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L19[00:57:59] <copygirl> Gosh.. is there no
way to disable cape rendering anymore? :I
L20[00:58:43] <copygirl> I suppose the best
I can do is hook into renderplayer.pre and post and change the
rendering player's "is wearing cape" value.
L21[01:00:08] <LexManos> disabel it on your
mojang account
L22[01:00:16] <LexManos> why do you want to
dot hat anyways?
L23[01:00:38] <copygirl> I need to disable
it when the player is wearing a backpack. Clips into its
model.
L24[01:00:53] <killjoy1> make a PR to forge
for it
L25[01:00:58] <LexManos> no
L26[01:01:02] <LexManos> we dont touch
capes
L27[01:01:32] <copygirl> The used to be
RenderPlayerEvent.Specials(.Pre?) which allowed you to disable
rendering certain portions, including capes.
L28[01:01:49] <killjoy1> well...
L29[01:01:55] <killjoy1> we use
layerrenderers now
L30[01:01:58] <copygirl> I wish I could
somehow incooperate the cape or cape texture so it's not completely
gone.
L31[01:02:18] <copygirl> Unfortunately you
can't override whether a layer renders or not.
L32[01:02:28] <copygirl> I mean, I can get
around it in this instance.
L33[01:02:32] <killjoy1> you could always
remove the cape renderer and replace it with your own
L34[01:02:40] <killjoy1> (using reflection
at startup)
L35[01:02:49] <copygirl> Which is bad if
any other mod does the same.
L36[01:02:56] <killjoy1> which mine
does
L37[01:03:12] <killjoy1> would probably
look weird with yours anyway
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L46[01:36:45] <codahq> if i wanted to get
the drops an EntityLivingBase would drop in 1.8 i just used
reflection to get at the dropEquipment and dropFewItems methods and
call them. it looks like we have loot tables (which is good) in
1.11. do we also have some help methods to get drops or do i still
need to use reflection and perform the steps in EntityLiving's
dropLoot function manually?
L47[01:40:57] <diesieben07> codahq,
getLootTable gives you the loot table, but not every entity
necessarily uses that. wither star drops for example are handled
outside the loot table system for some reason
L48[01:41:24] <diesieben07> so best way if
you want every drop is still to set captureDrops to true and call
dropLoot
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L50[01:42:04] <codahq> that's wild. it
looks like slimes don't use it either?
L51[01:42:18] <diesieben07> yeah
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L53[01:46:38] <copygirl> Wouldn't that
randomize the loot?
L54[01:47:15] <copygirl> So to get a true
representation of drops (in percentages) you'd have to simulate
getDrops thousands of times?
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L56[01:47:32] <diesieben07> true that
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L58[01:48:37] <codahq> yeah, or more.
luckily i'm not doing that
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L60[01:48:56] <codahq> i'm just
implementing looting for non-swords
L61[01:48:58] <codahq> custom things
L62[01:49:01] <copygirl> Anyone with a MC
cape who could test a mod for me?
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L64[01:49:20] <codahq> no cape here
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L66[01:57:10] <immibis> just modify it to
give you a cape
L67[01:57:13] <immibis> and then test
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L69[01:58:58] <codahq> sob... i can't just
call dropLoot anymore. the lootingModifier int is ignored for loot
table drops
L70[01:59:14] <codahq> it uses the player's
getLuck function instead
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L73[01:59:48] <codahq> is there an event on
get EntityAttribute i can hook?
L74[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170203 mappings to Forge Maven.
L75[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170203-1.11.zip
(mappings = "snapshot_20170203" in build.gradle).
L76[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/
L77[02:01:10] <codahq> or can i give an
entity an attribute when they equip the bow and unequip it?
L78[02:01:15] <codahq> i guess that's
probably what i would have to do
L79[02:01:23] <codahq> and with the rest of
the items
L80[02:04:12] <diesieben07> codahq, may I
ask what you are trying to do exactly?
