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L7[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170727 mappings to Forge Maven.
L8[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170727-1.12.zip (mappings = "snapshot_20170727" in build.gradle).
L9[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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L31[06:34:10] <PaleoCrafter> https://github.com/MinecraftForge/MinecraftForge/issues/4240 how even
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L36[06:59:49] <TechnicianLP> what are those stacktraces? (the first two elements seem to be missing the method-name)
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L42[07:54:02] <gigaherz|work> HAHAHA
L43[07:54:04] <gigaherz|work> https://twitter.com/Dinnerbone/status/890547823921516545
L44[07:54:22] <gigaherz|work> \o/
L45[07:54:23] <gigaherz|work> \o/
L46[07:54:23] <gigaherz|work> \o/
L47[07:54:24] <gigaherz|work> https://twitter.com/Dinnerbone/status/890549741888712704
L48[07:54:32] <gigaherz|work> block IDs are officially gone
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L50[07:56:56] <PaleoCrafter> lol
L51[07:58:25] <PaleoCrafter> I fear that "blocks being split up" will incur a lot of code bloat >.>
L52[08:01:24] <kashike> gigaherz|work: yay
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L55[08:08:26] <Javaschreiber> woot
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L57[08:10:17] <gigaherz|work> oh and btw
L58[08:10:18] <gigaherz|work> https://twitter.com/Dinnerbone/status/890546777157505024
L59[08:10:22] <gigaherz|work> 1.12.1 snapshot
L60[08:10:24] <gigaherz|work> next week
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L62[08:39:33] <gigaherz|work> https://twitter.com/Dinnerbone/status/890562586747564033
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L64[08:44:44] <PaleoCrafter> he should show the error messages a little longer <.<
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L66[08:48:39] <howtonotwin> TIL if you fuck up your biome enough the grass becomes purple
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L88[11:03:47] <LexMobile> 05:54 <gigaherz|work> block IDs are officially gone ---- Lies
L89[11:03:56] <Zidane> ^
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L91[11:07:19] <tterrag> lex: from the looks of that tweet it seems they've finally actually moved to chunk pallettes
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L93[11:07:40] <Zidane> nono, they just store it all as strings
L94[11:08:02] <tterrag> he specifically said that wasnt true :P
L95[11:08:17] <howtonotwin> https://twitter.com/Dinnerbone/status/890550465032794112
L96[11:09:07] <howtonotwin> I wonder if that means that a block with only one state will take up one ID instead of taking 16 like it would now
L97[11:10:46] <LexMobile> maybe but ids still excist
L98[11:11:05] <LexMobile> And I will only beleive this shit is happeneing when the code is released in a official full release.
L99[11:11:12] <LexMobile> Because this shits been worked on for years
L100[11:13:03] <LexMobile> They already have the ability to make a per-chunk pallet they just don't save that to the chunk itself. And yes, if they did it correctly 1 state == 1 id on disc/network. Would remove the 16 limit/min.
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L102[11:16:58] <PaleoCrafter> Lex, is the signature for a mod stored anywhere? Might be worth displaying that instead/in addition to the MD5 checksum?
L103[11:17:11] <LexMobile> Its already displayed
L104[11:17:50] <PaleoCrafter> oh, okay, lol
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L133[13:28:44] <Dark> is the chunk already created and added to the world before world generators are run?
L134[13:31:22] <ghz|afk> you shouldn't care
L135[13:31:38] <ghz|afk> when decorating, you are given a 32x32 area to work with
L136[13:32:00] <Dark> trying to figure out why I'm getting an error saying I'm creating new chunks
L137[13:32:06] <Dark> from my ore generator
L138[13:32:09] <ghz|afk> well
L139[13:32:15] <ghz|afk> show the code?
L140[13:32:18] <ghz|afk> basically
L141[13:32:37] <ghz|afk> you should generate things in xz+8
L142[13:33:04] <ghz|afk> but if you use the vanilla ore generator helper, you don't need that
L143[13:33:30] <Dark> https://github.com/BuiltBrokenModding/SBM-OilOre/blob/1.12/src/main/java/com/builtbroken/oilore/gen/OreGeneratorOilOre.java
L144[13:34:36] <ghz|afk> ah you don't use WorldGenMinable?
L145[13:34:49] <Dark> tbh not sure what that is
L146[13:34:57] <ghz|afk> it's a class in vanilla mc
L147[13:35:02] <ghz|afk> that does all the ore veins
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L149[13:35:21] <Dark> ya this is custom, it uses a pathfinder and is rather old
L150[13:35:28] <ghz|afk> well then
L151[13:35:46] <ghz|afk> youre generation should be strictly limited to chunkorigin + [0..31]
L152[13:35:58] <ghz|afk> if you go < chunk origin, or > chunkorigin+31
L153[13:36:02] <ghz|afk> you'll cause a new chunk to generate
L154[13:36:04] <Dark> though chunks were 16x16?
