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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?
L129[08:48:50] <ghz|afk> like this: https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/generator.json
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
L140[10:36:47] <howtonotwin> Does this format look good? https://hastebin.com/abebosabem.txt
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
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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
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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)
L216[16:21:12] <fry> btw https://google.github.io/guava/releases/19.0/api/docs/com/google/common/base/Functions.html#compose(com.google.common.base.Function,%20com.google.common.base.Function)
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
L240[16:26:04] <howtonotwin> You can't call compose with a lambda in the first place, because https://github.com/google/guava/blob/master/guava/src/com/google/common/base/Function.java#L62-L63
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;
L255[16:28:18] <ghz|afk> https://www.youtube.com/watch?v=DsFjpCKhP0Q
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 ^_^
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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?
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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).
L306[17:06:48] <ghz|afk> http://www.json.org/
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
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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] ⇦ Quits: P3pp3rF1y (~P3pp3rF1y@minehost.io) (Ping timeout: 201 seconds)
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
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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
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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
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L356[19:58:03] <illy> something tells me I messed up my world generation http://i.imgur.com/rmZNaOk.jpg :P
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L362[20:16:25] *** KnightMiner_ is now known as KnightMiner
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L365[21:05:36] <Shawn|i7-Q720M> howdy
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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
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L376[21:18:10] <Shawn|i7-Q720M> looking glass is just a block mod
L377[21:18:55] <howtonotwin> ? Is it this one? https://minecraft.curseforge.com/projects/lookingglass
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
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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] ⇨ Joins: howtonotwin (~howtonotw@75.110.22.15)
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.
L392[21:27:33] ⇨ Joins: CoderPuppy (~cpup@32.218.117.107)
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
L403[21:30:39] <howtonotwin> https://twitter.com/XCompWiz/status/886370746603364352
L404[21:30:48] <howtonotwin> Oh wait
L405[21:30:51] * howtonotwin can't read
L406[21:34:02] <capitalthree> https://minecraft.curseforge.com/projects/mystcraft/files
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
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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
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L424[22:00:02] <illy> Woo https://blogs.adobe.com/conversations/2017/07/adobe-flash-update.html
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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