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L9[00:39:24] <DiscworldZA> Hi guys. Im am trying to add an api to my scala mod (in eclipse scala ide) but i seem to be unable to get it loaded.
L10[00:42:02] <DiscworldZA> It keeps telling me that the scala compiler could not find the output directory for the api's source code
L11[00:57:57] <masa> what do I have to do to fix unicode characters getting fubared when I compile the mod?
L12[00:58:12] <masa> it was some UTF-8 option to gradle, right?
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L16[01:22:51] <ghz|afk> masa: https://github.com/gigaherz/Guidebook/blob/master/build.gradle#L68
L17[01:37:39] <masa> thanks
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L19[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170710 mappings to Forge Maven.
L20[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170710-1.12.zip (mappings = "snapshot_20170710" in build.gradle).
L21[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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L35[03:28:59] <Ordinastie> hum, I have an item that display the content of the tooltip for the itemStack it stores
L36[03:29:28] <Ordinastie> but as in 1.12 Item.addInformation doesn't get the player anymore, how am I suppose to do it ?
L37[03:29:48] <Ordinastie> nvm, just pass null instead
L38[03:32:59] <gigaherz|work> since the display is in the client, you shoudl be able to know which player is holding it, no?
L39[03:39:53] <Ordinastie> meh, null will do
L40[03:40:05] <Ordinastie> I needed it for itemStack.getTooltip
L41[03:40:40] <Ordinastie> however, for the recipe ResourceLocation what should I be giving ?
L42[03:40:52] <gigaherz|work> hm?
L43[03:41:42] <Ordinastie> ShapedOreRecipe requires a RL
L44[03:41:56] <gigaherz|work> oh
L45[03:42:00] <gigaherz|work> that's the group name
L46[03:42:44] <Ordinastie> but what does it reference ?
L47[03:43:02] <gigaherz|work> in the recipe book, there can be multiple recipes grouped into one igon
L48[03:43:04] <gigaherz|work> icon*
L49[03:43:10] <gigaherz|work> that show a popup when you click on the item
L50[03:43:21] <gigaherz|work> they are grouped by that group name
L51[03:43:23] <gigaherz|work> which can be null
L52[03:43:40] * Ordinastie should look into the vanilla recipe changes
L53[03:43:55] <gigaherz|work> buy you really should be using jsons for the recipes
L54[03:43:58] <gigaherz|work> but*
L55[03:44:17] <Ordinastie> fuck JSON? :p
L56[03:46:41] <gigaherz|work> https://github.com/gigaherz/Survivalist/blob/master/src/main/resources/assets/survivalist/recipes/flint.json
L57[03:46:53] <gigaherz|work> https://github.com/gigaherz/Survivalist/blob/master/src/main/resources/assets/survivalist/recipes/cobble.json
L58[03:47:16] <gigaherz|work> it's really not that different from the code-based recipes
L59[03:50:27] <Ordinastie> https://puu.sh/wG1Wp.png
L60[03:51:44] <gigaherz|work> yeah you are going in the opposite direction to what Minecraft does
L61[03:52:28] <gigaherz|work> eventually, all of that information would be in a json (xcept the recipe that would be its own json)
L62[03:54:07] <Ordinastie> is there page in the MC wiki about the recipe JSON ?
L63[03:55:38] <gigaherz|work> nah
L64[03:55:41] <gigaherz|work> the format isn't public
L65[03:55:46] <gigaherz|work> unlike advancements
L66[03:55:50] <gigaherz|work> you can't load recipes from world folders
L67[03:55:54] <gigaherz|work> so it's not intended for users
L68[03:56:08] <gigaherz|work> we get to use them because mojang changed the entire recipe system internally
L69[03:56:22] <gigaherz|work> forge adds the _factories.json
L70[03:56:29] <gigaherz|work> which contains name:class pairs
L71[03:56:38] <gigaherz|work> for recipe types, ingredient types, and condition types
L72[03:56:49] <gigaherz|work> https://github.com/gigaherz/Survivalist/blob/master/src/main/resources/assets/survivalist/recipes/_factories.json
L73[03:57:18] <Ordinastie> but the conditions group is not mandatory, right ?
