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L19[00:57:59] <copygirl> Gosh.. is there no way to disable cape rendering anymore? :I
L20[00:58:43] <copygirl> I suppose the best I can do is hook into renderplayer.pre and post and change the rendering player's "is wearing cape" value.
L21[01:00:08] <LexManos> disabel it on your mojang account
L22[01:00:16] <LexManos> why do you want to dot hat anyways?
L23[01:00:38] <copygirl> I need to disable it when the player is wearing a backpack. Clips into its model.
L24[01:00:53] <killjoy1> make a PR to forge for it
L25[01:00:58] <LexManos> no
L26[01:01:02] <LexManos> we dont touch capes
L27[01:01:32] <copygirl> The used to be RenderPlayerEvent.Specials(.Pre?) which allowed you to disable rendering certain portions, including capes.
L28[01:01:49] <killjoy1> well...
L29[01:01:55] <killjoy1> we use layerrenderers now
L30[01:01:58] <copygirl> I wish I could somehow incooperate the cape or cape texture so it's not completely gone.
L31[01:02:18] <copygirl> Unfortunately you can't override whether a layer renders or not.
L32[01:02:28] <copygirl> I mean, I can get around it in this instance.
L33[01:02:32] <killjoy1> you could always remove the cape renderer and replace it with your own
L34[01:02:40] <killjoy1> (using reflection at startup)
L35[01:02:49] <copygirl> Which is bad if any other mod does the same.
L36[01:02:56] <killjoy1> which mine does
L37[01:03:12] <killjoy1> would probably look weird with yours anyway
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L46[01:36:45] <codahq> if i wanted to get the drops an EntityLivingBase would drop in 1.8 i just used reflection to get at the dropEquipment and dropFewItems methods and call them. it looks like we have loot tables (which is good) in 1.11. do we also have some help methods to get drops or do i still need to use reflection and perform the steps in EntityLiving's dropLoot function manually?
L47[01:40:57] <diesieben07> codahq, getLootTable gives you the loot table, but not every entity necessarily uses that. wither star drops for example are handled outside the loot table system for some reason
L48[01:41:24] <diesieben07> so best way if you want every drop is still to set captureDrops to true and call dropLoot
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L50[01:42:04] <codahq> that's wild. it looks like slimes don't use it either?
L51[01:42:18] <diesieben07> yeah
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L53[01:46:38] <copygirl> Wouldn't that randomize the loot?
L54[01:47:15] <copygirl> So to get a true representation of drops (in percentages) you'd have to simulate getDrops thousands of times?
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L56[01:47:32] <diesieben07> true that
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L58[01:48:37] <codahq> yeah, or more. luckily i'm not doing that
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L60[01:48:56] <codahq> i'm just implementing looting for non-swords
L61[01:48:58] <codahq> custom things
L62[01:49:01] <copygirl> Anyone with a MC cape who could test a mod for me?
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L64[01:49:20] <codahq> no cape here
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L66[01:57:10] <immibis> just modify it to give you a cape
L67[01:57:13] <immibis> and then test
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L69[01:58:58] <codahq> sob... i can't just call dropLoot anymore. the lootingModifier int is ignored for loot table drops
L70[01:59:14] <codahq> it uses the player's getLuck function instead
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L73[01:59:48] <codahq> is there an event on get EntityAttribute i can hook?
L74[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170203 mappings to Forge Maven.
L75[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170203-1.11.zip (mappings = "snapshot_20170203" in build.gradle).
L76[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/
L77[02:01:10] <codahq> or can i give an entity an attribute when they equip the bow and unequip it?
L78[02:01:15] <codahq> i guess that's probably what i would have to do
L79[02:01:23] <codahq> and with the rest of the items
L80[02:04:12] <diesieben07> codahq, may I ask what you are trying to do exactly?
