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L8[00:50:56] <killjoy> illy, use a groovy script :p
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L10[00:51:49] <illy> why when I could just use sed :P
L11[00:52:26] <illy> then again I do need to use a cross platform option
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L13[00:52:54] MineBot sets mode: +o on LexManos
L14[00:53:20] <fry> there's bash for windows now, so it's cross-platform /s
L15[00:53:49] <illy> oh ya in that case screw gradle imma make a makefile :D
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L25[01:25:36] <illy> sed -i 's/@NAME@/test/g' Info.plist
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L32[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170114 mappings to Forge Maven.
L33[02:01:09] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170114-1.11.zip (mappings = "snapshot_20170114" in build.gradle).
L34[02:01:23] <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/
L35[02:05:00] ⇨ Joins: Naiten (Naiten@77.35.148.74)
L36[02:14:10] <Waterpicker> I need someone who know minecraft rendering to look over my code. I'm not sure if it's working properly.
L37[02:14:11] <Waterpicker> https://gist.github.com/Waterpicker/40245edae79145024a6b97d079b950b2
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L39[02:19:50] <Naiten> What kind of 'not working properly'?
L40[02:23:01] <Waterpicker> https://cdn.discordapp.com/attachments/208446999459135490/269740443615363072/unknown.png
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L42[02:23:28] <illy> git push
L43[02:23:31] <Waterpicker> This tiny transparent artifact is part of a constantly flickering artifact.
L44[02:23:45] <Waterpicker> I was tyring to make a fully textured quad as a test.
L45[02:24:23] <Waterpicker> *the tiny transparent
L46[02:28:17] <tterrag> Waterpicker: you can't use BLOCK vertex format and only provide position
L47[02:28:20] <tterrag> your vertex data is corrupted
L48[02:28:24] <tterrag> use POS
L49[02:28:48] <tterrag> also, the texture you bind is pointless
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L53[02:35:15] <Waterpicker> ....
L54[02:35:28] <Waterpicker> tterrag|ZZZzzz, Still have a minute?
L55[02:40:53] <Ordinastie> Waterpicker, if you use BLOCK you need to provide all the elements
L56[02:41:09] <Waterpicker> http://imgur.com/a/TGSzf
L57[02:41:24] <Ordinastie> code ?
L58[02:41:41] <Waterpicker> one sec updating
L59[02:43:04] <Waterpicker> https://gist.github.com/Waterpicker/40245edae79145024a6b97d079b950b2
L60[02:44:19] <Ordinastie> well, even though you don't pass any color/UV data, openGL still uses the texture
L61[02:44:30] <Ordinastie> use a format with the elements you need
L62[02:44:34] <Ordinastie> and pass those elements
L63[02:46:06] <Waterpicker> So POSITION_COLOR
L64[02:46:15] <Ordinastie> and texture maybe ?
L65[02:46:34] <Waterpicker> It shouldn't need it if it's intended to be a solid color for the moment
L66[02:46:46] <Waterpicker> The texture I'm using is just because I'm confuzzled a bit.
L67[02:50:13] <Ordinastie> if you don't want textures at all, you need to disable them
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L70[03:04:21] <gigaherz> lol: https://twitter.com/KingLemmingCoFH/status/820078670425575424
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L72[03:09:46] <Ordinastie> damn, I don't understand, I give 0 brightness and it's still super lit :/
L73[03:11:04] <Ordinastie> inside renderWorldLast
L74[03:11:19] <Waterpicker> Ordinastie Welp It's stable now.
L75[03:11:25] <gigaherz> ambient light?
L76[03:11:33] <Waterpicker> Just a blank void
L77[03:11:45] <Ordinastie> gigaherz, the packed value
L78[03:11:48] <Ordinastie> sky + block
L79[03:14:16] <gigaherz> yeah I meant if the light configuration is correct
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L81[03:14:30] <gigaherz> but if you use packed values, I have no idea how that works
L82[03:14:32] <gigaherz> ;P
L83[03:14:46] <Ordinastie> I mean, it's 0 either way currently
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L85[03:14:55] <gigaherz> eh I mean if you use packed light values, that means you are drawing block data*
L86[03:14:56] <Ordinastie> it's just what I pass to the vertex data
L87[03:14:59] <Ordinastie> http://puu.sh/tlRTM.jpg
L88[03:15:15] <gigaherz> lol
L89[03:15:20] <gigaherz> okay yeah that's fully lit
L90[03:15:21] <gigaherz> XD
L91[03:15:24] <Ordinastie> that's what 0 brightness does *_*
L92[03:20:40] <Ordinastie> with GlStateManager.enableLighting(); : http://puu.sh/tlS5g.jpg
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L94[03:23:29] <Ordinastie> I'm sure I'm forgetting something obvious
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L99[03:40:09] <Ordinastie> well, it's something to do with how renderWorldLast event is set up but I can't see what
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L101[03:50:43] <gigaherz> maybe the lightmap stuff isn't setup correctly?
L102[03:51:15] <Denyol> Quick question, where/how did you people learn to make mods?
L103[03:52:00] <gigaherz> I looked around, and found this channel
L104[03:52:04] <illy> beer and a decompiler :P
L105[03:52:06] <gigaherz> then setup the forge environment
L106[03:52:16] <gigaherz> this was back in the days before gradle
L107[03:52:21] <illy> heh
L108[03:52:25] <gigaherz> so "setting up the environment" was a whole different experience
L109[03:52:35] <gigaherz> (no one misses those days)
L110[03:52:51] <gigaherz> and then started looking at tutorials and examples
L111[03:52:58] <fry> ./decompile.sh
L112[03:53:01] <illy> what you'll take my build.xml over my dead body /s
L113[03:53:10] <fry> "whole different experience" :D
L114[03:53:20] <Denyol> decompiling other mods?
L115[03:53:32] <gigaherz> it has been done
L116[03:53:34] <gigaherz> but in my case, no
L117[03:53:47] <Denyol> or using decompiled minecraft source?
L118[03:54:02] <gigaherz> well we use the decompiled mc sources
L119[03:54:14] <gigaherz> and so did people before mcp/forge
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L121[03:54:49] <gigaherz> but it is not unheard of, for people to decompile other non-opensource mods, to figure out how they achieved stuff
L122[03:54:52] <illy> GOOS=windows GOARCH=386 go build -o FPL FPL.exe
L123[03:54:58] <illy> damn it
L124[03:55:02] <gigaherz> I personally prefer when mods are opensource
L125[03:55:25] <gigaherz> since most people receive help from the modding community to make their mods
L126[03:55:32] <Denyol> does the gradle build automatically obfuscate mods?
L127[03:55:33] <gigaherz> the least you can do is show what those efforts resulted in
L128[03:55:39] <Denyol> yes, open source mods are great
L129[03:55:40] <gigaherz> in 1.9+, yes
L130[03:55:48] <gigaherz> it will deobf mods from the mods folder
L131[03:56:05] <gigaherz> and maven dependencies
L132[03:56:21] <illy> really I didnt know that thats cool I only though it would deobf maven
L133[03:57:10] <illy> the grammer in that sentence is horrid
L134[03:57:30] <Denyol> it deobf's mods aswell?
L135[03:57:55] <gigaherz> it translates the srg names to pretty names
L136[03:58:02] <gigaherz> based on the mappings you have selected in your build.gradle
L137[03:58:25] <gigaherz> it doesn't actually deobfuscate them if they have gone through an actual obfuscator program
L138[03:58:47] <Denyol> like proguard? (if thats the name)
L139[03:59:37] <gigaherz> yeah (if that's the name)
L140[04:04:17] <illy> TotalHamman: Yes it is me
L141[04:05:03] <TotalHamman> how goes it?
L142[04:05:39] <illy> Just fix me braking a thing
L143[04:05:53] <illy> Just fixed something I broke*
L144[04:06:01] <TotalHamman> tsk tsk
L145[04:06:05] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L146[04:06:09] <TotalHamman> stop breaking all the things
L147[04:06:19] <gigaherz> illy: yes you just fixed your sentence ;P
L148[04:06:31] <illy> bah >.>
L149[04:08:31] <illy> make clean
L150[04:08:46] <TotalHamman> wrong window again :P
L151[04:08:59] <Denyol> Lol someone explain gradle to me
L152[04:09:08] <Denyol> plz <3
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L154[04:09:51] <illy> TotalHamman: to lazy and drunk to move it http://storage9.static.itmages.com/i/17/0114/h_1484388548_3206370_fd83e9493d.png
L155[04:11:10] <TotalHamman> i figured as much
L156[04:12:25] <Denyol> Illy: was that eddited like that or is that an actual screen window setup?
L157[04:12:44] <illy> thats my window
L158[04:12:50] <Denyol> how...
L159[04:13:13] <illy> i3 gaps
L160[04:13:24] <Denyol> what os?
