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L10[00:27:05] <fry> tterrag: poing
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L24[01:30:03] <FusionLord> With Tinkers'
Construct is the Furnace Controller the only way to pipe in and out
of the furnace?
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L28[01:33:19] <muxxx> Woot! Anyone
around?
L29[01:36:57] <Kaiyouka> I am, but I'm
unhelpful so I hope you're not in need of help :p
L30[01:38:12] <muxxx> Heh, good to be up
front about it. ;) Have a question about registering custom
entities and eggs.
L31[01:38:53] <Kaiyouka> I don't think I've
touched mod code since 1.8. If entity registry hasn't changed since
then, maybe I can help. If it has, hell if I know anymore.
L32[01:39:52] <muxxx> I don't think it's
changed much since 1.8, but this might a higher-level question
anyhow. :)
L33[01:40:25] <Kaiyouka> Well, worst case
scenario I can at least give you a laugh :p
L34[01:40:33] <muxxx> I have created a
custom llama class, and this class will have a few different types
of llama, controlled by variables in the llama class.
L35[01:41:33] <Kaiyouka> oooh llamas
L36[01:41:36] <muxxx> I would like to have
separate spawn eggs that will spawn each type of llama
individually, even though they're the same class. (Not randomly
picking a llama type each spawn)
L37[01:42:07] <muxxx> Can I do this, or do
I have to have each llama type be a separate class?
L38[01:42:22] <Kaiyouka> I feel like it can
be done
L39[01:42:44] <muxxx> Seems like there
should be a way to pass in different constructor values from
different egg types, but can't find an example of this
anywhere.
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L42[01:43:47] <tterrag> muxxx: you could
always just create your own spawn eggs
L43[01:43:52] <tterrag> but I think that is
possible
L44[01:44:34] <muxxx> I have a spawn egg
for my custom llamas, but can't figure out how to make additional
ones with different constructor values.
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L46[01:45:13] <muxxx> Oh, you mean override
the spawn egg type and make a custom egg type? Might work...
L47[01:46:29] <muxxx> Also thought there
might be a way to register the same class multiple times with
different constructor values in the EntityRegistry.
L48[01:47:55] <Kaiyouka> I'd boot into
Eclipse and try to trace some helpful confirmations on any of that
but I'm afraid my computer might explode trying to do that > w
>;
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L50[01:48:38] <tterrag> muxxx: use
IEntityAdditionalSpawnData or whatever it's called now
L51[01:48:43] <tterrag> instead of multiple
registratyions
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L54[01:49:02] <tterrag> fry: what would you
say to a PR making VanillaModelWrapper public and exposing a few
protected methods for overriding?
L55[01:49:14] <fry> probably no
L56[01:49:51] <fry> anything that IModel
doesn't expose is subject to unexpected change with the next MC
version
L57[01:50:03] <fry> and limits you from
using custom models
L58[01:50:53] <fry> if you have something
in mind that's exploitable by everyone - then it should be a
subinterface of IModel
L59[01:51:06] <muxxx> tterag - I'll look
that up, thanks!
L60[01:51:15] <tterrag> well, the problem
is my model "with extras" I need to be able to do stuff
based on the info in the ModelBlock
L61[01:51:22] <fry> what info?
L62[01:51:29] <tterrag> which has no ties
to the IBakedModel, only the VanillaModelWrapper has the mappings
between them
L63[01:51:36] <fry> what info?
L64[01:51:37] <tterrag> part/face
info
L67[01:52:44] <tterrag> that's a potential
new model format I'm trying to implement
L68[01:52:59] <tterrag> as you can see, I
need to be able to map our extra info (at the bottom of the model
file) to individual parts/faces
L69[01:53:26] <tterrag> so I can do chisely
things to them at render-time
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L71[01:58:52] <tterrag> the current way we
do things is limited, it applies a given "face" to every
quad facing in that direction. there's no way to do something like
a beacon, which has different textures on different parts (hence
why it's part of the spec)
L72[01:59:11] <fry> all I see right now is
accessing the texture name
L73[01:59:19] <fry> which is exposed
alteady
L74[01:59:23] <fry> *already
L75[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170112 mappings to Forge Maven.
L76[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170112-1.11.zip
(mappings = "snapshot_20170112" in build.gradle).
L77[02:00:16] <fry> + you shouldn't put
additional info inside the vanilla model file
L78[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/
L79[02:00:50] <fry> because, if it ever
updates (and it probably will), you'll have to either drop support
for all your old models, or rewrite the vanilla loader
L80[02:01:27] <tterrag> fry: the point is
we want to be transient to vanilla
L81[02:01:33] <fry> transient?
L82[02:01:37] <tterrag> if the mod is
removed, the resources should load fine by the vanilla loader
L83[02:01:44] <tterrag> ours just
"intercepts" and adds things
L84[02:02:09] <tterrag> so we can't require
users to point to our custom files in their blockstates, or
completely change the format
L85[02:02:32] <fry> put your
"interseptions" in a separate resource pack, and keep
vanilla parts in the main resourcepack
L86[02:02:44] <fry> put that interception
resource pack in the mod jar
L88[02:03:06] <tterrag> "users"
in this case will mostly be mods
L89[02:03:09] <tterrag> not resource
packs
L90[02:03:17] <tterrag> mods cannot easily
have separate resource packs
L91[02:03:25] <fry> yes they can?
L92[02:03:52] <tterrag> how?
L93[02:04:03] <fry> mod.jar +
resourcepack.zip? :P
L94[02:04:15] <tterrag> so, two file
downloads? no
L95[02:04:32] <tterrag> great way to assure
this gets no adoption whatsoever
L96[02:04:43] *
gigaherz yawns
L97[02:04:58] <gigaherz> I was going to
link to how I add a custom resourcpack in my guidebook mod, but
github is down
L98[02:05:02] <gigaherz> so
L99[02:05:15] <gigaherz> couldn't you you
check if resourcepath+".extra.json" exists inside
ICustomModelLoader#accepts?
L100[02:05:30] <fry> you can
L101[02:05:57] <gigaherz> this way you
only take over models that have the extra data present, and you can
have the normal json as a dependency
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L103[02:06:20] <gigaherz> well not a
dependency, then you'd have a loop
L104[02:06:31] <tterrag> that doesn't
really solve the problem then
L105[02:06:37] <tterrag> I still need to
associate things to different parts/faces
L106[02:06:43] <tterrag> whether it's a
separate file or not isn't really the concern
L107[02:06:46] <fry> you haven't explained
why
L108[02:07:58] <tterrag> well, github
seems to be down or something
L109[02:08:11] <fry> then we wait :P
L110[02:08:12] <tterrag> yeah rip
github
L111[02:08:42] <tterrag> "We are
failing over a data service, you may experience exceptions and
delay while receiving notifications. Apologies for the
inconvenience."
L113[02:09:37] <tterrag> that's the
old/current way of doing it
L114[02:09:52] <tterrag> that class
structure is read directly from json
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L116[02:10:42] <tterrag> it's bad in a
number of ways, but the point is that it needs to say "this
direction uses this type of rendering"
L117[02:10:53] <tterrag> now, in the new
format, I need to say "this specific face of this specific
part uses this type of rendering"
L118[02:11:06] <tterrag> for which I need
to be able to cross reference the ModelBlock info with the baked
data
L119[02:15:56] <fry> what's
IChiselFace?
L120[02:16:12] <fry> github seems to be up
for me
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L122[02:19:03] <tterrag> yep, unrip
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L125[02:19:18] <tterrag> the same file on
GH
L127[02:19:27] <tterrag> (bit different
since I've started my refactor)
L128[02:20:26] <tterrag> IChiselFace is
more or less a glorified list of textures. that's why it's being
phased out
L129[02:20:45] <tterrag> basically just
consider it more or less identical to an IChiselTexture[]
L130[02:20:52] <fry> which is? :P
L132[02:21:16] <fry> in words? :D
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L134[02:22:06] <tterrag> any amount of
"real" textures (resource locations) and a render type.
used for, say, a CTM texture, or some other special rendering
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L137[02:24:04] <fry> what's
IBlockRenderContext?
L138[02:25:01] <tterrag> data bean for a
render type. what gets passed into the extended state,
basically
L139[02:25:15] <tterrag> you're going a
bit too deep :P
L140[02:25:45] <fry> so, in what way
transformQuad is different from IBakedModel.getQuads?
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L142[02:27:38] <tterrag> well, it is
called from there
L143[02:28:09] <tterrag> but the point is
that it applies the render type to the given quad
L144[02:28:40] <fry> why do you have a
particle texture per texture?
L145[02:30:20] <tterrag> because a chisel
texture can be multiple "real" textures
L146[02:30:32] <tterrag> getParticle is
basically just saying which one represents it best
L147[02:30:55] <fry> where is it
called?
L148[02:30:58] <tterrag> poorly named?
perhaps
L149[02:31:43] <tterrag> is that
important? :P
L150[02:31:47] <tterrag> it's called
during face parsing
L151[02:32:01] <tterrag> which is another
thing due to be phased out, so not really relevant to the current
problem
L152[02:33:08] <fry> all I see so far is
copies of IBakedModel, and converters from objects to longs
L153[02:33:12] <fry> nothing
concrete
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L157[02:37:04] <fry> what's the purpose of
quadGoal?
L158[02:38:14] <tterrag> hacky way to
avoid z-fighting
L159[02:38:18] <tterrag> in reality it's
only ever 1 or 4
L160[02:38:46] <tterrag> not my design,
but it works
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L162[02:39:39] <fry> so, nothing inside
those 2 folders seems to care about anything from ModelBlock
L163[02:40:31] <tterrag> no, why would it?
that's the thing I'm working on now. like I said, the old way only
cares about facing
L164[02:40:37] <tterrag> which is a
property of the quad
L165[02:40:54] <fry> and what do you want
to care about?