L81[02:04:25] <codahq> add looting to
non-sword items essentially
L82[02:04:45] <codahq> boomerang, leather
ball
L83[02:04:51] <codahq> stuff like
that
L84[02:05:08] <diesieben07> as in the
enchantment?
L85[02:05:12] <codahq> yeah
L86[02:06:05] <diesieben07> that shouldn't
be too hard
L87[02:06:07] <codahq> i was doing that
previously by hooking LivingDropEvent but that isn't going to work
anymore i don't think.
L88[02:06:15] <diesieben07> just allow the
enchantment by overriding canEnchantAtEnchantingTable
L89[02:06:22] <diesieben07> canApply*
L90[02:06:34] <codahq> it won't work
L91[02:06:44] <codahq> there are places
where it checks instanceof ItemSword
L92[02:06:55] <codahq> and it fails
those
L93[02:07:44] <diesieben07> i can't see
which those would be.
L94[02:08:14] <codahq> you might be right.
i did it this way because back in 1.6 and 1.7 it did. i don't see
it doing that anymore
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L102[02:40:40] <codahq> no, diesieben07.
it won't work. down in the depths of the loot table it pulls the
nbt of the players items. it gets the enchant in the nbt by item
from the registry and compares it to the looting enchant with the
== operator.
L103[02:40:55] <diesieben07> .. and?
L104[02:41:00] <codahq> doesn't use
instanceof. doesn't even use equals
L105[02:41:01] <diesieben07> just enchant
your items with looting
L106[02:41:29] <codahq> i want to change
some of the oob items as well (like ItemBow)
L107[02:41:39] <codahq> it drives me nuts
that you can't put looting on that
L108[02:41:56] <diesieben07> make your own
bow that can be enchanted :P
L109[02:42:03] <diesieben07> or use
registry substitutions
L110[02:42:03] <codahq> no :P
L111[02:42:15] <codahq> how could i do it
with registry substitutions?
L112[02:42:17] <mezz> lol
L113[02:42:26] <diesieben07> make your own
bow and substitute it for the vanilla one.
L114[02:42:33] <diesieben07> then make
that bow enchantable with looting
L115[02:42:38] <codahq> you can do
that?
L116[02:42:41] <diesieben07> sure.
L117[02:42:53] <codahq> then why are
people asming their own crap in?
L118[02:42:53] <diesieben07> that's what
registry substitutions are.
L119[02:43:03] <diesieben07> because
people™ are stupid
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L121[02:43:15] <codahq> i've never heard
of registry substitutions. how long ahve they been around?
L122[02:43:30] <diesieben07> 1.6.4 maybe,
1.7.10 for sure.
L123[02:43:34] <codahq> wtf
L124[02:43:39] <codahq> i suck
L125[02:45:11] <codahq> how doesit resolve
if two mods substitute the same item?
L126[02:45:38] <diesieben07> they can't.
there can only be one substitution
L127[02:45:48] <mezz> substitution is
meant for converting vanilla, it's not magically compatible
L128[02:45:49] <diesieben07> per
item.
L129[02:46:26] <codahq> i'm gonna stay
away from that then. i won't even choose my mod over another mod
and a bow is probably prime real estate
L130[02:46:26] <mezz> generally being
stubborn enough to insist on changing vanilla mechanics isn't a
great idea, you can create better items or whatever of your
own
L131[02:46:39] <diesieben07> ^
L132[02:46:48] <codahq> i'm happy with the
oob bow
L133[02:46:52] <codahq> i jsut want it to
have looting
L134[02:47:21] <diesieben07> then you are
not happy with it
L135[02:48:42] <mezz> codahq, just
override Item#canApplyAtEnchantingTable
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L137[02:48:55] <codahq> can't if they're
not my items
L138[02:48:57] <codahq> :P
L139[02:49:03] <mezz> stop editing someone
else's item?
L140[02:49:08] <mezz> what are you even
doing
L141[02:49:08] <codahq> it's the vanilla
bow
L142[02:49:11] <codahq> oob bow
L143[02:49:15] <mezz> oob?
L144[02:49:19] <codahq> out of box
L145[02:49:20] <mezz> out of bounds?
