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L35[01:50:24] <Lordmau5> o/
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L37[01:51:26] <Zorn_Taov> question: how do
I get the userProperties field for launching minecraft with my
twitch token?
L38[02:00:01] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160603 mappings to Forge Maven.
L39[02:00:04] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160603-1.9.4.zip
(mappings = "snapshot_20160603" in build.gradle).
L40[02:00:15] <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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L44[02:08:54] <Tazz> hey Gigabit101
L45[02:09:01] <Tazz> gigaherz_*
L46[02:09:03] <Tazz> ffs tab
L47[02:09:13] <gigaherz_> XD
L48[02:09:15] <gigaherz_> morning
L49[02:09:21] ***
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L50[02:09:27] <Tazz> morning
L51[02:09:47] <Tazz> gigaherz|work,
question why is my entityliving only moving like a block even
though I specified like say 100 blocks
L52[02:09:57] ⇨
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L53[02:09:59] <gigaherz|work> how do you
move it?
L54[02:10:11] <Tazz> entity.move?
L55[02:10:20] <robedpixel> do i use the
forge event handler to detect if my player is wearing a modded
item?
L56[02:10:25] <robedpixel> or do i
implement a tick handler?
L57[02:10:26] <gigaherz|work> that's a way
to say "show your code please"
L58[02:10:26] <gigaherz|work> ;P
L60[02:10:50] <gigaherz|work> robedpixel:
what purpose?
L61[02:11:21] <gigaherz|work> (just to
verify this isn't an XY problem ;P)
L62[02:11:33] <robedpixel> im developing a
mod which has an item that grants the player the ability to cancel
animations and move in mid air
L63[02:11:57] <robedpixel> sort of like jet
boots that allow a player to boost in any direction while in the
air
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L66[02:12:30] <gigaherz|work> and why do
you need to know if an equipped item is added by a mod?
L67[02:12:58] <robedpixel> the player can
only boost around if he is wearing the boots
L68[02:13:09] <robedpixel> so how do i
detect if the player is wearing the boots or not
L69[02:13:10] <gigaherz|work> and you say
delat is like 100?
L70[02:13:17] <gigaherz|work> @Tazz
L71[02:13:26] <gigaherz|work> robedpixel:
aha
L72[02:13:29] <Tazz> yeah
L73[02:13:37] <gigaherz|work> it's your
item, right?
L74[02:13:40] <robedpixel> yes
L75[02:13:59] <gigaherz|work> hmm give me a
second
L76[02:14:19] <Tazz> robedpixel, my
suggestion would be akin to creating an interface for the item to
implement and checking if the item is an instanceof that
interface
L78[02:14:32] <Tazz> similar to what I did
on EXO with the Exoskeleton boots
L79[02:14:35] <gigaherz|work> no don't
;P
L80[02:14:55] <gigaherz|work> the whole
point of forge adding Capabilities, is to avoid "implement a
meaningless interface and check instanceof"
L81[02:15:14] <gigaherz|work> (and similar
situations)
L82[02:15:17] <Wuppy> the hype is so very,
very real right now
L83[02:15:19] <Tazz> gigaherz|work, 1.)
Exoskeleton was 1.7 2.) what are these capabilities
L84[02:15:48] <gigaherz|work> Tazz:
Capabilities are "attachable features"
L85[02:16:05] <gigaherz|work> forge allows
TEs, entities and itemstacks to contain a capability
L86[02:16:14] <Tazz> gigaherz|work, also
heps me nao plz
L87[02:16:31] <gigaherz|work> this
capability can be just a "marker" that the item has a
special feature, but also contain any necessary data for this
feature
L88[02:16:40] <gigaherz|work> a bit like a
generalized version of the IEEPs
L89[02:16:47] <Tazz> interesting
L90[02:16:50] <Tazz> when was this
added
L91[02:16:53] <robedpixel> im just learning
miencraft forge modding btw
L92[02:16:54] <gigaherz|work> 1.8.9
L93[02:17:03] <Tazz> yeah see I didnt have
that facility for 1.7 XD
L94[02:17:12] <Tazz> which was what
Exoskeleton was written for XD
L95[02:17:13] <robedpixel> the lack of
documentation up front is kinda daunting
L96[02:17:24] <masa> hmm so if an
item(stack) is given a capability, what does that mean for that
item being able to stack with others?
L97[02:17:35] <Tazz> ^^ good question
L98[02:17:37] <gigaherz|work> masa: the
capability is implicitly serialized to NBT
L99[02:17:52] <gigaherz|work> for all
intents and purposes it does the same as if you wrote it to
NBT
L100[02:18:05] <Tazz> so its unstackable
if they dont have the /same/ capabilities?
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L102[02:18:22] <masa> ok, so if it's a
simple marker with an empty compound then it would stack with
others of the same "type"
L103[02:18:33] <gigaherz|work> I believe
so
L104[02:18:51] <gigaherz|work> although I
haven't used item capabilities in practice, so I can't really
"prove" it ;P
L105[02:19:34] <Tazz> gigaherz|work, so
like whys he moving like only 1 block? XD
L106[02:19:51] <gigaherz|work> no
idea
L107[02:19:52] <gigaherz|work> XD
L108[02:20:07] <gigaherz|work> I can't
really open up my dev env while at work ;P
L109[02:20:07] <masa> related to
capabilities, any idea why my portal teleportation is broken on a
dedicated _remote_ server if I call the teleport method from
Block#onEntityCollidedWithBlock()? I just get a "masa_ moved
wrongly!" message and the server bounces me back to just
before I touched the portal. Do I need to attach a
"teleport_me" capability to the player and TP him from an
entity update method or something?
L110[02:20:50] <gigaherz|work> are you
doing the teleport from the client?
L111[02:20:52] <gigaherz|work> that'd
cause it
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L113[02:21:03] <masa> no, just server
side
L114[02:21:08] <gigaherz|work> then no
idea
L115[02:21:08] <gigaherz|work> XD
L116[02:21:31] <masa> I even see the
particles on the destination, but the server bounces me back
because it thinks I moved wrongly
L117[02:21:46] <gigaherz|work> hmmm
L118[02:21:46] <masa> and this doesn't
happen in single player, or even on a server hosted on the same
machine... like wtf
L119[02:21:57] <gigaherz|work> maybe
lag
L120[02:22:03] <gigaherz|work> maybe it's
TPing you
L121[02:22:06] <masa> only when I testee
it on my server box ~350km away from here
L122[02:22:08] <gigaherz|work> and then
before the client knows it's TPd
L123[02:22:18] <gigaherz|work> it sends a
client position update
L124[02:22:35] <masa> hmm
L125[02:23:50] <masa> but any of my other
TP items don't have this problem, and they use the exact same TP
method :D can it have something to do with timing related to the
game tick? ie. is the onEntityCollidedWith called before of after
the entity update so that it then derps the position check?
L126[02:24:24] <masa> this is a really
weird and frustrating issue...
L127[02:24:58] <masa> vanilla only sets
the inPortal flag from that method and then does the TP in the
Entity's update method
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L129[02:25:42] <masa> so maybe I'll have
to do something similar, ie. mark the player for TP using a cap and
do the TP from an entity update event
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L131[02:26:06] <masa> this works just fine
for other entities directly from the onEntityCollided method
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L135[02:33:41] <gigaherz|work> hmf maybe,
no idea really.
L136[02:38:39] <masa> the player position
packet stuff is somewhwta confusing
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L138[02:39:57] <Tazz> I now has beautiful
looking robits (thanks to Tris) and they are scriptable using
Scheme :)
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L145[02:59:32] <masa> hmm
interesting
L146[02:59:42] <masa> yeah this is a
problem...
L147[03:00:09] <masa> the TP fails when I
walk into the portal because I'm colliding with multiple portal
blocks and they all TP me :D
L148[03:00:28] <masa> when I make a portal
horizontally then it works :D
L149[03:01:14] <masa> wait what,
no...
L150[03:01:42] <masa> it just fails when I
walk into a vertical portal, but works even if I fall between two
portal blocks that are horizontal O_o
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L153[03:04:00] <masa> and if I just check
what Iäm colliding with manually in a PlayerTickEvent, then it
works
L154[03:04:21] <masa> I always get the
"masa_ moved wrongly!" message though
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L156[03:04:50] <gigaherz|work> check if
the "center" of the entity is in your block or not
;P
L157[03:05:29] <Wuppy> what's 30 meters
high and 70 meters wide?
L158[03:05:34] <Wuppy> and no, not my
mother :P
L160[03:05:50] <gigaherz|work> a 30x70
bounding box?
L161[03:06:00] <Ordinastie_> Wuppy, you
cut me mid sentence :(
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L163[03:06:19] <Wuppy> friend of mine
asked me that and I managed to respond with that just 2 seconds
before that reply
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L167[03:08:11] <Wuppy> the hype is very
real :P
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L177[03:56:04] <Ratys> Dat feel when
things work. I've got a sample spell to execute inside my
EntitySpellcast; gonna implement some proper flow control
statements and a few actually fun effects just so I can throw
fireballs between putting in GUI chunks
L178[03:56:48] <Ratys> ... and the
particle effects. And the NBT handling. And the everything
else.
L179[03:57:59] <Ratys> Speaking of
particle effects, would it be silly to eschew a model for said
EntitySpellcast and just have it poot out particles?
L180[03:58:06] <gigaherz|work> heh
L181[03:58:41] <gigaherz|work> can't use
the standard particle system?
L182[03:59:08] <gigaherz|work> you can
spawn particles on the client, from the entity
L183[03:59:17] <gigaherz|work> you may
need a custom particle, but that's not too hard to create
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L187[04:03:39] <Tazz> hey Wuppy you know
why my entity isnt moving properly? XD
L188[04:04:02] <Ratys> Oh particles I can
do, it's the model that's kinda being an ass. I managed to
de-spaghettify everything (capabilities too) and route most of
stuff through mod's API, now comes along entity rendering requiring
me to do that again or endure class imports
L189[04:04:31] <Wuppy> Tazz,
alcohol?
L191[04:04:37] <Wuppy> alcohol makes
things move strangely
L192[04:04:48] <Ratys> I even had to do
the arcane BS syntax that is method references
L193[04:05:04] <Wuppy> but nah, define
"not moving properly"
L194[04:05:57] <Tazz> Wuppy, its basically
only moving like 1 block instead of say 10 Xd
L195[04:06:39] <Wuppy> increase the speed
by 10?
L196[04:06:51] <Ratys> The question was
more along the lines of "is there a something in Minecraft
that will somehow make purely particle-represented entities
invisible against my will?"
L197[04:07:52] <Tazz> Wuppy, why would
that work jw?
L198[04:08:12] <Wuppy> dammit... there's a
surprise guest lecture from someone who worked at Bandai Namco and
Capcom I'll have to miss :V
L200[04:08:31] <Wuppy> but, at least I've
followed the guest lecture from Guerilla just 2 days ago :P
L201[04:09:21] <Wuppy> and in just one and
a half week, a full day of guest lectures by the technical art
director of one of the best studios out there, CD Project Red
L202[04:09:42] <Ratys> CD Project Red
<3
L203[04:09:44] <masa> uh what... why is
Block#neighborChange() deprecated? and the Forge-added
onNeighborChange only gets an IBlockAccess in? :o
L204[04:09:47] <Wuppy> which is in the
same week of a vr jam sponsored by Samsung :D
L205[04:09:50] <Wuppy> I love my
school...
L206[04:30:18] <Tazz> wait I might be the
one causing my issue XD
L207[04:30:29] <Tazz> does moveEntity
require both client and server calls?
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L215[04:55:26] <Wuppy> ugh screw this
other festival
L216[04:55:43] <Wuppy> we already got
tickets, now they moved it to nearly another city :V
L217[04:57:29] <gigaherz|work> lol
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L229[05:03:46] <Tazz> Wuppy, ouch
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L251[05:54:56] <Wuppy> woohoo, just 30
minutes until festival :D
L252[05:57:31] <gigaherz|work> what are
you doing here, then?
L253[05:57:35] <gigaherz|work> shouldn't
you be like, waiting in line?
L254[05:57:47] <Wuppy> well, the camping
opens at 1PM
L255[05:57:53] <Wuppy> we'll be there
around 3PM
L256[05:58:05] <gigaherz|work> it's 3min
till 1pm here ;P
L257[05:58:07] <Wuppy> the pre-preparty
probably starts at 5PM (I think)
L258[05:58:21] <Wuppy> and at 7PM the
pre-ar
L259[05:58:25] <Wuppy> pre-party
starts
L260[06:02:36] <Wuppy> hey gigaherz|work,
did you know that if you take the word milk and change 4 letters
around that you get the word beer?
L261[06:02:49] <Wuppy> so milk and beer
are basically the same thing :P
L262[06:02:57] <gigaherz|work> yep, so
long as you change 100% of it
L263[06:03:06] <Wuppy> haha
L264[06:03:45] <diesieben07> wuppy is
drunk already
L265[06:03:48] <gigaherz|work> so...
L266[06:03:54] <gigaherz|work> my brain
process:
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L268[06:04:00] <Wuppy> well, I've only had
a glass of milk so I don't think so :P
L269[06:04:11] <gigaherz|work> "beer
is fermented, what would happen if you fermented milk? ... yogurt
you idiot."
L270[06:07:28] <flappy> Wuppy: will you
start a pre-pre-preparty at 3?
