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L1[00:00:23] ⇨ Joins: Cazzar (~CazzarZNC@vocaloid.lovers.at.cazzar.net)
L2[00:00:26] <unascribed> and list after list is a "listing community"
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L4[00:00:33] <unascribed> so presumably anyone can just post a list of whatever they like
L5[00:00:59] <killjoy> so basically: that doesn't sound right, but I don't know enough about dr pepper to dispute it
L6[00:02:02] <shadekiller666> or, if you want a list of lists of integers: https://oeis.org/
L7[00:02:24] <killjoy> int[][]
L8[00:02:31] <killjoy> List<List<Integer>>
L9[00:02:34] <unascribed> List<List<int>>
L10[00:02:37] <killjoy> int[][] sounds better
L11[00:02:44] <killjoy> *looks
L12[00:02:51] <killjoy> only java 9
L13[00:02:55] <unascribed> so?
L14[00:03:06] <killjoy> java 9 isn't done yet
L15[00:03:14] <unascribed> List<IntegerSequence>
L16[00:03:22] <killjoy> c# may also support it
L17[00:03:32] <unascribed> List<Supplier<IntSupplier>>
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L19[00:03:50] <Arctic_Wolfy> Does any one know if some thing has to just be in a string block to trip a trip wire/hook, or has to collide with the small box?
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L21[00:04:13] <killjoy> test it
L22[00:04:17] <unascribed> ^
L23[00:04:36] <Arctic_Wolfy> How?
L24[00:04:39] <shadekiller666> i believe it has to instersect
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L26[00:04:41] <unascribed> place tripwire
L27[00:04:45] <unascribed> creative fly just over it
L28[00:04:47] <killjoy> place tripwire hooks
L29[00:04:50] <unascribed> so you're within the block but not touching it
L30[00:04:54] <unascribed> observe if the tripwire triggers
L31[00:04:58] <shadekiller666> place tripwire, shoot arrow through sideways :P
L32[00:05:14] <killjoy> you want to see if you can jump over it?
L33[00:05:19] <Arctic_Wolfy> I'm firing a projectile through it and IDK if it's just to fast or what.
L34[00:05:35] <unascribed> projectiles use MOPs to intersect even when travelling at the speed of light
L35[00:05:37] <unascribed> so that should be okay
L36[00:06:13] <Arctic_Wolfy> MOPs?
L37[00:06:19] <unascribed> MovingObjectPosition
L38[00:06:23] <unascribed> i.e. raytraces
L39[00:06:26] <Arctic_Wolfy> Okay.
L40[00:06:38] <unascribed> they trace between their last tick position and their current position
L41[00:06:44] <unascribed> if it intersects, they call their onImpact method
L42[00:06:50] <unascribed> well
L43[00:06:57] <unascribed> assuming your projectile is actually a projectile
L44[00:07:03] <unascribed> does it extend EntityThrowable?
L45[00:07:08] <Arctic_Wolfy> And looks like it has to interect.
L46[00:07:13] <Arctic_Wolfy> And yes.
L47[00:07:21] <unascribed> okay then you have the trace logic
L48[00:07:53] <Arctic_Wolfy> Okay. And it seams like you have to hit the box...
L49[00:08:24] <unascribed> though
L50[00:08:25] <unascribed> hm
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L52[00:08:33] <unascribed> the trace logic may not trigger the block's collision logic
L53[00:08:39] <unascribed> and tripwires aren't solid
L54[00:08:46] <unascribed> wait, but ender pearls collide with them
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L56[00:09:16] <infinitefoxes_> block bounds != collision box
L57[00:09:27] <infinitefoxes_> trip wires have an empty collision box
L58[00:09:47] <Arctic_Wolfy> I'm firering from a dispenser so it's perfectly level and such.
L59[00:09:48] <infinitefoxes_> and uses the block bounds in entityCollidedWithBlock
L60[00:10:25] <infinitefoxes_> MCP names aren't clear on it tbh
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L62[00:10:31] <infinitefoxes_> should be more like entityCollidedWithBounds
L63[00:10:52] <unascribed> dispensers have a random fuzz to the velocity
L64[00:10:55] <unascribed> so it's *not* perfectly level
L65[00:11:08] <unascribed> try dispensing a stack of dirt on a click
L66[00:11:09] <unascribed> clock*
L67[00:11:12] <unascribed> there's a definite spread
L68[00:11:24] <williewillus> onEntityCollidedWithBlock is named wrong in 1.8
L69[00:11:38] <williewillus> it's the one WITHOUT IBlockState parameter is onEntityWalking from 1.7
L70[00:11:47] <williewillus> the one with IBlockState is the real onEntityCollidedWithBlock
L71[00:12:17] * xaero points everyone to mcp issues page
L72[00:12:19] <xaero> !!issues
L73[00:12:20] <MCPBot_Reborn> Submit bot and/or mapping issues here: https://github.com/ModCoderPack/MCPBot-Issues
L74[00:12:34] <tterrag> *sigh* the first of many http://puu.sh/nt0hQ.png
L75[00:12:50] <Arctic_Wolfy> Okay so my entity doesn't trigger it.
L76[00:13:07] <Matthew> tterrag, solution: turn off comments
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L78[00:13:16] <tterrag> not my project :P
L79[00:13:20] <tterrag> but nah, I'd rather not
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L81[00:13:43] <Arctic_Wolfy> But it may just be what my projectile does on impact.
L82[00:14:21] <xain> is there a way to check if certain metals are in the ore dictionary ?
L83[00:15:08] <xain> nvm dumb question
L84[00:15:39] <unascribed> williewillus already submitted the mapping issue
L85[00:15:41] <unascribed> #64
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L87[00:17:46] <xaero> ah ok, carry on
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L89[00:19:30] <geratheon> Is it possible to reload a json model ingame? Some f3+x command?
L90[00:19:42] <unascribed> F3+T / F3+S should work
L91[00:19:51] <unascribed> / meaning or, not in sequence
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L93[00:20:57] <geratheon> Both don't :/
L94[00:21:11] <shadekiller666> they do
L95[00:21:15] <geratheon> Constantly restarting minecraft makes model texturing a bit of a hassle
L96[00:21:31] <geratheon> They don't! D: Not sure why.
L97[00:21:34] <shadekiller666> has your ide rebuilt the game?
L98[00:22:09] <geratheon> Thaaat was the case. Right, forgot that forge packs everything in one runtime
L99[00:22:12] <shadekiller666> your ide has to rebuild the jar whilst in debug mode before it will show up in minecraft after a resource reload
L100[00:22:25] <geratheon> Yeah, i figured
L101[00:22:41] <geratheon> Thats far more compfortable
L102[00:22:51] <geratheon> -p*
L103[00:23:29] <williewillus> need to run in debug mode, and if in idea it make all
L104[00:23:36] <williewillus> then use f3+t
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L144[02:00:02] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160303 mappings to Forge Maven.
L145[02:00:05] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160303-1.9.zip (mappings = "snapshot_20160303" in build.gradle).
L146[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/
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L187[03:43:05] <luacs1998> https://www.reddit.com/r/feedthebeast/comments/48pzdu/headsup_for_v12_enhanced_environment_sanity/ welp
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L193[04:02:13] <sham1> I don't know what is more maddening
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L195[04:03:17] <sham1> Those changes or the fact that they are 1.7.10
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L212[04:56:02] <Peterzen> https://www.reddit.com/r/feedthebeast/comments/48pzdu/headsup_for_v12_enhanced_environment_sanity/d0lq0gu ~ this comment chain tho
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L219[05:05:09] <sham1> poor guy
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L221[05:09:06] <luacs1998> poor guy indeed
L222[05:09:36] <luacs1998> i wanted to mention /u/voxcpw for shits and giggles, but...
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L224[05:10:39] <tterrag> poor guy who
L225[05:11:10] <luacs1998> https://www.reddit.com/r/feedthebeast/comments/48pzdu/headsup_for_v12_enhanced_environment_sanity/d0lq0gu
L226[05:11:16] <luacs1998> lex had him for dinner
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L264[06:55:18] <Adg> hmm, how would I achieve changing furnace -> lit_furnace (im using metadata) + rotating the block BOTH in blockstates?? Or should I do it like in vanillas?
L265[06:56:47] <sham1> world.setBlockstate
L266[06:57:07] <sham1> And you pass it the blockstate with the specific configuration you want
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L271[07:05:03] <Adg> well I definitely cant do blockstates like that: http://pastebin.com/e3wLSuFs
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L273[07:06:12] <Adg> so I am at a loss
L274[07:06:44] <McJty> Adg, well why do you have line 5 and 7?
L275[07:06:56] <McJty> You already specify the model in 6 and 8
L276[07:07:16] <McJty> Also you must specify the full variant string: "facing=north,type=burning"
L277[07:07:20] <McJty> i.e. all permutations of that
L278[07:07:29] <McJty> Unless you use the forge format
L279[07:07:37] <Adg> not using forge format
L280[07:07:44] <McJty> Then all permutations like I said
L281[07:07:51] <Adg> thx =) will try
L282[07:08:02] <McJty> Why not forge format btw?
L283[07:08:35] <Adg> im not sure how to use it. the documentation was underwhelming for me
L284[07:08:50] <McJty> Just add "forge_marker":1
L285[07:08:56] <McJty> It is detected automatically
L286[07:09:04] <McJty> Besides that single line nothing else has to be done
L287[07:09:20] <Adg> what does it improve?
L288[07:09:29] <McJty> Well in your case you don't have many permutations
L289[07:09:45] <McJty> But if you have six sides and then perhaps some enum that has 4 other states that means 24 possible permutations
L290[07:09:50] <McJty> So it can get out of hand very quickly
L291[07:09:55] <McJty> With forge format you can write that more compcat
L292[07:09:57] <McJty> compact
L293[07:10:23] <Adg> k, wish I had some more xamples so I could understand the format finally
L294[07:10:29] <Adg> examples*
L295[07:10:43] <McJty> Hold on
L296[07:10:50] <McJty> https://bpaste.net/show/79a915459ff7
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L298[07:11:05] <McJty> That's for the rftools coal generator. It can be oriented six ways ('facing') and has two states 'working' ornot
L299[07:11:06] <McJty> or not
L300[07:11:33] <McJty> So in the 'working'/true branch I change the model to use
L301[07:11:41] <Adg> this is helpful, I appreciate it
L302[07:12:01] <McJty> Another example:
L303[07:12:21] <McJty> This is a block that has three possible textures for every face: https://bpaste.net/show/c846802b7d06
L304[07:12:37] <McJty> So there is a enum property 'down', 'up', 'east', and so on. Each with three values
L305[07:12:49] <McJty> Here I don't change the model but change a texture for the powercell model
L306[07:12:58] <Adg> I see
L307[07:13:28] <Adg> thx, I think I get the jist of it now
L308[07:13:57] <McJty> In your simple case the vanilla format would also work since you don't have a lot of permutations
L309[07:14:06] <McJty> But it is nice to know what you can do with the forge format for more complex uses
L310[07:14:54] <Adg> starting it simple..crawling to the more complex stuff =)
L311[07:15:08] <sham1> Btw mcjty, after forge 1.9 gets out, how fas is it to be excpected to get rftools
L312[07:15:13] <McJty> The most complex one I have is this: https://bpaste.net/show/0877b0fba3dd
L313[07:15:18] <McJty> Would have no clue how to do that without forge :-)
L314[07:15:36] <McJty> sham1, hmm not sure. I'm going to start with my smaller mods first to see what has to be done
L315[07:15:48] <McJty> But I plan to start the 1.9 road VERY fast
L316[07:16:31] <Adg> woah, now I see what you mean xD
L317[07:17:05] <sham1> :P
L318[07:18:29] <McJty> sham1, in any case. It is just a matter of fixing compile errors and perhaps a few other things here and there then I don't think I'll postpone the 1.9 versions very long
L319[07:20:47] <sham1> Like you did with 1.8 :P
L320[07:21:23] <McJty> Well i waited a lot longer with 1.8 to be honest. I was too busy updating my 1.7 versions. And also porting to 1.8 was a slight bit more involved then fixing compile errors :-/
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L329[08:01:38] <luacs1998> https://twitter.com/SeargeDP/status/705374164165783552 i wonder what searge could be up to
L330[08:03:21] <gigaherz> well he's doing something related with mods
L331[08:03:29] <gigaherz> since he wishes all mods were available on github
L332[08:03:29] <gigaherz> ;P
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L334[08:03:49] <gigaherz> and whatever it is, will only benefit opensource mods
L335[08:03:51] <gigaherz> o_O
L336[08:04:00] <McJty> Actually 'visible source' mods
L337[08:04:02] <gigaherz> (well, publicly-visible-source mods?)
L338[08:04:39] <luacs1998> or probably he's doing something to made mods' life easier
L339[08:04:46] <gigaherz> and that Razz person is wrong
L340[08:04:48] <Hunterz> mojang can make only promises...
L341[08:04:51] <luacs1998> and he want to see mod sources so he knows how to best write it
L342[08:05:01] <gigaherz> mc is property of Mojang, so they can do whatever the fuck they want
L343[08:05:08] <McJty> luacs1998, well if that was it it would also benefit closed source mods
L344[08:05:11] <gigaherz> even requiring mods to be opensource
L345[08:05:11] <gigaherz> XD
L346[08:08:25] <DemoXin> The whole 'Giving people a chance to open source and benefit before we announce it" has me concerned.
L347[08:08:43] * gigaherz shrugs
L348[08:08:45] <McJty> It all depends on what the benefit actually is
L349[08:08:49] <gigaherz> all my mod code is opensource
L350[08:08:52] <McJty> And I can't imagine you wouldn't be able to benefit later
L351[08:08:57] <McJty> What about new open source mods that get created?
L352[08:09:18] <gigaherz> I'm tempted to think he's doing something based on the "patterns" people use in their mods
L353[08:09:22] <DemoXin> All my code that I've actually made available in compiled form is, but I haven't released anything for 1.8, and don't plan to.
L354[08:10:16] <McJty> I was also considering perhaps a bit searchable code database or something indexing all visible source mods on github
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L356[08:10:22] <McJty> But not sure exactly how that would work
L357[08:12:28] <gigaherz> maybe they'll release un-obfuscated mc and they'll provide PRs that rename all methods to their real names, but only for code that's publicly available on ithub XD
L358[08:12:35] <gigaherz> github*
L359[08:12:44] <gigaherz> (crazy thought, not even I believe that's the case)
L360[08:12:56] <Ivorius> Yay someone sent me 500mb of logs
L361[08:13:09] <gigaherz> LOL
L362[08:13:20] <Ivorius> I think I'm good, never gonna need crash logs anymore, that's enough for the next year
L363[08:13:49] <gigaherz> https://sourceforge.net/projects/largetextfile/
L364[08:14:23] <gigaherz> it's a program that loads pieces of the file on the fly, so that you can browse large files without loading the whole file in memory
L365[08:14:30] <gigaherz> it's not really necesary for a 500mb log
L366[08:14:38] <Ivorius> My computer is handling it pretty well so far :P
L367[08:14:46] <gigaherz> but it was useful at once point when I had a 6gb trace log from PCSX2
L368[08:14:59] <gigaherz> (and a 2gb computer)
L369[08:16:53] <infinitefoxes_> anyone know what the hell Searge is going on about?
L370[08:17:53] <Lordmau5> no idea
L371[08:18:24] <gigaherz> infinitefoxes_: he's keeping it vague on purpose, so...
L372[08:18:24] <Lordmau5> maybe open-sourcing 1.9 and not updating it anymore so we don't have to adept to name-changes or new rendering stuff anymore?
L373[08:18:39] <Lordmau5> then, on 2nd though, highly doubt that
L374[08:18:43] <McJty> Again that's not something that would only benefit mods that are open source
L375[08:18:48] <Lordmau5> true...
L376[08:19:07] <DemoXin> Nothing to do but wait and see.
L377[08:19:25] <DemoXin> I'm watching Twitter closely for about 3 different reasons.
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L379[08:19:30] <Lordmau5> especially this
L380[08:19:31] <Lordmau5> https://twitter.com/SeargeDP/status/705353939231842304
L381[08:19:35] <infinitefoxes_> rather annoying with Mojang does stuff like this
L382[08:19:37] <infinitefoxes_> or, should I say
L383[08:19:40] <infinitefoxes_> individual employees
L384[08:19:43] <Lordmau5> What could make his life easier if more mods would be open-source...
L385[08:20:35] <gigaherz> and, what could he be doing that benefits mods with visible sources?
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L387[08:22:02] <McJty> infinitefoxes_, why that?
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L389[08:23:24] <Lordmau5> uhm
L390[08:23:32] <Lordmau5> he... just forked a repo?
L391[08:23:45] <Lordmau5> Searge just forked 2 of the Chisel-Team repos
L392[08:23:58] <LuigiHutch> he folked a tonne of repos
L393[08:24:04] <LuigiHutch> forked*
L394[08:24:05] <Lordmau5> hmm
L395[08:24:05] <Lordmau5> k
L396[08:26:46] <Lordmau5> I'm not really understanding why it'd make it easier if the mods were open source. What I don't understand at all is why he would need to fork them
L397[08:27:01] <Lordmau5> Welp, guess we'll be surprised once he's saying something
L398[08:28:44] <Searge|office> forking is a good way to assemble a list and take "snapshots" of existing repos
L399[08:28:57] <Lordmau5> hmm
L400[08:29:10] <Lordmau5> To save things for eternity perhaps? :P
L401[08:29:42] <Lordmau5> Also gotta mention on a sidenote, that this is surely getting overhyped quite a bit
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L410[08:38:41] <sham1> Of course it is overhyped
L411[08:38:59] <sham1> This is the internet
L412[08:39:01] <Skuli> gosh what if it is tied into that recent server EULA change
L413[08:39:11] <Skuli> maybe they're auditing mods or some stupid crap
L414[08:39:16] <Skuli> that would be funny as hell
L415[08:39:34] <Skuli> YOUR MOD CONTAINS CAPES DELETE IT NOW
L416[08:39:41] <gigaherz> Lordmau5: hype is fun ;P
L417[08:39:42] <sham1> TLDR
L418[08:40:01] <Lordmau5> xD
L419[08:40:04] <MattDahEpic> whats dis about?
L420[08:40:16] <gigaherz> MattDahEpic: https://twitter.com/SeargeDP
L421[08:40:22] <gigaherz> read his recent tweets ;P
L422[08:41:22] <sham1> >vague on purpose
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L424[08:43:44] <MattDahEpic> im gunna speculoop that its automatic updating from the code in the repo, however bad an idea that is
L425[08:44:13] <McJty> Automatic updating of what?
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L427[08:46:11] <sham1> Mods
L428[08:46:18] <McJty> To what?
L429[08:46:26] <sham1> To client
L430[08:46:40] <McJty> um, how would that even work?
L431[08:46:45] <sham1> Even though we have curse for that
L432[08:47:13] <Lordmau5> ^
L433[08:47:14] <McJty> The mod versions on github are not always ready for usage
L434[08:47:19] <Lordmau5> that as well
L435[08:47:32] <Lordmau5> I'm like 99% sure it won't be auto updating just for that one reason alone
L436[08:47:33] <sham1> You [tag] them
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L438[08:47:56] <Lordmau5> some people have automatic curse upload scripts for their mods
L439[08:48:43] <sham1> Well there is their upload API to be used
L440[08:48:58] <sham1> Makes sense
L441[08:49:25] <Lordmau5> I wouldn't additionally want to tag my github repo for new versions
L442[08:49:30] <tterrag> does Minecraft.getMinecraft().effectRenderer.addEffect not work in 1.8.9?
L443[08:49:47] <sham1> That's one of the uses for tags
L444[08:49:50] <sham1> To tag a version
L445[08:50:07] <Skuli> Maybe they're deobfuscating official server
L446[08:50:22] <Skuli> it's not open-sourcing but that'd still be a big deal right?
L447[08:50:35] <tterrag> that would be hell for mods
L448[08:50:38] <tterrag> bye bye universal jars
L449[08:50:44] <tterrag> why would they do that?
