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L27[01:09:14] <ShadCanard> o/
L28[01:10:39] <TankCR> finlly got the claw angles where I wanted https://media-elerium.cursecdn.com/attachments/74/130/cool_shot.png
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L30[01:19:33] <ShadCanard> neat !
L31[01:20:25] <ShadCanard> (was trying to add LLibrary)
L32[01:20:38] <ShadCanard> TankCR> Howdie ?
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L37[01:59:46] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160930 mappings to Forge Maven.
L38[01:59:50] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160930-1.10.2.zip (mappings = "snapshot_20160930" in build.gradle).
L39[02:00:00] <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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L43[02:13:18] <TankCR> bedtime...
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L62[03:20:50] <ShadCanard> o/ Subaraki
L63[03:27:20] <Subaraki> o/ Duck
L64[03:27:31] <sham1> \_o< Quack
L65[03:27:47] <ShadCanard> o/ sham1
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L67[03:29:54] <ShadCanard> !help
L68[03:32:57] <Subaraki> yes ?
L69[03:33:05] <Subaraki> what seems to be the problem ?
L70[03:33:10] <Subaraki> also, hi jordibenck o/
L71[03:33:32] <jordibenck> Subaraki, hiii \o
L72[03:35:08] <Subaraki> ShadCanard ? why help ? you got trouble ?
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L76[03:39:18] <RANKSHANK_mob1> @subaraki isn't !help for the srg bot
L77[03:39:36] <Subaraki> no clue
L78[03:39:37] <Subaraki> let me try
L79[03:39:39] <Subaraki> !help
L80[03:39:43] <Subaraki> yup it is x)
L81[03:39:49] <RANKSHANK_mob1> :P
L82[03:39:57] <Subaraki> d@ spam though
L83[03:40:43] <RANKSHANK_mob1> Listing commands and syntax in irc is always a spamfest :P
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L90[04:11:48] <Snapples> How do I change forge's log level?
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L102[05:12:29] <Subaraki> somethng must be wrong with my respawn mechanism... i get 3 pets in stead of one ..
L103[05:12:30] <Subaraki> ._.
L104[05:12:41] <Subaraki> let me post some stuff so you guys can look at it
L105[05:15:56] <Subaraki> http://pastebin.com/KR7Y17uN
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L111[05:51:56] <masa> wtf
L112[05:52:01] <masa> new ItemStack(Blocks.AIR).getItem()
L113[05:52:08] <sham1> ?
L114[05:52:10] <sham1> What about it
L115[05:52:15] <masa> that has to be the weirdest way of writing null I have seen so far
L116[05:56:03] <sham1> That feeling when I try to split hunks in git to be smaller so I can add them into their own commits, but it won't split
L117[05:56:05] <sham1> Feels bad man
L118[05:58:07] <sham1> https://github.com/sham1/Underbar/blob/master/src/main.c Best C code 10/10
L119[05:59:30] <Subaraki> masa, that's not null
L120[05:59:43] <Subaraki> it's a stack that can cool down without the player ever having it in hands
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L124[06:11:22] <masa> ?
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L127[06:16:39] <Subaraki> anyway....
L128[06:16:58] <Subaraki> is there a way to color name labels ?
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L133[06:22:23] <masa> have you tried printing out that item? because it sure is null
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L135[06:22:40] <masa> there is no item for air
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L137[06:27:56] <Subaraki> yeah, it's null indeed
L138[06:28:02] <Subaraki> there goes my idea :/
L139[06:28:18] <Subaraki> i thought i'd use air, because you can't hold that in your hands
L140[06:28:54] <Subaraki> maybe i should make a stub item that you cannot get ? or would that be a waste of item space, just ofr the sace of a cooldown
L141[06:30:28] <masa> maybe use bedrock or barrier or structure void or something?
L142[06:30:36] <masa> you can't really get those in survival at least
L143[06:30:54] <masa> or better yet, piston extension
L144[06:31:20] <Subaraki> nice idea
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L146[06:31:54] <Subaraki> does that have an item though ?
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L153[06:34:53] <masa> hmm good point
L154[06:34:57] <masa> I guess not
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L156[06:36:26] <masa> I'd think that using bedrock or a barrier would be good enough for 99.9999% of the cases, just to throw around arbitrary numbers
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L172[07:22:57] <Subaraki> adding a keybind crashes my game when i go into options menu to change the said keybind. what is wrong with new KeyBinding("RPG Inventory Key", Keyboard.KEY_R, "Rpg Inventory"); ?
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L183[08:10:23] <Subaraki> is there no tutorial on key binds for 1.10 ?
L184[08:10:25] <Subaraki> mine crashes my game
L185[08:12:14] <gigaherz> I don't believe they have changed?
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L187[08:18:36] <Subaraki> odd
L188[08:18:47] <Subaraki> i get a guiscreen render crash
L189[08:18:51] <Subaraki> i wonder why
L190[08:19:48] <gigaherz> what's the crash?
L191[08:21:06] <Ordinastie> please tell me it's not a NPE *_*
L192[08:21:11] <Subaraki> restarting the game
L193[08:21:19] <Subaraki> Ordinastie, i think it is
L194[08:21:32] <Ordinastie> ...
L195[08:21:35] <Subaraki> they need to be initialized in pre or post ?
L196[08:21:42] <Subaraki> or mid ?
L197[08:21:45] <Subaraki> or why ?
L198[08:22:02] <Ordinastie> I'm not sure, but you really shouldn't have issue fixing NPEs
L199[08:22:29] <Subaraki> i wish i hadn't this issue xD
L200[08:23:28] <Subaraki> java.lang.NullPointerException: Rendering screen
L201[08:23:46] <Ordinastie> just find what's null, and fix that
L202[08:24:08] <Subaraki> http://pastebin.com/en8DVGet
L203[08:24:17] <Subaraki> nothings null as far as i know xD
L204[08:24:25] <Subaraki> i declare my key, and that's the only thing i do
L205[08:24:32] <Ordinastie> yeah, right, java must be wrong
L206[08:24:51] <Ordinastie> Caused by: java.lang.NullPointerException
L207[08:24:51] <Ordinastie> at net.minecraft.client.gui.GuiListExtended.updateItemPos(GuiListExtended.java:41) ~[GuiListExtended.class:?]
