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L4[01:53:30] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170907 mappings to Forge Maven.
L5[01:53:34] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170907-1.12.zip (mappings = "snapshot_20170907" in build.gradle).
L6[01:53:45] <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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L31[04:33:45] <busti> Thanks for your help yesterday gigaherz|work. I am now creating an atrocity called SidedItemHandlerWrapper
L32[04:34:03] <gigaherz|work> :)
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L75[08:13:25] MineBot sets mode: +v on RichardG_
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L82[08:54:04] <Kruptein> anyone know what the p_185477_7_ boolean in Block.addCollisionBoxToList does; mcpbot_reborn couldn't give me a mapping
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L85[08:57:29] <Raycoms> Hi =D
L86[08:57:52] <Raycoms> Does anyone have a nice function to search a random position in the world?
L87[09:00:38] <gigaherz_> wat?
L88[09:01:05] <gigaherz_> Kruptein: if it's not documented in the bot, it means no one has figured it out yet
L89[09:01:18] <gigaherz_> or whoever has documented it doesn't want to share
L90[09:01:18] <gigaherz_> ;P
L91[09:01:33] <Andrio> Raycoms, what are you looking for?
L92[09:02:17] <Raycoms> I have some npcs I want to let randomly walk around, I have something already, but sometimes the random chosen point is unreachable
L93[09:02:50] <Kruptein> gigaherz_, ok thanks anyway :)
L94[09:03:07] *** PaleOff is now known as PaleoCrafter
L95[09:03:09] <MalkContent> i might be wrong, but it's probably gonna be hard to find someone who dealt with something like that already
L96[09:03:19] <MalkContent> @Ray
L97[09:03:27] <Andrio> well, for instance, if your possibility space is the entire 36-trillion-block world border area, that's going to happen a lot.
L98[09:03:30] <Kruptein> why don't you use random directions
L99[09:03:59] <Raycoms> I want the position be in a radius of at most 20 blocks
L100[09:04:00] <Andrio> hm
L101[09:05:10] <PaleoCrafter> Kruptein, I think that Param is 'isActualState'. I thought I had mapped it
L102[09:05:10] <Raycoms> I currently use vec3d = RandomPositionGenerator.findRandomTarget(worker, 5, 3); but the result is nothing good
L103[09:06:02] <Kruptein> PaleoCrafter, that's possible, if it's false it will fetch its actual state
L104[09:06:11] <Kruptein> thanks
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L106[09:08:40] <MalkContent> try: random position in 20 block radius circle. if non-passthrough block, search up and down for the two acceptable blocks, randomize the target block between those two with vertical distances as weight
L107[09:08:53] <MalkContent> and if you can't get a path, then obviously don't do it :x
L108[09:11:20] <Raycoms> The problem again is, how to detect if the position is possible
L109[09:11:53] <Raycoms> like detecting if he can path there somehow
L110[09:12:36] <MalkContent> can't you use minecrafts mob pathing?
L111[09:13:07] <MalkContent> pretty sure it figures out if a position is reachable somewhere in there
L112[09:14:22] <Corosus> one strat i used was to manually call the pathfind call, peek the last node, and check if it was within a few blocks of where you wanted them to go, if its not, dont actually set it as the path
L113[09:14:40] <Corosus> if it was close enough you know the pathfind call was successfull enough
L114[09:15:22] <Corosus> by now they might have some built in thing for it but im not sure
L115[09:16:53] <Corosus> and yeah check for open air spot with ground under it to optimize cpu usage to prevent pointless pf calls
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L118[09:24:02] <Raycoms> Btw, if someone is interested, minecolonies is currently searching devs =D
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L122[09:34:23] <Raycoms> Okay, I changed it, if they stand several ticks at the same location they will try a different point to path to, and they search a tuple of directions and a random distance to path to
L123[09:34:31] <Raycoms> 50% chance being the same direction as before
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L125[09:35:21] <AndersBillLind> I get heap space problems when I try to setupDecompWorkspace, regardless of the settings (in 3 places) where I try to set the heap size, I get "Could not reserve enough space for 3145728KB object heap"
L126[09:36:12] <AndersBillLind> Trying DEFAULT_JVM_OPTS="-Xmx1024m"
L127[09:36:42] <AndersBillLind> It seems gradle gives me the opportunity to set that in at least 3 locations
L128[09:36:49] <AndersBillLind> And ignores them all
L129[09:37:27] <AndersBillLind> Oh, bad timing, I have to go again
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L131[09:37:38] <Raycoms> Just when I wanted to answer
L132[09:55:43] <Raycoms> Does this work: compound.merge(NBTUtil.createPosTag(barracks));
L133[09:55:43] <Raycoms> ?
