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L2[00:01:14] <Lach_01298> where do yo put
that if its a block?
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L4[00:01:29] <TehNut> On the ItemBlock
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L6[00:03:25] <Ordinastie_> don't think
that's needed
L7[00:03:34] <Lach_01298> it works
thanks
L8[00:03:50] <TehNut> To mark the item as
having subtypes? Yes it is
L9[00:05:20] <Ordinastie_> hum, I don't use
it for one of my block, and it still works
L10[00:05:20] <Ordinastie_> meh, not in the
mood to dig out why
L11[00:05:46] <TehNut> It "works"
by still allowing you to use all the subtypes
L12[00:05:53] <TehNut> But for full
support, you *need* it
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L17[00:20:51] <LatvianModder> No.. no no no
NO. In Uni we start with C++ not Java. WHY
L18[00:23:47] <Lach_01298> the block
textures in inventory aren't working and it is only placing the
block with a meta of 0
L19[00:24:52] <Ordinastie_> override
getMetadata() in your item
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L23[00:27:27] <Lach_01298> in the item? you
mean itemblock but there's no class for the itemblock
L24[00:29:16] <TehNut> new ItemBlock(BLOCK)
{public int getMetadata(int meta) {return meta}};
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L28[00:42:34] <LatvianModder> You must
register your itemblock with
GameRegistry.register(theSameIDAsBlock, new
ItemBlockYours());
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L59[01:59:55] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160902 mappings to Forge Maven.
L60[01:59:59] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160902-1.10.2.zip
(mappings = "snapshot_20160902" in build.gradle).
L61[02:00:10] <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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L92[03:41:11] <alekso56> in a runnable, is
it better to use a static variable outside the class, or a final
variable inside the class?
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L95[03:50:21] <Wuppy> damn, I've got 15
different tickets for a festival this weekend :o
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L115[04:53:57] <Koward> Why is the
tutorial link on the forums still pointing at the old wiki ?
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L118[04:59:10] <MalkContent> that's
intentional. most modders are still modding for 1.7.10 so they are
linked to the most relevant information for them. /s
L119[04:59:35] <BordListian> :^)
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L133[06:24:46] <Subaraki> using itm right
click is used both on server and client right ?
L134[06:25:10] <Subaraki> so setting a
variable on an entity when spawing it with right click, should set
that variable for both sides
L135[06:25:19] <Subaraki> are player
uuid's one sided only ?
L136[06:25:44] <Subaraki> is there a
vanilla entity packet i can trigger to force data sync from
read/write nbt ?
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L143[06:57:32] <Noc7is> Does anyone know
where Minecraft handles how it determines which way the players
entity is moving based on where its looking?
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L145[07:03:01] <PaleoCrafter> Noc7is,
moveEntityWithHeading?
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L147[07:03:43] <Noc7is> I mean the client
player itself.
L148[07:04:14] <PaleoCrafter> yes, that
does it through that :P
L149[07:05:18] <Noc7is> I understand that,
but I'm more of looking for the spot where Minecraft listens to
keystrokes and determines if the player needs to move.
L150[07:06:23] <PaleoCrafter> that isn't
what you asked for initially, but whatever :P
MovementInputFromOptions.updatePlayerMoveState
L151[07:06:47] <Noc7is> I guess I wasnt
asking for the right thing, my bad
L152[07:08:05] <Aroma1997> !mh
func_72835_b
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L154[07:13:23] <Noc7is> The client player
moves on the client first, and then updates on the server,
right?
L155[07:13:48] <PaleoCrafter> indeed
L156[07:14:34] <Subaraki> what's wrong
with flat type worlds ?
L157[07:14:39] <Subaraki> it's not
building the world
L158[07:14:51] <Subaraki> either kicking
me to 'server error' server gui screen
L159[07:14:59] <Subaraki> or staying stuck
at 0% loading terrain
L160[07:20:41] <Subaraki> and my model is
only rendering once every 5 times i spawn my entity
L161[07:20:42] <Subaraki> blegh :(
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L163[07:21:10] <Noc7is> I'm seeing where
updatePlayerMoveState is being called to move the player, but I'm
not seeing where the players position is actually being changed.
Searched EntityPlayer SP and MP, the Minecraft class, and tried
following the packet being sent as well, but if the client moves
first, then it shouldnt be on the other side of the packet.
L164[07:21:48] <PaleoCrafter> the player
moves in moveEntityWithHeading as I've already said :P
L165[07:22:28] <Noc7is> Oh, the player
actually moves there? I misunderstood, thought you meant
moveEntityWithHeading was somehow called to move the player.
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L167[07:23:04] <Noc7is> Like,
separately.
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L175[07:57:21] <Noc7is> Anyone ever notice
that the players rotation yaw value is never accurate?
L176[07:57:58] <Noc7is> Its like it only
updates if the rotation is pushed over 30 degrees in
difference
L177[07:59:31] <Noc7is> I'm trying to
design a vehicle type entity, and it ne ver drives the correct way,
because the yaw is always in the wrong spot.
L178[08:02:30] <ThePsionic> Noc7is: Sounds
like the yaw of the body instead of the head
L179[08:02:45] <Noc7is> I've tried both, I
get almost the same result.
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L183[08:13:15] <Noc7is> I fixed it. Looks
like I had an isRemote check that was screwing with the
rotation.
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L192[08:51:27] <p455w0rd> So my HDD with
all my mod's sources died and I have no access to the src. I
decomp'ed the jar, so I now have the obf src. I downloaded MCP and
ran decompile. How can I use this on my obj src of my mod to deobf
all the MC references?
