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L1[00:08:36] ⇨
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L2[00:10:21] <mezz> damn lex broke the tests
><
L3[00:11:12] <MiningMark48> :P
L4[00:11:44] ***
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L12[01:00:42] <McJty> Hmm, forge is
complaining to me about cascading worldgen in my mod Lost
Cities
L13[01:00:58] <McJty> I checked it out and
it is caused by generateTree
L14[01:01:08] <McJty> How can that be
solved? I mean how does vanilla solve it?
L16[01:04:00] <McJty> ok, I read that but I
don't understand how this can help me solve the tree problem
L17[01:04:09] <McJty> I cannot control
where the tree sapling is in my chunk
L18[01:04:14] <McJty> It can be anywhere
from 0,0 - 15,15
L19[01:04:58] <mezz> you have 4 chunks to
generate in during worldgen
L20[01:05:03] <quadraxis> it's not supposed
to be in one chunk, its supposed to be in the centre of 4
L22[01:05:16] <McJty> Then I don't
understand why this is happening
L23[01:05:26] <McJty> I only call
generateTree for saplings in that 0,0 - 15,15 chunk
L24[01:05:28] <mezz> this is described in
the post with pictures
L25[01:06:04] <fry> you might need to
offset by 8 :P
L27[01:06:18] <McJty> yes but I don't fully
understand how that can work
L30[01:06:41] <McJty> What about the
saplings that are in the chunk I'm handling but outside that 8
offset?
L31[01:06:44] <McJty> i.e. a sapling at
2,2
L32[01:07:06] <mezz> they are generated
during a different chunk's worldgen
L33[01:07:25] <McJty> oh I see...
L34[01:07:33] <McJty> Hmm this is a tad
annoying but I get the problem now
L35[01:07:37] <McJty> Now have to check how
to solve this
L36[01:07:48] <fry> offset by 8? :D
L37[01:07:53] <McJty> It is not that easy
for me
L38[01:08:05] <McJty> As my chunk data
structure which holds all the tree positions is not offset by
8
L39[01:08:20] <McJty> And that one is
filled from my worldgen (the code that fills the ChunkPrimer)
L40[01:09:26] <McJty> I may not be able to
solve this without considerable performance cost
L41[01:10:28] <fry> then pay the cost
:P
L43[01:10:38] <quadraxis> query the data
structures for the 4 chunks in that area?
L44[01:10:58] <McJty> I can't as those data
structures are made during worldgen
L45[01:11:03] <McJty> And those chunks may
not have been generated yet
L46[01:11:16] <quadraxis> population is
only run if they are
L47[01:11:17] <fry> isn't that taken care
of?
L48[01:11:26] <fry> since normal trees do
work? :P
L49[01:11:54] <McJty> I wonder how they do
it then...
L50[01:14:18] <McJty> Hmm, is
ChunkProvider.populate() only called if the neighbouring chunks are
generated?
L51[01:14:23] <McJty> Because then it would
work
L52[01:14:54] <quadraxis> look at
Chunk.populate()
L53[01:15:05] <McJty> yes seems that it
is
L54[01:15:13] <McJty> Ok, then I can solve
it
L55[01:15:37] <mezz> you did not read my
post :(
L56[01:15:59] <mezz> or I wrote it poorly,
not sure lol
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L58[01:16:18] <McJty> Well I missed that
indeed
L59[01:16:30] <McJty> But it is a bit hard
for me to read such walls of text :-)
L60[01:16:33] <quadraxis> it had pictures,
I thought that helped
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L63[01:17:08] <McJty> Yes but I didn't see
where it made the link with timing between generating a chunk and
populating it
L64[01:17:19] <McJty> That was the crucial
part of information that I lacked (or didn't find)
L65[01:17:30] <McJty> Anyway, it is ok
now
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L68[01:21:48] <quadraxis> how is the
breaking changes window looking btw?
L69[01:22:17] <mezz> pretty much over, I'm
getting a fuel handler fix in and then that's it
L70[01:22:20] <quadraxis> as I think all
the 1.12 cleanup prs are technically breaking in some way
L71[01:22:29] <mezz> the rest of the stuff
in PRs seem like they can be done in a way that's not
breaking
L72[01:22:34] <mezz> we got the cleanup
stuff in
L74[01:23:19] <quadraxis> yeah that'
sok
L76[01:24:20] <mezz> the rest of the stuff
will be fine without breaking changes unless I'm overlooking
something
L77[01:24:26] <mezz> let me know if you see
something
L78[01:24:35] <quadraxis> I think i'd
prefer to get 4040 in in it's present form, it'd probably be easier
to rework later if needed
L79[01:25:33] <mezz> I think it should use
the generic events system, also it will not be hard to write
without breaking changes
L80[01:26:06] <mezz> even the fuel handler,
I'm writing it and I can do it without breaking changes so I'll
probably do it
L81[01:26:26] <mezz> making modders update
a bunch of breaking stuff at once isn't ideal, it can be
exhausting
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L83[01:30:41] <quadraxis> yeah that's
ok
L84[01:30:44] <KnightMiner> How will the
new fuel handler work?
