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L3[00:05:27] <A1b4> Is there general
strategy to modify a capability through event(e.g. construct them
using event)? Or does it depend on situations?
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L15[00:46:35] <A1b3> Anyone good at
advanced caps system?
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L29[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170328 mappings to Forge Maven.
L30[02:00:07] <MCPBot_Reborn> [TEST CSV]
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L31[02:00:17] <MCPBot_Reborn> Semi-live
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MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L37[02:30:27] <LexManos> diesieben|away, do
me a favor, instead of saying 'x is no longer supported by Forge'
say 'x is no longer supported on this forum'
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L68[06:15:42] <HQBanana> ello
L69[06:16:25] <HQBanana> i stumbled accross
a tutorial to add entity properties and this person extends his
class with "IExtendedEntityProperties" but that doesn't
exist in 1.10
L70[06:16:29] <HQBanana> does anybody know
what replaced it
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L73[06:20:33] <A1b4> Caps.
L74[06:20:36] <A1b4> Capabilities
L75[06:20:53] <HQBanana> oh boi
L76[06:21:10] <A1b4> I think there are
loads of good tutorials out there about caps by now
L77[06:21:28] <gigaherz|work> they aren't
as hard as they sound, either
L78[06:21:45] <A1b4> Does they sound
hard?
L79[06:21:52] <HQBanana> to me yeah
L80[06:21:53] <HQBanana> :P
L81[06:22:00] <gigaherz|work>
basically:
L82[06:22:12] <HQBanana> i have a
capability inventory working
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L85[06:22:27] <HQBanana> this is what im
following now
L86[06:22:30] <gigaherz|work> the
capabilities are "attachable interfaces"
L87[06:22:59] <gigaherz|work> the same way
that you do "obj instanceof ISomething" for a normal
interface
L88[06:23:15] <gigaherz|work> there's
"obj.hasCapability(CAP_SOMETHING)" in the capability
system
L89[06:23:29] <gigaherz|work> the same way
that you do "(ISomething)obj" to cast to a normal
interface
L90[06:23:35] <HQBanana> oh
L91[06:23:53] <gigaherz|work> there's
"obj.getCapability(CAP_SOMETHING)"
L92[06:23:56] <HQBanana> so basically for
say.. giving the player mana i make a separate class and implement
ICapabilityProvider
L93[06:24:04] <gigaherz|work> the same way
that you do class extends ISomething
L94[06:24:06] <HQBanana> then use its
methods to access the player
L95[06:24:16] <gigaherz|work>
capability-aware objects override hasCapability and
getCapability
L96[06:24:23] <gigaherz|work> to add the
caps to the list
L97[06:24:34] <gigaherz|work> and as a
bonus
L98[06:24:35] <A1b4> So there's
hasCapability for instanceof and getCapability for conversion to
interface
L99[06:24:52] <gigaherz|work> you can
attach capability providers to 3rdparty objects such as players and
ItemStacks
L100[06:25:07] <gigaherz|work> which can
add more capabilities on top of the stock ones
L101[06:25:19] <gigaherz|work> everything
else are implementation details
L102[06:25:40] <HQBanana> so for my
inventory the ItemStackHandler would be the capability?
L103[06:25:50] <gigaherz|work> yes
L104[06:26:00] <gigaherz|work> well
no
L105[06:26:02] <HQBanana> aah okay so
extending ICapabilityProvider isn't necessary?
L106[06:26:04] <HQBanana> oh lol
L107[06:26:14] <gigaherz|work> the
capability is technically the IItemHandler interface
L108[06:26:23] <gigaherz|work>
ItemStackHandler is an implementation of that capability
L109[06:26:31] <HQBanana> ah
L110[06:26:38] <gigaherz|work> and
CapabilityItemHandler.ITEM_HANDLER_CAPABILITY is the
"key" for the capability
L111[06:26:46] <gigaherz|work> used to
query and as a helper
L112[06:27:11] <gigaherz|work> so
L113[06:27:16] <gigaherz|work> if you
create your own TileEntity or Entity
L114[06:27:25] <gigaherz|work> you
wouldn't need to implement ICapabilityProvider
L115[06:27:29] <gigaherz|work> because
it's already there in the object
L116[06:27:37] <gigaherz|work> so you just
override the existing hasCapability and getCapability
L117[06:27:44] <gigaherz|work> but for
attaching things to players
L118[06:27:49] <gigaherz|work> you can't
just go and exit the code
L119[06:27:51] <gigaherz|work> so in that
case
L120[06:27:59] <gigaherz|work> you use the
AttachCapabilitiesEvent
L121[06:28:10] <HQBanana> which is a
method that i can override?
