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L10[02:00:04] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180326 mappings to Forge Maven.
L11[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180326-1.12.zip
(mappings = "snapshot_20180326" in build.gradle).
L12[02:00:18] <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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L29[06:41:43] <lillelykke> Hi!
L30[06:42:23] <lillelykke> Anyone know of
an easy way to allow my players to use IC2 and BC machines no
matter what energy source they have?
L31[06:42:36] <lillelykke> E.g. having IC2
solar panels to power a BC quarry.
L33[06:54:20] <gigaherz> hmmm
L34[06:54:36] <gigaherz> jsut a good set of
energy pipes should do
L35[06:54:49] <lillelykke> Talking about
young scouts and guides. WOuld like to make it as easy as
possible.
L36[06:54:51] <gigaherz> mekanism pipes or
enderio pipes I think support many energy APIs
L37[06:55:10] <lillelykke> So they can
convert energy?
L38[06:55:22] <lillelykke> I have Mekanism
and Mekanism Tools installed.
L39[06:55:24] <gigaherz> I don't know from
memory, which energy types they support
L40[06:55:40] <gigaherz> but you might want
to check if mekanism energy pipes can do it
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L42[07:03:54] <Arcan> If you're in 1.7.10,
Mekanism energy cables do what you want
L43[07:04:27] <Arcan> lillelykke: in 1.7
mek pipes convert between RF, EU, and a handful of other energy
types automatically
L44[07:06:19] <lillelykke> I'm at
1.12.2.
L45[07:07:52] <Arcan> in that case I'd load
up a creative world with just Mek and BC and test it.
L46[07:07:57] <Arcan> and IC2
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L48[07:15:06] <lillelykke> Okey.
Thanks!
L49[07:16:23] <lillelykke> Anyone know if
Aroma1997s Dimensional World mods setting
"I:oreGenMultiplier=3" will generate ALL ores on the
server 3x?
L50[07:16:41] <lillelykke> Or is it just
the ores from Aroma1997s mod? Or just vanilla ores?
L51[07:16:51] <lillelykke> Not found
anything about this on google.
L52[07:21:38] <gigaherz> I would guess it's
all ores
L53[07:21:42] <gigaherz> but I have no
idea
L54[07:21:53] <gigaherz> more
accurately
L55[07:22:02] <gigaherz> I would guess it
runs oregen 3 times, after generating chunks
L56[07:22:09] <gigaherz> meaning veins are
3x more likely to appear
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L75[10:25:08] <AnrDaemon> Sorry if my
question feels strange, but what size of floating point numbers MC
mods commonly use to store data? Single or double precision?
Specifically data in NBT.
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L77[10:27:22] <gigaherz> AnrDaemon: doesn't
really matter -- whatever fits best
L78[10:27:48] <gigaherz> floats have 5-6
digits of precision, and a range of 10^-33 to 10^33 or so
L79[10:28:04] <AnrDaemon> I'm writing
JSON-NBT converter, and want to make a call on default float
type.
L80[10:28:06] <gigaherz> doubles have 11-12
digits, and a range of -300 to 300 ish
L81[10:28:13] <AnrDaemon> I'm aware of the
precision and ranges, thanks :)
L82[10:28:40] <AnrDaemon> Just though
there's some common consensus I'm not aware of.
L83[10:28:50] <gigaherz> I don't believe
so
L84[10:29:32] <AnrDaemon> Anyway, thank you
for the answer!
L85[10:30:20] <gigaherz> looking in one of
my mod environments, there's 16 setFloat total (including vanilla
code)
L86[10:30:28] <gigaherz> and 22 setDouble
total (including vanilla)
L87[10:30:33] <gigaherz> while not
statistically significant
L88[10:31:03] <gigaherz> I'd say based on
that tiny sample, that it's close enough to 50% that it won't
matter which one you make default
L89[10:31:26] <AnrDaemon> :D Thanks!
