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L17[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170722 mappings to Forge Maven.
L18[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170722-1.12.zip
(mappings = "snapshot_20170722" in build.gradle).
L19[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/
L20[02:00:28] <killjoy> cmon, kotlin. Why
no |=?
L21[02:00:45] <killjoy> I'm stuck using foo
= foo or bar
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L26[03:06:01] <killjoy> !gm
NetHandlerPlayServer.processPlayer
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L40[04:26:54] <Shawn|i7-Q720M> has anyone
modified the warp drive mod for compatibility with
galacticraft?
L41[04:27:16] <ghz|afk> not me
L42[04:27:36] <ghz|afk> so, I was reading
this summary
L44[04:27:57] <ghz|afk> and I was thinking
about how I experience ads on classic tv
L45[04:28:09] <ghz|afk> I believe there's
two kinds of ads for me:
L46[04:28:32] <ghz|afk> 1. those that have
interesting content, but I rarely ever remember the brand that is
advertising
L47[04:28:57] <ghz|afk> 2. those that make
sure you remember the brand, but are to obnoxious that I remember
the brand NEGATIVELY meaning I'd be less likely to buy it on a
store later
L48[04:29:03] <ghz|afk> so*
L49[04:30:00] <ghz|afk> "hmm what
about this? oh wait that's the one with that idiot on the brand. I
don't want to be associated with that ad."
L50[04:30:06] <ghz|afk> on the ad*
L51[04:30:22] <ghz|afk> wtf is wrong with
my brain today
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L75[06:56:57] <opr>
Item.itemRegistry.getIDForObject(i) only brings back the first part
of the ID and not the part after the : how do I get this second
part?
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L79[07:06:09] <ghz|afk> opr: uhm
L80[07:06:16] <ghz|afk> first of all, you
should NEVER use ids ever
L81[07:06:24] <opr> oh, how come?
L82[07:06:31] <ghz|afk> because they are
for internal use only
L83[07:06:45] <ghz|afk> for writing on the
save data and on network packets
L84[07:06:51] <ghz|afk> for any other use,
you should always use registry names instead
L85[07:07:15] <ghz|afk> that said,
"Item.itemRegistry" hasn't been the name for a long
time
L86[07:07:16] <opr> ok, well I'm trying to
serialize my inventory so I can restore it later, I'm trying to use
this now: GameRegistry.findUniqueIdentifierFor(i) is this more
appropriate?
L87[07:07:42] <ghz|afk> so if you are on
1.7.10 or similar, then my answer may not even apply
L88[07:07:52] <ghz|afk> that said
L89[07:07:53] <opr> aye I'm on 1.7.10
L90[07:07:58] <ghz|afk> by "the part
after the :"
L91[07:08:01] <ghz|afk> you probably mean
metadata
L92[07:08:04] <ghz|afk> that's on the
itemstack
L93[07:08:05] <ghz|afk> not the item
L94[07:08:12] <ghz|afk> it's not part of
the ID at all
L95[07:08:19] <ghz|afk> it's just the
stack's metadata value
L96[07:08:25] <opr> ah right
L97[07:08:39] <ghz|afk> but one last
thing
L98[07:08:44] <ghz|afk> there's functions
on the itemstack
L99[07:08:48] <ghz|afk> to serialize and
deserialize
L100[07:08:52] <ghz|afk> you shouldn't do
it by hand
L101[07:09:03] <ghz|afk> check how the
chest does it
L102[07:09:04] <ghz|afk> and do the
same
L103[07:09:21] <ghz|afk> and with that
said
L104[07:09:27] <ghz|afk> WHY are you doing
stuff on 1.7.10?!?!?!
L105[07:09:40] <ghz|afk> 1.7.10 is closer
to 1.0 than 1.12, in terms of age
L106[07:10:01] <opr> because I'm playing
feed the beast resurrection and I want this specific functionality
to work for me
L107[07:10:13] *
ghz|afk sighs
L109[07:10:50] <opr> well if soartex would
get a wriggle on and release their pack for 1.12 I'd happily play
that
L110[07:10:58] <opr> I'm not playing some
garbage looking game
L111[07:11:14] <ghz|afk> the pack probably
relies on some mod made by a modder who doesn't like newer mc
L112[07:11:40] <opr> nah soartex is a
texture pack
L113[07:12:43] <ghz|afk> oh
L114[07:17:20] <opr> are you sure the
metadata is on the item stack? do I have to use some kind of helper
to get it?
