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L13[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170319 mappings to Forge Maven.
L14[02:01:41] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170319-1.11.zip
(mappings = "snapshot_20170319" in build.gradle).
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L43[04:17:52] <pig> eh, things are working
now, google told me I gotta wait cause the server derps sometimes.
oh wells.
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L57[05:28:55] ⇨
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L58[05:29:37] <nyuszika7h> apparently my
username is in use on the forums but I can't find my password and
tried a bunch of emails but I don't know what email I registered
with...
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L63[06:10:08] <gigaherz> nyuszika7h: well
then it may not have been your username
L64[06:10:23] <nyuszika7h> it's not
impossible but I really doubt anyone else is using this nick
L65[06:10:40] <nyuszika7h> it has never
happened on any site
L66[06:14:49] <diesieben07> i already
checked, unfortunately I can't tell you your email
L67[06:18:54] ⇨
Joins: ThePsionic
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L68[06:19:14] <gigaherz> nyuszika7h: is it
possibleyou used one of those 5 minute mail services?
L69[06:19:21] <nyuszika7h> unlikely
L70[06:20:02] <nyuszika7h> is it not
possible to make a feature to send out the password to the email
address registered to the username? can't see any risk in
that
L71[06:20:11] <nyuszika7h> password
reset*
L72[06:20:12] <nyuszika7h> not the password
ofc
L73[06:20:21] <nyuszika7h> because it's
stored hashed and salted, ideally :P
L74[06:20:46] <gigaherz> I don't know the
reason, but most websites ask you to enter the email, so there must
be a reason ;P
L75[06:21:08] <TechnicianLP> how about
spamming certain users with those links?
L76[06:21:12] <PaleoCrafter> ^
L77[06:21:32] <nyuszika7h> that's just
annoyance, it could be rate-limited
L78[06:21:40] <PaleoCrafter> also,
technically spares the user of potentially searching a ton of email
accounts :P
L79[06:21:46] <nyuszika7h> true, it's
easier than finding out their email address but still
L80[06:22:00] <nyuszika7h> some sites say
"username or email address" for passwor reset
L81[06:22:02] <nyuszika7h> +d
L82[06:22:32] <diesieben07> well, it's
pretty easy to (in theory) write a bot that scrapes the site for
usernames
L83[06:22:41] <diesieben07> and then just
request password resets for all of them
L84[06:22:53] <nyuszika7h> add a
captcha
L85[06:23:07] <nyuszika7h> with the new
"invisible" reCAPTCHA some users won't even have to tick
a checkbox
L86[06:23:11] <gigaherz> it's probably
easier for the bot to use a list of compromised email accounts,
though
L87[06:23:12] *
TechnicianLP hates those captcha thingies
L88[06:23:27] <nyuszika7h> it's a necessary
"evil"
L89[06:24:01] <gigaherz> it's like the
metal detectors and x-ray scanners at airports
L90[06:24:07] <gigaherz> everyone wishes
they wouldn't be there
L91[06:24:14] <gigaherz> but if there
weren't everyone would be wishing they were
L92[06:24:59] <TechnicianLP> but if you
bring the bomb yourself the chance of there being a second one is
smaller ... ;)
L93[06:25:59] <PaleoCrafter> until there's
23 people brining a bomb, right?
L94[06:28:14] <gigaherz> I was thinking
more like contraband of unsafe products ;P
L95[06:28:40] <gigaherz> bombs are
definitely not the same as spam ;P
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L114[08:15:29] <Shambling> do deserts
normally have an unnatural number of villages?
L115[08:15:35] <Shambling> or did I just
get a lucky seed :P
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L123[09:15:13]
⇨ Joins: Shambling
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L124[09:15:15] <Shambling> !latest
L125[09:16:18] <Shambling> does the
files.minecraftforge.net go down every sunday?
