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L1[00:00:15] <Dark> Next question, is there
a way to use ore dictionary but exclude some materials
L2[00:00:53] <KnightMiner> Probably
not.
L3[00:00:56] <KnightMiner> What is the use
case?
L4[00:01:15] <KnightMiner> Well, it is
possible if you make a custom recipe type, just not through the
built in recipe
L5[00:01:37] <Dark> I want to offer ore
dictionary support for planks but if there vanilla planks I want
the recipe to output a different item than normal
L6[00:01:57] <Dark> that way I can customize
textures by support plank types
L7[00:02:01] <KnightMiner> Just make sure
the recipe is alphabetically first and it should always process
first
L8[00:02:10] <Dark> hmm will try that
L9[00:02:47] <KnightMiner> If needed you can
also through things in folders which IIRC always run before files
in the main directory
L10[00:03:03] <KnightMiner> *throw
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L12[00:08:40] <Dark> :) it worked, thank
you
L13[00:09:43] <KnightMiner> You're
welcome
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L32[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170627 mappings to Forge Maven.
L33[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170627-1.12.zip
(mappings = "snapshot_20170627" in build.gradle).
L34[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/
L35[02:07:49] <masa> GuntherDW: I haven't
noticed hoppers forcefully shoving in items... they work fine with
my variable size inventories. Except that there is a slight bug in
one of the forge util methods, which makes hoppers only able to add
items when the stack size is stack != maxStackSize()
L36[02:08:39] <masa> meaning that it won't
insert when for example a cobble stack has exactly 64 items, but it
will again when it's 65 or more (assuming the inventory supports
over-sized stacks)
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L38[02:10:23] <Coolguy3867> if i wanna add
a bar to the HUD does this mean i would haf to modify the minecraft
source
L39[02:11:53] <killjoy> only if you use a
coremod
L40[02:12:04] <killjoy> forge has a hook
for that
L41[02:14:56] <TechnicianLP> BAD
killyoj
L42[02:15:21] <killjoy> I said forge
provides it
L43[02:15:24] <TechnicianLP> Coolguy: there
a events fired for the hud being drawn (pre and post)
L44[02:15:51] <TechnicianLP> (devided into
parts (ie bossbar, health food, experience)
L45[02:19:38] <Coolguy3867> thanks
technicianlp
L46[02:21:45] <Coolguy3867> will these
events allow you to create another bar to in addition to the bars
that their are
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L49[02:23:18] <TechnicianLP> you can cancel
the pre events to remove bars - you can start drawing in one of the
events to add bars
L50[02:24:08] <gigaherz|work> note that if
Minecraft thinks the bar shouldn't draw, the event for that bar
won't fire at all
L51[02:24:23] <gigaherz|work> which may or
may not be useful
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L54[02:37:48] <masa> do annotations mess
with stuff added in the forge.exc?
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L56[02:39:20] <masa> nvm I think I know
what I messed up
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L58[02:49:14] <masa> then again I would
think they would mess it up
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L122[09:24:12] <thecodewarrior> Please
don't ban me, but I found this somewhere and thought it might
horrify some of the people in here. I don't believe it's going to
actually be used, it was just an experiment.
https://pastebin.com/83hvCjrj
L123[09:24:31] <thecodewarrior> It allows
hooking into any minecraft method at runtime
L124[09:24:40] <thecodewarrior> <insert
horrified face here>
L125[09:25:33] <thecodewarrior> It
basically inserts a method call at the beginning of every method in
net.minecraft.*, makes them all public, and non-final.
L126[09:26:38] <gigaherz|work> lol
L127[09:26:49] <gigaherz|work> I can't
imagine how slow mc would run with that installed
L128[09:27:06] <thecodewarrior> apparently
it isn't too bad. I don't quite believe that
L129[09:27:17] <gigaherz|work> (and how
many subtle and less subtle issues it causes)
L130[09:27:37] <thecodewarrior> yeah, that
too :P
L131[09:28:22] <thecodewarrior> imagine, a
hashmap access before every. single. gl call.
L132[09:29:16] <gigaherz|work> yup, and
before every getBlockState, before every getTileEntity, etc
L133[09:29:38] <gigaherz|work> and even
worse: every time you call BlockPos#east or such
L134[09:31:11] <PaleoCrafter> reminds me
of AspectJ
L135[09:32:11] <thecodewarrior> and every
constructor as well
L136[09:32:17] <thecodewarrior> every time
a blockpos is constructed
L137[09:32:25] <thecodewarrior> every time
a vec3d is made
L138[09:32:39] <malte0811> Doesn't
!method.name.startsWith("<") exclude
constructors?
L139[09:32:40] <thecodewarrior>
*shivers*
L140[09:32:46] <thecodewarrior> Oh,
L141[09:32:56] <malte0811> Haven't worked
with ASM for some time, so I might be wrong
L142[09:32:57] <thecodewarrior> well, only
makes it marginally better
L143[09:33:06] <malte0811> I know :P
L144[09:33:12] <malte0811> Wrongone
L145[09:33:22] <gigaherz|work> don't say
"better"
L146[09:33:26] <gigaherz|work>
"marginally less horrible"
L147[09:33:26] <gigaherz|work> ;P
L148[09:33:47] <thecodewarrior> marginally
less of a horrifying abomination of satan
L149[09:33:58] <thecodewarrior> how's
that?
L150[09:34:23] <malte0811> If you mean
"wrong one": I meant to do :D
L151[09:34:53] <malte0811> Also, I like
the name you gave it
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L160[10:31:00] <baegmon> hi all, finally
getting around to upgrading 1.10.2 mod to 1.11.2. what is the
1.11.2 equivalent of "onBlockPlaced"?
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L162[10:31:34] <malte0811>
onBlockPlacedBy?
L163[10:31:52] <Raycoms> Do I have to
register the configuration condition somehow somewhere?
L164[10:33:53] <Raycoms>
com.google.gson.JsonSyntaxException: Could not find
IConditionFactory: minecolonies.ConfigCondition
L165[10:34:50] <baegmon> oh is it that? I
was looking through the source and that has nothing there. I was
thinking it might be "getStateForPlacement" lol will try
both
L166[10:37:37] <malte0811> Check
ItemBlock#placeBlockAt
L167[10:38:47] <malte0811> Sorry, I didn't
check the 1.10 code. You are probably right,
getStateForPlacement
L168[10:40:38] <baegmon> yea I was just
confused because it seems like there is an extra "hand"
variable there to work with now
L169[10:40:43] <baegmon> porting over is
fun :^)
L170[10:41:42] <malte0811> The fun part
are the ItemStacks because you will miss at least some of them :D
Method names and signatures aren't that bad
L171[10:42:07] <baegmon> yup, moving on to
renaming the blockstates now.... all my items have camel casing
rip....
L172[10:44:05] <malte0811> I'd recommend
testing the lowercasing changes on a case-sensitive file system,
otherwise you might miss some texture names. Happened in IE
L173[10:46:09] <baegmon> oh thanks for the
tips gonna be a long night haha
L174[10:46:47] <gigaherz> baegmon:
onblockplaced -> getstateforplacement
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L176[10:47:42] <baegmon> @gigaherz yup
just tested it out working fine ty ty
L177[10:55:10] <Raycoms> gigaherz you got
any idea?
L178[10:56:59] <gigaherz> Raycoms: is it
in your _factories.json ?
L179[10:57:04] <gigaherz> can you pastebin
both that and the recipe?
L180[10:57:11] <Raycoms> yes
L181[10:57:21] <gigaherz> wait
L182[10:57:22] <gigaherz>
minecolonies.ConfigCondition
L183[10:57:25] <gigaherz> that sounds like
a class name
L184[10:57:29] <gigaherz> you need to put
that in the _factories.json
L185[10:57:31] <gigaherz> and then
use
L186[10:57:37] <gigaherz>
minecolonies:factoryname
L190[10:58:10] <gigaherz> like that
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L192[10:58:36] <Raycoms> ah might be the
problem that I put "." and not ":"
L193[10:58:37] <Raycoms> let me see
L194[10:58:40] <gigaherz> no
L195[10:58:47] <gigaherz> well yes
L196[10:58:48] <gigaherz> but also
L197[10:58:49] <gigaherz> the problem is
you called it "config_condition"
L198[10:58:55] <gigaherz> not
ConfigCondition
L199[10:59:10] <gigaherz> the part to the
left on the factories is the name
L200[11:01:12] <Raycoms> config_property
you mean?
L201[11:01:37] <Raycoms> it must be
"ConfigCondition" :
"minecolonies:ConfigCondition"
L202[11:02:07] <gigaherz> xcept you can't
use uppercase in the name
L203[11:02:09] <gigaherz> so the name was
ok
L204[11:02:13] <gigaherz> you just have to
reference it in lowercase
L205[11:02:20] <gigaherz>
"minecolonies:config_condition"
L206[11:04:57] <Raycoms>
"config_condition" :
"minecolonies:ConfigCondition"
L207[11:04:59] <Raycoms> okay will
try
L208[11:05:08] <Raycoms>
com.google.gson.JsonSyntaxException: Could not find
IConditionFactory: minecolonies:ConfigCondition
L209[11:05:09] <Raycoms> still
L210[11:05:52] <gigaherz> as I just
said
L211[11:05:56] <gigaherz> you CAN NOT use
uppercase letters
L212[11:06:25] <Raycoms>
"config_property" :
"gigaherz.survivalist.ConfigurationCondition"
L213[11:06:26] <Raycoms> you did
L214[11:06:31] <gigaherz> yes, on the
class name
L215[11:06:33] <gigaherz> but not on the
left part
L216[11:06:36] <gigaherz> which is the
condition name!
L217[11:06:40] <gigaherz>
"config_property" :
"gigaherz.survivalist.ConfigurationCondition"
L218[11:06:46] <gigaherz> the name here is
config_property
L219[11:06:55] <gigaherz> so I reference
it as "survivalist:config_property"
L220[11:08:09] <Raycoms> Yeah on the left
side it was lower case
L221[11:08:17] <gigaherz> yes and that's
the name of the condition
L222[11:08:19] <gigaherz> if you do
L223[11:08:27] <gigaherz> "asdf"
: "minecolonies:ConfigCondition"
L224[11:08:31] <gigaherz> wait
L225[11:08:34] <gigaherz> "asdf"
: "minecolonies.ConfigCondition"
L226[11:08:42] <gigaherz> you will have to
reference it as "minecolonies:asdf"
L227[11:08:49] <gigaherz> that was NOT the
place to use :
L228[11:08:58] <gigaherz> you got it
completely backwards XD
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L230[11:09:32] <gigaherz> let's
backtrack
L231[11:09:35] <gigaherz> from the
beginning
L232[11:09:38] <gigaherz> in your
_factories.json
L233[11:09:40] <gigaherz> you want to
have
L234[11:09:55] <Raycoms> okay now I got:
"config_condition" :
"minecolonies.ConfigCondition"
L235[11:09:55] <gigaherz> "name"
: "full.class.name.Here"
L236[11:10:05] <gigaherz> in the recipe
itself
L237[11:10:08] <gigaherz> you want
L238[11:10:12] <gigaherz>
"modid:name"
L239[11:10:13] <Raycoms> does it import
where exactly the class lays in the package?
L240[11:10:24] <Raycoms> "type":
"minecolonies:config_condition",
L241[11:10:37] <gigaherz> uhm it doesn't
matter where in the code it is
L242[11:10:42] <gigaherz> only that you
use the full class name
L243[11:10:44] <gigaherz> if you have
like
L244[11:10:55] <gigaherz>
com.minecolonies.configuration.ConfigCondition
L245[11:11:05] <gigaherz> then that would
be what you write in the _factories.json
L246[11:11:14] <Raycoms> aaah okay
=D
L247[11:13:01] <Raycoms> working now
L248[11:13:05] <Raycoms> that was the
problem
L249[11:13:05] <Raycoms> ty
L250[11:15:42] <Raycoms> gtg brb
later
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L269[11:58:57] <illy> Boop o/
L270[11:59:15] <PaleoCrafter> illyfai...
wait
L271[11:59:57]
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L272[11:59:59] <Raycoms> Re =D
L273[12:00:05] <Raycoms> What happened to
moveEntityWithHeading?
L274[12:00:36] <PaleoCrafter> Just move,
iirc
L275[12:01:03]
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L276[12:01:31] <Raycoms> I tried move, but
thats definitively not doing the same
L277[12:02:15] <PaleoCrafter> hm... then I
remember the wrong issue
L278[12:02:31] <Raycoms> moveRelative
might be?
