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L5[01:29:25] <tterrag> billy: I have to suggest my own mod here :P
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L10[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20171218 mappings to Forge Maven.
L11[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20171218-1.12.zip (mappings = "snapshot_20171218" 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[02:50:29] <Lavos^> Is there an easy way to disable or control recipes with forge? I can't see anything obvious, but there was a PR from 2012 that would have done it I think, but it wasn't accepted.
L19[02:55:04] <ben_mkiv> no idea... but maybe look at minetweaker/crafttweaker?! https://github.com/jaredlll08/CraftTweaker
L20[02:55:49] <Lavos^> Nah I want to do it dynamically.
L21[02:56:25] <Lavos^> So questing mods could for instance lock out recipes from a specific mod, or just individual recipes, until they complete a certain quest.
L22[03:01:34] <Corosus> with the addition of advancements tied into recipes id hope thered be an easy way to do just that now, but not sure how usable that system is
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L24[03:03:11] <Lavos^> Yeah I looked at that, but form what I saw it's kinda, not great? At the moment at least it only works on picking up items I think? And I wouldn;'t want everything to require an advancement.
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L26[03:03:32] <Lavos^> Plus, this PR also has a bunch of toher functionality, like enabling crafting for a specific time of day, or a specific place or something.
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L30[03:10:25] <gigaherz|work> [09:56] (Lavos^): Nah I want to do it dynamically.
L31[03:10:35] <gigaherz|work> not in 1.12
L32[03:10:46] <gigaherz|work> pre-1.12, it would be possible to edit the recipe list in code
L33[03:10:59] <gigaherz|work> and in 1.13, there will be the ability to enable and disable data packs
L34[03:11:25] <Lavos^> But I could do it with a new hook.
L35[03:11:29] <Lavos^> I mean, I already did it, kinda.
L36[03:12:05] <gigaherz|work> someone needs to give advancements the forge treatment
L37[03:12:08] <gigaherz|work> no idea why it never happened
L38[03:12:14] <gigaherz|work> they ARE the tool to do this
L39[03:12:51] <gigaherz|work> but they need some things: conditions, custom triggers, ...
L40[03:13:40] <gigaherz|work> I guess I have the time now, so I could get something written for when 1.13 releases
L41[03:14:01] <Lavos^> Do that MagicBee thing first. :>
L42[03:14:59] <gigaherz|work> magicbee thing?
L43[03:15:41] <Lavos^> With them not showing up in JEI
L44[03:16:06] <Lavos^> Actually I finally got Eclipse and the source, maybe I'll try it.
L45[03:19:09] <McJty> If your IMessageHandler is called server-side. Is there a way to find out from what mod the message was sent?
L46[03:26:44] <gigaherz|work> I very much doubt that
L47[03:28:57] <gigaherz|work> Lavos^: JEI shows whatever the items enumerate in their getSubItems method
L48[03:34:22] <Lavos^> Ah ok, cause yeah that's not defined.
L49[03:44:27] <Lavos^> Are you not in pcsx2 while at work gigaherz|work?
L50[03:44:52] <gigaherz|work> Nah, I never added efnet to the client here
L51[03:45:00] <Lavos^> Mmk, was tlaking to myself
L52[03:45:02] <Lavos^> lol
L53[03:45:03] <gigaherz|work> XD
L54[03:45:17] <gigaherz|work> I can remote to the desktop at home and read from mirc
L55[03:45:25] <Lavos^> Nah it's np, don't worry
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L72[06:39:53] <Raycoms> Hi there, I'm searching someone who wants to implement a few custom blocks for minecolonies, we have the models and textures already, I'd do it myself but I have some other important things to work at
L73[06:47:54] <Raycoms> The blocks will be custom stairs, custom planks and custom planks with custom doors etc =)
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L83[07:58:54] <SuperTurk> Hi, anyone know how to use Rendering ? I'm trying to render anything, but doesn't render
L84[07:59:29] <ghz|afk> it is good practice to include a link to your code, when asking those questions
L85[07:59:40] <SuperTurk> Yes for sur
L86[07:59:46] <SuperTurk> I was done it ^^
L87[08:01:21] <SuperTurk> https://thepasteb.in/p/X6hBKPXGo60i3
L88[08:01:40] <SuperTurk> https://thepasteb.in/p/pghQo0nyknzIR
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L90[08:02:45] <ghz|afk> uhm
L91[08:02:48] <ghz|afk> you have +100
L92[08:02:52] <ghz|afk> on the Z
L93[08:02:53] <SuperTurk> Two days ago, I have render a cube on the top of the player
L94[08:02:57] <ghz|afk> each +-1 is a meter
L95[08:02:58] <SuperTurk> but know, nothin
L96[08:03:14] <ghz|afk> (one block's length, if you are used to imperial units)
L97[08:03:37] <SuperTurk> Oh ok, i see
L98[08:04:05] <ghz|afk> so that translate... yeah it would draw VERY FAR AWAY :P
L99[08:04:47] <SuperTurk> Yes you're right ^^ I'll try to minimize it
L100[08:05:26] <SuperTurk> But like I said, before this, I render a random cube and it doesn't render the item I wanted
L101[08:05:54] <SuperTurk> How can I render an item
L102[08:06:05] <SuperTurk> Whos already register ?