L90[10:32:37] <gigaherz> comapre with:
setInteger -- 261, setShort -- 42, setByte -- 44
L91[10:32:46] <gigaherz> in that case I
would say integer is the better default ;P
L92[10:33:22] <gigaherz> I guess that's why
the json-like syntax used to provide NBT in commandblocks
L93[10:33:25] <gigaherz> isn't true
json
L94[10:33:29] <gigaherz> but rather typed
json
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L96[10:34:44] <AnrDaemon> On another note,
I think I have a better idea. Since NBT is a generic format, I can
just use an options section at the start of the object to declare
default int/float types.
L97[10:34:53] <ben_mkiv> SirWill from
mineyourmind?!
L98[10:35:28] <ben_mkiv> guess most mods
use double, as theres rare usecase for real float values
L99[10:35:39] <gigaherz> ben_mkiv: i'd have
said otherwise
L100[10:35:47] <gigaherz> since there's
few reasons to use double, and floats take up less disk space
L101[10:35:52] <SirWill> ben_mkiv
yes?
L102[10:35:57] <ben_mkiv> just
wondered^
L103[10:36:25] <SirWill> do I know
you?
L104[10:36:47] <ben_mkiv> idk, used to
play on your servers for a while (Ben85) back then
L105[10:37:34] <AnrDaemon> gigaherz:
Thanks for being my rubber ducky for today <3
L106[10:37:48] <SirWill> ah, sounds
familiar but there a lot of players with "Ben" in the
name^^
L107[10:38:02] <SirWill> was /fml confirm
removed in forge 1.12?
L108[10:38:35] <SirWill> a mod caused
block id's to change but there was no fml confirm
L109[10:38:48] <AnrDaemon> Did it ask you
to confirm?
L110[10:38:58] <gigaherz> not that I'm
aware of
L111[10:39:02] <SirWill> it did not
L112[10:39:14] <AnrDaemon> May be mod took
care of the conflict?
L113[10:39:15] <gigaherz> I recall having
to /fml confirm while porting my mods
L114[10:39:27] <gigaherz> yeah if the mod
is able to migrate itself
L115[10:39:38] <gigaherz> the rest of the
mods wouldn't notice
L116[10:40:08] <gigaherz> so forge
wouldn't have any reason to worry
L117[10:40:10] <ben_mkiv> which is utopian
afaik
L118[10:40:15] <SirWill> hm, my guess is
that the NotEnoughIDs mod caused it as I didn't update any
mods
L119[10:40:21] <ben_mkiv> if you have
storagedrawers which store items with itemID for example...
L120[10:40:29] <gigaherz> my mods have
MOSTLY been compatible across major versions
L121[10:40:46] <gigaherz> ben_mkiv: yeah
that's uglyt
L122[10:40:51] <gigaherz> storage should
always use registry names
L123[10:40:52] <ben_mkiv> yea, but i think
migration isnt possible in a multimod environment
L124[10:41:01] <ben_mkiv> or at least, not
failsafe
L125[10:41:10] <gigaherz> and for network
packets, there's helpers to encode the data
L126[10:41:16] <gigaherz> so that the mod
never uses numeric IDs ever
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L128[10:41:32] <AnrDaemon> Oh, speaking
about mods. Anybody know a mod to cause nether portals to return
you to a dimension different than 0 ? Or is that even technically
possible?
L129[10:41:45] <gigaherz> I'm not
aware
L130[10:42:00] <gigaherz> everything is
technically possible
L131[10:42:09] <gigaherz> since coremods
can edit vanilla code
L132[10:42:11] <AnrDaemon> With a good
word and a handgun…
L133[10:42:27] <gigaherz> but
L134[10:42:33] <gigaherz> there's a more
basic issue with that
L135[10:42:43] <gigaherz> how does the mod
know where to put you?
L136[10:42:59] <gigaherz> there could be a
mod that makes ALL nether portals send you to dimension X
L137[10:43:07] <AnrDaemon> I'm fine with
vanilla mechanics bar the domension id.
