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L19[01:49:48] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170915 mappings to Forge Maven.
L20[01:49:51] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170915-1.12.zip (mappings = "snapshot_20170915" in build.gradle).
L21[01:50:02] <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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L87[08:11:10] <halvors> How can i check if an itemstack has a ore dictonary name that i provide?
L88[08:11:28] <halvors> so OreDict.HasItemStrack(ItemStack itemStack, String name)
L89[08:12:11] <PaleoCrafter> please... just take a look at the OreDictionary class ._.
L90[08:12:17] <PaleoCrafter> also
L91[08:12:27] <PaleoCrafter> >HasItemSt*r*ack
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L97[08:43:36] <Necro> Is there a simple way to have entities spawn inside vanilla minecraft structures?
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L110[10:14:01] <ghz|afk> [15:56] (Necro): Is there a simple way to have entities spawn inside vanilla minecraft structures?
L111[10:14:06] <ghz|afk> structures have bounding boxes
L112[10:14:48] <ghz|afk> check how the wither skeleton spawning works
L113[10:15:33] <Necro> ghz: I decided doing it like this: https://gist.github.com/Necr0/381be869daaa834b5488b50584155f63
L114[10:16:00] <ghz|afk> heh
L115[10:17:25] <Necro> I looked at Guardians to see how they spawn but they use a list defined in the structure.
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L117[10:17:57] <Necro> there is no such list for mineshafts though
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L122[10:26:43] <Hink> How do I get a list of the registered sound resources from forge?
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L124[10:30:35] <Necro> Hink: ForgeRegistries.SOUND_EVENTS
L125[10:31:16] <ghz|afk> oryou could have said
L126[10:31:21] <ghz|afk> hint: ForgeRegistries
L127[10:31:23] <ghz|afk> ;P
L128[10:32:57] <Hink> There's no ForgeRegistries in net.minecraftforge.fml.common.registry in the version I'm working in.
L129[10:33:37] <Hink> All I'm trying to do really is generate a list of the registered sound resource names from vanilla and modded like this: http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571574-all-minecraft-playsound-file-names
L130[10:33:38] <ghz|afk> uhm yteah no sound registry in 1.7.10
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L132[10:33:43] <ghz|afk> or 1.8
L133[10:34:00] <ghz|afk> I have no idea how it worked back then.
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L135[10:36:47] <Hink> Just trying to see if there's anyway to access the Map of SoundEventAccessorComposite's from the Vanilla SoundRegistry
L136[10:36:55] <Hink> w/ o reflection
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L138[10:55:33] <Necro> Does BiomeProvider.allowedBiomes always contain all overworld biomes? (if no mod completely replaces the biome provider)
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L140[10:57:31] <Necro> nvm no it doesn't
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L142[11:09:01] <Necro> is there a simple way to get a list of all overworld biomes?
