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L7[02:00:04] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20180428 mappings to Forge Maven.
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L9[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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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
L167[11:27:01] <ForgeDiscord> <killjoy> https://gist.github.com/killjoy1221/92c9e391b11670355a8f298a79704273
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
L194[11:33:00] <ForgeDiscord> <JamiesWhiteShirt> please use this https://gist.github.com/JamiesWhiteShirt/cd220cbb4c214273c7a859e29c1558bc
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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L241[12:18:44] <ForgeDiscord> <Galaxtone> https://gist.github.com/Galaxtone/6128253a1e10a184dbb5d92c3a84f977
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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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L250[13:13:26] <LexManos> @mezz Tag your it: https://github.com/MinecraftForge/MinecraftForge/pull/4816#issuecomment-385173535 His screenshot isnt showing any issues its showing his giant GUI running off the edge of the screen. And his example mod is Exactly the standard "heres a giant mod that does 5,000 things" im tired of explaing that to people.
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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L286[18:55:22] <Mimiru> Genuine, http://files.minecraftforge.net/ and http://www.minecraftforge.net/forum/work fine?
L287[18:55:38] <GenuineSounds> It was my VPN.
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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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