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L1[00:12:28] <FusionLord> got my block's blockstate working, color on the breaking effect is wonky, but not sure how to fix. https://puu.sh/zTMdQ/40825ee76f.gif
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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
L33[04:40:51] <axel_> https://pastebin.com/APBC64XV
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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L37[04:52:30] <axel_> https://pastebin.com/v6Kn8yW7 in custom item class
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
L43[05:00:25] <axel_> https://downloadmoreram.com
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
L68[05:13:28] <axel_> ok
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
L83[05:45:14] <axel_> https://pastebin.com/L2PhEkuF
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
L102[08:01:20] <barteks2x> Is there any way to actually use custom built version of forge from FG? I would like to actuall try the changes here https://github.com/MinecraftForge/MinecraftForge/pull/4841
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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
L126[08:31:24] <barteks2x> oh I didn't know this is a thing https://github.com/MinecraftForge/MCPConfig
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?
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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
L144[09:04:45] <Jediman> Server pastebin - https://pastebin.com/gnAeuBHN / https://www.dropbox.com/s/t2gia75nupndtlv/Server1.png?dl=0 / https://www.dropbox.com/s/dpfp16b9w8uzc18/server2.png?dl=0 / https://www.dropbox.com/s/qdh62lhipqmgkfi/windows%20firewall.png?dl=0 / https://www.dropbox.com/s/zmbd4rl6cggb2by/serrver3.png?dl=0
L145[09:06:46] <Jediman> and here is the server side auth error - https://pastebin.com/i9uSUYw1
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
L153[09:38:04] <quadraxis> https://github.com/md-5/SpecialSource ?
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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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
L219[13:39:10] <quadraxis> forge has a forum: http://www.minecraftforge.net/forum/
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
L241[15:54:28] <ScottehBoeh> https://pastebin.com/yk9LiPNR
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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L254[16:47:40] <Jediman> any idea whats causing this issue? https://pastebin.com/d0TfhYcM
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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.
L270[17:34:36] <gigaherz> I have this helper class: https://github.com/gigaherz/Commons/blob/master/src/main/java/gigaherz/common/client/ModelHandle.java
L271[17:35:01] <gigaherz> which I use in many of my renderers, like: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/renderers/RenderBall.java
L272[17:35:10] <gigaherz> as for the layer rendering
L273[17:35:38] <gigaherz> this is how I register it:
L274[17:35:39] <gigaherz> https://github.com/gigaherz/ToolBelt/blob/master/src/main/java/gigaherz/toolbelt/client/ClientProxy.java#L84,L88
L275[17:35:46] <gigaherz> and the implementation: https://github.com/gigaherz/ToolBelt/blob/master/src/main/java/gigaherz/toolbelt/client/LayerToolBelt.java
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.
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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
L298[18:23:29] <barteks2x> looks like this? https://i.redd.it/l0s1stjmomtx.png
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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