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L7[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180124 mappings to Forge Maven.
L8[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180124-1.12.zip
(mappings = "snapshot_20180124" in build.gradle).
L9[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/
L10[02:08:56] <ben_mkiv> is it possible to
ship a mod with basic functions with another mod, but only load it
once if 2 mods have it within their jar?
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L28[03:47:53] <ben_mkiv> is there a event
fired when a entity gets killed?
L29[03:49:19] <gigaherz|work> entity in
general, no
L30[03:49:29] <gigaherz|work> there's a
living death event
L31[03:49:36] <gigaherz|work> iirc
L32[03:49:48] <ben_mkiv> hm, all mobs are
based on EntityLivingBase, right?
L33[03:49:51] <gigaherz|work> yes
L34[03:50:09] <ben_mkiv> and do you know
about minecarts? need to know when they get broken
L35[03:50:15] <gigaherz|work> no idea
L36[03:50:50] <ben_mkiv> i have to get used
to interpret those event class files :>
L37[03:51:10] <ben_mkiv> thanks for the
entityliving hint
L38[04:00:16] <gigaherz|work> just open the
forge Event class and open the "Type Hierarchy" from the
Navigate menu in intellij ;P
L39[04:00:27] <gigaherz|work> find one with
an interesting name, and see where new instances are created
L40[04:00:28] <gigaherz|work> :P
L41[04:01:20] <ben_mkiv> ah those are the
@link entries?
L42[04:05:36] <ben_mkiv> hm
L43[04:06:05] <ben_mkiv> looked at the
minecart vanilla class and there isnt anything fired when it gets
killed :/
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L45[04:09:25] <ben_mkiv> forge forum tells
me i didnt pass the security test on registration
L46[04:09:39] <ben_mkiv> while they failed
the security test of my browser with all their 3rd party site
javascripts
L47[04:10:34] <ben_mkiv> name one bad guy:
shulker => fail -.-
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L59[06:09:59] <ben_mkiv> seems my mod only
works when running within idea dev environment oo
L60[06:10:12] <ben_mkiv> guess i'll have to
ship it with idea then... :>
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L65[07:19:05] <gigaherz>
NOOOOOOOOOOOOOOOOO
L67[07:19:26] <gigaherz> they are swapping
around 1.14 and 1.13
L68[07:19:52] <gigaherz> or rather
L69[07:20:02] <gigaherz> they are unifying
1.13 and 1.14 into the aquatic update
L70[07:20:09] <gigaherz> and shiving all
the stuff into the same release instead of 2
L71[07:20:42] <gigaherz> ohwell, cpw will
have more time to work on he new stuff
L72[07:25:03] <SuperCoder79> Wait
L73[07:25:20] <SuperCoder79> cpw is modding
Minecraft again?
L74[07:25:35] <SuperCoder79> Or am I
misunderstanding this
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L76[07:26:34] <gigaherz> SuperCoder79: he's
working on a brand new mod loading system
L77[07:26:44] <gigaherz> to replace the
current FML stuff in forge
L78[07:26:50] <gigaherz> and make things
more amene to java9
L79[07:28:15] <Arcanitor> i thought j9 was
getting thrown out by oracle
L80[07:28:17] <SuperCoder79> Woot;
L81[07:28:22] <SuperCoder79> Woot!
L82[07:29:11] <Arcanitor> hmm will this
madness work
L83[07:29:13] <gigaherz> you clearly don't
follow his twitter or watch his occasional twitch streams
L84[07:29:13] <gigaherz> ;P
L85[07:29:13] <SuperCoder79> I thought he
left because Microsoft bought Mojang?
L86[07:29:25] <SuperCoder79> I need to do
that, wow
L87[07:29:27] <Arcanitor> gigaherz why on
earth would i have a twitter account
L88[07:29:40] <Arcanitor> or a twitch
account either for that matter...
L89[07:29:48] <gigaherz> Arcanitor: because
it's the #1 way to get informed of other people's stuff
L90[07:30:11] <gigaherz> at least for
me
L91[07:30:20] <gigaherz> twitter is a way
to receive broadcasts from people
L92[07:30:33] <SuperCoder79> Well, imma get
a Twitter account
L93[07:30:39] <SuperCoder79> What is the
minimum age for one?
L94[07:30:54] <gigaherz> so like, if
there's a streamer I'm interested in watching -- I just follow them
on twitter.
L95[07:31:24] <gigaherz> similarly, want to
get news about mc snapshots? follow dinnerbone on twitter.
