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L26[01:59:45] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161006 mappings to Forge Maven.
L27[01:59:48] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161006-1.10.2.zip (mappings = "snapshot_20161006" in build.gradle).
L28[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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L39[02:18:34] <Subaraki> how does one deal with copied mod pages ?
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L41[02:22:59] <Ordinastie> copied mod pages ?
L42[02:23:15] <Subaraki> hmm.
L43[02:23:55] <Subaraki> apart from the pictures, he gave his own opinion
L44[02:24:05] <Subaraki> it's the jar that he included that bothers me
L45[02:27:12] <IoP> pay mafia to burn site owner's home...
L46[02:27:29] <IoP> dmca probably won't work
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L48[02:28:13] <Subaraki> dmca ?
L49[02:29:16] <IoP> if you were talking about websites which re-host jars without permission for profit
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L52[02:33:50] <Subaraki> nope. he puts up the jar as a non profit download and even links to the original post
L53[02:33:52] <Subaraki> f* :/
L54[02:34:12] <Ordinastie> you can try contacting them to change it
L55[02:34:19] <Ordinastie> I know some sites did it when I asked them
L56[02:34:23] <Ordinastie> most don't though
L57[02:36:18] <IoP> is content of the page his own content or full copy?
L58[02:37:39] <Ordinastie> I don't really care if they copy personally
L59[02:37:55] <Ordinastie> what I care about though, is if they bypass the adfly link
L60[02:38:10] <Ordinastie> or even worse, rehost entirely
L61[02:38:19] <Ordinastie> cut off curseforge
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L63[02:43:27] <Subaraki> ^
L64[02:43:37] <Subaraki> thats what he does
L65[02:43:41] <Subaraki> i'll try to create an account
L66[02:43:47] <Subaraki> and ask him politely
L67[02:43:52] <Subaraki> other question
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L69[02:44:04] <Subaraki> is there anything like a Graphics field available in gui's .
L70[02:44:05] <Subaraki> ?
L71[02:44:24] <Subaraki> i'm looking to get the fontmetrics to calculate the display lenght of a string
L72[02:44:59] <Ordinastie> there is a getstringwidth
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L74[02:45:58] <Subaraki> aha, thanks :)
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L77[03:11:39] <Subaraki> what's the difference between onBlockRemovedByPlayer and onBlockDestroyedByPlayer ... ?
L78[03:19:30] <Corosus> no such thing as onBlockRemovedByPlayer
L79[03:20:32] <Subaraki> "removedByPlayer"
L80[03:20:33] <Subaraki> sorry
L81[03:20:39] <Corosus> theres a removedByPlayer, looks like if that returns true, onBlockDestroyedByPlayer is called
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L84[03:22:42] <Ordinastie> Subaraki, look at call stack for both
L85[03:23:03] <Subaraki> sorry ._.
L86[03:23:06] <Subaraki> feel dumb now
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L88[03:38:06] <fivestang> clear
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L91[03:51:53] <Koward> !gf EntityVillager.isWillingToMate
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L102[04:36:52] <Subaraki> why does this not open my gui ???
L103[04:36:53] <Subaraki> FMLNetworkHandler.openGui(player, Telepads.instance, GuiHandler.REMOVE_TELEPAD, player.worldObj, oldExisitingPostion.getX(), oldExisitingPostion.getY(), oldExisitingPostion.getZ());
L104[04:36:57] <Subaraki> its called client side only
L105[04:36:59] <Subaraki> no container
L106[04:37:06] <Subaraki> its a guiscreen only
L107[04:40:00] <Ordinastie> then why not displaying the gui directly ?
L108[04:40:38] <Subaraki> guihandler never gets called ...
L109[04:40:40] <Subaraki> yeah, why not
L110[04:40:43] <Subaraki> could do that as well
L111[04:40:49] <Subaraki> that's what i did before
L112[04:40:55] <Subaraki> wanted to change to gui handler
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L114[04:41:14] <Ordinastie> why?
L115[04:41:26] <Ordinastie> do you understand the point of the GuiHandlers ?
L116[04:41:58] <Subaraki> to provide a container
L117[04:42:15] <Ordinastie> then you can't call it client side
L118[04:42:24] <Ordinastie> that needs to be done server side
L119[04:42:32] <manmaed> how would i go about stoping mass spawns of my entitys in a superflat world: http://puu.sh/rzwwC.png
L120[04:42:32] <Subaraki> ah okay, that's why
L121[04:45:33] <SquareWheel> Feature, not a bug
L122[04:45:48] <Koward> When updating mappings, the names in mod files are not updated. It's a hassle to update them manually. Is there another way ?
L123[04:50:30] <Ordinastie> no
L124[04:50:42] <Ordinastie> if by mod file, you mean your source
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L127[04:52:56] <Koward> Yes.
L128[04:53:10] <Ordinastie> then no
L129[04:53:41] <Ordinastie> but tbh, updating mapping should really have nearly no impact on your code
L130[04:54:23] <Koward> Just changing a few methods and fields name. It's not about it being difficult whatsoever, it's just a potential hassle if there are many changes.
L131[04:54:35] <Ordinastie> there aren't
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L135[05:01:08] <Koward> !gf Material.field_189963_J
L136[05:02:11] <Koward> !gm func_189652_ae
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L138[05:03:09] <Koward> !gm func_189654_d
L139[05:03:46] <Ordinastie> why are you having so many ?
L140[05:04:35] <Koward> Long time jump
L141[05:04:48] <Koward> 18/05->06/10
L142[05:05:06] <Koward> !gm func_189694_a
L143[05:05:22] <Ordinastie> if you have more, consider PMing the bot directly
L144[05:06:30] <Corosus> or join #mcpbot for spamilicious good times
L145[05:07:15] <Koward> Oh damn I'm spamming again.
L146[05:07:20] <Koward> That was it anyway, sorry.
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L163[05:53:14] <BordListian> this is strange
L164[05:53:38] <BordListian> is there an extra step i need to take to make particles not fullbright?
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L168[05:58:54] <Corosus> i havent used it before but the code suggests fx layer 3 is full bright, the usual ones (0 and 1) arent
L169[05:59:21] <BordListian> hm
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L171[06:00:12] <Corosus> or rather, not full bright, but "lit"
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L174[06:19:19] <BordListian> ech
L175[06:19:26] <BordListian> this is just more trouble than its worth
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L194[06:50:46] <Subaraki> The Ender Dragon obstructs you from going back !
L195[06:50:51] <Subaraki> is that correct english ? ^^
L196[06:50:53] <Subaraki> ^ *
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L199[06:53:43] <SquareWheel> It's a complete sentence. Not entirely clear what it means without context though.
L200[06:54:46] <Subaraki> teleporting pads cannot get you out of the ender while the dragon is alive
L201[06:55:34] <SquareWheel> Ah, well in that case I wouldn't use the word obstruct. It implies that the dragon physically blocks your path.
L202[06:56:15] <Subaraki> yeah. i had a suggestion from someone : The power of the Ender Dragon is jamming your Telepad !
L203[06:56:25] <Subaraki> that soudns correct and better then obstruct
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L205[06:56:42] <SquareWheel> Definitely more "in lore".
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L209[06:59:12] <BordListian> >jamming is more in lore than obstruct
L210[06:59:34] <BordListian> "The Ender Dragon prevents your return" ?
L211[07:00:37] <BordListian> then again, hitech telepads
L212[07:01:29] <SquareWheel> High tech? Maybe "The dragon's energies destabilize/disrupt the frequency."
L213[07:01:54] <SquareWheel> I don't know why I pluralized energy.
L214[07:04:47] <gigaherz> meh too direct
L215[07:05:42] <gigaherz> "There's a strong interference in the area" let people figure out what that means ;P
L216[07:05:56] <SquareWheel> The only problem I see is they might not realize it'll work once the dragon is dead.
L217[07:06:08] <SquareWheel> They'd assume it's like beds/compasses in the end.
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L219[07:06:53] <gigaherz> unless you show a message when the dragon dies
L220[07:07:04] <gigaherz> ;P
L221[07:07:18] <gigaherz> but yeah
L222[07:08:06] <Subaraki> speaking of that, since when do cages generate around the crystals in the end ... ?
L223[07:08:20] <SquareWheel> "The dragon's roar seems to disrupt the machine" playSound(roooooooar.ogg)
L224[07:08:25] <SquareWheel> I dunno. Lots of ways to go with it.
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L226[07:08:35] <gigaherz> since 1.9's end redesign
L227[07:08:45] <Subaraki> didnt know that :o
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L234[07:44:01] <LatvianModder> You can now respawn the dragon too, right?
L235[07:44:53] <gigaherz> yup
L236[07:44:57] <gigaherz> craft 4 crystals
L237[07:45:03] <gigaherz> put them around the portal
L238[07:45:13] <gigaherz> and the respawn "event" starts
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L311[10:41:06] <Subaraki> how would i go about using a bucket of water on a block without actually pooring water ?
L312[10:41:37] <gigaherz> onBlockActivated?
L313[10:41:40] <gigaherz> or is it not your block?
L314[10:42:02] <Bottersnike> Return true from onBlockActivated
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L316[10:42:38] <gigaherz> othrwise PlayerInteractEvent.RightClickBlock
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L319[10:46:52] <Subaraki> thanks o/
L320[10:46:57] <Subaraki> and yes it is my bloc. i'll try that
L321[10:49:26] <Subaraki> and what's up with not being able to activate blocks while sneaking ? <_<
L322[10:49:35] <Subaraki> ive got two colorable parts xD
L323[10:51:08] ⇦ Parts: Forecaster (Forecaster@2001:19f0:6800:8161:1:5ee:bad:c0de) ())
L324[10:52:40] <Bottersnike> Try opening a chest while sneaking. It's a minecraft mechanic.
L325[10:52:57] <gigaherz> Subaraki: well the idea is
L326[10:53:11] <gigaherz> if you sneak, it will use the item rather than activate the block
L327[10:53:13] <gigaherz> it's nothing new
L328[10:53:19] <Subaraki> true
L329[10:53:24] <Subaraki> forgot that existed for a second
L330[10:53:42] <Subaraki> rightclickblock event, here i come x)
L331[10:53:57] <Subaraki> unless that would prevent players from being happy
L332[10:53:57] <Subaraki> hmmm
L333[10:54:49] <Bottersnike> Players probably woudln't like that (depending on what the block is)
L334[10:54:55] <Bottersnike> On that subject, what is the block?
L335[10:58:38] <Bottersnike> I'm getting the error
L336[10:58:38] <Bottersnike> Cannot get property PropertyInteger{name=level, clazz=class java.lang.Integer, values=[0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15]} as it does not exist in BlockStateContainer{block=interdictiontorch:bamboo, properties=[]}
L337[10:58:48] <Bottersnike> When trying to set my material as Material.WATER
L338[10:59:03] <Bottersnike> What do I need to add to my block to fix that?
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L341[11:05:14] <TechnicianLP> fluids(?) are expected to have a propertyinteger for their level (how high the water is)
L342[11:05:43] <Bottersnike> Whta's the best way to manage that for an underwater plant? Google has been of little help
L343[11:06:08] <Bottersnike> *What's?
L344[11:06:45] <Bottersnike> ge
L345[11:07:03] <Bottersnike> ... Dat keyboard lagg doe (end of typing on google)
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L347[11:07:57] <TechnicianLP> you could try the material of lilypads ...
L348[11:08:15] <Bottersnike> That's Material.WATER
L349[11:08:32] <TechnicianLP> wait ... let me start my ide
L350[11:08:32] <Bottersnike> I've been looking in the lillypad code but can't find how it does it
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L353[11:09:35] <tterrag|ZZZzzz> also lilypads are not underwater
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L355[11:10:06] <Bottersnike> That's my problem. I can't find any code that's properly underwater
L356[11:10:12] <tterrag> it's been done before
L357[11:10:14] <tterrag> BoP did it
L358[11:10:17] <tterrag> mariculture too
L359[11:10:23] <tterrag> go look up one of those maybe
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L362[11:13:27] * Bottersnike realllly doesn't want to have to look through the BoP source
L363[11:13:32] <ShadCanard> o/
L364[11:14:02] <TechnicianLP> i guess you could try material.plants and how that works out ...
L365[11:14:36] <Bottersnike> I did have that, but that creates a water pocket
L366[11:15:33] <tterrag> yes, you need to use water material
L367[11:15:57] <Bottersnike> But that still gets me the error about not having "level"
L368[11:16:18] <gigaherz> then add level?
L369[11:16:29] <Bottersnike> How?
L370[11:16:35] <gigaherz> it's a blockstate property
L371[11:16:51] <Bottersnike> Okay. Whats the best way to keep it the same as the original water level?
L372[11:16:55] <gigaherz> http://mcforge.readthedocs.io/en/latest/blockstates/states/
L373[11:17:02] <gigaherz> use similar logic to water
L374[11:17:27] <gigaherz> (for controlling the level based on the neighbours)
L375[11:18:00] <tterrag> and once again, I recommend you read the source of a mod that has already done this
L376[11:18:41] <Bottersnike> I was just looking at marriculture, and I can't find the code that does it
L377[11:19:25] <gigaherz> woudlb e nice if "water level" was a property inherent to any block, so that you could have submerged chests and such
L378[11:19:35] <gigaherz> instead of them createing a pocket of air
L379[11:19:38] <gigaherz> -e
L380[11:19:45] <gigaherz> but yeah, not the case ;P
L381[11:20:29] <Bottersnike> Would there be a way other than a core mod to override the Block class to add that?
L382[11:21:05] <tterrag> you couldn't do that
L383[11:21:09] <tterrag> coremod or not
L384[11:21:21] <tterrag> water level takes up all metadata, which some blocks can't spare
L385[11:21:31] <Bottersnike> No? Could you not just compleatly override the "net.minecraft.block.Block" class
L386[11:21:33] <gigaherz> you'd need to change the way mc works
L387[11:21:41] <Bottersnike> Ahh. You could make everything a TE...
