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L6[00:36:39] <darkevilmac> Sorry for asking the same question but are the recipe registry events being fired in the recent 1.12 builds.
L7[00:37:46] <kashike> it would take you a few seconds to find out? :P
L8[00:38:34] <darkevilmac> My computer takes it's sweet time updating forge versions. And you can't search branches on github afaik
L9[00:38:43] <darkevilmac> *its
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L11[00:46:23] <kashike> darkevilmac: fired for net.minecraft.block.Block, net.minecraft.item.Item, net.minecraft.world.biome.Biome, net.minecraft.enchantment.Enchantment, net.minecraftforge.fml.common.registry.EntityEntry, net.minecraft.potion.Potion, net.minecraft.potion.PotionType, net.minecraft.util.SoundEvent, net.minecraftforge.fml.common.registry.VillagerRegistry$VillagerProfession
L12[00:47:20] <darkevilmac> kashike, alright thanks.
L13[01:01:53] <tterrag> the recipe registry event is disabled temporarily
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L24[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170622 mappings to Forge Maven.
L25[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170622-1.12.zip (mappings = "snapshot_20170622" in build.gradle).
L26[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/
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L94[10:33:40] <PaleoCrafter> So, replaying Shadow of Mordor, could have sworn I just heard f-ing Rains of Castamere
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L107[11:50:20] <copygirl> Any idea why my (working) recipe is not showing up in the recipe book?
L108[11:50:33] <ghz|afk> it won't
L109[11:50:35] <ghz|afk> until forge fixes that
L110[11:50:41] <copygirl> Aah I see. Thanks.
L111[11:50:45] <ghz|afk> which will require the registry system rewrite
L112[11:55:52] <tterrag> I mean, not strictly
L113[11:56:14] <ghz|afk> well yeah
L114[11:56:16] <ghz|afk> strictly speaking
L115[11:56:35] <ghz|afk> all it needs is forge running the recipe load before the book initialization
L116[11:56:45] <ghz|afk> (around where mc does it, during mc init phase)
L117[11:57:21] <ghz|afk> I guess I worded it wrongly: it won't happen until lex is done with the registry rewrite ;p
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L125[13:04:04] <PaleoCrafter> hm... anybody here ever worked with the Vanilla entity outline shader for their own stuff?
L126[13:04:20] <ghz|afk> not me
L127[13:05:47] <PaleoCrafter> mind having a peek at entity_sobel.fsh for me, anyways? looking at its output, it doesn't appear to be doing jackshit
L128[13:06:46] <PaleoCrafter> Although... hm, that might just be a side effect of the screenshot saving code...
L129[13:08:49] <ghz|afk> takes 5 samples... computes the difference from the center... clamps... premultiplies... and outputs a "faintly colored" pixel based on the "edgeness" of that pixel
L130[13:09:13] <ghz|afk> no wait
L131[13:09:16] <ghz|afk> the faintly colored is BS
L132[13:09:25] <PaleoCrafter> yeah, that's just averaging the RGB
L133[13:09:26] <ghz|afk> * 0.2 means / 5
L134[13:09:40] <ghz|afk> yeah it averages the premultiplied colors
L135[13:09:55] <PaleoCrafter> the only real "edge detection" it is doing is with the alpha, as far as I can see
L136[13:10:00] <ghz|afk> yup
L137[13:10:26] <ghz|afk> hmmm
L138[13:10:35] <ghz|afk> is it drawing the entity to a separate texture by any chance?
L139[13:10:47] <PaleoCrafter> welp, maybe the Vanilla screenshot code just doesn't store alpha
L140[13:11:05] <PaleoCrafter> Yeah, it's drawing the entities with the effect to a texture, runs the shaders over it and later draws the texture over the screen again.
L141[13:11:12] <ghz|afk> okay yes
L142[13:11:23] <ghz|afk> so "alpha" in this case
L143[13:11:35] <ghz|afk> is used as a way to distinguish "has entity" (white) from "no entity) (black)
L144[13:11:44] <ghz|afk> eh
L145[13:11:46] <ghz|afk> white=opaque
L146[13:11:49] <ghz|afk> black=transparent
L147[13:11:57] <ghz|afk> I said alpha but I was thinking color ;P
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L149[13:12:47] <PaleoCrafter> yeah
L150[13:13:44] <PaleoCrafter> The screenshot saving code is just shit, yeah ._.
