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PaleOff is now known as PaleoCrafter
L11[00:42:35] <ben_mkiv> @Ordinastie
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L52[05:30:39] <nanoaquila> Is there a way
to hook into the actionbar text?
L53[05:32:55] <Ordinastie>
mc.ingameGui.setOverlayMessage ?
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L55[05:44:02] <nanoaquila> does not seem to
have that method I found Minecraft#setRecordPlayingMessage but
thats above the actionbar text.
L56[05:44:25] <Ordinastie> !gm
setOverlayMessage
L57[05:45:00] <Ordinastie> still
there
L58[05:48:13] <PaleoCrafter> update yon
mapings, nanoaquila
L59[05:48:35] <Ordinastie> I have a feeling
it's not just the mappings
L60[05:49:12] <PaleoCrafter> oh, yeah,
1.10.2
L61[05:49:14] *
PaleoCrafter shudders
L62[05:50:24] <nanoaquila> So I won't be
able to backport that feature with 1.10.2
L63[05:51:46] <PaleoCrafter> the action bar
you want it is a 1.11 thing
L64[05:52:32] <gigaherz|work> you can
always draw stuff yourself using a gui overlay event
L65[05:52:34] <nanoaquila> Ah. Thanks for
the assist.
L66[05:52:36] <gigaherz|work> ;P
L67[05:53:10] <PaleoCrafter> or you could
just not do stuff on outdated versions ¯\_(ツ)_/¯
L68[05:53:12] <PaleoCrafter> ;P
L69[05:54:35] <Ordinastie> wow you got such
crazy ideas PaleoCrafter
L70[05:55:00] <ben_mkiv> time for my daily
question which lets paleo cringe...
L71[05:55:01] <PaleoCrafter> i kno,
rite
L72[05:55:31] <ben_mkiv> what do i need for
forgeenergy? importing net.minecraftforge.energy.CapabilityEnergy
fails
L74[05:56:32] <ben_mkiv> same problem with
net.minecraftforge.energy.IEnergyStorage
L75[05:56:42] <PaleoCrafter> +
IEnergyStorage, iirc (could've been IEnergyHandler)
L76[05:57:00] <PaleoCrafter> uhm... well,
how exactly does it "fail"?
L77[05:57:38] <ben_mkiv> error: package
net.minecraftforge.energy does not exist
L78[05:57:53] <ben_mkiv> i've copied the
imports from another mod, same minecraft version, same forge
mapping
L79[05:58:04] <Ordinastie> use you IDE
?
L80[05:58:09] <Ordinastie> *your
L81[05:58:24] <ben_mkiv> yea, idea and
energy is allready red and tooltip says it cant be resolved
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L83[05:59:13] <Ordinastie> autocompletion
and/or organize import should show your the package
L85[06:00:33] <gigaherz|work> ben_mkiv:
1.10.2 or newer?
L86[06:00:39] <ben_mkiv> 1.10.2
L87[06:01:18] <kashike> you on an old forge
version?
L88[06:01:25] <gigaherz|work> thne it
should be there, unless you use a VERY VERY OLD version of
1.10.2
L89[06:01:29] <ben_mkiv>
snapshot_20170821
L90[06:01:34] <gigaherz|work> not mappings,
of forge
L91[06:01:53] <ben_mkiv> probably that?
1.10.2-12.18.1.2044
L92[06:01:59] <ben_mkiv> that might be my
issue then
L93[06:02:06] <gigaherz|work> yeah that's
ancient
L94[06:02:15] <ben_mkiv> thanks, gonna try
with what the other mod uses
L95[06:02:21] <gigaherz|work> remember
this: if you use anything older than the newest recommended build,
you are doing it wrong
L96[06:02:28] <gigaherz|work> this applies
both to mods and users ;P
L97[06:02:31] <kashike> that's more ancient
than my grandmother
L98[06:02:49] <kashike> last 1.10.2 build
was 2488
L99[06:02:56] <gigaherz|work> latest is
often better than the RB, but older than RB = why?!