L279[12:03:01] <PaleoCrafter> I just
remember some MCP issue that removed a lot of redundant stuff from
entity moving methods xD
L280[12:03:08] <PaleoCrafter> might have
been different ones, though
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L283[12:06:34] <Raycoms> I used move and
my worker teleported into the sky fell down and died xD
L284[12:07:07] <Raycoms> Move relative
seems to work now
L285[12:07:08] <Raycoms> =)
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L288[12:10:38] <baegmon> sweet jesus
someone save me changing 300 item names from camel casing is slowly
driving me insane lmao
L289[12:10:52] <PaleoCrafter> uhm...
L290[12:12:16] <baegmon> my back is
starting to hurt :(
L291[12:12:53] <PaleoCrafter>
CaseFormat.LOWER_CAMEL.to(CaseFormat.LOWER_UNDERSCORE, name)
L292[12:14:38] <baegmon> gotta do that for
all the textures too though... might as well stick to the new
formatting for the future :(
L293[12:15:05] <PaleoCrafter> that wasn't
meant as an actual thing to use, more of a means of doing it
automatically once :P
L294[12:15:34] <baegmon> ohh yea I was
thinking of just running a script to rename it all but I thought it
would be more thorough to do it manually
L295[12:20:33] <tterrag> I wrote a
"script" in java to do it for me
L296[12:20:37] <tterrag> just inside the
mod project
L297[12:20:40] <tterrag> worked fine, took
maybe 5 mins
L299[12:22:30] <gigaherz> I used
search& replace
L300[12:22:56] <gigaherz> for each
identifier
L301[12:23:05] <gigaherz> I would do a
global search of it, and replace with the right one
L302[12:23:19] <gigaherz> thankfully my
mods were small ;P
L303[12:24:01] <Raycoms> I spent a lot of
time renaming as well... we still have problems with it when we
port changes between the versions
L304[12:24:22] <Raycoms> probably should
rename all 1.10 ones to lowercase as well
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L315[13:16:05] <copygirl> Is there some
information out in a single place about the new registry changes? I
have a few questions I want to see if I can answer myself.
L316[13:16:34] <PaleoCrafter> there isn't
much to it
L317[13:16:56] <PaleoCrafter> you
basically have to use the registry events now and substitutions are
replaced by overrides
L318[13:17:01] <copygirl> Like.. when does
it run? What about tile entities (registerTileEntity still
exists)?
L319[13:17:35] <PaleoCrafter> they run
right after preinit, TEs are best registered in the block registry
event
L320[13:19:45] <copygirl> Ah.. well that
helps. Thanks :)
L321[13:21:59] <copygirl> And is is
possibly to simply add an IRecipe now without going through the
resource system?
L322[13:22:20] <tterrag> yes, there is a
registry event for IRecipe
L323[13:24:28] <copygirl> Currently I see
"if (rl == RECIPES) continue; //For now disable, we should
fire this event in ServerInit or something..."
L324[13:25:37] <tterrag> oh wait
L325[13:25:40] <tterrag> right
L326[13:25:44] <tterrag> well, just do
them in init
L327[13:27:46] <copygirl> How would I
register it though, GameData.getRecipeRegistry() seems to be for
internal use only.
L328[13:28:05] <PaleoCrafter>
ForgeRegistry.RECIPES
L329[13:28:36] <copygirl> Oh there's also
CraftingManager.REGISTRY
L330[13:29:09] <copygirl> I don't see
ForgeRegistry.RECIPES.
L332[13:31:24] <copygirl> Ah,
registries.
L333[13:31:42] <tterrag> PaleoCrafter:
._.
L334[13:31:52] <PaleoCrafter> hm?
L335[13:31:58] <tterrag> you said the
wrong class
L336[13:32:06] <PaleoCrafter> oh,
whoops
L337[13:32:11] <tterrag> in other
news
L338[13:32:23] <tterrag> do you promise
your docs PR is good to go? I just want to merge it >.>
L339[13:32:26] <PaleoCrafter> playing
Overwatch on the main screen, I can't concentrate that much on
class names :P
L340[13:32:45] <PaleoCrafter> if you mean
the theme one, I think it is
L341[13:33:14] <tterrag> ok
L342[13:33:24] <tterrag> stay online if
you can, in case anything is horribly broken :P
L343[13:33:48] <PaleoCrafter> as long as
you add python_requirements.txt in the rtd settings, everything
should be fine
L344[13:34:20] <tterrag> should I bother
keeping the commit history?
L345[13:34:24] <tterrag> or just
squash
L346[13:34:32] <tterrag> it's a lot of
commits
L347[13:34:35] <tterrag> I guess I should
keep it
L348[13:34:41] <PaleoCrafter> nah, squash
right ahead
L349[13:34:46] <PaleoCrafter> a lot of
fuckups in there :P
L350[13:34:47] <tterrag> really? ok
L351[13:35:42] *
PaleoCrafter watches the docs explode
L353[13:36:47] <tterrag> what
L354[13:36:52] <tterrag> there's no
error
L355[13:37:00] <tterrag> it just
stopped
L356[13:37:28] <PaleoCrafter> the docs are
changed, though xD
L357[13:37:39] <tterrag> ok...I'm gonna
run it again
L358[13:39:09] <tterrag> ok, error
again
L359[13:39:12] <tterrag> but it
works?
L360[13:39:13] <tterrag> idk
L361[13:40:18] <PaleoCrafter> the logs
don't mention anything
L363[13:46:31] <PaleoCrafter> yep, will
boost it
L364[13:46:52] <PaleoCrafter> try to
accumulate a few quirks and I'll PR a fix
L365[13:48:48]
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L366[13:49:21] <copygirl> Mhh..
required-after:Forge or forge?
L367[13:50:12] <quadraxis> 1.11+:
forge
L368[13:50:16] <quadraxis> else
Forge
L369[13:54:33] <copygirl> Thanks.
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L374[14:03:00] <PaleoCrafter> hm...
tterrag, looks like the failed build borked the search
L376[14:13:34] <copygirl> 'Bound mismatch:
The type IRecipe is not a valid substitute for the bounded
parameter <T extends IForgeRegistryEntry<T>> of the
type IForgeRegistryEntry.Impl<T>'
L377[14:14:06] <copygirl> I don't quite
understand this. Why's my custom recipe extending
IForgeRegistryEntry.Impl<IRecipe> cause that error?
L378[14:15:51] <tterrag> IRecipe already
extends that
L379[14:16:21] <copygirl> It extends
Entry, not Impl.
L380[14:16:22] <tterrag> well,
IForgeRegistryEntry anyways
L381[14:16:36] <tterrag> are you sure you
are updated?
L382[14:17:46] <copygirl> I'll run
setupDecompWorkspace just in case. The vscode Java plugin sometimes
gets a bit confused.
L383[14:21:19] <tterrag> I mean
L384[14:21:21] <tterrag> what forge are
you on?
L385[14:21:44] <copygirl> Latest.
L386[14:22:51] <copygirl> But yeah, this
is odd. It worked on an earlier version of Forge.
L387[14:24:12] <copygirl> IRecipe
implements IForgeRegistryEntry<IRecipe> so I'm not sure
what's getting confused here.
L389[14:29:24] <gigaherz> copygirl: you
have to extend IForgeRegistryEntry.Impl<IRecipe> on any
custom recipe
L390[14:29:29] <gigaherz> on top of
implementing IRecipe
L391[14:29:40] <gigaherz> it's a downside
of the base "class" being an interface
L392[14:29:48] <copygirl> public class
RecipeDyeableItem extends IForgeRegistryEntry.Impl<IRecipe>
implements IRecipe {
L393[14:29:52] <gigaherz> yup
L394[14:29:55] <gigaherz> all custom
recipes have to do that
L395[14:30:05] <copygirl> That's what I do
and it complains with the above error.
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L397[14:31:21] <gigaherz> can you pastebin
the recipe class?
L399[14:32:18] <tterrag> TechnicianLP:
when's the last time you updated
L400[14:32:21] <tterrag> also, why not use
the GUI
L401[14:33:20] <gigaherz> copygirl: no
idea why it won't work but
L402[14:33:20] <TechnicianLP> 1 i just
downloaded latest release from github 2. because that crashes
before opening (it calls the same function that crashes the same
way)
L403[14:33:28] <gigaherz> forge got a
default implementation of getRemainingItems
L404[14:33:32] <gigaherz> you don't have
to do that yourself anymore
L405[14:33:50] <copygirl> Ah, neat.
L406[14:33:56] <tterrag> TechnicianLP:
what github?
L408[14:35:18] <tterrag> readme says those
are old >.>
L409[14:35:35] <tterrag> dec 2015 should
have tipped you off
L410[14:35:43] <copygirl> The thing that
makes me wonder about my sanity is .. how did this work
before?
L411[14:35:45] <TechnicianLP> who reads
readmes?
L412[14:35:53] <TechnicianLP> sry
L413[14:35:58] <gigaherz> publish a fake
release saying "the releases below are old"
L414[14:38:08] <tterrag> there, I edited
the last release
L416[14:40:12]
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L417[14:41:24] <tterrag> why do you have a
zip file in your mappings cache
L418[14:41:28] <tterrag> FG doesn't do
that
L419[14:43:07] <copygirl> I found the
issue.
L420[14:43:10] *
TechnicianLP has no clue how that got there ... but deleting it
fixed it
L421[14:43:23] <copygirl>
net.minecraftforge.fml.common.registry !=
net.minecraftforge.registries
L422[14:43:26] <tterrag> well, I patched
it anyways
L423[14:43:32] <copygirl> There's two
IForgeRegistryEntry interfaces.
L424[14:43:38] <tterrag> copygirl: nope,
the old one doesn't exist anymore
L425[14:43:44] <tterrag> so if you can
import it, you have a messed up classpath
L426[14:43:49] <copygirl> Maybe,
L428[14:44:38] <copygirl> Ahh.. I guess I
should run the eclipse task as well.
L429[14:44:52] <tterrag> definitely...not
sure how it was working at all if you didn't
L430[14:46:42] <copygirl> ForgeGradle is
.. kind of stupid.
L431[14:47:06] <killjoy> Well, there is no
such thing as a perfect program
L432[14:47:14] <copygirl> Does runClient
depend on eclipse/idea task?
L433[14:47:19] <killjoy> no
L434[14:47:41] <copygirl> But runClient
did not work. It gave me the same error.
L435[14:52:52] <risux> Is there a way to
add item tooltips/descriptions via the language files?
L436[14:54:16] <tterrag> to...your own
item?
L437[14:54:28] <risux> Yeah
L438[14:55:42] <risux> Figured it'd be
best to do it via the language files rather than
Item.addInformation()
L439[14:58:51] <risux> I mean, I'd just
add a key for it via I18n.translateToLocal, but it's deprecated, so
that's probably a bad route
L440[14:58:52] <tterrag> you have to use
addInformation, but it can still be localized...
L441[14:59:07] <tterrag> use the other
I18n, that's all
L442[14:59:34] <gigaherz> risux:
I18n.format
L443[14:59:37] <gigaherz> which is
client-only
L444[14:59:41] <risux> Oh, the one in
net.minecraft.client.resources?
L445[14:59:56] <gigaherz> yup
L446[14:59:56] <tterrag> yes
L447[15:00:02] <risux> Aight,
thanks.
L448[15:04:33] <tterrag> copygirl: I
noticed on reddit you said that to have a keybind for the backpacks
you need to enable a config
L449[15:04:34] <tterrag> why?
L450[15:06:41] <copygirl> Because it's
meant to be placed down before you can access it.
L451[15:07:04] <copygirl> The config
option adds convenience but it's not the intended, original
design.
L452[15:07:17] <copygirl> (You're meant to
place the backpack down to access it.)
L453[15:07:19] <TechnicianLP> is there a
way to make forge dump transformed classes? i think i have some mod
screwing with stuff ...
L454[15:07:41] <copygirl> I'd like to add
the keybind dynamically depending on the option though.
L455[15:07:53] <tterrag> TechnicianLP:
yes
L456[15:08:07] <tterrag>
legacy.debugClassLoading and legacy.debugClassLoadingSave
L457[15:08:16] <tterrag> as system
properties
L458[15:08:16] <copygirl> (Also I just
said the same thing twice. FML.)
L459[15:08:41] <copygirl> I blame having
noodles with cheese sauce in front of me.
