Closed TheQuadShot closed 6 years ago
Thank you, @TheQuadShot ... I was just about to post this here.
Also applicable to: Forge: 12.18.3.2254 TCon: 1.10.2-2.6.3
Known applicable Chisel version: 0.0.10.22
The blocks being chosen in the first place is #2878 and is not an issue as the first block in the oredictionary is chosen.
As for the rendering issues, can you post a screenshot so we see what you mean? We can then determine which side it is on a little better. Also make sure you have no graphic changing mods like Optifine.
Sure thing, here's a quick vid, hope it helps. Also note that the tool tip/waila show's it as a casting table https://www.youtube.com/watch?v=u5zIz3Ob4bI
Additional: Did some more testing and I think it's a Chisel issue since I can put a Forestry Block of bronze in the basin and it's visible https://www.youtube.com/watch?v=Toelw_DR47Y
Thanks!
Probably how chisel does its blocks. The resulting block also depends on load order so, fun.
I have never had this problem with chisel and TiC. Do you have any addons?
I run the Tinkers' Tool Leveling. Here's more info is you need. F3+C dump file https://pastebin.com/NHrP1g1E
mod list https://pastebin.com/TCLHwKwM
I noticed you are using BetterFPS. I have a minor suggestion for you: Try FastCraft instead. Works better.
I don't see any reason for this issue. Possibly a Config Setting?
Thanks for the tip on FastCraft, I'll check it out. I didn't touch any of the configs so they are all "stock", and I'm not really sure which I should investigate.
Sometimes mods take over certain other things in other mods. Maybe a config has been changed by Chisel, as I have no clue.
It is simply based on load order, no configs are specifically changed
Load order!? When did that happen and how do I set or change it. Is there a place I can read more about it, like which mods should go where in load order?
Load order is automatically set by Forge based on dependencies with alphabetical as a fallback. Perhaps a simple example below can explain why this is caused by load order (not 100% accurate as to how it works, but it gets the idea across):
Thanks for that explanation. I am now somewhat curious if it is easily possible to add some sort of config or addon that overrides load order just for TiC Casting. If AOBD adds fluid and more ore smelting support, I wonder if it is as easy for casting as well.
On Wed, May 10, 2017 at 11:34 PM, KnightMiner notifications@github.com wrote:
Load order is automatically set by Forge based on dependencies with alphabetical as a fallback. Perhaps a simple example below can explain why this is caused by load order (not 100% accurate as to how it works, but it gets the idea across):
- "B Mod" adds in copper. Because B comes before C, "B Mod" loads before "Chisel" thus making "B Mods" copper chosen by Tinkers.
- Now "A Mod" is added to the pack, which requires Chisel to be loaded before it, so Forge simply moves Chisel earlier in the load order to before "A Mod", making the load order "Chisel", "A Mod", "B Mod". Since Chisel is now first, its copper is found first by Tinkers.
— You are receiving this because you commented. Reply to this email directly, view it on GitHub https://github.com/SlimeKnights/TinkersConstruct/issues/2884#issuecomment-300679862, or mute the thread https://github.com/notifications/unsubscribe-auth/AV1lmDtYjZP1NkMzUXVr47KkMT1KluKGks5r4o_YgaJpZM4NO4En .
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It's really simple, chisel just needs to add an "after everything" :P
Alternatively, we could do what Immersive Engineering does and have a preferred mod IDs config for the outputs. Also helps avoid multiple different metal blocks being returned based on the recipe.
So then the next mod that adds something to the oredict and has a name alphabetically before 'T' will become the problem? Tcon is not special, you should have a list of output preferences, like @KnightMiner said, and not expect other mods to bend around your load-order-specific outputs.
I'm pretty sure what boni said was a joke and not intended to be taken seriously... (hence the ":P")
And the issue is not before 'T', we don't add our own metals for some of these so it is simply alphabetically first of all mods, Chisel just happens to be alphabetically one of the first mods.
