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L7[02:00:04] <MCPBot_Reborn> [TEST CSV]
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MCPBot mapping exports can be found here:
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L40[07:34:25] <jordibenck> hi there, I am
trying to update my mod from 1.10 to 1.12. However, the issue I got
atm is that my capabilities are not working. I have an item that
stores other items, but when I try to open the gui, a nullpointer
appears. The debugger told me that ItemStack.getCapabilities
returns null
L41[07:36:47] <gigaherz> I don't believe
that has changed
L42[07:36:53] <gigaherz> hmmm
L43[07:36:56] <gigaherz> is it happening
client-side?
L44[07:37:05] <gigaherz> maybe your item
isn't synchronizing the capabilities
L45[07:38:25] <jordibenck> might be indeed,
quite a long time ago when I programmed this.
L46[07:39:50] <jordibenck> and yes it is
client-side
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L52[08:59:31] <jordibenck> I am using this
piece of code for my AttachEvent and I initiate this in my mod´s
init method. But somehow the capability is not connected to my item
https://pastebin.com/UWYu30H5
L53[09:02:24] <ForgeDiscord>
<JamiesWhiteShirt> does that even fire?
L54[09:02:43] <jordibenck> it does
yes
L55[09:03:08] <ForgeDiscord>
<JamiesWhiteShirt> it definitely should be
AttachCapabilitiesEvent<Entity>
L56[09:03:29] <jordibenck> but it never
reaches the addCapability line, but that also didn´t work in 1.10
but there the item was working correctly
L57[09:03:40] <ForgeDiscord>
<JamiesWhiteShirt> what type even is Deck?
L58[09:04:03] <jordibenck> an Item
L59[09:04:19] <jordibenck> an item to store
other items
L60[09:04:34] <ForgeDiscord>
<JamiesWhiteShirt> ok, that explains it
L61[09:04:56] <jordibenck> so should I
change it to something else?
L62[09:05:06] <ForgeDiscord>
<JamiesWhiteShirt> here's a tip: use a convention like
calling it ItemDeck to avoid confusion
L63[09:05:18] <jordibenck> ah okay
L64[09:05:30] <ForgeDiscord>
<JamiesWhiteShirt> the issue here is that the object will
never be an item
L65[09:05:45] <ForgeDiscord>
<JamiesWhiteShirt> when you want to attach capabilities to an
ItemStack, the object will be an ItemStack, not an Item
L66[09:06:12] <gigaherz> yep that's why
there's a special AttachCapabilitiesEvent.Item and not
<Item>
L67[09:06:27] <gigaherz> because it should
be <ItemStack> really
L68[09:06:45] <ForgeDiscord>
<JamiesWhiteShirt> since the Item class is seemingly in your
control, you shouldn't have to use this event in the first
place
L69[09:06:52] <gigaherz> that too
L70[09:06:58] <gigaherz>
Item#initCapabilities for your own items
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L72[09:07:57] <jordibenck> so I should
remove the entire AttachEvent class and just call initCapabilities
for my items?
L73[09:08:14] <ForgeDiscord>
<JamiesWhiteShirt> not call - override
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L75[09:12:52] <gigaherz> forge calls it for
you when constructing itemstacks
L76[09:13:23] <gigaherz> so you override it
and return an ICapabilityProvider/ICapabilitySerializable from
it
L77[09:14:53] <jordibenck> is there any
example somewhere?
L78[09:15:06] <gigaherz> uhm
L79[09:15:24] <gigaherz> it
ICapabilityProvider works exactly the same here, as it does on the
attach event
L80[09:15:34] <gigaherz> you jsut return
one instance instead of calling an attach method
L81[09:22:43] <jordibenck> it´s somehow
working now
L82[09:22:51] <jordibenck> just need to get
the slots working
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L97[11:04:55] <Galaxtone> Does anyone know
a mod that has a creative tab with changing icon?
L98[11:05:38] <ForgeDiscord>
<JamiesWhiteShirt> I don't know of any mod with it but I know
how to do it
L99[11:06:16] <Galaxtone> Yes please tell
me
L100[11:06:45] <Galaxtone> wait theres a
discord?
