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L3[00:08:55] <killjoy1> Hink, you can. I
said reflection before I reviewed the code
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L9[00:47:44] <Corosus> dafuk
L10[00:48:09] <Corosus> why does basically
every entity in 1.12 implement IAnimals
L11[00:48:31] <Corosus> that interface
seems like it could be named better
L12[00:48:46] <mezz> !!issues
L14[00:48:50] <Corosus> yeah
L15[00:48:56] <Corosus> first thing my mind
went to
L16[00:49:01] <Corosus> going to explore
more
L18[00:50:23] <Corosus> ambient creature,
mobs, animals, might be good to name it IEntity, it has no
contents, but yeah
L19[00:51:11] <Lorentz> All entities?
Falling sand and minecarts etc.?
L20[00:51:16] <Corosus> err
L21[00:51:42] <Corosus> reclarifying, all
AI entities
L22[00:52:02] <blood> Corosus: I just
bitched about a few new names as well =)
L23[00:52:06] <Lorentz> Something like
"IAnimate" perhaps?
L24[00:52:08] <Corosus> yeah saw :D
L25[00:52:25] <Corosus> pondering
responding with support to those
L26[00:52:28] <Corosus> as i agree so
far
L27[00:52:34] <blood> shoot made no
sense
L28[00:52:37] <blood> the entity hasnt
spawned
L29[00:52:39] <Lorentz> Or just make it as
obnoxious as possible: IAIEntity :D
L30[00:52:47] <blood> setAim or setHeading
was better
L31[00:52:53] <Corosus> yeah needs more
conditional context for naming for the others
L32[00:53:04] <Corosus> hm
L33[00:53:07] <blood> are you updating
Zombie Awareness?
L34[00:53:16] <blood> could use it for my
modpack
L36[00:53:56] <Corosus> all my relevant
mods are updated to latest, im just adding support for conditional
grabbing of mobs/animals/villagers for tornados, so naturally i
started discecting the latest state of the whole entity class
hierarchy
L37[00:54:14] <blood> you may want to
ponder on the idea of making the mod Entity Awareness
L38[00:54:15] <Corosus> ZA has a very
comprehensive dynamic config for enabling the AI on entities
now
L39[00:54:23] <Corosus> supports mod mobs
if they use ground pathing
L40[00:54:24] <blood> allowing users to
enable awareness for whatever entity
L42[00:54:32] <Corosus> beat ya to it
xD
L43[00:54:37] <blood> yea i asked you about
it ages ago iirc
L44[00:54:47] <blood> does it just add the
task to them?
L45[00:54:50] <Corosus> i am a bit slow on
requests at times
L46[00:55:00] <blood> i assume the AI you
have are a bunch of tasks
L47[00:55:05] <Corosus> i dont even do
tasks, i just call pathfinds on em when theyre fairly idle
L48[00:55:06] <blood> which get added to
the modded ones
L49[00:55:11] <blood> ah k
L50[00:55:23] <Corosus> my newer more
advanced stuff does AI injecting but i really havent needed to for
ZA
L51[00:55:25] <blood> might want to switch
to tasks
L52[00:55:35] <blood> we have events for
them and let plugins remove/add them
L53[00:55:39] <Corosus> if i find out
issues i might
L54[00:55:42] <Corosus> hrmmm
L55[00:55:45] <Corosus> interesting
L57[00:56:22] <Corosus> i wish lycanites
mobs worked with ZA, but he does fancy things i cant apply a
generic solution to
L58[00:56:42] <blood> i just updated
Grimoire of Gaia 3
L59[00:56:45] <blood> if you want to test
that
L60[00:56:56] <Corosus> omai
L61[00:57:00] <blood> mocreatures is
updated too
L62[00:57:02] <Corosus> that'd be quite the
test
L63[00:57:07] <Corosus> noted
L65[00:57:28] <blood> mocreatures is on
forum/website
L66[00:57:55] <Corosus> when does this
event fire, on attempt to add? per tick?
L67[00:58:02] <mezz> does mocreatures still
have the same absurdly restrictive modpack license?
L68[00:58:10] <Corosus> probably
L69[00:58:12] <blood> thats drzhark
L70[00:58:14] <blood> not my doing
L71[00:59:30] <blood> i honestly dont care
about it =)
L72[00:59:54] <blood> as long as there are
no monetary gains
L73[01:00:07] <blood> which is what most
state anyway
L74[01:01:34] <mezz> the big fuss is mainly
that people want it in curse packs, which are monetized
L75[01:02:02] <blood> dont want it you
mean?
L76[01:02:13] <blood> oh people
L77[01:02:14] <blood> not devs
L78[01:02:16] <mezz> yeah
L79[01:02:36] <Corosus> TIL im not a
people
L80[01:02:44] <blood> Corosus im pming you
GoG link
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L82[01:04:12] <Corosus> for a sec i thought
you meant good ol games xD
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L114[08:20:48] <kashike> that was fun to
write
L115[08:22:06] <ghz|afk> ?
