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L1[00:08:02] ⇨
Joins: Hunterz
(~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a)
L3[00:10:18] <blood_> looks like I finally
got TerrainControl working with Forge
L5[00:10:37] <killjoy> Hasn't that been a
forge mod or did it break at some point?
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
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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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
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 =)
L57[00:25:50] ⇦
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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
L61[00:26:12] <blood_> ok so i messed up
something, let me look
L62[00:26:15] ⇨
Joins: Alex_hawks
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L63[00:26:20] <killjoy> just remove the
rename line
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?
L86[00:38:06] ⇨
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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
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
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
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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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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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.
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L237[08:17:43] <gigaherz|work> so...
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
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
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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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
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
L356[12:18:18] ⇦
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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
L374[12:20:14] ⇦
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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
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
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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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
L465[12:38:17] <ghz|afk> ;P
L466[12:38:21] <ghz|afk> oops
L467[12:38:22] <ghz|afk> wrong one
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, ...
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
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
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
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?
L563[13:07:29]
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L564[13:07:36] ⇦
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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
L572[13:08:56]
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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
L594[13:14:03]
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L595[13:14:24] <tterrag> williewillus,
"the numberphile video" ?
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...
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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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
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
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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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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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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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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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
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
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
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
L1016[18:03:34] ***
MrKickkiller is now known as MrKick|Away
L1017[18:04:45] <ghz|afk> sleep
time
L1018[18:04:47] *
ghz|afk poofs
L1019[18:05:07]
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L1020[18:05:49]
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L1021[18:05:55] <LordSkittles_> hey all
:)
L1022[18:07:59]
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Gulps, huh? Alright... Welp, see ya later)
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 :)
L1027[18:19:13]
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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 ?
L1043[18:53:00]
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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?
L1050[19:21:13]
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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.
L1060[19:30:29]
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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.
L1097[20:07:46]
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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.
:)
L1103[20:17:32] ***
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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
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
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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