#Bruh
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Its simply a Oak_Ship_Helm not being rendered/found? idk probably something to do with a value or something
hmm its froge right il check it later today
If you do manage to fix it that would be epic
But ye its probably something to do with a missing value that isn't defining the Oak ship helm variant
and also Optfine crashes the VS2 Stand alone mod
idk why
Optifine works in Optifine ways
Optifine works like King crimson
Just out of curosity
have you tried it with rubidium?
Not suggesting you switch to Rubidium, I am just curious if it runs on there
The chemical or the server?
Never heard; Why you ask?
since both mods do optimising
ah I'll look into it then
and I believe there can be times where one works but the other doesn't
I could just be completely wrong here, but I am curious
because atm I am waiting for the forge Eureka crash to be fixed (possibly)
so I can do some compatibility testing
hopefully it does, tbh I just haven't tried anything VS2 yet because afaik, it just isn't ready yet
I don't mind it being unstable as long as I can load it up and mess around with it
@fading scroll I think you have to work overtime because I have encountered another issue with the forge loading
Its registering 2 Ship_Helm registries
I think this has to do with the versions though.
My guess is that all the oak_helm varients are borked
@viral ibex hello welcome to hell
are you sure you're not running 2 eureka versions
I sandbox'd them so only one runs and comes up with the same issue
wild
Yes
is this on a server or singleplayer
it really do be a froge moment
Well using KoltinForForge is already funky though but hey aslong as use the debug stuff to its advantage it shouldn't be too much of a pain
Imma test something
Actually lemme ask something @viral ibex are the Oak_helms registered by ID's ?
That sounds pretty frustrating when you don't have an ID system
it's a lot easier, usually
architectury is supposed to communicate between forge and fabric
but forge doesn't like how i implemented flammables
Wait I think I know what you mean
thinks that the block isn't registered by the time flammables are made
About the flammable stuff right?
So there used to be this old bug on Flans 1.12.2 where the block IDs would replace itself with a fire block for a Placeholder fallback; Do you think the registry isn't being defined and just reverting to something close to it
uh
Would explain why it keeps switching between different oak helm verients
no

so the way i understand it
and i could very well be wrong
architectury uses something called a deferred register
that the blocks are registered on
i think the issue resides in the way that fabric and forge use that deferred registry
and that forge is deferring it too late, causing the flammables to fail?
idk how ewoudje meant to fix it tho i haven't been home up until a few mins ago


personally I think all of the Helms are doing funky shit on forge and are completely fine on fabric
Perhaps do a test and remove the flammables on the blocks and re-implement them one by one to see what's causing it
the first one defined is the oak ship helm
so it's all of them
they all register flammability the same way
and all register as blocks the same way
in the same file
Just try it 
because like
This error isn't defining as Oak_ship_helm
Just Ship_Helm unless woudje changed the defining
oh it's complaining about the gui
not likely ๐