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L3[00:03:57] <Subaraki> nah mezz, i mean
make my mod into a jar
L4[00:04:06] <Subaraki> the library is
working in my workspace =)
L5[00:04:14] <Subaraki> but i'll ask later
again, i'm off to work now
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L7[00:13:34] <KnightMiner> So mezz, I have a
question: does Forge accept performance based changes that
technically modify vanilla mechanics?
L8[00:14:15] <KnightMiner> In vanilla,
things like fences and redstone seem to register the model once per
permutation, but its technically not required as multipart handles
reading the blockstate, so ignoring those properties would probably
free up RAM
L9[00:14:38] <KnightMiner> It disallows
using normal variants for those models, but they are so complicated
I doubt anyone would use normal models for them
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L11[00:15:28] <mezz> "I doubt anyone
would" is pretty much the line Forge can't cross. we always
have to assume someone would :/
L12[00:15:57] <KnightMiner> In that case, I
guess I'll see if Asie would be interested in the concept for
FoamFix
L13[00:16:11] <mezz> that might work,
yeah
L14[00:16:22] <KnightMiner> It would even
function without a coremod, which is nice
L15[00:16:28] <mezz> right
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L17[00:37:45] <tterrag> it would be a
pretty minor improvement
L18[00:37:58] <tterrag> once it's all
baked, there's only one
L19[00:42:39] <KnightMiner> Is there? I can
purposely replace the model for just one variant of the fence with
a different baked multipart and Forge treats them separately
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L21[00:42:58] <KnightMiner> Is it just one
object in the end you are saying?
L22[00:43:21] <KnightMiner> In any case,
its roughly 600 references in the registry that could be
removed
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L24[00:47:32] <KnightMiner> On an unrelated
note, if I add a resource in assets/minecraft that is the same name
as a vanilla one, will Forge replace the vanilla one with mine or
ignore it?
L25[00:47:53] <killjoy> replace
L26[00:48:10] <killjoy> but it won't
overwrite it in other resource packs
L27[00:48:21] <KnightMiner> Yeah, I guess
thats expected
L28[00:48:36] <killjoy> because your jar is
just another resource pack
L29[00:48:40] <KnightMiner> It would
probably be better to change the resource location with a mapper
then and supply my own
L30[00:49:06] <KnightMiner> That also makes
it more easily configurable, I just disable the mapper to disable
the change
L31[00:49:18] <Coolguy3867> if you create a
block do you need to create an item model too?
L32[00:49:25] <Coolguy3867> for the
block
L33[00:49:46] <KnightMiner> Typically,
though a Forge feature is using the blockstate for the inventory
variant
L34[00:50:31] <KnightMiner> It checks for
the "inventory" variant in the blockstate, though you can
change it to use a property=value pair through the
ModelLoader
L35[00:50:51] <KnightMiner> If missing, it
falls back to the model with the same name as the blocks registry
name
L36[00:52:33] <Coolguy3867> knightminer is
that suppose to answer my question
L37[00:52:41] <KnightMiner> Yes
L38[00:52:49] <KnightMiner> Are you
confused on a part?
L39[00:53:08] <KnightMiner> by blockstate,
I mean assets/blockstate
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L41[00:54:12] <Coolguy3867> am i suppose to
have an assets/blockstate folder?
L42[00:54:36] <KnightMiner> Oh, sorry.
assets/<modid>/blockstates
L43[00:54:59] <Abastro> Is there a bug on
switching hotbar item while being active?
L44[00:55:36] <Abastro> I've bothered by
the previously active item not being deactivated.
L45[00:58:15] <Abastro> I mean, clicking
while scrolling the active item of the hotbar causes
problems.
L46[00:58:38] <Abastro> Player is still
using the item.
L47[00:59:09] <Abastro> Are here anyone
faced this issue?
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L51[01:20:24] <Coolguy3867> what would you
put in your blockstates folder?
L52[01:29:44] <KnightMiner> tterrag: I just
tested using the model bake event, and each variant of the fence
returned a different instance of MultipartBakedModel
L53[01:29:57] <tterrag> oh for real?
