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L1[00:00:30] <williewillus> this is still hacky, but you could catch the chunk save event and clear the Level tag in the nbt data
L2[00:00:43] <williewillus> and then issue a /save-all flush (but via code of course)
L3[00:00:59] <williewillus> next time it tries to load you'll get a log warning though since the MCA file thinks it still exists
L4[00:01:17] <codahq> i guess i could create new instances of chunkprovider and chunkgenerator. it won't have the chunks loaded... then just generate a chunk from those and replace blocks from the new chunk into the old chunk.
L5[00:01:34] <codahq> that will be slow as slow though.
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L7[00:02:09] <williewillus> meh, I'd go for wiping the data + reloadingthe chunk. all of these are pretty bad solutions but I feel that's the least bad
L8[00:02:54] <williewillus> you might be able to fix the region file too to get rid of the log message
L9[00:03:16] <codahq> this is triggered from an explosion. can i trigger the save chunk event by markign the chunk dirty or something?
L10[00:05:15] <williewillus> see what /save-all (flush) does
L11[00:06:04] <codahq> do you happen to know what package the commands are in?
L12[00:06:10] <williewillus> search with your ide
L13[00:07:00] <codahq> yeah, it was easier than i thought. i asked because it seemed like the last time i was lookign they weren't called commmands
L14[00:07:03] <codahq> or anything close
L15[00:07:59] <codahq> worldServer.saveChunkData();
L16[00:08:01] <codahq> that would probably do it
L17[00:08:21] <williewillus> actually
L18[00:08:48] <williewillus> you could just unload and reload it because it looks like chunks always save on unload
L19[00:08:54] <williewillus> which fires the event
L20[00:09:05] <codahq> oh, yeah. i actually saw that now that you mention it
L21[00:09:27] <williewillus> so chunkprovider.unload(Chunk); catch the event and remove a vital tag (removing the "Level" one causes it to regenerate)
L22[00:09:28] <codahq> and i have to unload anyway
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L24[00:12:11] <williewillus> i'm not sure what happens when you try to unload a chunk that's already in loading range though, strange things might happen
L25[00:14:09] <codahq> it doesn't seem to let me
L26[00:14:15] <williewillus> what happens?
L27[00:14:46] <codahq> the event didn't fire because i think it wasn't eligible for unload. debugging now
L28[00:15:09] <williewillus> are you in spawn chunks?
L29[00:15:11] <williewillus> those can't unload
L30[00:15:14] <williewillus> in the overworld
L31[00:15:55] <codahq> maybe. i don't have anything but the world spawn chunk but i could be on that. is that by default where the bonus chest would be?
L32[00:16:06] <williewillus> yes
L33[00:16:12] <williewillus> get away from the world spawn and try it again
L34[00:16:59] <codahq> that will take a minute. i had a bunch of hardcoded chunks because i was trying to make sure i was actually modifying the right one. (other debugging)
L35[00:17:03] <codahq> one sec
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L62[01:31:34] <Naiten> Which part of the banilla code handles the raytracing when player clicks a block or an entity?
L63[01:33:42] <xaero> getMouseOver, in the Minecraft class IIRC
L64[01:37:55] <Naiten> searched word 'trace', 4868 occurences found .___.
L65[01:40:04] <KklyAq> its objectMouseOver
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L68[01:53:39] <Naiten> okay, thanks
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L71[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170130 mappings to Forge Maven.
L72[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170130-1.11.zip (mappings = "snapshot_20170130" in build.gradle).
L73[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/
L74[02:06:37] <Naiten> why is entity.rayTrace() client-only?
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L76[02:07:09] <Naiten> is click, like, processed on a client, then sent to server and then attackEntity() or interact() is handled?
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L82[02:22:49] <Naiten> This banilla code bugs me more than it should http://i.imgur.com/Kno76U3.png http://i.imgur.com/MBQvsDE.png
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L92[02:45:06] <Corosus> wheee decompiled code
L93[02:47:03] <Corosus> entity.rayTrace is client because in vanilla code only client side used it, so forge marked it as so and no one has made a pr to patch to remove the side only, mainly because no one cares because you can use worldObj.rayTraceBlocks from either side
L94[02:47:40] <Denyol> How does someone do a patch like lat?
L95[02:47:45] <Denyol> that*
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L97[02:49:02] <Corosus> eg of a patch: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/patches/minecraft/net/minecraft/util/math/Vec3d.java.patch#L17
L98[02:49:31] <Denyol> but where does the batch get put?
L99[02:49:39] <Denyol> patch*
L100[02:50:35] <Corosus> iirc as code is loaded on runtime it scans for a patch and applies it to it via a class transformer
L101[02:52:32] <Corosus> its been a while since i reverse engineered it all, but its either those .patch files used directly, or they are git patch files that are then converted into binpatch files using some "delta" lib that can work magic on the files
L102[02:54:45] <Denyol> "Space instead of tabs" https://github.com/MinecraftForge/MinecraftForge/wiki/If-you-want-to-contribute-to-Forge, wot
L103[02:57:46] <Ashindigo_> i just used the forge formatter
L104[02:57:58] <Denyol> but why spaces tho
L105[02:58:08] * Ashindigo_ shrugs
L106[02:58:26] <Denyol> \0-o/
L107[03:00:25] <Denyol> Im tempted to attempt to fix an issue with IItemHandler not saving with .writeNBT()
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L165[07:50:33] <secknv> so onItemUse no longer has the ItemStack param
L166[07:50:47] <secknv> how do I get the stack
L167[07:51:06] <secknv> from entityplayer
L168[07:51:53] <secknv> if that made any sense at all
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L170[07:57:07] <Ashindigo_> You could check the inventory
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L181[08:01:11] <secknv> I just found a getActiveItemStack
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L183[08:01:18] <secknv> seems like a name that does what I want
L184[08:01:27] <secknv> I guess
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L191[08:03:58] <secknv> people of the forge I am of confuse
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L193[08:04:09] <secknv> onItemUse(EntityPlayer stack, World playerIn, BlockPos worldIn, EnumHand pos, EnumFacing hand, float facing, float hitX, float hitY)
L194[08:04:33] <secknv> any particular reason why that method has the param names all derped
L195[08:04:58] <Ashindigo_> !gm onItemUse
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L198[08:05:14] <secknv> !gm onItemUse
L199[08:05:31] <Tencao> Quick question, what was floor_double changed to?
L200[08:05:48] <Tencao> In net.minecraft.util.math
L201[08:06:52] <secknv> its still there Tencao
L202[08:07:06] <Tencao> I don't see it, unless the name changed
L203[08:07:25] <secknv> Ashindigo_ funny I just got the rec forge for 1.11 and the param names got shifted it seems
L204[08:07:52] <secknv> tencao I am looking at it in mathhelper rn
L205[08:08:11] <Tencao> I'm on stable-29 mappings, and I don't see it
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L208[08:09:33] <secknv> i have the 2189
L209[08:09:35] <secknv> forge
L210[08:09:49] <secknv> not the latest but the rec
L211[08:10:12] <Naiten> how do I fix my halfblock raytracing? http://i.imgur.com/BgpKzeg.png
L212[08:10:15] <Tencao> I'm also on the recommended with the latest stable mappings and I don't see it
L213[08:10:19] <Tencao> What line is it on for you?
L214[08:11:08] <secknv> 73
L215[08:11:22] <secknv> ctrl+f?
L216[08:11:26] <Tencao> Ah, yeah it was renamed it seems
L217[08:11:28] <Tencao> public static int floor(double value)
L218[08:12:24] <secknv> oh sorry i just saw it now
L219[08:12:39] <secknv> im 1.11 not stable-29 xD
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L221[08:14:30] <secknv> sad story
L222[08:15:22] <secknv> this is the first time I try to update a derp mod of mine and it still doesnt work after I fix the code ahaha
L223[08:15:51] <secknv> fix as in fixing the red underlines
L224[08:17:03] <secknv> i guess obviously it wasnt gonna be that simple
L225[08:19:20] <Ashindigo_> Programming is never that simple ;)
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L232[08:49:34] <DaMachinator> now i know why no-GUI mods are all the rage
L233[08:49:39] <DaMachinator> GUI's are hard :D
L234[08:51:02] <Ivorius> Just because the API is so bad :P
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L255[09:46:12] <ScottehBoeh> Anyone know a way I can get a players ping using their username?
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L257[09:46:23] <ScottehBoeh> on a server instance, it's for a player list I'm working on
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L264[10:04:02] <TechnicianLP> ok how do it save nbtdata? this: http://pastebin.com/raw/0gVDNVC2 gets erased on worldload
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L273[10:17:39] <secknv> erm stoopid question: my mod adds a new compass that points to a specific block
L274[10:17:59] <secknv> minecraft compass uses @SideOnly(Side.CLIENT) a lot on ItemCompass
L275[10:18:34] <secknv> I read a lot of post saying using that in mods should be avoided
L276[10:19:11] <secknv> is it fine if I copy the compass code and just change where it points or should I not use the sideonly?
L277[10:19:51] <TechnicianLP2> you have to use sideonly if you override a method having it
L278[10:20:56] <secknv> this is all inside an anonymous IItemPropertyGetter class for the addPropertyOveride method
L279[10:21:35] <secknv> well there is a method override
L280[10:21:56] <secknv> but what about the fields
L281[10:22:22] <secknv> they are also @sideonly
L282[10:22:44] <TechnicianLP2> everything annotaded with that gets striped from the class on load on the wrong side
L283[10:23:16] <TechnicianLP2> so a sidonly something will throw a somethingNodeffoundexception
L284[10:23:25] <secknv> I guess we dont need compass animations on server side right?
L285[10:23:38] <TechnicianLP2> probably not
L286[10:24:58] <secknv> meh if it's working no need to change it for now
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L291[10:52:25] <Naiten> how do I send a message to all players on the server?
L292[10:52:30] <Naiten> i.e. chat
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L302[11:41:11] <Raqbit> Hello. I'm trying to overwrite a block class. I've seen some examples online, but they're using Block.blockList[], which doesn't exist anymore. How would I go about doing this in forge 1.11(.2)?
