Prevent clientside state mutations in QuarkTechSuite helmet#4322
Merged
jurrejelle merged 2 commits intoGregTechCEu:1.20.1from Dec 17, 2025
Merged
Prevent clientside state mutations in QuarkTechSuite helmet#4322jurrejelle merged 2 commits intoGregTechCEu:1.20.1from
jurrejelle merged 2 commits intoGregTechCEu:1.20.1from
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TarLaboratories
approved these changes
Dec 17, 2025
zetrock1
approved these changes
Dec 17, 2025
jurrejelle
approved these changes
Dec 17, 2025
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What
The QuarkTechSuite helmet calls functions to modify the gamestate during both logical sides in the onArmorTick. This can cause a number of issues and is generally discouraged.
Outcome
This PR limits the mutations (food, air, negative effects) to the serverside only.
Additional Information
I ran into this when making a mixin for this bug: TerraFirmaGreg-Team/Modpack-Modern#1640
I noticed supplyFood gets called during the clientside ticks as well as the serverside ticks, and the clientside ticks can't properly check if the player is in a PlayerRevive:bleeding state or not.
While that is all a mod compatibility stuff that brings it to light the actual bug in GTm is a standalone latent bug.
I worked around the bug in TerraFirmaGreg-Team/Core-Modern#216 by checking for clientside in the mixin and not running supplyFood at all on clientside, which worked fine.