L54[01:30:01] <tterrag> wow that seems like
a vanilla bug tbh
L55[01:30:11] <tterrag> it definitely isn't
written to be like that
L56[01:30:19] <KnightMiner> Technically,
but not something Forge can change without possibly breaking
resourcepacks
L57[01:30:26] <KnightMiner> Dumb thing to
not want to break
L58[01:30:50] <KnightMiner> (not resource
packs, using non-multipart for these blocks in resource
packs)
L59[01:31:51] <KnightMiner> And if my math
is correct, adding ignores would reduce roughly 600 baked models to
just about 30
L60[01:33:15] <tterrag> are you sure it
happens in vanilla?
L61[01:33:19] <tterrag> forge does a lot to
model loading
L62[01:33:22] <tterrag> maybe it's a
regression?
L63[01:34:06] <KnightMiner> Could be,
though its a bit harder to verify in vanilla
L64[01:34:19] <KnightMiner> I guess I could
make a resource pack that uses those properties and see if they
exist
L65[01:38:51] <KnightMiner> Yep, vanilla
still supports using normal variants for fences
L66[01:39:06] <KnightMiner> Likely the same
for other multiparts
L67[01:39:32] <KnightMiner> Tripwire is an
exception as they actually still use variants instead of multipart
there
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L72[02:00:04] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170721 mappings to Forge Maven.
L73[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170721-1.12.zip
(mappings = "snapshot_20170721" in build.gradle).
L74[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L82[02:22:46] <PaleoCrafter> LexMobile,
yeah, the meta file would only be an additional thing, anyways. And
the libraries folder search uses the lzma library as reference
since that's an easy check. I can't just hardcode it to go up n
levels because that'd interfere with dev envs (Gradle puts each
artifact into an additional directory)
L83[02:23:23] <PaleoCrafter> It still
defaults to ./libraries, but that's really only a fallback
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L118[03:51:15] <kashike> gigaherz_:
they're going to break lots of builds
L119[03:51:18] <kashike> make everything
look weird
L120[03:52:06] <gigaherz_> sure
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L156[06:35:56] <c64mobile> worst moment
ever, leaving town, commiting all code, pulling it on laptop, on
road find out you missed some files :(
L157[06:36:04] <c64mobile> will spend 2
codeless hours :(
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L183[09:30:28] <MasterKrain> Hi. I just
wrote this (
https://pastebin.com/dtMN71xv) and my
IDE is telling me that the "z == high" part will always
be false, but not with x and y. Could anyone tell me why my IDE is
saying this?
L184[09:31:08] <MasterKrain> line 27
L185[09:32:46] <PaleoCrafter> Well, z will
always be smaller than high given the loop condition
L186[09:32:56] <MasterKrain> but why
L187[09:33:08] <PaleoCrafter> It probably
doesn't go further up the loops to figure it out for the other
variables
L188[09:33:25] <PaleoCrafter> Uhm... Why
what? The IDE thing or why it'll always be false? :p
L189[09:33:49] <MasterKrain> why it'll
always be false
L190[09:34:03] <MasterKrain> if im telling
to keep incrementing while z < high
L191[09:34:42] <MasterKrain> and its all
ints too
L192[09:34:44] <PaleoCrafter> If z ==
high, it's no longer smaller than high, so the loop won't run
L193[09:35:09] <MasterKrain> i see
L194[09:35:33] <Lord_Ralex> that should
also apply for all of the == high checks
L195[09:35:41] <MasterKrain> i'll just
change all three to <= then i guess
L196[09:37:05] <MasterKrain> oh wait
nvm
L197[09:37:28] <MasterKrain> im
retarded
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L210[11:40:41] <Subaraki> hi guys, how
would i compile a mod with a physical compiled library ?
L211[11:40:52] <Subaraki> i mean like, i
have the jar which i coded with
L212[11:47:13] <ghz|afk> you can tell
gradle to embed the library jar into your own jar
L213[11:47:18] <ghz|afk> so that forge
extracts it during load
L214[11:47:28] <ghz|afk> there's some
improvements being done for that
L216[11:47:33] <ghz|afk> oops wrong
link
L218[11:47:54] <ghz|afk> this
L219[11:48:07] <ghz|afk> but it's not yet
ready
L220[11:48:20] <ghz|afk> so for now, forge
extracts the libs into a folder named after the current mc
version
L221[11:48:25] <ghz|afk> like mods\1.12\
and such
L222[11:49:38] <ghz|afk> I'm trying to
find the info on how to get that done
L223[11:50:39] <ghz|afk> ah yes this
L225[11:51:14] <ghz|afk> only the changes
to build.gradle matter here
L226[11:52:04] <Ivorius> And before this
is being merged you can use the left side instead :P
L227[11:53:01]
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L229[11:54:08] <Ivorius> To avoid library
version conflicts in other mods
L230[11:54:21] <ghz|afk> Ivorius: the
right side does work
L231[11:54:25] <ghz|afk> it has worked
since before 1.7
L232[11:54:45] <ghz|afk> did ever notice
how when installing ccc you would get cclib inside a 1.7.10 or such
folder?