L208[08:26:04] <Subaraki> so you're basicly saying my key is null ?
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L210[08:26:32] <Ordinastie> I'm saying that's coding 101
L211[08:26:46] <Ordinastie> look at that line, find what is null, don't try to guess :x
L212[08:27:01] *** Shad|away is now known as ShadCanard
L213[08:27:52] <Subaraki> i'll put a breakline there
L214[08:28:10] <Subaraki> while i move my key out of a static field reference, and initialize it in initevent
L215[08:28:10] <Ordinastie> or put a breakpoint for NPEs
L216[08:30:34] <Subaraki> didnt know that was a thing
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L222[08:41:52] <Koward_> Anyone has an example (even outdated) of config file synchronization between client and server ? Not sure when is the best moment to send&receive the packets
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L224[08:49:54] <Subaraki> this.getListEntry(entryID).setSelected(entryID, insideLeft, yPos);
L225[08:50:01] <Subaraki> the list has 35 entries
L226[08:50:07] <Subaraki> and entry 35 is empty
L227[08:50:15] <Subaraki> no clue what i'm supposed to do about that though
L228[08:50:31] <Subaraki> Koward_, onPlayerLoggedIn ?
L229[08:50:40] <Subaraki> PlayerLoggedInEvent sounds like a plan
L230[08:51:19] <Ordinastie> the pastebin has expired
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L232[08:53:06] <Subaraki> http://pastebin.com/CvH3ms8w
L233[08:53:21] <Subaraki> the list is a list of vanilla keybinds + forge key binds
L234[08:53:51] <Subaraki> [akeybinding.length + KeyBinding.getKeybinds().size()]
L235[08:54:07] <Subaraki> getKeyBinds.size = KEYBIND_SET;
L236[08:54:30] <Subaraki> and by default, all constructors from keybind add KEYBIND_SET.add(category);
L237[08:54:37] <Subaraki> as well as KEYBIND_ARRAY.add(this);
L238[08:54:38] <Subaraki> so yeah
L239[08:55:07] <Ordinastie> what's the value of entryID ?
L240[08:55:11] <Subaraki> 35
L241[08:55:20] <Subaraki> the last entry, and most likely mine.
L242[08:55:23] <Subaraki> i mean my key
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L245[08:57:42] <Ordinastie> and listEntries has what size ?
L246[08:59:10] <Subaraki> 36
L247[08:59:41] <Ordinastie> now you need to breakpoint where the array is filled
L248[08:59:51] <Ordinastie> find out why it puts a null inside
L249[09:01:03] <Subaraki> because it doesn't seem like forge calls on its key list to add to it
L250[09:01:22] <Subaraki> http://pastebin.com/XNat6bL1
L251[09:01:26] <Ordinastie> don't try to guess
L252[09:01:40] <Subaraki> akeybinding is a copy of the mc keybinds
L253[09:02:30] <Subaraki> the list is 36 big, and 35 stays empty, because nothing is ever called to fill it
L254[09:04:44] <Ordinastie> i doesn't reach 35 ?
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L256[09:05:21] <Subaraki> it does reach 35
L257[09:05:25] <Subaraki> but 35 is null
L258[09:05:39] <Subaraki> check the paste bin
L259[09:05:46] <Ordinastie> yes, find out WHY
L260[09:05:58] <Subaraki> but i know why
L261[09:06:15] <Subaraki> this.listEntries = new GuiListExtended.IGuiListEntry[akeybinding.length + KeyBinding.getKeybinds().size()]; < minecraft keybinds + forge keybinds
L262[09:06:27] <Subaraki> where : KeyBinding[] akeybinding = (KeyBinding[])ArrayUtils.clone(mcIn.gameSettings.keyBindings); = miencraft keybinds
L263[09:06:29] <Ordinastie> no
L264[09:06:44] <Subaraki> and in the entire for loop, only akeybinding gets called to fill the array listentries
L265[09:07:10] <Ordinastie> in your logic, 35 wouldn't get reached
L266[09:07:11] <quadraxis> that's keytbindings + categories
L267[09:07:17] <Ordinastie> but your logic is wrong
L268[09:07:18] <quadraxis> not vanilla + forge
L269[09:07:34] <Ordinastie> 35 is reached, and the array slot is filled
L270[09:07:41] <Ordinastie> but it's filled with a null value
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L272[09:08:35] <Subaraki> oh, hey look what i found
L273[09:08:36] <Ordinastie> well, maybe not, according to code, it's probably never reached
L274[09:08:39] <Ordinastie> find why
L275[09:08:41] <Subaraki> in ClientRegistry
L276[09:08:41] <Subaraki> public static void registerKeyBinding(KeyBinding key)
L277[09:09:09] <Ordinastie> wait, you tell me you never registered your keybind?
L278[09:09:31] <Subaraki> i was asking in the beginning if that was needed
L279[09:09:47] <Ordinastie> no you didn't
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L282[09:10:41] <Subaraki> <Subaraki> adding a keybind crashes my game when i go into options menu to change the said keybind. what is wrong with new KeyBinding("RPG Inventory Key", Keyboard.KEY_R, "Rpg Inventory"); ?
L283[09:10:44] <Subaraki> Subaraki> i declare my key, and that's the only thing i do
L284[09:10:46] <Subaraki> same same ._.
L285[09:10:47] <Subaraki> sorry
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L287[09:13:17] <Koward_> I'd like to do an action on all players when config change, how can I iterate through them ? I don't have a World reference in OnConfigChanged.
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L289[09:15:00] <Subaraki> can you change configs on runtime ?
L290[09:15:12] <Ordinastie> of course
L291[09:17:57] <Koward_> Yeah
L292[09:18:12] <Koward_> And I have to update fields I have set acording to the config
L293[09:18:41] <Subaraki> uhm... how about have a boolean in your config that the server has to set to true when changes where made ? and then when its true, you do your stuff, and change it back to false ?
