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L7[01:22:16] <gigaherz> Naiten: welll....
L8[01:22:28] <gigaherz> 1.10.2 and 1.11.2 mostly differentiate in the itemstack nullability
L9[01:22:46] <gigaherz> 1.10.2 uses null, 1.11.2 uses ItemStack.EMPTY
L10[01:23:30] <gigaherz> 1.11.2 and 1.12.2 differentiate mostly in the advancements, and the recipe system
L11[01:24:15] <gigaherz> but besides that
L12[01:24:22] <gigaherz> the logic itself is not that different
L13[01:24:28] <gigaherz> once you are done porting to all 3
L14[01:24:58] <gigaherz> it's not a lot of effort to change/fix all 3 by using (almost) the same code
L15[01:25:47] <gigaherz> unless your mod's features rely heavily on recipes and advancements
L16[01:26:03] <gigaherz> or rather, achievements in the older versions ;P
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L18[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20180223 mappings to Forge Maven.
L19[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20180223-1.12.zip (mappings = "snapshot_20180223" in build.gradle).
L20[02:00:19] <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/
L21[02:17:34] <Naiten> Err, I don't even have 1.7.10 recipes and factories figured out properly...
L22[02:17:38] <Naiten> I want some machinery finally, and that includes GUI factories (ovens, benches and some more advanced concepts).
L23[02:18:02] <Naiten> Have to figure it out even for one 1.10+ version D:
L24[02:20:35] <Naiten> Right now my mod relies heavily on block rendering, gigaherz (you might remember my railways and trains), but if I bring my plans to life, it will also rely heavily on recipes and custom crafting interfaces.
L25[02:21:22] <Naiten> Advancements aren't as crucial, but it'd be nice to have them.
L26[02:22:48] <Naiten> Thanks for making it plain.
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L63[14:16:45] <tterrag> LexMobile: files.minecraftforge.net is giving a 502
L64[14:17:02] <LexMobile> cpw is working on it.
L65[14:17:09] <tterrag> kk
L66[14:17:20] <LexMobile> fg hasnt updated it in... ages.. aparently.
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L80[15:18:14] <darkstone> Anyone here use blockbench?
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L93[16:26:45] <Raycoms> Hey
L94[16:26:50] <darkstone> o/
L95[16:26:55] <Raycoms> How can I check for an NBT flag on an item?
L96[16:27:56] <gigaherz> get the nbt from the stack
L97[16:28:03] <gigaherz> and if not null, check if it has the key
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L99[16:28:53] <Raycoms> I meant, from an EntityItem
L100[16:29:10] <gigaherz> on the entity itself, or the item inside the entity?
L101[16:29:42] <Raycoms> Good question
L102[16:29:53] <Raycoms> I only know this: Immersive Engineering puts an NBT flag on items while they are on conveyor belts- "PreventRemoteMovement"
L103[16:30:10] <Raycoms> I thought there was only one way, now I have to check it on their repo
L104[16:31:23] <gigaherz> the issaue that you talk about "an nbt flag" as if it was a thing by itself
L105[16:32:03] <Raycoms> A user wrote this
L106[16:32:31] <Raycoms> https://github.com/BluSunrize/ImmersiveEngineering/blob/960dabc7e74e089b86abe10aeb43d9116a5df564/src/main/java/blusunrize/immersiveengineering/common/IEContent.java#L436
L107[16:32:35] <Raycoms> Seems to be in the entityData
L108[16:32:54] <darkstone> I'd think that's entity, yeah
L109[16:33:03] <darkstone> Though I haven't touched code for anything above 1.6.4
L110[16:33:09] <darkstone> At least, not extensively
L111[16:34:44] <darkstone> Hahah
L112[16:34:51] <Raycoms> =)
L113[16:34:54] <darkstone> I was thinking I remembered a similar question being answered in this channel before
L114[16:35:49] <darkstone> Not sure it's relevant though. I did find it in my logs.
L115[16:36:18] <darkstone> I have a question when you guys are done with that.
L116[16:37:32] <Raycoms> I'm done, I need to send that to my testers now =)
L117[16:40:42] <Raycoms> darkstone what do you want to ask?