L74[03:57:27] <gigaherz|work> yeah
L75[03:57:32] <gigaherz|work> if there's no conditions it shows up always
L76[03:57:39] <gigaherz|work> check some of vanilla's conditions
L77[03:57:42] <gigaherz|work> eh recipes*
L78[03:58:29] <Ordinastie> where are the vanilla assets again ?
L79[03:59:07] <Corosus> all but sounds in jar, sounds in weird ass folders
L80[03:59:50] <gigaherz|work> referenced libraries -> ...forgeSrc... -> assets/
L81[04:03:53] <Ordinastie> I assume all jsons in recipes/ are automatically parsed and processed ?
L82[04:03:58] <gigaherz|work> yup
L83[04:04:12] <gigaherz|work> forge skips files starting with _, such as _factories.json
L84[04:04:12] <Ordinastie> does the file name matter ?
L85[04:04:16] <gigaherz|work> yes
L86[04:04:35] <gigaherz|work> forge calls .setRegistryName(new ResourceLocation(active mod id, filename without extension))
L87[04:04:37] <gigaherz|work> on the recipe object
L88[04:05:03] <gigaherz|work> so if you want to identify the recipe from the registry later, it matters
L89[04:05:50] <Ordinastie> ah, so it doesn't really matter as it doesn't have to be something specific
L90[04:05:56] <Ordinastie> it's just for future reference
L91[04:06:29] <gigaherz|work> well yeah, in that sense it doesn't matter
L92[04:06:31] <gigaherz|work> it's just the name
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L97[04:21:45] <Ordinastie> hum registerTileEntityWithAlternatives is gone ?
L98[04:29:28] <gigaherz|work> yep, the regsitry can't support aliasing
L99[04:29:53] <gigaherz|work> and TEs are now a namespaced registry instead of a class-to-name map
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L101[04:33:56] <mcmaur> getPlayerPosition is not working anymore?
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L106[04:59:07] <Ordinastie> yup, recipe json did not work :s
L107[04:59:18] <gigaherz|work> :/
L108[04:59:33] <gigaherz|work> why? I mean in what sense did it not work?
L109[04:59:40] <Ordinastie> something obviously wrong here ? https://puu.sh/wG3TW.png
L110[05:00:36] <gigaherz|work> hmm n
L111[05:00:40] <gigaherz|work> no* looks sane
L112[05:00:55] <gigaherz|work> bb in a bit, lunch break
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L115[05:16:33] <Ordinastie> how am I supposed to debug that
L116[05:17:04] <Ordinastie> apparently, it's parsed, but it's not showing the result in the crafting table
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L118[05:20:50] <TechnicianLP> errored or ignored? if ignored: where did you put it?
L119[05:21:09] * TechnicianLP should scroll down ..
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L121[05:21:57] <TechnicianLP> as in the recipe does not work - or does it not show up in the book?
L122[05:37:46] <gigaherz|work> Ordinastie: back, no load errors in the log?
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L124[05:38:43] <Ordinastie> n
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L127[05:45:38] <Ordinastie> (eating)
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L134[05:58:25] <ScottehBoeh> Does CurseForge have to validate mods before they're published live?
L135[05:58:33] <Ordinastie> yes
L136[05:58:41] <gigaherz|work> they do some sort of reviewing
L137[05:58:51] <gigaherz|work> not sure if it's just an AV check or what
L138[05:59:03] <gigaherz|work> but they certainly don't run a mc instance with the mod to see if it crashes during boot ;p
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L141[06:09:00] <Ivorius> They don't do much at all I think
L142[06:09:12] <Ivorius> Maybe just a quick virus check
L143[06:10:19] <Ivorius> There was this one thread on r/feedthebeast where someone tested if they could get malware online
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L145[06:18:55] <Ordinastie> ok back to the recipe issue
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L147[06:19:28] <gigaherz|work> Ordinastie: if you make an intentional mistake, does it show up in the logs as a loading failure?
