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L15[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170726 mappings to Forge Maven.
L16[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170726-1.12.zip (mappings = "snapshot_20170726" in build.gradle).
L17[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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L75[06:16:55] <TechnicianLP> do i need to do anything special to get my b3d model to rotate/translate?
L76[06:18:48] <TechnicianLP> (currently is just ignores everything i do ...)
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L89[07:51:49] <TechnicianLP> yay ... my model works now ... now to find out how to animate that stupid thing
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L106[10:24:12] <TechnicianLP> can someone enlighten me on how to define Joints/Clips for an b3d-model? any documentation on the animation-system i can find is about json only ...
L107[10:24:39] <TechnicianLP> (the part that is normally done in an armatures file for json)
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L144[14:48:00] <ricket> Is there a way to translate an obf'd name to a deob name? I'm looking at a memory dump and would like to know for sure which members are which
L145[14:48:34] <TechnicianLP> !gm func_12345
L146[14:48:53] <TechnicianLP> (or !gf respectively)
L147[14:49:52] <ricket> !gf field_147482_g
L148[14:50:05] <ricket> oh that's spammy, sorry
L149[14:50:16] <ricket> really cool though, thanks
L150[14:50:23] <kashike> It only sends it to you with a single !
L151[14:50:27] <kashike> double !! sends to the channel
L152[14:50:48] <TechnicianLP> xou can always just pm the bot
L153[14:51:07] <ricket> yep just did for my other checks
L154[14:59:27] <ricket> is there any known forge/mc issue where the "tileEntitiesToBeRemoved" list gets really large while users are not logged on?
L155[15:00:20] <ricket> my guess is that a chunk is being loaded and unloaded repeatedly, which might be the underlying thing to fix, but I'm just not clear on why that list is not processed until a user tries to log in
L156[15:00:39] <ricket> at which time, the login times out and it takes literally minutes to process all the entities being removed
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L165[16:22:29] <TechDG> o/
L166[16:23:48] <TechDG> Is it possible to either get the hotbar's starting x pos or offset an element from it in RenderGameOverlayEvent?
L167[16:26:59] <PaleoCrafter> heh, I just ran my Curse scraper for language data on 1.12, turns out there's 2 Groovy projects, but https://github.com/xbony2/ForgeGroove doesn't get registered due to a slight majority of Java code xD
L168[16:27:58] <ghz|afk> lol
L169[16:28:11] <PaleoCrafter> TechDG, not really, you have to hardcode it
L170[16:28:28] <TechDG> :/
L171[16:29:08] <ghz|afk> worst of all, you can't know if other mods added stuff to it
L172[16:29:18] <PaleoCrafter> blame Mojang for not using anything even remotely resembling a GUI library :P
L173[16:29:22] <TechDG> xD
L174[16:29:27] <ghz|afk> so it's practically a requirement to have a config to choose the Y offset
L175[16:29:38] <ghz|afk> but the X is easy
L176[16:29:44] <ghz|afk> the hotbar has a fixed width
L177[16:29:55] <ghz|afk> starts at (width-hotbar_width)/2
L178[16:30:00] <TechDG> My issue is the GUI scale setting
L179[16:30:07] <ghz|afk> you don't haveto worry about it
L180[16:30:16] <ghz|afk> the opengl matrix is set up for you in advance
L181[16:30:27] <TechDG> ok
L182[16:31:44] <PaleoCrafter> "Groovy for Forge? Because let's be honest, screw Kotlin" lol
L183[16:31:53] <ghz|afk> you can get the scaled width and height by doing
L184[16:31:55] <ghz|afk> ScaledResolution res = event.getResolution();
L185[16:32:03] <ghz|afk> width = res.getScaledWidth()
L186[16:32:07] <ghz|afk> and the same for Height
L187[16:32:19] <ghz|afk> event being RenderGameOverlay.Pre/.Post
L188[16:32:28] <PaleoCrafter> I'm seriously considering turning my Clojure experiments in a full-blown (albeit simple) mod xD
L189[16:32:35] <ghz|afk> heh
L190[16:32:49] <ghz|afk> clojure was the lisp-based one?