L166[02:42:28] <tterrag> look at the spec,
I need to know what quads came from what part/face of the
model
L167[02:42:56] <fry> the pastebin
one?
L168[02:43:08] <tterrag> no, the zip
L169[02:43:35] <fry> all I see there is
"faces": { "beacon":
["blocks/beacon", "blocks/lines"] }
L170[02:43:42] <fry> is there something
else?
L171[02:44:08] <tterrag> nope, not
really
L172[02:44:18] <tterrag> but the point is
I need to know where "beacon" is used
L173[02:44:27] <fry> so, again, that only
uses the texture
L174[02:44:41] <fry> which is exposed in
the BakedQuad
L175[02:45:38] <fry> is there any reason
that doesn't work for you?
L176[02:45:53] <tterrag> hm
L177[02:45:58] <tterrag> can I access
metadata from that?
L178[02:46:01] <tterrag> texture metadata,
that is
L179[02:46:05] <fry> metadata?
L180[02:46:08] <tterrag> .mcmewta
L181[02:46:10] <tterrag> -w
L182[02:46:49] <fry> if you bake with
custom textureGetter (which you do already somewhere), you can
associate TAS with the resourcelocation
L183[02:46:55] <fry> (or do that in some
other way)
L184[02:47:14] <fry> then, you get mcmeta
however you're doing that already
L185[02:47:26] <tterrag> I mean, the TAS
already has the RL name
L186[02:47:27]
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L187[02:47:31] <tterrag> so that seems
trivial
L188[02:47:45] <fry> also,
TextureAtlasSprite.animationMetadata
L189[02:47:54] <fry> (which doesn't have a
getter, but oh well)
L190[02:48:03] <fry> (assuming you want
that section)
L191[02:48:07] <tterrag> no
L192[02:48:10] <tterrag> our own section
:P
L193[02:48:38] <fry> TAS doesn't store
anything else directly
L194[02:48:56] <tterrag> nope, I'd have to
reverse lookup
L195[02:48:59] <fry> but anyway, there you
go, anything else you need from ModelBlock? :P
L196[02:49:02] <tterrag> but that would
only be a one-time op
L197[02:49:17] <fry> yup, loading time,
not very important
L198[02:49:19] <tterrag> hm...not at the
current time. but this is still early stages. still plenty of
roadblocks left
L199[02:49:29] <tterrag> thanks for the
help
L200[02:49:36] <fry> ask again if you need
something else :P
L201[02:49:37] <tterrag> I'm not sure why
I didn't think of reverse engineering the TAS info
L202[02:49:45] <fry> most likely it's
already exposed
L203[02:50:15] <tterrag> unfortunately
it's 4AM and I have no brain power to try doing this now
L204[02:50:23] <fry> fair enough :P
L205[02:50:29] <tterrag> night :P
L206[02:53:06] <fry> night
L207[02:53:30] <fry> (TAS is exposed for
the breaking model retexturing, which does more or less exactly
what you want to do :D)
L208[02:55:22] <tterrag> more less than
more
L209[02:55:23] <tterrag> what?
L210[02:55:29] <tterrag> :P
L212[03:01:39] <tterrag> fry: hold
up
L213[03:01:49] <tterrag> TAS will tell me
the RL, not the "#beacon" identifier
L214[03:02:03] <tterrag> eh, nvm, I can
map that 1-1 during parsing
L215[03:02:30] <fry> keep in mind that
long chains are possible
L216[03:02:52] <fry> "left" maps
to "side" that maps to "stone"
L217[03:02:54] <fry> e.t.c.
L218[03:03:07] <tterrag> yeah I have yet
to decide exactly how well I will support that
L219[03:03:22] <tterrag> I'll have to
see
L220[03:03:26] <fry> why don't you want to
use the actual resource location? :P
L221[03:03:51] <tterrag> well it would
look a bit silly to say "foo/bar" : ["foo/bar",
"foo/baz"]
L222[03:04:04] <fry> but it would work for
anything
L223[03:04:12] <fry> and not for just json
models :P
L224[03:04:41] <tterrag> I suppose
L225[03:05:12]
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L226[03:05:15] <fry> right now there's
technically nothing stopping you from working with objs too, for
example
L227[03:05:43] <tterrag> except for the
fact that our system is meaningless for non axis-aligned quads
:p
L228[03:06:20] <fry> can it not be
meaningless? :P
L229[03:06:28] <fry> also, what happens
for rotated json models? :P
L230[03:06:43] <tterrag> how could CTM be
resolved for a quad that is between directions?
L231[03:07:11] <fry> I have no idea how
your CTM works, so I can't answer that :P
L232[03:07:18] <tterrag> I mean the IDEA
of ctm
L233[03:07:24] <tterrag> connections
between block faces
L234[03:07:34] <tterrag> what face is a
quad at a 45 degree angle a part of?
L235[03:08:19] <fry> how do you handle
that right now, for non-axis-aligned faces of json models? :P
L236[03:08:25] <tterrag> we don't
L237[03:08:30] <tterrag> it's a
requirement of using ctm
L238[03:08:33] <fry> what exactly happens?
:P
L239[03:08:37] <tterrag> god knows
L241[03:08:42] <tterrag> it's undefined
behavior
L242[03:08:58] <tterrag> our code doesn't
attempt to special case it, it would probably act on whatever is
returned from BakedQuad.getFacing
L243[03:09:13] <tterrag> which would look
strange, but technically "work" I guess
L244[03:09:22] <fry> then doing the same
for all models is probably not much worse
L245[03:09:38] <tterrag> no
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L247[03:09:47] <tterrag> all I mean is
that it's *much* easier to do crazy models with obj
L248[03:09:57] <tterrag> the only way to
do it with JSON is blockstate rotations
L249[03:10:04] <tterrag> I think?
L250[03:10:16] <fry> no, the json itself
has rotations too
L251[03:10:32] <fry> in multiples of 22.5
degrees, but still not only axis-aligned
L252[03:10:44] <tterrag> ah well, it will
be well documented as "supported, but undefined"
L253[03:10:54] <tterrag> nothing I can do,
ctm as a concept just doesn't deal with that kind of thing
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L255[03:11:29] <fry> maybe you can spend a
little bit more effort on actual design and think of a way to make
it work? just a thought :D
L256[03:11:50] <fry> you've spent way too
little time on that, it seems
L257[03:12:16] <tterrag> you tell me what
a face at a 45 degree angle should connect to and I'll think about
it
L258[03:12:19] <tterrag> I don't see how
that can work, ever
L259[03:12:23] <tterrag> in any way that
looks good
L260[03:12:58] <fry> if the face touches
the side, and the block at that side is solid, use texture A, else
use texture B? :P
L261[03:13:12] <fry> (touches with an
edge)
L262[03:13:48] <fry> s/solid/some sane way
of triggering connection/
L263[03:13:57] <tterrag> and if it touches
both sides? think octagonal prism
L264[03:14:18] <fry> there's only so many
cases for a quad
L265[03:14:22] <fry> even less for a
triangle :P
L266[03:14:48] <tterrag> also, if I did
what you say, it could result in a connection to a quad that is not
flush, which looks awful
L267[03:15:19] <fry> that can happen
already, if the face is not at the edge of the block, can it not?
:P
L268[03:15:27] <fry> how do you handle
slabs, for example?
L269[03:15:33] <fry> (top faces of
slabs)
L270[03:15:50] <tterrag> well, ideally
slabs would only connect to slabs. but at a point it becomes up to
the resource designer
L271[03:16:10] <fry> which is a fine
solution for objs/arbitrary models too
L272[03:16:26] <tterrag> I just think that
angled quads are too much of an edge case to explicitly support
beyond "I'll just use what the quad tells me"
L273[03:16:42] <fry> > edge case
L275[03:17:11] <fry> also, what does the
"quad tells you"? :P
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L277[03:17:24] <tterrag> all quads have a
facing
L278[03:17:33] <tterrag> even if
angled
L279[03:17:36] <tterrag> it computes the
nearest facing
L280[03:17:37] <tterrag> no?
L281[03:18:01] <fry> yes, and that facing
is basically closest facing to the face normal
L282[03:18:09] <tterrag> that's what I
mean
L283[03:18:13] <fry> which is meaningless
beyong meaning exactly that :P
L284[03:18:34] <fry> (and it's only used
for uvlock, which is broken by design)
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L286[03:19:18] <TechnicianLP> is there a
way to get the name of the modpack my mod is running in? (if
present)
L287[03:19:19] <tterrag> anyways, I should
really get some sleep
L288[03:19:27] <tterrag> wat
L289[03:19:34] <tterrag> how would that
even be defined
L290[03:19:37] <tterrag> bah, I don't have
time
L291[03:19:38] <tterrag> night
L292[03:19:40] ***
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L294[03:21:43] <TechnicianLP> i think path
to folder would be better anyways ...
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L336[08:47:44] <gigaherz|work> I think
there's a function in like, world, which returns the chunk origin
from coords
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L338[08:48:19] <gigaherz|work> also you
can avoid the if/else
L339[08:48:21] <gigaherz|work> by
doing
L340[08:48:29] <gigaherz|work> x -
(x&15)
L341[08:49:23] <fry> x & ~0xF
L342[08:49:34] <gigaherz|work> that works,
too ;p
L343[08:49:49] <Maxwell> bitwise
operators?
L344[08:49:53] <gigaherz|work> yes
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L363[09:36:54] <williewillus>
!latest
L364[09:41:22] <williewillus> !gm
Block.isBlockSolid
L365[09:41:31] ***
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L366[09:49:28] <Baughn> raoulvdberge:
Hey
L367[09:49:49] <Baughn> raoulvdberge: Did
you do anything special to the 1.2.16 release of RS?
L368[09:50:06] <Baughn> raoulvdberge: I
ask because the MD5 listed on the download page on Curseforge does
not match the MD5 of the download.
