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L8[00:17:58] <FusionLord> anyone know what
the repo/branch of the current 1.10.2 build of EnderIO is
from?
L9[00:19:17] <FusionLord> tterrag would know
but is in zzz land
L10[00:20:59] <TehNut> I assume the 1.10
branch
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L15[00:39:35] <TehNut> Check your log
L16[00:41:09] <FusionLord> log says...
forgeSrc-1.10.2-12.18.0.2007-1.10.0
L17[00:41:47] <TehNut> i'unno
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L26[01:18:33] <FusionLord>
Enchantment.getEnchantmentByLocation would the param be
"soulBound" or "enderio:soulBound"?
L27[01:25:55] <TehNut>
enderio:soulBound
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L32[01:34:34] <workshopcraft> do we have a
method for injecting json models into a mod AFTER its been released
other than resource packs? (ideally a folder of jsons in config for
custom blocks)
L33[01:35:09] <Ordinastie_> no, you're
basically describing a resource pack
L34[01:35:28] <workshopcraft> which kinda
sucks for modpack makers but ok
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L36[01:37:19] <Ordinastie_> why?
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L38[01:43:14] <workshopcraft> if i create a
way for modpack makers to add custom blocks/items in a mod via
configs the modpack maker needs to add a resource pack to the
modpack instead of a json in configs
L39[01:44:02] <capitalthree> speaking as a
modpack maker, usually the last thing on my mind is wanting *more*
blocks or items
L40[01:44:15] <capitalthree> it's like, how
the fuck do I not have 4 types of this thing
L41[01:44:26] <Ordinastie_> well, if your
goal is to add custom blocks, then it's a mod that you want, and
there is one that already exists for that
L43[01:45:01] <workshopcraft> for blocks
with custom models?
L44[01:45:11] <workshopcraft> hmm
L45[01:46:14] <workshopcraft> its not just
custom blocks. (bad) example : i have a barrel mod. If i offered a
way for pack maker to create their own custom barrel with unique
recipe, storage size and 3d model
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L48[01:47:20] <Ordinastie_> well, *you*
can't really offer that, only the mod makers can offer
customisability
L49[01:48:52] <Ordinastie_> if you want
visual customization, it's what resource packs are for, but as
they're client side, it can't be mandatory anyway
L50[01:49:25] <Ordinastie_> if you feature
customisation (like recipe or storage size), then it's the mods
themselve that need to handle that
L51[01:49:43] <Ordinastie_> they have to be
designed that way
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L54[01:59:33] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160713 mappings to Forge Maven.
L55[01:59:37] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160713-1.10.2.zip
(mappings = "snapshot_20160713" in build.gradle).
L56[01:59:48] <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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L66[02:30:01] <Digitalsabre> Aside from
Opis, are there other ways of watching the performance of Minecraft
and seeing where there are issues?
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L69[02:36:13] <IoP> Digitalsabre: java
mission control/flight recorder, btrace, visualvm & other
profilers
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L75[03:01:21] <FusionLord> is there a way
to catch a TileEntity before it is deleted because a block no
longer exists?
L76[03:01:49] <FusionLord> meaning the mod
no longer has said block
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L80[03:25:18] <Dragroth> @FusionLord: my
blocks, using tileEntitys, have the method breakBlock containing
the .removeTileEntity(pos) call. Maybe u can do something
there.
L81[03:25:42] <FusionLord> that would
require the block to still exist
L82[03:25:54] <FusionLord> that block class
is no more.
L83[03:26:05] <FusionLord> just gonna add
legacy support.
L84[03:26:32] <Ordinastie_> FusionLord,
what you want doesn't exist
L85[03:26:53] <Ordinastie_> if the block
class is gone, then there is nothing to create the TE in the first
place
L86[03:26:59] <Dragroth> or add a air-like
block if that fits your problem
L87[03:27:03] <FusionLord> and that was the
question, Thank you Ordinastie_
L88[03:27:26] <Ordinastie_> actually,
that's not entirely true
L89[03:28:02] <Ordinastie_> IIRC it check
if the block at the pos hasTilEntity
L90[03:29:02] <Ordinastie_> if the block
class is gone, it will be some dummy air block where hasTileEntity
returns false, so no TE will try to be loaded
L91[03:29:47] <FusionLord> and still
doesn't pass the NBTTagCompound?
L92[03:30:04] <Ordinastie_> pass to what
?
L93[03:31:49] <FusionLord> an event
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L95[03:32:13] <FusionLord> obviously not,
its ok... I added Legacy support
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L100[03:38:01] <Dragroth> im using the
class ModelBakery to register ItemVariants... is it possible to not
use that class? i dont want to use any Side.CLIENT or .SERVER
stuff. :/
L101[03:38:30] <Ordinastie_> register
models in your proxy
L102[03:42:28] <FusionLord> ^
Dragroth
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L108[03:56:31] <Dragroth> hm...i have no
idea how to do that. im fairly new to modding. i tried to copy the
registermethod from ModelBakery to my proxy but that didnt work at
all. :D
L109[03:57:39] <Ordinastie_> -_-
L110[03:57:48] <Ordinastie_> no, you have
to learn programming first
L111[03:58:18] <Dragroth> yes. ty
anyways.
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L125[04:53:28] <Ugaps> Guys, I tried
setting up a workspace in Intellij recently, and while the
minecraft server runs fine, the client won´t launch because it
can´t find an openGL context. Full crash log here:
http://pastebin.com/7HzG8ciG
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L134[05:03:40] <FusionLord> Ugaps post the
full log.
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L136[05:05:20] <FusionLord> actually that
may be the full log, re-run setupdecompworkspace and refresh the
gradle project
L137[05:08:15] <IoP> Ugaps: Intel GPU? HD
graphics 2000/3000 or older?
L138[05:08:56] <ghz|afk> Ugaps: that
doens't have anything to do with forge, I believe
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L141[05:09:13] <ghz|afk> On first- and
second- generation Intel HD graphics chipsets, a Java version below
8u60 is needed on Windows 10. The new Minecraft launcher available
on minecraft.net/download as a .MSI should automatically resolve
issues on these chipsets.
L142[05:09:28] <ghz|afk> your java may be
too new for your gpu
L143[05:10:03] <ghz|afk> this would show
on dev, since it uses the system's JRE, rather than the embedded
one on the launcher
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L145[05:10:30] <ghz|afk> if that's the
case, you could solve it by installing an older JDK/JRE, and using
that one for devleoping mc
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L147[05:11:49] <FusionLord> the new
launcher was released ?
L148[05:11:56] <ghz|afk> wat?
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L150[05:12:23] <ghz|afk> by "new
minecraft launcher" they mena the one they released like 3
years ago
L151[05:12:33] <ghz|afk> for Windows
L152[05:12:45] <FusionLord> Dinnerbone was
working on a new launcher...
L153[05:14:11] <ghz|afk> yeah but we have
only seen that one screenshot
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L155[05:15:14]
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L157[05:16:47] <IoP> "This launcher
will support OSX too. Haven't fully decided on how to support linux
yet."
L158[05:16:57] <Ugaps> ghz|afk, so what
you´re saying is that I should get a different java version? Damn
it
L159[05:17:17] <Ugaps> Does anybody know
the exact version of minecraft´d bundled java?
L160[05:17:37] <FusionLord> Ugaps, you
need minecraft jdk/jre pre java8update60
L161[05:17:53] <ghz|afk>
H:\Minecraft\runtime\jre-x64\1.8.0_25
L162[05:17:59] <ghz|afk> but you don't
need THAT old
L163[05:18:04] <ghz|afk> just anything
with a number < 60 should do
L164[05:18:22] <IoP> You could try
windows' compatibility options. Might work or not.
L165[05:18:46] <Ugaps> I will see if that
works, thanks a ton
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L169[05:21:09] <hch12907> how to put a
block at the BlockPos?
L170[05:21:34] <FusionLord>
World.setBlockState
L171[05:22:53] <FusionLord> hmm... at
Initial TileEntity.readNBT worldObj == null lame... anyone know of
a way to make changes to the world at time of reading?
L172[05:24:30] <ghz|afk> there's no world
yet
L173[05:24:48] <ghz|afk> I'm not even sure
that the world is valid in the onLoad
L174[05:25:17] <ghz|afk> you may need to
make the TE tickable and run it once on the first tick
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L177[05:26:20] <FusionLord> seems like
that is overkill...
L178[05:29:54] <ghz|afk> it is
L179[05:30:00] <ghz|afk> maybe someone
knows a better way
L180[05:30:08] <ghz|afk> but I couldn't
find any, when I tried it some weeks ago
L181[05:30:46] <FusionLord> seperate TE
that does that that converts to the new TileEntity on first
tick?
L182[05:31:13] <ghz|afk> that soundsl ike
overkill too ;P
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L184[05:31:57] <FusionLord> not really...
atleast the ticking TE isn't presisting in the world to tick when
not needed
L185[05:32:11] <ghz|afk> but hm
L186[05:32:16] <ghz|afk> you'd still have
the same issue
L187[05:32:19] <ghz|afk> after the world
loads
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L189[05:32:31] <ghz|afk> the TE is created
from the class NOT from whatever "createTileEntity"
returns
L190[05:32:37] <ghz|afk> from the class
name*
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L193[05:34:27] <FusionLord> what I am
doing is converting the old multiblock that stores the blocks it
replaced to a single block but I don't want to discard the other
blocks incase it picked up someones machine or such
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L195[05:35:50] <ghz|afk> oh so you want to
restore whatever was there before?
L196[05:35:59] <ghz|afk> so it woudl be a
one-time thing?
L197[05:36:11] <FusionLord> yeah
L198[05:36:13] <ghz|afk> after loading, it
would change stuff, then setBlockState to the new block?
L199[05:36:19] <FusionLord> yeah
L200[05:36:23] <FusionLord> and new
TE
L201[05:36:28] <ghz|afk> ah then making it
tickable isn't even overkill
L202[05:36:42] <ghz|afk> since it's going
to replace itself in 1T
L203[05:36:48] <FusionLord> right now they
are the same TE
L204[05:37:04] <FusionLord> that is why I
said that I should make a different TE
L205[05:37:21] <FusionLord> just to load
the nbt and replace those blocks, then pass the NBT to the new
TE
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L210[05:40:15] <ghz|afk> FusionLord: yup
sounds like a plan
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L212[05:43:22] <hch12907> setBlockState
requires IBlockState, can I cast a block to IBlockState?
L213[05:43:52] <hch12907> or is there a
method to return IBlockState?
L214[05:44:35] <Lumien>
Block.getDefaultState()
L215[05:46:21] <ghz|afk> and if you want
anything other thna the default state
L216[05:46:31] <ghz|afk>
Block.getDefaultState().withProperty(PROP, value)
L217[05:46:37] <ghz|afk> yo ucan do
withProperty as many times as you need
L218[05:46:46] <ghz|afk>
Block.getDefaultState().withProperty(PROP,
value).withProperty(PROP2, value2)...
L219[05:47:15] <hch12907> thanks
L220[05:47:23] <ghz|afk> keep in mind,
however, that the world grid only stores the 4bit metadata, so
setting extra properties won't give any advantage
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L223[05:52:52] <hch12907> what is the
difference between returning true in onItemUse() and returning
false?