L126[09:16:31] <Shambling> because it
seems like thats the one day a week I try to do stuff, and I always
get weird random pom errors
L127[09:17:11] <Shambling> nope I can
download it directly
L128[09:17:15] <Shambling> gradle just
being gradle I guess
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L131[09:18:54] <Shambling> well lets just
try a ./gradlew build chances are its all just down again
L132[09:19:30] <Shambling> or its just me
:P
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L135[09:27:23] <Ashindigo_> i can connect
just fine in my browser
L136[09:28:39] <McJty> yes me too
L137[09:28:42] <McJty> Just with gradle it
fails
L138[09:28:49] <McJty> Shambling has the
same
L139[09:29:03] <PaleoCrafter> its partly
due to gradle, partly due to the site, I think
L140[09:29:18] <PaleoCrafter> like, the
site is totally unreliable or something, but browsers just cope
with it better than Gradle
L141[09:29:18] <IoP> is it behind
CF?
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L143[09:30:50] <PaleoCrafter> don't think
so
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L159[10:50:10] <HeyHey> hey hey
L160[10:50:25] <HeyHey> anyone here
L161[10:51:12] <PaleoCrafter> sorta
L162[10:51:24] <HeyHey> heh
L163[10:51:37] <HeyHey> anyway I i needed
some help with a server
L164[10:53:58] <PaleoCrafter> this is more
of a place for help with coding, but shoot
L165[10:55:09] <HeyHey> oh ok
L166[10:56:20] <HeyHey> well the server is
running animecraft 2.0 on curse. I did all the normal server prep
(removing client mods, copying configs, etc.) and it crashes on the
first stage of forge
L167[10:57:07] <HeyHey> no logs are
generated, and the only notable line of log is "Can't revert
to frozen GameData state without freezing first."
L168[10:57:11] <HeyHey> Any ideas?
L169[10:58:27] <PaleoCrafter> get the
console log on pastebin, chances are that's not the only notable
line :P
L171[10:59:29] <HeyHey> paste.ee ok?
L172[10:59:45] <PaleoCrafter> sure
L173[10:59:48] <HeyHey> but this is just
the normal log, as i said no crash logs were gened
L174[11:01:47] <PaleoCrafter> hm... can't
see anything obvious either, try a binary search :P
L175[11:02:32] <HeyHey> what's that
again?
L176[11:02:54] <HeyHey> sorry i'm kind of
inexperienced to java as a whole
L177[11:03:26] <PaleoCrafter> remove one
half of the mods, check if the issue still occurs: if yes: repeat
with that half, if no: repeat with the other half
L178[11:04:02] <HeyHey> oh yeah ok I've
done that before just not knew what it was
L179[11:16:44] <HeyHey> now after a bit of
binary searching, i think i may have found a culprit
L180[11:17:20] <HeyHey> for some reason
the server is trying to load a nonexsitant forge microblocks
L181[11:17:51] <PaleoCrafter> oh, wait,
this is 1.7.10? update, god dammit :P
L182[11:18:42] <HeyHey> the pack runs on
1.7.10 man
L183[11:18:54] <PaleoCrafter> go for a
different pack
L184[11:18:57] <HeyHey> and i freakin love
EE3 even though it may not be complete at all
L185[11:19:14] <PaleoCrafter> go shout at
Pahimar :P
L186[11:19:36] <HeyHey> yeah pahi stop
playing skyfactory and get your mod added to skyfactory
L187[11:20:31] <HeyHey> but i still want
to use 1.7.10 as my lunix server I'll use to run this isn't
powerful enough to run the memory leaked 1.10
L188[11:21:46] <diesieben07> memory
leaked? What are you talking about?
L189[11:22:08] <HeyHey> last i heard there
was a memory leak in forge 1.10
L190[11:22:19] <ezterry> I've never had
much of an issue with the 1.10/1.11 forge dedicated server
L191[11:22:20] <diesieben07> well, then it
should be reported so forge can fix it...