L369[09:50:27] <Baughn> raoulvdberge: The
former is c46952df798066d5aa15c6109a247510, the latter is
4ca39eeea683aa122ba78c3a7c578711. Do you know which one is
correct?
L370[09:52:58] <gigaherz|work> curseforge
computes the md5 themselves
L371[09:53:11] <gigaherz|work> so if
something changed, it's being intercepted between curseforge and
you
L372[09:53:27] <Baughn> This is over
https.
L373[09:53:41] <Lord_Ralex> that doesn't
mean it couldn't be intercepted technically
L374[09:53:43] <Baughn> It's not
comforting, in any case, but the *probable* cause would be
corruption in Curse.
L375[09:53:46] <gigaherz|work> well
L376[09:53:48] <gigaherz|work>
#curseforge
L377[09:53:52] <Baughn> Aka. bitflip on
some disk
L378[09:53:52] <gigaherz|work> you could
try asking there
L379[09:53:58] <Baughn> I shall.
L380[09:54:06] <Baughn> Ah -- just in
case, could one of you try?
L381[09:54:11] <gigaherz|work> they should
be in the office by now
L383[09:55:46] <gigaherz|work>
4ca39eeea683aa122ba78c3a7c578711
L384[09:56:01] <Baughn> Ok, that's four
locations now. Almost certainly Curse.
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L386[09:57:16] <gigaherz|work> yep I'd
report it to the curse people
L387[09:57:22] <gigaherz|work> worst case
raoulvdberge may need to reupload
L388[09:57:29] <Lord_Ralex> Baughn, what
version?
L390[09:57:37] <Lord_Ralex> cause your dl
is pointing to a .14
L392[09:57:57] <Lord_Ralex> that's your
file you linked
L393[09:58:08] <Lord_Ralex> which has the
correct md5
L394[09:58:25] <Baughn> ...
L395[09:58:28] <Baughn> Wait a
second.
L397[09:58:38] <Lord_Ralex> which is then
a different file, so different md5
L398[09:59:29] <Baughn> That appears to be
the case. -_-
L399[09:59:37] <Baughn> Bloxgaaaate!
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L401[10:00:21] <Baughn> Okay, in
retrospect I should have noticed that the url didn't change.
*sigh*
L402[10:00:34] <Baughn> Figures, it's
always PEBKAC somewhere.
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L405[10:09:02] <williewillus> anyone have
a 1.8.x workspace (mdk or forge dev) handy? curious about
something
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L407[10:09:15] <gigaherz|work> nope!
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L409[10:10:22] <gigaherz|work> it was a
joke but no, I don't actually have any
L410[10:10:28] <gigaherz|work> I just
looked, and the oldest I have is 1.9
L411[10:10:36] <gigaherz|work> but it
doesn't matter since I cleanCache'd at some point after that
L412[10:10:41] <gigaherz|work> so I'd have
to rerun setup either way
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L415[10:11:03] <williewillus> and the wiki
says this for water in 1.9: No longer shows the flowing animation
when against glass or stained glass.
L416[10:11:25] <gigaherz|work> and water
calls that?
L417[10:11:37] <williewillus> liquids and
fluids
L418[10:11:52] <heldplayer> Are we talking
about cats?
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L420[10:12:21] <williewillus> the method
in question is called by getFlow, which is used both for rendering
and for actually pushing things
L421[10:12:25] <williewillus> so there may
be a connection
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L423[10:17:45] <williewillus> ooh got
another one
L424[10:17:48] <williewillus>
isFullyOpaque
L425[10:17:52] <williewillus> should
really be isTopSolid
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L427[10:18:34] <williewillus> !gm
Block.isFullyOpaque
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L447[11:49:55] <Maxwell> How do I print to
the console output?
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L451[11:56:41] <williewillus> println?
:P
L452[11:56:44] <williewillus> or use a
logger
L453[11:56:53] <williewillus> if you're
actually releasing a mod pls use a logger
L454[11:58:02] <Maxwell> Okay, so it must
be that my update function just isn't getting called.
L455[11:59:30] <williewillus> an a
TE?
L456[11:59:40] ***
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L457[11:59:58] <Maxwell> yes
L458[12:00:03] ⇦
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L459[12:00:08] <williewillus> does it
implement ITickable and did you register it?
L460[12:00:16] <williewillus> also does
your block say it as a TE?
L461[12:01:03] <Maxwell> Well, it can't be
pushed by a piston. It's only extending TileEntity, is that not
enough?
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L463[12:04:01] <Maxwell> Yep, I just
needed to implement ITickable
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L488[13:06:44] <ScottehBoeh> Hey guys, did
addChatComponentMessage change in 1.11?
L489[13:06:50] <williewillus>
sendMessage
L490[13:07:07] <ScottehBoeh> My god,
everything has such reasonable names now
L492[13:07:53] <Ashindigo> I like that new
memory bar on the loading screen
L493[13:08:58] <ScottehBoeh> Yeah its
pretty nice, Thought I'd accidentaly added something to my
code
L494[13:09:12] <williewillus> not sure if
that's something you can "accidentally add" ;p
L495[13:09:48] <McJty> ScottehBoeh, the
names of several things changed yes
L496[13:10:14] <williewillus> and we hope
that they get better names :P
L497[13:10:28] <williewillus> sometimes in
the next major version something gets refactored and MCP doesn't
detect it, leaving it unnmaed
L498[13:10:37] <williewillus> then someone
comes in and gives it an awful name when the old one was good
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L502[13:14:45] <ScottehBoeh> for my blood
mod
L503[13:14:54] <ScottehBoeh> The amount of
blood particles depends on the damage conflicted
L504[13:15:07] <ScottehBoeh>
inflicted*
L505[13:17:56] ***
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L506[13:19:18] <williewillus> hm
L508[13:20:20] <gigaherz> can't think of
anything better
L509[13:20:54] <diesieben07> wow that is
some strange game mechanic
L510[13:20:58] <Ashindigo> Same as
giga
L511[13:21:03] <diesieben07> i wonder what
the idea behind it is
L512[13:21:05] <williewillus> yeah i
didn't even know that existed :P
L513[13:21:17] <gigaherz> diesieben07:
makes it hard to jump out of the lava
L514[13:21:29] <williewillus> but not with
ice? :P
L515[13:21:34] <diesieben07> yeh...
L516[13:21:36] <diesieben07> strange
:D
L517[13:21:50] <gigaherz> well IMO it
should be the other way around
L518[13:21:55] <diesieben07> or glass for
that matter
L519[13:21:59] <gigaherz> since ice is
slippery so it should make it harder to jump out
L520[13:21:59] <gigaherz> ;P
L521[13:22:02] <diesieben07> since glass
isn't solid either, is it
L522[13:22:26] <williewillus> the method
is never polymorphically called
L523[13:22:38] <williewillus> BlockLiquid
always just calls its own `isBlockSolid`
L524[13:22:46] <williewillus> (which makes
the name make even less sense)
L525[13:22:50] <ScottehBoeh> Strange..
particles only seem to spawn on the LAN-server Owner's client
L526[13:22:58] <diesieben07> wait...
wat
L527[13:23:02] <diesieben07> wtf is that
:o
L528[13:23:11] <diesieben07> scotteh, show
your code.
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L532[13:23:45] <Ashindigo> That sounds
pretty arbitary
L533[13:24:13] <williewillus> I'm calling
reaching across sides ;p
L534[13:24:15] <diesieben07> ScottehBoeh,
World world = Minecraft.getMinecraft().world; - no... just
no.
L535[13:24:19] <williewillus> heh
L536[13:24:21] <williewillus> called
it
L537[13:24:39] <williewillus> is
livingattackevent fired clientside?
L539[13:24:48] <diesieben07> no, it's not
afaik
L540[13:24:52] <diesieben07> at least not
in the general case
L541[13:24:57] <ScottehBoeh> Ah I
see
L542[13:25:11] <diesieben07> read that
link and understand it
L543[13:25:18] <diesieben07> if you don't
understand something, ask :D
L544[13:25:22] <williewillus> it seems to
be called at the top of every attackEntityFrom, so I think it's
both sides
L545[13:25:26] <williewillus> but not in
EntityPlayerSP
L546[13:25:32] <williewillus> since that
just returns false
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L548[13:25:54] <diesieben07> i don't think
attackEntityFrom is called on the cleint though
L549[13:26:06] <williewillus> i think it
gets called with damagesource generic
L550[13:26:07] <williewillus> lemme
check
L551[13:26:08] <Ashindigo> Does forge have
a logger set or should I use FML's?
L552[13:26:16] <diesieben07> use your
own
L553[13:26:27] <Ashindigo> For a PR
L554[13:26:30] <diesieben07> oh
L555[13:26:45] <diesieben07> eh, well,
fml's logging is a mess
L556[13:26:55] <diesieben07> but FMLLog
will do
L557[13:27:00] <williewillus> lol
L558[13:27:01] <diesieben07> or rather,
it's what is used
L559[13:27:06] <williewillus> in the
general case, this happens clientside:
this.attackEntityFrom(DamageSource.GENERIC, 0.0F);
L560[13:27:18] <diesieben07> very
useful.
L561[13:27:18] <Ashindigo> Thanks
diesie
L562[13:27:19] <diesieben07> lol
L563[13:27:26] <williewillus> for
EntityPlayerSP case, at least the value passed in is correct
L564[13:27:51] <williewillus> actually not
EPSP doesn't call attackEntityFrom
L565[13:28:02] <williewillus> so you just
get a GENERIC 0 :P
L566[13:28:09] <williewillus> yay vestiges
of 1.2
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L570[13:35:29] <ScottehBoeh> ok I've
removed the line casting the World and added this line:
L572[13:35:53] <ScottehBoeh> or is that
still the server trying to cast a client-side world?
L573[13:35:59] <williewillus> that's not
the whole issue. first, check what side you're receiving the event
want
L574[13:36:04] <williewillus> do you
*want* to handle this client or server side?