L151[13:14:17] <PaleoCrafter> but now I understand why the heck the Vanilla outline is so darn ugly
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L153[13:15:54] <Raycoms> Hey there
L154[13:16:15] <Raycoms> Someone has a good/working example of recipes in 1.12?
L155[13:17:02] <Ferrettomato> I have a bow-like item (namely a crossbow), and I want its animation to not move backwards as you use it if its NBT meets certain conditions (if its stored item isn't air). How can I manipulate my item's use animations?
L156[13:19:32] <Lumien> https://github.com/lumien231/Random-Things/tree/master/src/main/resources/assets/randomthings/recipes
L157[13:19:34] <Lumien> Raycoms
L158[13:20:09] <Raycoms> Uhm, can you show me the part where you register them as well
L159[13:20:17] <Lumien> You don't have to register json recipes
L160[13:20:19] <Lumien> They just work
L161[13:20:38] <Raycoms> Uhh if I put them in assets/modid/recipes
L162[13:20:40] <Raycoms> they just work?
L163[13:20:50] <Lumien> yes
L164[13:20:57] <Raycoms> Wow, better than I thought
L165[13:20:59] <Raycoms> thanks =D
L166[13:22:11] <masa> hmm, I'm getting a server side crash when my items are trying to register, because of the ITooltipFlag class being missing... but the only place where that is ferenceed is the addInformation() method on my base item, and that is SideOnly CLIENT
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L168[13:22:28] <masa> *referenced
L169[13:23:02] <masa> does the sideonly stripper run after Mod.EventbusSubscriber maybe or something?
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L172[13:27:14] <Uristqwerty> Is there a decent explanation on how to set up a ForgeGradle workspace for a coremod? I want to experiment with some model data deduplication, to see if I can reduce the memory overhead of a pack, and running a pass *after* model generation (without needing a coremod) won't be able to affect the peak load, where it matters most.
L173[13:27:15] <Uristqwerty> Since it's only for personal experimentation at the moment (although if successful, I might look into sharing it), I'm seriously considering instead looking into vanilla launch tweaking, because all I've found for a coremod is countless people acting as gatekeepers by saying "don't do it" with absolutely no useful information.
L174[13:27:41] <masa> oh and now it works, after I changed a couple of method calls
L175[13:28:40] <masa> Uristqwerty: are you doing something differently from Foamfix?
L176[13:29:18] <masa> because isn't it supposed to be doing model data deduplication among other things
L177[13:29:25] <Uristqwerty> Yes. Specifically, I tried playing a large modpack that included foamfix, and got angry at how it wouldn't start with less than 3G heap.
L178[13:29:37] <masa> hmm, okay
L179[13:29:39] <Uristqwerty> I want to try a more agressive form of deduplication.
L180[13:30:05] <masa> well I have never done any ASM or core modding, so I can't help you there
L181[13:31:01] <tterrag> Uristqwerty: -Dfml.coreMods.load=[your plugin]
L182[13:31:04] <tterrag> in VM args
L183[13:37:51] <Raycoms> Is there a way to add your own advancementpages and advancements yet? (Codewise)
L184[13:39:08] <killjoy> Don't think so.
L185[13:39:23] <killjoy> hack around in the registries
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L187[13:40:09] <ghz|afk> no don't
L188[13:40:17] <ghz|afk> the registries are being rewritten, so lex is busy
L189[13:40:34] <ghz|afk> but there should eventually be something similar to what we have with recipe
L190[13:40:35] <ghz|afk> s
L191[13:40:38] <ghz|afk> but for advancements
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L193[13:44:09] <Ferrettomato> Manipulating item use animations? Anyone?
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L195[13:46:46] <Raycoms> https://pastebin.com/TGE6MqEM
L196[13:46:53] <Raycoms> Why aren't the configs here not working?
L197[13:47:49] <ghz|afk> I don't think subclasses work that way?
L198[13:47:55] <ghz|afk> IIRC
L199[13:47:57] <ghz|afk> you have like
L200[13:48:08] <ghz|afk> public SubClass subclass;
L201[13:48:18] <ghz|afk> and it will fill in that field with the resolved values
L202[13:50:08] <Raycoms> Ah you mean I have to extend Configurations like "Gameplay extends Configurations" ?
