Closed Worive closed 3 years ago
This code in LogisticsPipes expects List.add
to append the LogisticsPipesClassInjector
to the end of the transformer list (as specified by the documentation of List.add
) and then moves all others transformers based on this assumption.
With TickCentral installed this call to List.add
now sorts the transformer list and breaks this assumption.
Instead of moving the LogisticsPipesClassInjector
to the front of the list, LogisticsPipes now ends up removing Forge's ModAPITransformer
, breaking @Optional
annotations for all mods, and adding a second reference to the LogisticsPipesClassInjector
.
One possible solution for this would be delaying the sorting until LaunchClassLoader.runTransformers
(or something else) wants to iterate through the list. There's probably a better way to do this though.
May it be possible to get a compiled version of TickCentral including this change ? So it's possible to use with modpacks including logistic pipes @saibotu
Here you go: TickCentral-3.1-unsigned.jar.zip (don't forget to unzip) compiled from https://github.com/saibotu/TickCentral/commit/a56608108067616cbeb8d6a43375cf6f14c7b1ef
Issue
Hi, I've found that when TickCentral is present with LogisticPipes it will cause for other mods a NoClassDefFoundError crashing the game.
The game work perfectly if you just have LogisticPipes and TickCentral. Or any other combination of 2 of these 3 mods.
In this case i used thermal. But it also occur with SimplyJetpacks, bewitchment and some others.
I think that's also the reason why https://github.com/TerminatorNL/TickCentral/issues/7 have a problem
I hope you may help to found the reason behind that :smiley:
Note
I'm using the fixed TickCentral version from https://github.com/TerminatorNL/TickCentral/issues/13
Files: