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L1[00:00:19] ***
AbrarSyed is now known as Abrar|gone
L2[00:00:29] <thechief5456> i was planning
on allowing for the implementation of more saplings in the
future
L3[00:00:45] <thechief5456> just by adding
an EnumSaplingType value
L4[00:02:03] <thechief5456> but that has
nothing to do with stage ….. ill have to reassess why Im using
stage. (i got it from the vanilla sapling class)
L5[00:03:03] <TehNut> All I see is that it
should *probably* have the 0 and 1 as strings
L6[00:03:15] <TehNut> Even github is
highlighting it as invalid JSON syntax
L7[00:05:05] <TehNut> Also I doubt you need
to change the model. You can probably just change the texture
L8[00:07:21] <thechief5456> okay thank
you
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L35[01:58:21] <thechief5456> i coded up a
very basic and beginners power network in one day!!! theres still a
lot of design consideration to go into it and a lot of tweaking and
improving but I have wires a generator and a battery box!
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L37[01:59:45] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161003 mappings to Forge Maven.
L38[01:59:49] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161003-1.10.2.zip
(mappings = "snapshot_20161003" in build.gradle).
L39[01:59:59] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L58[02:52:22] <FusionLord> anyone know off
the top of their head what the radius of a world is?
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L61[02:53:35] <FusionLord> nvm found on the
wiki 30m
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L63[02:53:48] <gigaherz> it's not so much
radius as a coord limit
L64[02:53:53] <gigaherz> sincei t's not a
circle
L65[02:53:54] <gigaherz> ;P
L66[02:54:37] <quadraxis> it can be a
radius
L67[02:54:43] <quadraxis> under the
appropriate metric
L68[02:55:19] <FusionLord> gigaherz, you
know what was meant.
L69[02:55:28] <gigaherz> I know, I was
being pedantic ;P
L70[02:55:33] <FusionLord> :P
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L72[02:56:23] <gigaherz> quadraxis: I guess
it would be a radius un an infinity norm
L73[02:56:29] <gigaherz> in*
L74[02:56:38] <quadraxis> yeah
L75[02:57:05] <gigaherz> but mc usess
eucledian geometry (norm 2), so it isn't ;P
L76[02:57:31] <quadraxis> well, minecraft
is made of cubes
L77[02:57:47] <gigaherz> yes but the
distances aren't measured along the edges of those cubes
L78[02:57:51] <FusionLord> so in theory the
following would mean that the block is within the bounds of a world
(pos.getY() < 0 || pos.getY() >= 256) &&
Math.abs(pos.getX()) <= 30000000 && Math.abs(pos.getZ())
<= 30000000
L79[02:57:59] <gigaherz> that'd be norm 1
(taxicab geometry)
L80[02:58:06] <quadraxis> and is
homeomorphic to a 3-sphere
L81[02:58:08] <gigaherz> and a radius there
would look sortof diamond-shapex
L82[02:58:09] <gigaherz> d
L83[02:58:34] <quadraxis> yeah octahedron
is sphere under manhattan dist
L84[02:58:48] <gigaherz> FusionLord: unless
the block border has been set up smaller than that
L85[02:59:10] <FusionLord> what is
that?
L86[02:59:13] <FusionLord> is that
new?
L87[02:59:13] <quadraxis> fusionlord, you
have the y condition backwards there
L88[02:59:16] <gigaherz> no
L89[02:59:20] <gigaherz> world border
exists since 1.8
L90[02:59:34] <FusionLord> quadraxis,
xD
L92[02:59:54] <quadraxis> there's a
function under world border i think
L93[02:59:58] <FusionLord> didn't copy the
! infront of the y contidion :P
L94[03:00:10] <FusionLord> gigaherz, oh I
don't care about that :)
L95[03:00:24] <gigaherz> then the actual
worldgen will be > 30 million
L96[03:00:32] <gigaherz> since it still
generates chunks outside that range
L97[03:00:35] <FusionLord> yeah working on
world gen
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L99[03:00:49] <gigaherz> just they are
inaccessible
L100[03:01:09] <quadraxis> actually doesnt
it just build fake chunks
L101[03:01:27] <FusionLord> private
boolean isOutsideBuildHeight(BlockPos p_189509_1_) :/
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L103[03:02:03] <FusionLord> whoops missed
the method above it which is
L104[03:02:04] <FusionLord> return
!this.isOutsideBuildHeight(pos) && pos.getX() >=
-30000000 && pos.getZ() >= -30000000 &&
pos.getX() < 30000000 && pos.getZ() < 30000000;
L105[03:02:07] <gigaherz> quadraxis: does
it? I thought worldgen was normal
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L108[03:03:21] <FusionLord> although it
could be simplified with what I wrote... which would be faster?
taking the abs or writing out all 4 directions?
L109[03:03:22] <gigaherz>
29999983.699
L110[03:03:26] <gigaherz> that's how far I
was able to go
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L112[03:03:59] <gigaherz> heh found a
mineshaft right under the ocean there
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L117[03:05:13] <quadraxis> this.worldSize
= 29999984;
L118[03:05:16] <FusionLord> gigaherz, do
you know which would be faster?
L119[03:05:26] <quadraxis> from
WorldBorder constructor
L120[03:05:40] <gigaherz> FusionLord:
Math.abs
L121[03:05:43] <gigaherz> most
definitely
L122[03:05:46] <FusionLord> figured
L123[03:05:54] <gigaherz> Math.abs will
run a FPU abs instruction
L124[03:05:57] <FusionLord> also looks
cleaner :P
L125[03:06:04] <gigaherz> while <=
>= will do two comparisons and multiple branches
L126[03:06:22] <gigaherz> WOAH
L127[03:06:31] <gigaherz> trying to place
a block of gravel in the world border
L128[03:06:35] <gigaherz> is horribly
glitchy
L129[03:07:00] <FusionLord> launching
now
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L134[03:08:53] <FusionLord> wow
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L136[03:09:55] <FusionLord> thats out
side?
L137[03:09:59] <gigaherz> no
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L140[03:11:45] <FusionLord> thats
strange
L141[03:13:17] <quadraxis> hmm surprised
it's not an issue on mojira
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L147[03:16:04] <FusionLord> strange that
page will not load for me
L148[03:19:30] <quadraxis> sounds like
something using floats instead of doubles
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L155[03:48:24] <Subaraki> are tesr's still
a thing ?
L156[03:49:06] <Subaraki> ive also heard
extending block container is taboo right now ?
L157[03:49:25] <McJty> Subaraki, sure they
are
L158[03:49:31] <McJty> Extending block
container was never a good idea
L159[03:49:59] <Subaraki> really ?
L160[03:50:09] <Subaraki> i used to do
that a lot for tile entities and such
L161[03:50:19] <gigaherz> itw as still not
a good idea.
L162[03:50:58] <Subaraki> ive seen there's
now a simple method call to set tile entities
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L177[04:13:25] <jordibenck> Somebody could
help me find out why my block isn´t storing it´s inventory?
L178[04:13:54] <gigaherz> sure -- show us
your TileEntity code
L179[04:13:57] <gigaherz> and your Block
code
L180[04:14:04] <jordibenck> im using
capability
L181[04:14:12] <gigaherz> wat?
L182[04:14:25] <gigaherz> how does that
change "show the code"?
L183[04:14:36] <jordibenck> i´m uploading
pastebin ^^
L184[04:15:05] <gigaherz> are you saving
and loading the capability data?
L187[04:15:50] <gigaherz> tyhis is
horribly wrong.
L188[04:15:59] <jordibenck> it is?
;o
L189[04:16:02] <gigaherz> you do NOT call
"this.createTileEntity(Minecraft.getMinecraft().theWorld,
this.getDefaultState());"
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L191[04:16:11] <gigaherz> you OVERRIDE
hasTileEntity and createTileEntity
L192[04:16:15] <gigaherz> mc calls that
for you when the block is placed
L193[04:16:56] <gigaherz> second, you do
not store runtime data on your Block
L194[04:16:59] <gigaherz> there's only one
instance of Block
L195[04:17:03] <gigaherz> for ALL the
blocks of the same kind
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L197[04:17:20] <gigaherz> that's the whole
purpose of a TileEntity -- to store data for one individual
block
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L199[04:18:03] <gigaherz> your TE code
looks relatively sane ;P
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L201[04:18:34] <jordibenck> oh :/
L202[04:18:49] <jordibenck> i got told to
do it this way but we couldnt figure it out
L203[04:19:51] <gigaherz> so yeah
L204[04:19:58] <gigaherz> override
hasTileEntity and createTileEntity
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L206[04:20:18] <gigaherz> the versions
with IBlockState
L207[04:20:29] <gigaherz> (the ones that
aren't marked as deprecated)
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L209[04:20:54] <jordibenck> ye
L210[04:20:55] <TechnicianLP> why do Slots
still require an IInventory?
L211[04:20:57] <jordibenck> will do
now
L212[04:21:05] <gigaherz> TechnicianLP:
SlotItemHandler
L213[04:21:41] <TechnicianLP> a
thanks
L214[04:23:22] <jordibenck> i override
them now gigaherz
L215[04:23:39] <jordibenck> what to do
next?
L216[04:24:11] <Lumien> Would you guys say
that getStateFromMeta(0) should always be a valid state?
L217[04:24:18] <Lumien> (Doesn't
crash)
L218[04:24:42] <gigaherz> Lumien: of
course
L219[04:24:52] <gigaherz> it
*should*
L220[04:25:09] <gigaherz> whenever someone
calls setBlockState
L221[04:25:16] <gigaherz> mc will call
getMetaFromState(state)
L222[04:25:23] <gigaherz> and store that
value in the world grid
L223[04:25:32] <gigaherz> ahd when someone
calls getBlockState
L224[04:25:36] <gigaherz> it reads the
meta from the world grid
L225[04:25:39] <gigaherz> and calls
getStateFromMeta
L226[04:25:50] <gigaherz> so at the very
least
L227[04:25:53] <gigaherz> those two should
match up
L228[04:26:12] <Lumien> Well yeah of
course
L229[04:26:25] <Lumien> But my block
doesn't have a state for meta 0
L230[04:27:00] ⇦
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L231[04:29:51] <jordibenck> gigaherz, what
sbould i do next?
L232[04:30:15] <FusionLord> jordibenck,
now that you have overridden those methods it is creating the TE so
the data should be saving
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L234[04:30:24] <gigaherz> jordibenck: did
you return true from hasTileEntity?
L235[04:30:31] <jordibenck> yes
L236[04:30:35] <gigaherz> and did you
return a new instance of your TileEntity class in
createTileEntity?
L237[04:30:40] <jordibenck> yes
L238[04:30:44] <gigaherz> and does it
work=?
L239[04:30:47] <jordibenck> npoe
L240[04:30:49] <gigaherz> does your TE get
called?
L241[04:30:58] <gigaherz> are there errors
in the console?
L242[04:31:10] <gigaherz> did you register
the TE in the registry?
L243[04:31:15] <jordibenck> im debugging
right now
L244[04:31:21] <jordibenck> yes it is
registred
L245[04:31:35] <gigaherz> then you should
see readFromNBT/writeToNBT called on the TileEntity
L246[04:31:50] <gigaherz> also
L247[04:32:05] <gigaherz> did you move the
"controller" field into the TE class?
L248[04:32:50] <jordibenck> i did
not
L249[04:32:52] <jordibenck> will now
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L251[04:38:27] <FusionLord> also for
getStackInSlotOnClosing why not reference the capability
directly?
L252[04:40:39] <jordibenck> uhm
L253[04:40:40] <jordibenck> idk
L254[04:40:43] <jordibenck> changing it
now
L255[04:40:45] <FusionLord> also when you
read the capability data you are passing the NBTTagCompound, but
when Writing the data you do not. why?
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L257[04:41:31] <FusionLord> you also have
the capability as a Field why use getCapability again?
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L259[04:45:03] <FusionLord> also are you
attaching the capability in a AttachCapability.TileEntity
event?
L260[04:45:10] <jordibenck> yes i am
L261[04:48:03] <FusionLord> did you fix
the other issues?
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L263[04:48:22] <jordibenck> not yet
L264[04:48:30] <gigaherz> wait what
L265[04:48:33] <FusionLord> ok let us know
when you do. :)
L266[04:48:38] <gigaherz> why would you
use Attach event in your own TE?
L267[04:48:41] <jordibenck> ye i will
:)
L268[04:48:51] <gigaherz> you can just...
use it.
L269[04:48:58] <FusionLord> ?
L270[04:49:06] <gigaherz> the attach event
is for adding stuff to other people's TEs
L271[04:49:23] <FusionLord> drp
L272[04:49:24] <FusionLord> :P
L273[04:49:26] <gigaherz> (or entities, or
itemstacks)
L274[04:50:27] <FusionLord> private
DuelFieldInventory duelFieldInv = new DuelFieldInventory();
**
L276[04:50:47] <gigaherz> recommended
reading
L278[04:51:03] <gigaherz> isn't clear
enough WHY it's like that
L279[04:51:09] <jordibenck> will
read
L280[04:51:11] <jordibenck> did read that
one
L281[04:51:29] <FusionLord> gigaherz,
sorry brain derp lol
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L283[04:58:01] <jordibenck> FusionLord,
you say when i read the capability im passing the NBT but not when
writing, but the serializeNBT method doens thave parameters
L284[04:58:07] <jordibenck> when adding,
override error
L285[04:58:33] <jordibenck> or im doing it
wrong
L286[04:58:49] <FusionLord> you must have
your Capability setup wrong post the code
L287[04:58:56] <gigaherz> nono
L288[04:59:05] <gigaherz> the way
serializeNBT works
L289[04:59:10] <gigaherz> is that it
returns the NBT
L290[04:59:11] <gigaherz> so
L291[04:59:18] <FusionLord> oh right
L292[04:59:35] <gigaherz> you either do
nbt.setTag("Data", cap.serializeNBT())
L294[04:59:43] <FusionLord>
compound.writeTagCompound(capability.writeNBT());;;
L295[04:59:45] <gigaherz> or you copy over
the values
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L297[05:01:22] <jordibenck> and btw the
controller field is different for each individual block so i
shouldnt move it to TE or do i still?
