventoryBasic did for IInventory
L902[09:18:43] <gigaherz> you CAN implement your own
L903[09:18:47] <masa> right wrong choice of words...
L904[09:18:55] <gigaherz> but that one is enough for 99% of the needs
L905[09:19:11] <masa> I bet I'm in that 1% :p
L906[09:19:11] <gigaherz> and you can override insert and extract methods
L907[09:19:15] <gigaherz> if you want them to have a cost or such
L908[09:20:14] <masa> how does the inventory get read and written in that example?
L909[09:20:22] <Fendirain> Getting my entity to swing this axe properly is going to be the end of me, I just know it...
L910[09:20:31] <masa> I mean to/from NBT
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L912[09:20:37] <gigaherz> ah I forgot that
L913[09:20:40] <gigaherz> sorry let me add
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L916[09:21:19] <williewillus> I have something like https://github.com/williewillus/Botania/blob/ef2ab91b370e182f8d1786eb9b36b80e3f0bb16b/src/main/java/vazkii/botania/common/block/tile/TileSparkChanger.java#L72
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L920[09:21:54] <williewillus> since botania serializes on its own I have a custom subclass of ItemStackHandler that overwriets the superclass array with our own :P
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L922[09:22:10] <gigaherz> https://gist.github.com/gigaherz/2b38dafcccc2cd5754a4
L923[09:22:11] <gigaherz> refresh
L924[09:22:12] <gigaherz> XD
L925[09:22:20] <williewillus> and second ctor parameter is rw vs ro
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L928[09:22:51] <masa> alright
L929[09:23:48] <Fendirain> Anyone happen to know how to get an enity to hold an item & have it move when the arm moves?
L930[09:24:07] ⇨ Joins: kirby|gone (mrkirby153@the.government.stole-your.pw)
L931[09:24:08] <Fendirain> (The part after the '&' is the important part)
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L934[09:24:33] <gigaherz> Fendirain: look at the witch code
L935[09:24:53] <gigaherz> or more accurately
L936[09:24:54] <gigaherz> LayerHeldItemWitch
L937[09:25:34] <Fendirain> Will do, Didn't think to check the witch...
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L940[09:26:40] <masa> zombie/skeleton might be better, at least they swing the item...
L941[09:26:51] <gigaherz> masa: also, if you use a Container/Gui, repalce new Slot() with new SlotItemHandler()
L942[09:26:59] <masa> doesn't a witch just hold it with some random slow rotation
L943[09:27:01] <gigaherz> they work the same, the latter just uses an IItemHandler instead of an IInventory
L944[09:27:15] <williewillus> witches do weird things
L945[09:27:19] <williewillus> look at how zombies do it
L946[09:27:19] <masa> oh there is one for that already?
L947[09:27:42] <gigaherz> it has always been there
L948[09:27:45] <gigaherz> just no one noticed it exists
L949[09:27:49] <masa> heh
L950[09:28:10] <sham1> How does the itemhdler slot work for item hamdlers that are not itemhandlermodifiables
L951[09:28:21] <gigaherz> no idea, look at the code? XD
L952[09:28:21] <Fendirain> I can render the item just fine, and swing it, But when swining, it floats way above where it is meant.
L953[09:28:34] <Fendirain> and it doesn't move when walking.
L954[09:28:48] <gigaherz> gotta go, later ppl
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L956[09:28:58] <Fendirain> Zombie / Skele code is the one I previously used, So hopefully the witch shows me something new.
L957[09:29:03] <PaleoCrafter> it does not, sham1
L958[09:29:23] <PaleoCrafter> I think, at least
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L961[09:32:09] <sham1> So I HAVE to implement it
L962[09:32:12] <sham1> FFS
L963[09:32:37] <PaleoCrafter> Slot.putStack, yes
L964[09:32:54] <sham1> :/
L965[09:34:22] <sham1> Well crap
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L968[09:36:03] <williewillus> looool http://www.cnn.com/2016/03/02/entertainment/kanye-west-pirate-bay-feat/index.html
L969[09:37:12] <Ordinastie> !gm Block.getId
L970[09:39:30] <Ordinastie> oh, ffs, I'm getting sick of this...
L971[09:39:39] <williewillus> what, renaming shit? :P
L972[09:39:45] <Ordinastie> I have yet another report of a NPE that is theorically impossible :/
L973[09:39:49] <williewillus> lol
L974[09:40:21] <Ordinastie> http://pastebin.com/AU6Ambav
L975[09:40:32] <Ordinastie> comes from here : https://github.com/Ordinastie/MalisisDoors/blob/1.8/src/main/java/net/malisis/doors/renderer/CustomDoorRenderer.java
L976[09:42:29] <Ordinastie> hum wait
L977[09:42:52] <Ordinastie> no, I'm right, that shouldn't be possible :x
L978[09:45:42] <fry> are you ever calling setBlockState from another threads?
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L980[09:46:40] <Ordinastie> you mean world.setBlockState() ?
L981[09:46:45] <fry> yes
L982[09:46:51] <Ordinastie> I don't think so, why ?
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L984[09:49:09] <Ordinastie> I got a few a thos illogical NPEs
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L987[09:49:29] <Ordinastie> like a TE world object not set just a few method calls after setBlockState
L988[09:49:50] <Ordinastie> *after
L989[09:50:13] <Fendirain> Ok, So its translate that is screwing it up. I can have it in the correct position when swining, or resting.
L990[09:50:36] <Fendirain> swining*... However, in the other, it is way higher then its meant to be.
L991[09:51:33] <williewillus> fry: since we're on a similar note, why do TESRs sometimes get called even when the block is no longer there? I get crashes checking blockstate props in tesrs occassionally - vanilla gets areound it by using raw meta
L992[09:52:15] <Fendirain> This rendering thing is getting very annoying.
L993[09:52:57] <williewillus> is it rotating about the wrong point?
L994[09:53:03] <fry> williewillus: what can I say, notchcode
L995[09:53:14] <fry> there's like 10 steps before TE is added/removed
L996[09:53:15] <Fendirain> Its rendering to high when swinging.
L997[09:53:28] <masa> I once got a crash while breaking my block with a TE, it tried to get the facing based on an invalid value of 0... so I just added checks for it since I didn't understand why it happened
L998[09:53:28] <williewillus> screenshot/gif?
L999[09:53:43] <masa> while porting to 1.8.9 that is
L1000[09:53:57] <williewillus> i just made my tesrs skip if the block there isnt the actual block to render :P
L1001[09:54:09] <Fendirain> I have a screenshot, One sec.
L1002[09:54:59] <masa> ie. when I broke the block, it somehow called getProperty after the TE was gone or somehting so it got the raw facing value of 0 from somewhere and then it crashed while trying to turn that int oa horizontal facing
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L1004[09:55:36] <Fendirain> http://i.imgur.com/eapKKAI.png
L1005[09:55:55] <Ordinastie> well, I have numerous of problems too concerning TEs with 1.8.9 where the data is totally incoherent
L1006[09:55:56] <Fendirain> It rendering correcting in the resting position.
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L1009[09:56:12] <Ordinastie> world obj not there, blocks at the current position absent too
L1010[09:56:21] <williewillus> show code?
L1011[09:56:22] <Fendirain> (Though it doesn't move when walking, But I can explain that away, Just not this).
L1012[09:56:23] <Ordinastie> field somehow becoming numm
L1013[09:56:26] <Ordinastie> *nul
L1014[09:56:51] <williewillus> for the layer renderer where you render the item swinging that is
L1015[09:57:01] <Fendirain> https://github.com/Fendirain/Fendirain/blob/1.8/src/main/java/fendirain/fendirain/client/render/mobs/layers/LayerHeldItem.java#L45
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L1017[09:57:28] <Fendirain> I rotate the arm itself for the swinings.
L1018[09:57:31] <Ordinastie> it's like you would have to double check everything everything everywhere :/
L1019[09:57:55] <Fendirain> swinging* (Not sure why I always miss the 'g')
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L1021[09:58:36] <williewillus> I'm pretty sure it's rotating about the wrong point
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L1023[09:59:45] <Fendirain> https://github.com/Fendirain/Fendirain/blob/1.8/src/main/java/fendirain/fendirain/client/models/mobs/ModelFenderiumMob.java#L92
L1024[09:59:55] <Ordinastie> and now I have users reporting memory leak for my mods :x
L1025[09:59:56] <Fendirain> (The code used is the commented out stuff)
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L1027[10:02:32] <Peterzen> using GameRegistry.addRecipe(), is it possible to make a recipe which requires more than 1 item to be present in a single gridslot? A stack for example
L1028[10:02:44] <Fendirain> I'm know I'm doing something wrong, But I am blind to it.
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L1030[10:03:51] <williewillus> Peterzen: yes, when you define your characters, you can pass a stack with a bigger stacksize
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L1033[10:10:07] <Peterzen> williewillus, I am currently trying it with some vanilla items, but it doesn't seem to work as I was expecting. http://pastebin.com/94XJ0hud this recipe already works with only 3 diamonds
L1034[10:10:28] <Peterzen> i was expecting it to need 10 diamonds in the 3 slots
L1035[10:11:36] <Ordinastie> !gf processingLoadedTiles
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L1087[10:19:13] <Ordinastie> someone had java.lang.OutOfMemoryError: GC overhead limit exceeded and says that my mods are causing a memory leak, any idea on how I can find how/where that leak could be ?
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L1089[10:20:47] <williewillus> memory profiler? :P
L1090[10:20:47] <Dyonovan> !mappings
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L1093[10:22:10] <Ordinastie> williewillus, I never had a leak myself
L1094[10:22:38] <SkySom> Probably some combo of mods
L1095[10:23:18] <williewillus> just run the pack and profile meomry
L1096[10:23:30] <williewillus> and see what your allocations are anad where they're coming from
L1097[10:24:42] <Fendirain> Okay, I even tried rightArm2, It didn't seem to help (and I would rather use rightArm1 anyways)
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L1100[10:32:55] <williewillus> play with the gl transforms
L1101[10:32:59] <williewillus> esp translating before rotating
L1102[10:33:43] <Fendirain> I have, I can get it in the correct swinging position, But then the resting position is wrong.
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L1104[10:39:26] <Fendirain> and doing that also makes the arch wrong.
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L1106[10:44:52] <Fendirain> and while I could get around that, It doesn't fix it not moving while walking. :/
L1107[10:46:42] <Fendirain> (Which isn't exactly important in this case, Is an issue with a diffrent mob I have, So might as well figure it out here)
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L1109[10:50:19] <Dereta> Hey guys ;) Another Question. How can i make Items (vanilla Items!) shining like there have a Enchatment (but they don't have).. try to override the hasEffect but don't work. Is for MC V 1.8 :)
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L1111[10:52:34] <smbarbour> Look at the code for the second-tier golden apple. It shimmers without enchantments.
L1112[10:53:02] <PaleoCrafter> > vanilla items :P
L1113[10:53:15] <sham1> >meme arrow
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L1115[10:53:44] <PaleoCrafter> https://en.wikipedia.org/wiki/Posting_style#Quoted_line_prefix
L1116[10:53:51] <PaleoCrafter> thanks fry for that :P
L1117[10:53:55] <sham1> I know
L1118[10:54:17] <Dereta> okay i'll try to find this! :) thanks..
L1119[10:54:34] <thor12022_oops> overriding hasEffect is all the apple does
L1120[10:54:36] <PaleoCrafter> https://github.com/MinecraftForge/MinecraftForge/pull/2517 hurr durr
L1121[10:55:02] <PaleoCrafter> yeah, there is not currently a way to do this for items you don't own
L1122[10:55:30] <PaleoCrafter> there was a PR recently, it's closed though
L1123[10:57:27] <smbarbour> I don't really see anything stupid in that PR, other than potentially breaking cygwin building (why would you even do that anyway?)
L1124[10:58:43] <PaleoCrafter> I think it's just generally stupid to do anything like that yet :P
L1125[10:59:05] <PaleoCrafter> and the name isn't particularly descriptive
L1126[11:00:48] <Dereta> oh.. i think i can't use this (golden apple like) for my code... because it's not an Item class :< hope anyone can help me.. http://pastebin.com/9jUCHPdv
L1127[11:01:25] <Dereta> or have i to change the Basic class of paper for this ?!
L1128[11:02:42] <smbarbour> It's best to make your own items instead of trying to make vanilla items do special things.
L1129[11:03:08] <Dereta> yeah.. maybe.. but i wan't to do it this way.
L1130[11:04:06] <masa> 1) you can't 2) i wouldn't want vanilla paper or sticks to always glow for no apparent reason
L1131[11:04:14] <Fendirain> Anybody here good with rendering? (To be exact, Getting an Entity to hold / swing an item correctly)
L1132[11:04:28] <PaleoCrafter> wait for 1.9, hurr durr xD
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L1134[11:05:08] <Dereta> i edit the Items with custom nametags and a description. It should be a "soul" of the enemy...
L1135[11:06:40] <PaleoCrafter> and why do you want to do that with a *stick*?
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L1138[11:08:00] <Dereta> the item wich is use dosen't matter. And i use a paper because it has no rightclick/leftclick function. And i also can disable the crafting recepies of it
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L1140[11:08:19] <Fendirain> Why not make your own item?
L1141[11:08:37] <Dereta> i only want to use Vanilla Minecraft.
L1142[11:08:42] <Dereta> thats why
L1143[11:09:10] <PaleoCrafter> what you're trying to do is not possible with Vanilla items, period.
L1144[11:09:20] <PaleoCrafter> and it should not be done with vanilla stuff :P
L1145[11:09:40] <Fendirain> Your making a mod...Why limit yourself to Vanilla items?
L1146[11:09:53] <PaleoCrafter> it's also shit from a gameplay view of point :P
L1147[11:09:58] <PaleoCrafter> "yeah, so, you have this piece of paper, but it actually is nothing like paper"
L1148[11:11:17] <Dereta> I add a function to it when rightlich with the PlayerInteractEvent... so it is not "nothing like paper"... but okay. i unterstand.
L1149[11:11:18] <Fendirain> Seriously, This stupid axe thing is annoying me. Maybe I will just have it punch trees. >.>
L1150[11:11:32] <Dereta> *rightklick
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L1152[11:12:14] <Fendirain> The point is, It looks like paper, But isn't paper. Adding a glowing effect doesn't exactly help.
L1153[11:12:53] <Dereta> for me it does. If player checks his chest he find it faster if the chest is full ore something like this.
L1154[11:13:20] <Fendirain> If you have to, Why not make your own item, and have it use the paper texture?
L1155[11:13:28] <PaleoCrafter> if it had a completely distinct model, they would find it even faster :P
L1156[11:13:33] <Dereta> reason is above.
L1157[11:14:01] <Fendirain> I mean, They already said it's not possible to do it the way you want, So you might have to.
L1158[11:14:44] <Dereta> yeah. they said. but then stop asking why i want to use vanilla stuff only... i have a reason and so its good. finish.
L1159[11:15:06] <PaleoCrafter> your code is horrible btw :P
L1160[11:15:29] <Fendirain> Honestly though, I would think a mod reusing textures doesn't show quality, and would ignore it.
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L1162[11:16:21] <masa> using vanilla items, changing their behaviour and adding behaviour to them is just messy, confusing and breaks compatibility with anything else that uses those items
L1163[11:16:23] <smbarbour> Since you are obviously new to modding, I'll let you know this: This channel will eviscerate your code style, and they will not hold back on their opinions. Don't take it personally.
L1164[11:16:44] <Fendirain> Sorry, Don't mean to be mean, Just trying to understand your reasoning.
L1165[11:16:54] <Dereta> i don't take. i ignore it. because that was not what i want to hear btw.
L1166[11:17:10] <Dereta> everything fine. i think i have a way
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L1169[11:19:24] <Fendirain> I'm seriously going to go crazy trying to solve this.
