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L3[00:06:53] <killjoy> Oh gosh.. Zombes modpack was revived
L4[00:07:00] <killjoy> And it's still using base edits
L5[00:10:08] <Ashindigo_> ... Why?
L6[00:10:25] <killjoy> Don't worry, I created an issue about it, refering to ${currentYear}
L7[00:10:30] <killjoy> Problem solved :)
L8[00:11:24] <killjoy> Nevermind. https://github.com/ThePantsThief/Zombe-Modpack/issues/2#issuecomment-275596184
L9[00:11:29] <killjoy> He doesn't know what I"m talking about.
L10[00:13:28] <killjoy> It looks like this is his first java project
L11[00:13:34] <killjoy> He mostly does Obj-C or Swift
L12[00:15:08] <Ashindigo_> Hm
L13[00:15:52] <TechnicianLP2> jarmod or asm?
L14[00:15:56] <killjoy> jarmod
L15[00:16:16] <killjoy> there is no reference to launchwrapper or forge
L16[00:16:52] <killjoy> Oh.. and he uploaded his release zip via git instead of using the downloads section of releases
L17[00:17:03] <Akkarin> why bother? nobody is going to use it anyways if it is incompatible with just about everything and requires an arbitrary set of steps to install
L18[00:17:26] <killjoy> He supplies a pre-installed zip
L19[00:17:37] <Ashindigo_> With pre edited mojang code?
L20[00:17:51] <TechnicianLP2> #dmca9
L21[00:18:01] <killjoy> not sure
L22[00:18:24] <Ashindigo_> I wonder when mojang is going to take action if they do at all
L23[00:18:57] <Akkarin> well their stuff their problem
L24[00:19:15] <killjoy> Looks like he just puts his "core" package in there
L25[00:19:21] <killjoy> which loads the other "mods"
L26[00:19:53] <killjoy> then again, He probably injects everything and uses "mods" to enable them
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L28[00:24:17] <LexMobile> .....
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L37[01:24:35] <Hunterz> the new vanilla launcher is forge/profiles/gamedir friendly?
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L41[01:37:41] <killjoy> it doesn't cd to .minecraft
L42[01:37:53] <killjoy> that's all. Otherwise it works fine
L43[01:38:03] <killjoy> so your files that get saved might be out of place
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L45[01:38:30] <killjoy> oh, and logs aren't saved for some reason
L46[01:39:51] <Hunterz> thx
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L51[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170127 mappings to Forge Maven.
L52[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170127-1.11.zip (mappings = "snapshot_20170127" in build.gradle).
L53[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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L56[02:10:24] <Akkarin> to my knowledge the issue regarding not changing the working directory has already been fixed though
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L61[03:00:19] <Denyol> for some reason forge doesnt want to use my block's texture, ive got these files, http://prntscr.com/e0xwi4, blockstate: https://hastebin.com/obiqitopih.json, model: https://hastebin.com/ojajabadul.json
L62[03:02:11] <Denyol> however the block break particles work
L63[03:05:03] <PrinceCat> Do you get any errors in the console?
L64[03:05:31] <Denyol> lemme check
L65[03:05:57] <PrinceCat> Generally if the texture isn't working you'll get a resource not found error or a blockstate error in the console.
L66[03:06:19] <Denyol> I didnt think I was getting any
L67[03:06:30] <Denyol> yeah none
L68[03:07:09] <Denyol> No errors, just a purple and blue block texture
L69[03:08:33] <PrinceCat> Hmmm...
L70[03:09:17] <PrinceCat> Does changing your parent model to cube_all change anything?
L71[03:09:53] <PrinceCat> You should also define a model in the defaults section.
L72[03:09:55] <Denyol> ill try]
L73[03:11:40] <PrinceCat> Also try setting your "all" texture again in defaults and/or normal variant.
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L75[03:13:16] <Denyol> ok Im loading it with cube_all
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L77[03:14:53] <Denyol> well cube_all fixed it
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L79[03:15:58] <PrinceCat> \o/
L80[03:16:06] <Denyol> "PrinceCat: You should also define a model in the defaults section.", what model should I put there?
L81[03:16:18] <PrinceCat> Yeah, I believe cube is the absolute base model for all cube submodels.
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L84[03:16:43] <PrinceCat> Define the default one, so "model": "blockbank:secure_casing"
L85[03:17:03] <Denyol> ok
L86[03:17:04] <Koward> I copy a vanilla mob, its render & model too, yet in the world it does not move smoothly but by "steps". WTH
L87[03:17:04] <Denyol> thx
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L93[03:45:45] <Denyol> Hmm im trying to understand how BigReactors has a block with subtypes that changes texture based on metadata, except is doesn't appear to save metadata
L94[03:45:52] <Denyol> https://github.com/erogenousbeef/BigReactors/blob/master/src/main/java/erogenousbeef/bigreactors/common/multiblock/block/BlockReactorPart.java
L95[03:49:21] <Koward> What are the trackingRange and velocityUpdate of vanilla mobs ? They don't specify it at registration
L96[03:49:40] <Koward> *not velocityUpdate, updateFrequency
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L98[03:56:08] <barteks2x> It may be specified somewhere in EntityTracker
L99[03:57:00] <barteks2x> confirmed, it is in EntityTracker.track
L100[03:57:31] <barteks2x> trackingRange 64 and updateFrequency 10 for most vanilla things
L101[03:58:56] <Koward> I'm more interested in updateFrequencies. I see a lot of conflicting info about it on the Web so I better check myself
L102[03:58:57] <Koward> Thanks
L103[03:59:57] <barteks2x> and there seems to be option to send velocity updates in EntityTracker
L104[04:00:00] <barteks2x> that may be it
L105[04:00:22] <barteks2x> if client doesn't know velocity, the movement will seem to be in steps
L106[04:02:09] <barteks2x> and lower updateFreqency actually means more frequent updates
L107[04:03:29] <Koward> That was indeed my issue, damn something so simple
L108[04:03:47] <Koward> I realized when actual vanilla entity code had the bug something had to be wrong somewhere else
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L110[04:05:32] <barteks2x> so the issue was that it didn't send velocity to client?
L111[04:06:18] <Koward> Nop, updateFrequency was too high
L112[04:06:29] <Koward> I had it at 20 for a wolf
L113[04:06:46] <Koward> So it moved in enderman-like steps, move fast then stop, repeat.
L114[04:06:47] <barteks2x> 20 would be once a second
L115[04:07:38] <Koward> I notice tho that would be excellent to make scare jump entities
L116[04:07:56] <barteks2x> doing it that way would be an ugly hack
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L124[05:00:44] <Koward> Why aren't tileentity names handled on a per mod basis like the others ?
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L127[05:21:48] <barteks2x> so consistent... almost exactly the same if() check with the same purpose in BlockStaticLiquid and BlockGrass, one uses hardcoded 256, the other uses world.getHeight()
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L129[05:31:18] <barteks2x> I need to change the GC IDEA uses and I have no idea how (I finally installed dcevm on this computer and it only supports serial GC)
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L133[05:42:35] <barteks2x> finally it works
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L137[05:55:02] <MrPorter> <Naiten> Why could my passengers not render in their proper places on a server? They just stay at where they are, and only the player himself sees where he actually is
L138[05:55:37] <MrPorter> <Naiten> *stay at where they have mounted the entity, without following it
L139[05:55:39] <Ordinastie> render on the server ?
L140[05:55:48] <MrPorter> <Naiten> Not
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L142[05:56:04] <Ordinastie> also, going through that bot is annoying
L143[05:56:58] <MrPorter> <Naiten> I mean, we launch mod on server and if one rides a train, others don't see him riding a train
L144[05:57:12] <MrPorter> <Naiten> They see him standing on ground
L145[05:57:30] <MrPorter> <Naiten> I'm sorry for that, Ordi
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L160[07:47:37] <Denyol> When registering textures for a BlockItem how can I make it use the models in models/block instead of models/item
L161[07:48:19] <gigaherz> make the modelresourcelocation point to the blockstates file
L162[07:48:28] <gigaherz> and add variant strings corresponding to the MRL
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L164[07:49:24] <Denyol> Ive done that, the variant blocks have the right texture, but inventory items dont
L165[07:49:52] <Denyol> because it wants to use a model from models/item
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L167[07:50:24] <copygirl> Is there a way to affect the ordering of config properties?