L203[13:50:35] <ghz|afk> no
L204[13:50:37] <ghz|afk> I mean like
L205[13:50:43] <ghz|afk> @Config(blah blah)
L206[13:50:45] <ghz|afk> class A {
L207[13:50:49] <ghz|afk> public B b;
L208[13:50:51] <ghz|afk> class B {
L209[13:50:56] <ghz|afk> public int c;
L210[13:50:56] <ghz|afk> }
L211[13:50:57] <ghz|afk> }
L212[13:51:09] <ghz|afk> forge will see that "b" field
L213[13:51:14] <ghz|afk> see that it's of type "B"
L214[13:51:28] <ghz|afk> and scan the fields of B and create a new instance
L215[13:57:53] <copygirl> Is there currently an issue with the server installer?
L216[13:57:57] <copygirl> It's hanging for me.
L217[13:59:05] <Raycoms> Okay
L218[13:59:12] <Raycoms> I hope I understood what you meant
L219[13:59:13] <Raycoms> xD
L220[13:59:27] <Raycoms> You don't have a mod which uses that? =D
L221[13:59:56] <Raycoms> And, do I need a GuiFactory?
L222[14:00:03] <copygirl> I made my own crazy configuration stuff.
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L225[14:10:02] <Raycoms> ghz I think I understood wrongly
L226[14:10:02] <Raycoms> https://pastebin.com/nQeLwafE
L227[14:10:10] <Raycoms> That's also not working, with or without new
L228[14:13:49] ⇨ Joins: Shambling (~Shambling@97-89-242-134.static.plbg.ny.charter.com)
L229[14:18:23] <PaleoCrafter> http://i.imgur.com/DxlfnP6.png hm... need to tweak that line thickness and blur :/
L230[14:25:25] <Ferrettomato> How do I change the amount of time a bow-like item takes to fully draw back? getMaxItemUseDuration just seems to weirdly affect the wobbling effect.
L231[14:25:58] <Shambling> PaleoCrafter, what are you going after with the outline?
L232[14:26:11] <PaleoCrafter> just trying to make it look nicer than the Vanilla one atm :P
L233[14:26:15] <Raycoms> Lumien It seems like 1.12 doesn't find my blocks
L234[14:26:25] <Shambling> vanilla outlines cows?
L235[14:26:33] <PaleoCrafter> with spectral arrows, yes :P
L236[14:26:34] <Shambling> shader? poison effect? I don't remember seeing outlines
L237[14:26:37] <Shambling> oh I never use those things
L238[14:26:45] <Shambling> I'm not even sure how you get them. :P
L239[14:26:53] <Raycoms> "item": "minecolonies:blockConstructionTape", didn't work lower case either
L240[14:27:07] <PaleoCrafter> neither do I, this is just in preparation for a feature of my mod, messing with the arrows is easier, though xD
L241[14:27:16] <Shambling> aha
L242[14:27:29] <Shambling> oh does it make them visible through opaque blocks like stone?
L243[14:27:34] <PaleoCrafter> Yep
L244[14:27:52] <Shambling> you know that world limit wall effect shimmer?
L245[14:28:14] <Shambling> can that be greyscaled and applied instead of just an outline? I'd think that would be more attractive
L246[14:29:10] <Shambling> http://minecraft.gamepedia.com/File:Worldborderanimation1421b.gif I seem to remember this looking more attractive in some playthroughs
L247[14:29:37] <PaleoCrafter> That's technically doable, I think
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L250[14:35:50] <PaleoCrafter> oh ffs, no wonder my blur was having black mixed into it, flipping Mojang uses zero as a blending func ...
L251[14:36:25] <Shambling> do they use bitwise operators on the various shaders to determine which ones apply?
