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L10[00:34:05] <Flaeme> Is... is there something up with the Forge maven?
L11[00:34:40] <Flaeme> IDK, I feel like my version of ForgeGradle is broken and files.minecraftforge.net/maven is a 500
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L28[01:22:31] MineBot sets mode: +v on RichardG
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L32[01:32:08] <LexManos> looks fine to me
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L38[01:41:33] <Ferdz_TheWeeb> Can anyone tell why this http://pastebin.com/Nvdu8seu blockstate json not apply the texture when material = wood? It just does missing variants exceptions
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L43[01:47:34] <Ferdz_TheWeeb> Even when inline it doesn't work, am I supposed to add the material field to every line? o.O
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L47[02:00:02] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160702 mappings to Forge Maven.
L48[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160702-1.10.2.zip (mappings = "snapshot_20160702" in build.gradle).
L49[02:00:16] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L55[02:14:08] <zetaPRIME> How exactly does Minecraft handle the whole single-player-is-still-a-server thing? Does the client have two "independent" copies of the client-visible world state?
L56[02:14:35] <elan_oots> The client and server code both run on the same JVM in different threads
L57[02:15:46] <zetaPRIME> so there's both a client and a server copy of the part of the world currently visible to the player in memory?
L58[02:16:27] <elan_oots> I don't know about that
L59[02:16:29] <elan_oots> I doubt it
L60[02:16:56] <elan_oots> That's why you can do stuff when testing in singleplayer that would crash the server in multiplayer though
L61[02:17:39] <zetaPRIME> so more "if integrated server, just render the visible part of server state"?
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L65[02:21:24] <tterrag> actually there are two "copies" of the world
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L68[02:28:43] <zetaPRIME> are packets between integrated server and local client constructed and queued the same way as over actual tcp? ...or even sent over a localhost tcp connection?
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L70[02:30:46] <tterrag> see NetworkSystem#addLocalEndpoint
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L86[03:28:37] <r3becca> does anyone know of a super basic example mod which just adds another simple block and corresponding item?
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L91[03:41:50] <Tencao> Does anyone know why I sometimes get this error when connecting to a forge 1.7.10 server
L92[03:42:24] <Tencao> http://pastebin.com/qFbf5EK3
L93[03:42:38] <Tencao> Latest dev froge (1614 I think)
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L95[03:44:22] <Tencao> This is a client side error
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L101[04:04:50] <r3becca> bare bones example block mod anyone?
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L104[04:09:00] <Disconsented> Not quite what you want r3becca but https://github.com/TheGreyGhost/MinecraftByExample is rather handy
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L106[04:09:50] <r3becca> thanks Disconsented , i'll give that a try :D
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L121[05:29:49] <Kopharex> Does anyone know of an easy way to create connected models?
L122[05:30:52] <sham1> What do you mean
L123[05:30:55] <sham1> Something like pipes?
L124[05:31:00] <sham1> That can be done with blockstates
L125[05:31:09] <Kopharex> Yes
L126[05:31:19] <Kopharex> What about the model generation?
L127[05:31:30] <sham1> submodel is what you want for the connecting part
L128[05:31:39] <sham1> They get added to the "core" model
L129[05:31:51] <Kopharex> Oh Cool
L130[05:31:52] <sham1> So you don't need to make n! permutations
L131[05:32:01] <Kopharex> That's super handy
L132[05:32:22] <Kopharex> Do you happen to know any tutorials/examples?
L133[05:33:00] <Kopharex> Nevermind, forgot the forge docs
L134[05:33:04] <Kopharex> Just found them.
L135[05:34:09] <sham1> Ya
L136[05:34:17] <sham1> I can still give you an example
L137[05:34:40] <sham1> https://gitlab.com/sham1/FluidCraft/blob/master/src/main/resources/assets/fluidcraft/blockstates/basic_pressure_pipe.json
L138[05:34:53] <sham1> That takes advantage of the submodels
L139[05:35:09] <sham1> Without submodels, I would have had to create 6! permutations
L140[05:35:37] <sham1> AKA 720 different models to account for all the different configurations
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L142[05:36:40] <Kopharex> Thanks for the example :)
L143[05:36:56] <Kopharex> What model editor do you use?
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L146[05:40:56] <sham1> A text editor
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L148[05:42:29] <Kopharex> Doesn't it get messy with complex models?
L149[05:43:16] <sham1> not really
L150[05:43:49] <Chais> MC reads OBJ, right?
L151[05:44:57] <sham1> Well, Forge does
L152[05:45:16] <Chais> k
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L154[05:45:55] <Chais> blender would be a possiblity then. but yes, OBJ can be done by hand. I'd probably not do it though ^^
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L156[05:49:48] <Kopharex> Yeah I was using blender, with the blender2Minecraft plugin
L157[05:50:07] <Chais> blender features export to OBJ by default
L158[05:50:07] <Kopharex> The exported JSON file is all cluttered though
L159[05:50:13] <masa> I have use BDCraft Cubik for the few things that I have actually needed non-full-cube models for
L160[05:50:36] <masa> I think it only does cube parts though
L161[05:50:37] <Kopharex> I'm on ubuntu and i can't use cibik :(
L162[05:50:43] <Kopharex> ubik*
L163[05:50:44] <masa> right...
L164[05:51:25] <masa> isn't there something like mrcrayfish's model creator which I think is in java?
L165[05:51:31] <masa> and is techne still a thing?
L166[05:51:42] <masa> and tabula?
L167[05:52:28] <Kopharex> mrcrayfish's creator isn't working for ma, can't set a texture
L168[05:53:04] <Kopharex> the techne webapp looks like a wreck and tabula is in-game only as far as i know
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L173[06:38:40] <Chais> yay my doors work ^^
L174[06:40:37] <Chais> btw what notation is preferred for registry names? camelCase or under_score?
L175[06:40:43] <Chais> s/what/which/
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L177[06:42:48] <Chais> vanilla uses underscores. are modders generally in line with that? or does everyone do as he pleases?
L178[06:44:58] <FusionLord> IIRC registry names are all lowercase
L179[06:51:26] <Chais> k
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L189[07:23:56] <Nitrodev> well they SHOULD be
L190[07:24:11] <Nitrodev> i think it's pobbile for them to be uppercase too
L191[07:24:16] <Nitrodev> not certain though
L192[07:24:24] <Nitrodev> been awhile since i modded mc
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L195[07:29:49] <Chais> is there a way in idea to do a refactoring for the registry name? replace in path doesn't seem to want to search the resources folder. it doesn't recurse properly even if told to
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L197[07:30:21] <Ordinastie_> what ?
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L199[07:30:51] <Chais> I'm trying to change the registry name of my doors. because currently it's just the vanilla names
L200[07:31:15] <Chais> I can change the strings in the code no problem. but I need to do the change in the json files too, and need to change their names as well
L201[07:31:40] <Ordinastie_> ah, no you can't automaticly refactor that
L202[07:31:55] <Chais> but it seems I can't even do it half-automatic
L203[07:32:12] <Chais> search in path doesn't recurse the resources tree for some reason
L204[07:32:33] <Chais> it only finds the blockstates and stops searching :/
L205[07:34:17] <Ordinastie_> may I ask what your mod is about ?
L206[07:36:40] <Chais> have you seen howl's moving castle?