L575[13:36:11] <williewillus> choose
one
L576[13:36:12] <ScottehBoeh> Server
side
L577[13:36:21] <williewillus> okay then
add an if statement for isRemote :P
L578[13:36:29] <williewillus> and also you
need to use the particle methods in WorldServer
L579[13:36:35] <williewillus> since the
ones in World only work clientside
L580[13:37:46] <tterrag|ZZZzzz> does
hastebin just try to guess what language it is or something?
L581[13:37:49] <tterrag|ZZZzzz> it never
guesses java
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L583[13:38:04] <williewillus> lol
L584[13:40:14] <Maxwell> So, this code is
/supposed/ to get all the entities in the same block as my TE.
However, the AABB it uses somehow is always
"0,0,0->15,256,15", regardless of the location of the
placed block:
L586[13:41:03] <Maxwell> I'm guessing
getPos isn't working quite like I expect?
L587[13:41:14] <williewillus> getPos is
block coords
L588[13:41:22] <williewillus> you are
calling getChunkFrom *ChunkCoords*
L589[13:41:35] <williewillus> you're also
passing X Y when the method expects X Z
L590[13:41:56] <williewillus> not sure why
you need to get the chunk then get the pos then unwrap it in to an
aabb...
L591[13:42:03] <williewillus> just use the
block coords in the aabb directly
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L598[13:55:34] <Maxwell> So what do I use
to get an AABB representing the chunk a given blockPos is in?
L599[13:56:12] <williewillus> take the
block position and round it down to chunk boundaries
L600[13:58:18] <gigaherz> you asked that
like 5 hours ago?
L602[13:58:34] <gigaherz> [15:49] (@fry):
x & ~0xF
L603[13:59:00] <Maxwell> I guess it's back
to that. I thought that there was a nice way to do that
L604[13:59:19] <diesieben07> that *is* the
nice way :P
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L606[13:59:34] <Maxwell> well, now I
know
L607[13:59:38] <gigaherz> x = pos.getX()
& ~0xF; same for y and x;
L608[13:59:45] <diesieben07> the not so
nice way is int roundedToChunk = (pos / 16) * 16
L609[13:59:49] <williewillus> ew
L610[13:59:49] <gigaherz> return new
AABB(x,y,z,x+16,y+16,z+16);
L611[13:59:50] <williewillus> :P
L612[13:59:52] <gigaherz> boom
L613[14:00:00] <williewillus> gigaherz:
well chunks are full vertical
L614[14:00:05] <williewillus> that gets
you your chunk section
L615[14:00:10] <gigaherz> unless you get
cubic chunks installed
L616[14:00:20] <gigaherz> but yes, you can
hardcode y to 0..256
L617[14:00:21] <heldplayer> y+256 you
mean
L618[14:00:21] <gigaherz> ;p
L619[14:00:26] <williewillus> that's on
barteks to deal with lol
L620[14:00:48] <williewillus> 0 to
world.getHeight or whatever it's called
L621[14:01:07] <Barteks2x> if mods
hardcode 0-256 range, the only way for me to make them compatible
will be to either create modified versions of these mods, or patch
their code at runtime
L622[14:01:25] <tterrag> what is the
alternative
L623[14:01:27] <williewillus> ^
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L625[14:01:34] <Barteks2x> that's the bad
thing, there isn;t
L626[14:01:45] <PaleoCrafter> you know,
getting them to fix it themselves would be an option :P
L627[14:02:00] <williewillus> well there
isn't a suitable substitute method is there?
L628[14:02:04] <Barteks2x> almost noone
will do it, even if I make cubic chunks API
L629[14:02:07] <williewillus> or does a
getHeight that returns 256 exist?
L630[14:02:12] <PaleoCrafter> I think
there is?
L631[14:02:23] <Barteks2x> there is
getHeioght and getActualHeight
L632[14:02:27] <williewillus>
WorldProvider.getHeight
L633[14:02:28] <Barteks2x> but not sure
which is which one
L634[14:02:35] <williewillus>
getActualHeight is 128 in nether
L635[14:02:47] <williewillus> getHeight is
hardcoded to 256
L636[14:02:51] <Barteks2x> and both are
close to 8 million with cubic chunks
L637[14:03:01] <williewillus> welp
L638[14:03:13] <quadraxis> yeah but
getHeight returning 8,388,608 would cause issues
L639[14:03:25] <quadraxis> if it's in a
loop
L640[14:03:30] <williewillus> moral of the
story: just use 0 256 lol
L641[14:03:38] <Barteks2x> well then I
will be abe to see the issue very quickly
L642[14:04:02] <Barteks2x> without even
testig every single mod feature above y=256 or below y=0
L643[14:04:06] <quadraxis> what you want
is a getChunkHeight
L644[14:04:16] <quadraxis> but that
doesn't exist in vanilla
L645[14:04:23] <williewillus> quadraxis:
that still doesn't solve the problem of how mods can adapt without
depending on CC's api
L646[14:04:29] <Barteks2x> in cubic
chunks, hunks become containers for cubic chunks
L647[14:04:58] <gigaherz> the basic
problem is that the game has been designed in such a way that it
allows forgetting about the Y
L648[14:05:32] <Barteks2x> so basically,
all responsibility for making it works lies on me and the only way
is using bad hackery
L649[14:05:41] <quadraxis> well yes the
issue is the relation between 'worldgen' and 'chunkgen'
L650[14:05:47] <gigaherz> well, IMO
L651[14:05:57] <quadraxis> as vanilla
worlds are all 1 chunk high]
L652[14:06:14] <gigaherz> if you release a
fully working "vanilla cubic chunks" base mod
L653[14:06:20] <Barteks2x> it's with
forge
L654[14:06:30] <gigaherz> with a decent
api
L655[14:06:37] <gigaherz> some mods will
want to support it
L656[14:06:44] <Barteks2x> sure, there
will be some
L657[14:06:51] <Barteks2x> but I wouldn't
expect it to work fine in modpacks
L658[14:07:00] <gigaherz> others may be
content with simply not caring about Y coords
L659[14:07:10] <gigaherz> not hardcoding
anything that may break with values outside 0..255
L660[14:07:18] <Barteks2x> there are still
util methods like "is this chunk loaded for player
X?"
L661[14:07:48] <Barteks2x> which seem to
have nothing to do with Y but actually bbreak with cubic chunks
(return true when it's not really loaded)
L662[14:08:51] <Barteks2x> so basically,
mods shouldn't need to care at least until I have API
L663[14:09:16] <Barteks2x> unless there is
actually something they can do like in case of packing BlockPos
into long
L664[14:09:53] <diesieben07> well, there
is nothing you can do there, since if y is a full int it doesn't
fit
L665[14:10:10] <diesieben07> i think x and
z need 22 bits or something like that in vanilla
L666[14:10:25] <diesieben07> that would be
2 too many bits even if you limit y to those 22 bits as well
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L668[14:10:32] <Barteks2x> x and z are
ceil(log2(30000000)) bits
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L670[14:11:11] <quadraxis> block pos will
fit 26/26/12
L671[14:11:16] <Barteks2x> and technically
Y will be completely unlimited once I do some changes to surface
tracker
L672[14:11:30] <quadraxis> chunk pos fits
22/22/20
L673[14:11:51] <Barteks2x> and with mapdb
I did pack chunkpos into long too
L674[14:11:59] <Barteks2x> but I went away
from mapdb some time ago
L675[14:12:14] <diesieben07> blockpos uses
25 bits for x and z
L676[14:12:47] <quadraxis> signed?
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L678[14:13:12] <Barteks2x>
log2(30000000)=24.83845916493269
L679[14:13:19] <williewillus> quadraxis:
well yes, because you can have negative coords
L680[14:13:22] <diesieben07> no. 30000000
needs 24 bits. then 1 bit for sign
L681[14:13:30] <Barteks2x> oh, right, +1
bit for sign
L682[14:13:31] <quadraxis> no it needs
25+1
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L684[14:13:38] <quadraxis> that's what i'm
saying
L685[14:13:46] <diesieben07> where do you
get the 25 from?
L686[14:13:55] <diesieben07> wait...
L687[14:13:56] <diesieben07> nvm me
L688[14:14:24] <diesieben07> off-by-ones
are stupid
L689[14:14:25] <Barteks2x> I'm actually
curious what will happen when I completely unlock Y limit
L690[14:14:39] <Barteks2x> and /tp to
something close to Integer.MIN/MAX_VALUE
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L693[14:16:34] <Barteks2x> I remember
removing x/z limits once and teleporting close to the limit
L694[14:16:47] <Barteks2x> forst thing I
noticed was that frustum culling was very broken
L695[14:17:08] <Barteks2x> and second
thign was that when I went closer the game crashed with
ArrayIndexOutOfBoundsException somewhere
L696[14:18:08] <Barteks2x> then I
attempted to workaround these crashed, which made the game enter
into close-to-infinite loop somewhere in physics code
L697[14:18:20] <williewillus> fun
stuff
L698[14:18:45] <Barteks2x> I actually
hoped I could get the world to loop around
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L701[14:24:28] <quadraxis> williewillus,
do you think it'd be worth having Forge patch
ChunkCache.getTileEntity ?
L702[14:26:04] <diesieben07> the least
intrusive solution might be to convert
EnumCreateEntityType.IMMEDIATE to QUEUED
L703[14:27:24] <quadraxis> yeah that's
what I thought
L704[14:27:40] <quadraxis> as the queue is
threadsafe
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L706[14:29:29] <diesieben07> only problem
with that is that it does won't return the newly created TE, which
might crash some mods
L707[14:29:48] <diesieben07> but htose
mods are then inherently broken.