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L104[08:10:54] <ghz|afk> well that's a whole other thing
L105[08:11:51] <ghz|afk> you are using getArmorModel in there
L106[08:12:09] <ghz|afk> this is used when mc wants to draw a pumpkin or player head or such
L107[08:12:11] <ghz|afk> on your head
L108[08:12:15] <SuperTurk> Yeah I think, I can't find any way yo do what I need
L109[08:12:24] <ghz|afk> it won't draw just ANY item
L110[08:12:28] <SuperTurk> Hum okay
L111[08:12:37] <ghz|afk> in fact, it NEVER draws an item
L112[08:12:43] <ghz|afk> it draws a cube, with the given texture
L113[08:12:56] <SuperTurk> Yeah I saw it 2 days ago
L114[08:13:14] <ghz|afk> what EXACTLY are you trying to draw?
L115[08:14:07] <SuperTurk> A custom Item who will float beside the head of the player
L116[08:15:13] <ghz|afk> but will it draw as an item, or have a special model just for drawing when it floats?
L117[08:16:21] <SuperTurk> It will draw as an item, I import an .obj model
L118[08:17:02] <SuperTurk> Wich is an item entity actually, I can take it on my hand
L119[08:18:20] <SuperTurk> I'm sorry, I need to go, I connect to my phone
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L124[08:23:56] <SuperTurk> Hi again
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L127[08:29:44] <SuperTurk> If you answer before ghz, i didn't read it
L128[08:30:14] <Lavos^> He didn't
L129[08:30:44] <SuperTurk> Okay, thank's
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L134[08:48:18] <PaleoCrafter> Oh noes, Lain is gone
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L148[10:06:31] <SuperTurk> I'm back gzh|afk ^^
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L153[10:31:42] <TechnicianLP> !latest
L154[10:32:14] <TechnicianLP> we need a command for latest forge xD
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L157[11:04:46] <illy|Laptop> Beep o/
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L178[12:32:26] <billy> is there a trigger/condition in forge to test if a mod is loaded? looking for a way for a specific advancement to only trigger when a soft dependency mod is installed
L179[12:33:22] <ghz|afk> yes
L180[12:33:37] <ghz|afk> but advancements don't have conditions
L181[12:33:38] <ghz|afk> :P
L182[12:33:43] <ghz|afk> so actually no
L183[12:34:04] <ghz|afk> no one has given advancements the "forge treatment" the way recipes did
L184[12:35:18] <billy> advancement triggers has conditions. was hoping for something like https://pastebin.com/G2ZAEsag
L185[12:35:44] <billy> i mean, i could make my own trigger, but i think it would need to be fired every tick which seems a bit overkill (unless i'm thinking wrongly)
L186[12:36:15] <ghz|afk> yeah different kind of condition :P
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L195[13:35:57] <Protected> Hi there. I'm relatively inexperienced with this; is this the right place to ask some questions about retrieving biome names?
