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L1[00:08:02] ⇨ Joins: Hunterz (~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a)
L2[00:10:07] <blood_> so
L3[00:10:18] <blood_> looks like I finally got TerrainControl working with Forge
L4[00:10:28] <blood_> =)
L5[00:10:37] <killjoy> Hasn't that been a forge mod or did it break at some point?
L6[00:10:38] <mezz> nice
L7[00:10:42] <blood_> it broke after 1.7
L8[00:10:50] <blood_> well whenever Forge wrapped around the biome registries that mojang added
L9[00:10:53] <blood_> and added a ton of validation
L10[00:11:05] <blood_> so basically had to work around that since TC uses "virtual" biomes
L11[00:11:16] <killjoy> So many mods named "TC"
L12[00:11:34] <killjoy> or can be abbreviated so
L13[00:11:48] <mezz> yeah TC is not allowed, pick some other acronym :P
L14[00:12:01] <killjoy> Thaumcraft, Tinkers' Construct, Tabby Chat, TerrainControl
L15[00:14:47] <killjoy> TCtrl
L16[00:14:48] <killjoy> Use that
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L18[00:15:42] <blood_> interesting
L19[00:15:47] <blood_> mezz: i get this in prod java.lang.IllegalAccessError: tried to access field net.minecraft.util.registry.RegistrySimple.field_82596_a from class com.khorn.terraincontrol.forge.WorldLoader
L20[00:15:50] <blood_> but it works in dev
L21[00:15:56] <blood_> so i guess i missed something?
L22[00:16:11] <killjoy> does the log say anything about an access transformer?
L23[00:16:14] <mezz> open your jar and check that the AT is in meta inf
L24[00:16:15] <blood_> moment
L25[00:16:31] <blood_> i have 3 AT's
L26[00:16:40] <blood_> let me check the jar
L27[00:16:57] <blood_> its in jar too
L28[00:17:09] <blood_> https://gist.github.com/lightningo7/8509d31f7c1734174721580fd5dc55db
L29[00:17:33] <blood_> https://gist.github.com/lightningo7/8509d31f7c1734174721580fd5dc55db#file-fml-server-latest-L3787
L30[00:18:23] <mezz> I only see two lines with "Added access transformer"
L31[00:19:30] <mezz> look under this line: [FML/]: Loaded 195 rules from AccessTransformer config file forge_at.cfg
L32[00:19:43] <blood_> sec
L33[00:19:46] <killjoy> I think common_at.cfg is sponge
L34[00:19:48] <mezz> it sees one for spongeforge and one for pixelmon, and that's it
L35[00:20:13] <killjoy> is your manifest correct?
L36[00:20:22] <blood_> let me post it
L37[00:20:26] <killjoy> FMLAT: relative/path_at.cfg
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L39[00:20:51] <blood_> https://gist.github.com/bloodmc/5fe64b0039bea3ba96cb5a7dc28e1588
L40[00:20:57] <blood_> that is what i have
L41[00:21:01] <blood_> works in dev fine
L42[00:22:47] <blood_> and yes i dont see terraincontrol_at.cfg anywhere in that log
L43[00:22:51] <blood_> strange
L44[00:23:03] <killjoy> terraincontrol in META-INF (jar)?
L45[00:23:07] <mezz> check your jar, compare it to JEI or pixelmor or anything else with an AT
L46[00:23:41] <blood_> pixelmon has this
L47[00:23:55] <blood_> https://gist.github.com/bloodmc/01b5440474d4d3cf3384611aad4bc948
L48[00:23:59] <blood_> and yes my at is in META-INF
L49[00:24:00] <blood_> in jar
L50[00:24:32] <killjoy> would asking for the jar be too forward?
L51[00:24:37] <blood_> doesnt bother me
L52[00:24:37] <blood_> sec
L53[00:24:57] <blood_> pm'd you it
L54[00:25:18] <killjoy> your at is nested in 2 META-INFs
L55[00:25:40] <blood_> hrmm wtf
L56[00:25:49] <blood_> i added what mezz told me to add =)
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L58[00:25:58] <killjoy> that rename code that I think mezz had you add assumes your _at.cfg is in src/main/resources
L59[00:25:58] <mezz> blindly heh
L60[00:26:06] <mezz> yes
L61[00:26:12] <blood_> ok so i messed up something, let me look
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L63[00:26:20] <killjoy> just remove the rename line
L64[00:26:26] <mezz> yep
L65[00:26:31] <killjoy> or move your at
L66[00:26:47] <killjoy> mv *_at.cfg ../
L67[00:26:58] <blood_> removing the rename line did it i think
L68[00:26:59] <blood_> let me test
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L70[00:31:13] <blood_> that fixed it, thanks
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L72[00:33:37] <mezz> cool
L73[00:34:06] <killjoy> mezz, you should change your regex for your at moving
L74[00:34:25] <mezz> I should probably just do it the way blood is doing it
L75[00:34:26] <killjoy> add a ^ at the start.
L76[00:34:44] <killjoy> ^(.+_at\.cfg)
L77[00:35:08] <mezz> I'm not sure what you expect mine to be matching
L78[00:35:10] <killjoy> although the . will match /
L79[00:35:18] <killjoy> nevermind then
L80[00:35:50] <killjoy> I'm just one of the rare people who have mastered and like to nitpick regex
L81[00:36:01] <killjoy> I use "mastered" loosely
L82[00:37:24] <blood_> hrmm does forge not have a fix for "moved too fast" nonsense?
L83[00:37:35] <mezz> that's correct
L84[00:37:57] <killjoy> What's the context? Increasing move speed?
L85[00:38:03] <killjoy> client teleportation?
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L87[00:38:27] <mezz> you can hit it with several modded items, like the slime sling from tinker's construct
L88[00:38:41] <mezz> I think it's triggered any time the server can't really keep up with generation
L89[00:38:43] <blood_> killjoy: standard flying in creative
L90[00:38:49] <blood_> i get moved too fast constantly
L91[00:38:51] <killjoy> any lag?
L92[00:38:54] <blood_> local
L93[00:39:03] <blood_> we fixed this in sponge, i guess we have to PR Forge
L94[00:40:14] <mezz> cool
L95[00:40:27] <blood_> let me find fix
L96[00:40:55] <blood_> https://github.com/SpongePowered/SpongeCommon/commit/3ab4ec5e97ce7f47ad2aecfd6a3489d3d62bd4c6
L97[00:40:57] <blood_> Forge needs this
L98[00:41:03] <blood_> very simple patch
L99[00:41:30] <blood_> oh that is another bug
L100[00:41:31] <blood_> lol
L101[00:41:41] <blood_> i forget if it is related to this one
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L116[01:59:42] <KklyAq> how do I alter the order blocks and items appear in my custom creative tab?
L117[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161219 mappings to Forge Maven.
L118[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161219-1.11.zip (mappings = "snapshot_20161219" in build.gradle).
L119[02:00:17] <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/
L120[02:01:03] <ghz|afk> KklyAq: override the method that scans for items
L121[02:02:39] <KklyAq> is that a method within CreativeTabs?
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L126[02:11:31] <McJty> So anyone knows how I can use a blockstate for an item?
L127[02:11:37] <McJty> I know it is supposed to work but I can't get it to work
L128[02:11:46] <Ordinastie> you can't
L129[02:12:06] <McJty> Well it is being done here: https://github.com/Necr0/ConvenientAdditions/blob/1.11/src/main/java/convenientadditions/item/adventurersPickaxe/CustomModelMeshAdventurersPickaxe.java
L130[02:12:10] <McJty> And there it works
L131[02:12:16] <McJty> But I can't find what I missed to make it work for me
L132[02:12:46] <McJty> Here is the blockstate json for that item btw: https://github.com/Necr0/ConvenientAdditions/blob/1.11/src/main/resources/assets/convenientadditions/blockstates/adventurersPickaxe.json
L133[02:13:04] <Ordinastie> oh, you're talking about models, nvm then
L134[02:13:29] <McJty> What did you think I was talking about otherwise?
L135[02:13:45] <Ordinastie> ItemStack from IBlockState
L136[02:13:52] <McJty> ah no
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L142[02:31:08] <mallrat208> I actually made a custom shield that way worked good
L143[02:32:14] <McJty> Not sure what I'm missing then
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L145[02:32:19] <McJty> https://bpaste.net/show/a45efd3f9bd0
L146[02:32:35] <McJty> brb
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L153[02:36:16] <mallrat208> So the obvious question here... it can't find a dish.json
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L196[04:04:56] <McJty> mallrat208, but why would it even have to find it?
L197[04:05:00] <McJty> My blockstate isn't refering to it
L198[04:05:16] <McJty> I tried adding it btw. That gets rid of the error but the blockstate isn't working in any case
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L200[04:09:56] MineBot sets mode: +o on fry
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L202[04:33:48] <SquareWheel> Hey, so I'm about to release my first mod. Could I ask a big favor? I'd appreciate if somebody could take a quick looksie, so make sure I'm not committing any huge faux-pas. It's a really small codebase.
L203[04:35:38] <SquareWheel> Github: https://github.com/WesCook/WateringCans
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L237[08:17:43] <gigaherz|work> so...
L238[08:17:43] <gigaherz|work> https://minecraft.net/en/article/ender-update-finally-here
L239[08:17:52] <gigaherz|work> MCPE/Win10 is now basically on par with java
L240[08:18:34] <gigaherz|work> xcept for modding, of course
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L242[08:21:28] <gigaherz|work> oh and they apparently ALSO released the respective updates to each and all the console versions (xcept WiiU?)
