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L15[01:12:49] <killjoy> I need a subject for a business email to a client
L16[01:13:33] <Wuppy> Beers & Boobs
L17[01:13:43] <killjoy> I'll just make it a thank you email
L18[01:14:01] <killjoy> That's the only kind of email I've received besides adverts
L19[01:22:33] <Wuppy> now, to send what might be the most important email I've ever written.....
L20[01:25:23] <codahq> can an axe be used in the offhand?
L21[01:25:31] <codahq> it can be held but it doesn't seem to be usable.
L22[01:25:56] <killjoy> using it requires punching
L23[01:26:01] <killjoy> offhand doesn't punch
L24[01:27:17] <codahq> k, so that's the rule.
L25[01:27:30] <codahq> i'm just playing 1.11 for the first time this week. updating from 1.8
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L30[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170202 mappings to Forge Maven.
L31[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170202-1.11.zip (mappings = "snapshot_20170202" in build.gradle).
L32[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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L36[02:10:41] <killjoy> I wrote an email to a colleague about the lack of meat in the lunches
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L39[02:32:51] <Wuppy> welp... just spend over an hour writing an email with just 435 words :P
L40[02:33:43] <killjoy> I'm lucky if my email has 100
L41[02:34:04] <Wuppy> you're still writing yours? damn
L42[02:34:10] <killjoy> no
L43[02:34:14] <killjoy> but I had to write 2
L44[02:34:29] <killjoy> I made the other one about no meat in the lunches
L45[02:34:41] <Wuppy> if this email I just send is received well, I'll be moving halfway across europe for a year in a couple of months :o
L46[02:35:15] <killjoy> So.. what happened to make someone decide to do this? https://minecraft.curseforge.com/projects/pumpkisplode
L47[02:36:25] <Ashindigo_> Someone got bored?
L48[02:36:59] <killjoy> https://youtu.be/__StPb0CXb4
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L52[02:43:13] <Azu> heyo
L53[02:43:46] <Azu> question: has anybody got dev builds of inventory tweaks to run in 1.11.2
L54[02:43:55] <Azu> I use the latest one on the latest forge and it prevents forge from starting
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L68[04:56:08] <OrionOnline> I have a question regarding Capabilities. I have a Item that holds Data in the Capability. During getSubItem i register the stacks with the Capability and the correct initial data. However when i grab a copy from say for example the creative menu or JEI those are not copied. Is there something i need to implement to make it copy them over?
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L70[05:03:27] <OrionOnline> Ah figured it out
L71[05:03:36] <OrionOnline> Need to implement initCapabilities
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L78[05:26:31] <TheresaJayne> This is a question partially involving forge, I have to make some plugins for older servers but I need to be able to get the Item Names for modded blocks, is this possible (all I am currently getting is names like x1203 )
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L105[06:40:26] <copygirl> Hmm... doesn't look like you can disable cape rendering the way I used to do it in the past.
L106[06:42:27] <copygirl> I'll be afk but if someone knows how to do it, please ping me. (Maybe getting the layercape and somehow disabling it?)
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L111[06:50:52] <gigaherz|work> I just discovered this new "topics" thingy in github
L112[06:54:03] <Ashindigo_> hm particles are fun
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L121[07:44:34] <OrionOnline> Is there a way i can Replace a block when it is placed
L122[07:44:48] <OrionOnline> The BlockEvent.PlaceEvent does not seem to allow me to do that
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L127[08:06:36] <TheresaJayne> can't you get the block that is placed and change its item/
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L129[08:13:08] <barteks2x> argh, forge breaks launchwrapper debug options
L130[08:13:34] <barteks2x> And I want to dump transformed classes to see what is wrong
L131[08:17:33] <barteks2x> nevermind, it was just showing exceptions but not crashing
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L166[10:47:06] <ghz|afk> Can anyone confirm waht I said here? https://github.com/gigaherz/PackingTape/issues/4#issuecomment-276999894
L167[10:47:24] <ghz|afk> (regarding chests and how they store their data)
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L172[10:57:58] <RichieSams> Hello everyone
L173[10:58:03] <RichieSams> I have a question
L174[10:58:16] <RichieSams> I'm looking to implement a multiblock "machine"
L175[10:58:28] <RichieSams> And I found like 8 different libraries / roll your own methods on Google
L176[10:58:52] <ghz|afk> soudns about right
L177[10:58:59] <RichieSams> Is there any generally well accepted or well looked upon method for mutliblocks
L178[10:59:04] <ghz|afk> there isn't a definitive method: it depends on how you want to design it
L179[10:59:05] <RichieSams> Or any recommendations?
L180[10:59:08] <ghz|afk> well
L181[10:59:13] <ghz|afk> recommendations, yes:
L182[10:59:29] <ghz|afk> a multiblock is, in essence, a bunch of independent blocks acting togetherto appear as one
L183[10:59:33] <ghz|afk> so
L184[10:59:37] <ghz|afk> one common way to handle them
L185[10:59:43] <ghz|afk> is to have a master block, and some slave blocks
L186[10:59:51] <ghz|afk> then the master takes care of the actual logic and resources
L187[10:59:56] <ghz|afk> and the slaves just forward the calls to it
L188[11:00:28] <ghz|afk> example: those big multiblock tanks from MFR? the master was whatever block happened to be on the central block in the bottom layer
L189[11:00:53] <ghz|afk> or in tinkers, the master is the controller block
L190[11:01:02] <RichieSams> How do they handle blocks being placed out of order
L191[11:01:09] <ghz|afk> so this shows two approaches: explicit master, and implicit master
L192[11:01:10] <RichieSams> Aka, if the master block isn't placed first
L193[11:01:20] <ghz|afk> wekk
L194[11:01:22] <ghz|afk> well*
L195[11:01:29] <ghz|afk> a common way is to scan the structure
L196[11:01:50] <ghz|afk> whenever something changes, you check if the newly placed block can possibly belong to a structure
L197[11:01:58] <ghz|afk> and if it validates correctly
L198[11:02:04] <ghz|afk> you choose the master, or the master activates
L199[11:02:14] <RichieSams> Ahh
L200[11:02:18] <ghz|afk> in either case, it completes the assembly and the structure marks itself as "assembled"
L201[11:02:25] <ghz|afk> to avoid lag
L202[11:02:34] <RichieSams> Or, I guess it can be triggered, like how Immersive Engineering activates when you smack it with a hammer
L203[11:02:40] <ghz|afk> modsl ike immersive engineering use a special tool or item to manually initiate the check
L204[11:02:48] <RichieSams> ^
L205[11:02:50] <ghz|afk> exactly ;P
L206[11:02:59] <ghz|afk> in my own mod, Ender-Rift
L207[11:03:02] <ghz|afk> I have this class...