L207[07:36:48] <Ordinastie_> no
L208[07:37:39] <Chais> you should catch up on that ;) anyway, that castle has a magic door, that, depending on what colour is selected on the knob connects to different doors all over the world
L209[07:37:48] <Chais> I'd like to make that kind of teleport door
L210[07:38:24] <Ordinastie_> may I suggest you start modding with something a bit more feasible :)
L211[07:38:36] <Chais> lol. nope :D
L212[07:38:51] <Chais> I have the vanilla doors :D now for added functionality
L213[07:39:35] <kashike> Howl's Moving Castle was good
L214[07:39:40] <kashike> good luck with your mod
L215[07:39:45] <Chais> thx ^^
L216[07:39:52] <Chais> I assumed it wouldn't be easy
L217[07:40:24] <Chais> Ordinastie_: in french it's Le Chaâteau ambulant
L218[07:40:37] <Chais> *Château
L219[07:41:36] <Ordinastie_> considering the difficulties you had with just copying the doors, I fear you end up asking here for every step of the functionalities implementations :/
L220[07:42:48] <Chais> which could easily be remedied with a proper documentation :/
L221[07:43:32] <Ordinastie_> pretty sure proper documentation wouldn't be enoughg
L222[07:44:36] <Chais> I'm pretty sure it would. by proper I mean something Java standard library style though. educational style
L223[07:44:46] <Chais> not just api docs
L224[07:45:06] <Ordinastie_> you inside MC ? or just the forge parts ?
L225[07:46:11] <masa> how do I make the wire frame model rendered from the BakedQuads render with a white color instead on the texture color?
L226[07:46:30] <Ordinastie_> disable the textures
L227[07:46:35] <Chais> ideally MC too, because that's what we're hooking in to. it's what defines much of the process
L228[07:46:49] <gigaherz> and set the vertex colors to white ;P
L229[07:47:30] <masa> tell it to me like I don't know what rendering is (which is pretty accurate ;p)
L230[07:48:08] <masa> https://gist.github.com/maruohon/49b46d9f84ba39d6ebb9ed95305155d7
L231[07:48:10] <gigaherz> okay first
L232[07:48:17] <gigaherz> static model or custom renderer?
L233[07:48:22] <masa> that's what I have now, it renders the wire rfame but using the colors from the texture
L234[07:48:49] <gigaherz> EWH glBegin
L235[07:49:20] <gigaherz> no wait I misread
L236[07:49:22] <gigaherz> nevermind ;P
L237[07:49:30] <gigaherz> DefaultVertexFormats.BLOCK
L238[07:49:31] <gigaherz> change to
L239[07:49:39] <gigaherz> POSITION_COLOR
L240[07:49:41] <gigaherz> but tha tmeans
L241[07:49:50] <gigaherz> you'll have to parse the contents of the vertex
L242[07:49:52] <gigaherz> hmm
L243[07:49:59] <masa> hmm
L244[07:50:13] <gigaherz> GL11.glDisable(GL_TEXTURE2D)
L245[07:50:22] <gigaherz> try that before drawing
L246[07:50:27] <gigaherz> and the corresponding glEnable after
L247[07:50:46] <Ordinastie_> isn't there a corresponding GlStateManager method ?
L248[07:51:07] <gigaherz> could be, never tried
L249[07:51:13] <gigaherz> I don't have the IDE open right now
L250[07:51:22] <gigaherz> also you can use LightUtil.renderQuadColor?
L251[07:51:42] <gigaherz> LightUtil.renderQuadColor(wr, quad, -1); to force the vertex color to white
L252[07:51:52] <gigaherz> no wait that wouldn't work
L253[07:51:54] <gigaherz> it multiplies
L254[07:51:58] <masa> yay that works, thanks :p
L255[07:51:59] <gigaherz> MEH still sleepy
L256[07:52:16] <masa> the disable texture 2D from GlStateManager
L257[07:52:37] <masa> eww... problem...
L258[07:52:50] <masa> some blocks have an empty dummy model?
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L260[07:53:04] <gigaherz> TESR?
L261[07:53:08] <masa> yes
L262[07:53:18] <gigaherz> yeah you won't be able to draw TESR that way
L263[07:53:25] <masa> yeah I know...
L264[07:53:41] <masa> can I somehow see if the base model is empty?
L265[07:53:51] <gigaherz> getQuads would return an empty list ;P
L266[07:54:11] <masa> hmm, then why am I rendering a full cube wire frame for it :p
L267[07:54:51] <gigaherz> hahaha
L268[07:54:52] <gigaherz> https://twitter.com/Carols10cents/status/749109677431021568
L269[07:55:00] <gigaherz> masa: wat?
L270[07:55:03] <gigaherz> what block?
L271[07:55:14] <masa> mob skulls, dragon head for example
L272[07:55:16] <gigaherz> hmm
L273[07:55:19] <gigaherz> wait
L274[07:55:24] <gigaherz> block.getRenderType
L275[07:55:45] <gigaherz> if it's not MODEL
L276[07:55:53] <gigaherz> you shouldn't query a baked model for it
L277[07:55:56] <masa> mmkay
L278[07:56:16] <gigaherz> ENTITYBLOCK_ANIMATED == TESR
L279[07:56:25] <gigaherz> LIQUID == the water/lava rendering system
L280[07:56:31] <gigaherz> (vanilla one, forge uses models for it)
L281[07:57:05] <masa> yep that seemed to fix it
L282[07:57:09] <gigaherz> (I mean that mod liquids will be models, not that forge cahnges water/lava to models -- I don't know if it does that)
L283[08:00:01] <masa> some stuff: http://masa.dy.fi/temp/minecraft/placementpreview/
L284[08:00:54] <gigaherz> nicee
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L290[08:10:57] <masa> for TESR blocks I'm going to have just the ghost block and no wire frame option, because I can't be arsed to try to get the vertex data for those :p
L291[08:11:07] <masa> unless it would be simple enough somehow
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L294[08:12:05] <masa> hmm but how the hell would I even intercept the VertexBuffer stuff for those... ugh
L295[08:13:37] *** willieaway is now known as williewillus
L296[08:14:10] <FusionLord> Idk if it is the best practice but... if ITileProvider create new TileEntity, get renderer with TileEntity and render it...
L297[08:14:23] <williewillus> that's not reliable
L298[08:14:33] <williewillus> ITileProvider is old/not used by a lot of mods
L299[08:14:53] <williewillus> check Block.hasTileEntity for a guaranteed correct result
L300[08:15:03] <FusionLord> same concept
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L304[08:21:16] <masa> oh hey FusionLord
L305[08:21:32] <masa> so that BlockHighLights mod of yours, did you abandon it?
L306[08:21:50] <masa> didn't see anything on curseforge a tleast...
L307[08:22:29] <masa> is it cool if I go ahead and release my "Placement Preview" mod?
L308[08:23:02] <masa> I just have a couple of config and keybind things to tidy up, all the rendering stuff seems to be working pretty good
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L319[08:35:52] <williewillus> how do I soft-depend on a mod (thaumcraft 5 in this case) without letting it load during runtime?
L320[08:45:29] <williewillus> how do you check if someone is op without reflection 0.o
L321[08:46:19] <kashike> a method in server.getPlayerList().getOpsList()
L322[08:46:24] <kashike> forget name right now
L323[08:48:33] <kashike> server.getPlayerList().getOppedPlayers().hasEntry(game profile)
L324[08:48:51] <kashike> williewillus ^
L325[08:48:58] <kashike> your name is hard to type
L326[08:49:35] <williewillus> thats preotected
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L328[08:49:51] <williewillus> lol just do willie+tab complete
L329[08:50:00] <kashike> on a phone? :)
L330[08:50:24] <williewillus> how anyone uses irc productively on a phone I don't know :P
L331[08:50:37] <williewillus> i think I can do UserListOps.getGameProfileFromName and see if its null
L332[08:50:41] <kashike> williewillus: getEntry(profile) != null then
L333[08:51:07] <williewillus> ah okay
L334[08:51:25] <kashike> but why not just use the hasPermission method on ICommandSender?
