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L1[00:09:09] <killjoy1> I just opened up my
minecraft jar and I see /assets/.mcassetsroot
L2[00:09:15] <killjoy1> It's an empty
file
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L12[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170725 mappings to Forge Maven.
L13[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170725-1.12.zip
(mappings = "snapshot_20170725" in build.gradle).
L14[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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L19[02:32:19] <PaleoCrafter> killjoy1, that
file's location is used for the recipe and advancement loading,
iirc
L20[02:32:23] <PaleoCrafter> It's just a
marker
L21[02:32:44] <killjoy1> I figured that it
was a marker
L22[02:33:11] <ghz|afk> so far as I saw
from the code
L23[02:33:29] <ghz|afk> it's a marker to
tell mc that the jar it's looking at is indeed where the assets
are
L24[02:33:47] <ghz|afk> like, it has no
other use than verify that the folder is the expected one
L25[02:33:55] <ghz|afk> check
RecipeHandler
L26[02:34:20] <ghz|afk> eh
craftingmanager*
L27[02:34:40] <ghz|afk> in
parseJsonRecipes
L28[02:34:43] <ghz|afk> it gets that
file
L29[02:34:45] <ghz|afk> checks that it
exists
L30[02:34:52] <ghz|afk> and thne proceeds
to load from that jar's folder
L31[02:35:21] <ghz|afk> or rather
L32[02:35:36] <ghz|afk> it uses that one
file to obtain a "full path" of the assets including the
jar name
L33[02:35:45] <ghz|afk> so that it can
later scan the folders
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L38[03:29:35] <halvors> How can i rotate an
OBJ model using json?
L39[03:29:36] <halvors> I have defined
facing for each direction n/s/e/w
L40[03:29:58] <halvors> When doing: y:
"180" it doesn't rotate.
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L49[04:33:17] <killjoy1> I can't believe I
spent the last 30 minutes reading an issue when I should be
sleeping
L50[04:33:26] <killjoy1> damn Chinese
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L71[06:38:18] <TechnicianLP> when doing
obj-models i have to center them on 0.5/0.5/0.5 ? 0/0/0 seems to be
offsetting it into one corner
L72[06:44:07] <ghz|afk> 0.5,0.5,-0.5
L73[06:44:08] <ghz|afk> or was it
L74[06:44:11] <ghz|afk> -0.5,0.5,0.5
L75[06:44:13] <ghz|afk> but yeah
L76[06:44:15] <ghz|afk> one of those
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L78[06:46:31] <TechnicianLP> why one
-?
L79[06:46:53] <fry> should be
0.5/0.5/0.5
L80[06:47:01] <fry> with no negatives
L81[06:47:05] <TechnicianLP> k
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L83[06:47:33] <TechnicianLP> Nodes in b3d
are like the clips defined in an armatures fry?
L84[06:48:46] <fry> not really
L85[06:48:51] <fry> nodes = models and
submodels
L86[06:53:13] <TechnicianLP> thing is i
have a obj-model currently (which should have two independently
animating parts) - but i heard onj cant animate and i need to
convert to b3d (but i cant find docs on animated b3d)
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L89[06:58:48] <ghz|afk> fry: should !=
is
L90[06:59:04] <ghz|afk> or rather
L91[06:59:12] <ghz|afk> theactual obj file
IS 0.5,0.5,0.5
L92[06:59:23] <ghz|afk> but when you edit
in Blender, you haveto put it in one negative
L93[06:59:35] <ghz|afk> because when
converting Z-up to Y-up, one of the axis gets flipped
L94[06:59:39] <fry> don't remember needing
to do that
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L97[07:01:34] <fry> default export
directions are indeed silly - -z is forward
L98[07:01:44] <fry> but switching it to +x
should work fine
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L100[07:03:37] <TechnicianLP> anyways: how
do i define joints/clips for an b3d?
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L112[08:34:53] <TechnicianLP> is it normal
for b3d models to be invisible? (without any errors)
L113[08:41:57] <halvors> Do you render in
a TESR or thru json?