L100[06:02:59] <Ordinastie> you must have
a weird family :p
L101[06:03:02] <ben_mkiv> yea, thats all
new stuff to me, didn't knew that it works like that
L102[06:03:12] <gigaherz|work> go to
files.minecraftforge.net
L103[06:03:18] <gigaherz|work> and check
what the latest releases for each version are
L104[06:03:19] <gigaherz|work> ;p
L105[06:03:33] <Andrio> Maybe because your
mods don't work with the recommeded build.
L106[06:03:52] <kashike> Ordinastie: I'm
joking. My grandma is close to, if not over, 90 years old. I always
forget what year she was born :p
L107[06:03:53] <gigaherz|work> then you
are doing it even more wrong? ;P
L108[06:04:29] <Andrio> I'm doing it wrong
because they didn't update the village info mod?
L109[06:04:34] <gigaherz|work> no
L110[06:04:34] <Andrio> (yet)
L111[06:04:38] <gigaherz|work> the village
info mod is doing it wrong
L112[06:04:39] <ben_mkiv> thanks, now it
compiles =)
L113[06:04:42] <Andrio> mm
L114[06:04:47] <kashike> 'ello
Andrio
L115[06:04:49] <gigaherz|work> what I
meant is:
L116[06:04:51] <Ordinastie> I'm glad you
clarified, I really thought your grandma was a baby
L117[06:05:32] <gigaherz|work> if you use
an old version only because "if it works, don't change
it"
L118[06:05:33] <Andrio> 'Ello,
kashike.
L119[06:05:36] <gigaherz|work> then you
are doing it wrong
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L122[06:05:44] <gigaherz|work> if a mod is
incompatible, thne the one doing it wrong is the mod ;p
L123[06:06:17] <Andrio> I wonder whether I
could decompile said mod and 'port' it to 1.12.2 Arthur Weasley
style.
L124[06:06:31] <gigaherz|work>
probably
L125[06:06:37] <gigaherz|work> depends on
how the "village info" is gathered ;P
L126[06:06:55] <Andrio> mm
L127[06:07:07] <Andrio> Did village
mechancs change since 1.11.2?
L128[06:07:09] <ben_mkiv> so the mappings
just provide the mapping of vanilla classes while forge adds all
the extra stuff?
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L130[06:07:50] <kashike> MCP mappings map
field, method, and parameter names outside of Forge
L131[06:08:09] <kashike> Class names are
part of the SRG mappings
L132[06:08:10] <ben_mkiv> ah, so not
really related to forge at all
L133[06:08:13] <gigaherz|work> Andrio: no
idea, I haven't really touched villages or villagers as a
modder
L134[06:08:40] <gigaherz|work> ben_mkiv:
yep, mappings are for decompiled vanilla code only
L135[06:08:51] <ben_mkiv> thanks for your
patience with me :D
L136[06:09:35] <kashike> Andrio: now I
want to watch the Harry Potter movies again
L137[06:09:41] <kashike> for the 1000000th
time
L138[06:09:52] <Andrio> Mm..
L139[06:10:12] <Andrio> Was that line
actually in the movie?
L140[06:10:49] <PaleoCrafter> tbf,
Ordinastie, his Grandma might be in a Benjamin Button situation
:P
L141[06:12:48] <Ordinastie> or so old her
age overflowed
L142[06:13:50] <PaleoCrafter> is she
through the weird negative age period, though?
