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L1[00:35:19] ***
Cornelia_ is now known as Cornelia
L2[00:50:55] ***
PaleOff is now known as PaleoCrafter
L3[01:32:08] ***
AbrarSyed is now known as Abrar|gone
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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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] ***
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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
L105[09:07:25]
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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
L124[09:34:35]
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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.
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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
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
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
L335[16:30:55] <ghz|afk> ben_mkiv: my bad
I wasn't supposed to answer to that XD
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
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
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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L439[20:31:31] *** Server sets mode: +CQcnrtf
#RegisterYourNameMoron
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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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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
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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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