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L17[00:51:15] <tterrag> how are we meant to register itemblocks that are tied to blocks?
L18[00:51:18] <tterrag> in the new system
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L24[01:13:29] <LexMobile> register event
L25[01:14:30] <tterrag> yeah but...how do I reference a block during the item register?
L26[01:14:52] <tterrag> I have some code that just registers an itemblock automatically for a block, it's not easily separable
L27[01:14:58] <tterrag> I don't keep hard references to the block objects
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L31[01:21:00] <LexMobile> illy: we will not be switching to typesafe
L32[01:21:27] <LexMobile> long story short ive already looked into it, the answer is no
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L45[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170624 mappings to Forge Maven.
L46[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170624-1.12.zip (mappings = "snapshot_20170624" in build.gradle).
L47[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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L51[02:24:33] <kashike> oh no
L52[02:24:40] <kashike> bacon broke his foot/leg ;_;
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L55[02:28:57] <LexMobile> Ya saw that, pretty shitty.
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L59[02:38:51] <hanetzer> ouch.
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L86[04:34:13] <TechnicianLP> i like how intellij tells me that the cast to T is unchecked ... https://hastebin.com/izucimatoj.java
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L89[04:55:22] <gigaherz> TechnicianLP: because it is -- so far as strict typing rules go
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L91[05:02:33] <ScottehBoeh> How can I stop the outline of the block I'm looking at render?
L92[05:02:36] <ScottehBoeh> Is there an event I can cancel out?
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L94[05:09:34] <Ordinastie> !gm func_175018_a
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L105[06:00:13] <gigaherz> oooh nice
L106[06:00:24] <gigaherz> it's not Mending, but this villager has Sharpness IV and Depth Strider III
L107[06:00:32] <gigaherz> first librarian I find ;p
L108[06:00:38] <gigaherz> (vanilla save)
L109[06:11:10] <gigaherz> hmmm
L110[06:11:14] <gigaherz> the regsitry rewrite
L111[06:11:22] <gigaherz> does it break binary compatibility for existing mods?
L112[06:13:09] <masa> ScottehBoeh: DrawBlockHighlightEvent ?
L113[06:13:42] <gigaherz> and when it says don't use vanilla registries, it means to use ForgeRegsitries.BLOCKS (or whatever it's called now, if it's not still there) and never Block.REGISTRY ?
L114[06:16:28] <TechnicianLP> as far as i understood it - yes
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L125[07:04:03] <masa> hmm, what does it mean of the changelog about "Tile Entities are now registrable."?
L126[07:04:19] <masa> they do not extend IForgeRegistryEntry.Impl though
L127[07:04:49] <TechnicianLP> iirc Gameregistry.registerTe threw a excpetion
L128[07:04:57] <masa> so I can't use the registry event to register them like items, blocks, soundevents etc
L129[07:05:09] <masa> oh
L130[07:05:15] <TechnicianLP> register them in the block one
L131[07:05:21] <TechnicianLP> (alongside your blocks)
L132[07:06:30] <masa> hmm right is this because we register the class of TEs, but instances of other things?
L133[07:06:49] <masa> the difference in registration I mean
L134[07:06:55] <TechnicianLP> yes
L135[07:07:03] <TechnicianLP> lex explained it in his pr
L136[07:07:03] <masa> ok
L137[07:07:11] <masa> oh
L138[07:07:16] <masa> must have missed that
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L140[07:11:34] <gigaherz> [14:05] (TechnicianLP): register them in the block one
L141[07:11:34] <gigaherz> [14:05] (TechnicianLP): (alongside your blocks)
L142[07:11:41] <gigaherz> is that the preferred place?
L143[07:11:48] <gigaherz> I have always registered them in my preInit so far
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L145[07:12:53] <PaleoCrafter> it is, gigaherz
L146[07:12:57] <TechnicianLP> https://github.com/MinecraftForge/MinecraftForge/pull/4046#issuecomment-310527404
L147[07:13:17] <PaleoCrafter> although it technically doesn't matter, since the TE registration is only required for loading and saving TEs
L148[07:13:25] <gigaherz> right
L149[07:13:58] <gigaherz> and registering just put the value into a name<->class map
L150[07:14:07] <gigaherz> puts*
L151[07:14:16] <TechnicianLP> baically yes
L152[07:14:51] <gigaherz> I find it annoying how TEs are basically separate things and not really bound to the block
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L154[07:15:42] <PaleoCrafter> btw, since you guys said that Shadow of Mordor was so cheap on Steam right now. It's still cheaper to get it on the HumbleBundle store with all the DLC ^^
L155[07:16:01] <gigaherz> heh
L156[07:16:14] <gigaherz> I had the original game (not even the GOTY edition)
L157[07:16:14] <TechnicianLP> does it support linux?
L158[07:16:19] <gigaherz> but I got bored of it after like one hour
L159[07:16:34] <gigaherz> because a pack of orcs kept killing me over and over
L160[07:16:39] <gigaherz> and they got stronger every time
L161[07:19:36] <PaleoCrafter> Heh
L162[07:20:05] <PaleoCrafter> Yeah, on my first playthrough, I had a similar experience, picked it up again in anticipation of the new one coming out this fall and actually enjoyed it
L163[07:20:31] <PaleoCrafter> Although I still can't play it for more than 2 hours in a row, it's just too repetitive after some time
L164[07:27:11] <PaleoCrafter> Welp, looks like something in the overrides system is broken :D
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L166[07:41:10] <masa> is there no way anymore to query whether a registry entry is a dummy or not? ForgeRegistry.isDummied() is package private
L167[07:41:59] <masa> previously I was able to use GameData.getBlockRegistry().isDummied(rl)
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L169[07:44:17] <TechnicianLP> what is a dummy?
L170[07:44:27] <TechnicianLP> (in context of registry)
L171[07:46:53] <masa> for example a block was removed rom a mod, or the entire mod was removed. the blocks previously registered by the mod are still in the block registry, but replaced by forge-added dummy air blocks
L172[07:47:56] <masa> I was using that information in two places: in the TellMe mod to print a column "exists" to the block and item registry dumps, and in the World Utils mod in the "replace-all-removed-blocks" block replace command
L173[07:51:05] <Aroma1997> umm
L174[07:51:23] <Aroma1997> does anyone know where and when the new registry events are fired?
L175[07:51:30] <Aroma1997> I can't seem to catch them anywhere
L176[07:51:47] <TechnicianLP> after preinit iirc
L177[07:51:56] <Aroma1997> and where?
L178[07:52:04] <Aroma1997> on MinecraftForge.EVENT_BUS?
L179[07:52:35] <gigaherz> yes
L180[07:52:38] <gigaherz> actually
L181[07:52:47] <gigaherz> the registry rewrite just landed earlier
L182[07:52:53] <gigaherz> registry events are not right after preinit
L183[07:52:58] <gigaherz> iirc
L184[07:53:01] <gigaherz> now*
L185[07:53:09] <gigaherz> oh wait TechnicianLP did say after
L186[07:53:12] <gigaherz> I read before for some reason
L187[07:53:25] <gigaherz> maybe because I was thinking "before" while reading
L188[07:54:26] <Aroma1997> I can't seem to catch it
L189[07:54:38] <gigaherz> hmm
L190[07:54:50] <PaleoCrafter> use @EventBusSubscriber, it's the recommended way of subscribing to the bus for these events
L191[07:55:17] <PaleoCrafter> considering they could technically fire before mods event get a chance to register to the bus
L192[07:55:28] <Aroma1997> Tried this: https://pastebin.com/KP4uSZZ5
L193[07:55:29] <gigaherz> working example:
L194[07:55:30] <gigaherz> https://github.com/gigaherz/ToolBelt/blob/master/src/main/java/gigaherz/toolbelt/ToolBelt.java
L195[07:55:41] <Aroma1997> Nothing gets printed except for the Dirt Block >> stuff
L196[07:56:08] <gigaherz> you cna't have a catch-all event
L197[07:56:14] <Aroma1997> ah
L198[07:56:14] <gigaherz> you must have an explicit generic parameter
L199[07:56:18] <Aroma1997> that would explain it
L200[07:56:23] <gigaherz> RegistryEvent.Register<What>
L201[07:56:26] <Aroma1997> really?
