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L1[00:04:04] <halvors> Ordinastie: hmm. How
do i draw a custom model inside the loaded .obj model then?
L2[00:04:34] <halvors> And that based on the
a scale value the tileentity holds, as far as i know, i need TESR
for that.
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L14[01:19:06] <TechnicianLP> halvors: you
make a custom model, request the obj as a parent model (so it
loads), in the getQuads method of your bakedmodel you concatenate
the list of quads of the objmodel with the one of your custom model
(which can be scaled pretty easily)
L15[01:21:47] <Waterpicker> How do you make
an entity lack a collsion box?
L16[01:21:52] <Waterpicker> like in vanilla
minecraft
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L20[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170704 mappings to Forge Maven.
L21[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170704-1.12.zip
(mappings = "snapshot_20170704" in build.gradle).
L22[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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L44[05:52:43] <hellNo> hello i need help so
i use optifine 1.8.9 with forge 1722, mods autotip, bettersprint,
optifine hd u h8 and my logs are constantly being spammed by this
error:
https://pastebin.com/qJURdGiM also i play on
hypixel
L45[05:53:50] <gigaherz|work> hello
L46[05:54:25] <gigaherz|work> have you
tried removing some of the mods?
L47[05:54:43] <gigaherz|work> the first
thing to remove should always be optifine
L48[05:54:50] <gigaherz|work> since it
hacks many things in the mc internals
L49[05:54:54] <gigaherz|work> so it's the
most touchy one
L50[05:55:07] <hellNo> ok i'll try be right
backk
L51[05:55:35] <gigaherz|work> if forge
alone with those mods still exhibits that crash, then you can try
with only one of those mods
L52[05:55:38] <hellNo> i tried removing
bettersprint and autotip but didnt try optifine
L53[05:55:45] <gigaherz|work> I see
L54[05:56:27] <hellNo> so i just joined
without optifine and errors started flowing again
L55[05:56:44] <hellNo> wait this time it's
different
L56[05:56:49] <gigaherz|work> !gm
func_181617_a 1.8.9
L57[05:56:59] <gigaherz|work> !gm
func_71411_J 1.8.9
L58[05:57:09] <hellNo> it's still error
executing task but now it's
'java.util.concurrent.ExecutionException:
java.lang.NullPointerException'
L59[05:57:42] <gigaherz|work> so... have
you tried with forge alone?
L60[05:57:55] <hellNo> hmm lemme try
L61[05:58:03] <gigaherz|work> oh, 1722 is
the RB
L62[05:58:09] <gigaherz|work> you could try
the Latest version isntead of RB
L63[05:58:39] <hellNo> oh ok
L64[05:59:00] <gigaherz|work> the
"Recommended" really means "if you are using
anything older than this, you are doing it wrong"
L65[05:59:04] <gigaherz|work> Latest is
almost always better
L66[05:59:13] <hellNo> yup still errors
with no mods on 1722
L67[05:59:17] <hellNo> i'm going to try
latest now
L68[05:59:17] <gigaherz|work> right
L69[05:59:53] <gigaherz|work> if that
doesn't wor... there isn't anything I can do to help
L70[05:59:55] <gigaherz|work> work*
L71[06:00:03] <hellNo> 2318 or 1902
L72[06:00:04] <hellNo> what should i
use
L73[06:01:03] <gigaherz|work> 2318 unless
you have some reason NOT to use it
L74[06:01:50] <gigaherz|work> 2318 was
released to fix an issue with logs on the new launcher, so it may
not affect you (you seem to be using multimc)
L75[06:02:01] <gigaherz|work> which iswhat
I was trying to say
L76[06:02:21] <gigaherz|work> if the latest
forge isn't helping, the only otherthing that could possibly change
things, is multimc
L77[06:02:48] <gigaherz|work> and that
would be as far as my ability to help goes
L78[06:02:54] <hellNo> still getting the
error
L79[06:02:59] <hellNo> i think it's an
issue on hypixel's end
L80[06:03:07] <hellNo> i'm going to try
another server
L81[06:03:23] <gigaherz|work> woudl be
funny if the exceptions happen with vanilla ;P
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L84[06:04:26] <gigaherz|work> heh
L86[06:04:28] <hellNo> its an hypixel
issue
L87[06:04:31] <hellNo> doesnt happen on any
other server
L88[06:05:19] <hellNo> lemme try vanilla
hypixel
L89[06:06:28] <hellNo> it also happens on
vanilla
L90[06:06:32] <hellNo> welp its an hypixel
issue then
L91[06:06:40] <gigaherz|work> ^_^
L92[06:06:55] <hellNo> i'm going to try
reporting it to them or something
L93[06:07:18] <gigaherz|work> could be a
side-effect of all the tweaks and customizations they have
server-side
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L98[06:56:32] <capitalthree> how can I tell
if a block has a collision box?
