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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
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
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.
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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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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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