L202[07:56:30] <gigaherz> yup
L203[07:56:37] <gigaherz> the generic events do not support variance
L204[07:56:41] <Aroma1997> that's some really nice garbage right there
L205[07:56:44] <gigaherz> if you write <Block> it only fires for blocks
L206[07:56:54] <gigaherz> otherwise it would create a giant mess in the event bus
L207[07:57:09] <Aroma1997> Aren't generics gone during runtime?
L208[07:57:21] <TechnicianLP> checking for super/subtypes would slow down the eventbus even more
L209[07:57:25] <gigaherz> yes but only for the exact generic parameter
L210[07:57:37] <gigaherz> in order to allow an event to fire for a superclass or a more generic event
L211[07:57:47] <gigaherz> it would have to explicitly iterate through the type hierarchy
L212[07:57:55] <gigaherz> and the event bus must be kept as fast as possible
L213[07:58:01] <gigaherz> so it was chosen not to do that
L214[07:58:12] <PaleoCrafter> there is some generic metadata preserved, why do you think we get to see Mojang's generics nowadays?
L215[07:58:30] <gigaherz> oh it says "gone"
L216[07:58:32] <gigaherz> it seems I can't read
L217[07:58:34] <gigaherz> i'll stfu ;P
L218[07:59:01] <gigaherz> the metadata exists
L219[07:59:04] <Aroma1997> I managed to get it working
L220[07:59:05] <gigaherz> but isn't used by the JVM
L221[07:59:16] <Aroma1997> instead of using Register<?> I just use Register
L222[07:59:23] <Aroma1997> therefore I bypass the generic check
L223[07:59:27] <Aroma1997> yes I know, it's bad
L224[07:59:30] <Aroma1997> but hey, it works
L225[07:59:31] <PaleoCrafter> please don't...
L226[07:59:31] <gigaherz> but
L227[07:59:34] <gigaherz> then you can't register things in it
L228[07:59:38] <gigaherz> the whole point of the events
L229[07:59:41] <gigaherz> is that you can do
L230[07:59:46] <gigaherz> event.getRegistry().regsiter(thing)
L231[07:59:47] <gigaherz> or
L232[07:59:53] <gigaherz> event.getRegistry().regsiterAll(thing1, thing2, ...)
L233[08:00:10] <gigaherz> and forge ensures that the events for each thing are fired in the right order
L234[08:00:19] <gigaherz> meaning blocks before items, items before everything else
L235[08:00:38] <gigaherz> so you really should have separate methods for each registrable object
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L237[08:02:34] <Aroma1997> I need to listen to all events thouzgh to not need to write dozens of one-liner-methods
L238[08:03:19] <gigaherz> wait you are not using the events to register things?
L239[08:04:47] <Aroma1997> I mainly automatically detect, what needs to be registered and then register it in the event
L240[08:05:19] <Aroma1997> so no, I'm not using that event stuff
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L243[08:08:05] <illy> LexMobile: thats what I thought, I was just trying to get my point across in the PR
L244[08:12:20] <PaleoCrafter> hm... okay, looks like overrides are really completely broken. Actually got a new world to *load* in my real mod, but it crashed when actually obtaining an overridden item. Can't even create a new world in a quick test mod with overrides.
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L248[08:17:09] <ScottehBoeh> can I use EntityInteractEvent to have my player pick up items by right clicking them?
L249[08:17:31] <ScottehBoeh> Actually that doesn't appear to be working..
L250[08:19:44] <PaleoCrafter> Yeah, ScottehBoeh, you probably have to do your own ray tracing
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L253[08:22:13] <ScottehBoeh> I could make a new EntityItem that has an actual bounding box
L254[08:22:29] <PaleoCrafter> EntityItem does have a bounding box, try F3+B
L255[08:22:37] <ScottehBoeh> oh? O.o
L256[08:23:27] <TechnicianLP> its probably excluded from raytrace though ..
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L259[08:25:46] <ScottehBoeh> Hmm.. strange
L260[08:27:18] <PaleoCrafter> yeah, canBeCollidedWith is the criterion for "can be ray traced" and that's false for pretty much everything, including items
L261[08:27:44] <ScottehBoeh> alright I'll fix that
L262[08:28:09] <PaleoCrafter> https://github.com/PaleoCrafter/investiture/blob/48c24276b6d098e463ff383317bf9fc9c7d7700b/src/main/java/de/mineformers/investiture/util/RayTracing.java#L30 this is entity ray tracing with custom filtering support
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L264[08:34:49] <ScottehBoeh> Trying to find the most efficient way around
L265[08:36:14] <PaleoCrafter> Well, this probably is the most efficient :P
L266[08:36:32] <PaleoCrafter> overriding canBeCollidedWith and replacing spawned items could cause unexpected issues
L267[08:38:16] <ScottehBoeh> Yeah I tried creating an Entity that extends EntityItem (and overrides canBeCollidedWith)
L268[08:38:23] <ScottehBoeh> What event should I use? Item drop?
L269[08:38:56] <ScottehBoeh> Thats not an event.. I'm an idiot
L270[08:39:13] <ScottehBoeh> Ah found it actually.
L271[08:39:44] <illy> People can get really passive aggressive in PRs...
L272[08:40:06] <PaleoCrafter> you're not talking about KL in the Scala one, are you? :P
L273[08:40:49] <illy> n.. no
L274[08:41:03] <illy> :P
L275[08:42:29] <PaleoCrafter> Welp... I should probably get back to my static access PR
L276[08:44:06] <PaleoCrafter> but ScottehBoeh, indiscriminately replacing item entities could really mess with other mods that do it just for their items (AE2 comes to mind)
L277[08:44:20] <ScottehBoeh> Huh.. good point actually
L278[08:44:37] <PaleoCrafter> And you really don't want items on the ground to be collidable :P
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L281[09:01:04] <ScottehBoeh> But still. With my own EntityItem extending their EntityItem, what function would I use? onUpdate? Constantly chance the BB?
L282[09:04:44] <PaleoCrafter> wat
L283[09:05:53] <ScottehBoeh> Nevermind I'm experimenting
L284[09:06:17] <ScottehBoeh> What I've done is killed the EntityItem when dropped by the player and had my custom EntityItem spawn at its place
L285[09:11:27] <TechnicianLP> you CANNOT make your class dynamically extend other classes ... just do your own raytrace implementation ...
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L287[09:16:37] <TechnicianLP> is there a bot you can get the latest forge-version from? (having to checkup on owloads-page is a bit meh)
L288[09:16:59] <gigaherz> just bookmark the latest changelog or something?
L289[09:17:00] <PaleoCrafter> Don't think so
L290[09:17:22] <gigaherz> no wait nevermind it's versioned
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L293[09:19:31] <gigaherz> TechnicianLP: just go to the files site, and that way you give lex some ad prints ;P
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L304[10:23:54] <Aroma1997> Is there a sane way of registering advancements or use the recipe book yet?