L193[08:52:17] <md678685> p455w0rd, I
believe Immibis' bearded-octo-nemesis still works (correct me if
I'm wrong)
L194[08:52:38] <md678685> Unless MCP has
changed since then
L195[08:52:51] <p455w0rd> obj=obf
L196[08:56:24] <p455w0rd> ty
L197[08:59:49]
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L199[09:07:09] <Naiten> p455w0rd, consider
setting up a repository
L200[09:07:17]
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L201[09:07:34] <Naiten> just an advice
from someone who was in similar situation
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L203[09:15:35] <p455w0rd> i did have one,
just transferred due to joining a team and was waiting until latest
bugfix to update to current version
L204[09:15:56] <p455w0rd> i think i got it
tho thanks to tterrag :)
L205[09:15:58] <p455w0rd> bon2
L206[09:16:13] <p455w0rd> the src in the
repo was over a month old
L207[09:16:42] <p455w0rd>
#regularcloudbackupsFTW
L208[09:16:50] <p455w0rd> from here
forward
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L227[10:10:05] <Noc7is> Never mind, my
motion was being overridden by a super method.
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L231[10:20:38] <madcrazydrumma> What's a
good way to store a spell cooldown? I'm thinking create a
capability and then a server tick event and modify the stored
number in the capability?
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L234[10:25:04] <madcrazydrumma> But there
must be an easier way
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L237[10:27:34] <BordListian> store it as a
datetime?
L238[10:27:38] <BordListian> err
L239[10:27:42] <BordListian> just date on
java
L240[10:28:32] <madcrazydrumma>
Example?
L241[10:28:44] <Ordinastie_> ewww,
no
L242[10:30:25] *** V
is now known as Vigaro
L243[10:30:26] <Ordinastie_> just store
the long at wich the spell becomes off cooldown
L244[10:30:26] <Ordinastie_> set it with
currentWorldTime + spellCooldown
L245[10:30:26] <PaleoCrafter> make sure to
use the total time though
L246[10:30:26] <Ordinastie_> yes
L247[10:30:26] ***
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L248[10:30:26] <thor12022> then what
happen is the server restarts and now your time is 5 minutes
off?
L249[10:30:26] <thor12022> oh, world
time
L250[10:30:26] <thor12022> ignore me
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L254[10:39:32] <madcrazydrumma> ^^
xD
L255[10:39:32] <madcrazydrumma> Okay so
Ordinastie_ it's still using the capability
L256[10:39:52] <Ordinastie_> not sure if
you need a capability, that's up to you
L257[10:40:05] <madcrazydrumma> How else
would I store it for the player?
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L259[10:41:19] <Ordinastie_> I assume you
have some sort of manager for your spells, right ?
L260[10:42:10] <madcrazydrumma> I'm gonna
be using a capability to store spell ids
L261[10:42:16] <madcrazydrumma> I couldn't
think of another way to store a player's spells
L262[10:42:32] <Ordinastie_> that doesn't
answer the question
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L264[10:43:02] <madcrazydrumma> No I don't
have a manager for the spells
L265[10:43:33] <madcrazydrumma> I've got a
keybind which a spell is hooked to through a gui which i will
implement later on
L266[10:45:04] <Ordinastie_> if your
player can only have a single spell, sure, you can make them
caps
L267[10:45:37] <Ordinastie_> but having a
separate class to handle the spells, seems to be a better
solution
L268[10:45:46] <Ordinastie_> then you can
make that class a cap
L269[10:46:04] <madcrazydrumma> Yeah
true
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L278[11:32:06] <shartte> Hm... I wonder if
it's worth pursuing render to texture or if that's a pipe
dream
L279[11:32:21] <Ordinastie_> what do you
mean ?
L280[11:32:34] <shartte> Well, you know
what the storage monitors in AE2 do? Displaying the item
model?
L281[11:32:42] <shartte> Thinking about
how I could optimize it so the item is actually baked into the
chunk
L282[11:32:52] <shartte> But still support
all the crazy item models one could come up with
L283[11:33:28] <shartte> Hmmmm, okay but
it wouldn't work because the chunk baking requires texture atlases
hmm. nevermind
L284[11:35:23] <Ordinastie_> you could
manually render the models after applying the tansforms
yourself
L285[11:35:33] <shartte> sure, that's the
TESR route
L286[11:35:42] <Ordinastie_> can't
reproduce enchanting glow, and there is probably more issues along
the way too
L287[11:35:48] <shartte> yeah I guess
so
L288[11:35:53] <Ordinastie_> I didn't mean
in TESR
L289[11:36:34] <shartte> what do you mean
by manually rendering then?
L290[11:36:48] <Ordinastie_> make your
model incorporate the item one
L291[11:36:55] <shartte> Oh I have a
dynamic model anyway
L292[11:36:57] <shartte> So that's not the
issue
L293[11:37:12] <shartte> Hm, you're right.
I'll just try to get the IBakedModel for the item and append the
relevant quads
L294[11:37:26] <shartte> after
transforming them ofcourse
L295[11:37:53] <shartte> Although that
does mean I have to apply a projection in software for each chunk
rebuild, which is quite annoying... Probably solvable with a cache
though
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L297[11:38:50] <Ivorius> I wish MC
commands were more like bash commands
L298[11:39:00] <Ivorius> The ordered
arguments thing is kind of pissing me off
L299[11:39:20] <PaleoCrafter> write a mod
for it :P
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L304[11:42:35] <Ivorius> Might not even be
a horrible idea
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L317[12:18:07] <williewillus> !gm
func_77569_a
L318[12:18:19] <williewillus> !gm
func_82789_a
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L320[12:19:09] <williewillus> !gm
func_150995_f
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L323[12:31:27] <Noc7is> I'm working on a
vehicle that travels relatively fast. It appears to travel so fast
that the game can't keep up syncing the player to the ship on the
server and client. After driving the ship for a bit, the server and
client have completely different coordinates. Any ideas as to what
I can do to fix this? I was thinking about sending a packet every
so often unless someone else has a better idea.
