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L14[02:00:01] <LexMobile> !gm
func_177956_o
L15[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180401 mappings to Forge Maven.
L16[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180401-1.12.zip
(mappings = "snapshot_20180401" in build.gradle).
L17[02:00:17] <LexMobile> dat timing
L18[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/
L19[02:07:25] <kashike> heh
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L22[02:49:41] <barteks2x> Why I can't
rename modules in IDEA? It tells me "cannot rename root
module"
L23[02:53:32] <barteks2x> looks like you
have to actually run gradle build after renaming a module for
things to work in IDEA, but this thing doesn't actually build
yet...
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L30[03:45:23] <barteks2x> running build
with --continue worked
L31[04:34:06] <axel_> how do i make my
portal generate in the dimension the player is going to? currently
it only generates in the overworld even if i go to the custom
dimension
L32[04:36:43] <barteks2x> show the
code
L34[04:41:17] <axel_> like i said it
generates fine in the overworld (if i remove the check), but i only
want it to generate in the dimension
L35[04:50:29] <barteks2x> how are you
creating the teleporter instance?
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L38[04:54:51] <barteks2x> damn IDEA is
making things hard for me
L39[04:55:28] <barteks2x> oh I don't have
forgeSrc jar
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L41[04:59:50] <barteks2x> damn you
gradle
L42[04:59:56] <barteks2x> I ran out of
memory
L44[05:02:32] <barteks2x> downloaded ram
still works at the speed of hdd :(
L45[05:02:51] <axel_> damn
L46[05:02:58] <TechnicianLP> get an ssd
then
L47[05:03:33] <barteks2x> I currently have
the worst of both worlds: a hybrid HDD
L48[05:03:33] <TechnicianLP> or create a
swap
L49[05:03:44] <barteks2x> I do have swap. A
whol;e 16 GB of ti
L50[05:05:00] <barteks2x> ForgeGradle is
even more of a pain with multiproject gradle builds...
L51[05:05:59] <TechnicianLP> i tried
multiproject with different mc versions each once ... gave up
L52[05:06:28] <barteks2x> those are with
the same MC version, just different modules of the same
project
L53[05:07:02] <barteks2x> I use just the
right combination of stuff to be completely on my own in terms of
support
L54[05:07:34] <barteks2x> kotlin-dsl,
forgegradle, multi project build, mixingradle, and attempoting to
do dependency extraction
L55[05:10:30] <barteks2x> axel_, so I found
your propblem
L56[05:10:43] <barteks2x> you should
construct the Teleporter with the World instance you want to go
to
L57[05:10:47] <barteks2x> not the one you
are coming from
L58[05:11:08] <barteks2x> Also, you
probably should reuse the teleporter instance
L59[05:11:24] <axel_> the vanilla
one?
L60[05:11:45] <barteks2x> the one you
create
L61[05:11:57] <axel_> yeah, what im doing
right now is temporary
L62[05:12:02] <barteks2x> ideally, forge
would fire an even in the right place to allow replacing vanilla
teleporter
L63[05:12:11] <barteks2x> I don't know why
it doesn't do that
L64[05:12:27] <barteks2x> this line in
WorldServer could be a forge event this.worldTeleporter = new
Teleporter(this);
L65[05:12:40] <barteks2x> so that mods can
provide their own teleporters
L66[05:13:00] <axel_> are you going to
create a pull request for that, or are you requesting the mods
right now?
L67[05:13:15] <barteks2x> I could create a
PR for it, I guess
L69[05:13:29] <barteks2x> but dimension
transfer is a complicated thing in vanilla
L70[05:13:38] <barteks2x> so I belive there
should be more in forge to make it easier
L71[05:13:46] <barteks2x> but it would also
be much more work
L72[05:13:47] <axel_> yeah, i agree
L73[05:14:10] <barteks2x> I think I have
seen some related PRs somewhere
L74[05:14:16] <barteks2x> not sure what
happened to them
L75[05:14:57] <axel_> how do i get an
instance of the world i want to go to?
L76[05:15:36] <barteks2x>
DimensionManager
L77[05:15:49] <barteks2x> you can get a
World from dimension ID
L78[05:16:20] <axel_> ok, thank you
L79[05:18:56] <barteks2x> For me teleporter
class is the biggest pain in terms of compatibility because every
mod has to copy paste and modify a lot of it
L80[05:19:32] <axel_> i didnt really find
mine *too* difficult to create once i figured out what each method
did
L81[05:19:52] <axel_> that was the hard
part for me since everything imaginable is obfuscated there
L82[05:43:30] <axel_> for some reason i can
only get world from the dimensionmanager once, after that its
null
L84[05:52:07] <barteks2x> hm... maybe the
dimension ghets unloaded or something?
