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L10[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20171215 mappings to Forge Maven.
L11[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20171215-1.12.zip (mappings = "snapshot_20171215" in build.gradle).
L12[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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L18[03:28:14] <SuperTurk> Hi everyone
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L30[05:51:59] <SuperTurk> Any docs exist to understand better the GlStateManager, ModelBiped, LayerRender, etc.. ? The Rendering in general
L31[06:03:20] <SuperTurk> Also, can we reload classe of forge while client running ?
L32[06:04:08] <gigaherz|work> you can hotswap code, so long as the code does not change the prototype signatures of the class, fields and methods
L33[06:04:41] <gigaherz|work> basically you can edit code, hit build, and IDEA will show a "do you want to reload?" dialog
L34[06:04:53] <gigaherz|work> in eclipse, I don't know how to trigger reload
L35[06:05:17] <SuperTurk> I'm on IntelliJ
L36[06:05:31] <SuperTurk> But I edit code and nothing happens
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L39[06:15:36] <SuperTurk> also, how did you learn to use rendering ? I'm trying since last night to understand how it's work, these function, I'm have wrote one by one the utility of many function, but I can't find anything to know how to use it as good. I'm trying many things in random, but this have no sense and I will trying long time if I continue like that.. ^^
L40[06:17:29] <gigaherz|work> well, programming stuff comes easy to me, so maybe I have it easier than others
L41[06:17:41] <gigaherz|work> but like
L42[06:17:55] <gigaherz|work> I did know some opengl before I started modding
L43[06:18:14] <gigaherz|work> so I just looked at some examples from what other mods do or vanilla does
L44[06:18:21] <gigaherz|work> and worked out the rest from there
L45[06:20:04] <SuperTurk> Yeah, personnaly I programming is easy for me too but I never used Opengl before yesterday, but yeah I will look at some mod then, this is the only way I thing ^^
L46[06:20:32] <SuperTurk> Modding is new for me, I need to get some tips
L47[06:20:53] <SuperTurk> But sponge have a very good community, every time help each other, that's nice
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L71[12:03:50] <SuperTurk> http://www.minecraftforge.net/forum/topic/62045-112-how-to-use-layerrenderer-modelbiped-etc-for-render-a-custom-item-who-will-float-beside-the-head-of-the-player/#comment-291152 If anyone can help :)
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L74[12:25:01] <Vyrus> I've seen a couple forge 1.10.2 servers using bukkit. I've been looking everywhere to see how I can get bukkit plugins to work with forge 1.10.2, could someone mind pointing me in the right direction please?
L75[12:28:26] <ghz|afk> the general consensus is "drop bukkit, go sponge"
L76[12:28:41] <ghz|afk> spongeforge gives a forge server sponge plugin capability
L77[12:29:04] <ghz|afk> but as things are, the existing bukkit plugins don't work
L78[12:36:12] <ghz|afk> heh...
L79[12:36:16] <ghz|afk> the demon ingot from extrautils2
L80[12:36:32] <ghz|afk> it's quite different with the vanilla texture pack: https://i.imgur.com/PbS0vCb.png
L81[12:36:48] <ghz|afk> but with the new one mojang released for feedback: https://i.imgur.com/ClF3wBc.png
L82[12:36:51] <ghz|afk> it fits better XD
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L85[12:41:00] <Vyrus> I've mostly been using sponge, but there's a plugin on bukkit I need. Just curious as to how other servers have gotten bukkit working on 1.10.2 with forge
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L90[13:34:53] <PaleoCrafter> https://i.imgur.com/mH2o0F3.jpg lel
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L92[13:58:44] <kashike> <ghz|afk> but as things are, the existing bukkit plugins don't work
L93[13:58:47] <kashike> and never will on sponge
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L98[14:20:07] <Shambling> anyone here familiar with immersive engineering's integrated crafttweaker support for fuels?
