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L6[00:35:42] <kashike> tterrag: more than
likely not anything that is not more verbose
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L8[00:39:15] <tterrag> kashike: obviously
it'll be more verbose
L9[00:39:19] <tterrag> but not ridiculously
so? :P
L10[00:39:46] <kashike> is that too slow
for you?
L11[00:41:56] <tterrag> kashike: it's a hot
spot in rendering code, so probably
L12[00:42:03] <tterrag> double nested
streams can't be great
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L14[00:44:45] <kashike> tterrag: return
faceQuads.column(side).values().stream().collect(ArrayList::new,
ArrayList::addAll, ArrayList::addAll);
L15[00:44:48] <kashike> seems to be another
option
L16[00:44:53] <kashike> not sure if
faster
L17[00:44:54] <tterrag> hm
L18[00:44:59] <tterrag> less streams, so
maybe
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L21[00:54:16] <tterrag> kashike: or I could
drop streams all together
L22[00:54:31] <kashike> you could
L23[00:54:49] <tterrag> List<> all =
Lists.newArrayList(); for (Collection<BakedQuad> foo :
faceQuads.column(side).values()) { all.addAll(foo); }
L24[00:54:54] <tterrag> might just do
that
L25[00:57:29] <Giraffestock> tterrag -
you're reminding me why i hate java :D
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L27[00:58:11] <Jdembo|Giraffe> also T[] arr
= (T[])new Object[N];
L28[00:58:20] <Jdembo|Giraffe> because new
T[] wouldn't make sense
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L30[01:03:03] <tterrag> Jdembo|Giraffe: if
you think new T[] should work then you don't understand
generics
L31[01:03:11] <tterrag> however, generics
are stupid
L32[01:03:18] <tterrag> but it's not a
matter of "java should just allow that"
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L34[01:04:01] <Jdembo|Giraffe> well casting
to T[] doesn't work too well either
L35[01:04:10] <tterrag> because type
erasure
L36[01:04:27] <tterrag> you're forcing an
array down to an unknown type
L37[01:04:32] <Jdembo|Giraffe> Object[] is
now acting as T[] , so if you're not careful expect
ClassCastExceptions
L38[01:04:39] <Jdembo|Giraffe> just
generics in java in general are annoying imo
L39[01:04:40] <tterrag> of course
L40[01:04:42] <tterrag> it's unsafe
L41[01:04:47] <tterrag> arrays and generics
don't mix
L42[01:06:02] <Jdembo|Giraffe> well thats
because generics are compile-time, correct?
L43[01:06:26] <tterrag> somewhat
L44[01:06:53] <tterrag> concrete generic
types are not
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L46[01:07:47] <tterrag> so, say I have
`private List<String> foo;` the generic data here is actually
available at runtime (if you are tricky enough)
L47[01:08:08] <tterrag> or if I
extend/implement a generic class/interface, that type is
known
L48[01:08:13] <tterrag> anything else,
yeah, erased
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L50[01:11:04] <tterrag> also, any <?
extends Foo> is erased down to <Foo>
L51[01:11:18] <tterrag> (this is what
actual 'type erasure' means, getting rid of wildcards)
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L64[01:59:46] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161001 mappings to Forge Maven.
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L88[04:12:31] <Subaraki> what's the best
licece to opt for in the curseforge mod section ?
L89[04:22:16] <PaleoCrafter> there's no
"best" licence per se, Subaraki :P
L90[04:22:41] <Subaraki> i was thinking
about gnu
L91[04:22:54] <Subaraki> one where people
can download and use modpacks
L92[04:23:03] <Subaraki> ah well
L93[04:23:06] <Subaraki> i took gnu
v3
L94[04:23:12] <Subaraki> i hoop that's a
nice one :/
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L98[04:36:47] <shartte> uh to be honest? i
dont know if gpl v3 is actually reasonable for mods
L99[04:36:53] <shartte> unless you put in
exceptions
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L113[05:20:25] <TechnicianLP> the best way
to check if a player has taken off a piece of armor is still in a
tickhandler? seems a bit messy to me...
L114[05:22:13] <gigaherz> well unless
someone added a hook that sends events whenever an equipment slot
changes...
L115[05:22:48] <gigaherz> (which seems
like it would be a good idea, IMO)
L116[05:23:37] <TechnicianLP> something
like on(un)euquiped(EntityEquipmentSlot slot) ?
L117[05:24:00] <PaleoCrafter> in event
form, yes :P
L118[05:24:06] <gigaherz> I was thinking
more like PlayerEvent.EquipmentSlotChanged, that would trigger
whenever something changes
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L120[05:24:13] <gigaherz> with
event.getItemStackBefore()
L121[05:24:19] <gigaherz> and
event.getItemStackNow()
L122[05:24:28] <gigaherz> or After
L123[05:24:54] <TechnicianLP> that seems
event better than putting it into the Item class
L124[05:24:57] <PaleoCrafter>
"old" and "new" would match other such events
:P
L125[05:25:13] <PaleoCrafter> PR it then,
TechnicianLP :P
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L127[05:25:37] <TechnicianLP> ill look
into it ...
L128[05:26:25] <gigaherz> consider making
it work for everything mc considers EntityEquipmentSlot
L129[05:26:34] <gigaherz> which includes
offhand, and the active hotbar slot
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L132[05:29:14] <TechnicianLP> sounds good
as well ...
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L157[06:14:22] <ShadCanard> o/
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L161[06:25:08] <Shambling> So, has anyone
successfully recompiled psi from the master on github? Or am I
pulling the wrong code? I'm assuming I probably just haven't filed
in the private.properties file properly
L162[06:26:11] <Shambling> I'm wondering
if I plain just have to compile it using my linux box, as all the
gradle stuff is using linux commands
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L164[06:30:07] <ShadCanard> If I
understand correctly, I have to use capabilities instead of direct
NBT writing, right ? Like for a container, the inventory is saved
in the item/block capability
L165[06:30:54] <Bottersnike> When I load
my mod, I get a lot of warnings about "...#inventory"
json files missing for my items. These errors don't affect my game,
but they are anoying. What do I need to do to either suppress them
or fix them?
L166[06:34:17] <ShadCanard>
Bottersnike> like Exception loading model for variant
mod:item#inventory
L167[06:34:23] <ShadCanard> ?
L168[06:34:55] <Bottersnike> Yeah
L169[06:35:14] <ShadCanard>
Bottersnike> have you make the json models for those items
?
L170[06:35:18] <ShadCanard> made*
L171[06:35:20] <Bottersnike> No. do I need
to?
L172[06:35:27] <ShadCanard> Yup
L173[06:35:41] <Bottersnike> Okay. Also
all of my other models/textures have all dissapeared
L174[06:35:48] <Bottersnike> Any ideas why
they aren't loading?
L175[06:36:02] <Bottersnike> And what do I
need in the item model files?
L176[06:36:40] <Bottersnike> Textures
fixed (i didnt edit the json when I renamed my items)
L178[06:37:31] <Bottersnike> Okay.
Thanks
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L180[06:37:55] <Bottersnike> I'll get them
loaded in, restart my game and then ill be back
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L183[06:43:37] <Shambling> ok well I got
psi to recompile, I was derping hard
L184[06:44:02] <Bottersnike> That worked.
Thanks
L185[06:44:13] <Shambling> only now I
derped even harder now apparently, and recompiled autoreglib inside
of psi
L186[06:44:23] <Bottersnike> Why is my
recipie using " Items.WATER_BUCKET" not working?
L187[06:44:37] <SquareWheel> Can you
specify?
L188[06:44:46] <Bottersnike> Ignore that
:P I forgot the recipe...
L189[06:45:59] <Shambling> so new to
programming using the newer versions of java and gradle. how do I
force a mod that has a dependency to compile without compiling the
code of the dependency into itself?
L190[06:46:29] <Shambling> I put the
source folders together, but still had them separated by mod name,
so didn't think it would compile them both together
L191[06:46:53] <Shambling> i.e.
vazkii/autoreglib and vazkii/psi were both under src
L192[06:47:13] <Shambling> (all this just
so I can mine chisel blocks with a psi gun, *sigh*)
L193[06:47:38] <Bottersnike> My block when
held in the player's hand is just rendering as a purple/black
block. When I place it, it looks fine. Any ideas?
L194[06:52:40] <masa> what would be
easiest way to generate all the chunks for a vanilla world in
several different mc versions?
L195[06:54:28] <masa> that wasn't very
clear was it... what I want, is to generate a world (around
4000x4000 area around origin) using the same seed I have for my
vanilla server, in several past minecraft versions (which use
different terrain generation)
L196[06:55:02] <masa> is there an easy way
to do this other than just slowly flying around in creative
mode?
L197[06:55:54] <Bottersnike> MCEdit could
probably do it?
L198[06:56:21] <masa> how does it generate
the chunks, does it use minecraft classes for it?
L199[06:56:59] <Bottersnike> I believe
that you can specify which generation algorithm to use. I'm not
sure which one's it has (or if you need MCEdit 1 or 2)
L200[06:57:03] <masa> then that would
probably do it... the question is, does the current mcedit-unified
support generation al lthe way back to beta 1.8.1...
L201[06:57:18] <Bottersnike> :P It's
unlikely
L202[07:01:09] <masa> hmh, seems that it
wants to use the latest version :/
L203[07:01:20] <Shambling> weird, new
chisel version ... blocks can't be used to paint in the ender io
painter, they become invisible
L204[07:02:22] <Bottersnike> Have you
reported it on the EIO bug tracket?
L205[07:02:25] <Bottersnike>
*tracker
L206[07:03:15] <Shambling> I'm not sure if
its just a refactor of code on one side or another, which one would
I report it to, enderio or chisel?
L207[07:04:15] <raoulvdberge> I'm having a
custom IBakedModel. How do I rotate the quads based on the
direction?
L208[07:05:24] <Bottersnike> Both?
L209[07:05:30] <Shambling> I'll check
enderio git issues and see if its been reported
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L211[07:07:32] <Bottersnike> Any idea why
the breaking particles of my block are just purple and black?
L212[07:07:49] <TechnicianLP> did you
specify a texture for it?
L213[07:08:02] <Bottersnike> Nope :P. How
do I?
L214[07:11:37] <Shambling> there,
submitted bug
L215[07:13:50] <Shambling> dangit ok I
clearly don't understand what code is causing blocks with no mining
levels to be ignored by psi
L216[07:14:50] <Shambling> maybe I should
have commented out if(!ForgeHooks.canHarvestBlock(block, player,
world, pos))
L217[07:15:17] <Shambling> as that is
probably returning null as waila and top both just say 'pickaxe'
not 'iron' for mining level
L218[07:15:54] <ShadCanard> Hmm does
someone know how to color a layer on an item ?
L219[07:17:24] <Shambling> and no, I know
I shouldn't just comment that out, but if thats not the line I want
this is an easy way to find out before I put in proper error
handling
L220[07:17:32] <Bottersnike> Have a look
at the egg code @ShadCanard
L221[07:17:58] <ShadCanard>
Bottersnike> That was my first thought, then I was unable to
find the "coloring" part
L222[07:19:19] <Bottersnike> Have you
looked at the entity registering code. I believe that eggs are
automaticly generated when provided two colours of the dev's
choice
L223[07:19:55] <ShadCanard> !gc
EntityEggInfo
L224[07:20:05] <Bottersnike> !gc
EntityEggInfo
L225[07:20:13] <Bottersnike> Dat's
cool
L226[07:21:35] ⇦
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L227[07:22:35] <ShadCanard> !fc
EntityRegisttry
L228[07:22:46] <ShadCanard> Sorry
L229[07:22:52] ⇦
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L230[07:26:06]
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L231[07:26:10] <ShadCanard> !gc
IemColors
L232[07:26:15] <ShadCanard> !gc
ItemColors
L233[07:28:28] ⇦
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L234[07:28:28] <ShadCanard> Okay, How to
use this thing.. ._.
L235[07:34:43] ⇦
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L239[07:43:26] <Bottersnike> !gc
L240[07:43:29] <Bottersnike> !fc
L241[07:43:35] <Bottersnike> !gc
help
L242[07:43:44] <ShadCanard>
Bottersnike> it's !help
L243[07:44:05] <Bottersnike> !help
L244[07:44:09] <Bottersnike> ahh :P
L245[07:44:17] <Bottersnike> I always love
playing woth bots
L246[07:44:28] ⇦
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L247[07:44:44] <Bottersnike> !undo
L248[07:45:17] <Bottersnike> !redo
L249[07:45:22] <Bottersnike> What is
"srg name"?
L250[07:46:08] <Ordinastie> deobf unmapped
names
L251[07:46:29] <Bottersnike> Okay]
L252[07:46:53] <Bottersnike> Is there a
right click event for blocks?
L253[07:47:02] <Ordinastie> your block
?
L254[07:47:09] <Bottersnike> Yeah
L255[07:47:14]
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L256[07:47:18] <Ordinastie>
onBlockActivated
L257[07:47:33] <Bottersnike> Do I
@override that?
L258[07:47:40] <Ordinastie> in your block
yes
L259[07:50:13]
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L260[07:50:18] <Bottersnike> hitX, Y, and
Z. Are they relative to the block or are they world coords?
L261[07:51:27] <Bottersnike> And what does
the return value signify?]
L262[07:51:29]
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L263[07:51:37] <Bottersnike> !gc
onBlockActivated
L264[07:51:38] <ScottehBoeh> Good day
& Salutations :)
L265[07:52:02] <Ordinastie> gc is for get
class
L266[07:52:05] <ScottehBoeh> Anyone here
familiar with MIDI input?
L267[07:52:19]
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L268[07:52:36] <Ordinastie> you want gm,
but it won't give you more info you need
L269[07:52:55] <Bottersnike> !gm
onBlockActivated
L270[07:53:18] <Bottersnike> Well...
CTRL+Q told me more... And the MCForum told me all
L271[07:54:10] <Ordinastie> ctrl + q
?