L81[02:04:25] <codahq> add looting to non-sword items essentially
L82[02:04:45] <codahq> boomerang, leather ball
L83[02:04:51] <codahq> stuff like that
L84[02:05:08] <diesieben07> as in the enchantment?
L85[02:05:12] <codahq> yeah
L86[02:06:05] <diesieben07> that shouldn't be too hard
L87[02:06:07] <codahq> i was doing that previously by hooking LivingDropEvent but that isn't going to work anymore i don't think.
L88[02:06:15] <diesieben07> just allow the enchantment by overriding canEnchantAtEnchantingTable
L89[02:06:22] <diesieben07> canApply*
L90[02:06:34] <codahq> it won't work
L91[02:06:44] <codahq> there are places where it checks instanceof ItemSword
L92[02:06:55] <codahq> and it fails those
L93[02:07:44] <diesieben07> i can't see which those would be.
L94[02:08:14] <codahq> you might be right. i did it this way because back in 1.6 and 1.7 it did. i don't see it doing that anymore
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L102[02:40:40] <codahq> no, diesieben07. it won't work. down in the depths of the loot table it pulls the nbt of the players items. it gets the enchant in the nbt by item from the registry and compares it to the looting enchant with the == operator.
L103[02:40:55] <diesieben07> .. and?
L104[02:41:00] <codahq> doesn't use instanceof. doesn't even use equals
L105[02:41:01] <diesieben07> just enchant your items with looting
L106[02:41:29] <codahq> i want to change some of the oob items as well (like ItemBow)
L107[02:41:39] <codahq> it drives me nuts that you can't put looting on that
L108[02:41:56] <diesieben07> make your own bow that can be enchanted :P
L109[02:42:03] <diesieben07> or use registry substitutions
L110[02:42:03] <codahq> no :P
L111[02:42:15] <codahq> how could i do it with registry substitutions?
L112[02:42:17] <mezz> lol
L113[02:42:26] <diesieben07> make your own bow and substitute it for the vanilla one.
L114[02:42:33] <diesieben07> then make that bow enchantable with looting
L115[02:42:38] <codahq> you can do that?
L116[02:42:41] <diesieben07> sure.
L117[02:42:53] <codahq> then why are people asming their own crap in?
L118[02:42:53] <diesieben07> that's what registry substitutions are.
L119[02:43:03] <diesieben07> because people™ are stupid
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L121[02:43:15] <codahq> i've never heard of registry substitutions. how long ahve they been around?
L122[02:43:30] <diesieben07> 1.6.4 maybe, 1.7.10 for sure.
L123[02:43:34] <codahq> wtf
L124[02:43:39] <codahq> i suck
L125[02:45:11] <codahq> how doesit resolve if two mods substitute the same item?
L126[02:45:38] <diesieben07> they can't. there can only be one substitution
L127[02:45:48] <mezz> substitution is meant for converting vanilla, it's not magically compatible
L128[02:45:49] <diesieben07> per item.
L129[02:46:26] <codahq> i'm gonna stay away from that then. i won't even choose my mod over another mod and a bow is probably prime real estate
L130[02:46:26] <mezz> generally being stubborn enough to insist on changing vanilla mechanics isn't a great idea, you can create better items or whatever of your own
L131[02:46:39] <diesieben07> ^
L132[02:46:48] <codahq> i'm happy with the oob bow
L133[02:46:52] <codahq> i jsut want it to have looting
L134[02:47:21] <diesieben07> then you are not happy with it
L135[02:48:42] <mezz> codahq, just override Item#canApplyAtEnchantingTable
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L137[02:48:55] <codahq> can't if they're not my items
L138[02:48:57] <codahq> :P
L139[02:49:03] <mezz> stop editing someone else's item?
L140[02:49:08] <mezz> what are you even doing
L141[02:49:08] <codahq> it's the vanilla bow
L142[02:49:11] <codahq> oob bow
L143[02:49:15] <mezz> oob?
L144[02:49:19] <codahq> out of box
L145[02:49:20] <mezz> out of bounds?