L101[11:06:56] <ForgeDiscord>
<JamiesWhiteShirt> see channel topic or something
L102[11:08:03] <ForgeDiscord>
<JamiesWhiteShirt> if you want some tab icon that cycles with
time, you can create your own CreativeTab implementation that
returns a different ItemStack based on the current time
L103[11:08:12] <ForgeDiscord>
<Galaxtone> and I'm here
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L106[11:08:38] <ForgeDiscord>
<Galaxtone> that's what I thought but what time would I
use?
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L108[11:08:57] <ForgeDiscord>
<Galaxtone> that's what I thought
L109[11:09:22] <ForgeDiscord>
<JamiesWhiteShirt> something like
System.currentTimeMillis()
L110[11:09:34] <ForgeDiscord>
<Galaxtone> Is there anyway to get tick updates?
L111[11:12:50] <ForgeDiscord>
<killjoy> you mean a tick event?
L112[11:13:19] <ForgeDiscord>
<killjoy> what's your context?
L113[11:13:28] <ForgeDiscord>
<Galaxtone> oh there's an event
L114[11:13:46] <ForgeDiscord>
<Galaxtone> I could have my eventhandler call my tab every
tickevent
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L116[11:13:54] <ForgeDiscord>
<killjoy> if this is for an entity or block, there's a method
you override
L117[11:14:05] <ForgeDiscord>
<killjoy> gui as well
L118[11:14:25] <ForgeDiscord>
<Galaxtone> as I said
L119[11:14:29] <ForgeDiscord>
<Galaxtone> call my tab every tickevent
L120[11:14:34] <ForgeDiscord>
<Galaxtone> It's my creativetab
L121[11:16:09] <ForgeDiscord>
<Cloudy> Well there's a few ways of doing it, you could use a
client render tick to do it, or if the method to get the icon is
used every tick (and that's what you want to change) could just
return a different image
L122[11:16:35] <ForgeDiscord>
<JamiesWhiteShirt> again, it would be really simple to return
something based on System.currentTimeMillis
L123[11:16:47] <ForgeDiscord>
<Galaxtone> well my idea is every 60 ticks, reset counter to
0 change currentIcon
L124[11:16:48] <ForgeDiscord>
<killjoy> use mc.currentTick
L125[11:16:50] <ForgeDiscord>
<Galaxtone> I guess I'd use the client tick
L126[11:16:52] <ForgeDiscord>
<killjoy> or something like that
L127[11:17:06] <ForgeDiscord>
<Galaxtone> well which is better minecraft.currentTick or
tickEvent?
L128[11:17:07] <ForgeDiscord>
<killjoy> mc.ingameGUI.currentTick
L129[11:17:24] <ForgeDiscord>
<killjoy> that field is for checking the current tick.
L130[11:17:29] <ForgeDiscord>
<killjoy> tickevent I think includes that
L131[11:18:05] <ForgeDiscord>
<Galaxtone> it doesn't exist btw
L132[11:18:08] <ForgeDiscord>
<Galaxtone> this mod is "1.12.2"
L133[11:18:29] <ForgeDiscord>
<killjoy> obviously i have the name wrong
L134[11:18:32] <ForgeDiscord>
<killjoy> 1 sec
L135[11:18:50] <ForgeDiscord>
<Galaxtone> updateCounter?
L136[11:19:32] <ForgeDiscord>
<killjoy> yes
L137[11:19:49] <ForgeDiscord>
<Galaxtone> I could use it but I don't know
L138[11:20:15] <ForgeDiscord>
<killjoy> mc.ingameGUI.getUpdateCounter()
L139[11:20:31] <ForgeDiscord>
<killjoy> it's just the elapsed ticks since the game
started
L140[11:20:42] <ForgeDiscord>
<killjoy> no different than System.curentTimeMillis()
L141[11:21:15] <ForgeDiscord>
<killjoy> either way, the tick event should have that value
in a field
L142[11:21:36] <ForgeDiscord>
<Galaxtone> i guess after an extremly long time overflow
would happ- oh tickevent has it
L143[11:21:40] <ForgeDiscord>
<Galaxtone> then I'd rather use it
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L145[11:22:25] <ForgeDiscord>
<JamiesWhiteShirt> I don't see how the tick event will
resolve anything
L146[11:22:26] <ForgeDiscord>
<killjoy> Be sure to use the sub events and check for the
phase
L147[11:22:40] <ForgeDiscord>
<Galaxtone> wait...