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L126[17:03:14] <Commoble> I feel like doing something really stupid
L127[17:03:37] <Commoble> I'll make ANOTHER mod that adds tubes/pipes, we don't have enough of those
L128[17:04:17] <Commoble> not in 1.12 anyway
L129[17:05:10] <ghz|afk> make it something original :P
L130[17:08:15] <Commoble> Can't get much better than tubes but I've got ideas for other things alongside them
L131[17:08:46] <PaleoCrafter> Random idea to make that original: forestry style breedable critters serving as transporters
L132[17:09:02] <ghz|afk> yeah but I mean, if you just make a whole new set of mekanism/te-like square tubes with tiers
L133[17:09:03] <Commoble> someone already did that I think
L134[17:09:06] <ghz|afk> it's going to be boring
L135[17:09:30] <Commoble> little dudes that run around carrying your stuff to your processing blocks for you
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L137[17:09:36] <Commoble> Thaumcraft?
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L139[17:09:47] <ghz|afk> and older version, yeah
L140[17:09:55] <PaleoCrafter> Golems aren't breedable, though :P
L141[17:09:57] <ghz|afk> there's also an indie game which is pretty much about that exact concept
L142[17:09:58] <ghz|afk> :P
L143[17:10:07] <Commoble> oh wait wait wait
L144[17:10:10] <Commoble> I had the best idea
L145[17:10:10] <ghz|afk> (not breedable either)
L146[17:10:21] <ghz|afk> hmmm wasn't there an item cannon once upon a time?
L147[17:10:29] <ghz|afk> thump ........ items land on target
L148[17:10:37] <Commoble> The only really original idea I'd ever had re: minecraft mods were gnomes
L149[17:10:53] <ghz|afk> nah
L150[17:10:57] <ghz|afk> ants.
L151[17:10:58] <Commoble> there were wood gnomes that would build little hole-huts in the woods and steal your chests,
L152[17:11:02] <ghz|afk> ants can carry heavy things on their backs
L153[17:11:08] <ghz|afk> like to follow pre-established line
L154[17:11:09] <PaleoCrafter> Yeah, ants we my idea as well
L155[17:11:10] <ghz|afk> and can be bred
L156[17:11:21] <Commoble> and then I was working on Deep Gnomes that would build huge Dwarf-Fortress-like colonies underground
L157[17:11:32] <ghz|afk> ant transportation would be a nice forestry addon
L158[17:11:33] <ghz|afk> :P
L159[17:11:34] <Commoble> what if you could get gnomes to do stuff for you
L160[17:11:50] <Commoble> the deep gnomes never really got off the ground though
L161[17:11:51] <ghz|afk> hmmm there was some of those classic sotries
L162[17:12:04] <ghz|afk> where someone went to sleep, and some gnomes or fairies or whatever, did the work for them
L163[17:12:36] <ghz|afk> an automation system that ONLY works in the period when you skip the night
L164[17:12:47] <PaleoCrafter> In German folklore there's the Mainzelmännchen that do that :P
L165[17:12:49] <ghz|afk> I mean it's not the most pratical but...
L166[17:13:05] <Commoble> hence "can't really get better than tubes"
L167[17:13:28] <ghz|afk> dunno, ants sounds really awesome
L168[17:13:28] <ghz|afk> :P
L169[17:13:40] <ghz|afk> specially if you start introducing weird mutations like
L170[17:13:47] <ghz|afk> end ants that teleport around on the track
L171[17:14:13] <PaleoCrafter> Breeding ants would be a terrific improvement over stupidly applying upgrades ;)
L172[17:14:14] <ghz|afk> (by default teleport both backward and forward, so you have to add some other trait to make "forward" happen more often)
L173[17:14:28] <Commoble> ender tubes that teleport items to another ender tube in a straight line after a short delay
L174[17:14:46] <Commoble> if you break the tube during the delay it dumps your stuff somewhere in the nether
L175[17:15:09] <ghz|afk> a proper "realistic" quantum teleportation chamber:
L176[17:15:19] <ghz|afk> you have to insert some "matter" on the destination
L177[17:15:24] <ghz|afk> and the item you want to transfer on the source
L178[17:15:27] <ghz|afk> then when it activates
L179[17:15:40] <ghz|afk> it turns the source into some sort of entropy soup
L180[17:15:50] <ghz|afk> and the destination into the items
L181[17:16:04] <PaleoCrafter> Isn't that sorta kinda the idea of AE? xD
L182[17:16:15] <PaleoCrafter> Just instead of matter, you convert directly into energy
L183[17:16:20] <ghz|afk> yeah
L184[17:16:23] <ghz|afk> so it's sortof "magic"
L185[17:16:27] <ghz|afk> doesn't produce waste in the process
L186[17:16:34] <ghz|afk> and doesn't require "virgin matter" as input :P
L187[17:17:50] <PaleoCrafter> Anyways, I think it's clear the transportation mod category isn't completely drained of fresh ideas yet xD
L188[17:18:14] <ghz|afk> there's also more rustic things
L189[17:18:26] <Commoble> breedable cowboys?
