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L1[00:00:01] <kenzierocks> i'm going to try and rename some params
L2[00:00:11] <kenzierocks> when i get a chance at thanksgiving maybe
L3[00:01:13] <williewillus> lol the extra AABB names in Block 36/piston extension are gonna be ugly
L4[00:01:20] <williewillus> if the existing convention is followed
L5[00:01:22] <williewillus> so nvm on that
L6[00:03:10] <kashike> immibis: which?
L7[00:03:12] <kashike> err
L8[00:03:15] <kashike> williewillus:
L9[00:03:18] <kashike> oopsies
L10[00:03:28] <williewillus> BlockPistonExtension
L11[00:03:40] <williewillus> SHORT_NORTH_ARM_AABB? :P
L12[00:04:06] <kashike> makes sense
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L14[00:06:33] <barteks2x> if I have modifiers from Method.getModifiers(), how to check if it's package-protected?
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L16[00:09:12] <kenzierocks> (modifiers & ~(Modifier.PUBLIC | Modifier.PROTECTED | Modifier.PRIVATE)) == modifiers ?
L17[00:09:18] <kenzierocks> i'm not 100% sure that works
L18[00:09:43] <kenzierocks> but basically: not (public | protected | private)
L19[00:09:50] <tterrag> there are other modifiers though, no?
L20[00:10:02] <kenzierocks> but none of them take away package-protected
L21[00:10:08] <tterrag> yes but it won't necessarily ==
L22[00:10:14] <kenzierocks> yes it will
L23[00:10:15] <tterrag> oh wait, nvm
L24[00:10:16] <tterrag> I see
L25[00:10:16] <barteks2x> ok, now I need some way to check if Methods are equal...
L26[00:10:20] <tterrag> thought those were two variables for some reason
L27[00:10:23] <kenzierocks> :)
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L29[00:10:46] <kenzierocks> omg
L30[00:10:50] <barteks2x> and equals obviously won't work
L31[00:10:58] <kenzierocks> rip Minecraft.thePlayer, long live Minecraft.player
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L33[00:11:10] <TehNut> and theWorld -> world
L34[00:11:12] <kenzierocks> yea
L35[00:11:17] <kenzierocks> worldObj* -> world as well
L36[00:11:28] <barteks2x> I had remapper do all of that for me :D
L37[00:11:46] <TehNut> I've been using the getters in TileEntity/Entity for some time now
L38[00:11:46] <kenzierocks> lol i'm just doing it by hand
L39[00:11:51] <TehNut> So I didn't have to worry about i
L40[00:11:57] <kashike> TehNut: https://github.com/kashike/migration/wiki/1.10.2-to-1.11
L41[00:12:00] <kashike> large summary
L42[00:12:05] <TehNut> Oh I know
L43[00:12:09] <TehNut> I've already ported a few mods
L44[00:12:14] <barteks2x> the remapper is here: https://github.com/MinecraftForge/Remapper
L45[00:12:27] <barteks2x> I think the latest version isn't built anywhere
L46[00:12:33] <TechnicianLP> wasnt there a file somewhere you could import into intellij?
L47[00:12:46] <kashike> for 1.8 yes, and only for classes
L48[00:13:07] <TehNut> There's only 1 class change this time, so it's not a huge deal
L49[00:13:15] <kashike> I'm happy about the MathHelper changes
L50[00:14:30] <barteks2x> I can't imagine updating that for bigger mod that actually uses that stuff everywhere
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L52[00:21:39] <williewillus> lol what
L53[00:21:47] <williewillus> EntityWolf$AIAvoidEntity
L54[00:22:12] <kashike> I love these names
L55[00:22:14] <kashike> setWololoTarget
L56[00:22:18] <kenzierocks> hah
L57[00:22:19] <williewillus> why is the wolf passed in again but in the same class EntityWolf,this is used
L58[00:22:19] <TehNut> omg yes
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L60[00:22:30] <williewillus> someone doesn't know how non-static nested classes work :P
L61[00:22:45] <kashike> williewillus: or it was missed in a refactor
L62[00:22:49] <kashike> these things happen :P
L63[00:24:24] <williewillus> kashike: wolves avoiding llamas was introduced in 1.11, they have no avoid AI in 1.10
L64[00:24:38] <kenzierocks> >ENTITY_EVOCATION_ILLAGER_AMBIENT
L65[00:24:43] <kenzierocks> is this a typo
L66[00:24:55] <williewillus> of what?
L67[00:25:02] <kenzierocks> VILLAGER?
L68[00:25:04] <williewillus> no
L69[00:25:16] <kashike> not a typo
L70[00:25:22] <kashike> it's Evocation Illager
L71[00:25:31] <williewillus> illager => evokers and vindicators
L72[00:25:33] <kenzierocks> oh, weird
L73[00:25:39] <matthewprenger> ENTITY_EVOCATION_ILLAGER_AMBIENT = getRegisteredSoundEvent("entity.evocation_illager.ambient");
L74[00:25:49] <kashike> http://minecraft.gamepedia.com/Villager#Illagers
L75[00:26:06] <barteks2x> is that even a word?
L76[00:26:11] <quadraxis> hey, Jeb worked really hard on that pun
L77[00:26:12] <williewillus> gf field_190546_d
L78[00:26:38] <barteks2x> I'm wondering how they translated that...
L79[00:27:36] <kenzierocks> oh nice
L80[00:27:47] <kenzierocks> the null thing
L81[00:27:49] <kenzierocks> that's a thing
L82[00:28:33] <kashike> hm?
L83[00:28:54] <kenzierocks> >public void setInventorySlotContents(int index, @Nullable ItemStack stack)
L84[00:28:57] <kenzierocks> no longer nullable
L85[00:29:11] <kashike> yes, use ItemStack.EMPTY instead when null
L86[00:29:12] <kenzierocks> have to go find all usages now
L87[00:29:28] <kenzierocks> oh good, just the one
L88[00:32:23] <williewillus> who named appendHoverText :V
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L94[00:40:53] <kenzierocks> woops
L95[00:40:54] <kenzierocks> https://i.imgur.com/ePxQhyc.png
L96[00:41:01] <kenzierocks> i may have messed up
L97[00:41:49] <kashike> what are you talking about, that looks perfectly normal
L98[00:42:16] <barteks2x> thats the kind of "messed up" I would expect in cubic chunks :D
L99[00:42:59] <barteks2x> did you somehow swap some coordinates somewhere?
L100[00:43:19] <kenzierocks> i don't think so?
L101[00:43:29] <kenzierocks> i just moved around the indexes used to access a 1d array
L102[00:43:34] <kenzierocks> but i changed both places
L103[00:43:45] <barteks2x> so you didn't change them in the same ay
L104[00:44:04] <barteks2x> or these indices are no longer unique
L105[00:44:22] <barteks2x> which given the result is very likely
L106[00:44:29] <kenzierocks> i'm pretty sure the same
L107[00:44:43] <kenzierocks> int index = x * 16 * 16 + y * 16 + z; vs int index = x * 16 * 16 + y * 16 + z;
L108[00:45:03] <barteks2x> that's not going to work...
L109[00:45:12] <barteks2x> x*16*16*16 would probably work
L110[00:45:16] <barteks2x> y is 0-255
L111[00:45:35] <kenzierocks> why wouldn't it work
L112[00:45:43] <kenzierocks> oh
L113[00:45:44] <kenzierocks> hmm.
L114[00:45:46] <kenzierocks> right, yea
L115[00:45:57] <kenzierocks> i forgot i'm not doing cubic chunks ;_;
L116[00:47:31] <barteks2x> I don't really see why would you do something like that anyway
L117[00:47:43] <kenzierocks> it's kinda old code
L118[00:47:50] <kenzierocks> like 1.6.4 old
L119[00:48:10] <kenzierocks> speaking of old things
L120[00:48:12] <barteks2x> I remember writing cubic chunks for 1.6.4
L121[00:48:21] <kenzierocks> is there a good way to regenerate a chunk
L122[00:48:29] <barteks2x> easy or good?
L123[00:48:32] <kenzierocks> right now worldedit is removing the entire chunk
L124[00:48:36] <kenzierocks> then loading it
L125[00:48:58] <barteks2x> it's not going to work properly because of population
L126[00:49:22] <kenzierocks> yea, that's what i'm seeing
L127[00:49:38] <barteks2x> unless it will create a fake world behind the scenes and generate some neigbbor chunks too and then copy the generated chunk
L128[00:49:50] <kenzierocks> eh?
L129[00:49:55] <kenzierocks> it works as is
L130[00:50:05] <kenzierocks> except sometimes you get random ravines
L131[00:50:17] <barteks2x> without any issues with trees?