L168[07:50:43] <gigaherz> Denyol: then you didn't do that.
L169[07:50:44] <copygirl> I'd like "backpack.enabled" to appear before "backpack.durability".
L170[07:50:52] <Denyol> ill get my code
L171[07:50:53] <gigaherz> show me your setCustomModelResourceLocation calls
L172[07:51:23] <Denyol> https://hastebin.com/oxiwuwutaf.cpp
L173[07:51:29] <Denyol> thats only for the ItemBlocks
L174[07:52:00] <gigaherz> and the blockstates file with the same name?
L175[07:52:00] <Denyol> and the error, https://hastebin.com/ibagapeken.swift
L176[07:52:15] <Denyol> blockstates file is called vault_part.json
L177[07:52:23] <gigaherz> I want to see the CONTENTS
L178[07:52:33] <Denyol> https://hastebin.com/eromoravaq.json
L179[07:52:39] <Denyol> oh sox
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L181[07:53:13] <gigaherz> okay looking at things
L182[07:53:25] <gigaherz> you do
L183[07:53:26] <gigaherz> resourceLocation = new ModelResourceLocation(this.getRegistryName(), name)
L184[07:53:35] <gigaherz> that means the mrl generated is
L185[07:53:51] <gigaherz> "modid:registryname#name"
L186[07:54:09] <gigaherz> what is "name"?
L187[07:54:11] <Denyol> #name being the varient
L188[07:54:23] <barteks2x> huh? In heap dump I see a few big int array with no references to them
L189[07:54:24] <gigaherz> yes, what does it look like?
L190[07:54:24] <Denyol> "name = BlockBankApi.EnumVaultPartyType.byMetadata(meta).getName()"
L191[07:54:27] <gigaherz> I see that
L192[07:54:32] <gigaherz> but what string gets used in practice?
L193[07:54:37] <Denyol> the enum class?
L194[07:54:45] <Denyol> "CASING(0, "casing"),
L195[07:54:45] <Denyol> WALL(1, "wall");"
L196[07:54:47] <gigaherz> no the string that gets assigned to the variable
L197[07:54:53] <gigaherz> is that "casing"?
L198[07:55:09] <barteks2x> one of them is 12MB int array. No references
L199[07:55:11] <gigaherz> from the error, I believe it is.
L200[07:55:12] <Denyol> yes
L201[07:55:14] <gigaherz> okay so
L202[07:55:20] <gigaherz> your variants list in the blockstates says
L203[07:55:20] <gigaherz> "type=casing": {"model": "blockbank:vault_casing"}
L204[07:55:23] <gigaherz> but you are giving it
L205[07:55:24] <gigaherz> "casing"
L206[07:55:29] <gigaherz> so they don't match up
L207[07:55:46] <Denyol> so name should be "type=casing"?
L208[07:55:49] <gigaherz> yes
L209[07:56:04] <Denyol> thats odd, ive never had to do that for blocks
L210[07:56:12] <gigaherz> because blocks do that themselves
L211[07:56:18] <gigaherz> the statemapper constructs the variant string
L212[07:56:24] <gigaherz> with propery name + "=" + property value
L213[07:56:40] <Denyol> oh
L214[07:56:45] <gigaherz> and separates all of them with commas
L215[07:56:46] <Denyol> thx, loading the game now to test
L216[07:56:51] <gigaherz> and sorts them alphabetically
L217[07:57:04] <Denyol> nope didnt work
L218[07:57:15] <gigaherz> it's still less wrong than before
L219[07:57:55] <gigaherz> ModelResourceLocation resourceLocation = new ModelResourceLocation(BlockBank.MOD_ID + ":" + "blockstates/vault_part", name);
L220[07:57:55] <gigaherz> ModelLoader.setCustomModelResourceLocation(ModBlocks.itemBlockVaultPart, meta, resourceLocation);
L221[07:57:57] <gigaherz> this is wrong
L222[07:58:19] <copygirl> http://i.imgur.com/byTKNG5.png The config property ordering bugs me so.. if anyone knows a way around that, I'd love to know.
L223[07:58:23] <gigaherz> you are giving it "modid:blockstates/vault_part"
L224[07:58:31] <gigaherz> so the game looks for
L225[07:58:40] <gigaherz> "assets/modid/blockstates/blockstates/vault_part"
L226[07:58:42] <gigaherz> and
L227[07:58:48] <gigaherz> "assets/modid/models/item/blockstates/vault_part"
L228[07:58:52] <gigaherz> neither of which exist
L229[07:58:57] <Denyol> oh yes, I was trying that only on one, because i'd seen other people doing it
L230[07:59:05] <Denyol> it now works
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L232[08:04:15] <Denyol> Ok next issue I havn't thought of yet, I have my Block that has sub types, it also is a tile entity provider, can I make some of the sub types not provide a tile entity?
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L234[08:04:27] <Denyol> Would returning null on hasTileEnity, work?
L235[08:04:39] <Ordinastie> return false for that
L236[08:04:47] <Ordinastie> and null in create
L237[08:04:52] <Denyol> oh ok, ill try that thx
L238[08:09:13] <TechnicianLP> boolan b = null? i dont think you can return null for primitive
L239[08:09:40] <Ordinastie> you can't
L240[08:09:48] <Ordinastie> you can do Boolean b = null;
L241[08:10:11] <Ordinastie> but if you return b; it will try to unbox it and cause NPE
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L252[09:03:59] <Smack> How do I get the pitch/yaw of an EntityPlayerMP?
L253[09:04:50] <Smack> just pitch sorry.
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L255[09:05:26] <Smack> Aand I realised I'm just dumb. Pardon the brainfart guys
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L257[09:14:42] <copygirl> What's a good event that fires when a player exits a word/server / returns to the main menu?
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L264[09:37:21] <Scorpianz> Does anyone know of a tutorial or something that can help me out with a fluid? I've managed to get the fluid itself working but I can't get the texture loading on to it. Not even when i try to use the water one
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L268[09:39:15] <Scorp> ?
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L272[09:50:57] <Koward> Damn, I copied spider's glowing eye code but I get a weird purple effect all over the model
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L275[09:56:36] <Scorp> Any ideas?
L276[09:57:14] <Scorp> Kinda annoying me now. I've spent a few hours trying different methods - Probably being stupid somewhere
L277[09:57:45] <gigaherz> Scorp: sorry never touched fluids
L278[09:58:13] <Scorp> Dang it. Its not rendering the texture and idk why. Its a bit of a mess now tbh
L279[09:58:54] <gigaherz> copygirl: there's ClientDisconnectionFromServerEvent
L280[09:58:55] <gigaherz> maybe.
L281[09:59:19] <copygirl> gigaherz: Ah, thanks.
L282[09:59:25] <gigaherz> Scorp: I vaguely recall someone mention that forge fluids use a special model, maybe you need to use it through a blockstates or something?
L283[10:01:35] <Scorp> I have this thing - http://pastebin.com/x8X88jyG
L284[10:06:35] <Scorp> gah - damn thing :P
L285[10:08:46] <Ashindigo_> Isnt there a forge fluid test?
L286[10:08:58] <Scorp> ?
L287[10:09:00] <gigaherz> ah, yes, in the forge repository
L288[10:09:14] <gigaherz> under src\test\
L289[10:09:17] <Scorp> The debug thing. My mod is setup differently. I tried to copy that and I can't get it working well
L290[10:10:29] <Scorp> If i share my code can anyone try to help (it is a bit messy atm)
L291[10:10:52] <gigaherz> sure
L292[10:11:02] <gigaherz> that's the first thing we usually ask people to do when we help
L293[10:11:12] <gigaherz> I mean not that I have any idea about it
L294[10:11:49] <Scorp> https://github.com/thebuildcast/GasMod - Its here its the typeonegas thing
L295[10:12:01] <Scorp> Its probably something obvious
L296[10:12:47] <gigaherz> ewh rf ;P
L297[10:13:12] <Scorp> Its our first real mod. It seemed an easy solution :P
L298[10:13:18] <Scorp> Plugs in with most other mods atm too
L299[10:13:52] <Ashindigo_> Why not forge energy?
