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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
L27[02:58:53] <ghz|afk> https://twitter.com/jeb_/status/907154754689802241
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
L86[07:20:55] <ghz|afk> this is the helper class I use for it: https://github.com/gigaherz/Commons/blob/master/src/main/java/gigaherz/common/client/ModelHandle.java
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
L97[07:53:59] <Raycoms> https://pastebin.com/60Rfb6RL
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
L111[08:21:03] <Raycoms> https://pastebin.com/v2cqqd2j
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
L129[09:51:10] <Raycoms> https://pastebin.com/SCfgnYQf
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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*
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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] * ghz|afk poofs
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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 =/
L284[19:38:30] <LexMobile> http://www.minecraftforge.net/forum/topic/60694-forge-14221-minecraft-1121/
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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