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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
L92[06:01:56] ⇨
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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...
L175[07:54:03]
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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
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L186[08:01:39] ***
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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 *_*
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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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L294[13:28:16] <ScottehBoeh> My riot
shield works! :D
L295[13:28:27] <TechnicianLP> RIOT!
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
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.
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.
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.
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
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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
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L476[23:12:28] <killjoy> it uses md5
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
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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
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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?
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