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L225[05:54:21] <ghz|afk> one plays the use
animation
L226[05:54:23] <ghz|afk> the other does
not
L227[05:54:47] <ghz|afk> although it's not
even true/false anymore
L228[05:56:32] <ghz|afk> there's
EnumActionResult wiht SUCCESS, PASS, FAIL, so that mc can decide if
an action should be retried with the offhand
L229[05:56:38] <ghz|afk> which tells me
you are not even using 1.9 ;P
L230[05:56:50] <hch12907> well i am stuck
at 1.8.9
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L232[05:57:10] <hch12907> my school's
internet speed's way too slow
L233[05:59:40] <ghz|afk> it's ok
L234[05:59:50] <ghz|afk> you should still
mention it if you use anything older than latest
L235[05:59:59] <ghz|afk> so that there's
no confusions is something changes
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L243[06:17:54] <Naiten> Hi guys. I was out
of modding since 1.7.10... And now i cant even add a single
block
L244[06:18:03] <Naiten> Lots of methods
are deprecated
L245[06:18:10] <Naiten> SideOnly stuff is
gone
L246[06:18:19] <Naiten> No tutorials are
present, as usual
L247[06:18:31] <Naiten> somebody halp
Dx
L248[06:18:35] <FusionLord> hmm... TE
doesn't seem to tick :/
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L255[06:27:27] <Naiten> how do i even
register a block now
L256[06:27:39] <Naiten>
GameRegistry.registerBlock is deprecated
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L258[06:29:52] <Nentify>
GameRegistry.register I think but I can't get it to work
myself
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L261[06:31:43] <Nentify> The docs describe
what you need to do but explains nothing about preinit/etc/an
example
L263[06:33:07] <Naiten> dont get this
IForgeRegistryEntry thing
L264[06:33:15] <Naiten> wth do i do with
it
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L266[06:34:47] <Naiten> welp
L267[06:35:05] <Ordinastie_> most methods
are deprecated in block because now you're supposed to use the
IBlockState version of those methods
L268[06:35:09] <Nentify> i dont think yo
uneed to use that
L269[06:35:20] <Ordinastie_> SideOnly is
not gone
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L272[06:36:13] <Ordinastie_> FusionLord,
your TE needs to implement ITickable
L273[06:36:26] <Ordinastie_> use the right
one too
L274[06:36:33] <Nentify> Ordinastie_: do
you know of any small/example mods registering a simple block or
something?
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L276[06:36:42] <Ordinastie_> to register a
block, you use GameRegistry.register()
L277[06:37:11] <Ordinastie_> only
difference with before is that now you have to manually register
the itemBlocks too if you want one for your block
L278[06:37:28] <Ordinastie_> and
IForgeRegistryEntry is implemented by Block and Item
L279[06:37:47] <Naiten> evey major update
i feel like a total dum bass trying to figure out how to do basic
stuff
L280[06:37:55] <Naiten> okay, thanks
Ordinastie_
L282[06:38:31] <Nentify> do you know why
this doesnt work?
L283[06:39:03] <Ordinastie_> define
"doesn't work"
L284[06:39:11] <Nentify> no block in
building blocks
L285[06:39:26] <Ordinastie_>
<Ordinastie_> only difference with before is that now you
have to manually register the itemBlocks too if you want one for
your block
L286[06:39:26] <Naiten> Nentify,
setRegistryName() ?
L287[06:39:41] <Naiten> oh srry
L288[06:39:46] <Nentify> the docs said to
do that
L289[06:39:52] <Nentify> ooh ok ordin ill
take a look
L290[06:40:59] <FusionLord> Thanks
Ordinastie_ , I already am... seems the block is being removed for
some reason.
L291[06:41:13] <Ordinastie_> removed
?
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L293[06:42:08] <FusionLord> removed from
world
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L296[06:43:03] <Ordinastie_> you mean,
like you place the block and then it magically disapears ?
L297[06:44:18] <FusionLord> no
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L299[06:45:02] <FusionLord> meaning I load
the world and it disappears, it reads the NBT from the TE but then
there is no block and I assume the TE is gone as there is no
tick
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L301[06:45:29] <Ordinastie_> what do you
mean there is no block ?
L302[06:45:35] <Ordinastie_> it's AIR
?
L303[06:45:56] <Ordinastie_> (pretty sure
it's not, otherwise you wouldn't read NBT for your TE)
L304[06:46:07] <FusionLord> yeah... pretty
sure that is what no block means right?
L305[06:46:42] <Ordinastie_> ok, then tell
me how your determine that there is no block
L306[06:47:11] <FusionLord> well I can
place stone where the block is supposed to be
L307[06:48:01] <Ordinastie_> and your TE
is a block you place manually ? from an item in hand ?
L308[06:48:42] <FusionLord> I'm loading a
world that has an old block and I am trying to migrate it.. yeah
the block was placed correctly
L309[06:48:53] <Ordinastie_> ah
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L311[06:49:53] <Ordinastie_> so the block
isn't in the registry anymore, but somehow, your TE class is still
there on the classpath ?
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L315[06:50:58] <workshopcraft> does the
block have the same name
L316[06:51:03] <FusionLord> no I still
have the block... empty class but still have .... the block doesn't
have the blockstate structure and is being removed based on
that
L317[06:51:40] <FusionLord> Thanks
Ordinastie_
L318[06:51:55] <workshopcraft> oh wait,
your trying to go from 1.7.x to 1.8.x+?
L319[06:51:57] <workshopcraft> ouch
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L321[06:52:01] <workshopcraft> good luck
with that >.<
L322[06:52:04] <FusionLord> no not
that
L323[06:52:10] <Ordinastie_> the
blockstates don't matter when loading a world
L324[06:52:42] <Ordinastie_> the
IBlockState will just be what your return from
getStateFromMeta
L325[06:53:21] <Ordinastie_> however, if
you have overriden hasTileEntity() and createTileEntity(), you
should still have your TE like your should
L326[06:53:30] <FusionLord> yeah the
BlockClass is completely empty other than creatNewTileEntity and
Constructor calling super(Material.ROCK)
L327[06:53:51] <Ordinastie_> wait, you
don't set a registry name and register the block ?
L328[06:54:05] <FusionLord> i do... that
is in a seperate class
L329[06:54:15] <FusionLord> my
BlockRegistration Class
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L331[06:57:31] <Naiten> Ordinastie_, what
is about creating ItemBlock for viewing my block in
inventory?
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L333[06:57:51] <Ordinastie_> what about
it?
L334[06:58:03] <Naiten> it has no
setRegistryName method
L335[06:58:22] <Naiten> oh wait
L336[06:58:30] <Naiten> )m
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L338[06:59:38] <FusionLord> :/ even adding
the blockstate stuff back in doesn't help... the log doesn't say
missing BlockID or TileEntity... which it was before, so that is
fixed.. not sure why this is being such a pain...
L339[07:00:46] <hch12907> is updating from
1.8.9 to 1.9.x or 1.10.x painful?
L340[07:00:47] <Ordinastie_> when you can
replace a block just by placing another one in it's place, it
usually because of a desync between client and server
L341[07:00:57] <tterrag|ZZZzzz> hch12907:
not really
L342[07:00:57] <FusionLord> yes i
can
L343[07:01:04] <FusionLord> I already told
you that
L344[07:01:26] <FusionLord> and the
TileEntity logs this from readNBT "[graves]: Loading Legacy
Grave!"
L345[07:01:40] <workshopcraft> 1. are you
replacing the world from a backup each time you load it. 2. did the
name (modid+name) change between updates?
L346[07:01:52] <hch12907> :| updating from
1.7.x to 1.8 nearly killed me, dem model JSONs...
L347[07:01:53] <FusionLord> but then the
block is gone... I also checked to make sure my code isn't setting
that block
L348[07:02:38] <workshopcraft> hch12907, i
still have 403 missing jsons for my crops >.<
L349[07:03:37] <hch12907> i know your
pain
L350[07:03:53] <Ordinastie_> FusionLord,
tbh, at this point, you should rely more on proper debugging over
random questionning on IRC
L351[07:03:55] <workshopcraft> this is
only version 1.2 of the mod
L352[07:04:03] <workshopcraft> i have
updates planned up to 1.5+ >.<
L353[07:04:06] <hch12907> but with the
bash scripts, things are tad lot better
L354[07:04:40] <workshopcraft> this is all
new content hch, i cant use scripts to scratch build 3d models for
me :P
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L357[07:05:27] <workshopcraft> also 1.8.9
-> 1.9 is way easier than 1.7->1.8
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L359[07:07:38] <workshopcraft>
1.9->1.10 in some cases need no real update
L360[07:08:05] <Naiten> 1.8 update killed
my perfect hardcoded parametric curved railways
L361[07:08:18] <Naiten> i know that pain
too Dx
L362[07:09:42] <workshopcraft> it
did?
L363[07:09:52] <workshopcraft> you know we
have TESR's right?
L364[07:10:04] <Naiten> TESR = killer of
fps in my case
L365[07:10:10] <workshopcraft> i
guess
L366[07:10:17] <Naiten> when you have lots
of railway tracks laying around
L367[07:10:18] <Ordinastie_> TESR is for
animations ONLY
L368[07:10:35] <workshopcraft> well thats
plain not true
L369[07:10:47] <workshopcraft> i use it to
render entityitem's and text on my barrels :P
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L371[07:11:23] <Naiten> i managed to
hardcode railway rendering in 1.8 after all, but that was a very
long period of pain and suffering
L372[07:11:29] <Ordinastie_> fair enough,
as long as your don't render the barrel too
L373[07:11:40] <Naiten> *using blockstates
and models
L374[07:11:51] <workshopcraft> my barrels
are json models
L375[07:12:07] <Ordinastie_> yeah, I
ditched the JSON altogether
L376[07:12:24] <workshopcraft> i'm adding
forestry wood support atm
L377[07:14:17] <Naiten> welp, actually
ISmartBlockModel allows to hardcode rendering without dropping
fps
L378[07:14:45] <Naiten> now i only have to
recall how i did that year ago
L379[07:14:52] <gigaherz> there's also the
FastTESR
L380[07:15:11] <gigaherz> TESRs that match
the FastTESR pattern, which doesn't allow doing gl state changes,
can also be cached
L381[07:15:35] <Ordinastie_> what's the
point ?
L382[07:15:36] <gigaherz> they behave like
smart blocks, xcept they have full access to the TE
L383[07:15:44] <Ordinastie_> ah
L384[07:15:56] <Ordinastie_> so it's just
for TE access ?
L385[07:16:06] <gigaherz> yep, it's like a
TESR, registers like a TESR
L386[07:16:21] <gigaherz> just gets pushed
into a batched vertexbuffer call
L387[07:18:24] <Naiten> hi, giga
L388[07:18:41] <gigaherz> actually, I
don't think they are actually cached like the world renderer
does
L389[07:18:49] <gigaherz> the batch is
still assembled every frame
L390[07:18:54] <gigaherz> but it's an
intermediate solution
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L392[07:20:07] <gigaherz> one draw call
for all FastTESRs, as opposite to one or more draws per TESR
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L394[07:23:35] <Ordinastie_> yeah, but I
was wondering, to know if that's shomething I could use
L395[07:23:38] <Ordinastie_> but
apparently not
L396[07:24:05] <Ordinastie_> with my
system, there would be no benefit
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L406[07:43:28] <Naiten> is there anything
really exiting in 1.9/1.10 update? i mean, i terms of modding
L407[07:45:00] <workshopcraft> polar
bears?
L408[07:45:04] <workshopcraft>
structures?