L450[08:50:56] <Skuli> Hasn't waiting on MCP mappings always been a pain?
L451[08:50:58] <Lordmau5> oh god, Pre-1.3 here we go again
L452[08:51:01] <Skuli> *shrugs* I don't java
L453[08:51:12] <sham1> >Pre-1.3
L454[08:51:14] <sham1> Oh god please no
L455[08:51:14] <tterrag> Skuli: you said "official server"
L456[08:51:15] <Lordmau5> It sure is a pain, but splitting up client and server will be WAY WORSE
L457[08:51:17] <sham1> No
L458[08:51:19] <tterrag> implying they would only deobf the server
L459[08:51:21] <tterrag> and not the client
L460[08:51:25] <Skuli> Oh nah
L461[08:51:26] <Skuli> fuck that
L462[08:51:33] <Skuli> I mean deobfuscating Minecraft entirely
L463[08:51:34] <Skuli> lol
L464[08:51:36] <Lordmau5> ah
L465[08:51:39] <Lordmau5> well
L466[08:51:40] <tterrag> well, that's pretty unlikely
L467[08:51:47] <tterrag> for legal reasons, I can't see them doing that
L468[08:51:50] <sham1> In that case it would be awesome AF
L469[08:51:56] <Skuli> that was always their claim
L470[08:52:00] <Lordmau5> also doesn't go together with as to why he wants all the mods to be open source
L471[08:52:00] <Skuli> couldn't due to legal weapons
L472[08:52:13] <Lordmau5> because they could do that without the open-source mods already
L473[08:52:14] <Skuli> yeah I can't piece that together either
L474[08:52:33] <tterrag> so
L475[08:52:39] <Lordmau5> We're basically just throwing ideas together, but I have a feeling we're off-track waaay to much already
L476[08:52:40] <sham1> Make the EULA reguire mods to be open-source ;P
L477[08:52:42] <sham1> Or visible-source at least
L478[08:52:44] <tterrag> does anyone know why EffectRenderer.addEffect() isn't working in 1.8?
L479[08:52:56] <sham1> Of course we are off-track
L480[08:53:00] <Lordmau5> no idea, tt, haven't used that method yet at all
L481[08:53:01] <sham1> It is us speculating
L482[08:53:09] <Lordmau5> no, I mean, perhaps we're thinking too far?
L483[08:53:36] <Lumien> It will probably be something really boring :P
L484[08:53:49] <Skuli> wasn't/isn't searge one of the big mcp mapping guys anyway
L485[08:53:50] <Lordmau5> > overhyped
L486[08:53:57] <Lordmau5> and part of Mojang, yes
L487[08:54:01] <sham1> Although having the EULA mandate having visible-source mods would be good for stuff
L488[08:54:03] <Skuli> that's what made me think of that
L489[08:54:18] <sham1> He founded MCP
L490[08:54:22] <Lordmau5> once again, why would only open-source mods benefit from that then?
L491[08:54:30] <sham1> He kickstarted it
L492[08:54:39] <Skuli> yeah that was my recollection sham1
L493[08:54:49] <sham1> Because there would only be open-source
L494[08:54:58] <Lordmau5> also sham1 , doesn't sound like a bad idea, but neither does that go well together with "open-source mods will *benefit* from it"
L495[08:55:07] <Skuli> Maybe there's a license change/eula change to go along with it
L496[08:55:15] <Skuli> who knows
L497[08:55:17] <Lordmau5> hmm
L498[08:55:20] <tterrag> searge has also said in the past that he wishes he had put in the MCP license that mods have to be opensource if they use it
L499[08:55:31] <tterrag> so this isn't exactly a new opinion from him
L500[08:55:39] <Lordmau5> first time I hear about this
L501[08:55:54] <sham1> Well seeing as MCP is essentially essential for modding
L502[08:55:57] <Lordmau5> also, I assume he would've phrased it differently then if it would be a downside for closed mods?
L503[08:56:00] <sham1> It would be good
L504[08:56:07] <Lordmau5> closed-source mods*
L505[08:56:08] <tterrag> and I'm almost positive we are pinging him like crazy ;)
L506[08:56:18] <sham1> Nope
L507[08:56:18] <Lordmau5> only if we append |Office
L508[08:56:18] <Skuli> also visible source can still be non-GPL/MIT/etc
L509[08:56:25] <Skuli> so it's weird
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L511[08:56:30] <Lordmau5> unless he has additional notification-words set
L512[08:56:33] <tterrag> you know, people can set up pings on any regex
L513[08:56:35] <sham1> Skuli, of course it can
L514[08:56:51] <Lordmau5> I doubt he has the pings set on "MCP" "Kickstart" "License" "Mods" or the like
L515[08:56:59] <Lordmau5> his name without the |Office sounds reasonable though
L516[08:57:01] <tterrag> we've said his name at least 3 times in the last 5 mins
L517[08:57:12] <sham1> But the most logical would be using an open-source lisence if you go visible-source at all
L518[08:57:17] <Skuli> we are discussing him
L519[08:57:26] <Skuli> like how do you talk about him without pinging him :(
L520[08:57:30] <Skuli> :D
L521[08:57:35] <sham1> Because people can see the code so might as well allow use
L522[08:57:43] <Lordmau5> S to the E to A-R-G-E
L523[08:57:52] <Skuli> he shouldn't be all f*cking mysterious on the internet if he doesn't want to be talked about amirite
L524[08:58:01] <sham1> We are not pinging him because we are not saying their name
L525[08:58:10] <Lordmau5> as said like 1 minute ago, sham1
L526[08:58:16] <Lordmau5> he might have a ping for his name without |Office
L527[08:58:25] <sham1> But why
L528[08:58:36] <sham1> Why would you do that
L529[08:58:42] <Lordmau5> Same reason as to why I have "Lord" "Mau" and "Lordmau" as pings on Twitch?
L530[08:58:44] <Skuli> lots of people do it
L531[08:59:12] <Lordmau5> some people just don't want to use the auto-complete feature from TAB-ing
L532[08:59:13] <Skuli> I get pinged by any vowel
L533[08:59:24] <Lordmau5> ... but why
L534[08:59:30] <sham1> WHY
L535[08:59:33] <Skuli> lol
L536[08:59:35] <Skuli> of course I don't
L537[08:59:46] <Skuli> only capital vowels
L538[08:59:54] <sham1> AAAAAA
L539[09:00:05] <Quetzi> pretty sure the fact you guys are discussing it so much is putting a big grin on his face :)
L540[09:00:16] <Skuli> capital vowels and lowercase numbers
L541[09:00:18] <Skuli> ping me
L542[09:00:20] <sham1> Of course
L543[09:00:22] <Lordmau5> We are probably the ones hating on him later on if it's a big let-down though, Q :P
L544[09:00:30] <sham1> "Lowercase numbers"
L545[09:00:34] <Lordmau5> lmao
L546[09:00:35] <tterrag> http://puu.sh/ntldz.png
L547[09:00:44] <tterrag> regex ftw
L548[09:00:51] <Lordmau5> \b was what again?
L549[09:01:19] <tterrag> word boundary
L550[09:01:22] <Lordmau5> ah
L551[09:01:34] <tterrag> basically, fasldkfjtterragsakldjfh will not ping me
L552[09:02:13] <tterrag> http://puu.sh/ntli5.png
L553[09:02:17] <tterrag> too many links were pinging me :P
L554[09:02:19] <Lordmau5> ah
L555[09:02:36] <Lordmau5> I regret clicking on puush links
L556[09:02:40] <Lordmau5> makes me feel bad inside
L557[09:02:44] <sham1> But "fasldkfj tterrag sakldjfh" will?
L558[09:02:49] <tterrag> yes
L559[09:02:55] <tterrag> Lordmau5: what
L560[09:03:07] <Lordmau5> ShareX + custom host (FTP) or Imgur
L561[09:03:12] <Lordmau5> :(
L562[09:03:21] <tterrag> ok?
L563[09:03:23] <tterrag> I use puush
L564[09:03:25] <tterrag> is that so horrible?
L565[09:03:30] <sham1> Yes
L566[09:03:34] <sham1> Apparently
L567[09:03:35] <Lordmau5> yes.
L568[09:03:45] <Peterzen> i use a pomf mirror
L569[09:03:47] <tterrag> except not at all. it's just another file host site
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L571[09:06:06] ⇨ Joins: Cojo (~Cojo@cpe-24-163-52-59.nc.res.rr.com)
L572[09:06:07] <Lordmau5> it's almost been a year since I've switched, but I found this gem inside my puush account
L573[09:06:08] <Lordmau5> http://puu.sh/aioOA/a78d9750d0.png
L574[09:07:02] <sham1> What is the green
L575[09:07:09] <Lordmau5> no idea
L576[09:07:11] <sham1> Terra?
L577[09:07:17] <Lordmau5> probably
L578[09:07:32] <Lordmau5> I uploaded / made a backup of that image in July 2014 xD
L579[09:07:37] <Lordmau5> heck do I know where this is from
L580[09:08:13] <Lordmau5> oh and the old time when I adepted Ars Magica to the SAO UI mod http://puu.sh/f3Ezn/df19962a93.jpg
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L588[09:40:01] <Omen> No idea what SAO is but that looks pretty awesome
L589[09:40:11] <Omen> I'd use it
L590[09:40:41] <williewillus> that mod is a mess of code bts
L591[09:40:43] <williewillus> but it looks nice :P
L592[09:40:49] <williewillus> SAO is a lightnovel/anime series
L593[09:41:16] <gigaherz> SAO as a setting
L594[09:41:36] <gigaherz> is a futuristic mmo where people live in it a bit like the .HACK series/games
L595[09:41:37] <diredoesgames_> Hi
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L599[09:42:48] <DirePC> Hi
L600[09:43:49] <luacs1998> SAO UI mod?
L601[09:43:50] <luacs1998> lol
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L604[09:54:57] <Ivorius> williewillus: And soon a VRRPG :P
L605[09:55:03] <Lordmau5> oh yeah that
L606[09:55:04] <williewillus> meh
L607[09:55:11] <Lordmau5> because they went for crappy SAO and not Log Horizon
L608[09:55:13] <Lordmau5> also, back
L609[09:55:27] <williewillus> i don't think the state of technology will produce what they want
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L611[09:55:58] <Lordmau5> it will not
L612[09:56:01] <Lordmau5> and we all know it
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L614[09:56:05] <gigaherz> most definitely won't
L615[09:56:16] <Lordmau5> it'll just be a MMO that is focused on having a VR headset strapped to your head
L616[09:56:24] <Lordmau5> the actual "full-dive" technology is still far away
L617[09:56:34] <Ivorius> Yeah of course
L618[09:56:43] <gigaherz> a CRAPPY mmo
L619[09:56:51] <Ivorius> Depends on the funding :P
L620[09:56:54] <gigaherz> because let's be realistic, it won't be WoW or FF14
L621[09:56:55] <gigaherz> ;P
L622[09:56:58] <Lordmau5> I'm 100% sure that "full-dive technology" will not be impossible
L623[09:57:09] <williewillus> i'd disagree
L624[09:57:16] <Lordmau5> How so?
L625[09:57:27] <williewillus> oh lol thought you said it would be impossible
L626[09:57:31] <Lordmau5> :D
L627[09:57:32] <Ivorius> Because it would make the best porn
L628[09:57:33] <williewillus> in that case I agree*
L629[09:57:37] <Ivorius> And porn drives technical innovation
L630[09:57:39] <williewillus> but not now
L631[09:57:41] <Lordmau5> na, it's not impossible. It's just difficult as fck
L632[09:58:09] <Lordmau5> because the way FullDive works is somewhere along the lines of "Whatever your arms are supposed to do, stop that signal and bring it into the game. Same for the other body parts."
L633[09:58:36] <Lordmau5> oh, and we can't forget the small chip that'll microwave your brain upon dying in the game :D
L634[09:59:29] <Ivorius> Well, I just saw a video of a woman moving an electrical arm with her mind through a brain implant
L635[09:59:35] <Ivorius> So.... :P
L636[09:59:38] <Lordmau5> thing is
L637[09:59:42] <williewillus> i feel like taht won't come within our lifetimes, but who knows
L638[09:59:47] *** manmaed|AFK is now known as manmaed
L639[10:00:00] <Lordmau5> there's a difference between "I'm focusing my mind on moving that arm" and the actual "moving the arm via. impulses"
L640[10:00:23] <Ivorius> It's a step
L641[10:00:35] <Lordmau5> well
L642[10:00:46] <Lordmau5> in the end, isn't the subconcious still thinking about "now I want to move my arm"?
L643[10:01:48] *** K-4U|Work is now known as K-4U|Off
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L650[10:11:09] <MattDahEpic> mfw my unity game works fine until you get to the end of the level then hitbox glitches send you flying and you manage to land back on the start platform
L651[10:12:20] <Lordmau5> that's a good thing, no?
L652[10:12:26] <MattDahEpic> -_-
L653[10:12:29] <Lordmau5> don't have to do more levels - just let the user play the same level over and over
L654[10:12:33] <infinitefoxes_> it's a feature not a bug
L655[10:12:36] <Lordmau5> E F F I C I E N C Y
L656[10:12:40] <whitephoenix> It's a feature!
L657[10:12:58] <whitephoenix> It adds replay-ability!
L658[10:13:02] <whitephoenix> People like that in a game
L659[10:13:54] <Lordmau5> speedruns :o
L660[10:14:01] <whitephoenix> ^
L661[10:14:37] <whitephoenix> In unity does it add hitboxes around meshes for you?
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L663[10:16:01] <MattDahEpic> whitephoenix, yes, and quite well for simple shapes, but when you bring models in you have to make sure it did a good enough job
L664[10:16:11] <whitephoenix> oh
L665[10:16:28] <MattDahEpic> especially if the models move
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L670[10:31:55] <Lordmau5> no thank you, Skype, I don't want to renew my skype-number.
L671[10:32:07] <Lordmau5> you don't have to remind me that it runs out
L672[10:32:09] <Lordmau5> I won't buy it again
L673[10:32:48] <MattDahEpic> discord ftm
L674[10:32:50] <MattDahEpic> ftw
L675[10:32:58] <Lordmau5> Discord's gud, ye
L676[10:33:13] <manmaed> yea
L677[10:33:28] <Lordmau5> manmaed, you're not allowed to say that
L678[10:33:30] ⇨ Joins: Lapiman (~2016zan@ras2.csl.tjhsst.edu)
L679[10:33:34] <Lordmau5> you never responded on the Dalthow discord
L680[10:33:52] <manmaed> you left
L681[10:34:02] <Lordmau5> You didn't respond in 7 days+
L682[10:34:10] <Lordmau5> ofc I left - it was a desert
L683[10:34:20] <manmaed> #BlameTrevi
L684[10:34:21] <Quetzi> think the last time i logged in to discord was when i set it up
L685[10:34:31] <Quetzi> or maybe it was when i uninstalled it
L686[10:34:34] <Lordmau5> xD
L687[10:34:37] <manmaed> :O
L688[10:34:41] <Lordmau5> I'm in like 20 servers on Discord
L689[10:34:49] <Lordmau5> at least 4 of them are servers from streamers
L690[10:34:57] <manmaed> 11
L691[10:35:06] <MattDahEpic> discords api is pretty good, quite simple for making a chat relay for quite a few games
L692[10:35:17] <Lordmau5> 9 servers, just checked :>
L693[10:35:24] <Lordmau5> so 9 of streamers, and the rest is other servers
L694[10:36:09] <manmaed> 6 streamers 5 others :p
L695[10:36:17] <MattDahEpic> once discord has friends lists and 1-1 calling im gunna drop skype cause imho it has feature parity for what i use at that point
L696[10:36:26] <Lordmau5> it'll have that in the future
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L700[10:53:25] <gigaherz> wat
L701[10:53:26] <gigaherz> XD
L702[10:53:26] <gigaherz> [17:52:11] [Client thread/WARN]: Unable to load block model: 'nattrees:block/branch_0_n' for variant: 'naturaltrees:branch_acacia#facing=down,has_leaves=false,thickness=0': java.io.FileNotFoundException: nattrees:models/block/branch_0_n.json
L703[10:53:35] <gigaherz> i'm staring at that file
L704[10:53:46] <MattDahEpic> intellij assets broken?
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L706[10:54:01] <gigaherz> no, thne it wouldn't find the blockstates json either
L707[10:54:01] <gigaherz> XD
L708[10:54:26] <MattDahEpic> could it be looking for branch_0_n.json.obj?
L709[10:54:33] <gigaherz> no
L710[10:56:10] <gigaherz> oh
L711[10:56:12] <gigaherz> facepalm
L712[10:56:16] <gigaherz> modid is wrong
L713[10:56:16] <gigaherz> Xd
L714[10:57:27] <Lordmau5> oh boi
L715[10:57:35] <Lordmau5> someone just retweeted some very amazing OCReMix song - https://www.youtube.com/watch?v=WyZh_Nxu7rM
L716[10:58:22] <gigaherz> [17:58:02] [Client thread/WARN]: Unable to resolve texture due to upward reference: #all in minecraft:models/block/cube_all
L717[10:58:25] <gigaherz> no idea what that means
L718[10:58:25] <gigaherz> XD
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L723[11:01:51] <williewillus> the "all" texture wasn't defined
L724[11:02:19] <williewillus> in any inherited model so it tried to look for it in the parent but cube_all has no parent, so error :P
L725[11:02:24] <gigaherz> ok then my suspicion was right
L726[11:02:26] <gigaherz> you can't have
L727[11:02:44] <gigaherz> "defaults": { "submodels": {"name": { "textures": { ... } } }}
L728[11:02:47] <gigaherz> and then elsewhere
L729[11:02:55] <gigaherz> "submodels":{"name":{"model"
L730[11:03:05] <gigaherz> good thing I didn't need it in the end
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L733[11:04:39] <williewillus> texture variables are file scope I thought
L734[11:04:55] <gigaherz> not just that
L735[11:05:01] <williewillus> so you'd just do "defaults": { "textures": { "all": ... } } and just use all
L736[11:05:22] <gigaherz> and no that'd make it impossible to have sub-cubes
L737[11:05:26] <gigaherz> with different textures
L738[11:05:45] <gigaherz> problem is when you use "Submodels": "something
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L740[11:05:51] <gigaherz> the "something" overwrites whatever was in there
L741[11:06:11] <gigaherz> anyhow: didn't need it in the end
L742[11:06:28] <gigaherz> my Natural Trees mod is now adapted to forge blockstates
L743[11:06:34] <gigaherz> the number of json files went from over 700
L744[11:06:36] <gigaherz> to 12
L745[11:06:43] <gigaherz> (2 per wood type)
L746[11:08:21] *** TehNut|Sleep is now known as TehNut
L747[11:08:31] <NitroxydeX> Hi Guys. wanna ask for a little bit help. Force own Blockstates Format is confusing me. I already changed how I register the Render from Minecraft.getMinecraft to ModelLoader.setCustomModelResourceLocation. The Blocks are rendered fine in the world but they don't get rendered in the inventory, It's just this pink/black Block. I thing I miss something somewhere.
L748[11:08:59] <diesieben07> show your code.
L749[11:09:17] <NitroxydeX> JSON or RenderRegister?
L750[11:09:23] <diesieben07> Both.
L751[11:09:27] <NitroxydeX> k wait
L752[11:09:43] <diesieben07> oh and also any errors from the log
L753[11:09:52] <NitroxydeX> sure
L754[11:10:29] ⇨ Joins: Hgrebnednav (~Hgrebnedn@d8D872D48.access.telenet.be)
L755[11:11:46] <NitroxydeX> So, here we go: http://pastebin.com/7kpaD2FC
L756[11:12:33] <diesieben07> uhm what is that registerItemVariants thingy?
