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L1[00:00:15] <thecodewarrior> Then try
putting a breakpoint and checking the position and making sure it's
correct
L2[00:00:27] <thecodewarrior> If not those
than it's something a bit more complicated.
L3[00:02:19] ⇨
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L4[00:02:29] <Nosirrom> maybe best to start
from the beginning, my writeTONBT and readFromNBT don't seem to be
working on the client side
L5[00:02:43] <Nosirrom> I thought a packet
could sync it, but apparantly not
L6[00:03:22] <Nosirrom> but read and write
from NBT are only running on server thread it seems
L7[00:04:02] ⇨
Joins: DovahOfKiin (~admin@122.172.136.201)
L8[00:04:45] <thecodewarrior> In the TE
there's getDescriptionPacket and onDataPacket, those handle
syncing. return a SPacketUpdateTileEntity and call te.markDirty()
whenever you change something that needs to sync. Also don't write
anything to the update packet that isn't needed on the client, just
to save bandwidth.
L9[00:04:52] <DovahOfKiin> This german fluid
tutorial I'm following uses the method ModelBakery.addVariantName,
but he is in 1.8 and I'm in 1.9. What is the equivalent of this
method in 1.9? It doesn't seem to exist
L10[00:08:28] <Nosirrom> well, marking
dirty was the only thing I needed to do it seems.
L11[00:08:42] <Nosirrom> and those data
packet methods I just put in there
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L13[00:10:03] <DovahOfKiin> any idea
people?
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L16[00:13:55] <thecodewarrior> !gm
ModelBakery.addVariantName
L17[00:14:02] <thecodewarrior> !gm
ModelBakery.addVariantName 1.8
L18[00:14:10] <thecodewarrior> !gm
addVariantName 1.8
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L20[00:14:27] <TehNut> It's in
ModelLoader
L21[00:14:28] <thecodewarrior> Ah, forge
method. :P not a mapping.
L22[00:14:41] <TehNut> I forget the method,
one sec
L23[00:14:56] <TehNut> Oh, no it's not I
lied
L24[00:15:05] <TehNut>
ModelBackery.registerItemVariants
L25[00:15:12] <TehNut> i can spell i
promise
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L27[00:15:57] <DovahOfKiin> haha
L28[00:16:52] <DovahOfKiin> TehNut, that
requiresa modelresourcelocation too..?
L29[00:17:10] <TehNut> hm?
L30[00:17:11] <DovahOfKiin> addvariantname
(in the video I'm watching) required only the item
L31[00:17:20] <TehNut> so does that
L32[00:17:33] <TehNut> the second param is
a vararg, you don't need to pass anything
L33[00:17:52] <DovahOfKiin> Oh wait
L34[00:17:58] <DovahOfKiin> yeah I didn't
notice the periods
L35[00:18:02] <DovahOfKiin> sorry for the
trouble
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L43[00:40:53] <MCPBot_Reborn> MCPBot_Reborn
is now in read-only mode. Commands that change database data are
currently disabled.
L44[00:42:10] <MCPBot_Reborn> === Mappings
Commit ===
L45[00:42:14] <MCPBot_Reborn> Total: 2837
method changes committed, 4649 field changes committed, 4134 method
parameter changes committed
L46[00:42:17] <MCPBot_Reborn> [STABLE CSV]
Pushing stable_24 mappings to Forge Maven.
L47[00:42:21] <MCPBot_Reborn> [STABLE CSV]
Maven upload successful for mcp_stable-24-1.9.zip (mappings =
"stable_24" in build.gradle).
L48[00:42:31] <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/
L49[00:42:35] <MCPBot_Reborn> MCPBot_Reborn
is no longer in read-only mode. All commands are now available
again.
L50[00:42:57] <MCPBot_Reborn> MCPBot_Reborn
is now in read-only mode. Commands that change database data are
currently disabled.
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L52[00:46:49] ⇨
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L53[00:46:56] <DovahOfKiin> Can someone
take a look at this:
L55[00:47:14] <Nosirrom> I can't, it's all
blurry
L56[00:47:53] <DovahOfKiin> Hold on
L57[00:49:39] ⇨
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L58[00:51:20] <Nosirrom> what is wrong
though?
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L61[00:58:24] <DovahOfKiin> Nosirrom This
is the code:
http://pastebin.com/D34z9am1 It's been taken
from a video I'm watching. How is he able to reference the variable
"loc" inside that nested class without an error?
L62[01:01:39] <Nosirrom> no idea, but do
you really need to? just create the location inside the class
L63[01:01:52] <DovahOfKiin> ik but it just
bothers me
L64[01:02:05] <DovahOfKiin> he's able to
pull it off when it just shouldn't be possible
L65[01:02:21] <Ordinastie_> ...
L66[01:02:24] <Ordinastie_> of course it's
possible
L67[01:02:43] <DovahOfKiin> how?
L68[01:02:50] <Ordinastie_> and your IDE
should definitely tell you why it can't
L69[01:03:20] <DovahOfKiin> Cannot refer to
the non-final local variable loc defined in an enclosing
scope
L70[01:03:29] <Ordinastie_> exactly
L71[01:03:36] <DovahOfKiin> He's not marked
it final either
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L73[01:03:42] <Ordinastie_> exactly
L74[01:04:06] <DovahOfKiin> So he shouldn't
be able to do it
L76[01:05:22] <Nosirrom> lol
L77[01:05:25] <Nosirrom> the method is
static
L78[01:05:43] <Ordinastie_> doesn't
matter
L79[01:06:18] <Ordinastie_> it requires it
to be final, if it doesn't error in the video, I'm pretty sure
that's because he doesn't save the file
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L82[01:07:33] <DovahOfKiin> I'll just
define it inside the nested class as Nosirrom said
L83[01:07:48] <Ordinastie_> just make it
final :x
L85[01:08:06] <Nosirrom> make it final if
you have to reuse it
L86[01:08:15] <Tazz>
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
L87[01:08:15] <DovahOfKiin> yeah
L88[01:08:15] <Tazz>
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
L89[01:08:18] <Nosirrom> all of my
modelLocations are different so I just define it inside
L90[01:08:18] <Tazz>
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
L91[01:08:22] <TehNut> jeezus tazz
L92[01:08:24] <Tazz>
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
L93[01:08:25] *** Tazz
was kicked by fry (Tazz))
L94[01:08:34] <DovahOfKiin> 20 secs in, he
does another nested class
L95[01:08:42] <DovahOfKiin> with the same
variable
L96[01:08:46] <DovahOfKiin> I'll just
finalize it now
L97[01:08:51] <Ordinastie_> lol, fry,
script or good reflexes ? :p
L98[01:09:00] <fry> java6 reauires you to
make local variables final if you want to use them in anonymous
classes
L99[01:09:04] <fry> *requires
L100[01:09:08] <fry> good reflexes
:P
L101[01:09:30] <DovahOfKiin> Can someone
explain the reasoning behind that?
L102[01:09:48] <Ordinastie_> ah right, for
J7+ it just complains when you reassign it, forgot that
L103[01:10:28] <fry> keywords: closures,
lexical scope
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L107[01:13:32] <fry> basically, what
happens if you define an anonymous class that captures the local
variable, then you update that variable, and the use the class?
does it use the old or the new value?
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L111[01:16:05] <Ordinastie_> hah, for a
moment, I thought you wouldn't link anything, I was worried you
were sick or something
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L115[01:26:51] <DovahOfKiin> Uhh
L116[01:27:28] <DovahOfKiin> fry and
Ordinastie_ I had a powercut, so the only two messages I've seen
are "here's a longer explanation" and "hah, for a
moment". What did I miss?
L117[01:27:44] <Ordinastie_> nothing
L118[01:27:45] <TehNut> nothing
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L122[01:29:53] <DovahOfKiin> alright
ty
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L124[01:30:15] <DovahOfKiin> I think this
one liner from fry explains it quite well: basically, what happens
if you define an anonymous class that captures the local variable,
then you update that variable, and the use the class? does it use
the old or the new value?
L125[01:38:11] <thecodewarrior> How do I
send changes to an entities rotation to clients?
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L131[01:50:19] <thecodewarrior> Is the
entity rotation pitch/yaw even synced?
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L133[01:59:55] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160517 mappings to Forge Maven.
L134[01:59:58] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160517-1.9.4.zip
(mappings = "snapshot_20160517" in build.gradle).
L135[02:00:09] <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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L146[02:31:49] <thecodewarrior> Is there a
way to manually fire an entity tracking packet? I want to update
the client immediately once they change the position/rotation, but
I can't figure out how. I'd like to not use a custom packet if
possible.
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L153[02:43:43] <killjoy> thecodewarrior,
send it to the player's sendqueue
L154[02:44:28] <thecodewarrior> What's the
sendqueue?
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L156[02:47:27] <LexDesktop> !gm
field_73251_h
L157[02:47:30] <LexDesktop> !gf
field_73251_h
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L159[02:49:00] <thecodewarrior> Does that
still require me to construct the packet myself?
L160[02:49:15] <thecodewarrior> I'm
thinking it might be easier to make my own packet at this
point.
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L163[03:03:33] <LexDesktop> !gm
func_177424_a
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L165[03:10:00] <LexDesktop> !gf
field_187286_f
L166[03:10:42] <LexDesktop> !gm
func_72688_a
L167[03:10:58] <LexDesktop> !gm
func_72863_F
L168[03:11:17] <LexDesktop> !gm
func_186028_c
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L175[03:21:08] <thecodewarrior> Ok, got it
working with a custom packet.
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L186[03:38:06] <insaneau> rendering
question, if i have a block that i want to be fully rendered by
TESR, how can i tell it to have "no" json? I tried just
having blanks and it always gave me the pink and black cube.
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L194[04:03:00] <DovahOfKiin> Do I need to
have a model file for my fluids too?
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L201[04:22:51] <Digitalsabre> Is there in
1.7.10, or is there not, a way to remove worldgen of a particular
set of items without actually removing them from the game
entirely?
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L204[04:25:08] <Necr0> my mod finally
compiled for 1.8. 573 errors all fixed!
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L206[04:27:33] <LexDesktop> !gm
func_185343_d
L207[04:27:41] <LexDesktop> !gm
func_181079_c
L208[04:28:00] <LexDesktop> ff
L209[04:29:14] <Digitalsabre> Are there
any mods that can do what I mentioned earlier for items from other
mods?
L210[04:30:15] <LexDesktop> !fsm
func_181079_c setPos Sets the position, MUST not be name 'set' as
that causes obfusication conflicts with func_185343_d
L211[04:33:29] <Ordinastie_> why does it
conflicts ?
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L213[04:36:58] <Digitalsabre> Wait… with a
little googling, I can apparently do what I want to do with
cofhcore…?
L214[04:37:09] <Digitalsabre> Am I even
asking in the right place?
L215[04:37:52] <Ordinastie_> nothing wrong
in asking here, but I not convinced it's even doable
L216[04:38:03]
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L217[04:38:06] <Digitalsabre> Seems like,
though.
L218[04:39:12] ⇦
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L219[04:42:12] ⇦
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L220[04:52:09] <Digitalsabre> Tryin' it
out. Just removed black flowers. Gonna see if it works.
L221[04:57:31] <Digitalsabre> Well… it
didn't work, but I'm not sure why.
L222[04:58:18] <Digitalsabre> I'm sure I
gave it the right name.
L223[04:58:33] ⇦
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L224[05:05:49] <Digitalsabre> Trying
setting its rarity to 0. Set it to 99 and got tons of them… someone
doesn't understand that rarity is a direct measure of how rare, not
a direct measure of how common. >.>;
L225[05:07:37]
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L226[05:08:29] <Digitalsabre> Works.
L227[05:08:32] <Digitalsabre> Good.
L228[05:12:46] ⇦
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L231[05:21:40] ***
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L233[05:24:19] <linuxdemon> does anyone
know of a good way to stop a players armor from rendering?
L234[05:27:47] <PaleoCrafter> linuxdemon,
possibly RenderPlayerEvent.SetArmorModel ?
L235[05:29:37] <linuxdemon> possibly, I'll
look in to extending RenderPlayer and see what I can do
L236[05:31:39] <linuxdemon> nevermind, no
need for that, just setting the result to 0 works, thanks
PaleoCrafter
L238[05:38:01] <Saucier> Only happens if I
extend 'Block'. If I extend 'BlockContainer' it does only trigger
once.
L239[05:39:18] <PaleoCrafter> Saucier, how
do you know it's twice on the server? :P
L240[05:39:46] <Ordinastie_> PaleoCrafter,
sysout says server thread
L241[05:39:58] <PaleoCrafter> oh, didn't
even see those lines :D
L242[05:40:13] <Ordinastie_> Saucier, put
a break point and find out where it's called from
L243[05:40:26] <PaleoCrafter> yeah ^
L244[05:48:12] ⇦
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L250[06:06:18] <Digitalsabre> Is that
English?