L409[07:45:14] <workshopcraft> i'm
interested in seeing what someone does with structures
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L412[07:46:46] <Naiten> structures?
L413[07:47:14] <Naiten> will anybody be
able to add one easily or what?
L414[07:47:23] <workshopcraft> i've not
looked
L415[07:47:51] <workshopcraft> i hope
there will be a means to spawn in structures saved with the new
blocks they added
L416[07:50:58] <Naiten> trying to load obj
into 1.10.2 atm, somewhy it's not seeing my model, i got
java.io.FileNotFoundException:
row:models/block/blockTrack.obj.json
L418[07:51:24] <Naiten> and i also have
procy thing with OBJLoader.INSTANCE.addDomain(RoWM.MODID);
L419[07:51:36] <Naiten> can anybody help
me, please?
L420[07:52:34] <workshopcraft> i think it
doesnt like capitalisation?
L421[07:52:35] <workshopcraft> iirc
L422[07:52:47] <workshopcraft> maybe i'm
wrong >.<
L423[07:53:00] <workshopcraft> pretty sure
textures are a pig for that though
L424[07:53:26] <kashike> block_track
L425[07:53:34] <Naiten> capitalisation in
which place? also, it's adding .json extension for my
filename
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L428[07:54:07] <Naiten> .obj.json is the
problem thing, idk why it happens
L429[07:54:22] <Naiten> oh, hi kashike. do
you remember me?
L430[07:54:58] <workshopcraft> OH
L431[07:55:00] <workshopcraft> yeah
L432[07:55:01] <workshopcraft> err
L433[07:55:17] <kashike> I do yes
L434[07:55:17] <workshopcraft> not sure
how obj's are loaded in 1.10.2
L435[07:56:07] <FusionLord> Ordinastie_,
well I figured it out... I wouldn't place the block because
Minecraft didn't know how to process the blockstate that was
already stored... added getStateFromMeta and getMetaFromState back
in an it works
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L440[07:58:17] <gigaherz> Naiten:
L441[07:58:22] <gigaherz> where do you use
the .obj files?
L442[07:59:09] <FusionLord> awesome
migration from the old graves to new graves seems to work
flawlessly now woot!
L443[07:59:16]
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L444[08:01:06] <FusionLord> Naiten, its
looking for the file blockTrack.obj.json, not blockTrack.obj
L445[08:01:29] <Naiten> FusionLord, that's
what i said 6 minutes ago
L446[08:01:54] <workshopcraft> hmm
L447[08:01:55] <Naiten> gigaherz, wait a
sec pls
L448[08:02:06] <FusionLord> guessing you
have "model": "row:blockTrack.obj.json" inside
of your blockTrack.json
L449[08:02:17] <workshopcraft> can i
blindly reference a block from another mod if i check the mod is
loaded?
L450[08:02:32] <gigaherz> FusionLord:
that's how it should be
L451[08:02:36] <FusionLord> no
L452[08:02:38] <FusionLord> wrong
L453[08:02:42] <gigaherz> I mean
L454[08:02:49] <gigaherz>
"modid:model.obj" on the blockstates
L455[08:02:56] <gigaherz> didn't see the
.json there
L456[08:02:59] <gigaherz> but
L457[08:02:59] <FusionLord> :P
L458[08:03:09] <gigaherz> if you try to
use "something.obj" from the
setCustomModelResourceLocation
L459[08:03:13] <gigaherz> then it will do
that
L460[08:03:18] <gigaherz> and try to look
for the json
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L462[08:03:27] <gigaherz> that's why I
asked wehre the obj file is being referenced
L463[08:03:40] <FusionLord> gigaherz, we
don't really have any code to go off of that is what I wrote what I
did
L464[08:03:53] <gigaherz> workshopcraft:
there's the @ItemStackHolder nnotation
L465[08:04:00] <gigaherz> which can be
used to get a reference to an itemstack from another mod
L466[08:04:05] <gigaherz> without having
to query it manually
L467[08:04:23] <gigaherz> andi t will
remain null if the mod isn't loaded
L468[08:04:41] <gigaherz> so just do
like
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L470[08:05:05] <workshopcraft> well i'm
not adding the recipe unless
Loader.isModLoaded("forestry") is true
L471[08:05:15] <FusionLord> Naiten, post
your client proxy and blockTrack.json files please
L472[08:05:16]
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L473[08:05:23] <gigaherz> workshopcraft:
but you need to get the ItemStack somehow?
L474[08:05:28] <gigaherz> how do you
reference it?=
L475[08:05:32] <gigaherz> if you do
like
L476[08:05:35] <gigaherz>
ForestryItems.Something
L477[08:05:38] <workshopcraft> i'm not
referencing it yet
L478[08:05:40] <gigaherz> then it's a
direct reference
L479[08:05:42] <gigaherz> and it wouldn't
work
L480[08:05:42] <workshopcraft> i need to
figure that bit out
L481[08:05:50] <gigaherz> hence why I
suggest the @ItemStackHolder
L482[08:05:52] <gigaherz> you use it
like
L483[08:06:04] <gigaherz>
@ItemStackHolder("themod:theitem")
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L485[08:06:13] <gigaherz> public static
ItemStack theitem=null;
L486[08:06:26] <gigaherz> and forge will
take care of assigning it IF the mod is present
L487[08:06:34] <FusionLord>
ForgeRegisteries.ITEMS.getItemFromLocation("modid:item")
?
L488[08:06:44] <gigaherz> that's a
possibility
L489[08:06:47] <gigaherz> but an uglier
one
L490[08:06:54] <gigaherz> why use that if
@ItemStackHolder does it for you? ;P
L491[08:07:20] <FusionLord> good point I
just didn't know that annotation existed :P
L492[08:07:41]
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L493[08:08:06] <workshopcraft> oh this is
ideal
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L495[08:08:48] <gigaherz> oh and there's
two optional args, meta=number and nbt="{nbt json}"
L496[08:08:55] <FusionLord> gigaherz, also
if you don't want a field dedicated to an itemstack you are going
to use once
L497[08:08:57] <workshopcraft> i have 29
recipes to write :>
L498[08:09:08] <gigaherz> FusionLord:
sure
L499[08:09:39] <FusionLord> based on those
optional args seems like the field would be worth it tho
L500[08:10:08] <FusionLord>
s/field/@Annotation
L501[08:10:15] <workshopcraft> err
L502[08:10:15] <gigaherz> yep that's why
it exists
L503[08:10:18] <workshopcraft> what does
it return?
L504[08:10:21] <gigaherz> even though it
seems to be underused ;P
L505[08:10:24] <gigaherz> workshopcraft:
it's an annotation
L506[08:10:27] <gigaherz> it doesn't
return anything
L507[08:10:40] <gigaherz> [15:06]
(gigaherz): @ItemStackHolder("themod:theitem")
L508[08:10:40] <gigaherz> [15:06]
(gigaherz): public static ItemStack theitem=null;
L509[08:10:43] <gigaherz> you write
that
L510[08:10:46] <gigaherz> and it gets
assigned for you
L511[08:10:48] <FusionLord> it just sets
the field to either null if nonexistant or to the ItemStack
L512[08:11:02] <workshopcraft> oh
L513[08:11:05] <workshopcraft> crud
:P
L514[08:11:17] <gigaherz> the alternative
is what FusionLord said
L515[08:11:23] <workshopcraft> umm
L516[08:11:24] <gigaherz> or some other
variant of it
L517[08:11:27] *
workshopcraft checks
L518[08:11:36] <gigaherz> [15:07]
(FusionLord):
ForgeRegisteries.ITEMS.getItemFromLocation("modid:item")
?
L519[08:11:41] <FusionLord> ^
L520[08:11:44] <FusionLord> beat me to
it
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L522[08:12:13] <FusionLord> seems Naiten
fell off the face of the universe
L523[08:12:20] <gigaherz> or
alternatively, Item.REGISTRY.getObject(new
ResourceLocation("modid:item"))
L524[08:12:30] <FusionLord> gigaherz,
no
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L526[08:12:41] <gigaherz> FusionLord: they
are the same registry ;P
L527[08:12:46] <FusionLord> don't suggest
that way, use the forge registry
L528[08:12:51] <gigaherz> Item.REGISTRY is
the same instance ;P
L529[08:12:57] <FusionLord> Lex said so...
ALL HAIL LEX!
L530[08:13:09] <FusionLord> :P
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L533[08:14:55] <FusionLord> hmm... is it
possible to remove old ids from the world so that the console
doesn't get that spam everytime?
L534[08:17:46] <Naiten> gigaherz,
FusionLord, i'm just dum bass --- added proxy but forgot to call
it. things are fine now
L536[08:18:08] <Naiten> i was out of
modding for really long -.-
L537[08:18:21] <Naiten> busy with study
and scientific research -.-
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L540[08:18:51] <FusionLord> on its side?
and missing texture :P
L542[08:19:38] <tterrag|ZZZzzz> inb4 1.7,
it's not my choice
L543[08:19:56] <workshopcraft> invalid
stacksize?
L544[08:20:06] <gigaherz> !gf func_77980_a
1.7.10
L545[08:20:07] <workshopcraft> oh
L546[08:20:13] <gigaherz> eh
L547[08:20:13] <workshopcraft> is it an
array of itemstacks
L548[08:20:14] <gigaherz> !gm func_77980_a
1.7.10
L549[08:20:18] <gigaherz> onCrafting
L550[08:20:19] <Naiten> FusionLord, welp,
that's not a problem now.
L551[08:20:20] <gigaherz> hmmm
L552[08:20:42] <workshopcraft> i had that
error when i forgot that arrays of item stacks start at 0
L553[08:20:56] <gigaherz> no idea what
onCrafting did on 1.7.10
L554[08:20:59] <gigaherz> on 1.9.4 it
does
L555[08:21:00] <FusionLord>
tterrag|ZZZzzz, looks pretty vanilla to me...
L556[08:21:05] <gigaherz>
playerIn.addStat(StatList.getCraftStats(this.item), amount);
L557[08:21:05] <gigaherz>
this.item.onCreated(this, worldIn, playerIn);
L558[08:21:19] <tterrag|ZZZzzz> It's
happening when they craft my block
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L560[08:21:25] <FusionLord> onCrafting
event called when Item was pulled out of the crafting table
L561[08:21:27] <gigaherz> hmmmm
L562[08:21:37] <gigaherz> hmmm
L563[08:21:59] <FusionLord> method not
event
L564[08:21:59] <gigaherz> nah no idea
;P
L565[08:22:00] <FusionLord> :P
L566[08:22:19] <FusionLord> tterrag|phone,
invalid meta when crafting?
L567[08:22:21] <gigaherz> I don't have any
1.7.10 environment to look at
L568[08:22:56] <tterrag|phone> I'm on
mobile atm so I can't look at the code
L569[08:22:58] <tterrag|phone> I just
wanted to know if anyone had seen it before because it's a new one
to me
L570[08:23:02] <tterrag|phone> FusionLord:
the recipe is dead simple though :/
L571[08:23:03] <gigaherz> anyone happens
to have a 1.7.10 environment setup?