L388[11:21:44] <gigaherz> and add a sortof layering system
L389[11:22:06] <Bottersnike> Or just a custom render :P
L390[11:22:07] <gigaherz> I'd picture that as a block being able to have both an IBlockState and an IFluidState at the same time
L391[11:22:28] <gigaherz> where the IFluidState would be water/lava/modliquid + level + stuff
L392[11:22:31] <gigaherz> but of course
L393[11:22:38] <gigaherz> that'd require massive changes tot he way the world grid works
L394[11:22:51] <gigaherz> to the*
L395[11:23:08] <Bottersnike> FFS... I think my problem might be due to loading an older world. Brb while I get minecraft started again
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L397[11:25:50] <Bottersnike> nope :P. What's the class with blockWater? I've tried net.minecraft.block.BlockWater but that doesnt exist
L398[11:26:21] <gigaherz> no, there's BlockDynamicLiquid and BlockStaticLiquid
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L400[11:26:29] <gigaherz> Dynamic is for when the water has moved recently
L401[11:26:33] <gigaherz> and is in "quick update" mode
L402[11:26:45] <gigaherz> Static is for when it hasn't changed in a while, and is in "slow update" mode
L403[11:26:57] <Bottersnike> Thanks
L404[11:27:10] <gigaherz> in both cases, level 0 is full block, and 1 to 15 are the separate water levels
L405[11:27:14] <gigaherz> (or lava)
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L408[11:31:53] <Bottersnike> Do I want BlockStaticLiquid or BlockLiquid?
L409[11:32:26] <gigaherz> did you look at other mods?
L410[11:33:12] <Bottersnike> I tried but I couldn;t work out mariculture and I didn;t even want to try with BoP
L411[11:36:15] <gigaherz> uh
L412[11:36:16] <gigaherz> https://github.com/Glitchfiend/BiomesOPlenty/blob/BOP-1.10.2-5.0.x/src/main/java/biomesoplenty/common/block/BlockBOPSeaweed.java
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L415[11:37:14] <Bottersnike> Giga, you are da best
L416[11:37:22] <gigaherz> that took me 2 minutes
L417[11:37:22] <gigaherz> ...
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L419[11:37:39] <Bottersnike> I didn't know the name...
L420[11:37:43] <Bottersnike> https://www.youtube.com/watch?v=ZVUyyHYkBHk
L421[11:37:43] <Bottersnike> Replace I with you
L422[11:37:55] <gigaherz> me neither!
L423[11:38:16] <gigaherz> I just went to common (because blocks are common), and then blocks, and thne I looked for stuff that sounded watery
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L433[11:49:25] <Guest84976> hi
L434[11:49:36] <Guest84976> i was wondering whats the best way to add textures to items
L435[11:50:49] <gigaherz> 1.10.2?
L436[11:50:55] <Guest84976> yes
L437[11:50:59] <gigaherz> (or well, anything 1.8 and up? ;P)
L438[11:51:01] <gigaherz> then
L439[11:51:07] <Guest84976> no, 1.2.5 ;P
L440[11:51:08] <gigaherz> in your clientproxy, during the preinit phase,
L441[11:51:13] <Guest84976> yes?
L442[11:51:16] <gigaherz> ModelLoader.setCustomModelResourceLocation
L443[11:51:23] <Guest84976> okidokie
L444[11:51:34] <gigaherz> with the item, meta, and a ModelREsourceLocation(item.getRegistryName(),"inventory")
L445[11:51:37] <gigaherz> then
L446[11:51:43] <gigaherz> you'll need the model json for it
L447[11:52:01] <gigaherz> in resources/assets/<modid in lowercase>/models/item/<item's registry name>.json
L448[11:52:07] <gigaherz> with at least
L449[11:52:24] <Guest84976> is it easy to make a model for items?
L450[11:52:25] <gigaherz> { "parent": "item/generated", "textures": { "layer0": "<the item texture location>" } }
L451[11:52:47] <gigaherz> yes ^
L452[11:52:58] <gigaherz> if it's a tool instead of a plain item then
L453[11:53:04] <gigaherz> { "parent": "item/handheld", "textures": { "layer0": "<the item texture location>" } }
L454[11:53:18] <gigaherz> if you want more than one texture layer, you can add them as layer1 and up
L455[11:53:32] <gigaherz> if you want to get fancier
L456[11:53:35] <gigaherz> you can use blockstates json files
L457[11:53:36] <Guest84976> i think one will be enough for now for my crappy mod
L458[11:53:38] <gigaherz> for items
L459[11:53:45] <gigaherz> and specify different variant strings
L460[11:53:48] <gigaherz> rather than just "inventory"
L461[11:54:15] <gigaherz> example: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/gemstone.json
L462[11:54:23] <gigaherz> if you use a blockstates json, however,
L463[11:54:29] <Guest84976> lol, github is blocked where im at
L464[11:54:29] <gigaherz> the models will always be in models/block
L465[11:54:30] <gigaherz> even for items
L466[11:54:34] <Guest84976> but ill take ur word for it
L467[11:54:39] * gigaherz shrugs
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L469[11:55:35] <Lumien> Does someone know of a case where ModelBakeEvent gets called before TextureStitchEvent.Pre ?
L470[11:55:59] <Bottersnike> I got my block working, but now my game is asking for lots of different models. Is there a way to tell it to ignore the level block varian but still show water at the bottom of the block?
L471[11:56:21] <gigaherz> Lumien: i have no idea which order they happen in
L472[11:56:32] <gigaherz> you should be using a custom model loader, though
L473[11:56:39] <gigaherz> you avoid using both bake event and stitch event
L474[11:56:40] <gigaherz> ;p
L475[11:56:52] ⇨ Joins: AforAnonymous (bitch2k@dyn-051-236.vix2.mmc.at)
L476[11:57:12] <Guest84976> gosh darn it, i cant scroll up in this irc client
L477[11:57:28] <gigaherz> waht do you need? ;P
L478[11:57:44] <Guest84976> what did yo say how to add texture to pre init, what method
L479[11:57:55] <gigaherz> [18:51] (gigaherz): ModelLoader.setCustomModelResourceLocation
L480[11:58:20] <Guest84976> oh
L481[11:58:36] *** Vigaro is now known as V
L482[11:58:46] <Guest84976> http://pastebin.com/yJtFgQrH
L483[11:58:49] <Guest84976> i already have that
L484[11:59:12] <gigaherz> good thne you have half the work done
L485[11:59:12] <gigaherz> ;p
L486[11:59:44] <Guest84976> whats the bit where i add location of the texture?
L487[11:59:59] ⇨ Joins: tschm (~tschm@xdsl-81-173-254-242.netcologne.de)
L488[12:00:15] <tschm> hey there :)
L489[12:00:59] ⇦ Quits: itachi1706 (~itachi170@doserver.itachi1706.com) (Ping timeout: 186 seconds)
L490[12:01:32] <Lumien> I use the events to insert custom IBakedModel's into the system
L491[12:01:33] <Bottersnike> How do I make my block only act like water when in water and not when out of it?
L492[12:01:45] <Lumien> Custom Model Loaders are used for models represented by files right?
L493[12:01:54] <tschm> I need some kickstart help. I am a professional games programmer, but my java years are over for like 10 years and i never developed a mc mod, but like to start now
L494[12:02:16] <gigaherz> welcome :)
L495[12:02:17] <tschm> i use VS as my default IDE, does anyone have a tutorial or help on how to set up VS properly?
L496[12:02:25] <gigaherz> I wouldn't recommend VS for this
L497[12:02:29] <gigaherz> as much as I like VS myself
L498[12:02:41] <gigaherz> fetch IntelliJ IDEA community edition
L499[12:02:46] <Guest84976> tschm: what games did you work on if you dont mind me asking
L500[12:02:49] <tschm> hmm... what's the difference to eclipse? or what does eclipse provide?
L501[12:02:59] <Bottersnike> Anyone?
L502[12:03:03] <Guest84976> intellij is the best. :3
L503[12:03:19] <Lumien> eclipse is the "suggested" ide for forge
L504[12:03:24] <Guest84976> eclipse is like that mustang thats broken down and gets fixed up
L505[12:03:25] <tschm> Guest84976 I am working on Looterkings. You can check it out in Steam :)
L506[12:03:34] <Guest84976> but intellij is a bmw
L507[12:03:38] <Guest84976> ah nice!
L508[12:03:50] <McJty> Lumien, not really (about suggested)
L509[12:03:56] <McJty> These days IntelliJ is what is recommended
L510[12:03:56] <tschm> So what now, eclipse or intellij? Have no clue of both of them, tbh :D
L511[12:04:02] <McJty> cpw's tutorials are for IntelliJ
L512[12:04:06] <McJty> and there is better support for it
L513[12:04:15] <gigaherz> eclipse works just fine
L514[12:04:22] <gigaherz> but most of us prefers anything else
L515[12:04:23] <gigaherz> ;p
L516[12:04:26] <Lumien> Thought lex said it still was the suggested one on a panel at minecon
L517[12:04:27] <Guest84976> no
L518[12:04:27] <Lumien> Not sure
L519[12:04:38] <Guest84976> notepad++ is where its at
L520[12:04:46] <Guest84976> manually compiling with cmd
L521[12:04:49] <Guest84976> :D
L522[12:04:59] <McJty> Just edit bytecode with a hex editor
L523[12:05:01] <McJty> What more do you need?
L524[12:05:10] <Guest84976> right?!
L525[12:05:13] <tschm> hmm.. i want to develop a mod with a friend of mine, we stumbled upon this here: https://mcforge.readthedocs.io/en/latest/gettingstarted/
L526[12:05:30] <tschm> do you recommend that for a start or are there better resources?
L527[12:05:41] <McJty> That's a good doc
L528[12:06:22] <gigaherz> that's the official community-maintained docs
L529[12:06:23] <tschm> alright, so i'll download intellij and have a look at the docs, does intellij itself need a special setup i need to consider?
L530[12:06:25] <gigaherz> they are incomplete
L531[12:06:29] <gigaherz> but the most accurate you'll find
L532[12:06:34] <gigaherz> stay around here on IRC, though
L533[12:06:34] <tschm> or anything else super stupid basic, i should consider before start?
L534[12:06:39] <gigaherz> since we are the best source of information
L535[12:06:49] <gigaherz> ;P
L536[12:06:57] <tschm> i will, no doubt, i just hope to not spam you guys ;)
L537[12:07:19] <Guest84976> dont worry nobody can spam better then a bit
L538[12:07:20] <Guest84976> bot
L539[12:07:31] <tschm> chats are always the best source for help, so that's basically the first thing i searched for, now that i am here.. i'll take a seat ;D
L540[12:07:39] ⇨ Joins: itachi1706 (~itachi170@doserver.itachi1706.com)
L541[12:07:52] <Guest84976> good luck on your mod tschm!
L542[12:07:54] <PaleoCrafter> Hey, that's my seat
L543[12:08:33] <tschm> thx, let's see where it can go and at what point i'll be like "well..ah, was a good idea, but heck.. that's a lot of work" :D
L544[12:12:07] <gigaherz> I wondered that at first
L545[12:12:25] <gigaherz> and no I have 4 "finished" mods and a couple in progress
L546[12:12:25] <gigaherz> ;P
L547[12:12:27] <Bottersnike> How do I set a block to water?
L548[12:13:05] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/spells/effects/WaterEffect.java#L90
L549[12:13:21] <Bottersnike> Danke
L550[12:13:22] <SquareWheel> Does worldIn.setBlockState() not work?
L551[12:16:08] ⇦ Quits: Guest84976 (~Mac@67.208.235.190) (Quit: Lost terminal)
L552[12:16:41] <McJty> SquareWheel, not work for doing what?
L553[12:17:08] <SquareWheel> Was asking Botter if that didn't work for him.
L554[12:18:12] <Bottersnike> How would I get the current level of a water block?
L555[12:18:15] <Subaraki> is there no way to make an ibaked model out of a model base?
L556[12:18:23] <Bottersnike> worldIn.getBlockState(pos).getProperties().get(LEVEL);
L557[12:18:29] <Bottersnike> Doesn't seen to work
L558[12:19:33] <gigaherz> wat no
L559[12:19:39] <gigaherz> state.getvalue(LEVEL)
L560[12:19:45] <gigaherz> no need to use .getProperties
L561[12:20:02] <Bottersnike> Thanks
L562[12:21:23] <Bottersnike> Is there a way to make dynamic models besides making 15 of them (for water levels)
L563[12:22:03] <SquareWheel> For an item placed in water? Shouldn't it always be max level?
L564[12:22:06] <gr8pefish> Anyone know if there is a special (onItemStackRightClick) that works for items in any inventory? i.e. you open your normal inventory by pressing 'e', and then I want some special functionality if you right click on my item while in that inventory. I have that done in my own inventory (by overriding slotClick), but is there any non-messy way to extend that to all inventories (or even just vanilla ones)?
L565[12:22:50] <gigaherz> nope, clicks while on inventory are for interacting with slots
L566[12:22:52] <gigaherz> not the items
L567[12:23:31] <gr8pefish> Well I mean that works, I can get the item via the slot
L568[12:23:38] <gigaherz> yes of course
L569[12:23:42] <gigaherz> but that's not how mc works
L570[12:23:55] <gigaherz> i mean, rightclicking has its own meaning
L571[12:24:08] <SquareWheel> It does seem like it'd break player's expectations.
L572[12:24:11] <gigaherz> it grabs half of the stack, while leaving the other half in the slot
L573[12:24:34] <gr8pefish> True, but this item will only have a stack size of 1, so it shouldn't be that confusing
L574[12:24:55] <SquareWheel> I'm not sure how you'd override that. I doubt there's a Forge event for it.
L575[12:25:14] <gr8pefish> Yeah idk if it is even possible, just curious if any of you knew
L576[12:25:18] <Bottersnike> You could have a look at inventory code to see how stack splitting is called
L577[12:25:36] <gigaherz> no there isn't any event for rightclicking slots, so far as I know
L578[12:25:48] <SquareWheel> I noticed Java and C++ versions do stack splits differently. Java version rounds up, C++ version rounds down.
L579[12:25:52] <SquareWheel> At least in the initial release it did.
