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L12[01:48:17] <ghz|afk> tterrag: ^_^
L13[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170711 mappings to Forge Maven.
L14[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170711-1.12.zip (mappings = "snapshot_20170711" in build.gradle).
L15[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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L22[02:56:25] <JoHarker> There is a way to change vanilla blocks model? I wanna set the tint parameter of the wood so that the colorMultiplier works.
L23[02:56:25] <JoHarker> I was using debugging and I found out that models is stored in modelManager in minecraft class and it is private. I am using latest forge. Is there any events or handlers for this purposes?
L24[02:57:26] <gigaherz|work> resourcepack
L25[02:57:43] <gigaherz|work> you can have assets/minecraft/models/...
L26[02:57:52] <gigaherz|work> in your mod jar to replace vanilla jsons with yours
L27[02:58:31] <JoHarker> Excellent. Thank you!
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L32[03:02:14] <JoHarker> But still I'am curious to know how I can change model after minecraft loading. Is it possible only with using reflection?
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L38[03:12:14] <gigaherz|work> sorry I was in a meeting
L39[03:12:18] <gigaherz|work> it's not intended to be done
L40[03:12:23] <gigaherz|work> so there's no facility to replace models
L41[03:19:10] <JoHarker> Ok. Thank you
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L43[03:58:51] <Ordinastie> is there a way to delete dummy blocks stored in a save ?
L44[04:02:10] <gigaherz|work> I have never heard of a way
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L57[05:05:09] <masa> wtf, reloading resources tries to load models for missing/removed blocks as well?
L58[05:05:33] <masa> in 1.12
L59[05:06:15] <TechnicianLP> sounds like a sideeffect of the registry rewrite ...
L60[05:13:30] <masa> probably
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L64[05:49:29] <Unh0ly_Tigg> So, I'm having a weird issue with one of my items...
L65[05:50:24] <Unh0ly_Tigg> all it's sub-items show up at the end of the list on *every* creative tab, and the first sub-item shows up in the delete item slot on the creative player inventory 'tab'...
L66[05:51:33] <Unh0ly_Tigg> does anyone know what might be going on, and how I might be able to fix this?
L67[05:51:44] <Unh0ly_Tigg> I am calling setCreativeTab on the item.
L68[05:53:20] <gigaherz|work> Unh0ly_Tigg: in 1.12 you have to add a check
L69[05:53:28] <gigaherz|work> on getSubItems
L70[05:53:30] <Unh0ly_Tigg> seriously?!
L71[05:53:37] <gigaherz|work> check any vanilla item
L72[05:53:49] <gigaherz|work> there's a if (isValidTab(tab)) or something like that
L73[05:53:57] <Unh0ly_Tigg> why did they do that?
L74[05:54:06] <Unh0ly_Tigg> it worked just fine before
L75[05:54:18] <gigaherz|work> presumably to allow items to choose which tabs they are in
L76[05:54:29] <gigaherz|work> this way getSubItems is called ofr ALL tabs
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L79[05:55:16] <gigaherz|work> ... and the item chooses if it wants to be there
L80[05:55:25] <gigaherz|work> what's the last thing that got through?
L81[05:55:40] <gigaherz|work> [12:53] (Unh0ly_Tigg): why did they do that?
L82[05:55:40] <gigaherz|work> [12:54] (gigaherz|work): presumably to allow items to choose which tabs they are in
L83[05:55:40] <gigaherz|work> [12:54] (gigaherz|work): this way getSubItems is called ofr ALL tabs
L84[05:55:42] <gigaherz|work> [12:54] Disconnected
L85[05:55:47] <Unh0ly_Tigg> "this way getSubItems is called ofr ALL tabs" then dc
L86[05:56:03] <gigaherz|work> ok then
L87[05:56:05] <gigaherz|work> ... and the item chooses if it wants to be there
L88[05:56:07] <gigaherz|work> is the next one ;P
L89[05:56:12] <Unh0ly_Tigg> and "... and the item chooses if it wants to be there" after reconnect
L90[05:57:17] <Unh0ly_Tigg> oh, blocks work just fine because ItemBlock does the check for you.