L148[06:19:37] <Ordinastie> yes, it did
L149[06:19:42] <Ordinastie> I know it's parsed
L150[06:19:46] <gigaherz|work> okay then
L151[06:19:50] <Ordinastie> but I don't see it in the registy
L152[06:20:02] <gigaherz|work> hm?
L153[06:20:20] <gigaherz|work> what's the filename?
L154[06:20:21] <gigaherz|work> I mean like
L155[06:20:31] <gigaherz|work> assets/modid/recipes/name.json ?
L156[06:20:43] <Ordinastie> asset/malisisdoors/recipes/hitech_door.json
L157[06:20:52] <Ordinastie> it's parsed, so it's found
L158[06:20:59] <gigaherz|work> when are you looking at the registry?
L159[06:21:13] <gigaherz|work> 1.12 registry rewrite moved it to right after preinit
L160[06:21:13] <Ordinastie> but no "malisisdoors:hitech_door" key
L161[06:21:37] <Ordinastie> I've looped the registry while IG to list all output items
L162[06:21:40] <Ordinastie> mine is not there
L163[06:21:46] <gigaherz|work> I see
L164[06:23:09] <Ordinastie> oh wait
L165[06:23:14] <PitchBright> o/
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L167[06:26:55] <Ordinastie> damn gigaherz|work, you should have seen it!
L168[06:27:06] <Ordinastie> "type": "crafting_shaped",
L169[06:27:06] <gigaherz|work> hm?
L170[06:27:15] <gigaherz|work> OH
L171[06:27:21] <gigaherz|work> it's missing minecraft:
L172[06:27:24] <Ordinastie> yup
L173[06:27:48] <gigaherz|work> geh...
L174[06:27:50] <TechnicianLP> (which means there should have been an error in the log ...)
L175[06:27:57] <Ordinastie> there was
L176[06:28:07] <Ordinastie> I just missed it
L177[06:28:09] <Ordinastie> twice
L178[06:28:42] <Ordinastie> well, the first time, it has been swallowed by a gazillion warn from forge
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L181[06:31:25] <Ordinastie> do you know how the unlock is set for MC ?
L182[06:31:46] <masa> what kind of changes break binary compatibility in Forge?
L183[06:31:55] <gigaherz|work> normally, through advancements
L184[06:32:01] <gigaherz|work> there's a result that unlocks recipes
L185[06:32:06] <Ordinastie> I mean, the recipe appeared inthe book once I crafted the item, but if I wanted from another item
L186[06:32:09] <gigaherz|work> but I believe it may be possible to do it by hand
L187[06:32:19] <fry> masa: https://docs.oracle.com/javase/specs/jls/se7/html/jls-13.html
L188[06:32:21] <gigaherz|work> vanilla uses advancements
L189[06:32:34] <gigaherz|work> when you gather wood, it unlocks the planks recipe, and such
L190[06:32:35] <fry> or even https://docs.oracle.com/javase/specs/jls/se8/html/jls-13.html
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L192[06:33:51] <Ordinastie> and with forge, is there item based conditions ?
L193[06:34:20] <gigaherz|work> what do you mean?