L243[08:29:01] <Koward> How dare they ! Poor WiiU users
L244[08:29:14] <gigaherz|work> has the wiiu version received ANY update?
L245[08:29:43] <InusualZ> MCPE/Win10 modding is posible
L246[08:29:52] <InusualZ> But is kind of hard
L247[08:29:55] <gigaherz|work> yes
L248[08:29:59] <gigaherz|work> but it's not on par with forge
L249[08:30:00] <gigaherz|work> ;P
L250[08:30:58] <InusualZ> That would be possible if they facilitate us the debug symbol and we could parse them like MCP
L251[08:31:07] <InusualZ> But they don't want or can't do that
L252[08:31:15] <InusualZ> to do that*
L253[08:31:23] <gigaherz|work> the Win10 edition is meant to run on a sandbox
L254[08:31:30] <gigaherz|work> you aren't supposed to be able to modify the code
L255[08:31:46] <gigaherz|work> they should just release a good modding api
L256[08:32:06] <InusualZ> https://github.com/MinecraftZenovaTeam/zenova_modloader
L257[08:32:59] <InusualZ> It can be done right now. The problem is that in every version they change toooooooo much code
L258[08:33:07] <gigaherz|work> with like entity/item/block/gui/potion/etc JSONs for adding "registry stuffs", model/animation/particle JSONs for describing models, animations and particle systems,
L259[08:33:08] <InusualZ> So we have to start again...
L260[08:33:17] <gigaherz|work> and some loadable C#addons
L261[08:33:56] <gigaherz|work> of course even with that we'd still not be able to do the massive hacks we do in the java version
L262[08:34:37] <gigaherz|work> what are the mods like?
L263[08:34:43] <gigaherz|work> just native code injections?
L264[08:35:06] <InusualZ> We could do whatever we want :)
L265[08:35:10] <gigaherz|work> I guess there's nothing like MCP/Forge for making the job easier?
L266[08:35:44] <InusualZ> More specific there is no MCP
L267[08:35:54] <InusualZ> If there was a MCP modding would be a lot easier
L268[08:36:38] <InusualZ> Here is a addon (mod): https://github.com/ryanterry131/PocketPower
L269[08:36:48] <InusualZ> He added Redstone to MCPE
L270[08:37:05] <InusualZ> Back when there was no redstone
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L279[09:12:42] <barteks2x> it's so weird when you run command in one console window, and output appears in another window...
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L283[09:24:12] <barteks2x> WTF is goign on? My loop won't finish
L284[09:24:28] <barteks2x> nevermind, typo
L285[09:24:44] <Akkarin> When in doubt breakpoint all the things
L286[09:25:04] <barteks2x> I did, and I was really surprised when my loop ounter... didn't count
L287[09:25:13] <barteks2x> and then I saw the typo
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L291[10:22:11] <Baughn> barteks2x: It's not a panacea, but when possible, use HOFs like map or fold.
L292[10:22:24] <Baughn> Or even just Java's container iteration
L293[10:22:38] <Baughn> It's much harder to get those wrong. ;)
L294[10:22:55] <barteks2x> I was iterating over coordinates and instead of using clamp on value I used it on coordinate
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L296[10:24:37] <barteks2x> and it's closer to debug code anyway, It's just to write perlin noise output to image (trying to make it a bit faster and need to confirm that it's still correct)
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L301[10:52:22] <TvL2386> hey guys, I have a crafting recipe where a certain item probably has NBT data. I would like the recipe to ignore that items metadata. How does that work?
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L320[12:10:55] <McJty> So I'm still fighting with trying to get an item to use a blockstate json: https://bpaste.net/show/d916be5f5001
L321[12:11:00] <McJty> But I can't get it to work
L322[12:11:05] <McJty> Any clues?
L323[12:12:00] * ghz|afk looks
L324[12:14:01] <ghz|afk> unrelated to whatever issue you have but
L325[12:14:15] <ghz|afk> no wait nm
L326[12:14:19] <ghz|afk> you generate it based on the tag
L327[12:14:32] <McJty> yes
L328[12:14:35] <ghz|afk> although you could use a map<String,MRL>
L329[12:14:38] <ghz|afk> in the mesh definition
L330[12:14:41] <ghz|afk> but yeah
L331[12:14:52] <ghz|afk> you do that on preinit right?
L332[12:14:55] <McJty> yes
L333[12:14:56] <williewillus> what's the issue currently, missing model exception?
L334[12:15:12] <McJty> williewillus, well it just ignores the blockstate. Complains about a missing item model (called dish)
L335[12:15:16] <McJty> I can add that and then it will use that
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L337[12:15:21] <McJty> But it keeps just ignoring the blockstate
L338[12:15:27] <McJty> I can't see the texture being set there
L339[12:15:27] <ghz|afk> hmmm
L340[12:15:30] <ghz|afk> I see a difference
L341[12:15:35] <ghz|afk> I use ModelBakery.registerItemVariants
L342[12:15:38] <ghz|afk> instead of ModelLoader
L343[12:15:41] <williewillus> it's static
L344[12:15:43] <williewillus> doesn't matter
L345[12:16:04] <ghz|afk> that's the only difference between how you use it and how I do
L346[12:16:06] <williewillus> crazy idea but try removing the inventory variant in the blockstate
L347[12:16:12] <McJty> ok
L348[12:16:32] <ghz|afk> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L270
L349[12:17:21] <McJty> Removing the inventory thing didn't help nor hurt
L350[12:17:23] <TvL2386> I'm still searching other mods to find out how they use items in recipes that contain NBT data
L351[12:17:39] <ghz|afk> TvL2386: I personally use custom recipes so dunno if there's a better way for it
L352[12:17:41] <McJty> TvL2386, rftools does that in some places
L353[12:17:43] <williewillus> custom IRecipe
L354[12:17:48] <McJty> yes a custom recipe
L355[12:18:16] <ghz|afk> TvL2386: although
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L357[12:18:22] <McJty> Let me try the ModelBakery just be sure that that isn't it
L358[12:18:23] <ghz|afk> you said earlier you want to *ignore* the nbt
L359[12:18:27] <ghz|afk> doesn't that happen by default?
L360[12:18:32] <williewillus> what's in the parking lot in today's aoc picture? :P
L361[12:18:44] <TvL2386> thx guys!
L362[12:19:24] <TvL2386> well yeah I want to ignore the nbt, because a freshly created item has none and I assumed the recipe only accepts an item without nbt.
L363[12:19:25] <McJty> ModelBakery doesn't help
L364[12:19:33] <McJty> hmm
L365[12:19:40] <ghz|afk> the filename matches, right?
L366[12:19:41] <ghz|afk> I mean
L367[12:19:49] <McJty> So the blockstate json should just be called <registryname>.json and be located in blockstates right?
L368[12:19:55] <ghz|afk> java is pickier than windows about filename cases
L369[12:20:00] <ghz|afk> for items it doesn't matter
L370[12:20:01] <McJty> I use lowercase everywhere
L371[12:20:04] <McJty> And I'm on linux :-)
L372[12:20:08] <ghz|afk> if you use
L373[12:20:11] <williewillus> if you're registering manually like this the file path can be any name you want
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L375[12:20:23] <ghz|afk> new ModelResourceLocation("a:b","c");
L376[12:20:25] <ghz|afk> it will look for
L377[12:20:34] <ghz|afk> assets/a/blockstates/b.json
L378[12:20:46] <TvL2386> I'll check the custom IRecipe
L379[12:20:46] <ghz|afk> and require a variant string "c"
L380[12:21:02] <McJty> The weird thing is that I'm getting no errors or anything
L381[12:21:11] <williewillus> is it the missing model?
L382[12:21:17] <ghz|afk> not even missing variant exception?
L383[12:21:21] <McJty> Well I added the model now
L384[12:21:26] <ghz|afk> that's usually a sign of doing it in init
L385[12:21:27] <ghz|afk> rather than preinit
L386[12:21:28] <McJty> Nope, no error or warning
L387[12:21:41] <williewillus> but does it show missing model or just emptiness or what
L388[12:21:46] <McJty> Ok
L389[12:21:53] <McJty> I changed my blockstate to contain this:
L390[12:21:54] <McJty> "carrots": { "texxxxtures": { "layer0": "aquamunda:items/bowl_cooked_carrots" } }
L391[12:21:56] <McJty> Which is clearly wrong
L392[12:21:57] <McJty> No error
L393[12:22:35] <ghz|afk> how about if you add a rogue "," at the end
L394[12:22:39] <McJty> ClientProxy.preInit() calls ModItems.initModels()
L395[12:22:51] <McJty> And from there this method is called
L396[12:22:52] <McJty> Ok
L397[12:22:58] <ghz|afk> but I'm stumped
L398[12:23:18] <williewillus> I'm not sure if item/generated works in a blockstate json. remember model paths start from models/block by default when in a blockstate json.
L399[12:23:27] <McJty> Going to try the ',' and then I'll push and paste the github to you guys
L400[12:23:29] <williewillus> except I don't remember what the proepr name is
L401[12:23:31] <williewillus> lol
L402[12:23:42] <McJty> Well I did replace that with a regular item model path already
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L404[12:24:07] <McJty> Adding the ',' at the end doesn't do anything
L405[12:24:11] <McJty> It is simply not reading that json at all
L406[12:24:30] <LatvianModder> Are there any tutorials on custom IBakedModels?