L303[11:43:40] <Ivorius> blockList
L304[11:43:43] <Ivorius> lol
L305[11:44:32] <TechnicianLP2> why do you need to oberwrote the class?
L306[11:45:07] <Ivorius> You need to extend the class, call block.setRegistryName(new ResourceLocation(x, y)); and then GameRegistry.register(block)
L307[11:45:19] <Raqbit> Ivorius: I realise that that's from before the "modid:" change.
L308[11:45:40] <ghz|afk> you shouldn't really overwrite stuff
L309[11:45:49] <ghz|afk> xcept maybe recipes
L310[11:46:07] <Raqbit> It's just for an experiment, not for production
L311[11:46:09] <ghz|afk> forge also has a block substitution system but no idea if/how that works
L312[11:46:13] <Raqbit> s/production/release
L313[11:46:20] <Raqbit> hmm
L314[11:46:21] <Ivorius> Oh, you want to replace the whole block
L315[11:46:28] <Ivorius> Well then substitution or asm
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L321[12:02:06] <Raqbit> Trying to do substitution. So I still want most of the block's functionality, so I copied the Block's class file. (As I said, this is just an experiment), but I'm getting a type incompatible error. How would I modify this class to get it to work?
L322[12:03:55] <Raqbit> currently it's just extending block
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L324[12:05:02] <TechnicianLP2> so youre replacing a block with a different class? ever heard of compatibility
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L326[12:06:34] <Raqbit> as in?
L327[12:06:51] <Raqbit> I think I got it to work now
L328[12:07:39] <ghz|afk> suppose two mods replace a block
L329[12:07:41] <ghz|afk> which one wins?
L330[12:08:15] <TechnicianLP2> if i get the block and cast it to the class i expect ... bit its yours which does not extend the default one i get a classcastexception
L331[12:08:53] <TechnicianLP2> btw: removing functionality is also pretty bad ... what are you trying to do?
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L333[12:10:42] <Raqbit> As I said, I'm just doing this for experiment purposes. I'm not planning on releasing this mod
L334[12:11:38] <McJty> ghz|afk, overhaul mods sometimes have to replace blocks though
L335[12:11:48] <McJty> And these kinds of mods usually are meant to be played on their own
L336[12:11:51] <McJty> Or with very little other mods
L337[12:12:07] <ghz|afk> yeah
L338[12:12:26] <ghz|afk> point is understanding the issue
L339[12:12:41] <TechnicianLP2> bit the fact that he does not want to tell us what exactly he wants to do is concerning me ...
L340[12:13:23] <McJty> In my Aqua Munda mod I (try) to do the same for farmland. But at least my custom farmland extends from the vanilla one
L341[12:13:31] <McJty> So casts and instanceof checks should still work
L342[12:14:13] <TechnicianLP2> but you probably dont remove functionality ...
L343[12:14:38] <McJty> Well partially
L344[12:14:53] <McJty> My mod is about fresh water. So I remove the ability from farmland to function with vanilla water
L345[12:15:00] <McJty> As that is supposed to be too salty to be used
L346[12:15:27] <Raqbit> Alright. I changed it to extend the original block & have overwritten the method I wanted to overwrite. Now I'm getting a "Block must be registered before assigning color handler" error. I'm registering the block in preinit.
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L348[12:25:45] <Raqbit> Did it!
L349[12:25:50] <Raqbit> Forgot to set registry name >.<
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L352[12:41:30] <killjoy> Naiten, I'm just seeing what you posted yesterday about variable names
L353[12:41:39] <killjoy> Did you expect the decompiler to infer the names from arguments?
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L359[13:21:16] <TechnicianLP> who invented TileENtity#getUpdateTag? wasnt the packet one enough? -.-
L360[13:21:54] <ghz|afk> getupdatetag is for data that gets transferred with the bulk chunk data transfer packets
L361[13:22:08] <ghz|afk> implementing it ensures that theclient has all the data from the beginning
L362[13:22:30] <ghz|afk> avoiding the situation in which a block is wrong and you don't receive the right data due to lag
L363[13:24:33] <ghz|afk> why do I think of stuff AFTER uploading the release? ¬¬
L364[13:24:50] *** Scorp_Away is now known as Scorp
L365[13:25:13] <ghz|afk> I was like "wait, I forgot to support vanilla iron nuggets in my mod and make them interchangeable"
L366[13:26:25] <TechnicianLP> you have custom ones?
L367[13:26:32] <ghz|afk> yes, from 1.10
L368[13:26:58] <ghz|afk> since 1.11 didn't have them yet, I won't be removing them until 1.12
L369[13:27:19] <ghz|afk> but I want to do it so that if it runs in 1.11.2, it will prefer them
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L372[13:35:03] <Whatshiywl> Hello everyone
L373[13:35:50] <Whatshiywl> I've got yet another probably very dumb question around which I can't seem to get. Here's the basic of it:
L374[13:38:18] <Whatshiywl> I'm trying to create a TileEntity (my first one, obviously) that works much like a furnace. In fact, so far, I've been trying to exactly mimmick a furnace's functionality so that I can change whatever is necessary from there. On the mechanic point of view, everything is working perfectly. However, on the visual side, not so much. Long story short, the progress bars for the fuel burn
L375[13:38:19] <Whatshiywl> and item smelt don't update, because the client entity is apparently not being synced with it's server counterpart.
L376[13:39:20] <Whatshiywl> I will post my TileEntity class here but if anyone needs more of the code to help figure it out, just ask
L377[13:39:26] <TechnicianLP> did you implement getUpdateTag and getUpdatePacket?
L378[13:40:26] <Whatshiywl> On the TileEntity class? I did not. I've extended TileEntityLockable and implemented ITickable and ISidedInventory
L379[13:40:51] <Whatshiywl> Which interfaces implement those methods?
L380[13:42:14] <TechnicianLP> TIleEntity
L381[13:42:18] <Whatshiywl> And is there some tutorial I can follow that deals with these problems? So far I've been following this https://bedrockminer.jimdo.com/modding-tutorials/ but it's outdated and I often find myself looking for up to date solutions
L382[13:42:28] <TechnicianLP> btw: you shouldnt be using getTIleentityanymore
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L384[13:42:41] <TechnicianLP> btw: you shouldnt be using ISIdedInventory*
L385[13:43:31] <Whatshiywl> Ahh, didn't know that. Do I use something else instead or can I just disregard it altogether?
L386[13:43:43] <ghz|afk> you should use the capability system
L387[13:43:49] <ghz|afk> which has the facing implicit in it
L388[13:44:21] <ghz|afk> as a basic example of a block with inventory: https://gist.github.com/gigaherz/fafed49f5f2e6121bc1f9bf8414dc648
L389[13:44:33] <ghz|afk> no IInventory or ISidedInventory needed (and it's recommended not ot use them for mods)
L390[13:44:48] <ghz|afk> if you want to return different sub-inventories per face
L391[13:44:59] <ghz|afk> you can use RangedWrapper
L392[13:45:12] <ghz|afk> and return the correct RangedWrapper based on the side requested
L393[13:45:19] <ghz|afk> or alternatively, you can use separate IItemHandlers
L394[13:45:29] <ghz|afk> and use a combined inventory wrapper to merge them for internal use
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L396[13:45:52] <Whatshiywl> Frankly I don't even know why I'm using ISidedInventory when in my case I don't care about the block's faces
L397[13:46:07] <ghz|afk> even better :)
L398[13:46:19] <ghz|afk> YAY -- my mod now "prefers" vanilla iron nuggets if available
L399[13:46:21] <ghz|afk> :)
L400[13:46:42] <Whatshiywl> I will try implementing that sample solution you sent and see if I can get it to work. Thank you both!
L401[13:47:10] <ghz|afk> if you need filtering in the slots, you can override insertItem in the ItemStackHandler
L402[13:47:19] <ghz|afk> and return the input stack untouched if the item can't be inserted
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L404[13:47:43] <Naiten> killjoy, my bad, i always forget that those morons still hate modders and Forge guys have to do all that stuff with decomp, deobf and etc
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L406[13:47:55] <killjoy> morons?
L407[13:47:59] <Whatshiywl> Does that apply for user-insertion ou automation?
L408[13:48:01] <killjoy> half of mojang are modders
L409[13:48:03] <Whatshiywl> or*
L410[13:48:05] <ghz|afk> both
L411[13:48:17] <ghz|afk> although for GUI insertion, it's best if you do it at the Slot level
L412[13:48:25] <ghz|afk> where youcan override isItemValid
L413[13:48:35] <ghz|afk> oh speaking about slots
L414[13:48:41] <ghz|afk> you will wantto use SlotItemHandler as a base
L415[13:48:47] <ghz|afk> instead of the old Slot
L416[13:48:50] <ghz|afk> which takes IInventory
L417[13:49:08] <Naiten> welp, i thought of more soft negative noun, but could not remember any
L418[13:49:43] <ghz|afk> Naiten: as lex or cpw or whoever it was explained once
L419[13:49:56] <ghz|afk> the reason mojang use an obfuscator, is because they have a *LOT* of dead code
L420[13:50:03] <ghz|afk> and the obfuscator optimizes it
L421[13:50:03] <Whatshiywl> Alright! Also good to know
L422[13:50:14] <ghz|afk> along with making a slightly smaller file size since the names are shorter ;P
L423[13:51:42] <Naiten> how is obfuscator optimizing code?
L424[13:52:02] <ghz|afk> it removes unused methods, inlines functions, etc
L425[13:52:10] <ghz|afk> the result is faster and smaller
L426[13:52:23] <killjoy> it also removes the local variable table
L427[13:52:31] <killjoy> which holds the variable names
L428[13:52:44] <Naiten> well
L429[13:52:48] <TechnicianLP> look at proguard if you want to know more
L430[13:52:54] <Naiten> they can still use it for game jars
L431[13:52:55] <killjoy> it could be worse
L432[13:53:04] <killjoy> Proguard has a mode to rename everything to keywords
L433[13:53:08] <Naiten> but open source for modders, don't they?