L251[06:06:20]
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L252[06:10:07]
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L253[06:10:10] <baegmon> So he's asking
about writing a server for Diablo 3...? LOL
L254[06:10:37] <sokratis12GR> Guys when an
item has a metadata like 4164/2 how do i get its id ?
L255[06:11:10] <sokratis12GR> or by its
name when there are multiple of this type of items
L256[06:11:19] <sokratis12GR> like
tconstruct:ingots
L257[06:15:42] <ghz|afk> wat
L258[06:15:52] <ghz|afk> what do you
have?
L259[06:16:11] <ghz|afk> and what do you
need?
L260[06:17:10] <sokratis12GR>
ItemStack(Item.getItemById(4164), 1)}); how to make it to check an
other metadata like 4164/2 do I just need to add ":"
?
L261[06:17:44] <ghz|afk> that makes no
sense
L262[06:17:50] <ghz|afk> first of
all
L263[06:17:53] <ghz|afk> WHY do you have
an ide AT ALL?
L264[06:17:55] <ghz|afk> id*
L265[06:17:55] <Ordinastie_> I guess some
programing knowledge would help there
L266[06:17:55] <LexDesktop> why the hell
are you working with ids?
L267[06:18:25] <ghz|afk> please tell my
you are upgrading a very old mod
L268[06:18:41] <ghz|afk> (it would be
horrible even then, but at least would make a tiny bit of
sense)
L269[06:18:50] <ghz|afk> second,
L270[06:19:01] <ghz|afk> yo ucan't make it
"check" other meta values
L271[06:19:03] <sokratis12GR> No, I need
to for recipes with items of other mods
L272[06:19:05] <ghz|afk> you can't
enumerate subitems
L273[06:19:19] <ghz|afk> if you want to
allow all subitems
L274[06:19:26] <ghz|afk> then use
OreDictionary.WILDCARD_VALUE
L275[06:19:28] <ghz|afk> in place of the
metadata
L276[06:19:34] <ghz|afk> but if you need
only SOME meta values
L277[06:19:38] <ghz|afk> you'll haveto
create multiple recipes
L278[06:19:51] <ghz|afk> if you want to
create recipes for items from other mods, you get the items BY
NAME
L279[06:19:56] <ghz|afk> NEVER BY ID
L280[06:19:59]
⇨ Joins: Naiten (~Naiten@82.162.0.251)
L281[06:20:02] <sokratis12GR> ok
L282[06:20:12] <sokratis12GR> but
tconstruct:ingots has many variations
L283[06:20:17] <ghz|afk> so does the
id
L284[06:20:24] <ghz|afk> xcept the id is
internal
L285[06:20:36] <ghz|afk> and changes
depending on which order mods were installed
L286[06:20:45] <ghz|afk> so you can't ever
rely on it
L287[06:20:47] <ghz|afk> ever.
L288[06:20:53] <sokratis12GR> ok ok i get
it
L289[06:21:16] <Ordinastie_> what annoys
me is, when you'll realise he's asking how to make an itemStack
with metadata, you'll just tell him how :x
L290[06:21:21] <ghz|afk> (with exceptions
that we would explain if you were to be in that situation)
L291[06:21:58] <ghz|afk> Ordinastie_: oh
no I know that, note how I didn't say it back when i mentioned
wildcard
L292[06:21:59] <ghz|afk> ;p
L293[06:22:22] <Digitalsabre> Doesn't each
tconstruct:ingots "variation" have a distinct damage
value?
L294[06:22:34] <ghz|afk> yes, those are
metadata numbers really
L295[06:22:41] <ghz|afk>
"damage" is just repurposing the metadata
L296[06:23:03] <ghz|afk> like in
stack.getMetadata
L297[06:23:08] <ghz|afk> vs
stack.getItemDamage
L298[06:23:23] <ghz|afk> you should use
getMetadata for any purpose involving subitems and
non-dmage-related tasks
L299[06:23:30] <Digitalsabre> It also has
its own unlocalized name. :P
L300[06:23:31] <ghz|afk> and
.getItemDamage for obtaining damage values
L301[06:23:36] <ghz|afk> both can be
overriden separately
L302[06:23:48] <ghz|afk> and either of
them could be remapped to NBT instead of using the damage
number
L303[06:23:55] <ghz|afk> eh metadata
number*
L304[06:24:08] <ghz|afk> (bad habits are
strong ¬¬)
L305[06:24:39] <Digitalsabre> Heh.
L306[06:25:34] <Digitalsabre> I don't have
habits. I started writing Better Breeding Redux last year and when
I realized that _everything_ that mod was supposed to do wasn't in
any tutorial anywhere, I gave up. xD
L307[06:25:57] ***
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L311[06:57:05] <PaleoCrafter>
Digitalsabre, I'd count that as a bonus point? if it isn't any
tutorial, chances are it's a pretty unique idea :P
L312[06:57:40] <Digitalsabre> Maybe, but
I'm not strong enough in Java and I don't know how things in MCF
fit together well enough to make them work.
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L315[07:32:57] <baegmon> anyone have a
clue what "RightClickItem.invoke(.dynamic)" means? google
returns one post that doesn't really have anything on the
matter
L316[07:37:46] <ghz|afk> wat
L317[07:37:50] <ghz|afk> where do you see
that?
L318[07:38:02] <Ordinastie_> probably a
stacktrace
L319[07:38:17] <baegmon> stacktrace lol
its the only thing that comes up from the error
L320[07:38:54] <ghz|afk> can you apste the
whole stack trace?
L321[07:42:23]
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L322[07:42:30] <Tazz> woah srry
L323[07:42:36] <Tazz> passed out at the
kb
L324[07:42:47] <ghz|afk> wtf
L325[07:43:08] <ghz|afk> you have a
probelm, dunno what problem exactly, but there's a problem
involved
L326[07:43:15] <Tazz> lol
L328[07:43:51] <baegmon> so weird lol I'm
90% sure its a nullpointer error but I'm not getting anything in my
console after updating IDEA tonight maybe I should downgrade
L329[07:44:09] <Ordinastie_> that's the
whole trace ?
L330[07:44:10] <ghz|afk> is that
all?
L331[07:44:16] <ghz|afk> that looks cut
off
L332[07:44:28] <ghz|afk> it's missing
lines above that
L333[07:44:44] <ghz|afk> and yes it's most
probably an NPE
L334[07:44:49] <ghz|afk> .getServer won't
work on client
L335[07:45:31] <baegmon> I'm gonna try
reinstalling IDEA now lol that + system details stuff is the only
thing that prints out wasn't like this y'day
L336[07:46:21] <baegmon> and yep I'm aware
of that, its running on the server though so I probably messed up
somewhere :P
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L338[07:51:40] <masa> amadornes: seems
that you don't currently include the gradle stuff within the framez
3 repo btw, or is that on purpose?
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L340[07:56:56] <amadornes> I don't include
anything but the source, no, masa :P
L341[07:57:02]
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L342[07:57:12] <amadornes> since my deps
change all the time I don't want to have to tweak that
L343[07:57:17] <amadornes> plus it's
easier for me if it's that way
L344[07:57:23] <amadornes> because then I
keep people from building it
L345[07:57:46] <amadornes> they can look
at the source and see what I do
L346[07:57:54] <amadornes> but not build
it and use it, because it's not done yt
L347[07:57:58] <amadornes> * yet
L348[07:58:07] <masa> hehe, ok
L349[07:58:10] <amadornes> in fact, I
haven't even tested it on a server yet
L350[07:58:14] <ghz|afk> masa's plains,
foiled
L351[07:58:19] <ghz|afk> plans*
L352[07:58:23] <amadornes> yup
L353[07:58:40] <Necr0> what should i use
to replace markBlockForUpdate(BlockPos)?
L354[07:59:00] <amadornes>
notifyBlockUpdate()
L355[07:59:13] <masa> ghz|afk: yep, now
I'm going to waste time to try to do it anyway... ;D
L356[07:59:20] <ghz|afk> IBlockState state
= world.getBlockState(pos); notifyBlockUpdate(pos, state, state,
3)
L357[07:59:23] ⇦
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L358[07:59:35] <Necr0> ok thanks!
L359[07:59:42] <amadornes> masa, I still
encourage you not to do it, but whatever :P
L360[07:59:44] <amadornes> in fact
L361[07:59:49] <amadornes> you won't be
able to do it
L362[07:59:53] <amadornes> not all the
deps are out :D
L363[08:00:04] <masa> boo! :D
L364[08:00:09] <ghz|afk>
"NOOOOoooOOoo!"
L365[08:02:10] <amadornes> you should
really just wait :P
L366[08:02:17]
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L367[08:02:27] <masa> :sadface
L369[08:02:30] <amadornes> you can't even
alter the triggers atm
L371[08:02:36] <amadornes> I'm still
working on the GUI for that :P
L372[08:02:45] <ghz|afk> heh
L373[08:03:03] <masa> oh btw, it would be
crucial for our project that all the stuff can be used also without
a gui
L374[08:03:16] <amadornes> euhhh
L375[08:03:18] <masa> so that we can
automatically "print" new structures
L376[08:03:34] <amadornes> print?
structures? uh
L377[08:03:53] <masa> yes, as in the
contraption will replicate itself/build new copies
L378[08:03:54] <amadornes> you can turn
motors on and off without a GUI, if that's what you want...
L379[08:04:02] <amadornes> but you need
the GUI to configure it
L380[08:04:20] <masa> what kinds of things
will NEED to be configured?
L381[08:04:36] <amadornes> upgrades for
power input and output, speed and triggers
L382[08:04:44] <amadornes> none of which
can be altered without a GUI
L383[08:05:11] <masa> hmm
L384[08:05:30] <amadornes> s/input and
output/input and other things
L385[08:05:37] <masa> well basically we
need a simple frames mod that can do stuff like funky locomotion
did
L386[08:05:55] <amadornes> if you don't
want anything fancy, Framez 3 will do
L387[08:06:02] ⇦
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L388[08:06:21] <masa> so if it will be
possible to automatically place frames, motors/pushers whatever in
different orientations and they are able to move things on their
default settings, then that should be good for us
L389[08:06:36] <amadornes> that's going to
be really hard...
L390[08:06:41] <amadornes> you may need to
make a mod for it
L391[08:06:50] <masa> oh, why is that
then?
L392[08:07:13] <amadornes> motors don't
work right after you place them
L394[08:07:22] <amadornes> you need to put
in upgrades so that they can accept power
L395[08:07:43] <amadornes> you can do it
by just rightclicking the upgrade, so maybe that works?
L396[08:07:51] <masa> yeah that should
work
L397[08:08:19] <masa> unless we customize
it by adding a new recipe for a motor that has the upgrades
pre-applied or something
L398[08:08:27] <amadornes> I'll try to
make them configurable using a computer
L399[08:08:32] <amadornes> but it's not
going to be easy...
L400[08:08:46] <masa> we also won't be
using computer mods :p
L401[08:08:58] <amadornes> then you'll
need to make a mod for it
L402[08:09:10] <amadornes> I can't make a
mod that suits everybody's needs if they are so specific :P
L403[08:09:13] <masa> alright,
well...
L404[08:09:17] <masa> yeah sure
L405[08:09:25] <amadornes> I'd be writting
addons for each person every day lol
L406[08:09:36] <amadornes> *writing
L407[08:09:40] <masa> how tricky is the
moving-blocks code in general?
L408[08:09:43] <amadornes> wow, that word
looks weird
L409[08:10:00] <amadornes> tricky
enough?
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L411[08:10:20] <amadornes> I have a block
movement API that's in charge of moving blocks from point A to
point B (ish)
L412[08:10:28] <amadornes> and another one
that handles the rendering
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L420[08:19:10] <masa> well, if only I knew
the dependencies and could setup and build the mod, I could
probbaly customize it for our needs myself :p
L421[08:20:05] <masa> but let's look at
that when it's ready for public builds or something
L422[08:20:44] <ghz|afk> WOAH
L424[08:20:48] <ghz|afk> kojima visited
mojang
L425[08:20:53] <ghz|afk> I wonder
why...
L426[08:21:19] <ghz|afk> maybe he wants to
incorporate endermen on his next project
L427[08:22:18] *
ghz|afk facepalms
L428[08:22:28] <ghz|afk> I just looked at
the replies tothat tweet
L429[08:22:44] <ghz|afk> hoping for
speculation on what kojima would have been here for
L430[08:22:45] <ghz|afk> but nope
L431[08:22:48] <ghz|afk> ofc not
L432[08:22:55] <ghz|afk> like every other
tweet from mojang people
L433[08:23:05] <ghz|afk> 90% of the
replies are "mcpe 0.15 when"
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L435[08:28:50] <baegmon> wouldn't be
surprised if most of that age group is like 10 year old lol
L436[08:29:04] <ghz|afk> ofc
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L459[09:41:28] <Necr0> the game is telling
me that all of the textures are missing .. but they are where they
are supposed to be assests/<modid>/textures/items
L460[09:43:10] <Necr0> i am sure i wrote
my modid right because it is able to load the blockstates and
models. also i set my modid as the domain for the textures
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L462[09:44:22] <tterrag|away> and your
modid is?