L146[02:49:32] <mezz> that's not a term I've ever seen before
L147[02:49:34] <killjoy1> e.g. oobe
L148[02:49:57] <diesieben07> if you are editing the vanilla bow then you are by definition incompatible with everything else that edits it...
L149[02:49:58] <gigaherz|work> "out of band"
L150[02:50:05] <gigaherz|work> so I thought he was talking about a custom one ;P
L151[02:50:12] <mezz> yeah
L152[02:50:43] <gigaherz|work> btw how the F would a bow have looting, shouldn't the arrows be the ones with looting in them? ;P
L153[02:50:59] <codahq> you don't enchant arrows
L154[02:51:09] <codahq> you don't enchant stacks > 1 in general
L155[02:51:10] <codahq> or at all
L156[02:51:11] <killjoy1> do you want to enchant every single arrow you use?
L157[02:51:22] <mezz> don't question it guys :P
L158[02:51:30] <killjoy1> just let it happen?
L159[02:51:40] <mezz> nothing is happening, so yes :D
L160[02:51:58] <killjoy1> It's not-consensual
L161[02:52:02] <diesieben07> this conversation is going places.
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L164[02:52:31] <codahq> yes, from helpful to prodding and poking. it's very nice to be here.
L165[02:52:34] <gigaherz_> welp
L166[02:52:37] <gigaherz_> got disconnecte
L167[02:52:38] <gigaherz_> d
L168[02:52:51] <gigaherz_> [09:51] (gigaherz|work): you do in tinkers
L169[02:52:51] <gigaherz_> [09:51] (gigaherz|work): ;P
L170[02:52:51] <gigaherz_> [09:51] Disconnected
L171[02:52:54] <gigaherz_> what did I miss? ;P
L172[02:53:05] <mezz> I think we kinda exhausted the available options and there's not really a good solution
L173[02:53:28] <mezz> what you want is substitution, which is not a great thing to do
L174[02:53:31] <codahq> there's an event to get the targets looting bonus
L175[02:53:36] <codahq> i'm going to use that
L176[02:53:58] <codahq> it puts that in the looting context and uses it if it exists
L177[02:54:07] <mezz> hm
L178[02:54:18] <codahq> that way i can have one enchant, one class and use it for any of my items or any vanilla item i want
L179[02:54:21] <gigaherz_> option 1: custom bow. option 2: custom anvil/enchantment-applying block + manual handling of looting through damage events
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L182[03:15:13] <codahq> net.minecraftforge.event.entity.living.LootingLevelEvent works perfectly if you ever get the question again
L183[03:16:05] <codahq> found it while debugging diesieben07's suggestion. i don't know 1/10 of the events out there. i guess it woudl be easy to look through the classes but until you use them you forget.
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L229[07:22:54] <TechnicianLP> do i have to do something special to get IPersectiveAware Models to work? the handlePerspective method does not get called ...
L230[07:37:58] <ghz|afk> is it an item model?
L231[07:38:38] <ghz|afk> handleCameraTransforms gets called from the item rendering code
L232[07:39:24] <TechnicianLP> my IBakedModel (which also handles the ItemModel) implements that ... but the method does not get called+
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L234[07:58:46] <copygirl> Uhhh.. could it be that logs are no longer a thing with the new MC launcher?
L235[07:59:26] <ghz|afk> they are-ish
L236[07:59:28] <copygirl> I get a rubbish error in its log window and can't find the right log.
L237[07:59:29] <ghz|afk> go to settings
L238[07:59:33] <ghz|afk> and choose to open the log window
L239[08:00:17] <copygirl> Well yeah, but .. it doesn't seem to show the full error..?
L240[08:00:45] <copygirl> It's essentially just saying "There was an error"
L241[08:06:25] <copygirl> Yes, "Error executing task" is not helpful. Where's the exception?
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L243[08:08:41] <IoP> open the log file?
L244[08:08:49] <copygirl> It doesn't exist.
