Globox1997 / MedievalWeapons

https://modrinth.com/mod/medievalweapons
https://www.curseforge.com/minecraft/mc-mods/medievalweapons
MIT License
9 stars 12 forks source link

Several weapons are unaffected when enchanted #106

Closed Hyxth closed 1 year ago

Hyxth commented 1 year ago

Downloaded the medieval mod and it's dependencies, loaded up into a world on creative, enchanted some of the weapons with some vanilla enchantments such as smite and sharpness. medieval weapons appear to be unaffected when enchanted with smite and sharpness.

Am i missing something?

Globox1997 commented 1 year ago

This sounds really odd, which weapons are unaffected?

Hyxth commented 1 year ago

The breakpoint for one-shotting a zombie calls for 8 attack damage and smite V(5). when i applied smite 5 to all weapons, the results were as follows: Weapons that were UNaffected by the smite V enchantment: Diamond mace, netherite rapier, and stone longsword. Weapons that were affected by smite V: Stone war axe, netherite lance, and iron battleaxe. (unsure if material matters but i'm specifying anyways) I made a new instance and only added medieval weapons mod dependencies, medieval weapons mod itself, and everything worked fine. do you know of any mod incompatibilities that collide with medieval weapons mod? I can provide a screenshots(s) of the mods i use personally if that would help.

JasdanVM commented 1 year ago

You still have this problem?

Hyxth commented 1 year ago

You still have this problem?

as i stated before, the mod works fine by itself, yes. but there appears to be a conflicting mod i have. this is why i originally asked if there were any known mods that could conflict with this. the developer obviously isn't interested in helped based off the lack of response to if they knew of any mods that could conflict though, and also because the mod works fine by itself. maybe it's better combat? I'm not sure what it would specifically be doing to affect enchantments on medieval weapons though. it might also be a dependency but i wouldn't know. I guess this isn't really the right place to be talking about mod conflicts, since that's a mostly a me issue, but it's still important information for future people know what can and cannot be used with this mod.

this is the list of mods i have:

Architectury API (Fabric/Forge) - (BASIC DEPENDANCY) Arrp (MEDIEVALWEAPONS DEPENDANCY) Cardinal Components - (ORIGINS DEPENDANCY) Cloth Config API (Fabric/Forge) - (BASIC DEPENDANCY) CreativeCore (TOWNS AND TOWERS DEPENDANCY | ENHANCEDVISUALS DEPENDANCY) Collective (SKELETON HORSE SPAWN DEPENDANCY) Fabric API - (BASIC DEPENDANCY) GeckoLib (BASIC DEPENDANCY) Lithium (Fabric) - (SODIUM DEPENDANCY) MidnightLib (ICARUS DEPENDANCY | IT TAKES A PILLAGE (FABRIC) DEPENDANCY) Mod Menu - (CHARM DEPENDANCY) Pehkui - (ORIGINS DEPENDANCY) Phosphor (Fabric) - (SODIUM DEPENDANCY) PlayerAbilityLib - (ORIGINS DEPENDANCY) Sound Categories (EXTRA SOUNDS DEPENDANCY) TerraBlender (Fabric) - (OH THE BIOMES YOU'LL GO REFABRICTAED DEPENDANCY) Trinkets (Fabric) - (ICARUS DEPENDANCY | BETTER ANIMALS PLUS DEPENDANCY) bendy-lib - (BETTER COMBAT DEPENDANCY) playerAnimator - (BETTER COMBAT DEPENDANCY) Appleskin Better Combat Better Animals Plus Brewin' And Chewin' [Fabric] Chef's Delight [Fabric] Clumps Connectivity[Forge/Fabric] Dramatic Doors Ecologics ExtraSounds EnhancedVisuals Extra Origins Farmer's Delight [Fabric] Guard Villagers (Fabric/Quilt) Icarus Interactic It Takes a Pillage (Fabric) JourneyMap JourneyMap Tools Medieval Origins MedievalWeapons MemoryLeakFix Oh The Biomes You'll Go Refabricated Origins (Fabric) Rotten Creatures Regrowth Roughly Enough Items Fabric/Forge (REI) RPG Origins Scout Sodium Structory Swampier Swamps (Fabric) Skeleton Horse Spawn Towns and Towers Tool Leveling+ [Fabric] You're in Grave Danger

Globox1997 commented 1 year ago

Not answering can mean a couple of things but I expect people to find mod incompats to debug and find the incompatible mod and than I can help, otherwise the incompatibility has to get accepted - time is limited

Globox1997 commented 1 year ago

Reopen if you figure out which mod leads to this bug.