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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
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L27[01:09:14] <ShadCanard> o/
L29[01:12:47] ⇨
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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
L66[03:28:17] ⇨
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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
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L111[05:51:56] <masa> wtf
L112[05:52:01] <masa> new
ItemStack(Blocks.AIR).getItem()
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
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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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
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 ?
L209[08:26:13]
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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] ***
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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
L217[08:35:32] ***
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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
L223[08:49:20] ⇦
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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
L231[08:52:28] ⇦
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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
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 ?
L255[09:05:15]
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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
L271[09:08:23]
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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.
L288[09:14:26]
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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
L300[09:21:29]
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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
L324[10:02:20]
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L326[10:14:45] *** V
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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
L344[10:35:54]
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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
L366[10:41:03] ***
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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?
L375[11:01:45]
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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?
L379[11:04:01]
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L380[11:05:37] ***
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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
L384[11:06:42]
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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
L399[11:13:39] ***
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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
L417[11:22:57] ***
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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
L423[11:24:18] ***
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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
L464[11:38:05]
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L467[11:40:43] <SatanicSanta> hm
L468[11:41:05]
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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
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
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L590[13:01:56] <PaleoCrafter> oh, does
IDEA community have JSON support nowadays?
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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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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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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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L754[15:22:50] <tterrag> eh
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
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
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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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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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
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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Bye :))