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L325[12:33:33] <Ivorius> Noc7is: Don't
actually drive an entity, keep it in place and render some
arbitrary stuff
L326[12:33:46] <Ivorius> If you're going
so fast there's no way the chunks can keep loading either way
L327[12:34:13] <Noc7is> Well, I didn't
think it would be a problem since I'm doing it in a dimension that
has literally no blocks
L328[12:34:22] <Noc7is> But I guess it
is
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L338[12:54:30] <Ordinastie_> I assume
there is no builtin way to find which chunks are traversed by a ray
trace
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L345[13:22:37] <shadekiller666> is the
bounding box for an entity supposed to contain absolute coordinates
(ie. world positions) or size coordinates (ie. 4 blocks on x by 2
blocks on y by 6 blocks on z)?
L346[13:24:11] <PaleoCrafter> looks like
it's absolute, shadekiller666
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L348[13:24:44] <shadekiller666> ok
L349[13:24:45] <shadekiller666>
thanks
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())
L412[16:14:51] <Ordinastie_> oh, that's
annoying, Stuff::something != Stuff::something :/
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L414[16:17:46] <PaleoCrafter> well, think
about, Ordinastie_ :P
L415[16:18:01] <PaleoCrafter> *about
it
L416[16:18:47] ***
kroeser is now known as kroeser|away
L417[16:19:47] <Ordinastie_> I know it
makes sense, but it's still annoying :/
L418[16:20:28] <PaleoCrafter> if you
control the SAM type, you can implement equals :P
L419[16:21:30] <Ordinastie_> you sure
?
L420[16:21:34] <PaleoCrafter> of
course
L421[16:21:54] <PaleoCrafter> I
specifically said SAM type, you know :P
L422[16:21:59] <PaleoCrafter> doesn't have
to be an interface and such
L423[16:22:14] <Naiten> Hello everybody. I
need some fundamental help with modding... SUDDENLY my Itnellij
IDEA workspace began lagging like hell. Thing is, when I run 'debug
client' or 'run client', the game's menus run smooth, but the
actual game has fps converging to zero
L424[16:22:26] <Ordinastie_> then I'm
missing something
L425[16:22:34] <Ordinastie_> how can it
not be an interface ?
L426[16:23:00] <Naiten> Though when build
the code and put my jar into the forged MC, it runs smooth
L427[16:23:08] <Naiten> what am i
missing?
L428[16:23:10] <PaleoCrafter> SAM stands
for single abstract method, so any type that matches that criterion
can be used with a lambda
L429[16:23:14] <Ordinastie_> and don't say
"just make a concrete implmementation for it" please
><
L430[16:23:46] <PaleoCrafter> an abstract
class would work here :P
L431[16:24:17] <Ordinastie_> don't want to
have abstract class just for that :/
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L433[16:24:48] <PaleoCrafter> Naiten,
maybe IDEA uses a different java installation to run the game which
somehow is treated differently by your graphics drivers?
L434[16:25:32] <Ordinastie_> Naiten, do
you have a conditional breakpoint setup somewhere ?
L435[16:25:43] <PaleoCrafter> oh yeah,
that too can be a problem
L436[16:26:19] <Naiten> PaleoCrafter, oh
well. I remember switching java to 1.7 in IDEA settings recently,
google told me that will fix ConcurrentModificationException with
my custom MovingSounds
L437[16:26:43] <PaleoCrafter> lol
L438[16:26:53] <TechnicianLP> is there a
way to hav a bigger scalefactor than 4 in models? (they seem to be
capped there)
L439[16:26:54] <PaleoCrafter> what have
you been using before that? Java 6? D:
L440[16:26:59] <PaleoCrafter> Ordinastie_,
apparently you can make the interface extend Serializable and then
use the serialized bytes for a comparison xD
L441[16:27:10] <Naiten> PaleoCrafter, Java
8
L442[16:27:16] <md678685> PaleoCrafter,
the vanilla launcher adds extra flags for Intel drivers I
believe
L443[16:27:31] <md678685> Might be
related
L444[16:27:35] <PaleoCrafter> ^ Naiten
:P
L445[16:27:39] <Naiten> Ordinastie_, nope.
But even a newly-created world lags a lot.
L446[16:27:45] ***
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L448[16:28:16] <PaleoCrafter> your mod
doesn't work on the newest version of Java? that is kind of
bad
L449[16:28:45] <PaleoCrafter> not keeping
backwards compatibility I understand, but the other way around is
disastrous xD
L450[16:28:57] <Ordinastie_> yeah, don't
downgrade to hide your CME
L451[16:28:58] <Naiten> PaleoCrafter, my
mod works fine on Java 8, but I encounter same problem i had two
ears ago
L452[16:29:20] <Naiten> and google told me
using latest language could cause that
L453[16:29:21] <illy> ~defualt
L454[16:29:31] <illy> sorry wrong
channel
L455[16:29:39] <Ordinastie_> wrong
spelling too
L456[16:29:41] <PaleoCrafter> and you
spelled default wrong there, illy :P
L457[16:29:43] <PaleoCrafter> xD
L458[16:30:06] <illy> so it wouldnt work
anyway...