L191[16:32:53] <PaleoCrafter> yep
L192[16:32:56] <diesieben07> we definitely need more JVM languages...
L193[16:33:04] <diesieben07> Ceylon anyone?
L194[16:33:09] <ghz|afk> well then also ewh ;p
L195[16:33:17] <PaleoCrafter> didn't get it to compile my stuff, for some reason
L196[16:33:27] <PaleoCrafter> can't do Frege, either, unfortunately :P
L197[16:33:31] <TechDG> Yeah, I got that. The issue with that is that while I can put the screen width through a formula, that only allows me to place the object a certain percentage across the screen, and the bar's starting point changes based on UI scale
L198[16:33:36] <ghz|afk> so
L199[16:33:39] <ghz|afk> functional aside
L200[16:33:56] <ghz|afk> TechDG: but the bar width is known (constant)
L201[16:34:10] <TechDG> Oh I see now, I feel stupid.
L202[16:34:11] <ghz|afk> so all you ahve to do is (scaledWidth-barWidth)/2
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L204[16:34:19] <TechDG> Yeah, thanks.
L205[16:34:21] <ghz|afk> to get the left side of the bar
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L208[16:34:50] <ghz|afk> [23:33] (ghz|afk): functional aside
L209[16:34:55] <ghz|afk> are there logic languages for the jvm?
L210[16:35:12] <ghz|afk> like prolog or so ;P
L211[16:35:35] <diesieben07> prolog...
L212[16:35:37] * diesieben07 runs
L213[16:36:01] <PaleoCrafter> well... there's http://www.jiprolog.com/ :P
L214[16:36:08] <ghz|afk> I was just about to paste that link
L215[16:36:12] <PaleoCrafter> it's an interpreter though, so doesn't really count, I presume?
L216[16:36:12] <ghz|afk> "seems so... http://www.jiprolog.com/&quot;
L217[16:36:20] <diesieben07> well... depends
L218[16:36:23] <ghz|afk> well that's the thing about logic languages
L219[16:36:24] <diesieben07> do we count JRuby?
L220[16:36:29] <ghz|afk> you have rules
L221[16:36:32] <diesieben07> that's basically just a language runtime written in java.
L222[16:36:38] <ghz|afk> and you end up applying a certain algorithm to those rules
L223[16:37:12] <ghz|afk> so in a way
L224[16:37:14] <diesieben07> like, the JVM is also just a very advanced interpreter :P
L225[16:37:23] <PaleoCrafter> I suppose xD
L226[16:37:26] <ghz|afk> you can turn a set of logic predicates into functional patterns
L227[16:37:31] <ghz|afk> then let the functional engine sort them out
L228[16:37:50] <ghz|afk> and that functional engine can leverage object-oriented features
L229[16:37:55] <ghz|afk> so you can get the full stack
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L231[16:39:13] <ghz|afk> so I used the word "leverage" there
L232[16:39:24] <ghz|afk> and I was imagining someone saying "wtf kind of jargon-talk is that?"
L233[16:39:28] <ghz|afk> and then I thought
L234[16:39:46] <ghz|afk> "wait... JArgon? that seems like a fancy name for a JVM-based dialect of a chemistry library"
L235[16:40:06] <PaleoCrafter> alternatively: "darn, I'm fracturing my thoughts across a lot of individual messages" :P
L236[16:40:15] <ghz|afk> no
L237[16:40:16] * diesieben07 dies
L238[16:40:21] <ghz|afk> my thoughts are fractured like that
L239[16:40:32] <ghz|afk> it's only through repeated defragmenting that they coalesce into meaning
L240[16:40:40] <PaleoCrafter> dies ieben07 dies :3
L241[16:40:46] <ghz|afk> XD
L242[16:40:58] <diesieben07> jesus :D
L243[16:41:31] <ghz|afk> although I blame language: I can't put my thoughts into words fast enough, so I have to pause my thoughts while I flush the buffer, then continue
L244[16:41:34] <ghz|afk> hence the fragmentation
L245[16:41:38] <diesieben07> "Groovy for Forge? Because let's be honest, screw Kotlin" sadface
L246[16:41:43] <diesieben07> Why everyone so mean
L247[16:42:33] <PaleoCrafter> Groovy is nice for scripting, but I wouldn't like my mod in it, tbh xD
L248[16:42:39] <diesieben07> Yeah
L249[16:42:46] <ghz|afk> groovy is the thing gradle uses?
