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L7[00:14:56] <killjoy> Could always just
call the build task from buildship
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L24[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170113 mappings to Forge Maven.
L25[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170113-1.11.zip
(mappings = "snapshot_20170113" in build.gradle).
L26[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/
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L47[03:26:21] <Denyol> How do I make
multiple forge mods in the same eclipse project?
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L49[03:27:04] <gigaherz|work> Denyol: just
have different classes with @Mod in them
L50[03:27:08] <gigaherz|work> but I guess
that's not waht you want
L51[03:27:14] <Denyol> nope
L52[03:27:23] <Denyol> seperate projects in
the workspace
L53[03:27:24] <gigaherz|work> you probably
would like to have multiple projects in the same workspace
L54[03:27:29] <Denyol> yes
L55[03:27:31] <gigaherz|work> loading into
the same minecraft instance
L56[03:27:38] <gigaherz|work> and I have no
idea how to achieve that.
L57[03:27:49] <Denyol> I dont mind it being
multiple instances, but one is usefull.
L58[03:28:01] <gigaherz|work> well if you
don't mind, just add them
L59[03:28:07] <gigaherz|work> you can make
your modding folder a workspace
L60[03:28:13] <gigaherz|work> and "add
existing project into workspace"
L61[03:28:15] <gigaherz|work> all the mod
projects
L62[03:28:37] <gigaherz|work> if you just
do that, you'll still have to setupDecompWorkspace each
project
L63[03:28:42] <gigaherz|work> run/debug
each project separately, etc
L64[03:28:44] <Denyol> my workspace is set
to the eclipse folder generated by the forge download gradle
thing
L65[03:28:49] <gigaherz|work> yeah
L66[03:28:51] <gigaherz|work> but you can
move it
L67[03:29:15] <Denyol> what would my file
system look like with multiple mod projects in one workspace
L68[03:29:25] <gigaherz|work> nothing would
change in the FS
L69[03:29:31] <gigaherz|work> I mean
L70[03:29:38] <gigaherz|work> I myself have
like
L71[03:29:41] <gigaherz|work>
F:\Modding\
L72[03:29:43] <gigaherz|work> and inside
there
L73[03:29:45] <gigaherz|work> Mod1
L74[03:29:49] <gigaherz|work>
Mod1-1.10.2
L75[03:29:51] <gigaherz|work> Mod2
L76[03:29:54] <gigaherz|work>
Mod2-1.10.2
L77[03:29:54] <gigaherz|work> ...
L78[03:30:11] <gigaherz|work> (since I'm
currently maintaining both 1.10.2 and 1.11.x releases at the same
time)
L79[03:30:22] <gigaherz|work> so in my
case, if I used eclipse (I'm an IDEA person)
L80[03:30:27] <gigaherz|work> I'd point the
workspace to F:\Modding
L81[03:30:31] <Denyol> i have this
currently
L83[03:30:38] <gigaherz|work> and then add
Mod1\eclipse, Mod2\eclipse, ...
L84[03:30:40] <gigaherz|work> as
projects
L85[03:30:41] <Denyol> where would I move
the files to do that
L86[03:30:41] <Genuine> TIL The first third
party WAD for Doom was made manually in a hex editor.
L87[03:31:07] <gigaherz|work> Denyol:
well
L88[03:31:21] <gigaherz|work> rename
"Forge Modding" to whatever you call that mod
L89[03:31:30] <gigaherz|work> then create
an actual "Forge Modding" folder
L90[03:31:34] <gigaherz|work> and move the
existing one inside it
L91[03:31:37] <Denyol> oh
L92[03:32:02] <gigaherz|work> so you'd end
up with
L93[03:32:08] <gigaherz|work>
Modding\MyMod1\build.gradle
L94[03:32:32] <gigaherz|work> then point
eclipse to the Modding folder as a workspace
L95[03:32:38] <gigaherz|work> and add
MyMod1\eclipse as a project
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L97[03:33:36] <Denyol> and just duplicate
one of the mod folders for a new mod?
L98[03:33:41] <Denyol> or redownload
forge?
L99[03:33:48] <gigaherz|work> either way
works
L100[03:33:59] <Ordinastie> I can tell you
how I set it up if you want
L101[03:34:01] <gigaherz|work> if you do
duplicate, you may want to start with a gradlew clean
L102[03:34:10] <gigaherz|work> to remove
old build files from the other mod
L103[03:34:11] <Denyol> Im open to
multiple setups please
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L105[03:34:28] <gigaherz|work> Ah, ordi
may be able to help you better
L106[03:34:38] <gigaherz|work> since I
don't actually use eclipse myself
L107[03:34:47] <Denyol> Yeah, was gonna
mention that
L108[03:34:48] <Ordinastie> well, I may
not quite do it as advised
L109[03:35:16] <Ordinastie> I have a
"Forge project" where I do setupDecomp as usual
L110[03:35:33] <Ordinastie> then my mods
depend on that project
L111[03:36:02] <Ordinastie> to run in dev,
you then don't need to do setupDecom for the mods
L112[03:36:16] <Ordinastie> (you still
need gradle because you need it to build anyway
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L114[03:37:03] <Ordinastie> and to
run/debug, you just need to add the mod projects onto the
classpath
L115[03:37:13] <Denyol> so you have
seperate eclipse projects for each mod?
L116[03:37:22] <gigaherz|work> Ah, that's
what I was thinking would be the approach for having multiple mods
in one instance: I'd see a "base" project with
setupDecomp run on it, then the mod projects with their separate
codebases, and then a "master" project which collects the
build outputs and classpaths
L117[03:37:26] <gigaherz|work> but I have
no idea how to achieve that ;P
L118[03:37:33] <Denyol> and in eclipse
each mod depends on the "Forge Project"?
