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L1[00:18:26] ⇨
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(Ipsis!~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
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L5[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180701 mappings to Forge Maven.
L6[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180701-1.12.zip
(mappings = "snapshot_20180701" in build.gradle).
L7[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/
L8[02:16:57] ⇨
Joins: lain_
(lain_!~lain@c-73-26-225-63.hsd1.nm.comcast.net)
L9[02:17:02] <lain_> hi i need help
L10[02:17:06] <lain_> my recipie isnt
working
L11[02:26:43] <gigaherz> what does your
recipe look like? (pastebin)
L13[02:29:37] <gigaherz> looks fine to me,
what does the debug log say about it?
L14[02:29:46] <lain_> how do you view the
debug log?
L15[02:30:10] <ForgeDiscord> <liach -
railcraft contributor> fml-client-latest.log
L16[02:30:16] <ForgeDiscord> <liach -
railcraft contributor> or fml-server-latest.log
L17[02:30:38] <ForgeDiscord> <liach -
railcraft contributor> or just put the console output when you
run in development environment into pastebin
L18[02:30:38] <gigaherz> wait, are you
making a recipe for your mod, or injecting it as part of a
modpack?
L19[02:30:43] <lain_> for my mod
L20[02:30:52] <gigaherz> so you are
probably running in an IDE?
L21[02:30:57] <gigaherz> like, Intellij
IDEA, or Eclipse?
L22[02:31:11] <lain_> yeah?
L23[02:31:41] <gigaherz> so, the debug log
will show in the IDE when you run/debug from it?
L25[02:31:55] <lain_> so just in the
terminal?
L26[02:31:58] <ForgeDiscord> <liach -
railcraft contributor> you can configure intellij idea to output
the log to somewhere, just edit the minecraft client
configuration
L27[02:32:37] <lain_> it doesnt say
anything
L29[02:32:52] <gigaherz> this part
L30[02:33:03] <gigaherz> does it not say
anything about exceptions while loading recipes?
L31[02:33:08] <lain_> yeah it doesnt say
anything about recipies
L32[02:33:10] ⇨
Joins: Twisted_Code
(Twisted_Code!~macks2008@192.99.124.210)
L33[02:33:13] <gigaherz> okay so
L34[02:33:17] <gigaherz> where in the mod
is that recipe?
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L36[02:33:21] <gigaherz> folder +
filename
L37[02:33:43] <lain_>
src/main/resources/assets/testmod/recipies/item_simple.json
L38[02:34:53] <gigaherz> it's spelled
"recipes"
L39[02:34:57] <gigaherz> without the second
i
L41[02:34:59] <lain_> lol
L42[02:36:23] <ForgeDiscord> <liach -
railcraft contributor> I always used to call "recipe"
as "receipt" without the "t" sound because of
how the word appeared
L43[02:36:25] <lain_> it works now thanks
:\
L44[02:36:36] <gigaherz> ^_^
L45[02:41:32] ⇨
Joins: ben_mkiv
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L46[02:43:12] <ForgeDiscord> <liach -
railcraft contributor> When I see ^ as up arrow instead of a
smiley eye. Ah.
L47[02:47:33] *
xaero scratches head
L48[02:47:52] <xaero> how would you
interpret '^_^' ?
L49[02:48:24] <xaero> musical notation? up
a note, flat, up a note?
L50[02:48:59] <xaero> or.. a square wave
with variable voltage? up voltage, flat, up voltage?
L51[02:49:47] <ForgeDiscord> <Asherslab
[MineColonies]> he just said he interprets "^_^" as a
smiley face (saying "^" was a smiley eye)
L52[02:50:20] <gigaherz> xaero: that would
be a triangle wave anda square wave multiplied together
L53[02:50:32] <gigaherz>
^_^_^_^_^_^_^_^_^_^_^_^_
L54[02:50:42] <gigaherz> nowe I wonder how
that sounds like... XD
L55[02:50:43] <xaero> haha
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L63[03:45:34] <ForgeDiscord> <Asherslab
[MineColonies]> just put it somewhere where he lurks. like here
XD
L64[04:06:57] ⇨
Joins: lain_ (lain_!~lain@17.sub-174-255-2.myvzw.com)
L65[04:07:04] <lain_> is it possible to
have a blockstate on an item?
L66[04:07:06] <lain_> like
L67[04:07:08] <lain_> for storing
data?
L68[04:07:18] <lain_> also for having item
varients
L69[04:07:27] <gigaherz> nope, you have to
use metadata numbers
L70[04:07:30] <gigaherz> until 1.13
releases
L72[04:07:33] <gigaherz> then metadata
numbers are gone
L73[04:07:35] <gigaherz> and only NBT
remains
L74[04:07:44] <lain_> why can you use it
for blocks and not for items...