L122[06:28:11] <gigaherz|work> which can
be used to add extra ICapabilityProviders to the internal
list
L123[06:28:33] <gigaherz|work> and in
there you do implement ICapabilityProvider
L124[06:28:42] <gigaherz|work> or more
often, ICapabilitySerializable
L125[06:28:52] <gigaherz|work> which is
ICapabilityProvider and INBTSerializable combined
L126[06:28:53] <HQBanana> yeh i made a
clean playerdata class
L127[06:29:01] <gigaherz|work> and lets
you save and load from NBT
L128[06:29:05] <HQBanana> which im trying
to implement ICapabilitySerializable to right now
L129[06:29:12] <HQBanana> but i need
something between the brackers
L130[06:29:17] <HQBanana> so i figured..
EntityPlayer would work
L131[06:29:18] <HQBanana> but no
L132[06:29:25] <gigaherz|work> no
L133[06:29:29] <gigaherz|work> it's
thetype of NBT
L134[06:29:31] <gigaherz|work> so
like
L135[06:29:36] <gigaherz|work> if you will
serialize to a NBTTagCompound
L136[06:29:39] <gigaherz|work> or an
NBTTagList
L137[06:29:50] <gigaherz|work> or maybe
you just want an NBTTagInt if your capability contains a single
number
L138[06:29:55] <A1b4> Well I heard that
ICap...Serializable is just placeholder for shorter patch.
L139[06:30:04] <gigaherz|work> wat?
L140[06:30:23] <HQBanana> all i want is
just have a simple mana value on my player right now :P
L141[06:30:28] <HQBanana> so i guess
that'd be NBTTagInt?
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L143[06:30:42] <gigaherz|work> HQBanana:
well "right now"
L144[06:30:52] <gigaherz|work> if you
choose to make it NBTTagInt now
L145[06:30:58] <gigaherz|work> and you
later want to change which tag type you use
L146[06:31:00] <gigaherz|work> it will be
annoying
L147[06:31:06] <gigaherz|work> so it's
easier to use NBTTagCompound
L148[06:31:10] <HQBanana> oh okay
L149[06:31:19] <gigaherz|work> and in the
compound you can just store .setInteger("mana",
value)
L150[06:31:36] <A1b4> It's generally
better to use ICapabilityProvider & INBTSerializable most of
case, if I recall correctly.
L151[06:32:20] <gigaherz|work> whywould
it
L152[06:32:31] <gigaherz|work>
ICapabilitySerializable literally extends ICapabilityProvider and
INBTSerializable
L153[06:32:40] <gigaherz|work> it's
equivalent
L154[06:32:42] <gigaherz|work> and shorter
to type
L155[06:32:56] <A1b4> Less confusion and
More straightforward, I think.
L156[06:33:16] <gigaherz|work> your
choice.
L157[06:33:32] <HQBanana> welp thanks
:D
L158[06:33:40] <HQBanana> i think i can
get a simple mana value up now
L159[06:33:42] <HQBanana> i hope
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L161[06:35:51] <gigaherz|work> hmm not
quite what I wanted to show you
L162[06:35:56] <gigaherz|work> but this is
something I wrote a while ago
L163[06:36:01] <gigaherz|work> as an
exmaple of a complete capability
L165[06:37:00] <A1b4> Right, but I think I
heard it here. ICapabilitySerializable has two distinct roles, so
it's bad in my opinion
L166[06:38:40] <A1b4> Though I won't argue
with it more, as it's just what I heard.
L167[06:40:10] <gigaherz|work> it's
ok
L168[06:40:26] <gigaherz|work> I'm just
not that strict with programming concepts
L169[06:41:14] <A1b4> Sorry.
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L174[06:47:14] <Abastro> Hello, I want to
know if there's general strategy for generating capability instance
through event system. So mods can provide information for the
capability.
L175[06:47:50] <gigaherz|work> I have no
idea what you mean
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L178[06:55:13] <Abastro> Let Events
populate/modify Capability
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L180[06:58:12] <Abastro> So individual mod
can put information they want in the the capability.
L181[06:58:57] <gigaherz|work> uhm
L182[06:58:59] <Abastro> I'm asking if
there is general solution for that, or it depends on each
case.
L183[06:59:02] <gigaherz|work>
capabilities are attachable
L184[06:59:22] <gigaherz|work> but I'm
really not sure that I understand what you want to do
L185[06:59:32] <gigaherz|work> can you
give a concrete example of why you think you would need that?
L186[06:59:57] <gigaherz|work>
because
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L188[07:00:12] <Abastro> Okay.
L189[07:00:48] <gigaherz|work> you can
attach custom ICapabilityProviders to entities or
tileentities
L190[07:00:59] <gigaherz|work> which can
then choose to expose or not expose a capability instance
L191[07:01:10] <gigaherz|work> and a
capability instance can populate itself through events, sure
L192[07:01:39] <gigaherz|work> but I'm not
sure that what you ask is any of that
L193[07:02:27] <Abastro> I have a system
of my custom objects, and I'm trying to attach it as capabilities.
Mods can register their objects and modify some of it. Should I
specify what kind of object it is?
L195[07:04:24] <Jiraiyah> two things
though
L196[07:04:46] <Jiraiyah> one, i read that
capabilities are new way of handling inventories? (maybe?)