L96[07:31:43] <gigaherz> no idea I'm
33
L97[07:31:57] <gigaherz> have been an adult
long enough to not think about minimum age of places
L98[07:32:39] <Arcanitor> SuperCoder79:
probably 13
L99[07:32:49] <Arcanitor> that's how old
you have to be for twitter to legally store data on you
L100[07:39:06] <SuperCoder79> Ok thanks
I'm good then
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L105[07:49:20] <ben_mkiv> "we are
delaying so you get access to new stuff earlier" ok...
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L107[07:51:00] <gigaherz> ben_mkiv: they
obviously mean the players
L108[07:51:10] <gigaherz> and not the
modders and mapmakers
L109[07:51:25] <ben_mkiv> as 1.13 mostly
was stuff behind the curtains?
L110[07:51:34] <gigaherz> yes
L111[07:51:44] <Abastro> Good, I can have
more time to prepare for data packs.
L112[07:51:51] <gigaherz> that's why they
were nicknaming it "technically updated"
L113[07:51:57] <gigaherz> doublemeaning of
"even if you don't see it"
L114[07:52:02] <gigaherz> and "it has
a lot of technical changes"
L116[07:52:43] <gigaherz> !gm
func_75211_c
L117[07:52:44] <ben_mkiv> it works fine
when i launch minecraft from idea, but as soon as i use multimc to
launch the game the network stuff seems to make problems
L118[07:53:28] <SuperCoder79> also, does
anyone know if Botania generates those vanilla
granite/andesite/diorite Veins? or Does Botania only have that
Recipe in NEI for making those Rocks?
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L121[07:53:56] <gigaherz> ben_mkiv:
Slot.getStack calls inventory.getStackInSlot
L122[07:54:08] <SuperCoder79> GregoriusT
wanted me to ask
L123[07:54:13] <gigaherz> you are somehow
passing in an instance of IInventory that doesn't have
getStackInSlot implemented
L124[07:54:19] <gigaherz> I have no idea
how you managed that
L125[07:54:20] <gigaherz> ;P
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L127[07:56:20] <ben_mkiv> actually all my
inventories extend ItemStackHandler which has this function build
in
L128[07:56:59] <ben_mkiv> and it works
within minecraft and not running in debug mode
L129[07:57:36] <gigaherz> uhm it's a
net.minecraft.inventory.Slot class though
L130[07:57:39] <gigaherz> not a
SlotItemHandler
L131[07:57:46] <gigaherz> this would
suggest either you are doing something VERY dirty
L132[07:57:57] <gigaherz> or it's not one
of your slots
L133[07:58:16] <gigaherz> !gm
func_75142_b
L134[07:58:28] <gigaherz> it happens
during detectAndSendChanges
L135[07:58:57] <ben_mkiv> yea, i have the
feeling that the inventory syncing is involved into this
L136[07:59:04] <ben_mkiv> because it
happens when i try to open the inventory gui
L137[07:59:25] <ben_mkiv> maybe client
isnt aware of the server inventory or something like that :/
L138[08:00:37] <gigaherz> no,
detectAndSendChanges runs in the server
L139[08:03:12] <ben_mkiv> yea, but i'm
dynamicly resizing the inventory, soo maybe it uses a cached list
of size 0 to compare against a list of size 9
L140[08:03:59] <ben_mkiv> just my idea for
now, going to overwrite detectandsend changes to see whats going
on. thanks for taking a look :)
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L143[08:23:36] <SuperCoder79> does anyone
know if Botania generates those vanilla granite/andesite/diorite
Veins? or Does Botania only have that Recipe in NEI for making
those Rocks?
L144[08:44:36] <ben_mkiv> !gm
func_75211_c
L145[08:50:52] <ben_mkiv> !gm
func_75132_a
L146[08:50:59] <ben_mkiv> !gm
func_75138_a
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L150[09:37:06] <ben_mkiv> just to get
sure... player.openGui only has to be called serverside, and syncs
to the client?!
L151[09:41:16] <ben_mkiv> !status
L152[09:43:28] <Caitlyn> that's how I do
it..
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L154[10:03:26] <ben_mkiv> well my slot
indexing was wrong
L155[10:03:36] <ben_mkiv> wonder how this
even worked within idea without making trouble
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L161[10:26:46] <ben_mkiv> also managed to
realize that i have to override getStackInSlot in my IInventory
implention
L162[10:27:17] <ben_mkiv> somehow weird as
it works with what ive copied from the super class oO
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L164[10:48:51] <Arcanitor> can I
dynamically assign textures inside a model JSON
L165[10:49:00] <Arcanitor> I'd like to
only have to do this whole model thing once
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L180[12:03:24] ***
Neal__ is now known as Neal
L181[12:08:03] <MarkModDev> anyone have an
simple example of using TESR with animation for 1.12?
