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Disabling fluids doesn't work properly #3725

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fer22f opened this issue Jan 12, 2019 · 5 comments
Closed

Disabling fluids doesn't work properly #3725

fer22f opened this issue Jan 12, 2019 · 5 comments
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1.12 Issue affects Minecraft 1.12 Bug Issue describes unintended or broken behavior Won't Fix No fix will be provided. Typically fix is too risky or another mod should fix it
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@fer22f
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fer22f commented Jan 12, 2019

Issue description: Disabling the TinkerFluids module in TinkerModules.cfg doesn't work properly. Liquids still show up in JEI and mods like Forestry create capsules for every liquid in Tinkers Construct.
image

The config is as follows, I was looking for using just the gadgets and the world gen from Tinkers:

~CONFIG_VERSION: 1

modules {
    B:TinkerDebug=false
    B:TinkerFluids=false
    B:TinkerGadgets=true
    B:TinkerHarvestTools=false
    B:TinkerMaterials=false
    B:TinkerMeleeWeapons=false
    B:TinkerModelRegister=false
    B:TinkerModifiers=false
    B:TinkerRangedWeapons=false
    B:TinkerSmeltery=false
    B:TinkerTools=false
    B:TinkerWorld=true
    B:chiselIntegration=true
    B:chiselsandbitsIntegration=true
    B:craftingtweaksIntegration=true
    B:theoneprobeIntegration=true
    B:wailaIntegration=true
}

Versions:

  • Minecraft: 1.12.2
  • Forge: 14.23.5.2807
  • Mantle: 1.3.3.39
  • Tinkers Construct: 1.12.2-2.12.0.113

Can it be reproduced with just Tinkers Construct, or are other mods required to reproduce the bug? I enabled just Tinkers Construct and JEI and the result is the screenshot above. With Forestry, capsules are also created for each of the liquids.

@bonii-xx
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Hm, it might be that we cant offer this option anymore. If I remember correctly something regarding fluid registration changed in Forge in 1.10 or early 1.12, which requires us to always register all our fluids ahead of time.

@KnightMiner
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KnightMiner commented Jan 16, 2019

There was a chance which prevented us from dynamically registering them (based on metals present), I can't remember if there was a change that forced us to register them before preInit though, which would affect the modules loading

@XXxinsanityxX
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Is this still the case or has something been changed since to allow this to happen?

@KnightMiner KnightMiner added the 1.12 Issue affects Minecraft 1.12 label Jan 27, 2021
@KnightMiner KnightMiner added this to the TiC 2 (1.12) milestone Jun 15, 2021
@KnightMiner
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Marking in the 1.12 milestone as reminder to mark fluids as not able to be disabled, as that is the simplest fix without making significant changes. Not sure if 1.12 will get any more builds still.

@KnightMiner
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Closing as 1.16 got a beta release making 1.12 end of support.

@KnightMiner KnightMiner added Bug Issue describes unintended or broken behavior Won't Fix No fix will be provided. Typically fix is too risky or another mod should fix it labels Jan 31, 2022
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Labels
1.12 Issue affects Minecraft 1.12 Bug Issue describes unintended or broken behavior Won't Fix No fix will be provided. Typically fix is too risky or another mod should fix it
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