L252[14:36:43] <PaleoCrafter> not really
L253[14:36:55] <Shambling> hmmm wonder why they use 0 then :D
L254[14:37:10] <PaleoCrafter> because they're stupid, that's why :P
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L257[14:47:31] <PaleoCrafter> Now I only need to figure out how to make the base line thicker, hm
L258[14:50:28] <Shambling> I forgot to install JEI in my test world
L259[14:50:29] <Shambling> the horror
L260[14:50:52] <PaleoCrafter> Thank god I have a dependency for it :P
L261[14:51:25] <Shambling> testing out a bug on laptop, trying to find out if its energy synergy causing a hard crash on charging pad from mekanism when hitting redstone arsenal items
L262[14:51:48] <Shambling> I think energy synergy is trying to apply tesla caps onto RF items that aren't compatible, and when those caps are called it goes POOT
L263[14:51:58] <Shambling> (capacities, not caps)
L264[14:52:20] <Shambling> is it capacities, or capabilities? meh whatever
L265[14:53:21] <PaleoCrafter> capabilities and the common abbreviation is "cap(s)", so everything's fine :P
L266[14:54:46] <Shambling> yeah without tesla installed no crash
L267[14:54:54] <Shambling> so lets try with just tesla and not tesla lib
L268[14:55:16] ⇨ Joins: Hgrebnednav_ (~Hgrebnedn@d8d872a6e.access.telenet.be)
L269[14:55:16] <Shambling> sucky part is, I want to charge redstone arsenal armor using mekanism charging pad
L270[14:55:29] <Shambling> and without the hard crash, it just doesn't charge
L271[14:55:43] <Shambling> wonder if its the cable now, lets try a thermal expansion cable :P
L272[14:56:13] <Shambling> for my modpack I jus removed the recipe for charger
L273[14:56:24] <Shambling> but I'd like to fix it ultimately to not crash
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L275[14:58:56] <Shambling> huh well it charges if worn
L276[14:59:00] <Shambling> so it looks like its a tesla crash
L277[14:59:04] <Shambling> FOR SCIENCE
L278[14:59:27] <Shambling> I really don't want to give up industrial foregoing in 1.11.2 :(
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L280[15:06:38] <Shambling> cloudflare down?
L281[15:07:07] <Shambling> *sigh* I'm just trying to find this guys freaking github
L282[15:07:10] <Shambling> google is useless
L283[15:07:40] <Shambling> no google, kroeser, not kroese
L284[15:07:47] <Shambling> probably closed source :\
L285[15:09:01] <Shambling> alright well no one is talking, so I'm going to log off so I stop spamming channel as only person
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L288[15:36:03] <Raycoms> Does someone have a configuration example with subclasses (sub categories) which works?
L289[15:36:08] <Raycoms> and annotations
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L291[15:37:07] <PaleoCrafter> https://github.com/PaleoCrafter/investiture/blob/dev/src/main/java/de/mineformers/investiture/allomancy/AllomancyConfig.java Raycoms
L292[15:38:17] <Raycoms> Thanks
L293[15:38:21] <Raycoms> What am I missing here: https://pastebin.com/nQeLwafE
L294[15:38:24] <Raycoms> Do I need a comment over it?
L295[15:38:55] <PaleoCrafter> Nope
L296[15:39:02] <PaleoCrafter> In what way isn't it working?
L297[15:39:26] <Raycoms> My config file is empty
L298[15:44:56] <Raycoms> Do I have to add it anywhere, do anything special with that class?
L299[15:45:01] <PaleoCrafter> nope
L300[15:45:11] <PaleoCrafter> I'd suggest adding some breakpoints in ConfigManager
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L303[15:47:15] <Raycoms> I deleted my public class GuiFactory implements IModGuiFactory, do I need this?
L304[15:47:25] <PaleoCrafter> nope
L305[15:47:28] <Raycoms> When I stop registering it in my mod class it throws an error on startup
L306[15:47:33] <Raycoms> might that be the problem?
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L308[15:49:20] <PaleoCrafter> stop registering what?
L309[15:51:45] <Javaschreiber> Raycoms: You need to call ConfigManager.sync(), preferably when a OnConfigChangedEvent comes in, if you want to save your configuration.
L310[15:52:43] <Raycoms> So I'll need to catch that event, ok ty
L311[15:53:14] <Raycoms> PaleoCrafter I removed the registering of the GuiFactory and the error stopped
L312[15:53:24] <Raycoms> but it still isn't filling the config
L313[15:53:29] <Javaschreiber> And if you change your variables internaly, you should call it, too. Never the less, it should write the default values when loading the class.
L314[15:54:53] <Javaschreiber> Your field aren't public. I think that might be an issue.
