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L13[01:41:44] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20171017 mappings to Forge Maven.
L14[01:41:48] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20171017-1.12.zip (mappings = "snapshot_20171017" in build.gradle).
L15[01:41:59] <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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L22[03:36:52] <gigaherz|work> !gm func_152111_bt
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L24[04:11:37] <c64cosmin> I changed something in my Eclipse project properties and now if I do F3+T it won't reload my changed resources, does anyone know the solutions
L25[04:11:47] <c64cosmin> (I don't remember where I clicked :) )
L26[04:16:52] <c64cosmin> it seems that the resources that it loads are from bin/
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L33[05:14:24] <Hunterz> When registering sounds in the 1.12, must register all files or only one resource? My sounds.json: https://pastebin.com/nteyRTjv
L34[05:16:22] <Hunterz> still getting message Unable to play unknown soundEvent: mymod:apocmusic
L35[05:17:47] <Corosus> in json you are using mod domain apocalypse yet its trying to use mymod when playing?
L36[05:18:01] <Hunterz> using apocalypse
L37[05:18:55] <Hunterz> must register all files or only apocmusic as list of files to play ?
L38[05:20:09] <Corosus> hmm
L39[05:20:26] <Corosus> im not using a list of sounds in any of my registered sounds, cant recal
L40[05:20:50] <Hunterz> previous versions works fine without registering....
L41[05:21:17] <Corosus> however, given that im registering the registered entry of the sound and not its name from the sounds array, i think you can get away with only registering the one name, not the whole list
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L49[06:25:45] <OrionOnline> Hello
L50[06:25:55] <OrionOnline> Anyone know a good channel for CurseForge support?
L51[06:26:08] <Corosus> #curseforge
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L53[06:34:49] <OrionOnline> Thank you, trying to automate my server update process, using CurseForge.....
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L61[07:03:31] <c64cosmin> how do you refresh gradle?
L62[07:03:38] <c64cosmin> I added an dependency
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L64[07:17:12] <c64cosmin> ./gradlew.bat build --refresh-dependecies
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L67[08:05:15] <gigaherz|work> the --refresh-dependencies param is almost always useless
L68[08:05:20] <gigaherz|work> so no need to use that
L69[08:05:45] <gigaherz|work> just re-run setupDecompWorkspace, and if you use eclipse, rerun the eclipse task also
L70[08:06:02] <gigaherz|work> on intellij, after setupDecompWorkspace, just click the blue refresh icon in the gradle panel
L71[08:06:16] <gigaherz|work> or accept refreshing in the popup if your idea is new enough
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L75[08:49:49] <ajb> !gm func_72939_s
L76[09:16:31] <ajb> can update() get called on a tile entity after it's block has broken and it has been removed from the world?
L77[09:25:39] <gigaherz|work> it can
L78[09:26:19] <ajb> can it happen in vanilla, say?
L79[09:26:54] <ajb> *does it happen in vanilla?
L80[09:28:18] <gigaherz|work> I believe it does but the TEs are designed to work around that
L81[09:29:14] <ajb> so for example, if i were to call this.getWorld().someOtherFunc() in update(), that would be asking for trouble right?
L82[09:33:48] <gigaherz|work> yes, always null-check accesses to this.getWorld
L83[09:34:15] <gigaherz|work> and always check the block you get from getWorld().getBlockState(pos)
L84[09:34:23] <gigaherz|work> because it might be a different block
L85[09:34:38] <ajb> this code only cares about the pos, not the actual block
L86[09:34:51] <ajb> (it cares about the neighbour blocks only)
L87[09:35:18] <ajb> how paranoid do i need to be? is it good enough to simply return from update() if this.hasWorld() is false?
L88[09:35:25] <ajb> or do i need to worry about concurrent threads?