L708[14:30:01] <quadraxis> if the TE was
null, then it might crash with CME anyway
L709[14:30:23] <quadraxis> as IMMEDIATE
will try to create it at that point
L710[14:30:24] <williewillus> no
idea
L711[14:30:25] <diesieben07> yeah, like I
said those are broken anyways
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L713[14:30:33] <williewillus> vanilla
itself never uses QUEUED
L714[14:30:40] <williewillus> so there's
no evidence that it actually works as advertised
L715[14:31:00] <williewillus> I think it
should just be a big warning for now
L716[14:31:03] <diesieben07> it should
work, onTick empies the queue
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L718[14:31:13] <diesieben07> but why do
they have it if they don't use it... wtf :D
L719[14:31:20] <quadraxis> i feel like
vanilla was supposed to use QUEUED there
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L722[14:31:41] <williewillus> but they are
explicitly aware of what calling getTileEntity does
L723[14:31:46] <williewillus> because they
did the hack in flower pot
L724[14:31:53] <quadraxis> Mojang
L725[14:32:43] <gigaherz> QUEUED seems
broken, to me
L726[14:33:02] <gigaherz> suppose you call
getTileEntity(QUEUED), and in the same tick, I call the default one
which is IMMEDIATE
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L728[14:33:27] <gigaherz> ah
nevermind
L729[14:33:33] <gigaherz> the loop on tick
uses CHECK
L730[14:33:44] <quadraxis> yeah
L731[14:33:52] ⇦
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L733[14:35:03] <williewillus> that's why I
stay off the forums :P
L734[14:35:32]
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L735[14:35:51] <Barteks2x> So I'm not the
only one feeling like most questions asked on forums seem like they
are asked by people who have no idea what they are doing
L736[14:36:02] ⇦
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L737[14:36:03] <williewillus> the barrier
of entry to irc is higher
L738[14:36:24] <williewillus> also you get
real time discussion of the issues at hand
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L740[14:37:01] <Barteks2x> if I knew about
IRC at the time I started working on cubic chunks back in
1.5.2/1.6.4 I would probably be already banned there
L741[14:37:01] <gigaherz> yeah, people who
have no idea what they are doing won't know how to speak here
L742[14:37:10] <gigaherz> since they won't
figure out how to get a client that doesn't use webchat as
ident
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L749[14:47:46] *
gigaherz facepalms hard
L750[14:48:19] <SkySom> Oh... good
lord
L752[14:48:42] <diesieben07> let the memes
commence
L754[14:49:16] *
gigaherz shudders
L757[14:51:26] <diesieben07> awww
L758[14:52:04] ⇦
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L759[14:52:27] <IoP> It's damn cool to
write programs without knowing name of the language you are using
:P
L760[14:52:56] ⇦
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L761[14:53:02] <diesieben07> and
whitespace is for pussies.
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L769[15:18:10] <TechnicianLP> is there a
clean way to get the instancefolder of minecraft? (parent of mods
folder)
L770[15:18:28] <williewillus> it's a field
in Minecraft somewhere
L771[15:18:33] <williewillus> /
MinecraftServer
L772[15:18:43] <williewillus> find where
the game loads options.txt / server.properties
L773[15:19:06] <diesieben07> on the client
Minecraft::mcDataDir
L774[15:19:16] <diesieben07> universally
MinecraftServer::getFile(".")
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L778[15:31:51] <Maxwell> I'm looking
through the vanilla code for Enderman teleportation, but this one
line (line 296), I don't get what it is doing: if
(net.minecraftforge.common.MinecraftForge.EVENT_BUS.post(event))
return false;
L779[15:32:01] <williewillus> forge adds
that
L780[15:32:17] <Maxwell> I got that much
:P
L781[15:32:18] <williewillus> it creates
an Ender Telerport Event and broadcasts it to all mods
L782[15:32:28] <williewillus> post returns
*true* if a mod canceled the event
L783[15:32:28] *** V
is now known as Vigaro
L784[15:32:42] <williewillus> meaning
teleportation should not happen
L785[15:32:44] <williewillus> so the
method returns
L786[15:32:53] <Maxwell> ah, so it just
makes the event overridable
L787[15:33:25] <williewillus> also as you
can see further down this event also lets you override the
destination of the teleport
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L820[17:21:46] <Lapiman> Sometimes,
depending on click length, a BreakEvent can be triggered
twice
L821[17:21:52] <Lapiman> Is there any way
to recognize when this happens?
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L828[18:11:59] <Maxwell> Is there a trick
to getting world.getTopSolidOrLiquidBlock() to work? The output for
the y coord is always -1.
L829[18:14:24] <diesieben07> that
shouldn't be... show your code.
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L834[18:19:40] <diesieben07> why are you
moving on x and z potentially 320 blocks negatively?!
L835[18:20:14] <williewillus>
negatively?
L836[18:20:40] <diesieben07> yes. he is
doing x + (rand.nextDouble() - 5) * 64
L837[18:20:42] <Maxwell> wait, what? That
might be part of the problem. I pretty much borrowed the vanilla
enderman code
L838[18:20:52] <williewillus> is that a
problem though? :p
L839[18:20:58] <williewillus> xz's are
allowed to be negative
L840[18:21:11] <diesieben07> yes, but why
over 300 blocks?
L841[18:21:22] <diesieben07> and why only
negatively?
L842[18:21:26] <quadraxis> client side or
server side?
L843[18:21:36] <Maxwell> server side
L844[18:21:42] <quadraxis> also 0.5 seems
better than 5.0
L845[18:21:56] <diesieben07> yes 0.5 would
make sense.
L846[18:22:05] <diesieben07> that would
spread the 64 evenly into postivie and negative
L847[18:22:29] <Maxwell> well, turns out I
really should copy code instead of retyping it D:
L848[18:22:56] <diesieben07> no, what you
should do is never blindly use code that you don't understand
:P
L849[18:23:21] <Maxwell> I understood the
code, but I just retyped it wrong
L850[18:23:41] <diesieben07> ...
L851[18:23:44] <Maxwell> Let me try with
the correct values
L852[18:28:51] <quadraxis> ah i see
L853[18:29:00] <Maxwell> The typo seems to
have been the error
L855[18:29:04] <quadraxis> this
current
L856[18:29:06] <quadraxis> ?
L857[18:29:11] <Maxwell> not quite
L858[18:29:28] <quadraxis> that checks
world.isRemote
L859[18:29:36] <quadraxis> which means
client side
L860[18:30:33] <Maxwell> world.isRemote is
clientside?
L861[18:30:35] <quadraxis> client side,
blocks 256-320 away likely won't exist
L862[18:30:51] <quadraxis> so getTopEtc
returns -1
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L865[18:31:18] <Maxwell> Well, that would
explain why they seem to repetitively teleport around
L867[18:31:47] <quadraxis> "That is,
if this field is true, the world is currently running on the
logical client. If the field is false, the world is running on the
logical server."
L868[18:33:35] <Maxwell> Well, that
explains things. That seems a little backwards, but I guess that's
just for Minecraft is
L869[18:34:35] <Maxwell> ...That explains
so much of the weirdness I was experiencing
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L873[18:57:34] <AceSevenFive> ...
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L875[18:58:45] <williewillus> ..?
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L881[19:45:38] <Denyol> I cant seem to get
the textures to display for a block held in the inventory
L882[19:46:00] <Denyol> Using forge block
states
L883[19:46:19] ***
diesieben|away is now known as diesieben07
L885[19:46:55] <diesieben07> Denyol, show
your code, jsons and the FML log.
L887[19:47:58] <Denyol> thats my json in
blockstates
L889[19:49:09] <diesieben07> that is not
"setting the texture"
L890[19:49:28] <diesieben07> and... that
does not make any sense, you need to use the existing
ItemBlock
L891[19:49:34] <diesieben07> you cannot
just make a new one
L892[19:49:45] <Denyol> This is my first
trial mod, im used to spigot plugins, frankly I have no Idea what
im doing
L893[19:50:17] <Denyol> Neither have I
managed to find an official guide and the documentation is
incomplete
L894[19:51:02] <Denyol> Maybe I could be
shoved in the right direction?
L895[19:51:17] <diesieben07> like i said
you have to use the existing itemblock
L896[19:51:31] <diesieben07>
Item.getItemFromBlock
L897[19:51:51] <Maxwell> isn't that
supposed to be "block/cube_all" ?
L899[19:52:23]
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L900[19:52:43] <Denyol> I have changed it
to Item.getItemFromBlock
L902[19:53:02] <Denyol> hmm that fixed it
thankyou
L903[19:53:39] <Denyol> Do i also need a
json for the block in assets/mod/models/block
L904[19:53:44] <Denyol> or only in
blockstates?
L905[19:53:56] <diesieben07> do you intend
to use a model other then cube_all?
L906[19:54:07] <Denyol> Not yet
L907[19:54:13] <diesieben07> then you do
not need a model :P
L908[19:54:14] <howtonotwin> blockstates
ARE models
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L910[19:54:17] <diesieben07> no...
L911[19:54:25] <howtonotwin> they define a
model that pulls data from other models
L912[19:54:26] <diesieben07> blockstate
jsons map blcok states to models
L913[19:54:35] <howtonotwin> well
L914[19:54:36] <diesieben07> they do not
define models themselves
L915[19:54:40] <howtonotwin> they map
variant strings to models
L916[19:54:45] <diesieben07> they say
"variant X uses model Y"
L917[19:54:47] <howtonotwin> and they can
define those models too
L918[19:55:01] <howtonotwin> see:
"submodel"
L919[19:55:13] <howtonotwin> everything
beyond the blockstate is completely opaque
L920[19:55:17] <Denyol> do I also need a
model for the block under models/item?