L85[05:52:49] <axel_> how is it loaded the
first time but not the second time?
L86[05:53:23] <barteks2x> oh use
MinecraftServer.getWorld
L87[05:53:38] <barteks2x> it will also load
the dimension if not loaded
L88[05:56:15] <axel_> ah, thank you
L89[05:58:04] <barteks2x> my problem with
teleporter is that nearly all implementations of it assume
constant, small world height, and min height = 0
L90[06:38:54] <barteks2x> multiproject
setupo is getting into a whole new level of hard now
L91[06:39:10] <barteks2x> When unit tests
are involved
L92[06:39:44] <barteks2x> anyone would be
ablt to help with gradle/forgegradle?
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L96[07:34:26] <axel_> if i do chunkX
>> 4, will i get the edge of a chunk?
L97[07:34:56] <barteks2x> chunkX <<
4
L98[07:35:06] <axel_> Ah, thank you
L99[07:35:54] <barteks2x> << and
>> are the directions of bitshifts, which works just like
adding or removing zeros at the end in deciomal
L100[07:36:39] <barteks2x> (except in
binary so multiply/divide by powers of 2 instead of powers of
10)
L101[07:37:20] <axel_> i see
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L104[08:25:54] <Twisted_Code> I'm making
my first mod and, wanting to plan ahead, would like to know if
there's anything to keep in mind (besides the flattening) that's
different between 1.10 and future versions. Ideally, I'd prefer to
minimize the amount of time spent updating and, if it's even
possible considering how substantial the mod will be, eliminate the
need for two different versions between 1.10 and 1.12
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L106[08:27:06] <gigaherz> Twisted_Code:
between 1.10 and 1.12...
L107[08:27:07] <gigaherz> well
L108[08:27:13] <gigaherz> 1.11 introduced
non-nullable itemstacks
L109[08:27:23] <gigaherz> that means,
whereas 1.10 would return/receive null for "no
item"
L110[08:27:28] <gigaherz> 1.11+ use
ItemStack.EMPTY
L111[08:27:40] <barteks2x> the easiest way
to avoid work updating to 1.13 is to just wait for 1.13 before
writing it. I don't think a lot of people even knoe what 1.13 code
will look like
L112[08:27:44] <gigaherz> and it's an
error to ever pass "null" into any variable taking an
itemstack
L113[08:27:56] <gigaherz> also some
methods in ItemStack are different
L114[08:28:03] <gigaherz> that's the
"biggest" thing
L115[08:28:04] <barteks2x> (unless there
are some deobfucation mappings for snapshots available, I don't
think there are)
L116[08:28:22] <gigaherz> so that makes
supporting both 1.10 and anything newer, a bit of a hassle
L117[08:28:29] <gigaherz> and 1.13 is
going to change quite a lot
L118[08:28:44] <gigaherz> so accept the
fact that for 1.13, you'll have to do many breaking changes
L119[08:28:54] <gigaherz> and it will be
impossible to keep things cross-compatible
L120[08:29:21] <gigaherz> for my mods, I
currently have 1.10 in "extended maintenance" (meaning I
only patch serious crashes)
L121[08:29:37] <gigaherz> 1.11 in
"maintenance" (meaning I might backport something if it
really improves the quality of the mod)
L122[08:29:42] <gigaherz> and 1.12 as the
mainline development
L123[08:30:07] <gigaherz> I develop them
SEPARATELY, without trying to reuse the same code
L124[08:30:54] <gigaherz> so if I make a
crash fix, I'll fix it in 1.12, backport the fix to 1.10, and then
"mid-port" (taking from either 1.10 or 1.12 whatever fits
best)
L125[08:30:59] <gigaherz> to 1.11
L127[08:40:08] <axel_> is there a simple
way to get a "Rotaion" from an EnumFacing?
L128[08:40:21] <gigaherz> yes, there's a
method for it, in enumfacing ;P
L129[08:41:56] <barteks2x> oh god if I
didn't read somewhere that the MC textures are april fools joke, I
would have wasted HOURS trying to debug why I have 8-bit color
textures
L130[08:42:46] <axel_> gigaherz: i cant
find any method that returns it, do you mean one of the
"rotate" methods?