L115[07:17:47] <ghz|afk> no
L116[07:17:58] <ghz|afk> but back in
1.7.10 it may have been called .getDamage or .getDamageValue
L117[07:18:11] <ghz|afk> it now has
separate methods for it
L118[07:22:14] <opr> aw man, ok thanks for
your help
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L124[07:43:04] <opr>
ItemStack.setItemDamage is throwing an NPE, even though I've got it
wrapped in a null check :/
L125[07:43:48] <diesieben07> opr why are
you doing this to yourself?... update
L126[07:44:20] <opr> because I ain't
playing an ugly minecraft! it's bad enough WITH a texture pack,
never mind without one
L127[07:44:27] <diesieben07> wat
L128[07:44:43] <opr> the only texture pack
that's not disgusting is soartex fanver
L129[07:44:57] <opr> and there's not a
version of that for the ftb pack I'd play if I upgraded
L130[07:45:13] <opr> anyway, the newer ftb
packs don't have buildcraft in them and I want that, it's my
favourite mod
L131[07:45:17] <diesieben07> ....
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L133[08:18:20] <opr> I have finished my
project, hurray
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L137[08:59:32] <CrazyZealot> Can someone
tell me what methods I need to use in order to make a block output
redstone?
L138[09:06:46] <Ordinastie> look for
method with the name power in it
L139[09:06:52] <Ordinastie> *word
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L141[09:08:23] <Ordinastie> alternatively,
you could have looked at vanilla blocks
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L190[11:50:53] <ryankshah> Hey guys! So
I've just got back into modding after a bloody while and I'm
struggling with creating an Item. So my Item is found ingame and
the language file works, however it cannot find the texture.
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L203[12:16:34] <williewillus> !gm
RenderItem.renderItemModelIntoGUI
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L211[13:16:30] <TechnicianLP> does someone
know what EntityVex is?
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L213[13:18:04] <Hubry> ummm... the vanilla
Vex spawned by the Evoker?
L214[13:18:41] <TechnicianLP> probably ...
(its just i never heard "Vex" anywhere ....)
L215[13:24:15] <PaleoCrafter> it's those
pesky things from the mansions introduced in 1.11
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L231[14:29:49] <MalkContent> so... i can
force supersampling on minecraft, but it only really works in
fullscreen unless i supersample the desktop, too
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L233[14:30:39] <MalkContent> think it
would be possible from a mod side to make a windowed minecraft
supersample, or would that be a coremoddy thing?
L234[14:31:03] <killjoy> You'll need some
gl hacks
L235[14:32:34] <PaleoCrafter>
>supersampling in Minecraft
L236[14:34:45] ***
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L239[14:39:25] <Ordinastie> for when you
want thos pixels with crispy edges
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L241[14:40:05] <killjoy> Just use a
shader
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L246[14:53:44] <MalkContent> i loathe
fxaa
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L250[15:18:44] <ghz|afk> MalkContent:
why?
L251[15:19:20] <MalkContent> it generally
looks like i'm not wearing my glasses
L252[15:19:55] <ghz|afk> :/
L253[15:20:08] <ghz|afk> all FXAA does is
apply a filter that blurs out jagged edges
L254[15:20:18] <MalkContent> no it blurs
everything
L255[15:20:26] <MalkContent> fxaa has no
real edge detection
L256[15:20:31] <ghz|afk> it does
L257[15:20:33] <ghz|afk> that's the whole
point of it
L258[15:20:37] <MalkContent> no
accurate*
L259[15:20:39] <ghz|afk> theedge detection
may suck
L260[15:20:41] <ghz|afk> but it is
there
L261[15:20:42] <ghz|afk> ;P
L262[15:21:03] <ghz|afk> well, it's more
like "sharp color change detection"
L263[15:21:58] <MalkContent> yea. bottom
line is i really don't like it. i generally rather play games
without aa than using fxaa
L264[15:22:06] <howtonotwin> Do we have a
sum type anywhere in the libraries forge ships?
L265[15:22:13] <howtonotwin> Something
like Either?
L266[15:22:33] <ghz|afk> no idea what that
is
L267[15:22:37] <howtonotwin> (Not counting
scala.Either)
L268[15:22:48] <fry> was just typing that
:P
L269[15:23:04] <howtonotwin> A product
type A x B is an A AND a B. A sum type A + B is an A XOR a B
L270[15:23:08] <fry> java doesn't have one
yet, to my knowledge
L271[15:23:37] <howtonotwin> Welp, no
Either<T, Boolean> for me ? Optional<Optional<T>>
it is
L272[15:25:19] <ghz|afk> wait so you can
only have one of the two values, but not both?