L197[07:05:35] <gigaherz|work> that'd be
inaccurate
L198[07:05:43] <gigaherz|work>
capabilities are a system that allows attaching things to
things
L199[07:05:48] <Jiraiyah> two, i was
thinking of having upgrade item to increase the number of slots,
how should i handle the case when someone is removing the previous
item and does not put a new item and closes the inventory? or
downgrades the inventory?
L200[07:05:50] <gigaherz|work> sortof like
"attachable interfaces"
L201[07:05:56] <gigaherz|work> and one of
the things you can attach as a capability,are inventories
L202[07:06:21] <gigaherz|work> the
IItemHandler interface
L203[07:06:31] <gigaherz|work> is the
interface for that capability
L204[07:06:39] <Jiraiyah> i meant that,
now, the first question to be precise, does anyone has an example
of that on an item?
L205[07:06:49] <gigaherz|work> downgrading
should probably reduce the inventory system and dump the
items
L206[07:07:12] <gigaherz|work> yes
L208[07:07:15] <Jiraiyah> hmmm then i
should handle dumping or not on the inventory closing ha?
L209[07:07:19] <gigaherz|work> that entire
mod is an item that holds items
L210[07:07:19] <gigaherz|work> XD
L211[07:07:31] <Jiraiyah> heh,
thanks
L212[07:07:32] <gigaherz|work> whenever
you choose to change the inventory size ;P
L213[07:07:46] <gigaherz|work> in my mod I
don't allow downgrading
L214[07:07:55] <gigaherz|work> you combine
the item with the upgrades in an anvil -- permanently
L215[07:08:02] <Ashindigo_> you can never
go back!
L216[07:08:06] <Jiraiyah> well, here is
the problem, think about the game play, a player comes, removes the
old, limited upgrade and puts the new upgrade
L217[07:08:19] <gigaherz|work> I see it as
incremental ;P
L218[07:08:34] <Jiraiyah> true but the
reverse will be possible too
L219[07:08:48] <gigaherz|work> well then
you'll have to do extra work thinking of how to make it happen
;P
L220[07:09:00] <Jiraiyah> the first thing
i need to figure is when to increase or decrease the array size for
slots
L221[07:09:49] <Jiraiyah> actually,
thinking about it, downgrading would be meaningless
L222[07:10:00] <Jiraiyah> why would i
downgrade capacity of a bag?
L223[07:10:08] <gigaherz|work> that wasmy
point ;P
L224[07:10:23] <gigaherz|work> just make
the upgrades permanent and you avoid all the trouble ;P
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L226[07:11:04] <Jiraiyah> hmmm, god i hate
not getting my hand dirty for a loo~ng time, forgot almost every
basic bit
L227[07:11:40] <Jiraiyah> i can store the
upgrade state as an int state on an item true?
L228[07:11:48] <gigaherz|work> ofc
L229[07:12:28] <Jiraiyah> that would help,
will reduce the hassle of using crafting grid for transfering items
from ingredient bag to the crafted one lol
L230[07:13:35] <Jiraiyah> grrr i wish
there was short state too, int is way to big of data size for
this
L231[07:13:43] <Jiraiyah> maybe i will use
enums
L232[07:13:51] <Jiraiyah> oh well, things
to figure now
L233[07:13:54] <gigaherz|work> wat?
L234[07:14:20] <gigaherz|work> wait
L235[07:14:23] <gigaherz|work> by
"state"
L236[07:14:26] <gigaherz|work> what did
you mean?
L237[07:14:29] <gigaherz|work> because the
metadata value
L238[07:14:35] <gigaherz|work> although
the field is of type int
L239[07:14:38] <gigaherz|work> it's stored
as a short
L240[07:14:48] <gigaherz|work> and for
NBT, you can use whatever size you want -- it doesn't matter
L241[07:14:49] <Jiraiyah> oh right, i was
thinking of block state, items don't have do they?
L242[07:15:00] <gigaherz|work> items don't
have blockstates, no
L243[07:15:18] <Jiraiyah> kk, then will go
with nbt, much more controlable on size of data
L244[07:15:22] <gigaherz|work> but the
PropertyInt of a block can have any range, it's perfectly fine even
if you just have 2 values in it ;P
L245[07:15:35] <gigaherz|work> yes but if
you care about compactness
L246[07:15:43] <gigaherz|work> remember
that NBT has to store the NAME of the thing too
L247[07:15:44] <gigaherz|work> XD
L248[07:15:45] <Jiraiyah> nah i was
thinking 32 bits of data per int entry
L249[07:15:51] <Jiraiyah> oh right
L250[07:15:55] <gigaherz|work> so it takes
up even more space XD
L251[07:15:59] <gigaherz|work> just...
don't worry about it.
L252[07:16:27] <Jiraiyah> hmmm wait a
minute, meta data is short? wasn't it a byte ?