L463[09:44:32] ***
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L464[09:45:51] <Necr0> nvm i mistyped it
in the model files.. derp
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L482[10:09:24] <Wuppy> woohoo, I now have
both an Oculus AND a Gear VR :D
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L485[10:17:08] <ghz|afk> Wuppy: now you
need an HTC one
L486[10:17:16] <Wuppy> I dont have room
for that
L487[10:17:27] <Wuppy> because you need a
full room setup for the HTC vive pretty much
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L496[10:44:21] <aidancbrady> hey- I’m
running into some weird issues with block jsons. Is there something
I need to do to get the item model loader to recognize forge json
files?
L498[10:44:51] <ghz|afk> hmmm no
L500[10:44:57] <ghz|afk> that looks like a
valid blockstates json
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L503[10:46:51] <aidancbrady> I don’t
understand why it’s even trying to load the facing variants. It
should just be loading the inventory variants for item models
L504[10:47:19] <ghz|afk> those only matter
for itemblocks
L505[10:47:28] <aidancbrady> well it is an
ItemBlock
L506[10:47:30] <ghz|afk> the blockstates
file takes the registry name of the block
L508[10:47:38] <aidancbrady> that’s my
state mapper
L509[10:47:52] <aidancbrady> but I was
under the assumption that state mappers are only for actual blocks,
not item block models
L510[10:47:53] <ghz|afk> o_O
L511[10:48:02] <ghz|afk> yeah
L512[10:48:11] <ghz|afk> what I mean is,
the "facing" and such, only matter to the block
L513[10:48:21] <aidancbrady> exactly
L514[10:48:25] <ghz|afk> the item version
would only load the "inventory" which you specified on
setCustomMRL
L515[10:48:30] <aidancbrady> so I don’t
understand why it’s trying to load all the possible variants
L516[10:48:38] <ghz|afk> because it's
doing so for the block
L517[10:49:09] <ghz|afk> why do you use
such a custom state mapper, though?
L518[10:49:55] <aidancbrady> I use custom
state mappers for all my other blocks because they’re necessary, I
just copied the implementation for my generators and assumed it
would work the same
L519[10:50:12] <aidancbrady> so
ModelLoader also deals with block models, not just item
models?
L520[10:50:14] <ghz|afk> bth can't imagine
any situation in which it's necessary ;P
L521[10:50:35] <aidancbrady> I use the
state mapper to match the block types to independent json
files
L522[10:50:35] <ghz|afk> all the model
loading goes through it, yes
L523[10:50:39] <ghz|afk> just by different
paths
L524[10:50:54] <aidancbrady> I’m confused
why it’s not finding the facing variants then
L525[10:51:11] <ghz|afk> the way it works,
as I understand it is:
L526[10:51:14] <ghz|afk> on one side
L527[10:51:37] <ghz|afk> mc loads the
model resource locations for blockstates and items
L528[10:51:42] <ghz|afk> on the other
side
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L530[10:52:00] <ghz|afk> it loads the
blockstates files and creates a string -> model map
L531[10:52:03] <ghz|afk> then
afterward
L532[10:52:07] <ghz|afk> it matches up one
table with the other
L533[10:52:11] <ghz|afk> into blockstate
-> model
L534[10:52:16] <ghz|afk> and itemstack
-> model
L535[10:52:40] <ghz|afk> (sortof)
L536[10:52:46] <aidancbrady> yeah that
makes sense
L537[10:53:15] <aidancbrady> the weird
thing is that I’m using what I thought was an exact copy of the
system for machines as I am for generators, but the generator
models are screwing up
L538[10:53:27] <aidancbrady> it’s only the
facing variants that aren’t being recognized
L539[10:53:46] <ghz|afk> wait!
L540[10:53:48] <ghz|afk> Isee a
problem
L541[10:54:04] <ghz|afk> you posted these
two links
L544[10:54:13] <ghz|afk> the table for the
blockstates json
L545[10:54:15] <ghz|afk> contains strings
like
L546[10:54:23] <ghz|afk>
"active=true,facing=west"
L547[10:54:28] <ghz|afk> NOT
"facing=west" alone
L548[10:54:39] <ghz|afk> which means your
state mapper is generating the wrong strings
L549[10:55:02] <aidancbrady> how do you
know that’s what the table contains?
L550[10:55:14] <ghz|afk> because the table
contains ALL the properties in ALL permutations
L551[10:55:26] <ghz|afk> there's no
partial variants
L552[10:55:46] <ghz|afk> since your json
says there's "active" and "facing", the table
WILL contain all possible values for BOTH active and facing
L553[10:55:52] <ghz|afk> but NOT just
active or just facing
L554[10:56:01] ***
Vigaro is now known as V
L555[10:56:13] <ghz|afk> hence,
"#facing=west" isn't a recognized variant string from the
blockstates file
L556[10:56:24] <aidancbrady> oh!! so it
loads the variants based on what is in the json
L557[10:56:28] <ghz|afk> yup
L558[10:56:42] <aidancbrady> that makes
sense. thanks so much!
L559[10:56:44] <ghz|afk> it generates
permutations from the json exclusively
L560[10:56:56] <ghz|afk> keep in
mind
L561[10:57:00] <ghz|afk> forge does this
by itself
L562[10:57:05] <ghz|afk> it doesn't have
any extra information
L563[10:57:15] <ghz|afk> the vanilla way
is to have the full strings always
L564[10:57:20] <ghz|afk> it doesn't
"generate permutations" at all
L565[10:58:17] <aidancbrady> I just
removed the active variants from the json file and it looks like
things are working perfectly now
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L567[10:58:32] <ghz|afk> :)
L568[10:58:33] <aidancbrady> that’s super
helpful. much appreciated
L569[10:58:37] <ghz|afk> np
L570[10:58:39] <ghz|afk> it's a bit
confusing
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L572[10:58:48] <ghz|afk> but it makes
sense when you understand the limitations of the system
L573[10:59:16] <ghz|afk> which are that mc
loads the json files WITHOUT knowledge of the variants that will be
required
L574[10:59:40] <ghz|afk> (kindof silly,
IMO, they could just build a list of variant strings, and then tell
the model loading "load all of these.")
L575[11:00:14] <aidancbrady> that’s how I
assumed it worked, which is why I was so confused. I guess they
wanted to put all the flexibility in the json files
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L578[11:22:26] <DovahOfKiin> Am I allowed
to plug my MCForge thread here?
L579[11:22:37] <DovahOfKiin> regarding a
problem I have
L580[11:22:38] <Ordinastie_> what for
?
L581[11:23:02] <DovahOfKiin> to get a
faster reply, because I'm exposing the thread to a larger
audience?
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L583[11:23:28] <Ordinastie_> yeah I
misread
L584[11:23:46] <ghz|afk> DovahOfKiin: sure
there's a few people who do that
L585[11:24:00] <luacs1998> DovahOfKiin, or
you could just ask the question here
L586[11:24:14] <ghz|afk> I tend to rpefer
asking here first
L587[11:24:19] <ghz|afk> the forum would
be a last resort XD
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L589[11:26:34] <DovahOfKiin> haha
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L592[11:27:50] <DovahOfKiin> @
ghz|afk
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L617[12:28:27] <Temportalist> Hey, so I
spawn my entity with some custom data, but it doesnt seem to
transfer to the client, event though the class implements
IEntityAdditionalSpawnData
L618[12:29:12] <tterrag> why would
it?
L619[12:29:59] <Temportalist> not sure.
What would be the route to take to make information from a
server-side spawn transfer to the client (for rendering)
L620[12:30:14] <Tazz> Packets
L621[12:30:48] <Temportalist> Does MC does
anything inherent on entity spawn?
L622[12:31:29] <Tazz> I'm not sure but
when in doubt when you need to communicate between the server and
client it's packets
L623[12:32:10] <Temportalist> I know that.
I'd prefer to find an inherent way so that I don't need to create
unnecessary packets
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L626[12:33:42] <Tazz> 10-1 mc is going to
do the same thing inherently
L627[12:33:44] <tterrag> a now defunct
mod, but that code is valid :P
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L629[12:34:34] <Temportalist> This isn't
for a player or mc entity though. This is for a custom entity, so I
should be able to avoid events
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L632[12:35:34] <tterrag> I don't really
think entities get notified when they start being tarcked
L633[12:35:36] <tterrag> tracked
L634[12:35:58] <tterrag> oh, I
misread
L635[12:35:59] <Lumien> Temportalist could
you post your code?
L636[12:36:01] <tterrag> I thought you
said IEEP
L637[12:36:08] <tterrag> in that case,
just use datawatcher/datamanger
L639[12:39:09] <tterrag> Temportalist: use
the data manager to sync things
L640[12:39:30] <Temportalist> tterrag:
does data watcher have a function which is called when a value is
changed?
L641[12:39:39] <tterrag> uh what?
L642[12:39:47] <tterrag> no you update it
when it gets changed, not the other way around...
L643[12:40:17] <Lumien> Temp does
readSpawnData get called on spawn?
L644[12:40:47] <Necr0> how can i make an
item model independent of the items metadata?
L645[12:41:07] <Temportalist> Lumien:
unsure, lemme check
L646[12:41:54] <Lumien> Necr0
ModelLoader.setCustomModelResourceLocation
L647[12:43:00] <Temportalist> Lumien: yes
it is, on the client side
L648[12:43:02] <Temportalist> hmmmm
L649[12:43:07] <Temportalist> very
strange
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L652[12:45:15] <DovahOfKiin> Posting my
mcforge topic link again, there seems to be a little more activity
on the channel now
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L657[12:55:13] <Temportalist> Lumien: is
writeSpawnData called inside one of the constructors?
L658[12:55:40] <Lumien>
EntitySpawnMessage.toBytes
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L660[12:55:44] <Temportalist> If so, that
would be why this doesnt work:
L662[12:56:01] <Temportalist> Cause right
now the entity name is null when the writeSpawnData is called
L663[12:56:13] <Temportalist> which causes
this:
L665[12:56:23] <Temportalist> Which causes
the client to render a pig -_-
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L669[13:02:04] <Temportalist> Update:
Lumien: So ByteBufUtils is reading an empty tag when I write a
non-empty
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L671[13:02:52] <Necr0> Lumien but
ModelLoader.setCustomModelResourceLocation uses meta/damage as it's
second parameter. I meant to ask how can I set an item model that
will be displayed no matter what damage value the item stack
has.
L672[13:03:02] <Temportalist> Necr0: use
metadata 0
L673[13:03:05] <Lumien> Oh sorry
independent
L674[13:05:09] <Lumien> Temp it is getting
called after the constructor though
L675[13:05:29] <Temportalist> I figured it
out - almost
L676[13:05:33] <Temportalist> I had
!hasNoTags
L677[13:05:39] <Temportalist> instead of
hasNoTags
L678[13:05:46] <Temportalist> So it was
only trying to load when there were no tags
L679[13:05:51] <tterrag> why the double
negative
L680[13:05:58] <Temportalist> Cause I
derped
L681[13:06:07] <tterrag> never understood
storing booleans with negation :P
L682[13:06:10] <tterrag> just do
hasTags
L683[13:06:20] <Temportalist> yeah
L684[13:06:23] <Temportalist> its
weird
L685[13:06:38] <Temportalist> Im confusing
myself...
L686[13:06:53]
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L687[13:08:07] <Temportalist> When simple
typos trip EVERYTHING up!
L688[13:08:18] <Temportalist> I had
"tag_tempalte" instead of "tag_template"
L689[13:08:37] <tterrag> aka "why
string based APIs are bad" in a nutshell :P
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L691[13:09:57] <Temportalist> that ^
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L693[13:14:31] <idgarad> Question: With
1.9 out and forge's progression along with the mods, how
"portable" would players inventories and respective data
be now such that inter-server moves of players and inventories
would be possible?
L694[13:14:43] <idgarad> due to
uuids.
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L696[13:19:26] <Lumien> They were always
"portable" weren't they?
L698[13:21:38] <Lumien> Where are you
calling these methods?
L699[13:22:39] <Necr0> init using my
client proxy
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L701[13:23:38] <Necr0> by init i mean my
mods initialization event
L702[13:25:37] <Lumien> Call
ModelLoader.setCustomModelResourceLocation in preInit
L703[13:26:35] <Necr0> oh ok thanks
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L711[13:37:54] <PaleoCrafter> welp,
accidentally cut off my PC's power xD
L712[13:42:15] <minecreatr> why does
TileEntityLockable have stuff for the ITEM_HANDLER
capability?