L143[06:14:21] <gigaherz|work> wait
wait
L144[06:14:23] <PaleoCrafter> wait, nvm,
age would be unsigned anyways
L145[06:14:35] <PaleoCrafter> but she'd
have to be at least 256 years old xd
L146[06:14:39] <gigaherz|work> it is
thought that there's a "barrier" pretenting people from
reaching > 125ish years old
L147[06:14:49] <gigaherz|work> maybe it's
because after 127, there's -128
L148[06:14:54] <PaleoCrafter> lel
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L150[06:15:08] <gigaherz|work>
s/pretending/preventing/
L151[06:17:04] <Ordinastie> apprently
there was a 146y old man in indonesia
L152[06:17:13] <gigaherz|work> unconfirmed
though
L153[06:19:16] <PaleoCrafter> the first
biblical figures supposedly lived for centuries :P
L154[06:20:08] <Ordinastie> and we all
know how the bible is accurate
L155[06:20:28] <gigaherz|work>
PaleoCrafter: I was just reading about that
L156[06:20:40] <gigaherz|work> apparently
some people suspect they usedto write the number in tenths of a
year
L157[06:20:45] <gigaherz|work> sortof like
saying your age in months
L158[06:21:06] <PaleoCrafter> like... you
coincidentally read about it or upon searching about age and stuff?
:P
L159[06:21:11] <gigaherz|work> so when
they say someone lived to 965, they might have meant really 96-ish
years
L160[06:21:18] <gigaherz|work>
PaleoCrafter: yes.
L161[06:21:35] <gigaherz|work> it's in
google when you search "oldest peston"
L162[06:21:42] <gigaherz|work> there's
"People also ask"
L163[06:21:52] <gigaherz|work> People also
ask
L164[06:21:52] <gigaherz|work> How old was
Methuselah when he died?
L165[06:21:53] <PaleoCrafter> I know that
"yes" is a valid answer, but pls
L166[06:23:05] <gigaherz|work> I'm not
joking
L168[06:23:13] <gigaherz|work> I literally
read that
L169[06:23:20] <gigaherz|work> looked here
to mention it
L170[06:23:23] <gigaherz|work> and I saw
your line
L171[06:23:23] <gigaherz|work> ;P
L173[06:23:45] <PaleoCrafter> yeah, of
course, but my question was whether you just happened to have read
it by coincidence independently from the thing about age :P
L174[06:23:51] <ben_mkiv> that link
tho...
L175[06:23:55] <gigaherz|work> oh
independently, no
L176[06:23:58] <gigaherz|work> I was
looking up oldpeople
L177[06:24:03] <gigaherz|work> and I
sumbled upon it ;P
L178[06:24:21] <gigaherz|work> ah
right
L179[06:24:23] <gigaherz|work> you said
"or"
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L183[06:25:21] <gigaherz|work> so I had
files.minecraftforge.net open
L184[06:25:48] <gigaherz|work> and there's
an ad with a slogan "Everything starts with a why" but
referring to Yveswhateverthebrandis
L185[06:25:57] <gigaherz|work> and I was
thinking, "no, everything does not start with Y"
L186[06:26:40] <PaleoCrafter> - gigahzer,
2017
L187[06:26:50] <ben_mkiv> "The
world's oldest goat ever is McGinty who lived until the grand age
of 22 years 5 months."
L188[06:26:54] <PaleoCrafter> not sure how
that z made it there
L189[06:27:06] <gigaherz|work> it jumped 2
poitions back
L191[06:27:26] <ben_mkiv> xD
L192[06:27:32] <gigaherz|work> probably
because it wants to gtfo away from 2017
L193[06:27:50] <PaleoCrafter> >The Goat
Spot
L194[06:28:11] <ben_mkiv> i enjoyed the
hamster forum for a while, but looks like i got something new
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L282[09:21:51] <blood|wrk> Does FML have
an event that would allow me to fix bad item mappings? or do I have
to do it manually in level.dat
L283[09:24:40] <ghz|afk> before 1.12,
FMLMissingMappingsEvent
L284[09:24:51] <blood|wrk> 1.12.2
L285[09:24:53] <ghz|afk> 1.12+,
RegistryEvent.MissingMappings<T>
L286[09:25:00] <blood|wrk> this lets me
update it?
L287[09:25:23] <ghz|afk> that's the
purpose: to let mods give a replacement thing to use
L288[09:25:32] <blood|wrk> ok great let me
try
L289[09:38:02] <blood|wrk> ghz|afk is
there no way to remove a mapping?
L290[09:38:24] <blood|wrk> remap(null)
?