L75[04:07:52] <lain_> umm
L76[04:07:59] <lain_> how would you store
arbitary data then?
L77[04:08:00] <lain_> like
L78[04:08:01] <gigaherz> because mojang
only made blockstates for... blocks.
L79[04:08:04] <ForgeDiscord>
<Daomephsta> Because it's a blockstate
L80[04:08:05] <gigaherz> using NBT.
L81[04:08:06] <lain_> the owner of the
item
L82[04:08:06] <ForgeDiscord>
<vdvman1> NBT
L84[04:08:10] <lain_> okay
L85[04:08:42] <gigaherz> also, blockstates
are not for arbitrary data
L86[04:08:46] <lain_> how do you select the
item model based on the metadata? forge doesn't go over that on the
wiki
L87[04:08:47] <gigaherz> you couldn't put
the owner on blockstates
L88[04:08:59] <gigaherz> you have two
choices, either using property overrides
L89[04:09:08] <gigaherz> or using a custom
mesh definition
L90[04:09:23] <lain_> you can have
propertyintegers it says so you could probably make a
propertystring
L91[04:09:24] <gigaherz> which points to
different variant locations based on the stack's nbt
L92[04:09:26] <ForgeDiscord>
<Daomephsta> There's ItemMeshDefinition and
IItemPropertyGetter for changing item models based on state.
L93[04:09:33] <gigaherz> no no
L94[04:09:34] <lain_> uuuh
L95[04:09:39] <gigaherz> blockstate
properties are precomputed
L96[04:09:41] <lain_> is there something as
simple as the blockstate thing?
L97[04:09:51] <gigaherz> mc needs to
generate ALL THE COMBINATIONS during startup
L98[04:09:52] <lain_> all you have to do is
put the varients in the model
L99[04:09:59] <ForgeDiscord>
<Daomephsta> Both of those are pretty simple
L100[04:10:04] <gigaherz> sec
L101[04:10:11] <lain_> like
L103[04:10:19] <lain_> id rather not use
code just for defining the model
L104[04:10:24] <gigaherz> this is a mesh
definition for one of my items
L105[04:10:25] <ForgeDiscord>
<Daomephsta> ItemMeshDefinition gets the stack, and you point
it towards the model
L106[04:10:33] <gigaherz> which uses NBT
to store which gemstone is contained inside the item
L107[04:10:43] <gigaherz> you'll notice in
the constructor, that I call registerVariantNames
L108[04:10:48] <gigaherz> to tell
minecraft which models to load
L109[04:10:57] <gigaherz>
registerItemVariants*
L110[04:11:20] <ForgeDiscord>
<Daomephsta> If you don't want to use code, then use
IItemPropertyGetter to create a custom item property that you can
use in a model override.
L111[04:11:32] <lain_> that seems like
code
L112[04:11:38] <ForgeDiscord>
<Daomephsta> It's half code
L113[04:11:39] <gigaherz> those reference
variant strings which I put in a blockstates file
L115[04:11:53] <lain_> i mean, can I just
set a number or something that can select which model it
uses?
L116[04:12:15] <gigaherz> you can, but you
still have to manually specify which model corresponds to which
number, in code.
L117[04:12:26] <lain_> oh
L118[04:12:34] <gigaherz> it's not
automatic like with blockstates.
L119[04:12:38] <lain_> how would I do
that?
L120[04:12:42] <ForgeDiscord>
<Daomephsta> Also, if your model changes based on owner, that
won't work well
L121[04:13:11] <gigaherz> option 1: store
the number in metadata, and call
ModelLoader.setCustomModelResourceLocation for each possible
number
L122[04:13:41] <lain_> oh
L123[04:13:41] <gigaherz> option 2: store
the number in NBT, and register a property getter to use with
property overrides
L124[04:13:43] <lain_> that seems
simple
L125[04:13:58] <gigaherz> option 3: store
the number in NBT and register a mesh definition that matches the
NBT to models
L126[04:14:16] <ForgeDiscord>
<Daomephsta> What's this number mean?
L127[04:14:40] <lain_> just some
number
L128[04:14:49] <gigaherz> but it has to
mean something
L129[04:15:07] <gigaherz> and if it means
something, isn't it better to give it a name, rather than
number?