L298[05:01:39] <gigaherz> as I said
earlier
L299[05:01:47] <gigaherz> there is only
ONE instance of Block, shared by ALL the blocks
L300[05:01:56] <gigaherz> but each block
in the world has its own TileEntity class
L301[05:01:59] <gigaherz> instance*
L302[05:02:10] <jordibenck> oh
L303[05:02:11] <jordibenck> nvm
L304[05:02:12] <jordibenck> lol mb
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L306[05:07:32] <jordibenck> but what to do
with serializeNBT now?
L307[05:07:57] <gigaherz> jordibenck:
nbt.setTag("Data", cap.serializeNBT())
L308[05:08:09] <gigaherz> this way if you
have more data in the TE, such as the "controller"
value
L309[05:08:14] <gigaherz> you can just
keep adding more data to the tag
L310[05:08:25] <jordibenck> dumb question
now probably
L311[05:08:33] <jordibenck> but where do i
get nbt from than?
L312[05:08:47] <gigaherz> "nbt"
is whatever name you have in the NBTTagCompound inside
writeToNBT
L313[05:08:58] <FusionLord> nbt is
compound
L314[05:09:17] <FusionLord> the param from
TileEntity.WriteToNBT()
L315[05:09:22] <jordibenck> yes but than
serializeNBT neds to have parameters
L316[05:09:38] <gigaherz> uh?
L317[05:10:06] <jordibenck> wait
L319[05:10:40] <gigaherz> you don't need a
capability provider
L320[05:10:43] <gigaherz> the TE is
already one
L321[05:10:45] <FusionLord>
compound.writeTag("data",
duelFieldInv.writeData());
L322[05:10:47] <FusionLord> that
L323[05:10:54] <gigaherz> just implement
getCapability and hasCapability directly on your TE class
L324[05:11:00] <jordibenck> ah
L325[05:11:05] <jordibenck> now things get
clear
L326[05:11:08] <jordibenck> so just delete
that class?
L327[05:11:09] <jordibenck> right
L328[05:11:37] <gigaherz> well you'll want
"final DuelFieldInventory slots = new
DuelFieldInventory();" in your TE
L329[05:11:43] <gigaherz> alongside
hasCapability and getCapability
L330[05:12:42] <jordibenck> private
DuelFieldInventory duelFieldInv =
this.getCapability(DuelFieldInventoryCapability.CAPABILITY,
null);
L331[05:12:42] <jordibenck> private
ItemStack[] inventory =
duelFieldInv.getTheInventory().getStacks();
L332[05:12:46] <jordibenck> dont need
these than do i?
L333[05:13:03] <gigaherz> hmf
L334[05:13:06] <gigaherz> thisi s annoying
me
L335[05:13:21] <gigaherz> why do you have
a DuelFieldInventory at all?
L336[05:13:37] <jordibenck> i was told to
have that to store all the data
L337[05:13:52] <gigaherz> can't you just
have a standard inventory, like a chest?
L338[05:14:11] <gigaherz> just a new
ItemStackHandler(N) where N is the number of slots
L339[05:14:44] <jordibenck> i probably
can
L341[05:15:26] <gigaherz> check how I did
this generator
L342[05:15:54] <jordibenck> lemme
see
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L345[05:21:56] <gigaherz> (this reminds me
I still need to implement the new forge energy capability, and
deprecate my own)
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L347[05:23:03] <SquareWheels> Hey, bit
curious about implementing the shouldRender() method from Potions.
Few examples online because the syntax changed with the new potion
registry.
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L349[05:23:36] <SquareWheels> I'd gather
that I want to extend Potion and overwrite that method, but not
sure how to actually pull a potion from it.
L350[05:23:47] <SquareWheels> Or rather, a
potion effect.
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L352[05:25:00] <SquareWheels> Would I need
to use REGISTRY.register() myself? Or can I simply pull one of the
vanilla potions using my Potion class instead
(PotionInvisible).
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L356[05:27:21] <Subaraki> do tile entities
not update on tick anymore ?
L357[05:27:34] <gigaherz> only if they
implement ITickable
L358[05:27:36] <Subaraki> there used to ba
public void updateEntity ()
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L360[05:27:39] <Subaraki> oh ?
L361[05:27:41] <Subaraki> really ?
L362[05:27:46] <Subaraki> odd. okay, let's
do that then
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L380[05:43:05] <SquareWheels> Am I way off
base with this one?
L381[05:43:06] <SquareWheels>
playerIn.addPotionEffect(new PotionEffect(new PotionInvisible(true,
5926017).getPotionFromResourceLocation("slowness"), 40,
5, false, false));
L382[05:43:24] <SquareWheels>
PotionInvisible being my class to override Potion and hide the HUD
display.
L383[05:43:59] <SquareWheels> The problem
being the HUD still shows, so it's inheriting from Potion, not
PotionInvisible.
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L406[06:52:01] <SquareWheels> boni has an
example of overriding shouldRender(), but it looks very different
to 1.10 potion code.
L408[06:58:14] <Subaraki> i have no
experience with potions what so ever :/
L409[06:58:17] <Subaraki> has always been
finicky
L410[06:58:27] <Subaraki> anyone knows how
to render a block ?
L411[06:58:33] <Subaraki> RenderBlocks
doesn't seem to exist anymore
L412[06:58:37] <SquareWheels> That I might
be able to help with.
L413[06:58:38] <Subaraki> and the
tesselating changed
L414[06:58:49] <SquareWheels> Just a
regular old block?
L415[06:58:53] <Subaraki> I used to render
torches
L416[06:58:56] <Subaraki> redstone torches
:/
L417[06:59:15] <Subaraki>
renderBlocks.renderBlockByRenderType(Blocks.redstone_torch,
te.xCoord, te.yCoord, te.zCoord);
L418[06:59:22] <Subaraki> but RenderBlocks
doesnt exist amynore
L419[07:00:08] <SquareWheels> Are you
familiar with the 1.8+ blockstate system?
L420[07:00:18] <Subaraki> kinda yeah
L421[07:00:26] <Subaraki> only by name
though
L422[07:01:06] <SquareWheels> You'll need
to create a blockstate to describe your block - it'll have some
JSON giving various parameters. Then you need to associate your
block with the blockstate using a ModelResourceLocation.
L423[07:01:40] <SquareWheels> It's a bit
of a read, but the Forge ReadTheDocs has an explanation of the
whole process.
L424[07:02:21] <SquareWheels> Most getting
started tutorials for 1.8+ also cover the basics if you want to
learn by example.
L425[07:02:25] <gigaherz> he wants to
render a block, not just have a block with states
L426[07:02:30] <gigaherz> Subaraki:
however
L427[07:02:37] <gigaherz> why do you need
to render a block manually?
L428[07:03:06] <SquareWheels> Still need
to set it as a cuboid (or whatever), and assign textures.
L429[07:03:29] <Subaraki> for making my
tile entity a bit mroe fancier when a redstone upgrade is applied
to it
L430[07:03:53] <SquareWheels> Oh I
see.
L431[07:03:58] <Subaraki> and so it will
always use the vanilla textures from redstone torches
L432[07:04:05] <gigaherz> then use
submodels
L433[07:04:06]
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L434[07:04:19] <gigaherz> jsut reference
the redstone torch model as a submodel on your blockstates
json
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L436[07:04:45] <gigaherz> using a
blockstate property returned from getActualState
L437[07:04:52] <gigaherz> to decide if it
has the upgrade or not
L438[07:05:02] <gigaherz> (unless you have
a whole lot of upgrades...)
L439[07:05:54] <Subaraki> i use modelbase
...
L440[07:05:57] <Subaraki> with a
tesr
L441[07:06:08] <gigaherz> EWH
L442[07:06:08] <Subaraki> i dont have a
lot of upgrades
L443[07:06:11] <gigaherz> you are on your
own, then
L444[07:06:16] <Subaraki> but i do need to
render 4 torches
L445[07:06:33] <gigaherz> they are static
models, I suppose?
L446[07:06:56] <gigaherz> if so, consider
using a custom baked model
L448[07:07:00] <gigaherz> I have a working
example here
L449[07:07:16] <gigaherz> of how to
reference other models and how to composite them
L450[07:07:44] <Subaraki> also, i'm opting
for modelbase, because json doesn't even closely allow to do with
the model what i did with modelabse
L451[07:07:55] <Subaraki> like turning
parts 2, on two axis'
L452[07:08:09] <Subaraki> with very fine
rotation angles
L453[07:08:24] <gigaherz> yo ucan do it
with submodels with transforms
L454[07:11:19] <gigaherz> FINALLY!!
L455[07:11:26] <gigaherz> updated
Ender-Rift to latest forge
L456[07:11:29] <gigaherz> dropped my
energy api
L457[07:11:33] <gigaherz> implemented
forge energy api
L458[07:11:45] <gigaherz> updated my tesla
wrappers to it
L459[07:11:53] <gigaherz> dropped my
inventory API
L460[07:12:01] <gigaherz> and updated all
my code to use IItemHandler instead
L461[07:12:15] <SquareWheels> Nothing
beats a good refactoring.
L462[07:12:28] <gigaherz> (meaning it
would be possible to connect any IItemHandler pipe directly to my
ender-rift)
L463[07:12:34] <gigaherz> okay so it
compiles
L464[07:12:36] <gigaherz> now to
test
L465[07:12:40] <gigaherz> and cry when
everything crashes
L466[07:13:42] <gigaherz> hmf
L467[07:13:49] <gigaherz> no wait, not a
bug yet...
L468[07:14:07] <SquareWheels> Don't trust
it.
L469[07:14:42] <SquareWheels> When
everything works perfectly after changing tons of code, that's when
you know you're really in trouble.
L470[07:15:22] <gigaherz> okay not a
bug
L471[07:15:23] <gigaherz> next...
L472[07:19:01] <gigaherz> BUG!!
L473[07:19:09] <gigaherz> I can't insert
stuff into the rift ;P
L474[07:19:57] <SquareWheels> Huh, so I
think I actually need to register a PotionType. Which seems to be a
list of PotionEffects.
L475[07:20:13] <gigaherz> a potionEffect
is like an ItemStack
L476[07:20:39] <SquareWheels> So that's
the instance that you move around and use "in
world"?
L477[07:22:16] <SquareWheels> Bah,
PotionType is all obfuscatey. No idea what arguments it
wants.
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L480[07:38:27] <SquareWheels> So
PotionType holds a list of PotionEffects, which gets its
information from Potion -- is that right?
L481[07:39:16] <SquareWheels> But if using
player.addPotionEffect(), I only need to define a PotionEffect, not
a Type...
L483[07:40:01] <quadraxis> has a section
on potions
L484[07:41:04] <SquareWheels> Certainly
explains why most of the code examples I'm seeing look completely
different.
L485[07:44:32] <Subaraki> how's the end
portal rendered in hand ...? i cant find a json for the end
portal
L486[07:44:41] <Subaraki> i can find one
for the frame though
L487[07:44:50] <SquareWheels> That's
in-code rendering I believe.
L488[07:44:59] <quadraxis> actual portal
is a tile entitiy render i believe
L489[07:45:08] <Subaraki> i do have a tesr
myself
L490[07:45:13] <Subaraki> trying to find
out how to render it
L491[07:45:16] <Subaraki> in hand
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L493[07:48:44] <SquareWheels> Huh, well
partial success.
L494[07:48:57] <SquareWheels> I got the
potion HUD to disappear in the inventory screen.
L495[07:49:20] <SquareWheels> But I'm not
actually specifying my potion effect anywhere now...
L496[07:50:47] <SquareWheels> I think I
might be able to use registerPotionAttributeModifier() for
that.
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L499[07:58:33] <SquareWheels> I was
mistaken.
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L504[08:10:38] <SquareWheels> Woo, think I
got it. That was a lot of code just to remove the potion HUD.
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L507[08:12:29] <ShadCanard> o/
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L509[08:13:27] <Subaraki> hi duck o/
L510[08:14:32] <ShadCanard> how are you
Subaraki ?
L511[08:14:48] <SquareWheels> So for
future reference: Extend potion class and override shouldRender().
Create instance of Potion using your new class (once at pre-init).
Set name and attribute modifiers. Then reference _that_ object
during gameplay.
L512[08:15:15] <SquareWheels> Had all the
pieces, just needed to figure out what order to put them together
in.
L513[08:25:32] <Subaraki> fine, thanks
ShadCanard n u ?
L514[08:25:40] <ShadCanard> fine too
L515[08:25:42] <Subaraki> how does one
register block renderers ... ?
L516[08:25:52] <Subaraki> not the same as
item renderers i found out
L517[08:26:16] <ShadCanard> Block rendere
or BlockItem ?
L518[08:26:25] <Subaraki> well, i only
have a block
L519[08:26:34] <Subaraki> but i suppose i
need a block item then ?
L521[08:28:40] <SquareWheels> You do need
to register both, as the BlockItem is the representation in your
hand.
L522[08:31:43] <ShadCanard> There's no
more onBlockEventReceived in Block ?
L523[08:32:34]
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L526[08:35:55] <ShadCanard> nvm, found
it
L527[08:38:12]
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L529[08:41:37] ***
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L530[08:44:08] <TechnicianLP> is it ok to
not register an item for a block? or will there be npe's
everywhere?
L531[08:44:18] <gigaherz> it's perfectly
fine
L532[08:44:28] <gigaherz> in fact, it's
recommended, for blocks that don't need one
L533[08:44:36] <gigaherz> this way they
won't pollute the creative menu
L534[08:44:41] <gigaherz> (and JEI)
L535[08:44:52]
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L536[08:44:56] <TechnicianLP> good to know
...