L192[11:22:31] <HeyHey> and it still seems
to take more of a toll on any of my machines
L193[11:22:33] <diesieben07> instead of
staying on an ancient version and hoping things "work out
magically"?!
L194[11:22:37] <diesieben07> like
seriously...
L195[11:22:43] <HeyHey> yeah i guess
L196[11:22:51] <HeyHey> i just like to use
the old mods too
L197[11:23:33] <HeyHey> thaumcraft, its
addons, and ee3
L198[11:23:46] <Ashindigo_> thaumcraft is
coming to 1.10(1.11?)
L199[11:23:53] <Ashindigo_> you can use
project e for ee3
L200[11:24:32] <HeyHey> project e and ee3
are very different mods for me
L201[11:24:54] <HeyHey> ee3 is just a
cooler mod and i really don't see the problem with using a 1.7
pack
L202[11:26:58] <diesieben07> the problem
is that 1.7 is no longer receiving support
L203[11:27:05] <diesieben07> if things
break, you are on your own pretty much
L204[11:27:49] <HeyHey> yeah that's mostly
why i went here
L205[11:28:07] <HeyHey> figured that a irc
server might help
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L207[11:28:43] <Ashindigo_> this is more
of a modder help channel though
L208[11:29:19] <HeyHey> yeah sorry about
that
L209[11:29:31] <HeyHey> what channel would
be appropriate then
L210[11:31:03] <Ashindigo_> #ftb is
usually willing to help
L211[11:31:17] <HeyHey> ok thanks
L212[11:31:50] ⇦
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L216[12:08:24] <LexDesktop> <HeyHey>
last i heard there was a memory leak in forge 1.10
L217[12:08:30] <LexDesktop> .. really..
really..
L218[12:20:19]
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L220[12:23:39] <Ashindigo_> Missed
what?
L221[12:24:57] <diesieben07> 30000
L222[12:25:14] <Ashindigo_> Oh
L223[12:25:22] <Ashindigo_> Congrats
though
L224[12:26:10] *
diesieben07 is a crazy person
L225[12:26:48] *
Ashindigo_ appreciates diesie's insanity
L226[12:27:03] <diesieben07> :D
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L231[12:43:35] <Shambling> *sigh* well I
was going to try out biomebundle, but it looks like the only
jenkins builds are 1.11.2
L232[12:43:41] <Shambling> for
terraincontrol
L233[12:43:57] <Shambling> I gues sthat
makes sense, since I think most servers that use terraincontrol use
spigot instead of forge
L234[12:45:09] <giltwist> does
Server.getFolderName() return the full path to the server's root
folder or just the name of the server's root folder?
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L237[12:49:53] <PaleoCrafter> couldn't
even wait 3 minutes ._.
L238[12:57:56] <Shambling> did
spawnentityinworld get changed in 1.10.2 to spawnentity, or was
that 1.11.2?
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L240[12:58:07] <williewillus> last wave of
1.10 mappings
L241[12:58:08] <Shambling> if so, its kind
if irritating, because this guy has 1.11.2 code in a 1.10.2 git
distro
L242[12:58:29] <Shambling> so last wave of
mappings changed it to spawn entity?
L243[12:58:33] <williewillus> the latest
1.10 stable mapping already has it
L244[12:58:36] <williewillus> iirc
L245[12:58:49] <Shambling> well I suppose
if I want to compile this I'll need ot update it to the proper
calls then
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L247[13:03:35] <Shambling>
mcserver.worldservers, what was this replaced with?
L248[13:03:40] <williewillus> worlds
L249[13:03:49] <Shambling> just a naming
change?
L250[13:03:53] <williewillus> yes
L251[13:04:36] <Shambling> was this that
clean up phase that was done to help make the mappings more
readable?
L252[13:05:33] <williewillus> yeah
L253[13:06:06] <PaleoCrafter> the sad
thing is that the Apple libraries used to have that sort of naming
(spawnEntityInWorld) up until Swift 3 q.q
L254[13:06:32] <williewillus> example?
