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L1[00:03:19] <SparkVGX> Sorry to bother people, but trying to move to 1.10. Is there a method for getting the bounds of a block?
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L5[00:23:57] <xaero> in general, do you know what class that method was in? you could open the class's source in 1.10 and take a look - most likely it's there
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L8[00:36:24] <SparkVGX> It used to be part of the block class ^_^;; but that seems to have been before 1.9. I'm sure I will find a work around. Thank you though!
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L10[00:38:12] <xaero> what was the full name in the old mc version?
L11[00:39:20] <SparkVGX> block.getBlockBoundsMinX(); was one such method used to get some of the bounds info
L12[00:39:30] <SparkVGX> where block was an instance of the Block class
L13[00:39:57] <SparkVGX> !gm getBlockBoundsMinX 1.7.10
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L18[01:03:09] <killjoy1> you can use !mh for method history
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L21[01:13:57] <SparkVGX> that's what ive been looking for :) thank you. Does it work for classes and fields too?
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L23[01:24:02] <xaero> there's fh for fields, but none for classes (although I think there's a list for classes somewhere)
L24[01:24:44] <SparkVGX> https://github.com/kashike/migration/wiki
L25[01:24:51] <SparkVGX> I've been using this one for classes
L26[01:25:02] <SparkVGX> that's excellent, thank you both for your help
L27[01:25:39] <xaero> yes that's the one
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L30[01:50:20] <ghz|afk> hmmmmmmmmmmmmmmm
L31[01:50:21] <ghz|afk> https://twitter.com/Dinnerbone/status/887927496984932352
L32[01:50:50] <ghz|afk> new way to specify NBT in commands it seems?
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L35[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170720 mappings to Forge Maven.
L36[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170720-1.12.zip (mappings = "snapshot_20170720" in build.gradle).
L37[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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L45[02:14:02] <cjm721> How you run a scheduled task on client side thread.
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L60[02:33:29] <killjoy1> cjm721, Minecraft.addScheduledTask
L61[02:34:21] <killjoy1> ghz|afk, finally getting rid of metadata
L62[02:34:29] <gigaherz_> hm?
L63[02:34:36] <gigaherz_> oh the tweet?
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L65[02:35:25] <killjoy1> mhm
L66[02:35:52] <killjoy1> That's what it seems like to me
L67[02:36:13] <gigaherz|work> I think it was already possible to specify the blockstate properties in 1.11 or such
L68[02:36:20] <gigaherz|work> but not in that exact format
L69[02:36:23] <killjoy1> The nbt is not new.
L70[02:36:26] <killjoy1> the blockstates is
L71[02:36:31] <gigaherz|work> nah it's not new either
L72[02:36:36] <gigaherz|work> but it was like
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L74[02:37:17] <gigaherz|work> "/setblock ~ ~ ~ furnace "a=b" {a:d}" or similar
L75[02:37:40] <killjoy1> Though he's mentioning a world format change
L76[02:38:17] <killjoy1> Or was it just that one guy responding to him?
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L79[02:38:38] <gigaherz|work> oh I'm not saying they aren't removing meta
L80[02:38:44] <killjoy1> Neither am I
L81[02:38:52] <gigaherz|work> just that the command isn't proof of that ;P
L82[02:39:04] <killjoy1> metadata is getting the boot whether we (or mojang) like it or not
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L107[04:17:24] <Abastro> Hi. Is there a way to merge two obj models for a block?
L108[04:21:33] <PaleoCrafter> submodels, Abastro
L109[04:24:40] <TechnicianLP> is there a way to get the ItemStack in a ModelBiped (armor renderer) (basically trying to apply a design based on nbt)
L110[04:26:12] <Abastro> how to animate submodels?
L111[04:27:30] <heldplayer> Any resources on using the @Config annotation in Forge?
L112[04:32:24] <gigaherz|work> the forge repo has an example of it
L113[04:35:24] <heldplayer> Ah, cheers!
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L115[04:35:43] <PaleoCrafter> TechnicianLP, don't you get an ItemStack in getArmorModel?
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L117[04:36:58] <Abastro> Again, how can I animate submodels?