L116[08:22:14] <kashike> PR incoming in a
second, hehe
L117[08:22:18] <ghz|afk> ah
L119[08:32:42] <ghz|afk> interesting
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L121[08:33:09] <kashike> The builder only
shows what you can give based on what you've given it before, and
only allows building once everything required has been given
L122[08:33:19] <kashike> class -> id
-> name -> tracker -> everything else -> build
L123[08:40:58] <ghz|afk> nice
L124[08:41:15] <ghz|afk> is that
compile-time or runtime?
L125[08:41:29] <ghz|afk> as in, do you
have different "sub-builders" that track the state?
L127[08:41:58] <kashike> All the same
builder internally
L129[08:42:15] <kashike> different
interface returned api-side
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L131[08:44:11] <ghz|afk> aha
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L154[10:14:45] <Ivorius> Somebody have a
good example of how to give blocks their corresponding default item
model in 1.12
L155[10:14:54] <Ivorius> Because I have
code that works in 1.11 but not in 1.12
L156[10:15:01] <Ivorius> But doesn't log
any errors .-.
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L161[10:23:22] <ghz|afk> Ivorius: it's the
same as 1.11 and 1.10.2: in the item registry event, call
event.getRegistry().register[All]
L162[10:23:37] <ghz|afk> with new
ItemBlock(theBlock).setRegistryName(theBlock.getRegistryName())
L163[10:23:48] <ghz|afk> replace
"ItemBlock" with your custom item class if needed
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L171[10:49:59] <Ivorius> ghz|afk: Like I
said
L172[10:50:04] <Ivorius> My code did work
in 1.10 and 1.11
L173[10:50:06] <Ivorius> But doesn't
anymore
L174[10:50:11] <Ivorius> I get missing
item textures
L175[10:50:13] <ghz|afk> that doesn't mean
your code was correct
L176[10:50:18] <ghz|afk> ;P
L177[10:50:23] <Ivorius> lol
L178[10:50:31] <ghz|afk> ah
L179[10:50:35] <ghz|afk> if it's an issue
with models
L180[10:50:45] <Ivorius>
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item,
i, new ModelResourceLocation(String.format("%s_%d", id,
i), "inventory"));
L181[10:50:45] <Ivorius>
ModelBakery.registerItemVariants(item, new
ResourceLocation(String.format("%s_%d", id, i)));
L182[10:50:45] <Ivorius> Is my code
L183[10:50:49] <ghz|afk> EWH
L184[10:50:51] <ghz|afk> dude
L185[10:50:55] <ghz|afk> that was been
obsolete since 1.8
L186[10:51:02] <Ivorius> Was been?
:D
L187[10:51:07] <ghz|afk> has been*
L188[10:51:07] <kashike> has been
L189[10:51:22] <ghz|afk> get a
ModelRegistryEvent
L190[10:51:29] <ghz|afk> and use
ModelLoader.setCustomModelResourceLocation
L191[10:51:35] <ghz|afk> instead of those
2 calls
L192[10:51:39] <Ivorius> Is that
EventHandler or SubscribeEvent
L193[10:51:42] <ghz|afk> and that
appliesto 1.10 and 1.11 too
L194[10:51:56] <ghz|afk> everything is
SubscribeEvent except the lifecycle ones
L195[10:52:08] <ghz|afk> and lifecycle
means: preinit, init, postinit, serverstarting, and a couple
others
L196[10:52:24] <Ivorius> I don't think
FMLMissingMappingsEvent is 'lifecycle'
L197[10:52:25] <Ivorius> But ok :P
L198[10:52:39] <ghz|afk> that's gone in
1.12 anyhow ;P
L199[10:52:53] <Ivorius> I am aware
L200[10:53:00] <kashike> replaced with
net.minecraftforge.event.RegistryEvent$MissingMappings
L201[10:53:11] <ghz|afk> either way
L202[10:53:17] <ghz|afk> in your
clientproxy or some other client-only class
L203[10:53:26] <ghz|afk> you can have
@Mod.EventBusSubscriber on the class
L204[10:53:27] <ghz|afk> and then
L205[10:53:30] <ghz|afk> eh
L206[10:53:37] <ghz|afk> you can have
@Mod.EventBusSubscriber(Side.CLIENT) on the class
L207[10:54:07] <Ivorius> What's that
L208[10:54:08] <ghz|afk> and then
@SubscribeEvent public static void
modelRegistration(ModelRegistryEvent) { ... stuff }
L209[10:54:17] <ghz|afk> a system
introduced in 1.10.2
L210[10:54:18] <Ivorius> Why do I need
it
L211[10:54:28] <ghz|afk> that lets you
auto-register static event methods
L212[10:54:38] <Ivorius> Ah, cool
L213[10:54:38] <ghz|afk> without having to
call MinecraftForge.EVENT_BUS.register
L214[10:54:42] <Ivorius> So no dumb
instances
L215[10:54:52] <ghz|afk> pretty much
L216[10:54:58] <ghz|afk> so ever since
that was introduced
L217[10:55:02] <Ivorius> Do I need to
force-load the class
L218[10:55:06] <ghz|afk> no
L219[10:55:20] <Ivorius> Then, eh
L220[10:55:25] <ghz|afk> it gets scanned
during metadata parsing by the initial ASM stuff
L221[10:55:28] <Ivorius> I'd rather have
control over when it registers
L222[10:55:33] <Ivorius> Don't like static
autoload code
L223[10:55:42] <ghz|afk> forge loads it
during mod construction
L224[10:55:50] <ghz|afk> and registers
everything BEFORE preinit is called
L225[10:56:19] <ghz|afk> but suit
yourself
L226[10:56:20] <ghz|afk> ;p
L227[10:58:01] <Ivorius> Thanks for your
help :)
L228[10:58:16] <Ivorius> Yeah if I don't
have a reference to it
L229[10:58:20] <Ivorius> It gets lost in
the code
L230[10:58:54] <Ivorius> I think class
loading should never trigger code [that influences anything outside
of class scopes]
L231[10:59:03] <Ivorius> That just screams
spaghetti code
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L236[11:06:15] <kashike> lol
L237[11:07:20] <ghz|afk> wat
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L239[11:09:08] <kashike> yes
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L242[11:12:29] <busti> wait what?