L580[12:26:17] <SquareWheel> Fun fact of the day
L581[12:26:18] <gr8pefish> Is there an event for just clicking slots? As I can differentiate between the two given a ClickType param
L582[12:26:28] <gr8pefish> the two being left vs right click
L583[12:27:06] <gigaherz> there's a ClickEvent, but not a SlotClickEvent
L584[12:27:33] <gr8pefish> Yup, I'm looking through forge now. So it should be possible, just will be a little bit of work
L585[12:28:17] <gr8pefish> Essentially copy over the isMouseOverSLot code, and then check if itemInSlot == myItem then do custom stuff
L586[12:30:24] <Bottersnike> So is there any way to add water straight to my model?
L587[12:30:27] <Bottersnike> (dynamicly)
L588[12:30:38] <gigaherz> Bottersnike: I guess
L589[12:30:42] <gigaherz> forge does have a model for water
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L591[12:30:57] <gigaherz> but it's not something many people have done
L592[12:30:59] <Bottersnike> What't the best way though withouth creating 15 model files
L593[12:31:06] <gigaherz> so you'll have to either look at the few mods with water-stuff
L594[12:31:11] <gigaherz> or roll your own solution
L595[12:31:23] <tschm> first thing: I cannot run the command "gradlew setupDecompWorkspace" because it fails at :decomileMC with JavaHeapSpace error
L596[12:31:27] <Subaraki> what parent do i extend for acustom model block ?
L597[12:31:27] <gigaherz> the best way will involve using forge's liquid models through
L598[12:31:33] <gigaherz> tschm: read the docs page on it
L599[12:31:38] <gigaherz> it has a note on how to fix it
L600[12:31:40] <Subaraki> tschm, you need more ram
L601[12:31:44] <Subaraki> basicly.
L602[12:31:46] <gigaherz> you need to edit the JVM args for gradle
L603[12:31:49] <gigaherz> and assign more ram
L604[12:31:53] <gigaherz> the page explains how
L605[12:31:54] ⇨ Joins: SatanicSanta (~SatanicSa@c-76-115-175-15.hsd1.or.comcast.net)
L606[12:31:59] <tschm> what, i have plenty of RAM.. hmm
L607[12:32:01] <Bottersnike> I'm getting somewhere though http://imgur.com/a/vkEVC
L608[12:32:02] <tschm> i'll have a look
L609[12:32:06] <SquareWheel> It's not being allocated though.
L610[12:32:06] <gigaherz> yes but the JVM isn't like .NET
L611[12:32:09] <tschm> ah isee
L612[12:32:11] <gigaherz> it has a hard limit on ram
L613[12:32:42] <gigaherz> and the decompile step needs a bit more than gradle is normally given
L614[12:32:44] <SquareWheel> You'll need to bump up the max, especially if you run that command from inside your IDE.
L615[12:32:52] <gigaherz> yeah on that note
L616[12:32:53] <tschm> ohh god.. yes, the big blue info box saying "In case you will receive an error while running the task" -.- nvm
L617[12:33:00] <gigaherz> you don't need to run gradlew externally
L618[12:33:04] <gigaherz> if you chose IntelliJ IDEA
L619[12:33:10] <gigaherz> you can do all the gradle tasks from within the IDE
L620[12:33:15] <gigaherz> (after you have adjusted the RAM limit ;P)
L621[12:33:15] <tschm> i use IDEA, yes
L622[12:33:25] <gigaherz> then my steps for setting up a project in IDEA:
L623[12:33:28] <Bottersnike> Use the gradle tab on the right
L624[12:33:33] <tschm> go ahear gigaherz
L625[12:33:42] <gigaherz> 1. launch IDEA and open the build.gradle file, and import using the default choices
L626[12:33:59] <SatanicSanta> So, my model loader is functioning as expected, but it appears that IModel#bake is never being called...
L627[12:34:03] ⇨ Joins: raoulvdberge (uid95673@2001:67c:2f08:6::1:75b9)
L628[12:34:03] <gigaherz> 2. open the gradle panel (you can use the icon on the bottom-left corner to open it)
L629[12:34:09] <gigaherz> and after it shows the list of tasks
L630[12:34:19] <gigaherz> 3. doubleclick the setupDecompWorkspace and wait for it to finish
L631[12:34:23] <SatanicSanta> gigaherz: I find the gradle window to be annoying so I just use its terminal window :P
L632[12:34:36] <gigaherz> 4. run the genIntellijRuns task and wait for it to finish
L633[12:35:02] <SatanicSanta> too many tasks
L634[12:35:03] <gigaherz> 5. click the blue refresh icon *on the gradle panel* to resynchronize the IDEA project with the gradle project
L635[12:35:17] <SatanicSanta> it takes much longer to find the right task than to just run gradle from the terminal directly :P
L636[12:35:27] <gigaherz> 6. Assuming you have idea 2016+, you'll have to open the "run configurations" list
L637[12:35:35] <gigaherz> go to edit configurations
L638[12:35:44] <gigaherz> and for Minecraft Client and Minecraft Server
L639[12:35:46] <tschm> i'll take the challenge to open it from intellij :D
L640[12:35:53] <gigaherz> edit the "use classpath of module"
L641[12:36:00] <Koward> I have missing textures in domain minecraft ( http://hastebin.com/afiragexik.md ) I'm not sure where to start looking. I don't see why these blocks would not use the modid domain like the others.
L642[12:36:04] <gigaherz> so that it points to the <xxxx>_main
L643[12:36:06] <gigaherz> module
L644[12:36:09] <gigaherz> rather than the default choice
L645[12:36:18] <gigaherz> 7. enjoy
L646[12:36:35] <tschm> i'll come back to those steps, thx
L647[12:36:42] <tschm> but.. i need to increase ram.. hehe
L648[12:36:50] <SatanicSanta> oh, it also appears that my item override list's handleItemState is never being called
L649[12:36:55] <gr8pefish> ^ DOn't forget to use that refresh button though, that caused me some large annoyances when I forgot about it :P
L650[12:37:44] <gigaherz> tschm: edit/create %userprofile%\.gradle\gradle.properties
L651[12:37:47] <gigaherz> and add a line with
L652[12:37:48] <gigaherz> org.gradle.jvmargs=-Xmx3G
L653[12:37:52] <tschm> it says i can only increase RAM when the JVM is started.. i guess the command does this itself, so how should i increase the ram?
L654[12:38:04] <gigaherz> read my last 3 lines ;P
L655[12:38:23] <SatanicSanta> I don't recommend putting it in your global gradle props
L656[12:38:33] <SquareWheel> Close everything Java related down, edit the file, then reopen them.
L657[12:38:51] <gigaherz> nah gradle will happily open a separate process in order to use those args
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L660[12:42:00] <tschm> gosh.. now i cannot import because intelliJ gives me "Invalid Gradle JDK configuration found"
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L662[12:44:00] <tschm> i guess i''ll use the command line way :P
L663[12:44:10] <gigaherz> wait no
L664[12:44:15] <gigaherz> in IDEA
L665[12:44:18] <gigaherz> in project structure
L666[12:44:21] <gigaherz> you can configure the JDK
L667[12:44:30] <gigaherz> if you never configured a JDK folder, it will say that
L668[12:45:12] <LatvianModder> gradle ivy can download dependencies from just jars?
L669[12:45:21] <PaleoCrafter> Wat
L670[12:46:36] <gigaherz> tschm: https://dl.dropboxusercontent.com/u/743491/Project%20structure.png
L671[12:46:44] <gigaherz> https://dl.dropboxusercontent.com/u/743491/SDK%20Settings.png
L672[12:47:17] <tschm> so the jdk and not the idea thingy?
L673[12:47:17] <LatvianModder> https://github.com/BuiltBrokenModding/BuiltBrokenScripts/blob/buildScripts/scripts/both/repos.gradle#L8-L11
L674[12:47:23] <gr8pefish> giga, where is that MouseClick event?
L675[12:47:27] <Bottersnike> Can someone help me find what part of BoP renders water over coral? I've looked in https://github.com/Glitchfiend/BiomesOPlenty/blob/BOP-1.10.2-5.0.x/src/main/java/biomesoplenty/common/block/BlockBOPCoral.java (the coral code) but can't find anything
L676[12:48:19] <gr8pefish> Bottersnike, that is in the common package, maybe check out the client one for rendering stuff
L677[12:48:28] <Bottersnike> Will do
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L679[12:50:28] *** PaleoCrafter is now known as PaleOff
L680[12:51:43] ⇨ Joins: Lordmau5 (~Lordmau5@mail.viet-pham.de)
L681[12:51:44] <tschm> i am confused :( It needs a directory, but idk what to give it and it says "The selected directory is not a valid home for JDK"
L682[12:51:46] <Lordmau5> o/
L683[12:52:54] <LatvianModder> select whatever your jdk_xxx folder is
L684[12:53:04] <LatvianModder> Usually C:/Program Files/Java/jdk_x
L685[12:53:20] ⇨ Joins: otho (~otho@189-50-102-142-wlan.lpnet.com.br)
L686[12:54:05] <Lordmau5> I'm losing my sanity over this... http://i.imgur.com/TPYITSo.gifv
L687[12:54:30] <Lordmau5> what the hell is up with my block not wanting to trigger a render update even though the whole functionaltiy behind it is working fine...?!
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L689[12:55:08] <SatanicSanta> If I have an extremely dynamic IModel/IBakedModel/ItemOverrideList, what should I be returning from getDependencies and getTextures?
L690[12:55:09] *** PaleOff is now known as PaleoCrafter
L691[12:58:28] <gigaherz> SatanicSanta: if you have dependencies, a list with the dependencies
L692[12:58:33] <gigaherz> otherwise Collections.emptyList()
L693[12:58:40] <SatanicSanta> what is a dependency in this sense
L694[12:58:45] <gigaherz> other models you require
L695[12:58:54] <SatanicSanta> mkay
L696[12:59:00] <gigaherz> like, if you assemble your models from like, a base model, a side model and a hat model
L697[12:59:04] <gigaherz> you'd have on the dependencies
L698[12:59:08] <gigaherz> the MRLs for those models
L699[12:59:12] <SatanicSanta> alright
L700[12:59:16] <SatanicSanta> and getTextures?
L701[12:59:26] <gigaherz> same but for textures that need to get stitched to the atlas
L702[13:00:00] <SatanicSanta> I have no clue if they need to be so I guess I'll return an empty list here too?
L703[13:03:45] <gigaherz> sure, you can always change later
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L705[13:06:25] *** Bottersnike is now known as Botter|afk
L706[13:06:30] * Botter|afk is eating cookies
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L709[13:15:59] <Lordmau5> *whistles*
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L711[13:21:36] <Lordmau5> once again, I'm either super stupid
L712[13:21:39] <Lordmau5> or... super stupid
L713[13:21:44] <Lordmau5> http://i.imgur.com/TPYITSo.gifv Why is this not working the way it should! ;_;
L714[13:23:29] <SatanicSanta> gigaherz: Alright well it appears changing getDependencies and getTextures made no difference \o/
L715[13:23:34] * SatanicSanta is lost again
L716[13:23:35] <SatanicSanta> :P
L717[13:23:47] <Lordmau5> Oh you're lost?
L718[13:23:49] <Lordmau5> So am I!
L719[13:23:54] <Lordmau5> We can be lost together! ;_;
L720[13:23:58] <SatanicSanta> \o/
L721[13:26:59] <SatanicSanta> Lordmau5: well i've been lost on this for about 2 weeks
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L723[13:27:13] <Lordmau5> oh...
L724[13:27:16] <Lordmau5> yea, for me it's jsut today :D
L725[13:27:22] <SatanicSanta> heh
L726[13:27:31] <SatanicSanta> It's getting quite frustrating
L727[13:28:36] <Lordmau5> I could imagine
L728[13:29:05] <BordListian> Lordmau5, what is dis
L729[13:29:30] <Lordmau5> that block
L730[13:29:38] <Lordmau5> it's not updating properly when the tank is formed
L731[13:29:38] <SatanicSanta> gigaherz: Wait a sec... Would I need to do something with the ModelBakeEvent?
L732[13:29:41] <BordListian> how are you trying to do the render update
L733[13:29:50] <BordListian> setBlockState?
L734[13:30:08] <Lordmau5> do I need to update it with setBlockState if it stays the same block?
L735[13:30:17] <BordListian> i don't think so
L736[13:30:19] <Lordmau5> I would'Ve assumed I need something like markBlockForUpdate or whatever
L737[13:30:29] <BordListian> let me check setBlockState code
L738[13:30:30] <Lordmau5> https://i.lordmau5.com/1475778645-3084
L739[13:30:39] <SatanicSanta> i believe setBlockState calls the correct update method
L740[13:30:50] <Lordmau5> markAndNotifyBlock
L741[13:30:59] <BordListian> what i'm asking is, is that a tesr or a blockstate-based model
L742[13:31:09] <Lordmau5> blockstate based
L743[13:31:13] <gigaherz> SatanicSanta: if you have an ICustomModelLoader, no
L744[13:31:27] <BordListian> hm
L745[13:31:29] <BordListian> ok
L746[13:31:36] <SatanicSanta> gigaherz: Hrm
L747[13:31:41] <Lordmau5> well technically *also* a FastTESR, but that has nothing to do with the actual block being rendered
L748[13:31:46] <Lordmau5> it's for the fluid rendering + overlay around it
L749[13:31:57] <BordListian> obv
L750[13:32:04] <SatanicSanta> gigaherz: Do you know of any reasons bake would never be called?
L751[13:32:16] <BordListian> are you overriding getActualState
L752[13:32:20] <BordListian> or does it have metadata
L753[13:32:34] <Lordmau5> overriding getActualState
L754[13:32:35] <gigaherz> SatanicSanta: are you referencing it?
L755[13:32:43] <gigaherz> from a blockstates json
L756[13:32:56] <Lordmau5> https://i.lordmau5.com/1475778791-3086
L757[13:33:19] <Subaraki> where am i supposed to put my block jsons ?
L758[13:33:27] <gigaherz> SatanicSanta: in case I didn't link you to my code as a working example: https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/client/PipeBakedModel.java
L759[13:33:32] <Lordmau5> assets.modname.blockstates.FILE
L760[13:33:32] <gigaherz> Subaraki: models/block/?
L761[13:33:39] <Subaraki> assets.modid.models.blocks nor blockstates seam to work
L762[13:33:40] <Subaraki> block neither
L763[13:33:51] <Lordmau5> are you sure they are being loaded ingame?