L183[12:09:48] <MarkModDev> @Arconitor
thanks
L184[12:12:48] <Arcanitor> press tab to
autocomplete names
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L192[13:22:48] <LexMobile> !gf
field_180272_g
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L198[13:58:08] <Arcanitor> If I understand
correctly there is only ever one (possibly less than one, if you
have different "items" that are really just NBT variants)
instance of YourModItemClass?
L199[13:59:06] <Arcanitor> and NBTdata is
attached to an ItemStack not an Item, correct
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L201[14:02:04] <Commoble> Yeah, item and
block classes only have one instance
L202[14:02:42] <Commoble> and the game
just looks at that instance when it needs to know how an item
behaves
L203[14:06:04] <Commoble> and itemstacks
are discrete instances so different itemstacks of the same item can
hold different data
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L206[14:20:24] <LexMobile> if there are 0
instances of a class
L207[14:20:27] <LexMobile> that class
doesnt exist
L208[14:21:34] <barteks2x> not entirely
true, you may still use it's static methods
L209[14:21:44] <LexMobile> but yes, there
is only one instance of the item in memory, and ItemStacks hold the
'context'
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L216[14:55:30] <Lord_Ralex> why does
files.minecraftforge.net use the same star for the latest build and
the recommended build in the show all versions?
L217[14:55:35] <Lord_Ralex> that's
confusing
L218[14:56:21] <LexMobile> Thought we
fixed that... PaleoCrafter ?
L219[14:58:43] <Lord_Ralex> yeah, html
shows the other icon is there, just the star is beating it, cause
it's included
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L229[15:45:56] <Arcanitor> I found
something interesting
L230[15:46:00] <Arcanitor> what does
ISmartItemModel do?
L231[15:47:19] <Arcanitor> wait, does it
even exist in 1.12...
L232[15:48:03] <Arcanitor> oh its vanilla
now or something
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L253[19:42:08] <donington> So I'm trying
to figure out a fix to that creative nbt/capability overwrite I was
mentioned a week and a half ago. Sadly, the best solution requires
rewriting GuiContainerCreative to use CWindowClick for most basic
inventory operations which should honestly be how vanilla does it
anyway; ultimately it is absurdly complicated for a forge patch
imo. Is mojira the sane place to go next or is this a lost
cause?
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L257[20:07:06] <Abastro> What about
syncing it from client to server?
L258[20:07:12] <Abastro> As vanilla
does.
L259[20:07:48] <Abastro> Nvn
L260[20:07:53] <Abastro> *Nvm
L261[20:36:37] <donington> Ya it's not
that simple; was it synced in the first place? Should it have been?
Who is authoritative on the result? The whole problem stems from
Creative requesting overwrites with full data instead of a
reference from say a cursor that is tracked and the final origin is
from the server and not an outside source that might not have
context sensitive information such as server side nbt or
capabilities
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L274[21:29:29] <Arcanitor> imo creative
menu should just execute the /give command with the correct
parameters
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L276[21:38:58] <Abastro> donington: Yeah,
just realized that after the reply.
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L279[21:40:12] <Abastro> In my opinion all
operation should be checked and sent from the server side.
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L283[21:58:48] <Zoe> Erro
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L285[22:00:05] <donington> Thanks for the
feedback I don't feel so crazy after mulling over it to this
terrible result
L286[22:02:21] <Zoe> Is this channel
official or unofficial?
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L289[22:08:07] <Arcanitor> zoe: I mean the
forge devs are in here so it's pretty official
L290[22:08:17] <Zoe> okay
L291[22:09:07] <McJty> Block.getItem() is
deprecated in favor of Block.getPickBlock(). Problem is that I
don't have a raytrace result. I see the parameter is @Nullable so
is it safe for me to just pass null and hope no mod depends on a
raytrace result being present all the time?