L460[15:08:41] <Coolguy3867> where do i
find the events for the HUD being created
L461[15:08:51] <Jvie> So the new
recommended way to register things is to use the
RegistryEvents
L462[15:09:06] <tterrag> yes
L463[15:09:50] <Jvie> Biome seems to still
have the static registerBiome method that just uses a static
reference to the Biome registry.
L464[15:10:03] <Jvie> Can I safely just
use that in a static constructor?
L465[15:10:08] <Jvie> Or is there some
drawback?
L466[15:10:29] <Jvie> For adding custom
biome sthat is.
L467[15:11:54] <tterrag> other than that
you'll be registering stuff god knows when
L468[15:11:57] <tterrag> I don't see any
difference
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L471[15:13:20] <Jvie> Oh wait the issue
was was with keeping track of what mod registered what wasn't
it.
L472[15:13:29] <Jvie> Better not to use
static I guess.
L473[15:14:57] <tterrag> it's a matter of
why not use the new way?
L474[15:15:18]
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L475[15:17:57] <Xalcon> so, am I right
with the assumption that RegistryEvent.Register<EntityEntry>
is not the way to register mod entities? The server doesnt sync
entities to the client if I spawn them on the server. If i use
EntityRegistry.registerModEntity() instead of the event, everything
works.
L476[15:18:00] <gigaherz> hmmm
L477[15:18:14] <gigaherz> is removing
recipes possible yet, or was that not implemented during the
rewrite?
L478[15:18:44] <gigaherz> Xalcon: the
generic parameter must be something that implements
IForgeRegistryEntry<T>
L479[15:18:52] <gigaherz> where that T is
the thing that you would have to put in the parameter
L480[15:18:53] <gigaherz> like
L481[15:19:03] <gigaherz>
IForgeRegistryEntry<Item> or <Block> or
<SoundEvent>
L482[15:19:15] <PaleoCrafter> that's what
it does :P
L483[15:19:16] <Xalcon> ForgeRegistries
class: public static final IForgeRegistry<EntityEntry>
ENTITIES = GameRegistry.findRegistry(EntityEntry.class);
L484[15:19:39] <gigaherz> hmmm first time
I hear about that
L485[15:19:39] <tterrag> yeah I don't
think the entity registry can be used like that
L486[15:19:43] <tterrag> I think you still
have to use the old way
L487[15:19:44] <tterrag> not sure
though
L488[15:19:47] <gigaherz> I guess I missed
it
L489[15:20:22] <gigaherz> hmm yeah
registerModEntity does more than just register the entry
L490[15:20:30] <gigaherz> I don't think
it's supposed to be used directly
L491[15:20:34] <Xalcon> so, this is more
or less just a event for "register your entity now, but dont
use my registry"
L492[15:21:26] <gigaherz> I suppose you
could use the event but call that method ,yes
L493[15:21:35] <Xalcon> thats what I do
atm, yeah
L494[15:21:40] <Xalcon> its just a bit
misleading
L495[15:21:59] <Xalcon> since every other
event uses the registry provided by the event itself
L496[15:23:52] <gigaherz> yeah it seems a
bit of a "flaw"
L497[15:24:00] <gigaherz> forge should
probably turn this around
L498[15:24:18] <gigaherz> and generate the
EntityRegistration data by scanning the EntityEntry registry
L499[15:24:20] <Xalcon> should I report
it? Just so others can see it as well
L500[15:24:27] <gigaherz> I suppose
L501[15:24:34] <gigaherz> make sure there
hasn't been a report for it in the past
L502[15:24:41] <gigaherz> maybe it was
reported and dismissed or something
L503[15:24:46] <Xalcon> EntityRegistration
has some information the EntityEntry doesnt provide
L504[15:24:46] <gigaherz> so check even in
the closed issues
L505[15:24:54] <Xalcon> like tracking
range or sync stuff
L506[15:25:06] <gigaherz> yeah but that
could be added to EntityEntry
L507[15:25:07] <Xalcon> will do
L508[15:25:10] <gigaherz> forge patches
plenty of things
L509[15:25:14] <Xalcon> hehe ^^
L510[15:25:39] <gigaherz> or like,
ModEntityEntry extends EntityEntry
L511[15:25:47] <gigaherz> with the info
from the EntityRegistration
L512[15:25:56] <quadraxis> both of those
classes are added by Forge, so it shouldn't be a problem
L513[15:25:56] <gigaherz> and ask people
to use that class instead of the vanilla one
L514[15:26:04] <gigaherz> isn't
EntityEntry vanilla?
L515[15:26:08] <gigaherz> ah no
L516[15:26:10] <gigaherz> nevermind
then
L517[15:26:16] <gigaherz> no patching
needed ;P
L518[15:26:25] <gigaherz> there must be a
reason why they are separate then
L519[15:26:28] <gigaherz> no idea which
reason
L520[15:26:31] <gigaherz> but there has to
be one
L521[15:26:31] <gigaherz> XD
L522[15:26:33] <Xalcon> hehe :P i see no
issues (neither open nor closed)
L523[15:26:37] <Xalcon> so ill make
one
L524[15:26:38] <quadraxis> it seems like a
legacy of the 1.11 changes
L525[15:26:56] <quadraxis> like forge had
to have a system prior to that for entities
L526[15:27:02] ⇦
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L527[15:27:02] <gigaherz> yup
L528[15:27:06] <gigaherz> without a second
registry
L529[15:27:09] <quadraxis> when mojang
added an entity regisry
L530[15:27:16] <quadraxis> forge just
retrofitted stuff
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L532[15:27:43] <gigaherz> but then, if the
IForgeRegistryEntry is forge-specific, wtf did vanilla's registry
contain?
L534[15:28:14] <quadraxis> public static
final RegistryNamespaced < ResourceLocation, Class <? extends
Entity >> field_191308_b = new RegistryNamespaced();
L535[15:28:26] <quadraxis> that's what
vanilla had originally
L536[15:28:32] <gigaherz> ah so it was a
class registry, lol
L537[15:28:54] <gigaherz> yeah forge can't
add IForgeRegistryEntry.Impl to that
L538[15:32:10] ***
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L542[15:37:50] ***
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L543[15:41:18] <copygirl> Mhh.. crafting
table appears to have some dupe / void bugs..?
L544[15:41:54] ⇦
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L545[15:42:09] <copygirl> Oh nvmd I think
that might be my fault.
L546[15:47:33] <killjoy> !gm 175701
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L550[16:22:44] ***
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L551[16:28:50] <illy> This laptop needs
moar ram
L552[16:29:17] <PaleoCrafter> just
download some
L553[16:29:30] <PaleoCrafter> while
waiting for 1.13 and the Scala PR getting merged q.q
L554[16:31:12] <illy> Im shade the
packages in the adapter because im going to use it for meh stuff
:P
L555[16:33:14] <illy> shading*
L556[16:33:22] <illy> Bah I can never
grammar good
L557[16:44:31] ⇦
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L558[16:45:40] ⇦
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L561[16:59:30] <TechnicianLP> is there a
chance we can change gradle to only setup the scala-libs when
passed an additional parameter?
L562[16:59:51]
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L565[17:03:14] <killjoy> TechnicianLP, you
can exclude them from the fgMinecraftDeps configurations
L566[17:03:47] <LexMobile> !gf
AdvancementManager.GSON
L567[17:04:30] ⇦
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L568[17:05:02] <TechnicianLP> umm ... ok?
how?
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L575[17:19:52] <gigaherz> \o/
L576[17:20:28] <gigaherz> I don't care
about the advancements in the achievement sense
L577[17:20:42] <gigaherz> but it seems to
be the official way to unlock recipes in the book
L578[17:20:54] <gigaherz> and there's
certain recipes in my mods I want to be available from the
start
L579[17:21:11] <gigaherz> so like, when
you get wood and stone and such
L580[17:23:16] <LexMobile> right there was
something else that needed reloading... cant rememebr waht it
was
L581[17:24:35] <gigaherz> book reloading
was done already so no idea what else is there -- I haven't needed
anything else reloaded yet
L582[17:29:18] <gigaherz> hmm I don't need
it myself, but will there be factories for advancement triggers and
conditions (if they aren't the same as the recipe conditions)
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L584[17:29:58] ***
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L587[17:37:29] <LexMobile> !gm
populateSearchTreeManager
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L590[17:45:41] <LexMobile> ffs really wish
it would notify me on that, and really wish git had a hook to run
tests
L591[17:47:09] <LexMobile> ah not a real
issue only happens with the test harness
L592[17:48:31] <gigaherz> hmm is there
some documentation on when is the right moment to remove
recipes?
L593[17:48:58] <LexMobile> as of right
now? There isnt any.
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L595[17:49:06] <LexMobile> But you can use
postinit
L596[17:49:17] *
gigaherz nods
L597[17:49:41] <LexMobile> I dont think
there should EVER be a need to pragmatically remove recipes
L598[17:49:50] <LexMobile> and I dont
think I'll ever make forge endorse doing that.
L599[17:50:04] <LexMobile> However, a
_removals.json will probably be the way
L600[17:50:27] <copygirl> What about a mod
that allows modifying recipes? MineTweaker / CraftTweaker.
L601[17:50:35] <LexMobile> I dont think
there should EVER be a need to pragmatically remove recipes
L602[17:50:37] <capitalthree> by
pragmatically do you mean programmatically?
L603[17:51:01] <LexMobile> in-code
L604[17:51:05] <capitalthree> ok
L605[17:51:13] <gigaherz> if there's a
removals.json file, that would work just fine for me
L606[17:51:24] <capitalthree> what if your
mod wants to remove a vanilla recipe?
L607[17:51:36] <LexMobile> then add it to
your removals.json
L608[17:51:43] <capitalthree> ohh ok
fair
L609[17:51:51] <capitalthree> you
mentioned removals.json but I didn't know what it is, I'll look
into that.
L610[17:51:58] <LexMobile> The point is
that recipes should be completly data driven
L611[17:52:09] <LexMobile> Its not
implemented right now.
L612[17:52:18] <LexMobile> Im worried
about base functionlaity and API
L613[17:52:32] <LexMobile> Right now, you
have to do it in code, which is what giga asked.
L614[17:52:41] <LexMobile> But the
intention is for it to be data driven
L615[17:52:50] <copygirl> So a MineTweaker
like mod would instead modify the data and .. force a reload? Is
that possible?
L616[17:53:10] <gigaherz> copygirl: it's
sortof deprecating minetweaker
L617[17:53:52] <gigaherz> for vanilla
recipes
L618[17:53:54] <copygirl> I guess you can
already reload recipes by just reloading resource packs?
L619[17:54:01] <gigaherz> no recipes load
once
L620[17:54:04] <gigaherz> they aren't
resource packs
L621[17:54:19] <gigaherz> you can't reload
the registries after the server is started, I believe was the
idea
L622[17:54:34] <capitalthree> I for one am
a huge fan of minetweaker
L623[17:54:37] <copygirl> That feature was
really nice with MineTweaker.
L624[17:54:48] <copygirl> /mt reload
<3
L625[17:54:57] <gigaherz> recipes didn't
use to be in a registry though
L626[17:54:57] <capitalthree> so I don't
buy any argument that leads to "minetweaker shouldn't
exist" but I'd totally buy an argument that "minetweaker
is a special case and other mods probably shouldn't do
it"
L627[17:55:01]
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L628[17:55:12] <gigaherz> well I don't
know if this will ever make it in
L629[17:55:15]
⇨ Joins: Jared
(~Jared@169-0-71-63.ip.afrihost.co.za)
L630[17:55:36] <gigaherz> but it was
mentioned at some point, the possibility of making recipes and such
load from the forge config folder
L631[17:55:40] <Jared> copygirl, reloading
is going away in 1.12
L632[17:55:52] <gigaherz> so if that was
done, modpacks could just put the recipes and removals in that
folder
L633[17:56:04] <Jared> like, scripts will
load somewhere in preinit / init
L634[17:56:04] <gigaherz> and wouldn't
need a mod for vanilla crafting modifications
L635[17:56:14] <copygirl> Awwh.
L636[17:56:22] <Jared> No way around
it
L637[17:57:08] <capitalthree> sadly
minetweaker is out of date and seems to have a funky license
L638[17:57:16] <Jared> You seen
Crafttweaker?
