
[Bug] Particle emissives suddenly flicker between emissive and non-emissive (solved)
Closed this issue ยท 8 comments
In both vers. 1.3.7 & 1.3.8 beta 4, particle emissives like potion & XP bottle particles can randomly flicker between emissive and non-emissive even if the player doesn't move in the slightest. I can't record a video right now, but you can see it for yourself by throwing a bunch of XP bottles on the ground and looking at the XP particles. I am using the Vanilla Emissives resource pack: https://modrinth.com/resourcepack/vanilla-emissives
I'm on Fabric 1.21.4 and here are my mods:
- AppleSkin [3.0.6+mc1.21.3]
- BadOptimizations [2.2.2]
- Better Mount HUD [1.2.5]
- Clean F3 [0.4.9]
- Cloth Config v17 [17.0.144]
- Concurrent Chunk Management Engine [0.3.1.3.0+1.21.4]
- Cubes Without Borders [3.0.0+mc1.21.3]
- Distant Horizons [2.3.3-b-dev]
- EntityCulling [1.7.4]
- FPS Reducer [1.21.3-2.11]
- Fabric API [0.119.3+1.21.4]
- FerriteCore [7.1.1]
- Gamma Utils [2.2.5]
- ImmediatelyFast [1.8.0+1.21.4]
- Iris [1.8.8+mc1.21.4]
- Lithium [0.15.3+mc1.21.4]
- MidnightLib [1.7.3]
- Mod Menu [13.0.3]
- Model Gap Fix [1.21.3-1.10]
- ModernFix [5.20.3+mc1.21.4]
- More Culling [1.2.10]
- NoTextureRotations [1.0.4]
- Noisium [2.5.0+mc1.21.4]
- Reese's Sodium Options [1.8.3+mc1.21.4]
- Shulker Box Tooltip [5.2.6+1.21.4]
- Sodium [0.6.13+mc1.21.4]
- Sodium Extra [0.6.1+mc1.21.4]
- Sodium Shadowy Path Blocks [4.0.0]
- Sound Physics Remastered [1.21.4-1.4.12]
- Status Effect Bars [1.0.7]
- Totem Tweaks [1.0.1]
- kennytv's epic force close loading screen mod for Fabric [2.2.3]
- uku's Armor HUD [0.7.0+mc1.21.4]
- ukulib [1.6.0+1.21.4]
Hey, I tested the latest commits and the XP bottle particles no longer flicker! Although this time, they're no longer emissive. Was it intentional in the first place for them to be emissve by default?
They're not emissive anymore? Interesting...
I unintentionally did not do this actually and was doing optimization stuff, but I'll keep this in mind and actually test SDV with the Vanilla Emissives RP. However, iPBR or LabPBR usually handles the emissives and not the RP so I'm entirely sure how to approach this.
I believe the cause is not because of the resource pack but how entity emissives are currently being handled in Super Duper Vanilla.
XP bottles & orbs are now consistently emissive, but not the XP/bottle particles. This is of course with Vanilla Emissives. Is this intended?
Sorry, I meant those spiral colored particles that spawn after throwing an XP (will always be blue) or splash potion bottle (the color will depend on the potion itself)