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L1174[11:31:21] <Fendirain> Anybody here decent with rendering? (Trying to get an Entity to hold / swing an item (Custom Axe) correctly)
L1175[11:33:30] <tterrag|away> Wait for 1.9 :p
L1176[11:33:48] <tterrag|away> entities don't really hold things in 1.8 and below
L1177[11:33:52] <tterrag|away> It's a hack
L1178[11:34:11] <Fendirain> They actually made it better?
L1179[11:34:51] <Fendirain> Well, Guess I will ignore it for now, and move my mod to 1.9 only when its ready.
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L1182[11:38:46] <Fendirain> Didn't realize the previous comment that said that was directed at me. My bad.
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L1186[11:41:47] <diredoesgames_> Hi
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L1188[11:42:40] <Fendirain> Hello.
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L1191[11:47:56] <DRedhorse> should probably distributed by the channel bot via .modapi ;.) https://youtu.be/Z2We5sLDVrw
L1192[11:48:22] <PaleoCrafter> there is no channel bot (anymore, anyway) :P
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L1194[11:50:51] <Fendirain> That video...
L1195[11:51:26] <sham1> /topic
L1196[11:51:50] <sham1> Although this is too funny
L1197[11:53:06] <diredoesgames_> Hmm forge 1.9 out for dev yet?
L1198[11:53:17] <sham1> SoonTN
L1199[11:53:19] <sham1> TM*
L1200[11:53:50] <diredoesgames_> I'm surprised how fast they got forge going for 1.9
L1201[11:53:53] <sham1> The amount of work gets lower and lower
L1202[11:55:03] <diredoesgames_> Would it be weird to have a core require a core?
L1203[11:56:14] <sham1> Core as in coremod?
L1204[11:56:57] <sham1> If so then stop right there criminal scum
L1205[11:57:03] <diredoesgames_> I mean would it be weird to have a coremod require another coremod?
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L1207[11:57:15] <diredoesgames_> What?
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L1209[11:57:21] <PaleoCrafter> coremod = ASM shit
L1210[11:57:22] <sham1> >Coremod
L1211[11:57:42] <PaleoCrafter> core mod (should be called library or something) = common utilities
L1212[11:57:42] <diredoesgames_> 10:56 AM <sham1> If so then stop right there criminal scum
L1213[11:57:47] <diredoesgames_> What?
L1214[11:57:59] <sham1> Never played oblivion?
L1215[11:58:02] <PaleoCrafter> ASM is bad :P
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L1217[11:58:24] <sham1> I hope that what was for the reference instead of why
L1218[11:58:29] <diredoesgames_> Hmm who is ready to update to 1.9?
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L1220[11:58:42] <sham1> My body is ready
L1221[11:58:57] <williephone> Not much work predicted for me :P
L1222[11:59:06] <williephone> Depends on how much models changed again
L1223[11:59:14] <sham1> I don't think much
L1224[11:59:15] <diredoesgames_> Why mojang!
L1225[11:59:18] <PaleoCrafter> yeah, the update should be fairly easy when you're already on 1.8.9
L1226[11:59:25] <diredoesgames_> If they change models agian
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L1228[11:59:40] <fry> a little bit
L1229[11:59:41] <PaleoCrafter> most model changes will probably be internal (bridging a few forge things to the new vanilla equivalents)
L1230[11:59:45] <fry> nothing earth-shattering
L1231[11:59:51] <sham1> All I need is for COTH to update RF API and make it capability-based (ktnxbye) and I will be set
L1232[12:00:01] <PaleoCrafter> former thing is done :P
L1233[12:00:05] <williephone> Write a wrapper for it lol
L1234[12:00:13] <sham1> Or just make my own energy system
L1235[12:00:25] <diredoesgames_> Hmm, is there a some source I can steal for a new energy system?
L1236[12:00:43] <williephone> And I'm guessing forge json will update to allow the vanilla weird predicate things?
L1237[12:01:06] <diredoesgames_> What's things?
L1238[12:01:16] <williephone> New item json in 1.9
L1239[12:01:30] <sham1> The predicate stuff on blockstates looks like programmable JSON
L1240[12:01:33] <diredoesgames_> I'm a little outdated.. Just started to mod
L1241[12:01:36] <sham1> With the "OR" stuff
L1242[12:01:47] <williephone> It's actually pretty nice
L1243[12:01:59] <diredoesgames_> Anyone working on Universal Energy?
L1244[12:02:05] <williephone> You write the function in code but expose the result to json
L1245[12:02:14] <sham1> Ye
L1246[12:02:27] <williephone> But the loot tables look nicer heh
L1247[12:02:35] <williephone> Spent a while yesterday naming it all
L1248[12:02:52] <diredoesgames_> Anyone got some open source code I can learn from... (And steal some parts)
L1249[12:02:58] <williephone> What for?
L1250[12:03:16] <sham1> Hmm, I can put down end crystals
L1251[12:03:20] <williephone> They all basically work the same way it's just numbers and interfaces
L1252[12:03:25] <williephone> For energy
L1253[12:03:53] <diredoesgames_> 11:02 AM <diredoesgames_> Anyone got some open source code I can learn from... (And steal some parts)
L1254[12:04:08] <williephone> For an energy system?
L1255[12:04:26] <diredoesgames_> No in general
L1256[12:04:30] <diredoesgames_> But if you do
L1257[12:04:31] <diredoesgames_> Sure
L1258[12:04:35] <williephone> Github
L1259[12:04:41] <diredoesgames_> I've looked
L1260[12:04:44] <PaleoCrafter> why would they even have that OR syntax, just distinguish between "when" containing a list or a tag compound ...
L1261[12:04:59] <williephone> Probably easier to parse into memory
L1262[12:05:03] <PaleoCrafter> meh
L1263[12:05:04] <williephone> Not easier
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L1265[12:05:29] <diredoesgames_> I love how I'm using irc in school
L1266[12:05:38] <karlthepagan> diredoesgames_, what did you find? because if you search for ForgeGradle you will find 11k lines of code
L1267[12:06:00] <diredoesgames_> All of them are junk though
L1268[12:06:26] <karlthepagan> aight, my code is up there bye :)
L1269[12:06:44] <PaleoCrafter> I don't think it's any easier, the deserialisation is done manually anyway :P
L1270[12:08:12] <sham1> My god
L1271[12:08:18] <sham1> Night vision makes End pink
L1272[12:08:29] <PaleoCrafter> lol
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L1274[12:13:42] <diredoesgames_> Anyone got some open source code I can learn from... (And steal some parts)
L1275[12:14:12] <sham1> You have said that exact same phrase 3 times already
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L1277[12:15:16] <MattDahEpic> diredoesgames_, cofh has some of their stuff open, just sticking around long enough in here will get people who need help and post their githubs and some of the big mods link to the repos of open source addons
L1278[12:15:51] <sham1> ^
L1279[12:16:12] <sham1> Spamming does not helps neither you nor us
L1280[12:16:19] <diredoesgames_> Sorry
L1281[12:19:24] <thor12022_oops> google this "teamCofh OR TeamMetallurgy OR vazkii OR SlimeKnights OR Chisel-2 site:github.com"
L1282[12:19:48] <Fendirain> diredoesgames - Your looking for a power system right? I remember seeing a youtube video about making one if you want it.
L1283[12:20:01] <Fendirain> (Not sure if it's any good though)
L1284[12:21:30] <sham1> To be fair, making one is not hard unless you want to do something complex like 2 value system
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L1288[12:34:27] MineBot sets mode: +v on RichardG
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L1291[12:49:26] <geratheon> Hey! I've a problem with rendering a static .obj on a simple block in the world.. I made everything like in the blood magic code and some tutorials, it should at least. But yeah, I think the problem lies here: [Client thread/WARN]: Unable to load block model: 'compimals:block/livingHopper.obj' for variant: 'compimals:livingHopper#normal': java.io.FileNotFoundException: compimals:models/block/livi
L1292[12:49:32] <geratheon> ngHopper.obj.json
L1293[12:49:35] <geratheon> It looks for an .obj.json file, so I've made something wrong, but I just dont see it. I can provide code, but I'm hoping for anyone to know this problem. :)
L1294[12:51:14] <Fendirain> You sure it's looking for the file in the correct place?
L1295[12:52:13] <Fendirain> & Right name.
L1296[12:52:13] <geratheon> in models/block/ is a livingHopper.obj, yeah
L1297[12:52:38] <Fendirain> livingHopper.obj.json ?
L1298[12:53:33] <geratheon> No .json, as far as I understand it I dont need an .obj.json, only a blockstate json for it, right?
L1299[12:53:53] <geratheon> I've setup everything nearly exakt like this http://modwiki.temporal-reality.com/mw/index.php/Render_Block_OBJ-1.8.9
L1300[12:53:56] <Fendirain> Its erroring because it can't find the .json
L1301[12:54:27] <PaleoCrafter> geratheon, do you have the OBJLoader.addModId line?
L1302[12:54:32] <PaleoCrafter> (the method might have a different name)
L1303[12:54:51] <TehNut> addDomain IIRC
L1304[12:54:55] <PaleoCrafter> yeah, that's the one
L1305[12:55:06] <geratheon> in the client proxy? yeah, there is an addDomain with my modid
L1306[12:55:42] <PaleoCrafter> well, pastebin your blockstates file
L1307[12:56:05] <geratheon> Mhhh, wait. When I do a Log.info in the client proxy it does not trigger
L1308[12:56:15] <williewillus> did you @SidedProxy :P
L1309[12:56:36] <geratheon> Funny enough I did D:
L1310[12:56:56] <PaleoCrafter> do you... call the client proxy method? :P
L1311[12:57:13] <geratheon> ... gnarf.
L1312[12:57:21] <geratheon> I just set the sidedproxy annotation
L1313[12:57:59] <geratheon> There it is!
L1314[12:58:03] <geratheon> No texture, but thats allright
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L1316[12:58:19] <diredoesgames_> @RichardG:
L1317[12:58:22] <geratheon> Okay, thanks! I really thought I did.
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L1323[13:05:36] <gudenau> Hello!
L1324[13:05:55] <gudenau> Where could I find some documentation about the forge json format for blockstates?
L1325[13:06:25] <geratheon> Something here: http://mcforge.readthedocs.org/en/latest/blockstates/introduction/
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L1327[13:08:22] <gudenau> Thanks, I take it the transformations are the same as vinilla?
L1328[13:09:41] <geratheon> I would suspect that
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L1331[13:13:17] <gudenau> Did not seem to rotate. HRM... http://pastebin.com/CLwsQVjH
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L1333[13:17:07] <MattDahEpic> has anyone done item capabilities on items rather than tile entities? like a backpack
L1334[13:19:59] <gudenau> "Item capacilities"?
L1335[13:20:22] <MattDahEpic> capabilities?
L1336[13:20:36] <gudenau> Still do not know what that is.
L1337[13:21:08] <MattDahEpic> like putting IItemHandler/ItemStackHandler on an item/itemstack rather than a TileEntity
L1338[13:21:14] <gudenau> OH
L1339[13:21:21] <MattDahEpic> ive only seen them on TileEntities so far
L1340[13:21:37] <gudenau> When I did that I just cheated and used some nasty hacks in my GUI code.
L1341[13:22:20] <MattDahEpic> i can has see?
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L1343[13:23:20] <diredoesgames_> Anyone got some source I can learn from.. (And steal parts...)
L1344[13:23:21] <Wuppy> o/
L1345[13:23:22] <gudenau> Basicly instead of passing a BlockPos in the gui code I passed the slot that the item was in the players inventory; and I needed to make an IInventory for the container that I loaded and saved from the NBT data on the item.
L1346[13:23:31] <MattDahEpic> diredoesgames_, no
L1347[13:24:26] <gudenau> How do I fix this? Caused by: com.google.gson.JsonParseException: Axis rotation: expected single axis object, got: {"x":0,"y":180,"z":0}
L1348[13:26:17] <gudenau> WAIT, I might have it.
L1349[13:27:22] <gudenau> No transformations though...
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L1353[13:29:51] <Adg> Im trying to add a custom furnace with a custom model. Everything is fine, but Im get untextured breaking particles..can't seem to pin down why :/
L1354[13:30:07] <Adg> I get*
L1355[13:30:12] <gudenau> You can set the particle texture, let me check.
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L1357[13:33:58] <gudenau> Ok, I know for a fact that I did this somewhere in this code...
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L1359[13:35:43] <gudenau> Ah, you are using the forge JSON format?
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L1361[13:35:54] <Adg> yes
L1362[13:36:21] <gudenau> I know for vinilla you just set particle in the textures section.
L1363[13:37:33] <gudenau> Interesting, I do not seem to set it anywhere for my forge stuff; yet it appears to work. No idea why.
L1364[13:37:58] <gudenau> Happen to know how I rotate my models based on the state in the forge format?
L1365[13:39:31] <Peterzen> Adg, i think you are supposed to assign the particle texture in assets/modid/models/block/block.json
L1366[13:39:36] <Peterzen> https://github.com/TheGreyGhost/MinecraftByExample/blob/master/src/main/resources/assets/minecraftbyexample/models/block/mbe01_block_simple_model.json
L1367[13:39:59] <gudenau> That is vinilla though, not forge.
L1368[13:40:56] <Adg> if I try to set it in the JSON file it spits an error at me and doesnt load the model
L1369[13:41:52] <Peterzen> what does the error say? and how does your json file look? could you make a pastebin?
L1370[13:41:59] <Adg> one sec
L1371[13:42:37] <Peterzen> gudenau, do you mean that it is for vanilla particles and not custom particles(forge)?
L1372[13:43:06] <Adg> derp
L1373[13:43:23] <Adg> I had a typo...all fixed now :D
L1374[13:43:46] <Peterzen> ah xD
L1375[13:44:01] <Adg> was stuck at it for hours...
L1376[13:44:08] <Peterzen> i know that feel
L1377[13:44:33] <Adg> thx for the help tho =)
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L1379[13:47:39] <gudenau> Ok then.
L1380[13:48:38] <gudenau> Ok, nothing is rotating with this; any help? http://pastebin.com/dnHk2sWR
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L1382[13:57:51] <Adg> gudenau here is a nice example on rotation: http://jabelarminecraft.blogspot.com.ee/p/minecraft-modding-containers.html
L1383[13:58:39] <gudenau> That is not for the forge format though, that is what I am using.
L1384[13:58:48] <gudenau> At least my blockstates are working. :-P
L1385[13:59:42] <sham1> MFW I cannot use infinity bow to preserve healing arrows
L1386[13:59:46] <sham1> The heck is this shit
L1387[13:59:53] *** willieaway is now known as williewillus
L1388[14:00:26] <williewillus> sham1: because thats overpowered as fuck
L1389[14:00:28] <masa> this shit is balance :p
L1390[14:00:32] <williewillus> it did during sapshots
L1391[14:00:34] <williewillus> but they removed it
L1392[14:00:56] <gudenau> I'm sure that was a bug.
L1393[14:01:02] <sham1> Well once forge comes out I can fix this injustice
L1394[14:01:10] <sham1> FFS it uses them up in creative
L1395[14:01:11] <masa> :D
L1396[14:01:14] <gudenau> Simple enogh to put back in though, simple event handler.
L1397[14:01:27] <sham1> Yes
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L1399[14:01:35] <sham1> At least make them infinite on creative
L1400[14:02:43] <masa> well now you are just asking the impossible! (from mojang that is)
L1401[14:03:28] <gudenau> if(arrowIsPoition && !creative) more or less.
L1402[14:04:03] <masa> like I said, impossible
L1403[14:04:09] <masa> more or less
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L1408[14:08:55] <sham1> I can probably never get used to 32 chunk render distance with forge
L1409[14:08:57] <sham1> And mods
L1410[14:09:04] <williewillus> lol
L1411[14:09:11] <williewillus> how many frames do you get?