L118[04:37:37] <TechnicianLP> so i basically need multiple ModelBiped for this? (i dont like it but ... oh well)
L119[04:38:17] <PaleoCrafter> you do need multiple instances, I think, yes
L120[04:38:34] <PaleoCrafter> not sure if submodels can be animated, Abastro, fry would know more >.>
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L123[04:38:56] <Abastro> Hmm.. :P didn't know this is hard
L124[04:39:53] <TechnicianLP> asm-animation?
L125[04:40:22] <PaleoCrafter> ASM really is overloaded <.<
L126[04:41:04] <TechnicianLP> and very ambigious ... one meaning is for animations and the other one is dicouraged ...
L127[04:41:21] <PaleoCrafter> that's what I mean xD
L128[05:04:41] <Abastro> FSM?
L129[05:05:44] <Abastro> If it is the case, I guess I can call it FSMA(nimator)
L130[05:06:11] <Abastro> (Or not)
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L154[06:52:44] <masa> is it not possible to have translucent parts in a model without opaque parts rendering wrong?
L155[06:53:10] <masa> https://masa.dy.fi/tmp/minecraft/autoverse/screenshots/pipes/translucent/
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L158[06:54:33] <fry> render in multiple layers
L159[06:55:00] <masa> can that be done with models? :o
L160[06:55:05] <fry> yes
L161[06:55:43] <masa> do I need to separate the translucent parts somehow?
L162[06:56:08] <masa> or just return true for multiple layers from the method in Block?
L163[06:56:12] <fry> https://github.com/MinecraftForge/MinecraftForge/blob/1.12.x/src/test/java/net/minecraftforge/debug/MultiLayerModelDebug.java#L63 https://github.com/MinecraftForge/MinecraftForge/blob/1.12.x/src/test/resources/assets/forgedebugmultilayermodel/blockstates/test_layer_block.json
L164[06:57:22] <masa> ouch... that might become painful with this custom model
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L166[06:58:35] <masa> hmm wait..
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L168[07:01:00] <masa> okay I think I know how to do this
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L171[07:16:10] <masa> oh, but that forge:multi-layer model means that it won't work like that for custom models...
L172[07:16:13] <masa> right?
L173[07:16:42] <masa> so how do I know the current render layer in a custom model?
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L176[07:19:07] <masa> wait no, I just use forge:multi-layer and then redirect that to my own model..?
L177[07:21:35] <masa> ah nvm, MultiLayerBakedModel has the answers
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L221[10:59:39] <ScottehBoeh> My trader spawns are stores using gson now instead of text files :)
L222[10:59:40] <ScottehBoeh> http://i.imgur.com/H4knnyH.png
L223[10:59:50] <ScottehBoeh> I'm basically moving everything over to a json format now
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L238[12:09:05] <c64cosmin> can a new ToolMaterial be registered?
L239[12:11:44] <ghz|afk> EnumHelper.addToolMaterial
L240[12:12:05] <ghz|afk> it reflectively injects a new instance of the enum
L241[12:16:53] <c64cosmin> sweet, thanks!
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L247[12:38:55] <c64cosmin> in order to disable weather, should I stop updating the weather body or make the biomes dry?
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L250[12:52:11] <ghz|afk> \o/ Dark & Light early access is out
L251[12:52:58] <ghz|afk> https://twitter.com/official_DNL/status/888088725514735616
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L254[13:11:11] <ScottehBoeh> Can I send whole Objects over bytebuf?
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L256[13:13:53] <ghz|afk> ScottehBoeh: you'd have to serialize them
L257[13:37:01] <ScottehBoeh> ghz|afk Do you have an example of this? Writing/Reading from?
L258[13:37:31] <ScottehBoeh> Actually. I think I've got it now
L259[13:37:33] <TechnicianLP> ever sent any packet? its basically the same
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L269[14:13:34] <killjoy> https://www.reddit.com/user/Dinnerbone/comments/6l6e3d/a_completely_incomplete_super_early_preview_of/
L270[14:18:55] <killjoy> Who remembers when I was talking about a wireless charged mouse?
L271[14:19:01] <killjoy> Well, logitech did it https://www.youtube.com/watch?v=gTOUqTbswTo
L272[14:19:06] <killjoy> Of course
L273[14:27:46] <ghz|afk> does it charge through the mousepad?