L196[13:42:44] <ghz|afk> well this is the place to ask stuff about modding, in general
L197[13:42:54] <ghz|afk> retrieving a biome name sounds like a modding question
L198[13:43:25] <ghz|afk> as for getting the biome name
L199[13:43:31] <ghz|afk> check GuiOverlayDebug
L200[13:43:44] <ghz|afk> around line 142, where it says "Biome: "
L201[13:43:52] <ghz|afk> :P
L202[13:49:28] <Protected> Right
L203[13:49:37] <Protected> I need the biome name inside my mod
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L205[13:50:16] <Protected> I tried world.getBiome(...).getBiomeName()
L206[13:50:19] <Ordinastie> and he just told where to find what you ask for
L207[13:50:54] <Commoble> to clarify, what the other guy said sounds like an example of how vanilla minecraft does what you're trying to do
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L209[13:51:10] <Protected> I see
L210[13:51:12] <Commoble> I'm not looking at it right now so I can't be certain but if it were then it would be a good thing to look at
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L212[13:51:43] <Protected> Well, looking at it, they are also using .getBiomeName()
L213[13:52:21] <Commoble> It's certainly possible that that is indeed the right thing to use but you weren't accessing it correctly
L214[13:53:30] <Protected> Might there be a difference in accessing it from a chunk instead of world? All I have is an entity; I don't know how to get to the chunk from the entity
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L216[13:53:50] <Protected> And if it matters, this is running on a server
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L218[13:54:36] <Commoble> You can get the world from the entity, you can convert the entity's position to a blockspace position and use that
L219[13:54:45] <Protected> That is what I'm doing
L220[13:54:46] <Commoble> y'know what lemme open up eclipse and look at this
L221[13:54:57] <Commoble> What happens when YOU tried to use getBiomeName?
L222[13:55:26] <Protected> The exception is: java.lang.NoSuchMethodError: net.minecraft.world.biome.Biome.func_185359_l()Ljava/lang/String
L223[13:55:46] <Ordinastie> !gm 185359
L224[13:56:09] <Ordinastie> it's a client only method
L225[13:56:10] <Commoble> that's weird
L226[13:56:17] <Commoble> aha
L227[13:56:26] <Protected> I figured that might be the case
L228[13:56:32] <Protected> Is there a nice way to identify biomes server-side?
L229[13:57:07] <Ordinastie> reflection seems to be the only way, but the question is, why do you need the biome name on the server ?
L230[13:57:25] <Commoble> Do you need the biome NAME or the biome itself?
L231[13:57:43] <Commoble> e.g. for a monster that's more powerful in a desert, etc
L232[13:57:43] <Protected> The name is only for config
L233[13:58:14] <Protected> It's for people to reference that biome from outside the mod (when editing config)
L234[13:58:38] <TechnicianLP> why would you need to get name from biome then? would you need biome from name?
L235[13:59:02] <TechnicianLP> wouldn't*
L236[14:00:02] <Commoble> To clarify: Do you need use the name to find a biome, or do you need to use a biome to find the biome's name
L237[14:00:38] <Commoble> If it's the former, the static field Biome.REGISTRY is a lookup table for biomes by string
L238[14:00:53] <Protected> Let me check that out
L239[14:01:13] <Ordinastie> you'd want to use the registry name, not its actual name
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L241[14:02:18] <TechnicianLP> so Biome.getRegistryName() if you need to convert biome>name
L242[14:03:08] <Protected> I have the biome and I have whatever I want in the config, and I need to check if they match; It would be nice if it was something relatively human-readable and unchangeable
L243[14:03:11] <Protected> (Still looking at that)
L244[14:03:25] <TechnicianLP> since when is there an advancementevent? no more need to proxy the rewards instance ... yay
L245[14:04:17] <TechnicianLP> well preferably youd convert your List<String> in the config to a List<Biome> since biomes are singletons
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L247[14:05:34] <TechnicianLP> ^btw the Annotation-Configs really need a way to make something like that happen automatically ...
L248[14:06:30] <Commoble> Yeah, biome.getRegistryName will get you a ResourceLocation containing the biome's lookup string
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L250[14:07:13] <Commoble> The method doesn't exist in the biome class itself, biome extends Impl and Impl has that method
L251[14:07:39] <SuperTurk> gigaherz, are you here ?
L252[14:07:46] <Commoble> so now you have the ability to both get a biome from a string and a string from a biome
L253[14:07:47] <TechnicianLP> if hes modding he should know about inheritance ... otherwise he should be doing the former ...
L254[14:08:29] <Commoble> Aye, I was just pointing out which class the method existed in
L255[14:09:11] <Protected> This is perfect, thanks
L256[14:10:00] <Protected> I'm actually using registry names (?) for entities as well, but the whole concept was unknown to me and they seem to be retrieved differently (I found the method online)
L257[14:11:35] <Protected> (also I found no convenient wiki with said names for biomes, so I thought they still relied entirely on numeric IDs)
L258[14:11:48] <TechnicianLP> entities are like itemstacks - they are a wrapper for an entitytype
L259[14:12:32] <TechnicianLP> you dont typically need the registrynames of biomes ....