L294[09:18:55] <Subaraki> check every x ticks if the value is true
L295[09:19:06] <Subaraki> ... unless there's like events or so
L296[09:20:48] <Koward_> I don't see how that's related to my problem. I can see when config has been changed. I just need to iterate through players
L297[09:21:09] <Subaraki> ah yes. right
L298[09:21:13] <Subaraki> sorry, got distracted
L299[09:21:23] <Subaraki> worldserver.listofplayers should be a thing that exists
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L301[09:22:51] <Koward_> I don't have an instance of WorldServer via the OnConfigChangedEvent
L302[09:23:01] <Subaraki> neither the world ?
L303[09:23:42] <Subaraki> world.playerentities is a thing for sure
L304[09:24:51] <Koward_> No I don't have a World reference
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L307[09:28:32] <Subaraki> odd
L308[09:28:39] <Subaraki> that means you cannot send packets either ?
L309[09:30:15] <Koward_> Yes I can send, I have a channel referenced in my Mod's class
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L320[09:53:07] <ShadCanard> Someone know how I can get Biom types, lik the of BiomeGenBase.forest thingey ?
L321[09:53:18] <ShadCanard> Biomes* like*
L322[09:53:26] <ShadCanard> Does*$
L323[10:00:56] <ShadCanard> nvm, found it
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L327[10:18:11] <shartte> okay noob question. i want to generate a class-based-proxy at runtime. usually i would go with cglib for that. does forge have a mechanism for downloading such dependencies, or would i need to repackage cglib to do that?
L328[10:19:37] <Subaraki> ._.
L329[10:19:44] <LatvianModder> ._.
L330[10:19:45] <Subaraki> sounds far from a noob question to me
L331[10:19:57] <LatvianModder> Sounds far from what should do
L332[10:20:18] <LatvianModder> forge doesnt have a dep manager
L333[10:21:37] <shartte> yeah that was kinda my question hehehe
L334[10:21:54] <shartte> I thought and this is from distant memory, that there was something forge download from some maven repository somewhere
L335[10:22:10] <shartte> but it may be just for forge's direct dependencies and nothing usable by a mod
L336[10:24:24] <shartte> ah well, i'll try hacking it into the coremod :|
L337[10:25:27] <PaleoCrafter> shartte, use ASM? Forge generates classes with that as well
L338[10:26:10] <shartte> hm, cg is easier, but i'll try and use ASM
L339[10:26:36] <shartte> my problem is that i need to override a single method in RenderItem, but only for a certain draw call
L340[10:26:55] <shartte> so proxy would be the natural way to go. the constructor in RenderItem does some registration calls however.
L341[10:35:09] <Subaraki> what are you trying to do shartte ?
L342[10:35:26] <shartte> replace how the stack size is rendered for a container UI
L343[10:35:44] <shartte> but leave everything else as-is
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L345[10:35:59] <shartte> for particular slots only however
L346[10:36:28] <PaleoCrafter> if it's your own UI, there really is no reason for mad hax
L347[10:36:39] <shartte> well the alternative is copying over allllll the vanilla code
L348[10:36:46] <shartte> and then changing one call
L349[10:36:46] <ShadCanard> Subaraki> you use eggs for your pets?
L350[10:37:26] <shartte> i already have the hook into drawSlot(...) for GuiContainer
L351[10:37:33] <Subaraki> no ShadCanard, it gets spawned on login
L352[10:37:49] <shartte> the "old" way for AE2 was to override just the overlay drawing method in RenderItem, but that won't be so easy anymore in 1.10
L353[10:37:58] <Subaraki> you could also ignore the stacksize shartte, and draw a number whereever you'd like ?
L354[10:38:25] <shartte> you mean fake the itemstack that is returned by the slot so it returns stacksize=1?
L355[10:38:30] <shartte> just during rendering?
L356[10:38:36] <Subaraki> yeah, something like that
L357[10:38:40] <Subaraki> or just in your gui ?
L358[10:38:52] <Subaraki> basicly not draw your items in there
L359[10:38:57] <Subaraki> but a fake stack ?
L360[10:39:11] <Subaraki> and when picked up, just give the correct stack ?
L361[10:39:14] <shartte> it's a fake stack anyway
L362[10:39:15] <Subaraki> sounds probably easier
L363[10:39:21] <shartte> well i would have to proxy the slot
L364[10:39:22] <Subaraki> then it is to do ...
L365[10:40:09] <shartte> i'll see if i can do the asm hack ... in the end i only need to add a constructor to RenderItem, heh
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L371[10:59:11] <SatanicSanta> I'm seriously lost on how to properly use ItemOverrideLists. Anyone got *anything* I can read to help me understand this stuff?
L372[10:59:51] <shartte> do you understand what the vanilla json for variants does?
L373[11:00:38] <SatanicSanta> what?
L374[11:01:34] <shartte> The section on "overrides" here: http://minecraft.gamepedia.com/Model#Item_models
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L376[11:02:19] <SatanicSanta> I wasn't sure what you were referencing, but yeah that's fairly self explanatory.
L377[11:03:35] <shartte> since ItemOverrideLists are pretty much just the java representation of that
L378[11:03:46] <shartte> is there an explicit issue you have?
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L381[11:05:41] <SatanicSanta> Not really, I just have no idea what I'm doing and can't find any decent information on it. All the mods I've found that use them for even slightly similar things to what I'm doing depend on a ton of misc library crap or are outdated
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L383[11:06:13] <shartte> oh, okay
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L385[11:07:51] <SatanicSanta> In generic terms what I'm doing is NBT-based item model with multiple texture layers
L386[11:08:37] <shartte> and your layers are dynamic based on the NBT?
L387[11:08:44] <shartte> or do you switch between otherwise static models based on NBT?
L388[11:09:08] <shartte> static except one or more color components
L389[11:09:35] <SatanicSanta> what are your definitions of dynamic/static models exactly?
L390[11:10:14] <shartte> well, do you need to modify the models quads in-memory based on NBT?
L391[11:10:41] <shartte> or is it enough to point to different model JSONs based on NBT?
L392[11:11:04] <SatanicSanta> No idea...
L393[11:12:06] <shartte> Well if you yourself don't know what you're trying to achieve, I don't know how to help you
L394[11:12:30] <Subaraki> SatanicSanta, check out the bow for changing textures / models
L395[11:12:51] <SatanicSanta> I know what I'm trying to achieve. I don't know what any of this crap means because there is no documentation for it.