L194[06:34:34] <TechnicianLP> you can add a required nbt to the advancements afaik
L195[06:34:46] <Ordinastie> based on item crafting/aquisition
L196[06:35:16] <TechnicianLP> http://minecraft.gamepedia.com/Advancements#JSON_Format
L197[06:35:17] <gigaherz|work> take a look at vanilla assets/minecract/advancements/recipes/
L198[06:35:32] <Ordinastie> I was, it's a mess
L199[06:35:41] <Ordinastie> unsurprisingly
L200[06:35:43] <gigaherz|work> take for example tools/shears.json
L201[06:36:07] <gigaherz|work> "rewards" unlocks the recipe
L202[06:36:18] <gigaherz|work> "criteria" are the triggers
L203[06:36:28] <gigaherz|work> and "requirements" is which criteria are needed for the recipe to unlock
L204[06:36:29] <masa> "Moving a method upward in the class hierarchy. " so would removing a Forge-added method override then preserver compatibility, ie. it could still be done for 1.12, instead of changing the return value to be super.method()
L205[06:36:38] <masa> -r
L206[06:36:47] <gigaherz|work> I have NO IDEA what the "has_the_recipe" means
L207[06:37:21] <Ordinastie> if I get it, random name for a criteria to be referenced in "requirements"
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L209[06:37:33] <gigaherz|work> yes, I mean
L210[06:37:37] <TechnicianLP> i think its there that if he gets the recipe unlocked through some other way it unregisters the listeners for that advancement
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L212[06:37:39] <gigaherz|work> each recipe advancement has one of those
L213[06:37:40] <gigaherz|work> but
L214[06:37:48] <gigaherz|work> they trigger by recipe unlocked
L215[06:37:55] <gigaherz|work> but if the advancement is for unlocking the recipe
L216[06:38:00] <gigaherz|work> why is there a requirement to have it?
L217[06:38:06] <gigaherz|work> that's the part I don't understand
L218[06:38:48] <Ordinastie> in case the recipe's already there ?
L219[06:38:49] <TechnicianLP> requirements is [[a or b] and [a or b]]
L220[06:39:12] <gigaherz|work> oh so
L221[06:39:14] <ScottehBoeh> After my mod has been verified, can I hide my curseforge page?
L222[06:39:16] <gigaherz|work> it's ORed
L223[06:39:18] <gigaherz|work> which means
L224[06:39:19] <ScottehBoeh> As in, do I have the option to Publish?
L225[06:39:25] <gigaherz|work> the advancement triggers both if you get the item
L226[06:39:30] <gigaherz|work> or if you have unlocked the recipe manually
L227[06:39:36] <TechnicianLP> yes
L228[06:39:40] <gigaherz|work> by using a commandblock or knowledge book
L229[06:39:41] <gigaherz|work> right
L230[06:39:44] <gigaherz|work> now it makes sense
L231[06:39:51] <TechnicianLP> (and default is that all requirements have to be met at once)
L232[06:40:47] <ScottehBoeh> Is it possible to hide a project on Curseforge?
L233[06:40:55] <TechnicianLP> no
L234[06:40:58] <ScottehBoeh> I want to upload my file and have it verified, but I don't want it to be released until a specific time
L235[06:40:59] <ScottehBoeh> Ah ok
L236[06:40:59] <fry> not from a jedi
L237[06:41:50] <Ordinastie> I think you can archive a file and have it not visible or available for download
L238[06:42:02] <TechnicianLP> you could try archiving the only file it has though ... (not sure if it works) (but that will not hide the project page)
L239[06:42:03] <gigaherz|work> can you un-archive?
L240[06:42:10] <TechnicianLP> yes
L241[06:42:18] <ScottehBoeh> Hmm...
L242[06:42:20] <ScottehBoeh> I'll give that a go
L243[06:59:11] <ScottehBoeh> I'm wanting to have players render from a very far distance. Would this be done by changing the player entity tracking range?
L244[07:01:38] <TechnicianLP> players only (or other entities as well?)(i assume its for sniper weapons?)(no clue though - you could probably look at the code mc uses to determine which players to render ...)
L245[07:02:33] <ScottehBoeh> Yeah for long-distance weapons. I'll check out what mc has to offer
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L248[07:08:30] <darknsided> I have a high fps, but the picture is a slideshow :(
L249[07:08:30] <darknsided> [15:07:52] < darknsided > fps 150+
L250[07:08:30] <darknsided> [15:07:56] < darknsided > How to make a smooth picture?