L434[13:53:13] <ghz|afk> they could
L435[13:53:16] <ghz|afk> but they chose not to
L436[13:53:42] <TechnicianLP> renaming to keywords is possible?
L437[13:53:45] <ghz|afk> yes
L438[13:53:51] <killjoy> just look at voxelmap
L439[13:54:07] <ghz|afk> the names of things can be keywords -- the JVM doesn't care
L440[13:54:16] <TechnicianLP> the compiler does tho
L441[13:54:18] <killjoy> it can also have spaces
L442[13:54:20] <ghz|afk> yes
L443[13:54:25] <ghz|afk> hence why you can't easily compile it
L444[13:54:28] <ghz|afk> but youcan easily obfuscate
L445[13:54:39] <killjoy> you can also easily change the names
L446[13:54:41] <TechnicianLP> how do decompilers handle that?
L447[13:54:55] <Naiten> so, it means they still hate modders >_>
L448[13:55:08] <killjoy> also multiple fields with the same name, but different type
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L450[13:55:52] <TechnicianLP> can it obfuscate string literals?
L451[13:56:01] <killjoy> probably
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L461[14:17:16] <ghz|afk> hmmmm
L462[14:17:28] <ghz|afk> funny
L463[14:17:37] <ghz|afk> my flatmate just triedto launch a modpack using curse
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L465[14:17:41] <ghz|afk> and he got the new launcher
L466[14:17:44] <ghz|afk> which isn't working XD
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L469[14:21:15] <killjoy> I'm still getting a bug where the log goes blank after I join multiplayer
L470[14:23:27] <IoP> ghz|afk: 2.x branch launcher?
L471[14:23:39] <killjoy> yes
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L475[14:26:57] MineBot sets mode: +v on RichardG
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L478[14:37:31] <ghz|afk> IoP: the one Mojang just activated for 1% of the users
L479[14:37:40] <ghz|afk> and plans to roll out to everyone during the next few weeks
L480[14:37:54] <ghz|afk> he seems to be one of those 1%
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L482[14:38:32] <IoP> I tried to update my old beta 2.0 installation and it's just erroring :/
L483[14:38:48] <ghz|afk> dl the latest .exe?
L484[14:39:09] <IoP> meh
L485[14:39:10] <ghz|afk> https://www.reddit.com/r/Minecraft/comments/5opl31/help_us_test_the_new_minecraft_launcher_now_with/
L486[14:39:15] <ghz|afk> try getting the .exe from there
L487[14:39:21] <ghz|afk> and it should update itself afterward
L488[14:39:22] <IoP> it's ugly
L489[14:39:24] <ghz|afk> to the final build
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L491[14:39:31] <ghz|afk> then use multimc or something ;P
L492[14:39:59] <starg09> ghz|afk, dinnerbone mentioned that one was a beta, and eventually will say you cannot use it anymore
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L495[14:40:27] <starg09> just as a note :P
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L497[14:41:20] <starg09> https://www.reddit.com/r/Minecraft/comments/5qzldc/everyone_will_have_the_new_launcher_by_friday_of/dd3cjdo/?context=10000
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L502[15:01:21] <ghz|afk> starg09: will it not self-update to the latest one?
L503[15:01:39] <ghz|afk> I see
L504[15:01:42] <ghz|afk> well that sucks. XD
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L506[15:02:27] <ghz|afk> hmpf
L507[15:02:34] <ghz|afk> I have 4 files in review at curseforge now XD
L508[15:02:54] <ghz|afk> (I did a bugfix release 1h after the other one -- and neither of them have been accepted yet XD)
L509[15:14:21] <Keridos> hm now back to my problem from yesterday
L510[15:14:47] <Keridos> when I want to load a model from a json and bake it to get the quads for a IBakedModel
L511[15:15:13] <Keridos> what do I need to do (currently no idea what arguments to pass to the bake() function?
L512[15:15:38] <Keridos> https://gist.github.com/Keridos/7a2d73bc0cd7e982d699e99b823db4bf
L513[15:16:23] <ghz|afk> you get the model from ModelLoaderrEgistry.getModel
L514[15:16:25] <TechnicianLP> so lets say i have a tileentity with a receptacle and i want to have it show a ghost variant of the key item while holding while aiming at the block; how do i go about implementing that? tesr?
L515[15:16:28] <ghz|afk> and that gives you an IModel
L516[15:16:30] <ghz|afk> then you call
L517[15:17:11] <ghz|afk> imodel.bake(imodel.getDefaultState(), vertedFormat, ModelLoader.defaultTextureGetter());
L518[15:17:21] <ghz|afk> alternatively, instead of imodel.getDefaultState()
L519[15:17:35] <ghz|afk> you can pass in a TRSRTransformation, if you need to move/rotate/scale
L520[15:17:40] <ghz|afk> and the vertexFormat is whatever you need
L521[15:17:45] <ghz|afk> probably DefaultVertexFormats.ITEM
L522[15:18:05] <ghz|afk> (yes you want .ITEM even for blocks)
L523[15:18:20] <ghz|afk> although
L524[15:18:26] <ghz|afk> I suppose if you call that from inside .bake
L525[15:18:32] <ghz|afk> you are already given a vertexformat
L526[15:18:33] <ghz|afk> so use that one
L527[15:18:47] <Keridos> nah check the gist i sent you
L528[15:18:54] <Keridos> this is the camo block thingie from yesterday
L529[15:19:40] <diesieben07> TechnicianLP, DrawBlockHighlightEvent
L530[15:20:44] <ghz|afk> Keridos: ah so you need to bake from getQuads
L531[15:20:50] <Keridos> yes
L532[15:20:58] <ghz|afk> n owait
L533[15:20:59] <ghz|afk> you don't
L534[15:21:05] <ghz|afk> just pass in the pre-baked model in the constructor
L535[15:21:08] <ghz|afk> as I told you to ;P
L536[15:21:30] <ghz|afk> https://gist.github.com/Keridos/7a2d73bc0cd7e982d699e99b823db4bf#file-gistfile1-txt-L107
L537[15:21:35] <ghz|afk> do the baking right before this
L538[15:21:55] <ghz|afk> and you can then reuse the same state, getter and vertexFormat given to you
L539[15:22:08] <Keridos> hm how would I determine the needed model for that though?
L540[15:22:19] <ghz|afk> oh right
L541[15:22:22] <ghz|afk> well
L542[15:22:24] <ghz|afk> bake all of them
L543[15:22:26] <Keridos> or should I bake all?
L544[15:22:27] <ghz|afk> and pass an array of 6
L545[15:22:30] <Keridos> ah ok
L546[15:22:32] <ghz|afk> 5*
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L549[15:28:18] <Keridos> ok
L550[15:28:40] <Keridos> now i just need to figure out how to tell minecraft to use the class I wrote there instead of using the json
L551[15:28:53] <ghz|afk> well
L552[15:28:59] <ghz|afk> do you have an ICustomModelLoader?
L553[15:29:05] <Keridos> in the gist
L554[15:29:12] <Keridos> not sure if that is correct though
L555[15:29:15] <ghz|afk> it's not
L556[15:29:17] <ghz|afk> the idea is
L557[15:29:18] <diesieben07> ok this is it... i am giving this guy a 3 day timeout. http://www.minecraftforge.net/forum/index.php?topic=43762.msg241002#msg241002
L558[15:29:20] <ghz|afk> you choose a custom name
L559[15:29:27] <ghz|afk> I like to use like
L560[15:29:39] <ghz|afk> "mymodid:custom/some_name_here"
L561[15:29:41] <ghz|afk> something like
L562[15:29:46] <ghz|afk> "everpipe:custom/pipe"
L563[15:29:56] <ghz|afk> to distinguish from json model locations
L564[15:30:21] <ghz|afk> then I do https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/client/PipeBakedModel.java#L285
L565[15:30:36] <ghz|afk> which uses this
L566[15:30:37] <ghz|afk> https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/client/PipeBakedModel.java#L36
L567[15:30:40] <ghz|afk> since it's the full path
L568[15:31:03] <ghz|afk> it ends up being "new ResourceLocation("mymodid", "models/block/custom/pipe")
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L570[15:31:23] <ghz|afk> then I register my loade
L571[15:31:24] <ghz|afk> r
L572[15:31:43] <ghz|afk> https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/client/ClientProxy.java#L27
L573[15:31:45] <ghz|afk> and in my case
L574[15:31:49] <ghz|afk> I also register a custom statemapper
L575[15:32:06] <ghz|afk> to make sure that all the states end up using the "normal" model (the custom one)
L576[15:32:11] <ghz|afk> https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/client/ClientProxy.java#L28
L577[15:32:29] <ghz|afk> the statemapper being
L578[15:32:29] <ghz|afk> https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/client/PipeBakedModel.java#L301
L579[15:32:37] <ghz|afk> and with that
L580[15:32:45] <ghz|afk> if you breakpoint the IModel#bake
L581[15:32:53] <ghz|afk> and you reference this model from your blockstates
L582[15:33:16] <ghz|afk> https://github.com/gigaherz/Everpipe/blob/master/src/main/resources/assets/everpipe/blockstates/block_pipe.json#L14
L583[15:33:25] <ghz|afk> minecraft will load it and bake it
L584[15:33:49] <ghz|afk> by the way
L585[15:33:49] <ghz|afk> https://gist.github.com/Keridos/7a2d73bc0cd7e982d699e99b823db4bf#file-gistfile1-txt-L92
L586[15:33:53] <ghz|afk> I'm not sure that this will work
L587[15:34:04] <ghz|afk> since it works with ResourceLocations and not ModelResourceLocations
L588[15:34:30] <Keridos> ghz|afk: reload the gist, updated it
L589[15:38:35] <Keridos> hm what would I need to pass as the unlistedproperty, need to initialize it somehow
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L591[15:40:35] <ghz|afk> Keridos: whatever you want to access from the model
L592[15:40:41] <ghz|afk> preferably a copy of the state
L593[15:40:52] <ghz|afk> so that it won't change halfway (threading)
L594[15:41:04] <Keridos> nah at initializing it
L595[15:41:09] <ghz|afk> hm?