L757[11:12:42] <diesieben07> i mean
L758[11:12:45] <diesieben07> you do register the variants
L759[11:12:45] <williewillus> you dont need it anymroe
L760[11:12:54] <williewillus> that first registerItemVariants thing
L761[11:13:01] <gigaherz> it's a replacement for the older addVAriantName
L762[11:13:04] <diesieben07> but then when you actually go to tell MC which model to use, you only use the variant "inventory"
L763[11:13:12] <gigaherz> it's only useful together with ItemMeshDefinitions
L764[11:13:16] <gigaherz> it's not meant to be used normally
L765[11:13:18] <diesieben07> which does not exist in your JSON
L766[11:13:43] <williewillus> NitroxydeX: when you say "inventory" mc the loader goes to variants in your json and looks for something called "inventory"
L767[11:13:45] <williewillus> but there isn't anything
L768[11:13:58] <williewillus> instead of inventory you have to say "type=copper", "type=topaz", etc.
L769[11:14:23] <NitroxydeX> Oh wow. Wait. Need to get you all one by one :D
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L771[11:15:30] <gigaherz> NitroxydeX: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L120,L127
L772[11:15:35] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/magicOrb.json
L773[11:15:59] <gigaherz> thisi s how you can have an item with subitems (for a block with subblocks you'll need a slightly customized ItemBlock that works with metadata)
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L775[11:16:24] <gigaherz> I mean where each subitem has a separate variant
L776[11:18:02] <NitroxydeX> so i get rid of this modelbakery thing and change how i register the item/block to something like you did? and then it should work with my json?
L777[11:18:11] <williewillus> yea
L778[11:18:13] <gigaherz> yep
L779[11:19:22] <gigaherz> Ahh good riddance
L780[11:19:31] * gigaherz pushed the 1.8.9 update to NaturalTrees
L781[11:19:39] <gigaherz> https://github.com/gigaherz/NaturalTrees/commit/1dac1c1369fcbb2ea215836f973b28c528e9c466
L782[11:19:43] <gigaherz> warning: can freeze browsers
L783[11:20:26] <gigaherz> Showing 795 changed files with 564 additions and 5,792 deletions. /// Sorry, we could not display the entire diff because too many files (795) changed.
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L785[11:20:56] <gigaherz> (> 700 json models removed, in favor of 6 models + forge blockstates magic ;P)
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L788[11:25:18] <NitroxydeX> so when I change my register method this is the trick: reg(BlocksZen.zencntOre, 0, "zencnt_ore", "type=copper"); ?
L789[11:25:30] <williewillus> yeah
L790[11:25:38] <NitroxydeX> ooookay :D
L791[11:25:39] <williewillus> you might want to generalize that in the future but its fine for now
L792[11:25:50] <NitroxydeX> what dou you mean?
L793[11:28:15] <gigaherz> also NitroxydeX, it wasn't clear from the paste
L794[11:28:25] <gigaherz> but keep in mind, ModelLoader.setCustomModelResourceLocation
L795[11:28:30] <gigaherz> has to be called from preInit
L796[11:28:32] <gigaherz> not init
L797[11:28:59] <NitroxydeX> oh ok
L798[11:41:15] <NitroxydeX> where do I get all the "transform" things from forge? They are not mentioned in the docs
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L800[11:43:04] <masa> I sent you a PM about that a few minutes ago
L801[11:43:22] <NitroxydeX> saw that. But you wasn't sure about this ^^
L802[11:43:24] <masa> basically only forge:default-item default-block and default-tool exist afaik
L803[11:45:36] <infinitefoxes_> is there a way to reduce the amount of model files I have?
L804[11:45:58] <NitroxydeX> Forge Blockstates?
L805[11:45:59] <infinitefoxes_> I have dozens of blocks that only change a texture of vanilla's default block model
L806[11:45:59] <masa> depends how you have them now
L807[11:46:29] <williewillus> forge json format
L808[11:47:32] <williewillus> 13 jsons -> 1
L809[11:47:33] <williewillus> https://github.com/williewillus/Botania/blob/MC18/src/main/resources/assets/botania/blockstates/altGrass.json
L810[11:47:56] <williewillus> you pay in RP customizability, though
L811[11:48:22] <williewillus> using that json i can no longer change the shape of just one of the variants
L812[11:48:38] <williewillus> with an RP, since my changes to the single json would override everyone elses
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L815[11:52:28] <infinitefoxes_> wouldn't that only work for block variants though?
L816[11:52:28] <NitroxydeX> So I could also put different Blocks in 1 Json? eg. NewGrass and NewDirt into the json "blocks" with the variants?
L817[11:52:48] <williewillus> infinitefoxes_: if you use the forge format you can setCustomMRL directly to a blockstate json variant
L818[11:53:13] <williewillus> so for that I do setCustomMRL(altGrass, 0, new MRL("botania:altGrass", "variant=dry")
L819[11:53:15] <williewillus> etc.
L820[11:53:34] <infinitefoxes_> awesome
L821[11:53:48] <williewillus> MRL's are all just variants inside blockstate jsons
L822[11:54:01] <williewillus> vanilla just inserts a giant special case for items and the "inventory" variant
L823[11:54:06] <infinitefoxes_> can I do something similar for items?
L824[11:54:11] <NitroxydeX> yes
L825[11:54:15] <williewillus> ?
L826[11:54:18] <williewillus> yeah
L827[11:54:27] <williewillus> its a little weird being in the blockstates folder but yes
L828[11:54:51] <infinitefoxes_> I have hundreds of item models that literally only extend the item model with a texture
L829[11:54:54] <NitroxydeX> you can just add an "item_" in front of it in the blockstates like masa do it
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L834[12:03:49] <Gorzoid> hey can some1 tell me why the nethers bedrock is the same for all seeds, I am looking at et.minecraft.world.gen.ChunkProviderHell and it looks like the Random object uses the world seed. so wouldn't it be different in each world?
L835[12:04:15] <shadekiller666> because its hardcoded that way
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L838[12:06:45] <Gorzoid> i mean it does not look that way in the code if (j1 < 127 - this.hellRNG.nextInt(5) && j1 > this.hellRNG.nextInt(5))
L839[12:06:45] <Gorzoid> {
L840[12:07:12] <Gorzoid> is the code to get the bedrock height i think
L841[12:07:31] <Gorzoid> but hellRNG is a new Random(worldseed)
L842[12:08:56] <masa> look at provideChunk()
L843[12:09:19] <masa> the func_180516_b() gets called from there and that method sets the seed t oa constant value based only on the chunk location
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L845[12:09:59] <masa> well not a constant but a seed based only on the chunk location
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L847[12:11:21] <masa> hmm wait what..
L848[12:12:08] <NitroxydeX> ? :D
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L850[12:15:09] <ChaosTrigger> do the new item model jsons override the IItemRenderer?
L851[12:15:30] <masa> oh okay so the noise generators populate the arrays when they are created or something, so that's why the terrain is still based on the world seed, since the noise generators area created right after initializing the rng with the world seed...?
L852[12:15:47] <masa> s/area/sre/
L853[12:15:52] <masa> ...
L854[12:15:53] <masa> are
L855[12:16:10] <diesieben07> ChaosTrigger: IItemRenderer does not exist anymore.
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L857[12:17:01] <sham1> surprise woffles
L858[12:17:08] <sham1> good
L859[12:17:16] <shadekiller666> waffles*
L860[12:17:22] <sham1> Yes
L861[12:17:40] <sham1> them
L862[12:17:50] <ChaosTrigger> then how would I visualize a TileEntity as an item's icon, while in the inventory?
L863[12:17:53] <shadekiller666> what kind of syrup?
L864[12:18:01] <sham1> No syrup
L865[12:18:09] <ChaosTrigger> without using the json stuff, because the model the tileentity has, was made in techne, so it's not .obj
L866[12:18:11] <sham1> ChaosTrigger, slow down there
L867[12:18:12] <sham1> What
L868[12:19:03] <shadekiller666> shouldn't be too hard to write an obj from the techne model
L869[12:19:15] <gigaherz> look at tcn2obj ;P
L870[12:19:29] <ChaosTrigger> how do I implement the obj as an item render afterwards then?
L871[12:19:29] <shadekiller666> thats actually a thing now?
L872[12:19:40] <shadekiller666> you're in 1.8?
L873[12:20:01] <ChaosTrigger> I am
L874[12:20:24] <shadekiller666> then all you'd need is a forge blockstate json (yes, even for an item-only model)
L875[12:20:39] <shadekiller666> and you'd also need the .mtl for the obj
L876[12:21:15] <ChaosTrigger> is there really no way to use something like IItemRenderer for this?
L877[12:21:38] <ChaosTrigger> I want this done quick and I don't want to get into something new that I haven't done before and waste time doing it
L878[12:21:39] <gigaherz> there's a way to use a TESR for items, but it's highly discouraged
L879[12:21:45] <ChaosTrigger> I'm not making a public mod
L880[12:21:49] <ChaosTrigger> just something for personal use
L881[12:21:49] <shadekiller666> and then in preInit() you'd call ModelLoaderRegistry.setCustomModelResourceLocation(<modid>+<name of blockstate json>, <meta>, "inventory");
L882[12:21:52] <ChaosTrigger> for a 1 time use
L883[12:22:23] <shadekiller666> oh, you also have to call OBJLoader.instance.addDomain(<modid>) before calling that
L884[12:22:33] <ChaosTrigger> gigaherz, what's that way to use TESR for items?
L885[12:22:38] <shadekiller666> so that the obj loader knows to accept obj models from your mod
L886[12:22:46] <ChaosTrigger> since IItemRenderer is not a thing anynmore
L887[12:22:56] <shadekiller666> because you don't need it
L888[12:23:22] <gigaherz> ChaosTrigger: I'm trying to look
L889[12:23:32] <ChaosTrigger> alright, thank you. I'll wait
L890[12:23:52] <gigaherz> ChaosTrigger: ForgeHooksClient.registerTESRItemStack
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L892[12:24:11] <gigaherz> you give it the TileEntity class it will use for rendering purposes
L893[12:24:23] <gigaherz> keep in mind the rendering will use "null" as the tileentity reference
L894[12:24:27] <gigaherz> and 0,0,0 as the coords
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L896[12:24:35] <gigaherz> and -1 as partialTicks
L897[12:24:42] <gigaherz> it's really not an ideal thing
L898[12:24:49] <ChaosTrigger> that's not needed in this case, so I'm fine with that
L899[12:25:00] <shadekiller666> in other words, make it render something when those parameters are given :P
L900[12:25:03] <ChaosTrigger> so what, I put that hook in the tile entity, side it only for the client and it's done?
L901[12:25:10] <gigaherz> no
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L903[12:25:13] <gigaherz> from your client proxy
L904[12:25:35] <gigaherz> you call ForgeHooksClient.registerTESRItemStack(Item.getItemFromBlock(theBlock), 0, TileEntityTheBlock.class)
L905[12:25:59] <ChaosTrigger> are you sure it's ForgeHooksClient?
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L907[12:26:09] <ChaosTrigger> it doesn't seem to have a registerTESRItemStack in it
L908[12:26:09] <gigaherz> is this not 1.8.9?
L909[12:26:14] <ChaosTrigger> no, 1.8
L910[12:26:16] <gigaherz> ah
L911[12:26:17] <gigaherz> well
L912[12:26:22] <gigaherz> that didn't exist in plain 1.8
L913[12:26:26] <ChaosTrigger> ;-;
L914[12:26:41] <gigaherz> it was temporarily re-added back by popular demand
L915[12:26:51] <gigaherz> I can't remember exactly when
L916[12:26:58] <ChaosTrigger> and that's the only way to render tesr as items?
L917[12:27:00] <gigaherz> are you using the latest version of forge for 1.8?
L918[12:27:01] <masa> also known as overwhelming whining and bitching? ;p
L919[12:27:08] <gigaherz> yes
L920[12:27:11] <shadekiller666> fry, is there anything i need to do to update the obj loader for 1.9?
L921[12:27:35] <gigaherz> ChaosTrigger: I'm afraid so
L922[12:27:42] <gigaherz> there's some thirdparty mods that add back IItemRenderer
L923[12:27:45] <shadekiller666> i'd rather i do the changes so that they fit with the yet-to-be-pulled changes, though they would likely be in a separate branch
L924[12:27:54] <gigaherz> but I don't know them by name
L925[12:27:57] <gigaherz> and I don't really want to, either
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L928[12:28:38] <shadekiller666> there are much nicer alternatives to IItemRenderer in 1.8
L929[12:28:42] <MattDahEpic> huh you would think that unmounting the c drive when the system is running would be impossible, but you would be wrong
L930[12:29:28] <shadekiller666> why would you do so?
L931[12:29:47] ⇨ Joins: Vel0city (Vel0cityX@ip-2a02-2149-8644-a900-902c-4a4e-184a-3f44.ip6.forthnet.gr)
L932[12:30:01] <Vel0city> Hello everyone
L933[12:30:07] <MattDahEpic> i unmounted "all" assuming that it wouldnt be stupid enough to unmount c, but noooooo
L934[12:30:08] <gigaherz> MattDahEpic: you would think unmounting / as root would be impossible, but I learned some years ago, it is not.
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L936[12:30:09] <gigaherz> XD
L937[12:30:12] <Vel0city> Can someone help me with a directory problem?
L938[12:30:20] <gigaherz> Vel0city: we don't know until you ask
L939[12:33:19] <Vel0city> I'm trying to port my mod to the most recent stable 1.7.10 version of forge (from 10.13.2.1230 to 10.13.4.1558) and the textures don't load correctly. I changed build.gradle file (juts the "group") and copy pasted the "main" directory, with "java" and "resources" inside
L940[12:34:08] <Vel0city> I wrote it today, but accidentally used that, older 1.7.10 version, code is here: https://github.com/VelocityRa/ChameleonCreepersMod
L941[12:34:41] <Vel0city> So when I boot it with the current Stable Forge version I get an error
L942[12:35:03] <NitroxydeX> the error would be nice to know
L943[12:35:04] <NitroxydeX> :D
L944[12:35:10] <MattDahEpic> obligatory "why still 1.7"
L945[12:35:44] <shadekiller666> wow
L946[12:35:52] <shadekiller666> seems 1.9 has some glitchy pistons
L947[12:35:54] ⇨ Joins: gudenau (~gudenau@2602:306:cea3:f020:8411:bccf:b00e:f7f8)
L948[12:36:06] <MattDahEpic> ^ sethblings video
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L950[12:36:11] <MattDahEpic> i like the elevator though
L951[12:36:14] <shadekiller666> when retracting, the piston is completely gone for a tick
L952[12:36:46] <Vel0city> @MattDahEpic I had to write a custom entity render and I heard it's a PITA in 1.8.9
L953[12:37:38] <Vel0city> @NitroxydeX Will post once it finishes crashing
L954[12:38:10] <Vel0city> But I don't think it matters, I want to port it to tha latest version anyway
L955[12:38:34] <Vel0city> If you were asking about the current error, it's just `java.io.FileNotFoundException: chameleoncreepers:textures/entity/creeper/chameleoncreeper.png`
L956[12:38:35] <masa> huh, I thought not much changed with entity rendering in 1.8, at least it didn't for me
L957[12:38:47] <Vel0city> Oh it did
L958[12:38:57] <masa> how so?
L959[12:39:04] <Vel0city> If you want to write a custom renderer, that is
L960[12:39:07] <masa> they added teh render layers
L961[12:39:13] <Vel0city> You need factories and shit
L962[12:39:17] <diesieben07> ...
L963[12:39:20] <shadekiller666> the chest sounds changed...
L964[12:39:28] <Vel0city> I'm coming from C++, I don't know about that stuff :P
L965[12:39:38] <diesieben07> oh my god i need to write "MyRenderer::new" isntead of "new MyRenderer()"#
L966[12:39:47] <masa> the factory isj ust for the registration...
L967[12:39:47] <Vel0city> But it't not just me saying it, lots of people do
L968[12:40:03] <masa> don't listen to THOSE lots of people then
L969[12:40:36] <Vel0city> I checked some projects on GitHub, and it seemed pretty dificult
L970[12:40:37] <thor12022_oops> C++ can have factories too
L971[12:40:58] <Vel0city> Not as common as in Java though, are they
L972[12:41:18] <Vel0city> Anyway, I'll see about porting to 1.8 once I figure this out
L973[12:41:53] <shadekiller666> button sounds also changed...
L974[12:42:53] <Vel0city> It doesn't matter since I run it on the wrong version of forge, but here's the error http://pastebin.com/Bgmva16u
L975[12:43:15] <Vel0city> I should have said that before posting the code: This is my second mod
L976[12:43:30] <Lordmau5> urgh...
L977[12:43:40] <Lordmau5> diesieben07, mind helping me out with the OBJModel in like ~30min+?
L978[12:43:41] <Lordmau5> :3
L979[12:44:07] <Lordmau5> I looked through it a bit but didn't really get a proper gist of how to approach "retexturing" or the like
L980[12:44:23] <diesieben07> uh
L981[12:44:30] <diesieben07> i dont know much more than what i told you :D
L982[12:45:15] <diesieben07> but... sure
L983[12:45:26] <NitroxydeX> uhmmm Vel0city
L984[12:45:43] <Vel0city> NitroxydeX Yes?
L985[12:46:07] <Vel0city> What'd I fuck up
L986[12:47:18] <gudenau> Am I cool yet? My mod has explotions, multiblocks and obj models. :-P
L987[12:47:37] <gudenau> I plan on adding lasers and a book aswell.
L988[12:48:11] <thor12022_oops> "explotions" I'm going to assume exploding potions until proven otherwise
L989[12:48:40] <NitroxydeX> confused about your render class. I didn't really got into 1.7.10 dev because I think 1.8 is much easier, but I think its you dont need this "textures/" in your resource location
L990[12:48:40] <LuigiHutch> no ore doubling? not good enough then :p
L991[12:48:41] <masa> explotions, is that things that used to plot things but don't anymore? ;p
L992[12:49:48] <thor12022_oops> Exponential Lotions?
L993[12:49:50] <Lordmau5> exploitations*
L994[12:50:04] <Lordmau5> does it have pipes?
L995[12:50:08] <Vel0city> @NitrodeX Just tried it without it, didn't work. You do need it because there are other kinds of Resources
L996[12:50:09] <Lordmau5> every good mod needs pipes.
L997[12:50:24] <Lordmau5> and a "Dirt -> Diamond" recipe. and a unnecessary new ore and tools
L998[12:50:25] <masa> not true
L999[12:50:35] <Lordmau5> the ores + tools one is true
L1000[12:50:39] <Lordmau5> the pipes, not so much, yea
L1001[12:50:40] <masa> sure
L1002[12:51:06] <masa> even I have tools, although not ores, but some alloy-ish metals
L1003[12:51:06] <Vel0city> Not sure if that helps but the FileNotFound error is here: http://pastebin.com/S153afS0
L1004[12:51:54] <Vel0city> (doesn't say textures/ because I just removed it)
L1005[12:51:54] <gudenau> https://www.youtube.com/watch?v=zf-7EyUJgeM
L1006[12:52:57] <thor12022_oops> that would be Explafting
L1007[12:53:10] <gudenau> What are you using to bind the texture, and what is the resource location you are using?
L1008[12:53:16] <NitroxydeX> Vel0city weird...
L1009[12:53:18] <gudenau> Where is the file located?
L1010[12:53:37] <Vel0city> private static final ResourceLocation creeperTextures = new ResourceLocation(
L1011[12:53:38] <Vel0city> "chameleoncreepers"+":"+"textures/entity/creeper/chameleoncreeper.png");
L1012[12:53:55] <Vel0city> You can see all the code in the GitHub repo I posted
L1013[12:53:55] <gudenau> replace +":"+ with ,
L1014[12:54:20] <gudenau> That seems to have been before I joined/
L1015[12:54:20] <NitroxydeX> yeah.. that would be the next thing
L1016[12:54:36] <Vel0city> Oh my
L1017[12:54:42] <NitroxydeX> its like in 1.8
L1018[12:54:48] <NitroxydeX> you cant have 3 arguments on this
L1019[12:55:28] <NitroxydeX> but. no
L1020[12:55:30] <NitroxydeX> forget this
L1021[12:55:45] <Vel0city> Nope, still nothing
L1022[12:55:56] <NitroxydeX> show your code
L1023[12:56:08] <Vel0city> I've posted a GH repo with all the code
L1024[12:56:13] <gudenau> I would like to see it myself.