L155[13:36:08] <ghz|afk> they are
L156[13:36:19] <ghz|afk> but minecraft makes sure that there's a 2x2 area available for generation
L157[13:36:26] <Dark> ah
L158[13:36:30] <ghz|afk> and you are supposed to choose random start positions in the middle 16x16 square
L159[13:36:35] <ghz|afk> which gives you 8 blocks margin
L160[13:36:36] <Dark> well it should limit to one chunk from what I can tell
L161[13:36:56] <Dark> https://github.com/BuiltBrokenModding/SBM-OilOre/blob/1.12/src/main/java/com/builtbroken/oilore/gen/OreGeneratorOilOre.java#L103
L162[13:37:03] <Dark> it uses the chunk position for a check
L163[13:37:04] <ghz|afk> well that message means it's managing to get out of the 2x2 area
L164[13:37:07] <ghz|afk> (32x32)
L165[13:37:30] <ghz|afk> why's it so custom?
L166[13:37:37] <ghz|afk> should it not generate like a normal vanilla vein?
L167[13:37:48] <Dark> with configs it can generate rather large viens
L168[13:38:05] <Dark> plus I wanted to toy with the concept
L169[13:38:10] <ghz|afk> okay
L170[13:38:15] <ghz|afk> well
L171[13:38:30] <ghz|afk> try to put debug logs on each x,z you generate in
L172[13:38:34] <ghz|afk> see if any of them are out of range
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L177[14:01:19] <Dark> I think its fixed, issue seems to have been the randomizer creating positions outside of the chunk
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L181[14:13:07] <killjoy> Sigh.. this was bound to happen. https://gyazo.com/82aa8637cacee02b4488a2850d36b086
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L184[14:24:09] <Dark> eh its not that bad, someone added his face to one of my missiles a while back (wish I kept the screenshot)
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L186[14:26:02] <killjoy> We've also got his face on a bunch of maps
L187[14:26:24] <killjoy> I'd like to think we sinlehandedly got him elected
L188[14:26:32] <Dark> lol
L189[14:26:49] <gigaherz> your server has been trumped?
L190[14:27:25] <killjoy> Trump isn't a president
L191[14:27:27] <killjoy> He's a meme
L192[14:27:38] <Lord_Ralex> he's a troll
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L194[14:28:33] <gigaherz> the image of him I get from the news here: he's a compulsive liar sitting in the president's chair, doing whatever the fuck he pleases all day while others have to go around cleaning up his messes, but often failing to do so and shaming themselves even further
L195[14:28:57] <killjoy> He's also having an affair with Putin
L196[14:28:57] <Lord_Ralex> you're image isn't wrong
L197[14:29:01] <Lord_Ralex> your*
L198[14:29:09] <Lord_Ralex> i'm tired, i need more coffee
L199[14:29:15] <ScottehBoeh> Hey, does anyone know a good API/Library that can let me fetch a players Username from their UUID?
L200[14:29:21] <killjoy> Yes.
L201[14:29:24] <ScottehBoeh> This isn't through a Mod
L202[14:29:25] <killjoy> It's called authlib
L203[14:29:27] <gigaherz> doesn't mc have that?
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L205[14:29:45] <ScottehBoeh> Oh damn..
L206[14:29:51] <ScottehBoeh> I'll check that out now
L207[14:29:59] <killjoy> There's also a web api if you want to do it manually
L208[14:30:19] <gigaherz> http://wiki.vg/Mojang_API
L209[14:30:20] <ScottehBoeh> Nah its all automated
L210[14:30:23] <killjoy> http://wiki.vg/Mojang_API#UUID_-.3E_Profile_.2B_Skin.2FCape
L211[14:31:08] <gigaherz> however note this is NOT oauth, yo ucan't use that api to verify if they are logged in or anything like that
L212[14:31:41] <ScottehBoeh> I understand that. Its just for fetching usernames/uuids etc
L213[14:33:53] <raoulvdberge> !gm func_180656_a
L214[14:33:54] <PaleoCrafter> is it just me or has the rate of people using the issue tracker for basic tech support increased as of late?
L215[14:34:50] <ScottehBoeh> Any known documentation on Authlib?
L216[14:34:54] <PaleoCrafter> ScottehBoeh, is this from within MC?