L596[15:41:10] <Keridos> when i create the block state it errors
L597[15:41:26] <Keridos> java.lang.NullPointerException: null key in entry: null=Optional.absent()
L598[15:41:35] <ghz|afk> https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/BlockPipe.java#L43
L599[15:41:46] <ghz|afk> https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/BlockPipe.java#L56
L600[15:42:00] <ghz|afk> https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/BlockPipe.java#L173
L601[15:42:09] <ghz|afk> https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/BlockPipe.java#L138
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L603[15:44:18] <ghz|afk> I wonder if mechanism will ever implement an "elytra upgrade" for their jetpack, that lets you glide with it ;p
L604[15:44:20] <ghz|afk> Mekanism*
L605[15:44:27] <Keridos> hm my idea complains that IUnlistedProperty is abstract
L606[15:44:47] <ghz|afk> you didn't copy enough
L607[15:44:48] <ghz|afk> XD
L608[15:44:48] <ghz|afk> https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/BlockPipe.java#L43,L49
L609[15:47:30] <Keridos> ah
L610[15:53:16] <ghz|afk> hmmm
L611[15:53:34] <ghz|afk> anyone knows if anyone has made a mod for 1.10 that packports the firework powered elytra feature
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L613[15:54:40] <ghz|afk> eh
L614[15:54:40] <ghz|afk> https://minecraft.curseforge.com/projects/booster-rockets
L615[15:54:45] <ghz|afk> it's something, I guess
L616[15:54:45] <ghz|afk> XD
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L618[15:57:06] <TechnicianLP> if i have a eventhandler for an event with an sideonly parameter, will it crash on classload on the wrong side?
L619[15:57:28] <diesieben07> it may
L620[15:57:35] <diesieben07> but you can just annotate the event handler method wiht @SideOnly
L621[16:00:11] <killjoy> optionally, have a separate eventhandler for client stuff and register it in your proxy
L622[16:02:02] <TechnicianLP> i was just wondering if i could have added the highlighthandler to the blockclass
L623[16:03:12] <killjoy> You could, but that's bad design
L624[16:05:00] <Keridos> ghz|afk: if I want to use my block json with the variants for displaying the default state in the camo thingie, your implementation with the model would probably break that, how could I preserve the json so that I can still use it to render the default camo
L625[16:11:17] <Keridos> ghz|afk: should I use a different json model for each variant?
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L628[16:15:42] <TechnicianLP> one model per variant, you add those as dependencies to your IModel and return the quads as needed
L629[16:15:57] <Keridos> ah ok
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L636[16:34:54] <Keridos> how can i set a custom model for items/blocks
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L639[16:35:22] <Keridos> apparently this ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(ModBlocks.turretBase), i, new ModelResourceLocation(Reference.MOD_ID.toLowerCase() + ":" + OMTNames.Blocks.turretBase+ "_tier_"+ i+1)); doesnt work
L640[16:35:38] <ghz|afk> no you can't do that
L641[16:35:38] <ghz|afk> [22:33] (ghz|afk): https://github.com/gigaherz/Everpipe/blob/master/src/main/resources/assets/everpipe/blockstates/block_pipe.json#L14
L642[16:35:45] <ghz|afk> you have to reference it from a blockstates file
L643[16:35:53] <ghz|afk> yes even for items
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L645[16:36:03] <Keridos> ah so a seperate blockstatejson?
L646[16:36:12] <Keridos> ah wait
L647[16:36:19] <Keridos> I can reuse the old blockstate json probably?
L648[16:36:27] <Keridos> just with a different name?
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L650[16:39:16] <ghz|afk> wat?
L651[16:39:48] <Keridos> my old json without the camo
L652[16:40:16] <ghz|afk> well you need a blockstates json
L653[16:40:19] <ghz|afk> and it needs to reference the model
L654[16:40:22] <Keridos> yeah
L655[16:40:24] <ghz|afk> whatever else is up to you
L656[16:40:24] <ghz|afk> ;p
L657[16:40:35] <Keridos> i have a seperate json now turret_base_normal.json
L658[16:40:41] <Keridos> that is the old json I had before the camo
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L660[16:41:16] <ghz|afk> oaky look, you know how you make normal blockstate jsons?
L661[16:41:21] <Keridos> yes
L662[16:41:29] <ghz|afk> because it's exactly the same, xcept you use the special location
L663[16:41:31] <ghz|afk> in "model"
L664[16:41:36] <Keridos> yes
L665[16:41:37] <ghz|afk> instead of the path to a json file
L666[16:41:38] <Keridos> i have that
L667[16:41:42] <ghz|afk> yeah that's all, then
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L670[16:42:18] <Keridos> ok my items render fine now (those do not have camo) and I linked them to a seperate blockstate json
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L672[16:43:56] <Keridos> Exception loading model for variant openmodularturrets:turret_base#normal for blockstates ["openmodularturrets:turret_base[tier=5]", "openmodularturrets:turret_base[tier=4]", "openmodularturrets:turret_base[tier=3]", "openmodularturrets:turret_base[tier=2]", "openmodularturrets:turret_base[tier=1]"]
L673[16:44:14] <Keridos> can I use the statemapper in the camo model to ignore the tier variant?
L674[16:44:21] <ghz|afk> oh come on WTF
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L676[16:44:25] <ghz|afk> (not to you)
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L678[16:44:38] <ghz|afk> I just noticed that the mod update I just released, crashes
L679[16:44:39] <ghz|afk> in 1.11
L680[16:44:47] <Keridos> that is meh -.-
L681[16:44:58] <ghz|afk> for some stupid reason
L682[16:45:00] <Keridos> I hate it when that happens to me
L683[16:45:13] <ghz|afk> harvestdropsevent gives me a NonNullList
L684[16:45:20] <ghz|afk> which you can't call .add on
L685[16:45:31] <Keridos> ?
L686[16:45:46] <Keridos> that does not make sense
L687[16:46:32] <diesieben07> sure you can call add on NonNullList?
L688[16:46:35] <diesieben07> just not with a null
L689[16:47:27] <ghz|afk> nope
L690[16:47:28] <ghz|afk> if you use
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L692[16:47:34] <ghz|afk> NotNullList.withSize(1, item)
L693[16:47:38] <ghz|afk> it will create an array
L694[16:47:41] <ghz|afk> and use Arrays.asList
L695[16:47:49] <ghz|afk> which is a wrapper for the array that doesn't support resizing
L696[16:48:22] <ghz|afk> and guess what BlockTallGrass#getDrops does?
L697[16:49:00] <ghz|afk> so now I ahve two choices:
L698[16:49:20] <ghz|afk> 1. use reflection to swap the internal list of NotNullList into an unrestricted ArrayList
L699[16:49:34] <ghz|afk> 2. spawn the item in the world instead of adding it to the drops list
L700[16:49:45] <ghz|afk> and I'm strongly biased toward #1
L701[16:49:49] <diesieben07> wow ok... that...
L702[16:49:57] <diesieben07> ok may i suggest #3?
L703[16:49:59] <diesieben07> a PR? :D
L704[16:50:00] <ghz|afk> sure
L705[16:50:03] <ghz|afk> nope
L706[16:50:07] <ghz|afk> I have to release a bugfix tonight
L707[16:50:15] <ghz|afk> and I'm not removing the feature
L708[16:50:29] <ghz|afk> I MAY make a PR tomorrow
L709[16:50:32] <diesieben07> well, reflect then.
L710[16:50:37] <ghz|afk> but I can't leave the broken release as it is
L711[16:52:13] <ghz|afk> !gf NonNullList.delegate
L712[16:52:41] <Keridos> this is weird, I use the custom state mapper to map every call for my turret_base to custom/turret_base
L713[16:52:56] <Keridos> but it serrors with the above message on starting MC
L714[16:53:04] <Keridos> s/serr/err
L715[16:55:13] <Keridos> i have the variant normal in my turret_base json and it link to custom/turret_base
L716[16:56:39] <GeoDoX> Does the author of RefinedStorage hangout on here?
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L719[16:57:23] <ghz|afk> raoulvdberge does, and way2muchnoise sometimes
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L722[16:57:49] <Keridos> o.O this is weird
L723[16:58:18] <GeoDoX> @raoulvdberge, Are you around? I just encountered an interesting crash and I can't tell if it's RS that caused it or if it was java itself
L724[16:58:21] <GeoDoX> https://hastebin.com/uvadoqaguw
L725[16:58:32] <Shambling> I think resonantstorage has its own irc channel
L726[16:58:39] <Shambling> he might see it there if you post there
L727[16:58:46] <Shambling> if he's not on here rather
L728[16:58:52] <GeoDoX> @Shambling, it's refinedstorage
L729[16:58:59] <Shambling> my hands hurt
L730[16:59:00] <Shambling> sorry :P
L731[16:59:08] <Shambling> apparently my typing was suffering along with my brain today.
L732[16:59:15] <GeoDoX> okay, not sure if you meant that or if there was something else
L733[16:59:53] <Shambling> what were you doing that caused that crash?
L734[17:00:25] <Shambling> because that looks like the gui is calling some java method directly, some sort of sorting method
L735[17:00:25] <GeoDoX> Standing there looking at the crafting grid gui
L736[17:01:14] <GeoDoX> https://github.com/raoulvdberge/refinedstorage/blob/mc1.11/src/main/java/com/raoulvdberge/refinedstorage/gui/grid/GuiGrid.java
L737[17:01:34] <Shambling> hrmmm do you have an infinite loop in place?
L738[17:01:55] <Shambling> it looks that that is some sort of sorting logic comparing two variables, and it might happen if you cause an infinite loop. Looking at code more
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L740[17:02:08] <GeoDoX> Line 191
L741[17:02:36] <GeoDoX> I do have items going in and out quite often, other than that, no idea
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L743[17:02:58] <GeoDoX> Maybe the item got pulled out during the sort?