L764[13:33:58] <SatanicSanta> gigaherz: yes
L765[13:34:00] <Lordmau5> https://i.lordmau5.com/1475778856-3087
L766[13:34:04] <Lordmau5> @ Subaraki
L767[13:34:17] <Subaraki> java.io.FileNotFoundException: telepads:blockstates/telepad.json
L768[13:34:19] <Subaraki> yes
L769[13:34:23] <Subaraki> and i have my block so yeah
L770[13:34:26] <SatanicSanta> gigaherz: accepts() is returning true when it should be and loadModel is returning the correct default model
L771[13:34:32] <Lordmau5> what is your folder structure?
L772[13:35:17] <Subaraki> Caused by: java.io.FileNotFoundException: minecraft:models/blocks/cube_all.json it can't even find the basic cube all ?
L773[13:35:41] <Subaraki> folder strcuture is assets.modid.models.block
L774[13:35:48] <Subaraki> assets.modid.models.item works fine
L775[13:35:50] <Lordmau5> modid is lowercase, yea?
L776[13:35:54] <Subaraki> all my items have their textures
L777[13:35:55] <Subaraki> yeah
L778[13:35:55] <Lordmau5> wait
L779[13:35:56] <Lordmau5> models?
L780[13:36:02] <Subaraki> json
L781[13:36:12] <Lordmau5> assets.modid.blockstates.FILE
L782[13:36:17] <Lordmau5> if it's for the block
L783[13:36:34] <Subaraki> yeah
L784[13:36:58] <Subaraki> and i need one for the itemblock as well ?
L785[13:37:28] <SatanicSanta> gigaherz: Perhaps I should be setting the model in the inventory variant rather than in defaults?
L786[13:37:43] <Lordmau5> no idea then...
L787[13:38:08] <Lordmau5> @ BordListian so yea, overriding getActualState. That debug print in there is being printed when I do a neighbor block update
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L791[13:46:41] *** Drullkus is now known as DrullAFKus
L792[13:46:41] <Subaraki> aha
L793[13:46:43] <Subaraki> found my error
L794[13:46:51] <Subaraki> forgot to enlist it for registering the model ...
L795[13:46:53] <Lordmau5> hmm?
L796[13:46:56] <Lordmau5> Oh, haha :D
L797[13:47:10] <Lordmau5> well, good job on figuring out your problem :) - I'm still struggling...
L798[13:47:12] <Subaraki> sometimes i forget that and i think it automaticly loads it from registry name for some reason
L799[13:47:18] <Subaraki> what is your problem ?
L800[13:47:40] <Lordmau5> My tile is not properly triggering a render update upon a "method call" in it
L801[13:47:43] <Lordmau5> http://i.imgur.com/TPYITSo.gifv
L802[13:48:10] <Lordmau5> it only does the render update when I do a nearby block replacement or something
L803[13:48:17] <Subaraki> looks like you need to use
L804[13:48:18] <Subaraki> (second)
L805[13:48:25] <Lordmau5> Inb4 it's something super obvious
L806[13:48:30] <Lordmau5> I will kill myself if that's the case
L807[13:48:36] <Lordmau5> (I won't, but still...)
L808[13:48:40] <Subaraki> world.notifyBlockUpdate(pos, getDefaultState(), getDefaultState(), 3);
L809[13:48:45] <Subaraki> ._.
L810[13:48:48] <Lordmau5> ...
L811[13:48:49] <Lordmau5> https://i.lordmau5.com/1475779715-3089
L812[13:49:00] <Lordmau5> Let me try your method again
L813[13:49:09] <Lordmau5> it should have the same effect, but this doesn't work
L814[13:49:10] <Lordmau5> one sec
L815[13:49:39] <Subaraki> how about using 1 instead of 3 ?
L816[13:49:43] <Subaraki> 1 is only renderupdate
L817[13:49:50] <Lordmau5> oh
L818[13:49:51] <Lordmau5> wait what
L819[13:49:58] <Lordmau5> Yea, no worries, I know where the issue is
L820[13:49:58] <Subaraki> as far as i can remember
L821[13:50:00] <Lordmau5> PERFECT
L822[13:50:03] <Lordmau5> I HATE MYSELF
L823[13:50:07] <Subaraki> the 3 are flagswhere 1 is
L824[13:50:13] <Lordmau5> https://i.lordmau5.com/1475779829-3090
L825[13:50:15] <Subaraki> you're welcome ? :)
L826[13:50:20] <Lordmau5> yea kinda :D
L827[13:50:36] <Subaraki> x)
L828[13:50:37] <Lordmau5> so basically, I have 2 different types of updates for this (technically unnecessary now, because I don't replace 8x8x8 blocks anymore with this new method) but yea...
L829[13:50:43] <tterrag> yes for some reason the flags are entirely different than they were in 1.7
L830[13:50:44] <Lordmau5> that "UpdateType.STATE" isn't triggering the render update lmao
L831[13:50:54] <Lordmau5> no, it's a different issue
L832[13:51:14] <Subaraki> so, does it work now ?
L833[13:51:16] <Subaraki> or still not ?
L834[13:51:22] <Lordmau5> It does work fine now yea, thanks :D
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L836[13:51:25] <Subaraki> :D
L837[13:51:38] <Lordmau5> A combination of wrong flags (I think? I mean, I had 8 before, so that should've triggered EVERYTHING) + this crap
L838[13:51:50] <Subaraki> lol
L839[13:52:03] <Subaraki> t'was just the method that wasn't correct :P
L840[13:52:13] <Subaraki> idk, i just gave you that because it works great for me ._.
L841[13:52:16] <Lordmau5> na, little bit different, but still
L842[13:52:33] <Subaraki> it's the 'little bit different' that killed everything xD
L843[13:53:02] ⇨ Joins: Guest75463 (~Mac@207.174.251.52)
L844[13:53:02] <Subaraki> Lordmau5, what mod are you workig on ?
L845[13:53:05] <Subaraki> it looks really fancy
L846[13:53:06] <Guest75463> hi
L847[13:53:10] <Lordmau5> ffs
L848[13:53:12] <Lordmau5> Sup Guest o/
L849[13:53:12] <Subaraki> hi guest alot o.
L850[13:53:15] <gr8pefish> Well gigaherz, thanks for the help with the click event. Almost got it to work by using a GuiMouseEvent(that was easy), but now I have to track down a server/client desync bug that is caused for my item (my own update code, no doubt).
L851[13:53:37] <Subaraki> gr8pefish, can i see that code ?
L852[13:53:39] ⇨ Joins: Snapples (uid167569@2604:8300:100:200b:6667:1:2:8e91)
L853[13:53:40] <Lordmau5> Subaraki ffs
L854[13:53:45] <Subaraki> hmm ? ._.
L855[13:53:47] <Lordmau5> no
L856[13:53:49] <Lordmau5> that's the mod
L857[13:53:50] <Lordmau5> :P
L858[13:53:55] <Subaraki> oh xD
L859[13:53:59] <Lordmau5> https://ffs.lordmau5.com/
L860[13:54:03] <Guest75463> im having some trouble with getting textures to properly render
L861[13:54:04] <Subaraki> newmod : For Fuck's Sake
L862[13:54:08] <Lordmau5> Fancy Fluid Storage.
L863[13:54:11] <Subaraki> why doesn't this mod work ???
L864[13:54:11] <Lordmau5> close :D
L865[13:54:16] <Subaraki> oooh :D
L866[13:54:24] <Lordmau5> But that "for fucks sake" joke is intended ;)
L867[13:54:31] <Lordmau5> basically like FML (Fuck My Life / Forge ModLoader)
L868[13:54:50] <Guest75463> i dont appreciate you using that language
L869[13:54:51] <gr8pefish> Subraki, you going to be on later? I have to run to class soon, and I only want to push this commit to github once I figure out the desync error.
L870[13:55:52] <Guest75463> im having some trouble with getting item textures to properly render
L871[13:56:18] <Subaraki> Guest75463, 1. we try to stay polite and it wasn't insulting. 2.tell more about the problem. i can't smell it from here :)
L872[13:56:27] <Subaraki> which means, just tell us instead of asking x)
L873[13:57:41] <Guest75463> the item texture just isnt loading, i have the jason file and the proper texture file in the right place
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L876[13:58:32] <tterrag> "jason" lol
L877[13:58:37] <tterrag> Guest75463: look in your log for missing texture/model errors
L878[13:59:27] <Lordmau5> This is going to be fun... replacing old tanks with the new system garshgfagafd.gfda.ag... >_>
L879[13:59:50] <Subaraki> Guest75463, how did you register the model renderer ?
L880[14:00:17] *** DrullAFKus is now known as Drullkus
L881[14:00:23] <Subaraki> should look something like this, and be called in your client proxy :
L882[14:00:23] <Subaraki> ModelLoader.setCustomModelResourceLocation(item,metadata,new ModelResourceLocation(ModId+":"+location));
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L884[14:01:38] <SatanicSanta> lmao, KVIRC is not enjoying those tab chars
L885[14:03:52] <Guest75463> http://pastebin.com/pRBzbNAQ
L886[14:04:02] <Guest75463> this is problem
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L888[14:04:35] <tterrag> ok well I doubt your texture is in the minecraft domain
L889[14:04:39] <tterrag> what does your model look like
L890[14:05:10] <Guest75463> u dont want to know
L891[14:05:14] <Guest75463> :/
L892[14:05:22] <Guest75463> its a debug tool
L893[14:05:23] <Guest75463> tis all
L894[14:06:05] <tterrag> no I do want to know
L895[14:06:13] <tterrag> I am trying to help you
L896[14:07:18] <SatanicSanta> Alright well using the inventory variant instead of defaults had no difference \o/
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L898[14:07:54] <M4thG33k> Is it possible to use cached models and/or a TESR as an item model?
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L900[14:08:37] <Guest75463> tterrag: http://imgur.com/a/oYdmG
L901[14:09:16] <tterrag> ...
L902[14:09:18] <tterrag> the model FILE
L903[14:09:30] <Guest75463> m9 its not a model file
L904[14:09:36] <Guest75463> the jason file
L905[14:09:39] <Guest75463> ?
L906[14:09:57] <SatanicSanta> gah
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L908[14:10:46] <tterrag> let's start at the basics. you do know it's JSON, not jason, right?
L909[14:11:11] ⇦ Quits: Koward (~Koward@2a02:2788:7d4:4dd:5ff:772c:df00:ef) (Ping timeout: 183 seconds)
L910[14:11:21] <Guest75463> json is short for the guy who made that file type, Jason
L911[14:11:21] <Guest75463> right?
L912[14:11:34] <tterrag> no
L913[14:11:48] <Guest75463> oh
L914[14:11:51] <Guest75463> whops
L915[14:12:12] <tterrag> I'm not convinced you are being serious. but in case you are, JSON stands for Javascript Object Notation
L916[14:12:21] <tterrag> anyways
L917[14:12:44] <tterrag> you realize that when I ask to see your model, I mean I want to see your model's .json file, not literally a picture of your model
L918[14:12:46] <tterrag> right?
L919[14:12:55] <Guest75463> no i didnt
L920[14:13:00] <Guest75463> i got confused
L921[14:13:45] <Guest75463> http://pastebin.com/aQUVvpXg
L922[14:13:54] <Guest75463> there is json
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L924[14:14:55] <tterrag> if this is an item model, you just need mes:items/poke
L925[14:15:01] <tterrag> textures/ is assumed
L926[14:15:06] <tterrag> but also you used a colon
L927[14:15:29] <Guest75463> so just mes:items/poke
L928[14:15:34] <Guest75463> item*
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L931[14:17:56] <Guest75463> git add *
L932[14:18:04] <Guest75463> wrong terminal
L933[14:18:42] <M4thG33k> Anyone know of an example of an item model that depends on NBT data I can try to learn from?
L934[14:19:12] <Subaraki> Could not load model definition for variant telepads:telepad wtf
L935[14:19:16] <Subaraki> my block isn't even there
L936[14:19:26] <Subaraki> what's wrong with my blocks for crying out loud >_>
L937[14:19:50] <Subaraki> M4thG33k, have you tried predicate on the nbt ?
L938[14:19:58] <Subaraki> dont know if that actually works. just a thought
L939[14:20:21] <M4thG33k> What do you mean by "predicate on the nbt"?
L940[14:20:43] <Subaraki> like bows
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L942[14:20:57] <Subaraki> bows use 'predicate' to determine when to change texture
L943[14:21:13] <Subaraki> that's based of off the integer pullbacktime
L944[14:21:18] <Subaraki> or somin like that
L945[14:21:27] <Subaraki> maybe you could 'predicate' on nbt values ?
L946[14:21:33] <tterrag> no
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L948[14:21:52] <tterrag> you have to make an IItemOverride which converts the NBT value into something usable by the model
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L952[14:27:05] <Subaraki> Lordmau5, does your mod actually drain stuff ?
L953[14:27:41] <fdz> TehNut, r u there?
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L956[14:31:12] MineBot sets mode: +v on RichardG
L957[14:35:03] <barteks2x> I finally made a noise generator that is broken in the same way as minecraft noise generator, but independent of starting position :D
L958[14:36:08] <gigaherz> heh
L959[14:36:16] <Lordmau5> help
L960[14:36:17] <Lordmau5> drain what?
L961[14:36:31] <Subaraki> the source
L962[14:36:44] <fdz> gigaherz, what mods you make?
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L964[14:37:22] <Subaraki> can someone explain me how block models work paired with itemblocks ?
L965[14:37:41] <Lordmau5> Na, it basically works like a railcraft tank
L966[14:37:43] <Subaraki> cause none of it is loading, and it's throwing me error on something like 4 locations where the telepad.json file cannot be found
L967[14:37:49] <Lordmau5> you got valves on it and can rightclick with buckets or fluid containers
L968[14:38:02] <Subaraki> oh ? nice
L969[14:38:15] <Subaraki> so you can indefintly drain water from one sourceblock ?
L970[14:39:19] <Lordmau5> err what
L971[14:39:28] <Lordmau5> it's tanks. It doesn't implement any kind of pumps :P
L972[14:39:50] <Subaraki> ?
L973[14:40:00] <Lordmau5> Let's start from zero.