L274[14:27:53] <killjoy> yes
L275[14:28:01] <ghz|afk> yep that has been a thing for a bit
L276[14:28:15] <killjoy> You can preorder the logitech mouse for $99
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L278[14:30:10] <Ordinastie> a bit pricey, but I kinda want it
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L280[14:42:05] <c64cosmin> at night my dimension is not totally dark, why is that?
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L282[14:46:46] <ghz|afk> c64cosmin: mc doesn't know true darkness
L283[14:46:52] <ghz|afk> it has a minimum lightness
L284[14:48:00] <c64cosmin> let me rephrase that, so I noticed that at night time there is still some light present on the map(in caves is darker)
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L286[14:50:41] <c64cosmin> I found out that I can set the lightness multipliers, that is nice but not what I expect, I want 0 lightness per blocks(like inside a deep cave)
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L289[15:00:04] <c64cosmin> getSunBrightnessFactor offers the answer...
L290[15:04:07] <Abastro> Hmm..? That would not be the one affecting the client
L291[15:04:32] <Abastro> getSunBrightness, rather than getSunBrightnessFactor
L292[15:04:51] <Abastro> (If I recall correctly)
L293[15:06:24] <c64cosmin> yes, you are right
L294[15:09:22] <Abastro> The factor method is for 1. Server-side and 2. Light calculation logic
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L296[15:12:31] <c64cosmin> validate my theory, changing only the getSunBrightness will not change how real light is behaving in the world chunks? (rather only visually)
L297[15:13:16] <c64cosmin> as far as I can see the brightness only changes how blocks of different light are rendered
L298[15:14:17] <Abastro> Yes, exactly.
L299[15:14:42] <Abastro> Behavior of actual light is governed by getSunBrightnessFactor
L300[15:15:40] <c64cosmin> not sure if I understand correctly would that mean (without changing Factor) that while at night under direct sky (though visually dark) there is light received?
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L302[15:19:53] <Abastro> Yes.
L303[15:21:47] <Abastro> It is possible to have dark scene where actually sunlight reaches and affects the world.
L304[15:22:25] <IoP> Anyone remember that reddit post with "new" mod license. The thing were where modder was made resposible for problems etc
L305[15:22:50] <c64cosmin> jar registration you mean?
L306[15:23:16] <IoP> it was not real. At least I hope it was not real ~year old troll post
L307[15:23:19] <IoP> or two years
L308[15:23:39] <quadraxis> I vaguely remember it, yeah
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L310[15:23:57] <IoP> time to read all cpw's posts :P
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L314[15:39:32] <Lunatrius> Quick question
L315[15:39:50] <Lunatrius> Why does the default build gradle have both of these:
L316[15:39:55] <Lunatrius> sourceCompatibility = targetCompatibility = '1.8'
L317[15:39:59] <Lunatrius> compileJava { sourceCompatibility = targetCompatibility = '1.8' }
L318[15:40:22] <killjoy> one is for better intellij support It hink
L319[15:40:43] <Lunatrius> Alright
L320[15:40:51] <killjoy> I don't have it in my script though
L321[15:41:03] <Lunatrius> Standards, why even have them if nobody takes them seriously ;)
L322[15:41:31] <killjoy> Let's make a new standard
L323[15:41:43] <killjoy> https://xkcd.com/927/
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L326[15:49:16] <c64cosmin> structures cannot be bigger than 256x256x256, if I understood the code correctly, right?
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L331[16:19:10] <halvors> How can i set the particle texture for a block that is loaded from a obj file and textured with a single texture file fitting that model?
L332[16:19:56] <halvors> Since i'm not using the "cube_all" model i cannot set the texture in json, can i?
L333[16:20:58] <c64cosmin> not sure but I think setting the particle texture woulnd't hurt, I suppose the world renderer looks for that texture when looking for particle texture
L334[16:21:25] <c64cosmin> setting it in the same texture would need you to specify the UV mapping
L335[16:22:33] <ghz|afk> halvors: using forge blockstates
L336[16:22:47] <ghz|afk> you can have "textures": { "particle": whatever } alongside "model"
L337[16:22:47] <halvors> Yeah, i know. But how?
L338[16:23:05] <halvors> But there is no model.
L339[16:23:09] <ghz|afk> wat?