L132[00:50:21] <barteks2x> and stuff like that
L133[00:50:29] <kenzierocks> the trees change position sometimes
L134[00:50:31] <kenzierocks> but it loads
L135[00:50:46] <barteks2x> I'm almost sure you will get trees only in about 1/4th of the chunk
L136[00:51:06] <kenzierocks> why
L137[00:51:19] <barteks2x> because mojang. I can explain
L138[00:52:01] <barteks2x> When you populate a chunk, you don't really populate that chunk exactly. You populate area (x*16+8, z*16+8) to (x*16+16+8, z*16+16+8)
L139[00:52:21] <barteks2x> which is essentially area starting in the center of your chunk and ending 16 blocks farther in positive x/z
L140[00:52:33] <barteks2x> this is where centers of all generated structures are
L141[00:53:08] <barteks2x> and this is done so that minecraft can populate chunk without needing all 8 neighbors, with just 3 being necessary
L142[00:54:25] <barteks2x> so if it ends up correct - you either only think it's correct when it's not, or it's doing more than you think it's doing
L143[00:54:40] <kenzierocks> yea it's kinda derpy
L144[00:54:42] <kenzierocks> ok so how do
L145[00:54:52] <kenzierocks> i literally want to regenerate a chunk as originally generated
L146[00:55:36] <barteks2x> There is no easy way. The only way that will give expected result would be to create second fake world and generate neighbors in negative x/z direction, and then copypaste the regenerated chunk into the real world
L147[00:55:53] <kenzierocks> will that be /as originally generated/?
L148[00:56:00] <kenzierocks> or will the populators still run randomly
L149[00:56:26] <barteks2x> if you do it right, it will be exactly as originally generated, maybe except some lighting issues
L150[00:56:40] <barteks2x> but it would be very complicated
L151[00:56:47] <kenzierocks> i don't care
L152[00:56:52] <kenzierocks> this is already really complicated
L153[00:56:53] <barteks2x> and at least 4 times slower when generating single chunks
L154[00:57:04] <barteks2x> and very very hacky
L155[00:57:21] <kenzierocks> i don't think you understand what im doing right now
L156[00:57:36] <kenzierocks> https://i.imgur.com/la0wODe.png
L157[00:57:43] <kenzierocks> literally hacking at the chunk provider
L158[00:58:15] <barteks2x> why?
L159[00:58:35] <kenzierocks> that is how we destroy the old chunk
L160[00:58:38] <kenzierocks> and load the new one
L161[00:59:15] <barteks2x> you could actually do it without any second world with sone hacks by temporarily unloading neighbor chunks
L162[01:00:53] <barteks2x> so what you would probably do: unload chunks from [x-1, z-1] to [x+1, z+1] and make sure they are not loaded (and remove the one at [x, z]), then generate all 9 of them, and then discard all except [x, z] one and reload the neighbors back
L163[01:00:57] <barteks2x> that would work
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L165[01:01:26] <barteks2x> but it would be definitively slow
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L167[01:01:51] <barteks2x> and it's not a good thing to do
L168[01:02:01] <kenzierocks> it's already kinda slow :)
L169[01:02:07] <kenzierocks> and i think //regen has been a hack forever
L170[01:02:27] <barteks2x> it actually worked correctly on bukkit
L171[01:02:35] <kenzierocks> somehow lol
L172[01:03:15] <barteks2x> but in general - regenerating terrain in minecraft is always a hack
L173[01:03:31] <barteks2x> it's close to impossible by design
L174[01:03:33] <tterrag> williewillus: PIE.getPos should be nonnull
L175[01:03:37] <tterrag> idk why I'm telling you specifically
L176[01:03:37] <tterrag> :P
L177[01:03:49] <tterrag> in fact, a lot of PIE methods need to be annotated
L178[01:03:51] <tterrag> I might do a PR later
L179[01:04:13] <kenzierocks> i do too much assembly...
L180[01:04:22] <kashike> should start using nonnull-by-default and marking others as @Nullable
L181[01:04:25] <kenzierocks> PIE == position independent executable for me
L182[01:04:28] <barteks2x> java asm or x86 assembly?
L183[01:04:34] <kenzierocks> x86
L184[01:04:49] <Corosus> im transitioning to IDEA and playing around with multiple content roots in order to have multiple mods in a single project, despite marking the other content roots resources folder as a resource it cant see the assets for the mod, source code is fine however, any ideas?
L185[01:05:45] <Corosus> is there a multi mod guide anywhere i should be looking at for IDEA?
L186[01:06:02] <kenzierocks> barteks2x: i'm pretty sure the way CB does regen is literally what i'm doing
L187[01:06:58] <barteks2x> there is no way that kind of regen works correctly... I remember it was possible to select arbitrary non-chunk-algined region to regen
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L190[01:07:36] <tterrag> Corosus: step 1: install eclipse
L191[01:07:39] <tterrag> :>
L192[01:07:55] <williewillus> !gf p_175685_3_
L193[01:08:05] <kenzierocks> https://hub.spigotmc.org/stash/projects/SPIGOT/repos/craftbukkit/browse/src/main/java/org/bukkit/craftbukkit/CraftWorld.java#193
L194[01:08:09] <kenzierocks> see for yourself...
L195[01:08:17] * Corosus stabs tterrag
L196[01:08:19] <tterrag> in other news, feels great to nuke a bunch of null warnings https://github.com/Chisel-Team/Chisel/compare/a31f82c98a25...d3cc52670891
L197[01:08:29] <kenzierocks> barteks2x: WE handles it by saving the chunk before the regen
L198[01:08:36] <kenzierocks> then resetting the blocks in the chunk not in the region
L199[01:08:52] * tterrag pulls out knife and goes to bed
L200[01:08:54] *** tterrag is now known as tterrag|ZZZzzz
L201[01:09:07] <Corosus> gn :P
L202[01:09:17] <kashike> a knife in bed? that's dangerous
L203[01:09:28] <kashike> interesting type of teddy bear
L204[01:09:31] * AshIndigo bandages tterrag
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L206[01:10:05] <barteks2x> kenzierocks, implement it whatever way you want. I just know that just regenerating a single chunk and only that won't work correctly and will affect neighbor chunks.
L207[01:10:20] <Corosus> i guess i could try using gradle project dependencies to solve the problem, and just source override it so i can still live edit any mod while debugging
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L210[01:18:52] <Corosus> cool, i can just force put the files into build\classes\production\forge-1.10.2-IDEA-CoroUtil_main\assets, but ill see if i can make idea auto do it for me still
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L212[01:25:28] <barteks2x> What would be the easiest way to see a diff of a given class between MC versions using the same mappings?
L213[01:28:55] <kenzierocks> decomp it twice, diff? :P
L214[01:30:27] <barteks2x> I forgot I already have it decompiled...
L215[01:30:46] <barteks2x> anyway, is there anything I can enable in idea to show a warning when I don't have any nullable/notnull annotaton?
L216[01:31:08] <kenzierocks> no clue
L217[01:35:22] <TechnicianLP> theres probably a setting for it in the highlighter
L218[01:36:58] <barteks2x> "there probably is" isn't very helpful answer, but still better than no answer...
L219[01:38:19] <TechnicianLP> Settings>Editor>Inspections probably
L220[01:41:26] <barteks2x> it seems to work only for one time inspection :(
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L226[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161118 mappings to Forge Maven.
L227[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161118-1.11.zip (mappings = "snapshot_20161118" in build.gradle).
L228[02:00:17] <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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L240[03:08:16] <barteks2x> why the decompiler insists in using "x ? y : z" whenever possible?
