ConnectorEarlyLoader#hasEncounteredException: check LoadingModList#hasErrors instead of LoadingModList#getModLoadingIssues != empty#1830
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Su5eD merged 1 commit intoSinytra:devfrom Sep 18, 2025
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…sErrors instead of LoadingModList#getModLoadingIssues != empty this makes Connector only check for true mod loading errors instead of non-fatal warnings, which prevents difficult-to-debug crashes due to Connector not running early setup despite the game continuing to launch Signed-off-by: unilock <unilock@fennet.rentals>
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* Start beta 10, perform routine maintenance * Fix ffloader impl change * Wrap thread factory set context class loader in a try (#1771) * Propagate issue tracker link to bridged mods.toml Port of #1933 Co-authored-by: nergizer <86924836+nergizer@users.noreply.github.com> * Check LoadingModList#hasErrors instead of LoadingModList#getModLoadingIssues != empty (#1830) this makes Connector only check for true mod loading errors instead of non-fatal warnings, which prevents difficult-to-debug crashes due to Connector not running early setup despite the game continuing to launch Signed-off-by: unilock <unilock@fennet.rentals> * Implement Adapter UTP transforms Fixed issues related to Polymer Fixes #1333 Fixes #1734 * Silence mixin errors from unused mixins * Update adapter definition to 1.13.37 Fixes Cinderscapes * Display Connector version in debug overlay Update adapter definition to 1.13.38 * Update README * Don't crash if moving module fails * Update adapter definition to 1.13.40 Fixes #1384 * Make PLUGIN modules read connector Fixes #1966 * Update adapter to 1.13.42 Fixes #1922 * Always show loading errors Fixes the annoying "requires connector" error again, this time for mods that require fabric mods * Fix lazy entity attribute replacement Fixes #1343 --------- Signed-off-by: unilock <unilock@fennet.rentals> Co-authored-by: Milkev <kmdre@hotmail.com> Co-authored-by: nergizer <86924836+nergizer@users.noreply.github.com> Co-authored-by: Katherine <unilock@fennet.rentals>
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The Issue
Connector will refuse to load Fabric mods if NeoForge encounters an error or warning, which is problematic when a warning is non-fatal, thus allowing the game to continue to load and Fabric mods to act erratically
The Proposal
Check for
LoadingModList.get().hasErrors()instead of!LoadingModList.get().getModLoadingIssues().isEmpty()inConnectorEarlyLoader#hasEncounteredException, which will only returntrueif fatal errors have been encountered instead of including non-fatal warningsPossible Side Effects
Perhaps there was a reason all mod loading issues were checked for, instead of only true errors?
Alternatives
Throw a
RuntimeExceptioninConnectorEarlyLoader#initifConnectorEarlyLoader#hasEncounteredException == true: this would not help with the confusion that stems from NeoForge not printing mod loading issues to the log before it reaches its "pre-title screen" screen (although these issues could also be printed by Connector before throwing, I suppose)Additional Notes
Cool mod thanks