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L21[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170111 mappings to Forge Maven.
L22[02:01:08] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170111-1.11.zip (mappings = "snapshot_20170111" in build.gradle).
L23[02:01:19] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L83[09:44:39] <OrionOnline> Hey guys. Is there a way to add Capabilities to Fluids?
L84[09:45:10] <gigaherz|work> I don't believe so
L85[09:45:28] <gigaherz|work> ItemStacks, Entities, TileEntities, and Worlds
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L89[10:08:37] <OrionOnline> Hmm that is a shame....
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L91[10:17:11] <williewillus> how do you guys test forge changes with lots of mods? should I just toss them all into the dev space? :P
L92[10:17:17] <williewillus> or should I build and install it
L93[10:17:40] <fry> either works :P
L94[10:17:49] <ghz|afk> both
L95[10:17:57] <fry> build + install is a bit more robust
L96[10:18:05] <williewillus> either way I have to resetup for 1.10 x.x
L97[10:18:06] <ghz|afk> I usually test on dev
L98[10:18:19] <ghz|afk> but I have non-dev testing setups too
L99[10:18:23] <williewillus> i want to see how much this helps on huge packs https://github.com/MinecraftForge/MinecraftForge/pull/3621
L100[10:23:14] <williewillus> hm
L101[10:23:19] <williewillus> i wish multimc let you install custom forges
L102[10:23:34] <fry> vanilla launcher works just fine :P
L103[10:23:56] <williewillus> i use mmc exclusively for everything else so it's annoying :P
L104[10:32:04] <ghz|afk> so, lol.
L105[10:32:07] <ghz|afk> I was watching this
L106[10:32:08] <ghz|afk> https://www.youtube.com/watch?v=jUhsOJpV-Ms
L107[10:32:20] <ghz|afk> which pointed me to https://www.worldfitnesslevel.org
L108[10:32:24] <ghz|afk> I was bored so I took the test
L109[10:32:54] <ghz|afk> Apparently, my "fitness age" (the fitness level as compared to other age groups) is of over 75 years old
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L111[10:33:00] <ghz|afk> I call BS ;P
L112[10:34:02] <ghz|afk> I don't claim to be fit
L113[10:34:10] <ghz|afk> I'm fat and lazy
L114[10:34:20] <fry> "what is your maximum heart rate"
L115[10:34:27] <ghz|afk> yeah that question is part of the BS
L116[10:34:31] <williewillus> yeah what does maximum mean :P
L117[10:34:31] <ghz|afk> it estimated me at 195bpm
L118[10:34:44] <ghz|afk> williewillus: how high it goes before you'd pass out from exercising
L119[10:34:49] <williewillus> lol
L120[10:34:51] <ghz|afk> in full-on cardio
L121[10:34:54] <fry> kinda hard to know unless you've been exersising with a pulse meter recently :P
L122[10:34:57] <ghz|afk> yeah
L123[10:35:03] <ghz|afk> I haven't exercised much
L124[10:35:13] <ghz|afk> but the most recent cardio I did
L125[10:35:19] <ghz|afk> I didn't go over 150
L126[10:35:28] <ghz|afk> it wasn't that intense
L127[10:35:44] * fry remembers going to at least 170 very easily
L128[10:35:48] <ghz|afk> yeah I don't
L129[10:35:54] <ghz|afk> or at least I didn't
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L131[10:36:27] <ghz|afk> my limit when exercising is simply that my muscles hurt, horribly
L132[10:36:44] <ghz|afk> I mean
L133[10:36:50] <ghz|afk> I'm sure I wouldn't last much longer afterward
L134[10:37:02] <ghz|afk> but the first sign of "can't keep going" is usually muscle pain
L135[10:39:08] <ghz|afk> hmf
L136[10:39:14] <ghz|afk> I have to restart ¬¬
L137[10:39:19] <ghz|afk> my taskbar won't show menus XD
L138[10:39:26] <ghz|afk> Uptime: 3 weeks 5 days 8 hours 42 minutes 56 seconds
L139[10:39:31] <ghz|afk> meh.
