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L8[00:59:54] <HewloThere> hey people, i just wanted to double check forge config for mp. if i have config on the server, will the config be automatically downloaded with the client or do i need to make sure the client and server config is identical?
L9[01:28:10] <ghz|afk> for now, you need to make sure they match
L10[01:29:18] <ghz|afk> the only thing forge syncs right now, are the internal numeric block IDs needed for network communication
L11[01:29:54] <ghz|afk> but it is in their plans to sync more and better
L12[01:30:07] <ghz|afk> in future versions
L13[01:31:29] <HewloThere> sorry, this is in 1.7.10. not sure if it makes a difference
L14[01:31:42] <HewloThere> thanks for the reply tho
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L16[01:33:54] <ghz|afk> well no it doesn't make a difference
L17[01:33:58] <ghz|afk> in this case
L18[01:34:24] <ghz|afk> but if you don't specify, the answers are going to be for 1.12.2
L19[01:35:18] <HewloThere> ah ok, ty anyway
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L26[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20171205 mappings to Forge Maven.
L27[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20171205-1.12.zip (mappings = "snapshot_20171205" in build.gradle).
L28[02:00:17] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L61[06:19:39] <SuperCoder79> Forge is stuck on a screen that says "Forge Mod Loader has detected a backup level.dat is bein used it is reccomended to make a backup" and I clicked yes after making a backup and it keeps cycling to the same screen...
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L69[07:12:28] <SuperTurk> i'm looking to register items in 1.12 version with the registry, any full tutorial exist ? Thanx
L70[07:16:52] <ghz|afk> I don't know tutorials but
L71[07:16:53] <ghz|afk> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/ModPackingTape.java
L72[07:16:57] <ghz|afk> this may give you an idea
L73[07:17:15] <ghz|afk> and the obligatory client proxy
L74[07:17:16] <ghz|afk> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/client/ClientProxy.java
L75[07:18:07] <ghz|afk> that registerItemModel call is just a helper -- https://github.com/gigaherz/Commons/blob/master/src/main/java/gigaherz/common/client/ModelHelpers.java#L51
L76[07:18:28] <ghz|afk> you can call ModelLoader.setCustomModelResourceLocation directly :P
L77[07:22:54] <SuperTurk> Thank's, but actually the ModelLoader.setCustomModelResourceLocation doesn't work for me ^^
L78[07:23:14] <SuperTurk> And I see in the forge doc's the register way is with event now..
L79[07:23:39] <ghz|afk> what? why does it not work?
L80[07:24:11] <ghz|afk> add yes that's waht I was showing you with the first link -- https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/ModPackingTape.java#L52
L81[07:24:50] <SuperTurk> https://thepasteb.in/p/66hVmD1pODlIW
L82[07:25:06] <ghz|afk> uhm
L83[07:25:12] <ghz|afk> that means you are calling it somewhere the server runs
L84[07:25:17] <ghz|afk> that's why it's supposed to go in the client proxy
L85[07:25:23] <ghz|afk> or some other class that only gets loaded in the client
L86[07:25:27] <ghz|afk> client JAR, that is
L87[07:26:30] <SuperTurk> For the history, I create a little mod 4 months ago in 1.11 versions, and this code works but now with the 1.12 doesn't work
L88[07:26:42] <SuperTurk> But yes maybe is what you said
L89[07:26:43] <ghz|afk> "it works" doesn't mean you were doing it the right way
L90[07:27:04] <SuperTurk> Yes sur
L91[07:27:05] <ghz|afk> it's easy to do something wrong and not realize it's wrong because it happens to work in a certain version
L92[07:27:12] <ghz|afk> the recommended way
L93[07:27:19] <ghz|afk> is to register the models in a separate class
L94[07:27:27] <ghz|afk> with @Mod.EventBusSubscriber(Side.CLIENT)
L95[07:27:41] <ghz|afk> which tells forge to only run the events on the client jar and skip it on the dedicated jar
L96[07:27:59] <ghz|afk> then in it you have a @SubscribeEvent for ModelRegistryEvent
L97[07:28:12] <ghz|afk> and in that event is the perfect place to call Model and renderer things
L98[07:29:10] <ghz|afk> that's one reason I don't like to point people at tutorials, because many of them teach things that do happen to work, but aren't tyhe best practices
L99[07:29:12] <ghz|afk> the*
L100[07:32:03] <SuperTurk> Yes you're right, i'll do that, thanks :)=
L101[07:32:04] <SuperTurk> :)
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L117[09:51:05] <CorexTech> how deeply baked in is "spawn can't be set in the end"? could a mod allow player spawning in the end?