L291[09:39:09] <blood|wrk> nm i can just
workaround this
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L300[10:18:34] <blood|wrk> anyway to force
a specific set of items to end of creative tab list
L301[10:18:43] <blood|wrk> i got like 30
eggs that i want to appear last
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L303[10:19:43] <ghz|afk> if it's your own
creative tab, you can override the displayAllRelevantItems
method
L304[10:21:16] <blood|wrk> k
L305[10:21:18] <blood|wrk> thanks
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L313[11:23:13] <halvors> Is there a mod
adding conduits like EnderIO?
L314[11:23:38] <ghz|afk> mekanism
pipes?
L315[11:25:08] <halvors> No those can not
have fluid and energy in the same block etc.
L316[11:27:13] <ghz|afk> ah I see
L317[11:27:18] <ghz|afk> no I don't know
anything like that
L318[11:27:25] <ghz|afk> I started coding
one but I never finished it
L319[11:29:31] <halvors> Would love to see
a mod adding just that transport part, and being comapitle with
other mods.
L320[11:29:45] <halvors> ghz|afk: You
should continue develop that :)
L321[11:30:02] <halvors> How long did you
develop it?
L322[11:30:05] <halvors> for*
L323[11:30:17] <ghz|afk> a few days
L324[11:30:24] <ghz|afk> I had the pipe
block working
L325[11:30:34] <halvors> What was left
then?
L326[11:30:35] <ghz|afk> and the
beginnings of the connector system
L327[11:30:40] <halvors> Ah.
L328[11:30:46] <ghz|afk> the idea for the
mod was
L329[11:30:52] <ghz|afk> a mega-pipe
called "Everpipe"
L330[11:30:59] <ghz|afk> that can have
connectors on the sides
L331[11:31:05] <ghz|afk> so like, a
"Forge Energy" connector
L332[11:31:10] <ghz|afk> or an
"Items" connector
L333[11:31:16] <ghz|afk> and it would
create a network
L334[11:31:23] <ghz|afk> between all the
connectors of the same type
L335[11:31:44] <halvors> Excatly what i've
been looking for :)
L336[11:32:13] <ghz|afk> then I thought
that it would be nicer if you can have "channels"
L337[11:32:16] <ghz|afk> so like
L338[11:32:25] <ghz|afk> maybe you want to
have 2 separate item sub-pipes
L339[11:32:30] <ghz|afk> one for going
into a machine
L340[11:32:34] <ghz|afk> and one for going
out of the machine
L341[11:32:49] <ghz|afk> so I started
thinking of how to link the connectors to the channels
L342[11:33:15] <ghz|afk> and the
complexity ended up blowing up too much
L343[11:33:23] <ghz|afk> so I moved on to
doing something else simpler XD
L344[11:33:46] <ghz|afk> but maybe I
should pick it up again
L345[11:33:54] <ghz|afk> and drop the
channel system for now
L346[11:34:54] <halvors> The channel
system could be something, but sounds very complex yeah.
L347[11:35:43] <ghz|afk> I did have a
fancy logo though
L349[11:36:21] <ghz|afk> the inside bits
only exist in the item version, the placed block is opaque ;P
L350[11:37:14] <ghz|afk> also
L351[11:37:32] <ghz|afk> what version are
you thinking of? because if I ever finish it, it will be on 1.12, I
won't bother to backport ;P
L352[11:46:33] <halvors> Yeah understand
that, i'll use 1.12 as well as soon as Project Red and Railcraft is
finished porting to 1.12
L353[11:54:29] <blood|wrk> Project Red
would be nice
L354[11:54:43] <blood|wrk> pretty much
cloned what RedPower had
L355[11:54:49] <blood|wrk> and expanded on
it
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L362[12:05:19] <halvors> Anyone knows if
there is a similar mod for 1.12?
L363[12:05:26] <halvors> As project
red?