L148[11:22:41] <ForgeDiscord>
<Cloudy> So something like If
(mc.ingameGyi.getUpdateCounter() % 60 == 0) changeIconHere()
L149[11:22:44] <ForgeDiscord>
<Cloudy> Would work
L150[11:22:46] <ForgeDiscord>
<Galaxtone> won't it only call getItemStack() once?
L151[11:23:02] <ForgeDiscord>
<Cloudy> You'll have to check the code to see that
L152[11:23:06] <ForgeDiscord>
<JamiesWhiteShirt> it will call it every time it is
rendered
L153[11:23:15] <ForgeDiscord>
<killjoy> no, it's called every render tick
L154[11:23:23] <ForgeDiscord>
<Cloudy> Also sorry for typos, I'm on mobile
L155[11:23:38] <ForgeDiscord>
<killjoy> you should use a render gui event since that's the
only time the tab will appear
L156[11:23:51] <ForgeDiscord>
<killjoy> or just check that in your creativetab
L157[11:23:56] <ForgeDiscord>
<Galaxtone> the event is just "TickEvent"
right?
L158[11:24:03] <ForgeDiscord>
<killjoy> don't use tickevent.
L159[11:24:05] <ForgeDiscord>
<killjoy> not needed
L160[11:24:21] <ForgeDiscord>
<Galaxtone> well what's it called?
L161[11:24:24] <ForgeDiscord>
<Galaxtone> "RenderTickEvent"
L162[11:24:53] <ForgeDiscord>
<Galaxtone> yep that works
L163[11:25:10] <ForgeDiscord>
<JamiesWhiteShirt> ugh...
L164[11:26:00] <ForgeDiscord>
<JamiesWhiteShirt> getIconItemStack is called every time the
tab's icon is rendered
L165[11:26:13] <ForgeDiscord>
<Galaxtone> is it rendered once? or every frame?
L166[11:26:32] <ForgeDiscord>
<JamiesWhiteShirt> the CreativeTabs may store an ItemStack,
yes. but you are free to override the method as something time
sensitive
L168[11:27:04] <ForgeDiscord>
<killjoy> that willw ork
L169[11:27:05] <ForgeDiscord>
<Galaxtone> yah but if it isn't called every frame then it
will just be a static item until it is rendered again
L170[11:27:49] <ForgeDiscord>
<JamiesWhiteShirt> it is being called every frame
L171[11:27:55] <ForgeDiscord>
<Galaxtone> ok that's what I wanted to know
L172[11:27:59] <ForgeDiscord>
<Galaxtone> thank you.
L173[11:28:17] <ForgeDiscord>
<Galaxtone> so i don't need an event
L174[11:28:25] <ForgeDiscord>
<killjoy> no
L175[11:28:28] <ForgeDiscord>
<JamiesWhiteShirt> killjoy's implementation is actually not
completely safe as it may cycle multiple times if called multiple
times
L176[11:28:41] <ForgeDiscord>
<JamiesWhiteShirt> but it's a good starting point
L177[11:29:03] <ForgeDiscord>
<Galaxtone> I could do this:
L178[11:29:17] <ForgeDiscord>
<Galaxtone> every time it's called it's value + something is
greater than my stored tick value
L179[11:29:19] <ForgeDiscord>
<Galaxtone> I goto next stack
L180[11:29:21] <ForgeDiscord>
<Galaxtone> store the tick value
L181[11:29:22] <ForgeDiscord>
<killjoy> it doesn't look like it's called multiple
times
L182[11:29:31] <ForgeDiscord>
<JamiesWhiteShirt> this is true
L183[11:29:37] <ForgeDiscord>
<JamiesWhiteShirt> but if it was, it could be handled
L184[11:29:47] <ForgeDiscord>
<killjoy> it's drawn on the creative menu once, and on the
recipe tabs once
L185[11:29:55] <ForgeDiscord>
<Galaxtone> yah it can be handled as I've said
L186[11:30:01] <ForgeDiscord>
<killjoy> both are not present at the same time
L187[11:30:03] <ForgeDiscord>
<JamiesWhiteShirt> mods can do whatever they want