L335[08:51:51] <kashike> canCommandSenderUseCommand
L336[08:51:59] <williewillus> it's not for commands
L337[08:52:09] <kashike> doesn't matter
L338[08:52:20] <kashike> it's a general purpose has permission method
L339[08:52:25] <kashike> Vanilla uses it as so as well
L340[08:52:42] <kashike> checking is players can edit command blocks, etc
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L342[09:00:33] <williewillus> !gm func_149878_d 1,7.10
L343[09:01:09] <masa> ,
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L348[09:18:17] <williewillus> twilight foresty does not use @Override and that is making porting very annoying :P
L349[09:18:49] <gigaherz> get some idea command/plugin that automatically adds @Override everywhere
L350[09:18:49] <gigaherz> ;P
L351[09:19:02] <williewillus> yeah except that a bunch of the signatures changed from 1.7 to 1.9 :P
L352[09:19:07] <gigaherz> yeah I mean
L353[09:19:09] <williewillus> so it would only add it in the places its still correct
L354[09:19:13] <gigaherz> add it on the 1.7.10 codebase
L355[09:22:09] <williewillus> another pet peeve
L356[09:22:15] <williewillus> the mcp comments are copy pasted everywhere .-.
L357[09:22:35] <kashike> mapping comments?
L358[09:22:42] <williewillus> yes
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L360[09:26:46] <williewillus> !gm func_145771_j 1.7.10
L361[09:27:44] <Chais> so this is odd. I had my doors working. they stop working if I change the registry name and consequently the names of the JSONs
L362[09:28:17] <williewillus> what's "working" mean?
L363[09:28:45] <Chais> items and blocks looked as intended and the blocks behaved as you would expect from doors
L364[09:30:02] <Chais> I've tracked the problem down to ModelLoader.loadModel where magiccastle:magic_door_acacia#facing=north,half=upper,hinge=left,open=true somehow gets converted into Variant{modelLocation=minecraft:block/magic_door_acacia_top_rh, rotation=X0_Y0, uvLock=false, weight=1} for some reason
L365[09:31:39] <Chais> somehow loader.getModelBlockDefinition(variant) jumps from my mod's namespace to minecraft's
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L367[09:32:25] <Chais> since there is not magic_door_acacia model in minecraft of course it that excepts
L368[09:32:26] <williewillus> your registration is someohw changing to mc's then i think
L369[09:32:40] <williewillus> the system should work fine if it was broken we'd have a lot of angry modders
L370[09:32:41] <williewillus> ;p
L371[09:33:06] <Chais> guess so. I just don't see where. I'm never explicitly referencing minecraft in the JSONs
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L373[09:34:09] <diesieben07> if you dont specify a resource domain, it assumes "minecraft"
L374[09:34:36] <Chais> that explains this then
L375[09:34:41] <Chais> my bad. thank you
L376[09:42:07] <williewillus> !gm func_145780_a
L377[09:42:10] <williewillus> !gm func_145780_a 1.7.10
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L381[09:58:25] <jmeyer2k> hi there
L382[09:58:38] <jmeyer2k> anyone have a fun mod idea I can work on?
L383[09:59:23] <gigaherz> sure, plenty
L384[09:59:28] <gigaherz> you just haveto come up with one
L385[09:59:38] <williewillus> lol
L386[10:00:01] <jmeyer2k> see, the problem is I'm hopelessly uncreative
L387[10:00:03] <williewillus> great advice /s
L388[10:00:12] <jmeyer2k> I guess I just have to think creatively ;)
L389[10:00:19] <williewillus> search around the mc/ftb/suggestions subreddits
L390[10:00:24] <williewillus> and see if something catches your eye
L391[10:01:05] <gigaherz> or make a reddit post
L392[10:01:16] <gigaherz> "Hopelessly uncreative modder looking for ideas"
L393[10:01:19] <gigaherz> it will fill up in a minute
L394[10:01:37] <gigaherz> for most people ideas are easier than coding ;p
L395[10:01:45] <gigaherz> in fact
L396[10:01:53] <gigaherz> i had one last wee:
L397[10:02:03] <gigaherz> a mod that adds slab and stair-shaped chests (or storage boxes)
L398[10:02:34] <jmeyer2k> alright yeah
L399[10:02:57] <gigaherz> week*
L400[10:03:39] <kashike> I'm bad with ideas, good with code :P
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L402[10:06:47] <williewillus> ^ same here
L403[10:06:50] <williewillus> I just port shit :D
L404[10:06:56] <williewillus> got it down to a process now lol
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L412[10:30:23] <williewillus> !gm func_146066_aG
L413[10:30:59] <williewillus> oh god
L414[10:31:19] <williewillus> https://i.gyazo.com/6a6b9e468efb237f0ded124720679a75.png
L415[10:32:00] <kashike> niiiiice
L416[10:32:12] <kashike> this on GitHub? :p
L417[10:32:19] <williewillus> I'm porting twilight forest
L418[10:32:23] <williewillus> and no not yet
L419[10:32:35] <williewillus> (my progress that is, the actual code is open source)
L420[10:32:44] <kashike> ooh
L421[10:32:50] <kashike> nice choice to port
L422[10:33:03] <williewillus> heh it was mentioned a lot in taht reddit post i made
L423[10:33:04] <williewillus> so why not
L424[10:34:02] <MushroomDynamo> someone needs to group up and send williewillus a bottle of port in appreciation
L425[10:34:04] <MushroomDynamo> because wine puns
L426[10:35:04] <williewillus> it doesn't use override at all so this one is going to be a buggier than usual port
L427[10:35:07] <williewillus> lots of dead code
L428[10:35:34] <kashike> I wish Java required Override
L429[10:35:36] <kashike> :p
L430[10:35:39] <williewillus> yeah..
L431[10:36:02] <williewillus> idk which is worse no overrides or the MCP comments being pasted in EVERYWHERE
L432[10:36:13] <kashike> hehe
L433[10:36:32] <kashike> I love the par1blahBlah too
L434[10:36:37] <kashike> :p
L435[10:36:43] <williewillus> >_>
L436[10:36:52] <williewillus> I exorcised a ton of those from botania last week, but there's still more
L437[10:37:11] <kashike> hehe
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L440[10:45:56] <williewillus> there's so much dead code in here because the signature/name changed and it didn't have @Override so it just stuck there never getting called
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L442[10:47:18] <williewillus> !gm func_110163_bv
L443[10:49:26] <williewillus> !gm func_145778_a
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L445[10:50:44] <plathrop> I know I'm not supposed to ask Java questions, so feel free to throw rotten fruit, but can any of you point me to a decent explanation of @Override? I actually learned Java before annotations so I've just been using it w/o understanding and the above conversation makes me think I should fix that
L446[10:50:56] <williewillus> !gm func_70182_d
L447[10:51:07] <williewillus> plathrop: it's just an extra compile time check
L448[10:51:24] <williewillus> the compiler is forced to generate an error if you annotate a method with @Override and it doens't actually override soething
L449[10:51:32] <plathrop> Ah! That makes sense.