L243[11:13:19] <ghz|afk> Ivorius: note
that the registration doesn't happen because it was loaded, all the
registrations are done during mod construction phase, before
preinit
L244[11:13:36] <ghz|afk> I understand not
liking lazy initialization, but this isn't it ;P
L245[11:14:03] <ghz|afk> that said, if you
don't want things to magically register themselves without explicit
references, yeah whatever ;p
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L247[11:20:04] <Ivorius> Yes, that
:P
L248[11:20:22] <Lunatrius> 1.12.1 mods are
compatible with 1.12.2, correct?
L249[11:20:41] <Corosus> yup
L250[11:20:49] <Lunatrius> Neat,
thanks
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L258[11:30:16] ***
PaleOff is now known as PaleoCrafter
L259[11:30:59] <killjoy1> Lunatrius, even
for notch name mods
L260[11:31:00] ⇦
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seconds)
L261[11:31:13] ⇦
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L262[11:31:23] <Lunatrius> People still
make those?
L263[11:31:32] <kashike> sadly
L264[11:31:40] <ghz|afk> coremods,
specifically
L265[11:31:45] <killjoy1> If I switch some
mods to use forge, people might revolt
L266[11:31:55] <kashike> why?
L267[11:31:56] <killjoy1> For some
reason
L268[11:32:31] <ghz|afk> some people
hateforge forwhatever reason
L269[11:32:35] <killjoy1> I think it's
because lots of my users are on low-end machines
L270[11:32:38] <PaleoCrafter> people also
are stupid, don't adhere to stupidity :P
L271[11:32:40] <killjoy1> and forge kills
their pc
L272[11:34:27] <Lunatrius> You mean the
people that play vanilla as a slideshow?
L273[11:34:51] <Ivorius> Someone should
make a mod that ken burns every frame
L274[11:35:02] <Ivorius> In case there's
severe render lag
L275[11:35:02] <killjoy1> I have a newer
laptop which gets back framerate
L276[11:36:16] <barteks2x> I really don't
know what kind of computer you need to have to have issues running
just forge and a few mods.
L277[11:36:53] <Lunatrius> If a rPI can
run it...
L278[11:37:10] <killjoy1> Is that server
or client (or both?)
L279[11:37:18]
⇨ Joins: McJty
(~jorrit@ptr-9197ufo0kq0xfsupnig.18120a2.ip6.access.telenet.be)
L280[11:37:23] <barteks2x> I've seen not
long ao people trying to run CubicChunks on raspberry pi
L281[11:37:45] <barteks2x> but not enough
RAM apparently
L282[11:38:50] <Lunatrius> I mean, what
kind of potato do you have to own to run the game at 0.1 FPS
L283[11:39:17] <barteks2x> I still have
such laptop in active use in my home
L284[11:39:43] <barteks2x> core 2 solo
1.4GHz CPU, some intel GPU, 3GB RAM
L285[11:41:19]
⇨ Joins: Noppes
(~Noppes@ip56530f2e.direct-adsl.nl)
L286[11:41:40] <Ivorius> Blargh
L287[11:41:56] <killjoy1> Try a core
M
L288[11:42:00] <Ivorius> So
ModelRegistryEvent gets fired before preInit
L289[11:42:12] <Ivorius> So I need to use
the annotation thing
L290[11:42:15] <Ivorius> And also
hardcoded IDs
L291[11:42:17] <Ivorius> Fuck that
L292[11:42:49] <PaleoCrafter>
"hardcoded IDs" u wot
L293[11:43:08] <Ivorius> Well, currently I
use new
ModelResourceLocation(RecurrentComplex.mcRegistry.idFromItem(item),
"inventory")
L294[11:43:16] <Ivorius> But before
preInit my item doesn't exist
L295[11:43:20] <Ivorius> So the ID will
exist in two places
L296[11:43:32] <ghz|afk> no it does
not
L297[11:43:35] <PaleoCrafter> I'm fairly
certain ModelRegistryEvent is only called after the actual
RegistryEvents
L298[11:43:41] <ghz|afk>
ModelRegistryEvent gets fired right after the registry events
L299[11:43:52] <ghz|afk> which happen
after preinit since before 1.12 RB
L300[11:44:01] <Ivorius>
