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L22[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20171211 mappings to Forge Maven.
L23[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20171211-1.12.zip
(mappings = "snapshot_20171211" in build.gradle).
L24[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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L37[04:26:14] <billy> i have a shapeless
recipe that takes a water bucket and any dye to make a colored
water (universal bucket). problem is, the recipe puts an empty
bucket back on the grid after crafting, which successfully is
duplicating the bucket item. how would I stop the empty bucket from
going back in the crafting grid? everything i've seen on the forums
is old information, nothing regarding the json recipe system
L38[04:51:12] <gigaherz|work> you will have
to make a custom recipe class
L39[04:51:35] <gigaherz|work> that does NOT
use the "getContainerItem" or whatever
L40[04:51:52] <gigaherz|work> in the method
to get the remaining items after crafting
L41[04:52:30] <gigaherz|work> then, in
order to use this custom recipeclass from json, you will want to
declare a recipe factory for your recipeclass, in
_factories.json
L42[04:52:58] <gigaherz|work> using
"type":"yourmod:yourrecipefactoryname" as
declared in the factories json
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L44[05:23:49] <billy> that worked
brilliantly, gigaherz|work ^_^ thanks
L45[05:24:02] <gigaherz|work> nice to hear
:)
L46[05:25:31] <gigaherz|work> oh i just
noticed I missed a chunk of the sentence in there
L47[05:25:55] <gigaherz|work> before
"using "type": ... was meantto be "then from
the recipe json you'd use "type": ..."
L48[05:26:29] <billy> yeah, i used google
to fill in the gaps ;)
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L51[05:56:06] <billy> that also happened to
fix the next bug I was going to work on. bucketfilled items that
are empty do not stack with bucket items. that recipe fix has
gotten rid of all instances of empty bucketfilled items, so yay
^_^
L52[05:57:28] <ghz|afk> lol
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L64[07:14:40] <treborx555> hmm, when
working on bukkt i made an upgrade system that works by clicking
the 2 items together (the upgrade material and the gear piece)..
But i guess i can make it more interesting with forge
L65[07:15:29] <ben_mkiv> i implented
upgrades for my moditem on anvil
L66[07:15:41] <treborx555> oh that might
work
L67[07:16:00] <ghz|afk> same, my Tool Belt
mod uses the anvil to apply upgrades
L68[07:16:10] <ghz|afk> that way I can use
up XP in the process
L69[07:17:04] <treborx555> thanks! i'll try
and get to it. i can make it cost 0 xp right and make it consume
the material right?
L70[07:17:18] <ben_mkiv> probably, havent
tried that
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L78[07:58:28] <treborx555> hm setoutput of
AnvilUpdateEvent changes the left item just by putting it in the
anvil
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L84[08:04:57] <treborx555> alright i fixed
it, seems i need to .copy
L85[08:40:58] <SuperTurk> Hi, I'm trying to
load .OBJ model in 1.12 version, how can I do it ?
L86[08:42:45] <McJty> If you have an entry
in your lang file for an item tooltip. Can you put newlines in that
or do you have to manually split the line in code based on some
separator?
L87[08:43:40] <ghz|afk> I believe there's a
way to tell forge to use the java .properties parser for your lang
files, in which case the standard method for multiline would
apply
L88[08:44:02] <McJty> Which is \n?
L89[08:44:06] <McJty> And do you know how
to do that?
L90[08:44:29] <ghz|afk> no, it's a \ at the
end of the line
L92[08:44:53] <McJty> ah ok
L93[08:45:01] <McJty> And how to tell
forge?
L94[08:45:08] <ghz|afk> although
L95[08:45:20] <ghz|afk> if you do write \n
in the line, you can then replace "\\n","\n"
manually :p
L96[08:45:48] <ghz|afk> I have no idea --
can't find it :P
L97[08:46:09] <McJty> I was thinking on
using \n
L98[08:51:46] <ghz|afk>
#PARSE_ESCAPES
L99[08:51:57] <ghz|afk> that took a while
to find :P
L100[08:52:00] <McJty> Where? In the first
line of the lang file?
L101[08:52:05] <ghz|afk> if you have that
in the language file
L102[08:52:17] <ghz|afk> it will parse the
contents as a .properties file
L103[08:53:07] <McJty> Hmm and how do I
use that in code?
L104[08:53:16] <McJty> I'm now doing
I18n.format(...)
