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L1[00:00:46] <longtomjr> xaero, It looks to me to be forge server start issue. I can reproduce it fairly reliably. This happens on the second world I had now (both test creative worlds). It just freeze up at "Loading World" and when I go the the MultiMC log I get the error I posted above
L2[00:01:22] <longtomjr> This is 1.12 on the DW20 modpack using MultiMC and 64bit Java
L3[00:02:03] <longtomjr> This bug always happens when I load the second time.
L4[00:02:49] <longtomjr> I can create a detailed bug report, but I want to be sure that it is a forge bug before I go about doing that. (Or should I just create the report regardless?)
L5[00:05:12] <xaero> there's a few recipe loading errors, but I'm inexperienced with the mods to know that - you can try removing mods until it no longer crashes
L6[00:05:29] <xaero> I'd try to eliminate mod conflicts before suspecting forge
L7[00:06:07] <xaero> you can try the `binary search` algorithm for dividing and eliminating - most efficient if you don't have a clue which mod
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L9[00:07:53] <longtomjr> Ok thanks for the pointers. Here is a post about a similar issue http://www.minecraftforge.net/forum/topic/61613-cannot-reload-singleplayer-world-because-of-ongoing-internal-server-transition-is-in-progress/
L10[00:09:02] <xaero> oh, interesting lead
L11[00:09:36] <longtomjr> xaero, Seems that this was fixed in a later forge build and was a common issue with 1.12. The workaround was to wait after exiting a world for a bit before trying to load a new one
L12[00:09:38] <longtomjr> see: https://www.reddit.com/r/FeedTheBeastCrashes/comments/753f4q/atm3_loading_world_issue/
L13[00:09:56] <xaero> right, was just on that page
L14[00:10:10] <xaero> whelp, time to test your patience :P
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L16[00:11:00] <longtomjr> yep. or try to update to build 1.12.2-14.23.0.2541
L17[00:13:38] <longtomjr> Is there a way to see the changelogs of the forge builds?
L18[00:14:04] <xaero> yes, there's a little icon/link on the downlaods page
L19[00:14:54] <longtomjr> Sorry. I am obviously blind. Thanks
L20[00:15:14] <longtomjr> " Fix server incorrectly marked as stopped before forge's
L21[00:15:14] <longtomjr> handleServerStopped() (#4517)" yep
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L26[01:20:23] <cjm721> Anyone have a clue is what is causing Ticking Entities on join? https://pastebin.com/6pGuEe6k Been having this happen semi often across several modpacks
L27[01:40:40] <ghz|afk> <something>Exception: Ticking entity really just means that the exception happened in the tick event of the entity
L28[01:40:44] <ghz|afk> !gm func_192028_j
L29[01:41:12] <ghz|afk> the NullPointer is being hit during EntityPlayer.playShoulderEntityAmbientSound
L30[01:41:41] <ghz|afk> which seems to be used by parrots
L31[01:41:59] <ghz|afk> or rather, by the "fake parrots" that are in your shoulders
L32[01:43:05] <ghz|afk> at a glance, this could happen if a mod is adding invalid data to the player shoulders
L33[01:43:50] <ghz|afk> (one of the shoulders' data NBT is non-null, but doesn't contain an 'id')
L34[01:44:41] <ghz|afk> beyond that, requires knowledge of which mods you have, and having heard of such an issue in one of them
L35[01:44:43] <ghz|afk> which I haven't.
L36[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20171120 mappings to Forge Maven.
L37[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20171120-1.12.zip (mappings = "snapshot_20171120" in build.gradle).
L38[02:00:17] <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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L40[02:09:32] <cjm721> ghz|afk Happens in several mod packs, but the smallest one being bite of vanilla
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L98[11:05:34] <MattDahEpic> i'm having some trouble with getting updated to 1.12.X, when i try to setupDecompWorkspace i get * What went wrong:Execution failed for task ':deobfMcSRG'.> Your Access Transformers be broke!, my build gradle is https://gist.github.com/MattDahEpic/60443912e3e0456831e8235bb555f421
L99[11:05:54] <MattDahEpic> i have a feeling it's jei's fault since i dont have any accesstransformers
L100[11:06:18] <ghz|afk> try a gradlew clean
L101[11:06:40] <ghz|afk> (or delete the build folder manually)
L102[11:13:55] <MattDahEpic> cheers
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L107[12:35:14] <LexMobile> !gm field_179011_q
L108[12:35:24] <LexMobile> !gm func_177338_f
L109[12:37:59] <MattDahEpic> what's the """"""""right"""""""" way to register items and blocks in 1.12.X?