L713[13:42:47] <Girafi> To add support for
the capabilities?
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L715[13:43:20] <minecreatr> yeah, but
ITEM_HANDLER is specific to inventories?
L716[13:43:30] <minecreatr> couldn't you
have a lockable non inventory tile?
L717[13:43:53] <Necr0>
ModelLoader.setCustomModelResourceLocation(item, 0, location) still
only displays the model for damage value 0.. am i doing something
wrong?
L718[13:44:08] <PaleoCrafter> hm, has
Chrome got some new kerning support or did I just never come across
a VA combination?
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L720[13:44:28] <PaleoCrafter> Necr0, what
is the second parameter? :P
L721[13:45:51] <PaleoCrafter> if you want
all values to display the same model, either iterate over them or
use a custom mesh definition
L722[13:46:15] <Cypher121> !gc
TileEntityLockable
L723[13:46:43] <Necr0> when i asked if
there is a way to have it independent from the item's damage value
Temportalist said to use meta=0, thats why i was asking
L724[13:46:57] <PaleoCrafter>
Temportalist, y u do dis
L725[13:46:58] <Necr0> thanks for clearing
that up
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L728[13:47:21] <Temportalist> Ah, multiple
things haha didn't thing of that
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L731[13:48:56] <Cypher121> what even is
TileEntityLockable
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L733[13:50:43] <idgarad> @Lumien no two
different servers may have different block and itemids. With UUIDs
if I recall forge can clean non-existent blocks and items at server
start. I was curious if forge can handle cleansing player inventory
such that a player could move from one server to another where mod
packs may not perfectly align enabling progression servers (e,g. a
stone age server with magic and after an achievement move to a
steam age them
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L735[13:51:35] <PaleoCrafter> idgarad,
blocks and items don't get UUIDs
L736[13:51:58] <PaleoCrafter> and item
stacks will get serialised to NBT with their string ID
L737[13:52:43] <idgarad> ahh I must be
mis-interpreting the uuid as the stringID
L738[13:52:50] <PaleoCrafter>
probably
L739[13:53:04] <PaleoCrafter> only
player's get actual UUIDs
L740[13:53:28] <idgarad> Can forge
"clean" a player's inventory the same say as a world can
be cleaned if a mod is removed during runtime?
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L743[13:55:22] <PaleoCrafter> MC sort of
does that on its own, if an item doesn't exist, the stack will just
have a non-existing item and should get removed as soon as the game
notices it
L744[13:55:54] <idgarad> I was thinking a
small mod that allowed two servers to exchange keys and allow
migrating a player's info from one server to another but the
scenario where one may not have a given mod versus another one if
forge handles cleaning the invalid inventory items rather then then
a random "whatever the id matched to" on the target
server.
L745[13:56:33] <idgarad> I am still
working out the perf issues of making MetricCraft by flagging
various objects for exporting data to a sql backend (Think HLXStats
for minecraft if you would).
L746[13:56:56] <PaleoCrafter> again, since
the game stores string IDs, that scenario kind of is impossible
:P
L747[13:57:02] <PaleoCrafter> the items
just won't exist any more
L748[13:57:07] <idgarad> e.g. get the 5
minute interval counts of objects passing through a conduit, or
chest, etc.
L749[13:57:33] <idgarad> Yeah without some
backend magic cleaning the players moving between servers I'd wager
that isn't going to be an option.
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L751[13:57:58] <idgarad> Back to the
metricCraft theory crafting then. Thank you.
L752[13:57:59] <PaleoCrafter> I'm not sure
if it's me or you who doesn't understand the other
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L754[13:58:14] <PaleoCrafter> but there
shouldn't be a need for any "cleaning"
L755[13:58:25] *
capitalthree waves to PaleoCrafter!
L756[13:58:30] *
PaleoCrafter hides
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L760[14:02:42] <idgarad> My thought on
MetricCraft was to have a "metered" method on
objects\tileentities that would report out in a configurable
polling rate the activity (X objects in the last Y minutes). Was
thinking CUMULATIVE, TOTAL, DELTA methods that developers could
hook to make Buildcraft for example have a Metered Pipe, or AE2
have a Metered Card, etc so mods could easily add in the
capabilities to export metrics to a database backend for w
L761[14:04:20] <idgarad> Making the web
site backend is trivial but I through then later someone could make
a mod to reverse the data flow and get, again as an example, an
Advanced Display to show a line graph of total volume of items
passing in and out of say and Enderchest or a particular AE2 import
or export bus.
L762[14:04:51] <PaleoCrafter> and what
exactly has that to do with player data now? :P
L763[14:05:15] <idgarad> The advantage is
the sql db wouldn't need to be on the same server as the MC server
itself but the perf impact is a sticking point. (Nothing about
player data, this is a second part).
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L765[14:05:37] <idgarad> Just thinking
outloud so to speak.
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L777[14:44:23] <ghz|afk> so, I got this
bug report earlier:
L779[14:44:28] <ghz|afk> I WTFd for a
bit
L780[14:47:37] <PaleoCrafter> ghz|afk,
maybe your mod *does* add worldgen, you just don't know
L781[14:48:01] <ghz|afk> how would that
happen?
L782[14:48:01] <ghz|afk> ;P
L783[14:48:13] <PaleoCrafter> magic
L784[14:49:36] <PaleoCrafter> or did you
ever had your IDE open with your mod source visible at work?
L785[14:50:05] <ghz|afk> i spent my first
4 weeks of work doing mc modding instead of the actaul work I was
supposed to do
L786[14:50:12] <ghz|afk> because they
ordered the wrong laptop model
L787[14:50:31] <PaleoCrafter> well then,
maybe some MC-loving coworker smuggled in a bit of code :P
L788[14:51:10] <ghz|afk> heh
L789[14:51:22] <ghz|afk> but no, neither
of them know any modding
L790[14:51:34] <ghz|afk> one of them just
sortof knows how mc looks like
L791[14:51:40] <ghz|afk> the other has
played modded, but never tried to write mods
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L793[14:52:36] <PaleoCrafter> they could
have learned modding just for this xD
L794[14:53:08] <ghz|afk> sure, sure
L795[14:53:19] <ghz|afk> to create ore
veins of the most OP block in my mod, yeg
L796[14:53:20] <PaleoCrafter> this is most
definitely what happened
L797[14:53:21] <ghz|afk> yeh ;P
L798[14:53:48] <PaleoCrafter> anything
else would be holly unrealistic :P
L799[14:54:40] <ghz|afk> I prefer to think
someone removed mods, then added mine, and the id table got
confused
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L804[15:03:35] <Cypher121>
lolinternet!bitch2k@dyn-051-076.vix2.mmc.at
L805[15:03:37] <Cypher121> what a
name
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L818[15:33:38] <PaleoCrafter> any
particular reason, Vazkii? :P
L819[15:33:47] <Vazkii> :^)
L820[15:33:57] <ghz|afk> wat
L821[15:34:08] <Vazkii> Because I thought
I posted this in the forgecraft channel for a bit :P
L822[15:34:23] <PaleoCrafter> funny
nonetheless
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L832[15:53:14] <masa> welp, I went ahead
and uploaded a very early pre-alpha version of my latest mod
project to CurseForge...
L833[15:53:22] <masa> so I now have 9
released mods
L834[15:53:39] <masa> well, I don't know
if you can say this on is "released" yet but...
L835[15:54:07] <ghz|afk> is it marked as
"alpha"?
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L837[15:54:16] <LordFokas> what mods are
those?
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L840[16:10:42] <masa> yes it's an
alpha
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L842[16:11:07] <masa> and I have big red
text on the overview page to indicate that the mod is in early
development :p
L843[16:11:37] <ghz|afk> it's kindof
annoying on curse
L845[16:11:43] <ghz|afk> alphas simply
don't show up unless you search for them
L846[16:11:55] <masa> LordFokas: you can
see my other project via my profile and Projects
L847[16:12:21] <masa> well yes, but alphas
really shouldn't be used by Curse users anyway :p
L848[16:12:39] <masa> and often not other
users either
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L851[16:13:37] <ghz|afk> yeah, there's
just no way to differentiate "highly unstable" from
"highly stable just incomplete"
L852[16:14:10] <masa> yep
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L855[16:14:56] <masa> I actually added
some images to that mod after someone requested them moments after
I just created the project :p
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L857[16:15:27] <masa> I'll have to add
some more images to my pther mods too, I never realized that they
show up so nicely on the page
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L861[16:20:16] <ghz|afk> masa: when I read
the mod's description, it reminded me of an idea I had ages ago, to
make a block that could encode a whole redstone machine, and
program it to map specific redstone lines to the sides of the
machine ;P
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L864[16:26:57] <masa> heh
L865[16:27:36] <masa> yep that would be
cool, and I think some mods have done similar things
actually?
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L873[16:44:23] <Digitalsabre> I can't
figure out how to learn to do this. Everything in me is saying
"learn to Java," but I don't know if that's enough,
either.
L874[16:45:06] <diesieben07> do
what?
L875[16:45:25] <Digitalsabre> To write MC
mods.
L876[16:45:36] <diesieben07> What is your
programming experience?
L877[16:45:38] <diesieben07> outside of
mods?
L878[16:45:38] <Digitalsabre> Oh, it's you
again.
L879[16:45:52] <Digitalsabre> Light web
coding.
L880[16:46:15] <Digitalsabre> Not HTML
stuff. That's too light. Some VB stuff for ASP.
L881[16:46:25] <diesieben07> so no java at
all?
L882[16:46:33] <Digitalsabre> No, not
really.
L883[16:47:20] <diesieben07> Well, then i
suggest you learn java. there are plenty of courses. once you can
program a simple calculator application COMPLETELY INDEPENDENT (and
completely means ocmpletely, just you and your IDE, from start to
finish) you are ready.
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L885[16:48:34] <williewillus> does that
include gui lol
L886[16:48:39] <Cypher121> diesieben07,
how simple of a calculator do you mean?
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L888[16:48:52] <diesieben07> GUI is not
necessary
L889[16:48:58] <williewillus> because
every time I use swing i try my hardest to forget it exists after
I'm done
L890[16:48:58] <diesieben07> swing sucks
:D
L891[16:48:58] <Cypher121> because for
most of them you need some basic syntax parsing
L892[16:49:04] ⇦
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L894[16:49:14] <Cypher121> which is kinda
irrelevant to java or modding
L895[16:49:16] <williewillus> Cypher121:
easy just make it prefix notation calculator :D
L896[16:49:18]
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L897[16:49:18] <diesieben07> you type in
"12 + 3" it gives you 15.
L898[16:49:25] <diesieben07> tahts piss
easy to do.
L899[16:49:26] <Cypher121> williewillus,
booo
L900[16:49:58] <Digitalsabre> Will knowing
how to do that help me understand where to get the requisite
information about the MCF that I'll need to make calls to in order
to make, for example, cows take longer to mature from baby
cows?
L901[16:50:20] <williewillus> that's just
reading vanilla source
L902[16:50:31] <Cypher121> I actually made
one recently, just to practice my functional programming. forgot
that negative numbers exist though -_-
L903[16:50:40] <williewillus> a prefix
notation calculator?
L904[16:50:43] <Cypher121> infix
L905[16:50:50] <Digitalsabre> Reverse
polish notation calculator.
L906[16:51:15] <Cypher121> so infix ->
direct polish -> expression function
L907[16:51:28] <Cypher121> or actually no,
reverse polish
L908[16:51:30] <williewillus> infixers
just use taht one algorithm to move everything into prefix
right
L909[16:51:32] <williewillus> yeah
L910[16:51:38] <williewillus> Polish is
prefix
L911[16:51:40] <Digitalsabre> [ 12, 3,
"+" ] -> [ 15 ]
L912[16:51:42] <williewillus> reverse
polish is postfix
L913[16:52:01] <Cypher121> yeah, mine was
postfix
L914[16:52:44] ⇦
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L915[16:53:57] <Digitalsabre> Hmm..
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L920[16:54:50] <Digitalsabre> And then
I'll write MCForth for ComputerCraft. xD
L921[16:55:17] <Digitalsabre> In
LUA.
L922[16:55:27] <Digitalsabre>
("Lua"?)
L923[16:55:47] <Digitalsabre> Ohey, it's
not all caps.
L924[16:55:47] ***
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L930[16:59:34] <MaelstromPhx> hello
L931[17:01:19] <MaelstromPhx> can anyone
help me with a forge worldsavedata issue im having?
L932[17:01:35] <williewillus> ask and
whoevers around that knows will answer
L933[17:01:41] <williewillus> giga isnt
here sadly :P
L934[17:02:01] <MaelstromPhx> ok
L935[17:02:48] <ghz|afk> hm?