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L374[13:07:56] <halvors> ghz|afk: That
logo totally works :)
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L380[13:41:27] <blood|wrk> So how would I
go about altering my egg icons in creative? I was told I could use
an IItemColor. I only need solid colors atm
L382[13:46:35] <ghz|afk> you can regsiter
item color handlers during init
L383[13:47:24] <blood|wrk> yea just saw
getItemColors =)
L384[13:47:25] <blood|wrk> thanks
L386[13:47:51] <kashike> "Minecraft:
Bedrock" :p
L387[13:48:41] <ghz|afk> yep people are
calling the non-java editions like that these days
L388[13:49:13] <ghz|afk> easier than
saying "Minecraft: PE/W10/Console Editions with Better
Together update"
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L395[14:27:41] <killjoy1> I like
Minecraft: Anvil
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L410[15:40:24] <LexMobile> Honestly i'd be
fine is it was "Minecraft: Bedrock" or "Minecraft:
Java" and "Minecraft" just referred to the game in
general. But whatever MS is MS.
L411[15:40:54] <blood|wrk> uh is there
anyway to block anvil from enchanting an item with Forge?
L412[15:41:06] <blood|wrk> only thing I
see is enchanting table hook
L413[15:42:14] <ghz|afk> there's the anvil
event, but I can't remember if it lets you "unset" the
crafting
L414[15:42:44] <blood|wrk> ah that may be
it
L415[15:42:45] <blood|wrk> let me
try
L416[15:44:46] <blood|wrk> ghz|afk: what
about a hook to see if an itemstack has an enchantment?
L417[15:44:58] <blood|wrk> for ones that
exist already
L418[15:47:57] <ghz|afk> you don't need a
"hook" for that
L419[15:48:07] <ghz|afk> there's an
EnchantmentHelper or whatever
L420[15:48:12] <ghz|afk> that lets you
query enchant levels and such
L421[15:48:56] <Lorentz> Are there many
people doing Bedrock modding?
L422[15:50:34] <ghz|afk> can't be compared
with forge modding or java edition modding in general
L423[15:51:10] <ghz|afk> mostly because
bedrock-based editions are on sandboxed environments
L424[15:51:29] <ghz|afk> and are optimized
native code
L425[15:51:42] <ghz|afk> you can't
decompile and edit in the way we do it
L426[15:52:06] *
Lorentz nods
L427[15:52:10] <ghz|afk> so the equivalent
of forge would be a thing that injects code hooks at certain
places
L428[15:52:20] <ghz|afk> and then provides
a scripting interface that leverages those hooks
L429[15:53:21] <ghz|afk> imagine if java
mods could only use things you access through ASM, or things other
have ASMed and provided an API for -- no reflection or class
metadata
L430[15:53:56] <Lorentz> And it's really
up to Mojang to provide that API in the first place, yes?
L431[15:54:10] <ghz|afk> it's their
job
L432[15:54:12] <Lorentz> Because without
decompiles, an open source effort like Forge would be
impossible
L433[15:54:23] <ghz|afk> no not
impossible
L434[15:54:36] <ghz|afk> just stupidly
hard
L435[15:54:38] <ghz|afk> it's being
down
L436[15:54:39] <ghz|afk> done*
L437[15:54:49] <ghz|afk> but it requires
tons more effort
L438[15:55:14] <ghz|afk> where java
decompiling is relatively straightforward
L439[15:55:39] <ghz|afk> C/C++ is just...
not really a thing
L440[15:55:42] <Lorentz> heh
L441[15:55:51] <ghz|afk> you can get
pseudocode using the most advanced tools
L442[15:56:00] <ghz|afk> but not really
code you can compile back into the original machine code
L443[15:56:24] <Lorentz> Is there much
enthusiasm for the supposed increased stability and efficiency of
Bedrock?
L444[15:56:39] <ghz|afk> so where the big
workload in MCP is probably giving names to things
L445[15:57:36] <ghz|afk> in native code
you have to work based on pointers and addresses
L446[15:57:56] <Lorentz> Yeah, not so much
fun
L447[15:58:09] <ghz|afk> anyhow I was
going to say
L448[15:58:29] <ghz|afk> I'm personally
hoping they deliver on that C#-based "addon" system they
mentioned a while ago
L449[15:58:55] <ghz|afk> and they don't
just limit the official "modding" to a bunch of json
files
L450[16:00:25] <Lorentz> I've been so
focused on Forge stuff that I've barely noticed what's going on
through the "official" channels.