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L1413[14:09:33] <sham1> Somewhat above 60
L1414[14:09:36] <sham1> But still lag
L1415[14:11:27] <sham1> Although had a lot of chunks
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L1420[14:21:28] <hipsterpig> lahwran: whowhat
L1421[14:21:40] <hipsterpig> i was dead asleep when you pinged
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L1431[14:48:36] <Arctic_Wolfy> Okay... I have a question for those who know about NBT. What kind of objects are contained in the set from the NBTTagCompound? I would give the method name, but it's a "func_" one.
L1432[14:50:31] <diesieben07> which method are you talking about?
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L1434[14:51:01] <Ordinastie> the one starting with func_ :p
L1435[14:51:18] <Arctic_Wolfy> func_150296_c
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L1437[14:51:33] <Arctic_Wolfy> It returns a Set.
L1438[14:51:44] <Ordinastie> a set of what ?
L1439[14:51:54] <Ordinastie> oh, nvm
L1440[14:51:56] <TehNut> getKeySet
L1441[14:52:05] <Arctic_Wolfy> That's what I want to know.
L1442[14:52:09] <TehNut> What mappings are you on?
L1443[14:52:24] <Arctic_Wolfy> NBTTagCompound
L1444[14:52:31] <TehNut> mappings, not class
L1445[14:52:51] <Arctic_Wolfy> HashMap, I think.
L1446[14:52:57] <TehNut> ...
L1447[14:53:03] <TehNut> Your MCP mappings
L1448[14:53:19] <Arctic_Wolfy> Oh... Uhmm...
L1449[14:53:28] <Arctic_Wolfy> I don't know..
L1450[14:53:53] <diesieben07> they are old that is for sure :D
L1451[14:53:57] <TehNut> ^
L1452[14:53:57] <Arctic_Wolfy> What is that? And how do I find it?
L1453[14:54:00] <diesieben07> also
L1454[14:54:12] <diesieben07> if it really only returns Set, not a Set<String>, why are you not on 1.8.9
L1455[14:54:35] <TehNut> It's what changes func_150296_c -> getKeySet
L1456[14:54:49] <Arctic_Wolfy> I really should be on 1.8.9... Since 1.9 is out...
L1457[14:54:54] <TehNut> And you find it in your build.gradle, usually
L1458[14:56:05] <Arctic_Wolfy> I don't see a mapping.
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L1460[14:56:53] <diesieben07> Arctic_Wolfy, https://git.io/v2yGf
L1461[14:58:05] <Arctic_Wolfy> Yep, not there.
L1462[14:58:15] <diesieben07> impossiburu
L1463[14:58:50] <masa> unless he is on 1.7 still...
L1464[14:59:04] <diesieben07> that also has mappings
L1465[14:59:15] <williewillus> well some people copy their build scripts from old versions and those didn't have explicit mappings lines
L1466[14:59:22] <masa> not by default, or at least my build.gradle didn't have them
L1467[14:59:22] <williewillus> I remember some of my really old 1.7.10 ones didn't
L1468[14:59:22] <Arctic_Wolfy> I am on 1.7... And I did say I should update to 1.8...
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L1470[14:59:30] <diesieben07> urgh
L1471[14:59:57] <Arctic_Wolfy> I got the file from the site.
L1472[15:00:00] <diesieben07> well
L1473[15:00:09] <diesieben07> anyways, the method gives you a set of string
L1474[15:00:14] <diesieben07> of the keys in the compound
L1475[15:00:16] <Arctic_Wolfy> Okay.
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L1478[15:07:21] <diesieben07> god this game is so broken... https://youtu.be/0b7A4m2SFSQ
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L1480[15:09:43] <williewillus> lol
L1481[15:09:49] <williewillus> when have pistons not been broken
L1482[15:10:01] <diesieben07> yea, true
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L1484[15:10:09] <diesieben07> the stupid bud switches infuriate me
L1485[15:10:15] <diesieben07> aaanyways.
L1486[15:10:30] <SkySom> When they were still a mod?
L1487[15:10:32] <Arctic_Wolfy> Arf? o.o
L1488[15:10:36] <williewillus> well there still is no real alternative to buds
L1489[15:10:37] <williewillus> so :P
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L1491[15:10:45] <williewillus> and this happened in 1.8 too iirc
L1492[15:10:57] <williewillus> whichever snapshot they switched to blockstates pistons started being weird
L1493[15:11:04] <diesieben07> started?
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L1495[15:11:38] <williewillus> as in, the base would disappear when extending/retracting
L1496[15:11:43] <williewillus> very very briefly
L1497[15:11:45] <diesieben07> ah
L1498[15:12:05] <diesieben07> yeah piston rendering is strange at best, because it swtiches from static to TESR
L1499[15:12:48] <masa> whaat, why does it do that? :o
L1500[15:13:03] <diesieben07> well, you dont want inactive pistons to be a slow TESR
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L1502[15:13:08] <diesieben07> but they still need to animate when extending
L1503[15:13:20] <masa> but why can't the base always be a normal model?
L1504[15:13:32] <masa> although
L1505[15:13:33] <diesieben07> uh, maybe it is? idk
L1506[15:13:43] <masa> it would still need to change models I guess
L1507[15:13:52] <diesieben07> yes
L1508[15:14:17] <diesieben07> willie, that disappearing has nothing to do with block states i think though. it is the threaded chunk rendering
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L1511[15:14:35] <masa> I'm currently watching cubehamster play with 1.9... so many bugs with pistons and stuff :D
L1512[15:15:17] <masa> and I was actually considering updating my server to 1.9 after they fix a couple of bugs... there seem to be a LOT more bugs to fix than I realized :p
L1513[15:15:52] <unascribed> I'm waiting for 1.9.23 before I update anything
L1514[15:16:19] <TehNut> 1.9: The Buggy Update
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L1516[15:16:40] <unascribed> at least it has nice particles now
L1517[15:16:43] <killjoy> is the fullscreen bug still in there?
L1518[15:17:25] <masa> 1.9 would have been a better update without all the combat changes imo :p
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L1520[15:17:35] <killjoy> but then what would they call it?
L1521[15:17:38] <killjoy> the ender update?
L1522[15:17:40] <masa> it being the combat update and all...
L1523[15:17:41] <killjoy> that sounds silly
L1524[15:18:06] <masa> the long time in bre..making update
L1525[15:19:32] <Arctic_Wolfy> Wait, IIRC, aren't block meta values no more?
L1526[15:19:41] <diesieben07> yes, they still are
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L1528[15:19:47] <diesieben07> just abstracted away into block states
L1529[15:19:57] <killjoy> there's still 0-15 meta
L1530[15:20:04] <killjoy> it's in the world saave
L1531[15:20:08] <Arctic_Wolfy> Okay.
L1532[15:21:05] <williewillus> well in the chunk ;p
L1533[15:21:17] <williewillus> once you cross into the chunk code even during runtime it's meta
L1534[15:24:09] <unascribed> and that is unlikely to ever change, the amount of storage required to store the states themselves would be ridiculous
L1535[15:24:22] <unascribed> maybe it won't always be 4 bits
L1536[15:24:29] <williewillus> well you could have variable with state ids
L1537[15:24:32] <unascribed> but people requesting magical infinite block states are guaranteed insane
L1538[15:24:42] <unascribed> yes, but state ids is still basically meta
L1539[15:24:42] <williewillus> like if a block doesn't need all metas another block can use them
L1540[15:25:12] <diesieben07> yes some kind of varint thingy would be nice but that gives the problem that you dont have dead reckoning into the arrays
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L1543[15:25:34] * unascribed whispers "value types"
L1544[15:26:03] <diesieben07> how do they help here? :D
L1545[15:26:14] <diesieben07> you can emulate those today with ugly code that uses primitives
L1546[15:26:28] <unascribed> you could probably make some sort of varint one
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L1548[15:26:36] <unascribed> though that might require shuffling around the entire array
L1549[15:26:39] <diesieben07> not really
L1550[15:26:43] <diesieben07> value types are fixed size
L1551[15:26:45] <unascribed> nevermind value types are fixed-size
L1552[15:26:51] <unascribed> I just woke up, ignore me
L1553[15:26:53] <diesieben07> :D
L1554[15:27:09] <diesieben07> if they weren't value type arrays would be slow as fudge
L1555[15:27:24] <geratheon> Baaah, after hours and hours fighting with blender.. For easy, simple minecraft modeling, what program do you all recommend?
L1556[15:27:44] <unascribed> MrCrayfish model maker is pretty good
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L1558[15:28:47] <unascribed> it can be a bit weird, especially with assigning textures
L1559[15:28:56] <unascribed> but otherwise it works well from what I've seen
L1560[15:28:59] <williewillus> I do shapes in crayfish and texture map it manually :P
L1561[15:29:22] <unascribed> ^ probably a good idea
L1562[15:29:33] <unascribed> I once helped someone texture a dragon or something
L1563[15:29:35] <geratheon> Yeah, thats my biggest problem with blender. I've done a model, so far so good. But how do I texture map it?
L1564[15:29:35] *** Vigaro|AFK is now known as Vigaro
L1565[15:29:36] <unascribed> and it took FOREVER
L1566[15:30:04] <geratheon> For the last hour I tried to understand blender uv maps and I think that's a bit to complicated for a simple minecraft model
L1567[15:30:31] <unascribed> well what do you expect from a full-blown modelling tool?
L1568[15:30:35] <unascribed> not to mention it's open-source
L1569[15:30:38] <unascribed> so an awful UI is a given
L1570[15:31:02] <unascribed> (for the record I love open source, and I'm actually running KDE on Linux right now, but that seems to hold true for everything)
L1571[15:31:40] <williewillus> kde5 actually looks nice
L1572[15:31:45] <williewillus> kde4 was ugly lol
L1573[15:31:47] <unascribed> it *looks* nice
L1574[15:31:53] <unascribed> but it's basically kde4 with a fresh coat of paint
L1575[15:32:00] <unascribed> some apps have gotten overhauls by the VDG
L1576[15:32:03] <unascribed> but most haven't
L1577[15:32:36] <geratheon> I think kde is a bit bloated, I use xfce at the moment
L1578[15:32:41] <unascribed> I used to use Xfce
L1579[15:32:54] <unascribed> but I think the main reason KDE is seen as bloated is the ridiculous metapackages on Debian-derivatives
L1580[15:33:00] <williewillus> lol
L1581[15:33:06] <unascribed> granted, even on Arch I installed one of said ridiculous metapackages
L1582[15:33:11] <unascribed> and I don't use half the software I have installed
L1583[15:33:28] <unascribed> but I very well could have made a minimal KDE install
L1584[15:33:46] <unascribed> not to mention you can turn off kwin's compositing
L1585[15:34:06] <unascribed> not sure if it goes full stacking or just disables the effects
L1586[15:34:07] *** DRedhorse is now known as DonAway
L1587[15:34:13] <unascribed> (and you can just run Openbox on top of it anyway)
L1588[15:34:50] <geratheon> for a while I just ran bspwm without any desktop environment. Fun times..
L1589[15:35:14] <williewillus> i3 :D cinnamon is my fallback when I need a full env
L1590[15:35:24] <unascribed> huh, bspwm looks interesting
L1591[15:35:26] <williewillus> it's my favorite DE, manages to not feel heavy even though it is a full DE
L1592[15:35:30] <unascribed> i3 is for crazy people
L1593[15:36:11] <williewillus> lol
L1594[15:36:20] <geratheon> Bspwm is extremely cool and lightweight but has its quirks with java swing applications, so I had to switch
L1595[15:36:22] <williewillus> the tree structure bspwm describes is just like how i3 works
L1596[15:37:16] <unascribed> but you can put it in stacking mode
L1597[15:37:25] <geratheon> Yeah, I tried i3 before, but at the moment I just want an Environment that works. I don't really need tiling mode because of tmux
L1598[15:37:34] <unascribed> I don't want everything to be tiling, I have uses for stacking/compositing as well
L1599[15:37:54] <williewillus> i3 has floating mde too :P
L1600[15:38:04] <unascribed> well they didn't make that particularly obvious
L1601[15:38:13] <williewillus> shift+mod+space pops it off the tiling (which I have the config autoset to do for every mc window)
L1602[15:38:13] <unascribed> either way I'm not in a "break everything" mood right now so I'm going to stick with kwin
L1603[15:38:15] <thor12022_oops> you could also use AewsomeWM, It's not just for people who hate themselves
L1604[15:38:23] <thor12022_oops> *Awesome
L1605[15:38:45] <unascribed> oh right
L1606[15:38:51] <unascribed> I didn't like i3 because it was emacs the window manager
L1607[15:38:59] <unascribed> onscreen buttons are useful >.>
L1608[15:39:03] <geratheon> Awesome is really cool, yeah, but I got tired of lua
L1609[15:39:23] *** kroeser is now known as kroeser|away
L1610[15:40:00] <williewillus> more like vim the wm :P
L1611[15:40:06] * thor12022_oops thinks about ComputerCraft and Awesome compatibility breifly
L1612[15:40:07] <williewillus> it uses vim like bindings
L1613[15:41:07] <geratheon> Yeah, but he's right, Awesome is more like emacs than vim. Doesn't really every tiling wm use vi bindings?
L1614[15:41:52] <williewillus> i really don't care as long as I have to touch my mouse as little as possible
L1615[15:41:54] <williewillus> lol
L1616[15:42:20] <thor12022_oops> I always end up chaning the bindings anyway
L1617[15:42:54] <geratheon> Okay, mrcrayfishs model editor reacts ultra slow. :C
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L1620[15:44:36] <geratheon> Oh, no, only the UI itself
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L1625[15:55:13] <Lordmau5> o/
L1626[15:55:31] <Lordmau5> Hey, Mr. Object-god fry, is it somehow possible to mix 2 different models?
L1627[15:55:55] <Lordmau5> as in, let's say I have my own model that has "dents" on the sides, but would like to render the textures of another block on it?
L1628[15:56:23] <diesieben07> ObjModel implements IRetexturableModel which has a method retexture
L1629[15:56:31] <diesieben07> that would give you a new IModel with a new set of textures
L1630[15:56:55] <Lordmau5> Let's say I'm grabbing the IBlockState from a different block and would handle the extended-state of it to get it's IBakedModel
L1631[15:57:01] <Lordmau5> could I combine those things then?
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L1633[15:57:29] <diesieben07> not sure if there is a good way to get the texture from a baked model
L1634[15:57:34] <Lordmau5> Hmm...
L1635[15:57:39] *** MrKickKiller is now known as MrKick|Away
L1636[15:57:51] <diesieben07> since the UVs are hard-baked into the BakedQuads
L1637[15:58:05] ⇦ Parts: geratheon (~geratheon@ip4d169e2b.dynamic.kabel-deutschland.de) ())
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L1639[16:01:11] <Lordmau5> in that case it seems more difficult than I expected it to be...
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L1641[16:01:16] <Lordmau5> well, I expected it to be difficult anyway
L1642[16:01:27] <diesieben07> i mean
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L1644[16:01:36] <diesieben07> theoretically you could parse the baked quads and get the texutre that way
L1645[16:02:01] <diesieben07> i think that would be the only real way anyways
L1646[16:02:11] <diesieben07> not even IModel has a way to get the textures
L1647[16:02:20] <diesieben07> or rather
L1648[16:02:22] <Lordmau5> via. getFaceQuads or getGeneralQuads then?
L1649[16:02:26] <diesieben07> yeah
L1650[16:02:41] <Lordmau5> like, which one should I use then? :p
L1651[16:02:47] <diesieben07> both
L1652[16:02:53] <Lordmau5> ah k
L1653[16:03:02] <diesieben07> face quads are quads which are culled, general quads are not
L1654[16:03:32] <Lordmau5> ah
L1655[16:03:58] <Lordmau5> so currently I'm on a ISBM - that means I'd have to swap it for a OBJModel and go from there?
L1656[16:04:09] <diesieben07> eh no not really
L1657[16:04:24] <diesieben07> you would get the OBJModel and retexture it as needed
L1658[16:04:29] <diesieben07> then bake the retextured stuff
L1659[16:04:31] <diesieben07> and cache it
L1660[16:04:38] <diesieben07> in an ISBM
L1661[16:04:56] <Lordmau5> what do you mean "get the OBJModel"? - as in, get my .obj file and cache that first to get an "empty" OBJModel?
