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L4[00:26:38] <PaleoCrafter> Hm, a coremod ought to be able to inject multiple normal mods into the game, right?
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L15[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20180119 mappings to Forge Maven.
L16[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20180119-1.12.zip (mappings = "snapshot_20180119" in build.gradle).
L17[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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L45[06:05:47] <ben_mkiv> do i have to sync my capability on my own?
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L50[06:56:40] <Abastro> Only item capability can be synced internally
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L55[07:04:32] <ben_mkiv> how about if a entity has a capability at all
L56[07:04:50] <ben_mkiv> just wondering where i have to apply the capability/settings and what to sync and what not
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L60[07:25:08] <ghz|afk> ben_mkiv: if you want the data on the client, you have to sync it yourself, yes.
L61[07:29:32] <ben_mkiv> ok that for the features of the capability, but how about the capability at all
L62[07:29:50] <ben_mkiv> does the client get notified or do i have to "inject" it on client and server?
L63[07:34:54] <ghz|afk> attach in both.
L64[07:42:09] <ben_mkiv> thanks
L65[07:42:21] <ben_mkiv> how does this still lack some method to just sync an nbt package? xD
L66[07:43:16] <ben_mkiv> just feels like the amount of code needed to sync some vars is just unnecessary
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L68[07:44:35] <ghz|afk> well if you already have a simpleimpl channel
L69[07:44:42] <ghz|afk> declaring a new IMessage is quite easy
L70[07:44:59] <ben_mkiv> yea, but quite a lot of stuff just for some syncing
L71[07:45:01] <ghz|afk> so you just have to send the entity ID, and the values
L72[07:45:14] <ghz|afk> and the IMessageHandler just looks up the entity and gives it the data
L73[07:45:17] <ghz|afk> it's not THAT much code.
L74[07:45:46] <ben_mkiv> would be rather easier to have methods like entity.sync(some Object)
L75[07:46:08] <ben_mkiv> well, could probably make that an capability xD
L76[07:47:06] <ghz|afk> but then how does the client know who should process the data?
L77[07:47:57] <ben_mkiv> well, if a sync happens allways the one who receives data
L78[07:48:39] <ben_mkiv> but yea, theres probably no way around imessages at all
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L88[09:10:38] <p455w0rd> just wanting to be sure before I move forward... Item#initCapabilities returns an instance of ICapabilityProvider..so if I wanted an item to have both fluid and FE caps, do I have to create a new cap that implements both since Item#initCapabilities doesn't return a list/array? In this case, wouldn't initCapability be more a fitting method name (or have Item#initCapabilities return a
L89[09:10:39] <p455w0rd> list/array of ICapabilityProvider)?
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L91[09:11:09] <ghz|afk> p455w0rd: ICapabilityProvider can return as many capabilities as you want
L92[09:11:38] <p455w0rd> ohhh
L93[09:11:40] <ghz|afk> so just create an anonymous implementation of ICapabilityProvider
L94[09:11:40] <p455w0rd> i get it
L95[09:11:41] <p455w0rd> thx lol
L96[09:11:46] <p455w0rd> yeah
L97[09:11:47] <ghz|afk> and implement hasCapability/getCapability as needed
L98[09:11:51] <p455w0rd> ty
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L106[10:39:19] <LexMobile> The point is to NOT use a list/array
L107[10:39:22] <LexMobile> For speed reasons
L108[10:39:37] <LexMobile> ICapProviders should always be implemented as straight if statements.
L109[10:44:45] <ghz|afk> there's a little voice in my head thinking "but if you have a very long chain of ifs, wouldn't it be best to bisect somehow?"
L110[10:45:02] <ghz|afk> but then I remember that if you have a list long enough that a hashtable would be positive, you have WAY too many capabilities.
L111[10:45:31] <LexMobile> This is true.
L112[10:46:02] <LexMobile> There is a theoretical switch point, but as you said, if you reach that you've got way to much shit.
L113[10:50:13] <ghz|afk> LOL -- https://youtu.be/eNFq5cJd2d8?t=118
L114[10:50:20] <ghz|afk> watch from the beginning for technical explanation
L115[10:50:29] <ghz|afk> from the given time to go straight to the LOL
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L119[11:18:54] <p455w0rd> yeah makes perfect sense..I just didn't think about the anon impl of ICapabilityProvider
L120[11:19:06] <p455w0rd> got everything working now :)
L121[11:26:01] <ben_mkiv> my custom inventory gui behaves weird :/
L122[11:26:47] <ben_mkiv> so the hotkeys work fine, but as soon as i start to move stuff with the mouse it starts to glitch around
L123[11:27:33] <ben_mkiv> just moves stuff around -.-
L124[11:28:33] <p455w0rd> could be that you're either not defining xSize/ySize or that you are defining them, but your mouse is clicking outside the area
L125[11:30:14] <ben_mkiv> thank you, seems like to be something with the size
L126[11:30:38] <p455w0rd> yup..i remember spending a few days trying to figure that problem out when i started
L127[11:30:39] <ben_mkiv> just set some custom size which now disabled the mouseinput at all xD
L128[11:31:00] <ben_mkiv> yea, i havent messed with background and all yet, just drawing the slots
L129[11:31:43] <ben_mkiv> Container.slotClick() is just a mess, but seems my problem is something in there
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L140[12:44:02] <TechnicianLP> ben_mkiv: that shouldnt be your problem ... if you didnt get it by now- can you show us your code?
L141[12:44:35] <ben_mkiv> figured it out
L142[12:44:46] <ben_mkiv> i've called another gui within my gui, but clientside...
L143[12:44:53] <ben_mkiv> so server wasnt aware of the new inventory
L144[12:45:10] <TechnicianLP> that sounds pretty broken ...