L114[08:42:25] <halvors> In my experience
it could turn invisible if the texture is found, but is off.
L115[08:42:32] <halvors> offset*
L116[08:42:52] <halvors> Do you have the
"flip-v" attribute to true?
L117[08:43:52] <TechnicianLP> i just
exported the model to b3d and made it load via json (shouldnt it
render white (like obj) when texture is missing?)
L118[08:45:51] <halvors> Yeah i think
so.
L119[08:45:59] <halvors> Hmm
strange.
L120[08:46:09] <halvors> I've only worked
with obj models.
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L122[08:47:18] <halvors> Anyone knows how
to rotate a json rendered model?
L123[08:47:35] <halvors> Sorry, i mean obj
models rendered thru json.
L124[08:48:04] <ghz|afk> well int he
blockstates file
L125[08:48:11] <ghz|afk> you can have
"y": 90 or so
L126[08:48:16] <ghz|afk> or you can use
"transforms"
L127[08:48:32] <kashike> transformers,
blockstates in disguise
L128[08:48:35] <halvors> transforms is
where i set the default state isn't it?
L130[08:55:11] <halvors> Thanks, gotta be
something wrong with my facing code then.
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L138[10:30:25] *
TechnicianLP almost managed to rename the texture (at least the
texturename changed ... "unresolved texture '#' for b3d
model")
L139[10:36:39] <howtonotwin> So I've
almost gotten the basics of blockstate v2 1/3-done
L141[10:37:16] <howtonotwin> It's only the
inner part (model fragment), { forge_marker: 2, variants { prop {
val <here> } } }
L142[10:38:37] <ghz|afk> I have no idea
what
L143[10:38:41] <ghz|afk>
"<arbitrary>:
mList(mWeight(mUnset(<string>)))," would be
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L145[10:39:20] <howtonotwin> I tried to
factor out some of the common things into the predefined section,
but apparently that didn't work out :P
L146[10:39:45] <ghz|afk> ooooh
L147[10:39:46] <howtonotwin> A list [...]
of weighted { value: <value>, weight: <weight> }
things, where a <value> may be null
L148[10:40:01] <ghz|afk> I skipped
everything above
L149[10:40:06] <howtonotwin> Lol
L150[10:40:10] <ghz|afk> and went directly
to the actual "code"
L151[10:40:25] <howtonotwin> That's where
the combinator question from yesterday came from
L152[10:40:43] <howtonotwin> Because
that's how I wrote it in code too :P
L153[10:41:40] <ghz|afk> hmmm
L154[10:41:41] <ghz|afk> *
"uvlock": <bool>,
L155[10:41:41] <ghz|afk> *
"gui3d": <bool>,
L156[10:41:41] <ghz|afk> *
"smooth_lighting": <bool>,
L157[10:41:45] <ghz|afk> shouldn't these
be custom data?
L158[10:41:53] <howtonotwin> It's right
under?
L159[10:42:38] <ghz|afk> yes I know, I
mean, shouldn't those 3 values be given to the model through custom
data instead of being separate?
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L163[10:43:22] <howtonotwin> No, that's
not how Model works
L164[10:43:40] <howtonotwin> There's one
method for each uvlock gui3d smooth and custom
L165[10:43:50] <howtonotwin> So that's
reflected in the format
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L167[10:44:12] <ghz|afk> ah I see
L168[10:44:40] <ghz|afk> it doesn't feel
like it belongs on a blockstates file to me ;P
L169[10:45:38] <howtonotwin> That's how
the system works. We're stuck with it for the foreseeable future
/shrug.
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L178[13:34:15] <TechnicianLP> my b3d model
is still invisible :( (it has a texture now - but that didn't fix
it)
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L181[13:53:31] <TechnicianLP> does anyone
have an idea why my model renders invisible?