L460[16:31:02] <Ordinastie_> PaleoCrafter,
I guess if I need a way to unregister callbacks, I need to keep
track of the actual object somewhere then :/
L461[16:31:28] <PaleoCrafter> I bet it
wasn't misspelled but instead is a secret nuclear missile launch
code D:
L462[16:31:58] ⇦
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L463[16:32:02] <Tazz> lol
L464[16:32:39] *
Tazz kinda wants to explore natural language processing with this
mod haha
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L466[16:33:07] <md678685> DEFUALT IN
3
L467[16:34:11] <Naiten> PaleoCrafter, I've
changed my SDK to Java 1.8 and language level back to 8, but the
issue still exists...
L468[16:34:28] <PaleoCrafter> I didn't say
it would fix it :P
L469[16:34:38] <Tazz> rofl
L470[16:34:46] <PaleoCrafter> do you have
integrated Intel graphics, perchance?
L472[16:35:29] <Ordinastie_> oh, imgur, I
guess I'm not doing anything productive for the next 2 hours
:x
L474[16:38:22] <Naiten> PaleoCrafter,
welp, I don't have that, got ATI AMD Radeon R7 200
L475[16:38:39] <PaleoCrafter> don't really
have a clue then xD
L476[16:38:49] <Naiten> D;
L477[16:39:30] <illy> there was an issue
with the skylake and integrated Intel graphics not sure if has been
fixed yet
L478[16:50:26] <AbrarSyed> I never had an
issue with that
L480[16:53:04] <AbrarSyed> "On a
fully updated system running kernel 4.3.x and up, this step is
unnecessary."
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L482[16:54:02] <AbrarSyed> actually no,
still need some stuff
L483[16:54:11] <AbrarSyed> hmm.. weird.. I
have never had any of the issues they mentioned htere
L484[16:54:14] <AbrarSyed> *there
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L486[16:55:24] <illy> I have and sometimes
still do
L487[16:56:08] <illy> hmmm might have to
try this i915.enable_rc6=0
L488[16:56:22] <Naiten> tried allocating
2GB of memory instead of 1, no result Dx
L489[16:57:03] <AbrarSyed> to be fair, I
do GPU passthrough, maybe those IOMMU kernel options removed my
problems..
L490[16:57:45] <illy> ~status 1
L491[16:58:04] <illy> damn it Abrar making
me talk in two channels :P
L492[16:59:47] *** V
is now known as Vigaro
L493[17:04:17] <AbrarSyed> 2? im only
talking in 1
L494[17:04:42] <illy> >.>
L495[17:05:03] *
illy stabs Abrar
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L504[17:38:26] <Naiten> Why would my
environment even start lagging suddenly Dx
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L506[17:48:38] <Ordinastie_> just to be
really sure, did you double check for that breakpoint ?
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L508[17:50:22] <Naiten> Ordinastie_, which
breakpoint?
L509[17:50:57] <PaleoCrafter> you know,
*that* breakpoint
L510[17:51:01] <Ordinastie_> some
conditional breakpoint or watchpoint that you would have set and
forgotten
L511[17:51:05] <Naiten> OH WAIT
L512[17:51:05] <PaleoCrafter> the
breakpoint everybody's talking about
L513[17:51:44] <Ordinastie_> PaleoCrafter,
nah, the other one
L514[17:51:50] <Ordinastie_> you know the
one that did that stuff
L515[17:51:53] <PaleoCrafter> oh *that*
one?
L516[17:51:56] <Ordinastie_> yes
L517[17:51:59] <PaleoCrafter> now I
remember
L518[17:52:14] <Ordinastie_> you can
easily confuse the two
L519[17:53:03] <Naiten> DAUMhnasdeFDNDS i
feel like dum bass
L520[17:53:18] <Naiten> was actually THAT
breakpoint
L521[17:53:30] <Ordinastie_> I know
L522[17:53:52] *
Naiten heils Ordinastie_ \o/
L523[17:54:20] <Ordinastie_> I'd say kudos
to you for actually using one
L524[17:54:35] <Ordinastie_> modders using
the debugger is a rare sight
L525[17:54:49] <Ordinastie_> well
"modders"
L526[17:56:54] <Naiten> I guess you'd
better say 'coders'
L527[17:57:00] <Naiten> meaning
'codemonkeys'
L528[17:59:31] <Naiten> welp, i was a
codemonkey before past month as well ?\_(?)_/?
L529[18:00:36] <PaleoCrafter> what exactly
do you mean? you smashed your hands at your keyboard until it
compiled?
L530[18:01:13] <Naiten> nope, i just had
no clue how to use a debugger at all
L531[18:01:40] <Naiten> i've read some
articles on that and googled stuff but just could not get how to
use it though i got the concept
L532[18:02:24] <Naiten> then study made me
to stop modding for a long while (about a year) and now i just go
and use a debugger
L533[18:02:43] <Naiten> and abstract
interfaces, though i could not use them year ago either
L534[18:02:56] <Naiten> magic
L535[18:03:55] <PaleoCrafter> abstract...
interfaces?
L536[18:04:33] <Ordinastie_> maybe he
learned redundancy too this year :p
L537[18:05:31] <Naiten> erm
L538[18:05:43] <PaleoCrafter> the lessons
weren't dry enough, I suppose
L539[18:06:05] <Naiten> was going to write
'abstract classes and interfaces' but my brain somehow skipped the
middle
L540[18:06:14] *
PaleoCrafter see himself out
L541[18:06:22] <Ordinastie_> PaleoCrafter,
you can stay, I didn't even get that
L542[18:06:35] <PaleoCrafter> dry - don't
repeat yourself :P
L543[18:06:53] <Ordinastie_> oh, is that
an actual acronym ?
