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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
L47[02:36:25] <Ashindigo_> Someone got
bored?
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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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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...
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
L213[11:03:56]
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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
L216[11:04:36]
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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
L226[11:07:39] ***
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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
L253[11:14:22] ⇦
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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
L259[11:23:22] ***
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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?
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
L270[11:37:37]
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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
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
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
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
L311[11:55:12]
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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]
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L342[12:21:12] <LexManos> Paleo, It
appears I need a new avatar.
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
=>
L357[12:24:02] ⇦
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L359[12:25:00] <copygirl> Is it possible
to override the Vanilla ctrl-middle-click behavior? (pick block
+NBT)
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.
L367[12:29:41]
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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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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.
L388[12:39:21]
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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.
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
L431[13:00:18]
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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
L452[13:10:52]
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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 ;)
L459[13:17:20] ⇦
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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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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
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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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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
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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