Special Mobs

Special Mobs

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Broken interaction with random mob textures

Gavin456b opened this issue ยท 20 comments

commented

Since your mod pulls from the base game textures/models, when I use a resource pack with random mob variants, it breaks the textures of your variants.

For example, this is supposed to be a skeleton brute:

2024-09-02_14 13 43

Is there a way to fix this, maybe having the mod ignore the random variants somehow and only pull from vanilla textures & models?

commented

Never heard of resource packs with random variant textures before. Is this a public RP? If you can drop the name of the pack here I can do some research

commented

Interesting, they're fairly common. They utilize Optifine's random entity texture feature. And if using Embeddium, are supported by the mods Entity Texture Features (ETF) & Entity Model Features (EMF) for Optifine parity.

Here are a few:

https://www.curseforge.com/minecraft/texture-packs/maxs-better-mobs
https://www.planetminecraft.com/texture-pack/creature-variety-pack-random-mobs-4339437/

commented

Same problem

commented

Gonna take a hot second, but this will hopefully be fixed next release

commented

The general mob replacer is a master switch, so setting that to false effectively disables all the mob spawns from Special Mobs. I am guessing you want true vanilla mobs to spawn instead of SM's vanilla replacements so your resource packs take effect. In that case, you have to disable "vanilla replacements" specifically. I don't remember if this is a global setting or a per-family setting though

commented

When running my tests I was indeed using OptiFine. Highly likely I will get different results if I run new tests with the tools you have. At the very least with what you have it is easy to investigate the cause unlike with optifine

commented

What setup are you using? I am not using Optifine so I have Entity Model Features and Entity Texture Features installed

commented

Question: in the config, do I need the general mob replacer (not the master vanilla replacement) to be true in order for SM mobs to spawn or can I safely turn that off?

commented

This should be fixed now!

commented

Is this going to be in a patch releasing soon?

commented

Most likely. Quite a few things are being cleaned up, so either some time today or some time next week :)

commented

Hi, looks to be still happening unfortunately :(

commented

.... zamn. What resource pack(s) are you using specifically? We are no longer using direct vanilla textures, so whatever you are experiencing must be a weird model problem?

commented

Hi, now that I've looked at the post more closely, I don't know if it also applies to my case, but with the "More Mob Variants 1.20.1 FORGE" mod, the mob variants didn't work before the update you just released, and with this new one, the wolf variants work, but the zombie variants don't

commented

This is because Special Mobs by default replaces the vanilla mobs with its own "vanilla" variant. "More Mob Variants" probably applies only to true vanilla mobs, and those get replaced by SM's vanilla replacements. You can disable vanilla replacements in SM's main config

commented

Hey, apparently everything is going well, thanks :D

commented

I am using:

https://www.curseforge.com/minecraft/texture-packs/maxs-better-mobs

Which does have custom models as well. So perhaps that's what is affecting it. It's strange because I figured it would only change vanilla mobs. And I have SM's vanilla replacement turned off in the config

commented

Max' was the one I used while testing, and I was able to reach a state with no visible problems. Very weird

commented

Okay, looking at your patch notes I saw you gave SM it's own textures to pull from, but I believe the issue I'm having is model related. Correct me if I'm wrong but SM is pulling vanilla models for it's mobs correct? I believe that's the issue because Max's adds new models. Certain SM mobs work fine but others don't depending on what model Max's pack chooses for the spawn.

So perhaps giving Special Mobs it's own vanilla models to use would solve this. Hope this helps!

commented

Ah yeah that makes sense. It shouldn't be too big of a pain to fix, so I will probably get around it some time soon if I am not too busy