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L9[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180206 mappings to Forge Maven.
L10[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180206-1.12.zip
(mappings = "snapshot_20180206" in build.gradle).
L11[02:00:18] <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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L38[07:30:41] <gigaherz> meh
L40[07:30:54] <gigaherz> I'd like to see
that in forge, but if no one cares :/
L41[07:31:27] <gigaherz> well I guess there
were a couple comments suggesting changes
L42[07:31:45] <Arcan> this doesn't make any
sense to me
L43[07:31:45] <Arcan> i = (int)((float)i +
Math.max(red, Math.max(green, blue)) * 255.0F);
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L45[07:32:08] <Arcan> red, green, and blue
are decimal components of an RGB color code
L46[07:32:18] <gigaherz> are they
0..1?
L47[07:33:29] <Arcan> yes, 0 -> 1
L48[07:33:51] <Arcan> this is from the
vanilla armor dyeing code (RecipesArmorDyes.java)
L49[07:34:10] <Arcan> hmm
L50[07:34:37] <gigaherz> so it does
(i+max(r,g,b))
L51[07:34:52] <gigaherz> the rest is just
extra conversions
L52[07:35:11] <gigaherz> no idea what
"i" is
L53[07:35:24] <Arcan> gigaherz: it appears
that we're going to a lot of trouble to convert hex rgb to dec rgb
for this specific operation...
L54[07:35:31] <Arcan> and then never using
the result
L55[07:36:09] <Arcan> i is only ever
written to except to write back to itself
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L63[07:49:49] <Arcan> Is it a safe
assumption that IRecipe.getCraftingResult() will only ever be
called if IRecipe.matches() is true for that inv?
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L69[08:49:08] <Arcan> looks like nbt-aware
crafting still has to be hardcoded
L70[08:50:45] <gigaherz> you can use custom
ingredient factories for nbt-aware inputs
L71[08:50:52] <gigaherz> and you can use
custom recipe factories for nbt-aware outputs
L72[08:53:15] <Arcan> is there a tutorial
on this somewhere
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L75[08:54:54] <gigaherz> I have never
looked for any
L76[08:54:58] <gigaherz> I can show you
some examples though
L78[08:56:03] <gigaherz> this is a
factories file with one recipe and one condition
L80[08:56:16] <gigaherz> eh, one
ingredient*
L81[08:56:47] <gigaherz> the factories are
specified using "type": "modid:key"
L82[08:56:56] <gigaherz> where key is the
name specified in the factories file
L83[08:57:32] <gigaherz> the respective
factories are interfaces that you can implement
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L87[08:59:51] <Zidane> Hiya @gigaherz :).
You have been great and helped me before. Any tips why this item
model I'm rendering on this side of a block would be dark?
https://imgur.com/a/u1eDR
L88[09:00:03] <Zidane> Bah Discord
infection getting me
L89[09:00:06] <Zidane> Ignore the @
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L91[09:01:15] <gigaherz> dunno, something
to do with lighting I guess
L92[09:01:21] <gigaherz> but I can't tell
you anything specific
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L95[09:03:41] <Zidane> I would think so
too
L96[09:03:47] <Zidane> I'm setting the
lightmap coords
L97[09:03:51] <Zidane> Would seeing my TE
help?
L98[09:03:54] <Zidane> ** TESR
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L101[09:04:36] <gigaherz> no time right
now to look at code, sorry :P
L102[09:05:02] <Zidane> mmk, any other
rendering gurus around :p?
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L107[09:35:37] <Arcan> can I dynamically
set the maxDamage of an itemstack based on NBT?
L108[09:43:31] <gigaherz> override
getMaxDamage(ItemStack) on the item
L109[09:46:26] <ben_mkiv> afaik servers
can despawn animals, is there a way to avoid that for a custom
entity?
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L112[09:47:12] <ben_mkiv> Zidane, item
model looks flipped
L113[09:48:08] <Zidane> Isn't that the
default state of a pickaxe in an itemframe or am I
misremembering
L114[09:48:11] <Zidane> ...should check
this
L116[09:50:22] <Arcan> gigaherz: if i want
an unbreakable itemstack, what should I set getMaxDamage to
L117[09:50:50] <gigaherz> nothing --
isDamageable(ItemStack) should just return false
L118[09:51:05] <gigaherz> actually that
doesn't exist
L119[09:51:15] <gigaherz> it uses
getMaxDamage <= 0
L120[09:51:18] <gigaherz> so return 0 from
max damage :P
L121[09:51:19] <ben_mkiv> you set the
maxdamage to 0
L122[09:52:17] <ben_mkiv> actually you
dont have to do anything at all in 1.12 it seems
L123[09:52:28] <ben_mkiv> as long as you
dont set any maxdamage it will be unbreakable
L124[09:52:43] <gigaherz> yes but since he
said damage depends on NBT
L125[09:52:56] <gigaherz> one would
presume that he's talking about the same item :P
L126[09:53:15] <ben_mkiv> ah, so the
unbreakable stuff should be a feature, not default
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L129[09:57:31] <Zidane> How do I get the
actual brightness value (for setting the lightmap value) of a
block?
