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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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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
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
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
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
L165[07:27:17]
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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
L193[07:55:29] <gigaherz> working
example:
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
L236[08:01:04]
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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
L241[08:06:39] ⇦
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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.
L245[08:13:16] ***
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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
L263[08:33:42] ⇦
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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
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
L279[08:49:34]
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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 ...
L286[09:14:44]
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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
L291[09:17:24] ⇦
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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?
L310[10:26:58]
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L311[10:27:02] <gigaherz> williewillus:
because forge processes recipes too late
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
L348[10:52:27] ⇦
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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
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?
L354[10:55:27] ⇦
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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?
L381[11:29:36]
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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"
L387[11:40:21]
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L389[11:41:51] <Raycoms> ty
L390[11:42:08] ***
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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?
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
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:
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
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);
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 -_-
L552[12:42:22]
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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
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
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
L578[13:02:13] ***
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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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L614[13:29:57] ***
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L622[14:18:27] <PaleoCrafter> Lex, are you
available atm?
L623[14:27:41]
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L624[14:37:02] ***
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L625[14:39:46] <ScottehBoeh> I've made a
frighteningly creepy model
L626[14:43:09] ⇦
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connection)
L627[14:43:47] <LexMobile> Paleo?
L628[14:43:51]
⇨ Joins: Meronat
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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
L633[14:47:06] ***
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L636[15:08:50] <ScottehBoeh> My gruesome
animation!
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?
L643[15:17:25]
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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
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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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.
L669[15:54:03]
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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.
L696[16:08:43] ⇦
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L698[16:20:26] ***
PaleoCrafter is now known as PaleOff
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
L707[16:25:31] ***
PaleoCrafter is now known as PaleOff
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
L724[16:45:20] <tterrag> like that
L725[16:45:32] <tterrag> 3x3x1
L726[16:46:28] <diesieben07> ah
right
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
L732[16:50:26] ⇦
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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:
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
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"
L772[17:06:41]
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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
L778[17:08:15] ⇦
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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?
L785[17:09:20] <LexMobile> no
idea...
L786[17:09:26] <LexMobile> that isnt
anything changes for quite some time
L787[17:09:35]
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L788[17:09:41] <kashike> bad jar?
L789[17:09:44]
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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
L808[17:13:36] ⇦
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L809[17:13:47] <jamieswhite> I'm pretty
sure it does
L810[17:13:49]
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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
L822[17:21:38] <kashike> williewillus: you
opened the issue yourself :p
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?
L839[17:24:14] <kashike> how does... that
fix an NPE
L840[17:24:26] <kashike> oh it
overrides
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
L895[17:45:54] ***
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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
L917[17:57:18] ***
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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?
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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?
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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?
L957[19:50:55] <killjoy> Friends is a
popular sitcom in the 90s
L958[19:51:04] <killjoy> It also played in
the 2000s
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
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.
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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またね)
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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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