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L12[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180524 mappings to Forge Maven.
L13[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180524-1.12.zip
(mappings = "snapshot_20180524" in build.gradle).
L14[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/
L15[02:32:27] <ForgeDiscord>
<AshersLab> Lex, a friend saw your twitter post about
ISpecialArmor: yes I do. I use it to determine armor da ge
reduction and stack damage based on the nbt of the stack. I make a
modular armor mod Also if I remember correctly mods that have rf
based armor use it too, to circumvent the damage reduction and
stack damage calculations
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L69[11:33:04] <ForgeDiscord> <That
Martin Guy> ive heard that its possible to make block models
without json, is this the case?
L70[11:36:56] <gigaherz> you can use .obj
models
L71[11:36:58] <gigaherz> or .b3d
L72[11:37:11] <gigaherz> there's also
custom model classes
L73[11:37:15] <gigaherz> but please do not
do that
L74[11:37:21] <ForgeDiscord> <That
Martin Guy> mhm
L75[11:37:25] <gigaherz> (do not make the
models in java code)
L76[11:37:50] <ForgeDiscord> <That
Martin Guy> may i ask what modding experience you have,
giga?
L77[11:37:53] <ForgeDiscord> <That
Martin Guy> just curious
L79[11:39:45] <ForgeDiscord> <That
Martin Guy> thank you
L80[11:44:41] <gigaherz> "back",
I was typing while in a dungeon in wow, so I couldn't type
everything I wanted to say :P
L81[11:45:19] <gigaherz> custom models
allow things like dynamic generation of models where using
submodels in a json file would just be impractical
L82[11:45:50] <gigaherz> example:
chisels&bits, or other microblock mods
L83[11:46:05] <gigaherz> you couldn't
possibly define in advance all the possible combinations of
sub-blocks
L84[11:46:30] <gigaherz> in cases like
that, assembling the model in code is necessary
L85[11:46:55] <gigaherz> but if you have a
basic block model, it's best to provide it as a model file that
resourcepacks can tweak or replace
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L87[11:51:12] <ForgeDiscord>
<Barteks2x> There are mods that seem to do that anyway, even
for basic models
L88[11:52:15] <gigaherz> yes
L89[11:52:22] <gigaherz> but that's why I
didn't say you can't
L90[11:52:26] <gigaherz> I just said
"please, don't"
L91[11:52:27] <gigaherz> ;P
L92[11:53:37] <ForgeDiscord> <That
Martin Guy> alright, its mainly for a guy who models for me who
has this one program he absolutely loves but only exports java
models
L93[11:54:12] <ForgeDiscord> <That
Martin Guy> so he wants me to assure him that its not
possible/should not be done
L94[11:54:37] <gigaherz> oh
L95[11:54:40] <gigaherz> if it generates
java models
L96[11:54:46] <gigaherz> it probably
generates "modelbase" style models
L97[11:54:50] <gigaherz> those can't be
used directly, no
L98[11:54:52] <ForgeDiscord> <That
Martin Guy> uhuh
L99[11:54:57] <ForgeDiscord> <That
Martin Guy> i see
L100[11:55:02] <gigaherz> block models
work based on a list of quads
L101[11:55:13] <gigaherz> so even custom
model classes just implement a getQuads(stuff) method
L102[11:55:54] <gigaherz> modelbase-style
models are meant for things like entities, which render directly to
opengl
L103[11:57:59] <ForgeDiscord> <That
Martin Guy> ok
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L117[14:21:18] <masa> are the obfuscated
class names unified/common between client and server jars?
L118[14:21:39] <ForgeDiscord>
<killjoy> yes.
L119[14:21:45] <ForgeDiscord>
<killjoy> since 1.3
L120[14:22:13] <masa> okay, thanks
L121[14:22:32] <ForgeDiscord>
<killjoy> why are you using the obfuscated names?
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L126[15:01:14] <masa> I'm not using them,
this was just related to a question on reddit about client vs.
server jar mod compatibility
L127[15:03:37] <LexManos> who the fuck is
making jarmods?