L572[08:23:09] <gigaherz> it woudl come in
handy
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L574[08:23:22] <FusionLord> tterrag|phone,
minetweaks? creating a invalid meta stack
L575[08:23:25] <gigaherz> we'd just need
to know what ItemStack#onCrafting does that may cause index out of
bounds
L576[08:23:25] <gigaherz> ;P
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L579[08:24:37] <FusionLord> that log
doesn't show what mods are installed
L580[08:24:40] <tterrag|phone> I really
doubt there is any custom recipes being added
L581[08:24:43] <tterrag|phone> Does it
not
L582[08:25:05] <tterrag|phone> yes it
does
L583[08:25:08] <FusionLord> it does...
sorry missed them
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L586[08:25:38] <FusionLord> oh... so yeah
no custom recipes
L587[08:26:15] <gigaherz> FusionLord: do
you ahve a 1.7.10 environment to look at the mc code for that
method?=
L588[08:26:27] <FusionLord> Decompiling
now
L589[08:26:48] <gigaherz> it has to be
some array access
L590[08:26:57] <gigaherz> directly in the
onCrafting method
L591[08:27:06] <gigaherz> not in some
other function call, otherwise it would show on the stack
trace
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L593[08:29:15] <tterrag|phone> mhm
L594[08:29:23] <tterrag|phone> Thanks for
looking into it FusionLord
L595[08:30:01] <FusionLord> np
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L597[08:30:49] <hch12907> welp, just
noticed that there's a new slab called purpur slab, more work for
me
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L610[08:39:14] <FusionLord> strange ran it
again and no issues
L611[08:39:18] <FusionLord> -.-
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L616[08:44:06] <FusionLord> tterrag|phone,
cannot reproduce...
L617[08:44:25] <FusionLord> same mode
setup other than MinecraftEDU
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L619[08:45:27] <FusionLord> mod*
L620[08:46:31]
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L621[08:47:28] <hch12907> i wonder if
1.8.9 mods is compatible with <1.8.8 MC...
L622[08:48:57] <gigaherz> 1.8.8 is almost
identical to 1.8.9
L623[08:49:12] <gigaherz> if you set in
the dependencies that it works with forge@[1.8.8,1.8.9]
L624[08:49:21] <gigaherz> it would most
probably load in both with no changes
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L628[08:49:28] <gigaherz> that's why
L629[08:49:31] <FusionLord> tterrag|phone,
gigaherz, the line in question is
p_77980_2_.addStat(StatList.objectCraftStats[Item.getIdFromItem(this.field_151002_e)],
p_77980_3_);
L630[08:49:34] <gigaherz> when 1.8.9 forge
was released
L631[08:49:37] <gigaherz> they added a
condition
L632[08:49:41] <gigaherz> that mods that
are for 1.8.9
L633[08:49:42] <gigaherz> eh
L634[08:49:44] <gigaherz> that mods that
are for 1.8.8*
L635[08:49:48] <gigaherz> are also
accepted on 1.8.9
L636[08:50:02] <gigaherz> note that this
doens't work the other way around, since forge 1.8.8 never had that
that exception programmed in
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L638[08:50:31] <gigaherz> FusionLord: aha,
so the item ID is outside the accepted range of IDs for the
statistics?
L639[08:50:44] <gigaherz> weird.
L640[08:50:50] <FusionLord> yes, but I
cannot reproduce
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L642[08:51:12] <FusionLord> same mod
versions forge version.. I just don't have MinecraftEDU
L643[08:51:13] <gigaherz> I wonder how
they managed to get the "objectCraftStats" array broken
that way
L644[08:51:38] <gigaherz> maybe
MinecraftEdu adds a lot of blocks/items
L645[08:51:42] <gigaherz> and it overflows
that array
L646[08:51:48] <gigaherz> but that
wouldn't make sense
L647[08:51:55] <gigaherz> since there's
plenty of absurdly big modpacks
L648[08:52:31] <FusionLord> MinecraftEDU
may replace the ItemStack class... I only say this as the line
numberes don't match up... not even close. IDK if that
matters
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L652[08:53:50] <gigaherz> FusionLord: you
can find Minecraftedu on... certain places
L653[08:53:50] <gigaherz> ;P
L654[08:54:07] <gigaherz> nhah
nevermind
L655[08:54:10] <gigaherz> it's some old
version
L656[08:54:17] <gigaherz> nah*
L657[08:55:04] <FusionLord> UCHIJA
FML{7.10.99.99} [Forge Mod Loader] (mceduforge-0.jar) MCEDUForge
custom forge?
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L659[08:55:20] <FusionLord> and FML
L660[08:56:27] <tterrag|phone> The lines
almost never line up
L661[08:58:29] <FusionLord> tterrag|phone,
I don't think that it is your mods fault
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L670[09:03:30] <tterrag|phone> FusionLord:
I figured that much. I will have to test with mcedu another
time
L671[09:03:36] <tterrag|phone> Thanks for
looking at it though
L672[09:04:45] <FusionLord> yeah np
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L674[09:05:18] <FusionLord> its lame that
MCEDU can be so closed... and then you get beef when it seems your
mods is crashing... :?
L675[09:05:53] <gigaherz> well it's a
commercial product so... XD
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L679[09:10:05] <gigaherz> wtf is
that?
L680[09:10:49] <FusionLord> you can send
text messages to that number and they show up on the web
L681[09:11:04] <FusionLord> for people
that don't want to give their personal number
L682[09:11:12] <FusionLord> or don't have
a phone
L683[09:11:30] <gigaherz> oh
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L689[09:14:36] <FusionLord> seems a lot of
people use it for steam recovery/hacking
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L721[09:56:27] <electrolitic> Is there a
compareItems or compareItemStacks method somewhere out there,
rather than making my own?
L722[09:56:43] <electrolitic> or something
like that.
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L724[09:58:02] <workshopcraft> just
realised that supporting forestry means i need to add 58 json files
:P
L725[09:58:42] <PaleoCrafter>
electrolitic, what should be considered in that comparison?
:P
L726[09:58:50] <electrolitic> If they are
the same item or not
L727[09:59:08] <PaleoCrafter> oh, so an
equals implementation :P
L728[09:59:15] <electrolitic> Yeah
L729[09:59:20] <PaleoCrafter> there are
some in ItemStack, with various "accuracy"
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L731[10:00:20] <electrolitic> I can't
believe they don't override the equals method :/
L732[10:00:30] <mort> #forgegradle seems
to be idle. I need to add -Xlint:deprecation to javac to see where
I'm using a deprecated API, but can't figure out how to do that
when using gradle.
L733[10:00:34] <electrolitic> Whatever,
I'll figure it out.
L734[10:00:50] <PaleoCrafter> you cannot
implement equals on ItemStacks safely :P
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L736[10:01:02] <electrolitic> Why
not?
L737[10:01:16] <PaleoCrafter> everybody
thinks of something else when they say "are these two stacks
equal" :P
L738[10:01:45] <electrolitic> Oh.
L739[10:01:51] <electrolitic> Like what
defines it as equal :/
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L741[10:03:24] <kashike> some people care
if the display name/lore matches, some don't. some care if damage
matches, some don't
L742[10:03:38] <PaleoCrafter> oh, kashike,
I wanted to talk to you!
L743[10:03:44] <workshopcraft> OMG
L744[10:03:45] <workshopcraft> no
errors
L745[10:03:46] <kashike> did you?
L746[10:03:49] <PaleoCrafter> sorta
L747[10:03:52] <workshopcraft> forestry
wood based barrels :D
L748[10:04:08] <PaleoCrafter> you are
working/have worked on a MC dev IDEA plugin? :P
L749[10:04:18] <kashike> yes
L750[10:04:58] <PaleoCrafter> funny
enough, I've started work on one ages ago, too xD
L751[10:05:19] <PaleoCrafter> main
feature(s) currently being great support for localisation
L752[10:05:21] <kashike> mort: compileJava
{ options.compilerArgs += ['-Xlint:deprecation'] }
L754[10:06:19] <kashike> PaleoCrafter:
hmm?
L755[10:06:29] <mort> thanks
L756[10:06:42] <PaleoCrafter> I was
wondering if you might want to incorporate some of my ideas into
your plugin xD
L757[10:06:49] <PaleoCrafter> since I've
basically abandoned mine
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L760[10:07:43] <kashike> I'm currently
without a computer, so I'm personally not able to work on anything
really ;P
L761[10:07:51] <PaleoCrafter> ah,
cool
L762[10:08:14] <PaleoCrafter> I'll see if
I can contribute some of my stuff!
L763[10:08:28] <PaleoCrafter> and whoa,
GitHub really looks different with Segoe
L764[10:08:30] <PaleoCrafter> but I like
it
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L778[10:28:13] <Unh0ly_Tigg> I have 2
questions with the ModelResourceLocations given from an
IStateMapper. 1) When using the forge blockstate json, do the
ModelResourceLocations that I put in the map follow the same format
as vanilla? 2) Am I allowed to use extended block states with
unlisted properties as keys in the result of invoking
IStateMapper.putStateModelLocations?
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L780[10:29:17] <PaleoCrafter> Unh0ly_Tigg,
1) Yes 2) No, those aren't available at the stage that state
mappers run in
L781[10:30:09] <Unh0ly_Tigg> wait...
L782[10:30:13] <FusionLord> what does the
plugin do?
L783[10:30:21] <Unh0ly_Tigg> I just
realized, I don't need unlisted properties...
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L785[10:31:11] <Unh0ly_Tigg> I can just do
things like what fences do, and override getActualState (or
whatever replaces it since mojang is deprecating it,
apparently)
L786[10:31:49] <PaleoCrafter> don't worry
about those deprecations
L787[10:31:57] <FusionLord> ignore the
deprecating
L788[10:31:59] <PaleoCrafter> it's
Mojang's way of letting people know "don't call this
directly"
L789[10:32:11] <Unh0ly_Tigg> ...
L790[10:32:16] <PaleoCrafter> add the
annotation to your override and your IDE will stop complaining
;)
L791[10:32:26] <Unh0ly_Tigg> then they're
not using deprecation right.
L792[10:32:39] <gigaherz> we know.
L793[10:32:47] <gigaherz> but that's what
we get in the jars so /shrug
L794[10:33:08] <Unh0ly_Tigg> Sometimes I
just want to fly over to mojang's office, and go
"wtf?!"
L795[10:33:25] <FusionLord> Unh0ly_Tigg,
Can yo imagine how long the list of thing they haven't done right
since the begining of time?
L796[10:34:10] <Unh0ly_Tigg> I mean, I've
even found unnecessary code in some of the json
serializers...
L797[10:36:01] <Unh0ly_Tigg> in
net.minecraft.util.text.Style.Serializer.deserialize, they don't
need to do a null check on the result of getAsJsonObject() on the
element given to them.
L798[10:36:48] <Unh0ly_Tigg> since
getAsJsonObject casts the element to JsonObject, when they can call
that method, the result won't be null.
L799[10:37:06] <Unh0ly_Tigg> it's
guaranteed to be non-null.
L800[10:37:47] <PaleoCrafter> who knows,
maybe those were auto-generated? :P
L801[10:38:38] <PaleoCrafter> you sorta
should be glad that you have the deprecation, btw :P
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L803[10:38:48] <Unh0ly_Tigg> why?
L804[10:38:53] <PaleoCrafter> we've got a
whole host of helpful annotations with them :P
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L806[10:39:05] <Unh0ly_Tigg> like
what?
L807[10:39:19] <PaleoCrafter> nullability
stuff, mostly
L808[10:39:46] <kashike>
<+PaleoCrafter> you sorta should be glad that you have the
deprecation, btw :P
L809[10:39:52] <kashike>
s/deprecation/annotations
L810[10:40:55] <PaleoCrafter> that's why I
said 'sorta' :P that we have deprecations implies that we have
general annotation support :P
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L812[10:41:27] <Unh0ly_Tigg> if my block
has an associated tile entity, is that tile entity available when
Block.getActualState is called?