L300[10:14:10] <gigaherz> https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/test/resources/assets/forgedebugmodelfluid/blockstates/test_fluid_block.json
L301[10:14:12] <gigaherz> based on t his
L302[10:14:17] <gigaherz> https://github.com/thebuildcast/GasMod/blob/master/src/main/resources/assets/gasmod/blockstates/type_one_gas.json
L303[10:14:20] <gigaherz> I think you should also have
L304[10:14:23] <gigaherz> "fluid": "something"
L305[10:14:25] <gigaherz> in your blockstates file
L306[10:14:46] <gigaherz> Scorp: my suggestion is to not havenew mods use RF
L307[10:14:52] <gigaherz> so that it can winddown in usage until it's fully obsoleted
L308[10:15:13] <gigaherz> there's forge energy, and Tesla, which bot use a proper capability-based API
L309[10:15:19] <gigaherz> both*
L310[10:15:25] <Ashindigo_> And its also another thing to deal.with
L311[10:15:26] <Scorp> I'll look at it - I'll change that file now too, see if it fixes anything
L312[10:19:07] <Scorp> Hrm, that seemed to make it render. Just need it to somehow use my texture now. Any ideas on that?
L313[10:20:37] <Scorp> Any ideas?
L314[10:23:35] <Scorp> Atm using blocks/water_still but it doesn't seem to like mine
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L316[10:31:02] <Scorp> I'm not sure what I'm doing wrong
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L321[10:44:31] <Koward> Nobody recently (>=1.9) added glowing things on an entity ? I just can't see why I get artefacts
L322[10:45:10] <Scorp> Can anyone see why my type one gas in my mod - https://github.com/thebuildcast/GasMod - only renders water and not my own texture
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L326[10:48:42] <Scorp> anyone?
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L328[10:54:10] <FusionLord> Scorp, anything in the console?
L329[10:55:34] <Scorp> It does show fluid 'type_one_gas' not found - but i'm pretty sure its there. What is it trying to see
L330[10:55:52] <Scorp> FusionLord,
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L332[10:57:43] <FusionLord> when does it say that? when looking for the texture?
L333[10:58:05] <gigaherz> Scorp: when are you registering the fluid?
L334[10:58:52] <Scorp> in initfluids
L335[10:59:03] <gigaherz> I mean
L336[10:59:10] <gigaherz> I suppose it all happens in preinit?
L337[10:59:18] <gigaherz> and I suppose FluidRegistry.whatever happens before the models stuff?
L338[10:59:30] <Scorp> yeah initfluids is ran in the preinit
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L341[11:05:28] <Scorp> fixed it! Was a derp, spelling error somewhere -_-
L342[11:06:17] <gigaherz> heh
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L344[11:06:20] <gigaherz> happens
L345[11:07:12] <Scorp> Now just gotta fix my item block models. Any idea about that? The model itself is great but in my inventory it shows only one side and the block is massive in the players hand
L346[11:08:43] <gigaherz> make sure your model has "parent":"block/block" or add "transform":"forge:default-block" in the blockstates
L347[11:09:27] <Scorp> i have the transform one
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L350[11:12:27] <Scorp> gigaherz, The transform one is there
L351[11:12:47] <Scorp> Its for the gas_generator_one
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L353[11:15:39] <Scorp> ?
L354[11:16:17] <anli> What shall I put in "mappings" in build.gradle?
L355[11:16:26] <anli> Downloaded mdk 1.11.2
L356[11:16:52] <gigaherz> !!latest 1.11.2
L357[11:16:53] <MCPBot_Reborn> === Latest Mappings ===
L358[11:16:54] <MCPBot_Reborn> MC Version Forge Gradle Channel
L359[11:16:58] <gigaherz> !!latest 1.11
L360[11:16:59] <MCPBot_Reborn> === Latest Mappings ===
L361[11:16:59] <MCPBot_Reborn> MC Version Forge Gradle Channel
L362[11:17:00] <MCPBot_Reborn> 1.11 snapshot_20170127
L363[11:17:10] <diesieben07> http://export.mcpbot.bspk.rs/
L364[11:17:11] <gigaherz> either what they come with
L365[11:17:13] <gigaherz> or that
L366[11:17:24] <anli> Is there any reason mappings was not set to that already?
L367[11:17:29] <anli> Thanks btw
L368[11:17:35] <gigaherz> they are set to the last one forge worked with
L369[11:17:39] <gigaherz> it doesn't update often
L370[11:17:45] <anli> ok
L371[11:17:47] <gigaherz> that's up to modders to do if we want to use newer mappings
L372[11:18:11] <anli> The mappings in the build.gradle I just downloaded resulted in an error message
L373[11:19:01] <gigaherz> timeout?
L374[11:19:07] <gigaherz> or just the warning about mc 1.11?
L375[11:19:18] <gigaherz> paste the logs
L376[11:19:22] <gigaherz> don't just say "an error"
L377[11:19:39] <anli> http://stackoverflow.com/questions/39802672/minecraft-1-10-2-forge-gradle-error
L378[11:20:05] <anli> I thought it was a very common error and you immediately should guess which error I encountered
L379[11:20:34] <gigaherz> can you not pastebin the actual output from gradle?
L380[11:21:02] <anli> I will look if the scrollback allows that, I am building with the new mappings setting, I will check afterwards
L381[11:22:32] <gigaherz> is the error specific to macos?
L382[11:22:50] <anli> no
L383[11:22:59] <anli> I am running in win 10
L384[11:23:18] <anli> I am still on the 56% border
L385[11:23:55] <anli> That percentage could be safely removed :)
L386[11:24:26] <gigaherz> i'm doing a setupDecompWorkspace with latest mappings and latest forge 1.11.2
L387[11:24:32] <gigaherz> and the downloads worked just fine
L388[11:24:50] <anli> I think it works now, when I had set the mappings to the correct one
L389[11:25:11] <gigaherz> the older mappings should also work, regardless
L390[11:25:17] <anli> ah, ok
L391[11:25:22] <gigaherz> but the servers can sometimes time out
L392[11:25:29] <gigaherz> in which case trying again often works
L393[11:25:30] <anli> Could not get resource 'http://files.minecraftforge.net/maven/de/oceanlabs/mcp/mcp/1.11.2/mcp-1.11.2.pom'.
L394[11:25:35] <anli> (previous error message)
L395[11:25:44] <anli> I scroll up even if the build was not ready
L396[11:26:06] <gigaherz> hmm yeah that means it couldn't fetch them from the forge magen
L397[11:26:08] <anli> Hm, maybe the stackoverflow page I posted was not relevant
L398[11:26:15] <gigaherz> I don't think it was, no
L399[11:26:22] <gigaherz> the stackoverflow page showed libraries.minecraft.net
L400[11:26:24] <gigaherz> when it shows that
L401[11:26:32] <gigaherz> it usually means the forge server is down
L402[11:26:38] <anli> The build was successful now
L403[11:26:46] <anli> The server must have came up then
L404[11:26:52] <anli> Thanks anyway
L405[11:28:48] <gigaherz> np
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L413[11:44:26] <anli> A command block has a success count, do I read the source correctly if I conclude that it is never increased? Just set to either 0 or 1?
L414[11:45:05] <anli> oh, wait, maybe it is assigned to something higher...
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L440[14:23:33] <barteks2x> How to actually add new layer in superflat customization?
L441[14:23:46] <barteks2x> or change the blocks?