L537[08:45:03] <gigaherz> (although you
can remove them simply by not having a creative taba ssigned, I
guess)
L538[08:51:33]
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L540[08:59:30] <ShadCanard> Why me TESR
not rendering ? :/
L541[08:59:33] <ShadCanard> my*
L542[08:59:51] <gigaherz> how are you
registering it?
L543[09:00:18] <ShadCanard>
ClientRegistry.registerTileEntity(TileEntityCreeperSkeleton.class,
Names.Blocks.BLOCK_CREEPER, new TESRCreeperSkeleton());
L544[09:00:20] <ShadCanard> Like
this
L545[09:00:31] <gigaherz> not the TE
L546[09:00:32] <gigaherz> the TESR
L547[09:00:41] <gigaherz> wait
L548[09:00:45] <gigaherz> what version of
MC is that?
L549[09:00:56] <ShadCanard> 1.10.2
L550[09:01:04] <gigaherz>
ClientRegistry.bindTileEntitySpecialRenderer(TileRack.class, new
RenderRack());
L551[09:01:20] <gigaherz> the TE
L552[09:01:21] <gigaherz>
GameRegistry.registerTileEntity(TileRack.class,
"tileRack");
L553[09:01:25] <gigaherz> it's two
separate calls
L554[09:01:59] <gigaherz>
ClientRegistry.registerTileEntity does both at once
L555[09:02:03] <gigaherz> but that seems
horribly ugly
L556[09:02:07] <gigaherz> and won't work
for servers
L557[09:02:13] <ShadCanard> Okay
L558[09:02:17] <gigaherz> so better do
them serpately
L559[09:02:24] <ShadCanard> I'm testing
it
L560[09:02:30] <gigaherz>
GameRegistry.registerTileEntity in your main mod class where you
regsiter your blocks and such
L561[09:02:42] <gigaherz> and
ClientRegistry.bindTileEntitySpecialRenderer in your client proxy
so that it won't run on the server
L562[09:03:50] <ShadCanard> It's okay if I
register my TESR with my entities render ?
L563[09:03:55] <ShadCanard> Like in the
same time
L564[09:03:56] <gigaherz> hm?
L565[09:04:24] <gigaherz> yes, both are
supposed to be done during pre-init
L566[09:04:38] <ShadCanard> Okay, so I
won't have to make another method :)
L567[09:05:50] <gigaherz> I havea method
called preInit() on my ClientProxy, and from there I call stuff
like "registerRenderers" "registerModels" and
such
L568[09:06:17] <ShadCanard> Yeah, that's
pretty much what I was thinking to do :)
L569[09:06:26] <ShadCanard> Aaaand still
not rendering
L570[09:06:50] <ShadCanard> (And I don't
have a registerTileEntity with 2 args, only the "register
both" thing)
L571[09:07:02] <ShadCanard> With forge
2094
L572[09:07:34] <ShadCanard> Oh NVM
L573[09:07:58] <ShadCanard> Forgot to
change ClientRegistry.registerTileEntity to GameRegistry
L574[09:08:01] <ShadCanard> sorry :)
L575[09:08:04] <gigaherz> heh
L576[09:08:28] <gigaherz> if it still
doesn't work, can you show your Block class?
L578[09:10:42] <gigaherz> you forgot
hasTileEntity
L579[09:12:17] <ShadCanard> Still not
working even with hasTileEntity returning true
L580[09:12:55] <gigaherz> is the TE being
used, at least?
L581[09:13:20] <ShadCanard> I'll put a log
on the constructor, just a sec
L582[09:13:20] <gigaherz> also
L583[09:13:28] <gigaherz> you are
overriding getRenderType?
L584[09:13:49] <ShadCanard> Yup, with
EnumBlockRenderType.MODEL
L585[09:14:03] <gigaherz> that's the
default, though?
L586[09:15:25] <ShadCanard> Seems to. Let
me try with ENTITYBLOCK_ANIMATED
L587[09:15:35] <gigaherz> no need, it
should work regardless
L588[09:15:50] <gigaherz> I just don't
know why ;p
L589[09:16:06] <ShadCanard> :/
L590[09:16:30] <gigaherz> is the TESR
render function being called?
L591[09:17:17] <ShadCanard> Hmm, it seems
to have renderes something, wait
L592[09:17:57]
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L594[09:18:43] <gigaherz> hmf
L595[09:19:03] <gigaherz> wasn't there
some way to register some "alternative name" for a
block/item?
L596[09:19:20] <gigaherz> I want to rename
my items&blocks in advance, for 1.11
L597[09:19:27] <gigaherz> but I want
people's worlds to still load
L598[09:19:33] <PaleoCrafter> there's a
missing mapping event
L599[09:19:43] <PaleoCrafter> chances are
it doesn't work atm though XD
L600[09:20:03] <gigaherz> oh I thought
there was some .registerAlternativeName(something)
L601[09:20:12] <PaleoCrafter> only for
TEs, afaik
L602[09:20:28] <gigaherz> I thought that
was just injecting stuff in the NAME_TO_CLASS_MAP
L603[09:21:01] <PaleoCrafter> that's what
it does, yes xD
L604[09:21:16] <gigaherz> oh I see,
there's a method
L605[09:22:12] <gigaherz> wait but that
method also adds the classToName
L606[09:22:13] <gigaherz> hmf
L607[09:27:34] <Subaraki> what do you need
to register a tile entity ?
L608[09:27:44] <Subaraki> apart from
gameregistry.register tile entity ?
L609[09:27:54] <Subaraki> my game keeps
crashing saying it's missing a mapping
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L612[09:33:48] <gigaherz>
GameRegistry.registerTileEntity should work
L613[09:33:57] <gigaherz> you do it during
preinit, right?
L614[09:35:56] <jordibenck> gigaherz, i´m
still busy with that inv and capability etc but can´t seem to get
it working
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L618[09:39:42] <ShadCanard> Last question,
then I'll go back to my 1.8 tutorial, how to register a 3D render
for an ItemBlock ? Like Mek's windmills
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L620[09:54:29] <gigaherz> PaleoCrafter: it
does work ;P
L622[09:55:00] <PaleoCrafter> must've been
fixed then :P
L623[09:55:03] <gigaherz> this is what I
did
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L628[10:04:01] <gigaherz> ugh
L629[10:04:05] <gigaherz> all the models
worked xcept one XD
L630[10:11:05]
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L632[10:14:03] <ShadCanard> Hmm, How to
register a Custom mesh definition for a Tile Entity Block ?
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L634[10:24:26] <gigaherz> ShadCanard:
ItemMeshDefinitions are for items, not blocks
L635[10:24:36] <gigaherz> unless you mean
the ItemBlock for it
L636[10:25:10] <ShadCanard> Yeah, the
ItemBlock for it
L637[10:25:16] <ShadCanard> Like the
render of the block in the inventory
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L642[10:35:27] *
Bottersnike reallly needs to know what a Redox reaction
is
L643[10:36:08] <gigaherz> google?
L644[10:36:11] <gigaherz> An
oxidation-reduction (redox) reaction is a type of chemical reaction
that involves a transfer of electrons between two species. An
oxidation-reduction reaction is any chemical reaction in which the
oxidation number of a molecule, atom, or ion changes by gaining or
losing an electron.
L645[10:36:35] <Bottersnike> :P I have
course work I need to do before I can get on to doing some modding
:P
L646[10:39:01] <Subaraki> for some odd
reason my item models arent showing anything
L647[10:39:07] <Subaraki> parent is
item/generated
L648[10:39:11] <Subaraki> and texture
layer is found
L649[10:39:18] <Subaraki> "0":
"telepads:item/transmitter"
L650[10:39:25] <Subaraki> wait
L651[10:39:29] <Subaraki> that mustnt be 0
right ?
L652[10:39:37] <Subaraki> layer0 ?
L653[10:39:40] <Bottersnike> I think it
starts at 1
L654[10:39:43] <Bottersnike> *think*
L655[10:40:04] <Bottersnike> Nope, it's
"layer0"
L656[10:40:17] <Bottersnike>
"layer0": "telepads:item/transmitter"
L657[10:42:12] ⇦
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L658[10:43:23] <ShadCanard> Subaraki,
you're doing a 3D ItemBlock render ?
L659[10:43:51] <Subaraki> nah, those are
just items
L660[10:43:54] <Subaraki> apart from that,
yes
L661[10:44:36] <ShadCanard> Lemme know if
you succeed with 3D rendering TESR :)
L662[10:44:45] <Subaraki> i did succeed
:)
L663[10:44:50] <ShadCanard> ItemBlock
?
L664[10:44:58] <ShadCanard> Like your
ItemBlock shows it ?
L665[10:45:26] <Subaraki> ?
L666[10:45:28] <Subaraki> aah that
L667[10:45:30] <Subaraki> no
L668[10:45:36] <Subaraki> but i did render
the tesr in the world
L670[10:46:30] <ShadCanard> 'cause that's
my main issue here :/
L671[10:48:27] <gigaherz> ShadCanard:
wait
L672[10:48:31] <gigaherz> you want to use
a TESR in the inventory?
L673[10:48:36] <gigaherz> that has nothing
to do with ItemMeshDefinitions
L674[10:48:48] <ShadCanard> Oh
L675[10:48:56] <ShadCanard> That may be
why I'm failing x)
L676[10:49:02] <ShadCanard> So how can I
do ?
L677[10:49:18] <Ordinastie> also, is the
block animated ?
L678[10:49:26] <ShadCanard> Nope, it's
not
L679[10:49:26] <gigaherz> do you NEED to
use a TESR?
L680[10:49:32] <Ordinastie> then don't use
a TESR
L681[10:49:33] <gigaherz> because we'd
rather you switch to using a proper model
L682[10:49:43] <gigaherz> it will be best
for everyone in the long run
L683[10:49:48] <gigaherz> even if it has a
tiny bit more effort
L684[10:50:28]
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L685[10:50:48] <ShadCanard> I already have
my own model
L686[10:50:52] <ShadCanard> for this
statue
L687[10:51:00] <gigaherz> by proper
model
L688[10:51:05] <gigaherz> we mean .json or
.obj or .b3d
L689[10:51:20] <ShadCanard> Oh
L690[10:51:23] <ShadCanard> I see
L691[10:51:27] <ShadCanard> Like the
beacon
L692[10:52:02] <gigaherz> like every other
block xcept chests and signs and heads
L693[10:52:27] <gigaherz> (and
banners...)
L694[10:52:38] <ShadCanard> So I'll have
to make it like "block/orientable" thingey ?
L695[10:53:05] <gigaherz>
"like", yes
L696[10:53:11] <gigaherz> but depends on
your specific needs
L697[10:54:04] <Bottersnike> In java
should I pad out inside brackets or not?
L698[10:54:22] <gigaherz> wat?
L699[10:54:33] <SquareWheels> if ( cond
)
L700[10:54:33] <Bottersnike> (like this)
or ( like this )?
L701[10:54:42] <gigaherz> oh I call those
parens
L702[10:54:50] <gigaherz> brackets are []
and braces {}
L703[10:54:58] <SquareWheels> I do no
padding. Not sure what's standard.
L704[10:54:59] <gigaherz> but
L705[10:55:00] <gigaherz> well
L706[10:55:01] <gigaherz> up to you
L707[10:55:02] <Bottersnike> so if ( cond
) but what about (1 * 2) or ( 1 * 2 )
L708[10:55:02] <SatanicSanta>
SquareWheels: Yes
L709[10:55:10] <SquareWheels> Oh my,
hello
L710[10:55:13] <gigaherz> my preference is
no
L711[10:55:21] <gigaherz> if (condition *
here)
L712[10:55:33] <Bottersnike> :P can you
tell I'm from python? All about code looking nice
L713[10:55:56] <SquareWheels> SatanicSanta
- would you like some help on it?
L714[10:55:56] <gigaherz> having too much
whitespace isn't nicer
L715[10:55:57] <gigaherz> ;P
L716[10:56:01] ⇦
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L717[10:56:10] <gigaherz> there's a sweet
spot
L718[10:56:14] <gigaherz> which is
subjective
L719[10:56:19] <Bottersnike> Not too much,
but you want just enough to keep the file size small, but the file
readable
L720[10:56:22] <SatanicSanta>
SquareWheels: I'm about to head to a coffee shop. Once I'm there
yes. Alternatively you could comment on that gist
L721[10:56:31] <Bottersnike> E.g. 1 + 2 *
3 not 1+2*3
L722[10:56:36] <SquareWheels> I'll be off
to bed pretty soon, unfortunately.
L723[10:56:39] <gigaherz> but generally
speaking, isn't "if ( a * b + c * d == e + f )"
L724[10:56:55] <SquareWheels> I can give
you some links that may help in the mean time.
L725[10:57:03] <gigaherz> my personal
choice is to add spaces around operators, in such a way that they
add meaning
L726[10:57:04] <gigaherz> like
L727[10:57:06] <gigaherz> a+b*c
L728[10:57:09] <gigaherz> is harder to
read than
L729[10:57:11] <gigaherz> a + b*c
L730[10:57:12] <SatanicSanta>
SquareWheels: hit me
L731[10:57:24] <gigaherz> so I'd add those
parens
L732[10:57:28] <gigaherz> but if I'm
writing
L733[10:57:36] <gigaherz> if (2*b ==
1)
L734[10:57:37] <gigaherz> I won't
L735[10:57:48] <shartte> fry: would you be
opposed to having utility functions in LightUtil for calculating
that packed sky/block-light value? Having "15 << 20 | 15
<< 4" in my code isn't very self-explanatory :)
L736[10:57:53] <shartte> If not, I'd draft
a PR I think.