L813[10:41:34] <diesieben07> sure
L814[10:41:46] <Unh0ly_Tigg> ok.
L815[10:41:58] <Unh0ly_Tigg> that's going
to make my life much easier...
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L819[10:49:33] <hch12907> is there a way
to override onItemUse() so that an empty bottle will be returned to
player after using the item?
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L821[10:52:05] <hch12907> also, is an
itemstack destroyed immediately after it reaches its durability
limit?
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L823[10:52:29] <hch12907> is
"if(stack.getItemDamage() == stack.getMaxDamage())"
possible
L824[10:52:40] <Unh0ly_Tigg> for tools,
when you finish use it and the durability is 0, it will
break.
L825[10:52:49] <Unh0ly_Tigg> finish
using*
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L827[10:53:24] <Unh0ly_Tigg> so, for
vanilla tools, when the durability becomes -1, they break.
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L829[10:54:02] <Unh0ly_Tigg> usually, you
want to start out at max damage, and move towards 0 durability when
using something.
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L831[10:56:56] <hch12907> so, it breaks
after it reaches -1?
L832[10:57:12] <hch12907> basically
if(stack.getItemDamage() < 0)?
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L834[10:57:40] <Unh0ly_Tigg> when the item
use state is over, yes.
L835[10:57:56] <Unh0ly_Tigg> provided you
are removing durability during item use.
L836[10:58:03] <Unh0ly_Tigg> vs
after.
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L841[11:01:36] <hch12907> thanks!
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L845[11:07:36] <electrolitic> When would
mark a TilEntity as dirty?
L846[11:07:48] <gigaherz> when you need
the neighbours to notice the change
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L854[11:13:05] <Unh0ly_Tigg> with
Block.dropBlockAsItemWithChance, is it called before or after the
possible tile entity is removed from the world?
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L858[11:15:43] <diesieben07> after.
L859[11:16:03] <barteks2x> I finally
figured out what causes my rendering issues. I'm sending chunks too
early. So early that player position (and ChunkRenderer positions)
aren't correctly initialized
L860[11:16:16] <gigaherz> not bad
L862[11:16:19] <Unh0ly_Tigg> diesieben07,
ok, so, how would I get the same effect, but before tile entity
removal?
L863[11:16:33] <gigaherz> I need to expand
the generation horizontally
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L865[11:16:37] <gigaherz> so the features
are larger
L866[11:16:40] <diesieben07> look at the
forge patches in BlockFlowerPot
L867[11:16:45] <diesieben07> they do
exactly this :D
L868[11:17:00] <gigaherz> but my new
formulas for generating terrain work much better
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L872[11:19:22] <diesieben07> yes.
L873[11:19:32] <diesieben07> you need
removedByPlayer and harvestBlock
L874[11:19:41] <diesieben07> if you have
the same stuff there, you will have the TE in getBlocks
L875[11:19:49] <diesieben07> or rather,
the whole block will still be there
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L879[11:22:44] <Unh0ly_Tigg> I've got a
bed block (well, 2 blocks, but different states), and I have 4
properties stored as tile entities, and I need the tile entity to
do pick block and item dropping right.
L880[11:22:57] <barteks2x> my chunk
rendering issue was one line fox in serverside code...
L881[11:23:02] <barteks2x> *fix
L882[11:23:33] <Unh0ly_Tigg> my only issue
I can see now, is that I've set the mobility flag to destroy, and I
don't know what methods pistons call when they destroy blocks like
regular beds.
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L886[11:27:32] <diesieben07> Unh0ly_Tigg,
it calls dropBlockAsItemWithChance
L887[11:27:40] <diesieben07> before it
destroys the block afaik
L888[11:27:46] <diesieben07> but it
completely ignores blocks that have a TE.
L889[11:27:51] <diesieben07> or
something
L890[11:28:29] <diesieben07> actually ok
it does not
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L894[11:31:25] <Unh0ly_Tigg> I'm using the
tile entity strictly for extra data storage.
L895[11:31:35] <diesieben07> The piston
doesn't care :PO
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L897[11:32:47] ***
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L898[11:32:49] <diesieben07> I don't
really get your issue
L899[11:33:23] <Unh0ly_Tigg> if I didn't
use tile entities, I'd need to use 24576 different block instances,
because of the sheer amount of combinations...
L900[11:34:56] <Unh0ly_Tigg> 3 places for
16 different colors, 6 wood types, head vs foot, occupied vs not, 4
different rotations, adds up to a lot of combos.
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L902[11:35:54] <diesieben07> Yes.
And?
L903[11:35:58] <diesieben07> You are using
a TE now, right?
L904[11:36:02] <diesieben07> So waht is
the problem=
L905[11:36:41] <Unh0ly_Tigg> if I declare
the wood types, and the 3 color options as regular properties,
would that cause a problem with the block state enumeration?
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L908[11:37:55] <diesieben07> 1536 to be
exact (16x6x2x2x4)
L909[11:38:19] <Unh0ly_Tigg> no,
16x16x16x6x2x2x4
L910[11:38:19] ***
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L911[11:38:29] <diesieben07> Oh
L912[11:38:31] <Unh0ly_Tigg> 3 different
places for 16 different colors
L913[11:38:38] <diesieben07> so
393216
L914[11:38:39] <Unh0ly_Tigg> blanket,
pullover, and pillow.
L915[11:38:42] <Unh0ly_Tigg> yeah.
L916[11:38:45] <diesieben07> yeah don't do
that via blockstates.
L917[11:38:53] <diesieben07> or listed
properies
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L919[11:39:20] <Unh0ly_Tigg> then how am I
going to do block state -> model variant mapping?
L920[11:40:02] <diesieben07> you seriously
have 393216 variants in your blockstate json?
L921[11:40:12] <Unh0ly_Tigg> forge
blockstate json.
L922[11:40:22] <diesieben07> thats just an
abbreviation
L923[11:40:26] <diesieben07> it expands to
the same thing
L924[11:41:02] <Unh0ly_Tigg> alter
textures based on the 3 color options, the wood type, rotate based
on orientation, and model based on head vs foot.
L925[11:41:24] <Unh0ly_Tigg> granted, when
I was doing this in 1.7.10, I had a tesr doing the actual
rendering.
L926[11:41:45] <diesieben07> i think
honestly the best option would be to do this dynamcally at runtime
by implementing IBakedModel and baking the models as needed based
on unlisted properties from the TE
L927[11:42:03] <Unh0ly_Tigg> I didn't ever
think about that...
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L929[11:42:34] <diesieben07> because just
baking that many models all at once? when only a fraction of them
are going to get used? seems like a waste of RAM
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L932[11:43:57] <Unh0ly_Tigg> but I know
how to do the model definition in blockstates, and I'd rather not
have to resort to runtime dynamic generation/rendering, like I was
doing in 1.7.10.
L933[11:44:12] <diesieben07> it is not
anything like you were doing in 1.7.10
L934[11:44:28] <diesieben07> TESR =
rendered every frame; dynamic baked model is more like ISBRH, but
fancier
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L937[11:47:23] <PaleoCrafter> that's an y
at the beginning of (2), right, Intektor?
L938[11:47:32] <Intektor> yes
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L940[11:50:35] <kashike> messy writing,
heh
L941[11:51:01] <PaleoCrafter> I think it's
x=v*a^t*t*cos(a), y=v*a^t*t*sin(a)-0.5*g*t^2 xD
L942[11:52:52] <PaleoCrafter> what motion
is that describing btw, Intektor? :P
L943[11:53:10] <Intektor> the minecraft
bow
L944[11:54:01] <PaleoCrafter> alpha being
the angle you shot from?
L945[11:54:04] <Intektor> yes
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L947[11:54:08] <Intektor> andI need this
angle
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L950[11:55:22] <gigaherz> uhm
L951[11:55:31] <gigaherz> wouldn't
computing the target forthe bow involve differential
equations?
L952[11:55:41] <gigaherz> it's easier to
just compute the trajectory overtime
L953[11:55:45] <gigaherz> and see when it
crosses the ground
L954[11:55:47] <PaleoCrafter> yeah ^
L955[11:56:03] <gigaherz> take the current
speed
L956[11:56:14] <gigaherz> and increment t
by an amount that would move thep osition "up to" one
block
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L958[11:56:50] <gigaherz> (using the
length of the speed vector)
L959[11:57:02] <gigaherz> and then see if
the block you are is still air or not
L960[11:57:15] <gigaherz> or maybe up to
half a block
L961[11:57:17] <gigaherz> or up to a
quarter
L962[11:57:18] <gigaherz> either way
L963[11:57:21] <gigaherz> iteratively is
easy
L964[11:57:27] <gigaherz> computing a hard
value is hellish.
L965[11:57:37] <Intektor> whut?
L966[11:57:48] <Intektor> I want the angle
required to hit x/y
L967[11:58:01] <Intektor> the only problem
is the air resistance
L968[11:58:11] <gigaherz> oh right
L969[11:58:15] <gigaherz> yo uwere doing
an aimbot
L970[11:58:22] <gigaherz> not just drawing
the trajectory on screen
L971[11:58:25] <abab9579> It's a bit
trivial diff. equation.
L972[11:58:43] <gigaherz> don't the
skeletons already do that?
L973[11:58:49] <gigaherz> or are skeleton
arrows different somehow?
L974[11:58:51] <Intektor> hm
L975[11:58:52] <Intektor> well
L976[11:58:56] <Intektor> you might be
right
L977[11:59:02] <Intektor> but where is
this?
L978[11:59:07] <tterrag|phone> Can't you
initialize an EntityArrow with a target?
L979[11:59:09] <gigaherz>
EntitySkeleton?
L980[11:59:14] <tterrag|phone> Pretty sure
you can...
L981[11:59:58] <PaleoCrafter>
EntityAIAttackRangedBow :P
L982[12:00:06] <Intektor> even if
L983[12:00:11] <Intektor> I need it on the
client
L984[12:00:32] <PaleoCrafter> oh, wait,
attackEntityWithRangedAttack does the actual spawning
L985[12:00:33] <tterrag|phone> y
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L988[12:02:30] <PaleoCrafter> I only
noticed now that WA's loading screen is a cellular automaton
xD
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L993[12:11:29] <Intektor> but is this
really aimbot?
L994[12:11:49] <Intektor> I mean does a
skeleton really hit on 180m if it wanted to?
L995[12:12:39] <tterrag|phone> Why are you
making an aimbot
L996[12:12:47] <tterrag|phone> and
probably yes
L997[12:13:10] <tterrag|phone> I'm sure
there is some fizzing to skeleton aim but it starts with perfect
aim
L998[12:13:14] <tterrag|phone>
fuzzing*
L999[12:13:42] <Intektor> Ok, I'll
try
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L1010[12:24:34] <Intektor> wait
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L1084[14:04:21] <n3tn0> hello, ive
created a custom guihelper and screen that needs to be activated by
doing player.opengui(instance, world, x, y, z)
L1085[14:04:34] <n3tn0> if i want the gui
to come up on startup, where do i put this code
L1086[14:04:51] <n3tn0> so that i can
access all the parameters necessary to start it
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L1088[14:06:16] <n3tn0> hello??