L974[14:40:03] <Subaraki> but the mod site shows pipes
L975[14:40:08] <Lordmau5> yes, that's from Buildcraft
L976[14:40:11] <Subaraki> aaah
L977[14:40:11] <Lordmau5> shows mod-interaction
L978[14:40:14] <Lordmau5> :D
L979[14:40:15] <Subaraki> false advertising ! :o
L980[14:40:21] <Lordmau5> Yeaa... I need to hit up maxpowa on that
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L982[14:45:26] <Subaraki> so
L983[14:45:32] <Subaraki> modelloader is for item registration ...
L984[14:45:43] <Subaraki> and given my in world block already has a model from tesr ....
L985[14:45:52] <Subaraki> i never needed to register a renderer for my block ...............
L986[14:45:57] * Subaraki hangs himself
L987[14:46:03] <Subaraki> fml x_x
L988[14:46:54] *** Drullkus is now known as DrullAFKus
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L991[14:50:06] <Lordmau5> God dang this is some breakthrough https://www.youtube.com/watch?v=LDVnr5WQYyQ
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L995[14:59:57] <Subaraki> pff, now my model is invisible :/
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L997[15:00:30] <Subaraki> "black": "blocks/wool_colored_black", is this an acceptable format for textures ?
L998[15:00:39] <Subaraki> i'm talking about the 'black' part
L999[15:00:41] <Subaraki> the name
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L1001[15:02:43] <Subaraki> nice Lordmau5
L1002[15:02:52] <Subaraki> can it drain the lava for the furnace ?
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L1009[15:20:12] * Subaraki flips a table
L1010[15:21:52] <Subaraki> dafuq is wrong with my json ?
L1011[15:21:56] <Subaraki> eveyrthing reads fine
L1012[15:21:58] <Subaraki> no errors
L1013[15:22:07] <Subaraki> is the itemblock json suppsoed to link to the block json ?
L1014[15:22:16] <Subaraki> cause i got no block json, just a model for my item
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L1020[15:27:53] <howtonotwin> Subaraki: Oooh model problems! My specialty! Dump all the things into a gist or something :P
L1021[15:28:11] <Subaraki> what is all the things ?
L1022[15:28:15] <howtonotwin> the json
L1023[15:28:19] <howtonotwin> and the code that registers it
L1024[15:28:27] <Subaraki> ever registered blocks ?
L1025[15:28:40] <SquareWheel> There ya are howto.
L1026[15:28:47] <howtonotwin> hello there!
L1027[15:28:50] <howtonotwin> saw your notes
L1028[15:29:08] <SquareWheel> It felt like so much buildup for only a few notes, but yep, finally got them to you.
L1029[15:29:35] <howtonotwin> Subaraki: assuming "ever->even" it can't hurt to check as much as possible :P
L1030[15:30:01] <howtonotwin> SW: it's fine :P
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L1032[15:31:39] <Subaraki> http://pastebin.com/Uw9AkCny
L1033[15:32:05] <Subaraki> the problem : my model is invisble
L1034[15:32:12] <Subaraki> like, nothing is rendering.
L1035[15:32:14] <Subaraki> it's void
L1036[15:32:43] <gigaherz> [21:37] (fdz): gigaherz, what mods you make?
L1037[15:32:47] <gigaherz> https://minecraft.curseforge.com/members/gigaherz/projects
L1038[15:32:53] <gigaherz> wait he left
L1039[15:32:54] <SquareWheel> Does setCustomModelResourceLocation take 4 args?
L1040[15:32:54] <gigaherz> nevermind
L1041[15:33:38] <howtonotwin> are you initing the block AFTER the item? Or was that just a typo?
L1042[15:33:46] * Subaraki reloads textures with f3 t
L1043[15:33:59] * Subaraki is astonished as all of a sudden, it freakin works
L1044[15:34:08] <Subaraki> "parent": "block/cube",
L1045[15:34:10] <Subaraki> oh okay
L1046[15:34:13] <Subaraki> well f* me
L1047[15:34:34] <SquareWheel> Ech, I can't read. Though inventory was outside.
L1048[15:34:38] <SquareWheel> Thought*
L1049[15:37:46] <howtonotwin> wait the json is models/block model or a models/item model?
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L1058[15:57:56] <Mattizin> Hi Guys, can i add 2 blockstates to and block?
L1059[15:58:05] <Mattizin> an facing + and Enum?
L1060[15:58:13] <Mattizin> and an enum*
L1061[15:58:40] <howtonotwin> ofc
L1062[15:58:47] <howtonotwin> make two properties
L1063[15:58:57] <Mattizin> but how do i getMetaFromState then?
L1064[15:59:13] <Mattizin> do i need to switch though every combination?
L1065[15:59:16] <Mattizin> through*
L1066[15:59:34] <howtonotwin> why a switch?
L1067[15:59:47] <howtonotwin> why not bit magic and enum.values[ordinal]?
L1068[15:59:57] <Mattizin> bit magic?
L1069[15:59:59] <Ordinastie> if your enum is to big, you can't store it all in the meta
L1070[16:00:06] <Ordinastie> you only have 4 bits to work with
L1071[16:00:08] <Mattizin> enum has 3 types
L1072[16:00:15] <Mattizin> and facing which has 6 should work
L1073[16:00:19] <Ordinastie> it doesn't
L1074[16:00:22] <howtonotwin> 6*2 = 18
L1075[16:00:23] <howtonotwin> no
L1076[16:00:24] <Mattizin> -__
L1077[16:00:26] <howtonotwin> **3
L1078[16:00:29] <Mattizin> hmmm
L1079[16:00:30] <howtonotwin> 18 > 16
L1080[16:00:34] <howtonotwin> it won't fit
L1081[16:00:39] <Mattizin> well
L1082[16:00:42] <Mattizin> what to do else?
L1083[16:00:47] <Ordinastie> you need 3bits for the direction, 2 for the enum
L1084[16:01:05] <Ordinastie> 1) different blocks
L1085[16:01:08] <Ordinastie> 2) TE to store the data
L1086[16:01:49] <Mattizin> Will be different blocks then, i just tried to do 3 blocks of one multiblock in one class, but its no problem if they are their own blocks ;)
L1087[16:01:54] <Mattizin> thank you very much
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L1093[16:07:11] <Chaos_Therum> so any idea what could cause minecraft to suddenlu start flickering. so far it's only happened in the inventory and I lose control of the game with no error
L1094[16:07:11] <Chaos_Therum> moving the window caused the whole thing to go black
L1095[16:07:11] <Chaos_Therum> and here is a log http://paste.atlauncher.com/view/d15d2982
L1096[16:08:03] <howtonotwin> I see optifine
L1097[16:08:06] <howtonotwin> might be that
L1098[16:08:21] <howtonotwin> try without it?
L1099[16:09:08] <Chaos_Therum> I can't run the game without it and I've put a good 30 hours in without this problem until now
L1100[16:09:53] <Chaos_Therum> could better foliage cause it?
L1101[16:10:40] <Chaos_Therum> I just added that recently
L1102[16:11:12] <howtonotwin> remove mods until you no longer see it, then keep testing until you find whatever is causing it
L1103[16:11:22] <howtonotwin> not sure what better foliage does
L1104[16:11:34] <Chaos_Therum> hrm now it's not even running
L1105[16:11:36] <howtonotwin> but it may be conflicting with optifine in some manner
L1106[16:11:54] <howtonotwin> optifine tends to do that, it's in its nature :P
L1107[16:12:16] <Chaos_Therum> like i said without optifine it's unplayable
L1108[16:12:20] <howtonotwin> note that this is 1.7 and whatever I say may be inaccurate
L1109[16:12:52] <howtonotwin> try without better foliage then
L1110[16:13:35] <Chaos_Therum> I think that will be my first thing i try. btw better foliage makes logs rounded and adds 3d grass to blocks etc
L1111[16:15:58] <howtonotwin> On another note, ItemCameraTransforms.TransformType.NONE has no usages anywhere that I can see. What is it's purpose?
L1112[16:17:16] <Chaos_Therum> I have no idea I'm playing a modpack so I'm not sure of all that's in here. what even is that.
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L1114[16:18:41] <howtonotwin> that's my own question
L1115[16:18:46] <howtonotwin> completely separate
L1116[16:18:54] <howtonotwin> doesn't even exist in 1.7's code :P
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L1118[16:19:57] <Chaos_Therum> Well I have no idea
L1119[16:20:03] <howtonotwin> not asking you :P
L1120[16:20:35] <gigaherz> anyone happens to know how to use random things in dev?
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L1122[16:20:44] <gigaherz> someonehas complained that my enderthing chests don't work with it
L1123[16:20:58] <Chaos_Therum> Maybe it's just something that some modder forgot to delete before compiling
L1124[16:21:02] <Ordinastie> dropping the jar directly doesn't work ?
L1125[16:21:12] <howtonotwin> lol it's vanilla code :P
L1126[16:21:19] <gigaherz> no, it complains about mappings, sec
L1127[16:21:34] <Ordinastie> and they don't provide dev ?
L1128[16:21:47] <gigaherz> Caused by: java.lang.RuntimeException: Couldn't find MCP mappings.
L1129[16:21:47] <gigaherz> at lumien.randomthings.asm.MCPNames.readMappings(MCPNames.java:71) ~[MCPNames.class:?]
L1130[16:22:01] <Chaos_Therum> Well shows how much i know
L1131[16:22:29] <Ordinastie> if you can't find a dev jar, maybe try manual deobf with BON
L1132[16:22:55] <Lumien> It needs an mcp folder in your "main folder" which contains fields.csv & methods.csv
L1133[16:23:16] <gigaherz> main folder being run\or the build.gradle?
L1134[16:23:38] <Lumien> build.gradle
L1135[16:25:23] <gigaherz> okay that worked, thx
L1136[16:25:27] <barteks2x> It's possible to get the location of MCP mapping from code without assumign where it is...
L1137[16:26:42] <barteks2x> System.getProperty("net.minecraftforge.gradle.GradleStart.srg.srg-mcp") is enough to get the location
L1138[16:27:15] <gigaherz> now that you are around, Lumien, does the (Advanced) Item Collector have some requirements regarding what it can be placed on?
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L1140[16:28:53] <Lumien> Yes it has to be an inventory
L1141[16:28:58] <gigaherz> IInventory?
L1142[16:30:03] <Lumien> Yeah
L1143[16:30:05] <Lumien> Will have to fix that
L1144[16:30:07] <gigaherz> aha that explains it
L1145[16:30:26] <gigaherz> it doens't even work with your own iron dropped ;P
L1146[16:30:28] <gigaherz> dropper*
L1147[16:30:44] <gigaherz> okay closing as "not my fault" ;P
L1148[16:30:47] <Lumien> Yeah, kinda switched to IItemHandler without updating existing stuff xD
L1149[16:30:50] <Lumien> yes, sorry^^
L1150[16:32:29] <gigaherz> np
L1151[16:32:40] <gigaherz> okay that means the mod is ready for a new release :D
L1152[16:33:15] <gigaherz> (after some code cleanups and another round of testing)
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L1157[16:42:01] <Noc7is> In an entity, is rotationYaw even synced up to the client properly? I've got an entity that spawns other entities around it based on rotationYaw, but the location they spawn, based on that rotation, is completely different from the rotation of the model, which is what leads me to think the client is terribly synced up.
L1158[16:42:43] <Noc7is> If i manually set the rotationYaw on both the client and server, they spawn in the correct location, but without forcefully setting it, that problem occurs.
L1159[16:44:49] <Noc7is> Here's where I calculate the rotation: https://gist.github.com/Ri5ux/9096c3a3ed0d7d45434bc45b7f2cb70b#file-gistfile1-txt-L176
L1160[16:45:06] <Noc7is> Or well, the x and z coordinates based on rotation yaw.
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L1163[16:53:24] <Noc7is> AFK, private message me if any of you have an answer
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L1171[17:18:34] <masa> Noc7is: I think when an entity is first spawned/created on the client it seems to have a default yaw, or some such
L1172[17:19:20] <masa> I remember noticing that when I for example release mobs from my capture item, they first face in a default direction, but as soon as I nudge them, then theyir rotation suddenly updates. Or if they start moving on their own
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L1175[17:27:49] <Noc7is> Hm, thats strange
L1176[17:29:26] <masa> not sure if that's a bug or a feature of teh entity spawn packets
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L1179[17:38:26] <NilesGaming> Hello
L1180[17:38:42] <NilesGaming> Does any1 know of a teamspeak for game devs?
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L1182[17:38:47] <NilesGaming> gu
L1183[17:38:50] <NilesGaming> hi
L1184[17:38:54] <LordFokas> heyo o/
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L1190[17:51:57] <LordFokas> what can cause an item to have a mismatched texture? (besides mistyping the texture name)
L1191[17:52:12] <LordFokas> (1.9.4 here btw)
L1192[17:52:59] <LordFokas> I have an ingot that has something else's texture, and that something else has that pink and black "missing" one. All files seem to be fine...
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L1198[18:00:17] <LordFokas> I have literally the same thing for every item and only those 2 are misbehaving
L1199[18:00:32] <LordFokas> model loading and definitions are fine.
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L1201[18:03:05] <howtonotwin> pastebins?
L1202[18:03:08] <howtonotwin> and logs
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L1204[18:09:41] <howtonotwin> SquareWheel: do you think I should add an "Examples" section to the model docs?
L1205[18:09:50] <howtonotwin> like gists of sample code and JSON
L1206[18:10:00] <howtonotwin> and then a short desc of how they work and what they do?
L1207[18:12:39] <LordFokas> http://pastebin.com/S79ZNaZr
L1208[18:12:47] <LordFokas> log ^ (from eclipse output)
L1209[18:13:08] <LordFokas> I can go dig for FML's super detailed log if you need me to
L1210[18:13:09] <howtonotwin> Exception loading model for variant stargatetech2:block.busCable#inventory
L1211[18:13:24] <LordFokas> that's not the issue
L1212[18:13:30] <howtonotwin> are you setting the registry name from the unloc name by any chance?