L161[04:13:30] <illy> ArchLinux
L162[04:13:36] <TotalHamman> illy is a dirty Arch user :P
L163[04:13:49] <illy> A dirty dirty Arch use
L164[04:13:55] <Denyol> Looks rly cool
L165[04:13:59] <TotalHamman> though i have to say, that was one of the lesser pretty i3 gaps setups ive seen
L166[04:14:01] <Denyol> I want it but im on MacOS
L167[04:14:26] <illy> whats stopping you you can dual boot
L168[04:14:37] <illy> granted its not easy
L169[04:14:42] <Denyol> im already dual booting a windows setup
L170[04:14:47] <Denyol> (which i never use)
L171[04:14:50] <TotalHamman> i would not recommend arch on mac hardware though
L172[04:15:11] <Denyol> i dont really have a reason to run linux tho
L173[04:15:22] <illy> I've been to spoild by the AUR
L174[04:15:38] <TotalHamman> i dont blame you, AUR is pretty nice
L175[04:15:52] <Denyol> Lol im rly angry my mac is the same price now as newer better refurbished ones
L176[04:15:54] <TechnicianLP> !latest
L177[04:16:13] <TechnicianLP> still no 11.2 :(
L178[04:17:07] <TotalHamman> illy - which logged should i use, i went to my defaul of log4j, but is there a better one i should be using?
L179[04:17:12] <TotalHamman> logger*
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L181[04:18:05] <illy> log44
L182[04:18:12] <illy> log4j*
L183[04:18:26] <TotalHamman> ok, i'll continue using that then as thats familiar
L184[04:21:48] <illy> LexManos: Should be the final build https://git.io/vMVwL got the mac pakage built and ill talk to Abrar tomorrow about getting it to build with gradle, need to get people to test it
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L186[04:22:37] <Denyol> Where should I look to make variable items, like dye colored items with different textures?
L187[04:28:27] <Denyol> Also should I just set item registry names the same as the unlocalised name?
L188[04:28:33] <Denyol> or why not
L189[04:31:24] <Denyol> oh just figured out why
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L195[04:48:05] <Denyol> Lol textures for items are so annoying to make
L196[04:48:59] <gigaherz> can be fun, depending on the item ;P
L197[04:49:03] <gigaherz> the wonders of pixel art
L198[04:49:35] <Denyol> now my texture isnt even loading
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L200[04:57:29] <TechnicianLP> did forge add a memory usage thingy to the startupscreen? (or is multimc hacking again...)
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L214[05:40:26] <Ashindigo_> Forge did
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L238[06:51:30] <OrionOnline> How is everybody?
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L252[08:17:55] <OrionOnline> How do i handle the new RegistryEvents systems?
L253[08:18:06] <OrionOnline> Do i need static event handlers for that?
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L271[10:00:53] <howtonotwin> The RegistryEvents are normal events, fired on MinecraftForge.EVENT_BUS, except they fire between mod construction and preinit
L272[10:01:14] <howtonotwin> In order to use them, then, the event handler needs to be registered around the time the mod constructs
L273[10:01:29] <howtonotwin> the easiest way is to just use static event handlers and Mod.EVentBusSubscriber
L274[10:02:34] <howtonotwin> But you can equally well register something to the bus in your Mod constructor (E.g. Scala mods do this because statics don't exist in the language)
L275[10:02:38] <howtonotwin> OrionOnline, ^
L276[10:02:52] <OrionOnline> Yeah
L277[10:03:00] <OrionOnline> I figured that out..,
L278[10:03:04] <OrionOnline> Thanks howtonotwin
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L305[12:19:57] <Shambling> I can't seem to find very good documentation on google today. What do I need to use this line in an existing repo for compile? import scala.tools.nsc.io.Jar
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L307[12:20:14] <Shambling> I want to play around with the cofh gits a little, but scala is a major weakpoint on my end
L308[12:20:29] <Shambling> so far I've installed scala, and sbt, but neither really assisted. System paths seem correct...
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L310[12:24:50] <howtonotwin> is the scala lib not already a dependency to forge?
L311[12:24:54] <howtonotwin> and sbt is a build tool
L312[12:24:57] <howtonotwin> like gradle
L313[12:25:02] <howtonotwin> it's totally useless here
L314[12:25:50] <howtonotwin> yeah it's part of the scala-compiler lib, which is a dep of Forge
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L316[12:32:37] <Shambling> well I've tried ./gradle setupCIWorkspace, ./gradleDecompWorkspace, ./gradlebuild, and they all fail with the line pointing to import scala.tools.nsc.io.Jar
L317[12:33:07] <Shambling> err ./gradlew setupDecompWorkspace, sorry
L318[12:34:25] <Shambling> unable to resolve class scala.tools.nsc.io.Jar. I've never really needed to import into a working forge project to .gradlew build before, maybe I'm missing a step?
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L320[12:35:48] <Shambling> hrmmm I wonder if this is a 1.7.10 project even though someone linked to it as if its 1.10.2, I'm going to feel dumb if thats it
L321[12:36:20] <Shambling> no definitely 1.10.2, oh well
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L323[12:37:13] <TechnicianLP> wait
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L325[12:43:48] <Shambling> ok so.... the build.gradle file includes that line, that causes a crash on compile. disabling that line compiles source
L326[12:43:51] <Shambling> *facepalm*
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L329[12:46:52] <BlueMonster> is this properly laid out? https://gist.github.com/anonymous/fe36452db96199b9b4b1ec0c7481e231
L330[12:48:49] <diesieben07> BlueMonster, why do you have normal {} there still? and i think you need to use "block/orientable" for the parent
L331[12:49:34] <BlueMonster> because adding that made the model appear properly in the inventory
L332[12:49:59] <diesieben07> well you could just specify the proper variant when registering the inventory model
L333[12:50:02] <diesieben07> but i guess this would work as welll
L334[12:51:05] <BlueMonster> well with that blockstate file, i keep getting this error: Exception loading model for variant tutmod:furnace_block#active=false,facing=east for blockstate "tutmod:furnace_block[active=false,facing=east]"
L335[12:51:26] <diesieben07> please post the complete fml log
L336[12:51:55] <BlueMonster> https://gist.github.com/anonymous/f8abe440dd888f566e9b925884ac2763
L337[12:52:29] <diesieben07> yeah i suspect that's that normal {} thing
L338[12:52:42] <diesieben07> because that is not valid like that in the forge json
L339[12:53:02] <BlueMonster> ok, i'll remove that and see what happens
L340[12:55:23] <BlueMonster> that fixed it, kinda
L341[12:55:31] <BlueMonster> the logs say that the normal variant is missing
L342[12:56:05] <diesieben07> well, where are you trying to use the normal variant? i suspect for the item model
L343[12:56:18] <BlueMonster> i think i have an idea on how to fix it
L344[12:59:37] <BlueMonster> what do i do for the item model?
L345[13:00:08] <BlueMonster> what i tried failed miserably
L346[13:00:55] <diesieben07> well, what do you do currently?
L347[13:01:36] <BlueMonster> register a model with modelloader.setcustommodelresourcelocation
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L349[13:02:33] <diesieben07> yes, and what do you pass in?
L350[13:03:10] <BlueMonster> https://gist.github.com/anonymous/3204117ff2998547ba1b5edcf8bd0744
L351[13:04:10] <BlueMonster> but i guess the meta is being changed
L352[13:04:22] <diesieben07> no, the item always has meta 0
L353[13:04:32] <diesieben07> but you are not specifying what variant to use
L354[13:04:48] <diesieben07> you need to do new MRL(getRegistryName(), "<variant here>")
L355[13:04:55] <diesieben07> where <variant here> must exist in your blockstate file
L356[13:04:56] <BlueMonster> so i should say facing=north,active=false
L357[13:05:10] <diesieben07> if that is what you want the item to look like, yes
L358[13:05:16] <BlueMonster> ok, thanks :d
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L360[13:21:05] <Shambling> well everything compiles except for thermanfoundation and thermalexpansion...
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L363[13:24:44] <BlueMonster> is there a way to change the state of a block without destroying it's tile?
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L365[13:28:25] <shadekiller666> does anyone have a good example of implementing "vehicle" entities in 1.10.2+?
L366[13:29:26] <BlueMonster> like horses?
L367[13:29:49] <shadekiller666> sure, or like a car or something
L368[13:30:13] <shadekiller666> ideally an example where the entity can have multiple passengers like a boat
L369[13:30:34] <shadekiller666> but for land-based vehicles
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L371[13:31:57] <shadekiller666> i'm trying to implement a bus
L372[13:32:25] <shadekiller666> so there would be one driving passenger, and multiple other passengers
L373[13:32:27] <BlueMonster> a boat is probably as close as i can think
L374[13:34:25] <shadekiller666> :/
L375[13:35:00] <gigaherz> I can't think of anything else with multiple passengers, even in mods
L376[13:35:02] <shadekiller666> was kinda hoping for an example that was more nicely implemented
L377[13:35:05] <shadekiller666> ok
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L379[13:42:35] <shadekiller666> what would be a good example of a simple "vehicle" entity to look at for someone who has never really implemented entities at all?