L85[01:30:51] <KnightMiner> I assume the
list of predicates is gone?
L86[01:31:04] <mezz> just making it an
event, IFuelHandler is ancient
L87[01:31:22] <mezz> the event will allow
setting to 0 burn time so you can make something not-a-fuel
L88[01:31:28] <KnightMiner> Same values
passed in though I assume?
L89[01:31:28] <mezz> it will also allow
overriding vanilla
L90[01:31:36] <KnightMiner> So you get
itemstack etc.
L91[01:31:44] <mezz> yeah
L92[01:32:19] <KnightMiner> Most complex
I've done is just checking NBT to make my fluid container work if
filled with lava
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L95[01:42:28] <McJty> Ok, I think I solved
it
L96[01:44:32] <McJty> Some runaway chunk
generation seems out of my control
L97[01:44:39] <McJty> Like
BiomeHills$EmeraldGenerator
L98[01:44:55] <tterrag> vanilla never trips
those warnings, so it must be something you're doing, no?
L99[01:45:04] <mezz> emerald ore has been
reported to mojang
L100[01:45:13] <tterrag> oh
L101[01:45:14] <tterrag> nvm then
lol
L102[01:45:22] <mezz> they have issues in
the nether too
L103[01:45:23] <mezz> heh
L104[01:45:35] <tterrag> most are minor
though
L105[01:45:37] <tterrag> a chunk here or
there
L106[01:45:43] <tterrag> doesn't do a
whole lot
L107[01:45:44] <McJty> At least mine are
gone now
L108[01:45:50] <McJty> As far as I can
see
L109[01:46:49] <KnightMiner> Was this less
of an issue before 1.11? I never noticed much talk about it before,
but world gen was known to be slow
L110[01:47:19] <tterrag> nah, it's always
been an issue I think
L111[01:47:23] <tterrag> just hard to
notice
L112[01:47:27] <fry> there are a lot of
things nobosy is talking about :P
L113[01:47:32] <kashike> forge just
complains about it now
L114[01:47:43] <fry> and a lot of thing
that don't matter that people talk about constantly :P
L115[01:47:56] <KnightMiner> Thats how the
internet works, is it not?
L116[01:48:04] <KnightMiner> Many people
discussion that which does not matter
L117[01:48:20] <fry> that's how people
work :P
L118[01:48:32] <KnightMiner> Okay, true.
:p
L119[01:48:35] <tterrag> spaces are better
than tabs! braces on the same line only! windows > linux!
L120[01:48:41] <tterrag> there that should
keep people busy for a while
L121[01:48:53] <KnightMiner> Actually, I
like both based on the project
L122[01:48:54] <McJty> The eternal
flamewars
L123[01:49:10] <tterrag> I'm the same,
I'll use whatever the project already has
L124[01:49:12] <McJty> I actually don't
usually notice if I'm on linux or windows as I use 100% the same
tools on both
L125[01:49:18] <tterrag> if I had to
*choose* i'd use spaces and same line braces :P
L126[01:49:25] <KnightMiner> I like same
line
L127[01:49:26] <McJty> bash, IDEA, gvim,
gimp, Blender, audacity, java, ...
L128[01:49:27] <tterrag> hell
EIO/EnderCore use 2-space indents
L129[01:49:34] <tterrag> I got over that,
I can deal with anything...
L130[01:49:39] <KnightMiner> I tend to use
tabs, but I think I like spaces better...
L131[01:49:54] <kashike> I just recently
switched my projects to 2-space indents from 4-space indents
L132[01:49:55] <KnightMiner> Tinkers use 2
space indents. Not a fan but I work with it
L133[01:49:58] <kashike> saves a lot of
horizontal room
L134[01:50:19] <KnightMiner> I just have
Ceramics set up to automatic correct indentation so if I copy code
back or forth it stays consistant
L135[01:50:20] <tterrag> some would say
that's an argument for tabs...
L136[01:50:44] <KnightMiner> Less
characters, so smaller file?