L105[08:53:19] <McJty> Which returns a
single string
L106[08:53:24] <ghz|afk> you wouldn't need
to do anything special in the code
L107[08:53:37] <ghz|afk> all that does is
use the .properties parser instead of the vanilla parse
L108[08:53:48] <McJty> Hmm ok
L109[08:53:51] <McJty> Well I do need
something
L110[08:53:55] <McJty> As tooltips don't
understand newlines
L111[08:54:02] <McJty> So I have to split
it and add each line to the tooltip list
L112[08:54:09] <McJty> I mean for
Item.addInformation
L113[08:54:46] <McJty> Actually
L114[08:54:55] <McJty> I probably need to
add \n as well
L115[08:55:01] <ghz|afk> ah hmm
L116[08:55:06] <ghz|afk> maybe, then
L117[08:55:07] <ghz|afk> dunno
L118[08:55:29] <ghz|afk> I just knew this
was a thing and didn't want to give up without finding it :P
L119[08:55:55] <McJty> Ok so the \ at the
end is optional. But #PARSE_ESCAPES also makes \n work
L120[08:55:58] <McJty> Which is what I
need
L121[08:56:06] <McJty> And then I can
split on that and add each line in addInformation
L122[08:56:26] <McJty> Ok works great.
Thanks
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L124[09:00:29] <ghz|afk> [15:41]
(SuperTurk): Hi, I'm trying to load .OBJ model in 1.12 version, how
can I do it ?
L125[09:00:37] <ghz|afk> exactly the same
as in 1.8+ :P
L126[09:01:08] <ghz|afk> for a block/item
model, you just reference it from a forge blockstates json
L127[09:01:23] <ghz|afk> for use in a
custom renderer, you can call ModelLoaderRegistry.getModel, and
bake it yourself
L128[09:03:55] <SuperTurk> Okay thank's
but in 1.12 I use the new event registry, I just need to add in
parallel custom function for loading obj I think ?
L129[09:07:07] <ghz|afk> what?
L130[09:07:39] <ghz|afk> the registry
events have existed since 1.10.2, even if you chose not to use them
:P
L131[09:07:53] <ghz|afk> I didn't touch a
single line of the models code in 1.12
L132[09:08:57] <ghz|afk> you do have to
call OBJLoader.INSTANCE.addDomain(Survivalist.MODID); but that was
true in 1.11 and 1.10 also
L133[09:09:13] <ghz|afk> (well, your
modid, not mine :P
L134[09:10:31] <SuperTurk> Ok I'm just new
in mod developping, didn't know, thank's :)
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L138[09:17:32] <ghz|afk> hmmm
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L142[09:22:50] <quadraxis> looks like
it
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L152[09:47:30] <ghz|afk> it's out!
L153[09:48:30] <ghz|afk> Added
████████████████████ (and of course ███████████)
L154[09:48:49] <ghz|afk> ^ unicode
"0" characters XD
L155[09:49:32] <ghz|afk> eh no wait
L156[09:49:36] <ghz|afk> the 0 was
conversion to ascii
L157[09:49:53] <ghz|afk> E2 96 88
L158[09:49:56] <ghz|afk> utf-8
L160[09:50:57] <ghz|afk> yep thought
so
L161[09:51:25] <ghz|afk> \o/
L162[09:51:26] <ghz|afk> Fixed bug MC-5694
- High efficiency tools / fast mining destroys some blocks
client-side only
L163[09:51:39] <ghz|afk> they fixed the
client-side ghost blocks :D
L164[10:01:58] <quadraxis> Added
████████████████████ (and of course ███████████)
L165[10:02:22] <quadraxis> related to the
screenshot on the release page, prehaps
L166[10:08:25] <quadraxis> looks like an
item frame that uses the texture of what it's placed on as a
background?
L167[10:17:34] <quadraxis> tags can now
contain other tags, which is nice
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L194[11:56:16] <ghz|afk> [17:02]
(quadraxis): related to the screenshot on the release page,
prehaps
L195[11:56:16] <ghz|afk> [17:08]
(quadraxis): looks like an item frame that uses the texture of what
it's placed on as a background?
L196[11:56:22] <ghz|afk> yeah looks like
how when you place a map
L197[11:56:49] <ghz|afk> I wonder if it's
some kind of commandblock thing for using a random image in the
game in itemframes or as maps...
L198[11:57:23] <ghz|afk> (no I don't want
to go and look it up on reddit -- i'm sure people have decompiled
and analyzed what that might be, by now)
L199[12:00:28] <ghz|afk> hmmm looking
closer at it
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L201[12:01:17] <ghz|afk> one of the item
frames has the screenshot placed as an image? unless they added a
way to have "cameras", and those are "monitors"
showing the view from a certain place...
