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L1[00:00:13] ⇦
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L2[00:04:42] ⇨
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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
:)
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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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
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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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L55[02:03:04] ⇨
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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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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
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
L97[03:56:00] ⇨
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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
L173[07:51:29] <Denyol> thats only for the
ItemBlocks
L174[07:52:00] <gigaherz> and the
blockstates file with the same name?
L176[07:52:15] <Denyol> blockstates file
is called vault_part.json
L177[07:52:23] <gigaherz> I want to see
the CONTENTS
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
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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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?
L284[10:06:35] <Scorp> gah - damn thing
:P
L285[10:08:46] <Ashindigo_> Isnt there a
forge fluid test?
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
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?
L301[10:14:12] <gigaherz> based on t
his
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
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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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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
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
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"
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?
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
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
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
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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)
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
L524[15:06:13]
⇨ Joins: KGS
(~KGS@h-155-4-129-249.na.cust.bahnhof.se)
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
L538[15:12:44] ***
Abrar|gone is now known as AbrarSyed
L539[15:19:24] ***
mumfrey is now known as Mumfrey
L540[15:22:21] ⇦
Quits: Naiten (Naiten@5.143.92.108) (Read error: Connection reset
by peer)
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
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?
L551[15:34:28] ⇦
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L552[15:34:30]
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(kiwiirc@c-73-164-110-101.hsd1.mn.comcast.net)
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
L555[15:35:57]
⇨ Joins: ThePsionic
(~Psi@ip5457f909.direct-adsl.nl)
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*
L561[15:46:56] ⇦
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timeout: 180 seconds)
L562[15:50:38] <diesieben07> Meronat, the
class you posted is not the one with the error.
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
L571[15:52:48] ⇦
Quits: Shambling
(~Shambling@24-181-186-74.dhcp.nwtn.ct.charter.com) (Read error:
Connection reset by peer)
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
L574[15:53:26] ⇦
Quits: fatguylaughing (~fatguylau@worx01.worxco.net) (Quit:
fatguylaughing)
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
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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
L595[16:07:30]
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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)
L616[16:14:03] ***
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L617[16:15:40] ⇦
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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
L621[16:17:24]
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(~quassel@cable-static-7-174.rsnweb.ch)
L622[16:17:37] <diesieben07> the stored
fluid is handled via NBT
L623[16:20:51]
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L624[16:22:27] <wundrweapon> ooh
neat
L625[16:22:50] ***
MrKickkiller is now known as MrKick|Away
L626[16:23:06] <wundrweapon> how do i pass
in a specific fluid in /give? or is that impossible?
L627[16:24:56] ⇦
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timeout: 180 seconds)
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..?
L642[16:33:52]
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L643[16:34:11] ⇦
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L644[16:34:18] ⇦
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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~
L646[16:38:56] ⇦
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L647[16:42:05] ⇦
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())
L651[16:48:48]
⇨ Joins: Infi
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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
L662[16:55:23]
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(~quassel@cable-static-7-174.rsnweb.ch)
L663[16:55:37] ⇦
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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
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
L683[17:07:06]
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L684[17:31:16] ***
amadornes is now known as amadornes[OFF]
L685[17:34:56]
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(~falconerd@ppp118-209-76-250.bras1.mel11.internode.on.net)
L686[17:40:09]
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L688[17:56:00]
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L689[17:56:10] <williewillus> !gm
Entity.onUpdate
L690[17:57:12] <williewillus> !gm
Block.damageDropped
L691[17:58:56] ⇦
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L692[18:02:23] ⇦
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(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Quit: You
think you are above consequences.)
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
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 :)
L710[18:21:29]
⇨ Joins: VikeStep
(~VikeStep@192.43.96.58.static.exetel.com.au)
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
L716[18:29:28] ⇦
Quits: founderio
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(Quit: founderio)
L717[18:30:54] ***
Scorp_Away is now known as Scorp
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
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
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
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
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
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
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
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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
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 ]
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?
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
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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L929[20:47:23] <codahq> i forgot the trick
to get hexchat to finish authenticating before it tries to join
channels. i end up in the registeryournamemoron channel every time
i connect now.
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
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.
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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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
L985[22:02:03] <Umbraco> your second
constructor isnt setting the size
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
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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
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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
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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