FMLCommonHandler.instance().fireSidedRegistryEvents();
L301[11:44:01] <Ivorius>
modController.distributeStateMessage(LoaderState.PREINITIALIZATION,
discoverer.getASMTable(), canonicalConfigDir);
L302[11:44:06] <ghz|afk> the only time
they happened before preinit was during 1.12 beta builds
L303[11:44:06] <Ivorius> Literally right
before it
L304[11:44:09] <PaleoCrafter> also, no
need to use the annotation, technically :P Assuming you want to
rely on the whims of the class loader ¯\_(ツ)_/¯
L305[11:44:14] <ghz|afk> Ivorius: update
forge
L306[11:44:23] <ghz|afk> you are using an
ancient version of 1.12 if that's the case
L307[11:44:35] <Ivorius> I'm on 1.11 for
now
L308[11:44:40] <Ivorius> Will port my
changes to 1.12 once done
L309[11:44:41] <ghz|afk> ah
L310[11:44:54] <ghz|afk> anyhow
L311[11:44:56] <ghz|afk> shouldn't
matter
L312[11:45:00] <Ivorius> It does
L313[11:45:02] <ghz|afk> if you register
your blocks and items in their events
L314[11:45:05] <ghz|afk> like you should
;p
L315[11:45:13] <Ivorius> I register them
in preinit
L316[11:45:15] <Ivorius> Like I
should
L317[11:45:19] <Ivorius> Which is called
after model load
L318[11:45:20] <ghz|afk> no you
shouldn't
L319[11:45:38] <ghz|afk> you should
register blocks in RegistryEvent.Register<Block>
L320[11:45:43] <ghz|afk> items in
RegistryEvent.Register<Item>
L321[11:45:55] <ghz|afk> enchantments in
RegistryEvent.Register<Enchantment>
L322[11:45:56] <ghz|afk> etc
L323[11:46:03] <Ivorius> Aha
L324[11:46:13] <Ivorius> And I load my
config in ConfigLoadEvent?
L325[11:46:18] <Ivorius> After my blocks
are registered?
L326[11:46:20] <ghz|afk> yes
L327[11:46:26] <Ivorius> That's
impossible
L328[11:46:26] <ghz|afk> you
shouldn'tdecide to register based on config
L329[11:46:31] <Ivorius> I have an option
that disables blocks
L330[11:46:44] <Ivorius> I shouldn't my
ass, it's essential for the mod :P
L331[11:46:47] <ghz|afk> yep lex's stance
on that is: don't do it
L332[11:47:06] <McJty> ghz|afk, don't
really agree with that either
L333[11:47:08] <Ivorius> Well fuck him, I
have to
L334[11:47:18] <Ivorius> Lightweight mode
is required for the sort of stuff I do
L335[11:47:19] <ghz|afk> well then, don't
use the events
L336[11:47:19] <ghz|afk> ;P
L337[11:47:27] <killjoy1> It's only a
guideline
L338[11:47:29] <Ivorius> Which brings me
back to registering on preinit
L339[11:47:36] <PaleoCrafter> or just drop
1.11, ya know
L340[11:47:41] <Ivorius> Which brings me
back to the problem of model load being called before it
L341[11:47:45] <ghz|afk> killjoy1: I
recall lex's opinion being stronger than a guideline ;P
L342[11:48:08] <ghz|afk> Ivorius: do it in
preinit then
L343[11:48:13] <ghz|afk> after you
register your blocks
L344[11:48:17] <ghz|afk> instead of
ModelRegistryEvent
L345[11:48:19] <ghz|afk> something
like
L346[11:48:20] <ghz|afk> register
stuff
L347[11:48:26] <ghz|afk>
proxy.registerModels()
L348[11:48:28] <Ivorius> True, that's an
option
L349[11:48:36] <Ivorius> I thought I
needed the event for registering at first
L350[11:48:41] <ghz|afk> nah
L351[11:48:56] <ghz|afk> and in 1.12,
where you do need events, they happen after preinit
L352[11:49:33] <Ivorius> I do need the
events?
L353[11:49:35] <Ivorius> Which ones?
L354[11:49:39] <ghz|afk> well
L355[11:49:42] <McJty> yes in 1.12 the
register events are not optional
L356[11:49:47] <Ivorius> Oh fuck
that
L357[11:49:54] <Ivorius> Wait
L358[11:49:55] <ghz|afk>
GameRegistry.register is private ;P
L359[11:49:58] <Ivorius> I'm on 1.12
though
L360[11:50:04] <Ivorius> Somehow it works
for me :P
L361[11:50:16] <McJty> You said 1.11
above?