L1213[18:13:41] <howtonotwin> that's just a no from a style standpoint
L1214[18:13:51] <howtonotwin> searching for the actual issue commences now
L1215[18:14:30] <LordFokas> the problem right now is with the TabletPC and Naquadah Ingot
L1216[18:14:48] <LordFokas> the ingot has the tablet's texture, the tablet has no texture
L1217[18:15:26] <LordFokas> the ingot item has a few subtypes, all work except the ingot, (subtype #0)
L1218[18:16:19] <howtonotwin> show the registering code for the models too
L1219[18:16:29] <howtonotwin> and the JSONs while you're at it
L1220[18:18:27] <howtonotwin> the only thing off the top of my head that could cause a MissingVariantException though
L1221[18:18:28] <howtonotwin> is a typo
L1222[18:19:10] <LordFokas> let's keep this in mind
L1223[18:19:31] <LordFokas> I'm still porting from 1.7.10, haven't modded in over a year
L1224[18:20:11] <LordFokas> I'm struggling to grasp wtf this whole JSON overly complicated hell is
L1225[18:20:32] <howtonotwin> one moment...
L1226[18:20:52] <LordFokas> I've read tons of docs by now
L1227[18:21:15] <LordFokas> everything is so simple everywhere, nothing ever works for me
L1228[18:21:42] <howtonotwin> step 1: Forget everything about models
L1229[18:21:42] <howtonotwin> step 2: Read my docs: https://github.com/howtonotwin/MCForgeDocumentation/tree/models/docs/models
L1230[18:21:42] <howtonotwin> - There is an order to these pages, read them in the order here: https://github.com/howtonotwin/MCForgeDocumentation/blob/models/mkdocs.yml#L13-L20
L1231[18:21:42] <howtonotwin> step 3: yell at me if nothing makes sense
L1232[18:21:55] <howtonotwin> but pastebin it first
L1233[18:22:15] <howtonotwin> so we can solve the problem before going on a brainmelting field trip
L1234[18:22:23] <howtonotwin> :P
L1235[18:22:42] <LordFokas> http://pastebin.com/XfxqzQVM
L1236[18:22:50] <LordFokas> this is how I'm declaring models
L1237[18:23:11] <howtonotwin> that's crashy
L1238[18:23:16] <howtonotwin> all of that is client only
L1239[18:23:21] <howtonotwin> do it in ClientProxy
L1240[18:23:48] <LordFokas> of course
L1241[18:23:51] <LordFokas> ffs
L1242[18:24:18] <howtonotwin> also modids and resourcelocation domains (the thing before the : in a ResourceLocation) should be lowercase
L1243[18:24:25] <howtonotwin> ^ enforced in 1.11
L1244[18:24:36] <LordFokas> great!
L1245[18:24:45] <howtonotwin> other than that it's fine
L1246[18:24:46] <LordFokas> let's break all my shit
L1247[18:24:55] <howtonotwin> json time!
L1248[18:25:09] <LordFokas> Notch, come back, I forgive yooouuuu!!!!
L1249[18:25:29] <howtonotwin> by the time forge comes out for 1.11 there might well be a corrective rewriting of modids or something so nothing breaks :P
L1250[18:25:33] <howtonotwin> idk I'm not lex
L1251[18:26:00] <howtonotwin> but jsons
L1252[18:26:05] <LordFokas> alright
L1253[18:26:18] <LordFokas> so domains to lowercase
L1254[18:26:27] <LordFokas> (does it affect anything as of 1.9?)
L1255[18:26:27] <howtonotwin> and modids
L1256[18:26:29] <howtonotwin> no
L1257[18:26:36] <howtonotwin> nothing will happen until 1.11
L1258[18:26:37] <LordFokas> the modid is the mod's domain
L1259[18:26:43] <howtonotwin> domain != modid
L1260[18:26:52] <howtonotwin> modid is the thing in @Mod that uniquely identifies code
L1261[18:26:54] <gigaherz> the modid is the default domain for all resources in the mod
L1262[18:26:58] <howtonotwin> the domain is just a directory
L1263[18:27:04] <howtonotwin> that is usually your modid
L1264[18:27:05] <gigaherz> but you can have arbitrary domains
L1265[18:27:10] <LordFokas> oooooooooooooooh
L1266[18:27:19] <gigaherz> blah:xx
L1267[18:27:19] <LordFokas> alright
L1268[18:27:21] <gigaherz> will point to
L1269[18:27:27] <gigaherz> assets/blah/xx
L1270[18:27:40] <LordFokas> that's actually nice
L1271[18:27:59] <gigaherz> if no domain isp rovided, minecraft is assumed
L1272[18:28:13] <howtonotwin> but modids have to be lowercase too
L1273[18:28:20] <howtonotwin> basically everything must be snake_case by 1.11
L1274[18:29:05] <gigaherz> I renamed all my blocks & items to use snake case too
L1275[18:29:16] <howtonotwin> the wiki shows that literally all identifiers in the game are snake_case in 1.11
L1276[18:29:21] <howtonotwin> entities
L1277[18:29:27] <howtonotwin> blocks
L1278[18:29:28] <howtonotwin> items
L1279[18:29:29] <howtonotwin> all of it
L1280[18:29:30] <howtonotwin> snake_case
L1281[18:29:32] <gigaherz> the only things remaining with camelCase are some translation keys
L1282[18:29:36] <gigaherz> (in my mods)
L1283[18:29:39] <LordFokas> let's make this game in Java, store data in JSON, and name shit like C
L1284[18:29:45] <howtonotwin> =D
L1285[18:29:47] <LordFokas> makes sense to me
L1286[18:29:49] <howtonotwin> #mojang
L1287[18:29:53] <gigaherz> it makes sense actually
L1288[18:30:08] <gigaherz> case sensitivity in filesystems is platform-dependant
L1289[18:30:23] <gigaherz> NT is "case-preserving", which means if you write something with uppercase, it remembers
L1290[18:30:23] <LordFokas> could be worse
L1291[18:30:36] <gigaherz> but it will compare to equal something that is different case
L1292[18:30:39] <LordFokas> could be XML
L1293[18:30:41] <gigaherz> in linux it's always case-sensitive
L1294[18:30:43] <gigaherz> and in OSX
L1295[18:30:47] <gigaherz> it's BOTH
L1296[18:30:54] <gigaherz> high-level APIs are case-preserving
L1297[18:31:02] <gigaherz> low-level syscalls are case-sensitive
L1298[18:31:03] <LordFokas> OSX, always the retarded one
L1299[18:31:14] ⇦ Quits: BordListian (~BordListi@213-47-142-14.cable.dynamic.surfer.at) (Ping timeout: 198 seconds)
L1300[18:31:17] * howtonotwin recalls Linus's rant on HFS being stupid
L1301[18:31:21] <LordFokas> ending lines with \r and shit
L1302[18:31:40] <gigaherz> that was before, though
L1303[18:31:41] <howtonotwin> not here to debate OSs or FSs
L1304[18:31:43] <gigaherz> modern OSX is \n
L1305[18:31:47] <howtonotwin> :P
L1306[18:31:50] <howtonotwin> moving on!
L1307[18:31:51] <LordFokas> improvement!!
L1308[18:32:00] <LordFokas> https://github.com/LordFokas/StargateTech2/tree/mc-1-9-4/src/main/resources/assets/stargatetech2/models
L1309[18:32:04] <LordFokas> my models ^
L1310[18:32:12] <howtonotwin> yay a proper file structure!
L1311[18:32:12] <LordFokas> although I just found one mistake
L1312[18:32:20] <LordFokas> (not related to items)
L1313[18:32:37] <gigaherz> there :3
L1314[18:32:38] <gigaherz> https://minecraft.curseforge.com/projects/enderthing/files
L1315[18:32:47] <gigaherz> third release of the week :P
L1316[18:32:47] <howtonotwin> "Core & Automation kinda work. Fuck JSON & Fuck Mojang!!"
L1317[18:32:50] * howtonotwin lols
L1318[18:33:19] <LordFokas> I was seriously pissed when I committed that
L1319[18:33:41] <LordFokas> I have a severe aversion to convoluted systems
L1320[18:33:57] <howtonotwin> :P I had to delete all and restart ~3 times to get a hold on it
L1321[18:34:08] <LordFokas> and I already had everyhting stable and streamlined with IIcons
L1322[18:34:48] <LordFokas> as we say in my country, I switched from horse to donkey
L1323[18:35:07] <howtonotwin> well I mean the model system is faster
L1324[18:35:15] <howtonotwin> by like 1,000,000%
L1325[18:35:18] <howtonotwin> (jk)
L1326[18:35:22] <howtonotwin> but it's still true
L1327[18:36:38] ⇦ Quits: KGS (~KGS@h-155-4-129-249.na.cust.bahnhof.se) (Ping timeout: 198 seconds)
L1328[18:37:27] <howtonotwin> cognitive dissonance in full effect?
L1329[18:37:32] <LordFokas> "let's switch to a model system to make everything faster!" - uses OpenGL 2.x
L1330[18:37:46] <howtonotwin> I'm seeing the errors being for "block.naquadah"
L1331[18:37:59] <gigaherz> LordFokas: it's not about faster
L1332[18:38:02] <LordFokas> but it's not the block I want right now
L1333[18:38:04] <howtonotwin> but you're registering them as "naquadah_ingot" and such?
L1334[18:38:10] <gigaherz> having models in files lets resourcepack authors change the model
L1335[18:38:14] <LordFokas> there's a block and an item
L1336[18:38:15] <gigaherz> which was impossible before 1.8
L1337[18:38:38] <gigaherz> but whatever, night ppl
L1338[18:38:38] *** gigaherz is now known as ghz|afk
L1339[18:38:42] <LordFokas> o/
L1340[18:39:30] <TehNut> ...I love when people ping you asking if you're there, but never ask their question...
L1341[18:39:54] <howtonotwin> java.io.FileNotFoundException: stargatetech2:models/item/tablet_pc.json
L1342[18:39:56] <howtonotwin> wut
L1343[18:40:09] <howtonotwin> ok now I'm confused
L1344[18:40:12] <LordFokas> oh yeah
L1345[18:40:25] <LordFokas> the file is so totally there
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L1347[18:40:40] <howtonotwin> I feel it's a case thing
L1348[18:40:46] <howtonotwin> fix the case?
L1349[18:40:48] <LordFokas> might be :/
L1350[18:40:51] <howtonotwin> but I'm hella confused
L1351[18:40:51] <LordFokas> gimme a second
L1352[18:41:02] <LordFokas> but it doesn't make sense
L1353[18:41:05] <howtonotwin> no
L1354[18:41:09] <howtonotwin> no it does not
L1355[18:41:13] <LordFokas> because windows doesn't care about case in the first place
L1356[18:41:17] ⇦ Quits: armctec (~Thunderbi@201.52.218.5) (Client Quit)
L1357[18:41:37] <LordFokas> windows be insensitive AF
L1358[18:42:21] <LordFokas> but the folder inside the assets dir is lowercase
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L1360[18:44:35] <LordFokas> ha! it crashed
L1361[18:45:21] <TehNut> Wait so what's the problem?
L1362[18:45:52] <LordFokas> it crashed because I told it to load the previous save
L1363[18:45:57] <LordFokas> and some names were changed
L1364[18:46:03] <TehNut> Oh I meant with models
L1365[18:46:14] <LordFokas> I have no fucking clue
L1366[18:46:23] <illy> boop o/
L1367[18:46:25] <LordFokas> howtonotwin is the dude with the skills here
L1368[18:46:43] <TehNut> Well where are you registering your item models
L1369[18:46:45] <TehNut> I'm not finding it
L1370[18:46:48] <TehNut> may be blind
L1371[18:46:50] <howtonotwin> in his constructors
L1372[18:46:52] <LordFokas> and the "knows"
L1373[18:46:57] <howtonotwin> and yes that's dumb
L1374[18:47:05] <howtonotwin> told him to fix it, will happen soon
L1375[18:47:11] <howtonotwin> just not in the repo yet :P
L1376[18:47:19] <TehNut> Ah okay
L1377[18:47:22] <LordFokas> I take shortcuts. When they work I put it in the correct places.
L1378[18:47:47] <LordFokas> otherwise porting takes me MUCH longer
L1379[18:47:58] <LordFokas> and I don't really have much time for modding these days :(
L1380[18:48:03] <TehNut> I think you want "#inventory" not "#normal"
L1381[18:48:04] <howtonotwin> with the model system you'll fine that not being organized = death
L1382[18:48:15] <TehNut> If you don't specify a variant, it uses #normal
L1383[18:48:44] <LordFokas> but it always uses #inventory in GUIs, right?
L1384[18:48:49] <howtonotwin> erm
L1385[18:48:54] <TehNut> new ModelResourceLocation("StargateTech2:tablet_pc") -> new ModelResourceLocation("StargateTech2:tablet_pc", "#inventory")
L1386[18:49:01] <howtonotwin> no the MRL constructor defaults to #normal
L1387[18:49:09] <TehNut> Yes that's what I just said
L1388[18:49:10] <howtonotwin> not #inventory
L1389[18:49:17] <howtonotwin> just inventory
L1390[18:49:23] <TehNut> Oh right it adds th #
L1391[18:49:38] <LordFokas> but I didn't add that for the other items
L1392[18:49:41] <LordFokas> and it freaking works
L1393[18:49:46] <howtonotwin> dark magic
L1394[18:49:50] <howtonotwin> and probably a bug
L1395[18:49:57] <howtonotwin> in forge or vanilla
L1396[18:50:02] <howtonotwin> it doesn't matter
L1397[18:50:59] <LordFokas> I fixed the domains, nothing changed
L1398[18:51:09] <howtonotwin> add the "inventory"
L1399[18:51:31] <howtonotwin> bc I'm stupid enough not to know the default values in my own domain >.<
L1400[18:53:19] <TehNut> On another note, if you haven't already released this, lowercase your modid
L1401[18:54:30] <howtonotwin> additionally reverse the unloc name -> reg name thing
L1402[18:54:40] <LordFokas> this has been released more than a few times already
L1403[18:54:50] <howtonotwin> unloc names should only ever be used for localization
L1404[18:54:58] <TehNut> ^
L1405[18:54:59] <howtonotwin> they should never ever ever be used for anything else
L1406[18:55:06] <LordFokas> why?
L1407[18:55:14] <howtonotwin> because that's not their purpose
L1408[18:55:27] <howtonotwin> the unique identifier of a block, or anything registerable
L1409[18:55:32] <howtonotwin> if anything is their reg name
L1410[18:55:34] <TehNut> They are an "unlocalized name" which means "untranslated". It is not a registry key. It is *only* for translation purposes.