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L261[14:15:56] *** Santa|afk is now known as SatanicSanta
L262[14:19:44] <Protected> I don't suppose anyone came up with some way to track entity spawning causes in forge since the post I read yesterday saying it was impossible was written?
L263[14:20:07] <Commoble> er, to determine WHY an entity was spawned?
L264[14:20:19] <SuperTurk> Anyone know how to render with tesserlator ?
L265[14:20:20] <Protected> Correct
L266[14:20:31] <Commoble> yeah I can't see that being possible
L267[14:20:56] <SuperTurk> https://thepasteb.in/p/oYhlYVPk114UZ Actually I'm trying to render a 3D model obj on the players position, but nothing render
L268[14:20:58] <Commoble> unless certain things in your mod are the only things spawning the entity, in which case you'd know exactly why it was spawned
L269[14:21:06] <TechnicianLP> Protected: theres an spawnevent which contains a boolean wheter a spawn was forced in some way ...
L270[14:21:45] <SuperTurk> I also add the layer on the ClientProxy :
L271[14:22:36] <SuperTurk> https://thepasteb.in/p/g5hPy1w5420ur
L272[14:24:06] <TechnicianLP> https://hastebin.com/vamihuvaza.java is what i use
L273[14:25:32] <Protected> Nah, I'd require the reason for every single entity in the world (while the mod is loaded), but I guess that would be a whole thing to implement
L274[14:26:00] <TechnicianLP> SuperTUrk: you can probably remove the part about the stack and tinting
L275[14:28:01] <SuperTurk> I dont see where you say
L276[14:31:13] <TechnicianLP> best thing for you would probably to look at how bakedquads are rendered (items/blocks)
L277[14:31:59] <SuperTurk> Like here ? https://github.com/Matryoshika/Underworld/blob/master/src/main/java/se/Matryoshika/Underworld/Content/Rendering/TERenderEnderPortal.java#L92
L278[14:32:29] <SuperTurk> But I think is for block here
L279[14:32:36] <TechnicianLP> better delete that from your hstory ...
L280[14:33:34] <TechnicianLP> well for what its doing its ok ... at a second view - but its not wat you want
L281[14:34:20] <TechnicianLP> more like the vanilla RenderItem class
L282[14:35:34] <SuperTurk> Okay I'll see
L283[14:36:24] <SuperTurk> Thx
L284[14:36:57] ⇨ Joins: williewillus (~williewil@cpe-24-28-24-13.austin.res.rr.com)
L285[14:37:05] <williewillus> !dcc
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L288[14:56:31] <TechnicianLP> TileEntity#getBlockType() states in the javadoc its client-only but its missing the @SIdeOnly annotation - is this an oversight? the method actually seems to be missing on server ...
L289[14:59:47] <quadraxis> sideonly annotations for vanilla methods are applied directly based on the contents of the respective jars
L290[15:08:33] <SuperTurk> TechnicianLP the renderItem need ItemStack but what I try to render is not an Item/block
L291[15:08:44] <SuperTurk> Is there an other solution ?
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L293[15:10:31] <TechnicianLP> renderItem gets the Model - you already have that - so you just need to look at how it renders the model and modify it to fit your needs
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L297[15:23:07] <chibill> Hello
L298[15:26:18] <williewillus> TechnicianLP: it should be available, it's used serverside in markDirty
L299[15:26:28] <chibill> I am having some problems following the Docs. Following the docs for the for adding a block add it seems to be a bit more complicated then back in 1.8/1.7
L300[15:27:10] <ghz|afk> chibill: not really
L301[15:27:38] <ghz|afk> all you HAVE to do is create a new instance of Block (or an extension of Block), call setUnlocalizedName and call setRegistryName
L302[15:27:58] <ghz|afk> and then register the block from within a method that handles the RegistryEvent.Register<Block>
L303[15:28:19] <ghz|afk> the bigger difference is that now if you want the block to also have a representative item
L304[15:28:26] <ghz|afk> for being able to carry the block in the inventory
L305[15:28:30] <ghz|afk> it's opt-in, instead of opt-out
L306[15:29:02] <chibill> hm. So lots of changes since 1.8
L307[15:29:07] <ghz|afk> yes
L308[15:29:11] <ghz|afk> we are at 1.12
L309[15:29:15] <chibill> I know
L310[15:29:15] <ghz|afk> if you look at the dates
L311[15:29:33] <ghz|afk> the release of 1.7.10 is closer to beta than it is to 1.12 ;P
L312[15:30:08] <ghz|afk> notable changes, that I remember:
L313[15:30:27] <ghz|afk> 1.8.9: added generics metadata which allowed the decompilation to include generics
L314[15:30:58] <ghz|afk> 1.9.4: hmm there was some big-ish thing in 1.9.4 but I can't recall now
L315[15:31:04] <Commoble> blockstates?