L272[07:54:34] <Bottersnike> It brings up
the docs for the func (in intellij)
L273[07:55:10] <Ordinastie> but that's
just the javadocs already visible in the src
L274[07:55:45] <Bottersnike> Yeah. But
it's more helpfull that !gm
L275[07:56:39] <Ordinastie> the main
benefit of gm is to find the srg name when you need
reflection
L277[07:57:06] <Bottersnike> Say I wanted
a horizontal ring to explode out of a block on right click how
would I do it? I could use a custom particle, but that would
aslways face the player not be horizontal.
L278[07:57:42] ⇦
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L280[07:58:19] <ScottehBoeh> I've been
searching through the Midi api, I'll do a bit more.
L282[07:59:23] <Bottersnike> Is your
firewall blocking it?
L283[07:59:36] <TechnicianLP> not that i
know of ...
L284[07:59:44] <PaleoCrafter> I think the
MCP maven really is just borked
L285[07:59:54] <Ordinastie> just try
again
L286[08:00:15] <PaleoCrafter> wait,
nvm
L287[08:01:12] <TechnicianLP> why
would
L288[08:01:20] <TechnicianLP> why does it
work at second time?
L289[08:01:56] <Ordinastie> did it work
?
L290[08:02:10] <TechnicianLP> decompiling
right now
L292[08:03:46] <Bottersnike> :P
L293[08:04:35] <Bottersnike> Why does
"EntityFX" not exist?
L294[08:04:59] <TechnicianLP> random
errors are fun ... (especially to fix them)
L295[08:05:12] <TechnicianLP> particles
are not entitys anymore
L296[08:05:25] <Bottersnike> Okay. Are
there any good tutorials for them then?
L297[08:07:03] <Bottersnike> Anyone?
L298[08:13:38] <Bottersnike> Is there a
way to keep a list of all of my blocks of a spefic type?
L299[08:14:20] <ShadCanard>
Bottersnike> add them in a List
L300[08:15:09] <Bottersnike> But I want
that list to stay even when I restart my game
L301[08:15:34] <Bottersnike> Even better
though, is there an "EntityMove" event?
L302[08:17:21] <Ordinastie> Bottersnike,
what are you trying to do?
L303[08:18:43] <Bottersnike> Basicly, I am
trying to implement the interdiction torch of old
L304[08:19:01] <Bottersnike> I am now
stuck at the preventing mobs spawning or entering in a radius
arround the torch
L305[08:19:44] <Ordinastie> I think that's
quite complicated, and if I were you, I'd start with something
simpler
L306[08:20:04] <ShadCanard> I've got an
old "find the nearest in entitylist" bit of code if you
want it
L307[08:20:28] <Bottersnike> Give me a
sec. I'm just looking through the source code of project e
L308[08:28:08] <Bottersnike> !gm
Vec3
L309[08:29:27] <Bottersnike> Is math.Vec3d
a direct replacement of Vec3?
L310[08:29:59] <Ordinastie> Vec3 ?
L311[08:31:27] <Bottersnike> Yeah. Project
E uses "import net.minecraft.util.Vec3;" and I'm
wondering what the equiv is as that doesn't exist
L312[08:33:39] <Ordinastie> are you
updating that mod to 1.10.2?
L313[08:34:37] <Bottersnike> No, but I
want to be able to use a bit of the code (or at least understand
what's going on)
L314[08:35:12] <Ordinastie> Vec3d should
work yes
L315[08:35:39]
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L316[08:35:59] <Bottersnike> What would be
the alt to createVectorHelper then?
L317[08:36:32]
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L318[08:39:00] <Bottersnike> Nvm. It
appears to just be "new Vec3d(x, y, z)"
L319[08:39:57] <Bottersnike> So now I'm
back to the question of how to keep a list off all of my
blocks.
L320[08:41:11] <quadraxis> also you should
look at the 1.10 branch of project e
L321[08:41:33] <Bottersnike> There is one?
If only i had known :P
L323[08:42:51] <quadraxis> might not be
finished port, but still
L324[08:43:11] <Bottersnike> I was
wondering how I had a world with ProjectE running on 1.10
L325[08:47:31]
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L326[08:49:34] <Bottersnike>
world.getEntitiesWithinAABB, is the AABB relative to something or
is it world coords?
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L339[09:34:10] <Bottersnike> How do I get
an attribute of a tileentity at a certain position from a block?
"worldIn.getTileEntity(pos).active" doesn't work so I'm
out of ideas.
L340[09:35:01] ⇦
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L343[09:45:33] <McJty> Well you'll have to
cast to the right TE type of course
L344[09:45:45] <McJty> After checking that
it is the right type
L345[09:47:46]
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L346[09:48:18] <Bottersnike> Okay. I think
I've fixed my problem.
L347[09:48:27] <Bottersnike> Just now I
get a NULL Pointer on
"itemBlock.setRegistryName(block.getRegistryName());"
L348[09:49:54] <Bottersnike> and it is
getRegistryName() that is returning null
L349[09:49:56] <Bottersnike> Why?
L350[09:50:10] <TechnicianLP> did you set
it?
L351[09:51:13]
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L352[09:51:45] <Bottersnike> No, but it
was working earlier
L353[09:52:15] ⇦
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L354[09:53:05] <Bottersnike> Will adding
"this.setRegistryName(name);" fix it?
L355[09:53:16] ***
Jezza|Nom is now known as Jezza
L356[09:53:41] <TechnicianLP> if this
references the block then yes
L357[09:54:04] <Bottersnike> This is in
the init() fucntion of the block
L358[09:54:16] <Bottersnike> Well, not the
init()
L359[09:54:22] <Bottersnike> but the
initilisation function
L360[09:54:33] <Bottersnike> ("public
BlockInterdictionTorch(String name) {")
L361[09:55:16]
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L362[09:55:24] <Bottersnike> Well. My game
loaded, but the model has dissapeared
L363[09:58:33] ⇦
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L364[10:03:12] <Bottersnike> Why can't I
do:
L365[10:03:14] <Bottersnike> TileEntity
tileEntity = worldIn.getTileEntity(pos);
L366[10:03:19] <Bottersnike>
tileEntity.active
L367[10:03:45] <Bottersnike> Where
L368[10:03:46] <Bottersnike> public
boolean active = false;
L369[10:03:46] <McJty> Bottersnike, you
need to cast it
L370[10:03:51] <Bottersnike> How?
L371[10:03:56] <McJty>
((YourTileEntity)tileEntity).active = ...
L372[10:04:03] <Bottersnike> Okay
L373[10:04:08] <McJty> That's basic java
btw. You should learn java before you start doing modding
really
L374[10:04:19] <Bottersnike> Sorry :( I
skipped over casting on tutorials
L375[10:04:30] <Bottersnike> Also why and
I getting nulls on my registry?
L376[10:04:34] <Bottersnike> *am
L377[10:04:40] ***
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L378[10:04:53] <McJty> No idea without
seeing the code
L379[10:06:35] *
Bottersnike is syncing to github
L380[10:07:14] <williewillus> PE is on
1.10
L381[10:07:26] <williewillus> that 1.10.x
branch is the up-to-date 1.10 branch
L382[10:08:16] ⇦
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L384[10:08:38] <williewillus> what is
that
L385[10:08:39] <McJty> Bottersnike, can
you be more specific about where that code is that is
malfunctioning?
L386[10:08:48] <williewillus> also your
readme.md doesnt match the repo name at all lol
L388[10:09:12] <Bottersnike> :P That;s the
readme from a diff mod of mine
L389[10:09:17] <williewillus> you didnt
set the block's registery name
L390[10:09:21] <McJty> And where do you
set the registry name of the block?
L391[10:10:24] <Bottersnike> Nowhere, but
when I add "this.setRegistryName(name);" into
BlockInterdictionTorch the models don't load
L392[10:10:35] <williewillus> you kinda
need it :P
L393[10:10:43] <McJty> Well add it back
and fix the models then
L394[10:10:44] <Bottersnike> However, it
was working earlier and only stopped working after I added a tile
entity
L395[10:10:46] <McJty> You need that
registry name
L396[10:10:51] ⇦
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L397[10:10:55] <williewillus> i'm
surprised the game lets you register without one...
L398[10:10:58] <Bottersnike> So why aren't
my models loading?
L399[10:10:59] <williewillus> it
shouldn;'t
L400[10:11:04] <williewillus> worry about
that afterward :P
L401[10:11:46] <McJty> Bottersnike, check
the errors you get in your log
L402[10:11:52] <McJty> Perhaps some of
them give hints about what is wrong
L403[10:12:41] *
Bottersnike loves having a really slow laptop
(sarcasm)
L404[10:13:17] ⇦
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L405[10:14:07] <Bottersnike> no
errors
L406[10:14:14] <Bottersnike> Just no
model/texture
L407[10:15:52] <Bottersnike> Any
ideas?
L408[10:16:15] <williewillus> there should
be an error then :P look for exception looking things in the
log
L409[10:16:22]
⇨ Joins: eragonn1490 (webchat@172.56.5.223)
L410[10:16:28] <Bottersnike> The only one
is
L411[10:16:29] <Bottersnike> A TileEntity
type
com.bottersnike.interdictiontorch.block.TileEntityInterdictionTorch
has throw an exception trying to write state. It will not persist.
Report this to the mod author
L412[10:16:29] <Bottersnike>
java.lang.RuntimeException: class
com.bottersnike.interdictiontorch.block.TileEntityInterdictionTorch
is missing a mapping! This is a bug!
L413[10:16:38] <williewillus> register
your te
L414[10:16:38] <williewillus> :P
L415[10:16:47] <Bottersnike> But I believe
that is because I've still not casted all of the things
L416[10:16:52] <Bottersnike> Registed the
TE? How?
L417[10:16:53] <williewillus> uh no
L418[10:17:00] <williewillus> casting has
nothing to do with anything lol
L419[10:17:07] <Bottersnike> Okay. How do
I register it?
L420[10:17:08] <williewillus> i think it
was GameRegistry,registerTileEntity
L421[10:17:35] <Bottersnike> I have
L422[10:17:35] <Bottersnike> public
TileEntity createNewTileEntity(World worldIn, int meta) {
L423[10:17:35] <Bottersnike> return new
TileEntityInterdictionTorch();
L424[10:17:35] <Bottersnike> }
L425[10:17:41] <Bottersnike> Is that
enough?
L426[10:17:50] <TechnicianLP> ouch
L427[10:17:52] <Ordinastie> no you need to
register the TE class
L428[10:18:08] <williewillus> don't use
ITileEntityProvider/BlockContainer
L429[10:18:25] <Bottersnike> What shoudl I
use then?
L430[10:18:35] <Ordinastie> he told you
already
L431[10:18:40] <Ordinastie>
williewillus> i think it was
GameRegistry,registerTileEntity
L432[10:18:57] <williewillus> for that
method just use Block.hasTileEntity(IBlockState) and
Block.createTileEntity(World, IBLockState
L433[10:19:02] <williewillus> no need for
ITEP/BlockContainer
L434[10:19:19] <Bottersnike> okay
L435[10:20:13] *
Bottersnike realises that "ModTileEntities.init()" was
never called.
L436[10:20:16] *
Bottersnike facepalms
L437[10:20:39] ⇦
Quits: Nitrodev (~Nitrodev@87-92-124-216.bb.dnainternet.fi) (Quit:
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L438[10:24:00] <Bottersnike> My model's
still missing :(
L439[10:24:09] <williewillus> where is
your model located
L440[10:24:17]
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L441[10:24:21] <FusionLord> o/ all
L442[10:24:21] <williewillus> and your
blockstate
L443[10:25:07] <Bottersnike>
assets/interdictiontorch/blockstates/interdiction_torch.json and
assets/interdictiontorch/models/blocks/interdiction_torch.json
L444[10:25:23] <Bottersnike> I'm not
getting any errors this time though which is good
L445[10:25:51] <williewillus> pastebin the
log and the 2 jsons
L446[10:26:00] <williewillus> and just to
clarify it shows the missing model in world?
L447[10:26:36] ⇦
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L449[10:26:40]
MineBot sets mode: +v on RichardG_
L450[10:26:44] <Bottersnike> Nope. It
shows an empty hitbox when placed and in the hand it shows a
missing texture (3d version)
L453[10:27:36]
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L455[10:28:26] <williewillus> remove
"particle" from blockstates. move the
"particle" in the model into the textures block
L456[10:28:37] <williewillus> and hm not
sure why it's not loading
L457[10:28:43] <williewillus> if it's not
loading it should be giving errors
L458[10:29:56]
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L459[10:30:15] <howtonotwin> what's the
block's registry name?
L460[10:30:35] <Bottersnike>
"interdiction_torch"
L461[10:30:57] <howtonotwin> set with
Block::setRegistryName?
L462[10:31:13] <Bottersnike> Yeah
L463[10:31:21] ⇦
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L466[10:31:40]
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L467[10:32:20] <Bottersnike> Well I'm
using this.setRegistryName from inside the block at the same time
as this.setUnlocalisedName
L468[10:32:27] <Bottersnike> Might that be
the problem?
L469[10:32:43] <howtonotwin> can you
pastebin the code too?
L470[10:32:55] ⇦
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L471[10:33:24] <howtonotwin> also lemme
push something and I'll give you model docs :D (~15 min)
L473[10:34:06] <Bottersnike> Just waiting
for the push to go through...
L474[10:34:15]
⇨ Joins: eragonn1490 (~eragonn14@172.56.5.223)
L475[10:35:07] <eragonn1490> hey guys, i
have a question? how do i get custom food items to show its
texture? i have the itemfood, i have it registered and the
item.json made the texture just isnt showing up in game and the
texture is in modid/textures/item
L476[10:35:15] <jordibenck> call
proxy.init in your preInit
L477[10:35:29] ⇦
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L478[10:35:32] <williewillus> wat
L479[10:35:41] <jordibenck> i had the same
problem
L480[10:35:59] <jordibenck> and after a
long time figuring out, we got that as the solution
L481[10:36:10] <williewillus> "do
init during preinit"?
