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L5[00:11:47] <Zidane> anyone have experience with messing with custom model resource locations and custom model implementations?
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L10[00:21:33] <SatanicSanta> https://gfycat.com/InsignificantOldGrizzlybear \o/
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L18[00:51:40] <SatanicSanta> Hm. Using the ITEM vertex format instead of BLOCK seems to fix the light/dark issue. However when I drop items and look west/north, the model is still turning black.
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L50[01:59:30] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160724 mappings to Forge Maven.
L51[01:59:34] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160724-1.10.2.zip (mappings = "snapshot_20160724" in build.gradle).
L52[01:59:44] <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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L56[02:04:53] <rebecca> so the randomTickSpeed (afaik) defaults to 3. and means for each tick, 3 blocks are chosen in a chunk for random updates.
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L58[02:06:03] <rebecca> are those 3 blocks _any_ block type (including air) or 3 blocks with a updateTick interface?
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L64[02:12:14] <Ronoman> I can't seem to call any of the methods from ClientRegistry
L65[02:13:09] <Ronoman> All of them give a "Cannot resolve symbol 'ClientRegistry.nameOfFunc(params);'"
L66[02:19:20] <Ronoman> I... never mind.
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L70[02:33:44] <IdleGandalf> I destroy a list of blocks with a certain delay of ticks (each block with its own delay), but I almost always get a ConcurrentModificationException after some testing. Since I only do it serverside and check for duplicates, what could cause this?
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L237[04:20:50] <Rushmead> This is semi forge related, is there a way i can render a entity view to a new fake video device?
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L250[04:56:03] <AEnterprise> got a question: is InputEvent.KeyInputEvent only fired on the client or on both sides?
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L253[04:56:58] <ghz|afk> AEnterprise: if you see who calls it
L254[04:57:03] <ghz|afk> you'll see it comes from fireKeyInput
L255[04:57:12] <ghz|afk> which only has one caller: Minecraft#runTickKeyboard
L256[04:57:18] <ghz|afk> so, client-only.
L257[04:57:47] <AEnterprise> alright, i'll need a message for the gui then
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L268[06:11:29] <sham1> o\
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L270[06:14:52] <sham1> I am not going to lie, using emacs as my IRC client feels weird
L271[06:15:42] <ghz|afk> that's because it's the wrong tool
L272[06:15:50] <sham1> true
L273[06:15:52] <ghz|afk> I wouldn't want IRC on a visual studio tab, either
L274[06:17:15] <IoP> too unstable? :P
L275[06:17:54] <ghz|afk> no, vs is thebest IDE ever
L276[06:17:59] <ghz|afk> but IR C doesn't belong there.
L277[06:18:10] <ghz|afk> IRC*
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L279[06:20:01] <sham1> Like, it works
L280[06:20:47] <sham1> Don't get me wrong
L281[06:20:55] <sham1> It works wonderfully
L282[06:22:24] <geratheon> has anything changed in the way of block rendering from 1.9 to 1.10? I can't get my block rendered in the world, just the block's item :(
L283[06:23:30] <sham1> ISmart[Block|Item]Model is gone
L284[06:23:42] <sham1> It now uses IBakedModel directly
L285[06:23:45] <sham1> To make smart models
L286[06:24:15] <geratheon> no, it's just a simple block, nothing smart about it
L287[06:24:23] <sham1> Then not really
L288[06:24:31] <geratheon> meh
L289[06:25:05] <geratheon> I just can't find the mistake I made
L290[06:25:15] <sham1> Show your stuff
L291[06:25:55] <geratheon> I don't want to push an unfinished commit :c I can throw a gist together, though
L292[06:31:20] <geratheon> here, it's just an extremely simple setup https://gist.github.com/geratheon/7a46ddb5359cbe3b5783ec5ca2b2913e
L293[06:32:05] <geratheon> ModBlocks.initModels() is called in the client proxies preinit(), just after the common proxies ModBlocks.preinit()
L294[06:32:45] <geratheon> the block's item is rendered right and has a texture, the placed block is not rendered at all
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L296[06:34:16] <Wuppy> today is going to be a good day :)
L297[06:34:26] <Wuppy> my schedule:
L298[06:34:31] <Wuppy> 1. play games
L299[06:34:35] <Wuppy> that's it :D
L300[06:34:41] <sham1> Nice schedule
L301[06:34:45] <sham1> Also hi
L302[06:34:45] <geratheon> that seems like a great day
L303[06:35:00] <Wuppy> hey sham1 what's up
L304[06:35:03] <sham1> Meanwhile I do some programming stuff
L305[06:35:10] <sham1> Outside that is
L306[06:35:16] <Wuppy> nice :)
L307[06:35:17] <sham1> On the balcony
L308[06:35:26] <Wuppy> I'm going to do some pokemon go outside :D
L309[06:35:30] <Wuppy> well, not now, but later
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L314[06:40:37] <sham1> >tries to use java before having installed JDK to laptop
L315[06:40:42] <sham1> Yeah
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L317[06:42:51] <RANKSHANK> Lol
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L326[06:51:25] <Wuppy> hahah, not going to happen
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L328[06:51:34] <sham1> What is not going to happen
L329[06:51:39] <geratheon> Bah, I'm back. I just killed my laptop, sorry.
L330[06:51:51] <sham1> #LaptopLifesMatter
L331[06:51:54] <Wuppy> java without jdk
L332[06:51:58] <geratheon> No, he's in heaven now
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L334[06:52:12] <geratheon> Dammit
L335[06:52:20] <sham1> Well, I could just install JRE, but that would be kind of useless
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L337[06:53:01] <geratheon> did you find any clue in my rendering problem?
L338[06:55:06] <sham1> Sorry, I disconnected so I did not see your link
L339[06:55:11] <sham1> Care to post it again
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L341[06:56:06] <geratheon> no problem, I have some other problems now, but at least I have a desktop pc :D https://gist.github.com/geratheon/7a46ddb5359cbe3b5783ec5ca2b2913e
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L344[06:57:53] <sham1> Your problem is that you are using BlockContainer
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L346[06:58:41] <geratheon> Is the rendering different with blockcontainer? In 1.9.4 it worked
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L349[06:58:59] <sham1> Well for one, you should not use it
L350[06:59:10] <sham1> SO try changing it to just Block
L351[06:59:39] <sham1> And then override Block#hasTileEntity and Block#createTileEntity
L352[06:59:50] <geratheon> but then no tileentity is created, or am i wrong?
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L354[07:00:09] <sham1> <sham1> And then override Block#hasTileEntity and Block#createTileEntity
L355[07:00:21] <sham1> Those ensure that you get your tileentity created
L356[07:00:22] <geratheon> ah, that is new
L357[07:00:39] <sham1> It has existed since 1.7.x
L358[07:00:45] <sham1> Provided by forge
L359[07:01:00] <geratheon> All the time I used BlockContainer and it was never a problem. Strange
L360[07:01:24] <geratheon> Yeah, it works. Thanks for your time! :)
L361[07:01:55] <sham1> Damn it Gentoo
L362[07:02:15] <geratheon> hasTileEntity is marked as deprecated
L363[07:02:26] <sham1> Use the one that is not deprecated
L364[07:02:59] <sham1> Speaking of deprecation, for some reason Gentoo requires for the official java jdk to be 8u98, but I cannot find them
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L366[07:03:08] <sham1> The latest is 8u102
L367[07:03:11] <sham1> This shit blows
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L369[07:06:48] <geratheon> gentoo forces you to use specific versions?
L370[07:06:55] <sham1> Yes
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L372[07:07:01] <sham1> It is specified in the ebuild
L373[07:07:26] <sham1> Like, I can patch it
L374[07:07:35] <sham1> But it ain't fun
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L378[07:11:50] <masa> it doesn't force you to use anything, just that the available ebuilds sometimes lag behind the upstream releases
L379[07:11:56] <sham1> Ya
L380[07:12:03] <sham1> And ATM iam patching it
L381[07:12:30] <sham1> So I can use the latest version
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L384[07:18:56] <sham1> There I go, fully patched
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L386[07:24:13] <sham1> Now it is working
L387[07:24:27] <sham1> That was way more annoying than I thought
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L389[07:27:10] <Wuppy> heh, apperantly I can remove the paint from my wall with water :o
L390[07:27:19] <Wuppy> what kind of shitty paint is this
L391[07:27:34] <sham1> Not aquaphobic I can say that much
L392[07:28:31] <sham1> Time to see if my patched java installation actually works
L393[07:29:04] <sham1> Yup
L394[07:29:07] <sham1> It works
L395[07:29:08] <sham1> Woot
L396[07:29:13] <Wuppy> woop woop
L397[07:29:22] <geratheon> whoop whoop
L398[07:29:25] <sham1> That was way too much effort
L399[07:30:38] <geratheon> I personally stick for the most time at arch, mostly for the package management. That shit is so comfy
L400[07:31:29] <sham1> I like how much I can customize in Gentoo
L401[07:31:45] <sham1> Just with the fact that it installs packages usually from source
L402[07:31:59] <sham1> Unless it is something like Steam or Oracle's official JDK or something
L403[07:32:10] <sham1> I can mix and match things that I need
L404[07:32:22] <Cazzar> sham1: Install gentoo on my laptop, within 12 hours
L405[07:32:25] <geratheon> steam on linux is a clusterfuck, yeah
L406[07:32:35] <Cazzar> Including xorg and amd fglrx
L407[07:32:37] <sham1> :P
L408[07:33:02] <Cazzar> (x takes 10+ hours to compile)
L409[07:33:24] <sham1> Yeah, compiling stuff like all the X components is kind of time consuming
L410[07:33:45] <sham1> Hmm, eclipse neon
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L413[07:34:43] <geratheon> compiling stuff on your own is cool, yeah, but the outcome is not really faster than precompiled stuff. I'm too lazy to compile stuff I don't need to
L414[07:35:07] <sham1> I don't care about the speed personally
L415[07:35:15] <sham1> I more like the power it gives me
L416[07:35:26] <sham1> I don't need all the features from every package
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L418[07:35:32] <sham1> I can choose what I want to compile
L419[07:35:57] <sham1> It's kind of like AURs and ABS actually
L420[07:36:17] <sham1> And of course like BSD ports
L421[07:37:10] <geratheon> Yeah, I've seen gentoo always like a big AUR distribution
L422[07:37:23] <sham1> Well, it's more like ABS + AUR stuff
L423[07:37:33] <sham1> Where custom overlays and ebuilds are AURs
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L427[07:38:36] <sham1> I've also used Arch
L428[07:38:40] <sham1> It's a nice distro
L429[07:38:46] <sham1> Very lightweight
L430[07:38:51] <sham1> And the Wiki is fantastic
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L435[07:41:24] <geratheon> I might try gentoo in the near future, but I'm sick of this customizing, I just want stuff that works. After years of ricing and trying every fucking WM out there, I just got stuck on a simple xfce setup
L436[07:41:43] <sham1> Did you try xmonad
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L439[07:44:18] <geratheon> I did, but not for long
L440[07:44:37] <geratheon> the best tiling wm i had was bspwm, but that has a big problem with java swing guis
L441[07:45:13] <sham1> With xmonad you can change the VM name to have swing GUIs behave
L442[07:45:33] <sham1> Because if the name is not changed, swing assumes stuff that just isn't
L443[07:46:11] <geratheon> Yeah, I had a fix like that, but sometimes swing ignored it
L444[07:48:56] <Ordinastie_> can I get client world from messageContext ?
L445[07:55:36] <Ordinastie_> another question, anyway to have @SideOnly behave nice with clazz.getMethod ?
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L454[08:15:55] <masa> I'm probably going to try if the awesome wm works for me after I get around to making a clean Gentoo installation
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L456[08:16:17] <masa> this current old and broken Funtoo has Gnome 3
L457[08:16:19] <geratheon> awesome is pretty awesome, but I always hated the lua part of it
L458[08:16:27] <masa> butit is way too bloated and heavy for my needs
L459[08:16:41] <masa> yeah lua is quite meh
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L461[08:18:04] <Cazzar> Ordinastie_: @SideOnly and other things behaving nicely are not two things that go hand in hand
L462[08:18:39] <Ordinastie_> yeah, but that I can't test the server in dev now :/
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L464[08:20:09] <geratheon> Meh: currently I'm writing a bash script on a windows 7 inside the vim that the git bash ships with. I want my laptop back ;_;
L465[08:20:11] <RANKSHANK> What are you doing that's killing yohr server?
L466[08:20:48] <Ordinastie_> calling clazz.getMethod on my blcok
L467[08:22:51] <Ordinastie_> hum, wait
L468[08:23:02] <Ordinastie_> apparently, it doesn't fail for every blocks
L469[08:23:38] <RANKSHANK> What block/method?
