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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
L13[00:48:47] <MCPBot_Reborn> Submit bot and/or mapping issues here: https://github.com/ModCoderPack/MCPBot-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
L17[00:49:06] <mezz> heh
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
L35[00:53:16] <blood> =)
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
L41[00:54:29] <blood> ah
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
L56[00:56:21] <blood> https://github.com/SpongePowered/SpongeAPI/blob/bleeding/src/main/java/org/spongepowered/api/event/entity/ai/AITaskEvent.java#L36
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
L64[00:57:19] <blood> https://github.com/bloodmc/GrimoireOfGaia
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
L118[08:32:09] <kashike> ghz|afk: https://github.com/MinecraftForge/MinecraftForge/pull/4408
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?
L126[08:41:51] <kashike> ghz|afk: https://github.com/MinecraftForge/MinecraftForge/pull/4408/files#diff-6dd6e5a8b0a0cc7d7c9695c3f064d29eR39
L127[08:41:58] <kashike> All the same builder internally
L128[08:42:06] <kashike> https://github.com/MinecraftForge/MinecraftForge/pull/4408/files#diff-650c9fda76d63389957fde1d18be20c5R57
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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L235[11:06:13] <kashike> ghz|afk: https://github.com/MinecraftForge/MinecraftForge/issues/4409
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
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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
L367[11:51:03] <Ivorius> https://github.com/Ivorforce/RecurrentComplex/blob/master/src/main/java/ivorius/reccomplex/RCRegistryHandler.java#L211-L212
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
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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, ...
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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)
L506[12:12:07] <ghz|afk> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/Survivalist.java#L313
L507[12:12:15] <ghz|afk> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/Survivalist.java#L418
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
L511[12:13:06] <kashike> PaleoCrafter: https://gist.github.com/kashike/57984ab11e9c9d464ec03b1e70afccd4
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"
L538[12:20:41] <Hink> oh
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)$
L544[12:22:34] <Hink> ;)
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
L563[12:25:20] <kashike> https://github.com/korobi/Web/blob/master/src/Korobi/WebBundle/IRC/Parser/IRCTextParser.php#L49
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
L567[12:26:55] <quadraxis> the classic https://stackoverflow.com/a/1732454
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
L616[16:02:06] <ghz|afk> https://youtu.be/IH3-13Kj2DM?t=915
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
L633[16:08:03] <TechnicianLP> ghz: will be available here: https://minecraft.curseforge.com/projects/harvestables/files/2482225 once review process is done
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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