L131[08:42:53]
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L132[08:42:58] <axel_> returns a Rotation
object that is
L133[08:43:29] <gigaherz> oh
L134[08:43:35] <gigaherz> I don't know
what the "Rotation" object is
L135[08:43:40] <gigaherz> I thought you
just meant an angle ;P
L136[08:45:02] <axel_> its a class thats
used when creating a PlacementSettings object, which in turn is
used in creating structures from nbt
L137[08:45:52] <gigaherz> hmmm I guess
thne the answer would be in the structure block?
L138[08:49:24] <axel_> that just sets the
rotation through the gui directly
L139[08:52:37] <gigaherz> I guess you
could have an array of 6 Rotation objects
L140[08:52:44] <gigaherz> and just do
rotations[facing.ordinal()]
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L142[09:01:14] <axel_> not sure that would
work, but i will try it
L143[09:03:51] <Jediman> Hello, I am
running into an issue that appears to only be affecting my server.
I am unable to do a direct connect. I keep getting authentication
failures. I've test the client side minecraft on other servers and
I can connect. Below are screen shots and pastebin
L146[09:25:15] <gigaherz> Authentication
servers are down. Please try again later, sorry!´
L147[09:25:23] <gigaherz> sounds like a
mojang issue?
L148[09:25:32] <gigaherz> unless you can
use other servers just fine right now while this happens
L149[09:25:38] <gigaherz> in which case it
could be a firewall issue
L150[09:25:57] <gigaherz> but I don't know
enough about that to help :P
L151[09:27:16] <Jediman> it seems to be
something with my server. Cause I just installed the server on my
normal client machine and it works. Windows firewall is totally
disabled
L152[09:34:38] <barteks2x> so I was trying
to get 18w10d deobfuscated with the newest mappings, so far can't
find a way to just apply SRG mappings to a jar
L154[09:39:01] <barteks2x> why it takes
10+ seconds for a stupid link to open in already open brtowser
window...
L155[09:47:56] <barteks2x> awesome, IChunk
is now a thing
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L157[10:04:01] <barteks2x> mojang just
screwed me with 1.13 public static boolean func_189509_E(final
BlockPos \u2603) { return \u2603.func_177956_o() < 0 ||
\u2603.func_177956_o() >= 256;
L158[10:04:04] <barteks2x> *static*
L159[10:05:25] <axel_> its not checking if
the pos is within world bounds, right?
L160[10:06:07] <barteks2x> it is
L161[10:06:10] <barteks2x> but it';s
**static**
L162[10:06:31] <axel_> and?
L163[10:06:40] <barteks2x> I have world
heigth different per world
L164[10:06:48] <axel_> oh...
L165[10:07:48] <barteks2x> I can adjust to
it but that means no more per-dimension height range settings
possible
L166[10:08:15] <axel_> maybe submit a pr
for it?
L167[10:09:03] <barteks2x> to who? to
mojang?
L168[10:09:22] <barteks2x> it's not like
Minecraft is on github
L169[10:09:37] <barteks2x> if it was, we
wouldn't need decompilers
L170[10:09:47] <axel_> forge
L171[10:10:14] <axel_> unless there is
something preventing that from happening that i dont know
about
L172[10:10:22] <barteks2x> forge can't
change that part because it means removing a method that things may
expect to be there
L173[10:10:26] <barteks2x> things that
don't use forge
L174[10:10:49] <axel_> thats why youre
emphasising the static?
L175[10:11:09] <barteks2x> yes, because it
can't reasonably be changed to non-static by anyone outside of
mojang
L176[10:11:31] <axel_> :/
L177[10:16:59] <quadraxis> ask lex if you
can borrow his "yell at grum" phone?
L178[10:17:46] <barteks2x> well, I am the
only person in the world who needs that method to be
nonstatic
L179[10:19:36] <barteks2x> may be hard to
convince anyone
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L181[10:50:01] <TechnicianLP> there may be
usecases for world eg 512 blocks high ...
L182[10:50:12] <TechnicianLP> buts its not
really use often ...
L183[10:55:09] <barteks2x> usually, in
normal survival - yes, it's unlikely you will build something
higher
L184[10:56:16] <TechnicianLP> omeone needs
to build a journey to the core map with your mod xD
L185[10:58:06] <barteks2x> I'm wondering
how hard would it be to make that work without forge
L186[10:58:18] <barteks2x> something like
SpongeVanilla
L187[11:02:56] <TechnicianLP> i cant find
how the filem was actuall called
L188[11:07:03] <barteks2x> is it worth
trying to do dependency extraction with current system or better to
wait for the new PR to get merged?