L470[08:25:25] <Ordinastie_> ah nvm, a method was missing the annotation
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L474[08:33:45] <Ordinastie_> oh ffs
L475[08:33:47] <Ordinastie_> [15:33:39] [Server Watchdog/FATAL]: A single server tick took 60,00 seconds (should be max 0,05)
L476[08:33:47] <Ordinastie_> [15:33:39] [Server Watchdog/FATAL]: Considering it to be crashed, server will forcibly shutdown.
L477[08:36:08] <Ordinastie_> please tell me I can disable that somehow :x
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L480[08:40:42] <RANKSHANK> ... how? :P
L481[08:40:52] <Ordinastie_> max-tick-time apparently
L482[08:44:46] <RANKSHANK> How is it registering 100mins though?
L483[08:45:07] <Ordinastie_> 100mins ?
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L488[08:55:13] <RANKSHANK> 6k seconds?
L489[08:55:19] <Ordinastie_> 60
L490[08:55:25] <RANKSHANK> Ohhh
L491[08:55:36] <RANKSHANK> Decimal :P
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L498[09:08:52] <cpw> willieaway, you around? (probably not i'd guess)
L499[09:09:36] <cpw> madsthunder, are they in here?
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L510[09:24:25] *** willieaway is now known as williewillus
L511[09:25:07] <williewillus> cpw: you called?
L512[09:25:28] <cpw> hey willie
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L514[09:25:38] <cpw> someone make a complete hackjob of the sound event thing
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L516[09:25:55] <cpw> you had one that looked clean and well organized and you deleted it in favour of the complete mess
L517[09:26:31] <williewillus> lol wanted to give the guy a chance, but I'll restore mine
L518[09:26:42] <cpw> heh. yeah, it was a mess of merges
L519[09:26:49] <cpw> he needs to learn to git
L520[09:27:07] <Ordinastie_> to git gud ?
L521[09:27:21] <williewillus> dammit i have merge conflicts
L522[09:27:21] <cpw> yup
L523[09:27:23] <cpw> heh
L524[09:27:24] <williewillus> I'll fix after breakfast
L525[09:27:27] <cpw> sorry, i'm pushing things
L526[09:27:41] <cpw> mopre things just pushed
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L528[09:28:12] <williewillus> oh ok
L529[09:28:13] *** undisclosed is now known as unascribed
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L531[09:29:20] <williewillus> also regarding the uppercase modid thing - how would mods migrate in the future for that? are there things saved with the capital modid that would break world compatibility?
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L533[09:29:31] <williewillus> (not considering mods that check for the capital one, they'll have to update themselves)
L534[09:32:27] <cpw> well, what i'll probably do is force everything lowercase
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L536[09:32:43] <cpw> it'll break stuff that only differs by case
L537[09:32:50] <cpw> but that's pretty broken even today
L538[09:33:14] <williewillus> i mean registry stuff is already all lowercase so I'm wondering whats else there is to break
L539[09:33:28] <cpw> err, registry stuff isn't all lower today i believe
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L541[09:33:36] <cpw> it WILL be, in 11
L542[09:33:39] <williewillus> oh lol
L543[09:33:56] <williewillus> all i now is that resourcelocations are auto-lowercased and that's all of the system I see
L544[09:33:57] <cpw> but the loading will force lower everything that comes from disk
L545[09:34:03] <cpw> yes, reslocs are
L546[09:34:06] <cpw> and that's the problem
L547[09:34:07] <williewillus> *know
L548[09:34:16] <cpw> reslocs are "modids" in vanilla world
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L550[09:35:48] <cpw> btw: difference between 3115 and 2938?
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L553[09:36:09] <williewillus> he changed the old event, I added another one
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L556[09:36:39] <cpw> ah ok
L557[09:36:41] <williewillus> he also changed two random comments in gameregistry :P
L558[09:36:49] <cpw> yeah, probably makes sense to have a separate event
L559[09:37:00] <cpw> since changing old would break compat
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L561[09:41:10] <williewillus> is fg still broken when reobfuscating lambdas implementing obf interfaces or was that fixed
L562[09:42:08] <williewillus> oh yeah it was an SS bug and it got closed. guess it got fixed? :P
L563[09:42:38] <cpw> it might have done? try it
L564[09:42:52] <cpw> i know it's tricky as fuck
L565[09:43:06] <cpw> you have to infer bidirectionally along the class hierarchy
L566[09:43:20] <cpw> to infer if you're overriding an obfuscated method
L567[09:44:13] <cpw> you don't pass the renderglobal context to the specific hand event?
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L569[09:45:06] <williewillus> i didn't feel it was needed, the first event just grabs it from Minecraft and passes it in, which the modder can do themself. i can stick it in if needed
L570[09:45:13] <cpw> heh
L571[09:45:14] <cpw> no worries
L572[09:45:19] <cpw> you're probably right there
L573[09:45:37] <cpw> wondering if i can tidy it up a bit by making the specific a subclass of the other one
L574[09:46:04] <williewillus> i thought of that, but then someone listening for the old one will suddenly start getting triple the number of events :P
L575[09:47:05] <cpw> hmmm
L576[09:47:17] <cpw> but the new could be embedded in the old at a minimum
L577[09:47:48] <williewillus> what do you mean by embed?
L578[09:48:17] <cpw> RenderHandEvent.SpecificHand
L579[09:48:52] <williewillus> but not have them related by inheritance?
L580[09:49:55] <cpw> yeah
L581[09:50:18] <williewillus> okay I'll change that and update the sound one
L582[09:50:21] <cpw> no
L583[09:50:26] <cpw> i've already merged it :P
L584[09:50:29] <williewillus> lol
L585[09:50:36] <cpw> i'm doing refactors on the merge RN
L586[09:51:01] <cpw> for now
L587[09:51:06] <cpw> they'll stay separate
L588[09:53:08] <williewillus> huh you can't annotate the parameters in lambda syntax
L589[09:53:18] <cpw> no
L590[09:53:20] <cpw> you can't do anything
L591[09:53:21] <williewillus> boo
L592[09:53:33] <williewillus> makes sense though
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L594[09:56:58] <cpw> push
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L596[09:57:56] <williewillus> $ close 2938
L597[09:58:02] <williewillus> bot?.. :(
L598[09:58:13] <cpw> bot?
L599[09:58:50] <williewillus> fry's bot Actuarius who provides those commands disappears randomly :P
L600[09:58:56] <sham1> Fry is out so so it the bot
L601[09:59:05] <williewillus> it was here yesterday
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L605[10:00:56] <xJon> Hello! I'm trying to use the new "register" (and not "registerBlock") thing, but I can't get it to work with my ItemBlock class
L606[10:01:01] <xJon> What should I do?
L607[10:01:13] <williewillus> define "can't work"
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L609[10:01:31] <williewillus> the difference now is that the itemblock is not done for you you have to call reigster again for the item
L610[10:01:52] <cpw> it hasn't been since 1.8.9 ;)
L611[10:01:57] <williewillus> GameRegistry.register(block, name); GameRegistry.register(new ItemBlock(block), block.getRegistryName())
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L615[10:03:19] <williewillus> yay the lambdas do work
L616[10:03:24] <cpw> they do?
L617[10:03:25] <cpw> cool :)
L618[10:03:33] <williewillus> in forge 2018 at least :P
L619[10:03:58] <cpw> so you can lambda/override minecraft classes? nice
L620[10:04:17] <cpw> 2024 is building
L621[10:04:20] <cpw> will push 2025 soon
L622[10:04:41] <cpw> btw: your alias thing
L623[10:04:47] <cpw> that's kinda the whole point of aliases
L624[10:04:51] <cpw> so if they're not working properly
L625[10:04:53] <cpw> that's a bug :P
L626[10:04:59] <cpw> i'm working on a test case
L627[10:05:32] <williewillus> i mean, reading the code it seemed that remapping to vanilla/something that was already registered wasn't supported
L628[10:05:33] <cpw> my intention is to start building some significant cohort of unit tests for important testable functionality like registry behaviour
L629[10:05:45] <cpw> it shouldn't matter?
L630[10:06:07] <williewillus> good to hear it shouldn't xD
L631[10:07:21] <cpw> i'll look at it in a bit
L632[10:07:24] <cpw> need to build a test case
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L637[10:21:40] <xJon> williewillus, about the ItemBlock thing, basically I need to register the block normally, and also register the ItemBlock?
L638[10:22:15] <diesieben07> If you want it to exist in inventories, etc.: yes
L639[10:22:19] <xJon> (by the way, I'm updating a small mod of mine to 1.9.4/1.10.2, that's why all the questions)
L640[10:22:19] <diesieben07> Blocks can only exist placed down
L641[10:22:40] <xJon> Alright, I'll do that
L642[10:23:02] <xJon> Also, what's the replacement for player.getCurrentArmor(1)?
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L644[10:24:08] <diesieben07> getItemStackFromSlot with EntityEquipmentSlot enum parameter
L645[10:24:23] <xJon> I'm trying to get from the player the current helmet, chestplate, etc
L646[10:24:44] <xJon> Uh
L647[10:25:55] <xJon> I see, thanks a lot diesieben07
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L650[10:31:03] <xJon> How can I pull the ID of a potion, as Potion.regeneration.id no longer works?
L651[10:31:53] <diesieben07> Don't rely on IDs, what do you need it for?
L652[10:32:20] <xJon> Then maybe I'm doing it all wrong. The line was: player.addPotionEffect(new PotionEffect(Potion.regeneration.id, 50, 0));
L653[10:32:43] <diesieben07> PotionEffect takes a Potion object now, not an ID
L654[10:34:52] <xJon> Uh, okay, so from where can I pull the different types of potions?
L655[10:35:09] <diesieben07> you already did that in the line you posted above...
L656[10:35:21] <diesieben07> you just then got it's ID instead of passing the Potion object directly
L657[10:36:40] <williewillus> the class moved
L658[10:36:43] <williewillus> its MobEffects
L659[10:36:52] <williewillus> new PotionEffect(MobEffects.REGENERATION, 50, 0);
L660[10:36:57] <diesieben07> oh right, that too
L661[10:37:40] <williewillus> also screw whoever makes useless mcp comments like this :/ https://i.gyazo.com/e2fdc53630c34ae81cc31a799fa84eae.png
L662[10:37:46] <williewillus> !gf MobEffects.HUNGER
L663[10:37:52] <diesieben07> haha
L664[10:37:56] <shadowfacts> lol, yup
L665[10:38:17] <williewillus> and they didnt even finish the job
L666[10:38:21] <williewillus> half of them have it
L667[10:38:34] <shadowfacts> lol
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L669[10:38:49] <xJon> Oh okay
L670[10:38:56] <xJon> thanks it works with MobEffects
L671[10:39:02] <xJon> why did it get moved anyway?
L672[10:39:40] <diesieben07> ask mojang :P
L673[10:39:50] <diesieben07> probably to correlate with the rest of the "static objects"
L674[10:39:59] <diesieben07> Block objects are stored in Blocks, Item objects in Items, etc.
L675[10:40:00] <RANKSHANK> Programming on the wrong side of the balmers peak ;)
L676[10:40:12] <williewillus> yeah
L677[10:40:35] <williewillus> and we know its true name from the error messages in that class
L678[10:40:37] <xJon> And how do you guys keep track on all of these weird changes?
L679[10:40:39] <williewillus> so mobeffects it is :P
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L682[10:40:46] <xJon> Like I can ask you but who do you ask
L683[10:41:07] <williewillus> speaking for myself I'm an early adopter
L684[10:41:09] <williewillus> so I just figure it out
L685[10:41:15] <williewillus> if i need help i ask other early adopters :P
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L687[10:41:58] <williewillus> for example for this potion thing. let's say I have no idea where it moved. so find a spot in the vanilla code that adds potion effects (/effect command, potions themselves,etc.) and see where it gets the potions from
L688[10:42:36] <RANKSHANK> I scratch my head at things until they make sense. Usually end up with profuse bleeding but occasionally I figure it out :P
L689[10:42:41] <williewillus> lol
L690[10:43:01] <williewillus> anyways, is there a reason that the forge BlockFluid's PropertyInteger is not the same as the vanilla BlockLiquid one
L691[10:43:21] <williewillus> it makes it annoying to do fluid level comparisons when the fluid could be either modded or vanilla
L692[10:43:25] <williewillus> since the property isnt the same instance
L693[10:43:38] <xJon> Uh huh.. where can I find the commands in the vanilla code?
L694[10:43:52] <williewillus> they're named `Command<X>`
L695[10:43:58] <williewillus> so it would be CommandEffect for /effect
L696[10:45:19] <xJon> Oh I see, and they each got its own class
L697[10:45:23] <xJon> okay that's a very useful tip
L698[10:48:47] <MattDahEpic> im having a bunch of problems with my blocks and im not sure what to do. https://dl.dropboxusercontent.com/u/146233520/ShareX/2016/07/2016-07-23_21-49-38.mp4 https://github.com/MattDahEpic/MobDropOres
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L700[10:48:47] <williewillus> how do I refer to a parameter in javadoc?