L639[17:57:16] <capitalthree> I'd be
hesitant to try to adopt the project even if I had the skills
L640[17:57:19] <copygirl> RIP iterative
recipe creation :I
L641[17:57:20] <gigaherz> crafttweaker
;P
L642[17:57:29] <Jared> capitalthree, I
didn't have the skills, and I adopted it
L643[17:57:32] <gigaherz> it forked from
minetweaker and is up to date
L644[17:57:43] <Jared> Also lex,
Crafttweaker would be the reason for recipe removals in code.
L646[17:58:10] <gigaherz> well lex did say
forge won't ENDORSE it, doesn't mean it will prevent it from
happening
L647[17:58:13] <gigaherz> just not
recommend doing so
L648[17:58:57] ⇦
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L649[17:58:58] <gigaherz> ah crap
1am
L650[17:59:05] <gigaherz> I'll have to
check the new toys tomorrow
L651[17:59:09] <gigaherz> gotta lseep
XD
L652[17:59:15] ***
gigaherz is now known as ghz|afk
L653[17:59:15] <capitalthree> Jared: ah
ok, your repo also seems to make a much more open license
clear
L654[17:59:16] <ghz|afk> night ppl
L655[17:59:17]
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L656[17:59:18] <copygirl> Have a good
rest.
L657[17:59:23] <ghz|afk> thx
L658[17:59:23] <capitalthree> I appreciate
that (and hope you had proper permission to do that)
L659[17:59:27] *
ghz|afk poofs
L660[18:00:05] <Jared> capitalthree, the
license was always MIT, with exception for ZenScript, which is also
MIT, but changes should be discussed with Stan first
L661[18:00:29] <capitalthree> do you mean
changes should be discussed with Stan before contributing or before
using them personally?
L662[18:00:50] <capitalthree> something's
not open source if you need to discuss changes with someone before
creating a modified build for yourself and your users
L663[18:01:06]
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L664[18:01:36] <Jared> hhm? basically, I
wanted to add a for loop (for 1-10), I had to discuss that with
Stan before I did it, since he does own the language, and
Crafttweaker is the official continuation, so if Stan comes back,
he is free to take the code
L665[18:01:48] <LexMobile> MineTweaker
modifications of recipes shouldnt ened to exist anymore.
L666[18:02:00] <capitalthree> Jared: ok
that makes sense then. you just mean for the mainstream
project
L667[18:02:06] <LexMobile> Minetweaker is
essentially what mojang wants from datapacks, configurable
everything
L668[18:02:08] <LexMobile> this si the
first step
L669[18:02:09] <primetoxinz> but scrips
are so much nicer than jsons .-.
L670[18:02:11] <primetoxinz>
scripts*
L671[18:02:16] <LexMobile> Fuck off with
that
L672[18:02:21] <capitalthree> LexMobile:
so are datapacks going to allow doing this sort of tweak without
restarting a server?
L673[18:02:27] <LexMobile> no
L674[18:02:32] <LexMobile> and minetweaker
cant either
L675[18:02:40] <capitalthree> that's cute
except it does...
L676[18:02:41] <Jared> ^^
L677[18:02:43] <Jared> nope
L678[18:02:45] <Jared> it doesn't
L679[18:02:48] <capitalthree> oh, doesn't
anymore?
L680[18:02:48] <Jared> 1.12 has NO
reloading
L681[18:02:51] <capitalthree> ok I
see
L682[18:03:04] <capitalthree> fair enough.
will I still get reloading on 1.11.2? that's what my server
currently runs :P
L683[18:03:16] <capitalthree> can I ask
what the benefit is of this change? so far it sounds like a
negative tradeoff
L684[18:03:23] <LexMobile> why the fuck
would you think this has ANYTHING to do with 1.11.2?
L685[18:03:31] <LexMobile> Seriously the
ENTIRE poiint is that shits re-done in 1.12
L686[18:03:39] <capitalthree> ok
L687[18:03:45] <capitalthree> fair
enough
L688[18:03:49] <LexMobile> There are a lot
of benifits, the guidebook for one.
L689[18:03:58] <LexMobile> Secondly first
class support for recipe modifications
L690[18:04:07] <LexMobile> Thirdly more
data drive == good
L691[18:04:30] <Jared> Lex, with all due
respect, I've asked modpack authors what they would prefer to use,
json or ZenScript, and they all said ZenScript, at the end of the
day, scripts are easier to use than json, and allows for complex
stuff, such as looping through oredicts or meta values. So while
JSON recipes are nice to have, ZenScript recipes are prefered with
modpack authors
L692[18:04:39] <LexMobile> The downside of
not being able to do a reload while the server is running is
because mojang is derpy that way and didnt think it all the way
through
L693[18:04:50] <LexMobile> Jared: I DO NOT
GIVE A FUCK
L694[18:04:51] <capitalthree> ok fair
enough
L695[18:05:04] <copygirl> How are you
planning to do oredictionary recipes?
L696[18:05:08] <LexMobile> Yes special
syntax sugar specifically designed to make text files smaller
L697[18:05:14] <LexMobile> OF CORASE
PEOPLE WOULD USE IT
L698[18:05:17] <capitalthree> I can accept
that we gotta take the inconvenience with the useful
enhancements
L699[18:05:30] <copygirl> As in, have
boats use oredict planks instead of vanilla planks.
L700[18:05:41] <LexMobile> But thats all
zenscript is, syntax sugar
L701[18:05:46] <killjoy> Only people who
get payed by line don't like syntax sugar
L702[18:06:05] <LexMobile> This is not a
argument we're going to have here.
L703[18:06:11] <capitalthree> Jared: what
if you have a way to execute a zenscript with the server live, and
generate a json that can be loaded after a server restart?
L704[18:06:19] <LexMobile> See the rule
about no language X > Language y arguments
L705[18:06:25] <copygirl> Will those sort
of recipes be created in-code or part of the defaults with
remove.json removing the default boat recipes?
L706[18:06:40] <capitalthree> I mean what
lex is saying implies that what you want in zenscripts (looping and
stuff) probably won't work anyways
L707[18:06:51] <capitalthree> so something
that pre-executes the zenscript and generates the json seems like
the way forward to me
L708[18:06:51] <LexMobile> I plan on doing
the vanilla ordictification in code like we did before.
L709[18:06:56] <LexMobile> It's in,
just... not the best.
L710[18:07:04] ***
manmaed is now known as manmaed[away]
L711[18:07:37] *
copygirl nods.
L712[18:08:09] <Jared> Fair point Lex,
I'll stop on that, I just don't want Crafttweaker to be forgotten
about or rather alienated because it offers modpack authors weird
customization options (such as removing recipes or changing vanilla
fuel values)
L713[18:08:31] <capitalthree> one of my
favorite features of minetweaker though was to rename cobblestone
blocks to some silly message for just a few minutes at a time
L714[18:08:35] <capitalthree> so
reloadability will be deeply missed
L715[18:08:39] ***
amadornes is now known as amadornes[OFF]
L716[18:08:51] <LexMobile> Crafttweaker
has always been on my personal shitlist
L717[18:09:02] <LexMobile> Because the
more I look into it the more hacky stuff I see it doing
L718[18:09:13] <LexMobile> So Forge will
NEVER officially endorse it.
L719[18:09:24] <capitalthree> that's kind
of how it goes when the whole point of a mod is "let's see
what we can tweak that we can't normally tweak"
L720[18:09:49] <LexMobile> However, its a
... nessasary evil... or more its a slight nusience instead of
actually causing Forge problems.
L721[18:09:53] <capitalthree> anwyays that
seems fair... does forge normally endorse mods?
L722[18:10:08] <capitalthree> you don't
want to pin your reputation down on the entire modding community's
work for sure :P
L723[18:10:22] <LexMobile> However if it
starts an anti-json crusade THEN it becomes a nuisance and should
DIAF.
L724[18:10:39] <copygirl> Not sure about
CT but MT was crucial for some modpacks in terms of making
everything fit together.
L725[18:11:02] <capitalthree> MT was
absolutely crucial for my custom modded servers on 1.7.10
L726[18:11:09] <Jared> I have been trying
to clean that hacky stuff up, and I don't expect you to officially
endorse it, but I would atleast hope that you don't force me to do
more hacky stuff(This may be worded badly, it isn't a threat, I
promise), to get functionality working (for example, fuel changes
and recipe removal), I want CrT to be less hacky, make everyone
happier
L727[18:11:14] <LexMobile> No we don't
usually endorse anything. But adding in functionality specifically
to do something is endorsing it. And we wont add functionality to
do things WRONG.
L728[18:11:38] ***
MrKickkiller is now known as MrKick|Away
L729[18:11:48] <LexMobile> Recipe removal
is intended to be json based. For now because moders are annoying
as shit,. Its code based.
L730[18:12:00] <LexMobile> But we would
LIKE to remove the code side eventually
L731[18:12:17] <LexMobile> And if that
happens, you should update isntead of re-hacking in code based
removal
L732[18:12:43] <capitalthree> I understand
that you have some pretty good backend reasons to want to make the
change. but you can't be surprised, people will always riot when
there are changes that take away something they got used to... in
this case, restartless recipe tweaking
L733[18:12:59] <LexMobile> Blame mojang
for that
L734[18:13:05] <LexMobile> That is 100%
their fault
L735[18:13:06] <capitalthree> I always
do
L736[18:13:13] <Jared> capitalthree, Don't
blame lex for that, I could easily hack it in (probably), but I
hate reload, it is super hacky, and doubles my work load
L737[18:13:24] <Jared> I was happy when I
removed it, nearly held myself a party :P
L738[18:13:35] <capitalthree> ah well then
it sounds like there shouldn't be a problem
L739[18:13:49] <capitalthree> Jared: you
never commented on my idea about the server running zenscripts at
shutdown to generate the json to use at next load
L740[18:13:50] <primetoxinz> do we have
any confirmation that server -> client sync is intended by
mojang in the future? or are we just speculating
L741[18:13:52] <capitalthree> is there a
problem with doing it that way?
L742[18:14:17] <killjoy> sync as in
resource packs? (datapacks?)
L743[18:14:18] <LexMobile> It HAS to be
intended by mojang in the future, I've yelled at Grum about
this.
L744[18:14:34] <LexMobile> Trust me, there
was much yelling, and they understand what needs to happen if they
move forward
L745[18:14:42] <LexMobile> I HATE magic
numbers
L746[18:14:42] <primetoxinz> this is
mojang though...
L747[18:14:44] <Jared> capitalthree, I
have thought about caching things that ZS does, so it would cache
it to JSON and run that instead of the scripts, but there is no
good way (that I have thought of), for it to work
L748[18:15:15] <primetoxinz> lol just make
crafttweaker are third part program that exports to json
L749[18:15:18] <primetoxinz> a*
L750[18:15:23] <Jared> lmao, no
thanks
L751[18:15:27] <capitalthree> yeah I
thought my suggestion was pretty straightforward >_>
L752[18:15:29] <primetoxinz> haha
L753[18:15:30] <Jared> Not until it is my
only option
L754[18:15:37] <capitalthree> it *is* your
only option
L755[18:15:40] <Jared> not really
L756[18:15:45] <capitalthree> lex just
told you, this stuff is supposed to be loaded from json
L757[18:15:50] <Jared> >supposed
L758[18:16:10] <capitalthree> fine, you're
right, it's your only option to implement a non-hackish standard
solution that still works fine
L759[18:16:14] <capitalthree> not sure if
that holds any appeal
L760[18:16:24] <copygirl> Can't you use
your own IRecipe and.. conditions and such?
L761[18:16:47] <Jared> hhm?
L762[18:17:02] <capitalthree> if the
server has to restart *anyways* I just don't see how generating
their expected json format for recipe changes is really a
hinderance at all
L763[18:17:05] *
capitalthree shrugs
L764[18:17:38] <copygirl> I have barely
looked into this JSON stuff but perhaps it is possible to export to
ZS to JSON.
L765[18:17:59] <copygirl> Not
Vanilla-loadable JSON, CT would still have to be installed.
L766[18:18:11] <Jared> Well I'm not sure,
the way ZS works is it compiles the script to java code, and runs
that
L767[18:18:35] <primetoxinz> well, just
make the java execute to export a json format :P
L768[18:18:49] <Jared> >.>
L769[18:18:52] <primetoxinz> haha
L770[18:19:07] ⇦
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timeout: 201 seconds)
L771[18:19:30] <Jared> primetoxinz,
technically... I could implement it easily, like I have a list of
all the IRecipes that I'm going to add
L772[18:19:39] <Jared> just generate json
based on those
L773[18:19:42] <primetoxinz> right
L774[18:19:43] <capitalthree> my guess is
that you would have to execute ZS (since it has some progrmamatic
stuff that isn't just its output), but then everything it *does* on
execution should be rendered to json
L775[18:20:09] <capitalthree> yeah what
primetoxinz said
L776[18:20:56] <capitalthree> it really is
that simple. all it takes is for ZS script execution to be
side-effect-free and return a manifest of what is needed.
