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L7[00:04:00] <hanetzer> jello. so playing minecraft for the first time in forever, forge works fine, but when I try to add optifine to the mix I get a crash.
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L10[00:10:37] <hanetzer> and nvm.
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L17[00:23:24] MineBot sets mode: +v on bspkrs
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L20[00:24:10] <hanetzer> bspkrs: o/
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L23[00:38:53] <Ferrettomato> I can't get my custom arrow entity to keep an Enum stored. It just goes back to null immediately after I set it. Does anyone know what I might be doing wrong? https://pastebin.com/4yjzeXgH
L24[00:47:11] <pig> Ferrettomato: why aren't you using the data manager
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L26[00:48:06] <Ferrettomato> Because I've never heard of it before. I'll look in to that...
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L29[01:01:35] <Grist> Anyone have any handy links to resources on entity animation?
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L31[01:27:35] <Ferrettomato> pig: Thanks a bunch, everything works great now.
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L34[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170623 mappings to Forge Maven.
L35[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170623-1.12.zip (mappings = "snapshot_20170623" in build.gradle).
L36[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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L40[02:07:27] <capitalthree> is there a way for a mod to *remove* a property from its config?
L41[02:07:35] <capitalthree> and if not, should I set a comment saying "this property is no longer used"?
L42[02:08:53] <ghz|afk> capital: you can
L43[02:09:07] <ghz|afk> at least when using the old manual system ;P
L44[02:10:07] <ghz|afk> configuration.getCategory("x").remove("keyname")
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L46[02:13:21] <capitalthree> ah ok cool, thanks!
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L50[03:00:07] <LexMobile> https://github.com/MinecraftForge/MinecraftForge/commit/a5e56e4ca014c7661e57991f8f119ca2563d58e2 My substitution solution. Comments are welcome. Im going to pull in the changes tomarrow around noon PST if nobody finds anything majorly wrong.
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L52[03:13:12] <hanetzer> oh wow, you're doing testing now? minecraft/forge has come a long way since I last messed with it.
L53[03:17:28] <capitalthree> xD'
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L55[03:21:46] *** PaleOff is now known as PaleoCrafter
L56[03:26:39] <hanetzer> PaleoCrafter: hey dude, aint seen you in a while p/
L57[03:27:07] <PaleoCrafter> Hi, sorry, but I can't say that I remember you xD
L58[03:28:05] <hanetzer> PaleoCrafter: netz/ntzrmtthihu777. its been a few years since I freqented espernet & minecraft channels.
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L60[03:28:18] <PaleoCrafter> ah, okay, now I remember :P
L61[03:29:14] <PaleoCrafter> Lex, looks fine to me. The only thing I'm not entirely sure about is the model situation. If a mod provides an override, it might override the blockstates as well. Either that needs prioritisation according to the override configuration or we just say "mods are just like any other resourcepack, first come, first serve"
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L68[04:15:53] <LexMobile> If they override a block then they control all the block states...so... wat?
L69[04:17:13] <gigaherz|work> I think he means the blockstate-to-model mappings
L70[04:17:15] <PaleoCrafter> ^
L71[04:17:30] <LexMobile> That's how it always has been
L72[04:18:02] <PaleoCrafter> since mods serve as resourcepacks in a way, one mod might override the "active" (i.e. the one that has won the override) mod's blockstates file.
L73[04:18:08] <LexMobile> It's not a forge registry so I don't care how it's overrides work
L74[04:18:11] <PaleoCrafter> but I suppose that can be mitigated with a custom state mapper, thinking about it
L75[04:19:15] <LexMobile> It should all map to the same resource for vanilla if it doesn't then that's them breaking compat
L76[04:25:10] <Ordinastie> or the mod should provide its own corresponding JSON
L77[04:25:22] <PaleoCrafter> hence a custom state mapper, yeah
L78[04:25:43] <Ordinastie> and RPs will have to adpat
L79[04:25:47] <PaleoCrafter> yeah
L80[04:25:47] <Ordinastie> *adapt
L81[04:27:09] <gigaherz|work> I'm wondering if it would be sane at all to change the blockstates
L82[04:27:12] <PaleoCrafter> Still would be nice to have some form of feedback from the registries whether your mod won the override, I guess. In my usecase, I'd want to disable some features in case I don't get to override a block, for example.
L83[04:27:41] <gigaherz|work> mods could presumably assume that a furnace has "facing" and "powered" and use those properties without checkingthat they exist
L84[04:27:52] <gigaherz|work> but I suppose a substitution may ADD properties hmm...
