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L28[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170324 mappings to Forge Maven.
L29[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170324-1.11.zip
(mappings = "snapshot_20170324" in build.gradle).
L30[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L58[03:50:53] <gigaherz|work> sorry
5*
L59[03:50:54] <gigaherz|work> ;P
L61[03:51:14] <gigaherz|work> ooh vertical
tabs
L62[03:51:30] <gigaherz|work> I wonder if
he has coded that in a generic enough way that it can be used for
other GUIs
L63[03:52:24] <Akkarin> My money is on
"nope"
L64[03:55:27] <Ashindigo_> looks
interesting
L65[03:55:33] <Ashindigo_> whats it for
though?
L66[03:55:39] <gigaherz|work>
Advancements
L67[03:55:50] <gigaherz|work> which are
similar to achievements, xcept they unlock recipes and such
L68[03:56:38] <gigaherz|work> so either mc
1.12 is getting a progression system where you unlock stuff based
on "achievements"
L69[03:56:48] <gigaherz|work> or it's fully
meant for adventure maps
L70[03:57:02] <Ashindigo_> so like that old
progressions mod that died?
L71[03:57:16] <gigaherz|work> maybe I have
no idea what it did
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L73[04:01:58] <Philderbeast> so whats the
best rendering tutorial for 1.10 to read?
L74[04:02:42] <gigaherz|work> depends on
what kind of rendering are you thinking of
L75[04:02:52] <Philderbeast>
items/blocks
L76[04:03:03] <Philderbeast> im looking at
doing the inventory icons first'
L77[04:03:05] <gigaherz|work> so you want a
tutorial on models
L78[04:03:08] <Philderbeast> and work from
there
L79[04:04:02] <gigaherz|work> for
inventory
L80[04:04:35] <gigaherz|work> you'll need
an item model json, which specifies the icon texture(s) to
use
L81[04:04:45] <gigaherz|work> and then you
want to call ModelLoader.setCustomModelResourcelocation
L82[04:04:50] <gigaherz|work> with the path
to the model json
L83[04:05:15] <Philderbeast> do i need to
put the json anywhere in particular
L84[04:05:47] <gigaherz|work>
resources/assets/<modid>/models/item/<registryname>.json
L85[04:05:52] <gigaherz|work> is the
default location
L86[04:06:02] <gigaherz|work> if you choose
to follow the standard, then you'll call
L87[04:06:22] <Philderbeast> I like
standards i can live that that...
L88[04:06:22] <gigaherz|work>
ML.setCustomMRL(item, meta, new MRL(item.getRegistryName(),
"inventory"));
L89[04:06:47] <gigaherz|work> (yes ML and
MRL are shorthands)
L90[04:07:04] <Philderbeast> I think that
gives me enough to work with, thanks for that
L91[04:07:06] <gigaherz|work> note
L92[04:07:10] <gigaherz|work> you HAVE to
call it from preinit
L93[04:07:10] <Philderbeast> lets see how i
go :)
L94[04:07:15] <gigaherz|work> and you
should be calling it from your clientp roxy
L95[04:07:21] <gigaherz|work> client proxy*
to avoid server errors
L96[04:07:41] <gigaherz|work> or rather,
you should be calling it from the ModelRegistryEvent
L97[04:07:46] <gigaherz|work> but preinit
does work too ;P
L98[04:07:48] <Philderbeast> ok then,. so
it would replace the oll call to MFC.registerItemRenderer?
L99[04:08:09] <gigaherz|work> there's no
item renderers at all anymore, not the way they were in
1.7.10
L100[04:08:29] <gigaherz|work> 1.8
switched to using baked models
L101[04:08:43] <gigaherz|work> which for
flat "icons" are actually 3d models also
L102[04:08:47] <Philderbeast> yea i get
that, I have just commented that out so i know where it was setting
them up, is it the same place to setup the new system?
L103[04:08:56] <gigaherz|work> even in the
inventory, they have the "thickness" you see while
holding them in the hand
L104[04:09:03] <Philderbeast> or am i
looking at somwhere else?