L744[17:03:20] <parzivail> is it possible to control/override the render subroutine for a IBakedModel or IModel yourself?
L745[17:03:32] <ghz|afk> no
L746[17:03:39] <parzivail> not at all?
L747[17:03:41] <ghz|afk> you can only have a custom one
L748[17:03:45] <ghz|afk> that has a different list of quads
L749[17:03:57] <ghz|afk> that's all you can change
L750[17:03:57] <parzivail> right but what if I wanted to apply a shader to it
L751[17:04:04] <ghz|afk> you can't
L752[17:04:10] <ghz|afk> IBakedModels are drawn on the world grid
L753[17:04:13] <ghz|afk> that means
L754[17:04:20] <ghz|afk> the entire chunk gets cached at once
L755[17:04:25] <GeoDoX> @Shambling, do you wanna talk about it in #refinedstorage?
L756[17:04:28] <ghz|afk> in one single list (well, a few of them per chunk)
L757[17:04:39] <parzivail> is there a way to not have your model baked, then?
L758[17:04:43] <ghz|afk> yes, TESR
L759[17:04:43] <Shambling> I'm in too much pain right now to give you a good resolution, I'd say you probably be best seeing if the dev is there
L760[17:04:53] <ghz|afk> TileEntitySpecialREnderer
L761[17:04:55] <ghz|afk> as the name implies
L762[17:05:00] <parzivail> whoops, sorry forgot to mention, im talking about item renderers
L763[17:05:01] <ghz|afk> it requires having a TileEntity in your block
L764[17:05:07] <ghz|afk> ah
L765[17:05:11] <ghz|afk> that makes it more annoying
L766[17:05:21] <ghz|afk> then the answer is no, there isn't any good way to have custom rendering or shaders
L767[17:05:22] <ghz|afk> it can be done
L768[17:05:30] <GeoDoX> All good then, I'm not too worried about it. It was a one off crash anyway
L769[17:05:30] <ghz|afk> but it's rather ugly
L770[17:05:46] <ghz|afk> items are not baked
L771[17:05:53] <parzivail> well i'm not too concerned with how pretty the code ends up
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L773[17:05:58] <ghz|afk> but forge doesn't offer ANY way to have them custom-rendered
L774[17:06:17] <parzivail> they did with the old model system, though. why'd they change it?
L775[17:06:25] <ghz|afk> because it was abused so much
L776[17:06:27] <ghz|afk> items caused lag.
L777[17:06:39] <Keridos> ghz|afk: somehow It does not seem to like loading my baked model https://gist.github.com/Keridos/7a2d73bc0cd7e982d699e99b823db4bf
L778[17:06:54] <ghz|afk> Keridos: sorry too tired to troubleshoot right now
L779[17:06:58] <parzivail> so they removed it completely because some people got lag from it?
L780[17:07:07] <Keridos> ok no problem, thanks for all the help though :)
L781[17:07:20] <Keridos> seems to be some small oversight here
L782[17:07:21] <ghz|afk> yup, the official stance of the forge project is that
L783[17:07:29] <ghz|afk> if they can make do without opengl access on something
L784[17:07:34] <ghz|afk> they won't have opengl access on that thing
L785[17:07:49] <parzivail> well that's BS
L786[17:07:50] <ghz|afk> if there was some way to completely get rid of TESRs, they would
L787[17:07:54] <ghz|afk> anyhow
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L789[17:08:25] <parzivail> openGL is perfectly okay and i've been doing it for years without problems. Forge removing TESRs would be the beginning of the end in modders' eyes
L790[17:09:32] <Keridos> diesieben07: do you see the problem in the gist from above, somehow it does not want to load my custom model
L791[17:11:04] <diesieben07> what does it do instead?
L792[17:11:07] <diesieben07> any errors in the log?
L793[17:12:50] <Keridos> Exception loading model for variant openmodularturrets:turret_base#normal for blockstates ["openmodularturrets:turret_base[tier=5]", "openmodularturrets:turret_base[tier=4]", "openmodularturrets:turret_base[tier=3]", "openmodularturrets:turret_base[tier=2]", "openmodularturrets:turret_base[tier=1]"]
L794[17:13:41] <diesieben07> please post the full log
L795[17:13:57] <Keridos> https://paste.ee/p/QJGPl
L796[17:14:10] <Corosus> yaaaaaaaaay open modular turrets updating, best turrets \o/
L797[17:14:17] <Keridos> thanks :)
L798[17:14:51] <Keridos> trying to get the camo functionality working in 1.10.2
L799[17:15:05] <Keridos> far more complicated than in 1.7.10 o.O
L800[17:15:53] <diesieben07> Keridos, never return null for collections. https://git.io/vDIKY
L801[17:16:08] <parzivail> it seems everything render related is harder in 1.8+ (cc Keridos Corosus )
L802[17:16:19] <Keridos> what should I return there then?
L803[17:16:32] <Corosus> pretty much yeah
L804[17:16:38] <diesieben07> empty collection.
L805[17:16:52] <diesieben07> i.e. Collections.emptyList() or ImmutableList.of()
L806[17:17:12] <Corosus> id help but i am terrible at the json stuff, my mods were never very block heavy
L807[17:17:49] <Keridos> OMT actually runs fairly well in 1.10.2
L808[17:17:55] <Keridos> its just the camo functionality that is hard to do
L809[17:18:08] <diesieben07> the new rendering is actually much nicer and better than the old hardcoded crap
L810[17:18:25] <parzivail> i've been having almost too much trouble than it's worth updating to 1.11. don't see how you guys make it look so easy
L811[17:18:25] <diesieben07> you can actually load models into the game and have them rendered without a crazy convoluted process
L812[17:18:49] <parzivail> diesieben07: i disagree, it makes it harder to do anything OpenGL related
L813[17:19:11] <diesieben07> define "opengl related"
L814[17:19:20] <Keridos> diesieben07: seems that that fixed it, thanks
L815[17:19:31] <diesieben07> in fact it should make it impossible to do "opengl" stuff directly
L816[17:19:35] <diesieben07> mods should not mess with the GL state
L817[17:19:38] <parzivail> off the top of my head, shaders for items
L818[17:19:53] <parzivail> diesieben07: why is that?
L819[17:20:02] <diesieben07> because it breaks things?
L820[17:20:06] <diesieben07> gl state leaks are terrible
L821[17:20:10] <diesieben07> it's terrible for performance
L822[17:20:11] <parzivail> only if you're incompetent
L823[17:20:18] <diesieben07> it hinders optimizations
L824[17:20:19] <diesieben07> etc. etc.
L825[17:20:40] <parzivail> well it's wonderful for expressing ideas and for mod flexibility
L826[17:21:05] <diesieben07> as is always pointed out when this is brought up
L827[17:21:14] <diesieben07> you are waving hands and screaming "this is bad because change"
L828[17:21:25] <diesieben07> bring up actual examples that re impossible wiht the model system, and things will be addressed
L829[17:21:34] <diesieben07> in an issue on GH, properly documented
L830[17:22:00] <parzivail> go back and read what I was saying to ghz if you want to see what's impossible
L831[17:22:26] <diesieben07> you did not say what you want to do
L832[17:22:32] <tterrag> he wants to apply a shader to an item model
L833[17:22:34] <diesieben07> you said you wanted to "override the render routine"
L834[17:22:37] <diesieben07> whatever the fuck that means.
L835[17:22:42] <tterrag> which is something I've been asking for since...about 2 years ago now
L836[17:22:49] <tterrag> and every time you bring up this same "handwaving" argument
L837[17:23:04] <tterrag> even though... every time...I mention this specific example as something that IS NOT possible
L838[17:23:14] <diesieben07> make a proper request on github then? talk to fry?
L839[17:23:33] <parzivail> tl;dr: i have a bunch of ModelBases i'm porting for items with shaders and can't port them to the JSON system so i'm trying an ICustomModelRenderer
L840[17:23:34] <tterrag> riiight
L841[17:23:40] <tterrag> dang, didn't think of that
L842[17:23:58] <parzivail> even if I were to make a PR it'd be rejected because all yall're about now is compatibility
L843[17:24:07] <tterrag> parzivail: you can do any custom rendering with items as long as you don't need itemstack context
L844[17:24:12] <tterrag> using a TESR item renderer
L845[17:24:18] <tterrag> which is horribly hacky, but technically "intended"
L846[17:24:25] <parzivail> yeah that's what i've been looking into
L847[17:24:26] <diesieben07> a PR would only be rejected if it adds full GL access
L848[17:24:37] <parzivail> ...which is my point
L849[17:24:43] <diesieben07> but i am sure if you make a well thought out PR so that models can provide a shader....
L850[17:24:52] <diesieben07> it would not be rejected but considered and tested.
L851[17:25:23] <diesieben07> full GL access is not something mods should have.
L852[17:25:29] <tterrag> opinion
L853[17:25:46] <parzivail> ^
L854[17:25:49] <diesieben07> just because Minecraft still uses the old stupid gl stuff doesn't mean we should expose it all
L855[17:26:06] <parzivail> what, then, do you plan on using that's not openGL?
L856[17:26:18] <diesieben07> now you are twisting my words
L857[17:26:24] <diesieben07> i said "old supid gl"
L858[17:26:35] <parzivail> well you think it's stupid, you must think something is better
L859[17:26:37] <diesieben07> but really i should not be the one having this discussion
L860[17:26:41] <diesieben07> well,yes. modern GL.
L861[17:26:52] <diesieben07> because i am not at all qualified to do it.
L862[17:27:03] <Keridos> hm my getExtendedState is never called
L863[17:27:11] <Corosus> best to avoid anything immediate mode GL unless its used super sparingly
L864[17:27:20] <diesieben07> immediate mode, that's what i meant.