L217[14:34:56] <ScottehBoeh> Actually let me google that for myself
L218[14:35:12] <ScottehBoeh> No this is for a Management Server. I'm using Kryonet for the first time so I'm experimenting with a little TDM thing
L219[14:35:19] <PaleoCrafter> ah, okay
L220[14:35:29] <killjoy> reverse-engineer how mc does it
L221[14:35:38] <ScottehBoeh> Alrighty, I'll look into that now
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L227[14:51:57] <ScottehBoeh> I'm such an idiot
L228[14:52:03] <ScottehBoeh> I wouldn't need to get the username, if I can just do that Clientside
L229[14:52:13] <ScottehBoeh> and I have the uuid anyways. All sorted
L230[15:17:47] <LexMobile> Paleo, you're dumb :/
L231[15:18:08] <PaleoCrafter> yah, sorry, didn't expect it to be a debug-level output, makes sense though, I suppose :P
L232[15:18:43] <LexMobile> "signature" search found it right away
L233[15:19:22] <gigaherz> [21:33] (+PaleoCrafter): is it just me or has the rate of people using the issue tracker for basic tech support increased as of late?
L234[15:19:29] <gigaherz> I see it as a failure of logic for people
L235[15:19:37] <gigaherz> they learn of a place where you can report bugs
L236[15:19:48] <gigaherz> but think of it as "a place where you can get help for your problems"
L237[15:19:57] <gigaherz> and don't distinguish between game bugs, and user error
L238[15:20:10] <PaleoCrafter> I (wrongly) assumed that it all would revolve around FMLFingerprintViolationEvent and just looked at its usages and the surrounding code xD
L239[15:20:24] <PaleoCrafter> I've never noticed that section in the log files, either, though xD
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L241[15:22:19] <PaleoCrafter> Maybe it's worth adding the signature to the crashes as well, though? Could help a lot with people who are too stupid to post the entire log right away :D
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L243[15:24:09] <Ordinastie> oh, I've just seen, you fixed the overrides
L244[15:24:18] <PaleoCrafter> partially, yes :P
L245[15:24:33] <PaleoCrafter> http://i.imgur.com/386fidi.png apparently my (German) future university doesn't know how to handle umlauts properly >.>
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L251[15:32:52] <halvors> How can i render particles like the old EntitySmokeFX class in 1.7?
L252[15:32:57] <halvors> With a custom color.
L253[15:33:39] <PaleoCrafter> uhm... that ParticleSmokeNormal still let's you apply a colour?
L254[15:33:49] <lashtear> PaleoCrafter, is it supposed to be LATIN SMALL LETTER O WITH DIAERESIS ?
L255[15:34:01] <PaleoCrafter> Rösch, yes :P
L256[15:34:09] <lashtear> well, they may have got it right
L257[15:34:36] <lashtear> if I interpret your image as showing you rendering the bytes interpretted as latin-1...
L258[15:34:43] <PaleoCrafter> They're using the wrong encoding for the email, I presume
L259[15:35:05] <lashtear> then re-interpretting those bytes (C3 B6) as utf8, they encode codepoint F6 ... which is what you wanted
L260[15:35:07] <lashtear> so yeah
L261[15:35:21] <lashtear> or more likely they didn't specify one and everyone uses different defaults
L262[15:35:32] <PaleoCrafter> mebbe, just found it funny xD
L263[15:35:54] <PaleoCrafter> considering it's a German uni, one would expect them to come across this issue themselves from time to time
L264[15:36:42] <lashtear> alternatively you sent it to them in utf8, and they interpretted (and resent-as) latin-1
L265[15:37:01] <lashtear> Any sufficiently advanced incompetence is indistinguishable from malice.
L266[15:37:07] <PaleoCrafter> lol
L267[15:37:21] <TechnicianLP> the funnier thing is they now want to introduce a uppercase variant of "ß" - but most keyboards don't have a button for it (if you hold shift on "ß" you get "?")
L268[15:37:42] <lashtear> well, easy enough to handle that with an input method
L269[15:37:59] <lashtear> I mean really, German has it stupid-easy compared to asian ideographics, etc.
L270[15:38:00] <gigaherz> jsut because a keyboard doesn't label it
L271[15:38:09] <gigaherz> doesn't mean you can't expand the keyboard mapping to include it
L272[15:38:14] <lashtear> exactly.
L273[15:38:22] <PaleoCrafter> there has been an uppercase variant of ß for ages, it just wasn't standard practice to use it :P
L274[15:38:42] <gigaherz> example, in windows, on the spanish keymap, the keyboard has two ways to type €
L275[15:38:49] <gigaherz> altgr+E, and altgr+5
L276[15:38:51] <gigaherz> both work
L277[15:38:55] <gigaherz> only one is labeled
L278[15:39:07] <gigaherz> ugh
L279[15:39:11] <gigaherz> stupid Dark and Light
L280[15:39:16] <TechnicianLP> "½" nice € sign ...