L189[11:09:34] <TechnicianLP> Journey to
the Center of the Earth
L190[11:11:29] <barteks2x> that would be
doable, especially with some nicer worldgen mod for that
L191[11:12:13] <barteks2x> the way vanilla
biomes work makes it impossible in practice to use more than a few
hundreds blocks of world height
L192[11:12:32] <barteks2x> and there is
really nothing there at the bottom
L193[11:12:38] <barteks2x> just stone and
normal ores currently
L194[12:24:43] <Twisted_Code> gigaherz,
Okay thanks. I can accept breaking stuff between 1.12 and 1.13. I
just want to be cross compatible between 1.10 and 1.12 if I can. Is
there a variable or method I can access to determine what version
of Minecraft is running, so I can branch code accordingly? Thanks
regardless :-)
L195[12:29:37] <Twisted_Code> Actually,
how would I build it to accept both versions of Forge, anyway?
Would I just use the same MDK or would it have to switch depending
on version as well?
L196[12:30:20] <Twisted_Code> In case it's
not clear, I'm completely noob when it comes to modding, Java, and
Gradle. Guidance much appreciated
L197[12:30:44] <gigaherz> I just don't
think you should try to make one mod compatible with more than one
version of minecraft
L198[12:30:51] <gigaherz> it's not
straightforward at all
L199[12:31:08] <gigaherz> since there's
going to be so many subtle differences all over the place
L200[12:31:16] <gigaherz> you'll pretty
much have to keep separate codebases for most things
L201[12:32:26] <Twisted_Code> hmm, okay. I
just figured if small mods can do it, mine should be able to until
it gets more substantial. Perhaps it's just not practical though,
and I can accept this
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L203[12:34:34] <TechnicianLP> theres a mod
called compat-layer you can use for that - but keep in mind: you
would be better off creating two separate versions ...
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L206[13:07:07] ***
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L209[13:25:03] <barteks2x> looks like it's
impossible to use ForgeGradle and MixinGradle with the plugins { }
block in gradle now, because it doesn't support snapshots at all.
And no, I'm not joking here.
L210[13:26:46] <barteks2x> or it has
always been like that but I didn't notice
L211[13:27:04] <barteks2x> but now I kind
of need the plugins{} declaration to work because of
kotlin-dsl
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L213[13:28:24] <axel_> is there anywhere i
can post code examples? i figured out a way to get a rotation
object from a facing object, and would like to show people who
google it in the future
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L215[13:28:37] <TechnicianLP>
hastebin.com
L216[13:28:50] <barteks2x> or
gist.github.com
L217[13:28:58] <axel_> i mean on a
forum
L218[13:29:05] <axel_> i know about those
types of websites
L220[13:39:39] <axel_> which forum is it
fitting to post in there
L221[13:42:03] <quadraxis> probably Modder
Support / User Submitted Tutorials
L222[13:42:10] <axel_> ok
L223[13:59:49] <axel_> are the contents of
books saved in an nbt tag? i cant find the tag for it
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L225[14:24:07] <barteks2x> I really don't
know how to properly make an API :(
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L234[15:50:24] <ScottehBoeh> Hey folks.
Any idea why the item thats spawning from this Method appears to be
"fake" or just Client-side?
https://pastebin.com/508HSDB6
L235[15:50:57] <axel_>
!world.isRemote
L236[15:51:04] <axel_> check that
condition
L237[15:53:44] <ScottehBoeh> Now I get a
constant "You cannot trim that!"
L238[15:53:51] <ScottehBoeh> Have I done
by moving object position code wrong?
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L240[15:54:02] <axel_> show code
L242[15:57:16] <axel_> place breakpoints
and use the debugger
L243[15:57:27] <ScottehBoeh> Will do
L244[15:58:39] <ScottehBoeh> It seems to
think the block is BlockGrass
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L248[16:16:07] <ScottehBoeh> Ok got it
working!
L249[16:16:31] <ScottehBoeh> I have
another question: Is it possible to have 2 items craft together to
make another item, except instead of taking the 2 items used to
craft, it just takes one and damages the other?
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L251[16:20:38] <LexMobile> Nope, thats a
impossibility in Minecraft modding, people have been trying to
crack that for years....
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L257[16:58:22] <barteks2x> something
somewhere was readfing that config file in a weird way and didn't
properly close it. Are you sure you don't have this file open in
some editor maybe?
L258[16:58:41] <barteks2x> (the
C:\Users\Brian\AppData\Roaming\.minecraft\versions\1.12.2-forge1.12.2-14.23.2.2611\config\multipart.cfg
file)
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L263[17:31:26] <LexMobile> Anyone happen
to have any info on loading a model and rendering it in a entity
layer?
L264[17:33:23] <gigaherz> model as in,
.OBJ?