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L1663[16:05:16] <diesieben07> yes, ModelLoaderRegistry.getModel
L1664[16:07:10] <Lordmau5> do I need to add the .obj suffix to the ResLoc?
L1665[16:08:33] <diesieben07> yes
L1666[16:08:36] <Lordmau5> k
L1667[16:10:54] <Lordmau5> either way, 11:10pm here, I'm out o/
L1668[16:11:04] <diesieben07> \o
L1669[16:11:05] <Lordmau5> thanks for the general gist on it, diesieben07 :)
L1670[16:11:14] <Lordmau5> I'll fiddle around with it tomorrow
L1671[16:11:16] <diesieben07> i do my best :D
L1672[16:16:47] <ghz|afk> [23:01] (diesieben07): theoretically you could parse the baked quads and get the texutre that way
L1673[16:16:55] <ghz|afk> that's how tterrag did the chisel port
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L1675[16:17:05] * diesieben07 was prepared to get scolded
L1676[16:17:05] <ghz|afk> for connected textures
L1677[16:17:08] <diesieben07> but i guess not lol
L1678[16:17:43] <diesieben07> using IVertexConsumer i assume?
L1679[16:18:26] <ghz|afk> can't remember that much
L1680[16:18:27] <ghz|afk> XD
L1681[16:18:40] <diesieben07> :D
L1682[16:18:45] ⇨ Joins: Chervilpaw (~KittenThe@h247.61.187.173.dynamic.ip.windstream.net)
L1683[16:19:09] <Chervilpaw> With MC 1.8.9, how could I have a wire block that connects 2 stuff w/out making 64 models
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L1685[16:19:47] <SkySom> http://mcforge.readthedocs.org/en/latest/blockstates/forgeBlockstates/#sub-models ?
L1686[16:19:53] <ghz|afk> Chervilpaw: submodels
L1687[16:20:01] <ghz|afk> you have a "core" model for the unconnected central piece
L1688[16:20:06] <ghz|afk> and then one "connector" model
L1689[16:20:14] <ghz|afk> that you apply to submodels with different rotations, as needed
L1690[16:20:25] <ghz|afk> sec
L1691[16:21:05] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/blockProxy.json
L1692[16:21:09] <ghz|afk> like this, for example
L1693[16:21:26] <ghz|afk> I used .obj models
L1694[16:21:34] <ghz|afk> but json-based models would work just as well
L1695[16:22:41] *** ghz|afk is now known as gigaherz
L1696[16:23:45] <Chervilpaw> obj would be esier
L1697[16:24:57] <gigaherz> yeah then look at my json file and see how I did it
L1698[16:25:47] <Chervilpaw> However
L1699[16:25:53] <Chervilpaw> is there a tool to TEXTURE .obj files?
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L1703[16:30:53] <gigaherz> Chervilpaw: just apply the textures as you would on your favorite 3D modelling program
L1704[16:31:02] <gigaherz> make sure you don't use texture wrapping
L1705[16:31:08] <gigaherz> and then once the model is done
L1706[16:31:14] <Chervilpaw> whats a good modeling program
L1707[16:31:24] <gigaherz> you edit the .mtl file and add/change the "map_Kd" references
L1708[16:31:31] <gigaherz> to use minecraft-style resoruce locations
L1709[16:31:38] <gigaherz> Blender
L1710[16:31:39] <gigaherz> Maya
L1711[16:31:43] <gigaherz> 3D Studio
L1712[16:31:53] <Chervilpaw> Blender... I guess
L1713[16:32:01] <gigaherz> Blender is free
L1714[16:32:05] <gigaherz> but has a steep learning curve
L1715[16:32:21] <gigaherz> you could also try something like clara.io
L1716[16:32:21] <willieaway> are there any other free + easy to use OBJ modelers? :P
L1717[16:32:24] <gigaherz> which is web-based
L1718[16:32:30] <gigaherz> willieaway: not that I'm aware of
L1719[16:32:51] <gigaherz> unless you include sketch up or the 3d builder app in windows 10
L1720[16:32:58] <Chervilpaw> I like blender - except for it's controls
L1721[16:33:12] <gigaherz> but i don't think of those as apps fitting to design/export .OBJ models
L1722[16:33:14] *** willieaway is now known as williewillus
L1723[16:33:32] <williewillus> lol other channles on esper really don't like away nicks do they
L1724[16:33:36] <williewillus> the mc sphere doesn't care
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L1726[16:33:48] <williewillus> I think I got tempbanned from #linux since my bouncer auto awaynicks me
L1727[16:35:19] <gigaherz> why?
L1728[16:35:28] <Chervilpaw> wait will mrcrayfish's 3d modeler work?
L1729[16:35:36] <Disconsented> https://github.com/disconsented/Cristalllum/blob/master/src/main/java/disconsented/cristallum/block/BlockRefinery.java#L200-L214 is there somthing special I need to do for handling getActualState client side(or rather how do I ensure that client and server have the same information here)? Resulting logs: https://gist.github.com/disconsented/7ab43e77a3afcf31882d
L1730[16:35:37] <gigaherz> first time I hear of someone not liking away nicknames
L1731[16:35:44] <gigaherz> Chervilpaw: I guess?
L1732[16:36:36] <gigaherz> Disconsented: TileEntities do not synchronize automatically
L1733[16:36:47] <gigaherz> you'll haveto use networking to transfer any information you may need to the client
L1734[16:36:51] <williewillus> gigaherz: in other non-mc networks/channels they say that /away is enough
L1735[16:36:57] <williewillus> and that it spams up big channels
L1736[16:37:00] <Chervilpaw> I'm gonna try to make an AE2/TE alternative for 1.8.9
L1737[16:37:04] <gigaherz> well
L1738[16:37:10] <gigaherz> I guess I don't want to join those channels then
L1739[16:37:10] <williewillus> Chervilpaw: yes it'll work
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L1741[16:37:24] <gigaherz> I have used IRC for many years
L1742[16:37:42] <gigaherz> and I have never come across any channel that does it
L1743[16:38:00] <gigaherz> if someone dislikes me using /nick ghz|afk, then fuck them
L1744[16:38:01] <gigaherz> XD
L1745[16:39:53] <Chervilpaw> also using the submodels, how to make it only connect w/ certain blocks
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L1747[16:40:15] <gigaherz> create 6 PropertyBools
L1748[16:40:21] <gigaherz> one for each neighbour
L1749[16:40:24] <gigaherz> and in getActualState
L1750[16:40:31] <gigaherz> you set to true only those that need to have the connection
L1751[16:40:56] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/BlockProxy.java
L1752[16:40:59] <gigaherz> this is how I did it
L1753[16:41:42] <williewillus> look at vanilla fence code to see to use the blockstates
L1754[16:41:46] <williewillus> and for the models look at the forge example
L1755[16:43:56] <Chervilpaw> I just made 2 JSON models
L1756[16:44:03] <Chervilpaw> A lone wire, and one extending to the north
L1757[16:44:21] <gigaherz> Chervilpaw: look at my two links
L1758[16:44:30] <gigaherz> [23:21] (ghz|afk): https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/blockProxy.json
L1759[16:44:31] <Chervilpaw> k
L1760[16:44:31] <gigaherz> [23:40] (gigaherz): https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/BlockProxy.java
L1761[16:44:39] <gigaherz> if oyu don't understand how that is working
L1762[16:44:48] <gigaherz> then you need to learn williewillus' rendering primer first
L1763[16:44:49] <gigaherz> ;P
L1764[16:44:53] <Chervilpaw> the .java is confusing
L1765[16:45:00] <williewillus> :D
L1766[16:45:01] <gigaherz> https://gist.github.com/williewillus/57d7093efa80163e96e0
L1767[16:46:16] <Chervilpaw> Anyone got ideas for a name for my mod...?
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L1769[16:46:26] <Chervilpaw> It's meant to be a TE and AE2 alternative for 1.8.9
L1770[16:47:53] <Chervilpaw> g2g
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L1773[16:48:35] <ChaosTrigger> what's the name of bot where I can check func and field names? >.>
L1774[16:48:43] <diesieben07> MCPBot_Reborn
L1775[16:49:04] <ChaosTrigger> thanks
L1776[16:49:12] <gigaherz> you can just do !gm (methods) or !gf (fields) in here, but if you have a lot of things to query, better use a pm
L1777[16:49:27] <ChaosTrigger> alright, thank you
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L1782[16:53:53] <ChaosTrigger> any way to check methods and fields from 1.8? the bot replies with the names for 1.9?
L1783[16:54:01] <williewillus> add the versions name
L1784[16:54:05] <williewillus> e.g. !gm <name> 1.8.9
L1785[16:54:20] <ChaosTrigger> thaaaank you
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L1791[17:19:57] <diredoesgames_> I want your opinions.... What should I do to start modding (I have experience making plugins)
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L1794[17:21:46] <RANKSHANK> something that encompasses a variety of material. You'll bore quickly otherwise.
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L1798[17:23:55] <diredoesgames_> Repeat that in smaller words...
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L1800[17:24:31] <williewillus> just do whatever you want :P
L1801[17:24:42] <williewillus> since you have plugin experience java shouldnt be a problem
L1802[17:24:51] <williewillus> so just make what you want to make
L1803[17:24:57] <Arctic_Wolfy> Maybe start with a smiple idea, and see where it heads.
L1804[17:25:46] <diredoesgames_> Anyone got some source I can learn from (and steam parts?)
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L1806[17:26:16] <Disconsented> diredoesgames_> https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/java/minecraftbyexample
L1807[17:26:54] <diredoesgames_> I mean like working mods
L1808[17:27:04] <Arctic_Wolfy> I have source, but you might not understand it b/c it's all... over the place, kinda, and I don't have it up on any thing.
L1809[17:27:18] <diredoesgames_> Send it over?
L1810[17:27:20] <Disconsented> gigaherz> That was it cheers
L1811[17:27:48] <gigaherz> np
L1812[17:27:56] <Arctic_Wolfy> I probably have a lot of examples of bad coding in mine.
L1813[17:28:05] <diredoesgames_> So?
L1814[17:28:23] <diredoesgames_> I'll fix if up ;)
L1815[17:28:53] <Arctic_Wolfy> Plus it's still a WIP. Maybe when I do alpha/beta testing.
L1816[17:30:26] <Arctic_Wolfy> I also need to fix a dupe glitch too.
L1817[17:30:40] <diredoesgames_> Anyone else?
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L1820[17:32:06] <Arctic_Wolfy> I know what the problem is too. Just need to clear some thing afterwards.
L1821[17:32:18] <williewillus> look at bigger mods on github
L1822[17:32:21] <gigaherz> diredoesgames_: there's plenty of mods on github
L1823[17:32:29] <RANKSHANK> lol google is hard
L1824[17:32:36] <gigaherz> they are just usually too copmlex to be something a beginner will easily understand
L1825[17:32:43] <williewillus> eh
L1826[17:32:57] <williewillus> if they're well organized and don't have their on fancy subsystem for eveyrhing
L1827[17:33:01] <gigaherz> https://github.com/gigaherz/Survivalist/
L1828[17:33:05] <williewillus> then larger mods are usually good
L1829[17:33:06] <Arctic_Wolfy> diredoesgames_: http://imgur.com/4JNq3dN
L1830[17:33:08] <gigaherz> maybethis one will do ;P
L1831[17:38:37] <DemoXin> "Spicing up the early game" = "Creating early game inventory problems"
L1832[17:38:39] <DemoXin> :P
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L1835[17:40:05] <RANKSHANK> DemoXin I just want to add 16 new pre iron ores though
L1836[17:40:30] <williewillus> content bloat :P
L1837[17:40:50] <williewillus> are you going to create a unique experience and reason for each of thos 16 to exist? or is it more ores just to have more ores? :P
L1838[17:41:02] <RANKSHANK> *creates a new wrench
L1839[17:41:13] <RANKSHANK> of course this is necessary
L1840[17:41:26] <DemoXin> Ore Bloat = See Metallurgy
L1841[17:41:31] <williewillus> what are they being used for? :P
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L1843[17:41:56] <RANKSHANK> armor and tools ;)
L1844[17:42:12] <williewillus> that offer *what* over iron? besides a changed durability and protection value
L1845[17:42:34] <gigaherz> DemoXin: pff there's plenty of inventory to start with
L1846[17:42:39] <gigaherz> ;P
L1847[17:43:03] <DemoXin> Also remember to consider this when adding "earlier ores", Iron is stupidly easy to get, taking only 3 cobblestone to be mineable, unless you go the TinkerTweaks route, which is effectively rebalancing every other mod around yours, which tends to piss people off if you get popular.
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L1849[17:43:54] <williewillus> taking on what is probably the best designed mod in the last two years is forcing me to start thinking like a designer lol
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L1852[17:45:52] <DemoXin> williewillus: Which?
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L1854[17:51:50] <Shadowcrit> Is there a Forge command to pregen a dimension?
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L1858[17:55:00] <TehNut> No
L1859[17:55:54] <gigaherz> there was a command block construct that would repeatedly TP the player scanning a whole area
L1860[17:56:10] <gigaherz> which could be used to pregenerate a dimension in plain vanilla ;P
L1861[17:59:51] <Shadowcrit> Interesting way of doing it i suppose :D.
L1862[18:01:25] <Disconsented> I uh... http://puu.sh/nsGLD/0936eb7e10.jpg What? Any ideas how this https://github.com/disconsented/Cristalllum/commit/751b4d0f0078eeedad281c517a781a0cbdac74cb would cause the duplicate model?
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L1864[18:10:21] <Disconsented> Hmm okay nvm, removing an old unused model fixed it >_>
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L1866[18:18:34] <Disconsented> Although how the lighting was perfect there is beyond me
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L1869[18:22:21] <gudenau> Hello!
L1870[18:22:39] <gudenau> This does not rotate my blocks and f3 reports the diffrent block states. Any ideas?
L1871[18:22:40] <gudenau> http://pastebin.com/mL0HUMtz
L1872[18:22:47] <DemoXin> ProfMobius has a mod that adds a pregen command @ Shadowcrit
L1873[18:22:56] <DemoXin> Can't remember what it's called though.
L1874[18:23:15] <Shadowcrit> DemoXin, Thanks, I was just checking into that one. Admin Command Toolbox I think it was.
L1875[18:23:22] <Arctic_Wolfy> Are doors flamable? Woodens ones that is.
L1876[18:23:26] <DemoXin> Yep, that's the one. Couldn't remember the name.
L1877[18:23:49] <DemoXin> 10/10 wish that RegisterOreEvent was cancellable.
L1878[18:24:34] <Arctic_Wolfy> I wish that the crafting event was cancable...
L1879[18:24:52] <DemoXin> Why? What possible use would that have?
L1880[18:25:52] <Arctic_Wolfy> Make it so that you can craft some thing only under certain cercumstances.
L1881[18:26:02] <DemoXin> IRecipe is your friend.
L1882[18:26:40] <Arctic_Wolfy> Ya... But... You can't get the player.
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L1884[18:29:38] <DemoXin> Can you not get back to the player via InventoryCrafting ?
L1885[18:31:39] <Arctic_Wolfy> No
L1886[18:32:59] <Arctic_Wolfy> The only way I see is getting the container from InventoryCrafting and seeing what it is and get the player then, but it's in a private field and has no getter.
L1887[18:33:44] <DemoXin> That's unfortunate.
L1888[18:33:51] <Arctic_Wolfy> Ya...
L1889[18:34:28] <Arctic_Wolfy> My only other idea would not work in SMP, only SSP...
L1890[18:34:49] <Disconsented> SSP is just an intergrated server these days
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L1893[18:35:33] <Arctic_Wolfy> Ya... but SMP can have more then one player.
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L1896[18:36:53] <DemoXin> What are you wanting to base it on?
