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Comments (21)

yurisuika avatar yurisuika commented on August 20, 2024 1

No, this is the code for that other mod. It won't work sadly.

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yurisuika avatar yurisuika commented on August 20, 2024

Sure, I'll check it ou!

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Cixon avatar Cixon commented on August 20, 2024

sweet, thanks!

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yurisuika avatar yurisuika commented on August 20, 2024

image
I cannot seem to replicate this. What is your setup?

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Cixon avatar Cixon commented on August 20, 2024

i use 1.18.2 forge. let me send config

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yurisuika avatar yurisuika commented on August 20, 2024

Interesting, I have tried that version specifically and it worked? You are saying it is specifically just the hotbar that does not change?

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Cixon avatar Cixon commented on August 20, 2024

nostalgic_tweaks.txt

^place in config directory.

nostalgic_tweaks.txt
^place in config \ nostalgic_tweaks

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Cixon avatar Cixon commented on August 20, 2024

they are .txt files since git-hub will not allow me to send .json. you'll need to rename.

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yurisuika avatar yurisuika commented on August 20, 2024

image
1.18.2 Forge without your configs...
image
And with your configs...

I am not yet able to replicate.

This is using latest versions of NT and Architectury (2.0.0-Beta-8.3 & 4.11.93). Is that what you have as well?

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Cixon avatar Cixon commented on August 20, 2024

I am... there must be a different mod interrupting this.

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Cixon avatar Cixon commented on August 20, 2024

I'm going to disable a few mods and rename this title once I find the issue, sorry for misleading you. I do appreciate your patience with me!

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Cixon avatar Cixon commented on August 20, 2024

Found the issue. It's from a mod called Atlas Combat. I use v1.1.5 because they broke client start_up phase in v1.1.6.

https://legacy.curseforge.com/minecraft/mc-mods/atlas-combat/files/4552632

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yurisuika avatar yurisuika commented on August 20, 2024

Unfortunately this mod basically copies the hotbar method basically except for the last section concerning the attack indicator, and adds a bunch of stuff from what I guess is the combat test concerning shields and whatnot at the end. It then injects all of that at the very start of the hotbar method, so then it basically overwrites the vanilla hotbar stuff without using an actual overwrite.

You cannot mixin to other mixins, so I can not do anything about this. There are ways they could do this mixin without breaking this compatibility by just making the vanilla attack indicator section not run, and then adding the combat test stuff before RenderSystem.disableBlend();, but that would have to come on their end.

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yurisuika avatar yurisuika commented on August 20, 2024

At least then the hotbar would raise, the attack indicator replacement would not be raised if done in the same way it is there AS IS.

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Cixon avatar Cixon commented on August 20, 2024

I will reference this to the Atlas team in hopes of a fix. Thank you for being very informative!

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yurisuika avatar yurisuika commented on August 20, 2024

I might be wrong, it could work... I'll try to build it myself and test it out.

image
Raised basically just changes a value in drawTexture for the hotbar to change everywhere in that method. Mixin priority is set to -1 to make it run last. I'd think this would mean it would change it for the mixins for Atlas, but apparently it does not want to do so. This was done way back to make it compatible with another mod that changed stuff via mixins.

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yurisuika avatar yurisuika commented on August 20, 2024

image
Ignore the health icons etc because this is Fabric, on Forge they work out of the box because of Forge hooks, but on Fabric it probably overwrites it again so much the same would be done... Anyways I replaced the mixin method in that mod with THIS:

image

It can probably be done cleaner, but this is the quick and dirty to show it can work.

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yurisuika avatar yurisuika commented on August 20, 2024

Actually hold up, I forgot to cancel the original attack indicator and notice that there is a second one showing up at the bottom, so this might not work. Status bars are not moving either when done the same way (and changing the ModifyVariable to a ModifyArg in Raised much the same...

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yurisuika avatar yurisuika commented on August 20, 2024

image
image
Okay yeah, making the original not work you have this, that other one this mod adds in shows up very briefly but it is there. Seems to come a little later too. I have not tried the combat test so I don't know what is different.

Back to the drawing board as far as getting this to work. I might however change the modifyvariables to modifyargs in Raised though regardless. I know modifyvariable is always better to use than modifyconstant, but it might be inferior to modifyarg for the sake of compatibility here... if only it would modify the ones in other mixins afterwards. I dunno.

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Cixon avatar Cixon commented on August 20, 2024

Oh wow didnโ€™t expect all this! ๐Ÿ‘๐Ÿผ๐Ÿ‘๐Ÿผ๐Ÿ‘๐Ÿผ

ig you could make it a separate project to keep Raisedโ€™s original code. I really appreciate you for going the extra mile on this, seriously.

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Cixon avatar Cixon commented on August 20, 2024

Oh wow didnโ€™t expect all this! ๐Ÿ‘๐Ÿผ๐Ÿ‘๐Ÿผ๐Ÿ‘๐Ÿผ

ig you could make it a separate project to keep Raisedโ€™s original code. I really appreciate you for going the extra mile one this, seriously.

or a config setting to override the initial settings/mixinsโ€ฆ

from raised.

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