L1025[12:56:19] <gudenau> Whitout a link, it is hard.
L1026[12:56:28] <NitroxydeX> i mean what you changed now velo
L1027[12:57:01] <Vel0city> It's 2 args instead of one: private static final ResourceLocation armoredCreeperTextures = new ResourceLocation("chameleoncreepers","textures/entity/creeper/chameleoncreeper.png");
L1028[12:57:23] <Vel0city> *disregared the armored part
L1029[12:57:38] <Vel0city> Copied the wrong half. But that's the code.
L1030[12:58:11] <NitroxydeX> error still the same?
L1031[12:59:12] ⇦ Quits: Mraof (~mraof@2601:642:4400:20c4:ba27:ebff:fea5:e37e) (Quit: Leaving)
L1032[12:59:44] <MattDahEpic> sarge be forkin repos
L1033[13:00:17] ⇨ Joins: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L1034[13:00:28] <TehNut> all the repos
L1035[13:01:14] <gudenau> I do not think he has touched mine.
L1036[13:01:20] <Vel0city> Yeah same error, check this out though: http://puu.sh/ntyRa/0ff775982c.png
L1037[13:01:41] ⇨ Joins: Gorzoid (~Gorzoid@80.111.199.67)
L1038[13:01:44] <Vel0city> the chameleoncreepers domain isn't even registered in the resoucemanagers
L1039[13:01:53] <Vel0city> that's why it fails i think
L1040[13:02:24] *** Mraoffle is now known as Mraof
L1041[13:02:31] <gudenau> Yeah, he has not forked any of my stuff at all.
L1042[13:04:48] ⇦ Quits: RANKSHANK (~RANKSHANK@pa49-195-8-70.pa.nsw.optusnet.com.au) (Ping timeout: 190 seconds)
L1043[13:06:08] <NitroxydeX> set a debug breakpoint at your modid domain
L1044[13:06:30] <NitroxydeX> but it should be fine.
L1045[13:08:51] <NitroxydeX> cloning the repo now to look at this..
L1046[13:11:29] <Vel0city> NitroxydeX Thank you very much
L1047[13:11:57] <Vel0city> I will, I'm trying gradlew clean and starting from the top for now
L1048[13:15:25] ⇨ Joins: Gigabit101 (~Gigabit10@cpc76302-cosh16-2-0-cust475.6-1.cable.virginm.net)
L1049[13:21:25] <Vel0city> Ignore the EntityEventHandler file btw, it's not used for anything
L1050[13:21:42] ⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L1051[13:21:43] <NitroxydeX> Vel0city uhm
L1052[13:21:50] <NitroxydeX> is your creeper spawned with the creeper egg?
L1053[13:22:53] <Vel0city> I don't have a Creeper class, I just ovverride it's rendering with my custom rendering class
L1054[13:23:20] <Vel0city> So yes, if you spawn a Creeper it renders it with my RenderChameleonCreeper class
L1055[13:23:53] <NitroxydeX> https://dl.dropboxusercontent.com/u/41302965/2016-03-03_20.23.19.png
L1056[13:23:54] <NitroxydeX> ?
L1057[13:23:56] <Vel0city> (the naming is a bit confusing because that's how I tried to do it initially, by having a seperate class)
L1058[13:24:41] <NitroxydeX> îs this your renderer on the picture?
L1059[13:24:41] <Vel0city> What's the biome in that place?
L1060[13:24:47] <NitroxydeX> extreme hills
L1061[13:24:55] <Vel0city> Yes then, it works as it's supposed to
L1062[13:25:02] <NitroxydeX> mhh
L1063[13:25:07] <Vel0city> If you try it on other biomes it blends better
L1064[13:25:09] <NitroxydeX> its the newest forge version
L1065[13:25:46] <Vel0city> I planned to extend it to blend with stone as well, but then this happened
L1066[13:26:02] ⇦ Quits: ChaosTrigger (~ChaosTrig@130.204.83.203) ()
L1067[13:26:13] <Vel0city> Wait whaty
L1068[13:26:19] <Vel0city> Are you serious??
L1069[13:26:22] <NitroxydeX> sure
L1070[13:26:25] <Vel0city> 1.7.10 latest stable?
L1071[13:26:28] <NitroxydeX> yes
L1072[13:26:31] <Vel0city> what the hell
L1073[13:26:37] <NitroxydeX> i upgraded to latest stable local
L1074[13:26:56] <Vel0city> lemme try it on another machine
L1075[13:27:01] <NitroxydeX> wait
L1076[13:27:13] <NitroxydeX> show me the minecraft line in your build gradle
L1077[13:27:33] ⇨ Joins: PieGuy128 (~PieGuy128@bas11-montreal02-1128535499.dsl.bell.ca)
L1078[13:28:09] <NitroxydeX> https://dl.dropboxusercontent.com/u/41302965/2016-03-03_20.27.31.png a desertcreepermeleon
L1079[13:28:11] <Vel0city> minecraft {
L1080[13:28:11] <Vel0city> version = "1.7.10-10.13.4.1558-1.7.10"
L1081[13:28:11] <Vel0city> runDir = "eclipse"
L1082[13:28:11] <Vel0city> }
L1083[13:28:22] <Vel0city> ...ooh fuck
L1084[13:28:37] <Vel0city> I think changing that breaks things
L1085[13:28:52] <Vel0city> Lemme try changing it again
L1086[13:28:52] <NitroxydeX> what do you mean?
L1087[13:29:01] <Vel0city> gimme a minute
L1088[13:29:08] <Vel0city> gradlew complains
L1089[13:29:33] <Vel0city> let me try changing it to 1.7.10-10.13.4.1558
L1090[13:29:40] <NitroxydeX> mhh
L1091[13:29:41] <NitroxydeX> no
L1092[13:29:44] <TehNut> You can just do 1.7.10-recommended
L1093[13:29:52] <NitroxydeX> version = "1.7.10-10.13.4.1558-1.7.10" its correct like this
L1094[13:30:03] <Vel0city> ah, really?
L1095[13:30:08] <NitroxydeX> yes
L1096[13:30:12] <Vel0city> ok then
L1097[13:30:18] <Vel0city> a bit weird
L1098[13:30:24] <NitroxydeX> you run gradlew setupDecompWorkspace after changing?
L1099[13:30:43] <Vel0city> tried it before, pretty sure I can;t
L1100[13:30:49] <NitroxydeX> uhm.
L1101[13:30:54] <Vel0city> no point in trying if that's how it should be
L1102[13:31:24] <NitroxydeX> if you change the forge version you have to run the command. if you cant please post the gradle error
L1103[13:32:05] <Vel0city> But you just said that's how it's supposed to be?
L1104[13:32:13] <NitroxydeX> yes. ^^
L1105[13:32:26] <NitroxydeX> I thought you didn't run the command after changing the line to the new version
L1106[13:32:38] <Vel0city> Oh, no, I did
L1107[13:32:44] <Vel0city> tried multiple times
L1108[13:32:49] <NitroxydeX> and it was successfull?
L1109[13:32:52] <Vel0city> yes
L1110[13:33:04] <NitroxydeX> and mc says you have the latest recc forge version?
L1111[13:33:08] <Vel0city> gradlew setupDecompWorkspace idea genIntellijruns
L1112[13:33:24] <Vel0city> erm
L1113[13:33:44] <Vel0city> yes 10.13.4.1558
L1114[13:33:50] <NitroxydeX> mhh weird...
L1115[13:34:09] <Vel0city> should I try putting the textures in another directory?
L1116[13:34:15] <NitroxydeX> no
L1117[13:34:30] <NitroxydeX> intellij schould work like eclipse with this. ^^
L1118[13:34:37] <Vel0city> Maybe because I'm putting them in the creeper dir like vanilla that causes a problem?
L1119[13:34:43] <Vel0city> I don't know...
L1120[13:34:55] <NitroxydeX> if this would cause a problem it wouldnt load on my end
L1121[13:35:07] <NitroxydeX> clone the repo from github and start again upgrading to latest recc forge
L1122[13:35:16] <sham1> What's with the x-letters in your name
L1123[13:35:26] <NitroxydeX> mh? :D
L1124[13:35:39] <sham1> Wait
L1125[13:35:46] <Vel0city> velocity is usually taken so I just put an x at the end :)
L1126[13:35:56] <sham1> Is this the droid I am looking for
L1127[13:36:24] <Vel0city> Nitro let me try running it on another machine (the .jar, without the dev env)
L1128[13:36:38] ⇨ Joins: Drullkus (~Drullkus@205.155.154.1)
L1129[13:36:38] <NitroxydeX> try it
L1130[13:37:28] <gigaherz> so, how does it look? ;P
L1131[13:37:28] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-03-03_20.36.56.png
L1132[13:38:10] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-03-03_20.37.54.png
L1133[13:38:10] <NitroxydeX> uhm?
L1134[13:38:17] <NitroxydeX> whats this? ^^
L1135[13:38:18] <gigaherz> I ported my WIP tree mod
L1136[13:38:21] <gigaherz> to 1.8.9
L1137[13:38:30] <NitroxydeX> ah ok
L1138[13:38:44] <gigaherz> it makes it so that there's different thicknesses of branch blocks
L1139[13:38:47] <gigaherz> with or without leaves
L1140[13:39:03] <gudenau> Distance from the "root"?
L1141[13:39:08] <gigaherz> sortof
L1142[13:39:10] <gudenau> Or distance from the end?
L1143[13:39:13] <gigaherz> they aren't root-aware after generation
L1144[13:39:25] <gudenau> Talking about the generation.
L1145[13:39:42] <gigaherz> there are 3 bits thickness (0..7) and 1bit leaf yes/no
L1146[13:39:47] <gudenau> At least it should be easy to add a leave layer over top, right?
L1147[13:40:05] <gudenau> Any idea why this does not want to rotate for me? Block: http://pastebin.com/Y3HmPT2t blockstate: http://pastebin.com/gBX77374
L1148[13:40:36] <MattDahEpic> i wonder what the changes for particles will be now that they are not an entity
L1149[13:41:21] <gigaherz> no idea sorry
L1150[13:41:34] <gudenau> :-/
L1151[13:41:41] <gigaherz> MattDahEpic: I don't think that much changed other than not extending Entity?
L1152[13:41:49] <gudenau> This is so anoying.
L1153[13:42:17] <gudenau> Maybe I should go make a post about this...
L1154[13:42:24] <gigaherz> does it actually change the facing?
L1155[13:42:32] <gigaherz> in the F3 screen, can you see facing:whatever?
L1156[13:42:39] <gudenau> Yep, it reports the correct facing in f3.
L1157[13:43:06] <gigaherz> the only difference I see, is the extended state with the unlisted property
L1158[13:43:07] <gigaherz> so no idea
L1159[13:43:30] <gigaherz> so far as I can tell, everything should be working
L1160[13:43:31] <gudenau> Same here.
L1161[13:43:33] <gigaherz> so the only unknown there
L1162[13:43:40] <gigaherz> is the extended block state / IUnlistedProperty
L1163[13:43:54] <gudenau> What do you mean by that?
L1164[13:44:03] <gigaherz> I enver used unlisted properties
L1165[13:44:07] <gigaherz> and so far as I can avoid them, I will
L1166[13:44:32] <gudenau> Maybe I could try without it.
L1167[13:44:50] <Vel0city> well i'll be damned
L1168[13:44:58] <Vel0city> it works perfectly fine
L1169[13:45:10] <Vel0city> the compiled .jar I mean
L1170[13:45:20] <gigaherz> lol
L1171[13:45:20] <Vel0city> ooh nice mod gigaherz
L1172[13:45:25] <gudenau> From what I saw, you needed the extended state.
L1173[13:45:39] <NitroxydeX> Vel0city then something is wrong with your workspace :P
L1174[13:45:50] <Vel0city> Yup :P
L1175[13:45:53] <gudenau> That is false it seems.
L1176[13:45:58] <gudenau> WHATEVERGAME
L1177[13:47:00] <Vel0city> I'll try deleting and getting everything from the repo again and reeinstalling everything that might relevant. Thanks for the help :)
L1178[13:47:10] <gigaherz> thx Vel0city
L1179[13:47:33] <gudenau> Thanks giga, although you did not really do anything. :-P
L1180[13:48:22] <gigaherz> XD
L1181[13:48:55] <NitroxydeX> xD
L1182[13:49:08] <gudenau> In f3, what line coraspond to what axis?
L1183[13:49:19] <gudenau> Green is cleary Y.
L1184[13:49:24] <gudenau> DERP
L1185[13:49:26] <gudenau> NVM
L1186[13:49:30] <gudenau> Basicly tells you.
L1187[13:52:07] <Lordmau5> !pokes diesieben07
L1188[13:53:51] <gudenau> Yay, my crystals rotate now. :-D
L1189[13:57:31] <gudenau> Ok, can I override the Ka in an MTL with the json?
L1190[13:59:04] <gudenau> I guess I should just use a texture.
L1191[14:00:07] *** PaleOff is now known as PaleoCrafter
L1192[14:00:23] * diesieben07 is poked by Lordmau5
L1193[14:00:31] <Lordmau5> Yo
L1194[14:00:37] <Lordmau5> So, the OBJModel thingy.. :3
L1195[14:00:53] <diesieben07> yes, give me one sec. i need to finish getting my tea :D
L1196[14:01:10] <Lordmau5> Take your time :)
L1197[14:01:48] ⇦ Quits: Drullkus (~Drullkus@205.155.154.1) (Remote host closed the connection)
L1198[14:02:29] <shadekiller666> gudenau, what are you doing?
L1199[14:02:43] <gudenau> Energy crystals, they will change color when they are depleted.
L1200[14:03:13] *** Abrar|gone is now known as AbrarSyed
L1201[14:03:30] <diesieben07> ok, so... what you need
L1202[14:03:36] <Lordmau5> everything
L1203[14:03:41] <Lordmau5> a chocolate bar, to start with.
L1204[14:03:43] <shadekiller666> and the short answer is no, you can't change the color from the json, but you can change them via OBJState from getExtendedState()
L1205[14:03:56] <McJty> gudenau, sounds like my mod Deep Resonance
L1206[14:04:00] <gudenau> So, I am just going to use a texture.
L1207[14:04:02] <shadekiller666> at least i don't remember setting up the custom data for colors
L1208[14:04:04] <McJty> And I also have crystals that change color (texture) when depleted
L1209[14:04:21] <gudenau> Not quite McJty
L1210[14:04:34] <Lordmau5> so basically, first thing is that I think my .obj model is not loading at... all?
L1211[14:04:39] <Lordmau5> let me boot up MC and check on the error again
L1212[14:04:40] <gudenau> The crystals themselves will not have lasers.
L1213[14:04:54] ⇦ Quits: sciguyryan (~sciguyrya@5.79.73.203) (Remote host closed the connection)
L1214[14:05:06] <gudenau> onBlockPlaced, is the meta the meta on the item?
L1215[14:06:33] <Lordmau5> oh nvm, apparently it is loaded properly now?
L1216[14:06:43] <diesieben07> lol
L1217[14:06:47] <Lordmau5> ok, that out of the way. Now, how would I return the OBJModel via. the ISBM?
L1218[14:06:51] <McJty> gudenau, my crystals also don't have lasers. It is the energy collector that does the lasers
L1219[14:07:00] <Lordmau5> let's just try and render a non-textured model - I doubt that'll crash the game, will it?
L1220[14:07:05] <diesieben07> it shouldn't
L1221[14:07:10] <Lordmau5> k
L1222[14:07:14] <gudenau> Yeah, the lasers will have nothing to do with the crystals McJty
L1223[14:07:19] <Lordmau5> so I can't return the OBJModel in "handleBlockState" apparently
L1224[14:07:29] <diesieben07> you need to bake it
L1225[14:08:04] <gudenau> I wonder what % of names we use Mojang used...
L1226[14:08:34] <Lordmau5> IModelState - no idea how to get that | VertexFormat - uhm, hmm... have an idea, not 100% sure | Function<ResLocation, TAS> - wat...
L1227[14:09:26] <diesieben07> IModelState -> model.getDefaultState(), VertexFormat -> DefaultVertexFormats.BLOCK, Function -> ModelLoader.defaultTextureGetter
L1228[14:09:30] <gudenau> Not final: https://imgur.com/fY81heq
L1229[14:09:57] <Lordmau5> oh
L1230[14:10:16] <Lordmau5> there's no .getDefaultState() in IBakedModel though :<
L1231[14:10:30] <diesieben07> indeed, you have an IModel though.
L1232[14:10:31] <PaleoCrafter> Looks like robot hands, gudenau
L1233[14:10:41] <Lordmau5> .. where, lol
L1234[14:10:50] <diesieben07> OBJModel implements IModel.
L1235[14:10:55] <Lordmau5> oh, derp
L1236[14:12:12] <gudenau> What is the vinilla json format for states again? state:state:state?
L1237[14:12:17] <Lordmau5> oh hey, it DID crash
L1238[14:12:22] <gudenau> YAY!
L1239[14:12:26] <gudenau> Your a real coder now!
L1240[14:12:37] <shadekiller666> for obj models, i reccomend Attributes.DEFAULT_BAKED_FORMAT
L1241[14:12:59] <Lordmau5> Ye I think that makes more sense
L1242[14:13:02] <diesieben07> what is this vertex format stuff even used for? :D
L1243[14:13:16] ⇨ Joins: P3pp3rF1y3 (~P3pp3rF1y@100-250-77-178-ptr.xsky.cz)
L1244[14:13:22] <diesieben07> like... do block bakedquads not need to be in the block vertex format?
L1245[14:13:30] <PaleoCrafter> Sort of
L1246[14:13:33] <shadekiller666> vertex formats are used to index into the long array of float values that the obj and b3d loaders spit out
L1247[14:13:41] <diesieben07> yes... i get that
L1248[14:13:52] <PaleoCrafter> If you only need position, no need to upload colour, for example
L1249[14:13:59] <diesieben07> but what is the point of passing it to bake() if you cant pass anyhting in?
L1250[14:14:16] <shadekiller666> ?
L1251[14:14:17] <Lordmau5> k seems like it didn't load my OBJModel properly
L1252[14:14:29] <diesieben07> you said it doent work properly with the BLOCK format
L1253[14:14:45] <Lordmau5> ClientProxy#init -> https://i.lordmau5.com/1457036080-693
L1254[14:14:58] <shadekiller666> lordmau5, why are you even messing with handleBlockState and stuff
L1255[14:14:58] <diesieben07> dont do that in init
L1256[14:15:09] <Lordmau5> because fake-block rendering shadekiller666
L1257[14:15:12] ⇨ Joins: whitephoenix (~whitephoe@67-42-82-37.tukw.qwest.net)
L1258[14:15:23] <PaleoCrafter> "ffs" gets me every time
L1259[14:15:24] <shadekiller666> uhhh... ok?
L1260[14:15:57] <shadekiller666> you should be able to just ask the ModelLoader for the baked model of whatever block it is you're trying to render
L1261[14:16:02] <whitephoenix> So I made a flying item that basically spams playerIn.jump() but if you stop flying and fall a single block you take enough fall damage to kill you. Is there a way to cancel impending fall damage?
L1262[14:16:14] <shadekiller666> you shouldn't need to have a custom model i don't think
L1263[14:16:18] <Lordmau5> If you think it's that easy I wouldn't mind a PR.