L99[07:12:05] <gigaherz|work> uhm you ask
it?
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L101[07:13:46] <capitalthree> I'm using:
world.getBlockState(it).getCollisionBoundingBox(world, it) !=
NULL_AABB
L102[07:13:49] <capitalthree> (it is
BlockPos)
L103[07:14:04] <capitalthree> dunno if
that'll be reliable but I will try
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L112[08:35:03] <halvors> Is it possible to
reload json models on the fly? So i don't have to restart minecrafr
every time.
L113[08:35:27] <fry> F3+T
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L116[08:40:23] <hellNo> anyone here plays
on hypixel? do you know if sneaking while in a GUI is
allowed?
L117[08:42:52] <hellNo> nvm it isnt
L118[08:43:56] <TechnicianLP> sounds like
you tried ... what happened?
L119[08:45:27] <Hubry> some servers allow
it, iirc one even links a mod for that on its forums
L120[08:47:02] <gigaherz|work> ah so
people can't see you while you are looking at GUIs?
L121[08:48:57] <Hubry> yeah, for that, for
chat, etc
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L123[09:11:01] <halvors> fry: Thanks
:)
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L125[09:16:20] <halvors> Can i do overlay
textures on blocks with json?
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L130[09:22:09] <halvors> I have an edge
texture i want on all block edges.
L131[09:23:13] <TechnicianLP> iirc there
was a model for that ...
L132[09:24:35] <gigaherz|work> you could
have a submodel that's also cube_all
L133[09:24:39] <gigaherz|work> and has
that texture on it
L134[09:24:58] <gigaherz|work> but if you
want the base block to be opaque and the layer to be
cutout/translucent
L135[09:25:05] <gigaherz|work> then you'll
need to use the multilayer model instead
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L138[09:29:49] <halvors> gigaherz|work:
How does multilayer models work? Is there any good examples /
tutorials on that?
L139[09:31:08] <gigaherz|work> no
idea
L140[09:31:12] <gigaherz|work> I heard of
it, but I haven't seen it
L141[09:31:26] <gigaherz|work> I believe
it works with custom data in the json
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L143[09:35:25] <halvors> Hmm. Have this
working in code for 1.7.10 with
RenderingRegistry.registerBlockHandler()
L144[09:35:32] <halvors> No way to still
do that in code?
L145[09:35:35] <gigaherz|work> nope
L146[09:35:39] <halvors> :(
L148[09:35:52] <gigaherz|work> this uses
it
L149[09:38:06] <halvors> Thanks :)
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L151[09:40:29] <halvors> F3+T is not
reloading json blocks, shouldn't it?
L152[09:41:02] <gigaherz|work> IDEA?
L153[09:41:07] <gigaherz|work> yo uhave to
hit build/compile
L154[09:41:15] <gigaherz|work> before it
updates the copy on the output folder
L155[09:44:03] <halvors> Oh. Ok.
