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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
L91[02:59:48] <gigaherz> http://minecraft.gamepedia.com/World_border
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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L131[03:08:19] <gigaherz> there: https://dl.dropboxusercontent.com/u/743491/MC/2016-10-03-1007-46.mp4
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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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L143[03:15:07] <quadraxis> hmm actully might be https://bugs.mojang.com/browse/MC-98656
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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?
L185[04:15:10] <jordibenck> http://pastebin.com/PwZsZUcf
L186[04:15:21] <jordibenck> http://pastebin.com/i8zSUCpr
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
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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(); **
L275[04:50:45] <gigaherz> https://gist.github.com/gigaherz/2dbaaff11e32940cc9500e863071b69b
L276[04:50:47] <gigaherz> recommended reading
L277[04:50:58] <gigaherz> for anyone who thinks http://mcforge.readthedocs.org/en/latest/datastorage/capabilities/
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())
L293[04:59:39] <jordibenck> http://pastebin.com/YDzHdFwe
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
L318[05:10:21] <jordibenck> https://github.com/jordibenck/Yu-Gi-Oh_Mod/blob/development/main/java/com/jordibenck/yugiohmod/capability/CapabilityProvider.java
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
L340[05:15:21] <gigaherz> https://github.com/gigaherz/Ender-Rift/tree/master/src/main/java/gigaherz/enderRift/generator
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.
L407[06:52:01] <SquareWheels> https://github.com/bonii-xx/MinecraftForge/blob/2324c2fd204ef6a51ef69f5b5729dabb0b724d4e/src/test/java/net/minecraftforge/debug/NoPotionEffectRenderTest.java
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
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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
L447[07:06:56] <gigaherz> https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/client/PipeBakedModel.java
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...
L482[07:39:53] <quadraxis> https://gist.github.com/williewillus/e37edde85dc78d2e138c
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 ?
L520[08:27:51] <ShadCanard> https://shadowfacts.net/tutorials/forge-modding-1102/basic-blocks/
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 ?
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L526[08:35:55] <ShadCanard> nvm, found it
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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)
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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)
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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?
L577[09:10:25] <ShadCanard> https://github.com/Shadt/FantaBobMod/blob/1.10/src/main/java/com/shadcanard/fbm/blocks/BlockPlasticCreeper.java
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
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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
L621[09:54:59] <gigaherz> https://gist.github.com/gigaherz/81fd645a1256e3761d3265c8015bb389
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
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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"
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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
L669[10:45:58] <ShadCanard> http://imgur.com/a/o2TGK
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
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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
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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?
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L740[10:58:53] <SquareWheels> SatanicSanta, Howto's fork of the MC Forge Docs covers blockstates in much better detail than the official version right now. It'll cover a lot of it: https://github.com/howtonotwin/MCForgeDocumentation/tree/models/docs
L741[10:58:58] <gigaherz> Bottersnike: nope
L742[10:59:05] <SquareWheels> I also have a working implementation in my code right now.
L743[10:59:14] <SquareWheels> The blockstate: https://github.com/WesCook/WateringCans/blob/master/src/main/resources/assets/wateringcans/blockstates/watering_can.json
L744[10:59:14] <Subaraki> you can make a block one block high but it's model is two blocks high
L745[10:59:21] <SquareWheels> The registration/swapping code: https://github.com/WesCook/WateringCans/blob/master/src/main/java/ca/wescook/wateringcans/items/ItemWateringCan.java#L42-L91
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
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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.
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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.
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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...
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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
L815[11:11:11] <SatanicSanta> shartte: https://gist.github.com/elifoster/92bdc66349d709ddd2a8141a7b484597
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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 :)
L828[11:13:26] <McJty> ShadCanard, btw, you'll find some tutorials on how to do OBJ objects in 1.10.2 here: http://modwiki.temporal-reality.com/mw/index.php/Main_Page
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
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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?
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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
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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
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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 ;)
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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")
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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.
L887[11:39:10] <Ordinastie> slightly more readable version : https://github.com/Ordinastie/MalisisDoors/blob/1.8.9/src/main/java/net/malisis/doors/block/Door.java#L212
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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
L930[11:47:04] <gigaherz> https://github.com/gigaherz/GraphLib/
L931[11:47:20] <gigaherz> i use it for the item network on Ender-Rift's interface system
L932[11:47:38] <gigaherz> and in the WIP Everpipe mod https://github.com/gigaherz/Everpipe/
L933[11:47:45] <gigaherz> https://github.com/gigaherz/Ender-Rift/
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)
L937[11:49:06] <gigaherz> https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/TilePipe.java
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?
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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 ?
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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?
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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.
L1005[12:15:40] <gigaherz> https://en.wikipedia.org/wiki/Entity_component_system
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
L1014[12:19:32] <ShadCanard> (like : http://imgur.com/djhpV9P )
L1015[12:19:35] <Subaraki> it works pretty great ShadCanard
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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
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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
L1039[12:25:51] <Subaraki> https://github.com/ArtixAllMighty/Telepads/blob/master/src/main/java/net/subaraki/telepads/tileentity/TileEntityTelepad.java
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.