L1264[14:16:27] <Lordmau5> tterrag helped me out a lot with it already
L1265[14:16:32] <diesieben07> he said he wants other block's textures on his own model
L1266[14:16:36] <Lordmau5> ^
L1267[14:16:40] <PaleoCrafter> whitephoenix, manipulate the fall distance
L1268[14:16:40] <shadekiller666> ok
L1269[14:16:52] <shadekiller666> THAT would need a custom model
L1270[14:16:57] <Lordmau5> even this needs a custom model
L1271[14:17:02] <PaleoCrafter> You can just set it to 0 to completely reset damage
L1272[14:17:13] <shadekiller666> due to the fact that uvs aren't changeable after baking
L1273[14:17:25] <Lordmau5> what about ISBMs like the Chisel blocks?
L1274[14:17:33] <Lordmau5> that was the main problem
L1275[14:17:46] <Lordmau5> they rendered the "no-texture"... texture on the sides
L1276[14:17:54] <diesieben07> ISBM is just a special model that can provide an alternate model based on block state
L1277[14:18:03] <shadekiller666> ^
L1278[14:18:11] <Lordmau5> *woosh* /o/ - back to the OBJModel thingy :3
L1279[14:18:16] <shadekiller666> has nothing to do with texture placement :P
L1280[14:18:16] <whitephoenix> PaleoCrafter: Got it thanks man
L1281[14:18:35] <Lordmau5> diesieben07, where would I load the OBJModel properly then?
L1282[14:18:37] <Lordmau5> if not in init*
L1283[14:18:39] <diesieben07> in your ISBM handleBlockstate retexture the OBJModel by calling retexture and then bae() on the result
L1284[14:18:45] <Lordmau5> bae()
L1285[14:18:45] <whitephoenix> I'm still making nooby mods but they're cool nooby mods :P
L1286[14:18:46] <Lordmau5> yes
L1287[14:18:50] <shadekiller666> when you say that it didn't load the objmodel properly, what was incorrect?
L1288[14:18:54] <diesieben07> you would load it in handleBlockState and cache it
L1289[14:19:15] <Lordmau5> I have no idea - it is apparently null
L1290[14:19:20] <shadekiller666> ...
L1291[14:19:36] <Lordmau5> but there's no errors within the log
L1292[14:19:38] <diesieben07> what is the path to your model file?
L1293[14:19:40] <gudenau> I have become, comftrably null.
L1294[14:19:56] <shadekiller666> so you're trying to load a tank model right?
L1295[14:20:00] <diesieben07> oh also
L1296[14:20:03] <Lordmau5> assets/ffs/models/block/cornerPiece.obj
L1297[14:20:04] <diesieben07> did you do OBJLoader.addDomain
L1298[14:20:05] <Lordmau5> and .mtl
L1299[14:20:08] <Lordmau5> no
L1300[14:20:11] <Lordmau5> you didn't tell me that :D
L1301[14:20:12] <diesieben07> you need to do that
L1302[14:20:16] <shadekiller666> thats problem 1
L1303[14:20:22] <diesieben07> also that is not in the RL in the screenshot you posted
L1304[14:20:33] <diesieben07> that has assets/ffs/block/cornerPiece.obj
L1305[14:20:36] <shadekiller666> also, note: model registration should happen in preInit()
L1306[14:20:46] <diesieben07> yes, but getModel is not registration
L1307[14:20:48] <diesieben07> that is LOADING the model
L1308[14:20:50] <Lordmau5> it is calling it inside models/ though
L1309[14:20:57] <diesieben07> oh does it do htat?
L1310[14:20:59] <diesieben07> i did not know
L1311[14:21:08] <Lordmau5> if I tell it to load from "models/block/..." it tries to load from "models/models/block/..."
L1312[14:21:15] <shadekiller666> right, but he has to tell the MLR that there is an obj model that needs to be loaded
L1313[14:21:26] <Lordmau5> so how would I add the domain properly then?
L1314[14:21:36] <Lordmau5> ffs:models/block/cornerPiece.obj ?
L1315[14:21:43] <diesieben07> OBJLoader.addDomain("ffs")#
L1316[14:21:50] <Lordmau5> oh, that's all? ok
L1317[14:22:02] <diesieben07> there is an .instance missing there
L1318[14:22:03] <diesieben07> but yes
L1319[14:22:18] <shadekiller666> OBJLoader.instance.addDomain(<modid>);
L1320[14:22:23] <Lordmau5> k
L1321[14:22:34] <shadekiller666> otherwise the obj loader won't accept the model path
L1322[14:22:40] <Lordmau5> adding the domain in preInit, getting the model via. ModelLoaderRegistry.getModel() in init?
L1323[14:22:47] <shadekiller666> uhh
L1324[14:22:50] <diesieben07> if you store the model
L1325[14:22:57] <diesieben07> you need a resource reload listener
L1326[14:23:01] <diesieben07> to know when its invalidated
L1327[14:23:21] <Lordmau5> it's still null ;_;
L1328[14:24:05] <Lordmau5> oh wait
L1329[14:24:06] <diesieben07> it shouldnt give null
L1330[14:24:07] <Lordmau5> oh wait, wtf
L1331[14:24:11] <diesieben07> it should at least give the missing model
L1332[14:24:17] <shadekiller666> is this cornerPiece model supposed to be the model for a standard block, ie. is the game supposed to load it and use it for the block in-world? or are you loading for the purposes of a TESR or something?
L1333[14:24:29] <Lordmau5> na, I renamed the .obj and .mtl file
L1334[14:24:37] <diesieben07> he needs to load it and then apply a texture to it dynamically
L1335[14:24:37] <Lordmau5> but didn't rename the .mtl location inside the .obj file xD
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L1337[14:24:53] <Lordmau5> what diesieben07 said
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L1339[14:25:03] <shadekiller666> ok
L1340[14:25:07] <shadekiller666> so TESR then?
L1341[14:25:19] <Lordmau5> not really
L1342[14:25:23] <diesieben07> ISBM
L1343[14:25:32] <Lordmau5> Also, "VanillaModelWrapper cannot be cast to OBJModel"
L1344[14:25:38] <diesieben07> whut
L1345[14:25:40] <Lordmau5> do I need to use OBJLoader.instance.loadModel?
L1346[14:25:43] <diesieben07> no
L1347[14:25:48] <gigaherz> !!calc (9^6) * 2
L1348[14:25:48] <gigaherz> gigaherz: Result(s): 1062882
L1349[14:25:48] <whitephoenix> Such a stupidly fun item that took like a minute to make: https://gfycat.com/DisastrousVictoriousHawaiianmonkseal
L1350[14:25:50] <diesieben07> shouldn't need to
L1351[14:25:53] <shadekiller666> oh good lord
L1352[14:25:54] <gigaherz> I think this won't work
L1353[14:25:54] <gigaherz> XD
L1354[14:25:59] <gudenau> Can you still walk though chests in 1.9?
L1355[14:26:02] <shadekiller666> lemme see the code
L1356[14:26:02] <gigaherz> I have over a million blockstates
L1357[14:26:03] <gigaherz> XD
L1358[14:26:08] <gigaherz> (variants)
L1359[14:26:31] <gigaherz> I'll revert this idea XD
L1360[14:26:33] <Lordmau5> what a nice fiery wing
L1361[14:26:42] <Lordmau5> just spam the living sht out of it?
L1362[14:26:43] <Wuppy> PSA: in case anybody you know wants my book, it's on sale atm: http://www.amazon.com/gp/product/0672337630?gwSec=1&redirect=true&ref_=s9_simh_gw_p14_d0_i6
L1363[14:26:45] <shadekiller666> lordmau5, lemme see the code please
L1364[14:26:52] <Wuppy> (I don't get anything from this)
L1365[14:27:08] <Lordmau5> shadekiller666, code to how I am loading the OBJModel stuff, or code on how I do the ISBM stuff currently?
L1366[14:27:16] <Lordmau5> the 2nd one meaning, unrelated to what I'm currently trying
L1367[14:27:17] <shadekiller666> both
L1368[14:27:30] <gudenau> Soorry, but I saw that in a book store and laghed.
L1369[14:27:39] <Lordmau5> github.com/Lordmau5/FFS
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L1371[14:27:55] <Lordmau5> https://github.com/Lordmau5/FFS/blob/master/src/main/java/com/lordmau5/ffs/client/TankFrameModel.java
L1372[14:27:59] <Lordmau5> this is the one for the fake-rendering
L1373[14:28:05] <gudenau> Hey, az. :-D
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L1375[14:28:50] <gudenau> THEY FINNALY FIXED THAT BUG!!!!!
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L1377[14:29:03] <Lordmau5> wat
L1378[14:29:04] <Lordmau5> "net.minecraftforge.client.model.obj.OBJModel$UVsOutOfBoundsException: Model 'ffs:models/block/cornerPiece.obj' has UVs ('vt') out of bounds 0-1! The missing model will be used instead. Support for UV processing will be added to the OBJ loader in the future."
L1379[14:29:18] <shadekiller666> ugh
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L1381[14:29:20] <gudenau> Where you can walk though blocks because of there state based bounds.
L1382[14:29:27] <diesieben07> aha, see that is why you get a vanilla model
L1383[14:29:29] <shadekiller666> wish i had never put that stupid error in
L1384[14:29:30] <diesieben07> because you got the missing one
L1385[14:29:33] <gudenau> 1.9 will be great, I can feel it.
L1386[14:29:47] <Lordmau5> Woo \o/ so that means the dude that made the model for me cocked up?
L1387[14:29:59] <diesieben07> idk you need to ask shade that
L1388[14:30:01] <shadekiller666> its fixed in the pr with the updates for the obj loader, but fry hasn't finished reviewing them yet
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L1390[14:30:23] <Lordmau5> ah
L1391[14:30:31] <Lordmau5> so it's your fault, shade?
L1392[14:30:48] <shadekiller666> ya i guess
L1393[14:30:51] <gudenau> Is there a particle that you can color?
L1394[14:30:59] <PaleoCrafter> Do your new errors (if you have any) indicate the offending line, shade? :P
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L1396[14:31:16] <shadekiller666> that error was a bandage to get the obj loader into forge while i worked on actual uv processing
L1397[14:31:25] <shadekiller666> paleo, there aren't any
L1398[14:31:28] <PaleoCrafter> Technically all particles are colourable, gudenau :P
L1399[14:31:33] <gudenau> How?
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L1401[14:32:13] <Chervilpaw> How do I give a block a blockstate/model in 1.8.9?
L1402[14:32:21] <shadekiller666> lordmau5, where the hell is the obj file on your github repo?
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L1404[14:32:33] <Lordmau5> not there yet because I wanted to test it locally first, duh? :P
L1405[14:32:40] <Lordmau5> I got it shipped from the artist via. a mail
L1406[14:33:04] ⇦ Parts: Azanor (~Azanor@196-209-234-88.dynamic.isadsl.co.za) ())
L1407[14:33:06] <Lordmau5> I can upload the .obj and .mtl file though if you want
L1408[14:33:48] <gudenau> Really, how do I color a particle with World.spawnParticle
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L1416[14:36:36] <gudenau> Netsplit?
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L1425[14:41:15] <Lordmau5> ah
L1426[14:41:16] <Lordmau5> ah..
L1427[14:41:18] <Guest55742> stupid hexchat
L1428[14:41:31] <Guest55742> great, now my nick is wrong >:(
L1429[14:41:33] <Lordmau5> god damn, shadekiller is gone
L1430[14:41:40] <gudenau> What are the params for Achievement?
L1431[14:41:41] <Guest55742> lormau5, i'm here
L1432[14:41:44] <Lordmau5> liar
L1433[14:41:49] <Lordmau5> IMPOSTER
L1434[14:41:50] <Guest55742> nickserv is being a dick
L1435[14:41:51] <Lordmau5> :p
L1436[14:41:53] <Lordmau5> hehe
L1437[14:41:54] <gudenau> somthing, somthing, x, y, stack, parent
L1438[14:42:03] <Lordmau5> btw, might've found the cause for the 0-1 bounds issue on model-loading
L1439[14:42:11] <Lordmau5> the model he sent me is a 2x2x2 model, so not a 1x1x1 one
L1440[14:42:19] <gudenau> Can't you ghost yourself Guest55742 ?
L1441[14:42:44] <Lordmau5> you can ghost yourself
L1442[14:42:49] <Guest55742> lormau5, that error triggers when there are 'vt' lines in your .obj file that have values that are either negative, or larger than 1
L1443[14:43:12] <Lordmau5> Guest55742, makes sense then. I asked the artist for a 1x1x1 part of the 2x2x2 model
L1444[14:43:30] <gudenau> Normalize your texture coords/
L1445[14:43:33] <Guest55742> lormau5, the actual size of the model doesn't matter
L1446[14:43:42] <Guest55742> just normalize the uvs in the modeling software
L1447[14:43:52] <Lordmau5> btw I just noticed it
L1448[14:43:54] <gudenau> What did I just say? :-P
L1449[14:43:56] <Guest55742> and once the updates in the pr get pulled this won't be a problem
L1450[14:44:02] <Lordmau5> do you want the "d" or are you forgetting it in my name unintentionally? :D
L1451[14:44:16] <Guest55742> wtf
L1452[14:44:21] <Lordmau5> just joking
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L1454[14:44:30] <Guest55742> nickserv said that "shadekiller666" is not online...
L1455[14:45:07] <Lordmau5> in that case you shuld be able to just name yourself shadekiller666, no?
L1456[14:45:43] <Guest55742> how does one do that
L1457[14:45:52] <Lordmau5> /nick <name>
L1458[14:45:57] *** Guest55742 is now known as shadekiller666
L1459[14:46:01] <shadekiller666> thank you
L1460[14:46:02] <Lordmau5> *thumbsup*
L1461[14:46:03] <gudenau> Wait a moment, did they make achievements not use text ids?
L1462[14:46:13] <gudenau> Err, int ids.
L1463[14:46:42] <shadekiller666> whats strange, is that i only disconnected from this chat room, i was still in #ForgeGradle
L1464[14:47:02] <Lordmau5> btw diesieben07 shadekiller666 - OBJLoader.instance.loadModel() *DOES* need the suffixed "models/" | ModelLoaderRegistry.getModel() does *not*
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L1466[14:47:49] <shadekiller666> ya, cus MLR.getModel() adds "models/" for you, OBJLoader.instance.loadModel() doesn't
L1467[14:47:57] <Lordmau5> ah
L1468[14:48:01] <Lordmau5> that explains it
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L1470[14:48:21] <shadekiller666> though it does do some string splitting in the event that the passed-in path is in the wrong model directory
L1471[14:48:26] <diesieben07> you shouldn't have to call into the OBJLoader directly
L1472[14:48:37] <Lordmau5> I was just cross-checking it :<
L1473[14:48:42] <Lordmau5> I changed it back to the ModelLoaderRegistry
L1474[14:48:49] <shadekiller666> ie. if it can't find the model in "models/block/" it will then check in "models/item/" and vice versa
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L1476[14:50:41] <gudenau> So, I could shove my item models in items instead of blocks?
L1477[14:50:57] <shadekiller666> well ya
L1478[14:51:13] <shadekiller666> just point the blockstate jsons for them at models/item :P
L1479[14:52:11] <gudenau> Ok, how do I name an achevment page?
L1480[14:52:35] <gudenau> I shoved what it renders as the name in my lang file, and it is not using that key.
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L1484[14:55:51] <gudenau> Could I make my block light up based on state?
L1485[14:55:54] <gigaherz> back
L1486[14:55:59] <gigaherz> so that failed idea earlier
L1487[14:56:10] <gigaherz> I wanted to have my branch blocks have 9 states per side
L1488[14:56:13] <gigaherz> + the presence of leaves
L1489[14:56:20] <gigaherz> that's 9^4 *2
L1490[14:56:26] <gigaherz> over a million states XD
L1491[14:56:46] <gigaherz> of course not all of them would be used, there's certain restrictions, but I can't really represent those restrictions onto blockstates properly
L1492[14:57:09] <fry> ...what
L1493[14:57:22] <fry> 9^4 *2 = 13122
L1494[14:57:42] <gigaherz> eh
L1495[14:57:43] <gigaherz> 9^6
L1496[14:57:46] <gudenau> Found it!
L1497[14:57:53] <gigaherz> there's 6 facings not 4
L1498[14:57:53] <gigaherz> XD
L1499[14:58:37] <FourFire> gigaherz, so you could say... that your mod alone would use a whole gigahertz to run?
L1500[14:58:46] <LatvianModder> err not.. exactly sure thats true, ghz
L1501[14:58:49] <Lordmau5> *slow clap*
L1502[14:59:15] <gigaherz> LatvianModder: ?
L1503[14:59:18] <LatvianModder> if you dont want That many states, you can make a custom renderer
L1504[14:59:29] <gigaherz> I don't want to, though XD
L1505[14:59:39] <Chervilpaw> What are good arguments, for Java 8, on modded MC 1.7.10, to prevent lagspikes, and yes I have fastcraft optifine and betterfps
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L1507[15:00:00] <gigaherz> yo ucan't prevent "lag spikes"
L1508[15:00:07] <gigaherz> they happen on worldgen
L1509[15:00:16] <gudenau> Wait, does sarge work for Mojang?
L1510[15:00:19] <gigaherz> yes
L1511[15:00:25] <Lordmau5> hmm, let's just say it technically renders something now
L1512[15:00:25] <diesieben07> not just worldgen
L1513[15:00:27] <Chervilpaw> it's something to do w/ the GC, right?
L1514[15:00:30] <diesieben07> they also happen if you have a bad GC
L1515[15:00:31] <Lordmau5> https://i.lordmau5.com/1457038819-697 diesieben07 shadekiller666
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L1517[15:00:38] <Chervilpaw> since it happens, like, every 10 seconds
L1518[15:00:38] <gigaherz> well yeah
L1519[15:00:44] <diesieben07> and currently there is no GC in oracles java that does NOT cause lagpspikes
L1520[15:00:46] <gudenau> Sounds like it.
L1521[15:00:47] <diesieben07> you can delay them, a lot
L1522[15:00:49] <shadekiller666> O.o
L1523[15:00:51] <Chervilpaw> How to delay them
L1524[15:00:52] <diesieben07> but you cannot prevent them
L1525[15:01:01] <diesieben07> become a GC engeneer lol
L1526[15:01:05] <gudenau> Why can't they make a GC that is not lazy.
L1527[15:01:05] <gigaherz> Chervilpaw: delay means, when it happens, it will be worse
L1528[15:01:06] <gigaherz> ;P
L1529[15:01:07] <Lordmau5> this happens if you render a 2x2x2 model on a 1x1x1 block for every block xD
L1530[15:01:10] <shadekiller666> lordmau5, i'm guessing only 1 of those is suppoed to render right?
L1531[15:01:30] <Lordmau5> well, in the end I'd render a bunch of 1x1x1 models
L1532[15:01:38] <Chervilpaw> i have 3/6 GB allocated, and these are the args(not counting memory args): -XX:+UseConcMarkSweepGC -XX:MaxGCPauseMillis=50 -XX:+UseStringDeduplication -XX:+AggressiveOpts
L1533[15:01:58] <gigaherz> isnt' string deduplication slow?
L1534[15:02:10] <gigaherz> (I mean exchanges ram usage for time)
L1535[15:02:38] <Lordmau5> I'm asking the artist for a one-block-model
L1536[15:02:42] <shadekiller666> you can tell the obj loader to hide all groups, which will bake a model without any vertex data
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L1538[15:02:45] <gudenau> I got 24GB of RAM. :-D
L1539[15:03:05] <shadekiller666> which will render as nothing, because it will be nothing :P
L1540[15:03:19] <gigaherz> this is what the vanilla launcher args I use:
L1541[15:03:21] <Lordmau5> he's quickly getting a 1x1x1 done, so let's see how that'll look like
L1542[15:03:24] <Lordmau5> eeh
L1543[15:03:26] <gigaherz> -Xmx3G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
L1544[15:03:26] <Lordmau5> one-block-model*
L1545[15:03:33] <gigaherz> the only change from defaults i the amount of ram
L1546[15:03:44] <gigaherz> and I don't feel lag spikes playing singleplayer, at least ;P
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L1548[15:04:57] <gigaherz> maybe the incremental mode would benefit you, Chervilpaw?