L85[04:28:42] <PaleoCrafter> I add a facing property to crafting table, for instance
L86[04:28:47] <gigaherz|work> and I suppose in that case you could have like "material=stone" statemapped to the vanilla json, and "material=iron/gold/diamond" statemapped to a different one
L87[04:29:23] <fry> at that point it shouldn't be the original block anymore
L88[04:29:32] <fry> and should be a new one
L89[04:29:50] <gigaherz|work> yeah bad example ;P
L90[04:30:05] <PaleoCrafter> do you mean with added properties in general, fry?
L91[04:30:14] <PaleoCrafter> because the entire point of my mod is to replace Vanilla stuff, so meh :P
L92[04:30:23] <fry> then actually replace it :P
L93[04:30:33] <gigaherz|work> hmmm
L94[04:30:40] <fry> don't substitute anything :P
L95[04:30:42] <gigaherz|work> the vanilla tablecould be the one with "facing=north"
L96[04:30:53] <gigaherz|work> and make a separate block that places for the other 3 facings
L97[04:31:03] <fry> yup, that's probably for the best
L98[04:31:19] <fry> since you're reusing 1 state and adding 3 new ones
L99[04:31:41] <gigaherz|work> but then it wouldn't work to rotate the vanilla block with the functions in block
L100[04:31:48] <gigaherz|work> which would be used by wrenches and structure blocks
L101[04:32:16] <PaleoCrafter> I'm using a different model as well, so separating them would be kinda pointless
L102[04:32:29] <fry> you'd still replace the block
L103[04:32:41] <fry> just don't add new states to it
L104[04:33:55] <PaleoCrafter> from a user perspective, it's also weird that removing my mod would leave some crafting tables intact while others vanish/make Forge complain
L105[04:34:38] <fry> there's no really good way to make that work in general case
L106[04:34:54] <PaleoCrafter> it'd work just fine with overriding the Vanilla blocks :P
L107[04:35:11] <fry> adding new properties != overriding :P
L108[04:35:47] <PaleoCrafter> the block in the registry is overridden, everything beyond that is technically up to the mod :P
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L110[04:38:38] <fry> "technically" is an implementation detail :P
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L112[04:48:21] <PaleoCrafter> anyways, fry, I've got two requests regarding MC's built-in shaders: 1) Would you support a hook in EntityRenderer.updateCameraAndRender where renderEntityOutlineFramebuffer is called to allow mods to draw their own framebuffer stuff there? 2) Could you provide an alternative to the "Time" uniform that isn't just partial ticks? ._.
L113[04:48:51] <fry> maybe :P
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L131[06:44:52] <maxanier> I working on using the registry events instead of pre-init for registration right now, but I stumbled across a problem. Some of the registrations depend on config values (e.g. biome weight), which is only loaded during pre-init.
L132[06:45:01] <maxanier> How did you workaround this?
L133[06:45:11] <gigaherz|work> the official policy is: don't
L134[06:45:16] <gigaherz|work> don't make registration depend on config, ever
L135[06:45:41] <gigaherz|work> but for things like biome weight, dunno
L136[06:47:36] <maxanier> mhh, ok, looks like I have to remove that config then :/
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L146[07:34:27] <maxanier> did anyone deal with the RegistryEvent for entities yet? If you use EntityRegistry#doModEntityRegistration in there it complains about ' Detected an attempt by a mod FMLMod:vampirism{@VERSION@} to perform game activity during mod construction. This is a serious programming error.' because EntityRegistry does bad things
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L148[07:35:14] <ScottehBoeh> Would anyone happen to know why my block renders the sides of other blocks invisible when I turn smooth lighting off?
L149[07:35:31] <Raycoms> Hey there it throws: com.google.gson.JsonSyntaxException: Unknown item 'minecolonies:blockconstructiontape' on loading my 1.12 world
L150[07:35:47] <Raycoms> and I registered the block with the exact name in the event
L151[07:37:19] <maxanier> ScottehBoeh: is your block (partly) see through?
L152[07:38:00] <Lumien> Raycoms maybe check whether you register it before the recipe loads
L153[07:38:19] <ScottehBoeh> Yes. I've already set the render as normal block, render type and isOpaque
L154[07:38:24] <Raycoms> I do it in @NotNull final RegistryEvent.Register<Item> event
L155[07:38:33] <Raycoms> So I guess that should be the correct time to register it
L156[07:38:50] <Raycoms> I tried to register it even earlier
L157[07:38:54] <Raycoms> didn't change anything
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L159[07:39:23] <ScottehBoeh> Here's a comparison
L160[07:39:23] <ScottehBoeh> http://imgur.com/a/fmHog
L161[07:39:38] <ScottehBoeh> As you can see, when smooth lighting is turned off, the blocks in contact become transparent
L162[07:40:12] <maxanier> Did you try making Block#isFullCube and #isOpaqueCube return false
L163[07:41:07] <ScottehBoeh> Yes, they return false
L164[07:45:45] <maxanier> Strange, I usually only override these two, and everything works fine (Smooth lighting off and maximum), can't help you then, sorry
L165[07:45:55] <maxanier> you are using 1.8+?