L273[15:25:22] <MalkContent> there's
exceptions to that rule though. sometimesit's easier with fxaa like
when a game has a lot of "aliasing glitter" and sometimes
it's actually not really noticable for a change
L274[15:25:36] <howtonotwin> Yes,
ghz
L275[15:25:43] <MalkContent> what are
sumtypes used for? funcion calls?
L276[15:25:48] <howtonotwin> Trust the
math :P
L277[15:25:51] <ghz|afk> the only thing I
can think of
L278[15:26:00] <howtonotwin> They are the
dual of products
L279[15:26:01] <ghz|afk> is to have a
function return Either<Result, Errornumber>
L280[15:26:03] <fry> anything that can be
either one type or another :P
L281[15:26:23] <howtonotwin> Every use
that products have can be dualized to one for sums
L282[15:26:42] <howtonotwin> And yes that
is their main use
L283[15:26:56] <fry> howtonotwin: pointing
to duality rarely helps understanding actual use cases :P
L284[15:27:03] <howtonotwin> Either forms
a monad in each of it's type params if you keep the other
fixed
L285[15:27:17] <fry> and using that word
won't help anyone either :P
L286[15:27:34] <howtonotwin> So a fp lang
will often have stuff like "do x <- returnsAnEither blah; y
<- moreStuff x; etc."
L287[15:27:36] <ghz|afk> so hm....
Either<A,B> { boolean isA; Object aOrB; isA() { return isA; }
A getA() { if (!isA) throw; return (A)aOrB; } ... same for b
}
L288[15:27:54] <fry> yes, ghz|afk, that's
the gist
L289[15:28:21] <ghz|afk> seems not too
hard to roll your own ;p
L290[15:28:26] <fry> usual OOP
implementation is an interface with 2 subclass
implementations
L291[15:29:03] <howtonotwin> I would, but
I'm doing Either<T, Boolean>, which is isomorphic to
Optional<Optional<T>>, so I may as well not
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L294[15:38:45] <ghz|afk> now to compare my
implementation with existing ones
L295[15:39:33] <ghz|afk> ahh so it's
called a "left projection"
L296[15:39:51] <ghz|afk> funny that I used
left/right to go along with Pair and such, and that's what they
really use
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L298[15:41:22] <howtonotwin> Scala's is
"sealed trait Either[+L,+R]; case class Left[+L](val l: L)
extends Either[L, Nothing]; case class Right[+R](val r: R) extends
Either[Nothing, R];" which is rather different from what you
wrote, because it shows the underlying algebra more clearly.
L300[15:41:51] <ghz|afk> howtonotwin: yeah
the algebra wasn't in my mind at all, and I didn't write it in
terms of functional programming concepts
L301[15:42:09] <ghz|afk> just as a
container for one of two things
L302[15:42:57] <ghz|afk> Keanu73: playing
or modding?
L303[15:43:04] <Keanu73> playing
L304[15:43:26] <Keanu73> so far this has
happened to me around 7 times
L305[15:43:28] <ghz|afk> okay then my
guess is that one of the mods you use was built for an older
version of forge
L306[15:43:40] <Keanu73> an older version
of MC or forge itself?
L307[15:43:46] <ghz|afk> forge
L308[15:43:57] <ghz|afk> but it could be
instead
L309[15:44:04] <ghz|afk> that they didn't
follow the "best practices" for 1.12 modding
L310[15:44:21] <Keanu73> so its one of the
mods?
L311[15:44:28] <ghz|afk> !gm
func_193003_g
L312[15:45:05] <ghz|afk> I coudl be
wrong
L313[15:45:09] <ghz|afk> that was only my
best guess
L314[15:45:14] <ghz|afk> maybe someone
else has a better idea of what's wrong
L315[15:45:50] <ghz|afk> however, I have a
save on a modded client with some hand-picked mods
L316[15:45:54] <ghz|afk> (not an official
modpack or anything)
L317[15:45:55] <PaleoCrafter> ghz|afk, I
added support for specifying the artifact version outside of the
JAR with the dependency extraction, btw :P
L318[15:45:59] <ghz|afk> and I didn't
experience it
L319[15:46:02] <ghz|afk> PaleoCrafter: I
saw
L320[15:46:21] <ghz|afk> but I can't
thunbs-up a commit, can I?
L321[15:46:28] <PaleoCrafter> I guess
xD
L322[15:47:09] <PaleoCrafter> I've put
more work into PRs these last few days than my own mod
>.>
L323[15:47:25] <ghz|afk> XD
L324[15:57:43] <PaleoCrafter> kashike =
license checking bot confirmed
L325[15:58:11] <kashike> Heh
L326[15:59:20] <ghz|afk> hmmm anyone knows
anything to debug why villagers aren't making babies?
