Paragliders

Paragliders

24M Downloads

1.21 Support

Yo-Snowpro opened this issue ยท 3 comments

commented

Can you please add in 1.21 support for the paraglider mod for both fabric and forge?

commented

Neoforge ideally

commented

Please

commented

Hi. I know it's super late but I have started a 1.21.5 NeoForge port of Paraglider, with numerous improvements for configuration and mod compatibility, as well as some badly needed updates to its API. Once it is done I will port it to 1.21.1 NeoForge.

That said, I am considering to drop Fabric as a release target. As I am demonstrably more favored towards forge land of things, in terms of programming capabilities as well as understandings of general ecosystem, Fabric version of Paraglider has been, and still is, riddled with weird issues that sometimes critically affects gameplay - such as an embarrasing issue where you couldn't harvest statues, which still stands at the time of writing. Having two release targets also comes with difficulty in playtesting and difficulty in quality management as extension, which, despite my best effort, has managed to leave behind numerous holes throughout the mod, as it is evident by its issues.

The toolchain currently used for code sharing between release targets, despite sounding like the golden key to bridge the gaping chasm of mod loaders, proved not be a good solution either. The framework is rather complicated, and even a quaint extension requires heavy understandings to its internals, on top of both Forge and Fabric toolchains, which I certainly am not in posession of; you start to feel the thing gnawing at your willpower as you plunge into garbage land of Discor-documentations, riddled with unanswered questions and strugglings of individuals likeminded. The need for shared code itself too eats away code quality of both forge's and fabric's implementation, as well as balloning maintainence work and significantly increasing difficulty to work with codebase. A large portion of target-specific code is spent rewriting code that does the same in two different places, sometimes mandating a recreation of forge patches to do so. Feature parity proved to be an incredibly demanding task to hold, and this is the primary reason why I've failed to port Paraglider to 1.21 a few months ago. Well, skill issue nevertheless.

One other thing is with the rise of NeoForge, the Minecraft modding ecosystem has bestowed upon a waterfall of framework improvements. The new features offered by NeoForge is immense, all easy-to-understand as well as easy-to-use, and easy-to-intuit - something bridging framework can't really make use of. I will need to re-orient the code to encapsulate all usages of NeoForge APIs, what for? A broken version I cannot really vouch the quality of, and on the other hand a same mod, broken in half, for the sake of supporting the other hand?

Historically the Forge releases dominated tractions gained compared to Fabric releases, at least in terms of Curseforge downloads. And I don't think this trend will be lessened with NeoForge - hell, it probably would just strengthen it. And with projects like Connector popping up, I am fairly confident to say focusing on NeoForge is far beneficial for both now and hereafter. Sorry fabricbros. Nothing personal. But, in my defence, I have completed the port on record time, less than half a week spent, thanks to the NeoForge team's incredible work. Well there was a groundwork from dropped attempt at port some months ago but whatever.

So uh, stay tuned I guess.