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L8[01:46:23] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170908 mappings to Forge Maven.
L9[01:46:26] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170908-1.12.zip
(mappings = "snapshot_20170908" in build.gradle).
L10[01:46:37] <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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L14[02:11:40] <SquareWheel> Hey, I see that
there's still not a recommended Forge build for 1.12.1 yet. Is
there an ideal version to build against, or just "latest"
for now?
L15[02:12:19] <PaleoCrafter> always
latest
L16[02:13:38] <SquareWheel> Oh, even if
there's a recommended build out?
L17[02:14:19] <Ordinastie> recommended
usually are for users, not devs
L18[02:14:27] <PaleoCrafter> Yep,
"recommended" basically means "You better not be
using anything older than this"
L19[02:15:11] <SquareWheel> If using a
newer version, will that prohibit users on an older version? Or is
that only the case if I hardcode in a Forge requirement, for new
APIs or such.
L20[02:16:42] <PaleoCrafter> unless you
declare an explicit dependency on that Forge version and don't rely
on new features, users should be able to run with older Forges just
fine
L21[02:17:13] <SquareWheel> Okay, that's
good to know. Much thanks
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L26[02:47:41] <PaleoCrafter> Valhalla by
the end of next year? ( ͡° ͜ʖ ͡°)
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L52[06:04:06] <busti> Are we allowed to use
Capability as a storage class?
L53[06:04:14] <gigaherz|work> what?
L54[06:04:30] <busti> Yeah thats about the
reaction I anticipated.
L55[06:05:09] <busti> Wait no nevermind, I
followed the wrong thought.
L56[06:05:34] <busti> Just pretend I never
asked that question :3
L57[06:06:38] <Abastro> When is it safe to
inject registry object to another registry object?
L58[06:10:45] <Abastro> Or, how does the
registry sync works?
L59[06:20:15] <Abastro> Hello?
L60[06:22:39] ⇨
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L61[06:24:30] <Abastro> Anyone..?
L62[06:25:05] <PaleoCrafter> u wot
L63[06:25:21] <gigaherz|work> that makes no
sense
L64[06:25:42] <gigaherz|work> and regsitry
sync just means internal ID map <-> regsitry name
string
L65[06:25:49] <gigaherz|work> it doesn't
sync the objects themselves at all
L66[06:28:03] <Abastro> I saw overwriting
every elements is done somewhere, that was what I mean.
L67[06:29:25] <Abastro> I wanted to know
when to set field F in a registry object X, with another registry
object Y
L68[06:30:09] <PaleoCrafter> still,
wat
L69[06:30:27] <PaleoCrafter> explain what
you want to do on a high level, not how you want to go about
it
L70[06:31:01] <Abastro> Register typr with
its parent specified.
L71[06:31:15] <Abastro> *type
L72[06:31:21] <gigaherz|work> I have a
feeling you are misunderstanding what the registry is
L73[06:31:43] <Abastro> Then.. What is a
forge registry?
L74[06:32:01] <gigaherz|work> it's a lookup
table (map/bimap)
L75[06:32:11] <gigaherz|work> that links
registry names, to "things"
L76[06:32:14] <Abastro> Yeah, exactly what
I want
L77[06:32:24] <gigaherz|work> and
optionally, assigns an internal numeric id to the registry
names
L78[06:32:30] <gigaherz|work> that's ALL it
does
L79[06:32:45] <gigaherz|work> if the thing
has a parent, that's completely meaningless to the registry
L80[06:32:59] <gigaherz|work> it won't sync
the contents of the "thing", or anything like that, at
all
L81[06:33:12] <Abastro> I know that it
won't sync
L82[06:33:27] <Abastro> My concern is
overwriting of registry
L83[06:33:38] <gigaherz|work> you have to
overwrite on both server and clients
L84[06:33:42] <gigaherz|work> with the same
data
L85[06:33:52] <gigaherz|work> or not,
depending on what you overwrite
L86[06:33:54] <gigaherz|work> but as
PaleoCrafter said
L87[06:34:00] <gigaherz|work> WHAT are you
overwriting, and with which purpose?
