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L8[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20171222 mappings to Forge Maven.
L9[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20171222-1.12.zip (mappings = "snapshot_20171222" in build.gradle).
L10[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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L14[02:59:06] <billy> anyone know what the max armor points is for 1.12 before the player become invincible? I'm getting conflicting information from google. I know thats pre 1.12 25 points gives 100% reduction, but in 1.12 that doesnt seem to be true anymore and theres no definitive information on what the new max is
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L16[03:11:26] <gigaherz|work> based on CombatRules#getDamageAfterAbsorb, final_damage = damage * (1.0 - armor_reduction / 25)
L17[03:11:39] <gigaherz|work> so you'll stop receiving damage when the armor reduction is 25, but
L18[03:12:26] <gigaherz|work> armor_reduction = clamp(total_armor - damage/toughness_modifier, 20% of total_armor, 20)
L19[03:12:37] <gigaherz|work> meaning, armor_reduction CAN NEVER be 25
L20[03:12:57] <gigaherz|work> so you'll always get at least 20% of the total damage applied to you, no matter what
L21[03:14:39] <gigaherz|work> resistance potion effect is the only thing that can nullify 100% of the damage
L22[03:15:03] <quadraxis> protection 5 still?
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L24[03:15:33] <gigaherz|work> no wait hmm
L25[03:15:37] <gigaherz|work> it also has a clamp
L26[03:15:40] <gigaherz|work> :/
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L28[03:16:10] <gigaherz|work> ah no nevermind, read the wrong code
L29[03:16:31] <gigaherz|work> yeah resistance potion effect is the only thing that can truly nullify damage
L30[03:17:18] <gigaherz|work> no, protection enchant is clamped 0..20, meaning it also lets 20% through
L31[03:17:42] <gigaherz|work> so 20 total levels of protection overall in your armor, will get you 80% damage reduction
L32[03:18:35] <gigaherz|work> applied AFTER armor
L33[03:19:06] <gigaherz|work> so the best you can do with just armor+enchants, is receive 20% of 20%, which is 5% of the initial total
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L35[04:26:13] <billy> ok, so if I wanted to make stronger armor, the best solution is to apply my own additional damage reduction in the LivingHurtEvent, like this: https://thepasteb.in/p/mwhKc962GAyJ9fm
L36[04:26:40] <gigaherz|work> I suppose
L37[04:26:59] <billy> hmm, doesnt sound convincing lol. what would you do?
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L39[04:51:39] <gigaherz|work> I'd get annoyed, consider what other possibilities I have, and if nothing else exists and I consider that feature essential to my mod, then and only then, give up and use the LivingHurtEvent to work around the armor limitation :P
L40[05:01:04] <billy> ^_^
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L52[07:01:19] <Raycoms> Anyone up to do some coding for minecolonies including new blocks? (we have the models and textures)
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L55[08:00:51] <bartman> I thought you were talking about cryptocurrency for a second lul
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L71[13:04:45] <Raycoms> In 1.10 getSubItems is client side only is there a way to get this data on the server as well?
L72[13:05:39] <ghz|afk> nope!
L73[13:05:46] <Raycoms> Oh hell
L74[13:07:08] <Raycoms> I saw only in 1.12 the side only is gone
L75[13:07:35] <ghz|afk> yeah IIRC forge now spreads it to the server
L76[13:07:46] <ghz|afk> I don't think it's vanilla
L77[13:08:00] <Raycoms> Yeah
L78[13:08:08] <quadraxis> vanilla did change it
L79[13:08:21] <quadraxis> mainly per request
L80[13:08:37] <ghz|afk> did they? then what was it that forge made non-client-only in 1.12?
L81[13:08:44] <quadraxis> there's a pointless call somewhere server-side now
L82[13:08:56] <quadraxis> forge did make it non-sided
L83[13:09:36] <quadraxis> but it was a lot of patching
L84[13:09:53] <quadraxis> so mojang got pestered to change it
L85[13:10:40] <Raycoms> Okay, bad luck 1.12 and 1.10 players, no oredict functionality for you
L86[13:10:46] <Raycoms> go complain to Mojang...
L87[13:11:03] <quadraxis> https://github.com/MinecraftForge/MinecraftForge/commit/f73c7cb764713c3c76077dd84c1d6a0bc8df446c#diff-d1ce36a3a5f637e8af4930dd4f51a610
L88[13:25:57] <ghz|afk> heh nice
L89[13:25:59] <ghz|afk> I didn't know about that
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L92[14:23:17] <Raycoms> What is the method again to give an inventory a custom name, and where do I have to execute it?
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L95[14:49:05] <ghz|afk> Raycoms: stuff with custom names implements IWorldNameable
L96[14:49:34] <ghz|afk> but it does not include setting
L97[14:50:49] <Raycoms> thanks
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L99[15:06:56] <Raycoms> Best moment of a refactoring PR: +880 βˆ’1,206
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