L138[10:43:10] <gigaherz> but having one
portal link to dimension X and naother to Y
L139[10:43:12] <ben_mkiv> or a mod
tracking your portal usage
L140[10:43:18] <gigaherz> that would be
messier
L141[10:43:37] <AnrDaemon> Ok, let's not
drag it into offtopic. :) Sorry.
L142[10:51:06] <ben_mkiv> anyone knows of
any mod using b3d with rig and poses? (are poses even a
thing?)
L143[10:51:37] <gigaherz> no idea
L144[10:51:43] <gigaherz> one-frame
animations?
L145[10:51:52] <ben_mkiv> more like a full
walk cycle
L146[10:52:00] <gigaherz> oh
L147[10:52:04] <gigaherz> yeah that is a
thing
L148[10:52:09] <gigaherz> that is
basically what b3d is for
L149[10:52:25] <ben_mkiv> if the support
is as good as wavefront...
L150[10:52:28] <gigaherz> but I don't know
any mod actually using it
L151[10:53:18] <ben_mkiv> havent even
found a single mod using wavefront for animated entities
L152[10:54:18] <gigaherz> .obj can't do
animations per se
L153[10:54:29] <gigaherz> so all you can
do is load the different model parts separately
L154[10:54:34] <gigaherz> and draw them in
different rotations
L155[10:54:43] <ben_mkiv> yea, but even
didnt found something like that
L156[10:54:51] <ben_mkiv> only static
items which are rendered as overlay
L157[10:55:15] <gigaherz> tileentity using
a TESR with .obj models
L159[10:55:28] <gigaherz> ModelHandle is
my own class
L160[10:55:34] <ben_mkiv> yea, kinda got
something like that
L162[10:55:47] <ben_mkiv> but im parsing
the whole mesh from one object file, and define the rig as
XML
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L164[10:56:01] <AnrDaemon> Smart
move.
L165[10:56:10] <ben_mkiv> not really
L166[10:56:16] <ben_mkiv> as i have to
write the XML by hand :P
L167[10:56:20] <ben_mkiv> with all the
bone offsets
L168[10:56:31] <AnrDaemon> Why not? :) you
can adjust rig without chnaging the model.
L169[10:56:41] <AnrDaemon> Write exporter
:P
L170[10:56:51] <ben_mkiv> yea, that should
work as python in blender
L171[10:58:27] <ben_mkiv> but b3d kinda
does the same on the fly if i got it right
L172[10:59:13] <ben_mkiv> so anyone knows
of a game that uses B3D for entities?
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L174[11:02:18] <ben_mkiv> but i guess its
easier to write my own stuff for poses, to understand whats going
on
L175[11:03:23] <ben_mkiv> guess the logic
has to be custom for b3d, too. so for example canceling walkcycles
when the entity collides and should standing still
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L187[13:11:58] <barteks2x> I got like 20
mods in errored state. How the hell would I figure out what
actually went wrong?
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L191[13:17:54] <barteks2x> there are just
so many exceptions I can't figure out which one is the real cause
of the issue
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L193[13:31:04] <axel> remove half the
mods
L194[13:31:23] <axel> if the issue
persists you remove half of that, if not you have removed the mod
with the error
L195[13:31:33] <axel> keep getting halves
until you found the mod with the error
L196[13:31:53] <barteks2x> that means
starting the clienbt like 10 times... or more if I mess up
dependencies
L197[13:31:59] <barteks2x> and I will mess
up dependencies
L198[13:32:34] <axel> well you can try
posting the log on pastebin and linking it here
L199[13:32:37] <axel> maybe that can tell
us something
L200[13:33:29] <barteks2x> this is an
experimental modpack with my cubic chunks mod, it';s likely it's
involved somehow
L202[13:33:54] <barteks2x> over 70 mods
errored
L203[13:34:18] <barteks2x> at least by the
time it showed [20:07:25] [Server thread/FATAL] [FML]: Fatal errors
were detected during the transition from AVAILABLE to
SERVER_ABOUT_TO_START. Loading cannot continue
L204[13:35:40] <axel> it looks like an
issue with redstone flux
L205[13:35:49] <axel> its not finding a
file that its looking for
L206[13:35:57] <barteks2x> how the hell
did you figure it out?