L251[07:08:30] <darknsided> [15:08:00] < darknsided > CPU Type DualCore Intel Core i5-7200U, 3100 MHz (31 x 100)
L252[07:08:31] <darknsided> [15:08:06] < darknsided > System Memory 8072 MB (DDR4 SDRAM)
L253[07:08:31] <darknsided> [15:08:11] < darknsided > 3D Accelerator nVIDIA GeForce 940MX
L254[07:08:58] <ScottehBoeh> Aho I think I got the hang of it!
L255[07:09:06] <ScottehBoeh> entity.renderDistanceWeight plays a part
L256[07:10:10] <darknsided> ?
L257[07:11:13] <TechnicianLP> hes talking about something he asked before you came
L258[07:12:27] <darknsided> help me please
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L260[07:13:17] <TechnicianLP> minecraft only?
L261[07:13:30] <darknsided> yes
L262[07:13:34] <darknsided> 1.7.10
L263[07:13:37] <darknsided> license
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L265[07:13:57] <TechnicianLP> what license?
L266[07:14:28] <darknsided> minecraft
L267[07:22:19] <masa> what would be the simplest way to send a packet from the server to the client when they join the server, but only after the client player entity has been added to the world... or do I just need to add my own message queue on the client and process it when the client player joins the world or something?
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L269[07:25:00] <gigaherz|work> I would send it from the server on entity join world
L270[07:25:03] <gigaherz|work> and queue them on client
L271[07:25:30] <masa> hmm nevermind, I realized I don't need the player anyway, I can just send the UUID in this case, as that's the only thing I get from the client player
L272[07:25:44] <masa> why on entity join world from server?
L273[07:26:18] <gigaherz|work> dunno, it's the first event that comes to mind
L274[07:26:26] <masa> I only need this once when joining a server, and it works fine otherwise from PlayerLoggedInEvent
L275[07:26:37] <gigaherz|work> right
L276[07:26:38] <masa> ok
L277[07:27:02] <masa> yeah, I'll just refactor these methods to use the UUID from the message
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L282[07:38:40] <Ordinastie> how does json recipes work with oredict ?
L283[07:39:35] <Ordinastie> if I do minecraft:planks will it accept all metadata automatically ?
L284[07:40:20] <masa> how is that related to ore dict?
L285[07:41:36] <Ordinastie> alright then
L286[07:41:43] <masa> for "any metadata" you can use the wildcard metadata
L287[07:41:46] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/resources/assets/enderutilities/recipes/_constants.json#L13
L288[07:41:47] <Ordinastie> what about "blockGlassColorless" ?
L289[07:42:08] <masa> ore dictionary examples are below that line
L290[07:42:27] <Ordinastie> just saw it, thanks :)
L291[07:46:02] * TechnicianLP likes that json layout ...
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L294[07:57:28] <Ordinastie> oh fuck, that means I'll have to make 16 JSONs for all the colors...?
L295[08:00:33] <gigaherz|work> well you could register a custom recipe type
L296[08:00:59] <gigaherz|work> that deserializes like the vanilla one, but knows how to copy over the color
L297[08:01:06] <gigaherz|work> but yes, vanilla does have separate recipes
L298[08:01:13] <gigaherz|work> black_bed.json
L299[08:01:20] <gigaherz|work> black_bed_from_white_bed.json
L300[08:01:24] <gigaherz|work> and so on for each color
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L302[08:36:39] <Ordinastie> well, yeah, of course
L303[08:36:42] <Ordinastie> makes sense
L304[08:36:43] <Ordinastie> com.google.gson.JsonSyntaxException: Expected data to be a Int, was "15"
L305[08:37:28] <gigaherz|work> remove quotes? ;P
L306[08:37:49] <Ordinastie> oh, ffs
L307[08:38:01] <TechnicianLP> change "15" to "a Int" and it'llwork ;)
L308[08:38:08] <gigaherz|work> LOL
L309[08:38:25] <Ordinastie> and that's why I fucking hate to work with JSON
L310[08:38:32] <Ordinastie> now I have to edit fucking 16 of them :x
L311[08:39:44] <Ordinastie> well, no other recipe work anyway
L312[08:40:18] <Ordinastie> does forge stop parsing recipes completely if even just one fails ?