L156[09:44:09] <halvors> That got to be it
:)
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L160[09:55:16] <malte0811> What is the
easiest way to ask MCPBot what happened to what used to be called
AABB.addCoord? It is in snapshot_20170323, but "!gm addCoord
snapshot_20170323" does not return anything
L161[09:55:43] <TechnicianLP> !mh
addCoord
L162[09:56:15] <malte0811> Thanks
L163[09:56:15] <TechnicianLP>
AABB.expand
L164[09:56:23] <malte0811> I know, I just
ran it as PM
L165[10:00:33] <malte0811> Wait, so expand
became grow and addCoord became expand? Feels like someone wanted
to cause weird bugs
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L167[10:09:06] <MWisBest> that just seems
strange
L168[10:09:12] <MWisBest> grow and expand
are synonyms
L169[10:09:16] <MWisBest> lol
L170[10:09:50] <malte0811> I know, and I
have addCoord(...).expand(..) in my code :D
L171[10:10:09] <MWisBest> lovely
L172[10:10:42] <PaleoCrafter> yep, that
caused my entire ray tracing code to fail without me noticing at
first xD
L173[10:11:08] <MWisBest> i think grow
should be named scale tbh
L174[10:11:18] <malte0811> Same here, ray
tracing for entities broke
L175[10:11:39] <PaleoCrafter> it isn't
really scaling though
L176[10:11:41] <MWisBest> actually scale
is normally multiply
L177[10:11:41] <MWisBest> yeah
L178[10:11:54] <MWisBest> hmm
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L181[10:23:23] <ghz|afk> I don't like
those new names
L182[10:23:30] <ghz|afk> but that proposal
had way more upvotes than mine
L183[10:23:32] <ghz|afk> so it stuck
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L189[10:35:58] <ghz|afk> !gf
ContainerPlayer.listeners 1.12
L190[10:36:03] <ghz|afk> !gf
ContainerPlayer.listeners 1.11
L191[10:36:10] <ghz|afk> oops
L192[10:36:16] <ghz|afk> !gf
Container.listeners 1.12
L193[10:36:28] <ghz|afk> !gf
Container.listeners 1.11
L194[10:36:37] <ghz|afk> !gf
Container.listeners 1.10.2
L195[10:40:05] <ghz|afk> hmf
L196[10:40:07] <ghz|afk> !gf
field_75179_f
L197[10:40:54] <ghz|afk> !gf
ContainerPlayer.craftResult 1.11
L198[10:41:05] <ghz|afk> OH COME ON
¬¬
L199[10:41:10] <ghz|afk> that's why it
crashes
L200[10:41:19] <ghz|afk> they changed the
field type between 1.11 and 1.12
L201[10:41:20] <ghz|afk> XD
L202[10:41:23] <ghz|afk> ohwell
L203[10:41:31] <ghz|afk> time to release a
1.11-specific build
L204[10:43:06] <ScottehBoeh> Anyone here
good with Sockets? I've got a socket connection between my Client
and ManagementServer. When closing the ManagementServer (Server
socket), whats the best way of checking connection from the
client?
L205[10:43:25] <ScottehBoeh> (Since right
now it still thinks the ManagementServer is receiving)
L206[10:45:24] <TechnicianLP> 1) use netty
(it handles that stuff for you ...) 2) the only option is to try
writing to the pipe (and catch exceptions if its broken)
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L208[10:49:11] <ScottehBoeh> I fixed it by
checking that the scanner hasNext() (next line). If not, it retries
the connection
L209[10:49:13] <ScottehBoeh> I'll check
out netty
L210[10:53:43] <HassanS6000> Is it
possible to make a forge mod that supports multiple Minecraft
versions?
L211[10:54:11] <malte0811> I think McJty
does that all the time?
L212[10:54:42] <Hubry> iirc he stopped
with 1.12
L213[10:55:07] <ghz|afk> probably too many
changes
L214[10:55:13] <ghz|afk> given that the
entire recipe system changed
L215[10:55:17] <ghz|afk> and achievements
don't exist
L216[10:57:28] <HassanS6000> Well I know
it's possible I'm wondering how to do it though
L218[10:58:07] <Hubry> there are a few
mods like that
L219[10:58:39] <Hubry> but they are mostly
small util mods
L220[10:58:50] <HassanS6000> Yeah I want
to make essentially a small util mod
L221[10:59:02] <HassanS6000> How would I
make it support multiple mc versions
L222[10:59:29] <malte0811> What specific
versions are you talking about?
L223[10:59:43] <HassanS6000> Let's say
what that x-ray mod supports 1.5.2-1.11
L224[10:59:57] <malte0811> That is quite a
big range
L225[11:00:22] <Hubry> the examples i'm
talking about are like 1.9-1.12
L226[11:00:40] <HassanS6000> Ah post
refactoring, right?