L91[05:58:30] <gigaherz|work> yup
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L93[06:02:15] <LWizard> Is this the place to ask for help modding?
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L95[06:02:35] <gigaherz|work> yup
L96[06:02:39] <gigaherz|work> this is THE place for that
L97[06:02:40] <Unh0ly_Tigg> ugh
L98[06:02:51] <gigaherz|work> so long as you are modding on a recent version
L99[06:02:55] <gigaherz|work> ;P
L100[06:03:02] <Unh0ly_Tigg> *connect* asks if this is the place *disconnects*
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L102[06:03:19] <gigaherz|work> Unh0ly_Tigg: : hm? the one tho disconnected is a different nickname
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L104[06:03:27] <Unh0ly_Tigg> oh...
L105[06:03:28] <LWizard> I just disconnected from the web client because I'm an IRC noob
L106[06:03:32] <Unh0ly_Tigg> wow
L107[06:03:38] <Unh0ly_Tigg> I am so sorry
L108[06:03:49] <Unh0ly_Tigg> I hate my brain sometimes...
L109[06:04:08] <gigaherz|work> the brain does that sometimes
L110[06:04:20] <gigaherz|work> has an embedded autocorrect and no way to turn it off
L111[06:04:37] <LWizard> Anyhow, I'm on 1.12, and I want to make water change to a different custom liquid when I throw blaze powder in. I didn't find an event I thought I could work with so here I am.
L112[06:04:49] <LWizard> And yeah I'm not very experienced with Forge.
L113[06:04:52] <gigaherz|work> hmmm
L114[06:05:42] <Unh0ly_Tigg> would it be possible to use an event for when entities collide with blocks, and check if a blaze powder collides with water?
L115[06:05:53] <gigaherz|work> I don't remember right now if there's an event for entities colliding with blocks
L116[06:06:23] <capitalthree> I thought there's an event for entities colliding with things in general
L117[06:06:31] <capitalthree> and you get a raytrace result and it might or might not be a block
L118[06:06:51] <capitalthree> though that might just be an event that fires for the entity
L119[06:07:15] <gigaherz|work> yeah there's methods in the entity and in the block
L120[06:07:16] <Unh0ly_Tigg> Block.onEntityCollidedWithBlock(World,BlockPos,IBlockState,Entity), but it's an empty method by default.
L121[06:07:26] <gigaherz|work> but he's using a vanilla block AND a vanilla item
L122[06:07:27] <gigaherz|work> so ...
L123[06:08:04] <capitalthree> right
L124[06:08:25] <capitalthree> twilight forest activates portals when you toss a diamond into a pool of water
L125[06:08:38] <capitalthree> too bad it's proprietary
L126[06:09:39] <LWizard> When does it become code theft? The code is available for anyone online to look it.
L127[06:10:04] <capitalthree> I think what you might be able to do, that won't be too gross, is to catch the blaze powder EntityItem's event for being thrown by a player, and then add it to an internal tracking list in your mod, and check it every tick until it either enters water or stops moving
L128[06:10:07] <Unh0ly_Tigg> I know of a mod that affects the way item entities work, one of the changes it makes is make entities float up to the water surface.
L129[06:10:13] <Unh0ly_Tigg> I don't know the mod name is though.
L130[06:10:15] <capitalthree> if it stops moving (or stops being alive) remove it from the tracking list
L131[06:10:22] <Unh0ly_Tigg> what the mod name is*
L132[06:10:28] <capitalthree> LWizard: the twilight forest code is available?
L133[06:10:45] <capitalthree> Unh0ly_Tigg: Item Physic
L134[06:10:59] <capitalthree> it makes certain item entities float based on the material iirc
L135[06:11:13] <LWizard> Yeah, I found it on github
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L137[06:13:42] <Unh0ly_Tigg> capitalthree, it's not that.
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L139[06:14:28] <capitalthree> ah ok
L140[06:14:47] <capitalthree> LWizard: just look at how it's done, understand it, and then tab away and write your code. that's definitely not theft
L141[06:14:54] <capitalthree> if they didn't want you to be able to study their code it wouldn't be posted up there
L142[06:14:57] <Unh0ly_Tigg> Realistic Item Drops is what I was looking for.