L110[12:39:22] <LexMobile> Register<> events
L111[12:46:50] <MattDahEpic> and i assume the same for recipes? follow up question, what's the convention for the `group` string in the ShapedRecipes constructor?
L112[12:51:01] <TechnicianLP> recipes are json now
L113[12:51:26] <ghz|afk> eve nif you need a custom recipe
L114[12:51:27] <MattDahEpic> oh great more json
L115[12:51:33] <ghz|afk> you can register a factory for your custom recipe type
L116[12:51:39] <ghz|afk> and reference it from a recipe json
L117[12:51:46] <ghz|afk> this ensures that the recipes are loaded at the right time
L118[12:52:01] <ghz|afk> get used to it
L119[12:52:05] <ghz|afk> there will be more and more :P
L120[12:52:10] <MattDahEpic> well it makes sense for this one
L121[12:52:18] <TechnicianLP> why is everybody so strictly against json?
L122[12:52:35] <ghz|afk> TechnicianLP: it means they haveto convert their code into json
L123[12:52:44] <ghz|afk> == spend time == feels wasteful
L124[12:53:40] <MattDahEpic> im not seeing any tutorials on the docs, is there a guide to conversion?
L125[12:53:58] <ghz|afk> recipe jsons are technically vanilla
L126[12:54:07] <ghz|afk> so it would be the domain of the minecraft wiki
L127[12:54:17] <ghz|afk> but since they are not yet officially for public use
L128[12:54:51] <ghz|afk> http://www.minecraftforum.net/forums/minecraft-java-edition/redstone-discussion-and/commands-command-blocks-and/2810250-1-12-custom-recipes
L129[12:55:02] <ghz|afk> https://www.reddit.com/r/Minecraft/comments/6gezy7/tutorial_custom_recipes_in_minecraft_112/
L130[12:55:05] <ghz|afk> there's a few links about it
L131[12:55:15] <ghz|afk> forge adds some stuff on top of the vanilla base
L132[12:55:46] <ghz|afk> namely, _factories.json, which contains custom factories for ingredients, recipe types
L133[12:55:49] <TechnicianLP> like enabling nbt use in some pllaces
L134[12:56:03] <ghz|afk> _constants.json, which contains things you can reuse in recipes
L135[12:56:13] <ghz|afk> such as ingredient definitions or conditions
L136[12:56:24] <ghz|afk> oh yeah, conditions -- the facotries.json also contains condition factories :P
L137[12:56:40] <McJty> I don't mind json that much. The only thing I miss is that in IDEA it is much harder to do 'find usages' on json stuff
L138[12:56:47] <McJty> i.e. to figure out if something is still used and where
L139[12:56:50] <ghz|afk> yeah
L140[12:56:55] <ghz|afk> this is one of my mods
L141[12:56:55] <ghz|afk> https://github.com/gigaherz/Survivalist/tree/master/src/main/resources/assets/survivalist/recipes
L142[12:57:00] <ghz|afk> it has a few examples of things
L143[12:57:10] <ghz|afk> but I'm certain other repositories are better sources of information
L144[12:57:16] <MattDahEpic> is there a way to selectively not load some recipes (for config options)?
L145[12:57:17] <ghz|afk> since I don't use constants :P
L146[12:57:22] <ghz|afk> yes -- conditions
L147[12:57:31] <ghz|afk> but note
L148[12:57:41] <ghz|afk> if you want to integrate your recipes with advancements
L149[12:57:46] <ghz|afk> so that they unlock when you advance
L150[12:57:52] <ghz|afk> you can't disable recipes.
L151[12:58:13] <ghz|afk> advancements never got the forge treatment the way recipes did
L152[12:58:26] <ghz|afk> which means no conditional loading on advancements, and such
L153[12:59:02] <ghz|afk> so you have to choose, between conditional loading of your recipes, or advancement progression
L154[13:00:32] <LexMobile> covers1624: you around?