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L171[14:49:27] <Necro> Should I make this a PR for Forge? : https://github.com/Necr0/ConvenientFoundation/blob/master/src/main/java/convenientfoundation/loot/ConditionModLoaded.java
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L174[14:52:19] <Hubry> Necro: 30 sec of search, does this help? https://github.com/MinecraftForge/MinecraftForge/blob/611cb0d99c8e23fca04864ff07fae46a40bea762/src/main/java/net/minecraftforge/common/crafting/CraftingHelper.java#L423-L426
L175[14:53:11] <ghz|afk> ah Hubry already answered
L176[14:53:17] <ghz|afk> Iwas about to mention the existing condition ;P
L177[14:54:11] <quadraxis> seems like more of a loot table vs crafting recipe thing
L178[14:54:26] <ghz|afk> oh right
L179[14:54:29] <ghz|afk> lootcondition
L180[14:54:30] <Hubry> oh right
L181[14:54:32] <ghz|afk> not a recipe condition XD
L182[14:54:39] <ghz|afk> funny how we both made the same mistake ;P
L183[14:55:34] <Hubry> saw something I saw earlier, didn't read everything :P
L184[14:55:48] <quadraxis> with that said, generalising the existing stuff would be preferable to reimplenting it
L185[14:55:54] <ghz|afk> I didn't bother to scroll down ;P
L186[14:56:08] <ghz|afk> loot conditions seem to be a vanilla thing
L187[14:56:13] <ghz|afk> while recipe conditions are forge-added
L188[14:56:38] <Necro> yeah, I didn't even know there were recipe conditions in forge until now xD
L189[14:56:53] <ghz|afk> 1.12 stuff
L190[14:57:05] <ghz|afk> so apparently
L191[14:57:11] <ghz|afk> 1.12.2-pre2 was released
L192[14:57:16] <ghz|afk> and 1.12.2 is planned for monday now
L193[14:57:20] <quadraxis> 1.13 will probably mean changes here regardless
L194[14:57:35] <ghz|afk> yeh
L195[14:57:39] <ghz|afk> 1.13 will be a big change
L196[14:57:49] <quadraxis> yeah, they fixed the bugs their previous bugfix introduced
L197[14:57:49] <ghz|afk> probably cause more headaches than 1.8
L198[14:57:55] <quadraxis> myabe
L199[14:58:25] <ghz|afk> they removed block metadata, and itemstack metadata
L200[14:58:37] <Necro> I'm kinda scared about it tbh 1.8 was so much cleaning up and fixing already
L201[14:58:41] <ghz|afk> in favor of splitting up sub-things and using IBlockStates/NBT
L202[14:58:51] <quadraxis> blockstates have been the way to do things for a long time
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L204[14:58:56] <ghz|afk> yes
L205[14:58:59] <ghz|afk> but you had to be careful about them
L206[14:59:04] <ghz|afk> and use TEs for stuff
L207[14:59:08] <quadraxis> if you still rely on meta, you done it wrong
L208[14:59:16] <ghz|afk> and the block ID limit meant people shoved many blocks into one Block class
L209[14:59:28] <ghz|afk> relying on meta to choose the subtype or such
L210[14:59:39] <ghz|afk> those should be separated away into multiple actual blocks
L211[14:59:43] <ghz|afk> probably
L212[14:59:48] <ghz|afk> similarly for items
L213[14:59:59] <ghz|afk> since meta/damage isn't in the itemstack, it has to be reimplemented as NBT
L214[15:00:10] <quadraxis> well it's just like using a getSubBlocks type thing to register
L215[15:00:54] <ghz|afk> but the thing that scares me the most is the whole getActualState stuff
L216[15:01:05] <ghz|afk> if the save format will assign IDs to the actual states
L217[15:01:25] <ghz|afk> that sortof implies they might also include the now-dynamic properties in the ID calculation
L218[15:01:31] <ghz|afk> unless they did something for it
L219[15:02:21] <quadraxis> as those states have to be predetermined anyway, dunno if that's a major issue
L220[15:02:33] <quadraxis> and it's possibly a small perf gain
L221[15:04:00] <quadraxis> or they could still allow properties to state if they should be serialised
L222[15:06:19] <Necro> having serializable and non-serializable properties would probably be the simplest solution
L223[15:08:03] <quadraxis> making things their own blocks/items is gonna mean a bigger need for the oredict
L224[15:08:25] <quadraxis> but at least it might encourage mojang to at least move to using instanceof checks
L225[15:09:19] <Necro> maybe they add their own OreDictionary-like system
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L228[15:14:24] <ghz|afk> it's really funny how stuff in minecarts can hold minecarts falling onto them
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L235[16:08:57] <Shambling> Does anyone know a good minecraft hashcode generator? I've got a string that has been converted already, and I want to see what it could be, if its skeleton, zombie, or if its a renamed creature that had a nametag and is named Schmoo
L236[16:09:23] <Shambling> I'm thinking the code checks to see if something is called Schmoo, but I just want to verify :P
L237[16:11:08] <ghz|afk> you want to build rainbow tables for java hashcodes?
