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Incompatibility with Electro-Magic Tools Classic

Open xJon opened this issue 1 year ago • 5 comments

First reported over https://github.com/kappa-maintainer/ElectroMagicToolsClassic/issues/2, when Thaumic Augmentation is installed, these icons of EMTC's section (representing the various custom Goggles & Boots) are not rendered in the Thaumonomicon: image

Without Thaumic Augmentation: image

Any idea what could be causing this? Thank you!

xJon avatar Apr 29 '24 15:04 xJon

Do the items render normally in the inventory when TA is installed? What about other armor items in the thaumonomicon?

My first guess would be morphic armor breaking the rendering for some reason - try adding exceptions for these items to the TA config.

TheCodex6824 avatar Apr 29 '24 16:04 TheCodex6824

Indeed they render fine in the inventory with TA installed. What do you mean about other armour items in the Thaumonomicon? EMTC also offers wings which render fine, but I'm not sure if they count as armour: image

Oh - I added them into the config and they seem to render again! image image

xJon avatar Apr 29 '24 17:04 xJon

Does adding those pieces to MorphicArmorExclusions mean the player can't wear them whilst looking like something else, or can't wear something whilst looking like them (or both)?

xJon avatar Apr 29 '24 17:04 xJon

Does adding those pieces to MorphicArmorExclusions mean the player can't wear them whilst looking like something else, or can't wear something whilst looking like them (or both)?

It means the player won't see the corresponding item model for the item in their inventory. When actually wearing the armor, the player model will have the correct armor, it's just the inventory icon that will be incorrect.

The way morphic armor works for the items is that it replaces the models of all armor item models with a wrapper model that checks if it is morphic armor or not and does special behavior with that. That config option is disabling the wrapper model from being applied to whatever items are specified in it. The actual armor rendering on the player is handled through an event, so I don't need to go replacing models.

If you give me a list of items that aren't rendering properly, I can take a look at if it's a TA bug. If I can't fix it, I can at least add them to the default config.

TheCodex6824 avatar May 13 '24 12:05 TheCodex6824

I see. Here's a list:

        welectromagic:itemelectricgoggles
        welectromagic:itemnanogoggles
        welectromagic:itemquantumgoggles
        welectromagic:itemelectricboots
        welectromagic:itemnanoboots
        welectromagic:itemquantumboots

(https://github.com/kappa-maintainer/ElectroMagicToolsClassic/commit/c4bd3ad5e8d0109049680fd10793d43e38070945 already adds them to the default config) Thank you!

xJon avatar May 13 '24 14:05 xJon

I tried to find out why exactly these weren't working, but I didn't find anything definitive. I did see there is code for supporting old IIcon-style rendering that just uses direct OpenGL calls instead of the model system in WeissCore, but I couldn't find where the armor opts into that behavior. If that's indeed the reason why it's not working, then there's not much I can do about it sadly beyond adding them to the default config.

TheCodex6824 avatar Nov 22 '24 03:11 TheCodex6824

Thank you for looking into it @TheCodex6824, I trust the workaround should work fine for now. If the original mod author comes back into active development, they could look into it further.

xJon avatar Nov 22 '24 12:11 xJon

Now that the version with this armor in the config by default is released, I'm going to close this since it doesn't seem like there is anything else I can do on my end for this.

TheCodex6824 avatar Jan 05 '25 03:01 TheCodex6824