L128[15:04:13] <ForgeDiscord>
<killjoy> ^
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L130[15:05:00] <ForgeDiscord>
<killjoy> probably think it doesn't matter since it's just
for their server and they don't release it (publishing on a live
server is releasing)
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L133[15:20:36] <TechnicianLP> how do i get
modname ba modid?
L134[15:21:16] <ForgeDiscord>
<killjoy> get the modcontainer
L135[15:21:28] <ForgeDiscord>
<killjoy> get it from Loader I think
L136[15:23:30] <Corosus>
Loader.instance().getActiveModList() and iterate to find right
modID then get name from that, might be a better way but i dont see
a getter for the namedMods list
L137[15:23:49] <Corosus> oh wait, try
using getIndexedModList()
L138[15:28:32] <TechnicianLP> what is the
forge-way of lmbdas? braces on newlines?
L139[15:31:22] <LexManos> if they are
concerned of it working with the client then they are releasing
it
L140[15:31:27] <LexManos> and it shouldnt
be a jarmod
L141[15:32:45] <LexManos> Is it a single
line lambda? same line, else format it like a function
L142[15:32:55] <ForgeDiscord>
<killjoy> single line lambdas don't need braces
L143[15:34:07] <LexManos> they are
optional yes
L144[15:35:04] <TechnicianLP> they are two
twoliners - so newline it is
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L146[15:37:27] <ScottehBoeh> How can I let
specific NPCs noclip through specific blocks?
L147[15:37:33] <ScottehBoeh>
Mobs/Entities* I should've said
L148[15:39:26] <ForgeDiscord>
<killjoy> There is collide event I think you can cancel
L149[15:41:57] <ScottehBoeh> Ah got it!
nvm
L150[15:43:26] <ScottehBoeh> Another
question:
L151[15:43:36] <ScottehBoeh> How can I
allow daylight to pass through my block? (I'm making a custom glass
block)
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L158[16:02:25] <TechnicianLP> ScottehBoeh
please update to a reasonable minecraft-version and stop using
those modelbase models for your tiles - or learn to dive through
archived forums
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L162[16:22:32] <ForgeDiscord>
<liach> like this pull.
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L171[17:14:30] <ForgeDiscord>
<Chocohead> Disabling the warning is no better than the
warnings in the logs there is now
L172[17:15:05] <ForgeDiscord>
<Chocohead> People will happily ignore the problem,
especially given they could reflect the config on if they wanted
to
L173[17:19:27] <ForgeDiscord>
<killjoy> all printing the warning does is make log files
bigger
L174[17:19:41] <LexManos> we cant do
anything about stupid modders
L175[17:20:34] <LexManos> a config option
isnt the way to go, itd have to be something in GradleStart that
flags it on.
L176[17:20:52] <LexManos> The log spam
will always be there because THEY ARE ACTUALLY ERRORS and people
shouldnt just ignore them
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L180[17:37:56] <TechnicianLP> All we can
do is to handle it as a serious problem - like we did with runaway
worldgen
L181[17:42:52] <ForgeDiscord>
<offbeatwitch> honestly I think telling users to report this
to mod developers is a good idea
L182[17:44:09] <gigaherz> problem is those
mods don't care
L183[17:44:18] <gigaherz> otherwise they
would have fixed the issue that causes those prints
L184[17:44:23] <ForgeDiscord>
<offbeatwitch> showing the screen to users also has the minor
benefit of letting them know about broken textures and actually, it
might mean pack makers go and bug the offending mod author or drop
the mod entirely
L185[17:44:57] <ForgeDiscord>
<Chocohead> The developers shouldn't need telling, releases
never should've have missing models to start with
L186[17:45:03] <ForgeDiscord>
<offbeatwitch> @gigaherz#0000 you can make em care if users
leave 100 comments on curseforge
L187[17:45:09] <ForgeDiscord>