:P
L255[13:06:42] <williewillus> did they
also have things like "theWorld" lol
L256[13:06:57] <Shambling> I think that
was jo-jo's bizzarre circus
L257[13:07:05] <PaleoCrafter> don't think
so and I also don't have any example in my head right now :P
L258[13:07:15] <PaleoCrafter> only noticed
it when I was writing an iOS app and was searching for some
stuff
L259[13:07:22] <Shambling> hmmm... this
guy uses java 1.6... ugh
L260[13:07:26] <williewillus>
addItemToList
L261[13:07:28] <williewillus> :P
L262[13:07:49] <Shambling> I just want a
working biome bundle for 1.10.2, but all the code for 1.10.2 stops
in december and the fixed stuff is from 1.11.2
L263[13:08:06] <PaleoCrafter> but I think
it was actually due to Obj-C not supporting overloads or
something
L264[13:08:20] <williewillus> oh yeah
wasnt it like they didnt have proper namespacing
L265[13:08:29] <williewillus> so they just
stuffed the package name into the class/file name or
something
L266[13:09:10] <williewillus> Shambling:
it shouldn't be too hard to take the 1.11.2 and recompile for 1.10,
biome bundle doesnt like something that uses itemstacks
heavily
L267[13:09:23] ***
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L268[13:09:55] <Shambling> nah its not,
I'm just going through, biggest problem is I imported on 1.8 java,
and this uses 1.6 calls, so it gets confused by abstracts and
nonnulls
L269[13:10:16] <Shambling> question is,
since I'm probably going to run it once, notice a really obnoxious
bug and abandon it shortly, should I ever bother fixing it for
1.8
L270[13:10:21] <williewillus> cant you
just switch your ide's language level
L271[13:10:33] <PaleoCrafter> smurf naming
still is a thing, unfortunately xD
L272[13:10:37] <Shambling> yeah I suppose
I could google how to do that
L273[13:10:44] <PaleoCrafter> there are
like 10 "point" classes
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L275[13:11:48] <Shambling> I think I'd
need to install that version of java jdk, wouldn't I?
L276[13:12:12] <williewillus> language
level just enforces syntax
L277[13:12:25] <williewillus> though I
think intelliJ is smart enough to highlight methods/classes added
in 8 with red
L278[13:12:27] <williewillus> so you don't
use it
L279[13:14:43] <Shambling> yeah lost
interest in biome bundle
L280[13:14:53] <williewillus> lol
L281[13:15:05] <Shambling> what do they
even use terrain control in anyways? it doesn't seem like there is
a proper release anywhere
L282[13:15:21] <Shambling> its like one of
those projects that seems relaly cool, but isn't made available in
a sane way :P
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L285[13:23:27] <Shambling> got it
going
L286[13:23:30] <Shambling> thanks
williewillus
L287[13:23:46] <Shambling> lets see if
this version crashes any less
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L291[13:29:18] <Shambling> well it doesn't
crash, in that it doesn't load
L292[13:29:19] <Shambling> lol
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L303[14:03:51] <jjw123> what's the correct
way to do block textures in 1.11? From having a look online I tried
using a forge json file to do different textures for different
sides of the block (and different textures for blockstates). I
registered it with ModelLoader.setCustomModelResourceLocation. It
works fine for the item in inventory but the actual block has no
render at all (lets me see through the world)
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L305[14:04:49] <gigimoi> what does your
json file look like?
L306[14:09:22] <Necro> jjw123: In case it
is a BlockContainer make sure to override Block#getRenderType to
return EnumBlockRenderType#MODEL
L307[14:09:46] <diesieben07> no, in case
it's a BlockContainer stop using BlockContainer
L308[14:10:50] <williewillus> also
getRenderType should already be MODEL...