L105[04:09:06] <gigaherz|work> I don't
know where it was used before
L106[04:09:16] <gigaherz|work> I have no
experience with 1.7.10 modding ;P
L107[04:09:16] <Philderbeast> ok then ill
see how i go :)
L108[04:09:20] <Philderbeast> fair
enough
L109[04:09:29] <gigaherz|work> but the
idea is that you should always call ML.setCustomMRL BEFORE
init
L110[04:09:34] <gigaherz|work> by the time
init runs, it's too late
L111[04:09:35] <Philderbeast> i dont
either, but im crazy enough to be updating a mod from 1.7.10 to
1.10.2
L112[04:10:09] <masa> so I got that model
stuff working at last yesterday... :P However the inventory/held
model was wrong, I couldn't figure out where the transforms for it
got lost... so for now I ended up adding an "inventory"
variants and referenced the base model there with the
forge-default-block transform
L113[04:10:25] <gigaherz|work> this may be
useful
L115[04:10:57] <gigaherz|work> the
registerItemModel/registerBlockModelAsItem are internal library
functions I made that call setCustomModelResourceLocation with the
right args for me
L117[04:11:22] <gigaherz|work> and these
are the corresponding model files
L118[04:11:59] <gigaherz|work> you'll
notice that the one for the item version of the block, depends on
the block model
L119[04:12:45] <gigaherz|work> masa: ah,
that's probably because you should have "taken" the
IModelState given to you in the IModel#bake
L120[04:12:53] <gigaherz|work> and used
that one to pass into the base model
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L124[04:22:45] <masa> hmm, I'm pretty sure
I did that...
L125[04:23:18] <masa> I'm gonna get some
breakfast now, I'll take a look after that... not that it really
matters as it's working with the inventory variant atm anyway
L126[04:23:28] <gigaherz|work> yeah it's
ok either way
L127[04:25:08] <masa> unless it was the
perspective transform whatever method, should I have gotten the
return value for that from the basemodel or something
L128[04:25:24] <masa> I'm currently just
returning the Whatever.DEFAULT from it
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L135[05:05:03] <masa> yeah that fixed it.
Other than the textures being wrong...
L136[05:06:52] <masa> okay figured that
out too
L137[05:07:05] <gigaherz|work> yay
L138[05:10:23] <masa> do PropertyBoos
really default to true?
L140[05:10:53] <gigaherz|work> no that I'm
aware of
L141[05:10:54] <masa> or hmm, is this just
some blockstate ordering
L142[05:10:55] <gigaherz|work> not*
L143[05:11:27] <masa> ie. if I'm not
setting the default state with specific values for the bools, they
seem to come out as true by default
L144[05:11:48] <gigaherz|work> hmm
dunno
L145[05:11:52] <gigaherz|work> I assumed
it was false
L146[05:11:54] <gigaherz|work> but it may
be random
L147[05:11:55] <gigaherz|work> XD
L148[05:12:01] <gigaherz|work> it's best
to always set all default states explicitly
L149[05:12:35] <quadraxis> allowedValues =
ImmutableSet.<Boolean>of(Boolean.valueOf(true),
Boolean.valueOf(false))
L150[05:12:36] <masa> yeah...
L151[05:12:44] <gigaherz|work> ah
L152[05:12:45] <quadraxis> so true before
false
L153[05:12:46] <masa> oh right okay
L154[05:12:50] <gigaherz|work> okay
nevermind then ;P
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L233[10:09:54] <AnarchySage> Where would i
find the code that makes a block not burnable by spread
L234[10:13:03] <ghz|afk>
Block#getFlammability, Block#isFlammable,
Block#getFireSpreadSpeed
L235[10:13:08] <ghz|afk> those seem
related ;P
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L237[10:16:42] <AnarchySage> thanks
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L311[14:52:39] <ghz|afk> ??
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L314[15:14:12] <PaleoCrafter> just saw
your conversation from a few hours ago, masa and ghz|afk, wanted to
point out that the definition of the set doesn't mean anything
:P
L315[15:14:38] <PaleoCrafter> it's just a
set after all, so iteration order may be anything
L316[15:16:06] <masa> true...