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L381[13:47:52] <PaleoCrafter> try implementing any other entity first before doing a vehicle, shadekiller666 :P
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L387[14:08:25] <diesieben07> BlueMonster, as for your TE question, override shouldRefresh in he TE
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L392[14:14:27] <BlueMonster> ok thanks :D
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L404[15:30:23] <Shambling> shadekiller666, if viescraft is opensource that might be a good source to look at for rideable vehicles
L405[15:31:01] <Shambling> nm doesn't look like its on github
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L410[16:04:24] <TechnicianLP> 1.7.2 workspace is trolling me :(
L411[16:04:38] <howtonotwin> why...
L412[16:05:34] <TechnicianLP> it spams me with loaderexcpetions because it tries to examine the javaruntime for modcandidates
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L414[16:06:17] <howtonotwin> But why 1.7
L415[16:06:31] <williewillus> porting something?
L416[16:06:38] <Hink> Does CurseForge have an API that I can poll mod file checksum hashes from?
L417[16:07:22] <howtonotwin> You wouldn't need a workspace in the old ver for that, would you?
L418[16:08:27] <TechnicianLP> porting old stuff is stupid ... importing the gradle in intellij gives dep-errors; hen you need to drop in the javafixer; and then it spams you with stuff
L419[16:08:51] <williewillus> howtonotwin: yes you do
L420[16:08:59] <williewillus> unless you want to blindly hope you got the behaviour right :P
L421[16:09:02] <williewillus> without comparing
L422[16:09:24] <williewillus> but I'm curious why 1.7.2 instead of 1.7.10 did it not make it to 1.7.10? :P
L423[16:10:08] <TechnicianLP> yep: https://hastebin.com/raw/ariyoyajof
L424[16:11:11] <williewillus> in the dep string in @mod how do I specify "any version"?
L425[16:12:06] <TechnicianLP> you could so something hacky and use ForgeVersion class
L426[16:12:13] <williewillus> wat
L427[16:12:15] <diesieben07> "*"?
L428[16:12:20] <williewillus> thanks
L429[16:12:43] <williewillus> now is it modid@* or modid@[*]
L430[16:12:45] <williewillus> lets just try both
L431[16:12:56] <williewillus> (working on 2 test mods to demonstrate the datawatcher crap)
L432[16:13:22] <diesieben07> wait
L433[16:13:23] <williewillus> or I can just say "after:modid" I think?
L434[16:13:28] <diesieben07> just leave out @, yeah
L435[16:14:02] <diesieben07> although * might still work
L436[16:15:37] <tterrag|ZZZzzz> why even bother loading it up in 1.7.2
L437[16:15:46] <tterrag|ZZZzzz> convert to 1.7.10 and fix the tiny errors that may crop up
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L439[16:16:04] <TechnicianLP> apart from te forge errors it seems to be working ... yay; now step 2: porting it
L440[16:19:31] <williewillus> blargh
L441[16:19:39] <williewillus> idk how to hunt down the mod that's causing the dw errors
L442[16:19:49] <williewillus> get a report every few days now
L443[16:30:56] <TechnicianLP> have a link?
L444[16:31:16] <williewillus> https://github.com/Vazkii/Botania/issues/2114 and all its duplicates
L445[16:32:38] <TechnicianLP> is it consistent or just sometimes?
L446[16:34:09] <TechnicianLP> you could dump the datawatcher maybe (no clue how that thing works)
L447[16:34:19] <williewillus> I haven't tried to reproduce it
L448[16:34:25] <williewillus> it's an interaction with some other mod
L449[16:34:35] <williewillus> since I've never seen it in my own personal small packs
L450[16:34:42] <williewillus> worst thing is it happens in dw20 and SF3
L451[16:34:57] <williewillus> so we get report after report
L452[16:35:34] <gigaherz> so a data watcher is being assigned to the wrong number?
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L454[16:35:49] <gigaherz> could it be some mod is using datawatchers to add data to entities?
L455[16:35:49] <williewillus> yeah something is shifting
L456[16:35:56] <williewillus> that's what I thought
L457[16:36:00] <gigaherz> and is wrongly adding them at the wrong time?
L458[16:36:10] <williewillus> probably
L459[16:37:57] <williewillus> also that issue about TE's ticking in blocks that aren't theirs
L460[16:38:25] <williewillus> I don't want to write a Block check every time I call getBlockState(getPos()) in a TE, nor do I want to use meta x.x
L461[16:38:34] <williewillus> settling for a "safeGetBlockState" :P
L462[16:38:41] <williewillus> hopefully they remove meta completely soon
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L464[16:40:28] <illy> boop o/
L465[16:41:02] <diesieben07> a mod should NEVER add DataWatchers to entities that are not theirs...
L466[16:41:30] <diesieben07> as for that TE thing, is that still not considered a bug?
L467[16:41:39] <williewillus> idk
L468[16:42:08] <williewillus> TE's are just one huge hackjob
L469[16:42:25] <diesieben07> lol
L470[16:43:34] <williewillus> I'm settling for this until meta goes away :P
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L472[16:43:34] <williewillus> public IBlockState safeGetBlockState(Block expected) {
L473[16:43:35] <williewillus> IBlockState state = getBlockType().getStateFromMeta(getBlockMetadata());
L474[16:43:35] <williewillus> return state.getBlock() == expected ? state : expected.getDefaultState();
L475[16:43:35] <williewillus> }
L476[16:44:02] <diesieben07> what... what even ... :O
L477[16:44:27] <gigaherz> why not just if(stat.getBlock() != me) return; in your update?
L478[16:44:27] <gigaherz> ;P
L479[16:44:37] ⇨ Joins: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L480[16:45:02] <williewillus> some of the TE's call methods on other TE's
L481[16:45:09] <williewillus> whichare the right instances but somehow their block is not in the world
L482[16:45:43] <diesieben07> then those ... other TEs are broken :D
L483[16:45:51] <diesieben07> i thought this was vanilla MC
L484[16:45:59] <williewillus> tell me how it's broken then?
L485[16:46:10] <williewillus> e.g. world.getTileEntity(pos) returns TileSpreader but calling a method on the TileSpreader that calls getBlockState(selfPos) yields an air block ??!
L486[16:46:29] <diesieben07> so it IS vanilla and not "other TEs"?
L487[16:46:46] <williewillus> I don't know what you mean by "is vanilla"
L488[16:46:54] <williewillus> I'm debugging stuff for botania
L489[16:46:59] <diesieben07> the problem is somewhere in the world/chunk/whatever code
L490[16:47:03] <williewillus> I think
L491[16:47:09] <diesieben07> not in whatever calls those "methods on the Tile"
L492[16:47:28] <diesieben07> unless there is thread stuff involved or something
L493[16:48:36] ⇨ Joins: Enoch_ (Tim@2607:f470:22:15:8f8:79aa:8fae:d61e)
L494[16:51:34] <Enoch_> Hey everyone, quick question wondering whether a particular mod would be possible to make in 1.10.2 or not.
L495[16:51:47] <gigaherz> just ask?
L496[16:51:50] <Enoch_> Is there any way I could force the brightness setting to "Moody?"
L497[16:52:04] <gigaherz> eh
L498[16:52:13] <gigaherz> idon't like mods that prevent you from configuring things
L499[16:52:25] <williewillus> but to answer the question it's possible
L500[16:52:27] ⇨ Joins: iso2013 (~iso2013@c-67-176-10-45.hsd1.co.comcast.net)
L501[16:52:28] <williewillus> just set the value on startup
L502[16:52:28] <gigaherz> but yes
L503[16:52:31] <gigaherz> it should be possible
L504[16:52:42] <TechnicianLP> williwillus: have a list of common mods in dw20 an sf3: https://hastebin.com/pebitajuwi.txt
L505[16:52:47] <gigaherz> just set the value yourself, and hide/disable the config button
L506[16:52:54] <gigaherz> but
L507[16:52:54] <diesieben07> williewillus, found something. if BlockA is replaced by air then BlockA's breakBlck is called after the state is air but before the TE is removed. if something then calls methods on the TE...
L508[16:53:05] <gigaherz> it would be equally as easy to make a mod that gives you the option back
L509[16:53:05] <gigaherz> ;p
L510[16:53:12] <williewillus> diesieben07: what class/method?
L511[16:53:16] <williewillus> also why is air special x.x
L512[16:53:21] <diesieben07> well, its not special
L513[16:53:25] <Enoch_> That's fair, I know it's easy to work around and not for everyone. This is going in a private pack with some pretty hardcore people.
L514[16:53:25] <iso2013> how do I find the generation values for default ores? Specifically maxAltitude, maxRadius, minAltitude, minRadius, oreFrequency, oreRarity, oreSize, and veinRarity?
L515[16:53:31] <diesieben07> works with any block
L516[16:53:34] <williewillus> ah
L517[16:53:37] <williewillus> what method?
L518[16:53:38] <diesieben07> breakBlock is called after the state has changed but before the TE
L519[16:53:43] <diesieben07> Chunk setBlockState
L520[16:53:58] <Enoch_> Any resources on where to look for settings/hiding the button? Never worked with any of the GUI bits of MC modding.