L166[07:46:20] <ScottehBoeh> I've found the issue. It's relating to a block rendering glitch I've created
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L169[08:05:33] <Raycoms> Anyne any idea with the json recipes not loading?
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L171[08:12:00] <bspkrs> hanetzer, did you need something?
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L173[08:20:29] <Raycoms> Lumien any other idea?
L174[08:24:30] <Lumien> Your block shows up in your creative tab right?
L175[08:26:38] <Raycoms> They do
L176[08:26:42] <Raycoms> And I can place them
L177[08:27:36] <Lumien> Maybe try F3 + H to make sure your registry names are 100% correct
L178[08:28:30] <Raycoms> Yeah I did that as well =/
L179[08:28:54] <Lumien> Put a print on your registry code to make sure it runs before the recipe error
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L183[08:42:13] <Raycoms> Lumien it seems like @SubscribeEvent
L184[08:42:13] <Raycoms> public void registerItems(@NotNull final RegistryEvent.Register<Item> event)
L185[08:42:17] <Raycoms> gets never called at all
L186[08:45:26] <Lumien> Where do you register your event handler?
L187[08:46:52] <Raycoms> Ah in Init
L188[08:46:58] <Raycoms> That might be the problem
L189[08:47:55] <Lumien> Yes, i believe for the registry events you should register your event handler in a static initializer of your mod class
L190[08:49:27] <Raycoms> Okay I changed it to preInit
L191[08:49:30] <Raycoms> still not being called
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L194[09:11:27] <Raycoms> Lumien I tried static { proxy.registerEvents(); }
L195[09:11:31] <Raycoms> But that causes a crash
L196[09:12:42] <Lumien> Don't do it through your proxy, do it directly
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L200[09:21:19] <Raycoms> Attempted to register a entry with a null name: net.minecraft.item.ItemBlock@46978465
L201[09:21:39] <Raycoms> I do: new ItemBlock(new BlockConstructionTape())
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L203[09:27:53] <Lumien> Do you also call setRegistryName ?
L204[09:28:25] <Raycoms> Yes
L205[09:28:34] <Raycoms> in the constructor of BlockCOnstructionTape
L206[09:29:33] <Lumien> You also have to call setRegistryName on the ItemBlock
L207[09:30:41] <Raycoms> Ahh
L208[09:50:42] <Raycoms> worked Lumien
L209[09:50:43] <Raycoms> thanks
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L217[10:40:55] <illy[work]> morning o/
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L219[10:41:09] <malte0811> Afternoon o/
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L223[10:58:15] <PaleoCrafter> Some time of day o/
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L243[12:01:29] <Baughn> nallar: I see you restarted the TickThreading project.
L244[12:01:33] <Baughn> You are a braver man than me.
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L251[12:54:29] <Raycoms> Hey there
L252[12:54:45] <Raycoms> Is there a "not client-side-only" variant of "getSubItems" ?
L253[12:56:07] <ghz|afk> nope
L254[12:56:11] <ghz|afk> it's annoying, but nope
L255[12:57:05] <ghz|afk> you can make YOUR item classes have it and "safely" call it, but you can't request vanilla's or other mods' items
L256[12:58:09] <Raycoms> Who invented that freaking sideOnly wtf!
L257[12:58:12] <Raycoms> -.-
L258[12:58:19] <ghz|afk> that's not how it works
L259[12:58:36] <ghz|afk> Mojang's source code is shared between client and server
L260[12:58:44] <ghz|afk> but the obfuscator also works as an optimizer
L261[12:58:50] <ghz|afk> it drops unused methods and such
L262[12:58:58] <ghz|afk> so the end result is that, when they obfuscate the server jar
L263[12:59:01] <ghz|afk> the methods disappear
L264[12:59:13] <ghz|afk> forge's decompiler then merges the sources together
L265[12:59:22] <ghz|afk> and matches the methods it only found in one side as @SideOnly(X)
L266[12:59:49] <Raycoms> But what is the gain of marking them @SideOnly?
L267[12:59:54] <ghz|afk> so for vanilla methods, @SideOnly is only informative
L268[13:00:01] <ghz|afk> it simply tells you the real jar does NOT have the method
L269[13:00:02] <Raycoms> Those few methods make that much difference?
L270[13:00:12] <ghz|afk> did you not read what I said?
