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L1[00:00:09] <killjoy> the closest you could get is the localization id
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L4[00:02:29] <codahq> no, that just marks them to unload.
L5[00:02:33] <codahq> hm.
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L23[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170131 mappings to Forge Maven.
L24[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170131-1.11.zip (mappings = "snapshot_20170131" in build.gradle).
L25[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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L60[06:29:50] <Ashindigo_> is there a limit to the amplifier on a potion effect?
L61[06:38:42] <Akkarin> 256 is afaik the absolute maximum while 128 is the maximum before it gets wonky because of signed/unsigned values
L62[06:39:01] <Akkarin> +- effect specifics breaking when you toss in values that are just too big logically
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L64[06:46:35] <Ashindigo_> Thanks
L65[07:03:44] <Ordinastie> I want my mod to be dependant on my core with a specific major version, so it should be [5.0.x, 5.1.0) right ?
L66[07:04:55] <Ordinastie> real question is, how can I integrate that cleanly with build.gradle ?
L67[07:07:01] <barteks2x> I don't think you can do that and still be able to run your mod from the IDE
L68[07:07:23] <barteks2x> (it requires some annotation right?)
L69[07:07:55] <Ordinastie> oh, right, I forgot about that
L70[07:08:20] <barteks2x> you probably *could* use gradle to generate .java file that contains the constants
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L75[07:19:59] <Ordinastie> so question, how can build.gradle handle the dependencies version passed in @Mod ?
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L77[07:21:58] <barteks2x> you want gradle to take version from @Mod or @Mod from gradle?
L78[07:24:18] <Ordinastie> @Mod from gradle
L79[07:24:31] <Ordinastie> maybe the other way around could work ?
L80[07:27:19] <Ordinastie> but that would mean parse the java file with gradle
L81[07:27:33] <Ordinastie> like I'll even be able to make that work by myself *_*
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L83[07:34:59] <barteks2x> You can make @Mod from gradle work but it won't work within IDE
L84[07:35:17] <barteks2x> unless as I said you generate a .java file with constant in special gradle task
L85[07:35:35] <barteks2x> and make build and setupDecomp/Dev/CIWorkspace depend on it
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L103[08:30:06] <TechnicianLP> does someone know what the hitX/Y/Z are on onBlockActivated?
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L105[08:31:43] <Ordinastie> wth ?
L106[08:31:44] <Ordinastie> A problem occurred evaluating root project 'MalisisDoors'.
L107[08:31:44] <Ordinastie> > There are no mappings for MC 1.11.2
L108[08:31:58] <Ordinastie> but I JUST built MalisisCore with those mappings
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L110[08:35:39] <Ordinastie> ForgeGradle 2.2 -_-
L111[08:35:52] <Ordinastie> damn, there should really be a warning when it needs newer version
L112[08:43:28] <barteks2x> but how could older version know when it needs a newer one?
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L115[08:53:26] <Ordinastie> how anything knows when a new version exists ?
L116[08:53:53] <Ordinastie> now I need to figure out what I broke to have that : http://puu.sh/tImaa.jpg :/
L117[08:55:42] <barteks2x> is this your custom block?
L118[08:58:12] <Ordinastie> yes
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L123[09:05:36] <barteks2x> that looks like rendering it twice with different textures, and result is some weird z-fighting
L124[09:05:56] <barteks2x> but it looks too algined to pixel boundaries
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L135[10:03:37] <Ordinastie> !gm field_147369_b
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L138[10:18:15] <barteks2x> it would be so useful if I could rename variables in decompiled code...
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L141[11:18:46] <Ordinastie> !mh notifyBlockOfStateChange
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L143[11:26:39] <Ordinastie> does someone know what the new boolean param in addCollisionBoxToList() is used for ?
L144[11:28:03] <Ordinastie> oh, it's to use getActualState apparently
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L168[13:48:26] <TechnicianLP> is there a way to specify the transormation of an itemmodel with "forge:default-item" somehow?
L169[13:49:20] <TechnicianLP> (i cant use item/generated)
L170[13:50:25] <ghz|afk> I'm not sure what you mean
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L173[13:52:24] <TechnicianLP> int the blockstate json one can specify: "transform": "forge:default-item"
L174[13:52:45] <ghz|afk> yes
L175[13:53:05] <TechnicianLP> is there something like that for itemmodel-jsons?
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L177[13:53:17] <ghz|afk> "parent" : "item/generated"
L178[13:53:19] <ghz|afk> or
L179[13:53:22] <ghz|afk> you can do it manually
L180[13:53:26] <ghz|afk> using "display": { ... }
L181[13:54:10] <ghz|afk> (copy the display section from item/generated.json)
L182[13:55:03] <fry> or use blockstate json form the item
L183[13:55:12] * TechnicianLP didnt see that one while looking for it ...