L137[01:50:47] <tterrag> no
L138[01:50:50] <tterrag> configurable
indent size
L140[01:51:00] <KnightMiner> Ah
L141[01:51:03] <tterrag> zip compression
makes file size of tab/space irrelevant
L142[01:51:11] <fry> it's stupid editors
vs semantically superior tabs :P
L143[01:51:20] <tterrag> oh god fry
L144[01:51:29] <tterrag> don't start
throwing around phrases like "semantically suprior"
L145[01:51:34] <tterrag> I was joking, but
them's fightin words
L146[01:51:36] <fry> but they are :P
L147[01:51:50] <fry> they represent
strictly more information than spaces
L148[01:51:58] <fry> but it means it's
easier to fuck it up
L149[01:52:00] <kashike> time to make a
post on the ftb reddit about fry calling tabs superior
L150[01:52:10] <fry> fell free to :P
L151[01:52:16] <tterrag> yeah no one would
care
L152[01:52:20] <tterrag> :P
L153[01:52:21] <McJty> In python the use
of tabs is frowned upon. As not every editor displays them as 8
spaces and in python a tab is meant to be 8 spaces by the
language
L154[01:52:26] <tterrag> I don't think
many people on the sub know 'fry' by name
L155[01:52:27] <McJty> So I'm used to
using spaces because of that
L156[01:52:31] <fry> I still use spaces
for pretty much all the code I write
L157[01:52:37] <fry> because that's what's
the project uses
L158[01:53:27] <fry> if there was a
magical switch to make all the editors respect the tabstop and
interpret it correctly, tabs would win :P
L159[01:53:38] <fry> but there's no such
switch, and there will never be :P
L160[01:54:06] <quadraxis> if an editor
decided to hardcode all plain text to show as comic sans, would
people insist on programming using rtf?
L161[01:54:07] <ghz|afk> "tab is
meant to be 8 spaces by the language"
L162[01:54:13] <ghz|afk> see one more
reason why I should never bother learning python
L163[01:54:13] <ghz|afk> ;P
L164[01:54:32] <fry> you really should
learn it :P
L165[01:54:47] <kashike> learn PHP
instead
L166[01:54:50] <ghz|afk> nah I disagree
with indentation-delimited langauges
L167[01:54:51] <KnightMiner> I really need
to learn Python as well, I hear its great for scripting small
tasks
L168[01:54:54] *
fry smacks kashike
L169[01:54:56] <kashike> :3
L170[01:55:05] <tterrag> I have a
confession
L171[01:55:08] <tterrag> I...I...like
PHP
L172[01:55:12] <KnightMiner> I learned
PHP. It has a few upsides, but is so weird in other places
L173[01:55:13] <kashike> what, don't you
just love the PHP function names fry?
L174[01:55:16] <fry> see, ghz|afk,
disagreesing with styles is silly
L175[01:55:17] <ghz|afk> I used to know
php
L176[01:55:30] <McJty> I like python a
lot. Pretty clean and simple language
L177[01:55:31] <ghz|afk> before it got
classes and such
L178[01:55:34] <fry> since behind styles
often some good things can hide :P
L179[01:55:38] <fry> but not in php.
L180[01:55:38] <kashike> tterrag: I like
PHP, but I like other languages better
L181[01:55:48] <tterrag> huh that's
strange
L183[01:55:50] <KnightMiner> In my other
life, I am a web developer, so I work with a lot of PHP and
Javascript, which are actually not that bad with proper
framework
L184[01:55:53] <tterrag> latest forge
build isn't working in FG
L185[01:55:59] <kashike> it isn't?
L186[01:56:04] <tterrag> nope
L187[01:56:08] <ghz|afk> BUILD
SUCCESSFUL
L188[01:56:08] <kashike> what kind of
error?
L189[01:56:10] <tterrag> "No such
version exists!"
L190[01:56:12] <ghz|afk> worked for me
just now XD
L191[01:56:15] <kashike> huh
L193[01:56:25] <tterrag>
forge_version=14.21.0.2372
L194[01:56:30] <ghz|afk> wat
L195[01:56:35] <ghz|afk> 2372 isn't on the
files site
L196[01:56:39] <ghz|afk> 2368 is
latest
L197[01:56:42] <kashike> yes it is
L198[01:56:46] <kashike>
14.21.0.2372
L199[01:56:48] <ghz|afk> oh wait it
is
L201[01:56:52] <ghz|afk> down in the all
versions list
L202[01:57:06] <ghz|afk> but the one that
has the "latest" star is 68
L203[01:57:17] <KnightMiner> Hmm,
weird
L204[01:57:26] <quadraxis> perhaps that's
cause the tests failed on the others
L205[01:57:54] <tterrag> oh
L207[01:57:59] <tterrag> that...might do
it
L209[01:58:04] <KnightMiner> Changelog
also excludes others
L210[01:59:10] <tterrag> it's probably the
test issues
L211[01:59:14] <tterrag> mezz: any idea
what's up?