L253[07:16:37] <gigaherz|work> on an item,
it's 16bit
L254[07:16:41] <gigaherz|work> up to
32767
L255[07:16:42] <Jiraiyah> got it
L256[07:16:53] <gigaherz|work> on a block,
it's 4bit, up to 15 ;P
L257[07:17:02] <Jiraiyah> more than enough
and it serializes automatically isn't it?
L258[07:17:57] <Jiraiyah> i mean, if i
remember, i don't need to handle any serialization for metadata
myself?
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L260[07:18:17] <gigaherz|work> wel
no
L261[07:18:29] <gigaherz|work> the
itemstacks' own serialization stores the metadata
L262[07:18:35] <gigaherz|work> but it also
stores NBT, and capabilities
L263[07:18:35] <Jiraiyah> nice
L264[07:18:50] <gigaherz|work> (so longas
thosecapabilities handle their own serialization ;P)
L265[07:19:22] <Jiraiyah> oh well, back to
the main question, can i still use that old way of inventory or
should i go with capabilities?
L266[07:19:31] <gigaherz|work>
capabilities.
L267[07:19:34] <gigaherz|work> the old way
may or may not work
L268[07:19:38] <gigaherz|work> but it's
deprecated and discouraged
L269[07:19:57] <Jiraiyah> got it, thanks
for help
L270[07:20:05] <gigaherz|work> there's a
chance that yourthing may not work with like
L271[07:20:09] <gigaherz|work> Mekanism,
or Thermal Expansion
L272[07:20:13] <gigaherz|work> because
they are quite shitty ports
L273[07:20:22] <gigaherz|work> but besides
that ;P
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L275[07:21:37] <Jiraiyah> oO you mean they
may not get into normal inventory slots to sit there or what?
L276[07:21:45] <Ashindigo_> How are they
shitty ports?
L277[07:30:08] <gigaherz|work> Jiraiyah:
nono
L278[07:30:16] <gigaherz|work> I mean that
the items inside your items MAY not be seen by those mods
L279[07:30:24] <gigaherz|work> as in
L280[07:30:26] <Jiraiyah> ahhhh
gigaherz|work you are making it so that it sits in bauble's belt,
if i would want to put it in body slot??? where should i
change?
L281[07:30:41] <Jiraiyah> ah
L282[07:30:56] <Jiraiyah> right now, that
is my least worry dude
L283[07:31:04] <gigaherz|work> I don't
even know if those mods have any machine at all that can
insert/remove items from an item-container
L284[07:31:16] <gigaherz|work> ;P
L285[07:31:21] <Jiraiyah> they don't
L286[07:31:34] <TechnicianLP> why support
deprecated stuff?
L287[07:31:38] <Jiraiyah> most of the time
bags handle sneak click to dump items to inventory
L288[07:31:44] <gigaherz|work> Ashindigo_:
well whenever I see a mod that only supports the old RF api and not
the forge energy cap ;p
L289[07:31:56] <gigaherz|work> althoguh
dunno if TE support forge energy atm
L290[07:32:09] <gigaherz|work> I haven't
actually checked that yet
L291[07:32:25] <Ashindigo_> Mek and TE use
the old rf api? O.o
L292[07:32:33] <gigaherz|work> or like
mekanism pipes can't connect to my chests because I don't use
IInventory
L293[07:32:50] <gigaherz|work> again, may
have changed since I looked
L294[07:33:59] *
Ashindigo_ slaps aiden around a bit
L295[07:34:54] *
gigaherz|work has a tendency to assume the worst out of 1.7.10 mod
ports ;P
L296[07:35:16] <Jiraiyah> you know, long
time ago i had watched some video tutorials that the developer of
steve carts recorded, someone needs to redo the whole stuff again
from scratch to support many new things specially capacity and new
model things, for example, i saw a vide on how an obj model was
being used simply using json, but then, i had to ask myself, if i
would want part of that model to animate can it be done as simple
as that too?
L297[07:35:41] <Ashindigo_> Direct
ports?
L298[07:36:34] <Jiraiyah> you forgot to
answer me :p ahhhh gigaherz|work you are making it so that it sits
in bauble's belt, if i would want to put it in body slot??? where
should i change?
L299[07:36:45] <gigaherz|work> no
idea
L300[07:36:52] <Jiraiyah> oO
L301[07:36:55] <gigaherz|work> I have
never done anything that can go in armor slots
L302[07:37:01] <gigaherz|work> besides
armor ;P
L303[07:37:08] <Jiraiyah> no no, not the
armor slots on vanilla
L304[07:37:16] <Jiraiyah> you know that
bauble has a slot for body too
L305[07:37:16] <gigaherz|work> OH I
see
L306[07:37:22] <gigaherz|work> there's a
bauble type method somewhere
L307[07:37:28] <Jiraiyah> kk
L308[07:39:40] <Jiraiyah> found it :
return BaubleType.BELT;
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L312[07:42:15] <Mathe172> I have a short
question regarding server only mods and translations: Is there a
standard way to get the translation working on the client, e.g. by
syncing them?