L146[02:49:32] <mezz> that's not a term
I've ever seen before
L147[02:49:34] <killjoy1> e.g. oobe
L148[02:49:57] <diesieben07> if you are
editing the vanilla bow then you are by definition incompatible
with everything else that edits it...
L149[02:49:58] <gigaherz|work> "out
of band"
L150[02:50:05] <gigaherz|work> so I
thought he was talking about a custom one ;P
L151[02:50:12] <mezz> yeah
L152[02:50:43] <gigaherz|work> btw how the
F would a bow have looting, shouldn't the arrows be the ones with
looting in them? ;P
L153[02:50:59] <codahq> you don't enchant
arrows
L154[02:51:09] <codahq> you don't enchant
stacks > 1 in general
L155[02:51:10] <codahq> or at all
L156[02:51:11] <killjoy1> do you want to
enchant every single arrow you use?
L157[02:51:22] <mezz> don't question it
guys :P
L158[02:51:30] <killjoy1> just let it
happen?
L159[02:51:40] <mezz> nothing is
happening, so yes :D
L160[02:51:58] <killjoy1> It's
not-consensual
L161[02:52:02] <diesieben07> this
conversation is going places.
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L164[02:52:31] <codahq> yes, from helpful
to prodding and poking. it's very nice to be here.
L165[02:52:34] <gigaherz_> welp
L166[02:52:37] <gigaherz_> got
disconnecte
L167[02:52:38] <gigaherz_> d
L168[02:52:51] <gigaherz_> [09:51]
(gigaherz|work): you do in tinkers
L169[02:52:51] <gigaherz_> [09:51]
(gigaherz|work): ;P
L170[02:52:51] <gigaherz_> [09:51]
Disconnected
L171[02:52:54] <gigaherz_> what did I
miss? ;P
L172[02:53:05] <mezz> I think we kinda
exhausted the available options and there's not really a good
solution
L173[02:53:28] <mezz> what you want is
substitution, which is not a great thing to do
L174[02:53:31] <codahq> there's an event
to get the targets looting bonus
L175[02:53:36] <codahq> i'm going to use
that
L176[02:53:58] <codahq> it puts that in
the looting context and uses it if it exists
L178[02:54:18] <codahq> that way i can
have one enchant, one class and use it for any of my items or any
vanilla item i want
L179[02:54:21] <gigaherz_> option 1:
custom bow. option 2: custom anvil/enchantment-applying block +
manual handling of looting through damage events
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L182[03:15:13] <codahq>
net.minecraftforge.event.entity.living.LootingLevelEvent works
perfectly if you ever get the question again
L183[03:16:05] <codahq> found it while
debugging diesieben07's suggestion. i don't know 1/10 of the events
out there. i guess it woudl be easy to look through the classes but
until you use them you forget.
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L229[07:22:54] <TechnicianLP> do i have to
do something special to get IPersectiveAware Models to work? the
handlePerspective method does not get called ...
L230[07:37:58] <ghz|afk> is it an item
model?
L231[07:38:38] <ghz|afk>
handleCameraTransforms gets called from the item rendering
code
L232[07:39:24] <TechnicianLP> my
IBakedModel (which also handles the ItemModel) implements that ...
but the method does not get called+
L233[07:51:17] ⇦
Quits: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de) (Remote
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L234[07:58:46] <copygirl> Uhhh.. could it
be that logs are no longer a thing with the new MC launcher?
L235[07:59:26] <ghz|afk> they
are-ish
L236[07:59:28] <copygirl> I get a rubbish
error in its log window and can't find the right log.
L237[07:59:29] <ghz|afk> go to
settings
L238[07:59:33] <ghz|afk> and choose to
open the log window
L239[08:00:17] <copygirl> Well yeah, but
.. it doesn't seem to show the full error..?
L240[08:00:45] <copygirl> It's essentially
just saying "There was an error"
L241[08:06:25] <copygirl> Yes, "Error
executing task" is not helpful. Where's the exception?
L242[08:07:57]
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L243[08:08:41] <IoP> open the log
file?