L212[01:59:22] <KnightMiner> Gradle does
say Forge:Test failed
L213[01:59:44] <kashike> yeah, the JSON
doesn't have anything newer than 2368
L215[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170626 mappings to Forge Maven.
L216[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170626-1.12.zip
(mappings = "snapshot_20170626" in build.gradle).
L217[02:00:18] <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/
L218[02:00:50] <KnightMiner> Anyways, I
should really be off to bed. o/
L219[02:00:51] <ghz|afk> ugh it's 9
already I should be at work
L220[02:00:52] <ghz|afk> XD
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L222[02:00:55] <kashike> night
L223[02:01:07] <tterrag> the substitution
test is failing
L224[02:01:12] <mezz> yeah
L225[02:01:13] <kashike> heh
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L227[02:01:32] <tterrag> lex you
bork
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L231[02:22:38] <mezz> I did it without
breaking changes so no rush to get it in I guess
L232[02:23:04] <mezz> off to sleep
o/
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L237[02:53:24] <LexMobile> its working on
my side...
L238[02:54:07] <LexMobile> ok wtf now its
working :/
L239[02:54:10] <LexMobile> err
erroring
L240[02:54:21] <LexMobile> I really hate
quantum tests
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L258[05:17:13] <maxanier> is there a way
to use FML's optional interface depending on specific versions of a
mod not just the modid
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L261[05:30:47] <gigaherz|work> maxanier: I
don't believe so
L262[05:31:44] <maxanier> ok
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L269[07:03:49] <Lumien> Are Annotations
parsed only when a class is actually loaded or directly from the
class files?
L270[07:04:56] <TechnicianLP> are you
talking about how annotated classes are found?
L271[07:05:06] <PaleoCrafter> directly
from the file, afaik, otherwise ASMDataTable wouldn't really be
that useful
L272[07:05:39] <TechnicianLP> iirc forge
"loads" the class checks for annotations and unloads it
... (load = get the bytecode into asm)
L273[07:08:52] <Lumien> kk thx
L274[07:10:26] <gigaherz|work> I have
always assumed that forge uses the ASM metadata for annotations
because the jvm's reflection stuff may not include compiletime-only
metadata and such
L275[07:11:28] <PaleoCrafter> that for one
thing and the other thing simply is that reflectively doing it
would actually load classes at inappropriate times
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L277[07:12:28] <gigaherz|work> right
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L296[08:59:02] <illy> boop o/
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L302[09:40:40] <masa> I would like to get
the World, or at least the dimension ID available to the
InitBiomeGens event. But that is fired from the BiomeProvider
constructor, and that doesn't have the world... and the
BiomeProvider is also used in the anvil save converter
L303[09:41:10] <masa> which would make it
possible to provide the dimension id even from there for each of
the different region directories that it handles
L304[09:42:11] <masa> but I'm not sure if
there is any point fiddling with that stuff, the use case for this
working from converting a pre-1.2 map is quite minimal I'd
assume
L305[09:42:41] <masa> or should I say,
nobody will ever need it for sure
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L317[10:43:09] <masa> so I just ran
getPatches, and now I see lots of patch changes where the srg
variable names got changed into translated names, why is
that?
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L319[10:47:07] <masa> why would that even
happen... doesn't that break all the patches if they use translated
names?
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L324[11:13:25] <PaleoCrafter> Yay, my
overrides work \o/
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L334[11:36:23] <PaleoCrafter> Oh, the
recipe JSON loading automatically prepends the mod id? that's nice,
I guess
L335[11:37:05] <gigaherz> well it makes
the recipe name from the filename with the modid in front ;P
L336[11:37:28] <PaleoCrafter> I also mean
for the recipe type
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L338[11:38:04] <gigaherz> ah
L339[11:38:12] <gigaherz> yes it uses your
modid if one isn't specified
L340[11:38:23] <PaleoCrafter> I had
assumed it was modeled after the model stuff
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L342[11:38:30] <PaleoCrafter> where no mod
id = MC domain
L343[11:38:44] <gigaherz> yeah but it
doesn't seem to be the case ;P
L344[11:38:59] <PaleoCrafter> I noticed
:P
L345[11:40:53] <PaleoCrafter> Gah, why
must Vanilla put random stuff in the block initialization code
while keeping other things in the class? q.q
L346[11:43:25] <KnightMiner> Worst part is
why don't they put some things in there
L347[11:43:45] <PaleoCrafter> yeah, most
stuff should just go in the classes
L348[11:43:55] <KnightMiner> Like with
slabs and stairs, they loop though all BlockSlab and BlockStairs