L396[11:13:11] <Subaraki> it's pretty straight forward though
L397[11:13:20] <Subaraki> i'm sure all you need to know is predicate
L398[11:13:34] <SatanicSanta> No it's more complicated than that
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L400[11:13:48] <SatanicSanta> The item is dynamically upgradeable
L401[11:13:57] <Subaraki> predicate doesnt take in acount nbt ?
L402[11:14:10] <SatanicSanta> No and even then the upgrades possible would be hardcoded in JSON
L403[11:14:25] <Subaraki> json is a fine definition of hardcoded indeed
L404[11:14:37] <SatanicSanta> and even if that was okay, it would be probably thousands of lines
L405[11:15:02] <Subaraki> so, if it' dynamicly upgradeable, i suppose you have one texture for every upgrade ?
L406[11:15:14] <SatanicSanta> 2
L407[11:15:28] <SatanicSanta> never shown at the same time though
L408[11:15:31] <Subaraki> i'm pretty sure you could add all textures to one item, and only render certain of them depending on nbt
L409[11:15:39] <Subaraki> dont know, but it might be possible
L410[11:15:52] <Subaraki> if it's only two textures, make two items ? :/
L411[11:16:16] <SatanicSanta> erm
L412[11:16:20] <ShadCanard> Okay, the next achievement in my life is to make a Pen-Pineapple Apple pen mod.
L413[11:16:28] <SatanicSanta> just ignore the "2" thing because it is pointlessly complicating this conversation
L414[11:17:13] <SatanicSanta> the item texture is built from 2 textures, a "core" texture and a "head" texture, which are obtained programmatically based on NBT, or fallback to the default textures for the item
L415[11:17:29] <SatanicSanta> the "head" texture should render in front of the "core" texture
L416[11:20:24] <SatanicSanta> If I am shit at explaining this, here is the code that accomplished this in 1.7: https://github.com/Esteemed-Innovation/Esteemed-Innovation/blob/1.7/src/main/java/flaxbeard/steamcraft/item/tool/steam/ItemSteamAxe.java#L99-L119
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L418[11:23:23] <shartte> so that would just be 4 possible combinations?
L419[11:23:32] <SatanicSanta> no
L420[11:23:46] <SatanicSanta> infinite possible combinations
L421[11:24:05] <shartte> ah, the local var is named icons as well, ok
L422[11:24:10] <shartte> nevermind
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L424[11:24:31] <shartte> that stuff is sadly not easy to do at this point
L425[11:24:40] <SatanicSanta> :|
L426[11:25:03] <SatanicSanta> is it possible? half the content in this mod depends on stuff similar to this
L427[11:25:31] <shartte> well there are two hacky ways i can think of
L428[11:25:57] <shartte> one is the item-tesr stuff that is supposed to be removed from forge by now
L429[11:26:01] <shartte> so maybe dont use that
L430[11:27:07] <shartte> the other option is to have a custom IBakedModel that combines the item-models of your components by simply concatenating the lists of quads they return
L431[11:27:22] <shartte> the issue then becomes, how do you transport the state (which components to combine) from your item to that baked model
L432[11:27:32] <shartte> and the hackyness i mentioned would be using a threadlocal or similar for that
L433[11:30:57] <SatanicSanta> gah
L434[11:31:17] <Subaraki> or, you could, with computing, output textfiles (jsons) with every combo possible ?
L435[11:31:25] <Subaraki> might give you a shit done of fiels though ._.
L436[11:31:28] <Subaraki> files *
L437[11:31:38] <SatanicSanta> would i need to actually write the files
L438[11:31:47] <SatanicSanta> because that would create hundreds of files
L439[11:32:14] <shartte> no
L440[11:32:31] <shartte> okay wait, that is a good question, really
L441[11:32:37] <shartte> you said infinite combinations :)
L442[11:32:41] <shartte> so i just went with that
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L444[11:33:56] <SatanicSanta> I could programmatically figure out every possible combination, I'm just not really sure where to go from there. I started doing that a couple weeks ago and then forgot what I was going to use it for
L445[11:34:58] <shartte> how many combinations would you arrive at?
L446[11:35:02] <SatanicSanta> no clue
L447[11:35:17] <Giraffestock> out of curiosity, what IRC clients do people here use?
L448[11:35:29] <shartte> hmmm, so imagine a custom subclass if ItemOverridesList
L449[11:35:29] <SatanicSanta> KVIrc
L450[11:35:30] <Giraffestock> I use TheLounge
L451[11:35:36] <shartte> you can actually override the method that returns the IBakedModel instance
L452[11:36:07] <shartte> so, theoretically you could reference an existing model
L453[11:36:15] <shartte> or you could build an entirely new one
L454[11:36:22] <shartte> there is a completely different variant
L455[11:36:32] <shartte> which is ItemMeshDefinition
L456[11:36:45] <shartte> that would allow you to return the model location to use for a given ItemStack
L457[11:37:05] <SatanicSanta> Yes I am familiar with ItemMeshDefinitions and I quite enjoy them. In a perfect world I would be able to use one for this :P
L458[11:37:09] <shartte> but that would require you to know and register all variants of your models up front
L459[11:37:17] <shartte> and i guess that's not really feasible
L460[11:37:20] <SatanicSanta> yeah
L461[11:37:24] <shartte> i have the exact same issue in ae2
L462[11:37:27] <shartte> for the meteor compass
L463[11:37:41] <shartte> getting the stupid rotation into the item model was a pain
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L465[11:38:16] <shartte> see here: https://github.com/AppliedEnergistics/Applied-Energistics-2/blob/1.10/src/main/java/appeng/client/render/model/SkyCompassBakedModel.java
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L467[11:40:43] <SatanicSanta> hm
L468[11:41:05] ⇨ Joins: Benimatic (~Benimatic@cblmdm72-241-108-112.buckeyecom.net)
L469[11:42:53] <SatanicSanta> Side note: https://avatars1.githubusercontent.com/u/1261399?v=3&s=400 is a quality image.
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L471[11:47:30] <Bottersnike> What's the best way to passivly spawn particles at a certain position on a block at all times?