L309[14:10:55] <williewillus> by
default
L310[14:11:00] <diesieben07>
BlockContainer overridesit
L311[14:11:04] <williewillus> oh lol
L312[14:11:07] <williewillus> stop using
BlockContainer
L313[14:11:10] <diesieben07> which is one
of the reasons BlockContainer is stupid
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L317[14:24:12] <jjw123> Necro, thank you,
will try it in a minute
L318[14:24:16] <jjw123> sorry, had to
AFK
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L320[14:27:36] <Necro> jjw123: as the
others pointed out already, if you are using BlockContainer use
Block instead and implement ITileEntityProvider.
L321[14:27:53] <jjw123> yeah, that's what
i've just switched over to
L322[14:27:58] <williewillus> wait
no
L323[14:28:05] <williewillus> both
BlockContainer and ITEP should not be used
L324[14:28:09] <williewillus> just
override the methods in block directly
L325[14:28:27] <williewillus>
hasTileEntity(IBlockState) and createTileEntity(World,
IBlockState)
L326[14:28:35] <williewillus>
ITEP/BlockContainer are vanilla legacy stuff
L327[14:28:42] <jjw123> oh ok
L328[14:28:44] <jjw123> thanks
L329[14:28:51]
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L330[14:29:11] <jjw123> I havent modded
'properly' since like 1.6 or maybe even earlier.
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L333[14:30:50] <Necro> oh I didn't even
know forge made so that the Block class has the method
itself.
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L338[14:45:41] <Necro> If I want to save
data to a world/dimension I can use capabilities, right?
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L340[14:48:11] <williewillus> yeah worlds
can have caps
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L342[14:49:45] <Necro> sure, i was just
asking in case there is another go-to way.
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L360[16:03:18] ***
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L368[16:17:14] <Shambling> does anyone
know if there are any outright conflicts with recurrent complex and
any other popular 1.10.2 mods? I removed biomes o plenty, and the
world gen takes forever. I'm wondering where the hangup might be,
as its not super obvious
L369[16:17:53] <Shambling> it doesn't seem
to cause crashes, but I think there is a decorator conflict with
too many items trying to decorate in the same chunk.
L370[16:21:08] <Shambling> I'll try with
leaf decay option off, I think that was what ivor said last
time
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L372[16:28:09] <jjw123> so... the forge
blockstates JSON. I have it working for textures, how do I set the
rotation in there?
L373[16:28:22] <williewillus> rotation of
the whole model?
L374[16:29:12] <jjw123> I just need to
rotate the top texture
L375[16:29:27] <jjw123> and the bottom too
I suppose
L376[16:30:21] <williewillus> are your
rotations multiples of 90?
L377[16:30:26] <jjw123> yeah
L378[16:30:41] <williewillus> just stick
"y": 90 (or whatever angle) in your variant then
L380[16:31:22] <jjw123> hm that didnt seem
to work for me
L381[16:31:42] <williewillus> post your
json
L382[16:31:58] <PaleoCrafter> phew, I
think I start to understand the animation system
L383[16:32:07] <williewillus>
PaleoCrafter: lol
L384[16:32:21] <PaleoCrafter> only weird
thing is that my b3d animation is played at about 10% speed
Oo
L386[16:33:00] <williewillus> you're using
cube_all, which just displays the "all" texture on all
sides :P
L387[16:33:14] <jjw123> it doesnt seem
to
L388[16:33:18] <PaleoCrafter> also, the
static part of my model is double the size of the animated one
Oo
L389[16:33:33] <jjw123> the top/bottom
texture is different to the rest
L390[16:33:53] <williewillus> your json
isnt valid btw, stray s at line 17
L391[16:33:57] <williewillus> and idk why
that is then
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L393[16:34:00] <williewillus> everything
is broken xD
L394[16:34:25] <williewillus> cube_all
should only read the "all" texture
L395[16:34:48] <jjw123> right ok
L396[16:34:53] <jjw123> i'll have a play
around
L397[16:34:57] <williewillus> also your
uvlock is going to nullify any y rotation you try to do :P
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L399[16:35:03] <jjw123> oh
L400[16:35:07] <jjw123> that's probably it
XD