L521[16:54:36] <williewillus> probably listen to the InitGui Event
L522[16:54:40] <williewillus> and remoev the corresponding slider
L523[16:54:58] <PaleoCrafter> iso2013, might be worth looking at https://github.com/way2muchnoise/JustEnoughResources
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L525[16:56:58] <williewillus> so in the vanilla logic without forge patches the server side of the branch doesn't remove the TE? 0.o
L526[16:57:02] <williewillus> that's weird
L527[16:57:07] <williewillus> (https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/patches/minecraft/net/minecraft/world/chunk/Chunk.java.patch#L43)
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L529[17:00:35] <diesieben07> williewillus in vanilla all blocks remove their TIleEntity manually
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L531[17:00:51] <diesieben07> BlockContainer::breakBlock resp. BlockRedstoneComparator::breakBlock
L532[17:01:32] <williewillus> lol
L533[17:01:43] <diesieben07> yeah
L534[17:03:16] <diesieben07> forge even patches that in in Block::breakBlock
L535[17:04:16] <williewillus> i don't know why the logic for adding/removing is so complicated x.x 4 separate lists??
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L537[17:06:09] <diesieben07> loadedTileEntities - actual list of TEs. addedTileEntities - "oops, TE updates might create new TEs, so that would throw exceptions in the iteration over the TE list... we need a new list here!". tileEntitiesToBeRemoved - same story.
L538[17:06:19] <diesieben07> and then tickableTileEntities for those that tick
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L540[17:16:32] <Maxwell> What's the recommended way to set the blockstate of a block from its TileEntity class?
L541[17:16:51] <williewillus> setBlockState?
L542[17:16:54] <diesieben07> the same way you set it from everwhere else.
L543[17:16:57] <diesieben07> World::setBlockState
L544[17:17:00] <williewillus> it's the only way :P
L545[17:17:05] <diesieben07> yeah
L546[17:17:09] <williewillus> barring getting the chunk itself but don't do that
L547[17:17:14] <Maxwell> What do I pass as the argument, though?
L548[17:17:18] <williewillus> uhh
L549[17:17:20] <williewillus> the pos and state?
L550[17:17:21] <williewillus> :P
L551[17:17:50] <Maxwell> I'm don't see a way to pass a meta value, and getStateFromMeta can't be static
L552[17:17:55] <williewillus> because meta is gone
L553[17:17:57] <williewillus> read this: https://mcforge.readthedocs.io/en/latest/blockstates/states/
L554[17:18:11] <williewillus> "gone" right now but will be forreal gone soon
L555[17:18:24] <williewillus> you should *not* be manipulating metas in your mod
L556[17:19:30] <Maxwell> how do I get the right PropertyInt object to pass to the setBlockState function?
L557[17:19:37] <williewillus> did you read the article...
L558[17:20:00] <FusionLord> no that fast :P
L559[17:20:05] <FusionLord> not*
L560[17:20:25] <williewillus> read all of it
L561[17:21:26] <williewillus> maybe skip the very last section for now but read everything else esp the beginning
L562[17:24:32] <PaleoCrafter> gah, I need to revisit the docs again at some point, can't stand seeing the plural with apostrophe q.q
L563[17:24:59] <williewillus> lol I write all plural instances of classnames like that
L564[17:25:00] <fry> it bug's you that much? :D
L565[17:25:00] <williewillus> srry
L566[17:25:15] *** amadornes is now known as amadornes[OFF]
L567[17:25:39] <PaleoCrafter> yes, it do's, fry :P
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L573[17:42:48] <Shambling> how large would a proper mod need to be to disallow spawning above a certain y level? I'm thinking it would just need a simple override of one forge event
L574[17:43:39] <williewillus> one event handler
L575[17:43:57] <williewillus> CheckSpawnEvent I think
L576[17:44:08] <williewillus> or was it SpawnEvent.Check
L577[17:44:09] <Shambling> not canEnvitySpawn from forgeeventfactory?
L578[17:44:10] <williewillus> something like that
L579[17:44:29] <williewillus> that method fires the event
L580[17:44:32] <williewillus> so basically yeah
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L582[17:45:05] <Shambling> I'm just thinking a simple override where it returns false if Y > 62, as it already is fed x y and z and the entity
L583[17:45:23] <Shambling> hmmm dang though, that does all entities, not just hostiles
L584[17:45:35] <williewillus> instanceof IMob?
L585[17:45:41] <williewillus> though that won't get everything
L586[17:45:46] <williewillus> IMob is just convention for hostiles
L587[17:45:57] <williewillus> mc itself doesn't really distinguish hostile from not except through IMob
L588[17:46:00] <Shambling> aren't spiders super weird, or is that just how they behave from AI
L589[17:46:10] <williewillus> not that I recall
L590[17:46:17] <williewillus> basically everything IMob is killed when you switch to peaceful
L591[17:48:48] <Shambling> ah I see what you were saying, put in the check for Y level if its an instanceof iMob as well
L592[17:49:23] <williewillus> do you want to cancel everything regardless of other mods?
L593[17:49:35] <williewillus> also you don't want to use the forgeeventfactory method
L594[17:49:41] <williewillus> that fires the event, you want to listen to it
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L596[17:50:36] <Shambling> true, should probably tie it into a gui or config for final
L597[17:50:57] <Shambling> wouldn't want it affecting other mods that specifically spawn monsters wherever they please, like eu2
L598[17:51:23] <williewillus> well the event in question only captures entities spawned via "natural spawn" mechanics
L599[17:51:57] <Shambling> technically thats all I want to stop. I heard of a mod during one of vaygrim's streams that ttftcuts had in a modpack that kept all spawns off above Y level 55
L600[17:52:08] <Shambling> and thought it would be a simple enough mod to get into minecraft with for 1.10.2 and 1.11.2
L601[17:52:10] <TTFTCUTS> yup
L602[17:52:13] <williewillus> yeah then this events seems like a good one
L603[17:52:14] <TTFTCUTS> it was configurable
L604[17:52:18] <TTFTCUTS> but that was 1.7.10
L605[17:52:24] <Shambling> any idea what its name was?
L606[17:52:35] <williewillus> just listen for this event + instanceof IMob + y > 55, then do evt.setResult(DENY)
L607[17:52:37] <TTFTCUTS> gimme a sec, I'll take a look into the old pack
L608[17:52:47] <TTFTCUTS> yeah, that's what you'd want to do
L609[17:52:59] <williewillus> actually, it seems this event might do mob spawners too
L610[17:53:29] <Shambling> hrmmm not sure I'd want it affecting mob spawners, as having battle towers in a modpack like that would still be good
L611[17:53:37] <williewillus> and no way to differentiate, hmm
L612[17:53:50] <TTFTCUTS> the event is about natural spawning, is it not?
L613[17:54:02] <williewillus> i remember there being a separate spawner event but its not there anymore
L614[17:54:03] <williewillus> in 1.10
L615[17:54:09] <williewillus> both of them use CheckSpawn
L616[17:54:44] <Shambling> canEntitySpawnSpawner directly calls canEntitySpawn
L617[17:54:46] <TTFTCUTS> I believe it was "sprinkles for vanilla"
L618[17:54:54] <VikeStep> hello
L619[17:54:55] <Shambling> that does sound familiar now, let me go look it up
L620[17:54:57] <TTFTCUTS> oh hey
L621[17:54:59] <TTFTCUTS> :D
L622[17:54:59] <Shambling> thanks
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L624[17:55:09] <VikeStep> what did my mod do this time lol
L625[17:55:24] <TTFTCUTS> was asking about what I used in a pack to limit spawning on the surface
L626[17:55:41] * VikeStep tries to remember if his mod does that
L627[17:55:47] <VikeStep> I haven't worked on my mod in a year though
L628[17:55:49] <TTFTCUTS> I think that's what I was using it for
L629[17:55:55] <Shambling> wow that is one far reaching mod
L630[17:56:07] <Enoch_> Back again, running into some issues trying to capture the right slider in the InitGui event. http://pastebin.com/YkC4cQWt
L631[17:56:20] <VikeStep> it does a lot, also I hate the codebase and am not surprised no-one took up my offer to take over maintaining it lol
L632[17:56:42] <Enoch_> None of the Video Settings GUI elements are in the buttonList because they're all in a big slider element. I need to figure out how to access that element...
L633[17:56:48] <Shambling> I wonder if simply setting wither potion effect infinite duration on a mob if it moves above 55 would be better
L634[17:57:07] <williewillus> that would still affect non natural spawns
L635[17:57:27] <Shambling> light greater than 0 as well?