L865[17:27:48] <diesieben07> if Minecraft were to use modern gl you couldn't just do your glScale shit in your renderers either
L866[17:28:02] <Corosus> indeed
L867[17:28:10] <tterrag> in a vacuum, I'd agree. but MC is backwards compatible and making a mod using modern GL opens you up to a whole host of compat problems
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L869[17:28:35] <tterrag> I don't think anyone is vouching for legacy GL here, in general
L870[17:28:42] <Keridos> hm
L871[17:28:51] <diesieben07> parz was...
L872[17:29:02] <Keridos> how can I force a refresh of the extended state on the client from the serverside?
L873[17:29:10] <diesieben07> if you want a shader on an item model... request a getShader method on IBakedModel
L874[17:29:12] <diesieben07> or something like that
L875[17:29:13] <Keridos> apparently relogging caused it to update
L876[17:29:24] <diesieben07> not "I wantz full GL access because thats how it used to be"
L877[17:29:40] <parzivail> well I guess what brought me to think all this is the fact I can no longer use ModelBase models (of which I have an abundance) and am having to port all of them and have no idea where to begin
L878[17:29:43] <Corosus> im guessing there is a type of marking block dirty / mark for update flag that can be used...
L879[17:30:01] <diesieben07> get their original model files (which you have, right?), convert them to OBJ and voila.
L880[17:30:09] <diesieben07> there are .techne to obj converters out there
L881[17:30:21] <parzivail> well they don't cleanly convert
L882[17:30:22] <diesieben07> Keridos, notifyBlockUpdate
L883[17:30:25] <diesieben07> they don't?
L884[17:30:40] <tterrag> Keridos: getExtendedState is called every render
L885[17:30:42] <parzivail> no, most of the time offsets or rotations or UVs are broken
L886[17:30:48] <tterrag> your problem is more likely data desync
L887[17:31:01] <diesieben07> then the converter is broken and you need to either find a not broken one or yell at the author.
L888[17:31:26] <diesieben07> I am not sure why you think that is something forge should solve...
L889[17:32:04] <parzivail> well I've written a convertor from our format to OBJ and it works okay but it's a huge undertaking and I don't see why ModelBases were removed for items but not everything else
L890[17:32:21] <diesieben07> because Mojang.
L891[17:32:32] <diesieben07> ModelBase were not "removed from Items"
L892[17:32:40] <diesieben07> direct GL access was removed from items.
L893[17:32:50] <parzivail> *just* items?
L894[17:33:05] *** Vigaro is now known as V
L895[17:33:17] <diesieben07> well, no. Items and blocks
L896[17:33:27] *** V is now known as Vigaro
L897[17:33:27] <diesieben07> blocks still have it through TESRS (because mojang)
L898[17:33:37] <Keridos> wow thanks a lot
L899[17:33:37] <Keridos> it WORKS
L900[17:33:39] <diesieben07> but those are terrible and you should not use them (use FastTESR instead)
L901[17:33:45] <parzivail> tileentities solved the block issue but it still seems pretty arbitrary
L902[17:34:24] <diesieben07> Things are slowly getting removed
L903[17:34:44] <diesieben07> minecraft releases are snapshots in development not "final pieces of state of the art technology"
L904[17:34:44] <tterrag> diesieben07: do you honestly think that "real" rendering APIs block all access to low level rendering just because users might be stupid?
L905[17:34:46] <tterrag> honestly now
L906[17:35:01] <diesieben07> if you make a map in Gmod
L907[17:35:04] <diesieben07> do you write GL code?
L908[17:35:14] <diesieben07> if you make a model for gmod, do you write GL code?
L909[17:35:17] <parzivail> no because it's a damn map
L910[17:35:17] <diesieben07> or direct x
L911[17:35:21] <tterrag> implying maps have anything to do with this lol
L912[17:35:24] <tterrag> apples to spaceships
L913[17:35:25] <diesieben07> or models.
L914[17:35:31] <tterrag> gmod is a mod
L915[17:35:42] <diesieben07> s/gmod/any source engine game
L916[17:35:45] <parzivail> no, you make an OBJ, which is why gmod sucks
L917[17:36:15] <diesieben07> s/source engine/any decent engine/
L918[17:36:26] <parzivail> i write GL all the time in engines
L919[17:36:39] <diesieben07> when making the model?
L920[17:36:53] <diesieben07> when writing the animations?
L921[17:36:55] <diesieben07> no.
L922[17:37:05] <parzivail> sometimes
L923[17:37:21] <diesieben07> it's separation of control.
L924[17:37:45] <parzivail> i just think Forge is making way too many generalizations about how modders use forge and how they *should* use forge
L925[17:38:10] <tterrag> you're also speaking of things that are so high-level that they are designed to work between graphics APIs
L926[17:38:16] <diesieben07> As Lex has said before (iirc): he does things how he thinks they should be done
L927[17:38:17] <tterrag> which is just so out of scope for this. MC isn't going beyond java/OGL
L928[17:38:27] <diesieben07> if things then are not good enough, people need to bring up decent suggestions
L929[17:38:29] <diesieben07> which has not taken place.
L930[17:38:49] <parzivail> well Lex is one person whose opinion may not be shared
L931[17:39:07] <diesieben07> yes... MC is staying java/gl. and? doesn't mean we can just follow shitty programming practices "because yolo"
L932[17:39:23] <parzivail> if it ain't broke don't fix it
L933[17:39:29] <diesieben07> yes parz, which is why there is a bugtracker and this thing called pull request.
L934[17:39:46] <diesieben07> well, it WAS broke.
L935[17:39:48] *** MrKickkiller is now known as MrKick|Away
L936[17:39:50] <diesieben07> in many ways.
L937[17:40:26] <parzivail> maybe to people who can't use openGL properly, but i've never had any issues
L938[17:40:41] <diesieben07> well, modders can't evne use JAVA properly
L939[17:40:44] <diesieben07> let alone openGL...
L940[17:40:53] <parzivail> then they shouldn't be allowed to mod
L941[17:40:57] <diesieben07> LOL
L942[17:41:01] <parzivail> but that shouldn't be Forge's problem
L943[17:41:05] <diesieben07> well, tell that to the flood of 14 year olds on the forum
L944[17:41:17] <parzivail> believe me, I know
L945[17:41:21] <diesieben07> the problem is that people come to the forge forum and scream things are broken
L946[17:41:29] <diesieben07> and they have 140 mods installed
L947[17:41:33] <parzivail> but i don't think Forge should cater to them just because they are incompetent
L948[17:41:35] <diesieben07> half of which do some random stupid GL shit
L949[17:41:50] <diesieben07> and ONE of those 140 mods causes some other mods item to render a touch darker
L950[17:41:56] <diesieben07> do you seriously want to debug that crap? no, you do not.
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L952[17:42:32] <parzivail> the more mods you have, the more it becomes the end users' problem
L953[17:42:37] <IoP> BUT I want to code a mod. Not read JDK docs!
L954[17:42:55] <diesieben07> so what do you tell those people? "sorry, you have more than 10 mods, fuck off?"
L955[17:43:06] <diesieben07> that makes for a great community
L956[17:43:10] <Corosus> lol
L957[17:43:18] <parzivail> "report the issue to your mod developer"
L958[17:43:19] <Shambling> isn't that what has been said more or less exactly per word? lol
L959[17:43:23] <diesieben07> to which?
L960[17:43:25] <diesieben07> all 140?
L961[17:43:37] <parzivail> sure
L962[17:43:44] <diesieben07> you are insane.
L963[17:43:58] <parzivail> if an issue comes my way, i always do my damndest to fix it
L964[17:44:11] <diesieben07> "hey random pickaxe mod guy, i am running your mod in this bunch of 140 mods, this item over there is too dark HELP PLZ"
L965[17:44:20] <tterrag> I'd argue that the solution to this problem is to provide preferable alternatives, not removing things
L966[17:44:33] <Ordinastie> ^
L967[17:44:38] <parzivail> ^ maybe thats where I should be going with this
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L969[17:44:47] <diesieben07> you expect the people who caused the problem by not knowing GL solving the GL problem? in a 140 mod setting? yeah sure.
L970[17:45:03] <Ordinastie> It's not forge role to limit features based on stupid devs
L971[17:45:04] <diesieben07> which has been done tt.
L972[17:45:06] <tterrag> if resources exist and the new way is truly better
L973[17:45:11] <tterrag> then yes, I do believe that people will use it
L974[17:45:12] <diesieben07> the alternatives are in place.
L975[17:45:13] <tterrag> eventually
L976[17:45:16] <tterrag> no no
L977[17:45:17] <diesieben07> if features are missing, suggest them.
L978[17:45:19] <tterrag> not alternatives. replacements
L979[17:45:37] <tterrag> you *must* use the new system. and in 1.8 time that came with a LOT of flaws
L980[17:45:43] <diesieben07> yes, because otherwise people do not convert
L981[17:45:44] <tterrag> still does come with quite a few caveats that make it seem frustrating
L982[17:45:49] <parzivail> ^
L983[17:45:55] <diesieben07> Flansmod in 1.8 still has IItemRenderer in it's code!
L984[17:46:00] <tterrag> no people aren't just going to convert overnight
L985[17:46:01] <diesieben07> (just one example i know of)
L986[17:46:04] <parzivail> so?
L987[17:46:05] <tterrag> and there will always be lazy people
L988[17:46:15] <tterrag> people so lazy they will hack in whatever they want rather than do it properly. this happens *everywhere*
L989[17:46:26] * Ordinastie wistles
L990[17:46:36] <tterrag> this is the same as the no-DRM argument, in essence
L991[17:46:40] <tterrag> you are hurting the many to stop a few
L992[17:46:41] <diesieben07> hacking in is not lazy...
L993[17:46:47] <diesieben07> it's "my way or no way" type deal.
L994[17:46:53] <diesieben07> hakcing stuff in requires effort.
L995[17:46:54] <tterrag> determined people will find a way to do what they want
L996[17:46:58] <diesieben07> yes.
L997[17:46:59] <tterrag> no DRM has ever not been broken
L998[17:47:03] <tterrag> no forge system has ever not been hacked around
L999[17:47:05] <tterrag> so why bother
L1000[17:47:08] <diesieben07> what doe this have to do with DRM?!
