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L9[01:44:29] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20171011 mappings to Forge Maven.
L10[01:44:33] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20171011-1.12.zip
(mappings = "snapshot_20171011" in build.gradle).
L11[01:44:43] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L45[08:18:59] <barteks2x> is it generally
good or bad idea to upload to maven repository from CI?
L46[08:21:23] <ghz|afk> it's not a bad
idea
L47[08:21:36] <ghz|afk> wether it's also a
GOOD idea, depends on your goal
L48[08:21:51] <ghz|afk> having snapshot
builds created by CI is perfectly good
L49[08:21:58] <ghz|afk> but you'd still
want releases pushed manually
L50[08:22:26] <ghz|afk> or I guess, you
could have the CI make upload release builds when you create a
release tag at github ;P
L51[08:22:35] <ghz|afk> -make
L52[08:22:53] <barteks2x> with the way I
have version numbrs assigned, basically each commit increases minor
version by 1, so there could be a ot of these snapshots
L53[08:24:48] <ghz|afk> that works too --
that's hwo forge works
L54[08:25:22] <barteks2x> considering I
found this: "Note: There is a limit of roughly 1024MB on any
single file uploaded to OSSRH. Your uploads will fail with a broken
pipe exception when you hit this limit. Contact us directly if you
need to upload larger components." I don't think it's an
issue
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L56[08:36:39] <ghz|afk> hmmm
L57[08:36:40] <ghz|afk> !mh
getDistanceToEntity
L58[08:36:47] <ghz|afk> ah.
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L65[09:59:32] <Aroma1997> does anyone here
know what IRecipe.isDynamic() does? IntelliJ didn't find any
usages.
L66[10:00:20] <ghz|afk> it's used by
RecipeBookClient#rebuildTable
L67[10:00:25] <ghz|afk> and
RecipeCommand#execute
L68[10:01:05] <ghz|afk> and more
L69[10:01:06] <Aroma1997> Looks like I
didn't use IntelliJ correctly then... :-|
L70[10:01:24] <ghz|afk> it is however not
overriden by any IRecipe
L71[10:01:37] <ghz|afk> and is indented
wrongly... forge-added?
L72[10:01:53] <Aroma1997> it's overriden by
RecipesMapExtending
L73[10:02:06] <ghz|afk> ah yes
L74[10:02:11] <ghz|afk> many
implementations... oops nevermind
L75[10:02:30] <ghz|afk> and
RecipeBookCloning and others
L76[10:02:31] <ghz|afk> yep
L77[10:02:46] <ghz|afk> I guess it means
that the exact output changes based on the inputs
L78[10:02:48] <ajb> intellij doesn't search
for usage in libraries by default
L79[10:03:35] <Aroma1997> ah
L80[10:03:39] <Aroma1997> that might be
it
L81[10:03:43] <ghz|afk> hmm although it
also prevents the recipe from appearing in the book?
L82[10:03:44] <Aroma1997> thanks guys
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L84[10:06:49] <ajb> IRecipe does not have
an isDynamic() method for me... weird
L85[10:07:00] <ghz|afk> check a recent
1.12
L86[10:07:31] <Aroma1997> it was called
isHidden in earlier mcp versions
L87[10:07:43] <ghz|afk> ah
L88[10:07:49] <ghz|afk> recent mappings
then ;P
L89[10:07:53] <ajb> mine is like a week
old
L90[10:08:12] <ghz|afk> !mh isDynamic
L91[10:08:21] <ghz|afk> [17:26]
-MCPBot_Reborn- [1.12 IRecipe.func_192399_d, Staged 2017-09-18
03:49:40.145370-04:00] kashike: isHidden => isDynamic
L92[10:08:56] *
kashike meows
L93[10:09:12] <ajb> mappings =
"snapshot_20170624"
L95[10:09:20] <kashike> that's old
L96[10:09:33] <ghz|afk> yep
L97[10:09:35] <ghz|afk> try a newer
one
L98[10:09:43] <ghz|afk> like today's
;P
L99[10:09:44] <ajb> yes, clearly. but i
downloaded the latest available version on like the 2nd of
october
L100[10:09:54] <ghz|afk> the mappings are
separate from forge
L101[10:09:55] <Aroma1997> nope
L102[10:10:00] <ghz|afk> forge's default
mappings are always outdated
L103[10:10:02] <Aroma1997> snapshots are
done every daiy afaik
L104[10:10:08] <ghz|afk> so it's up to you
to choose a newer one yourself
L105[10:10:13] <ghz|afk> updating the MDK
won't update mappings ;P
L106[10:10:14] <kashike> MDK mappings
change when Forge updates mappings, which was a few days ago
:P
L107[10:10:17] <Aroma1997> forge's
defaults are actually 20171003
L108[10:10:40] <ghz|afk> ah nice
L109[10:10:51] <ghz|afk> I remember when
the forge mappings were like 1 year old
L110[10:11:12] <Aroma1997> I once failed a
build, because my mappings were 3 years old...