L544[18:07:13] <PaleoCrafter> yeah
L545[18:07:18] <Ordinastie_> never seen
it
L546[18:08:02] <PaleoCrafter> I think I've
oddly enough only seen it in conjunction with functional
programming, although it really is a universal concept
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L548[18:13:30] <Ordinastie_> gah, I hate
it when I'm in this state :x
L549[18:13:35] <Ordinastie_> I want to do
so many things
L550[18:13:46] <Ordinastie_> but I'm not
motivated enough to start any :/
L551[18:14:15] ⇦
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L552[18:14:22] <PaleoCrafter> isn't it
called département in France, not state? :P
L553[18:14:53] <PaleoCrafter> Now I'll
really see myself out, want to go to bed anyways
L554[18:14:57] <Ordinastie_> I almost
answered seriously ><
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L559[18:20:57] <Naiten> But well, how do I
walkaround ConcurrentModificationException caused by custom
MovingSound though?
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L561[18:22:48] <shartte> I feel like you
need to be a bit more specific
L562[18:22:56] <shartte> Then again, I am
a noob
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L564[18:35:51] <Naiten> shartte, welp,
FMLClientHandler.instance().getClient().getSoundHandler().playSound(new
CustomMovingSound) causes ConcurrentModificationException meaning
that somehow something is trying to modify a Collection while other
thread is iterating over it
L565[18:35:59] <Naiten> that's the
background
L566[18:36:06] <Naiten> and idk how to
solve the problem
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L568[18:36:15] <Ordinastie_> why do you
use that to play sounds ?
L569[18:37:03] <Naiten> Ordinastie_, how
else should i play _looping_ sound?
L570[18:37:51] <Naiten> Ordinastie_, i use
worldObj.playSoundAtEntity(), sure, but it's for single-play
sounds
L571[18:38:05] <Naiten> and i need a
looping one, like minecart rolling sound
L572[18:38:08] <shartte> waaaaait
L573[18:38:14] <shartte> from where are
you calling that?
L574[18:38:22] <shartte> possibly from a
callback in your sound?
L575[18:39:06] <Naiten> shartte, from
ProxyClient method which is called from my
LocomotiveEntity.onEntityUpdate method
L576[18:39:19] <Naiten> with
if(this.ticksExisted == 7) condition
L577[18:39:48] <shartte> My guess is that
you're inside the loop for the list
L578[18:40:00] <Naiten> -.-
L579[18:40:03] <shartte> you might need to
defer your list-modification (-> playSound) for after that loop,
i.e. tick handler
L580[18:40:06] <Ordinastie_> well, you
didn't say what CMEs
L581[18:40:26] <shartte> i mean in general
CME's have a pretty straight forward way of fixing things
L582[18:40:38] <shartte> if you're in
control of the loop, consider copying the list before
iterating
L583[18:40:46] <shartte> if you're *not*
in control of the loop, defer your updates to the collection
L584[18:45:19] <Naiten> shartte, i barely
understand what you say -.- i'm not in the control of the loop (if
you mean the code iterating over Collection under 'loop') and how
do i defer updates
L585[18:45:21] <Naiten> ?
L586[18:45:35] <shartte> okay instead of
calling playSound directly
L587[18:45:38] <shartte> you add the
sounds to a list
L588[18:45:43] <shartte> somewhere in your
mod
L589[18:45:52] <shartte> then you drain
that list and call playSound later
L590[18:46:03] <Naiten> Ordinastie_, i
have no saved logs atm and cathing this bug is somehow depending on
the luck :/
L591[18:46:04] <shartte> i.e. (and i dont
know enough of forge to say where) in some global client-side tick
handler?
L592[18:46:33] ⇦
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L593[18:47:01] <Ordinastie_> please stop
giving shitty advices based on hypothetical guessworks
L594[18:47:27] <Naiten> shartte, i have to
add new sound with every new Entity i place, and it's not like
'collect sounds and drain them later'
L595[18:48:09] <shartte> feel free to give
him better advice, Ordinastie_
L596[18:48:30] <Ordinastie_> there is no
advice to give until the problem is clearly identified
L597[18:48:48] <Ordinastie_> we don't even
know if it's related to playing sounds at all
L598[18:49:01] <Naiten> Ordinastie_, welp,
i'll go catch that bug then
L599[18:49:23] <Naiten> where's my
butterfly net
L600[18:49:57] <Ordinastie_> you might
want a breakpoint for CME
L601[18:54:24] <Naiten> Ordinastie_, yeah,
set that
L602[18:54:48] ⇦
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L603[18:56:00] <Naiten> Ordinastie_, welp,
i caught it .-. it's at line 901 in ArrayList: final void
checkForComodification() {
L604[18:56:00] <Naiten> if (modCount !=
expectedModCount)
L605[18:56:00] <Naiten> throw new
ConcurrentModificationException();
L606[18:56:00] <Naiten> }
L607[18:56:16] <Ordinastie_> yes, but what
collection
L608[18:56:32]
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L609[18:56:37] <Ordinastie_> and where
from
L610[18:56:47] ⇦
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L613[18:58:04] <Naiten> at
net.minecraft.client.audio.SoundManager.updateAllSounds
L614[18:59:16] ⇦
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L616[19:00:53] *
Naiten still has no idea of threads and thread-safe
programming
L617[19:01:05] <Ordinastie_> it's not
thread related
L618[19:01:22] <Ordinastie_> or maybe it
is here
L619[19:01:28] <Naiten> ^ no idea
L620[19:03:05] <Ordinastie_> can you show
your code ?