L472[11:49:12] <gigaherz> randomdisplaytick
L473[11:49:14] <gigaherz> on the block
L474[11:49:26] <gigaherz> see how the furnace/torch do it
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L477[11:50:17] <Bottersnike> Okay. Thanks
L478[11:50:34] <Bottersnike> Would that be net.minecraft.block.blockFurnace?
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L481[11:54:08] <SatanicSanta> yes
L482[11:54:37] <Bottersnike> Okay. Thanks. I think I have found the code I need
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L484[11:59:57] <ShadCanard> I can't find how to add a spawn egg, I've tried EntityRegistry.registerEgg and it don't work
L485[12:00:21] <gigaherz> you don't have to
L486[12:00:27] <gigaherz> just specify the colors when you register the entity
L487[12:00:42] <gigaherz> (there's two variants of the entity register function)
L488[12:00:59] <ShadCanard> Oh, thx, thought I had to
L489[12:02:27] <Bottersnike> My custom model is making the blocks arround it invisible (like an X-Ray machine of old). Any ideas why and how I can fix it?
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L491[12:02:48] <ShadCanard> you set isOpaque() thingey ?
L492[12:03:00] <Bottersnike> No, should I?
L493[12:03:03] <SatanicSanta> I believe that is caused by isFullCube
L494[12:03:07] <gigaherz> override isOpaqueCube
L495[12:03:10] <gigaherz> or isFullCube
L496[12:03:11] <gigaherz> one of them
L497[12:03:17] <ShadCanard> if it's a seethrough block, yup
L498[12:03:17] <Bottersnike> Okay. So what do I do?
L499[12:03:19] <gigaherz> (or maybe both)
L500[12:03:25] <gigaherz> override them in your block class.
L501[12:03:32] <Bottersnike> Override them with what?
L502[12:03:36] <Bottersnike> A "return false;"?
L503[12:03:37] <ShadCanard> false
L504[12:03:38] <gigaherz> sure
L505[12:03:40] <ShadCanard> yup
L506[12:03:43] <Bottersnike> Okay
L507[12:03:46] <gigaherz> you can it to be false, right?
L508[12:03:49] <SatanicSanta> I don't think isOpaqueCube will have an effect on that
L509[12:04:11] <SatanicSanta> Oh wait never mind
L510[12:05:10] <Bottersnike> Neither "isOpaque" or "isOpaqueCube" exist allready...
L511[12:05:23] <gigaherz> do you use eclipse or idea?
L512[12:05:23] <SatanicSanta> it takes a block state
L513[12:05:40] <Bottersnike> NVM. I just needed to refresh some stuff in idea
L514[12:05:50] <gigaherz> ifidea, try Ctrl+O (Ctrl-Shift-O if you use VS-style keymap)
L515[12:05:54] <SatanicSanta> I'm pretty sure isOpaqueCube resolves that, while isFullCube allows you to step inside the full block aabb in that space
L516[12:05:58] <gigaherz> and choose the override from the list
L517[12:06:07] <gigaherz> SatanicSanta: I never know what does what
L518[12:06:09] <gigaherz> ;P
L519[12:06:12] <SatanicSanta> lol
L520[12:06:42] <Bottersnike> So if i have a model, will the player be able to walk inside that model but not through it?
L521[12:14:21] <Bottersnike> How do I set the bounding box?
L522[12:15:22] <SatanicSanta> getBoundingBox
L523[12:15:51] <Bottersnike> To set?
L524[12:15:55] <gigaherz> you don't set it
L525[12:15:57] <SatanicSanta> return the aab
L526[12:15:59] <SatanicSanta> aabb*
L527[12:15:59] <gigaherz> you keep it in a field somewhere
L528[12:16:04] <gigaherz> and return it in getBoundingBox
L529[12:16:19] <gigaherz> you can use the IBlockState parameter to return different aabbs based on state
L530[12:16:21] <Bottersnike> Oh. Okay. So I need to override it?
L531[12:16:24] <gigaherz> yup
L532[12:16:39] <SatanicSanta> there is also addColissionBoxToList
L533[12:16:43] <gigaherz> and if you are confused by the @Deprecated, it simply means "don't call from outside
L534[12:17:43] <Bottersnike> Okay. Do I need the "@Nullable"s in the class def?
L535[12:17:46] <Bottersnike> *function def
L536[12:18:52] <SatanicSanta> no
L537[12:19:33] <SatanicSanta> but its probably a good idea to have the same annotations as the super method
L538[12:20:26] <Bottersnike> Okay. The x1, y1, z1, x2, y2, z2. What do they all mean?
L539[12:20:35] <gigaherz> what they say
L540[12:20:39] <SatanicSanta> minx, miny, minz, maxx, maxy, maxz
L541[12:20:48] <gigaherz> xyz1 are the min xyz
L542[12:20:53] <gigaherz> xyz2 are the max xyz
L543[12:20:55] <Bottersnike> meaning...
L544[12:21:07] <SatanicSanta> from x1 to x2
L545[12:21:10] <SatanicSanta> from y1 to y2
L546[12:21:11] <gigaherz> they are the coords of the bounding box...
L547[12:21:12] <SatanicSanta> from z1 to z2
L548[12:21:14] <Bottersnike> Okay
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L552[12:32:19] <SatanicSanta> shartte: Hm. Perhaps I should write this model shit similarly to the dyn bucket stuff
L553[12:33:27] <shartte> dunno. the number of fluids is constant and rather low
L554[12:34:08] <SatanicSanta> It would probably help if I understood any of this quad and transformation crap
L555[12:34:25] <Ferdz_TheWeeb> Do you need to change something in code to use a multipart blockstates?
L556[12:34:34] <Subaraki> how much ticks is a miencraft day again ?
L557[12:34:37] <Subaraki> 24000 ?
