Incompatibility with hydroenergy (GTNH)
We were testing different things and there's a loading crash due to some mixing priority:
[Client thread/FATAL] [mixin/]: Mixin apply failed mixins.hydroenergy.json:minecraft.ChunkMixin -> net.minecraft.world.chunk.Chunk: org.spongepowered.asm.mixin.injection.throwables.InvalidInjectionException InjectionPoint(Shift)[@At("INVOKE")] on net/minecraft/world/chunk/Chunk::onRelightBlockSetExtBlockLightA with priority 1000 cannot inject into net/minecraft/world/chunk/Chunk::func_76615_h(III)V merged by org.embeddedt.archaicfix.mixins.common.lighting.MixinChunk with priority 1000 [PREINJECT Applicator Phase -> mixins.hydroenergy.json:minecraft.ChunkMixin -> Prepare Injections -> -> handler$zib000$onRelightBlockSetExtBlockLightA(IIILorg/spongepowered/asm/mixin/injection/callback/CallbackInfo;IIIIILnet/minecraft/world/chunk/storage/ExtendedBlockStorage;)V -> Prepare] org.spongepowered.asm.mixin.injection.throwables.InvalidInjectionException: InjectionPoint(Shift)[@At("INVOKE")] on net/minecraft/world/chunk/Chunk::onRelightBlockSetExtBlockLightA with priority 1000 cannot inject into net/minecraft/world/chunk/Chunk::func_76615_h(III)V merged by org.embeddedt.archaicfix.mixins.common.lighting.MixinChunk with priority 1000 [PREINJECT Applicator Phase -> mixins.hydroenergy.json:minecraft.ChunkMixin -> Prepare Injections -> -> handler$zib000$onRelightBlockSetExtBlockLightA(IIILorg/spongepowered/asm/mixin/injection/callback/CallbackInfo;IIIIILnet/minecraft/world/chunk/storage/ExtendedBlockStorage;)V -> Prepare]
Mitch says: it's hydroenergy's chunk mixin that's conflicting with the archaicfix lighting chunk mixin they're both targetting onRelightBlockSetExtBlockLightA
one of the mixins needs a different priority not familiar with either to know which it should be setting one of them to priority 1001 would likely fix it, unless they're incompatible with each other
Or maybe not: "i have a feeling that won't work, since you're overwriting the method HydroEnergy injects into (relightBlock) i think changes will be required on HydroEnergy's side to not rely on the vanilla lighting algorithm"
...but you're there in discord, so you already know ;)
The next version of ArchaicFix will include an option to turn off the lighting changes.
Has this option been implemented, yet? I've got a similar problem occuring with lighting mixins.
Ah, of course I found it immediately after making that comment: enablePhosphor
Seems to work fine, now!