L244[08:08:49] <copygirl> It doesn't
exist.
L245[08:09:18] <copygirl> My logs folder
only contains logs from last month.
L246[08:10:47] <copygirl> I don't suppose
someone can confirm this is a problem with the new MC launcher they
just released?
L247[08:10:53] <ghz|afk> ?
L248[08:10:59] <ghz|afk> what do you mean
it doesn't show the full error?
L249[08:11:06] <ghz|afk> if you choose for
it to open the log window when you start mc
L250[08:11:12] <ghz|afk> it shows the
whole thing on a side-window?
L251[08:11:24] <copygirl> It literally
only says "Exception in task" in the fancy new log
window.
L252[08:11:33] <ghz|afk> then that's what
the logs would have said, I think
L253[08:11:59] <ghz|afk> still, there
should be fml-client-latest.log?
L254[08:12:05] <copygirl> No.
L255[08:12:09] <ghz|afk> weird
L256[08:12:18] <ghz|afk> maybe the
launcher replaces the log4j config
L257[08:12:37] <copygirl> There is an
error related to log4j.
L258[08:12:45] <copygirl> I..
believe?
L259[08:12:51] <ghz|afk> if it's just
regarding ansi window whatever
L260[08:12:53] <ghz|afk> ignore it
L261[08:13:24] *
copygirl nods.
L262[08:13:55] <copygirl> (Oh, and I was
testing with MC 1.10.2 currently, making sure that works.
L263[08:14:09] <copygirl> Though, I
brainstormed the problem.
L264[08:14:10] ***
amadornes[OFF] is now known as amadornes
L265[08:14:25] <IoP> Can you pastebin
current existing log from launcher?
L266[08:14:36] ⇦
Quits: Umbraco (~Umbraco@113x37x12x233.ap113.ftth.ucom.ne.jp)
()
L267[08:16:26] ***
diesieben|away is now known as diesieben07
L268[08:16:28] *
TechnicianLP facepalms
L270[08:20:19] <IoP> oh god. That vomit
makes me sick
L271[08:20:25]
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L272[08:20:42] *
Ashindigo_ gets a bag for iop
L273[08:22:00] <copygirl> I love the
path.
L274[08:22:52] <copygirl> \ and /
coexisting happily.
L275[08:25:00]
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L281[08:55:26] ***
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L295[09:33:16] <williewillus> as in
"int ids even less relevant"
L296[09:37:38] ⇦
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L306[09:51:30] ***
diesieben07 is now known as diesieben|away
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L309[10:12:00] <Ordinastie> !gm
TileEntity.getPos
L310[10:34:55] ⇦
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L313[10:41:35] <Necro> How can I get an
entity class from it's ResourceLocation?
L314[10:44:48] <ghz|afk> check how vanilla
does it for the summon command?
L315[10:50:53] <Necro> right! i should
have thought of this myself.
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L320[11:36:19] ***
diesieben|away is now known as diesieben07
L321[11:41:29] <Ordinastie> omg, why
?
L322[11:41:37] <Ordinastie> Caused by:
java.lang.AbstractMethodError:
net.minecraft.creativetab.CreativeTabs.getTabIconItem()Lnet/minecraft/item/ItemStack;
L323[11:41:37] <Ordinastie> at
net.minecraft.creativetab.CreativeTabs.getIconItemStack(CreativeTabs.java:181)
~[CreativeTabs.class:?]
L324[11:41:56] ⇦
Quits: quadraxis
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(Ping timeout: 180 seconds)
L325[11:42:50] <Ordinastie> oh, god,
that's even more stupider than usual -_-
L326[11:47:25] <barteks2x> what did you
do? O.o
L327[11:54:11] <Ordinastie> added the
wrong project to the classpath
L328[11:54:11] ⇦
Quits: Alex_hawks
(~Alex_hawk@2001:8003:8573:1500:cd1d:f539:4568:39eb) (Read error:
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L329[11:54:41]
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L330[11:54:50] <barteks2x> This is the
kind of error I usually see when I forget to implement some
interface method in mixin
L331[11:58:44] <barteks2x> When MC crashes
when loading world before the server is started, client will keep
running. This is annoying.
