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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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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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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
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?
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
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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
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
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?
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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L175[16:02:01] ***
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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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