L1549[15:05:06] <Chervilpaw> hmk
L1550[15:05:10] <Chervilpaw> I do have a good cpu
L1551[15:05:23] <Chervilpaw> intel i3, 3.7 GHz, quad-core
L1552[15:05:33] <gigaherz> CPU: Intel Core i7-3770K, 3.51 GHz, 0 KB (9% Load)
L1553[15:05:40] <gigaherz> ;P`
L1554[15:06:10] <Chervilpaw> I got more GhZ
L1555[15:06:22] <Chervilpaw> and you got a 3rd gen
L1556[15:06:27] <killjoy> ghz dont matter
L1557[15:06:28] <Lordmau5> he got actual multithreading or whatever that is
L1558[15:06:33] <killjoy> it's all about the pentiums baby
L1559[15:06:35] <Lordmau5> not multithreading
L1560[15:06:37] <gigaherz> hyperthreading
L1561[15:06:38] <Lordmau5> what was the term...
L1562[15:06:39] <Chervilpaw> My CPU uses Hyperthreading
L1563[15:06:39] <Lordmau5> ye, thanks
L1564[15:06:39] <Chervilpaw> ya
L1565[15:06:45] <Chervilpaw> it's 2 cores to 4
L1566[15:06:46] <Lordmau5> which i3 do you have?
L1567[15:06:49] <gigaherz> yeh mine is 4 cores, 8 threads
L1568[15:06:52] <gudenau> I have a i5-3570K clocked at 3.4GHz
L1569[15:06:53] <gigaherz> the i3 is probably 2 cores, 4 threads
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L1571[15:07:00] <Chervilpaw> my PC: http://support.hp.com/us-en/document/c04803166
L1572[15:07:04] <killjoy> my cpu has 4 cores, 8 threads, and they advertized it as 8 cores
L1573[15:07:09] <gudenau> I would like a 5960x
L1574[15:07:10] <Lordmau5> your PC can't be found
L1575[15:07:13] <Lordmau5> it 404s
L1576[15:07:15] <Chervilpaw> and
L1577[15:07:16] <Lordmau5> which means you don't have a PC
L1578[15:07:19] <Chervilpaw> They took it down..
L1579[15:07:21] <Lordmau5> :D
L1580[15:07:29] <Chervilpaw> it's some HP pavillion PC with windows 10
L1581[15:07:35] <gigaherz> heh
L1582[15:07:36] <Lordmau5> so it's shitty pre-built?
L1583[15:07:37] <Lordmau5> ech
L1584[15:07:46] <Chervilpaw> Ya
L1585[15:07:50] <Lordmau5> well, then again, pre-builds have gotten better over time..
L1586[15:07:56] <Chervilpaw> I'm planning to get a nvidia gpu for it
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L1588[15:07:59] <Lordmau5> they used to be shit-expensive in the past for the parts that were in
L1589[15:08:04] <Lordmau5> ye, but what CPU do you have?
L1590[15:08:06] <Lordmau5> which gen i3
L1591[15:08:10] <gudenau> Some of them still are. :-P
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L1593[15:08:34] <Chervilpaw> I'm not really away
L1594[15:08:45] <Chervilpaw> I'm just playing on a server that has a chat-irc bridge
L1595[15:08:46] <Lordmau5> I've recently compared a few pre-builds. They cost like ~50-100€ more, but it includes a Windows license, so there's that
L1596[15:08:48] <Chervilpaw> and I don
L1597[15:08:56] <Chervilpaw> and I don't want hexchat to ping me whenever I chat ingame
L1598[15:09:01] <ChaosTrigger> does the ground display property in json files work in forge 1.8?
L1599[15:09:05] <ChaosTrigger> or only in forge 1.8.9?
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L1601[15:09:36] <gigaherz> I don't know when it was added
L1602[15:09:37] <Lordmau5> time to watch some RocketJump.
L1603[15:10:58] <Lordmau5> what the hell am I watching anyway
L1604[15:10:59] <Lordmau5> https://www.youtube.com/watch?v=qWQGkNjbWGY
L1605[15:11:10] <Lordmau5> what even is physics
L1606[15:12:01] <gudenau> Can an achievement have multiple parents?
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L1608[15:12:24] <Chervilpaw> I'm still getting major lagspikes
L1609[15:12:38] <gigaherz> is this a big world?
L1610[15:12:40] <gigaherz> lots of machines?
L1611[15:12:54] <Chervilpaw> Not really
L1612[15:13:03] <Chervilpaw> I have render distance at 0
L1613[15:13:05] <Chervilpaw> I mean 2
L1614[15:13:11] <Chervilpaw> Optifine smooth fps/fast render enabled
L1615[15:13:17] <Chervilpaw> fastcraft and betterfps installed
L1616[15:13:23] <Chervilpaw> i used those arguments above
L1617[15:13:34] <diesieben07> those things might actually make it worse
L1618[15:13:38] <gigaherz> dunno those things never worked for me
L1619[15:13:41] <Chervilpaw> how to make it better?
L1620[15:13:46] <Lordmau5> YO
L1621[15:13:46] <Lordmau5> https://www.youtube.com/watch?v=P01iVqVtN-g
L1622[15:13:49] <Lordmau5> THAT TEASER
L1623[15:13:50] <gigaherz> remove optifine, fastcraft, and the other one
L1624[15:13:51] <diesieben07> remove those crappy coremods :D
L1625[15:13:51] <gigaherz> XD
L1626[15:13:55] <Lordmau5> god damn piggy
L1627[15:13:56] <Chervilpaw> . . .
L1628[15:14:17] <gigaherz> they can make a difference for very low-end machines
L1629[15:14:22] <gigaherz> but can make it worse on better machines
L1630[15:14:38] <gigaherz> specially when you start enabling those extra-unsafe options
L1631[15:15:29] <Chervilpaw> I removed them all
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L1634[15:16:35] <gigaherz> and is it better, or worse?
L1635[15:16:44] <gigaherz> my recommendation is, add at most one
L1636[15:16:54] <Chervilpaw> and
L1637[15:16:58] <Chervilpaw> the game crashed on launch
L1638[15:17:03] <gigaherz> o_O
L1639[15:17:46] <Chervilpaw> http://pastebin.com/f9sP37Vh
L1640[15:17:46] <diesieben07> post the crash
L1641[15:17:53] <Chervilpaw> just did
L1642[15:18:02] <diesieben07> yeha my internet lagged out
L1643[15:18:06] <gigaherz> wat
L1644[15:18:20] <Chervilpaw> ima remove minecraftloader
L1645[15:18:33] <diesieben07> yeah do that
L1646[15:18:54] <diesieben07> forge has it's own loading screen
L1647[15:18:56] <gigaherz> IMO, there's no point to use any extra special stuff, just vanilla launcher with forge, and some mods in the mods folder
L1648[15:19:06] <gigaherz> best experience that way
L1649[15:19:35] <Chervilpaw> the reason I removed forge's loading screen is because when I tried to use it w/ arch linux, it crashed.
L1650[15:19:43] <Chervilpaw> and... crash
L1651[15:20:11] <Chervilpaw> im on win10 right now
L1652[15:20:35] <Chervilpaw> http://pastebin.com/CxkAEVfS
L1653[15:21:00] <gudenau> Somthing is doing some asm stuff wrong.
L1654[15:21:10] <diesieben07> post the FML log it might reveal more
L1655[15:21:34] <Chervilpaw> it never crashed before...
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L1658[15:22:31] <Chervilpaw> the log is too much for pastebin
L1659[15:22:37] <diesieben07> gist.github.com
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L1664[15:25:11] <Chervilpaw> Warning: over 600 KB
L1665[15:25:12] <Chervilpaw> https://gist.githubusercontent.com/Quartz101/884b4d69d46162241e85/raw/0837698612616271fab117e2988c54b92faa64b6/fml%2520crash
L1666[15:26:08] <Lordmau5> alrighto, shadekiller666 diesieben07
L1667[15:26:09] <killjoy> 600 KB?
L1668[15:26:11] <killjoy> pfft
L1669[15:26:11] <gudenau> Why a warning?
L1670[15:26:13] <killjoy> that's tiny
L1671[15:26:19] <Lordmau5> https://i.lordmau5.com/1457040345-699 this seems to render properly now
L1672[15:26:34] <killjoy> it's a transformer error
L1673[15:26:35] <shadekiller666> nice
L1674[15:26:44] <Lordmau5> next thing is, how would I fake textures on there?
L1675[15:26:59] <gudenau> Photoshop.
L1676[15:27:01] <Lordmau5> diesieben said something about the retexture and bake method
L1677[15:27:03] <Chervilpaw> What mod is messing up the asm? It only happened after removing betterfps, fastcraft, and optifine
L1678[15:27:09] <Lordmau5> okay, Photoshop mod here we go xD
L1679[15:27:10] <Chervilpaw> (well, I just renamed them to .jarx)
L1680[15:27:39] <diesieben07> the only mod that is messing with the broken class is AMCore
L1681[15:27:46] <diesieben07> or rather, the only mod that is logging it
L1682[15:28:23] <diesieben07> Lordmau5: yes, retexture takes a Map<String, String>. Keys are the original texture names, values are the new values for those textures
L1683[15:28:43] <diesieben07> that then gives you a new IModel which you can bake and then return from handleBlockState
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L1685[15:29:34] <Lordmau5> how would I get the "original texture names" from the model / blockstate I got already?
L1686[15:29:38] <Arctic_Wolfy> Hey, I need help with this weird rendering bug, When I have on a piece of my armor that is enchanted (usng my enchantment system) all the armor slots thare are under the first piece (from head to foot) will glow too if it's empty, but will stop at a slot (it will be the last one to do it) if I hover my cursor over an armor slot.
L1687[15:29:49] <diesieben07> the original texture names are what you defined in your model / mtl file
L1688[15:29:56] <diesieben07> if i understand correctly
L1689[15:30:06] <Lordmau5> ... huh...
L1690[15:30:40] <Arctic_Wolfy> Also the armor on the player does not glow.
L1691[15:32:14] <gigaherz> Lordmau5: yo ucan't just get the textures
L1692[15:32:22] <gigaherz> once baked, it's baked into the quads' UV coords
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L1694[15:32:36] <diesieben07> he is working on an unbaked OBJModel
L1695[15:32:40] <diesieben07> which implements IRetexturableModel
L1696[15:32:46] <gigaherz> ah
L1697[15:32:50] <gigaherz> if you have an unbaked model
L1698[15:32:57] <gigaherz> you'd have to get it from the internal implementation
L1699[15:33:03] <gigaherz> the map may not be public
L1700[15:33:03] <diesieben07> No
L1701[15:33:10] <diesieben07> IRetexturableModel.
L1702[15:33:16] <shadekiller666> if the textures you're trying to apply aren't in the texture atlas, things get complicated
L1703[15:33:21] <Arctic_Wolfy> Any one know what I might be doing wrong?
L1704[15:33:23] <Lordmau5> they are in the atlas, pretty sure
L1705[15:33:27] <gigaherz> IRetexturable lets you *change* the textures, not get the original ones
L1706[15:33:29] <diesieben07> gives you a new version with the changed textures
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L1708[15:33:34] <diesieben07> oh
L1709[15:33:48] <diesieben07> ohhhh
L1710[15:33:51] <Lordmau5> that's what I mean
L1711[15:33:52] <diesieben07> i completely misunderstood you
L1712[15:33:58] <diesieben07> yes you have to parse the baked quads
L1713[15:34:17] <Lordmau5> how would I parse them then
L1714[15:34:21] <gudenau> So, if I want to change how the GuiAchevment stuff renders; how should I go about doing it?
L1715[15:34:23] <Lordmau5> I'm pretty clueless...
L1716[15:34:32] <diesieben07> probably implement IVertexConsumer and then call pipe on the quad
L1717[15:35:01] <diesieben07> but thats as far as i udnerstand it
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L1720[15:35:11] <diesieben07> i dont know which eleemnt exactly will be the uvs
L1721[15:35:41] <diesieben07> and even once you have those i have no idea on how to get to the texture name
L1722[15:35:47] <diesieben07> aint this a bitch
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L1724[15:36:01] <Lordmau5> /o/
L1725[15:36:22] <shadekiller666> ...
L1726[15:36:55] <shadekiller666> Lordmau5, are you changing the model itself?
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L1728[15:37:04] <Lordmau5> which model?
L1729[15:37:04] <shadekiller666> or are you making a copy of the model?
L1730[15:37:07] <diesieben07> he has an existing baked model
L1731[15:37:09] <Lordmau5> ^
L1732[15:37:13] <shadekiller666> ok
L1733[15:37:14] <diesieben07> and he wants to apply the textures from that, to his model
L1734[15:37:20] <diesieben07> which is an OBJ
L1735[15:37:32] <shadekiller666> ok
L1736[15:37:43] <shadekiller666> similar to chisel?
L1737[15:37:47] <Lordmau5> not really
L1738[15:37:52] <Lordmau5> Chisel is doing ISBM, no?
L1739[15:37:59] <diesieben07> you need an ISBM as well
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L1741[15:38:19] <Lordmau5> I've got an ISBM, so there's that
L1742[15:39:59] <Arctic_Wolfy> So no one will help me? x.x
L1743[15:40:27] <diesieben07> show your code...
L1744[15:40:45] <Arctic_Wolfy> Could of asked...
L1745[15:40:46] <diesieben07> also THIS PRECISELY is why its bad if mods have direct GL access
L1746[15:40:48] <diesieben07> so... update.
L1747[15:43:27] <Lordmau5> welp
L1748[15:43:30] <Lordmau5> gotta drop off for today...
L1749[15:43:30] <Lordmau5> \o
L1750[15:43:37] <diesieben07> o/
L1751[15:44:05] <Arctic_Wolfy> My ItemArmor: http://pastebin.com/uH2ZtK0d
L1752[15:44:49] <diesieben07> wait, are you just talking about the vanilla enchantment effect?
L1753[15:45:02] <Arctic_Wolfy> Yes, why?
L1754[15:45:04] <diesieben07> because you siad "my enchantment system"
L1755[15:45:13] <diesieben07> becuase... this should not be happening with the vanilla effect
L1756[15:45:27] <Arctic_Wolfy> Hmm?
L1757[15:45:43] <diesieben07> if you just override hasEffect it should "just work"
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L1759[15:45:55] <hipsterpig> Lordmau5: lmao
L1760[15:46:00] <Arctic_Wolfy> Well it doesn't seam to be.
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L1764[15:47:58] <Arctic_Wolfy> The item renders with the effect, but not the armor on the player and then there's the empty armor slots below it..
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L1766[15:48:52] <diesieben07> might be an issue with the render pass? idk i really do not know
L1767[15:49:41] <Arctic_Wolfy> IDK, maybe... I'll see if I do the render effect on a different pass.
L1768[15:50:03] <gudenau> Ok, I guess I will replace the render method and have a ball.
L1769[15:51:13] <gudenau> So, core mods in 1.8.9; this should be fun.
L1770[15:51:36] <diesieben07> did something change?
L1771[15:51:50] <gudenau> That IFMLLoadingPlugin anotation seems to be gone/
L1772[15:52:06] <diesieben07> then you did something wrong :D
L1773[15:52:08] <diesieben07> i can see it
L1774[15:52:25] <fry> cpw.mods.fml -> net.minecraftforge.fml
L1775[15:52:37] <Arctic_Wolfy> Well armor doesn't like that...
L1776[15:52:58] <gudenau> What package is it in?
L1777[15:53:03] <gigaherz> gudenau: told you, it's still there, just different package
L1778[15:53:07] <gigaherz> fry told you which
L1779[15:53:08] <gigaherz> XD
L1780[15:53:25] <gudenau> That class does not exist there...
L1781[15:53:27] <gudenau> HRM
L1782[15:53:34] <gigaherz> then your environment is broken
L1783[15:53:35] <diesieben07> your workspace be broke
L1784[15:53:56] <gudenau> There is no net.minecraftforge.fml package.
L1785[15:54:04] <diesieben07> whut
L1786[15:54:05] <gudenau> Or, at least it is empty.
L1787[15:54:07] <gigaherz> well then your environment is broken xD
L1788[15:54:20] <killjoy> are you in 1.7?
L1789[15:54:31] <gudenau> 1.8.9
L1790[15:54:46] <gigaherz> net.minecraftforge.fml.relauncher.IFMLLoadingPlugin
L1791[15:54:54] <killjoy> the loadingplugin isn't an annotation
L1792[15:54:59] <killjoy> just an interface
L1793[15:54:59] <diesieben07> that too
L1794[15:55:13] <gudenau> Oh.
L1795[15:55:19] <gudenau> Did that change then?
L1796[15:55:22] <diesieben07> no
L1797[15:55:22] <killjoy> no
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L1799[15:55:27] <gudenau> I swear it was an annotation.
L1800[15:55:34] <diesieben07> nope
L1801[15:55:36] <killjoy> you're thinking of the annotations that go with it
L1802[15:55:40] <killjoy> @Version
L1803[15:56:02] <gudenau> MCVersion?
L1804[15:56:06] <killjoy> ye
L1805[15:56:36] <gudenau> Thanks. :-/
L1806[15:56:51] <killjoy> they're not required though
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L1811[16:00:49] <gudenau> Yay, it crashed!
L1812[16:00:53] <gudenau> That means it worked!
L1813[16:01:20] <killjoy> if it burns, it's working
L1814[16:01:59] <gudenau> I made it return null for a class instead of the code for it. :-P
L1815[16:02:08] <killjoy> heh
L1816[16:02:20] <killjoy> "This class doesn't exist"
L1817[16:02:29] <killjoy> but it's clearly there in the jar
L1818[16:06:07] <Arctic_Wolfy> Fixed one of the bugs... in a sorta hacky way...
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L1824[16:26:53] <gudenau> My timeline is exploding on Twitter. -.-
L1825[16:27:18] <gigaherz> how so?
L1826[16:27:41] <gudenau> I follow a lot of Nintendo stuff, and there is a dirrect going on.
L1827[16:28:00] <gigaherz> ah
L1828[16:28:08] <gudenau> MethodNode.signature can be null? wat
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L1831[16:29:34] <gudenau> Debugging this is annoying, start MC, open world, hit ESC, crash, repeat
L1832[16:30:07] <diesieben07> yes of course it can be null
L1833[16:30:39] <gudenau> Interesting, why would it ever be null?
L1834[16:30:51] <diesieben07> if there is no signature?
L1835[16:31:04] <gudenau> How could there be no signature though?
L1836[16:31:33] <gudenau> Isnt that a very important part of methods?
L1837[16:31:39] <diesieben07> do you know what the signature is? :D
L1838[16:31:51] <diesieben07> because i think you are thinking of method.desc
L1839[16:31:55] <gudenau> (IIF)V
L1840[16:31:57] <gudenau> OH
L1841[16:31:59] <gudenau> DERP
L1842[16:32:03] <gigaherz> OOOH had an idea for my survivalist mod
L1843[16:32:31] <gigaherz> hitting a mob with a torch would cause flames on the mob, but use up one torch
L1844[16:32:53] <gigaherz> hmmm how feasible is that to program, though?
L1845[16:32:55] <gudenau> How about 75% chance to use it?
L1846[16:33:00] <gigaherz> is there a "hit mob with item" event? XD
L1847[16:33:04] <gudenau> Super, just a simple event.
L1848[16:33:13] <gudenau> onEntityAttacked or somthing.
L1849[16:36:43] <gigaherz> aha onPlayerAttackTarget -> AttackEntityEvent
L1850[16:36:50] <gigaherz> that should do :D
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L1857[16:46:06] <gudenau> Is there an easy way to extract the types from a description?
L1858[16:46:59] <gigaherz> if I may ask, wtf are you doing that needs such deep reflection?
L1859[16:46:59] <gigaherz> XD
L1860[16:47:14] <gudenau> Replacing methods.
L1861[16:47:24] <diesieben07> oh god
L1862[16:47:29] <diesieben07> don't just replace entire methods
L1863[16:47:30] <gigaherz> ewh
L1864[16:47:40] <gudenau> Pfft.