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L325[15:44:07] <ghz|afk> PaleoCrafter: ah,
I didn't realize it was a set ;P
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L328[15:44:45] <Koward> Anyone ever tried
to cancel EntityInteract ?
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L330[15:45:45] <Koward> I added effect
when interacting with my object on dogs, and I don't want them to
sit after right clicking, but setCanceled(true) does not seem to
work.
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m8 thx 4 playin)
L364[18:05:38] <Shambling> weird question,
but does anyone know what is the cause of blocks getting stuck in a
wall and turning black when using the hammers from the hammerz
mod?
L365[18:06:00] <Shambling> does that just
happen to items in world when they spawn inside a block?
L366[18:08:46] <gigaherz> never used that
mod or seen that thing you describe
L367[18:09:03] <Shambling> k
L368[18:09:07] <gigaherz> although
L369[18:09:15] <gigaherz> I have seen
entities inside a block turn black
L370[18:09:20] <gigaherz> if the block is
the kind that suffocates
L371[18:09:20] <Shambling> well I like
having tinkers hammers, but there are no tinkers hammers in
1.11.2... though I've started just using psi instead
L372[18:09:22] <gigaherz> so it may be the
same
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L374[18:09:44] <Shambling> oh and the
drills from any drill mod if they support 3x3
L375[18:09:55] <gigaherz> actually
additions drills?
L376[18:10:12] <Shambling> yeah those
ones.
L377[18:10:21] <gigaherz> they go up to
5x5
L378[18:10:22] <Shambling> I didn't want
to name them as the only one though
L379[18:10:24] <gigaherz> configurable
upgrades
L380[18:10:28] <Shambling> yeah, but thats
too big
L381[18:10:28] <gigaherz> ;p
L382[18:10:46] <Shambling> 3x3 is perfect
for digging straight, 5x5 is bad because I end up falling
downwards
L383[18:10:53] <gigaherz> yeah nice thing
about them is that you can shift-rightclick and take the 5x5 out
and make it back into 3x3 at any time
L384[18:11:02] <gigaherz> n oyou
don't
L385[18:11:09] <gigaherz> the 5x5 mode
isn't centered where you click
L386[18:11:12] <gigaherz> the center is
one block above
L387[18:11:14] <Shambling> now if it was
offset so the 2 blocks were even with player... oh really?
L388[18:11:17] <Shambling> omg I nee dthat
in my life
L389[18:11:21] <gigaherz> XD
L390[18:11:26] <Shambling> I just
assumed
L391[18:11:33] <gigaherz> yeah I was
surprised when I saw it
L392[18:11:35] <gigaherz> but that's how
it works ;p
L393[18:12:06] <Shambling> alright well I
have psi single block break and an iron cad, I think I will power
through to imbued canola power and some drill love
L394[18:12:32] <Shambling> I'm kind of
cheating though, after I got diamond and the appropriate level
mining tools, I switched the psi config to allow breaking useful
blocks
L395[18:12:44] <Shambling> because screw
going to the end if I don't have to :P
L396[18:12:47] <gigaherz> I tried psi in
the hermitpack server I have
L397[18:12:55] <gigaherz> I was
disappointed
L398[18:13:20] <gigaherz> the idea seemed
fun, but it seemed too oriented on manipulating blocks and
stuff
L399[18:13:24] <gigaherz> as in, replacing
normal tools
L400[18:13:29] <gigaherz> and that's not
what I was looking for
L401[18:13:41] <Shambling> you wanted
super hyper kawaii anime stuff instead?