L701[10:49:13] <diesieben07> i think you just have to do {@code <name>}
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L704[10:52:36] <williewillus> if I"m adding a more sensitive version of getSoundType, should I patch the second ocurrence here to use the new one? its kinda pointless: https://gyazo.com/d5ac59d1ef1cf6173ea055b88e5f9c48
L705[10:52:45] <williewillus> the snow occurrence
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L710[10:55:00] <shadowfacts> is there any way to get the render pass from the RenderSpecificHandEvent?
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L712[10:55:54] <williewillus> no, it's not accessible in that context
L713[10:56:05] <williewillus> also the "render pass" arg in the original event is useless anyway :P
L714[10:56:11] <williewillus> it's only used for 3d anaglyph
L715[10:56:25] <williewillus> if anaglyph is fof it's always `2`
L716[10:56:29] <williewillus> *off
L717[10:56:50] <shadowfacts> ah ok
L718[10:56:55] <shadowfacts> I'll just remove that part of the code
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L726[11:05:58] <xJon> What happened to getModel in the bow class?
L727[11:06:17] <williewillus> it uses 1.9's property override system nw
L728[11:06:25] <williewillus> look at ItemBow's constructor and at vanilla's bow.json
L729[11:07:24] <xJon> Uh.. it looks pretty complicated
L730[11:08:53] <diesieben07> not really
L731[11:09:06] <diesieben07> it just allows you to assing a number under a ResourceLocation
L732[11:09:11] <diesieben07> and then the model can react to that number.
L733[11:09:43] <williewillus> its pretty straightforward
L734[11:09:55] <williewillus> look at the json and how the model switches to the different pulling models
L735[11:10:38] <williewillus> its great because a RP could even add extra frames to the bow animation since it's all in json, the code just exposes the number through "pull"
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L737[11:15:39] <xJon> So ModelBakery.registerItemVariants(UselessItems.useless_bow, namesUselessBow); in the ClientProxy is no longer needed?
L738[11:15:56] <williewillus> no
L739[11:16:06] <williewillus> the model loader will take care of the override models
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L743[11:21:30] <OrionOnline> Can somebody tell me what is wrong with this blockstate: https://gist.github.com/OrionDevelopment/b1b3db0182a66b8604f1afdfef79b9b3
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L745[11:25:34] <DarkS_> o/
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L747[11:27:33] <williewillus> dwhat error are you getting?
L748[11:27:44] <williewillus> also are you intending those to be vanilla-style strings?
L749[11:27:49] <williewillus> if so you need to add [] around everything
L750[11:27:53] <williewillus> or else it'll think they're properties
L751[11:28:21] <williewillus> right now the forge deserializer is seeing "type=normal,north=true" as a property, and "submodel" as one of its values :P
L752[11:30:19] <OrionOnline> So what?
L753[11:30:28] <OrionOnline> I need to make those things arrays?
L754[11:30:42] <williewillus> add [] around the bodies of them
L755[11:30:57] <williewillus> "type=normal,north=true": [{ <what was there> }]
L756[11:31:12] <OrionOnline> So like this: https://gist.github.com/OrionDevelopment/b1b3db0182a66b8604f1afdfef79b9b3#file-armory-blocks-conduit-json-L8
L757[11:31:19] <williewillus> yes
L758[11:31:22] <williewillus> for all of them
L759[11:31:30] <williewillus> whenever you do vanilla-style strings like that you have to have the []
L760[11:31:51] <OrionOnline> Okey let me try that
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L762[11:33:05] <electrolitic> Every time my TileEntity finishes crafting an item, my game crashes. Suggestions? http://pastebin.com/mruTgX6E <-- crash log https://github.com/electrolitic/Extrafuels <-- code
L763[11:33:33] <electrolitic> Crash log says null pointer exception, but I have no idea why that's the issue.
L764[11:34:00] <williewillus> which tile entity
L765[11:34:07] <electrolitic> FuelRefiner
L766[11:34:46] <Ordinastie_> electrolitic, it it says NPE, it also says the line,
L767[11:34:51] <Ordinastie_> it's easy to find what is null
L768[11:35:16] <electrolitic> Yes, but it points to the RenderItem class. I know getItem() must be null, but Idk why.
L769[11:35:55] <Ordinastie_> put a breakpoint for NPEs, and then go back the call stack
L770[11:36:14] <Ordinastie_> so you know why item is null
L771[11:36:53] <electrolitic> Put a breakpoint? Sorry if this sounds stupid, but how do I do that?
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L773[11:38:44] <electrolitic> The ItemStack that it gets it from can't be null, since it checks.
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L775[11:39:28] <xJon> Entities in 1.9+ don't have any ID, right?
L776[11:39:38] <williewillus> they do
L777[11:39:52] <williewillus> they're just hidden
L778[11:39:55] <williewillus> like all otehr ids :P
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L780[11:40:07] <xJon> Uh, so why is findGlobalUniqueEntityId not working anymore?
L781[11:40:21] <diesieben07> because global IDs are for vanilla
L782[11:40:24] <diesieben07> don't use them.
L783[11:40:43] <diesieben07> global Ids were only ever in FML for ModLoader backwards compat...
L784[11:40:51] <williewillus> global ids have been bad for years :P
L785[11:40:57] <xJon> So what ID should I use for a custom entity?
L786[11:41:11] <diesieben07> start at 0, add 1 for every entity
L787[11:41:14] <williewillus> it is depressing how many mods are still using global ids lol
L788[11:42:06] <xJon> Wait so the IDs are per mod? starting with 0 won't conflict with anything?
L789[11:42:16] <diesieben07> yes.
L790[11:43:30] <xJon> Oh okay
L791[11:43:50] <xJon> Well I'm almost done with the porting I just have 2-3 issues I can't figure out...
L792[11:43:54] <OrionOnline> williewillus, i am still gettings an exception: https://gist.github.com/OrionDevelopment/a9b7405b15cbefd505754d41ee775b56
L793[11:44:15] <williewillus> post the full log
L794[11:44:40] <OrionOnline> With this as blockstate: https://gist.github.com/OrionDevelopment/7cd643d3128940f13b0b48d6d9d61aad One sec for the log
L795[11:44:47] <williewillus> oh
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L797[11:44:51] <williewillus> no need for the log
L798[11:45:01] <williewillus> your blockstate json doesn't match what the system is looking for
L799[11:45:20] <williewillus> whenever you do vanilla style strings you have to enumerate every single combination
L800[11:45:27] <OrionOnline> Damn
L801[11:45:34] <williewillus> I would say statemap-split on type, then have a forge json for the directions
L802[11:45:44] <OrionOnline> Is there a way to make a three value combination work?
L803[11:45:52] <williewillus> wat
L804[11:45:58] <OrionOnline> What do you mean with statemap-split is my question?
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L806[11:47:07] <williewillus> that means taking one property and splitting it out of the combination. Ever notice how there are separate andesite/diorite/granite blockstate jsons in vanillla even though they're the same block ID? it's been statemap-split on the "variant" property
L807[11:47:09] <williewillus> into separate files
L808[11:47:19] <williewillus> so I'm suggesting you have a separate blockstatejson for each type
L809[11:47:20] <OrionOnline> Ah okey
L810[11:47:26] <OrionOnline> THat sounds like a good idea
L811[11:48:05] <williewillus> when you split on a property it'll just use the name of the values of that property as the new blockstate json name to search for so you might want to do withSuffix as well
L812[11:48:26] <OrionOnline> Is there an example of that somewhere i can take a look at?
L813[11:49:26] <williewillus> see BlockModelShapes.registerAllBlocks second line
L814[11:49:32] <williewillus> that's where stone gets split apart
L815[11:49:43] <williewillus> or the fourth line
L816[11:49:51] <williewillus> leaves get split apart and the name gets a suffix added
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L818[11:50:17] <williewillus> when it splits it it's just going to use the values of the property as the new name to search so adding a suffix like "_pipe" would probably be better
L819[11:50:33] <williewillus> which would make it search for light_pipe, dark_pipe, etc.
L820[11:50:41] <xJon> What did BiomeGenBase.getBiomeGenArray() change with? I can't manage to find out..
L821[11:50:47] <williewillus> no more array
L822[11:50:50] <williewillus> it's a proper registry now
L823[11:50:54] <williewillus> like blocks/items
L824[11:51:17] <williewillus> with string names, etc.
L825[11:52:43] <Zidane> williewillus, do you have any experience with specifying a custom model implementation for an ItemBlock?
L826[11:53:10] <williewillus> thats a bit general but sure? :P
L827[11:53:15] <williewillus> idk in what sense
L828[11:53:54] <Zidane> So I have my custom model implementation and its mostly working due to your guys help way above (thanks!) but in my inventory it is messed up
L829[11:54:17] <williewillus> how so, missing model?
L830[11:54:37] <Zidane> Gigahertz told me to do setCustomModelLocation to register it (which I did) but now it complains that my item model doesn't use a Vanilla parent?
L831[11:54:55] <Zidane> Example, in my item model file: "parent": "almura:block/barrel.shape"
L832[11:54:59] <Zidane> Where .shape is my custom format
L833[11:55:48] <Zidane> [00:08:47] [Client thread/ERROR] [FML]: Exception loading model for variant almura:alfalfa_barrel#inventory for item "almura:alfalfa_barrel", normal location exception:
L834[11:55:48] <Zidane> java.lang.IllegalStateException: vanilla model 'net.minecraft.client.renderer.block.model.ModelBlock@3e5103c8' can't have non-vanilla parent
L835[11:55:52] <Zidane> That is the error
L836[11:55:56] <williewillus> yeah the vanilla model format doesn't understand what it means to have a parent of type "shape". But I am thinking,
L837[11:56:04] <williewillus> this is a block right, it has a blockstate json?
L838[11:56:04] <Zidane> Np
L839[11:56:11] <Zidane> Yes it does
L840[11:56:21] <xJon> So how can I use EntityRegistry.addSpawn() to get all of the biomes available?
L841[11:56:29] <xJon> (if not using the array)
L842[11:56:49] <williewillus> can I see the blockstate json?
L843[11:57:00] <Zidane> Sure, sec
L844[11:57:10] <williewillus> xJon: Biome.REGISTRY
L845[11:57:12] <williewillus> like with blocks/items
L846[11:57:22] <Zidane> williewillus, http://pastie.org/10917520
L847[11:57:28] <electrolitic> Arg, why does this thing have to not work? :(
L848[11:58:11] <williewillus> Zidane: yeah okay try this. delete the item json, then setCustomMRL to that variant: new MRL("path-to-blockstate-json", "normal")
L849[11:58:30] <williewillus> forge lets you point items directly at blockstate jsons like that so it *should* work
L850[11:58:39] <Zidane> Oh really? That is quite handy :D
L851[11:58:56] <williewillus> vanilla forces a huge special case for items
L852[11:59:17] <williewillus> all an MRL is is a variant in a blockstate json, but vanilla forces it to point to a model json in items/ for item models
L853[11:59:49] <xJon> williewillus It's not happy when I'm using Biome.REGISTRY
L854[11:59:58] <williewillus> xJon: be more specific lol
L855[12:00:23] <diesieben07> xJon, Iterables.toArray(registry, Biome.class)
L856[12:00:40] <williewillus> im pretty sure the registries are already iterable
L857[12:00:42] <xJon> Oh
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L859[12:00:45] <Zidane> williewillus, like this? ModelLoader.setCustomModelResourceLocation(itemBlock, 0, new ModelResourceLocation("almura:blockstates/alfalfa_barrel", "normal"));
L860[12:00:47] <diesieben07> but it wants an array :P
L861[12:01:00] <williewillus> Zidane: take out "blockstates/"
L862[12:01:03] <Zidane> mmk
L863[12:01:16] <Zidane> Time to give it a shot
L864[12:03:59] <Zidane> williewillus, :D Seems to have worked...but a tad big on me...can I do some inventory scaling or? http://imgur.com/a/z6n4r
L865[12:04:09] <Zidane> As well as icon on the hotbar seems...odd
L866[12:04:15] <williewillus> hmm
L867[12:05:12] <williewillus> you might need to use the forge blockstate json and apply the transform there
L868[12:05:15] <williewillus> something like http://pastebin.com/gBBY90Q1
L869[12:06:30] <Zidane> Let me try that
L870[12:08:14] <Zidane> Didn't seem to change anything williewillus
L871[12:09:05] <williewillus> hmm might be because of custom format
L872[12:09:06] <williewillus> I'm not sure
L873[12:09:30] <xJon> How can I make a spawn egg for a custom entity?
