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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....
L90[10:12:07] ⇨
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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
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
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
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
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
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
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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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
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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
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 :)
L343[17:08:20]
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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
L361[17:25:22] ***
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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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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
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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
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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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?
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
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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