L89[09:35:38] <gigaherz|work> nahhh, no need to be that paranoid
L90[09:36:03] <gigaherz|work> the issue is just that, due to how things work, update can be called one last time in between changing the block, and the TE being removed from the list
L91[09:36:14] <ajb> yeah, that's what i figured
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L109[10:31:45] <c64cosmin> I have a block that has two states
L110[10:31:50] <c64cosmin> but it's an internal state
L111[10:31:57] <c64cosmin> I don't want to use variants on it
L112[10:32:29] <c64cosmin> yet it asks for tile#state=true and tile@state=false from the blockstates
L113[10:32:39] <c64cosmin> how do I solve this?
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L118[10:49:06] <h1nk> Does Intellij have a way I can make template JavaDoc comments that I can quickly insert?
L119[10:49:10] <h1nk> with like my name, the date, etc.
L120[10:49:57] <ben_mkiv> so i wonder how people manage different branches like MC1.10.2/1.12.1
L121[10:50:11] <ben_mkiv> do you copy over any changes made? or are there tools to merge them?
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L123[10:52:35] <h1nk> the tool is called git
L124[10:52:40] <h1nk> :p
L125[10:53:39] <ben_mkiv> ok, so it's more powerful than i thought of :>
L126[10:54:02] <Corosus> love the git, embrace the git
L127[10:54:17] <ben_mkiv> another question... i'm using lwjgl functions in my mod, which works fine on the client but not on the server as the libs arent present...
L128[10:54:27] <ben_mkiv> any way to make them available serverside?
L129[10:54:39] <malte0811> What would the server need to render?
L130[10:54:48] <ben_mkiv> the thing is have to create a virtual matrix with some transitions to calculate an objects position
L131[10:54:58] <ben_mkiv> the server wont render, just use the matrix for calculation
L132[10:55:28] <malte0811> There are other matrix libs, probably even in the stuff that is in a default forge workspace
L133[10:56:17] <ben_mkiv> theres another Matrix4f thing in javax but it has a weird way of applying translate/scale/rotation stuff
L134[10:56:22] <malte0811> Chickenbones has a nice implementation we use in IE
L135[10:56:33] <ben_mkiv> chickenbones is CoFH?
L136[10:56:42] <malte0811> https://github.com/BluSunrize/ImmersiveEngineering/blob/master/src/main/java/blusunrize/immersiveengineering/common/util/chickenbones/Matrix4.java
L137[10:57:13] <malte0811> I don't think so? Why would it be relevant?
L138[10:57:22] <ben_mkiv> ah nvm
L139[10:58:08] <ben_mkiv> //And massive adjustments made to work with 1.8. BLARGH!
L140[10:58:09] <ben_mkiv> xD
L141[10:58:34] <ben_mkiv> thanks malte0811 it looks like it does what i need :)
L142[10:59:05] <ben_mkiv> and i loved to play with IE btw ;)
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L145[11:05:26] <c64cosmin> when I start minecraft the ModelBaker is trying to look for some blockstate
L146[11:05:26] <c64cosmin> it give an error because there is no such blockstate.json there
L147[11:05:26] <c64cosmin> I'm using 1.12.2
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L153[11:11:38] <ben_mkiv> malte0811, are you using this lib for serverstuff, too?
L154[11:12:01] <ben_mkiv> as it has some lwjgl references in it, and i havent figured out yet at which point that is a problem for a serverinstance
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L156[11:13:13] <malte0811> We do. It probably wouldn't hurt to @SideOnly(Side.CLIENT) those 2 methods
L157[11:13:39] <ben_mkiv> ok, thanks
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L159[11:14:24] <ben_mkiv> but at all, it does it exactly what i want \o/
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L161[11:15:06] <ScottehBoeh> Hey guys. Is there an event fired when the player moves an item from slot to slot?
L162[11:15:38] <McJty> In what inventory? Player inventory?
L163[11:15:57] <ScottehBoeh> Yes
L164[11:16:10] <ScottehBoeh> Say I wanted to prevent an item from being moved in the inventory?
L165[11:16:32] <McJty> Hmm don't think there is an event for that
L166[11:16:48] <ScottehBoeh> Isn't there a way to get the item that the mouse is hovering over?