L271[06:07:49] <Wuppy> nope, I'll have to
set up my tent first :V
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L293[07:48:57] <barteks2x> WTF? I
literally fell through the terrain
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L302[08:05:32] <topisani> Just thought id
mention to LexManos that
net.minecraft.world.biome.BiomeProvider#getModdedBiomeGenerators is
called getModdedbiomeerators in 1.9.4, im guessing due to a failed
find/replace. Didnt really think it was enough for an issue
report
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L304[08:15:49] <TechnicianLP> as that is a
net.minecraft class it is a typo from mcp
L305[08:16:05] <sham1> \o
L306[08:16:15] <TechnicianLP> o/
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L308[08:17:02] <sham1> Now for me to parse
some HTTP responses
L309[08:19:51] <sham1> Which will mean a
lot of regex
L310[08:20:16] <sham1> Because HTTP
headers are formated in a regular fashion
L311[08:21:21] <topisani> no
getModdedBiomegenerators is a forge method
L313[08:26:04] <barteks2x> In fresh MDK
after setupDecompWorkspace and build, where can I find decompiled
code with forge patches?
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L317[08:27:26] <barteks2x> In my mod
directory, I have it in .gradle/minecraft, but .gradle/minecraft
doesn't exist in fresh 1.9.8 MDK (I need 1.8.9 source)
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L319[08:31:39] <Ordinastie_> check the
.gradle in your user directory ?
L320[08:32:19] <barteks2x> the
~/.gradle/minecraft has completely different directory
structure
L321[08:32:48] <barteks2x>
myproject/.gradle/minecraft has no directory structure - just jar
files
L322[08:32:59] <Ordinastie_> that's where
the forgeSrc jar is
L323[08:33:12] <barteks2x> which
one?
L324[08:33:21] <barteks2x> (in which one
it's supposed to be?)
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L326[08:33:52] <Ordinastie_> forgeSrc*
something
L327[08:34:27] <Ordinastie_> unless you
have ATs, and in that case, it can't use the default cached one,
and you should have it in the .gradle cache of your project
L328[08:34:27] <barteks2x> this is jar
name, but which directory?
L329[08:34:34] <barteks2x> oh...
L330[08:34:38] <barteks2x> so that's the
difference
L331[08:34:51] <barteks2x> I use ATs in my
project, but I don't have ATs in the fresh MDK
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L334[08:58:28] <ghz|afk> topisani:
hopefully it will be fixed in 1.10 forge
L335[08:58:39] <ghz|afk> I doubt it will
be changed now during 1.9.4
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L340[09:17:42] <mezz> $ labels add 2941
Bug
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L342[09:18:06]
MineBot sets mode: +v on Actuarius
L343[09:18:08] <mezz> fry I have literally
never succeeded in using this bot, where did it go?
L344[09:18:10] <mezz> $ labels add 2941
Bug
L345[09:18:11] <Actuarius> Added labels
[Bug] for issue 2941; new labels: [Bug].
L347[09:18:15] <mezz> thanks
L348[09:18:26] <fry> I really should make
it restart automativally :P
L349[09:19:15] <TechnicianLP> can someone
explain why TIlentity.getCapability does not overflow? (TE ->
CpapabilityDIspatcher -> CapabilityProvider(TE))
L350[09:21:34] <sham1> Yes you
should
L351[09:21:45] <sham1> WHy should that
overflow
L352[09:22:29] <TechnicianLP> either i
understood something very wrongly (which i think is the case ...)
or it loops
L353[09:23:02] <sham1> Umn, no
L354[09:24:44] <TechnicianLP> yep i got
the attach-event wrong (you dont use the tileentity as provider
there ....)
L355[09:25:06] <gigaherz> yup
ICapabilityProviders in the dispatcher are the ones attached
through the event
L356[09:25:08] <gigaherz> not the TE
itself ;p
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L361[09:37:45] <LatvianModder> Lol.. fry's
bot name is bender. Is your pc username leela? :P
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L366[09:46:24] <sham1> Woot
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L369[09:50:02] <sham1> I am now able to
get the HTTP response header line at a time
L370[09:50:07] <sham1> Which means that
now I can parse it
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L405[11:27:10] <BaronNox> o7
L406[11:28:13] <BaronNox> just found out
that TESR is soon to be removed. Any1 has an idea what will replace
it?
L407[11:28:30] <BaronNox> where soon is
soon(tm)
L408[11:29:03] <gigaherz> wat
L409[11:29:25] <gigaherz> where did you
getthat idea?
L410[11:30:19] <wiresegal> why would it be
removed?
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L414[11:34:10] <wiresegal> can someone
explain how capabilities work for me? I don't get them at all
._.
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L416[11:34:45] <BaronNox> yesterday night
i read all the comments on ForgeMultiParts commits
L417[11:35:15] <BaronNox> Amadorn &
Lex talked about very interesting stuff
L418[11:35:26] <BaronNox> And TESR was one
one of them.
L420[11:36:52] <wiresegal> but how are we
going to render things like the Runic Altar without it
L421[11:37:38] <rakosmanjr> Could you pull
up the comment where they talk about removing the TESRs?
L422[11:37:49] <BaronNox> im looking for
it right now
L423[11:37:50] <rakosmanjr> Or rather link
it?
L424[11:37:52] <rakosmanjr> K
L425[11:37:52] <BaronNox> give me a
sec
L426[11:38:08] <wiresegal> meh, i'm going
to implement this later
L427[11:38:11] <wiresegal> I hate doing
inventories
L428[11:38:26] <diesieben07> TESR is not
going away for now
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L430[11:38:35] <diesieben07> you cannot
render animated models without it
L432[11:38:58] <tterrag> TESR is never
going away. that's a ridiculous concept. even vanilla can't figure
out how to stop using it
L433[11:39:15] <rakosmanjr> It would be
really cool if .fbx support (with animations) made it in, but
that's unlikely to happen
L434[11:39:20] <tterrag> unless chests
stop being animated we will always need some kind of special
rendering
L435[11:40:05] <BaronNox> „Pinging
@RainWarrior for this.
L436[11:40:05] <BaronNox> The bulk of the
rendering should be done through he model system what needs a
TESR/'Fast' TESR?“ - Lex
L437[11:40:15] <BaronNox> „ know we're
trying to phase out TESRs, but things that need any kind of
animation require them atm, as well as things that use shaders or
custom OpenGL blending.“ - amadorn
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L441[11:40:31] <BaronNox> shit sry for
inging you Rain
L442[11:40:36] <BaronNox> forgot to remove
ur name
L443[11:40:56] <sham1> He's not under that
name here
L444[11:41:01] <BaronNox> oh thats
good
L445[11:41:06] <sham1> Unless he made it
ping him
L446[11:41:08] <fry> it still pings me
:P
L447[11:41:09] <sham1> In which case,
why
L448[11:41:12] <fry> but I don't
mind
L449[11:41:22] <tterrag> speaking of
TESRs....GL item rendering when?
L450[11:41:41] <sham1> Text rendering for
models when
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L452[11:42:13] <fry> when either I get the
time to finish fontrenderer subclass, or someone else does it
L453[11:42:40] <sham1> Would probably be
faster to just learn rendering in this game and do it myself to
commit it
L454[11:43:18] <BaronNox> i realy want to
learn OpenGL but Mc uses 1.1 and im not sure if its even worth
learning when there is 3.0/4.0 already
L455[11:43:49] <BaronNox> from what I read
the changes are enormous
L456[11:43:52] <Delenas> MC's base is
1.1.
L457[11:44:11] <Delenas> It uses newer
features if it finds newer versions.
L458[11:44:42] <tterrag> 3.0+ is basically
a different thing entirely from 2.X and below
L459[11:44:51] <tterrag> aside from the
very basics
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L463[11:47:28] <gigaherz> there's two
versions of gl3
L464[11:47:41] <sham1> Core and
compatibility
L465[11:47:53] <gigaherz> a normal
context, and a forward context, the forward context will disable
all the deprecated calls, not just deprecate them
L466[11:48:04] <tterrag> well most modern
GPUs just emulate anyways :p
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L468[11:48:24] <BaronNox> So I should be
good with learning gl3?
L469[11:48:35] <sham1> Yes
L470[11:48:43] <BaronNox> nice :)
L471[11:48:54] <gigaherz> the upside of
learning gl3+
L472[11:49:02] <gigaherz> is that
afterward, you'll see just how bad mc's gl usage is
L473[11:49:03] <gigaherz> ;P
L474[11:49:12] <BaronNox> :D
L475[11:49:43] <BaronNox> Don’t they plan
to update it soon(tm)?
L476[11:49:58] <sham1> They want MC to be
ran by a toaster
L477[11:50:01] <sham1> So probably
not
L478[11:50:06] <sham1> The code base is
still java6
L479[11:50:18] <tterrag> if you learn
modern GL you won't likely be using it in your MC mods
L480[11:50:23] <tterrag> but it's
certainly not a waste of time
L481[11:50:33] <sham1> So being compatible
with the past is quite likely
L482[11:50:51] <sham1> So therefore they
will probably continue using OpenGL1.1 until it gets deprecated for
good
L483[11:51:14] <BaronNox> notch what have
you done Kappa
L484[11:51:57] <tterrag> I believe they
require 1.2
L485[11:53:01] <sham1> Oh goodie
L486[11:53:13] <sham1> Slightly less
old
L487[11:53:52] <BaronNox> hehe
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L489[11:55:29] <diesieben07> how old of a
gpu must you have to only support 1.2??
L490[11:55:56] <TechnicianLP> 42
L491[11:55:58] <diesieben07> gl 1.3 is
from 2001... christ almighty
L492[11:56:06] <rakosmanjr> One probably
not capable of playing Minecraft
L493[11:57:08] <TechnicianLP> minecraft on
a school computer once brought up a warning aout an old graphics
card in the main-menu
L494[11:57:38] <tterrag> I say that only
because I know they use GL_RESCALE_NORMAL which I believe is only
in the 1.2 spec
L495[11:57:49] <gigaherz> diesieben07:
something like a gf mx440
L496[11:57:50] <gigaherz> ;P
L497[11:57:54] <tterrag> but yes - it is a
ridiculously old version
L498[11:58:04] <tterrag> thankfully they
have optional features like VBOs that take advantage of newer
versions
L499[11:59:09] <gigaherz> I wonder why
VBOs aren't used by default if available
L500[11:59:27] <tterrag> they are, aren't
they?
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L502[11:59:35] <tterrag> there's a setting
to turn it off, but I'm pretty sure it defaults ON
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L504[12:01:19] <BaronNox> mine was on
off
L505[12:02:01] <tterrag> that is a
confusing sentence
L506[12:03:18] <BaronNox> indeed it is
xD
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L534[13:38:04] <masa> why does setupForge
modify jsons/1.9.4.json?
L535[13:38:12] <masa> what am I supposed
to do with that now?
L536[13:38:46] <masa> stashing it...
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L543[13:50:03] <Paktosan> Hi there, I have
some obfuscated 1.7.10 code here and want to deobfuscate it. The
MCP mappings says that func_150818_a is setExtBlockID however
IntelliJ cant find that method. What should I do now?
L544[13:51:49] <tterrag> masa: why not
just don't stage it?
L545[13:52:04] <tterrag> Paktosan:
probably update your mappings
L546[13:52:05] <tterrag> !!latest
L547[13:52:06] <MCPBot_Reborn> === Latest
Mappings ===
L548[13:52:07] <MCPBot_Reborn> MC Version
Forge Gradle Channel
L549[13:52:08] <MCPBot_Reborn> 1.9.4
snapshot_20160603
L550[13:52:08] <MCPBot_Reborn> 1.9
snapshot_20160516
L551[13:52:09] <MCPBot_Reborn> 1.9
stable_24
L552[13:52:10] <MCPBot_Reborn> 1.8.9
snapshot_20160301
L553[13:52:10] <MCPBot_Reborn> 1.8.9
stable_22
L554[13:52:11] <MCPBot_Reborn> 1.8.8
snapshot_20151229
L555[13:52:12] <MCPBot_Reborn> 1.8.8
stable_20
L556[13:52:12] <MCPBot_Reborn> 1.8
snapshot_20151128
L557[13:52:13] <MCPBot_Reborn> 1.8
stable_18
L558[13:52:14] <MCPBot_Reborn> 1.7.10
snapshot_20140925
L559[13:52:15] <MCPBot_Reborn> + 1 more.
Please use !more to see 1 queued entries.
L560[13:52:16] <tterrag> err
sorry...forgot to specify version :P
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L562[13:52:23] <tterrag> bspkrs: make that
default to latest only maybe >.>
L563[13:52:25] <masa> well the PR eyah...
but that was when I was trying to do a rebase so it wouldn't allow
it
L564[13:52:41] <masa> but the environment
was fucked anyway, I did a clean and ran setup again
L565[13:52:57] <bspkrs> !!latest
1.9.4
L566[13:52:58] <MCPBot_Reborn> === Latest
Mappings ===
L567[13:52:58] <MCPBot_Reborn> MC Version
Forge Gradle Channel
L568[13:52:59] <MCPBot_Reborn> 1.9.4
snapshot_20160603
L569[13:53:03] <bspkrs> :P
L570[13:53:04] <tterrag> I am aware
L571[13:53:08] <tterrag> but I think the
default is a bit spammy
L572[13:53:12] <bspkrs> don't be
lazy
L573[13:53:21] <tterrag> <tterrag>
err sorry...forgot to specify version :P
L574[13:53:55] <masa> how is one supposed
to port forge PRs to different branches anyway?