L233[11:54:51] <ghz|afk> that jar was
inside ccc's .jar
L234[11:54:55] <ghz|afk> and
auto-extracted on load
L235[11:55:01] <ghz|afk> what the PR
does
L236[11:55:07] <Ivorius> I don't use ccc
:P
L237[11:55:16] <ghz|afk> no but you must
have played some modpack or such
L238[11:55:17] <ghz|afk> ;p
L239[11:55:23] <Ivorius> Eh, few years
ago
L240[11:55:27] <ghz|afk> anyhow
L241[11:55:29] <ghz|afk> what the PR
does
L242[11:55:43] <ghz|afk> is give forge a
LOCAL maven repository
L243[11:55:50] <ghz|afk> (yes, local only,
won't fetch from remotes)
L244[11:56:00] <ghz|afk> and uses info
from the jars to know the artifact ID and group ID
L245[11:56:04] <ghz|afk> and version
L246[11:56:09] <Ivorius> How do you handle
version conflicts
L247[11:56:38] <ghz|afk> it uses the
newest
L248[11:56:42] <ghz|afk> it can't do
miracles
L249[11:57:00] <Ivorius> Then I'm gonna
stay with shadowing for now
L250[11:57:08] <Ivorius> I intend to keep
adding breaking changes
L251[11:57:23] <Ivorius> Since legacy code
sucks
L252[11:57:39] <ghz|afk> iirc
L253[11:57:41] <Ivorius> (because I suck
at planning apparently)
L254[11:57:42] <ghz|afk> the end goal for
forge
L255[11:57:56] <ghz|afk> is to stop having
a per-instance mod folder
L256[11:58:06] <ghz|afk> and have a global
libraries (including all mods) repository
L257[11:58:26] <ghz|afk> and have the
modpacks be only a modlist.json with the groupid:artifactid:version
entries
L258[11:58:54]
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L259[11:58:55] <ghz|afk> and have the
modpack installers take the responsibility of adding the mods to
that global repository
L260[11:58:59] <SotS> Evening people
L261[11:59:13] <ghz|afk> this would reduce
a lot of duplication for people who play more than one
modpack
L262[11:59:26] <ghz|afk> and on top of
that
L263[11:59:33] <SotS> ive got a question
on "onBlockActivated". What happens when it returns true
or false?
L264[11:59:51] <Ivorius> true means you
consume the click
L265[11:59:57] <SotS> consume?
L266[11:59:57] <Ivorius> Meaning the hand
punches
L268[12:00:27] <Ivorius> Return true if
you do anything, basically
L269[12:00:54] <IoP> but nobody use local
mod repo
L270[12:01:52] <ghz|afk> IoP: what?
L271[12:03:08] <IoP> or is there
launcher/pack installer which use that feature?
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L273[12:03:21] <SotS> is onBlockActivated
executed on both sides Ivorius?
L274[12:04:04] <Ivorius> Yes
L275[12:04:12] <Ivorius> I think only if
true is returned on the client though
L276[12:04:45] <ghz|afk> IoP: this is a
future goal
L277[12:04:55] <ghz|afk> for 1.13 or 1.14
or whenever
L278[12:05:19] <ghz|afk> step 1 is to get
embedded libraries on that repository
L279[12:05:26] <ghz|afk> step 2 is to get
mods on that repository
L280[12:05:34] <ghz|afk> step 3 is to get
mods to be able to load and unload on demand
L281[12:05:45] <ghz|afk> so that the
client can load mods based on the server's modlist
L282[12:06:33] <ghz|afk> each step being
more long-term than the previous
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L286[12:39:47] <ScottehBoeh> Good
day
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L288[12:40:13] <Subaraki> o/
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L290[12:46:13] <Lunatrius> How are the
language keys constructed in the new config system?