L921[19:55:29] <Denyol> a tutorial Ive
followed said I do, but I dont understand why
L922[19:55:32] <howtonotwin> the only
thing that really matters it it
L923[19:55:35] <howtonotwin> *is it
L924[19:55:50] <diesieben07> Denyol, you
specified to use cube_all for the inventory variant in the
blocksstates json already
L925[19:55:51] <howtonotwin> if you don't
need a model that isn't a cube, you don't
L926[19:55:58] <diesieben07> you only need
json models if you want a custom model
L927[19:56:04] <howtonotwin> if you do,
then you do
L928[19:56:08] <howtonotwin> it's all the
same
L929[19:56:12] <Denyol> ok thankyou
L930[19:56:40] <Denyol> Why can't I seem
to find any good guide for some of these things? Am I not looking
hard enough?
L931[19:56:43] <Denyol> Or are they not
there
L932[19:57:19] <Maxwell> Denyol: I found
looking through the GitHub repos of other mods helps a lot.
L933[19:57:22] <diesieben07> a lot of the
guides for this json stuff are very crappy
L934[19:57:31] <Denyol> ^ true
L935[19:57:39] <Denyol> I had been looking
through some open source mods
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L937[19:57:54] <Denyol> I also cant find a
forge javadoc
L938[19:58:05] <Denyol> maybe its not a
thing
L939[19:58:20] <howtonotwin> the entire
codebase is crappily doc'd
L940[19:58:22] <howtonotwin> :P
L941[19:58:35] <Denyol> but even the parts
that are documented
L942[19:58:37] <howtonotwin> good luck
finding docs on ANYTHING in there
L943[19:58:57] <williewillus> because docs
get outdated without warning
L944[19:59:38] <diesieben07> the javadocs
are not built seperately anymore, you can read them in the code
though
L945[19:59:41] <diesieben07> or build them
yourself
L946[19:59:43] <Denyol> Also how do I make
it so that a block gets placed from an itom
L947[20:00:01] <diesieben07> ehh, the
block already has an ItemBlck
L948[20:00:07] <diesieben07> which places
the block
L949[20:00:19] <diesieben07> you can
subclass ItemBlock and add additional functionality if you
want
L950[20:00:43] <Denyol> Because I want to
be able to make them item then place it directly into that
block
L951[20:00:57] <diesieben07> what?
L952[20:01:14] <Denyol> Using an Item
instead of an ItemBlock
L953[20:01:16] <Denyol> I think
L954[20:01:25] <diesieben07> ItemBlcok
extends Item
L955[20:01:29] <diesieben07> so... why?
what?!
L956[20:02:17] <Denyol> Because I have an
item made for this test block
L957[20:02:29] <Denyol> but I want the
item to be able to be placed as the block
L958[20:02:51] <Denyol> or is that not a
thing
L959[20:02:56] <williewillus> ?
L960[20:03:00] <williewillus> I'm confused
what you want
L961[20:03:06] <diesieben07> that is
literally waht the ItemBlock is...
L962[20:03:08] <Denyol> I wouldnt be
surprised if it isn't, I can't remember why I wanted to do it
L963[20:03:12] <diesieben07> it is the
item... thaat places the block
L964[20:03:28] <williewillus> by the way,
a block is only a block when it's placed in the world. at ANY other
time, it's in Item form
L965[20:03:31] <williewillus> just to get
that clear
L966[20:03:35] <howtonotwin> Item and
block are totally unrelated
L967[20:03:46] <howtonotwin> ItemBlock is
just a nice class that makes a default item for a block
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L969[20:03:53] <howtonotwin> Blocks only
exist in world
L970[20:03:59] <howtonotwin> Items only
exist in ItemStacks
L971[20:03:59] <Denyol> So I can use a
custom Item as an ItemBlock?
L972[20:04:06] <williewillus> yes by
extending ItemBlock
L973[20:04:06] <diesieben07> you can
subclass ItemBlock
L974[20:04:19] <williewillus> though we
should xy this, what exactly do you want to do
L975[20:04:23] <williewillus> specially,
on block place?
L976[20:04:48] <diesieben07> as in,
describe it as how the end user would describe the feature. don't
describe how you intend to code it.
L977[20:04:55] <williewillus> ^
L978[20:04:56] <Denyol> I don't even
remember what I wanted to do, I think I wanted to use a item (with
item model) to place as a block
L979[20:05:03] <williewillus> wat
L980[20:05:11] <Denyol> the Item
(itemblock) has a different texture to the block
L981[20:05:12] <diesieben07> you can
specify any model you want for the ItemBlock...
L982[20:05:18] <williewillus> ^
L983[20:05:26] <Maxwell> Denyol, you want
a flat model for the item, right?
L984[20:05:31] <Denyol> yes
L985[20:05:34] <diesieben07> your code
above said to use the inventory variant for the item
L986[20:05:39] <williewillus> that's just
rendering
L987[20:05:44] <williewillus> no need for
custom itemblock class
L988[20:05:49] <diesieben07> then specify
whichever model you want for the item for the inventory variant in
your blockstate
L989[20:06:00] <williewillus> ^
L990[20:06:27] <Denyol> what even are the
options for setCustomModelResourceLocation
L991[20:06:32] <Denyol> for the last
parameter
L992[20:06:46] <diesieben07> the last
parameter is the variant
L993[20:06:51] ⇦
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L994[20:06:54] <Denyol> o
L995[20:06:57] <williewillus> Item, meta,
the model path
L996[20:07:00] <Denyol> from
blockstates
L997[20:07:01] <diesieben07> in your
blockstates file you had "normal" and
"inventory"
L998[20:07:12] <williewillus> an MRL is a
blockstate json + a variant
L999[20:07:17] <diesieben07> normal is the
default for a block wihtout blcokstate properties
L1000[20:07:22] <williewillus> (most of
the time)
L1001[20:07:24] <diesieben07> and you
specified "inventory" for the item model
L1002[20:08:21] <Denyol> Oh, thankyou
everyone for clearing that up
L1003[20:09:39] <Denyol> is
"1.10.2-A1" an acceptable version number? What is the
convention?
L1004[20:09:44] <williewillus>
semver
L1005[20:09:52] <williewillus> I've never
seen something like that before haha
L1006[20:09:55] <williewillus> what's
"A1" mean?
L1007[20:10:01] <Denyol> Alpha1
L1009[20:10:21]
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L1010[20:10:27] <Denyol> 1.10.2 is the
minecraft version
L1011[20:10:35] <Denyol> A1 is the mod
version
L1012[20:10:41] <williewillus> please use
something more sane :P
L1013[20:10:45] <williewillus> like
semver
L1014[20:10:54] <Denyol> I did think the
version thing im using was bad
L1015[20:10:59] <Denyol> found it on the
internet
L1016[20:11:05] <Denyol> -.-
L1017[20:11:19] <williewillus> lol
L1018[20:12:13] <Denyol> How do you use
semver with alpha and beta?
L1019[20:12:20] <williewillus>
1.0.0-alpha
L1020[20:12:24] <williewillus> scroll
down
L1021[20:12:37] <Denyol> o
L1022[20:12:38] <Denyol> thx
L1023[20:16:18]
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L1029[20:31:12] <Waterpicker> How can
what method would I overrid in the block class if I want change
what happens when a block is placed
L1030[20:31:17] <Waterpicker> or
attempted to be placed
L1031[20:31:31]
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L1032[20:31:46] <Lapiman>
onBlockPlacedBy() ?
L1033[20:33:30] <howtonotwin> Also
getStateForPlacement
L1034[20:33:38] <howtonotwin>
onBlockPlaced is called after the block is actually placed
L1035[20:33:57] <diesieben07>
getStateForPlacement is NOT "this block will now be
placed"
L1036[20:33:59] <howtonotwin>
getStateForPlacement is called right before it is placed so you can
modify the IBlockState being placed
L1037[20:34:17] <howtonotwin> it should
be pure
L1038[20:34:24] <diesieben07> yes
L1039[20:34:31] <diesieben07> dont assume
the block will be placed.
L1040[20:35:38] <howtonotwin> e.g.
torches use getSFP to pick their orientation, but if you wanted a
block that explodes on placement that goes in onBP.
L1041[20:35:51] <Waterpicker> So you can
manuall decrement the held stack as well?
L1042[20:36:01] <williewillus> well
ItemBlock does that already
L1043[20:36:38] <howtonotwin> I'd say
that's more a behavior of the item than the block and should be put
in the item instead
L1044[20:36:51] <williewillus> yeah
L1045[20:37:09] <williewillus> but I'm
pretty sure ItemBlock handles it
L1046[20:37:17] <howtonotwin> it
does
L1047[20:37:45] <howtonotwin> therefore
you only need to do it if a) you aren't using ItemBlock or b) you
want to remove more than one item
L1048[20:38:04] <diesieben07> Why would
you not be using ItemBlock.. :D
L1049[20:38:26] <howtonotwin> Minechem
come to mind
L1050[20:38:28] <howtonotwin>
*comes
L1051[20:38:37] <williewillus> ...what do
they do?
L1052[20:38:43] <howtonotwin> you can
place one block of a substance in world with 8 tubes of its
item
L1053[20:39:00] <howtonotwin> so you need
8 Sucrose items to place one Sucrose block
L1054[20:41:17]
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L1056[20:46:28] <Waterpicker>
williewillus, howtonotwin, I'm reworking the dimensional doors
mods.
L1057[20:47:23] <Waterpicker> I'm working
the blocks taht compose the pocket dimensions from this mod. They
can be replaced when your right click on them with a
itemBlock
L1058[20:47:52] <Waterpicker> expect when
it is a blockcontainer or the player is sneaking.
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L1060[20:51:51] <williewillus>
blockcontainer?
L1061[20:55:08] <Waterpicker> inventory
containing blocks like chest
L1062[20:56:01] <diesieben07> you mean
blocks with a TileEntity?
L1063[20:56:11] <williewillus> oh
L1064[20:56:11] <williewillus> ew
L1065[20:56:14] <williewillus>
BlockContainer
L1066[20:56:16] ***
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L1067[20:56:37] <diesieben07> yeah, don't
touch BlockContainer, ever
L1068[20:57:22] <Waterpicker> ... The
block I mentioned before has custom behavior where it won't change
if it is a block that extends BlockContainer.