L111[10:11:14] <ghz|afk> like, almost the
entire 1.11.x series was done on 1.10.2 mappings
L112[10:11:16] <ajb> forge 14.23.0.2491 is
what i downloaded
L113[10:11:26] <ghz|afk> ajb: feel free to
go to your build.gradle
L114[10:11:30] <ghz|afk> edit the
mappings= line
L115[10:11:35] <ghz|afk> to point to
20171011
L116[10:11:40] <ajb> okay
L117[10:11:40] <ghz|afk> or whatever
!latest 1.12 says
L118[10:11:48] <Aroma1997> !latest
1.12
L119[10:12:01] <ghz|afk> feel free to also
update to latest forge version
L120[10:12:06] <ghz|afk> and then re-run
setupDecompWorkspace
L121[10:12:19] <ajb> how do i update
forge?
L122[10:12:21] <ghz|afk> and click the
blue refresh icon in the gradlep anel of intellij
L123[10:12:25] <ghz|afk> same as
mappings
L124[10:12:29] <ghz|afk> you edit the
version line
L125[10:12:38] <ajb> oh right. i thought
that was minecraft version :)
L126[10:12:45] <ghz|afk> no that's forge
version ;P
L127[10:12:48] <ajb> since, you know, it's
all in the minecraft section
L128[10:13:01] <ghz|afk> the
"minecraft" section is really
"minecraft+forge"
L129[10:14:25] *
ghz|afk facepalms
L130[10:14:38] <ghz|afk> I spent way too
much time wondering wtf was wrong with my mod
L131[10:14:48] <ghz|afk> and it turns out
I was launching the wrong profile
L132[10:17:07] <Aroma1997> heh
L133[10:17:14] <Aroma1997> happened to me
as well though...
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L146[10:40:37] <Shishire> Is there a
primer anywhere on how to get a teleporter to work? As far as I can
tell, the WorldServer doesn't accept overrides of the default
teleporter, and Entity.changeDimension() uses
WorldServer.getDefaultTeleporter().
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L149[10:49:24] <ghz|afk> Shishire: best I
can think of, is "check how other mods do it"
L150[10:49:37] <ghz|afk> teleporting
within a dimension is quite easy
L151[10:49:45] <ghz|afk> but teleporting
across dimensions isn't as straightforward
L152[10:50:39] <McJty> indeed
L153[10:50:41] <Shishire> Yeah. that's
what I've been doing for the past couple of hours. Sadly, I'm
trying to do the "simple" thing first of creating a
second overworld, before I go and change everything around.
L154[10:50:48] <McJty> Let me give you
some of my code
L155[10:51:00] <McJty> Which is used by
the rftools transmitter/receiver
L156[10:51:05] <McJty> And they are used
to go to other dimensions
L157[10:51:14] <Shishire> That would be
wonderful
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L160[10:52:13] <McJty> Mostly that method.
The rest of that code is specific to rftools
L161[10:52:31] <McJty> That code takes
care of a few ugly warts in vanilla
L162[10:52:34] <McJty> Like teleportation
from the end
L163[10:52:43] <McJty> And correct refresh
of XP
L164[10:52:59] <Shishire> Oh, I see. So
you have to use transferPlayerToDimension(), not changeDimension().
That... actually explains a lot
L165[10:53:43] <McJty> back in a bit
L166[10:54:01] <Shishire> And I also have
to run, but thank you very much McJty
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L170[11:04:46] <ghz|afk> anyone here knows
exactly what the "Evil Aura" effect of Evil Infused
tinker tools is?
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L172[11:14:32] <ghz|afk> gotta
reboot
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L191[11:39:31] <ghz|afk> wtf?
L193[11:39:48] <ghz|afk> anyone knows what
this icon drawn on my player entity means?