L407[12:24:36] <williewillus> you make a subclass
L408[12:24:40] <williewillus> and register it in ModelBakeEvent
L409[12:24:42] <williewillus> done :D
L410[12:24:43] <McJty> LatvianModder, my modding tutorial has one
L411[12:25:18] <McJty> Ok: https://github.com/McJty/AquaMunda/blob/master/src/main/java/mcjty/aquamunda/items/ItemDish.java
L412[12:25:31] <McJty> https://github.com/McJty/AquaMunda/blob/master/src/main/resources/assets/aquamunda/blockstates/dish.json
L413[12:25:44] <McJty> I have a feeling that it is probably something really stupid somewhere
L414[12:25:57] <ghz|afk> hmmm
L415[12:26:02] <ghz|afk> no nevermind
L416[12:26:10] <ghz|afk> I also do the setCustomblah after registerItemVariants
L417[12:26:37] <LatvianModder> so.. why do you have to use blockstates instead of just regular item models?
L418[12:26:53] <LatvianModder> I thought you are the one person that would do things how they are supposed to be :P
L419[12:26:54] <McJty> LatvianModder, because I'd like to have a single model with a texture that is controlled in code
L420[12:27:04] <LatvianModder> ah
L421[12:27:05] <McJty> Well not a texture but a variant
L422[12:27:16] <McJty> This is not the finished code. There will be more variants like that
L423[12:27:23] <McJty> Just want to get 'ONE' working before I add another :-)
L424[12:28:39] <LatvianModder> Is there a tutorial on "facade/texture-based-on-tileentity block"? :P
L425[12:29:05] <McJty> ghz|afk, just tried to change order of that but makes no difference
L426[12:29:08] <ghz|afk> McJty: where do you call setRegistryName?
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L428[12:29:25] <ghz|afk> nm foundit
L429[12:30:18] <LatvianModder> McJty: this page? Because its the only one that isnt loading :P http://modwiki.temporal-reality.com/mw/index.php/Render_Block_Baked_Model-1.9
L430[12:30:54] <McJty> Bah, that site is still having issues
L431[12:31:17] <McJty> Your luck that you just need that one :-)
L432[12:31:24] <LatvianModder> |:(
L433[12:31:29] <McJty> But strange that just one page doesn't load
L434[12:31:44] <LatvianModder> The Gods just want me to fail
L435[12:31:44] <McJty> Or no, the entire site went down again
L436[12:31:50] <LatvianModder> yay
L437[12:32:05] <ghz|afk> LatvianModder: not a tutorial but I can show you an example ;P
L438[12:32:12] <LatvianModder> Sure, that works
L439[12:32:48] <LatvianModder> Im trying to make a block that basically imitates other blocks. Thats the easy part. Im also making a second block that picks texture from block its imitating and then uses it for its own model
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L441[12:33:40] <ghz|afk> https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/client/PipeBakedModel.java
L442[12:34:27] <LatvianModder> but wait, pipes dont even need that lol
L443[12:34:35] <LatvianModder> I made pipes with just jsons
L444[12:35:10] <ghz|afk> these aren't normal pipes
L445[12:35:18] <ghz|afk> they have different connections on them
L446[12:35:22] <LatvianModder> Oh I think I remember those
L447[12:35:23] <ghz|afk> basedon what's connected
L448[12:35:54] <ghz|afk> let's say
L449[12:35:54] <LatvianModder> The big gray ones with like 9 smaller pipes inside?
L450[12:35:59] <ghz|afk> the pipes were an exercise for the models
L451[12:36:04] <ghz|afk> rather than the other way around
L452[12:36:05] <ghz|afk> yup
L453[12:36:09] <ghz|afk> I never actually wrote the pipe code
L454[12:36:13] <LatvianModder> so.. what happened to that mod
L455[12:36:17] <ghz|afk> I was sortof content to have done custom baked models
L456[12:36:17] <ghz|afk> XD
L457[12:36:20] <ghz|afk> I'm too busy
L458[12:36:23] <ghz|afk> i can't maintain that many mods
L459[12:36:27] <ghz|afk> so when the vacation was over
L460[12:36:30] <ghz|afk> I sortof shoved it aside
L461[12:37:32] <McJty> I need an emergency solution if I can't get this blockstate to work
L462[12:38:02] <LatvianModder> Dang it! gigaherz.common.client.ModelHandle
L463[12:38:10] <LatvianModder> Now I need to get that too xD
L464[12:38:15] <ghz|afk> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/renderers/ModelHandle.java
L465[12:38:17] <ghz|afk> ;P
L466[12:38:21] <ghz|afk> oops
L467[12:38:22] <ghz|afk> wrong one
L468[12:38:33] <ghz|afk> https://github.com/gigaherz/Commons/blob/master/src/main/java/gigaherz/common/client/ModelHandle.java
L469[12:39:06] <LatvianModder> so.. what exactly does it do?
L470[12:39:17] <ghz|afk> ModelHandle manages loading and caching models
L471[12:39:38] <ghz|afk> as in, it caches the IBakedModels
L472[12:39:47] <ghz|afk> I wrote it for use in TESRs and such
L473[12:39:58] <ghz|afk> but it's useful for any situation where you have to use IBakedModels
L474[12:40:30] <ghz|afk> McJty: is that code compilable as-is?
L475[12:40:33] <ghz|afk> your repository
L476[12:40:46] <ghz|afk> or do you rely on libs
L477[12:40:49] <LatvianModder> Why Maps.newHashMap() exists? Why cant you simply do new HashMap<>(); ?
L478[12:41:07] <ghz|afk> yes but it's ugly
L479[12:41:10] <ghz|afk> so Maps.newHashMap()
L480[12:41:21] <ghz|afk> I don't like the diamond thingy
L481[12:43:56] <McJty> ghz|afk, yes
L482[12:44:06] <McJty> ghz|afk, it can compile without anything else
L483[12:44:12] <ghz|afk> McJty: my only suggestion if you can't get it to work directly, is to assign each food variant a number
L484[12:44:20] <McJty> ah
L485[12:44:25] <ghz|afk> and then register the variants based on metadata only
L486[12:44:30] <ghz|afk> instead of Mesh Definition
L487[12:44:58] <ghz|afk> ML.setcustomMRL(item, variantNumber, "food=" + variantname);
L488[12:45:07] <ghz|afk> (you get me ;P)
L489[12:48:00] <ghz|afk> McJty: wait you ALREADY use meta for it XD
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L493[12:51:24] <ghz|afk> McJty: yep it works just fine if you use setcustommrl(this, index, ...
L494[12:52:06] <ghz|afk> https://gist.github.com/gigaherz/4bb287be94fb898052a9550614013676
L495[12:52:39] <ghz|afk> do whatever you want with that ;P
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L497[12:54:04] <ghz|afk> wait
L498[12:54:05] <ghz|afk> nevermind
L499[12:54:09] <ghz|afk> you have an item model
L500[12:54:15] <ghz|afk> the test was unreliable
L501[12:55:15] <McJty> ghz|afk, umn
L502[12:55:37] <ghz|afk> okay yes that does still work, if I remove the models/item/dish.json
L503[12:55:49] <ghz|afk> note: if you have an item model json, the blockstates will not be used at all
L504[12:56:06] <McJty> ah. Ok so I'll remove those then
L505[12:56:19] <McJty> I added them because it was complaining and I saw it being used in another example
L506[12:56:42] <McJty> The reason I'm doing this on NBT and not just meta is that I might add more things to that later
L507[12:56:51] <McJty> And I also prefer names over numbers :-)
L508[12:57:33] <ghz|afk> that's why I made myself an "itemstate" abstraction layer
L509[12:58:13] <ghz|afk> https://github.com/gigaherz/Commons/tree/master/src/main/java/gigaherz/common/state
L510[12:58:18] <McJty> Ok. so conclusion. I cannot do this like this?
L511[12:58:25] <McJty> I mean with the blockstate and 'food' tag?
L512[12:58:30] <ghz|afk> yes you can
L513[12:58:34] <ghz|afk> that works just fine with my patch
L514[12:58:43] <ghz|afk> just the mesh definition fails for some reason
L515[12:58:44] <McJty> Oh I missed that
L516[12:58:47] <ghz|afk> I haven't figured that bit out
L517[12:59:16] <McJty> ok at least I have a solution for now
L518[12:59:27] <McJty> But I would be interested to learn what is wrong with my mesh def though
L519[12:59:47] <ghz|afk> UHM
L520[13:00:00] <ghz|afk> that code you have in the repository...
L521[13:00:01] <ghz|afk> it works here
L522[13:00:08] <ghz|afk> just by removing the item model
L523[13:00:17] <ghz|afk> I see carrot-on-a-bowl icon
L524[13:00:43] <McJty> what
L525[13:00:52] <ghz|afk> i didn't think to test at first
L526[13:00:59] <ghz|afk> went straight for the "use meta numbers instead" approach
L527[13:01:03] <ghz|afk> but then I reverted the changes
L528[13:01:10] <ghz|afk> and tried what you had originally to try to find the problem
L529[13:01:11] <McJty> BTW, your patch doesn't help either
L530[13:01:12] <ghz|afk> and there's none
L531[13:01:14] <McJty> hmmmmmm
L532[13:01:17] <ghz|afk> you have some other issue there
L533[13:01:18] <McJty> Note that I am on 1.11 though
L534[13:01:19] <ghz|afk> the code is right
L535[13:01:25] <ghz|afk> yes ofc
L536[13:01:30] <LatvianModder> So what is IExtendedBlockState for?