L245[08:09:18] <copygirl> My logs folder only contains logs from last month.
L246[08:10:47] <copygirl> I don't suppose someone can confirm this is a problem with the new MC launcher they just released?
L247[08:10:53] <ghz|afk> ?
L248[08:10:59] <ghz|afk> what do you mean it doesn't show the full error?
L249[08:11:06] <ghz|afk> if you choose for it to open the log window when you start mc
L250[08:11:12] <ghz|afk> it shows the whole thing on a side-window?
L251[08:11:24] <copygirl> It literally only says "Exception in task" in the fancy new log window.
L252[08:11:33] <ghz|afk> then that's what the logs would have said, I think
L253[08:11:59] <ghz|afk> still, there should be fml-client-latest.log?
L254[08:12:05] <copygirl> No.
L255[08:12:09] <ghz|afk> weird
L256[08:12:18] <ghz|afk> maybe the launcher replaces the log4j config
L257[08:12:37] <copygirl> There is an error related to log4j.
L258[08:12:45] <copygirl> I.. believe?
L259[08:12:51] <ghz|afk> if it's just regarding ansi window whatever
L260[08:12:53] <ghz|afk> ignore it
L261[08:13:24] * copygirl nods.
L262[08:13:55] <copygirl> (Oh, and I was testing with MC 1.10.2 currently, making sure that works.
L263[08:14:09] <copygirl> Though, I brainstormed the problem.
L264[08:14:10] *** amadornes[OFF] is now known as amadornes
L265[08:14:25] <IoP> Can you pastebin current existing log from launcher?
L266[08:14:36] ⇦ Quits: Umbraco (~Umbraco@113x37x12x233.ap113.ftth.ucom.ne.jp) ()
L267[08:16:26] *** diesieben|away is now known as diesieben07
L268[08:16:28] * TechnicianLP facepalms
L269[08:16:50] <copygirl> https://gist.github.com/copygirl/314d603b794d98929e898860517a51b9
L270[08:20:19] <IoP> oh god. That vomit makes me sick
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L272[08:20:42] * Ashindigo_ gets a bag for iop
L273[08:22:00] <copygirl> I love the path.
L274[08:22:52] <copygirl> \ and / coexisting happily.
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L294[09:33:04] <williewillus> even less ids hype https://www.reddit.com/r/Minecraft/comments/5rozby/grum_on_twitter_34_unused_block_ids_left/
L295[09:33:16] <williewillus> as in "int ids even less relevant"
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L309[10:12:00] <Ordinastie> !gm TileEntity.getPos
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L313[10:41:35] <Necro> How can I get an entity class from it's ResourceLocation?
L314[10:44:48] <ghz|afk> check how vanilla does it for the summon command?
L315[10:50:53] <Necro> right! i should have thought of this myself.
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L321[11:41:29] <Ordinastie> omg, why ?
L322[11:41:37] <Ordinastie> Caused by: java.lang.AbstractMethodError: net.minecraft.creativetab.CreativeTabs.getTabIconItem()Lnet/minecraft/item/ItemStack;
L323[11:41:37] <Ordinastie> at net.minecraft.creativetab.CreativeTabs.getIconItemStack(CreativeTabs.java:181) ~[CreativeTabs.class:?]
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L325[11:42:50] <Ordinastie> oh, god, that's even more stupider than usual -_-
L326[11:47:25] <barteks2x> what did you do? O.o
L327[11:54:11] <Ordinastie> added the wrong project to the classpath
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L330[11:54:50] <barteks2x> This is the kind of error I usually see when I forget to implement some interface method in mixin
L331[11:58:44] <barteks2x> When MC crashes when loading world before the server is started, client will keep running. This is annoying.
L332[11:58:54] <LatvianModder> shouldnt MinecraftServer#getEntityWorld() be worldServerForDimension(0) instead of worldServers[0]?