L118[09:51:16] <ghz|afk> that's an interesting crowdfunding incentive... https://twitter.com/EliteDangerous/status/938045340837695488
L119[09:51:44] <ghz|afk> CorexTech: I made a PR to allow setting the spawn dimension, on top of the coords
L120[09:51:53] <ghz|afk> meaning a mod can set the spawn point anywhere
L121[09:52:30] <ghz|afk> EntityPlayer#setSpawnDimension
L122[09:52:34] <ghz|afk> on top of setSpawnPoint
L123[09:52:36] <CorexTech> sounds about perfect. have to be careful not to spawn over the void, but that should be easy enough
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L125[09:52:59] <malte0811> I have an item with an IItemHandler cap. The server-side cap NBT gets reset whenever the player opens their inventory. This only happens on dedicated servers. Has anyone seen something like this before?
L126[09:53:40] <ghz|afk> CorexTech: note that this is for setting the spawn point of a player, not the initial spawn where new players go to
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L128[09:54:45] <ghz|afk> malte0811: either you are setting the capability on the client, or you are not persisting it right
L129[09:54:46] <CorexTech> i'd like to set the initial spawn ideally, but presumably a mod could manage that with a quick teleport and set for new players. not quite as nice, but manageable
L130[09:54:57] <ghz|afk> brb
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L133[09:57:23] <malte0811> ghz|afk: Setting it on the client side shouldn't affect the server NBT, right? I'm using ItemStackHandler, that should handle persiting AFAIK?
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L136[10:05:15] <ghz|afk> malte0811: when you attach an ICapabilityProvider, it does nothing to persist by itself
L137[10:05:21] <ghz|afk> you have to attach an ICapabilitySerializable
L138[10:05:28] <ghz|afk> and handle serializeNBT and deserializeNBT yourself
L139[10:05:43] <ghz|afk> although no idea how this works for items :P
L140[10:07:44] <malte0811> I'm using net.minecraftforge.items.ItemStackHandler, which implements ICapSerializable. Do I need to attach that seperately or can I just return it from getCaps?
L141[10:08:22] <ghz|afk> no it does not
L142[10:08:27] <ghz|afk> it implements INBTSeirializable
L143[10:08:30] <ghz|afk> but it's not an ICapabilityProvider
L144[10:10:39] <malte0811> I have a subclass of itemStackHandler, and that is a provider. Sorry, it's been a while sine I implemented this.
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L155[11:33:09] <TvL2386> grrrmbl
L156[11:37:27] <TvL2386> I want to create a mod dedicated for cables. Looking at EnderIO for inspiration, but I can't follow
L157[11:43:01] <ghz|afk> probably too complicated as a getting started thing
L158[11:44:13] <ghz|afk> first of all
L159[11:44:15] <ghz|afk> what kind of cables?
L160[11:44:33] <ghz|afk> I mean, there's two ways to implement cables
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L162[11:48:06] <TvL2386> ghz|afk: I think it's too complicated as well :)
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L164[11:49:37] <ghz|afk> sorry back
L165[11:49:49] <ghz|afk> one way is to make cables that have some internal container and then transfer it to the neighbours
L166[11:49:54] <TvL2386> ghz|afk: I want a single cable that acts like EnderIO cables. But instead of a separate cable for each purpose, I want a single cable for multiple purposes
L167[11:50:07] <ghz|afk> oh
L168[11:50:07] <TvL2386> ghz|afk: kinda like IntegratedTunnels but then like EnderIO
L169[11:50:11] <ghz|afk> so you want to do waht I'm doing
L170[11:50:16] <ghz|afk> xcept I'm lazy and I never get around to do it
L171[11:50:29] <TvL2386> ghz|afk: ehehhee
L172[11:50:37] <ghz|afk> I started working on it :p
L173[11:50:51] <TvL2386> ghz|afk: cool
L174[11:50:53] <ghz|afk> https://i.imgur.com/QSeZffX.png
L175[11:51:01] <ghz|afk> but it kept getting more and more complicated
L176[11:51:01] <ghz|afk> :P
L177[11:51:23] <TvL2386> you stole my idea :D
L178[11:51:39] <ghz|afk> I doubt it
L179[11:51:47] <ghz|afk> when did you have the idea? :P
L180[11:51:55] <TvL2386> a few days ago ;)
L181[11:52:04] <ghz|afk> https://github.com/gigaherz/Everpipe/
L182[11:52:07] <ghz|afk> yeah then no :P
