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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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L81[02:19:50] <gigaherz|work> https://twitter.com/jeb_/status/888296825991639042
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
L215[11:47:28] <ghz|afk> https://github.com/MinecraftForge/MinecraftForge/pull/4154
L216[11:47:33] <ghz|afk> oops wrong link
L217[11:47:53] <ghz|afk> https://github.com/MinecraftForge/MinecraftForge/pull/4081
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
L224[11:50:39] <ghz|afk> https://github.com/gigaherz/Survivalist/commit/7d82dba2fb715fd8c25353f5fdd24fc3000ed630#diff-c197962302397baf3a4cc36463dce5ea
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
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L228[11:53:59] <Ivorius> Or to be more precise something like this https://github.com/Ivorforce/MCOpts#getting-started
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] ⇨ Joins: SotS (~sots@ip-84-119-140-62.unity-media.net)
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
L267[12:00:03] <SotS> AH
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?
L302[13:01:18] <ghz|afk> you'd have to use something like this: https://github.com/gigaherz/NBTSerializer
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
L305[13:01:46] <SotS> https://github.com/Bitterholz/LP2/blob/master/src/main/java/com/sots/tiles/TileRoutedPipe.java#L35-L56
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
L358[13:12:49] <ghz|afk> https://github.com/gigaherz/ToolBelt/blob/master/src/main/java/gigaherz/toolbelt/Config.java#L85
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...
L362[13:14:02] <Lunatrius> https://github.com/MinecraftForge/MinecraftForge/blob/16bfd8cef1d12ee9ca0de1122addaf9916767ae9/src/test/java/net/minecraftforge/debug/ConfigTest.java#L46
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
L372[13:32:53] <ghz|afk> https://github.com/gigaherz/Guidebook/blob/master/build.gradle#L85,L102
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
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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?
L543[22:19:33] <opr> actually, I found this but I can't understand it: https://takahikokawasaki.github.io/minecraft-resources/javadoc/forge/1.7.10-10.13.2.1291/net/minecraft/entity/player/InventoryPlayer.html#clearInventory(net.minecraft.item.Item,%20int)
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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
L564[23:22:36] <killjoy> https://gist.github.com/killjoy1221/927b3075843246e720039f5710cc64e7
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