L241[03:12:56] <Akkarin> Most likely since it cannot distinguish between the two different cases and just tries to go for the most compact
L242[03:17:53] <barteks2x> and then we end up with return extendedblockstorage == NULL_BLOCK_STORAGE ? (this.canSeeSky(pos) ? p_177413_1_.defaultLightValue : 0) : (p_177413_1_ == EnumSkyBlock.SKY ? (!this.world.provider.func_191066_m() ? 0 : extendedblockstorage.getExtSkylightValue(i, j & 15, k)) : (p_177413_1_ == EnumSkyBlock.BLOCK ? extendedblockstorage.getExtBlocklightValue(i, j & 15, k) : p_177413_1_.defaultLightValue));
L243[03:18:16] <Akkarin> lol
L244[03:19:06] <barteks2x> I spent last 10 minutes turning it into readable form
L245[03:19:26] <barteks2x> Just to make sure it is the same as the code I already had
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L247[03:19:53] <barteks2x> and ended up with exactly the same code, even if it looks completely different
L248[03:21:21] <Akkarin> Well logically the bytecode does not contain any information on how it originally looked (apart from the debug data that tells you which file and line it came from)
L249[03:21:39] <barteks2x> yes, but the decompiler could be made to prefer the readabe form
L250[03:21:46] <barteks2x> instead of the ?:?:?:?: chain
L251[03:21:59] <Akkarin> Well. PR a change to the decompiler you are using then? :D
L252[03:22:16] <gigaherz|work> barteks2x: if the two sides of an if/else
L253[03:22:30] <gigaherz|work> are basic expressions, it uses ?:
L254[03:22:39] <gigaherz|work> that's the only rule it has about it
L255[03:22:50] <barteks2x> and this is really just a "basic" expression: return extendedblockstorage == NULL_BLOCK_STORAGE ? (this.canSeeSky(pos) ? p_177413_1_.defaultLightValue : 0) : (p_177413_1_ == EnumSkyBlock.SKY ? (!this.world.provider.func_191066_m() ? 0 : extendedblockstorage.getExtSkylightValue(i, j & 15, k)) : (p_177413_1_ == EnumSkyBlock.BLOCK ? extendedblockstorage.getExtBlocklightValue(i, j & 15, k) : p_177413_1_.defaultLightValue)
L256[03:22:51] <barteks2x> );
L257[03:22:58] <gigaherz|work> yes
L258[03:23:09] <gigaherz|work> (a ? b : c) is an expression
L259[03:23:14] <Akkarin> Well you could probably make it care about not chaining those expressions with a little bit of work
L260[03:23:17] <gigaherz|work> IMO
L261[03:23:32] <gigaherz|work> it should avoid generating nested ?:
L262[03:23:45] <gigaherz|work> but that's not how the decompiler works atm
L263[03:23:50] <Akkarin> The question is just how much work it is to get it to understand that
L264[03:24:03] <gigaherz|work> I haven't seen the design of the decompiler
L265[03:24:04] <Akkarin> It's probably easier to just toss that formatting all together :D
L266[03:24:11] <barteks2x> This is one of those I have comment that sayys "It's the same logic as vanilla, even if it doesn't look like it" and even then each update end up reiinventing the same form off it
L267[03:24:15] <gigaherz|work> but I presume ith as some kind of AST internally
L268[03:24:48] <gigaherz|work> with an "ifelse / truebranch / falsebranch" node
L269[03:25:23] <gigaherz|work> so it may be a matter of tweaking the code that decides what makes truebranch/falsebranch
L270[03:25:32] <gigaherz|work> or it may be some hellish mess that would require a rewrite to achieve
L271[03:25:37] <barteks2x> the bytecode will be the same, but nexted ternary expressions are almost impossibel to read unless very well formatted
L272[03:26:04] <gigaherz|work> I like to format them as
L273[03:26:09] <gigaherz|work> var = condition
L274[03:26:19] <gigaherz|work> ? truecase
L275[03:26:22] <gigaherz|work> : falsecase;
L276[03:26:24] <quadraxis> a switch on p_177413_1_ (EnumSkyBlock type) would be better
L277[03:26:29] <barteks2x> format the one I sent one so it's readable ^
L278[03:26:40] <barteks2x> and in my code I do have switch on tha enum
L279[03:26:45] <barteks2x> in the ternary-free one
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L281[03:27:07] <barteks2x> http://pastebin.com/WKANfPRe
L282[03:27:27] <quadraxis> if the original had a switch, it would probably decompile to a switch too
L283[03:27:49] <barteks2x> not if theyr obfuscator changes it
L284[03:28:03] <gigaherz|work> return extendedblockstorage == NULL_BLOCK_STORAGE
L285[03:28:03] <gigaherz|work> ? (this.canSeeSky(pos) ? p_177413_1_.defaultLightValue : 0)
L286[03:28:03] <gigaherz|work> : (p_177413_1_ == EnumSkyBlock.SKY
L287[03:28:05] <gigaherz|work> ? (!this.world.provider.func_191066_m() ? 0 : extendedblockstorage.getExtSkylightValue(i, j & 15, k))
L288[03:28:07] <gigaherz|work> : (p_177413_1_ == EnumSkyBlock.BLOCK ? extendedblockstorage.getExtBlocklightValue(i, j & 15, k) : p_177413_1_.defaultLightValue)
L289[03:28:09] <gigaherz|work>
L290[03:28:16] <gigaherz|work> too bad my irc client "eats" leading spaces ;P
L291[03:28:42] <barteks2x> it's still way less readable than my version
L292[03:28:50] <gigaherz|work> of course
L293[03:28:57] <gigaherz|work> at what point did I say that I like the ?: output?
L294[03:28:59] <gigaherz|work> it sucks
L295[03:29:17] <gigaherz|work> I was just clarifying why it ends up the way it ends up
L296[03:29:19] <quadraxis> i'd use ?: inside the if (storage == NULL_BLOCK_STORAGE) and case SKY: parts
L297[03:29:30] <quadraxis> but that's just personal pref
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L299[03:32:27] <barteks2x> at least setLightFor doesn't have such mess
L300[03:34:26] <Akkarin> General rule of thumb: Don't expect the decompiler to provide readable output
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L302[03:34:46] <Akkarin> It's always going to mess up somewhere. Decompilers are messy pieces of crap that spend most of their time guessing what the hell the original was
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L318[04:45:14] <TechnicianLP> !latest
L319[04:45:33] <barteks2x> I got a nice long StackOverflowError with line numbers that don't match source...
L320[04:49:17] <quadraxis> what mappings are you using?
L321[04:49:31] <barteks2x> nevermind, mixin issue
L322[04:49:44] <barteks2x> U ipdated shadwo but didn't update intrinsic
L323[04:49:52] <barteks2x> *I
L324[04:54:30] <Lumien> If i use an java 8 api in my mod, do i have to compile my whole mod using java 8?
L325[04:55:33] <barteks2x> if you use java 8 api, it probably won't work without java 8 anyway, unless you use it as optional api
L326[04:55:40] <barteks2x> somehow
L327[04:55:46] <barteks2x> I don't know how it would work
L328[04:56:26] <TechnicianLP> gradle tells me to look at the compiler output ("Compile failed; see the compiler error output for details.") here is that file?
L329[04:56:39] <TechnicianLP> where?
L330[04:57:14] <barteks2x> I don't think it's anywhere, you need to re-run gradle with --info or --debug I think
L331[04:57:26] <barteks2x> that's how I usually do it if it doesn't show me the error
L332[04:57:39] <barteks2x> not sure if --info will work
L333[04:57:53] <quadraxis> try <project>/build/taskLogs ?
L334[04:58:09] <gigaherz|work> Lumien: just embrace java8 ;P
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L336[04:58:23] <gigaherz|work> all the good mods require java8 these days
L337[04:58:31] <gigaherz|work> so you won't really find many modpacks that can work without it
L338[04:58:55] <gigaherz|work> and most users use the launcher-provided jre, which is java8
L339[04:59:25] <TechnicianLP> question mark?: http://hastebin.com/vuzihumaci.sql
L340[05:00:47] <quadraxis> looks like 2 methods with the same name/signature exist
L341[05:01:23] <TechnicianLP> the quetion is why those method gets duplicated during recompilemc
L342[05:02:10] <gigaherz|work> version of forge? mappings?
L343[05:02:42] <TechnicianLP> 1.11-13.19.0.2149 with snapshot_20161118
L344[05:04:20] <kashike> people should learn to look for issues
L345[05:04:22] <kashike> https://github.com/MinecraftForge/MinecraftForge/issues/3408
L346[05:04:25] <kashike> >.>
L347[05:06:54] <Akkarin> But that would obviously be work
L348[05:08:27] <TechnicianLP> nice issue ...
L349[05:09:05] <TechnicianLP> only happens in 2149? 2148 works
L350[05:09:25] <TechnicianLP> or not
L351[05:09:42] <gigaherz|work> no it's the new mappings
L352[05:09:46] <gigaherz|work> well
L353[05:10:01] <gigaherz|work> not specifically the mappings' fault
L354[05:10:10] <gigaherz|work> like the getStateForPlacement, I guess
L355[05:11:07] <TechnicianLP> so search for the patch file in the cache?
L356[05:11:46] <gigaherz|work> just use older mappings for now
L357[05:11:51] <gigaherz|work> live with the srg names ;P
L358[05:12:47] <TechnicianLP> !gm addInformation
L359[05:13:31] <gigaherz|work> (unless you want to make a PR to fix this -- well you'll still need to wait for it to get merged, it's like 4am in the US, so lex won't be merging it for some hours ;P)
L360[05:13:59] <kashike> PR would be a good idea.