L482[10:36:12] <williewillus> :P
L483[10:36:23] <jordibenck> proxy.init in
mod.preInit :)
L484[10:36:35] <williewillus> where was it
before? lol
L485[10:36:35] <eragonn1490> okay, ill try
that thanks
L486[10:36:41] <jordibenck> in the
init
L487[10:36:50] <jordibenck> eragonn1490,
no i ment for Bottersnike
L488[10:37:08] <williewillus> that's not
goign to fix it
L489[10:37:14] <Bottersnike> I'll try it
anyways
L490[10:37:27] <Bottersnike> Start or end
of init?
L491[10:37:30] <Bottersnike>
*preinit
L492[10:37:30] <williewillus> your fixes
should be targeted and strategic not changing stuff randomly
:P
L493[10:37:32] <jordibenck> i have at
end
L494[10:37:36] <williewillus>
whatever
L495[10:37:59] <howtonotwin> You don't
seem to actually set the item model
L496[10:38:05] <howtonotwin> unless I'm
blind
L497[10:38:31] <Bottersnike>
Interdition_torch.json should have it
L498[10:38:47] <Bottersnike> Also, it was
all working perfectly earlier, so I know that the json isn't the
problem
L499[10:38:49] <williewillus> wat
L500[10:38:53] <williewillus> no do you
call setCustomMRL
L501[10:38:53] <howtonotwin> you still
need to register the item model...
L502[10:39:08] <howtonotwin> there's a
helper method that calls it but I don't see it being called
L503[10:39:11] <Bottersnike> Where should
I call that?
L504[10:39:14] <williewillus>
preinit
L505[10:39:16] <williewillus>
clientside
L506[10:39:32] <Bottersnike> Who's
preinit?
L507[10:39:42] <williewillus> what do you
mean lol
L508[10:39:58] <Bottersnike> Which
preinit? Proxy? ClientProxy? CommonProxy? Mod?
L509[10:40:12] <Bottersnike> that was an
appostropy of posetion
L510[10:40:16] <williewillus> do you know
what proxies are intended to do? :P
L511[10:40:36] <Bottersnike> Yeah. Not
that :P
L512[10:40:45] <Bottersnike> Or are
they?
L513[10:42:04] <Bottersnike> I litterally
can't find any of my classes with a "setCustomMRL"
function though
L514[10:42:10] <howtonotwin> ...?
L515[10:42:12] <williewillus> lol
L516[10:42:15] <williewillus> sorry
L517[10:42:15] <howtonotwin>
????????????????????????/
L518[10:42:21] <williewillus>
ModelLoader.setCustomModelResourceLocation
L519[10:42:26] <Bottersnike> Oh.
L520[10:42:30] <Bottersnike> Dat
abbreviation tho
L521[10:42:43] *
Bottersnike feels really dumb
L522[10:42:44] <howtonotwin> MRL =
ModelResourceLocation because ain't nobody got time fo' that
L523[10:42:54] <williewillus> yea sorry I
just abbreviate it automatically now lol
L524[10:42:56] <williewillus> it's too
long
L525[10:43:05] *
howtonotwin sympathizes
L526[10:43:16] <Bottersnike> Even still.
Where does it go?
L527[10:43:23] <howtonotwin> client
preinit
L528[10:43:28] <williewillus> it's model
realated so client
L529[10:43:30] <howtonotwin> preinit
time
L530[10:43:34] <howtonotwin> on the client
side only
L531[10:43:34] <williewillus> and all
model stuff is during preinit
L532[10:43:43] <Bottersnike> okay.
L533[10:43:50] *
Bottersnike waits for minecraft to start
L534[10:44:27] <Bottersnike> Wait. What
args do I need to pass?
L535[10:44:33] <howtonotwin> also if you
just change the JSONs or something and do not touch the code F3+T
will reload resources.
L536[10:44:34] <howtonotwin> item
L537[10:44:36] <howtonotwin> meta
L538[10:44:40] <howtonotwin> and location
of model
L539[10:45:04] <howtonotwin> easiest MRL
is new MRL(item.getRegistryName(), "inventory")
L540[10:45:24] <Bottersnike> Still in
clinet proxy?
L541[10:46:03] <howtonotwin> yes
L542[10:46:15] <howtonotwin> of course it
is in the client...
L543[10:46:19] <ShadCanard>
howtonotwin> neat for F3+T
L544[10:46:30] <howtonotwin> do you expect
the server to understand what rendering is?
L545[10:46:32] <Bottersnike> F3+T doesn't
work for me ;(
L546[10:46:44] <howtonotwin> it won't
"reload the code"
L547[10:46:45]
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L548[10:46:48] <howtonotwin> bc that's
impossible
L549[10:46:55] <howtonotwin> it'll only
reload the resourcepacks
L550[10:47:03] <Bottersnike> IK. But it
doesn't reload textures
L551[10:47:07] <Bottersnike> I found my
problem.
L552[10:47:24] <howtonotwin> it
should...
L553[10:47:43] <Bottersnike> BlockBase was
calling the MRL function, but my tileentity wasnt extending
that...
L554[10:48:11] <Ordinastie> there are no
models for TEs
L555[10:48:17] <Ordinastie> it's the block
that is rendered
L556[10:48:31] <Bottersnike> Okay. Well
back to square 0.2
L557[10:48:55] <howtonotwin> why do you
extend BlockContainer
L558[10:48:58] <howtonotwin> why
L559[10:49:06] <howtonotwin> when
Block::createTileEntity is already there?
L560[10:49:32] <Bottersnike> Because
that's what the TE tut. said to do
L561[10:49:38] *
Bottersnike shys into a corner
L562[10:49:47] <howtonotwin> yeah
tutorials are almost always out of data
L563[10:49:49] <howtonotwin> *date
L564[10:50:02] <howtonotwin> there's one
good one though
L566[10:50:10] <Bottersnike> brb
L567[10:50:17] ***
Bottersnike is now known as Botter|afk
L568[10:50:20]
⇨ Joins: Koward
(~Koward@2a02:2788:344:2d0:6508:54a7:5c0d:ea37)
L569[10:50:33] ***
Botter|afk is now known as Bottersnike
L570[10:50:53]
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L573[10:53:40] <howtonotwin> oh that one
is a bit outdated too :(
L574[10:54:05] <howtonotwin> just override
Block::createTileEntity and be done with it :P
L575[10:54:31] <Bottersnike> :P
L576[10:54:41] <Bottersnike> I think I may
have somthing... Give me a sec
L577[10:54:43] <howtonotwin> and also
hasTileEntity
L578[10:55:43] <McJty> howtonotwin, how is
it outdated?
L579[10:56:16] <quadraxis> !gm
markBlocksForUpdate
L580[10:56:22] <howtonotwin>
ITileEntityProvider
L581[10:56:34] <McJty> howtonotwin, still
works
L582[10:56:45] <McJty> That tutorial is
not outdated. Still works on 1.10
L583[10:56:51] <McJty> I know because I
wrote it :-)
L584[10:57:08] <Bottersnike> YAY!!!
L585[10:57:11] <howtonotwin> works yes;
style no :P
L586[10:57:15] <Bottersnike> I now have an
in world texture
L587[10:57:19] <Bottersnike> just not an
inv one :(
L588[10:57:23] <howtonotwin> [yay sound
effect]
L589[10:57:28] <ShadCanard> I've got a
little question guys
L590[10:58:09] <ShadCanard> A chest is a
TileEntity, and this TE contains the capabilities, right ?
L592[10:58:37] <McJty> Bottersnike,
what?
L593[10:58:49] <McJty> Why would I do
that?
L594[10:58:57] <McJty> That doesn't even
work
L595[10:59:20] <Bottersnike> That;s thr
point. If you go to the link, it just shows you the file
structure
L596[10:59:33] <McJty> yes, so why should
I redirect *to* that link then?
L597[10:59:56] <Bottersnike> No, redirect
*from* that link
L598[11:00:39] <McJty> Well besides the
tutorial part I have no control over the rest of that site
L599[11:00:42] <McJty> It's not mine
L600[11:00:42] <howtonotwin> ShadCanard:
yes
L601[11:00:55] <McJty> afk
L602[11:01:14] <howtonotwin> back to my
documenting :D
L603[11:01:19] <ShadCanard>
howtonotwin> now if I wanna make a backpack, I have to use an
implementation of IInventory, right ?
L604[11:01:22] <howtonotwin> no
L605[11:01:55] <ShadCanard> ok
L606[11:01:59] <howtonotwin> provide the
item handler capability
L607[11:02:11] <ShadCanard> IItemHandler
?
L609[11:03:03] <howtonotwin> attach the
item handler cap to your stacks
L610[11:03:31] <howtonotwin> oh that's a
weird bug o_O
L611[11:03:48] <ShadCanard> yeah, that's
the point that I really don't get.
L612[11:03:49] <howtonotwin> going to the
page through a link that points at a header
L613[11:03:54] <howtonotwin> breaks the
code blocks
L614[11:03:55] <howtonotwin> wtf
L615[11:04:16] <gr8pefish> didn't for me
^
L616[11:04:28] <ShadCanard> ^+1
L617[11:04:28] <gr8pefish> oh wait, yes it
did
L618[11:04:48] <gr8pefish> just kidding
again, yes it did xD
L619[11:05:47] *
howtonotwin o_Os into O_O
L620[11:06:16] <howtonotwin> anyway,
handle AttachCapabilityEvent.Item
L622[11:06:31] <howtonotwin> lol botania
examples ftw
L623[11:06:41] <ShadCanard> Lol
L624[11:07:15] <ShadCanard> thx
L625[11:08:17] <gr8pefish> notwin, what is
the point of attaching a capability to an item if you have no
intention of compatibility with other mods though? Is there one, or
is it 'fine' to use IInventory in that case?
L626[11:09:42] <howtonotwin> I guess
that's fine
L627[11:10:25] <ShadCanard> Now, other
question, I tried to read the can from Forestry, and I was most
lost than when i didn't
L628[11:10:31] <ShadCanard> more*
L629[11:10:50] <ShadCanard> Anybody have a
simple example of a fluid container ?
L630[11:10:59] <ShadCanard> Does*
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L632[11:13:41] <howtonotwin> I should
think it's about the same as an item with an inventory
L633[11:13:47] <howtonotwin> except you
use the fluid handler cap
L634[11:13:53] <ShadCanard> That was my
first guess too
L635[11:14:01] <howtonotwin> also derp
face = me
L636[11:14:05] <ShadCanard> And handling
the Fluidstack instead of Itemstack
L637[11:14:36] <howtonotwin> override
Item::initCapabilities to attach your caps
L638[11:15:04] <howtonotwin> the event is
if you want to attach your caps to other people's items.
L639[11:15:58] <gr8pefish> ^ Yeah that was
super annoying to find out, I was so confused because of that for a
while.
L640[11:16:14] <ShadCanard> The way to add
caps ?
L641[11:16:25] <Bottersnike> Why isn't my
ItemBlock rendering when in my inv?
L642[11:17:10]
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L643[11:17:14] <howtonotwin> ShadCanard:
clarify question please
L644[11:17:38] <howtonotwin> Bottersnike:
How are you registering the itemblock model and show corresponding
jsons
L645[11:18:38]
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L647[11:21:27] ⇦
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L648[11:21:47] <TechnicianLP> should there
be a setTo(ItemStack to) to completly replace ste stack (from as
well?) in a EquipmentChanged Event?
L649[11:21:59] <howtonotwin> but you don't
ever register the model
L650[11:22:55] <Bottersnike> How should I
then?
L651[11:23:13] <Bottersnike> Also all my
other blocks other than interdiction_torch work
L652[11:23:23]
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L653[11:23:32] <howtonotwin> call
ModelLoader.setCustomModelResourceLocation
L654[11:23:36] <howtonotwin> which you are
not doing
L655[11:24:08] <howtonotwin> because you
extend BlockContainer instead of your BlockBase
L656[11:24:19] <Bottersnike> Okay. Where
shoudl I call it
L657[11:24:42] <Bottersnike> ClientProxy.
Yes?
L658[11:24:48] <howtonotwin> drop the
BlockContainer and use ITileEntityProvider or just the plain old
Block::createTileEntity and Block::hasTileEntity
L659[11:25:00] <howtonotwin> and this
block is completely not special when it comes to its mode;
L660[11:25:02] <howtonotwin> *model
L661[11:25:12] <howtonotwin> it is exactly
the same as all your other blocks in this regard
L662[11:25:21] <howtonotwin> and you
should do whatever you did for the others
L663[11:25:33] <Bottersnike> But none of
the others are tile entities
L664[11:25:50] <howtonotwin> doesn't
matter
L665[11:25:51] <Bottersnike> Other than
that, they run through the exact same registering code
L666[11:26:11] <gigaherz> howtonotwin:
don't suggest to use ITileEntityProvider kthx
L667[11:26:29] <gigaherz> forge adds
createTileEntity + hasTileEntity specifically so we can avoid the
other two
L668[11:26:31] <Bottersnike> I'm using
" extends TileEntity implements ITickable"
L669[11:26:42] <howtonotwin> that doesn't
matter
L670[11:26:47] <howtonotwin> not one tiny
bit
L671[11:28:05] ⇦
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L673[11:29:48] <Bottersnike> I've extended
BasicBlock in BlockInterdictionTorch so I'm going to see if that
fixes the bug
L674[11:30:50] <Subaraki> how do i add my
library to my mod on curse forge D:
L675[11:30:52] <Subaraki> halp
L676[11:30:55] <Subaraki> people are
complaining
L677[11:30:56] <Bottersnike> It
worked
L678[11:31:07] <Subaraki> i can't find the
button to add other mods related to the project
L679[11:32:51] <howtonotwin> Subaraki: try
#curseforge on freenode if no one says anything here
L680[11:33:45] ⇦
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L682[11:36:45] <Bottersnike> @Subaraki Go
to files>the file>edit then it's at the bottom
L683[11:36:58] ⇦
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Quit)
L685[11:41:28] <Bottersnike> How do I
delete an entity?