L575[13:54:14] <masa> since part of the
code will be in patches and those get regenerated
L576[13:55:36] <gigaherz> masa: zip the
files and unpack afterward? ;P
L577[13:55:38] <Paktosan> Well in the
latest snapshot mappings for 1.7.10 it still shows setExtBlockID.
:/ This is the version of forge I am using:
1.7.10-10.13.4.1566-1.7.10
L578[13:55:52] <gigaherz> Paktosan: 1.7.10
mappings don't change
L579[13:56:02] <gigaherz> the moment the
first 1.8 mappings were released
L580[13:56:06] <gigaherz> was the last
mappings for 1.7.10
L581[13:56:20] <gigaherz> and also the
final stable mappings for that version
L582[13:57:04] <gigaherz> !gm
func_150818_a 1.7.10
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L585[13:58:05] <Paktosan> But what is the
reason that forge doesn´t know that method?
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L589[14:04:29] <bspkrs> because it wasn't
named in 1.7.10
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L591[14:06:33] <gigaherz> actually it
supposedly was
L592[14:06:33] <gigaherz> [20:57]
-MCPBot_Reborn- === MC 1.7.10:
net/minecraft/world/chunk/storage/ExtendedBlockStorage.setExtBlockID
(apz.a) UNLOCKED ===
L593[14:06:34] <gigaherz> [20:57]
-MCPBot_Reborn- Name : a => func_150818_a =>
setExtBlockID
L594[14:06:53] <gigaherz> but 1.7.10
didn't have a way to choose the mappings in build.gradle, did
it?
L595[14:07:35] <bspkrs> I think it did?
could be wrong
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L597[14:07:59] <gigaherz> well at least it
didn't have "mappings=x" by default
L598[14:08:00] <gigaherz> XD
L600[14:10:30] <gigaherz> yes it is
L601[14:11:07] <gigaherz> sorry I'm tired,
didn't realize you weren't able to find the unnamed method
either
L602[14:11:07] <gigaherz> ;P
L603[14:11:33] <Paktosan> Well. Actually
it is my first time working with forge, so I am still learning that
things ;)
L604[14:12:02] <gigaherz> heh
L605[14:12:11] <gigaherz> well it's a bit
better if you worked iwth a newer version ;P
L606[14:12:15] <gigaherz> with*^
L607[14:12:27] <gigaherz> at least since
the default mappings are newer ;P
L608[14:12:37] <Paktosan> I have my
reasons for working with 1.7.10
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L610[14:12:52] <gigaherz> sure, everyone
does ;P
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L612[14:13:31] <gigaherz> that doens't
remove the fact that newer versions have a nicer
"flow"
L613[14:13:37] <Paktosan> I am actually
trying to fix a bug in Runic Dungeons so users on our server cant
use it to duplicate things
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L620[14:22:02] <masa> well I updated my PR
for the current master so that it can continue to be ignored...
:p
L621[14:22:42] <gigaherz> I just found an
uglier way to achieve what mine added
L622[14:22:48] <gigaherz> so mine can
rot
L623[14:22:59] <gigaherz> I still think it
would have been better the other way
L624[14:23:19] <gigaherz> but whatever,
I'm too tired to insist
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L629[14:32:22] <GunnerWolf> Does
onBlockPlaced in a Block class call before or after the ItemBlock
has been removed from the player's inventory?
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L632[14:42:14] <tterrag> after, iirc
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L634[14:43:55] <gigaherz> onBlockPlacedBy
gets called before,
L635[14:43:58] <gigaherz> onBlockPlaced
after
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L637[14:44:09] <tterrag> ah right
L638[14:44:11] <tterrag> yep
L639[14:44:17] <gigaherz> before placing,
that is
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L641[14:44:46] <gigaherz> no wait
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L643[14:44:50] <gigaherz> I remember
wrong
L644[14:44:52] <gigaherz> it's the
opposite
L645[14:45:05]
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L646[14:45:09] <tterrag> :x
L647[14:45:18] <gigaherz> and both are
before --stackSize
L648[14:45:18] <Paktosan> Urgh, next
mapping problem. func_77960_j should be getMetadata() however it
does not exist. And i cant figure out what function I should use
instead.
L649[14:45:20] <gigaherz> >_<
L650[14:45:27] <gigaherz> the flow
is
L651[14:45:33] <gigaherz> state =
onBlockPlaced(state)
L652[14:45:44] <gigaherz> if
(placeBlockAt) stackSize--
L653[14:46:02] <gigaherz> and placeBlockAt
calls onblockPlacedBy right after setting the TE data if
present
L654[14:46:14] <gigaherz> so GunnerWolf:
before.
L655[14:46:30] <gigaherz> at least in
1.9.4 ;P
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L657[14:47:06] <GunnerWolf> alright, so if
I were to call getActiveItemStack on the placing entity within
onBlockPlaced, it would return the ItemStack of the block being
placed?
L658[14:47:19] <tterrag> aren't you passed
a stack in onBlockPlaced?
L659[14:47:34] <tterrag> you are in
By
L660[14:47:36] <tterrag> use that :P
L661[14:47:46] <GunnerWolf> Ah okay
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L663[14:51:55] <masa> and isn't
getActiveItemStack only when the player is using an item that has a
use time, like food or a bow?
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L665[14:52:29] <masa> normally I think you
have to use the hand argument and then getHelItem*
L666[14:52:39] <masa> *Held
L667[14:56:02] <GunnerWolf> ah right of
course
L668[14:56:07] <GunnerWolf> makes sense :P
Thanks
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L675[15:06:18] <GunnerWolf> Is there a way
to show a plain old furnace GUI on my TE without extending
TileEntityFurnace?
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L678[15:14:50] <masa> sure, the TE has
nothing to do with the GUI really. Well you might need a custom GUI
class though...
L679[15:15:12] <masa> depending on if the
GUI accesses stuff from the TE
L680[15:15:40] <masa> so I guess that is
what you were asking about anyway..
L681[15:16:40] <masa> oh it seems that the
vanilla furnace GUI uses the IInventory getField() methods
L682[15:16:49] <masa> so any TE witn an
IInventory would work...
L683[15:16:52] <masa> but then again
L684[15:17:02] <gigaherz> GunnerWolf: I
wouldn't recommend tryingto use THE furnace gui
L685[15:17:03] <masa> you really shouldn't
be using IInventory anymore for anything relly
L686[15:17:06] <gigaherz> using the same
image and such, sure
L687[15:17:14] <masa> yep ^
L688[15:17:21] <gigaherz> but I wouldn't
recommend using the class itself
L689[15:17:33] <gigaherz> yo ucan achieve
the same with your own code, really
L690[15:17:35] <GunnerWolf> So I should
create my own GUI implementation?
L691[15:17:38] <gigaherz> yes
L692[15:17:53] <GunnerWolf> Well, so far
what I've learned from modding minecraft, is to never use
minecraft's code xD
L693[15:18:00] <gigaherz> create/use a
GuiHandler, and implement your own
GuiYourFurnace/ContainerYourFurnace
L694[15:18:20] <gigaherz> Mojang's code
has a lot of assumptions regarding who and when uses the code
L695[15:18:28] <gigaherz> so in many
cases, you just can't use the vanilla code
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L697[15:20:42] <Paktosan> Any ideas on
what I wrote half an hour ago?
L698[15:21:22] <gigaherz> I assume you
mean
L699[15:21:22] <gigaherz> [21:45]
(Paktosan): Urgh, next mapping problem. func_77960_j should be
getMetadata() however it does not exist. And i cant figure out what
function I should use instead.
L700[15:21:28] <Paktosan> Yes
L701[15:21:39] <Paktosan> I am still stuck
on that
L702[15:21:39] <gigaherz> !gm func_77960_j
1.7.10
L703[15:22:05] <gigaherz> so, you can't
find neither func_77960_j nor getMetadata?
L704[15:22:21] <Paktosan> right
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L706[15:22:41] <gigaherz> !mh
func_77960_j
L707[15:22:50] <gigaherz> how about
getItemDamage?
L708[15:26:18] <LatvianModder> boni: EFLN
drops all blocks or destroys some too?
L709[15:26:22] <Paktosan> Damage?
Interesting... In my opinion it is a confusing name, hopefully that
works
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L714[15:31:50] <AKTheKnight> Anyone able
to explain what I'm doing wrong with my custom recipes?
L715[15:31:55] <boni> LatvianModder:
all
L716[15:32:00] <LatvianModder> Nice
L717[15:32:03] <boni> in a performance
sensible manner .
L718[15:32:11] <LatvianModder> Its crazy
powerful for small price, and I love it
L719[15:32:20] <LatvianModder> I saw it
dropping all items already stacked
L720[15:33:13] <tterrag> AKTheKnight: I
really doubt that error is causing a crash...however it is quite
simple to fix it. just register your recipe class to
RecipeSorter
L721[15:33:29] <tterrag> best place to do
it (imo) is static init on the recipe class
L722[15:33:31] <boni> it has to be cheap
or it's useless, just like vanilla tnt
L723[15:33:56] <AKTheKnight> Yeah I had no
crashes in testing but would be good to fix
L724[15:34:02] <AKTheKnight> Okay I'll do
that. Thanks :)
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L726[15:36:29] <masa> EFLN?
L727[15:36:44] <LatvianModder> a throwable
ball of explosion
L728[15:36:48] <LatvianModder> from
TiC
L729[15:37:17] <masa> okay
L730[15:37:47] <masa> I should maybe start
playing some modded some time soon again...
L731[15:38:14] <masa> it has been about 16
months since I last played modded properly in survival mode (ie.
other than testing while deving)
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L740[15:50:27] <barteks2x> For last 15
minutes I'm trying to figure out where the hell in cubic chunks
code I'm sending TileEntities to players. And I really can't find
it. O.o
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L742[15:54:23] <Paktosan> One question:
What does the !gm and !mh commands do?
L743[15:54:56] <masa> gm = get method, mh
= method history
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L746[15:55:38] <raoulvdberge> having a
weird issue here
L747[15:56:08] <raoulvdberge> why is
Item.getItemFromBlock(Blocks.REEDS) returning null
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L749[15:58:19] <barteks2x> This is just
magic. I'm now never sending a single tile entity and chests still
work when loading existing chunks.
L750[15:58:41] <AKTheKnight> raoulvdberge:
maybe there is no Item.REEDS actually registered with forge
L751[15:58:55] <AKTheKnight> Not all
blocks have their item counterpart registered iirc
L752[15:59:00] <raoulvdberge> is that a
forge bug?
L753[15:59:07] <raoulvdberge> or something
i should fix myself
L754[15:59:20] <masa> barteks2x: well the
client doesn't need the TE for inventories, it just syncs the slot
contents via the container
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L756[15:59:47] <AKTheKnight> Not sure if
bug or just because we don't need all of them. I "think"
you can check for the item just by doing Blocks.REEDS
L757[15:59:52] <tterrag> raoulvdberge:
reeds have no associated itemblock
L758[15:59:53] <barteks2x> So what is a
good way to test if tile entities work?
L759[15:59:54] <masa> so clients normally
don't have the inventory contents unless they open the GUI and then
the container syncs teh slots and the client side TE then stores
them as the backing inventory
L760[15:59:56] <tterrag> it's not a bug,
it's just vanilla behavior
L761[16:00:15] <tterrag> just use
Items.REEDS
L762[16:00:31] <raoulvdberge> tterrag: i
can't, i need to get the item from a block in the world
L763[16:00:40] <tterrag> then use
getPickBlock, the method designed for that
L764[16:00:53] <raoulvdberge> ah
L765[16:00:53] <raoulvdberge> thanks
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L767[16:01:11] <raoulvdberge> ugh, needs a
player :/
L768[16:01:16] <barteks2x> (almost?) all
vanilla tileentities that I remember have inventories
L769[16:01:16] <raoulvdberge> can I pass
null?
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L771[16:01:51] <masa> barteks2x: so?
L772[16:02:07] <barteks2x> I need some way
to test if sending tiltentities works
L773[16:02:07] <masa> the client doesn't
have that data until in 1.9.4 when they changed the TE syncing to
send all data
L774[16:02:25] <masa> hmm well..
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L776[16:02:35] <masa> how about skulls or
banners?
L777[16:02:39] <masa> or signs
L778[16:02:46] <barteks2x> Signs is
it
L779[16:03:04] <barteks2x> They don't have
any inventory, so they sould break now
L780[16:03:07] <masa> or mob
spawners
L781[16:03:41] <masa> if the spawner
doesn't get the data then it will look liek a pig spawner, or at
least they used to
L782[16:04:09] <barteks2x> Does vanilla
allow to place non-pig mob spawner now?
L783[16:04:19] <tterrag> raoulvdberge:
probably not. why don't you have a player
L784[16:04:19] <tterrag> what is this
for?
L785[16:04:20] <tterrag> !xy
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L788[16:04:38] <masa> hmm, maybe with
setblockdata or whatever the commands are
L789[16:04:51] <raoulvdberge> tterrag: i'm
calling it from a tile
L790[16:05:10] <CJL> Hello
L791[16:05:17] <masa> or can you /give an
item with NBT? then you could add it to the BlockEntityTag
L792[16:05:24] <gigaherz> yes
L793[16:05:29] <masa> hello
L794[16:05:37] <gigaherz> just /give @p
item 1 0 {nbt data here}
L795[16:05:43] <CJL> I'm attempting to
develop a mod, and I was told that I could get help here!