L88[06:34:01] <Abastro> Which seems to be
done on initial sync between server and client
L89[06:34:13] <Abastro> I'm not the one
overwriting it.
L90[06:34:39] <Abastro> Forge does
that.
L91[06:34:46] <gigaherz|work> wat?
L92[06:35:12] <Abastro> The fml.. registry
has set method with other registry
L93[06:35:28] <Abastro> Which seems to be
done on initial sync between server and client.
L94[06:37:11] <gigaherz|work> all it
changes is the mapping from registry name to internal id
L95[06:37:17] <gigaherz|work> it won't
overwrite your objects
L96[06:37:21] <Abastro> Oh, thanks
L97[06:37:28] <gigaherz|work> (so far as I
know)
L98[06:38:11] <Abastro> Probably I should
check it again.. maybe it could be routine of overriding
vanilla
L99[06:38:25] <PaleoCrafter> well, it will
also remove stuff from the client registry (temporarily) when not
existing on the server
L100[06:39:24] <Abastro> Only remove? Then
I guess doing what I want in init phade is fine.
L101[06:39:30] <Abastro> *phase
L102[06:40:21] <PaleoCrafter> well,
swapping them also is an option, when an override owner isn't
present on the server.
L103[06:40:37] <PaleoCrafter> but it won't
ever *add* stuff to the registry, for the reason giga already
explained
L104[06:42:09] <Abastro> Thanks.
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L106[06:46:42] <busti> There is a thing
about the state of power in minecraft modding that bothers me. I
know, before the Redstone Flux primer it was all over the place and
now we at least got a standard, but the current implementation is
far from perfect.
L107[06:46:43] <busti> As far as I know
energy is handled similar to a liquid. As in someone comes along
and gives IEnergyStorage some energy.
L108[06:46:45] <busti> Most mods store
energy as if it were a fluid, only that the tanks are called
Batterys and the pipes are opaque and transport energy
instead.
L109[06:46:47] <busti> Shouldn't it be the
other way round? Shouldn't energy recievers "ask" for a
certain amount of energy and shouldn't the energy system then come
along and distribute the available amount of energy equally
throughout the consumers, depending on their consumption?
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L111[06:48:42] <busti> Everyone who played
factorio before should know what I am talking about.
L112[06:50:13] <PaleoCrafter> busti,
that's simply a difference in philosophy. The way RF (and hence
Forge Energy) works is that it's a push-based system. IC2
(methinks) and some other mods do in fact implement a pull-based
system. I've never implemented or worked with a pulling system, but
I imagine that it's a bit more of a burden to work with on the user
side.
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L114[06:51:38] <busti> Probably,
especially implementing the distribution mechanism should be a lot
harder. It just bothers me that every consumer has to have their
own storage.
L115[06:52:37] <PaleoCrafter>
¯\_(ツ)_/¯
L116[06:53:02] <busti> ¯\_(ツ)_/¯ indeed,
it just feels a little bit wrong imho.
L117[06:55:19] <PaleoCrafter> There
probably is still some pulling API somewhere that's actively
maintained. If you want to use such a system, go right ahead
:P
L118[06:57:51] <busti> Actively maintained
is the same thing they said about Chicken Bones Multipart (Forge
Multipart) when it came out.
L119[06:58:26] <busti> I am not developing
against one of those again without developing my own compatibility
layer.
L120[06:58:47] <busti> And that probably
won't happen unless I am super into it.
L121[06:59:47] <Abastro> There could be
Pull+Push hybrid
L122[07:00:05] <PaleoCrafter> Forge might
be getting multipart relatively soon (maybe even 1.13) :P
L123[07:00:16] <PaleoCrafter> right,
amadornes? ;P
L124[07:01:16] <busti> PaleoCrafter: That
would be great! Then we could stop having a special decoration
cover thing implementation for every mod.