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L142[10:33:34] <viveleroi> well I took out quark since it's pretty buggy for 1.12 and that fixed my perf issues, but I still get the tile entity locking issue. a reboot is the only valid fix. it happens so randomly, I can't debug by testing with subsets of my mod, unless I can figure out some way to reproduce it. my furnaces, smeltery, and immersive engineering capacitors just lock up, not letting me use them
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L147[10:54:23] <PaleoCrafter> ghz|afk, I expect you to continue that now with cpw until the heat death of the universe :P
L148[10:55:04] <ghz|afk> hahaha
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L168[12:24:09] <halvors> I have an OBJ model. It like a basic cube but an OBJ model instead.
L169[12:24:09] <halvors> Don't ask why, its more than a cube as well.
L170[12:24:09] <halvors> But the cube is the issue, the "walls" of the cube is only textured when looking from specific sides, any idea why that might be? Something with OpenGL that could fix that?
L171[12:25:34] <PaleoCrafter> Uhm... It's untextured certain different viewing angles or what, halvors?
L172[12:29:33] <ben_mkiv> when you look at it from different angle or is the backside only textured?
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L175[12:38:50] <tterrag> is this a TESR?
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L218[15:47:34] <halvors> tterrag: Sorry for late reply. Yes it's a TESR.
L219[15:48:10] <halvors> ben_mkiv: I think the backside of the side not being textured is textured, yes.
L220[15:49:16] <halvors> ben_mkiv: Exactly as you describe it, do you know a solution to that?
L221[15:49:22] <tterrag> screenshot?
L222[15:49:27] <ben_mkiv> thats because your normals face to the wrong direction
L223[15:49:39] <halvors> Hmm. How can i correct that?
L224[15:50:05] <Ordinastie> in you OBJ model
L225[15:50:12] <Ordinastie> also, is it supposed to be animated ?
L226[15:50:17] <halvors> Yes.
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L228[15:50:56] <ben_mkiv> yea, if you use rendercode which usually works your object is wrong
L229[15:51:34] <halvors> Ok thanks, is it easy to correct?
L230[15:51:48] <ben_mkiv> what did you use to make your model?
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L232[15:52:55] <halvors> The model is made by an artist for a old mod, i'm currently porting it to 1.10 (With the original authors permission of course).
L233[15:53:00] <halvors> So that i don't know.
L234[15:53:08] <halvors> It used to be a Techne model.
L235[15:53:20] <halvors> It's converted to WaveFront.
L236[15:53:31] <ben_mkiv> and the rendercode comes from? using minecraft or custom tesr code?
L237[15:53:44] <Ordinastie> download blender, fix your model with it
L238[15:54:11] <halvors> Well, the rendercode is simply using OBJModelLoader in forge to load it into an IBakedModel.
L239[15:54:13] <ben_mkiv> if it's the model
L240[15:54:28] <ben_mkiv> can you upload the model obj file?
L241[15:54:46] <halvors> Ordinastie: What is normals exactly? It's not just rotating the model?
L242[15:54:56] <halvors> I have to figure out how to do that in blender :)
L243[15:55:06] <Ordinastie> normals define the front of a face
L244[15:55:15] <ben_mkiv> you load the obj, go to edit mode and press CTRL + n
L245[15:55:20] <ben_mkiv> that recalculates the outside
L246[15:55:26] <ben_mkiv> then save it and retry
L247[15:55:34] <halvors> Thanks, will try that :)
L248[15:55:41] <Ordinastie> because renderers don't render the back of faces by default because they're generally not supposed to be visible
L249[15:55:41] <ben_mkiv> oh and select all faces in edit mode before
L250[15:55:57] <ben_mkiv> hotkey "a" selcts/unselects everything
L251[15:56:57] <Ordinastie> on the pane on the right, there is an option to display normals for faces/vertexes
L252[15:57:24] <halvors> Thanks.
L253[16:04:55] <halvors> Simply pressing CTRL + n does not solve the issue. Do i have to manually select every face?
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L255[16:05:48] <Ordinastie> display the normals on your model and you'll see the ones that are wrong
L256[16:07:51] <ben_mkiv> you are in edit mode? theres a dropdown afaik on the bottom of the user interface
L257[16:07:54] <ben_mkiv> default is object mode
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L259[16:08:26] <halvors> Yeah i am.