L327[16:01:22] <ghz|afk> hmm
L329[16:01:24] <ghz|afk> 1.11 though
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L335[16:29:06] <Elec> Is the best practice
for drawing GUIs with GuiScreen so they work with the scaling
factor?
L336[16:29:14] <Elec> what is the
best*
L337[16:31:09] <ghz|afk> uhm
L338[16:31:11] <ghz|afk> jsut draw?
L339[16:31:14] <ghz|afk> I mean
L340[16:31:17] <PaleoCrafter> yeah, you
don't need to do anything special
L341[16:31:33] <ghz|afk> mc configures the
opengl matrix to match the gui scale
L342[16:31:38] <PaleoCrafter> unless
you're dealing with OGL methods that don't respect the matrix
L343[16:31:48] <Elec> really? but it looks
like when I do a drawRect it doesn't change size?
L344[16:31:55] <ghz|afk> so that 0,0 is
the topleft of the scaled gui, and gui.width/height is the
bottom-right corner
L345[16:32:29] <Elec> so I should use
fractions of the gui.width/height instead of defined pixels?
L346[16:32:31] <ghz|afk> do you have any
gl commands in your gui draw function?
L348[16:32:59] <ghz|afk> then it should
"just work"
L349[16:33:09] <Elec> derp. you're
right
L350[16:33:16] <Elec> i managed to not see
the difference in size
L351[16:33:28] <Elec> that makes things
easier
L352[16:33:56] <Elec> so why does Tinkers
have that bit of the GUI that runs off the bottom of the screen in
Auto scaling?
L353[16:34:12] <Elec> just wasn't tested
at that setting?
L354[16:36:30] <ghz|afk> vanilla assumes
that no gui is bigger than 320x240
L355[16:36:51] <ghz|afk> (see the
ScaledResolution class)
L356[16:37:21] <Elec> ah, I see that.
That's good to know, thanks
L357[16:37:37] <ghz|afk> so it's just that
they made their gui bigger.
L358[16:38:04] <Elec> Mmhmm. I wanted to
know so I could avoid doing that. :p
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L372[18:12:26] ***
Mumfrey is now known as mumfrey
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L375[18:25:42] <PaleoCrafter> Lex, are you
available at the moment maybe? xD
L376[18:31:11] <LexMobile> ?
L377[18:32:35] <PaleoCrafter> I've found a
relatively big issue with overrides, which seems to explain the
missing models on dedicated servers, I'm just not sure if you're
already aware like that
L378[18:33:54] <PaleoCrafter> namely, the
client-side registry entries appear to be reset to the original
objects upon connecting to the server. Since the model loading
associated them with the overridden ones, though, you get missing
models in world
L379[18:35:16] <SapMagic> Hey friends -
are there javadocs available for Forge or is there a way to
generate them with gradle?
L380[18:35:30] <PaleoCrafter> forcing a
reload with F3+T "solves" the model issue, but you get
weird behaviour since the the client and server use different
implementations for the blocks
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L382[18:37:06] <PaleoCrafter> also, are
you fine with me using the lzma library as a reference for the
dependency extraction libs dir searching?
L383[18:41:03] <LexMobile> them being
reset is intentional
L384[18:41:30] <LexMobile> again i've
tasked fry with figuring out all the caching shit needed for
that.
L386[18:42:49] <LexMobile> If you wanna
make it work fully, look into how to load ALL nessasary models, and
find the rendering caches that need to be reset
L387[18:43:46] <PaleoCrafter> I'll look
into it, but why exactly is the resetting done?
L388[18:44:13] <LexMobile> Because
overrides can come from anywhere and do anything stupid.
L389[18:44:20] <LexMobile> Esp things like
recipes.
L390[18:44:38] <LexMobile> So it *should*
take the one and resync it with what the server exiects to be
there.
L391[18:44:42] <LexMobile> expects*
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L393[18:45:14] <LexMobile> It would also
potentially solve things like the fluid system, if it ever gets
moved to a full registry.
L394[18:45:30] <LexMobile> Where the
server fluid isnt the same 'Fluid' as the client so theres block
issues or shit
L395[18:46:07] <DaMachinator> it appears
/u/dominance28 is confused as to the purpose of the reddit post or
is posting a reply to the wrong submission
L396[18:46:33] <PaleoCrafter> that isn't
implemented yet though, is it? (not the fluid stuff, the resyncing
with the server=
L397[18:47:00] <LexMobile> Actully its
more like he is the ATLauncher guy and he takes any chance he can
to say his shit is better then FTB/Curse even if it has nothing to
do with the subject.