L305[10:25:43] <PaleoCrafter> Recipe book should happen automatically, no advancement support yet, iirc
L306[10:26:42] <ScottehBoeh> Hey another issue I've ran into
L307[10:26:52] <williewillus> i've had trouble getting my things to appear in the book
L308[10:26:53] <ScottehBoeh> When adding an item to the players inventory, it doesn't refresh the inventory (visually)
L309[10:26:56] <ScottehBoeh> Did I forget to sync something?
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L311[10:27:02] <gigaherz> williewillus: because forge processes recipes too late
L312[10:27:25] <risux> Can someone help me figure out why WorldGenSurfaceBlock is causing this stack overflow? https://gist.github.com/anonymous/a1e829f32d9f9428e482be85f067ed81 Here's the class and the exact line where it occurs: https://github.com/Ri5ux/AliensVsPredator/blob/master/src/main/java/org/avp/world/dimension/WorldGenSurfaceBlock.java#L26
L313[10:27:28] <gigaherz> minecraft scans the existing recipes to find the craftable items
L314[10:27:35] <gigaherz> and anything that's not present when that code runs
L315[10:27:38] <gigaherz> does not get cached
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L318[10:27:45] <gigaherz> so it won't have an entry in the book
L319[10:28:00] <gigaherz> unless the registry rewrite has fixed it
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L321[10:28:07] <gigaherz> forge simply loads the recipes too late.
L322[10:28:41] <Aroma1997> nope, still not working in after the registry rewrite
L323[10:29:04] <gigaherz> yeah then a PR is needed
L324[10:29:10] <gigaherz> to move initialization to before the book
L325[10:29:15] <gigaherz> which may not be a trivial task
L326[10:29:30] <gigaherz> or maybe the book needs to be re-initialized after forge loadsz the recipes
L327[10:29:36] <gigaherz> it may be easier to move the book init
L328[10:29:37] <Aroma1997> I think the better approach here woruld be to reload the book again
L329[10:29:39] <gigaherz> than it is to move recipe load
L330[10:29:52] <Aroma1997> especially if recipes might be syncrd server -> client in the future
L331[10:29:59] <gigaherz> and for advancements
L332[10:30:03] <Aroma1997> yup
L333[10:30:07] <gigaherz> someone needs to write a similar system to recipes
L334[10:30:12] <gigaherz> since they work similar to recipes
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L338[10:44:40] <gigaherz> HMF
L339[10:44:59] <gigaherz> did the registry rewrite lose the "automatic" modid?
L340[10:45:07] <gigaherz> setRegistryName is crashing
L341[10:45:15] <gigaherz> no wait
L342[10:45:23] <gigaherz> it's crashing with "NoSuchMethodError"
L343[10:45:30] <gigaherz> I have to recompile my lib
L344[10:49:33] <PaleoCrafter> that moment when you haven't committed in ages because your project degraded into a testing ground for all kinds of things: https://goo.gl/BpH3p4
L345[10:50:38] <gigaherz> lol
L346[10:51:22] <TechnicianLP> gradlew.bat seems to have an outofplace w
L347[10:51:33] <PaleoCrafter> yep, noticed that as well xD
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L349[10:52:31] <PaleoCrafter> I end up typing random "w"s in a lot of places when I tab out of a game but don't lift my finger from the forward key xD
L350[10:52:45] <TechnicianLP> youre not the only one
L351[10:53:08] <PaleoCrafter> https://travis-ci.org/PaleoCrafter/investiture#L556 hm... interesting
L352[10:53:42] <ScottehBoeh> Any idea why, when adding an item to my inventory, it does not show until I right click with that slot?
L353[10:53:46] <ScottehBoeh> Errors between Client and Server?
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L356[10:56:00] <TechnicianLP> Scotteh: you probably did some weird direct accessing ... (and did not call detectAndSendCHanges())
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L358[10:57:54] <ScottehBoeh> Ah that was it
L359[10:57:57] <ScottehBoeh> Thanks :D
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L364[11:14:20] <TechnicianLP> do advancements get synced to the client? (i guess not ...)
L365[11:14:36] <gigaherz> I would assume so
L366[11:14:42] <gigaherz> since you can load advancements from the world folder in a server
L367[11:14:47] <gigaherz> or rather
L368[11:15:01] <gigaherz> maybe the server just sends an unlock command to display them
L369[11:15:08] <gigaherz> but then it wouldn't show up on the advancements menu
L370[11:15:11] <gigaherz> so dunno
L371[11:15:11] <gigaherz> XD
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L379[11:28:47] <Raycoms> Hey there
L380[11:28:56] <Raycoms> is there a way to make a jsonrecipe accept any type of planks?
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L385[11:36:11] <TechnicianLP> theres an oredict-ingredient-type
L386[11:36:32] <TechnicianLP> and you give that a "plankWood"
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L388[11:40:56] <gigaherz> Raycoms: https://github.com/gigaherz/Survivalist/blob/master/src/main/resources/assets/survivalist/recipes/chopblock.json
L389[11:41:51] <Raycoms> ty
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L392[11:52:43] <McJty> Anyone have an example on how to register blocks/itemblocks on 1.12 now?
L393[11:52:49] <McJty> Given that GameRegistry.register() is gone
L394[11:52:58] <gigaherz> the register events
L395[11:53:09] <McJty> How do those work?
L396[11:53:14] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/ModPackingTape.java
L397[11:53:16] <gigaherz> like this
L398[11:53:22] <McJty> Ok thanks
L399[11:53:32] <gigaherz> this has worked since 1.10.2 ;P
L400[11:53:50] <McJty> Yes but I never got around to trying it out
L401[11:53:54] <McJty> Was using the old way
L402[11:53:54] <gigaherz> :P
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L404[11:56:26] <McJty> hmm
L405[11:56:40] <McJty> Should I also do the new MyBlock() there in that event?
L406[11:56:46] <gigaherz> that's up to you
L407[11:57:03] <gigaherz> if you want to instantiate elsewhere, it should still work
L408[11:57:18] <gigaherz> note that in the new registry system, those events run right after the preinit event
L409[11:57:20] <gigaherz> instead of before
L410[11:57:31] <gigaherz> (in 1.10.2 and 1.11.2, they run before preinit)
L411[11:57:41] <McJty> ok
L412[11:59:01] <McJty> Right after is perfect. Because then at least my configs are read
L413[12:00:20] <gigaherz> yeah
L414[12:00:34] <gigaherz> it was before because lex thinks mods shouldn't rely on config for deciding registration things
L415[12:00:47] <gigaherz> specially not to decide if a thing is registered or not
L416[12:01:00] <McJty> hmm why not?
L417[12:01:18] <gigaherz> because it's too easy for the client to have messed up settings and crash and such
L418[12:01:28] <gigaherz> I guess
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L421[12:12:05] <ScottehBoeh> Whats the best way to loop through ItemStack[] (player inventory)
L422[12:12:11] <McJty> In one of my mods (forgot which) I have blocks or items that you can have as many as you want of in game just by adding more entries in the config
L423[12:12:24] <McJty> That wouldn't be possible if I didn't have access to the config
L424[12:14:25] <ScottehBoeh> Got it!
L425[12:14:32] <ScottehBoeh> Aahh! What I'm working on is looking really awesome!