L260[16:08:43] <ben_mkiv> thats why i asked for a upload of the obj file
L261[16:09:52] <halvors> I can. But think i got it correct now.
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L264[16:11:53] <halvors> It renders as it should, except that when looking at the walls from the other side (It's glass) it doesn render.
L265[16:11:57] <halvors> So outside is fine.
L266[16:12:24] <halvors> ben_mkiv: Here is the .obj file if you wanted to take a look: https://www.dropbox.com/s/sywgfelv7sbllxz/quantum_assembler.obj?dl=0
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L268[16:13:50] <halvors> Does double sided normals sound correct?
L269[16:13:51] <ben_mkiv> oh
L270[16:13:53] <ben_mkiv> no
L271[16:14:09] <ben_mkiv> that model is made of parts, did you fix every broken part?
L272[16:14:31] <halvors> Every of the "SafeGlass*" parts.
L273[16:14:44] <halvors> The others work just fine.
L274[16:15:37] <Ordinastie> wow, every thing is in its own group :s
L275[16:15:57] <ben_mkiv> uhm, you would rather try flip normals on the still broken parts
L276[16:16:12] <ben_mkiv> in the menue it is mesh => normals => flip normals
L277[16:16:21] <ben_mkiv> as it doesnt calculate the outside correct for me
L278[16:16:44] <ben_mkiv> wonder how that thing ever rendered at all xD
L279[16:16:51] <ben_mkiv> seems the normals are just facing random directions
L280[16:17:50] <Ordinastie> no, his normals are ok
L281[16:17:57] <Ordinastie> for the glass at least
L282[16:18:30] <ben_mkiv> huh oO
L283[16:18:49] <ben_mkiv> for me 2 sides are flipped
L284[16:19:45] <ben_mkiv> wavefront obj is the right importer?
L285[16:19:54] <Ordinastie> yes
L286[16:20:08] <ben_mkiv> then idk why they are flipped for me
L287[16:20:21] <ben_mkiv> the pane with the control pad and the right side from it
L288[16:20:21] <Ordinastie> because you did Ctrl+N ?
L289[16:20:25] <ben_mkiv> nope
L290[16:20:44] <halvors> Yeah i did CTRL+N, should i send the original model?
L291[16:20:52] <Ordinastie> halvors, show a screen in game
L292[16:21:18] <ben_mkiv> yea, thought that its the original
L293[16:22:23] <halvors> Here is the model rendered ingame: https://www.dropbox.com/s/oafic174oia3psw/2017-09-07_23.32.14.png?dl=0
L294[16:22:30] <halvors> After the normals flipping.
L295[16:22:54] <halvors> The problem is that there is no texture when looking from the other side, the "inside texture is missing.
L296[16:22:55] <Ordinastie> is that not ok? ôO
L297[16:23:00] <ghz|afk> wait
L298[16:23:02] <ben_mkiv> ah
L299[16:23:04] <Ordinastie> ahhh
L300[16:23:07] <ben_mkiv> that would need double faces, yeah
L301[16:23:07] <ghz|afk> are you expecting to see the backsides of the glass?
L302[16:23:19] <Ordinastie> <Ordinastie> because renderers don't render the back of faces by default because they're generally not supposed to be visible
L303[16:23:50] <ghz|afk> that's exactly how mc glass looks like
L304[16:25:34] <halvors> Here is how this was rendered in the old 1.6.4 times: https://www.dropbox.com/s/9ol62z38ivz5a2k/2017-09-07_23.34.37.png?dl=0
L305[16:25:42] <halvors> Yeah, you might be right.
L306[16:25:57] <halvors> But the other faces is also wrong? For every single group?
L307[16:26:09] <Ordinastie> halvors, also, not everything is supposed to be animated, so you should use the TESR only for the animated parts
L308[16:26:17] <ghz|afk> that requires either 1. two copies of the faces (one inside and one outsidE)
L309[16:26:23] <ghz|afk> or a custom renderer that disables culling
L310[16:26:32] <ghz|afk> since you don't want to use TESR for this
L311[16:26:33] <ben_mkiv> that depends on the rendercode, maybe they had some code that "fixed" it
L312[16:26:36] <ghz|afk> just duplicate the faces
L313[16:26:42] <halvors> Ordinastie: Yeah i know, but i do render items inside this block as well as moving parts.