L362[11:50:22] <McJty> <Ivorius> I'm
on 1.11 for now
L363[11:50:32] <Ivorius> I'm on 1.10, 1.11
and 1.12 at once
L364[11:50:36] <Ivorius> Currently in 1.11
workspace
L365[11:50:39] <ghz|afk> Ivorius: if it's
not private, you are using an oldversion
L366[11:50:49] <ghz|afk> and your mod
won't work on the recommended builds, and 1.12.1 and 1.12.2
L368[11:51:06] <Ivorius> Seems to work
fine
L369[11:51:19] <ghz|afk> uh yeah you don't
use GameRegistry.register
L370[11:51:21] <ghz|afk> that's even worse
;p
L371[11:51:32] <Ivorius> Why
L372[11:51:37] <Ivorius> Does it have side
effects
L373[11:51:41] <ghz|afk> no
L374[11:51:43] <ghz|afk> it's just worse
practice
L375[11:51:44] <ghz|afk> ;p
L376[11:51:49] <Ivorius> I remember Lex
telling someone
L377[11:51:56] <Ivorius> GameRegistry is
shit use ForgeRegistries class
L378[11:52:01] <Ivorius> So I use
ForgeRegistries
L379[11:52:04] <ghz|afk> from the
event.
L380[11:52:10] <ghz|afk> ;P
L381[11:52:11] <Ivorius> Fuck the event
man
L382[11:52:14] <Ivorius> I have configs to
feed
L383[11:52:23] <ghz|afk> in 1.12, the
event happens AFTER preinit
L384[11:52:52] <Ivorius> block register
events as well?
L385[11:52:55] ⇦
Quits: Javaschreiber
(~Thunderbi@88-209-32-73.nga.highspeed-baumann.de) (Quit:
Javaschreiber)
L386[11:52:58] <ghz|afk> yes
L387[11:52:59] <PaleoCrafter> just drop
the god damn outdated versions already ( ͡° ͜ʖ ͡° )
L388[11:53:19] <Ivorius> Paleo, I get 3/4
downloads on 1.10 still
L389[11:53:29] <ghz|afk> 1.10 is the
next1.7.10
L390[11:53:31] <Ivorius> I ain't droppin
where people downloadin
L391[11:53:37] <PaleoCrafter> idgaf
L392[11:53:42] <ghz|afk> people have
settled on it and are having a hard time upgrading
L393[11:54:00] <ghz|afk> mostly because
like 1.7.10, some people aren't updating their mods on time
;P
L394[11:54:04] <PaleoCrafter> u don get
muh pwetty mod tables with anything below 1.12.1
L395[11:54:20] <Ivorius> I always update
early you know
L396[11:54:25] <Ivorius> But I'm also
pragmatic
L397[11:54:30] <Ivorius> Downloads are
important to me
L398[11:54:59] <Ivorius> If people play
buggy versions of my mod then it doesn't reflect well on it
L399[11:55:08] <Ivorius> Or simply
outdated ones
L400[11:56:12]
⇨ Joins: SanAndreasP
(~SanAndrea@pD9F8FD62.dip0.t-ipconnect.de)
L401[11:57:44] <Ivorius> Well
L402[11:57:56] <Ivorius> At least in 1.11
ModelLoader.setCustomModelResourceLocation doesn't even work
L403[11:57:56] <Ivorius> So
L404[11:58:06] <PaleoCrafter> wat
L405[11:58:09] <PaleoCrafter>
impossibru
L406[11:58:18] <ghz|afk> Ivorius: works
jsut fine
L407[11:58:24] <Ivorius> ur mum works just
fine
L408[11:58:26] <PaleoCrafter> m8, u doin
somethin real wrong
L409[11:58:30] <Ivorius> You know what
works fine in 1.11
L410[11:58:38] <Ivorius>
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register
:P
L411[11:58:41] <PaleoCrafter> jesus
L412[11:58:50] <ghz|afk>
ML.setCustomMRL(item, meta, new MRL(item.getRegistryName(),
"inventory"))
L413[11:58:52] <Ivorius> Jesus is
dead
L414[11:58:56] <Ivorius> He died for our
sins paleo
L415[11:59:01] <Ivorius> He doesn't
work
L416[11:59:08] <ghz|afk> this has worked
literally since 1.8
L417[11:59:15] <ghz|afk> not 1.8.9 or
anything newer, 1.8
L418[11:59:19] <PaleoCrafter> well, then
somebody else needs to die for your sins there >.>
L419[11:59:20] <ghz|afk> april 2015
L420[11:59:23] <PaleoCrafter> ^
L421[11:59:28] <ghz|afk> that's how long
it has been the preferred way to do things
L422[11:59:46] <PaleoCrafter> that model
mesher bullshit should've been dropped at least by 1.8.9
L423[11:59:52] <Ivorius> Well, good thing
I don't have to use it in 1.11
L424[11:59:54] <ghz|afk> problem is it's
vanilla
L425[11:59:57] <ghz|afk> so we can't just
"drop" it
L426[11:59:59] <Ivorius> I'll test how
things go in 1.12
L427[12:00:04] <PaleoCrafter> dropped by
mods, I mean :P
L428[12:00:05] <Ivorius> My models are
only broken there
L429[12:00:19] <ghz|afk> suit
yourself
L430[12:00:23] <ghz|afk> but don't blame
it not working
L431[12:00:27] <ghz|afk> if you aren't
using it right ;P
L432[12:00:46] <Ivorius> I want to know
how exactly I ain't using it right