L426[12:19:08] <McJty> gigaherz, hmm
L427[12:19:31] <McJty> My ClientProxy.init() is called BEFORE that forge register event fires for my items
L428[12:19:43] <McJty> Which makes it hard to register my models and stuff
L429[12:19:51] <gigaherz> ModelRegistryEvent
L430[12:19:53] <gigaherz> but hmm
L431[12:20:32] <McJty> oh hmm
L432[12:20:36] <McJty> nm
L433[12:20:43] <McJty> I register my forge event handler class in init
L434[12:20:45] <McJty> That's too late
L435[12:20:50] <McJty> It didn't matter before
L436[12:20:53] <McJty> But now it does of course
L437[12:20:56] <gigaherz> it runs before, for me ;P
L438[12:21:06] <McJty> yes my fault
L439[12:21:23] <McJty> I was only registering the class to the event_bus in init
L440[12:21:26] <gigaherz> ah
L441[12:21:30] <McJty> So the registry event didn't get a chance to fire
L442[12:21:31] <gigaherz> you should use static handlers
L443[12:21:37] <gigaherz> and @Mod.EventBusSubscriber
L444[12:21:55] <McJty> I don't want that in my mod class. I prefer to keep that small and all other things elsewhere
L445[12:22:04] <McJty> Hmm
L446[12:22:06] <McJty> I get:
L447[12:22:06] <McJty> Caused by: java.lang.NoSuchFieldError: BLOCKS
L448[12:22:14] <McJty> I seem to remember someone else getting that too. What does that mean?
L449[12:22:21] <gigaherz> wat?
L450[12:22:23] <McJty> ah that's in JEI. I probably have to update that too
L451[12:22:32] <gigaherz> ah no idea
L452[12:22:46] <gigaherz> the onne mod I updated doesn't use JEI ;P
L453[12:22:48] <tterrag> yes, update JEI to latest
L454[12:22:53] <tterrag> the field type changed
L455[12:23:06] <tterrag> McJty: if you don't want it in your mod class then put it elsewhere?
L456[12:23:15] <gigaherz> ah so mods that bind to ForgeRegistries.BLOCKS won't be binary-compatible?
L457[12:23:22] <tterrag> correct
L458[12:23:30] <gigaherz> and yeah
L459[12:23:36] <gigaherz> @Mod.EventbusSubscriber can be in any class
L460[12:23:38] <McJty> Well binary compatibility is already gone with the new registry
L461[12:23:42] <McJty> As GameRegistry.register is gone
L462[12:23:42] <gigaherz> but I find it silly to want to keep the main class small
L463[12:23:47] <gigaherz> it makes it a waste to have it at all
L464[12:23:48] <gigaherz> ;P
L465[12:23:52] <McJty> And some mods (like mine) were still using that :-)
L466[12:24:19] <gigaherz> like, to me, the only purpose of the main mod class, is to register things
L467[12:24:19] <gigaherz> XD
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L469[12:24:51] <McJty> Well for rftools I have modules
L470[12:24:57] <McJty> i.e. the 'builder', the 'teleportation system'
L471[12:25:03] <McJty> These all have their own registry classes
L472[12:25:08] <McJty> As it would be huge and very annoying otherwise
L473[12:25:16] <tterrag> so put the registry event in those classes
L474[12:25:20] <McJty> yes
L475[12:25:31] <McJty> But the discussion is about putting all registry stuff in the mod itself
L476[12:25:34] <McJty> As opposed to elsewhere
L477[12:25:37] <McJty> And I prefer elsewhere
L478[12:26:11] <gigaherz> https://github.com/gigaherz/Survivalist/blob/1.11.2/src/main/java/gigaherz/survivalist/client/ClientProxy.java#L24
L479[12:26:16] <gigaherz> the annotation takes an optional side argument
L480[12:26:32] <gigaherz> which is needed if you put the model registry event in a client-only class such as I do
L481[12:27:45] <McJty> argh, my models are now broken...
L482[12:28:00] <McJty> com.google.gson.JsonSyntaxException: Unknown condition type: theoneprobe:mod_loaded
L483[12:28:07] <McJty> Where does that come from?
L484[12:28:13] <gigaherz> that's the recipe system
L485[12:28:19] <gigaherz> it would be in _factories.json
L486[12:28:27] <gigaherz> I guess in the theoneprobe mod
L487[12:28:32] <McJty> Actually it is in one of my recipes
L488[12:28:39] <McJty> Did that change?
L489[12:28:49] <McJty> Because that condition worked a few forge versions earlier
L490[12:28:59] <gigaherz> hmm depends on how theoneprobe adds the condition
L491[12:29:02] <McJty> Here is the recipe:
L492[12:29:03] <McJty> https://bpaste.net/show/d50d4b2420e1
L493[12:29:15] <gigaherz> let me update forge in one of my mods and check
L494[12:29:49] <gigaherz> wait
L495[12:29:54] <gigaherz> mod_loaded is a forge condition
L496[12:30:00] <gigaherz> shouldn't that be forge:mod_loaded?
L497[12:30:14] <McJty> Well it worked earlier
L498[12:30:16] <McJty> But I can change it
L499[12:30:23] <gigaherz> maybe earlier it used forge as the domain
L500[12:31:09] *** diesieben|away is now known as diesieben07
L501[12:31:20] <gigaherz> hmmm registerTileEntityWithAlternatives is gone? :/
L502[12:31:25] <gigaherz> eh whatever
L503[12:31:41] <gigaherz> anyone using such an ancient version of my mod can run it through a newer version before updating mc
L504[12:33:08] <McJty> gigaherz, https://bpaste.net/show/6007faa2e931
L505[12:33:19] <McJty> initClient() is the code that I used to call from ClientProxy.preInit()
L506[12:33:22] <McJty> But the models are still broken
L507[12:33:24] <McJty> Checkerboard
L508[12:34:36] <diesieben07> Is the method called?
L509[12:35:20] <McJty> checking
L510[12:35:48] <McJty> hmm no
L511[12:36:11] <diesieben07> god @EventBusSubscriber on the class?
L512[12:36:13] <diesieben07> *got
L513[12:36:38] <McJty> What does that do?
L514[12:36:46] <diesieben07> registers the class to the event bus
L515[12:36:53] <diesieben07> note: the class, not an object.
L516[12:36:58] <McJty> Isn't that the same as MinecraftForge.EVENT_BUS.register(this);
L517[12:36:58] <McJty> ?
L518[12:37:03] <diesieben07> no.
L519[12:37:07] <gigaherz> it does MinecraftForge.EVENT_BUS.register(ClassName.class);
L520[12:37:10] <gigaherz> automatically
L521[12:37:12] <diesieben07> your event handler method is static
L522[12:37:12] <gigaherz> during mod construction
L523[12:37:17] <diesieben07> hence oyu need to register the class
L524[12:37:19] <gigaherz> which handles static methods
L525[12:37:39] <McJty> hmm ok
L526[12:37:55] <McJty> So I can just make it non-static then too which would solve it
L527[12:38:05] <gigaherz> yes
L528[12:38:11] <gigaherz> assuming you register it to the bus early enough
L529[12:38:38] <diesieben07> i.e. in preINit
L530[12:38:50] <McJty> ok much better. All seems ok
L531[12:38:51] <diesieben07> from 1.12.x onwards
L532[12:38:51] <gigaherz> yeah now preinit is doable
L533[12:38:59] <gigaherz> before now, you'd have had to do it in your mod class constructor
L534[12:39:22] <McJty> Now there is that creative tab issue
L535[12:39:30] <McJty> Apparently items with getSubItems() leak into other tabs?
L536[12:39:31] <gigaherz> which issue?
L537[12:39:38] <gigaherz> ah
L538[12:39:44] <McJty> I mean I have one such item and it is visible in all creative tabs
L539[12:39:47] <gigaherz> there's a method you have to call
L540[12:39:54] <gigaherz> check a vanilla getSubItems
L541[12:40:22] <McJty> hmm, what vanilla item uses that
L542[12:40:27] <gigaherz> the main one
L543[12:40:30] <diesieben07> wow that's vanilla's way of doing getCreativeTabs huh
L544[12:40:33] <diesieben07> wow thats ugly
L545[12:40:48] <gigaherz> yep, now the item has the ability to choose which tabs it's on
L546[12:40:56] <tterrag> isTabValid or something
L547[12:41:03] <gigaherz> isInCreativeTab apparently
L548[12:41:04] <tterrag> forget what it was named
L549[12:41:06] <tterrag> ah
L550[12:41:06] <gigaherz> with today's mappings
L551[12:41:08] <tterrag> that's a dumb name -_-
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L553[12:43:45] <gigaherz> note that getSubBlocks doesn't need it
L554[12:43:52] <gigaherz> since ItemBlock does the check itself
L555[12:43:57] <diesieben07> wow ...