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L293[12:49:43] <Lunatrius> Ah, found it I
believe
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L296[12:57:44] <SotS> Strange, i stored an
int in a tile vie write NBT, now after a load, all tiles have that
int loaded...
L297[12:58:45] <ghz|afk> that does not
sound right
L298[12:58:47] <ghz|afk> show your code?
;P
L299[12:59:06] <SotS> lemme push it to git
sec
L300[13:00:24] <SotS> ghz|afk, BTW can i
serialize a class into NBT?
L301[13:01:12] <ghz|afk> a whole
class?
L303[13:01:24] <ghz|afk> but it's normally
not worth it
L304[13:01:44] <ghz|afk> but feel free to
use that
L306[13:01:59] <SotS> thats the code in
question
L307[13:02:10] <SotS> trying to let those
pipes keep their damn modules
L308[13:02:12] <ghz|afk> your indentations
are horrible ;P
L309[13:02:27] <SotS> NO idea why that
happened its fine in eclipse
L310[13:02:39] <SotS> Sourcetree turned it
into that fuck
L311[13:02:54] <ghz|afk> nah
L312[13:02:58] <ghz|afk> it's probably
tabs vs spaces
L313[13:03:04] <ghz|afk> eclipse probably
uses 4-space tabs
L314[13:03:08] <ghz|afk> github uses
8
L315[13:03:24] <ghz|afk> in short: use
spaces only
L316[13:03:24] <SotS> probably
L317[13:03:28] <ghz|afk> unless you really
prefer tabs
L318[13:03:29] <ghz|afk> then use tabs
only
L319[13:03:30] <ghz|afk> ;P
L320[13:03:36] <ghz|afk> either way,
consistency
L321[13:03:41] <Ordinastie> use auto
format on save
L322[13:04:07] <SotS> never use whitspaces
but the methods were copy pasta so that might be the reason
L323[13:04:08] <ghz|afk> this is your
problem:
L324[13:04:08] <ghz|afk>
super.writeToNBT(compound);
L325[13:04:11] <ghz|afk> you should
do
L326[13:04:15] <ghz|afk> compound =
super.writeToNBT(compound);
L327[13:04:38] <ghz|afk> I mean
L328[13:04:43] <ghz|afk> not necessarily
THE problem
L329[13:04:45] <ghz|afk> but that isn't
helping
L330[13:04:59] <SotS> trying it
L331[13:05:10] <ghz|afk> same on the
superclass
L332[13:05:18] <ghz|afk> you should always
prefer the returned value
L333[13:06:10] <SotS> lets see
L334[13:06:15] <SotS> but that makes
sence
L335[13:06:17] <ghz|afk> it won't fix the
issue but
L336[13:06:24] <SotS> it might
L337[13:06:30] <ghz|afk>
compound.setInteger("module_" + modcount,
mod.modType().ordinal());
L338[13:06:42] <ghz|afk> you could use an
NBTTagList with NBTTagInt
L339[13:06:52] <ghz|afk> instead of
generating artificial keys
L340[13:07:35] <ghz|afk> your
getInteger
L341[13:07:35] <ghz|afk>
compound.getInteger(stringPos +"_module_" + i)
L342[13:07:46] <ghz|afk> does NOT match
your setInteger
L343[13:07:47] <ghz|afk>
compound.setInteger("module_" + modcount,
mod.modType().ordinal());
L344[13:08:47] <SotS> OHHHH
L345[13:08:58] <SotS> Yeah that is the
issue
L346[13:09:59] <SotS> but im interested in
thus NBTTagList fuk...how does that work?
L347[13:10:20] <ghz|afk> uhm look at any
vanilla chest implementation
L348[13:10:37] <ghz|afk> they use
NBTTagList with compounds in it
L349[13:10:45] <ghz|afk> you just store a
number, so your taglist could be of ints
L350[13:11:23] <Lunatrius> Do I need to
add something extra to make sure that the config values get written
back to the file?
L351[13:11:44] <ghz|afk> for he config
gui?
L352[13:11:46] <ghz|afk> the*
L353[13:11:47] <Lunatrius> Yeah
L354[13:12:00] <ghz|afk> if you use config
annotations, I don't think so
L355[13:12:04] <ghz|afk> but if you use
old-style config...