L250[16:42:49] <diesieben07> Yep
L251[16:42:49] <PaleoCrafter> yep
L252[16:43:03] <ghz|afk> I can sortof picture mods declared like that
L253[16:43:08] <PaleoCrafter> on a sidenote: Kotlin has twice as many mods as Scala on 1.12 currently :P
L254[16:43:09] <ghz|afk> and yes, I mean declared
L255[16:43:10] <diesieben07> wrote a (slightly) extensive deployment script in it at work today, it's fun
L256[16:43:12] <ghz|afk> rather than programmed
L257[16:43:27] <diesieben07> declared as in make a DSL?
L258[16:43:31] <ghz|afk> yup
L259[16:43:34] <ghz|afk> like gradle
L260[16:43:35] <ghz|afk> but for mods
L261[16:43:36] <diesieben07> sounds cool
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L263[16:43:44] <diesieben07> if you use kotlin :P
L264[16:43:46] * diesieben07 hides
L265[16:45:43] <PaleoCrafter> I give Kotlin that: the builder notation is quite nice :P
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L267[16:46:54] <PaleoCrafter> but then you get atrocities like list.map @whatever { /* slightly more intricate code */ return@whatever someValue } >.>
L268[16:46:57] <diesieben07> The concept of "lambda with receiver" in general is kind of genius. Although I am not sure if they are the first to do it.
L269[16:47:49] <diesieben07> that lambda just screams "please turn me into a method"
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L271[16:47:53] <ghz|afk> lambda with receiver?
L272[16:48:17] <diesieben07> Yes. String.() -> Unit is the type of a lambda that takes 0 args, but you call it "on a string"
L273[16:48:24] <diesieben07> so the String is "this" inside the lambda
L274[16:48:42] <ghz|afk> ah
L275[16:48:46] <ghz|afk> like C# extension methods
L276[16:48:47] <PaleoCrafter> it's even required for relatively simple methods sometimes, basically as soon as the lambda doesn't consist of a single expression
L277[16:48:48] <ghz|afk> but more abstract
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L279[16:49:01] <diesieben07> it's the lambda equivalent of an extension method, yeah
L280[16:49:13] <diesieben07> i've never had to write that paleo :P
L281[16:49:24] <PaleoCrafter> let me find an example <.<
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L283[16:49:34] <diesieben07> please do :)
L284[16:49:42] <PaleoCrafter> don't even remember which project I needed it in
L285[16:49:46] <PaleoCrafter> must've been mc-dev though
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L287[16:50:37] <PaleoCrafter> but really... while the idea of allowing to return the containing method from within an inlined lambda is cool and all, it shouldn't be the default, imo
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L289[16:52:17] <xbony2> oh god they noticed ForgeGroove
L290[16:52:33] <ghz|afk> we have been talking about it
L291[16:52:34] <ghz|afk> ;p
L292[16:52:36] <xbony2> it barely works, I don't know anything about Groovy
L293[16:52:40] <PaleoCrafter> lol
L294[16:53:12] <xbony2> I ported a simple mod to Groovy and it worked fine in my dev environment but not so well in-game
L295[16:53:14] <PaleoCrafter> every contribution to diversifying the modding language landscape is welcome :P
L296[16:53:29] <PaleoCrafter> I'd imagine that reobfuscation could become problematic
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L299[16:53:54] <xbony2> if you're interested… https://github.com/xbony2/Bonemealable-babies/issues/2
L300[16:54:11] <diesieben07> Yep. dynamic languages are fun.
L301[16:55:18] <TechDG> Back, with two things. One, it worked perfectly, thanks :)
L302[16:55:35] <xbony2> to me Groovy feels like what Java should be like
L303[16:55:43] <diesieben07> dynamic? Pleas eno.