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L402[16:35:27] <williewillus> uvlock says
"when rotating the geometry don't rotate the texture with
it" but since the geometry is the whole face you don't see any
change
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L405[16:36:14] <jjw123> ok yeah
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L407[16:36:20] <jjw123> setting uvlock to
false fixed it
L408[16:36:33] <jjw123> idk why the
cube_all works, but i'm not gonna question it
L409[16:36:45] <williewillus> oh I know
why
L410[16:36:53] <williewillus> cube_all
inherits from cube which defines all the sides
L411[16:37:01] <williewillus> but cube_all
sets all sides to "all"
L412[16:37:06] <williewillus> you really
want something like cube_bottom_top
L413[16:37:11] <williewillus> i think
that's what it was called
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L415[16:37:39] <williewillus> see the tnt
model
L416[16:37:50] <jjw123> oh yeah
L417[16:37:51] <jjw123> thanks
L418[16:38:31] <jjw123> I miss the time
when textures were set in the Block file and forgotten about
XD
L419[16:38:39] <williewillus> :P
L420[16:39:11] <jjw123> I understand why
it's necessary though :P
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L422[16:43:02] <gigaherz> jjw123:
resourcepack authors do not. ;P
L423[16:43:18] <gigaherz> (do not miss
it=
L424[16:44:44] <gigaherz> take some time
ago -- I was helping someone make a little resourcepack to change
the bookshelves from oak to spruce. before 1.8, it wouldn't have
been possible at all, without replacing the oak texture completely,
but thanks to 1.8, they were able to have a modified bookshelf
model with a replacement texture entry in the model ;p
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L454[18:03:29] <jjw123> Any examples of
the 1.11 registerEntityRenderingHandler?
L455[18:03:36] <jjw123> (sorry for all the
questions)
L456[18:04:02] <jjw123>
registerEntityRenderingHandler(Class<? extends Entity>
entityClass, Render<? extends Entity> renderer is
depracated
L457[18:05:55] <mezz> see
net.minecraftforge.debug.ModelAnimationDebug.ClientProxy#preInit
and
net.minecraftforge.test.WRNormalMod.ClientProxy#registerRenders
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L460[18:07:31] <mezz> jjw123, in your IDE
you can right-click something like registerEntityRenderingHandler
and choose "Find Usages", it's very helpful
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L462[18:08:43] <jjw123> I think I found
it. Thanks.
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L471[18:32:15] <jjw123> random oddity that
maybe one of you have experience with - I added a render (using
IRenderFactory) for an entity that extends a blaze. It appears that
the blaze render is still getting called as well as my own (my
render scales the model down within the renderer, and I can see a
blaze within the blaze)
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L473[18:33:30] <jjw123> or maybe i'm just
being an idiot
L474[18:34:05] <jjw123> probably that
one.
L475[18:35:41] <jjw123> yep I was being an
idiot. sorry.
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L479[18:42:02] <mezz> no worries
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L483[18:47:28] <Shambling> is there
something minecraft does by default that destroys items early after
world gen?
L484[18:47:51] <Shambling> anything on the
ground randomly just goes poof if I still see chunks rendering off
in the background
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L486[18:50:15] <mezz> sounds like a
possible optimization, I haven't seen something like that
though
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L489[18:54:56] <Shambling> could be
something I'm running, didn't think foamfix did any item
optimizations, but thats one of the few things I could think
of
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L494[19:14:20] <Shambling> there is an
unnatural number of bats in my worlds
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L501[20:15:00] <gigimoi> what's a good way
to test if the player has any gui opened?
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L504[20:27:27] <gigimoi> my initial
thought is to listen to onGuiOpen and attach information to the
player
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