L621[19:06:31]
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L623[19:14:00] <Naiten> Sotty, was taking
a fast break
L624[19:14:37] <Naiten> *sorry
L625[19:15:22] <Ordinastie_> quick
question
L626[19:15:35] <Ordinastie_> is there
anywhere in MC that does what you want to do ?
L627[19:16:19] <Naiten> Ordinastie_,
MovingSoundMinecart
L628[19:16:19] ⇦
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L629[19:16:24] <Ordinastie_> yes
L630[19:16:30] <Ordinastie_> and how do
they do it ?
L631[19:16:31] <Naiten>
this.mc.getSoundHandler().playSound(new
MovingSoundMinecart((EntityMinecart)p_72838_1_));
L632[19:16:48] <Naiten> at
World.spawnEntityInWorld
L633[19:17:02] <Ordinastie_> no in
update()
L634[19:17:16] <Naiten> daumn
L635[19:18:19] <Naiten> but wait, this is
actually not mine implementation
L636[19:18:26] <Ordinastie_> I can't
guarantee that's the cause, but I don't understand why you do
(this.ticksExisted == 5
L637[19:18:29] <LordFokas> where should my
(new) blockstate JSONs be located?
L638[19:18:58] <Naiten> i used to call
proxy method from entityInit() year ago and it still gave similar
exception sometimes
L639[19:20:08] <Ordinastie_> only thing I
can say is, you have a working implementation already, so find out
why yours doesn't work
L640[19:20:10] <Ordinastie_> find the
differences
L641[19:21:08] <Naiten> Ordinastie_, i'll
try moving the proxy call to the code which creates new
entity
L642[19:21:19] <Naiten> place it directly
after spawnEntityInWorld()
L643[19:22:29] <Naiten> LordFokas, which
version of MC / Forge?
L644[19:23:02] <LordFokas> 1.9.4 /
2051
L645[19:23:10] <Ordinastie_> same as for
vanilla
L646[19:23:20]
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L648[19:29:23] <Ordinastie_> you
toString() the array instead of the elements ? :)
L649[19:29:39] <illy> heheh
L650[19:30:30] <illy> I should rewrite my
argument parsing at some point
L651[19:33:14] <Naiten> Ordinastie_, i did
what i planned and looks like it fixed the issue
L652[19:34:15] <Naiten> Not sure though,
since the bug is not replicateable (random, i'd say). After placing
several dozens of locomotives and getting to CME i assume the issue
solved
L653[19:34:22] <Naiten> ^ how actual
engineering works
L654[19:34:31] <illy> though once the
labler is fixed the bot should be at feature parity to Actuarius
aside from some QOL features
L655[19:36:22] <quadraxis>
Arrays.(toString()/deepToString())
L656[19:40:24]
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L661[19:57:49] <Lach_01298> I got a set of
subblocks with different meta but if i place any it always places
the block with meta of 0 any help?
L662[19:58:15] <TehNut> Like we told you
last night, override getMetadata(int) in your ItemBlock
L663[19:59:19]
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L665[20:02:24] <Lach_01298> really that's
the way standard way of doing it?
L666[20:03:28] <TehNut> Yes...
L668[20:05:34] <Tazz> I hardly have
anything to make something extremely detailed :<
L669[20:05:46] <Tazz> no carpenter's
blocks, micrblocks, or anything like that
L670[20:05:53] <Tazz> just chisel and a
few random mods
L671[20:06:13] ⇦
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L672[20:09:28] <illy> no C&B?
L673[20:09:40] <Tazz> nope :<
L674[20:09:50] <Tazz> not till we finish
the nexus build off XD
L675[20:10:03] <Tazz> because it wasnt in
there when we started and they didnt want to go against me with
having access to chisels and bits XD
L676[20:10:44] <TehNut> You mention
Carpenter's Blocks, so it sounds like you're on 1.7
L677[20:10:50] <TehNut> So you can't use
C&B anyways
L678[20:11:23] <TehNut> I know you said
"no carpenters blocks" but I assume you meant that they
just didn't have it
L680[20:11:34] <Tazz> thats why we didnt
have it
L682[20:11:38] <TehNut> Ahh
L683[20:12:06] <TehNut> You were doing
lots of 1.7 stuff before so I assumed
L684[20:13:05] ⇦
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L685[20:13:18] <Tazz> nope
L686[20:13:20] <Tazz> not atm
L687[20:13:29] <Tazz> this is 1.10.2
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L689[20:16:59] <Lach_01298> ok so
everything working except all the blocks names are the same do i do
the same thing and override the getUnlocalizedName(ItemStack stack)
in the item block?
L690[20:17:20] <TehNut> yes
L691[20:17:21] <LordFokas> how do I make
an item have multiple models according to metadata?
L692[20:18:03] <Tazz> blockstates
maybe?
L693[20:18:05] <TehNut>
ModelLoader.setCustomMRL(item, meta, MRL)
L694[20:18:09] <Tazz> TehNut, you a
programmer? XD
L695[20:18:19] <TehNut> yes
L696[20:18:33] <quadraxis> Lach_01298,
maybe just use ItemMultiTexture?
L697[20:18:49] <Tazz> TehNut, I need
somewhat of a sanity check...
L699[20:20:07] <TehNut> ?