L450[10:51:34] <plathrop> Cool, thanks
L451[10:51:37] <williewillus> this is very useful in modding because the names and signatures shift very often
L452[10:51:43] <williewillus> and you want to make sure you keep overriding what you were
L453[10:51:55] <williewillus> !gm func_70182_d 1.7.10
L454[10:52:11] <plathrop> !gm func_70182_d 1.7.10
L455[10:52:19] * plathrop wants to see what that does :-)
L456[10:53:00] <williewillus> looks up the MCP<->SRG names
L457[10:53:02] <williewillus> !mh rotateAroundY
L458[10:53:03] <MushroomDynamo> thanks for the explanation on @Override, I was wondering that too tbh
L459[10:56:05] <plathrop> MCP is Mod Coder Pack, but I'm unfamiliar with SRG
L460[10:56:21] <williewillus> srg names: func_blah blah blah
L461[10:56:26] <williewillus> or field_1239515_c
L462[10:56:27] <williewillus> etc
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L464[10:56:36] <plathrop> gotcha
L465[10:56:50] <williewillus> MCP names are human readable and assigned by the community, SRG is the machine-generated ones and are what's actually used when running
L466[11:01:31] <jmeyer2k> are there any mod starter git repos?
L467[11:01:36] <jmeyer2k> like boiler plate?
L468[11:04:38] <williewillus> not really
L469[11:04:45] <williewillus> there isn't really that much boilerpalte to be honest
L470[11:06:53] <gigaherz> there's the ExampleMod
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L472[11:07:08] <gigaherz> that has all the necessary bits for a mod to work
L473[11:07:20] <gigaherz> anything else is optional ;P
L474[11:07:46] <gigaherz> although the way things work, it is stringly recommended that you setup your proxies also
L475[11:07:52] <gigaherz> but th at's just one field on the @Mod class
L476[11:07:57] <gigaherz> with the proxy annotation
L477[11:08:03] <gigaherz> and two strings for the proxy class names
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L479[11:11:43] <williewillus> !gm func_110174_bM
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L485[11:27:32] <williewillus> it shuold be required practice that everytime a modder copies vanilla they have to state all changes to it >_<
L486[11:27:36] <williewillus> porting copied vanilla code is the worst
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L491[11:42:47] <williewillus> !gm func_150936_a
L492[11:42:50] <williewillus> !gm func_150936_a 1.7.10
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L495[11:46:49] <MrJoki007> hi
L496[11:47:30] <MrJoki007> i have a problem when i want to start my ftb unstable server with the forge version forge-1.10-12.18.0.2000-1.10.0-universal.jar i get this error: http://hastebin.com/abakikunok.avrasm
L497[11:47:51] <williewillus> did you run the installer?
L498[11:47:56] <MrJoki007> yes
L499[11:48:05] <gigaherz> Caused by: java.lang.ClassNotFoundException: org.apache.logging.log4j.Level
L500[11:48:06] <williewillus> and do you have the vanilla server jar in the same folder?
L501[11:48:09] <gigaherz> forge is not installed properly.
L502[11:48:12] <MrJoki007> yes
L503[11:48:15] <williewillus> reinstall
L504[11:48:32] <gigaherz> run the installer again, and check that the launcher profile has the right forge version selected
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L506[11:51:09] <MrJoki007> thanks i have reinstalled it twice but now it works thanks
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L509[11:52:52] MineBot sets mode: +v on Tahg
L510[11:56:34] <williewillus> oh god
L511[11:56:54] <williewillus> one of the TF TE's sets blocks in the world every tick
L512[11:56:56] <williewillus> the lag :/
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L515[11:59:03] <MrJoki007> can somebody help me? in the ftb unstable pack are some mods that need 1.10 but i need sponge on my server. anyway in getting sponge to work? :(
L516[11:59:10] <williewillus> gigaherz: found another gem https://i.gyazo.com/3f953a3794dbc0ad6dc157e76a35e569.png
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L521[12:08:47] <Chais> the second param of PropertyEnum.create takes the class of the enum?
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L523[12:10:38] <williewillus> yes
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L525[12:13:02] <williewillus> !gf field_150004_a 1.7.10
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L527[12:17:40] <MushroomDynamo> okay...might someone be able to eli5 how to figure out WHAT the item actually is for an ItemStack object? I get the impression that ItemStack.getItem() does not do what I think it does, unless its purpose is to throw NPEs
L528[12:18:06] <williewillus> did you check that the stack itself is not null?
L529[12:18:16] <gigaherz> MushroomDynamo: in *theory*
L530[12:18:17] <williewillus> stacks with null items should not happen unless anothermodder is screwing stuff up
L531[12:18:24] <gigaherz> ItemStack#getItem returns the instance of the item it corresponds to
L532[12:18:36] <MushroomDynamo> ...you know what, i have four of those TEs in my test world and I think one might not have an item in it.
L533[12:18:37] <gigaherz> but there's a possibility that a broken mod will create (by mistake) a null itemstack
L534[12:18:39] <gigaherz> with no item
L535[12:18:51] <MushroomDynamo> that would probably explain it.
L536[12:23:33] <Chais> how would I create the blockstate for a block that extends a vanilla block? new BlockStateContainer(this, COLOR) does not include the original states
L537[12:23:51] <williewillus> you have to manually include the ones from the sueprclass as well
L538[12:23:57] <Chais> ok
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L541[12:31:09] <MushroomDynamo> oh...oh my god. it worked. I actually got my custom recipe handler working after banging my head against it for half a day.
L542[12:31:15] <MushroomDynamo> JUBILATION
L543[12:34:13] <MushroomDynamo> also it was indeed me forgetting to check if an itemstack was null so thanks for that, heh
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L547[12:42:26] <Chais> I suppose I need to call super.getActualState in my implementation as well?
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L551[12:44:04] <jmeyer2k_> hi guys
L552[12:46:19] <kashike> williewillus: nice work
L553[12:46:35] <williewillus> ?
L554[12:46:40] <kashike> tf
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L556[12:54:20] <kashike> williewillus: https://github.com/williewillus/twilightforest/blob/1.9.4/src/main/java/twilightforest/world/TFGenerator.java#L88
L557[12:54:25] <kashike> oh my
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L559[12:56:39] <williewillus> !gm func_150567_a
L560[12:57:35] <simon816> ugh never name variables single letters
L561[12:57:36] <simon816> int i, dx, dy, dz, l, m, n, x_inc, y_inc, z_inc, err_1, err_2, dx2, dy2, dz2;
L562[12:58:37] <KnightMiner> What happened to j and k?
L563[12:58:42] <williewillus> there's so much vanilla copying in this mod it hurts
L564[12:58:57] <williewillus> *vanilla copying without documentation
L565[12:58:58] <KnightMiner> Which mod?
L566[12:59:01] <williewillus> TF
L567[12:59:12] <KnightMiner> TerraFirmaCraft?
L568[12:59:18] <williewillus> Twilight Forest
L569[12:59:19] <kashike> Twilight Forest
L570[12:59:27] <KnightMiner> Ah
L571[12:59:29] <TehNut> TerraFirmaCraft would be TFC
L572[12:59:31] <kashike> simon816: https://github.com/williewillus/twilightforest/blob/1.9.4/src/main/java/twilightforest/world/layer/GenLayerTF7x7Preset.java#L45-L104
L573[12:59:35] <kashike> interesting approach
L574[12:59:46] <williewillus> thefuck
L575[13:00:32] <KnightMiner> Are you updating it to 1.9 now?