L271[13:00:20] <Raycoms> I read it
L272[13:00:24] <ghz|afk> the actual jar files FROM MOJANG, don't have the methods at all
L273[13:00:29] <ghz|afk> because the obfuscator software REMOVES THEM
L274[13:00:40] <ghz|afk> there's no "@SideOnly" in them at all
L275[13:00:43] <ghz|afk> that's a forge thing
L276[13:00:55] <Raycoms> Uhm
L277[13:01:42] <ghz|afk> forge CAN "re-introduce" some things that didn't exist in one side
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L279[13:02:04] <Raycoms> Yeah that'd be great for a bunch of the methods
L280[13:02:05] <ghz|afk> but it effectively means the binary patch ends up with a copy of the bytecode
L281[13:02:10] <ghz|afk> so that it can insert them in the server
L282[13:02:19] <LexMobile> Long story short
L283[13:02:23] <LexMobile> Mojang created the SideOnly shit
L284[13:02:25] <LexMobile> Blame them
L285[13:02:41] <ghz|afk> so yeah not very nice
L286[13:02:56] <Raycoms> I'm not blaming you =D I was blaming mojang all along sorry that it seemed otherwise =D
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L298[14:37:01] <killjoy> Is there any good steam sales going on right now?
L299[14:37:36] <killjoy> DOOM is -50% ($14.99)
L300[14:37:42] <killjoy> But I already have it
L301[14:39:41] <ScottehBoeh> YES
L302[14:39:42] <ScottehBoeh> Day of Infamy
L303[14:39:47] <ScottehBoeh> Get it.. 40% off rn
L304[14:41:50] <ghz|afk> Shadow of Mordor was $3.99 earlier
L305[14:41:58] <ghz|afk> (80% off)
L306[14:43:26] <killjoy> Reminds me of my CoD 1 days
L307[14:44:04] <killjoy> I already have shadow of mordor (I think)
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L309[14:44:24] <killjoy> No, I have the other lotr game
L310[14:44:27] <killjoy> War in the North
L311[14:44:35] <killjoy> I've played 2 minutes of it
L312[14:44:44] <ghz|afk> heh
L313[14:44:49] <ghz|afk> it's not really the same kind of game at all
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L315[14:45:04] <ghz|afk> Shadow of Mordor is in the same genre as assassins creed
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L317[14:45:18] <killjoy> This is why those super easy achievements have a 99.1% completion.
L318[14:45:22] <killjoy> http://imgur.com/a/BFOCz
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L321[15:03:04] <ScottehBoeh> Day of Infamy
L322[15:03:05] <ScottehBoeh> get it
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L326[15:25:57] <BlueMonster> So... will we need to use a RegistryEvent<IRecipe> for 1.12?
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L328[15:26:15] <killjoy> Registries are being rewritten
L329[15:26:35] <BlueMonster> but is that not the end goal ^^
L330[15:26:40] <killjoy> https://github.com/MinecraftForge/MinecraftForge/pull/4046
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L335[15:39:06] <BlueMonster> i'll just emulate a registry event for now then :D
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L337[15:39:31] <killjoy> Just remember that anything you do will probably break
L338[15:39:47] <BlueMonster> yup... i hope it does... all precious experience
L339[15:41:47] <BlueMonster> i would try to contribute to the update... but i dont know enough about what i'm doing to be of any use
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L341[15:42:52] <killjoy> I also don't make much use of the registry, so I don't know what is needed or what should be different
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L344[15:51:10] <Grist> Hi, I'm working on a mod and getting an error every time I launch saying that my client proxy cannot be loaded as a proxy since the types don't match, but I'm not sure what I'm missing. Spelling is right in the SidedProxy annotation, ClientProxy extends CommonProxy and overrides all of its methods. Is there another possible reason for this error or is it most likely I'm an idiot who's missing something?
L345[15:51:36] <AshIndigo> can you post the mod class on pastebin?
L346[15:51:57] <killjoy> Is the type CommonProxy?