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L1899[18:38:59] <Arctic_Wolfy> I could get the player from Minecraft.getMinecraft().thePlayer, but I don't think that would work out side of SSP.
L1900[18:39:19] <gigaherz> that works on any client
L1901[18:39:27] <gigaherz> so long as it's the client *thread*
L1902[18:39:36] <gigaherz> even in SSP, if you do that from the server thread
L1903[18:39:42] <gigaherz> at best, it's a bad idea
L1904[18:39:48] <gigaherz> at worst, you can have a shitton of subtle errors
L1905[18:39:55] <gigaherz> basically
L1906[18:40:05] <Arctic_Wolfy> Hmm.
L1907[18:40:05] <gigaherz> anything from Minecraft.* should only ever be done on the client thread
L1908[18:40:16] <gigaherz> and anything from MinecraftServer.* should only ever be done on the server thread
L1909[18:40:18] <Arctic_Wolfy> Okay.
L1910[18:40:48] <Arctic_Wolfy> Maybe I could use a proxy...
L1911[18:41:29] <gigaherz> the proxy isusedto differentiate the client *jar* from the server *jar*
L1912[18:41:38] <gigaherz> different kind of sides ;P
L1913[18:41:56] <gigaherz> recommended reading: http://mcforge.readthedocs.org/en/latest/concepts/sides/
L1914[18:42:54] <Arctic_Wolfy> I know, but I call a method, on the client I send the cliend, and on the server I send null possibly.
L1915[18:43:18] <Arctic_Wolfy> And check if I have a null or not...
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L1917[18:50:27] <Arctic_Wolfy> Hmm... The World has players...
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L1919[18:51:29] <ChaosTrigger> I last fiddled around with modding at 1.7.2. I'm trying to make a custom tile entity block in 1.8 right now, but for some reason it's not working out
L1920[18:51:39] <ChaosTrigger> I want the block to be visible in the hand of the player
L1921[18:51:49] <ChaosTrigger> so I have an item for the block, with which you place the block
L1922[18:52:10] <ChaosTrigger> before, I would use IItemRenderer and register it in my client proxy
L1923[18:52:18] <ChaosTrigger> however, IItemRenderer is apparently deprecated now
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L1925[18:52:52] <ChaosTrigger> both the block and the item for the block appear as normal full blocks with missing/misplaced textures when I load up my client to test
L1926[18:53:06] <ChaosTrigger> can someone shed some light on the situation please? >.>
L1927[18:53:18] <Arctic_Wolfy> Item.hasEffect() is deprecated and it's still called by the game.
L1928[18:53:44] <gudenau> Most blocks are visable in the player's hand.
L1929[18:53:59] <ChaosTrigger> I know that deprecated stuff still function in the game. Deprecated just means that it's going to stop existing at all at one point
L1930[18:54:15] <ChaosTrigger> the problem is that the block is rendering as a full block with the black and purple texture
L1931[18:54:19] <ChaosTrigger> even though I have a texture for it
L1932[18:54:22] <ChaosTrigger> and a tile entity for it
L1933[18:54:28] <ChaosTrigger> if I place it down, it's just fine
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L1935[18:54:36] <ChaosTrigger> but in the arm, it appears as a full block for some reason
L1936[18:54:40] <ChaosTrigger> that's what I'm trying to figure out
L1937[18:54:42] <gudenau> Did you set inventory in the blockstate?
L1938[18:55:09] <ChaosTrigger> I'm still trying to figure out what the blockstate actually is, so I'm guessing no
L1939[18:55:34] <ChaosTrigger> the blockstate wasn't a must add in 1.7.2, so it's my first time doing something with it
L1940[18:55:51] <ChaosTrigger> how do I set inventory in the blockstate?
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L1942[18:56:09] <gudenau> Look at vinilla, I barley know myself.
L1943[18:56:44] <ChaosTrigger> that's what I've been doing for the past hour. can't really figure out what I'm missing or doing wrong :/
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L1945[18:56:58] <gigaherz> barley: https://www.organicfacts.net/wp-content/uploads/2013/05/Barley11.jpg
L1946[18:57:24] <gudenau> HAHA ghz.
L1947[18:57:41] <gigaherz> ChaosTrigger: in 1.8, you are supposed to have an actual item model
L1948[18:58:01] <gigaherz> there is a way to have a TESR draw in the inventory
L1949[18:58:04] <gigaherz> but it's highly discouraged
L1950[18:58:22] <ChaosTrigger> ignore the item part, even if I get the block itself in my inventory, it still appears as a full block with a missing texture
L1951[18:58:27] <ChaosTrigger> even though it's a tile entity
L1952[18:58:32] <ChaosTrigger> if I place it down, it's fine
L1953[18:58:34] <gigaherz> that's unrelated
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L1955[18:58:42] <gigaherz> TileEntity does NOT imply TESR
L1956[18:58:42] <ChaosTrigger> what do you mean by item model then?
L1957[18:58:55] <williewillus> can I have context? xD
L1958[18:59:03] <gigaherz> read up? ;P
L1959[18:59:06] <gudenau> Hey gigaherz, how do I rotate a block based on the state in a forge blockstate when using an OBJ?
L1960[18:59:27] <gigaherz> gudenau: 90degree rotations?
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L1962[18:59:33] <gudenau> Yep.
L1963[18:59:34] <williewillus> ChaosTrigger: so you have a block that uses a TESR
L1964[18:59:40] <williewillus> and you want it to render in inv?
L1965[18:59:41] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/blockGenerator.json
L1966[18:59:43] <gigaherz> something like this
L1967[19:00:10] <gigaherz> assuming you have a PropertyDirection
L1968[19:00:11] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/BlockGenerator.java#L23
L1969[19:00:45] <gigaherz> if you have all 6 possible rotations:
L1970[19:00:45] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/blockInterface.json
L1971[19:00:51] <ChaosTrigger> williewillus: yes
L1972[19:01:04] <williewillus> first of all: can this TESR be migrated to a static model?
L1973[19:01:07] <williewillus> if so, do that
L1974[19:01:17] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/BlockInterface.java#L23
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L1976[19:01:59] <gudenau> I do have all six.
L1977[19:02:20] <ChaosTrigger> I have a model, that I made that I want that model to become a block
L1978[19:02:20] <gudenau> No change....
L1979[19:02:29] <ChaosTrigger> I'm not attached to the tile entities
L1980[19:02:33] <ChaosTrigger> it's just what I'm used to using
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L1982[19:02:50] <williewillus> is it animated or dynamic in any way?
L1983[19:03:06] <ChaosTrigger> no, not dynamic in any way
L1984[19:03:18] <gudenau> gigaherz: http://pastebin.com/ZQxCmjTU
L1985[19:03:22] <gigaherz> then make a static .obj model for it and you'll avoid dealing with TESRs
L1986[19:03:27] <williewillus> ^
L1987[19:03:30] <gudenau> ^
L1988[19:03:39] <williewillus> you get a performance boost as well :P
L1989[19:03:43] <ChaosTrigger> and use the forge special renderer or whatever it's name was?
L1990[19:03:46] <williewillus> no
L1991[19:03:49] <gudenau> It will be cached on the GPU. :-D
L1992[19:03:49] <williewillus> just the model system :P
L1993[19:03:54] <gigaherz> gudenau: all your variants have "x:90"?
L1994[19:04:01] <gudenau> All but one.
L1995[19:04:01] <williewillus> *the* model system :D
L1996[19:04:11] <gudenau> down is diffrent.
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L1998[19:04:29] <williewillus> anyways where was that tabula to obj thing again
L1999[19:04:30] <gigaherz> ChaosTrigger: this is plain vanilla
L2000[19:04:31] <williewillus> use that
L2001[19:04:33] <ChaosTrigger> in that case, there's one issue with using forge's model system
L2002[19:04:34] <gigaherz> what forge adds
L2003[19:04:39] <ChaosTrigger> I made the model with techne
L2004[19:04:43] <Natsumi> I was redidected here from another channel. Basically what I want to do, is make a fix to Minecraft, but I want to also keep it vanilla. I want to know where to look for the fix. Is this an appropriate place for such discussion or is there a better channel I should go to ask?
L2005[19:04:44] <ChaosTrigger> so I have it as a java file
L2006[19:04:46] <gigaherz> is the ability to load the obj models into the vanilla model system
L2007[19:04:56] <ChaosTrigger> so how do I turn that into .obj?
L2008[19:04:57] <williewillus> ChaosTrigger: do you have the original tcn?
L2009[19:05:02] <ChaosTrigger> yes
L2010[19:05:10] <gigaherz> good, then you can convert it ;p
L2011[19:05:18] <gudenau> You could use blender and schetchup aswell.
L2012[19:05:30] <williewillus> meh
L2013[19:05:33] <ChaosTrigger> is using tile entities that bad nowadays? o_e
L2014[19:05:40] <gudenau> Any ideas gigaherz?
L2015[19:05:42] <williewillus> TESRs: 1. render every frame
L2016[19:05:44] <gigaherz> not worse than any other time
L2017[19:05:45] <williewillus> 2. render every frame
L2018[19:05:50] <williewillus> :P
L2019[19:05:52] <gigaherz> but really
L2020[19:05:53] <gigaherz> again
L2021[19:05:58] <gudenau> ChaosTrigger no, but TESRs are not cached while static models are.
L2022[19:05:59] <gigaherz> TILEENTITIES DOES NOT IMPLY TESR
L2023[19:06:10] <gigaherz> I use plenty of blocks that have TEs
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L2025[19:06:12] <williewillus> static models 1. render on chunk update 2. cached on gpu 3. batched in multiple threads
L2026[19:06:13] <ChaosTrigger> Tile Entity Special Renderer, that's what you mean by TESR
L2027[19:06:14] <gigaherz> but only a few have a TESR
L2028[19:06:18] <williewillus> yes
L2029[19:06:18] <gigaherz> yes
L2030[19:06:21] <williewillus> not all TE's need a tesr
L2031[19:06:29] <gudenau> I have a block with an OBJ model that also has a TE, no TESR to be found.
L2032[19:06:32] <williewillus> you can even mix tesr + static model
L2033[19:06:32] <gigaherz> it's a "special rendered for tile entities"
L2034[19:06:34] <gigaherz> which implies
L2035[19:06:39] <gigaherz> there's a non-special renderer for tile entities
L2036[19:06:40] <gigaherz> XD
L2037[19:06:45] <williewillus> anyhow
L2038[19:06:47] <gudenau> More for rendering items in pipes.
L2039[19:06:48] <williewillus> anyone know the link
L2040[19:06:52] <williewillus> to that tabula to obj thing?
L2041[19:07:07] <gudenau> https://www.google.com ?
L2042[19:07:15] <gigaherz> I know this one
L2043[19:07:15] <gigaherz> https://github.com/GloomyFolken/tcn2obj
L2044[19:07:20] <gigaherz> but duno if that's waht you mean
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L2046[19:07:32] <gudenau> We should add tcn to forge, eh?
L2047[19:07:42] <gigaherz> no we should not
L2048[19:07:46] <williewillus> lol no
L2049[19:07:55] <williewillus> someone could theoretically wrte a loader for it
L2050[19:07:57] <gigaherz> tcn is a crappy format designed for an obsolete method of drawing
L2051[19:07:58] <williewillus> but it's a terrible format
L2052[19:08:41] <williewillus> a loader for it would probably convert it on the fly and feed it to the OBJ loader lol
L2053[19:08:53] <gudenau> That is kinda what I was thinking. :-P
L2054[19:08:55] <gigaherz> nah
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L2056[19:09:15] <gudenau> It could dump an OBJ file and yell at you. :-D
L2057[19:09:49] ⇦ Quits: Dries007 (~DriesZNC@abrarsyed.com) (Ping timeout: 198 seconds)
L2058[19:10:18] <ChaosTrigger> here's another question - how does texture assigning work now?
L2059[19:10:22] <ChaosTrigger> setTextureName isn't a thing anymore
L2060[19:10:26] <ChaosTrigger> apparently o_e
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L2062[19:11:05] <williewillus> it's baked into the model
L2063[19:11:11] <williewillus> I have this in my dropbox https://www.dropbox.com/sh/upsblc381noi8fb/AAC9-SaNLt5KLlQqifc-9dcOa?dl=0
L2064[19:11:36] <williewillus> idk where it came from lol
L2065[19:11:45] <williewillus> runs in techne on 1.8.0
L2066[19:11:50] <ChaosTrigger> thanks for the link
L2067[19:11:55] <ChaosTrigger> and what do you mean baked into the model?
L2068[19:12:06] <ChaosTrigger> lets say I was making a variation of sand or planks or whatever
L2069[19:12:09] <gigaherz> ChaosTrigger: the .obj/.json file for the model
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L2071[19:12:11] <ChaosTrigger> with a custom texture
L2072[19:12:16] <ChaosTrigger> ohhhh
L2073[19:12:17] <gigaherz> you'd make your own json file
L2074[19:12:20] <gigaherz> and put the texture name in it
L2075[19:12:25] <ChaosTrigger> every block has that now doesn't it?
L2076[19:12:28] <williewillus> yup
L2077[19:12:34] <gigaherz> yup
L2078[19:12:34] <ChaosTrigger> completely forgot about that
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L2080[19:12:37] <ChaosTrigger> damn, a lot has changed
L2081[19:12:39] <ChaosTrigger> I feel old :D
L2082[19:12:40] <gigaherz> yup
L2083[19:12:41] <williewillus> so at render time all the tessellator gets is a ton of vertices
L2084[19:12:47] <gigaherz> but it's SO much better for resourcepack authors
L2085[19:12:48] <gigaherz> ;P
L2086[19:12:49] <williewillus> these vertices describe the shapes
L2087[19:12:54] <williewillus> colors, and textures of the faces
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L2089[19:13:06] <williewillus> eh not fully correct terminology
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L2092[19:14:12] <trizmo> hey guys, does anyone know anything about bungeecord?
L2093[19:14:17] <gudenau> Ok, codemods on 1.8.9; IFMLLoadingPlugin is not a thing.
L2094[19:14:27] <DemoXin> MyCrayfish has a model editor for the 1.8 model format.
L2095[19:14:30] <DemoXin> Just sayin'
L2096[19:14:34] <DemoXin> Fuck a Techne
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L2098[19:14:53] <DemoXin> trizmo: BungeeCord is a Bukkit/whatever thing, not a Forge mod.
L2099[19:15:18] <trizmo> yeah, but maybe someone here can give me a hand with a forge issue with it
L2100[19:15:29] <ChaosTrigger> so how would I define my texture in the json file? since it's in my mod's assets
L2101[19:15:39] <ChaosTrigger> the default's this for instance: blocks/planks_oak
L2102[19:15:42] <trizmo> keeps telling me to update forge and im already running on 1558 on client and server
L2103[19:15:45] <ChaosTrigger> would mine be mod_name:blocks/whatever
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L2105[19:20:31] <trizmo> ok if you cant help with bungeecord
L2106[19:20:34] <trizmo> can you help with this?
L2107[19:20:35] <trizmo> https://gyazo.com/ef4471425cd8013f3f30ea65ae3235bb
L2108[19:21:59] <gigaherz> gudenau: yes it is, just different package
L2109[19:22:38] <gigaherz> ChaosTrigger:
L2110[19:22:43] <gigaherz> {
L2111[19:23:25] <gigaherz> "defaults": { "model": "block/cube_all", "textures": { "all": "mymod:blocks/customplanks" } }
L2112[19:23:26] <gigaherz> }
L2113[19:24:20] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/cushion.json
L2114[19:24:29] <gigaherz> well you'd also need "forge_marker":1, and the "variants" block
L2115[19:24:31] <gigaherz> and all that
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L2117[19:27:16] <Arctic_Wolfy> player.inventory.getItemStack()? o.o
L2118[19:27:24] <Arctic_Wolfy> What ItemStack would that be? o.o
L2119[19:28:11] <trizmo> can anyone help me with this https://gyazo.com/ef4471425cd8013f3f30ea65ae3235bb ?
