Open marcin212 opened 7 years ago
What about BinniePatcher? It's include more different fixes. https://github.com/Chocohead/Binnie-Patcher It is unfortunate that the code is closed. Follow the footsteps of Binnie567 :(
@KorDum Look here: https://github.com/ForestryMC/Binnie/issues/4
Can I somehow help the development of version MC1.7.10?
I am not associated directly with the project, just help with translations here and there. However, I believe that if you submit a documented and tested pull request that fixes an issue or adds a functionality, it should at least be considered and reviewed. Also, discussions here are open and even just a fresh perspective or idea is welcome. Anything helps :)
:) I think the authors of the repository are planning global refactoring, which will generate conflicts due to pull requests with fixes. And I don't know whether it makes sense to take bugs from the official bugtracker Binnie567? Or another bugtracker? https://bitbucket.org/binnie567/binnie-mods/issues
@KorDum We are not really working on the 1.7 version of this mod. We are currently working on the porting to 1.11+.
@marcin212 @Nedelosk is pre15 version same with pre14 from Binnie or just with Forestry 4.2 support that Binnies patcher is not needed anymore?
@Dream-Master Yes
@Dream-Master BinniePatcher includes more bugfixes (even more in the next version): https://github.com/Chocohead/Binnie-Patcher/issues/35
@Nedelosk So I'm wondering if it makes sense to make bug fixes for 1.7.10 or use patcher and on.
@marcin212 @KorDum If you can add more fixes for 1.7.10 I appreciate this. I run a modpack for 1.7.10 and like to using Binnies mod without a patcher if possible.
@marcin212 @Nedelosk Can I refactor some code from master-1.7.10 and improve code readability (ex. "par1" to "world", "par2" to "x" etc)?
@KorDum Yes, you can.
Because of many issue for 1.7.10 and the tag "need-check-for-1.11" it became difficult to navigate in already fixed issue for 1.7.10. Should we create a duplicate issue for 1.11 if necessary maybe? With link to original issue.
This basically is the 1.11 issue, most work has been done on 1.11. Feel free to create separate issues between 1.7.10 and 1.11, just copy them and close things as appropriate.
"need-check-for-1.11" basically means someone should try running the 1.11 game and see if the same issue applies, if so then open a new github issue for it.
Can someone add tag "need-info" or similar for issue without full information?
@KorDum done
Can someone ask Binnie567 to open a wiki for editing? Second wind for mod :)
Can we remove unused and unfinished parts of the mod for 1.7.10? Kitchen, alcohol, Honey Crystal, etc. This will have a positive effect on the amount of memory used. Players have already become accustomed to these unfinished and non-working features, these can be removed in old version. Hardly anyone will finish these features. And apparently I have enthusiasm only :)
Yes please remove these and suppress the missing item warnings when loading an old world, by using Forge's missing mappings event.
I have not been able to get in touch with Binnie since he gave me permission to continue this project, unfortunately.
and suppress the missing item warnings when loading an old world, by using Forge's missing mappings event.
I think it's not necessary, because Forge will make backup automatically, if missed items and blocks will found. Other mods, using for example liquids of alcohol, may incorrectly process the loss. Am I right?
I guess so. If removing them has no negative effect then it isn't good to show warnings. If there is a possible negative effect then we should leave the warning so people know what they're getting into when they update.
I'll deal with this after adding localization.
I put BinnieMods on my server. It motivates me to bugfix when something is not working. I'll be posting issues as they appear.
Do you have some conference chat for real time communication?
@KorDum irc.esper.net channel: #forestry-dev
I'm now an author on Binnie mods curseforge! I can upload 1.7.10 build this weekend, and we'll be ready when 1.11 is looking ok for alpha.
I have just uploaded binnie-mods-2.0-pre15 here: https://minecraft.curseforge.com/projects/binnies-mods/files/2436737 Good work everyone!
It seems that I did everything that could be done within branch for 1.7.10. I think we can publish the release, not beta. And it's time (for me) to proceed to 1.11.2
Thanks for help and opportunity to fix my favorite mod!
Sounds good! I'm sure we'll get a few more 1.7.10 bugs over time, but it's looking better than ever.
Uploaded here: https://minecraft.curseforge.com/projects/binnies-mods/files/2450399 Also marked all the "binnie fix" and related mods as incompatible.
How far along is the 1.11.2 branch? What do we still need before alpha? Should I update this for 1.12 and skip 1.11.2? It is quickly gaining a lot of mod support.
If we do not care about the localization then we can release alfa version for 1.11.2.
I see many commented or unused code in genetics
package. And TODO.
There is definitely more work to do. I am curious if it is useful to release an alpha where we can get bug reports now, or if it is still too early.
@mezz I think we are ready for an alpha release.
And release for 1.7.10 with latest fixes and i18n.
I am setting up a Jenkins for 1.11.2 which auto-uploads alphas to curse, like we have for Forestry. Also setting up one for 1.7.10 but I will continue to manually upload builds there periodically since it is not going to be very active. These are both hosted by Player, same place as Forestry.
Released 1.7.10-2.0.20 here: https://minecraft.curseforge.com/projects/binnies-mods/files/2457391
Released 1.11.2-2.1.0.8 here: https://minecraft.curseforge.com/projects/binnies-mods/files/2457406
"Major" bug reports for 1.11.2 are slowing down, and ForgeCraft is starting a 1.12 server, so I am going to try to port Binnie's to 1.12 soon to get it on there.
To fix the compile/decompile errors, the old code that was causing issues, was unneeded or required porting has been commented out. All TODO's may require implementing or just removing the method, deleting a line etc. The repo is still a bit of a mess after decompiling. If you're asking why am I pushing this in it's current state - I've got a few people asking if they could help. I don't intend to impede the porting progress. Besides, with the academic year starting, my time has become a little more scarce. A few of the ported fragments may require a bit of a rewrite, as I' actually learning MC's new model system and Forestry's new API, which in it self was not working fully (registering trees and such). I also wanted to keep the functionalyty piece for piece, so some things are done in a very roundabout way and require refactoring.
As you can see, the mod is split into modules:
Each of the modules has its own submodules. I'll probably create milestones or project columns for each of them. As far as the porting order goes, I listed the above modules in complexity order (core/craftgui not included). The repository after running the command: gradlew setupDecompWorkspace idea should compile and launch MC. After planting a bunch of trees and waiting, MC should crash, most probably because of improper butterflies registering. I would suggest disabling all modules and submodules and porting in order.
Known issues:
I think that's it for now. If I think of more, I'll update this list.
Thanks to @alucard87pl for translating.