L140[10:39:35] <ghz|afk> Record Uptime: 3 weeks 5 days 8 hours 43 minutes 6 seconds set on Wed Jan 11 17:39:37 2017
L141[10:39:56] <ghz|afk> (record doesn't really count, since it's only recorded when I use the command ...)
L142[10:40:27] <ghz|afk> brb
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L149[10:48:23] <williewillus> ugh the build generated by the dev installer has a buildnum of 0 so nothing wants to run on it :P
L150[10:48:43] <fry> set it to 99999? :P
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L187[13:40:58] <illy> anyone here develop for OSX?
L188[13:42:32] <Ashindigo> as in xcode and swift stuff?
L189[13:42:33] <mezz> I used to some years ago
L190[13:43:04] <Ashindigo> Either way I don't know anything
L191[13:43:16] <fry> https://www.youtube.com/watch?v=ndBjraV-3UY
L192[13:44:43] <illy> Ashindigo: im trying to figure out how to package something for mac with out needing xcode or is that a requirement?
L193[13:45:10] <illy> and without using a mac
L194[13:45:54] <illy> heh fry
L195[13:46:07] <Ashindigo> I only know the names so I'm no help really :/
L196[13:46:30] <mezz> normally people keep a mac build server for that kind of thing I think
L197[13:46:55] <fry> http://stackoverflow.com/questions/693952/how-to-compile-for-os-x-in-linux-or-windows
L198[13:47:00] <mezz> there are other ways but it's probably not going to be very straightforward because apple
L199[13:47:23] <illy> yea... I could use Travis to make the package
L200[13:47:48] <fry> so, what language are you using? :P
L201[13:48:00] <illy> fry I have the mac binary just dont what to force people to use commmand line
L202[13:48:02] <illy> Go
L203[13:48:11] <mezz> apple tends to break shit at random, so utilities besides xcode have to play catch-up
L204[13:48:23] <fry> so you want to actually make a gui app?
L205[13:48:31] <illy> God no
L206[13:48:40] <fry> then what do you want? :P
L207[13:48:56] <fry> there's not much choice besides console and gui :P
L208[13:49:26] <mezz> print to physical paper
L209[13:49:27] <illy> Its for the java wrapper https://github.com/MinecraftForge/JavaWrapper
L210[13:49:29] <Ashindigo> Should I have java doc comments for the methods I'm adding to a vanilla class?
L211[13:49:42] <mezz> Ashindigo, always yes
L212[13:50:53] <illy> fry: I need to get it so that people can click on the wrapper and run it
L213[13:51:37] <Ashindigo> And should the test mod I made be added to forge tests or on gist/pastebin?
L214[13:56:00] <mezz> added to forge
L215[13:59:51] <RebelKeithy> Is it possible to get the color off another block's texture?
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L217[14:00:24] <Ashindigo> Cool thanks mezz!
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L220[14:01:16] <McJty> RebelKeithy, not easily. What is even the other block's texture? What if it is an OBJ model? What if it is a custom baked model?
L221[14:01:25] <McJty> What if it has multiple textures?
L222[14:01:58] <fry> what if there's no uniform color? :P
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L227[14:19:01] <RebelKeithy> Yeah, particularly I want to be able to click on a block and get the color from the point I clicked, to use in painting
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L229[14:19:29] <RebelKeithy> https://i.imgur.com/NYrCzA9.png
L230[14:19:32] <Ordinastie> you can't really do that
L231[14:19:37] <McJty> You might be able to do that client side using OpenGL perhaps
L232[14:19:39] <McJty> But not easily
L233[14:19:48] <Ordinastie> is it your block ?