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L2121[19:28:58] <gigaherz> trizmo: something is conflicting with something else
L2122[19:29:04] <gigaherz> either you are using something for a different version
L2123[19:29:08] <gigaherz> or somethingmessed up badly
L2124[19:29:12] <gigaherz> what? no idea.
L2125[19:29:28] <trizmo> both are running v 1558
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L2127[19:31:34] <Arctic_Wolfy> This isn't creepy at all... I'm testing some thing in my inventory... and I can see one villager staring at me... then when I close my inventory and look, another one is staring at me too. o.o
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L2129[19:40:15] <Arctic_Wolfy> Uhmm... I just destroyed bedrock... with an explostion... of strength 1... in water... How???
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L2135[19:55:21] <gudenau> gigaherz I copied https://raw.githubusercontent.com/gigaherz/Ender-Rift/master/src/main/resources/assets/enderrift/blockstates/blockInterface.json and changed the model, yet still no changes. :-/
L2136[19:55:25] <gudenau> What am I missing?
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L2142[20:03:03] <williewillus> Arctic_Wolfy: the villagers have AI to stare aet nearby players :P
L2143[20:03:09] <williewillus> all the mobs do actually
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L2145[20:07:45] <xaero> Arctic_Wolfy: can has pics? A custom explosion from your mod?
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L2147[20:08:07] <xaero> better yet, a video
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L2150[20:09:17] <gudenau> Heh, I'm making an explosive crafting recipie. :-P
L2151[20:10:02] <xaero> a la Unstable ingots?
L2152[20:10:15] <gudenau> Nah, thing singularities from AE2.
L2153[20:10:41] <xaero> oh, don't know AE2 much
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L2155[20:11:13] <xaero> I might've seen Etho make a singularity thingy for remotely accessing his AE system
L2156[20:11:34] <gudenau> Yeah, he's kinda dumb sumtimes. :-P
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L2163[20:25:46] <gudenau> It helps to spawn in entites if you want them to be in the world and not just garbage collected. :-P
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L2165[20:29:39] <gudenau> Ok, looks like my explotion crafting thing can kill the result; not sure if I want to keep this or not....
L2166[20:31:23] <gudenau> Or I am nuts.
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L2172[20:34:02] <DireDoesGames> Ello
L2173[20:34:09] <gudenau> Hello.
L2174[20:34:22] <gudenau> Totaly not DW20 I am sure. :-P
L2175[20:34:22] <DireDoesGames> Whats up?
L2176[20:34:32] <gudenau> Making explotions craft things.
L2177[20:34:38] <DireDoesGames> o/
L2178[20:34:52] <trizmo> can someone help me with this? https://gyazo.com/ef4471425cd8013f3f30ea65ae3235bb only happens when connecting via bungeecord
L2179[20:35:02] <gudenau> Making a simple demo video about it that lasts 24 seconds and taks 100 minutes to upload. :-/
L2180[20:35:18] <gudenau> Go ask them, this is forge.
L2181[20:35:20] <DireDoesGames> "<gudenau> Totaly not DW20 I am sure. :-P" What do you mean by that?
L2182[20:35:34] <gudenau> DireDoesGames is simmalar to DireWolf20
L2183[20:35:39] <DireDoesGames> So?
L2184[20:35:45] <DireDoesGames> Thats where my name comes from
L2185[20:35:51] <DireDoesGames> It used to be
L2186[20:35:51] <gudenau> :-P
L2187[20:35:52] <DireDoesGames> DireMinecraft
L2188[20:36:02] <Disconsented> Are there any known issues with creating worlds in 1.8? I am running visual VM now but CPU usage is sitting nicely at 0
L2189[20:36:18] <gudenau> Visual VM?
L2190[20:36:24] <DireDoesGames> Virtual probs
L2191[20:36:41] <Disconsented> https://visualvm.java.net/
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L2193[20:37:14] <DireDoesGames> @trizmo Whats happend to cause that
L2194[20:37:31] <trizmo> whenever i try to join that server via bungeecord
L2195[20:38:06] <DireDoesGames> Can you connect via non-bungee?
L2196[20:38:26] <trizmo> yeah no problem, yet the bungeecord people insist its a forge problem haha
L2197[20:38:40] <trizmo> i gave up on them
L2198[20:38:43] <DireDoesGames> Cauldron?
L2199[20:38:45] <DireDoesGames> or?
L2200[20:39:02] <trizmo> just forge right now, going to be a fork of kcauldron after i get it to work
L2201[20:39:38] <DireDoesGames> Send the server log?
L2202[20:39:41] <trizmo> ok
L2203[20:39:56] <trizmo> http://paste.md-5.net/coxuxetihe.vhdl
L2204[20:41:11] <trizmo> and heres the bungee log
L2205[20:41:13] <trizmo> http://paste.md-5.net/vuniselete.avrasm
L2206[20:41:45] <DireDoesGames> Can you connect to the hub via bungee?
L2207[20:41:57] <trizmo> yes, the hub is vanilla 1.7.10
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L2209[20:43:16] <DireDoesGames> Try this version of BungeeCord [Link]
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L2211[20:43:27] <DireDoesGames> https://tcpr.ca/files/fixes/BungeeCord.zip
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L2214[20:45:07] <Arctic_Wolfy> Is there a way to tell the game, send a block update at x, y, z in a world, but after t ticks?
L2215[20:45:19] <williewillus> count ticks
L2216[20:45:33] <trizmo> 1 tick, 2 tick, red tick, blue tick?
L2217[20:45:41] <williewillus> Disconsented: not that I know of
L2218[20:45:55] <Disconsented> Ehh I somehow nuked it
L2219[20:46:04] <Disconsented> Although not sure which part >_>
L2220[20:46:05] <williewillus> do you have worldgen? :P
L2221[20:46:12] <Disconsented> Yep
L2222[20:46:20] <Arctic_Wolfy> The problem is... When I want to tick the block, I'm alreay moved away from it.
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L2224[20:46:22] <williewillus> make sure you're not generating into adjacent chunks
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L2226[20:46:36] <williewillus> which will cause those to generate, which will generate adjacent ones
L2227[20:46:37] <williewillus> repeat etc.
L2228[20:46:45] <Arctic_Wolfy> Or what I want to make it do so.
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L2230[20:46:58] <williewillus> Arctic_Wolfy: wait what do you want to accomplish?
L2231[20:47:33] <DireDoesGames> Whats the create channel cmd?
L2232[20:47:46] <williewillus> for irc?
L2233[20:47:48] <williewillus> just join it
L2234[20:47:49] <trizmo> well, it appears you seemed to fix it DireDoesGames
L2235[20:47:56] <trizmo> ./j #<channelname>
L2236[20:48:07] <DireDoesGames> I did trizmo?
L2237[20:48:30] <trizmo> yeah, justdoing a few more tests, but it looks like its working
L2238[20:48:36] <DireDoesGames> :P
L2239[20:48:46] <trizmo> thanks soo much,
L2240[20:48:48] <DireDoesGames> Custom BungeeCord build
L2241[20:48:51] <DireDoesGames> No problem
L2242[20:48:54] <trizmo> ive been looking forever for a fix haha
L2243[20:49:02] <Arctic_Wolfy> williewillus, I'm tring to remove water around an entity, but water refills, so I do no block update so it won't, but then you have flowing water that sticks around even thou ther was fire that went out next to it.
L2244[20:49:08] <DireDoesGames> Also optimised alot of things with forge
L2245[20:50:25] <williewillus> "optimized" usually means breaks everything ;p
L2246[20:50:58] <williewillus> Arctic_Wolfy: just have a list that tracks block positions that need to be ticked and update it every tick
L2247[20:52:13] <Arctic_Wolfy> Oi... but if it goes on for a while... And I'll have to save to NBT... x.x
L2248[20:54:15] <williewillus> or you could cheap out and remove around every tick
L2249[20:54:19] <williewillus> but that's potentially laggy
L2250[20:55:06] <Arctic_Wolfy> What you meen remove every tick?
L2251[20:55:14] <williewillus> like check for water every tick
L2252[20:55:38] <Arctic_Wolfy> I do.
L2253[20:55:42] <gigaherz> not every tick, yo ucna do it every like 5 ticks
L2254[20:55:43] <gigaherz> ;p
L2255[20:55:53] <gigaherz> water doesn't spread THAT fast
L2256[20:56:05] <Arctic_Wolfy> It seams to.
L2257[20:56:37] <williewillus> check every other tick :P
L2258[20:56:51] <williewillus> i mean don't set the "no update" flag
L2259[20:56:54] <williewillus> and just constantly remove it
L2260[20:56:56] <williewillus> that's the cheap way
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L2262[20:57:57] <Arctic_Wolfy> But by the time the next tick hits, My entity is already gone from the area.
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L2268[21:00:26] <Mogul> Oi
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L2270[21:01:27] <Arctic_Wolfy> williewillus, BTW, it's a projectile so it's not going to stay around for long.
L2271[21:01:44] <williewillus> oh then just let it reflow :P
L2272[21:01:50] <williewillus> thats what the pe projectiles do
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L2274[21:02:26] <Mogul> So, anyone on here who can tell me if it is possible to override terrain generation (usually found in the ChunkProvider) for a newly modded biome while keeping it compatible with other mods that bring a custom chunk provider?
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L2276[21:02:58] <Arctic_Wolfy> pe?
L2277[21:08:54] <williewillus> projectE
L2278[21:10:50] <Arctic_Wolfy> Hmm.
L2279[21:11:39] <Arctic_Wolfy> But the problem is, it seams to refill as soon as the entity is gone, and water is left where it shouldn't be.
L2280[21:12:53] <Arctic_Wolfy> Like it flys along a single strip of water, like that in a village farm, and all the water should be gone, but it's not all gone.
L2281[21:13:55] <MattDahEpic> god can unity take any longer to export a scene? 5/11 clusterin | 1 jobs for a half hour now
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L2283[21:15:32] <DireDoesGames> It always can take longer
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L2286[21:21:26] <DireDoesGames> lil help?
L2287[21:21:26] <DireDoesGames> http://paste.md-5.net/dutudejebi.coffee
L2288[21:23:31] <TehNut> That page is blank
L2289[21:23:39] <mallrat208> your java_home path is pointing to a JRE not a JDK
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L2304[21:35:55] <infinitefoxes_> is there an event for when an entity is unloaded?
L2305[21:36:08] <Dire|PC> EntityUnloaded
L2306[21:37:08] <Arctic_Wolfy> I'd love some infinite foxes. :P
L2307[21:37:16] <Dire|PC> xD
L2308[21:37:24] <Dire|PC> o/
L2309[21:37:49] <Arctic_Wolfy> I just had to say that. XD
L2310[21:38:01] <unascribed> but infinite foxes require infinite room
L2311[21:38:03] <unascribed> and infinite food
L2312[21:38:05] <unascribed> and infinite care
L2313[21:38:10] <Dire|PC> and infinite death!
L2314[21:38:13] <unascribed> :(
L2315[21:38:17] <infinitefoxes_> woo
L2316[21:38:25] <Arctic_Wolfy> I'd just supertask it.
L2317[21:38:30] <Dire|PC> ^ Talkin to you foxy
L2318[21:39:03] <infinitefoxes_> huh
L2319[21:39:19] <infinitefoxes_> can't find any event with Unloaded in it
L2320[21:39:35] <williewillus> unloaded how so?
L2321[21:39:47] <williewillus> like no longer tracked by client?
L2322[21:39:57] <Arctic_Wolfy> I wonder how many people with an animal in their name are not furries...
L2323[21:40:07] <TehNut> 0
L2324[21:40:28] <infinitefoxes_> willewillus: such as moving out of chunks and what not
L2325[21:40:39] <Dire|PC> http://lmgtfy.com/?q=Forge+Entity+Unloaded+event
L2326[21:40:42] <Arctic_Wolfy> I met some one with wolf in his minecraft name, and he was not a furry.
L2327[21:40:54] <Dire|PC> ...direwolf....
L2328[21:41:10] <Arctic_Wolfy> I said I met, not saw.
L2329[21:41:25] <Dire|PC> ...minecon...
L2330[21:41:35] <Arctic_Wolfy> No, on a server.
L2331[21:41:47] <Dire|PC> ..forgecraft...
L2332[21:41:54] <TehNut> Just stop...
L2333[21:41:54] <Arctic_Wolfy> No.
L2334[21:41:58] <Dire|PC> xD
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L2336[21:42:27] <Arctic_Wolfy> So infinitefoxes_, are you a furry?
L2337[21:42:33] <Dire|PC> I'm a furry...
L2338[21:42:34] <infinitefoxes_> why is that relevant?
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L2340[21:42:48] <Arctic_Wolfy> Just curious.
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L2342[21:42:51] <unascribed> :L
L2343[21:43:06] <PrinceCat> Well, this conversation took a turn.
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L2345[21:43:10] <infinitefoxes_> Dire: I've already searched through Google and the git
L2346[21:43:13] <unascribed> only slightly
L2347[21:43:15] <infinitefoxes_> the lmgtfy isn't particularly helpful
L2348[21:43:27] <unascribed> yeah, googling for Forge help usually doesn't return anything
L2349[21:44:35] <PrinceCat> @infinitefoxes_, is your entity living?
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L2351[21:44:49] <Dire|PC> ^ That can be a prolem
L2352[21:44:50] <xain> having an issue with Registering an item model, using forge-1.8.9-11.15.1.1764-mdk after some poking around even if i don't call the ItemModelMesher regsiter method i still get an exception of a file not found for a json file for the item but it states its looking for a blockstate file
L2353[21:44:53] <Dire|PC> If its a zombie
L2354[21:44:57] <infinitefoxes_> PrinceCat: no
L2355[21:45:00] <Arctic_Wolfy> XD
L2356[21:45:07] <infinitefoxes_> I was thinking about using EntityLivingDeath whatever but that doesn't work for regular entities
L2357[21:45:23] <PrinceCat> Yeah, I'm looking at the forge source now for an event you can use.
L2358[21:45:29] <xain> the exception is here http://pastebin.com/aCWVNsKt
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L2360[21:46:07] <MattDahEpic> infinitefoxes_, is this a projectile?
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L2362[21:46:17] <infinitefoxes_> no
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L2364[21:46:38] <xain> Item is avaliable in my creative tab but has no texture not entirly suprised there as iv commented out the ItemModelMesher Register method call to see if that would resolve the error in an attempt to track it down but the above eception is still present
L2365[21:47:05] <infinitefoxes_> I'm using IExtendedEntityProperties to extend a magnitude of entities (itemstacks, living mobs, players, all for different reasons of course)
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L2367[21:47:08] MineBot sets mode: +o on AbrarSyed
L2368[21:47:17] <infinitefoxes_> but I need to keep track of the current entities I've registered my extended properties to
L2369[21:47:34] <PrinceCat> Can you add them to a hashmap with weak references?
L2370[21:47:47] <infinitefoxes_> that's what I've been doing
L2371[21:47:49] <PrinceCat> Or even a set.
L2372[21:48:11] <TehNut> xain: Forge allows you to use blockstates to set Item models based on "item states". IIRC, it does that automatically when you register your item
L2373[21:48:47] <infinitefoxes_> actually, PrinceCat: I'll mess with weak references real quick
L2374[21:49:33] <infinitefoxes_> the only issue I see with that is if the entity isn't gc'd
L2375[21:49:50] <PrinceCat> They should be gc'd when they're removed from the world.
L2376[21:50:03] <infinitefoxes_> not immediately though?
L2377[21:50:04] <xain> TehNut, ill have to see if there are any sources on that, it seems almost mandatory from what my mods doing in terms of that exception
L2378[21:50:12] <PrinceCat> Should be immediate.
L2379[21:50:35] <PrinceCat> You can always test though, do some debug printing.
L2380[21:50:44] <PrinceCat> See how long it takes for the GC to get rid of them.
