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L1[00:08:34] <Galaxbone> Welp I've seen to
of gotten a working item model for my itemblock
L2[00:08:54] <Galaxbone> but in the hotbar
it just appears as a flat 2d texture of the front of the
block
L3[00:09:22] <Galaxbone> anything i'm
missing that i should know?
L5[00:11:33] <Galaxbone> wait nvm
L6[00:11:38] <Galaxbone> found it out
L7[00:11:44] <Galaxbone> that has been
bugging me for the last hour
L8[00:17:50] <Galaxbone> ^ nope it's
back
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L12[01:29:29] <billy> Galaxbone, do you
have a gui section in your display section of your block's json
model file?
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L17[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20171029 mappings to Forge Maven.
L18[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20171029-1.12.zip
(mappings = "snapshot_20171029" in build.gradle).
L19[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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L35[03:44:13] <Jonathon594> The method
IRecipe#getRecipeOutput() Returns an ItemStack. Which as far as I
know can contain either Item or Block. Whats the best way to
compare this value in the case of Blocks, I know with Items I can
test. if(ItemStack#getItem().equals(Items.STICK)) for example but
in the case of an ItemStack of
L36[03:44:13] <Jonathon594> blocks, what is
the proper way to check this? To be clear I am comparing every
recipe in the game against its result type as either an Item or
Block.
L37[03:44:39] <ghz|afk> itemstacks are
never "blocks"
L38[03:44:42] <ghz|afk> rather
L39[03:44:52] <ghz|afk> blocks that have an
item form
L40[03:45:02] <ghz|afk> have an ItemBlock
registered in their name
L41[03:45:07] <ghz|afk> that knows which
block to place into the world
L42[03:45:34] <ghz|afk> for this, you have
two options
L43[03:46:25] <ghz|afk>
Block.getBlockFromItem(stack), which will return AIR if the stack
is NOT an itemblock
L44[03:46:30] <ghz|afk> (probably null
before 1.11)
L45[03:46:47] <ghz|afk> or you can first
check instanceof ItemBlock
L46[03:46:55] <ghz|afk> and then use
ItemBlock#getBlock
L47[03:47:29] <Jonathon594> So I can do
if(Item instanceof ItemBlock) then cast Item to ItemBlock, then Get
block form that correct?
L48[03:47:29] <ghz|afk> but I repeat: there
is no such thing as blocks in itemstack
L49[03:47:40] <ghz|afk> it's items that
reference a block
L50[03:47:50] <ghz|afk> yes.
L51[03:48:38] <ghz|afk> the reason I insist
that the itemstacks don't really contain "a block", is
that some blocks don't have an item form per se
L52[03:48:42] <ghz|afk> example:
doors
L53[03:48:57] <ghz|afk> the item and the
block are separate things
L54[03:49:08] <ghz|afk> it isn't an
ItemBlock of the door block
L55[03:49:27] <ghz|afk> so you can't always
have a 1:1 mapping
L56[03:49:45] <Jonathon594> Right yeah I
had to deal with that when I was working in Spigot. Im in the
process of re writing my Plugin to be BETTER in forge
L57[03:50:17] <Jonathon594> If only
cancelling a crafting event was... simple
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L75[07:18:23] <Baughn> Whoo. Took a while,
but I finally have a functional 1950X build.
L76[07:18:42] <Baughn> Now I get to teach
Minecraft how to handle a NUMA system. ^^;
L77[07:20:58] <Baughn> Anyone looked at
that before? Java has some options, but I don't think it triggers
the memory defragmentation / node affinity mechanisms yet.
L78[07:21:17] <Baughn> And I'm seeing a 10%
speed improvement from forcing it with numactl.
L79[07:21:57] <Baughn> (This CPU is
nominally slower than my old 4770k, per-thread. To that I say:
Ha.)
L80[07:22:23] <Baughn> ((Probably helped by
water-cooling, but they do recommend that as standard,
so...))
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L84[07:59:33] <Aroma1997> Is there a easy
way to use a texture layout like
assets/minecraft/textures/chest/normal.png for a static item model
or do I need to put every part into a seperate texture to use it in
a model?
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L88[08:30:37] <ghz|afk> however the texture
WILL be stitched into the atlas
L89[08:30:40] <ghz|afk> which can bloat
it
L90[08:30:47] <ghz|afk> so be careful about
it
L91[08:59:06] <barteks2x> Minecraft broke
for me... it's as if the screen resolution was 1x1 pixel...
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L106[09:12:29] <barteks2x> It seems to
happen consistently...
L107[09:12:55] <barteks2x> When I generate
a new world while Minecraft window is minimuzed, I get a
single-color-screen in MC
L108[09:13:06] <barteks2x> let's see if it
happens outside of dev...