L292[22:09:40] <donington> if it's not
null safe then they shouldn't have ignored the annotation
L293[22:10:37] <Arcanitor> so THAT's what
that annotation means
L294[22:10:57] <Arcanitor> i thought it
meant you could return null
L295[22:11:12] <donington> it means
whatever is prefixed should be safe as null
L296[22:12:25] <McJty> Arcanitor, it can
mean that too depending on where it is placed
L297[22:12:33] <McJty> In this case the
@Nullable is tied with the parameter
L298[22:12:37] <McJty> So it means you can
pass null
L299[22:12:43] <Arcanitor> McJty: before
the function declaration
L300[22:12:52] <McJty> yes but that's not
the @Nullable I am talking about in this case
L301[22:12:56] <McJty> Here it is with the
parameter
L302[22:13:22] <Arcanitor> what does the
@NonNull annotation mean, then
L303[22:13:33] <Arcanitor> on a
parameter
L304[22:13:43] <McJty> That you cannot
pass null
L305[22:13:45] <McJty> The opposite
L306[22:13:52] <Arcanitor> item stacks are
passed as @NonNull a lot it seems
L307[22:13:55] <Zoe> idk what you guys are
talking about, but I would say forge is "Top Notch"
L308[22:13:58] <Zoe> okay bye
L309[22:14:00] <McJty> yes never use null
for an ItemStack
L310[22:14:07] <McJty> From 1.11
onwards
L311[22:14:08] <Arcanitor> that
was...terrible, zoe
L314[22:14:27] <donington> Yeah they do
that because ItemStack.EMPTY is it's version of null
L315[22:14:43] <kashike> if you're passing
null instead of EMPTY you should be shot
L316[22:14:55] <Arcanitor> i'm not sure
itemstack.empty was a good idea but whatever, i don't touch
inventories
L317[22:14:59] <Arcanitor> yet
L318[22:15:15] <donington> Design is not
the forefront of what we're dealing with sadly
L319[22:15:22] <Zoe> Why don't you just
make it -1 ??
L320[22:15:27] <Zoe> Everyone is going to
hate m
L322[22:16:03] <Arcanitor> that's not how
ItemStacks work
L324[22:16:26] <Zoe> Wouldn't it make it
infinite?
L325[22:16:27] <McJty> Zoe, an ItemStack
is not a number. You can't give -1
L326[22:16:33] <Zoe> okie
L327[22:16:41] <Zoe> I don't know anything
about forge
L329[22:16:42] <Zoe> sorry
L330[22:16:51] <Arcanitor> Zoe: if java
had unsigned types, maybe
L331[22:16:57] <Arcanitor> but -1 is
-1
L332[22:17:24] <Arcanitor> if this was C++
and stack amount was a uint then assigning -1 would give you
MAX_INT items
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L334[22:18:46] *
Arcanitor hits himself over the head with dynamic
rendering
L335[22:19:22] <Arcanitor> the item has
~24 possible states and will only get more as i add more
content
L336[22:22:28] <Arcanitor> McJty: can I
still hardcode recipes
L337[22:22:56] <Arcanitor> this mod will
have some recipes that people should not be touching, others that
can safely be exposed through JSON
L338[22:23:10] <McJty> I wouldn't do it
but you technically can
L339[22:23:35] <Arcanitor> for example,
the recipe to dye my armor pieces really should not be externally
changeable
L340[22:24:12] <McJty> I think that's
something a modpack maker should decide
L341[22:24:23] <McJty> i.e. imagine expert
packs where they want to gate those items behind some other
mod
L342[22:25:20] <Arcanitor> it's literally
just dye + armor = dyed armor
L343[22:25:50] <Arcanitor> same way
leather armor works
L344[22:26:02] <McJty> yes, so why object
to it being changed externally?
L345[22:26:04] <Arcanitor> i have yet to
actually get the rendering to work, but that's another problem
entirely
L346[22:26:14] <Abastro> What about custom
recipe format for that.
L347[22:26:42] <Arcanitor> because there
are 17^8 possible dye combinations
L348[22:27:02] <Arcanitor> no, it's 8
slots ^ 17 possibilities
L349[22:27:32] <Arcanitor> (16 colors +
empty slot)
L350[22:29:00] <Abastro> Recipe format
deciding the color property could work.
L351[22:29:02] <Arcanitor> there are 2.2
quadrillion possible dye recipes if my calculations are
correct
L352[22:43:09] <Arcanitor> McJty: sorry
for continuing to bug you, are there any style guidelines for
naming NBT tags
L353[22:43:15] <Zoe> HHEHEHHEEH
L354[22:43:40] <Arcanitor> ^.^
L355[22:44:11] <McJty> Not that I
know
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L359[23:18:35] <Arcanitor> i've come to
the conclusion that MC rendering is black magic
L360[23:18:55] <Zoe> You're a mean one, Mr
Grinch
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