L130[09:57:55] <Ordinastie>
getBrightnessForBlock or something
L131[09:58:33] <Ordinastie>
blockState.getPackedLightmapCoords(world, pos)
L132[09:58:34] <ben_mkiv>
world.getLightFor(EnumSkyBlock.SKY, new BlockPos(0,0,0));
L133[09:58:37] <Ordinastie> meh, close
enough
L134[09:58:45] <ben_mkiv> whats the
difference between those?
L135[09:58:51] <Arcan> I'm pretty sure
gigaherz's original solution is the correct one
L136[09:58:53] <ben_mkiv> one is sky light
level, the other respects lightsources?
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L139[10:05:29] <Ordinastie> your item is
borked
L140[10:05:32] <Ordinastie> (in
hotbar)
L141[10:06:31] <Zidane> Then Vanilla is as
it is literally the orientable block model with a sponge front
face
L142[10:06:34] <Zidane> Copied from
Furance
L143[10:06:39] <Zidane> * Furnace
L144[10:06:44] <Zidane> Unless you mean
something else?
L145[10:07:25] <Ordinastie> oh, over the
sand, I though the face was just missing ><
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L151[10:57:15] <Arcan> Enchantments are
stored as NBT right?
L152[10:59:13] <gigaherz> yes
L153[10:59:23] <gigaherz> something close
to
L154[10:59:37] <gigaherz>
enchantments:[{id1,level1},{id2,level2},...]
L155[10:59:50] <gigaherz> (I don't
remember the exact names)
L156[11:00:16] <Arcan> but it's an
NBTTagCompound, right?
L157[11:00:28] <gigaherz> well
L158[11:00:34] <gigaherz> the top-level
NBT is a compound
L159[11:00:36] <gigaherz> but it has a
list in it
L160[11:00:42] <gigaherz> but you don't
care
L161[11:00:44] <gigaherz> use
EnchantmentHelper
L162[11:00:46] <Arcan> the enchantments:
tag is an nbttagcompount
L163[11:00:55] <Arcan> i want to copy all
the enchantments from one itemstack to another
L164[11:01:05] <gigaherz> then copy
it
L165[11:01:08] <gigaherz> without caring
what it is
L166[11:01:41] <Arcan> the itemstacks are
of different items
L167[11:01:41] <gigaherz>
nbt2.setTag("ench", nbt1.getTag("ench"))
L168[11:01:48] <Arcan> ok
L169[11:01:58] <gigaherz> I mean that NBT
has methods which return and take an NBTBase
L170[11:02:03] <gigaherz> without caring
what subtype of nbt it is
L171[11:02:10] <gigaherz> but as I
said
L172[11:02:14] <gigaherz> I don't remember
the exact names right now
L173[11:02:25] <gigaherz> and as I said,
use EnchantmentHelper
L174[11:03:14] <gigaherz>
EnchantmentHelper.setEnchantments(EnchantmentHelper.getEnchantments(stack1),
stack2)
L175[11:03:44] <gigaherz> that way it
won't matter how they are stored
L176[11:04:32] <Arcan>
safeReadNBT(base).setTag("ench",nbt.getTag("ench"));
L177[11:04:34] <Arcan> will this
work
L178[11:04:53] <Ordinastie> he just gave
you the code you need...
L179[11:05:00] <Arcan> oh, oops
L180[11:05:22] <Arcan> sorry i was writing
what i just pasted and didn't notice
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L232[20:00:47] ***
amadornes is now known as amadornes[OFF]
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L245[22:19:39] <Keridos> is there a way to
find out which team a player belongs to only based on his username
or uuid?
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L248[22:28:26] <Arcan> Keridos:
EntityPlayer#getTeam(), if you can get an EntityPlayer or
EntityPlayerMP from username or uuid
L249[22:35:41] <Arcan> Keridos:
FMLCommonHandler.instance().getMinecraftServerInstance().getPlayerList().getPlayerByUsername().getTeam()
L250[22:35:54] <Arcan> or
getPlayerList().getPlayerByUUID().getTeam()
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