L333[11:59:47] <diesieben07> comes down to the same thing
L334[11:59:58] <barteks2x> if it becomes a problem, it means you did something very wrong
L335[12:00:26] <diesieben07> both always give you overworld
L336[12:00:27] <barteks2x> For other dimensions with weird IDs it may be a problem, but not for overworld
L337[12:01:02] <LatvianModder> Im just looking at DimensionManager, and it does this:
L338[12:01:02] <LatvianModder> server.worldServers = tmp.toArray(new WorldServer[tmp.size()]);
L339[12:01:12] <LatvianModder> couldnt that be a problem on very rare occasion?
L340[12:01:28] <LatvianModder> actually, nevermind, it cant be
L341[12:01:48] <LatvianModder> it adds dimension 0 (unless its null, which I dont think is possible) first
L342[12:02:00] <barteks2x> just wanted to say it specifically adds dimensioj 0 at index 0
L343[12:02:38] <LatvianModder> it _still_checks for null. why not bravely add worlds.get(0) instead of checking?
L344[12:03:20] <LatvianModder> also Hashtable<Integer, WorldServer> worlds.. why not TIntObjectMap<WorldServer>? trove ftw
L345[12:03:28] <barteks2x> "java.lang.ClassCastException: java.lang.Integer cannot be cast to net.minecraft.util.math.BlockPos" that's interesting exception...
L346[12:03:47] <LatvianModder> how did you get that? o_O
L347[12:03:52] <barteks2x> no idea
L348[12:04:00] <barteks2x> something wrong in my mixin
L349[12:04:15] <barteks2x> it doesn't even say which line
L350[12:04:19] <diesieben07> LatvianModder, we kinda need concurrency there i think. but yes, that should be ConcurrentHashMap
L351[12:06:04] <barteks2x> ... getPrecipitationHeight returns BlockPos. because height is really a blockpos
L352[12:06:38] <barteks2x> MCP mappings break every single assumption you may have about names
L353[12:07:16] <Ordinastie> do you know if 1.11.2 build can work with 1.11 directl y?
L354[12:08:44] <barteks2x> is forge for 1.11 even updated?
L355[12:09:23] <barteks2x> I don't thing 1.11 forge had many builds
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L357[12:11:10] <barteks2x> "java.lang.ArrayIndexOutOfBoundsException: 67108607" another interesting thing I got
L358[12:17:15] <barteks2x> WTF. I break a block -> stone appears in it's place
L359[12:17:37] <barteks2x> and it turns into air only when I break that stone block
L360[12:18:44] <barteks2x> same when placing blocks
L361[12:18:49] <diesieben07> sounds like the block was client side only
L362[12:19:10] <barteks2x> but it's newly generated terrain...
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L367[12:29:11] <barteks2x> I wanted to record gif/video with it but by the time I figure out out I would have fixed it several times... bit I will try anyway
L368[12:33:38] <ghz|afk> I use OBS
L369[12:33:46] <ghz|afk> I have it setup for easy recording from MC
L370[12:33:47] <ghz|afk> ...
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L372[12:33:48] <ghz|afk> so
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L374[12:34:07] <ghz|afk> I was setting up a blaze farm
L375[12:34:15] <barteks2x> is obs for linux?
