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issues with Night Vision and lenses #81
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I've discovered similar bad interactions with the Lumos wand focus and Ring of Lumos added by Tainted Magic. The flickering is slower with these, at least on my end, but still annoying, and it can be triggered out of the water with the Echo Lens. There are a lot of mods that provide Night Vision in some non-vanilla way and I couldn't possibly make an exhaustive list if I tried. I'm beginning to think the idea of situationally removing Night Vision is just bad overall, but maybe it could be salvaged by the removal triggering only once when the player enters/exits water. Tainted-Magic-1.7.10-8.1.1.jar |
Gonna be honest with you, that's a bit out of scope for the item 😅 If you're using/wearing things that give night vision, why would you equip the lenses 😅 Also, making it give night vision at all times would defeat the purpose of having the second conditional lens |
Gonna be honest with you, that doesn't make sense. Interaction between two mods in the GTNH pack is out of scope? For that matter, interaction between this mod and vanilla Minecraft is out of scope?
Because the lenses only grant Night Vision conditionally, so it's sometimes necessary to have other sources. If one is popping in and out of the water it becomes inconvenient to switch lenses constantly. Indeed, having the Cowl and the Illumine Lens should be a nice setup to cover almost all cases, yet in fact it causes problems as I mentioned in the first post.
I acknowledge this, I just don't think it should be the main consideration here. Sometimes in a tech tree a higher node is strictly superior to a lower one. Though as I said in the second post, it now seems problematic for either lens to be conditional, so maybe they should just be combined. |
Your GTNH Discord Username
No response
Mod Version
1.6.5
Bug Report
The Illumine Lens and Echo Lens interact poorly with other sources of Night Vision, whether modded or vanilla. Not to bury the lede here, the worst interaction I have found is between the Illumine Lens and Thaumic Tinkerer's Cowl of the Abyssal Depths, which results in a rapid flickering that I genuinely fear may pose an epileptic seizure risk to susceptible individuals.
Both lenses work by temporarily granting about 12 seconds of Night Vision buff, then revoking it, as conditions are met. This happens even if the Night Vision is from another source. Echo Lens immediately cancels Night Vision buff if equipped out of the water, or if player drinks Night Vision potion out of water. Illumine Lens cancels it if equipped underwater, or if player drinks Night Vision potion underwater. Both cancel it if unequipped. This wastage of buff time could be mostly solved by altering the code so that the buff is not canceled by the lenses if there are more than 13 seconds remaining.
However, there is a serious constant conflict when the player wears the Cowl of the Abyssal Depths and the Illumine Lens, as one tries to grant the effect constantly while underwater, and the other tries to remove it constantly, leading to rapid and unpleasant flickering of the screen. I unfortunately don't know how you'd fix this except by specifically checking for the Cowl, which is a brittle hack of a solution. It might be better to do something like making the Illumine Lens grant Night Vision at all times - you'd have to delete the Thaumonomicon entry's line about the primal fire, and maybe switch the research tree positions of Echo and Illumine Lens just for balance.
Here is a log. The only error in the log that I'm not sure what it means is
java.lang.ClassNotFoundException: /thaumcraft/codechicken/core/launch/DepLoader
but I suspect it's not relevant.
Java Version
Java 8
Mod List or GTNH Pack Version
Mods:
[✔️] 1unimixins-all-1.7.10-0.1.19.jar
[✔️] appliedenergistics2-rv3-beta-480-GTNH.jar
[✔️] BaublesExpanded-2.1.4.jar
[✔️] CodeChickenCore-1.3.10.jar
[✔️] gtnhlib-0.5.22.jar
[✔️] Thaumcraft-1.7.10-4.2.3.5.jar
[✔️] ThaumicHorizons-1.6.5.jar
[✔️] ThaumicTinkerer-2.11.0.jar
(For reasons I do not begin to understand, and which may be buggy in their own right, the GTNH version of Thaumic Tinkerer appears to have a dependency on Applied Energistics 2. AE2 is otherwise not relevant. I think.)
Final Checklist
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