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Crash on startup - mod incompatibility [1.20.1-1.6.2.3] #46

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emihead opened this issue Sep 8, 2024 · 10 comments
Open

Crash on startup - mod incompatibility [1.20.1-1.6.2.3] #46

emihead opened this issue Sep 8, 2024 · 10 comments
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wontfix This will not be worked on

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@emihead
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emihead commented Sep 8, 2024

Lodestone is crashing on startup with the newest update.
https://mclo.gs/z5ksHqe
I'm not sure what mod it's having an issue with but it may be Embeddium, (a more highly-maintained fork of Sodium with FRAPI support built in). I can say for sure that the issue is in part cased by Lodestone, since downgrading it and Malum allows the game to start up normally.

@dainekoichi
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dainekoichi commented Sep 9, 2024

Same issue, but with a different crash:
crash-2024-09-09_09.36.05-client.txt

Solution was same for me; downgrading Lodestone and Malum.

@mrsterner
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I removed support for <sodium 5.9, which i guess embeddium is based on, Ill add it back

@emihead
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emihead commented Sep 9, 2024

It might be worth asking the Embeddium devs about it. They're really good about mod compatibility - that's part of the reason why I use it over Sodium despite being on Fabric

@jellysquid3
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... a more highly-maintained fork of Sodium with FRAPI support built in...

Just so it's known: Sodium has both more contributors and incoming changes than Embeddium by an order of magnitude, and we have squashed hundreds of bug reports over the past few months. Also, since Sodium 0.6, the Fabric Rendering API (FRAPI) has been supported out of the box, both on Fabric and NeoForge.

@jellysquid3
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That said, it should be possible for us to implement some kind of hook for the mixins in your mod here so that it is less likely to break with subsequent updates. Can you explain what you are trying to achieve exactly, so I can open an issue on our end?

@mrsterner
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mrsterner commented Sep 10, 2024

Its a world render event which i needed to add when i ported lodestone from forge, the event runs after solid blocks has been rendered. Specifically for post processed rendering. Ideally is should run at the end of the overriden renderLayer/renderChunkLayer method

@emihead
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emihead commented Sep 10, 2024

Just so it's known: Sodium has both more contributors and incoming changes than Embeddium by an order of magnitude, and we have squashed hundreds of bug reports over the past few months. Also, since Sodium 0.6, the Fabric Rendering API (FRAPI) has been supported out of the box, both on Fabric and NeoForge.

Sorry, I wasn't really aware of how things worked for each mod behind the scenes. Was just going off the frequency of updates, honestly, but I'm glad Sodium is getting lots of fixes and improvements done even if it doesn't update as often. It's not like Embeddium could even exist without it anyway, so no shade intended. Also I had no idea about the FRAPI thing considering Indium is still getting updates.
I think the reason why I switched was Polytone? If that's something you're interested in looking into you'll probably want to talk to MehVahdJukaar about it, I don't exactly remember what the issue was.
Sorry for getting off topic, I'll open an Embeddium issue about the Lodestone problem considering it's a Sodium 0.5.8 issue

@emihead
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emihead commented Sep 11, 2024

Here's what the Embeddium dev said:

Lodestone uses a mixin into Embeddium/Sodium internals, which is not guaranteed to work across updates. For what they are trying to do, they should be able to just inject into the vanilla renderChunkLayer function, and not touch Embeddium internals at all. They just need to change their mixin's priority so it doesn't conflict with Embeddium/Sodium.

Hopefully this is helpful!

@Gamerbolts
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Is this still being worked on? I just got Malum/Lodestone and using Embeddium and got the crash.

@mrsterner
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No this is not being worked on, It was no fun supporting two different versions of sodium, so use the later ones

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