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L14[01:45:00] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170911 mappings to Forge Maven.
L15[01:45:04] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170911-1.12.zip
(mappings = "snapshot_20170911" in build.gradle).
L16[01:45:14] <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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L26[02:58:52] <ghz|afk> welp
L28[02:58:56] <ghz|afk> 1.12.2 is on the
way
L29[02:59:25] <ghz|afk> new logo,
apparently
L30[02:59:41] <ghz|afk> I guess they will
be officially naming it "Minecraft Java Edition"
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L33[03:02:55] <ghz|afk> or you know, they
could just make it extra-official, name it "Minecraft Modding
Edition", and release the source code as opensource ;P
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L42[03:52:22] <kashike> ghz|afk: fun
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L50[04:00:42] <xaero> any hints on
backwards compatibility?
L51[04:00:58] <ghz|afk> not that I can
see
L52[04:01:24] <ghz|afk> but it's just
exploit fixes, so I don't think it will affect mods too
heavily
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L81[07:19:42] <Raycoms> Hey there, is there
a way to use a tileEntitySpecialRenderer with a Json model?
L82[07:20:11] <ghz|afk> yes
L83[07:20:32] <ghz|afk> you can load obtain
the IModel from ModelLoaderRegistry
L84[07:20:35] <ghz|afk> bake it
yourself
L85[07:20:41] <ghz|afk> then draw the quads
using the tesellator
L87[07:22:56] <Raycoms> Thanks
L88[07:31:54] <Raycoms> How do I get the
ModelHandle?
L89[07:32:38] <Raycoms> Ah I think I got
it
L90[07:33:40] <Raycoms> Uh that's your own
class
L91[07:33:41] <Raycoms> =D
L92[07:33:49] <kashike> yup :P
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L96[07:53:58] <Raycoms> Hmm it returns
null
L98[07:56:32] <Raycoms>
net.minecraftforge.client.model.ModelLoaderRegistry$LoaderException:
Exception loading model minecolonies:models/block/blockInfoPoster
with loader VanillaLoader.INSTANCE, skipping
L99[08:07:01] <Raycoms> Do I need to write
a custom model loader for that? I hope not so
L100[08:07:42] <ghz|afk> uhm, are you on
1.10 or 1.11+?
L101[08:07:48] <Raycoms> 1.10
L102[08:07:54] <ghz|afk> becuase in 1.11+
you can't have uppercase filenames
L103[08:08:11] <ghz|afk> so... what is the
exception?
L104[08:08:14] <Raycoms> I'm in 1.10 and
will port that to 1.11+ afterwards
L105[08:08:15] <ghz|afk> it should mention
what exception it is
L106[08:09:24] <Raycoms> Sec
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L108[08:10:20] <halvors1> Hmm. What to do
with wrenches? My block should form when right clicked with a
wrench. Do i need to implement ever wrench out there?
L109[08:11:12] <Raycoms> Now it
loaded
L110[08:19:50] <Raycoms> Hmm but not
rendering
L112[08:21:07] <Raycoms> Do I need
anything besides that?
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L121[09:44:09] <Raycoms> If I get a Post
render 1284: Stack underflow error, what could be causing
this?
L122[09:45:28] <Ordinastie> you poped more
than you pushed
L123[09:48:12] <Raycoms> two more
questions, The texture changes when the player changes the position
+ can I apply a texture on two sides of it, or do I need a whole
texture for it?
L124[09:48:52] <Ordinastie> I have no idea
what you meant
L125[09:49:49] <Raycoms> Uhm, my
tileEntity blends out when I move a bit to the right and left of
the block
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L127[09:49:55] <Raycoms> it stops
rendering accordingly
L128[09:50:14] <Ordinastie> fucked up
translation maybe
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L131[09:51:21] <Raycoms> Possibly, but no
idea how and where
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L133[09:59:23] <Raycoms> And it displays
the texture only on the front (not on both sides) and it doesn't
rotate and it displays the texture 1 block distance to where it
should =P
L134[10:03:57] <Ordinastie> the backface
of polygon is always culled by default
L135[10:04:06] <Ordinastie> unless you
change the culling in opengl
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L137[10:06:20] <busti> Is there something
similar to TileEntitySpecialRenderingHandler that does not require
a TileEntity to work?
