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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?
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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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.
L223[14:00:42] ⇦
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L225[14:10:02] <Raycoms> ghz I think I
understood wrongly
L227[14:10:10] <Raycoms> That's also not
working, with or without new
L228[14:13:49]
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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
L247[14:29:37] <PaleoCrafter> That's
technically doable, I think
L248[14:29:58]
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L249[14:33:27] ⇦
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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
L255[14:42:11]
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L256[14:45:07] ⇦
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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]
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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
L274[14:57:35] ⇦
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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 :(
L279[15:04:04] ⇦
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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
L286[15:09:07] ⇦
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L287[15:35:51] ⇦
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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
L290[15:37:04] ⇦
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L292[15:38:17] <Raycoms> Thanks
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
L301[15:45:51]
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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?
L307[15:48:51]
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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.
L319[15:57:01] ⇦
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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? ...
L322[16:04:32]
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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
L327[16:22:17] ⇦
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L328[16:23:35]
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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
L347[16:44:26] ⇦
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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
L363[16:51:07]
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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
L368[16:51:26] ⇦
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L370[16:51:46] <ghz|afk> hence "doing
it right" is important
L371[16:51:56] ⇦
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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?
L378[16:57:17]
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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?
L386[17:04:12] <Raycoms> Uhh perfect
L387[17:04:12] <Raycoms> thanks
L388[17:04:54] ⇦
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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
L402[17:21:24] <Raycoms>
GameRegistry.register((new
ItemBlock(this)).setRegistryName(this.getRegistryName()));
L403[17:21:26] <Raycoms> I do that
L404[17:26:42]
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L406[17:28:58] ***
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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
L414[17:47:23] ⇦
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L415[17:48:26] <Raycoms> And, it always
worked for all purposes until 1.12 and json recipes
L416[17:52:48]
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L417[17:56:19] <Raycoms> Brb later
L418[17:56:30] ⇦
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L419[18:00:25] ***
PaleoCrafter is now known as PaleOff
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
L425[18:21:53] ⇦
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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.
L428[18:45:02] ⇦
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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
L431[18:59:39]
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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
L433[19:02:36]
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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]
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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
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
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
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
L483[19:44:26] <LexMobile> or.. not
:/
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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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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
L517[20:11:10]
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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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