L737[10:57:57] <gigaherz> (until the IDE
adds them for me, but I can't be bothered to fight that
L738[10:58:21] <Bottersnike> Is ther an
easy way to make double high blocks other than checking for changes
to neighbours and then breaking/placing as necessary?
L739[10:58:34]
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L741[10:58:58] <gigaherz> Bottersnike:
nope
L742[10:59:05] <SquareWheels> I also have
a working implementation in my code right now.
L744[10:59:14] <Subaraki> you can make a
block one block high but it's model is two blocks high
L746[10:59:21] <Subaraki> doesnt really
solve the problem but hey
L747[10:59:24] <gigaherz> Subaraki: that's
ugly
L748[10:59:30] <Subaraki> ikr x)
L749[10:59:32] <gigaherz> you need to
prevent someone placing a block above the bottom half
L750[10:59:40] <gigaherz> so you at least
need a "fake block"
L751[10:59:45] <gigaherz> to take the
place of the upper half
L752[10:59:47] ⇦
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L753[10:59:51] <Bottersnike> Do you set
the hitboc to be high aswell?
L754[11:00:05] <gigaherz> no
L755[11:00:11] <gigaherz> let the fake
block handle the upper hitbox
L756[11:00:12] <SquareWheels> It's a bit
complex, but basically we register every possible variant first
(registerItemVariants), and at run-time we swap to the appropriate
variant (return ModelResourceLocation)
L757[11:00:34] <gigaherz> trying to have a
hitbox 2 blocks tall will start to cause issues
L758[11:00:37] <gigaherz> mc isn't
designed for it
L759[11:00:43] <SquareWheels> I'd be happy
to go over each step with you, but we'll need to find somewhere our
schedules align.
L760[11:01:14] ⇦
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L761[11:01:25] <Ordinastie> (I have system
to handle wide blocks :p)
L762[11:01:36] <Bottersnike> I think I'll
have a look at the door code then I'll be back if i get stuck
L763[11:01:48] <Ordinastie> doors place 2
blocks
L764[11:02:06] <SatanicSanta>
SquareWheels: yeah that really is not a feasible solution
though
L765[11:02:21] <SquareWheels> In what
way?
L766[11:02:26] <SatanicSanta> It would
require over a thousand model files
L767[11:02:32] <SquareWheels> ah, I
see.
L768[11:02:49] <SquareWheels> At some
point I think a TESR starts making more sense. But you can get
pretty far on models.
L769[11:03:12] <SatanicSanta> I have no
clue how to tie a TESR to an item \o/
L770[11:03:20] <SquareWheels> Oh, right.
Good point.
L771[11:04:15] ⇦
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L772[11:04:25] <shartte> SatanicSanta:
you're not really supposed to do that anymore
L773[11:04:31] <shartte> Wait
L774[11:04:34] ***
Vigaro is now known as V
L775[11:04:38] <shartte> didn't we have
this exact same discussion just a few days ago?
L776[11:04:40] <shartte> I am having a
deja vu
L777[11:04:42] <SatanicSanta> yes
L778[11:04:46] <SatanicSanta> and I still
have not solved it
L779[11:04:54] <shartte> Can't you just
check how tinkers does it?
L780[11:04:58] <SatanicSanta> Yes
L781[11:04:59] <SatanicSanta> I did
L782[11:05:01] <SatanicSanta> and it does
not work
L783[11:05:05] <SatanicSanta> my code,
anyway
L784[11:05:07] <shartte> obviously it
works for them :P
L785[11:05:27] <SatanicSanta> yeah and
they utilize dozens of library shit that I don't feel like
reimplementing or digging through
L786[11:05:45] <shartte> dont be lazy and
dig through it
L787[11:05:50] <shartte> at some point
they interface with the basic forge layer too
L788[11:06:07] <Bottersnike> Will
pos.add(0, 1, 0); make pos one block above?
L789[11:06:14] <SquareWheels> Is it
possible to simplify your item to reduce the number of models
required? eg. if two traits can't be applied at the same time, put
them in the same variant block.
L790[11:06:20] <SatanicSanta>
SquareWheels: no
L791[11:07:17] <ShadCanard> where does the
"uv" starts in the texture ?
L792[11:07:22] <ShadCanard> (in a JSON
model)
L793[11:07:26] <SquareWheels> Sorry, I
think you'd need to talk to a rendering guru then.
L794[11:07:33] <SquareWheels> Top left,
pretty sure.
L795[11:07:46] <SquareWheels> I read this
30 minutes ago in howto's docs...
L796[11:07:49]
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L798[11:07:58] <ShadCanard> SquareWheels,
thanks :)
L799[11:08:23] <SatanicSanta>
SquareWheels: Even if it were possible this would require
hardcoding all this shit and therefore the API would be
useless
L800[11:08:32] <SatanicSanta> and no mod
compat = :(
L801[11:08:49] <shartte> SatanicSanta: I
am pretty pretty sure we've talked about this before and came to a
possible solution
L802[11:09:04] <shartte> which would
require you to go custom model loader + imodel + custom combining
ibakedmodel
L803[11:09:04] <SatanicSanta> yes
L804[11:09:07] <SatanicSanta> i did
that
L805[11:09:24] <SatanicSanta> the model
renders invisible
L806[11:09:25] <Bottersnike> How do I set
a block?
L807[11:09:46] <SatanicSanta> Bottersnike:
setBlockState
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L809[11:10:01] <Bottersnike> What's the
"blockState"?
L810[11:10:18] <SquareWheels>
Blocks.BLOCK_NAME.getDefaultState()
L811[11:10:27] <Bottersnike> Thanks
L812[11:10:28] <SquareWheels> Unless you
need to change it somehow.
L813[11:10:39] <shartte> show me the code,
SatanicSanta
L814[11:10:46] <Bottersnike> Nahh. I'm
using onBlockPlaced to place the one above at the same time
L816[11:11:50] ⇦
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L818[11:12:32] <ShadCanard> I can use obj
models for 1.10 ?
L819[11:12:40] <McJty> Sure
L820[11:12:44] <ShadCanard> Like if I use
Cubik for the rendering, it would be nice ?
L821[11:12:48] <ShadCanard>
modeling*
L822[11:12:54] <Bottersnike> Do I need to
bind "onBlockBreakByExplosion" and
"onBlockBreakByPlayer" for block break or is the a single
method?
L823[11:13:02] <McJty> Don't know Cubik
but I use blender and that works fine
L824[11:13:07] <McJty> i.e. blender export
to OBJ
L825[11:13:17] <Bottersnike> :P I use
opl's model creator
L826[11:13:22] <Subaraki> what did
RenderBlocks got replaced with ?
L827[11:13:25] <ShadCanard> Neat :)
L829[11:13:38] <SquareWheels> Blender
seems like a useful tool to know. Should put some time into that
one.
L830[11:13:42] <Subaraki> maybe i can just
render an itemstack ? though that would be the itemblock :/
L831[11:13:54] <McJty> yes but you need to
take your time to learn it
L832[11:13:55] <McJty> It has a steep
learning curve
L833[11:13:55] <McJty> I love it
though
L834[11:14:28] <SquareWheels> I watched a
quick tutorial of somebody setting up soft body physics. Pretty
crazy the feature set for a modeller program.
L835[11:15:38] <Bottersnike> Blender?
Blender is also a 3D rendering program :P
L836[11:16:11] <McJty> It even has a game
engine built in
L837[11:16:43] <Bottersnike> Presonaly I
prefer it to Cinema4D and Maya but that's just me
L838[11:17:00] <ShadCanard> Blender is a
pretty full rendering program, yeah, I used it to make my YT series
intro once
L839[11:17:06] <shartte> hm, SatanicSanta,
i am not sure about generating the quads in the IModel
L840[11:17:13]
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L841[11:18:07] <shartte> SatanicSanta:
your tool system only supports textured layers for each
component?
L842[11:18:17] <shartte> SatanicSanta: so,
no real custom models for components, right?
L843[11:18:20] ⇦
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L844[11:18:22] <SatanicSanta> shartte:
correct
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L847[11:18:44] <SatanicSanta> shartte:
perhaps in the future but not today
L848[11:20:15] *
Bottersnike just realised that he put all his bottom block code in
the top block and vice versa... *facepalms*
L849[11:20:19] <SatanicSanta> shartte: I
did this in basically the same way that ModelDynBucket works
IIRC
L850[11:20:27] <shartte> Yes but you
can't
L851[11:20:30]
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L852[11:20:43] <shartte> So hmmm. I think
here's a bit more explanation: you'll only ever have a single
IModel instance for all your tools, regardless of composition
L853[11:20:58] <shartte> And only a single
IBakedModel below that, which itself is never actually
rendered
L854[11:21:12] <shartte> and only serves
to provide the custom ItemOverrideList that'll then determine the
*actual* model
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L856[11:21:28] <SatanicSanta> I don't
really understand what you mean
L857[11:21:56]
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L860[11:22:28] <shartte> Hmmm
L861[11:23:04] <gigaherz> meh my mod's new
release is taking longer than usual
L862[11:23:09] <SatanicSanta> shartte:
okay, im heading out temporarily. Leave anything else you have to
say while I'm gone as a comment on the gist ;)
L863[11:23:25] ⇦
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L867[11:26:32] <SquareWheel> That 's' was
really dragging on me.
L868[11:26:58] <Bottersnike> Is there a
this.break for a block?
L869[11:27:19] <Ordinastie> set to
air
L870[11:27:59] <SquareWheel> Dedicated
method for that, by the way: world.setBlockToAir()
L871[11:28:23] <Bottersnike> Okay. In my
onNeighborChange I've got a "IBlockAccess world" but I
don't have a "World worldIn". What's the safest way to
get the world?
L872[11:29:09] <Ordinastie> you want
neighborChanged
L873[11:29:18] <Bottersnike> But thats
depreciated...
L874[11:29:30] <Ordinastie> no it's
not
L875[11:29:40] <Ordinastie> wait
L876[11:29:43] <Bottersnike> :'( Why you
anotate things as depreciated
L877[11:29:47] <x3n0ph0b3> heh
L878[11:30:15] <Ordinastie> the
deprecation here means you shouldn't call it yourself
L879[11:30:20] <Ordinastie> you can still
override it
L880[11:30:40] <Ordinastie> look at
doors
L881[11:30:46] <Bottersnike> I know. I
keep forgetting (not noticing that all my other things are also
"depreceated")
L882[11:31:39] ⇦
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L883[11:32:13] <Bottersnike> Is blockIn
the block that changed?
L884[11:35:36] <Ordinastie> yes
L885[11:37:23] *
Bottersnike rips out door code for neighbours into own
project
L886[11:39:02] <SquareWheel> Is
setStackDisplayName() the only way to set a stack's name? It
unfortunately italicizes like an anvil would.
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L889[11:39:21] <SquareWheel> Oh wait, I
can set NBT for display.
L890[11:39:26] <SquareWheel> Even
better.
L891[11:40:45] <gigaherz> SquareWheel:
what is your purpose
L892[11:41:08] <gigaherz> because the
stack display name tag is designed for map makers and players
L893[11:41:18] <SquareWheel> Figured I'd
give my items nicer names in the creative menu. I'm adding to it
via getSubItems.
L894[11:41:21] <gigaherz> mods shouldn't
need to use it xcept for like, giving random names to things
L895[11:41:41] <gigaherz> such as you
would see on special boss loot or similar
L896[11:41:44] <Bottersnike> Use locales
for pretty names
L897[11:41:59] <gigaherz> if it is that
kind of situation
L898[11:42:02] <SquareWheel> Well the
trouble is all 4 items inherit from the same Item.
L899[11:42:21] <SquareWheel> So they're
all just Watering Can. I was just setting it to "Stone
Watering Can" and so on.
L900[11:42:21] <gigaherz> where the
creative menu has like "Awesome Pwning Sword of
Eternity", which is just a diamond sword with enchants
L901[11:42:24] <gigaherz> then sure go
ahead
L902[11:42:33] <gigaherz> but you should
let it be italicized
L903[11:42:49] <gigaherz> SquareWheel: are
they different Item instances, though?
L904[11:42:50] <gigaherz> if so
L905[11:42:53] <Subaraki> i found how to
render a block :)
L906[11:42:55] <gigaherz> you can use
.setUnlocalizedName on each
L907[11:42:57] <Subaraki> in a tesr
L908[11:42:58] <gigaherz> externally
L909[11:43:01] <gigaherz> as in
L910[11:43:11] <SquareWheel> Hrmm,
interesting idea.
L911[11:43:16] <Subaraki> now to test
it
L912[11:43:20] <SquareWheel> They're not,
but they could be.
L913[11:43:23] <gigaherz> stone_can = new
ItemWateringCan(); stone_can.setUnlocalizedName(MODID +
".stone_can");
L914[11:43:29] <gigaherz> if they are
not
L915[11:43:34] <gigaherz> you have
metadata for it, i guess?
L916[11:43:38] <SquareWheel> NBT,
yeah.
L917[11:43:47] <gigaherz> then override
getUnlocalizedName(ItemStack)
L918[11:43:50] ***
Bottersnike is now known as Botter|afk
L919[11:43:53] <gigaherz> and return
different unloc names based on tier
L920[11:43:57] <gigaherz> (or
material)
L921[11:44:42] <SquareWheel> Doesn't that
need to take place in the constructor? That might be too early to
set it.
L922[11:45:08] <gigaherz> was there some
place to contact the curseforge people? my rlease has been in
review for almost an hour XD
L923[11:45:26] <gigaherz> SquareWheel: no,
I mean override *get*UnlocalizedName
L924[11:45:28] <gigaherz> not set
L925[11:45:38] <SquareWheel> Ooh
L926[11:45:39] <gigaherz> this allowsyou
to return different strings based on the stack values
L927[11:46:02] <thechief5456> I have a
power network in its initial stages but Ive encountered a mental
block on how to keep track of what tileentities are on a given
network, does anyone have any ideas?? I can only think of
recursively checking all neighboring tiles of a certain tile
class
L928[11:46:09] <SquareWheel> Okay, I'll
try that. Thanks for the suggestion.