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L363[05:21:05] <TechnicianLP> pr has been submitted
L364[05:21:49] * Akkarin hands out PR reward cookies
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L368[05:25:59] * TechnicianLP needs way to disable the hashcheck in gradle
L369[05:42:53] <MoreThanHidden> Probably already known but noticed a change with 1.11 if you have a stack with 0 as the amount it is also reconised as air, seems I was using empty stacks for my achievements.
L370[05:47:55] <copygirl> So... 1.11 gets rid of null stacks?
L371[05:51:50] <TechnicianLP> yes
L372[05:52:01] <MoreThanHidden> only if they were initialized, can still get a null from something we create
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L378[06:16:19] <ScruffyRules> This 404s, http://i.scruffyrules.com/BI16wU.png
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L380[06:21:17] <barteks2x> wtf did I just do O.o http://i.imgur.com/6MqLMFa.png
L381[06:22:13] <gigaherz|work> you turned stone to air?
L382[06:22:33] <barteks2x> There are solid blocks serverside there
L383[06:22:38] <barteks2x> and flat world type works fine
L384[06:22:42] <gigaherz|work> yes but they don't generate meshes
L385[06:22:45] <barteks2x> this is VanillaCubic
L386[06:22:56] <barteks2x> it literally just calls vanilla terrain generator
L387[06:23:12] <gigaherz|work> this doesn't look like a generation issue
L388[06:23:15] <barteks2x> And look at the Y coords
L389[06:23:16] <gigaherz|work> more like a rendering issue
L390[06:23:23] <barteks2x> it's not rendering
L391[06:23:31] <barteks2x> client doesn't know about any other blocks
L392[06:23:46] <gigaherz|work> so the client thinks this is air
L393[06:23:46] <barteks2x> when I try to fly down, the server has to "teleport" me up
L394[06:23:49] <gigaherz|work> but the server knows it isn't?
L395[06:23:53] <barteks2x> yes
L396[06:23:58] <gigaherz|work> weird
L397[06:24:15] <barteks2x> It took forever to generate that...
L398[06:24:32] <barteks2x> And it must be some stupid mistake
L399[06:24:42] <barteks2x> as I had vanilla generator working in 1.11 before
L400[06:24:54] <barteks2x> in unintended way, when I had that flat-not-flat bug
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L402[06:26:34] <barteks2x> O.O it persists after I rejoin the server
L403[06:27:17] <barteks2x> and block selection doesn't work
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L405[06:28:09] <barteks2x> I really want to preserve that version just for the sake of being able to see it again
L406[06:29:49] <barteks2x> and it crashed...
L407[06:30:06] <barteks2x> I've seen that crash before on 1.10 so that's not the reason
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L409[06:31:21] <barteks2x> let's see if customcubic works...
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L414[06:38:02] <barteks2x> now that means I broke something really important... java.lang.IllegalArgumentException: Cannot get property PropertyEnum{name=variant, clazz=class net.minecraft.block.BlockPlanks$EnumType, values=[oak, spruce, birch, jungle]} as it does not exist in BlockStateContainer{block=minecraft:air, properties=[]}
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L417[06:41:14] <barteks2x> this.getCube(Coords.blockToLocal(blockY))... that would explain it
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L422[06:55:08] <barteks2x> ... I added that line in initial 1.9 update
L423[06:55:21] <barteks2x> and it was left undetected ever since then
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L464[09:40:39] <gruetzkopf> so if i wanted to open an asset from the jar as an inputstream, how would i do that
L465[09:40:48] <gruetzkopf> (non-sound and non-image)
L466[09:41:31] <AshIndigo> From your mod jar or Minecraft.jar?
L467[09:41:36] <kenzierocks> Class.getResourceAsStream or ClassLoader.getResourceAsStream?
L468[09:41:42] <kenzierocks> although that can look at other jars....
L469[09:41:54] <gruetzkopf> modjar
L470[09:42:01] <gruetzkopf> assets/modid/something
L471[09:42:40] <AshIndigo> Probably what kenzie said then
L472[09:44:07] <tterrag|laptop> no, just use the resource system
L473[09:44:17] <tterrag|laptop> reading it from the jar is hacky and prevents resource packs from working
L474[09:44:26] <tterrag|laptop> gruetzkopf, what kind of file is it?
L475[09:44:57] <gruetzkopf> i'd like to use the resource system
L476[09:45:10] <gruetzkopf> a plain binary file needed by one of my TEs
L477[09:45:19] <gruetzkopf> (to be read into a byte[]
L478[09:45:52] <tterrag|laptop> O.o
L479[09:46:23] <gruetzkopf> (cpu emulator)
L480[09:46:26] <tterrag|laptop> I'm looking it up now, but it's something like Minecraft.getResourceManager().getResources
L481[09:46:28] <tterrag|laptop> -s
L482[09:46:57] <tterrag|laptop> yes exactly that
L483[09:47:22] <tterrag|laptop> feed ResourceLoation, get IResource, use IResource.getInputStream
L484[09:47:33] <tterrag|laptop> note that this is server unsafe
L485[09:49:33] <copygirl> Any idea why my tile entity renderer only renders after a chunk update?
L486[09:49:57] <tterrag|laptop> when you say "only renders" do you actually mean "only changes its render" ?
L487[09:51:40] <copygirl> It's the first time I'm working with FastTESR.. I think.
L488[09:52:01] <gruetzkopf> mmh, too bad. need to do it the old fashioned way then because it's going to need the code on the server side
L489[09:52:31] <tterrag|laptop> gruetzkopf, if you are using resources on the server you need to seriously rethink your design
L490[09:52:46] <gruetzkopf> i'm not yet.
L491[09:52:54] <tterrag|laptop> copygirl, FastTESR is still redrawn every tick
L492[09:53:11] <gruetzkopf> but i need that binary on the server and only on the server, i'm not going to trust the client on anything
L493[09:53:47] <Marenthyu> what is the binary for anyway? (just curious)
L494[09:53:52] <tterrag|laptop> gruetzkopf, so just read it from the jar. but at that point I'm not sure why you;d even have it as a resource
L495[09:54:12] <tterrag|laptop> copygirl, not tick, frame
L496[09:54:15] <tterrag|laptop> oops
L497[09:55:13] <copygirl> Hmm.. the only thing I'm doing for the renderer that might be weird is getting the block state and then block from said state.
L498[09:55:18] <gruetzkopf> for my cpu emulator (RP style running actual code, but a completely different (contemporary but concurrent) architecture (intel 8080))
L499[09:55:28] <gruetzkopf> so yeah, building yet another compute mod
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L501[09:56:45] <Akkarin> Well in that case a resource in your jar would be legit and logic
L502[09:56:52] <Marenthyu> yep.
L503[09:57:25] <gruetzkopf> i've already got it running some code, but thats in the memory array initialiser (and very short)
L504[09:58:01] <tterrag|laptop> copygirl, I'm still not clear on what your problem is
L505[09:58:02] <Akkarin> Just use what kenzierocks referred to already. Mods don't really differ from other Java programs in this case ^^
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L507[09:58:15] <gruetzkopf> yeah, testing it right now
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L509[10:00:22] <copygirl> Well, rendering a backpack. The lower, static part of the block is done using the block renderer. The lid which is supposed to open and close is done in the TESR. For some reason, upon joining the world, all lids are missing.
L510[10:01:07] <Ordinastie> copygirl, is your TESR called ?
L511[10:01:45] <Ordinastie> grrr, why is there no static init for interfaces :(
L512[10:02:06] <PaleoCrafter> because you're likely doing something horrible if you need that :P
L513[10:02:07] <copygirl> Oddly enough I can't reproduce it now :I
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L515[10:02:46] <Ordinastie> meh, I just want my callback and the call to register that callback inside the interface itself :s
L516[10:04:18] <copygirl> Great. This bug is going to end up haunting me.
L517[10:04:29] <PaleoCrafter> Imma blame fry
L518[10:05:27] <Ordinastie> fastTESR is nearly unusable anyway
L519[10:05:32] <Ordinastie> disables culling
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L521[10:13:21] <Ivorius> literally
L522[10:13:24] <Ivorius> unusable
L523[10:13:31] <AshIndigo> Rip
L524[10:26:18] * TechnicianLP needs to rename almost all resources ...
