Closed dsniav closed 1 week ago
Hello! I'm glad you're interested in my mod, I'll try to fix the crash with sinytra connector as soon as possible. Hopefully I can implement a multi-loader setup and support NeoForge as well, but I'm unfamiliar with how to set that up at the moment.
Currently, songbirds like robins and cardinals are placed in the "Ambient" spawn group and should be able to respawn. I'll definitely make the other birds respawn, and I might also look into wandering traders selling eggs, once I add them.
Thanks for taking the time to make an issue!
After some investigation with using Sinytra connector, I've noticed a problem: even after removing the code that causes the crash from my mod, there is still a strange bug where non-aquatic entities can't seem to move at all when touching water (including the player). It's possible that there are even more problems that I haven't found.
I'm not sure what is causing this problem, as I don't believe any of the code I've written is particularly intrusive to Minecraft itself. I think the best option would be to add native NeoForge compatibility, although that may take a while.
I see, sorry to hear this is happening. From what I know, this inability to swim bug actually occurs with quite a few mods on the Sinytra connector, so I don't think it's exclusive to your code, for what it's worth.
If you do move forward with NeoForge compatibility, I would look greatly forward to it.
By the way, if you ever make a Discord server or anything like that, please do not hesitate to let me know. I would love to join and keep up to date with your work — it's impressive stuff.
Thank you for the kind words! I'm sorry that I cannot find a suitable solution for Sinytra connector compatibility. I'll look into multi-loader support, although I cannot guarantee a time frame for its implementation.
Discord sounds like a great idea :]
I just remembered, I believe I may have some information that might assist with reaching Sinytra connector compatibility, if you're still interested. Previously, I had used the Birds | Boids Addon mod with the connector, and had the same exact issue of non-aquatic entities (incl. player) being unable to move in water. Perhaps there is some sort of code or effect shared between the two mods that causes the issue? I hope this helps.
I've looked through their source code, but there doesn't seem to be anything special that might cause this problem. In fact, the Birds mod is even less intrusive than my mod, seeing as it only adds one mob. My guess is that this bug has something to do with Sinytra connector itself when loading these mods, and isn't something that can be fixed on my side.
Discord sounds like a great idea :]
Unfortunately, I don't have enough time to manage a discord server, or anything of the like. If you have any suggestions or questions, feel free to make a new issue. They don't all have to be bugs!
Speaking of questions, I do have one for you. For context, I am very eager to use your mod (I'm a huge ornithophile in real life) and do have the means for this. Assuming it would take you some time to ascertain NeoForge compat, is it permissible / would it help for me to commission a developer experienced with NeoForge to port it? I can ask them to PR you the result too, if you'd like.
I have no issue with ports of my mod to another mod loader. If you want to commission someone to port my mod, then feel free to do so! If they can PR me the result, and if it doesn't require anything extra, then that would be very helpful. Of course, please don't feel obligated to do so.
I do also want to point out that I might be able to get a multi-loader setup working within a week or two, so it may not be necessary to port it. If I encounter any difficulties doing so, or some other problem arises, I'll be sure to let you know.
Hey, I think I may have found a solution to the issue on the connector:
/attribute <username> neoforge:swim_speed base set 1.0
Running this command in the affected world seems to have fixed the issue, even upon closing the world and reloading it. It works with other mods with the issue, at least. Apologies if you already knew this would fix the issue, this just proved to be a big revelation to me at least.
This means that if you can publish a version of your mod with the code causing the crash on start-up with the connector changed/removed, I should be able to play with your mod on NeoForge.
I admit it's not the smoothest solution, but I'm delighted it works.
Actually, I may have been a little too eager. While this resolves the inability to swim issue for the player, it does not resolve it for all the other non-aquatic entities. Darn!
I'm afraid I've encountered some problems while working with the multiloader project. Without Fabric API, there are quite a few things that my mod can no longer rely on, like access wideners for certain classes. I haven't found any alternatives yet, meaning that this is likely going to delay the NeoForge port for a bit. Sorry about that!
No worries at all! I understand if the NeoForge port is not a viable solution for the time being.
I am happy to report though that I've learned from a friend of a method to fix the inability to swim issue for not only the player, but for all entities: /execute as @e run attribute @s neoforge:swim_speed base set 1.0
I wonder if you would be willing, for the next release of your mod, to change/remove the code causing the crash on startup with Sinytra connector (assuming that's still feasible as you could earlier)?
At least this way people like me can toy around with the mod, the inability to swim by default notwithstanding (an issue easily fixable with a command, as aforementioned). I understand again it's not ideal, but it would mean a lot!
I can certainly do that! I might instead release this version on Github, as it requires the removal of a mixin that is (somewhat) important to the functionality of the penguin. I can link it in this thread as well, if you want.
That works, though I was hoping to be able to keep up with the new releases of your mod as they come (again I’m a huge ornithophile!), and I can imagine it would be impossible to maintain the version without this particular mixin all the same. Apologies for my inexperience here (I’m speaking as a layman with minimal coding knowledge), but perhaps there could be a specific file in the jar of the mod which I could just delete, or a config setting for that mixin letting me disable it?
As a temporary solution, I think I'll just build a separate jar that has the mixin removed, which will then be uploaded to the Github releases. This should be a quick process, and I'll be able to do it for every release. So no need to worry about missing out on new updates!
Sounds like a great temporary solution. You are a legend, this means a lot to me and I'm sure many other NeoForge users. Thank you!
If you ever make a Patreon or anything like that down the line, know you will have my backing in a heartbeat. Please keep up the great work!
Thank you so much for the kind words! It really means a lot!
You can download the new version at https://github.com/aqariio/Fowl-Play/releases/tag/v0.6.1-alpha.sinytra
Hello guys. May i join your discussion I really want to ask about 1.20.1 support for sinytra, even through Gihub. It is really important. Im making rn pretty big modpack and i dont have enough "life" in my world. It will be wonderful to see your mod there. Thanks!
Of course! Here's the file: https://github.com/aqariio/Fowl-Play/releases/tag/v0.6.2-alpha.sinytra%2B1.20.1 It doesn't seem to have the same problem with swimming as the 1.21 version so it should work straight out of the box!
Thank you, i believe forge community will love this :) here small video what i am working with https://imgur.com/a/6wOijoh I think birds fits amazing here!
Hi there,
I am a NeoForge 1.21.1 user who is really interested in trying out your mod. It seems incredibly intriguing, both conceptually and practically, filling an important niche. I see that your mod is a Fabric/Quilt one, which I respect. I was wondering whether you could make your mod working with the Sinytra connector? Right now, when I try to play with your mod with the connector, I receive the following error (and crash) on startup: https://mclo.gs/Mzh6Rbr
Secondarily, given that these birds you're adding are subject to change and there are so many planned in the future, have you considered a "respawning" mechanic? As in, the way animals work in bedrock edition. This could be a toggle in the config file, for instance. Here is the respawning amimals mod for proof of concept -- of course in your case it'd be limited to the mobs added by your mod. This would also really help me with playing on an existing world.
Thank you for reading this and for your time!