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L10[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180213 mappings to Forge Maven.
L11[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180213-1.12.zip
(mappings = "snapshot_20180213" in build.gradle).
L12[02:00:18] <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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L19[04:34:41] <TechnicianLP> do the uuids
players get assigned by mojang have some kind of magic value in
there somewhere? ie not a complete random uuid (basically trying to
avoid a potential conflict if i use random uuids)
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L27[05:50:19] <ben_mkiv> TechnicianLP, they
are probably checked against a DB when generated, otherwise you
cant really have random not conflicting stuff
L28[05:52:30] <TechnicianLP> yes mojang
would check against their db when assigning stuff - what i want to
know if every bit of the uuid is random or if lets say bits 0-4 are
always high (some magic value somewhere) in order for me to avoid
possible conflicts if i use random uuid and mix them with
playeruuids
L29[05:52:51] <TechnicianLP> (even though i
found a way round that mixing already)
L30[05:54:26] <ben_mkiv> i would just look
at how normal entities get their uuid assigned
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L33[06:37:16] <TechnicianLP> normal entites
are UUID.randomUUID()
L34[06:38:23] <TechnicianLP> afaik - but
players could be different ...
L35[06:39:59] <gigaherz> player UUID is
assigned permanently to the account
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L37[06:40:18] <gigaherz> but it WILL be a
random uuis
L38[06:40:19] <gigaherz> uuid
L39[06:40:22] <gigaherz> since that's how
UUID works
L40[06:40:35] <gigaherz> UUID collisions
can happen, but they are astronomically unlikely
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L54[08:43:04] <Mraof> I want to make a
fluid for each object registered in a registry I add, but I can't
figure out when I'd be able to create a block for the fluid
L55[08:43:37] <Mraof> Because I know
they'll all have been added by FMLInitializationEvent but that's
too late to register blocks, isn't it?
L56[08:45:05] <gigaherz> yes
L57[08:45:16] <gigaherz> blocks are the
first registry that runs so yeah that's not really doable
L58[08:45:28] <gigaherz> (first registry
event)
L59[08:46:23] <Mraof> Yeah, I figured it'd
be earlier than my registry
L60[08:46:53] <gigaherz> I feel like the
only choice for this would be to run a custom registration event,
during you mods' block registry event
L61[08:47:00] <gigaherz> but that might not
be the safest thing to do
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L63[08:50:01] <Mraof> Hmm
L64[08:50:25] <Mraof> Yeah that doesn't
sound great, but it might be necessary to do this
L65[08:51:02] <TechnicianLP> Mraof: why are
you using a ForgeRegistry? would a simple Map not be suffiecient
for your case? (and populate that map via api in
FMLConstructionEvent)
L66[08:54:13] <Mraof> I assumed using a
ForgeRegistry would be a more correct thing to do than creating my
own sort of registry
L67[08:54:54] <Mraof> It's nice being
warned about missing registry entries when an addon mod is removed,
at least
L68[08:55:25] <gigaherz> it would be
L69[08:55:33] <gigaherz> the bad part is
having to create blocks dynamically
L70[08:55:37] <gigaherz> that's considered
bad practice by itself
L71[08:55:39] <TechnicianLP> it would
already warn about the missing blocks ... (and removing mods always
causes trouble)
L72[08:55:49] <gigaherz> I don't know how
fluids work
L73[08:56:16] <gigaherz> but this would be
the kind of case where you'd want to use a tileentity to store the
type of fluid
L74[08:56:25] <gigaherz> but doing that for
every single block of that fluid seems... wrong
L75[08:56:26] <TechnicianLP> btw: why not
let the one registering the "Object" also register the
corresponding block?