L576[13:00:37] <williewillus> yes
L577[13:00:48] <kashike> https://github.com/williewillus/twilightforest/tree/1.9.4/
L578[13:00:50] <williewillus> I'll worry about 1.10 later hopefully it works
L579[13:01:14] <kashike> williewillus: have fun with structures
L580[13:01:15] <kashike> :P
L581[13:01:22] <williewillus> did it change a lot? .-.
L582[13:01:24] <KnightMiner> So, the biome is based on a predetermined grid?
L583[13:01:36] <kashike> BlockPos, etc
L584[13:01:45] <williewillus> yeah thats the easy stuff :P
L585[13:01:48] <kashike> there's a lot of structure stuff in TF
L586[13:01:55] <williewillus> tedious is okay
L587[13:02:08] <KnightMiner> There is the structure block though, not sure if its useable in 1.9 for modders yet though
L588[13:02:09] <williewillus> but if the original code was a mess + the mc system changed
L589[13:02:17] <williewillus> dearie that'll be hell
L590[13:02:23] <kashike> https://github.com/williewillus/twilightforest/blob/1.9.4/src/main/java/twilightforest/structures/TFMaze.java
L591[13:02:26] <kashike> heh
L592[13:02:45] <williewillus> make it work first then make it not crap
L593[13:02:45] <williewillus> :D
L594[13:02:55] <kashike> yup
L595[13:03:33] <Chais> make it work first, then go about making it not crap, get lost in the middle and think 'ah fuck it. it works'
L596[13:04:03] <Chais> at least that how it tends ending up for me :D
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L598[13:04:42] <williewillus> the biome package is so messy and on top of that I'm not very familiar and ontop of that it changed in 1.9
L599[13:04:43] <williewillus> yay
L600[13:04:52] <kashike> hehe
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L603[13:12:54] <MushroomDynamo> So I notice that the vanilla furnace has fuel values for some items hardcoded and then finishes off with GameRegistry.getFuelValue(ItemStack). If I am implementing a TE that burns fuel in a similar fashion, can I rely exclusively on getFuelValue or should I do the dumb thing and hardcode the vanilla fuel values too?
L604[13:13:05] <MushroomDynamo> I'm assuming the answer is the former but safety check nonetheless
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L607[13:16:07] <elan_oots> What's the best way to implement logic if I'm making an energy pipe
L608[13:16:20] <elan_oots> Each pipe will be a Tile Entity with its own little storage
L609[13:18:47] <simon816> MushroomDynamo, just call TileEntityFurnace.getItemBurnTime
L610[13:18:47] <McJty> I wouldn't actually do it like that but it is one way
L611[13:18:50] <simon816> it's static
L612[13:19:16] <McJty> elan_oots, I would make a network cache and update that whenever something in the grid changes. And you only worry about pipes that connect to anything
L613[13:19:24] <McJty> So it doesn't matter if your pipe is 1000 blocks long or 10
L614[13:19:28] <McJty> It is the two ends that matter
L615[13:19:53] <McJty> You have to update that information whenever a pipe in your network changes of course
L616[13:21:13] <McJty> elan_oots, mind you, it is a bit more complicated to implement that. But I think it is worth it as it makes it rather efficient
L617[13:22:01] <elan_oots> So I'd have code in the block class that whenever a block is added or destroyed it looks up that energy network and updates it?
L618[13:22:31] <McJty> yes, in the tile entity class basically (every cable will still have to be a tile entity, if only to keep track of in what network it belongs)
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L620[13:23:17] <simon816> McJty, mind you, it'd have either be serialized or the network be re-generated when chunks are first loaded
L621[13:23:27] <McJty> yes
L622[13:23:35] <McJty> Both are possible options
L623[13:23:49] <elan_oots> I'd want the network to have its own buffer of energy based on how many wires there are so I'd probably serialize it
L624[13:24:00] <McJty> The regeneration has the disadvantage that it only works if all the chunks of that network are loaded
L625[13:24:10] <McJty> If you serialize then you would even work with parts of your cable that are not in loaded chunks
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L627[13:25:14] <elan_oots> So the TE would basically store its network and whether or not it was an endpoint?
L628[13:25:55] <McJty> yes, something like that. What I typically do is store networks itself in WorldSavedData instances
L629[13:26:09] <McJty> And networks can have an ID which you remember in the TE
L630[13:26:17] <McJty> Of course there are all kinds of complexities you have to be careful with
L631[13:26:29] <McJty> Like merging adjacent networks if a cable happens to be placed between them
L632[13:26:31] <McJty> And splitting networks
L633[13:26:37] <elan_oots> Oh shoot forgot about that
L634[13:26:39] <McJty> So coding this correctly *is* complex
L635[13:27:29] <McJty> The easiest way to handle this is to just rebuild the network from the ground up when a change occurs
L636[13:27:40] <McJty> That's not as efficient but one can hope that such networks typically don't change that much
L637[13:27:47] <elan_oots> What about unloaded chunks?
L638[13:28:02] <McJty> Well you have to be careful about those of course
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L640[13:28:12] <McJty> If you do it right you can have a functional network that doesn't even care if some parts are not loaded
L641[13:28:23] <McJty> As the parts themselves don't actually contain any info except network ID
L642[13:28:46] <McJty> But of course if you need to rebuild the network then you might have to load the chunks
L643[13:29:03] <McJty> So there are many things to think about when designing something like this
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L652[13:43:17] <jrbudda> I need help I'm at my wits end
L653[13:43:47] <jrbudda> can anyone explain to me in excruciating detail when in the loading process forge replaces base classes?
L654[13:43:54] <williewillus> it doesn't
L655[13:43:55] <diesieben07> why do you care? :O
L656[13:43:59] <williewillus> not for the last few years
L657[13:44:00] <diesieben07> and yes, it doesnt.
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L659[13:44:09] <williewillus> and yeah that question makes me nervous :D
L660[13:44:20] <jrbudda> ok, talking about 1614 for 1.7.10 here
L661[13:44:26] <jrbudda> should have specified
L662[13:44:27] <diesieben07> same deal
L663[13:44:30] <jrbudda> okay
L664[13:44:30] <williewillus> it patches them in-place when starting up
L665[13:44:31] <diesieben07> but you should update.
L666[13:44:34] <jrbudda> ok
L667[13:44:39] <williewillus> it hasn't replaced classes for a long time
L668[13:44:43] <diesieben07> the vanilla laucher has a feature called tweakers
L669[13:44:47] <jrbudda> ok so in 1614 its all patches
L670[13:44:48] <diesieben07> they can register class tranformers
L671[13:44:50] <jrbudda> fmltweaker
L672[13:44:55] <diesieben07> yep.
L673[13:44:58] <williewillus> why do you ask? :P
L674[13:45:05] <diesieben07> and PatchingTransformer patches the classes.
L675[13:45:24] <jrbudda> cause shadersmod's tweaker is failing
L676[13:45:30] <jrbudda> on a class that it shouldn't be
L677[13:45:40] <williewillus> !gm func_150557_a
L678[13:45:42] <jrbudda> and im trying to rule out load order issues
L679[13:45:43] <williewillus> !gm func_150557_a 1.7.10
L680[13:46:16] <jrbudda> what im doing is totally bananas, im aware
L681[13:46:27] <jrbudda> but i cant figure this out
L682[13:46:42] <williewillus> anyone know what setColor() on a biome did in 1.7?