L376[12:34:25] <ghz|afk> the new one, I think
L377[12:34:43] <ghz|afk> the classic one was windows-only
L378[12:34:45] <barteks2x> I see media-video/obs-studio, maybe it is that
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L380[12:34:50] <McJty> I use obs on linux
L381[12:34:53] * ghz|afk prefers the classic one, which was easier to setup
L382[12:34:56] <barteks2x> there is a way to record with ffmpeg
L383[12:35:03] <McJty> OBS works really well on linux
L384[12:35:06] <barteks2x> it's just pain to remember these commands
L385[12:35:06] <McJty> Use it for my LP
L386[12:35:21] <ghz|afk> so as I was saying,
L387[12:35:34] <ghz|afk> Ididn't think that diamond spikes + randomthings item collector + actually additions installed
L388[12:35:49] <ghz|afk> would result in solidified experience being sucked into the drawers :/
L389[12:36:00] <ghz|afk> I'm not complaining, I just didn't expect it XD
L390[12:36:42] <barteks2x> ... I will install OBS
L391[12:36:46] <barteks2x> I get so many visual glitches
L392[12:37:20] <barteks2x> it will be useful later anyway
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L401[13:02:29] <williewillus> !gm World.canBlockBePlaced
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L403[13:02:40] <williewillus> !mh World.canBlockBePlaced
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L437[14:11:47] <barteks2x> ^if the other me spammed with leave/join messages - I'm running out of memory and can't do anything now. Took me forever to just type this
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L439[14:12:50] <barteks2x> finally. Closed minecraft
L440[14:13:35] <IoP> :P
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L445[14:18:03] <barteks2x> ^that was the last time
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L448[14:21:46] <elan_oots> Is there a tutorial somewhere on how to make things like dyeable blocks in 1.11?
L449[14:22:23] <barteks2x> to make dyable blocks I think you need to make 16 variants (one for each color) each with different texture color
L450[14:22:44] <elan_oots> Oh
L451[14:22:49] <elan_oots> That seems kinda obvious now
L452[14:24:46] *** codahq_away is now known as codahq
L453[14:29:04] <codahq> did the way the texture map is applied for ModelBiped models change from 1.8 to 1.11?
L454[14:29:18] <codahq> here is an identical model and texture in 1.8 and 1.11
L455[14:29:26] <codahq> https://postimg.org/image/gfmwxt7u7/
L456[14:29:32] <codahq> https://postimg.org/image/f6wossbqv/
L457[14:29:38] <codahq> 1.8 was first (and working)
L458[14:30:08] <codahq> it's probably rotated or something
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L462[14:46:17] <codahq> heh... no they weren't the same texture. :P ;)
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L469[15:18:47] <barteks2x> So I finally have video with my weird bug... https://www.youtube.com/watch?v=z21y2417hHg I still have no idea how
L470[15:19:57] <barteks2x> This is so far the weirdest thing I saw my broken code do
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L486[15:54:52] <barteks2x> I finally see what is wrong... I used local coordinates as world coordinates
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L497[16:54:04] <shadowfacts> the new forum supports @ mentioning people, neat
L498[16:54:15] <diesieben07> but no inline code (yet?) :(
L499[16:55:00] <shadowfacts> does [tt] not work anymore?
L500[16:55:31] <diesieben07> I am not sure if bbcodes work at all and the posts that had [tt] in the old forum render [tt] as a code block paragraph
L501[16:55:55] <shadowfacts> dang, that's annoying
L502[16:56:15] <diesieben07> BBcodes or something will come if possible said the goat
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L504[16:56:28] <shadowfacts> the wysiwyg editor doesn't have a way of seeing the plain text version
L505[16:56:30] <shadowfacts> that's annoying
L506[16:56:36] <Flamegoat> There's a source button.
L507[16:56:40] <Flamegoat> But that's it.
L508[16:56:43] <shadowfacts> there is?
L509[16:57:01] <diesieben07> there is? :O
L510[16:57:03] <Flamegoat> I have to add it to the toolbar - I mean it exists lol
L511[16:57:08] <diesieben07> ah :D
L512[16:57:09] <shadowfacts> oh, lol
L513[16:57:13] <diesieben07> what is the source? bb?
L514[16:58:04] <Flamegoat> Eh, no, html - but heavily restricted
L515[16:58:07] <shadowfacts> also the notifications are nice
L516[16:58:11] <Flamegoat> That's why I probably won't add it... lol
L517[16:58:21] <shadowfacts> yeah
L518[16:58:35] <Flamegoat> I'm sure we can get some addons to help.