L796[16:05:43] <barteks2x> I think I
somehow ended up with corrupted save file using mapdb. I DID use
transactions.
L797[16:05:47] <gigaherz> and yes
L798[16:05:56] <gigaherz> just /give @p
item 1 0 {BlockEntityTag:{...}}
L799[16:05:58] <raoulvdberge> tterrag:
couldn't i call Block.getItem (which is deprecated)?
L800[16:06:00] <gigaherz> should
work
L801[16:06:00] <gigaherz> ;P
L802[16:06:22] <CJL> I actually have two
problems.
L803[16:06:34] <masa> yep in vanilla
getPickBlock just calls that and nothing overrides getPickBlock in
vanilla
L804[16:06:37] <masa> well
L805[16:06:46] <CJL> The first is that I
cannot figure out how to get block or item models working.
L806[16:06:52] <masa> one of the
getPickBlocks is Forge added (or both?) but anyway...
L807[16:07:07] <CJL> The second is that
running gradlew build jar results in a mod jar that forge skips
over.
L808[16:07:13] <masa> CJL: which mc
version? 1.9.4 I hope
L809[16:07:17] <raoulvdberge> let's just
be safe and use getItem
L810[16:07:35] <masa> CJL: to build you do
"gradlew build" not "gradlew jar"
L811[16:07:46] <CJL> ...sorry, my intent
was that this would eventually be a thaumcraft addon, so until
thaumcraft updates it's 1.8.9 for me.
L812[16:08:02] <CJL> ...just gradlew
build?
L813[16:08:03] <masa> ah ok, well at least
not 1.7.10 then ;D
L814[16:08:05] <masa> yes
L815[16:08:06] <CJL> Good to know.
L816[16:08:16] <CJL> No, I'm not going
back to 1.7.10.
L817[16:08:25] <masa> good :p
L819[16:08:41] <CJL> And yes, I'll move
forward to 1.9.4 as soon as opencomputers and thaumcraft update to
that, which shouldn't be long.
L820[16:08:42] <masa> that should give you
the basics
L821[16:08:53] <CJL> ...Thank you
L823[16:09:16] <CJL> I'm already looking
over McJty's tutorials, but more is always good.
L824[16:09:25] <masa> there is some of my
1.8.9 model registration stuff.. it is a bit too complicated as an
example but..
L825[16:10:20] <CJL> ...as to the
second.
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())
L827[16:10:37] <masa> basically for
blocks: you place the blockstate json and the model json (or OBJ or
whatever) in the correct locations, and that should take care of
the in-world block, and then you register the item models with
ModelLoader.setCustomModelResourceLocation()
L828[16:10:47] <tterrag> raoulvdberge:
again explain what you're doing
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L832[16:11:18] <masa> and the blockstate
json needs to be named the same as your block's registry name
L833[16:11:18] <CJL> masa: That's about
what I'm doing...but the tutorial isn't clear on just what the
location is.
L834[16:11:39] <CJL> <YourMod>...is
that supposed to be the Modid, or the ModName?
L835[16:11:51] <masa> modid
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L837[16:12:00] <CJL> modid, got it.
L838[16:12:02] <masa> and make sure your
modid is lower cae there
L839[16:12:16] <CJL> lower case...already
was, but I'll keep it in mind.
L840[16:12:24] <CJL> Just rename the
folder, right?
L841[16:12:32] <masa> better to just keep
all asset filenames and the modid lowercase and _ to void
problem
L843[16:12:46] <masa> *avoid
L844[16:12:58] <AKTheKnight> Oh poop
L845[16:13:00] <CJL> I tried that before,
but it didn't work.
L846[16:13:09] <CJL> Oh...quick
question
L847[16:13:18] <AKTheKnight> Intellij has
killed itself and is stuck on "indexing" for 30
minutes
L848[16:13:19] <AKTheKnight> yay
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L850[16:13:33] <masa> on windows you can't
really rename a file or folder between lower case and not unless
you change one character too
L851[16:13:36] <CJL> If I change the code
and then want to test run it from within eclipse, do I still need
to run gradlew build?
L852[16:13:43] <masa> because windows
filesystem stuff is case insensitive..
L853[16:13:54] <CJL> ...what.
L854[16:13:57] <CJL> That...
L855[16:14:02] <CJL> really?
L856[16:14:04] <raoulvdberge> tterrag:
simply said i have a block breaker that can filter blocks from
being destroyed
L857[16:14:12] <masa> so ad one character,
then rename it again to lower case and remove the temp
characyer
L858[16:14:34] <CJL> The folder name was
different from the mod id.
L859[16:14:41] <CJL> The mod id was
already lower case
L860[16:14:51] <raoulvdberge> tterrag: i
have to compare on an actual itemstack counting NBT, damage
et
L861[16:14:53] <masa> well I think
technically NTFS is case sensitive but explorer isn't, or
something, I forget
L862[16:15:06] <CJL> ...*headdesks*
L863[16:15:22] <CJL> That sounds like a
holdover from early windows.
L864[16:15:24] <masa>
src/main/resources/assets/enderutilities/blockstates/storage_0.json
<- an example of a blockstate json location
L865[16:15:45] <tterrag> raoulvdberge:
that is a flawed concept
L866[16:15:52] <tterrag> items DO NOT
COMPARE directly to blocks
L867[16:15:53] <tterrag> *ever*
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L869[16:15:54] <masa> so
enderutilities:storage_0 would be the registry name of that
block
L870[16:16:01] <tterrag> the blacklist
should be block/blockstate based
L871[16:16:01] <CJL> Yeah, so the folder
that's in src/main/resources/assets/ would be tcportals?
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L873[16:16:15] <raoulvdberge> so i'd have
to convert the filter slot to a block?
L874[16:16:23] <raoulvdberge> and compare
by that
L875[16:16:34] <CJL> Do the texture
pointers also need to be identified via mod id?
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L878[16:16:58] <masa> texture names can be
whatever, your model json refers to them
L879[16:17:26] <masa> or the blockstate
json if using the forge blockstate format
L880[16:17:26] <CJL> But
"tcportals:items/<texturename>" would be
valid?
L881[16:17:48] <masa> yes
L882[16:18:10] <CJL> or should it be
tcportals:item/?
L883[16:18:20] <CJL> to match the folder
names?
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L885[16:18:37] <masa> models are in
models/item/ textures are usually in textures/items/
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L888[16:18:48] <masa> although I guess it
doesn't really matter for the texture(?)
L889[16:19:04] <masa> not sure
L890[16:19:10] <masa> that's how mine are
anyway
L891[16:19:13] <CJL> No, you're
right...
L893[16:19:32] <tterrag> raoulvdberge:
yeah that's more doable. if it's an itemblock it's super easy
L894[16:19:35] <tterrag>
otherwise...tricky
L895[16:19:36] <CJL> so it should be
items, sicne the folder name is textures/items/
L896[16:19:45] <masa> yes
L897[16:20:09] <CJL> Alright, we'll see if
this works.
L898[16:20:28] <tterrag>
item<->block conversion is always fuzzy. though most of the
time you can expect blocks' items to be ItemBlocks
L899[16:20:51] <CJL> Second, if I use
gradle build, and put the resulting jar into my mods folder of my
main minecraft instance, the mod should load, right?
L900[16:21:28] <wiresegal> I belive
so
L901[16:21:50] <masa> yep
L902[16:22:09] <masa> assuming you have
forge installed, hehe
L903[16:22:17] <CJL> Alright...
L904[16:22:57] <CJL> Nope.
L905[16:23:18] <CJL> The item is still
showing up as a block with placeholder textures.
L906[16:24:05] <wiresegal> have you
assigned a custom model resource location to the itemblock?
L907[16:24:12] <masa> in the inventory ie.
block form? did you add the setCMRL call, and do you have a variant
for the item in the blockstate json?
L908[16:24:33] <masa> or are you referring
to an existing variant
L909[16:24:43] <CJL> That's just it- it's
a tool, not a block.
L910[16:25:31] <wiresegal> still need a
CMRL, right?
L911[16:25:49] <CJL> yes, but I've got to
go.
L912[16:26:01] <CJL> I'll be back in a
bit.
L913[16:26:08] <masa> well any item needs
the setCMRL call
L914[16:26:45] <masa> unless you use a
custom ItemMeshDefinition for it, but then you need to register
that and add all the variants
L915[16:27:18] <masa> so that is basically
just for stuff that needs different models based on NBT data
L916[16:27:28] <masa> normally you use
setCMRL
L917[16:29:46] <wiresegal> I just have a
single class which does all this automatically for me :P
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L919[16:29:57] <wiresegal> I've mostly
tried to ignore all of that stuff
L920[16:31:52] <Tazz> Errrg no one likes
scheme haha
L921[16:32:18] <Anarchy> Random question,
when using eclipse to mod, i am trying to check a config option but
i cant seem to find where it puts the config folder(1.7.10(yes i
know its old))
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L923[16:33:44] <gigaherz> in 1.7.10 the
default was eclipse/ for the run folder
L924[16:33:45] <gigaherz> so
L925[16:33:53] <gigaherz> eclipse/config/
should contain the standard config files
L926[16:34:10] <Anarchy> yeah i found it
as you said it, thanks
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L929[16:40:26] <CJL> Yes, I am trying to
set the custommodelresourcelocation.
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L947[17:08:51] <LexManos> !gf
field_72995_K
L948[17:09:02] <LexManos> !gf
func_175668_a
L949[17:09:10] <LexManos> !gm
func_175668_a
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L957[17:30:27] <Anarchy> when doing world
gen, if i wanted my stuff to spawn in dirt, stone, and gravel i
would do it like so right?
http://pastebin.com/nKFqRHFw
L21-40?
L958[17:31:05] <Cypher121> are custom
sounds working in 1.9.4?
L959[17:32:35] <Anarchy> (1.7.10
btw)
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L962[17:35:27] <Girafi> Yeah they are
Cypher121, they have been for a long time in 1.9 too
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L965[17:39:45] <williewillus> Cypher121:
yes
L967[17:40:11] <Paktosan> going to bed
now, thanks for your help @gigaherz, I was able to do what I needed
to now.
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L981[18:06:53] <masa> hm, so Forge still
hasn't fixed that bug that you can't press No on the "missing
blocks warning menu" without it freezing the game... :/
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L1003[18:17:18] <Temportalist>
hahaha
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L1010[18:32:29] <LexManos> masa, write me
a mod that tests that, it should work fine so i need something to
reproduce
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L1014[18:47:14] <williewillus> hm
L1015[18:47:41] <williewillus> if I have
an inventory item that used to store things in nbt and I want to
move it to caps/IItemHandler how would I handle migrating the
data
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L1017[18:48:13] <williewillus> currently
the inventory is stored at { "InvItems": [ {} ... ]
}
L1018[18:48:44] <diesieben07> in
initCapabilities read the old nbt and apply it to the IItemHandler
then delete it
L1019[18:48:52] <williewillus>
initCapabilities does not pass the full stack nbt
L1020[18:48:54] <williewillus> only the
cap nbt
L1021[18:49:02] <diesieben07> when calld
from readFromNbt it does
L1022[18:49:22] <diesieben07> ideally
you'd use the data fixers but i havent updated my pr yet and nobody
else has done it
L1023[18:49:46] <williewillus> i don't
see it ... 0.o
L1025[18:50:09] <williewillus> its only
the cap nbt passed in
L1026[18:50:13] <diesieben07> actually
nvm that...
L1027[18:51:34] <williewillus> how bad
would it be if I did it in onUpdate and then forced the caps to
reinitialize
L1028[18:51:42] <diesieben07> you need a
datafixer then
L1029[18:51:47] <diesieben07> idk...
pretty hacky :D
L1030[18:52:03] <williewillus> if (hasTag
(OLD) ) { copy data, delete OLD, setItem(this) }
L1031[18:52:35] <williewillus> i still
don't know how those fixers are regisdtered/used :P
L1032[18:52:40] <williewillus> esp vs
walkers
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L1034[18:53:45] <diesieben07> walker =
knows how to parse the nbt data and what everything means
L1035[18:53:52] <diesieben07> e.g.
"this is an itemstack"
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L1037[18:54:07] <diesieben07> fixer =
applies to a certain type of NBT (e.g. all itemstacks)
L1038[18:54:14] <diesieben07> all happens
in DataFixesManager
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L1041[18:55:19] <williewillus> you should
update your pr :P
L1042[18:55:26] <diesieben07> i
know
L1043[18:55:36] <williewillus> the
arbitrary version numbers is a bit weird
L1044[18:55:37] <diesieben07> tomorrow
:D
L1045[18:55:40] <williewillus> is that
tracked anywhere?
L1046[18:55:50] <williewillus> aka 1.9.4
-> datafix versions 140 or whatever
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L1048[18:56:50] <williewillus> holy shit
finally a fix for the client TE unloading extra tick
L1049[18:57:20] <harmony> anyone know
something against an utter lack of motivation to do anything
L1050[18:57:28] <williewillus> do
something else
L1051[18:57:51] <williewillus> I'm
guessing "anything" refers actually to a specific set of
"things"
L1052[18:58:22] <harmony> I can't think
of anything rn that I'd like to do
L1053[18:58:44] <williewillus> play
games
L1054[18:58:46] <Keridos> williewillus:
small question: If I do an ISmartBlockModel for custom models, can
I take a prebaked model from the modelfactory (or how the register
is called) and replace it or will I have to do the entire setup
that I usually do in the blockstate json in the smartmodel?
