
Armor trait errors logged for unloaded materials due to unmet conditions
CreepingCreeper opened this issue ยท 3 comments
Minecraft Version
1.20.1
Modloader
Forge
Modloader Version
47.3.20
Mantle Version
1.11.71
Tinkers' Construct Version
3.10.2.92
Describe your issue
When a material's definition in the data pack fails to load due to unmet conditions, if the armor traits corresponding to that material include modifiers that are not loaded under the current circumstances, errors will still be logged, while the traits of other parts do not report errors.
If everything functions correctly, the armor traits should not report errors either.
Steps to reproduce
1.Install an add - on mod for Tinkers' Construct. The mod adds a material, and this material along with all its traits will only be loaded when another mod is loaded.
2.Launch the game and ensure that only Tinkers' Construct and this add - on mod are installed.
3.It is found that the armor traits of this material report errors in the log due to their non - existence, while the traits of other parts do not report errors.
Crash Report
No response
Can you reproduce with just Tinkers?
I have not tried
Performance Enchancers
None of the above
Other mods
No response
Searched for known issues?
Searched open issues
Is there any reason your trait is conditionally enabled instead of just always enabled? The only real reason to disable a modifier when a mod is not present is if the trait relies on code from that mod in one of its modules.
However, the traits for other parts are also not activated, yet there are no error messages in the log, which seems abnormal.
Is there any reason your trait is conditionally enabled instead of just always enabled? The only real reason to disable a modifier when a mod is not present is if the trait relies on code from that mod in one of its modules.
Is there any reason your trait is conditionally enabled instead of just always enabled? The only real reason to disable a modifier when a mod is not present is if the trait relies on code from that mod in one of its modules.
I am certain that it requires the code from the corresponding mod.