L332[11:58:54] <LatvianModder> shouldnt
MinecraftServer#getEntityWorld() be worldServerForDimension(0)
instead of worldServers[0]?
L333[11:59:47] <diesieben07> comes down to
the same thing
L334[11:59:58] <barteks2x> if it becomes a
problem, it means you did something very wrong
L335[12:00:26] <diesieben07> both always
give you overworld
L336[12:00:27] <barteks2x> For other
dimensions with weird IDs it may be a problem, but not for
overworld
L337[12:01:02] <LatvianModder> Im just
looking at DimensionManager, and it does this:
L338[12:01:02] <LatvianModder>
server.worldServers = tmp.toArray(new
WorldServer[tmp.size()]);
L339[12:01:12] <LatvianModder> couldnt
that be a problem on very rare occasion?
L340[12:01:28] <LatvianModder> actually,
nevermind, it cant be
L341[12:01:48] <LatvianModder> it adds
dimension 0 (unless its null, which I dont think is possible)
first
L342[12:02:00] <barteks2x> just wanted to
say it specifically adds dimensioj 0 at index 0
L343[12:02:38] <LatvianModder> it
_still_checks for null. why not bravely add worlds.get(0) instead
of checking?
L344[12:03:20] <LatvianModder> also
Hashtable<Integer, WorldServer> worlds.. why not
TIntObjectMap<WorldServer>? trove ftw
L345[12:03:28] <barteks2x>
"java.lang.ClassCastException: java.lang.Integer cannot be
cast to net.minecraft.util.math.BlockPos" that's interesting
exception...
L346[12:03:47] <LatvianModder> how did you
get that? o_O
L347[12:03:52] <barteks2x> no idea
L348[12:04:00] <barteks2x> something wrong
in my mixin
L349[12:04:15] <barteks2x> it doesn't even
say which line
L350[12:04:19] <diesieben07>
LatvianModder, we kinda need concurrency there i think. but yes,
that should be ConcurrentHashMap
L351[12:06:04] <barteks2x> ...
getPrecipitationHeight returns BlockPos. because height is really a
blockpos
L352[12:06:38] <barteks2x> MCP mappings
break every single assumption you may have about names
L353[12:07:16] <Ordinastie> do you know if
1.11.2 build can work with 1.11 directl y?
L354[12:08:44] <barteks2x> is forge for
1.11 even updated?
L355[12:09:23] <barteks2x> I don't thing
1.11 forge had many builds
L356[12:10:01]
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L357[12:11:10] <barteks2x>
"java.lang.ArrayIndexOutOfBoundsException: 67108607"
another interesting thing I got
L358[12:17:15] <barteks2x> WTF. I break a
block -> stone appears in it's place
L359[12:17:37] <barteks2x> and it turns
into air only when I break that stone block
L360[12:18:44] <barteks2x> same when
placing blocks
L361[12:18:49] <diesieben07> sounds like
the block was client side only
L362[12:19:10] <barteks2x> but it's newly
generated terrain...
L363[12:20:50] ⇦
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L367[12:29:11] <barteks2x> I wanted to
record gif/video with it but by the time I figure out out I would
have fixed it several times... bit I will try anyway
L368[12:33:38] <ghz|afk> I use OBS
L369[12:33:46] <ghz|afk> I have it setup
for easy recording from MC
L370[12:33:47] <ghz|afk> ...
L371[12:33:48] ⇦
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L372[12:33:48] <ghz|afk> so
L373[12:33:52] ⇦
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L374[12:34:07] <ghz|afk> I was setting up
a blaze farm
L375[12:34:15] <barteks2x> is obs for
linux?