L184[13:55:32] <TechnicianLP> can pure items have blockstate jsons?
L185[13:55:54] <fry> yes
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L203[15:19:57] <Shambling> so, I found the mod causing the fov event changes...
L204[15:20:05] <Shambling> advanced sticks >.<
L205[15:20:20] <Shambling> well supposedly, I should test before saying so for sure
L206[15:20:35] <Shambling> but the obfuscated java code seems to point to it
L207[15:21:47] <Shambling> seriously though, if this is it I'm going to be more confused than anything. why would a mod focusing around adding extra tools modify the base fovevent :\
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L209[15:24:53] <Shambling> o.0 time to report an issue
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L211[15:25:11] <Shambling> please for the love of all that is modded... don't touch base events without having a check in place
L212[15:25:44] <TechnicianLP> touch base events?
L213[15:28:00] <Shambling> no, not touch base, events
L214[15:28:04] <Shambling> don't touch, base events
L215[15:28:09] <Shambling> though I don't think either warrants a comma
L216[15:28:54] <Shambling> i.e. events that are wide ranging, but should only be called when a specific event happens. i.e. you have a pickaxe from 'advanced sticks mod' equipped. not just by installing the mod
L217[15:29:12] <Shambling> or should I say, please use proper ifs :P
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L219[15:30:28] <diesieben07> is their mod open source
L220[15:30:29] <diesieben07> ?
L221[15:30:34] <diesieben07> i'd like to see what you are talking about
L222[15:30:37] <Shambling> nope
L223[15:30:54] <diesieben07> then please explain what you mean by "touch base events"
L224[15:30:56] <Shambling> I can download it and paste the obfuscated code to github, but I'm fairly sure thats not a good thing to do
L225[15:31:08] <Shambling> he directly subscribes to the fovevent
L226[15:31:18] <Shambling> and then calls code on that, with no checks
L227[15:31:30] <diesieben07> ... and?
L228[15:31:33] <diesieben07> that's what the event is for.
L229[15:31:34] <Shambling> it would be like my mod that makes it so you can never instant break blocks, only not checking if you have an item equipped
L230[15:31:46] <Shambling> you should always check if there is a reason for your code to do something
L231[15:31:47] <diesieben07> that would be a terrible mod then, yes.
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L234[15:31:54] <diesieben07> no...
L235[15:32:04] <Shambling> his mod is about extra sticks, not making it so you go slower while eating
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L237[15:32:18] <Shambling> so his code should not touch the FOV change when right clicking on food
L238[15:32:21] <diesieben07> does it say that in the description?
L239[15:32:25] <diesieben07> does it list it as a feature
L240[15:32:26] <diesieben07> ?
L241[15:32:27] <Shambling> nope
L242[15:32:32] <diesieben07> then tell them to add it.
L243[15:32:34] <Shambling> thus why I posted it under issues as a bug
L244[15:32:51] <diesieben07> i get what you are saying
L245[15:32:55] <diesieben07> but your reasoning is wrong
L246[15:33:01] <Shambling> is it?
L247[15:33:07] <diesieben07> the problem is them adding this without listing it in their features
L248[15:33:10] <Shambling> I'm fairly sure burger king shouldn't put anthrax in your food without telling you
L249[15:33:18] <diesieben07> not that they are using an event to do it
L250[15:33:24] <diesieben07> or that they are not using if statements.
L251[15:33:45] <Shambling> ok well if it was an intended feature, I will give them the benefit of the doubt, they should simply list it in the description
L252[15:34:06] <diesieben07> how do you unintentionally subscribe to an event and write code to do a feature?
L253[15:34:11] <diesieben07> "whoops, my fingers just did it"?
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L258[15:41:33] <Shambling> not bug checking I'd imagine, looked at his code again and I'm thinking it was a simple misplaced if
L259[15:41:44] <Shambling> he'll see the issue post, check his code, find the error, and fix it
L260[15:42:31] <Shambling> and no, he's subscribing on purpose, that is just silly. either way, intended or not, I found the mod, I dealt with it, I'm happy
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L264[15:45:16] <ghz|afk> anyone happens to know how to kill/move actually additions worms?
L265[15:46:43] <williewillus> break the block it's on
L266[15:46:50] <williewillus> use f3+b to see where it actually is
L267[15:49:34] <ghz|afk> thx
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L273[16:07:10] <Shambling> !gm func_184587_cr
L274[16:07:33] <Shambling> !gm player.func_184607_cu
L275[16:07:37] <Shambling> !gc player.func_184607_cu
L276[16:07:53] <Shambling> !help
L277[16:08:03] <Shambling> !gf player.func_184607_cu
L278[16:08:15] <Shambling> !gp player.func_184607_cu
L279[16:08:18] <Shambling> err ok
L280[16:08:27] <barteks2x> is Chunk.removeInvalidTileEntity every called anywhere using reflection?