L700[20:23:28] ⇦
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L701[20:24:27] <Lach_01298> quadraxis
what's the difference between block and block2
L702[20:24:55] <quadraxis> should just be
the same
L703[20:26:50] <quadraxis> see
Item.registerItems() for vanilla examples
L704[20:28:57] <Tazz> TehNut, suppose a
mod were to have a rather extensive and complex system of literally
writing spells through a logographic writing scheme...what is the
hypothetical and possible reasons to not do it and to do it and is
it even sane? XD
L705[20:29:56] <TehNut> not to: You would
alienate a lot of players who don't like things that deep. Or
they'd just copy what other people did. (ie Psi)
L707[20:30:09] <TehNut> to: It sounds cool
(ie Psi)
L708[20:30:18] <TehNut> sane? nah
L709[20:30:20] <Tazz> well I was hardly
trying to not copy Psi or Ars Magica too XD
L710[20:30:35] <Tazz> if my friend can get
those glyphs done Im half way to having the entire
"grammar" ready haha
L711[20:31:12] <Tazz> like its kinda akin
to written language (like english) in a way that it has syntactical
rules that determine the spells effects
L712[20:31:25] <Tazz> but using glyphs
that resemble a cuneform or something
L713[20:32:21] <Tazz> it may look similar
to japanese writing in a way at that point (or some other language
akin to that :>)
L714[20:32:39] <LordFokas> can you get
yourself into terrible accidents while attempting to write a new
spell?
L715[20:33:20] <LordFokas> like summoning
a live TNT instead of the intended effect or something along those
lines? :p
L716[20:33:24] <Tazz> I wanna add a level
complexity where the more complicated the spell is it generates a
dark energetic effect that essentially can cause very intense and
bad effects to the player in a way that it would be almost the
exact opposite of the players wishes
L717[20:33:29] <Tazz> but not true
opposite cause no fun that way XD
L718[20:34:22] <Tazz> I would like to find
a way of balancing the spells too XD
L719[20:34:40] <Tazz> like as it stands I
the player could theoretically craft a spell that does OP things
and use it for free XD
L720[20:35:02] <LordFokas> I like the way
most mods balance things nowadays
L721[20:35:09] <Tazz> which is?
L723[20:35:25] <LordFokas> can't really
explain, but stuff feels natural
L724[20:35:35] <LordFokas> this isn't
directly related to what you're saying
L725[20:35:39] <Tazz> haha okay :.
L726[20:35:46] <LordFokas> but you
reminded me of some things
L727[20:36:08] <Tazz> a friend and I were
discussing things about having a cap like the mana thing in Ars
Magica 2 (I think)
L728[20:36:13] <LordFokas> a long time ago
"balancing a recipe" and "adding more diamonds to
the recipe" meant the same to most modders
L729[20:36:31] <Tazz> I also kinda wanna
add a similar system of runes and tattoos that would work akin to
what the spell system is but in different ways :>
L730[20:37:11] <LordFokas> I remember IC2
and BC being the main culprits there, although back then 300-mod
packs weren't a common sight :p
L732[20:37:46] <Tazz> I just want it so
its not abusable at all
L733[20:38:02] <Tazz> idc what it costs to
amke something long as its legit,
L734[20:38:11] <LordFokas> and BC is still
doing the same stuff it did 4 or 5 years ago... using diamonds to
balance out magic blocks
L735[20:38:16] <Tazz> but like using it
should not be something that goes without deficit in some way
XD
L736[20:38:41] <LordFokas> if you don't
want it to be abusable, you came to the wrong place
L737[20:39:15] <Tazz> haha
L738[20:39:18] <LordFokas> there will
always be those guys who can find ways to exploit your mod, no
matter how much effort you put into it
L739[20:39:29] <LordFokas> especially if
your mod interacts with others
L740[20:39:31] <Tazz> idk I feel there are
a few mods out there that arent totally abusable XD
L741[20:40:11] <LordFokas> for example,
TiCo forces you to have moss stone to make moss balls which give
tools regen
L742[20:40:40] <LordFokas> however if you
have Chisel you can smelt cobble, chisel the stone to mossy bricks,
and craft them into moss balls
L743[20:41:06] <Tazz> yeah I know XD
L744[20:41:13] <Tazz> I love that XD
L745[20:41:14] <LordFokas> which totally
throws that feature off balance because now you can easily make any
tool have regen
L746[20:41:32] <LordFokas> although it
isn't a huge exploit, it's not intended
L747[20:41:42] <LordFokas> and those kinds
of things sum up
L748[20:42:09] <LordFokas> if you can
chain up small exploits you can actually throw the entire game off
balance
L749[20:42:43] <Tazz> ikr
L752[20:43:01] <LordFokas> example:
feeding a quarry's cobble output into an EE2 whatchamacallit. each
8k cobble is a "free" diamond.
L753[20:45:08] <LordFokas> that is a very
complicated territory
L755[20:45:15] <Tazz> I loved the dark
rooms XD
L756[20:45:18] <Tazz> they were fun
:>
L757[20:45:50] <LordFokas> suddenly
talking about EE2 made me feel old
L758[20:45:56] <Tazz> haha
L759[20:46:03] <LordFokas> how long have I
even been playing this?