L537[13:01:32] <ghz|afk> I took your code, ran setupDecompWorkspace
L538[13:01:47] <ghz|afk> LatvianModder: for passing IUnlistedProperties over to IBakedModel#getQuads
L539[13:02:05] <LatvianModder> Right, but whats the difference between IBlockState?
L540[13:02:14] <ghz|afk> it allows IUnlistedProperties
L541[13:02:17] <LatvianModder> I can pass the same properties to regular state too
L542[13:02:17] <McJty> My current code is clean. I have no local modifications
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L544[13:03:28] <McJty> [20:02:55] [Client thread/ERROR]: Exception loading model for variant aquamunda:dish#food=carrots for item "aquamunda:dish", blockstate location exception:
L545[13:03:43] <McJty> That's with the item json removed
L546[13:04:24] <McJty> Here is the entire log: https://bpaste.net/show/85722c687479
L547[13:04:44] <LatvianModder> and you have ModelLoader.setCustomModelResourceLocation(item, meta, new ModelResourceLocation("aquamunda:dish", "food=carrots")); ?
L548[13:04:50] <ghz|afk> McJty: try doing a "gradle clean" and a idea/eclipse rebuild?
L549[13:04:54] <McJty> ok
L550[13:05:15] <McJty> LatvianModder, yes although since that wasn't working I reverted to my old code
L551[13:05:17] <ghz|afk> because all I can say is
L552[13:05:18] <ghz|afk> https://dl.dropboxusercontent.com/u/743491/WTF.png
L553[13:05:19] <McJty> Since ghz|afk reported my old code to work
L554[13:05:28] <McJty> It just isn't working for me
L555[13:06:03] <LatvianModder> Thats super weird
L556[13:06:19] <ghz|afk> my troubleshooting steps now would be
L557[13:06:19] <LatvianModder> How outdated/updated your forge is compared to his?
L558[13:06:34] <McJty> LatvianModder, he was using a setupDecompWorkspace with my gradle
L559[13:06:38] <McJty> So exactly same version
L560[13:06:46] <ghz|afk> rebuild -> "gradlew clean" -> "gradlew cleanCache setupDecompWorkspace ..." -> delete folder and clone again
L561[13:06:50] <LatvianModder> #whatishappening
L562[13:07:06] <tterrag> williewillus, so I found the pattern for day 19, but I can't think up a way to turn it into an O(1) formula. do you have to do it iteratively?
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L565[13:07:38] <ghz|afk> note that cleanCache cleans the ENTIRE gradle cache
L566[13:07:45] <ghz|afk> every version of forge you have cached in there
L567[13:07:48] <tterrag> DON'T do cleancache
L568[13:07:48] <ghz|afk> gets wiped
L569[13:07:54] <williewillus> part 1 or part 2?
L570[13:07:59] <McJty> ghz|afk, that's fine
L571[13:08:02] <ghz|afk> i only mentioned it because we are in WTF territory
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L573[13:09:12] *** Clank is now known as Clank[Away]
L574[13:09:50] <LatvianModder> ghz|afk: is ModelHandle something for only .obj models?
L575[13:09:53] <ghz|afk> no
L576[13:10:01] <ghz|afk> it should work for any model that uses the ICustomModelLoader system
L577[13:10:16] <McJty> Ok, let me make a new clone
L578[13:10:34] <ghz|afk> at this point, if that doesn't work
L579[13:10:39] <ghz|afk> I can only blame java?
L580[13:10:50] <ghz|afk> c:\Program Files\Java\jdk1.8.0_77
L581[13:10:53] <ghz|afk> either that or linux
L582[13:10:54] <McJty> I have Java8 vs 101
L583[13:11:31] <LatvianModder> Or
L584[13:12:03] <LatvianModder> Check if your src/main/resources/ is marked as Resources Root
L585[13:12:14] <McJty> Well it can find all my other models and blockstates
L586[13:12:19] <McJty> i.e. that's not the only item in the mod
L587[13:12:39] <LatvianModder> Uh.. uh... restart pc? :P
L588[13:12:54] * LatvianModder ran out of ideas
L589[13:12:54] <williewillus> I had to watch the numberphile video for p1, and look at someone's data table for n [0, 81] to see the p2 pattern, but yes both can be constant time
L590[13:13:11] <McJty> LatvianModder, well I have had this problem since yesterday. It has been restarted a few times already
L591[13:13:21] <McJty> Let me first check if the new clone has a problem
L592[13:13:27] <McJty> i.e. I started completely fresh
L593[13:13:52] <williewillus> I'll give it a shot
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L595[13:14:24] <tterrag> williewillus, "the numberphile video" ?
L596[13:15:05] <williewillus> p1 is just the josephus problem: https://www.youtube.com/watch?v=uCsD3ZGzMgE
L597[13:17:22] <McJty> sigh
L598[13:17:29] <McJty> fresh checkout + new world -> same problem
L599[13:17:35] <McJty> I don't get it
L600[13:17:40] <ghz|afk> me neither
L601[13:17:42] <ghz|afk> wtf is wrong
L602[13:17:52] <williewillus> which item is in question again?
L603[13:17:54] <ghz|afk> anyone else with linux and forge?
L604[13:17:59] <williewillus> me
L605[13:18:02] <williewillus> I'm setting up rn
L606[13:18:05] <McJty> So I guess you are not getting this error:
L607[13:18:06] <McJty> [20:16:17] [Client thread/ERROR]: Exception loading model for variant aquamunda:dish#food=carrots for item "aquamunda:dish", normal location exception:
L608[13:18:06] <McJty> net.minecraftforge.client.model.ModelLoaderRegistry$LoaderException: Exception loading model aquamunda:item/dish with loader VanillaLoader.INSTANCE, skipping
L609[13:18:06] <ghz|afk> can you clone his repository
L610[13:18:13] <ghz|afk> delete models/item/dish.json
L611[13:18:15] <ghz|afk> and see if it works for you
L612[13:18:23] <McJty> Actually it is gone from the repos already
L613[13:18:29] <ghz|afk> ah
L614[13:18:29] <McJty> I deleted it and pushed that
L615[13:20:24] <McJty> Thanks for looking into this btw
L616[13:20:38] <McJty> This problem is driving me nuts :-)
L617[13:23:48] <williewillus> okay so I cloned and started a client, what should I be looking for?
L618[13:24:08] <McJty> Search 'cooked carrot dish' in JEI
L619[13:24:17] <McJty> It should look like a vanilla bowl with some carrots in it
L620[13:24:31] <McJty> Well one carrot to be accurate :-)
L621[13:25:00] <williewillus> it's missing model, but the blockstaet json points to a "model": "aquamunda:dish" and i don't see where that's defined
L622[13:25:19] <McJty> Oh I forgot to push that change
L623[13:25:25] <McJty> Change that model to 'item/generated'
L624[13:26:17] <McJty> Or items/generated that is
L625[13:26:33] <McJty> Ah no, item/generated :-)
L626[13:26:49] <McJty> Sorry, getting confused here
L627[13:27:15] <williewillus> yeah your issue is what I thought it was
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L629[13:27:53] <McJty> what?
L630[13:27:57] <ghz|afk> that doesn't seem to work here
L631[13:28:02] <ghz|afk> changing it to "item/generated"
L632[13:28:04] <williewillus> item/generated is not a special case in the model loader, in vanilla it literally means "assets/minecraft/models/item/generated"
L633[13:28:09] <williewillus> but in blockstate jsons any model path you specify starts in assets/domain/models/*block*/<blah>
L634[13:28:09] <McJty> ghz|afk, what was working for you then?
L635[13:28:22] <ghz|afk> it worked when I had models/block/dish.json
L636[13:28:23] <williewillus> I changed it to builtin/generated which IS a special case in the loader and it works
L637[13:28:27] <McJty> ah
L638[13:28:27] <ghz|afk> I just deleted the item one
L639[13:28:47] <McJty> Let me try builtin/generated first
L640[13:28:55] <williewillus> when you say "model": "item/generated" in the bstate json you're telling it "look for /assets/minecraft/models/block/item/generated"
L641[13:28:58] <williewillus> which doens't exist
L642[13:29:15] <ghz|afk> "model":"builtin/generated", "transform":"forge:default-item"
L643[13:29:20] <McJty> Finally!
L644[13:29:40] <McJty> It works now :-)
L645[13:29:53] <williewillus> assets/minecraft/models/item/generated is just builtin/generated with the standard transforms applied
L646[13:30:02] <ghz|afk> yeah which is equivalent to
L647[13:30:06] <ghz|afk> "model":"builtin/generated", "transform":"forge:default-item"
L648[13:30:09] <ghz|afk> in forge blockstates
L649[13:30:13] <McJty> Ok, thanks a lot! Finally figured it out
L650[13:30:18] <ghz|afk> :)
L651[13:30:24] <williewillus> np
L652[13:30:49] <ghz|afk> so what do you people think
L653[13:31:02] <ghz|afk> now that mojang has released 1.0 for mcpe/win10 and the equivalent updates for console mc
L654[13:31:02] <williewillus> ?
L655[13:31:12] <ghz|afk> which bring mcpe/console on par with java
L656[13:31:17] <williewillus> completely?
