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L12[01:55:32] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170917 mappings to Forge Maven.
L13[01:55:36] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170917-1.12.zip (mappings = "snapshot_20170917" in build.gradle).
L14[01:55:46] <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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L74[09:58:01] <shambling> how hard would it be to implement a new form of potion storage that extends vanilla potions, but adds a number of uses?
L75[09:58:16] <shambling> I'd like to have a mod that adds whisky jugs that I store my potions in, allowing drinking up to 5-10 times :P
L76[10:01:58] <ghz|afk> you'll have to manage the potions yourself
L77[10:02:07] <ghz|afk> and they wouldn't work on the standard brewing stand
L78[10:02:22] <ghz|afk> but it's not really complex
L79[10:02:44] <ghz|afk> you can even register the potion effects as non-placeable fluids or something
L80[10:03:10] <shambling> I was just thinking of crafting recipe = 1 jug + 1 potion increases durability of jug
L81[10:03:23] <shambling> otherwise I'd need to add a still to make jugged potions ;D
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L84[10:08:13] <shambling> feldspar is just a aluminum silicate compound, so I wonder if people would accept a minetweaker recipe that combines aluminum ore, sand, and a block of clay to make 32 porceline :P
L85[10:08:33] <shambling> the ceramics mod just... 1 bonemeal per brick, and 4 bricks per block just makes it ... well not very uesful without a farmable resoruce early game
L86[10:09:16] <shambling> you know anything similar to bonemeal that is farmable in vanilla ghz? I can't think of any
L87[10:09:48] <ghz|afk> "similar to bonemeal"?
L88[10:09:56] <ghz|afk> skeleton farms are quite easy even earlygame
L89[10:10:27] <ghz|afk> assuming you find a spawner ;P
L90[10:11:53] <ghz|afk> https://developers.slashdot.org/story/17/09/16/2152225/ibm-open-sources-their-own-jvmjdk-as-eclipse-openj9
L91[10:12:32] <shambling> lol yeah if I can find a spawner
L92[10:12:53] <shambling> I'm just thinking of if I release a pack, if I'm going to include tinkers complement I want the recipes to not be more expensive than a smeltery tha tactually oredoubles
L93[10:12:57] <shambling> because the melter just melts
L94[10:13:09] <ghz|afk> there's a mod...
L95[10:13:09] <shambling> but the recipe is like... 48 bonemeal to make a one block meltery or something :P
L96[10:13:29] <ghz|afk> can't remember the name
L97[10:13:46] <ghz|afk> ohyeah
L98[10:13:47] <ghz|afk> https://minecraft.curseforge.com/projects/fun-ores
L99[10:13:48] <ghz|afk> this one
L100[10:13:51] <shambling> I suppose I could just minetweaker the immersive engineering hammer + bones to make more bonemeal
L101[10:13:52] <ghz|afk> it has skeleton ore blocks
L102[10:14:07] <shambling> lmao I have attained drops, so that would do and is more immersive
L103[10:14:13] <shambling> ore core has fossils that are pretty nice though
L104[10:14:35] <shambling> gotta go get some diesel for the house, thanks again
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L113[11:00:29] <Kragnoth> is there an irc channel where pack devs congregate and talk?
L114[11:02:43] <Kragnoth> oh wow, didn't even see that recipe
L115[11:02:45] <Kragnoth> now I feel kinda dumb
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L131[12:07:29] <Raycoms> Hey there, still problems with tileEntitySpecialRendering, for some reason depending on the player position I can't see my tileEntity
L132[12:11:05] <Raycoms> Okay I think the worse problem is that its not showing the text
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L139[12:37:41] <Raycoms> Got it =D
L140[12:37:42] <Raycoms> Finally
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L173[15:34:45] <Necro> what, the player entity isn't registered in the forge registry?
L174[15:35:13] <ghz|afk> why would it be?
L175[15:35:51] <Necro> shouldn't all entities be?
L176[15:36:00] <ghz|afk> players aren't like other entities
L177[15:36:11] <ghz|afk> they aren't saved to the entity lists when a chunk unloads and so on
L178[15:36:23] <Necro> ok, that's fair then
L179[15:36:33] <ghz|afk> if you log out riding a horse, the horse itself is saved into the player info, rather than as a separate entity
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L245[21:34:28] <Darkhax> Hey Lex I was looking into fixing an issue with the HarvestCheck event not firing when it should and noticed some weird things with the event. For example, it has it's own system for being canceled rather than being cancellable. To preserve compat I was thinking the best way to fix would be to deprecate and replace with a modern version of the event, however mezz suggested I ask what your thoughts were first.
L246[21:34:28] <Darkhax> https://github.com/MinecraftForge/MinecraftForge/blob/16bfd8cef1d12ee9ca0de1122addaf9916767ae9/src/main/java/net/minecraftforge/event/entity/player/PlayerEvent.java#L56-L87
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L248[21:46:00] <LexMobile> There is a difference between cancelable and a Boolean return value
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L255[22:03:27] <Darkhax> In this case the lines are a bit blurred but I can see why it would be done this way. This isn't the thing I am trying to correct though. I am trying to achieve being able to replace the default check logic with my own, for example if the player has my negative potion effect they always fail the can harvest check. This seems like it should be under scope of the original event, however the event is treated as a
L256[22:03:27] <Darkhax> fallback, only being fired if the player's tool is empty/null, or the harvest level is below 0.
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L260[22:12:56] <LexMobile> diesieben|away: http://www.minecraftforge.net/forum/topic/60771-letting-client-player-know-it-needs-to-read-nbt/ The UUID is linked to your mojang account... there isn't any 'bug' that causes you to randomly switch UUIDs...
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L262[22:13:35] <LexMobile> And yes thats the idea of the event.
L263[22:14:03] <LexMobile> Its subservant to vanilla logic. If you want to prevent people from breaking blocks there are other events for that.
L264[22:17:27] <Darkhax> CheckHarvest isn't for whather or not the player can break the block, it's used in parts of the logic for breaking a block, such as the block break speed, and in some cases the drop of the block. Iron doesn't drop with a wooden pick, and stuff like that. In the case of break speed the break speed event doesn't control the final break speed, only a part of it.
L265[22:25:59] <LexMobile> yes...
L266[22:26:08] <LexMobile> It all depends on what you want to acomplish.
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L268[22:26:21] <LexMobile> changing a existing event never goes over well
L269[22:26:39] <LexMobile> You MOST LIKELY can do what you want with what you have
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