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L451[14:46:44] <killjoy> Jeb's already working on 1.12
L452[14:46:58] <killjoy> Looks like we're getting a solid color block
L453[14:49:58] <Kasran> ...don't we already have painted clay
L454[14:50:02] <Kasran> jebpls
L455[14:50:13] <killjoy> https://twitter.com/jeb_/status/824946351725240320/photo/1
L456[14:50:40] <Kasran> jebpls
L457[14:50:41] <killjoy> Someone is guessing "stained bone block"
L458[14:50:47] <Kasran> that's not a bad guess
L459[14:50:53] <Shambling> not particularly useful either
L460[14:50:58] <killjoy> another: compressed dye
L461[14:50:58] *** fry is now known as fry|sleep
L462[14:51:12] <Shambling> unless the texture on bone blocks is kick ass :P
L463[14:51:18] <Kasran> it's useful for pixel art, arguably
L464[14:51:23] <Shambling> question: has anyone found a bone block in vanilla :P
L465[14:51:28] <barteks2x> if there wasn't lapis my guess would be <insert dye name> block
L466[14:51:30] <Kasran> less noisy than wool, brighter than painted clay
L467[14:51:54] <Shambling> I almost think bone blocks don't spawn in modded
L468[14:52:16] <killjoy> bone blocks have been around for ages
L469[14:52:25] <killjoy> and they looked better (natura)
L470[14:52:28] <Shambling> ah but there is a crafting recipe
L471[14:52:31] <Kasran> oh, I didn't know bone blocks spawned naturally
L472[14:52:50] <Kasran> (granted I just started playing again a few days ago after an absence of years)
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L474[14:53:15] <Shambling> natura definitely had better bone blocks. wonder if these sad things are the reason they didn't make the port to 1.10.2
L475[14:53:18] <Kasran> (okay, maybe a little over a year)
L476[14:53:28] <Kasran> rip natura
L477[14:53:31] <Kasran> at least we have tcon
L478[14:53:35] <Shambling> natura is out :P
L479[14:53:45] <killjoy> rip redwood
L480[14:53:48] <Shambling> I just don't think they ported all the features yet, mostly the nether stuff from what I've seed
L481[14:53:50] <Shambling> seen
L482[14:54:00] <Kasran> oh, so it is
L483[14:54:14] <Kasran> latest alpha for 1.10.2 is from december 29
L484[14:54:26] <Shambling> so I've got a question. Would people rather equip an offhand item that helps them break blocks with more control, or a bauble
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L486[14:54:49] <Shambling> maybe on right click it places a torch like old tcon
L487[14:54:55] <Kasran> I'd grab the Natura alpha if I didn't already have a gen'd world I cared about >~>
L488[14:55:00] <Shambling> since offhand equipping torches kind of blows for control
L489[14:55:09] <killjoy> but we have offhand torches
L490[14:55:14] <Shambling> yeah, they suck
L491[14:55:32] <Shambling> no control at all for when you actually want to right click something
L492[14:55:33] <killjoy> you need to put your shield down
L493[14:55:42] <Shambling> whosawhat now?
L494[14:56:03] <Shambling> sorry, modded has so many keybinds I didn't realize that was a thing
L495[14:56:22] <killjoy> f to equip
L496[14:56:48] <killjoy> press f to pay respects
L497[14:57:06] <copygirl> Speaking of keybindings, I don't suppose there's a way to unregister or hide one..?
L498[14:57:23] <Shambling> a vanilla one, or one from another mod?
L499[14:57:38] <Shambling> I think if you want to unregister it normally, you just hit esc
L500[14:57:42] <copygirl> One from the same mod.
L501[14:57:49] <killjoy> esc -> None
L502[14:57:50] <copygirl> No no, unregister the keybinding, not unbind it.
L503[14:58:03] <copygirl> As in, make it disappear from the options menu.
L504[14:58:05] <killjoy> just don't register it
L505[14:58:22] <Shambling> maybe @override? is it your mod?
L506[14:58:23] <killjoy> In my experience, if you create a keybind and don't register it, it crashes the game
L507[14:58:24] <copygirl> As I have a setting that, when off (which is actually the default), it's kinda useless. But also, a server might have the setting turned on.
L508[14:58:36] <Shambling> ah
L509[14:59:17] <Shambling> can you have it just do some other behavior if a certain condition is met, rendering it impotent in that form?
L510[14:59:20] <copygirl> So, "open backpack" key binding without the "can open backpack using key" option turned on is kind of just useless bloat.
L511[14:59:30] <Shambling> hmmm... that is true
L512[14:59:35] <copygirl> Just concerned about the fact that it shows up in the controls menu.
L513[14:59:54] <killjoy> make a pr enabling hiding of keybinds
L514[15:00:36] <copygirl> I can not register it based on the client settings, but.. then I run into the issue of "what if a server has it turned on?" and "what if the client has it on but the server has it off?"
L515[15:00:48] <copygirl> As in, would players see the keybinding and wonder why it's not doing anything?
L516[15:01:23] <copygirl> killjoy: I .. kinda told myself to stay away from PRs and issues.
L517[15:01:37] <killjoy> Well I'm not gonna do it for you
L518[15:02:32] <copygirl> Gosh, I wasn't suggesting you to do that for me ^^
L519[15:03:11] <copygirl> Wouldn't help me right now anyway.
L520[15:04:19] <copygirl> I was just wondering if someone here perhaps new of something I didn't. Or maybe, happens too, that talking about would help me come up with an alternative.
L521[15:04:46] <Kasran> whaaaat BOP is available for 1.10.2 too? ahh
L522[15:04:52] <Kasran> urge to build a huge modpack rising...
L523[15:06:09] <Shambling> I think BoP is out for 1.11.2 now too
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L525[15:06:31] <Shambling> oh wtf expedition is out too, cool
L526[15:06:42] <Shambling> now that I finally know how to make ores for that, its a pretty cool modpack mod
L527[15:06:50] <Shambling> wonder why no one uses the custom dense ores from it :(
L528[15:07:07] <Shambling> nm wrong modpack ... might not be out for 1.11.2 :P
L529[15:07:28] <Shambling> dang I just got excited over nothing :P
L530[15:09:10] <Kasran> expedition?
L531[15:09:35] <Kasran> in any case I'm sticking with 1.10.2 for now because more of the mods I like aren't out for 1.11 yet
L532[15:10:15] <Shambling> yeah wtf expedition, but its not for 1.11.2, just 1.10.2
L533[15:10:32] <Shambling> too many mod authors releasing non-open source mods and then dropping off the face of the earth to like updating frequently
L534[15:11:12] <DaMachinator> dense ores seems like it would be fairly easy to implement
L535[15:11:42] <Shambling> dense ores itself is super easy to implement.
L536[15:11:56] *** V is now known as Vigaro
L537[15:11:57] <Shambling> the wtf-expedition one is kind of fun with the cave gen it has
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L539[15:19:24] *** mumfrey is now known as Mumfrey
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L541[15:27:17] <Kasran> decision time: do I stick with the world I already have, or download BOP and make a new one
L542[15:31:27] <copygirl> Try out biome bundle?
L543[15:32:02] <Kasran> Biome bundle?
L544[15:32:30] <Kasran> I mean I already know I like BOP, I used it a lot in past mod-playing-with endeavors; but I have a good amount of work invested into this world already
L545[15:32:33] <copygirl> https://minecraft.curseforge.com/projects/biome-bundle
L546[15:33:21] <Kasran> hmm
L547[15:33:54] <copygirl> The ore generation is a bit weird.
L548[15:34:17] <Shambling> could always install BoP and just generate a dimension that uses it with another mod.
L549[15:34:25] <copygirl> You can find diamonds above ground though it's supposedly rare.
L550[15:34:27] <Shambling> how far out have you generated chunks?
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L553[15:35:18] <Kasran> Not super far out
L554[15:35:40] <Kasran> Like, not farther than a few minutes out in any direction from where my house is
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L556[15:36:22] <Kasran> I mean, in the grand scheme of things I haven't actually done a whole lot, just set up a nice house and a little farm
L557[15:36:31] <Kasran> but still, it took a while to get that far
L558[15:38:09] <Meronat> How can I fix this issue: In the plugin Guava's Preconditions class is used but for some reason while running it tries to use jline's Preconditions class which is not present. http://pastebin.com/yMeQrdc1
L559[15:38:22] <Meronat> mod*
L560[15:39:24] <Meronat> You can see the use here: https://gist.github.com/Meronat/8a6145864b23f65d897740ec53ca8f48#file-worldloader-java-L52 - And the guava import is at the top
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L562[15:50:38] <diesieben07> Meronat, the class you posted is not the one with the error.
