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@unilock unilock commented May 29, 2025

The Issue

Connector will refuse to load Fabric mods if NeoForge encounters an error or warning, which is problematic when a warning is non-fatal, thus allowing the game to continue to load and Fabric mods to act erratically

The Proposal

Check for LoadingModList.get().hasErrors() instead of !LoadingModList.get().getModLoadingIssues().isEmpty() in ConnectorEarlyLoader#hasEncounteredException, which will only return true if fatal errors have been encountered instead of including non-fatal warnings

Possible Side Effects

Perhaps there was a reason all mod loading issues were checked for, instead of only true errors?

Alternatives

Throw a RuntimeException in ConnectorEarlyLoader#init if ConnectorEarlyLoader#hasEncounteredException == true: this would not help with the confusion that stems from NeoForge not printing mod loading issues to the log before it reaches its "pre-title screen" screen (although these issues could also be printed by Connector before throwing, I suppose)

Additional Notes

Cool mod thanks

…sErrors instead of LoadingModList#getModLoadingIssues != empty

this makes Connector only check for true mod loading errors instead of non-fatal warnings, which prevents difficult-to-debug crashes due to Connector not running early setup despite the game continuing to launch

Signed-off-by: unilock <[email protected]>
@Su5eD Su5eD self-requested a review May 31, 2025 18:25
@Su5eD Su5eD self-assigned this May 31, 2025
@Su5eD Su5eD changed the base branch from 1.21.x to dev September 18, 2025 17:51
@Su5eD Su5eD merged commit 1c1bbeb into Sinytra:dev Sep 18, 2025
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@github-project-automation github-project-automation bot moved this from 🆕 New to ✅ Done in Connector Triage Sep 18, 2025
Su5eD added a commit that referenced this pull request Sep 29, 2025
* Start beta 10, perform routine maintenance

* Fix ffloader impl change

* Wrap thread factory set context class loader in a try (#1771)

* Propagate issue tracker link to bridged mods.toml

Port of #1933

Co-authored-by: nergizer <[email protected]>

* Check LoadingModList#hasErrors instead of LoadingModList#getModLoadingIssues != empty (#1830)

this makes Connector only check for true mod loading errors instead of non-fatal warnings, which prevents difficult-to-debug crashes due to Connector not running early setup despite the game continuing to launch

Signed-off-by: unilock <[email protected]>

* Implement Adapter UTP transforms

Fixed issues related to Polymer

Fixes #1333
Fixes #1734

* Silence mixin errors from unused mixins

* Update adapter definition to 1.13.37

Fixes Cinderscapes

* Display Connector version in debug overlay

Update adapter definition to 1.13.38

* Update README

* Don't crash if moving module fails

* Update adapter definition to 1.13.40

Fixes #1384

* Make PLUGIN modules read connector

Fixes #1966

* Update adapter to 1.13.42

Fixes #1922

* Always show loading errors

Fixes the annoying "requires connector" error again, this time for mods that require fabric mods

* Fix lazy entity attribute replacement

Fixes #1343

---------

Signed-off-by: unilock <[email protected]>
Co-authored-by: Milkev <[email protected]>
Co-authored-by: nergizer <[email protected]>
Co-authored-by: Katherine <[email protected]>
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2 participants