Broken interaction with random mob textures
Gavin456b opened this issue ยท 20 comments
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:
Is there a way to fix this, maybe having the mod ignore the random variants somehow and only pull from vanilla textures & models?
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
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/
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
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
What setup are you using? I am not using Optifine so I have Entity Model Features and Entity Texture Features installed
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?
Most likely. Quite a few things are being cleaned up, so either some time today or some time next week :)
.... 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?
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
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
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
Max' was the one I used while testing, and I was able to reach a state with no visible problems. Very weird
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!