L313[07:42:29] <gigaherz|work> nope
L314[07:42:48] <gigaherz|work> resources
are meant to be addedthrough resource packs
L315[07:42:58] <gigaherz|work> mod jars
count as resource packs on the client
L316[07:43:10] <gigaherz|work> but if your
mod is sever-only and you want extra translatable strings
L317[07:43:26] <gigaherz|work> you'll need
to distribute a resourcepack zip with the languages
L318[07:43:57] <TechnicianLP> theres also
a language field in EntityPlayerMP
L319[07:45:19] <Mathe172> would a PR that
syncs the language file to the client / sends a resource pack to
the client have a chance to be accepted?
L320[07:45:39] <Mathe172> providing a
resource pack somehow defeats the purpose of a server-only
mod
L321[07:45:47] <gigaherz|work> nope
L322[07:46:20] <gigaherz|work> but as
TechnicianLP said, if you can get the language id from the
entity
L323[07:46:25] <gigaherz|work> you can
perform translation on the server
L324[07:46:29] <gigaherz|work> and send
pre-translated to each client
L325[07:46:53] <gigaherz|work> you'll need
to do the translation manually, though
L326[07:47:07] <gigaherz|work> because the
usual en_us.lang typefiles do not load on the server
L327[07:47:15] <HQBanana> does anybody
have a capacities tutorial that's more readable than the forge
documentation?
L328[07:47:20] <HQBanana> ive been looking
for a long time
L330[07:47:46] <HQBanana> thanks
L332[07:47:57] <gigaherz|work> the last
link is fiction
L333[07:48:07] <gigaherz|work> butit can
help wrap your head aroudn the idea
L334[07:48:10] <gigaherz|work> if nothing
else works
L335[07:48:10] <gigaherz|work> ;P
L336[07:48:59] <Mathe172> out of
curiosity: Why do you think it would have a chance? Has there
already been a discussion about this?
L337[07:49:20] <Mathe172> *wouldn't
L338[07:49:59] <gigaherz|work> well for
starters, that would only work if forge is installed on the client,
it woudl be useless if it's a vanilla client
L339[07:50:16] <Mathe172> not if you send
a resourcepack to the client
L340[07:50:29] <Mathe172> then you'd only
have to accept that on the client
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L342[07:50:48] <gigaherz|work> that's the
thing, you can already do that, can you not? ;P
L343[07:52:17] <gigaherz|work> note
that
L344[07:52:22] <gigaherz|work> server
resource packs are external download URLs
L345[07:52:28] <gigaherz|work> the server
doesn't actually SEND the rP
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L347[07:52:33] <gigaherz|work> it gives
theclient a link to download from
L348[07:52:46] <gigaherz|work> forge isn't
going to add an HTTP server inside itself
L349[07:52:57] <gigaherz|work> so you'd
haveto host the file separately
L350[07:53:03] <gigaherz|work> at which
point you can just use the existing system
L351[07:53:19] <Mathe172> ok, that makes
sense..
L352[07:53:26] <gigaherz|work> also,
syncing translation strings woudl require a whole system
L353[07:53:28] <Mathe172> thanks
L354[07:53:33] <gigaherz|work> because
those strings are only applicable to the one server
L355[07:53:39] <gigaherz|work> you'd have
to make theclient keep two separate translation tables
L356[07:53:41] <gigaherz|work> the normal
one
L357[07:53:47] <gigaherz|work> and the one
for the server currently logged in
L358[07:54:01] <gigaherz|work> which would
be quite large changes, lowering the chances of a PR being approved
even more
L359[07:54:33] <gigaherz|work>
server-provided configuration is something that MAY happen someday
in the future, but not yet
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L366[08:39:11] <Ashindigo_> so it smelts,
trashes, crafts and stores?
L367[08:39:16] <Ashindigo_> im sold
L368[08:39:18] <Jiraiyah> yup
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L370[08:39:59] <Ashindigo_> whats the
devil star from dmc for though?
L371[08:40:11] <Jiraiyah> but it will be
damn expensive on some upgrades, specially the smelting, it will
smelt just like what i saw in dire's video, 1 item per tick but
needs good amount of nether stars and possibly a dragon egg
L372[08:40:22] <Jiraiyah> that is the
upgrade slot
L373[08:40:36] <Jiraiyah> you put the
upgrade in the slot and it will be consumed and the upgrade will be
added
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L375[08:40:49] <Ashindigo_> does it also
use clay?
L376[08:41:01] <Jiraiyah> clay? don't
think so
L377[08:41:29] <Jiraiyah> most likely
iron, then gold, then ender pearl, then diamond, then emerald, then
nether star and then what even it takes
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L379[08:53:14] <Jiraiyah> Ashindigo_, why
did you asked about clay?
L380[08:53:39] <Ashindigo_> its a joke on
r/feedthebeast
L381[08:54:38] <Jiraiyah> :/ donno it, how
is it?