L315[15:55:02] <PaleoCrafter> Hence my suggestion to put some breakpoints in ConfigManager.loadData etc
L316[15:55:18] <PaleoCrafter> oh, yeah, it might have problems with that
L317[15:55:25] <Javaschreiber> I remember coding it to ignore non-public fields in the root class.
L318[15:55:35] <Javaschreiber> Should have documented that.
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L321[16:01:47] <PaleoCrafter> Oh, Mojang, why do you have to do this? q.q They pass partial ticks to shaders, how am I supposed to do a continuous "animation" with that? ...
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L323[16:07:33] <ghz|afk> PaleoCrafter: only thep artial part? no total time?
L324[16:07:43] <PaleoCrafter> as far as I can tell, yep ._.
L325[16:07:51] <PaleoCrafter> need fry to patch that shit xD
L326[16:07:57] <ghz|afk> XD
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L329[16:42:25] <Raycoms> About the .json recipes, I added my own custom blocks but it doesn't seem to recognize modid:myBlock for some reason
L330[16:42:45] <ghz|afk> where are you registering the blocks?
L331[16:42:53] <ghz|afk> also
L332[16:42:55] <ghz|afk> myBlock is not valid
L333[16:42:58] <ghz|afk> it has to be lowercase
L334[16:43:19] <Raycoms> Ah sorry, yes I also tried that, didn't work either
L335[16:43:31] <Raycoms> setRegistryName(BLOCK_NAME); I do in the block constructor
L336[16:43:31] <ghz|afk> so where are you registering the blocks from?
L337[16:43:36] <ghz|afk> which lifecycle event?
L338[16:43:46] <ghz|afk> setRegistryName doesn't register, it just sets the name
L339[16:44:03] <Raycoms> itemModelMesher.register(Item.getItemFromBlock(ModBlocks.blockHutBaker), 0, new ModelResourceLocation(ModBlocks.blockHutBaker.getRegistryName(), INVENTORY));
L340[16:44:04] <Raycoms> this?
L341[16:44:08] <ghz|afk> no
L342[16:44:10] <ghz|afk> that's the model
L343[16:44:12] <ghz|afk> and that's wrong
L344[16:44:14] <ghz|afk> you shouldn't use that
L345[16:44:24] <ghz|afk> you should be using ModelLoader.setCustomModelResourceLocation
L346[16:44:25] <ghz|afk> from preinit
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L348[16:44:27] <ghz|afk> ...
L349[16:44:29] <ghz|afk> to register a block
L350[16:44:32] <ghz|afk> you have to either
L351[16:44:57] <ghz|afk> 1. use the registry events, with event.getRegistry().register/regsisterAll(blocks);
L352[16:45:13] <ghz|afk> no wait no either, if you are learning, do that ;P
L353[16:45:20] <ghz|afk> the "other option" is discouraged
L354[16:46:04] <Raycoms> I must be registering it somewhere because it worked well since 1.6.4 until 1.11.2 and they show in the creative tab of 1.12
L355[16:46:45] <ghz|afk> well
L356[16:46:55] <ghz|afk> the proper way to register things changed in like 1.9
L357[16:47:05] <ghz|afk> the old way was kept to "shut up the crybabies"
L358[16:47:17] <ghz|afk> but 1.12 got a bunch of cleanups
L359[16:47:20] <ghz|afk> so it may not be valid anymore
L360[16:47:36] <Raycoms> But if it were wrong, shouldn't they stop showing in the creative tab?
L361[16:47:51] <Raycoms> I am able to use them, just not able to craft them
L362[16:48:38] <Raycoms> We just have too many classes and packages today, needs a bit to find it =D
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L364[16:51:10] <ghz|afk> well
L365[16:51:12] <ghz|afk> you see
L366[16:51:16] <ghz|afk> if you register them too late
L367[16:51:25] <ghz|afk> the recipes may try to load BEFORE your item is registered
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L370[16:51:46] <ghz|afk> hence "doing it right" is important
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L372[16:52:00] <Raycoms> Well actually it seems I don't register them explicitly at all, we have jsons of all the blocks
L373[16:52:06] <Raycoms> so I'll do the registerAll thing
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L377[16:54:55] <Raycoms> Which is the event I should register them? FMLPreInitializationEvent?