L208[11:03:16] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/rift/RiftStructure.java
L209[11:03:30] <ghz|afk> it has all the logic for checking a structure pattern
L210[11:03:36] <ghz|afk> replacing the blocks with my slave blocks
L211[11:03:46] <ghz|afk> and setting the master into its "assembled" state
L212[11:03:51] <ghz|afk> and similarlyu
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L214[11:04:04] <ghz|afk> it has the logic for disassembling the structure and returning the blocks to their originals
L215[11:04:28] <RichieSams> Very nice
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L217[11:04:43] <RichieSams> Thank you for sharing
L218[11:05:48] <ghz|afk> np
L219[11:05:56] <ghz|afk> that's why I keep my mods opensource: everyone benefits ;P
L220[11:06:08] <RichieSams> For sure
L221[11:06:55] <RichieSams> For the rendering of the multiblock, do you just remove the original blocks, and then plop in a scaled / rotated model
L222[11:07:16] <ghz|afk> I replace the original blocks, yes
L223[11:07:22] <ghz|afk> but each "slave block" has its own piece of the model
L224[11:07:26] <ghz|afk> to avoid lighting issues
L225[11:07:29] <RichieSams> Ah, so you break it up
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L227[11:07:43] <RichieSams> Can you elaborate about lighting issues?
L228[11:08:00] <ghz|afk> mc isn't designed for blocks that go too much beyond the 1x1x1 box
L229[11:08:31] <PaleoCrafter> LexManos, I'm here now :D
L230[11:08:58] <ghz|afk> once upon a time
L231[11:09:03] <ghz|afk> when I started this mod
L232[11:09:07] <ghz|afk> I tried to have one single model
L233[11:09:10] <ghz|afk> extend 3x3x3
L234[11:09:20] <ghz|afk> but whenever i placed anything that would cause a "shadow" on one of the blocks
L235[11:09:23] <ghz|afk> the whole thing would darken
L236[11:09:36] <ghz|afk> and when there was a block illuminating a bit one of the blocks, the whole thing would light up
L237[11:09:52] <ghz|afk> so I cut the model down
L238[11:10:04] <ghz|afk> saving on quads in the process, since the model is very symmetric
L239[11:10:08] <RichieSams> So you just update the blockstates to a variant?
L240[11:10:21] <ghz|afk> I ahve two blocks
L241[11:10:24] <ghz|afk> the Rift Core
L242[11:10:27] <ghz|afk> and the Rift Structure
L243[11:10:37] <ghz|afk> the Rift Core has two states, disassembled and assembled
L244[11:10:45] <ghz|afk> while the Rift Structure has 16 states
L245[11:11:02] <RichieSams> For the 8 corners and the 8 sides
L246[11:11:04] <ghz|afk> if it's in "corner" mode, it has one state for each of the 8 corner blocks
L247[11:11:28] <ghz|afk> and if it's in "edge" mode, it has one state for each major direction
L248[11:11:44] <ghz|afk> + the lower ones that need the base added to them
L249[11:12:21] <ghz|afk> but I could have done it with 3 blocks instead
L250[11:12:29] <ghz|afk> core + corners + edges
L251[11:12:36] <ghz|afk> it would have made the code simpler ;P
L252[11:13:05] <RichieSams> Heh, hindsight is always 20-20
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L254[11:15:45] <sokratis12GR> guys has anyone else encouraged this issue as well? https://github.com/MinecraftForge/MinecraftForge/issues/3653
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L256[11:20:29] <RichieSams> @ghz|afk One last question
L257[11:20:44] <RichieSams> What extra logic do you need for chunk loading?
L258[11:20:55] <RichieSams> AKA, if the structure spans over multiple chunks
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L262[11:33:17] <anli> I want to modify a class file, is that possible to do?
L263[11:33:31] <anli> I want to try to correct a bug in minecraft by editing the code
L264[11:35:29] <barteks2x> which bug?
L265[11:36:07] <anli> https://bugs.mojang.com/browse/MC-113119
L266[11:36:31] <anli> And https://bugs.mojang.com/browse/MC-105207
L267[11:36:54] <anli> But it would be nice to be able to edit the code regardless
L268[11:37:27] <anli> Is the code that eclipse shows up included as part of the class files?
L269[11:37:36] <barteks2x> the only way other than submitting PR to forge is to use a coremod, which is generally discouraged
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L271[11:37:39] <anli> Or is it some kind of "source attachment"?
L272[11:38:17] <barteks2x> to see the code you only need to run gradlew setupDecompWorkspace and eclipse should have it available, but not for editing
L273[11:38:29] <anli> How does eclipse get the code?