L874[12:09:49] <xJon> I used in 1.8 EntityList.ENTITY_EGGS.put but it changed
L875[12:09:58] <xJon> Also I'm not sure that's the proper wa
L876[12:10:01] <xJon> way*
L877[12:10:17] <williewillus> EntityRegistry.registerEgg
L878[12:10:23] <williewillus> don't access the vanilla lists directly
L879[12:10:43] <diesieben07> thats not needed
L880[12:10:50] <diesieben07> there is an overload of registerModEntity
L881[12:11:42] <xJon> And that creates the item too?
L882[12:12:20] <diesieben07> well, its all one item
L883[12:12:23] <xJon> Well my followup question would be how can I add this egg to a custom creative tab
L884[12:12:25] <diesieben07> but yes, it adds it to the list.
L885[12:12:43] <diesieben07> look at what getSubItems does in ItemMonsterPlacer
L886[12:12:51] <diesieben07> do something similar for your tab
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L888[12:13:00] <diesieben07> but only include your entity
L889[12:22:39] <Zidane> williewillus, is it because I don't do anything with perspective in my model and therefore it isn't scaled down when its inventory? I could paste you my model class (but its pretty bad, needs cleanup)
L890[12:22:49] <Zidane> Well inventory'hand
L891[12:22:51] <Zidane> */
L892[12:22:59] <williewillus> perhaps
L893[12:26:36] <Rallias> https://gist.github.com/rallias/5727ef46723ba36378d28a96b92a7ccf <- What am I doing wrong that the Partial.java portion isn't creating a run/unknownStacks.json file?
L894[12:27:17] <Rallias> (no stacktrace was printed)
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L898[12:30:52] <Rallias> ... I never updated sendString...
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L900[12:35:20] <Zidane> When doing a handlePerspective, am I to calculate the matrix or is there a way to grab the matrix that will be rendered so I can scale it?
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L906[12:52:06] <electrolitic> I'm so confused. renderItemOverlayIntoGui caused a NullPointerException. No idea what I did wrong.
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L908[12:57:46] <williewillus> what line?
L909[12:58:00] <electrolitic> 429 of the class.
L910[12:58:37] <electrolitic> I think?
L911[12:58:39] <electrolitic> one moment
L912[12:59:39] <electrolitic> Yeah, that's it
L913[13:01:53] <electrolitic> I don't know how, but it must be getItem()
L914[13:02:04] <williewillus> weird
L915[13:02:09] <electrolitic> How do I fix that? :/
L916[13:02:25] <williewillus> is getItem npe or showDurabilitybar?
L917[13:03:13] <electrolitic> I am not sure. showDurabilitybar returns a boolean, so..
L918[13:03:44] <electrolitic> I've tried passing it a vanilla ItemStack too, to make sure it's not just my Item
L919[13:03:48] <electrolitic> still blew up
L920[13:05:01] <electrolitic> I'd imagine somehow it's my fault.
L921[13:05:24] <shadekiller666> Zidane, TRSRTransformation has conversion methods to Matrix4d
L922[13:05:40] <shadekiller666> at least it did last time i checked, but i don't think its changed much
L923[13:05:40] <xJon> What's the replacement for player.getItemInUseDuration(); used in FOVBowUpdate? I can't find anything..
L924[13:05:42] <williewillus> whoah havent seen you around in a while
L925[13:05:52] <shadekiller666> hi
L926[13:06:01] <shadekiller666> had some computer issues
L927[13:06:19] <williewillus> xJon: getItemInUseCount
L928[13:06:24] <williewillus> dont ask me who decided to change that xD
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L930[13:06:44] <xJon> oh well at least we have you
L931[13:07:04] <williewillus> i mean i literally just typed it in my ide and looked through the autocomplete list
L932[13:07:09] <williewillus> not rocket science xD
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L934[13:09:07] <xJon> Also
L935[13:09:20] <xJon> What's the replacement for RenderingRegistry.registerEntityRenderingHandler?
L936[13:09:33] <ghz|afk> the same method
L937[13:09:39] <ghz|afk> just it has a factory as the last parameter
L938[13:09:53] <ghz|afk> hmm no wait
L939[13:09:53] <ghz|afk> sec
L940[13:10:10] <ghz|afk> yep
L941[13:10:10] <ghz|afk> RenderingRegistry.registerEntityRenderingHandler(EntityBall.class, RenderBall::new);
L942[13:10:17] <ghz|afk> (the ::new thing requires java8)
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L944[13:13:52] <xJon> So if I have this RenderingRegistry.registerEntityRenderingHandler(EntityUselessArrow.class, new RenderArrow());
L945[13:13:56] <xJon> What should I change it to?
L946[13:14:01] <xJon> (sorry I'm a bit confused)
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L948[13:14:54] <ghz|afk> xJon: java8, or java < 8?
L949[13:15:06] <ghz|afk> wait
L950[13:15:08] <ghz|afk> you use renderarrow
L951[13:15:11] <ghz|afk> which doesn't have the standard args
L952[13:15:13] <ghz|afk> so it won't matter
L953[13:15:38] <xJon> (anyway java 8)
L954[13:16:14] <ghz|afk> RenderingRegistry.registerEntityRenderingHandler(EntityEssence.class, manager -> new RenderArrow(manager) );
L955[13:16:20] <ghz|afk> if you don't need the manager parameter
L956[13:16:25] <ghz|afk> then just don't use it
L957[13:16:41] <ghz|afk> it's there for convenience
L958[13:16:52] <ghz|afk> so you don't have to do like Minecraft.getMinecraft().getRenderWhatever().whatever
L959[13:17:11] <ghz|afk> however
L960[13:17:21] <ghz|afk> if your constructor has one single parameter of type RenderManager
L961[13:17:27] <ghz|afk> then you can use
L962[13:17:49] <ghz|afk> RenderingRegistry.registerEntityRenderingHandler(EntityUselessArrow.class, RenderArrow::new);
L963[13:19:04] <xJon> Oh so if I had this line RenderingRegistry.registerEntityRenderingHandler(EntityUselessDave.class, new RenderUselessDave(Minecraft.getMinecraft().getRenderManager(), new ModelUselessDave(), 0));
L964[13:19:21] <xJon> What can I change to get rid of the Minecraft.getMinecrat()?
L965[13:22:15] <ghz|afk> you could do: RenderingRegistry.registerEntityRenderingHandler(EntityUselessDave.class, manager -> new RenderUselessDave(manager, new ModelUselessDave(), 0));
L966[13:23:00] <xJon> Well it works perfectly
L967[13:23:10] <xJon> but I don't really understand it.. care to explain what did it change?
L968[13:23:17] <ghz|afk> well
L969[13:23:27] <ghz|afk> have you ever heard of the term "lambda functions"?
L970[13:24:07] <ghz|afk> my explanation will be different depending on if you have heard of them, and know what they are
L971[13:25:18] <ghz|afk> xJon?
L972[13:25:20] <xJon> No, unfortunately ?
L973[13:25:23] <ghz|afk> okay
L974[13:25:27] <ghz|afk> do you know any javascript?
L975[13:25:36] <xJon> Very little
L976[13:25:40] <ghz|afk> okay nevermind then
L977[13:25:47] <ghz|afk> you understand how methods work, at least? ;P
L978[13:25:51] <xJon> Yes xD
L979[13:25:54] <ghz|afk> okay so
L980[13:25:56] <ghz|afk> a lambda function
L981[13:26:01] <ghz|afk> is a function-object
L982[13:26:27] <ghz|afk> (arg1, arg2, arg3) -> { return arg1+arg2*arg3; }
L983[13:26:49] <ghz|afk> is equivalent to
L984[13:27:09] <ghz|afk> T someFunction(T arg1, T arg2, T arg3) -> { return arg1+arg2*arg3; }
L985[13:27:22] <ghz|afk> xcept
L986[13:27:32] <ghz|afk> it doesn't have predefined types
L987[13:27:38] <ghz|afk> or even a name
L988[13:27:44] <xJon> Oh
L989[13:27:45] <xJon> weird
L990[13:27:47] <ghz|afk> then
L991[13:27:58] <ghz|afk> if a lambda only has one single expression ina a return statement
L992[13:28:00] <ghz|afk> it can beshortened
L993[13:28:10] <ghz|afk> (arg1, arg2, arg3) -> arg1+arg2*arg3
L994[13:28:16] <ghz|afk> which would behave exactly the same
L995[13:28:19] <ghz|afk> now
L996[13:28:21] <ghz|afk> in Java
L997[13:28:35] <ghz|afk> any method parameter
L998[13:28:45] <ghz|afk> that receives an interface with a single method
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L1000[13:29:03] <ghz|afk> can be used with a lambda
L1001[13:29:04] <ghz|afk> in this case
L1002[13:29:31] <ghz|afk> (manager) -> new RenderSomething(manager)
L1003[13:29:35] <ghz|afk> would compile into
L1004[13:29:41] <ghz|afk> new IRenderFactory() {
L1005[13:30:02] <ghz|afk> public RenderSomething createRenderFor(RenderManager manager) { return new RenderSomething(); }
L1006[13:30:03] <ghz|afk> }
L1007[13:30:18] <ghz|afk> in fact
L1008[13:30:21] <ghz|afk> if you don't have java8
L1009[13:30:26] <xJon> Convenient
L1010[13:30:32] <ghz|afk> your only option is to write that out in its full form
L1011[13:30:43] <ghz|afk> (or use retrolambda to do it for you)
L1012[13:30:52] <williewillus> (single abstract method, a lambda interface can have static or default methods)
L1013[13:30:58] <xJon> Is it something that exists in .NET too? or do we not talk about that in here?
L1014[13:31:00] <Wuppy> vikings is a good tv show right?
L1015[13:31:02] <ghz|afk> yes
L1016[13:31:05] <ghz|afk> C# has lambdas too
L1017[13:31:12] <ghz|afk> the only major difference is they use =>
L1018[13:31:14] <ghz|afk> rather than ->
L1019[13:31:17] <xJon> Ohh
L1020[13:31:21] <ghz|afk> (arg1,arg2) => arg1*arg2
L1021[13:31:24] <xJon> Alright I see
L1022[13:31:29] <ghz|afk> there's semantic differences
L1023[13:31:37] <xJon> Well to be honest you're the most useful afk user I've ever met
L1024[13:31:38] <ghz|afk> but they are a matter for another time
L1025[13:31:41] <sham1> Lambdas can be thought of as Clojures
L1026[13:32:06] <ghz|afk> but yeah
L1027[13:32:09] <ghz|afk> one last thing
L1028[13:32:23] <ghz|afk> whenever you have a lambda that matches the exact parameters as the method it calls
L1029[13:32:29] <ghz|afk> you can use the method itself in the parameter
L1030[13:32:30] <ghz|afk> in this case
L1031[13:32:38] <shadekiller666> dang it mojang
L1032[13:32:42] <ghz|afk> (manager) -> new RenderSomething(manager)
L1033[13:32:45] <ghz|afk> can be shortened toi
L1034[13:32:51] <sham1> What did Mojang do this time
L1035[13:32:52] <ghz|afk> RenderSomething::new
L1036[13:32:54] <ghz|afk> which means
L1037[13:32:59] <ghz|afk> "make a lambda out of 'new'"
L1038[13:33:07] <ghz|afk> which is the constructor
L1039[13:33:10] <ghz|afk> but other methods would work
L1040[13:33:24] <sham1> RenderSomething::new is just syntaxic sugar for (params) -> new RenderSomething(params)
L1041[13:33:31] <ghz|afk> yep
L1042[13:33:34] <xJon> heh
L1043[13:33:46] <sham1> That goes for all method references
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L1045[13:33:56] <shadekiller666> the StructureComponent methods all accept StructureBoundingBox parameters, except for the pos offset methods...
L1046[13:34:53] <shadekiller666> and setBlockState doesn't take an EnumFacing...
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L1048[13:35:49] <williewillus> in the structures sometimes the facing is an int
L1049[13:35:53] <shadekiller666> because for some reason they decided that they needed a StructureBoundingBox to be passed in, and then use the bounding box in the structure itself to get the position offsets, instead of the box thats passed in
L1050[13:35:57] <williewillus> because it specifies taht many CC_Y rotations
L1051[13:36:01] <williewillus> not an absolute facing
L1052[13:36:11] <williewillus> *CW
L1053[13:36:22] <williewillus> at least thats waht I got out of it
L1054[13:36:26] <shadekiller666> the offset methods all use EnumFacings
L1055[13:36:41] <shadekiller666> i'm talking specifically about StructureComponent
L1056[13:36:53] <shadekiller666> i don't much care for the rest of the system
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L1058[13:44:15] <shadekiller666> williewillus, that facing as integer thing is handled as "ROTATION"
L1059[13:45:39] <xJon> I tried registering the ItemBlocks using GameRegistry.register and I'm crashing with NullPointerException
L1060[13:45:53] <xJon> Can anybody tell me what's wrong with this line?