L304[16:56:00] <xbony2> more syntax-wise
L305[16:56:00] <TechDG> Second, what's the best way to get the the player from the RenderGameOverlayEvent. Specifically, I want to access a capability which normally uses a EntityPlayer object.
L306[16:56:17] <PaleoCrafter> ffs, can't find the line that needed that notation ._.
L307[16:56:22] <diesieben07> Why so mean to kotlin then?
L308[16:56:27] <diesieben07> dw paleo :P
L309[16:56:42] <diesieben07> TechDG, client only has one player: Minecraft::player
L310[16:56:44] <xbony2> it has "fun" as a keyword
L311[16:56:50] <TechDG> ok
L312[16:56:56] <diesieben07> yes. :)
L313[16:56:59] <diesieben07> fun is great!
L314[16:57:00] <PaleoCrafter> would you agree that making the return affect the outer method by default is a little stupid, though? :P
L315[16:57:10] <diesieben07> No :)
L316[16:57:18] <diesieben07> because lambda != method
L317[16:58:08] <PaleoCrafter> meh, I want to be able to return in arbitrary places though :P
L318[16:58:31] <xbony2> kotlin's website uses an example that uses three spaces for indentation https://kotlinlang.org
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L320[16:58:46] <diesieben07> it's an example...
L321[16:58:56] <diesieben07> you can't be serious :P
L322[16:59:10] <xbony2> what kind of pyscho uses three spaces for indentation?
L323[16:59:18] <diesieben07> Nobody.
L324[16:59:19] * ghz|afk shudders
L325[16:59:24] <diesieben07> It's probably a typo...
L326[16:59:27] <ghz|afk> at uni the editor we used was set to 3 spaces by default
L327[16:59:30] <PaleoCrafter> oh, it looks like you don't actually need the manual label, you can just use the name of the method that's receiving the lambda
L328[16:59:39] <diesieben07> Yep
L329[16:59:45] <PaleoCrafter> still shitty though :P
L330[16:59:51] <diesieben07> Go away :P
L331[16:59:51] <ghz|afk> no one liked it,
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L333[16:59:57] <ghz|afk> but it means someone CHOSE to make it 3
L334[17:00:00] <xbony2> it's used multiple times though
L335[17:00:15] <ghz|afk> which means there's at least one person in the world that thought it is a good idea
L336[17:00:39] <xbony2> 3 on the first two examples, 4 on the last two examples
L337[17:01:00] <diesieben07> yeah i dont know why they did that
L338[17:01:33] <TechDG> once again worked perfectly, thanks! :)
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L342[17:03:31] <PaleoCrafter> there, diesieben07: https://github.com/PaleoCrafter/MinecraftDev/blob/feature/i18n/src/main/kotlin/com/demonwav/mcdev/i18n/I18nEditorNotificationProvider.kt#L48 but I guess you'd argue that that should be extracted into a separate method ¯\_(ツ)_/¯
L343[17:05:26] <diesieben07> createActionLabel is inline? o.O
L344[17:06:01] <PaleoCrafter> nope, but it also applies to non-inlined lambdas :P
L345[17:06:15] <PaleoCrafter> I think, at least xD
L346[17:06:17] <diesieben07> oh so then it doesn't compile without a label?
L347[17:06:20] <PaleoCrafter> yep
L348[17:06:28] <diesieben07> ok that is silly.
L349[17:06:32] <PaleoCrafter> gewd
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L351[17:06:59] <diesieben07> the one thing that kinda irks me is that not everything but almost everything is an expression.
L352[17:07:21] <PaleoCrafter> yep, that's a little meh
L353[17:07:51] <diesieben07> gotta love the while ((element = queue.poll()) != null) loops :D
L354[17:08:37] <diesieben07> oh, btw, if you are not sold on kotlin, try coroutines. amazing :P
L355[17:08:40] <PaleoCrafter> ah well, but even in Scala, that'd expression would evaluate to () (i.e. Unit) which always is non-null :P
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L357[17:08:54] <diesieben07> :(
L358[17:09:15] <PaleoCrafter> considering it's coming from a more functional point, though, that's understandable, I'd say xD
L359[17:09:22] <diesieben07> guess so
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L365[17:21:58] <halvors> Hmm. I have a metadata block with state that says, normal block and glass
L366[17:22:17] <halvors> Normal block is a block with texture, glass is a glass block with another texture.