L188[11:30:35] <ForgeDiscord>
<Cloudy> And being called every frame is obviously
independent on framerate so if you want it only every 3 seconds
then you can't really rely on frames, but the tick counter in
ingameGui will allow you to track every 3 seconds
L189[11:30:58] <ForgeDiscord>
<killjoy> alternative would be to use an array/list do
list[(counter / 60) % list.length]
L190[11:31:39] <ForgeDiscord>
<Galaxtone> well I think I'll go with my idea thanks for the
help
L191[11:32:30] <ForgeDiscord>
<Galaxtone> which will be slightly more since I'll need to
cycle through the item variants
L192[11:32:36] <ForgeDiscord>
<Cloudy> I do think rather than a tick handler you should
just return a different icon depending, but shrugs
L193[11:32:51] <ForgeDiscord>
<Galaxtone> i'm not using a tick handler
L195[11:33:24] <ForgeDiscord>
<Galaxtone> I just said I'd store the current tick count and
if the current tick is greater than the stored tick + some
amount
L196[11:33:28] <ForgeDiscord>
<Galaxtone> It'd change the stack
L197[11:33:37] <ForgeDiscord>
<Galaxtone> I'm not using a tick handler or anything
L198[11:33:48] <ForgeDiscord>
<Cloudy> But why do you need to store it when ingameGui
already does for you :p
L199[11:33:58] <ForgeDiscord>
<JamiesWhiteShirt> look at how simple that is
L200[11:34:00] <ForgeDiscord>
<Cloudy> JamesWhiteShirt's solution would work
L201[11:34:06] <ForgeDiscord>
<Cloudy> Good way of handling it
L202[11:34:08] <ForgeDiscord>
<Galaxtone> so that I can get the difference of time between
the current time and the last time it changed
L203[11:34:16] <ForgeDiscord>
<Galaxtone> so I can see how much time has passed relative to
the previous icon change
L204[11:34:25] <ForgeDiscord>
<killjoy> you're not storing the tick
L205[11:34:36] <ForgeDiscord>
<Galaxtone> what's wrong with my idea?
L206[11:34:37] <ForgeDiscord>
<killjoy> the stack is calculated based on the tick
L207[11:34:50] <ForgeDiscord>
<JamiesWhiteShirt> please just trust my solution. it's about
as minimal as it gets
L208[11:35:03] <ForgeDiscord>
<JamiesWhiteShirt> if you don't understand how it works,
please ask
L209[11:35:11] <ForgeDiscord>
<Galaxtone> i understand perfectly
L210[11:35:37] <ForgeDiscord>
<Galaxtone> but I don't want to store hundreds of
itemstacks
L211[11:36:01] <ForgeDiscord>
<JamiesWhiteShirt> how do you intend to generate them,
then?
L212[11:36:05] <ForgeDiscord>
<killjoy> how many are you using?
L213[11:36:23] <ForgeDiscord>
<Galaxtone> well theres two item classes
L214[11:36:24] <ForgeDiscord>
<Galaxtone> sword and gun
L215[11:36:29] <ForgeDiscord>
<Galaxtone> which takes in name and max variants
L216[11:37:02] <ForgeDiscord>
<Galaxtone> 134 total sub items
L217[11:37:11] <ForgeDiscord>
<killjoy> well if you don't want to store itemstacks (why?)
you'd have to make them suppliers (again, why?)
L218[11:37:42] <ForgeDiscord>
<killjoy> might as well make it random
L219[11:37:44] <ForgeDiscord>
<JamiesWhiteShirt> keeping 134 in memory is nothing
L220[11:38:00] <ForgeDiscord>
<Galaxtone> I know
L221[11:39:02] <ForgeDiscord>
<killjoy> So... is anyone in this convo actually in irc
anymore?
L222[11:39:10] <ForgeDiscord>
<Galaxtone> also whats wrong with storing 4 bytes?