L1069[20:57:32] <williewillus> yes that
is old legacy stuff
L1070[20:57:47] <diesieben07> that's
terrible and broken then
L1071[20:57:49] <williewillus> replace
Block instanceof BlockContainer with
block.hasTileEntity(state)
L1072[20:58:09] <williewillus> because
90% of mod TE's nowadays (I hope) don't extend BlockContainer
L1073[20:58:23]
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L1074[20:58:38] <Waterpicker> Considering
that dimensional doors that's from 1.6.4.
L1075[20:58:51] <diesieben07>
hasTileEntity did exist in 1.6.4
L1076[20:59:08] <Waterpicker> well tell
that to the original creator of DD. :P
L1077[20:59:21] <williewillus> either way
if you're going to port might was well modernize
L1078[20:59:29] <Waterpicker> That's the
idea.
L1079[20:59:38] <Waterpicker> Why do you
think I'm talking right now
L1080[20:59:38] <williewillus> the reason
why ancient mods take longer and longer to port is because they
just get it to compile witohut modernizing :P
L1081[20:59:46] <williewillus>
*especially* when they copy vanilla >_>
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L1087[21:13:03] <williewillus> !latest
3
L1088[21:13:16] <williewillus> !latest
1.10.2
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L1090[21:19:28] <Waterpicker> sigh
>< Can I show the method that needs to modernized?
L1091[21:20:09] <Waterpicker>
williewillus,
L1092[21:20:24] <williewillus> sure
L1094[21:20:54] <Waterpicker> A fellow
dev got the code working again so it's old but funcitons.
><
L1095[21:21:13] <diesieben07> replace
instanceof BlockContainer with .hasTileEntity(state)
L1096[21:21:18] <diesieben07> like it was
said befeore
L1097[21:21:47] <williewillus> also if
you name a property TYPE I'm expecting it to be an enum not an
int
L1098[21:22:02] <Waterpicker> it's an
enum.
L1099[21:22:06] <Waterpicker> *int
L1100[21:22:16] <williewillus> then why's
it called TYPE?
L1101[21:22:18] <diesieben07> and the 0
in getStateForPlacement should be item.getMetadata(stack)
L1102[21:22:21] <williewillus> TYPE 1
doesn't mean anything
L1103[21:22:24]
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L1105[21:24:36] <Waterpicker> Because
during the initial port of dimensional doors I didn't work on the
block. The guy I'm working with chose that.
L1106[21:24:58] <Ordinastie> if only you
could refactor code... oh wait, you can :)
L1107[21:25:34]
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L1108[21:25:35] <williewillus> it's not
directed at you specifically, just mentioning it
L1109[21:25:38] <Waterpicker> Heh. So
minus those edits I need to do. Does the method my fellow developer
did look correct?
L1110[21:25:50] <williewillus> I've seen
people "modernize" meta -> blockstates by just making
a propertyInt "meta" and stuffing it all in
L1111[21:25:55] <Waterpicker> Like fits
moodern standards.
L1112[21:25:57] <williewillus> yeah looks
fine otherwise
L1113[21:26:13] <Maxwell> Is it possible
to check whether an EntityArrow was fired by a skeleton?
L1114[21:26:21] <williewillus> you can
get the firer
L1115[21:27:02] <williewillus>
arrow.shootingEntity instanceof AbstractSkeleton
L1116[21:27:40] <Maxwell> yep, that looks
like it
L1117[21:27:41] <diesieben07>
AbstractSkeleton sounds like something out of an enterprise java
solution with 20 million lines of code
L1118[21:27:54] <Ordinastie> Waterpicker,
it that supposed to be work for items that are not itemBlocks
?
L1119[21:28:09] <Waterpicker> no.
L1120[21:28:23] <williewillus> wat
L1121[21:28:32] <Ordinastie> then why not
just call onItemUse on the itemBlock directly ?
L1122[21:28:59] <Waterpicker> Have you
used the mod dimensional doors before Ordinastie?
L1123[21:29:09] <Ordinastie> not
really
L1124[21:29:18] <Ordinastie> I kinda
remember what it does
L1125[21:29:45] <Ordinastie> you place
doors, they let you reach another dimension
L1126[21:29:48] <Waterpicker> YOu know
how there were blocsk in pocket dimensions that can get changed
into what ever block is placed on it.
L1127[21:30:00] <Ordinastie> hum,
yes
L1128[21:30:12] <Waterpicker> that method
is the the block's placement code
L1129[21:30:21] <williewillus> uh, can't
you just set replaceable to true in the block's material?
L1130[21:30:25] <Ordinastie> ^
L1131[21:30:25] <williewillus> i always
thought that was how they did it
L1132[21:30:35] <Waterpicker> Yea. That
was my solution
L1133[21:30:48] <Waterpicker> The issue
is that the block has some stuff it does.
L1134[21:31:23] <Ordinastie>
williewillus, athough, if you drop a bucket of water... :p
L1135[21:31:24] <Waterpicker> Actually
no. It wouldn't work
L1136[21:32:14] <Waterpicker> It is
custom placement behavior. is replaceable wouldn't work
L1137[21:35:26] <Waterpicker> Just to
reiterate. onBlockActivated the right method
L1138[21:35:44] <Ordinastie> I meant
inside the it
L1139[21:35:48] <Ordinastie> -the
L1140[21:35:56] <Waterpicker> ?
L1141[21:36:06] <Ordinastie> instead of
manually do setBlockState/getStateForPlacement
L1142[21:36:17] <Ordinastie> just do
item.onItemUse ?
L1143[21:36:45] <Waterpicker> would that
work?
L1144[21:36:57] ***
Vigaro is now known as V
L1145[21:37:07] *
Waterpicker is just confused whether onItemUse is already fired
before onBlockActivated
L1146[21:37:30] <williewillus> no, block
goes first
L1147[21:37:35] <Ordinastie> it's fired
if onBlockActivated returns false
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L1149[21:39:11] <Ordinastie> actually, I
don't do that either
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L1154[22:01:05] <wundrweapon>
Alrighty
L1155[22:01:34] <wundrweapon>
ModelBakery.registerItemVariants…… how do I get this bugger to
work? I think I have it set up right but it isn't working
L1156[22:01:42] <williewillus> show
code
L1158[22:02:14] <wundrweapon> That little
preInit there
L1159[22:02:53] <williewillus> you need
to use MRL's in registerItemVariants
L1160[22:03:06] <williewillus> also,
setCustomMRL already calls registerItemVariants for you
L1161[22:03:11] <williewillus> you
shouldn't need to do it yourself
L1162[22:03:17] <wundrweapon> Ah
L1163[22:03:32] <wundrweapon> So where
should I change what to setCustomMRL?
L1164[22:03:43] <wundrweapon> Is that the
thing in ClientProxy?
L1165[22:03:44] <williewillus> uhh aren't
you already calling it?
L1167[22:04:51] <wundrweapon> Oh…
right
L1168[22:05:07] <wundrweapon> Sorry,
23:04's a bit late for me on weekdays
L1169[22:05:21] <williewillus> is
registerBlockRender being called in preinit?
L1170[22:05:23]
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L1171[22:06:21] <wundrweapon> I can't
tell
L1172[22:06:30] <wundrweapon> Can't use
eclipse to find it either because mobile
L1173[22:07:07] <williewillus> but yeah
that registerItemVariants shouldn't be needed, make sure the
register is called in preinit, and make sure the jsons are in the
right place
L1174[22:07:43] <wundrweapon> Right.
Thanks mate
L1175[22:07:47] <williewillus> np
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L1178[22:11:21] <Denyol> getBoundingBox
is deprecated in Block, anyone know the replacement?
L1179[22:11:33] <williewillus> it's just
saying "use the one in IBlockState"
L1180[22:11:44] <williewillus> if you're
implementing it, ignore the deprec
L1181[22:11:59] <Denyol> also is
"new ModelResourceLocation(Reference.MODID + ":" +
file" even necesarry
L1182[22:12:09] <williewillus> ?
L1183[22:12:13] <Denyol> im using
thing.getRegistryName()
L1184[22:12:19] <williewillus> yeah
that's basically the same
L1185[22:12:21] <Denyol> instead of
Reference.MODID + ":" + file"
L1186[22:12:32] <williewillus> you might
have an item whose model isn't its registry name
L1187[22:12:36] <williewillus> but that's
the exception not the normal
L1188[22:12:38] <Denyol> oh
L1189[22:12:39] <williewillus>
getRegistryName is fine
L1190[22:12:39] <Denyol> yeh
L1191[22:16:22] <Denyol> so overriding
deprecated methods is fine?
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L1193[22:19:22] <McJty> yes
L1195[22:25:13] <Denyol> also how can I
view the minecraft source code?
L1196[22:25:37] <williewillus> override
isOpaqueCube to return false
L1197[22:25:41] <williewillus> and your
IDE should includei t already
L1198[22:25:51] <williewillus> all of
vanilla should show up as a library
L1199[22:26:08] <Denyol> there are many
libraries
L1200[22:26:20] <Denyol> whats it
named?
L1201[22:26:30] <williewillus> has the
word "forge" in it
L1202[22:26:32] <williewillus> and yuor
forge version
L1203[22:26:38] <Denyol> forgeSrc?