L556[12:44:30] <McJty> I wonder what curseforge is doing in that new 'Processing' status after making a new release
L557[12:44:32] <gigaherz> so yeah if you want to show your item in more than one tab, you have to register a custom itemblock ;P
L558[12:44:44] <gigaherz> McJty: I assumed it was scanning for viruses ;P
L559[12:44:51] <McJty> could be
L560[12:50:14] <PaleoCrafter> tterrag, it is indeed, but we couldn't agree on a good alternative and so somebody else named it to that stupid name :P
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L562[12:51:06] <tterrag> It's not too late to change it >.>
L563[12:51:14] <kashike> have a good suggestion? :P
L564[12:51:30] <tterrag> What I said, isTabValid
L565[12:54:12] <PaleoCrafter> Hm, so I want to pick up https://github.com/MinecraftForge/MinecraftForge/pull/3769 again. Should I have my new interfaces/classes nested in ILanguageAdapter or just create new ones in the common package?
L566[12:56:54] <McJty> Ok, I have this code:
L567[12:56:55] <McJty> Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(this, 0, new ModelResourceLocation(getRegistryName(), "inventory"));
L568[12:57:13] <McJty> But Minecraft.getMinecraft().getRenderItem() is null in that client model init event
L569[12:57:19] <McJty> How do I fix that
L570[12:57:20] <McJty> ?
L571[12:57:52] <tterrag> er....that method is like 2 years out of date
L572[12:58:12] <tterrag> ModelLoader.setCustomModelResourceLocation
L573[12:58:12] <McJty> yes this is a bit older. It is in my sons mod
L574[12:58:16] <PaleoCrafter> yeah, use ModelLoader.setCustomMRL
L575[13:01:45] <gigaherz> it was "deprecated" in 1.8
L576[13:01:46] <gigaherz> not even 1.8.9
L577[13:02:03] <gigaherz> ModelLoader.setCustomMRL was introduced and preferred since 1.8 ;p
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L579[13:03:12] <McJty> What RegistryEvent.Register<???> should I use for the sound registry?
L580[13:03:16] <McJty> SoundEvent doesn't appear to work
L581[13:03:23] <PaleoCrafter> SoundEvent works for me
L582[13:03:30] <gigaherz> look for which one extends IForgeRegistryEntry
L583[13:03:38] <PaleoCrafter> ^
L584[13:03:52] <PaleoCrafter> make sure it isn't the event bus event xD
L585[13:04:09] <gigaherz> and yeah it's SoundEvent
L586[13:04:11] <kashike> 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
L587[13:04:12] <kashike> are what worked prior to the registry refactor - not sure since then
L588[13:04:22] <McJty> I got this:
L589[13:04:22] <McJty> java.lang.NullPointerException: Can't use a null-name for the registry, object net.minecraft.util.SoundEvent@4167d831.
L590[13:04:29] <gigaherz> do you call setRegistryName?
L591[13:04:39] <gigaherz> that means setRegistryName wasn't called
L592[13:04:45] <tterrag> why does the sound registry even exist
L593[13:04:50] <tterrag> couldn't it just read the sounds.json ?
L594[13:04:52] <McJty> I thought this worked:
L595[13:04:52] <McJty> registry.register(new SoundEvent(new ResourceLocation(NotEnoughWands.MODID, "teleport")));
L596[13:05:00] <gigaherz> that may not be enough anymore
L597[13:05:03] <gigaherz> maybe an oversight of the rewrite
L598[13:05:08] <gigaherz> maybe intentional
L599[13:05:47] <kashike> you need to setRegistryName, like before, though maybe the ctor for SoundEvent should call setRegistryName
L600[13:05:52] <kashike> since the RL is passed in it
L601[13:05:57] <McJty> That constructor seems bogus
L602[13:06:38] <gigaherz> yeah
L603[13:06:46] <gigaherz> forge should patch getSoundName to .getRegistryName
L604[13:06:52] <gigaherz> and patch the constructor to call setRegistryName
L605[13:07:03] <gigaherz> IMO
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L609[13:24:31] <McJty> gigaherz, how is ItemBlock registration handled now?
L610[13:25:29] <McJty> I suppose that now has to be done seperately in the IForgeRegistry<Item> handler
L611[13:25:38] <McJty> A bit annoying
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L622[14:18:27] <PaleoCrafter> Lex, are you available atm?
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L625[14:39:46] <ScottehBoeh> I've made a frighteningly creepy model
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L627[14:43:47] <LexMobile> Paleo?
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L629[14:44:20] <PaleoCrafter> would like to talk to you about getting https://github.com/MinecraftForge/MinecraftForge/pull/3769 into an acceptable state, considering we're going to get rid of Scala natively in Forge
L630[14:44:59] <LexMobile> talk to mezz honestly i dont care about scala
L631[14:45:04] <LexMobile> i dont care to touch any of it
L632[14:45:24] <PaleoCrafter> Okay xD
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L636[15:08:50] <ScottehBoeh> My gruesome animation!
L637[15:08:52] <ScottehBoeh> https://www.youtube.com/watch?v=he1dy0Wciro
L638[15:09:14] <ScottehBoeh> Oh it was locked. There we go
L639[15:10:02] <PaleoCrafter> ScottehBoeh, is that done in code or loaded from a B3D or something?
L640[15:10:07] <ScottehBoeh> Done in code
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L642[15:17:13] <copygirl> Hey, I found I could add my dyeing recipe back in using GameData.getRecipeRegistry().register(...) for 1.12. getRecipeRegistry() is deprecated and marked as internal. I guess that means I better don't ship my code with this?
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L644[15:18:39] <copygirl> I was looking around for alternatives, including just adding a bunch of temp recipes, hardcoded for each of the 16 dyes for now. I just happened to find this.
L645[15:20:37] <ScottehBoeh> I do believe recipes are registered using .json in 1.12?
L646[15:21:04] <ScottehBoeh> I've seen in Choonsters test mod, he used .json files when adding recipes to his test mod. You can check that out here
L647[15:21:08] <ScottehBoeh> https://github.com/Choonster-Minecraft-Mods/TestMod3/tree/4ee9f6de57453c7c28893bd655960662593ff96c/src/main/resources/assets/testmod3/recipes
L648[15:21:51] <ScottehBoeh> Gaah. I need to update myself with 1.12
L649[15:22:08] <copygirl> I don't think dyeing recipes are possible (yet).
L650[15:22:16] <copygirl> With the JSON system.
L651[15:25:24] <ScottehBoeh> Ah that's what you meant! I completely mis-read. LOL
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L655[15:42:24] <TechnicianLP> copygirl: they are possible ... make your own IRecipe class register that through your factories.json and then reference it vie the recipe-type - you can then in the recipe check the color (it accepts all 16) and then color your output (you should override isHidden() to true)(you can also lookup how dyeing of leathor armor works)
L656[15:43:08] <primetoxinz> is there any sort of event for the first time a player joins a world/server?