L183[11:52:14] <TvL2386> when I was messing with IntegratedTunnels on Direwolf20 1.1.0 (MC1.12.2)
L184[11:52:30] <TvL2386> yeah I'm just kidding
L185[11:52:47] <TvL2386> messing with IntegratedTunnels... Missing EnderIO... Wanting a hybrid
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L187[11:52:51] <ghz|afk> so my idea was to make the "ultimate" pipe
L188[11:52:59] <ghz|afk> it would be ender-style pipe
L189[11:53:03] <ghz|afk> without internal container
L190[11:53:19] <ghz|afk> and it would support configuring "channels"
L191[11:53:30] <ghz|afk> so like, channel 1 might be a fluid channel
L192[11:53:36] <ghz|afk> and a certain port on a certain block
L193[11:53:40] <ghz|afk> could be configured to channel 1
L194[11:54:02] <ghz|afk> then it would send/receive from other fluid ports connected to channel 1
L195[11:54:23] <ghz|afk> and my plan, as the image shows, was to support a limited number of each type
L196[11:54:24] <TvL2386> ah
L197[11:54:37] <TvL2386> sounds interesting
L198[11:54:39] <ghz|afk> so like, up to 2 item/fluid channels
L199[11:54:44] <ghz|afk> either both item, both fluid, or one of each
L200[11:55:14] <ghz|afk> then a number of data channels, where each one would be able to send like
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L202[11:55:31] <TvL2386> hmmmzzz
L203[11:55:35] <ghz|afk> 8 ME channels, or 1 Refined Storage network, or 16 redstone "colors"
L204[11:56:06] <ghz|afk> and there would be some sort of control UI to select channel routing
L205[11:56:20] <ghz|afk> but yeah
L206[11:56:22] <ghz|afk> as you can see
L207[11:56:24] <ghz|afk> complicated.
L208[11:56:35] <TvL2386> I was thinking exactly like EnderIO. Multiple connectors in the same block space, but with a single cable. Where you would insert a module in the connector. For example an ItemModule, FluidModule, EnergyModule, ???Module
L209[11:56:51] <TvL2386> where the cost would go to the modules
L210[11:56:55] <ghz|afk> yeah your idea is more sensible :P
L211[11:57:07] <ghz|afk> less ambitious, so more chances to succeed :P
L212[11:57:13] <TvL2386> hahaha
L213[11:57:27] <TvL2386> I thought I need to start small....
L214[11:57:36] <ghz|afk> if you want to start small
L215[11:57:38] <ghz|afk> start with one thing
L216[11:57:44] <ghz|afk> like, make a fluid pipe, or an item pipe
L217[11:57:45] <TvL2386> or at least not too ambitious. It can always grow when I am more familiar
L218[11:57:58] <TvL2386> yes :)
L219[11:57:59] <ghz|afk> you'll be able to "merge" them after you get a hand into making pipes
L220[11:58:08] <TvL2386> I'm inspiring myself on AdvancedCables
L221[11:58:16] <TvL2386> mod
L222[11:58:35] <TvL2386> it seems perfect for my current Java programming level and Forge experience
L223[11:59:24] <TvL2386> I did create this once https://github.com/TvL2386/JetpacksNG
L224[11:59:32] <TvL2386> before SimplyJetpacks was working on 1.10
L225[11:59:41] <TvL2386> it works! :)
L226[11:59:54] <TvL2386> *bbl... need to bring the kids to bed
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L228[12:10:50] <xvicarious> So in Choonster's TestMod3, he sets all the item definitions to "null" (https://github.com/Choonster-Minecraft-Mods/TestMod3/blob/1.12.2/src/main/java/choonster/testmod3/init/ModItems.java#L109), he then references it here (https://github.com/Choonster-Minecraft-Mods/TestMod3/blob/1.12.2/src/main/java/choonster/testmod3/client/model/ModModelManager.java#L290) would that not create a NPE? I searched the project and he
L229[12:10:50] <xvicarious> never references it again. I ask because I'm using TestMod3 as a learning tool while I write a mod and I'm getting a NPE with this exact case.
L230[12:12:30] <Ordinastie> relevant part : @ObjectHolder(TestMod3.MODID)
L231[12:14:49] <xvicarious> My Item Init has that too: https://github.com/XVicarious/OpenMetal/blob/master/src/main/java/us/xvicario/openmetal/ItemHandler.java
L232[12:17:57] <Ordinastie> I don't know about that TestMod stuff, but don't copy-paste code you don't understand
L233[12:18:18] <Ordinastie> lots of stuff that isn't really necessary
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L235[12:19:23] <Ordinastie> including that ObjectHolder annotation
L236[12:21:00] <xvicarious> I'm trying to understand it. Thats the thing.