L119[03:37:33] <Ordinastie> Denyol,
yes
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L122[03:37:50] <Denyol> Im unsure how to
set that up
L123[03:37:51] <Ordinastie> gigaherz|work,
the "master" project is the empty one
L124[03:37:59] <Ordinastie> with just
forge in the libs
L125[03:38:26] <gigaherz|work> hmmm so you
can set it up so that the mods depend on it for compiling, but it
takes the classpath from the children?
L126[03:38:44] <Ordinastie> I have to
manually add the projects to the class pass
L127[03:38:48] <gigaherz|work> Oh I
see.
L128[03:39:08] <Denyol> wait so how would
I set that up
L129[03:39:21] <Ordinastie> and I hade to
manually add "Forge" as dependent project for the mods
too
L130[03:39:31] <gigaherz|work> create the
main project with the MDK as usual
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L132[03:39:41] <gigaherz|work> and then
create other projects yourself, as java projects, and add the main
one as a dependency
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L134[03:40:00] <gigaherz|work> (I
guess)
L135[03:40:02] <Ordinastie> I don't use
the eclipse folder from the MDK either
L136[03:40:07] <Denyol> so a new fresh
forge install?
L137[03:40:50] <Ordinastie> unzip forge
MDK in a folder
L138[03:41:07] <Ordinastie> run
setupDecompWorkSpace and eclipse task on it
L139[03:41:24] <Ordinastie> delete demo
mod inside it
L140[03:41:36] <Ordinastie> in Eclipse
import new Java project
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L142[03:41:52] <Ordinastie> make it point
to the MDK folder
L143[03:42:15] <gigaherz|work> Hmm how do
you handle actually building the jars, afterward?
L144[03:42:40] <Ordinastie> the mods still
have to be MDK based
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L146[03:42:56] <Ordinastie> but
setupDecomp and eclipse tasks are not needed for them
L147[03:43:02] <gigaherz|work> Oh I
see
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L149[03:43:30] <Ordinastie> because those
tasks are just so the project can have the forge jar in the dep
libs
L150[03:43:40] <Ordinastie> but it already
has them via the forge project
L151[03:44:15] <Ordinastie> this setup
however, means you'll have all the mods on the same forge
version/mapping
L152[03:44:56] <Ordinastie> so you have to
make sure when you build that the version and mapping in the mod's
build.gradle matches the ones in the Forge project
L153[03:45:04] <Denyol> oh
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L156[03:45:51] <gigaherz|work> sounds like
a job for a common properties file included from each project's
build.gradle
L157[03:45:52] <gigaherz|work> ;P
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L162[03:52:07] <gigaherz|work> ?
L163[03:52:13] <Ordinastie> gigaherz|work,
but then people cloning the repo don't have that file
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L165[03:52:44] <gigaherz|work> Ordinastie:
unless you hardlink it ;P
L166[03:53:25] <gigaherz|work> Denyol: the
instructions in that page show you how to setup one project
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L168[03:53:37] <Denyol> could it be used
for multiple?
L169[03:53:49] <gigaherz|work> but there's
nothing in those instructions that prevents it from being done on
multiple projects
L170[03:54:05] <gigaherz|work> the process
is the same for each project separately
L171[03:54:14] <gigaherz|work> the only
difference is how you setup the eclipse environment
L172[03:54:27] <gigaherz|work> if you keep
them fully separate, you'll have separate workspaces with separate
mods
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L174[03:54:45] <gigaherz|work> if you want
a common workspace, then you just manually point to your common
workspace yourself, and add the projects yourself
L175[03:54:56] <gigaherz|work> and if you
want to have a single shared instance for all the mods,
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L177[03:55:02] <gigaherz|work> then follow
Ordinastie's instructions
L178[03:55:07] <gigaherz|work> either
way
L179[03:55:21] <gigaherz|work> you should
know enough of how eclipse works, that you understand what you are
doing
L180[03:55:54] <Denyol> I know how eclipse
works, ive used it for years
L181[03:56:10] <gigaherz|work> then you
should know how to manage workspaces and projects, right?
L182[03:56:26] <Denyol> I do but with
forge and gradle its confusing
L183[03:56:30] <gigaherz|work> forge isn't
really any different, it just gives you an eclipse project in the
eclipse folder
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L191[04:04:34] <Denyol> isnt the workspace
supposed to be set in the eclipse folder?
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L193[04:04:40] <Denyol> otherwise things
are breaking for me
L194[04:04:52] <gigaherz|work> well the
eclipse folder that comes with the mdk
L195[04:04:59] <gigaherz|work> has that
metadata folder inside
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L197[04:05:03] <gigaherz|work> with some
stuffs in it
L198[04:05:06] <gigaherz|work> you can
make use of that
L199[04:05:12] <gigaherz|work> but move
the project elsewhere
L200[04:05:18] <gigaherz|work> you may
still have to tweak your run configs
L201[04:05:25] <gigaherz|work> so that the
run/debug targets work
L202[04:05:45] <gigaherz|work> but
otherwise, there's nothing mandatory about putting the workspace in
the eclipse folder
L203[04:05:57] <Ordinastie> I don't have
my workspace in the eclipse folder
L204[04:06:04] <Ordinastie> I use my
own
L205[04:06:28] <gigaherz|work> hwo are
they breaking, Denyol?
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L208[04:07:57] <Denyol> it wont run
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L212[04:10:15] <gigaherz|work> Naiten:
hmmm do you have a lot of very thin polygons?