L207[13:36:26] <axel> actually scratch
that
L208[13:37:08] <barteks2x> also all the
[19:52:19] [main/ERROR] [LaunchWrapper]: Exception encountered
attempting classloading of %s are likely because I had debug
classloading option enabled
L209[13:37:33] <axel> it might be
"betterchests"
L210[13:37:41] <axel> try removing
that
L211[13:39:06] <barteks2x> also it works
when joining server. Just not when creating singleplayer
world
L212[13:39:27] <barteks2x> and the server
has exactly the same mods
L213[13:40:27] <barteks2x> I wanted to
create singleplayer world to figure out what makes the world not
generate some features that are enabled in my worldgen config
L214[13:40:57] <axel> like i said, try
removing betterchests and see if it works
L215[13:41:10] <axel> if not, try redstone
flux, if that doesnt work then i dont know
L216[13:43:40] <AnrDaemon> barteks2x: Look
at the very first error, all the other are likely to be a
consequence.
L217[13:44:05] <barteks2x> the problem is,
I don't know which one is the first because there are lots and lots
of irrelevant ones before
L218[13:44:47] <barteks2x> I think
MC/forge should be way more strict about exceptions in dev
environment
L219[13:45:33] <barteks2x> removing
betterchests seems to work
L220[13:45:42] <barteks2x> or it would
have worked anyway
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L267[15:13:14] <lillelykke> Any way to
convert EU to MJ, or RF to MJ?
L268[15:13:22] <lillelykke> in
1.12.2.
L269[15:18:39] <gigaherz> the mekanism
energy pipes don't do it?
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L271[15:21:22] <lillelykke> Dunno how to
connect those pipes to the quarry.
L272[15:23:27] ***
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L273[15:24:06] <gigaherz> you can't power
the quarry block directly with the pipes?
L274[15:24:24] <gigaherz> I can't say I
have used mekanism or buildcraft on 1.12, so I can't REALLY
help
L275[15:24:47] <lillelykke> Tried with
both basic and advanced universal pipes.
L276[15:24:55] <lillelykke> and some of
the others.
L277[15:25:15] <gigaherz> maybe they are
not compatible in 1.12
L278[15:25:17] <gigaherz> that would be
sad
L280[15:25:38] <lillelykke> Buildcraft
supported RF for some time..
L281[15:25:48] <lillelykke> and now
dropped support for it in 1.12.2 or so.
L282[15:25:59] <gigaherz> how about forge
energy?
L283[15:26:18] <lillelykke> Tried.. and it
didn't work.
L284[15:26:24] <lillelykke> Maybe I did
something wrong..
L285[15:26:31] <lillelykke> But as far as
I can see it doesn't work.
L286[15:27:00] <gigaherz> I'm wondering if
the opposite would work
L287[15:27:14] <gigaherz> using a mekanism
"battery", and using BC kinesis pipes to extract from
it
L288[15:27:45] <lillelykke> What is this
Mekanism battery block?
L289[15:27:53] <lillelykke> Can test it
out if you tell me the names.
L290[15:28:03] <gigaherz> energy
cube?
L291[15:29:15] <lillelykke> BC kinese
pipes doesn't connect to it.
L292[15:29:28] <lillelykke> Tried with
wooden BC kinese.
L293[15:29:38] <gigaherz> so whatever
energy systems mekanism and buildcraft support
L294[15:29:42] <gigaherz> they aren't
compatible with eachother >_<
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L296[15:45:21] <LuigiHutch> 'BuildCraft in
1.11+ has moved back to using its own MJ power system which is NOT
compatible with RF. However, due to BuildCraft being in alpha no
other mods support it, or should support it, as we are still making
breaking changes to the API.'
