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L10[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170713 mappings to Forge Maven.
L11[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170713-1.12.zip (mappings = "snapshot_20170713" in build.gradle).
L12[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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L39[04:44:58] <Ordinastie> how do you register to registry events ?
L40[04:45:15] <gigaherz|work> hm?
L41[04:45:24] <gigaherz|work> they are on the normal event bus
L42[04:45:33] <gigaherz|work> the ideal use
L43[04:45:42] <gigaherz|work> is to have @Mod.EventBusSubscriber on the class itself
L44[04:45:59] <gigaherz|work> and then @SubscribeEvent public static void ... RegistryEvent.Register<Thing>
L45[04:46:02] <Ordinastie> I don't seem to receive the missing mappings one
L46[04:46:04] <gigaherz|work> note static
L47[04:46:21] <gigaherz|work> wait, MissingMappingsEvent
L48[04:46:25] <gigaherz|work> that's a lifecycle event isn't it?
L49[04:46:31] <gigaherz|work> goes on the main mod class with @EventHandler ?
L50[04:46:38] <Ordinastie> it's changed
L51[04:46:40] <gigaherz|work> unless it has changed
L52[04:46:42] <gigaherz|work> then no idea
L53[04:46:46] <Ordinastie> it's a RegistryEvent
L54[04:46:49] <gigaherz|work> I see
L55[04:46:53] <Ordinastie> same as register
L56[04:48:12] <Ordinastie> unless the event doesn't fire if there is no missing mapping
L57[04:48:20] <Ordinastie> and dummy blocks don't count
L58[04:53:18] <gigaherz|work> no idea
L59[04:53:26] <gigaherz|work> you can unregister one of your blocks and check
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L68[05:46:54] <TechnicianLP> how do i check if a player has a certain advancement?
L69[05:48:04] <TechnicianLP> player..getAdvancements().getProgress(discovery).isDone() could work ... (but shouldnt there be a cached variant?)
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L71[05:48:45] <TechnicianLP> no chaching ...
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L77[06:10:20] <TechnicianLP> !gf Advancement.rewards
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L99[07:42:58] <capitalthree> how do I increase the tracking range for an entity?
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L106[08:30:52] <TechnicianLP> if i attach a cap to all players - what should i do if i encounter a null (even though it shouldnt happen ...) crash? just log it? kick the player?
L107[08:34:06] <gigaherz|work> fix your code ;P
L108[08:34:11] <gigaherz|work> or rather
L109[08:34:25] <gigaherz|work> make sure your code REALLY attaches to all players
L110[08:35:15] <TechnicianLP> it does ... but intellij yells at me if i dont put nullchecks everywhere where i query the cap
L111[08:35:18] <McJty> Is there an event that is fired when an entity is killed (by a player)?
L112[08:35:27] <capitalthree> and don't fill your code with exception traps without a specific idea of what exception you're trapping
L113[08:35:41] <capitalthree> you're better off getting a crash and finding the bug
L114[08:35:43] <gigaherz|work> TechnicianLP: oh, @SuppressWarnings ;P
L115[08:36:36] <McJty> Ah LivingDeathEvent
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L117[08:36:46] <capitalthree> the caps are serverside, so just let the server crash if it happens
L118[08:36:55] <capitalthree> kicking the player doesn't really make sense since it's the server's fault :P
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L120[08:38:57] <TechnicianLP> @SuppressWarnings is kindof bad though ... (ill probably just make a Utilmethod for it (that throws nullpointers or something)
L121[08:39:29] <capitalthree> I wouldn't do @SuppressWarnings either, yeah
L122[08:39:37] <capitalthree> if you must, turn off the specific inspection that is annoying you
L123[08:39:42] <capitalthree> better, just ignore it
L124[08:40:06] <capitalthree> if you were using kotlin, there's a compact syntax for an explicit non-null assert
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L126[08:51:50] <mcmaur> developing minecraft bot (not to commercial use) here: https://github.com/mcmaur/BotModMinecraft
L127[08:56:10] <IoP> ummm why you use MIT then?