L376[12:34:25] <ghz|afk> the new one, I
think
L377[12:34:43] <ghz|afk> the classic one
was windows-only
L378[12:34:45] <barteks2x> I see
media-video/obs-studio, maybe it is that
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L380[12:34:50] <McJty> I use obs on
linux
L381[12:34:53] *
ghz|afk prefers the classic one, which was easier to
setup
L382[12:34:56] <barteks2x> there is a way
to record with ffmpeg
L383[12:35:03] <McJty> OBS works really
well on linux
L384[12:35:06] <barteks2x> it's just pain
to remember these commands
L385[12:35:06] <McJty> Use it for my
LP
L386[12:35:21] <ghz|afk> so as I was
saying,
L387[12:35:34] <ghz|afk> Ididn't think
that diamond spikes + randomthings item collector + actually
additions installed
L388[12:35:49] <ghz|afk> would result in
solidified experience being sucked into the drawers :/
L389[12:36:00] <ghz|afk> I'm not
complaining, I just didn't expect it XD
L390[12:36:42] <barteks2x> ... I will
install OBS
L391[12:36:46] <barteks2x> I get so many
visual glitches
L392[12:37:20] <barteks2x> it will be
useful later anyway
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L400[12:55:50] ***
Abrar|gone is now known as AbrarSyed
L401[13:02:29] <williewillus> !gm
World.canBlockBePlaced
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L403[13:02:40] <williewillus> !mh
World.canBlockBePlaced
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L437[14:11:47] <barteks2x> ^if the other
me spammed with leave/join messages - I'm running out of memory and
can't do anything now. Took me forever to just type this
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L439[14:12:50] <barteks2x> finally. Closed
minecraft
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L445[14:18:03] <barteks2x> ^that was the
last time
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L448[14:21:46] <elan_oots> Is there a
tutorial somewhere on how to make things like dyeable blocks in
1.11?
L449[14:22:23] <barteks2x> to make dyable
blocks I think you need to make 16 variants (one for each color)
each with different texture color
L450[14:22:44] <elan_oots> Oh
L451[14:22:49] <elan_oots> That seems
kinda obvious now
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L453[14:29:04] <codahq> did the way the
texture map is applied for ModelBiped models change from 1.8 to
1.11?
L454[14:29:18] <codahq> here is an
identical model and texture in 1.8 and 1.11
L457[14:29:38] <codahq> 1.8 was first (and
working)
L458[14:30:08] <codahq> it's probably
rotated or something
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L462[14:46:17] <codahq> heh... no they
weren't the same texture. :P ;)
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L470[15:19:57] <barteks2x> This is so far
the weirdest thing I saw my broken code do
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L486[15:54:52] <barteks2x> I finally see
what is wrong... I used local coordinates as world
coordinates
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L497[16:54:04] <shadowfacts> the new forum
supports @ mentioning people, neat
L498[16:54:15] <diesieben07> but no inline
code (yet?) :(
L499[16:55:00] <shadowfacts> does [tt] not
work anymore?
L500[16:55:31] <diesieben07> I am not sure
if bbcodes work at all and the posts that had [tt] in the old forum
render [tt] as a code block paragraph
L501[16:55:55] <shadowfacts> dang, that's
annoying
L502[16:56:15] <diesieben07> BBcodes or
something will come if possible said the goat
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L504[16:56:28] <shadowfacts> the wysiwyg
editor doesn't have a way of seeing the plain text version
L505[16:56:30] <shadowfacts> that's
annoying
L506[16:56:36] <Flamegoat> There's a
source button.
L507[16:56:40] <Flamegoat> But that's
it.
L508[16:56:43] <shadowfacts> there
is?
L509[16:57:01] <diesieben07> there is?
:O
L510[16:57:03] <Flamegoat> I have to add
it to the toolbar - I mean it exists lol
L511[16:57:08] <diesieben07> ah :D
L512[16:57:09] <shadowfacts> oh, lol
L513[16:57:13] <diesieben07> what is the
source? bb?
L514[16:58:04] <Flamegoat> Eh, no, html -
but heavily restricted
L515[16:58:07] <shadowfacts> also the
notifications are nice
L516[16:58:11] <Flamegoat> That's why I
probably won't add it... lol
L517[16:58:21] <shadowfacts> yeah
L518[16:58:35] <Flamegoat> I'm sure we can
get some addons to help.