L202[12:01:28] <ghz|afk> (nah too
advanced, must be some screenshot in a map)
L203[12:02:29] <Commoble> they could be
magic cameras
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L208[12:05:17] <ghz|afk> hmmm no those are
actually maps... with blocks
L209[12:05:32] <ghz|afk> the green pixels
in the leaves are leaf blocks, the brown pixels are stained
clay
L210[12:05:38] <ghz|afk> someone from
mojang was REALLY bored... XD
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L213[12:06:47] <Commoble> haha, neat
L214[12:07:27] <ghz|afk> and wtf is that
red/pink thingy in the sky?
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L216[12:07:41] <payonel> mob f
L217[12:07:48] <Commoble> Frylar with a
haircut?
L218[12:08:21] <ghz|afk> oh wait
L219[12:08:30] <ghz|afk> the brown pixels
aren't clay
L220[12:08:41] <ghz|afk> they are the
itemframe texture showing through the "cutout" of the
leaves
L221[12:08:59] <ghz|afk> this is even
crazier :P
L222[12:09:48] <ghz|afk> I think we are
missing the real point...
L223[12:09:59] <ghz|afk> did mc allow
placing itemframes on the ground/ceiling before...?
L224[12:11:59] <ghz|afk> definitely not in
1.12
L225[12:12:03] <ghz|afk> but in the
previous snapshot?
L226[12:12:44] <ghz|afk> so I think that's
what we are supposed to see: item frames on ground and
ceiling
L227[12:12:53] <ghz|afk> not just
nswe
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L229[12:19:20] ***
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L230[12:21:08] <PaleoCrafter> ghz|afk,
why'd you have to tell McJty about the #PARSE_ESCAPES thing q.q now
I have to consider actually detecting that with my IntelliJ plugin
feature
L231[12:23:48] <ghz|afk> lol
L232[12:23:58] <ghz|afk> saorry, I guess?
:P
L233[12:27:30] <ghz|afk> weird... I
ordered a thing earlier... and I just got the notification that it
will arrive shortly
L234[12:27:37] <ghz|afk> I was expecting
2-3 days delay
L235[12:28:04] <ghz|afk> I wonder if the
store ships from my own city ...
L236[12:29:02] <Commoble> shortly compared
to what
L237[12:29:12] <ghz|afk> shortly =
"imminently"
L238[12:29:26] <blackgem> shortly !=
normal shipping time I've come to expect
L239[12:29:33] <blackgem> Where I'm from,
it's 7-10 business days.
L240[12:29:45] <ghz|afk> I had 4 shipping
options
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L242[12:30:19] <ghz|afk> standard mail (up
to 72h) + 3 companies (one 48h and the other two 24h)
L243[12:30:30] <ghz|afk> I chose standard
mail because 4eur is expensive enough
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L250[12:54:44] <ghz|afk> oh, nevermind on
the package -- when the standard mail people say
"shortly", the mean "within the next 72 hours",
not "within the next couple hours" as a normal person may
think
L251[12:55:30] <ghz|afk> the tracking page
says the package has been admitted and is being transferred to the
local office, for delivery
L252[12:57:51] <Commoble> see, that's what
I was getting at, time is relative and words mean lots of
things
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L257[13:19:24] <SanAndreasP> !gm
func_147114_u 1.10.2
L258[13:19:44] <SanAndreasP> !gm
func_147297_a 1.10.2
L259[13:20:37] <SanAndreasP> !gm
func_177958_n 1.10.2
L260[13:21:18] <SanAndreasP> !gm
func_177951_i 1.10.2
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L263[13:22:49] <SanAndreasP> !gm
func_72441_c 1.10.2
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L265[13:25:16] <ghz|afk> SanAndreasP: if
you have to spam a lot of those, prefer #mcpbot, or a PM
window
L266[13:25:36] <SanAndreasP> yea, I did
that now :P
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L274[14:01:12] <payonel> i need advice on
a smart way to detect if carpet is placed on top of my block
(checking during TE update)
L275[14:01:54] <payonel> not looking for
the action that carpet was placed, sorry, i just mean detect if
carpet is currently there
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L277[14:02:44] <Commoble> well, the smart
way would be to check for it in the on-neighbor-block-update
function (whose name escapes me)
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L279[14:04:07] <Commoble> or, if you want
something to happen when something else happens (like the player
right-clicking your tile) AND the carpet is currently up there, you
check it then
L280[14:04:59] <Commoble> the only reason
you'd want to check for the carpet on every tick is if your block
is actually doing something with that information every tick, like
some kind of carpet-smelter
L281[14:05:24] <payonel> oh it is (every
10th tick to be precise)
L282[14:06:29] <payonel> so right now i'm
checking the time%10==0 to give me a reasonable every 10th tick
check. and i'm checking other things above my block using
world.getEntitiesWithinAABB for the space above
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L284[14:07:11] <payonel> but that's for
entities, i now want to also check for the presence of carpet
L285[14:07:28] <Commoble> I'm not familiar
with how carpets are implemented, but wouldn't world.getBlockState
work
L286[14:07:42] *
Michiyo pokes randomly at payonel
L287[14:07:55] <payonel> haha, hi
Michiyo
L288[14:08:12] <payonel> Michiyo: i'm
pretending to be a mod dev now :)
L289[14:08:20] <Michiyo> lol
L290[14:08:25] <Michiyo> It's ok, I
pretend to be one often.