L636[17:57:28] <VikeStep> yes
L637[17:57:30] <VikeStep> I did add that
L638[17:57:39] <williewillus> Enoch_: that shouldn't be the case, GuiOptionSlider extends GuiButton
L639[17:57:49] <williewillus> try only pringint the instances of GuiOptionSlider
L640[17:57:54] <Enoch_> Will do
L641[17:58:00] <VikeStep> wait, vaygrim used my mod? haha
L642[17:58:19] <Shambling> ttftcuts had it in a modpack, was talking to vaygrim about it
L643[17:58:23] <VikeStep> oh nice, curseforge tells me what packs use my mod now
L644[17:58:26] <Shambling> watching the episode now
L645[17:58:53] <TTFTCUTS> yeah, some time ago I was putting a 1.7.10 pack together, Rorax did a series with it
L646[17:58:56] <VikeStep> I kinda want to get back into modding. I've got my mod idea, I just need to learn more fixed function opengl
L647[17:59:12] <TTFTCUTS> used that to make the surface peaceful, but had infernal mobs and deadly world so underground was nasty
L648[17:59:31] <VikeStep> if you browse /r/programming you may have seen a blog post I made about OpenGL and .NET Core a week ago
L649[17:59:45] <williewillus> Enoch_: also looks like the options are actually nested inside the Gui in a GuiListExtended. See the GuiVideoSettings class
L650[18:00:07] <williewillus> might need some reflection there xP
L651[18:00:19] <Enoch_> Ugh, I was afraid of that
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L654[18:02:24] <williewillus> yeah it appears to be GuiVideoSettings -> GuiOptionsRowList -> getListEntry(i) -> check if either of the buttons are a GuiOptionSlider -> check if the `options` inside the slider == GAMMA
L655[18:02:26] <Enoch_> What field would that even be in? The buttonList?
L656[18:02:37] <Enoch_> Ah
L657[18:02:48] <williewillus> GuiVideoSettings.optionsRowList
L658[18:03:13] <Enoch_> event.getGui() instanceof GuiVideoSettings is valid, right?
L659[18:03:24] <Enoch_> Wicked noob here.
L660[18:03:28] <williewillus> then GuiOptionsRowList.options, then GuiOptionsRowList.Row.buttonA/buttonB, then GuiOptionSlider.options == GAMMA
L661[18:03:30] <williewillus> yeah it is
L662[18:03:39] <Enoch_> Cool lemme try this out
L663[18:03:57] <williewillus> lol each step of that requires reflection except getting the row from the rowlist
L664[18:04:01] <williewillus> which has a method
L665[18:04:23] <Enoch_> Well, time to google how to do reflection. Guarantee I'll be back shortly
L666[18:04:32] <williewillus> use forge's ReflectionHelper
L667[18:04:48] <williewillus> getPrivateValue and setPrivateValue
L668[18:05:16] <Enoch_> Oh that's not so bad, thanks
L669[18:06:06] <williewillus> the `fieldNames` param is usually an array of names for the environments the mod can run in (mcp, srg, notch). not even sure if notch names are needed anymore, but something like this:
L670[18:06:10] <williewillus> https://github.com/Vazkii/Botania/blob/master/src/main/java/vazkii/botania/common/lib/LibObfuscation.java#L16
L671[18:07:36] <diesieben07> you can forget about notch names
L672[18:07:47] <williewillus> okay that's what i thought
L673[18:08:56] ⇨ Joins: Chervilpaw (Elite18507@exposed.to.gamma.radiation.elitebnc.org)
L674[18:12:05] <Chervilpaw> How do I use MCPBot reborn
L675[18:12:14] <williewillus> PM it
L676[18:12:16] <williewillus> say "help"
L677[18:12:32] <Chervilpaw> because I'm suspecting BlockPos.func_191532_a is similar to that other blockpos function
L678[18:12:41] <williewillus> oh is 1.11.2 up?
L679[18:12:45] <Chervilpaw> Yes
L680[18:12:49] <Chervilpaw> i've been using it for weeks
L681[18:12:54] <williewillus> no, on mcpbot
L682[18:12:57] <williewillus> it's still not for me
L683[18:12:58] <Chervilpaw> oh
L684[18:13:02] <williewillus> !!latest 1.11.2
L685[18:13:02] <MCPBot_Reborn> === Latest Mappings ===
L686[18:13:03] <gigaherz> !!latest 1.11.2
L687[18:13:03] <MCPBot_Reborn> MC Version Forge Gradle Channel
L688[18:13:05] <MCPBot_Reborn> === Latest Mappings ===
L689[18:13:05] <MCPBot_Reborn> MC Version Forge Gradle Channel
L690[18:13:07] <gigaherz> oops.
L691[18:13:08] <williewillus> lol
L692[18:13:33] <Enoch_> Thanks a bunch on this one willie, stuck again. GuiListExtended optionsRowList = (GuiListExtended) fieldOptionsRowList.get(???);
L693[18:13:37] <Chervilpaw> but yeah, BlockPos.func_191532_a seems like a version of BlockPos.getAllInBox that takes ints rather than BlockPos's
L694[18:13:50] <williewillus> Enoch_: loop to rowList.size()
L695[18:13:56] <FusionLord> no mappings for 1.11.2?
L696[18:14:01] <williewillus> the mappings exist
L697[18:14:05] <williewillus> they're just not available for change
L698[18:14:07] <williewillus> via the bot
L699[18:14:32] <Enoch_> I presume I need to use get(<parameter>) to actually retrieve a GuiListExtended but I have no idea what that parameter is supposed to be...
L700[18:14:39] <williewillus> ?
L701[18:14:44] <williewillus> are you using the reflectionhelper?
L702[18:15:01] <Enoch_> Yeah, I set the field as accessible. But how do I access it?
L703[18:15:07] <williewillus> uh
L704[18:15:17] <williewillus> you sholdn't need to be using Field objects and all that if you're using ReflectionHelper
L705[18:15:27] <Enoch_> Oh.
L706[18:15:51] <Enoch_> Oh yeah.
L707[18:16:00] <Enoch_> I was using findField, shoulda read more carefully, sorry.
L708[18:16:13] <williewillus> GuiListExtended g = ReflectionHelper.getPrivateValue(GuiVideoSettings.class, <instance>, mcpName, srgName)
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L710[18:19:56] <gigaherz> only use that method if you plan on only calling it once or very rarely
L711[18:20:06] <gigaherz> if you have to call multiple times, always use .findField
L712[18:20:10] <gigaherz> and cache the returned Field instance
L713[18:20:14] <williewillus> it's in a InitGUiEvent
L714[18:20:18] <williewillus> so I wouldn't worry
L715[18:20:25] <gigaherz> yes I meant it as a remark
L716[18:20:28] <williewillus> unless you are opening+closing a gui thousands of times a tick :P
L717[18:20:35] <gigaherz> this is ok in THIS case
L718[18:20:42] <gigaherz> but avoid it in performance-sensitive places
L719[18:20:57] <gigaherz> that's all I meant
L720[18:21:00] <Enoch_> Right, I'd read up on a thread about avoiding the heavy bits of reflection when possible
L721[18:21:25] <williewillus> only really need to worry about it if it's happening every tick, in the case of modding
L722[18:21:31] <gigaherz> the idea is simple
L723[18:21:35] <williewillus> and I'd personally use MH's instead of caching Field ;p
L724[18:21:48] <gigaherz> 99% of the time spent in getPrivateValue
L725[18:21:52] <gigaherz> will be in findField
L726[18:22:13] <gigaherz> so, if you have to query multiple times (often), get the field once, and then reuse it to get the value from it
L727[18:22:48] <fry> optimization is an art
L728[18:23:22] <fry> and anything can work depending on the context :P
L729[18:23:30] <gigaherz> it's also fuzzy
L730[18:23:43] <gigaherz> there isn't a threshold after which something is bad
L731[18:25:34] <Enoch_> I still don't think I'm understanding the fieldNames parameter correctly, sorry.
L732[18:25:53] <Enoch_> .getPrivateValue(GuiVideoSettings.class, gui,
L733[18:25:53] <Enoch_> optionsRowList"); is giving me null
L734[18:26:53] <gigaherz> you should write the srg name first
L735[18:26:58] <williewillus> well in dev
L736[18:27:00] <williewillus> that should work
L737[18:27:02] <williewillus> but put both
L738[18:27:04] <gigaherz> in dev, it will be the pretty name
L739[18:27:15] <gigaherz> but since most people will use the code outside dev
L740[18:27:19] <gigaherz> it's best to put the srg name first
L741[18:27:20] <gigaherz> so like
L742[18:27:37] <gigaherz> getPrivateValue(blahblah, "field_xxxx_a", "prettyNameHere")
L743[18:28:23] <Enoch_> I don't know what an srg name is or how to find it :p
L744[18:28:35] <howtonotwin> so MC is obfuscated
L745[18:28:45] <howtonotwin> all the field names and class names look like abx.z
L746[18:28:45] <Enoch_> Yeah okay so it's the not-unobfuscated name
L747[18:28:59] <howtonotwin> then we take those names and we make them into field_XXXXXX-a
L748[18:29:01] <gigaherz> the jar that comes from mojang
L749[18:29:02] <howtonotwin> *_a
L750[18:29:02] <gigaherz> has like
L751[18:29:09] <gigaherz> a,b,c,...,aa,ab,ac,...