L281[15:39:18] <gigaherz> one out of 3 times I run it
L282[15:39:23] <gigaherz> it overloads the graphics driver
L283[15:40:01] <gigaherz> 100% vram usage
L284[15:40:06] <gigaherz> and I have a 1070 -- 6gb vram
L285[15:40:34] <lashtear> I poked at it
L286[15:40:37] <gigaherz> at least the driver survived this time and I was able to access the menu and exit, at 1fps
L287[15:40:46] <lashtear> ...there's really no excuse for performance that bad on anything ~_~
L288[15:41:53] <gigaherz> it's normally ok
L289[15:41:56] <gigaherz> like I restarted the game
L290[15:42:00] <gigaherz> it now uses 4gb vram
L291[15:42:07] <gigaherz> but every now and then, it glitches out and uses WAY too much
L292[15:42:19] <gigaherz> other people experience that as loading freezes
L293[15:42:24] <gigaherz> I get ingame, but < 1fps
L294[15:45:53] <gigaherz> oh come on
L295[15:45:57] <TechnicianLP> ok - lets say i want a model loaded an baked to be used in a fasttesr, what is the best way to accomplish that? (preferably somewhat automatic - or do i have to do something like get and bake manually in ModelBakeEvent?)
L296[15:45:57] <gigaherz> the horse disappeared... AGAIN
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L298[15:46:13] <gigaherz> welp, it's early access... bugs are to be expected -_-
L299[15:46:30] <gigaherz> TechnicianLP: no need for modelbakeevent
L300[15:46:47] <gigaherz> you do however need to request the textures to be loaded in TextureStitchEvent
L301[15:47:45] <gigaherz> I use this helper class I wrote for all my custom rendering needs:
L302[15:47:45] <gigaherz> https://github.com/gigaherz/Commons/blob/master/src/main/java/gigaherz/common/client/ModelHandle.java
L303[15:48:20] <halvors> Do not forget adding the textrures to the .mtl file.
L304[15:48:25] <gigaherz> I never added FastTESR support
L305[15:48:26] <gigaherz> but
L306[15:48:28] <gigaherz> https://github.com/gigaherz/Commons/blob/master/src/main/java/gigaherz/common/client/ModelHandle.java#L230
L307[15:48:43] <gigaherz> that render function shows how to add to a given buffer
L308[15:49:05] <gigaherz> so you can do the loop and addVertexData to the buffer provided to you
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L310[15:54:16] <TechnicianLP> so there is no way to me to just tell the modelloader "hey i need this model please"? (getting it back from the loader would be stupid anyways ...)
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L312[15:57:23] <halvors> PaleoCrafter: ParticleSmokeNormal seems to ignore the color parameter.
L313[15:57:54] <PaleoCrafter> oh, interesting, it's only greyscale by default
L314[15:58:07] <PaleoCrafter> well, you can override particleRed/Green/Blue manually
L315[15:58:48] <halvors> You mean adding a new particle?
L316[15:58:57] <PaleoCrafter> Not necessarily
L317[15:59:16] <howtonotwin> TechnicianLP, create dummy blockstate file that depends on the models you need
L318[15:59:37] <halvors> I'm trying to spawn it using: world.spawnParticle(EnumParticleTypes.SMOKE_NORMAL, args...);
L319[15:59:46] <halvors> howtonotwin: To what end?
L320[15:59:55] <howtonotwin> The model system marks any model a block or item needs as roots, and then loads every model/texture dependency
L321[16:00:34] <howtonotwin> So if you have a TESR, you can set the block to ignore the model and use the TESR, but the model system will still load the blockstate and deps
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L323[16:01:50] <halvors> howtonotwin: In my experience i have to specify the texture in the .mtl file in order to have it loaded.
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L325[16:02:22] <howtonotwin> Something needs to depend on a texture to load it
L326[16:02:38] <howtonotwin> If you stick it in an mtl then it's the obj model that depends on it
L327[16:02:57] <howtonotwin> If you have a vanilla JSON model that uses it, it depends on it
L328[16:03:06] <howtonotwin> etc.
L329[16:03:44] <halvors> hopwtonotwin: Ah. So the model needs to be a vanilla json model? Not the obj model itself?
L330[16:04:13] <howtonotwin> no
L331[16:04:18] <halvors> TechnicianLP: You may have to set the "flip-v" attribute in order for the texture to work: https://github.com/halvors/Quantum/blob/1.10.2/src/main/java/org/halvors/quantum/client/render/OBJBakedModel.java#L231
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L333[16:04:36] <TechnicianLP> where did i say anything about obj?
L334[16:04:45] <halvors> Oh, B3B?
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L336[16:04:59] <howtonotwin> he's doing a tesr ?
L337[16:05:10] <halvors> Nevermind then :)
L338[16:05:50] <halvors> PaleoCrafter: How do you suggest i set the color of the ParticleSmokeNormal without overriding it?
L339[16:06:06] <PaleoCrafter> send a custom packet or only spawn it on the client
L340[16:06:15] <PaleoCrafter> then you can directly add an instance to the effects renderer
L341[16:08:04] <halvors> Ah ok :)
L342[16:08:50] <Xilef11> What would be a good way to create recipes (itemX9 <=> block) for automatically generated items in 1.12? a custom IRecipe?