L398[18:47:07] <LexMobile> And its
implemented Paleo.. that's the problem.
L399[18:47:26] <LexMobile> The registry
picks the correct one based on what the server says it should have.
Like it should.
L400[18:47:37] <LexMobile> The
block->model cache however needs to be updated
L401[18:48:14] <PaleoCrafter> well, in my
case, the client and server seem to disagree about what it should
be, despite having the same configuration
L402[18:48:39] <LexMobile> then you've
derped something up.
L404[18:48:56] <PaleoCrafter> will only
print "Server" when playing on a dedicated server
L405[18:49:33] <LexMobile> thts because
server and client registries are merged in local servers
L406[18:49:41] <LexMobile> which is
fucking annoying but meh
L407[18:50:44] <LexMobile> however, if you
register things correctly then you should be fine. The client local
server should load the registry from the world, and then inject
anything it has on top of that so the override should take
effect
L408[18:51:26] <PaleoCrafter> it works
fine in singleplayer (i.e. local server), as soon as I join a
dedicated server (with my mod), I observe that behaviour
L409[18:51:49] <LexMobile> 'That
behavior'?
L410[18:52:09] <PaleoCrafter> only
"Server" being printed, not "Server" and
"Client"
L411[18:52:25] <PaleoCrafter> a breakpoint
in the base Block class also gets triggered on the client rather
than the one in my anonymous one
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L413[18:52:46] <LexMobile> No idea, it
works just fine in the test mod i have
L414[18:53:03] <LexMobile> you can do some
debugging by dumping the registry snapshot sent over the wire
L415[18:55:39] <PaleoCrafter> will
do
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L419[19:00:09] <PaleoCrafter> uhm... I
don't see any usages for
FMLHandshakeMessage.RegistryData.overrides
L420[19:00:45] <PaleoCrafter>
FMLHandshakeClientState.WAITINGSERVERCOMPLETE shows how many there
were, but it doesn't actually add them to the snapshot
L421[19:03:04] <PaleoCrafter> nvm, it
doesn't even show how many there were
L423[19:05:25] <PaleoCrafter> the data
gets read, it doesn'tget processed, though
L425[19:06:03] <PaleoCrafter> would
probably be responsible for that, but doesn't do it
L426[19:07:05] <LexMobile> possibly
L427[19:07:08] <LexMobile>
interesting
L428[19:07:16] <LexMobile> go test and pr
it
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L430[19:08:51] <PaleoCrafter> will do so
tomorrow, for now it's bedtime :D I'll also look into the model
stuff, or I'll try to kick fry's butt again xD
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L439[19:34:24] <Shawn|i7-Q720M> direct
show out of anything other than xsplit doesn't seem dooable
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L447[20:05:53] <ryankshah> Had to go off
yesterday but not sure if anyone replied to me issue
L448[20:05:55] <ryankshah> Hey guys! So
I've just got back into modding after a bloody while and I'm
struggling with creating an Item. So my Item is found ingame and
the language file works, however it cannot find the texture.
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L463[20:30:00] <howtonotwin> ryankshah,
you used the wrong method in registerItemModel
L464[20:30:09] <howtonotwin> It's
ModelLoader.setCustomModelResourceLocation
L465[20:31:01] <ryankshah> howtonotwin,
what line?
L466[20:31:16] <ryankshah> 84?
L467[20:31:18] <howtonotwin> yep
L468[20:31:46] <howtonotwin> You'll also
notice that you need to do a bit of refactoring to get the meta
value shipped around
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L470[20:32:46] <ryankshah> Meta is used
for having more options for items? like if i have lots of ingots i
can just use the meta values?
L471[20:33:06] <howtonotwin> You could,
but that's not really what it's normally used for
L472[20:33:35] <howtonotwin> Vanilla uses
meta to tell items that are conceptually the same but in different
states apart
L473[20:33:47] <ryankshah> Oh lel, like
wool
L474[20:33:48] <ryankshah> I gotcha
L475[20:34:03] <howtonotwin> yep
L476[20:34:24] <howtonotwin> I also notice
@EventHandler annotations in your clientproxy
L477[20:34:28] <howtonotwin> Don't do
that
L478[20:34:53] <ryankshah> Yeah yeah i
just copied the three methods from my main mod file, accidental
:')
L479[20:35:12] <howtonotwin> d(^.^)
L480[20:35:32] <ryankshah> hopefully this
works now haha
L482[20:36:36] <ryankshah> wooh it
works
L483[20:36:51] *
howtonotwin celebrates
L484[20:37:00] <ryankshah> dont think ill
be using meta values so i might leave the refactor
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