L1061[13:45:54] <xJon> GameRegistry.register(new ItemBlockBetterUselessOre(UselessBlocks.better_useless_ore), UselessBlocks.better_useless_ore.getRegistryName());
L1062[13:46:15] <ghz|afk> xJon: don't do that
L1063[13:46:23] <ghz|afk> you have to call .setRegistryName on the ItemBlock
L1064[13:46:30] <ghz|afk> and then you don't need the second parameter to register
L1065[13:46:46] <ghz|afk> I have this pattern for it:
L1066[13:47:00] <diesieben07> you don't HAVE to do that...
L1067[13:47:05] <diesieben07> what he did is just fine
L1068[13:47:12] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/common/BlockRegistered.java
L1069[13:47:16] <diesieben07> if it crashes, the Block is null.
L1070[13:47:32] <ghz|afk> in the blocks where I need a custom ItemBlock, I override the createItemBlock method
L1071[13:47:37] <xJon> It may be because I register my items before the blocks?....
L1072[13:47:47] <ghz|afk> well
L1073[13:47:51] <diesieben07> yeah, well then better_useless_ore doesn't exist yet
L1074[13:47:51] <ghz|afk> think about it again
L1075[13:47:56] <diesieben07> and you cannot call methods on "null"
L1076[13:48:01] <ghz|afk> have you assigned any value to better_useless_ore?
L1077[13:48:06] <ghz|afk> if you haven't
L1078[13:48:10] <xJon> Yeah.....
L1079[13:48:23] <ghz|afk> then what did you expect it would contain when you tried to *use* that value?
L1080[13:48:28] <sham1> Stop being AFK
L1081[13:48:30] <sham1> It is bothering me
L1082[13:48:32] <Ordinastie_> he said "register"
L1083[13:48:32] <ghz|afk> never!
L1084[13:48:38] *** ghz|afk is now known as gigaherz
L1085[13:48:40] <xJon> I didn't have any expectations
L1086[13:48:49] <gigaherz> xJon: that's a problem, then
L1087[13:49:04] <xJon> Yes you're right
L1088[13:49:15] <gigaherz> coding is 90% logic and common sense
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L1090[13:49:56] <gigaherz> knowing how a certain language works is the just a tiny detail in comparison
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L1092[13:50:40] <sham1> There are two things I hate about progrmaming
L1093[13:50:52] <sham1> Logic errors, segfaults, and off-by-one errors
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L1095[13:53:06] <xJon> Hmm.. weird. now I'm crashing with this line
L1096[13:53:06] <xJon> this.setDefaultState(this.blockState.getBaseState().withProperty(FACING, EnumFacing.NORTH));
L1097[13:53:25] <xJon> (It's in a custom block's constructor)
L1098[13:53:38] <diesieben07> what is the crash?
L1099[13:53:40] <sham1> What is the crash
L1100[13:53:44] <diesieben07> :D
L1101[13:53:52] <xJon> java.lang.IllegalArgumentException: Cannot set property PropertyDirection{name=facing, clazz=class net.minecraft.util.EnumFacing, values=[north, south, west, east]} as it does not exist in BlockStateContainer{block=null, properties=[]}
L1102[13:53:52] <xJon> at net.minecraft.block.state.BlockStateContainer$StateImplementation.withProperty(BlockStateContainer.java:211)
L1103[13:53:57] <Ordinastie_> I can't believe that question still has to be asked :x
L1104[13:54:02] <sham1> You don't have getMetaFromState
L1105[13:54:07] <xJon> sorry :x
L1106[13:54:13] <Ordinastie_> sham1, nope
L1107[13:54:31] <sham1> I read the error wrong
L1108[13:54:34] <Ordinastie_> he didn't set the properties to use
L1109[13:54:48] <diesieben07> createBlockState needs to create the BlockStateContainer with the properties you will use
L1110[13:55:42] <xJon> Hmm I'm having trouble understanding what do you mean
L1111[13:56:12] <diesieben07> Look at vanilla examples of createBlockState
L1112[13:56:28] <xJon> Oh, right, in blocks like a furnace
L1113[13:56:45] <sham1> Yes
L1114[13:56:53] <OrionOnline> Is there a way to only rotate the submodel of a Blockstate definition?
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L1118[14:00:13] <williewillus> OrionOnline: a submodel declaration supports everything a normal variant definition does
L1119[14:00:18] <williewillus> including the "transform" tag
L1120[14:00:25] <OrionOnline> Okey thankls
L1121[14:00:38] <williewillus> "submodel": { "name": { "model": "", "transform": blah } ... }
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L1123[14:02:45] <williewillus> the redpower game actually looks pretty nice, I'm surprised its gotten as far as it has
L1124[14:02:52] <shadowfacts> ^
L1125[14:02:55] <williewillus> not sure what niche she wants to fit it in though
L1126[14:03:14] <williewillus> when factorio/infinifactory/co are already in the "automate sandbox" niche
L1127[14:03:15] <sham1> Wait, what game
L1128[14:03:29] <williewillus> eloraam's RP game
L1129[14:03:31] <williewillus> http://imgur.com/JKNGQhu
L1130[14:03:34] <williewillus> check her twitter
L1131[14:03:48] <BBSplat> Oh, new tweets today
L1132[14:05:20] <williewillus> jesus those system requirements though
L1133[14:05:27] <williewillus> guess my current computer is out :P
L1134[14:05:44] <BBSplat> heh
L1135[14:06:41] <gigaherz> system requirements?
L1136[14:07:04] <sham1> At least the pneumatic pipes look familiar
L1137[14:07:16] <williewillus> for eloraam's redpower game, she tweeted them. OpenGL 3.3 and 4-8G ram
L1138[14:07:32] <williewillus> sham1: the computer in the background too
L1139[14:07:32] <gigaherz> oh
L1140[14:07:36] <gigaherz> that's "average"
L1141[14:07:36] <gigaherz> ;p
L1142[14:07:43] <shadowfacts> D: no mac support
L1143[14:07:44] <gigaherz> I mean
L1144[14:07:48] <gigaherz> OS: Unsupported Windows 10.0 (Build #10586) CPU: Intel Core i7-3770K,  3.51 GHz, 0 KB Video: Unknown Video Card (2560x1440x32bpp 59Hz) Sound: Speakers (Realtek High Definiti Memory: Used: 7583/16330MB Uptime: 5d 3h 52m 49s HD Space: Free: 1747.36 GB/4246.34 GB Connection: Bluetooth PAN HelpText @ 0 bps (Rec: 0.00MB Sent: 0.00MB)
L1145[14:07:49] <sham1> >mac
L1146[14:07:57] <shadowfacts> time to install linux!
L1147[14:08:02] <sham1> Good boy
L1148[14:08:03] <williewillus> maybe i'm used to mc and playing not-to-intensive games lol
L1149[14:08:06] <gigaherz> I'm already pending an upgrade
L1150[14:08:07] <gigaherz> ;P
L1151[14:08:10] <sham1> >mc
L1152[14:08:13] <sham1> >not intensive
L1153[14:08:15] <sham1> Wat
L1154[14:08:34] <williewillus> i can run vanilla on max settings with 16 render distance with 2G of ram allocated and an intel card
L1155[14:08:35] <williewillus> so
L1156[14:08:36] <williewillus> :P
L1157[14:08:47] <williewillus> *run vanilla well
L1158[14:08:47] <gigaherz> my laptop has an intel card
L1159[14:08:53] <gigaherz> it runs vanilla default settings at like 30fps max
L1160[14:09:02] <gigaherz> gen-2 core
L1161[14:09:05] <gigaherz> the gpu in it sucks.
L1162[14:09:18] <gigaherz> wait wat
L1163[14:09:22] <williewillus> i get 80fps idling in AllTheMods 1.10 (which has coincidentally ~110 mods)
L1164[14:09:22] <gigaherz> why does it say Unknown Video Card
L1165[14:09:25] <masa> wtf, why is SOundType.getBreakSound() @SideOnly(Side.CLIENT) ?
L1166[14:09:28] <gigaherz> Video Card: NVIDIA GeForce GTX 970
L1167[14:09:31] <gigaherz> there
L1168[14:09:33] <masa> when most others are not
L1169[14:09:34] <williewillus> masa: obfuscator stripped it
L1170[14:09:41] <masa> mmkay
L1171[14:09:54] <williewillus> it saw that nothing on the common side used it so it just took it out of the server jar
L1172[14:10:04] <williewillus> *in the common environment
L1173[14:10:06] <OrionOnline> williewillus, i am now using the state mapper, but it is not applying the Submodels: Blockstate: https://github.com/SmithsGaming/Armory/tree/Development-1.10.2/src/resources/assets/armory/blockstates Example: http://i.imgur.com/OP8VjYS.png
L1174[14:10:56] <williewillus> are tehre log errors?
L1175[14:11:03] <OrionOnline> I am using this to set the statemapper: Minecraft.getMinecraft().getRenderItem().getItemModelMesher().getModelManager().getBlockModelShapes().registerBlockWithStateMapper(ModBlocks.blockConduit, new StateMap.Builder().withName(BlockConduit.TYPE).withSuffix("_conduit").build());
L1176[14:11:29] <OrionOnline> And this is the log: https://gist.github.com/OrionDevelopment/99b5a89d583a90906181cd6842033526
L1177[14:11:39] <OrionOnline> Yes again abunch of state not founds
L1178[14:11:49] <williewillus> uhh wrong call, and when are you doing that?
L1179[14:11:49] <gigaherz> OrionOnline: do the states it's trying to load
L1180[14:11:52] <williewillus> ModelLoader.setCustomStateMapper
L1181[14:11:55] <williewillus> during preinit
L1182[14:11:55] <gigaherz> actually MATCH the ones on the blockstate file?
L1183[14:12:04] <OrionOnline> gigaherz, yes
L1184[14:12:10] <gigaherz> then do what williewillus is suggesting.
L1185[14:13:40] *** minecreatr is now known as Mine|away
L1186[14:13:43] <OrionOnline> Attempting that now
L1187[14:15:23] <OrionOnline> That prevents it from throwing the exception, yet it still is not loading the other OBJ's as well as not applying the submodels
L1188[14:17:11] <OrionOnline> It not loading the OBJ's of other blocks is my problem though
L1189[14:18:55] <RANKSHANK> Haha I see that colored light eloraam was pining for wi:P
L1190[14:20:39] <OrionOnline> gigaherz, for some reason the model it tries to render does not have all the parts........
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L1192[14:21:49] <OrionOnline> Do i need register them somewhere.....?
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L1194[14:22:13] <gigaherz> nope
L1195[14:22:18] <gigaherz> it's all in the blockstates file
L1196[14:22:25] <gigaherz> the way forge loads the blockstates data
L1197[14:22:32] <gigaherz> is that it takes the json file
L1198[14:22:40] <gigaherz> loads the "defaults" section
L1199[14:22:42] <gigaherz> and keeps it for later
L1200[14:22:46] <gigaherz> and then scans the "variants"
L1201[14:23:15] <gigaherz> each key that has a value that is an [array]
L1202[14:23:23] <gigaherz> is considered a direct variant string
L1203[14:23:38] <gigaherz> while the ones that are only an {object} are considered property names
L1204[14:23:38] <gigaherz> so
L1205[14:23:43] <gigaherz> it takes each property name
L1206[14:23:54] <gigaherz> and inside it, it expects to see the values for that property
L1207[14:24:03] <gigaherz> it doesn't KNOW what the values should be, it just loads whatever is in the json
L1208[14:24:04] <OrionOnline> Yeah i see that now i am looking at the forge v1 implementation
L1209[14:24:04] <gigaherz> so
L1210[14:24:16] <gigaherz> "asdf": { "v1": {}, "v2": {} ... }
L1211[14:24:22] <gigaherz> then
L1212[14:24:25] <gigaherz> it takes all the property keys
L1213[14:24:27] <gigaherz> and all the values
L1214[14:24:35] <gigaherz> and generates all possible combinations
L1215[14:24:48] <gigaherz> "prop1=value1,prop2=value2,..."
L1216[14:24:51] <OrionOnline> They are correct however The model it pulls is not correct as it is only the base model
L1217[14:24:52] <gigaherz> in alphabetical order
L1218[14:25:02] <gigaherz> okay
L1219[14:25:03] <gigaherz> then
L1220[14:25:06] <gigaherz> each one of those
L1221[14:25:08] <gigaherz> is scanned
L1222[14:25:18] <gigaherz> the values from default are copied into the current data
L1223[14:25:30] <gigaherz> and then the values from the property are assigned, replacing whatever was on the defaults
L1224[14:25:31] <gigaherz> with the new data
L1225[14:25:37] <gigaherz> so
L1226[14:25:48] <gigaherz> if you have a "submodel" section
L1227[14:25:52] <gigaherz> each submodel key
L1228[14:25:58] <gigaherz> will replace any existing submodel keys from "defaults"
L1229[14:26:07] <gigaherz> if you have a "textures" section
L1230[14:26:15] <gigaherz> any texture key will replace any existing texture key from "defaults"
L1231[14:26:24] <OrionOnline> what if the default had no submodel entry, so no existing keys in the submodel section?