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L453[16:02:10] <ghz|afk> there seems to be
a strong push toward describing the game contents using json
data
L454[16:02:19] <ghz|afk> possibly so that
they can share this data between java edition and bedrock
L455[16:02:58] <ghz|afk> I think at this
point the java edition is a prototyping platform
L456[16:03:21] <ghz|afk> and my suspicion
is that they want to make it easier to "port" those
changes over to the other editions
L457[16:03:36] <ghz|afk> and having the
game contents described in json would help with that
L458[16:04:25] <Lorentz> I can see that
kind of thing working for, say, adding new blocks and recipes, but
I can't imagine how you would make something like Thaumcraft or IE
with JSON
L459[16:04:55] <Lorentz> Interesting
L460[16:04:58] <ghz|afk> well, not
everything can be in a json file
L461[16:05:06] <ghz|afk> but like
L462[16:05:11] <ghz|afk> you can have an
entity json
L463[16:05:15] <ghz|afk> and one of the
sections in it
L464[16:05:24] <ghz|afk> can be the AI
tasks and their priorities and settings
L465[16:05:37] <ghz|afk> the task itself
would be defined in code
L466[16:05:51] <ghz|afk> (java, C++, or
whatever)
L467[16:06:13] <ghz|afk> but used by the
json
L468[16:06:14] <ghz|afk> similarly
L469[16:06:16] <ghz|afk> suppose an item
json
L470[16:06:18] <ghz|afk> that has
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L472[16:06:54] <ghz|afk>
"events": { "use": [ task1, task2, task3, ... ]
}
L473[16:07:51] <ghz|afk> the tasks could
be things like { "action": "place_block",
"block": "log{type=oak,axis=y}" ...
L474[16:08:01] <ghz|afk> this is all
speculative, ofc
L475[16:08:38] <ghz|afk> the nwe have the
command block "scripts"
L476[16:08:56] <ghz|afk> which can already
be used for things like detecting when a player is in a certain
area
L477[16:09:17] <ghz|afk> so that can be
used (has been used) for scripting boss encounters
L478[16:09:44] <ghz|afk> doesn't seem too
far-fetched to imagine something like a command block, but
described in a json file
L479[16:09:58] <ghz|afk> and referencing
code tasks
L480[16:10:21] <Lorentz> Makes sense
L481[16:12:13] <Lorentz> Thanks for the
explanation
L482[16:12:58] <ghz|afk> np
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L494[17:29:49] <halvors> Then rendering
blocks in a TESR, should i disable lighting when rendering? Having
an issue with that causes the block to turn black after a while
until there is a block update nearby, anyone else had this
issue?
L495[17:29:53] <halvors> When*
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L536[21:00:11] <halvors> Anyone knows what
Entity.setRenderDistanceWeight() does?
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L542[21:40:14] <ben_mkiv> anyone knows how
to update external libraries in intellij idea when changing forge
version in gradle.build?
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L544[21:52:33] <ben_mkiv> figured out
howto do it with gradlew
L545[21:54:53] <ben_mkiv> but now it can't
find my baubles api src anymore -.-
L546[21:55:15] <ben_mkiv> which never was
part of build.gradle, but the files are located in
src/api/baubles/..
L547[21:59:34] <busti> ben_mkiv: Do not
copy api sources to your classpath. The correct way would be to add
the dev jar of baubles to the libs/ folder or add baubles as a
dependency in your build gradle. Refresh your project through the
gradle tool window once finished.