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L1090[14:07:22] <gigaherz> n3tn0:
hello
L1091[14:07:30] <gigaherz> be patient,
people may be eating dinner or something
L1092[14:07:34] <sokratis12GR> ^
L1093[14:07:36] <n3tn0> ok sorry
L1094[14:07:41] <gigaherz> anyhow
L1095[14:07:51] <gigaherz> what od you
mean "on startup"?
L1096[14:07:57] <n3tn0> when the player
joins
L1097[14:08:03] <gigaherz> when a player
logs joins the world?
L1098[14:08:05] <n3tn0> im trying to
create a map mod.
L1099[14:08:06] <n3tn0> yes
L1100[14:08:24] <gigaherz> you may want
to use the EntityJoinWorldEvent, since I believe the
PlayerLoggedInEvent is too early
L1101[14:08:46] <n3tn0> i read something
about that, put how do i access the world, x, y and z
variables?
L1102[14:08:50] <gigaherz>
EntityJoinWorldEvent is used for *all* entities, though, so you'll
haveto filter out
L1103[14:08:51] <gigaherz> well
L1104[14:08:55] <gigaherz> the world will
be in the player itself
L1105[14:09:04] <gigaherz>
entity.worldObj or entity.getWorld whichever the case may be
L1106[14:09:04] <n3tn0> ok. and
player.posx
L1107[14:09:09] <n3tn0> for the
locations?
L1108[14:09:13] <gigaherz> and the x,y,z
is up to you
L1109[14:09:22] <gigaherz> the gui system
doesn't care what's in there
L1110[14:09:30] <gigaherz> for block
GUIs, it's generally the coords of the block
L1111[14:09:38] <gigaherz> so that the
client side can get to the data
L1112[14:09:41] <n3tn0> ahh ok
L1113[14:09:46] <gigaherz> but if it's a
playerbound gui
L1114[14:09:50] <gigaherz> then x,y,z
don't matter
L1115[14:10:04] <gigaherz> you could
store the entity ID in it
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L1117[14:10:19] <gigaherz> so that the
server-side Container object knows which player it is
L1118[14:10:25] <n3tn0> ahh ok... let me
try that. this is my first mod, right now im trying to at least get
stuff drawn on screen
L1119[14:10:28] <gigaherz> but the client
side will know itself already so it doesn't matter on the
client
L1120[14:10:29] <n3tn0> ok
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L1131[14:19:32] <OrionOnline> Hey
Guys
L1133[14:19:50] <OrionOnline> And what i
need todo to make it dissappear?
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L1136[14:22:28] <LexManos> it means that
its on the classpath and Forge didnt add it there so it doesnt
support the ordering or management Forge has.
L1137[14:22:33] <LexManos> If this is in
dev, thats fine.
L1138[14:22:41] <LexManos> If you're
doing it at runtime thats BAD
L1139[14:23:15] <OrionOnline> It happens
in my dev
L1140[14:23:20] ***
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L1141[14:23:22] <OrionOnline> Was kWas
kinda worried
L1142[14:23:38] <OrionOnline> It is my
first time actually trying to make an api
L1143[14:23:44] <LexManos> There isnt
much we can do about dev it shouldbe fine tho.
L1144[14:23:51] <OrionOnline> Okey
L1145[14:24:02] <OrionOnline> Thank you
Lex, your help was greatly appreciated
L1146[14:24:10] <LexManos> Forge has a
way to figuring things out if say
L1147[14:24:17] <LexManos> ModA provides
API 1.0
L1148[14:24:23] <LexManos> and ModB
provides API 1.5
L1149[14:24:24] <n3tn0> gigaherz i
created a joinGame function in the main class and added tried to
add the entityjoinworld event there but nothing happened, good or
bad
L1150[14:24:30] <n3tn0> as in no errors
but no gui
L1151[14:24:47] <LexManos> Without us
being able to control the classpath 1.0 would be used instead of
1.5.
L1152[14:25:34] <OrionOnline> Yeah i
figured out what it does, i was just wondering if i needed todo
anything else then @API on the package. It have to say that this is
a nice system though
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L1154[14:35:56] <n3tn0> where is the
proper place to put entityjoinworld event? i cant seem to get it to
run when in the main java class
L1155[14:37:00] <n3tn0> also what
function should it be? ive seen joinWorld, onEntityJoinWorld, and
entityJoinWorld. which is correct?
L1156[14:37:31] <OrionOnline> n3tno what
do you mean what function
L1157[14:37:34] <OrionOnline> The name or
what?
L1158[14:37:53] <OrionOnline> Method
names for events are irrelevant
L1159[14:38:10] <OrionOnline> The only
thing that matters is the event type as ONLY parameter
L1160[14:38:18] <n3tn0> ahhh
L1161[14:38:22] <OrionOnline> and the
annotation @Subscribe event
L1162[14:38:27] <OrionOnline> @
L1163[14:38:33] <OrionOnline>
@SubscribeEvenz
L1164[14:38:35] <n3tn0> how does forge
know what to call then?
L1165[14:38:36] <OrionOnline>
Dammit
L1166[14:38:36] <OrionOnline> XD
L1167[14:38:38] <n3tn0> xD
L1168[14:38:45] <OrionOnline>
@SubscribeEvent
L1169[14:38:52] <OrionOnline> Needs to be
on the Method
L1170[14:38:56] <OrionOnline> Directly
above it
L1171[14:39:01] <OrionOnline> Just as
with @override
L1172[14:39:05] <OrionOnline> and
@Mod
L1173[14:39:07] <n3tn0> up
L1174[14:39:09] <n3tn0> yup*
L1175[14:39:29] <OrionOnline> And donnot
forget to regsiter an instance of the class containing the method
with the MinecraftForge Event bus
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L1178[14:44:20] <n3tn0> how do i do
that?
L1179[14:44:45] <n3tn0> i think thats
what im missing
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L1193[14:55:45] <OrionOnline> n3tn0,
MinecraftForge.EVENT_BUS.register(new
ClassThatHoldsTheMethod())
L1194[14:55:58] <n3tn0> oriononline ok
thanks ill try that
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())
L1207[15:23:38] <primetoxinz> how do you
make a bakedmodel not cull faces?
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L1210[15:26:01] <diesieben07>
primetoxinz, is it a model implemented in code? if so faces
returned when getQuads receives null for the side do not get
culled
L1211[15:26:13] <diesieben07> otherwise:
override shouldSideBeRendered in yoru Block.
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L1214[15:28:51] <primetoxinz> thanks,
that works!
L1215[15:29:01] <primetoxinz> it was code
implemented btw
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L1219[15:31:16] <Javaschreiber> Is the
daily mcp-data for 1.10 usable or are they too unstable?
L1220[15:31:43] <gigaherz> mcp mappings
are just name
L1221[15:31:46] <gigaherz> there's no
stability involved
L1222[15:35:41] <Javaschreiber> Ok, in
that case, are the previously mapped names mapped again?
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L1228[15:56:50] <SparkVGX>
morning/evening
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L1236[16:23:03] <Nentify> are there any
suggested tutorials for dealing with GUIs?
L1237[16:23:37] <gigaherz> it's easy
enough
L1238[16:23:48] <gigaherz> and hasn't
changed much at all since ancient minecraft
L1239[16:23:55] <gigaherz> so any
tutorial that deals with GUIs should do
L1240[16:24:00] <Nentify> ive never
touched it before
L1241[16:24:10] <IoP> Don't do GUI.
Problem solved [x]
L1242[16:24:11] <gigaherz> then first
"choice"
L1243[16:24:13] <Nentify> ok ill look
around, was hoping that was the case
L1244[16:24:14] <gigaherz> is it a block
GUI
L1245[16:24:21] <gigaherz> or any other
container
L1246[16:24:26] <Nentify> yeah a
block
L1247[16:24:27] <gigaherz> or something
client-only for like, configuration?
L1248[16:24:41] <gigaherz> okay
then
L1249[16:24:47] <gigaherz> look for
Container GUI tutorials
L1250[16:24:54] <Nentify> thanks :)
L1251[16:24:55] <gigaherz> or
GuiContainer or similar terms
L1252[16:25:12] <gigaherz> the way
container GUIs work
L1253[16:25:17] <gigaherz> is that
there's a Container object on the server
L1254[16:25:22] <gigaherz> and a
GuiContainer object on the client
L1255[16:25:32] <gigaherz> (which
indirectly has its own Container)
L1256[16:25:50] <gigaherz> and the Gui
manages drawing
L1257[16:26:05] <gigaherz> while the
container object manages the data, synchronizes items in the slots,
and such
L1258[16:26:33] <Nentify> i see,
ty!
L1259[16:26:54] <gigaherz> if, after you
learn this, want to help other new users
L1262[16:27:21] <gigaherz> and then
making a Pull Request for the changes
L1263[16:27:31] <Nentify> oh it's
publicly editable nice
L1264[16:27:42] <gigaherz> it's
community-edited
L1265[16:27:46] <Nentify> i'll take a
look at some point
L1266[16:27:52] <gigaherz> but it goes
through Pull Requests
L1267[16:27:54] <TechnicianLP> nice ascii
art
L1268[16:27:58] <gigaherz> so there's
checking ;P
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L1278[16:43:02] <mort> hey
L1279[16:43:35] <mort> so, my block
renders in the inventory, but in the world, it's just a hole in the
world.
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L1284[16:46:09] <mort> anyone got any
clue wat's wrong?
L1285[16:46:47] <diesieben07> mort, any
errors in the log?
L1286[16:46:54] <mort> nope
L1287[16:47:49] <diesieben07> show your
block class and where you register the thing
L1292[16:52:53] <mort> any idea?
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L1298[17:03:49] <mort> diesieben07
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L1300[17:04:17] <diesieben07> whoops, i
got distracted sowwy
L1301[17:04:31] <mort> it's k
L1302[17:05:03] <diesieben07> don't use
BlockContainer. Ever.
L1303[17:05:19] <mort> why's that?
L1304[17:05:23] <gigaherz> BlockContainer
is a legacy of a past we'd rather forget
L1305[17:05:32] <gigaherz> sortof
L1306[17:05:43] <gigaherz> forge has its
own way to have blocks with tileentities
L1307[17:05:45] <gigaherz> just have a
standard Block
L1308[17:05:49] <gigaherz> and override
hasTileEntity
L1309[17:05:52] <gigaherz> and
createTileEntity
L1310[17:06:02] <gigaherz> no need for
BlockContainer or ITileEntityProvider
L1311[17:06:21] <mort> alright, I'll do
that
L1312[17:08:58] <mort> hasTileEntity() in
Block has been deprecated though
L1313[17:10:42] <mort> and neither
createTileEntity nor createNewTileEntity can be overridden because
they don't exist in Block
L1314[17:11:10] <diesieben07> the latter
is not true
L1315[17:11:15] <diesieben07> and you
have the wrong hasTileEntity
L1317[17:12:40] <mort> tterrag|phone:
does that implement ITileEntityProvider?
L1318[17:12:51] <diesieben07> No.
L1319[17:12:55] <mort> diesieben07: soeh,
how do I get the correct hasTileEntity
L1320[17:13:04] <diesieben07> use the one
thats not deprecated :P
L1321[17:13:13] <diesieben07> what tt
showed is the Block class.
L1322[17:13:23] <mort> oh
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L1324[17:13:54] <mort> right, should've
noticed the net.minecraft.block > Block at the top
L1325[17:15:02] <mort> moved from `int
metadata` to `IBlockState state`, that's pretty sane
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L1327[17:16:54] <mort> yay, now my block
exists in the world
L1328[17:16:55] <mort> thanks.