L128[09:07:09] <mcmaur> IoP to let everyone do what they want. I use it almost always
L129[09:09:29] <mcmaur> you can find some other bot source code online if you want. I won't be the first one (until now I dind't use them at all, neither for inspiration)
L130[09:10:39] <Ordinastie> has anyone used the MissingMappings event ?
L131[09:10:48] <Ordinastie> and made it work ?
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L133[09:15:58] <McJty> I've done it in one of my mods going from 1.10.2 to 1.11.2
L134[09:16:04] <McJty> Due to the lowercase changes
L135[09:16:06] <McJty> And it worked
L136[09:16:16] <Ordinastie> using the registry event ?
L137[09:17:01] <McJty> hold on
L138[09:17:48] <McJty> https://github.com/McJty/GearSwapper1.8/blob/1.10/src/main/java/mcjty/gearswap/GearSwap.java
L139[09:18:29] <Ordinastie> nah, that's the old way
L140[09:18:39] <Ordinastie> FMLMissingMappingEvent doesn't exist anymore
L141[09:18:44] <gigaherz|work> there's apparently a RegistryEvent.MissingMappings now
L142[09:18:49] <Ordinastie> now it's a RegistryEvent called MissingMappings
L143[09:18:58] <Ordinastie> but I don't seem to be able to make it work
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L150[10:13:45] <tterrag> Ordinastie: worked fine for me
L151[10:14:00] <Ordinastie> can you show me what you did ?
L152[10:14:25] <tterrag> https://github.com/Chisel-Team/Chisel/blob/1.12/dev/src/main/java/team/chisel/Chisel.java#L179-L191
L153[10:14:27] <tterrag> pretty basic
L154[10:15:35] <Ordinastie> do you receive mappings for your mod only ?
L155[10:16:01] <tterrag> yes
L156[10:16:08] <Ordinastie> ah fuck
L157[10:16:08] <tterrag> there is a method to get all
L158[10:16:19] <tterrag> getAllMappings
L159[10:21:08] <Ordinastie> other question, is the event fired if there is no mappings ?
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L162[10:21:50] <kashike> no
L163[10:21:56] <kashike> only posted if there are missing mappings
L164[10:21:59] <kashike> ...hence the name
L165[10:23:51] <Ordinastie> does that constitute a missing mapping ? [17:22:22] [Server thread/INFO] [FML]: Registry Block: Found a missing id from the world malisisdoors:customdoor
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L167[10:31:59] <MalkContent> there's no 1.13 news yet, is there?
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L169[10:32:40] <fry> 1.13 is the next planned version, after 1.12, stay tuned for more Minecraft News (TM)! :D
L170[10:32:51] <malte0811> They said it would be a technical update, don't know anything else
L171[10:33:55] <AtomicStryker> hey - is there a way to listen in to mc vanilla packets, specifically playerposition
L172[10:34:12] <AtomicStryker> im having a hard time finding where these are handled, even
L173[10:35:44] <AtomicStryker> actually im an idiot and the packetflying it extends is easy to find
L174[10:37:55] <kashike> learn to read the wiki :p
L175[10:37:57] <kashike> http://minecraft.gamepedia.com/1.13
L176[10:39:02] <MalkContent> doesn't seem too bad (i think :x)
L177[10:40:08] <MalkContent> just asking because i'm excited that 1.12 mods are coming out and there isn't already a new mc version around the corner
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L179[10:42:54] <ghz|afk> malte0811: dinnerbone said it's going to focus on internal improvements
L180[10:42:57] <ghz|afk> to performance and flexibility
L181[10:43:07] <ghz|afk> to make future versions easier to code
L182[10:43:28] <ghz|afk> he also said other kinds of improvements are possible and could "sneak in"
L183[10:43:34] <ghz|afk> they are just not the focus of the version
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L185[10:53:13] <McJty> This is a huge one for us: 'Numeric block metadata completely phased out in favor of block states.[9]
L186[10:53:13] <McJty> '
L187[10:55:05] <MalkContent> as in it won't even use metadata internally anymore?
L188[10:57:02] <SquareWheel> Does that mean blockstates will have meaning for items as well as blocks going forward? As far as I understood, Forge only made it work with items for modder's sake.