<offbeatwitch> thanks, discord
L188[17:45:22] <ForgeDiscord>
<offbeatwitch> oh bot
L189[17:45:28] <ForgeDiscord>
<offbeatwitch> mobile strikes again
L190[17:46:10] <ForgeDiscord>
</dev/illy> or make them move curse comments to the
spamfolder :/
L191[17:46:47] <ForgeDiscord>
<offbeatwitch> I mean, if users or pack authors get annoyed
enough by the screen they might remove the mod entirely
L192[17:47:46] <gigaherz> sure but if you
do that
L193[17:47:56] <gigaherz> those modders
will definitely feel like they are being attacked
L194[17:48:00] <gigaherz> rather than they
were doing something wrong
L195[17:48:08] <gigaherz> it's the kind of
modder that thinks "if it works for me, it's
correct"
L196[17:48:10] <ForgeDiscord>
<Barteks2x> I think for that to happen, forge would need to
require the user to click through every missing/broken model
L197[17:48:23] <gigaherz> so if you make
it not work, you are giving them extra work they didn't need to
spend
L198[17:48:38] <gigaherz> that's more
people screaming at Lex's face :P
L199[17:49:06] <gigaherz> I'd be perfectly
happy if forge was able to load each mod separately somehow
L200[17:49:11] <gigaherz> so that if
something in the mod fails
L201[17:49:14] <gigaherz> the entire mod
could be disabled
L202[17:49:17] <gigaherz> without
affecting the rest of mc
L203[17:49:38] <gigaherz> "this mod
failed to load and has been disabled to avoid future
crashes"
L204[17:50:08] <ForgeDiscord>
<Chocohead> Side effects are impossible without sandboxing
loading
L205[17:50:14] <ForgeDiscord>
<offbeatwitch> I say let those modders feel attacked :P
L206[17:51:06] <ForgeDiscord>
<offbeatwitch> I always try and make sure my mod doesn't
error in normal use on its own, I can't guarantee what coremods
will do obviously but I feel like that puts me in the clear
L207[17:51:32] <gigaherz> same
L208[17:51:53] <gigaherz> although one of
my mods can show "errors" in the logs
L209[17:52:16] <gigaherz> but they are
unavoidable, since I'm overriding vanilla recipes, which causes
forge to print a warning
L210[17:52:29] <ForgeDiscord>
<offbeatwitch> that's fair
L211[17:52:36] <gigaherz> so I made it so
that before I start overriding recipes, I print "the following
messages are ok and are not an error"
L212[17:52:37] <gigaherz> ;P
L213[17:52:52] <ForgeDiscord>
<offbeatwitch> should see if forge would let you add a hook
for that that doesn't warn
L214[17:53:24] <ForgeDiscord>
<Chocohead> Technically it does, change the active mod
container ?
L215[17:53:47] <ForgeDiscord>
<Chocohead> If you're embracing dodgy hacks one more doesn't
change things
L216[17:53:51] <ForgeDiscord>
<offbeatwitch> lul
L217[17:54:29] <gigaherz> no Lex was very
clear on that
L218[17:54:45] <gigaherz> if you replace
registry entries that are not from your modid, it WILL warn
L219[17:54:56] <gigaherz> not negotiable
kinda thing
L220[17:55:02] <ForgeDiscord>
<offbeatwitch> ok /shrug
L221[17:55:06] <ForgeDiscord>
<Chocohead> Hence the whole dodgy hacks
L222[17:55:31] <gigaherz> yeah I'll pass
;P
L223[17:55:35] <ForgeDiscord>
<Chocohead> At least overriding behaves a little better than
it once did
L224[17:55:48] <gigaherz> it now
physically overrides
L225[17:56:40] <gigaherz> rather than what
happened before where things were substituted when read from disk,
but ended up with the other registry name instead of the
original
L226[18:05:08] <LexManos> the problem is
there is no real good/generic way to determine if something is
intentionally being an override
L227[18:05:17] <LexManos> that doesnt
expost a 'shutup the warning cuz I dont wanna fix it' flag
L228[18:05:21] <LexManos> that idiot
modders will use.
L229[18:05:29] <LexManos> So.. a small
warning is the compromize we have.
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L232[18:22:12] <ForgeDiscord>
<offbeatwitch> yeah seems fine
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