L347[15:52:01] <Grist> Yep, one sec
L348[15:53:09] <Grist> ClientProxy: https://hastebin.com/vogayojowo.java CommonProxy: https://hastebin.com/puxexufuvo.java Main Class: https://hastebin.com/fulubasido.java
L349[15:54:19] <killjoy> try clean and rebuild
L350[15:56:31] <Grist> cleaned and built, still getting the error
L351[15:58:09] <ghz|afk> import blusunrize.immersiveengineering.common.CommonProxy;
L352[15:58:10] <ghz|afk> that's why
L353[15:58:16] <ghz|afk> you imported the wrong CommonProxy
L354[15:58:21] <ghz|afk> so the variable isn't the right type
L355[15:58:42] <killjoy> The evils of having same named classes in different packages
L356[15:58:50] <ghz|afk> yup
L357[15:59:04] <ghz|afk> I'll take this moment to say I dislike the CommonProxy ;P
L358[15:59:18] <ghz|afk> anything that's "common" really just belongs in the main mod class ;P
L359[15:59:32] <ghz|afk> so I prefer to have an interface as the base type
L360[15:59:39] <ghz|afk> and have clientproxy + serverproxy implement it
L361[16:00:01] <ghz|afk> it's more work, but it works better conceptually ;p
L362[16:00:36] <Grist> Damn! I checked the ClientProxy a million times to make sure I was importing the right CommonProxy but I forgot to check the mod class. Lol that was dumb, thanks for pointing it out to me
L363[16:00:40] <Necro> But the main mod class might get cluttered that way.
L364[16:00:45] <killjoy> And I'll just say I don't like the injection of proxies
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L407[19:55:32] <killjoy> I had this happen today. https://github.com/MineLittlePony/MineLittlePony/issues/34
L408[19:56:00] <darkevilmac> With the new registry events being implemented whats the best way to implement ItemBlock registration? I used to just register my block and item in one method but since the registry events for items and blocks are separate I'm not sure how to approach this.
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L410[19:58:09] <TehNut> Register<Item>
L411[19:58:49] <killjoy> I've actually been wondering how that event works
L412[19:59:03] <killjoy> Shouldn't it all be the same type because of type erasure?
L413[19:59:19] <killjoy> Or do we use the dark powers of asm to get it from the class file?
L414[19:59:21] <TehNut> Forge added generic events a couple months back
L415[20:01:03] <killjoy> I mean the internals of it
L416[20:09:56] <tterrag> erasure doesn't affect method signatures
L417[20:09:58] <tterrag> not entirely
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L420[20:23:44] <darkevilmac> TehNut, I'm aware that the event exists, I'm more wondering how I would go about registering all my itemblocks without having to make individual calls for each one in both the item registration and block registration, but I guess I could just use a List...
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L436[21:19:13] <tterrag> could use some input here https://github.com/MinecraftForge/MinecraftForge/issues/4058
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L440[21:52:23] <tterrag> $ labels add 4058 Regression
L441[21:52:30] <Actuarius> Added labels [Regression] for issue 4058; new labels: [Regression].
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L455[22:27:37] <LexMobile> Really not worth caring about
L456[22:27:45] <LexMobile> the sorting of vanilla shit is arbitrary
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L459[22:33:14] <tterrag> it's not arbitrary it's been the same for years
L460[22:33:25] <tterrag> you don't think that forge suddenly messing with the order is bad?
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L462[22:34:20] <LexMobile> just because something is old doesnt mean its not arbitrary
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L464[22:35:15] <tterrag> isn't forge all about being transparent? not changing behavior of vanilla mechanics?
L465[22:35:29] <LexMobile> yes but i also dont really care about this.
L466[22:35:46] <LexMobile> It can be sorted but then I would feel obligated to add a option to sort iot how it SHOULD be worted
L467[22:35:50] <LexMobile> but then thatd be adding features
L468[22:36:00] <tterrag> so just make it sorted by ID
L469[22:36:15] <tterrag> then you avoid the thousands of complaints you will get about this
L470[22:36:19] <tterrag> and don't change vanilla mechanics
L471[22:36:24] <tterrag> *shrug*
L472[22:36:29] <LexMobile> pr it
L473[22:36:48] <tterrag> I would, but as I noted on the issue I can't find a good impl that doesn't involve copying and sorting the entire registry every time
L474[22:36:59] <LexMobile> btw your fix is crap, sorting every time is costly as shit
L475[22:37:02] <tterrag> the registry should expose a sorted iterator
L476[22:37:06] <tterrag> THAT'S WHAT I SAID
L477[22:37:23] <LexMobile> just made the backing map sorted
L478[22:37:31] <tterrag> there are no sorted BiMap impls
L479[22:37:43] <LexMobile> it can be made
L480[22:38:07] <tterrag> not really. what would that mean? sorted by key? what then if it's inverted?
L481[22:38:30] <LexMobile> sorted by id
L482[22:38:35] <tterrag> why not make an iterator that just returns ids.entrySet().stream().sorted(...).iterator()
L483[22:38:46] <LexMobile> and i like how you quoted the stackoverflow page like it was your idea
L484[22:38:58] <LexMobile> because thats costly as all shit
L485[22:39:15] <LexMobile> you're itterating and sorting the shit every time a iterator is done
L486[22:39:20] <LexMobile> make a baked function
L487[22:40:07] <LexMobile> could also just make the itterator based off the accessible bitmap
L488[22:40:11] <LexMobile> pretty sure thats sorted, or could be
L489[22:41:27] <tterrag> bitmap?