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L186[14:43:42] <TechnicianLP> ok my root
element isnt a mesh -> i need to tell the model which meshes to
use (all of them ...) (now to fix only two triangles having a
texture ... (and the whole thing being sideways))
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L199[16:16:38] <howtonotwin> Is there a
*usable* version of Function::compose floating around in our
libs?
L200[16:17:11] <howtonotwin> One that
works on method refs?
L201[16:18:22] <ghz|afk> hmm still not
certain what composing refers to... is it like compose(a,b) returns
a function that takes an input and calls b(a(input)) ?
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L203[16:18:34] <howtonotwin> yes
L204[16:19:03] <fry> h(x) = f(g(x))
L205[16:19:09] <fry> h = compose(f,
g)
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L207[16:19:39] <fry> order can be swapped
depending on the author :P
L208[16:19:46] ⇦
Quits: armctec (~Thunderbi@191.180.62.199) (Client
Quit)
L209[16:19:53] <howtonotwin> Wait
what?
L210[16:20:00] <howtonotwin> People swap
the args to compose?
L211[16:20:08] <howtonotwin> The heathens
must burn!
L212[16:20:24] <fry> oh my sweet summer
child :P
L213[16:20:25] ⇦
Quits: Noppes (~Noppes@ip56530f2e.direct-adsl.nl) (Read error:
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L214[16:20:45] <ghz|afk> aha so it would
be like.... public static <I,T,O> Function<I,O>
compose(Function<I,T> a , Function<T,O> b){ return (i)
-> b(a(i)); }
L215[16:21:00] <ghz|afk> (spent all day
doing C/C++ so excuse me ifthat's not valid java ;P)
L217[16:21:31] <howtonotwin> Thanks
L218[16:21:34] <ghz|afk> too bad it
requires guava Function instead of java lang?
L219[16:21:40] <howtonotwin> Darnit
L220[16:21:52] <howtonotwin> Slightly
uglier lambda it is then
L221[16:22:15] <ghz|afk> fixed ->
public static <I,T,O> Function<I,O>
compose(Function<I,T> a , Function<T,O> b){ return (i)
-> b.apply(a.apply(i)); } }
L222[16:22:36] <ghz|afk> I have no idea
how java's inference will handle that though
L223[16:22:40] <howtonotwin> Wait no
taking guava Function isn't a problem because lambdas are
extrapolymorphic
L224[16:22:49] <howtonotwin> Thanks!
L225[16:23:53] ***
MrKickkiller is now known as MrKick|Away
L226[16:24:33] <howtonotwin> What in
heavens name...
L227[16:24:34] <ghz|afk> lambdas are, but
the output from compose will be a guava Function like it or
not
L228[16:24:34] <ghz|afk> ;P
L229[16:25:00] <howtonotwin> WHY does
Guava have to ruin a perfectly simple function interface with
equals()?
L230[16:25:07] <kashike> good thing
guava's function extends java's, ghz|afk :)
L231[16:25:15] <ghz|afk> do they?
L232[16:25:17] <kashike> yes
L233[16:25:22] <ghz|afk> ah that's
nice
L234[16:25:27] <ghz|afk> so the only issue
there
L235[16:25:34] <ghz|afk> would be trying
to call compose(javaFunc, ...)
L236[16:25:34] <kashike> same with
supplier, and some other stuff
L237[16:25:47] <kashike> well, you could
cheat probably
L238[16:25:54] <kashike>
compose(java::test,
L239[16:25:56] <kashike> I think
L241[16:26:10] <ghz|afk> I guess you could
give it javaFunc::apply but ewh
L242[16:26:27] <ghz|afk> howtonotwin:
wat
L243[16:26:39] <ghz|afk> doesn't that make
the interface useless to lambdas?