L525[10:26:54] <Subaraki> rip
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L532[10:34:06] <MalkContent> sometimes i think about having a 2 level oredict. one level being the "equal for regular crafting" and the other level being the "basically the same thing"
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L534[10:36:36] <MalkContent> a dumb example would be making a metal alloy, say nickled steel, to stretch the steel output you got. you could use it for building machines that are made from steel, but you should not be able to use it for crafting steel blocks/smelting it into liquid steel in a tc smeltery, etc
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L538[10:41:32] <TechnicianLP> you could make a pr for the oredict to contain a boolean that states wheter you can directly convert it
L539[10:41:46] <TechnicianLP> would need a hook into the recipes as well
L540[10:42:23] <TechnicianLP> (convert to and from it)
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L542[10:52:00] <MalkContent> mhm. probably rather make it a byte though. with 0x00 being identity and everything higher removing it one step from that. just in case anyone gets ideas about needing another level
L543[10:54:56] <MalkContent> and just extend the existing way to register stuff. and give a boolean register so people don't have to use the byte one directly
L544[10:55:23] <MalkContent> i'll try to think of more use cases first
L545[10:56:03] <MalkContent> no point to it if it's unused
L546[10:56:24] <MalkContent> was mostly hoping for comments on the idea
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L566[12:31:40] <copygirl> Is it a bad idea to base a container on ContainerChest for something very basic? I appear to have problems (including crashes) using it. What's the recommended way to make a simple container?
L567[12:32:06] <gigaherz> yes it's a bad idea
L568[12:32:16] <gigaherz> something really basic is the best target for a custom Container class
L569[12:32:29] <AshIndigo_> I made my own and override what I needed to override
L570[12:33:02] <gigaherz> I'd base it on ContainerHopper
L571[12:33:05] <gigaherz> and by base I mean
L572[12:33:06] <gigaherz> read it
L573[12:33:10] <gigaherz> and reimplement something similar
L574[12:33:30] <gigaherz> biggest difference is you'll hopefully be using IItemHandler instead of the old IInventory
L575[12:33:36] <gigaherz> so you'll want SlotItemHandler instead of Slot
L576[12:35:03] <copygirl> Can you explain to me what's bad about extending one of these classes?
L577[12:35:21] <gigaherz> they are purpose-specific
L578[12:35:27] <gigaherz> they aren't designed for reusing
L579[12:35:34] <gigaherz> they basically implement two things
L580[12:35:37] <gigaherz> 1. the constructor
L581[12:35:40] <gigaherz> 2. transferStackInSlot
L582[12:35:45] <gigaherz> and you can't reuse that code
L583[12:35:48] <gigaherz> you have to do it yourself
L584[12:35:54] <gigaherz> which makes extending rather pointless
L585[12:36:16] <gigaherz> the reason you can't reuse the constructor, is that you want to manually setup the layout of your Slot instances based on your GUI texture
L586[12:36:33] <copygirl> Yeah, but in this case I share pretty much everything.
L587[12:36:42] <gigaherz> and the reason that you can't reuse transferStackInSlot is that you have to properly define which slots shift-click into which other slots -- if you do it wrong, it will crash
L588[12:36:57] <copygirl> And the chest container seems to support anything that has 9 slots her row-
L589[12:37:28] <gigaherz> no
L590[12:37:29] <copygirl> But I'll take your advice. Thank you.
L591[12:37:34] <gigaherz> it supports any IInventory that has 9 slots per row
L592[12:37:40] <gigaherz> you can't use it if you don't have an IInventory
L593[12:37:45] <gigaherz> and you SHOULD NOT have an IInventory in your mod
L594[12:37:57] <copygirl> Why not?
L595[12:38:00] <gigaherz> you should be using the IItemHandler capability
L596[12:38:57] <gigaherz> IInventory has some intrinsic design issues
L597[12:38:59] <gigaherz> that can't be fixed
L598[12:39:09] <gigaherz> it sortof works for the purposes of vanilla minecraft
L599[12:39:19] <gigaherz> but that's about it
L600[12:39:24] <copygirl> I know of those ^^
L601[12:39:29] <copygirl> Some of them, anyway.
L602[12:39:31] <gigaherz> modders have been complaining about those issues for years
L603[12:39:48] <gigaherz> so the capability system was created, along with the IItemHandler capability
L604[12:39:55] <gigaherz> as a way to bypass the IInventory stuff
L605[12:39:57] <gigaherz> and do things right
L606[12:40:10] <copygirl> I suppose passing an ItemStack[] to the container for now is good, and if I want things to interact with my block I'll implement it as IItemHandler?
L607[12:40:11] <gigaherz> so far as modders are concerned, IInventory is to be ignored
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L609[12:40:36] <gigaherz> why woudl you do that?
L610[12:40:37] <gigaherz> just do
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L614[12:41:35] <gigaherz> https://gist.github.com/gigaherz/d769dc2b1a26834e78313353b254dfe2
L615[12:41:36] <gigaherz> this
L616[12:41:41] <gigaherz> in your TileEntity
L617[12:41:53] <gigaherz> and then use this inventory from the Container
L618[12:41:56] <gigaherz> using SlotItemHandler
L619[12:42:13] <gigaherz> (tileentity or whatever you have that contains data)
L620[12:42:28] <gigaherz> (I assume TE since you said block)
L621[12:43:40] <TangentDelta> How's it going gigaherz?
L622[12:43:42] <copygirl> Essentially I'm making a backpack, which is either on the ground or on an entity, and it can be opened in either case.
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L624[12:44:29] <gigaherz> that's even better
L625[12:44:31] <gigaherz> ;P
L626[12:45:14] <gigaherz> the way to implement the capability will be similar in either case
L627[12:45:24] <gigaherz> just one will be a TileEntity, and the other an ICapabilitySerializable
L628[12:45:40] <copygirl> I've got that part down, actually :)
L629[12:45:53] <copygirl> For some reason I thought it would be a great idea to do container stuff last. Heh.
L630[12:47:03] <copygirl> So I have an IBackpackData and BackpackDataItems (so I can have different types of backpacks in the future). Should the BackpackDataItems itself store the ItemStackHandler or should that be created on the fly from the raw ItemStack array when creating the container?
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L632[12:48:41] <gigaherz> I'd have them use the handler
L633[12:48:50] <gigaherz> since that gives you serializeNBT/deserializeNBT
L634[12:49:03] <copygirl> True.
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L638[13:05:00] <Ordinastie> I'd have never beleived that having client side onNeighborChanged would be so difficult :/
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L642[13:25:52] <copygirl> gigaherz: What about the player inventory? Should I use a regular slot for that?
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L644[13:28:27] <copygirl> (Probably.)
L645[13:30:24] <gigaherz> yeah you can make do with regular slots
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L648[13:40:13] <masa> hmm so 1.11 setupDecomp fails in recompMc atm due to an addInformation() method in Block?
L649[13:40:21] <gigaherz> yup
L650[13:40:26] <gigaherz> there's a PR
L651[13:40:44] <gigaherz> forge added that method, and the 1118 mappings named it properly
L652[13:40:50] <masa> okay, well I guess I'll have to wait :p
L653[13:40:53] <gigaherz> before forge got a chance to remove its custom addition
L654[13:40:55] <gigaherz> yo ucan use older mappings
L655[13:41:11] <gigaherz> stable_29
L656[13:41:14] <masa> but the previous mappings don't have any 1.11 names, right?
L657[13:41:16] <gigaherz> (the ones for 1.10.2)
L658[13:41:23] <gigaherz> but you'll miss out on the 1.11-specific names, yes
L659[13:41:35] <masa> right, yeah I'll just wait then
L660[13:42:06] <masa> I'll have to work on a 1.10.2 release anyway
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L681[15:01:10] <tterrag|laptop> masa: I compile fine on 1118 O.o
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L683[15:02:06] <gigaherz> tterrag|laptop: 1.11? with 1118 mappings?
L684[15:02:41] <tterrag|laptop> > mappings = 'snapshot_20161118'
L685[15:03:08] <gigaherz> version = "1.11-13.19.0.2149"
L686[15:03:08] <gigaherz> runDir = "run"
L687[15:03:08] <gigaherz> mappings = "snapshot_20161118"
L688[15:03:14] <gigaherz> :recompileMc FAILED
L689[15:03:14] <gigaherz> FAILURE: Build failed with an exception.
L690[15:03:26] <tterrag|laptop> same exact stuff
L691[15:03:29] <tterrag|laptop> this was last night though
L692[15:03:35] <gigaherz> ah
L693[15:03:47] <LexManos> shadowfacts, you about?
L694[15:03:57] <gigaherz> hmmm could it be the bot has generated new mappings this morning
L695[15:04:07] <gigaherz> replacing the existing 1118 that bspkrs force-built?