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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
L1059[12:34:53] <SquareWheel> Found somebody else with the same issue, and an explanation from Mr. giggleherz himself. https://github.com/MinecraftForge/MinecraftForge/issues/2595
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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?
L1071[12:41:14] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/ClientProxy.java#L72
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
L1086[12:47:43] <ShadCanard> https://github.com/Shadt/FantaBobMod/blob/1.10/src/main/resources/assets/fbm/blockstates/blockCreeperSkeleton.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?
L1091[12:50:06] <ShadCanard> https://github.com/Shadt/FantaBobMod/blob/1.10/src/main/java/com/shadcanard/fbm/blocks/BlockFBM.java
L1092[12:50:29] <ShadCanard> And the proxy method is here : https://github.com/Shadt/FantaBobMod/blob/1.10/src/main/java/com/shadcanard/fbm/proxy/ClientProxy.java
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
L1097[12:51:05] <ShadCanard> https://github.com/Shadt/FantaBobMod/blob/1.10/src/main/java/com/shadcanard/fbm/init/ModBlocks.java
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
L1128[13:06:19] <SatanicSanta> gigaherz: The model here https://gist.github.com/elifoster/92bdc66349d709ddd2a8141a7b484597 renders completely invisible
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
L1145[13:08:54] <gigaherz> https://github.com/gigaherz/Everpipe/blob/master/src/main/resources/assets/everpipe/blockstates/block_pipe.json
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 >.>
L1150[13:09:30] <gigaherz> https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/client/PipeBakedModel.java#L277,L299
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
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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
L1171[13:12:28] <gigaherz> [20:09] (gigaherz): https://github.com/gigaherz/Everpipe/blob/master/src/main/resources/assets/everpipe/blockstates/block_pipe.json
L1172[13:12:33] <gigaherz> [20:09] (gigaherz): https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/client/PipeBakedModel.java#L277,L299
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
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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
L1200[13:19:08] <SatanicSanta> gigaherz: basically like this https://gist.github.com/elifoster/53eafbe9930232b749456ae7a1392863 ?
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?
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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
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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
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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!
L1285[14:03:38] <gigaherz> https://minecraft.curseforge.com/projects/ender-rift/files
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)
L1291[14:06:58] <Jdembo|Giraffe> http://web.archive.org/web/20150506194024/https://kerbalstuff.com/
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L1293[14:12:30] <Subaraki> anyone good with tile entities here ?
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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
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L1304[14:14:01] <McJty> Well depends on how and what you're doing
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L1306[14:14:21] <Subaraki> saving data to the client and server is done)
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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
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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
L1341[14:21:31] <Shad|out> McJty, https://github.com/Shadt/FantaBobMod/blob/1.10/src/main/resources/assets/fbm/blockstates/blockCreeperSkeleton.json
L1342[14:21:33] <Mattizin> i get this error which i cant resolve:
L1343[14:22:02] <Mattizin> http://pastebin.com/W7fnVu64
L1344[14:22:24] <McJty> Shad|out, do it more like this: https://bpaste.net/show/12fa7ce36f28
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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L1352[14:28:09] <Mattizin> Can someone of you look at my Fuid Texture issue http://pastebin.com/W7fnVu64 please ? :)
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
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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
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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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L1391[15:06:31] <SatanicSanta> gigaherz: huh. Tested that blockstate stuff and crashed: https://paste.ee/p/H6wu2 \o/
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
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L1404[15:11:17] <SatanicSanta> gigaherz: No
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L1411[15:20:12] <SatanicSanta> gigaherz: I'm not really sure how ibakedmodel is null here :|
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L1413[15:21:40] <howtonotwin> did you register the model?
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L1415[15:21:57] <SatanicSanta> yes
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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
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L1437[15:29:47] <SatanicSanta> howtonotwin: https://gist.github.com/elifoster/92bdc66349d709ddd2a8141a7b484597
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
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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.
L1501[15:40:00] <Subaraki> behold gigaherz : http://i.imgur.com/rGBJ0Al.png
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
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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
L1598[16:22:05] <SatanicSanta> specifically https://docs.cleverbot.io/ which has very very simple docs
L1599[16:22:11] <tterrag> https://pythonhosted.org/Markdown/extensions/admonition.html
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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L1652[17:52:24] <howtonotwin> williewillus: I've revised my PR, would you like to take another look? https://github.com/MinecraftForge/Documentation/pull/61
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
L1719[18:51:54] <masa> http://wiki.vg/NBT
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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L1838[22:34:18] <TankCR> I can't seem to match this in my lang file https://snag.gy/UEufYJ.jpg
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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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L1860[23:26:13] *** tterrag is now known as tterrag|ZZZzzz
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
L1868[23:55:13] *** Raqbite is now known as Raqbit
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