registered to set useNeighborLighting instead of just setting it in
the constructor
L349[11:44:20] <PaleoCrafter> But I guess
Mojang is thinking "ah, we might not have a different
BlockWorkbench right now, but maybe we will and then we'd have to
move the setUnlocalizedName call outside the
constructor"
L350[11:44:55] <KnightMiner> I typically
run setUnlocalizedName when I run setRegistry name, so its outside
my class anyways
L351[11:45:50] <KnightMiner> The one that
annoys is the default blockstates on things like walls, as it
forces me to use their variant property and just ignore it
L352[11:46:02] <KnightMiner> Not sure if
there is a better way for that though
L353[11:48:29] <gigaherz> I do also call
both -- in the constructor
L354[11:48:32] <gigaherz> ;P
L355[11:48:51] <KnightMiner> I mean,
either one works :P
L356[11:49:11] <KnightMiner> I just have a
few blocks that I register two copies of and attach a different
name to apply different textures
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L358[11:49:31] <gigaherz> oh sure
L359[11:49:33] <gigaherz> I do like
L360[11:49:40] <gigaherz> new
ItemWhatever("name")
L361[11:49:57] <gigaherz> and the
constructor has setRegsitryName(name); setUnlocalizedName(MODID +
"." + name);
L362[11:50:26] <KnightMiner> What about if
someone else wants to register their own copy for their mod
:P
L363[11:50:34] <KnightMiner> I've done it
with Tinkers blocks before
L364[11:51:56] <PaleoCrafter> it's not
like you can't override those two things by calling from outside
:P
L365[11:52:44] <KnightMiner> I know, its
really just style opinions
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L368[11:56:58] <PaleoCrafter> also, for
the case of other mods using my mod class: everything that doesn't
explicitly belong to my API should be considered internal, I can do
whatever I want there :P
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L371[12:04:10] <gigaherz> KnightMiner:
well the exact code is does
setUnlocalizedName(getRegistryName().getResourceDomain() +
"." + name) but it was a bit longer to type in
L372[12:04:17] <gigaherz> so someone else
using my class would still work just fine ;P
L373[12:05:01] <gigaherz> in fact that
constructor is in a separate lib that I use on all of my mods
(shaded)
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L375[12:06:42] <SatanicSanta> !gm
EntityPlayer.getDistanceSq
L376[12:06:46] <SatanicSanta> !gm
EntityPlayer.getDistanceSq 1.7.10
L377[12:06:48] <SatanicSanta> !gm
EntityPlayer.getDistanceSq 1.7
L378[12:11:06] <PaleoCrafter> Hm... either
the Kotlin compiler just got a lot slower since I last triggered a
CI build or the Trusty image on Travis is terribly slow
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L380[12:14:50] <illy> Beep o/
L381[12:15:27] <PaleoCrafter> Do you have
a Mac build to test? .P
L382[12:19:39] <illy> Yes
L383[12:20:12] <illy> The people im
staying with are letting me use their mac
L384[12:20:40] <PaleoCrafter> Better
create an image while you can :P
L385[12:21:27] <illy> I asked they wont
let me :(
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L387[12:23:56] <maxanier> anyone else
always getting a KeyBinding patch when running genPatches for Forge
1.12?
L388[12:24:19] <PaleoCrafter> Based on the
latest commits or some outdated version?
L389[12:24:29] <PaleoCrafter> I remember a
commit that should address some patch issues
L390[12:24:30] <maxanier> outdated and
latest
L391[12:24:32] <illy> Been playing around
with JGroups and i can do things with chat ive been wanting to do
for a while
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L393[12:37:57] <maxanier> also tests/code
still complain about setting a registry name using prefix minecraft
instead of the mod id. Is this still intentional? Don't you have to
do this if you want to replace a vanilla registry entry?
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L395[12:38:36] <PaleoCrafter> do you mean
all test mods or specifically those for overrides, maxanier?
L396[12:39:07] <maxanier> the registry
test suite mostly
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L398[12:39:52] <maxanier> but same would
happen if you override ("substitute) a vanilla block etc. in a
mod
L399[12:40:09] <PaleoCrafter> well, I
think I've mentioned somewhere that we should probably get rid of
that warning now that overrides are so easy, but I guess Lex
decided that they are good like that or simply overlooked
them
L400[12:42:15] <maxanier> yeah, I remember
you mentioning that, but I'm not sure why they should be good like
this, a small warning or info should be sufficient I think. Big
warning is a little bit too much, so I guess he overlooked it
L401[12:43:04] <KnightMiner> Do
registration events fire in the same load order as mods?
L402[12:44:13] <maxanier> is mentioning
lex allowed here?
L403[12:45:01] <illy> Workout good reason
no
L404[12:45:08] <illy> Without*
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L409[12:51:01] <TechnicianLP> always funny
how keys are mapped differently on windows vs linux ...