L189[11:04:15] <AtomicStryker> uh kinda dumb question where is the method to kick a player
L190[11:04:21] <AtomicStryker> i am looking in MinecraftServer
L191[11:04:29] <ghz|afk> MalkContent: as in, it will assign an ID to each blockstate
L192[11:04:38] <ghz|afk> and have a palette of blockstates on the save data
L193[11:04:40] <Ordinastie> AtomicStryker, look at the /kick command ?
L194[11:04:47] <ghz|afk> SquareWheel: probably not
L195[11:04:50] <AtomicStryker> i shall, thanks
L196[11:04:50] <ghz|afk> that's specifically blockstates
L197[11:05:00] <ghz|afk> and it's talking about the block states
L198[11:05:03] <ghz|afk> NOT the blockstate jsons
L199[11:05:06] <ghz|afk> that's a whole separate things
L200[11:05:54] <MalkContent> okay, so mostly we name subblocks now instead of giving them numbers :x doesn't sound too bad
L201[11:06:09] <SquareWheel> Maybe one day.
L202[11:06:42] <ghz|afk> MalkContent: uhm
L203[11:06:48] <ghz|afk> so far as you are concerned
L204[11:06:58] <ghz|afk> the only change is that "getStateFromMeta" and "getMetaFromState" won't be used anymore
L205[11:07:05] <ghz|afk> won't exist, that is
L206[11:07:13] <ghz|afk> the blockstate system probably won't change
L207[11:07:20] <ghz|afk> you still have blockstate properties
L208[11:07:21] <ghz|afk> with values
L209[11:07:27] <ghz|afk> if your blockstate properties are numbers
L210[11:07:30] <ghz|afk> that's YOU doing it wrong
L211[11:07:30] <ghz|afk> ;P
L212[11:08:16] <MalkContent> i didnt mod blocks since blockstates hit :/ i don't even know what blockstate properties are
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L217[11:14:44] <Raycoms> !latest
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L221[11:46:24] <Raycoms> Hey there
L222[11:46:41] <howtonotwin> o7
L223[11:48:19] <Raycoms> Is there already something for own advancements in 1.12?
L224[11:48:26] <Raycoms> own advancements tabs as wel
L225[11:49:05] <ghz|afk> yes mods can add advancements through jsons in their jar
L226[11:49:11] <ghz|afk> no idea how tabs work but I presume so
L227[11:49:25] <Raycoms> Okay great to hear =)
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L229[11:49:40] <Raycoms> I'll tell my available devs =P
L230[11:51:12] <Raycoms> Thanks
L231[11:52:14] <Raycoms> Is there a way to check if a player has a certain advancement?
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L237[12:21:41] <TechnicianLP> Raycoms: player.getAdvancements().getProgress(discovery).isDone() for checking if advancement is present (you shouldnt depend on the advancement existing though ... (datapacks could remove them))
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L254[14:37:08] <Shambling> is there a baubles for 1.12 somewhere?
L255[14:37:20] <Shambling> the "angel ring to baubles" mod exists, so I'd imagine there is a maven somewhere
L256[14:37:40] <ghz|afk> nah
L257[14:37:43] <ghz|afk> self-compiled builds
L258[14:37:46] <ghz|afk> not official
L259[14:38:03] <ghz|afk> https://github.com/Azanor/Baubles/pull/214
L260[14:39:01] <Shambling> ooook
L261[14:39:16] <Shambling> I'll look at compiling that then, if there isn't an official version somewhere
L262[14:40:30] <ghz|afk> someone mentions an ivy mirror in there
L263[14:41:00] <Shambling> what is ivy?
L264[14:41:11] <ghz|afk> a build system and dependency server
L265[14:41:21] <Shambling> wow, more of those
L266[14:41:36] <ghz|afk> it's WAY older than maven and gradle
L267[14:41:37] <ghz|afk> so...