L194[11:40:03] <PaleoCrafter> yer a
janitor, Steve
L195[11:41:58] <ghz|afk> also I don't
suppose anyone answered my question about Evil Aura while I was
gone?
L196[11:42:04] <PaleoCrafter> nope
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L199[11:42:24] <ghz|afk> I discovered that
grass and farmland turn to dirt under my feet
L200[11:42:28] <ghz|afk> but no idea if it
does anything else
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L219[13:08:02] <TechnicianLP> does someone
know a Map imlementation that guarantees the insertion order to be
equal to the order of entries it the entrySet() ?
L220[13:09:14] <TechnicianLP> (keys are
static - value is Enum)
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L223[13:17:07] <ghz|afk> so like, C#'s
SortedList?
L224[13:18:39] <ghz|afk> (C#'s SortedList
implements IDictionary, but the Keys collection is a list,
accessible by index)
L225[13:20:09] <ghz|afk> actually I'm not
sure even that one guarantees that the order in which you receive
the keys is the insertion order
L226[13:20:16] <ghz|afk> you probably want
a custom implementation
L227[13:20:21] <ghz|afk> that keeps both a
Map and a List
L228[13:20:53] <ghz|afk> so that on put(),
you do if (!map.containsKey(key)) list.add(key);
L229[13:21:45] <ghz|afk> if you will have
a small number of values
L230[13:21:51] <ghz|afk> then you could
use two lists instead
L231[13:21:55] <ghz|afk> one for keys, one
for values
L232[13:22:06] <ghz|afk> and then use
values.get(keys.indexOf(key))
L233[13:24:39]
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L235[13:25:49] <ghz|afk> ^ different
approach, uses linked list nodes in order to be able to maintain
insertion order
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L237[13:32:03] <c64cosmin> sorry to barge
in, but shouldn't a heap be better in this case?
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L240[13:36:12] <TechnicianLP>
LInkedHashMap seems to do pretty much what i want - fast lookups
and fixed iteration ordering ...
L241[13:46:19] <ajb> what exactly is
gradle?
L242[13:46:51]
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L243[13:47:25] <ghz|afk> ajb: it's a build
scripting system
L244[13:47:51] <ajb> so it's like
make?
L245[13:48:15] <ghz|afk> in a way
L246[13:48:18] <ghz|afk> but not
really
L247[13:48:22] <ghz|afk> yes, it has
tasks
L248[13:48:25] <ajb> how is it
different?
L249[13:48:25] <ghz|afk> and task
dependencies
L250[13:48:41] <ghz|afk> but that's sortof
where the similarities end
L251[13:49:24] <ajb> i always end up back
on make because it is completely agnostic to the compilers
used
L253[13:49:36] <ghz|afk> gradle is pretty
much optimized for java use
L254[13:49:56] <ghz|afk> so like, desktop
and android java
L255[13:50:09] <ghz|afk> you CAN use other
languages with it
L256[13:50:14] <ghz|afk> they mention
Python and C++ in their site
L257[13:50:19] <ghz|afk> but IMO, that's
not where it shines
L258[13:50:48] <ajb> i always end up
needing to run arbitrary commands that output some build
artifact
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L262[13:52:20] <ajb> this doesn't even
compile anything. it downloads a file and unpacks it, then repacks
it
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L264[13:54:34] <ybden> I believe you can
do the same w/ gradle, although it's obviously not as simple b/c
the syntax doesn't consist merely of shell commands :p
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L266[13:55:11] <ghz|afk> yep
L267[13:55:13] <ajb> yeah. i keep looking
for a tool which is designed to do only stuff like this and i
always end up back on make... but make has so many other problems i
just wish there was something else
L268[13:55:24] <ghz|afk> you can basically
import and use java classes and such
L269[13:55:35] <ghz|afk> there is --
CMake
L270[13:55:40] <ghz|afk> which generates
the make code for you ;p
L271[13:55:41] <ajb> haha no
L272[13:55:45] <ybden> cmake is
gross
L273[13:55:47] <ybden> please no
L274[13:55:54] <ghz|afk> we use cmake for
ReactOS, it's ok ;P
L275[13:55:55] <ajb> i talked to the cmake
developers and they told me the same thing you told me about
gradle
L276[13:56:03] <ajb> it's primarily
designed for C/C++
L277[13:56:06] <ghz|afk> I wouldn't use it
for java though ;P
L278[13:56:26] <ajb> i like cmake for C++
stuff, that's fine
L279[13:56:57] <ghz|afk> maybe I should
continue "GBuild" someday ;P
L280[13:57:17] <ghz|afk> (internal name of
a project I started with the intention of creating a build system
around GDDL files)
L281[13:57:30] <ghz|afk> (GDDL being a
generic data description library I created)
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L283[13:57:54] <ajb> how is it different
to XML, JSON, YAML?