L234[14:19:52] <fry> just use the color of the pixel from the framebuffer
L235[14:19:56] <fry> it's quite easy :P
L236[14:20:10] <fry> would let you pick the color from anything, not from just the block
L237[14:20:24] <fry> (it will be affected by lighing though)
L238[14:20:28] <fry> *lighting
L239[14:20:31] <RebelKeithy> yeah, that's a problem
L240[14:20:37] <RebelKeithy> I had thought of that
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L242[14:21:13] <RebelKeithy> Ordinastie, no I want to be able to copy colors from any block
L243[14:21:30] <RebelKeithy> or at least any simple block
L244[14:21:37] <Ordinastie> then you can't
L245[14:21:37] <fry> not possible for "any block"
L246[14:21:48] <fry> quite hard for TESRless blocks
L247[14:21:59] <Ordinastie> TESRless ?
L248[14:22:11] <fry> blocks without TESRs :P
L249[14:22:20] <RebelKeithy> what if I could get the texture the block uses?
L250[14:22:30] <fry> you don't want the texture
L251[14:22:48] <Ordinastie> fry, then explain, because I don't see how it would be doable :)
L252[14:22:51] <fry> you want the polygon of the model that intersects with the view vector + texture :P
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L255[14:24:23] <RebelKeithy> well, assume it only only works on normal cube blocks. I know what side it hit, and the x y coord of the hit, if I get the texture for that side I could get the color using hitX hitY as uv coords right?
L256[14:24:47] <fry> yes, it's simpler for the "normal cube blocks"
L257[14:25:05] <fry> but doing raytracing for arbitrary models isn't much more complicated
L258[14:27:31] <Ordinastie> fry, that's your solution ? raytrace quads of the model ?
L259[14:28:06] <fry> yes, it's fast enough
L260[14:29:04] <fry> I did that for model-accurate hit detection, and it worked in realtime without the noticable impact :P
L261[14:29:37] <Ordinastie> but but... it involves maths! *_*
L262[14:30:00] <fry> yes, apparently people are incapable of maths
L263[14:30:05] * fry looks at PaleOff
L264[14:30:13] <Ordinastie> you could look at me
L265[14:35:00] <RebelKeithy> how would I know the texture being used for the quad hit?
L266[14:35:10] <RebelKeithy> or it's uv coords?
L267[14:35:16] <williewillus> vertex data
L268[14:35:34] <williewillus> each quad stores its vertex format
L269[14:35:40] <williewillus> so you know what the raw bytes represent
L270[14:35:47] <RebelKeithy> oh, yeah, that would work
L271[14:35:59] <williewillus> find the ones with the UV vertexformatelement (or whatever it was called)
L272[14:38:27] <Barteks2x> probably the worst place to ask about it, but anyone knows some good way to make image with blocks (without textures, can be black and white) that doesn't involve drawing each square separately?
L273[14:39:34] <williewillus> what's "make image with blocks" mean? :P
L274[14:40:56] <Barteks2x> somethign you would get by making upscaling an image ~32 times and drawing boundaries between pixels
L275[14:41:03] <Barteks2x> *remove "making"
L276[14:41:38] <Barteks2x> describing how my lighting code doesn't work is just too hard
L277[14:42:44] <Ordinastie> so you want a top-down view of your world ?
L278[14:42:53] <Barteks2x> a vertical slice of it
L279[14:43:45] <Barteks2x> that's the closest to reasonable way to show how it's supposed to work any why it's broken
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L281[14:48:27] <illy> woo figured it out have to do some weird stuff but it works
L282[14:50:21] <Barteks2x> found a way to do that in gimp
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L296[15:47:17] <Barteks2x> wat... there is a java virtual machine... written entirely in java
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L299[15:48:57] <Ashindigo> ...why?
