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[1.20.1] Immersive Engineering render issues

Luviam opened this issue · 20 comments

commented

Wires and Windmills from Immersive Engineering don't render while using Embeddium and or Rubidium. (Could be caused by using a NeoForge mod in a regular Forge environment although I doubt it as they haven't really separated yet)

MC Version 1.20.1
Forge Version 47.2.0
Immersive Engineering Version 1.20.1-10.0.0-169
Embeddium Version 0.2.1+mc.1.20.1

Tested it with Rubidium just in case and same thing, the wires don't render
Rubidium Version 1.20.1-0.7.1

And yes the wires render fine without Embeddium and or Rubidium (Although my FPS goes away because I don't have the lovely optimizations)

commented

I've concluded its not an IE issue, but the issues I ran into... I'll let my short video do the talking.
https://youtu.be/ztxgwUI74CI

commented

Ah I see. It has issues with multiple windmills at once. I'll look into that.

commented

Alright, I'm a bit flabbergasted at these issues because they're so weird lmao. Good luck trying to figure it out, cheers.

commented

IE uses a vanilla renderer mixin to make its wires render so compatibility has to be added on our end each time it ports to a new Minecraft version. Ideally it would use a proper Forge event for this instead so that explicit compatibility isn't needed. I'll try to fix this soon.

commented

My windmill from IE appears to also not render.

commented

I placed a windmill in a test world (obtained by choosing the "Windmill" item in creative) and it seems to render without issues for me.

commented

I Just now realized my windmill is rendering but is offset by quite a few blocks and not animated, might be another mod. I'll check and see.

commented

Disabled Embeddium and it fixed the windmill issue for me, could be an incompatibility with another mod or maybe hardware/driver related? I'll re-enable and it try and see if ModernFix or Create's built-in Flywheel is messing with Embeddium.

commented

How do I make the windmill spin? I just tested with a static one.

commented

Place it on a kinetic dynamo, on the side with the hole, also it needs a fair amount of free space. Place it up like 4-5 blocks above ground without any blocks next to it or in front of it preferably. (Update, Modernfix and Create's built-in flywheel are not the issue... Although my Windmill is acting funny now without Create's flywheel. It renders if I'm super close but then de-renders when I get about 5 blocks away, tf)

commented

It spins properly and is not offset in a standalone instance with IE & Embeddium so there must be another mod causing issues.

In other news, I have just pushed a beta which adds the necessary integration for wire rendering.

https://nightly.link/embeddedt/embeddium/workflows/build-snapshot/20.1%2Fforge/Embeddium.zip

commented

IE Doesn't officially support forge anymore but 1.20.1 Neoforge and 1.20.1 Forge are backwards compatible. Albeit there could be issues and the windmill rendering could be because of that. I'm gonna mess around with Forge, Neoforge versions and other performance mods to see if I can't find anything, wish me luck.

commented

Alright cool, I'm gonna keep messing with the windmill, also what version of forge were you using to get the windmill to work properly?

commented

NeoForge 47.1.79. I don't think IE officially supports Forge anymore.

commented

If you have Oculus installed try without it first, it can break random things.

commented

I Don't have Oculus installed because of that reason lmao.

commented

That took way too much debugging effort LOL. But I tracked it down to a Sodium optimization which tries to reuse position matrix objects; that optimization is incompatible with IE as then all the windmills end up rendering at the same position. Should be fixed with the new beta.

https://nightly.link/embeddedt/embeddium/workflows/build-snapshot/20.1%2Fforge/Embeddium.zip

commented

Alrighty I'll try it out.

commented

image
Works, even in my modpack with all the extra shit that's not in NeoForge. Guess this debug crusade is over lmao.

commented

The fix has been released as part of Embeddium 0.2.2, and I also submitted a change to Immersive Engineering that will fix it from their end.