L686[11:41:53]
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L687[11:42:25] <gigaherz> Bottersnike: if
you mean kill it, or remove it from the registry?
L688[11:42:32] <gr8pefish> Delete as in
what, remove it from the game entirely or?
L689[11:42:35] <gr8pefish> ^
L690[11:42:35] <gigaherz> because if it's
the latter, you can't (and shouldn't)
L691[11:43:24] <Bottersnike> Kill it
without it dropping items/xp etc. So just remove said entity from
the world
L692[11:44:36] <gigaherz> .setDead
L693[11:45:05] <Bottersnike> Thanks
L694[11:46:46] ⇦
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L695[11:46:56] <gr8pefish> giga, if I want
to add a model to a player if they have capability x, what is the
way to do that? Is it by adding a LayerRenderer, and then somehow
passing in my custom model and the relevant update code to keep it
"on" the player?
L696[11:47:04]
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L697[11:47:10] <gigaherz> pretty
much
L698[11:47:48] <gigaherz> that's how
vanilla does it for drawing stuff on players
L699[11:48:06] <gr8pefish> Alright thanks,
thats what I thought. Just having trouble with some of the
initialization, i.e. how it all fits together, and where to
register stuff.
L700[11:48:24] <gigaherz> in your client
proxy
L701[11:48:31] <gigaherz> find the
renderer for players
L702[11:48:35] <gigaherz> and then inject
your layer into it
L703[11:49:04] <TechnicianLP> Almost seems
like the EquipmentChanged event needs a tickevent as the
itemstack[] can be altered directly
L704[11:49:05] <gr8pefish> Is that an
event? or in the (pre)initialization?
L705[11:49:34] <gigaherz> TechnicianLP:
you probably want to do it fromt he entity's update method
L706[11:49:42] <gigaherz> the*
L707[11:50:24] <TechnicianLP> Entity or
Player? i think Entity could be usefull in some cases as well
...
L708[11:50:38] <gigaherz> you can't put it
on Entity
L709[11:50:42] <gigaherz> because not all
entities have equipment
L710[11:50:55] <gigaherz> if you deal with
EntityEquipmentSlots, you can only put it on entities that have
EntityEquipmentSlots.
L711[11:52:04] <TechnicianLP> so
EntityLiving is the way to go?
L712[11:52:25] <gigaherz> probably,
yes
L713[11:52:35] <gigaherz> but then it
won't be a PlayerEvent, it will have to be an EntityEvent
L714[11:53:23] <gigaherz> no wait
L715[11:53:30] <gigaherz> EntityPlayer
extends EntityLivingBase
L716[11:53:36] <gigaherz> not
EntityLivinhg
L717[11:53:37] <gigaherz> -h
L718[11:53:43] <gr8pefish> giga: Do you
know said method call to get the renderer for players off the top
of your head (or just the package in the source to look for
it)?
L719[11:54:02] <gigaherz> Hmf
L720[11:54:15] <gigaherz> TechnicianLP:
you COULd put it on EntityLivingBase
L721[11:54:18] <gigaherz> but then
L722[11:54:29] <gigaherz> you'd have to
use the get method
L723[11:54:30] <gigaherz> in a loop
L724[11:54:44] <gigaherz> for (slot :
EntityEquipmentSlot.values) if get != stored then event
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L726[11:54:58] <gigaherz> however, that
mean ALL entities will have a cache
L727[11:55:03] <gigaherz> which
feelswrong
L728[11:55:44] <TechnicianLP> and
ENtityPlayer EntityLivingBase and EntityLiving all have different
variable for storing the equipment ...
L729[11:55:50] <gigaherz> gr8pefish:
RenderManager#getEntityClassRenderObject
L730[11:56:01] <gigaherz> TechnicianLP:
that's why you use the getter
L731[11:56:38] <gigaherz> no wait
L732[11:56:41] <gigaherz> there isn't a
generic getter
L733[11:56:42] <gigaherz> hmf
L734[11:56:43] <gigaherz> yeah
L735[11:56:48] <gigaherz> you'll have to
inject in two places
L736[11:57:10] <gigaherz> okay I'll change
my suggestion
L737[11:57:17] <gigaherz> you should
create its own event hierarchy
L738[11:57:26] <gigaherz>
EquipmentChangeEvent.Entity
L739[11:57:29] <gigaherz>
EquipmentChangeEvent.Player
L740[11:57:31] <gigaherz> eh
L741[11:57:34] <gigaherz>
EquipmentChangeEvent.Living
L742[11:57:38] <gigaherz> and
.Player*
L743[11:58:10] <gigaherz> and then inject
something that takes an appropriate slot "getter"
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L745[11:58:45] <gigaherz> something like
ForgeHooks.checkForSlotChanges(list of slots, cached value
array)
L746[11:58:54] <gigaherz> in the entity's
update loop
L747[11:59:06] <gigaherz> note that, there
may be a loop already in place
L748[11:59:16] <gigaherz> since the entity
checks for slot changes to apply item attribute modifiers
L749[11:59:25] <gigaherz> you may want to
detect the changes there instead
L750[11:59:43] <TechnicianLP> i think you
are onto something
L751[12:01:55] <gigaherz>
EntityLivingBase#onUpdate
L752[12:02:04] <gigaherz> there's a for
(EntityEquipmentSlot entityequipmentslot :
EntityEquipmentSlot.values())
L753[12:02:41] <gigaherz> yep you want to
send the events right before exiting the if
areItemStacksEqual
L754[12:03:03] <gigaherz> notet hat this
event won't be cancellable
L756[12:03:15] <gigaherz> if you want to
simulate 1.11's Curse of Binding
L757[12:03:23] <gigaherz> you'd have to
hook the Slot classes on the GUI
L758[12:05:15] <quadraxis> I keep getting
NoClassDefFoundErrors and i'm not really sure why
L759[12:05:27] <gigaherz> full crash
log?
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L762[12:06:47] <quadraxis> like as far as
i can tell, this is all running client-side
L763[12:07:04] <gigaherz> that's all? no
other cauesd by?
L764[12:07:04] <howtonotwin> static
initializer probably failed
L765[12:07:17] <gigaherz> an exception in
an initialized would show up in Caused by:
L766[12:07:39] <gigaherz> and if some
method/class was missing, it would also show up there
L767[12:07:47] <gigaherz> either this is
incomplete
L768[12:07:51] <gigaherz> or it's beyond
my knowledge of java
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L770[12:08:07] <gr8pefish> gigaherz, Sorry
for the questions, rendering is very much not my strong suit as I
haven't dealt with it much (yet). I figured it out for an entity,
but transitioning away from it, in addition to the 1.8+ changes is
tricky. Anyways when you say 'inject' the layer into the player
render, what do you mean exactly? Here's what I have (currently in
my client proxy's pre-init method, not sure it if should be
for
L771[12:08:08] <gr8pefish> somewhere like
RenderPlayerEvent)
L773[12:08:55] <gigaherz> gr8pefish: I
mean that RenderLivingBase, and by extension, RenderPlayer
L774[12:08:58] <gigaherz> has a addLayer
method
L775[12:09:01] <gigaherz> which is
public
L776[12:09:07] <gigaherz> so
L777[12:09:14] <gigaherz> obtain the
renderer for EntityPlayer.class
L778[12:09:32] <gigaherz> and then cast it
to RenderLivingBase (or RenderPlayer), and then call .addLayer on
it
L779[12:09:51] <gigaherz> do this during
*init*, not pre-init, since it won't exist at preinit
L780[12:10:14] <gigaherz> (accessing
Minecraft.getMinecraft().* is unsafe at preinit)
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L782[12:13:45] <gr8pefish> Sweet, that
helps a ton, thanks! Just double checking for moving forward: the
best way to do this, is to add the layer whenever I update the
capability to something valid (add/remove the layer on the client
side by using this RenderPlayer), and then simply update the layer
using RenderPlayerEvent with the player's movements?
L783[12:15:41] <gr8pefish> Err no, it is
probably better to simply disable the rendering or not, but keep
the layer always present. I'll look at how vanilla does it.
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L791[12:26:49] <Bottersnike> How do I tell
if an entity is hostile or not?
L792[12:31:29] <thechief5456> I am
rendering a custom model for a wire and I cant seem to get it to
not xray the world
L793[12:32:00] <Bottersnike> I had
that
L794[12:32:09] <thechief5456> the model
renders properly but doesnt render the blocks around it
L795[12:32:16] <McJty> Bottersnike, if it
attacks you it is hostile :-)
L796[12:32:25] <Bottersnike> You need to
override isVisuallyOpaque and isOpaqueCube to both return
false
L797[12:32:30] <Bottersnike> Haha
McJty
L798[12:32:35] <thechief5456> thank
you
L799[12:32:45] <Bottersnike> I'm just
using !instanceof EntityAnimal
L800[12:33:19] <Bottersnike> Which isnt
working...
L801[12:33:52] <Bottersnike> So how do I
do it?
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L804[12:34:32] <Botter|afk> Brb
L805[12:50:59] <gigaherz> gr8pefish: yup
leave the layer alone, just have a "if(!cap) return;" at
the beginning ;P
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L829[13:49:55] <thechief5456> can anyone
point me to an efficient example of how to update a pipes
blockstate when a connecting pipe is placed next to it?
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L832[13:52:36] <howtonotwin>
"update" a blockstate?
L833[13:53:23] <gigaherz> thechief5456:
does the neighbouring info get stored to metadata
L834[13:53:31] <gigaherz> or is it just
used at runtime?
L835[13:54:25] <thechief5456> I would like
to store it in metadata but I dont know how to, doesnt metadata
only have 16 values?
L836[13:54:44] <gigaherz> yup
L837[13:54:51] <gigaherz> so often times,
it's best to keep it runtime-only
L838[13:54:57] <gigaherz> or store it in a
TileEntity
L839[13:55:02] <thechief5456> I have a
tile
L840[13:55:05] <thechief5456> enitty
L841[13:55:09] <gigaherz> in both
cases
L842[13:55:17] <gigaherz> what you do is
override getActualState
L843[13:55:23] <TechnicianLP> should
something like pipe-connections be unlisted propertys anyway?
L844[13:55:47] <gigaherz> and augment the
metadata-based blockstate that the parameter contains, with
the
L845[13:55:53] <gigaherz> info from the
tileentity or from neighbours
L846[13:56:02] <gigaherz> TechnicianLP: no
that's usually overkill
L847[13:56:05] <howtonotwin> unlisted
props are only present in the context of rendering
L848[13:56:14] <gigaherz> that too
L849[13:56:22] <howtonotwin> if you need
them anywhere else actualstate is a better idea
L850[13:56:23] <gigaherz> unlisted
properties should only ever used in getExtendedState
L851[13:56:29] <gigaherz> never on
getActualState or getStateFromMeta
L852[13:56:50] <howtonotwin> with normal
props
L853[13:57:06] <thechief5456> here is my
te
L855[13:57:21] <gigaherz> thechief5456:
the TE doesn't matter
L856[13:57:24] <gigaherz> you have two
choices
L857[13:57:29] <gigaherz> both are good
enough:
L859[13:57:40] <thechief5456> there is my
block
L860[13:57:42] <gigaherz> 1. you decide on
the properties based only on the neighbours
L861[13:57:49] <gigaherz> or 2. you store
the info on the TE
L862[13:57:54] <gigaherz> in either
case
L863[13:58:05] <gigaherz> you'll want to
call world.notifyBlockUpdate
L864[13:58:30] <gigaherz> with your
block's position and the *original* state (not the modified actual
state)
L865[13:58:43] <gigaherz> (mc will call
getActualState for you, as needed)
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L867[13:59:20] <gigaherz> (I mean, call
notifyBlockUpdate on the client side, to make sure the rendering
system will trigger a re-render)
L868[13:59:56] <thechief5456> okay, thank
you for your help so far, but I am still a little confused
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L870[14:00:25] <gigaherz> how much do you
know about blockstates?