L1411[18:55:47] <howtonotwin> bc that's what a reg name is
L1412[18:56:06] <LordFokas> http://puu.sh/rAdnQ/43260f9513.png
L1413[18:56:16] <LordFokas> I've been doing this for more than a while now
L1414[18:56:23] <howtonotwin> they are alphas :P
L1415[18:56:29] <TehNut> No releases for 1.9/1.10
L1416[18:56:30] <howtonotwin> break all the world!
L1417[18:56:32] <TehNut> Change your modid
L1418[18:56:37] <LordFokas> already changed
L1419[18:56:58] <LordFokas> it'll be alpha until it's mostly feature-complete
L1420[18:57:23] <TehNut> When I said "haven't released", I meant for modern MC versions. Not for dead versions
L1421[18:57:40] <LordFokas> but I lose MONTHS of work every time I try to port to a new version
L1422[18:57:55] <howtonotwin> inb4 John_ comes back and rants
L1423[18:58:10] <TehNut> 1.8 was the only one that should have caused you to "lose months"
L1424[18:58:28] <TehNut> 1.9+ were all insanely quick
L1425[18:58:31] <LordFokas> I can't mod daily
L1426[18:59:03] <howtonotwin> I think the problem is that you seem to have all your old code mixed with the new
L1427[18:59:05] <TehNut> Blood Magic took 20 minutes to port to 1.9 from 1.8.9. Another 20 minutes for 1.9 to 1.9.4. It worked fine for 1.10.X
L1428[18:59:16] <howtonotwin> 1.8 breaks lots of things
L1429[18:59:19] <howtonotwin> lots and lots
L1430[18:59:27] <howtonotwin> it won't help to keep your old stuff around
L1431[18:59:37] <howtonotwin> bc it's obsolete and almost useless
L1432[18:59:41] <LordFokas> I'm not rewriting 10k lines of code
L1433[18:59:58] <LordFokas> there's A LOT of logic in there that is to be kept
L1434[19:00:11] <howtonotwin> logic is fine :P
L1435[19:00:26] <howtonotwin> e.g. TEs have changed very little
L1436[19:00:34] <TehNut> All of that IIcon stuff you have commented out can get thrown out
L1437[19:00:36] <TehNut> It's useless
L1438[19:00:40] <howtonotwin> but many other things have been nuked and rebuilt
L1439[19:01:00] <LordFokas> there are comments explaining why it's commented out ;)
L1440[19:01:25] <TehNut> All of which can be summed up to "IIcon doesn't exist anymore"
L1441[19:01:59] <LordFokas> all of which rougly say "I don't want to forget what should be displayed in each state"
L1442[19:02:25] <LordFokas> of course up to 1.7 I did all that stuff programatically
L1443[19:02:30] <LordFokas> and it was AMAZING
L1444[19:02:34] <TehNut> So the purpose of Git branches, but while keeping commented code
L1445[19:03:08] <howtonotwin> also 1.9+ has IModel and IBakedModel
L1446[19:03:12] <LordFokas> I'm porting. Not everything is clean
L1447[19:03:16] <howtonotwin> you can do all that IIcon stuff there
L1448[19:03:39] <howtonotwin> kinda
L1449[19:03:41] <howtonotwin> sorta
L1450[19:03:45] <howtonotwin> mayby-ish
L1451[19:03:46] <LordFokas> there's also a package called ZZ_THRASH where I keep my obsolete-but-still-important code
L1452[19:04:09] <howtonotwin> anyway we're ranting on 1.8 vs. older things
L1453[19:04:15] <LordFokas> because I found myself porting in the middle of a major refactoring
L1454[19:04:19] <howtonotwin> moving on!
L1455[19:04:31] <howtonotwin> did you do the "inventory" thing yet?
L1456[19:04:55] <howtonotwin> ping me when you do a thing that seems important btw
L1457[19:05:00] <howtonotwin> I might be writing docs
L1458[19:05:29] <LordFokas> my json has only parent and textures objects
L1459[19:05:40] <howtonotwin> no the MRL thing
L1460[19:05:40] <LordFokas> do I need to get variants in there somehow?
L1461[19:05:42] <howtonotwin> in code
L1462[19:05:43] <howtonotwin> nononono
L1463[19:05:43] <LordFokas> oh
L1464[19:05:48] <howtonotwin> none of that
L1465[19:05:55] <howtonotwin> your JSONs are fine
L1466[19:06:01] <howtonotwin> except your blockstates
L1467[19:06:07] <howtonotwin> for some reason variants isn't quoted
L1468[19:06:20] <LordFokas> I fixed that already :)
L1469[19:06:26] <howtonotwin> ok
L1470[19:06:32] <LordFokas> and the reason is I do JSON mostly in JS
L1471[19:06:38] <LordFokas> which doesn't require me to
L1472[19:08:32] <howtonotwin> ?
L1473[19:08:47] ⇦ Quits: RichardG (~richardg8@201.37.252.137) (Ping timeout: 183 seconds)
L1474[19:09:01] <LordFokas> I added the inventory, nothing changed
L1475[19:09:33] <howtonotwin> literally nothing?
L1476[19:09:54] <LordFokas> well... there's no mention of it on the log
L1477[19:10:06] <LordFokas> but the item is still a cube with pink texture
L1478[19:10:45] <howtonotwin> that's... impossible?
L1479[19:10:53] <howtonotwin> or at least very difficult to do accidentaly
L1480[19:11:01] <howtonotwin> there must be something in the logs
L1481[19:11:02] <LordFokas> I don't know
L1482[19:11:14] <LordFokas> I expect literally nothing
L1483[19:11:39] <howtonotwin> if you ever end up with a missing model I'll bet 99:1 that there's a stacktrace
L1484[19:12:00] <howtonotwin> paste the logs?
L1485[19:12:28] <LordFokas> let me go find the über-detailed log
L1486[19:13:03] <howtonotwin> also while you're at it study Botania (or whatever)'s code to see how to use the model system
L1487[19:15:25] <howtonotwin> and please remove all the blocks that are also failing to model
L1488[19:15:30] <howtonotwin> it's rather distracting
L1489[19:16:12] <LordFokas> [01:11:09] [Client thread/DEBUG] [FML/]: Item json isn't found for 'stargatetech2:tablet_pc#inventory', trying to load the variant from the blockstate json
L1490[19:16:15] <LordFokas> ha!!
L1491[19:16:31] <howtonotwin> ohp I must go for ~15 min
L1492[19:16:39] <howtonotwin> sorry :(
L1493[19:16:42] <howtonotwin> brb
L1494[19:16:44] <LordFokas> I might just put the mod to death
L1495[19:16:52] <LordFokas> and pick it up never
L1496[19:17:01] <LordFokas> like I do with every other project
L1497[19:18:00] <TehNut> Can you post the full log?
L1498[19:18:05] <TehNut> There's usually 2 separate stack traces
L1499[19:18:17] <TehNut> 1 from the Vanilla loader and one from the Variant loader
L1500[19:19:07] <LordFokas> http://pastebin.com/T2nVUx5r
L1501[19:19:15] <LordFokas> knock yourself out :)
L1502[19:19:34] <LordFokas> there's only 2 lines mentioning it, that I've found
L1503[19:22:03] <TehNut> tabletPC.json vs tablet_pc.json
L1504[19:24:45] <LordFokas> that was fixed
L1505[19:25:03] <LordFokas> that log is from what's currently on the repo
L1506[19:25:03] <TehNut> Then why isn't it on Git
L1507[19:25:10] <TehNut> https://github.com/LordFokas/StargateTech2/blob/mc-1-9-4/src/main/resources/assets/stargatetech2/models/item/tabletPC.json
L1508[19:25:14] <LordFokas> I just pushed it moments ago
L1509[19:25:23] <TehNut> The last commit was 5 minutes ago
L1510[19:25:28] <TehNut> And only changed the texture line, not the file name
L1511[19:25:48] <TehNut> Oh and the texture file name
L1512[19:26:04] <LordFokas> I might have missed it
L1513[19:26:32] <TehNut> Actually it looks like you changed it *from* tablet_pc.json to tabletPC.json
L1514[19:27:15] <howtonotwin> lol
L1515[19:28:27] <howtonotwin> also no need to restart MC every time you change something in assets/
L1516[19:28:32] * TehNut likes his model registration system
L1517[19:28:34] <howtonotwin> as long as the registering code is the same
L1518[19:28:40] <howtonotwin> F3+T
L1519[19:28:47] <TehNut> I think that only works in debug
L1520[19:28:52] <howtonotwin> ?
L1521[19:29:05] <howtonotwin> That works always
L1522[19:29:12] <TehNut> Does it?
L1523[19:29:17] <howtonotwin> that's part of the vanilla game
L1524[19:29:29] <TehNut> No I mean
L1525[19:29:34] <TehNut> In your IDE
L1526[19:29:39] <howtonotwin> the thing that might not work is updating the files
L1527[19:29:46] <TehNut> It doesn't refresh assets unless you're in Debug
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L1529[19:30:21] <howtonotwin> true
L1530[19:31:18] <howtonotwin> but I think you can force it in eclipse with f5
L1531[19:31:21] <howtonotwin> not sure
L1532[19:31:26] <howtonotwin> needs testing
L1533[19:32:52] <TehNut> LordFokas: Is everything latest on Git? I'm bored enough to fix this myself
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L1536[19:33:39] <LordFokas> give me a moment
L1537[19:40:23] <LordFokas> yup
L1538[19:40:30] <LordFokas> we're back to square one
L1539[19:40:40] <LordFokas> tablet doesn't have icon
L1540[19:40:46] <LordFokas> ingot has tablet's icon
L1541[19:40:52] <LordFokas> FUUUUUUU
L1542[19:40:56] <TehNut> "nut pls fix"?
L1543[19:42:20] <LordFokas> it's either that or the mod gets put to death, probably to never be brought back, so... sure.
L1544[19:42:34] <TehNut> okey dokey
L1545[19:43:01] <LordFokas> I'll build a shrine in your honor right beside my bed
L1546[19:43:58] <TehNut> Nah, a small donation of a million dollars will suffice.
L1547[19:43:59] <howtonotwin> oh dear
L1548[19:44:00] <LordFokas> send me a few pictures of you so I can make a statue out of solid gold
L1549[19:44:19] <howtonotwin> there already is a statue of him made out of solid gold
L1550[19:44:21] <howtonotwin> probably
L1551[19:44:31] <howtonotwin> maybe
L1552[19:44:39] <TehNut> Gradle DSL method not found: 'compiole()'
L1553[19:44:42] <howtonotwin> the universe is big :P
L1554[19:44:42] <TehNut> 10/10
L1555[19:44:50] <LordFokas> I shall setp up the game then, and make it out of solid diamonds
L1556[19:44:55] <LordFokas> step*
L1557[19:45:16] * LordFokas grabs iron pickaxe and miner helmet
L1558[19:45:54] <TehNut> Do you want me to PR this when I finish or just tell you how to fix it
L1559[19:46:19] <howtonotwin> imma drop out and work on my docs then
L1560[19:46:29] <TehNut> o/
L1561[19:46:34] <howtonotwin> also does anyone know why TransformType.NONE exists?
L1562[19:46:46] <howtonotwin> nothing uses it
L1563[19:47:19] <howtonotwin> and I don't see why it'd be used over just baking the model as it was meant to be.
L1564[19:47:32] <howtonotwin> right now I just have it down as NONE - Unused
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L1566[19:47:51] <howtonotwin> is that really it?
L1567[19:48:02] <TehNut> No idea
L1568[19:50:31] <TehNut> How are you even running this o.O There's so many compilation errors
L1569[19:50:40] <TangentDelta> I have a bit of an odd request. I'm trying to recover an old mod that I wrote all the way back for 1.4.5.
L1570[19:51:09] <tterrag> uhhh how is this possible http://i.imgur.com/tZNyOzo.png
L1571[19:51:14] <tterrag> that's a vanilla repair recipe
L1572[19:51:41] <TangentDelta> I only have the compiled code, but not the sources. When I view the decompiled source, the minecraft class file names are obfuscated.
L1573[19:52:42] <TangentDelta> Is there a resource somewhere with a table of deobfuscated minecraft class file names?
L1574[19:52:47] <LordFokas> TehNut, feel free to PR :)
L1575[19:52:47] <tterrag> BON(2)
L1576[19:52:54] <tterrag> not sure if BON2 works with versions that old, you might be better off with BON
L1577[19:53:09] <LordFokas> if nothing else, the repo will credit you forever :p
L1578[19:53:19] <tterrag> https://github.com/immibis/Bearded-Octo-Nemesis
L1579[19:53:37] <TangentDelta> Ooh...I'll try that.
L1580[19:53:46] <LordFokas> oh yeah, good old BON, it was the tits
L1581[19:53:48] <tterrag> it needs an MCP install
L1582[19:53:54] <tterrag> so you'll have to find a 1.4.5 MCP release
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L1585[19:55:16] <tterrag> oh what the hell forge
L1586[19:55:20] <tterrag> *sigh*
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L1588[19:55:28] <tterrag> the repair recipe uses the itemstack-insensitive method
L1589[19:55:36] <tterrag> for getMaxDamage
L1590[19:56:49] <tterrag> literally the only place it's called
L1591[19:57:09] <TangentDelta> Dang. MCP doesn't go back that far.
L1592[19:57:47] <TangentDelta> Oh, found a mirror.
L1593[19:58:37] <tterrag> really though, you won't be able to salvage much from a 1.4 mod
L1594[19:58:51] <tterrag> unless it's something entirely unrelated to MC code
L1595[19:58:55] <tterrag> it's probably changed drastically
L1596[20:01:33] <TangentDelta> Ah, I just needed the deobfuscated listing. The old MCP release has a database file with that info.
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L1598[20:02:46] <TangentDelta> Yeah...I just couldn't remember how past-me implemented a spacefilling algorithm :P
L1599[20:03:28] <TangentDelta> Past me understood a lot of that stuff better...
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L1601[20:05:07] <LordFokas> TehNut, if you want to, you could let me know how bad that stuff is as you progress and find... problems.