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L411[12:51:46] <gigaherz> TechnicianLP:
asian keyboards havem ultiple "alt" keys
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L414[12:54:08] <illy> Ive never had those
thats interesting
L415[12:54:44] <TechnicianLP> iirc those
were numpad keys on windows ...
L416[12:55:11] <illy> Windows is weird
:p
L417[12:58:36] <PaleoCrafter> oh ffs, I
finally fixed my builds and now a darn Maven repo is down?
._.
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L421[13:20:04] <masa> any ideas on the
genPatches issue I asked about earlier? ie. why does it change
variable names from srg to mcp/named?
L422[13:20:35] <masa> I kinda need to get
that PR in today since it's a breaking change...
L423[13:20:37] <PaleoCrafter> did you make
your changes to the Forge project or something else?
L424[13:20:43] <PaleoCrafter> something
else = Clean xD
L425[13:20:45] <masa> the Forge one,
yes
L426[13:20:49] <PaleoCrafter> Hm...
L427[13:21:25] <masa> it even made those
changes to
patches/minecraft/net/minecraft/command/AdvancementCommand.java.patch,
which my changes don't touch in any way
L428[13:21:44] <PaleoCrafter> your patches
get generated properly though?
L429[13:22:00] <masa> yeah, other than it
renaming the variables
L430[13:23:57] <PaleoCrafter> let me
quickly try generating patches myself
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L434[13:31:20] <gigaherz> hmmm
L435[13:31:39] <gigaherz> forge 1.12
workspace no longer has projects/build.gradle and such?
L436[13:32:00] <gigaherz> wait
nevermind
L437[13:32:03] <gigaherz> setup generates
those
L438[13:33:25] <PaleoCrafter> just added a
random edit somewhere and generated patches, didn't fail
L439[13:33:39] <PaleoCrafter> eh, didn't
generate unobfuscated patches
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L442[13:38:04] <masa> hmmh
L443[13:38:30] <masa> is there an easy way
to preserve my changes to vanilla classes over a wipe and
re-setup?
L444[13:39:09] <gigaherz> not besides
copying the right src folder ;P
L445[13:39:15] <masa> bleh
L446[13:39:32] <masa> well, this isn't
that many changes, I could copy them manually, but still, bleh
:P
L447[13:39:39] <gigaherz> I mean it's just
copying projects/Forge/src
L448[13:39:39] <gigaherz> ;P
L449[13:39:51] <masa> brb, need to reboot
my server box...
L450[13:39:55] <masa> hmm okay
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L455[13:57:16] <Raycoms> HEy there
L456[13:58:03] <Raycoms> I wanted to make
a copy of the 2x2 craftingGrid, but it should appear when I click
on a block. So, I got it to work, it opens, the gui looks
nicely.
L457[13:58:22] <Raycoms> But when I click
on the blocks in the inventory it seems like it chooses random
blocks and not the ones I clicked on
L458[13:58:56] <gigaherz> that probably
means the client and server don't agree on which slot is
which
L459[13:59:54] <Raycoms> But I just copied
the standard crafting gui code and decreased the size to 2x2
L460[14:01:56] <Raycoms> Even when I
copied the code exactly (before decreasing it to 2x2) the 3x3
crafting table copy showed the same behavior
L461[14:01:59] <Raycoms> weird
behavior
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L464[14:15:22] <Raycoms> and I get
ArrayIndexOutOfBoundsException: 4 when I put an item in the 4th
crafting slot, even though I made it 2 width and 2 height
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L470[14:25:09] <Raycoms> Okay #2 I fixed,
only problem remaining is the bugging around
L471[14:25:13] <Raycoms> with the
items
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L473[14:29:16] <Raycoms> Oh, I see that
the order of the items seems to be different from the order if I
open the table
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L476[14:38:12] <illy> Bah who need
immediate responses :p
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L481[14:43:43] <Raycoms> The crafting
inventory works, the player inventory not, and when I open the gui
the player inv looks exactly like it should
L482[14:43:50] <Raycoms> but when I click
on one of the blocks it chooses any other
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L493[15:25:28] <masa> se I re-setup
everything, re-applied my changes and ran genPatches and the same
result.... wtf
L494[15:26:08] <masa> one thing to note, I
ran these in a git bash prompt, since running it in a windows
command prompt complained about not having git available
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L497[15:27:59] <masa> bleh, I guess this
won't make it to the 1.12 RB then (if it would even have been
accepted), because I can't gen the patches >_>
L498[15:29:39] <LexMobile> masa: Kill your
maven/gradle cache
L499[15:29:48] <LexMobile> and try again,
SRGs were derped for alittle bit.
L500[15:30:05] <masa> hmm okay, so
--clean-cache or what?