L316[15:31:12] <ghz|afk> no those are 1.8 :P
L317[15:31:20] <chibill> Blockstates are sort of old. If I recall.
L318[15:31:34] <ghz|afk> 1.10.2: added generic event parameter support, along with registry events
L319[15:31:53] <ghz|afk> 1.11.2: ItemStacks are non-nullable, resource names are lowercase_with_underscores
L320[15:32:12] <ghz|afk> 1.12: recipe jsons, advancement jsons, achievements are no more
L321[15:32:22] <chibill> Resource names have been lowercase with underscores for a long while.
L322[15:32:28] <ghz|afk> yes but it wasn't enforced :P
L323[15:32:56] <Commoble> now if you try to name a rock block DOLOMITE_cobblestone it won't work
L324[15:33:16] <ghz|afk> it also means modids have to be lowercase
L325[15:34:14] <SuperTurk> TechnicianLP in the vanilla, they add "net.minecraftforge.client.model.pipeline.LightUtil.renderQuadColor(worldrenderer, bakedquad, -1);" and have nothing different on my render ^^
L326[15:34:17] <chibill> Thats old too. (Basically since 1.7 they have been saying to do that.)
L327[15:34:25] <ghz|afk> yes, saying
L328[15:34:31] <SuperTurk> https://thepasteb.in/p/lOhOEwAyZZ1HB
L329[15:34:34] <ghz|afk> but in 1.11, forge refuses to load your mod
L330[15:34:35] <ghz|afk> :P
L331[15:35:12] <chibill> Forge still have a Wiki with tutorials? Or was that gotten rid of.
L332[15:35:22] <ghz|afk> it was removed
L333[15:35:31] <ghz|afk> forge didn't have the manpower to maintain it
L334[15:35:40] <ghz|afk> so practically everything was older than 1.7.10
L335[15:35:43] <ghz|afk> 1.7.10 at best
L336[15:36:02] <ghz|afk> and we are talking on the 1.8.9 or 1.9 days
L337[15:36:19] <ghz|afk> in its place, we now have
L338[15:36:20] <ghz|afk> http://mcforge.readthedocs.io/en/latest/
L339[15:36:43] <ghz|afk> which can be updated by submitting pull requests to https://github.com/MinecraftForge/Documentation/
L340[15:37:23] <ghz|afk> it's NOT a tutorial, though
L341[15:37:53] <ghz|afk> as in, it doesn't provide something that you can copypaste, to get the final result without learning the steps
L342[15:38:01] <ghz|afk> (so it's more tutorial than most tutorials :P)
L343[15:42:18] <chibill> Do you have to register the ItemBlock or something? As following what it says to do I can't get a block to exist.
L344[15:43:12] <Commoble> Yes, the itemblock needs to be registered in the item registry
L345[15:44:00] <Commoble> you also need to do some registration on the client side for the itemblock's item rendering
L346[15:44:38] <chibill> Why is it that every update for a simple task gets more and more steps that are not documented well.
L347[15:44:56] <williewillus> 1. explicit > implicit
L348[15:45:01] <williewillus> 2. people don't have time to write docs
L349[15:45:23] <williewillus> in the past, every block you registered got an item form whether you liked it or not, but lots of blocks don't need or shouldn't have one
L350[15:45:28] <Commoble> item renderer registration is super easy, lemme pastebin how I do it
L351[15:45:38] <williewillus> items and blocks are completely separate now
L352[15:46:02] <williewillus> you just do something like `new ItemBlock(yourBlock).setRegistryName(yourBlock.getRegistryName())`
L353[15:46:05] <williewillus> in the simplest case
L354[15:46:23] <Commoble> and this is how I register the itemblock's renderer in the client proxy: https://hastebin.com/xuxoxituyi.cs
L355[15:46:42] <williewillus> boo, that's not the way to do it :P
L356[15:46:49] <williewillus> ModelLoader.setCustomModelResourceLocaion
L357[15:46:49] <Commoble> haha, probably not
L358[15:46:59] <williewillus> the mesher way is back from 1.8.0 before forge's improvements
L359[15:47:04] <Commoble> hehehe
L360[15:47:07] <williewillus> outdated tutorials still have that -.-
L361[15:48:08] <ghz|afk> literally, the model system was introduced in april 2015
L362[15:48:22] <ghz|afk> it has been deprecated since then.