L1055[18:58:49] <williewillus> watch
youtube
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L1057[18:59:12] <williewillus> Keridos:
you replace one or more MRL's during ModelBakeEvent
L1058[18:59:22] <williewillus> how and
where those MRL's came to be requested can be anything
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L1060[19:00:28] <williewillus> for
example for one of my smartmodels I deliberately statemap away all
the properties so the model system is only looking for the MRL
"mymod:myblock#normal". Then I replace that specific MRL
during modelbakeevent with my smartmodel
L1061[19:00:56] <Keridos> ah
L1062[19:01:30] <Keridos> so I would have
to replace my blockstates json descriptions with the
smartmodel?
L1063[19:01:44] <williewillus> no
L1064[19:01:54] <williewillus> describe
what you want to achieve
L1065[19:02:10] <williewillus> instead of
the methods to do so :P
L1066[19:02:16] <diesieben07> a cleaner
solution would be a custom loader btw
L1067[19:02:24] <williewillus> to
modelbakeevent?
L1068[19:02:28] <diesieben07> imho,
yes
L1069[19:02:30] <williewillus> hell no
:P
L1070[19:02:42] <williewillus> its just
one event handler
L1071[19:03:00] <Keridos> i have a model
that needs an additional rotation (basically a 90° rotation in the
directions its facing) that I cannot do via the blockstate json
since it needs to be rotated in a specific order
L1072[19:03:05] <williewillus> i think
we've been over this before so I'm not gonna debate but I think a
custom loader for that purpose is dumb ;p
L1073[19:03:32] <Keridos> its a small
lamp that should be able to not only face a direction but also be
rotated 90° in its facing direction
L1074[19:04:53] <Keridos> i got
everything working except the small additional rotation since the
blockstates json does not allow multiple states in one
description
L1075[19:05:16] <Keridos> and the number
of total descriptions with all states would be very very very
high
L1076[19:05:27] <williewillus> how many
properties do you have?
L1078[19:06:08] <williewillus> what does
grabbing the image mean :P
L1079[19:06:20] <williewillus> oh because
you don't override getIcon
L1080[19:06:20] <Keridos> eh lets see,
2x2x2x6
L1081[19:06:21] <williewillus> I
think
L1082[19:06:38] <williewillus> no idea
it's icon crap which I'm not familiar with update :D
L1083[19:06:45] <Keridos> 4 properties, 3
have just 2 values, an additional one has 6
L1084[19:06:49] <Keridos> so
L1085[19:06:57] <Anarchy> this was on
1.7.10, so prior to the json bs
L1086[19:07:01] <williewillus> you could
split one off with the statemapper
L1087[19:07:03] <Keridos> so atm I am
looking at 48 properties toal
L1088[19:07:24] <williewillus> what are
all the properties used for? you have 2 for rotations what are the
other 2?
L1089[19:07:31] <williewillus> Anarchy:
yes and I already answered your question :P
L1090[19:07:38] <williewillus> and
update
L1091[19:07:46] <Keridos> one is for the
textures, if the lamp is on or not, the other is the model being
used
L1092[19:08:24] <williewillus> idk if you
can do it with the forge format (don't see why not) but you could
statemap-split it based on that second property
L1093[19:08:27] <Anarchy> oh derp,
thanks
L1094[19:08:43] <Keridos> williewillus:
the 2 rotations cant be done in a random order
L1095[19:08:58] <Keridos> it needs to be
rotated by the 90° first then the facing direction
L1096[19:09:02] <williewillus> the
lit/not lit is just a texture change right?
L1097[19:09:02] <Keridos> else it messes
up everything
L1098[19:09:05] <williewillus> I
know
L1099[19:09:07] <Keridos> yxeah
L1100[19:09:26] <williewillus> yeah you
should be able to do this in json if I have the right impression of
how this is, do you know about statemap-splitting?
L1101[19:09:39] <williewillus> thought it
might be a bit verbose >.<
L1102[19:09:43] <williewillus> your
choice tbh
L1103[19:10:19] <Keridos> williewillus:
no, I do not know much about that, still a 1.8+ newbie
L1104[19:11:44] <williewillus> it's a way
to tell mc to look in different blockstate jsons for one block.
ever notice how andesite/diorite/granite/stone all have spearate
blockstate jsons even though they're the same block id? its because
of statemap splitting. so I was thinking statemap split on the
"variant" property to get a blockstate json per type, and
within that enumerate the remaining 3 properties
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L1106[19:12:04] <williewillus> it might
be ugly though so idk
L1107[19:12:49] <Keridos> williewillus:
so you say split the models then define the 24 states per
blockstate in forge way?
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L1109[19:13:23] <williewillus> yeah which
I'm fairly certain would work but it'd be verbose
L1110[19:13:55] <williewillus> its your
choice. i personally rather not do code and just bang out some text
files :P
L1111[19:15:30] <Keridos> hm, then just
one additional question: how can i do the proper trsr rotation in
the json? I need to full 2 vector based rotation for combining the
rotation but for now i just saw x and y rotation
L1112[19:16:17] <williewillus> you can
specify arbitrary transforms if you're using the forge format
L1113[19:16:33] <Keridos> i saw in java
the tsrs format uses 2 vectors and 2 values for rotation
L1114[19:16:39] <Keridos> and executes
the first, then the second
L1116[19:16:55] <Keridos> which would be
perfect for me since I can achieve every possible rotation that
way
L1117[19:17:10] <williewillus> you are
probably interested in the last few lines on that gist
L1118[19:17:39] <Keridos> post-rotation
can also be a rotation?
L1119[19:18:07] <Keridos> ok thanks you
gonna try that
L1120[19:18:10] <williewillus> couldn't
you just apply them both in the first rotation?
L1121[19:18:19] <williewillus> see
L73/74
L1122[19:18:43] <williewillus>
"rotation": [{ "x": 90 }, { "y": 28
}] or something
L1123[19:18:44]
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L1124[19:18:57] <Keridos> it should work
yeah
L1125[19:19:05] <Keridos> just need the
full verbose thingie then
L1126[19:19:12] <Keridos> that is a lot
of copy pasting lol
L1127[19:20:15] <williewillus> anyone
heard of if coloredlights is updating?
L1128[19:20:30] <TehNut> I haven't seen
the dev around in a couple months
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L1130[19:20:50] <williewillus> okay
removing support from botania :P
L1131[19:20:55] <williewillus> its just
dead code at this point
L1132[19:21:12] <BaronNox> why exactly is
Block#getRenderType deprecated and what should I use instead?
L1133[19:21:18] <Keridos> can someone
link a full verbose json please, I forgot how to do that?
L1134[19:21:23] <williewillus> BaronNox:
ignore it
L1135[19:21:25]
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L1136[19:21:27] <BaronNox> oki
L1137[19:21:36] <williewillus> Keridos:
list all the properties out in alphabetical order with their
values
L1138[19:21:53] <williewillus>
"a=1,b=2,c=3": [{ STUFF HERE }]
L1139[19:22:03] <Keridos> ok thanks
L1140[19:25:56]
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L1142[19:28:42] <williewillus> updating
lang files is the worst
L1143[19:32:52] <tterrag> BaronNox: if
you hate the warning, put @Deprecated on your override
L1144[19:33:27] <BaronNox> It’s fine. Was
just wondering :)
L1145[19:36:25] <Anarchy> alright
williewillus, ive been staring at this for far too long, why do i
have to override geticon on the item when all my other items i dont
have to?
L1146[19:36:35] <williewillus> i was
guessing wildly
L1147[19:36:39] <williewillus> idk how
1.7 works
L1148[19:36:47] <williewillus> ask
someone who actually does ;p
L1149[19:37:24] <Anarchy> oh bah
L1150[19:37:30] <tterrag> Anarchy: if it
couldn't find the icon then there'll be an error in the log
L1151[19:37:31] <tterrag> read it
L1152[19:37:43] <tterrag> also, you never
use the icons array anywhere
L1153[19:37:44] <tterrag> so
L1154[19:37:56] <Keridos> ok now to see
how i can split the states
L1155[19:37:57] <tterrag> and that for
loop is entirely pointless
L1156[19:38:02] <williewillus> so you DO
need getIcon right? :D
L1157[19:38:03] <tterrag> what exactly is
the purpose of this?
L1158[19:38:10] <williewillus> (idk what
I'm talking about)
L1159[19:38:13] <TehNut> If you're only
using that single single IIcon, just use setTextureName in your
constructor >.>
L1160[19:38:15] <williewillus> Keridos:
yes with the StateMapper
L1161[19:38:15] <Anarchy> its copy pasted
code from my meta data blocks XD
L1162[19:38:16] <tterrag> williewillus:
the only time you don't is if you use the setItemIcon
L1163[19:38:21] <tterrag> setTextureName,
that's the one
L1164[19:38:24] <williewillus> oh,
lol
L1165[19:38:25] <tterrag> been a
while
L1166[19:38:34] <TehNut> I don't know how
I remembered that
L1167[19:38:42] <TehNut> Haven't touched
1.7 in quite some time
L1168[19:39:10] <williewillus> i refuse
to touch the PE 1.7 code (mostly because I don't want to resetup),
never did rendering in 1.7 either just game logic
L1169[19:39:27] <Keridos> williewillus:
any example code there?
L1170[19:40:24] <williewillus> to
"split" on a property use
ModelLoader.setCustomStateMapper(new
StateMap.Builder().withName(PROP TO SPLIT ON).build())
L1171[19:40:46] <williewillus> so instead
of looking for a blockstate json with a name matching your block's
registry name it'll look for the values of that property
L1172[19:41:11] <williewillus> if PROP TO
SPLIT ON had values "stone", "andesite",
"diorite" ... it'll now look for
"andesite.json", etc...
L1173[19:41:49]
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L1174[19:43:44] <Keridos> williewillus:
so I should not use model=1 or 0 but rather a readably name for the
property?
L1175[19:43:56] <Keridos>
s/readably/readable
L1176[19:44:04] <williewillus> you should
always use readable names for your prop values ;p
L1177[19:44:11] <williewillus> and/or
names
L1178[19:46:47] <Keridos> eh how can I do
a string property?
L1179[19:47:17] <Keridos> currently it is
an integer but i do not want my blockstates json be called 1 and
0.json lol
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L1181[19:47:53] <williewillus> you should
be using a propertyenum for that kind of thing
L1182[19:49:39] <BaronNox> why not make
your mod for 1.9.4? Seems rather work intensive to make a mod for
1.7.10 and then updating it to 1.9.4 later.
L1183[19:49:54] <williewillus> BaronNox:
useless trying to convince people ;p
L1184[19:50:10] <BaronNox> hehe^.^
L1185[19:51:10] <Keridos> BaronNox: my
mod is not that complicated and tbh, all the problems i had was
with the stuff i had to write on a complete rewrite as well
L1186[19:51:25] <Keridos> i am currently
failing to create a propertyenum
L1188[19:52:23] <tterrag> read pls
L1189[19:52:35] <williewillus> lol my
section title
L1190[19:53:29] <Anarchy> Its working
now, thanks
L1191[19:55:31] <BaronNox> yeah but now
your having problems making a 1.7.10 mod and later you’ll have even
more problems updating it. Not trying to push you or something just
pointing out that it won’t get easier :3
L1192[19:56:34] <BaronNox> and if Lex
sees your 1.7.10 questions he’ll most likely yell at you :D
L1193[19:58:24]
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L1194[19:58:48] <williewillus> it usually
doesn't work so I don't bother anymore
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L1197[20:03:52] <Keridos> thanks
tterrag
L1198[20:04:01] <LexManos> -.-
L1199[20:04:02] <Keridos> i think i can
test my stuff now
L1200[20:04:14] <LexManos> Update your
shit
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L1202[20:06:04] <Keridos> BaronNox: you
are confusing something
L1203[20:06:09] <Keridos> my 1.7.10 mod
is working fine
L1204[20:06:16] <Keridos> i am updating
it to 1.8.9 atm
L1205[20:06:18]
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L1206[20:06:24] <Keridos> and then i am
gonna update it to 1.9.4
L1207[20:06:33] <Keridos> i am not asking
any 1.7.10 question o.O
L1208[20:06:58] <williewillus> Keridos:
his statement wasn't aimed at you :P
L1209[20:07:02] <williewillus> it was at
someone else
L1210[20:07:05] <BaronNox_> ^+1
L1211[20:07:10] <Keridos> ah then
sorry
L1212[20:07:14]
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L1213[20:07:14] <BaronNox_> np
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L1215[20:07:30] <Keridos> tbh I would
only make critical fixes in 1.7.10 now
L1216[20:07:44] <williewillus> we're done
with 1.7
L1217[20:07:56] <BaronNox_> it’s as dead
as it can get
L1218[20:07:56] <Keridos> Still need to
convince the other autor of OMT that we should really start porting
that mod
L1219[20:08:02] <williewillus> right now
I'm planning on parallel support for 1.9.4 + whatever latest rapid
release mojang is on
L1220[20:08:11] <williewillus> because
they decided to go crazy
L1221[20:08:15] <williewillus> Keridos:
OMT?
L1222[20:08:16] <Keridos> ?
