[1.12.2] Regeneration Animations conflicting with Quark Animations
SansMe69 opened this issue ยท 19 comments
Describe the bug
As shown in the image, the regeneration beams don't seem to follow my hands - they just go down into the ground. I can only get this error to happen with the mod 'Quark' installed. Disabling all of the Quark modules still gives the same bug.
To Reproduce
Steps to reproduce the behavior:
- Install the latest 1.12 versions of Quark, AutoRegLib and Regeneration.
- Regenerate.
- Note the beams going in an incorrect direction.
Expected behavior
The regeneration beams are expected to follow the player's hands as normal.
Additional context
N/A
This issue has not had activity in two months, is it still a problem? Let us know here asap! As seven days after this comment has been posted, the issue will be closed and marked as stale!
This issue has not had activity in two months, is it still a problem? Let us know here asap! As seven days after this comment has been posted, the issue will be closed and marked as stale!
This is an incompatibility with the mod Quark, as you already found out
I've been trying to fix compatibility with this mod for a long time, I'm still trying to figure out a way to do so without doing anything drastic in code
Damn, I'm guessing there's no workaround for this - I'd hate to have to pick between the two mods because I love them both. It's certainly interesting that the problem still persists even if you disable all of the Quark modules.
Hmm, is that something I could manage on my end? Or would it be a code related thing.
I'll give it a go, though I'm not sure changing the file's name will change the internal name of the mod.
If I recall correctly, in 1.12, mods load via alphabetical order, so maybe you could mess with that?
Nope, changing the file name did nothing. I also tried fiddling with the mcmod.info file but that doesnt seem to have helped either. The mod's still referenced as 'Regeneration' in the Mods menu in-game.
After looking into this a little more, it seems the only way to change the load order is the change the mod id of the mod. Apparently Equivalent Exchange 3 ran into a similar problem a few years back and they had to change their mod id to 'zee3' to make it load last. I've been looking for a way to change it on my end but I'm not sure it's possible.
Edit: Wait hold on I've just realised.. surely Regeneration already loads after Quark because (assuming it loads alphabetically), R comes after Q. Maybe the mod needs to load before Quark?
ASM is to do with shaders right? Is there any way to straight up disable Quark's ASM, or maybe give yours priority?
Nothing to do with Shaders no, it's to do with manipulating the player's limbs (In this case, ASM is a code related thing), I add in an event via ASM to do this, and Quark also adds asm to manipulate the player's limbs in an entirely different way, as Forge does not have a way to do this natively. Myself and @Lucraft have been looking over this problem for a few months coming up with different solutions, that only seems to work for a while...
There is no way to give priority or disable a mods ASM (Unless the mod gives you that control, but Quark does not seem to do that)
EDIT: This explains what ASM is https://asm.ow2.io/
Would it be possible to add such an event to forge itself to avoid the need for ASM?
Well I seem to have kinda fixed the issue. I went into Quark .jar file and dug around until I found the ASM folder, then deleted it. Now the regeneration movements work perfectly but, obviously, there may be some aspects of Quark that don't work now. Still, it's progress.
Yes and No...
Yes, it's entirely possible for them to be added, but such things were discussed years ago (2014 - 2019)
MinecraftForge/MinecraftForge#3350
MinecraftForge/MinecraftForge#3760
MinecraftForge/MinecraftForge#5299
MinecraftForge/MinecraftForge#224
MinecraftForge/MinecraftForge#222
And they have either been closed by the PR'er or have been rejected because something was found wrong, I may eventually look into making a PR to add such a thing for 1.14.4+ but that'll be when I find some time to do so, although, this PR here seems like something: MinecraftForge/MinecraftForge#6059
That does not sound like a optimal solution at all
No, it certainly isn't the best solution ever, but it's something. As far as I know, the only thing that uses limb manipulation in Quark is the Emotes system, which I wasn't planning on using at all. The game still seems to run fine without the ASM functions from Quark, even if I try to emote.