L2381[21:52:59] <infinitefoxes_> no, that's definitely not going to work
L2382[21:53:08] <infinitefoxes_> I'd prefer not to rely on GC
L2383[21:53:16] <infinitefoxes_> that seems like the completely wrong way to go about it
L2384[21:53:37] <infinitefoxes_> and I can't trust other mods to immediately release whatever references
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L2386[21:54:11] <PrinceCat> A valid concern.
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L2388[21:56:28] <williewillus> what needs special gc manipulation? :P
L2389[21:56:44] <infinitefoxes_> detecting when an entity is unloaded
L2390[21:56:57] <infinitefoxes_> can't find an event for it
L2391[21:57:18] <williewillus> yeah GC is not how to do that lol
L2392[21:57:24] <williewillus> register an IWorldAccess
L2393[21:57:56] <infinitefoxes_> oh, that's very interesting
L2394[21:58:01] <infinitefoxes_> haven't used IWorldAccess before
L2395[21:58:02] <infinitefoxes_> will try it
L2396[21:58:35] <PrinceCat> Hey, there you go - williewillus is all over it.
L2397[21:58:43] <PrinceCat> void onEntityRemoved(Entity entityIn);
L2398[21:59:00] <williewillus> specifically, IWorldAccess.onEntityRemoved is called on all worldaccesss when an entity is, heyo, removed from the world
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L2403[22:00:25] <PrinceCat> How would you go about registering one though? Would you just extend an existing one and then point all worlds at it?
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L2405[22:02:14] <PrinceCat> World.addWorldAccess()?
L2406[22:03:09] <PrinceCat> So you'd just hook into WorldEvent.Load and then add your IWorldAccess to it I assume?
L2407[22:03:29] <infinitefoxes_> that's what I've done
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L2410[22:04:29] <williewillus> yes
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L2412[22:05:48] <FrozenLynx> http://paste.md-5.net/pikejorege.vhdl
L2413[22:05:50] <PrinceCat> You'd have to check for server side as well, right?
L2414[22:05:52] <FrozenLynx> I broke something
L2415[22:05:59] <PrinceCat> Because you don't need anything on the client.
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L2417[22:09:48] <FrozenLynx> Anythign?
L2418[22:12:45] <PrinceCat> I can't even see what mod's causing it.
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L2423[22:14:00] <FrozenLynx> I'm lost ..-..
L2424[22:14:23] <Arctic_Wolfy> :<
L2425[22:15:15] <williewillus> no idea
L2426[22:15:19] <williewillus> and update
L2427[22:15:28] <FrozenLynx> ?
L2428[22:15:39] <williewillus> the fluid registry changed so I can't tell what's causing your problem
L2429[22:15:47] <williewillus> I meant to 1.8
L2430[22:16:07] <infinitefoxes_> odd
L2431[22:16:14] <infinitefoxes_> setupDecompWorkspace didn't add the realms library
L2432[22:16:41] <FrozenLynx> Please help!
L2433[22:17:16] <williewillus> FrozenLynx: you need to give me more context...
L2434[22:17:22] <infinitefoxes_> FrozenLynx: people don't often help with crash logs here
L2435[22:17:23] <williewillus> are you making a mod? is this a server crash? what is it?
L2436[22:17:28] <williewillus> well we do
L2437[22:17:30] <williewillus> we just need info
L2438[22:17:47] <FrozenLynx> Client and no its not my mod
L2439[22:17:57] <infinitefoxes_> wait...
L2440[22:17:58] <PrinceCat> Anyone got a good open source example of a mod that creates like, a floating islands world? I'd like to look at the WorldGenerator code.
L2441[22:18:00] <infinitefoxes_> why is your name direwolf20?
L2442[22:18:18] <FrozenLynx> I was fooling around xD
L2443[22:18:28] <williewillus> please tell me you've bought the game
L2444[22:18:31] <illy_> hacked client?
L2445[22:18:33] <FrozenLynx> I did
L2446[22:18:35] <infinitefoxes_> yeah...
L2447[22:18:36] <infinitefoxes_> noppes.mpm.client
L2448[22:18:37] <williewillus> PrinceCat: i was gonna say aether but
L2449[22:18:38] <infinitefoxes_> looks suspicious
L2450[22:18:39] <williewillus> :P
L2451[22:18:49] <infinitefoxes_> wait wtf am I going on about
L2452[22:18:53] <infinitefoxes_> that's more player models
L2453[22:18:55] <infinitefoxes_> my baddd
L2454[22:18:55] <williewillus> it's moreplayermodels
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L2456[22:19:07] <williewillus> anyways, idk what's happening there
L2457[22:19:09] <FrozenLynx> That does not have any fluids...
L2458[22:19:31] <PrinceCat> Yeah, williewillus - I know BOP used to have that sky dimension but I can't find the WorldGenerator for it in the 1.8.9 port so it must've been removed.
L2459[22:19:55] <williewillus> it got removed quite a while ago
L2460[22:19:56] <FrozenLynx> That does not have any fluids...
L2461[22:20:23] <williewillus> try removing that mod
L2462[22:20:23] <FrozenLynx> Okay
L2463[22:20:28] <FrozenLynx> I removed it
L2464[22:20:32] <FrozenLynx> Try agein
L2465[22:20:36] <shortybsd> Hey guys, having a problem with a server with forge. After updating to a newer version of a mod. Forge will ask to backup and update the existing world of the new items. "/fml confirm" after doing so we get terrible lag and processor goes nuts. I have a log I can post to show all the changes it made. Anything I can do other that making a fresh world ?
L2466[22:20:55] <infinitefoxes_> it's compressing the world
L2467[22:21:08] <shortybsd> i am saying after the server is up and running after the backup and update.
L2468[22:21:15] <infinitefoxes_> iirc there's a flag you can pass to the server to disable backups
L2469[22:21:18] <FrozenLynx> http://paste.md-5.net/dametitibe.vhdl
L2470[22:21:22] <FrozenLynx> Still same error
L2471[22:21:52] <infinitefoxes_> FrozenLynx: are you playing in offline-mode?
L2472[22:21:58] <FrozenLynx> no
L2473[22:22:03] <williewillus> that is a huge pack
L2474[22:22:07] <infinitefoxes_> how on earth are you changing your name then... ?
L2475[22:22:22] <FrozenLynx> ...
L2476[22:22:33] <FrozenLynx> Its really simple to play as a user in online mode
L2477[22:22:39] <williewillus> what?
L2478[22:22:42] <williewillus> no it isn't
L2479[22:22:43] <FrozenLynx> ..
L2480[22:22:50] <infinitefoxes_> not with the MC launcher
L2481[22:22:51] <williewillus> MMC only allows you to change name in offline mode
L2482[22:22:57] <FrozenLynx> Its ... a... little..... bypass....
L2483[22:23:02] <infinitefoxes_> ugh
L2484[22:23:02] <williewillus> lol
L2485[22:23:13] <shortybsd> *cough* exploit
L2486[22:23:14] <infinitefoxes_> if you're using a modified launcher, nobody is going to help you
L2487[22:23:15] <williewillus> getting straight to it, if you haven't bought the game no support, sorry
L2488[22:23:19] <illy_> Im only breaking the law a little
L2489[22:23:20] <infinitefoxes_> buy the game
L2490[22:23:23] <FrozenLynx> I bought it
L2491[22:23:24] <FrozenLynx> ..
L2492[22:23:28] <infinitefoxes_> then use your bought copy
L2493[22:23:28] <FrozenLynx> Don't worrie
L2494[22:23:32] <FrozenLynx> Fine...
L2495[22:23:37] <infinitefoxes_> cracked launchers can cause all kind of weird issues
L2496[22:23:46] <williewillus> including security issues
L2497[22:23:58] <infinitefoxes_> ^ some bypass HTTPS
L2498[22:24:43] <shortybsd> On unix/linux what should be a normal cpu load in percentage with a forge minecraft server sitting with no one on it?
L2499[22:24:58] <infinitefoxes_> depends
L2500[22:25:07] <shortybsd> Modded with around 58 mods in version 1.8.9
L2501[22:25:10] <infinitefoxes_> are you talking about Linux's system load counter or CPU usage?
L2502[22:25:15] <FrozenLynx> http://paste.md-5.net/vafuyidavu.vhdl
L2503[22:25:18] <FrozenLynx> Still broken!
L2504[22:25:24] <shortybsd> Load counter via 'top'
L2505[22:25:28] <unascribed> well my modded server on a custom unoptimized pack is at 51%
L2506[22:25:36] <infinitefoxes_> FrozenLynx: upload a fml-client-latest.log
L2507[22:25:38] <unascribed> keep in mind that's per core
L2508[22:25:41] <unascribed> 100% = one core used
L2509[22:25:44] <shortybsd> unascribed: sitting there with no players?
L2510[22:25:45] <unascribed> 400% = four cores used
L2511[22:25:55] <unascribed> yeah, there's a fakeplayer
L2512[22:25:56] <unascribed> but no players
L2513[22:26:09] <infinitefoxes_> shortybsd: I recommend you google how the Linux system load counter works
L2514[22:26:28] <infinitefoxes_> it's useful for a lot of other stuff as well
L2515[22:26:42] <infinitefoxes_> as for _normal_ cpu load
L2516[22:26:48] <infinitefoxes_> I've seen it all over the place
L2517[22:27:25] <shortybsd> unascribed: As described in my earlier question (not for sure if you saw it) but after updating certain mods the processors bombs out i am thinking from a forge mistake or it messing up the world
L2518[22:28:07] <shortybsd> infinitefoxes_: it was stable at 20% before the updating of a few mods.
L2519[22:28:09] <unascribed> try using the remote profiler in visualvm
L2520[22:28:53] <shortybsd> infinitefoxes_: it also changed a ton of item ids. The last server I ended up making a new world from forge butchering it. Loads were over 366% couldn't even break blocks.
L2521[22:29:48] <infinitefoxes_> I wouldn't jump to say Forge is messing it up
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L2523[22:30:17] <FrozenLynx> fml-client-latest.log
L2524[22:30:20] <FrozenLynx> coming up
L2525[22:30:20] <FrozenLynx> http://paste.md-5.net/mimovuvasa.vbs
L2526[22:30:47] <williewillus> if you updated a mod
L2527[22:30:50] <williewillus> it's probably the mod :P
L2528[22:30:52] <shortybsd> here is an example of the new world: http://pastebin.com/PE2Bgk84
L2529[22:30:58] <FrozenLynx> No
L2530[22:31:01] <FrozenLynx> It was working..
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L2532[22:31:31] <williewillus> wasn't talking to you, was talking to shortybsd
L2533[22:31:34] <infinitefoxes_> "FrozenLynx lost connection: TextComponent{text='Disconnected'"
L2534[22:31:42] <infinitefoxes_> you lost connection to an integrated server... ?
L2535[22:31:47] <infinitefoxes_> how on earth
L2536[22:31:57] <FrozenLynx> Its called LAN
L2537[22:32:00] <killjoy> server had high tps
L2538[22:32:08] <williewillus> shortybsd: those id remappings are common
L2539[22:32:20] <williewillus> especially if lots of mods have been added and removed from a world over its lifetime
L2540[22:32:27] <unascribed> could you send a full fml-server-latest log?
L2541[22:32:28] <shortybsd> yet it is still referencing a mod I moved over 5 days ago "Found a missing id from the world fluxedsolars:solarpanel"
L2542[22:32:32] <unascribed> redact it with sed if you need to
L2543[22:32:37] <FrozenLynx> ITS NOT A SERVER!
L2544[22:32:38] <unascribed> yeah, ids don't get unallocated
L2545[22:32:42] <unascribed> FrozenLynx, I'm talking to shortybsd
L2546[22:32:45] <williewillus> ID's are kept now in 1.8
L2547[22:32:49] <FrozenLynx> .--------.
L2548[22:32:50] <williewillus> so if you remove and then readd
L2549[22:32:51] <unascribed> the one who's doing a server
L2550[22:32:52] <killjoy> client does have a server
L2551[22:32:53] <unascribed> :L
L2552[22:32:58] <unascribed> yes, but the client log includes both
L2553[22:33:01] <williewillus> FrozenLynx: don't assume everyone is talking to you :P
L2554[22:33:11] <williewillus> that's only known if they ping you
L2555[22:33:17] <williewillus> *known for sure
L2556[22:33:19] <infinitefoxes_> FrozenLynx: people will tag your name most of the time, like this :p
L2557[22:33:29] <unascribed> yeah, I need to tag people more often
L2558[22:33:50] <FrozenLynx> EVERYONE: hi..
L2559[22:33:56] <infinitefoxes_> not... that literally
L2560[22:33:58] <williewillus> lol
L2561[22:34:21] <infinitefoxes_> doesn't fml-client-latest.log also have debug logging enabled?
L2562[22:34:31] <FrozenLynx> who?
L2563[22:34:34] <killjoy> FrozenLynx, inb4 EVERYONE pings lex
L2564[22:34:48] <infinitefoxes_> his full name too
L2565[22:35:02] <FrozenLynx> inb4?
L2566[22:35:12] <unascribed> "in before"
L2567[22:35:14] <illy_> hahaha
L2568[22:35:15] <FrozenLynx> LexManos: ?
L2569[22:35:18] <unascribed> ...
L2570[22:35:24] <FrozenLynx> oh
L2571[22:35:24] <infinitefoxes_> oh no
L2572[22:35:26] <unascribed> read the goddamn topic
L2573[22:35:28] <FrozenLynx> opps
L2574[22:35:30] <FrozenLynx> .-.
L2575[22:35:31] <killjoy> now you dun fucked up
L2576[22:35:41] <FrozenLynx> lex gonna hunt today :(
L2577[22:35:58] <infinitefoxes_> FrozenLynx: are you running a premade modpack or your own combination of mods?
L2578[22:36:09] <FrozenLynx> my own
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L2580[22:36:14] <FrozenLynx> It was working though
L2581[22:36:15] <Drullkus> Yeah don't ping lex
L2582[22:36:18] ⇦ Quits: OnyxKnight (~OnyxDarkK@82.27.114.218) (Read error: Connection reset by peer)
L2583[22:36:21] <infinitefoxes_> what happened to make it stop working, then?
L2584[22:36:25] <unascribed> shortybsd, could you send the fml-server-latest.log?
L2585[22:36:31] <killjoy> "Which one of y'all dead mothafuckas just said that shit?"
L2586[22:36:36] <unascribed> sorry if you're already working on it, but you didn't respond
L2587[22:36:42] <FrozenLynx> said wat
L2588[22:36:48] <FrozenLynx> the lexmanos thing>?\
L2589[22:36:51] ⇦ Quits: Onyx (~OnyxDarkK@cpc81089-colc8-2-0-cust729.7-4.cable.virginm.net) (Read error: Connection reset by peer)
L2590[22:36:52] <williewillus> holy shit
L2591[22:36:54] <shortybsd> unascribed: yes sir, mind if I msg you a link?
L2592[22:36:56] <williewillus> stop pinging him
L2593[22:36:59] <killjoy> Yes and a reference to https://www.youtube.com/watch?v=srZnENbdwDI
L2594[22:37:06] <killjoy> wkyk
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L2596[22:37:12] <FrozenLynx> I though only LexManos: pings him?
L2597[22:37:14] <infinitefoxes_> DEAR GOD
L2598[22:37:15] <williewillus> omg
L2599[22:37:17] <williewillus> stop
L2600[22:37:19] <infinitefoxes_> FrozenLynx: it's obvious you don't know how IRC works
L2601[22:37:23] <infinitefoxes_> saying his name at all will ping him
L2602[22:37:30] <FrozenLynx> So
L2603[22:37:32] <williewillus> inb4 ban
L2604[22:37:32] <infinitefoxes_> people just do NAME: to make the chat cleaner
L2605[22:37:33] <infinitefoxes_> so just
L2606[22:37:34] <infinitefoxes_> don't type his name
L2607[22:37:45] <FrozenLynx> if I say LexManos anywhere it pings him?