L268[14:41:39] <Shambling> I guess there will always be complaints about one system enough to where someone makes their own
L269[14:41:48] <Shambling> lol
L270[14:42:16] <Shambling> when your system is so old its new :P
L271[14:42:40] <ghz|afk> ah no, ivy and maven are about as old
L272[14:42:43] <PaleoCrafter> Ivy technically only is the original dependency manager for Ant :P
L273[14:42:58] <PaleoCrafter> Ant being the build system
L274[14:43:16] <ghz|afk> anyhow
L275[14:43:22] <ghz|afk> ivy and maven -> 2004
L276[14:43:25] <ghz|afk> gradle -> 2007
L277[14:43:48] <ghz|afk> I thought ivy was older, but eh, I haven't known java for that long either way
L278[14:45:20] <Shambling> I'm kind of glad I didn't start looking at the java side until after ant kind of died away :P
L279[14:45:42] <ghz|afk> we still "use" ant at work... sortof
L280[14:45:54] <Shambling> yeah and we still use filemaker at work
L281[14:46:02] <Shambling> but I glare at the billing people every time they do
L282[14:46:12] <ghz|afk> one of the steps to getting the development environment setup is "ant ivy_resolve"
L283[14:46:39] <Shambling> what are these awful tooltips in 1.12 called?
L284[14:46:44] <Shambling> and is there a way to kill them
L285[14:46:48] <ghz|afk> wat?
L286[14:46:57] <Shambling> those popups that say "move around with WASD"
L287[14:46:57] <ghz|afk> oh the ones for advancements and such?
L288[14:47:02] <Shambling> and won't go away until you move around :P
L289[14:47:02] <ghz|afk> ah those are the tutorials
L290[14:47:11] <ghz|afk> there's only two of them
L291[14:47:21] <ghz|afk> and appear only the first time you use a mc instance
L292[14:47:29] <Shambling> ah thank god
L293[14:47:33] <Shambling> oops forgot to get stepup helper
L294[14:47:43] <Shambling> was wondering why everythign was so laggy and horrible jumpy
L295[14:49:11] <PaleoCrafter> back in the early days of EE3, pahimar used Ant, I think xD
L296[14:49:18] <Shambling> forgot to setup chunk loading off core
L297[14:49:25] <Shambling> so around 1997?
L298[14:49:30] <Shambling> =P
L299[14:49:31] <PaleoCrafter> lol
L300[14:50:35] <Shambling> thanks for the hand, got 1.12 loading
L301[14:50:46] <Shambling> time to go unload work truck
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L304[14:52:59] <PaleoCrafter> heh https://github.com/pahimar/Equivalent-Exchange/blob/8cc805ca4d1046de224e19ff3a4171d3f319d419/build.xml
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L310[15:16:57] <howtonotwin> The javadoc is little unclear on this: If an object doesn't support a capability, MUST it return null, or does it have an choice between returning and throwing?
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L313[15:25:02] <ghz|afk> howtonotwin: it must return false from hasCapability, and null from getCapability
L314[15:25:27] <howtonotwin> thanks
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L316[15:28:58] <Inqy> I'm migrating from 1.8(forge 11.15) to 1.12(forge 14.21), I am missing "this.getDataWatcher().addObject(...)" now, is the fix a method change or has the system changed entirely?
L317[15:29:38] <Inqy> (background: it's an entity with some custom attributes)
L318[15:30:43] <TechnicianLP> if it threw exceptions a lot of mods would break (why check hasCap if you just have to nullcheck getCap)
L319[15:31:30] <ghz|afk> checking hasCap can be quicker
L320[15:31:59] <ghz|afk> if like, getCap has to do some initialization or something
L321[15:32:09] <ghz|afk> but reallyu
L322[15:32:20] <ghz|afk> it's the same as doing "map.containsKey" before calling map.get
L323[15:32:25] <ghz|afk> and checking for null
L324[15:34:06] <masa> Inqy: check the vanilla entities, there is now a DataManager
L325[15:34:16] <masa> or whatever it was called
L326[15:35:08] <masa> if I want to send some data when a client first receives a TileEntity, but I don't want to send that data every time in the getUpdateTag(), do I need to use a chunk tracking event?