L563[15:52:01] <Meronat> diesiben07: https://github.com/bloodmc/TerrainControl/blob/1.10.2/platforms/forge/src/main/java/com/khorn/terraincontrol/forge/events/PlayerTracker.java#L31
L564[15:52:05] <quadraxis> https://github.com/MCTCP/TerrainControl/blob/master/platforms/forge/src/main/java/com/khorn/terraincontrol/forge/events/PlayerTracker.java#L31
L565[15:52:15] <Ordinastie> Meronat, import jline.internal.Preconditions;
L566[15:52:34] <Meronat> Yes but jline is not included within the client version of Forge I believe
L567[15:52:43] <Ordinastie> then don't use it
L568[15:52:44] <diesieben07> yes
L569[15:52:46] <diesieben07> and you use it
L570[15:52:48] <diesieben07> hence the crash
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L572[15:53:09] <Meronat> How do I use it here though? Shouldn't it use Guava's
L573[15:53:20] <Ordinastie> well, import the correct one
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L575[15:53:49] <Meronat> Oh I see I was looking at the wrong class.
L576[15:53:53] <Meronat> Thank you.
L577[16:00:47] <Kasran> ...Is dirt a renewable resource?
L578[16:01:08] <Kasran> If not in vanilla, then with some commonly-used mod or another?
L579[16:02:29] <diesieben07> ex-nihilo barrels let you compost leaves into dirt
L580[16:03:44] ⇨ Joins: wundrweapon (uid131782@id-131782.hathersage.irccloud.com)
L581[16:04:13] <wundrweapon> god the universal bucket is driving me mad
L582[16:04:51] <copygirl> net.minecraft.util.text.translation.I18n is deprecated, but the other I18n class is client-only. What's the alternative?
L583[16:05:15] <Ordinastie> the client one
L584[16:05:19] <diesieben07> you cannot translate on the server
L585[16:05:35] <Kasran> hmmm
L586[16:05:40] <copygirl> Oohh.. server messages send a special message that is then translated on the client.. right?
L587[16:05:47] <diesieben07> yep
L588[16:05:56] <diesieben07> TextComponentTranslation is what you mean
L589[16:06:00] <copygirl> Console output is always in english?
L590[16:06:03] <diesieben07> yep
L591[16:06:07] <diesieben07> and only vanilla
L592[16:06:12] <diesieben07> the server only loads the vanilla en_US
L593[16:06:25] * copygirl nods.
L594[16:07:18] <wundrweapon> alright, so... first question: how do I get a singular bucket, as an Item, from the uni bucket
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L596[16:08:39] <diesieben07> wundrweapon, empty or filled?
L597[16:08:46] <wundrweapon> either
L598[16:09:03] <wundrweapon> wait
L599[16:09:07] <wundrweapon> perhaps i should clarify
L600[16:09:23] <diesieben07> well, filled: UniversalBucket.getFilledBucket(ForgeModContainer.universalBucket, fluid here)
L601[16:09:24] <wundrweapon> i need the item for a creativetab image
L602[16:09:39] <wundrweapon> oh
L603[16:09:41] <wundrweapon> that's it?
L604[16:09:45] <diesieben07> yes
L605[16:09:52] <wundrweapon> i assume empty is getEmptyBucket
L606[16:10:15] <diesieben07> eh, ForgeModContainer.getInstance().universalBucket
L607[16:10:20] <wundrweapon> oh
L608[16:10:57] <Kasran> The reason I was asking about dirt as a renewable resource is I'm considering using it as a fertilizer material for the special crop I'm implementing
L609[16:11:08] <diesieben07> empty bucket is the vanilla one
L610[16:11:21] <diesieben07> so Items.BUCKET
L611[16:11:24] <wundrweapon> hmm ForgeModContainer.universalBucket is not static and there seems to be no getter
L612[16:11:32] <diesieben07> <diesieben07> eh, ForgeModContainer.getInstance().universalBucket
L613[16:11:39] <wundrweapon> oh right
L614[16:11:40] <wundrweapon> misread that
L615[16:11:41] <Kasran> (It's a "bone reed" plant that grows in the desert and gives you bones when harvested, so that bones can be more easily obtained in peaceful mode)
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L618[16:16:26] <wundrweapon> hmm... does the unibucket register to the domain specified by the fluid?
L619[16:17:15] <diesieben07> the universal bucket is always "forge:bucketFilled"
L620[16:17:23] <diesieben07> there is only one item
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L622[16:17:37] <diesieben07> the stored fluid is handled via NBT
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L624[16:22:27] <wundrweapon> ooh neat
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L626[16:23:06] <wundrweapon> how do i pass in a specific fluid in /give? or is that impossible?
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L628[16:27:48] <copygirl> What's the standard language key for chat messages?
L629[16:28:55] <diesieben07> wundrweapon, it's not impossible, but it's not that trivial
L630[16:29:10] <Ordinastie> copygirl, what do you mean ?
L631[16:29:36] <copygirl> Like.. "chat.modid.key" ?
L632[16:29:36] <wundrweapon> heck
L633[16:29:46] <diesieben07> you can do whatever you want there
L634[16:29:51] <Ordinastie> ^
L635[16:29:52] <diesieben07> just include your ModID somehow
L636[16:29:58] <wundrweapon> then i'll avoid that for now, till the tab image appears right
L637[16:30:08] <copygirl> I know, just wondering about the standard. Minecraft uses it too, right?
L638[16:30:19] <copygirl> I suppose I could go looking for the default MC lang files.
L639[16:30:23] <Ordinastie> there are no standards
L640[16:31:07] <copygirl> I
L641[16:31:19] <copygirl> I'm sure MC uses something for its chat messages..?
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L645[16:35:32] <copygirl> Whiiich.. opens another question. Where are the assets stored? On second thought though, let's just assume it's "chat." and go on my way~
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L652[16:53:16] <Kasran> Are there any mods for 1.10 that add a way to obtain blaze powder in Peaceful mode? (e.g. from a plant or something)
L653[16:54:22] <gigaherz> hmmm was it thaumcraft, that added that desert plant?
L654[16:54:39] <g> Kasran, attained drops kinda does but you need one of the drop first
L655[16:54:55] <gigaherz> ah but 1.8 only
L656[16:54:56] <gigaherz> no 1.9+
L657[16:55:02] <g> thaumcraft? yeah
L658[16:55:06] <g> 1.10 is being worked on
L659[16:55:07] <gigaherz> there's a "magical crops" replacement
L660[16:55:15] <gigaherz> mystical agriculture?
L661[16:55:21] <gigaherz> it may have a way to breed them
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L664[16:55:47] <gigaherz> although chances are it requires one of the item to begin with
L665[16:56:14] <g> Maybe find a mod that lets you edit dungeon chest loot
L666[16:56:23] <gigaherz> you can do that without mods
L667[16:56:23] <g> and add it to that
L668[16:56:25] <gigaherz> using loot tables
L669[16:57:09] <gigaherz> https://minecraft.curseforge.com/projects/additional-loot-tables
L670[16:57:41] <Kasran> Dungeon chest loot isn't renewable, but I guess...
L671[16:57:44] <Kasran> hmm.
L672[16:57:49] <gigaherz> yes but
L673[16:57:53] <gigaherz> suppose: you need ONe chest loot
L674[16:57:57] <gigaherz> and then mystical agriculture
L675[16:57:59] <gigaherz> to produce more
L676[16:58:07] <gigaherz> it becomes renewable.
L677[16:59:41] <gigaherz> also
L678[16:59:50] <gigaherz> the one used in skyfactory 3
L679[16:59:56] <gigaherz> ex whatever
L680[17:00:20] <gigaherz> may have some way to get blaze rods?
L681[17:00:45] <gigaherz> unless it requires you to make a mob spawner in the nether
L682[17:00:47] <gigaherz> then nevermind
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L689[17:56:10] <williewillus> !gm Entity.onUpdate
L690[17:57:12] <williewillus> !gm Block.damageDropped
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L695[18:10:45] <Shambling> anyone know if there is a fork of minetweaker/craftweaker for 1.11 being worked on?