L125[07:02:03] <PaleoCrafter> well, given
that MCMultipart will more or less be what goes into Forge, we are
able to do that already :P
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L127[07:06:13] <busti> It will probably
take some time until all the iterations of it are gone. A lot of
the major tech mods have their own implementation.
L128[07:07:45] <PaleoCrafter> People will
always ship their own shit because they deem it better, are simply
too lazy to adopt standards or suffer from NIH syndrome
L129[07:08:24] <busti> But good to know
that there is something I can use without fearing that it will be
unsupported in the next version.
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PaleoCrafter
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L204[09:53:56] <Xilef11> jar file in
/libs/: "Only allowed to use maven dependencies for this. If
its a jar file, deobfuscate it yourself."
L205[09:54:06] <Xilef11> how exactly am I
supposed to do this?
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L207[10:00:10] <ghz|afk> Xilef11:
BON2
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L209[10:00:43] <ghz|afk> youcan't use
deobfCompile, but you can use the normal compiled, but processing
the jar with BON2
L210[10:01:26] <Andrio> ..Didn't realise
there's a version of that that still works.
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L213[10:02:35] <ghz|afk> (don't mind the
beta# number, there have been multiple builds with the same
name)
L214[10:04:21] <Xilef11> any
instructions/runtime dependencies? I get "Exception in thread
"main" java.lang.NoClassDefFoundError:
joptsimple/OptionException" when trying to run it
L215[10:04:47] <ghz|afk> hmm it's supposed
to work just fine by running it
L216[10:05:06] <ghz|afk> you got the
"all" jar?
L217[10:05:12] <Xilef11> nope
L218[10:05:15] <Xilef11> the in
L219[10:05:17] <Xilef11> *bin
L220[10:05:29] <ghz|afk> yeah get the all
one
L221[10:05:33] <ghz|afk> it has the deps
shaded in
L222[10:06:53] <Xilef11> wonderful,
thanks!
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L225[10:32:39] <tterrag> and bother me if
it breaks :P
L226[10:32:54] <ghz|afk> XD
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L229[11:03:09] <killjoy> Killjoy has
always been an evil clown
L230[11:03:23] <killjoy> There's a movie
called Killjoy
L231[11:03:44] <killjoy> (2000)
L232[11:03:56] <killjoy> That's not where
I got my name. It's from Halo
L233[11:04:42] <killjoy> Xilef11, you can
also use a flatDir repository
L234[11:04:50] <killjoy> or upload it to
mavenlocal
L235[11:07:07] <killjoy> ghz|afk, that
page changes the title as you scroll down
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L237[11:14:07] <ghz|afk> killjoy: yeah
that page loads a new article if you scroll to the bottom
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L246[12:33:39] <ghz|afk> that's called
overengineering
L247[12:33:40] <ghz|afk> ;P
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L249[12:33:44] <Raycoms> Hi there
L250[12:34:08] <Raycoms> I have a strange
problem, when I throw my entity an object it only picks up the 2nd
one (In the livetime of the entity)
L251[12:34:32] <ghz|afk> your code must be
wrong then ;P
L252[12:35:52] <Raycoms> Yeah but how does
he only eat the first object =/
L253[12:36:01] <Raycoms> He eats the first
object and sets it as held item
L254[12:36:27] <ghz|afk> I have no idea,
it's your entity
L255[12:36:34] <Raycoms> And in my code it
doesn't pass: if (entityItem.cannotPickup())
L256[12:36:41] <ghz|afk> and I haven't
really done entities anyhow ;p
L257[12:36:58] <ghz|afk> eh I mean, living
entities
L258[12:39:18] <Raycoms> Kk, thanks
L259[12:40:19] <ben_mkiv> maybe try
without the code which puts it in his hand
L260[12:40:26] <ben_mkiv> sounds like it
gets lost somewhere within that
L261[12:49:22] <Raycoms> Hmm, found it
=P
L262[12:52:19] <Raycoms> It was calling it
twice for the first item
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L267[13:31:32] <Raycoms> Searching also
more modders for a big minecraft project (Minecolonies) we can make
use of almost anything, blocks, items, entities, AIs, GUIs =D
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L272[13:55:45] <killjoy> Raycoms, will you
be paying us?
