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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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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
L83[06:22:23] <HQBanana> https://bedrockminer.jimdo.com/modding-tutorials/advanced-modding/entity-properties/
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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
L164[06:36:02] <gigaherz|work> https://gist.github.com/gigaherz/d4c6370cb331137e82be2ec687cb7f57
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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L171[06:43:33] * Ashindigo_ lets out an oops
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L173[06:45:56] <Ashindigo_> https://usercontent.irccloud-cdn.com/file/WdgYK1ZU/oops.PNG
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?
L194[07:04:19] <Jiraiyah> can anyone help? looked for item with inventory and came up with this git, https://github.com/coolAlias/Forge_Tutorials/blob/master/InventoryItemTutorial.java
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
L207[07:07:13] <gigaherz|work> https://minecraft.curseforge.com/projects/tool-belt
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
L329[07:47:35] <gigaherz|work> https://gist.github.com/williewillus/c8dc2a1e7963b57ef436c699f25a710d
L330[07:47:46] <HQBanana> thanks
L331[07:47:50] <gigaherz|work> https://gist.github.com/gigaherz/2dbaaff11e32940cc9500e863071b69b
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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L365[08:38:39] <Jiraiyah> how is this for an awesome bag with full upgrades? http://prntscr.com/eph63z
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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L400[09:20:18] <Jiraiyah_> umm gigaherz|work --> http://prntscr.com/ephqv2
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
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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
L514[15:19:55] <Drakmyth> According to http://mcforge.readthedocs.io/en/latest/concepts/registries/, Register<Block> fires first, then ObjectHolders are refreshed, then Register<Item> fires, then ObjectHolds are refreshed again, then all other Register<> events fire, then ObjectHolders are refreshed a final time
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?
L548[16:21:01] <StormCloud> https://pastebin.com/bUdJFVPX
L549[16:22:12] <TechnicianLP> how your build.gradle setup?
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L552[16:27:48] <StormCloud> https://pastebin.com/TXwEDTcK
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?
L583[16:40:55] *** pig is now known as hipsterpig
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] *** hipsterpig is now known as Minecraft
L589[16:41:18] <HQBanana> !gm func_190918_g
L590[16:41:22] *** Minecraft is now known as pig
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)
L618[16:58:29] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/automation/iface/ContainerInterface.java#L64
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
L637[17:26:55] <ghz|afk> http://i.imgur.com/FNObZkE.jpg
L638[17:27:07] <ghz|afk> shit wrong angle
L639[17:28:00] <ghz|afk> http://i.imgur.com/gY0Bmq9.jpg
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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
L645[17:29:01] <ghz|afk> http://i.imgur.com/DdHIOFG.jpg
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L651[17:45:35] <ghz|afk> anyone bored?
L652[17:45:36] <ghz|afk> https://twitter.com/Zenathefuta/status/846850729189015552
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L658[17:53:57] <ghz|afk> http://i.imgur.com/VYYso9G.png
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
L662[17:55:46] <ghz|afk> http://i.imgur.com/3cewhzi.jpg
L663[17:55:49] <ghz|afk> drawing the bow ;P
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L665[18:07:35] <ghz|afk> http://i.imgur.com/EtC4egV.png
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
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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
L700[19:56:01] <HQBanana> https://gist.github.com/anonymous/604339e20014cde4377d3b778a820a2c
L701[19:56:32] <HQBanana> https://gyazo.com/0b60df4e79736bb5e8c1d62991500bea
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
L709[20:06:42] <HQBanana> https://gist.github.com/anonymous/e36c7967f8f0c9ea5bae3b68771b247f
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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
L717[20:10:26] <HQBanana> https://gist.github.com/anonymous/7fc73bc700b442c32d52906e1b7eb612
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
L727[20:22:23] <HQBanana> https://gyazo.com/2f9e02656f54a08bf6c24c9336bdce5b
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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