L519[16:59:00] <shadowfacts> there's got to be an addon that adds a way of sticking the <code> tag inline
L520[16:59:33] <shadowfacts> still, the new forum is quite nice
L521[16:59:35] <shadowfacts> <3 Flamegoat
L522[16:59:46] <diesieben07> ^
L523[16:59:51] <Flamegoat> I'd hope so. It was a very very long day of migration.
L524[17:00:00] <Flamegoat> But we decided even with the issues, security was top priority.
L525[17:00:10] <Flamegoat> And the old forums just weren't going to cut it.
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L542[17:50:25] <ghz|afk> hmm anyone knows some kind of client-side mod for like, taking notes / checklists?
L543[17:50:34] <ghz|afk> I don't want them stored as an item, just some reminder for next time I open the game ;P
L544[17:50:50] <IoP> notepad!
L545[17:50:55] <ghz|afk> ingame? ;P
L546[17:51:14] <diesieben07> writable books :D
L547[17:51:34] <ghz|afk> if the answer is "no we don't know", th en say so ;P
L548[17:52:17] <IoP> irc client mods + irc bot with remind command
L549[17:53:10] <ghz|afk> meh i'll just make a book ¬¬
L550[17:53:56] <illy> emacs mod with org mode :P
L551[17:54:16] <LuigiHutch> ghz|afk, https://minecraft.curseforge.com/projects/notes
L552[17:54:36] <ghz|afk> thanks :D
L553[17:54:51] <LuigiHutch> np :)
L554[17:58:24] <ghz|afk> this made me wonder
L555[17:58:35] <ghz|afk> is there some mod for tracking the items needed to craft something?
L556[17:58:46] <ghz|afk> like custom quest goals type thing
L557[17:59:33] <IoP> That would be cool
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L559[18:01:10] <ghz|afk> yeah I'm picturing some "add goal" dialog, that lets you choose like "goal type: craft item", "show required recipe items: true", "add dependencies recursively: true"
L560[18:07:15] <diesieben07> sounds like something fun to code. name idea: "Rabbit Hole"
L561[18:07:45] <ghz|afk> "Rabbit Goals"
L562[18:08:59] <diesieben07> hrmm
L563[18:10:02] <IoP> show everything down to raw material?
L564[18:10:38] <ghz|afk> well, my thinking is it would "trim out" the goals if it sees that you have them
L565[18:10:54] <ghz|afk> so like, if you already ahve vibrant alloy, it wouldn't suggest that you make the energetic alloy
L566[18:11:17] <ghz|afk> I mean, even if you get it afterward
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L568[18:11:32] <ghz|afk> completing an "upper" goal would remove all the ones lower down in the tree
L569[18:12:23] <ghz|afk> ofc it wouldn't be trivial to scan the recipes properly
L570[18:12:39] <ghz|afk> avoiding meaningless loops is hard
L571[18:13:04] <ghz|afk> "you need iron ingot which is made from iron block which is made from iron ingot which ..."
L572[18:13:26] <diesieben07> shouldn't be too hard
L573[18:13:44] <ghz|afk> also you'd have to prevent stuff like
L574[18:14:06] <ghz|afk> "you need Mod1's Steel which are made from Mod1's Steel Block, which is crafted from Mod2's Steel ingots"
L575[18:14:14] <ghz|afk> when you can just use Mod2's steel
L576[18:14:20] <ghz|afk> so you'd need a "crafting graph
L577[18:14:25] <diesieben07> yeah you would have to have oreDict support
L578[18:14:26] <ghz|afk> and find the shortest path
L579[18:14:33] <diesieben07> yeah, some kind of A*
L580[18:14:38] <ghz|afk> or path of least resistance
L581[18:16:11] <ghz|afk> anyhow, nighttime
L582[18:16:18] <diesieben07> night
L583[18:16:22] * ghz|afk poofs
L584[18:26:04] <illy> beep o/
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L633[23:35:31] <williewillus> !gm removeInvalidBlocks
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