L433[12:00:50] <Ivorius> If it has 3
parameters
L434[12:01:25] <ghz|afk> this is the
normal way to call it:
L435[12:01:48] <ghz|afk>
ModelLoader.setCustomModelResourceLocation(theItem, 0, new
ModelResourceLocation(theItem.getRegistryName(),
"inventory"))
L436[12:01:54] <ghz|afk> during preinit
phase
L437[12:02:01] <ghz|afk> or
modelregistryevent
L438[12:02:07] <ghz|afk> (init is too
late)
L439[12:02:49] <ghz|afk> you can reference
a custom model filename by doing like
L440[12:03:06] <Ivorius> Well, that is
pretty much how I called it
L441[12:03:07] <Ivorius> So
L442[12:03:19] <Ivorius> Wait no, it was
during Load
L443[12:03:21] <ghz|afk>
ModelLoader.setCustomModelResourceLocation(theItem, 0, new
ModelResourceLocation("modid:modelname",
"inventory"))
L444[12:03:35] <ghz|afk> or reference a
custom blockstates json variant string by doing
L445[12:03:54] <Ivorius> Well, it was
canon until at least 1.8 to register render stuff during init
L446[12:03:56] <ghz|afk>
ModelLoader.setCustomModelResourceLocation(theItem, 0, new
ModelResourceLocation(whatever, "a=1,b=2,c=3"))
L447[12:03:57] <Ivorius> And not
preinit
L448[12:03:57] <Ivorius> So
L449[12:04:16] <ghz|afk> yes and in april
2015, fry implemented the model loader system, in 1.8
L450[12:04:25] <ghz|afk> which added
ModelLoader.setCustom*
L451[12:04:28] <ghz|afk> set of
functions
L452[12:04:43] <ghz|afk> and it became the
recommended approach to drop the old item mesher calls
L453[12:04:46] <quadraxis> it was canon
until at least 1.7 to use int ids for everything
L454[12:04:53] <ghz|afk> and use those,
with the catch that it has to be done in preinit instead
L455[12:04:54] <McJty> What's the maximum
network packet size from server to client for MC?
L456[12:05:04] <ghz|afk> something like
1mb
L457[12:05:06] <quadraxis> just under 256
MB
L458[12:05:10] <ghz|afk> forge splits them
up into smaller packets iirc
L459[12:05:18] <quadraxis> (255
actually)
L460[12:05:18] <McJty> hmm 1mb or
256mb
L461[12:05:22] <McJty> That makes a
difference
L462[12:05:27] <Ivorius> quadraxis: That
wasn't canon
L463[12:05:30] <Ivorius> That was required
:P
L464[12:05:34] <ghz|afk> maybe it's 255
split into 1mb packets
L465[12:05:40] <quadraxis> it is
L466[12:05:44] <McJty> ok
L467[12:06:36] <Ivorius> Cool, calling
during preinit fixes it
L468[12:07:02] <Ivorius> So I'm gonna do
that for now and call the registry register events a TODO :P
L469[12:08:22] <Ivorius> Btw how do you
even use RegistryEvent.Register<Block>
L470[12:08:25] <Ivorius> Because it's
gonna type erase
L471[12:08:39] <kashike> some magic is
done :)
L472[12:08:45] <Ivorius> Ehh
L473[12:08:56] <Ivorius> I still can't
have two methods with the same type erasure
L474[12:09:00] <Ivorius> Compile magic or
not
L475[12:09:09] <PaleoCrafter> the type is
preserved in bytecode
L476[12:09:25] <PaleoCrafter> how do you
think do we get generics on Vanilla stuff? :P
L477[12:09:37] <ghz|afk> Ivorius: forge
does a lot of things using the bytecode metadata instead of
reflection
L478[12:09:43] <Ivorius> Oh right, I can
just rename it
L479[12:09:44] <Ivorius> That solves
it
L480[12:09:46] ⇦
Quits: cpup| (~cpup@32.218.116.167) (Ping timeout: 183
seconds)
L481[12:09:48] <kashike> ghz|afk: this is
all reflection
L482[12:09:52] <PaleoCrafter> you may even
get the info via reflection ^
L483[12:10:02] <Ivorius> Yes, that was not
my question
L484[12:10:05] <PaleoCrafter> Gson does
it, for example
L485[12:10:07] <Ivorius> I was just
thinking about the compiler
L486[12:10:11] <ghz|afk> oh right
yeah
L487[12:10:14] <ghz|afk> my methods
are
L488[12:10:21] <ghz|afk> registerBlocks,
registerItems, registerRecipes, ...
L489[12:10:23] ⇦
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seconds)
L490[12:10:23] <Ivorius> Yes yes
L491[12:10:28] <Ivorius> I figured it out
:P
L492[12:10:33] <ghz|afk> cos otherwise the
compiler complains ;P
L493[12:10:37] <PaleoCrafter>
>registerRecipes
L494[12:10:42] <kashike> ^
L495[12:10:49] <ghz|afk> PaleoCrafter:
well, for consistency
L496[12:10:54] <ghz|afk> it's technically
replaceVanillaRecipes
L497[12:10:55] <ghz|afk> ;p
L498[12:11:04] <Ivorius>
replaceVanillaRecipes?
