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L20[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180106 mappings to Forge Maven.
L21[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180106-1.12.zip
(mappings = "snapshot_20180106" in build.gradle).
L22[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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L27[02:45:01] <rallias> Is there a guide on
how to make a config gui when I'm not using the forge-provided
config mechanism?
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L58[09:56:09] <Ordinastie> and here I am
trying to debug why I don't get any translation from my eng_us.lang
file... -_-
L59[09:58:15] <heldplayer> oops
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L90[13:03:43] <payonel> hello. i'm having
trouble getting crafting to work in 1.12. I tried using
SlotCrafting.onTake which oddly worked when debugging, but throws a
null ref when running normally
L91[13:05:43] <payonel> i also have a
partial solution using CraftingManager and Shaped and Shapeless
Recipes
L92[13:06:01] <payonel> using
getRecipeOutput works fine, but for repair items that reeturns
air
L93[13:06:23] <payonel> so i found that
getCraftingResult gives me the repair item
L94[13:06:54] <Ordinastie> why are you not
using JSONs ?
L95[13:07:22] <payonel> but now I'm at a
point where i dont know which result to use and i feel like i'm
building a hack
L96[13:07:33] <payonel> just looking for
some direction
L97[13:08:09] <Ordinastie> well, JSON,
that's the direction
L98[13:13:30] <payonel> Ordinastie: can you
point me to an example, i don't know anything about using json for
this
L99[13:13:50] <Ordinastie> gigaherz, do you
thing ^ :p
L100[13:16:54] <Ordinastie> well, since
he's lazy today, I'd say cehck how vanilla does it
L101[13:16:57] <Ordinastie> payonel,
^
L102[13:17:29] <payonel> that definitely
sounds like the right way to do thsi
L103[13:17:37] <payonel> to check how
vanilla does it
L104[13:18:24] <payonel> but i'm coming
into this as a new maintainer ... so forgive my lack of experience
:) but um....where would i find the crafting tables code from
vanilla for this action? :)
L105[13:19:03] <Ordinastie> should be
quite straightforward
L106[13:19:18] <Ordinastie> think about a
vanilla recipe that matches what you want to do and copy it
L107[13:19:34] <Ordinastie> keys used in
the JSON should be self explicit enough
L108[13:20:29] <payonel> sorry, i'm not
trying to make new recipes
L109[13:20:40] <payonel> i'm invoking
craft action
L110[13:20:47] <payonel> of existing
recipes
L111[13:21:14] <Ordinastie> probably
should have started with that
L112[13:21:41] <payonel> i can see now how
there was ambiguity to that detail
L113[13:21:46] <payonel> my
apologies
L114[13:22:21] <Ordinastie> still, advice
would be the same, check how vanilla does it
L115[13:22:39] <payonel> and question is
the same, where is the source code for vanilla's crafting
table
L116[13:23:04] <Ordinastie>
ContainerWorkbench iirc
L117[13:23:13] <payonel> ok cool,
thanks
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L126[13:53:21] <gigaherz> Ordinastie: I
was out
L127[13:53:21] <gigaherz> ;P
L128[13:54:21] <Commoble> oh speaking of
people who know what they're doing
L129[13:54:57] <Commoble> I've been told
that I shouldn't use the ItemModelMesher to register item models in
1.12, can someone direct me to the normal-person method
L130[13:55:09] <Commoble> my google-fu is
too weak today
L131[13:55:12] <gigaherz>
ModelLoader.setCustomModelResourceLocation
L132[13:55:21] <gigaherz> this has been
the forge method since 1.8
L133[13:55:23] <gigaherz> april 2015
L134[13:55:29] <Commoble> pfft
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L137[13:55:47] <gigaherz> I hate every
tutorial that still suggests that
L138[13:55:50] <gigaherz> "because it
still works"
L139[13:56:06] <gigaherz> YES BUT IT'S NOT
THE PREFERRED WAY SO IT SHOULDN'T BE THE ONE YOU TEACH NEW MODDERS
¬¬
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L143[13:57:29] <PaleoCrafter> wait a
moment, Commoble, are you active on MMD right now? :P
L144[13:57:40] <Commoble> I don't know
what that is
L145[13:57:42] <Commoble> so probably
not
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L147[13:57:52] <PaleoCrafter> okay,
lol
L148[13:57:52] <Commoble> it sounds fun
though
L149[13:57:58] <PaleoCrafter> it's a
modding Discord server
L150[13:58:04] <Commoble> aha
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L152[13:58:24] <PaleoCrafter> because that
exact same thing was pointed out there just before you wrote your
message :P
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L162[14:38:09] <Commoble> When I register
it with the mesher it renders fine, when I use ModelLoader I get
the jumbo pink-and-black missing-texture cube in my hands that I
get when I haven't registered the itemblock correctly
L163[14:38:21] <gigaherz> the itemmesher
call was meant to be done during init
L164[14:38:33] <gigaherz>
ModelLoader.setCustomModelResourceLocation should be called before
init
L165[14:38:40] <gigaherz> ideally
ModelRegistryEvent
L166[14:39:00] <Commoble> When I tried
that it couldn't find my item because it hadn't been- oh, there's
an event for it? I'll try that
L167[14:39:45] <Commoble> I assume that
event fires after the item registry event and before init?
L168[14:39:51] <gigaherz> yep.