L402[18:13:46] <gigaherz> no
L403[18:13:49] <Shambling> lol I was
joking :P
L404[18:13:53] <gigaherz> I wanted
something more like Ars Magica
L405[18:13:57] <Shambling> hrmmm
true
L406[18:15:28] <gigaherz> or rather, I was
hoping for something that would take the place of the WIP magic mod
I never finished
L407[18:15:29] <gigaherz> ;P
L408[18:17:07] <gigaherz> nice, Ijust had
an idea for my mod ;P
L409[18:17:22] <gigaherz> and incidently I
know why I got bored of coding it
L410[18:17:22] <gigaherz> ;p
L411[18:17:28] <gigaherz> (which means I
can drop that part)
L412[18:17:45] <Shambling> lol
L413[18:17:49] <gigaherz> I was very
focused on adding a system for "rituals"
L414[18:17:59] <gigaherz> I really really
wanted to have an in-world programming
L415[18:18:02] <gigaherz> akin to
redstone
L416[18:18:05] <gigaherz> but with magic
effects
L417[18:18:15] <gigaherz> think like
L418[18:18:27] <gigaherz> how note blocks
have different notes depending on where you place them
L419[18:18:32] <Shambling> do they?
L420[18:18:38] <gigaherz> I mean different
instruments
L421[18:18:38] <Shambling> I don't think
I've ever used a note block in my entire life
L422[18:18:50] <Shambling> oh like grass
makes farting noises
L423[18:18:51] <Shambling> =P
L424[18:18:56] <gigaherz> yeah if you
place a note block on top of dirt, it's one instrument
L425[18:19:03] <gigaherz> if you place
them on stone another
L426[18:19:03] <gigaherz> etc
L427[18:19:09] <gigaherz> anyhow
L428[18:19:13] <gigaherz> I wanted to have
"spell dust"
L429[18:19:27] <Shambling> crushed pixies?
or chalk?
L430[18:19:28] <gigaherz> that you could
place on the ground to connect different "block
pairs"
L431[18:19:35] <gigaherz> crushed
gemstones
L432[18:19:47] <Shambling> not the family
jewels!
L433[18:19:59] <gigaherz> and like
L434[18:20:23] <gigaherz> using dust and
other blocks
L435[18:20:28] <gigaherz> you'd be able to
have like
L436[18:20:40] <gigaherz> an "entity
detector"
L437[18:21:01] <gigaherz> which would
detect mobs, and activate a "burn" spell on them
L438[18:21:28] <gigaherz> or a
"return spell" tied to a certain item
L439[18:21:38] <gigaherz> that, on
activated, could TP you back to the place
L440[18:21:42] <gigaherz> things like
that
L441[18:21:43] <Shambling> hrmm yeah thats
not bad
L442[18:21:59] <gigaherz> you'd have to
program them by placing a structure of blocks in the world
L443[18:22:11] <gigaherz> then power them
with magic, and while they have power, they'd be able to perform a
task
L444[18:22:14] <gigaherz> but the proble
mis
L445[18:22:17] <gigaherz> problem
is*
L446[18:22:22] <gigaherz> it's quite
complicated to code
L447[18:22:36] <gigaherz> and I don't have
the time (or rahter, the interest to invest the time)
L448[18:23:01] <gigaherz> so I'm thinking
I should just leave that out
L449[18:23:01] <Koward> What is the
tradeoff between reflection and AT ? Bad performance VS Risks of
conflict ?
L450[18:23:17] ***
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L451[18:23:27] <gigaherz> Koward: AT is
slightly faster, but it turns your mod into a coremod
L452[18:24:17] <gigaherz> the idea
is,
L453[18:24:20] <Koward> Obviously
L454[18:24:31] <Shambling> AT? is that
asm?
L455[18:24:42] <gigaherz> no, access
transformers
L456[18:24:46] <Koward> Access
transformers
L457[18:24:50] <Shambling> huh haven't
heard of those
L458[18:24:51] <gigaherz> are files that
say "make this public" or "remove final from
this"
L459[18:24:59] <Shambling> ah ok
L460[18:25:11] <gigaherz> all the ATs are
processed by FML during load
L461[18:25:22] <gigaherz> (or by
forgegradle during dev)
L462[18:25:41] <gigaherz> and the code can
pretend that a class isn't final, a method is public, or such
L463[18:25:51] <gigaherz> but using ATs by
mods is discouraged
L464[18:26:17] <gigaherz> doing things
right > reflection > PR to forge > anything that involves
editing bytecode or metadata
L465[18:26:32] <gigaherz> I mean
L466[18:26:39] <gigaherz> doing things
right > PR to forge > reflection > anything that involves
editing bytecode or metadata
L467[18:26:41] <gigaherz> ;P
L468[18:26:49] <Shambling> people should
just stop marking everything private
L469[18:26:55] <gigaherz> lol no
L470[18:26:59] <Shambling> =P
L471[18:27:00] <gigaherz> that's correct
coding practice
L472[18:27:03] <gigaherz> it just doesn't
play well with modding
L473[18:27:11] <Koward> Often it's about
vanilla classes
L474[18:27:22] <Shambling> it might be
good coding practice, but its for mods, so why use it unless it
actually protects your mod from crashing
L475[18:27:50] <Shambling> leave
everything open and let your mods run free... clearly children that
grow up with no bounderies turn out good right?