L1001[17:47:10] <diesieben07> i mean...
L1002[17:47:11] <tterrag> make it as open as possible
L1003[17:47:13] <diesieben07> forge did not even do this
L1004[17:47:15] <tterrag> it's an allegory
L1005[17:47:18] <diesieben07> forge did not add the models.
L1006[17:47:20] <diesieben07> Mojang did.
L1007[17:47:23] <parzivail> all in all it shouldn't be forge's problems to care what the end user does. forge fixes minecraft bugs, not mods' bugs
L1008[17:47:35] <tterrag> parzivail: forge is not a bugfixing mod
L1009[17:47:36] <diesieben07> aheam... go to he forums.
L1010[17:47:53] <diesieben07> we might not fix the mod bugs
L1011[17:47:54] <parzivail> tterrag: i understand that, but i'm trying to make a point
L1012[17:47:59] <diesieben07> but we certainly have to figure them out...
L1013[17:48:15] <parzivail> brb
L1014[17:48:19] <Ordinastie> you don't have to
L1015[17:48:23] *** parzivail is now known as parzi|away
L1016[17:48:31] <Ordinastie> forge bugs should be reported by modders, not users
L1017[17:48:51] <diesieben07> I am not talking about forge bug reports
L1018[17:48:58] <Ordinastie> if a bug happens in a mod, it should be reported to the modder, if the modder determines it's caused by forge, he escalates it
L1019[17:48:58] <diesieben07> i am talking about troubleshooting on the forums.
L1020[17:49:10] <diesieben07> where people come in with > 50 mods and some random issue
L1021[17:49:45] <Ordinastie> then you should have a preformatted response : "Find the culprit mod and report to the author"
L1022[17:50:05] <diesieben07> you tell that a 10 year old boy?
L1023[17:50:15] <Ordinastie> I don't discriminate
L1024[17:50:33] <diesieben07> or his tech illiterate mum who can barely post photos on facebook?
L1025[17:51:07] <Keridos> Corosus: camo works now :)
L1026[17:51:24] <Ordinastie> so your argument is "10y old can't properly report, so modders shouldn't be allowed the feature at all" ?
L1027[17:51:41] <Corosus> wooooooot!
L1028[17:51:43] <Corosus> shipit
L1029[17:51:50] <diesieben07> that's a very bogus way to say it.
L1030[17:52:17] <Ordinastie> but that's what it comes down to, doesn't it ?
L1031[17:52:28] <Shambling> is there a way to log an instance's biome id's?
L1032[17:53:06] <diesieben07> the reward that it may have is not worth the risk of hard to diagnore incompatibilities and bugs
L1033[17:53:08] <Ordinastie> some modders might fuck it up, it leads to hard to debug problems in large modpack, that leads to forum swamped in poorly detailed reports
L1034[17:53:12] <diesieben07> it's similar to coremods
L1035[17:53:19] <diesieben07> they allow amazing things
L1036[17:53:23] <Keridos> Corosus: its on curseforge, just needs to be approved
L1037[17:53:31] <diesieben07> but if they explode it's very hard to figure out wtf is going on
L1038[17:53:33] <Corosus> 8D <3
L1039[17:53:52] <Ordinastie> diesieben07, that's entirely true, but what I'm saying is, it's not your job to figure it out
L1040[17:54:00] <diesieben07> then whos job is it?
L1041[17:54:05] <Ordinastie> if you take it on you to do it, good, but you don't have too
L1042[17:54:41] <Ordinastie> end users, eventually help by modpack makers, to find what mod is responsible
L1043[17:54:53] <diesieben07> But why make things intentionally more terrible for those diagnosing things? whoever they may be?
L1044[17:55:29] <Keridos> Corosus: both approved :)
L1045[17:55:42] <Ordinastie> what forge could do, is find a way to have more detailed reports
L1046[17:55:54] <Shambling> I'm not seeing a core function to print out biome id's.... wonder if I can make a mod to do it
L1047[17:56:04] <diesieben07> how do you have a detailed report about who did what with GL immediate mode calls?!
L1048[17:56:28] <Shambling> oops no need, modder pre-packed an id list
L1049[17:56:37] <Ordinastie> I don't know, I was more thinking about coremods, but I'm sure there could be a way
L1050[17:56:59] <diesieben07> how do you make a detailed report about base edits?
L1051[17:57:07] *** parzi|away is now known as parzivail
L1052[17:57:08] <diesieben07> Shambling, ehm... biome Ids should be managed by forge
L1053[17:57:29] <Shambling> I know but I'm not sure if there is a default forge command line to log it, so I'm just gonig to fiddle
L1054[17:57:40] <diesieben07> Why do you care?
L1055[17:57:42] <Corosus> ah hrm, TIL the non project based page of curse doesnt list alpha releases at all
L1056[17:57:43] <Ordinastie> could log what class method has been changed
L1057[17:57:58] <diesieben07> Which is ... not trivial at all.
L1058[17:58:01] <Shambling> that must be why it always seems like some mods are missing on that page
L1059[17:58:13] <Keridos> uh when I try to set the camo block to use grass the grass is discolored o.O
L1060[17:58:28] <diesieben07> Keridos, you need IBlockColor
L1061[17:58:48] <Corosus> yeah they changed that stuff too
L1062[17:58:49] <Keridos> diesieben07: the block must have that?
L1063[17:59:05] <diesieben07> no, you register it with Minecraft::getBlockColors
L1064[17:59:10] <diesieben07> from your client proxy
L1065[17:59:17] <Keridos> for the block?
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L1067[17:59:20] <diesieben07> yes.
L1068[17:59:32] <Shambling> I really should finish my mod, but I don't want to learn how to use the bauble API tonight :P
L1069[17:59:58] <Corosus> i wish the biome coloring had multi stage rendering to it, so i could do part of it biome colored, and part of it not
L1070[18:00:28] <Keridos> diesieben07: so I need to create an IBlockColor somewhere?
L1071[18:00:40] <diesieben07> Yes.
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L1073[18:01:17] <Shambling> can you do alpha channels and apply biome coloring to alpha channels?
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L1075[18:01:45] <parzivail> Ordinastie: as i see it, it came down to "we don't like dealing with kids who are in way over their head, so we're removing modding features to not have them have issues"
L1076[18:01:48] <Corosus> hmmm
L1077[18:02:06] <Keridos> diesieben07: couldnt I use the vanilla color handler?
L1078[18:02:07] <Ordinastie> that was my last point yes
L1079[18:03:01] <diesieben07> Keridos, from what it sounds like you are makign a camo block, so you would have to delegate to the appropriate one
L1080[18:03:35] <Keridos> hm i have the camo blockstate in the extendedState
L1081[18:03:55] <diesieben07> extendedstate is only accessible in the model afaik
L1082[18:04:07] <diesieben07> but IBlcokColor could access the TE
L1083[18:04:15] <Keridos> ah yeah that works too
L1084[18:04:42] <shadowfacts> Why on earth is gurujive still on the forum?
L1085[18:04:42] <quadraxis> think colouring has an extended state iirc
L1086[18:04:47] <diesieben07> i have no idea...
L1087[18:04:49] <shadowfacts> All he does is go to random posts and spew nonsense :V
L1088[18:04:59] <diesieben07> i send him a warning today, next post like that and he is banned
L1089[18:05:04] <shadowfacts> :D
L1090[18:05:09] <Keridos> so i just map the required colorMultiplier to the appropriate minecraft one?
L1091[18:05:11] <diesieben07> i think he just turned insane
L1092[18:05:22] <diesieben07> his earlier posts are actually at least somewhat sensible
L1093[18:05:23] <shadowfacts> lol, yep
L1094[18:05:50] <diesieben07> thanks for that gradle writeup btw... i was about to start on mine but now i can go to bed :P
L1095[18:06:12] <shadowfacts> lol, you're welcome
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L1097[18:06:44] * diesieben07 falls asleep
L1098[18:07:03] <parzivail> diesieben07: have you converted any models / could recommend a convertor?
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L1101[18:12:07] <Shambling> what forums? i see some posts on minecraft forums that seem super super super rambly
L1102[18:12:47] <Shambling> that type of rambling that makes my disjointed sentences seem coherent.
L1103[18:12:56] <quadraxis> the forge forums: http://www.minecraftforge.net/forum/
L1104[18:14:01] <Shambling> three captcha's every time you search? holy crap
L1105[18:14:49] <IoP> Caused by: java.io.IOException: Server returned HTTP response code: 500 for URL: http://files.minecraftforge.net/fmllibs/scala-library.jar
L1106[18:14:59] <IoP> hmm something wrong with forge's end?
L1107[18:17:33] <Keridos> where are the vanilla color multipliers for grass and the other blocks implemented?
L1108[18:19:44] <quadraxis> check client.renderer.color.BlockColors
L1109[18:22:40] <Keridos> quadraxis: that looks as if i can just call the vanilla colorMultiplier
L1110[18:23:12] <Keridos> is the instance that is loaded on init automatically stored somewhere?
L1111[18:23:50] <quadraxis> Minecraft.getMinecraft().getBlockColors()
L1112[18:41:51] <Shambling> is it still possible for biome colors to update without needing to relog a server/client?
L1113[18:42:01] <Shambling> err or rather, is it possible
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L1116[19:05:56] <Keridos> hm Minecraft.getMinecraft().getBLockColors() is not available in preinit?
L1117[19:12:11] <Keridos> hm when I pass the baked model for grass to the getquads method apparently only the grass gets rendered, not the dirt under it
L1118[19:13:24] <Shambling> anyone know the 1.11.2 mod that adds a FoV zoom whenever you right click? its really making me nauseous using xu2 watering can
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L1122[19:14:12] <Shambling> thought it was just while eating, but it is all right click mechanisms. need to report that to the mod author if I can find the mod
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L1124[19:24:09] <Shambling> sweet, my cheese's growth is 86%
L1125[19:24:12] <Shambling> ... wtf waila
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L1127[19:25:35] <parzivail> can you only have one axis of rotation in a model json?