L1232[14:26:34] <gigaherz> thne they are created new
L1233[14:26:56] <gigaherz> then after all the data is read
L1234[14:27:03] <gigaherz> forge takes all those values it has gathered
L1235[14:27:08] <gigaherz> and gives them to the model builder
L1236[14:27:25] <gigaherz> and if it has submodels
L1237[14:27:34] <gigaherz> it will give each submodel to the model builder, and then combine the results
L1238[14:28:02] <gigaherz> can I see your json?
L1239[14:28:05] <OrionOnline> Sure
L1240[14:28:12] * Ordinastie_ is still amused to see everybody having issues with the models
L1241[14:28:13] <OrionOnline> https://github.com/SmithsGaming/Armory/tree/Development-1.10.2/src/resources/assets/armory/blockstates
L1242[14:28:24] <gigaherz> so after all those variants are read
L1243[14:28:28] <gigaherz> and the combinations computed
L1244[14:28:29] <OrionOnline> I am talking about the three _conduit.json filies
L1245[14:28:31] <gigaherz> they will be in a table
L1246[14:28:36] <RANKSHANK> Haha opened up my irc app and saw a monochrome wall for the senders and knew gigz was at it again ;)
L1247[14:28:37] <gigaherz> variant string -> model
L1248[14:28:40] <gigaherz> and afterward
L1249[14:28:59] <gigaherz> each blockstate combination is given to the statemapper, which will look for a model
L1250[14:29:07] <gigaherz> matching the same variant string
L1251[14:29:17] <gigaherz> (the one calculated by the statemapper, that is)
L1252[14:29:53] <gigaherz> OrionOnline: uhm
L1253[14:29:58] <gigaherz> all your submodels are "north2?
L1254[14:30:01] <gigaherz> "north"*
L1255[14:30:22] <OrionOnline> Damn.... let me fix that
L1256[14:30:31] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/blockProxy.json
L1257[14:30:35] <gigaherz> it's not that different from this one
L1258[14:30:37] <gigaherz> and this one DOES work
L1259[14:30:41] <gigaherz> and I don't even need a statemapper
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L1261[14:31:50] <OrionOnline> I need a statemapper
L1262[14:31:59] <OrionOnline> As i have another parameter: the type of the conduit
L1263[14:32:53] <OrionOnline> That looks better
L1264[14:33:01] <OrionOnline> Not completly bug free
L1265[14:33:04] <OrionOnline> but better
L1266[14:33:06] <gigaherz> :)
L1267[14:33:53] <OrionOnline> Hmm now on how to make the ItemStack target the right blockstate fike
L1268[14:34:29] <williewillus> thats what setCustomMRL's job is
L1269[14:35:29] <OrionOnline> There is no NBT dependent setCustomModelResourceLocation right?
L1270[14:35:42] <williewillus> oh then you want a mesher
L1271[14:35:53] <williewillus> setCustomMeshDefinition
L1272[14:37:56] <gigaherz> OrionOnline: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L229
L1273[14:38:05] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L282
L1274[14:38:21] <gigaherz> note that unlike setCustomMRL
L1275[14:38:31] <gigaherz> setItemMeshDefinition doesn't know how to register the variant names
L1276[14:38:34] <gigaherz> so it has to be done manually
L1277[14:38:46] <gigaherz> hence my https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L297
L1278[14:38:48] <OrionOnline> What do you mean with variant names?
L1279[14:39:03] <gigaherz> the ModelResourceLocations that you depend on
L1280[14:39:57] <OrionOnline> So in my case: "armory:light_conduit.json:inventory" for example?
L1281[14:40:16] <OrionOnline> Or do you mean the actual OBJ Files that i need
L1282[14:40:32] <xJon> What the hell? I just crashed because of
L1283[14:40:33] <xJon> ava.lang.NullPointerException: Exception in server tick loop
L1284[14:40:33] <xJon> at net.minecraft.village.VillageCollection.fileNameForProvider(VillageCollection.java:303)
L1285[14:40:57] <xJon> java*
L1286[14:41:15] <xJon> Is that related to the custom mod development?
L1287[14:42:49] <xJon> http://pastebin.com/A48RqsU9
L1288[14:45:39] <Ordinastie_> !gf field_180413_ao
L1289[14:46:51] <OrionOnline> Hmm something i can tomorrow look ar
L1290[14:46:52] <williewillus> why are guava ranges not iterable >_<
L1291[14:49:19] <Ordinastie_> someone reported that : Caused by: java.lang.NoSuchFieldError: field_180413_ao for MC 1.10.2, but MCPBot says it's there, what I am missing ?
L1292[14:49:53] <diesieben07> williewillus, ContiguousSet
L1293[14:50:08] <xJon> I think I understand my issue;
L1294[14:50:08] <xJon> Can someone tell me which part of the registration process makes the name of a blockstate .json file?
L1295[14:50:17] <williewillus> for blocks or items?
L1296[14:50:20] <williewillus> for bloccks, statemapping
L1297[14:50:23] <williewillus> for items, setCustomMRL
L1298[14:50:26] <williewillus> or a custom mesher
L1299[14:51:12] <xJon> I think my issue is just with blocks..
L1300[14:51:18] <williewillus> okay its statemapping then
L1301[14:51:32] <williewillus> that's the process taht takes an IBlockState and spits out an MRL
L1302[14:51:33] <xJon> java.io.FileNotFoundException: jum:blockstates/BlockUselessMachine.json, and my .json file is named block_useless_machine.json
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L1304[14:51:45] <williewillus> well by default
L1305[14:51:50] <williewillus> it searches for the registry name of your block
L1306[14:51:53] <williewillus> so rename your json to match
L1307[14:52:02] <xJon> Uh, and can I change that?
L1308[14:52:10] <xJon> just rename the json?
L1309[14:52:17] <williewillus> yes rename the json
L1310[14:52:26] <xJon> ok
L1311[14:52:34] <williewillus> blockstate jsons should (with careful exception) be the same name as the registry name
L1312[14:52:41] <williewillus> you can change it but it breaks the convention
L1313[14:52:44] <xJon> another question: what's more acceptable these days for registry names?
L1314[14:52:54] <williewillus> python-style
L1315[14:52:56] <williewillus> like vanilla
L1316[14:53:06] <williewillus> oak_fence_gate, etc.
L1317[14:53:12] <xJon> I see
L1318[14:53:19] <xJon> Alright thanks a lot williewillus
L1319[14:53:23] <williewillus> np
L1320[14:53:33] <xJon> I'll change the registry name to the style
L1321[14:53:36] <xJon> this*
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L1323[14:57:26] <xJon> wow
L1324[14:57:40] <xJon> did they change models/item to models/items?
L1325[14:58:03] <xJon> nope, I did
L1326[14:58:11] <xJon> stupid
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L1331[15:01:30] <xJon> Uh.. after all the changes I saw no errors while booting up.. yet I still crash upon creating a new world with this weird report.
L1332[15:02:02] <xJon> Anyone can help? http://pastebin.com/A48RqsU9
L1333[15:03:04] <diesieben07> there is something seriously wrong there....
L1334[15:03:13] <diesieben07> are you making your own dimension?
L1335[15:03:22] <xJon> You got me
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L1337[15:03:47] <xJon> Can I link the code here?
L1338[15:03:54] <diesieben07> link it yes
L1339[15:03:58] <diesieben07> please just dont paste it
L1340[15:04:16] <xJon> Well I can't post the whole mod's code here
L1341[15:04:18] <xJon> https://github.com/xJon/Jons-Useless-Mod
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L1343[15:05:13] <diesieben07> trust me, people try
L1344[15:06:26] <xJon> Well it's every noobie's wet dream
L1345[15:06:43] <williewillus> did you need a custom IItemRenderer in 1.7 to render items with alpha?
L1346[15:07:11] <williewillus> just wondering because I saw one in old botania repo for the glass pack
L1347[15:07:15] <williewillus> *pick
L1348[15:08:58] <OrionOnline> I have a question regarding ItemModelDefenitions
L1349[15:09:18] <OrionOnline> The ModelResourceLocation they return point to a Blockstate definition right?
L1350[15:09:29] <williewillus> MRL's only have two meanings
L1351[15:09:29] <xJon> williewillus: I don't think so, no
L1352[15:09:35] <williewillus> variant in blockstate json
L1353[15:09:36] <williewillus> OR
L1354[15:09:41] <williewillus> model json in models/item/
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L1356[15:11:10] <xJon> williewillus should I post the crash report along the source code in the forums?
L1357[15:11:19] <williewillus> sure
L1358[15:11:24] <Ordinastie_> !gm func_189546_a
L1359[15:11:59] <Ordinastie_> !gm func_189546_a 1.9.4
L1360[15:12:05] <OrionOnline> williewillus, how do i tell it it should look into the blockstate?
L1361[15:13:00] <williewillus> you don't, it should by itself
L1362[15:13:49] <OrionOnline> Okey
L1363[15:14:03] <OrionOnline> ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(ModBlocks.blockConduit), 0, new ModelResourceLocation(new ResourceLocation(References.General.MOD_ID.toLowerCase(), "normal_conduit"), "inventory"));
L1364[15:14:16] <OrionOnline> Something like that should point it then in the right direction?
L1365[15:15:10] <williewillus> that is either /assets/modid/models/item/normal_conduit.json OR the variant named "inventory" in /assets/modid/blockstates/normal_conduit.json
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L1367[15:15:25] <OrionOnline> It should target that later
L1368[15:15:40] <williewillus> ?
L1369[15:15:59] <OrionOnline> It is not.....
L1370[15:16:05] <OrionOnline> That is what i am saying
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L1372[15:17:29] <williewillus> how does it not work?
L1373[15:17:31] <williewillus> and logs
L1374[15:19:06] <OrionOnline> One of the two itemstacks has the model not found error and the other one is wrong i think
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L1376[15:22:14] <OrionOnline> This is the log: https://gist.github.com/OrionDevelopment/b51f2cae1495321f891bcea685e80db2 williewillus
L1377[15:23:31] <williewillus> line 258
L1378[15:23:37] <williewillus> casing doesn't match, intentional?
L1379[15:24:37] <OrionOnline> That is okey
L1380[15:24:50] <williewillus> are you sure? :P
L1381[15:24:56] <OrionOnline> And i am actually talking about the second exception
L1382[15:25:14] <OrionOnline> That item is not inuse right now
L1383[15:25:34] <OrionOnline> (It is on the list to be fixed however, yet i have not yet gotton around to it)
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L1385[15:27:14] <OrionOnline> For some reason it tries to look into the conduit.json file
L1386[15:27:23] <OrionOnline> instead of the light_conduit.json
L1387[15:27:30] <OrionOnline> and the normal_conduit.json
L1388[15:30:55] <OrionOnline> Which is weird.
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L1399[15:53:25] <infinitefoxes_> is there something special I have to do when creating my own sapling block?
L1400[15:53:59] <infinitefoxes_> I can generate a tree fine, but the client only receives a few updated blocks
L1401[15:54:57] <infinitefoxes_> example of what I mean: https://vgy.me/toRDpA.png
L1402[15:55:16] <infinitefoxes_> the server definitely has the blocks there, and re-logging causes the tree to appear correctly
L1403[15:55:30] <diesieben07> sounds like a broken tree gen
L1404[15:56:45] <diesieben07> (that means show your tree gen)
L1405[15:56:55] <infinitefoxes_> working on it
L1406[15:57:26] <infinitefoxes_> https://gist.github.com/Collin1971/dcbe5613ad6e374affc80f58635428d8
L1407[15:57:40] <infinitefoxes_> both the block class and WorldGenerator are attached in that
L1408[15:58:12] <infinitefoxes_> as well as the biome class if you refresh
L1409[15:59:15] <diesieben07> hrmm
L1410[15:59:23] <diesieben07> you definitely call super(true) so that should work
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L1413[16:07:24] <infinitefoxes_> the client seems to always receive the same 5-6 blocks in that screenshot
L1414[16:07:29] <infinitefoxes_> regardless of how the tree generated
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L1420[16:39:03] <electrolitic> Every time I run this code, I get a NPE, but it happens in the ItemStack class. Any idea? https://github.com/electrolitic/Extrafuels/blob/master/src/main/java/electrolitic/extrafuels/init/tile/TileEntityFuelRefiner.java#L125
L1421[16:39:25] <electrolitic> The System.out.println causes it to happen in the ItemStack class
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L1424[16:46:16] <diesieben07> electrolitic, if that really crashes inside ItemStack#toString, then then ItemStack has a null item
L1425[16:47:26] <electrolitic> How do I even fix that? :/
L1426[16:48:00] <diesieben07> check WHY you have that :D
L1427[16:49:08] <gigaherz> electrolitic: you may be doing new ItemStack(x) for an x that hasn't been registered yet
L1428[16:49:22] <gigaherz> (or hasn't been registered at all)
L1429[16:49:27] <electrolitic> It can't be right, since I put the Item in a Map from my Instances. I'm sure it's registered.