L696[15:04:15] <Girafi> tterrag|laptop, that is impossible Forge currently have two addInformation in Block, so it can't compile with 1.11 mappings.
L697[15:04:37] <LexManos> building is only garenteed for snapshots Forege ships
L698[15:04:45] <gigaherz> Girafi: yes but the name was changed on the daily build, not on the ones bspkrs manually forced
L699[15:04:58] <gigaherz> https://github.com/MinecraftForge/MinecraftForge/pull/3413
L700[15:05:02] <gigaherz> this PR resolves the conflict
L701[15:05:26] <Girafi> Oh really? I guess I will try 20161117 then.
L702[15:05:32] <gigaherz> those were nuked
L703[15:05:52] <gigaherz> along with stable_28, IIRC
L704[15:06:07] <gigaherz> the last ones for 1.10.2 are stable_29
L705[15:06:15] <gigaherz> but they won't contain any 1.11 names in them
L706[15:06:43] <tterrag|laptop> gigaherz: sounds likely
L707[15:06:54] <tterrag|laptop> there should really be more fine-grained naming on the snaps
L708[15:07:04] <tterrag|laptop> seems the case of having 2 in one day is not handled at all
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L710[15:07:08] <gigaherz> yeah
L711[15:07:40] <gigaherz> but it's such a rare case
L712[15:07:46] <gigaherz> doesn't seem worth the trouble
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L714[15:08:14] <tterrag> it's not hard to just do -1
L715[15:08:24] <tterrag> or even omit it, and just add -1 -2 etc after the first build
L716[15:08:27] <gigaherz> that means the bot has to be stateful
L717[15:08:40] <gigaherz> remember if it has generated mappings for that ID already
L718[15:08:42] <tterrag> no it doesn't. it looks if the version it's about to write already exists
L719[15:09:51] <gigaherz> another solution would be to have like... mappings_<daynumber>_latest aliased to mappings_<daynumber>_<hourandminute>
L720[15:10:14] <gigaherz> that wouldn't require reading the folder/meta to scan for existing IDs
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L722[15:13:16] <LexManos> no
L723[15:13:26] <tterrag> you shouldn't have to scan. maven meta has latest push
L724[15:13:34] <LexManos> hourly rollups isnt gunna happen
L725[15:13:45] <gigaherz> no one is suggesting that ;P
L726[15:13:47] <tterrag> wasn't asking for that
L727[15:13:48] <LexManos> itd just be a waste of bandwidth/hd space
L728[15:13:57] <tterrag> just that the bot isn't prepared for multiple snaps in one day, which has happened twice now
L729[15:14:07] <LexManos> any the manual pushes rarely ever happen so there isnt any need to do it
L730[15:14:22] <tterrag> rarely, but we've just now hit a case where it would be useful to have the snap from earlier today
L731[15:14:36] <LexManos> not really
L732[15:14:42] <LexManos> just use yesterdays
L733[15:14:47] <tterrag> yesterdays is nuked
L734[15:14:51] <tterrag> it had the old bug
L735[15:14:53] <LexManos> why?
L736[15:15:01] <tterrag> with ContainerPlayer
L737[15:15:19] <LexManos> ..
L738[15:15:24] <tterrag> there was a regression, idk. ask bspkrs. but 1117 was nuked, 1118 was forced, then the auto snap later on replaced it
L739[15:15:35] <LexManos> meh
L740[15:15:38] <LexManos> then use 16
L741[15:15:44] <tterrag> 16 is 1.10
L742[15:15:48] <gigaherz> problem is the 1118 ones have addInformation
L743[15:15:48] <LexManos> so?
L744[15:15:59] <tterrag> I want my ItemStack methods mapped?
L745[15:16:02] <LexManos> that'll be fixed shortly deal with it
L746[15:16:02] <gigaherz> so we have to choose between wait, or use SRG names for ItemStack methods
L747[15:16:05] <tterrag> mainly because I already ported to 1118 last night?
L748[15:16:16] <tterrag> you seem to think I'm complaining, I'm not
L749[15:16:19] <LexManos> yes those are you choices
L750[15:16:28] <LexManos> you are, atleast it sounds like it
L751[15:16:46] <tterrag> no, we were just discussing bot improvements
L752[15:16:50] <gigaherz> nah this was healthy discussion, at least from me
L753[15:25:40] <masa> have there been any changes to the ItemStack methods?
L754[15:25:59] <gigaherz> between 1.10 and 1.11? plenty
L755[15:26:13] <masa> ie. is the cached valid booelan available via a getter?
L756[15:26:26] <gigaherz> nah I don't think so
L757[15:26:47] <tterrag> cached valid boolean?
L758[15:26:53] <masa> would that be something that a would be accepted as a PR?
L759[15:26:59] <gigaherz> field_190928_g
L760[15:27:14] <gigaherz> ifi t's true, the stack is "empty"
L761[15:27:24] <tterrag> isEmpty() ?
L762[15:27:36] <masa> so add the validity re-gen to the setDamage() and/or setStackSize() methods, and add a getter isValid() which returns based on the booelan field
L763[15:28:03] <tterrag> oh weird
L764[15:28:16] <masa> because the vanilla method returns isInvalid too instead of isValid
L765[15:28:16] <tterrag> yeah isEmpty doesn't use the cache. that does seem like an oversight
L766[15:28:30] <gigaherz> tterrag: yup, isEmpty is badly named
L767[15:28:37] <gigaherz> should be computeIsEmpty
L768[15:28:46] <gigaherz> and there should be a separate isEmpty that gets the cached boolean
L769[15:28:48] <tterrag> I can change it...but we need an alternative first
L770[15:28:55] <gigaherz> problem is
L771[15:29:05] <tterrag> adding a new one would break everything, yes
L772[15:29:06] <gigaherz> not ALL the stack-changing setters properly update it
L773[15:29:10] <tterrag> unless, we invert the logic
L774[15:29:13] <tterrag> oh really? boo
L775[15:29:47] <gigaherz> setItemDamage calls getItem().setDamage
L776[15:29:53] <gigaherz> which modifies itemDamage directly
L777[15:29:55] <gigaherz> for that to work
L778[15:30:19] <gigaherz> we'd have to make itemDamage private, but that would break it being set from the item
L779[15:30:27] <tterrag> but isEmpty state will never change on itemDamage ?
L780[15:30:37] <masa> why not just add the compute() call after it has called that?
L781[15:30:42] <gigaherz> yes it will
L782[15:30:44] <gigaherz> return this == field_190927_a ? true : (this.item != null && this.item != Item.getItemFromBlock(Blocks.AIR) ? (this.stackSize <= 0 ? true : this.itemDamage < -32768 || this.itemDamage > 65535) : true);
L783[15:30:49] <gigaherz> see near the end of the chain
L784[15:30:56] <gigaherz> it won't NORMALLY change
L785[15:31:25] <tterrag> yeah itemDamage should never go outside unsigned short range
L786[15:31:27] <gigaherz> not in any sane situation
L787[15:31:29] <tterrag> so it should not ever affect that
L788[15:31:35] <tterrag> I think that's a reasonable assumption
L789[15:32:00] <gigaherz> if we can assume the meta value to always be within bounds
L790[15:32:10] <masa> but you could just compute the validness after calling getItem().setDamage() ?
L791[15:32:34] <gigaherz> wait
L792[15:32:38] <gigaherz> itemDamage is package-local
L793[15:32:51] <masa> oh noes
L794[15:33:29] <gigaherz> but the only place where it's assigned
L795[15:33:31] <gigaherz> it setDamage
L796[15:34:00] <kashike> that's not the only place
L797[15:34:06] <kashike> damageItem as well
L798[15:34:25] <gigaherz> that's in the ItemStack, I was looking at usages outside ItemSTack ;P
L799[15:34:30] <gigaherz> anyhow
L800[15:34:38] <gigaherz> I currently use
L801[15:34:40] ⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping timeout: 384 seconds)
L802[15:34:46] <gigaherz> stack.getSize() <= 0
L803[15:34:49] <gigaherz> to test for empty stacks
L804[15:34:58] <gigaherz> it's sane enough for what I need
L805[15:35:54] <gigaherz> (by getSize I mean func_190916_E -- dunno the name it was given)
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L807[15:36:01] <tterrag> getCount()
L808[15:36:02] <kashike> getCount
L809[15:36:06] <gigaherz> ah nice
L810[15:36:16] <kashike> getCount, setCount, grow, and shrink
L811[15:36:20] <gigaherz> nice
L812[15:36:28] <gigaherz> which one is shrink?