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L368[17:22:40] <halvors> My problem is that the block uses the normal particle texture even for the glass block...
L369[17:23:06] <halvors> Why might that be, shouldn't this json set an particle texture for the glass block as well?
L370[17:23:24] <halvors> https://pastebin.com/EnG4YZgV
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L389[18:00:10] <Abastro> Hi, is there a way to load and render another world? Also in this case, is direct teleportation possible?
L390[18:00:29] <diesieben07> on the client?
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L393[18:15:21] <xbony2|afk> I should fix ForgeGroove
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L398[18:21:02] <diesieben07> xbony2|afk, i don't think you can, unless you can find a way to intercept all of Groovy's dynamic method calls.
L399[18:21:59] <xbony2|afk> well the problem I'm having with it is that the mod I ported to Groovy works fine in a dev environment but doesn't work in the normal environment
L400[18:24:10] <xbony2|afk> so it works but not really
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L402[18:25:37] <diesieben07> Yes, thats because reobfuscation doesn't catch the groovy "dynamicness"
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L408[18:42:28] <Abastro> diesieben07: yes on the client.
L409[18:43:59] <Abastro> You're away :P
L410[18:44:42] <Abastro> Is here anyone knowing if rendering other world is feasible?
L411[18:45:10] <Abastro> Loading & Rendering & Direct Teleportation.
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L419[19:16:58] <halvors> How can i rotate a block only when player is holding the block from the blockstates file?
L420[19:18:50] <tterrag> change the transforms?
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L422[19:32:21] <halvors> tterrag: Yeah, but specifying them somehow doesn't work...
L423[19:32:28] <tterrag> json?
L424[19:33:49] <halvors> Think the problem might be that i have forge-default-block as the default transform. And i'm trying to override that in inventory..,.
L425[19:34:35] <halvors> Here is my json: https://pastebin.com/rzLwAD7V
L426[19:34:49] <halvors> I'm trying to rotate the block when in gui.
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L429[19:38:35] <illy> Boop o/
L430[19:39:12] <halvors> tterrag: Any idea?
L431[19:39:59] <tterrag> nope
L432[19:40:00] <tterrag> sorry
L433[19:40:06] <tterrag> not really used the forge blockstates that much
L434[19:40:27] <halvors> Ah ok.
L435[20:00:30] <xbony2|afk> hmm https://github.com/MinecraftForge/MinecraftForge/blob/1.12.x/src/main/java/net/minecraftforge/fml/common/asm/ReobfuscationMarker.java
L436[20:05:40] <LexMobile> Not used anywhere, mainly a hold over from MCP days.
L437[20:06:10] <xbony2|afk> I guessed it was used in MCP
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L442[20:11:47] <Inqy> Is there some open source up-to-date mod/example with blocks (blockstates and a model too) because I keep getting FileNotFoundExceptions for json files
L443[20:12:01] <Inqy> It's probably some shitty naming mistake but I can't figure it out so I'd like to see a working example..
L444[20:12:16] <xbony2|afk> just with blocks? :P well I imagine so
L445[20:13:25] <xbony2|afk> pretty sure this mod adds blocks -> https://github.com/progwml6/ironchest
L446[20:17:23] <Inqy> (looking)
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L450[20:27:47] <Inqy> ok, thanks, progress, now only half the textures are missing
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L465[21:20:45] <Inqy> ugh, so the block's fine when it's placed down, it just doesn't want to render properly when it's an item
L466[21:21:04] <Inqy> broken both when rendered as an icon in inventory and when held in hand
L467[21:22:32] <Inqy> I am probably using ModelLoader.setCustomModelResourceLocation wrong?