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L380[16:58:33] <Lumien> yes
L381[16:59:59] <Raycoms> because I can't get getRegistry() from that event, or at least it seems to me
L382[17:02:35] <kashike> RegistryEvent<Block>
L383[17:02:49] <Lumien> GameRegistry
L384[17:03:50] <Raycoms> Must that be on Client and or Serverside?
L385[17:03:52] <kashike> https://mcforge.readthedocs.io/en/latest/concepts/registries/#registering-things
L386[17:04:12] <Raycoms> Uhh perfect
L387[17:04:12] <Raycoms> thanks
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L390[17:09:57] <Raycoms> I'm still getting "com.google.gson.JsonSyntaxException: Unknown item 'minecolonies:blockConstructionTape'"
L391[17:10:00] <Raycoms> On Startup
L392[17:13:01] <Raycoms> Uhh scrap that, had it back to camel case again
L393[17:13:26] <Raycoms> But still even lowercase "Unknown item 'minecolonies:blockconstructiontape'"
L394[17:16:41] <kashike> you're using a block as an item? did you register your block as an item?
L395[17:17:04] <PaleoCrafter> more importantly, why does the registry name contain "block" q.q
L396[17:17:45] <kashike> that too :p
L397[17:18:58] <Raycoms> Uhm I use it in a recipe so it has to be an item? No I only register the item graphic, never had to register my blocks as items before to use them in recipes
L398[17:19:07] <Raycoms> I didn't code that block
L399[17:19:35] <Raycoms> and Javaschreiber I changed it to public still seems to ignore it
L400[17:20:03] <kashike> https://mcforge.readthedocs.io/en/latest/blocks/blocks/#registering-a-block
L401[17:20:11] <Raycoms> https://pastebin.com/EmKqMtMQ
L402[17:21:24] <Raycoms> GameRegistry.register((new ItemBlock(this)).setRegistryName(this.getRegistryName()));
L403[17:21:26] <Raycoms> I do that
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L409[17:39:06] <Raycoms> Just noticed we register all of them. Idk if that is "pretty" but we create an instance of each of the blocks at start of the code (its a static variable) and in their constructor we do the registering, we use the instance then to register models etc.
L410[17:39:22] <Raycoms> But, changing this to just the event didn't fix things as well
L411[17:45:04] <Ferrettomato> Is it okay to set a block's registry name *after* you register it? I would think that would cause problems.
L412[17:45:45] <Raycoms> I set those all at the same place
L413[17:45:53] <Raycoms> All in the constructor
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L415[17:48:26] <Raycoms> And, it always worked for all purposes until 1.12 and json recipes
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L417[17:56:19] <Raycoms> Brb later
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L420[18:06:52] <tterrag> I need to store a map of object->long, but this feels a bit on the nose (and potentially slow) -> new TObjectLongCustomHashMap<>(new IdentityHashingStrategy<>());
L421[18:07:02] <tterrag> trying to think of a faster, maybe a bit more level, way
L422[18:07:06] <tterrag> s/level/low level/
L423[18:14:08] <LexMobile> If anyone with git-foo wants to be useful.
L424[18:15:00] <LexMobile> Rebasing my reg branch has been annoying
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L426[18:23:46] <tterrag> rebasing onto 1.12.x ?
L427[18:39:50] <copygirl> I know a little git-foo but likely not enough.