L752[18:29:10] <howtonotwin> then we take THOSE names and give them english names
L753[18:29:12] <williewillus> quick answer: srg is what comes out of mcp. mcp is human readable
L754[18:29:15] <howtonotwin> there are 3 sets
L755[18:29:19] <gigaherz> srg names are unique names that are kept the same across versions
L756[18:29:23] <williewillus> (to avoid the 3 attempts to explain right now :P)
L757[18:29:35] <gigaherz> this allows binary compatibility of mods between minor updates
L758[18:29:38] <howtonotwin> MCP names are community maintained
L759[18:29:44] <gigaherz> and easy portability across major updates
L760[18:29:53] <howtonotwin> the bot can update the repo of names
L761[18:30:04] <howtonotwin> notch names change every mc release
L762[18:30:12] <howtonotwin> even minor versions
L763[18:30:31] <gigaherz> literally every time they build mc
L764[18:30:33] <Enoch_> srg as in Searge then?
L765[18:30:36] <gigaherz> yup
L766[18:30:43] <gigaherz> he came up with the idea
L767[18:30:48] <Enoch_> Ok got it. How do I find that name for this field then?
L768[18:30:53] <gigaherz> use the bot
L769[18:30:57] <gigaherz> the !gf command
L770[18:31:02] <Enoch_> !gf
L771[18:31:11] <gigaherz> with the name of the field, and the mc version at the end
L772[18:31:18] <gigaherz> like !gf fieldName 1.10.2
L773[18:31:18] <williewillus> two !!'s broadcast to the channel so this is just for demo
L774[18:31:21] <williewillus> !!gf GuiVideoSettings.optionsRowList 1.10.2
L775[18:31:22] <MCPBot_Reborn> === MC 1.10.2: net/minecraft/client/gui/GuiVideoSettings.optionsRowList (bgb.h) UNLOCKED ===
L776[18:31:23] <MCPBot_Reborn> Name : h => field_146501_h => optionsRowList
L777[18:31:23] <MCPBot_Reborn> Descriptor : Lbed; => Lnet/minecraft/client/gui/GuiListExtended;
L778[18:31:24] <MCPBot_Reborn> AT : public net.minecraft.client.gui.GuiVideoSettings field_146501_h # optionsRowList
L779[18:31:25] <MCPBot_Reborn> Comment : None
L780[18:31:25] <MCPBot_Reborn> Last Change: 2014-01-15 11:08:42-05:00 (sp614x)
L781[18:31:27] <howtonotwin> (fyi if you'll be using it a lot, use DCC, PM it, or go to #mcpbot)
L782[18:31:28] <gigaherz> yeah use only one ! normally
L783[18:31:45] <Shambling> hrmmm its looking like I could subscribe to the entityjoinworld event as well
L784[18:31:52] <howtonotwin> (DCC may be initiated by sending it a dcc command)
L785[18:32:00] <Shambling> maybe that is just a method in this mod I'm poking at though
L786[18:32:27] <gigaherz> EntityJoinWorld happens after the entity has been created
L787[18:32:30] <williewillus> wat
L788[18:32:38] <Enoch_> Okay, so from this I gather that if I include "field_146501_h" in there it should help out?
L789[18:32:38] <williewillus> it happens after spawnEntity is called
L790[18:32:41] <gigaherz> when the entity is being added into the world
L791[18:32:49] <gigaherz> by world.spawnEntity
L792[18:32:55] <williewillus> Enoch_: it's required to run out of dev, but I don't think it'll fix it
L793[18:32:59] <williewillus> the english name should have worked
L794[18:33:00] <gigaherz> so, it is meant for either adding world-specific data
L795[18:33:09] <gigaherz> or for cancelling spawns
L796[18:33:14] <Shambling> ah I guess that would only work for the version where I would try killing mobs over a certain Y level, nm
L797[18:33:22] <williewillus> well the joinworldevent gets you literally every entity
L798[18:33:29] <williewillus> not sure if you want that for your objective
L799[18:33:43] <williewillus> what I would do actually is to get a new subclass of CheckSpawn into forge for spawners
L800[18:35:22] <Enoch_> williewillus: Yeah you're right, still giving me null http://pastebin.com/hJ5bbJSq
L801[18:35:45] <williewillus> oh
L802[18:35:47] <williewillus> use Post
L803[18:35:49] <williewillus> not Pre
L804[18:35:55] <williewillus> the rowlist doesn't exist yet in Pre :P
L805[18:36:09] <Enoch_> derp
L806[18:37:03] <Enoch_> Woo! Okay time to keep reflecting down the chain
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L808[18:41:53] <Shambling> brain failed, whats the command to ask mcbot for a method definition?
L809[18:42:29] <williewillus> gm?
L810[18:42:34] <williewillus> use !help
L811[18:42:39] <Shambling> !help
L812[18:42:57] <Shambling> does that spawm everyone?
L813[18:43:03] <williewillus> no
L814[18:43:09] <williewillus> but pm or dcc it if you use it a lot
L815[18:43:14] <williewillus> or use #mcpbot
L816[18:43:43] <Shambling> #mcpbot gm canEntitySpawnSpawner
L817[18:43:47] <williewillus> no
L818[18:43:52] <williewillus> like join the #mcpbot channel lol
L819[18:43:56] <williewillus> i usually pm it
L820[18:43:59] <Shambling> lmao, dangit irc :D
L821[18:45:34] <Shambling> well nothing on canentityspawnspawner, so not sure if that is spawner specific or what its used for
L822[18:45:51] <williewillus> what is this method?
L823[18:45:56] <williewillus> mcpbot only has info on vanilla methods
L824[18:46:04] <williewillus> since only those need to be mapped :P
L825[18:46:06] <Shambling> ah, its in forgeeventfactory.java
L826[18:46:19] <williewillus> lol yeah no reason for it to know about forge
L827[18:46:21] <Shambling> trying to see if forge does register mob spawns from spawner specific
L828[18:46:32] <williewillus> just do find usages on it
L829[18:48:32] <williewillus> I would just add a subclass for CheckSpawn or something like that to forge
L830[18:48:36] <williewillus> wouldn't be a large PR
L831[18:55:01] <Enoch_> !gf
L832[18:55:31] <Enoch_> !gf GuiOptionsRowList.options 1.10.2
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L834[19:02:22] <Enoch_> !gf GuiOptionsRowList$Row.buttonA 1.10.2
L835[19:02:32] <Enoch_> !gf GuiOptionsRowList$Row.buttonB 1.10.2
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L840[19:09:28] <Enoch_> !gf GuiOptionSlider.sliderOptions 1.10.2
L841[19:09:55] <Enoch_> !gf GuiOptionSlider.options 1.10.2
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L844[19:25:31] <Shambling> hrmm... well I screwed that up easily
L845[19:25:48] <Shambling> going through and trying to follow tutorials on first mod setup, and somehow I lost my module that worked about 5 minutes ago
L846[19:28:17] <Enoch_> F
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L850[19:56:47] <Enoch_> It's done
L851[19:56:54] <williewillus> works?
L852[19:56:59] <Enoch_> williewillus: thanks a ton, couldn't have figured it out
L853[19:57:06] <Enoch_> Yep! Just what I wanted
L854[19:57:29] <Enoch_> I'm using it with hardcore darkness mod and the moon cycles on a survival server and it's got some pretty impressive results
L855[19:57:44] <williewillus> moon cycles?
L856[19:57:53] <Enoch_> Didn't want anyone to bump up the brightness to mess up the fun of being in the dark :) and my audience isn't technical enought o work around this
L857[19:58:24] <Shambling> did intellij completely change how packages are created from root projects?
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L859[19:58:28] <Enoch_> Yeah, Hardcore Darkness mod uses the state of the moon in minecraft to determine the darkness of the world, from about normal during the full moon to pitch black in the new moon.
L860[19:58:41] <williewillus> Shambling: not really? what are you having trouble with?
L861[19:58:45] <williewillus> Enoch_: oh yeah, I remember that
L862[19:58:56] <Shambling> because every tutorial says "right click project folder and new -> package" the only thing I have is new folder
L863[19:59:12] <williewillus> uh is this to setup modding?
L864[19:59:19] <Shambling> I can create a folder, name it source, right click, set properties to source, then right click that to create a package
L865[19:59:26] <Enoch_> Anyways, I'm off for now. Thanks!
L866[19:59:31] <williewillus> modding shouldn't require manual creation of anything
L867[19:59:33] <williewillus> Enoch_: no prob
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L869[20:00:05] <williewillus> it should 1. clone repo or unzip MDK 2. gradlew setupDecompWorkspace 3. Import project -> build.gradle
L870[20:00:13] <Shambling> done that so far
L871[20:00:18] <williewillus> that should be it
L872[20:00:21] <williewillus> no manual anything
L873[20:00:35] <Shambling> that doesn't get me a source folder though
L874[20:00:47] <williewillus> you just make the normal maven convention folders
L875[20:00:50] <williewillus> src/main/java/
L876[20:00:59] <Shambling> ok
L877[20:01:00] <williewillus> as normal folders
L878[20:01:07] <williewillus> and it should already be marked as a source root
L879[20:03:00] <Shambling> src should be marked as source root?
L880[20:03:06] <williewillus> java should be
L881[20:03:09] <Shambling> because thats how its getting created by default right now
L882[20:03:28] <williewillus> the MDK should have the folders all set up shoudl it not?