L274[11:38:40] <barteks2x> setupDecompWorkspace decompiles Minecraft
L275[11:38:52] <anli> So there is some java files somewhere then
L276[11:38:55] <anli> Which I could edit
L277[11:39:07] <barteks2x> yes, but you won't be able to release mod that does it this way
L278[11:39:16] <anli> I do not intend to release anything
L279[11:39:20] <barteks2x> because these files don't exist when you run the mod normally from launcher
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L281[11:39:31] <anli> I only want to play some
L282[11:39:41] <anli> To hack for my own fun
L283[11:39:44] <barteks2x> if it's just fo you you could as well setup forge dev environment and edit code directly
L284[11:40:07] <anli> But that would only expose class files for me?
L285[11:40:16] <barteks2x> and there is a video linked in forge readme about how to do it
L286[11:40:23] <anli> Ah, ok!
L287[11:40:50] <barteks2x> but it shows how o do it in intellij idea
L288[11:40:55] <anli> Ah, ok
L289[11:40:57] <anli> I see
L290[11:40:59] <barteks2x> not in eclipse, I have no idea how to do it in eclipse
L291[11:41:27] <anli> Where are java files stored that eclipse shows when I open a class file?
L292[11:41:40] <barteks2x> depends
L293[11:42:10] <barteks2x> if you don't have access transformer - somewhere in gradle cache, if you do - somewhere in .gradle in your project directory
L294[11:42:27] <barteks2x> and they are in a jar file
L295[11:43:06] <barteks2x> you could edit them, but that probably won't work because they won't be compiled
L296[11:43:17] <barteks2x> they are only there to show you the code
L297[11:43:40] <anli> Can a jar file have a class file changed to a java file and run?
L298[11:44:11] <anli> In other words, can a jar have code that is not yet compiled
L299[11:44:12] <barteks2x> class files are compiled java files. Either do a coremod, or setup MCP, or setup forge workspace
L300[11:44:18] <anli> ok
L301[11:44:51] <anli> Would be cool to submit patches to mojang :)
L302[11:45:14] <barteks2x> you can't really do that, because you don't have their code. All you can have is decompiled code
L303[11:45:15] <anli> Wonder what they will do
L304[11:45:31] <anli> yes, so I have code that they will also be able to create
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L306[11:46:00] <anli> If they are wise, they change their code to the one that forge decompiles into :)
L307[11:46:00] <barteks2x> People sometimes do point out what needs to be done in the code to fix a bug but they can as well find it themselves, because they need to do the work of figuring out their names from MCP names
L308[11:46:41] <anli> I added information to my bug report that indicates that I have read the decompiled code.
L309[11:47:35] <anli> But maybe they will oppose to code being posted
L310[11:50:08] <barteks2x> there probably isn't much you can do to get it fixed faster. And as I said - to have it fixed locally for you - either coremod, or MCP, or forge dev environment
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L315[12:04:05] <LexManos> PaleoCrafter, I SEE YOU!
L316[12:04:47] <PaleoCrafter> uhm... it's pretty dark in here, so I doubt that :P
L317[12:05:28] <ghz|afk> lex has x-ray vision
L318[12:07:19] <LexManos> We need to talk, mainly about the forums and files.
L319[12:07:26] <LexManos> Flame has been trying to get a hold of you
L320[12:08:51] <PaleoCrafter> yeah, was a little bit the last few days, had an oral exam today which counts for my finals ^^
L321[12:09:09] <Ivorius> you were always just a little bit, man
L322[12:09:19] <PaleoCrafter> add a busy in there <.<
L323[12:09:27] <PaleoCrafter> also, already wrote Flame on Curse ^^
L324[12:09:36] <LexManos> I didn't know you were THAT kind of student 0.o
L325[12:09:58] <LexManos> But ya forum migration is done* so its all cleanups.
L326[12:10:04] <Flamegoat> Giggity
L327[12:10:11] <Flamegoat> Nightmare almost over.
L328[12:10:31] <Ivorius> I liked it better when I could define you in a boolean
L329[12:10:52] <Ivorius> Actually, scratch that, bool is 8 bits
L330[12:11:06] <ghz|afk> depends on the platform ;P
L331[12:11:14] <LexManos> our jokes are bad and you should feel bad.
L332[12:11:25] <LexManos> Meant to be your, but hey this works to
L333[12:11:29] <ghz|afk> heh
L334[12:12:18] <Ivorius> Joke-shaming, in my 21st century?
L335[12:12:55] <IoP> pfffft coremods... Write javaagent ;)
L336[12:13:06] <LexManos> anyways, made sure they knew eachother needed them, my job here is done time for a beer.
L337[12:13:13] <LexManos> Who am I kidding, more emails to go through y.y
L338[12:13:14] <ghz|afk> where did that come from, IoP? XD
L339[12:14:02] <IoP> from comment about writing a coremod
L340[12:14:35] <IoP> Well I did that(javaagent) but I was patching JDK
L341[12:19:38] ⇨ Joins: Fye (~Fye@dynamic-adsl-84-221-215-62.clienti.tiscali.it)
L342[12:21:12] <LexManos> Paleo, It appears I need a new avatar.
L343[12:21:24] <IoP> hmm http://files.minecraftforge.net/fmllibs/bcprov-jdk15on-148.jar etc are still giving 500
L344[12:21:26] <LexManos> Been meaning to change away from the booby doodle, but haven't had a good one.
L345[12:21:42] <PaleoCrafter> unless it's something very simple, I'm probably the wrong person to ask for this :D
L346[12:21:43] <LexManos> It should give a 404 those have long seince been deleted
L347[12:22:16] <IoP> is there new URL or should packs ship those files?