L145[12:45:26] <ben_mkiv> thats how bugs work
L146[12:45:49] <TechnicianLP> gets interesting at dynamic slot-remapping (something i did a while back)
L147[12:46:20] <TechnicianLP> that was horribly broken as well ...
L148[12:47:07] <ben_mkiv> well its first time im messing with inventories at all
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L150[13:50:55] <Raycoms> Hi
L151[13:51:08] <Raycoms> Does world.getEntitiesWithinAABB work for child classes?
L152[13:51:41] <Raycoms> We have a worker which should recognize cows, but can't seem to recognize the cows other mods add, even if they are also kids of the normal cows
L153[13:52:08] <Commoble> Does the other mod's cow extend the cow class?
L154[13:52:16] <Raycoms> I'm trying to find that out now =D
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L156[14:00:19] <Raycoms> Someone has a dependency for quark so I can paste it in our gradle file? =D
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L158[14:21:53] <ben_mkiv> TechnicianLP, you meant dynamic resizing inventories before?
L159[14:23:25] <TechnicianLP> i had an inventory where the number of the inventory slot a slot belonged to could change dynamically - eg (slot# - item#) 1-1 1-12 1-5
L160[14:23:38] <TechnicianLP> size was static
L161[14:24:28] <ben_mkiv> Raycoms, looks like quark just patches the clientrenderer
L162[14:24:38] <ben_mkiv> for the cow stuff
L163[14:24:58] <Raycoms> Weird, for some reason our worker doesn't kill the cows/pigs with the other textures
L164[14:25:09] <ben_mkiv> https://github.com/Vazkii/Quark/blob/c30e25d51505987ecb60165bfeee9b6ecb6c5dca/src/main/java/vazkii/quark/client/feature/RandomAnimalTextures.java#L56-L58
L165[14:25:17] <Raycoms> and he doesn't count them in, couldn't reproduce yet though since I need the quark dependency first and I'm too lazy to look it up =P
L166[14:25:27] <ben_mkiv> there it overrides the renderer for some vanilla mobs
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L194[17:59:13] <Arcanitor> How do I make my @SidedProxy stuff when making a server-side-only mod
L195[17:59:38] <Ordinastie> why would you need a proxy ?
L196[18:01:33] <Arcanitor> I don't know?
L197[18:02:54] <ghz|afk> if the mod is server-side-only, that means it will only load in a dedicated server
L198[18:03:02] <ghz|afk> so only the server proxy would ever be loaded
L199[18:03:17] <ghz|afk> which makes the proxy rather... meaningless?
L200[18:03:28] <ghz|afk> so just not include one.
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L204[18:18:31] <Arcanitor> pretty please how do I change the logging level
L205[18:19:58] <ghz|afk> I can't remember if there was some commandline flag for it... worst case, provide a custom log4j xml config file
L206[18:23:45] <Arcanitor> is there a list somewhere of all the forge events?
L207[18:23:57] <Arcanitor> specifically I need one that fires whenever something gets put in global chat
L208[18:29:56] <ghz|afk> hmmm thre's some chat event, but dunno
L209[18:30:07] <ghz|afk> in your IDE, use the option to see the type hierarchy of "Event"
L210[18:31:49] <Arcanitor> there's ServerChatEvent
L211[18:36:42] <Raycoms> We have a player with a problem because all our logs which are by default blocked are printed out
L212[18:36:57] <Raycoms> where might he have messed up?
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L217[18:48:27] <Arcanitor> I have serverSideOnly = true in my @Mod annotation, but when I try to connect to the server with a test client it errors saying that my mod is required to join the server.
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L221[19:00:42] <ghz|afk> acceptableRemoteVersions = "*"
L222[19:00:51] <ghz|afk> or accepted
L223[19:00:52] <ghz|afk> whichever
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L226[19:32:09] <Arcanitor> How do I localize something?
L227[19:33:27] <ghz|afk> put some string in your lang/en_us.lang or whatever language file
L228[19:33:34] <ghz|afk> and then use I18n.format
L229[19:33:45] <ghz|afk> unless the thing already has a .setUnlocalizedName, then use that
L230[19:34:09] <Arcanitor> I18n?
L231[19:34:32] <ghz|afk> if that class doesn't exist, you are in a very old version of minecraft
L232[19:34:47] <ghz|afk> I leave that to you to figure out what the old name used to be.
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L234[19:36:30] <Arcanitor> i'm on 1.12.2
L235[19:40:23] <ghz|afk> then oyu should have 2 classes with that name
L236[19:40:23] <ghz|afk> ;P
L237[19:40:30] <ghz|afk> one is marked as deprecated
L238[19:40:32] <ghz|afk> the other is not
L239[19:40:42] <ghz|afk> the non-deprecated one is client-only
L240[19:40:59] <ghz|afk> and this is on purpose: the server does NOT load mod translations
L241[19:41:03] <ghz|afk> (no resource system)
L242[19:41:13] <ghz|afk> it loads only the english en_US.lang embedded in the mc jar
L243[19:41:25] <ghz|afk> so for all practical purposes, there's no localizaion
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L253[20:28:43] <Arcanitor> If I make a new thread (to handle networking) does it need its own logger?
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L255[20:35:58] <ghz|afk> why do you need a new thread? what kind of networking?
L256[20:36:06] <ghz|afk> the communication between client and server is already threaded
L257[20:41:32] *** SatanicSanta is now known as Santa|afk
L258[21:02:05] <Arcanitor> ghz|afk: communication between the server and another server
L259[21:02:19] <Arcanitor> also, the answer turns out to be "no, you don't need another logger for each thread"
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