L265[17:33:59] <gigaherz> I have code for
using ModelLoader-based models in entities and TESRs
L266[17:34:06] <gigaherz> and I have code
for a basic layer renderer
L267[17:34:06] <LexMobile> Anything that
passes through the model system.
L268[17:34:11] <gigaherz> but it doesn't
actually use the model system
L269[17:34:30] <LexMobile> Worth taking a
look at, i dont do rendering stuff. But I haz an idea if you wanna
help.
L272[17:35:10] <gigaherz> as for the layer
rendering
L273[17:35:38] <gigaherz> this is how I
register it:
L276[17:36:24] <gigaherz> ^ not the
cleanest code :P
L277[17:37:35] <LexMobile> I think i can
figure something out, I just hate rendering so gotta get over this
hurdle.
L278[17:38:39] <gigaherz> the most
annoying part of the layer rendering is figuring out the transform
needed to make things "stick" to the player model
L279[17:39:41] <gigaherz> in my case I was
drawing a belt, so I made it relative to the body piece of the main
model -- hence the translateToBody() method
L280[17:40:58] <LexMobile> ya i'll have to
setup some kinda of 'find the right location' system.
L281[18:11:32] ***
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L282[18:13:18] <Jediman> barteks2x, I dont
have it open
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L284[18:19:18] <Jediman> barteks2x, I
deleted that File but now I am getting a chickenchuncks ones --
C:\Users\Brian\AppData\Roaming\.minecraft\versions\1.12.2-forge1.12.2-14.23.2.2611\config\ChickenChunks.cfg
(The requested operation cannot be performed on a file with a
user-mapped section open)
L285[18:19:28] <Jediman> I know I dont
have the config file open
L286[18:19:53] <barteks2x>
actually...
L287[18:20:03] <barteks2x> why the hell do
you even have config files in that place?
L288[18:20:35] <gigaherz> some broken mod
must be using the main jar's location instead of the data folder
location
L289[18:20:51] <barteks2x> or he set his
game directory there
L290[18:21:09] <Jediman> where should they
go barteks2x? That is the directory I installed the game to
L291[18:21:26] <barteks2x> which launcher
are you using?
L292[18:21:33] <Jediman> Vanilla MC
one
L293[18:21:37] <barteks2x> which
one?
L294[18:21:48] <Jediman> trying to launch
into the forge version
L295[18:22:00] <barteks2x> There is more
than one vanilla MC launcher
L296[18:22:29] <Jediman> 2.0
launcher?
L297[18:23:23] <Jediman> first time using
it honestly, before I took a break I was using tekkit one
L299[18:23:42] <Jediman> yea
L300[18:24:01] <barteks2x> somewhere in
settings you should have game directory settings
L301[18:24:19] <barteks2x> I can't show
where because I'm on linux so I don't have this launcher
available
L302[18:24:52] <barteks2x> also this
probably doesn't belong in #minecraftforge
L303[18:25:18] <Jediman> better
channel?
L304[18:25:25] <barteks2x> #minecrafthelp
exists
L305[18:25:48] <barteks2x> wait
L306[18:25:49] <barteks2x> no
L307[18:25:53] <barteks2x> they don't
support modded
L308[18:26:11] <Jediman> oh ok
L309[18:26:13] <gigaherz> Launch options
->
L310[18:26:20] <gigaherz> select the
profile you are using
L311[18:26:42] <gigaherz> check if you
have "Game directory" ticked, but with an empty/invalid
path in it
L312[18:26:59] <gigaherz> either leave the
togglebox in the "gray" state, or enter a valid directory
there
L313[18:27:03] <Jediman>
C:/Users\Brian\AppData\Roaming\.minecraft\versions\1.12.2-forge1.12.2-14.23.2.2611
L314[18:27:11] <barteks2x> this is the
worst possible place
L315[18:27:14] <gigaherz> yeah
L316[18:27:26] <barteks2x> you shoudnt
have anything other than game jar files and json files in
versions
L317[18:27:31] <gigaherz> pick a proper
folder
L318[18:27:35] <gigaherz> or let the
launcher pick for you
L319[18:27:50] <Jediman> sorry, thought
this was a forge question / help question
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L326[19:25:07] <SatanicSanta> !gf
field_150475_bE 1.7.10
L327[19:25:16] <SatanicSanta> !gf
field_150412_bA 1.7.10
L328[19:31:38] <SatanicSanta> !gf
func_77960_j
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L330[19:35:01] <SatanicSanta> !gf
field_72995_K 1.7.10
L331[19:35:13] <gigaherz> you can do that
in a PM, or in the #mcpbot channel
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