L501[15:30:10] <LexMobile> sure
L502[15:30:34] <PaleoCrafter> Did you have
a chance to look at the extraction rewrite yet, Lex? I think it
should be ready
L503[15:31:12] <LexMobile> i havent
yet
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L512[15:53:09] <masa> meh, so I ran
gradlew cleanCache, then gradlew setupForge, re-applied the
changes, ran gradlew genPatches, and still it adds some variable
renames to patches
L513[15:53:52] <LexMobile> ya and i said
you need to also kill your maven cache
L514[15:53:59] <masa>
AdvancementCommand.java.patch is one notable thing that I don't
touch in any way and it still generates a patch for it that just
renames some variables to mcp names
L515[15:54:08] <masa> where is that
then?
L516[15:54:23] <LexMobile> just delete
~/.gradle
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L530[16:21:36] <masa> okay, now it looks
better and that CommandAdvancement patch is gone, but it still
doesn't seem to change the variable names to srg...?
L531[16:22:26] <gigaherz> they show up in
the patch?
L532[16:22:56] <masa> one sec, Iäll push
the commit
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L535[16:28:23] <masa> doesn't that patch
still look like fubared?
L536[16:29:01] <masa> hmm wait a
second...
L537[16:29:09] <masa> crap
L538[16:29:27] <masa> I might have fucked
up after setting up things...
L539[16:30:01] <masa> bah, redo everything
for the n-th time >_>
L540[16:34:16] <kashike> seems as if it
isnt reobfuscating properly
L541[16:34:18] <masa> I can't remember, is
the Forge project supposed to have things translated in the
IDE?
L542[16:34:30] <kashike>
"translated"?
L543[16:34:33] <gigaherz> yes
L544[16:34:42] <masa> as in mcp names and
not everything as srg
L545[16:34:50] <gigaherz> yup
L546[16:34:59] <kashike> yes
L547[16:35:13] <masa> right, well then I
probably didn't fuck up, but I'm already nuking and re-setting up
things anyway...
L548[16:35:54] <masa> what could cause
this then? I have now nuked the ~/.gradle directory completely,
plus ran ./gradlew clean for the forge environment
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L553[16:58:21] <masa> hmm, is it because I
changed a private vanilla constructor's signature? Is that even
allowed anyway?
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L558[17:06:27] <Raycoms> Hey there
L559[17:06:34] <kashike> hello
L560[17:06:46] <Raycoms> I created a
container for a custom crafting grid, the crafting grid works
great, but the inventory handling doesn't work at all
L562[17:06:57] <Raycoms> I try to take a
stack but it takes a random other one
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L564[17:09:25] <masa> should I still avoid
blank lines in a patch even if the result is a nasty looking
mess?
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L567[17:12:05] <masa> added lines
34-37
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L572[17:17:25] <Raycoms> How do I handle a
button push event in minecraft?
L573[17:17:29] <Raycoms> in a gui
L574[17:21:17] <Raycoms> mouseClicked I
guess
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L576[17:21:40] <Raycoms> But does anyone
have an idea why my container does not work?
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L581[17:29:03] <LexMobile> Well no shit
things arnt being 'translted'
L582[17:29:06] <LexMobile> You break the
functions
L583[17:29:19] <LexMobile> So they are
compleetly different functions and we must assume that the names
are correct
L584[17:29:50] <LexMobile> Ever wonder
what I mean when i say breaking binary compatibility? THis is part
of it.
L585[17:30:27] <LexMobile> You essentially
remove the old function and replace it with a new one that doesnt
have the same name or parameters, so there is no way to tell what
should be named.
L586[17:30:38] <masa> right
L587[17:31:14] <masa> so how should
patches like this be made, or is it just what it is
L588[17:31:45] <LexMobile> you need to add
custom srg and exc lines
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L592[17:38:38] <masa> hm, so am I just
going about this the wrong way entirely...
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L594[17:40:42] <Raycoms> Anyone an idea
what the problem with that container is? =)
L595[17:41:22] <masa> that BiomeProvider
constructore could be added as a new Forge-added one and just fire
the event after the vanilla constructor has ran
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L607[18:10:04] <SotS> Good evening
o7
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L609[18:11:07] <SotS> Im looking for a way
to have specific Hitboxes for a Pipe block im making, wich only
cover the core and its extensions
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L614[18:20:59] <SotS> well i gotta head
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L621[18:36:50] <risux> So regarding the
biome decoration problem I was having yesterday. It was indeed
trying to generate in an unpopulated chunk, causing a
stackoverflow. What I still dont understand is how vanilla can get
away with it.
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L625[18:42:06] <risux> How would I check
if a chunk is able to be generated in?