L936[17:02:54] <ghz|afk> yes I am ;p
L937[17:02:55] <ghz|afk> sortof
L938[17:03:15] <williewillus> oh lol
L939[17:03:35] <ghz|afk> I got a cold/flu,
so I'm bouncing between the chair and the bed at random
intervals
L940[17:03:37] <MaelstromPhx> so i have a
class that extends the world save data and im trying to get it to
read and save nbt data. I have it create a new instance of the
class whenever a player logs in and the init runs fine but it never
runs the read or write nbt functions
L941[17:03:44] <ghz|afk> but right now i'm
on peak effect from an aspirin
L942[17:03:50] <diesieben07> thats not
when you create a new instance.
L943[17:03:57] <ghz|afk> WorldSavedData
isn't "per player"
L944[17:04:06] <ghz|afk> that's your first
issue there
L945[17:04:09] <MaelstromPhx> so how would
i go about per player saving?
L946[17:04:14] <ghz|afk> use a
Capability
L947[17:04:15] <diesieben07>
Capabilities
L948[17:04:19] <ghz|afk> or IEEP before
1.8.9
L949[17:04:33] <MaelstromPhx> cool. ill go
look into it
L952[17:05:30] <MaelstromPhx> anything on
ieep? im using 1.7.10
L953[17:05:40] <ghz|afk> yes look under
IEEP on the RTD page
L954[17:05:48] <ghz|afk>
IExtendedEntityProperties
L956[17:06:10] <diesieben07> also
update.
L957[17:06:53] <MaelstromPhx> 1.9 has the
weird json blocks tho right?
L958[17:07:00] <ghz|afk> they aren't
weird
L959[17:07:03] <diesieben07> it's not
weird.
L960[17:07:04] <ghz|afk> they are
awesome
L961[17:07:13] <Digitalsabre> diesieben07:
PM?
L962[17:07:24] <diesieben07> what for?
but... sure i guess
L963[17:07:26] <MaelstromPhx> welp time to
relearn all the tuts i did today XD
L964[17:07:39] <ghz|afk> note:
L965[17:07:48] <ghz|afk> most tutorials on
1.8+ modding seem to be outdated
L966[17:07:52] <ghz|afk> using deprecated
methods and practices
L967[17:08:04] <MaelstromPhx> would you
recommend 1.8 or going straight to 1.9?
L968[17:08:06] <ghz|afk> if you see
anything realted to
"getUnlocalizedName().substring"
L969[17:08:10] <ghz|afk> or
"ItemModelMesher"
L970[17:08:22] <ghz|afk> then look for a
less crappy tutorial
L971[17:08:41] <LatvianModder> are
capabilities suppsed to be synced between client and server in tile
entities?
L972[17:08:46] <diesieben07> i have not
seen one tutorial mention setCustomModelResourceLocation
L973[17:08:58] <ghz|afk> LatvianModder:
nope, you do that yourself
L974[17:09:07] <LatvianModder> No, but I
mean, should I?
L975[17:09:25] <ghz|afk> if you want the
caps synced, you do it yourself
L976[17:09:27] <ghz|afk> using custom
packets
L977[17:09:33] <LatvianModder> +
capabilities is a private field
L978[17:09:38] <ghz|afk> wat?
L979[17:09:44] ***
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L980[17:09:51] <ghz|afk> the
"capabilities" field is for internal use
L981[17:09:51] <LatvianModder> private
net.minecraftforge.common.capabilities.CapabilityDispatcher
capabilities;
L982[17:09:58] <LatvianModder> I mean..
All of them :P
L983[17:10:06] <ghz|afk> to hold the
attached capabilities injected through
AttachCapabilitiesEvent
L984[17:10:15] <ghz|afk> it's not meant to
be used
L985[17:10:19] <ghz|afk> the way you
expose a capability
L986[17:10:27] <ghz|afk> is by overriding
hasCapability/getCapability
L987[17:10:32] <ghz|afk> and doing
L988[17:10:41] <LatvianModder> right, so I
should not care about syncing internal / event capabilities?
L989[17:10:42] <ghz|afk> if(cap ==
TheCapability) return true/theCapInstance;
L990[17:10:45]
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L991[17:10:51] <ghz|afk> no, it's the
responsibility of their implementor
L992[17:10:55] <ghz|afk> you sync YOUR
caps
L993[17:10:59] <ghz|afk> not the caps on
your object
L994[17:11:02] <LatvianModder> alright,
thats what I wanted to know :P
L995[17:12:05] <Digitalsabre> Please write
for 1.9. That's where the big push is right now.
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L998[17:12:29] <ghz|afk> and yeah
MaelstromPhx: writing directly for 1.9 will be the least
painful
L999[17:12:33] <MaelstromPhx> ok
L1000[17:12:39] <ghz|afk> since it's
where most of the nicer changes are
L1001[17:12:48] <ghz|afk> so you won't
have to later reorganize your mod to adapt for the
improvements
L1002[17:12:57] <ghz|afk> it will feel
like you wasted time ;P
L1003[17:12:59] <MaelstromPhx> also the
javadocs are the official documentation right?
L1004[17:13:03] <ghz|afk> yes
L1005[17:13:06] <ghz|afk> so is the
readthedocs page
L1006[17:13:18] <MaelstromPhx> does that
have everything on it?
L1007[17:13:22] <ghz|afk> no
L1009[17:13:30] <LatvianModder> Can I
have a blockstates.json + block_model.json + change model's texture
fields from tileentity?
L1010[17:13:35] <ghz|afk> it's created by
the community
L1011[17:13:38] <LatvianModder>
basically, a camofluage block
L1012[17:13:40] <ghz|afk> so if you find
something that isn't described there
L1013[17:13:43] <ghz|afk> and you learn
how it works
L1014[17:13:48] <ghz|afk> feel free to
contribute your own pages :D
L1015[17:14:06] <ghz|afk> note that RTD
is documentation, not "copy-paste tutorials"
L1016[17:14:47] ***
Darkhax_AFK is now known as Darkhax
L1017[17:15:01] <ghz|afk> and if you want
to look through examples of working mods that have been written for
modern modding standards
L1018[17:15:02] <ghz|afk> just ask
L1019[17:15:12] <ghz|afk> I have multiple
opensource repositories
L1020[17:15:17] <ghz|afk> and
williewillus has a few more ;P
L1021[17:15:18] <MaelstromPhx> yeah thatd
be nice
L1022[17:15:35] <MaelstromPhx> i was
sifting through blood magic earlier to get some idea of what to do
:P
L1023[17:15:40] <williewillus>
LatvianModder: yes you can have camo blocks
L1024[17:15:44] <williewillus> but not
the way you just described
L1026[17:15:57] <ghz|afk> LatvianModder:
for camo blocks, you'd want to use custom models
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L1028[17:16:04] <LatvianModder> right,
right
L1029[17:16:08] <williewillus> you want a
smart model that just steals the target block's model
L1030[17:16:11] <williewillus> link
coming
L1031[17:16:12] <LatvianModder> those
cant be loaded from json?
L1032[17:16:17] <ghz|afk> well
L1033[17:16:18] <ghz|afk> they
could
L1034[17:16:19] <ghz|afk> but
L1035[17:16:23] <ghz|afk> you can't just
"steal the texture"
L1036[17:16:26] <ghz|afk> that just
doesn't work
L1037[17:16:29] <ghz|afk> you have to
steal the whole model
L1038[17:16:33] <LatvianModder> nope, I
just want to change a texture of my model
L1039[17:16:35] <ghz|afk> which makes the
json rather pointless
L1040[17:16:44] <ghz|afk> yeah that's now
how 1.8+ works
L1041[17:16:46] <ghz|afk> not*
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L1043[17:16:51] <LatvianModder>
darn
L1044[17:16:55] <ghz|afk> if you have a
predefined number of targets
L1045[17:17:03] <ghz|afk> you can use
blockstate properties to choose which target to use
L1046[17:17:06] <williewillus> just
specify all of them
L1047[17:17:08] <williewillus> yeah
L1048[17:17:09] <ghz|afk> but you can't
just say "I want this block's texture"
L1049[17:17:22] <LatvianModder> so... its
impossible to create stairs with any texture?
L1050[17:17:24] <ghz|afk> because the
concept of "this block's texture" is meaningless in
1.8+
L1051[17:17:25] <williewillus> i actually
think you can there was that one guy that wanted to retexture
pressure plates
L1052[17:17:29] <ghz|afk> no it's not
impossible
L1053[17:17:32] <williewillus> but it
involves a lot of manual mucking
L1054[17:17:38] <williewillus>
LatvianModder: no?
L1055[17:17:39] <ghz|afk> you just can't
really do it with json alone
L1056[17:17:41] <williewillus> stairs are
easy :P
L1057[17:17:51] <williewillus> you just
copy paste the json and change the texture
L1058[17:17:52] <ghz|afk> you need to
reverse-engineer the texture sprite
L1059[17:18:01] <ghz|afk> and then
retexture your stairs model
L1060[17:18:09] <LatvianModder> I mean
stairs who's texture is picked from IBlockState saved in
TileEntity
L1061[17:18:12] <ghz|afk> ask
tterrag
L1062[17:18:20] <ghz|afk> he has been
working on chisel stuff
L1063[17:18:43] <williewillus> i know
it's possible
L1064[17:18:54] <williewillus> i just
don't remember the guy that was wokring on exactly that
>-<
L1065[17:18:54] <ghz|afk> LatvianModder:
the process would be:
L1066[17:19:01] <ghz|afk> 1. you obtain
the model from the blockstate
L1067[17:19:09] <LatvianModder> thats the
easy part
L1068[17:19:11] <ghz|afk> 2. you query
the textures used by this model
L1069[17:19:20] <ghz|afk> 2a. for each
quad
L1070[17:19:33] <ghz|afk> 2b. you look up
the atlas sprites and see which one contains the UV range
L1071[17:19:52] <ghz|afk> 3. if you only
found one texture, rejoyce, you are in luck
L1072[17:20:03] <ghz|afk> 3b. if there's
more than one, you have to cry while deciding which one to
use
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L1074[17:20:12] <williewillus> lol
L1075[17:20:21] <williewillus> then load
the IModel call retexture on it and bake it
L1076[17:20:27] <LatvianModder> In my
mod, you can only select 1x1x1, full blocks as paint, so yeah,
probably one texture / 6 textures for each face
L1077[17:20:29] <ghz|afk> 4. based on
your stairs IRetexturableModel,
L1078[17:20:40] <ghz|afk> call .retexture
on it with the chosen texture sprite
L1079[17:20:52] <LatvianModder> saving
these instructions in pastebin xD
L1080[17:20:58] <ghz|afk> XD
L1081[17:27:56] <MaelstromPhx> so what
are the major changes from 1.7.10 to 1.9 in terms of forge?
L1082[17:28:40] <williewillus> its 2
major versions
L1083[17:28:42] <williewillus> so quite a
bit
L1084[17:28:47] <williewillus> 80% of
rendering is different
L1085[17:29:00] <ghz|afk> MaelstromPhx:
well
L1086[17:29:04] <williewillus>
x,y,z->BlockPos, lots of cleanups and method shifting as
expected
L1087[17:29:08] <ghz|afk> 1.8.9 added
Capabilities
L1088[17:29:15] <ghz|afk> and added a
feature in Item and Block
L1089[17:29:18] <williewillus> yeah caps,
sane registries
L1090[17:29:22] <ghz|afk> so that you can
do .setRegistryName
L1091[17:29:23] <williewillus> loot
tables
L1092[17:29:34] <ghz|afk> which allows
you to avoid "getUnlocalizedName().substring" kinda
hacks
L1093[17:29:46] <ghz|afk> 1.9 changed the
registry system
L1094[17:29:50] <ghz|afk> to be more
generic
L1095[17:29:55] <ghz|afk> allowing on top
of items and blocks
L1096[17:29:58] <ghz|afk> registering
potions
L1097[17:29:59] <ghz|afk> enchants
L1098[17:30:01] <ghz|afk> sounds
L1099[17:30:15] <ghz|afk> and made the
item version of blocks opt-in instead of opt-out
L1100[17:30:25] <ghz|afk> since
practically no one seems to have realized they have always been
optional
L1101[17:30:29]
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L1102[17:30:32] <MaelstromPhx> some of
these sound really useful :D
L1103[17:30:38]
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L1104[17:31:09] <williewillus> that's
just a specialization of the registry system
L1105[17:31:09] <williewillus> wait
nvm
L1106[17:31:09] <williewillus> it was
just that in 1/8
L1107[17:31:09] <williewillus> but in 1.9
lots of things dont use int ids anymore
L1108[17:31:09] <williewillus> actually i
think practically nothing does
L1109[17:31:11] <williewillus> so yeah
I'd leave it at 1. giant part of rendering changed 2. caps 3. new
registries, 4. loot tables 5. the normal code reshufflings and
renamings
L1110[17:31:17] <williewillus> whoah had
some lag there
L1111[17:31:38] <williewillus> ghz|afk:
well to be fair they were only optional in 1.8+
L1112[17:31:43] <williewillus> i
thought
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L1114[17:33:00] <ghz|afk> hmm
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L1116[17:33:15] <ghz|afk> dunno I never
modded pre-1.7.10 xcept for a short time that I regret
L1117[17:33:18] <ghz|afk> eh
L1118[17:33:21] <ghz|afk> pre-1.8
L1119[17:33:26] <ghz|afk> cept some
1.7.10 time that I regret
L1120[17:33:43] ***
williewillus is now known as willieaway
L1121[17:35:41] <MaelstromPhx> also is
there a best practice for file layout or is it every author for
him/herself
L1122[17:36:20] <ghz|afk> well
L1123[17:36:37] <ghz|afk> there's
extremes for everything
L1124[17:36:44] <ghz|afk> you can be so
unorganized no one can understand what's going on
L1125[17:36:51] <ghz|afk> or you can be
so organized only you know where things are
L1126[17:36:55] <ghz|afk> anythign in
between works
L1127[17:37:04] <ghz|afk> I'm not a fan
of mods which have like
L1128[17:37:06] <ghz|afk> Modblocks
L1129[17:37:08] <ghz|afk> ModItems
L1130[17:37:11] <ghz|afk> and such
L1131[17:37:18]
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L1132[17:37:23] <ghz|afk> and try to
shove everything, including rendering things, in there
L1133[17:37:30]
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L1134[17:37:33] <MaelstromPhx> like the
general trend i saw with the bigger mods is to split everything
into common and client and then have a bunch of sub folders
L1135[17:37:34] <Intektor> What is the
difference between BlockPos and mutableBlockpos?