L314[16:27:00] <Ordinastie> that doesn't contradict what I just said
L315[16:27:27] <Ordinastie> render the parts that move as a TESR, the parts that don't, as a block model
L316[16:27:30] <halvors> Ok. So not render the static parts?
L317[16:27:31] <ben_mkiv> do what ghz said and duplicate the glasses
L318[16:27:33] <ben_mkiv> and flip them
L319[16:27:52] <halvors> Duplicate or just add normals?
L320[16:27:59] <ben_mkiv> duplicate and flip
L321[16:28:16] <halvors> How do i render parts of an obj file in minecraft without a TESR?
L322[16:29:03] <ben_mkiv> wouldnt you need it anyways for the textures of the outside?
L323[16:29:08] <ben_mkiv> guess its easier to use tesr for the whole model
L324[16:29:25] <ghz|afk> there's supposed to be a visibility group thingy for the blockstates json file
L325[16:29:30] <ghz|afk> but dunno if it works and how
L326[16:29:36] <ghz|afk> I just split my .obj models into separate parts
L327[16:29:39] <ghz|afk> and merge them with submodels
L328[16:29:55] <ben_mkiv> how do you render the other stuff? just opengl?
L329[16:30:09] <ghz|afk> no
L330[16:30:13] <ghz|afk> blockstates submodels
L331[16:30:30] <halvors> ben_mkiv: I render it in TESR.
L332[16:30:33] <halvors> Also via code.
L333[16:30:34] <ben_mkiv> i think i lost track somewhere xD
L334[16:30:38] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/proxy.json
L335[16:30:55] <ghz|afk> ben_mkiv: my bad I wasn't supposed to answer to that XD
L336[16:31:17] <halvors> Here is the rendering code: https://github.com/halvors/Nuclear-Physics/blob/1.10.2/src/main/java/org/halvors/nuclearphysics/client/render/block/machine/RenderQuantumAssembler.java
L337[16:36:14] <ben_mkiv> regarding code, i can probably learn more than giving advices
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L340[16:50:45] <halvors> ben_mkiv: Good with 3d modelling? If so i suppose we're opposites :D
L341[16:51:46] <halvors> Thanks for all help, think i'm sticking with the "minecraft glass" like behaviour.
L342[16:53:05] <ben_mkiv> nah, i can do both, but nothing perfect
L343[16:53:08] <ben_mkiv> :p
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L345[16:53:23] * ghz|afk enjoys creating things
L346[16:53:32] <ghz|afk> ^ that means code, and models, and whatever else
L347[16:53:44] <ben_mkiv> same^^
L348[16:53:56] <ghz|afk> doesn't mean I'm GOOD at it, but I enjoy the act of turning something in my head, into something "physical"
L349[16:54:02] <ben_mkiv> also... blender can keep you busy for years xD
L350[16:54:04] <ghz|afk> (or digital, in this case)
L351[16:54:09] <ghz|afk> I favor Rhinoceros 3D
L352[16:54:22] <Ordinastie> damn ghz|afk, was about to taunt you with that same comment :p
L353[16:54:23] <ghz|afk> it's not as good in terms of actual mesh modelling
L354[16:54:54] <ben_mkiv> never heard about, started with blender because i was interested in photorealistic renderstuff
L355[16:54:56] <ghz|afk> but it lets me model in a more... numerical way
L356[16:55:00] <ben_mkiv> but meh.... 10h rendertime suck xD
L357[16:55:18] <ghz|afk> Rhinoceros 3D is like Autocad but for 3D stuff
L358[16:55:22] <ghz|afk> it's more technical-oriented
L359[16:55:34] <ghz|afk> it was originally designed around curved surfaces (NURBS)
L360[16:55:45] <ghz|afk> (Non-uniform relational Bezier Splines)
L361[16:56:03] <halvors> ben_mkiv: Guess that i'm a bad coder and a terrible modeller (Never ever actually done it before).