L281[16:08:43] <barteks2x> there are no usages of it and I would expect the obfuscator would stript it
L282[16:08:51] <Shambling> I guess player.func_184607_cu() is for shields
L283[16:09:00] <barteks2x> !gm Chunk.removeInvalidTileEntity
L284[16:09:12] <barteks2x> mcpbot can't find it...
L285[16:09:19] <barteks2x> is it added by forge?
L286[16:09:24] <Shambling> hmmm maybe
L287[16:09:33] <TechnicianLP> look at the CHunk patch
L288[16:09:35] <Shambling> no idea, but that would stand to reason as it is in an unobfuscated mod
L289[16:09:39] <Shambling> oops
L290[16:09:40] <Shambling> nm
L291[16:10:59] <barteks2x> it is added by forge, it's not there in projects/Clean in forge workspace
L292[16:12:10] <Shambling> haha looking at that code from earlier, it looks like the only thing that was supposed to add the FOV zoom was diamond bows
L293[16:12:10] <barteks2x> and it seems like noone touched it at least since before obfiscated minecraft got generics
L294[16:12:38] <TechnicianLP> https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/patches/minecraft/net/minecraft/world/chunk/Chunk.java.patch#L291
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L305[17:23:28] <Shambling> TechnicianLP I apologize if I came off as short earlier. I have a hard time getting ideas across.
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L308[17:32:24] <Reika> Is anyone here good with the GenLayer system, specifically for biome distribution? I am trying to see if it is possible to make one biome, where it exists, happen in larger regions
L309[17:32:25] <Reika> without affecting the others
L310[17:32:30] *** DarkevilAway is now known as Darkevilmac
L311[17:36:12] <Shambling> maybe change percent chance of it being X biome when next to X biome
L312[17:36:21] <Shambling> I'd think that would be the simplest method, no?
L313[17:36:41] <Shambling> problem is, % too high and you'd have a high chance of having huge swathes of that biome
L314[17:36:58] <barteks2x> You would need to add somethign to the larger-scale layers
L315[17:37:15] <barteks2x> if you want it to be reliable, but forge has no api to do it
L316[17:37:20] <Reika> Shambling: I already thought of that; that would also create frequent small areas, which I do not want; I want the patches fairly rare, but big when they do occur
L317[17:37:43] <Reika> barteks2x: I do not mind a lack of an API; hell, I am willing to ASM it if necessary; I just have no idea what to do
L318[17:37:50] <Reika> I know very very little about how GenLayers work
L319[17:38:00] <barteks2x> ^what I said, you could use reflection/AT and add some layer at the lerge scale parts
L320[17:39:13] <barteks2x> I remember wrapping ALL genlayers in 1.8, so it's definitely possible to change them
L321[17:40:04] <barteks2x> you basically need to follow parents, find one that has no parents, go back a few and wrap one
L322[17:40:21] <barteks2x> (the one with no parent has to be GenLayerIsland)
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L324[17:40:52] <Shambling> are you making this for a specific biome that you are making, or are you going to make this a library that can be used to do this to any biome ID?
L325[17:41:47] <barteks2x> the easiest way would probably be to do it at GenLayerRemoveTooMuchOcean level
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L327[17:42:12] <barteks2x> or close to that
L328[17:44:12] <barteks2x> the biome system in vanilla looks like designed to be able to handle such things, forge just has no API to access it
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L331[17:48:22] <barteks2x_> What was my last message that reached the server?
L332[17:48:27] <barteks2x_> I lost connection
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L335[17:50:31] <Shambling> something about the biome system in vanilla
L336[17:50:53] <barteks2x_> so all my messages got to the server (I think)
L337[17:51:00] <barteks2x_> did I miss something after that?
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L339[17:51:53] <Shambling> nope
L340[18:13:22] <Reika> This is for a specific biome I have created
L341[18:13:58] <Reika> barteks: How do I modify/wrap a genLayer such that when it places a biome, it places more of it?