L348[12:22:26] <LexManos> they ALWAYS should of shipped those files
L349[12:22:31] <LexManos> there is a reason we took them down
L350[12:22:37] <LexManos> about 5TB/day reasons
L351[12:22:51] <IoP> ok. I'll pass that information to someone
L352[12:23:01] <IoP> Btw when you removed those files?
L353[12:23:03] <LexManos> If you make a mod pack, SHIP ALL OF THE FILES it needs to run, its a simple concept.
L354[12:23:15] <LexManos> I think 1.6.4 days?
L355[12:23:22] <LexManos> when the new launcher was released
L356[12:23:51] <IoP> Weird. That someone broke unleashed later in curse. Well moving into other chat =>
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L359[12:25:00] <copygirl> Is it possible to override the Vanilla ctrl-middle-click behavior? (pick block +NBT)
L360[12:25:42] <ghz|afk> NSFW-ish: https://youtu.be/1Ng9LJD4POw?t=781
L361[12:25:43] <LexManos> in your block/te? yes
L362[12:25:52] <copygirl> I'm asking because my tile entity already includes the item so it contains redundant information, also the default behavior overrides the "display" tag so my color is gone.
L363[12:26:35] <copygirl> Are you referring to getPickBlock?
L364[12:26:39] <IoP> ghz|afk: well that was easy to guess
L365[12:26:54] <LexManos> yup
L366[12:27:51] <copygirl> I don't see how to affect it calling storeTEInStack.
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L369[12:30:23] <copygirl> getPickBlock is called before storeTEInStack. And I don't think there's an event to alter the item picked when holding ctrl after storeTEInStack. (Other than doing it all manually from the mouse event itself?)
L370[12:30:50] <LexManos> not really, we dont pass extra mouse/keyboard state to the events.
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L372[12:32:11] <LexManos> PaleoCrafter, http://www.minecraftforge.net/forum/index.php?/topic/44883-interfaces-vs-capabilitys/ second post on dark looks eye bleeding
L373[12:32:13] <copygirl> As a... really odd hack, I guess I could grab the color from the copy of the item stack stored in "BlockEntityTag" if that exists.
L374[12:32:26] <LexManos> What are you trying to do?
L375[12:32:43] <PaleoCrafter> hm... I thought I had added styles to the code blocks
L376[12:33:05] <copygirl> I have a backpack. Backpack stores its item in the tile entity (to retain durability, enchantments and whatever else).
L377[12:33:06] <LexManos> aparently it didnt roll over, thats for the [tt]
L378[12:34:00] <copygirl> Backpack can be dyed and uses the default diplay tag to store the color.
L379[12:34:15] <LexManos> default display tag...
L380[12:34:24] <LexManos> there isnt such a thing IIRC, thats a custom one for banners
L381[12:34:27] <copygirl> Vanilla storeTEInStack adds the "(+NBT)" hint to the stack by overriding the display tag.
L382[12:34:59] <copygirl> Using the same as leather armor. "display" -> "color"
L383[12:35:23] <copygirl> Has the effect of adding "Dyed" to the tooltip information.
L384[12:36:21] <LexManos> {setting up a workspace to take a look} Go on
L385[12:36:36] <copygirl> Well, it's overridden.
L386[12:37:37] <copygirl> And additionally, since the tile entity also stores the item, the picked item will contain the item in its NBT data.
L387[12:38:16] <copygirl> I'm probably sounding really confusing.
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L389[12:39:50] <copygirl> The reason why I'm concerned is I'll likely have to write code in two places specifically to handle the BlockEntityTag.
L390[12:40:27] <copygirl> Once in the placement code, to make sure the original item is used (so changes to it actually apply, instead of the one stored in the BlockEntityTag just overriding everything).
L391[12:40:28] <LexManos> Still unsure what you actually are trying to fix, it all sounds like its logical to me;
L392[12:41:41] <ghz|afk> copygirl: the ctrl-middleclick thing calls writeToNBT on the TE and puts that in BlockEntityTag, does it not?
L393[12:41:49] <copygirl> Yes.
L394[12:41:55] <ghz|afk> so, jsut make use of it?
L395[12:42:00] <copygirl> And in the process overrides the display tag of the picked item.
L396[12:42:19] <ghz|afk> sure, so don't use display for custom stuff
L397[12:42:22] <ghz|afk> leave it for vanilla use
L398[12:43:45] <LexManos> ah i see what you're talking about, if its a TE it adds the data tot eh stack
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L400[12:45:12] <LexManos> Two options yes, you could just not care, or you could write a PR to expand this out as there is president, as they special case skulls
L401[12:46:08] <ghz|afk> I wonder why mojang didn't make amethod in TileEntity and just override it in skulls...
L402[12:46:24] <LexManos> old code
L403[12:47:25] <LexManos> actually no
L404[12:47:40] <LexManos> probably better would be to add a addTEData boolean to getPickBlock
L405[12:47:50] <LexManos> and pipe it all through the single method.
L406[12:47:58] <copygirl> I just realized I shouldn't be.. complaining if I'm not willing to put together a PR. Sorry, I'm still overly sensitive / emotional about that topic.
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L408[12:52:28] <ghz|afk> should be just a couple lines to make a PR for this, I think
L409[12:54:08] <williewillus> !gf field_185050_h
L410[12:54:22] <copygirl> Though.. if I may add some input, I don't think addTEData would suffice. I believe there's have to be an additional method that takes the picked block returned from getPickBlock, the TileEntity and its NBT data. You could have it return a boolean: true = call storeTEInStack, otherwise assume the method handled it.
L411[12:54:29] <williewillus> wat https://gist.github.com/JaSpr/2736a5f60ab5f222acf09a22c107ebbc
L412[12:54:42] <LexManos> why?