L284[13:58:10] <ghz|afk> it's closer to
json
L285[13:58:11] <ghz|afk> but not
quite
L286[13:58:19] <ghz|afk> has its own set
of quirks
L288[13:58:36] <ghz|afk> see the readme
;P
L290[13:58:47] <ghz|afk> also have a Java
port
L291[13:59:01] <ghz|afk> the original was
C++, but that version isn't compatible anymore
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L294[14:00:36] <ajb> i am strongly in
favour of "Don't Repeat Yourself" methodology
L295[14:01:06] <ghz|afk> I have a very
strong sense of "I might be able to do it better"
L296[14:01:12] <ajb> both in code and in
building
L297[14:01:18] <ghz|afk> so when I feel
that way, I sometimes decide to prove it to myself
L298[14:01:26] <ghz|afk> in many
cases
L299[14:01:27] <ajb> so i like my build
system to not rebuild things it has already done
L300[14:01:31] <ghz|afk> I learn I was
wrong
L301[14:01:37] <ghz|afk> in which case the
project ends up abandoned
L302[14:01:53] <ajb> but make has terrible
templating
L303[14:01:58] <ghz|afk> but in other
cases, the result is at least comparable with the original I was
trying to reinvent
L304[14:02:05] <ghz|afk> make is a dumb
program
L305[14:02:06] <ghz|afk> literally
L306[14:02:08] <ajb> so i end up with lots
of copy paste rules :(
L307[14:02:30] <ajb> "Don't Repeat
Yourself" says nothing about re-inventing the wheel, if oyu
can do it better
L308[14:02:30] <ghz|afk> all it knows is:
to get X, you need Y, and run these commands
L309[14:02:42] <ajb> yes, that's the best
thing about it
L310[14:02:47] <ghz|afk> which is good in
some ways
L311[14:03:04] <ghz|afk> but at the same
time, it's limiting if you want to do things like, as you said,
templating
L312[14:03:12] <ajb> it doesn't have to
be
L313[14:03:20] <ajb> it just is in make,
because it's ancient
L314[14:04:09] <ajb> the problem really is
that it only knows about individual files and their
timestamps
L315[14:04:31] <ajb> you can't say
"this target depends on every file in this
submodule"
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L317[14:06:14] <ajb> it also doesn't know
about remote files
L318[14:06:55] <ghz|afk> anyone knows any
mod that provides redstone wirelessly?
L319[14:07:04] <ghz|afk> and I mean truly
wirelessly
L320[14:07:08] <ghz|afk> like, a redstone
laser
L321[14:07:11] <ghz|afk> that needs no
"receiver"
L322[14:07:41] <ajb> i've never heard of
anything like that
L323[14:07:42] <ghz|afk> meh i'll use
slimeblocks and pistons
L324[14:08:02] <ajb>
computercraft/opencomputers has wireless stuff but you need a
receiver
L325[14:10:55] <ghz|afk> yeah I was
thinking like, a laser that creates a temporary, invisible
"redstone torch" where it hits
L326[14:11:12] <ghz|afk> maybe even usable
while as an item
L327[14:11:21] <ghz|afk> so you can
activate stuff at a distance ;P
L328[14:11:32] <ghz|afk> if anyone's
bored... ;P
L329[14:11:37] <ghz|afk> the idea is
free
L330[14:11:43] <ajb> would it need to
create a dummy torch?
L331[14:11:56] <ghz|afk> well the block
needs to know that it's receiving power
L332[14:12:10] <ghz|afk> dunno my
knowledge of redstone internals is limited
L333[14:12:12] <ajb> where is the code for
this stuff?