L382[08:55:10] <gigaherz|work> Jiraiyah:
dragon egg for the last one? ;P
L383[08:55:19] <Jiraiyah> for the
furnace
L384[08:55:38] <Ashindigo_> someone said
clay could be for balancing or somethin and its become a joke for
balancing
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L389[09:05:02] <Jiraiyah> oh lol
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L395[09:17:17] <Jiraiyah> is there still a
way to easily draw gui elements from an atlas of elements?
L396[09:17:44] <gigaherz|work> yes,
GuiScreen has methods for drawing a piece of a texture
L397[09:18:00] <gigaherz|work> that's how
like, the furnace draws the flame
L398[09:18:08] <gigaherz|work> or the
brewing stand the bubbles
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L401[09:20:34] <Jiraiyah_> can't connect
to your maven to develop a dev env for your mod to look into it
easier
L402[09:20:44] <gigaherz|work> uhm
L403[09:20:53] <gigaherz|work> my maven
isn't indexable
L404[09:20:58] <Jiraiyah_> ah kk
L405[09:21:02] <gigaherz|work> it should
still work for setupDecompWorkspace
L406[09:21:06] <Jiraiyah_> so it will work
non the less?
L407[09:21:10] <gigaherz|work> it
should.
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L409[09:22:53] <Jiraiyah_> kk
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L448[12:39:08] <StormCloud> is there an
established convention for unlocalized names?
L449[12:39:41] <TechnicianLP> have your
modid in it
L450[12:40:51] <StormCloud> okay, should
they be all lowercase, or have a ":" in them?
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L454[12:44:09] <TechnicianLP> is usually
do <type>.<Registry-name>.name=<Translation> for
registered stuff and <modid>.<something>=<trans.>
for everything else
L455[12:44:29] <tterrag>
modid.category.object.data
L456[12:44:47] <tterrag> so like...
mymod.item.bucket.name
L457[12:44:55] <tterrag> or
mymod.gui.furnace.title
L458[12:45:03]
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L459[12:45:09] <tterrag> generally you go
wide -> narrow
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L491[15:07:52] <tterrag> does ObjectHolder
work for sound events?
L492[15:07:54] <tterrag> if so, how?
L493[15:08:15] <LexManos> it works for all
registered objects
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L495[15:10:06] <tterrag> but most sounds
include invalid characters
L496[15:10:10] <tterrag> does it escape
periods?
L497[15:10:44] <LexManos> periods arnt
invalid characters in registries
L498[15:10:52] <tterrag> they are in field
names
L499[15:10:58] <LexManos> so?
L500[15:11:02] <tterrag> so I guess I'd
have to manually use @ObjectHolder on each field?
L501[15:11:10] <tterrag> I've only ever
used it at the class level
L502[15:11:14] <LexManos> There you're
gettin it!
L503[15:11:33] <tterrag> ...ok
L504[15:14:42] <tterrag> when is
ObjectHolder processed though? sounds should be available at
preinit, no?
L505[15:15:19] <tterrag> they are for
vanilla, anyways
L506[15:16:02] <ghz|afk> many mods
register things in preinit though
L507[15:16:13] <tterrag> hm? so? sounds
come from sounds.json
L508[15:16:27] <ghz|afk> ah hmm
L509[15:16:34] <ghz|afk> no SoundWhatever
class in the registry?
L510[15:17:25] <ghz|afk> although it may
be interesting if ObjectHolders would be injected as soon as the
"thing" is registered
L511[15:17:27] <ghz|afk> like
capabilities
L512[15:17:55] <tterrag> my point is that
I get a null field during preinit, but no logs about it not being
able to find the thing
L513[15:18:05] <tterrag> so...I'm guessing
it's not initialized until after preinit
L515[15:20:21] <Drakmyth> This all
happens, I think before preInit
L516[15:20:36] <Drakmyth> but I don't see
if it calls that out or not
L517[15:21:13] <Drakmyth> so I could be
wrong on that
L518[15:21:43] <tterrag> ok
actually...thing might not be in the registry. but why wasn't there
a logged error then...
L519[15:21:51] <tterrag> and why not? it's
in my sounds.json ... grr
L520[15:22:37] <tterrag> I've always hated
sounds
L521[15:23:42] <tterrag>
System.out.println(Arrays.toString(ForgeRegistries.SOUND_EVENTS.getEntries().stream().filter(e
->
e.getKey().getResourceDomain().equals(Chisel.MOD_ID)).toArray()));
L522[15:23:45] <tterrag> gives empty
array
L523[15:23:47] <tterrag> fun!
L524[15:25:21] <tterrag> that's BS because
I use other sounds from chisel. so are sounds just not loaded at
all during preinit?
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L526[15:29:31] <tterrag> ok
so...apparently sounds.json *does not* add your sound to the
SOUND_EVENT registry
L527[15:29:35] <tterrag> so what's the
point?
L528[15:30:48] <tterrag> why does that
registry exist at all?