L190[17:18:27] <ghz|afk> like immersive engineering has the conveyor belts
L191[17:18:38] <ghz|afk> but it doesn't have fluid conveyors per se
L192[17:18:41] <ghz|afk> only tubes :P
L193[17:19:16] <ghz|afk> imagine using aqueduct-like pieces for horizontal transfer, and those "conveyor-bucket-chain" things for elevating
L194[17:19:17] <PaleoCrafter> Imagine having to bottle up fluids whenever you want to transport it xD
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L196[17:19:52] <ghz|afk> http://2.wlimg.com/product_images/bc-full/dir_22/653685/bucket-elevator-belts-1369116.jpg
L197[17:19:53] <ghz|afk> like that
L198[17:19:58] <Commoble> you could have like
L199[17:20:01] <Commoble> a bottling pump
L200[17:20:19] <Commoble> that could take water from a water source and put it into a tube system but it needs a constant supply of empty bottles or whatever
L201[17:20:31] <ghz|afk> PaleoCrafter: I did consider doing something like that, using items to transport other stuff
L202[17:20:54] <ghz|afk> like redstone? there would be some "punch card" items, with a number 0..15 written in them
L203[17:21:34] <ghz|afk> data? floppy disk items
L204[17:21:40] <PaleoCrafter> I think "reducing" something to items can be done with most things
L205[17:21:46] <ghz|afk> power? power cell items
L206[17:22:01] <ghz|afk> not big batteries, but actual AA-style cells
L207[17:22:09] <PaleoCrafter> Conceptually it would be basically the same as AE/RS systems
L208[17:22:13] <ghz|afk> yup
L209[17:22:19] <ghz|afk> but you'd see the items traverl around :p
L210[17:22:25] <ghz|afk> or you could see them in buffer chests
L211[17:22:31] <ghz|afk> travel*
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L213[17:23:09] <Commoble> entities->pokeballs
L214[17:23:10] <ghz|afk> there is one thing I DO want to write: a capability interface block
L215[17:23:13] <PaleoCrafter> Yeah, sure, just saying that it boils down to the "end points"
L216[17:23:19] <ghz|afk> so like
L217[17:23:29] <ghz|afk> if you want to expose a chest as a fluid tank
L218[17:23:50] <ghz|afk> the interface block would scan the contents of the chest and expose a combined fluid capability
L219[17:23:59] <ghz|afk> or for power, it would expose a combined forge energy capability
L220[17:24:35] <ghz|afk> or even for items
L221[17:24:41] <ghz|afk> so like, you have a chest full of shulker boxes
L222[17:24:55] <ghz|afk> and you can browse/fill/extract from them without placing into the world
L223[17:25:15] <ghz|afk> (althouhg that would require an items capability to get attached to them)
L224[17:25:20] <PaleoCrafter> lol
L225[17:26:16] <PaleoCrafter> That'd be a pretty nice way of efficiently expanding an AE style system with storage buses
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L258[22:45:13] <ben_mkiv> anyone got some resources about rendering a entity from a wavefront object? or is there any vanilla way to make a biped model out of a wavefront object?
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