L313[08:40:30] <TechnicianLP> yes
L314[08:41:24] <gigaherz|work> yup it's not very nice in that regard
L315[08:41:39] <Ordinastie> that's beyond stupid
L316[08:41:53] <gigaherz|work> the exception catch is outside the loop
L317[08:42:40] <Ordinastie> and I guess there is no recipe reloading while the game runs...
L318[08:44:31] * TechnicianLP reccomends making a pr for it
L319[08:44:38] <gigaherz|work> forge does not support reloading registries after the server has been started
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L321[08:45:00] <gigaherz|work> and it won't happen at least until after server-client sync is implemented
L322[08:45:04] <gigaherz|work> which in turn won't happen in 1.12
L323[08:45:55] <gigaherz|work> iirc, lex said he's poking mojang to implement that as a generic registry sync system, given that they want to have server-provided recipes
L324[08:46:14] <gigaherz|work> so may as well sync all the registries on connect
L325[08:46:46] <gigaherz|work> if I understand it correctly, that would open the doors to re-synchronizing after the fact
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L329[08:54:23] <lemmmy> hey there, how can i make my own override criteria for an item model?
L330[08:54:39] <lemmmy> similar to the tags that are in vanilla like "cast", "pull", etc
L331[08:55:56] <TechnicianLP> IItemPropertyGetter implementation and addPropertyOverride() in the item constructor
L332[08:56:16] <lemmmy> thank you!
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L336[09:19:04] <mcmaur> if I get the player position once everything is ok, the second time (after the player moves) then the position is non updated. "world.playerEntities.get(0)"
L337[09:19:06] <mcmaur> why?
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L363[10:55:48] <Waterpicker> How does advancements work?
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L365[10:59:23] <ghz|afk> Waterpicker: there's triggers
L366[10:59:31] <ghz|afk> when you declare an advancement
L367[10:59:40] <Waterpicker> ?
L368[10:59:48] <ghz|afk> you declare a set of requirements
L369[10:59:52] <ghz|afk> that have a trigger and a condition
L370[10:59:53] <ghz|afk> so like
L371[11:00:03] <ghz|afk> "when the inventory changes, check if there's this item"
L372[11:00:44] <ghz|afk> "has_iron_ingot": {
L373[11:00:44] <ghz|afk> "trigger": "minecraft:inventory_changed",
L374[11:00:44] <ghz|afk> "conditions": {
L375[11:00:44] <ghz|afk> "items": [ { "item": "minecraft:iron_ingot" } ]
L376[11:00:44] <ghz|afk> }
L377[11:00:44] <ghz|afk> }
L378[11:00:53] <ghz|afk> this is from the shears.json advancement
L379[11:01:26] <Waterpicker> what''s the trigger for end achievement?
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L382[11:08:14] <howtonotwin> assets/advancements/end/root.json: "trigger": "Minecraft:changed_dimension"
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L406[14:07:00] <raoulvdberge> !gm func_77653_i
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L419[14:47:34] <lemmmy> how can i invoke a critical error or crash?
