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L9[00:40:04] *** PaleOff is now known as PaleoCrafter
L10[00:42:22] <ben_mkiv> https://www.twitch.tv/kitboga best scambaiter ever :D
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 or you could just not do stuff on outdated versions ¯\_(ツ)_/¯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
L73[05:56:04] <PaleoCrafter> http://mcforge.readthedocs.io/en/latest/datastorage/capabilities/
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
L84[06:00:09] <ben_mkiv> http://pasteall.org/pic/show.php?id=118892
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
L167[06:23:07] <gigaherz|work> https://imgur.com/a/9Oo9l
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
L172[06:23:44] <ben_mkiv> https://cdn.dopl3r.com/memes_files/to-dude-320-am-how-do-you-manage-to-be-cool-all-the-time-322-am-bcuz-i-dont-get-into-arguments-with-stupid-people-i-just-cut-it-short-and-say-you-are-right-323-am-but-thats-completely-irrational-and-wrong-324-am-you-are-right-32-ekRSG.jpg
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"
L180[06:24:29] <PaleoCrafter> https://i.ytimg.com/vi/JXOOOtnow-U/maxresdefault.jpg 4th result when googling "old people" xD
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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
L190[06:27:24] <ben_mkiv> actually people discuss that on forums... https://www.thegoatspot.net/threads/oldest-goat.127607/
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
L348[11:35:43] <ghz|afk> https://github.com/gigaherz/Everpipe/blob/master/assets/Logo.png
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
L381[13:46:25] <ghz|afk> blood|wrk: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L112
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
L385[13:47:47] <kashike> ghz|afk: https://www.reddit.com/r/Minecraft/comments/71nq8d/ive_had_this_gamertag_for_14_yearsthis_needs_to/dnczubv/
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
L554[22:05:52] <busti> Baubles is available from curseforge https://mods.curse.com/mc-mods/minecraft/227083-baubles#t1:other-downloads
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."
L561[22:07:42] <ben_mkiv> http://www.minecraftforge.net/forum/topic/36028-compiling-a-mod-which-was-decompiled/#comment-191517
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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
L568[22:12:33] <ben_mkiv> busti, https://github.com/Jacky1356400/ActuallyBaubles/blob/80e6e371e7e000b0e5d1fd8eb113f6d1c1c40e9d/build.gradle#L47
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:
L580[22:23:49] <busti> https://github.com/Busti/Technica2/blob/master/build.gradle#L29-L36
L581[22:23:57] <busti> https://github.com/Busti/Technica2/blob/master/build.gradle#L44
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.
L589[22:35:19] <busti> Applied energistics seems to do this with Waila and others. https://github.com/AppliedEnergistics/Applied-Energistics-2/blob/rv5-1.12/gradle/scripts/dependencies.gradle
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?
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