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FAQ - Minor typo fixes and an update on NeoForge support #2

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15 changes: 7 additions & 8 deletions pages/docs/connector/faq.mdx
Original file line number Diff line number Diff line change
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Below you can find a list of commonly asked questions regarding Connector and its associated mods. It's kept up-to-date to reflect the current state
of the mod. If your question is not listed, we'll be happy to answer you on our [discord](https://discord.sinytra.org).

## ✅️ Porting to NeoForged 1.21+
## ✅️ Porting to NeoForge 1.21+

Connector will be switching to the [NeoForged](https://neoforged.net) modloader starting with its 1.21 port, which is now in development.
Connector is actively maintained on [NeoForge](https://neoforged.net) modloader starting with its 1.21 port. The Forge 1.20.1 version is an LTS, and
no longer recieves mod compatibility fixes.
An up-to-date overview of tasks can be found [here](https://github.com/orgs/Sinytra/projects/4).

The current plan is to keep 1.20.1 supported until the port is stabilized.

## ❌️ Backports

Backports to Minecraft versions older than 1.20.1 are **not planned**. Our focus is on future versions where compatibility will improve over time as
Expand Down Expand Up @@ -52,7 +51,7 @@ The concept of running one platform's mods on the other is still quite new, and
Custom server APIs (such as Mohist, Magma, Arclight) are **not supported**. This also applies to launchers for mobile platforms (Pojav, FoldCraft)
and pirated launchers.

Such platforms provide unpredictable environmenst in which mods might not function as expected, and therefore we can't provide support for them.
Such platforms provide unpredictable environments in which mods might not function as expected, and therefore we can't provide support for them.
Ensuring mod compatibility is the platform's duty, just like Connector tries its best to achieve parity when running Fabric mods on Forge.

## ℹ️ How do I know if a mod is compatible?
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## ℹ️ When is a mod going to be made compatible?

It generally depends on how fixable the issue is. Some are as easy as changing the mixin injection target, while others need very specific patches
to work. For example, Bewitchment was targetting a method that forge removes completely, so we had to come up with a substitute ourselves.
to work. For example, Bewitchment was targeting a method that forge removes completely, so we had to come up with a substitute ourselves.

We revisit old issues from time to time, but for those that are left sitting there right now, it's mostly because we couldn't find a viable fix just
yet. The patches connector uses on mods are meant not to be hardcoded, so rather than fixing a specific mixin in a mod, we try to think of a way to
detect certain patterns and adapt them to forge's code regardless of the mod, increasing the chances of getting other mods working in the process.
yet. The patches that Connector uses on mods are meant not to be hardcoded, so rather than fixing a specific mixin in a mod, we try to think of a way to
detect certain patterns and adapt them to Forge's code regardless of the mod, increasing the chances of getting other mods working in the process.

## ℹ️ Reporting issues

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