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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?
L4[00:10:52] <Galaxbone> https://i.imgur.com/Cl39lNi.png
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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L87[08:30:30] <ghz|afk> Aroma1997: it's possible -- https://github.com/gigaherz/Enderthing/blob/master/src/main/resources/assets/enderthing/models/block/ender_key_chest.json
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
L129[10:10:49] <quadraxis> https://bugs.mojang.com/browse/MC-121318 ?
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
L148[10:30:17] <billy> https://gyazo.com/62d622a8222ed8bf796976d7bf4806ae
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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L228[17:23:36] <rallias> Ok... I feel like I'm asking a stupid question... https://gist.github.com/rallias/b8c17f8e01fcd0fda78e42ecb7ec3cd5#file-onactionstuffmod-java-L431 <- In the 430's, I put a bunch of breakpoints... IntelliJ is telling me I have a stack of air... what am I doing wrong?
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.
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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
L303[18:32:52] <ghz|afk> step 1: added a new configuration to add embedded jars into: https://github.com/gigaherz/Survivalist/blob/master/build.gradle#L39,L42
L304[18:33:08] <ghz|afk> step 2: marked dependencies as embedded where appropriate: https://github.com/gigaherz/Survivalist/blob/master/build.gradle#L46
L305[18:33:28] <ghz|afk> step 3: tweaked the jar task to perform the embedding: https://github.com/gigaherz/Survivalist/blob/master/build.gradle#L54,L62
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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
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