L490[22:42:03] <tterrag> the availabilityMap ?
L491[22:42:32] <LexMobile> bitset yes
L492[22:43:19] <tterrag> I don't really see how that helps with sorting
L493[22:43:35] <LexMobile> its a fucking bitset, its inherantly ordered by the ids
L494[22:43:39] <LexMobile> which is what you want
L495[22:43:51] <LexMobile> make a itterator that loops over that and grabs any valid entries
L496[22:44:01] <LexMobile> it wouldnt be costly it'd be lazy checked by the next method
L497[22:44:19] <LexMobile> cache the current value and the next one so you can make hasNext == next!=null
L498[22:47:32] <tterrag> yeah
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L500[22:49:15] <tterrag> yes, that seems to work https://pastebin.com/PKcTB1Bz
L501[22:49:59] <LexMobile> nope
L502[22:50:06] <LexMobile> that isnt null safe
L503[22:50:19] <tterrag> when could it return null if the bit is set?
L504[22:50:22] <tterrag> is that possible?
L505[22:50:26] <LexMobile> yes
L506[22:50:42] <tterrag> so an ID can be unavailable and still mapped to null?
L507[22:50:43] <tterrag> huh, ok
L508[22:52:20] <tterrag> I'm still a bit confused, you seem to be saying that the hasNext condition is if the next value is not null, but couldn't that happen in the middle of the iteration? not only at the end?
L509[22:53:10] <LexMobile> yes you must skip the nulls in the middle
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L511[22:56:29] <tterrag> that'll do it then https://pastebin.com/c39GAVPs
L512[22:57:04] <LexMobile> Except for when the first set bit is null
L513[22:57:10] <LexMobile> but closer
L514[22:57:28] <tterrag> why wouldn't that...ah
L515[22:57:53] <tterrag> could just do V next = next() :P
L516[22:58:02] <tterrag> nah
L517[22:58:03] <LexMobile> Now you're getting it ;)
L518[22:58:46] <tterrag> oh actually that does work. it froze my client when I tried to hotswap it but I guess that was just eclipse
L519[22:59:11] <tterrag> cool and it corrupted my test world...
L520[22:59:21] <LexMobile> awesome!
L521[22:59:46] <tterrag> some weird crash in the parrot-on-shoulder code
L522[22:59:47] <tterrag> NPE
L523[22:59:52] <LexMobile> not exactly sure how you did that but whatever
L524[23:00:00] <tterrag> wait what
L525[23:00:04] <tterrag> no this crash is repeatable wtf
L526[23:00:12] <tterrag> I changed the iterator and now it's crashing in EntityPlayer
L527[23:00:46] <tterrag> huh...apparently vanilla does not expect a null return there
L528[23:00:57] <tterrag> EntityPlayer#589
L529[23:01:10] <tterrag> not that it should...wtf is going on
L530[23:01:28] <tterrag> oh duh
L531[23:05:47] <tterrag> final draft, lol
L532[23:05:48] <tterrag> https://pastebin.com/hzJcxfz9
L533[23:06:21] <LexMobile> close, but you can do better ;P
L534[23:06:41] <LexMobile> You wer eliterally 1 line off of the previous one
L535[23:08:17] <LexMobile> well actually, 3 lines because of syntax but ya
L536[23:08:26] <tterrag> changing it to V next = next(); doesn't work because ret will always be null
L537[23:08:48] <LexMobile> Then dont have it V next = next();
L538[23:08:53] <LexMobile> have it V next = null;
L539[23:09:18] <tterrag> then hasNext() won't be true at the start
L540[23:09:28] <LexMobile> how would you make it true?
L541[23:10:10] <LexMobile> Hint: If only there was a way of calling a function, and NOT using its return value.
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L543[23:11:01] <hanetzer> void?
L544[23:11:05] <tterrag> {next();}
L545[23:11:05] <tterrag> ;P
L546[23:14:42] <tterrag> I do wish trove/fastutil had a bimap for ints
L547[23:14:46] <tterrag> that would make this that much faster
L548[23:15:00] <LexMobile> yes it would be nice
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L550[23:15:02] <LexMobile> but it doesnt :/
L551[23:15:16] <LexMobile> I *could* make some but honestly its annoying as shit.
L552[23:15:27] <tterrag> yeah I don't blame you
L553[23:15:28] <hanetzer> could you pr trove/fastutil and get it in upstream?