L327[15:36:08] <masa> although just sending it every time would be simpler... but it might cause minor glitches
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L329[15:36:29] <Inqy> masa: found it, reading, thanks
L330[15:37:16] <howtonotwin> getUpdateTag is not necessarily used on resync
L331[15:37:26] <darknsided> Than your server is better than sponge?
L332[15:37:28] <howtonotwin> getUpdateTag is the initial compound sent with the chunk
L333[15:37:34] <ghz|afk> getUpdateTag is sent along with bulk chunk data
L334[15:37:41] <howtonotwin> getUpdatePacket is used for all subsequent resyncs
L335[15:37:42] <ghz|afk> getUpdatePacket whenever a block update is needed
L336[15:37:49] <ghz|afk> (setBlockState or notifyBlockupdate)
L337[15:38:26] <masa> hmm
L338[15:39:02] <darknsided> hello guys
L339[15:39:06] <darknsided> Than your server is better than sponge?
L340[15:39:44] <ghz|afk> wat?
L341[15:39:45] <Lord_Ralex> That makes 0 sense
L342[15:40:04] <ghz|afk> assuming the question is meant to be
L343[15:40:10] <ghz|afk> "Is your server better than sponge?"
L344[15:40:15] <ghz|afk> it still makes no sense
L345[15:40:21] <ghz|afk> sponge and forge have different purposes
L346[15:40:33] ⇦ Parts: malte0811 (~malte0811@p54825E2A.dip0.t-ipconnect.de) ())
L347[15:40:40] <ghz|afk> and there's spongeforge which does both
L348[15:40:54] <Zidane> We just got this comment in #sponge
L349[15:40:57] <Zidane> lol
L350[15:41:23] <ghz|afk> sponge is a platform for server-side plugins
L351[15:41:27] <fry> inb4 "Than your server" is a name of a new mod
L352[15:41:36] <Zidane> Heya Fry :)
L353[15:41:45] <fry> o/
L354[15:41:46] ⇦ Parts: darknsided (~darknside@46.72.181.227) ())
L355[15:41:51] <Zidane> :o...can I pick your brain for a sec? :p
L356[15:41:52] <ghz|afk> it's higher-level than direct modding, and has its own set of advantages and disadvantages... oh come on he left
L357[15:41:54] <Zidane> Rendering stuffs
L358[15:42:02] <fry> maybe :P
L359[15:42:04] <howtonotwin> Lol ghz
L360[15:42:13] <ghz|afk> I hate when people leave after I have written a lot of text
L361[15:42:19] <ghz|afk> that's what I get for trying not to spam
L362[15:42:22] <howtonotwin> You need to increase to 2 ghz to catch those people ?
L363[15:42:36] <ghz|afk> or I can revert
L364[15:42:39] <ghz|afk> to my old habit
L365[15:42:42] <ghz|afk> of writing shorter lines
L366[15:42:46] <fry> please
L367[15:42:47] <ghz|afk> ;P
L368[15:42:48] <fry> don
L369[15:42:50] <fry> '
L370[15:42:52] <fry> t
L371[15:42:55] <fry> :P
L372[15:42:58] <ghz|afk> not THAT short kthx
L373[15:43:01] <Akkarin> pls fry
L374[15:43:02] <Akkarin> diz iz life
L375[15:43:04] <howtonotwin> I have "beep on channel mesg" on
L376[15:43:05] <howtonotwin> help
L377[15:43:07] <Akkarin> bezt way of
L378[15:43:09] <Akkarin> communication
L379[15:43:18] <ghz|afk> Akkarin: you doing it wrong
L380[15:43:23] <ghz|afk> you cut BEFORE conjunctions, not after
L381[15:43:32] <Zidane> fry, I have some blocks that I'm loading which happen to use textures that exist on sub-atlases of their own. All seems to work well with rendering (I handle the model baking so the sprite in the builder gets the right coordinates of the clip) but the breaking model is incorrect
L382[15:43:34] <Akkarin> I just mastered the technique
L383[15:43:41] <Zidane> It uses the whole sub-atlas
L384[15:43:43] <masa> if your lines don't get cut by your IRC client, then you're doing it wrong
L385[15:43:47] <Akkarin> from all the great experience I got from the people I kicked for writing like that
L386[15:43:52] <Zidane> Any way for me to fix this without a forge modification?