L300[15:49:06] <williewillus> it's cool to make things self hosting
L301[15:49:29] <williewillus> it's not like it's super magical or anything
L302[15:49:56] <williewillus> the only part that **needs** to be in native code (C++) is the part that talks with the OS, everything else can be on a higher language
L303[15:51:00] <gigaherz> you could make a java compiler to native code, write a jvm in java, compile it to native
L304[15:51:20] <gigaherz> and then run the java to nativecompiler in the jvm in native code
L305[15:51:20] <Barteks2x> And that VM doesn;t need another VM to run
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L307[15:51:53] <williewillus> the most interesting thing about having more of your VM written in java is that the JIT can JIT itself
L308[15:51:55] <williewillus> and the GC
L309[15:54:52] <Barteks2x> and it seems to also handle JNI, I'm curious how the whole thing works
L310[15:55:57] <williewillus> ask "does it need OS access"? if yes, keep it native or bootstrap it with other native code, else rewrite in java :P
L311[15:56:06] <williewillus> https://upload.wikimedia.org/wikipedia/commons/thumb/4/4b/Standard_Java_VM_vs_Squawk_Java_VM.svg/750px-Standard_Java_VM_vs_Squawk_Java_VM.svg.png
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L321[16:34:11] <Corosus> given that i dont currently use any sort of fancy item render handlers, what would be the most sane way to get minecraft to mirror render the offhand instead of 180 rotating it causing this derp? https://dl.dropboxusercontent.com/u/16326915/pics/2017-01-11_17.10.34.png
L322[16:34:31] <williewillus> specify transforms in the item json
L323[16:34:53] <Corosus> ah right, forgot to seek that
L324[16:35:00] <Corosus> will look into, thanks
L325[16:35:07] <williewillus> http://minecraft.gamepedia.com/Model#Example:_Torch_2
L326[16:35:17] <williewillus> except it's firstperson_lefthand I think
L327[16:35:30] <Corosus> ahhhhhh kk
L328[16:35:47] <Corosus> yeah ive had to deal with orientation values in json before, makes perfect sense theyd handle it that wa
L329[16:35:49] <Corosus> y
L330[16:36:11] <Corosus> yeah mentions that one further down
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L340[17:04:25] <ScottehBoeh> G'day
L341[17:04:33] <g> ScottehBoeh'day
L342[17:04:36] <ScottehBoeh> Today I'm going to work on my Realistic Hurting mod :)
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L351[17:17:12] <ScottehBoeh> Quick question
L352[17:17:19] <ScottehBoeh> I've got this line to create a block crack particle
L353[17:17:24] <ScottehBoeh> ((WorldServer) event.getEntity().getEntityWorld()).spawnParticle(EnumParticleTypes.BLOCK_CRACK, event.getEntity().posX, event.getEntity().posY + 1, event.getEntity().posZ, 10, 0, 0);
L354[17:17:24] <ScottehBoeh>
L355[17:17:37] <ScottehBoeh> How would one set the actual block ID the crack particles are related to?
L356[17:19:34] <gigaherz> have you looked at how vanilla uses it?
L357[17:20:18] <gigaherz> check Entity#createRunningParticles
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L359[17:21:16] <ScottehBoeh> Ah now I see
L360[17:21:17] <ScottehBoeh> Thanks :D
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L362[17:26:18] <ScottehBoeh> I noticed they get the block state using the block position, know if there's a way to get the blockstate from a specific block instead of one from a set coordinate?
L363[17:26:40] <williewillus> Blocks.STONE.getDefaultState().withProperty(...)
L364[17:27:00] <ScottehBoeh> Thanks man :)
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L366[17:30:24] <illy> LexManos: The wrapper should be read for full blown testing later tonight just need to figure out some gradle stuffs
L367[17:30:35] <illy> s/read/ready/
L368[17:32:51] <illy> namely I need to figure out how to gzip the mac wrapper and replace some strings in the mac build(might move that to a script)
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L372[17:47:17] <williewillus> !gm func_180494_b
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L375[17:49:31] <ScottehBoeh> Weird >:\ I've registered my LivingHurtEvent handler and placed a log output but for some reason there's no output...
L376[17:49:58] <gigaherz> show code?