L929[11:46:56] <gigaherz> thechief5456: I
have a library for it
L931[11:47:20] <gigaherz> i use it for the
item network on Ender-Rift's interface system
L934[11:47:55] <gigaherz> it has a maven,
so you can depend on it, or even shade it
L935[11:48:08] <thechief5456> sweet! I’ll
take a look at it
L936[11:48:13] <gigaherz> (in fact,
shading is my recommended way)
L938[11:49:14] <gigaherz> this may be the
cleanest example of how to use the graphlib system
L939[11:49:49] <gigaherz> (not everything
is needed for it, but you should be able to figure it out, I
hope)
L940[11:50:17] <thechief5456> thank
you!
L941[11:50:49] <Ordinastie> gigaherz,
#curseforge
L942[11:51:20] <thechief5456> I just got
inspired for how I want to approach this, definitely a node (parent
child) trie
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L946[11:55:37] <gigaherz> Hmm I was
wondering, is there any plan on making FMLMissingMappingsEvent work
for other registrable objects aside of blocks and items?
L947[11:56:26] ⇦
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L948[11:57:44] ***
Botter|afk is now known as Bottersnike
L949[12:01:14] <Subaraki> do i need
something special for my tile entity to start saving data ?
L950[12:01:38]
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L951[12:01:55] <gigaherz> Subaraki: do you
ever call markDirty() on it after changing the data?
L952[12:02:06] <Subaraki> yeah
L953[12:02:07] <gigaherz> if you never
call it, mc may assume there's nothing to save
L954[12:02:14] <gigaherz> otherwise
L955[12:02:30] <Subaraki> getTileEntity in
block returns new t ileentity ?
L956[12:02:32] <gigaherz> it will call
writeToNBT whenever the chunk is written to disk
L957[12:02:42] <gigaherz> also
L958[12:02:46] <gigaherz> do you change
blockstates?
L959[12:02:51] <Subaraki> change
blockstates ?
L960[12:02:54] <gigaherz> because if you
want the TE to not be destroyed when you change state
L961[12:02:57] <Subaraki> nah, it stays
the same block
L962[12:02:58] <gigaherz> you need
shouldRefresh on the TE
L963[12:04:19] <Subaraki> ill try to add
that
L964[12:04:20] <Bottersnike> if I just
have a standard "public boolean active = true;" in my TE
def, will "active" get saved to NBT (provided I mark it a
dirty)?
L965[12:04:27] <Subaraki> because the
saving oddity happens after relogin
L966[12:04:38] <SquareWheel> gigaherz, it
worked. :)
L967[12:04:43] <gigaherz> :)
L968[12:05:07] <SquareWheel> It didn't
even occur to me to overwrite that method. Still not wrapped my
head around the Java way yet I guess.
L969[12:05:23] <gigaherz> heh
L970[12:05:32] <gigaherz> well it's just
how mc works
L971[12:05:40] <gigaherz> any good
software designer cringes at the design
L972[12:05:41] <gigaherz> ;P
L973[12:06:38] <SquareWheel> It's sure
lent itself well to modding though.
L974[12:07:40] <x3n0ph0b3> lol it's
cobbled together "like most software". Have a peek at
Terraria's code sometime. I think MC is significantly less
chaotic.
L975[12:08:04] <SquareWheel> Terraria was
XNA, right?
L976[12:08:11] <x3n0ph0b3> If you stare at
it for long enough everything starts to feel slightly less
insane
L977[12:08:53] <x3n0ph0b3> When you
understand why something does work, you don't really question the
nature of it working until you can come up with a suitable
replacement, and even then you strongly consider not replacing a
thing that works so.. you know. Mess happens.
L978[12:08:58] <x3n0ph0b3> And I think
so
L979[12:09:23] <Subaraki> hmm
L980[12:09:28] <Subaraki> my stuff doesnt
seem to be saved
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L982[12:09:45] <Subaraki> even after
letting it unload (going far away) and back unloads all data set
right before
L983[12:10:29] <x3n0ph0b3> you've got a
writeToNBT set up?
L984[12:11:10]
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L987[12:13:24] <Subaraki> x3n0ph0b3, how
so ?
L988[12:13:44] <Subaraki> all data gets
written and read in the tile entity's write to and read from
methods yes
L989[12:13:44] <x3n0ph0b3> @Override,
tileentities that save their data need a writeToNBT method to
actually write their data somewhere
L990[12:13:59] <gigaherz> [19:06]
(SquareWheel): It's sure lent itself well to modding though.
L991[12:14:00] <gigaherz> yes but
imagine
L992[12:14:04] <x3n0ph0b3> if you do have
the overridden writeToNBT, breakpoint your save [writeToNBT] and
then retrace your steps. If it isn't calling your write method when
you get far enough to unload, you've not saved anything.
L993[12:14:24] <gigaherz> if instead of
entities inheriting from other entities
L994[12:14:26] <gigaherz> and overriding
logic
L995[12:14:30] <gigaherz> there was a
component system
L996[12:14:31] <Subaraki> yeah well, but
what do i do so it does save it x)
L997[12:14:41] <gigaherz> and you could
just add the "living" component to a generic entity
L998[12:14:48] <x3n0ph0b3> get far enough
away. Alternatively, save and quit
L999[12:14:50] <gigaherz> to make it have
a life value
L1000[12:15:01] <gigaherz> and you could
add another component for the ability to hold weapons/armor
L1001[12:15:06] <gigaherz> and another
component for AI tasks
L1002[12:15:09] <SquareWheel> Sounds not
unlike the PE entity system.
L1003[12:15:23] <gigaherz> it's how all
decent game engines work.
L1004[12:15:34] <x3n0ph0b3> if it's not
saving and you're getting false "not saving" positives,
try marking it dirty somewhere, arbitrarily changing a thing and
see if it fires.
L1006[12:15:49] <x3n0ph0b3> tl;dr, if
your writeToNBT method isn't being called, you at least know it
isn't trying to save
L1007[12:15:59] <x3n0ph0b3> and not that
your method doesn't work
L1008[12:16:40] <SquareWheel> Apparently
setInventorySlotContents does not like the offhand slot.
L1009[12:17:36] <Bottersnike> :P
L1010[12:18:01] <Bottersnike> I think I
just chrashed my game with too many particles...
L1011[12:18:49] <x3n0ph0b3> liar. there's
no such thing as too many particles
L1012[12:18:55] <ShadCanard> Well,
MrCrayfish did a JSON model creator. Looks great, let's see if it
works
L1013[12:19:30] <Bottersnike> x3n0ph0b3,
there is on my laptop :D
L1015[12:19:35] <Subaraki> it works
pretty great ShadCanard
L1016[12:19:59]
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L1017[12:20:01] <Bottersnike> I coundn't
get Mr CrayFish's to work. I use opl's model creator
personaly
L1018[12:21:01] <ShadCanard> Bottersnike,
I forfeited with opl, couldn't found how to bind textures
L1019[12:21:25] <Bottersnike> It's in the
textures manager
L1020[12:21:47] <Bottersnike> You set a
mc location, then your browse for a png that opl's can render
L1021[12:22:50]
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L1022[12:22:55] <Bottersnike> When you
realise that "for (int i = 5; i > 0; i ++) {" exists
in your code
L1023[12:23:13] <BlueMonster> nice
L1024[12:23:33] <Bottersnike> No wonder
minecraft "Can't keep up! Did the system time change, or is
the server overloaded? Running 3497ms behind, skipping 69
tick(s)"
L1025[12:23:53] <Bottersnike> I swear
intellij should have sanity checks for things like that
L1026[12:23:59] <Subaraki> x3n0ph0b3, its
not getting called
L1027[12:24:01] <Subaraki> ever
L1028[12:24:06] <Subaraki> markidrty,
loging out
L1029[12:24:19] <ShadCanard> Do it like
Kerbal Space Program : "ADD MOAR BOOSTERS"
L1030[12:24:21] <BlueMonster> is does the
tile entity exist?
L1031[12:24:30] <Subaraki>
offcourse
L1032[12:24:37] <Subaraki> or else i
wouldn't be able to interact with it
L1033[12:24:46] <Subaraki> and when i log
back in it tries to read
L1034[12:24:49] <Subaraki> but it got
never saved
L1035[12:25:00] <SquareWheel> ShadCanard:
More struts
L1036[12:25:00] <x3n0ph0b3> hmm.
L1037[12:25:20] <BlueMonster> would you
mind sharing the code?
L1038[12:25:43] <Subaraki> would i rather
use deserializeNBT then writeToNBT ? just found out thats a thing
that exists
L1040[12:25:59] <x3n0ph0b3> No, you want
writeToNBT, serialization is for communicating in packets, among
other things
L1041[12:26:22] <x3n0ph0b3> However.. I
distinctly remember there being some kind of
"needsSaving" override, because not all tile entities
need storage
L1042[12:26:33] <x3n0ph0b3> and I can't
remember off-hand if I'm just crazy and that doesn't exist
L1043[12:26:48] <x3n0ph0b3> Sorry I can't
be more halp.
L1044[12:27:27]
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L1045[12:28:44] <ShadCanard> F3 + T
reloads textures ?
L1046[12:28:47] <gigaherz> Subaraki:
deserializeNBT on the tileEntity is for internal use
L1047[12:28:51] <gigaherz> ShadCanard: it
used to
L1048[12:28:54] <gigaherz> now it reloads
all resources
L1049[12:29:23] <BlueMonster> Subaraki:
try putting worldObj.markBlockForUpdate(xCoord, yCoord, zCoord); at
the end of the update method
L1050[12:29:57] <Subaraki> why the block
? but okay
L1051[12:30:27] <Subaraki> that doesnt
exist anymore ^
L1052[12:30:45] <BlueMonster>
updateEntity I meant
L1053[12:31:03] <gigaherz>
markBlockForupdate == notifyBlockUpdate
L1054[12:31:08] <Subaraki> and what's the
getUpdateTag used for ?
L1055[12:31:25] <gigaherz> getUpdateTag
is used during bulk chunk data transfers
L1056[12:31:33] <Subaraki> k
L1057[12:31:39] <SquareWheel> Oh,
setInventorySlotContents is actually fine. getSlotFor is just
returning -1 in the offhand for some reason.
L1058[12:31:39] <gigaherz> while
getUpdatePacket is used for notifyBlockUpdate-initiated data
transfer
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L1061[12:36:22] <SquareWheel> So I guess
I'll just have to check getStackInSlot in addition to
getSlotFor.
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L1067[12:40:08] <ShadCanard> Okay, So I
made my block by using JSON models, and the ItemBlock is still not
rendering. any ideas ?
L1068[12:40:41] <gigaherz> did you call
ModelLoader.setCustomModelresourceLocation from your
clientproxy?
L1069[12:40:57] <ShadCanard> Yup by
default on all my blocks
L1070[12:41:10] <SquareWheel> Is your
blockstate name the same as your registered name?
L1072[12:41:20] <gigaherz> I recommend a
pattern like this
L1073[12:41:26] <gigaherz> are you
calling it from PRE-init
L1074[12:41:28] <gigaherz> (not
init)
L1075[12:41:47] <ShadCanard> Yes
L1076[12:41:53] <ShadCanard> SquareWheel,
yes
L1077[12:42:00] <ShadCanard> I'm calling
from pre-init yes
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L1079[12:42:28] <SquareWheel> Is it
rendering as a purple/black square?
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L1081[12:43:32] <ShadCanard> No, it's
rendering with the textures
L1082[12:44:14] <ShadCanard> I'll make a
screenshot, wait
L1083[12:44:42] <gigaherz> in the item
form, he means
L1084[12:44:58] <ShadCanard> In the
Itemform, there is strictly nothing
L1085[12:45:16] <gigaherz> show your
blockstates json
L1087[12:48:14] <gigaherz> do you have
errors in the log
L1088[12:48:19] <gigaherz> anything about
missing variants or missing models?
L1089[12:48:44] <ShadCanard>
Nothing
L1090[12:49:14] <gigaherz> can you show
the code where you register the itemblock?
L1093[12:50:29] <gigaherz> that's not the
itemblock
L1094[12:50:38] <gigaherz> I mean
L1095[12:50:49] <gigaherz>
GameRegistry.register(new ItemBlock()...
L1096[12:50:56] <ShadCanard> Oh
L1098[12:51:38] <ShadCanard> Wait
L1099[12:51:42] <gigaherz> hmf everything
looks correct enough
L1100[12:53:13] <ShadCanard> I know,
that's what's bothering me :/
L1101[12:53:36] <Ordinastie> JSON models
in a nutshell ><
L1102[12:53:37] <gigaherz> are you SURE
you do the client calls on preinit?
L1103[12:54:11] <ShadCanard> a billion
perbillion sure
L1104[12:54:32] <gigaherz> lets go
through it again
L1105[12:54:52] <gigaherz> 1. you
register the Block, and then the ItemBlock for that block
L1106[12:55:10] <ShadCanard> Done
L1107[12:55:22] <gigaherz> 2. you call
ModelLoader.setCustomMRL for that itemblock (Item.getItemFromBlock
for the block works and doesn't return null)
L1108[12:55:44] <gigaherz> 3. you have
resources/assets/<modid in
lowercase>/blockstates/blockRegistryName.json
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L1112[12:56:29] <ShadCanard> The block
renders, so it's not a blcokstate problem, I think
L1113[12:56:35] <gigaherz> 4. you have
.../models/item/blockRegistryName.json that references
"parent":"block/blockRegistryName.json"
L1114[12:56:35] <ShadCanard>
blockstate*
L1115[12:57:00] <gigaherz> 4b.
alternatively, a "inventory" entry in your blockstates
json
L1116[12:57:04] <gigaherz> pointing to
the same model as "normal"
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L1118[13:00:09] <ShadCanard> Humf, I
hadn't the right parent in item-_-
L1119[13:01:33] <SquareWheel> It's always
something
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L1122[13:04:17] <SatanicSanta>
SquareWheel: took a look at those things you linked me and they
aren't particularly helpful in my case, unfortunately. And I
understand blockstates already :P
L1123[13:04:46] <SquareWheel> Yeah sorry,
I didn't realize you were looking for something more
advanced.