L334[14:12:16] <ghz|afk> no idea
L335[14:12:28] <ajb> you must have some
idea :)
L336[14:12:31] <ajb> more than me,
anyway
L337[14:12:48] <ghz|afk> okay yes I do
have "some" idea
L339[14:12:52] <ghz|afk> I did write that
;p
L340[14:13:12] <ghz|afk> but th at just
has two methods
L341[14:13:18] <ghz|afk> getStrongPower,
and getWeakPower
L342[14:13:31] <ghz|afk> when mc calls
those, no idea
L343[14:13:37] <ghz|afk> and what it does
with the values, no idea
L344[14:13:55] <ajb> how do i search the
forge/minecraft source from within intellij?
L345[14:14:10] <ghz|afk> in the find
window, choose "Project and Libraries"
L346[14:14:33] <ajb> which find
window?
L347[14:14:41] <ajb> i know how to do that
when you do "find usage"
L348[14:14:56] <ajb> but not for general
string find
L349[14:15:28] <ghz|afk> ctrl-shift-F
-> "Scope" -> "Projects and
Libraries"
L350[14:15:43] <ajb> ah got it,
thanks
L351[14:16:04] <ajb> that's "find in
path"
L352[14:16:16] <ghz|afk> yes
L353[14:16:17] <ghz|afk> ;P
L354[14:17:07] <ghz|afk> if you want it in
the "search everywhere" window, there's the "Include
non-project items" checkbox
L355[14:20:00] <ajb> there's this function
"World.isBlockPowered(pos)"
L356[14:20:07] <ajb> i wonder what that
does...
L357[14:22:45] <c64cosmin> Using
IPlantable pushes me to return a plant type, what should I do
here
L358[14:22:54] <c64cosmin> I want to
create a three block high tall grass block
L359[14:24:06] <ajb> EnumPantType?
L360[14:24:51] <ajb> you probably want
EnumPlantType.Plains
L361[14:25:11] <ajb> "If your new
plant grows on blocks like any one of them above, never create a
new {@link EnumPlantType}. "
L362[14:29:23] <barteks2x> anyone has
example on publishing to maven/sonatype?
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L367[14:36:23] <R9000> Hi guys, would
anyone be willing to help with some block collision box code?
L368[14:38:28] <ajb> maybe, if it is
simple
L369[14:38:32] <R9000> Basically I have a
block with a tileentity, and the block's collision box is goverened
by a variable in that tileentity. It all works fine, but it seems
that when I look at one of the blocks (and get the selection box)
it turns the collision boxes of all the other blocks to that
box.
L370[14:39:02] <ajb> sounds about
right
L371[14:39:23] <R9000> So I can walk
through certain parts of one of these blocks, provided I'm looking
at one with a different shaped selection box.
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L374[14:40:16] <ajb> i would recommend to
look at how doors work
L375[14:40:30] <R9000> That's a good
idea
L377[14:42:26] <R9000> Oh there's a bunch
of unnamed functions. Guess it serves me right for still working in
1.7.10
L378[14:42:29] <R9000> oh
L379[14:43:02] <ajb> well you could look
at some open source mod which adds its own doors
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L381[14:43:11] <ajb> there must be
one
L382[14:43:23] <R9000> Unless they just
extend the door class
L383[14:43:37] <c64cosmin> @ajb, my plant
will grow on custom block, Plains should be ok?
L384[14:43:50] <ajb> c64cosmin: maybe you
want Crop
L385[14:44:04] <ajb> or maybe you need to
define a new tye for the enum, not sure
L386[14:44:54] <c64cosmin> is it
imperative to use the interface?
L387[14:46:20] <ajb> i dunno
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L389[14:46:58] <ajb> R9000: what i'm
reading on google says the way you're doing it is how it is
supposed to work, more or less
L390[14:47:37] <ajb> you implemented
getCollisionBoundingBox and getSelectedBoundingBox?
L391[14:48:12] <R9000> Uhh one sec
L392[14:49:49] <R9000> all I've
implemented so far is getBlockBoundsBasedOnState
L393[14:49:58] <R9000> That could be the
problem
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L395[14:51:22] <ajb> check
BlockFenceGate.getCollisionBoundingBox
L396[14:51:56] <R9000> I'm seeing
getCollisionBoundingBoxFromPool
L397[14:52:07] <ajb> well, i'm looking at
1.12
L398[14:52:20] <R9000> Ah, well hopefully
it's the same thing
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L402[14:58:10] <c64cosmin> @ajb I seems
that the enum is only inside some resource .json file, that means
it was meant for extending the vanilla plants in a easier fashion,
well, seems redundant, thanks for the tips!
