[Conflict] This mod conflicts with Eldritch End
tiigerbones opened this issue ยท 4 comments
Have you asked for help on discord?
NO
Minecraft Version/s
1.20.1
Modloader
Fabric
Modloader Version
0.15.3
Operating System
Windows
List of all other installed mods
3D Skin Layers
AppleSkin
Architectury API
AzureLib
CIT Resewn
Cloth Config API
Dynamic FPS
Eldritch End
Fabric API
Fabric Language Kotlin
FerriteCore
Indium
Necronomicon API
Sodium
Sodium Extra
libIPN
Describe the problem
While trying to get rid of some of the problematic conflicts from my modpack i found that these 2 mods dont play nice, nothing too game breaking but surely annoying.
Inventory profiles seems to put the ui from Eldritch End to the back whenever Inventory profiles is present
Eldritch End
Inventory Profiles
Steps to reproduce
Download the stated mods
Open up a singleplayer world and open up your inventory
Hover over the eldritch end icon next to the player model
I have tried to reproduce the problem with only or without "Inventory Profiles Next" and its dependencies installed.
- I have tested without 'Inventory Profiles Next' and its dependencies
- I have tested with only 'Inventory Profiles Next' and its dependencies and no other mods
I don't see any IPN UI components in the provided screenshot!?
You should have asked on discord as the temple insisted! It sounds like you are having problems with overlapping GUI elements? IPN has this covered by its GUI editor.
If above assumptions are incorrect please reopen the issue if you just need help accessing said GUI editor ask on discord.
realized i was replying to the wrong mod.
still gotta try the gui editor, ill reopen if that doesnt fix it
edit: i will have a look at that editor though.
@blackd
checked the options provided by pressing r + g and theres not much i can do to fix this
it seems that IPN puts items ahead of certain UI
all you need to do is download
Eldritch End
Inventory Profiles
to see for yourself.
IPN doesn't change the draw order/layered context
The slots over/underlay is painted only if there are locked locked slots. And the buttons are drown after the whole GUI has finished drawing.
With the 1.20 changes the proper layered draw context is used.
You should report this to Eldritch End too so they can check what's going on too.