L1204[22:26:38] <williewillus> usually
you navigate to the class directly
L1205[22:26:45] <williewillus> ctrl+n in
IDEA, ctrl shift T in eclipse
L1206[22:27:19] <Maxwell> Denyol,
forgeSrc is where the Minecraft source code is
L1207[22:27:25] <Denyol> thx
L1208[22:27:30] <Denyol> found it
L1209[22:30:00] <Denyol> also how do I do
bounding boxes
L1210[22:30:08] <williewillus> check
vanilla
L1211[22:30:17] <williewillus> also what
does "doing" bounding boxes even mean :D
L1212[22:30:21] <Denyol> Im looking in
the anvil class now
L1213[22:30:27] <Denyol> set the bounding
box correctly
L1214[22:30:39] <williewillus> override
getBoundingBox
L1215[22:30:51] <williewillus> return an
AABB from 0 to 1 bounds representing the shape
L1216[22:30:52] <williewillus>
profit
L1217[22:30:55] <Denyol> No, how do I
decide the numbers
L1218[22:31:00] <williewillus> 0 to
1
L1219[22:31:05] <williewillus> you pick
the shape of your block :P
L1220[22:31:16] <Denyol> 1 is a full cube
though?
L1221[22:31:34] <williewillus> new AABB (
0, 0, 0, 1, 1, 1 ) is a full block
L1222[22:31:41] <williewillus> new AABB (
0, 0, 0, 1, 0.5, 1 ) is a slab
L1223[22:31:44] <williewillus> so
forth
L1224[22:31:44] ***
diesieben07 is now known as diesieben|away
L1225[22:32:07] <Denyol> oh ok thx
L1226[22:32:33] <Denyol> is setting
getRenderType neccessary?
L1227[22:32:40] <williewillus> necessary
for what
L1228[22:32:48] <Denyol> rendering, the
anvil did it
L1229[22:32:54] <Denyol> set it to
EnumBlockRenderType.MODEL
L1230[22:32:59] <williewillus> it's
already model by default
L1231[22:33:03] <Denyol> oh
L1232[22:33:04] <Denyol> thx
L1233[22:33:52] <Denyol> AxisAlignedBB(0,
0, 0.0625 * 14, 1, 1, 0.0625 * 14); this definitely didnt
work
L1234[22:34:03] <williewillus> uh
what
L1235[22:34:16] <williewillus> just write
it in fractions of 16
L1236[22:34:22] <williewillus> each one
is one pixel in the default resource pack
L1237[22:34:25] <Denyol> 14/16?
L1238[22:34:31] <williewillus>
14.0/16.0
L1239[22:34:32] <williewillus> but
yes
L1240[22:34:35] <Denyol> oh
L1241[22:34:51] <Denyol> regardless it
should have worked?
L1242[22:35:04] <williewillus> you need
to say what you mean by "didn't work" :P
L1243[22:35:10] <williewillus> also show
code
L1244[22:35:11] <Denyol> ill get a
picture
L1246[22:36:04] <williewillus> 14.0
L1247[22:36:17] <williewillus> 14/16 in
java => 0
L1248[22:36:21] <Denyol> Oh forgot it
takes a double
L1249[22:36:44] <williewillus> also you
don't need to override getCollisionBB it uses getBoundingBox by
default
L1250[22:36:51] <williewillus> look at
the superclass before overriding
L1252[22:38:22] <williewillus> did you
update the code?
L1253[22:38:28] <Denyol> yes
L1254[22:38:51] <williewillus> lol
L1255[22:38:56] <williewillus> look at
your AABB constructor again
L1256[22:39:00] <williewillus> especially
the two Z args
L1257[22:39:19] <williewillus> they're
the same. you have a 2D bounding box
L1258[22:39:30] <Denyol> the AABB thing
confuses me
L1259[22:39:34] <williewillus> ??
L1260[22:39:42] <williewillus> startX
startY startZ endX endY endZ
L1261[22:40:03] <Denyol> Oh, so the first
startZ should be 0
L1262[22:40:17] <williewillus> it should
be whatever it needs to be for your shape to be what you want
:P
L1263[22:40:33] <williewillus> e.g. if
startY is 0 and endY is 1 then the *height* of the block extends to
the full height of the cube
L1264[22:40:44] <williewillus> if startY
is 0 and endY is 0.5 then it only extends half way up the cube, aka
a slab
L1265[22:40:49] <williewillus> same for X
and Z
L1266[22:41:04] <Denyol> hmm yes, now its
semi working
L1267[22:42:51] <Denyol> forgot how to
search for a word in a single file in eclipse
L1268[22:42:56] <Denyol> im too used to
MonoDevelop
L1269[22:42:58] <williewillus> ctrl f?
:p
L1270[22:43:18] <Denyol> oh, yeh that
thx
L1271[22:44:56]
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L1274[22:49:22] <Denyol> fixed :)
L1275[22:50:05] <Maxwell> How do I remove
a wolf's aggression? Running setAttackTarget(null) and
setAngry(false) removes the aggression from the herd, but not the
wolf a player attacked.
L1276[22:57:23] <Denyol> how do I change
the break particles for a block?
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L1278[23:02:27] <williewillus> Denyol:
change the particle texture of the model
L1279[23:02:48] <Denyol> how?...
L1280[23:02:53] <williewillus> open up
the json
L1281[23:03:09] <williewillus> under the
textures section set the particle texture to whatever else you want
it to be
L1282[23:03:35] <Denyol> oh ok thx
L1283[23:05:01] <williewillus> Maxwell:
setRevengeTarget(null)
L1284[23:05:05] <williewillus> try
that
L1285[23:05:10] <williewillus> the
methods are badly named unfortunately
L1286[23:05:50] <Maxwell> That one is
better than isRemote, at least
L1287[23:06:01] <williewillus> isRemote
is pretty self explanatory..
L1288[23:06:19] <Maxwell> I found it to
be backwards of what I
L1289[23:06:22] <williewillus> oh
actually
L1290[23:06:23] <Maxwell> d expect
L1291[23:06:24] <williewillus> yeah
L1292[23:06:43] <williewillus> either way
isRemote isn't changing, last time it got changed there was a big
fuss about it
L1293[23:06:47] <williewillus> since it's
such a commonly used field
L1294[23:07:15] <Maxwell> hmm.
setRevengeTarget doesn't seem to work either
L1295[23:08:41] <williewillus> try
getting the wolf's EntityAIHurtByTarget task instance and call
resetTask() on it
L1296[23:09:49] <Denyol> how do I set
block resistance?
L1297[23:10:17] <Denyol> nvm found
it
L1298[23:11:10]
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L1300[23:11:34] <Denyol>
"setResistance(30.0f);" in the constructor?
L1301[23:11:50] <williewillus> yes
L1302[23:13:13] <Maxwell> how would I go
about getting that instance?
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L1305[23:15:26] <williewillus>
entityliving.targetTasks.taskEntries
L1306[23:16:03] <Denyol> is
addCollisionBoxToList for multiple collision boxes?
L1307[23:16:19] <williewillus> yes. see
the vanilla cauldron class for an example of how that's done
L1308[23:16:32] <Denyol> I was just
looking at it, wanting confirmatino
L1309[23:16:59] <williewillus> it
uselessly override getBoundingBox to the same thing as its
superclass though :P
L1310[23:17:07] <williewillus> i wish
that was an IDE inspection
L1311[23:17:09] <williewillus>
"useless overriding"
L1312[23:23:46]
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L1315[23:29:45] <killjoy> has anyone
noticed that the voxelmap author is evil? (not blaming him)
L1316[23:29:50] <Denyol> should public
BlockRenderLayer getBlockLayer() be set as
@SideOnly(Side.CLIENT)?
L1317[23:30:09] <killjoy> he obfuscates
his mod, which isn't really bad.
L1318[23:30:28] <killjoy> The thing I'm
noticing is a lot of the methods are obfuscated to keywords
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L1320[23:31:50] <killjoy> names include
do, if, for, do, new, try, byte, int, if, for, etc
L1321[23:31:55] <killjoy> heh
L1322[23:32:10] <killjoy> does proguard
do that?
L1323[23:32:41] <tterrag> Denyol: does
vanilla use the annotation?
L1324[23:32:53] <killjoy> define
vanilla
L1325[23:33:17] <williewillus> Denyol: if
you are overriding a sideonly method from vanilla annotate it
sideonly as well
L1326[23:34:08] <Denyol> vanilla has that
annotation
L1327[23:35:53] <Denyol> odd, eclipse
doesnt show that it has that annotation when it suggests it
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L1331[23:48:14] <tterrag> annotations do
not have to be inherited
L1332[23:48:16] <tterrag> this is a
special case
L1333[23:48:21] <tterrag> eclipse has no
reason to suggest that to you
L1334[23:51:13] <Denyol> what if I want
it to
L1335[23:51:25] <Denyol> I would have no
idea that that method would need to be annotated
L1336[23:51:31] <Denyol> then the mod
would crash on servers
L1337[23:52:33] <Ordinastie> it
wouldn't
L1338[23:52:52] <Denyol> getBlockLayer()
is a client only method?
L1339[23:53:00] <Denyol> I think
L1340[23:53:13] <Denyol> Its used for
rendering, which servers dont do
L1341[23:54:58] <Ordinastie> you block
having that method won't affect anything
L1342[23:55:09] <Ordinastie> the method
is just not call on servers
L1343[23:55:17] <tterrag> it may, if
someone reflects the class
L1344[23:55:25] <Ordinastie> and the Enum
it references it not client only
L1345[23:55:48] <tterrag> really?
L1346[23:55:51] <tterrag> well, then
yeah
L1347[23:55:54] <tterrag> it's safe
L1348[23:56:17] <Denyol> what about other
client only methods
L1349[23:56:18] <williewillus> it's just
better to though get in the habit of it in general though
L1350[23:56:25] <Denyol> the point is
that eclipse doesnt say
L1351[23:56:36] <williewillus> because
eclipse doesn't know about forge
L1352[23:56:37] <Ordinastie> how could it
?
L1353[23:56:47] <Denyol> I want it to
tell me tho
L1354[23:57:05] <Ordinastie> and I want
eclipse to make my mods for me
L1355[23:57:27] <Denyol> well it *does*
handle compiling them
L1356[23:57:41] <williewillus> lol