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L110[09:43:05] <barteks2x> fuck Minecraft.
17w43b is now eating 10GB of memory, and now I'm slowly waiting for
it to fill all the swap with it and crash because nothing really
works now...
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L118[10:08:10] <barteks2x> can anyone
running from linux test running latest snapshots, but when the MC
window not on top when loading? (for example have chrome on
top)
L119[10:08:23] <barteks2x> I want to know
if it's just me or someone else too
L120[10:08:36] <barteks2x> For me it makes
MC eat all memory and then crash
L121[10:08:37] <malte0811> I'll do
that
L122[10:08:47] <barteks2x> be aware that
you may need to reboot if it does that
L123[10:09:10] <barteks2x> because it
takes all system memory not just heap
L124[10:09:34] <malte0811> But if I manage
to close it the memory will be freed?
L125[10:09:39] <barteks2x> yes
L126[10:09:55] <barteks2x> *if* you manage
to close it before it completely freeses your system. If it happens
at all
L127[10:09:59] <barteks2x> could just be
my computer
L128[10:10:22] <barteks2x> like maybe some
strange memory leak in gpu driver
L130[10:11:25] <barteks2x> hm... looks
similar
L131[10:11:29] <barteks2x> but the memory
is NOT heap
L132[10:11:38] <barteks2x> so heapdump is
kidn of useless
L133[10:11:47] <Baughn> If it had been
heap, then -Xmx would've stopped it.
L134[10:12:17] <barteks2x> to be safe I
will just make sure to run MC with ulimit...
L135[10:12:24] <malte0811> Works fine for
me
L136[10:14:01] <barteks2x> it did it again
now, this time I had the window on top. I just had swap
disabled
L137[10:14:35] <barteks2x> there is no
crash because it ends up being killed by OOM killer
L138[10:15:34] <barteks2x> let's try
disabling memory overcommit
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L140[10:24:33] <barteks2x> it just said
"Not enough memory" and closed itself
L141[10:26:02] <Aroma1997> thanks
ghz
L142[10:28:08] <billy> we talking the
client or server, barteks2x?
L143[10:28:16] <barteks2x> client
L144[10:28:27] <billy> ok, will try to
load it up
L145[10:28:40] <barteks2x> it does it
either before getting into main menu, or once it's in main
menu
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L147[10:30:17] <billy> loaded fine for me.
barely touched ram
L149[10:31:58] <barteks2x> did you try
immediately making other window on top after it appears? This seems
to make it almost always happen for me
L150[10:32:16] <billy> yes
L151[10:33:12] <barteks2x> I could try to
debug it if I had a dev environment...
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L153[10:59:10] <heldplayer> > 18 GB of
32 GB
L154[11:02:15] <Swordstone> jesus is 32 GB
of ram really needed for java development?
L155[11:04:01] <barteks2x> If you include
chrome, it may not be enough
L156[11:04:15] <Swordstone> wow
L157[11:04:27] <barteks2x> well, not
reall. I can write mods on 4GB
L158[11:04:39] <barteks2x> the PC I use
right now has 4GB of ram
L159[11:07:27] <barteks2x> On 8GB I run
out of emmory only if I open way too many chrome tabs or let 3+
gradle daemons run, and on 16GB I probably wouldn't run out of
memory
L160[11:09:25] <TechnicianLP> barteks2x: i
had a (nonheap) memoryleak in a 1.7.10 pack i played a while back
(even though the leak was just "dripping" it was enough
to make it freeze me computer if not restarted periodically)
L161[11:10:02] <barteks2x> here, it leaks
memory enough that it takes 10GB by the time it gets to main menu
sometimes
L162[11:11:09] <barteks2x> looks like
intellij won't see attaches sources for classes in default package
:(
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L165[11:23:34] <vrackfall> So could
someone help me to debug a mod I made that use ModelBakery to edit
the models of vanilla blocks without the use of json files.
L166[11:34:20] <vrackfall> Anyone, like
yesterday?
L167[11:35:14] <Swordstone> sorry, but I'd
be like a child with toy trucks trying to help a car mechanic
L168[11:35:49] <vrackfall> What? ^^
L169[11:36:06] <Swordstone> means I'd be
way out of my depth trying to help with that lol
L170[11:38:19] <vrackfall> Yah, so ...
maybe if I ask directly to the members of Forge team, but I don't
want to be banned
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L172[11:43:33] <vrackfall> Also is it
possible to use the blockEvent.BreakEvent to disallow to break some
vanilla blocks?
L173[11:43:45] <vrackfall> Because what I
tried isn't working
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L178[12:22:29] <barteks2x> anyone knows
what happened to the new launcher for linux? It doesn't seem like
there is any followup after the test version
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L182[12:44:51] <ghz|afk> barteks2x: if the
launcher is like the windows one, it would update itself on
launch?