L363[15:49:30] <chibill> Last I touched modding we didn't have the mesher. We had just the JSON files.
L364[15:49:43] <williewillus> those two work together though
L365[15:49:51] <williewillus> the code registration tells mc where to find your json
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L367[15:50:31] <williewillus> anyways, I guess this is more motivation for me to write that rendering primer I've been wanting to write for a couple years now lol
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L369[15:52:08] <SuperTurk> ghz for what is the DefaultVertexFormat ? I think is the renderer format, no ?
L370[15:53:04] <ghz|afk> it's the format of the vertices
L371[15:53:11] <williewillus> various vertex formats as used by vanilla
L372[15:53:12] <ghz|afk> if you don't have special needs, use ITEM
L373[15:54:05] <SuperTurk> Okay, but actually nothin render, what I'm doing wrong ?
L374[15:54:10] <williewillus> show code
L375[15:54:16] <SuperTurk> https://thepasteb.in/p/k5hYByrRjnyIE
L376[15:56:55] <williewillus> you don't need to call addVertexData yourself, the LightUtil method already does that
L377[15:57:13] <chibill> This is driving me nuts following the docs are getting me no where. And the logs don't have any usefull information to tell me whats wrong.
L378[15:57:14] <chibill> :(
L379[15:57:25] <chibill> Just trying to get a block in the game.
L380[15:57:46] <williewillus> chibill: 1. instantiate the block and call setRegistryName. 2. Catch the RegistryEvent.Register<Block> and register it
L381[15:57:49] <SuperTurk> Yes sur, I add it after Technician tell me to see how RenderItem render the model, but no differences
L382[15:57:55] <chibill> Why did it get so complicated.
L383[15:58:05] <williewillus> chibill: it's not complicated. it's "different"
L384[15:58:09] <williewillus> and apparently that means complicated
L385[15:58:17] <williewillus> SuperTurk: are tehre errors in the log from loading/baking?
L386[15:58:44] <SuperTurk> Nop
L387[15:59:30] <chibill> I have that and nothing happens. No errors but no block either.
L388[16:00:27] <williewillus> chibill: post code
L389[16:00:50] <chibill> Okay
L390[16:00:59] <williewillus> SuperTurk: maybe your translate is taking it off screen? I don't remember where layer renderers put the context
L391[16:01:01] <chibill> This is a messy code of trying to get it working.
L392[16:01:34] <chibill> https://thepasteb.in/p/oYhLc6wg7QL7zu8
L393[16:02:14] <billy> those @SubscribeEvents need to go in a @Mod.EventBusSubscriber
L394[16:02:34] <williewillus> well they do have that
L395[16:02:41] <williewillus> the subscribe events just have to be static
L396[16:02:51] <SuperTurk> williewillus I don't know, this is new for me ^^
L397[16:03:03] <billy> oh, he put it on the whole class :3
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L399[16:03:19] <williewillus> eventbussubscriber is supposed to go on a whole class 0.o
L400[16:03:22] <williewillus> anyways just add static to lines 35 and 41 and it should work
L401[16:03:30] <chibill> I followed the docs where it said to put it / the example class.
L402[16:03:33] <billy> i do it like this https://gyazo.com/10d35a5e315a42d9992914245345fa24
L403[16:03:46] <chibill> Hm docs need to be updated for that then...
L404[16:03:49] <williewillus> which docs?
L405[16:04:01] <chibill> https://mcforge.readthedocs.io/en/latest/concepts/registries/#registering-things
L406[16:04:06] <chibill> Says not static
L407[16:05:26] <williewillus> that's because static event handlers were added after that was written (I think), and if you put EventBusSubscriber on a class definition that means registering the static event handlers in that class
L408[16:05:53] <williewillus> that snippet would've worked if you did MinecraftForge.EVENT_BUS.register(this) or something in the constructor, to register an instance event handler
L409[16:06:08] <chibill> So the docs are not consistaned with itself. As it said to but the eventbussubscriber on the whole class.
