Mo' Bends

Mo' Bends

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(/animations/ folder incompatibility) Mo' Bends and geckolib incompatibility?

edgaradr223 opened this issue · 2 comments

commented

Strange crash when a chocolate quest repoured structure (geckolib dependent) tries to spawn,. The problem started to happen only since I added mobends to my modpack, checking my console i found these messages spamming my console just before the crash:
https://pastebin.com/6TJgXMB2

also, there is another set of messages spamming since mobends was added, opened a ticket to CQR as i though it was their side, but they told me they dont even use Molang

https://pastebin.com/pW7dzhGK

Finally but not less important this is the crash log that happens when a new CQR structure tries to spawn since mobends was added

https://pastebin.com/Ae85p5ut

I am unable to reproduce this issue without Mobends installed so can i assume its just an incompatibility between the new version of geckolib/CQR and new version of mobends? it may be weird as i have seen some modpacks using both gecko and mobends (older versions)

  • Minecraft version: 1.12.2
  • MoBends_1.12.2-1.1.0-28.09.21
  • Other animation mods i have installed may be more player models, ¿creative core?
commented

ok the first problem was fixed on chocolate quest repoured side but still the harvest animation shows a conflict with geckolib in console and the bendspacks dont show in the game menu if geckolib is present is this intended?

commented

The first issue seems to be a problem with both of our mods using the /animations directory as our respective animation directories. That's where I keep my .json animations, in my own format, that's why they conflict with Geckolib, haha. What a wierd bug.

I'm going to rename the animation folder to be something more Mo' Bends specific, so issues like these should no longer occur as of 1.2.0.

For the second issue, I'm not using Molang either, so this doesn't seem to be a Mo' Bends issue. No idea what might be causing that.

Same goes for the third issue, Mo' Bends doesn't really manipulate LightSources or Block generation in any way. Any new developments on that?