Several modded wood types don't look right when applies to cogwheels
saltyseadoggo opened this issue · 7 comments
Describe the bug
Several modded wood types don't look right when you apply them to cogwheels. Cogwheels with these wood types applied use oak log/plank textures instead of the given wood type's textures.
The wood types I found have this issue are as follows:
- Embur (
byg:embur_planks
) - Imparius (
byg:imparius_planks
)
- Alpha (
regions_unexplored:alpha_planks
) - Sculkwood (
regions_unexplored:sculkwood_planks
) - Painted planks in all 16 vanilla dye colors (
regions_unexplored:
<color>_painted_planks
)
- Archwood (
ars_nouveau:archwood_planks
)
The common thread with these wood types seems to be that they either lack a stripped log/stem, or the stripped log/stem has an id with an unexpected format.
To Reproduce
Steps to reproduce the behavior:
1: Start the game with Create, C:Extended Cogwheels and any of the above mods loaded.
2: Place any cogwheel.
3: Obtain any of the plank items mentioned above.
4: Right click the cog while holding the plank.
Expected behavior
The cogwheel would take on an appearance matching the plank I used on it, as it would for all other wood types.
Screenshots
The errored archwood cog. All of the cogs with this issue look like this.
Loader & Other Mods:
- Forge 43.2.21
- Create 0.5.1c
- BYG 2.0.1.4
- CorgiLib 1.0.0.34
- GeckoLib 3.1.40
- Regions Unexplored 0.4.1_1
- Ars Nouveau 3.17.10
- Curios API 5.1.4.1
Interesting, we could definitely do something like that although it would probably work better being in data packs rather than in config
Ecologics flowering acacia planks also have this issue. Create’s waterwheels display these wood types just fine, and this issue affects all cogwheel types (large, shaftless, etc.) btw.
The common thread with these wood types seems to be that they either lack a stripped log/stem, or the stripped log/stem has an id with an unexpected format.
Yep that's exactly it, we use the stripped texture of a log as it tends to be the smoothest. There's not much we can do about it if that texture can't be found. Unless you have any suggestions we could either leave it as it is and default the textures, pop up a message saying the wood types can't be used or try and fall back on a different texture, say the plank
i do have a suggestion, actually: perhaps add a config where end users can manually specify what textures to use for a cog that has had a given plank type applied
here's an example to show what the formatting could look like
{
"regions_unexplored:sculkwood_planks": {
"top": "regions_unexplored:sculkwood_log_dark_top",
"side": "regions_unexplored:sculkwood_log_dark"
}
}
Can you send me the ids of the stripped logs you would expect to be used in these cases
sure~
BYG
- Embur:
byg:stripped_embur_pedu
- Imparius doesn't have a stripped variant; you can either default to the planks or use the vaguely similar
byg:fungal_imparius_block
, though note that it uses thecube_all
model and not the log model
Regions Unexplored
- Alpha:
minecraft:stripped_oak_log
- Sculkwood:
regions_unexplored:sculkwood_log_dark
- The 16 painted planks don't have corresponding logs, so i say just default to the plank texture
Ars Nouveau
- Archwood:
ars_nouveau:stripped_purple_archwood_log