L683[13:46:55] <williewillus> everything is unmapped and the method/field is gone in 1.9
L684[13:48:28] <jrbudda> i dont think it does anything
L685[13:48:33] <jrbudda> it sets .color on the biome
L686[13:48:40] <jrbudda> but its never used for anything
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L690[13:51:29] <jrbudda> OK new really stupid question
L691[13:52:13] <jrbudda> fmltweaker injects tweakers into the same classloader list that's used by launcherwrapper, right?
L692[13:53:31] <jrbudda> so if fmltweaker is the primary tweaker, allll tweakers should be getting Forge'd classes as their input, regardless of if they're specified by the launchwrapper args, or found in a mod by FML
L693[13:53:35] <jrbudda> or is that wrong?
L694[13:53:40] <jrbudda> id like it to be wrong
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L696[13:54:07] <williewillus> !gm func_150567_a
L697[13:54:18] <williewillus> genBigTreeChance what a terrible name :P
L698[14:03:19] <jrbudda> oh god ive really pissed it off now MOD HAS DIRECT REFERENCE System.exit() THIS IS NOT ALLOWED REROUTING TO FML!
L699[14:03:32] <williewillus> !fh worldGeneratorBigTree
L700[14:04:14] <jrbudda> FML loaded mods aren't allowed to replace minecraft.java?
L701[14:04:23] <jrbudda> without redirecting calls to fml?
L702[14:04:27] <jrbudda> ugh
L703[14:04:34] <jrbudda> there goes plan B
L704[14:04:43] <williewillus> wat are you trying to do lol
L705[14:04:50] <jrbudda> you dont even want to know
L706[14:05:00] <williewillus> anything that replaces whole classes is probably/definitely going to break fml
L707[14:05:15] <jrbudda> basically rewrite the whole game and be compatible with vanilla, forge, shadersmod, optifine and all combinations thereof
L708[14:05:26] <jrbudda> iver got everything working EXCEPT forge+shadersmod+optifine
L709[14:05:36] <jrbudda> and even that's 90% working
L710[14:05:37] <williewillus> that's a pretty big chunk
L711[14:05:47] <jrbudda> but shadersmod is working right
L712[14:05:53] <jrbudda> and i cant figure out why
L713[14:05:56] <williewillus> also how are you doing that if fml is patching? won't the patches not apply?
L714[14:06:17] <jrbudda> dont need me, calling manually via reflection
L715[14:06:20] <jrbudda> em*
L716[14:06:34] <williewillus> rip performance
L717[14:07:01] <jrbudda> its not how i would choose to do it
L718[14:07:04] <jrbudda> i inherited it
L719[14:07:12] <williewillus> just what the hell is this?
L720[14:07:15] <williewillus> link :P
L721[14:07:41] <jrbudda> https://github.com/jrbudda/minecrift
L722[14:07:51] <jrbudda> VR implementation
L723[14:08:00] <jrbudda> its kind of the best thing ever
L724[14:11:09] <jrbudda> heres what I dont get, im looking at 2 logs, one from loading forge/optifine/smc normally in the mods folder, and then loaded my way via libraries and the launchwrapper args
L725[14:11:24] <jrbudda> and the smc transformer reports wildly different byte sizes
L726[14:11:31] <jrbudda> for classes that I do not at all modify
L727[14:11:48] <jrbudda> that should be stock forge'd vanilla code
L728[14:12:37] <jrbudda> [SMC FNE] 12273 (+0)
L729[14:12:59] <jrbudda> SMC FNE] 16049 (+349)
L730[14:13:03] <jrbudda> for the same class
L731[14:13:10] <jrbudda> the first one being when it fails
L732[14:13:44] <jrbudda> FML makes no 'binary discrepency' warning about this class, as it does many others
L733[14:14:34] <jrbudda> and its not a class optifine fiddles with i dont think
L734[14:16:14] <jrbudda> the only thing i can think of is when you use the launchwrapper args like you wind up getting vanilla classes as input, and not ones that have been patched by forge
L735[14:16:39] <jrbudda> and ofc the tweaker is expecting forge classes
L736[14:17:07] <jrbudda> i guess i need to go dig through FML
L737[14:17:35] <williewillus> talk to people who actually know about the startup process/fml because we sure dont :P
L738[14:19:16] <jrbudda> well i can settle this with science, ill dump the classes to disk and look and see if they've been patched by forge or not
L739[14:19:34] <jrbudda> if they havent i dunno what to do
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L743[14:23:50] <williewillus> !fh worldGeneratorTrees
L744[14:24:44] <williewillus> !gm func_147099_x
L745[14:25:39] <jrbudda> i crashed the SanityChecker
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L747[14:25:50] <jrbudda> the software knows exactly how I feel
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L750[14:28:13] <williewillus> !fh plantNoise
L751[14:30:49] *** tterrag|ZZZzzz is now known as tterrag
L752[14:32:18] <williewillus> !fh genTallFlowers
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L755[14:36:40] <jrbudda> well now im even more confused
L756[14:37:13] <jrbudda> im saving all the .classes when my tweaker sees them, and they've been modified by Forge, but only like.... partially
L757[14:37:26] <williewillus> !gm func_150572_a
L758[14:37:29] <jrbudda> like half the names are still ab, i j, and not SRG names
L759[14:37:30] <williewillus> !gm func_150572_a 1.7.10
L760[14:38:43] <diesieben07> jrbudda, please, for the love of god, stop. you have no idea what you are doing.
L761[14:38:57] <jrbudda> im doing science
L762[14:39:04] <williewillus> lol
L763[14:41:59] <jrbudda> I will figure this out if it kills me
L764[14:42:31] <simon816> I'm guessing your tweaker is loaded before FML's
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L766[14:44:39] <jrbudda> thats the six million dollar question
L767[14:44:54] <jrbudda> i mean a lot of these classes im looking at, incoming to my tweaker
L768[14:45:01] <jrbudda> have all the forge events and calls in them
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L770[14:47:11] <williewillus> when you do chunk.getBlockState do yuo pass in local coords or world coords?
L771[14:47:29] <LexManos> asm is bad mmkay...
L772[14:47:55] <LexManos> you should know what you're doing before you try it
L773[14:48:02] <LexManos> getting help isnt gunna happen.
L774[14:48:08] <williewillus> his case kinda needs it though heh VR is such a huge modification
L775[14:48:11] <williewillus> either way youre crazy :D
L776[14:48:20] <jrbudda> im not doing any asm, is the thing
L777[14:48:34] <jrbudda> im trying to figure out why shadersmod asm is failing
L778[14:48:37] <simon816> williewillus, it's BlockPos which is world coords IIRC
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L780[14:48:55] <williewillus> simon816: okay just making sure, some methods take blockpos and treat it like chunk coords or local coords
L781[14:49:54] <williewillus> !mh worldGeneratorSwamp
L782[14:49:59] <williewillus> !fh worldGeneratorSwamp
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L784[14:50:50] <williewillus> another gem I found in TF: https://gyazo.com/9ec2a80440710afc6333ca42ac647844
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L786[14:53:36] <LexManos> io understand that hes doing vr crap and it could use edits to the vanilla codebase
L787[14:53:41] <LexManos> Doesnt mean we support it tho.
L788[14:54:01] <LexManos> The system that coremods go through is rather simple if you take time to understand it. But whatever
L789[14:55:15] <jrbudda> im not against coremods, this is the method i inherited. The class that SMC's tweaker is failing on is not a class that I edit, distribute, patch or otherwise touch
L790[14:55:39] <jrbudda> the only difference is im calling SMC's tweaker from the launcherwrapper args
L791[14:55:43] <diesieben07> what error are you getting?