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L145[06:34:59] <LWizard> Twilight forest does it in a range around a player, and ItemTossEvent is also for players only. I guess if I want to make it automatable with droppers and such I'll have to make a custom item.
L146[06:35:36] <LWizard> Well, thanks for all the help.
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L151[07:09:58] <GenerousGuava> hmm I'm nervous to start my code
L152[07:10:20] <GenerousGuava> this is the first time I added entity rendering and I can almost guarantee theres some sneaky bugs in there
L153[07:10:32] <GenerousGuava> so I feel like I'm about to have another 5 hour debugging session :P
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L155[07:12:06] <capitalthree> wheeee!
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L159[07:22:44] <GenerousGuava> my library is getting pretty to compile :P
L160[07:22:57] <GenerousGuava> already up to 58s
L161[07:23:03] <GenerousGuava> lengthy*
L162[07:23:12] <GenerousGuava> kind of forgot the most important word :P
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L164[07:29:58] <capitalthree> GenerousGuava: yeah, I was wondering if it prints out ascii art with the compiler warnings or something
L165[07:30:56] <GenerousGuava> :D
L166[07:32:13] <GenerousGuava> well my console immediately got filled with exceptions when I loaded the world
L167[07:32:16] <GenerousGuava> this will be fun
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L173[07:52:05] <GenerousGuava> ok tip: make sure creative tabs are annotated as @JvmField in kotlin
L174[07:52:39] <GenerousGuava> the compiler decided to recompile my main class and randomly changed it into a getter and setter method so the injection didnt work anymore...
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L176[07:54:23] <ScottehBoeh> hey guys I'm getting java.lang.IllegalStateException: Zero length vector, is there a way I can check my Vector3f before hand?
L177[07:55:06] <GenerousGuava> just check its not 0, 0, 0
L178[07:55:46] <GenerousGuava> but dont take my word i suck at vector maths
L179[07:55:55] <GenerousGuava> i just think 0, 0, 0 is zero length
L180[07:56:05] <ScottehBoeh> Ok i'll give that a go
L181[07:56:06] <ScottehBoeh> :)
L182[07:56:07] <ScottehBoeh> Thankjs
L183[07:56:30] <fry> https://docs.oracle.com/cd/E19957-01/806-3568/ncg_goldberg.html
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L188[08:02:47] <ScottehBoeh> Do you think a try catch could work?
L189[08:02:51] <ScottehBoeh> catch IllegalStateException?
L190[08:03:02] <gigaherz|work> no
L191[08:03:07] <gigaherz|work> nevr do that
L192[08:03:26] <gigaherz|work> if vector3f doesn't have a length/size/magnitude method
L193[08:03:37] <gigaherz|work> then use x*x+y*y+z*z and you get the square length
L194[08:03:40] <gigaherz|work> and make sure that's > 0
L195[08:04:08] <ScottehBoeh> there's a length() and lengthSquared() method
L196[08:04:17] <ScottehBoeh> I'll check that the length isn't 0
L197[08:04:18] <gigaherz|work> use lengthSquared
L198[08:04:21] <ScottehBoeh> Ah alright
L199[08:04:23] <gigaherz|work> unless you NEED the non-squared length
L200[08:04:30] <gigaherz|work> it's faster (saves you a square root)
L201[08:04:39] <ScottehBoeh> Ah. Good point
L202[08:04:44] <ScottehBoeh> Epic I'll try this
L203[08:05:37] <fry> also, don't compare with 0
L204[08:05:42] <fry> and read the link :P
L205[08:07:40] <gigaherz|work> well > 0 is ok, it's ==0 that never works right ;P
L206[08:08:04] <fry> still, >0 is rarely what you want :P
L207[08:08:47] <gigaherz|work> yeah but "if lengthSq > 0 then normalize else fallback" is sortof one of the cases where it is
L208[08:08:47] <gigaherz|work> ;P
L209[08:09:11] <gigaherz|work> that said
L210[08:09:18] <gigaherz|work> reaidng the link is something that should be done
L211[08:09:20] <gigaherz|work> regardless
L212[08:09:48] <fry> "fallback" should fire even if you're close to 0, not just at 0
L213[08:10:03] <fry> since by then the error will make your computation meaningless
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L218[08:48:41] <Ordinastie> I hate that
L219[08:48:55] <Ordinastie> I want to be able to supply an item for my creative tab to be used for display icon
L220[08:49:07] <Ordinastie> but the tab needs to be created before the items
L221[08:49:10] <gigaherz|work> you can't?