L777[18:21:22] <LexMobile> c3 is correct,
you SHOULD make the recipes bake down to jsons for the pack
creators.
L778[18:21:35] <LexMobile> So that once
they get things done and are aready to release they release as
json.
L779[18:22:25] <Jared> I would need to
see. Since Crafttweaker does more than just recipes.
L780[18:22:29] <Jared> Are furnace recipes
still code based?
L781[18:23:01] <primetoxinz> pretty sure
it's only crafting
L782[18:24:27] <LexMobile> yes furnace
shit hanst been touched.. Yet
L783[18:24:31] <LexMobile> It is intended
to be tho
L784[18:24:42] <KnightMiner> BY Forge or
Mojang?
L785[18:24:45] <Jared> by forge or
mojang
L786[18:24:45] <Jared> welp
L787[18:24:49] <LexMobile> Both
L788[18:25:05] <KnightMiner> What about
brewing?
L789[18:25:11] <Jared> Well I mean, is
Forge going to do it for 1.12 for instance?
L790[18:25:13] <PaleoCrafter> Lex, looked
at the extraction yet? :P
L791[18:25:31] <LexMobile> Most likely
we'll have something in for 1.12
L792[18:25:36] <LexMobile> no i havent
yet
L793[18:25:43] <LexMobile> well
sorta
L794[18:25:50] <LexMobile> I dont like the
hard ./libs folder
L795[18:25:55] <PaleoCrafter> me neither
:D
L796[18:25:58] <LexMobile> maybe we can
hack something tog ether to make that better
L797[18:26:05] <LexMobile> the modlist has
a way of doing it
L798[18:26:23] <PaleoCrafter> I already
use an existing mod list's repo
L799[18:26:42] <LexMobile> But I cant
rememebr that code off the top of my head, but I knowe it has
mechancis for determining gamedir vs file dir.
L800[18:27:20] ⇦
Quits: Jared (~Jared@169-0-71-63.ip.afrihost.co.za) (Quit:
Leaving)
L801[18:27:23] <capitalthree> Jared: maybe
CT can put things that are now handled as json, in json, and
everything else, into a script that it loads at preinit
L802[18:27:31] <capitalthree> oh
damn
L803[18:27:49] <PaleoCrafter> well,
ideally we'd be writing to ~/.m2/repository
L804[18:27:51] <KnightMiner> Probably
init, items are not registered by preinit
L805[18:28:31] <LexMobile> Ideally we'd be
writing to ~/.minecraft/libraires
L806[18:28:52] <LexMobile> or ./libraries
server side
L807[18:29:02] <PaleoCrafter> hm... I
guess that's a better idea
L808[18:29:11] <LexMobile> but the client
side libraries folder isnt sent in the client anywhere so we ahve
to kind fake finding that
L809[18:29:29] <LexMobile> and make sure
the modlist.json knows there to get things from
L810[18:30:07] <PaleoCrafter> that should
be taken care of by way of defining the repository root
L811[18:30:54] <LexMobile> yes, but when
cpw first introduced the modlist it was a relative path tot he game
directory
L812[18:31:07] <LexMobile> which is nasty,
so i had to hack on a 'ABSOLUTE' prefix
L813[18:31:12] <PaleoCrafter> oh... right,
forgot about that
L814[18:31:49] <LexMobile> if you get
time
L815[18:31:57] <LexMobile> itd be nice if
you got me some debugging from your thing
L816[18:32:04] <PaleoCrafter> good that
you point that out, my code would fail with existing absolute repos
right now :D
L817[18:32:08] <LexMobile> cuz there
really isnt a way to setup a test harness.. unless you can think of
one
L818[18:32:13] <primetoxinz> ok, any one
done docs on the new recipe stuff yet?
L819[18:32:25] <PaleoCrafter> I've tested
it with a simple jar-in-jar, worked fine
L820[18:32:36] <KnightMiner> Nope, but I
have some examples if you wish@recipes:
L821[18:32:39] <LexMobile> thats not a
test harnes
L822[18:32:43] <PaleoCrafter> I know
:D
L823[18:32:59] <primetoxinz> link
KnightMiner?
L825[18:33:05] <primetoxinz> oh,ok
L826[18:33:12] <LexMobile> someone should
update the docs repo with that as the base
L827[18:33:28] <PaleoCrafter> I mean, I
could write files from a byte array to a tmp directory and try
it
L829[18:33:49] <KnightMiner> I also have a
custom condition type for example
L830[18:34:01] <LexMobile> but ya, I need
some test that simulates a ModA.jar, with ModB.jar inside, logs
where it was extracted to, what it injected into the modlist, and
what path the modlist found when loading
L831[18:34:18] <primetoxinz> cool, will
have a look
L832[18:34:33] <PaleoCrafter> the modlist
and my changes should be self-contained enough to allow that, I'll
look into it
L833[18:34:38] <primetoxinz> oh, read the
docs has the new theme now
L834[18:34:43] <KnightMiner> Lex, for the
first draft, what is the expected behavior of defining planks
twice? Is it supposed to combine into one list or overwrite?
L835[18:34:54] <LexMobile> ?
L837[18:35:30]
⇨ Joins: sww1235
(~sww1235@ferrari.cs.colostate.edu)
L838[18:35:33] <LexMobile> Its intended
behavior is to load the first one if minecraft is loaded
L839[18:35:34] <KnightMiner> Is planks
supposed to return both items, or just replace oredict if xycraft
is loaded
L840[18:35:39] <LexMobile> and the second
if xycraft is loaded
L841[18:35:45] <LexMobile> if both are
loaded, load the second
L842[18:35:53] <KnightMiner> Okay, just so
I know that is intended
L843[18:35:57] <LexMobile> Override, not
combine
L844[18:36:06] <KnightMiner> Will there
ever be a combine feature?
L845[18:36:24] <LexMobile> Its the
solution to the annoying 'I want to have my recipe use copper if
copper is avalible, but if not use iron'
L846[18:36:39] <LexMobile> Define the
constant with iron, then define the constant with a condition that
copper exists
L847[18:36:58] <PaleoCrafter> actually...
I might just be able to construct a jar in memory and just pass
that, might only need slight adjustments to the code. can't really
get around actually extracting something, though
L848[18:37:11] <KnightMiner> Yeah, I've
used that in a few places. I alos have a case though where I want
to define an ingredient, and add a second one if it exists
L849[18:37:19] <KnightMiner> Ideally I
would not need a second recipe
L850[18:37:27] <LexMobile> you dont need
to extract it you just need to print the path you spit it out
to
L851[18:37:34] <LexMobile> and then see
what path the modlist resolves to
L852[18:37:39] <LexMobile> if those are
the same then we're good.
L853[18:37:41] <LexMobile>
Unittests!
L854[18:37:53] <PaleoCrafter> so add a
simulate param to the actual method? :P
L855[18:38:10] <LexMobile> IDGAF
L856[18:38:15] <LexMobile> Just make it
testab;le
L857[18:38:53] <LexMobile> you dont need a
second recipe, you use the constant and a single recipe
L858[18:39:02] <primetoxinz> huh?? "3
broken access transformer lines"???
L859[18:39:52] <LexMobile> You have 3
access transformers that are broken, how is that confusing?
L860[18:39:54] <tterrag> what do you mean
huh
L861[18:39:56] <tterrag> ^^
L862[18:40:02] <primetoxinz> like... I
commented them all out!!
L863[18:40:05] ⇦
Quits: rallias (~rallias@2601:2c7:8300:696a::1a59) (Ping timeout:
201 seconds)
L864[18:40:09] <LexMobile> no you
didnt
L865[18:40:16] <primetoxinz> I do
tho
L866[18:40:29] <LexMobile> Obviously not
as its loading 3 broken lines
L867[18:40:35] <primetoxinz> the broken
lines aren't even mine wtf
L868[18:40:52] <tterrag> do you use dep
ats?
L869[18:40:57] <LexMobile> Thus is the
problem with using dependancies
L870[18:40:58] <primetoxinz> yeah, I have
no deps tho
L871[18:41:00] ***
Santa|afk is now known as SatanicSanta
L872[18:41:23] <tterrag> so post your
AT/script
L873[18:41:26] <tterrag> and run gradlew
clean
L874[18:42:35] <primetoxinz> ah, was just
being screwy with old 1.11.2 files
L875[18:43:00]
⇨ Joins: Meronat
(uid190493@id-190493.highgate.irccloud.com)
L876[18:43:27] <LexMobile> God I REALLY
wish Optifine would use the fucking version meta that we added so
we stop having issues with 1.11.2 optifine loading on 1.12
-.-
L877[18:44:51] <tterrag> when has OF ever
done anything the right way
L879[18:48:44] <tterrag> you used FG
2.2
L880[18:48:50] <tterrag> on 1.12
L881[18:48:54] <primetoxinz> oh,
whoops!
L882[18:49:02] <tterrag> gl now, your
cache is screwed because FG is dumb
L883[18:49:11] <primetoxinz> .-.
L884[18:49:19] <KnightMiner> gradlew
cleanCache
L885[18:49:23] <primetoxinz> yeah
L886[18:49:23] <tterrag> go into ~/.gradle
and delete anything you can find related to 1.12
L887[18:49:26] <KnightMiner> Probably your
best option
L888[18:49:29] <KnightMiner> Or that
L889[18:49:29] <tterrag> I mean if you
want to break all your workspaces sure
L890[18:49:40] <primetoxinz> doesn't take
but a minute to redo :P
L891[18:49:41] <tterrag> cleanCache is a
bit nuclear though
L892[18:49:42] <KnightMiner> Well, someone
could have told me there was a better way
L893[18:49:53] <tterrag> you didn't ask
:P
L894[18:49:56] <KnightMiner> I''m still
rebuilding my old workspaces :P
L895[18:56:26] <KnightMiner> Does Forge
have support for the conditions which make a recipe available
yet?
L896[18:56:33] <KnightMiner> I don't
recall if those are linked through advancements
L897[18:56:35] <PaleoCrafter> hmpf, I
don't see a way around actually writing files for testing this.
There's no alternative to JarFile as far as I can see and that
doesn't work without an actual file
L898[19:00:16] <primetoxinz> ok, do I have
to register itemblocks seperately in Register<Item>?
L899[19:00:36] <LexMobile> yes
L900[19:00:37] <KnightMiner> Yep
L901[19:00:53] <primetoxinz>
great...
L902[19:01:01] <KnightMiner> I usually set
up a wrapper method that takes a block and wraps it in a generic
itemBlock before registering
L903[19:01:25] <primetoxinz> yeah, almost
avoid that I thought lol
L904[19:01:29] <primetoxinz>
avoided*
L905[19:02:44] <illy> PaleoCrafter:
Updated Scorg so it doesn't conflict forge's shiped libs
L906[19:02:50] <PaleoCrafter> heh
L907[19:03:04] <PaleoCrafter>
unfortunately I don't actually have any Scala mods atm :P
L908[19:03:23] <illy> moved everything to
"scorg.scala" :P
L909[19:03:35] <illy> My perms mod is
scala I just need to get it to work
L910[19:03:39] <KnightMiner> Fortunately I
don't have any Scala mods either
L911[19:03:42] <KnightMiner> :P
L912[19:04:52] <primetoxinz> the register
events are right after preinit?
L913[19:05:28] <LexMobile> Someone do me a
favor
L914[19:05:40] <primetoxinz> sorry, just
read it on read the docs :P
L915[19:05:43] <primetoxinz> nvm
L916[19:06:11] <LexMobile> Write a bot
that crawls curseforge and downloads all the mods. Then checks what
language it is, and then outputs a scala vs java market share based
on downloads/mc versions./
L917[19:07:04] <KnightMiner> How hard
would it be for Forge to organize a modder survey for that type of
thing?
L918[19:07:16] <KnightMiner> I guess it
would e hard to scale against downloads, but soudns easier than
that bot
L919[19:07:34] <primetoxinz> making a
survey is easy, getting people to take it is hard
L920[19:07:44] <KnightMiner> Hence
organize
L921[19:07:50] <LexMobile> surveys are
HIGHGLY skewed
L922[19:08:02] <LexMobile> They almost
never actually tell you any useful data.