L167[11:17:05] <McJty> Yes there are certainly ways
L168[11:17:22] <McJty> But it is a bit complicated if the player inventory is part of another inventory
L169[11:17:26] <McJty> i.e. like opening the gui of a machine
L170[11:18:20] <ScottehBoeh> I'll look at the getTooltip method
L171[11:19:00] <McJty> It might be better to do this server side
L172[11:19:05] <McJty> i.e. with a tick event or something
L173[11:19:15] <ben_mkiv> arent there like events for clicking which could contain certain infos?
L174[11:19:16] <McJty> Restore the location of the item when it changes
L175[11:19:28] <McJty> You'll have to do this server side anyway
L176[11:20:25] <ben_mkiv> does forge know the clients screen resolution serverside? or do i have to sync them manual?
L177[11:20:36] <McJty> Why do you need to know that?
L178[11:20:44] <McJty> Just work directly on the inventory of the player
L179[11:20:47] <McJty> Ignore screen/gui
L180[11:21:10] <ben_mkiv> i have another problem than scotteh
L181[11:22:55] <McJty> Which is?
L182[11:22:57] <ben_mkiv> i'm rendering stuff on client overlay with lets say 50% margin, now i want to calculate serverside where it acutally renders
L183[11:23:04] <c64cosmin> when Minecraft starts, it looks for a blockstate.json file, that doesn't exist, how do I stop MC to do that? (1.12.2)
L184[11:23:19] <c64cosmin> those Blocks are rendered using a TE renderer
L185[11:23:20] <McJty> ben_mkiv, why do you have to do that serverside?
L186[11:23:30] <McJty> c64cosmin, add a dummy blockstate json
L187[11:23:34] <ben_mkiv> because it should be feedback of a lua method for opencomputers
L188[11:23:35] <McJty> Only way to prevent that warning
L189[11:23:47] <ben_mkiv> its about ar glasses that you program on a opencomputer
L190[11:23:58] <c64cosmin> it's a 1.12.2 bug,or?
L191[11:24:03] <McJty> c64cosmin, that's not a bug
L192[11:24:07] <McJty> It is how it is intended
L193[11:24:17] <McJty> You always need a blockstate
L194[11:25:07] <c64cosmin> an dummy json like empty or having just {}
L195[11:25:08] <c64cosmin> ?
L196[11:25:27] <McJty> hmm you *can* try that but I actually have a normal blockstate refering to an empty model
L197[11:25:30] <McJty> But it might work
L198[11:27:24] <c64cosmin> McJty yeah, it's looking for "variants"
L199[11:27:58] <c64cosmin> yet AIR has no blockstate...
L200[11:28:13] <c64cosmin> this didn't happen in 1.12 :-?
L201[11:28:50] <McJty> It happened in 1.10 and later
L202[11:28:52] <McJty> At least for me
L203[11:36:35] <c64cosmin> works now, thank McJty
L204[11:36:40] <McJty> np
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L207[12:01:59] <c64cosmin> does the Fast/Fancy option actually improve FPS on low end systems?
L208[12:04:17] <McJty> It might on older hardware I think
L209[12:22:29] <ajb> h1nk: intellij can insert copyright comments at the top of every file from a template
L210[12:23:08] <ajb> file->settings->editor->copyright->copyright profiles
L211[12:26:53] <h1nk> yeha
L212[12:26:57] <h1nk> i already knew that
L213[12:27:04] <h1nk> i just want javadoc comments though
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L262[16:33:45] <Raycoms> Hi
L263[16:34:09] <Raycoms> I'm getting local variable player is accessed from within inner class; needs to be declared final for ContainerPlayer line 62 when I try to setupDecompileWorkSpace
L264[16:52:18] <ghz|afk> what version of forge? what does your build.gradle look like?