L387[15:44:02] <Zidane> Like if I could handle the breaking model myself?
L388[15:44:13] <Zidane> (I'm aware mine is an extremely-specific use case)
L389[15:44:42] <fry> there's almost a hook for it, but not quite
L390[15:44:59] <fry> it's routed through ForgeHooksClient.getDamageModel
L391[15:45:06] <fry> but there's no way to do custom logic
L392[15:45:48] <Zidane> Shucks, I dislike using Mixin to touch things if there is a proper way to go about it.
L393[15:46:09] <fry> well, proper way would be to make a PR :P
L394[15:46:45] <fry> though figuring out a proper place for that custom logic is not trivial
L395[15:46:47] <ghz|afk> Akkarin: some years ago I tried to figure out why I wrote such short lines, and my conclusion was it comes from an uncounscious fear that I will spend too long writing, and the other person will think I'm done and leave, so I feel compelled to "flush" the buffer more often
L396[15:47:03] <Zidane> I'm an amateur when it comes to client stuff so I'd never trust myself to do it
L397[15:47:21] <Akkarin> ghz|afk: Type faster. git gud
L398[15:47:35] <howtonotwin> *git clone gud
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L400[15:48:20] <ghz|afk> if I had written that like my brain would have liked to write it, the // would be a line break: some years ago // I tried to figure out // why I wrote such short lines, // and my conclusion was // it comes from an uncounscious fear // that I will spend too long // writing, // and the other person will think // I'm done and leave, // so // I feel compelled to "flush" // the buffer //
L401[15:48:21] <ghz|afk> more often
L402[15:49:04] <fry> LOL, i read that in shatner voice
L403[15:49:45] <howtonotwin> dat one line "so" tho
L404[15:49:47] <ghz|afk> I can type faster, but then I make more mistakes. It took me years to find the sweet spot ;P
L405[15:49:58] <Zidane> fry, if I was to return a copy of my baked model there, would that be sufficient or is there some other stuff happening?
L406[15:50:01] <ghz|afk> it woudl be one line because I was gathering my thoughts and preparing for the rest ;P
L407[15:50:06] <Zidane> (Since that appears to be what is going on here..)
L408[15:50:18] <Akkarin> Space: the final frontier ... yadda yadda yadda
L409[15:50:21] <fry> yup, just replace SimpleBakedModel with whatever you want
L410[15:50:31] <Zidane> Excellent, many thanks :).
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L413[15:59:04] <Ordinastie> so, that's weird, my mouse can't click anything except firefox :x
L414[16:04:32] <ghz|afk> click randomly on different places (taskbar or whatever) until it works, or reboot ;P
L415[16:04:51] <Ordinastie> I'll have to reboot I think :/
L416[16:06:13] <fry> try closing FF first? :P
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L418[16:09:47] <Ordinastie> of course windows had to install some update first -_-
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L420[16:16:53] <Zidane> fry I attempted your change but the model glows red now ahaha
L421[16:17:02] <Zidane> Fairly sure I performed the copy right
L422[16:17:05] <fry> \o/
L423[16:17:38] <Zidane> I should clarify
L424[16:17:42] <Zidane> It glows red when you damage it
L425[16:19:37] <fry> well, start with returning the normal SimpleBakedModel first
L426[16:19:42] <fry> and see if that works correctly :P
L427[16:20:35] <Xilef11> anyone has an idea about why an item would appear twice in a creative tab under the same ID and meta? (updating to 1.12)
L428[16:21:11] <ghz|afk> Xilef11: uhm... 1.12 changed creative tabs, so that you choose which tabs it appears on
L429[16:21:16] <Zidane> fry I changed my copy method to just return my model (without doing any copy). Still glows red.