L343[16:11:53] <halvors> Is there a way to spawn custom particles?
L344[16:12:23] <LexMobile> problem with the crash report is sticking TO much in there.
L345[16:12:40] <LexMobile> Usually it doesn't matter, so a 'Just give me the damn log!' would be the way to go
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L354[16:20:49] <halvors> PaleoCrafter: Thanks, got it working now. Actually only need it on the client side as its rendered statically for a block in randomDisplayTick() :)
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L357[16:26:55] <LexMobile> Paleo: https://github.com/MinecraftForge/MinecraftForge/pull/4244 No, I have a ultra wide monitor and I can barely fit that on my screen. I've explicitly decided NOT to show this stuff in the crash log becuase honestly you'll need the FULL FML log for anything important, and that's in there already
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L360[16:28:43] <PaleoCrafter> Yeah, I suppose that's true, should I close it or leave it open for shits and giggles? :P
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L374[17:15:04] <halvors> I have the following json file defined for my blocks: https://pastebin.com/txiyd5gK
L375[17:15:29] <halvors> Its a block with different types, each of the blockstates loads an OBJ model.
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L377[17:15:55] <halvors> But somehow the texture is ignored, isn't this json file valid?
L378[17:16:36] <halvors> I'm rendering the block in world with a TESR.
L379[17:16:50] <howtonotwin> The json is valid, but does the name "None" match the mtl?
L380[17:17:01] <halvors> The texture defined in json is not available in "TextureMap.LOCATION_BLOCKS_TEXTURE"
L381[17:17:02] <halvors> Yeah.
L382[17:17:38] <halvors> Here is the .mtl for the first block: https://pastebin.com/sEkjdUU8
L383[17:18:02] <howtonotwin> Anything funky in the logs?
L384[17:18:25] <halvors> Another strange thin is that it sets the particle texture for the block, but only when the block is facing north when breaking.
L385[17:18:35] <gigaherz> it's not "None"
L386[17:18:41] <gigaherz> you have to write "#None" in the json
L387[17:18:44] <gigaherz> it's a stupid bug
L388[17:18:53] <gigaherz> but it has been there since the beginning of the OBJ loader
L389[17:18:55] <howtonotwin> wat
L390[17:18:56] <gigaherz> and no one fixed it
L391[17:18:57] <halvors> Only this: https://pastebin.com/2u7WhaMQ
L392[17:19:00] <howtonotwin> It's #None in the json
L393[17:19:01] <halvors> But should matter?
L394[17:19:06] <gigaherz> in the blockstates json
L395[17:19:08] <gigaherz> you have to write
L396[17:19:11] <gigaherz> "textures": {
L397[17:19:17] <gigaherz> "#None": "something"
L398[17:19:17] <gigaherz> }
L399[17:19:21] <gigaherz> with the #
L400[17:19:38] <halvors> I have the #
L401[17:19:39] <gigaherz> oh wait
L402[17:19:41] <gigaherz> it is hmm
L403[17:19:46] <gigaherz> that was my only idea then
L404[17:20:19] <halvors> If i put this in the json: "map_Kd quantum:models/chemical_extractor"
L405[17:20:35] <halvors> The texture works. But still only particle texture for when block is facing north.
L406[17:20:40] <gigaherz> hmmm
L407[17:20:40] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/magic_wand.json#L4
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L409[17:20:43] <halvors> But i want textures to be defined in json.
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L411[17:20:47] <gigaherz> wait
L412[17:20:47] <gigaherz> wait
L413[17:20:49] <gigaherz> particle?
L414[17:21:02] <gigaherz> that's a whole other story
L415[17:21:21] <gigaherz> you use "particle" in the json for that
L416[17:21:30] <halvors> Oh.
L417[17:21:45] <halvors> But anyway the block texture is missing when defining like that in json.
L418[17:22:13] <gigaherz> hmm
L419[17:22:17] <gigaherz> waht if you put both?
L420[17:22:22] <gigaherz> map_Kd in the mtl
L421[17:22:25] <gigaherz> but also in the json?
L422[17:22:26] <howtonotwin> What if you stick a map_Kd texture in the mil?
L423[17:22:30] <howtonotwin> *mtl
L424[17:22:32] <howtonotwin> Oh lol
L425[17:22:40] <gigaherz> all my models have both
L426[17:22:43] <gigaherz> and they work
L427[17:22:46] <gigaherz> so maybe that's why ;P
L428[17:22:48] <howtonotwin> Same in Botania
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L430[17:23:15] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/magic_wand.json
L431[17:23:24] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/models/block/wand_materials.mtl
L432[17:23:35] <gigaherz> (I have one shared .mtl file for multiple .obj models)
L433[17:24:28] <halvors> Hmm. Seems like there might be a bug causing texture defined in json to be ignored then...