L413[12:54:53] <LexManos> the getPickBlock gets the full TE information
L414[12:55:05] <LexManos> err, location information so it can get the TE, thats the entire point of that method.
L415[12:55:22] <copygirl> Sure, but how would you affect whether storeTEInStack is called?
L416[12:55:23] <LexManos> we'd just have to copy Minecraft.storeTEInStack into the getPickBlock method.
L417[12:55:31] <LexManos> and no longer ever call storeTEInStack
L418[12:56:30] <copygirl> Would that work with the order the methods are called? Also, it would have a minor performance cost, as the lookup and especially NBT serialization happens twice.
L419[12:56:49] <LexManos> why would it happen twice? and what lookup?
L420[12:56:58] <LexManos> Remove ANYTHING to do with the TE from ForgeHooks
L421[12:57:17] <LexManos> and move it all to inside the getPickBlock wrapped in a if (addTEData){}
L422[12:58:08] <ghz|afk> williewillus: botania 1.9 in mc 1.10.2?
L423[12:58:38] <williewillus> 339 and 340 are 1.10.2 mods
L424[12:58:39] <copygirl> Okay, true. I think I was thinking of this in terms of it being in Vanilla code.
L425[12:58:43] <williewillus> the version number is just 1.9 :P
L426[12:59:12] <ghz|afk> I see
L427[12:59:23] * McJty has a mod with version 1.6.4. Rather confusing :-)
L428[13:00:08] <ghz|afk> i'm looking forward to releasing a mod version == mc version
L429[13:00:09] <ghz|afk> since I use
L430[13:00:17] <ghz|afk> "modname-mcdversion-modversion" for the filename
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L432[13:00:19] <ghz|afk> it would be like
L433[13:00:27] <ghz|afk> blah-1.11.2-1.11.2.jar
L434[13:00:47] <ghz|afk> althouhg it would be more fun
L435[13:00:49] <ghz|afk> if i have like
L436[13:01:06] <ghz|afk> blah-1.10.2-1.11.2.jar and blah-1.11.2-1.10.2.jar
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L439[13:03:47] <McJty> A pity 1.11.1 didn't last long. Otherwise you could have had a mod: blah-1.11.1-1.11.1.jar
L440[13:04:24] <ghz|afk> that would have been glorious
L441[13:04:25] <ghz|afk> ;_;
L442[13:04:29] <copygirl> Would it only work of the block has a tile entity? A custom block might want to do something special. Like, returning a multiblock structure builder item for a multiblock structure. (And for some reason the block clicked doesn't have a tile entity)
L443[13:05:04] <copygirl> If so the parameter should be called something different.
L444[13:07:54] <diesieben07> Flamegoat, not sure if not yet done, intentional or a bug, but i cannot move posts on the forums
L445[13:08:11] <Flamegoat> PMing you
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L447[13:09:54] <LexManos> again the entire point of the Block.getPickBlock method is to allow the Block to tell whatever it wants to have in the tiemstack
L448[13:09:59] <LexManos> so it can return whatever it wants
L449[13:10:21] <LexManos> all what im suggesting foes is move even more of that choice to the Block so that if it DID want to change something
L450[13:10:33] <LexManos> it would just override getPickBlock and do whatever the hell it wanted.
L451[13:10:47] <LexManos> Basic just concept here... move things to where modders can override and have more control
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L455[13:13:33] <LexManos> PaleoCrafter, http://puu.sh/tLrAg/61aae73b90.png
L456[13:13:52] <LexManos> Just expect a few images while I poke around the forums
L457[13:13:56] <PaleoCrafter> adding it to my list of things to be addressed ;)
L458[13:16:01] <LexManos> http://www.minecraftforge.net/forum/index.php?/topic/44887-the-new-forums/ also that
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L463[13:39:34] <kashike> new forum looks nice :)
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L466[13:43:20] <copygirl> Wait, how's this work with chest contents?
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L469[13:44:51] <diesieben07> you mean the block picking?
L470[13:45:26] <copygirl> Yeah, does the server have similar code that sends the updated stack with the proper TE data?
L471[13:45:44] <killjoy> I know a little about block picking
L472[13:45:48] <copygirl> If so, that would have to be incooperated with getPickBlock somehow, otherwise it's kind of pointless..?
L473[13:45:50] <killjoy> survival or creative?
L474[13:45:55] <barteks2x> I hate vanilla sometimes
L475[13:46:03] <copygirl> Creative, specifically when you hold ctrl.
L476[13:46:08] <barteks2x> as if it couldn't just crash when scheduled ask throws exception
L477[13:46:13] <diesieben07> the short answer is... it doesn't.
L478[13:46:21] <barteks2x> *task
L479[13:46:25] <diesieben07> if you join a world and pickblock on a chest you have not opened, you get an empty chest
L480[13:46:33] <copygirl> Wait, really?
L481[13:46:43] <diesieben07> if you open the chest and close it and then someone else changes it, you get the version you last saw in the GUI
L482[13:46:44] <diesieben07> yes, really.
L483[13:46:46] <diesieben07> in vanilla.
L484[13:47:00] <copygirl> Oh..
L485[13:47:46] <copygirl> Well.. imho that should be incooperated into getPickBlock somehow, otherwise adding the TE data is pretty pointless.
L486[13:48:01] <copygirl> Might as well fix MC's flaw on the way.
L487[13:48:59] <barteks2x> why it doesn't ctash when I throw exception in event handler...
L488[13:49:07] <killjoy> ...