L499[12:11:05] <Ivorius> Wat
L500[12:11:18] <ghz|afk> you can call
register for an existing registry thing
L501[12:11:19] <ghz|afk> in 1.12
L502[12:11:24] <ghz|afk> and it will
replace the existing with yours
L503[12:11:28] <PaleoCrafter> I'd still
find a way to express that stuff in JSON ( ͡° ͜ʖ ͡°)
L504[12:11:40] <kashike> ghz|afk: link to
code?
L505[12:11:49]
⇨ Joins: cpup (~cpup@32.218.116.244)
L508[12:12:18] <ghz|afk> ;P
L509[12:12:45] <ghz|afk> actually I remove
the original recipe first ;P
L510[12:12:51] <ghz|afk> I didn't remember
I was doing that
L512[12:13:08] <kashike> there you
go
L513[12:13:10] <kashike> json format
L514[12:13:22] <PaleoCrafter> +1 on those
links being exactly 100 lines apart
L515[12:13:32] <PaleoCrafter>
>.>
L516[12:13:37] <ghz|afk> PaleoCrafter:
your math failed ;P
L517[12:13:41] <ghz|afk> one ends in
8
L518[12:13:43] <PaleoCrafter> dafuq
L519[12:13:51] <PaleoCrafter> I could've
sworn that was two 8s
L520[12:14:02] <PaleoCrafter> that doesn't
even use the Turing-complete JSON thingy, kashike :P
L521[12:14:05] <ghz|afk> kashike:
LOL
L522[12:14:38] <kashike> :P
L523[12:16:10] <PaleoCrafter> also,
ghz|afk, my maths totally check out, 't was 100 in base 4.71769398
:P
L524[12:16:16]
⇨ Joins: CoderPuppy (~cpup@32.218.116.244)
L525[12:17:38] <ghz|afk> HAHAH
L526[12:18:27] <PaleoCrafter> wait,
actually it's got to be base 10.2469508 >.>
L527[12:19:05] <Hink> is there any
convention for how you should make a search menu that allows you to
search by mod?
L528[12:19:16] <PaleoCrafter> uhm...
wat
L529[12:19:20] <Hink> like i notice jei,
nei and ae2 all do it differently
L530[12:19:31] <ghz|afk> well that should
tell you there's no convention ;P
L531[12:19:36] <Hink> Some use
@mod(space)name
L532[12:19:49] <Hink> or some others use
@Mod(dot)(modid)
L533[12:19:55] <Hink> which one do people
like
L534[12:20:06] <ghz|afk> don't both NEI
and JEI use @modname ?
L535[12:20:14] <PaleoCrafter> should just
use Lucene for a full blown query lang xD
L536[12:20:28] <ghz|afk> like @ender
L537[12:20:36] <ghz|afk> would show
anything from a mod that starts with "ender"
L539[12:20:54] <Hink> i thought jei needed
you to specify @mod first
L540[12:21:02] <Hink> so it knew what you
were talking about
L541[12:21:16] <ghz|afk> I don't recall
that being the case but I haven't played in a while
L542[12:21:39] <PaleoCrafter> you can use
@mod, but it only requires the @ as a marker
L543[12:22:32] <Hink> all just make it
^@(?:[mM][oO][dD])?.*(modid/mod name)$
L545[12:22:53] <ghz|afk> or make it
ignore-case
L546[12:22:59] <ghz|afk> and then you
don't have any of those issues ;P
L547[12:23:07] <ghz|afk> and the regex
isn't a mess
L548[12:23:15] <Hink> i like regex
though
L549[12:23:21] <Hink> its fun to write
them
L550[12:23:27] <ghz|afk> I like regex
too
L551[12:23:35] <ghz|afk> but still clean
regex > dirty regex ;p
L552[12:23:45] <quadraxis> > email
vaildation regex
L553[12:24:01] *
ghz|afk shudders
L554[12:24:06] <PaleoCrafter> >HTML
parser in regex
L555[12:24:07] <Hink> actually im i meant
^@(?:(?:[mM][oO][dD])|(?:\.))?\s*(modid/mod name)$
L556[12:24:14] <PaleoCrafter> ( ͡° ͜ʖ
͡°)
L557[12:24:42] <Hink> jSoup works sogood
though
L558[12:24:53] <Hink> no need for yucky
regex
L559[12:24:59] <ghz|afk> a programming
language that can be parsed by one singly arbitrarily long
regex
L560[12:25:03] <ghz|afk> and not using
back-references
L561[12:25:17] <kashike> did someone say
regex
L562[12:25:19] <PaleoCrafter> the joke's
that HTML isn't regular :P
L564[12:25:25] <Hink> sounds like a code
golfing language but instead the language is designed to be a code
gold
L565[12:25:28] <Hink> golf*
L566[12:26:44] <Hink> i like the one i
made for my name
L568[12:27:00] <Hink> it's in c flavour
though because the program didn't support many features
L569[12:27:01] <Hink>
^([^a-zA-Z0-9]*|(.*[^a-zA-Z0-9]+))?[hH][^a-zA-Z0-9]*[iI!][^a-zA-Z0-9]*[nN][^a-zA-Z0-9]*[kK].*$
L570[12:27:52] <Hink> challenge
accepted
L571[12:28:27] <Hink> couldn't you
technically parse html with regex if you want to define parse as
get grouping of all tagged content
L572[12:28:36] <Hink> like lots of
recursive back references
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L606[15:47:08] <ghz|afk> hmmm I need a mod
that adds right-click harvesting
L607[15:47:30] <ghz|afk> I was using
TechnicianLP's Harvestables, but its version string doesn't allow
1.12.1/.2
L608[15:47:43] <TechnicianLP> hi
L609[15:47:54] <TechnicianLP> umm ... let
me fix that xD
L610[15:47:58] <ghz|afk> ;P
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L615[16:02:05] <ghz|afk> so I was watching
this
L617[16:02:23] <ghz|afk> and he explains
how the vindicators don't actually have an inventory that holds the
axe they use to attack
L618[16:02:40] <ghz|afk> and I was
thinking "hey that sounds like an interesting thing a mod
could add"
L619[16:02:52] <ghz|afk> the idea is up
for grabs ;P
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L621[16:04:16] <TechnicianLP> holding
items without inventory?