L558[12:34:43] <SatanicSanta> define day
L559[12:34:53] <Subaraki> day night cycle
L560[12:35:03] <SatanicSanta> yes 24000
L561[12:35:05] <gigaherz> yes it's 24000
L562[12:35:11] <Subaraki> thanks :)
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L564[12:37:25] <SatanicSanta> hmmmmm. MultiModel
L565[12:37:58] <SatanicSanta> shartte: ModelDynBucket gets the fluid texture on demand though so I don't think that actually matter
L566[12:40:01] <Ferdz_TheWeeb> Can someone tell me why I'm still getting missing variants when using this http://pastebin.com/4Euc43zZ ? This is the stacktrace: http://pastebin.com/2aCEh7KU
L567[12:41:31] <SatanicSanta> shartte: Hm. I think basically recreating ModelDynBucket to suit my needs would be the way to go about it. Ideally I would actually understand all this shit but seeing as Forge is terribly documented I am not expecting that :D
L568[12:42:27] <shartte> well it is actually pretty much what i mentioned above :P
L569[12:42:33] <shartte> so, good luck
L570[12:42:52] <SatanicSanta> This will be my third attempt, second by looking at ModelDynBucket
L571[12:44:23] <Bottersnike> Why isnt my hitbox working? I just bounce off my block part way through it
L572[12:48:29] <Ordinastie> !gm func_176203_a
L573[12:48:48] <Subaraki> Ferdz_TheWeeb, without looking, have you passed your json trough a parser ?
L574[12:48:54] <Ferdz_TheWeeb> Yep
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L576[12:50:02] <Subaraki> uhm... maybe the location ?
L577[12:50:28] <Ferdz_TheWeeb> Should work, I didn't move it, I'm changing from Forge BlockStates to MultiParts
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L579[12:51:55] <Ferdz_TheWeeb> Is there a way to make the model depend on the value of two properties other than using MultiPart?
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L581[12:53:03] <SatanicSanta> What exactly am I supposed to do in IModel#bake?
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L585[12:58:56] <Subaraki> ShadCanard, was it you who wanted to know about my pet buddy ?
L586[12:59:16] <Subaraki> someone wanted to add it to it's modpack. can't remember if it was you or someone else
L587[12:59:24] <Subaraki> anyway, here's the link : https://github.com/ArtixAllMighty/PetBuddy2016/wiki
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L590[13:01:56] <PaleoCrafter> oh, does IDEA community have JSON support nowadays?
L591[13:03:35] <plp> yup
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L597[13:29:35] <ShadCanard> Subaraki> No i was looking after a 1.10.2 mod that have entities with egg spawn
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L599[13:31:01] <Subaraki> it's easy really
L600[13:31:08] <Subaraki> just register your entity with the egg colors
L601[13:31:12] <Subaraki> the rest is done for you
L602[13:31:42] <ShadCanard> I know, gigaherz answered me that too
L603[13:31:56] <Subaraki> ah, so you're settled :) great !
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L605[13:33:35] <Ordinastie> damn, that's twice today that an add starts to play in youtube despite uBlock :x
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L608[13:34:14] <ShadCanard> Subaraki> Yes sir ! Now I just have to wait for a friend of mine for vocals
L609[13:34:39] <Ferdz_TheWeeb> How can I manually load an IBakedModel from a JSON model with BlockStates?
L610[13:38:58] <Subaraki> i dont think its possible
L611[13:39:04] <Subaraki> or noone knows, to not answer you :/
L612[13:40:12] <Ferdz_TheWeeb> I'm sure it's possible, there is somewhere in the code where they load up the models so I must be able to use that
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L616[13:46:16] <gigaherz> Ordinastie: O_O
L617[13:46:20] <gigaherz> that has never happened here
L618[13:46:27] <gigaherz> not before ublock, and not after :/
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L636[14:10:22] <ShadCanard> Is there any king of tutorial for Gui ? 'cause i've got NPE when i open it
L637[14:10:40] <Ordinastie> find what's null
L638[14:11:40] <ShadCanard> Wel.. I guessed that too
L639[14:11:49] <ShadCanard> Obviously
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L644[14:26:51] <Ferdz_TheWeeb> Subaraki, FYI what I was asking is possible, you can use ModelLoaderRegistry.getModel :)
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L652[14:39:38] <ShadCanard> Okay, so I tried with a dummy GUI, it crashes when I call playerIn.openGui(), it doesn't even go to the getClient/Server Gui
L653[14:39:40] <ShadCanard> Any ideas ?
L654[14:40:28] <Ordinastie> <Ordinastie> find what's null
L655[14:40:50] <ShadCanard> Nothing is null, since I just send instance, Id and position
L656[14:40:59] <Ordinastie> so you didn't get a NPE then ?
L657[14:41:12] <ShadCanard> Okay, thx
L658[14:42:00] <Ordinastie> you said you had a NPE, so something is null
L659[14:42:23] <Ordinastie> the stacktrace tells you exactly what line, so it's really easy to determine what's null
L660[14:42:43] <Ordinastie> then you trace back where the null value comes from
L661[14:42:49] <Ordinastie> that's what you're supposed to do
L662[14:43:05] <Ordinastie> but if you'd rather lose an hour in guessing games, go ahead
L663[14:43:16] <ShadCanard> That's exactly what I'm doing for about... 3 and a half hour
L664[14:43:34] <Ordinastie> oh god
L665[14:44:14] <Ordinastie> ShadCanard, ok the, what is null ?
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L667[14:45:03] <Ordinastie> show the stacktrace
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L670[14:46:07] <ShadCanard> http://pastebin.com/tfAkgmrK And the line : playerIn.openGui(RedCraft.INSTANCE, GuiReferences.GUI_DEBUG_TOOL,worldIn,pos.getX(),pos.getY(),pos.getZ());
L671[14:46:31] <Ordinastie> -_-
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L673[14:47:12] <Ordinastie> no, the line is "return handler.getClientGuiElement(modGuiId, player, world, x, y, z);"
L674[14:47:38] <LexMobile> Tracing basic debugging?
L675[14:47:46] <LexMobile> Like how to count....
L676[14:48:41] <Ordinastie> the stacktrace continues for a reason
L677[14:49:59] <PaleoCrafter> Lex, is there perhaps some "assets" web server for Forge? I don't necessarily want to duplicate the CSS files all over the place
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L681[14:51:22] <thechief5456> Im trying to render a custom model and I am lost, does anyone know of a tutorial or an example that I could look at to learn from? (1.10.2)
L682[14:51:42] <thechief5456> the model is a wire/pipe
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L688[14:57:36] <Ferdz_TheWeeb> For some reason this http://pastebin.com/QsePf47m renders a transparent texture, anyone can tell me how to fix this?