L420[14:48:21] <TechnicianLP> hold f3+c for 10+ seconds, then release
L421[14:48:27] <lemmmy> from a mod
L422[14:49:00] <killjoy> throw a RuntimeException
L423[14:49:22] <lemmmy> ah of course :P
L424[14:49:22] <lemmmy> thanks
L425[14:49:35] <killjoy> an Error will also work
L426[14:53:19] <TechnicianLP> if you want crashreport; throw a ReportedException
L427[14:53:36] <lemmmy> ah good to know
L428[14:53:47] <killjoy> Depending on where you throw it, it won't matter
L429[14:53:54] <killjoy> it will usually wrap it
L430[14:53:58] <TechnicianLP> (must stuff will end up in a generic crashreport anyway though ...)
L431[14:54:33] <TechnicianLP> like "error rendering screen" "error ticking tileentites" ...
L432[14:54:59] <lemmmy> oh yeah can i also get a list of mods?
L433[14:55:06] <killjoy> depending on the current Profiler context
L434[14:55:16] <killjoy> Should be in the Loader class
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L436[14:55:31] <lemmmy> ah i wasnt checking the instance, thanks
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L438[14:55:55] <killjoy> Loader.instance().getActiveModList()
L439[14:56:09] <killjoy> Should give you a list of ModContainers
L440[14:57:09] <TechnicianLP> crash+modlist? if you dont want some mods, there was a tag for the dependecies string iirc
L441[14:57:43] <lemmmy> no, those questions are independent of each other
L442[14:57:51] <killjoy> pic unrelated
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L461[16:04:00] <howtonotwin> TFW IntelliJ is (repeatedly) trying to autocomplete your `import TextFormatting._` to `DARK_AQUA` when you really just mean `import TextFormatting._` and won't let you press enter
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L465[16:14:30] <Akkarin> to be fair you should really not call anything "_" anymore
L466[16:14:41] <lemmmy> yeah what the heck lol
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L468[16:15:01] <Akkarin> in fact Java 9 won't even allow you to use underscores for that sort of thing anymore
L469[16:17:02] <howtonotwin> It's scale's wildcard import :P
L470[16:17:06] <howtonotwin> *scala
L471[16:17:23] <Akkarin> ew wildcard imports :<
L472[16:17:31] <fry> ew 'ew' :P
L473[16:17:56] <howtonotwin> I mean it's limited in scope to a single string :P
L474[16:17:58] <Akkarin> not to forget "ew scala" .... but that one is a little too popular these days
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L476[16:18:16] <fry> ew 'ew scala' :P
L477[16:18:23] <howtonotwin> ^ :D
L478[16:18:34] * Akkarin puts a cheese hat on fry
L479[16:18:37] <Akkarin> looks better
L480[16:18:42] * fry eats the hat
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L482[16:18:49] <Akkarin> well ... now you're gonna get fat
L483[16:18:54] * howtonotwin is sad there are no leftovers
L484[16:19:09] <fry> eating once isn't what gets you fat :P
L485[16:19:14] ⇦ Quits: maxanier (~maxanier@server1.maxgb.de) (Ping timeout: 204 seconds)
L486[16:19:35] <Akkarin> but it's a super inflating cheese that increases in size dramatically when digested
L487[16:19:41] <lemmmy> fry hat
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L489[16:19:48] <fry> hry fat
L490[16:21:03] <fry> Akkarin: https://i.imgur.com/RspJyHy.gifv
L491[16:22:17] <howtonotwin> Fun fact: if you type in "[uyjpm hrmrtsypt" to Google it shows you results for "python generator"
L492[16:22:28] <lemmmy> yeah google understands keyboard offsets its great
L493[16:22:29] <howtonotwin> That's "[uyjpm hrmrtsypt" but one key to the left
L494[16:22:39] <lemmmy> doesnt work too well on dvorak though :(
L495[16:23:09] <Akkarin> fry: Didn't know people were into getting torn to pieces from the inside by magic cheese :o
L496[16:24:21] <fry> http://s2.quickmeme.com/img/24/24a920d9dac041d3fba2a9a26f06b5f6a24c61e109e333589baf3b1c9ddab245.jpg
L497[16:25:11] <Akkarin> on second thought I prefer not to know
L498[16:25:44] * howtonotwin helpfully reminds Akkarin that there are multiple videos of a guy diving into a septic tank
L499[16:27:49] <PaleoCrafter> fry, ffs, fix #4140, the game's literally unplayable otherwise ( ͡° ͜ʖ ͡°)
L500[16:28:34] <howtonotwin> TFW you forget this isn't GH, click that link, and end up creating a channel -.-
L501[16:29:21] <fry> PaleoCrafter: https://www.youtube.com/watch?v=E2BGsqtY1o0
L502[16:30:23] <howtonotwin> I propose that today be made into National Bug-Fry day.
