iPortalTeam / ImmersivePortalsModForForge

Non-Euclidean in Minecraft. See through portals and teleport seamlessly.
https://qouteall.fun/immptl/
Apache License 2.0
43 stars 18 forks source link

Registry already frozen #123

Open Meph24 opened 1 year ago

Meph24 commented 1 year ago

According to your testing, does the issue occur with ONLY Immersive Portals mod installed?

Yes

Forge Version

43.2.14

ImmersivePortals Version

2.3.5-mc1.19.2

Latest Log

https://gist.github.com/Meph24/1004b95e5cf242ad8d3995e37cafa442

Crash Report (if applicable)

https://gist.github.com/Meph24/0985a7990067dc007fcec36d12474e3d

Steps to Reproduce

  1. Create a new World with "Large Biomes"
  2. Press Create World
  3. Wait a few seconds for crash

What You Expected

World is created without issue.

What Happened Instead

Game crashed.

Additional Details

The only other mod installed is cloth-config, which is required by ImmersivePortals.

Debug Log: https://gist.github.com/Meph24/cd753882b6a5d842e34d6970e1265bf5

It seems this has something to do with the extra dimensions the mod adds. I would be fine without those dimensions anyway as I guess would most. The main feature of this mod is the portals, the dimensions are not necessary. I would love an option or instructions to disable them, if that fixes the issue.

And wtf is one expecting people to file issues to confirm if it works on the fabric version. I have not tested fabric, but ticking it is required below. Well I have consulted their bugtracker and found nothing. If that is not enough, do with this issue what you will. It is an unwise requirement for contributers: It is the forge version that does not work, hence this is the right issue tracker, period. Seems to me a great way of not getting people to file issues and contribute at all, which most don't anyway. You also want to document the issues from fabric that affect your version, so you can tag and redirect in the case or issues will just repeat coming. I also do not intend to install fabric to spend any more time with fixing this mod to make it run more than I have already. We all do this in our free time.

Please Read and Confirm The Following

Meph24 commented 1 year ago

When I create a world without the mod installed it seems to stall a bit, but work. When starting the "large biomes" world, once the mod is installed again, it complains about "Not being able to access world ", but proceeds nontheless. This display of error does not persist on joining the world after this first time joining with the mod reinstalled.

Nick1st commented 1 year ago

It is the forge version that does not work, hence this is the right issue tracker, period.

It's not. The forge version simply pullls from (fabric) upstream, no fixes for bugs in upstream are made here. There are different people working on Forge and Fabric, we're all busy and we don't have the time to check all issue trackers. Reporting an upstream issue in a downstream repo just causes me to try to reproduce the issue and fix it. Then someone reports it in upstream, and it get's fixed there. Now we didn't only spend twice the time on the issue, but now we also have potential merge conflicts and screwed up branches... See, that's why this issue tracker is not necessarily the right one.

Seems to me a great way of not getting people to file issues and contribute at all, which most don't anyway.

Yes and no. Most people don't report issues (here). That's why we have people on e.g. our Discord that can help out with testing and getting the required information out of those "It doesn't work." reports. I honestly don't think that this checkbox scares people away. Most people who really want to contribute won't (and shouldn't, imho) have a problem with loading another version of the game and quickly try to reproduce the issue.

You also want to document the issues from fabric that affect your version, so you can tag and redirect in the case or issues will just repeat coming

You're right about that, but in case someone manages to open an issue on the Forge repo that needs to be fixed on the upstream, we already tag it accordingly and leave it open so it's easier to discover. However that happens very, very rarely. And by actually testing on fabric, people are actively driven to the fabric issues to have a look through them. Closing duplicates is way less work for us then fixing things two times. Also, having hundrets of upstream issues open in this tracker won't help with discoverability at all.

I also do not intend to install fabric to spend any more time with fixing this mod to make it run more than I have already.

Up until now I was totally with you, you even got me thinking about some things (thanks for the input, by the way, I really appreciate it), but here you actually lost me... I'm sorry, but we simple do not have the time to generate even more work for ourselves just because you don't want to spend 30 more minutes on your bugreport for something, again, you want to get fixed.

We all do this in our free time

And so do we. You get a fantastic, very difficult to maintain mod, for free. You are really not in the position to demand anything.

Anyway, thank you for your issue report.

LiskoSlayer63 commented 1 year ago

@Meph24 Did you ever solve this or found any workarounds?

Meph24 commented 1 year ago

Above posted workaround remained our way of playing the mod with large biomes https://github.com/iPortalTeam/ImmersivePortalsModForForge/issues/123#issuecomment-1605655962

Explode007 commented 1 year ago

I've been developing my pack for a while now (1.19.2, forge 43.3.5) And the mod always crashes on the FIRST world load, the second and subsequent times you want to load the world it does it without a problem, it's only the first time around that it instantly crashes when creating the world.

CRASH REPORT

Nick1st commented 8 months ago

I've been developing my pack for a while now (1.19.2, forge 43.3.5) And the mod always crashes on the FIRST world load, the second and subsequent times you want to load the world it does it without a problem, it's only the first time around that it instantly crashes when creating the world.

CRASH REPORT

Probably something in the sync gets mixed up. About most people not needing (and wanting) the extra dimensions I'm fully with you. It's just difficult to remove them as qouteall wants / wanted to keep them in upstream.