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L404[14:59:44] <R9000> well I implemented
those two methods, and now everything is infinitely worse :P
L406[15:00:05] <R9000> The blocks now have
no box whatsoever, and they disappear and reappear, seemingly at
will
L407[15:04:19] <R9000> oh wait, maybe I
have to cast to doubles
L408[15:05:27] <R9000> nope, that solved
nothing :P
L409[15:05:55] <ajb> show code?
L410[15:07:06] <R9000> yeah one sec, lemme
pastebin
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L414[15:09:36] <R9000> I've commented to
show what I added just now ^
L415[15:11:38] <ajb> is this like an ic2
cable?
L416[15:11:55] <R9000> Yeah
basically
L417[15:12:36] <R9000> I know it's been
done before, but this is basically my mod where I challenge myself
to make things.
L418[15:12:57] <R9000> It's not really
meant to be for the sake of originality.
L419[15:13:11] <ajb> wait
L420[15:13:22] <ajb> tech reborn has
something almost identical
L421[15:13:31] <ajb> ah, i think i see the
problem
L422[15:13:40] <R9000> Oh?
L423[15:13:42] <ajb> you want to return a
new AABB
L424[15:14:00] <R9000> Ohh huh
L425[15:14:54] <R9000> Isn't that what
getBoundingBox() does?
L426[15:14:59] <R9000> It's static after
all
L427[15:15:12] <ajb> maybe
L428[15:15:18] <ajb> hang on i'll check
:)
L429[15:15:28] <R9000> ty
L430[15:16:51] <R9000> Yeah 'cause
AxisAlignedBB's constructor is protected - it's out of scope
L431[15:16:59] <ajb> they must have
changed it then
L432[15:17:08] <ajb> in 1.12 you just use
the constructor
L433[15:17:24] <R9000> that sound
better
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L435[15:17:30] <R9000> *sounds
L437[15:18:36] <ajb> i dunno how this
works in 1.7
L438[15:19:01] <R9000> maybe it's
getBoundingBox that I haven't implemented
L439[15:19:10] <ajb> i have a feeling its
all different
L440[15:19:18] <R9000> I need to update
though, it's just so much work
L441[15:19:27] <ajb> hmm buildcraft has
pipes which are similar in shape
L442[15:20:09] <R9000> Mods like BC are so
abstractified they're opaque to me
L443[15:20:22] <R9000> But I might take a
look anyway
L444[15:21:29] <R9000> Maybe it's when I'm
updating the variables in the tileentity
L446[15:22:02] <ajb> that's some 1.7
stuff
L447[15:23:04] <R9000> ah thanks, I'll
take a lookl
L448[15:26:18] <R9000> Oh boy all this
rayTrace stuff
L449[15:26:26] <R9000> I have no
idea
L450[15:34:11] <R9000> I just don't
understand why the collision box changes when I look at a block in
a different state. Like, everything works fine otherwise
L451[15:34:34] <ajb> maybe your tile
entities are messed up
L452[15:35:41] <R9000> Maybe...
L453[15:38:28] <R9000> I mean I could post
the tileentity code here, but it's a big mess with all the other
stuff it does
L454[15:41:21] <R9000> I think it might be
addCollisionBoxesToList that I need to use. It's what fences use. I
just need to find out how it works.
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L456[15:48:44] <R9000> Well, I'm gonna
figure this out later, and go play some Cuphead now which is
somehow less frustrating. Thanks for all your help though, ajb
:)
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L477[17:57:53] ***
Davnit_ is now known as Davnit
L479[17:59:02] <ajb> are you planning to
add something like that?
L480[18:24:03] ***
mikeprimm is now known as zz_mikeprimm
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L482[18:37:27] <c64cosmin> I have a grass
block, that looks fine, but the item, isn't rendered with the
generated model
L483[18:37:32] <c64cosmin> how do I solve
this?
L484[18:38:04] <ghz|afk> what does it do
instead of "rendering with the generated model"?
L485[18:38:38] <c64cosmin> it renderes the
black&magenta square that follows the view
L486[18:39:14] <ghz|afk> right
L487[18:39:26] <ghz|afk> do you call
ModelLoader.setCustomModelResourceLocation on your clientproxy
during preinit?