L1223[20:08:20] <Keridos>
openmodularturrest
L1224[20:08:23] <Keridos> turrets
L1225[20:08:26] <williewillus> Keridos:
they prereleased 1.10 yesterday
L1226[20:08:26]
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L1227[20:08:26] ***
BaronNox_ is now known as BaronNox
L1228[20:08:36] <williewillus> they might
be going firefox or going chrome on us
L1229[20:08:37] <williewillus> ;p
L1230[20:08:41] <Keridos> lol
L1231[20:08:55] <BaronNox> hopefully not…
that’ll be one way to kill modding in mc
L1232[20:09:02] <Keridos> Minecraft
1.19.8 at christmas maybe?
L1233[20:12:34] <BaronNox> yeah but as of
now it’s just some random blocks they throw in. The only useful
addition is the removal (lol) of the block limit.
L1234[20:13:31] <williewillus> that's not
happening
L1235[20:13:41] <williewillus> not in
1.10
L1236[20:14:47] <BaronNox> oh it’s just a
„planned feature“ for 1.10
L1239[20:15:55] <williewillus> yes and
they have not followed through with what they say
L1240[20:16:03] <BaronNox> ohhh
L1241[20:16:04] <williewillus> truly
reomving the limit necessitates a world format change
L1242[20:16:14] <williewillus> like the
last time they expanded ids (1.2)
L1243[20:16:31] <williewillus> except the
world format hasn't changed so it's safe to deduce it hasn't
happened
L1244[20:16:54] <BaronNox> *dreams
crushed*
L1245[20:17:35] <TehNut> You really
thought they were able to make such a major change in such a short
time period? :P
L1246[20:17:49] <williewillus> cleaning
lang files is such a pita
L1247[20:17:58] <williewillus> So many
english entries in other langs, bad bad bad
L1248[20:18:12] <williewillus> the ko_KR
file was 96% copied from english 4% actual localization
L1249[20:18:52] <TehNut> lol
L1250[20:19:27] <williewillus> english
entries shouldn't be in localized files because if I change en_US
then it isn't inherited and then translators read and translate the
old outdated one
L1251[20:19:41] <williewillus> like I
found english entries about diminishing returns in other langs and
that was removed a year ago
L1252[20:21:10] <BaronNox> TehNut: Well
grum confirmed it 6month ago. So i really hoped it was a
thing.
L1253[20:21:23] <williewillus> its a
"confirmation"
L1254[20:21:40] <williewillus> aka
nothing :P
L1255[20:22:18] <TehNut> Until they
provide a screenshot, pretend you didn't read anything about
it
L1256[20:23:45] <mezz> $ labels add #2923
Needs Update
L1257[20:23:45] <Actuarius> Usage: $
[labels|labels add|labels remove|assign|deassign|open|close]
[<issue>] [<label>|<assignee>]; add supports a
list of labels
L1258[20:24:01] <mezz> $ labels add #2923
"Needs Update"
L1259[20:24:01] <Actuarius> Usage: $
[labels|labels add|labels remove|assign|deassign|open|close]
[<issue>] [<label>|<assignee>]; add supports a
list of labels
L1260[20:24:09] <masa> and when they
provide a screenshot, assume it's just a prank or april's
fools
L1261[20:24:27] <masa> or just done the
mojang way
L1262[20:24:33] <mezz> $ labels add #2923
Fluids
L1263[20:24:33] <Actuarius> Usage: $
[labels|labels add|labels remove|assign|deassign|open|close]
[<issue>] [<label>|<assignee>]; add supports a
list of labels
L1264[20:24:36] <BaronNox> and when it’s
in game assume it’s broken af
L1265[20:24:48] <mezz> $ labels add 2923
Fluids
L1266[20:24:48] <Actuarius> Added labels
[Fluids] for issue 2923; new labels: [Feature, Fluids].
L1267[20:24:53] <mezz> $ labels add 2923
Feature
L1268[20:25:01] <mezz> $ labels add 2923
Needs Update
L1269[20:25:01] <Actuarius> Label Needs
doesn't exist
L1270[20:25:06] <mezz> $ labels add 2923
"Needs Update"
L1271[20:25:06] <Actuarius> Added labels
[Needs Update] for issue 2923; new labels: [Feature, Fluids, Needs
Update].
L1272[20:25:13] <williewillus> pm pls
xD
L1273[20:25:27]
⇨ Joins: CJL
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L1274[20:26:08] <CJL> Welp, I figured it
out.
L1275[20:26:17] <mezz> $ labels add 2942
Feature
L1276[20:26:17] <Actuarius> Added labels
[Feature] for issue 2942; new labels: [Feature].
L1277[20:26:19] <CJL> The model init
wasn't being called.
L1278[20:26:20] <mezz> $ labels add 2942
Fluids
L1279[20:26:20] <Actuarius> Added labels
[Fluids] for issue 2942; new labels: [Feature, Fluids].
L1280[20:28:27] <CJL> masa?
L1281[20:28:29]
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L1282[20:28:29] <BaronNox> are those
github issues?
L1283[20:28:38] <williewillus> yes
L1284[20:28:54] <williewillus> fluid cap
is in WOOHOO
L1285[20:29:00] <BaronNox> fancy. Spend
3h yesterday reading them^^
L1286[20:29:08] <williewillus> lol
why
L1287[20:29:09] <mezz> \o/
L1288[20:29:18] <CJL> I never put a call
to initialize the models in ModRenderers.
L1289[20:29:27] <williewillus> mezz: now
write RTD's for them
L1290[20:29:27]
⇨ Joins: auenf (David@DC-72-89.bpb.bigpond.com)
L1291[20:29:30] <BaronNox> was 2am and i
was too tired to code and not tired enough to sleep
L1292[20:29:41] <mezz> what's that?
L1293[20:29:47] <williewillus> i would do
more fun things than trawl through github
L1294[20:29:57] <williewillus> mezz: i
hope you're joking xD
L1295[20:30:24] <mezz> look at the PR, I
javadoced everything to an obnoxiously complete level :p
L1296[20:30:26]
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L1297[20:30:55] <williewillus> *guilty of
not reading it really*
L1298[20:31:06] <williewillus> what's the
name of the Cap Interface?
L1299[20:31:41] <BaronNox> github is fun.
Still have a lot to learn. Only been coding in java for about a
year now and I always feel like there’s so much more that I have to
understand and learn to use
L1300[20:31:42] <mezz> IFluidHandler, a
new one
L1302[20:31:57] <williewillus> isnt that
name clash with old one?
L1303[20:32:10] <mezz> yes, it's is a
different folder
L1304[20:32:17] <williewillus> oh
okay
L1305[20:32:31] <williewillus> i never
used fluids, so that might be a source of confusion. hopefully
those get removed soon
L1306[20:32:38] <mezz> yeah
L1307[20:32:55] <tterrag> ugh even in a
different folder it's annoying
L1308[20:32:56] <mezz> the old stuff is
all deprecated
L1309[20:32:59] <mezz> with links to the
right stuff
L1310[20:33:08] <tterrag> Auto importing
is a pain
L1311[20:33:14] <tterrag> see: I18n
L1312[20:33:16] <williewillus> to be fair
there really isn't a better name
L1313[20:33:28] <williewillus> and I
don't want the new one to have shitty names just because the old
one took it already
L1315[20:34:04] <BaronNox>
IFluedHandlerReloaded? :P
L1316[20:34:09] <williewillus>
blargh
L1317[20:34:25] <mezz>
CapabilityJustEnoughFluidHandledByThisCapability
L1318[20:34:26] <williewillus> mc
community has calmed down with sticking "reloaded" onto
everything
L1319[20:34:31] <williewillus> but when
that was a thing it was annoying
L1320[20:34:43] <BaronNox> maybe
IFluidHandlerNowWithCaps :D
L1321[20:35:47] <BaronNox> yeah. Reloaded
is not a version number and it gets kinda confusing at times. A
simple ‚2‘ at the end of the mod name is by far better
L1322[20:36:01] <williewillus> i mean
it's usually used when someone forks / remakes something
L1323[20:36:06] <williewillus> e.g.
mfr
L1324[20:36:14] <williewillus> yes, once
upon a time there was MF without the R
L1325[20:37:45] <BaronNox> Yeah but MFR
has been handed over about 3 or 4 times now so it really deserves
the R
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L1327[20:40:38] <CJL> Okay...
L1328[20:40:46] <williewillus> this is
painful
L1329[20:40:50] <williewillus> my pinky
hurts
L1330[20:41:17] <CJL> So say that I
wanted to make a 3x3 multiblock, that had a tileentity that stored
a vector of coordinates.
L1331[20:41:39] <CJL> And these
coordinates are the locations of other multiblocks within 2km, that
you can teleport to.
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L1333[20:41:58] <williewillus> how do you
make sure those locs are still valid?
L1334[20:42:07] <williewillus> or does
dest have to be loaded
L1335[20:42:13] <CJL> Aah
L1336[20:42:15] <CJL> Not sure.
L1337[20:42:22] <CJL> PRobably load the
dest and check.
L1338[20:42:28] <williewillus> don't do
that
L1339[20:42:38] <CJL> ...why not,
heasks?
L1340[20:42:40] <williewillus> that's
like the one choice that's the bad one lol
L1341[20:42:47] <CJL> I'm new at
this...
L1342[20:42:57] <CJL> Give me a moment,
then I want to discuss this at length.
L1343[20:42:59] <williewillus> that chunk
just hangs around
L1344[20:43:05] <williewillus> and
leaks
L1345[20:43:16] <williewillus> also what
if someone uses it over and over
L1346[20:43:19] <CJL> ...
L1347[20:43:20] <williewillus> load
unload load unload load unload
L1348[20:43:21] <CJL> Great.
L1349[20:43:23] <williewillus> rip
performance
L1350[20:43:35] <CJL> You're right
though.
L1351[20:43:57] <CJL> Even if the chunks
automatically unload, that's GC overhead, and memory it takes up
until it's collected.
L1352[20:44:13] <CJL> How should I do it
then?
L1353[20:44:25] <williewillus> i would
just require dest be loaded
L1354[20:44:28] <Keridos> hm my intellij
run configs are broken even if I reimport my gradle project and use
genintellijruns
L1355[20:44:39] <williewillus> change the
module to <yourmod>_main
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L1357[20:44:59] <CJL> Problem is, I want
this to be usable as a long range teleport network.
L1358[20:45:14] <CJL> What about a delay
if the teleport fails?
L1359[20:45:28] <CJL> And you can only
link two multiblocks that are loaded?
L1360[20:45:56] <CJL> Hmm...
L1361[20:46:13] <williewillus> woohoo i
rebased and didn't screw up git for once
L1362[20:46:14] <williewillus> lol
L1363[20:46:17] <CJL> The item works
fine, but the block has the texture of stone, rather than the
texture I made.
L1364[20:47:40] <CJL> Not sure why,
everything else works out...
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L1366[20:48:27] <CJL> But that can wait,
I actually want to plan out how the teleport networks should work
before I start coding.
L1367[20:48:47] <CJL> willie, I have
worse news about the network.
L1368[20:48:55] <williewillus> ?
L1369[20:48:58] <CJL> I want it to
'chain'.
L1370[20:49:06]
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L1371[20:49:17] <CJL> So if A is
connecting to B, and B is connected to C, you can go directly from
C to A.
L1372[20:50:34] <BaronNox> Not sure if
this is valid I haven’t done those things yet: Why not have a scan
function on your main multiblock that when pressed scans the 2kx2k
are for valid destinations. To reach dests within unloaded chunks
you’d have to safe them somewhere (HDD?/As NBT in main
multiblock?). If a multiblock has been broken fire a method that
removes it from that saved list if it has been formed add it.
L1373[20:50:45] <Keridos> williewillus:
you meant me with the module?
L1374[20:51:07] <williewillus> yeah
L1375[20:51:16] <CJL> Or from A to
C.
L1376[20:51:21] <Keridos> eh where would
i do that?
L1377[20:51:28] <williewillus> BaronNox:
you mean something like WorldSavedData?
L1378[20:51:41] <williewillus> Keridos:
what error does the runconfig give you?
L1379[20:51:44] <BaronNox> Im not sure,
havent used that stuff before
L1380[20:51:48] <CJL> Hmm...yeah, that
could work.
L1382[20:52:08] <Keridos> williewillus:
Exception in thread "main"
java.lang.ClassNotFoundException: GradleStart
L1383[20:52:21] <CJL> Still might have
the check when you teleport, but if that removes invalid links, it
would reduce the impact.
L1384[20:52:32] <Keridos> i can build
everything fine though, so its something weird in the intellij
config
L1385[20:52:48] <Keridos> ok
nevermind
L1386[20:52:51] <williewillus> Anarchy:
looks fine?
L1387[20:52:53] <CJL> BaronNox...yes,
that's exactly it, except you would have to connect the two
multiblocks while they are both loaded.
L1388[20:52:55] <Keridos> now i do not
have any mc jar
L1389[20:52:57] <Keridos> wtf
L1390[20:52:58]
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L1391[20:53:08] <CJL> So each node has a
list of nodes that it's directly linked to.
L1392[20:53:48] <CJL> So if you break a
multiblock, each other node it's connected to (as well as portals)
gets informed.
L1393[20:53:55] <BaronNox> yep
L1394[20:54:02] <CJL> ...a little
complicated for a first mod.
L1395[20:54:15] <williewillus> Keridos:
refresh the gradle project
L1396[20:54:16] <BaronNox> then maybe
delay that chaining function to a later date :D
L1397[20:54:19] <CJL> But then again, you
pretty much hit the nail on the head for what I want to do.