L871[14:00:40] <thechief5456> baic
level
L872[14:00:45] <thechief5456> basic*
L873[14:01:23] <gigaherz> okay let's
see:
L874[14:01:32] <gigaherz> first,
blockstates are all precomputed during init
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L876[14:01:39] <gigaherz> all the possible
combinations
L877[14:01:58] <gigaherz> when you do
state.withProperty(x) it will just walk to another existing
instance in the "state graph"
L878[14:02:07] <gigaherz> it doesn't
modify anything at all
L879[14:02:12] <gigaherz> then
L880[14:02:23] <gigaherz> the world grid,
only stores the internal meta value
L881[14:02:36] <gigaherz> so when you do
setBlockState, it will call getMetaFromState
L882[14:02:40] <thechief5456> which I am
completely failing to set right now
L883[14:02:42] <gigaherz> and store that
number instead of the state
L884[14:03:01] <gigaherz> this means that
you can NOT store an arbitrary state in the world
L885[14:03:11] <gigaherz> only a state
that is represented by the meta bits
L886[14:03:15] <gigaherz> however
L887[14:03:21] <howtonotwin> if you need
more data than will fit in the meta you need getActualState
L888[14:03:22] <gigaherz> because that's
very limiting
L889[14:03:29] <gigaherz> and to support
fences and other similar things
L890[14:03:35] <gigaherz> mc has a method,
getActualState
L891[14:03:44] <gigaherz> that lets you
"augment" a state
L892[14:03:47] <gigaherz> that is
L893[14:03:57] <gigaherz> switch which
state will be used for collision and rendering
L894[14:04:07] <thechief5456> okay, Im
following so far, thank you very much again
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L896[14:04:15] <gigaherz> based on
information from either the world (neighbours)
L897[14:04:17] <gigaherz> or the
TileEntity
L898[14:04:27] <gigaherz> so
L899[14:04:37] <gigaherz> a common thing
to do for pipes and fences and similar
L900[14:04:42] <gigaherz> is to override
getActualState
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L902[14:04:45] <howtonotwin> or the demons
currenly inside the user's nose (i.e. anything) :P
L903[14:04:49] <gigaherz> then look at
each of the neighbours
L904[14:04:54] <gigaherz> and in
pseudocode:
L905[14:05:23] <gigaherz> for each side in
EnumFacing.values, if neighbour is connectable,
state=state.withProperty(has_sidex, true)
L906[14:05:40] <gigaherz> this way
L907[14:05:46] <gigaherz> the resulting
state you return from getActualState
L908[14:05:51] <gigaherz> will have the
proper sides represented in it
L909[14:06:06] <gigaherz> and this state
will be used for rendering instead of the basic state stored in the
metadata bits
L910[14:06:31] <thechief5456> and the tile
entity will deal with all of the data
L911[14:06:42] <gigaherz> yes
L912[14:06:45] <gigaherz> well
L913[14:06:51] <gigaherz> you may not even
NEEd a tileentity
L914[14:06:54] <gigaherz> you could
do
L915[14:07:25] <gigaherz> if
(isConnectable(world, pos.east())) state =
state.withProperty(CONNECT_EAST, true);
L916[14:07:29] <gigaherz> and so on
L917[14:07:35] <gigaherz> right there in
getActualState
L918[14:07:36] <gigaherz> but yes
L919[14:07:41] <gigaherz> you can also use
world.getTileEntity
L920[14:07:45] <gigaherz> and then read
data from the TE
L921[14:07:48] <gigaherz> both are
fine
L922[14:07:55] <thechief5456> thank you so
much
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L924[14:11:06] <thechief5456> does a
boolean blockstate default to false?
L925[14:12:51] <TechnicianLP> it defaults
to what you set the default state to .. (but you should set in in
getActualState anyways (took me 6 hours to figure that one
out))
L926[14:14:59] <gigaherz> you should be
calling setDefaultState on your block's constructor
L927[14:15:04] <gigaherz> just to give it
proper defaults
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L929[14:15:14] <howtonotwin> set the
default state in the constructor with
setDefaultState(getDefaultState().withProperty(...))
L930[14:15:16] <gigaherz> the default
shoudl be false, yes, but you shouldn't trust that
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L937[14:40:31] <eragonn1490> hi
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L943[14:47:17] <jamierocks> flame - will
the new forums theme be open source?
L944[15:06:29] <Subaraki> if
(player.worldObj.getEntityByID(entityId) != null)
L945[15:06:39] <Subaraki> does this return
null if the entity is in a chunk to far away ?
L946[15:06:45] <Subaraki> ==
unloaded
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L952[15:21:04] <ScottehBoeh> ok, me and
Diesieben07 need someone who's experienced with weapons (or items
with custom Ammunition/Shooting mechanics)
L953[15:21:29] <ScottehBoeh> He's
currently working on Network handlement, matchmaking mechanisms,
I've gotta finish up a website. Anyone interested?
L954[15:22:53] <ScottehBoeh> Darn
L955[15:23:12] <ScottehBoeh> Trying to get
as far away from Flansmod as possible, too much unnecessary stuff
involved with that mod.
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L957[15:31:30] <Subaraki> is there a way
to retrieve a full list of entities from the world ?
L958[15:31:37] <Subaraki> even
unloaded
L959[15:32:00] <howtonotwin> there's a
list somewhere iirc
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L961[15:33:03] <howtonotwin> why yes there
seems to be World::loadedEntityList right there :P
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L963[15:33:49] <gigaherz> Subaraki: no,
unloaded won't be in any list
L964[15:33:54] <gigaherz> you'd have to
scan chunk by chunk
L965[15:33:57] <gigaherz> from the save
files
L966[15:34:16] <Subaraki> darn
L967[15:34:20] <Subaraki> that sounds like
a bad id
L968[15:34:32] <gigaherz> essentially: an
unloaded entity doesn't exist
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L970[15:34:48] <Subaraki> if it's tagged
to not be unloaded
L971[15:34:51] <Subaraki> like entities
with names
L972[15:34:54] <Subaraki> what happens
?
L973[15:34:57] <howtonotwin> actually
there's a list of unloaded entities, but it's protected and I doubt
it'll contain them all. Seems really spotty.
L974[15:34:58] <gigaherz> entities with
names are SAVED
L975[15:35:03] <gigaherz> they just don't
despawn when unloaded
L976[15:35:05] <howtonotwin> Unloaded !=
despawned
L977[15:35:07] <gigaherz> they still do
get unloaded
L978[15:35:08] <Subaraki> aah
L979[15:35:28] <Subaraki> so, if i were to
have a pet, that respawns after x minutes after its death
L980[15:35:39] <Subaraki> its a bad idea
to start that timer in his onDeath method right ?
L981[15:35:48] <Subaraki> because
teleporting far away will cause it to 'die'
L982[15:36:07] <Subaraki> and create
another one where you teleport to. going back on foot will give
duplicates
L983[15:36:20] <Subaraki> because the pet
you teleported away from is still saved
L984[15:36:23] <Subaraki> fak
L985[15:36:36] <gigaherz> onDeath is
called when damage bringsthe life to 0
L986[15:36:40] <gigaherz> not when the
entity disappears
L987[15:37:01] <Subaraki> i noticed that
as well ... because my break point isn't getting called
L988[15:37:10] <Subaraki> i do however get
another pet when teleporting far away o.O
L989[15:37:23] <Subaraki> and onDeath is
the only place i call respawning an entity from
L990[15:37:29] <Subaraki> as well as
loging in ...
L991[15:37:47] <gigaherz> how do you know
the pet?
L992[15:37:56] <gigaherz> I see above that
you wrote
L993[15:38:02] <gigaherz> [22:06]
(Subaraki): if (player.worldObj.getEntityByID(entityId) !=
null)
L994[15:38:02] <gigaherz> [22:07]
(Subaraki): does this return null if the entity is in a chunk to
far away ?
L995[15:38:08] <gigaherz> which is true,
btw
L996[15:38:12] <gigaherz> since the entity
is destroyed
L997[15:38:26] <gigaherz> but after
relogging / unloading
L998[15:38:29] <gigaherz> it won't have
the same ID
L999[15:39:28] <gigaherz> (that's why
there's a persistent id)
L1000[15:39:40] <Subaraki> nah, but it
gets set dead when the owner is null
L1001[15:39:56] <Subaraki> and that one
depends on the player's unique id, which changes everytime you log
in
L1002[15:40:18] <gigaherz> uh the uuid of
a player does NOT change when you relog
L1003[15:40:22] <gigaherz> the entity Id
does, though
L1004[15:40:33] <Subaraki> really ?
L1005[15:40:39] <Subaraki> then why are
my entities dyng anyway ?
L1006[15:40:41] <Subaraki> ._.
L1007[15:40:50] <Subaraki> i mean, they
are removed when i relog
L1008[15:40:56] <gigaherz> the uuid of a
player is how the mojang servers know who you are
L1009[15:41:36] <Subaraki> i feel like i
have been coding my mod wrongly x_x
L1010[15:41:43] <gigaherz> could be
L1011[15:41:57] <gigaherz> everything
depends on how you designed it
L1012[15:42:06] <gigaherz> but I'm too
tired to read through your code right now ;P
L1013[15:42:12] <Subaraki> i probably
need to redesign it
L1014[15:42:28] <Subaraki> ive got a map
that keeps track of player uuid's with their pet id's
L1015[15:42:44] <gigaherz> yeah that's
the wrong approach.
L1016[15:42:51] <Subaraki> what could be
better ?
L1017[15:43:11] <gigaherz> I think the
best approach would be
L1018[15:43:29] <gigaherz> when the
entity gets unloaded, let it despawn
L1019[15:43:36] <gigaherz> keep the data
in the player,
L1020[15:43:43] <gigaherz> so that on
relog and such, it gets spawned fresh
L1021[15:43:50] <gigaherz> and on
death
L1022[15:43:58] <gigaherz> let the player
store the cooldown
L1023[15:44:07] <gigaherz> so the player
entity won't respawn the pet until this cooldown is over
L1024[15:44:10] <Subaraki> data is
already in player, cooldown is already in player
L1025[15:44:29] <gigaherz> so the way i'd
do it is to make the pet entity despawn when out of range
L1026[15:44:44] <Subaraki> (cooldown is
handled by using the player's cooldown tracker)
L1027[15:44:44] <gigaherz> and whenever
the player can't "find" the entity, it should spawn a new
one
L1028[15:44:56] <gigaherz> either
that
L1029[15:44:59] <Subaraki> so, it should
be able to despawn then
L1030[15:45:05] <gigaherz> or leave it
despawned, and let you run a summon "spell" again
L1031[15:45:07] <Subaraki> maybe that's
all i need to fix
L1032[15:45:10] <gigaherz> like, some
sort of keypress
L1033[15:45:13] <gigaherz> for
summon/dismiss
L1034[15:45:34] <Subaraki> i actually
like the summon/dismiss thing P:
L1035[15:45:38] <Subaraki> could be a
nice touch
L1036[15:45:48] <gigaherz> that's how
pets work in WoW
L1037[15:45:52] <gigaherz> when they
die
L1038[15:46:01] <Subaraki> maybe not a
key though... there's already too much keys in minecraft
L1039[15:46:06] <gigaherz> you can either
resurrect them from the corpse, or you can re-summon them back to
life
L1040[15:46:11] <gigaherz> sure
L1041[15:46:22] <gigaherz> an inventory
tab, then ;P
L1042[15:46:59] <Subaraki> still no api
included in forge for adding inventory tabs ? :/
L1043[15:47:11] <gigaherz> not that I'm
aware of
L1044[15:47:12] <Subaraki> could be nice
really. everyone could benefit from it
L1045[15:47:18] <gigaherz> dunno how
other mods do it
L1046[15:47:22] <Subaraki> someone should
make a pr about it
L1047[15:47:27] <Subaraki> other mods
?
L1048[15:47:30] <Subaraki> they make one
for themself
L1049[15:47:31] <gigaherz> well
L1050[15:47:45] <Subaraki> i think some
mod or another actually had an entire system for it
L1051[15:47:45] <gigaherz> and how do
they cooperate with otyher mods, so that they don't put the button
on the same coords?
L1052[15:47:48] <Subaraki> provided you
used that mod
L1053[15:47:56] <gigaherz> I recall
like
L1054[15:48:03] <Subaraki> you check for
other mods :/
L1055[15:48:04] <gigaherz> TiCon and
other such mods adding inventory tabs
L1056[15:48:08] <Subaraki> ^
L1057[15:48:20] <gigaherz> so they
explicitly support other mods, and move themselves?
L1058[15:48:23] <Subaraki> ticon has its
own, and hooks into the one from galacticraft if present
L1059[15:48:26] <gigaherz> and whoever
comes first has priority?
L1060[15:48:31] <gigaherz> EWH
L1061[15:48:36] <gigaherz> please someone
make a PR
L1062[15:48:37] <gigaherz> ;P
L1063[15:48:44] <Subaraki> i think
galacticraft had an entire system set up for it
L1064[15:48:53] <gigaherz> mc already has
a "system"
L1065[15:48:56] <gigaherz> in the
creative menu
L1066[15:48:58] <Subaraki> yeah
indeed
L1067[15:49:03] <gigaherz> it just needs
to be "ported" to the normal inventory ;P
L1068[15:49:07] <gigaherz>
"just" ;P
L1069[15:49:18] <Subaraki> it's probably
firly easy
L1070[15:49:54] <gigaherz> well
L1071[15:49:59] <gigaherz> the gui logic,
maybe
L1072[15:50:07] <gigaherz> but then you
need to reimplement the same concept as CreativeTab
L1073[15:50:12] <gigaherz> into something
like InventoryTab
L1074[15:50:34] <Subaraki> true
L1075[15:50:45] <Subaraki> one last
question
L1076[15:50:49] <Subaraki> if you happen
to log out
L1077[15:50:56] <Subaraki> do entities
despawn as well ?
L1078[15:51:16] <gigaherz> the players
are essentially chunkloaders
L1079[15:51:26] <gigaherz> so when a
player logs out, the chunks unload
L1080[15:51:37] <Subaraki> because loging
back in would make the entity keep its position right ?
L1081[15:51:43] <gigaherz> same as if you
tp to the nether
L1082[15:51:46] <Subaraki> but the map
would be cleared
L1083[15:51:57] <gigaherz> yes, if you
don't save this map somewhere
L1084[15:52:06] <gigaherz> you shouldn't
have a map at all, really
L1085[15:52:22] <Subaraki> but that would
mean i could spawn more then one entitiy ?
L1086[15:53:10] <gigaherz> uh?
L1087[15:53:24] <gigaherz> the player
should remember the last entity id it has spawned
L1088[15:53:28] <gigaherz> you just don't
need to save that to disk
L1089[15:53:34] <gigaherz> and the entity
should "talk to the player"
L1090[15:53:46] <gigaherz> and despawn
itself if the player thinks there's some other entity
L1091[15:54:33] <ScottehBoeh> is
Registering an item in 1.8 relatively similar to 1.7.10?
L1092[15:54:49] <gigaherz> on 1.8,
yes
L1093[15:54:54] <gigaherz> on 1.9, it's
slightly different
L1094[15:54:58] <ScottehBoeh> ah. Cheers
:)
L1095[15:54:59] <gigaherz> but still
quite similar
L1096[15:55:10] <gigaherz> the main
difference is how to give them models
L1097[15:55:32] <gigaherz> however
L1098[15:55:46] <ScottehBoeh> Ah. Does
1.8 use the similar Item 3d Rendering as 1.7? Or has that
changed?