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L215[04:10:24] <gigaherz|work> no wait it
still wouldn't make sense
L216[04:10:39] <Naiten> Gigabit101, what?
polygons have no thickness
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L218[04:10:44] <Naiten> Oh sorry
L219[04:10:51] <gigaherz|work> wrong
nickname ;p
L220[04:11:07] <gigaherz|work> I meant
boxes
L221[04:11:09] <gigaherz|work> but yeah
nevermind
L222[04:11:23] <Naiten> It's .obj, not
javamodel
L223[04:11:27] <Naiten> no boxes
L224[04:11:35] <Ordinastie> Naiten, my
guess would be wrong normals
L225[04:12:53] <fry> my guess would be
unuploaded/broken mipmaps :P
L226[04:13:30] <Naiten> Ordinastie, how
would they go wrong if they are fine in blender and
everywhere?
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L228[04:13:43] <Naiten> Why it happens
randomly on different distance then
L229[04:14:04] <Naiten> fry, first time i
hear about that
L230[04:14:08] <Ordinastie> then fry might
be right, probably mipmaps
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L233[04:15:57] <Naiten> Since when does
one have to deal with mipmaps in MC?
L234[04:16:10] <gigaherz|work> you don't
normally have to
L235[04:16:24] <gigaherz|work> because the
atlas gets mipmapped automatically, and entity textures either
don't get mipmaps
L236[04:16:27] <gigaherz|work> or get
gpu-generated ones
L237[04:16:37] <gigaherz|work> but in your
case, it looks like the lower LODs are fucked up
L238[04:17:01] <gigaherz|work> no idea if
it is really that or not, though
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L244[04:22:05] <Naiten> And what do I do
about that?
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L249[04:35:10] <Denyol> Ordinastie I think
ive followed what you said
L251[04:36:02] <Denyol> my test project
has the forge project in the Projects build path
L252[04:36:25] <Denyol> and Ive added
src/java and src/resources to "Test"
L253[04:36:29] <Denyol> was that
right?
L254[04:36:29] <Ordinastie> why do you
have config logs mods folders in your mod project?
L255[04:36:56] <Denyol> dont know
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L257[04:37:59] <Ordinastie> the debug
configuration
L258[04:38:26] <Ordinastie> the project
you should run is the forge one
L259[04:38:43] <Denyol> So for the Test
project?
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L265[04:39:27] <Denyol> what does the FS
look like?
L267[04:39:30] <Lunatrius> The problem is
that the WorldLoad event is triggered inside
net.minecraft.client.multiplayer.WorldClient.<init>(WorldClient.java:75)
and I'm not sure if I can skip/avoid that
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L270[04:40:22] <Ordinastie> not sure why
you have Test inside TestMod
L271[04:40:30] <Denyol> Test is the
project
L272[04:40:39] <Ordinastie> yes
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L274[04:40:42] <Denyol> Test Mod is the
eclipse workspace
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L276[04:41:07] <Ordinastie> no reason to
have your eclipse workspace here imo, but if you want
L278[04:41:26] <Denyol> where should I
move the workspace?
L279[04:41:32] <Ordinastie> wherever you
want
L280[04:42:12] <Ordinastie> it doesn't
have to be anywhere near your pojects is what I mean
L281[04:42:25] <Denyol> So its fine where
it is?
L282[04:42:49] <Ordinastie> I would find
it odd, but if it's ok to you
L283[04:42:58] <Denyol> where would you
put it?
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L285[04:43:20] <Denyol> One directory
up?
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L289[04:44:31] <Ordinastie>
Project/Eclipse is the workspace
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L291[04:45:09] <Denyol> the projects
folder?
L292[04:45:25] <Ordinastie>
*Projects/Eclipse
L293[04:45:40] <Ordinastie> Eclipse Neon
is the where eclipse is installed
L294[04:46:28] <Ordinastie>
Projects/Eclipse is the actual workspace (with .metadata
folder)
L295[04:46:46] <Denyol> but Eclipse isnt a
subdirectory of Projects?
L296[04:47:07] <Ordinastie> oh, derp
L297[04:47:11] <Ordinastie> my bad
L298[04:47:39] <Ordinastie> yeah, it's at
the same level
L299[04:47:56] <Ordinastie> but it doesn't
really matter
L300[04:48:02] <Ordinastie> it could be
inside Projects
L301[04:48:05] <Ordinastie> or one level
up
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L304[04:51:09] <Naiten> So, no ideas about
mipmaps?
L305[04:52:43] <Denyol> Hmm now I cant
import things from the Forge project
L306[04:52:54] <Denyol> without adding the
library into Test
L307[04:53:10] <Denyol> why cant I use the
forge projects included library...
L308[04:53:47] <Denyol> Ive added the
Project in the Java build path
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L310[04:54:43] <Ordinastie> in the
properties of your forge project, make sure the libs are checked
under Java Build Path > Order And Export
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L328[05:38:24] <Naiten> it's not about
mipmaps, fry
L329[05:40:22] <Corosus> a pig train
steamcar thing seems perfectly normal to me
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L331[05:40:40] <Naiten> It's a
dieselcar
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L339[05:56:14] <Ordinastie> are you sure
the normals are correct in blender ?
L340[05:57:42] <Naiten> What have a
texture to deal with normals?
L341[05:57:53] <Naiten> And yes, i'm
sure
L342[06:05:28] <gigaherz|work> not the
texture, the model
L343[06:07:21] <Naiten> gigaherz, okay,
why does the model pick surrounding mobs' texture?
L344[06:08:07] <gigaherz|work> that
usually happens when you don't properly bindTexture
L345[06:09:24] <Naiten> ugh, so I need to
bind texture manually besides the fact that Render has
getEntityTexture()?