L696[18:10:58] <williewillus> ct is on 1.11 i thought
L697[18:11:04] <williewillus> if not it's probably getting there soon
L698[18:11:11] <Shambling> looking at jared's repo, I see "removing 1.11 remnants" so I'm thinking they must have worked on it somewhere
L699[18:11:28] <Shambling> honestly, that is one of the few things keeping me from updating to 1.11.2
L700[18:11:49] <Ordinastie> I'll leave that here : https://www.youtube.com/watch?v=kGYcNcFhctc
L701[18:11:53] <williewillus> !sm p_184445_1_ left
L702[18:11:59] <williewillus> !sp p_184445_1_ left
L703[18:12:09] <williewillus> !sp p_184445_2_ right
L704[18:12:29] <Shambling> I'm imagining it probably goes pretty heavy on the asm
L705[18:12:45] <williewillus> not really, just reflecting :P
L706[18:12:48] <Shambling> wait... cyber sitcom? why did I never hear of this
L707[18:13:21] <Shambling> I do remember that weezer is a god damn old band because there was an AVI from them on the original win98 disc
L708[18:16:40] <diesieben07> WTF am I watching ordi...
L709[18:20:04] <Ordinastie> I must admit, there is a line that's classic Chandler that made me smile :)
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L711[18:26:20] <auenf> was weezer on win98 cd or win95 cd?
L712[18:27:58] <Shambling> I thought it was the win98 but it might have been 95
L713[18:28:02] <auenf> from memory, weezer avi was on win95 cd, win98 had a different band/song as a mpg (mpeg1)
L714[18:28:18] <Shambling> I had found a win98 upgrade disc this year that reminded me of it
L715[18:29:04] <auenf> 95 OSR2 (and newer) probably had weezer as a mpg instead of avi
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L718[18:32:23] <Shambling> yeah was mpg, sorry just found a video of someone opening the cd lol
L719[18:33:02] <auenf> aparently, original 95 cd has avi
L720[18:33:09] <auenf> 95B has mpg
L721[18:33:20] <Shambling> hrmmm... interesting
L722[18:33:26] <auenf> 95B is osr2
L723[18:33:35] <Scorp> Can anyone help with fixing this - http://imgur.com/a/avH2z
L724[18:33:40] <Shambling> I honestly don't know which version I watched back then, I do know that I only installed win95 on my home pc because I was going to college, so probably 96
L725[18:33:56] <Shambling> block too large?
L726[18:34:01] <Shambling> or the textures
L727[18:34:28] <auenf> OSR2 supported fat32, and i'm pretty sure the reason why weezer was mpg was cause it bundled mpeg codecs for the first time
L728[18:34:45] <auenf> also, osr2 included native usb support
L729[18:35:24] <diesieben07> Scorp, show your json models
L730[18:35:36] <Shambling> was just going to say that
L731[18:35:56] <Shambling> after looking at an example json, hehe
L732[18:36:29] <Scorp> diesieben07, https://github.com/thebuildcast/GasMod/tree/master/src/main/resources/assets/gasmod -- Its the gas_generator_one_block and the gas_extractor_block
L733[18:36:58] <Scorp> Block is fine, its the item
L734[18:37:05] <diesieben07> why do you have those display things there?
L735[18:37:56] <diesieben07> in the item model
L736[18:38:41] <williewillus> display blocks don't merge with parent
L737[18:38:47] <williewillus> if you change it you have to respecify the defaults
L738[18:39:03] <diesieben07> yeah but you shouldn't have to do anything here for display
L739[18:39:03] <Scorp> ?
L740[18:39:05] <diesieben07> in the item model at least
L741[18:39:15] <Scorp> So what am I doing wrong?
L742[18:39:19] <williewillus> Scorp: try removing the display {} part from the item json
L743[18:39:31] <Scorp> all of the display part?
L744[18:39:33] <williewillus> yes
L745[18:39:37] <Scorp> the whole third person thing?
L746[18:39:58] <Scorp> hrm k
L747[18:40:03] <Scorp> lets see what happens
L748[18:40:11] <williewillus> the default block model already includes proper display transforms
L749[18:40:17] <Scorp> hrm ok
L750[18:41:06] <Scorp> Still does the same
L751[18:41:50] <Scorp> Like nothing changed for some reason williewillus
L752[18:42:25] <williewillus> oh your block model doesn't inherit from the default one
L753[18:42:29] <diesieben07> Scorp, your item model is not getting used
L754[18:42:37] <diesieben07> because you have an inventory variant in your blockstate json
L755[18:42:47] <williewillus> right here add "parent": "minecraft:block/block",
L756[18:42:48] <williewillus> right here add "parent": "minecraft:block/block
L757[18:42:51] <williewillus> https://github.com/thebuildcast/GasMod/blob/master/src/main/resources/assets/gasmod/models/block/gas_generator_one_block.json#L3
L758[18:43:10] <williewillus> (outside the textures block)
L759[18:43:19] <Scorp> so after the commend add that?
L760[18:43:22] <diesieben07> actually
L761[18:43:28] <williewillus> yes
L762[18:43:29] <diesieben07> neither your item nor your block model are getting used
L763[18:43:34] <Scorp> lol? :P
L764[18:43:38] <williewillus> then why is it showing? :P
L765[18:43:46] <diesieben07> the blockstate json says to use forge:default-block
L766[18:43:50] <Scorp> Idk, the actual placement model works fine
L767[18:44:09] <diesieben07> we are talking about gas_generator_one_block, yes?
L768[18:44:13] <Scorp> That moment when your code half works and you don't know why... :P
L769[18:44:14] <Scorp> Yes
L770[18:44:18] <williewillus> yeah this is strange
L771[18:44:22] <diesieben07> yeah that should not use the special model
L772[18:44:25] <Scorp> and the gas_extractor_block too
L773[18:44:34] <Scorp> They're exactly the same atm
L774[18:45:04] <williewillus> well the block model is getting used
L775[18:45:10] <williewillus> because it displays :P
L776[18:45:16] <Scorp> Yeah, somehow :P
L777[18:45:28] <Scorp> Not entirely sure, code is a bit of a mess atm.
L778[18:45:36] <williewillus> there shouldn't be any code for blocks
L779[18:45:38] <Scorp> I was gonna fix this and then tidy things up
L780[18:46:21] <Scorp> Well the block model is defo working
L781[18:46:40] <williewillus> oh
L782[18:46:44] <williewillus> did you use an old tutorial? :P
L783[18:46:51] <williewillus> * >_>
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L785[18:47:15] <Scorp> Its kinda bits pulled from the web and partially looked at actually additions
L786[18:47:40] <williewillus> okay so first
L787[18:47:46] <williewillus> ModItems/ModBlocks.registerRenders should be in preinit not init
L788[18:48:01] <williewillus> second, this is an outdated call https://github.com/thebuildcast/GasMod/blob/master/src/main/java/uk/co/rascagneres/gasmod/item/ModItems.java#L38
L789[18:48:15] <williewillus> should ModelLoader.setCustomModelResourceLocation(item, 0, ...)
L790[18:48:25] <williewillus> all the old tutorials have that :P
L791[18:48:33] <williewillus> (which is why I never trust tutorials)
L792[18:48:42] <Scorp> so where is this stuff which is in init?
L793[18:49:03] <williewillus> you don't know where your code is being called from? ;P
L794[18:49:05] <williewillus> https://github.com/thebuildcast/GasMod/blob/master/src/main/java/uk/co/rascagneres/gasmod/proxy/ClientProxy.java#L49-L50
L795[18:49:08] <williewillus> move those to preinit
L796[18:49:25] <williewillus> (you're also calling ModBLocks.registerRenders twice, again at the end of the method)
L797[18:49:54] <Scorp> hrm oh yeah...
L798[18:50:07] <Scorp> Thats why I should stop at 3am and not make a mess
L799[18:50:58] <Scorp> hrm getting a null pointer from uk.co.rascagneres.gasmod.block.ModBlocks.registerRender(ModBlocks.java:59)
L800[18:51:44] <williewillus> show your new proxy
L801[18:52:02] <Scorp> http://pastebin.com/RSfnHeZv
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L803[18:53:47] <williewillus> did you change the call?
L804[18:53:52] <williewillus> to getItemModelMesher.register...
L805[18:54:02] <williewillus> in both ModBlocks and ModItems
L806[18:54:39] <williewillus> should be ModelLoader.setCustomModelResourceLocation(item, meta, ModlResLoc) instead
L807[18:55:03] <Scorp> ah forgot to change it in modblocks
L808[18:55:06] <Scorp> lemme see if that fixed
L809[18:56:06] <williewillus> getRenderItem doesn't exist yet in preinit so leaving it as the old call would crash
L810[18:56:35] <Scorp> Ok so that fixed null pointer but the item model is still broken
L811[18:58:45] <williewillus> are there model errors in the log on startup?