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L691[14:59:14] <tterrag> Ferdz_TheWeeb: how do you know it's rendering a transparent texture
L692[14:59:42] <Ferdz_TheWeeb> tterrag, because when I bind nothing it renders the model
L693[15:00:24] <tterrag> ok well
L694[15:00:33] <tterrag> you are baking the model to use block sheet UVs
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L696[15:00:39] <tterrag> let's back up though
L697[15:00:42] <tterrag> why does this TESR even exist?
L698[15:01:08] <Ferdz_TheWeeb> Okay I've been working on this for a long time and couldn't find anything better than a TESR
L699[15:01:29] <Ferdz_TheWeeb> Basically, I want my model to depend on the value of two properties, something I wasn't able to do using BlockStates
L700[15:02:17] <tterrag> what?
L701[15:02:23] <tterrag> "depend" meaning what
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L704[15:02:46] <tterrag> change based on ?
L705[15:02:55] <Ferdz_TheWeeb> I have the property 'type' which has two values: cooked and raw and the property called 'position' which has two values, up and down. I have a model per combination, EG down_raw, up_raw, down_cooked and up_cooked
L706[15:03:07] <tterrag> ok
L707[15:03:25] <tterrag> that should definitely be possible
L708[15:03:30] <tterrag> in fact, many vanilla models do exactly that
L709[15:03:34] <tterrag> where did you run into issues?
L710[15:04:21] <Ferdz_TheWeeb> MultiPart does not support transform attributes, but I need them so that's out of the question
L711[15:04:48] <tterrag> does it not? well you don't need to use that
L712[15:04:53] <Ferdz_TheWeeb> As for Forge Blockstates I wasn't able to have a way to do that
L713[15:05:05] <Ferdz_TheWeeb> Nope I tried earlier, it made me sad :P
L714[15:06:07] <tterrag> even forge blockstates might be overkill
L715[15:06:13] <tterrag> if you already have 4 separate models, just use a normal one
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L718[15:06:49] <Ferdz_TheWeeb> I don't remember exactly why I had problems with vanilla blockstates, but I'm pretty sure it's because I had trouble using a submodel, which I also need
L719[15:07:06] <tterrag> if you need a submodel, then use forge blockstates
L720[15:07:16] <tterrag> you can definitely transform based on properties in the forge blockstate
L721[15:07:49] <Ferdz_TheWeeb> Yeah, but I can't have a model depending on the two values I mentioned
L722[15:07:51] <tterrag> "position": { "up" : { "transform" : {...} } "down" : { "transform" : { ... } } }
L723[15:07:56] <tterrag> sure you can
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L725[15:08:57] <Ferdz_TheWeeb> The transform is based on another property, Facing which allows me to have iterations of 45 degrees angle
L726[15:09:20] <tterrag> ok, that should be fine
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L728[15:11:34] <Ferdz_TheWeeb> This is how I'd make it http://pastebin.com/v5Qbxz2p however, you can see that the model only depends on the position property
L729[15:11:35] <tterrag> what did you try?
L730[15:11:37] <tterrag> ok
L731[15:12:14] <tterrag> you need to define a default model
L732[15:12:20] <tterrag> I think
L733[15:12:22] <tterrag> not sure :P
L734[15:13:02] <Ferdz_TheWeeb> Oh but the model renders fine, it's just not depending on both values
L735[15:13:14] <Ferdz_TheWeeb> You get the problem now? :P
L736[15:13:26] <tterrag> so the model needs to be different based on raw/cooked ?
L737[15:13:39] <Ferdz_TheWeeb> Yes, as well as up/down
L738[15:18:34] <tterrag> I feel like it is possible
L739[15:18:39] <tterrag> but I don't know the syntax well enough
L740[15:18:45] <tterrag> I would wait for fry|sleep to be back
L741[15:18:56] <tterrag> or perhaps boni might know :P
L742[15:19:15] <Ferdz_TheWeeb> You think I can ping him when he's back?
L743[15:19:21] <tterrag> yes
L744[15:19:37] <Ferdz_TheWeeb> Alright
L745[15:19:46] <tterrag> Ferdz_TheWeeb: actually, try this
L746[15:19:48] <tterrag> do something like
L747[15:19:59] <Ferdz_TheWeeb> This is a weird problem, because it sounds like something so simple that it should be easy but it really isn't :P
L748[15:20:05] <tterrag> "property1=value,property2=value" : [{ ... }]
L749[15:20:41] <Ferdz_TheWeeb> In the forge blockstates? Because I was told both were incompatiblel
L750[15:21:14] <tterrag> I'm not sure but it seems like the code provides for that
L751[15:21:18] <tterrag> but you have to use [{}]
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L753[15:22:37] <tterrag> Ferdz_TheWeeb: https://gist.github.com/RainWarrior/0618131f51b8d37b80a6#file-forge-blockstate-v1-specs-L6
L754[15:22:50] <tterrag> eh
L755[15:23:16] <tterrag> https://gist.github.com/RainWarrior/0618131f51b8d37b80a6#file-forge-blockstate-v1-specs-L8
L756[15:23:17] <tterrag> that line
L757[15:24:01] <Ferdz_TheWeeb> Hmm I'll try the [] real quick
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L759[15:25:46] <tterrag> might not be needed reading the spec
L760[15:25:51] <tterrag> *shrug*
L761[15:25:55] <Ferdz_TheWeeb> Doesn't seem to work
L762[15:25:56] <Ferdz_TheWeeb> http://pastebin.com/EKAhD29R
L763[15:26:10] <tterrag> in the end you could just write it out manually with the vanilla format :P
L764[15:26:45] <tterrag> uhh properties need to be in alphabetical order for the compiled string version
L765[15:26:47] <tterrag> so swap that order
L766[15:26:50] <Ferdz_TheWeeb> Yeah but as I said I'm pretty sure I had issues trying to do that
L767[15:26:52] <Ferdz_TheWeeb> Okay
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L770[15:28:42] <Ferdz_TheWeeb> Didn't seem to change anythingà
L771[15:29:20] <Ferdz_TheWeeb> I guess I'll try again using vanilla blockstates
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L774[15:43:10] <raoulvdberge> !gm func_73863_a
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L785[16:03:31] <thechief5456> I am making a wire and it can connect on every side, I dont want to make a custom model for each permutation. How can I dynamically create a model?