L434[17:24:45] <gigaherz> it works fine for me
L435[17:24:45] <halvors> But setting particle texture in json is also ignored.
L436[17:24:52] <gigaherz> particle is a separate issue
L437[17:24:56] <gigaherz> go one at a time ;P
L438[17:25:23] <halvors> gigaherz: Setting texture in .mtl works for me as well, but i wanted to have it defined in json.
L439[17:25:34] <halvors> Particle doesn't work at all.
L440[17:26:18] <gigaherz> yes but
L441[17:26:20] <gigaherz> [00:23] (gigaherz): https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/magic_wand.json
L442[17:26:21] <gigaherz> this json
L443[17:26:23] <gigaherz> it works for me
L444[17:26:31] <gigaherz> it changes texture depending on the gem
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L446[17:26:46] <gigaherz> so I don't know why it isn't working for you
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L450[17:30:34] <ricket> is there a way to enable logging for when chunks are loaded/unloaded and by which mod?
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L453[17:36:17] <gigaherz> night ppl, gotta sleep
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L467[17:55:16] <halvors> gigaherz: Didn't you specify the texture in .mtl as well?
L468[18:03:23] <howtonotwin> So what's happening is that the OBJ loader apparently doesn't know what to do when the mtl doesn't contain a 'map_Kd'
L469[18:03:30] <howtonotwin> You can't get around that
L470[18:04:00] <howtonotwin> Therefore you must a) have a map_Kd line or b) figure out how to fix the loader
L471[18:04:35] <howtonotwin> You can still use a json to override the default in the mtl
L472[18:04:38] <howtonotwin> halvors, ^
L473[18:08:17] <halvors> Ah ok.
L474[18:08:19] <halvors> Thanks.
L475[18:08:25] <halvors> But what about the particle texture?
L476[18:08:36] <halvors> How do i set that then?
L477[18:09:48] <howtonotwin> I'm not sure how OBJ models do particles
L478[18:09:50] <howtonotwin> I'll check
L479[18:10:17] <halvors> Models loaded with json works just fine.
L480[18:10:23] <halvors> Also the particles.
L481[18:10:34] <halvors> Problem is the TESR rendered OBJ model.
L482[18:11:42] <halvors> Btw json loaded json models can have the texture set in json.
L483[18:14:22] <howtonotwin> Hold on a tesr?
L484[18:14:36] <halvors> Yeah.
L485[18:14:56] <howtonotwin> The block that the TESR is for, is that block's blockstate file the one from above?
L486[18:15:53] <halvors> Yeah.
L487[18:16:35] <halvors> The TESR: https://github.com/halvors/Quantum/blob/1.10.2/src/main/java/org/halvors/quantum/client/render/block/machine/RenderChemicalExtractor.java
L488[18:16:46] <howtonotwin> TESR does not handle particles
L489[18:16:51] <howtonotwin> The model handles particles
L490[18:17:25] <howtonotwin> You'll have to find out how to assign a texture to an OBJ model and then you can do that in the blockstate json
L491[18:20:23] <halvors> Hmm. No idea how to do that :(
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L493[18:26:23] <halvors> howtonotwin: But thanks for help so far :)
L494[18:26:53] <howtonotwin> Good luck on your quests!
L495[18:31:02] <halvors> :D
L496[18:31:20] <halvors> But still strange that it has a particle texture set when facing north...
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L511[19:31:11] <halvors> Any good guides on how capabilities work=
L512[19:31:13] <halvors> +*
L513[19:31:16] <halvors> ?*
L514[19:34:54] <kashike> halvors: https://mcforge.readthedocs.io/en/latest/datastorage/capabilities/
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L520[19:58:23] <halvors> Few mods seems to actually use it, any reason for that? Can it be avoided?
L521[19:59:13] <howtonotwin> wat
L522[20:00:14] <halvors> Seems overly complicated.
L523[20:00:24] <halvors> Why not just interfaces?
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L525[20:00:56] <howtonotwin> How do you handle selectively exposing the interface?
L526[20:01:36] <howtonotwin> You can't just unimplement IItemHandler if you don't have an item storage upgrade
L527[20:01:46] <halvors> That's true.
L528[20:02:10] <halvors> But i also have to have an itemhandler designed for every block?
L529[20:02:10] <howtonotwin> Also, soft mod deps
L530[20:02:25] <halvors> If it handles items in different ways.
L531[20:02:37] *** Mumfrey is now known as mumfrey
L532[20:02:45] <howtonotwin> IItemHandler really should just be IInventory, but that name was taken
L533[20:02:48] <halvors> Is there any good tutorials/examples on how to do fluid capabilities?
