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L5[00:51:26] <veryclumsy> Hey!
L6[00:51:42] <veryclumsy> So, my friends aren't currently able to join our server, they're simply stuck on "logging in.." and I can't find out what's causing that.
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L13[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20180402 mappings to Forge Maven.
L14[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20180402-1.12.zip (mappings = "snapshot_20180402" in build.gradle).
L15[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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L25[05:19:40] <axel> how are the contents of a book saved?
L26[05:19:44] <axel> a written one that is
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L32[07:11:41] <axel> can someone tell me why right clicking my block damages the player, but touching it does nothing? https://pastebin.com/7tXaHXhi
L33[07:22:02] <heldplayer> !gm func_76628_c 1.7.10
L34[07:29:24] <heldplayer> !gm func_150812_a 1.7.10
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L38[08:06:26] <axel> why does my game crash and put the following when i try and play my sound? https://pastebin.com/gPVpZq2n
L39[08:06:53] <axel> its working fine when i play literally any other sound in my mod
L40[08:28:53] <barteks2x> axel, because the sound file is either in wrong format or currupted
L41[08:29:01] <axel> yeah, i fixed it
L42[08:48:05] <FusionLord> What more needs to be done for items to render? I have the model json, I have the texture, I have registered the item to the forgeRegistry<Item> Just isn't rendering in game.
L43[08:48:20] <axel> show code
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L45[09:05:51] <axel> whats the proper way to generate a structure as wide as a chunk?
L46[09:09:14] <barteks2x> exactly as big, bigger or slightly smaller?
L47[09:09:37] <axel> i want to do a 16x4x1 wall
L48[09:09:46] <axel> 16 blocks wide, 4 blocks tall, 1 block thick
L49[09:10:07] <FusionLord> https://github.com/FusionLord/BetterWolfControl/blob/master/src/main/java/net/fusionlord/mods/betterwolfcontrol/common/init/Items.java https://github.com/FusionLord/BetterWolfControl/blob/master/src/main/resources/assets/betterwolfcontrol/models/item/whistle.json https://github.com/FusionLord/BetterWolfControl/tree/master/src/main/resources/assets/betterwolfcontrol/textures/items
L50[09:10:29] <barteks2x> exactly 16 blocks is just1 or 2 blocks too big to be done as populator without cascading world generation
L51[09:11:22] <barteks2x> But it still would be an overkill to use actual structure generator for it
L52[09:11:44] <axel> even if its for a custom dimension?
L53[09:11:56] <axel> FusionLord: im not finding where you are registering your models
L54[09:12:06] <barteks2x> custom dimension just makes it that much easier that you control all the world generation
L55[09:12:17] <barteks2x> so you can limit the cascading world generation to justa few chunks
L56[09:12:22] <axel> so what do you suggest instead?
L57[09:12:32] <barteks2x> is the placement of that thing random?
L58[09:12:52] <axel> potentially, i just want it to generate properly right now
L59[09:12:55] <FusionLord> axel, I never said I was, how does one register models for items?
L60[09:13:23] <barteks2x> as long as you can avoid touching the boundary of the area you are supposed to populate (always fit in a 30x30 blocks area) you can just use populator without potentially causing worldgeneration lag
L61[09:13:46] <axel> is there a vanilla example of this?
L62[09:14:05] <barteks2x> no, vanilla populators always are smaller than that
L63[09:14:25] <axel> what if i shrink it to only being 14 blocks wide?
L64[09:14:30] <barteks2x> then it would be ok
L65[09:14:50] <axel> is there a vanilla example of such a case?
L66[09:14:50] <barteks2x> if you are careful with how you place it
L67[09:15:29] <barteks2x> dungeons may be a good example
L68[09:15:32] <axel> FusionLord, call ModelLoader.setCustomResourceLocation when the ModelRegistry event is fired
L69[09:15:45] <axel> make sure its called on the client, preferably on your proxy
L70[09:15:50] <barteks2x> but I think they are limited to even less than that
L71[09:15:53] <axel> ok, thank you barteks
L72[09:16:35] <barteks2x> note that the way you should chose position for populator may be counterintuitive at first
L73[09:16:57] <axel> what do you mean?
L74[09:16:58] <barteks2x> chunkX*16 + 8 + random(16)
L75[09:17:51] <axel> i know chunkX * 16 + 8 is the center, but why the random part?
L76[09:18:14] <barteks2x> read this https://www.reddit.com/r/feedthebeast/comments/5x0twz/investigating_extreme_worldgen_lag/
L77[09:20:01] <axel> ive read that, and it says to append + 8 to chunkX * 16 (if i read it correctly), but, again, why the random part?
L78[09:20:19] <barteks2x> because you want it placed in random places, right?
L79[09:20:25] <axel> true
L80[09:20:46] <axel> alright, i think i understand it now
L81[09:20:48] <axel> thank you again
L82[09:23:24] <FusionLord> ok so now i have an invisible item...
L83[09:24:51] <axel> update your repository, please
L84[09:26:41] <FusionLord> done
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L86[09:33:30] <FusionLord> really kinda strange that it is just invisible and not a missing texture or the like.