L548[22:00:04] <ben_mkiv> but people write
that the common way to implement bauble support is to add the api
source files
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L550[22:00:35] <ben_mkiv> gradle also
compiles without errors, but the idea compiler is spitting errors
that it couldnt find the baubles stuff -.-
L551[22:02:22] <ben_mkiv> and that for
tons of stuff, might just reset my whole idea project
L552[22:04:41] <ben_mkiv> well made a new
project and it works fine
L553[22:05:09] <ben_mkiv> so i probably
used the wrong way to "update" the project
L555[22:06:12] <busti> Put it in /libs and
refresh. Then have a look at your external libraries
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L557[22:06:40] <busti> Thats the way to
go. I cannot recommend anything else.
L558[22:07:11] <busti> Unfortunately
azanor does not use maven. A PR from 2014 went unmerged.
L559[22:07:39] <ben_mkiv> "
L560[22:07:39] <ben_mkiv> You can either
add the mod as a dependency via Gradle (the MDK's build.gradle
links these pages explaining how to do this) or add the source code
of its API to your project (i.e. put it in src/api/java) and add
the mod itself to your development environment's mods folder.
Baubles is usually used the latter way."
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L563[22:08:31] <ben_mkiv> also everything
works now with a new project, so i wont change anything :>
L564[22:09:08] <busti> While this usually
works I cannot recommend it. When the api updates you have to
re-copy everything instead of replacing one file in a folder
somewhere.
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L566[22:10:28] <busti> A mod that is meant
to be used as a compatibility layer for other mods should not
promote such practices. I will create an Issue regarding that on
the projects github page.
L567[22:11:00] <ben_mkiv> idk if the
baubles autor said so, but thats what i've seen in most other mods
that add baubles support
L569[22:12:40] <ben_mkiv> would this be
the way you're talking about?
L570[22:13:15] <busti> Thats how ya do it
;)
L571[22:13:36] <ben_mkiv> well ok, for the
mercy of good practice... i will do it xD
L572[22:14:13] <ben_mkiv> but then anybody
who wants to compile the mod has to drop the file in libs on its
own i guess?!
L573[22:14:26] <ben_mkiv> while now i'm
shipping the baubles api source within my repo
L574[22:14:48] <busti> A lot of mods
upload their jars to so called maven repositories. That's all the
links you see above. That way you do not have to add the jar file
to your project as it is downloaded when you set up the
project
L575[22:16:32] <busti> Since azanor is not
doing this you probably have to do that. Happens every so often.
Since baubles does not have a license I cannot say how to deal with
that.
L576[22:17:03] <busti> I have already seen
some mods uploading such jars to github.
L577[22:17:47] <ben_mkiv> thanks for
explaining all that :)
L578[22:22:35] <busti> No problem. With
most other mods you can usually just add them and their respective
repository to your build.gradle file and immediately use them
without having to worry about licensing, updates and all that other
stuff.
L579[22:22:51] <busti> I do it with Not
Enough Items in my current project like this:
L582[22:25:00] <busti> I do not use NEI's
api yet but it is practical to have it in a testing environment
without having to manually install it on every of my collaborators
pcs
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L584[22:26:18] <ben_mkiv> one last thing,
adding dependencys like this still doesnt add requirements for the
mod? so if my code is fine people can still use it without
baubles?
L585[22:27:01] <ben_mkiv> or for your mod
without JEI/NEI
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L587[22:34:33] <busti> As far as I know
the structure for that is a little more complicated. You have to
use "compileOnly" on the api dependencies and
"mods" to add them in your dev environment.
L588[22:34:52] <busti> You also have to
wrap your function calls in checks if the api is present.
L590[22:35:22] <ben_mkiv> later is
allready a thing, so just as compileOnly instead of compile
dependency
L591[22:35:46] <ben_mkiv> gotcha,
thanks
L592[22:36:52] *
busti is still indev and has actually not put that much thought
into it yet
L593[22:36:52] <ben_mkiv> also looks like
the dependencys of AE2 provide seperate api jars, someone suggested
that in the baubles bugtracker, too
L594[22:37:35] <busti> AE might be a bit
of a crass example since it is a hugely complicated mod, but I
could not think of anything else.