L812[19:02:27] <Scorp> dont think so
L813[19:02:52] <Scorp> makes it more difficult
L814[19:03:00] <williewillus> ?
L815[19:03:03] <williewillus> oh yeah
L816[19:03:04] <williewillus> :P
L817[19:03:24] <williewillus> i'm confused why the forge transforms don't apply
L818[19:03:27] <williewillus> try deleting the item json
L819[19:03:32] <williewillus> or renaming it something else
L820[19:03:37] <williewillus> temporarily
L821[19:05:19] <Scorp> wow that fixed
L822[19:05:20] <Scorp> lol
L823[19:05:27] <Scorp> thanks
L824[19:05:44] <williewillus> yeah the item json was overriding what you already specified inthe blockstate json (forge:default-block)
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L826[19:07:00] <Scorp> thanks for the help :)
L827[19:07:17] <Scorp> need to clean up liquid code up now, its a bit everywhere
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L835[19:34:14] <fishy> Hello. I am newb modder and i need help with registering item renderers. The function that registers them is called from a class that also adds items into game registry.It is triggered by FMLInitializationEvent and 'e' is checked if it is client side. I use this code to assign the model json files: http://pastebin.com/8fwgNhem and it compiles and runs without any problem. Hovewer, items still look like oversized checkerboard blocks. Ca
L836[19:34:15] <fishy> n anyone help me please?
L837[19:38:42] <fishy> If it is needed, i use IntelliJ IDEA 16.3
L838[19:40:24] <williewillus> that's an old method call
L839[19:40:27] <williewillus> outdated since 1.8.0
L840[19:40:31] <williewillus> followed an old tutorial? :P
L841[19:40:49] <fishy> Might have been. I mainly lurk tutorials for 1.8 and 1.7
L842[19:41:04] <fishy> So whats the new method?
L843[19:41:26] <williewillus> "new" as in the last 2 years ;P. ModelLoader.setCustomModelResourceLocation(item, 0, res)
L844[19:41:29] <williewillus> and you have to move it to preinit
L845[19:41:41] <williewillus> don't trust old tutorials
L846[19:41:51] <fishy> Even better, cuz code will be simpler. No more junk in init.
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L849[19:45:19] <fishy> BTW im trying to create mere 'imitation' of Thaumcraft 2 for 1.10.2. I named it Project Thaum by the rules defined by Project Red and ProjectE. I wonder if it is good place to start? Ive been making this since yesterday.
L850[19:45:42] <fishy> OFC i dont use original assets. Not my property.
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L852[19:52:47] <williewillus> what do you mean good place to start? :P
L853[19:53:09] <copygirl> Turns out you /can/ actually order config properties! Yay!
L854[19:53:50] <fishy> I mean if i am up for the task. You know, infusers, Quaesitum, all the other stuff from the original Thaumcraft 2.
L855[19:54:12] <williewillus> I mean that question is for you to answer :P
L856[19:55:10] <fishy> For as now i think i have a solid undestandement of how the client/server sides work. But when i was interested in how GUI code looks and looked into Refined storage source code, i was scared
L857[19:57:30] <fishy> BTW how to make the items trasparent? All the items are in jpg format, they have transparent background, but ingame they render with black background.
L858[19:57:45] <fishy> I want them to look all nice.
L859[19:58:27] <copygirl> The only thing about GUI code I never quite got was .. how were you supposed to use the default GUI handler? No additional data sucks!
L860[19:58:39] <copygirl> But I guess that's just me because I like configurable GUI sizes.
L861[19:58:57] <copygirl> So I always use a custom network packet.
L862[19:59:05] <williewillus> fishy: try using pngs
L863[19:59:08] <copygirl> Other than that.. you should be able to figure things out!
L864[19:59:28] <copygirl> Look at iron chests first :3
L865[19:59:32] <williewillus> copygirl: most people don't realize the "x y z" parameters don't actually have to be x y z :P
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L869[20:01:56] <copygirl> williewillus: That feels hacky.
L870[20:02:13] <williewillus> i mean it's just an unfortunately naming on FML's part
L871[20:02:15] <copygirl> And only allows for 3 int values.
L872[20:02:25] <williewillus> no part of fml's logic requires it to be coords :P
L873[20:03:00] <fishy> Thanks for the help. One more thing: I know it has to do with models. My 'crystals' render like they would be a pickaxe for example. I want them to render like lapis lazuli for example.
L874[20:03:23] <williewillus> what do you mean "like a pickaxe" or "like lapis"?
L875[20:03:28] <williewillus> they both render the same way
L876[20:03:38] <copygirl> Held in hand?
L877[20:04:12] <fishy> I mean, it renders big like a sword.
L878[20:04:15] <copygirl> I think that's.. part of the .json stuff.
L879[20:04:19] <fishy> It is
L880[20:04:21] <williewillus> show your models
L881[20:04:38] <fishy> {
L882[20:04:38] <fishy> "parent": "builtin/generated",
L883[20:04:38] <fishy> "textures": {
L884[20:04:38] <fishy> "layer0": "thaumicproject:items/CrystalItemDepleted"
L885[20:04:38] <fishy> },
L886[20:04:39] <fishy> "display": {
L887[20:04:41] <fishy> "thirdperson": {
L888[20:04:45] <fishy> "rotation": [ -90, 0, 0 ],
L889[20:04:47] <fishy> "translation": [ 0, 1, -3 ],
L890[20:04:48] <copygirl> Abort!
L891[20:04:49] <fishy> "scale": [ 0.55, 0.55, 0.55 ]
L892[20:04:49] <williewillus> use pastebin >_>
L893[20:04:51] <fishy> },
L894[20:04:53] <fishy> "firstperson": {
L895[20:04:55] <fishy> "rotation": [ 0, -135, 25 ],
L896[20:04:57] <fishy> "translation": [ 0, 4, 2 ],
L897[20:04:59] <fishy> "scale": [ 1.7, 1.7, 1.7 ]
L898[20:05:01] <fishy> }
L899[20:05:03] <fishy> }
L900[20:05:05] <fishy> }
L901[20:05:07] <fishy> Ok sry
L902[20:05:21] <Shambling> err... the firstperson 1.7,1.7,1.7 I think would be the problem
L903[20:05:23] <williewillus> 1. change builtin/generated to item/generated
L904[20:05:30] <williewillus> 2. remove all of the "display" block
L905[20:07:35] <fishy> The item i tried this method on is again not rendering at all.
L906[20:07:51] <williewillus> what do you mean? missingmodel?
L907[20:08:14] <fishy> The big checkerboard all over again.
L908[20:08:25] <williewillus> pastebin your new json
L909[20:08:28] <williewillus> and did you register it in code?
L910[20:09:19] <fishy> Ihttp://pastebin.com/fWv3Rp6K It was already registered
L911[20:09:34] <williewillus> line 5
L912[20:09:37] <williewillus> trailing comma
L913[20:12:55] <fishy> Thanks, works as intented.
L914[20:15:16] <williewillus> np
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L917[20:16:31] <fishy> And how to make them shine like enchanted tools?
L918[20:18:05] <fishy> i found about boolean hasEffect but i presume as it is 5 years old it will no longer work?
L919[20:18:18] <williewillus> nah that's the same :P
L920[20:19:23] <fishy> k
L921[20:26:16] <fishy> One time i looked into decompiled minecraft. When i looked at the Block.java, i found out that methods do not have any logical names, like Mojang would want to protect them from something. Why is this a case?
L922[20:29:11] <fishy> NVM. I am now trying to compare getUnlocalizedName to a unlocalized name of crystal i dont want to glow (cuz its depleted). I compare them using != and the iDE is saying... 'String values are compared using !=, not equals()'. And OFC it doesnt compile. What is going on?
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L927[20:42:25] <Scorp> I'm using a model type block - Is there an easy way to stop the purple and black particle effects when I break it
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L930[20:48:28] <Denyol> Scorp: add ""particle": "blocks/block"" under textures
L931[20:49:24] <Scorp> just blocks/block or change it to something relating to my block?
L932[20:49:42] <Denyol> something related to the texure you want as the block break particles
L933[20:50:26] <Scorp> so does it go in blockstates?
