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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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MineBot sets mode: +v on RichardG
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.
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
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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L176[15:56:26] ***
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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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