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L298[15:50:44] *
gigaherz shrugs
L299[15:50:54] <gigaherz> given that forge
now has its own energy api
L300[15:51:04] <gigaherz> all these mods
insisting on something else just seems silly
L301[15:51:26] <gigaherz> if they had some
stuff that just simply can't be done with FE
L302[15:52:05] <gigaherz> like I remember
some mods had more real-life-like energy concepts, like different
voltages and such
L303[15:52:45] <gigaherz> and I don't mean
just like "LV" "MV" "HV" since that's
basically jsut having 3 separate energy APIs bundled into one, for
all practical purposes :P
L304[15:55:33] <lillelykke> Is FE Forge
energy API?
L305[15:59:03] <LuigiHutch> what's wrong
with mods not wanting to compatible with FE? especially with how
many mods abuse it
L306[16:02:26] <gigaherz> what do you mean
abuse?
L307[16:02:34] <gigaherz> and what's wrong
is compatibility
L308[16:09:00] <LuigiHutch> with the ever
increasing numbers of power generation needed to be seen as
'useable' especially when mods may use power as a balancing
mechanic. This 'compatibility' can be used to circumvent and
invalidate many features a person has put a lot of effort a dev
puts in just because they don't appease to producing a stupid
amount of power, especially in kitchen sink packs
L309[16:09:29] <gigaherz> if I put two
mods in my pack, it means i'm ok with breaking the balance
L310[16:09:41] <gigaherz> a modder
shouldn't tell people how to play the game
L311[16:09:47] <gigaherz> given that
people mod the game because they don't like how it plays ;P
L312[16:10:23] <gigaherz> hence, my
opinion of course, is that someone choosing not to use the most
compatible API, "becuase it breaks my mod's balance" is
even sillier.
L313[16:12:24] <LuigiHutch> so the mod dev
is not allowed to have a say on how their mod is played
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L315[16:16:43] <Lord_Ralex> so, rolling
your own system makes those issues go away?
L316[16:17:01] <lillelykke> It's also
fucking annoying I cannot use IC2 stuff to power BC.
L317[16:17:28] <lillelykke> If I happen to
spend time on getting an HV Solar Array... why the fuck I cannot
power a simple BC quarry with it?
L318[16:17:37] <lillelykke> It's just
stupid.
L319[16:18:24] <gigaherz> because
apparently, some modders think they know better.
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L321[16:19:20] <gigaherz> I was hoping
mekanism would still be cross-compatible with both
L322[16:19:26] <gigaherz> so that you
could use it as an intermediary
L323[16:19:31] <gigaherz> but if it isn't,
then I'm out of ideas
L324[16:20:06] <gigaherz> have you tried
this one?
L326[16:20:21] <gigaherz> it claims to
support both MJ and EU, and it's 1.12.x
L327[16:20:48] <lillelykke> It doesn't do
MJ.
L328[16:20:53] <lillelykke> I've tried the
mod.
L329[16:20:56] <gigaherz> it claims to
:/
L330[16:21:08] <lillelykke> Yes, and the
old version did.
L331[16:21:09] <gigaherz> ohwell
L332[16:21:12] <lillelykke> Not this fork
though.
L335[16:26:21] <Lord_Ralex> oh,
darkhax....
L336[16:27:44] <LuigiHutch> kinetic energy
≠electricity
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L339[16:28:55] <Lord_Ralex> it's funny
though really, because those kind of mods still invalidate the
balance bit ;)
L340[16:29:34] <gigaherz> if you are
playing in a modpack, chances are a mod's balance means
nothing
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L342[16:33:40] <LuigiHutch> and that means
you shouldn't care at all?
L343[16:33:53] <Lord_Ralex> that doesn't
mean one shouldn't care
L344[16:34:20] <Lord_Ralex> but it
shouldn't be the only excuse to feel like rolling your own solves
it
L345[16:34:28] <Lord_Ralex> or rather,
rolling your own is "better"
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L348[16:36:42] <LuigiHutch> who says
that's their only motive? they probably have many other
mechanics/motives that don't fit into RF/FE's ecosystem
L349[16:37:34] <Lord_Ralex> we simply are
saying there better be other reasons
L350[16:39:21] <Lord_Ralex> like, giga
said one did a more life-like, that'd be a decent reason
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L352[16:40:56] <GodXeno> why does my
minecraft randomly freeze
L353[16:40:59] <GodXeno> even though i
have awesome specs
L354[16:41:14] <gigaherz> does the memory
usage % in the F3 screen go too high?
