Leaky - Item Lag Fix[Forge/Fabric]

Leaky - Item Lag Fix[Forge/Fabric]

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[Bug]: "Redirect Conflict" skipping leaky.mixins.json:ItemUpdateMixin from mod

hiimrickross opened this issue ยท 3 comments

commented

Describe the bug you're experiencing

Hello, I recently added a number of your mods to my Prominence Classic 2.7.0 (Forge) modpack that I downloaded, however when I added Leaky my game will not load anymore. If I remove leaky, it continues as normal.

According to the log, it finishes with this section:

[16:05:33] [main/INFO]: I used the json to destroy the json
[16:05:33] [main/INFO]: Initializing MixinExtras via com.llamalad7.mixinextras.service.MixinExtrasServiceImpl(version=0.3.5).
[16:05:33] [main/INFO]: Mixing client.MixinMinecraft from mixins/common/nochatreports.mixins.json into net.minecraft.client.Minecraft
[13May2024 16:05:33.629] [main/INFO] [dev.su5ed.sinytra.connectorextras.emibridge.EMIBridge/]: Injecting EMI API classes
[13May2024 16:05:33.896] [main/INFO] [mixin/]: BeforeConstant is searching for constants in method with descriptor (Lnet/minecraft/network/chat/Component;Z)V

[Some more text]

Then mentions a conflict between Leaky and No See No Tick right at the end before the log finishes:

[13May2024 16:05:34.621] [pool-34-thread-1/WARN] [mixin/]: @reDIrect conflict. Skipping leaky.mixins.json:ItemUpdateMixin from mod leaky->@reDIrect::checkCollisions(Lnet/minecraft/world/level/Level;Lnet/minecraft/world/entity/Entity;Lnet/minecraft/world/phys/AABB;)Z with priority 1000, already redirected by noseenotick.mixins.json:ItemEntityMixin from mod noseenotick->@reDIrect::collision(Lnet/minecraft/world/level/Level;Lnet/minecraft/world/entity/Entity;Lnet/minecraft/world/phys/AABB;)Z with priority 1000

Reproducability

Add No See No Tick and Leaky together (?)

Mod up to date

  • Before submitting this issue I updated to the newest version and reproduced it

Minecraft version

1.20.1

Modloader version

Forge

Logs

https://gist.github.com/hiimrickross/17e9fbf79b4800e615b0723e6a4de0c2

commented

no see no tick is very agressive in stopping entities from ticking which arent visible, which can break various things

commented

I released an update to work around the crash, however I don't recommend using noseenotick

commented

thank you so much

can you explain a little bit why? (no see no tick) its what was bundled in the modpack so im not really sure about it

there is also neruina which says it deletes ticking entities to prevent crashes and it seems to work, though sometimes (for example it can go 2-3 hrs fine no problem, but sometimes i boot up in the same world and within 5-10min it catches something ticking/crashes in the same area)