L1124[13:04:53] *
SatanicSanta nods
L1125[13:05:43] <SquareWheel> All I can
really suggest is trying it with blockstates and seeing if the
memory footprint is really that bad. Maybe you can pull it
off.
L1126[13:06:04] <SatanicSanta> well even
if it wasnt it wouldnt allow other mods to add their own
upgrades
L1127[13:06:06] <gigaherz> SatanicSanta:
what is your issue? ;P
L1129[13:06:56] <gigaherz> which model?
;P
L1130[13:07:17] <SatanicSanta> the steam
tool model
L1131[13:07:27] <gigaherz>
steam_drill.eitool.json
L1132[13:07:27] <gigaherz> {}
L1133[13:07:28] <gigaherz> this?
L1134[13:07:42] <gigaherz> oh wait I see
an IBakedModel
L1135[13:07:43] <SatanicSanta> yeah im
not really sure what i should populate that with because everything
has to be generated in code
L1136[13:08:22] <gigaherz> well
L1137[13:08:28] <gigaherz> which method
are you using?
L1138[13:08:32] <SatanicSanta> what do
you mean?
L1139[13:08:33] <gigaherz>
ModelBakeEvent
L1140[13:08:36] <gigaherz> or
ICustomModelLoader
L1141[13:08:48] <SatanicSanta> There is
an ICustomModelLoader
L1142[13:08:51] <gigaherz> if you use the
custom loader
L1143[13:08:52] <SatanicSanta>
SteamToolModelLoader
L1144[13:08:54] <gigaherz> then you want
something like
L1146[13:08:57] <gigaherz> for the
blockstates file
L1147[13:09:05] <gigaherz> that uses a
special "filename"
L1148[13:09:10] <gigaherz> that you
recognize in your model loader
L1149[13:09:16] <SatanicSanta> yes i am
already doing that >.>
L1151[13:09:32] <gigaherz> something like
that
L1152[13:09:36] <gigaherz> then you don't
need a model json at all
L1153[13:10:07] <SatanicSanta> wait
L1154[13:10:13] <SatanicSanta> i need a
blockstate json, not an item model json?
L1155[13:10:17] <gigaherz> yes
L1156[13:10:23] <SatanicSanta> can the
blockstate json be empty?
L1157[13:10:28] <gigaherz> no
L1158[13:10:32] <SatanicSanta> ...
L1159[13:10:36] <gigaherz> it has to
reference the string you chose for your ICustomModelLoader
L1160[13:10:45] <gigaherz> you can't use
it directly from ModelLoader.setCustomMRL
L1161[13:10:53] <gigaherz> you have to
reference it from within a forge blockstates json file
L1162[13:11:04] ***
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L1163[13:11:21] <SatanicSanta>
ooooooh
L1164[13:11:27] <SatanicSanta> gigaherz:
Even for an item?
L1165[13:11:29] <SatanicSanta> not a
block
L1166[13:11:33] <gigaherz> yup
L1167[13:11:40] <SatanicSanta> i
see
L1168[13:11:42] <gigaherz> forge allows
blockstate files to be used for items
L1169[13:12:04] <SatanicSanta> do i ahve
to do anything special for that?
L1170[13:12:27] <gigaherz> no
L1173[13:12:36] <SatanicSanta> right but
i mean in preinit
L1174[13:12:36] <gigaherz> see how I
match them up
L1175[13:12:41] <SatanicSanta> yeah i
see
L1176[13:12:47] <gigaherz>
ModelLoader.setCustomMRL with the blockstates json filename
L1177[13:13:05] <SatanicSanta> so same as
normal then
L1178[13:13:10] <gigaherz> yup
L1179[13:13:15] <gigaherz> the special
thing is that
L1180[13:13:24] <gigaherz>
"model":"whateverfile.obj"
L1181[13:13:30] <gigaherz> doesn't look
at the .obj file directly
L1182[13:13:35] <gigaherz> it gets
accepted by the OBJLoader
L1183[13:13:40] <gigaherz>
similarly
L1184[13:13:43] <gigaherz> you want your
special filename
L1185[13:13:47] <gigaherz> that only your
loader accepts
L1186[13:13:56] ***
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L1187[13:13:59] <gigaherz> xcept your
loader never reads a file from resources
L1188[13:14:02] <gigaherz> it keeps it
all internal
L1189[13:14:18] <SatanicSanta> now youve
lost me
L1190[13:14:37] <gigaherz> sorry
then
L1191[13:14:38] <gigaherz> ignore
that
L1192[13:14:38] <gigaherz> ;p
L1193[13:14:50] <gigaherz> whenever forge
sees a "model":"x"
L1194[13:14:54] <gigaherz> it will ask
each model loader
L1195[13:14:59] <gigaherz> "can you
load 'x'?"
L1196[13:15:04] <gigaherz> if only one
says yes
L1197[13:15:07] <gigaherz> it will give
it to that loader
L1198[13:18:31] <SatanicSanta> i dont
have time to test it right now as ive gotta catch a bus in a little
bit
L1199[13:18:31] <SatanicSanta> but
L1201[13:20:31] <gigaherz> yo ucan use
REsourceLocation.equals
L1202[13:20:34] <gigaherz> so like
L1203[13:20:59] <SatanicSanta> ah indeed
i can
L1204[13:20:59] <gigaherz> final
ResourceLocation KEY = new ResourceLocation(MODID,
"path");
L1205[13:21:00] <SatanicSanta> good
call
L1206[13:21:04] <gigaherz>
KEY.equals(resloc)
L1207[13:22:46] <SatanicSanta> I just
assumed that ModelResourceLocation implemented equals to compare
the variant but i guess it doesnt
L1208[13:23:09] <SquareWheel> Is there a
faux pas over hardcoding item slot IDs?
L1209[13:23:12] <Subaraki> could it be
that after reloading my world, the client side is out of sync in my
tile entity ?
L1210[13:23:24] <SquareWheel> I'd rather
use EntityEquipmentSlot.OFFHAND, but that doesn't seem to have a
method to translate to an int.
L1211[13:24:20] <SatanicSanta> I don't
think so SquareWheel
L1212[13:24:42] <Subaraki> SquareWheel,
you'd better study EntityEquipementSlot then ...
L1213[13:25:03] <SatanicSanta> In the one
case where I replicated the offhand slot I have hardcoded
"40" in the index param
L1214[13:25:14] <SatanicSanta> anyway,
out again
L1215[13:25:17] <Subaraki>
OFFHAND(EntityEquipmentSlot.Type.HAND, 1, 5,
"offhand"),
L1216[13:25:28] <SatanicSanta> Subaraki:
That is not the inventory index
L1217[13:25:35] <Subaraki>
EntityEquipmentSlot.getIndex()
L1218[13:25:42] <Subaraki> aaah
L1219[13:25:42] <SquareWheel> Ohh, it's
after OFFHAND. I checked for methods before the dot.
L1220[13:25:47] <Subaraki> it doesnt have
an inventory index
L1221[13:25:49] <Subaraki> the index is
1
L1222[13:25:50] <SatanicSanta> it
does
L1223[13:25:55] <SatanicSanta> the
inventory slot is 40
L1224[13:25:56] <Subaraki> yeah, in the
offhand slot
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L1226[13:26:03] <Subaraki> hand
ivnentory
L1227[13:26:09] <Subaraki> you could get
it from there
L1228[13:26:21] <Subaraki> player
inventory is a mashup from 3 invnetories
L1229[13:27:28] <SquareWheel> I'll play
with it a bit more, thanks
L1230[13:31:26] <SquareWheel> Odd,
OFFHAND.getSlotIndex() returns 5.
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L1232[13:34:37] <Subaraki> armorslot +
offhand slot + inventory
L1233[13:34:47] <Subaraki> 4 + 2 +
36
L1234[13:34:56] <Subaraki> so it is very
possible offhand might be 5
L1235[13:35:13] <Subaraki> you should
check container player ivnentory
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L1237[13:36:18] <SquareWheel>
playerIn.inventoryContainer.inventorySlots is 46 entries
long.
L1238[13:36:34] <Subaraki> +4 craft
slots
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L1240[13:36:49] <Subaraki> wait
L1241[13:36:55] <Subaraki> the
shield/offhand slot is only one
L1242[13:36:59] <Subaraki> the main hand
is not a slot
L1243[13:37:23] <SquareWheel> It looks
like Santa was right about 40 being the offhand.
L1244[13:37:34] <Subaraki> 45-5 ?
L1245[13:37:48] <Subaraki> minecraft
tends to do some stuff in the inverted way
L1246[13:38:20] <SquareWheel> Might be
cleaner to just hardcode than try and calculate the ID.
L1247[13:38:44] <SquareWheel> But it
doesn't look like there's a simple translation from
EntityEquipmentSlot.
L1248[13:40:14] <Subaraki> any reason why
after reloading a world the client print out this for my tile
entity {x:389,y:97,z:76,id:"TileEntityTelepad"}
L1249[13:40:17] <Subaraki> and the server
this
L1250[13:40:23] <Subaraki>
{is_powered:0b,upgrade_dimension:0b,upgradeRotation:0,colorFrame:-15010132,x:389,name:"TelePad",y:97,z:76,upgrade_redstone:1b,id:"TileEntityTelepad",dimension:0,colorBase:-828951}
L1251[13:40:44] <Subaraki> no indeed,
there is not from entityequipementslot
L1252[13:40:52] <Subaraki> unless you
just get the player's hand inventory
L1253[13:41:13] <SquareWheel> That's
actually what I'm doing, to compare against my ItemStack
L1254[13:41:21] <SquareWheel> Using
getStackInSlot
L1255[13:41:27] <Subaraki> yeah, tell me,
what is it you're doing actually ?
L1256[13:41:56] <SquareWheel> I'm seeing
if an item is breaking, and if so setting null over its stack to
delete it.
L1257[13:42:10] <SquareWheel> Seemed to
work nicer than doing the --stack thing.
L1258[13:42:46] <SquareWheel> I do
getSlotFor(itemStackIn) to grab the ID, then
setInventorySlotContents(slot, null) to delete it.
L1259[13:42:59] <SquareWheel> Only
problem is the offhand returns -1 for that method, so I needed to
check it a different way.
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L1262[13:48:50] <Subaraki> is there not a
method to get held item in a said hand slot ?
L1263[13:49:07] <Subaraki> also, i'm stll
looking to sync te data to the client ...
L1264[13:49:11] <Subaraki> clients are
dumb AF
L1265[13:49:46] <SquareWheel> I think I
got a grip on things. I can actually pretty safely assume it's the
offhand slot if getSLotFor returns -1.
L1266[13:49:59] <SquareWheel> Unless some
mod adds its own inventory slots that let you still use items
somehow.
L1267[13:50:32] <gr8pefish> How do I
check if the rendering is for the mini-player entity box when you
open your inventory?
L1268[13:56:45]
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(~Everseeki@pool-100-6-106-71.pitbpa.fios.verizon.net) (Quit: Big
Gulps, huh? Alright... Welp, see ya later)
L1269[13:58:09] <Subaraki> gr8pefish,
what ??
L1270[13:58:20] <Subaraki> it's not a
mini player entity
L1271[13:58:26] <Subaraki> its rendered
client side only
L1272[13:58:27] <gr8pefish> The
GuiInventory rendering the player
L1273[13:58:35] <Subaraki> you should
check guiinventory
L1274[13:58:50] <Subaraki> its a copy of
the realy player
L1275[13:58:55]
⇨ Joins: Ipsis
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L1276[13:59:00] <Subaraki> so the
bounding box from the copied player is your bounding box
L1277[13:59:22] <Subaraki> you cannot
interact with it, because it's client side only. and its you.
L1278[13:59:38] <gr8pefish> Yeah I just
want to not render my sepcial stuff in that screen, as I am getting
odd setRotationAngles errors in that mini rendering only
L1279[13:59:58]
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L1280[14:00:12] <Subaraki> you could use
a vector to find what you ar elooking at with the mouse
L1281[14:00:16] <gr8pefish> I'll just
look through my code I guess, there is probably a programming
error. Just works fine "in-world" so I didn;t think so
initially.
L1282[14:00:20] <SquareWheel> Was hoping
howto would show up. Had some notes for him. Oh well,
bedtime.
L1283[14:00:21] <Subaraki>
mouseobj.mouseover or something
L1284[14:03:37] <gigaherz> YAY!
L1286[14:03:41] <gigaherz> curseforge is
back up
L1287[14:03:46] <gigaherz> and my mod
release is approved
L1288[14:03:47] <gigaherz> ;P
L1289[14:06:18] <Jdembo|Giraffe> someone
wanna host KerbalStuff for MC mods? lol
L1290[14:06:46] <Jdembo|Giraffe> down
now, but was great for Kerbal mods (instead of whatever curses
kerbal site was called)
L1292[14:09:56]
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L1293[14:12:30] <Subaraki> anyone good
with tile entities here ?
L1294[14:12:41]
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L1295[14:12:50] <Subaraki> the client is
out of sync and i have no idea when to call an update when reloging
in
L1296[14:12:52] <McJty> Ask a real
question :-)
L1297[14:13:16] <McJty> Did you implement
both getUpdateTag and getUpdatePacket()?
L1298[14:13:32] <Subaraki> ??
