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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
L85[06:04:27] <gigaherz|work> https://twitter.com/Dinnerbone/status/882192386901913600
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> :(
L147[09:35:40] <gigaherz|work> https://github.com/baileyholl/Aura-Cascade/blob/MC188/src/main/resources/assets/aura/blockstates/fortifiedStone.json
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
L217[10:57:50] <HassanS6000> The only mod I know of that does it is this one http://minecraftxray.net/downloads.html
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?
L255[11:45:56] <c64cosmin> https://www.youtube.com/watch?v=Nq_Q77bJ3H0
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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L273[12:05:03] <killjoy> I found this today. http://uncyclopedia.wikia.com/wiki/AAAAAAAAA!
L274[12:05:07] <killjoy> Also, http://aaa.aaa
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L276[12:10:39] <quadraxis> from the related pages: http://uncyclopedia.wikia.com/wiki/I18n
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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L295[12:19:19] <ghz|afk> step 2: build a registry for that base class, like this: https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/Everpipe.java#L66
L296[12:19:45] <ghz|afk> if you need to get to the registry elsewhere, you can do it like this: https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/connectors/ConnectorHandler.java#L9
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
L327[12:52:28] <KnightMiner> https://github.com/MinecraftForge/MinecraftForge/issues/4088
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
L337[12:58:52] <Raycoms> I have my own block with 5 variants and 4 directions, I wanted to store it to and from metadata like this: https://pastebin.com/1SvZV9Nv
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
L366[13:03:46] <Dark> ^
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
L417[14:47:08] <mezz> it's long but you can skip down to start at "The Cause" https://www.reddit.com/r/feedthebeast/comments/5x0twz/investigating_extreme_worldgen_lag/
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
L451[15:00:18] <mezz> ok
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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
L455[15:00:42] <mezz> ok
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.
L544[19:36:32] <darkevilmac> This is my render code if it helps http://hastebin.com/rubidegopa.java
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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L549[19:45:17] <darkevilmac> tterrag, Rendering: http://i.imgur.com/4QhqHPi.png Not Rendering: http://i.imgur.com/aELZAVv.png
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
L561[19:51:35] <darkevilmac> tterrag, http://hastebin.com/mohupatime.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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