L340[16:23:14] <halvors> Model is rendered using TESR:
L341[16:23:21] <ghz|afk> oh
L342[16:23:25] <ghz|afk> well you said OBJ
L343[16:23:26] <ghz|afk> not TESR
L344[16:23:31] <ghz|afk> you can use obj from blockstates json
L345[16:23:34] <halvors> OBJ in TESR then :)
L346[16:23:39] <ghz|afk> well then
L347[16:24:23] <halvors> On earlier mincraft versions (1.7) i could just set setBlockTextureName("particletexture")
L348[16:24:29] <halvors> How can i do that now?
L349[16:24:48] <ghz|afk> you may need an empty model for the block
L350[16:24:48] <halvors> Why isn't minecraft using the texture of my model as default?
L351[16:24:54] <ghz|afk> because it doesn't know
L352[16:24:56] <ghz|afk> it CAN'T know
L353[16:25:00] <ghz|afk> since you draw it with a TESR
L354[16:25:16] <halvors> How to do that then?
L355[16:25:18] <ghz|afk> is the block even animated?
L356[16:25:23] <halvors> Yeah.
L357[16:25:32] <halvors> Of course.
L358[16:25:34] <ghz|afk> okay then in the blockstates json
L359[16:25:37] <ghz|afk> you MAY be able to use
L360[16:25:43] <halvors> Or else i wouldn't used a TESR :)
L361[16:25:56] <ghz|afk> "model": "builtin/generated", "textures": { "particle": "particle texture here" }
L362[16:26:54] <halvors> Thanks, will try that :)
L363[16:30:52] <halvors> ghz|afk: Hmm. Still doesn't load that texture :(
L364[16:31:16] <ghz|afk> are there errors in the log?
L365[16:31:22] <c64cosmin> does minecraft spawn multiple ChunkGenerators for multiple threads?
L366[16:31:30] <ghz|afk> also, is it a forge blockstates? with "forge_marker": 1?
L367[16:33:11] <halvors> Yeah. And under the normal variant.
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L373[17:02:56] <LexMobile> !gf field_72984_F
L374[17:03:12] <LexMobile> !gf field_76327_a
L375[17:16:38] <c64cosmin> Cherrios yum xD https://imgur.com/a/NSEtr
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L378[17:24:31] <halvors> ghz|afk: Thanks for help, sorry was afk.
L379[17:24:43] <halvors> ghz|afk: But seems somehow it's not working.
L380[17:25:12] <halvors> btw, i'm on 1.10 maybe this should only be working on 1.12?
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L384[17:48:50] <Coolguy3867> if you texture a multi textured block in one image can it work correctly
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L388[17:51:00] <halvors> Talking to me?
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L392[18:06:30] <LexMobile> !gm func_189962_a
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L403[18:43:06] <LexMobile> PaleOff: when you're around, it may be worth trying to identify the libraries folder by getting the jar that the LauncherWrapper is in. And then navigating up a few levels from that?
L404[18:43:20] <LexMobile> but ya thats the main issue i have right now is the hardcoding of the libraries folder :/
L405[18:44:51] <LexMobile> as for the meta info, why not both? If they don't have the META-INF file then dump to .meta? I still like the idea of defining a standard format for specifiying maven artifact info in the META-INF so it's all self contained. Even for things outside the extracitng process.
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L408[18:53:43] <CsokiCraft> I'm porting a 1.11 mod to 1.12
L409[18:54:01] <CsokiCraft> It says "GameRegistry.register()" is not visible
L410[18:54:22] <CsokiCraft> How do I register blocks/items now?
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L412[19:00:38] <c64cosmin> here is an example
L413[19:00:53] <c64cosmin> https://bitbucket.org/c64cosmin/realmshift/src/8ec4b032a16c8fce0cd96042647f377220eb7cc0/src/main/java/com/stupidrat/minecraft/realmshift/blocks/RealmShiftBlocks.java?at=master&fileviewer=file-view-default
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L416[19:01:15] <c64cosmin> that is how I do it, in essence you need to use the @SubscribeEvent
L417[19:01:15] <c64cosmin> public static void registerBlocks(final RegistryEvent.Register<Block> event) event
L418[19:02:44] <CsokiCraft> Thank you. I guess it'll be a long night then...
L419[19:04:36] <c64cosmin> well...enjoy!
L420[19:06:47] <CsokiCraft> Oh my... Now it's complaining about ShapedOreRecipe :(
L421[19:09:47] <LexMobile> c64cosmin: For the love of god, PLEASE stop initalizing your mods statically -.-
L422[19:11:00] <c64cosmin> you mean having static functions in several classes?