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L1335[17:39:07] <Unh0ly_Tigg>
diesieben07, so, you recommended I use IBakedModels for this, the
only way I can see of putting those in, in a way that gets redone
when the resource managers reload, it to use ModelBakeEvent. Is
this right?
L1336[17:40:07] <diesieben07> you could
write a custom model loader
L1338[17:40:20] <diesieben07> but
ModelBakeEvent works as well
L1339[17:40:26] <primetoxinz> is there a
way to get quads at an angle?
L1340[17:41:02] <diesieben07>
primetoxinz, i think you will have to use an obj or b3d model, but
ye.s
L1341[17:41:22] <primetoxinz> ugh
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L1343[17:41:34] <primetoxinz> I would
have to compltely rewrite
L1344[17:41:58] <diesieben07> uh... no?
you just change the model file
L1345[17:42:22] <primetoxinz> custom
model, not a file
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L1347[17:42:28] <diesieben07> Oh oh
L1348[17:42:34] <diesieben07> well,
then... just add quads at an angle :P
L1349[17:42:38] <primetoxinz> how?
L1350[17:42:51] <diesieben07> like any
other quad.
L1351[17:42:57] <primetoxinz> .-.
L1352[17:43:04] <primetoxinz> ok, I'll
try
L1353[17:43:12] <diesieben07> like.. even
vanilla does it now that i think of it
L1354[17:43:24] <diesieben07> flowers are
a cross. at a 45° angle.
L1355[17:43:28] <primetoxinz> ok
L1356[17:43:37] <primetoxinz> I'll
look
L1357[17:43:49] <Unh0ly_Tigg> the
verticies for each quad don't *have* to line up along the x, y, or
z axis...
L1358[17:44:16] <Unh0ly_Tigg> there just
has to be 4 of them, otherwise it's not a quad.
L1359[17:45:02] <kashike> ffs
L1360[17:45:14] <kashike> why is it so
hard to find a server download for FTB modpacks
L1361[17:46:31] <mort> I generally just
grab the correct forge version, run it with --installServer, and
copy over the mods and config from the client
L1362[17:46:36] <mort> generally works
pretty well
L1363[17:46:54] <kashike> well I can't
run a client currently :P
L1365[17:47:34] <Unh0ly_Tigg> that's for
infinity evolved skyblock.
L1367[17:48:05] <kashike> seems like
Unstable 1.10 doesn't have a server download, then
L1369[17:48:40] <mort> why can't you run
a client?
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L1371[17:49:09] <kashike> let's just say
the only computer I have currently can't even handle a vanilla
client :P
L1372[17:49:39] <mort> but it can
presumably handle the launcher
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L1374[17:50:24] <mort> just download it
via the launcher and copy the files from
~/ftb/FTBUnstable18/minecraft, no need to play the game
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L1377[17:51:17] <Unh0ly_Tigg> is there a
way I can achieve the effect of the blockstate json (block state
variant -> model resource + textures + rotations) in code?
L1378[17:52:07] <diesieben07> fake it via
an IResourcePack? but ... dont do that
L1379[17:52:23] <Unh0ly_Tigg> no, I want
a sane and quick solution.
L1380[17:52:43] <Unh0ly_Tigg> I also want
this to work in a way that resource packs can override if they
wish.
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L1382[17:53:04] <diesieben07> a
blockstate.json provides both of those things
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L1384[17:53:56] <Unh0ly_Tigg> and you
mentioned that I should do dynamic runtime model baking for this,
because of the hundreds of thousands of different possible block
states.
L1385[17:54:08] <diesieben07> yes
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L1387[17:54:20] <diesieben07> but that
would not use variants at all
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L1390[17:57:09] <mort> is there a way to
make forge reload all textures and models other than restarting the
game?
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L1392[17:57:57] <diesieben07> in fact
vanilla can do that for you: F3+S
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L1394[17:58:20] <mort> oh neat
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L1396[18:02:13] <mort> doesn't seem to
work for me though
L1397[18:02:28] <mort> unless it doesn't
reload the mcmeta
L1398[18:02:58] <diesieben07> yeah i dont
think it does that
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L1402[18:07:47] <mort> reloading it
client side seems to be f3+t
L1403[18:08:21] <mort> also, none of the
f3+xx commands work on my keyboard, which is kind of annoying
L1404[18:08:26] <mort> can get them
working with xdotool though
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L1406[18:11:35] <mort> it doesn't seem to
reload changes to the models nor the changes to mcmeta, nor changes
in the actual png files
L1407[18:12:11] <mort> I assume it just
reloads an actual resource pack if applicable, not the stuff
packaged in the mod's .jar
L1408[18:12:37] <diesieben07> oh it does
reload stuff
L1409[18:12:53] <diesieben07> you just
have to make sure your IDE has acutally propagated the changes to
the build dir
L1410[18:12:59] <diesieben07> eclipse
does that by itself afaik
L1411[18:13:08] <mort> oh right, that
makes a ton of sense actually
L1412[18:13:11] <diesieben07> intellij
needs you to do Project > Build
L1413[18:13:27] <mort> doesn't help to
modify src/ when it reads run/
L1414[18:13:31] <mort> also, no IDE, just
vim
L1415[18:13:41] <diesieben07> ah you are
that crazy person
L1416[18:13:56] <mort> well
L1417[18:13:59] <mort> one of the crazy
people
L1418[18:14:21] <diesieben07> i've been
in this channel i think for over 2 years and you are the 2nd person
who does not use an IDE for modding :P
L1419[18:15:12] <mort> if last ime was
some time around november last year, that might've been me
too
L1420[18:15:24] <diesieben07> maybe
:D
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L1423[18:20:08] <mort> anyways, I mostly
do C/python/JS, none of which really benefit a lot from an
IDE
L1424[18:22:37] <primetoxinz> vanilla
quads don't allow for parallelograms , do they?
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L1426[18:24:22] <diesieben07>
primetoxinz, they are pretty much normal OpenGL quads.
L1427[18:24:39] <primetoxinz> well, I
must be doing something wrong then
L1428[18:24:50] <diesieben07> don't ask
me though i dont do rendering :P
L1429[18:25:01] <primetoxinz> know anyone
that can help?
L1430[18:25:23] <diesieben07> fry
definitely would but hes not here fo ra while
L1431[18:25:27] <gigaherz> primetoxinz:
the only ocndition about quads is they have to form a plane
L1432[18:25:36] <primetoxinz> ok
L1433[18:25:37] <gigaherz> the relative
location of the verticesdoesn't matter -- EXCEPT
L1434[18:25:46] <gigaherz> there's
concept of "front face" and "back face"
L1435[18:25:55] <gigaherz> and by
default, the gpu will only draw front faces
L1436[18:26:23] <gigaherz> and it decides
where thefront is, based on if the vertices go clockwise or
counter-clockwise
L1437[18:26:28] <gigaherz> IIRc opengl is
CCW by default
L1438[18:26:45] <gigaherz> so you'd want
the vertices to be like: bottomleft, bottomright, topright,
topleft
L1439[18:27:11] <gigaherz> (bottomleft
doesn't need to be the first -- there doesn't even need to be a
"bottomleft" per se)
L1440[18:27:48] <primetoxinz> ok, so the
issue I'm having is lets say I have Quad from 0,0,0 to 1,1,0, I
want that quad to make a "slope", but it doesn't, it just
remakes the quad at 1,0,0 1,1,0
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L1442[18:29:08] <gigaherz> primetoxinz:
do you have code to show?
L1443[18:29:16] <gigaherz> it may be
easier to see what you are doing wrong
L1446[18:30:50] <gigaherz> ehh
L1447[18:30:58] <gigaherz> you are using
functions from charset
L1448[18:31:07] <gigaherz> we can't be
expected to know how that's implemented
L1449[18:31:10] <primetoxinz> ok
L1450[18:31:32] <primetoxinz> I'm
thinking the issue is that I only input 2 vertices and the other 2
a calculated by his lib
L1451[18:31:40] <primetoxinz> are*
L1452[18:31:53] <gigaherz> yep sounds
like it may be too simplified for your purpose
L1453[18:31:57] <primetoxinz> mmhmm
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L1455[18:32:32] <gigaherz> or you could
talk with the creator of charset, see if there's some way?
L1456[18:33:00] <primetoxinz> will
do
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L1459[18:33:34] <shambling> vazkii is
maintaining right? is it the creator, or vazkii that you'd want to
talk to at this point?
L1460[18:33:54] <shambling> and somehow I
feel like I'm mispelling a name
L1461[18:34:21] <primetoxinz> vazkii just
ported it, didn't write it
L1462[18:34:30] <primetoxinz> I'm just
using a render lib
L1463[18:34:52] <primetoxinz> so,
definitely the creator
L1464[18:35:39] <shambling> yeah if he
just ported he might not have gone into the gutty works
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L1466[18:35:53] <shambling> 'just' ported
it sounds wrong. I didn't mean that negatively
L1467[18:36:15] <primetoxinz> heh
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L1469[18:36:22] <primetoxinz> doesn't
sound negative
L1470[18:37:05] <shambling> ok how often
do people disable items based on configs? I'd think disabling an
'acacia' trapdoor in quark would simply disable the recipe, but it
looks like it actually changes the world blocks
L1471[18:37:28] <primetoxinz> why
register the block if it has no recipe?
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L1474[18:37:47] <primetoxinz> makes more
sense to just not add it
L1475[18:37:54] <shambling> compatibility
with deprecated blocks if someone changes server settings
L1476[18:38:07] <primetoxinz> it is
compatible
L1477[18:38:12] <primetoxinz> the block
would just disappear
L1478[18:38:30] <shambling> technicially
compatible with world gen, just imagine if you used 'x name' wood
fence during a mob farm though, rofl
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L1480[18:39:20] <shambling> it does
require less load time and memory though I'm sure, just was
suprised that turning off unique wood type doors flagged a /fml
confirm
L1481[18:39:35] <KnightMiner> If
something is disabled, I expect it is for a reason, thus it
shouldn't still exist in the world
L1482[18:40:37] <KnightMiner> If you
disabling a feature it is the same as removing a mod, expect things
requiring that to no longer work
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L1484[18:41:32] <shambling> yeah thats
fine, its common programming behavior. I might even regen the world
anyways
L1485[18:42:00] <shambling> in case any
villages were spawning with those unique fences/doors. I just don't
want to mess with having a million of non-oredicted wood
items
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L1489[18:47:57] <SparkVGX> how do most
people go about adding "mana" to their mod?
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L1494[18:52:18] <netz> copypasta.
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L1496[18:53:25] <netz> a more useful
piece of information would be how do few people add mana to their
mod.
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L1502[19:06:19] <SparkVGX> haha okay, how
do few people add mana to their mod?
L1503[19:08:16] <killjoy> there's not
main api for mana like RF afaik
L1504[19:08:21] <killjoy> so they make it
themselves
L1505[19:08:35] <killjoy> unless you want
to make a thaumcraft addon
L1506[19:11:19] <Shambling> are
unbreakable blocks -1 hardness?
L1507[19:11:27] <KnightMiner> Shambling:
yes
L1509[19:11:56] <KnightMiner> Note it is
not the same for blast resistance, most unbreakable ones just use a
very big number
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L1512[19:16:51] <SparkVGX> Thank you
@killjoy. I think I will add my own capability to the player that
handles the amount of magic points a player has.