L183[12:46:43] <barteks2x> I mean the
native launcher for linux
L184[12:46:46] <barteks2x> what happened
to it?
L185[12:47:52] <barteks2x> I tried to
download the one from the 9-months-old reddit post, but it needs
outdated version of libicu
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L188[13:03:25] <ghz|afk> barteks2x: either
they forgot, they had issues, or Mojang/MS told them to not waste
more time on it
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L191[13:36:31] <barteks2x> hm... looks
like the link from reddit leads to version where file dates are
10/25/17
L192[13:36:37] <barteks2x> so it is being
worked on
L193[14:00:10] <barteks2x> I would have to
update to gcc6 to use it...
L194[14:00:42] <barteks2x> so java
launcher stays
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L217[16:41:05] <Mraof> There's still no
events that can be used to cancel placing/breaking/interacting with
item frames, right?
L218[16:41:58] <Mraof> I'm updating my mod
to 1.12 right now and it has some world protection built in, so I
want to know if there's a better way to handle item frames
L219[16:43:27] <Mraof> Right now it's
doing stuff to replace the item frame entity class and item with
ones that have cancelable events
L220[16:44:24] <Mraof> (Using reflection,
not a coremod)
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L222[16:49:53] <Mraof> If not it might be
a good idea to add those events to forge, I'm not really familiar
with how I'd go about doing that though
L223[16:50:50] <TechnicianLP> shouldnt
those be covered by attack/interact events for entities?
L224[17:02:18] <Mraof> Not as far as I can
tell? I can check again though
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L229[17:24:37] <Mraof> Okay, I was a fool
and didn't actually test instead of just reading through the code,
the interact and attack events work fine
L230[17:24:48] <Mraof> What about placing
item frames, though?
L231[17:25:56] <Ordinastie> rallias, check
the value of skull
L232[17:25:59] <Mraof> Oh, except it
doesn't appear to work for explosions
L233[17:26:41] <Mraof> Or arrows, for that
matter
L234[17:28:10] <rallias> Ordinastie, I'm
not sure what I'm missing. Debugger says I have (what looks like
should be) a skull...
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L236[17:28:36] <Ordinastie> define
"what looks like should be"
L237[17:28:53] <rallias> It's an object of
class BlockSkull
L238[17:29:16] <Ordinastie> then check the
content of the ItemStack
L239[17:29:51] <rallias> That's the thing.
The stack.item is an ItemAir
L240[17:29:58] <rallias> (containing a
block BlockAir)
L241[17:30:29] <Ordinastie> debug the
ItemStack instantiation
L242[17:30:43] <Ordinastie> (is that even
a word?)
L243[17:35:06] <rallias> Thanks.
L244[17:35:20] <ghz|afk> !gm
func_193383_a
L245[17:35:22] <rallias> Apparently,
creating an itemstack of block skull doesn't work.
L246[17:35:38] <rallias> So had to rely on
itemstack of item skull.
L247[17:36:15] <ghz|afk> !gm
func_176198_a
L248[17:36:53] <Ordinastie> also, for
readability's sake, I would extract the run() into its own
method
L249[17:36:55] <ghz|afk> wtf,
getBlockFaceShape is nullable?
L250[17:37:10] <Ordinastie> and do
addScheduleTask(this::yourMethod)
L251[17:37:21] <ghz|afk> no wait
L252[17:37:28] <ghz|afk> the crash isn't
calling that, it's IN that, nevermind
L253[17:38:37] <rallias> Ordinastie, In
fairness, there's a LOT of I'm skipping sanity for the sake of
getting a runnable build.
L254[17:39:00] <Ordinastie> that shouldn't
be an excuse
L255[17:39:18] <rallias> No, but now that
I've got a build with no obvious bugs I get to do the splitting up
parts.
L256[17:39:20] <rallias> Before
release.
L257[17:39:38] <Ordinastie> and it's like
it's easier or faster to write the way you did in the first place
:)
L258[17:39:41] <Ordinastie> *not
L259[17:40:12] <rallias> Yeah it is.
L260[17:40:21] <rallias> But that's just
me.
L261[18:01:43]
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L262[18:02:36] <Ferrettomato> I'm trying
to pause a mob's movement, but whenever I do its head and limbs
jitter back and forth. Does anyone know why?
L263[18:03:00] <Ferrettomato> I'm doing
this by canceling LivingUpdateEvent.
L264[18:10:39] <Mraof> Is there a way to
cancel an item frame being broken by anything, not just
players?
L265[18:12:53] <ghz|afk> item frame is an
entity, isn't it?
L266[18:13:06] <ghz|afk> so you could
handle the damage events or something?
L267[18:13:55] <ghz|afk> actually
wait
L268[18:13:59] <ghz|afk> Mraof: what are
you trying to do?
