[Fabric] The Requiem mod
cymophic opened this issue · 12 comments
Minecraft version - 1.19
Mod loader - Fabric
Mod version - 1.19-1.19.2 version
I am using the latest version available - Yes
Describe the bug
Crash on startup after adding it to personal modpack that otherwise runs smoothly
To Reproduce
Steps to reproduce the behavior:
- Open Minecraft
Expected behavior
Run Minecraft
Crash Log
Hello!
This is an incompatibility with some other mod.
I couldn't find which mod causes it.
It would be very helpful, if you could investigate which mod causes exactly this. This can be done by enabling/disabling mods individually.
I'm having a similar issue, or rather, the exact same one that's describe in the crash report here, on Fabric 1.18.2.
I can remove the mod it names in the first line, but launching after the fact would then site another mod, causing a crash.
So far, the mods have been:
Biome Makeover, Carrier, and Adventure Z. The thing is, I'm not sure what about any of those mods that would logically generate an incompatibility, save Carrier. None of them really affect player animation
Ah, incompatiblity located, at least for me.
The Reqieum mod seems to cause the crash, found so by looking at the .log
Not sure if it is the same for this guy though, and I may also have an out of date Reqieum version. I will check on that one.
edit: I do have up to date reqieum.
Yep, alright; Did some testing and heres what I can come up with for certain:
100%, for my version of error, is Reqieum. I didn't look through this dude's modlist, but my guess would be he has a mod that signifigantly changes his player model in someway. Not sure if the same can be said for forge, but if anyone else throws a similar error check their latest.log; for me that revealed it was reqieum
What Reqieum does, in case you may not be aware, basically makes the player like a ghostly goo; instead of dying, you get forced out of your body and can possess other mods. It's a whole thing, very fun. However, I imagine that's the part that is conflicting with your end of things.
My question is, how much of a possiblity is there for any form of combatibility on this? I'm not really interested in using the fighting mechanics as a mob per say, but I'd like to run them both without crashing if you feel me.
Both mods are targeting the same LivingEntityRenderer.features
field.
I see no way to resolve it on my end.
I am open for technical suggestions.
Hm, I see I see
I'll get an opinion from my pal who does some coding, see if he has any sort of vague idea, but his experience is solely forge and my lack of knowledge on their specific differences doesn't know how much the knowledge will correlate
Yo, I'm not sure what you (or the Reqieum) did, but on 1.19 I just noticed I was able to actual boot the mods together. Didn't check interaction besides that (I had forgotten I even downloaded Reqiem) but worth noting I feel.
It's still present, and it appeared in the Rats Mischief mod because of how it uses a stripped down build of Requiem for usage in a feature.
Caused by: org.spongepowered.asm.mixin.injection.throwables.InjectionError: Critical injection failure: Redirector doesPossessorHaveVehicle(Lnet/minecraft/class_1309;)Z in mixins.requiem.client.json:possession.LivingEntityRendererMixin from mod requiem failed injection check, (0/1) succeeded. Scanned 1 target(s). Using refmap requiem-refmap.json
Caused by: org.spongepowered.asm.mixin.injection.throwables.InvalidInjectionException: Implicit variable modifier injection failed in net/minecraft/client/render/entity/LivingEntityRenderer::emptyFeatures [INJECT Applicator Phase -> #requiem-lite:mixins.requiem.client.json:remnant.LivingEntityRendererMixin from mod requiem-lite -> Apply Injections -> -> Inject -> #requiem-lite:mixins.requiem.client.json:remnant.LivingEntityRendererMixin from mod requiem-lite->@ModifyVariable::emptyFeatures(Ljava/util/Iterator;Lnet/minecraft/entity/LivingEntity;FFLnet/minecraft/client/util/math/MatrixStack;Lnet/minecraft/client/render/VertexConsumerProvider;I)Ljava/util/Iterator;]