L356[13:12:17] <ghz|afk>
ConfigChangedEvent.OnConfigChangedEvent
L357[13:12:31] <Lunatrius> Using config
annotation, nothing happens
L359[13:12:52] <ghz|afk> then no
idea
L360[13:13:00] <ghz|afk> I haven't used
the annotations anywhere yet
L361[13:13:59] <Lunatrius> Ohh...
L363[13:15:06] <Lunatrius> That should
work now
L364[13:15:33] <Lunatrius> Really like it,
will be able to nuke a lot of the boilerplate code
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L369[13:31:57] <Subaraki> how do i add a
mod to a maven repo ? how do i create a maven repo
L370[13:32:22] <ghz|afk> a maven
repository is just a specific folder structure with some
metadata
L371[13:32:30] <ghz|afk> the easier way is
to use something like gradle maven publish
L373[13:33:12] <ghz|afk> the way I do it,
is that I have my mods configured to output to a common maven
repository for all my mods
L374[13:33:25] <ghz|afk> in a local
folder
L375[13:33:32] <ghz|afk> and I use
filezilla to upload to my own server
L376[13:34:00] <ghz|afk> but there's other
ways to configure maven
L377[13:34:11] <ghz|afk> for remote upload
directly to a server
L378[13:34:26] <ghz|afk> just be careful
and do NOT include your user/password directly in the gradle
script
L379[13:34:33] <ghz|afk> use a separate
file you DO NOT upload to git
L380[13:35:08] <SotS> ghz|afk, so, i just
noticed that breaking a tile does not delete the saved NBT
Tags...
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L382[13:36:01] <SotS> am I missing
something?
L383[13:36:53] <ghz|afk> SotS: wat?
L384[13:37:05] <ghz|afk> do you override
the breakBlock function or similar?
L385[13:37:10] <ghz|afk> in your Block
class
L386[13:37:46] <SotS> lemme check
L387[13:38:02]
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L388[13:38:04] <ghz|afk> you may be
missing a call to super
L389[13:38:18] <ghz|afk> since the main
block class is the one that has to handle deleting tileentities
when the block is destroyed
L390[13:39:50] <SotS> i was aparently
missing a super call in my base block, in onBlockHarvested
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L392[13:42:13] *
ghz|afk nods
L393[13:42:16] <ghz|afk> had to be one of
those
L394[13:42:16] <ghz|afk> ;P
L395[13:42:59] <Subaraki> so, i'm supposed
to somehow upload my mod on a server ... ?
L396[13:43:13] <Subaraki> okay, how about
i try to get the mod from my own folder ?
L397[13:43:26] <Subaraki> noone else apart
from me is supposed to use these anyway
L398[13:43:30] <ghz|afk> well
L399[13:43:35] <ghz|afk> you can publish
to a local folder
L400[13:43:42] <ghz|afk> and reference
that local folder from the other mods
L401[13:43:52] <SotS> And im still having
the same issue...tiles still all load the same NBT
L402[13:44:16] <Subaraki> got any static
methods in your tile entity Sots ?
L403[13:44:30] <Subaraki> how do i link to
a fodler on my computer for compiling a mod ?
L404[13:45:00] <Subaraki> File
dependency
L405[13:45:00] <Subaraki>
L406[13:45:00] <Subaraki> A dependency on
a set of files on the local filesystem. ?
L407[13:45:10] <Subaraki> sorry ofr the
spaces ..
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L409[13:45:46] <SotS> Just a static
constant in the tile nothing else
L410[13:46:38] <SotS> ill unstatic it and
se
L411[13:47:51] <SotS> nope thats not
it
L412[13:49:01] <SotS> ghz|afk, WAIT
L413[13:49:24] <SotS> does getInteger from
NBT allways return 0 if its empty?
L414[13:49:55] <SotS> yes it does
L415[13:49:57] <SotS> DERP
L416[13:50:58] <Subaraki> goe bezig neut
xD
L417[13:54:23] <abab9579> Anyone aware of
the bug of scrolling hotbar while right-clicking?
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L419[13:55:52] <abab9579> *bug appears
when -
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L421[13:57:06] <halvors> Anyone here knows
how to add particle texture to a model rendered with TESR?
L422[13:57:40] <abab9579> Probably with
placeholders models
L423[13:59:23] <halvors> Yeah, but exactly
how is that done?
L424[14:00:10] <halvors> Setting a texture
doesn't work, what model should be used for the placeholder?