L223[11:39:11] <ForgeDiscord>
<Cloudy> If you really wanna generate them then you can use
more logic instead and cache when it changes (creating an itemstack
every frame would be eurgh)
L224[11:39:51] <ForgeDiscord>
<Galaxtone> well just let me think about it
L225[11:39:57] <ForgeDiscord>
<killjoy> vanilla does it
L226[11:40:29] <ForgeDiscord>
<Galaxtone> plus it wouldn't be every frame
L227[11:40:36] <ForgeDiscord>
<Galaxtone> it'd be every time it goes over the
interval
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L246[13:06:06] <ForgeDiscord> <cpw>
test
L247[13:06:10] <cpw> test
L248[13:06:16] <cpw> goodbot
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L251[13:19:19] <ben_mkiv> the whole
scaling in minecraft is nuts anyways
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L253[13:19:42] <ben_mkiv> or im stupid to
figure out something that works good with all resolutions/guiscale
values
L254[13:28:33] <LexManos> its not crazy,
its actually a fairly simple concept, You shouldnt care about the
scale you should just be given the 'virtual' numbers. And in this
particular instance the vanilla code DOES expect the correct
'virtual' numbers. Atleast from what i've seen.
L255[13:29:28] <LexManos> He COULD of gone
through and made a simple example mod with a 'This button wont
highlight correctly' GUI that is scaled 50% of normal. And it'd of
shown the vanilla bug. Which he then could of taken to Mojang and
been like *hey bug fix*
L256[13:30:06] <ben_mkiv> well, i did run
into the same issue, but worked around by doing what you said...
using correct scale numbers xD
L257[13:30:08] <LexManos> But his specific
usecase honestly, is a horrible UX. "My shits to big, so im
gunna zoom out because I dont think anyone on earth has a hard time
seeing so fuck making things big!"
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L282[18:51:37] <Genuine> Is the site down
for everyone?
L283[18:51:54] <Genuine> Or is it just my
dns?
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L287[18:55:38] <GenuineSounds> It was my
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L290[19:28:41] <ForgeDiscord>
<killjoy> So are we abandoning mcmod.info in 1.13?
L291[19:28:58] <ForgeDiscord>
<killjoy> I'm looking at cpw's fork and it looks like it's
changing to META-INF/mods.json
L292[19:36:02] <ForgeDiscord> <mezz>
yeah I think the mod info files were never well defined or
maintained, better to start clean probably
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L296[19:42:59] <ForgeDiscord> <cpw>
Yup
L297[19:43:10] <ForgeDiscord> <cpw>
What mezz said
L298[19:47:35] <ForgeDiscord>
<killjoy> exciting things
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L320[22:01:42] <ForgeDiscord>
<Servant_Girl(Dumpster Diving)> About half the time I forget
to update that thing and at the last minute remember.
L321[22:02:16] <ForgeDiscord>
<killjoy> would've been better if we actually had an
annotation processor to generate it
L322[22:02:42] <ForgeDiscord>
<killjoy> Though right now you should just be using string
expansion in your build script
L323[22:14:07] <ForgeDiscord>
<Servant_Girl(Dumpster Diving)> I don't know near enough to
really give insightful input on what should and shouldn't be in the
1.13 API. A friend of mine though hopes that Mojang is preparing
for it to be possible for a server to send a mod build to a
connecting client directly. Basically to streamline what Technic
sudo-automates. But from the server itself and automatically.
L324[22:15:04] <ForgeDiscord> <mezz>
it's looking like the data packs will be distributed like texture
packs, not synced automatically. that may come later, we'll have to
see
L325[22:16:14] <ForgeDiscord>
<Servant_Girl(Dumpster Diving)> Oh! A the LANG being a Json
means the resource packs will be able to edit them, right?
L326[22:16:36] <ForgeDiscord>
<Leviathan> Resource packs have always been able to edit
.lang files
L327[22:16:55] <ForgeDiscord>
<Servant_Girl(Dumpster Diving)> Ah I have not used many
XD
L328[22:18:25] <ForgeDiscord>
<killjoy> for one thing, data packs are entirely server side.
client doesn't care about it (except recipes)
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L330[22:18:50] <ForgeDiscord>
<killjoy> just like how resource packs are entirely client
side. server doesn't know what to do with resources
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