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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)
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
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?
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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
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?
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 :)
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
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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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L270[14:18:55] <killjoy> Who remembers
when I was talking about a wireless charged mouse?
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
L295[15:09:30]
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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?
L301[15:18:33]
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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
L309[15:23:46]
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L310[15:23:57] <IoP> time to read all
cpw's posts :P
L311[15:28:00] ***
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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
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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
L376[17:20:04] ***
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L377[17:24:05] ***
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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?
L381[17:33:59] ***
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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.
L406[18:46:43] ***
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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
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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
L468[19:29:49] ***
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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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L519[21:23:11] ***
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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?