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L430[18:54:03] <KnightMiner> My git-foo is keep forcing random odd solutions until it works. Usually does actually, as I hate awkward merge commits
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L432[18:59:44] <capitalthree> I still sometimes copy my entire directory tree because I'm afraid I'll screw up git :P
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L434[19:04:34] <Akkarin> tbh actually screwing up in a way that breaks the repo entirely is pretty damn hard
L435[19:06:21] <capitalthree> yeah but screwing up in a way that just involves looking up complicated commands that would take longer than restoring a directory,is easy
L436[19:07:06] <capitalthree> also more to the point, I tend to do it when I have uncommitted local changes that I need to reconcile with upstream patches, or something like that, and destroying uncommitted local history by accident seems easy
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L438[19:07:54] <Akkarin> well generally merging anything while having uncommited changes is the type of thing you don't want to do
L439[19:09:08] <capitalthree> well you always don't *want* to update the same code at the same time that someone else did and have to reconcile it, but it happens, that's why we have rcs
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L441[19:09:37] <capitalthree> and I generally prefer to pull everything down and rebase my chances on top of it before pushing a commit
L442[19:09:44] <capitalthree> basically do the merging work up front
L443[19:10:03] <Akkarin> that's not what I am saying though. Working on the same code is fine with git as it is rather smart in regards to merging things (and if it isn't there isn't much of a hassle to do so). The issue is rather having uncommited changes which make merging much much harder ;-)
L444[19:11:14] <capitalthree> yeah definitely, I don't make a habit of keeping random piles of uncommitted changes everywhere (I used to, bad habit)
L445[19:11:24] <capitalthree> but I'm quite ADD and I can't stick to working on just one feature at a time either
L446[19:11:29] <capitalthree> oh well :)
L447[19:11:53] <Akkarin> and if you really really really need to work with upstream stuff while having uncommited changes, you might want to look into git stash
L448[19:12:39] ⇨ Joins: Raycoms (~Raycoms@2804:14d:baa6:25e1::1002)
L449[19:12:53] <Akkarin> it essentially allows you to stash away your changes temporarily in order to get a clean repository state
L450[19:13:06] <Akkarin> and then you can reapply them on top of your changes usually ;-)
L451[19:13:26] <Raycoms> Re
L452[19:13:37] <Raycoms> My config isn't initializing still: https://pastebin.com/EmKqMtMQ
L453[19:15:02] <Raycoms> I debugged the configHandler and he found it for my mod and seemed to have added it
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L458[19:28:18] <illy[work]> Ok think I rebased forge... lets hope I didn't break anything
L459[19:28:50] <TehNut> Raycoms: Fields in the internal classes need to be non-static
L460[19:28:58] <capitalthree> Akkarin: yeah I use gith stash and I'm getting better at it
L461[19:29:04] <capitalthree> but I used to mess it up a lot so I still get paranoid :P
L462[19:29:31] <illy[work]> LexMobile: does this look good? https://github.com/Illyohs/MinecraftForge/tree/rebased-reg
L463[19:30:13] <Akkarin> lol
L464[19:31:07] <illy[work]> I remeber my first days with git back then I I got angry and deleted my local repo and just recloned
L465[19:31:17] <LexMobile> thats usually what I do :P
L466[19:31:27] <LexMobile> Minus the 'with illy' part, sure looks fine
L467[19:32:02] <LexMobile> As long as it has all my changes
L468[19:32:12] <illy[work]> thats just due to the the rebase the commiter is still you
L469[19:34:01] <illy[work]> Lex you should be able to just to a "git pull https://github.com/Illyohs/MinecraftForge.git&quot; into 1.12.x
L470[19:34:26] <illy[work]> or I could just make a PR
L471[19:34:37] <LexMobile> what commands did you run?
L472[19:34:46] <illy[work]> git rebase
L473[19:35:34] <illy[work]> and then I manully fixed the conflicts
L474[19:36:21] <illy[work]> and smartgit has a really nice merge tool
L475[19:38:04] <illy[work]> oops I meant to say "git rebase 1.12.x"
L476[19:40:14] <illy[work]> Yea Lex just checked git still shows you as the author it just githubs UI weirdness
L477[19:40:55] <LexMobile> humm
L478[19:41:02] <LexMobile> maybe smartgit will behave.
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L480[19:41:25] <LexMobile> Just 3 conflicts, two deleted files and one modified...
L481[19:41:43] <illy[work]> yea it was suprisinly trivial
L482[19:42:13] <fry> https://stackoverflow.com/questions/18750808/difference-between-author-and-committer-in-git/18754896#18754896
L483[19:44:26] <LexMobile> or.. not :/
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L486[19:53:23] <illy[work]> this is what the git history shows http://sprunge.us/JZaW
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L488[19:58:54] <LexMobile> http://puu.sh/wrQBL/76611e1612.png looks fine but i cant commit because it says i need to pull...
L489[20:01:21] <illy[work]> BAh ill make a PR
L490[20:02:50] <LexMobile> Seriously, i am git noob i read the man pages and shit but nothing ever works for me like it should.