L346[06:10:40] <Naiten> And the fact that
when i load model, i retexture it via IRetexturableModel
L347[06:11:14] <gigaherz|work> well you
have to bindTexture(LOCATION_BLOCKS_TEXTURE)
L348[06:11:20] <gigaherz|work> before you
start drawing
L349[06:11:33] <gigaherz|work> or
bindTexture(whatever) if you use a non-atlas one
L350[06:12:00] <gigaherz|work>
getEntityTexture is not used for drawing, not by magic
L351[06:12:14] <gigaherz|work> I don't
remember if the ModelBase-based rendering does use it
L352[06:12:29] <gigaherz|work> but at
least for .obj baked models, you have to bind yourself
L353[06:12:32] <Naiten> and
((IRetexturableModel) model).retexture?
L354[06:12:53] <gigaherz|work> that just
allows the model to handle texture location replacements
L355[06:13:00] <gigaherz|work> which are
then used in bake
L356[06:13:04] <gigaherz|work> to query
the atlas coords
L357[06:13:17] <gigaherz|work> you still
need to map the atlas texture if you use it
L358[06:13:20] <gigaherz|work> bind*
L359[06:13:38] <Naiten> ugh
L360[06:13:47] <Naiten>
"okay"
L361[06:13:52] <Naiten> okay
L362[06:13:54] <Naiten> thanks
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L374[07:04:16] <Umbraco> is there a way to
render the player as sitting, without riding an entity?
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L384[08:09:11] <InusualZ> So, Minecraft
for the Nintendo Switch! When would be the `Forge: Switch Edition`
available to download? xD
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L386[08:13:42] <heldplayer> Probably
never
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L388[08:19:32] <InusualZ> So
optimistic
L389[08:19:36] <InusualZ> :/
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L392[08:22:59] <ScottehBoeh> Good
day
L393[08:24:37] <InusualZ> o/
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L402[08:35:38] <ScottehBoeh> So my
client-side handler for HurtEvent doesn't seem to spawn particles
(unless the client is running the Lan)
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L434[10:12:28] <Denyol> is github down for
anyone?
L435[10:12:56] <gigaherz> yes its
down
L436[10:13:01] <Denyol> :(
L437[10:13:15] <Ashindigo> Didn't it also
go down yesterdays?
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L439[10:13:26] <gigaherz> yes
L441[10:13:29] <gigaherz> weird
L442[10:13:34] <gigaherz> the status site
doesn't know it being down
L443[10:13:45] <Denyol> Yeah
L444[10:13:45] <gigaherz> wiat it
doe
L445[10:13:46] <Denyol> odd
L446[10:13:55] <gigaherz> s
L447[10:14:08] <gigaherz> has been down
for a few minutes
L448[10:16:12] <gigaherz> ah now it
realized it's down
L449[10:17:27]
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L450[10:18:31] <Denyol> should unlocalised
names be in lower case aswell as registered name things
L451[10:18:47] <Denyol> registry
name*
L452[10:19:10] <ScottehBoeh> I'm guessing
WorldRenderer was removed from 1.11 2?
L453[10:19:12] <ScottehBoeh> .2*
L454[10:19:32] <gigaherz> no, it was
renamed to vertexBuffer in like, 1.9
L455[10:19:39] <ScottehBoeh> ah
L456[10:19:48] <gigaherz> and you get it
with tesellator.getBuffer
L457[10:20:09] <ScottehBoeh> ah I see now
:D awesome
L458[10:20:49] <ScottehBoeh> What about
.addVertexWithUV ?
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L460[10:21:00] <gigaherz> there's a whole
new system
L461[10:21:03] <ScottehBoeh> oh..
L462[10:21:06] <gigaherz> it now depends
on the vertexformat you used
L463[10:21:07] <gigaherz> in .begin
L464[10:21:10] <gigaherz> so like
L465[10:21:23] <gigaherz> if you use a
vertex format that has position + texcoord + color
L466[10:21:25] <gigaherz> you'd do
L467[10:21:38] <gigaherz>
buffer.pos(xyz).tex(uv).color(rgba).endVertex()
L468[10:21:43] <ScottehBoeh> Oooh
L469[10:21:47] <ScottehBoeh> smart
L470[10:22:12] <Denyol> arg why does
github have to go down when i want to use it :(
L471[10:22:24]
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L472[10:25:11] <Denyol> ahh its up now
:)
L473[10:25:51] <Maxwell> Denyol: thanks
for the notice. status.github.com is lagging a bit, it seems
L474[10:25:55] <ScottehBoeh> gigaherz
Instead of using tess.startDrawingQuads(); I would use
vertexBuffer.begin
L475[10:25:57] <ScottehBoeh> ?
L476[10:27:56]
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L478[10:28:18] <gigaherz> i'm using
addVertexData there, since the data comes pre-baked from the
BakeQuad
L479[10:28:28] <gigaherz> but you can use
the .pos etc way I explained earlier
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L481[10:33:37] <Denyol> Im a bit confused
about the way I should approach a proxy situation, should I use a
CommonProxy Interface
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L483[10:33:51] <Denyol> or a CommonProxy
class that is subclassed for a client proxy class?
L484[10:34:56] <williewillus>
"common" proxy makes no sense
L485[10:35:21] <williewillus> if something
should be run on both physical sides it shouldn't be in a proxy at
all
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L487[10:35:32] <williewillus> proxies are
for things that need to run only on one physical side
L488[10:35:45] <williewillus> (and yes I
know forge has a bunch of "commonproxy" things but
meh)
L489[10:36:05] <Denyol> So a ModProxy
class for servers and a ModClientProxy for clients?
L490[10:36:16] <Denyol> and ModClientProxy
is a subclass of ModProxy?
L492[10:37:43] <Denyol> Ive read
that
L493[10:37:52] <Denyol> but would an
interface or subclassing be better
L494[10:38:00] <williewillus> i personally
prefer an interface
L495[10:38:04] <Denyol> I see many mods
doing either
L496[10:38:13] <Denyol> Why an
interface?