L76[08:57:08] <gigaherz> I assumed he's
trying to do something like declaring "materials"
L77[08:57:12] <gigaherz> a la molten
metals
L78[08:57:30] <gigaherz> and getting all
the stuff created automatically for them
L79[08:58:45] <TechnicianLP> he could
create a BlockCLass taking his Object as param - would allow the
apiuser to do some custom things with his fluid if he likes
to
L80[09:02:49] <Mraof> I mean I guess one
thing I could do is just take a fluid block in the constructor for
the object (GristType)
L81[09:03:15] <Mraof> But I don't want to
make things harder for addon developers
L82[09:07:45] <gigaherz> yeah but you have
to compromise
L83[09:07:50] <Mraof> Yeah
L84[09:07:56] <gigaherz> due to the design
of minecraft's initialization process
L85[09:08:05] <gigaherz> doing it all
implicitly is not a good choice
L86[09:08:28] <gigaherz> so maybe you can
provide helpers?
L87[09:08:56] <Mraof> Yeah I'm definitely
going to provide helpers
L88[09:18:47] <Mraof> Hmm, I should make
sure the addon developers know that I'm going to make a breaking
change
L89[09:19:51] <Mraof> Or actually I might
be able to make this not a breaking change
L90[09:24:37] <Mraof> Actually yeah I can
avoid making this a breaking change, there doesn't have to be a
block for a fluid, it's just nice when there is
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L95[10:19:08] <Ordinastie> can't you add a
callback for when something is added to the block registry ?
L96[10:20:35] <Arcan> wdym?
L97[10:21:07] <Arcan> for when ANYTHING is
added to the block registry, even items from other mods?
L98[10:21:15] <Arcan> s/items/blocks/
L99[10:22:50] <Mraof> I don't really see
how that'd be useful in this case
L100[10:23:51] <Ordinastie> wait, I kinda
misread
L101[10:24:09] <Ordinastie> I thought you
were making fluids from some other blocks
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L103[10:36:05] <ben_mkiv> mraof, well you
could provide a way to parse the block as optional argument
L104[10:38:14] <Mraof> Yeah I'm going to
make it optional
L105[10:38:28] <Mraof> And if there's no
block the fluid just doesn't have a block
L106[10:44:19] <ben_mkiv> but i still dont
get why everything cant be assigned on preinit
L107[10:44:25] <ben_mkiv> so that its
ready when the registry events fire
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L113[11:15:49] <Mraof> Well the hard part
is making things easy for people making addons
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L123[12:07:43] <TechnicianLP> ben_mkiv:
registries for for blocks and items fire BEFORE preinit - you cant
ready something for them in preinit
L124[12:16:03] <gigaherz> no they do
not
L125[12:16:11] <gigaherz> they did for a
short time at the beginning of 1.12
L126[12:16:28] <ben_mkiv> what giga said,
just tested it
L127[12:16:32] <gigaherz> but lex gave in
to the moaning and moved them back to right before init
L128[12:17:31] <ben_mkiv> well, he went
off anyways...
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L135[13:05:03] <Arcan> why would block and
item registries fire before preinit
L136[13:05:16] <Arcan> preinit is for
setting up loggers and stuff that needs to be done before anything
else happens
L137[13:05:28] <gigaherz> because that way
people can't use the configuration stuff :P
L138[13:05:40] <gigaherz> (to decide if
they register blocks or not)
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L176[16:35:19] <LexMobile> Partially,
modders shouldnt be conditionally registrying shit.
L177[16:35:42] <LexMobile> The idea is
that all mods always register everything. And then the world/server
tells the client what sub-set of that to use.
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L231[23:31:37] <tterrag> !!gm 179129
L232[23:31:39] <MCPBot_Reborn> === MC
1.12: net/minecraft/client/renderer/GlStateManager.disableCull
(buq.r) UNLOCKED ===
L233[23:31:40] <MCPBot_Reborn> Name : r
=> func_179129_p => disableCull
L234[23:31:41] <MCPBot_Reborn> Descriptor
: ()V
L235[23:31:42] <MCPBot_Reborn> Comment :
None
L236[23:31:42] <MCPBot_Reborn> Last
Change: 2014-09-26 17:46:47.292430-04:00 (adubbz)
L237[23:46:30] <LexMobile> !gm
func_181670_b
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