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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 ?
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?
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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
L218[15:29:46] ***
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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
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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] ***
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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
L354[18:38:36] ***
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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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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
L425[21:58:22] ⇦
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(Quit: Graphics crashed)
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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