L1136[17:37:40] <ghz|afk> my organization
method is "per purpose"
L1137[17:37:50] <ghz|afk> so I have the
main mod file
L1138[17:37:54] <ghz|afk> where ALL the
registrtaions happen
L1139[17:38:16] <ghz|afk> then I have
client/clientProxy where ALL the rendering registrations
happen
L1140[17:38:25] <ghz|afk> along with any
client-only message handlers
L1141[17:38:40] <ghz|afk> then everything
is either in a package for the type of thing
L1142[17:38:41] <ghz|afk> .blocks
L1143[17:38:45] <ghz|afk> .gui
L1144[17:38:46] <ghz|afk> etc
L1145[17:38:51] <ghz|afk> or in a package
for this specific feature
L1146[17:38:52] <ghz|afk> such as
L1147[17:39:03] <ghz|afk> .essentializer
which contains all the classes involved in the Essentializer
L1152[17:40:08] <ghz|afk> you'll notice
the trends ;P
L1153[17:40:27] <MaelstromPhx> ah i
see
L1154[17:40:41] <ghz|afk> you don't HAVE
to follow my style
L1155[17:40:44] <ghz|afk> just make up
your own
L1156[17:40:48] <ghz|afk> whatever is
clearest foryou
L1157[17:40:55] <MaelstromPhx> ok
L1158[17:42:19]
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L1159[17:47:32] <unascribed> Intektor,
MutableBlockPos is mutable
L1160[17:47:38] <unascribed> what that
means is the x y and z can be changed
L1161[17:47:41] <masa> Intektor: you can
change the values in a mutable pos, if you are for example
iterating a large area, so that you don't have to keep creating new
BlockPos object and spamming the GC
L1162[17:47:42] <unascribed> i.e.
mutated
L1163[17:47:55]
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L1164[17:49:24]
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L1165[17:49:32] <unascribed> is there a
good way to use a TESR itemstack renderer to draw an underlying
baked model as well?
L1166[17:49:41] <unascribed> I can't do
it with models since it's dynamic animated content
L1167[17:49:59] <unascribed> I need to
use a dynamic hook of some sort, and the TESR stack is the only way
to do it without ridiculous hackery
L1168[17:50:12] <Wuppy>
fuuuuuuuuuuuuuuuuuuuuck
L1169[17:50:14] <ghz|afk> hmmm
L1170[17:50:24] <ghz|afk> you may be able
to do getModel for the item
L1171[17:50:26] <Wuppy> I'm now watching
a live stream of a party which is about 5 minutes from my
house
L1172[17:50:29] <ghz|afk> and draw that
from the "tesr"
L1173[17:50:32] <Wuppy> with the #1 dj in
the world
L1174[17:50:33] <unascribed> but the
model for the item is just builtin/entity
L1175[17:50:42] <Wuppy> as well as pretty
much the entire top 10 of djs world-wide
L1176[17:50:43] <ghz|afk> oh right
L1177[17:50:44] <Wuppy> and I'm not there
:<
L1178[17:50:54] <ghz|afk> well
L1179[17:51:17] <ghz|afk> then you'll
have to somehow cause that model to load
L1180[17:51:22] <ghz|afk> ModelBakeEvent
or whatever
L1181[17:51:31] <ghz|afk> and then use
ModelLoaderRegistry.getModel
L1182[17:51:36] <ghz|afk> wit hthe
resourcelocation of the model
L1183[17:51:39] <unascribed> hm.. could I
maybe register the "proper" model as meta 1 and then
render that normally?
L1184[17:51:53] <ghz|afk> just use
ModelBakeEvent
L1185[17:51:53] <ghz|afk> ,p
L1186[17:51:56] <ghz|afk> ;P*
L1187[17:52:00] <Wuppy> 10000 people are
now wathing this :V
L1188[17:52:02] <ghz|afk> wait no
L1189[17:52:12] <ghz|afk> ModelBakeEvent
was for adding your own loaded models
L1190[17:52:13] <ghz|afk> hmm
L1191[17:52:19] <ghz|afk>
ModelBakery.addVariants?
L1192[17:53:00] <ghz|afk> yeah
L1193[17:53:02] <ghz|afk>
ModelBakery.registerItemVariants(item, resLocs);
L1194[17:53:15] <ghz|afk> where reslocs
is an array of model locations that you'll need in the future
L1195[17:53:44] <ghz|afk> it's designed
for use together with ItemMeshDefinition
L1196[17:53:51] <ghz|afk> but it may work
for your needs
L1197[17:54:48] <LatvianModder> can
Capability factory be null?
L1198[17:54:55] <unascribed> okay, but
how do I get the model in my renderer?
L1199[17:54:56] <ghz|afk> no
L1200[17:55:14] <ghz|afk> the
"rule" is that you should always provide a real
factory
L1201[17:55:22] <ghz|afk> but if that
makes no sense in your context
L1202[17:55:27] <ghz|afk> you can just
return nulls from it
L1203[17:55:40] <ghz|afk> with the
understanding that no one will ever use .getDefaultInstance on your
capability
L1204[17:56:02] <LatvianModder> this
capability is pretty much for internal use only
L1205[17:56:06] <ghz|afk> unascribed:
ModelLoaderRegistry.getModel(modelResourceLocation)
L1206[17:56:12] <ghz|afk> LatvianModder:
yep that's waht I mean
L1207[17:56:24] <ghz|afk> ifyou are
"reasonably certain" that no one will ever call
getDefaultInstance on it
L1208[17:56:26] <LatvianModder> but yes,
for all other caps I have defaults
L1209[17:56:28] <ghz|afk> go ahead and
return nulls
L1210[17:56:29] <ghz|afk> ;P
L1211[17:56:42] <unascribed> er, why does
that throw an IOException?
L1212[17:56:44] <ghz|afk> but it DOES
break the design contract for capabilities
L1213[17:56:55] <ghz|afk> unascribed:
because if it hasn't been loaded yet, it will be loaded...
L1214[17:57:02] <unascribed> apparently
this is the actual model load method
L1215[17:57:03] <unascribed> okay
L1216[17:57:08] <unascribed> I thought
this was to get it from the cache
L1217[17:57:17] <unascribed> though I
suppose with a name like "ModelLoaderRegistry"...
L1218[17:57:20] <ghz|afk> actually yeah
that's the unbaked method
L1219[17:57:21] <ghz|afk> XD
L1220[17:57:29] <ghz|afk> you'll have to
bake it afterward
L1221[17:57:32] <unascribed> I kinda
wanted a baked model
L1222[17:57:33] <unascribed> :/
L1223[17:57:42] <ghz|afk> which means
there's no point in adding the variants
L1224[17:57:48] <ghz|afk> since the
loader just loads it for you
L1225[17:57:53] <ghz|afk> then you can
use something like waht I wrote
L1226[17:57:54] <unascribed> I'm just
going to use the alternate meta...
L1228[17:58:57] <ghz|afk> wait that's the
reworked method that uses "model handles" as proxy
objects
L1229[17:59:05] <ghz|afk> ah whatever
;p
L1230[17:59:14] <MaelstromPhx> so how
would i go about initializing data per player on server join?
L1231[17:59:25] <MaelstromPhx> you said
create a capability right?
L1232[17:59:36] <ghz|afk> well it
wouldn't be on join
L1233[17:59:40] <ghz|afk> sorta
L1234[17:59:49] <ghz|afk> the process
would be
L1235[17:59:53] <ghz|afk> you have a
Capability
L1236[18:00:05] <ghz|afk> which is an
attachable feature
L1237[18:00:10] <ghz|afk> represented by
an interface
L1238[18:00:15] <ghz|afk> one that you
declare for the purpose
L1239[18:00:24] <ghz|afk> then, in your
implementation class
L1240[18:00:30] <ghz|afk> you woudl
probably want to store some boolean
L1241[18:00:35] <ghz|afk> to know if it
has been initialized
L1242[18:00:40] <ghz|afk> along with the
actual data that you want to track
L1243[18:00:55] <ghz|afk> then
L1244[18:01:04] <ghz|afk> you'd want a
class to do the event handling
L1245[18:01:05] <MaelstromPhx> would
haskey work for that?
L1246[18:01:22] <ghz|afk> a separate one
so that there's just one common to all the capabilities
L1247[18:01:31] <ghz|afk> that canhandle
the AttachCapabilitiesEvent.Entity
L1248[18:01:36]
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L1249[18:01:41] <ghz|afk> where you'll
attach your capability into any entity of type EntityPlayer
L1250[18:01:55] <ghz|afk> MaelstromPhx:
hashkey of what?
L1251[18:02:19] <MaelstromPhx> haskey.
for checking if the data has been initialized
L1252[18:02:20]
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L1253[18:02:24] <ghz|afk> wat no
L1254[18:02:26] <ghz|afk> just use a
boolean
L1255[18:02:30] <ghz|afk> that defaults
to false
L1256[18:02:34] <ghz|afk> and you set to
true after initailizing
L1257[18:02:35] <MaelstromPhx> true
L1258[18:02:38] <MaelstromPhx> lol
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L1260[18:03:28] <ghz|afk> oaky then let
me continue explaining:
L1261[18:03:37] <ghz|afk> the attach
event happens while the entity is being created
L1262[18:03:48] <ghz|afk> before the
entity is loaded into theworld
L1263[18:03:58] <ghz|afk> then if you
handle the EntityJoinWorldEvent
L1264[18:04:04] <ghz|afk> you can check
if the entity is a player
L1265[18:04:19] <ghz|afk> and ifi t's a
player, youcan query the capability instance for your
capability
L1266[18:04:24]
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L1267[18:04:28] <ghz|afk> and then from
this instance, you can see if it has been initialized
L1268[18:04:34] <ghz|afk> and if not,
perform the initialization
L1269[18:04:44] <ghz|afk> I will admit:
there is a LOT of boilerplate code involved
L1270[18:04:53] <ghz|afk> may be
overwhelming for a new modder ;P
L1271[18:05:07] <MaelstromPhx> yeah its
quite a lot XD
L1272[18:05:31] <MaelstromPhx> I'll see
what i can scrape together
L1273[18:06:19] <ghz|afk> hmmm
L1275[18:06:21] <ghz|afk> here
L1276[18:06:36] <ghz|afk> you may be able
to get a sligthly better idea from this
L1277[18:06:45] <ghz|afk> check the
PrivateInventoryManager
L1278[18:06:58] <ghz|afk> it's a
capability ;P
L1279[18:07:09] <ghz|afk> I later
reworked the system so it wasn't used like that anymore
L1280[18:07:24] <ghz|afk> but in the tag
I linked, it was used ;P
L1281[18:08:03]
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L1282[18:09:14] <MaelstromPhx> is the
resourcelocation just a place to store the data?
L1283[18:09:39] <ghz|afk> no, it's an
identifier of your capability
L1284[18:09:43] <raoulvdberge> !gm
func_73660_a
L1285[18:09:46] <ghz|afk> to distinguish
it for saving/loading purposes
L1286[18:09:57] <ghz|afk> and to avoid
duplicates
L1287[18:11:13] <Intektor> How can I make
a fire block dissapear quicker?