L760[20:46:04] <Tazz> I was around with
EE@ :>
L761[20:46:14] <Tazz> 1.0 baby :>
L762[20:46:29] <LordFokas> I started with
Beta 1.3 or 1.4
L763[20:46:42] *
Tazz totally had the first GUI container tutorial, and the first
dimension tutorial and a popular tutorial series on the Minecraft
forums :>
L764[20:46:54] <LordFokas> got into mods
in Beta 1.8
L765[20:47:04] <LordFokas> also got
totally amazed by ravines
L766[20:47:13] <Tazz> haha
L767[20:47:31] <LordFokas> it was the last
great original feature of the Beta
L768[20:48:36] <LordFokas> by MC 1.2.5 I
couldn't play without mods anymore
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L770[20:48:55] <LordFokas> although
setting up a server was a massive pain
L771[20:49:52] <LordFokas> you needed to
install ModLoader, then ModLoaderMP, then Forge, in that order into
the JAR
L772[20:50:00] <LordFokas> and then get
every mod you wanted
L773[20:50:16] <LordFokas> and client /
server jars were 2 different things
L774[20:50:24] <LordFokas> so one mistake
and everything would go boom
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L776[20:51:29] <Tazz> mmmhm
L777[20:51:34] <Tazz> I remember hacking
with modload XD
L778[20:51:36] <Tazz> modloader*
L779[20:51:37] <Tazz> haha
L780[20:52:21] <LordFokas> and there was
this thing
L781[20:52:25] <LordFokas> called
RedPower
L782[20:52:29] <LordFokas> :p
L783[20:52:29] <Tazz> haha
L784[20:52:32] <Tazz> the most glorious
mod :>
L785[20:52:58] <Lach_01298> quadraxis that
works great!
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L787[20:53:15] <LordFokas> back in the day
it was outstanding
L788[20:53:24] <LordFokas> it could put
everything else to a corner
L789[20:53:40] <Tazz> ikr
L790[20:53:41] <LordFokas> and it was the
first entry on any modpack
L791[20:54:05] <Tazz> mmm
L792[20:54:06] <blood_> Ordinastie_
around
L793[20:54:12] <Ordinastie_> yup
L794[20:54:19] <LordFokas> it was so
powerful and flexible you could use it to exploit any other mod's
limitations
L795[20:54:20] <blood_> can you hop in
your malsis chan
L796[20:54:21] <Tazz> I also liked the
first thaumcraft it was neat :>
L797[20:54:58] <LordFokas> I remember
making water mills with IC2 for passive base power
L799[20:55:15] <LordFokas> but I wanted
them to run on manned mode because it had higher output
L800[20:55:31] <LordFokas> so I had a BC
tank with a pump on an infinite pool
L801[20:55:52] <LordFokas> and a RP2
contraption that would fill buckets from the tank and feed them
into the mills
L802[20:57:00] <LordFokas> I think that
was my first exploit
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L806[21:00:37] <LordFokas> and that is why
you can't build a totally balanced mod, ever
L807[21:00:43] <Tazz> haha
L808[21:00:47] <Tazz> I will
succeed!
L809[21:00:48] <LordFokas> it may be
balanced within itself, sure
L810[21:01:08] <Tazz> I cant decide which
I want to work with tonight XD
L811[21:01:12] <Tazz> C, C++ or
Scala
L812[21:01:19] <LordFokas> but in packs,
and the larger the packs, the less chance you have :p
L813[21:01:39] <LordFokas> Grow an epic
beard, get fat, code C
L814[21:01:50] <LordFokas> oh and glasses.
You need to wear glasses
L816[21:02:03] <Tazz> I dont wear glasses
but I got the rest of that down :>
L817[21:02:09] *
Tazz haz epic beard
L818[21:02:13] <illy> assembly
L819[21:02:36] <Tazz> and a friend of mine
instantly thought of thou who shale not be named in here's beard
XD
L820[21:02:40] <Tazz> or twitter pic
thing
L821[21:02:52] <LordFokas> I can't grow an
epic beard
L822[21:03:05] <Tazz> I just recently
shaved my head hair off XD
L823[21:03:21] <LordFokas> halfway through
it irritates me so much that I have to at least trim it a good
bit
L825[21:03:46] <Tazz> long time ago
:>
L826[21:03:51] <Tazz> most recent doe
:P
L827[21:04:06] <LordFokas> damn son
L828[21:04:07] <Tazz> but just imagine no
head hair and a more kept beard
L829[21:04:07] <Tazz> haha
L830[21:04:17] <Tazz> that was hardly one
I paid attention too XD
L831[21:06:21] <Tazz> LordFokas, question?
XD
L832[21:09:14] <LordFokas> ??
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L835[21:21:43] <VikeStep> huh, never knew
that O'Reilly had a minecraft forge book
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L839[21:44:56] <AbrarSyed> wasnt that
whats his names.. quppys?
L840[21:45:00] <AbrarSyed> *wuppys
book?
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L847[21:54:34] <Ordinastie_> nah, not the
same book
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L860[22:27:53] ***
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L878[22:56:38] <LordFokas> I need a json
model wizard
L879[22:57:11] <LordFokas> I have a model
that MC complains is missing variants
L880[22:57:28] <LordFokas> I've used the
forge blockstate to build the model
L881[22:57:35] <Ordinastie_> show your
model
L883[22:58:21] <LordFokas> MC says
something about a #inventory variant
L884[22:58:53] <LordFokas> but I'm a bit
clueless here, do I have to add a variant to render it in
inventory?
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L888[23:02:04] <Ordinastie_> yes
L889[23:02:24] <Ordinastie_> actually, I
thought it was automatically handled
L890[23:02:56] <Ordinastie_> did you do
set ModelLoader.setCustomModelResourceLocation?
L891[23:03:00] <McJty> Just add an
inventory line exactly like that normal thing
L892[23:05:28] <LordFokas> no, I just put
it in place
L893[23:05:47] <LordFokas> I expected such
a ridiculously complicated system to handle association by
itself
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L895[23:09:36] <LordFokas> I had other
code issues, it is now running, but I still don't get models on my
stuff
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L899[23:19:18] <LordFokas> why the hell is
MC accusing my items of not having variants when items don't even
have blockstates to begin with?
L900[23:19:22] <LordFokas> WTF is
this?
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L902[23:20:55] <McJty> Items can have
variants too
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L904[23:21:08] <McJty> Works a bit
differently though
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