L1398[20:54:21] <williewillus> open the
Gradle tab and hit the blue refresdh button
L1399[20:54:26] <CJL> ...Yeah, I could do
that.
L1400[20:54:44] <Keridos> ok forgot to
run setupDecompWorkspace, I am stupid... but still I did that
before i changed versions and even ran genIntelliJRuns and it still
was broke
L1402[20:54:59] <CJL> I have to start
with the short range (128 block) teleporters anyways.
L1403[20:55:06] <CJL> Proof of concept
kinda.
L1404[20:55:48] <williewillus> Anarchy:
is JAVA_HOME set?
L1405[20:55:53] <BaronNox> Anarchy: Do
you have a JDK installed and JAVA_HOME path set?
L1406[20:55:54] <CJL> In the meantime,
does anyone know why a block would render as stone rather than it's
actual texture?
L1407[20:56:07] <williewillus> mc
version?
L1408[20:56:21] <BaronNox> CJL: messed up
model file?
L1409[20:56:29] <williewillus> no way it
would mess up and show stone
L1410[20:56:37] <williewillus> I bet this
is 1.7
L1411[20:56:41] <williewillus> ;p
L1412[20:56:54] <BaronNox> if the texture
is set to stone it will be stone :)
L1413[20:57:07] <williewillus> you would
have to intentionally screw that up
L1414[20:57:20] <williewillus> if you
don't set a texture in json you get purple black checkers :P
L1415[20:57:37] <BaronNox> does a block
inherite the texture when parent: block/stone?
L1417[20:58:02] <williewillus> yeah :P
CJL show code and/or jsons as applicable
L1418[20:59:29] <BaronNox> Anarchy: path
seems fine. You should consider updating java (wont fix ur problem
though)
L1419[20:59:56] <CJL> ...aand I just
remembered that chaining either means having data that's saved
'outside' of chunks, or loading every chunk that contains an
intermediary node.
L1420[21:00:02] <Anarchy> meh then i
dunno
L1421[21:00:09] <williewillus> "data
saved outside chunks" is WorldSavedData
L1422[21:00:12] <CJL> Which is going to
be painful as far as overhead goes.
L1423[21:00:14] <williewillus> it's saved
with the world
L1424[21:00:33] <CJL> Wait, you can
access tileentitry status without the te being loaded?
L1425[21:00:39] <williewillus> no
L1426[21:00:45]
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L1427[21:00:58] <williewillus> WSD just
lets you attach some extra NBT tags to the world, I think vanilla
uses it for stuff like Villages
L1428[21:01:08] <CJL> ...but you can save
that status, and then access it as saved data without loading that
chunk.
L1429[21:01:21] <BaronNox> yep
L1430[21:01:57] <williewillus> which
means you only get the state since that chunk was last loaded,
which i guess could work
L1431[21:02:31] <BaronNox> well it
wouldn’t have changed since it wasnt loaded
L1432[21:02:34] <BaronNox> so it should
work
L1433[21:02:37] <CJL> It would
work.
L1434[21:02:52] <CJL> This would actually
-help- too.
L1435[21:03:30] <CJL> It means that
chaining doesn't load chunks in the way that multiple teleports
would, which actually makes the networks that much better for
transport.
L1436[21:03:52] <CJL> You can go between
two locations without loading any of the chunks in between.
L1437[21:04:09] <CJL> That would
definitley be worth doing.
L1438[21:04:16] <CJL> Thank you
willie.
L1439[21:04:38] <CJL> ...and I was afraid
you were gonna say that it was a problem with the model file.
L1440[21:04:48] <williewillus> wat
L1441[21:04:49] <CJL> I'm pretty sure
that it's not the code, so I
L1442[21:04:54] <williewillus> what does
WSD have to do with models again?
L1443[21:04:55] <CJL> 'll check the other
stuff.
L1444[21:05:25] <CJL> Sorry, the WSD was
a tangent on the technical side of the mod, I was returning to my
other issue of a block rendering incorrectly.
L1445[21:05:33] <williewillus> yeah for
that
L1446[21:05:37] <williewillus> show your
block code + jsons as relevant
L1447[21:06:02] <CJL> I'm going to check
it over myself, then show you guys if I can't figure it out.
L1448[21:06:08] <BaronNox> ^+1
L1449[21:06:15] <CJL> But hey, it's not
rendering with the placeholder texture anymore!
L1450[21:08:15]
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L1451[21:09:05] <BaronNox> Which reminds
of converting my TESR back to a static model :D
L1452[21:09:28] <CJL> Hmm...
L1453[21:10:00] <CJL> If both ends need
to be loaded to connect, I may need to include a chunkloader.
L1454[21:10:14]
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L1455[21:10:35] <williewillus> i thought
the whole point was they don't need to be loaded :P
L1456[21:10:41] <CJL> Quick question,
what's a good cost for teleporting over long ranges, if you need
multiblock structures on both sides.
L1457[21:10:51] <williewillus> distance
based
L1458[21:11:02] <CJL> Williewillus, that
would be for the initial connection.
L1459[21:11:11] <CJL> So that both sides
can be checked and modified.
L1460[21:11:24] <CJL> Better than having
it load chunks just to make the connection.
L1461[21:12:07] <BaronNox> Should work
with WSD too
L1462[21:12:26] <CJL> What if the nodes
each have limited range (2-5km) so that you need intermediate nodes
in order to make longer teleports.
L1463[21:12:31] <CJL> Really?
L1464[21:12:33] <CJL> Hmm...
L1465[21:12:42] <williewillus> if you're
loading chunks don't use WSD
L1466[21:12:44] <williewillus> it's
redundant
L1467[21:12:46] <williewillus> use one or
the other
L1468[21:13:42] <CJL> ...Right.
L1469[21:14:01] <BaronNox> well you just
have to check your WSD if there is a node. If there is one you
still go right to your destination
L1470[21:15:06] <CJL> Okay, so
teleporting to a nonexistant node should remove the connection, but
is there a way to make such a teleport fail?
L1471[21:15:18] <williewillus> so are you
using WSD or chunkloading?
L1472[21:15:23] <CJL> So that you don't
go anywhere if you (somehow) go to a nonexistant node?
L1473[21:15:26] <CJL> WSD
L1474[21:15:29] <CJL> definitley
L1475[21:15:39] <williewillus> if the wsd
doesn't contain the node then just don't tp
L1476[21:15:39] <CJL> Try to avoid
chunkloading.
L1477[21:15:51] <BaronNox> Check your WSD
before you teleport
L1478[21:16:03] <CJL> If the node doesn't
exist, there should not be a corresponding WSD for it.
L1479[21:16:15] <CJL> You guys are
right.
L1480[21:16:39] <CJL> Now that I think
about it, if the node doesn't exist, the WSD for that node
shouldn't exist either.
L1481[21:17:04] <BaronNox> like this:
Connect a with c. if distance is >2k check for a node that is
inbetween if there is tp if there isnt dont tp
L1482[21:17:05] <williewillus> my thought
is
L1483[21:17:08] <williewillus> in your
wsd
L1484[21:17:25] <williewillus> keep a
cache of all pos => list of connected pos
L1485[21:17:51] <williewillus> whenever
one of these nodes is loaded and ticking it should be updating this
cache
L1486[21:17:59] <CJL> Ah.
L1487[21:18:17] <williewillus> though
removing a node might be problematic
L1488[21:18:22] <CJL> But yes, it
shouldn't be possible to try to teleport to a location that doesn't
have a node.
L1489[21:18:59] <CJL> I was thinking more
of having each node have its own WSD...which has problems of its
own.
L1490[21:19:19] <CJL> But one thing is
that multiple networks that aren't connected to one another should
be possible.
L1491[21:20:06] <CJL> ie. A and B are
connected, C and D are connected, but C/D and A/B are not
connected.
L1492[21:20:22] <CJL> (Maybe a graph of
nodes...)
L1493[21:20:40] <williewillus> yeah
L1494[21:20:47] <CJL> If it were
implemented as a graph, you wouldn't need to connect the nodes
manually.
L1495[21:20:57] <williewillus> its up to
you really :P
L1496[21:21:52] <CJL> I'm just waiting
for TC and OC to update to 1.9.4 before I move over, so this may
end up as a 1.9 mod anyways.
L1497[21:21:57] <CJL> Anyways,
goodnight.
L1498[21:22:03]
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L1499[21:22:29] <BaronNox> One WSD per
connection with all nodes and their positions that this connection
needs. Only update the WSD when you form/break a node.
L1500[21:22:32] <BaronNox> rip
L1501[21:22:36] <williewillus> wat
L1502[21:22:42] <BaronNox> he is
gone
L1503[21:22:42] <williewillus> you don't
have "multiple WSD's"
L1504[21:22:49] <williewillus> you have
one per world
L1505[21:22:53] <williewillus> and you
just stick NBT entries in it
L1506[21:23:23] <BaronNox> Ok then one
NBT entry per connection containing all nodes that this connection
needs
L1507[21:24:04] <BaronNox> A connects to
C but needs an additional node B since A and C are >2k away from
each other
L1508[21:24:48] <BaronNox> A cannot
connect to D since they are on different NBTs
L1509[21:25:03] <BaronNox> simple and
secure
L1510[21:26:10]
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L1514[21:29:50] <BaronNox> need more dire
videos :C
L1515[21:30:16] <thecodewarrior> Who runs
the forge website? I've got a few fixes I'd like to send
them.j
L1516[21:30:38] <williewillus> Paleo or
overmind
L1517[21:30:44] <williewillus> i
think
L1518[21:30:58] <williewillus> actually
paleo just made the layout so I think overmind
L1519[21:32:10] <thecodewarrior> Ok.
OvermindDL1? I have a fix for the dropdowns clobbering each
other.
L1520[21:32:33] <Keridos> o.O i managed
to get a GC overhead limit with my blockstate json lol
L1521[21:33:23] <williewillus> lol
wat
L1522[21:33:30] <williewillus> you just
have 24 properties right?
L1523[21:33:33] <williewillus>
*variants
L1524[21:33:37]
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L1525[21:33:46] <williewillus> post some
of the jsons
L1527[21:34:45] <williewillus> wait
what's wrong with the dropdowns? xD
L1528[21:35:48] <thecodewarrior> If you
hover over the 1.9 item in the downloads page and move your mouse
down you'll trigger the 1.8 dropdown.
L1529[21:36:12] <williewillus> ah
L1531[21:36:32] <BaronNox> for me it’s
working
L1532[21:36:34] <thecodewarrior> This
just sets the width to 0 when not hovered and animates it on delay
correctly.
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L1535[21:39:00] <OhYea777> Hello
L1536[21:39:16] <BaronNox> o7
L1537[21:39:26] <harmony> Hi
L1538[21:41:05] <OhYea777> I'm having
trouble with my assets not being loaded in a dev environment. They
are, however, loaded fine when running it as a normal mod (not in a
development environment)
L1539[21:41:19] <BaronNox> my math says
26 variants
L1540[21:41:38] <BaronNox> link your
asset folder to the workspace
L1541[21:42:43] <OhYea777> It already is
as I'm able to load things manually
L1542[21:43:19] *
mikebald can only replicate the behavior thecodewarrior mentioned
in IE 10 under windows 7.
L1543[21:43:36] <mikebald> Doesn't happen
in IE 9 or 8.
L1544[21:44:01] <BaronNox> doesn’t happen
on FF 46.0.1 either
L1545[21:44:11] <OhYea777> Like my access
transformer is being loaded, which is in the same resources
directory
L1546[21:44:24] *
thecodewarrior has it happen in safari in OS X 10.10 every
time
L1547[21:46:33] <BaronNox> OhYeah777: Sry
I have no idea then. Maybe some1 more experienced here can help
you. Maybe pastebin the log too. It should have some lines
complaining about missing assets.
L1548[21:47:42] <BaronNox> damnit sun is
rising again…
L1549[21:48:28] <Ordinastie_> OhYea777,
AT have nothing to do with assets
L1550[21:48:58] <BaronNox> what is
AT?
L1551[21:49:03] <Ordinastie_> Access
Transformer
L1552[21:49:17] <Ordinastie_> you need to
make sure your assets folder in on the class path
L1553[21:49:26] <BaronNox> ty
L1554[21:50:26] <OhYea777> It has to be
already because I'm loading files manually from the assets
folder
L1555[21:50:57] <Ordinastie_> what do you
mean manually ?
L1556[21:51:57] <williewillus> that
should never be happening :P access everything through the resource
sys
L1557[21:52:40] <OhYea777> Loading a
resource for asm transforming purposes
L1558[21:53:10] <Ordinastie_> wtf?
L1559[21:53:11]
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L1561[21:53:41] <williewillus> wtf?
L1562[21:53:53] <BaronNox> wtf?
L1563[21:53:57] <williewillus> lol
L1564[21:54:34] <OhYea777> I'm porting
NEI to 1.9.4. Don't judge lol
L1565[21:54:41] <williewillus> 1.
why
L1566[21:54:45] <williewillus> 2. someone
else is already
L1567[21:55:37] <williewillus> why would
anyone choose that over JEI is my question :P
L1568[21:56:15] <OhYea777> Everyone loves
NEI xD
L1569[21:56:16] <illy> because it's
familiar and change is bad :P
L1570[21:56:25] <williewillus> ...have
you played 1.8+?
L1571[21:56:31] <williewillus> or talked
to anyone that was modded for 1.8+?
L1572[21:56:35] <williewillus> everyone
loves JEI...