L657[13:31:21] <ghz|afk> 99%
L658[13:31:23] <McJty> Ok, time for me to go. At least I can now continue with the rest of the mod
L659[13:31:26] <ghz|afk> they added the end
L660[13:31:26] <McJty> Later!
L661[13:31:33] <ghz|afk> with everything the java edition has in there
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L663[13:31:45] <ghz|afk> and added all the remaining missing blocks and items
L664[13:32:18] <ghz|afk> [15:17] (gigaherz|work): so...
L665[13:32:18] <ghz|afk> [15:17] (gigaherz|work): https://minecraft.net/en/article/ender-update-finally-here
L666[13:32:18] <ghz|afk> [15:17] (gigaherz|work): MCPE/Win10 is now basically on par with java
L667[13:32:22] <ghz|afk> [15:21] (gigaherz|work): oh and they apparently ALSO released the respective updates to each and all the console versions (xcept WiiU?)
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L671[13:48:42] <LatvianModder> ghz|afk: aw hell yeah, thanks for code I stole :D http://ss.latmod.com/pc/2016-12-19_21.47.35.png
L672[13:49:02] <LatvianModder> (thats exactly what its supposed to do now, btw, just one untextured face)
L673[13:51:07] <ghz|afk> :)
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L675[13:53:44] <iso2013> Anyone know pf a good mod that would let me see nbt of a player on an unmodded server?
L676[13:54:01] <iso2013> *of
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L679[13:54:45] <LatvianModder> Just use NBTExplorer
L680[13:55:12] <tterrag> williewillus, took the lazy way out on part 2 :C http://pastebin.com/Zv0Z0WBi
L681[13:55:28] <ghz|afk> iso2013: I don't think you can see data that the server hasn't sent to you
L682[13:55:42] <ghz|afk> so if the server is your own
L683[13:55:47] <ghz|afk> use NBT Explorer as LatvianModder said
L684[13:56:01] <ghz|afk> otherwise, you'll have to do with wahtever client-only mod may exist
L685[13:56:10] <iso2013> The only information I need is about visuals (i.e. an armorstand riding a player)
L686[13:56:28] <iso2013> I just need to get what passengers an entity (in this case a player) has
L687[13:57:18] <ghz|afk> the only mod with ingame NBT stuff was https://github.com/DavidGoldman/NBTEdit
L688[13:57:22] <ghz|afk> and it's not updated beyond 1.7.10
L689[13:57:28] <ghz|afk> and I don't know if it can work client-only at all
L690[13:57:35] <ghz|afk> that's the best I can offer
L691[13:57:40] <iso2013> hmm
L692[13:57:47] <ghz|afk> the only one I know, I mean
L693[13:58:23] <iso2013> I dont necessarily need the nbt... maybe a mod that ignores invisibility tags?
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L697[14:06:27] <ghz|afk> I don't like cheating, so I have never looked for any
L698[14:07:35] <ScottehBoeh> I've got a quickie question for ya ghz :P
L699[14:07:43] <ScottehBoeh> wait 1 min leme prepare this question xD
L700[14:08:26] <ScottehBoeh> Is it possible to rotate the players view, kinda like they're tilting their head to the left/right?
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L702[14:09:14] <Ordinastie> didn't we already answered that question some time ago ?
L703[14:09:27] <ScottehBoeh> Not from me, at least O.o
L704[14:09:36] <tterrag> the answer is yes, obviously. mainly because vanilla does it
L705[14:09:49] <tterrag> but also because roll is just an axis of rotation, applied to the view matrix
L706[14:10:20] <ScottehBoeh> Is it done via the use of GL11?
L707[14:10:22] <Ordinastie> vanilla does it ?
L708[14:10:33] <ScottehBoeh> I guess Vanilla does it when you get hit/hurt?
L709[14:10:41] <tterrag> yep
L710[14:10:44] <Ordinastie> oh right
L711[14:11:06] <tterrag> ScottehBoeh, go find the code in vanilla that handles that
L712[14:11:15] <ScottehBoeh> Ya know what..
L713[14:11:16] <ScottehBoeh> Thats a good idea.
L714[14:11:22] <Ordinastie> his use case will be a tad more difficult though
L715[14:12:06] <Ordinastie> it was for leaning around a corner right ?
L716[14:12:13] <ScottehBoeh> It's not. no :)
L717[14:12:17] <Ordinastie> oh
L718[14:12:19] <Ordinastie> nvm then
L719[14:12:41] <ScottehBoeh> I'm checking if the players rotation changes whilst running by a specific amount
L720[14:12:50] <ScottehBoeh> Then i'll have the camera rotate very slightly when they turn their player
L721[14:12:57] <ScottehBoeh> (Just to add a cool-ish camera effect)
L722[14:13:18] <Ordinastie> in a vehicle ?
L723[14:13:24] <ScottehBoeh> Running normal
L724[14:13:28] <Ordinastie> e
L725[14:13:28] <ScottehBoeh> I'll see if I can find an example video
L726[14:13:28] <Ordinastie> w
L727[14:13:44] <ghz|afk> eww
L728[14:13:46] <Ordinastie> no, I see what you mean, but I don't think I'd like that :)
L729[14:13:52] <ghz|afk> that's like, everything wrong with view bobbing
L730[14:13:57] <ghz|afk> just extra
L731[14:14:03] <ScottehBoeh> It's like BlackMesa
L732[14:14:06] <ScottehBoeh> the recreation of HL1
L733[14:14:15] <ScottehBoeh> I just thought it'd be kinda cool to recreate :)
L734[14:14:20] <ghz|afk> sure
L735[14:14:21] <ghz|afk> ;P
L736[14:14:25] <ghz|afk> so long as it can be turned off ;P
L737[14:14:32] <ghz|afk> thing is, the brain tries its hardest to compensate for those things
L738[14:14:39] <ghz|afk> so adding them on purpose is stupid, IMO ;P
L739[14:14:54] <ghz|afk> it may look nice on a cinematic trailer, but I don't like those effects while playing
L740[14:15:14] <ScottehBoeh> Can't find where the heck the client edits the camera rotation >:O
L741[14:15:34] <ghz|afk> in opengl, there isn't a "camera"
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L743[14:15:44] <ScottehBoeh> view*
L744[14:15:45] <ghz|afk> the camera is always at 0,0,0 -- you rotate the entire world instead
L745[14:15:45] <ghz|afk> ;P
L746[14:15:48] <ScottehBoeh> I didn't mean camera in specific
L747[14:16:38] <ghz|afk> there's a function nicely called "updateCameraAndRender"
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L750[14:22:37] <williewillus> tterrag: the constant time solution would be to just replace the loop with an if: https://gyazo.com/2f083992f180b39ed7681a87494eec9c
L751[14:22:42] <williewillus> but for that kind of loop it doesn't really matter heh
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L754[14:35:32] <tterrag> williewillus, yeah, it's technically O(1) either way. maybe approaching logn
L755[14:35:40] <tterrag> I'm not going to change it now :P
L756[14:40:36] <Zaggy1024> mezz, trying to think the best way to allow enabling profiling for the clouds PR, since we probably don't want mods to keep profiling on all the time...
L757[14:40:39] <Zaggy1024> how do you think that should work?
L758[14:41:24] <tterrag> sysenv var?
L759[14:41:48] <Zaggy1024> well the purpose in this case would be to enable it for a few seconds after loading to profile the cloud renderer
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L761[14:41:59] <williewillus> did you fix it running without a world? :P
L762[14:42:04] <Zaggy1024> yeah
L763[14:42:21] <Zaggy1024> working on setting it up on 1.11 but the profiling is the biggest change
L764[14:43:37] <Zaggy1024> can't really think of a simple way to prevent mods from enabling the profiling indefinitely though, if that's something that really needs to be prevented
L765[14:45:07] <tterrag> it doesn't
L766[14:45:07] <ghz|afk> why would mods enable profiling for no reason?
L767[14:45:18] <ghz|afk> if they do, people will complain that the mod sucks
L768[14:45:24] <ghz|afk> becuase it causes lag
L769[14:52:15] <Zaggy1024> if they notice
L770[14:52:26] <Zaggy1024> but eh, I'll just make it a simple boolean
L771[14:55:33] <Zaggy1024> heh, although it kinda needs a switch for each mod..
L772[14:56:37] <Zaggy1024> set of mod ID strings, or is there a better way I'm not thinking of?
L773[14:57:27] <Zaggy1024> been a while since I've messed around in Forge code so I'm probably forgetting something
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L777[15:28:45] <Zaggy1024> actually, an event would probably work
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L784[16:02:31] <Zaggy1024> hmm, where would I put the hook function to fire the event? FMLClientHandler or MinecraftForgeClient? which is standard now?
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L787[16:12:41] <LatvianModder> ghz|afk: I did it \o/ http://ss.latmod.com/pc/2016-12-20_00.10.30.png
L788[16:18:37] <kashike> did what LatvianModder?
L789[16:18:41] <ghz|afk> nice
L790[16:18:46] <ghz|afk> showing the labels on blocks
L791[16:18:54] <LatvianModder> Not that :P
L792[16:19:01] <ghz|afk> oh?
