[๐]: Quark's hedges is not connecting to another hedges
Gyldanword opened this issue ยท 8 comments
Code of Conduct
- Always check you are using the latest version of the mods and its dependencies
- Remove mod that enhances Minecraft: Optifine, Sodium, others. The issue still persists.
- If you are unsure which mod is the culprit.
Disable all of your mods and enable them 1-2 mods each time to isolate the culprit - Confirm that there is no existing issue with a similar description submitted in the list of issues.
Version - Loader (DO NOT FORGET TO SELECT THE CORRECT VERSION)
1.20.1 - FORGE
EveryCompat Version
everycomp-1.20-2.9.4-forge
Moonlight Lib Version
moonlight-1.20-2.16.13-forge
Issue with mods
Quark
Issue Detail
When compatting modded leaves with Quark's hedges, they should connect to form "walls", but do not. Examples provided from Biomes We've Gone leaves and Ars Nouveau leaves. Tested with several varieties of leaves from several mods.
OPTIONAL: Latest.log | Crash-report Attachment
No response
OPTIONAL: To Produce
No response
Can you check the quark:oak_hedge to see if it has other tags that allow it to connect like walls
EDIT:
I've checked and can't reproduce the issue on my side with any wood mods.
These hedges should have the tag, #quark:hedges, it's similar to #minecraft:walls that allow them to connecting like a wall.
Weird. It's still a problem for me, but this is in the context of a modpack we're building, and I'm not the primary creator, so I'm not exactly sure what could be conflicting. The tags are there, like you're saying. Do you know of anything that could specifically impact this? I can do a little more digging on my side, and it's not game breaking or anything, so no biggie if not. I couldn't think of any other mods that would be interacting there, so I figured I'd bring it up. I'm sorry if I've wasted your time.
First, try create a simple instance with just EC and Quark with wood mods of your choice. Test by placing hedge to see if they connected, then one of the mods is breaking the way tags system work. You'll have to find that mod.
IIRC, there is a mod "F-ing load my tags" or something like that. Try with that in modpack if it doesn't have the modpack.
We do have the tag loading mod, for sure. I'll do some digging and let you know if I find anything.
I see. and you can use this Better Tag NBT Tips to check if the EC's blocks has the tag, #quark:hedges.
If you're interested in taking a look at the mod list, the pack is Druidic Quest: Expert. It's an integrated modpack and I'm actually wondering if something done in kubejs might be to blame. I'll have to get with the main creator and he's been pretty busy, so give it a bit on our side, but I will let you know if I find anything conclusive.
KubeJS may not be the culprit if it's only for RECIPE (modify or add/remove recipes).
Tags and Recipes are loaded when a player is loading into the world/server. Sometimes a failure can halt the generation of tags or recipes so they are left uncompleted. I've seen this in other issues too many times.
See if you can get the latest.log from main creator for SERVER (if you join one) so i can check if there is an error related to above. You also can provide CLIENT's latest.log.
use https://gnomebot.dev/ to share the files in here so i can just click and take a quick look