L468[21:23:12] <Inqy> it's ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(item.getRegistryName(), "inventory"));
L469[21:23:26] <Inqy> where item is just a new ItemBlock(spiderEgg).setRegistryName(spiderEgg.getRegistryName());
L470[21:24:10] <quadraxis> don't create a new item, use getItemFromBlock ?
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L472[21:29:46] <Inqy> hm, same thing happens
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L476[21:36:53] <Inqy> there are no filenotfounds in console
L477[21:37:47] <Inqy> https://gist.github.com/anonymous/e06b5b90007d343529e902494f06b95d these are my model files. It's only ok when it's put down as a block, always purple/black when it's an item
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L479[22:00:04] <howtonotwin> The actual model JSON is really hard to fuck up
L480[22:00:22] <howtonotwin> 90% of the problems are usually blockstate files or models in other formats
L481[22:00:51] <howtonotwin> So blockstate file, Inqy? ^
L482[22:01:10] <Inqy> on it
L483[22:03:16] <howtonotwin> Oh, wait a minute
L484[22:03:21] <howtonotwin> I see it now
L485[22:03:48] <Inqy> huh
L486[22:03:51] <howtonotwin> Ok, so what you said is ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(item.getRegistryName(), "inventory"));
L487[22:04:06] <Inqy> ym, yes
L488[22:04:13] <howtonotwin> And the regname is bleck:spider_egg or something
L489[22:04:19] <howtonotwin> Doesn't matter
L490[22:04:38] <howtonotwin> So it's trying to load model blah:blah#inventory
L491[22:05:17] <Inqy> aaand that doesn't exist?
L492[22:05:26] <howtonotwin> Now, there exists a blockstate file at blah:blah, but it does not contain an inventory variant
L493[22:05:33] <howtonotwin> (Am I right?)
L494[22:05:38] <Inqy> https://gist.github.com/anonymous/dfb122d30208ebaa13e805c3e14b3076
L495[22:05:43] <Inqy> ^ yes
L496[22:05:57] <howtonotwin> So it tries to load blah/models/item/blah.json
L497[22:05:59] <howtonotwin> And fails
L498[22:06:22] <howtonotwin> So it's hard to get models working unless you have a good system to them
L499[22:06:51] <howtonotwin> How exactly are you organizing your models?
L500[22:07:22] <howtonotwin> I COULD tell you exactly how I do it and you could do it that way, but then it might not be natural to you and you'll have more problems
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L502[22:07:38] <Inqy> http://imgur.com/a/XjNQN
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L504[22:09:00] <howtonotwin> Alrighty, so first you'll want to note any items that share models with blocks
L505[22:09:35] <howtonotwin> Delete their model files under models/item, because you can just have them share the block one
L506[22:10:07] <howtonotwin> Then edit the block*state* file and add a variant "inventory" that duplicates the "normal" variant
L507[22:10:53] <howtonotwin> Now, what'll happen here is that block *and item* models will go through the blockstate file
L508[22:11:40] <howtonotwin> (Yes, it's kinda dumb, but it is even dumber in vanilla, so be happy fr.y rewrote enough of it to make it nice-ish)
L509[22:11:43] <Inqy> okay, I've done that
L510[22:12:04] <howtonotwin> Reload your resources and press F3+T in game ;P
L511[22:12:39] <Inqy> hm, I'm afraid not much has changed?
L512[22:12:43] <Inqy> https://gist.github.com/anonymous/241ba3ba0c04c7a90376bd5a1e226fdb
L513[22:12:44] <Inqy> blockstate file
L514[22:12:54] <Inqy> models.item.* deleted
L515[22:13:07] <howtonotwin> Ok that was a fail at seeming cool
L516[22:13:21] <howtonotwin> Your IDE probably just didn't recopy the new files
L517[22:13:24] <howtonotwin> Restart MC
L518[22:14:02] <howtonotwin> If you start MC in your IDE's debug mode, then the IDE will normally updated any changed resources and then F3+T will reload them
L519[22:14:46] <howtonotwin> Rather helpful when you're trying to make something look pretty and you don't want to spend 3 minutes just restarting the game
L520[22:14:59] <Inqy> err, still, the same thing. There is one thing that warns me that there might be something more to my issue though...
