[๐]: Hat stand doesn't render Herbal Brews and Vinery hats, wrong render for Alex's Mobs Fedora
CatAndPaste opened this issue ยท 5 comments
Before Continuing:
- Always check you are using the latest version of the mods and its dependencies
- Remove known problematic rendering mods such as Optifine, Sodium and others. Do NOT report issues related to said mods
- If you are unsure which mod is the culprit.
Disable half your mods at time until you isolate the culprit - If you have a crash ALWAYS post LATEST.LOG below
- If the issue is about behaviors be sure to consult the WIKI first
Version-Loader
1.20.1-forge
Supplementaries Version
1.20-2.7.14
Moonlight Lib Version
1.20-2.8.78
Issue Detail
Hat stand doesn't render Let's Do's hats at all (2-4 hat stands):
- Straw Hat (Vinery)
- Witch Hat (Herbal Brews)
- Top Hat (Herbal Brews)
Fedora's (from Alex's Mobs) bottom layer gets cut when on Hat stand.
Tested only with 9 mods installed (Supplementaries, Moonlight, DoAPI, Architectury, Vinery, HB, Citadel, Alex's Mobs). With normal Forge 47.2.19 and NeoForge 47.1.79.
Optional Attachment
No response
To Produce
- Start the game with Supplementaries + Moonlight and:
1.a Let's Do API + Vinery + Herbal Brews + Architectury
1.b Alex's Mobs + Citadel - Put Hat Stand down and put Alex's Mobs Fedora / Vinery's Straw Hat / HB's Witch or Top Hat on
so trickiest thing about the hat was making it extend the HumanoidModel, same one that zombie and player use. Thats not that trivial to do but assures as much compatibility as one can and its not something other hat mods have done. If a mod is coded properly this should work with their armor. MmmMmmMmmMmm mod does the same. However if a mod were to say add a special layer to only player entities or specific entities, thus loosing generality in their approach, this entity wont be able to use them. I believe those are done incorrectly too as forge does easily allow for custom armor models via their item properties.
As for the fedora thats quite odd, maybe i have the model head acually offset by one pixel. Ill check with that. For the other mod it should be done properly by them by coding them as they should (you can actually check my statement is correct as their hats dont even work on zombies and such)
Yes, I'm sorry, my skin's hair merged with Fedora texture so well, I didn't realise it behaves the same as on a hat stand. For me it looked like hatstand's model has the size of outer skin layer. Really sorry I wasted your time on this check.
I'll open an Issue in Alex's Mods because having Hat Stand and Fedora in a modpack, and for these 2 not working perfectly with each other is a crime 8)
so trickiest thing about the hat was making it extend the HumanoidModel, same one that zombie and player use. Thats not that trivial to do but assures as much compatibility as one can and its not something other hat mods have done. If a mod is coded properly this should work with their armor. MmmMmmMmmMmm mod does the same. However if a mod were to say add a special layer to only player entities or specific entities, thus loosing generality in their approach, this entity wont be able to use them. I believe those are done incorrectly too as forge does easily allow for custom armor models via their item properties. As for the fedora thats quite odd, maybe i have the model head acually offset by one pixel. Ill check with that. For the other mod it should be done properly by them by coding them as they should (you can actually check my statement is correct as their hats dont even work on zombies and such)
Thank you very much for a detailed explanation. I'll open an issue in Let's Do's Discord with a link to this comment. Fingers crossed it gets fixed :3
EDIT: link to issue on official Let's Do Discord server: https://discord.com/channels/1078796799185277079/1190693388585029672