L1299[14:13:33] <McJty> getUpdateTag() is
called at chunk setup
L1300[14:13:38] <McJty> getUpdatePacket()
is called later
L1301[14:13:44] <Subaraki> i asked for
those methods before and people said i dont need them
L1302[14:13:51]
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L1304[14:14:01] <McJty> Well depends on
how and what you're doing
L1305[14:14:09]
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())
L1306[14:14:21] <Subaraki> saving data to
the client and server is done)
L1307[14:14:21]
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L1308[14:14:31] <Subaraki> now syncing
the server to the client after a relog
L1309[14:14:41] <McJty> getUpdateTag()
can do that
L1310[14:15:02] <McJty> In combination
with onDataPacket()
L1311[14:15:13] <Subaraki>
getUpdatePacket
L1312[14:15:16] <Subaraki> i have that
one ^
L1313[14:15:22] <McJty> yes, now also
implement getUpdateTag
L1314[14:15:25] <Subaraki> and
onDataPacket as well
L1315[14:15:34] <Subaraki> and write out
nbt there as well ?
L1316[14:15:38] <McJty> yes
L1317[14:16:18] <Subaraki> how about
handleUpdateTag ?
L1318[14:17:16] <McJty> Well depends. By
default that just calls readFromNBT
L1319[14:17:29] <McJty> So if your
readFromNBT can cope with the data from getUpdateTag() you will be
fine
L1320[14:17:35] <Subaraki> aha okay.
sweet. so nothing to override there
L1321[14:18:09] <shartte> Brrrr
L1322[14:18:20] <shartte> So if i have a
custom java based IBakedModel
L1323[14:18:33] <shartte> And the
particle texture depends on the blockstate...
L1324[14:18:39] <shartte> that's not
really possible, right?
L1325[14:18:59] <shartte> Right now, I am
just returning a "dummy" so it doesn't crash when I break
the block
L1326[14:19:21] <McJty> Particle texture
can depend on blockstate too I would think. Just like any other
texture can
L1327[14:19:25] <Shad|out> Do I need to
ad something in my JSON model to make it orientable ?
L1328[14:19:31] <Shad|out> add*
L1329[14:19:45] <shartte> hm McJty , but
getParticleTexture doesnt take any arguments
L1330[14:19:49] <McJty> Shad|out,
typically you have the orientation in your
metadata/properties
L1331[14:19:56] <shartte> and since this
is a custom java based model, and i am using extended
states...
L1332[14:20:00] <McJty> ah
L1333[14:20:03] <shartte> yup...
L1334[14:20:06] <shartte> no way to swap
the model out
L1335[14:20:10] <Shad|out> Okay, so the
"facing=north" isn't working at all
L1336[14:20:26] <McJty> Shad|out, show
us
L1337[14:20:40]
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L1338[14:20:54] <Mattizin> Hi, i got a
problem with a fluid texture:
L1339[14:21:08] <Mattizin> I registered
the fluid/block/itemblock and everythign works
L1340[14:21:24] <Mattizin> i know copied
the vanilla water flowing and still textures to try to get the
texture working
L1342[14:21:33] <Mattizin> i get this
error which i cant resolve:
L1345[14:22:48] <shartte> Yeah for this
to work correctly, I'd need a hook in
BlockModelShapes#getTexture
L1346[14:23:01] <shartte> I'll just do
without the digging particles for now I guess
L1347[14:24:11] <Shad|out> Do I need to
set a property in my block to be orientable ?
L1348[14:24:14] <shartte> nevermind.....
Block.addHitEffects :)
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L1353[14:29:33] <Koward> Guys, I have a
"modifier" value (float between 0 and 1) for all Items.
It's default to 0 and set to a custom value with a map. Is this a
proper case where I should use a Capability<Double> ?
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L1357[14:33:33] <PaleoCrafter> Koward,
problem is, that would be the only capability on Double that could
ever exist
L1358[14:34:05] <Koward> What do you mean
?
L1359[14:34:29] <Koward> Oh
nevermind
L1360[14:34:44] <PaleoCrafter>
capabilities are identified by their type, so that'd be a problem
:P
L1361[14:34:55] <Koward> Yeah yeah I was
not paying attention
L1362[14:35:02] <Koward> I just give it
my interface
L1363[14:35:19]
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L1364[14:35:25] <PaleoCrafter> a thin
wrapper is easier to improve later on anyways :P
L1365[14:36:29] <Koward> And then a
getCapability(TEST, item).getValue(), should be fine
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L1371[14:47:59] <ShadCanard> I think I'm
like a simple error of having it working...[Client thread/ERROR]
[FML]: Exception loading model for variant
fbm:blockCreeperSkeleton#facing=east for blockstate
"fbm:blockCreeperSkeleton[facing=east]"
L1372[14:50:42] <gigaherz> getUpdateTag +
handleUpdateTag
L1373[14:50:48] <gigaherz> oops I was
scrolled up
L1374[14:51:05] <gigaherz> that was a
clarification of
L1375[14:51:05] <gigaherz> [21:15]
(McJty): getUpdateTag() can do that
L1376[14:51:09] <gigaherz> but yeah,
nevermind
L1377[14:51:09] <gigaherz> ;P
L1378[14:53:52]
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L1380[14:57:57] <Subaraki>
onNeighborChange is called when exactly ?
L1381[14:58:13] <PaleoCrafter> look at
its usages :P
L1382[14:58:41] <Subaraki> i call it to
update stuff of my block when the neightbor changes
L1383[14:58:45] <Subaraki> but it doesnt
get called
L1384[15:02:33] <Subaraki> hmm
L1385[15:02:40] <Subaraki>
neighborchanged is deprecated
L1386[15:02:42] *
Subaraki uses it anyway
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L1392[15:06:59] <gigaherz> hm?
L1393[15:07:04] <SatanicSanta> oh
wait
L1394[15:07:05] <SatanicSanta> doh
L1395[15:07:33] <gigaherz> that would
mean ibakedmodel is null
L1396[15:07:48] <SatanicSanta> i think i
know the problem actually
L1397[15:07:55] <SatanicSanta> found by
accidentally scrolling way up in the logs :P
L1398[15:08:00] <gigaherz> or
getOverrides
L1399[15:08:06] <gigaherz> are you
returning null from getOverrides? ;P
L1400[15:08:28] <SatanicSanta> noop
L1401[15:08:32] <SatanicSanta> sec i may
have fixed it
L1402[15:10:29] <SatanicSanta> nope, did
not fix it
L1403[15:11:17]
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L1404[15:11:17] <SatanicSanta> gigaherz:
No
L1405[15:15:38]
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L1411[15:20:12] <SatanicSanta> gigaherz:
I'm not really sure how ibakedmodel is null here :|
L1412[15:21:12]
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L1413[15:21:40] <howtonotwin> did you
register the model?
L1414[15:21:53]
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L1415[15:21:57] <SatanicSanta> yes
L1416[15:22:28]
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L1417[15:22:50] <howtonotwin> oh
that's... special
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L1419[15:23:05] <howtonotwin> nulls in
any case should be replaced with the missing model
L1420[15:23:14] <howtonotwin> I blame
dark magic and or outdated forge
L1421[15:23:42] <howtonotwin> your line
numbers don't match with mine so I suggest to update :P
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L1423[15:24:27] <SatanicSanta> the line
is `return ibakedmodel.getOverrides().handleItemState(ibakedmodel,
stack, worldIn, entitylivingbaseIn);`
L1424[15:25:59] <SatanicSanta> im only a
few builds behind so i doubt that would fix it
L1425[15:27:28] <howtonotwin> are you
doing anything special with your item models?
L1426[15:27:39] <howtonotwin> like custom
IBakedModels or such?
L1427[15:27:51] <SatanicSanta> yes
L1428[15:27:56] <howtonotwin> also I made
a booboo
L1429[15:28:07] <howtonotwin> 1.9
blockstate JSONs won't work on items
L1430[15:28:11] <SatanicSanta> 1.10
L1431[15:28:27] <howtonotwin> 1.9
blockstates are in 1.10 too xD But that won't be it
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L1433[15:28:30] <howtonotwin> show
code
L1434[15:28:34] <SatanicSanta> lemme
update the gist
L1435[15:28:50] <howtonotwin> I only read
the last few lines of the logs, sorry
L1436[15:29:11]
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L1438[15:29:59] <howtonotwin> Subaraki: a
lot of methods in Block are deprecated because they have
equivalents in IBlockState
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L1440[15:30:24] <howtonotwin> therefore
you still override the deprecated ones but only call them from
IBlockState
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L1444[15:32:13] <Subaraki> aaah
L1445[15:32:17] <Subaraki> good to
know
L1446[15:32:54] <howtonotwin> public
boolean isBuiltInRenderer() {
L1447[15:32:54] <howtonotwin> return
true;
L1448[15:32:54] <howtonotwin> }
L1449[15:33:08] <howtonotwin> that'll
break iirc
L1450[15:33:15] <howtonotwin> unless you
have a TESR to go with it?
L1451[15:33:24] <SatanicSanta> i do not
have a tesr
L1452[15:33:29] <SatanicSanta> because it
is not a te :P
L1453[15:33:33] <howtonotwin> yeah ok
return false
L1454[15:33:34] <gigaherz> thne don't
return true.
L1455[15:33:37] <SatanicSanta> ah
L1456[15:33:49] <howtonotwin> that means
"ignore the model; use a TESR"
L1457[15:33:57] <gigaherz> not
necessarily a TESR
L1458[15:34:03] <SatanicSanta>
reasons_to_have_docs << this
L1459[15:34:04] <gigaherz> it's used to
tell when a hardcoded model renderer is used
L1460[15:34:14] <gigaherz> as opposite to
a standard baked model
L1461[15:34:21] <howtonotwin> for mods
it'll be a TESR bc that's the only thing exposed to us iirc
L1462[15:34:23] <gigaherz> the name is
slightly misleading in that regard
L1463[15:34:44] <howtonotwin> do a call
hierarchy on the method and you'll see what it does :P
L1464[15:34:58] <gigaherz> may have been
a better name to call it something like
"needsSpecialModelRenderer" or something like that
L1465[15:35:03] <howtonotwin> And I am
writing docs, hold on tight!
L1466[15:35:10] <SatanicSanta> doing a
call hierarchy should never be required to understand an API
:P
L1467[15:35:13] <Subaraki> wait what
?
L1468[15:35:15] <howtonotwin> this is
MC
L1469[15:35:16] <Subaraki> what does that
?
L1470[15:35:20] <howtonotwin> what did
you expect xD
L1471[15:35:20] <Subaraki> it soudns like
i need that
L1472[15:35:35] <howtonotwin> all usages
of a method or field
L1473[15:35:48] <howtonotwin> and on a
class all calls of all of its constructors
L1474[15:35:49] <gigaherz> Subaraki: when
you have an IBakedModel that return true from isBuiltinRenderer, it
will use a special hardcoded path
L1475[15:35:59] <gigaherz> which lets
vanilla use custom rendering codefor certain things
L1476[15:36:00] <Subaraki> ah k
L1477[15:36:08] <gigaherz> this is not
available to general mod usage
L1478[15:36:11] <Subaraki> i saw tesr and
rendering
L1479[15:36:12]
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L1480[15:36:17] <howtonotwin> it is
actually
L1481[15:36:24] <howtonotwin> there's a
map in ForgeClientHooks for it
L1482[15:36:27] <gigaherz> xcept through
the TESRItemStackRenderer
L1483[15:36:37] <howtonotwin> but you
shouldn't do it because it's evil
L1484[15:36:43] <gigaherz> which is
exposed exclusively out of pity
L1485[15:36:52] <gigaherz> and to shut up
crappy modders who want to use TESRs for items
L1486[15:36:54] <Subaraki> i think i need
a tesr itemstack renderer ... to render my tesr as my item in
hand
L1487[15:37:15] <gigaherz> Subaraki: do
you, though?
L1488[15:37:24] <gigaherz> why do you
think you NEED it to be a TESR in your hand?
L1489[15:37:32] <gigaherz> why won't a
normal model do the trick?
L1490[15:37:39] <howtonotwin> is it that
rotating chest thing?
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L1492[15:37:41] <SatanicSanta>
howtonotwin: returning false in isBuiltInRenderer did not resolve
the issue
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L1495[15:39:19] <howtonotwin> private
static final ResourceLocation MODEL_NAME = new
ResourceLocation(EsteemedInnovation.MOD_ID,
"steam_tool");
L1496[15:39:23] <howtonotwin> there's
another one :P
L1497[15:39:32] <howtonotwin> you pass an
MRL to register the model
L1498[15:39:41] <howtonotwin> but you
compare for equality against an RL
L1499[15:39:46] <howtonotwin> which is
always false
L1500[15:39:57] <SatanicSanta> MRL does
not implement equals.
L1502[15:40:01] <howtonotwin> it
does?
L1503[15:40:07] <SatanicSanta> it does
not
L1504[15:40:11] <howtonotwin> line
56?
L1505[15:40:11] <Subaraki> model too
complicated for regular json
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L1507[15:40:22] <SatanicSanta> OH!
L1508[15:40:23] <gigaherz> Subaraki: i'd
have a flat texture for the item
L1509[15:40:23] <gigaherz> ;P
L1510[15:40:26] <Naiten> howtonotwin,
[nazi]*a MRL[/nazi]
L1511[15:40:26] <SatanicSanta> accepts
passes a RL
L1512[15:40:35] <SatanicSanta> now im
confused
L1513[15:40:38] <gigaherz> like how
vanilla does for the painting
L1514[15:40:52] <howtonotwin> p_equals_1_
instanceof ModelResourceLocation
L1515[15:40:56] <gigaherz> and no
Subaraki, that's quite simple to do in a .obj model
L1516[15:40:57] <gigaherz> ;P
L1517[15:41:02] <howtonotwin> ringing
bells xD?