L138[10:07:51] <Ordinastie> what are you
trying to do ?
L139[10:11:58] <busti> Lets assume I want
block with something that rotates on it. Like a tiny radar that
fits into a block-space. It is just an analogy, but it is close
enough.
L140[10:13:03] <Ordinastie> you can
acheive that without a TESR, but you better off just using a non
ticking TE
L141[10:14:40] <busti> Probably, but how
would I do it without a TE. I am not trying to find the best
solution at the moment. I was just curious to know if something
like that would work.
L142[10:14:55] <Ordinastie>
RenderWorldLast event
L143[10:15:11] <Ordinastie> that's how I
did it anyway
L144[10:15:35] <Ordinastie> but you have
to handle when to draw and not to draw
L145[10:15:43] <Ordinastie> frustum
culling
L146[10:15:45] <Ordinastie> etc
L147[10:16:49] <busti> Hm. That probably
has a lot more overhead for my case. I remembered there being an
IBlockSpecialRenderingHandler. I was just wondering if that was
still around.
L148[10:18:40] <Ordinastie> ISBRH weren't
animated
L149[10:18:49] <Ordinastie> and it was
ISimpleBlockRenderingHandler :)
L150[10:19:52] <busti> Ah that what it
was. But yeah, those were mostly replaced by blockstates I
guess.
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L152[10:20:15] <Ordinastie> it was
replaced by JSON models
L153[10:21:15] <busti> Thanks for the help
:3
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L166[12:32:58] <blood|wrk> Whats best way
to force a custom biome to only generate in a specific dimension.
It seems if i add a custom biome to the BiomeManager, it shows up
in overworld
L167[12:33:08] <blood|wrk> previously i
would just register it in Biome.registerBiome
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L170[12:46:03] <ben_mkiv> may be worth a
look on twilightforest source
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L184[14:36:57] <halvors1> Why is 1.12.1
mods not compatible with 1.12?
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L186[14:40:06] <tterrag> halvors1: they
are
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L189[14:40:18] <tterrag> if a mod has
specifically versioned itself for 1.12.1 then it's dumb
L190[14:40:35] <tterrag> unless they
require a version of forge which only exists on 1.12.1...but that
has nothing to do with the MC version
L191[14:41:32] <halvors1> tterrag: So mods
for 1.12.1 should be compiled against 1.12?
L192[14:47:01] <ghz|afk> no, you just put
acceptableMinecraftVersions="[1.12,1.13)" in there or
something like that ;P
L193[14:47:32] <ghz|afk> (in the @Mod
annotation)
L194[14:47:47] <ghz|afk>
acceptedMinecraftVersions*
L195[14:48:27] <halvors1> Is that prefered
over compiling for 1.12 instead of 1.12.1?
L196[14:49:55] <halvors1> Um, accepting
1.13 is hypotetical? I shouldn't actually do that?
L197[14:50:05] <ben_mkiv> yea you
shouldnt
L198[14:50:16] <ben_mkiv> sounds like 1.13
will bring major changes to the modding api if i got that
right
L199[14:50:20] <halvors1> Or does it mean
everything between 1.12 and 1.13 but not 1.13?
L200[14:50:25] <halvors1> Yeah.
L201[14:52:02] <quadraxis> [1.12, 1.13)
means 1.12 <= version < 1.13
L202[14:55:41] <halvors1> quadraxis:
Thanks :)
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L204[14:56:38] <ghz|afk> they said 1.12.2
should be out this week, with some fixed exploits and a new
log
L205[14:56:56] <ghz|afk> (presumably
making official that this is "Minecraft Java Edition" and
not just "Minecraft")
L206[14:57:07] <ghz|afk> new logo*
L207[15:11:01] ⇦
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L210[15:14:44] <halvors> Ah :)
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L212[15:29:37] <busti> How do I create
properties that are not being stored to metadata?