L595[22:38:00] <busti> Also there do not
seem to be any up to date sources on waila
L596[22:38:42] <ben_mkiv> yea, seems like
theoneprobe is mostly used for current minecraft versions
L597[22:39:34] <busti> Capabilities are a
good thing.
L598[22:39:54] <busti> We need more where
that came from.
L599[22:40:13] <ben_mkiv> just got into
those, as my next step is to add forge energy
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L601[22:40:55] <busti> Good luck :) I just
got done dealing with IItemHandler in a way that I am happy
with.
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L603[22:42:19] <busti> I should go to bed
now. The sun is rising already.
L604[22:42:25] <busti> Good night!
L605[22:43:56] <ben_mkiv> night o/
L606[22:51:23] <SquareWheel> This is maybe
a silly question, but can I set NBT data on an item output using
the new 1.12 json recipe system?
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L609[23:28:51] <ben_mkiv> uhm, so i've
added energy capability to my item, but it wont show in NEI
anymore, but in creative item tab it shows
L610[23:29:10] <ben_mkiv> do i have to
implement some other capability now that i've started to mess with
those?
L611[23:34:35] <ben_mkiv> its an item that
extends ItemArmor, maybe thats related
L612[23:34:54] <mezz> to me it sounds like
you are talking about several unrelated things
L613[23:37:24] <ben_mkiv> so i've probably
messed up at some other point xD
L614[23:37:40] <mezz> hm yeah I think
so
L615[23:37:57] <mezz> hope that helps, I
don't really have much insight into it beyond that
L616[23:38:07] <ben_mkiv> ah =>
Couldn't get unique name for itemStack 1xitem.openglasses@0
openglasses:openglasses
L617[23:38:37] <ben_mkiv> so probably my
item somehow gets registered twice or something
L618[23:39:57] <mezz> are you working with
marcin?
L619[23:40:17] <ben_mkiv> not direct, i've
forked his code and he may merge back later
L620[23:40:47] <mezz> ah ok
L621[23:41:41] <ben_mkiv> actually added
few features from the bugtracker, and actually trying to implement
forge energy for the glasses, which seem to work except from the
bug above
L622[23:43:10] <mezz> maybe try to keep
your features to separate commits and PRs, it helps narrow down
where and when you introduce a bug like this
L623[23:45:50] <ben_mkiv> thats what i do.
so i'm sure i've added the bug with FE :D
L624[23:45:56] <mezz> cool
L625[23:47:28] <ben_mkiv> wait, thats you
:p
L626[23:47:29] <ben_mkiv>
com.bymarcin.openglasses.item.OpenGlassesItem$EnergyCapabilityProvider$1
cannot be cast to
net.minecraftforge.fluids.capability.IFluidHandler
L627[23:47:29] <ben_mkiv> at
mezz.jei.SubtypeRegistry.getSubtypeInfo(SubtypeRegistry.java:72)
L628[23:47:44] <ben_mkiv> ;)
L629[23:48:12] <ben_mkiv> or more me like
doing the wrong stuff i guess
L630[23:48:15] <mezz> I'll bet $5 that JEI
is not the issue, considering how long it has been working
heh
L631[23:48:33] <ben_mkiv> just noticed
your name in the stacktrace ;)
L632[23:48:38] <mezz> you probably say
"yes" when I ask "do you have the fluid
capability?" and then give me the energy capability
L633[23:50:39] <ben_mkiv> ah, think i
found my bug
L634[23:52:01] <ben_mkiv> and yea you're
right, i've just returned my item for any capability
L635[23:52:05] <ben_mkiv> thanks :)
L636[23:52:11] <mezz> no problem :)
L637[23:53:41] <ben_mkiv> sweet, its
working :) now cleanup and adding battery upgrades \o/
L638[23:59:26] <ben_mkiv> now i wonder
about this <T> stuff in => public <T> T
getCapability(Capability<T> capability, EnumFacing
facing)
L639[23:59:34] <ben_mkiv> seems to be
template, but where does the template come from?
L640[23:59:43] <ben_mkiv> the function
that calls my method?