L622[16:04:37] <Ordinastie> aka the
Minecraft way, aka hardcoded
L623[16:04:39] <Ordinastie> isn't it
?
L624[16:05:08] <ghz|afk> yup there's no
axe
L625[16:05:21] <ghz|afk> it's just drawn
as part of the model when aggro
L626[16:06:16] <ghz|afk> well there IS a
LayerHeldItem being used
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L628[16:07:17] <ghz|afk> hmm
L629[16:07:27] <ghz|afk> the entity DOES
have a mainhand slot
L630[16:07:30] <ghz|afk> so it COULD pick
up items
L631[16:07:49] <Corosus> thats a weird
choice they took considering it has inventory to use
L632[16:07:52] <Corosus> maybe they didnt
wanna sync it
L634[16:08:12] <ghz|afk> nice, thx
;P
L635[16:08:41] <ghz|afk> anyone happens to
know where the check of picking up items is done?
L636[16:09:02] <TechnicianLP> "Add
support" aka "[1.11.2,1.12]" ->
"[1.11.2,1.13)"
L637[16:09:07] <ghz|afk> :)
L638[16:09:21] <TechnicianLP> for?
L639[16:09:51] <ghz|afk> I'm looking at
the vindicator thing
L640[16:09:57] <ghz|afk> to see what it
would take to make such a mod
L641[16:10:08] <ghz|afk> I ahve already
established the assumption that it has no inventory is wrong
L642[16:10:17] <ghz|afk> so the next
question is: how do mobs that DO pick up items do it?
L643[16:11:26] <ghz|afk> aha found the one
for vollagers
L644[16:11:33] <TechnicianLP> probably a
collision method? (or do items actively try to get pickuped?)
L645[16:11:35] <ghz|afk> there's a
dedicated function in onLivingUpdate
L646[16:11:44] <ghz|afk> nope it scans for
entities around
L647[16:11:46] <ghz|afk> this means
L648[16:11:49] <ghz|afk> it can be turned
into an AI task
L649[16:11:57] <ghz|afk> and attached to
the illager
L650[16:12:29] *
TechnicianLP find this mansion stuff weird
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L656[16:41:19] <williewillus> !gm
func_193350_e
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L660[16:45:39] <williewillus> !gf
EnumDyeColor.colorValue
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L668[17:13:16] <ghz|afk> hmmm
L669[17:13:28] <ghz|afk> if you drop
Chisels&Bits bits on the ground
L670[17:13:33] <ghz|afk> they should hurt
you, like walking on legos
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L673[17:18:33] <kashike> heh
L674[17:21:01] <ghz|afk> anyone knows some
"village debugger" mod? ;P
L675[17:21:17] <ghz|afk> like, to know why
villagers aren't interested in breeding or harvesting
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L683[17:44:11] <nekosune> which sounds
better, PlayerPVPEvent or PVPEvent ?
L684[17:46:57] <Ordinastie> what does PVP
stands for ?
L685[17:47:17] <nekosune> ...
thankyou
L686[17:47:24] <Ordinastie> :)
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L688[17:47:46] <nallar> RAS syndrome
strikes again
L689[17:50:28] <nekosune> nowI have to
figure out why in heck does minecraft name it canAttackPlayer when
it is more like canBeAttackedBy
L690[17:51:10] <Ordinastie> because it's
not minecraft, names are crowd funded
L691[18:00:10] <nekosune> wellp just got
to compile this, and test it still not sure if going to do anything
with it after though, going to compare how much this differs,
usewise, from listening to entity hurt event and setting damage to
0
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L693[18:09:30] <blood> Ordinastie:
malisisdoors is too good =)
L694[18:09:42] <Ordinastie> <3
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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
und das T�ten angemessen wirkt. (George Orwell))
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