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1.18.2 - Slight bugginess with Immersive Engineering (Rubidium + Oculus)

Eleiyas opened this issue ยท 6 comments

commented

MC: 1.18.2
Forge: 40.0.45
Rubidium: 0.5.2a
Oculus: 1.2.2b


Firstly, this mod is a godsend and props for making a port of Sodium for Forge.

Now, I had to swap over to this from OptiFine, because that mod is incredibly buggy in regards to Immersive Engineering. I hear it's getting fixed, but who knows when.

The issue I'm having here is that Rubidium isn't exactly perfect here either. Immersive Engineering cables and water-wheels do not get rendered.
I have turned off "Block Face Culling" and "Animate Only Visible Textures", to no avail, the cables and water-wheels just do not render in.

EDIT:
IE Waterwheels, Windmills and other custom-models are issues to do with Oculus.
IE Wires refusing to load in, is an issue with Rubidium.

commented

Can confirm. All custom Create Blocks also don't render. Seems like the 0.5.2 fix didn't work

commented

can also confirm, any and all custom models do not render if not following standard block or tile entity standards(ie chests, furnaces, etc). tables from chipped as well as all create cogs/machines do not render

commented

I did some testing (same versions as Eleiyas, but with Forge 40.0.46), it seems like the rendering issues with Create are caused by Oculus (Even if shaders are disabled), as well as the missing teeth in Immersive Engineering's crusher but IE's wires do not render with Rubidium.

EDIT: Did another test. The issue with rendering Immersive Engineering's waterwheel also seems to be with Oculus. These Oculus related issues seem to only be with animated parts of blocks.

commented

Rubidium already fixed issues with Create, they should be working fine now. Oculus still has issues, so for now if you want shaders, don't use Create or wait until Oculus fixes that issue.

commented

The wire bug can be reproduced using only Rubidium. The last version did fix some other bugs with IE, as stated here Asek3/Rubidium#54 (comment), but not the cables yet.

commented

Wires were fixed, transferring this issue to Oculus