L222[08:49:42] <Ordinastie> I mean I'd like to give the item in the constructor directly
L223[08:49:52] <gigaherz|work> hmm can't you just override the icon getter and return an itemstack based on a static field or something?
L224[08:50:27] <Ordinastie> that's what I was doing, but that means always extending the class
L225[08:50:52] <Ordinastie> it be nice to just have Mod.tab = new MalisisTab(label, item);
L226[08:52:51] <Ordinastie> I guess that's were an actual pointer would be nice
L227[08:54:52] <Ordinastie> I'd like a better solution than passing a supplier
L228[08:56:19] <gigaherz|work> hmmm
L229[08:56:22] <gigaherz|work> can't you extend the class once
L230[08:56:35] <gigaherz|work> and have a field in it, and give it a setter, and then assign the field after you register items?
L231[08:56:47] <Ordinastie> yeah, but that's meh too
L232[08:59:29] <Ordinastie> I like the idea of "create and forget"
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L237[09:23:47] <Ordinastie> only 2 items left in my tab, that went better than expected *_*
L238[09:26:26] <Ordinastie> getter better : https://puu.sh/wH3MX.png ><
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L241[09:32:50] <Ordinastie> and here goes my idea :/
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L247[09:43:13] <Ordinastie> so much troubles just to have a decent and coherent order in the creative tab :/
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L249[09:46:27] <Ordinastie> getting there : https://puu.sh/wH4wG.png
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L294[13:28:16] <ScottehBoeh> My riot shield works! :D
L295[13:28:27] <TechnicianLP> RIOT!
L296[13:28:43] <ScottehBoeh> http://i.imgur.com/3FyPknt.png
L297[13:28:51] <ScottehBoeh> It can get damaged if shot at too much (and eventually breaks)
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L301[13:58:55] <TechnicianLP> is there a way to check if a world has flat bedrock?
L302[13:59:14] <TechnicianLP> (probably could just check it in a few blocks radius ...
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L332[17:01:02] <Stroam> If I want something that snaps to the block grid, has durability, and reacts to forge events should it be a block, block entity, or entity?
L333[17:03:00] <capitalthree> probably tile entity
L334[17:03:16] <capitalthree> (which you're calling block entity)
L335[17:03:27] <capitalthree> the one reason to use an entity would be if you need it to occupy the same space as other blocks
L336[17:06:05] <Stroam> (I call it block entity because the gamepedia says"A block entity (previously named tile entity)")
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L338[17:06:43] <Stroam> but that's just semantics
L339[17:07:16] <Stroam> thank you for the info though.
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L352[18:27:48] <capitalthree> Stroam: ah ok. well regardless of the name that's what you want, if you can use it. regular entities use more resources
L353[18:32:09] <Stroam> capitalthree: I understand. That means this will be the third time I redo this. It's practice at least and I can still use the block I made.
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L355[18:40:06] <capitalthree> dang :(
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L413[22:15:37] <Enoch__> Hello hello everyone. Quick question for anyone up right now-- I want to periodically kill all wheat. Currently, I use the BlockGrowEvent to listen for the wheat trying to grow, and when it does, I destroy it. My issue now is if the wheat was already fully grown before I tried initiating this killing. The fully grown stuff won't trigger this event anymore and ergo won't die.
L414[22:16:22] <Enoch__> Now, I don't need to kill them all right away, but what's the best way I could try and kill the fully-grown wheat? Is there some other event that it periodically triggers for me to listen to? I don't think I can override its updateTick()...
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L420[22:51:08] <Enoch__> Alternatively, I'm also trying to figure out some ASM stuff in updating a pretty old mod to 1.10.2. Does anyone know where I can find the hashes for classes?