L793[16:19:11] <LatvianModder> Use IBakedModel to render block with texture, obtained from tileentity
L794[16:19:12] <ghz|afk> oh wait
L795[16:19:15] <ghz|afk> I just saw the tooltip
L796[16:19:17] <ghz|afk> that's a crate
L797[16:19:21] <ghz|afk> mimicking another block's texture
L798[16:19:26] <LatvianModder> ya
L799[16:19:38] <LatvianModder> There is a barrel in corner, that will do the same too
L800[16:19:41] <Ordinastie> are the labels TESR or just block models ?
L801[16:19:51] <Ordinastie> wait, nvm
L802[16:19:54] <Ordinastie> stupid question
L803[16:19:58] <LatvianModder> labels and items are TESR. It only shows labels when you mouse over though
L804[16:20:18] <kashike> looks neat
L805[16:20:21] <LatvianModder> Well in theory it *is* possible to render fonts and everything in block renderer
L806[16:21:04] <Ordinastie> without the font being stitched ?
L807[16:21:24] <LatvianModder> No, you draw every letter as quads!
L808[16:21:25] <LatvianModder> :P
L809[16:21:35] <LatvianModder> (literally 100x slower than TESR)
L810[16:21:42] <LatvianModder> if not more
L811[16:22:04] <Ordinastie> but the texture itself is not on the atlas,
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L813[16:23:00] <LatvianModder> This is how barrels currently look though http://ss.latmod.com/pc/2016-12-19_00.20.38.png
L814[16:23:30] <LatvianModder> Every barrel has its own texture file and its killing me. So I had to make a custom model, based on the block its made of
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L821[16:40:39] <Baughn> https://travis-ci.org/TPPIC/Test-Factory-Please-Ignore <- Today's progress. Finally a CI system!
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L823[16:43:40] <Lunatrius> Uhh... what? https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/patches/minecraft/net/minecraft/item/ItemStack.java.patch#L223-L229 -- https://github.com/Lunatrius/Schematica/blob/master/src/main/java/com/github/lunatrius/schematica/world/schematic/SchematicUtil.java#L69 -- https://github.com/Lunatrius/Schematica/issues/192
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L825[16:49:33] <williewillus> Lunatrius: the method in error (func_77963_c) does not exist in 1.11
L826[16:50:12] <Lunatrius> Looks like he's fucking up something
L827[16:50:23] <williewillus> the compiled mod code is expecting a 1.10 method to be there when it isn't since it's mc 1.11
L828[16:50:23] <Lunatrius> icon.deserializeNBT(tagCompound.func_74775_l("Icon"));
L829[16:50:28] <Lunatrius> Looks fine in the jar
L830[16:50:42] <williewillus> func_77963_c is ItemStack.readFromNBT in 1.10, no method in 1.11
L831[16:50:53] <williewillus> probably trying to run a 1.10 jar?
L832[16:51:39] <Lunatrius> If you check the mod list further down it's all 1.11
L833[16:55:03] <Lunatrius> Different question. Are `stack != ItemStack.EMPTY` and `stack.getItem() != ItemStack.EMPTY.getItem()` the same?
L834[16:55:19] <williewillus> it needs to be stack.isEmpty()
L835[16:55:27] <Lunatrius> Ah
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L837[16:55:35] <williewillus> stacks can be invalid without being *the* invalid stack
L838[16:55:55] <Ordinastie> unless you handle a case where your're supposed to have 0 stacksize, then it comes back to bite you in the ass ><
L839[16:55:58] <williewillus> basically any stack with <= 0 size, or a null Item inside is invalid, iirc
L840[16:57:45] <ghz|afk> they compare to equal, though
L841[16:57:55] <williewillus> ?
L842[16:58:10] <ghz|afk> ItemStack.areItemStacksEqual(EMPTY, something with stack size 0) is true
L843[16:58:34] <williewillus> yes, but not ==/!= as shown above
L844[16:58:49] <ghz|afk> oh yeah sorry
L845[16:58:55] <ghz|afk> == in java is evil
L846[16:59:05] <ghz|afk> what I do is
L847[16:59:11] <Lunatrius> It's not really evil
L848[16:59:11] <ghz|afk> stack.getCount() <= 0
L849[16:59:19] <ghz|afk> to make sure a stack is empty
L850[16:59:25] <ghz|afk> since getCount remembers the cached value
L851[16:59:26] <williewillus> why not just isEmpty
L852[16:59:27] <williewillus> :P
L853[16:59:29] <ghz|afk> while isempty computes it every time
L854[16:59:37] <williewillus> computes what
L855[16:59:49] <ghz|afk> public boolean isEmpty()
L856[16:59:49] <ghz|afk> {
L857[16:59:49] <ghz|afk> return this == EMPTY ? true : (this.item != null && this.item != Item.getItemFromBlock(Blocks.AIR) ? (this.stackSize <= 0 ? true : this.itemDamage < -32768 || this.itemDamage > 65535) : true);
L858[16:59:50] <ghz|afk> }
L859[17:00:00] <ghz|afk> public int getCount()
L860[17:00:00] <ghz|afk> {
L861[17:00:00] <ghz|afk> return this.isEmpty ? 0 : this.stackSize;
L862[17:00:00] <ghz|afk> }
L863[17:00:33] <williewillus> i mean not much computation is going on
L864[17:00:41] <ghz|afk> plenty of conditionals
L865[17:00:48] <ghz|afk> which are one of the slowest kind of things you can ask a cpu to do
L866[17:01:21] <diesieben07> ahem
L867[17:01:25] * diesieben07 points at memory
L868[17:01:29] <williewillus> lol
L869[17:01:44] <Ordinastie> diesieben07, don't contradict, we all know ifs are slow
L870[17:01:54] * ghz|afk points at FPU division
L871[17:01:58] <ghz|afk> "one of"
L872[17:02:00] <ghz|afk> not "the" ;P
L873[17:02:03] <diesieben07> you: "hey CPU, i need that memory adress over there". CPU: "hey ram, get off your lazy ass and grab that adress". RAM: "nom nom nom cookies"
L874[17:02:15] <Lunatrius> Whoops `!itemStack.isEmpty() && itemStack.getCount() == 0`
L875[17:02:34] <diesieben07> conditionals are fast. they get predicted and everything
L876[17:02:37] <ghz|afk> Lunatrius: yeah that won't work too well
L877[17:02:46] <williewillus> just use isempty :P
L878[17:02:52] <Lunatrius> Just need to nuke the first part
L879[17:02:59] <ghz|afk> either use isEmpty() which checks for stacksize
L880[17:03:05] <ghz|afk> or use getCount
L881[17:03:06] <ghz|afk> but not both
L882[17:03:14] <ghz|afk> and not against eachother
L883[17:03:47] <Lunatrius> It's a pain in the butt to find all these null checks
L884[17:03:47] <williewillus> stacks with null Item's are pretty uncommon so that part of isEmpty is probably going to get predicted out
L885[17:04:06] <williewillus> which just leaves the == EMPTY and the size checks. which are the actual useful work
L886[17:04:28] <ghz|afk> yep, which is computed whenever you change the stacksize, and stored in the isempty field
L887[17:04:31] <ghz|afk> ;P
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L897[17:21:55] <th1> hey, absolute beginner with this (and mostly with Java but seasoned C coder), I have working env with Eclipse and created my mod in a separate folder outside the Forge installation, and I can "Run" it and it builds correctly but the mod doesn't get loaded by the MC, I think it's not looking in the right place or putting the class in the right place, what do I need to do?
L898[17:22:35] <Ordinastie> you'll most likely get yelled at because it's not really the standard way of doing it
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L900[17:22:52] <diesieben07> there is no "forge installation"
L901[17:22:56] <diesieben07> forge is a gradle library.
L902[17:23:05] <Ordinastie> and here it is :)
L903[17:23:12] * diesieben07 waves
L904[17:23:54] <ghz|afk> wtf
L905[17:23:57] <th1> as I said I'm new to the Java IDE stuff, so I'm not sure about all the gradle details etc. but I do have a run configuration for my project that starts the MC client. do I need to move my mod under the forge root folder or is there some setting I can tweak to make it load my class from other place?
L906[17:23:57] <ghz|afk> youtube just showed me this
L907[17:23:58] <ghz|afk> https://www.youtube.com/watch?v=MhTvDFAOyUE
L908[17:24:12] <ghz|afk> th1: have you used cmake or similar?
L909[17:24:38] <diesieben07> just start with the MDK, it is literally a starting-ground for your own project
L910[17:24:44] <diesieben07> it is not a "forge project" or something like that.
L911[17:24:55] <ghz|afk> I'm confused to what you call the "forge root folder"
L912[17:25:20] <th1> I have the mdk and my project in the project explorer, but my project is not nested under the forge-mdk one
L913[17:25:34] <ghz|afk> but
L914[17:25:35] <diesieben07> the MDK IS your project
L915[17:25:40] <ghz|afk> the only purpose of the MDK is to serve as your project root
L916[17:25:43] <ghz|afk> it's a skeleton to build on
L917[17:25:48] <ghz|afk> it's not "forge"
L918[17:25:51] <th1> ok got it
L919[17:25:59] <ghz|afk> http://mcforge.readthedocs.io/en/latest/gettingstarted/
L920[17:26:16] <th1> yeah I just wanted to put mine outside of that tree so it's easier to manage in git etc.