L792[14:56:06] <jrbudda> and i just need to understand how the classloader order works, cause something is amiss
L793[14:57:56] <LexManos> Again you're on your own here.
L794[14:58:13] <LexManos> Protip tho: You shouldnt do anything with tweakers or the launch args let forge handle everything
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L797[15:02:51] <simon816> I recommend using Mixin that deals with a lot of the pains of coremodding for you
L798[15:03:00] <simon816> https://github.com/SpongePowered/Mixin
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L803[15:29:11] <LexManos> gateway
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L811[15:51:03] <jrbudda> if anyone is interested I answered my question > http://pastebin.com/raw/6Qmp9SRn - Forge has 5 different tweakers and applying the MC patches and running de-obfuscation are separate steps. When you specify an additional tweaker in the launchwrapper args it run after forge patching but before forge deobfuscation, hence the asm failures
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L813[15:53:15] <LexManos> Not only are you developing a coremod, you're doing it for 1.7
L814[15:58:57] <masa> double whammy
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L816[16:03:34] <iari> wow, to kicks in half an hour o.o
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L818[16:06:04] <williewillus> thats not even that bad
L819[16:06:06] <williewillus> lol
L820[16:06:22] <williewillus> and they were related to the same issue
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L827[16:19:12] <FusionLord> Missleading error... "Caused by: net.minecraftforge.gradle.util.GradleConfigurationException: There are no mappings for MC 1.10" the issue was I forgot to upgrade the Gradle version... >.>
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L830[16:22:08] <gigaherz> FusionLord: whenever I upgrade the mc version
L831[16:22:13] <gigaherz> I always compare the file with the stock one
L832[16:22:16] <gigaherz> to see what is new
L833[16:22:25] <gigaherz> that way I don't miss things like forgegradle changes
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L836[16:26:26] <williewillus> oh god why
L837[16:26:38] <williewillus> one of the decorative blocks in TF schedules updates constantly to do color fading
L838[16:26:44] <diesieben07> lol
L839[16:26:59] <diesieben07> you sound like you are having a GREAT time :D
L840[16:27:29] <williewillus> i found this this morning, so yes I am having an amazing time
L841[16:27:29] <williewillus> https://gyazo.com/3f953a3794dbc0ad6dc157e76a35e569
L842[16:28:20] <diesieben07> lol
L843[16:28:23] <diesieben07> ModLoader
L844[16:28:53] <PaleoCrafter> williewillus, I hope you're going to implement that with animated textures + interpolation :P
L845[16:29:02] <PaleoCrafter> the color fading, that is
L846[16:29:24] <williewillus> actually I was wrong, it doesn't schedule updates constantly, it uses a weird mix of different meta values + color multiplier + animated textures
L847[16:29:28] <williewillus> 0.o
L848[16:29:39] <PaleoCrafter> oh dear
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L850[16:30:56] <TehNut> sounds good, ship it
L851[16:31:06] <williewillus> i thought it was doing that because the fade "framerate" is really slow
L852[16:31:09] <williewillus> and it looks awful :P
L853[16:31:20] <williewillus> need some "interpolate": true from 1.8 in there :D
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L857[16:35:40] <sham1> Now I am doing some help in Modder support
L858[16:36:13] <sham1> Is kind of sad when people expect people to just give copypaste code
L859[16:37:59] <williewillus> !gm func_150002_b
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L869[17:05:49] <williewillus> man you always can tell how old a mod is by looking at its networking :P
L870[17:06:27] <diesieben07> haha
L871[17:06:33] <diesieben07> switch (packetID) { HUGE ASS LIST }
L872[17:06:50] <williewillus> aka if its a hacked up horror show using FMLProxyPacket it probably came before 1.6
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L874[17:07:11] <sham1> sounds horrible
L875[17:07:48] <diesieben07> to be fair i am actually building a packet system as we speak that also uses FMLProxyPacket
L876[17:08:06] <diesieben07> because i am not doing My system > simplImpl > FML > mc
L877[17:08:46] <williewillus> noooo fry is gone
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L879[17:09:10] <sham1> fry playing peekaboo as we speak
L880[17:09:15] <williewillus> did we ever figure out how you do fullbright blocks in 1.8+?
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L882[17:10:41] <PaleoCrafter> I think somebody did xD
L883[17:10:48] <williewillus> who would that be xP
L884[17:11:05] <PaleoCrafter> prolly fry :P
L885[17:11:07] <williewillus> i mean you can bake the model with light info but I thought the wr overrides that
L886[17:11:13] <williewillus> / doesn't consider it
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L888[17:18:21] <Ordinastie_> I'd say it's easy, just set the brightness to 0xF00F0
L889[17:18:26] <Ordinastie_> but maybe that's just me :p
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L891[17:18:35] <williewillus> set what brightness where
L892[17:18:36] <williewillus> :P
L893[17:18:52] <williewillus> i want to do it in the static renderer
L894[17:18:57] <Ordinastie_> I personnally set it for the vertexes :p
L895[17:19:06] <Ordinastie_> but like I said, that's just me
L896[17:19:10] <williewillus> you mean you set it when you bake the model?
L897[17:19:19] <williewillus> and it works?
L898[17:19:32] <Ordinastie_> I mean I don't use model for that reason
L899[17:19:49] <williewillus> what are you using?
L900[17:19:55] <Ordinastie_> my own system
L901[17:20:00] <PaleoCrafter> mad hax
L902[17:20:09] <Ordinastie_> that basically inject vertex data directly into the vertex buffer
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L904[17:21:47] <diesieben07> he's coremodding, that's what he's doing.
L905[17:22:37] <williewillus> so not a relevant solution for me anyone else? :P
L906[17:23:24] <Ordinastie_> the problem comes from shitty MC design
L907[17:23:43] <williewillus> whatever
L908[17:24:08] <Ordinastie_> where vertex data gets overriden by MC after it's handed over by the models
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L910[17:24:50] <Ordinastie_> fry supposedly added a way to specify the brightness again after, but I never looked into it because I don't need it anymore
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L930[18:16:57] <Wuppy> o/
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L955[18:57:27] <Domi> Hello, I need the change the vanilla code of minecraft for my mod. I did the change and then gradlew build but no change is made
L956[18:57:37] <williewillus> xy
L957[18:57:42] <williewillus> what do you need to change and why
L958[18:57:48] <williewillus> ( you can't in normal usage )
L959[18:58:49] <Domi> I want to get chat messages written by the player. So I changed guichat
L960[18:58:58] <williewillus> there are events to do that
L961[18:59:07] <williewillus> none of that needs vanilla editing
L962[18:59:44] <williewillus> directly editing vanilla is extremely incompatible (remember how mods were back in 1.2/beta 1.8) so nowadays you can't anymore
L963[19:01:03] <Domi> ok I checked ServerCommandManager but it seems that the command is send to the server too
L964[19:01:36] <williewillus> describe what you want to do
L965[19:02:44] <williewillus> do you want to stop messages from leaving the client, or just read them, or what?
L966[19:03:41] <Domi> I want to suppress messages if they contain bad words. The server should not know of the
L967[19:03:42] <Domi> existents of my mod because it is a bad word filter
L968[19:04:22] <williewillus> doing taht clientside is useless
L969[19:04:29] <williewillus> I can just uninstall your mod
L970[19:04:33] <williewillus> or otherwise hack around it
L971[19:05:11] <williewillus> or do you want to suppress incoming bad words?