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L1866[16:47:50] <gudenau> If it becomes a problem I will change it.
L1867[16:47:56] <diesieben07> it is already a problem.
L1868[16:48:18] <VikeStep> gudenau, do you mean the method descriptor?
L1869[16:48:39] <gudenau> NVM, instead of doing it in a more abstracted way; I'm just hard coding crap.
L1870[16:48:47] <VikeStep> although I agree it's bad, there is getArgumentTypes and getReturnTypes from http://asm.ow2.org/asm33/javadoc/user/org/objectweb/asm/commons/Method.html
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L1872[16:50:51] <gigaherz> OMG THIS IS AMAZING
L1873[16:50:54] <gigaherz> for early game food
L1874[16:51:00] <gigaherz> poke pig with torch
L1875[16:51:13] <gigaherz> (torches), get cooked pork
L1876[16:51:19] <gudenau> You are just appling a second or so, right?
L1877[16:51:25] <gigaherz> 3 seconds atm
L1878[16:51:33] <gigaherz> but I still feel it's too long
L1879[16:51:33] <gigaherz> XD
L1880[16:51:46] <gudenau> Yeah, I would say do 2 health worth.
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L1882[16:53:54] <gudenau> Any reason why Scala seems to have a clone of ASM?
L1883[16:54:09] <diesieben07> because they use it
L1884[16:54:26] <gudenau> Why can they not just have a dependincy?
L1885[16:54:39] <diesieben07> so that they dont force the version on you
L1886[16:55:16] <gudenau> Not like it changes that much, right?
L1887[16:55:37] <diesieben07> well, it did from 4 to 5
L1888[16:55:49] <diesieben07> 5 supports java 8, 4 doesnt
L1889[16:56:19] <gigaherz> I remember some "heated discussions" in here about ASM4 vs ASM5
L1890[16:56:29] <VikeStep> yep
L1891[16:56:49] <gudenau> Just use Opcodes.ASM4/Opcodes.ASM5
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L1893[16:59:31] <diesieben07> except that only works for backwards compatibility
L1894[16:59:39] <diesieben07> it wont magically make your ASM4 library java 8 capable
L1895[16:59:55] <gudenau> Never said it would.
L1896[17:01:10] <diesieben07> just saying, that is the reason that they have a repackaged copy in scala
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L1898[17:02:49] <SirSavary> So, stupid question that might get asked a lot but, is there any way around creating thousands of JSON files for a large mod? I'm in the process of porting some mods from 1.7.10 to 1.8.9 and this is a bit of an issue
L1899[17:03:01] <diesieben07> yes there is
L1900[17:03:01] <SirSavary> The majority of the blocks are perfect cubes and don't have any fancy rendering
L1901[17:03:04] <tterrag> yes but don't
L1902[17:03:06] <gudenau> Make a helper program? :-P
L1903[17:03:13] <diesieben07> if you really want, you don't one json file
L1904[17:03:15] <diesieben07> but dont do that
L1905[17:03:22] <tterrag> generate with a script or something
L1906[17:03:24] <SirSavary> I can definitely write a helper program but
L1907[17:03:32] <SirSavary> is there any reason why it's a bad idea to use less JSON files?
L1908[17:03:38] <tterrag> resource packs
L1909[17:03:48] <VikeStep> because the alternative is not using the new system
L1910[17:04:06] <SirSavary> Alright, these mods in particular are for 1 server and are locked to that server so resource packs _shouldn't_ be an issue
L1911[17:04:10] <SirSavary> What do you mean VikeStep?
L1912[17:04:37] <gigaherz> you can make do with just one json file per block/item
L1913[17:05:04] <gigaherz> the forge blockstates system lets you put everything you'd need separate models for, into the blockstates file in a nice way
L1914[17:05:09] <SirSavary> That would be much better than 3 per block/item
L1915[17:05:14] <gigaherz> this includes sub-blocks and sub-items
L1916[17:05:17] <SirSavary> I looked at that briefly
L1917[17:05:19] <gigaherz> you just need one
L1918[17:05:41] <SirSavary> Is ther any way to do it programmatically?
L1919[17:05:54] <gigaherz> you can handle ModelBakeEvent
L1920[17:06:00] <gigaherz> and add IBakedModels you created manually
L1921[17:06:14] <gigaherz> linked with the right ModelResourceLocation for the block/item
L1922[17:06:28] <SirSavary> Alright, I would still need to write JSON though?
L1923[17:06:32] <gigaherz> no
L1924[17:06:38] <gigaherz> that would work around the whole json system
L1925[17:06:49] <SirSavary> Ah wait, the ModelResourceLocation is just for the textures and what not?
L1926[17:07:04] <gigaherz> ModelResourceLocation is an extension of a ResourceLocation
L1927[17:07:09] <SirSavary> Forgive my ignorance, it's been a long time since I've modded anything
L1928[17:07:12] <gigaherz> that combines domain:path, with #variantString
L1929[17:07:24] <SirSavary> Alright
L1930[17:07:25] <gigaherz> take for exampl
L1931[17:07:26] <gigaherz> e
L1932[17:07:50] <gigaherz> themodid:blockModOres#oretype=copper
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L1934[17:08:28] <gigaherz> this would point to assets/themodid/blockstates/theModOres.json, and inside that, the variant string "oretype=copper"
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L1936[17:08:41] <gigaherz> but if you bake it manually
L1937[17:09:04] <gigaherz> "themodid:blockModOres#oretype=copper" -> new ModOreModel(Type.Copper)
L1938[17:09:17] <gigaherz> then mc wouldn't look at the json file since it already has one
L1939[17:09:26] <SirSavary> Alright, I think I follow
L1940[17:09:39] <SirSavary> I'll Google around a bit and see if I can come up with an implementation
L1941[17:09:58] <gigaherz> note that it may be MORE effort to implement IBakedModel
L1942[17:10:08] <SirSavary> Than to write a helper?
L1943[17:10:09] <gigaherz> than it would be to just generate a bunch of blockstate json files ;P
L1944[17:10:12] <SirSavary> Yeah I figure
L1945[17:10:25] <SirSavary> my issue is keeping them up to date and ensuring that I run the helper at the right time etc
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L1947[17:10:34] <gudenau> Is there a way to call the super of an object?
L1948[17:10:44] <gigaherz> at the right time?
L1949[17:10:54] <diesieben07> what do you mean by "call the super"?
L1950[17:10:56] <gigaherz> just generate them once and leave them in the source folder?
L1951[17:10:58] <SirSavary> Well, I've worked with asset pipelines before and I just want things to stay in sync
L1952[17:11:02] <gudenau> Like super.foo
L1953[17:11:07] <SirSavary> I suppose
L1954[17:11:08] <gudenau> But instance.super.foo
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L1956[17:11:17] <gigaherz> SirSavary: the asset pipeline is integrated into the build process
L1957[17:11:21] <gigaherz> you don't have to worry about it ;P
L1958[17:11:24] <diesieben07> nope you are not allowed to do taht
L1959[17:11:31] <gudenau> Ok, MORE CHEATING TIME
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L1961[17:11:42] <gigaherz> just keep the files in src/resources/assets/<modid in lowercase>/blockstates/whatever.json
L1962[17:11:57] <SirSavary> oh I know that, sorry
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L1964[17:12:05] <SirSavary> I'm just more inclined to keep it in code
L1965[17:12:09] <diesieben07> gudenau: actually, i think you CAN do that with MethodHandles
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L1968[17:12:35] <SirSavary> Is it not just super.foo ? Not entirely sure of the context
L1969[17:12:45] <diesieben07> yes but you can only do that when inside a method
L1970[17:13:02] <diesieben07> or rather, you can only do it on "this"
L1971[17:13:06] <diesieben07> not on any object
L1972[17:13:12] <SirSavary> Ah okay I misunderstood
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L1975[17:15:09] <SirSavary> I'll try to implement the JSON workaround and if it ends up being too much I'll just write a helper program
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L1977[17:16:47] <gudenau> 50/50 this will crash.
L1978[17:18:20] <gudenau> It did, but I have restored original functions of the method.
L1979[17:18:26] <gudenau> Now to hack it up.
L1980[17:18:37] <diesieben07> wtf are you trying to do :O
L1981[17:18:50] <gudenau> Achievements with multiple requirements.
L1982[17:18:56] <SirSavary> If you really want to call super from an instance, write a helper method or something
L1983[17:19:00] <gudenau> I did.
L1984[17:19:08] <diesieben07> ehhhh
L1985[17:19:13] <diesieben07> you do not need ANY ASM for that
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L1988[17:21:12] <diesieben07> also for that super thing
L1989[17:21:17] <diesieben07> you cannot do that in just plain java
L1990[17:21:21] <diesieben07> not even with a helper method
L1991[17:21:34] <gudenau> It is working just fine with a helper.
L1992[17:21:50] <diesieben07> then you did not describe what you wanted accurately :D
L1993[17:22:13] <gudenau> I just injected a helper method into the class. :-P
L1994[17:22:36] <diesieben07> jesus christ dude
L1995[17:22:40] <diesieben07> you do way too much asm
L1996[17:23:10] <VikeStep> gudenau, take it from me, it's better to do as little asm as possible
L1997[17:23:20] <VikeStep> it is very difficult to update to new minecraft versions
L1998[17:24:36] <diesieben07> this should do what you want: https://docs.oracle.com/javase/7/docs/api/java/lang/invoke/MethodHandles.Lookup.html#findSpecial(java.lang.Class,%20java.lang.String,%20java.lang.invoke.MethodType,%20java.lang.Class)
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L2002[17:32:40] <SirSavary> gigaherz, just had a coffee and remembered why I really need to do it via code
L2003[17:32:44] <SirSavary> Generating blocks dynamically
L2004[17:32:48] <gigaherz> ah
L2005[17:33:13] <SirSavary> Fortunately, DenseOres is open source and generates blocks dynamically so I'm going to take a look at its code
L2006[17:35:13] <gigaherz> DenseOres is on 1.8?
L2007[17:36:33] <SirSavary> Looks like it
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L2012[17:42:41] <gudenau> I am messing with one method and injecting one, not *that* much; and as far as I know it is code that should not change much.
L2013[17:42:58] <diesieben07> what did you call the injected method?
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L2016[17:43:20] <gudenau> superDrawScreen
L2017[17:43:27] <gudenau> I'll change it later though.
L2018[17:43:30] <diesieben07> ok then
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L2022[17:52:24] <gudenau> Maybe I could turn this into a PR when I am done....
L2023[17:52:47] <MattDahEpic> for your enjoyment: http://mattdahepic.com/random/come_on_whappity.webm
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L2025[17:53:31] * diesieben07 dances
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L2029[18:11:19] <gudenau> It appears to work just fine. :-D
L2030[18:11:50] <gudenau> https://imgur.com/8vcHgLC
L2031[18:12:11] <diesieben07> i do not see why you need ASM for that
L2032[18:12:14] <diesieben07> not one bit.
L2033[18:12:35] <gudenau> Explain a diffrent way to do it then.
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L2035[18:13:06] <diesieben07> There are gui screen events for basically everything
L2036[18:13:13] <Naji> Hello
L2037[18:13:16] <gudenau> Hello.
L2038[18:13:16] <diesieben07> catch when your achievement page is activated
L2039[18:13:18] <diesieben07> draw it yourself
L2040[18:13:36] <Naji> Does anyone have an idea on how do I use addElement in cofhlib?
L2041[18:13:43] <gudenau> So, replace the GuiScreen/
L2042[18:13:49] <diesieben07> not necessarily, n
L2043[18:13:50] <diesieben07> no
L2044[18:13:59] <diesieben07> you can just cancel the draw event and draw it all yourself
L2045[18:14:03] <diesieben07> if your page is active
L2046[18:14:23] <gudenau> Ok, I'll make a stack trace and look for that.
L2047[18:15:41] <gudenau> GuiScreenEvent.DrawScreenEvent.Pre
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L2049[18:16:09] <gudenau> If I can get this to work, that will make me quite happy.
L2050[18:16:18] <Flashfire> Has anyone noticed a bug in the 1.9 vanilla release where you shoot an arrow from a bow and it changes direction in mid-air?
L2051[18:16:35] <Flashfire> It ends up landing vertically down right where you stand
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L2053[18:18:23] <Flashfire> Just wanted to confirm whether it's just me
L2054[18:21:22] <gudenau> To bad currentPage is not public. -.-
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L2057[18:26:34] <diesieben07> if only there was some technique to access private fields... oh right... reflection...
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L2061[18:29:28] <gudenau> I am well veresed in that.
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L2063[18:29:33] <gudenau> It is just anoying.
L2064[18:29:52] <diesieben07> me
L2065[18:29:53] <diesieben07> meh
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L2067[18:32:49] <gudenau> Got 132 items to fix with reflection on my first pass. YAY
L2068[18:33:10] <diesieben07> wat
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L2070[18:33:29] <gudenau> There is a lot of private stuff I need to access.
L2071[18:33:42] <diesieben07> why...
L2072[18:33:54] <diesieben07> oh i assume oyu just copied drawScreen?
L2073[18:33:57] <gudenau> I need to remake a lot of code.
L2074[18:34:06] <gudenau> Yep.
L2075[18:34:53] <diesieben07> ah yeah there is some nasty stuff you'll have to do:D
L2076[18:34:57] <diesieben07> but better than ASM
L2077[18:35:22] <gudenau> That is correct, unfortuantly...
L2078[18:35:37] <gudenau> Maybe I could make a page rendering event...
L2079[18:35:38] <VikeStep> I've found that remaking the code can be bad in some cases... because what if someone else had the same idea
L2080[18:35:51] <VikeStep> you both listen for the event, cancel it and remake it yourselves
L2081[18:36:01] <gudenau> I am not firing any events.
L2082[18:36:05] <VikeStep> I had this problem when I was doing something with sleeping
L2083[18:36:06] <diesieben07> you only cancel it on your own page
L2084[18:36:14] <diesieben07> nobody else will cancel that, and if they do they are stupid
L2085[18:36:28] <diesieben07> achievement pages
L2086[18:36:28] <VikeStep> oh yeah, I was more giving an anecdote
L2087[18:36:37] <diesieben07> :
L2088[18:36:39] <diesieben07> :D
L2089[18:36:39] <VikeStep> about why it's not always great
L2090[18:36:45] <diesieben07> you are definitely right
L2091[18:36:50] <gudenau> Yep.
L2092[18:37:01] <gudenau> This is as close to what I need to edit as I can get though.
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L2094[18:37:37] <VikeStep> One of my rules of thumb for ASM though is to never delete anything, don't replace a node, only add nodes
L2095[18:37:45] <VikeStep> if you want some code to not run, you can use GOTO
L2096[18:37:56] <VikeStep> the reason is because someone else might want to search for a node you deleted
L2097[18:38:37] <VikeStep> also, abstract anything to an external hooks class if you can except for the calling code
L2098[18:38:38] <gigaherz> yeh in that case it would be possible to just add some "drawExtraParentArrows" method if the achievement extends AchievementMultiParent
L2099[18:38:40] <gigaherz> ;P
L2100[18:39:09] <gudenau> That is basicly how I had it working.
L2101[18:39:23] <diesieben07> yes but the "no asm at all" approach is stil better
L2102[18:39:31] <diesieben07> at least here
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L2104[18:39:43] <VikeStep> it's only good in some rare cases
L2105[18:40:05] <VikeStep> such as insanely particular events which are only useful to your mod and no-one elses
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L2107[18:40:13] <VikeStep> otherwise I'd do a forge PR
L2108[18:40:19] <gigaherz> yup
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L2110[18:40:33] <gigaherz> approahc #1, try to use existing events
L2111[18:40:34] <gudenau> I'll do a PR later.
L2112[18:40:45] <gigaherz> approach #2, use reflection
L2113[18:40:57] <gigaherz> approach #3, class wrappers
L2114[18:40:59] <gudenau> After I make a less hacky version that can go into the codebase.
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L2116[18:41:03] <gigaherz> approach #4, PR to forge
L2117[18:41:04] <VikeStep> approach #3 use a tick event and keep track of things which indicate an event may have happened
L2118[18:41:13] <gigaherz> and only if none of the above worked,
L2119[18:41:19] <gigaherz> approach #5, give up and coremod
L2120[18:42:33] <VikeStep> one of the pulls in for ASM though is that it can kinda be... fun to do if that makes sense
L2121[18:42:41] <VikeStep> it's why some people get a kick out of reverse engineering
L2122[18:43:03] * VikeStep would ideally do reverse engineering and security for a living
L2123[18:43:15] <gudenau> RE is quite fun.
L2124[18:46:25] <gigaherz> yeh I know, I have been tempted to ASM stuff in the past
L2125[18:48:22] <gudenau> You know, I will go dig into some 3DS stuff.
L2126[18:49:07] <gigaherz> 3DS the console
L2127[18:49:11] <gudenau> Yep/
L2128[18:49:14] <gigaherz> or 3DS the model format?
L2129[18:49:14] <gigaherz> XD
L2130[18:50:25] <gudenau> https://imgur.com/EBly7z6
L2131[18:51:01] <gigaherz> IDA :3
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L2133[18:55:14] <gudenau> Should I go send Nintendo that screen shot? :-P
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L2135[18:55:41] <gigaherz> probably not?
L2136[18:56:56] <gudenau> There is a three instruction function that could be inlined, pretty sure that is slower and biger aswell.
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L2143[19:06:09] <gudenau> 7% of subs could be named super easy based on there supervisor calls. Nice.
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L2151[19:45:44] <Arctic_Wolfy> Uhmm... why is Minecraft undoing my changes to my world?
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L2154[19:49:44] <Arctic_Wolfy> For some reason it's undoing setting blocks.
L2155[19:50:24] <gigaherz> spawn protection?
L2156[19:50:30] <gigaherz> or someone cancelling the block change?
L2157[19:51:29] <Arctic_Wolfy> Neither. Not any where close to spawn, and the only mod installed is my mod. Besides NEI and prerequisits.
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L2159[19:54:09] <Arctic_Wolfy> ...
L2160[19:54:22] <Arctic_Wolfy> Found the problem...
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L2164[19:55:36] <williewillus> setting things clientside? lol
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L2168[20:08:35] <Arctic_Wolfy> The problem was I returned true on item right-clicked....
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L2178[20:40:28] <gigaherz> hmf
L2179[20:40:31] <gigaherz> Caused by: java.lang.RuntimeException: Already decorating
L2180[20:41:18] <gigaherz> gah shit
L2181[20:41:39] <gigaherz> onBlockPlaces -> getCollisionBoundingBox -> scans neighbours
L2182[20:42:04] <gigaherz> -> causes new chunks to generate -> causes new chunk to decorate
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L2192[21:00:01] <Ordinastie> not bad, not bad : http://puu.sh/nu2HN.jpg
L2193[21:02:55] <gigaherz> XD
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L2203[21:20:52] <kashike> >28GB
L2204[21:23:21] <gigaherz> modern game.
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L2207[21:36:22] <gabizou> kashike GTA V was something like 53GB
L2208[21:36:42] <kashike> wow, really?
L2209[21:36:45] <gabizou> yep
L2210[21:37:12] <kashike> I only really play Minecraft these days, hehe
L2211[21:39:06] <gabizou> kashike correction http://puu.sh/nu4MW/4bb74cce3f.png
L2212[21:39:14] <gabizou> 65GB
L2213[21:39:50] <kashike> wow
L2214[21:41:11] <gabizou> I'm waiting on my terabyte drive to start installing all teh gamez
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L2220[21:56:01] <kashike> gabizou: just order one of https://news.samsung.com/global/samsung-now-introducing-worlds-largest-capacity-15-36tb-ssd-for-enterprise-storage-systems
L2221[21:56:16] <gabizou> already saw it
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L2223[22:00:32] <BovineColonel> is there a way to use one sprite for an item's inventory icon and a different sprite for the item when held/dropped?