L118[16:41:04] <darkstone> I'm trying to recreate Minecraft mobs in another engine. I have 2 questions, sort of.
L119[16:41:23] <darkstone> 1) does anyone know what 1.0F in Minecraft velocity is? m/s? m/tic?
L120[16:41:59] <darkstone> Can anyone tell me if the moveStrafing part of move code does more then what its name suggests?
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L122[16:43:30] <Raycoms> I'd guess 1m/s, since 1m/tick would be just tooo fast, and our mobs usually go faster then 1.0F so it seems quite reasonable, but no guarantees on that one
L123[16:43:34] <Raycoms> And the second one I don't know
L124[16:44:42] <darkstone> I thought it must be 1m/s too, but the calculation didn't work. Thanks!
L125[16:45:08] <darkstone> (if I assume 1 m/s, the magma cube doesn't even move. If I assume 1 m/t, the magma cube catapults across the level.)
L126[16:46:38] <Raycoms> How far is one meter for you? I thought 1m in minecraft is basically 1 block
L127[16:47:09] <gigaherz> it is
L128[16:47:43] <gigaherz> but, that doesn't mean speed is in "meters per ..."
L129[16:48:17] <Raycoms> Yeah, that's why I only guessed, since our mobs go, I think 2.0 and sometimes 1.0 and that feels like around 2blocks per second
L130[16:49:08] <tterrag> I believe it is m/tick though
L131[16:49:16] <tterrag> as in the entity adds that value to its position every tick
L132[16:50:04] <Raycoms> Btw, is anyone here interested in participating in a bigger modding project, Minecolonies is, as always, searching for additional active coders =D
L133[16:51:04] <Raycoms> forgot to add the question mark in the middle =)
L134[16:53:18] <gigaherz> or "if" to the beginning
L135[16:53:37] <gigaherz> (and move "is" to the right place after that)
L136[16:54:09] <Raycoms> or that
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L138[16:54:57] <darkstone> wat
L139[16:55:06] <darkstone> Raycoms: what kind of project?
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L142[17:03:12] <Raycoms> Minecolonies is a mod which adds a colony to the game, the end product we want to achieve is like a mixture between Anno and Age of Empires
L143[17:03:30] <Raycoms> We have a bunch of workers and guards already
L144[17:03:39] <Raycoms> And certain interactions between them
L145[17:03:43] <Raycoms> But we need more, always
L146[17:07:32] <darkstone> I've never been good at mob AI tbh
L147[17:07:54] <Raycoms> The advantage of working with us is that we need a bunch of everything, workers (we need more), hostile npcs (we need more), bug fixes (we need), improved AIs (we need), custom blocks (we need), custom tile entites( as well)
L148[17:08:05] <darkstone> Custom blocks I can do easily.
L149[17:08:24] <darkstone> You work on github or another platform?
L150[17:08:26] <Raycoms> For example we want a kind of medieval gate block which reacts to our citizens
L151[17:08:37] <Raycoms> https://github.com/Minecolonies/minecolonies
L152[17:08:45] <Raycoms> http://www.minecolonies.com/
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L156[17:12:23] <Raycoms> We have a discord as well if you're interested, https://discord.gg/gA7T6ma I'm online there almost 24/7
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L159[18:35:29] <darkstone> Raycoms: could you use an idea man/coder?
L160[18:35:40] <darkstone> I can spout ideas constantly and code when I'm able
L161[18:36:08] <Raycoms> We have a lot of things planned already but good ideas are always welcome =)
L162[18:36:21] <darkstone> Well my mom is sick so I can't promise or plan to be available 24/7.
L163[18:36:25] <Raycoms> And the "coder" part is the most important one =)
L164[18:36:31] <darkstone> But it'd be nice to try out a new project/
L165[18:36:59] <darkstone> I haven't messed with Minecraft innards in ages and need to learn Forge way better then I know it now.
L166[18:40:35] <Raycoms> =)
L167[18:50:56] <Raycoms> Send me your email on the discord I sent you and I get you perms to open branches on our github, and if you want a task to start out
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L198[22:50:02] <godxeno> whats forgemodbuilder?
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