L1518[15:41:07] <Subaraki> i refuse to
use obj xD
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L1520[15:41:14] <Subaraki> im shit with
blender
L1521[15:41:17] <SatanicSanta> public
boolean accepts(ResourceLocation modelLocation)
L1522[15:41:34] <howtonotwin> thats cuz
models don't have to be MRLs
L1523[15:41:34] <gigaherz> Subaraki:
there's other modelling programs, lol
L1524[15:41:45] <howtonotwin> e.g.
blockstates cannot refer to other blockstates\
L1525[15:42:00] <SatanicSanta> i
see
L1526[15:42:00] <gigaherz> SatanicSanta:
the model passed in isn't a MRL
L1527[15:42:03] <gigaherz> it's the
actual model location
L1528[15:42:04] <howtonotwin> they must
refer to models as plain RLs like
"minecraft:cube_all"
L1529[15:42:06] <gigaherz> which is a
normal resloc
L1530[15:42:17] <SatanicSanta> mkay, got
it
L1531[15:44:23] <SatanicSanta> I forget
that MRL actually inherits RL
L1532[15:44:31] <SatanicSanta> using duck
typed languages does that to you :P
L1533[15:44:48] <gigaherz> XD
L1534[15:45:39] <SatanicSanta>
MODEL_NAME.equals(modelLocation) should do the trick
L1535[15:45:44] <howtonotwin> y
L1536[15:45:50] <SatanicSanta> y
what
L1537[15:45:58] <howtonotwin> actually
nvm
L1538[15:46:02] <SatanicSanta> same
error
L1539[15:47:06] <howtonotwin> actually
can you breakpoint the method where the NPE is thrown?
L1540[15:47:26] <howtonotwin> I have no
idea how it's even possible for that to be null and wish to see it
in action
L1541[15:47:46] <SatanicSanta> k
L1542[15:50:09] <SatanicSanta>
ibakedmodel is not null
L1543[15:50:17] <SatanicSanta> oh
wait
L1544[15:50:48] <SatanicSanta> forgot to
actually add a condition lmao
L1545[15:51:27] <SatanicSanta> erm,
wtf
L1546[15:51:28]
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L1549[15:52:49] <howtonotwin> ?
L1550[15:53:02] <SatanicSanta> apparently
I never removed the registry code for the IItemRenderer (really
just an IBakedModel implementation from CCLib) that the steam tools
used to use
L1551[15:56:20] <SatanicSanta> yeah that
was the issue, at least for it crashing
L1552[15:56:30] <SatanicSanta> now its
just a nice missing model
L1553[15:56:41] <Subaraki> how possible
is it to edit vanilla armor ?
L1554[15:57:08] <Subaraki> like, i need
to only add one method
L1555[15:57:24] <Subaraki> extend it and
replace the item ? or register over it ?
L1556[15:58:32] <howtonotwin> I
L1557[15:58:42] <howtonotwin> 'd assume
extended and substitution alias it
L1558[15:59:00] <howtonotwin> *extend
it
L1559[15:59:01] <Ordinastie> substitution
doesn't work
L1560[15:59:09] <Subaraki> darn
L1561[15:59:54] <Subaraki> maybe i can
use a model event or such ... isn't there an event for armor models
?
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L1569[16:11:52] <SatanicSanta> Hm. No
errors in the logs or anything complaining about the steam tool
blockstate JSONs
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L1574[16:16:19] <SatanicSanta>
howtonotwin: Any ideas?
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L1577[16:17:10] <howtonotwin> not really,
no...
L1578[16:17:16] <SatanicSanta> :|
L1579[16:17:18] <howtonotwin> perhaps try
more breakpoints?
L1580[16:17:37] <howtonotwin> that solves
mostly everything by pure force
L1581[16:17:49] <SatanicSanta> I wouldn't
even know where to start as I don't really know much about this
stuff
L1582[16:19:09] <howtonotwin>
breakpointing bake might not be a bad idea
L1583[16:19:45] <howtonotwin> and if it
never gets called one of the model loading loops didn't hit
it
L1584[16:20:48] <SatanicSanta>
howtonotwin: "!!! important" I would recommend
italicizing or bolding the text instead of doing !!! ;)
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L1587[16:20:59] <howtonotwin> no it's a
marker
L1588[16:21:05] <SatanicSanta> ah
L1589[16:21:06] <howtonotwin> mkDocs does
special things to it
L1590[16:21:12] <SatanicSanta> oh
okay
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L1592[16:21:29] <tterrag> proper name is
"admonition"
L1593[16:21:29] <howtonotwin> those
brightly colored boxes with icons and text
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L1595[16:21:40] <SatanicSanta> the only
thing like that I've used is readme.io which afaik doesnt have
that
L1596[16:21:42] <tterrag> it's an mkdocs
plugin
L1597[16:22:04] <tterrag> well,
technically it's an extension to python markdown
L1600[16:23:13] <SatanicSanta>
howtonotwin: aha, bake is not being called
L1601[16:24:05] <SatanicSanta> oh, do
custom model loaders need to be registered before the models do?
that would make logical sense
L1602[16:24:26] <tterrag> lol yep
L1603[16:24:43] <SatanicSanta> not really
sure what i was thinking when i put it at the end of the
registerModels method
L1604[16:24:53] <SatanicSanta> probably
something along the lines of "my head hurts, I need
coffee" lmao
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L1607[16:25:12] <howtonotwin> don't think
they do though :|
L1608[16:25:30] <howtonotwin> the way
they're used is that models get loaded sometime after preInit
L1609[16:25:48] <howtonotwin> and each
model loader is tested for each model
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L1612[16:26:17] <howtonotwin> and there
should be no relationship between when the loader is registered and
when the MRL was set
L1613[16:27:27] <howtonotwin> by that
time a list of all possible loaders and a list of all the root
models have already been constructed
L1614[16:28:01] <SatanicSanta> yeah no
that made no difference
L1615[16:28:48] <howtonotwin> breakpoint
VariantLoader.loadModel
L1616[16:28:58] <howtonotwin> make sure
the json loads fine
L1617[16:29:16] <howtonotwin> then
breakpoint the bake of the resulting IModel, make sure it does what
it should
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L1620[16:29:53] <SatanicSanta> alright
well its time for class. I will do that later tonight or tomorrow
morning
L1621[16:30:06] <SatanicSanta> thanks for
the help, chances are I will need more when I am back :P
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L1625[16:33:47] <TankCR> my mod is almost
to 50 downloads and my texture pack almost to 30! I know its small
cookies, but it excites me, lol
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L1653[17:52:44] <shartte> i applaud you,
howtonotwin. <3 documentation
L1654[17:53:01] <howtonotwin> [yay sound
effect]
L1655[17:53:02] <howtonotwin> :P
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L1658[17:56:28] <masa> well, I just made
a jar mod for a Beta 1.8.1 server :p
L1659[17:56:53] <gigaherz> wat
L1660[17:56:56] <masa> for a very
specific task I'm doing for my vanilla server
L1661[17:57:12] <masa> ie. this won't be
a released mod, unless someone wants it
L1662[17:57:47] <gigaherz> but but beta
1.8.1?
L1663[17:58:00] <masa> basically my
vanilla server's world is quite a mess of mismatched terrain from
about 6-7 different mc versions
L1664[17:58:39] <masa> so I'm now
attempting to beautify it, by generating the world in all the
different mc versions that have had different world gen since teh
server was first started
L1665[17:58:52] <gigaherz> o_O
L1666[17:58:54] <howtonotwin> whatever
this is, this has a 90% probability of being more hacky than
command blocks
L1667[17:59:18] <howtonotwin> but why
beta 1.8
L1668[17:59:18] <masa> so I started ny
using the MinecrafLandGenerator tool to generate the world in beta
1.8.1, mc 1.0, 1.1, 1.2.5 and 1.6.4 in an area of about 4000x4000
around origin
L1669[18:00:22] <masa> now I need that
server side mod to export the biome data for the beta 1.8.1, mc 1.0
and 1.1 versions (ie. pre-Anvil) when the biome data wasn't yet
saved in the world data
L1670[18:01:06] <masa> so when I convert
he world in those three versions, I can then use custom NBT editing
again to add that correct biome data back into the world when they
have been converted into Anvil
L1671[18:01:19] <gigaherz> heh
L1672[18:01:20] <gigaherz> fancy
L1673[18:01:49] <masa> and then I'm going
to make a custom mod that lets me preview and change chunks
in-game, to select the best fitting chunk for each location in
world
L1674[18:02:23] <gigaherz> you could make
a tool that interpolates chunk data ;P
L1675[18:02:31] <masa> ie. a wand type of
tool that I can select chunks with, then scroll through the
different pre-generated chunk variants and "commit" the
best fit
L1676[18:02:42] <gigaherz> as in, select
what version to use on each corner of the chunk
L1677[18:02:50] <gigaherz> and
interpolate the "heightmap" in between the corners
L1678[18:02:51] <gigaherz> ;P
L1679[18:03:01] <masa> or possibly just
export a list of chunk locations and the name of the one I want and
then merge them using NBT editing
L1680[18:03:52] <masa> well no, I won't
do any block editing, just selecting between the raw generated
chunks so that I can form larger and nicer regions
per-generator
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L1682[18:04:43] <masa> currently the
world has all kinds of jagged edges and narrow bands of snow/ice
biomes between jungle or forest regions etc
L1683[18:04:51] <gigaherz> heh
L1684[18:05:40] <masa> it remains to be
seen if all of this is going to work, but in any case I like to
fiddle around with this type of stuff :p
L1685[18:06:00] <masa> at least the biome
exporter now seems to work
L1686[18:06:39] <masa> I'm not yet sure
what tool I'm going to use to add the biome data back to the anvil
files
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L1689[18:09:17] <howtonotwin> I'm
surprised no one's made a FUSE for NBT yet...
L1690[18:09:53] <gigaherz> hmm wouldn't
that be overkill?
L1691[18:10:05] <gigaherz> NBT is a
key/value store, not really a filesystem
L1692[18:10:06] <howtonotwin> nothing is
overkill
L1693[18:10:07] <howtonotwin>
nothing
L1694[18:10:30] <gigaherz> it would fit
better with like, a windows registry editor type thing
L1695[18:10:35] <howtonotwin> especially
not when it gets in the way of Unix's everything-is-a-file :P
L1696[18:10:39] <gigaherz> which is
pretty much what the NBT Explorer tool looks like, lol
L1697[18:11:06] <howtonotwin> but once
it's a file structure it can be automated with a myriad of existing
tools
L1698[18:11:42] <masa> but how would file
tools really translate to per-tag-type operations and stuff?
L1699[18:11:42] <gigaherz> how'd you
distinguish between tag types?
L1700[18:13:00] <howtonotwin> that's
something for future me to figure out :P
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L1703[18:15:17] <howtonotwin> The way
it's actually stored in NBT is the first byte of a tag is the
type
L1704[18:15:34] <howtonotwin> so could
just make that part of the name of the file/dir
L1705[18:17:21] <gigaherz>
tagkey.int
L1706[18:18:08] <howtonotwin> actually
that's not a bad idea
L1707[18:18:34] <howtonotwin> also works
in that writing to tagkey.str could delete the original tagkey and
replace it with a string
L1708[18:19:05] <howtonotwin> I also have
the urge to write this in Scala and use JNI
L1709[18:19:06] <howtonotwin> jk :P
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L1712[18:37:35] <howtonotwin> the size of
the name of a tag is big endian, right?
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L1718[18:51:53] <masa> seems to be
yes
L1720[18:53:56] <LexMobile> FUSE?
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L1722[18:55:56] <howtonotwin> Filesystem
in Userspace
L1723[18:56:12] <howtonotwin> basically a
framework for linux userspace applications to write
filesystems
L1724[18:56:38] <howtonotwin> I've
foolishly decided to write a FUSE for NBT now
L1725[18:57:01] <howtonotwin> which means
that NBT files will be "mountable" as a directory
structure of tags
L1726[18:58:10] <howtonotwin> oh
everything is done with DataInput/Output
L1727[18:58:14] <howtonotwin> makes
everything a lot easier :P
L1728[18:58:59] <howtonotwin> and yes the
acronym doesn't really work xD
L1729[19:00:05] <gigaherz> I have always
thought it stupid
L1730[19:00:17] <gigaherz> Filesystems in
userspace would be FIUS
L1731[19:00:28] <gigaherz> or FSIUS or at
least FSUS
L1732[19:00:29] <howtonotwin> at least it
isn't recursive
L1733[19:00:49] <gigaherz> Filesystem in
UserSpacE?
L1734[19:01:15] <gigaherz> that's not how
acronyms work! ;P
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L1741[19:08:32] <LexMobile> Oh god
why?
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L1744[19:10:10] <howtonotwin> if you mean
why I'm writing it it's because a) I'm a masochist and b) I've
never done much in C before
L1745[19:10:15] <howtonotwin> mostly a
though
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L1747[19:10:20] <howtonotwin> :P
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L1797[20:31:03] <illy> o/
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L1840[22:35:52] <Ordinastie> I assume the
modid being present twice is unintended
L1841[22:36:39] <TankCR> not my mod, I am
just helping out
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L1845[22:37:09] <TankCR> trying to build
a lang file for my buddy
L1846[22:37:35] <Ordinastie> tell him to
fix his shit first
L1847[22:37:40] <TankCR> kk
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L1858[23:10:34] <SquareWheel> Dang, I
missed him.
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L1861[23:26:51] <thechief5456> where is
the crafting recipies class located?
L1862[23:27:24] <TehNut> "the
crafting recipes class"
L1863[23:27:27] <TehNut> explain?
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L1865[23:38:19] <thechief5456> when you
register a crafting recipe what do you call
L1866[23:38:47] <TehNut>
GameRegistry.addRecipe(...)
L1867[23:41:25] <thechief5456> thank
you
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