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L2226[22:03:24] <gigaherz> BovineColonel: when you say "sprite", you probably mean model ;P
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L2228[22:03:38] <BovineColonel> probably
L2229[22:03:45] <gigaherz> because items even when they are flat in the inventory, are 3D models
L2230[22:03:59] <gigaherz> assuming you use 1.8+
L2231[22:04:02] <BovineColonel> mhm
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L2233[22:04:16] <gigaherz> and assuming you use 1.8+
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L2235[22:04:24] <gigaherz> the solution is IPerspectiveAwareModel
L2236[22:04:33] <BovineColonel> will look into it, thanks
L2237[22:04:49] <gigaherz> yo ucan return different baked models based on inventory/first person/third person
L2238[22:04:52] <gigaherz> but
L2239[22:05:00] <gigaherz> it will require some extra coding to get that model injected
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L2241[22:05:36] <Ordinastie> !gm func_178089_a
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L2243[22:06:27] <SirSavary> Man this ModelBakeEvent is some next level shit
L2244[22:06:31] <Ordinastie> what does that even mean ? java.lang.AbstractMethodError
L2245[22:06:31] <Ordinastie> at net.minecraft.client.renderer.ItemModelMesher.func_178089_a(ItemModelMesher.java:51)
L2246[22:07:03] <gigaherz> means the method is abstract? which would indicate someone is trying to call a method on an abstract class? but ug
L2247[22:07:05] <gigaherz> uh*
L2248[22:07:47] <gigaherz> what version is that?
L2249[22:07:51] <gigaherz> I can't find func_178089_a
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L2252[22:08:13] <gigaherz> !gm func_178089_a
L2253[22:08:25] <gigaherz> ah getItemModel
L2254[22:08:39] <gigaherz> uhh
L2255[22:08:43] <gigaherz> ???? -> ibakedmodel = ((net.minecraftforge.client.model.ISmartItemModel)ibakedmodel).handleItemState(stack);
L2256[22:08:51] <gigaherz> that's line 55 in 1.8.9
L2257[22:09:00] <gigaherz> wait you said 51
L2258[22:09:08] <gigaherz> line 51 is nothing here XD
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L2260[22:11:06] <Ordinastie> gigaherz, because you thought the decompiled source and the jar would match?
L2261[22:11:42] <gigaherz> I assumed the metadata in the jar would match the forge modifications,yes
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L2263[22:11:55] <gigaherz> I guess I was wrong ;P
L2264[22:12:14] <Ordinastie> don't bother, the next line is at gcewing.architecture.BaseModClient$CustomItemModelMesher.func_178089_a(BaseModClient.java:517)
L2265[22:12:20] <Ordinastie> yes, a greg mod
L2266[22:12:23] <gigaherz> ahh
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L2269[22:14:05] <SirSavary> Gigaherz, sorry to bother you again, but do you know of any documentation on the ModelBakeEvent?
L2270[22:14:06] <gigaherz> well I was about to say, there's basically two ways to achieve AbstractMethodError, either the method was not abstract at compile time, and was modified afterward, or someone managed to improperly extend the class without actually having that method implemented
L2271[22:14:18] <SirSavary> I duh into Dense Ores but the code is pretty much gibberish
L2272[22:14:35] <gigaherz> SirSavary: well it's not really hard to use
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L2274[22:15:06] <SirSavary> Alright, well assuming I want to create a block
L2275[22:15:10] <SirSavary> I have a texture file
L2276[22:15:27] <SirSavary> what exactly do I need to do? The DenseOres mod was pretty cloudy because of the amount of abstraction
L2277[22:15:39] <SirSavary> Register the model, give it an icon?
L2278[22:15:45] <gigaherz> nope
L2279[22:16:16] <gigaherz> thing is, the ModelBakeEvent is the easy part, the annoying part is actually constructing the model itself
L2280[22:16:39] <gigaherz> @SubscribeEvent public void bakeEvent(ModelBakeEvent ev) { ev.modelRegistry.putObject(resloc, bakedModel); }
L2281[22:16:58] <SirSavary> Alright, where the resource location is my texture, yes?
L2282[22:17:03] <gigaherz> nope
L2283[22:17:08] <SirSavary> ohgod
L2284[22:17:15] <gigaherz> it's the resource location that minecraft looks for
L2285[22:17:34] <gigaherz> which would normally point to a blockstate file
L2286[22:17:52] <SirSavary> but because I'm not using a blockstate file I need to "create" one?
L2287[22:18:02] <gigaherz> let me try to explain
L2288[22:18:05] <SirSavary> Alright
L2289[22:18:12] <gigaherz> when mc initializes
L2290[22:18:23] <gigaherz> it builds up a list of items, and a list of blocks
L2291[22:18:31] <gigaherz> then from each block, it gets the blockstates
L2292[22:18:46] <gigaherz> enumerates every single IBlockState, and keeps a list of those
L2293[22:18:51] <gigaherz> then on the side
L2294[22:19:13] <gigaherz> the rendering stuff loads each blockstate json file for each block
L2295[22:19:31] <gigaherz> (+ any files referenced by forge's additions)
L2296[22:19:35] <gigaherz> from the blockstates json
L2297[22:19:54] <gigaherz> it builds a map, which links variant strings, with model objects
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L2299[22:20:04] <gigaherz> then
L2300[22:20:28] <gigaherz> it tries to match each IBlockState with a model object
L2301[22:20:38] <gigaherz> so it enumerates the blockstates, gets their corresponding variant strings
L2302[22:20:45] <gigaherz> and looks them up on the model map
L2303[22:20:50] <gigaherz> this last bit
L2304[22:20:57] <gigaherz> is where the model bake event happens
L2305[22:21:04] <gigaherz> right before this enumeration behins
L2306[22:21:12] <gigaherz> begins*
L2307[22:21:16] <sham1> Remember that the above process can be influenced by a custom ztatemapper
L2308[22:21:18] <gigaherz> you have a chance to add custom model objects
L2309[22:21:24] <SirSavary> Alright
L2310[22:21:47] <gigaherz> yeah
L2311[22:22:06] <gigaherz> if we went to a bit more detail, the way it gets the resource locations from the block, depends on the state mapper
L2312[22:22:21] <gigaherz> the point is does
L2313[22:22:30] <gigaherz> IBlockState -> ModelResourceLocation -> IBakedModel
L2314[22:22:51] <gigaherz> ModelBakeEvent lets you intercept the latter arrow
L2315[22:23:03] <gigaherz> while state mappers let you intercept the former
L2316[22:23:25] <gigaherz> but you want dynamically generated models
L2317[22:23:30] <SirSavary> Yes
L2318[22:23:34] <gigaherz> so you need to be on the latter side, at best
L2319[22:23:36] <gigaherz> for that
L2320[22:23:42] <gigaherz> you can either use a custom model loader
L2321[22:23:56] <gigaherz> and work with IModels which then get baked into IBakedModels
L2322[22:24:11] <gigaherz> or work directly with IBakedModels, and skip the IModel and ICustomModelLoader step
L2323[22:24:18] <gigaherz> hence why I recommended the model bake event
L2324[22:24:27] <gigaherz> regardless
L2325[22:24:29] <gigaherz> the point is
L2326[22:24:30] <SirSavary> Which is what I'd look to do, looks a lot simpler
L2327[22:24:36] <SirSavary> (relatively)
L2328[22:24:44] <gigaherz> you haveto *somehow* generate this IBakedModel
L2329[22:24:48] <gigaherz> now
L2330[22:24:57] <gigaherz> question: the dynamic part of this
L2331[22:25:07] <gigaherz> is it on which textures are used?
L2332[22:25:12] <gigaherz> or which model shape is used?
L2333[22:25:16] <SirSavary> Textures
L2334[22:25:22] <SirSavary> model shape is always going to be a block
L2335[22:25:24] <SirSavary> perfect cube
L2336[22:25:25] <SirSavary> nothing fancy
L2337[22:25:27] <gigaherz> so the model is always the same?
L2338[22:25:27] <gigaherz> aha
L2339[22:25:28] <SirSavary> Yes
L2340[22:25:30] <gigaherz> that makes it simpler
L2341[22:25:34] <SirSavary> thankfully
L2342[22:26:47] <gigaherz> okay your best bet here, would be to take any arbitrary IRetexturableModel (an extension of IModel)
L2343[22:26:52] <gigaherz> and call its .retexture method
L2344[22:27:27] <gigaherz> hmmm give me a minute
L2345[22:27:40] <SirSavary> Take your time, you've been more than helpful
L2346[22:27:53] <gigaherz> it MAY be that it would be easier for you to use the ICustomModelLoader
L2347[22:28:22] <gigaherz> since then you'd have the ability to request the model loader system to ensure "minecraft:block/cube_all" is loaded
L2348[22:28:38] <gigaherz> you can skip that step and assume it will be
L2349[22:28:58] <gigaherz> but that expectation may fail if someone was crazy enough to use a resource pack that changes everything including flat stone
L2350[22:29:00] <gigaherz> to not be cube_all
L2351[22:29:18] <SirSavary> Alright, fortunately they _shouldn't_ be able to do that in my situation
L2352[22:29:25] <SirSavary> this is a private modpack of sorts
L2353[22:29:35] <SirSavary> well, not private, but locked to one server
L2354[22:29:42] <gigaherz> okay so
L2355[22:29:43] <SirSavary> so if they change their resource pack they're SOL
L2356[22:29:57] <gigaherz> I believe then what you could want to do
L2357[22:30:23] <gigaherz> is first use ModelLoaderRegistry.getModel("minecraft:block/cube_all"), which should return an IModel
L2358[22:30:31] <gigaherz> that is also an instance of IRetexturableModel
L2359[22:31:04] <gigaherz> then from that, you'd have to call the retexture method
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L2361[22:31:38] <gigaherz> which will require you to build a Map with one single entry: "all": "the dynamic texture resource location"
L2362[22:31:46] <gigaherz> then afterward
L2363[22:31:51] <gigaherz> you'd want to call the bake method on this object
L2364[22:32:03] <gigaherz> on the object returned from .retexture(), that is
L2365[22:32:21] <gigaherz> and the result of the bake call, you can inject on the model bake event's registry param
L2366[22:32:22] <gigaherz> brb
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L2368[22:32:40] <SirSavary> Alright let me code that out
L2369[22:34:16] <SirSavary> Okay, seems straightforward, not entirely sure what to pass into the 'bake' method though
L2370[22:34:20] <killjoy> portal gun is lookin niice
L2371[22:34:31] <killjoy> https://www.youtube.com/watch?v=P01iVqVtN-g
L2372[22:35:09] <SirSavary> That
L2373[22:35:11] <SirSavary> is pretty neat
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L2375[22:35:31] <killjoy> he actually did that in his doors(?) mod
L2376[22:36:35] <gigaherz> SirSavary: sorry back
L2377[22:36:43] <SirSavary> Neat, the modding community has always really impressed me
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L2380[22:36:59] <SirSavary> Not a problem gigaherz
L2381[22:37:07] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/renders/RenderingStuffs.java#L98
L2382[22:37:17] <gigaherz> this is an utility class I use for rendering entities and such
L2383[22:37:39] <gigaherz> this isn't 1:1 with what you want
L2384[22:37:51] <gigaherz> but it shoudl give you an idea of what args you should give to things
L2385[22:39:43] <SirSavary> Alright, going to play around with it
L2386[22:40:59] <gigaherz> [05:34] (killjoy): https://www.youtube.com/watch?v=P01iVqVtN-g
L2387[22:41:00] <gigaherz> :3
L2388[22:41:03] <gigaherz> actual portal rendering
L2389[22:41:06] <SirSavary> Okay, so, two stupid questions
L2390[22:41:12] <gigaherz> I wonder how many levels of recursion it does XD
L2391[22:41:23] <gigaherz> (for performance's sake, hopefully not more than 2 ;P)
L2392[22:41:24] <SirSavary> what exactly is an IModelState?
L2393[22:41:31] <SirSavary> I mean, it's the state of the block, right?
L2394[22:41:39] <gigaherz> a custom model-dependant class
L2395[22:41:47] <gigaherz> that contains custom values for the model loader
L2396[22:41:57] <gigaherz> so unless you have a specific need for a specific custom value
L2397[22:42:05] <gigaherz> just pass imodel.getDefaultState()
L2398[22:42:29] <SirSavary> Perfect
L2399[22:42:36] <SirSavary> Now, when registering this model
L2400[22:42:48] <SirSavary> with modelRegistry.putObject
L2401[22:43:03] <SirSavary> the first argument should be unique? i.e. unique location for each dynamically generated block
L2402[22:43:33] <gigaherz> not just unique
L2403[22:43:40] <gigaherz> it has to be the location that MINECRAFT gives you
L2404[22:43:52] <gigaherz> which is generally "modid:blockregistryname"
L2405[22:44:10] <gigaherz> (well, forge does, not mc, but you get the idea)
L2406[22:44:19] <SirSavary> ah okay
L2407[22:44:27] <gigaherz> xcept this location is followed by the variant string I believe
L2408[22:44:29] <gigaherz> so it would be
L2409[22:44:48] <gigaherz> "modid:blockregistryname#normal" for a block placed in the world, that has no blockstates defined
L2410[22:45:18] <gigaherz> "modid:blockregistryname#inventory" for a "standard" block/item on the inventory
L2411[22:45:44] <gigaherz> (you can choose a different variant string for the inventory form, 'inventory' is just the one the vanilla models use)
L2412[22:45:50] ⇦ Parts: quaero (~Ken@c-69-243-228-109.hsd1.fl.comcast.net) ())
L2413[22:46:02] <gigaherz> but if you have a couple properties a,b which are numeric
L2414[22:46:04] <gigaherz> it could look likt
L2415[22:46:06] <SirSavary> So would I need to register my model twice? for inventory and world
L2416[22:46:11] <gigaherz> "modid:blockregistryname#a=1,b=2"
L2417[22:46:24] <gigaherz> well
L2418[22:46:26] <gigaherz> you can do
L2419[22:47:03] <gigaherz> ModelLoader.setCustomModelResourceLocation(Item.getItemForBlock(theBlock), 0, new ModelResourceLocation(modid, "theBlock", "normal"))
L2420[22:47:16] <gigaherz> and then it will use "modid:blockregistryname#normal" instead of #inventory
L2421[22:48:13] <SirSavary> Okay, looks like I've got the block rendering in world
L2422[22:48:21] <SirSavary> going to clean this code up and then get it rendering in inventory
L2423[22:48:48] <gigaherz> remember you'll have to call ModelLoader.setCustomMRL for EACH "block in item form" that will be in the inventory
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L2425[22:49:08] <gigaherz> including sub-blocks in their sub-item form
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L2427[22:53:06] <tterrag> http://i.imgur.com/2AC3Zet.gifv
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L2429[22:54:26] <sham1> I... I did not expect thay
L2430[22:54:37] <SirSavary> gigaherz, slight problem with setCustomModelResourceLocation
L2431[22:55:01] <SirSavary> ModelResourceLocation doesn't seem to have that constructor
L2432[22:55:14] <SirSavary> I see one with two strings
L2433[22:55:16] <sham1> Yes it does
L2434[22:55:25] <sham1> That's the one
L2435[22:55:30] <SirSavary> ah wait
L2436[22:55:30] <gigaherz> ah sorry
L2437[22:55:31] <gigaherz> new ModelResourceLocation(Survivalist.MODID + ":" + itemName, variantName)
L2438[22:55:33] <gigaherz> I call ir like this
L2439[22:55:36] <gigaherz> it*
L2440[22:55:37] <gigaherz> XD
L2441[22:55:53] <SirSavary> yeah that works, your line above had a comma
L2442[22:55:56] <SirSavary> should work now ty
L2443[22:56:28] <gigaherz> yeah because the "new Resourcelocation(domain, path)"
L2444[22:56:40] <gigaherz> because of*
L2445[22:57:16] <SirSavary> Hmmm, blocks are rendering properly in the world but not in the inventory
L2446[22:57:25] <SirSavary> does ModelLoader.setCustomModelResourceLocation need to be called after I bake the model?
L2447[22:57:34] <gigaherz> no
L2448[22:57:43] <gigaherz> shoudl be called on preinit
L2449[22:58:00] <gigaherz> the order of things should be
L2450[22:58:20] <gigaherz> preinit (ModelLoader.setCustomMRL) -> texture stitch event gets called -> model bake event gets called -> init
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L2452[22:58:41] <SirSavary> Nice, that fixed it
L2453[22:58:44] <SirSavary> moved it from init to preinit
L2454[22:59:08] <gigaherz> :)
L2455[22:59:22] <SirSavary> that's step one out of the way
L2456[23:01:28] <SirSavary> So, I'm going to make the grand assumption that dynamically generating a fluid is exponentially more difficult?
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L2459[23:03:13] <sham1> Whatever you are doing, sounds dangerous
L2460[23:03:18] <SirSavary> :^)
L2461[23:03:45] <SirSavary> tl;dr: Metallurgy with dynamic metals
L2462[23:03:56] <SirSavary> Each metal has an ore, solid block, molten form, tool set, armor set
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L2464[23:04:00] <sham1> Ah I see
L2465[23:04:11] <SirSavary> 2 of those are out of the way
L2466[23:04:59] <killjoy> dynamic things aren't too hard to do
L2467[23:05:22] <SirSavary> I figure it's not going to be too bad, it's just that I haven't modded MC since like... a while
L2468[23:05:23] <killjoy> cache it for faster startup
L2469[23:05:43] <gigaherz> can't help with fluids
L2470[23:05:44] <killjoy> just add a custom resource pack location
L2471[23:05:44] <SirSavary> I'm a web programmer, full stack so this is a bit different from what I usually do
L2472[23:05:45] <gigaherz> I have no idea how they work
L2473[23:05:47] <gigaherz> XD
L2474[23:05:54] <killjoy> that's for the block models
L2475[23:06:06] <gigaherz> I'm a non-web programmer who may be getting a job doing angular+coffeescript
L2476[23:06:11] <SirSavary> Neat
L2477[23:06:16] <gigaherz> pays well, but ugh
L2478[23:06:33] <gigaherz> I hope I get it because my bank account is in a really sad state atm
L2479[23:06:42] <SirSavary> I feel it
L2480[23:06:57] <SirSavary> I suppose I'm going to have to copy lava or w/e and then retexture that
L2481[23:07:03] <gigaherz> nono
L2482[23:07:08] <SirSavary> bad?
L2483[23:07:10] <gigaherz> lava/water are vanilla fluids
L2484[23:07:21] <SirSavary> well I want my molten metal to be retextured lava
L2485[23:07:23] <gigaherz> you'd want to use the forge fluid system
L2486[23:07:26] <SirSavary> Ah okay
L2487[23:07:37] <gigaherz> but i can't guide you through that
L2488[23:07:42] <gigaherz> because I don't know the specifics
L2489[23:07:47] <sham1> Use the lava texture
L2490[23:08:00] <sham1> After all, molten metal is hot af
L2491[23:08:40] <SirSavary> I suppose
L2492[23:08:48] <SirSavary> but then there's no customization
L2493[23:09:02] <killjoy> let forge make your fluids
L2494[23:09:05] <sham1> Sure there is
L2495[23:09:16] <SirSavary> I mean color-wise, someone might want a moat of molten mithril
L2496[23:09:37] <sham1> Add a green tint
L2497[23:09:47] <SirSavary> alright, even if did tint it
L2498[23:09:52] <SirSavary> I still need to generate the bucket item
L2499[23:10:07] <sham1> Forge has "universal bucket"
L2500[23:10:17] <gigaherz> yehyou can apply for buckets
L2501[23:10:20] <sham1> That renders the fluid for you
L2502[23:10:34] <SirSavary> oh neat, I'll look into that
L2503[23:11:30] <SirSavary> so, assuming I can use that fancy forge stuff
L2504[23:11:36] <SirSavary> I'm still left with generating tools and armor
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L2506[23:13:10] <sham1> There you can take the average colour of the chosen metal ingot
L2507[23:13:41] <SirSavary> well I already have textures for all of these things
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