L1573[21:56:42] <williewillus> illy:
seriously
L1574[21:57:12] <illy> I was being a bit
sarcastic but thats hard to show through irc :P
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L1576[21:57:19] <BaronNox> /s
L1577[21:57:34] <OhYea777> Only just
started doing Forge mods, been doing server-side stuff mostly
L1578[21:57:53] <BaronNox> then this is
the wrong project imho
L1579[21:58:03] <BaronNox> *to start
with
L1580[21:58:08] <williewillus> illy: that
was in agreement w you :P
L1581[21:58:11] <OhYea777> Why's
that?
L1582[21:58:17] <illy> ah
L1583[21:58:17]
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L1584[21:58:18] <williewillus> yeah
pleaes don't touch that hacky mess for your first mod
L1585[21:58:30] <williewillus> it has
been completely obsoleted
L1586[21:58:35] <williewillus> by other
mods
L1587[21:59:18] <BaronNox> Getting to
know forge should be priority No.1 for new modders
L1588[21:59:36] <williewillus>
s/forge/java but I think that's covered
L1589[22:00:16] <OhYea777> Haha
L1590[22:01:29] <illy> heh I remember on
MCF, people would call me an elitist for saying learn java before
trying to mod...
L1591[22:01:43] <williewillus> why would
you willingly go on mcf
L1592[22:01:43] <illy> then again MCF is
cancer
L1593[22:01:55] <illy> I was young and
foolish
L1594[22:02:17] <OhYea777> Lmao
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L1596[22:03:42] <williewillus> mezz:
what's the point of fluidtankproperties?
L1598[22:04:14] <williewillus>
?shrug
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L1600[22:04:21] <williewillus> i still
wouldn't use that mess
L1601[22:04:24] <williewillus> JEI
<3
L1602[22:04:27] <OhYea777> Lol
L1603[22:04:43] <williewillus> JEI uses 0
ASM by the way..
L1604[22:05:16] <BaronNox> have fun
updating NEI every time mojang updates mc
L1605[22:05:24] <williewillus> BaronNox:
?
L1606[22:05:30] <OhYea777> The TMI style
still looks bad though
L1607[22:05:31] <BaronNox> isnt it a
coremod?
L1609[22:05:36] <OhYea777> It is
L1610[22:05:37] <williewillus> BaronNox:
yes it is
L1611[22:05:41] <williewillus> which is
terrible
L1612[22:05:48] <williewillus> and its
feature bloated af
L1613[22:05:56] <williewillus> do one
thing and do it well
L1614[22:06:16] <williewillus> if you
really wanted to be helpful spin all the utils off into a JEI
addon
L1615[22:06:26] <BaronNox> dont you have
to update coremods every time mojang releases a minor update?
L1616[22:06:29] <williewillus> yes
L1617[22:06:42] <BaronNox> then this is
what i meant :D
L1618[22:07:19] <OhYea777> Haha
L1619[22:07:32] <OhYea777> So much hate
for NEI. Makes me sad
L1620[22:07:42] <williewillus> because a
better alternative is available
L1621[22:07:47] <williewillus> have you
played 1.8.9?
L1622[22:07:48] <williewillus> that's a
no
L1623[22:07:59] <OhYea777> Only vanilla
haha
L1624[22:08:23] <williewillus>
exactly
L1625[22:08:34] <williewillus> you're
wasting your time :P
L1626[22:10:11] <OhYea777> Has Forge
added proper multipart support yet?
L1627[22:10:14] <BaronNox> worst thing
about NEI was the memory consumption went through the roof as soon
as you had a page of ~150 animated items showing up, temporarly
freezing the whole game.
L1628[22:10:20] <williewillus> OhYea777:
a PR is open
L1629[22:10:29] <williewillus> aka we're
VERY CLOSE to having it
L1630[22:10:46]
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L1631[22:10:52] <OhYea777> Looking
forward to it. Yay cables
L1632[22:11:30]
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L1635[22:12:08] <Keridos> williewillus:
does my error here dazzle you so much ? :-p
L1636[22:12:15] <Keridos> i have no idea
what is happening there
L1637[22:12:31] <williewillus> what was
your error?
L1638[22:12:44] <Keridos> the gc overhead
limit on start of the client
L1639[22:12:59] <Keridos> it seems to be
stuck in an infinite loop while processing one of the jsons
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L1641[22:14:50] <williewillus> one of
yours?
L1642[22:15:03] <williewillus> pause the
vm with a debugger and see
L1643[22:15:53] <Keridos> o.O never done
that
L1644[22:16:09] <BaronNox> 0515am gonna
go to bed now. gn8 everyone o7
L1645[22:17:07] <OhYea777> Night
L1646[22:17:23] <thecodewarrior> o/
L1647[22:18:23] <thecodewarrior> Anyone
here good at naming stuff?
L1648[22:18:34] <thecodewarrior> I need a
good mod name.
L1649[22:19:03] <OhYea777> Took me ages
to get mine :P
L1650[22:19:10] <williewillus> tell me
about your mod :P
L1651[22:19:20] <Cypher121> BaronNox:
gnate? gneight?
L1652[22:19:29] <OhYea777> Don't have a
single clue yet lmao
L1653[22:19:58]
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L1654[22:20:18] <OhYea777> Just go on a
fake word generator site for an hour or so till something pops out
at you
L1655[22:20:37] <Cypher121> lol BON
L1656[22:20:39] <Keridos> williewillus:
ran it in debug mode and paused it at the hanging thing in what
function can I get the name of the file its trying to read?
L1657[22:20:52] <thecodewarrior> It's a
mod that has nodes (functional and static entities) which you can
connect up like wires. Eventually it'll have stuff like redstone
receivers and emitters, logic gates, sound generators, particle
generators, and much more.
L1658[22:20:56] <williewillus> look at
the stack trace
L1659[22:21:36] <thecodewarrior> You
should be able to see the state of all the variables in any of the
stack if you click on the item in the stack. (in eclipse at
least)
L1660[22:21:56] <OhYea777> Is Bearded
Octo Nemesis still up to date? Haven't used that for years
L1661[22:22:00] <williewillus> no
L1662[22:22:06] <williewillus> its also
not needed anymore
L1663[22:22:19] <OhYea777> Yeah, that's
true
L1664[22:22:39] <OhYea777> SRG over Notch
Names anyday
L1666[22:23:51] <Keridos> seems to be
hanging in one of the split jsons
L1667[22:23:56] <Keridos> doing eird
things
L1668[22:24:08] <Keridos> the prefix its
trying to deserialize is totalle broken
L1669[22:24:14] <williewillus> why are
you respecifying the textures every time :P
L1670[22:24:18] <williewillus> do those
actually change?
L1671[22:24:31] <Keridos> depends on the
active state
L1672[22:24:49] <Keridos> afaik I need to
specify all things that ever could change in there
L1673[22:24:54] <williewillus> ah I
see
L1674[22:25:01] <Keridos> i could remove
bottom
L1675[22:25:05] <williewillus> yeah
L1676[22:25:15] <williewillus> also add
[] around everything
L1677[22:25:22] <Cypher121> can't you
specify defaults and then only specify things that are
different?
L1678[22:25:28] <williewillus>
"active=true,facing=north,rotationstate=false": [
<<<
L1679[22:25:33] <Cypher121> from what I
see most are similar
L1680[22:25:36] <williewillus> Cypher121:
no, custom situation
L1681[22:25:37] <Keridos> Cypher121: i do
that
L1682[22:25:49] <williewillus> Cypher121:
one prop depending on another is what's happening
L1683[22:26:03] <williewillus> also your
rotations don't match the spec i don't think
L1684[22:26:23] <Keridos> i just added in
some stuff that may be fine, was trying to find out if it actually
works
L1685[22:26:27] <williewillus> yeah you
need to surround your multi-rotates with [] as well
L1686[22:27:14] <williewillus> also wat
is line 65
L1687[22:27:54] <Keridos> oh
L1688[22:28:27] <Keridos> the multi
rotations should be enclosed by [ ] `?
L1689[22:28:37] <Keridos> can I enclose
all the rotations with that?
L1690[22:28:52] <williewillus>
"transform": [ <<<<<< {"x":
123}, {"y": 321} >>>>>> ] those
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L1692[22:29:05] <williewillus> and you
have to surround all your variants with [] as well if you didn't
see what I said above
L1693[22:29:36] <williewillus>
"active=false,facing=down,rotationstate=true": [
<<<<< { ... } >>>>>> ] need those
on all of them
L1694[22:29:46] <Keridos> ah ok
L1696[22:32:45] <williewillus> not for
transform
L1697[22:34:30] <Keridos> ok
L1698[22:35:05] <williewillus> bleh I
wish I commented on the fluid cap before it went in I don't like
some of the things there :/
L1699[22:35:12] <williewillus> coming
from someone with no fluid experience
L1700[22:35:16] <williewillus> so a fresh
perspective
L1701[22:36:10] <Keridos> thanks
williewillus now it started
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L1703[22:39:25] <Keridos> hm the
transform seems to be bugged still
L1704[22:39:30] <Keridos> it expects a
single axis object
L1705[22:39:45] <williewillus> post
it
L1706[22:40:41] <Keridos> ah the multi
axis rots need []
L1707[22:40:53] <Keridos> i guess using
these on all rotations bugs it?
L1708[22:41:01] <Keridos> makes it easier
to copy paste it
L1709[22:41:01] <williewillus> no
L1710[22:41:09] <williewillus> it's just
how fry made it ;p
L1711[22:45:27] <thecodewarrior> So I
figured out a decent name. Node Network.
L1712[22:46:21] <OhYea777> My downloads
folder is 20GB lmao
L1713[22:47:24]
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L1716[22:50:05] <Keridos> Caused by:
com.google.gson.JsonParseException: Axis rotation: expected single
axis object, got: {}
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L1718[22:50:29] <Keridos> i have
specified it like the forge blockstate v1 specs specify
L1719[22:51:52] <thecodewarrior> Is the Z
required?
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L1722[22:52:14] <williewillus> doubt
it
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L1726[22:53:04] <Keridos> i am unable to
test the rotation since it does not load anything at all at this
very moment
L1727[22:53:08] <Keridos> id like to fix
them
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L1736[22:55:33] <Keridos> this is
weird
L1737[22:55:36] <Keridos> really
weird
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L1740[22:56:11] <Keridos> as far as I can
see it from the forge blockstate specs my json is fine
L1741[23:02:46] <williewillus> get rid of
tha tempty one at line 42
L1742[23:02:55] <williewillus> and
248
L1743[23:03:04] <Keridos> hm
L1744[23:03:11] <williewillus> doubt its
the reason but worth a shot
L1745[23:03:29] <Keridos> now it
renders
L1746[23:04:24] <Keridos> how can I
define the inventory rendering with that btw?
L1747[23:04:44] <williewillus>
setCustomMRL + another variant "inventory": [{ ...
}]
L1748[23:05:16] <Keridos> ah so I can
make a different json for the inventory rendering?
L1749[23:05:35] <williewillus> no just
make another variant
L1750[23:05:42] <williewillus> wait
hm
L1751[23:05:46] <williewillus> its
split
L1752[23:05:49] <Keridos> yeah
L1753[23:05:59] <williewillus> idk how it
works but yes you could just make another json for them
L1754[23:06:03] <Keridos> i need a
different inventory rendering for the split items as well
L1755[23:06:27] <Keridos> I guess i
cannot put "inventory": bla into the variants of both
jsons?
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L1757[23:08:27] <williewillus> probably
not, id just make a separate json to hold all the item forms
L1758[23:10:36] <Keridos> hm now how can
i seperate the variants for the inventory rendering?
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L1761[23:10:50] <williewillus> you can
setCustomMRL to whatever variant you want
L1762[23:10:58] <williewillus>
"inventory_1": [{}]
L1763[23:11:15] <williewillus>
ModelLoader.setCustomMRL(item, meta, new MRL(<json path>,
"inventory_1"))
L1764[23:11:20] <Keridos> so I just use
the statemapper to map inventory for model a to a custom
variant
L1765[23:11:24] <williewillus> no
L1766[23:11:26] <williewillus> its an
item
L1767[23:11:32] <williewillus>
staetmappers are for blocks only
L1768[23:11:33] <Keridos> ah ok
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L1770[23:34:04] <Keridos> thanks a
lot
L1771[23:34:08] <Keridos> kinda get it
working atm
L1772[23:34:09] <williewillus> it
works?
L1773[23:34:12] <williewillus> cool
L1774[23:34:22] <Keridos> some of the
rotations are still off but most work fine
L1775[23:34:41] <harmony> !latest
L1776[23:35:01] <williewillus> i feel
like the fluid cap was made to be too similar to the old fluid
stuff
L1777[23:35:06] <williewillus> a lot of
the baggage is evident >.<
L1778[23:36:42] <Keridos> now just a few
minor bugs left
L1779[23:37:13] <Keridos> my debug light
rendering is bugged, worked fine in 1.7.10 but the tesr is
rendering weird in 1.8
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L1782[23:43:41] <Keridos> now i am
confused, a model pointing north should be pointing down when
rotated 270° around the x axis, shouldnt it?
L1783[23:44:04] <williewillus> think
so
L1784[23:45:35] <Keridos> every rotation
except up and down renders correctly
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L1786[23:50:11] <Keridos> hm, it seems to
do my rotation in the wrong order there
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L1790[23:54:44] <Keridos> apparently the
rotation tag does the rotation in the inversed order
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