L213[15:30:14] <busti> I was wondering
because net.minecraftforge.common.property.ExtendedBlockState
exists.
L214[15:30:26] <busti> *How am I supposed
to
L215[15:38:45] <TechnicianLP> there is a
method called getActualState() in Block that can modify the state
used for that location (fences/glasspanes use it to do
connections)
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L217[15:40:38] <TechnicianLP> the
extendedBlockstates are for dynamic things where the possible
states cant be enumrated (ie an itemstack for display or an
iblockstate to mimic) but youll need to handle those yourself ...
(-> custom model)
L218[15:41:43] <TechnicianLP> you can
always just add more properties to your "normal"
blockstatecontainer and just ignore/default them in the
from/toMetadata methods
L219[15:50:35] <busti> Thank you.
L220[15:51:02] <busti> Do you mind telling
me what unlisted blockstates are?
L221[15:54:22] <killjoy> Possibly like
abstract classes?
L222[15:54:29] <killjoy> they exist to
extend
L223[16:00:53] <busti> But that would just
be redundant to IProperty. The constructor of BlockStateContainer
accepts an optional map of IUnlistedProperty
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L234[16:57:54] <halvors> What is the unit
used for forge energy?
L235[16:58:01] <halvors> For displaying in
GUI
L236[16:58:13] <halvors> Does people still
use RF as unit?
L237[16:58:40] <ghz|afk> most people draw
it as RG
L238[16:58:43] <ghz|afk> RF*
L239[16:58:47] <ghz|afk> some as
"FE"
L240[16:58:57] <ghz|afk> since it's 1:1
with RF, it doesn't really matter that much
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L242[17:03:34] <ghz|afk> time to sleep,
night!
L243[17:03:38] *
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L249[17:49:36] <halvors> ghz|afk: It's a
1:1 with Tesla as well. So FE, RF or Tesla?
L250[17:55:01] <halvors> Isn't language
files per mod based?
L251[17:55:19] <halvors> Why is a language
file from another mod interfering?
L252[17:55:50] <quadraxis> nope
L253[17:56:02] <quadraxis> global
L254[17:56:09] <quadraxis> namespace your
own items
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L256[18:15:06] <halvors> Is there any
methods for that?
L257[18:15:24] <halvors> Or do i have to
manually override getLocalizedName everywhere?
L258[18:16:01] <busti> Does
"apply" "when" work in forge blockstates?
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L260[18:16:43] <busti> And if so how
powerful is it?
L261[18:16:44] <TehNut> No that's the
multipart format
L262[18:18:17] <busti> Bummer. Is there a
way to depend on multiple properties in forge blockstates?
L263[18:18:43] <busti> Something like
"only render texture when property a and b are
true"
L264[18:18:55] <busti> *use texture
L265[18:19:53] <TehNut> Not really. I
think that's something that was supposed to be handled in v2
L266[18:40:25] <busti>
"was"?
L267[19:15:46] <abab9579> What's the role
of PersistentRegistry.STAGING? I want to replicate the logic.
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L277[19:24:32] <abab9579> Anyone?
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L282[19:30:43] <abab9579> Again, anyone
knowing registry stuff?
L283[19:32:24] <abab9579> So no one
=/
L285[19:41:07] <IoP> cool
L286[19:41:08] <IoP> Added logging
snitcher when using System.out/err
L287[19:46:07] <IoP> does frowny faces
really make people to answer? Especially if waiting only 15
minutes
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L292[19:51:31] <LexMobile> ?
L293[19:53:05] <IoP> just wondering
backlog
L294[19:53:25] <IoP> btw is there best
practices guide for coremods somewhere?
L295[19:57:11] <IoP> or actually signing
guide for mods
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L297[19:59:41] <LexMobile> Its been
written up a few times. Dont have one off hand
L298[20:00:08] <LexMobile> abab9579: What
are you doing?
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L300[20:01:54] <abab9579> I want to make
registry for named providers.
L301[20:02:18] <LexMobile> Thats very
ambigious, also has nothing to do with STAGEING
L302[20:02:39] <abab9579> The providers
can be supplied by mods, to provide coordinates, objects etc.