L489[13:49:24] <killjoy> don't throw an exception
L490[13:49:34] <barteks2x> I mean, my code accidentally did it
L491[13:49:46] <barteks2x> and instead of crashing it smapped console with thousands of exceptions
L492[13:49:53] <barteks2x> *spammed
L493[13:49:55] <killjoy> oh
L494[13:50:03] <copygirl> As a player ... that might be better.
L495[13:50:10] <barteks2x> no it's not
L496[13:50:19] <barteks2x> because client world was null
L497[13:50:25] <copygirl> Wouldn't want a silly badly coded mod to ruin your experience, right? Not that that always works..
L498[13:50:40] <LexManos> the client doesnt know about chest contents so pickblock will never work for it
L499[13:51:08] <barteks2x> if you don't want badly coded mods to ruin your exprience, don't install badly coded mods
L500[13:51:26] <copygirl> Could have it send a packet that calls getPickBlock on the server, updating the stack?
L501[13:51:55] <copygirl> Would you consider that to go into Forge or would modders have to implement that themselves?
L502[13:51:58] <killjoy> listen to the packets, then update it accoordingly
L503[13:52:44] <barteks2x> would it be possible for forge to make Util.runTask actually crash when the task throws an exception? If not, why it would be bad?
L504[13:53:09] <barteks2x> I got spammed with exception so many times before because of this...
L505[13:53:18] <copygirl> Fix them, then?
L506[13:53:43] <copygirl> They're right in your log? I don't think you can pause on those exceptions.
L507[13:53:46] <barteks2x> and the there is a problem that if I release a mod and it starts crashing there, it won't crash bu instead do something weird
L508[13:53:56] <barteks2x> and when I ask user for log... 10+ MB file
L509[13:54:18] <barteks2x> my log after a few seconds was 2MB
L510[13:54:39] <copygirl> Test soon, test often?
L511[13:55:31] <copygirl> I understand it can be frustrating but I think you may have to get used to it, as there'd be little to no overall benefit from MC simply crashing.
L512[13:56:21] <barteks2x> if I idn't add -XX:-OmitStackTraceInFastThrow as VM option, only the firet few exeptions would actually have stacktrace
L513[13:56:57] <barteks2x> and instead of seeing crash in IDE log I have to go and open log file
L514[13:57:13] <killjoy> Having something in a Future usually isn't important to execution
L515[13:57:24] <barteks2x> packet handlers
L516[13:57:44] <copygirl> Forge has many cases where it prints an error instead of letting the exception crash the game.
L517[13:57:56] <barteks2x> but _all_ packet handlers?
L518[13:58:00] <killjoy> (too big to fail)
L519[13:58:28] <barteks2x> unless someone has packet handler that doesn't run in main thread
L520[13:58:37] <barteks2x> all of my packet handlers have to run in math thread currently
L521[13:58:41] <barteks2x> *main
L522[14:00:08] <killjoy> Look at PacketThreadUtil
L523[14:00:10] <barteks2x> so initializing client world failed, which made the client world null. But it didn't crash because client world is initizlied in packet handler. Then handling all packets received by client started throwing NPEs that also didn't crash because it's in main thread
L524[14:00:38] <killjoy> Add that before your handler
L525[14:00:42] <barteks2x> I do the same thing except manually, didn't know about that class
L526[14:00:51] <barteks2x> well, I use return instead of the exception
L527[14:02:01] <barteks2x> is the exception really faster than return;?
L528[14:02:05] <Scorp> I have a machine which has a fluid tank and works but how do I allow it to accept input from a pipe
L529[14:02:33] <copygirl> Soo... the ads running on the forums seem to be pretty standard fake download ads. Any plans of fixing that..?
L530[14:03:05] <killjoy> copygirl, I see one for Kroger
L531[14:03:27] <diesieben07> barteks2x, it's not about being faster. the exception throw means "reschedule me" where as return means "ok i am done"
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L533[14:03:29] <killjoy> Also Nissan and Boost
L534[14:03:45] <Scorp> Any ideas?
L535[14:03:47] <barteks2x> diesieben07, explain?
L536[14:04:06] <killjoy> Scorp, probably capabilities
L537[14:04:07] <diesieben07> barteks2x, it throws the exception which is caught in the "Handle packet" code
L538[14:04:22] <Scorp> killjoy, Hrm, I'll check
L539[14:04:25] <diesieben07> if it catches that special exception, it automatically schedules the packet to then run on the main thread
L540[14:04:32] <diesieben07> if the handler instead just returns, it does not schedule
L541[14:04:38] <copygirl> I *cough* disabled uBlock */cough* since I was curious what kind of ads were hiding in that space to the right and.. it turns out it's the usual (for me) huge "DOWNLOAD" button with only little information regarding what it actually is.
L542[14:04:43] <killjoy> I'm not sure how it would behave with SimpleImpl
L543[14:04:48] <barteks2x> so am I actually doign it wrong by using return?
L544[14:04:55] <diesieben07> with SimpleImpl it would not work
L545[14:04:59] <barteks2x> it seems to work anyway
L546[14:05:02] <diesieben07> with simpleImpl jsut schedule your task
L547[14:05:53] <barteks2x> oh, wait, my code uses MInecraft.getMinecraft().addScheduledTask... (this is what remained form old Cuchaz's code)
L548[14:06:14] <copygirl> Same here, essentially.
L549[14:06:20] <killjoy> that's pretty much was PackeThreadUtils does
L550[14:06:34] <killjoy> except it's MinecraftServer.addScheduledTask on the server
L551[14:06:58] <barteks2x> so is throwing that exceptioon necessary for anything?
L552[14:07:18] <diesieben07> In mojang's code, yes
L553[14:07:27] <diesieben07> it's a very weird way of doing this though
L554[14:07:35] <barteks2x> so how my code works anyway?