L2608[22:37:47] <unascribed> YES
L2609[22:37:48] <williewillus> holy shit
L2610[22:37:48] <unascribed> NOW STOP
L2611[22:37:50] <killjoy> stop
L2612[22:37:54] <Drullkus> You done fucked up
L2613[22:37:57] <killjoy> you're making it worse
L2614[22:38:00] <infinitefoxes_> guarenteed ban
L2615[22:38:06] <williewillus> I don't think I've seen more lex pings within 5 mins
L2616[22:38:19] <FrozenLynx> hi lexmanos... don't kill me
L2617[22:38:19] <williewillus> and yeah you're getting banned probably lol
L2618[22:38:28] <williewillus> holy hell whatever
L2619[22:38:29] <Drullkus> Now I think FrozenLynx is just asking for it
L2620[22:38:30] <unascribed> lowercase also pings him.
L2621[22:38:34] <FrozenLynx> .-.
L2622[22:38:43] <unascribed> welcome to IRC
L2623[22:38:46] <infinitefoxes_> hell*
L2624[22:38:49] <Drullkus> Just call him lex, damn it, don't use his full name
L2625[22:38:55] <FrozenLynx> But...
L2626[22:38:57] <williewillus> which is in the goddamn topic
L2627[22:38:58] <Drullkus> No
L2628[22:39:01] <killjoy> if he's paying attention in chat, he'll see it
L2629[22:39:06] <killjoy> if not, someone else will help
L2630[22:39:14] <FrozenLynx> ManosLex?
L2631[22:39:15] <Drullkus> Topic: Downloads: http://files.minecraftforge.net Documentation: http://mcforge.readthedocs.org No PM's Without invitation, WebChats are muted. Do not say Lex's full nick unless nessasary. Stay on topic. Banned topics: Release ETAs, Official API, 'MC would be better in {insert language here}' #ForgeGradle for gradle questions
L2632[22:39:23] <unascribed> just call him lex ffs
L2633[22:39:34] <Drullkus> He's probably just trolling
L2634[22:39:41] <williewillus> yeah with a shady client and all
L2635[22:39:42] <williewillus> whatever
L2636[22:39:45] <FrozenLynx> Topic: Downloads: http://files.minecraftforge.net Documentation: http://mcforge.readthedocs.org No PM's Without invitation, WebChats are muted. Always use Lex's full nick unless its not nessasary. Stay on topic. Banned topics: Release ETAs, Official API, 'MC would be better in {insert language here}' #ForgeGradle for gradle questions
L2637[22:39:53] <williewillus> kick/ban pls
L2638[22:40:00] <infinitefoxes_> doesn't !topic work?
L2639[22:40:07] <unascribed> you do realize your rewording of the topic has the same meaning
L2640[22:40:19] <FrozenLynx> .-.
L2641[22:40:28] <FrozenLynx> lil drunk :D
L2642[22:40:33] <Drullkus> Oh
L2643[22:40:36] <Drullkus> That explains it
L2644[22:40:38] <minecreatr> ...
L2645[22:40:38] <williewillus> why are you debugging a modpack then
L2646[22:40:43] <infinitefoxes_> lol
L2647[22:40:43] <Arctic_Wolfy> XD
L2648[22:40:44] <FrozenLynx> idk
L2649[22:40:46] <FrozenLynx> bored
L2650[22:40:48] <Drullkus> Go home
L2651[22:40:50] <williewillus> also gtfo irc
L2652[22:40:51] <Drullkus> You're drunk.
L2653[22:40:52] <williewillus> :P
L2654[22:41:04] <FrozenLynx> .-.
L2655[22:41:06] <FrozenLynx> meanys
L2656[22:41:20] <Drullkus> https://www.youtube.com/watch?v=gK964Y52hj4
L2657[22:41:22] <infinitefoxes_> FrozenLynx: something seems a bit off about your log
L2658[22:41:36] <FrozenLynx> why does eryon get so mad about sayign lexmanoo
L2659[22:41:42] <infinitefoxes_> did you remove anything from the log?
L2660[22:41:44] <williewillus> infinitefoxes_: no point trying to debug a drunk player's cracked pack
L2661[22:41:50] <infinitefoxes_> fair enough
L2662[22:41:53] <FrozenLynx> noo
L2663[22:41:54] <Drullkus> Yeah
L2664[22:41:59] <FrozenLynx> its noooooooot cracke
L2665[22:42:04] <infinitefoxes_> looks like he might've removed the initial messages from the log
L2666[22:42:06] <Drullkus> Where's the log
L2667[22:42:07] <infinitefoxes_> cracked client or something
L2668[22:42:18] <FrozenLynx> wht did i remoe?
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L2672[22:42:58] <FrozenLynx> im m m m m m m m m m m m m m m m l oooooooooooooool ol ol ol ol ol ol ol ol ol ol ol ol st
L2673[22:43:02] <FrozenLynx> h3lp
L2674[22:43:09] <Corosus> alcoholism intensifies
L2675[22:43:13] <Drullkus> I'm done here
L2676[22:43:16] *** FrozenLynx was kicked by MineBot (Banned: Dont be a dick -.- (5d)))
L2677[22:43:20] <Drullkus> back to retexturing chisel
L2678[22:43:20] <PrinceCat> Thank you.
L2679[22:43:28] <infinitefoxes_> beautiful
L2680[22:43:41] <Drullkus> 5 days, good time span to sober up
L2681[22:43:53] <Fendirain> Well, That show of stupidity is over.
L2682[22:44:04] <infinitefoxes_> using IWorldAccess fixed my issue
L2683[22:44:05] <infinitefoxes_> awesome
L2684[22:44:22] <PrinceCat> Okay, weren't we helping shortybsd and infinitefoxes_?
L2685[22:44:37] <williewillus> what was the problem again? xD
L2686[22:44:41] <PrinceCat> Oh, good to hear infinitefoxes_.
L2687[22:45:01] <PrinceCat> shortybsd was having a load issue when changing mods in a pack.
L2688[22:45:08] <PrinceCat> Well, overload issue.
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L2690[22:47:39] <PrinceCat> Someone purge FrozenLynx from #ForgeGradle please
L2691[22:48:04] <PrinceCat> @AbrarSyed
L2692[22:48:11] <killjoy> Sigh, he got into #ForgeGradle
L2693[22:48:20] <williewillus> lol
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L2695[22:48:45] <illy_> go damnit
L2696[22:48:48] <illy_> god*
L2697[22:49:24] <infinitefoxes_> >.>
L2698[22:49:54] <infinitefoxes_> is there a way to get ambient occlusion rendering on entities?
L2699[22:50:08] <infinitefoxes_> my renderer works fine, so it's a great reason to break it doing something dumb
L2700[22:50:26] <infinitefoxes_> the render is essentially just the same as falling sand
L2701[22:51:19] <williewillus> what are you calling to render
L2702[22:51:33] <infinitefoxes_> it's an entity renderer, so it's handled by the game
L2703[22:52:20] <williewillus> lighting should be handled then
L2704[22:54:18] <Arctic_Wolfy> Hey, is FrozenLynx's a perminate one?
L2705[22:54:27] <infinitefoxes_> uh
L2706[22:54:31] <Arctic_Wolfy> *ban
L2707[22:54:37] <PrinceCat> 5 days.
L2708[22:54:38] <infinitefoxes_> a perm ban?
L2709[22:54:43] <infinitefoxes_> think it was only 5 days
L2710[22:54:51] <infinitefoxes_> perm in #forgegradle though
L2711[22:55:12] <Arctic_Wolfy> I was asking if he was.
L2712[22:57:46] <Arctic_Wolfy> So why a perm in #forgegradle?
L2713[22:57:51] <xain> So still feeling stuck here
L2714[22:58:08] ⇦ Quits: diesieben07 (~diesieben@2001:19f0:6400:8965:5400:ff:fe07:8777) (Ping timeout: 186 seconds)
L2715[22:58:36] <PrinceCat> What's up @xain?
L2716[22:59:31] <xain> Well just trying out making a mod of course and when i register my item it trys to look for a blockstate, all iv read so far indicates registering a model file using the ItemModelMesher
L2717[22:59:54] <xain> problem is even if i don't try and register the item with the mesher i still throws an exception about a blockstate json file
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L2719[23:00:25] <xain> so am i required to have a blockstate file for every item i make or is that optional and i can use the item mesher
L2720[23:00:36] <xain> ItemModelMesher
L2721[23:00:40] <tterrag|away> items don't need blockstate files...
L2722[23:00:49] <tterrag|away> sec
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L2726[23:01:27] <xain> yeah its wierd i did not think it needed one but it pops up every time iv register it with the GameRegistry
L2727[23:01:41] <xain> don't even need to touch the ItemModelMesher to have it throw the exception
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L2729[23:01:59] <tterrag> you need ModelLoader.setCustomModelResourceLocation
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L2731[23:02:34] <xain> huh have not seen that in any tuts etc
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L2733[23:02:54] <tterrag> because tuts are lazy and haven't updated their outdated code in a year
L2734[23:03:05] <tterrag> ItemModelMesher has been deprecated for about that long
L2735[23:03:13] <xain> was looking through buildcraft github source but it might be out of date too maybe ...
L2736[23:03:16] <williewillus> dammit another one
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L2738[23:03:30] <xain> where can i find up to date info
L2739[23:03:38] <xain> i don't mind docs in the least
L2740[23:03:41] <tterrag> https://github.com/Chisel-Team/Chisel/blob/1.8/dev/src/main/java/team/chisel/client/ClientProxy.java#L37
L2741[23:03:51] <tterrag> williewillus: you can'
L2742[23:03:59] <tterrag> can't complain until you put your primer on the docs >.>
L2743[23:04:02] <williewillus> I can?
L2744[23:04:04] <williewillus> lol
L2745[23:04:20] <tterrag> because I have nowhere to send these people using old tutorials
L2746[23:04:30] <xain> ether which case thanks i am sure i can get it working properly now i thought it was odd
L2747[23:05:05] <xain> i take it chisels source is relativly up to date if so im sure ill have a decent spool through it
L2748[23:06:35] <tterrag> it is, but it also does a ton of stuff with models I wouldn't necessarily recommend to a sane person :P
L2749[23:07:01] <williewillus> lol
L2750[23:07:06] <xain> im not very sain :) so were good
L2751[23:07:30] <tterrag> williewillus: https://github.com/Chisel-Team/Chisel/blob/4de1470c2e73f1728d5f843934f1b3c36c9623f7/src/main/resources/assets/chisel/blockstates/default.json
L2752[23:07:34] <xain> besides i will probally need to deal with models a fair bit so an example of how it can be done wont hurt
L2753[23:08:30] <williewillus> waila 0.o
L2754[23:08:33] <xain> is that a sort of manifest file by chance
L2755[23:08:51] <tterrag> no
L2756[23:08:54] <tterrag> that's all the blockstates :p
L2757[23:09:27] <xain> yarp thats a good amount there
L2758[23:09:37] <williewillus> why the weird property-value serialization secheme :P
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L2760[23:11:18] <tterrag> williewillus: because the real names are pretty cryptic
L2761[23:11:30] <tterrag> it'd be something like block0#variation=0
L2762[23:12:28] <williewillus> also, I never got the chance to ask, why did chisel split? :P
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L2764[23:14:26] <Mogul> Ok, perhaps I'm lucky now and someone here can help me with this:
L2765[23:14:27] <xain> yeah that did it
L2766[23:14:32] <xain> all working as it should be now -.^
L2767[23:14:36] <xain> thanks lol
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L2769[23:14:37] <Mogul> Anyone on here who can tell me if it is possible to override terrain generation (usually found in the ChunkProvider) for a newly modded biome while keeping it compatible with other mods that bring a custom chunk provider?
L2770[23:14:38] <shadekiller666> calculating quaternions by hand is a bitch :P
L2771[23:15:01] <Delenas> o/ all n.n
L2772[23:15:10] <Mogul> yo
L2773[23:15:12] <shadekiller666> no idea mogul
L2774[23:15:23] <infinitefoxes_> 111 files changed, 1038 insertions(+), 5552 deletions(-)
L2775[23:15:28] <infinitefoxes_> when do I start writing apology letters to the devs?
L2776[23:15:31] ⇦ Quits: diesieben07 (~diesieben@abrarsyed.com) (Ping timeout: 198 seconds)
L2777[23:15:37] <Mogul> shadekiller666 It seems like it's something that most modders don't touch. xD
L2778[23:16:12] <shadekiller666> because mods don't usually change world generation
L2779[23:16:16] <Mogul> ye
L2780[23:16:25] <unascribed> williewillus, it didn't really split
L2781[23:16:30] <Mogul> And I am not sure if it is even feasible.
L2782[23:16:33] <unascribed> the project owner changed but it's still the same team
L2783[23:16:50] <williewillus> well cricket has his own versions for 1.7/8
L2784[23:16:56] <williewillus> and we have a fork of chisel2
L2785[23:16:56] <unascribed> oh, weird
L2786[23:16:58] <williewillus> so :P
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L2788[23:17:10] <unascribed> I thought cricket worked on Chisel "A New Hope"
L2789[23:17:17] <unascribed> maybe that changed recently
L2790[23:17:27] <unascribed> either way if you want more details you'd need to get tterrag to cough it up
L2791[23:17:35] <unascribed> he only told me reluctantly so I'm not going to go blabbing about it
L2792[23:18:12] <tterrag> unascribed: you're wrong :P
L2793[23:18:15] <tterrag> it's not the same team
L2794[23:18:29] <unascribed> I thought it was just a change in management?
L2795[23:18:33] <unascribed> it looked like basically the same team
L2796[23:18:36] <williewillus> I'm pretty sure it split
L2797[23:18:55] <unascribed> I mean, cricket was responding to issues and PRs and still committing code (last time I checked)
L2798[23:20:20] <unascribed> oh
L2799[23:20:25] <unascribed> it looks like this changed with a commit on aug 29
L2800[23:20:56] <unascribed> though that may have just been when the split happened...
L2801[23:21:00] <unascribed> I'm confused now
L2802[23:21:05] <unascribed> I'm going to go back to hitting Android with a brick
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L2804[23:26:22] <shadekiller666> caveman hit robot with brick, robot no longer work for caveman
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L2812[23:38:16] <killjoy> it's 12:30am and I'm sipping on a coke
L2813[23:38:21] <killjoy> what is my life?
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L2815[23:39:10] <JonL> Your life is the person of the killjoy sipping on the coca cola now, please specify is it regular coke or like diet coke or the diet cherry coke?
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L2817[23:39:34] <shadekiller666> pepsi*
L2818[23:40:07] <xain> Do you use seperate json files for items with sub types?
L2819[23:40:11] <killjoy> vanila
L2820[23:42:33] <williewillus> xain: yeah
L2821[23:43:17] <xain> kk
L2822[23:43:23] <xain> thanks
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L2831[23:57:08] <unascribed> dr. pepper is the only true cola
L2832[23:57:16] <killjoy> I like that too
L2833[23:57:27] <unascribed> mainly @shade
L2834[23:57:33] <unascribed> who is pushing his oppressive pepsi agenda
L2835[23:57:36] <killjoy> 52 flavors
L2836[23:57:41] <killjoy> or was it 21?
L2837[23:57:52] <unascribed> 384
L2838[23:57:58] <JonL> i have not drink cola in 3 years :(
L2839[23:58:01] <killjoy> it was 23
L2840[23:58:12] <killjoy> http://listafterlist.com/23-flavors-of-dr-pepper/
L2841[23:58:13] * shadekiller666 actually prefers coke products over pepsi
L2842[23:58:20] <shadekiller666> except for mountain dew
L2843[23:58:33] <unascribed> mitten dew
L2844[23:58:34] <killjoy> rum is one of the flavors
L2845[23:58:37] <JonL> there is tomato dr pepper? haha
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L2847[23:59:07] <shadekiller666> no, those are the flavors IN dr pepper
L2848[23:59:14] <JonL> O
L2849[23:59:50] <unascribed> that article is unsourced
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