L410[16:06:27] <ghz|afk> @Mod.Eventbussubscriber works only for STATIC methods
L411[16:06:38] <williewillus> the word "EventBusSubscriber" does not appear once in that doc
L412[16:06:39] <ghz|afk> MinecraftForge.EVENT_BUS.register(this) only for NON-STATIC methods
L413[16:11:49] <SuperTurk> ghz any idea ?
L414[16:12:55] <ghz|afk> sorry too busy right now, to troubleshoot code
L415[16:13:36] <SuperTurk> Ok, no worry
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L417[16:21:02] <chibill> Hm still not getting anything. :(
L418[16:21:23] <chibill> Not sure what I am doing wrong.
L419[16:21:53] <chibill> Right Init is still the place to initalize your blocks?
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L421[16:22:40] <ghz|afk> no
L422[16:22:51] <chibill> It moved again?
L423[16:22:56] <ghz|afk> it has never been init
L424[16:23:02] <chibill> Its not PreInit
L425[16:23:04] <ghz|afk> it was always best to do that stuff in preinit
L426[16:23:16] <ghz|afk> xcept the old ItemModelMesher call
L427[16:23:18] <chibill> PreInit is before MC is full set up.
L428[16:23:41] <chibill> Or so I was told when I use touse preInit for initing my blocks back in 1.7 /1.8
L429[16:23:46] <ghz|afk> until registry events were introduced
L430[16:23:54] <ghz|afk> the proper practices were:
L431[16:24:00] <ghz|afk> register your blocks items and stuff in preinit
L432[16:24:05] <ghz|afk> register your recipes in init
L433[16:24:19] <ghz|afk> do stuff that requires other mods' shit to be registered in postinit
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L435[16:24:34] <ghz|afk> now it looks like:
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L437[16:24:42] <ghz|afk> register your blocks in RegistryEvent.Register<Block>
L438[16:24:47] <ghz|afk> your items in RegistryEvent.Register<Item>
L439[16:24:56] <ghz|afk> your enchantments in RegistryEvent.Register<Enchantment> etc
L440[16:25:09] <ghz|afk> in 1.10/1.11, recipes still are best done in init
L441[16:25:15] <ghz|afk> in 1.12 recipes are json
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L443[16:25:31] <chibill> So initalizing blocks in preinit is causing Null name errors in my registry functions. hm.
L444[16:25:43] <ghz|afk> uhm no
L445[16:25:48] <ghz|afk> that means you didn't call setRegistryName
L446[16:26:38] <chibill> When do I have to call that on the block?
L447[16:26:49] <ghz|afk> in between new() and register
L448[16:26:54] <ghz|afk> I do it in the constructor
L449[16:26:58] <williewillus> same here
L450[16:27:01] <williewillus> constructor or soon after
L451[16:27:24] <ghz|afk> if you have a generic item, you can do it right after, like
L452[16:27:35] <ghz|afk> new Item().setRegistryName("x")
L453[16:29:22] <chibill> Finally. Someone needs to clearify the docs to actually say you must call setRegistryName. All it says is you have to register it.
L454[16:29:53] <treborx555> ye i had to do it too
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L456[16:30:37] <chibill> Nice thing they do for the no model/no texture rendering the name on it.
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L458[16:34:39] <williewillus> i feel like it makes logical sense, what ID would the game give your block otherwise?
L459[16:37:36] <ghz|afk> and forge can't add it to the constructor, since that would require WAY too many edits
L460[16:41:33] <williewillus> !gm func_179546_a
L461[16:44:25] <treborx555> i feel good today, i managed to create custom armors, weapons and ores xD
L462[16:45:51] <ghz|afk> nice, congrats
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L466[16:51:39] <treborx555> ty, it took some debugging but everything works nicely now and my mod seems much better
L467[16:51:56] <treborx555> i also changed my interface into class with statics
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L485[19:15:06] <moony> Where should i ask about modded issues?
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L491[19:59:21] <LexMobile> !ask
L492[19:59:28] <LexMobile> Guess we dont have that bot here.
L493[20:00:10] <Ordinastie> weren't you the one that kicket it? :p
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L497[20:41:37] *** Server sets mode: +CQcnrtf #RegisterYourNameMoron
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