L303[20:03:13] <abab9579> I asked a bad
question there, sorry.
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L305[20:04:03] <abab9579> Back to the
question, I want interface instead of class, so I can't use the
forge registry.
L306[20:04:12] <LexMobile> yes you
can.
L307[20:04:35] <abab9579> How
L308[20:04:36] <LexMobile> Its just dumb
because it forces the users to add a lot of boiler plate.
L309[20:04:38] <abab9579> How?
L310[20:04:54] <LexMobile> Just make a
registry for the interface instead of the class
L311[20:05:24] <abab9579> You mean forge
registry?
L312[20:05:35] <LexMobile> yes...
L313[20:05:42] <LexMobile> As that's what
we're talking about..
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L315[20:06:58] <Abastro> How can I make
forge registry for interface?
L316[20:07:12] <LexMobile> So you know
when you're making a forge registry
L317[20:07:17] <LexMobile> and you have to
specify the class
L318[20:07:27] <LexMobile> SPECIFICY THE
FUCKING CLASS.
L319[20:08:24] <LexMobile>
Class<SomeInterface> is basiclly the same thing as
Class<SomeNotInterface>
L320[20:08:49] <Abastro> But it needs to
implement IForgeRegistryEntry, isn't It?
L321[20:08:55] <LexMobile> There shouldn't
be anything in the registry code that requires creating hard
instances on that type.
L322[20:08:57] <LexMobile> Yes...
L323[20:09:09] <LexMobile> Interfaces can
extend other interfaces...
L324[20:10:13] <Abastro> I read that items
should override IForgeRegistryEntry.Impl
L325[20:10:34] <LexMobile> impl has some
small parts allowing delegates.
L326[20:10:34] <Abastro> I thought it
means I should use it.
L327[20:10:41] <LexMobile> And reduces
boilerplate code.
L328[20:10:57] <LexMobile> But obviously
you can't if you're trying to make a interface only registry
L329[20:11:10] <Abastro> So it isn't?
Thanks!
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L331[20:14:14] <Abastro> Can I get the
order of registered object?
L332[20:14:23] <LexMobile> Order?
L333[20:14:25] <Abastro> I mean
registration ordee
L334[20:14:30] <Abastro> *order
L335[20:14:35] <LexMobile> Why does that
matter?
L336[20:15:38] <Abastro> Because I want to
use it as selection order. I want to make providers selectable via
config.
L337[20:15:56] <LexMobile> You don't want
a Forge Registry.
L338[20:17:21] <Abastro> Then, I guess I
have to write my own
L339[20:17:30] <LexMobile> All you want is
a List.
L340[20:18:37] <TechnicianLP> registration
order might not even be persistent anyways ...
L341[20:19:23] <Abastro> I thought so as
well, I was going for list until I got problems
L342[20:19:40] <Abastro> Like feasibility
of substitution and default.
L343[20:25:07] <Abastro> Specifying
certain provider is hard.. So I guess I need my own
L344[20:27:36] <Abastro> Or simply list
& map =P
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L346[20:40:09] <LexMobile> Why would you
want substitutions if you're making it configurable?
L347[20:40:20] <LexMobile> No idea what
you mean by 'default'
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L349[20:46:16] <Abastro> I want
substitution because I want extensions of providers.
L350[20:46:46] <Abastro> By default I mean
vanilla provider. The one to use when everything else fails
L351[20:48:15] <LexMobile> Gunna assume
you mean 'fail' as in error or opt-out. Thats on you to write
nothing to do with the list.
L352[20:48:37] <LexMobile> Again, not sure
'extensions' I dont think I get what you're doing so I guess i'll
have to shut up
L353[20:50:21] <Abastro> By extension I
mean modifying it so that it should provide certain elements.
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L363[21:47:16] <tterrag> lex: I don't
suppose there's any chance registries will be decoupled from
specific classes any time soon?
L364[21:47:25] <tterrag> for instance: I'd
love to be able to have multiple registries for the same type
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L375[23:28:10] <LexMobile> No plans, it
mayt be useful but itd break quite a few concepts
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