L421[22:58:24] <killjoy> hashing... in asm?
L422[22:58:35] <killjoy> probably in mcp
L423[23:02:03] <killjoy> Enoch__, what mod are you updating?
L424[23:02:16] <Enoch__> ToughAsNails.
L425[23:03:03] <McJty> But toughasnails exsists for 1.10.2?
L426[23:03:06] <Enoch__> It looks like they modify net.minecraft.world.World, using either of these hashes:
L427[23:03:06] <Enoch__> private static final String[] VALID_HASHES = new String[] {
L428[23:03:06] <Enoch__> "547d356661b3b86facf7043fb930bcfb",
L429[23:03:06] <Enoch__> "a812fff5e65c73ca82f3f2c9ddd2fb03" };
L430[23:03:10] <McJty> Why are you updating it?
L431[23:03:18] <Enoch__> It exists for 1.9.4
L432[23:03:19] <primetoxinz> anyone know why a customer statemapper would be trying to map to the wrong block?
L433[23:03:22] <McJty> And 1.10.2 too
L434[23:03:29] <McJty> I'm using it in my 1.10.2 modpack
L435[23:03:31] <Enoch__> And I needed to make some modifications to it to leverage the CropGrowEvent from Forge
L436[23:03:37] <McJty> It even exists for 1.12
L437[23:03:38] <McJty> https://minecraft.curseforge.com/projects/tough-as-nails/files
L438[23:03:46] <Enoch__> Which as far as I'm aware is so new it only exists in 1.10.2 versions of Forge.
L439[23:03:48] <Enoch__> Right, I know.
L440[23:03:56] <Enoch__> I was using the 1.9.4 branch on a server for a long time.
L441[23:04:20] <killjoy> I don't see that. https://git.io/vQDda
L442[23:04:37] <Enoch__> https://github.com/Glitchfiend/ToughAsNails/blob/TAN-1.9.4-1.0.0/src/main/java/toughasnails/asm/transformer/WorldTransformer.java
L443[23:04:48] <Enoch__> Look at their 1.10.2/1.9.4 branch, I'm working with the old stuff.
L444[23:04:55] <killjoy> work with the new stuff
L445[23:04:58] <McJty> yes
L446[23:05:03] <Enoch__> No :/
L447[23:05:09] <killjoy> Yes :)
L448[23:05:15] <Enoch__> Seriously, no.
L449[23:05:18] <killjoy> :(
L450[23:05:26] <Enoch__> Until OpenComputers updates to 1.12 I won't make the jump.
L451[23:05:34] <killjoy> Just backport or something
L452[23:05:49] <Enoch__> I have. But I think the hash changed when I updated this formally from 1.9.4 to 1.10.2
L453[23:05:55] <Enoch__> And I have no idea how I might find the newer hash.
L454[23:05:58] <primetoxinz> in 1.12 for some reason one of our statemappers is trying to apply properties to the other even though they are unrelated https://gist.github.com/primetoxinz/b049ebd4827a51644240f15bd0d90d8f
L455[23:05:59] <killjoy> just remove the hashes
L456[23:06:12] <Enoch__> I can do that?
L457[23:06:50] <killjoy> All the hash is for is so it can log an error to the console
L458[23:07:06] <Enoch__> Well, removing that check leads to the error in the console anyways.
L459[23:07:30] <Enoch__> https://pastebin.com/yc8UTThB\
L460[23:08:07] <killjoy> That's because the transformer is bad
L461[23:08:58] <killjoy> It can't find the method getBiome(BlockPos)Biome
L462[23:08:59] <Enoch__> Hm. Well, this came right off of their repo and definitely worked before I updated the project to build against Forge 2316 and updated from 1.9.4 to 1.10.2
L463[23:09:22] <Enoch__> Should I reasonably expect that to break the transformer? My hunch is yes but I've never worked with these things much
L464[23:09:24] <killjoy> You should get ahold of abdubbz
L465[23:09:40] <killjoy> *adubbz
L466[23:09:49] <Enoch__> Yeah I've got a pending message on Discord, figured I'd ask here too.