L497[10:38:15] <williewillus> client
proxies really shouldn't be calling super
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L499[10:38:31] <williewillus> because if
it needs to run on both sides it's not being "proxied" at
all and shouldn't be in a proxy
L500[10:39:06] <Denyol> But for a specific
side why an interface approach?
L501[10:39:25] <williewillus> let's
reverse that, why the subclass approach?
L502[10:39:34] <Denyol> One less
class
L503[10:39:42] <ScottehBoeh> is the
VertecFormat the type of object being rendered?
L504[10:39:49] <Denyol> Many popular mods
use that approad (why? idk)
L505[10:39:54] <Denyol> approach*
L506[10:40:07] <williewillus> many use it
!= it's good :P
L507[10:40:13] <williewillus> lots of
tutorials did it back in the day
L508[10:40:47] <Denyol> so an interface is
better?
L509[10:40:55] <williewillus> it makes
more sense in my opinion :P
L510[10:41:07] <williewillus> ScottehBoeh:
kind of, it specifies what elements the thing you want to draw
has
L511[10:41:10] <McJty> I don't think an
interface has much advantage in this case
L512[10:41:23] <ScottehBoeh> So if I were
drawing GUI's (boxes etc) is there a specific VertexFormat that I
should use?
L513[10:41:25] <McJty> As there will only
ever be these two implementations. One inheriting from the
other
L514[10:41:33] <williewillus> McJty: I
just discourage the whole "commonproxy" thing
L515[10:41:58] <williewillus> if it's
running on both sides it doesn't belong in a proxy, because a proxy
by definition allows you to run on just one side
L516[10:42:03] <gigaherz> peoplehave a
tendency to misunderstand how the proxies work and what they
do
L517[10:42:18] <Denyol> williewillus: so
would a ClientProxy that is a subclass of ServerProxy remove the
common proxy?
L518[10:42:23] <ScottehBoeh> Yeah, it took
me a while to understand how proxies worked :P
L519[10:42:25] <gigaherz> Denyol:
nono
L520[10:42:27] <Denyol> it seems
wrong
L521[10:42:32] <gigaherz> you make both a
subclass of an IModProxy interface
L522[10:42:37] <gigaherz> eh not
subclass
L523[10:42:40] <gigaherz> you make them
implement*
L524[10:42:46] <McJty> williewillus, what
is often done is CommonProxy.preInit/init/postInit. Where
CommonProxy implementation contains things common to
server/client
L525[10:42:52] <McJty> And client
implementations only the client side stuff
L526[10:42:54] <williewillus> ScottehBoeh:
POSITION_TEX porbably?
L527[10:42:57] <McJty> I think that
approach makes sense to me
L528[10:43:00] <gigaherz> McJty: yes but
if it's in commonproxy
L529[10:43:03] <ScottehBoeh> CommonProxy
is both sides, ServerProxy is server-side, ClientProxy is
Client-side. Both Client and Server implement from
CommonProxy
L530[10:43:04] <williewillus>
POSITION_TEX_COLOR probably
L531[10:43:06] <Denyol> dont common things
just go in the main class?
L532[10:43:07] <gigaherz> it can just go
directly in the @Mod class
L533[10:43:18] <McJty> gigaherz, I like to
keep the mod class as small as possible
L534[10:43:19] <williewillus> yeah
"common" things should just go in the mod class
L535[10:43:21] <gigaherz> the commonproxy
serves no purpose by itself, it just adds an extra layer
L536[10:43:24] <williewillus> or get
called by the mod class
L537[10:43:25] <McJty> I don't want too
much there
L538[10:43:28] <gigaherz> why?
L539[10:43:30] <ScottehBoeh> I'll try out
POSITION_TEX_COLOR
L540[10:43:35] <McJty> Cleaner IMHO
L541[10:43:37] <williewillus> having a
"common" proxy is literally the direct opposite of the
word "proxy"
L542[10:43:50] <Denyol> I think ill use
the interface approach seems logical to me
L543[10:44:18] <gigaherz> as an example of
how I structure things:
L545[10:45:03] <gigaherz> it's a small
mod, but it has a bit of everything, in terms of mod
structure
L546[10:45:04] <gigaherz> ;P
L547[10:45:08] <Denyol> what is
"@Mod.EventBusSubscriber(Side.CLIENT)" for?
L548[10:45:17] <gigaherz> it
auto-registers the ModelRegistryEvent
L549[10:45:36] <gigaherz> (any static
@SubscribeEvent)
L550[10:45:39] <Denyol>
ModelRegistryEvent?
L551[10:45:47] <gigaherz> a new event
added in 1.10.2
L552[10:45:53] <Denyol> I havn't looking
into subscribed events yet...
L553[10:46:04] <gigaherz> well then
pretend there's a method called from preinit ;P
L554[10:46:14] <gigaherz> (the event fires
*before* preinit, though)
L555[10:46:47] <williewillus> !gf
GuiChat.tabCompleter
L556[10:47:54] <Denyol> Im deciding if I
should use a seperate class that houses an enum of all my items and
blocks
L557[10:48:19] <williewillus> !gf
GuiChat.inputField
L558[10:48:27] <gigaherz> Denyol: up to
you
L559[10:48:31] <gigaherz> I prefer to use
MyMod.itemX
L560[10:48:45] <gigaherz> than
ModItems.itemX as tutorials like to suggest
L561[10:49:08] <Denyol> so no
ModItems?
L562[10:49:25] <McJty> gigaherz, my mods
usually have lots of blocks and items. Wouldn't want all of those
in the main class :-)
L563[10:49:33] <Denyol> just one class for
blocks and items?