L921[17:26:20] <Ordinastie> (I won't mention I have my setup like that)
L922[17:26:23] <th1> but it's fine if that's what I ought to do
L923[17:26:34] <ghz|afk> th1: you should include part of the MDK in git, too
L924[17:26:46] <ghz|afk> https://github.com/gigaherz/PackingTape
L925[17:26:51] <ghz|afk> this is how a standard mod repository looks like
L926[17:27:17] <ghz|afk> you take the "gradle" folder and "gradlew" scripts from the MDK, along with "build.gradle"
L927[17:27:30] <ghz|afk> and then you have your sources and readmes and stuff
L928[17:27:39] <ghz|afk> the convention is to have
L929[17:27:53] <ghz|afk> src/<module name>/<kind of stuff>
L930[17:27:53] <th1> thanks. I get the idea but it wasn't obvious from the instructions and eclipse is a bit confusing tbh ;) used to Makefile and Emacs
L931[17:27:54] <ghz|afk> so like
L932[17:27:56] <ghz|afk> src/main/java
L933[17:27:58] <ghz|afk> src/main/resources
L934[17:28:13] <ghz|afk> gradle will take those as "content roots"
L935[17:28:13] * diesieben07 points at IntelliJ and gets yelled at by Ordinastie
L936[17:28:23] <ghz|afk> so like, "main" will be a content root
L937[17:28:24] <th1> gotcha
L938[17:28:47] <ghz|afk> it serves the same purpose as like a makefile
L939[17:28:51] <ghz|afk> but it's a lot more high-level
L940[17:28:54] <th1> so I basically have one copy of mdk for each project I work on instead of (like I thought I'd do) have one mdk and several independent mod projects "using" it
L941[17:29:00] <ghz|afk> yup
L942[17:29:03] <ghz|afk> because the MDK isn't really a thing
L943[17:29:06] <ghz|afk> it's just a skeleton
L944[17:29:15] <ghz|afk> when you use the gradle commands
L945[17:29:19] <th1> ok thanks helped me a lot conceptually
L946[17:29:23] <ghz|afk> it will install the actual forge libraries and stuff in your user folder
L947[17:29:27] <ghz|afk> %userprofile%\.gradle
L948[17:29:31] <ghz|afk> ~/.gradle
L949[17:30:10] <th1> yeah I noticed it put a lot in there
L950[17:30:33] <ghz|afk> and if you keep updating your mod and using newer and newer versions of forge and such
L951[17:30:36] <th1> still the mdk folder is 54MB :)
L952[17:30:39] <ghz|afk> you can keep reusing your files
L953[17:30:50] <ghz|afk> just editing your build.gradle and rerunning the setup commands
L954[17:31:02] <th1> right
L955[17:31:03] <ghz|afk> and the new versions will be downloaded and installed to the home folder
L956[17:31:45] <ghz|afk> (in IDEA you don't even have to use a terminal for it, you can use the gradle panel after importing the project, to run any tasks you need)
L957[17:31:53] <th1> so it's best not to change too much from inside Eclipse IDE but rather edit the gradle files and rebuild the Eclipse files?
L958[17:32:19] <Ordinastie> no, you still dev in eclipse
L959[17:32:26] <Ivorius> Or IDEA
L960[17:32:38] <th1> what is better if I'm a C coder, IDEA or clipse?
L961[17:32:46] <Ordinastie> you can run from command directly, but running from eclipse works fine
L962[17:32:52] <Ivorius> It's all preference th1
L963[17:32:53] <Ordinastie> and it's needed for debugging to
L964[17:32:57] <diesieben07> if you're a C code... use notepad++ :D
L965[17:32:57] <ghz|afk> it won't matter
L966[17:32:59] <Ivorius> Doesn't depend on your previous experiences
L967[17:33:12] <diesieben07> but yeah
L968[17:33:19] <ghz|afk> I happen to be a C# developer, used to visual studio
L969[17:33:24] <ghz|afk> and IDEA feels less clunky to me
L970[17:33:28] <th1> ok I'll give eclipse a go because every Java coder knows that afaict, so can't hurt to learn its basics
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L972[17:34:00] <ghz|afk> feel free to also check out IDEA and make your own comparison
L973[17:34:00] <ghz|afk> ;p
L974[17:34:04] <th1> i'm used to emacs and ctags so it feels a bit clunky
L975[17:34:19] <Ivorius> > i'm used to emacs
L976[17:34:21] <Ivorius> lal
L977[17:34:37] <Ivorius> I heard it's a great OS
L978[17:34:38] <th1> but then java coding is all about cross referencing constantly I guess :) so different tools
L979[17:34:51] <ghz|afk> yep
L980[17:34:58] <ghz|afk> you may be fond of your hammer, but not everything is a nail
L981[17:35:14] <th1> gotcha. thanks for your help cleared up a lot for me
L982[17:37:40] <ghz|afk> np, feel freeto stick around and keep asking ;P
L983[17:38:29] <th1> thanks, will do :)
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L985[17:41:20] <th1> Ordinastie, wasn't so bad :)
L986[17:41:52] <Ordinastie> nah, I thought you purposefuly want separate "forge" from your projects
L987[17:42:04] <Ordinastie> that's doable (I do it) but it's not standard
L988[17:43:00] <diesieben07> forge is always separated...
L989[17:43:09] <diesieben07> but there is no point in argueing with you anyways.
L990[17:43:36] <Ordinastie> I mean I have separate empty project where setupDecomp is done and my other project depend on it
L991[17:43:40] <th1> lol I went to google "mcmod.info" turns out it was a scammer domain
L992[17:43:50] <Ordinastie> and I don't need to set them up
L993[17:43:56] <th1> so it didn't google it but went to the scam site
L994[17:44:10] <ghz|afk> that's why i hate having a single bar for search and navigation
L995[17:44:20] <ghz|afk> one of the reasons I use firefox at home
L996[17:44:37] <th1> Ordinastie, I think I'll eventually do what you do as well, but for now I'll stick with the standards to avoid creating problems for myself while learning the basics
L997[17:44:46] <ghz|afk> also chrome has an habit of preferring to show search results
L998[17:44:48] <ghz|afk> instead of history
L999[17:44:50] <ghz|afk> which I hate
L1000[17:45:17] <th1> ghz|afk, agree on all points but Chrome performance can't be beat
L1001[17:45:31] <th1> and I use my browser a lot :P
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L1003[17:48:37] <th1> ok so I moved my project under the MDK in src/ and removed the Sample Mod that was there, now the MC client runs but doesn't show my mod in the list, just MCP, FML and Minecraft Forge, but no child mods, how can I ensure everything's been built?
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L1005[17:50:11] <th1> in fact if I put blatant syntax errors in my TestMod.java it shows no errors or warnings and starts without issue
L1006[17:51:28] <th1> redoing from start
L1007[17:52:24] <ghz|afk> how's the folder structure like?
L1008[17:52:26] <ghz|afk> it should be
L1009[17:52:43] <ghz|afk> src/main/java/<package.name>/YourClass.java
L1010[17:53:33] <th1> it was like that, but I'd deleted the original stuff including mcmod.info
L1011[17:53:51] <th1> and probably messed up the eclipse files from trying to use their gui to move the files around
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L1014[17:57:55] <th1> worked after redoing the gradle steps
L1015[18:01:34] <th1> all good, got the HelloWorld and the mod listed in MC gui
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L1017[18:04:45] <ghz|afk> sleep time
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L1021[18:05:55] <LordSkittles_> hey all :)
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L1023[18:08:31] <LordSkittles_> Anyone know much about making a block look like another? I want to make a block look like another, but then also render something over the top of it. IE: when I right click on stone with a piece of cloth, it would turn the stone into my block, but look like the stone block with a cloth over the top of it
L1024[18:09:33] <williewillus> you would need to dynamically generate models, or make a standard "camo block" and do whatever additions you want to do in a tesr
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L1026[18:10:16] <LordSkittles_> thanks williewillus :)
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L1032[18:49:06] <mezz> Zaggy1024, yeah just keep it simple. there's no way to enforce mods to do everything correctly. I also doubt many people will want to use it for anything in-game, it's only really useful for testing
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L1034[18:49:51] <Zaggy1024> sounds good
L1035[18:50:19] <Zaggy1024> hopefully nobody abuses it, but as always there will be stupid people you can't stop :P
L1036[18:50:59] <mezz> I mean as a mod author, I can do while (true) int a = 2 + 2;
L1037[18:51:24] <Ordinastie> or just while(true);
L1038[18:51:36] <mezz> I don't really see what people would get out of enabling it besides... slowness lol
L1039[18:52:19] <Ordinastie> I havent really followed the conv, but it's about a profiling mod right ?
L1040[18:52:28] <Ordinastie> like Opis ?
L1041[18:52:31] <williewillus> profiling for a PR
L1042[18:52:53] <Ordinastie> hum ? what does that mean ?
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L1048[19:19:39] <SquareWheel> I'm having an issue upgrading Forge to 1.11 in my mod's dev environment. It seems to be dying at recompileMc.
L1049[19:20:05] <SquareWheel> Is that a common issue?
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L1051[19:21:46] <LexManos> intellij?
L1052[19:22:06] <LexManos> also we need to know HOW its 'dying', try being useful if you want help.
L1053[19:23:00] <SquareWheel> Yes, IntelliJ. I can post a crashlog but thought I'd check if it was a common issue first, before getting into the nitty gritty technicals.
L1054[19:23:13] <SquareWheel> I'll take one with --info and --stacktrace flags set.
L1055[19:23:28] <LexManos> No its not a common thing
L1056[19:23:31] <LexManos> else it would be fixed
L1057[19:24:50] <LexManos> And even if it was, we couldn't help you unless you give is the 'nitty gritty' so we could identify it correctly.