L87[09:45:31] <axel> dont register them in common code, do it in the clientproxy or something similar
L88[09:46:02] <axel> also, there is no point in a common proxy, just make the other proxies inherit from the interface directly
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L91[09:51:08] <FusionLord> Not the issue at hand.
L92[09:51:16] <axel> yes it is
L93[09:52:35] <axel> http://www.minecraftforge.net/forum/topic/61757-common-issues-and-recommendations/ read "Problematic Code" paragraph 4 and "Code-style" paragraph 1
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L95[09:56:09] <FusionLord> Not the issue at hand, that wouldn't be causing my item to render invisible, not to mention I already fixed that, I was purely for testing purposes.
L96[09:58:58] <barteks2x> I hate java. Whenever I try to use generics in some more clever way, it bites me in the end
L97[09:59:42] <barteks2x> this time I came up with this: <T extends World & ICubicWorld> T getWorld();, and it works until I try to override it in implementation with <T extends World & ISomethingThatExtendsICubicWorld> T getWorld();
L98[09:59:48] <FusionLord> also at the time of writing that last message the repo was updated to reflect those changes.
L99[10:04:15] <axel> i assume youve checked the log?
L100[10:04:43] <FusionLord> The only thing in the log is failure to obtain the player's skin
L101[10:05:23] <FusionLord> is my model.json correct in its formatting?
L102[10:08:41] <FusionLord> I tried it with out "variants": { "normal": { *** } } and it said missing variant "normal"
L103[10:08:59] <axel> items dont have variants
L104[10:09:07] <axel> only blockstates have variants
L105[10:09:39] <FusionLord> then why does it complain about not having a normal variant?
L106[10:11:32] <axel> try adding "inventory" as the second argument in the ModelResourceLocation constructor
L107[10:12:00] <FusionLord> repo is current https://puu.sh/zUJ3D/c54e06c5f3.png https://puu.sh/zUJ43/2f9881a588.txt
L108[10:13:41] <axel> for debugging purposes, try removing the "overrides" tag from the model
L109[10:15:58] <FusionLord> did that, added "Inventory" as second param, samething except missing the "Inventory" variant.
L110[10:16:11] <axel> lowercase I
L111[10:16:42] <FusionLord> my bad, totally read it as uppercase
L112[10:17:24] <FusionLord> yup that did it, Thanks!
L113[10:17:46] <axel> is it working with the condition now?
L114[10:18:15] <FusionLord> my overrides are broken tho
L115[10:18:17] <FusionLord> lol
L116[10:18:54] <axel> well, atleast you got it in game
L117[10:21:07] <FusionLord> oh I guess I need to bring my overrides into the scope of a float for starters, but don't think that will fix it, because layer0 broken when I added them back in.
L118[10:21:24] <FusionLord> for overrides I don't need a forge marker right?
L119[10:21:35] <axel> forge markers are purely for blockstates
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L121[10:23:37] <FusionLord> ok
L122[10:24:05] <FusionLord> yeah this is what I get since I added the overrides back https://puu.sh/zUJre/60437fea41.png
L123[10:26:38] <FusionLord> The way vanilla does it, they switch the model on override, must I do the same? I cannot just change the texture or add a texture/layer?
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L128[11:43:32] <barteks2x> I hate you java/IDEA... just a while ago I had 10 errors Information:4/2/18 6:43 PM - Compilation completed with 576 errors and 10 warnings in 5s 186ms
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L130[11:53:17] <FusionLord> barteks2x, did you miss a closing bracket somewhere?
L131[11:53:34] <FusionLord> here is a look at the first feature of Better Wolf Control, https://www.youtube.com/watch?v=tuBMZMVQ3Ps
L132[11:53:43] <barteks2x> no, just that IDEA decided it can'ty even attemnpot to compile another module until the first one finishes
L133[11:54:04] <barteks2x> *finishes->compiles
L134[11:54:10] <FusionLord> oh fun
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L137[12:08:10] <barteks2x> does intellij allow to redo the same action as if I was moving a class to different package, but with the class already being in the new package?
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L141[12:44:38] <barteks2x> I give up
L142[12:45:01] <barteks2x> I was trying to split my project into 3 moduled, but gradle, forgegradle and my IDE are getting in the way at every single step
L143[12:45:26] <barteks2x> Now forgegradle just decided that ATs just won't work the way I need
L144[12:46:06] <barteks2x> so the project compiles, but when I attempt to run it, most of the ATs aren't applied
L145[12:49:22] <barteks2x> any way to tell ForgeGradle to use ATs from normal compile dependency?
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L208[19:51:20] <FusionLord> Does anyone know where item json overrides are located in code?
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L229[22:05:43] <FusionLord> do overrides not cascade? IE: override1 'THISMODEL' and inside of that model use override2?
L230[22:06:11] <FusionLord> Item property overrides that is
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L236[23:31:33] <FusionLord> When handling an ItemState can I color a layer before baking? If not how would I go about doing so?
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L239[23:46:25] <FusionLord> https://gist.github.com/FusionLord/0686bb544f62d657000999253872bc26 this is my ItemOverrideList
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