L237[12:22:25] <Ordinastie> just initialize your item in your field directly
L238[12:22:53] <Ordinastie> drop that Null() nonsense
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L290[16:28:08] <Raycoms> FMLCommonHandler.instance().getMinecraftServerInstance() can this be null?
L291[16:29:40] <ghz|afk> presumably
L292[16:29:49] <ghz|afk> if you are on the client jar and the integrated server hasn't started yet
L293[16:30:03] <ghz|afk> (menu or connected to a remote server)
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L295[16:32:44] <ghz|afk> yogscast jingle jam just reached $3m ... in 5 days... so crazy
L296[16:33:03] <Raycoms> what?
L297[16:33:33] <ghz|afk> https://www.humblebundle.com/yogscast-jingle-jam-2017
L298[16:33:59] <Raycoms> FMLCommonHandler.instance().getMinecraftServerInstance().getWorld, what can throw a npe, viably here?
L299[16:34:11] <Raycoms> It seems like, in some cases our players crash on that line
L300[16:34:28] <ghz|afk> as I said
L301[16:34:39] <ghz|afk> if you run that line on a CLIENT that doesn't have the integrated server running, MAYBE
L302[16:35:03] <ghz|afk> you haven't shown code, so I have no way to know the context in which it's being called
L303[16:36:06] <Raycoms> https://github.com/Minecolonies/minecolonies/blob/version/1.11/src/main/java/com/minecolonies/coremod/colony/requestsystem/requesters/BuildingBasedRequester.java
L304[16:36:10] <Raycoms> line 120
L305[16:36:27] <Raycoms> It seems to be on client side
L306[16:36:33] <Raycoms> Since it's in the GUI
L307[16:36:34] <Raycoms> brb
L308[16:36:52] <ghz|afk> you can't access the server from GUI
L309[16:37:02] <ghz|afk> even in single-player, you are crossing thread boundaries
L310[16:37:08] <ghz|afk> that will cause issues
L311[16:37:11] <ghz|afk> not "may", will.
L312[16:37:15] <ghz|afk> sooner or later, at random
L313[16:37:40] <ghz|afk> let alone that it simply cannot work on a server
L314[16:38:19] <ghz|afk> even if it didn't crash, it would return the integrated server worlds, NOT the world the client is walking on
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L319[16:53:24] <Raycoms> Yeah, I think I will get the world from the proxy there as well
L320[16:55:34] <ghz|afk> why do you need the world separately at all?
L321[16:55:43] <ghz|afk> you should make the API for that stuff be world-aware itself
L322[16:55:48] <ghz|afk> so that you don't have to get it from elsewhere
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L331[17:30:08] <Raycoms> Would it work if I put in the client proxy Minecraft.getMinecraft().world and in the serverProxy the Fml one?
L332[17:30:18] <ghz|afk> think about it
L333[17:30:31] <ghz|afk> will it?
L334[17:30:34] <ghz|afk> I mean
L335[17:30:40] <ghz|afk> you know what context things are running in
L336[17:30:41] <ghz|afk> so
L337[17:30:53] <ghz|afk> will the CLIENT WORLD do when opening the gui on the client?
L338[17:31:08] <ghz|afk> also no
L339[17:31:14] <ghz|afk> the client proxy != client code
L340[17:31:39] <ghz|afk> you still want the server worlds on the integrated server
L341[17:33:01] <Raycoms> In this case I'm okay with the client world, that's what the following code actually expects
L342[17:33:36] <Raycoms> This code runs on the server in a lot of contexts and on the client on GUI open
L343[17:34:49] <ghz|afk> also remember that in the server, there's more than one world :P
L344[17:35:53] <Raycoms> Yeah, thanks =)
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L425[23:18:10] ⇦ Quits: sinkillerj (~sinkiller@nc-67-238-184-16.dhcp.embarqhsd.net) (Quit: またね)
L426[23:36:41] ⇦ Quits: PitchBright (~PitchBrig@CPE00fc8d8a3ce3-CM00fc8d8a3ce0.cpe.net.cable.rogers.com) (Quit: brb)
L427[23:39:15] ⇨ Joins: PitchBright (~PitchBrig@CPE00fc8d8a3ce3-CM00fc8d8a3ce0.cpe.net.cable.rogers.com)
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