L883[20:03:33] <williewillus> https://gyazo.com/39aaffad2e694e6e3e0b8bb24132c135
L884[20:03:50] <Shambling> I'll look at them again
L885[20:04:10] <Shambling> ok so those icons look correct now
L886[20:04:21] <Shambling> so I should be able to right click java now, I'll go from there and try out the tutorial again
L887[20:04:31] <williewillus> uh how old is this tutorial?
L888[20:04:44] <Shambling> said march 2016 I think, let me double check
L889[20:05:06] <Shambling> no this one is august, sorry
L890[20:05:23] <williewillus> okay :P i usually don't like to trust tutorials but that should be recent enough
L891[20:05:25] <Shambling> last one made no effort to show how to set it up, but I guess that is very basic java intellij setup
L892[20:05:50] <williewillus> if it's a modding tutorial it should've just said to import build.gradle
L893[20:05:52] <Shambling> I'd say I should go back through all basic java tutorials, but I feel like I'd unlearn stuff at this point
L894[20:05:55] <williewillus> if not shame on them :P
L895[20:06:11] <Shambling> maybe I hsould have moddified build.gradle first to setup the layout
L896[20:06:16] <williewillus> ?
L897[20:06:22] <williewillus> layout of what
L898[20:06:34] <Shambling> the src folder/etc, but I think I was wrong there, so nm
L899[20:06:45] <williewillus> if you download the MDK from forge it has a full example mod
L900[20:06:48] <Shambling> I'm going to go through and follow the tut now and see if I can at least get base code going again
L901[20:06:57] <williewillus> so you can literally just setupDecompWOrkspace and import build.gradle and it should all work automatically
L902[20:07:20] <williewillus> not sure what people are doing if they tell someone to start a modding project otherwise
L903[20:08:36] <Maxwell> Anyone know of a simple implementation of setting a tag on a player with capabilities? I'd like to see how it's done with context.
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L905[20:08:54] <williewillus> check out ProjectE's cap impls
L906[20:09:04] <williewillus> lol I just realized a solution to Enoch's problem that would have only needed 1 reflection instead of like 4
L907[20:09:10] <williewillus> but they left oops
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L910[20:28:20] <Shambling> Thanks again williewillus
L911[20:28:31] <williewillus> no prob
L912[20:28:36] <Shambling> I'm going to pick up with this tomorrow and see if I can't get some working useful code in place
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L918[20:38:39] <Denyol> When adding a smelting recipe how does the game decide how long to cook it for?
L919[20:38:48] <williewillus> it's the same for every item
L920[20:39:04] <williewillus> there was a pr effort to allow that to be customizable but it's still being worked out
L921[20:39:49] <Denyol> Ok thanks
L922[20:40:22] <Denyol> Is using CraftingManager's method a bad idea for registering stuff? Or is GameRegistry just a convenience?
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L924[20:41:11] <Shawn|i7-Q720M> howdy
L925[20:43:12] <williewillus> Denyol: it's just convenience
L926[20:43:19] <Denyol> Ok thought so thx
L927[20:43:19] <williewillus> the gameregistry methods just call Craftingmanager
L928[20:46:49] <williewillus> !gf EntityDamageSourceIndirect.indirectEntity
L929[20:47:31] <williewillus> !sf field_76387_p indirectEntity The entity who created the direct source, e.g. the shooter of an arrow
L930[20:48:03] <Shawn|i7-Q720M> Anyone here know the mod Aliens vs Predators by risux?
L931[20:48:32] <Denyol> How I access minecraft items?
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L933[20:55:16] <Denyol> oh "Items.item"
L934[20:55:17] <Shawn|i7-Q720M> is risux still active?
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L937[21:05:23] <Cale> java.lang.NoSuchMethodError: mezz.jei.plugins.vanilla.crafting.ShapedOreRecipeWrapper.<init>(Lnet/minecraftforge/oredict/ShapedOreRecipe;)V -- I am confused... I'm staring at the code for that method...
L938[21:05:26] <Cale> hmm
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L940[21:15:49] <Denyol> how do I use FMLPreInitializationEvent's getModLog()?
L941[21:16:11] <williewillus> what do you mean?
L942[21:16:20] <williewillus> it just returns a logger object with your modid, for convenience
L943[21:16:31] <williewillus> the normal log4j methods are on it
L944[21:17:13] <Denyol> Oh ok
L945[21:18:10] <Denyol> but do I use java.util logger?
L946[21:18:45] <Denyol> oh nvm
L947[21:19:12] <williewillus> look up the javadocs ;p
L948[21:19:25] <Denyol> Just did :P, I should really do that before asking
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L951[21:43:10] <Shawn|i7-Q720M> TerraCraft Awakened no longer has a server?
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L961[22:29:22] <Maxwell> How do I get an ItemStack from a block class?
L962[22:29:47] <williewillus> new ItemStack(<block instance>)
L963[22:30:05] <williewillus> note that not all blocks have an item form
L964[22:30:11] <williewillus> so you may end up with an invalid itemstack
L965[22:31:05] <Maxwell> thanks
L966[22:31:26] <williewillus> also, depends on the context
L967[22:31:36] <williewillus> since blocks have drops, silk drops, etc.
L968[22:32:41] <Denyol> How do I apply nbt data to an items on crafting
L969[22:32:46] <Denyol> and have it sync with the client?
L970[22:33:27] <williewillus> nbt already syncs by default
L971[22:33:34] <williewillus> and see Item.onCreated
L972[22:33:46] <Denyol> ok thx
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L982[23:01:01] <Maxwell> Stupid question, but where does the jar go when you run "./gradlew build" ?
L983[23:01:08] <williewillus> build/
L984[23:01:10] <killjoy> build/libs
L985[23:01:31] <killjoy> zip tasks get put in build/distrubutions
L986[23:01:46] <Maxwell> ... should have run ls instead of just looking at what eclipse showed me...
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L988[23:10:21] <Enoch_> !gf World.updateLCG 1.10.2
L989[23:10:44] <williewillus> Enoch_: I just realized after you left that there might be a solution to your prior problem that would've just needed 1 reflection :P
L990[23:10:59] <Enoch_> lol, oh well.
L991[23:11:09] <williewillus> in GuiVideoSettings theres an array VIDEO_OPTIONS of all the options
L992[23:11:12] <Enoch_> This way has been working great so far and I learned a thing or too.
L993[23:11:20] <williewillus> if you set the slot that holds GAMMA to null
L994[23:11:22] <Enoch_> Ah
L995[23:11:23] <williewillus> it *should* work
L996[23:11:33] <williewillus> since the rest of everything is null safe
L997[23:11:35] <Enoch_> Well, this way I got to actually keep the slider visible but "lock" it
L998[23:11:46] <williewillus> ah, you didn't remove it?
L999[23:11:46] <Enoch_> And add a message, "don't be afraid of the dark"
L1000[23:11:49] <Enoch_> Nah
L1001[23:11:55] * mezz looks up, sees "set gamma to null"
L1002[23:11:59] <mezz> what the heck are you guys up to
L1003[23:12:14] <williewillus> they're disabling the brightness slider
L1004[23:12:15] <Enoch_> forcing all of my players to play at moody brightness
L1005[23:12:24] <Enoch_> I also removed the debug menu
L1006[23:12:26] ⇦ Quits: Bjorguv (webchat@c-73-83-133-41.hsd1.wa.comcast.net) (Quit: Web client closed)
L1007[23:12:36] <williewillus> couldnt you use the vanilla gamerule for that one?
L1008[23:12:37] <mezz> but... monitor settings
L1009[23:13:08] <Enoch_> I've actually been removing the debug menu since 1.6.4, don't think there was a gamerule back then
L1010[23:13:10] <williewillus> /gamerule reducedDebugInfo disables chunk borders, entity hitboxes, and all coord info
L1011[23:13:25] <williewillus> while still having the performance related stuff like ram and fps
L1012[23:13:37] <Enoch_> Hm. I should give them their menu back then
L1013[23:13:39] <Enoch_> Thanks!
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L1015[23:14:26] <Enoch_> But anyways, I actually came back to ask if anyone had been able to get ToughAsNails to build for 1.10.2
L1016[23:14:42] <Enoch_> I can't seem to get it working in my IDE--a lot of fields just aren't visible.
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L1019[23:15:01] <williewillus> link to the source? did it get ported?
L1020[23:15:13] <Enoch_> https://github.com/Glitchfiend/ToughAsNails/tree/TAN-1.9.4-1.0.0
L1021[23:15:21] <Enoch_> Yeah because I'm using it on my server in 1.10.2
L1022[23:15:42] <Bjorguv> could anyone tell me where to put texture files once I code an item in?
L1023[23:15:54] <williewillus> Bjorguv: assets/modid/textures/items/<>
L1024[23:16:04] <williewillus> you need models as well though
L1025[23:16:12] <Bjorguv> for an item?
L1026[23:16:16] <williewillus> yes
L1027[23:16:30] <williewillus> an item is not just an icon, it can have any model
L1028[23:16:57] <Bjorguv> oh okay well I’ll have to look how to do that
L1029[23:17:02] <Bjorguv> can it go without it?