L169[14:40:16] <Commoble> yeah not doing
that'd have been what I was doing wrong
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L183[15:56:33] <payonel> gigaherz: is
there a place online i can browse 1.12 ContainerWorkbench
code?
L184[15:57:21] <Ordinastie> your IDE
L185[15:58:04] <Ordinastie> you should
have access to the sources
L186[15:58:17] <Ordinastie> granted you
properly set up you env
L187[15:58:22] <Ordinastie> *your
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L189[15:59:11] <ScottehBoeh> payonel If
you need help finding it let me know
L190[15:59:17] <barteks2x> Someone asking
"how is it even possible" question made me realize that
it's technically possible to make a (core)mod that removed forge :D
that's fun to think about
L191[15:59:57] <Commoble> If you're using
Eclipse, the vanilla code is under Referenced Libraries /
forgesrc
L192[16:00:24] <payonel> sometimes i want
to review source based on version without switching versions in my
idea
L193[16:00:25] <payonel> ide*
L194[16:00:33] <Commoble> ah
L195[16:00:44] <Ordinastie> you should be
deving for 1.12 anyway
L196[16:01:49] <payonel> :)
L197[16:02:21] <payonel> we maintain a lot
more than just 1.12
L198[16:03:23] <Ordinastie> I have a
project for each version
L199[16:03:36] <payonel> as do i
L200[16:03:43] <payonel> is the source not
available to browse online?
L201[16:03:47] <ScottehBoeh> And then you
have me lol
L202[16:03:49] <Ordinastie> of course
not
L203[16:03:53] <ScottehBoeh> the
"village idiot"
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L205[16:05:17] <ScottehBoeh> I have some
really nice pictures of my mod tho :D I'll probably share a little
Imgur album soon
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L211[16:24:04] <kashike> ScottehBoeh:
"village idiot" is too nice a term
L212[16:24:36] <ScottehBoeh> Very good
point
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L219[16:56:44] <gigaherz> finally! I took
WAY longer than I hoped for, to start coding this, and it's finally
working :D
L221[16:57:23] <gigaherz> it can now have
multiple things within one paragraph
L223[16:57:36] <gigaherz> such as
different formatted spans
L224[16:57:40] <gigaherz> .... and I just
noticed a bug
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L226[17:35:30] ***
PaleoCrafter is now known as PaleOff
L227[17:40:53] <Commoble> Is it safe to
add two random, arbitrarily large ints or longs in Java? (i.e. the
result will just overflow to negative values)
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L229[17:42:01] <Commoble> nvm I'll just
test it myself
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L231[17:44:16] <barteks2x> Commoble, good
luck testing all possible values, but yes it is safe\
L232[17:44:27] <barteks2x> as long as you
cast to long before adding them and not after
L233[17:45:36] <barteks2x> wait...
L234[17:45:39] <barteks2x> I misunderstood
yiy
L235[17:45:49] <barteks2x> I thought you
asked if it's safe to add int+int=long
L236[17:46:01] <barteks2x> it's safe
anyway, it will overflow
L237[17:46:24] <barteks2x> (so safe as in
won't crash)
L238[17:46:26] <Commoble> I'm asking
because I've worked with things where if you did that it just
returned 0 for some reason
L239[17:46:51] <barteks2x> if any language
does that I don't want to ever deal with it
L240[17:46:58] <gigaherz> same
L241[17:47:14] <gigaherz> I might be able
to tolerate a langauge the throws an exception on overflow
L242[17:47:21] <barteks2x> either an
error/exception or overflow
L243[17:47:21] <gigaherz> (but probably
not even that)
L244[17:47:28] <barteks2x> anything else
is usually a bad idea
L245[17:47:32] <gigaherz> but I certainly
wouldn't tolerate a language that does anything else
L246[17:48:00] <barteks2x> then obviously
you have stuff like javascript which will probably use float
anyway
L247[17:48:28] <gigaherz> you can always
coerce back to int ;p
L248[17:48:34] <gigaherz> (a+b)|0
L249[17:48:42] <gigaherz> will always
result in an integer number
L250[17:49:44] <barteks2x> just curious is
there a js transpiler that takes code that does (int)(a+b) and
ouputs code that does (a+b)|0?
L251[17:50:56] <barteks2x> well actually
the second one is shorter... so who would want to do that
L252[17:51:14] <gigaherz> I believe that's
the standard for asm.js
L253[17:51:31] <gigaherz> so if you
compile C into asm.js, it would output stuff like that everywhere
;p
L254[17:52:39] <barteks2x> are any actual
websites using it?
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L257[17:54:12] <gigaherz> well it's meant
for like, emulation and game ports
L258[17:54:28] <gigaherz> same as
WebAssembly
L259[17:54:38] <gigaherz> which is a
binary representation of asm.js
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L262[18:07:40] <ScottehBoeh> gigaherz that
book looks great :o
L263[18:08:06] <gigaherz> heh thx
L264[18:11:37] <gigaherz> crap
L265[18:11:42] <gigaherz> I found a bug
while testing
L266[18:11:56] <gigaherz> and I closed the
non-dev instance to go back to coding
L267[18:12:00] <gigaherz> and I can't
remember what the bug was!
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L270[18:18:08] <gigaherz> welp gotta
sleep
L271[18:18:15] <gigaherz> I'll try to
re-debug tomorrow XD
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