L430[16:21:20] <ghz|afk> but I haven't heard of people complain about the item appearing twice
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L433[16:23:11] <Xilef11> what changed? because I also have items that *don't* APPEAR
L434[16:23:22] <ghz|afk> Xilef11: well
L435[16:23:34] <ghz|afk> you have to check yourself if you want to appear on each tab
L436[16:23:42] <ghz|afk> so usually the issue is that an item appears on ALL tabs
L437[16:23:48] <ghz|afk> rather than just the one you set with setCreativeTab
L438[16:24:21] <ghz|afk> check the default Item#getSubItems
L439[16:24:31] <Zidane> Uh, should I be using retextured quads fry? Its the biggest thing I can see different from my IBakedModel implementation and the Simple one.
L440[16:24:33] <ghz|afk> see how it calls isInCreativeTab
L441[16:24:41] <ghz|afk> but yeah gotta sleep
L442[16:24:42] <ghz|afk> so night
L443[16:24:45] * ghz|afk poofs again
L444[16:25:05] <fry> well, yes, that's how the breaking model works - it replaces the textures of the original model :P
L445[16:25:23] <Zidane> Ah, that is what I messed up in my copy
L446[16:25:30] <Zidane> I just copied the baked quads as they were
L447[16:25:36] <Zidane> and the originals aren't retextured ones
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L449[16:30:06] <Zidane> fry it still glows red :S.
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L466[17:17:43] <Elec0> Does anyone know of an example a basic usage of WorldSavedData? I found the explanation on the forge docs, but I don't think it covers actually registering the class?
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L486[17:50:11] <ScottehBoeh> So I have a question, is kinda a weird one, but I'll try to explain it as best as I can
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L488[17:50:44] <ScottehBoeh> I have an Item that calls a Supply Drop (a falling entity block). It lands and the player can loot from it. What would be the best way for me to have a model plane or object fly across the sky after the player calls the drop?
L489[17:50:56] <ScottehBoeh> Right now, the drop just spawns in the sky. But I'm wanting to be more dynamic about it
L490[17:51:14] <ScottehBoeh> I literally just want to render a model and have it fly across the sky and then remove itself
L491[17:59:19] <howtonotwin> Create an entity, probably
L492[17:59:38] <howtonotwin> Maybe you could do particle, alternatively
L493[17:59:49] <howtonotwin> But that probably won't be as nice in MP
L494[17:59:55] <howtonotwin> ScottehBoeh, ^
L495[18:00:13] <ScottehBoeh> Hmm
L496[18:00:16] <ScottehBoeh> Yeah I was thinking particle
L497[18:00:22] <ScottehBoeh> but an Entity would be easier for me
L498[18:00:39] <howtonotwin> Elec0, by the looks of it, it seems like you just save and load the data without "registering" it
L499[18:00:44] <ScottehBoeh> Yeah I'm going to look into an entity. Could reset its motion so it stays in mid air, goes in 1 direction, kills itself after a few seconds
L500[18:02:47] <howtonotwin> (To Elec): but I'm not an expert, so if that explodes you may have to dig deeper
L501[18:03:21] <howtonotwin> I think we actually have Capabilities for Worlds now too, so maybe look into that
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L503[18:04:27] <Elec0> @howtonotwin, I dug through like three separate projects, including rftools, and I believe that you're right, you just save and load and call your save method when you need it
L504[18:05:33] <Elec0> And yeah, there are world capabilities too, but I think the worldsaveddata is going to work just fine for what I need it to do
L505[18:05:34] <howtonotwin> d(^.^)
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L630[20:04:14] <g11> Where is the mapping file for 1.8 obfuscated fields/methods names?
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L646[22:40:22] <Coolguy3867> i found something useful if anybody needs it https://github.com/Deadrik/TFC2/tree/master/custommappings
L647[22:40:39] <Coolguy3867> like if you find unobfuscated methods
L648[22:40:49] <Coolguy3867> here are some use names for them
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L651[22:44:48] <kashike> or, you know, don't use outdated mappings
L652[22:44:51] <kashike> and outdated minecraft
L653[22:44:53] <kashike> -.-
L654[22:45:20] <Coolguy3867> i should go to a better version
L655[22:45:24] <Coolguy3867> i think ill do that
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L662[23:39:02] <LexMobile> why the fuck ?
L663[23:39:13] <LexMobile> why doesnt the twat just put those mappings into the bot?
L664[23:41:47] <kashike> I assume they renamed things to what they want them named as
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