L488[18:39:39] <ghz|afk> (or during the
ModelRegistryEvent )
L489[18:39:53] <ghz|afk> are there errors
in the log?
L490[18:40:07] <ghz|afk> what version of
mc? if you don't say a version, I assume it's 1.12
L491[18:42:05] <c64cosmin>
setCustomModelResourceLocation is called for each ItemBlock that I
have
L492[18:42:11] <c64cosmin> seems like no
errors in the log
L493[18:42:12] <c64cosmin> yes 1.12
L494[18:42:23] <ghz|afk> okay then
L495[18:42:29] <ghz|afk> WHEN do you call
setCustomMRL?
L496[18:42:36] <ghz|afk> preinit?
modelregistryevent? init?
L497[18:43:42] <c64cosmin> whilst
registerItemBlocks
L498[18:44:52] <ghz|afk> that does not
answer the question
L499[18:44:58] <ghz|afk> what
*initialization phase* is it?
L500[18:45:05] <c64cosmin> (I want to note
that I can make the item model render exactly as the block it
self
L501[18:45:26] <c64cosmin> I subscribe
@Mod.EventBusSubscriber(modid = RealmShiftMod.MODID)
L502[18:45:36] <ghz|afk> right
L503[18:45:41] <ghz|afk> so it's a
RegistryEvent?
L504[18:45:44] <c64cosmin> and I have a
class with a function "registerItemBlocks "
L505[18:46:01] <ghz|afk> it's not ideal --
you should do that from the client proxy
L506[18:46:04] <ghz|afk> but it's not your
problem
L507[18:46:26] <ghz|afk> are you sure
there are no errors in the log?
L508[18:47:08] <c64cosmin> did a resource
reload right now, I'm positive
L509[18:47:23] <ghz|afk> okay
L510[18:47:33] <ghz|afk> can you show your
blockstates file, and your item model?
L511[18:48:06] <c64cosmin> sure one
moment
L512[18:49:57] <c64cosmin> block
state
L514[18:51:27] <c64cosmin> no model
though
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L516[18:58:18] <c64cosmin> one silly
solution would be to have a separated item that when clicked with
will place the grass block
L517[18:58:29] <c64cosmin> but that is an
overkill
L518[19:02:32] <ghz|afk> that's how doors
and signs work :P
L519[19:02:37] <ghz|afk> but yeah
L520[19:02:41] <ghz|afk> there's no reason
it shouldn't work
L521[19:02:54] <c64cosmin> I don't see any
ItemGrass in the MC code
L522[19:03:05] <ghz|afk> wait wait
L523[19:03:13] <ghz|afk> I see
"model"
L524[19:03:23] <ghz|afk> but no
"textures": {
L525[19:03:33] <ghz|afk> how can the
generated model know what to generate, if you don't give it
textures?
L526[19:03:33] <c64cosmin> even adding the
textures "layer0" no change
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L528[19:03:46] <ghz|afk> well WITHOUT the
textures
L529[19:03:46] <c64cosmin> tried with
item/generated too
L530[19:03:48] <ghz|afk> it simply can't
work
L531[19:04:50] <c64cosmin> I can try to
have an item model...
L532[19:09:30] <c64cosmin> yup that did
the trick
L533[19:09:31] <c64cosmin> so
L534[19:09:31] <c64cosmin> SO
L535[19:09:42] <c64cosmin> in order to
render the item differently
L536[19:09:58] <c64cosmin> there must be
an individual model file in the item folder
L537[19:10:03] <c64cosmin> thanks @ghz
!!
L538[19:10:31] <ghz|afk> well it's not
supposed to be required
L539[19:10:34] <ghz|afk> but if that works
for you
L540[19:12:05] <c64cosmin> :D
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L552[20:36:16] <cjm721> Ok interesting
issue here. I have Discord4j's fat jar and threw that in the mods
folder and loaded up and getting a ClassNotFound Exception. I
thought everything in the mods folder gets thrown into the class
path
L553[20:36:49] <kashike> give a crash
report or stack trace
L554[20:39:20] <cjm721> Its in a seperate
thread so no crash report. It is a CNF for a package inside the fat
jar
L556[20:41:15] <kashike> You need to
relocate the apache http library
L558[20:45:13] <cjm721> Guess that means I
will have to embed it also then
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L560[20:50:27] <cjm721> Is there a fast
way to embed everything from a given dependency and relocate them
also
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