L244[16:26:42] <howtonotwin> exactly
L245[16:26:49] <ghz|afk> well then
L246[16:26:49] <ghz|afk> [23:22]
(ghz|afk): fixed -> public static <I,T,O>
Function<I,O> compose(Function<I,T> a ,
Function<T,O> b){ return (i) -> b.apply(a.apply(i)); }
}
L247[16:26:51] <ghz|afk> ;P
L248[16:27:08] <kashike> howtonotwin: it
works fine
L249[16:27:11] <kashike> how sure what
you're on about
L250[16:27:37] <howtonotwin> Everything is
insane and I'm going to stick to my ugly lambda :P
L251[16:27:49] <kashike> void bar() {
this.foo(input -> "foo");}
L252[16:27:51] <kashike> void foo(final
Function<String, String> function) {}
L253[16:27:53] <kashike> works fine
L254[16:27:56] <kashike> import
com.google.common.base.Function;
L256[16:28:23] ⇦
Quits: johni0702 (johni0702@johni0702.de) (Ping timeout: 383
seconds)
L257[16:28:36] <ghz|afk> Tobuscus released
a new parody video ^_^
L258[16:32:35]
⇨ Joins: johni0702 (johni0702@johni0702.de)
L259[16:32:49] <Ordinastie> damn I love
that song
L260[16:32:53] <Ordinastie> the original I
mean
L261[16:33:00] <ghz|afk> same
L262[16:33:07] <Ordinastie> originals I
should say even
L263[16:33:21] <ghz|afk> a few months ago
I was thinking about the old original song
L264[16:33:36] <ghz|afk> and I thought
"have I ever actually listened to it? I only know the first
few words..."
L265[16:33:39] <ghz|afk> and I went to
look it up
L266[16:33:48] <ghz|afk> and I saw the
cover by Disturbed
L267[16:33:55] <ghz|afk> and I had an
eargasm
L268[16:34:06] <Ordinastie> "the
first few words" because of all those "meme" videos
><
L269[16:34:15] <ghz|afk> spent the next 3
weeks or so listening to it at least once a day
L270[16:34:25] <ghz|afk> well I had heard
them before the memes
L271[16:34:33] <ghz|afk> but my flatmate
did catch the meme also
L272[16:35:34] <Ordinastie> "once a
day" ahah, you lowly noob
L273[16:35:52] <Ordinastie> its hours non
stop for me ><
L274[16:35:52] <ghz|afk> *at least* once a
day
L275[16:35:58] <ghz|afk> I can't do
repeat
L276[16:36:12] <ghz|afk> it bothers my
brain
L277[16:36:21] <ghz|afk> because I know
it's going to repeat over and over and over and over and over and
over and AAAAAAAAHHHH
L278[16:37:12] <Ordinastie> oh god, the 21
pilots parody ^^
L279[16:37:21] <ghz|afk> XD
L280[16:37:24] <howtonotwin> Erm... I
appear to have placed an accidental feature into BlockstateV2. Is
duplicate keys being treated as if they were a list of values
assigned to the same key a good idea for textures, custom data, and
submodels?
L281[16:37:52] <ghz|afk> howtonotwin:
hmmmmm i'd expect one to replace the other
L282[16:37:59] <ghz|afk> so it would be
unintuitive to me
L283[16:38:07] <ghz|afk> but others may
disagree
L284[16:38:14] <ghz|afk> i think it should
warn, if not error
L285[16:38:32] <ghz|afk> because more
often than not, it will be a typo and unintended
L286[16:38:56] <howtonotwin> Good
point
L287[16:39:36] <howtonotwin> Thankfully
that all goes through the same parser :P
L288[16:40:11] <fry> there are no
duplicate keys in the json
L289[16:40:17] <howtonotwin> Oh good
L290[16:40:27] <howtonotwin> Then there's
no accidental feature
L291[16:40:28] <fry> there's also no
ordering
L292[16:41:22] <howtonotwin> That just
removed 10% of the complexity in my code
L293[16:41:45] <fry> why are you doing
anything without having an understanding of the underlying
format?
L294[16:42:06] <howtonotwin> Good
question
L295[16:42:10] *
howtonotwin goes off to rtm
L296[16:53:42] ⇦
Quits: Hubry (~Hubry@ip-93-94-186-179.uznam.net.pl) (Quit: Good
night, everyone.)