L227[11:00:44] <Hubry> and they don't
touch rendering at all
L228[11:00:58] <HassanS6000> But how do
they work
L229[11:01:02] <Hubry> like, one of them
puts your world seed into clipboard
L230[11:01:20] <ghz|afk>
HassanS6000:
L231[11:01:21] <HassanS6000> I've always
used forge gradle but for this that won't work
L232[11:01:23] <malte0811> I think you
check Mc.getMC().getVersion and run different code depending on
that
L233[11:01:24] <ghz|afk> there isn't
anything special to do about it
L234[11:01:31] <ghz|afk> if your mod is
simple enough
L235[11:01:35] <ghz|afk> and only
references a few things
L236[11:01:59] <ghz|afk> you can just pu
acceptedMinecraftVersions="[1.8,1.12]" and it would TRY
to load in that range
L237[11:02:02] <HassanS6000> How would I
depend on forge? Still use forge gradle?
L238[11:02:22] <ghz|afk> the issue is when
the code you use is NOT the same across versions
L239[11:03:06] <HassanS6000> Hmm ok
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L248[11:39:22] <maxanier> is there an
advantage of registering recipe/condition factories via _factories
_conditons file instead of doing this in code using
CraftingHelper#register?
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L250[11:44:27] <McJty> Same advantage as
every json vs code thing
L251[11:44:34] <McJty> Easier to change
for pack makers
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L253[11:45:38] <c64cosmin> o/ hello
ppl
L254[11:45:53] <c64cosmin> can someone
confirm me that what it's seen here has been made by the modding
comunity?
L256[11:46:29] <killjoy> 4K is native to
java edition
L257[11:46:35] <killjoy> You just need a
4k screen
L258[11:46:55] <killjoy> java edition has
always had cross platform play. You can play with windows, mac, or
linux
L259[11:47:03] <killjoy> Perhaps even
solaris
L260[11:47:22] <killjoy> Shaders is done
by mods (optifine or shaders mod)
L261[11:47:40] <c64cosmin> exactly my
point, there is no credit for the original creators
L262[11:48:11] <killjoy> Why would they
need to?
L263[11:49:29] <c64cosmin> it's that
people's work, they should have the proper credit where due, at
least that's my point
L264[11:49:45] <c64cosmin> my view
point*
L265[11:49:51] <Hubry> I doubt they used
any code of the modders that did it before
L266[11:52:38] <ghz|afk> c64cosmin: they
aren't talking about the java version at all
L267[11:52:46] <ghz|afk> all of that is
meant for consoles and phones and windows 10
L268[11:52:54] <killjoy> mojang put a few
of the features of optifine, but uzed zero optifine code
L269[11:53:38] <Dark> better way to note
it, there two different languages so sharing code doesn't work
:P
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L277[12:13:22] <maxanier> I have a costum
"crafting" block, which works simlar to the vanilla
crafting one, but uses different recipes. Is there a way to use the
existing JSON system for that or do I have to write most of it new
and create a custom registry?
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L279[12:14:51] <ghz|afk> maxanier: well if
you don't want to share recipes
L280[12:14:57] <ghz|afk> then using the
existing recipe wouldn't really work
L281[12:15:40] <maxanier> mhh, ok, then I
might stay with my current "hard coded" way
L282[12:16:10] <killjoy> Just create a new
registry
L283[12:16:11] <ghz|afk> you could however
use forge's ingredient factory system
L284[12:16:15] <killjoy> no need to
hardcode it
L285[12:16:20] <ghz|afk> and possibly even
the recipe parsing
L286[12:16:26] <ghz|afk> just so long as
they end up in a separate registry
L287[12:16:54] <ghz|afk> [19:15]
(ghz|afk): then using the existing recipe wouldn't really work
<<-- I meant registry there
L288[12:17:47] <maxanier> already started
on doing this, but it looks like Forge does not intend custom
registries. At least a few essentials methods and classes are
(package) private
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L290[12:18:12] <ghz|afk> wat?
