Incompatibility Between Inventorio and Curios API Causing Crash in Minecraft 1.20.1
icram0719 opened this issue · 22 comments
Issue
When both Inventorio and the Curios API mod are installed in Minecraft 1.20.1, the game crashes during the loading process. This incompatibility prevents players from using these mods together, disrupting gameplay.
Details
Crash Occurrence: The crash happens during the common_setup event phase as the game initializes with both mods active.
Environment:
Minecraft Version: 1.20.1
Inventorio Version: inventorio-mc1.20.1-forge-v1.10.3.jar
Curios API Version: curios-forge-5.12.1+1.20.1.jar
Loader: Forge - 47.322
Could the Inventorio developers look into this incompatibility with Curios and work toward a fix? A solution would greatly enhance the experience for players using both mods. I’m happy to provide more details—like the exact crash log or testing with different versions—if it helps resolve this issue.
Additional Notes
This issue affects the community of players who enjoy both Inventorio’s inventory enhancements and Curios’ equipment slot features. Fixing this would make the mods more compatible and improve gameplay for many users. Thanks for your support!
you can downgrade curios api to 5.10.0 until the devs have a fix
im from another country so my english may be bad
I too have this problem. I drafted a report, here is most of it if it helps.
I have figured out the hard way through Extensive Testing that Inventorio is hard imcompatible with Curios. The engine is Minecraft Java 1.20.1 Forge 47.3.0. I have provided my crash report. To be clear, the only mods loaded are: [Cloth Config, Curios, Inventorio, KotlinForForge]. No config files or ingame options were changed for either mod or the 2 dependencies. I have yet to try older versions of either mod.
As a mod author myself, I think it is a problem with both mods changing the inventory GUI. Is your GUI not extending the vanilla one perhaps? It also might need alternate code specialized for Curios, I don't know. I did not look at the code as I felt it made more sense to report this.
I'm starting to feel like the mod has been left behind. It'd be great if someone with the right skills could "take over".
I have the same feeling that the project has been abandoned, but at the same time I'm not sure I'd really be the right person to take over in the long term. Most of my experience developing was server-side plugins and minigame networks many years ago, so there'd be a large learning curve, but at the same time I do have motivation to keep this mod working for at least Forge 1.20.1 as I'm working on a mod pack for myself and few friends. Would be open to potentially porting to NeoForge 1.21.x, but I don't think that would be a speedy effort since I have a lot of catching up and learning to do to reliably port the mod.
Over the last day I've narrowed things down the SPacketSyncModifiersMixin. With the curios 5.11.0 update they made a one line change introducing a new variable to the handle function which caused the mixin injection to fail.
I've forked the project and implemented a quick fix that I just confirmed solves the issue. I plan to upload a fixed version to Curse, however, if the developer of this project is still active and is open to a PR I'll gladly submit one.
I'm starting to feel like the mod has been left behind. It'd be great if someone with the right skills could "take over".
Just published a release for the fix on my github fork which you can find here.
I also create a project on Curse Forge which is pending, but you'll find that here when (and if) it is approved by the moderators.
Ya hear that? That's the GOAT coming down to save us. On a real note, thank you for this fix. It's really annoying having a lot of mods be explicitly 5.11+ while this is holding it back. Btw, while looking into the code, did you see any links that cause Issue #350 ?
Just published a release for the fix on my github fork which you can find here.
I also create a project on Curse Forge which is pending, but you'll find that here when (and if) it is approved by the moderators.
Ya hear that? That's the GOAT coming down to save us. On a real note, thank you for this fix. It's really annoying having a lot of mods be explicitly 5.11+ while this is holding it back. Btw, while looking into the code, did you see any links that cause Issue #350 ?
I didn't have to do much digging through the source as I had an exception that pointed me straight to the issue for this fix, but I'll give #350 a look see when I find some time.
Same with the curios layer with Accessories. But apparently 1.20.1 is no longer supported so we're SOOL unless some third part comes in with a fix. What a shame really
Expect a new version soon. We're close to finalizing the PR and should have the changes merged soon.
v1.10.4 is out now with the fix from @Favorlock 🎉
It is amazing to use this mod again with the rest of the "necessary" mods as in my opinion this mod just adds an awesome QOL to modded minecraft and is infinitely better than the other mods out there cuz it has kinda everything in one package. (Btw i have had this in the log: OpenGL debug message: id=1282, source=API, type=ERROR, severity=HIGH, message='GL_INVALID_OPERATION error generated.
Now i don't know what could have caused this as i have another 280 mods in the pack i made but just wanted to let you know about it if its something to be concerned about.)
It is amazing to use this mod again with the rest of the "necessary" mods as in my opinion this mod just adds an awesome QOL to modded minecraft and is infinitely better than the other mods out there cuz it has kinda everything in one package. (Btw i have had this in the log: OpenGL debug message: id=1282, source=API, type=ERROR, severity=HIGH, message='GL_INVALID_OPERATION error generated.
Now i don't know what could have caused this as i have another 280 mods in the pack i made but just wanted to let you know about it if its something to be concerned about.)
Create a new issue and we'll look into it when time permits. Might not be an issue if the mods functioning as expected though.