L269[18:14:21] <ghz|afk> if you just want
to permanently prevent an itemframe from being broken ever
L270[18:14:27] <Mraof> World protection,
basically
L271[18:14:29] <ghz|afk> you can have the
invulnerable field set to true
L272[18:14:54] <Mraof> If the item frame
is in an area where players can't break blocks I don't want them to
be able to break item frame either
L273[18:16:01] <ghz|afk> you can toggle
the "invulnerable" field on the entity
L274[18:16:12] <ghz|afk> when the entity
is inside the protected area
L275[18:16:41] <Mraof> Okay
L276[18:17:00] <ghz|afk>
setEntityInvulnerable -- no need to reflect ;P
L277[18:17:08] <Mraof> Hmm, I'll need to
figure out when to check, then
L278[18:17:23] <ghz|afk> you can use some
tick event
L279[18:17:32] <ghz|afk> and check the
entity lists of all the protected chunks
L280[18:17:40] <ghz|afk> no need for the
check to happen every tick
L281[18:17:43] <ghz|afk> just like, once a
second
L282[18:17:57] <Mraof> Yeah, I guess
so
L283[18:18:12] <Mraof> Would there be a
way to check when the entity is loaded instead
L284[18:18:18] <ghz|afk> maybe
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L286[18:18:29] <Mraof> Because a tick
event seems like a bit much to me
L287[18:18:48] <Mraof> When the entity is
loaded/when world protection changes seems like it should be
enough
L288[18:19:07] <ghz|afk> couldn't some mod
presumably allow itemframes to be pushed?
L289[18:19:50] <Mraof> Oh, maybe
L290[18:23:41] <ghz|afk> it's really up to
you to consider if it's worth it
L291[18:23:50] <ghz|afk> but murphy's law
of mod compatibility...
L292[18:24:03] <ghz|afk> "If there is
something a mod can do to break your code, a mod will do
that."
L293[18:24:32] <ghz|afk> or in more
statistical terms
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L295[18:25:11] <ghz|afk> "The
probability of a mod doing something that breaks compatibility with
yours, is proportional to how important it is for that code to work
the way it was written."
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L297[18:27:45] <Mraof> Hmm
L298[18:29:59] <rallias> Question...
somewhere I remember reading that Forge was going to make it
possible to have a library as a jar within the main mod jar... is
there any sort of public documentation on this?
L299[18:31:44] <ghz|afk> that has existed
since like 1.7
L300[18:31:47] <ghz|afk> or maybe
before
L301[18:31:57] <ghz|afk> just because
people don't know about it doesn't mean it doesn't work ;P
L302[18:32:16] <ghz|afk> this is how *I*
did it
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L307[18:34:42] <rallias> ghz|afk, And that
works with stuff like the Intellij runs?
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L309[18:35:04] <rallias> Well yeah, I
figure it works since it was mentioned by someone who maintains
forge, I just couldn't find any docu on how.
L310[18:35:50] <rallias> But yeah, thanks
for showing that to me.
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L312[18:37:02] <ghz|afk> uhm
L313[18:37:04] <ghz|afk> when you run in
intellij
L314[18:37:06] <ghz|afk> it doesn't
generate jars
L315[18:37:10] <ghz|afk> it runs from a
folder
L316[18:37:15] <ghz|afk> so the compile
classpath is used
L317[18:37:21] <ghz|afk> rather than the
"embed" configuration
L318[18:37:30] <ghz|afk> that's why
there's a separate deobfCompile line
L319[18:37:38] <ghz|afk> which is the one
used in the IDE
L320[18:40:22] <rallias> Okay.
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L324[18:52:30] <Ferrettomato> Is there a
way to pause the movement of particles?
L325[18:56:53] <rallias> Ferrettomato,
I've not tried it, but you could set them to have 0 for motionX
motionY and motionZ
L326[18:59:21] <Ferrettomato> How can I
modify all loaded particles?
L327[18:59:38] <Ferrettomato> As in,
pausing the movement of all particles under certain
circumstances
L328[19:00:06] <Ferrettomato> (I guess the
real question is "how do I *get* all loaded
particles?")
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L334[19:38:13] <Ferrettomato> Is there a
tick event for non-living entities?
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L336[20:23:04] <Ferrettomato>
Anyone?
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L343[22:02:30] <StormCloud> Has the format
of access transformers changed since 1.9.4?
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L361[23:22:37] <Mraof> Cool, I figured out
how to get a rust library I just wrote working with my mod in at
least my dev environment
L362[23:23:10] <Mraof> I have no idea why
I'd need to right now, but looks like I can, so that's cool
L363[23:23:42] <Mraof> Specifically I got
it working in a way that has a pure java fallback