L1030[23:17:09] <williewillus> can the mod run you mean?
L1031[23:17:10] <williewillus> yes
L1032[23:17:16] <williewillus> but you'll have the missing model (purple black checkerboard)
L1033[23:18:09] <Bjorguv> how do I add textures into my testing environment?
L1034[23:18:15] <williewillus> what do you mean?
L1035[23:18:18] <Bjorguv> I don’t see that directory
L1036[23:18:20] <williewillus> make it
L1037[23:18:30] <Bjorguv> oh duh ty lol
L1038[23:18:42] <williewillus> the textures won't be looked at if a model isn't present though
L1039[23:18:52] <Enoch_> Can ReflectionHelper.getPrivateValue() access protected fields?
L1040[23:18:57] <williewillus> yes
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L1042[23:19:52] <Bjorguv> how do I set the model?
L1043[23:20:35] <williewillus> you need the json in assets/modid/models/item/<whatever>.json
L1044[23:20:58] <williewillus> then call ModelLoader.setCustomModelResourceLocation(item, meta, new ModelResourceLocation("modid:whatever", "inventory"));
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L1046[23:21:42] <Enoch_> Is there an easy way to call a protected method?
L1047[23:21:58] <williewillus> Enoch_: which one?
L1048[23:22:15] <Enoch_> BlockIce.turnIntoWater
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L1050[23:23:24] <williewillus> hm, I personally would just copy it somewhere and make a note to update it every mc update, but reflectionhelper can find you Method objects
L1051[23:23:45] <Enoch_> I was able to just copy it into my scope
L1052[23:24:04] <mezz> can you use an AT?
L1053[23:24:26] <Enoch_> Is that an access transformer? No idea how. They definitely were using one I think
L1054[23:24:41] <Enoch_> I just have no idea how to setup their project in Eclipse
L1055[23:24:44] <Enoch_> For 1.10.2
L1056[23:24:52] <mezz> I can help, it's not that hard and you will not have issues with updates (the code will break in an obvious way)
L1057[23:24:57] <williewillus> i wonder why that method calls dropBlockAsItem
L1058[23:25:01] <williewillus> since ice has no drops
L1059[23:25:14] <Enoch_> They add ice cube items
L1060[23:25:34] <Enoch_> https://github.com/Glitchfiend/ToughAsNails/wiki/Ice-Cube
L1061[23:25:34] <williewillus> I meant the vanilla code does it
L1062[23:25:40] <Enoch_> Oh. Dunno
L1063[23:25:41] <williewillus> and ice has no drops in vanilla
L1064[23:27:34] <mezz> here's an example commit where I added an AT. take a look at build.gradle and texture_dump_at.cfg https://github.com/mezz/TextureDump/commit/b71cbb60b8b1121f606640ee2be6910775660999
L1065[23:27:54] <mezz> after adding that, do setupDecompWorkspace and the field/method/whatever will be public
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L1067[23:29:22] <Bjorguv> how do I check the forge api?
L1068[23:29:51] <Enoch_> Hm. Maybe you could help me actually set up TAN properly? They have their source available so presumably I'd be able to build it as it is
L1069[23:30:04] <mezz> Enoch_, sure
L1070[23:30:16] <Denyol> How do we make blocks with different side textures?
L1071[23:30:17] <mezz> they have no release build though?
L1072[23:30:35] <mezz> Bjorguv, please ask something more specific, I don't know what you mean
L1073[23:31:19] <Enoch_> I think they do. The 1.9.4-1.0.0 branch is their 1.10.2 version I think. Some mods jumped right from 1.9.4 up, right?
L1074[23:31:21] <Denyol> nvm, its just in the model
L1075[23:31:35] <Bjorguv> how do I look at the things that I am able to reference while coding for forge?
L1076[23:32:01] <McJty> Bjorguv, you can check the forge api in your IDE
L1077[23:32:06] <McJty> i.e. just browse to the classes
L1078[23:32:09] <McJty> If that's what you mean
L1079[23:32:14] <Bjorguv> yup
L1080[23:32:14] <mezz> Enoch_, yeah some 1.9.4 stuff works on higher versions
L1081[23:32:15] <Bjorguv> ty
L1082[23:33:18] <Enoch_> Okay. So I downloaded their 1.9.4 repo. Now this is where I have no idea what to do. Is it gradlew.bat setupDecompWorkspace? That just gives me an error.
L1083[23:33:53] ⇨ Joins: MoxieGrrl (~MoxieGrrl@173-23-172-139.client.mchsi.com)
L1084[23:33:59] <mezz> Enoch_, what is your goal here?
L1085[23:34:08] <mezz> I came into the conversation late I think
L1086[23:34:41] <Enoch_> I want to modify their mod, basically. They have some open issues that I think I can help fix and which I want fixed for my server.
L1087[23:34:49] <mezz> ok
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L1089[23:36:40] <mezz> can you paste the gradle log to gist and link it here?
L1090[23:37:18] <mezz> I am getting an error related to "Connection to http://files.minecraftforge.net refused"
L1091[23:37:35] <Enoch_> When I setupDecompWorkspace? Sure thing
L1092[23:38:55] <Enoch_> http://pastebin.com/e9DkUFgj
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L1094[23:39:12] <Bjorguv> mcjty would I be able to look at those things while in my mods workspace?
L1095[23:40:55] ⇨ Joins: MoxieGrrl (~MoxieGrrl@173-23-172-139.client.mchsi.com)
L1096[23:41:01] <mezz> Bjorguv, this is a good tutorial if you are starting a brand new project https://www.youtube.com/watch?v=PfmlNiHonV0
L1097[23:41:17] <Maxwell> Bjorguv: If you're using Eclipse, you can ctrl+click to go to the definition of any function/class/etc. in the deobfuscated Minecraft code
L1098[23:41:59] <mezz> Enoch_, it looks like that particular mcp mapping is not available any more. in build.properties, change the mappings_version to mappings_version=stable_26
L1099[23:42:10] <Naiten> Is there a way to force block rendering? I need that because my blocks can extrude from chuncks and often get culled...
L1100[23:42:48] <Enoch_> Alright, retrying
L1101[23:43:46] <Bjorguv> Maxwell, I tried it and it worked on intellij too so ty.
L1102[23:44:09] <Bjorguv> mezz, checking it out now ty
L1103[23:44:44] <Bjorguv> mezz oh yea I saw that already however I am modding for 1.7.10
L1104[23:44:46] <Denyol> How can I use minecraft assets in my mdoels, where are they located?
L1105[23:45:06] <McJty> minecraft:whatever
L1106[23:45:12] <Denyol> on the fs
L1107[23:45:14] <McJty> And you can use ctrl-shift-n in intellij to find them
L1108[23:45:22] <McJty> Not sure about eclipse
L1109[23:45:44] <Denyol> I want to use the wood and glass textures
L1110[23:46:00] <Enoch_> Build successful! Okay let's see how this looks
L1111[23:47:53] <Enoch_> Hm. gradlew.bat eclipse is failing with "MISSING REPLACEMENT DATA FOR RUN_DIR"
L1112[23:48:34] <killjoy> Enoch_, set minecraft.runDir
L1113[23:49:16] <Enoch_> Where?
L1114[23:49:17] <mezz> the gradle seems a bit weird in general
L1115[23:49:24] <mezz> in minecraft { } section, add runDir = "run"
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L1117[23:50:29] <mezz> you will have to fix some names because the mappings we are using now do not match the ones in the project, so some things were renamed
L1118[23:50:32] <Bjorguv> anyone know how I set model for 1.7.10?
L1119[23:50:48] <Enoch_> Okay eclipse worked. Now to try loading it.
L1120[23:53:15] <mezz> I'm running it successfully, just need to find/replace "getBiomeGenForCoords" to "getBiome"
L1121[23:53:51] <McJty> Bjorguv, don't develop new mods on 1.7.10. That version should be burried (at least for new mod development)
L1122[23:54:42] <Enoch_> Did you need to add the forge jar to the buildpath? Mine is complaining about missing it
L1123[23:54:57] <Enoch_> And yeah I saw their git issue about that, password mentioned something
L1124[23:55:36] <Bjorguv> mcjty hosting server and alot of mods on it haven’t been updated :/
L1125[23:55:55] <mezz> I'm using intellij so you may have a different issue. I told you about each step I ran into, never had a forge jar issue
L1126[23:56:10] <Enoch_> Hm, ok lemme try this
L1127[23:57:35] <Enoch_> Alright I might see the naming issue you mentioned
L1128[23:57:50] <mezz> it's because we updated the mcp mappings
L1129[23:57:51] <Enoch_> Something about type cs in CapabilityProvider.java?
L1130[23:57:59] <Bjorguv> am I allowed to ask questions about older versions of forge here?
L1131[23:58:28] <mezz> Bjorguv, you can ask but there may be no answer, people are more focused on the latest versions here
L1132[23:58:42] <mezz> so we may not know the answer easily
L1133[23:58:43] <Bjorguv> ok just checking didn’t wanna break any rules
L1134[23:59:54] <Bjorguv> does anyone know if you need to assign models to items in 1.7.10?
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