Due to the mod being licensed as All Rights Reserved on Curse and Modrinth I'm unable to release a derivative on the platforms unless I can get permission from @RubixDev
I've sent him an email and am attempting to reach out through other platforms, but in the meantime I'll update my fork and push new releases there.
Would greatly appreciate your approval @RubixDev so this fantastic mod won't fade into obscurity.
Just published a release for the fix on my github fork which you can find here.
I also create a project on Curse Forge which is pending, but you'll find that here when (and if) it is approved by the moderators.Ya hear that? That's the GOAT coming down to save us. On a real note, thank you for this fix. It's really annoying having a lot of mods be explicitly 5.11+ while this is holding it back. Btw, while looking into the code, did you see any links that cause Issue #350 ?
I didn't have to do much digging through the source as I had an exception that pointed me straight to the issue for this fix, but I'll give #350 a look see when I find some time.
ty for your time
Reached out to the original author Oz and he says he'll consider the possibility of allowing derivatives or making the licensing more permissible. Not a guarantee, but not all hope is lost. Will keep folks updated when I have more details.
Big news for ya folks. Got in touch with @RubixDev and he's agreed to add me as a collaborator of the project. I'll be working on fixes and updates for the mod which he will peer review. This will ensure that fixes can be provided in a timely manner. Expect an update fixing this issue soon!
Big news for ya folks. Got in touch with @RubixDev and he's agreed to add me as a collaborator of the project. I'll be working on fixes and updates for the mod which he will peer review. This will ensure that fixes can be provided in a timely manner. Expect an update fixing this issue soon!
Glad to hear that this rescue action became a success. Idk if the patch will only work with 5.11.x only or also with above but non the less this isba huge step in the right direction for this amazing mod. It would have been a shame if it would have gotten abandoned.
Big news for ya folks. Got in touch with @RubixDev and he's agreed to add me as a collaborator of the project. I'll be working on fixes and updates for the mod which he will peer review. This will ensure that fixes can be provided in a timely manner. Expect an update fixing this issue soon!
Glad to hear that this rescue action became a success. Idk if the patch will only work with 5.11.x only or also with above but non the less this isba huge step in the right direction for this amazing mod. It would have been a shame if it would have gotten abandoned.
I'm aiming to make it compatible with both as according to RubixDev it should be possible to make conditional mixins with one of the libraries being used. Currently looking into how to go about doing so. Not a guarantee it'll be feasible as I'm currently not getting expected results after following documentation. Worst case I'll ask Rubix for additional advice on how to move forward if it turns out to be unlikely to support older versions and newer versions simultaneously.
Big news for ya folks. Got in touch with @RubixDev and he's agreed to add me as a collaborator of the project. I'll be working on fixes and updates for the mod which he will peer review. This will ensure that fixes can be provided in a timely manner. Expect an update fixing this issue soon!
Glad to hear that this rescue action became a success. Idk if the patch will only work with 5.11.x only or also with above but non the less this isba huge step in the right direction for this amazing mod. It would have been a shame if it would have gotten abandoned.
Can confirm that the mod will retain backwards compatibility with 5.10.x-.
It was looking iffy until 20 minutes ago when I made a break through to solve my issue. I'd managed to get the conditional mixin working as intended, but was finding that the runtime error was still occurring when using 5.10.0. Managed to resolve that issue by being explicit in the injection targets signature. So rather than having lambda$handle$0 as the method I had to specify that along with the parameter signatures to match the intended target. The way it was defined previously would get replaced by the compiler with whatever signature it matched in the compile time dependency (e.g. curios 5.14.x).
Happy to say I've tested the fix and can run it on forge 1.20.1 with curios 1.10.0 and 1.14.1. :)
Big news for ya folks. Got in touch with @RubixDev and he agreed to add me as a collaborator of the project. I'll be working on fixes and updates for the mod which he will peer review. This will ensure that fixes can be provided in a timely manner. Expect an update fixing this issue soon!
Glad to hear that this rescue action became a success. Idk if the patch will only work with 5.11.x only or also with above but none the less this is a huge step in the right direction for this amazing mod. It would have been a shame if it had been abandoned.
Can confirm that the mod will retain backwards compatibility with 5.10.x-.
It was looking iffy until 20 minutes ago when I made a break through to solve my issue. I'd managed to get the conditional mixin working as intended, but was finding that the runtime error was still occurring when using 5.10.0. Managed to resolve that issue by being explicit in the injection targets signature. So rather than having
lambda$handle$0as the method I had to specify that along with the parameter signatures to match the intended target. The way it was defined previously would get replaced by the compiler with whatever signature it matched in the compile time dependency (e.g. curios 5.14.x).Happy to say I've tested the fix and can run it on forge 1.20.1 with curios 1.10.0 and 1.14.1. :)
WOW honestly it was only the last 2 lines I have understood XD but not the less I am happy and amazed at the same time that you managed to get it and this fast (just sleep in the meantime, please). I am no mod developer nor programmer in fact but I know my way around IT so i could say that i understood what you wrote but at the same time i didn't so i am pleased, happy and confused at the same time 😆.