L1430[16:49:29] <gigaherz> or maybe some bug in some code caused something to be null
L1431[16:49:37] <gigaherz> wahtever the reason
L1432[16:49:42] <gigaherz> you are doing new ItemStack(null
L1433[16:49:50] <electrolitic> Hmm
L1434[16:50:04] <electrolitic> I'll look a bit.
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L1437[16:53:34] <electrolitic> I've got a feeling it has something to do with me not accounting for meta data with coal
L1438[16:56:44] <electrolitic> wow..... I got it.
L1439[16:57:06] <electrolitic> Maps work better when you give them the right object.
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L1441[17:01:01] <tterrag> gigaherz: or equivalently new ItemStack(block) where block has no item
L1442[17:01:06] <tterrag> will result in a null stack
L1443[17:01:34] <gigaherz> right
L1444[17:04:25] <diesieben07> we should really make new ItemStack(null) explode in a big exception
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L1446[17:07:48] <tterrag> except I'm pretty sure there are a few cases where vanilla will create them
L1447[17:07:52] <tterrag> so, not really an option
L1448[17:08:20] <diesieben07> seriously?
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L1450[17:09:47] <infinitefoxes_> I've seen warnings in vanilla for "Entity item X has no item?!?"
L1451[17:10:14] <infinitefoxes_> oh wait different issue
L1452[17:10:16] <infinitefoxes_> my bad
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L1470[17:56:29] <xJon> Did the item .json models change in 1.9?
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L1472[17:58:49] <xEviLSpaWnx> o/
L1473[18:01:34] <gigaherz> yes xJon
L1474[18:01:38] <gigaherz> well
L1475[18:01:45] <gigaherz> not too much
L1476[18:01:47] <gigaherz> but they did change
L1477[18:01:49] <xJon> so that's why all of my items don't work....
L1478[18:02:02] <gigaherz> there's two main differences:
L1479[18:02:09] <gigaherz> first, there isn't a default transform applied anymore
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L1481[18:02:27] <gigaherz> you can correct that by using "item/generated" as the parent rather than builtin/generated
L1482[18:02:35] <gigaherz> or "item/handheld" if your item is a tool
L1483[18:02:58] <gigaherz> and for blocks
L1484[18:03:14] <gigaherz> you can correct that by using "parent": "block/block"
L1485[18:03:18] <gigaherz> before 1.9
L1486[18:03:27] <gigaherz> there couldn't be "parent" and "elements" on the same json
L1487[18:03:41] <gigaherz> after 1.9, both can coexist, and the elements will completely replace the parent's
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L1489[18:04:01] <gigaherz> if you use forge blockstates
L1490[18:04:18] <gigaherz> "forge:default-block" and friends still exist, and should still work fine
L1491[18:05:15] <xJon> Ok I'll try that
L1492[18:05:16] <xJon> thanks a lot
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L1494[18:05:54] <gigaherz> np
L1495[18:07:05] <xJon> Wait, my blocks currently have something like that
L1496[18:07:06] <xJon> "parent": "jum:block/better_useless_ore",
L1497[18:07:10] <xJon> What do I need to change it to?
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L1499[18:10:26] <xJon> Oh I need to add like layer0?
L1500[18:10:30] <gigaherz> no
L1501[18:10:36] <gigaherz> those are textures
L1502[18:10:49] <gigaherz> what is "jum:block/better_useless_ore"
L1503[18:10:52] <gigaherz> is it a block model?
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L1505[18:12:18] <xJon> that is where the texture is located
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L1507[18:12:30] <xJon> and that line is a part of the .json block model
L1508[18:13:32] <xJon> What is the proper block model for 1.9?
L1509[18:13:39] <gigaherz> what
L1510[18:13:44] <gigaherz> "parent" isn't supposed to be a texture
L1511[18:13:51] <gigaherz> "parent" is meant to be another model json
L1512[18:14:13] <xJon> I mixed up item and block models, I'm sorry
L1513[18:14:36] <xJon> I meant to talk about *item* models *for blocks
L1514[18:14:41] <gigaherz> sure
L1515[18:14:42] <gigaherz> same thing
L1516[18:14:58] <xJon> so obviously I have it wrong currently
L1517[18:15:02] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/resources/assets/packingtape/models/block/packaged_block.json
L1518[18:15:17] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/resources/assets/packingtape/models/item/packagedBlock.json
L1519[18:15:21] <gigaherz> this isn't the best example
L1520[18:15:32] <gigaherz> since you may notice I have a rotation in there
L1521[18:15:47] <xJon> Well that's what I have
L1522[18:16:01] <xJon> https://github.com/xJon/Jons-Useless-Mod/blob/master/src/main/resources/assets/jum/models/item/better_useless_ore.json
L1523[18:16:04] <gigaherz> if that's the case, then it would work
L1524[18:16:57] <gigaherz> errors in log?
L1525[18:17:29] <xJon> Yeah then that's not where my issue is..
L1526[18:17:31] <xJon> nope
L1527[18:17:53] <xJon> uh it says textures/blocks/useless_block.png is missing
L1528[18:17:59] <xJon> but that's all
L1529[18:18:09] <gigaherz> and what happens on screen?
L1530[18:18:25] <xJon> http://prntscr.com/bx1b6c
L1531[18:18:52] <gigaherz> so yeah
L1532[18:18:53] <gigaherz> as expected
L1533[18:19:04] <gigaherz> can't find texture -> can't load model -> placeholder model is displayed
L1534[18:19:09] <gigaherz> fix the texture error and it should work
L1535[18:20:02] <xJon> I did change all of my item models
L1536[18:20:03] <xJon> from
L1537[18:20:22] <xJon> builtin/generated to item/generated/handheld
L1538[18:20:27] <xJon> It was required, too, right?
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L1540[18:20:54] <gigaherz> wat
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L1542[18:21:15] <gigaherz> hopefully you didn't actually write "item/generated/handheld" in there
L1543[18:21:16] <gigaherz> ;P
L1544[18:21:33] <xJon> no it's like either
L1545[18:21:37] <gigaherz> okay ;p
L1546[18:21:38] <xJon> P:
L1547[18:21:46] <gigaherz> it's not specifically required
L1548[18:21:50] <gigaherz> it just contains the default transforms
L1549[18:21:53] <xJon> Anyway, I have just one texture error, and the .png is there...
L1550[18:21:57] <gigaherz> so that the stuff looks right when on the hand
L1551[18:22:07] <xJon> no way it makes all of the items not show up
L1552[18:22:14] <xJon> + when holding things they don't show up
L1553[18:22:21] <xJon> (blocks placed do show up)
L1554[18:22:28] <gigaherz> hmm
L1555[18:22:36] <gigaherz> do you call ModelLoader.setCustomModelResourceLocation?
L1556[18:23:01] <gigaherz> ah nope
L1557[18:23:05] <gigaherz> you are using the old deprecated method
L1558[18:23:10] <gigaherz> that has been deprecated since early 1.8
L1559[18:23:21] <gigaherz> in your registerItem call
L1560[18:23:26] <gigaherz> use
L1561[18:23:33] <gigaherz> ModelLoader.setCustomModelResourceLocation
L1562[18:23:37] <gigaherz> rather than the item model mesher stuff
L1563[18:23:48] <gigaherz> also
L1564[18:23:52] <gigaherz> you'll have to call that from pre-init
L1565[18:23:53] <gigaherz> not init
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L1570[18:27:50] <xEviLSpaWnx> Any recommended places to go to start learning to code?
L1571[18:29:26] <gigaherz> my only recommendation is that you learn general programming concepts first
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L1573[18:29:31] <gigaherz> before specializing to like, Java
L1574[18:29:47] <xJon> gigaherz: I did the changes you said, booting up
L1575[18:29:49] <gigaherz> first result at google
L1576[18:29:50] <gigaherz> http://ocw.mit.edu/courses/intro-programming/
L1577[18:30:18] <xJon> It crashed xD
L1578[18:30:19] <xJon> on this line
L1579[18:30:20] <xJon> Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Item.getItemFromBlock(block), 0, new ModelResourceLocation(Reference.MOD_ID + ":" + block.getRegistryName(), "inventory"));
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L1581[18:31:19] <xJon> NullPointerException
L1582[18:31:35] <xJon> I need to modify this line for the new registerItem() call?
L1583[18:31:49] <mrkirby153> http://mcforge.readthedocs.io/en/latest/ When has this been a thing?
L1584[18:31:58] <Ordinastie_> why can't people fix their NPEs, that's the easiest thing to fix :x
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L1587[18:33:56] <xEviLSpaWnx> I can code a little of mirc so does that count as a concept of coding? ;)
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L1589[18:35:04] <xJon> gigaherz: Any idea?
L1590[18:35:16] <Ordinastie_> xJon, dude, find what's null
L1591[18:35:52] <xJon> Well I'm not sure
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L1593[18:36:04] <Ordinastie_> I didn't say to guess
L1594[18:36:06] <infinitefoxes_> oh
L1595[18:36:18] <gigaherz> xJon: I told you to get rid of the item model mesher call
L1596[18:36:27] <gigaherz> and use ModelLoader.setCustomModelResourceLocation
L1597[18:36:51] <gigaherz> AND to call that from pre-init
L1598[18:37:04] <gigaherz> but AFTER registering the blocks
L1599[18:37:09] <gigaherz> also
L1600[18:37:19] <gigaherz> if Item.getItemFromBlock(block) still returns null when you do it in the right order
L1601[18:37:28] <gigaherz> it probably means you aren't actually registering an ItemBlock for that block
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L1604[18:42:31] <xJon> But how's that possible?
L1605[18:42:58] <xJon> am I registering the ItemBlocks incorrectly?
L1606[18:42:59] <xJon> GameRegistry.register(new ItemBlockBetterUselessOre(UselessBlocks.better_useless_ore), UselessBlocks.better_useless_ore.getRegistryName());
L1607[18:43:18] <xJon> also I made sure they are registered after all the other items and blocks
L1608[18:43:49] <gigaherz> but do you call ModelLoader.setCustomModelResourceLocation AFTER the itemblocks have been registered?
L1609[18:43:59] <Zidane> Did you say anything to me above gigaherz ? I haven't pulled up my logs.
L1610[18:44:06] <gigaherz> no
L1611[18:44:11] <Zidane> mmk
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L1613[18:44:37] <gigaherz> at least I haven't talked to you within the last 12 hours
L1614[18:44:38] <gigaherz> ;P
L1615[18:44:39] <Zidane> Got a sec for a quick question? Getting pretty close with having this work 100%
L1616[18:44:46] <xJon> Yes gigaherz it's called through the proxy last yet in pre-init
L1617[18:44:47] <gigaherz> or I don't remember
L1618[18:44:48] <gigaherz> XD
L1619[18:45:03] <gigaherz> xJon: any new errors in the log?
L1620[18:45:52] <Zidane> gigaherz, http://imgur.com/a/D4CJr I am fairly sure this is cause I don't manipulate the model in handlePerspective of my custom format. I see that you can return a matrix that will be applied to the gl state, how would I do a simple scaling?
L1621[18:45:54] <xJon> nope
L1622[18:46:28] <gigaherz> Zidane: dunno I haven't used those
L1623[18:46:56] <xJon> gigaherz: http://prntscr.com/bx1wam
L1624[18:49:14] <tterrag> Zidane: see TRSRTransformation
L1625[18:49:46] <Zidane> Would I do that in handlePerspective?
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L1627[18:50:26] <xJon> Ohhh, gigaherz: Do I need all of my blocks to also be registered as ItemBlocks?
L1628[18:50:40] <gigaherz> only the ones that need an item.
L1629[18:50:53] <gigaherz> if you don't apply for an itemblock
L1630[18:51:03] <gigaherz> there won't be an itemblock returned from Item.getItemFromBlock
L1631[18:51:49] <xJon> But it worked in 1.8.9
L1632[18:51:52] <xJon> did it change?
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L1635[18:55:24] <infinitefoxes_> xJon: iirc, Forge auto-registered an itemblock for each block in <=1.8.9
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L1637[18:55:42] <xJon> And now not..
L1638[18:55:44] <xJon> okay
L1639[18:55:57] <infinitefoxes_> I know when I was porting to 1.10 that I had to start registering my items manually
L1640[18:56:23] <gigaherz> by default.