L554[23:15:38] <tterrag> I don't think it's that much of a hotspot to worry about unboxing issues
L555[23:15:49] <tterrag> in the iterator I don't think anything is being boxed/unboxed so it's alright
L556[23:16:03] <tterrag> oh yeah, there's one box
L557[23:16:11] <tterrag> next = ids.get(cur); <- cur is boxed
L558[23:16:19] <LexMobile> boxing really isnt that big of a deal
L559[23:16:53] <tterrag> not on small scales, but on large ones it can be a major concern. and with registries being thousands of items being iterated over a lot...it might be worth it. maybe
L560[23:16:58] <LexMobile> but i really would love to see primitive generics, :/ its on of the todos
L561[23:17:04] <tterrag> Valhalla, right?
L562[23:17:25] <LexMobile> mm, registries shouldnt be iterated a lot..
L563[23:18:13] <tterrag> hm...vanilla used to refresh the creative inv list constantly, now it only does it on gui init
L564[23:18:15] <tterrag> so not that often I guess
L565[23:19:12] <LexMobile> Side note, There are a lot of Marvel movies:P
L566[23:19:19] <tterrag> yes...yes there are
L567[23:19:34] <tterrag> not to mention the TV series
L568[23:19:59] <LexMobile> so many series...
L569[23:20:23] <hanetzer> LexMobile: yeah, but users also shouldn't be idiots.
L570[23:20:49] <killjoy> I think primitive generics was propsed for j9, but didn't get accepted
L571[23:20:51] <LexMobile> Asking that is just impossible
L572[23:20:55] <illy> haha users will always break shit now matter how simple you try to make it
L573[23:20:57] <LexMobile> We dont target users, we target modders
L574[23:22:05] <illy> evening o/
L575[23:23:33] <killjoy> can confirm. I dont use, just dev
L576[23:24:13] <tterrag> I play occasionally :P
L577[23:24:43] <hanetzer> killjoy: aint you the liteloader person?
L578[23:24:52] * killjoy scurries away1
L579[23:25:01] <killjoy> whoop whoop whoop whoop
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L581[23:25:23] <hanetzer> tterrag: btw, how goes your stuffs? dunno if you recall me, but I've tinkered with you before :P
L582[23:25:33] * hanetzer wipes killjoy's ink off his face
L583[23:25:46] <tterrag> my stuffs? which stuffs? I have a lot of stuffs :P
L584[23:25:56] <tterrag> also, sorry, can't say I remember. I talk to a lot of people in a lot of places...
L585[23:25:56] <kashike> you know, the stuffs
L586[23:26:42] <hanetzer> tterrag: dunno, I forget which mods you did. I think I recall one that added other wood type items to vanilla that didn't exist back in 1.7.*
L587[23:27:30] <hanetzer> tterrag: eg non-oak fences
L588[23:28:08] <tterrag> hm...don't think that was me :P
L589[23:28:39] <hanetzer> tterrag: huh. anywho, my old nick was netz :P
L590[23:28:57] <tterrag> ahh right
L591[23:28:59] <tterrag> of course
L592[23:29:25] <killjoy> Well, I've got a jingle stuck in my head
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L594[23:29:51] <kashike> jungle bells
L595[23:29:54] <kashike> jingle bells*
L596[23:30:00] <killjoy> it's for 919-fix-my-ac
L597[23:30:06] <kashike> for.. what?
L598[23:30:22] <hanetzer> kashike: 2300 empire :P
L599[23:30:24] <killjoy> ac repair radio ad
L600[23:30:34] <kashike> killjoy: https://www.youtube.com/watch?v=OsnfYn_ZFdE
L601[23:30:35] <hanetzer> the only way to fight a jingle is with another jingle
L602[23:30:36] <kashike> let me help you
L603[23:30:38] <killjoy> 01189998819991197253
L604[23:30:48] <killjoy> Thank1
L605[23:34:19] <hanetzer> tterrag: I've recently switched to gentoo from arch. my neckbeard increases. soon I'll grow a fedora and switch to bsd
L606[23:37:12] <killjoy> If only AbrarSyed was here
L607[23:37:40] <killjoy> Last I heard, he's a huge arch fanboy
L608[23:38:43] <hanetzer> killjoy: yeah. I'm not sure it was my fault, but I did talk with him about it a lot back in the gap :P
L609[23:39:26] <hanetzer> there was another guy that used arch, forget the name offhand.
L610[23:39:34] <killjoy> cpw ?
L611[23:39:55] <killjoy> (not pinging you, sry)
L612[23:40:09] <illy> I've tried to run gentoo but after a month I went back to arch because I got tired of waiting to compile the damned kernel
L613[23:40:16] <hanetzer> killjoy: don't think so.
L614[23:40:46] <hanetzer> illy: kernel compile only takes a small amount of time if you don't use every module.