L1099[15:55:53] <gigaherz> many tutorials
for 1.7.10 suggest using .getunlocalizedname().substring
L1100[15:55:56] <gigaherz> which has
always been horrible
L1101[15:56:11] <gigaherz> nope 1.8
models are 100% rewritten
L1102[15:56:54] <gigaherz> the changes in
models and textures
L1103[15:57:05] <gigaherz> are why so
many modders still refuse to update
L1104[15:57:07] <Subaraki> so, i save the
spawned entity id to the player.... I teleport, the entity is too
far away, it despawns, i press my key again, entity id is not in
loaded entity list, spawn new entity, set id to new entity.
L1105[15:57:32] <Subaraki> if ever a new
entity is loaded (onEntityJoinWorldevent ?) and it is instanceof
myPet, but the id doesnt match, set it dead
L1106[15:57:33] <Subaraki> right ?
L1107[15:57:38] <ScottehBoeh> Just gotta
figure out how to have a java model get its texture from the
players model xD
L1108[15:58:19] <Subaraki> what do you
mean ScottehBoeh ?
L1109[15:58:40] <ScottehBoeh> I'm making
my first 3d Weapon, that fires (not a bullet entity but grabs the
vector)
L1110[15:59:01] <ScottehBoeh> I'm really
having a rough time teaching myself this :\ I know about 1.7.10
item rendering etc, but I'm trying this on 1.8 (Just to stay
relevant)
L1111[15:59:20] <Subaraki> go to 1.10.2.
it's so much easier !
L1112[15:59:27] <ScottehBoeh> It is?
O.o
L1113[15:59:30] <Subaraki> oh, and
iitemrenderer doesnt exist anymore
L1114[15:59:34] <Subaraki> yeah
L1115[15:59:36] <gigaherz> wat
L1116[15:59:38] <Subaraki> you just give
it a json model
L1117[15:59:52] <ScottehBoeh> I'm wanting
to hard-code my models :P
L1118[15:59:55] <Subaraki> also, you'll
need to remake your model from modelbase to json
L1119[15:59:55] <gigaherz> how does a
3dweapon require player texture
L1120[16:00:02] <ScottehBoeh> Hands,
gigaherz
L1121[16:00:12] <gigaherz> oh
L1122[16:00:14] <gigaherz> good luck with
that
L1123[16:00:16] <ScottehBoeh> xD
L1124[16:00:17] <Subaraki> you can
retrieve the player texture from AbstractClientPlayer
L1125[16:00:27] <Subaraki> let me ive you
a sniper
L1126[16:00:30] <Subaraki> snipet *
L1127[16:00:35] <gigaherz> better draw
only the tip of the gun
L1128[16:00:39] <gigaherz> and not draw
hands at all
L1129[16:00:43] <ScottehBoeh> Subaraki
are you quite a well-knowledged modder? Mind if I were to add you
on Skype?
L1130[16:00:44]
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L1131[16:00:50] <gigaherz> the
differencei s drawing a gun is easy
L1132[16:00:54] <gigaherz> drawing the
hands is a nightmare
L1133[16:01:04] <ScottehBoeh> Either of
you, I've got a slight proposition. but I'm not sure about how
deal-going is accepted on the forge irc
L1134[16:01:05] <Subaraki> i would never
call myself that
L1135[16:01:21] <Subaraki> but ive been
obsessed with item rendering for a while. not the best at it, but
ive got my ways
L1136[16:01:24] <ScottehBoeh> Could I
talk to either of you on Skype?
L1137[16:01:34] <Subaraki> given it is
near to midnight here
L1138[16:01:35] <ScottehBoeh> (Not call,
just text)
L1139[16:01:37] <Subaraki> not quite
xD
L1140[16:01:40] <ScottehBoeh> Ah. ok
:P
L1142[16:02:01]
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L1143[16:02:11] <Subaraki> and i havent
started up my skype for ages
L1144[16:02:16] <Subaraki> how about you
come to my channel :)
L1145[16:02:18] <Subaraki>
#Subaraki
L1146[16:02:23] <ScottehBoeh> ah, will
do
L1147[16:02:24] <Subaraki> give it some
love xD
L1148[16:02:29] <Subaraki> poor channel
is near to empty
L1149[16:02:34] <gigaherz> i'm far too
busy ;p
L1150[16:02:47] <Subaraki> and ive lost
the op some months ago, but due to people always being there
L1151[16:02:49] <Subaraki> i can't
reclaim it
L1152[16:04:38] <gigaherz> you didn't
register the channel with chanserv?
L1153[16:13:26] <gigaherz> okay
"back"
L1154[16:13:30] <gigaherz> I was doing a
wow heroic ;P
L1155[16:13:48] <ScottehBoeh> Should I
use NBT to store Ammunition in a Weapon Item?
L1156[16:14:10] <howtonotwin> really your
choice
L1157[16:14:13] <gigaherz> newer forge
has the Capability system, which you could use to store the numbers
in a more programmer-friendly way
L1158[16:14:20] <ScottehBoeh> :o
L1160[16:14:30] <howtonotwin> tada!
L1161[16:14:30] <gigaherz> on the old old
1.8".0", it didn't exist yet
L1162[16:14:37] <howtonotwin> there's a
missing thing on that page
L1163[16:14:58] <howtonotwin> override
Item::initCapabilities to attach caps to all itemstacks of that
item
L1164[16:15:21] <howtonotwin> the gist of
it is you register Capability<I> objects, where I is the
interface of the cap
L1165[16:15:41] <howtonotwin> and then
things can expose that capability through get/hasCapability
L1166[16:16:33] <howtonotwin> and Forge
got a basic energy capability
L1167[16:16:38] <howtonotwin> so there's
that :P
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L1169[16:17:53] <howtonotwin> A
Capability must also expose a default storage mechanism, so you can
even abstract that away.
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L1173[16:21:36] <howtonotwin> Oh right I
almost forgot
L1174[16:21:42] <howtonotwin> we also
have registries
L1175[16:22:31] <howtonotwin> IDK the
details but basically you can register a registry, and the other
mods can register things with GameRegistry.registry
L1176[16:22:47] <howtonotwin> so if you
want you can have addons registering things
L1177[16:23:00] <howtonotwin> that's also
how blocks, items, biomes, and potions work now
L1178[16:24:17] <howtonotwin>
*GameRegistry.register
L1179[16:25:44] <thechief5456> I am
getting my wires to update their rendering based on connections but
the rendered connection is in the wrong direction, and I feel like
everything Ive tried to fix the problem is really hacky
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L1182[16:29:51] <thechief5456> what
method should I use to tell my blocks to re assess their actual
state?
L1183[16:29:56] <gigaherz> when trying to
teach someone how capabilities work
L1184[16:29:57] <gigaherz> ;P
L1185[16:30:23] <gigaherz> thechief5456:
world.notifyBlockUpdate with the state that happens to be on the
world at the time
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L1187[16:32:02] <ScottehBoeh> Can someone
redirect me to where I can learn about having my item show as a 2d
item instead of this black and pink cube?
L1188[16:32:11] <ScottehBoeh> (Sorry for
those who don't know, my first time learning 1.8, spent ages on
1.7.10)
L1189[16:32:22] <gigaherz> you'll want to
have a client proxy
L1190[16:32:27] <gigaherz> and call a
method on it during preinit
L1191[16:32:29] <gigaherz> and in it
call
L1192[16:32:36] <gigaherz>
ModelLoader.setCustomModelResourceLocation
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L1194[16:33:08] <gigaherz> also
L1195[16:33:10] <gigaherz> in 1.8 and
up
L1196[16:33:13] <gigaherz> there are NO
2d items
L1197[16:33:18] <gigaherz> all the models
are 3d
L1198[16:33:21] <gigaherz> even while in
the inventory
L1199[16:33:27] <gigaherz> you just see
them from straight in front
L1200[16:33:29] <gigaherz> so they seem
flat
L1201[16:33:52] <ScottehBoeh> Oh my, has
the ClientProxy also changed in 1.8?
L1202[16:33:55] <ScottehBoeh> I better
get researching xD
L1203[16:34:02] <gigaherz> well
L1204[16:34:07] <gigaherz> it has never
been "fixed"
L1205[16:34:13] <gigaherz> the
clientproxy is something you can make use of
L1206[16:34:18] <gigaherz> to avoid
having things run
L1207[16:34:22] <howtonotwin> I've docs
on models for you :P
L1208[16:34:31] <gigaherz> that wouldn't
work if you run them on the wrong jar
L1209[16:34:32] <gigaherz> so
L1210[16:34:39] <gigaherz> ClientProxy
won't be loaded on server jars
L1211[16:34:44] <gigaherz> and
ServerProxy won't be loaded on client jars
L1213[16:35:21] <gigaherz> so you can
declare whatever methods you want in there
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L1215[16:35:31] <gigaherz> my preference
is to have a public preInit
L1216[16:35:34] <gigaherz> and a public
init
L1217[16:35:43] <gigaherz> and then some
internal methods for doing stuff (normal java stuff)
L1219[16:36:19] <ScottehBoeh> Ah nvm,
found it all out
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L1227[17:00:20] <Shambling> what is
everyone's favorite way of editing an existing gradle.build file to
include libraries?
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L1229[17:00:41] <Shambling> now that I'm
home from work I want to figure out how to compile psi with
autoreglib requirement, without having it compile both into the
same jar
L1230[17:00:54] <ThePsionic> pinged
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L1232[17:04:08] <howtonotwin>
dependencies { compile "blah" } ?
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L1236[17:06:45] <Shambling> its weird,
none of vazkii's github repos have working gradle.build right out
of the bat
L1237[17:06:55] <Shambling> I must be
just insane
L1238[17:07:07] <Shambling> or I should
be using linux perhaps, lol
L1239[17:07:22] <gigaherz> I think he
does that on purpose?
L1240[17:07:34] <ScottehBoeh> Any
examples of a 3d model being rendered over an item?
L1241[17:07:35] <gigaherz> a lot of
modders do shit like that "because I don't want people to
build the mod"
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L1243[17:07:41] <gigaherz> ScottehBoeh:
"over" an item?
L1244[17:07:42] <Corosus> my
build.gradles are terrible, they just point to another project in
my filesystem for libraries
L1245[17:07:43] <ScottehBoeh> Ive set up
the client proxy, binding the Renderer to the Item
L1246[17:07:51] <ScottehBoeh> Now I'm on
the Render Class.
L1247[17:07:55] <gigaherz> wat?
L1248[17:07:58] <gigaherz>
renderer?
L1249[17:08:08] <Shambling> yeah well
I've got it compiling, but its compiling the dependency source code
with it, meaning I have to autoreglibs lol
L1250[17:08:10] <ScottehBoeh> I'm wanting
to set up the RenderClass now, to render the Model.
L1251[17:08:24] <gigaherz> what
renderclass?
L1252[17:08:28] <gigaherz> please give
more context
L1253[17:08:31] <Shambling> all I wanted
was to debug his hardness bug with the psi gun, you can't break
blocks that have no hardness, because of a null pointer from a
function
L1254[17:08:38] <ThePsionic> pinged
L1255[17:08:50] <ScottehBoeh> I've got a
weapon "Thompson". Model class ModelThompson and render
class RenderThompson
L1256[17:09:02] <howtonotwin> why not
just use normal model files?
L1257[17:09:07] <gigaherz> wait
L1258[17:09:10] <gigaherz> those sound
like 1.7.10 stuff
L1259[17:09:13] <ScottehBoeh> Yeah,
:\
L1260[17:09:15] <gigaherz> IItemRenderer
does not exist on 1.8+
L1261[17:09:22] <gigaherz> you can't use
java code to render items.
L1262[17:09:27] <ScottehBoeh> Aw man
:\
L1263[17:09:33]
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L1265[17:09:55] <gigaherz> okay first
question
L1267[17:10:01] <gigaherz> is your model
animated?
L1268[17:10:12] <ScottehBoeh> My model is
not animated. It's static
L1269[17:10:15] <gigaherz> okay
good
L1270[17:10:21] <gigaherz> then you can
make a .obj model for it
L1271[17:10:28] <ScottehBoeh> Ah. I can
convert it to .obj, yes.
L1272[17:10:34] <gigaherz> in Blender or
whatever 3d program you like the most
L1273[17:10:45] <gigaherz> then you
reference that .obj file from a blockstates json
L1274[17:10:50]
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L1276[17:11:23] <gigaherz> as an
example
L1277[17:11:45] <gigaherz> this
blockstates json handles my wand item
L1278[17:11:46]
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L1280[17:11:59] <gigaherz> which can be
in different "states" depending on which kind of magic
gemstone is stored in it
L1282[17:12:46] <gigaherz> bnetter
one
L1283[17:12:49] <gigaherz> doesn't have
multiple states
L1284[17:13:05] <gigaherz> although it
has more transforms, but eh ;P
L1285[17:15:05] <howtonotwin> oh my docs'
indentation is borked >.<
L1286[17:15:09] <ScottehBoeh> I'm
guessing the .json file should be the same name as the item class
file?
L1287[17:15:14] <howtonotwin> eeeh
L1288[17:15:25] <ScottehBoeh> How would I
go around making sure it uses that.json file with that specific
item?
L1289[17:15:30] <howtonotwin> gimme a
moment to put my brain into explaining mode
L1290[17:16:11] <howtonotwin> Alright so
MC tries to decouple resources like models and textures from the
code that uses it
L1291[17:16:23] <ScottehBoeh> ok
L1292[17:16:29] <gigaherz> ScottehBoeh:
it's best if it is
L1293[17:16:36] <gigaherz> but you choose
it through setCustomModelResourceLocation
L1294[17:16:38] <howtonotwin> so you
register an item to a model with a
ModelLoader.setCustomModelResourceLocation
L1295[17:16:38] <gigaherz>
basically
L1296[17:16:47] <gigaherz> if a
blockstates file with the name is found, it's used
L1297[17:16:55] <gigaherz> otherwise it
looks for a model json in models/item
L1298[17:16:59] <howtonotwin> you give
that an item,metadata and it'll use the model at the given
MRL
L1300[17:17:27] <ScottehBoeh> Ooh!