L1602[20:05:33] <LordFokas> just so I know how badly I borked everything
L1603[20:05:48] <TehNut> Well I just finished fighting my way through all the errors
L1604[20:06:22] <TehNut> 95 files deleted because I didn't want to deal with them :P
L1605[20:06:49] <tterrag> TangentDelta: space filling? you mean just iterating x/y/z and replacing?
L1606[20:06:53] <tterrag> or filling an empty area?
L1607[20:08:28] <howtonotwin> or maybe knapsack problem?
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L1610[20:17:23] <TangentDelta> Yay, got it going!
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L1612[20:18:23] <TangentDelta> Err...not really spacefilling. It was part of a simple fluid physics algorithm.
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L1614[20:23:08] <tterrag> $ labels 3295 add bug
L1615[20:23:13] <Actuarius> Usage: $ [labels|labels add|labels remove|assign|deassign|open|close] [<issue>] [<label>|<assignee>]; add supports a list of labels
L1616[20:23:42] <tterrag> $ labels add 3295 bug
L1617[20:23:43] <Actuarius> Label bug doesn't exist
L1618[20:23:46] <tterrag> ff
L1619[20:24:13] <tterrag> $ labels add 3295 "Vanilla Bug"
L1620[20:24:14] <Actuarius> Added labels [Vanilla Bug] for issue 3295; new labels: [Vanilla Bug].
L1621[20:26:08] <gr8pefish> Subaraki, here's that code to handle any click on an inventory (from 7 hours ago/this morning): https://github.com/gr8pefish/IronBackpacks/blob/045aba7e3c5bf289dd062e4b97f1854a89b7f01a/src/main/java/gr8pefish/ironbackpacks/events/ClientEventHandler.java#L46
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L1629[20:39:30] <gr8pefish> Anyone know if there is a helper method isShiftPressed for client-side stuff, and where that may be if so?
L1630[20:42:45] <TehNut> Keyboard.isKeyPressed(Keyboard.KEY_LSHIFT)
L1631[20:42:49] <TehNut> or whatever it is
L1632[20:43:09] <gr8pefish> thanks
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L1658[22:06:49] <TaigaCait> hm.
L1659[22:06:54] <TaigaCait> there we are.
L1660[22:07:14] <TaigaCait> I have a question about server chat events that I'm hoping someone will be able/willing to answer for me
L1661[22:07:47] <TaigaCait> mainly, why on earth does onPlayerChat work? I can't find any indication that anything other than onServerChat should work as an event
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L1663[22:08:13] <tterrag> uhh what?
L1664[22:08:25] <tterrag> do you mean ServerChatEvent ?
L1665[22:08:30] <TaigaCait> public void onPlayerChat(ServerChatEvent event)
L1666[22:08:35] <TaigaCait> I created this in my code
L1667[22:08:41] <TaigaCait> there is no reason why this should work
L1668[22:08:43] <tterrag> did you add @SubscribeEvent ?
L1669[22:08:46] <TaigaCait> yes
L1670[22:08:52] <tterrag> did you register the receiver?
L1671[22:08:52] <TaigaCait> I omitted that line for copy/pasting
L1672[22:08:54] <TaigaCait> yes
L1673[22:08:58] <tterrag> then that's how it works
L1674[22:09:04] <TaigaCait> so it doesn't matter what I call it
L1675[22:09:06] <tterrag> no
L1676[22:09:10] <TaigaCait> as long as it's looking for the right event
L1677[22:09:10] <tterrag> it doesn't
L1678[22:09:13] <tterrag> correct
L1679[22:09:16] <tterrag> what matters is the parameter
L1680[22:09:34] <TaigaCait> weird. I'm not used to that kind of... implicit coding, I guess
L1681[22:09:55] <TaigaCait> alright, second only slightly related question
L1682[22:10:02] <tterrag> it's a bit magic. but event buses are not a forge original concept :P
L1683[22:10:24] <TaigaCait> if I wanted to change how the chat appears in minecraft, I would have to cancel the original event, reformat the output, and then create a new event, right?
L1684[22:11:01] <tterrag> nope
L1685[22:11:04] <tterrag> event.setComponent
L1686[22:11:11] <TaigaCait> ehh...
L1687[22:11:31] <TaigaCait> and that would get handled before the ServerChatEvent is passed to the client?
L1688[22:11:38] <tterrag> yes
L1689[22:11:50] <TaigaCait> Interesting.
L1690[22:12:00] <tterrag> see ForgeHooks#onServerChatEvent
L1691[22:12:30] <TaigaCait> and the ITextComponent contains the entire message, yeah?
L1692[22:12:36] <TaigaCait> like, <user> msg
L1693[22:12:40] <tterrag> should do
L1694[22:12:42] <tterrag> not sure
L1695[22:12:46] <tterrag> actually probably not
L1696[22:12:59] <TaigaCait> well, if I want to compose a message to go into the server via my mod
L1697[22:13:15] <TaigaCait> I have to create a text component from string, which is then casted as an ITextComponent
L1698[22:13:21] <TaigaCait> and whatever I set as the string is exactly what is shown
L1699[22:13:46] <TaigaCait> following normal minecraft chat formatting, where section signs declare chat formatting
L1700[22:14:00] <tterrag> well, try it and see
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L1702[22:14:55] <TaigaCait> suppose that's the only way to go
L1703[22:16:34] <TaigaCait> considering there's no other methods to modify the message, I'm going to assume that this is the case for the moment
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L1705[22:22:55] <TaigaCait> compiled, launching... shame there's no like, stripped server instance I could use for quick testing.
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L1707[22:24:19] <TaigaCait> oh that works exactly like I thought it would
L1708[22:24:22] <TaigaCait> fantastic
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L1711[22:37:13] <tterrag> cpw: seems there are some issues with forge's missing block handling https://www.reddit.com/r/feedthebeast/comments/5664rh/problem_with_a_backdated_mod_in_a_pack/
L1712[22:40:18] <LexManos> Most likely the cause if some retarded other mod in the pack that is fucking with our mappings.
L1713[22:40:29] <LexManos> The mapping system has been VERY robustly tested.
L1714[22:40:45] <tterrag> I'd guess that too
L1715[22:40:51] <tterrag> I'm getting this from a lot of people though
L1716[22:40:57] <tterrag> so it's either forge, or some very common mod
L1717[22:41:10] <LexManos> Most likely some very common mod
L1718[22:41:29] <LexManos> First thing first nuke all coremods
L1719[22:41:37] <tterrag> what could "fucking with our mappings" consist of?
L1720[22:41:52] <tterrag> I don't see much point in using anything but GameRegistry.register
L1721[22:42:08] <LexManos> Ive seen it all, from people ASMing our registry classes to make their blocks always have the same id
L1722[22:42:23] <LexManos> to people reflectivly hacking in to hide things from other mods who read the registry
L1723[22:42:25] <tterrag> wh...what
L1724[22:42:29] <TehNut> ...what
L1725[22:42:47] <tterrag> ok, fine
L1726[22:42:51] <LexManos> to people who just feel like blocks should be a specific way so they reflect in and reorder the ids whilly nilly
L1727[22:43:01] <tterrag> because I'm tired of this, I'll stop studying and see if JUST chisel+forge and a regression of chisel reproduces it
L1728[22:43:17] <LexManos> mm if that is the case then I can look into it
L1729[22:43:21] <tterrag> if not, I can officially say "dunno" and leave it be
L1730[22:43:24] <LexManos> However, 99.9% of the time its a modder being a twat
L1731[22:43:31] <tterrag> I'm with you there. it probably is that
L1732[22:47:59] <tterrag> bad news lex http://i.imgur.com/1Bkoxen.png
L1733[22:49:05] <tterrag> LexManos: blocks on the ground used to match the hotbar http://i.imgur.com/JUFdsmw.png
L1734[22:49:11] <LexManos> dont ping me
L1735[22:49:14] <tterrag> sorry
L1736[22:49:17] <tterrag> wasn't sure if you were still there :P
L1737[22:49:19] <LexManos> and backup level.dat means the world didnt save correctly
L1738[22:49:27] <tterrag> well...I just exited normally
L1739[22:49:30] <LexManos> so try looking into that.
L1740[22:49:31] <tterrag> I can double check
L1741[22:50:28] <LexManos> there are also some flags you can throw on and make the mappings more debuggy
L1742[22:50:32] <LexManos> dont rememebr which tho
L1743[22:51:14] <tterrag> fml.debugRegistryEntries
L1744[22:51:18] <tterrag> I'll give it a shot
L1745[22:53:25] <tterrag> don't see any errors exiting the world
L1746[22:53:31] <tterrag> going to downgrade and use the debug flag now
L1747[22:55:08] <tterrag> aaand of course it worked fine that time
L1748[22:57:39] <tterrag> hm lex I think I found the issue. closing out the game (not going pausing and hitting save and exit) seems to skip the persistent registry manager. even though vanilla handles it fine
L1749[22:57:44] <tterrag> is there a hook you are missing somewhere?
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L1751[22:59:24] <tterrag> yeah when I just exit the game, I see a log "Exception in thread [Server Thread]"
L1752[22:59:29] <tterrag> no other info
L1753[23:00:48] <tterrag> yeah confirmed. if I properly save&exit it works fine. close out the window and it does not
L1754[23:00:53] <tterrag> afaik vanilla handles both cases identically
L1755[23:00:57] <tterrag> so forge is missing something, I expect
L1756[23:06:24] <barteks2x> I'm just out of arguments... someone insists on calling "empty" heightmap value VERY_LOW... is it seriously in any way better than NONE?
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L1760[23:10:56] <tterrag> of course, now I can't even reproduce that. point is I *did* get it to happen with just forge
L1761[23:11:04] <tterrag> must be a race condition :(
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L1763[23:12:01] <tterrag> ok nvm. the "Exceptiopn in thread" bit is a red herring it seems
L1764[23:12:15] <tterrag> I get the "backup level.dat" without it. it's all about whether I closed out the window or not
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L1770[23:31:05] <TaigaCait> well, this has been productive.
L1771[23:31:22] <TaigaCait> now I just need to set up my code to properly manage the custom formatting tags.
L1772[23:31:36] <TaigaCait> this should be... interesting, to say the least.
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L1774[23:32:16] <TaigaCait> (seriously, why did it have to be persistent switches for formatting? why couldn't it have been tags?)
L1775[23:33:02] <TaigaCait> forge wouldn't happen to have any methods of handling minecraft formatting codes, would it?
L1776[23:36:50] <tterrag> shouldn't MC do that for you?
L1777[23:36:55] <tterrag> oh, CUSTOM formatting tags?
L1778[23:36:57] <TaigaCait> yes
L1779[23:36:58] <tterrag> like what?
L1780[23:37:00] <TaigaCait> like
L1781[23:37:07] <TaigaCait> I want to be able to do *itallics*
L1782[23:37:13] <TaigaCait> or __underline__
L1783[23:37:27] <TaigaCait> which means I probably have to replace instances one by one
L1784[23:37:35] <tterrag> use regex, I suppose
L1785[23:37:58] <TaigaCait> in order to apply it like &r&nUnderline&r&<whatever normal tags I need>
L1786[23:38:04] <TaigaCait> yeah, I'm gonna have to
L1787[23:38:04] <tterrag> wouldn't be too hard to search for __(.+)__ and replace with $b$1
L1788[23:38:15] <TaigaCait> right.
L1789[23:38:23] <TaigaCait> it's the nesting support which will be interesting
L1790[23:39:17] <TaigaCait> like *i**b+i__b+i+u~~b+i+u+strike~~b+i+u__b+i**i* or something
L1791[23:39:44] <TaigaCait> it means I'll have to have some sort of persisting variable to keep track of what formats are on and what formats are off as I move through the string
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L1793[23:43:29] <TaigaCait> hm.
L1794[23:44:21] <TaigaCait> if I did **(.+)** and the string was ***bold and italics***, would it register only the outer sets of two, the first two of each set, or every possible combination of two asterisks on both sides?
L1795[23:44:58] <TaigaCait> I feel like this is a weird question about regex for some reason
L1796[23:45:53] <tterrag> try it yourself: http://regexr.com/
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L1798[23:46:44] <TaigaCait> regardless, I think I can see why nobody bothers to try to do this kind of thing with a minecraft mod lol
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L1801[23:52:16] <TaigaCait> yes, this will certainly be a challenge to accomplish :/
L1802[23:53:10] <TaigaCait> looks like with the (.+) it attempts to grab as many characters as it can, so it will grab the outer edges of a thing
L1803[23:53:32] <tterrag> hm, I would have expected Matcher to grab the first match, not the largest
L1804[23:53:40] <tterrag> you'
L1805[23:53:45] <tterrag> you'll have to do proper parsing, then
L1806[23:53:46] <TaigaCait> well
L1807[23:53:51] <TaigaCait> by default, quantifiers are greedy
L1808[23:54:01] <TaigaCait> and will attempt to match as many characters as possible
L1809[23:54:15] <TaigaCait> you have to use lazy quantifiers to attempt to match as few as possible
L1810[23:55:20] <TaigaCait> I'm actually having trouble trying to make it grab the inner set instead o_o
L1811[23:56:24] ⇦ Quits: Cojo (~Cojo@cpe-2606-A000-4C46-8D00-FCAB-C351-BCB2-48BA.dyn6.twc.com) (Quit: If we wish to explore, if we wish to see what's over the next hill, wonders unfold before us; all we have to do is want it enough.)
L1812[23:56:29] <TaigaCait> I could easily use a far simpler formatting setup, but for the sake of function, I guess I'll have to keep trying at this for a while
L1813[23:57:17] <tterrag> why not just use something like $ instead of section char
L1814[23:57:20] <tterrag> and convert it
L1815[23:58:41] <TaigaCait> well, it's not the outcome that I'm after
L1816[23:58:46] <TaigaCait> it's the method of getting there
L1817[23:59:01] <TaigaCait> because I'm writing a discord chat interface thing
L1818[23:59:22] <TaigaCait> and discord uses those character groups for formatting bold, italics, underline, and strikethrough
L1819[23:59:33] <tterrag> hm
L1820[23:59:40] <TaigaCait> so for the sake of my users, I'm going to see if it's possible for me to replicate it
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