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L239[16:16:17] <ben_mkiv> no, he wants the hashcode for Schmoo
L240[16:16:25] <ben_mkiv> but for that you have to know how it got hashed
L241[16:16:55] <ben_mkiv> so check the code... if it gets compared to something there must be the same hash routine in the code
L242[16:18:07] <Shambling> its generic minecraft I'd imagine
L243[16:18:08] <Shambling> getClass()).getRegistryName().toString().hashCode()
L244[16:19:26] <ghz|afk> I'm confused to what exactly you need
L245[16:19:49] <ben_mkiv> schmoo remindes me of the movie lucky # slevin xD
L246[16:19:59] <ben_mkiv> even tho it was shmoo
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L250[16:26:44] <Shambling> there is an if statement that checks to see if getClass()).getRegistryName().toString().hashCode() is equal to a number, I want to run a hashtable on schmoo to see if it gives me the number
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L252[16:27:01] <Shambling> I mean, I only ask this because I can test this at home once I get in, but its like a .1% chance every time I get exp
L253[16:27:02] <Shambling> =P
L254[16:27:37] <Shambling> looking at the code, the reference to castlevania, and the thing that is done by the thing, I'm assuming its schmoo or Schmoo, but it could be "kill 1,000,000 bats" if the hash is equal to bat
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L256[16:28:38] <Shambling> I guess no one has the hashcode generator for minecraft at hand, so I'll just test it when I get done at this paint and sip
L257[16:28:54] <ghz|afk> Shambling: wait so
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L259[16:29:06] <ghz|afk> you can just use like, intellij's expression evaluator
L260[16:29:13] <ghz|afk> and type in "Schmoo".hashCode()
L261[16:29:34] <Shambling> huh
L262[16:29:39] <Shambling> I didn't think of that
L263[16:29:51] <Shambling> see, I can read the code to a point, but the intracacies are still beyond me
L264[16:32:26] <Shambling> dang, downloading at 50kbps
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L267[16:34:09] <Shambling> does getregistryname get the name of the entity as renamed by a nametag, or base class name of entity?
L268[16:36:36] <quadraxis> it returns the registry name
L269[16:37:02] <quadraxis> which is neither of those things
L270[16:38:40] <Shambling> so what the heck does event.getEntity().getClass()).getRegistryName().toString() return?
L271[16:39:05] <Shambling> I would have thought it was looking at the entity that dropped the exp, and toString would give the name of the entity
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L274[16:42:18] <ghz|afk> Shambling: something like "minecraft:bat"
L275[16:42:27] <Necro> It should return the registry name of the entity as a string. e.g: minecraft:bat
L276[16:42:42] <Shambling> ah, ok. So its just a base name, not anything to do with renaming an entity with a nametag
L277[16:42:49] <ghz|afk> not at all
L278[16:42:55] <Shambling> k, well that simplifies things
L279[16:43:11] <Shambling> I can just randomly murder things until I kill the correct mob :P
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L281[16:43:38] <ghz|afk> or iterate through the entity registry keys ;P
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L283[16:44:17] <quadraxis> anyway, it's the EntityEntry that has a registry name
L284[16:45:33] <ben_mkiv> or hash all mob names and compare them to the hardcoded hash :>
L285[16:46:11] <Shambling> yup
L286[16:48:06] <Shambling> but I'm bored of this now, knowing its just a vanilla minecraft mob
L287[16:48:32] <ben_mkiv> huh? could also be some other mob
L288[16:48:35] <ben_mkiv> like modname:mobname
L289[16:48:50] <ben_mkiv> or bored because its a mob, not the mobs name?