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L556[14:07:50] <diesieben07> your code just schedules the task
L557[14:08:21] <barteks2x> PacketThreadUtil schedules the task AND throws the exception
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L559[14:08:33] <copygirl> https://github.com/copygirl/WearableBackpacks/tree/master/src/main/java/net/mcft/copy/backpacks/network
L560[14:08:45] <copygirl> Feel free to look at how I did it (with suggestions from here)
L561[14:08:57] <diesieben07> barteks2x, ahh, right. the exception is so that PacketThreadUtil can make the method that called it return
L562[14:09:27] <barteks2x> that makes more sense now, so it's not necessary for anything?
L563[14:09:43] <diesieben07> If you write your code properly... no
L564[14:09:57] <barteks2x> anyway, now I have 3 critical places that fail without crashing, but if they fail - everythign will stop working
L565[14:10:17] <barteks2x> or, 3 general code areas
L566[14:10:32] <barteks2x> packet handling, initializing world, PlayerCubeMap
L567[14:11:06] <barteks2x> aside of world generation and mixins, this is the core part of my mod
L568[14:11:18] <barteks2x> and if it fails, it doesn't crash because minecraft
L569[14:11:35] <barteks2x> or crashes after lhuge mountain of exceptions
L570[14:12:47] <LexManos> the ads for the forums are new ones so it'll take a while for it to curate into good ones. Its what we do.
L571[14:13:01] <LexManos> I usually report and block any giant download buttons I get so they stop showing up
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L573[14:17:03] <kashike> definitely a nice upgrade from the old forum
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L575[14:20:11] <barteks2x> so a simple ArrayIndexOutOfBoundsException when converting blockstate to meta will crash the game. But throwing exception when receiving all chunk packets won't. Logic
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L577[14:21:54] <barteks2x> uh... I have a problem
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L579[14:22:57] <barteks2x> creating ChunkProviderClient creates EmptyChunk which runs chunk constructor, but my chunk constructor requires ChunkProviderClient to exist
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L581[14:23:33] <diesieben07> circular dependencies are hell :P
L582[14:23:59] <barteks2x> oh well, I can hack it around by setting isCubicWorld flag a few lines later
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L584[14:25:00] <barteks2x> not the first time I'm reordering stuf there because of curcular dependencies
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L586[14:27:51] <kashike> at least it isn't a circular maven dependency.. ;)
L587[14:28:43] <barteks2x> argh... the save CubeProviderClient also requires my world to already have isCubicWorld flag set
L588[14:28:53] <barteks2x> (EmptyColumn class)
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L591[14:30:51] <barteks2x> that hacks should work: new CubeProviderClient(this, () -> this.isCubicWorld = true);
L592[14:32:28] * diesieben07 shudders
L593[14:32:36] <barteks2x> even that wont' do it
L594[14:33:32] <barteks2x> and I only need it to work this weird way temporarily
L595[14:34:26] <barteks2x> what is the java name for boolean consumer? (it always has some weird names for these special primitive things)
L596[14:35:47] <diesieben07> there isn't one
L597[14:36:42] <barteks2x> my code is now in this weird state that is incompatible with itself
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L599[14:38:46] <elan_oots> I had a mod that I was working on for a while in 1.9, and I tried to update it to 1.11 today. How in the world do I get the size of an ItemStack?
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L602[14:44:24] <HassanS6000> I'm still getting the 500 Error
L603[14:44:57] <HassanS6000> https://www.irccloud.com/pastebin/KrMprZBy/
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L608[14:51:23] <HassanS6000> Oh...
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L610[14:51:26] <HassanS6000> (facepalm)
L611[14:51:30] <HassanS6000> Using gradlew it works fine
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L631[16:34:26] <barteks2x> Why Collection interface is so big...
L632[16:34:41] <Lord_Ralex> because it's a collection ;)
L633[16:35:02] <barteks2x> I need to implement map
L634[16:35:12] <barteks2x> and to do that I need to implement 2 Sets
L635[16:35:14] <barteks2x> and collection
L636[16:35:23] <diesieben07> AbstractMap
L637[16:35:30] <barteks2x> it's map backed by other maps
L638[16:35:44] <diesieben07> ForwardingMap
L639[16:36:17] <barteks2x> doesn't ForwardingMap forward to only one map?
L640[16:36:27] <diesieben07> yes
L641[16:36:30] <diesieben07> what do you want to do?
L642[16:36:30] <barteks2x> I need to forward to many of them, depending on argument
L643[16:36:44] <barteks2x> my map is a tileentity map
L644[16:36:46] <diesieben07> then AbstractMap is the way to go
L645[16:37:32] <barteks2x> clear() will be unsupported in my map
L646[16:37:38] <diesieben07> then override it.
L647[16:38:09] <barteks2x> I still need to implement entrySet...
L648[16:38:13] <barteks2x> and I don't want to...
L649[16:38:40] <diesieben07> depending on your needs you can probably construct the set otherwise
L650[16:38:54] <diesieben07> how exactly do you need your map to behave?
L651[16:39:39] <barteks2x> the map is a hack in itself, it's implementation of Chunk TileEntity map that forwards to cubes
L652[16:40:47] <barteks2x> clear() could technically work but it logically won't
L653[16:41:13] <diesieben07> describe what exactly the map needs to contain
L654[16:41:22] <diesieben07> and i can tell you how to obtain the entryset
L655[16:41:56] <barteks2x> it's implementation of Map<BlockPos, TileEntity>, and based on block position - it adds or removes to/from Map<BlockPos, TileEntity> of different cubic chunks
L656[16:42:41] <barteks2x> did I say it's enough of a hack to also load cubes?