L291[12:18:22] <ghz|afk> making a custom
registry is quite easy and perfectly doable
L292[12:18:38] <ghz|afk> step 1: get a
base class that extends
IForgeRegistryEntry.Impl<BaseClassName>
L293[12:18:53] <ghz|afk> this
baseclasswill be what your registry holds
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L297[12:19:47] <ghz|afk> and finally
L298[12:20:04] <ghz|afk> step 3: use
RegistryEvent.Register<BaseClassName> to register
things
L299[12:20:37] <ghz|afk> where
"things" can be a function that parses json files and
registers them
L300[12:21:24] <maxanier> thx a lot :).
One final question though, Forge sets a NamespacedWrapper as
callback to the registries, but I can't figure out what it is
doing
L301[12:22:21] <maxanier> it's package
private so I can't use it, but looks like it is not required (as
you are not using it)
L302[12:22:37] <ghz|afk> ah
L303[12:22:49] <ghz|afk> that's for
vanilla registries
L304[12:22:58] <ghz|afk> so that forge can
wrap forge registries into vanilla ones
L305[12:23:04] <maxanier> ok, thx
L306[12:23:21] <Ivorius> So apparently
vanilla generates trees causing cascading worldgen lag all the
time
L307[12:23:24] <maxanier> then I will
create my first registry now :)
L308[12:23:29] <ghz|afk> :)
L309[12:23:34] <Ivorius> How am I supposed
to generate mine without causing it
L310[12:23:44] <Ivorius> (apart from
chunk-partial gen, but really, for trees??)
L311[12:23:47] <ghz|afk> maxanier: oh a
small side-note, that code I linked is 1.11
L312[12:23:56] <ghz|afk> but I believe all
of the code is compatible
L313[12:24:09] <maxanier> ok
L314[12:30:42] <Ivorius> mezz: Can I
request a logCascadingWorldGeneration asking me for fault
acceptance? lol
L315[12:31:42] <Ivorius> Since #3318 still
isn't merged I wrap vanilla tree gen myself, and now it blames
me
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L322[12:44:43] <Raycoms> o/
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L324[12:51:49] <Dark> I have this odd bug
where my recipe is being rotated in the book but still works
normally
L325[12:52:05] <KnightMiner> Are you using
forge:ore_shaped?
L326[12:52:17] <Dark> yes
L328[12:53:17] <Dark> so nothing I can do
to fix it?
L329[12:55:15] <KnightMiner> Make a PR to
forge?
L330[12:55:28] <KnightMiner> Or use the
vanilla shaped recipe
L331[12:55:32] <Dark> lol I have not PR in
5 years
L332[12:55:55] <Dark> I might add a
vanilla version then sort the ore-dictionaried last
L333[12:55:55] <KnightMiner> Technically
either one supports oredict, the forge one just supports mirroring
and a few other features like that
L334[12:56:05] <Dark> ah, did not know
that
L335[12:56:13] <KnightMiner> OreShaped is
a legacy name at this point
L336[12:56:23] <Dark> cool
L338[12:59:02] <ghz|afk> iirc the ore
recipe type can disable mirroring
L339[12:59:02] <Raycoms> But I get: Caused
by: java.lang.ArrayIndexOutOfBoundsException: 20
L340[12:59:05] <ghz|afk> which the vanilla
one can't
L341[12:59:17] <Raycoms> What might I've
messed up?
L342[12:59:21] <ghz|afk> Raycoms: there's
4 bits of metadata
L343[12:59:29] <ghz|afk> 20 is using a 5th
bit
L344[12:59:32] <ghz|afk> so you can't fit
that
L345[12:59:47] <Dark> 0 to 15 limit
L346[12:59:52] <Raycoms> Ah so I have to
make a smaller multiplication, thanks
L347[13:00:00] <ghz|afk> uhm
L348[13:00:08] <ghz|afk> why are you using
decimal for metadata?