L934[20:50:43] <Denyol> yes
L935[20:50:51] <Denyol> , well thats why I put mine
L936[20:51:02] <Denyol> otherwise in the model file
L937[20:51:36] <Scorp> ok, i'll try it
L938[20:54:21] <Scorp> Hrm not sure it worked
L939[20:54:27] <Scorp> Might be doing it wrong
L940[20:54:43] <Denyol> Send the model and blockstates file please
L941[20:55:37] <Scorp> http://pastebin.com/PCTt96pd http://pastebin.com/7C23unKL
L942[20:57:16] <Denyol> move the particle into defaults
L943[21:00:28] <Scorp> still no
L944[21:01:05] <Scorp> Denyol,
L945[21:01:06] <codahq> it appears there is an extra step to using the EntityDataManager in 1.11. previously in 1.8 could just call Entity's getDataManager() and then set my parameter and value. i'm getting a null pointer exception in 1.11 when i call set though because my DataParameter isn't in the EntityDataManager's map.
L946[21:01:25] <Denyol> Scorp, my blockstates looks like this, http://pastebin.com/VZjKmgN6
L947[21:01:26] <codahq> do i have to register DataParameters now somewhere?
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L949[21:04:30] <codahq> nvm
L950[21:04:32] <codahq> i see a vanilla example
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L953[21:15:28] <Scorp> Denyol, thx, got it working
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L957[21:25:31] <Tazz> lol Uncle Bob is going to speak at my office I guess
L958[21:25:44] <Tazz> totally not excited or anything
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L964[21:50:33] <Scorp> why is my UI refusing to be big enough - http://puu.sh/tDnuy/dd5545c4f5.png
L965[21:52:08] <Umbraco> have you set xSize and ySize?
L966[21:52:24] <Scorp> yup this.xSize = 176;
L967[21:52:24] <Scorp> this.ySize = 186;
L968[21:53:17] <Umbraco> and you are using those values when drawing the background?
L969[21:54:15] <Scorp> this.drawTexturedModalRect(this.guiLeft, this.guiTop, 0, 0, this.xSize, this.ySize);
L970[21:54:15] <Scorp> yes
L971[21:54:37] <Umbraco> right
L972[21:54:42] <Umbraco> hmm
L973[21:54:44] <Scorp> am I derping?
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L975[21:56:52] <Scorp> Might be being stupid somewhere altho i dont see it
L976[21:56:59] <Umbraco> well, it seems like the height of the UI on your screenshot is the default ySize value 166
L977[21:57:11] <Scorp> yeah
L978[21:57:14] <Umbraco> so the value you set isnt used for some reason
L979[21:57:19] <Scorp> I tried to extend
L980[21:57:58] <Umbraco> show the class code
L981[21:58:41] <Scorp> the gui class?
L982[21:58:49] <Umbraco> yes
L983[21:59:07] <Scorp> k 1 sec
L984[22:00:15] <Scorp> http://pastebin.com/neUVmE24 - There ya go, if you have the time as well can you see why my hovering text aint working
L985[22:02:03] <Umbraco> your second constructor isnt setting the size
L986[22:02:51] <Scorp> ?
L987[22:02:51] <Umbraco> do this() instead of super()
L988[22:03:07] <Scorp> wheres that?
L989[22:03:37] <Umbraco> line 38
L990[22:03:37] <Scorp> Ah i think i see
L991[22:03:42] <Scorp> yeah
L992[22:04:57] <Scorp> Awesome thanks, that worked. Any idea with the hovering text at the bottom
L993[22:05:41] <Umbraco> it doesnt show at all?
L994[22:05:54] <Scorp> Not that I can see. It could be in the wrong place
L995[22:07:48] <Umbraco> for position, try mouseX - guiLeft and mouseY - guiTop
L996[22:08:26] <Denyol> My models are adding black shadows to the extra bits and I have no idea why, http://prntscr.com/e1bf0q
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L998[22:08:55] <Scorp> on the contains or on the draw hovering text
L999[22:09:05] <Umbraco> draw hovering text
L1000[22:09:21] <Umbraco> if that doesnt work I'd say the contains() is the problem
L1001[22:09:25] <Scorp> kk
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L1019[22:15:03] <Scorp> Umbraco, Yeah not working
L1020[22:16:15] <Umbraco> tried adding mouseX-guiLeft to the contains() call too?
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L1027[22:19:35] <Scorp> i'll try
L1028[22:23:30] <Scorp> Umbraco, now it shows where ever the mouse is
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L1030[22:25:41] <Umbraco> but it shows now? I'd check whether the tests inside contains() are correct
L1031[22:26:50] <Scorp> I have this - http://pastebin.com/7asC2GVx and now it shows anywhere the mouse is on the screen
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L1035[22:31:22] <Umbraco> if(fluidBar.contains(mouseX-guiLeft, mouseY-guiTop));
L1036[22:31:29] <Umbraco> that semicolon at the end is wrong
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L1038[22:32:12] * williewillus mumbles something about ifs being expressions
L1039[22:35:36] <Scorp> Umbraco, Oh wow. derp
L1040[22:35:49] <Scorp> so what do you think the things should read
L1041[22:36:45] <Umbraco> what do you mean?
L1042[22:37:00] <Scorp> so do you think i still need the guileft etc things and if so where
L1043[22:37:13] <Umbraco> think so yes
L1044[22:37:18] <Scorp> for both?
L1045[22:37:34] <Umbraco> but really, breakpointing and looking at the values is your friend
L1046[22:37:41] <Umbraco> both I think yes
L1047[22:38:04] <Scorp> works! thx
L1048[22:38:19] <Umbraco> cool
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L1050[22:46:23] <Scorp> Is there a way to get the localized name from unlocalized. I did .getUnlocalizedName and not sure how I could display the local one
L1051[22:46:40] <killjoy> What's the context?
L1052[22:46:58] <williewillus> I18n.format (note that that's only usable clientside)
L1053[22:47:06] <McJty> Scorp, who don't you get the localized name to start with?
L1054[22:47:15] <williewillus> ?
L1055[22:47:19] <killjoy> either don't translate on the server or use english only.
L1056[22:47:20] <McJty> williewillus, btw, I fixed top
L1057[22:47:27] <williewillus> awesome
L1058[22:47:29] <Scorp> To display fluid name on hover - I did gasGeneratorOneTE.getFluidType().getUnlocalizedName()
L1059[22:47:42] <killjoy> Yeah, I18n is the way to go
L1060[22:47:48] <Scorp> thx
L1061[22:47:55] <killjoy> *net.minecraft.client.resources.I18n
L1062[22:47:58] <williewillus> the one with the format(), there's two classes called I18n
L1063[22:48:09] <McJty> killjoy, or getLocalizedName()
L1064[22:49:00] <McJty> getLocalizedName() is better because the fluid can override that and add more info
L1065[22:49:35] <killjoy> Isn't there a tooltip method?
L1066[22:49:44] <williewillus> this is for fluid
L1067[22:49:58] <killjoy> So that's not for block?
L1068[22:50:25] <McJty> getLocalizedName() exists for block, fluid, fluidstack, ...
L1069[22:51:15] <McJty> BTW, how does one convert a ResourceLocation to a path on the filesystem?
L1070[22:52:02] <McJty> Ah nm, found it
L1071[22:54:00] <killjoy> inputStream ftw
L1072[22:54:22] <williewillus> i think there was a method on resourcemanager that went RL to inputstream
L1073[22:54:33] <McJty> yes
L1074[22:55:22] <McJty> Seems to be client side though
L1075[22:55:39] <McJty> I mean getting the resource manager
L1076[22:55:52] <williewillus> the resource system only exists clientside
L1077[22:55:56] <killjoy> server doesn't have resources
L1078[22:56:12] <killjoy> server gets en_us.lang via classloader
L1079[22:56:14] <Denyol> Hmm I keep getting this error when running OpenEye, https://hastebin.com/ayoduputup.apache
L1080[22:56:20] <McJty> Ok, so where does one put data that needs to be loaded on server?
L1081[22:56:30] <williewillus> it uses the classpath manually
L1082[22:56:38] <McJty> ok
L1083[22:56:38] <williewillus> see how loot tables or structure templates are loaded
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