Create: Extended Cogwheels

Create: Extended Cogwheels

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Several modded wood types don't look right when applies to cogwheels

saltyseadoggo opened this issue · 7 comments

commented

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:

BYG

  • Embur (byg:embur_planks)
  • Imparius (byg:imparius_planks)

Regions Unexplored

  • Alpha (regions_unexplored:alpha_planks)
  • Sculkwood (regions_unexplored:sculkwood_planks)
  • Painted planks in all 16 vanilla dye colors (regions_unexplored:<color>_painted_planks)

Ars Nouveau

  • 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.
2023-09-21_21 47 46

Loader & Other Mods:

commented

Interesting, we could definitely do something like that although it would probably work better being in data packs rather than in config

commented

sounds good to me~

commented

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.

commented

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

commented

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"
  }
}
commented

Can you send me the ids of the stripped logs you would expect to be used in these cases

commented

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 the cube_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