L923[19:10:55] <illy> I know
gendustry(most of his mods) and Modular Powersuits use scala but
time to work on my python skillz for web scraping
L924[19:11:13] <quadraxis> could mercurius
collect mod language data?
L925[19:11:31] <KnightMiner> Most mods
I've seen that are not Java are Kotlin, I cannot say I've seen a
Scala mod
L926[19:12:42] <illy> mercurius could be a
less painful solution
L927[19:13:01] <LexMobile> ya im looking
into that
L928[19:13:24] <LexMobile> I expect tho,
Scala will be like <1%
L929[19:13:33] <primetoxinz> ok, stupid
question. would a collections version of registerAll be
likely?
L930[19:13:48] <LexMobile> no
L931[19:13:51] <primetoxinz> alright
L932[19:14:13] <LexMobile> with j8 it
saves you literally nothing
L933[19:14:35] <LexMobile>
list.forEach(register) vs registerAll(list)
L934[19:14:43] <primetoxinz> ah,
true
L935[19:15:09] <primetoxinz> didn't think
about that derp
L936[19:16:43] <KnightMiner> On the topic
of collections, is creating a list of blocks in preInit then
registering all in that list during hte event considered bad
practice?
L937[19:16:53] <illy> Kotlin has a bigger
space in the modding then scala aside from project red, bdew's
mods, Chicken Multipart, and modular powersuites I cant think of
any other mods that use scala
L938[19:17:11] <illy> j8 foreach has been
a god send I love it :D
L939[19:17:13] <Mimiru> OpenComputers is
currently scala
L940[19:17:29] <illy> ah yea forgot about
that one
L941[19:17:33] <primetoxinz> unless it's
out of data, "These events are fired before preinit"
KnightMiner
L942[19:17:41] <primetoxinz> date*
L943[19:18:15] <KnightMiner> If they are
fired before preInit my mod would crash as I create my armor
materials during preInit
L944[19:18:40] <LexMobile> 1.12 is right
after preinit
L945[19:18:46] <primetoxinz> oh,
alright
L946[19:19:01] <LexMobile> the idea is
that the timing is independant
L947[19:19:41] <LexMobile> but doesnt
quite work that way with you guys doing weird shit so its after
preinit so you can make your custom stuff there
L948[19:20:00] <illy> cd GoCode
L949[19:20:10] <LexMobile> shit its 5:30..
i should get breakfast
L950[19:20:15] <illy> >.>
L951[19:20:19] <primetoxinz> wrong window
lol
L952[19:20:25] *
illy gives up
L953[19:21:10] <primetoxinz> are entities
through an event or still normal?
L954[19:21:33] <KnightMiner> I know TEs
are still through register
L955[19:21:42] <illy> damn Matthew
L956[19:21:45] <primetoxinz> yeah, I
assume they're the same just making sure
L958[19:22:08] <Matthew> lol
L959[19:28:17] <illy> damn it
PaleoCrafter
L960[19:28:20] <PaleoCrafter> :P
L961[19:28:47] *
illy will add that to sparky once he rewrites it
L962[19:35:43] <capitalthree> illy: if
you're curious about scala mods, I have one (but it's tiny)
L963[19:38:55] <PaleoCrafter> my only
major Scala project I had to convert to Java because of a
collaborator xD
L964[19:39:35] <illy> Im just one of those
insane people who like the language :P
L965[19:40:30] <PaleoCrafter> I love Scala
like nothing else, but sometimes you just have to find compromises
¯\_(ツ)_/¯
L966[19:44:30] <capitalthree> I like it a
lot
L968[19:44:47] <capitalthree> here, tiny
but very effective server backup mod :P
L969[19:44:50] <tterrag> lex: what's the
recommended way to pass block references through to register
itemblocks? I do all my block/itemblock registrations dynamically
so adding a field for every block is impractical
L970[19:44:55] <tterrag> using a global
list seems like a poor solution
L971[19:45:27] <capitalthree>
PaleoCrafter: dang which project was that? I think the same thing
happened to computercraft
L973[19:46:12] <capitalthree> I can
definitely understand why it's hard for scala to catch on (much as
I love it). kotlin on the other hand, I wish everyone would just
adopt as a drop-in java replacement
L974[19:46:24] <PaleoCrafter> the
collaborator in question was the only other person I know who was
invested (heh) in the universe and it was *our* project, so they
obviously wanted to work on it as well :D
L975[19:46:35] <tterrag> kotlin does too
many weird things for me to use
L976[19:46:43] <capitalthree> really? what
sort of weird things?
L977[19:46:46] <tterrag> it's not as bad
as scala though, for sure
L978[19:46:59] <tterrag> well, it's
shallow, but using `fun` for functions puts me off immediately
>.>
L979[19:47:06] <tterrag> other stuff too
though, it's been a while
L980[19:47:08] <capitalthree> I'm sorry to
hear that
L981[19:47:13] <capitalthree> not really
sure how I can comment on that xD
L982[19:47:19] <KnightMiner> But functions
are fun!
L983[19:47:26] <capitalthree> I mean other
people I know complain about the lack of mandatory semicolons
L984[19:47:40] <tterrag> yes, that's one
of my other issues. the ambiguity of what a "statement"
is
L985[19:47:41] <capitalthree> and all I
can say is "well I guess that's a matter of preference, but it
seems like there are bigger fish to fry here"
L986[19:47:55] <tterrag> it makes code
harder to read, imo
L987[19:47:55] <capitalthree>
ambiguity?
L988[19:48:01] <KnightMiner> I just think
Kotlin is very ambigous at times
L989[19:48:04] <tterrag> I also don't like
languages making decisions for me
L990[19:48:10] <KnightMiner> I look at
Java and I know exactly what it is saying, even before I ever
learned java
L991[19:48:27] <PaleoCrafter> that's the
nice thing about Scala, there ain't no statements \o/
L992[19:48:35] <tterrag> also, check the
rules, this conversation is breaking them :P
L993[19:48:47] <capitalthree> I thought it
breaks the rules if we start arguing about language
preference
L994[19:49:07] <tterrag> is that not what
this is?
L995[19:49:31] <capitalthree> you haven't
yet told me that I am wrong to like kotlin and my code probably
sucks, and I haven't said similar things about java, so not
really?
L996[19:49:35] <KnightMiner> The rules
speaks against MC is better in X
L997[19:49:47] <KnightMiner> Don't see
anything about compiles to java
L998[19:50:01] <capitalthree> I think it's
very possible to discuss what you like about languages without
reaching the level of arguing about which one is moar better
L999[19:50:08]
⇨ Joins: Jared
(~Jared@169-0-71-63.ip.afrihost.co.za)
L1000[19:50:35] <Jared> Lex told me to
stop talking about ZS vs JSON by saying the no languageA >
LanguageB rule ¯\_(ツ)_/¯
L1001[19:50:42] <KnightMiner> And in any
case, the topic of removing scala support promts why scala is
useful or not and alternatives
L1002[19:50:53] <capitalthree> at the end
of the day I just think java is pretty good but kotlin is better,
so I'm not going to get worked up
L1003[19:51:29] <capitalthree> yeah one
advantage kotlin has over scala is a much smaller standard library.
I have a kotlin-based mod that shades the std lib (which I
shouldn't do anymore but I'll fix that in the next update), and it
is still under a meg
L1004[19:51:29] <tterrag> Jared: also,
JSON is not a language
L1005[19:51:41] <KnightMiner> I know how
to code in JSON and HTML!
L1006[19:51:59] <KnightMiner> Yeah, not
something you say to gain respect of coders :P
L1007[19:52:19] <capitalthree> but
there's a reason I am interested in convincing java modders to try
kotlin, and less so with scala... I really am convinced it's an
easy learning curve and a smooth transition
L1008[19:52:43] <KnightMiner> I'm
convinced learning Java is easy after Lua, so...
L1009[19:52:48] <capitalthree> scala
eschews null and offers an alternative, but kotlin just implements
much better handling of null
L1010[19:53:01] <KnightMiner> But, I like
null
L1011[19:53:03] <capitalthree> so that
alone for example makes kotlin's interoperability with java stuff
that uses nulls, easier to write than scala's
L1012[19:53:30] <KnightMiner> Where would
I be without constant null checks?
L1013[19:53:51]
⇦ Quits: Jared (~Jared@169-0-71-63.ip.afrihost.co.za) (Client
Quit)
L1015[19:54:38] <capitalthree> everywhere
you see thing?.member, that's an implicit null check.
L1016[19:54:46] <capitalthree> if (thing
!= null) thing.member else null
L1017[19:54:46] <tterrag> honestly that
just reads like java with poor indentation and lack of braces
L1018[19:54:57] <tterrag> yes, it has the
elvis operator (or .? whatever you want to use)
L1019[19:55:03] <tterrag> but small sugar
like that doesn't really do it for me
L1020[19:55:24] <capitalthree> kotlin
lets me exclude braces in the exact same places that java does
:P
L1021[19:55:36] <capitalthree> not sure
what's so bad about my indentation...
L1022[19:55:40] <tterrag> that doesn't
make it better, and skipping braces is bad formatting
L1023[19:55:47] <KnightMiner> One thing I
do like about it is null evaluating to false
L1024[19:55:49] <tterrag> idk if your
formatting is wrong, it just *looks* wrong
L1025[19:55:58] <capitalthree>
KnightMiner: null doesn't evaluate to false
L1026[19:55:58] <KnightMiner> But even
then, java makes null and false quite distinct
L1027[19:56:08] <KnightMiner> In that
case, I don't like it :P
L1029[19:56:16] <capitalthree> but you
can do null?:false
L1030[19:56:26] <capitalthree> you can do
null?:anyDefaultValue
L1031[19:56:27] <tterrag> it seems to me
that since the conditional is inside the assigment operator it
should all be indented as it's within a new scope
L1032[19:56:55] <primetoxinz> does kotlin
doesn't have ternary?
L1033[19:57:03] <PaleoCrafter> nope, no
need :P
L1034[19:57:16] <tterrag> that is just an
expanded ternary statement -_-
L1035[19:57:19] <capitalthree> if
(condition) val1 else val2 is already an expression
L1036[19:57:32] <primetoxinz> well, true
but I mean the actual ? : operator :P
L1037[19:57:42] <capitalthree> it does
not have that syntax for it
L1038[19:57:43] <tterrag> capitalthree:
you have `else` on the same level as `val` even though it's inside
the `val`'s scope
L1039[19:58:00] <capitalthree> tterrag:
you also always write else on the same level as an if even though
it's inside the if's scope...
L1040[19:58:13] <tterrag> no it's
not
L1041[19:58:27] <tterrag> it's a second
label statement for a false evaluation
L1042[19:58:28] <tterrag> same
level
L1043[19:58:29] <PaleoCrafter> that
if-else really should have a continuation indent
L1044[19:58:30] <capitalthree> if you
declare a variable in the if condition it will be available in
else
L1045[19:58:45] <PaleoCrafter> and please
just put the if on a new line as well or make it all one line
L1046[19:58:48] <capitalthree> but point
taken, I care more about whether other people find my code unclear
than splitting hairs :P
L1047[19:59:01] <capitalthree> I do
appreciate the comments
L1049[19:59:43] <capitalthree> tterrag: I
said in the *condition*
L1050[20:00:01] <tterrag> what?
L1051[20:00:18] <tterrag> you can't
declare things in a conditional
L1052[20:00:18] <primetoxinz> if(in here)
???
L1053[20:00:19] <KnightMiner> if(boolean
blah = true)
L1054[20:00:24] <capitalthree> I forgot,
are assignments not values in java?
L1055[20:00:26] <capitalthree> nevermind
then
L1056[20:00:33] <capitalthree> ok I'm
wrong
L1057[20:00:33] <KnightMiner> Technically
valid java, but don't do that
L1058[20:00:38] <tterrag> no, not even
valid
L1060[20:01:06] <KnightMiner> Oh, must be
thingink of a assingment without a declaration
L1061[20:01:11] <tterrag> assignments are
valid in conditions
L1062[20:01:13] <tterrag> not
declarations
L1063[20:01:19] <tterrag> right
L1064[20:01:45] <capitalthree> I was
thinking of the precondition of a for loop :P
L1065[20:02:03] <capitalthree> where
thank goodness declarations are valid, because the alternative is
ugly
L1066[20:02:20] <KnightMiner> I do have
one question, does java actually have else if, or is that just
removing the brackets for a single statement if statement:
https://pastebin.com/BNx9fMZr
L1067[20:02:21]
⇨ Joins: williewillus
(~williewil@2605:6000:e941:d00:7e7a:91ff:fe7a:e06d)
L1068[20:02:23] <tterrag> I mean yeah,
that's the whole point of a for loop
L1069[20:02:30] <primetoxinz> why does
ReflectionHelper::findMethod no longer have an instance
parameter???