L564[10:49:35] <McJty> For RFTools I even
have different ModItems per logical thing
L565[10:49:47] <McJty> i.e. one for the
shield system, one for the storage system, and so on
L566[10:49:49] <gigaherz> Denyol: as I
said, up to you ;P
L567[10:49:57] <gigaherz> the thing about
code structure
L568[10:50:00] <gigaherz> there's some
"best practices"
L569[10:50:02] <gigaherz> but in
reality
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L571[10:50:15] <gigaherz> trying to follow
some strict rules it more pain than help
L572[10:50:26] <gigaherz> structure your
mod in a way that balances two factors:
L573[10:50:34] <gigaherz> 1. code
readability
L574[10:51:31] <gigaherz> ... I can't
remember what the 2 was going to be
L575[10:51:36] <Denyol> :/
L576[10:51:38] *
gigaherz bashes head against wall
L577[10:51:44] <McJty> lol
L578[10:52:05] <williewillus>
maintainability? :P
L579[10:52:08] <gigaherz> 1. having your
code all neatly separated into many files, and
L580[10:52:17] <williewillus> other people
not wanting to murder themselves when they read your mod
L581[10:52:20] <williewillus> ?
L582[10:52:20] <gigaherz> 2. having all
your code neatly placed together so you don't have to keep
switching files too often
L583[10:52:59] <gigaherz> yeah I guess
maintainability would be #2
L584[10:53:59] <williewillus> !gp
CommandBase.doesStringStartWith.region
L585[10:54:08] <williewillus> hey that
worked
L586[10:55:20] <gigaherz> there's two
basic design principles at the root of everything: encapsulation,
and the other one that says "put things where you have the
data"
L587[10:55:34] <gigaherz> going too
strongly toward encapsulation gives you COM
L588[10:55:41] <gigaherz> and I can tell
you, it's horrible to use ;P
L589[10:58:50] <ScottehBoeh> Gon make a
toothbrush mod
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L591[11:00:02] <Denyol> what is the item
registry name convention
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L593[11:09:30] <gigaherz> Denyol:
"item_name"
L594[11:09:46] <gigaherz> with your modid
in lowercase, it becomes
"modid_in_lowercase:item_name"
L595[11:10:11] <gigaherz> example:
minecraft:iron_shovel
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L598[11:17:36] <Denyol> should I register
the item modelresourcelocation in the item class?
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L600[11:18:03] <diesieben07> No, it has to
happen in your client proxy.
L601[11:18:20] <Denyol> but with
@SideOnly?
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L603[11:18:30] <Denyol> RFTools does
it
L604[11:18:35] <diesieben07> do you know
how @SideOnly works?
L605[11:18:36] <diesieben07>
exactly?
L606[11:18:43] <Denyol> pretty much
L607[11:18:51] <diesieben07> no,not pretty
much. exactly :P
L608[11:18:53] <diesieben07> what does it
do?
L609[11:18:58] <Waterpicker> Does anyone
have examples tileentity rendering I can draw ideas from?
L610[11:19:10] <Denyol> It removes code if
the current side is not the specified physical side
L611[11:19:19] <diesieben07> exactly
L612[11:19:32] <diesieben07> so, yes you
could put it in your item class and annotate it with
@SideONly
L613[11:19:38] <diesieben07> but then you
could only call it from your client proxy
L614[11:19:43] <diesieben07> so ... might
as well just put it in the cleint proxy
L615[11:19:49] <Denyol> true
L616[11:20:40] <Maxwell> Are the two
integers passed to PropertyInteger() the inclusive range of values,
or something else?
L617[11:21:11] <diesieben07> inclusive,
yes.
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L643[12:35:50] <maegner_> hey
L644[12:36:12] <maegner_> can someone
point me an API that allows me to bind items to a specific
player?
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L647[12:39:13] <OrionOnline> Hey guys i
have question: How do i translate strings in the method
Item.getItemStackDisplayName(ItemStack stack) the best?
L648[12:43:43] <gigaherz> that one method
gets called sometimes on the server, so you have to live with the
deprecated I18n.translateToLocal
L649[12:43:55] <gigaherz> just know that
in the server, the translation will NOT exist
L650[12:44:08] <gigaherz> but the method
does, so it would fail to load if you use I18n.format
L651[12:49:20] <Maxwell> maegner_: did you
check out the code of Botania's relics?
L652[12:50:32]
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L653[12:50:44] <maegner_> Maxwell: i was
trying to remember wich mod used binding to go check the source
code but didn't remember any xD thank you for metioning
Botania
L654[12:51:22] <Maxwell> RFTools also has
an owner system, you could check that too
L655[12:51:55] <Maxwell> Botania's system
will probably be simpler, though.
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L657[12:55:33] <williewillus> yeah it's
basically just "store UUID in inbt"
L658[12:55:36] <williewillus> *nbt
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L660[13:01:52] <gigaherz> so, I was bored,
and I was thinking of the PSP's menu background
L662[13:02:08] <gigaherz> (yes I know it
moves too fast. yes I know the colors are not quite the same. yes I
know the edge of the wave doesn't feel the same -- it's only an
approximation ;P)
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L669[13:20:43] <MattDahEpic> is there a
good way to make an IItemColor effect only a certian layer of an
item?
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L671[13:22:48] <diesieben07>
IItemColor::getColorFromItemstack has tintIndex as the parameter...
:p
L672[13:22:52] <diesieben07> so,
yes.
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L676[13:31:49] <williewillus> !mh
getItemDamageForDisplay
L677[13:34:31] <Maxwell> How do you give
an item to the player when they first enter a world?
L678[13:35:00] <killjoy> Maxwell, I would
check their stats when spawning
L679[13:35:19] <williewillus> have some
tag on the player tracking if they've been given it yet
L680[13:35:39] <williewillus> then listen
to one of the player login events and if the flag is unset and
!isRemote give it to them
L681[13:37:46] <Maxwell> Where does it
make sense to put an event subscription? Would ServerProxy make
sense in that case?