L813[15:36:37] <kashike> func_190918_g
L814[15:36:43] <gigaherz> OH
L815[15:36:49] <gigaherz> I didn't notice there was a negated version
L816[15:37:01] <gigaherz> I just used func_190917_f(-1)
L817[15:37:27] <shadowfacts> LexManos, I am now
L818[15:37:46] <TechnicianLP> !latest
L819[15:41:02] <tterrag> should the oredict be refactored to use NonNullList where applicable?
L820[15:41:15] <tterrag> I'd vote yes as it's currently tripping up my null analysis
L821[15:43:19] <tterrag> why are mods dumb -_- https://github.com/Chisel-Team/Chisel/issues/303
L822[15:44:09] <shadowfacts> kek
L823[15:45:04] <TheLonely> lol
L824[15:48:05] <TechnicianLP> does 2150 forge contain the addInformation fix?
L825[15:48:44] <gigaherz> there's a changelog
L826[15:48:47] <gigaherz> just... read it
L827[15:49:05] <tterrag> answer: no
L828[15:49:57] * TechnicianLP goes off looking for changelog
L829[15:50:11] <gigaherz> how many times have you been on the files site?
L830[15:50:29] <TechnicianLP> not that often
L831[15:50:46] <TechnicianLP> open getmdk close
L832[15:51:10] <gigaherz> so yo uwere there, but never read anything xcept "mdk"
L833[15:51:20] <gigaherz> you tunnel-visioned the other buttons away ;P
L834[15:51:23] <TechnicianLP> basicly yeah
L835[15:51:32] <tterrag> why even download the mdk
L836[15:51:42] <tterrag> I haven't actually downloaded anything off the files site for ages
L837[15:51:42] <TechnicianLP> you need one once
L838[15:51:43] <gigaherz> I dl the MDK on mc version changes
L839[15:51:48] <tterrag> exactly once
L840[15:51:55] <tterrag> why even do that :P all my mods already have scripts
L841[15:51:57] <gigaherz> to see if there's a new FG or some other change
L842[15:51:58] <tterrag> it's just tweaking versions
L843[15:52:05] <tterrag> nah screw that. dive in blind!
L844[15:53:16] <shadowfacts> ^
L845[15:53:29] <shadowfacts> out of context, that sentence is me irl
L846[15:57:24] <LexManos> ya pulled your pr
L847[15:57:28] <LexManos> working on fixing a lot of shit
L848[15:57:34] <LexManos> like hoppers dupe items now
L849[15:57:35] <LexManos> ...
L850[15:57:40] <TechnicianLP2> take your time
L851[15:57:46] <tterrag> QUICK EVERYONE GET YOUR FREE ITEMS BEFORE HE FIXES IT
L852[15:57:51] <shadowfacts> kek
L853[15:58:09] <tterrag> on all those...1.11...modded servers...
L854[15:58:25] <shadowfacts> Lex, I also just made another little PR that fixes the one thing someone pointed out on the first PR
L855[15:58:41] <shadowfacts> which might fix hopper dupes
L856[15:58:48] <LexManos> that null return?
L857[15:58:50] <shadowfacts> yeah
L858[15:58:54] <LexManos> no, that just fixes the error
L859[15:59:05] <shadowfacts> ah ok
L860[15:59:36] ⇦ Quits: TechnicianLP (~Technicia@p4FE57FB3.dip0.t-ipconnect.de) (Ping timeout: 384 seconds)
L861[16:00:09] * TechnicianLP2 took a long time to time out
L862[16:00:20] ⇦ Quits: Hgrebnednav (~Hgrebnedn@d8D872A6E.access.telenet.be) (Ping timeout: 198 seconds)
L863[16:03:14] <shadowfacts> Why are the new ItemStack stackSize functions named so weirdly? v-v
L864[16:03:30] <shadowfacts> grow and shrink vs incrStackSize and decrStackSize?
L865[16:03:49] <kashike> in what way do they not make sense?
L866[16:03:51] <shadowfacts> setCount and getCount vs setStackSize and getStackSize?
L867[16:04:15] <PaleoCrafter> I personally find grow and shrink nicer names :P
L868[16:04:20] <Ordinastie> ew
L869[16:04:21] <gigaherz> because stackSize has always been stupid
L870[16:04:26] <gigaherz> should have just been... count.
L871[16:04:27] <Ordinastie> add/remove would be way better
L872[16:04:28] <shadowfacts> stack.grow(1) vs stack.incrStackSize(1)
L873[16:04:39] <shadowfacts> or incrCount and decrCount
L874[16:04:56] <PaleoCrafter> if anything, it should be increase and decrease, no stupid abbreviations :P
L875[16:04:56] <Ordinastie> I can get behind getCount() or getAmount()
L876[16:05:13] <Ordinastie> increase/decrease is ok to
L877[16:05:39] <shadowfacts> increaseCount and decreaseCount would be good
L878[16:06:04] <shadowfacts> grow and shrink don't do a good job telling you what the method does, IMO
L879[16:06:26] <PaleoCrafter> growing and shrinking only means one thing in the context of a stack, imo :P
L880[16:07:21] <shadowfacts> say your new to modding and don't understand completely how MC's internals work
L881[16:07:22] <gigaherz> yes they do. XD
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L883[16:07:28] <gigaherz> okay say
L884[16:07:34] <gigaherz> stack.grow(2)
L885[16:07:40] <kashike> then you read the documentation! :)
L886[16:07:42] <shadowfacts> and you're looking at stack.grow(1) instead of stack.increaseCount(1)
L887[16:07:42] <gigaherz> anyone who knows even a little bit of programming gets what they mean
L888[16:08:03] <PaleoCrafter> in/decreaseCount is just terribly verbose :P
L889[16:08:08] <gigaherz> it's like
L890[16:08:16] <gigaherz> x ++; // add 1 to x
L891[16:08:20] <kashike> one could say the same about AABB.contract, union, etc
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L893[16:08:26] <kashike> "omg what do that mean??"
L894[16:08:27] <PaleoCrafter> ^
L895[16:08:27] <gigaherz> you don't need that kind of hand-holding
L896[16:08:48] <gigaherz> modding is about taking the internal classes of a game, and messing iwth them ;P
L897[16:08:50] <Ordinastie> kashike, half of AABB's methods aren't that good either :p
L898[16:08:55] <shadowfacts> meh
L899[16:08:59] <shadowfacts> I still don't like the
L900[16:09:01] <shadowfacts> *them
L901[16:09:02] <shadowfacts> but w/e
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L903[16:10:57] <TheLonely> Just a question, is there like a tool around that lets you easily make texture based on vanilla ones? (eg for ores?)
L904[16:11:14] <TechnicianLP2> paint?
L905[16:11:57] <TheLonely> Yeah but doesn't feel very convenient :p
L906[16:12:10] <tterrag> I use GIMP
L907[16:12:14] <tterrag> import texture, edit, save
L908[16:12:15] <tterrag> not hard
L909[16:12:48] <shadowfacts> ^ same
L910[16:13:11] <masa> another vote for Gimp from me
L911[16:13:29] <TheLonely> I use inkscape :p
L912[16:13:39] <TechnicianLP2> pinta
L913[16:13:41] <gigaherz> photoshop here
L914[16:13:53] <gigaherz> I already "had" it from before ;P
L915[16:13:57] <LexManos> ugh still cant figure this crappy dupe out..
L916[16:14:01] <LexManos> i hate code that isnt mine!
L917[16:14:23] <masa> don't we all? :p
L918[16:14:37] <TheLonely> Yeah...
L919[16:14:47] <gigaherz> i'd say there's quite a number of... new modders, who seem to enjoy other people's code ;P
L920[16:14:51] <Lordmau5> dupe?