L615[23:40:50] <illy> cp_w run Debian unstable
L616[23:41:01] <killjoy> it's still linux
L617[23:41:02] <illy> runs*
L618[23:41:52] <illy> I don't want to compile all the things
L619[23:42:22] <hanetzer> illy: honestly the worst offenders are web browsers and the toolchain itself.
L620[23:42:34] <hanetzer> kernel is small time relative to firefox/etc
L621[23:42:57] <illy> compiling firefox is hell
L622[23:43:18] <killjoy> Firefox? Chrome requires 12GB of ram
L623[23:43:22] <killjoy> I think
L624[23:43:25] <hanetzer> illy: on my new machine (ryzen 1700 based) it takes me 5h to compile literally everything :P
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L626[23:44:05] <illy> I want thread ripper to see how fast it will compile everything on gentoo :P
L627[23:44:19] <illy> and VMs
L628[23:44:28] <illy> all my VMs
L629[23:44:30] <hanetzer> threadripper sounds soo nice, but I can't afford it.
L630[23:44:44] <illy> We don't know its price yet
L631[23:45:06] <hanetzer> I could barely afford the 1700 :P
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L633[23:45:38] <illy> AMD is trying to undercut intel so I don't think it will be intel price
L634[23:45:42] <hanetzer> current build is $1,100 in components, stretched out over a month :P
L635[23:46:12] <kashike> what's your build?
L636[23:47:30] <illy> this is the beginnings of my new case http://www.homedepot.com/catalog/productImages/1000/c4/c432890e-85b6-493f-8606-1278b100e2ee_1000.jpg
L637[23:47:32] <hanetzer> asrock x370 killer sli/ac, 64gb ddr4 3000mhz, sapphire rx480 8gb, ryzen 1700, hdd I had on hand (wd something, 1tb)
L638[23:47:44] <tterrag> LexMobile: what do you mean "in the constructor" ? it's an anon object, that's the only way to run code on init
L639[23:48:11] <hanetzer> kashike: forget the exact psu, but its 650w modular and a coolermaster masterbox 5
L640[23:48:24] <kashike> nice :o
L641[23:48:36] <kashike> this is what I'm running: https://ca.pcpartpicker.com/user/kashike/saved/wWfP6h
L642[23:48:39] <LexMobile> rught,,,
L643[23:49:20] <tterrag> I mean, I could make it a nested class, but really this is semantically identical
L644[23:49:23] <hanetzer> kashike: I'm not counting my monitors/keyboard/mice into it. I have three monitors tho, and my keyboard is an ergodox infinity.
L645[23:49:33] <LexMobile> right im a moron
L646[23:49:33] <tterrag> it executes in the oreder it's written
L647[23:49:37] <LexMobile> dirty dirty
L648[23:49:40] <tterrag> we all have our moments ;)
L649[23:49:46] <LexMobile> i blame the heat
L650[23:49:52] <tterrag> I blame java
L651[23:49:57] <tterrag> it's a weird limitation :P
L652[23:50:01] <hanetzer> if I count literally everything in use with this tower its prolly a fair amount over $2k
L653[23:50:04] <LexMobile> got to like 96 today
L654[23:50:08] <illy> well cold java is horrible :P
L655[23:50:13] * illy runs
L656[23:50:13] <hanetzer> LexMobile: where you at?
L657[23:50:15] <tterrag> ouch
L658[23:50:26] <tterrag> I live on an island so it's automatically 10 degrees cooler
L659[23:50:26] <tterrag> is nice
L660[23:50:38] <LexMobile> fuck you
L661[23:50:40] * hanetzer lives on the texas coast :)
L662[23:50:43] <tterrag> :D
L663[23:51:00] <tterrag> I'm also on the east coast
L664[23:51:01] <kashike> it was 27 here today
L665[23:51:06] <kashike> that's... 80.6defG
L666[23:51:09] <kashike> degF*
L667[23:51:11] <hanetzer> LexMobile: lol. that's what you told me when I said I'm like 120lbs and eat like a slob
L668[23:51:17] <killjoy> Nobody's in Arizona, are they?
L669[23:51:26] <hanetzer> killjoy: nah. they all died of heat.
L670[23:51:29] <illy> I wanted to move to kelleys island but the winters scared me away
L671[23:51:39] <illy> I hate the cold more than the heat
L672[23:51:42] <killjoy> We should put the scooby gang on the case of that heat
L673[23:51:52] <killjoy> maybe they'll find out it was old man jenkins all along
L674[23:52:08] <illy> nah it was hudson
L675[23:52:20] <hanetzer> haha nerd
L676[23:53:43] * hanetzer really has no room to talk because when you said hudson he started thinking you meant the amd platform
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