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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
L78[11:38:11] <gigaherz> https://minecraft.curseforge.com/members/gigaherz/projects
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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L160[16:13:52] <TechnicianLP> Opinions? https://github.com/MinecraftForge/MinecraftForge/pull/4947
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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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