L972[19:05:32] <williewillus> if the latter you want to use ClientChatReceivedEvent
L973[19:05:38] <williewillus> which is designed exactly for your usecase
L974[19:05:51] <Domi> I know. It is not for you or me.
L975[19:06:10] <williewillus> what usecase is it? :P does that event fit your needs?
L976[19:06:49] <williewillus> get the message, check it, cancel the event to prevent the message from shwoing
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L978[19:07:15] <Domi> It is for students at the age of 13-15.
L979[19:07:46] <williewillus> you sitll haven't answered waht exactly it's supposed to do, but I assume it's an incoming chat filter
L980[19:07:51] <williewillus> which means taht event will work
L981[19:08:04] <williewillus> *that what* -.-
L982[19:08:19] <Domi> but does my mod receive the event first. It should filter outgoing chat messages
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L984[19:09:26] <Domi> I minecraft does no say I dont have the permisson to execute this command
L985[19:09:39] <Domi> *now
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L987[19:14:50] <williewillus> oh you are filtering outgoing messages
L988[19:16:13] <williewillus> not sure if there's a way of doing that right now
L989[19:16:19] <williewillus> purely clientside at least
L990[19:16:29] <williewillus> you can block it serverside and prevent it from displaying for other players
L991[19:18:05] <Domi> ok thank you for your help
L992[19:18:22] <RANKSHANK> Anyone up for some PR proofreading?? https://github.com/MinecraftForge/MinecraftForge/pull/3058 :P
L993[19:25:11] <diesieben07> getArmorEffectTranslationVectorForPass is a bit short for a method name, dont you think? :D
L994[19:27:04] <TehNut> Needs at least 10 more characters in it
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L996[19:28:08] <RANKSHANK> Hey when in rome... something something... java syntax ;D
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L1007[20:15:24] <williewillus> !gm func_150125_e
L1008[20:15:27] <williewillus> !gm func_150125_e 1.7.10
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L1021[20:24:40] <SatanicSanta> So, we used to be able to modify trades on the fly with an IVillageTradeHandler. How can we do this with the new village stuff? I see that most of the IVillageTradeHandler was replaced with careers and professions, but that's not all I used it for
L1022[20:25:26] <SatanicSanta> Oh, wait, never mind. Turns out this class was never actually used. That code must be elsewhere :)
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L1027[20:32:34] <williewillus> !mh getMixedBrightnessForBlock
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L1036[20:49:51] <williewillus> !mh itemInteractionForEntity
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L1058[21:41:36] <williewillus> !gm func_149878_d
L1059[21:41:43] <williewillus> !gm func_149878_d 1.7.10
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L1077[22:20:20] <Ferdz_TheWeeb> Why does http://pastebin.com/nKWMAHcM gives me missing variants instead of applying the texture when material=wood ? Can't I mix inline?
L1078[22:20:52] <williewillus> uhh what are you trying to do
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L1080[22:21:49] <williewillus> any time you use vanilla style specification (property=value,property2=value2...) those are *full* overrides
L1081[22:22:02] <williewillus> and do not respect anything other than the defaults block
L1082[22:22:10] <Ferdz_TheWeeb> Okay so I have multiple models, that each have their own Y rotation when facing differs
L1083[22:22:25] <Ferdz_TheWeeb> But all these models share the same texture when the same material is given
L1084[22:22:38] <Ferdz_TheWeeb> Is there no way for me to not have hundreds of lines for every material?
L1085[22:22:59] <williewillus> this seems complex enough I'd move some of it into code, but that's just me :P
L1086[22:23:03] <williewillus> and yeah not this way
L1087[22:23:26] <Ferdz_TheWeeb> Didn't even know that I could move that to code
L1088[22:23:31] <williewillus> you can't mix the forge + vanilla formats together, specifying something vanilla style is a explicit full overriden definition
L1089[22:23:51] <Ferdz_TheWeeb> Hmm okay
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L1091[22:24:09] <Ferdz_TheWeeb> Think I could keep the model definitions as well as the facing in the blockstate but move the texture to code?
L1092[22:24:30] <williewillus> this a block?
L1093[22:24:33] <williewillus> how many materials?
L1094[22:25:16] <Ferdz_TheWeeb> It's a block and there are 5 of them
L1095[22:25:19] <williewillus> if there's not too many you can use a statemapper to split the blockstate json into separate ones for each material and copy what you have now into ech one
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L1097[22:25:57] <williewillus> yeah I'd go for that then
L1098[22:26:12] <Ferdz_TheWeeb> I considered that option, but I feel like it's very unclean
L1099[22:26:22] <williewillus> whys that?
L1100[22:26:29] <williewillus> better than having to mess with models in code manually
L1101[22:26:36] <williewillus> verbosity is higher but complexity is significantly lower
L1102[22:26:49] <Ferdz_TheWeeb> I don't want to change the model, just assign a texture
L1103[22:26:50] <williewillus> which I personally prefer :P
L1104[22:26:53] <Ferdz_TheWeeb> Same
L1105[22:27:14] <Ferdz_TheWeeb> But still feel like having a blockstate file per state kind of defies the point of the files to begin with
L1106[22:27:36] <williewillus> well mojang uses that very thing so :P
L1107[22:27:48] <Ferdz_TheWeeb> Oh
L1108[22:28:15] <abab9579> williewillu.s, I saw you forked Dynamic Surroundings and deleted it. Could I ask why?
L1109[22:28:50] <williewillus> I was taking a look at it, like I would any other open source project ? :P
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L1112[22:29:51] <abab9579> Hm.. Not to port it to 1.10? :D
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L1114[22:30:57] <williewillus> didnt feel like it, it has asm + other weird fakes/hacks and updating those aren't fun
L1115[22:31:00] <williewillus> I'm doing TF now :P
L1116[22:31:38] <Ferdz_TheWeeb> So I should have 1 blockstate file per material, correct?
L1117[22:31:41] <williewillus> (which is honestly a worse mess but it's been okay so far heh)
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L1119[22:32:04] <williewillus> Ferdz_TheWeeb: yes and use the statemapper to split it apart (StateMap.Builder().withProperty(<Material prop>)
L1120[22:32:07] <abab9579> Then I'd like to care of the DS.
L1121[22:32:27] <williewillus> have at it
L1122[22:32:37] <williewillus> it shouldn't really be hard since it doesn't have blocks/items and is already on 1.8
L1123[22:33:18] <abab9579> Yes, I think so too.
L1124[22:33:34] <abab9579> Also I'll take care of ASMs, and try getting them out
L1125[22:33:58] <abab9579> Is MIT license OK to make some unofficial release?
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L1127[22:34:30] <williewillus> yes
L1128[22:34:33] <williewillus> https://tldrlegal.com/license/mit-license
L1129[22:35:30] <abab9579> Great, thanks!
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L1132[22:36:41] <Ferdz_TheWeeb> Wait how exactly is a StateMapper used? Do I use it in the client proxy?
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L1160[23:35:35] <electrolitic> If I was making an item that is fuel for a furnace, what class would I look for in order to make it recognized as that?
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L1164[23:38:50] <Ferdz_TheWeeb> electrolitic, GameRegistry.registerFuelHandler and you create a new IFuelHandler
L1165[23:38:59] <electrolitic> Thank you!
L1166[23:38:59] <Ferdz_TheWeeb> Also thanks for the twitch follow ;)
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L1171[23:46:43] <elan_oots> With the Tesla API is it better to have energy storage give energy to things that use it or to have energy consumers take energy?
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