L1641[18:56:29] <gigaherz> you could pass null as the class for the ItemBlock
L1642[18:56:32] <gigaherz> in which case it wouldn't
L1643[18:56:37] <gigaherz> but almost no one realized that was possible
L1644[18:56:46] <infinitefoxes_> I'm not arguing with the change
L1645[18:56:49] <infinitefoxes_> it makes more sense to me anyways
L1646[18:56:58] <gigaherz> yeah
L1647[18:58:18] <xJon> Alright with ModelLoader I can see texture errors in the log
L1648[18:58:21] <xJon> java.io.FileNotFoundException: jum:models/item/jum:useless_material.json
L1649[18:58:24] <xJon> (and many more)
L1650[18:58:27] <xJon> but it's there
L1651[18:58:42] <xJon> ohh it says "jum:" twice
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L1653[18:59:16] <xJon> Why is that?
L1654[18:59:27] <gigaherz> you did something very wrong, somehow
L1655[18:59:28] <gigaherz> XD
L1656[18:59:56] <gigaherz> did you use "jum:useless_material" as your registry name?
L1657[19:00:31] <xJon> uh..
L1658[19:00:34] <xJon> I have .setRegistryName(Reference.MOD_ID, "useless_multitool")
L1659[19:00:45] <xJon> I thought it's needed, I didn't think it'd + them
L1660[19:01:18] <xJon> Can I just keep just the string?
L1661[19:02:58] <gigaherz> remove the modid from there
L1662[19:03:00] <gigaherz> use only the string
L1663[19:03:08] <xJon> alright
L1664[19:03:10] <xJon> booting up
L1665[19:04:23] <xJon> uhhh
L1666[19:04:23] <xJon> Exception loading model jum:jum:better_useless_ore
L1667[19:04:27] <xJon> wth
L1668[19:04:46] <xJon> I don't need to include the mod id here too?
L1669[19:04:47] <xJon> ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(Reference.MOD_ID + ":" + item.getRegistryName(), "inventory"));
L1670[19:04:54] <gigaherz> nope
L1671[19:04:57] <xJon> xD
L1672[19:04:58] <gigaherz> since getRegistryName already has it
L1673[19:05:07] <xJon> Too fancy
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L1675[19:08:26] <xJon> gigaherz: that fixed 80% of the texture issues
L1676[19:09:00] <xJon> still need to figure out the changes of TileEntities, which I'll do later, but I have this one simple block that can't find its texture?
L1677[19:09:32] <xJon> The missing resources for domain jum are: textures/blocks/useless_block.png but it's there
L1678[19:10:19] <gigaherz> what does the line on the json look like?
L1679[19:11:04] <xJon> blockstate, block model or item model?
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L1681[19:11:39] <gigaherz> the one that has the texture
L1682[19:12:14] <xJon> I have the texture both in my block model and my item model
L1683[19:12:32] <xJon> or not, wait, I confused
L1684[19:12:50] <xJon> item model: "parent": "jum:block/useless_block",
L1685[19:13:00] <xJon> block model: "all": "jum:blocks/useless_block"
L1686[19:13:04] <xJon> ohhh
L1687[19:13:10] <xJon> it says "block" and not blocks
L1688[19:13:23] <xJon> or, blocks and not block
L1689[19:13:47] <gigaherz> uhh
L1690[19:13:51] <gigaherz> those are different things, xJon
L1691[19:13:56] <gigaherz> the "parent" is NOT A TEXTURE
L1692[19:14:00] <gigaherz> it's a reference to a model json
L1693[19:14:39] <xJon> Oh
L1694[19:15:03] <xJon> okay yes, on the other thing it says specifically that it is a texture
L1695[19:19:39] <xJon> So the "parent" thing should be "block/cube_all" or something different?
L1696[19:21:07] <xJon> (for these simple custom blocks)
L1697[19:22:33] <gigaherz> depends on what you are doing
L1698[19:22:37] <gigaherz> for the block model json
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L1700[19:22:44] <gigaherz> cube and cube_all are the most common, yes
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L1702[19:23:00] <gigaherz> (cube has different textures per side)
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L1707[19:35:21] <xJon> Well 3:30 AM
L1708[19:35:24] <xJon> better go to bed
L1709[19:35:30] <xJon> thanks a lot gigaherz
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L1726[20:32:33] <MattDahEpic> why is Block.getStateFromMeta depreciated?
L1727[20:32:38] <MattDahEpic> and what to use instead?
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L1730[20:34:51] *** Mumfrey is now known as mumfrey
L1731[20:36:35] <williewillus> MattDahEpic: igonre it
L1732[20:36:41] <williewillus> it's just a mojang marker for "will change"
L1733[20:36:51] <williewillus> (we get to see mojang's annotations now)
L1734[20:37:12] <MattDahEpic> oh gr8
L1735[20:37:18] <williewillus> ?
L1736[20:37:33] <williewillus> we already know metas are going to change so :P
L1737[20:38:05] <KnightMiner> Whats the proper way to set a boolean array to NBT? Should I be using bytes instead?
L1738[20:38:26] <williewillus> not really a "proper" way
L1739[20:38:29] <Tazz> if theres no default bool array for NBT I would definitely use bytes XD
L1740[20:38:35] <infinitefoxes_> forgive me if I'm dumb, but what allows us to see Mojang's annotations now?
L1741[20:38:42] <KnightMiner> I know setBoolean just sets a byte anyways
L1742[20:38:43] <williewillus> infinitefoxes_: they decided to let us see them
L1743[20:38:44] <infinitefoxes_> did fernflower improve or... ?
L1744[20:38:45] <infinitefoxes_> oh
L1745[20:38:53] <infinitefoxes_> interesting
L1746[20:38:59] <williewillus> i'd say pack them into int arrays
L1747[20:39:04] <williewillus> and use TAG_INT_ARRAY
L1748[20:39:11] <williewillus> every separate tag of nbt is more storage overhead
L1749[20:39:27] <KnightMiner> The thing is, I never know the actual length
L1750[20:39:37] <williewillus> ?
L1751[20:39:52] <williewillus> when you're serializing you shouuld know the length of the array you're dealing with right?
L1752[20:39:58] <williewillus> at that moment
L1753[20:40:10] <KnightMiner> Its a dynamic inventory size, and each slot contains a boolean for one property
L1754[20:40:11] <williewillus> unless youre doing something like streaming it off the internet or something :P
L1755[20:40:26] <KnightMiner> Well, I guess I do know the size then...
L1756[20:40:31] <williewillus> yeah :P
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L1758[20:40:36] MineBot sets mode: +v on Tahg
L1759[20:40:39] <williewillus> at that exact moment of serialization the size is known
L1760[20:41:07] <Zidane> gigaherz, got it :) http://imgur.com/a/MxARM
L1761[20:41:17] <Zidane> Thanks so much for the help above
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L1764[20:47:22] <KnightMiner> So, just to make sure I understand what you are saying when you mentioned TAG_INT_ARRAY, did you mean tag count or tag type? As in, having fewer tags is cheaper, or fewer types of tags?
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L1792[22:17:54] <electrolitic> Is extra utilities not open source?
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L1795[22:19:00] <zenith> quick question: I'm migrating a WIP mod from 1.8.9 to 1.10.2 - what are the super big important things I need to know, and is there an article/tutorial/whatever I should have a look at?
L1796[22:19:59] <electrolitic> Wish I knew, I just started modding in 1.10.2
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L1798[22:20:22] <zenith> Nice. Welcome to the party :)
L1799[22:20:40] <zenith> I've been modding off and on since alpha
L1800[22:20:51] <zenith> More off than on, TBH
L1801[22:23:35] <electrolitic> Wow
L1802[22:25:08] <TehNut> electrolitic: No. It never has been and probably never will be.
L1803[22:25:25] <electrolitic> Dang.
L1804[22:25:51] <TehNut> zenith: https://gist.github.com/williewillus/7945c4959b1142ece9828706b527c5a4
L1805[22:26:03] <TehNut> The most noticable 1.9 change
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L1824[23:03:16] <tterrag> electrolitic: anything is open source if you believe hard enough
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L1826[23:04:12] <electrolitic> Yeah, but sometimes it's obfuscated.
L1827[23:04:35] <tterrag> I can tell you from experience that ExU is not
L1828[23:04:41] <electrolitic> Really?
L1829[23:04:46] <tterrag> really
L1830[23:04:49] <electrolitic> Wow, nice.
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L1832[23:04:57] <tterrag> in fact, I only know of one mod author who actually obfuscates their code
L1833[23:05:08] <electrolitic> who might that be?
L1834[23:05:13] <linuxdaemon> doesn't ic2 obfuscate their core?
L1835[23:05:14] <Drullkus> Almost no one wastes their time on obfuscating their mod
L1836[23:05:15] <tterrag> obfuscation isn't just a switch you turn on, it's somewhat complex to set up
L1837[23:05:16] <TehNut> Well the MC stuff is still obfuscated, isn't it?
L1838[23:05:24] <tterrag> linuxdaemon: I was talking about Player, so, yes
L1839[23:05:28] <linuxdaemon> ah
L1840[23:05:28] <TehNut> Just not the ExU specific code
L1841[23:05:30] <Drullkus> fastcraft
L1842[23:05:36] <tterrag> TehNut: of course. but there's BON2 for that
L1843[23:05:44] <tterrag> even without deobfuscation though, it's still readable
L1844[23:05:53] <TehNut> Does BON2 even work with FG 2.2?
L1845[23:05:56] <TehNut> I was having issues
L1846[23:05:57] <tterrag> yes
L1847[23:06:05] <tterrag> it can pick up any mappings version in your gradle cache
L1848[23:06:09] <TehNut> Maybe I'm outdated
L1849[23:06:10] <tterrag> I believe
L1850[23:06:13] <tterrag> unless something changed
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L1852[23:06:53] <tterrag> I've used it recently
L1853[23:06:56] <TehNut> It wasn't finding any of my Forge 1.9+ versions last I tried
L1854[23:07:01] <tterrag> the only bug is that it shows all mappings as being (1.8.8)
L1855[23:07:05] <tterrag> even if they are newer
L1856[23:07:09] <tterrag> I think it was hardcoded
L1857[23:07:11] <TehNut> Ahh
L1858[23:07:13] <tterrag> I may fork it and fix some stuff
L1859[23:07:16] <tterrag> parker seems to be gone
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L1861[23:07:24] <TehNut> Probably should. Parker is MIA
L1862[23:07:32] <tterrag> lol already had one https://github.com/tterrag1098/BON2
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L1864[23:10:06] <tterrag> hahaha
L1865[23:10:07] <tterrag> versions.add("1.8(.8)-" + file.getParentFile().getName().substring(4) + "_" + file.getName()); //TODO Find out mc version for the mappings somehow
L1866[23:10:21] <TehNut> hehe
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L1870[23:15:19] <tterrag> !exports
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L1872[23:15:53] <tterrag> bspkrs: is there any way to reverse lookup snapshot mappings to their MC version?
L1873[23:16:04] <tterrag> or any mappings
L1874[23:16:06] <tterrag> if I know the version number
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L1876[23:18:30] <tterrag> I can think of one way and it's not pretty
L1877[23:18:43] <tterrag> generate the direct zip link from the version and check for 404 ;_;
L1878[23:19:42] <tterrag> I assume you must generate the snapshot listings from some database...would it be possible to make that queryable?
L1879[23:22:40] <tterrag> nvm...bot is opensource...that was easy http://export.mcpbot.bspk.rs/versions.json
L1880[23:22:41] <tterrag> :P
L1881[23:22:48] <tterrag> thanks, rubber duck bspkrs!
L1882[23:22:54] <Drullkus> haha\
L1883[23:23:20] <Drullkus> You could just call him a rubber briefcase speakers
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L1889[23:30:09] <kashike> tterrag: bot is only 75% opensource really
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L1891[23:31:23] <tterrag> enough for me :D
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L1895[23:32:50] <infinitefoxes_> does anyone mind answering a real quick IRC question?
L1896[23:32:55] <infinitefoxes_> I'm kind of a complete noob with this stuff
L1897[23:32:58] <kashike> just ask.
L1898[23:33:01] <infinitefoxes_> fair enough
L1899[23:33:17] <infinitefoxes_> how am I supposed to recover my name after losing connection?
L1900[23:33:25] <TehNut> /ns ghost
L1901[23:33:47] <infinitefoxes_> alright, I'll keep that in mind
L1902[23:33:48] <infinitefoxes_> thanks
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L1906[23:58:44] <tterrag> TehNut: partially fixed http://i.imgur.com/x43z7lf.png
L1907[23:58:56] <tterrag> pretty sure this will crash since he relied on the hardcoded version string to reverse lookup the mappings folder -_-
L1908[23:59:06] <tterrag> this is the epitome of a "stringly typed" API
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L1910[23:59:50] <TehNut> I might poke that with the JavaFX stick this week
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