L377[17:50:00] <williewillus> if you want us to look show code
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L379[17:51:19] <ScottehBoeh> https://hastebin.com/ovajoyihiv.java
L380[17:51:34] <williewillus> the method is static
L381[17:51:48] <williewillus> so either register PlayerHurtHandler.class or make the method an instance method
L382[17:52:05] <williewillus> also you don't need to register to both forge/fml buses they're the exact same ones
L383[17:52:41] <ScottehBoeh> Ah. Just noticed FMLCommonHandler.instance().bus().register was streaked
L384[17:52:43] <ScottehBoeh> Many thanks :D
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L386[17:56:41] <gigaherz> yo uc an use @Mod.EventBusSubscriber along with statics, too
L387[17:56:50] <gigaherz> you can*^
L388[18:00:30] <ScottehBoeh> Apparently it's still not functioning :S
L389[18:00:57] <ScottehBoeh> let me send updated code
L390[18:01:35] <ScottehBoeh> https://hastebin.com/saritohazu.java
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L392[18:05:56] <ScottehBoeh> LMAO Nevermind IGNORE everything
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L396[18:16:32] <ScottehBoeh> Great, now particles won't spawn
L397[18:16:58] <ScottehBoeh> Any idea why this won't spawn the particles requested? https://hastebin.com/muwugezuye.cs
L398[18:17:09] <ScottehBoeh> (Forge 1.11.2)
L399[18:18:00] <TehNut> Can you spawn particles from the serverside?
L400[18:18:39] <ScottehBoeh> Hmm, I'll start a server really quick and test
L401[18:19:29] <tterrag> yes, but it depends on the method you use
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L404[18:22:27] <ScottehBoeh> Doesn't appear to be spawning on the server either
L405[18:24:23] <killjoy> particles aren't entities
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L413[18:57:44] <Disconsented> Am I likley to see a resoloution to https://github.com/MinecraftForge/MinecraftForge/issues/3616 or should I just go with plan B?
L414[18:59:45] <tterrag> plan B is a PR, right?
L415[18:59:49] <williewillus> :P
L416[18:59:51] <mezz> generally to get a new feature into Forge you should PR it
L417[19:01:07] <Disconsented> plan b was use a tick handler
L418[19:01:45] <williewillus> what mez said ^ :P generally if you make a feature request it means you're the most interested in making it happen
L419[19:01:56] <williewillus> since there wasn't an issue ticket before
L420[19:02:33] <Disconsented> fair enough
L421[19:03:19] <Disconsented> Surpose it will be easiest to add in an event before OnItemCrafted
L422[19:03:49] <Maxwell> Quick question: Forge seems to be having trouble finding my texture files, have I set up my directory structure wrong? Here is the tree: http://i.imgur.com/kxeGzaa.png I get "Exception loading model" a few times, with the traceback always being to "java.io.FileNotFoundException".
L423[19:03:54] <williewillus> i would structure it after the AnvilUpdateEvent
L424[19:04:18] <williewillus> Maxwell: where are your textures located?
L425[19:04:22] <williewillus> can't see in that screenshot
L426[19:04:35] <tterrag> Disconsented: what you want is an event that decides whether or not an item shows up in the result slot at all, correct?
L427[19:05:28] <Maxwell> williewillus: http://imgur.com/a/zdfos
L428[19:05:42] <williewillus> needs to be in a textures/ folder
L429[19:05:49] <williewillus> assets/mobblocker/textures/blocks/*.png
L430[19:06:01] <williewillus> also the word "block" is singular under models
L431[19:06:07] <williewillus> assets/mobblocker/models/block/*.json
L432[19:06:15] <williewillus> frustrating that it isn't the same but it's vanilla :P
L433[19:07:38] <Disconsented> That would work tterrag but I would rather just lock the into into the result slot
L434[19:07:46] <williewillus> the into into? :P
L435[19:07:58] <williewillus> either way I think it's best if you model it after the Anvil event
L436[19:08:00] <Disconsented> >_>
L437[19:08:12] <Disconsented> s/into into/into
L438[19:08:23] <williewillus> lock the what into the result slot :P
L439[19:08:27] <Disconsented> the result
L440[19:08:52] <williewillus> yes but the event should be flexible enough that others outside of your mod can make use of it too
L441[19:08:53] <Maxwell> Okay, the json files are now being accepted.