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L344[18:29:15] <barteks2x_> Reika, you just wrap layer that places biomes at big enough scale and place one cell
L345[18:29:21] <barteks2x_> in the array
L346[18:30:12] <barteks2x_> you need to use some hacks to follow parents of genlayers until you fine the one you want to do something with )at the same scale) and wrap&replace it's parent
L347[18:30:18] <Reika> would that not just be me placing my biome in world directly? I would still want to follow normal distribution (ie climate and similar) and probability rules
L348[18:30:54] <barteks2x_> yes, it would palce biome directly. if you want it based on climate... that's harder because the climate-based biomes are added later
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L350[18:31:55] <barteks2x_> you probably could do something to make other biomes placed on your biome position respecting normal distributions and climate (I think)
L351[18:32:28] <barteks2x_> so instead of placing your biome correctly, you place it whenever you want and all other laters need to care about placing their biomes properly
L352[18:35:08] <barteks2x_> also looks like it may not work
L353[18:36:59] <barteks2x_> the biome system can do anything you want if you can modify the code, otherwise... not that much
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L355[18:39:20] <barteks2x_> making one bigger biome that still respects the rules is close to impopssible
L356[18:40:12] <barteks2x_> with the current system - either some weird asm hacks, or replacing many layers, or generating your biome in earlier layers and marking it as ocean biome so that it doesn't get replaced later
L357[18:40:31] <barteks2x_> If I did it, I would go with the last way
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L359[18:41:47] <barteks2x_> yay, the normal me is back
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L361[18:43:13] <Reika> All of those sound like they would have serious side effects
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L363[18:43:48] <barteks2x> because noone thought of adding a possibility to make a single bigger biome
L364[18:44:32] <barteks2x> it is possible to make it work but it's definitely going to be a hack, it;s just a matter of how bad hack and which side effects you want
L365[18:45:08] <Reika> I am OK with hack; I am not OK with side effects
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L367[18:46:20] <barteks2x> anyway, I'm a bit curious as to why you would even want such a biome, because biomes are already big enough that I've never seen all vanilla biomes yet. And adding one that is bigger than all other and very rare seems useless
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L369[18:54:20] <barteks2x> adding an oceanic biome to Forge BiomeManager and then adding your biome IDs in large scale layers should work without noticable side effects (at least without other mods that in some way check if your biome is ocean biome)
L370[18:54:52] <Reika> Answering the second first: Mods /will/ check that, including my own
L371[18:54:57] <Reika> As for the first:
L372[18:55:12] <Reika> The worldgen of the biome is such that it can only really shine when the biome is of sufficient size
L373[18:55:34] <Reika> It is substantially different from normal MC gen
L374[18:55:34] <barteks2x> then ask users to enable big biomes?
L375[18:55:46] <Reika> one, noone will want every biome being bigger
L376[18:56:33] <barteks2x> so I don't see any option other than forge PR or asm
L377[18:56:49] <Reika> ASM is fine, provided I have some idea what to do
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L381[18:58:17] <barteks2x> GenLayerBiome has this check: else if (isBiomeOceanic(k))
L382[18:58:31] <barteks2x> you would need to make it true for your biome if you don't want it to be replaced by other biomes
L383[18:58:49] <barteks2x> that is when you generate your biome in earlier layers
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L385[19:00:28] <barteks2x> really, you need to read the GenLayer code and understand how it works
L386[19:00:53] <barteks2x> not necessarily every detail but how it works in general
L387[19:02:33] <barteks2x> GenLayerBiome has a parent which is a zoom layer, and you would need to wrap parent of that zoom layer. That would make your biome about 2x bigger
L388[19:04:04] <barteks2x> (I would alao see it as perfectly doable with mixin instead of asm)
L389[19:04:44] <barteks2x> but mixin is probably too big thing for just one change
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L417[21:42:56] <Twisted_Code> Now that willie helped me figure out which version of forge it needs, to see if Franken-pack server will live. Pull the lever, Igor!
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L419[21:44:42] <Twisted_Code> https://ghostbin.com/paste/pjk9a I'm surprised I got this instead of the EULA.txt stopping me?
L420[21:46:28] <Twisted_Code> Anyone know what went wrong?
L421[21:48:46] <tterrag> remove ResourceLoader
L422[21:50:05] <Twisted_Code> Not sure what resource loader even is? I guess it's worth a shot.
L423[21:52:17] <tterrag> a mod
L424[21:52:20] <tterrag> you have in your pack
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L426[22:00:42] <Twisted_Code> ...Okay, I deserved that deadpan look. Yes, that one, the one I can tell you're giving me
L427[22:03:03] <Twisted_Code> https://ghostbin.com/paste/pt8dt After removing resource loader, I get a similar crash... I really wish I knew what the heck this all meant. This doesn't even seem to indicate a specific mod? At least not in the traceback as far as I can tell
L428[22:16:57] <killjoy> Twisted_Code you have client-mods on the server
L429[22:18:42] <Twisted_Code> Probably because I have no idea what mods do and don't belong on the server out of this pack, since I'm just copying another mod pack.
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L433[22:33:43] <A1b3> Twisted_Code remove Custom Main Menu, and there would be no more client mods.
L434[22:34:08] <Twisted_Code> Okay, thanks.
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