L921[16:14:54] <gigaherz> but yeah, I know the feeling
L922[16:15:02] <gigaherz> Lordmau5: hoppers, in forge 1.11
L923[16:15:06] <Lordmau5> wat
L924[16:15:18] <gigaherz> they dupe items
L925[16:15:22] <Lordmau5> oh
L926[16:15:23] <Lordmau5> fun
L927[16:15:23] <gigaherz> and lex is trying to fix it
L928[16:15:37] <TheLonely> I don't like other people's code very often because it won't work in my mod/environment, hehe
L929[16:25:06] <LexManos> !gm TileEntityHopper.mayTransfer
L930[16:25:18] <LexManos> !gm TileEntityHopper.setTransferCooldown
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L932[16:43:40] <LexManos> There we go, found it
L933[16:44:40] <Lordmau5> uh
L934[16:44:51] <Lordmau5> now I'm curious... once you get it fixed, care to elaborate what caused it? :P
L935[16:45:04] <kashike> I'm sure you'll see in a commit
L936[16:45:11] <Lordmau5> or that
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L938[16:51:46] <LexManos> cow just messed up a function in the update, and didnt fixup some lines that required ATs
L939[16:51:50] <LexManos> cpw*
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L941[16:58:55] <Lordmau5> ah
L942[16:59:01] <Lordmau5> cow
L943[16:59:19] <Lordmau5> now he's branded, good job ;)
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L945[17:03:21] <gigaherz> Lordmau5: yo ucall him that at your own personal risk ;P
L946[17:03:50] <gigaherz> so i just finished watching S1 of The Magicians
L947[17:03:55] <gigaherz> such a fucked up series
L948[17:04:23] <LexManos> I call him that all the time, p and o are too close together
L949[17:06:35] <Lordmau5> hehe
L950[17:07:58] <Lordmau5> wouldn't be surprised if he'd have a highlight keyword set for that either tbh
L951[17:09:18] <Tencao> Wondering if anyone can help me, I seem to be getting constant read timeouts with a vanilla forge 1.10.2 server and client
L952[17:09:38] <Tencao> Literally fresh world, on lan and all ports open
L953[17:12:01] <Tencao> I wish there was some kind of error to point me to the problem, but only the client outputs any kind of error, and this is the only thing
L954[17:12:03] <Tencao> https://paste.ee/r/zFW8e
L955[17:12:27] <Tencao> Latest forge
L956[17:14:03] <diesieben07> please post the server log as well.
L957[17:15:19] <Tencao> https://paste.ee/r/2Dreq
L958[17:16:06] <diesieben07> yeah, just looks like the connectino timed out...
L959[17:16:21] <diesieben07> please post the full client log but try and see if this happens with vanilla (no forge)
L960[17:18:00] <Tencao> https://paste.ee/r/KDiHS
L961[17:18:04] <Tencao> I'll try pure vanilla
L962[17:19:17] <diesieben07> there is nothing of a timeout in that last paste
L963[17:22:41] <Tencao> For the record, vanilla 1.10.2 has a timeout issue when connecting to the server as well
L964[17:22:51] <Tencao> Chunks partially load then it just times out
L965[17:23:11] <diesieben07> yeah, sounds like it's your connnection...
L966[17:23:15] <diesieben07> what's your setup?
L967[17:23:18] <Tencao> Lan
L968[17:23:41] <diesieben07> that doesn't tell me shit.
L969[17:23:45] <Tencao> The PC is literally right next to me, all ports are fully open on both the firewall and router, and has been confirmed open
L970[17:24:03] <diesieben07> if the PC is on your LAN then you don't need to open any ports on the router.
L971[17:24:19] <Tencao> The server isn't going to be a lan server, Im just testing it on lan
L972[17:24:47] <diesieben07> what kinda hardware are you running it on?
L973[17:25:18] <Tencao> 32gb ram, 3.8ghz i7, 500gb ssd
L974[17:25:32] <Tencao> Normally I have 5GB allocated, the rest is currently not in use
L975[17:25:49] <diesieben07> strange.
L976[17:26:19] <Tencao> I never had these issues in 1.7.10, it's only since I made the jump to 1.10.2
L977[17:26:50] <gigaherz> it's weird, though
L978[17:27:04] <gigaherz> one wouldthink there would be hundreds of bug reports if there was such a bug in 1.10.2 forge
L979[17:27:14] <gigaherz> oh wait you did say vanilla does it too
L980[17:27:18] <diesieben07> yeah
L981[17:27:19] <Tencao> Yes
L982[17:27:30] <gigaherz> did you try vanilla 1.11?
L983[17:27:32] <Tencao> Is there a way for the server to output more debug info?
L984[17:27:38] <Tencao> I'll try 1.11
L985[17:28:00] <gigaherz> also
L986[17:28:04] <gigaherz> when you say "to the server"
L987[17:28:07] <Tencao> Nope, outdated server message
L988[17:28:07] <gigaherz> you mean a specific server?
L989[17:28:15] <gigaherz> so the server was still forge?
L990[17:28:19] <Tencao> Yes
L991[17:28:30] <gigaherz> I guess you have no easy means to try vanilla client + vanilla server?
L992[17:28:44] <Tencao> I could just change the jar it uses
L993[17:29:10] <gigaherz> we can at least rule out the client side, I think
L994[17:29:16] <gigaherz> if there is an issue, it should be on the server part
L995[17:29:45] <gigaherz> which brings me back to
L996[17:29:51] <gigaherz> [00:27] (gigaherz): one would think there would be hundreds of bug reports if there was such a bug in 1.10.2 forge
L997[17:29:53] <gigaherz> ;P
L998[17:31:25] <Tencao> Yeah, it is a very weird bug, Im just not sure whats happening
L999[17:32:06] <Tencao> Vanilla to vanilla, there was a very weird amount of lag while downloading the terrain, like all entities was frozen, but after 30 seconds it returned to normal
L1000[17:32:21] <Tencao> Im gonna restart to see if it was an error with forge making the world
L1001[17:33:09] <gigaherz> it is a possibility that for some reason, those 30s cause forge to time out, but vanilla makes it in time
L1002[17:33:42] <gigaherz> I mean as in, the slight overhead from forge itself
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L1004[17:33:53] <Tencao> On second load, was reduced to 10 seconds, still not sure exactly where the problem is but I cant say it's forge
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L1010[17:54:32] <gigaherz> oops. XD
L1011[17:54:33] <gigaherz> [00:27] (gigaherz): one wouldthink there would be hundreds of bug reports if there was such a bug in 1.10.2 forge
L1012[17:54:36] <gigaherz> oops wrong paste
L1013[17:54:43] <gigaherz> oops -> https://pbs.twimg.com/media/CxeVaTpVIAAilaD.jpg
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L1015[18:11:01] <barteks2x> I messed up git merge a bit... Any way to go back to the "merge conflict" part?
L1016[18:11:24] <barteks2x> at least for some files
L1017[18:11:33] <barteks2x> I don't want to restart the merge from the beginning...
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L1019[18:15:13] <barteks2x> looks like git checkout -m file is what I need
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L1032[18:58:08] <tterrag> hm...trying to make my own fence block...where is fence_inventory referenced by vanilla?
L1033[18:58:13] <tterrag> it's in the block folder oddly enough
L1034[18:58:22] <tterrag> fence_inventory being a model file
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L1036[19:01:43] <Ordinastie> tterrag, I got it
L1037[19:02:15] <Ordinastie> oh, I misread, I though you couldn't find it
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L1040[19:03:34] <tterrag> Ordinastie: no, I just have no idea how it works
L1041[19:03:40] <tterrag> is it hardcoded to look in the blocks folder?
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L1043[19:04:06] <Ordinastie> for me it says block/fence_inventory
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L1045[19:04:49] <Ordinastie> it's referenced by the woodtype_fence.jsons
L1046[19:04:53] <Ordinastie> item/
L1047[19:05:23] <tterrag> ohh
L1048[19:05:38] <tterrag> err, no it's not?
L1049[19:05:49] <tterrag> oh I see, the item models only have the woodtype
L1050[19:06:00] <tterrag> stupid organization..
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L1056[19:25:25] <barteks2x> I hate that... someone reports an issue, doesn't provide enough information, I reply within 20 minutes and then 2 days later I'm still waiting for reply...
L1057[19:27:27] *** Darkhax_AFK is now known as Darkhax
L1058[19:30:09] <LexManos> welcome to the shit i deal with
L1059[19:35:17] <barteks2x> Well... his problem, closed as invalid for now
L1060[19:40:11] <Ordinastie> ffs, another add on youtube that Ublock doesn't block :/
L1061[19:40:45] <Ordinastie> oh wait, it was part of the video ><
L1062[19:42:47] <barteks2x> ... and now I need 33 bits of data in one int
L1063[19:43:06] <Ordinastie> maybe if you push hard
L1064[19:43:54] <barteks2x> well... one but less for each coordinate. So instead of -128-127 relative max position for light update, only -64-63 will work
L1065[19:44:25] <barteks2x> *bit
L1066[19:45:06] <barteks2x> But it means that the data I access is no longer byte-algined :(
L1067[19:47:06] <barteks2x> or... I have another idea
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L1120[23:35:50] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161119 mappings to Forge Maven.
L1121[23:35:53] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161119-1.11.zip (mappings = "snapshot_20161119" in build.gradle).
L1122[23:36:04] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~0:35 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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