L503[16:30:29] <howtonotwin> It repeats every week
L504[16:30:38] <PaleoCrafter> it actually does make the game unplayable when playing with my mod, so :D
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L507[16:32:35] <howtonotwin> Have some creepy robot sheep while you wait https://youtu.be/BEoGsr0WXVw?t=1m13s
L508[16:35:12] <fry> boo chromatic aberration
L509[16:37:03] <lemmmy> ^any kyoani anime
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L519[17:36:26] <howtonotwin> Why is it that it's recommended to put tileentities in a different package from their blocks?
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L521[17:38:34] <lemmmy> because its more organised that way
L522[17:38:50] <lemmmy> especially on large products, you want to generally split everything into a different package based on the general category of what it extends
L523[17:38:58] <lemmmy> large projects*
L524[17:39:17] <howtonotwin> But the block and te are very tightly coupled
L525[17:39:27] <howtonotwin> What point is there in putting them apart?
L526[17:39:35] <lemmmy> sure, but semantically they are categorically different
L527[17:39:40] <lemmmy> one is a block, the other is a tile entity
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L529[17:40:13] <lemmmy> rule of thumb of modular projects, use as many packages as possible :)
L530[17:40:48] <howtonotwin> Blocks and TEs don't really fit into the "modular" category :P
L531[17:41:36] <howtonotwin> Indeed, why not just place them in the same file? That keeps the clutter out of the dir structure and puts the TE right where its only usage is
L532[17:41:43] <lemmmy> because then your files get large
L533[17:41:55] <lemmmy> any file longer than 200 lines should be split up
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L535[17:43:28] <howtonotwin> I think that's just a rule of thumb for determining when it's appropriate to split responsibilities of a class up. I don't think it should apply to Blocks and TEs because they are practically the same thing
L536[17:43:40] <howtonotwin> (In function)
L537[17:44:09] <lemmmy> well, the other reason is the actual functional differences between them
L538[17:44:20] <lemmmy> one is a singleton, the other is an instance for every block
L539[17:45:04] <howtonotwin> point
L540[17:46:14] <fry> take all conventions with a grain of salt, and use whatever works for you :P
L541[17:46:51] <lemmmy> ^^ at the end of the day
L542[17:48:01] <darkevilmac> Quick question, has the jar signing enforcement for core mods been implemented yet?
L543[17:48:13] <darkevilmac> And if so is there a way I can implement it directly into my gradle buildscript?
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L549[17:54:49] <quadraxis> https://mcforge.readthedocs.io/en/latest/concepts/jarsigning/ <-- has info on gradle integration
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L564[19:01:41] <c64cosmin> worldTime is expressed in seconds?
L565[19:10:25] <howtonotwin> Ticks, iirc
L566[19:11:44] <howtonotwin> That's 20 gameticks to a second
L567[19:11:53] <howtonotwin> c64cosmin, ^
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L570[19:19:19] <c64cosmin> meaning that a day is 20 minutes
L571[19:20:05] <c64cosmin> my dimension's is 50% longer that is exactly 30minutes
L572[19:20:07] <c64cosmin> perfect <3
L573[19:20:14] <c64cosmin> thanks!
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L592[21:04:47] <tterrag> ghz|afk: I was about to ask to not have to click on the toolbelt UI, but your config read my mind ;)
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