L355[16:41:23] <gigaherz> like reach 99%
or sao, when it freezes?
L356[16:42:08] <gigaherz> if so, you might
not be giving the minecraft executable enough memory
L357[16:42:20] <gigaherz> you can change
that from the commandline parameters in the launcher profile
settings
L358[16:42:48] <GodXeno> im using 9
gigs
L359[16:43:42] <gigaherz> it is using 100%
of those 9gb?
L361[16:44:10] <lillelykke> LOVE IT!
L362[16:44:12] <GodXeno> i did not reboot
my laptop for like 10 days
L363[16:44:23] <gigaherz> i'm not talking
about your laptop
L364[16:44:27] <lillelykke> Thank you so
much, LuigiHutch! *hugs*
L365[16:44:31] <gigaherz> I'm talking
about the F3 screen inside minecraft
L366[16:44:39] <gigaherz> topright
edge
L367[16:44:49] <gigaherz> there should be
a % value of used vs allocated
L368[16:44:51] <LuigiHutch> its still a
valid reason no? its a stupid reason if its the only reason but its
still a reason
L369[16:44:53] <LuigiHutch> np :)
L370[16:45:30] <gigaherz> but, if your
computer is using more RAM than you have, that would be a reason to
reboot :P
L371[16:46:04] <lillelykke> But... how you
get this Power Adapter block in survival mode? errr?
L372[16:46:16] <GodXeno> im testing
now
L373[16:46:17] <lillelykke> "This
block has no crafting recipe. The block is intended for modpacks to
set up and make it work with their own progression and balance
systems. "
L374[16:47:12] <Lord_Ralex> LuigiHutch,
taking control of an api-level really isn't balancing, so no, i
don't view it as a valid reason, because it's not solving the issue
at hand
L375[16:47:24] <Lord_Ralex> you're not
solving balancing issues, it's just moving it
L376[16:47:48] <Lord_Ralex> so if someone
wants to unbalance, it is just a little harder
L377[16:48:03] <Lord_Ralex> such as those
adapter mods
L378[16:48:57] <Lord_Ralex> but that's my
opinion too
L379[16:51:44] <LuigiHutch> your moving it
so it becomes less of an issue. a smaller issue is better than a
bigger issue
L380[16:52:46] <Lord_Ralex> it's been a
long time really since i've done anything with power anyways, as a
user it was annoying to deal with mixing stuff
L381[16:52:49] <Lord_Ralex> as a dev, love
control, but
L382[16:52:52] <Lord_Ralex> it's a
tradeoff
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L389[18:45:51] <LexMobile> PaleoCrafter:
You around?
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L392[19:07:04] <SquareWheel> Heya. Having
an issue where vanilla is doing something I'm not understanding.
Could I get some advice from a more seasoned dev?
L393[19:07:21] <SquareWheel> My mod sets a
potion effect which increases the player's health. Everything works
fine except during a player death; the potion effect is lost but
the outline of those hearts remains. They can't be filled, so it
seems like a client/server desync. Logging out fixes this.
L394[19:07:39] <SquareWheel> I've tried
poking around to see what isn't updating. player.getMaxHealth is
accurate, as is the SharedMonsterAttributes.MAX_HEALTH.
L395[19:07:49] <SquareWheel> Any
ideas?
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L406[21:45:08] <SquareWheel> Welp, I'm
giving up on this issue for tonight. Will try again later. Thanks
to anyone who read.
L407[22:18:23] <SquareWheel> I lied, kept
playing with it. But I think it's just a vanilla bug. It happens if
you give yourself health_boost as well.
L408[22:30:01] <SquareWheel> Oh my, it's
actually a Forge bug. Doesn't happen in pure vanilla. Does happen
in Forge with no mods loaded.
L409[22:51:23] <SquareWheel> Submitted bug
report. Hopefully I'm not being a dumb.
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