Incompatibility with Electro-Magic Tools Classic
xJon opened this issue ยท 7 comments
First reported over kappa-maintainer/ElectroMagicToolsClassic#2, when Thaumic Augmentation is installed, these icons of EMTC's section (representing the various custom Goggles & Boots) are not rendered in the Thaumonomicon:
Any idea what could be causing this?
Thank you!
Does adding those pieces to MorphicArmorExclusions
mean the player can't wear them whilst looking like something else, or can't wear something whilst looking like them (or both)?
Do the items render normally in the inventory when TA is installed? What about other armor items in the thaumonomicon?
My first guess would be morphic armor breaking the rendering for some reason - try adding exceptions for these items to the TA config.
Does adding those pieces to
MorphicArmorExclusions
mean the player can't wear them whilst looking like something else, or can't wear something whilst looking like them (or both)?
It means the player won't see the corresponding item model for the item in their inventory. When actually wearing the armor, the player model will have the correct armor, it's just the inventory icon that will be incorrect.
The way morphic armor works for the items is that it replaces the models of all armor item models with a wrapper model that checks if it is morphic armor or not and does special behavior with that. That config option is disabling the wrapper model from being applied to whatever items are specified in it. The actual armor rendering on the player is handled through an event, so I don't need to go replacing models.
If you give me a list of items that aren't rendering properly, I can take a look at if it's a TA bug. If I can't fix it, I can at least add them to the default config.
I see. Here's a list:
welectromagic:itemelectricgoggles
welectromagic:itemnanogoggles
welectromagic:itemquantumgoggles
welectromagic:itemelectricboots
welectromagic:itemnanoboots
welectromagic:itemquantumboots
(kappa-maintainer/ElectroMagicToolsClassic@c4bd3ad already adds them to the default config)
Thank you!
I tried to find out why exactly these weren't working, but I didn't find anything definitive. I did see there is code for supporting old IIcon-style rendering that just uses direct OpenGL calls instead of the model system in WeissCore, but I couldn't find where the armor opts into that behavior. If that's indeed the reason why it's not working, then there's not much I can do about it sadly beyond adding them to the default config.
Thank you for looking into it @TheCodex6824, I trust the workaround should work fine for now. If the original mod author comes back into active development, they could look into it further.