L534[20:03:16] <halvors> Could be renamed when IInventory is removed, i suppose that's the plan?
L535[20:03:45] <howtonotwin> Now there's a convention that caps are named IXXXHandler, so no
L536[20:04:27] <howtonotwin> If you just want a basic fluid tank FluidTank implements IFluidHandler and you can just use that
L537[20:06:17] <howtonotwin> Instantiate it and stick it in your TE as a field, return it from getCapability, return true from hasCapability and handle reading and writing its NBT
L538[20:06:33] <howtonotwin> Also, can you clarify:
L539[20:06:35] <howtonotwin> [21:02] <halvors> But i also have to have an itemhandler designed for every block?
L540[20:06:35] <howtonotwin> [21:02] <halvors> If it handles items in different ways.
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L542[20:10:28] <halvors> What if i need one tank for fluid input and one for fluid output?
L543[20:11:03] <howtonotwin> As two different blocks?
L544[20:11:07] <halvors> I can only return one, i get that i can return one for each EnumFacing, but that's not how it works when just implementing IFluidHandler directly in the TE.
L545[20:11:30] <halvors> As one machine putting incoming fluid in the input tank and outputs fluid from the output tank.
L546[20:12:18] <howtonotwin> IFluidHandler doesn't let external entities get the amount of fluid in it
L547[20:12:39] <howtonotwin> So on input it does *something* and marks that there was import
L548[20:12:41] <howtonotwin> *input
L549[20:12:56] <howtonotwin> And on output it does *something* and figures out how much it has
L550[20:13:28] <halvors> I mean.
L551[20:13:55] <halvors> If i have to FluidTank's (implementation of IFluidHandler). What do i return in getCapability() ?
L552[20:14:03] <halvors> It can only return one of them.
L553[20:14:23] <howtonotwin> You wrap them in one IFluidTank that does your fancy logic
L554[20:14:27] <howtonotwin> *IFluidHandler
L555[20:14:48] <halvors> How can i in getCapability() know if it was an input or output?
L556[20:14:55] <howtonotwin> You don't
L557[20:15:04] <halvors> So i have to write my own IFluidHandler for every TE then?
L558[20:15:08] <howtonotwin> You defer that to your custom implementation of Ifluidhandler
L559[20:15:10] <howtonotwin> yes
L560[20:15:15] <howtonotwin> Not every TE, ofc
L561[20:15:16] <halvors> Or every TE that handles fluid a little different.
L562[20:15:19] <howtonotwin> You can just write one
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L564[20:15:40] <howtonotwin> Well of course. You'd do the same thing without caps too
L565[20:15:53] <howtonotwin> Except you'd place those methods directly in the TE
L566[20:16:33] <halvors> You mean 2 FluidTank's directly in TE?
L567[20:16:43] <howtonotwin> no
L568[20:16:54] <howtonotwin> What you want, you can achieve simply like this:
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L570[20:17:15] <Coolguy3867> how do i use ModelLoader.setCustomModelResourceLocation
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L573[20:17:47] <howtonotwin> Coolguy3867, https://github.com/howtonotwin/MCForgeDocumentation/blob/models/docs/models/using.md#item-models
L574[20:18:15] <howtonotwin> halvors, class FunkyFluids(val input: IFluidHandler, output: IFluidHandler) extends IFluidHandler { /* impl */ }
L575[20:18:40] <howtonotwin> And then each TE you have can instantiate that for it's own internal FluidTanks
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L577[20:19:22] <howtonotwin> If you want the there to be some custom logic on input and output, anon class with said logic inside it
L578[20:19:22] <halvors> Oh, so Basically in IFluidHandler with 2 FluidTank instances, one for input and ont for output? :)
L579[20:19:28] <howtonotwin> yes
L580[20:20:26] <halvors> If i wanted to input into input tank from top and drain from output tank from bottom, i could just return different fluid handlers for each EnumFacing right?
L581[20:20:36] <halvors> But in that case the logic is in the TE :)
L582[20:20:48] <howtonotwin> Coolguy3867, you call that method on the client-side only, during the ModelRegisteryEvent
L583[20:20:56] <howtonotwin> yep
L584[20:24:41] <Inqy> ugh, when spawning monster I get a "stuffed animal" effect
L585[20:25:15] <Inqy> = when I spawn a monster, two copies get spawned. One is perfectly fine and the other doesn't really exist, the model is there but it doesn't move and isn't affected by anything
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L587[20:26:09] <Inqy> (I spawn it in onBlockDestroyedByPlayer, I just create a new EntitySpider(worldIn), setLocationAndAngles and then world.spawnEntity(spider), that's all the code
L588[20:26:11] <Inqy> wtf?
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L594[20:30:20] <Inqy> http://imgur.com/a/meEuc
L595[20:30:50] <quadraxis> are you checking client/server side?