L297[17:00:19] <howtonotwin> Erm, are you
sure about that no order part?
L298[17:01:30]
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L300[17:04:46] <ghz|afk> howtonotwin: the
deserializer probable gives them to you in order, but a JsonObject
should be considered a Map
L301[17:05:03] <howtonotwin> The javadoc
states ordering is preserved
L302[17:05:21] <ghz|afk> that's be for
convenience, I would say
L303[17:05:24] <ghz|afk> that'd*
L304[17:05:57] <howtonotwin> ?
L305[17:06:36] <ghz|afk> from the
definition of json: An object is an unordered set of name/value
pairs. An object begins with { (left brace) and ends with } (right
brace). Each name is followed by : (colon) and the name/value pairs
are separated by , (comma).
L307[17:07:05] <howtonotwin> For some
reason I forgot that place existed
L308[17:07:12] <ghz|afk> if gson preserves
order, it's just a convenience, not part of the language
L309[17:10:43] <ghz|afk> night ppl
L310[17:10:45] *
ghz|afk poofs
L311[17:11:53] ⇦
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L314[17:48:54] <SatanicSanta> Are keybinds
still broken in 1.12?
L315[17:53:32] <KnightMiner> Broken in
what way?
L316[17:53:37] <KnightMiner> Last I
checked they were fine
L317[17:53:55] <SatanicSanta> I don't
remember what the issue was specifically but when I added new
client side keybinds opening the control menu would crash
L318[17:53:58] ⇦
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L319[17:53:58] <SatanicSanta> something
about sorting iirc
L320[17:54:34] <KnightMiner> Oh, were they
client side only or something? I cannot say I've ever used keybinds
though
L321[17:54:58] <SatanicSanta> yes
L322[17:55:07] <KnightMiner> I'd say try
it and see if it works, if not find minimal steps to reproduce and
submit a ticket to Forge
L323[17:56:08] <KnightMiner> Just make
sure its registered properly before the ticket
L324[17:56:38] <SatanicSanta> I mean,
define properly, because this stuff isn't documented at all
L325[17:56:39]
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L326[17:56:47] <SatanicSanta> what I'm
working on works fine in 1.11
L327[17:56:56] <KnightMiner> Like I said,
I have never really done it
L328[17:57:08] <SatanicSanta>
!latest
L329[17:57:09] <KnightMiner> I just know
tickets often get closed becasue of user error
L330[17:57:24] <SatanicSanta> in this case
that'd be dumb considering there's no documentation or migration
guides lol
L331[17:57:39] <KnightMiner> Is this
through a Forge method, or a vanilla one?
L332[17:58:00] <SatanicSanta>
ClientRegistry is from Forge.
L333[18:08:24] <SatanicSanta> !gf
func_194127_a
L334[18:08:43]
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L335[18:11:14] <SatanicSanta> ah good,
looks like it was fixed at some point in the past couple
months
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L353[19:47:38] <osum4est> hello, i'm
trying to figure out how to add some information to items using the
jei api. i've written this code based off the guide, but i'm not
sure how to actually attatch my category to all crafting recipes.
right now, my category doesn't show up anywhere:
https://hastebin.com/azilikeyic.java
L354[19:56:41] ⇦
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L362[20:16:25] ***
KnightMiner_ is now known as KnightMiner
L363[20:30:15] ⇦
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L365[21:05:36] <Shawn|i7-Q720M>
howdy
L366[21:05:41]
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L367[21:05:45] <Shawn|i7-Q720M> is it
possible to add more than 1 game camera to minecraft?
L368[21:06:11] <fry> Not from a Jedi
L369[21:06:45] <Shawn|i7-Q720M> like say,
4 in game cameras surrounding the player, looking at the player on
in first person mode giving front, back, left and right
simultaneous views, for 4 sided prism holography?