L786[16:05:19] <tterrag> submodels
L787[16:05:22] <tterrag> with forge blockstate
L788[16:05:30] <tterrag> http://mcforge.readthedocs.io/en/latest/blockstates/forgeBlockstates/
L789[16:05:44] <tterrag> you would make the connection part its own model, then include/rotate it based on a property
L790[16:06:41] <thechief5456> thank you!
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L795[16:20:23] <Ferdz_TheWeeb> tterrag, it worked! thank you so much I've been on this for over 2 weeks
L796[16:20:45] <tterrag> np
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L801[16:27:56] <Subaraki> yo, tterag fo life o|<
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L805[16:32:26] <tterrag> who's this tterag fellow
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L815[16:43:08] <TankCR> not sure what mod is causing this, anyone see this before? https://snag.gy/jmMLRl.jpg
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L821[16:56:11] <Subaraki> TankCR, never seen that error before o.O
L822[16:56:14] <Subaraki> what does the log say ?
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L844[17:10:09] <tterrag> https://www.reddit.com/r/Minecraft/comments/559fwm/16w39b_til_evokers_will_transform_blue_sheeps/
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L862[17:52:26] <TankCR> http://pastebin.com/3WB5J1PR
L863[17:52:35] <TankCR> is abysalcraft causing this crash?
L864[17:54:05] <diesieben07> TankCR, no, MalisisCore.
L865[17:54:14] <diesieben07> Ordinastie, ^
L866[17:54:16] <TankCR> crud, ok
L867[17:54:27] <diesieben07> he will tell you what to do
L868[17:55:14] <diesieben07> if he's here
L869[17:56:06] <TankCR> Ordinastie: you around?
L870[18:00:38] <otho> is there a proper way to add a potion effect to an entity while holding an item?
L871[18:01:50] <diesieben07> i think the usual practice is to add short-lived (2-3 seconds?) potions in onUpdate in the Item calss
L872[18:01:52] <diesieben07> *class
L873[18:04:33] <Boreeas> PlayerChunkMapEntry#sentToPlayers() seems to defer sending the chunk packet until the chunk has been loaded. But a quick search of the forge repo for sentToPlayers doesn't turn up any results where it is called
L874[18:04:38] <Boreeas> Can someone help me out there?
L875[18:06:25] <Boreeas> I'd search from IDE, but apparently IntelliJ only shows sources from the project, not from libs
L876[18:06:39] <diesieben07> use ctrl-alt-shift-F7 to search, not just alt-F7
L877[18:06:45] <diesieben07> it will give you the option to also search in libraries
L878[18:08:05] <tterrag> 3 modifiers? who came up with that one?
L879[18:09:02] <diesieben07> ALL HAIL JETBRAINS!
L880[18:09:17] <Boreeas> ctrl-alt-butterfly-achieve-nirvana
L881[18:09:29] <Boreeas> But thanks, I found the call site now
L882[18:09:36] <Boreeas> Good tip :P
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L884[18:17:23] <Ordinastie> TankCR, I'll fix it
L885[18:23:36] <Ordinastie> hum, does anybody know how that is possible ?
L886[18:23:38] <Ordinastie> Caused by: java.lang.NoSuchMethodError: net.minecraft.client.renderer.texture.TextureMap.setTextureEntry(Lnet/minecraft/client/renderer/texture/TextureAtlasSprite;)Z
L887[18:23:43] <Ordinastie> with 2094 ?
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L893[18:49:15] <Kano> Welcome :VikeStep!~VikeStep@101.184.243.180
L894[18:50:40] <TankCR> Ordanastie is TextureAtlasSprite one of your textures?
L895[18:51:30] <Ordinastie> TankCR, not relevant with the error ?
L896[18:51:53] <TankCR> I was just wondering, lol
L897[18:52:05] <TankCR> is your project on GitHub?
L898[18:52:13] <Ordinastie> yes
L899[18:52:21] <Ordinastie> https://github.com/Ordinastie/MalisisCore
L900[18:52:47] <TankCR> IMaster branch?
L901[18:52:52] <Ordinastie> 1.9.4
L902[18:53:19] <TankCR> kk, I'm a newb but I still want to peak
L903[18:54:48] <TankCR> I don't know if this helps you or not, but the client runs fine standalone, and the server starts fine too, the crash occurs when you connect a client to the server
L904[18:55:21] <Ordinastie> the error I link is not related to yours
L905[18:55:33] <TankCR> oh, lol
L906[18:55:49] <Ordinastie> I fixed yours already, I'll make a release as soon as I fix the other ones
L907[18:55:59] <Ordinastie> except the one I linked doesn't make any sense
L908[18:56:04] <TankCR> shoot, wife's yellin at me, brb
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L922[19:52:24] <VikeStep> ae you a welcome bot Kano?
L923[19:52:27] <VikeStep> are*
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L925[19:55:39] <Kano> heh no, I didn't relize my script was running across all channels I was in while I was testing it.
L926[19:56:03] <VikeStep> haha, alright :)
L927[19:56:23] <Kano> I mean I can turn on the script again, but I think it would get annoying
L928[19:56:56] <TehNut> plsno
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L939[20:28:26] <cpw|out> Poopy
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L941[20:33:19] <tterrag> k
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L944[20:56:37] <illy> Lex do you want a command log?
L945[20:56:44] <illy> for the pr bot
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L973[23:01:25] <TankCR> Ordinastie: you around, got a quick question for you
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L982[23:29:44] <tterrag> anyone know a more efficient, but not ridiculously more verbose way to do this?
L983[23:29:46] <tterrag> return faceQuads.column(side).values().stream().flatMap(List::stream).collect(Collectors.toList());
L984[23:30:01] <tterrag> that is, reduce a table's column into a flat list
L985[23:30:12] <tterrag> field is private Table<BlockRenderLayer, EnumFacing, List<BakedQuad>> faceQuads
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