L529[15:33:32] <TechnicianLP> how does the
tint color get applied to a texture? multiplicatively?
L530[15:34:41] <tterrag> no, additive,
normal GL coloring
L531[15:35:28] <TechnicianLP> so like a
color call before rendering ... ok
L532[15:36:53] <tterrag> it becomes a
glColor call at some point. unless it goes into the chunk VBO
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L545[16:16:43] <StormCloud> oooookay
L546[16:18:24] <StormCloud> the newest
stable 1.10.2 JEI is crashing in PreInit in my environment
L547[16:18:59] <TechnicianLP>
crashlog?
L549[16:22:12] <TechnicianLP> how your
build.gradle setup?
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L553[16:27:55] <StormCloud> mostly if not
entirely default
L554[16:28:29] <TechnicianLP> so you just
dropped jei in your mods folder?
L555[16:28:43] <StormCloud> yeah
L556[16:29:06] <StormCloud> right into
run/mods/
L557[16:29:14] <TechnicianLP> try asking
in #JEI
L558[16:29:28] <StormCloud> okie
L559[16:29:47] <masa> is there something
other than Block#addCollisionBoxToList() that I need to override to
make blocks that are solid to some entities but not others?
L560[16:30:08] <masa> Entityitems get
derpy when they pass through this block...
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L563[16:33:15] <masa> oh...
Entity#pushOutOfBlocks() calls World#getCollisionBoxes() which
calls the addCollisionBoxToList with a null entity :/
L564[16:33:20] <masa> so I guess I need
the event then
L565[16:34:47] <masa> hmm crap, that
doesn't really work either..
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L567[16:36:41] <HQBanana> so i came across
this
L568[16:36:42] <HQBanana> if
(!itemstack.func_190926_b()) { // isEmpty()
L569[16:36:58] <HQBanana> is that
basically a null check? because func_190926_b() doesn't really make
sense
L570[16:38:25] <SkySom> in 1.11 there
aren't null ItemStacks
L571[16:38:32] <SkySom> so yeah
L572[16:38:47] <masa> the bot doesn't know
about that method
L573[16:39:14] <HQBanana> its a 1.8
tutorial though
L574[16:39:21] <masa> 1) update your
mappings, 2) look at what the method does
L575[16:39:37] <HQBanana> i cant look at
what the method does, it's in a github example mod project
L576[16:39:57] <masa> why are you reading
1.8 tutorials?
L577[16:40:01] <HQBanana> !gm
func_190926_b
L578[16:40:16] <HQBanana> because i cant
find a custom furnace tutorial for 1.10
L579[16:40:24] <HQBanana> theres one on
youtube but that person is horrible at explaining
L580[16:40:45] <SkySom> Why not just look
at the vanilla code and work from there?
L581[16:40:48] <masa> well, vanilla has a
furnace...
L582[16:40:52] <SkySom> Do you really need
that specific a tutorial?
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L584[16:40:58] <HQBanana> its not really a
tutorial
L585[16:41:01] <HQBanana> its an example
mod
L586[16:41:06] <HQBanana> it has a ton of
stuff which is great
L587[16:41:10] <masa> so is vanilla, kind
of :p
L588[16:41:11] ***
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L589[16:41:18] <HQBanana> !gm
func_190918_g
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L591[16:42:24] <shadowfacts> Is there any
way to stop an item being droped when it's clicked outside the
GUI?
L592[16:42:43] <shadowfacts> I've got a
fake slot that's outside the GUI area, but when a stack is clicked
on it, it gets dropped in the world
L593[16:43:24] <TechnicianLP> your
gui
L594[16:47:07] <ghz|afk> shadowfacts: if
you look at guiContainer#mouseClicked
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L596[16:47:29] <ghz|afk> there's a line:
if (slot != null) flag1 = false; // Forge, prevent dropping of
items through slots outside of GUI boundaries
L597[16:47:34] <ghz|afk> if you follow
this "slot" variable up
L598[16:47:40] <ghz|afk> it does: Slot
slot = this.getSlotAtPosition(mouseX, mouseY);
L599[16:48:01] <ghz|afk> that means
L600[16:48:08] <ghz|afk> if you click on a
slot, even if it's outside the gui area
L601[16:48:10] <ghz|afk> it will still
work
L602[16:48:21] <shadowfacts> then I can
override getSlotAtPosition and return a dummy slot
L603[16:48:24] <ghz|afk> your issue is
simply that you have a "fake slot"
L604[16:48:28] <ghz|afk> why do you need a
fake slot?
L605[16:48:34] <ghz|afk> why not have an
actual Slot instance in there?
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L607[16:50:45] <shadowfacts> I tried with
a custom Slot before, but I couldn't get it working properly
L608[16:50:50] <shadowfacts> it ended up
being easier to use a fake slot
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L611[16:56:58] <ghz|afk> shadowfacts: what
does your special slot have to do that a normal slot can't?
L612[16:57:05] <ghz|afk> or what does it
NOT have to do?