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L492[20:04:55] <illy[work]> rewiting history can get a little annoying :P here's the PR https://github.com/MinecraftForge/MinecraftForge/pull/4056
L493[20:05:21] <Akkarin> well you aren't really supposed to rewrite history so it's not that surprising ;-D
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L495[20:06:13] <illy[work]> rewiting history is fine solong as it's local IMHO so that way I dont have 50 million commits
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L498[20:06:38] <Akkarin> well if it's local it's fine since you don't end up breaking everybody's working copy
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L501[20:07:09] <Akkarin> but it's still the type of task that git doesn't like simply because it isn't really designed to make a mess :P
L502[20:07:29] <illy[work]> I use git as a way to document my thought prosses alot but me saying 50 times "fuck rendering" should be squashed out :P
L503[20:07:44] <Akkarin> lol
L504[20:08:05] <illy[work]> wait till you learn how to send git patches via email
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L506[20:08:12] <illy[work]> and then apply them
L507[20:08:26] <Akkarin> oh c'mon git mail archives are fine as long as it can find the base
L508[20:09:01] <Akkarin> we use them for patching MC sources so there's essentially no base for git to patch against which breaks frequently and badly :P
L509[20:09:40] <LexMobile> humm
L510[20:09:45] <LexMobile> force push seems to of done it right
L511[20:09:49] <Akkarin> lol
L512[20:09:55] <LexMobile> But i odnt like force pushes :/ it should really be less nasty then that
L513[20:09:58] <Akkarin> well you did rewrite the history so you do need to force push
L514[20:10:17] <Akkarin> since pushing will fail unless they have a common history
L515[20:10:56] <LexMobile> it should have a silent 'rebased X to Y forcing these conflict resolutions' in the history.
L516[20:11:01] <LexMobile> but whatever
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L518[20:11:43] <illy[work]> there is a git merge force mine irrc
L519[20:11:55] <Akkarin> well git can't really tell whether you rebase something (and know that you are about to break everybody's working copy) or whether you are trying to push an entirely unrelated history
L520[20:12:42] <illy[work]> "git merge {branch} -X ours"
L521[20:12:42] <Akkarin> breaking working copies is especially fun when you are on a platform like GitHub where forking is a thing
L522[20:14:54] <illy[work]> also lex PR: 4029 is my gift to everyone no more `scala.actors.threadpool.Arrays` \o/
L523[20:15:04] <LexMobile> ya i saw
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L526[20:16:12] <fry> "gift"
L527[20:17:11] <fry> there are a few good arguments for not shipping scala anymore
L528[20:17:42] <illy[work]> the file server being hammered and lack of the ability to update
L529[20:17:48] <fry> pathological lack of familliarity with IDEs is not one of them
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L531[20:20:28] <illy[work]> Idea's go plugin and gogland are more annoying to use than vim... im not sure if this me being to used to vim
L532[20:24:34] <Akkarin> Given that gogland is still in early access ... ;-)
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L535[20:28:19] <illy[work]> vim-go + YCompleteMe is great :D
L536[20:28:41] <illy[work]> s/YCompleteMe/YouCompleteMe
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L540[20:39:16] <Raycoms> When I have the config class like this: @Config(modid = Constants.MOD_ID) public class Configurations -> how do I get the values?
L541[20:39:25] <tterrag> Raycoms: they are the fields
L542[20:39:27] <tterrag> just access them
L543[20:39:59] <Raycoms> okay
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L546[20:47:09] <Raycoms> Thanks a lot, that all resolved it =)
L547[20:47:36] <Raycoms> Okay only problem remains: com.google.gson.JsonSyntaxException: Unknown item 'minecolonies:blockconstructiontape'
L548[20:47:59] <Raycoms> I register them, the blocks work ingame, but the recipes won't work
L549[20:48:05] <Raycoms> I also instantiate the BlockItem
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L552[20:54:04] <LexMobile> humm need to decide how i want to deal with substitutions, cpw put a lot fo stuff into that and i dont know if i should care at all or not..
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L570[22:34:20] <LexMobile> Anyone here use the substitution system i the registries?
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L572[22:37:35] <primetoxinz> the old one?
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L575[22:40:02] <kashike> I think PaleOff and Ordinastie have used it
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L585[23:45:18] *** mezz_ is now known as mezz
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