L290[16:48:57] <ghz|afk> yeah could be "draconicevolution:chaosguardian" or whatever the modid and entity name are ;P
L291[16:49:04] <Shambling> yup, but I think having something that only happens when a mob from a mod is killed , there would be a soft dep on that mod being installed
L292[16:49:31] <ghz|afk> can you give us the number though? I'm curious now ;P
L293[16:49:33] <Shambling> its too bad its not something that only happens when killing an entity that has been renamed, that would have been cool
L294[16:49:34] <Shambling> sure
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L296[16:50:05] <Shambling> 1091109947
L297[16:50:32] <Shambling> I like how the dev only gave themselves a 10 times higher chance to trigger the event, and then left it in code
L298[16:51:36] <ghz|afk> XD
L299[16:52:31] <Shambling> I suppose it could be iron golems
L300[16:53:34] <ghz|afk> size = 0
L301[16:53:43] <ghz|afk> none of the vanilla entities match that hashcode for me
L302[16:53:55] <Shambling> what about villager_golem
L303[16:54:11] <ghz|afk> modid?
L304[16:54:30] <Shambling> minecraft
L305[16:54:31] <Shambling> lol
L306[16:55:42] <Shambling> I wonder how he got the original hash code
L307[16:55:55] <ghz|afk> don't know but the code is stupid either way
L308[16:56:13] <ghz|afk> comparing with a hashcode means it only works so long as the hashcode algorithm works exactly the same as when the code was taken
L309[16:56:42] <ghz|afk> relying on string.hashcode to always return the same number is really bad practice
L310[16:57:13] <Shambling> well I mean, as long as they never update their mod, I suppose it would always be the same
L311[16:58:00] <ghz|afk> no I mean, the implementation of string.hashcode *might* change from like java8 to java 22
L312[16:58:20] <ghz|afk> hashcodes are never meant to be persisted
L313[16:58:40] <ghz|afk> but yeah, no vanilla entity has that hashcode
L314[16:59:14] <Shambling> oh its rabbits
L315[16:59:17] <Shambling> dang I'm a dumbass
L316[16:59:21] <ghz|afk> lol
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L318[16:59:29] <quadraxis> hashcode for string is in the java spec tho
L319[16:59:41] <quadraxis> so it's less subject to change
L320[17:00:54] <Shambling> dear lord, why obfuscate it in the code if the hint is going to be as obvious as it was
L321[17:00:55] <Shambling> :o
L322[17:01:38] <ghz|afk> because people will inevitably look at the code before thinking about the hint? ;P
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L324[17:02:43] <Shambling> :D
L325[17:02:55] <Shambling> I even used bon2 on it to make it more readable :P
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L330[17:09:04] <Shambling> g'night
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L333[17:13:25] <LexMobile> !gm func_150802_k
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L349[17:52:40] <Hink> Are any of these textures actually used for anything? https://i.imgur.com/G4kZKwM.png
L350[17:52:48] <Hink> Aside from the Forge compatible and vanilla one.
L351[17:53:02] <Hink> I've never seen any of them before in the multiplayer server list
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L353[18:06:59] <billy> is there a forge setting I can disable to stop my world from backing up to ZIP files?
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L357[18:17:57] <Hink> billy— are you talking about Forge essentials?
L358[18:20:26] <billy> negative. I dont have that mod installed, nor any more that would backup my world to ZIP. but I keep getting these ZIP files of my world in the root directory
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L383[20:48:22] <LexMobile> https://github.com/MinecraftForge/MinecraftForge/commit/0ad4218bc2d3a8cc13357d631fe1b2818e7a7e21 >.>
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L394[21:35:31] <NFrog> Is there a link to the forge javadoc somewhere (not the documentation on rtfd)?
L395[21:45:20] <LexMobile> no
L396[21:46:57] <NFrog> cool, thanks. Is there a straight forward way to compile the javadoc myself?
L397[21:47:53] <LexMobile> setup decomp workspace gives you the src jar and you can rebuild it from that
L398[21:48:11] <LexMobile> or just use any modern IDE as it builds it on the fly.
L399[21:48:42] <NFrog> Yeah, I've been using the built-in support from my IDE, but to get a better feel for what's there I was hoping to just browse the documentation. I'll try to compile it from the src jar, thanks!
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