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L13[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20171106 mappings to Forge Maven.
L14[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20171106-1.12.zip (mappings = "snapshot_20171106" in build.gradle).
L15[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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L34[05:37:29] <Me4502> TileEntity#update() is what I should be calling to have it send an update to the client right?
L35[05:39:14] <billy> no, thats the tick loop to update itself
L36[05:39:18] <gigaherz|work> no lol XD
L37[05:39:26] <Me4502> Nice, so I'm not going crazy
L38[05:39:31] <gigaherz|work> world.notifyBlockUpdate, or a custom packet
L39[05:39:32] <Me4502> What should I be calling to update the tile entity?
L40[05:39:36] <Me4502> Cool, thanks
L41[05:39:57] <gigaherz|work> notifyBlockUpdate will cause mc to call getUpdatePacket on the server
L42[05:40:08] <gigaherz|work> and then upon receiving that packet, onDataPacket on the client
L43[05:41:55] <Me4502> Ah wait, markDirty() is what I'm calling
L44[05:42:01] <Me4502> Was looking at the wrong mappings
L45[05:42:09] <gigaherz|work> markDirty doesn't update the client
L46[05:42:35] <Me4502> Yeah, I'll do what you said - thanks
L47[05:43:35] <Me4502> So issue here - if I call that will it override the blockstate, therefore resetting the tile entity?
L48[05:45:39] <gigaherz|work> not if you make the old and new blockstate the same
L49[05:45:40] <gigaherz|work> but
L50[05:45:44] <Me4502> Cool, thanks
L51[05:45:46] <gigaherz|work> if you have issues with the TE resetting
L52[05:45:51] <gigaherz|work> override shouldRefresh
L53[05:46:01] <gigaherz|work> to return oldState.getBlock() != newSate.getBlock()
L54[05:51:11] <Me4502> calling the notify method worked, thanks
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L62[07:19:20] <ben_mkiv> so looking at some code... some mods just have their models as "javacode"
L63[07:19:47] <ben_mkiv> is there any best practice? or could i just throw an wavefront object to the assets and parse that? :>
L64[07:19:58] <gigaherz|work> forge comes with .obj parsing
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L66[07:20:07] <gigaherz|work> using java for models is really bad practice
L67[07:20:26] <ben_mkiv> you talked about that b3d before, thats what vanilla uses?
L68[07:20:38] <gigaherz|work> no
L69[07:20:41] <gigaherz|work> vanilla has the json model format
L70[07:20:46] <gigaherz|work> and everything else is java models
L71[07:21:02] <gigaherz|work> but that doesn't mean you should copy the bad things from vanilla
L72[07:21:08] <ben_mkiv> :D
L73[07:21:14] <ben_mkiv> guess i'll go for the wavefront obj
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L77[08:00:54] <ben_mkiv> does anyone know how the textures get mapped for wavefront material libs?
L78[08:01:47] <ben_mkiv> so i have this in my mtl file "map_Kd /home/ben_mkiv/Blender/textures/patterns/camo1.png"
L79[08:01:54] <ben_mkiv> and want to map it to some asset inside minecraft
L80[08:07:47] <gigaherz|work> change it
L81[08:07:49] <gigaherz|work> to like
L82[08:07:51] <gigaherz|work> modid:whatever
L83[08:07:58] <gigaherz|work> like you would use on a json model
L84[08:07:59] <ben_mkiv> so just a normal resource location
L85[08:08:01] <gigaherz|work> yup
L86[08:08:04] <ben_mkiv> ok, thanks :)
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L99[09:28:07] <Swampfox> anybody online willing to try to assist with a server connection problem?
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L103[09:46:02] <ben_mkiv> so i get this error "at net.minecraftforge.fml.common.registry.EntityRegistry.registerModEntity(EntityRegistry.java:170)"
L104[09:46:12] <ben_mkiv> but line 170 is empty space between two functions...?!
L105[09:46:35] <Ordinastie> discrepency between class and src
L106[09:46:52] <ben_mkiv> is that because i did something wrong with gradle/mappings?
L107[09:47:08] <Ordinastie> not sure, but I would resetup the thing
L108[09:47:12] <ben_mkiv> oh wait, i compile for 1.12.1 but running on 1.12.2
L109[09:47:15] <ben_mkiv> that might be the issue
L110[09:47:19] <Ordinastie> it is
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L131[12:42:16] <ben_mkiv> so version mismatch wasnt the reason oO
L132[12:42:44] <ben_mkiv> %mappings
L133[12:43:12] <ben_mkiv> uhm, hows the bot command for mappings and latest forge snapshot?
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L136[12:44:11] <ben_mkiv> %mcpmappings
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L155[14:30:23] <ghz|afk> I'm thinking of making a multiblock structure for storing enchanted books
L156[14:30:29] <ghz|afk> anyone knows some mod that already has that?
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L198[20:54:05] <LexMobile> PaleOff: Whenever you're free next wanna catch up.
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L200[20:54:59] <Drullkus> Is there a way I can make an IMC message that'll be read by any mod? In a way that's like "toss it out there"
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L202[20:55:30] <LexMobile> An event?
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L204[21:01:10] <Drullkus> What I'm trying to do is make a custom loading screen over the regular dimension loading screen, but the thing is that Tropicraft is already doing a such thing. There would be a bit of a conflict as to who does what if you were switching from say Tropicraft to Twilight Forest. So what I want to do is be able to tell Tropicraft the Dimension ID and name but perhaps be able to tell other mods as well. I'm just wondering if I can actually
L205[21:01:10] <Drullkus> make this a "generic" thing for any mod who wants to join in. I'd like to avoid code dependencies as well including apis. If that's not possible I can just add the specific IMC to tropicraft and other mods as needed
L206[21:09:34] <LexMobile> *points at forge*
L207[21:10:37] <Corosus> yeah iirc you can just send out imc and the mod can opt to listen in based on the mod/title of the imc event or something
L208[21:10:40] <Corosus> havent done it in a while
L209[21:12:37] <LexMobile> You can, but honestly this seems more like something that should be formalized and added to the world provider like the join/leave messages
L210[21:15:29] <Drullkus> So I can send the IMC to forge and and I can just read forge's imc?
L211[21:16:01] <Drullkus> This somehow seems a bit naughty reading someone else's mailbox but sounds like it'd work
L212[21:17:37] <Drullkus> Hmmm
L213[21:25:09] <LexMobile> No I was refering to saying fuck it to the IMC shit
L214[21:25:22] <LexMobile> and Just building whatever you need to show the fancy screen you want into FOrge
L215[21:25:46] <LexMobile> all you need to do is have some system to claim the loading screen based on either the dimension coming from or going to, to is most likely the better idea
L216[21:33:34] <Drullkus> Sounds good
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L227[23:09:25] <williewillus> !dcc
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