Install with Factorization and no blocks will be rendered
kappa-maintainer opened this issue ยท 9 comments
Your GTNH Discord Username
geeky_kappa
Mod Version
1.0.0-alpha20
Java Version
Java 21
Bug Report
Install with Factorization (Asie's fork, probably non-up-to-date source) will not render any block and leave the game with just sky textures
Since Factorization is hackery it's OK to not fix this
Mod List or GTNH Pack Version
angelica-1.0.0-alpha20.jar
gtnhlib-0.2.1.jar
hodgepodge-2.4.20-pre.jar
+unimixins-all-1.7.10-0.1.15.jar
Factorization-1.7.10-0.8.109.jar
archaicfix-0.7.0.jar
lwjgl3ify-1.5.14.jar
Final Checklist
- I have searched the issues and haven't found a similar issue.
- I have read the known incompatibilities and this is not related to one of those.
- I am running an officially released version. (Or, if I've compiled it myself I plan to fix the issue)
- This issue is not shader related (they aren't ready yet for testing)
Does the issue still happen with GL State manager(Cache) option disabled?
If I had to guess, one of their ASM transformers isn't applying, or is applying to code that I'm overwriting (sortAndRender, for example) in the main rendering pipeline.
It'll likely either need some ASM in Angelica, or changes in Factorization to achieve compatibility here. I'll leave this open as a low priority until someone has time to dig into it more.
Does the issue still happen with GL State manager(Cache) option disabled?
It does still occur, yes.
Disabling all of the rendering modifications Factorization has enabled by default (listed below) similarly does not help:
# If false, mirrors won't draw sunbeams
B:drawMirrorSunbeams=false
# If false, never use smooth lighting for drawing sculptures
B:renderAmbientOcclusion=false
# If true, use OpenGL display lists for rendering barrels. Setting to false may fix some render issues, at the cost of making barrels render less efficiently
B:renderBarrelUseDisplayLists=false
# If false, most TEs won't draw, making everything look broken but possibly improving FPS
B:renderOtherTileEntities=false
# Use advanced Entity & TileEntity sorting techniques to optimize rendering, particularly for FZ entities.
B:sortRenderers=false
Since Factorization is hackery it's OK to not fix this
I, for one, would like to see this issue fixed :(
Setting B:enabled=false
in hammerChannels.cfg
does resolve the issue, but also disables a fair amount of Factorization's content, if I understand correctly (I'm not too familiar with the mod).
Information from the Modrinth page:
Hammer
Hammer (or FZDS, for FactoriZation Dimensional Slices) is a WIP engine upgrade for Minecraft that gives it the ability to move and rotate chunks arbitrarily. It is used to implement the Colossi and the Twisting Block, with more things to come. Unfortunately there are some bugs that happen with Optifine & bukkit/spigot/cauldron right now, and I'm not really able to fix them. However there will also be bugs with other mods, so please let me know about them. Hammer can be disabled by editing hammerChannels.cfg.
If you're having problems with a colossus or anything else that uses Hammer, you can use the "/fzds +" select and "/fzds remove" to kill them. Or it can be disabled from hammerChannels.cfg.
Doing "/fzds enterhammer" then going back to the overworld temporarily fixes the issue
https://mclo.gs/sghhvOX
Logs when debug logging enabled, not useful imo
FZDS's coremod patches were always very sensitive to any rendering optimization mods.
The latest source code is here: https://github.com/purpleposeidon/Factorization/commits/1.7.10-lingering/