L467[23:10:27] <Enoch__> Did that method change from 1.9.4 to 1.10.2? Or does anyone know how I could check to see if it changed?
L468[23:11:00] <killjoy> Is the signature the same?
L469[23:11:17] <killjoy> could also be the mappings
L470[23:11:33] ⇨ Joins: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de)
L471[23:11:35] <Enoch__> Where can I check the signature? Sorry, I have no idea how to look for these vanilla classes.
L472[23:11:59] <killjoy> you can do it yourself
L473[23:12:01] ⇦ Quits: sinkillerj (~sinkiller@nc-67-232-9-76.dhcp.embarqhsd.net) (Quit: またね)
L474[23:12:14] ⇦ Parts: Stroam (~Stroam@98-125-79-11.dyn.centurytel.net) (Leaving))
L475[23:12:27] ⇦ Quits: Upthorn (~ogmar@108-204-125-173.lightspeed.frokca.sbcglobal.net) (Quit: this quit message is 100% guaranteed not to contain obscenity.)
L476[23:12:28] <killjoy> it uses md5
L477[23:12:47] <killjoy> if you're on windows: https://support.microsoft.com/en-us/help/889768/how-to-compute-the-md5-or-sha-1-cryptographic-hash-values-for-a-file
L478[23:13:25] <killjoy> Oh, signature
L479[23:13:30] <Enoch__> Is SHA-1 the same as MD5?
L480[23:13:31] <killjoy> you could use mcpbot, or just look at it
L481[23:13:36] <Enoch__> Ah okay
L482[23:13:52] <killjoy> I get hash and signature confused
L483[23:14:32] <killjoy> signature is just owner name (args) return
L484[23:16:02] <Enoch__> Alright, I think I'm figuring it out. I figured out how to get in and look at the net.minecraft.world.World class code. I don't see a getBiome method, so that might be the issue right there.
L485[23:16:29] <Enoch__> Just to verify I'd like to try and look at the 1.9.4 version of this class. What's this about mcpbot, could that help? Or am I gonna have to go install Forge 1.9.4?
L486[23:19:14] <killjoy> use !help
L487[23:19:25] <killjoy> go in #mcpbot if you're going to spam commands
L488[23:20:15] ⇦ Quits: Meronat (uid190493@id-190493.highgate.irccloud.com) (Quit: Connection closed for inactivity)
L489[23:20:17] <killjoy> !mh World.getBiome
L490[23:20:44] <Enoch__> !mh World.getBiome
L491[23:20:51] <Enoch__> !help
L492[23:22:24] <Enoch__> !gf
L493[23:22:35] <Enoch__> !gf World
L494[23:22:43] <killjoy> World is a class
L495[23:23:21] <Enoch__> Yeah I need to read bspkrs' docs.
L496[23:24:00] <Enoch__> I just want to see what the signature of this supposed method is in 1.9.4 to make sure it exists...
L497[23:24:34] <killjoy> !gm getBiome
L498[23:25:01] <killjoy> You should check that your packages are correct
L499[23:25:05] <killjoy> they might have changed
L500[23:25:06] ⇦ Quits: Brokkoli (~Brokkoli@p5B23C80C.dip0.t-ipconnect.de) (Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen und das T�ten angemessen wirkt. (George Orwell))
L501[23:25:18] <Enoch__> !gm getBiome
L502[23:25:30] <killjoy> enjoy the spam :)
L503[23:25:35] <Enoch__> Oh jesus
L504[23:25:49] <killjoy> just don't use !gc on a class with many sub classes
L505[23:25:54] <killjoy> like Gui
L506[23:27:36] <Enoch__> I better move channels real quick just to be safe
L507[23:27:52] <Enoch__> Also, how can I check 1.9.4 specifically? Slap that on the end of the command?
L508[23:29:33] <quadraxis> yes, see http://mcpbot.bspk.rs/help
L509[23:31:14] ⇦ Quits: McJty (~jorrit@94-224-152-129.access.telenet.be) (Quit: Leaving)
L510[23:58:23] ⇦ Quits: MCDis (~MCDis@68.ip-158-69-220.net) ()
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