L130[04:15:21] <lain_> isnt that what the
blockstates are for... but they dont exist for items
L131[04:15:37] <gigaherz> NBT does that in
items
L132[04:15:42] <gigaherz> you can have
like
L133[04:15:58] <gigaherz> conceptually:
yourmod:sword{material=diamond}
L134[04:16:06] <lain_> why does forge have
like 0 documentation
L135[04:16:10] <lain_> hmm
L136[04:16:14] <gigaherz> because people
don't write it
L137[04:16:17] <gigaherz> it's a community
project
L138[04:16:18] <lain_> how do you do all
that?
L139[04:16:22] <lain_> like
L140[04:16:23] <gigaherz> if people don't
contribute, it won't improve
L141[04:16:39] <gigaherz> okay so:
L142[04:16:41] <lain_> you'd think that it
would have though based on how many people use it
L143[04:16:44] <gigaherz> you have an
itemstack
L144[04:16:53] <lain_> okay
L145[04:17:09] <gigaherz>
stack.getTagCompound() returns the stored NBT, or null
L146[04:17:23] <gigaherz> so suppose you
want to SET a value
L147[04:17:26] <gigaherz> you'd have a
function a bit like
L148[04:17:41] <gigaherz> public void
setStackVariant(ItemStack stack, String variantName) {
L149[04:17:53] <lain_> yeah
L150[04:17:54] <gigaherz> NBTTagCompound
tag = stack.getTagCompound();
L151[04:18:10] <gigaherz> if (tag == null)
{ tag = new NBTTagCompound(); stack.setTagCompound(tag); }
L152[04:18:21] <gigaherz>
tag.setString("VariantName", variantName);
L153[04:18:22] <gigaherz> }
L154[04:19:00] <gigaherz> similarly, you
can have a getter
L155[04:19:13] <gigaherz> public String
getStackVariant(ItemStack stack) {
L156[04:19:20] <gigaherz> NBTTagCompound
tag = stack.getTagCompound();
L157[04:19:33] <gigaherz> return tag ==
null ? null : tag.getString("VariantName");
L158[04:19:34] <gigaherz> }
L159[04:19:47] <lain_> i see
L160[04:19:53] <lain_> how do you change
the model based on that?
L161[04:19:54] <gigaherz> that's how you
read and write to the stack's NBT
L162[04:19:57] <gigaherz> then
L163[04:20:15] <gigaherz> I can show you
option 3, since I have never used property overrides
L164[04:20:57] <gigaherz> this is an
example of something I wrote:
L166[04:21:15] <gigaherz> instead of
returning a string, I return an Enum
L167[04:21:23] <gigaherz> but the idea is
the same
L168[04:21:43] <gigaherz> the mesh
definition gets an itemstack, and returns the model variant
string
L169[04:21:55] <gigaherz> you register
that mesh definition like this
L171[04:22:16] <gigaherz> then you can
write a blockstates file for your item
L172[04:22:31] <gigaherz> (yes, blockstate
properties are NOT available, but you can still use blockstate json
files for items)
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L175[04:22:52] <gigaherz> it is important
to note that the key-value pairs in the blockstate jsons
L176[04:23:00] <gigaherz> are assumed to
match the variant strings
L177[04:23:04] <gigaherz> NOT the NBT data
directly
L178[04:23:59] <lain_> do you have to map
those somehow?
L179[04:24:43] <lain_> hmm
L180[04:24:51] <lain_> i dont completely
understand why the variant works
L181[04:24:54] <lain_> in the blockstate
json
L182[04:27:08] <lain_> the
ItemMeshDefination
L183[04:28:05] <lain_> the
getModelLocation recieves the itemstack and outputs the
modelresourcelocation for that item
L184[04:28:06] <lain_> oh
L185[04:28:25] <lain_> oh is ee
L186[04:28:27] <lain_> nvm
L187[04:28:39] <lain_> the
ModelResourceLocation contains the variant
L188[04:29:39] <gigaherz> yes
L189[04:29:50] <gigaherz> MRL is a bit
misleading of a name
L190[04:30:03] <gigaherz> it's a 3-part
string
L191[04:30:08] <gigaherz>
domain:path#variant
L192[04:30:46] <gigaherz> it can be used
in 2 ways, either to reference a model file, or to reference a
variant inside a blockstates json file
L193[04:31:06] <lain_> i see
L194[04:31:09] <lain_> uh
L195[04:31:24] <lain_> does it just look
for a blockstates file and if it doesn't find that to use the model
file?