L682[13:37:55] <williewillus> no
L683[13:38:01] <williewillus> proxies are
for physical sides
L684[13:38:10] <williewillus> if you put
it in your server proxy it wouldn't work in single player
L685[13:38:33] <williewillus> you read the
sides article right? ;p
L686[13:38:33] <killjoy> some events are
only called on a logical side anywa
L687[13:38:50] <killjoy> world events are
called on the server
L688[13:40:28] <williewillus> !gm
GenLayer.getInts
L689[13:41:01] <williewillus> !sm
func_75904_a getInts Returns a list of integer values generated by
this layer. These may be interpreted as temperatures, rainfall
amounts, or Biome ID's based on the particular GenLayer
subclass.
L690[13:47:55] <williewillus> !gm
func_151539_a
L691[13:47:59] <williewillus> !gm
func_151539_a 1.7.10
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L700[14:15:57] <williewillus> !gm
func_147478_e
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L703[14:31:43] <Maxwell> Do I need to run
markDirty() every tick if I'm incrementing a counter that I want to
be persistent? The counter is being incremented each tick in the
update method of a TE, when !isRemote
L704[14:32:21] <diesieben07> yes, you
do.
L705[14:32:37] <diesieben07> but a better
option would be to use getTotalWorldTime, which is already an
incrementing counter
L706[14:32:43] <diesieben07> no need to
make your own
L707[14:33:07] <Maxwell> I don't want it
to tick if the chunk is unloaded, so I though update() would be a
good way to ensure that
L708[14:34:00] <diesieben07> you could
store some offset when the chunk unloads
L709[14:34:05] <diesieben07> then you can
always reconstruct the timer
L710[14:35:30] <Maxwell> That could work.
What do I need to do to know when the chunk is about to
unload?
L711[14:36:15] <williewillus> hmm
L712[14:36:28] <williewillus> so is there
any way right now to have models that are partially
fullbright?
L713[14:36:39] <williewillus> magma block
uses a method in block to be fullbright but that's the whole
block
L714[14:38:01] <diesieben07> Maxwell,
TileEntity::onChunkUnload will be called if the chunk will be
unloaded. writeToNbt will be called after that for saving the
chunk
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L716[14:38:53] <Maxwell> thanks
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L737[16:58:50] <illy> Beep o/
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L750[17:35:39] <Cale> Hi, I want to have
an item which is *sometimes* consumed in recipes and not in other
cases. What's the best way to set that up?
L751[17:35:58] <Cale> (depending on the
recipe)
L752[17:36:13] <williewillus> custom
IRecipe?
L753[17:36:30] <williewillus> or make
getContainerItem return an empty result randomly
L754[17:36:32] <williewillus> ;p
L755[17:36:44] <williewillus> when is
"somtimes" exactly?
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L757[17:37:04] <Cale> It just depends on
which recipe it is that I'm using the item in.
L758[17:37:24] <Cale> Actually it's for
ProjectE :)
L759[17:37:36] <diesieben07> yeah, you
need a custom IRecipe class then
L760[17:37:38] <diesieben07> or
multiple
L761[17:37:51] <Cale> I want a pair of
recipes that flip back and forth between transmutation tablet and
table for free
L762[17:38:00] <Cale> and then in other
recipes the tablet won't be consumed
L763[17:38:18] <williewillus> why can't
these be separate recipes?
L764[17:38:28] <williewillus>
tablet<->table should just be a vanilla shapeless
recipe
L765[17:38:45] <Cale> Well, if I
setContainerItem...
L766[17:38:46] <williewillus> and for the
nonconsuming ones you'll need a custom IRecipe
L767[17:38:50] <Cale> ah, okay
L768[17:38:51] <Cale> yeah
L769[17:38:52] <williewillus> wat
L770[17:39:01] <williewillus> don't call
setCOntainerItem on other mods' items >.<
L771[17:39:15] <Cale> Well, I'm just
hacking on the ProjectE source directly :P
L772[17:39:27] <williewillus> oh lol
L773[17:39:49] <Cale> Trying out a general
rebalance just to see how it goes
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L775[17:41:01] <Cale> bbiab, I'll try out
the custom IRecipe class
L776[17:41:15] <williewillus> the method
you want to customize is the getRemainingItems
L777[17:41:23] <williewillus> or something
similar to that
L778[17:41:35] <williewillus> by default
it replaces everything with its container item
L779[17:41:50] <williewillus> but you
could do if it's a tablet leave it
L780[17:41:53] <williewillus> without
setting container item
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L787[17:59:27] <Cale> cool
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L795[18:47:00] <iso2013> What things can
forge add to Minecraft?
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L797[18:49:37] <Waterpicker> Are there any
good examples of a TileEntityRenderer with custom rendering?
L798[18:49:49] <Waterpicker> Trying to get
a feel of how to do things with it.
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L800[18:59:40] <PaleoCrafter> iso2013,
basically anything :P
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L802[19:00:22] <iso2013> can you be more
specific please? :P
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L814[19:13:51] <Naiten> it's almost good
when i dont do it
L815[19:14:10] <Naiten> except it picks up
surrouding mobs' textures sometimes
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L818[19:23:46] <Cale> williewillus: Nice,
it works :)
L819[19:24:08] <Cale> williewillus: I
built a wrapper class with a constructor: public
RecipeRemaining(Function<ItemStack[], ItemStack[]> f, IRecipe
recipe)
L820[19:24:39] <Cale> williewillus: So you
give it a function, and an arbitrary other instance of IRecipe and
it transforms the result of the getItemsRemaining :)
L821[19:25:41] <Cale>
GameRegistry.addRecipe(new RecipeRemaining(rem -> { rem[1] = new
ItemStack(transmutationTablet); return rem; }, new
ShapedOreRecipe(new ItemStack(condenser), "OTO",
"DCD", "ODO", 'T', new
ItemStack(transmutationTablet, 1, 0), 'D', "gemDiamond",
'O', "obsidian", 'C', new ItemStack(alchChest))));
L822[19:35:35] <williewillus> ew non-pure
functions ;p
L823[19:40:13] <FusionLord> Naiten, can
you try adding GlStateManager.enableRescaleNormal(); before the
draw?