L370[21:07:14] <Shawn|i7-Q720M> the
rendering orientation would have to be changed too
L371[21:07:32] <Shawn|i7-Q720M> in a
triangle view
L372[21:09:21] <howtonotwin> I think it's
possible to render extra camera views, but I have no idea if it's
possible to coerce the main gui into SHOWING them in an arbitrary
fashion
L373[21:10:14] <howtonotwin> I know the
first part is possible because there's a mod (albeit outdated, so
it might have been broken, but I doubt it) that does it: see
LookingGlass
L374[21:13:23] <Shawn|i7-Q720M> ahh
L375[21:16:27] ⇦
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L376[21:18:10] <Shawn|i7-Q720M> looking
glass is just a block mod
L378[21:19:39] <capitalthree> maybe
iChun's portal gun mod would be a good example but it's closed
source :(
L379[21:19:56] <howtonotwin> Looking Glass
is open source :P
L380[21:20:13] ⇦
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L381[21:20:34] <capitalthree> oh wow
looking glass looks very appropriate
L382[21:20:38] <capitalthree> what do you
mean a "block mod"?
L383[21:22:41] <capitalthree> I guess the
big question would be how hard it is to port to modern
minecraft
L384[21:23:07] ***
Mumfrey is now known as mumfrey
L385[21:23:43] <howtonotwin> I don't think
the Great Terror of 1.8 affected the things it does too much
L386[21:23:58] <howtonotwin> Probably
broke the test portals though
L387[21:24:20] ⇦
Quits: howtonotwin (~howtonotw@75.110.22.15) (Quit:
Pop!)
L388[21:24:37]
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L389[21:24:45] *
howtonotwin tries to press Cmd+A
L390[21:24:52] *
howtonotwin presses Cmd+Q
L391[21:26:25] <howtonotwin> XCompWiz
seems to be alive again, and he's updating mystcraft (which becomes
100x more epic with LG) so he's probably already on the
updating.
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L393[21:29:23] <capitalthree> WHOAH
L394[21:29:26] <capitalthree> updating
mystcraft?
L395[21:29:30] <capitalthree> this changes
everything
L396[21:29:39] <capitalthree> for what
version?
L397[21:29:41] <howtonotwin> 1.12
L398[21:29:46] <howtonotwin> Already
released ?
L399[21:29:51] <capitalthree> oh wow
L400[21:29:58] <capitalthree> I guess I
need to make a 1.12 modpack pretty much now
L401[21:30:25] <capitalthree> oh actually
I only see 1.11.2
L402[21:30:26] <capitalthree> not
1.12
L404[21:30:48] <howtonotwin> Oh wait
L405[21:30:51] *
howtonotwin can't read
L407[21:34:22] <howtonotwin> I misread
1.11.2 in the tweet as 1.12
L408[21:34:38] <capitalthree> well that
kinda works out for me, I'm mostly messing around with 1.11.2 mods
at present
L409[21:38:22] ⇦
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L410[21:39:04] <osum4est> how can i get
the input items from an IRecipe?
L411[21:44:19] <howtonotwin>
getIngredients.getMatchingStacks
L412[21:44:30] <howtonotwin> It might not
be all stacks though
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L414[21:54:15] <osum4est> where do i call
getIngredients?
L415[21:54:27] <howtonotwin> On the
IRecipe
L416[21:56:52] <osum4est> i don't think
IRecipe has a method called getIngredients?
L417[21:57:56] <howtonotwin> Are you on
1.12
L418[21:57:59] <howtonotwin> ?
L419[21:58:16] <osum4est> i'm on
1.10
L420[21:58:35] *
kashike grumbles about people using old software
L421[21:58:43] <howtonotwin> Then I
wouldn't know, sorry
L422[21:59:06] <osum4est> thats fine,
thanks! i'll probably switch over to 1.12 anyway
L423[21:59:48] ⇦
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L425[22:01:04] *
howtonotwin celebrates Flash's impending doom
L426[22:01:46] <osum4est> dang, i was
hoping we would get a minecraft flash edition sometime :P
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L428[22:02:04] <howtonotwin> lol
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