L657[16:42:56] <diesieben07> so the entry set is a union of all individual entry sets
L658[16:43:02] <barteks2x> kind of
L659[16:43:36] <diesieben07> because that is hard to implement efficiently
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L661[16:43:43] <diesieben07> for N sets
L662[16:43:51] <barteks2x> and N can change
L663[16:44:00] <barteks2x> even after the set is created
L664[16:44:00] <diesieben07> oh god
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L666[16:45:31] <barteks2x> from that reply I guess it's no longer that possible
L667[16:46:11] <diesieben07> well it depends what your sources are exactly
L668[16:46:25] <diesieben07> but it will require some special code, you cant just plug existing things toegether
L669[16:46:57] <barteks2x> the map ot forwards everythign to changes depending on BlockPos.getY()
L670[16:48:00] <barteks2x> will at least AbstractSet work?
L671[16:48:08] <barteks2x> and abatractcollection
L672[16:48:22] <diesieben07> sure
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L675[16:48:53] <diesieben07> im out for tonight though... good luck :P
L676[16:48:57] <barteks2x> AbstractCollection is horribly inefficien...
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L680[16:55:28] <barteks2x> argh... another MinecraftDev exception
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L684[16:59:28] <barteks2x> it's when copying code
L685[16:59:44] <barteks2x> simplifying it is hard, because it throws exception whenI try to copy the bad code
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L693[17:09:28] <Shambling> did something break with getting entity health in 1.11.2?
L694[17:09:53] <Shambling> I keep seeing mobs with 6 out of 20 health with the neat mod from vazkii (bats), and I think bats normally have a max health of 6 anyways right?
L695[17:10:07] <Shambling> hmm bet the wiki says their max health
L696[17:10:31] <Shambling> yeah bats have a max of 6, so wonder why its reporting 20.
L697[17:10:48] <elan_oots> Odd
L698[17:12:19] <Shambling> I'll remove a couple mods and see if they are changing max health, but setting current health normally
L699[17:16:07] <Shambling> huh everything reports max health as 20, wonder if that is bugged in 1.11.2
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L701[17:17:20] <Shambling> I'll throw it in a vanilla forge environment and check, I'm probably missing a mod incompat
L702[17:18:27] <elan_oots> It seems unlikely that max health would be broken in a way that makes it report 20
L703[17:18:44] <elan_oots> Can you heal the mobs to 20 health?
L704[17:22:55] <Shambling> well it is either wither skeleton tweaks, or void craft
L705[17:23:03] <Shambling> so I'll come back and debug after dinner and put in an issue on git\
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L711[17:53:43] <Shambling> so... it is voidcraft, and near as I can tell, it sets max health of all neutral/friendly entities to 20
L712[17:54:20] <Shambling> lets say a class extents another class, and you override one of the extended classes methods, does it override the parent classes methods as well?
L713[17:55:15] <Shambling> *extending class, not extended class
L714[18:05:10] <Shambling> there, bug report placed. its too bad the constructor is causing a fail on compile, or I'd verify the method
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L725[18:42:08] <elan_oots> Are empty inventory spaces now filled with air?
L726[18:42:28] <elan_oots> This is what my debugging would seem to indicate
L727[18:42:57] <barteks2x> they are fileed with ItemStack.EMPTY or whatever it's named
L728[18:43:09] <barteks2x> and there is isEmpty method on ItemStack
L729[18:43:17] <elan_oots> Ohh okay
L730[18:43:22] <barteks2x> no null ItemStack in 1.11
L731[18:44:03] <elan_oots> That makes a lot of weird bugs and crashes I'm getting make sense, thanks
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L734[19:09:00] <elan_oots> I love sifting through decompiled code
L735[19:09:03] <elan_oots> "switch(null.field_180356_a[lvt_5_1_.ordinal()]) {"
L736[19:13:02] <Shambling> hrmmm... is that a switchenumfacing method?
L737[19:23:30] <elan_oots> It has to do with the particles coming off a furnace, and there are four cases, so probably
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L739[19:26:49] <LexManos> wtf are you decompiling?
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L741[19:29:13] <elan_oots> BlockFurnace
L742[19:29:31] <elan_oots> Maybe it's just IntelliJ's decompiler being stupid
L743[19:33:11] <LexManos> oh most likely
L744[19:33:21] <LexManos> We fixed a lot fo FF derps related to switches
L745[19:51:51] <illy> Lex, currently writing up the build instructions but the installer wrapper and the default wrapper is ready
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L763[21:17:32] <illy> LexManos: This look good https://gist.github.com/Illyohs/0b922896e579fba5e827cadbbbe7f938
L764[21:41:10] <LexManos> no..
L765[21:41:27] <LexManos> 'Instructions for packaging the forge installer'
L766[21:41:41] <LexManos> SHOULD just be 'add this hunk of code to your build.gradle'
L767[21:42:11] <LexManos> which downloads a pre-compiled installer binary and cats everything together
L768[21:42:43] <illy> this is what that does
L769[21:43:21] <illy> https://github.com/MinecraftForge/JavaWrapper/blob/master/build.gradle#L147-L164
L770[21:43:56] <illy> wait I know what your asking now nevermind
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L773[21:58:16] <killjoy1> illy, that's still using the download task I created?
L774[21:58:26] <killjoy1> I could probably make it use a configuration instead
L775[21:59:10] <illy> that would be nice
L776[22:01:52] <illy> killjoy1 what im thinking of doing is making a appender.gradle that downloads wrapper and appends it with the jar
L777[22:02:13] <illy> then it could be a dropin
L778[22:02:24] <killjoy1> use a configuration
L779[22:02:26] <killjoy1> :)
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L784[22:15:15] <illy> killjoy1: as long as it works :p
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