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L14[01:24:15] <Ordinastie> !gm
func_149666_a
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L21[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170821 mappings to Forge Maven.
L22[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170821-1.12.zip
(mappings = "snapshot_20170821" in build.gradle).
L23[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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L26[02:17:52] <TheresaJayne> i am trying to
work out how to run a technic pack modpack without having to run
technic (already downloaded so don't really need it) how does it
work and how can i run the pack and make it log me in without
needing the launcher TL;DR; what command line do i need to run a
technic pack without the launcher
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L29[02:31:02] <z0ttel> TheresaJayne:
running modpacks without their launcher is generally done as
follows: Install correct version of forge, copy mods, config and
(maybe) other files from launcher instance to new place then
run
L30[02:31:47] <TheresaJayne> how to
run
L31[02:32:07] <TheresaJayne> there is no
forge.jar or anything like it
L32[02:33:12] <z0ttel> with multimc: create
a new instance, choose the right mc version for your modpack, then
open the settings and install correct version of forge
L34[02:33:58] <z0ttel> methinks
L35[02:35:50] <McJty> MultiMC is
easiest
L36[02:35:57] <McJty> Just make a new
instance with right version of MC + forge
L37[02:36:09] <McJty> Copy over config+mods
from the modpack you want into that instance
L38[02:36:10] <McJty> Ready
L39[02:37:09] <gigaherz|work> ^ vanilla
launcher can do that too ;p
L40[02:37:32] <gigaherz|work> it's just a
couple clicks more to create the profile
L41[02:38:21] <McJty> And it doesn't
automatically download + install forge
L42[02:38:30] <gigaherz|work> install forge
-> create new profile -> choose forge on the version dropdown
-> enable custom data folder -> type in the folder where you
dropped the modpack files
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L46[03:12:20] <McJty> Is it the
EntityAINearestAttackableTarget that is supposed to follow the
player (and attack him)?
L47[03:12:33] <McJty> The custom mob I have
is attacking the player but it doesn't follow
L48[03:12:50] <McJty> The mob is nearly a
copy of EntityCreeper
L49[03:12:53] <McJty> It explodes and
stuff
L50[03:12:55] <McJty> But it doesn't
follow
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L139[11:31:52] <williewillus> anyone
familiar with how OD replacement in vanilla recipes works?
L140[11:31:56] <williewillus> I'm seeing
something weird
L142[11:33:53] <williewillus> this is the
bucket recipe. it seems like there's lingering Ingredient instances
after the OD ones get inserted, resulting in 6 ingredient objects
being present
L143[11:34:20] <williewillus> actually
wait that probably represents the empty spots
L144[11:34:21] <williewillus> nvm
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L168[13:43:24] <Dark> anyone know how to
get the the game instance save folder without using a world
instance?
L169[13:47:49] <barteks2x> do you have
MinecraftServer instance?
L170[13:51:48] <Dark> wasn't sure how to
get that in 1.12 so no
L171[13:51:58] <Dark> use to be
MinecraftServer.getServer() but it changed
L172[13:52:42] <barteks2x>
FMLCommonHandler.instance().getMinecraftServerInstance() will
always give you one if it exists. But why you don't have access to
a world?
L173[13:52:54] <barteks2x> if you have
server running, there almost always is a world
L174[13:53:42] <Dark> looking for a
cleaner way then doing
DimensionManager.getWorld(o).getSaveHandler().getWorldDirectory().getParentFile()
L175[13:54:45] <barteks2x> you probably
aren't going to find a cleaner way if you don't have a world
instance already, but it's straneg you would even needthat
location.
L176[13:55:16] <barteks2x> I use it
because I'm rewriting the save format as one of the things, but I
don't think a normal mod would have any use of it
L177[13:55:22] <Dark> I have a save
handler that saves data to the world folder automaticly, it used
for things like permission systems, AI logic, village data,
etc
L178[13:55:49] <barteks2x> can't you use
WorldSavedData?
L179[13:56:01] <Dark> tbh not sure,
porting a 1.7.10 mod to 1.12
L180[13:56:04] <ghz|afk> that.
L181[13:56:13] <ghz|afk> if you write
custom files, you are 99% of the time doing it wrong
L182[13:56:28] <ghz|afk> use
WorldSavedData with the global data set
L184[13:56:59] <Dark> I'll switch over to
it later, right now just doing a raw update
L185[13:57:05] <ghz|afk> this existed in
1.7.10 I believe
L186[13:57:15] <Dark> :) then most likely
I will switch
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L190[13:59:04] <ghz|afk> that
RiftStorageWorldData maintains a list of shared inventories (sortof
like ender chest storage)
L191[13:59:30] <barteks2x> actually
vanilla uses WorldSavedData for it's structures
L192[13:59:30] <Dark> marked my old system
as depricated and add those links to remind myself to update
:)
L193[13:59:33] <ghz|afk> each actual
inventory is one RiftInventory, but the map of inventory IDs to
their instances is managed and stored by the RSWD
L194[13:59:35] <barteks2x> so even vanilla
has examples
L195[13:59:41] <ghz|afk> true
L196[13:59:57] <ghz|afk> thesystem was
originally designed to store maps
L197[14:00:01] <ghz|afk> but then extended
to store other stuff
L198[14:00:05] <ghz|afk> (village
structures?)
L199[14:00:12] <Dark> looks nice
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L250[20:18:59] <joazlazer> Is there a way
to retrieve the verts from a BakedQuad?
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L280[21:49:58] <Raycoms> Hi
L281[21:53:37] <Raycoms> Isn't the
classical onItemUse fired when clicking on a fencepost or similar?
(In the item class which is used to click)
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L288[22:10:32] <Raycoms> Like, we right
click blocks with our custom items, but we want the position and
the itemStack of the item we use and we get that kinda only in the
ononItemUse
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L297[22:19:32] <williewillus>
setShouldWatch
L298[22:19:36] <williewillus> !gm
BaseAttribute.setShouldWatch
L299[22:20:00] <williewillus> !gf
BaseAttribute.shouldWatch
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L310[22:52:44] <Elec0> Is there an easy to
programmatically generate a texture to be displayed in the GUI? Or
am I going to need to either do OpenGl stuff or override the
TextureManager code?
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