L196[04:31:44] <gigaherz> the order has
changed recently
L197[04:31:56] <gigaherz> it used to be so
that if the model file exists, it wouldn't look at blockstates at
all
L198[04:31:59] <gigaherz> but I think it's
different now
L199[04:32:06] <gigaherz> oh! another
thing to consider:
L200[04:32:10] <gigaherz> until 1.13
releases
L201[04:32:20] <gigaherz> blockstates json
files look for models in the blocks folder
L202[04:32:24] <gigaherz> even if you use
them for items
L203[04:32:31] <gigaherz> it's hardcoded
that way
L204[04:33:02] <lain_> oh
L205[04:33:11] <lain_> nice...
L206[04:33:53] <lain_> oh
L207[04:33:55] <lain_> another
question
L208[04:34:21] <lain_> has intellij ever
told you that it can't resolve symbol 'java'?
L209[04:34:24] <lain_> i dont know how to
fix it
L210[04:34:29] <lain_> it builds fine with
gradle
L211[04:36:44] <ForgeDiscord>
<Daomephsta> Try a project clean
L212[04:36:49] <ForgeDiscord>
<therealfarfetchd> sounds like you've got no JDK set up in
idea
L213[04:36:52] <lain_> how do you do
that?
L214[04:36:54] <lain_> I have the jdk set
up
L215[04:37:02] <lain_> it finds all the
minecraft and forge stuff fine
L216[04:38:03] <ForgeDiscord>
<Daomephsta> File -> Invalidate Caches
L217[04:39:00] <ForgeDiscord>
<Daomephsta> Sometimes IDEs glitch and give you all sorts of
nonsense errors. A project clean often fixes that.
L218[04:40:00] <lain_> why didn't
minecraft use generics for their nbt thing
L219[04:40:33] <ForgeDiscord>
<Daomephsta> ¯_(ツ)_/¯
L220[04:46:29] <gigaherz> minecraft was
initially written in java5
L221[04:46:53] <gigaherz> took them a
while to move up to java8
L222[04:47:25] <gigaherz> so a lot of
things were designed to be compatible with the older versions of
java
L223[04:48:40] <lain_> what's the
inventory varient?
L224[04:48:50] <lain_> do i have to define
it somewhere
L225[04:49:48] <gigaherz> no, #inventory
is just what is used when you want to reference a model json
directly instead of going through a blockstates json
L226[04:49:52] <gigaherz> it also does
work with blockstates json
L227[04:49:56] <lain_> uuuh
L228[04:49:58] <gigaherz> but vanilla uses
it for model files
L229[04:51:33] <lain_> why would it be
saying Exception loading model for variant mod:item#inventory for
item "mod:item", normal location exception
L230[04:51:59] <ForgeDiscord>
<Daomephsta> Give the whole stacktrace, not just the first
line
L231[04:52:12] <ForgeDiscord>
<Daomephsta> the first line is never useful on its own
L232[04:52:29] <lain_> oh
L233[04:52:40] <lain_> Caused by:
java.io.FileNotFoundException: mod:models/item/item.json
L234[04:52:52] <lain_> why is it looking
there
L235[04:54:13] <ForgeDiscord>
<Daomephsta> Still not the whole stacktrace
L236[05:10:54] <lain_> oh
L237[05:11:06] <lain_> i was forgetting to
make it bake my varients so it defaulted to inventory i guess
L238[05:42:51] <lain_> gigaherz, when I
save and re open the nbt tags aren't there, do I have to save or
get them somehow?
L239[05:42:55] <lain_> uh
L240[05:43:03] <lain_> by the nbt tags
aren't there it renders what I set as default
L241[05:43:46] <lain_> like if i get tag
"abc" it just returns ""
L242[05:43:46] <gigaherz> uhm
L243[05:43:53] <lain_> instead of the
value i set it
L244[05:43:58] <gigaherz> if you lose
tags, it probably means you set the item in the client
L245[05:44:00] <gigaherz> and not in the
server
L246[05:44:01] <lain_> oh
L247[05:44:15] <lain_> but i have if
(!player.world.isRemote) { on this whole section of my code
L248[05:44:28] <gigaherz> then I don't
know
L249[05:44:31] <lain_> oh
L250[05:44:40] <gigaherz> the tags should
save, so long as the server knows about them
L251[05:46:43] <lain_> oh
L252[05:46:45] <lain_> huh
L253[05:46:49] <lain_> hmm
L254[05:46:54] <lain_> is there a way to
see what tags an item has
L255[05:46:59] <lain_> maybe its an issue
with the render thing
L256[05:50:20] <lain_> wat
L257[05:50:27] <lain_> i made it print the
tag to the console and now it works
L258[05:50:43] <lain_> :\
L259[05:59:09] <gigaherz> ... are you
accessing data across threads?
L260[05:59:25] <gigaherz> like, using
client objects from the integrated server thread
L261[05:59:29] <gigaherz> or from the
network thread?