L1070[20:02:38] <tterrag> KnightMiner:
it's the latter, it's sugar
L1071[20:02:41] <capitalthree> other than
that how horrible was my code? :P
L1072[20:03:12] <capitalthree> and I
think tterrag means it's the latter, it's *not* sugar.
L1073[20:03:25] <capitalthree> it's the
same behavior as putting any single expression after else without
curly braces
L1074[20:03:31] <KnightMiner> Yep
L1075[20:03:34] <tterrag> it's sugar in
that most formatters and the compiler treat it as a separate type
of conditional
L1076[20:03:45] <KnightMiner> I like to
mess with my java friends by saying there is no else if in
java
L1077[20:03:45] <tterrag> but no, else if
is basiclaly else { if }
L1078[20:03:55] <capitalthree> I didn't
know the compiler gives it special treatment
L1079[20:04:00] <tterrag> it might
not
L1080[20:04:09] <tterrag> it's just
generally treated as its "own thing"
L1081[20:04:19] <tterrag> java is like
90% faking it
L1082[20:04:25] <capitalthree> if someone
told me there was no else if in java I would just blink and say
"what's that supposed to mean?"
L1083[20:04:29] <KnightMiner> And 10%
NPEs
L1084[20:05:18] <KnightMiner> There are
no else ifs, its just an if in an else
L1085[20:05:41] <capitalthree> and then I
would just resume blinking, and after a long awkward pause, say
"but my code where I have if after else still works,
right?"
L1086[20:06:08] <KnightMiner> Theres a
reason I'm not a java teacher
L1087[20:06:32] <KnightMiner> I would get
so wrapped up in technicalities over just lying to make things
easier to understand
L1088[20:06:35] <capitalthree> tterrag:
so when is java gonna get the elvis operator?
L1089[20:06:44] <capitalthree> and full
type inferrence?
L1090[20:06:48] <capitalthree> that's
really all it needs left to woo me
L1091[20:07:15] <KnightMiner> You mean
the var?:default beign the same as var!=null?var:default?
L1092[20:07:19] <KnightMiner> Is that
elvis operatior?
L1093[20:07:43] <capitalthree> it just
seems that the phrase "java has no else if" is a phrase
you would *only* utter for the sake of deliberately misleading
people about what you mean
L1094[20:08:07] *
KnightMiner laughs manically
L1095[20:08:11] <capitalthree> anyone who
had any intention of communicating honestly, if they felt the need
to communicate that minutae at all, would just say "else if is
not a single operator in java"
L1096[20:08:38] <capitalthree> anything
else just kind of deserves the same response as if you just
randomly shout the word "pancakes"
L1097[20:08:49] <KnightMiner>
Pancakes!
L1098[20:09:06] <capitalthree> also yeah.
maybeNullVar?.maybeNullMember?:default
L1099[20:09:08] <tterrag> full type
inference?
L1100[20:09:19] <tterrag> as in, lazy
value types?
L1101[20:09:31] <PaleoCrafter> no, type
guessing :P
L1102[20:09:36] <capitalthree> yeah as
in: final var a = "hi I am obviously a string";
L1103[20:09:38] <PaleoCrafter> ^
L1104[20:09:45] <PaleoCrafter>
"guessing" is wrong, of course
L1105[20:09:51] <capitalthree> not sure
what you mean by lazy value types
L1106[20:09:52] <KnightMiner> String str
= "Blah"
L1107[20:09:56] <KnightMiner> Whats so
bad about that?
L1109[20:09:59] <capitalthree> kotlin's
typing is exactly the same as java's
L1110[20:09:59] <tterrag> ^ that's what I
mean
L1111[20:10:03] <capitalthree> it just
infers them
L1112[20:10:09] <tterrag> not declaring a
variable's type
L1113[20:10:14] <capitalthree>
KnightMiner: DRY
L1114[20:10:16] <PaleoCrafter> eh...
Kotlin's type system differs from Java :P
L1115[20:10:18] <tterrag> it's 'lazy'
because there is still a type
L1116[20:10:24] <tterrag> the compiler
just figures it out
L1117[20:10:59] <capitalthree> tterrag:
the problem is lazy means something else in functional programming
so that's really confusing :P
L1118[20:11:06] <capitalthree> but yeah
at the end of the day type inferrence is just a convenience for the
programmer
L1119[20:11:14] <PaleoCrafter> when I
read "lazy value type" I think of something like lazy val
x = ClassExtendingAnyVal(0) :P
L1120[20:11:37] <KnightMiner> When I
think lazy in programming, I think lazy operators in regex
L1121[20:11:48] <capitalthree> tterrag:
oh yeah lombok! unascribed uses that I'm pretty sure. it's one of
the many ways he bends over backwards to avoid just using kotlin
:P
L1122[20:12:05] <capitalthree> it just
seems silly to take java and layer on hax
L1123[20:12:05] <PaleoCrafter> the
proposal for local variable inference (i.e. only in method scope)
for Java was rejected, though, iirc
L1124[20:12:16] <capitalthree> kotlin
compiles to jvm bytecode and I can code for java things like
minecraft with no downside
L1125[20:12:34] <williewillus>
PaleoCrafter: was it?
L1126[20:12:36] <tterrag> because
kotlin's features aren't optional
L1127[20:12:38] <williewillus> i thought
it was still limbo
L1128[20:12:44] <tterrag> I can either
just pick and choose what I want with lombok
L1129[20:12:46] <tterrag> *or* can learn
a new language
L1130[20:12:54] <capitalthree> tterrag:
horrible features like the word fun?
L1131[20:12:59] <PaleoCrafter> eternal
limbo, williewillus XD
L1132[20:13:01] <tterrag> I didn't say
horrible
L1133[20:13:21] <capitalthree> I learned
kotlin as I made the lingering loot mod and it was really easy and
took me very little time.
L1134[20:13:37] <capitalthree> I think
you should try some similar (also small) exercise and see if
there's any chance kotlin grows on you :P
L1135[20:13:46] <PaleoCrafter> the fun
syntax also only is a consequence of type inference
L1136[20:13:52] <williewillus> i mean at
least it's not closed :P
L1137[20:14:10] <tterrag> capitalthree:
I've read enough kotlin to know that it probably won't grow on
me
L1138[20:14:11] <capitalthree>
PaleoCrafter: it could use "def" like scala
L1139[20:14:14] <capitalthree> which
honestly I would prefer too
L1140[20:14:33] <PaleoCrafter> well, of
course, but that's just a keyword to swap xD
L1141[20:14:34] <capitalthree> fun *does*
look goofy, I'm not gonna lie xD I just also don't care about
details like that in my programming languages
L1142[20:14:35] <KnightMiner> But
"def" is less fun
L1143[20:14:35] <williewillus> why does
the function declaration keyword matter so much ;p
L1144[20:14:45] <capitalthree> agreed
willus
L1145[20:14:50] <PaleoCrafter> it def is
more fun, KnightMiner :P
L1146[20:14:58] <williewillus> I propose
we go back to `lambda` ;p
L1147[20:15:19] <PaleoCrafter> λ you
mean?
L1148[20:15:33] <tterrag> as a ligature
;P
L1149[20:15:54] <KnightMiner> Lambda
expressions are nice, but the first time I saw one I had no clue
what it was doing at all
L1150[20:16:09] <KnightMiner> And
googling symbols is quite challenging
L1151[20:16:11] <PaleoCrafter> a ligature
would keep the width though, tterrag :P
L1152[20:16:53] <tterrag> 'java arrow
operator'
L1153[20:17:02] <tterrag> reminds me of
my favorite stackoverflow ever
L1154[20:17:08] <tterrag> "what is
the --> operator in C++?"
L1155[20:17:30] <PaleoCrafter> do I need
to add my test somewhere for it to run?
L1156[20:17:37] <williewillus> ...why are
recipe book entries just randomly sorted seemingly?
L1157[20:17:50] <williewillus> oh my
forge might be old
L1158[20:17:57] <williewillus> saw an
issue about it
L1159[20:18:58] <KnightMiner> My
programming professor did not like it when I did
"String".equals(otherString)
L1160[20:19:11] <KnightMiner> So it all
comes down to technically correct but makes little sense
L1161[20:19:36] <williewillus>
<literal>.equals(other) makes perfect sense 0.o
L1162[20:19:41] <illy> my C++ professor
didn't like me using functions >.>
L1163[20:19:46] <williewillus> wut
L1164[20:19:55] <williewillus> what was
his/her recommendation, goto?
L1165[20:20:03] <illy> ^ my
reaction
L1166[20:20:06] <williewillus> also the
book is acting weird, not all of my recipes show up
L1167[20:20:07] <KnightMiner> Why no goto
in java!?!
L1168[20:20:09] <williewillus> just some
of them
L1169[20:20:27] <williewillus>
KnightMiner: hey it's a reserved keyword we can hope /s
L1170[20:20:35] <illy> goto is reserved
in the jvm iirc
L1171[20:20:44] <KnightMiner> All my
recipes showed up, though a few looked odd
L1172[20:20:49] <illy> err its a
keyword
L1173[20:21:02] <KnightMiner> I had a
recipe like shears, but it always shows as one material above the
other
L1174[20:21:11]
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L1175[20:21:14] <KnightMiner> Forge issue
about that though
L1176[20:21:26] <williewillus> oh wait
the recipe I was looking for was there
L1177[20:21:30] <williewillus> but the
search didn't get it
L1178[20:21:36] <williewillus> think
that's another issue fixed by newer forge than my env :P
L1179[20:21:43] <KnightMiner> Search was
one thing I could not get working at all
L1180[20:21:48] <KnightMiner> Probably
fixed in a later build
L1181[20:22:07] <williewillus> should've
pr'ed something to let mods have their own book tabs before the
RB
L1182[20:22:15] <williewillus> everything
getting dumped in misc is dumb
L1183[20:22:16] <PaleoCrafter> almost
pulled an illy there
L1184[20:22:27] <KnightMiner> By the way,
have you found any way to group something with a vanilla item with
no group
L1185[20:22:36] <illy> so thats what
we're calling it now?
L1186[20:22:38] <KnightMiner> I mean, it
would not be a breaking change for us to add our own tabs
L1187[20:22:59] <KnightMiner>
#PulledAnIlly
L1188[20:23:18] <PaleoCrafter> any other
proposals?
L1189[20:23:18] <PaleoCrafter> no
L1190[20:23:27] <PaleoCrafter> really,
nothing?