L519[16:59:00] <shadowfacts> there's got
to be an addon that adds a way of sticking the <code> tag
inline
L520[16:59:33] <shadowfacts> still, the
new forum is quite nice
L521[16:59:35] <shadowfacts> <3
Flamegoat
L522[16:59:46] <diesieben07> ^
L523[16:59:51] <Flamegoat> I'd hope so. It
was a very very long day of migration.
L524[17:00:00] <Flamegoat> But we decided
even with the issues, security was top priority.
L525[17:00:10] <Flamegoat> And the old
forums just weren't going to cut it.
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L542[17:50:25] <ghz|afk> hmm anyone knows
some kind of client-side mod for like, taking notes /
checklists?
L543[17:50:34] <ghz|afk> I don't want them
stored as an item, just some reminder for next time I open the game
;P
L544[17:50:50] <IoP> notepad!
L545[17:50:55] <ghz|afk> ingame? ;P
L546[17:51:14] <diesieben07> writable
books :D
L547[17:51:34] <ghz|afk> if the answer is
"no we don't know", th en say so ;P
L548[17:52:17] <IoP> irc client mods + irc
bot with remind command
L549[17:53:10] <ghz|afk> meh i'll just
make a book ¬¬
L550[17:53:56] <illy> emacs mod with org
mode :P
L552[17:54:36] <ghz|afk> thanks :D
L553[17:54:51] <LuigiHutch> np :)
L554[17:58:24] <ghz|afk> this made me
wonder
L555[17:58:35] <ghz|afk> is there some mod
for tracking the items needed to craft something?
L556[17:58:46] <ghz|afk> like custom quest
goals type thing
L557[17:59:33] <IoP> That would be
cool
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L559[18:01:10] <ghz|afk> yeah I'm
picturing some "add goal" dialog, that lets you choose
like "goal type: craft item", "show required recipe
items: true", "add dependencies recursively:
true"
L560[18:07:15] <diesieben07> sounds like
something fun to code. name idea: "Rabbit Hole"
L561[18:07:45] <ghz|afk> "Rabbit
Goals"
L562[18:08:59] <diesieben07> hrmm
L563[18:10:02] <IoP> show everything down
to raw material?
L564[18:10:38] <ghz|afk> well, my thinking
is it would "trim out" the goals if it sees that you have
them
L565[18:10:54] <ghz|afk> so like, if you
already ahve vibrant alloy, it wouldn't suggest that you make the
energetic alloy
L566[18:11:17] <ghz|afk> I mean, even if
you get it afterward
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L568[18:11:32] <ghz|afk> completing an
"upper" goal would remove all the ones lower down in the
tree
L569[18:12:23] <ghz|afk> ofc it wouldn't
be trivial to scan the recipes properly
L570[18:12:39] <ghz|afk> avoiding
meaningless loops is hard
L571[18:13:04] <ghz|afk> "you need
iron ingot which is made from iron block which is made from iron
ingot which ..."
L572[18:13:26] <diesieben07> shouldn't be
too hard
L573[18:13:44] <ghz|afk> also you'd have
to prevent stuff like
L574[18:14:06] <ghz|afk> "you need
Mod1's Steel which are made from Mod1's Steel Block, which is
crafted from Mod2's Steel ingots"
L575[18:14:14] <ghz|afk> when you can just
use Mod2's steel
L576[18:14:20] <ghz|afk> so you'd need a
"crafting graph
L577[18:14:25] <diesieben07> yeah you
would have to have oreDict support
L578[18:14:26] <ghz|afk> and find the
shortest path
L579[18:14:33] <diesieben07> yeah, some
kind of A*
L580[18:14:38] <ghz|afk> or path of least
resistance
L581[18:16:11] <ghz|afk> anyhow,
nighttime
L582[18:16:18] <diesieben07> night
L583[18:16:22] *
ghz|afk poofs
L584[18:26:04] <illy> beep o/
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L633[23:35:31] <williewillus> !gm
removeInvalidBlocks
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