L155[13:03:54] <MattDahEpic> @ghz|afk, the minecraft wiki is a wealth of literally nothing on recipe jsons
L156[13:07:49] <ghz|afk> ...yes
L157[13:07:52] <ghz|afk> because it's not official
L158[13:08:11] <ghz|afk> ...
L159[13:08:11] <ghz|afk> [19:54] (ghz|afk): so it would be the domain of the minecraft wiki
L160[13:08:12] <ghz|afk> [19:54] (ghz|afk): but since they are not yet officially for public use
L161[13:08:12] <ghz|afk> [19:54] (ghz|afk): http://www.minecraftforum.net/forums/minecraft-java-edition/redstone-discussion-and/commands-command-blocks-and/2810250-1-12-custom-recipes
L162[13:08:13] <ghz|afk> [19:55] (ghz|afk): https://www.reddit.com/r/Minecraft/comments/6gezy7/tutorial_custom_recipes_in_minecraft_112/
L163[13:08:13] <ghz|afk> [19:55] (ghz|afk): there's a few links about it
L164[13:08:15] <ghz|afk> I literally told you that :P
L165[13:09:24] <MattDahEpic> i did not get those, sorry
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L167[13:23:34] <barteks2x> is there any way to display a GUI for the user (a question) when attempting to load a world?
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L169[13:26:14] <barteks2x> (something like what forge does when attempting to load a world with some mods missing)
L170[13:28:56] <LexMobile> Try looking at the mechanic Forge uses.
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L173[13:33:06] <GitGideon> Hello. Is there a way to add and remove servers from the list using Forge? I'm looking into modding, and it always helps to set up a goal before learning something. I'd just like to know if the goal is feasible
L174[13:36:05] <LexMobile> Yes there is... but why?
L175[13:41:45] <GitGideon> I was thinking about making a Minecraft server list backup thingy. Where you can add servers to it, so if you ever lose your Minecraft server list, you can get them back. And then I would make a mod that gets any updates to the list on startup, and which automatically adds the servers when you add them in your game
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L177[13:42:22] <GitGideon> It's something I could have used myself in the past, and after discussing it with someone, they said they could really use something like that, too
L178[13:42:38] <GitGideon> So what's the hurt in trying?
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L194[14:00:05] <MattDahEpic> TIL: you can't develop over remote desktop because pixel format not accelerated
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L198[14:03:03] <Zidane> MattDahEpic, install TeamViewer, connect to TV while connected to RDP, disconnect RDP, reconnect with TV, log in, Start client in IDE, wait till main menu, disconnect TV, reconnect RDP.
L199[14:03:24] <Zidane> You do NOT want to go ingame as TV as TV lags input heavily
L200[14:03:42] <Zidane> RDP is so-so...depends on the quality of your connection. Lower latency = better
L201[14:04:11] <MattDahEpic> thats what experts call: too much work
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L204[14:05:28] <Zidane> Agreed
L205[14:05:30] <Zidane> but works
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L260[18:49:26] <Raycoms> Hey there I have some problems with chunk loading and unloading
L261[18:49:56] <Raycoms> I have a code which checks if a certain block is at a certain condition (a furnace) but sometimes this code runs on chunk load or unload and the block isn't there yet
L262[18:50:17] <Raycoms> so I checked at the world position if there is a tileEntityFurnace, which worked well for 1.10 and 1.12 but doesn't in 1.12
L263[18:50:20] <Raycoms> any way to fix this?
L264[18:52:25] <Raycoms> Btw, that only happens in 1.12 in smp in production mode
L265[19:07:15] <Raycoms> Got a way I think
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L270[19:49:33] <covers1624> lex, am now
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L277[21:47:53] <LexMobile> Was going to ask a question about your pr, as there is a better way to do things.
L278[21:47:56] <LexMobile> but this is the simplest
L279[21:48:03] <LexMobile> Atleast from what I read of the code.
L280[21:48:34] <LexMobile> Also, as a note, I changed the 'nextOffset' name to a real name, SIZE :P
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L287[22:47:55] <covers1624> Ah, all good
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L293[23:22:53] <williewillus> !dcc
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