Joking or not, it causes users to come to my issue tracker and then complain when I bounce them back to here.
If a user cannot understand a joke, it is their own fault. Users will find many reasons to make bad reports.
I'm having the same problem in my pack.
So, @bonii-xx: I've been talking with @tterrag1098 about this on IRC, and the issue comes down to render layers. Chisel blocks can render on multiple layers to have a part that is transparent and a part solid for example, so as part of getQuads they do a layer check. Since our block renders in cutout, it means we only get blocks such as their glass and not stained glass or metals.
One potential fix is to temporarily set the render layer to null before fetching the item quads, then setting it back to the previous value, as that is currently how Chisel knows it is being rendered as an item to display all layers. It is a quite hacky solution for us to change the render layer in processing, but I tested it and it functions. Otherwise, since you understand the rendering code better than me, if you know a better way in getQuads for them to determine that its being rendered as an item it can possibly be fixed on their side instead. (Edit: one possibility mentioned on IRC was the state being null if they can guarantee it being null always means the model is rendered as an item)
Its worth mentioning the idea of rendering our block in all layers then only displaying the main model in cutout was mentioned, though the issue was vanilla items do not have any way to perform layer checks so we would end up rendering those in all layers.
Does Forge support multiple Layers for single models? I know Minecraft has different layers that are rendered after each other, but I'm not aware of single blocks having multiple.
Does this only concern the casting basin/table (aka TESR) or general displays like crafting stations (aka Models)?
Pretty sure it's forge that supports it given the way to get the current render layer. And this only applies to our models, the TESR will have a null render layer while running.
Forge doesn't "support" it per-se, but it is definitely possible, and CTM is not the only mod to do it.
That said, the root cause of this issue is that you are trying to bake item models into the chunk. This is an inherently broken concept, as item models may rely on different levels of transparency to work. There is no way to know what layer(s) an item model should render on. So if at all possible, using a block would be much better, or just switching to a TESR. That said, a workaround is to just draw on the TRANSLUCENT layer always, but this will have quad sorting issues with certain kinds of models.
as item models may rely on different levels of transparency to work
Where/How would those be defined in the item models json?
That's exactly the problem, it isn't. Items are rendered in a GL mode with blending and alpha enabled, so they can use any mix of opaque and translucent textures.
I need to take a closer look at the underlying stuff before I can say anything proper about this.
Well none of what was said fixes these issues. To be honest I'm so tired of modding community's not getting together and agreeing on standards, as well as unity within the community to solve issues like this. Some of you are great, and you know who you are. Fortunately we have an endless supply of new kids and players that get to deal with the lack of organisation. Good luck, now one more mod to drop.
I sorta want to be that little kid that says "Pick me! I'll help you!" , But A: Life doesn't pick the ones who request and B: I sorta moved my focus from Game Mods to Application Designing and hardware
On Sep 14, 2017 9:51 PM, "ArkaelDren" notifications@github.com wrote:
Well none of what was said fixes these issues. To be honest I'm so tired of modding community's not getting together and agreeing on standards, as well as unity within the community to solve issues like this. Some of you are great, and you know who you are. Fortunately we have an endless supply of new kids and players that get to deal with the lack of organisation. Good luck, now one more mod to drop.
— You are receiving this because you commented. Reply to this email directly, view it on GitHub https://github.com/SlimeKnights/TinkersConstruct/issues/2884#issuecomment-329665266, or mute the thread https://github.com/notifications/unsubscribe-auth/AV1lmOUVp58mf7Sxb_duNuUCxPgCzGePks5sieYogaJpZM4NO4En .
Fixed by e06b676, will be in the next release.
Minecraft: 1.10.2 Forge: 12.18.3.2281 TConstruct-1.10.2-1.0.1.jar
When I cast Copper, Tin, or Bronze, WAILA reports basin is empty after cooling. However right clicking gets me the block but it's a Chisel block. This issue is also listed on the Chisel page ref: https://github.com/Chisel-Team/Chisel/issues/421