L596[20:32:43] <Inqy> okay, that fixed it, thanks. Noob mistake
L597[20:32:48] <Inqy> I didn't realize it was fired on both sides
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L610[21:08:41] <Coolguy3867> howtonotwin when is during the ModelRegistryEvent?
L611[21:09:07] <howtonotwin> An event fired between preinit and init
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L613[21:09:56] <howtonotwin> You register an event handler with a method @SubscribeEvent public void registerModels(ModelRegistryEvent e) { ... }
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L615[21:14:25] <Coolguy3867> so i would put that method in my event handle class?
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L617[21:14:50] <howtonotwin> Not exactly
L618[21:15:17] <howtonotwin> You need to have it only on the client
L619[21:15:44] <howtonotwin> But other than that, yes
L620[21:16:15] <howtonotwin> Probably place it in your ClientProxy and register your proxy as an event handler
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L623[21:20:35] <Coolguy3867> am i doing this right https://i.imgur.com/KGQiPNJ.png?1
L624[21:21:45] <howtonotwin> move registerEvents to ClientProxy and register your it as an event handler in your Mod class
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L628[21:28:18] <Coolguy3867> i also have a event handler registration in my common proxy. should i move that?
L629[21:28:30] <howtonotwin> no that's fine
L630[21:31:25] <Coolguy3867> okay so what do i put into the parameters for setCustomModelResourceLocation
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L632[21:31:44] <howtonotwin> See that link I posted a bit back
L633[21:32:01] <howtonotwin> https://github.com/howtonotwin/MCForgeDocumentation/blob/models/docs/models/using.md#item-models
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L635[21:34:12] <Coolguy3867> that documentation is confusing
L636[21:34:41] * howtonotwin writes does he should rewrite it later
L637[21:34:59] <howtonotwin> The arguments are the item itself, the meta value, and the location of the model
L638[21:35:25] <Coolguy3867> how do i figure out the meta value
L639[21:35:38] <Coolguy3867> and would i just type a string for the model location?
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L641[21:36:21] <howtonotwin> If you're using it, you'll know, if you're not, 0. The model location is an MRL, usually new ModelResourceLocation(item.getRegistryName(), "inventory")
L642[21:36:51] <howtonotwin> If you have time, could you review https://github.com/MinecraftForge/Documentation/pull/61 and comment what seems off to you
L643[21:36:57] <howtonotwin> ?
L644[21:37:36] <howtonotwin> The pages are meant to be read in this order https://github.com/howtonotwin/MCForgeDocumentation/blob/27cfdb1e6390e66d8d12d04b44c67da38ad0cf17/mkdocs.yml#L23-L31
L645[21:37:38] <Coolguy3867> all of it is confusing
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L650[22:05:41] <Flashfire> Hey, I have some custom fire, I am wondering if there is a way without ASM to allow entities (including vanilla) to render my custom fire instead of normal fire
L651[22:05:50] <Flashfire> When they are burning, that is
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L653[22:07:28] <Flashfire> Can I maybe set a custom attribute on entities when they are burned with my fire and use an event with that attribute to cancel rendering vanilla fire for my own?
L654[22:09:16] <halvors> How can i get a capability for using in the hasCapability() function in order to check if TE implements it?
L655[22:09:38] <Flashfire> Does your capability already exist?
L656[22:10:26] <Flashfire> If so, MyCapabilityProvider.myCapabilityInstance
L657[22:17:49] <howtonotwin> halvors, caps tend to be in static final fields somewhere. Normally stuff like <...>Capability.CAPABILITY_<...>
L658[22:18:20] <howtonotwin> Or you can annotate a static final with @CapabilityInject and have Forge fill it in if it exists
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L660[22:21:04] <joazlazer> What methods (other than create) need to be called on RegistryBuilder to set up a basic registry for a custom type (no delegates needed)?
L661[22:21:07] <joazlazer> I am getting this vague crash report: https://pastebin.com/NCcTEfgC which tells me nothing other than something likely needed to be set that wasn't. The relevant code for registration is https://gist.github.com/anonymous/f23a844cb2483fceddfb3ffd6906a5ee which is included inside the base type which extends IForgeRegistryEntry.Impl<T>
L662[22:22:07] <joazlazer> I can provide an fml log if needed, but if anyone knows what the problem is or has a working example, please share. Thanks
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L668[22:27:47] <Flashfire> Anyone know how I might go about that fire thing?
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L672[22:33:10] <howtonotwin> joazlazer, you need to set a name
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L674[22:33:41] <howtonotwin> That should be it but I'm not 100% sure
L675[22:33:50] <howtonotwin> Anyway, I have to go. Good luck!
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L687[22:58:33] <halvors> Is there a good example if a TE implementing item handler capability?
L688[22:58:44] <halvors> Like the TileEntityFluidHandler?
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