L1191[20:23:30] <PaleoCrafter> pulling an
illy it is then
L1192[20:23:56] <PaleoCrafter> let's see
if my test actually works on the Travis xD
L1193[20:23:56] <illy> I thought pulling
an illy was using irc as CLI
L1194[20:24:05] <PaleoCrafter> it is,
that's what I almost did
L1195[20:24:36] <illy> or is it force
pushing to re-trigger travicis
L1196[20:24:48] <PaleoCrafter> u
wot
L1197[20:25:05] <KnightMiner> I have a
skill to type in the right places and not press send, otherwise you
guys would be learning about Hinduism for my religions class
L1198[20:25:49] <williewillus>
KnightMiner: well it requires hax right now
L1199[20:26:00] <PaleoCrafter> god, that
reminds me of that godawful audio book we listened to with one of
our religions teachers
L1200[20:26:11] <KnightMiner> It requires
hacks so I assume if Forge added it all they would break is the
hacks
L1201[20:26:14] <williewillus> also, no
group means no group, so unless the recipe was hacked to change its
group you can't group with it :P
L1202[20:26:23] <KnightMiner> Its dumb
:P
L1203[20:26:33] <KnightMiner> I have a
second recipe for bricks slabs that is forced separate
L1204[20:27:16] <PaleoCrafter> looking
that book up now, it's obvious that it was rewritten by fricking
French woman
L1205[20:27:26]
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the connection)
L1206[20:29:45] <illy> paleo I sometimes
amend a commit and "git push -f" to re-trigger the CI if
it hangs
L1207[20:30:04] <williewillus> can you
not just manually start another build in the gui lol
L1208[20:30:06] <PaleoCrafter> ^
L1209[20:30:43] <KnightMiner> I just like
git push -f since it makes me feel like a Jedi
L1210[20:30:49] <PaleoCrafter> okay,
great, writing files outside the project dir works, I'm fine with
that
L1211[20:30:53] <KnightMiner> But I
really only ever use for PRs
L1212[20:31:17] <KnightMiner> Or deleting
commits at work that I accidently committed as KnightMiner
L1214[20:31:42]
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L1215[20:32:13] <illy> yeah but I dont
have access to the gui :P
L1216[20:32:22] <illy> for that project
at least
L1217[20:32:56]
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L1218[20:33:38] <illy> Knight, what makes
me feel like a jedi is rewriting commit histories... no strike that
it makes me feel like a Sith Lord
L1219[20:34:34] <KnightMiner> "You
will be part of the other commit, it is your destiny"
L1220[20:35:07]
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L1222[20:36:20] <capitalthree> 20:18:58
< KnightMiner> My programming professor did not like it when
I did "String".equals(otherString)
L1223[20:36:38] <capitalthree> should be
"String"?.equals(otherString)?:otherString==null
L1224[20:36:41] *
capitalthree runs off giggling
L1225[20:37:17] <williewillus> uhhh
whoever changed ReflectionHelper.findMethod....
L1226[20:37:25] <williewillus>
"@param methodObfName The obfuscated name of the method to
find (used in obfuscated environments, i.e.
"getWorldTime")."
L1227[20:37:34]
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L1228[20:37:50] <williewillus> last time
i checked obf names didn't look that nice :P
L1229[20:37:51] <KnightMiner>
"getWorldTime" is pretty obfuscated to me
L1230[20:38:00] <KnightMiner> :P
L1231[20:38:06] <williewillus> and it
doesn't say at all whether it means srg or notch names
L1232[20:38:12] <williewillus> though i'm
guessing srg
L1233[20:38:12]
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L1234[20:38:19] <KnightMiner> Whats the
difference?
L1235[20:38:25] <KnightMiner> Ive heard
that term a few times
L1236[20:38:29] <PaleoCrafter> notch is
garbage, srg is systematic
L1237[20:38:45] <PaleoCrafter> Notch is
what we get from Mojang, srg is MCP-generated and should be more
consistent
L1238[20:38:46] <KnightMiner> I mean as
far as usage to modders
L1239[20:38:54] <KnightMiner> Ah
L1240[20:38:54]
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L1241[20:39:07] <williewillus> notch is
aza, bbl, a, b, useless stuff like that. srg is func_###_a,
field_###_b, etc.
L1242[20:39:13] <PaleoCrafter> oh, you
should never be facing Notch names unless you're a bad
coremodder
L1243[20:39:22] <williewillus> okay
cool
L1244[20:39:33] <williewillus> well those
use srgs now right?
L1245[20:39:38] <williewillus> idk I
haven't looked at that in years :P
L1246[20:39:41] <KnightMiner> I have
never even seen them since I started modding, so thats good for
me
L1247[20:39:45] <PaleoCrafter> they have
for ages, given you use the right sorting index
L1248[20:40:08] <PaleoCrafter> if you use
one < 1000, you'll run before the runtime deobf, iirc
L1249[20:40:24] <PaleoCrafter> anyways,
bedtime
L1250[20:40:30] <KnightMiner> o/
L1251[20:40:31] <williewillus> cya
L1252[20:42:09] <williewillus> yeah the
search is still broken
L1253[20:42:25] <KnightMiner> Does it as
least search now?
L1254[20:42:31] <KnightMiner> When I
tried anything gave no results
L1255[20:42:50] <PaleoCrafter> Lex, if
you happen to read this, like I said in my comment, I'll be adding
the modlist checking stuff when I get up again, shouldn't be more
than 10 hours. I won't really be able to work on it after that, so
get any required changes in the comments :P
L1257[20:43:22] <KnightMiner> I mean, it
has a pattern
L1258[20:43:32] <KnightMiner> Possibly
resource/texture name?
L1259[20:43:47] <williewillus> no
way
L1260[20:43:57] <KnightMiner> Then I have
no clue
L1261[20:44:13] <KnightMiner> Are you
using JSON recipes now?
L1262[20:44:45] <williewillus> yes
L1263[20:45:21] <KnightMiner> On the flip
side though, the other button functions correctly, the hide
uncraftable
L1264[20:46:20] ***
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L1266[20:52:55] ***
Clank[Away] is now known as Clank
L1267[20:58:51] <illy> Highlands isnt as
much of a pain to update as I though
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L1269[21:03:37] <KnightMiner> I'm hoping
Tinkers Construct will be easy
L1270[21:04:09] <KnightMiner> The only
real issue is some of the conditional oredict stuff, which I have
some ideas of how to make it more compliant with Forge policies to
work
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L1283[21:40:22] <quadraxis> it gets
rempped lol
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L1285[21:46:39] <tterrag> LexMobile: got
a bit of an odd one for you. seems that registry events are still
fired to "skipped" mods (that is those who have an
errored dependency, and have had their pre-init cycle skipped).
This causes crashes because setup for their registry methods
doesn't exist (config objects, etc)
L1286[21:47:08] <tterrag> I'm unsure what
the solution is
L1287[21:47:15] <LexMobile>
interesting
L1288[21:47:21] <tterrag> should FML do a
state transition before sending registry events? should registry
events not be sent to skipped mods?
L1289[21:47:27] <LexMobile> it would need
to filter the event subscriber for 'skipped' mods
L1291[21:47:46] <LexMobile> Blame
coremods
L1292[21:47:49] <tterrag> where Storage
Drawers is NPEing on its own field because CTM is causing an issue
during preinit
L1293[21:48:06] <tterrag> how is this to
do with coremods? wouldn't *any* error in a mod's pre-init cause
this?
L1294[21:48:21] <LexMobile> no idea, but
there are coremods
L1295[21:48:27] <LexMobile> So it's their
fault
L1296[21:48:30] <tterrag> sure, but
that's not the root cause here
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L1298[21:48:36] <LexMobile> Yes, it
is
L1299[21:48:40] <tterrag> I could just
"throw new RuntimeException()" and cause this
L1300[21:48:47] <LexMobile> Get rid of
the fucking coremods then show me something else
L1301[21:49:01] <tterrag> *sigh*
L1302[21:51:36] <tterrag> I don't have a
stacktrace on hand without coremods, it just so happens that this
cause involves one. but can't you please recognize that this bug
has NOTHING to do with coremods?
L1303[21:51:48] <LexMobile> Get rid of
the coremods
L1304[21:52:11] <tterrag> I can't. the
mod with the root exception is a coremod. I don't have a repro
without one atm, without coding a mod specifically to cause
it
L1305[21:52:13] <LexMobile> And no its
not caused by forge
L1306[21:52:21] <LexMobile> the same
issue would be for any mod that registers a event handler
L1307[21:52:25] <tterrag> the bug is the
root exception being swallowed
L1308[21:52:26] <LexMobile> and then
throws an error in that event handler
L1309[21:52:31] <LexMobile> its on the
mod to not fuck it up
L1310[21:52:32] <tterrag> not the
crash
L1311[21:52:44] <tterrag> Forge shoudl
still print the root exception
L1312[21:52:47] <LexMobile> the write a
mo specifially to fucking do it
L1313[21:52:56] <tterrag> fine
L1314[21:53:00] <LexMobile> depends on
the exception, we do
L1315[21:53:17] <tterrag> why does it
depend on the exception? why should any exception be
swallowed?
L1316[21:53:35] <LexMobile> because thats
how lifecycle events are because they are fucking retarded and
thats how Google wrote Guava
L1317[22:03:38] <primetoxinz> so, does
mod_loaded condition need something else?
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L1319[22:03:59] <primetoxinz> it says
unknown condition for just a basic recipe
L1320[22:04:31] <tterrag> isn't it
forge:mod_loaded
L1321[22:05:13] <primetoxinz> probably,
going off of the old gist right now since there's no docs :P
L1322[22:05:57] <primetoxinz> cool, that
worked
L1323[22:06:06] <primetoxinz> 1 recipe
down .-.
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L1330[22:29:19] <LexMobile> Yes
and?
L1331[22:29:26] <LexMobile> That is
exactly what is expected
L1332[22:30:29] <williewillus> is it?
your deps load before you so any exceptions they raise should be
shown first?
L1333[22:30:57] <tterrag> the root cause
(waldo) is *never* seen in the crash log
L1334[22:31:09] <LexMobile> #Blame
cpw
L1335[22:31:10] <tterrag> wilma is a
placeholder, it could be an NPE caused by lack of setup in the
parent mod
L1336[22:31:12] <tterrag> HOW is that
intended?
L1337[22:31:35] <LexMobile> Cpw decided
to aggrigate all the errors in mods until the NEXT phase
L1338[22:31:38] <LexMobile> which I find
dumb
L1339[22:33:09] <tterrag> imo the
solution is just to skip block/item events for skipped child
mods
L1340[22:35:26] <LexMobile> ya no im not
re-writing the entire event bus system to support mod container
error dependancy shit
L1342[22:45:04] <LexMobile> Ya
KingLemming can be a cunt like that
L1343[22:45:19] <LexMobile> By
'dumpsterfire' he means 'having a two character typo in it'
L1344[22:45:38] <kashike> wow
L1345[22:45:57] <williewillus> can you no
longer position the advancement tiles wherever you want? bleh
L1346[22:46:31] <williewillus> or i guess
you never could without code but it'd be nice to specify relative
positions in json
L1347[22:46:42] <tterrag> lol
L1348[22:46:48] <tterrag> he used the
same phrase to describe FG just yesterday
L1349[22:46:52] <tterrag> I think he just
likes the phrase
L1350[22:47:52] <LexMobile> He's
definitely one of the 'whatever i dont like is trash' coders. Hes a
pretty good guy tho, just difference of opinions on things.
L1351[22:49:35] <tterrag> well, FG is
rotting a bit, you have to admit
L1352[22:49:48] <LexMobile> oh fg has a
lot of shit i dont like in it
L1353[22:49:49] <tterrag> I wouldn't call
it a "dumpster fire"...but it needs some love
L1354[22:49:51] <LexMobile> but it
functions
L1355[22:50:13] <LexMobile> Its open
source and I gladly support people who touch it
L1356[22:50:21] <LexMobile> So its a 'put
up or shut up'
L1357[22:50:23] <LexMobile>
situtaion
L1358[22:50:35] <tterrag> I just don't
have the fortitude to try and learn gradle API + groovy + FG
structure
L1359[22:50:52] <LexMobile> Same
L1360[22:51:03] <LexMobile> I only touch
it enough to fix bugs that need fixing
L1362[22:51:14] <tterrag> because that
drives me up a wall
L1363[22:57:06] <LexMobile>
Honestly
L1364[22:57:20] <LexMobile> Dep ATs
shouldnt be an issue they shouldn't be applied at all.
L1365[22:57:52] <LexMobile> They should
be applied at runtime {when the dev loads} just like in the real
game. Not sure why it needs to be baked in :/
L1366[22:57:53] <tterrag> ok...sure...so
we go back to manually ripping AT files out of jars and putting
them in src/api
L1367[22:58:02] <tterrag> oh right, yeah
I guess that'd work
L1368[22:58:05] <LexMobile> Why would you
need to do that?
L1369[22:58:10] <tterrag> well, that's
how it used to be done
L1370[22:58:20] <LexMobile> ya no thats
dumb
L1371[22:58:29] <LexMobile> you should
only rely/have ATs that are part of your mod
L1372[22:58:30] <mezz> my solution to the
AT issue was shipping a proper API jar which doesn't need it
L1373[22:58:38] <LexMobile> That to
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L1375[23:01:09] <tterrag> sometimes you
need a full on dependency though
L1376[23:01:26] <tterrag> and yeah it'd
be great if libs were searched for ATs
L1377[23:03:28] <LexMobile> no..
L1378[23:03:39] <LexMobile> the point is
nothing should be searched for ats
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L1380[23:05:34] <tterrag>
<Lex.Mobile> They should be applied at runtime {when the dev
loads} just like in the real game. Not sure why it needs to be
baked in :/
L1381[23:05:41] <tterrag> meant
that
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