L349[13:00:21] <ghz|afk> you have 4
directions, which would fit in 2 bits
L350[13:00:41] <Raycoms> + 5
variants
L351[13:00:43] <ghz|afk> so (meta&3)
can fit the direction
L352[13:00:52] <ghz|afk> and then you have
2 bits more
L353[13:00:53] <Dark> bit shifting might
help
L354[13:00:55] <ghz|afk> which means 4
variants
L355[13:00:58] <ghz|afk> you can't fit 5
variants
L356[13:00:59] <ghz|afk> you just
can't
L357[13:01:12] <Raycoms> Hmm and now
=/
L358[13:01:13] <ghz|afk> there simply
aren't enough bits in there
L359[13:01:22] <ghz|afk> you have two
choices
L360[13:01:34] <ghz|afk> either you split
them up into two blocks (2 registry entries with separate
names)
L361[13:01:44] <ghz|afk> or you use a
TileEntity to store the variant number
L362[13:01:47] <ghz|afk> which woudl be
rather overkill
L363[13:02:07] <Raycoms> both would be
rather overkill
L364[13:03:24] <ghz|afk> vanilla does
it
L365[13:03:39] <ghz|afk> there's
Blocks.log and Blocks.log2
L367[13:03:51] <ghz|afk> the first has 4
variants, the second has the other 2
L368[13:03:55] <ghz|afk> total of 6 log
types
L369[13:07:06] <Raycoms> I have a
tileEntity anyway
L370[13:07:13] <Raycoms> And it defines
the variant as well already
L371[13:07:24] <Raycoms> Only have to find
a way to calculate it on loading as well
L372[13:08:45] <Raycoms> Thanks
L373[13:10:24] <Raycoms> Is there
something I can call after the blockState loaded?
L374[13:10:32] <ghz|afk> hm?
L375[13:10:37] <ghz|afk> you don't have
to
L376[13:10:43] <ghz|afk> just compute the
right blockstate from getActualState
L377[13:10:55] <ghz|afk> mc will call that
whenever it has to draw the block
L378[13:10:58] <ghz|afk> so you can give
it the right variant
L379[13:11:06] <ghz|afk> and for internal
use, you can just reference the tileentity
L380[13:18:40] <Raycoms> Great
thanks
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L385[13:50:50] <Shambling> is there an ex
nihilo style mod for 1.11.2?
L386[13:51:10] <Shambling> or something
that lets me sift dirt/cobble for resources if I remove normal ore
spawns
L387[13:52:12] <Shambling> hrmmm looks
like adscensio has a 1.11.2 port github, but I see no work on tha
tfor 5 months
L388[13:52:15] <Shambling> troubling
L389[13:52:22] <Hubry> garden of glass is
kinda similiar but no sifting, you use botania to make ores
:P
L390[13:53:14] <Shambling> yeah no
thanks
L391[13:53:33] <Shambling> I want a
landscape, and afaik garden of glass starts you on a block of
dirt
L392[13:53:40] <Shambling> let me look it
up though, maybe it has configs
L393[13:53:46] <Hubry> you can use a
normal world
L394[13:53:51] <Hubry> the void world is a
worldtype
L395[13:54:45] <Shambling> huh that might
work... not crazy about it being botania, but meh
L396[13:55:07] <Shambling> I mean... I
like botania thematically, but I can't say I've ever used it as ...
well I don't know :P
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L403[14:43:03] <mezz> Ivorius, I have the
same issue with Forestry trees. we need a better "replace
vanilla tree event" that contains enough information so that
we can place bigger trees safely
L404[14:44:07] <Ivorius> I always thought
it would be good if neighboring chunks were available
pre-decoration
L405[14:44:07] <mezz> our mods really are
causing a minor issue though, the vanilla trees don't spill over
but our bigger ones do
L406[14:44:17] <Ivorius> Just the terrain
until more is required
L407[14:44:37] <Ivorius> Minor trees spill
over too :P
L408[14:44:42] <Ivorius> Not quite as
often but I checked it
L409[14:44:48] <Ivorius> It's really a
case of luck
L410[14:44:49] <mezz> neighboring chunks
are available, you have a 2x2 chunk area. but when you're replacing
the tree you do not know which 4 chunks, just the place in those
chunks that vanilla randomly decided to place a tree
L411[14:45:16] <mezz> would be a lot
easier with 3x3 chunks or something though I agree
L412[14:46:11] <Ivorius> I don't see the
2x2 though
L413[14:46:15] <mezz> I think the event
should add information about which area the tree is generating in,
instead of just its position
L414[14:46:17] <Ivorius> I always thought
it was that way but
L415[14:46:27] <mezz> one sec, I wrote a
big thing on it let me find the link
L416[14:46:30] <Ivorius> Apparently it's
only the neighboring 4 chunks + yours
L418[14:47:13] <Ivorius> Btw I updated the
tree amount pr
L419[14:47:32] <Ivorius> Yeah I remember
that post
L420[14:47:36] <quadraxis> needs a rtd
page really
L421[14:47:59] <mezz> yeah I started the
rtd but keep running into higher priority stuff :/
L422[14:48:03] <mezz> like... 1.12
lol
L423[14:48:11] <mezz> help would be
appreciated
L424[14:48:33] <fry> lol help with
documentation
L425[14:49:11] <PaleoCrafter> that's
something you could use as well, fry ._.