L657[15:44:48] <TechnicianLP> iirc there was a field for it in some event
L658[15:45:41] <primetoxinz> hmm, it's not PlayerLoggedInEvent. Idk what else it would be
L659[15:47:21] <diesieben07> thats what you need to use and then track whether they have been seen before
L660[15:47:46] <diesieben07> there is no way around that, since if there was a global flag and your mod was added later... the event would never fire for you
L661[15:47:58] <primetoxinz> eh, guess I'll just wait for apple core to fix the actual cause then :P
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L663[15:52:06] <PaleoCrafter> mezz, are you available for a quick talk regarding https://github.com/MinecraftForge/MinecraftForge/pull/3769 ?
L664[15:52:24] <copygirl> TechnicianLP: That would only allow the 16 main dye colors, not combining them like leather armor (which is done with RecipesArmorDyes).
L665[15:53:10] <TechnicianLP> so you have multiple colors per item?
L666[15:53:28] <copygirl> No? Dyes can be mixed.
L667[15:53:55] <TechnicianLP> and why cant you do that in your own IRecipe implementation?
L668[15:54:02] <copygirl> That's what I did.
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L670[15:55:06] <TechnicianLP> why are you complaining then?
L671[15:55:07] <copygirl> I'm sorry for the misunderstanding. I registered the recipe fine and it works, it's just using an internal, marked as deprecated method to do so.
L672[15:55:50] <copygirl> I guess I was just wondering which level of bad we were talking about, were I to use it.
L673[15:55:54] <PaleoCrafter> You could define a new recipe factory
L674[15:55:59] <TechnicianLP> ah ok - you can register your own IRecipeFactory via the _factories.json (and give it a name)
L675[15:56:18] <TechnicianLP> you can then reference that name as the recipe-type in your recipeXY.json
L676[15:56:27] <copygirl> Ahh, I see.
L677[15:56:59] <copygirl> May I .. ask what the point of that is, if the recipe has absolutely no variable inputs or outputs?
L678[15:58:13] <gigaherz> lets you parse your own recipe data
L679[15:58:19] <TechnicianLP> you can make it hardcoded ... or implement some generic dye-event where you can specify which items are dye and which need to be colored (and which are catalysts)
L680[15:58:21] <gigaherz> and generate the inputs and outputs from the json objects given to you
L681[15:58:39] <TechnicianLP> s/dye-event/dey-recipe
L682[15:58:57] <PaleoCrafter> if you store the color information to an NBT tag, could specify that in the recipe JSON? ¯\_(ツ)_/¯
L683[16:00:21] <gigaherz> it woudl be interesting, though
L684[16:00:25] <gigaherz> to have "output processors" on recipes
L685[16:00:49] <gigaherz> so that you can have a "NBT copier" processor assigned to a recipe
L686[16:01:06] <gigaherz> instead of having to declare an entirely new recipe format
L687[16:02:07] <TechnicianLP> you can specify a recipe-tag in the json and let that be parsed by te CraftingHelper (and then wrap it)
L688[16:02:09] <copygirl> I don't know. I'm very skeptical. The default armor dyeing recipe is registered in code, too.
L689[16:02:46] <gigaherz> well this is a matter of possibility
L690[16:02:49] <gigaherz> is it possible? definitely yes
L691[16:02:50] <copygirl> Sure I could go through an extra 2 hoops but I don't see it being particularly useful.
L692[16:02:54] <gigaherz> is it practical? debatable
L693[16:05:06] <copygirl> I suppose the item being dyed could be changed. The ... NBT tag will be used could be changed. Dyes? Already using the ore dictionary. Catalysts? Uhm... I really just want to emulate vanilla dyeing mechanics.
L694[16:05:51] <copygirl> And even changing which item can be died is sort of pointless because they're hardcoded, too.
L695[16:06:19] <copygirl> It's not like allowing iron armor to be dyed is going to do something, for example.
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L699[16:20:39] <diesieben07> with forge's registries, there isn't a way to turn of persistence, is there? because i need a registry that does not complain if things dont exist anymore on next launch
L700[16:21:58] *** PaleOff is now known as PaleoCrafter
L701[16:22:10] <PaleoCrafter> there actually is, diesieben07 :P
L702[16:22:18] <PaleoCrafter> the recipe registry uses it
L703[16:22:19] <diesieben07> please enlighten me!
L704[16:22:54] <PaleoCrafter> RegistryBuilder.disableSaving
L705[16:23:19] <diesieben07> guess i need to update to 1.12 now then lol
L706[16:23:43] <diesieben07> thanks
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L708[16:41:39] <tterrag> I'm trying to think up a cleaner impl for this https://pastebin.com/6ypMgzGg
L709[16:41:47] <tterrag> what it does: gets an iterable of a 3x3 panel based on the EnumFacing passed in
L710[16:42:41] <gigaherz> you are using ?: twice
L711[16:42:43] <gigaherz> once for min
L712[16:42:46] <gigaherz> and once for max
L713[16:42:50] <gigaherz> you could use if/else
L714[16:42:54] <gigaherz> and assign both min and max on each
L715[16:42:55] <diesieben07> so if side is north, gets the block on the north, then above, left, right and diagonal of that?
L716[16:43:04] <diesieben07> (and below)
L717[16:44:40] <tterrag> no, it's a 3x3 panel flat against the "wall" of that enumfacing
L718[16:44:46] <tterrag> gigaherz: yeah that would cut one line off but it still feels ugly
L719[16:44:50] <tterrag> that I have to negate the facing vec
L720[16:44:57] <tterrag> an abs(vec) would be helpful
L721[16:44:58] <diesieben07> i have no idea what that means :P
L722[16:45:00] <tterrag> I could write that but eh
L723[16:45:14] <tterrag> diesieben07: http://i.imgur.com/DFuUYro.gifv
L724[16:45:20] <tterrag> like that
L725[16:45:32] <tterrag> 3x3x1
L726[16:46:28] <diesieben07> ah right
L727[16:49:22] <kashike> tterrag: https://gist.github.com/kashike/09c838a5aa4a77abfb7e6e1ba29a1573
L728[16:49:26] <kashike> slightly nicer? :P
L729[16:49:36] <tterrag> no >.>
L730[16:50:01] <tterrag> you just unwrapped the ternaries and made some variables static
L731[16:50:26] <kashike> and it looks better :p
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L733[16:50:39] <tterrag> sure, and I will clean it up, but I asked for a better algorithm >.>
L734[16:51:24] <diesieben07> what i would maybe do (not sure how well it works) is iterate all combinations of EnumFacings that do not have the same axis as the one passed in
L735[16:51:29] <gigaherz> tterrag: this is what I was thinking of:
L736[16:51:29] <gigaherz> https://pastebin.com/R3FyjM13
L737[16:51:31] <diesieben07> and then offset the original pos by them
L738[16:51:49] <tterrag> diesieben07: what about diagonals?
L739[16:51:53] <kashike> gigaherz: we did the same thing :P
L740[16:51:56] <diesieben07> > combinations
L741[16:52:03] <gigaherz> kashike: almost
L742[16:52:03] <gigaherz> ;P
L743[16:52:28] <kashike> I just re-use the immutable blockpos instead of re-creating new 1,1,1 and -1,-1,-1 each time
L744[16:52:28] <tterrag> so 36 iterations for every invocation? no thanks :P
L745[16:52:54] <gigaherz> kashike: yeah, hence almost ;p
L746[16:53:01] <diesieben07> what? no. 16 at most :P
L747[16:53:40] <tterrag> 21, isn't it?
L748[16:53:43] <tterrag> unless I filter before iterating
L749[16:53:55] <diesieben07> hm yeah i guess.
L750[16:54:15] <diesieben07> although getAllInBoxMutable isnt the pinnacle of performance either last i checked
L751[16:54:44] <illy> +
L752[16:54:51] <diesieben07> yeah. my god this is terrible
L753[16:55:34] <diesieben07> well, not terrible.