L1128[19:28:24] <tterrag> no you can specify multiple but it's a bit odd
L1129[19:31:03] <Scorp> So why is my machine outputting power when the machine its hooked up to doesn't need it
L1130[19:32:03] <Scorp> hrm nm
L1131[19:32:11] <Scorp> may be a bug in the wires i'm using
L1132[19:32:52] <parzivail> well like if I say "rotation": [{
L1133[19:32:52] <parzivail> "x": 45
L1134[19:32:52] <parzivail> , "z": 10
L1135[19:32:52] <parzivail> }
L1136[19:32:52] <parzivail> ] it breaks
L1137[19:33:10] <parzivail> (why on earth was that multiple lines?)
L1138[19:35:08] <tterrag> I'm guessing \r vs \n
L1139[19:35:21] <tterrag> anyways, is rotation meant to be an array?
L1140[19:35:46] <parzivail> well i've seen (and tried) it both ways
L1141[19:36:25] <tterrag> show your whole model
L1142[19:36:33] <parzivail> the docs don't even touch the whole thing
L1143[19:36:50] <parzivail> https://gist.github.com/parzivail/8ca8aac4fb86ec9f6047b8dbce2afd96
L1144[19:37:12] <parzivail> thirdperson_righthand
L1145[19:37:57] <tterrag> so this is a blockstate file, not a model
L1146[19:38:07] <parzivail> oh yeah sorry forgot to mention
L1147[19:38:34] <parzivail> it works with just one rotation, but not multiple
L1148[19:42:00] <tterrag> have you tried just supplying an array of 4 floats?
L1149[19:42:08] <parzivail> 4?
L1150[19:42:22] <tterrag> what you're doing should work though
L1151[19:42:39] <tterrag> are you sure that it's not doing what's intended?
L1152[19:43:02] <parzivail> nah, it's producing that this-model-is-broken pink and black oversized cube
L1153[19:43:15] <tterrag> oh nvm
L1154[19:43:25] <tterrag> you need to specify rotation order explicitly
L1155[19:43:36] <tterrag> so do { "x": ... }, { "z": ... }
L1156[19:43:46] <tterrag> only one axis per operation
L1157[19:43:46] <parzivail> ok so array of 4 floats works
L1158[19:44:11] <parzivail> what in god's name does the 4th float... rotate?
L1159[19:44:50] <tterrag> it's a quarternion
L1160[19:44:52] <tterrag> not xyz
L1161[19:44:58] <parzivail> oh wow i'm dumb
L1162[19:45:00] <parzivail> got it
L1163[19:45:13] <tterrag> if rotation was always applied in xyz order you would be limited
L1164[19:46:53] <tterrag> or, well, it would be very annoying ;P
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L1167[19:57:39] <Shambling> ok so... changing FoV on eating, that isn't a vanilla 1.11.2 thing is it?
L1168[19:57:53] <williewillus> no
L1169[19:58:02] <williewillus> also, who was it that was porting opis to 1.10/11?
L1170[19:58:56] <Shambling> someone has put undocumented features into their mod. I hate it when a mod that says it does "x" does y z and a through t as well
L1171[20:00:09] <tterrag> an FoV change is unlikely intentional
L1172[20:00:16] <tterrag> it happens whenever the player's speed changes
L1173[20:02:01] <Shambling> hrmmm... maybe levels again
L1174[20:02:22] <Shambling> errr rather level up!
L1175[20:02:49] <Shambling> curses disable feature is not currently functioning, so my testing method has devolved to deleting
L1176[20:03:56] <Shambling> is there a vanilla function that disables FoV change completely?
L1177[20:03:59] <Shambling> its a ... dumb feature
L1178[20:04:14] <tterrag> nope
L1179[20:04:53] <Shambling> ugh well that was a promising premise and modpack for a 1.11.2 ... but without being able to find that mod causing that, I feel like I'm going to puke when watering plants :P
L1180[20:05:29] <williewillus> the active hand shouldn't change FOV because it doesn't modify the player speed, it dampens the movement input directly :P
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L1182[20:05:36] <williewillus> `this.movementInput.moveForward *= 0.2F;`
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L1185[20:10:48] <Shambling> well I'm not sure what is going on
L1186[20:11:09] <Shambling> all I do know is, I've had most of these mods before, and I tried posting on reddit asking for suggestions, only I think I got hit by the spam filter as my post is invisible
L1187[20:11:35] <Shambling> maybe someone with a keen eye can look at http://pastebin.com/0hnxtaJh and tell me. Though the most obvious one's I've already disabled manually
L1188[20:12:16] <Shambling> even thought it was another 'vanilla' feature vazkii thought would be cool to add to quark, without mentioning it anywhere :P
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L1190[20:23:59] <Shambling> well I guess I'll just need to find a nofov mod for now
L1191[20:25:23] <Shambling> for tomorrow though, is there a way to poll events to see what mod calls them? I'm thinking I'll try and set up a dev environment with these mods in the mods folder, and see if I can't find the culprit the hard way
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L1204[21:23:08] <copygirl> Is there a good way to figure out what's the minimum Forge version your mod requires?
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L1207[22:03:02] <Twisted_Code> I'm trying to figure out which version of forge this mod pack is loading, but the Minecraft forge version number listed in the "mods" menu when the game is loaded (it displays "10.13.4.1614") does not look anything like the numbers on the files.minecraftforge.com download page for 1.7.10 (which are all formatted (7.10.xx.xxxx"). Can anyone help me make sense of this?
L1208[22:03:31] <williewillus> wat? forge 10.x is minecraft 1.7.10
L1209[22:03:42] <zhiayang> (it's .net btw, not .com)
L1210[22:03:50] <williewillus> forge 7 is MC 1.5.2
L1211[22:04:09] <williewillus> http://files.minecraftforge.net/maven/net/minecraftforge/forge/index_1.7.10.html
L1212[22:04:43] <Twisted_Code> Okay. Somehow I ended up on the wrong download page. Thx
L1213[22:07:07] <Twisted_Code> Not sure how it happened, since I clicked on "1.7.10" and expanded the "all downloads" drop-down, but I was seeing DLs for 7.x
L1214[22:07:23] <Twisted_Code> At any rate, I found the version I was looking for
L1215[22:07:46] <Twisted_Code> thanks willie
L1216[22:07:50] <williewillus> np
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L1226[22:44:05] <codahq> 20 or so custom blocks show up and 1 does not. no errors in the log. it is registered with the same method at the same time as the others. would should i be looking for?
L1227[22:46:29] <McJty> Show up where? Is the model correct? Do you have the JEI option enabled to show blocks with broken models?
L1228[22:47:35] <codahq> inventory or recipes. i'm a noob though. i just figured it out. it is actually there. for some reason it just has a clear texture when in inventory and it happened to be the last and block registered so it was the last block and i didn't notice it was there.
L1229[22:47:47] <codahq> and i didn't see it in recipes because i never mouse overed.
L1230[22:47:55] <codahq> i can work with that.
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L1235[23:23:37] <codahq> hm... in 1.8 there was an onBlockPlaced that took a world, pos an enum, the coordinates of the hit, the meta and the placer.
L1236[23:23:47] <codahq> in 1.11.2 i don't see anything close
L1237[23:24:19] <codahq> how do i set orientation in state if i don't get any of that and it doesn't seem to come in the state in methods like onBlockAdded or onBlockPlacedBy
L1238[23:26:06] <McJty> codahq, getStateForPlacement()
L1239[23:27:06] <codahq> ah, perfect.
L1240[23:27:07] <codahq> ty
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L1246[23:51:07] <TheresaJayne> I know this is not exactly a forge issue but was just wondering (as the main chat for this subject is deader than the first man on earth) When i try to get the name of a Modded item using Bukkit it only returns a name like X10016 any way in forge to get the actual name?
L1247[23:53:14] <killjoy> Bukkit only supports int ids (...)
L1248[23:53:33] <killjoy> To get the name of a item/entity/block, use the registry
L1249[23:53:42] <TheresaJayne> i can get the proper name for vanilla items
L1250[23:53:43] <killjoy> e.g. Item.REGISTRY or Block.REGISTRY
L1251[23:54:31] <killjoy> Use sponge.
L1252[23:55:05] <TheresaJayne> yeah I was on the dev team and it doesnt support 1.6.4 or 1.7.10
L1253[23:55:19] <killjoy> why so old?
L1254[23:55:46] <killjoy> I'm assuming you're using cauldron
L1255[23:55:48] <TheresaJayne> server networks are mainly running stuff like B-Team and Tekkit
L1256[23:56:03] <TheresaJayne> or agrarian skiws
L1257[23:56:06] <TheresaJayne> skied
L1258[23:56:08] <TheresaJayne> skies
L1259[23:56:14] <TheresaJayne> damn my fingers this morning
L1260[23:56:16] <killjoy> if you're developing plugins, you should target latest
L1261[23:56:40] <TheresaJayne> i am writing plugins for server owner to support the older games
L1262[23:57:26] <TheresaJayne> server side admin type stuff - banning modded items etc
L1263[23:57:51] <killjoy> so these "vanilla names"
L1264[23:57:59] <killjoy> are they the actual names or the ones bukkit gave them?
L1265[23:58:26] <TheresaJayne> I was getting the Material.getName()
L1266[23:58:34] <killjoy> well Material is an enum
L1267[23:58:47] <TheresaJayne> https://www.irccloud.com/pastebin/XGrhrqDO/
L1268[23:59:07] <killjoy> I don't think those are the vanilla ids
L1269[23:59:32] <TheresaJayne> they are i think the materialType.toString
L1270[23:59:42] <codahq> in 1.8 World has a method markBlockForUpdate(BlockPos). i would call that after i removed a TileEntity. i don't see the equivalent in 1.11. instead i see a markTileEntityForRemoval method. are we not supposed to remove TEs manually anymore?
L1271[23:59:55] <killjoy> Remember that in pre-1.7, items didn't have names
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