L613[16:57:24] <shadowfacts> it doesn't
actually store the item, it stores a fake one
L614[16:57:33] <shadowfacts> that's used
for filtering
L615[16:57:45] <ghz|afk> easy to do
L616[16:57:53] <ghz|afk> all you need is a
fake inventory, with real slot ;P
L617[16:58:05] <ghz|afk> (sortof)
L619[16:58:47] <ghz|afk> this is what I do
to handle the "click with empty mouse to clear" /
"click with item to set" mechanic
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L626[17:21:45] <masa> hmmh, so is there no
clean and easy way to have a null block bounding box for
EntityItems and XP orbs, but a normal collision box for other
entities? :/
L627[17:22:53] <masa> the problem is
Entity#pushOutOfBlocks(), since it gets the bounding boxes with
methods that don't pass the entity
L628[17:24:07] <Drakmyth> Does it pass in
an entity for players/mobs? Maybe it's only null for item
entities?
L629[17:24:26] <ghz|afk> hmmm
L630[17:24:28] <ghz|afk> in 1.10
L631[17:24:39] <ghz|afk> is there some
item/block with 3d model in inventory, that isn't stackable?
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L633[17:25:37] <ghz|afk> ah, the
shield!
L634[17:26:01] <ghz|afk> HAHAHAHAHA
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L636[17:26:54] <masa> Drakmyth: nope, only
EntityPlayerSP overrides that method, and also the methods in world
are not quite directly suitable for what I would need it to
do
L638[17:27:07] <ghz|afk> shit wrong
angle
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L641[17:28:10] <ghz|afk> looks silly
XD
L642[17:28:26] <ghz|afk> I guess it looks
as uncomfortable as it would be in practive
L643[17:28:28] <ghz|afk> practice*
L644[17:29:01] <ghz|afk> compared with
like, a sword
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L651[17:45:35] <ghz|afk> anyone
bored?
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L659[17:54:01] <ghz|afk> not bad, I think
;P
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L661[17:55:45] <ghz|afk> oooh found a way
to make the arm move away
L663[17:55:49] <ghz|afk> drawing the bow
;P
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L666[18:07:54] <ghz|afk> okay the code
works in 1.11, with the "female" model, and shulker boxes
look nice enough
L667[18:08:13] <ghz|afk> nice productive
art+coding session ;P
L668[18:08:50] <ghz|afk> now,
sleeptime
L669[18:09:04] *
ghz|afk poofs
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L675[18:24:16] <Shambling> wonder how
laggy a world would be if I swapped all grass in world for cursed
earth in worldgen
L676[18:25:34] <HQBanana> does anybody
know what the SlotSmeltableInput became in 1.10? im assuming
SlotItemHandler but im not sure
L677[18:38:42] <Shambling> sorry my
internet is too slow to look
L678[18:41:02] <Shambling> it does look
like that is the case though
L679[18:46:03] <tterrag> !gc
SlotSmeltableInput 1.7.10
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L681[18:46:10] <tterrag> uhh I don't
remember that class
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L690[19:26:32] <Shambling> !gm
func_85172_a
L691[19:26:53] <Shambling> huh wonder why
that caused a crash on logging out and then back in after 3
minutes
L692[19:27:27] <Shambling> invtweaks seems
to be conflicting with something in another crash log
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L699[19:56:01] <HQBanana> does anybody
have a clue why i get the error im about to send using this
json
L702[19:56:48] <HQBanana> it sounds like
im missing a variant but i copied the one from minecraft
itself
L703[19:57:10] <HQBanana> is it a
must_have to have the lit furnace jsons as well?
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L705[20:02:57] <tterrag> block code?
L706[20:03:22] <tterrag> also, don't use
capitals in your registry names
L707[20:03:29] <tterrag> nor is there
really any point to have "block" in it
L708[20:05:40] <HQBanana> i have block in
my others so i went with it for consistency
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L711[20:09:03] <tterrag> still, get rid of
all capitals
L712[20:09:06] <tterrag> also, block
code...
L713[20:09:25] <HQBanana> oooh i thought u
meant block json
L714[20:09:26] <HQBanana> lol
L715[20:09:35] <HQBanana> you want the
block or the tile entity code?
L716[20:09:48] <HQBanana> registry name is
correct btw
L718[20:10:35] <HQBanana> block code
L719[20:11:09] <HQBanana> ignore the
JAR_GUI in openGui i just changed that to FURNACE_GUI :P
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L722[20:16:22] <HQBanana> so tterag do you
have a single clue? becuase i am kind of clueless on this
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L726[20:22:07] <HQBanana> well i got that
to work
L728[20:22:25] <HQBanana> but now theres
that
L729[20:22:29] <HQBanana> ... what even is
a mapping
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L731[20:34:03] <HQBanana> stupid me forgot
to bind the tile entity
L732[20:34:21] <HQBanana> everyrhing
works.... execpt for 1 thing.... its a transparent cube, there i no
texture applied
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