IC2 Compat Recipes crash the game
Meduris opened this issue ยท 5 comments
Context
the following pull request added support recipes for some other mods including ic2 classic: #5095
We just got a crash report (TinyModularThings/IC2Classic#1197) where the game crashes not being able to find ic2:ingot_aluminum
which is kind of to be expected as IC2 Classic uses the non american english pronounciation aluminium
Crash Report
@simibubi would be nice if you could address this soon.
Because you didn't test your patch we get frequent enough reports that my mod is incompatible with create.
It would be nice if you test your patches before doing them.
(this should have been a hotfix patch)
Thanks for the reminder, we're already in the process of preparing a patch that includes this before returning to feature dev.
The new recipes were community submitted, and indeed.. not tested by them nor us
@simibubi ok :)
Maybe it is possible to run a server instance that starts a world on the Github Actions instance validates that the game isn't crashing.
Looks like there are github action plugins for it https://github.com/marketplace/actions/mc-runtime-test
That way you can assure quality :)
That is actually something i should setup myself!
@simibubi ok :) Maybe it is possible to run a server instance that starts a world on the Github Actions instance validates that the game isn't crashing. Looks like there are github action plugins for it github.com/marketplace/actions/mc-runtime-test
That way you can assure quality :) That is actually something i should setup myself!
That would not prevent this, gametests are already in place to prevent common issues. However with issues like these, this wouldn't have been found automatically as all tests are done with just create, no compat mods are enabled, ideally this stuff would be caught by whoever is working on adding compat by making sure the game runs as this would've errored in a dev env.
@IThundxr ok yeah that is true.
Maybe there are ways to make it CLI compatible where you can have conditional loads and could create a CLI that loads compat mods and one that doesn't.
I think that could be done by having a file present or not, and gradle script scanning for said file.
But i think that is far to offtopic ^^"
Edit:
The main point i am trying to make is: You run a game test server with mods and compat enabled but have 0 game tests for compat itself, the idea being that starting a world with all compats (or selected compats) makes sure that everything works just fine, since recipe loading is technically also a test in itself, and that would have prevented the issue.