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L267[17:30:15] <Raycoms> ghz forge_version=12.18.3.2488
L268[17:32:54] <Raycoms> and the build gradle https://pastebin.com/hpb4saZ0
L269[17:41:46] <kashike> if you're going to use 1.10.2 at least use the latest version >.>
L270[17:43:55] <Raycoms> We're using 1.10, 1.11 and 1.12 for our players
L271[17:44:14] <Raycoms> And when I last used this, this was the latest one
L272[17:45:17] <Raycoms> !latest
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L276[17:55:02] <Raycoms> Getting the same thing with the newest forge
L277[17:55:13] *** SatanicSanta is now known as Santa|afk
L278[17:55:35] <kashike> which version of forge and mappings, Raycoms?
L279[17:56:21] <Raycoms> Latest forge, latest 1.10 mappings
L280[17:57:03] <kashike> downgrade mappings, or use 1.11/1.12 mappings
L281[17:57:07] <Raycoms> Happens to all our developers
L282[17:57:51] <Raycoms> But the error which it is printing doesn't look like a problem with mapping functions
L283[17:58:07] <kashike> well, you haven't given a log :)
L284[18:00:27] <Raycoms> https://pastebin.com/NGDjUEdm
L285[18:01:57] <kashike> not a very useful log, but yes, downgrade mappings
L286[18:02:07] <Raycoms> https://pastebin.com/BwL3MCcp
L287[18:02:52] <Raycoms> I will run it with stacktrace
L288[18:04:04] <kashike> downgrade mappings
L289[18:05:03] <Raycoms> but aren't the mapping supposted to work with that version? I mean I spent a lot of work on upgrading it to those mappings
L290[18:05:40] <kashike> you don't need to downgrade far, 1 or 2 versions from latest 1.10
L291[18:05:57] <kashike> this is what you get for using old versions of minecraft :p
L292[18:09:11] <Raycoms> !latest 1.10.2
L293[18:09:39] <Raycoms> yeah but the stable_29 is exactly the one which had the changes before I had all that work
L294[18:10:03] <ghz|afk> hmm wait
L295[18:10:09] <Raycoms> And I'm not using an old version, half of our players are, that's why we support it...
L296[18:10:20] <ghz|afk> I compile all my mods with stable_29
L297[18:10:28] <ghz|afk> I haven't had any such issue
L298[18:10:48] <ghz|afk> I mean, I compiled* all my 1.10.2 mods ;P
L299[18:10:51] <ghz|afk> version = "1.10.2-12.18.2.2125"
L300[18:10:57] <Raycoms> I'm using snapshot_20161117
L301[18:11:03] <Raycoms> + the newest 1.10.2 forge
L302[18:11:16] <ghz|afk> version = "1.10.2-12.18.3.2422"
L303[18:11:50] <ghz|afk> version = "1.10.2-12.18.3.2221"
L304[18:11:57] <ghz|afk> yeah each mod uses its own forge
L305[18:12:00] <ghz|afk> but all use stable_29
L306[18:12:00] <ghz|afk> ;P
L307[18:12:03] <Raycoms> It worked with the snapshot and the forge version about a week ago, but for some reason it stopped working now
L308[18:12:16] <kashike> rm -rf build/
L309[18:12:53] <Raycoms> same error
L310[18:13:38] <ghz|afk> what JDK do you use?
L311[18:14:10] <Raycoms> OpenJDK Runtime Environment (build 1.8.0_144-b01)
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L313[18:14:36] <Raycoms> But strangely another dev on our project is having the same problem, so I think the jdk shouldn't be causing this
L314[18:14:38] <ghz|afk> have you updated it since the time it worked?
L315[18:14:47] <Raycoms> Not that I know of
L316[18:14:53] <shambling> so has anyone had issues with minecraft single player server just... stopping and not throwing a crash in 1.12.2? any way to force a crash log?
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L318[18:17:33] <williewillus> !dcc
L319[18:18:43] <shambling> maybe my memory is just failing again as I seem to be the only one
L320[18:22:54] <shambling> hmmm could be a weird access violation from plustic trying to put items in a chest that isn't loaded
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