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L825[19:41:29] <FusionLord> IIRC I had a
similar issue with rendering, and that made a difference.
L826[19:42:05] <Shambling> silly question,
but is there a way vanilla chunks would randomly get new ores in a
regular instance of 1.10.2? Any common mods that other than cpw's
simple retrogen that retrogen other mods/vanilla ores?
L827[19:42:35] <Shambling> I'm almost
thinking it 'might' be dense ores, but thats iffy at best. I'm
literally swimming in diamodns now in my world after about 20
start/shutdowns of this server
L828[19:43:03] <williewillus> unless there
was a chunk reset, no
L829[19:43:35] <Shambling> I'll need to
take a look at dense ores alpha retrogen that is built in a little
deeper. guess I wouldn't want a non-release mod in a modpack
release nayways
L830[19:43:44] <Shambling> was so close to
a playable modpack that was fairly well balanced
L831[19:43:46] <FusionLord> if the
diamonds are in the players inventory and the world wasn't saved at
shutdown?
L832[19:44:07] <Shambling> no I mean, the
diamonds are spawning in blocks at about every 300 stone
L833[19:44:37] <Shambling> ... you know...
quark does mess a bit with vanilla gen, and I haven't deleted the
config since updating it recently
L834[19:44:47] <Shambling> wonder if I
forgot to turn off its meddling in worldgen again
L835[19:45:02] <Shambling> or if its
building each time I forget and then remember after a restart
L836[19:45:39] <williewillus> yeah maybe
it's a mod's special worldgen
L837[19:45:48] <williewillus> never heard
of the vanilla oregen going crazy like that
L838[19:46:00] <williewillus> like a
"rich caves" or something like how vanilla mesa's have
higher gold spawn rates
L839[19:48:29] <Shambling> right now, I'm
getting spawnrates that are double that of xu2 mining
dimension
L840[19:48:36] <williewillus> lol
L841[19:48:48] <williewillus> are you sure
they're generating "at this moment"?
L842[19:48:55] <Shambling> only thing I
can think of, is its to do with my server restarts and constantly
checking updates without regenning configs
L843[19:48:56] <williewillus> like it's
reproducible in a fresh world?
L844[19:49:10] <Shambling> oh no, I'm sure
I'd have a clean world if I started fresh and didn't touch
anything
L845[19:49:23] <Shambling> i.e. didn't
update for 6 months and just played
L846[19:49:40] <williewillus> yeah i have
no idea then
L847[19:49:45] <Shambling> I think it
comes down to, alot of these mods change config layouts, and not
regenning configs every update really screwed it
L848[19:50:03] <williewillus> most mods
are played pretty heavily in SP as well and every time you quit an
sp world is a server stop :P
L849[19:50:12] <williewillus> so i dkn't
think that's related
L850[19:51:22] <Shambling> you know, nm, I
think I tracked the mod down
L851[19:51:34] <williewillus> which one?
:P
L852[19:51:35] <Shambling> thought I
removed mmd-orespawn, but I think I was messing around with a
recent build
L853[19:51:47] <Shambling> bet if I looked
at the gen code, it's messed the heck up
L854[19:51:58] <Shambling> not their code,
but the json files that I had before
L855[19:53:34] <Shambling> I was due for a
new test world anyways
L856[19:54:05] <williewillus> lol the
autojump code completely flips out if you're in water
L857[19:55:54] <Shambling> the default
vanilla code?
L858[19:56:51] <williewillus> yeah
L859[19:57:05] <williewillus> if you try
to get out of 1 deep water with autojump it just jitters
L860[19:57:28] <Shambling> not suprising,
really wish they'd just used a working mods example and not made it
a jump but rather an autostep
L861[19:57:50] <Shambling> I think I
remmeber trying to get out of ice/water combo in vanilla and ended
up launching into the air
L862[19:57:56] <williewillus> autostep
needs a balance cost tohugh
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L864[19:58:03] <williewillus> the autojump
was just for parity with PE
L865[20:01:04] <Shambling> ah, I can see
that, they'd want an autojump in an environment where half your
machines don't have buttons
L866[20:01:33] <Shambling> it does seem
rather app-like in its half-assery :P
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L869[20:12:09] <Cale> williewillus: Yeah,
it bothers me too, but I'm not sure how to non-destructively update
an array in Java. :P
L870[20:12:34] <williewillus> it doesn't
make sense to have a Function<> if you just mutate and return
the original, make it Consumer instead
L871[20:12:41] <williewillus>
Consumer<ItemStack[]>
L872[20:13:22] <Cale> That's fair
enough...
L873[20:15:31] <Naiten> FusionLord, it's
not helping...
L874[20:15:48] <FusionLord> sorry :/
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L884[21:00:16] <killjoy> who's uninstalled
adobe reader yet?
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L889[21:20:44] <Cale> williewillus: hmm,
now I have the interesting problem of how to register the new
recipes with JEI :)
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Gulps, huh? Alright... Welp, see ya later)
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L911[23:48:01] <illy> boop o/
L912[23:51:52] <Naiten> beep
L913[23:53:04] <illy> I love gradle but
man I would kill for a bash script somtimes :P
L914[23:53:16] <illy> wrong channel
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