L754[16:55:37] <diesieben07> but not great
L755[16:55:52] <williewillus> what would improve it?
L756[16:56:17] <diesieben07> not throwing around 2 objects like that for a start. :D but thats more the fault of the method signature
L757[16:56:24] <gigaherz> valuetypes ;P
L758[16:56:29] <gigaherz> valuetypes would improve many things
L759[16:56:30] <diesieben07> with huge areas, sure it doesnt matter
L760[16:56:36] <diesieben07> but for a 3x3? idk
L761[16:56:52] <diesieben07> also, yay long arrays in nbt
L762[16:58:35] <kashike> I don't think anything in vanilla even uses it :P
L763[16:59:49] <diesieben07> true. haha
L764[17:01:39] <tterrag> it must or it would be stripped
L765[17:01:51] <tterrag> yeah it's used a lot
L766[17:01:58] <kashike> no it isn't
L767[17:02:06] <diesieben07> JsonToNbt is the only thing using it
L768[17:02:12] <tterrag> oh NBT long arrays
L769[17:02:13] <tterrag> nvm
L770[17:04:17] <williewillus> do te's use the new registryevent or no
L771[17:05:04] <diesieben07> no, their registry is not "forgified"
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L774[17:07:49] <tterrag> are they not, now?
L775[17:07:52] <tterrag> I thought that was added
L776[17:07:58] <LexMobile> no
L777[17:08:02] <LexMobile> no need to
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L779[17:08:27] <gigaherz> hmm
L780[17:08:31] <gigaherz> I just received this report
L781[17:08:38] <gigaherz> saying that my mod is crashing on latest forge
L782[17:08:46] <gigaherz> I build it with 2359 (latest still iirc)
L783[17:08:52] <gigaherz> anyone knows if it's some known issue?
L784[17:08:52] <gigaherz> https://github.com/gigaherz/PackingTape/issues/9
L785[17:09:20] <LexMobile> no idea...
L786[17:09:26] <LexMobile> that isnt anything changes for quite some time
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L788[17:09:41] <kashike> bad jar?
L789[17:09:44] ⇨ Joins: Baughn (~Baughn@2a01:4f8:172:3065::2)
L790[17:09:59] <gigaherz> yeah let me check that my code is actually in the jar
L791[17:10:17] <jamieswhite> that stack trace looks incomplete
L792[17:10:27] <gigaherz> hmm the filesize is less than half
L793[17:10:30] <gigaherz> sounds wrong
L794[17:10:32] <kashike> see paste.ee link
L795[17:10:37] <jamieswhite> ah
L796[17:10:51] <gigaherz> ah yes
L797[17:10:52] <gigaherz> my bad
L798[17:10:53] <gigaherz> nevermind!
L799[17:10:56] <gigaherz> bad shading
L800[17:11:15] <gigaherz> include(dependency(':Commons:'))
L801[17:11:16] <gigaherz> vs
L802[17:11:17] <gigaherz> include(dependency(':Commons-1.12.0:'))
L803[17:11:22] <kashike> heh
L804[17:11:25] <gigaherz> I forgot to change to the latter
L805[17:12:30] <gigaherz> does curseforge support reuploading with same name and such?
L806[17:12:36] <kashike> probably not
L807[17:12:41] <gigaherz> I'll bump to .1
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L809[17:13:47] <jamieswhite> I'm pretty sure it does
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L811[17:13:55] <jamieswhite> but you might have to delete the old file first
L812[17:14:33] <gigaherz> a .1 will be less confusing for users
L813[17:15:59] <gigaherz> there, approved :3
L814[17:16:07] <gigaherz> it was quick :D
L815[17:20:14] <williewillus> i'm still having trouble getting my recipes to show in the book....
L816[17:20:19] <williewillus> jsons, latest forge
L817[17:20:24] <williewillus> they just aren't there
L818[17:20:29] <williewillus> they show in jei
L819[17:20:54] <gigaherz> that's a known issue in forge
L820[17:20:59] <gigaherz> it's not your fault
L821[17:21:24] <quadraxis> tterag, https://gist.github.com/bs2609/4aafe4bf534d45de516eb7b7b6a0352b look ok?
L822[17:21:38] <kashike> williewillus: you opened the issue yourself :p
L823[17:21:40] <kashike> https://github.com/MinecraftForge/MinecraftForge/issues/3992
L824[17:21:54] <gigaherz> "Make getSubItems non-client only. Use it for Ingredient iteration."
L825[17:21:55] <gigaherz> OOOOH
L826[17:21:58] <gigaherz> that's nice
L827[17:21:59] <gigaherz> ;P
L828[17:22:06] <williewillus> lol, didn't know if it was fixed
L829[17:22:13] <williewillus> haven't looked at things in a week+
L830[17:22:23] <williewillus> and there was a lot of activity past few days
L831[17:22:24] <gigaherz> well
L832[17:22:26] <gigaherz> during that week
L833[17:22:30] <gigaherz> most of the effort was the registry rewrite
L834[17:22:44] <gigaherz> everything else has been sortof put aside whiel that was happening
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L836[17:23:53] <williewillus> also anyone know why mod guis don
L837[17:23:57] <williewillus> *don't have their shading anymore?
L838[17:24:08] <kashike> I think I'm missing something here https://github.com/MinecraftForge/MinecraftForge/commit/87054b01fb85164d37ef59e8dfb923ec4b6c7589
L839[17:24:14] <kashike> how does... that fix an NPE
L840[17:24:26] <kashike> oh it overrides
L841[17:24:31] <quadraxis> tterrag: https://gist.github.com/bs2609/4aafe4bf534d45de516eb7b7b6a0352b
L842[17:25:03] <tterrag> that...wouldn't work
L843[17:33:03] <Lymia> I forgot if Java 6 had @Override for interface methods
L844[17:34:29] <masa> williewillus: you mean the background? you need to add a call to this.drawDefaultBackground(); in the drawScreen() before super.drawScreen();
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L846[17:34:39] <williewillus> blargh
L847[17:34:48] <masa> without that, JEI also won't show up :p
L848[17:34:50] <williewillus> yay more overrides
L849[17:35:29] <masa> yeah, well... I mostly have that on my base gui class, plus one other override on top of that
L850[17:37:15] <masa> when exactly should @SideOnly(Side.CLIENT) be used? Should that be added on overridden methods where the vanilla one has it?
L851[17:37:25] <gigaherz> Lymia: if you go on IDEA to the project structure config
L852[17:37:37] <gigaherz> the "project langauge level" describes 6 as "@Override on interfaces"
L853[17:37:38] <LexMobile> no
L854[17:37:46] <gigaherz> so yeah, it does ;P
L855[17:37:58] <LexMobile> it should be used only if you expect your class to be reflected over and your signature has a client side only class in it
L856[17:38:11] <gigaherz> masa: the only real use for @SideOnly, is if you override something that has a parameter or return type that is of @SideOnly type
L857[17:38:18] <Lymia> So Forge just doesn't use @Override on interface methods
L858[17:38:18] <Lymia> rip
L859[17:38:29] <gigaherz> the decompiler doesn't put @Override on them, no
L860[17:38:40] <jamieswhite> I'm probably misusing it but I'm pretty much SideOnly-ing anything that references anything side specific
L861[17:38:52] <gigaherz> jamieswhite: you are abusing it, yes
L862[17:38:52] <jamieswhite> just to be able to statically verify it
L863[17:39:09] <gigaherz> you are forcing FML to discard your methods and classes even if it's not needed
L864[17:39:40] <gigaherz> my preference is to put side-specific code in my proxy
L865[17:39:58] <gigaherz> so that I avoid requiring @SideOnly as much as possible
L866[17:39:59] <masa> hmm, so if I have for example a method in an Item class, and there are client-only things inside that method, but it won't ever be called on the server, that doesn't need it?