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L426[14:07:41] <Subaraki>
dependencies{runtime fileTree(dir:
'C:/Users/Axel/Desktop/githome/2016/common library', include:
'*.jar')}
L427[14:07:46] <Subaraki> this doesnt work
:/
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L430[14:09:42] <Subaraki> ugh
L431[14:09:47] <Subaraki> why did i ever
want to chnage x_x
L432[14:09:54] <Subaraki> never understood
dpendencies for gradle anyway
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L440[14:24:59] <Lunatrius> Setting the
GuiConfigEntries.NumberSliderEntry class (or any other) is not yet
supported in the annotation based config system, correct?
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L443[14:29:32] <SotS> If i want to create
an Itemstack of a specific item, how would I do that? simply as new
ItemStack(new MyItem, 1) ?
L444[14:30:07] <killjoy> Items are
singleton
L445[14:30:51] <killjoy> For the
mostpart
L446[14:32:24] <SotS> So
MyItem.something?
L447[14:32:34] <killjoy> sure
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L450[14:36:56] <halvors> SotS: Refer to
the instance of the item you passed to the register method.
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L478[18:14:39] <Elec> I'm opening a GUI
that's entirely client-side, and I want to be able to send data to
it after it's open. How would I go about doing that? I already have
the packet sending from the server to the client
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L487[18:32:42] <masa> if (mc.currentScreen
instanceof Foo) {} ?
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L494[18:52:18] <Elec> Oh. That would do
it. Thanks.
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L497[19:27:31] <opr> hey folks, when I run
the "Minecraft Server" configuration, my mod isn't
included (or at least no jar is moved to eclipse/mods) is this
correct? I've got a debug line in the onFMLInitialization method
but it is never printed
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L507[20:12:27] <KnightMiner> opr: it does
not place a mod there, it builds it in the bin folder. Verify your
run files are correct
L508[20:12:43] <KnightMiner> Check the in
game mod list to see if your mod is loaded
L509[20:12:57] <opr> KnightMiner, I have
just figured it out, I didn't realise I had to have
src/main/java/<package>
L510[20:13:06] <opr> it's working now -
but thanks for your reply :)
L511[20:13:19] <KnightMiner> No problem,
glad it worked
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L519[20:33:19] <Ansraer> Has there been a
bug lately that led to tick events being fired twice on a dedicated
server? I am having some really weird problems with tick events and
at this point I am no longer sure if they are my fault.
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L521[20:47:01] <Ansraer> nvm, updating
forge fixed it.
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L534[22:00:47] <killjoy> ... I literally
just updated intellij to 2017.1.5 before I went to work
L535[22:00:56] <killjoy> I get home, and
2017.2 is out
L536[22:01:45] <Coolguy3867> blockstates
are so confusing
L537[22:02:21] <Coolguy3867> i have a
block with a crank on it
L538[22:02:38] <Coolguy3867> that will
rotate every time you click it
L539[22:02:55] <Coolguy3867> but the block
needs to be rotatable itself
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L542[22:18:15] <opr> how do I clear a
EntityPlayerMP's inventory? .clearInventory seems to take 2
arguments but I can't see this method in the docs, any ideas?
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L547[22:24:57] <immibis> to clear an
inventory don't you just set every slot to have nothing in
it?
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L550[22:30:22] <killjoy> Wut.. kotlin has
a TODO function which throws NotImlpementedError
L551[22:36:14] <opr> immibis, yeah I just
had to loop through it and set each slot to null, it'd be nice if
this were abstracted :> (not sure if this is the right word to
use because i am tired)
L552[22:50:15] <capitalthree> killjoy:
hehe nice
L553[22:51:08] <killjoy> It's forcing me
to remove my auto-generated todos
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L557[23:20:30] <capitalthree> killjoy:
well intellij just writes auto-generated todos for java that
explicitly throw exceptions
L558[23:20:36] <capitalthree> so it's the
same thing
L559[23:21:02] <killjoy> I haven't seen it
do that for a autogenerated override method
L560[23:21:17] <capitalthree> actually I
think you're right. but maybe it used to
L561[23:21:21] <capitalthree> or maybe I'm
misremembering
L562[23:22:04] <capitalthree> I would
prefer default values with TODO comments
L563[23:22:10] <killjoy> It also adds
comments
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