L1288[18:12:09] <unascribed> it's
rendering, sort of...
L1290[18:12:12] <ghz|afk> generally? or
next to your blocks?
L1291[18:12:15] <unascribed> the speck in
the top left is the item
L1292[18:12:33] <Intektor> well, I ahve a
fire grenade, but I don't want it to last sop long
L1293[18:12:37] <unascribed> found the
reason, nevermind :P
L1294[18:13:38] <Intektor> so generally,
yes
L1295[18:13:44] <ghz|afk> Intektor:
wellll
L1296[18:13:49] <ghz|afk> aside of having
your own fire block...
L1297[18:13:58] <ghz|afk> hmm
L1298[18:14:02] <ghz|afk> there's an AGE
property
L1299[18:14:08] <Intektor> AGE?
L1300[18:14:14] <ghz|afk> maybe setting
it to a higher numberm akes it last less?
L1301[18:14:16] <ghz|afk> yes on
BlockFire
L1302[18:14:18] <ghz|afk> AGE
L1303[18:14:28] <Intektor> Never heard of
age
L1304[18:14:37] <ghz|afk> neither did
I
L1305[18:14:40] <ghz|afk> jsut looked at
the 1.9 class
L1306[18:14:42] <ghz|afk> and it's
there
L1307[18:15:07] <ghz|afk> I think the
higher the number, the higher the chances it disappears
L1308[18:15:37] <unascribed> ugh, guess
I'm going to have to drop this feature
L1309[18:15:42] <unascribed> TESR item
stacks aren't perspective-aware
L1310[18:15:49] <unascribed> so making
this work acceptably is impossible
L1311[18:16:25] <Intektor> hm, how do I
access it?
L1312[18:16:31] <ghz|afk> uh
L1313[18:16:39] <ghz|afk> well your
grenade must be doing setBlockState right?
L1314[18:16:47] <ghz|afk>
Blocks.fire.getDefaultState()?
L1315[18:17:54] <ghz|afk> so you'd just
do Blocks.fire.getDefaultState().withProperty(BlockFire.AGE, 14)
and see if it changes anything
L1316[18:18:17] <Intektor> ah ok
thanks
L1317[18:19:14] <MaelstromPhx> what is
the capability inject for?
L1318[18:19:31] <ghz|afk> there's two
ways to expose caps publicly
L1319[18:19:45] <ghz|afk> 1. if it's your
own object, you can override hasCapability and getCapability on the
object itself
L1320[18:19:55] <ghz|afk> wait
L1321[18:19:56] <ghz|afk> nm
L1322[18:19:58] <ghz|afk> you said
inject
L1323[18:20:09] <ghz|afk>
@CapabilityInject is an annotation
L1324[18:20:22] <ghz|afk> when someone
registers a capability
L1325[18:20:36] <ghz|afk> forge looks for
all the objects that have @CapabilityInject in them
L1326[18:20:42] <ghz|afk> and assigns the
fields
L1327[18:20:46] <ghz|afk> or calls the
methods
L1328[18:20:53] <ghz|afk> this has two
benefits:
L1329[18:21:16] <ghz|afk> 1. allows
holding a capability instance without having to explicitly access
the mod that implements it
L1330[18:21:29] <ghz|afk> 2. allows
having a method called for you, when a capability exists
L1331[18:21:42] <ghz|afk> both advantages
are designed to allow using capabilities as soft-dependencies
L1332[18:21:54] <ghz|afk> allowing to
reference a capability without knowing any of the involved
interfaces
L1333[18:22:03] <ghz|afk> hence avoiding
loading errors
L1334[18:22:12] <ghz|afk> it doesn't
matter in your case
L1335[18:22:18] <ghz|afk> xcept that it's
the only way to get the capability instance
L1336[18:22:24] <ghz|afk> so when you
create a new capabilityu
L1337[18:22:26] <ghz|afk> -u
L1338[18:22:34] <ghz|afk> you WANT to
have at least one field to hold the capability object
L1339[18:22:48] <ghz|afk> since it's the
object you have to use when attaching or querying the
capability
L1340[18:23:24] <ghz|afk> welp, time for
me to sleep
L1341[18:23:40] <MaelstromPhx> i think
that makes some sense
L1342[18:23:43] <ghz|afk> I have already
delayed it too much
L1343[18:23:47] <MaelstromPhx> and i
should probably go to bed too
L1344[18:23:50] <ghz|afk> sorry to
leaveyou hanging ;P
L1345[18:23:53] <MaelstromPhx> 1 am
already :P
L1346[18:23:56] *
ghz|afk leaves
L1347[18:24:00] <ghz|afk> yeh 1:23
;P
L1348[18:24:07] <ghz|afk> 1:24 now
;P
L1349[18:24:07] <MaelstromPhx> woot
EU
L1350[18:24:09] <MaelstromPhx> :D
L1351[18:24:12] <ghz|afk> spain o/
L1352[18:24:27] <MaelstromPhx>
switzerland | + |
L1353[18:24:35] <ghz|afk> heh
L1354[18:24:40] <MaelstromPhx> anyway cya
around
L1355[18:24:44] <ghz|afk> yeah
L1356[18:24:45] <ghz|afk> night
L1357[18:24:48]
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L1358[18:24:49] *
ghz|afk poofs
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L1364[18:36:38] <Intektor> ghz?
L1365[18:36:43] <Intektor> you still
here?
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L1377[19:42:41] <TobyO> hey
L1378[19:43:12] <TobyO> Can anyone give
me advice on the best way to render a dynamic texture?
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L1380[19:43:45] <thecodewarrior> Dynamic
as in what? generated by code on the fly?
L1381[19:44:22] <TobyO> well, I'd like to
have the model iterate through a number of textures / spritesheet
over time on repeat
L1382[19:44:41] <TobyO> similar to a
clock but based on time rather than rotation
L1383[19:44:49] <TobyO> *Compass
L1384[19:45:27] <thecodewarrior> I don't
know. I know vanilla uses about a billion and a half
models/textures for the clock and compass, but I don't know if
there's a better way.
L1385[19:45:47] <TobyO> yeah, that's my
issue really. Just wanted to know if there was a better way
L1386[19:46:03] <TobyO> Could I do just a
whole bunch of variants?
L1387[19:47:52] <tterrag> a custom
TextureAtlasSprite is probably still an option
L1388[19:47:56] <tterrag> that's how the
compass used to be done
L1389[19:48:02] <tterrag> but they moved
away from it to allow resource packs to do their thing
L1390[19:49:58] <TobyO> ah okay
L1391[19:50:36] <TobyO> Is there a
concept of variants for items?
L1392[19:50:55] <TobyO> That sounds like
what I'd want really
L1393[19:51:21] <TobyO> Then I can keep
with using json but also iterate through the textures
L1394[19:56:39] <masa> yes, using forge
blockstates
L1395[19:57:06] <masa> or in 1.9 you
might be able to use the vanilla override system
L1396[20:00:33] <TobyO> will blockstates
work for an item though?
L1397[20:01:46] <TobyO> What should I
search for for the vanilla override also so I can do some
googling?
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L1400[20:19:14] <unascribed> what
replaces markBlockForUpdate in 1.9?
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MineBot sets mode: +o on Lex|Oden
L1403[20:19:23] <unascribed> I've seen
this asked so many times but I can't remember the answer
>.>
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L1405[20:19:41] <Nosirrom>
setdirty?
L1406[20:19:45] <Nosirrom>
markdirty?
L1407[20:20:07] <unascribed> markDirty
flags it for NBT saving
L1408[20:20:14] <unascribed>
markBlockForUpdate would re-sync
L1409[20:20:27] <unascribed> !mh
markBlockForUpdate
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L1411[20:20:53] <unascribed> !gm
func_175689_h
L1412[20:20:57] <unascribed> !gm
func_175689_h 1.8.9
L1413[20:21:02] <unascribed> so it was
actually removed
L1414[20:21:10] <unascribed> not just
remapped >.>
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L1416[20:21:44] <unascribed>
notifyBlockUpdate apparently
L1417[20:21:49] <unascribed> but now it
takes old and new state arguments
L1418[20:21:50] <unascribed> -.-
L1419[20:22:20] <unascribed> both of
which are ignored??
L1420[20:22:39] <unascribed> flags is
used on the client
L1421[20:22:42]
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L1422[20:23:12] <unascribed> where having
8 set makes it re-render the chunk
L1423[20:23:33] <unascribed> oldState and
newState are used for the pathfinding thing
L1424[20:23:37] <unascribed> okay
L1425[20:24:38] <unascribed> great, and
MinecraftServer.getServer is now an instance method
L1426[20:24:58]
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L1427[20:25:19] <DebugsPeople> How can I
disable movement for the player / the key binds for the core
game?
L1428[20:27:53] <unascribed> ...what
happened to getColorFromItemStack?
L1429[20:28:08] <unascribed> OH, right,
there's some new color handler system
L1430[20:29:38]
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L1433[20:33:59] <DebugsPeople> !gm
func_85031_j
L1434[20:35:28] <DebugsPeople> !gm
func_85031_j 1.4.7
L1435[20:37:02]
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L1436[20:40:02] <alekso56> how do i
subblock in 1.9?
L1437[20:40:16]
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L1439[20:43:05] <synthetica> Hello!
L1440[20:48:43] <DebugsPeople> Hi
L1441[20:50:22]
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L1451[21:20:18] <DebugsPeople> Oh hey
williewillus :P
L1452[21:22:46] ***
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L1453[21:24:16] <unascribed> how do you
use the loot tables in 1.9?
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L1455[21:24:25] <unascribed> searching
around I can only find stuff from before the hook got added
L1456[21:24:43] <williewillus> what do
you want to use them for?
L1457[21:24:51] <unascribed> add an item
to dungeon loot
L1458[21:25:47] <williewillus> did you
see lex's gist?
L1459[21:25:59] <unascribed> no, as said
I tried to search for stuff and didn't find anything
L1460[21:26:26] <unascribed> found
it
L1461[21:26:31] <unascribed> did this get
added? there's a patch here
L1464[21:27:10] <unascribed> oh yeah,
botania has dungeon loot
L1465[21:27:59] <williewillus> oh shit i
left a debug line in there
L1466[21:28:02] <williewillus> that
overwrites chest carts
L1467[21:28:05] <williewillus> big
woops
L1468[21:28:07] <unascribed> yeah, I was
about to ask about that
L1469[21:28:23] <unascribed> ...isn't
that an infinite dupe?
L1470[21:28:35] <Lex|Oden> I really need
to find a way to filter out gist links
L1471[21:28:47] <unascribed> the way I
suggested was for people to shorten them :P
L1473[21:28:51] <williewillus> isnt what
infinite dupe?
L1474[21:28:57] <unascribed> the chest
cart
L1475[21:29:07] <unascribed> can't you
just keep reopening it and get infinite blacksmith loot
L1476[21:29:09] <Lex|Oden> filter out
list links from pinging me
L1477[21:29:14] <williewillus> what about
it? the whole evthandler is a debug line
L1478[21:29:22] <williewillus> it clears
the cart before respawning the loot
L1479[21:29:31] <williewillus> and phew
that debug handler isnt active in a release
L1480[21:29:35] <unascribed> yeah, but
you could pull the items out
L1481[21:29:37] <williewillus> since i
took out the call to eventbus.register
L1482[21:29:46] <williewillus> i don't
care :P
L1483[21:29:48] <williewillus> it's a
debug handler
L1484[21:31:16] <unascribed> this is a
bit of a ceremony to just add one item to dungeon loot
L1485[21:31:26] <williewillus> because I
did it the extensible way
L1486[21:31:32] <williewillus> I
outsourced the entry to another loot table
L1487[21:31:54] <williewillus> just do
evt.getPool("main").addEntry(new
LootEntryItem(...))
L1488[21:31:56] <williewillus> do it all
in code
L1489[21:31:58] ***
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L1490[21:32:04] <unascribed> that's an
option?
L1491[21:32:10] <williewillus> of course
:P
L1492[21:32:23] <williewillus> read lex's
gist
L1493[21:32:23] <Lex|Oden> doing it all
in code is bad
L1494[21:32:49] <unascribed> yes, but
this is already a config option and makes the mod unusable if not
present and the config option is off
L1495[21:32:51] <Lex|Oden> you should
create your own table in json and then move the entries around in
code
L1496[21:32:51] <williewillus> yeah i
split it into another loot table so people can modify botania's
dungeon loot if they wanted
L1497[21:33:03] <Lex|Oden> because I
havent dediced on a scripting language for automating this
yet
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L1499[21:38:02] <unascribed> er, how do I
make it give an item with metadata?