L262[06:12:50] <lain_> uh
L263[06:12:53] <lain_> what do you
mean?
L264[06:12:56] <lain_> also it still
resets
L265[06:13:14] <lain_> but before I was
reading it it would refuse to change the nbt after i closed and
opened the world
L266[06:13:20] <lain_> now it resets to
the default whenever I do
L267[06:30:03] <lain_> i dont understand,
why is it not saving
L268[06:45:22] <lain_> gigaherz, do you
have to update the nbt every tick?
L269[06:45:49] <lain_> the
ItemMeshDefinition always loads it as null until from the
start
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L272[06:55:46] <gigaherz> nope
L273[06:55:48] <gigaherz> the NBT is
persistent
L274[06:56:01] <gigaherz> when you spawn
an item with nbt, or give the item nbt, it sticks
L275[06:56:32] <gigaherz> ... unless you
did that in the client and it caused a desync (so the server
doesn't think it does have NBT, even if the client says it
does)
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L279[07:03:17] <lain_> its null
though
L280[07:03:20] <lain_> well
L281[07:03:30] <lain_> im going to bed ill
try more tomorrow
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L286[09:21:41] <ForgeDiscord> Command sent
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L348[19:10:10] <ForgeDiscord>
<SquareWheel> Bug I'm stuck on. My mod opens a GUI from the
player inventory. There's an issue where any items in the 2x2
crafting grid don't get cleared when my GUI is opened.
L349[19:10:25] <ForgeDiscord>
<SquareWheel> I'm not sure if this is on vanilla or me, but I
haven't found a way to clear those items properly.
L350[19:10:57] <ForgeDiscord>
<SquareWheel> I'm sure players don't mind the four extra
inventory slots, but...
L351[19:11:23] <ForgeDiscord>
<SquareWheel> Do you have any suggestions for how I might
approach this problem?
L352[19:12:32] <ForgeDiscord>
<SquareWheel> What's tougher is I'm dealing with
client-side-only GUI code, so anything like "search player
inventory and clear items" becomes more complicated.
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L359[21:51:36] <ForgeDiscord> <mezz>
@SquareWheel you can look at how JEI does it. there are some
complications
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L361[21:55:00] <ForgeDiscord>
<SquareWheel> Thanks for the heads up. Mind pointing me to a
specific file/function? JEI is pretty big now.
L362[21:55:49] <ForgeDiscord>
<SquareWheel> Very clean, though.
L363[22:00:17] <ForgeDiscord> <mezz>
sure, one sec
L364[22:00:23] <ForgeDiscord>
<SquareWheel> Appreciated
L365[22:00:50] <ForgeDiscord> <mezz>
it'll be easier to navigate if you check out the code, maybe you
can do that while I'm looking around
L366[22:01:58] <ForgeDiscord>
<SquareWheel> Looking at the Github now. Unless you mean git
checkout. :)
L367[22:02:20] <ForgeDiscord>
<killjoy> I think he means clone
L368[22:02:52] <ForgeDiscord>
<SquareWheel> Would be nice if Github added some basic
"go to" logic...
L369[22:03:06] <ForgeDiscord>
<killjoy> that requires an integrated web ide
L370[22:03:57] <ForgeDiscord> <mezz>
see mezz.jei.gui.recipes.RecipesGui#open and
mezz.jei.gui.recipes.RecipesGui#close I used to have extra code for
clearing the crafting grid, but vanilla improved their behavior in
1.12 so I just need to display my screen. The one "hack"
part of this is that I do not close the container of the gui I am
drawing over. this causes some issues with mods that handle key
events without forge, like inventory/mouse tweaks.
L371[22:03:58] <ForgeDiscord> it's the
only way to restore the old gui when you close yours though
L372[22:04:18] <ForgeDiscord> <mezz>
when browsing code on github, you can type T and it will let you
search by class
L373[22:05:05] <Ordinastie> wow, I didn't
know that...
L374[22:05:09] <Ordinastie> that's
nice
L375[22:05:42] <ForgeDiscord>
<SquareWheel> Much thanks, mezz. Will play with this.
L376[22:06:43] <ForgeDiscord> <mezz>
no problem!
L377[22:48:16] <ForgeDiscord>
<SquareWheel> Ah ha! It looks like calling
mc.player.closeScreen(); versus mc.displayGuiScreen(null); makes
all the difference.
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L379[22:53:11] <ForgeDiscord>
<SquareWheel> Looks like it even handles the packet stuff for
me.
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L381[22:53:52] <ForgeDiscord>
<SquareWheel> Just need to work out how to override the
Escape default behavior, but I think I can manage that.
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