L1301[17:17:30] <gigaherz> this is how I
do it
L1303[17:17:33] <ScottehBoeh>
""Model definition for location
bfw:WeaponThompson#inventory not found""
L1305[17:17:39] <ScottehBoeh> if I were
to have my .json file named "WeaponThompson".
L1306[17:17:41] <gigaherz> which ends up
calling this
L1307[17:17:43] <ScottehBoeh> Would it
use that?
L1308[17:17:46] <gigaherz> yep
L1309[17:17:48] <ScottehBoeh> Aha!
L1310[17:17:49] <gigaherz> that
said
L1311[17:17:55] <gigaherz> I recommend
using lowercase with underscores
L1312[17:17:59] <gigaherz> 1.11 will
enforce that
L1313[17:18:00] <howtonotwin> snake_case
is used for resource names btw
L1314[17:18:27] <howtonotwin> and for
registry names and basically all the new stuff from 1.8+
L1315[17:18:54] <gigaherz> also since
it's a mistake a lot of people take a lot of time to realize they
made
L1316[17:19:01] <gigaherz> make sure you
include your modid in your translation strings
L1317[17:19:07] <gigaherz> since they are
NOT namespaced
L1318[17:19:17] <gigaherz> I like to use
"modid.itemname"
L1319[17:19:26] <gigaherz> so that it
shows up ad "item.modid.itemname.name" in the lang
files
L1320[17:19:29] <gigaherz> as*
L1321[17:19:49] <gigaherz> not related to
models, though
L1322[17:19:58] <gigaherz> just so long
as you use .setRegistryName and .getRegistryName
L1323[17:20:06] <gigaherz> instead of
.getUnlocalizedName().substring
L1324[17:20:18] <howtonotwin> oh there's
so much to say on this xD
L1325[17:21:03] <gigaherz> yeah
L1326[17:21:05] <gigaherz> in many
ways
L1327[17:21:06] <howtonotwin> If you
haven't done so already you probably should download some mod's
source code and study that
L1328[17:21:17] <gigaherz> switching from
1.7.10 to 1.10.2
L1329[17:21:32] <gigaherz> is "drop
everything you thought you knew about modding, whatever isn't
obsolete is probable incorrect"
L1330[17:21:38] <gigaherz>
probably*
L1331[17:21:55] <howtonotwin> unless it's
TESRs
L1332[17:21:58]
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L1333[17:22:01] <ScottehBoeh> I'm
switching to 1.8
L1334[17:22:05] <howtonotwin> y
L1335[17:22:11] <gigaherz> why 1.8?
L1336[17:22:12] <ScottehBoeh> Me and
Diesieben are working on a mod
L1337[17:22:12] <howtonotwin> there's
literally no reason to stay there
L1338[17:22:32] <ScottehBoeh> I don't
want to give out too much info, its advertisement, probably.
L1339[17:22:33] <gigaherz> unless you
have some very specific reason, then whatever
L1340[17:22:38] <gigaherz> but our help
will probably be inaccurate
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L1342[17:23:04] <gigaherz> 1.8, 1.8.9,
1.9, 1.9.4, 1.10, 1.10.2
L1343[17:23:10] <gigaherz> there have
been quite a lot of versions
L1344[17:23:14] <howtonotwin> In the 1.8
days I think you had to do Minecraft.getMinecraft() hackery to
register item models
L1345[17:23:18] <gigaherz> and I can't
really remember which version introduced what, anymore
L1346[17:23:26] <gigaherz> howtonotwin:
in the early days, yes
L1347[17:23:30] <gigaherz> but 1.8
already got the model system
L1348[17:23:35] <gigaherz> before
1.8.9
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L1350[17:30:19] <thechief5456> what is
the method to set the block bounds now?
L1351[17:30:47] <gigaherz> there isn't
one
L1352[17:30:53] <gigaherz> you override
getBoundingBox
L1353[17:30:56] <gigaherz> and return
them
L1354[17:31:04] <thechief5456> sweet
thank you!
L1355[17:31:05] <howtonotwin> alsp
Block::getCollisionBoundingBox
L1356[17:31:30] <gigaherz> the returns
getBoundingBox by default, does it not?
L1357[17:32:06] <howtonotwin> indeed it
does; I meant it in the "if you need to it's there"
sense.
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L1360[17:39:27] <thechief5456> what
values do I put in AxisAlignedBB? I want my bounding box to be in
the absolute center of the block and be 6px^3
L1361[17:39:43] <thechief5456> Ive tried
a few things and I havent changed it at all
L1362[17:40:01] <thechief5456> is there
two methods I need to make this work?
L1363[17:40:07] <thechief5456> are
there*
L1364[17:40:10] <Shambling> if a
dependency library is on github, whats the structure of the compile
"blah", I've tried
"com.github.Vazkii.AutoRegLib" but it throws an
error
L1365[17:40:41] <Shambling> why they use
reverse notation is beyond me, I'd think they would just use the
URL :O
L1366[17:41:12] ***
Mine|dreamland is now known as minecreatr
L1367[17:41:26] <tterrag> github is not a
library host
L1368[17:41:48]
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L1369[17:42:15] <howtonotwin> you need a
maven dependency or download the jar and have a file
dependency
L1370[17:42:41] <howtonotwin> a file
dependency is dependencies { compile files("file.jar")
}
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L1372[17:43:28] <howtonotwin> a maven
dependency is dependencies { compile
"groupId:artifactId:version" }
L1373[17:43:38] <Shambling> would
files("file.jar") point to the current root
structure/files?
L1374[17:43:49] <Shambling> doesn't look
like there is a maven for autoreglib
L1375[17:44:02] <Shambling> so I'll just
need to put the lib where it needs to be, but so far I don't know
where that is
L1376[17:44:04] <howtonotwin> it points
to the project root
L1377[17:44:06] <Shambling> so I'll try
it in the root folder :p
L1378[17:44:31] <tterrag> what is
AutoRegLib anyways
L1379[17:45:35] <Shambling> its just
where vazkii moved all their main function... err classes
L1380[17:45:55] <Shambling> I'm trying to
properly compile psi so I can mine marble again :P
L1381[17:49:05] <Shambling> I have it
working, but by putting the source of the library in the
src/vazkii/arl folder, it compiles into the jar, making psi the
library as well as the mod
L1382[17:49:06] <Shambling> lol
L1383[17:49:36] <Shambling> I just need
like... couple months free from working after work, and I can try
to relearn java
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L1385[17:51:17] <Shambling> isn't
setinventoryslotcontents like... a base forge class?
L1386[17:52:46] <Shambling> so now I've
somehow broken the gradle compile to not even pull forge...
L1387[17:54:59]
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L1388[17:55:29] <howtonotwin> ...?
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L1390[18:02:16] <Shambling> probably just
another dependency I'm missing, seriously thinking I should just
forget about trying to compile this
L1391[18:03:13] <Shambling> error: cannot
find symbol and it points to getStackInSlot(0)
L1392[18:03:29] <Shambling> which I
believe all of those are base forge classes
L1393[18:04:27] <howtonotwin> did you
setupDecompWorkspace?
L1394[18:05:27] <tterrag> Shambling: what
are you even doing? you just want to compile psi? literally clone
it and run gradlew build
L1395[18:06:25] <tterrag> can't you
just...use a released version though?
L1396[18:07:06] <ThePsionic> pinged
L1397[18:07:36] <howtonotwin>
<ThePsionic> pinged
L1398[18:09:56]
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L1399[18:10:06] <Shambling> and yes I
could use a released version, but then I couldn't mine blocks that
don't return a proper hardness
L1400[18:10:24] <Shambling> I'll try
setupDecompWorkspace, god knows how long ago I ran that
L1401[18:10:41] <tterrag> did you ever
consider that's not a Psi bug?
L1402[18:10:59]
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L1404[18:11:21] <Shambling> I know where
to change it in psi, and it looks to be more a use of a function
that can return 0, 1, or null
L1405[18:12:09] <Shambling> alot easier
for me to change one mod for one playthrough on a single player
world, than ask 3-5 mod authors to properly implement their block
code
L1406[18:12:37] <tterrag> I don't even
know what "don't return a proper hardnes" means
L1407[18:12:42] <Shambling> besides, it
is somewhat helping me disect gradle build functionality at the
time, so I view this as a win
L1408[18:12:52] <Shambling> here let me
reference the line of code
L1409[18:13:41] <Shambling>
*if(!ForgeHooks.canHarvestBlock(block, player, world, pos))
L1410[18:13:41] <Shambling> return;
L1411[18:13:50] <tterrag> seems
sensible
L1412[18:14:07] <Shambling> so, obviously
most blocks should return a 0 or a 1 for canHarvestBlock, which
would mean the function would return and end the code there
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L1414[18:14:32] <Shambling> however, when
something simply says "pickaxe" instead of
"iron" in waila or theoneprobe, it does not return a
proper return for that function
L1415[18:14:45] <howtonotwin> 0 or a
1?
L1416[18:14:49] <Shambling> true or
false
L1417[18:14:52] <howtonotwin> from a
boolean function?
L1418[18:14:56] <Shambling> I'm thinking
those blocks are returning null
L1419[18:15:09] <howtonotwin> how the
hell do you return null as a primitive o_O
L1420[18:15:15] <tterrag> you don't
L1421[18:15:33] <ThePsionic> i am
personally going to open a petition to rename the psi mod
L1422[18:15:42] <howtonotwin> Boolean box
= null; boolean err = b means NPE
L1423[18:15:43] <Shambling> lol sorry
man
L1424[18:16:02] <howtonotwin> it won't
just fail silently
L1425[18:16:04] <ThePsionic> literally
any greek letter will do
L1426[18:16:09] <Shambling> its the only
line of code that if I change, changes the outcome of the block
breaking so far
L1427[18:16:24] <tterrag> Shambling: you
do not seem to understand the problem at all
L1428[18:16:33] <tterrag> if a block is
returning false from that method, then by all accounts it cannot be
harvested
L1429[18:16:37] <Shambling> so right now
I'm just trying to get it to recompile without including the
library source code. I've already got it compiled with the
dependency hard compiled
L1430[18:16:37] <tterrag> that is the
point of that method
L1431[18:16:44] <tterrag> if this is in
error, the bug is in whatever mod has that block
L1432[18:16:45] <tterrag> NOT PSI
L1433[18:16:54] <ThePsionic> i cri
L1434[18:17:45] <howtonotwin> /execute
ThePsionic ~ ~ ~ nick TheDeltonic
L1435[18:18:03] <ThePsionic> every
tiem
L1436[18:18:07] <Shambling> to be honest,
I just need to look at that method and see where its going
wrong
L1437[18:18:10] <tterrag> Shambling:
there's no need to keep PMing me
L1438[18:18:22] <ThePsionic> howtonotwin:
"/execute ThePsionic"
L1439[18:18:23] <ThePsionic> rude
L1440[18:18:23] <tterrag> so go look at
the method then
L1441[18:18:25] <Shambling> sorry I was
just replying
L1442[18:18:47] <howtonotwin> I just
realized that MC's chat was derived from IRC
L1443[18:18:54] <howtonotwin> oops
L1444[18:19:00]
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L1445[18:19:09] <tterrag> aren't most
chats?
L1446[18:19:33] <howtonotwin>
>implying that I chat much
L1447[18:20:35]
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L1448[18:21:10] ***
PaleoCrafter is now known as PaleOff
L1449[18:22:58] <IoP> derived?...
L1450[18:23:44] <IoP> Do you mean every
textual chat is derived from IRC or is there really some common
features like linking servers togetger?
L1451[18:24:32] <howtonotwin> I meant
that it looks and acts similarly :P
L1452[18:24:43] <howtonotwin>
/commands
L1453[18:24:53] <howtonotwin> and
<name> msg
L1454[18:25:05] <howtonotwin> and
such
L1455[18:25:25] <howtonotwin> /me falls
into Void
L1456[18:25:37] <IoP> name tags with
<> are part client's representation in irc.
L1457[18:26:08] <howtonotwin> /ban /op
/deop /help /kill
L1458[18:26:21]
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L1459[18:26:34] <ThePsionic> <IoP>
name tags with <> are part client's representation in
irc.
L1460[18:26:46] <ThePsionic> HexChat
doesn't show them, but does copy them
L1461[18:26:52] <howtonotwin> are we an
echo chamber?
L1462[18:27:01] <howtonotwin>
<ThePsionic> <IoP> name tags with <> are part
client's representation in irc.
L1463[18:27:16] <ThePsionic> Somehow you
still managed to ping me
L1464[18:27:22] <howtonotwin> :D
L1465[18:27:31] <howtonotwin> blame
unicode
L1466[18:27:46] <ThePsionic> Oh yeah I
just hovered over some text and it became my name suddenly
L1467[18:27:52]
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L1468[18:27:53] <ThePsionic> I will
definitely blame unicode now
L1469[18:28:26] <howtonotwin> try
selecting it
L1470[18:28:40]
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L1473[18:29:02] <ThePsionic> you're
killing me
L1474[18:29:02] <howtonotwin> This will
never get old
L1475[18:29:07] <iso2013> how
L1476[18:29:09] <iso2013> wat
L1477[18:29:17] <iso2013> ....how
L1478[18:29:40] <IoP> ThePsionic: ping is
feature of your irc, not protocol feature
L1479[18:29:52] <ThePsionic> I know
L1480[18:30:13] <IoP> my client even
pings for word yliopisto. Well not anhymore
L1481[18:30:15] <IoP> anymore
L1482[18:30:18] <ThePsionic> But Unicode
messes up IRC in such a way that my name is not /displayed/ fully,
yet is linked when I hover over it
L1483[18:30:23] <ThePsionic> and becomes
non-reversed
L1484[18:30:32] <IoP> ...