L1058[19:28:39] <SquareWheel> I've had to truncate certain sections to keep within the 512KB Pastebin limit. I don't believe I've cut anything necessary to diagnose what's wrong.
L1059[19:28:40] <SquareWheel> http://pastebin.com/s6KTj5yt
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L1061[19:31:58] <mezz> gist.github.com has no size limit for logs
L1062[19:32:10] <SquareWheel> Ah thanks, will use that in the future.
L1063[19:32:36] <SquareWheel> This one was 21K lines, so a bit much for Pastebin.
L1064[19:33:29] <quadraxis> [ant:javac] D:\Dropbox\Programming\Java\Minecraft\Watering Cans\build\tmp\recompileMc\sources\net\minecraft\world\gen\structure\MapGenEndCity.java:118: error: variable random is already defined in method create(World,ChunkProviderEnd,Random,int,int)
L1065[19:33:37] <LexManos> MapGenEndCity.java:118: error: variable random is already defined in method create(World,ChunkProviderEnd,Random,int,int)
L1066[19:33:46] <LexManos> Seems like a simple error to me.
L1067[19:33:50] <LexManos> You're using a bad MCP mapping
L1068[19:34:21] <LexManos> !gm MapGenEndCity.create
L1069[19:34:31] <LexManos> !sm create
L1070[19:34:42] <LexManos> !search create
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L1072[19:34:57] <SquareWheel> Ah, okay. That's not something I completely understood.
L1073[19:35:07] <SquareWheel> I checked a couple 1.11 Github projects to see what mapping number they'd used, but it seemed to match my own. So I figured it was okay.
L1074[19:35:24] <LexManos> seems not
L1075[19:35:52] <SquareWheel> Where would I find the correct mapping?
L1076[19:36:25] <LexManos> !!gm 186162
L1077[19:36:26] <MCPBot_Reborn> === MC 1.11: net/minecraft/world/gen/structure/MapGenEndCity$Start.create (axy$a.a) UNLOCKED ===
L1078[19:36:27] <MCPBot_Reborn> Name : a => func_186162_a => create
L1079[19:36:28] <MCPBot_Reborn> Descriptor : (Lajq;Lavw;Ljava/util/Random;II)V => (Lnet/minecraft/world/World;Lnet/minecraft/world/gen/ChunkProviderEnd;Ljava/util/Random;II)V
L1080[19:36:28] <MCPBot_Reborn> AT : public net.minecraft.world.gen.structure.MapGenEndCity$Start func_186162_a(Lnet/minecraft/world/World;Lnet/minecraft/world/gen/ChunkProviderEnd;Ljava/util/Random;II)V # create
L1081[19:36:29] <MCPBot_Reborn> Comment : None
L1082[19:36:30] <MCPBot_Reborn> SRG Params : World p_186162_1_, ChunkProviderEnd p_186162_2_, Random p_186162_3_, I p_186162_4_, I p_186162_5_
L1083[19:36:31] <MCPBot_Reborn> MCP Params : World worldIn, ChunkProviderEnd chunkProvider, Random rnd, int chunkX, int chunkZ
L1084[19:36:31] <MCPBot_Reborn> Last Change: 2016-04-22 20:09:27.489010-04:00 (matthewprenger)
L1085[19:36:40] <LexManos> Todays mappings would work.
L1086[19:37:20] <SquareWheel> Okay, so just snapshot_20161219. Will give that a go.
L1087[19:37:28] <LexManos> !gp p_186162_3_
L1088[19:38:00] <SquareWheel> Is that something I should always be updating when changing the Forge version in my project?
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L1090[19:38:47] <LexManos> you should keep up to date
L1091[19:38:51] <LexManos> it has nothing to do with Forge
L1092[19:42:01] <SquareWheel> That seems to have done the trick. Thank you. Now to see what broke in 1.11.
L1093[19:48:40] <Genuine> I have NO idea what the hell is going on with glReadPixels but I can't make heads or tails of the output. I set the whole screen to a single color and set the format to GL_RED and the type to GL_BYTE and nothing matches.
L1094[19:52:58] <SquareWheel> This "NonNullList". It's just a list that doesn't allow null?
L1095[19:54:28] <mezz> yeah
L1096[20:00:03] <SquareWheel> NPE when loading worlds, but hey at least it compiles now.
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L1098[20:10:58] <SquareWheel> Has anybody done a document on the main changes from 1.10 > 1.11 yet? There was a great one covering the last update.
L1099[20:11:52] <SquareWheel> Not sure what I'm supposed to return for null ItemStacks now, for instance.
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L1101[20:15:38] <TehNut> ItemStack.EMPTY
L1102[20:16:45] <SquareWheel> Beauty. :)
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L1107[20:44:20] <SquareWheel> So out of curiosity, how do you folks normally handle multiple codebases during a version transition? Git branches? Or using something like compatlayer?
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L1113[21:03:44] <Genuine> I git branch.
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L1115[21:03:57] <TehNut> Branches
L1116[21:04:17] <TehNut> I will never use something like compat layer on that large of a scale
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L1120[21:08:43] <Genuine> The more you can refactor your code to hide Minecraft references in core classes the better, though you really shouldn't try to move them from everything. I like to have a structure where if I commit to master I can merge easily to older versions just in case I want to keep supporting them.
L1121[21:09:12] <Genuine> The more I can merge automatically the better.
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L1124[21:23:02] <Alexbegt> Does vanilla lootables not call LootTableLoadEvent anymore?
L1125[21:23:10] <Alexbegt> Do Vanilla*
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L1135[22:19:02] <PrinceCat> Hey guys, I've been trying to google this for the last half an hour with no success. How do I go about changing the inventory model of a block with variants using forge blockstates?
L1136[22:20:16] <McJty> PrinceCat, I just spent the past few days debugging this myself and I got it to work
L1137[22:20:31] <McJty> Let me show you
L1138[22:20:37] <PrinceCat> McJty, I just found your GitHub Repo!
L1139[22:20:54] <McJty> Oh wait a bit
L1140[22:21:00] <McJty> The working code isn't there yet
L1141[22:21:20] <PrinceCat> Oh okay! I saw your 1.10.2 tutorials and thought, "This has to be it!"
L1142[22:21:40] <McJty> No, this is in another project
L1143[22:21:43] <McJty> First: https://github.com/McJty/AquaMunda/blob/master/src/main/java/mcjty/aquamunda/items/ItemDish.java
L1144[22:21:54] <McJty> And then: https://github.com/McJty/AquaMunda/blob/master/src/main/resources/assets/aquamunda/blockstates/dish.json
L1145[22:21:55] <McJty> That's it
L1146[22:22:42] <PrinceCat> That's a for an item though, does the same thing apply to blocks?
L1147[22:23:09] <McJty> ah for a block, hold on
L1148[22:23:09] <PrinceCat> Well, technically "ItemBlocks"
L1149[22:23:59] <McJty> I'm doing that somewhere...
L1150[22:26:36] <McJty> Oh I think I remember. I have too many mods :-)
L1151[22:27:12] <PrinceCat> Haha, I'm delving through them now looking for an example too. :P
L1152[22:27:26] <McJty> https://github.com/McJty/Nice/blob/master/src/main/java/mcjty/nice/blocks/GenericBlock.java#L41
L1153[22:27:43] <McJty> That's sets an ItemMeshDefinition for the ItemBlock of a block
L1154[22:28:04] <McJty> So that the inventory items use the 'color' property as well when your colored block is in the inventory
L1155[22:28:36] <PrinceCat> I'll give it a look, cheers McJty.
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L1160[23:01:25] <PrinceCat> Thank you so much McJty! That worked like a charm. :)
L1161[23:01:41] <McJty> np
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L1163[23:04:09] <killjoy> !gm 180521
L1164[23:04:40] <PrinceCat> Okay... now I have to get ready for work - thanks again guys!
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L1166[23:13:40] <killjoy> Hm.. I guess the new launcher doesn't automatically cd to .minecraft
L1167[23:14:01] <killjoy> Is that a bug or should I code around it?
L1168[23:14:15] <killjoy> Don't know why anyone here would know...
L1169[23:15:36] <killjoy> Or is it a minecraft thing?
L1170[23:28:07] <tterrag> java really screwed me on AoC day 20 :C
L1171[23:28:13] <tterrag> question used unsigned int values
L1172[23:28:24] <tterrag> "just use longs" isn't really an option when you need to use BitSet
L1173[23:28:43] <tterrag> ended up using 2 BitSets and one extra boolean for int_min
L1174[23:30:17] <killjoy> mojang uses long[] for their BitSet
L1175[23:32:38] <tterrag> erm
L1176[23:32:43] <tterrag> that's what the java one uses
L1177[23:32:46] <tterrag> that's not the problem
L1178[23:32:59] <tterrag> the probems are twofold, 1. .set() takes an int, and 2. .cardinality() returns an int
L1179[23:33:23] <tterrag> it would be stupid to store bits in int-size words
L1180[23:34:51] <killjoy> it's weird that I'm getting an abstractmethoderror on an anonymous class, right?
L1181[23:35:44] <killjoy> wait, nevermind. It's just called from an anonymous class.
L1182[23:35:45] <tterrag> depends on the code
L1183[23:37:19] <killjoy> well I found the lambda. it was hiding in another lambda
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