#Lootr compatibility with entity_texture_features (Forge)

6 messages · Page 1 of 1 (latest)

azure onyx
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I'm unsure as to the exact nature of the issue. It was reported on my GitHub as specifically being related to FreshAnimations, entity_texture_features and entity_model_features. Simply put, the custom textures from Lootr are not displayed, and it instead defaults to using Vanilla textures.

Unfortunately, the user hasn't provided any further information about what version they're running on, apart from it being Forge. However, from looking at https://github.com/Traben-0/Entity_Texture_Features/blob/master/common/src/main/java/traben/entity_texture_features/mixin/entity/block_entity/MixinChestBlockEntityRenderer.java, it appears as though this mod mixins in to the default block renderer.

This is the class that Lootr extends which is what the Lootr renderer extends: https://github.com/noobanidus/Lootr/blob/1.20.1/src/main/java/noobanidus/mods/lootr/client/block/LootrChestBlockRenderer.java

I've been quite lazy in my implementation, simply overriding the getMaterial call and relying on the logic injected by Forge to handle the material. I'm not entirely sure how your mixin system handles this and thought I'd reach out and ask if you had any suggestion on how to properly integrate with your mod.

The "simple" solution that I considered (simply not extending the default ChestBlockEntityRenderer) would seem problematic because that would then prevent the "use Vanilla textures" configuration option (a part of Lootr) from functioning the same way as then it wouldn't have your mixin applying.

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(I've also had a search through the server to see if this has been reported or discussed before, but the only conversations I've seen with Lootr in them are from around a year ago.)

verbal onyx
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Lootr dev??

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Thank you for making your mod modded multiplayer would be so lame without you 🙏

azure onyx
inland pivot
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I'll look into this, the block entity code needs a bit of a rework now that I understand sprites better anyway