L1485[18:30:47] <ThePsionic> Well the IRC
client
L1486[18:30:49] <ThePsionic> you get what
I mean
L1487[18:30:55] <IoP> How is unicode
related with chat derivation discussion?
L1488[18:31:06] <howtonotwin> He echo'd
something you said
L1489[18:31:12] <howtonotwin> I asked if
we were an echo chamber
L1490[18:31:19] <howtonotwin> then what
he said
L1491[18:31:24] <howtonotwin> I
echoed
L1492[18:31:28] <howtonotwin>
backwards
L1493[18:33:50] <howtonotwin> it's U+202E
RIGHT-TO-LEFT OVERRIDE btw ()
L1494[18:33:57] <howtonotwin> and those
parens are ()
L1495[18:34:05] <IoP> ..and?
L1496[18:34:06] <howtonotwin> they just
got borked
L1497[18:34:15]
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L1498[18:34:24] <howtonotwin> becuase
they're actually (<RLO>)
L1500[18:34:51]
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L1501[18:35:14] <IoP> client
feature
L1502[18:35:37]
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L1504[18:37:27] <iso2013> this is a test
of right to left overrides
L1505[18:37:29] <howtonotwin> also proof
of it not being a client feature that reversed names do a thing:
PoI but IoP
L1506[18:37:37]
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L1507[18:37:43] <howtonotwin> oh that
borked
L1508[18:37:52] <howtonotwin> PoI
L1509[18:37:53] <howtonotwin> vs.
L1510[18:37:59] <howtonotwin> IoP
L1511[18:38:05] <howtonotwin> everything
is a bork
L1512[18:38:11] <howtonotwin>
<PoI
L1513[18:38:12] <IoP> wtf?
L1514[18:38:20] <howtonotwin>
<IoP
L1515[18:38:22] <howtonotwin> there
L1516[18:38:30] <IoP> Are you saying that
IRC protocol does font rendering?
L1517[18:38:35] <howtonotwin> no
L1518[18:38:36] <howtonotwin> wait
L1519[18:38:37] <howtonotwin> what
L1520[18:38:56] <howtonotwin> I'm
confused and am going to drop out of this discussion and watch from
afar
L1521[18:39:08] <ThePsionic> I've dropped
out a long time ago
L1522[18:39:31] <IoP> protocol says
~nothing about charsets
L1523[18:39:40] <ThePsionic> Also I just
saw a Vsauce video about infinities of infinities and now my brain
hurts
L1524[18:41:05] <IoP> now let mee
code
L1525[18:41:17] <ThePsionic> Did we ever
stop you
L1526[18:41:23] <SquareWheel> Howdy
folks
L1527[18:41:30] <howtonotwin> hello
L1528[18:41:37] <howtonotwin> did the
fixing of doc
L1529[18:41:42] <howtonotwin> :P
L1530[18:41:45] <IoP> coding while drunk
=> too blurry letters
L1532[18:41:50] <SquareWheel> Excellent.
:)
L1533[18:42:04]
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L1535[18:42:17] <howtonotwin> except I
didn't rewrite models/blockstates
L1536[18:42:26] <howtonotwin> that's
going in after I write models/advanced
L1537[18:42:47] <howtonotwin> MRL's
definition in particular is a little vague rn
L1538[18:43:08] <ThePsionic> i was going
to drink
L1539[18:43:15] <ThePsionic> but i forgot
to put my booze in the fridge
L1540[18:43:25] <ThePsionic> and nobody
likes room temperature cider
L1541[18:44:03] <IoP> it's nice in the
next day
L1542[18:44:35] <howtonotwin> May I ask
you to check over that commit?
L1543[18:44:39] <ThePsionic> let's just
say i'll drink my sorrows away tomorrow
L1544[18:44:54] <SquareWheel> Checking it
out now actually. Do empty brackets on a link have any meaning on
ReadTheDocs? eg. [wiki][]
L1545[18:45:02] <howtonotwin> that's
markdown
L1546[18:45:13] <howtonotwin> it looks
fugly in MD editors without the []
L1547[18:45:15] <SquareWheel> Well
markdown would be [anchor(link)
L1548[18:45:27] <howtonotwin> MD is
[anchor][targetname]
L1549[18:45:29] <SquareWheel>
[anchor](link)
L1550[18:45:36] <howtonotwin> with
[targetname]: link in a footer
L1551[18:45:49] <howtonotwin> and
[anchor][] === [anchor][anchor]
L1553[18:46:23] <howtonotwin> reference
vs. inline links
L1554[18:46:38] <SquareWheel> Oh okay,
I've used that before on reddit actually.
L1555[18:47:03] <IoP> stupid hertburn is
killing
L1557[18:47:13] <SquareWheel> Just waking
up here, so might be a little slow.
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L1559[18:48:53] <SquareWheel> Ah okay, so
RLs are now explained at the beginning.
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L1561[18:51:30] <SquareWheel> Looks like
a lot of good changes. I'm going to have to wake up a bit more
before I can do a proper review though. Will read through it all
from the start again.
L1562[18:51:37] <howtonotwin> ok
L1563[18:51:41] <howtonotwin>
thanks
L1564[18:52:52] <SquareWheel> After
chatting Friday, I wrote a doc on Fluids as well. If you wouldn't
mind I'd appreciate your thoughts as well.
L1566[18:53:26] <SquareWheel> It might be
a bit too "step by step". It's more of a tutorial than an
overview of the concepts. So perhaps not a great fit for the Forge
docs. Not sure.
L1567[18:55:59] <howtonotwin> hmm
resources aren't a part of the "decompiled MC source"
:P
L1568[18:56:09] <howtonotwin> they get
zipped in there like normal files
L1569[18:56:55] <SquareWheel>
Gotchya
L1570[18:57:13] <howtonotwin> links like
the [block](...) link should not point to mcforge.rtd.io
L1571[18:57:30] <howtonotwin> they should
be relative
L1572[18:57:48] <howtonotwin> though you
haven't picked a loc for this page in the doc tree
L1573[18:57:52] <howtonotwin> so I guess
it makes sense
L1574[18:58:02] <SquareWheel> Yeah, I was
actually curious about that. Was going to consult the Docs Github
to see how relative links looked.
L1575[18:58:17] <howtonotwin> also code
fences should have the language defined like ```java
L1576[18:58:39] <SquareWheel> Oh, for
syntax highlighting?
L1577[18:59:04] <kenzierocks> assets
aren't even part of the MC jar, they're part of the assets
folder
L1578[19:00:17] <SquareWheel> Wonder how
clear it'll be to point people to
/forgeSrc-version/minecraft/assets.
L1579[19:00:36] <SquareWheel> Probably
looks different in each IDE.
L1580[19:00:43] <howtonotwin> yeah
L1581[19:00:50] <howtonotwin> I think
you'd just use an Rl
L1582[19:01:00] <howtonotwin>
`minecraft:...`
L1583[19:01:08] <howtonotwin> or even
`assets/minecraft/textures/...`
L1584[19:01:11] <SquareWheel> Yeah,
that's a good idea.
L1585[19:01:24] ***
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L1586[19:01:32] <howtonotwin>
ModelLoader.setCustomStateMapper(this, new StateMapperBase() { ...
} )
L1587[19:01:37] <howtonotwin> is that
really necessary?
L1588[19:01:50] <howtonotwin> that looks
exactly like the default statemapper to me
L1589[19:02:17] <howtonotwin> oh
wait
L1590[19:02:34] <howtonotwin> fluids
contain their flow in the state then?
L1591[19:02:49] <SquareWheel> Any code
corrections are appreciated, as I'm still pretty nooby
myself.
L1592[19:03:01] <SquareWheel> This is
basically the doc I would have wanted to read about a month ago
when I had no idea how to add a fluid.
L1593[19:03:37] <SquareWheel> I'm not
100% on the state mapper code. That was the one "black
box" piece of code I didn't understand at the time. I have a
better idea now that I'm gone through the rendering pipeline
some.
L1594[19:03:47] <howtonotwin> ah fluids
have a level property
L1595[19:04:01] <howtonotwin> that ranges
from 0-15
L1596[19:04:24] <howtonotwin> which is
why you used a statemapper to cut out the property
L1597[19:04:42] <howtonotwin> that should
just be new StateMap.Builder().ignore(LEVEL).build() then
L1598[19:04:48] <Shambling> man I was an
idiot when trying to recompile, I needed the deobfuscated jar if I
wanted to include it in the gradle.build
L1599[19:04:51] <SquareWheel> Ah, much
more succinct.
L1600[19:04:54] <SquareWheel> I'll test
that out now.
L1601[19:08:06] <SquareWheel> Yep, that
seems to work.
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L1603[19:08:19] <SquareWheel> Awesome.
Love cleaning up old.
L1604[19:08:30] <SquareWheel> old
code*
L1605[19:09:22] <howtonotwin> Oh also the
headers
L1606[19:09:29] <howtonotwin> h1s should
be ======
L1607[19:09:34] <howtonotwin> h2s should
be ------
L1608[19:09:39] <howtonotwin> so # ->
======
L1609[19:09:44] <howtonotwin> and ##
-> ------
L1610[19:09:52] <SquareWheel> Okay, that
can be changed.
L1612[19:10:30] <howtonotwin> and perhaps
the note on packages should go into structuring.md or whatever file
said to organize like that
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L1614[19:11:59] <howtonotwin> perhaps
it'd be better to follow the formatting of the blocks page,
maybe?
L1615[19:12:08] <howtonotwin> that's how
I did my items PR
L1616[19:14:45] <SquareWheel> I think my
mistake was setting it up as a guide. The Blocks page seems to
cover general concepts, but doesn't really step you through
it.
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L1618[19:22:27] <SquareWheel> Well maybe
I'll rework it to be a different format. Though I do wonder if the
official docs wouldn't benefit from some handholding. At least at
the beginning.
L1619[19:22:49] <SquareWheel> Basically
once you know what you're doing it's preferrable to just have a
reference guide. But when starting out, you have no idea how to put
the pieces together. So the step-by-step can be quite helpful in
getting up and running.
L1620[19:22:59] <gigaherz> SquareWheel:
the ides is they are documentation, not tutorials. You are expected
to be able to figure things out on your own
L1621[19:23:23] <howtonotwin> they are
meant to assume you know how to Java.
L1622[19:23:38] <gigaherz> general
programming concepts, java language, and a minimum of common
sense
L1623[19:23:56] <gigaherz> (including
some ability to perform logical reasoning and deductions)
L1624[19:25:06] <SquareWheel> I get that,
and agree to a point. But shouldn't the official docs also be an
ideal resource for beginners learning how to use Forge? Even
knowing Java it can all be pretty overwhelming.
L1625[19:25:34] <howtonotwin> If you
follow the format of blocks.md I think it'll be fine :P
L1626[19:25:35] <SquareWheel> I'm not
suggesting anything drastic. Just thinking out loud really at the
ideal structure.
L1627[19:28:21] <SquareWheel> Here's an
idea. What if I submit the fluids doc as a proper tutorial to the
Forge Wiki for now (after making your suggested improvements). And
I'll cut out some of the handholding and simplify for the official
doc.
L1628[19:29:01] <gigaherz> wasn't the
forge wiki removed? ;P
L1629[19:29:41] <gigaherz> time to
sleep
L1630[19:29:42] <gigaherz> night
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L1632[19:29:50] <SquareWheel> Cya
L1633[19:30:37] <howtonotwin> commented
:D
L1634[19:31:51] <SquareWheel> Much
obliged
L1635[19:32:12] <howtonotwin> np
L1636[19:34:29] <SquareWheel> I might not
have the technical knowledge on some of these points. eg.
explaining classic vs finite fluids. The StateMap I wasn't even
aware of 20 minutes ago.
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L1638[19:35:17] <howtonotwin> classical
fluids = infinite like water and finite = limited like lava
L1639[19:35:20] <howtonotwin> idk I don't
do fluids
L1640[19:35:23] <howtonotwin> :P
L1641[19:35:40] <howtonotwin> note that
custom BlockFluids are possible
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L1643[19:36:06] <SquareWheel> Hrmm. I
used a classic fluid in my mod and it isn't infinite.
L1644[19:36:53] <SquareWheel> Yeah, I saw
that from digging into the code a bit. Defining custom behavior
like molten glowstone, I presume.
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L1650[19:53:31] <howtonotwin> Ah Finite
fluids are the ones that have a certain amount of quanta and
preserve that
L1651[19:53:56] <howtonotwin> so if you
poured a block of it down a hole it wouldn't make a stream but
instead fall as one block
L1652[19:58:04] <SquareWheels> I see. A
few of the TE fluids act like that.
L1653[19:58:17] <SquareWheels> Sorry, net
cut out there.
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L1655[20:01:24] <SquareWheels> I gotta
get a few things done, but I'll see if I can reshape the fluids doc
to be more fitting later today. And if not, I guess I'll just leave
it up to somebody more familiar with Forge.
L1656[20:01:56] <SquareWheels> I'll also
take another look at your PR. Looked good from the initial glance I
took though.
L1658[20:02:09] <howtonotwin> for the
first one :P
L1659[20:02:21] <howtonotwin> though I
wouldn't mind it for the second ;P
L1660[20:03:12] <SquareWheels> Haha, I
also wrote a guide on some terribly documented Factorization
features I had planned to post on reddit. So much writing this
week.
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L1698[22:47:43] <gr8pefish> Anyone know
what GLStateManager.enableBlend does?
L1699[22:52:36] <tterrag> equivalent to
enabling GL_BLEND
L1700[22:54:59] <gr8pefish> thanks, yeah
I just looked up the documentation. Didn't realize there is the new
layer of GlStateManager to call the GL11 methods, so a google
search for the GlStateManager.method wasn't that helpful, once I
searched GL11.method it worked fine xD
L1701[22:55:52] <tterrag> don't use raw
GL though
L1702[22:55:58] <tterrag> you will ruin
the GL state
L1703[22:56:12] <gr8pefish> oh yeah, of
course, I'll use the calls via the manager.
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