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L275[14:01:41] <Raycoms> Always depends,
if you contribute a lot you get a share of patreon =P
L276[14:03:09] <ghz|afk> % of the lines of
code written? ;P
L277[14:03:51] <TechnicianLP> rewrite all
the things ...
L278[14:04:05] *
killjoy changes tabs to spaces and vice versa
L279[14:04:13] <killjoy> Very
important
L280[14:04:41] <Raycoms> Depends on
"helpful content added"
L281[14:04:58] <killjoy> I'll have to
reimplement all of guava
L282[14:05:29] <TechnicianLP> sou you mean
implementing an ingame documentation?
L283[14:07:11] <Raycoms> We actually have
an ingame book explaining our mod
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L285[14:12:03] <TechnicianLP> so all the
helpfull content is already added :(
L286[14:12:26] <ben_mkiv> nah, still hasnt
a fidget spinner crafting citizien
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L289[14:21:43] <TechnicianLP> inb4 someone
writes a mod where one can trade fidgedspinner skins ...
L291[14:22:27] <ben_mkiv> 2 mods xD
L292[14:25:47] <Raycoms> Why would I want
to have that thing ingame?
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L312[16:37:43] <MalkContent> dumb
question, but alwaysSetupTerrainOffThread doesn't do anything on
servers, right?
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L314[17:01:10] <LexMobile> PaleOff: ping
me whenj you're back
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L330[19:28:11] <Hink> The ASM class
tranformer I wrote for a coremod plugin is never accessing the
class I want to transform, but other classes are getting passed
through the transformer.
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L334[19:50:03] <halvors> How can i
manually set an entity's age in 1.10?
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L339[20:13:57] <blood>
GameRegistry.addRecipe(new ItemStack(MoCItems.tusksIron, 1), new
Object[] {"X ", "XR ", "XXX",
Character.valueOf('X'), Items.IRON_INGOT, Character.valueOf('R'),
Items.LEAD});
L340[20:14:01] <blood> how is this handled
in 1.12.1?
L341[20:14:25] <blood> i dont see what
replaced that object array
L342[20:21:32] <blood> hrmm i guess json
now
L343[20:27:22] <halvors> How can i get a
list of all registered blocks?
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L347[20:45:07] <tterrag> blood: the
Object[] was never needed...but now they use Ingredients
L348[20:45:15] <tterrag> it is easier to
just use JSON, yes
L349[20:57:46] <blood> ingredients dont
seem to take patterns
L350[20:59:52] <blood> err i mean recipe
registration methods
L351[21:00:29] <blood> oh addShaped
L352[21:00:32] <blood> didnt see
that
L353[21:00:37] <blood> let me try =)
L354[21:02:20] <blood> seems to work,
thanks
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L360[21:35:05] <LexMobile> use json
L361[21:36:17] <blood> yea i will soon,
just trying to test this as quick as possible
L362[21:36:49] <blood> so the recommended
way should have ALL recipes as json right? Shaped/Shapeless
L363[21:37:15] <blood>
assets/modid/recipes
L364[21:38:51] <blood> would be nice if
the server just told the client what recipes are to allow for
custom recipes on server side.
L365[21:40:49] <blood> im liking where
things are moving though =) definitely a nice step up from
1.10.2
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L368[21:42:23] <blood> nearly done with
mocreatures 1.12.1 update then i finally can test it
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L377[23:23:51] <LexMobile> Yes the
recomended is that ALL recipes are in json.
L378[23:24:05] <LexMobile> The idea IS to
have the server send all that data S->C so that the server can
customize all that shit.
L379[23:24:14] <LexMobile> And the client
automatically knows it, BUT that part isnt done yet.
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