L626[18:44:47] <risux> Would checking if
the chunk is loaded or not be enough?
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L634[19:09:53] <Raycoms> The inventory
slot seem to mess up, the crafting slots work well
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L641[19:27:33] <Raycoms> Is there an
open-gui message to open a gui on the server side as well?
L642[19:27:41] <Raycoms> (To call the
server side of the gui handler)
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L655[20:18:09] <Raycoms> got it
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L667[20:57:55] ***
PaleoCrafter is now known as PaleOff
L668[20:58:51] <GuntherDW> Hmm. Before I
go too deep into this. it seems that hopper functionality changed
from 1.10 to 1.11.2 (haven't checked 1.12 yet), in terms of the
IItemHandler?
L669[20:59:10] <GuntherDW> It seems to
ignore what insertItem() tells it, unlike other mods' pipes like
the ExU2 transfer pipes
L670[20:59:34] <GuntherDW> even if you
straight up just do "return stack;" it continues to shove
items in there. (it does get called, but gets ignored for w/e
reason)
L671[21:00:39] <GuntherDW> (I'm porting
AE2 to 1.11.2, the inscribers only accept up to 1 item in every
slot. The hoppers just ignoring that screws with the mechanics of
the TE)
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L673[21:02:09] <GuntherDW> So yeah, before
I turn crazy I was like "I'd better ask if other people
noticed/worked around that". Before I make a github issue
report and it gets shot down.
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L678[21:06:33] <GuntherDW> The javadoc
kind of looks pre-1.11-ish, saying that a @NonNull can return
"null"... But it states that you need to return the
*remainder* of the items, hence just returning what it's given
should stop the flow of items?
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L703[23:26:09] <McJty> Hmm, what's the
syntax for @Optional.Interface again? Haven't used that in a long
time and I forgot
L705[23:30:02] <McJty> thanks
L706[23:30:09] <McJty> Don't you have to
do that for the methods too then?
L707[23:30:14] <McJty> Or is the interface
sufficient?
L708[23:30:23] <KnightMiner> There is one
for methods, yes
L709[23:30:38] <KnightMiner> In my case I
have a fallback interface in case Tinkers is not loaded that adds
that method as well
L710[23:30:39] <McJty> Because you don't
seem to use that one there
L711[23:30:43] <McJty> ah
L712[23:30:56] <KnightMiner>
@Optional.Method(modid="Mod")
L713[23:31:17] <LexMobile> Stop using
Optional
L714[23:34:24] <McJty> How else can my
TileEntity implement the CoFH IEnergyReceiver?
L715[23:34:31] <McJty> And still work if
CoFH isn't present
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L717[23:36:58] <killjoy> the rf api is a
capability now
L718[23:37:03] <killjoy> in 1.12 at
least
L719[23:37:25] <McJty> CoFH was just
released for 1.12
L720[23:37:30] <McJty> With the interface
version
L721[23:37:49] <killjoy> program
harder
L722[23:38:02] *
McJty prefers interfaces over capabilities
L723[23:39:43] *
killjoy thinks the @Optional was bad design to begin
with
L724[23:41:43] <tterrag> killjoy: no it's
not
L725[23:42:00] <killjoy> not designed
badly
L726[23:42:09] <killjoy> the concept
L727[23:42:41] <tterrag> no
L728[23:42:44] <tterrag> RF is not
capabilities
L729[23:42:48] <tterrag> never was and
still is not
L730[23:43:11] <tterrag> McJty: solution
is stop using RF
L731[23:43:22] <McJty> I don't see
why
L732[23:43:26] <killjoy> Could've sworn I
heard KL talk about it
L733[23:43:30] <killjoy> *read
L734[23:43:32] <tterrag> because it's
dead, and FE works just as well
L735[23:43:47] <McJty> It's far from
dead
L736[23:44:23] ***
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L737[23:44:33] <tterrag> and it won't ever
be if people keep bending over backwards to support it
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L739[23:45:00] <McJty> Well as I said.
Give me interfaces over capabilities any day
L740[23:45:27] <tterrag> what
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L742[23:49:03] <killjoy> You're supposed
to use both
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L744[23:50:12] <McJty> I do support FE
too
L745[23:52:58] <Dark> anyone gots some
docs on how to do NBT for recipes
L746[23:54:47] <KnightMiner> Dark: you
mean in 1.11?
L747[23:54:52] <KnightMiner> *1.12
L748[23:54:56] <Dark> yes
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L750[23:55:03] <Dark> sorry forgot to add
JSON in there
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L753[23:55:54] <KnightMiner> Does not need
to be a constant, works anywhere an ingredient is used
L754[23:56:41] <Dark> ty will see if I can
get that working on my receipe :)