L521[22:15:26] <Inqy> There is an entity that I register the renderer for in the same method I register the renderer for an item.
L522[22:15:54] <Inqy> the entity no longer renders correctly, it's become a white cuboid
L523[22:16:19] <Inqy> It doesn't even have a custom texture so there is no way my assets modifications screwed something up...
L524[22:17:00] <howtonotwin> You shouldn't be registering entity renderers and items together, ...
L525[22:17:14] <Inqy> k, fixing
L526[22:17:38] <halvors> Hmm. Seems like this new capability stuff is pretty confusing to use...
L527[22:17:52] <howtonotwin> No wait!
L528[22:18:03] <halvors> Do i really have to use it? I'm implementing fluid stuff to TE's.
L529[22:18:12] <howtonotwin> halvors, yes
L530[22:18:19] <howtonotwin> It's the API everyone uses
L531[22:18:23] <howtonotwin> Item models should be registered in the ModelRegisterEvent
L532[22:19:18] <Inqy> OH. Doing that, then.
L533[22:19:26] <howtonotwin> halvors, if you're just implementing a fluid handler, stick the instance of IFluidHandler as a field in your TE, handle (de)ser, and make has/getCap work properly
L534[22:20:17] <halvors> Any good tutorials on this? Don't know where to begin...
L535[22:21:44] <Inqy> halvors, https://github.com/mchorse/capabilities
L536[22:21:50] <Inqy> ^that helped me a lot
L537[22:22:23] <Inqy> howtonotwin, wooooooo, that fixed it
L538[22:22:40] <howtonotwin> Yay!
L539[22:22:48] <Inqy> didn't know that there was an event for registering item models too
L540[22:23:15] <Inqy> asking in advance before I dig myself into that entity thing. Is there an event for Entity renderers too?
L541[22:23:37] <howtonotwin> I don't think so, but I don't do entities much
L542[22:23:47] * howtonotwin goes off to pillage Botania for info
L543[22:23:58] <howtonotwin> When in doubt, stare at open source code ?
L544[22:24:12] <Inqy> oh my, I attempted looking at Botania today
L545[22:24:22] <Inqy> It beat me
L546[22:24:57] <Inqy> oh wait, no, Botania was the okay-ish one
L547[22:25:06] <howtonotwin> It goes straight in print: https://github.com/Vazkii/Botania/blob/master/src/main/java/vazkii/botania/client/core/proxy/ClientProxy.java#L208
L548[22:25:08] <howtonotwin> *preinit
L549[22:25:15] <Inqy> Applied Energetics 2 is what I couldn't find my way around in
L550[22:26:11] * howtonotwin goes of to pillage AE2 for eldritch horror
L551[22:26:13] <howtonotwin> s
L552[22:26:21] <Inqy> well you just fixed my other issue
L553[22:26:24] <Inqy> HAH, thanks
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L555[22:27:01] <Inqy> I had it in preinit previously, correctly, but after trying to make the item thing work I started moving "registerRenderers" around
L556[22:27:13] <Inqy> hence breaking the entity renderer lol
L557[22:27:44] <howtonotwin> Someone should really get to writing a doc page for this...
L558[22:28:23] <howtonotwin> "A Detailed Listing of Every Entry-Point Forge Has Into Your Mod, and Another Listing of Where Everything You Do Goes"
L559[22:28:45] <Inqy> yeah I didn't realize it was so delicate
L560[22:29:36] <howtonotwin> btw, this PR will hopefully get merged soon, so you can have model documentation galore: https://github.com/MinecraftForge/Documentation/pull/61
L561[22:30:11] <howtonotwin> (Soon as in probably tmrw or the day after next, as soon as I write the last page)
L562[22:32:30] <Inqy> Oh! You wrote all that, that will definitely be useful
L563[22:32:54] <Inqy> I'll look into it definitely
L564[22:34:04] <Inqy> well, uh, I'm off to sleep now since I've been pushing going to sleep for the last few hours "until I fix this"
L565[22:34:23] <Inqy> thanks for the help, good night
L566[22:35:14] <howtonotwin> np
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