L1500[21:38:25]
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L1504[21:40:17] <unascribed> ah,
set_damage function
L1505[21:40:20] <unascribed> that's kinda
weird
L1506[21:40:27] <unascribed> well,
set_data
L1507[21:43:08]
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L1510[21:50:27] <williewillus> how so
weird? :P
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L1515[22:06:53] <unascribed> (there's
supposed to be a pole in the center and a top face for the
baseplate)
L1516[22:06:56] <unascribed> it works
fine in 1.8.9
L1517[22:11:46] <unascribed> any
guesses?
L1518[22:12:03] <unascribed> they look
fine when placed
L1519[22:12:53] <williewillus> is this
special or just json
L1520[22:13:00] <unascribed> just
json
L1521[22:13:04] <unascribed> well
L1522[22:13:07] <unascribed> if you mean
"special"
L1523[22:13:16] <unascribed> as in a TESR
stack
L1524[22:13:18] <unascribed> then yes
it's a TESR stack
L1525[22:13:25] <unascribed> I
misinterpreted special as an OBJ or similar
L1526[22:13:28] <DebugsPeople> Is it
possible to render a texture template or smth for entities
L1527[22:13:46] <unascribed> oh, I think
I just realized what's wrong
L1528[22:14:20]
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L1529[22:14:40] <williewillus> if it's a
tesr stack it's not json :P
L1530[22:14:55] <unascribed> well, the
*underlying model* is json
L1531[22:14:56] <williewillus>
DebugsPeople: what is a "texture template"
L1532[22:15:12]
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L1533[22:16:42] <unascribed> aha
L1534[22:16:48] <unascribed> the
"main" quads are now a null enumfacing param
L1535[22:16:54] <unascribed> I was only
calling for actual faces
L1536[22:17:54] <DebugsPeople> Smth like
a uvmap
L1537[22:18:02] <williewillus> yeah
everything got merged into getQuads
L1538[22:18:09] <williewillus>
DebugsPeople: you have full gl access in an entity renderer
L1539[22:18:12] <williewillus> you do
whatever you want :P
L1540[22:18:18] <williewillus> without
being dumb of course
L1541[22:18:23] <williewillus> what are
oyu trying to render?
L1542[22:18:48] <DebugsPeople> Well,
reverse rendering a texture
L1543[22:19:04] <williewillus> what does
that even mean
L1544[22:19:20] <williewillus> like
inverting the colors?
L1545[22:19:25] <minecreatr> are there
any examples of fluid handling tiles that use the capability
system?
L1546[22:19:30] <williewillus> not
yet
L1547[22:19:32] <DebugsPeople> One
sex
L1548[22:19:35] <DebugsPeople> *sec
L1549[22:19:40] <williewillus> there's no
forge-provided fluid cap yet
L1550[22:19:58] <williewillus> because of
some unsolved problems that no one's tackled yet
L1551[22:20:04] <minecreatr> what
problems?
L1552[22:20:10] <williewillus> items,
mainly
L1554[22:20:31] <DebugsPeople> I have
this texture glitch and no idea why
L1555[22:20:38] <williewillus> that's z
fighting
L1556[22:20:46] <williewillus> your model
boxes are intersecting with each other
L1557[22:20:51] <DebugsPeople> Saying
that, I have no idea how the models are even made in the first
place :P
L1558[22:21:00] <williewillus> welp
:P
L1559[22:21:06] <williewillus> do oyu
have the original model files? (tcn)
L1560[22:21:20]
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L1561[22:21:23] <DebugsPeople> Well, yes
it's supposed to be the same colour though
L1562[22:21:29] <DebugsPeople> No, I have
Java files
L1564[22:21:44] <williewillus> the main
problem is if you have something e.g. empty/full buckets
L1565[22:21:50] <williewillus> draining
it all the way changes the item in the stack
L1566[22:21:59]
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L1567[22:22:29] <williewillus>
DebugsPeople: good luck changing that :D
L1568[22:23:04] <minecreatr> oh, I
see
L1569[22:23:12] <DebugsPeople> What's
tcn
L1570[22:23:20] <williewillus> the
original techne file
L1571[22:23:24] <minecreatr> someone
needs to pester mojang to make buckets nbt based xD
L1572[22:23:33] <williewillus> they would
never :P
L1573[22:23:46] <williewillus> they don't
even have a real fluid system
L1574[22:23:52] <williewillus> because
the vanilla game doesn't need one
L1575[22:23:55] <minecreatr> yeah
L1576[22:24:12] <minecreatr> what about
making a custom handler or event for when the item should
change?
L1577[22:24:18] <minecreatr> and just
make vannila buckets use that
L1578[22:24:28] <williewillus>
perhaps
L1579[22:24:35] <williewillus> I'm not
well enough versed in fluids to looked at it
L1580[22:24:36] <minecreatr> like
Something.registerFluidDrainHandler()
L1581[22:25:06] <DebugsPeople> Wonder if
the author actuary used techne
L1582[22:25:12] <williewillus>
probably
L1583[22:25:24] <DebugsPeople> Yeah,
probably
L1584[22:25:27] <williewillus> there
wasn't any other way to make those models back then
L1585[22:25:39] <williewillus> thank god
we can use JSON/OBJ now :P
L1586[22:26:07] <DebugsPeople> Well, json
as a model :/
L1587[22:26:55] <williewillus> better
than java code.
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L1594[22:43:39] <DebugsPeople> I have
literally no idea
L1595[22:43:55] <DebugsPeople> Trying to
recreate a model in techne...
L1596[22:45:26] <williewillus> why not
remake it in an actual format
L1597[22:45:28] <williewillus> like
OBJ
L1598[22:45:29] <williewillus> :P
L1599[22:46:00] <DebugsPeople> I can't
even get it to work with the current texture
L1600[22:46:13] <williewillus> you don't
have to :P
L1601[22:46:14] <williewillus> just
remake it
L1602[22:47:22] <DebugsPeople> Oh wait
no, got it
L1603[22:47:40]
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L1604[22:47:42] <williewillus> but even
if it did work i advise remaking to use an actual format :P
L1605[22:48:18] <DebugsPeople> Json isn't
much better than java
L1606[22:48:51] <williewillus> > like
OBJ
L1607[22:48:57] <williewillus> -.-
L1608[22:49:04] <williewillus> and json
is much better than java
L1609[22:49:08] <williewillus> it has its
imperfections
L1610[22:49:20] <williewillus> but
disregarding that OBJ is an actual format we can load :P
L1611[22:49:38] <DebugsPeople> Other
thing is that he's hiding parts of the models
L1612[22:49:57] <williewillus> you still
have gl access + obj group visibilities
L1613[22:49:59] <DebugsPeople> And I'd
have no idea on how to do that with obj / json
L1614[22:50:05] <williewillus> group
visibilities
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L1616[22:50:18] <DebugsPeople> Whatever
that is xD
L1617[22:50:25] <DebugsPeople> Never
worked with obj
L1618[22:50:33] <DebugsPeople> Well, I
can guess what is is
L1619[22:50:45] <williewillus> yeah i
still think you're better off making a spiritual remake
L1620[22:50:51] <williewillus> instead of
a direct port/remake
L1621[22:50:53] <DebugsPeople> Yeah
L1622[22:51:37] <williewillus> bleh I
wish the sky would make up its mind
L1623[22:51:43] <williewillus> it's just
grumbling with thunder just rain
L1624[22:51:52] <DebugsPeople> Lol
L1625[22:53:03] <DebugsPeople> Gonna have
to look into it I guess
L1626[22:53:11] <DebugsPeople> Have some
experience with blender
L1627[22:53:36] <Nosirrom> I started
using tabula and I will never use techne again
L1628[22:53:37]
⇨ Joins: KnightMiner (~KnightMin@76.202.212.232)
L1629[22:53:46] <williewillus> also yeah
use tabula
L1630[22:53:53] <williewillus> but it
still hasn't been updated ><
L1631[22:54:05] <Nosirrom> lol right? I
had to install 1.8 forge to use it
L1632[22:54:45] <Nosirrom> maybe one day
I will be able to use obj files from blender, but tabula is still
advanced for me
L1633[22:54:58] <williewillus> tabula is
advanced? :P
L1634[22:55:08] <Nosirrom> I am but a
tadpole
L1635[22:55:13]
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L1636[22:55:26] <williewillus> tabula's
difficulty level is "can click", blender's is "need
a manual for the manual" ;p
L1637[22:56:29] <Nosirrom> I think my
biggest problem was I had no idea what kind of units blender was
using, and what kind of units minecraft needed.
L1638[22:56:35] <Nosirrom> so I didn't
know how to scale anything, so I just stopped
L1639[22:56:38]
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L1640[22:56:54] <williewillus> trial and
error? :D
L1641[22:57:28] <Nosirrom> past me was a
quitter.
L1642[22:57:36] <DebugsPeople> Lol
L1643[22:57:59] <DebugsPeople> But units
would be my biggest concern
L1644[22:58:11] <williewillus> units is a
tiny concern :P
L1645[22:58:16] <williewillus> if it's
too big, just rescale it
L1646[22:58:23] <williewillus> + trial
and error and it'll be fine
L1647[22:58:24]
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L1648[22:58:44] <DebugsPeople> I could
export an obj from tabula, but I guess that won't work
L1649[22:59:12] <Nosirrom> this was back
when forge 1.7 just came out, i've learned a lot about perseverance
since then
L1650[22:59:29] <williewillus> i didnt
even mod when forge 1.7 came out lol
L1651[22:59:38] <williewillus> i started
modding heavily mid-late 1.7 and into 1.8
L1652[22:59:46] <williewillus> probably
explains why I like 1.8/9 so much more :D
L1653[23:01:18] <DebugsPeople> My days:
get up at 4:30pm, unproductive stuff until 1am, semi productive
minecraft modding until 6am, sleeping
L1654[23:02:56] <williewillus> night
job?
L1655[23:03:38] <DebugsPeople> Still in
school
L1656[23:03:44] <DebugsPeople> Well not
really
L1657[23:03:51] <williewillus> then why
the 4:30p :P
L1658[23:03:51] <DebugsPeople> But also
yes
L1659[23:04:02] <DebugsPeople> Because
vacation
L1660[23:04:09] <DebugsPeople> Or w/e
this is
L1661[23:04:09] <williewillus> ah
L1662[23:04:13] <williewillus>
college?
L1663[23:04:18] <DebugsPeople> Idk,
finals
L1664[23:04:28] <DebugsPeople> Done this
written stuff
L1665[23:04:42] <DebugsPeople> Then 3
weeks to oral exams
L1666[23:04:48] <DebugsPeople> This is
the second week
L1667[23:05:07] <DebugsPeople> I should
probably study :P
L1668[23:05:13] <williewillus> what are
you studying?
L1669[23:05:56] <DebugsPeople> No, as in
revise stuffs for the test
L1670[23:05:59] <Nosirrom> it's already
the 2nd week of summer semester at my uni
L1671[23:06:09] <williewillus> i mean
what field of study :P
L1672[23:07:25] <DebugsPeople> I mean I'm
from Germany, I guess this is similar to college, my last two
subjects I have a test in are geography and computer science
L1673[23:08:02] <williewillus>
"whatever you do when you're 18" school ;p
L1674[23:08:05] <williewillus> cool
L1675[23:08:24] <Nosirrom> I still call
my degree "computer degree"
L1676[23:08:38] <Nosirrom> even though we
have 2 different computer degrees
L1677[23:08:43] <DebugsPeople> Nice
xD
L1678[23:08:46]
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Leaving)
L1679[23:08:55] <DebugsPeople> Well, time
to go to bed
L1680[23:09:09] <DebugsPeople> Night
everyone
L1681[23:09:12] <DebugsPeople> Or
smth
L1682[23:09:17] <DebugsPeople> Idk
L1683[23:09:18] <DebugsPeople> Bye
L1685[23:10:42]
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(~stiforr@static-97-67-181-10.earthlinkbusiness.net) (Ping timeout:
201 seconds)
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(~NPExcepti@bps-gw.hrz.tu-chemnitz.de)
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Connection reset by peer)
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(~Ordinasti@87-231-58-94.rev.numericable.fr)
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(~theFlaxbe@65-128-137-94.mpls.qwest.net) (Read error: Connection
reset by peer)
L1690[23:16:56] ***
williewillus is now known as willieaway
L1691[23:32:17]
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(Quit: Leaving)
L1692[23:33:48]
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L1693[23:36:33]
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Quit)
L1694[23:43:09]
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(~stiforr@static-97-67-181-10.earthlinkbusiness.net)
L1695[23:50:20]
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(~stiforr@static-97-67-181-10.earthlinkbusiness.net) (Ping timeout:
190 seconds)
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L1697[23:59:13]
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(~JonaK@cpe-108-184-165-26.socal.res.rr.com) (Quit: Good night,
all)