L476[18:27:53] <Shambling> and so will
mods ;D
L477[18:28:03] <Koward> The deeper you
want to change things, the more you risk encountering private
Mojang code
L478[18:28:52] <Koward> And then
reflection or AT are the only options. I'm not sure what can go
wrong with AT bytecode editing, it seems well controlled.
L479[18:29:51] <Koward> And it's not like
conflicts could not be solved either. If 3 mods says a field is
private/protected/public, just take the loosest one (public in this
case).
L480[18:30:04] <Koward> I don't see any
downside.
L481[18:30:19] <Koward> Loading time maybe
?
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L491[19:03:43] <StormCloud> So, what are
the SUCCESS, PASS, and FAIL actionresults for onRightItemClick used
for?
L492[19:04:18] <gigaherz> SUCCESS means
you did the thing correctly
L493[19:04:25] <gigaherz> so you want it
to play the swing animation
L494[19:04:30] <gigaherz> and you don't
want to try with the other hand
L495[19:04:41] <gigaherz> PASS means you
didn't want to do anything, so it should try with the next
hand
L496[19:04:50] <gigaherz> FAIL means you
wanted to do something, but it failed
L497[19:05:01] <StormCloud> YAY, thank
you
L498[19:05:27] <StormCloud> so I should
default, to PASS
L499[19:05:44] <killjoy> Doesn't Item
already default to that?
L500[19:06:01] <gigaherz> yup
L501[19:06:16] <StormCloud> yeah probably,
but eventually I'm going have it spit up a gui
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L504[19:07:34] <StormCloud> Trying to make
a techmod with thaumcraft style progression.
L505[19:07:48] <StormCloud> Starting with
the book and research table
L506[19:07:56]
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L508[19:08:30] <gigaherz> ;P
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L511[19:12:07] <Ashindigo_> Whats
Odin?
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L513[19:13:26] <Lex|Odin> my desktop
L514[19:16:04] <Ashindigo_> Ok
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L517[19:25:20] <Shambling> my absolute
favorite modded item in all of minecraft is the lantern of
paranoia
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L519[19:26:39] <kashike> the what
L520[19:26:55] <gigaherz> no idea what
that does
L521[19:27:02] <gigaherz> seems to be part
of Xeno's Reliquiary
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L523[19:29:33] <Shambling> it auto places
torches in a large radius around player
L524[19:29:55] <Shambling> I mean, it
makes the world god awful ugly, but its nice for lighting up caves
when trying to build mob spawners
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L536[20:09:42] <rockers3000> Hello all,
again! I'm trying to sort blending on my gui. I have an
"orb" thing but I have a base orb layer and an overlay
orb layer, so to speak, and it's not blending properly. Would
anyone know how to sort it?
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L542[20:46:31] <kashike> first of all: use
GlStateManager when it has what you're using
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L546[20:58:09] <rockers3000> It's okay, I
just did a dirty hack by adding a very transparent white texture
over the overlay and it seems to have worked.
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L557[22:41:53] <Naiten> Thing that bugs me
a lot in MC is that you register a an entity and you pass in the
the updateFrequency param
L558[22:42:12] <Naiten> Which is used as a
time period, not frequency
L559[22:43:10] <Naiten> Is there anywhere
to suggest srg names?
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L563[22:55:56] <Naiten> oh yea, thanks
kashike
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