[1.16] Exploit with Tetra and Enchantment Extractor
NielsPilgaard opened this issue ยท 2 comments
Original issue: EnigmaticaModpacks/Enigmatica6#432
Industrial Foregoing Version:
- industrial-foregoing-1.16.4-3.2.2-daea863
Titanium Version:
- titanium-1.16.4-3.2.1
Crashlog If Applicable (Upload to pastebin/gist):
Update from the original reporter:
Hello, I just wanted to follow up on this issue after meddling around a little more.
Turns out, the weapons are in fact disenchanted, but the weapon itself seems to remain enchanted by looks alone.
In short, it seems like it's not exploitable but people might get tricked into thinking they have an enchanted weapon when it isn't at all enchanted!
And insight from Tetra's dev:
The enchantments are probably re-applied as soon as you make changes to the item in a tetra workbench. Forge does not provide any events or hooks for dealing with disenchantment so there's no generic way for mods to tell eachother that it's happening, I've hacked my way into the Grindstone container to stop this from happening there.
It would have been nice if we had some events, but until then a blacklist in industrial foregoing would probably be easiest. I don't know how to solve this in tetra without removing enchantment compat.
I think this issue is relevant after all :)