L423[19:17:27] <c64cosmin> @CsokiCraft, yes recipes are done differently now
L424[19:17:35] <c64cosmin> you have a json describing the recipe
L425[19:18:25] <CsokiCraft> A JSON? Why is MCForge so darn obsessed with JSONs :'(
L426[19:18:44] <c64cosmin> Well JSON are used in Vanilla MC too
L427[19:18:54] <c64cosmin> let's thank JSON for not being XML :)
L428[19:19:08] <CsokiCraft> That's a fair point :D
L429[19:19:38] <c64cosmin> you need a object notation afterall, I prefer writing JSON rather than using a software that yields a binary
L430[19:19:39] <CsokiCraft> But still, it's a markup type file
L431[19:20:05] <CsokiCraft> I prefer doing everything from code
L432[19:20:08] <c64cosmin> thought the latter would be efficient, it's an overkill
L433[19:20:43] <LexMobile> yes but code isnt modifyable by mod packs or resource packs
L434[19:20:49] <LexMobile> deal with it
L435[19:21:35] <CsokiCraft> CraftTweaker
L436[19:21:37] <c64cosmin> well I do agree on that, defining logic through code feels more controlable, image that you would be able to have a script to generate multiple json definitions, using a even simpler markup
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L438[19:21:49] <c64cosmin> and that
L439[19:22:20] <CsokiCraft> Plus, CraftTweaker is superior to JSON because it uses a script engine
L440[19:22:31] <CsokiCraft> Therefore it can do control-flow
L441[19:22:40] <CsokiCraft> Which JSON lacks
L442[19:23:19] <CsokiCraft> Which is a bad thing, especially for things like registering recipes
L443[19:23:32] <c64cosmin> that code needs to be mantained, the less the better
L444[19:23:49] <LexMobile> CraftTweaker is shit
L445[19:24:25] <LexMobile> all it is is glorifie json
L446[19:24:38] <CsokiCraft> Like, there's NO way I'll write dozens of JSONs for every single dustTinySomething->dustSomething
L447[19:24:45] <CsokiCraft> It is not though
L448[19:24:58] <CsokiCraft> It has a proper script language
L449[19:25:07] <LexMobile> except it shouldnt
L450[19:25:10] <CsokiCraft> Loops'n'stuff
L451[19:25:10] <LexMobile> data should just be data
L452[19:25:20] <CsokiCraft> Recipes aren't data
L453[19:25:25] <LexMobile> yes they are
L454[19:25:41] <CsokiCraft> They are now... But that's not correct
L455[19:25:47] <LexMobile> Yes, it is correct
L456[19:25:55] <LexMobile> Recipes are X + Y = Z Thats all jsut data
L457[19:26:02] <LexMobile> Either way fucking deal with it.
L458[19:26:14] <LexMobile> If you're making amod and you're to lazy to write the jsons by hand
L459[19:26:21] <LexMobile> WRITE A SCRIPT TO MAKE THEM!
L460[19:26:32] <LexMobile> Thats literally all *Tweaker mods are doing.
L461[19:26:56] <LexMobile> The only difference is mods should do that during packaging not at runtime
L462[19:27:35] <CsokiCraft> That last one I can accept
L463[19:28:08] <CsokiCraft> But there are more complicated recipes than "X + Y = Z"
L464[19:28:36] <CsokiCraft> Like when there's multiple outputs (fluid containers, guidebooks etc.)
L465[19:29:12] <LexMobile> except thats not true
L466[19:29:17] <CsokiCraft> Which now are handled by workarounds like Item.getContainerItem() and crafting events
L467[19:29:35] <LexMobile> its still x+y=Z
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L469[19:29:59] <c64cosmin> x+y=z+c some things don't change xD
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L471[19:31:06] <CsokiCraft> Okay, but then: what about upgrade recipes, like if you craft a Vibrant Capacitor Bank from two normal ones, the new one has the charge of the two old ones?
L472[19:31:23] <CsokiCraft> How do you JSON that?
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L474[19:32:51] <LexMobile> type: "energy_retaining"
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L476[19:34:25] <CsokiCraft> Is that built-in?
L477[19:34:45] <LexMobile> Not right now.