L291[14:08:26] <Michiyo> :P
L292[14:08:48] <payonel> is there a forge
api book i can just buy and sit a read?
L293[14:08:50] <payonel> :)
L294[14:08:59] <payonel> and*
L295[14:09:08] <Commoble> that's not in
the forge API, that's vanilla minecraft
L296[14:09:39] <Commoble> your tileentity
should have a reference to the world, which you can use to
determine which block is at a specified position
L297[14:10:09] <payonel> understood
L298[14:11:56] <Commoble> the Block and
World files do have a lot of useful functions worth reading about
in them, if you're planning on making blocks that interact with
other blocks
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L301[14:15:49] <payonel> Commoble: what
documentation should i use for the world object? [ i find a lot of
refs and discussions online, but i dont know where formal docs
would be ]
L303[14:18:10] <payonel> but that's forge
docs, and you contend this is vanilla (which i understand)
L304[14:18:39] <payonel> but when i
mentioned i'd like to study forge i assumed id learn about vanilla
api as well, things exposed to a dev using forge
L305[14:18:46] <Commoble> payonel: Some of
the functions in the World class have comments added by Forge, the
rest you have to kind of look at and figure out what they do
yourself
L306[14:19:04] <payonel> but i'm wondering
if there is a separate documentation for things specifically
vanilla, not hosted by forge sites
L307[14:19:13] <Commoble> and some
functions have only been partially deobfuscated which makes reading
them a pain
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L309[14:19:46] <Commoble> There's no
complete documentation on the vanilla code anywhere and most of the
modding tutorials you'll find are outdated or not good or
both
L311[14:20:57] <Commoble> Figuring out how
the vanilla code works is a lot of work, but sometimes you'll find
someone here who's reasonably knowledgable on a specific
subject
L312[14:20:57] <payonel> ?
L313[14:21:21] <Commoble> Yeah, that'll
help you with the most basic stuff
L314[14:21:50] <Commoble> Anything beyond
that, you'll want to look at vanilla examples and see how vanilla
does it
L315[14:22:27] <payonel> vanilla examples
or you mean vanilla samples - like stepping through deob'd
code
L316[14:22:49] <Commoble> Literally
looking at the vanilla code
L317[14:22:52] <payonel> yep
L318[14:22:59] <payonel> understood, thank
you
L319[14:23:11] <Commoble> which you should
have available in Eclipse or whatever if you setup forge
right
L320[14:23:33] <payonel> yes :) actually,
I figured out a good way to make ghost items by doing that
L321[14:24:01] *
payonel isn't sure if "ghost item" is a common
vernacular
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L330[15:01:21] <ghz|afk> [21:23]
(payonel): yes :) actually, I figured out a good way to make ghost
items by doing that
L331[15:01:21] <ghz|afk> [21:24] * payonel
isn't sure if "ghost item" is a common vernacular
L332[15:01:39] <ghz|afk> by "ghost
item" we usually mean a desync situation in which the client
inventory thinks there's an item, but the server doesn't
agree
L333[15:02:01] <ghz|afk> so it disappears
when trying to pick it up or transfer it elsewhere
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L335[15:02:10] <ghz|afk> if that's what
you meant, then yes :P
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L340[15:24:21] <treborx555> alright, seems
anvil event isnt suited for random outcomes so ill just use it for
non random outcome stuff like item upgrading or socketing, works
neat
L341[15:28:11] <ghz|afk> you could always
have a "random outcome" item placeholder, and use the gui
pickup event to replace the item
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L349[16:08:54] <treborx555> gui pickup?
that sounds like what i need
L350[16:12:18] <ghz|afk> well I might have
brainfarted there
L351[16:12:24] <ghz|afk> the item pickup
event is for picking up items from the ground
L352[16:12:39] <ghz|afk> I was certain
that there's something for picking up an item from an arbitrary
slot
L353[16:12:43] <ghz|afk> but I can't find
it :P
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