L362[16:56:07] <ghz|afk> eh basis spline, not bezier
L363[16:56:17] <ghz|afk> https://en.wikipedia.org/wiki/Non-uniform_rational_B-spline
L364[16:56:19] <ghz|afk> these things ;p
L365[16:56:28] <ben_mkiv> yea blender has them, too :P
L366[16:56:43] <ghz|afk> the meshes in rhino are more of an afterthought
L367[16:56:50] <ghz|afk> but it has got better over the years
L368[16:57:13] <ghz|afk> still, the workflow doesn't work well for the typical "extrude and edit" methods
L369[16:57:34] <ben_mkiv> those poor companys, selling it for 200bucks :/
L370[16:57:47] <ghz|afk> but it works nicely for a more "procedural" approach, based on drawing polygons, connecting points, and such
L371[16:58:24] <ghz|afk> so like, th e models here, were done in rhino: https://minecraft.curseforge.com/projects/ender-rift
L372[16:58:49] <ben_mkiv> oh i was actually thinking of giving that mod a try 2 weeks ago
L373[16:58:55] <ghz|afk> heh :P
L374[16:59:10] <ghz|afk> it's ok, but I haven't actually found an use for it in my playthroughs XD
L375[16:59:27] <ghz|afk> I end up using things like refined storage discs, just make a big disk and you are set ;P
L376[17:00:02] <ben_mkiv> hehe, thought of it as RS replacement for early game
L377[17:01:59] <halvors> Do you guys know how to render a OBJ model in minecraft using json that is transparent like glass.
L378[17:02:21] <halvors> In TESR i would just do: GlStateManager.disableAlpha(); before drawing.
L379[17:02:40] <halvors> But glass is black where it should be transparent when rendering the OBJ model thru json.
L380[17:02:43] <halvors> Any ideas?
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L382[17:05:19] <halvors> Nevermind, forgot to render it as cutout :)
L383[17:05:24] <halvors> The block.
L384[17:07:48] <Raycoms> Hi
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L387[17:11:59] <Raycoms> Someone got experience with the forge chunkloading?
L388[17:12:46] <ben_mkiv> from my 1.10.2 experience i would suggest looking at ic2 chunkloader code
L389[17:12:53] <ben_mkiv> which seems to be one of the less which work fine
L390[17:13:44] <ben_mkiv> argh, seems to be closed source -.-
L391[17:16:02] <Raycoms> What a pity
L392[17:16:14] <ben_mkiv> yea, your mod could need it, too
L393[17:16:18] <ben_mkiv> but it would overpower it somehow
L394[17:16:32] <Raycoms> Yeah we won't need chunkloading to our mod
L395[17:16:54] <Raycoms> but we want to add it to our barbarian raiders
L396[17:16:54] <Raycoms> So we spawn them in a not loaded chunk outside of the colony
L397[17:17:06] <Raycoms> Else they won't be able to attack the colony from the outside
L398[17:17:14] <ben_mkiv> btw. are they supposed to come in groups of ~20 barbarians?
L399[17:17:23] <Raycoms> Depends on the colony size
L400[17:17:26] <Raycoms> we calculate that
L401[17:17:27] <ben_mkiv> 25
L402[17:17:36] <ben_mkiv> so like 1 barbarien for each citizien
L403[17:18:09] <Raycoms> Depends on the building level as well
L404[17:18:16] <Raycoms> if you have a lot of level 5 huts , more will spawn
L405[17:19:24] <Raycoms> Btw, if you're interested we're always searching devs
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L407[17:23:19] <ben_mkiv> i dont feel like i can participate much atm
L408[17:23:24] <ben_mkiv> also kinda big project
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L410[17:23:52] <Raycoms> I started modding with minecolonies, the biggest projects are the most fun ones =P
L411[17:24:25] <Raycoms> Anyway I gtg to get something to eat, brb later
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L417[18:19:02] <halvors> I hava scenario where i want to check if a block have a line of sight to player.
L418[18:19:26] <halvors> This block is meant to poison players nearby, but not if there is a wall behind them.
L419[18:19:37] <halvors> Anyone knows how to do that? I'm doing the check from the TE.
L420[18:19:41] <halvors> Of the block.
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L422[18:44:16] <Raycoms> @halvors look at public boolean canEntityBeSeen(Entity entityIn) in EntityLivingBase
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L427[19:39:33] <halvors> Raycoms: But what i actually want to do is to check if the block can see the entity.
L428[19:39:53] <Raycoms> You looked at that method?
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L459[20:52:09] <Abastro> When is it safe to inject registry object to another registry object?
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L461[20:53:05] <Abastro> It seems that registry can be cleared and refilled.. So I don't know when to process this
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L470[21:34:19] <LexMobile> Protip: Don't do this: http://www.minecraftforge.net/forum/topic/60628-im-getting-a-crash-message-when-i-try-and-run-forge-112/
L471[21:35:29] <ben_mkiv> post without any informations at all?
L472[21:35:44] <IoP> nice post
L473[21:36:15] <ben_mkiv> well the answer to this post is obvious
L474[21:36:18] <ben_mkiv> play without mods then
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