L426[14:49:37] <fry>
thatsthejoke.jpg
L427[14:49:47] <Ivorius> lol [...]
documentation
L428[14:50:19] <PaleoCrafter> then again,
I've got that contribution docs PR open for a couple of months
already
L429[14:50:24] <mezz> in this case I
already wrote it up in markdown, it just needs some reorganiztion
to be a rtd
L430[14:50:32] <Ivorius> mezz: Or maybe
something like
L431[14:50:47] <Ivorius> a get/set block
that doesn't trigger decoration
L432[14:50:51] <Ivorius> So you can get
arbitrarily large
L433[14:51:36] <mezz> that still loads new
chunks in an unexpected way, I'm wary of messing with chunk
mechanics at all because they're already questionable
L434[14:52:10] <mezz> like you could
potentially create an island of chunks that never get decorated,
that would be weird
L435[14:55:06] <Ivorius> If nobody ever
visits them
L436[14:55:10] <Ivorius> Why not :P
L437[14:55:41] <Ivorius> Like, I already
eliminated most causes of cascading world gen
L438[14:55:48] <Ivorius> But my biggest
problem is structure placement now
L439[14:56:05] <Ivorius> I could
technically let trees generate chunk-partially (although the impl
would suck)
L440[14:56:39] <Ivorius> Vanilla just says
'fuck it I'll just check the chunk height I'm given first'
L441[14:56:53] <Ivorius> But for bigger
structures that could result in very bad placement I think
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L443[14:58:07] <mezz> for trees, if you
have the original chunk coordinate that the vanilla tree was being
placed from, you could choose a better spot for the big tree that's
still in-bounds
L444[14:58:23] <mezz> unless your tree is
more than 16 blocks across
L445[14:58:53] <Ivorius> For trees it
would actually be less of a problem
L446[14:59:02] <Ivorius> Since they
technically just want to be placed at the trunk
L447[14:59:11] <Ivorius> Which is rarely
more than 8 blocks across :P
L448[14:59:26] <mezz> big structures need
to work like the ocean monument, generating in 16x16 sections as
the area it's going in loads
L449[15:00:08] <mezz> which admittedly is
a lot of work to implement if you weren't designing it around
that
L450[15:00:15] <Ivorius> ... which I
already do btw
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L453[15:00:32] <Ivorius> (except for
trees)
L454[15:00:35] <mezz> so I don't
understand, what's left? seems like you should be good except the
tree placemetn
L456[15:00:51] <Ivorius> For trees it's a
bit ugly
L457[15:01:04] <mezz> the issue is that
vanilla trees are like 5 across and vanilla places them stupidly
close to the border, basically cheating
L458[15:01:06] <Ivorius> Since for the
system to work I need to register it as a structure
L459[15:01:17] <Ivorius> So it can be
asked to generate in the neighboring chunk later
L460[15:01:19] <mezz> oh I see, it's a
tree that's part of a structure?
L461[15:01:21] <mezz> okay
L462[15:01:32] <Ivorius> But if the chunk
re-generates I get asked to generate more trees
L463[15:01:51] <mezz> ???
L464[15:02:08] <mezz> that part I do not
understand
L465[15:02:14] <Ivorius> People sometimes
delete the region files
L466[15:02:21] <Ivorius> So chunks
regenerate
L467[15:02:30] <mezz> well... that's on
them
L468[15:02:46] <Ivorius> Maybe
L469[15:03:42] <mezz> deleting region
files is kinda outside modder concern, pretty sure even vanilla
will do weird stuff in that case
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L474[15:15:35] <malte0811> Does canUpdate
= !forceUpdate || ...; make no sense or am I just tired? Seems to
me like this says "We can update if we are not forcing an
update or ..."