L478[19:35:09] <CsokiCraft> Nor will there be an universal solution for it
L479[19:35:16] <LexMobile> Actually there is.
L480[19:35:31] <LexMobile> That oen is fairly simple to do, and probably worth someone making a PR
L481[19:36:03] <CsokiCraft> How? Not all energy is stored in NBT the same way
L482[19:36:30] <LexMobile> power = inputs.filter(hasCap(IEnergyCap)).sum(getCap(IEnergyCap).charge)
L483[19:36:50] <CsokiCraft> And then again, someone has to write an IRecipeFactory, which is code
L484[19:37:01] <LexMobile> Who gives a shit about the nbt, caps are caps.
L485[19:37:25] <LexMobile> And yes someone has to write the code that is run, but the point is ONE person has to write the GENERIC code.
L486[19:38:04] <CsokiCraft> Alright, but you can't pass the Capability type from JSON to IRecipeFactory, can you?
L487[19:38:21] <LexMobile> And instead of bitching that 'OMFG I CANT DO X SO THE ENTIRE SYSTEM IS SHIT!' it should rather be "I can't do X, Maybe I should aproach it generically, and maybe make a PR, or add it as a feature of my mod"
L488[19:38:34] <LexMobile> I dont see why you couldnt
L489[19:39:10] <CsokiCraft> You'd implement one for FE then call it a day. If some other mod has its energy cap, it couldn't use it
L490[19:39:31] <Ordinastie> you'd implement it for the interface
L491[19:39:36] <Ordinastie> IEnergyCap
L492[19:39:39] <LexMobile> Actually thats the point of FE, it could.
L493[19:39:52] <LexMobile> But beyond that, you *could* write it generically.
L494[19:40:33] <CsokiCraft> I'm not saying the system is shit because I can't do X. What I do say is, I _was_ able to do X and I don't see the reason why we can't have it anymore
L495[19:40:51] <LexMobile> type: "energy_conserving", energy_type: "some.special.energy.energy.Cap:getEnergy()"
L496[19:41:02] <LexMobile> Because shit changes, deal with it this is the real world.
L497[19:41:08] <c64cosmin> xD
L498[19:41:09] <LexMobile> Mojang is trying to make the engine better.
L499[19:41:53] <LexMobile> Its a work in progress yes, but disreguarding it and bitching about it doesn't help.
L500[19:42:45] <Ordinastie> I wonder if there could be a way to have generalized syntax to transfer NBT from input to ouptput
L501[19:43:09] <LexMobile> Yes
L502[19:44:12] <Ordinastie> let me rephrase, I'm not asking if it's possible in code, but if there can decent syntax not overcomplicated for the json
L503[19:49:14] <LexMobile> Probably, no idea right now, you should think about it. If you have ideas for what itd be used for.
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L508[20:08:20] <williewillus> anyone having resource loading problems on intellij 2017.2?
L509[20:08:31] <williewillus> none of my resources are loading for some reason
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L513[20:14:33] <williewillus> reset my workspace and it worked, oh well.
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L521[21:39:28] <Keridos> do entities have a way to store nbt data?
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L533[22:37:42] <Keridos> nvm fixed my problem another way :D
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L544[23:47:12] <Subaraki> i have a library. do i HAVE to upload it to maven for the compiler to work when compiling my other mod ?
L545[23:49:52] <mezz> no, but if you want it to be easy for anyone else to use it is pretty much essential
L546[23:50:12] <Subaraki> its an egoistic library
L547[23:50:25] <mezz> sooo just make it part of your mod lol
L548[23:50:28] <Subaraki> and i'd like to just compile my mods for an update rn
L549[23:50:35] <Subaraki> i use it in lots of my mods
L550[23:50:43] <Subaraki> i'll upload it later
L551[23:51:05] <Subaraki> iev tried putting it in my libs folder ? but that didn't work out
L552[23:51:25] <mezz> you can put it in libs and setup your workspace again
L553[23:51:46] <mezz> if that doesn't work you can manually set things as dependencies in your project's settings in your IDE
L554[23:51:59] <mezz> not the best solution but it'll get you back to coding
L555[23:52:04] <mezz> temporarily
L556[23:57:31] <gabizou> Would it be understandable that forge native is throwing capability events as soon as Bootstrap.register is being done?
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