L1513[19:17:05] <killjoy> magic is
supposed to be mysterious anyway
L1514[19:17:15] <killjoy> if we knew
enough about it, we'd just call it science
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L1517[19:19:08] <SparkVGX> In the
stormlight archive series/cosmere universe, magic and science are
blended anyway :3
L1518[19:19:17] <SparkVGX> Electricity is
just magic with a different name
L1519[19:20:57] <SparkVGX> also, is there
a nice way of just drawing some debug text to the screen? I don't
really wanna go the how images gui route
L1520[19:21:20] <Ordinastie_> you can use
the player chat
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L1522[19:21:34] <killjoy> in the client
rendering?
L1523[19:21:49] <killjoy> look at the
fontrenderer also
L1524[19:22:02] <SparkVGX> ty
L1525[19:22:04] <killjoy> sending it to
chat has the possibility of spamming
L1526[19:22:25] <Ordinastie_> which you
don't really care anyway
L1527[19:23:03] <SparkVGX> since it's
debug stuff, it wouldn't make it to release anyway :D I'll have a
look at both though since font renderer might be easier long
term
L1528[19:23:22] <Ordinastie_> clearly
not
L1530[19:30:05] <electrolitic> Does NBT
simply hold a bunch of maps?
L1531[19:30:21] <electrolitic> Or is it a
map? Or something?
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L1533[19:31:25] <Ordinastie_> it's simply
a map
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L1535[19:32:07] <SparkVGX> oh cool
<Ordinastie_>. So if I stick something like that in a helper
class, can just call that from anywhere
L1536[19:32:22] <SparkVGX> What do you
normally use that method for?
L1537[19:32:52] <Ordinastie_> for debug
mostly
L1538[19:33:17] <Ordinastie_> you case
use to at runtime too, but keep in mind that if called on the
server, it will send the message for all the connected
clients
L1539[19:34:01] <SparkVGX> I can see
myself using it for right clicking with magic batteries to see
values contained.
L1540[19:34:15] <Ordinastie_> sure
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L1579[20:53:33] <Naiten> so, i guess i
put all my TE NBT stuff into writeInternal now, right?
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L1591[21:02:35] <Naiten> so will
writeToNBT be {...my code... return super.writeToNBT(tag); }
?
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L1594[21:03:05] <williewillus> yeah
L1595[21:03:09] <kashike> yup
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L1601[21:07:48] <Delenas> o/ I've got 99
problems and OpenGL is one of them. Can anyone help me get a line
to render?
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L1605[21:11:09] <SparkVGX> Do I use
fontrenderer in my onPlayerTick?
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L1607[21:13:31] <williewillus> SparkVGX:
!xy describe what you want to achieve/do
L1608[21:13:51] <SparkVGX> !xy
fontrenderer
L1609[21:14:16] <williewillus> lol, !xy
means "Descibe your intentions/what you want to do, not
technical details"
L1610[21:14:26] <SparkVGX> oh ahah.
Thanks!
L1611[21:14:34] <williewillus> though an
!xy command for actuarius that tells you that would be nice
;p
L1612[21:14:51] <SparkVGX> !xy update
text on screen
L1613[21:15:04] <williewillus> its not a
real command lol
L1614[21:15:14] <SparkVGX> haha
damn
L1616[21:16:39] <SparkVGX> So what I
wanna do is take the int value i store in my capability, and
display it on the screen. I would assume I should do this using
font renderer, but I need a pointer in the direction of where I
should place the code so it updates nicely
L1617[21:17:00] <williewillus> on screen
as in in a gui, in a hud, on the player model, ?
L1618[21:17:59] <SparkVGX> maybe in the
HUD. The player should be able to walk around and see it in the
corner of their screen or by their health or something
L1619[21:19:06] <SparkVGX> I originally
had it spamming into the chat, but that's not a good long term
solution
L1620[21:19:09] <williewillus> cool, you
want to use an eventhandler for one of the RenderGameOverlayEvent
subtypes or mayyybe RenderWorldLastEvent, probably the former
though
L1622[21:19:22] <williewillus> and then
in that evthandler use the mc fontrenderer to render the text
L1623[21:19:35] <williewillus>
Ordinastie_: lol
L1624[21:19:46] <williewillus> whys
EnumFacing formatted differently in the signature?
L1625[21:20:23] <williewillus> oh i see,
interface class enum
L1626[21:20:37] <williewillus> thats
kinda noisy for me but cool
L1627[21:21:26] <Ordinastie_> yeah, the
theme is like that
L1628[21:22:14] <Ordinastie_> that error
would be funny if it wasn't the third one in a row -_-
L1629[21:22:40] <Ordinastie_> for the
method, I know exactly what happened too
L1630[21:23:30] <SparkVGX> That's
excellent thank you willie
L1631[21:23:35] <Ordinastie_> like, the
signature changed, @Override make the line error, don't really want
to manually edit the signature, so I just redo the override by just
writing should, Ctrl+Space
L1632[21:23:49] <Ordinastie_> just didn't
even notice the method name :x
L1633[21:24:14] <Naiten> what do i do if
i want TE to have a field which can be only set from constructor or
readFromNBT? final is not compatible with readFromNBT...
L1634[21:24:28] <Ordinastie_> you
can't
L1635[21:24:33] <williewillus> just make
it unfinal :P
L1636[21:24:48] <williewillus> its just
how it is with network syncing and stuff
L1638[21:27:05] <williewillus> they dont
show up at all?
L1639[21:27:15] <Delenas> Nothing shows
up, not even the block now
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L1643[21:28:08] <Naiten> williewillus,
oh, protected will work i guess, right?
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L1645[21:28:38] <williewillus> for
what?
L1646[21:28:39] <Naiten> taking in
account i just dont set the value anywhere else
L1647[21:28:51] <williewillus> protected
is an access modifier it has nothing to do with final :P
L1648[21:29:14] <Naiten> for protecting
the field from writing from another mods or like that
L1649[21:29:26] <Delenas> Code there is
supposed to render 20 red lines from the center of the block to
dodecahedron vertices around the block
L1650[21:29:30] <williewillus> just make
it private then? :P
L1651[21:29:42] <Naiten> of
L1652[21:29:44] <Naiten> oh
L1653[21:29:46] <williewillus> and no one
is going to bother to write another mod's fields like that
L1654[21:29:49] <Naiten> private +
getter
L1655[21:29:50] <Ordinastie_> (you could
argue that final act like an access modifier in a way :p)
L1656[21:29:56] <williewillus> not
really
L1657[21:30:01] <williewillus> access
modifiers control what is visible
L1658[21:30:10] <williewillus> not if the
var is mutable or not :P
L1659[21:30:12] <Ordinastie_> emphasys on
"in a way" :p
L1660[21:30:18] <Ordinastie_> ok
ok*
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L1663[21:31:11] <SparkVG> Willie, in your
HUDHandler, is your profile section "manaBar" defined
somewhere else? or is it only mentioned within the hudhandler
L1665[21:33:39] <williewillus> SparkVG:
just there
L1666[21:33:47] <SparkVG> thank you
L1667[21:34:18] <williewillus> those just
show up in the shift+f3 debug pie just remember to end the sections
you start and it'll be fine
L1668[21:34:27] <williewillus> not sure
why vaz put those in to begin with tbh :P
L1669[21:35:00] <SparkVG> haha :D
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L1672[21:48:59] <SparkVG> williewillus, I
can't seem to build botania with gradle. Seems to be missing
"private.properties". Did I do something wrong?
L1673[21:51:08] <TehNut> There is a
reason it's called "private.properties"
L1674[21:51:14] <TehNut> It's a private
property file that you need to supply
L1675[21:53:39] <Delenas> All it has is a
curseforge api key
L1676[21:54:44] <Delenas> So..
"cfkey=" in a file should do it?
L1677[21:55:35] <SparkVG> Thanks team
^_^;;
L1678[21:55:37] *
Delenas goes back to troubleshooting TESR line
drawing..
L1679[21:56:07] <FusionLord> Does anyone
know if it is possible to remove block IDs from the world?
L1680[21:56:33] <Delenas> For what
reason? o.o
L1681[21:56:51] <FusionLord> I removed
some blocks from my mod.
L1682[21:57:01] <SparkVG> don't they auto
delete? O.o
L1683[21:57:25] <SparkVG> eg with a
message saying "these blocks are missing" when you
load
L1684[21:57:27] <FusionLord> the blocks
do... the IDs stay in the world data
L1685[21:57:55] <FusionLord> yes I get
that screen
L1686[21:58:23] <FusionLord> I want to
remove the ids from the world so the console doesn't spam missing
IDs everytime the world loads
L1687[21:58:38] <FusionLord> basically I
want to clean up after myself
L1688[21:58:38] <SparkVG> I am a super
idiot. I didn't even see the private.properties.example file.
L1689[21:58:54] <Delenas> ^5
SparkVG
L1690[21:58:57] <Ordinastie_> tbh, that
should be wrapped
L1691[21:59:24] <Ordinastie_> if you're
building for yourself, you shouldn't have to make a separate file
containing dummy data
L1692[21:59:48] <Delenas> Does anyone
have a good example of TESR basics?
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L1696[22:00:54] <FusionLord> oops not
that link
L1697[22:00:59] <FusionLord> glad that is
timed out :P
L1698[22:01:05] <SparkVGX> lol
L1699[22:01:05] <Delenas> brb resetting
your password o3o
L1701[22:01:18] <FusionLord> there you
go
L1702[22:02:19] <Delenas> So, uh
L1703[22:02:55] <netz> workman
layout~!
L1704[22:03:00] <Delenas> That tells me
nothing.
L1705[22:03:17] <FusionLord> Delenas,
what were you looking for exactly then?
L1706[22:03:37] <williewillus> i thought
removed blocks were freed from the idmap
L1707[22:03:38] <Delenas> How to
translate to a point around a block and draw a point and/or
line
L1708[22:03:39] <netz> thought TESRs were
dead?
L1709[22:03:45] <williewillus> and
available for reuse
L1710[22:03:48] <williewillus> netz: uh
no? :P
L1711[22:04:10] <Ordinastie_> nono,
they're still here and misused 90% of the time
L1712[22:04:11] <FusionLord>
williewillus, nope :/ still prints in console when loading the
world
L1713[22:04:12] <Delenas> TESRs won't
die. You'll just about always need something done in code.
L1714[22:04:13] <williewillus> they're
discouraged whenever possible because theyre several times
slower
L1715[22:04:21] <williewillus> but they
arent dead
L1716[22:04:31] <williewillus> Delenas:
I'd say the opposite
L1717[22:04:44] <williewillus> most
things should be done in the static renderer few things need to be
done in a TESR nowadays
L1718[22:04:50] <williewillus> and you
can even use both
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L1720[22:05:03] <FusionLord> I use both
:P
L1721[22:05:04] <williewillus> so have
the dynamic/code-needing part in a tesr and the rest in a static
model
L1722[22:05:16] <Delenas> That's what
this regulator is
L1723[22:05:29] <Ordinastie_> I use both,
and I even have the same code workign for both \o/
L1724[22:05:34] <Delenas> A static
crystal in the middle, and little items rendered around it in a
sphere.
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L1743[23:00:29] <FusionLord> what is the
git function to copy 1 branch to another?
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L1745[23:00:35] <FusionLord> is it rebase
onto
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L1747[23:00:58] <killjoy> merge?
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