L475[15:15:48] <malte0811> Context:
World#updateEntityWithOptionalForce and ghostloading
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L477[15:20:08] <Ivorius> But actually good
point
L478[15:20:22] <Ivorius> Apparently I
complemented structures without the +8 shift
L479[15:20:45] <Ivorius> Meaning on
setBlock there was always a block update going into a neighboring
chunk causing it to generate
L480[15:20:56] <Ivorius> (which actually
makes no sense too lol)
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L516[17:54:02] <Raycoms> Hey there
L517[17:54:24] <Raycoms> I have a block
with particle": "minecolonies:blocks/rack/wood", but
for some reason those particles don't spawn when I destroy it
L518[17:54:54] <Raycoms> Ahh Resolved it,
my brainfart sorry
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L531[18:43:19] <raoulvdberge> is there
anyone here that was succesful in including the invtweaks mod in
their dev env? :/
L532[18:46:20] <mezz> invtweaks is a
coremod, good luck :/
L533[18:47:31] <capitalthree> fwiw quark
has some similar features. not sure if it uses coremod stuff
L534[18:47:54] <capitalthree> but it's
open source so including it in a dev env will be a lot easier
L535[18:51:33] <tterrag> quark is very
much a coremod
L536[18:57:20] <primetoxinz> do entities
not necessarily have the same id on world reload?
L537[18:58:49] <Corosus> UUID yes,
entityID no
L538[18:59:04] <primetoxinz> ah, that's
the issue
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L541[19:07:21] <capitalthree> tterrag: ok
that makes sense
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L543[19:36:26] <darkevilmac> I'm having an
issue with my tesr, I'm attempting to render a model but it's only
appearing from certain angles, I know the render code is being
called as I've tested with some breakpoints.
L545[19:43:19] <tterrag> pic?
L546[19:43:45] <darkevilmac> tterrag, the
pic is of something not rendering so I don't know how that would
help but okay.
L547[19:43:55] <tterrag> how about a pic
when it is rendering?
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L550[19:45:41] <tterrag> er
L551[19:45:52] <tterrag> wait what's the
difference?
L552[19:45:53] <darkevilmac> look at the
gray part.
L553[19:46:11] <tterrag> oh, that's
it
L554[19:46:43] <tterrag> first off, I'd
use VertexBuffer#setTranslation instead of a gltranslate
L555[19:46:48] <tterrag> to avoid
precision issues
L556[19:47:02] <darkevilmac> I'll give
that a quick shot.
L557[19:47:03] <tterrag> second, what does
this model you're drawing look like? json code?
L558[19:47:15] <darkevilmac> Yes, just
some JSON.
L559[19:49:25] <darkevilmac> tterrag, same
issue with buffer.setTranslation.
L560[19:49:36] <tterrag> can you post the
json
L562[19:52:01] <tterrag> those z-fighting
hacks x.x
L563[19:52:09] <tterrag> shouldn't be
necessary if it lines up exactly
L564[19:52:42] <darkevilmac> tterrag, what
do you mean? Either way that shouldn't be what's causing it.
L565[19:52:46] <darkevilmac> From my
understanding.
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L567[19:53:08] <tterrag> try with
DefaultVertexFormats.ITEM
L568[19:53:15] <tterrag>
counterintuitively
L569[19:53:31] <darkevilmac> Same
thing.
L570[19:53:41] <darkevilmac> let me test
with a different model just for the hell of it.
L571[19:54:04] <darkevilmac> Maybe that's
the cause. If it is then I'll just use some scaling.
L572[19:56:05] <darkevilmac> Tested with a
standard model I have, same thing.
L573[19:58:52] <tterrag> odd
L574[20:01:41] <darkevilmac> ill keep
fiddling around with it I guess.
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L610[23:46:04] <darkevilmac> tterrag, just
as a note I found the solution to my problem and it was very
stupid.
L611[23:46:12] <darkevilmac> My code never
called bindTexture.
L612[23:48:17] <kashike> heh.
L613[23:51:17] <killjoy> Just remember to
bind it again after drawing text
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