L867[17:40:14] <gigaherz> pretty much
L868[17:40:21] <masa> only if the return type or the arguments are client-only?
L869[17:40:23] <gigaherz> unless the signature of the method has side-only types
L870[17:40:23] <jamieswhite> how it is a problem that I'm forcing FML to discard them?
L871[17:40:37] <gigaherz> unless you use lambdas
L872[17:40:40] <gigaherz> lambdas change things ;P
L873[17:40:51] <gigaherz> jamierocks: it's not a problem, it's jsut ugly
L874[17:41:09] <jamieswhite> that's subjective
L875[17:41:45] <Hex> Minor loading time hit, but meh
L876[17:42:09] <masa> and is there a reason to make entire classes SideOnly, assuming none of my code references it on the server side?
L877[17:42:09] <jamieswhite> fewer classes and methods to keep in memory I guess
L878[17:42:35] <Hex> If they're not used they're not in memory
L879[17:43:15] <jamieswhite> the classloader grabs the whole class at some point, so I would have to disagree
L880[17:43:27] <LexMobile> you are wrong
L881[17:43:53] <gigaherz> the bytecode still exists IIRC, only the signature is removed from the class metadata
L882[17:44:01] <LexMobile> the bytecode doesnt exist
L883[17:44:09] <LexMobile> the loaded class has it stripped
L884[17:44:12] <LexMobile> thats how sideonly works
L885[17:44:12] <gigaherz> ah
L886[17:44:19] <gigaherz> I thought it only stripped the method definition
L887[17:44:19] <LexMobile> Modders should NOT use side only
L888[17:44:32] <LexMobile> Except in the express condition where there is a error that is caused by them not using it
L889[17:44:39] <LexMobile> and there is NO other way to solve the error
L890[17:44:43] <jamieswhite> I have yet to understand why
L891[17:44:50] <LexMobile> And no, @SideOnly on classes doesnt save memory
L892[17:44:59] <LexMobile> It just causes the game to crash if you refence the class
L893[17:45:27] <LexMobile> Want to know the reason why you shouldnt asm hack your own classes?
L894[17:45:33] <LexMobile> Becuase ITS FUCKING STUPID
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L896[17:46:42] <jamieswhite> a lot of "misuse" might be caused by the mod dev intellij plugin
L897[17:47:00] <LexMobile> probably, one of the many reason i dont like intellij
L898[17:47:26] <williewillus> he's talking about an intellij plugin someone made to give inspections about mc modding specific stuff ( i think )
L899[17:47:33] <jamieswhite> correct
L900[17:47:41] <LexMobile> I know what hes talking about
L901[17:47:42] <jamieswhite> it adds warnings when you cross sides
L902[17:48:31] <williewillus> not sure how that's intellij's problem then when you could make an equally incorrect eclipse plugin :P
L903[17:48:52] <jamieswhite> nobody is claiming it is a problem with intellij
L904[17:49:14] <LexMobile> Yes, but intellij is culture of 'we know best and were always the best!'
L905[17:49:31] <LexMobile> Just use whatever the fuck you wanna use and is easy to use.
L906[17:50:01] <LexMobile> Anyways, quit abusing/misusing SideOnly/ASM
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L908[17:51:21] <jamieswhite> anyway, I have to say @SideOnly has a lot of potential for static analysis. which is why I am considering making a gradle plugin so I don't accidentally build stuff that is crossing sides. happens too often
L909[17:52:16] <Hex> Make your own annotation maybe specific for static analysis
L910[17:52:32] <primetoxinz> there's an intellij plugin that checks @SideOnly
L911[17:52:56] <jamieswhite> yes, but you can't run that in CI, for instance
L912[17:53:05] <primetoxinz> true
L913[17:53:14] <LexMobile> That would be a potential use for it, but relying on it for functional mechanics is BAD
L914[17:55:47] <jamieswhite> I actually have an issue in my issue tracker where someone is for some reason loading a proxy class on a side it shouldn't
L915[17:56:04] <jamieswhite> inspecting the forge source I see there is no way forge could be doing it
L916[17:57:15] <gigaherz> night ppl
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L919[18:06:22] <williewillus> !gm func_192105_a
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L924[18:26:04] <williewillus> !gm func_192389_a
L925[18:40:58] <tterrag> I'm using the same polygon offset as vanilla, trying to render an overlay (like the breaking tex) and it z-fights when looking straight on
L926[18:41:00] <tterrag> what am I missing?
L927[18:41:17] <tterrag> example http://i.imgur.com/FcDrTPJ.png
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L929[18:43:16] <tterrag> code: https://pastebin.com/SE3EjUn3
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L931[18:43:59] MineBot sets mode: +v on mDiyo
L932[18:44:14] <mDiyo> Heyo~
L933[18:44:26] <mDiyo> Is there a quickstart guide for modding with Forge anywhere?
L934[18:45:20] <tterrag> http://mcforge.readthedocs.io/en/latest/gettingstarted/
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L942[19:39:18] <capitalthree> mDiyo: you're asking for a friend, right? :D
L943[19:39:31] <mDiyo> Sure, yeah, a friend. :P
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L945[19:39:48] <kashike> lol
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L955[19:49:10] <illy> what are friends?
L956[19:49:10] <illy> :P
L957[19:50:55] <killjoy> Friends is a popular sitcom in the 90s
L958[19:51:04] <killjoy> It also played in the 2000s
L959[19:52:40] <illy> cool now I know and knowing is half the battle https://media.giphy.com/media/rQlK9ZfrvbQUE/giphy.gif
L960[19:53:24] <killjoy> It's like I always say. You know enough. http://imgur.com/WPedHIK
L961[19:53:54] <illy> hahah
L962[19:54:24] <killjoy> Remember kids. You can throw dirt in your cuts to stop the bleeding.
L963[19:56:03] <illy> Lex would kill us if we did those jokes for modding :P
L964[19:56:40] <killjoy> The only joke I approve of is "I wear glasses because I can't C#"
L965[19:56:57] * illy stabs killjoy
L966[19:56:59] <illy> bad
L967[19:57:06] <illy> :P
L968[19:57:07] <killjoy> There's a shirt that says that
L969[19:57:13] <killjoy> the model isn't wearing glasses
L970[19:59:15] <killjoy> Woo!! I'm going crazy!
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L972[19:59:29] <killjoy> I'm running 4 instances of mc at once, just so I can test a plugin
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L992[21:23:53] <Waterpicker> Has anyone here been using direwolf20 1.10 at all? I have a question related to it.
L993[21:25:59] <Waterpicker> http://imgur.com/a/Rmuih This structure mysteriously appeared near me and my friends main base.
L994[21:26:16] <Waterpicker> Is there something in the modpack doing it or is something getting on my server?
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L1004[22:19:32] <williewillus> okay so the latest builds fixed the recipes not appearing in the book, but now they're all dumped into the misc tab
L1005[22:19:43] <williewillus> is there a way to have 1:1 creative tab <-> book tab?
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L1009[22:51:35] <LexMobile> no the book tabs arnt expandable right now i dont think.
L1010[22:52:12] <LexMobile> Pretty sure mojang limits it to a few hardcoded ones :/ gunna be annoying to change.
L1011[23:22:12] <McJty> hmm, curseforge having issues?
L1012[23:22:26] <McJty> Now it works. Seems there was a temporary disturbance
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L1014[23:38:43] <illy> was the disturbance as if millions of voices suddenly cried out in terror and were suddenly silenced?
L1015[23:43:54] <McJty> Very similar indeed
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