L442[19:09:10] <williewillus> just achieving "locking" whatever that means sounds a bit limited
L443[19:09:14] <tterrag> Disconsented: what does that look like, if said event is canceled?
L444[19:09:31] <tterrag> i.e. what happens when the player clicks the result slot?
L445[19:09:41] <Disconsented> Idealy nothing
L446[19:09:51] <Disconsented> I.E. they cant pick up or move the item
L447[19:09:53] <tterrag> that's totally against all vanilla UX
L448[19:09:59] <tterrag> bad idea
L449[19:10:05] <tterrag> like I said, make it so the item never shows up at all
L450[19:10:10] <williewillus> ^
L451[19:10:13] <Disconsented> But it is in line with other events
L452[19:10:17] <Disconsented> ala Block Breaking
L453[19:10:26] <tterrag> block breaking is 100x more complex than this issue
L454[19:10:27] <williewillus> it's not in line with the anvil event
L455[19:10:32] <williewillus> just use that as a base :P
L456[19:10:37] <tterrag> and completely irrelevant
L457[19:10:45] <Disconsented> I've never looked at that event
L458[19:10:51] <williewillus> good time to look
L459[19:11:05] <Disconsented> Problem with not displaying anything in the output
L460[19:11:24] <Disconsented> is that the player will think the recipe is broken
L461[19:11:48] <mezz> I think that's a problem with the event in general
L462[19:11:53] <tterrag> that's on you. you also have render events you could use to draw hints
L463[19:12:23] <williewillus> ^, the actual mechanism "prevent crafting" is best achieved by clearing the output
L464[19:12:51] <Maxwell> williewillus: Thanks for the help. After I lowercased the png files, they were actually loaded.
L465[19:12:56] <williewillus> np
L466[19:16:44] <tterrag> fry|sleep: could you ping me when you are awake?
L467[19:18:36] <Disconsented> Can we clear items from the players cursor?
L468[19:18:51] <tterrag> yes, but why
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L470[19:20:57] <Disconsented> Create an onValidRecipe event that allows you access to the container, from there you could replace the result with a barrier item (for the visual feedback). Unless you can stop them from picking it up you would need to rely on the existing onCraftedEvent to remove the item.
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L472[19:25:10] <mezz> you can just prevent it from crafting anything and draw an X
L473[19:25:25] <williewillus> yeah :P no need to hack around w dummy items
L474[19:25:26] <mezz> still you need more information for the player or it will be confusing
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L493[21:04:59] <LordSkittles_> Is anyone free to help me with textures? I am looking at my textures and realised I suck XD
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L495[21:11:27] <Maxwell> Is there anything special I need to do to get the item rendering of a block to work? I'm getting this error: "Unable to resolve texture due to upward reference: #all in minecraft:models/block/cube_all". The block rendering works, but the item is the default broken texture/size.
L496[21:12:43] <Maxwell> Do I need to write a renderer class?
L497[21:13:02] <killjoy> renderers are only needed for entities and tileentities
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L505[21:34:12] <Maxwell> Nevermind, I figured it out
L506[21:34:33] <LordSkittles_> What was it Maxwell?
L507[21:34:56] <Maxwell> I was missing a bunch of different function calls.
L508[21:35:19] <LordSkittles_> Which ones? I am having the same issue
L509[21:36:50] <Maxwell> I think the main fix was calling ModBlocks.initClient() from ClientProxy
L510[21:38:06] <Maxwell> and I added that function call in ModBlocks, which calls the initModel() function from the one block I have in the project
L511[21:39:08] <Maxwell> I made a handful of changes between commits, but if you want you can check what exactly I changed here: https://github.com/Maxwell-lt/MobBlocker/commit/4f8efc8
L512[21:48:25] <Maxwell> LordSkittles_: Did you fix your issue?
L513[21:48:53] <LordSkittles_> Yeah I did thanks
L514[21:49:56] <Maxwell> Good to hear.
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