Binnie's Mods

Binnie's Mods

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marcin212 opened this issue ยท 42 comments

commented

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:

  • core,craftgui
  • genetics
  • extrabees
  • extratrees
  • botany

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:

  • Shrubs do'nt have a log trunk. Probably Forestry doesn't allow registering a tree without one. Maybe a thinner trunk model?
  • Previously forestry had analyzers for everything, now there is just one. Binnie added master databases and creative master databases to each of them. He also had his own analyzer for flowers etc.
    Should this be merged into one or left separate?
  • In 1.7.10, for compatibility and keeping functionality, I created a fake world to have the master database display the block version of a log. There may be a way to do this in a better way now.
  • The different log types previously did not have a property determining the amount of charcoal gained from it. Most of the trees Binnie added can be found on Wikipedia (take the branch and binominal variables). Some vales need to be determined.
  • Energy implemetation as a whole is commented out, because of Forge Energy showing up, but not being ported yet.
  • Saplings used to be rendered in-world with a multirenderpass. Currently this has to be either rewritten to the new model system, or the icons need to be pregenerated (proper colors for each species)
  • The extratrees module contained the alcohol and kitchen submodules. They were available, but unfinished. Alcohol brewing was available, but without kitchen, you can't drink them or pour them into cups/glasses. Drinking from bottles or buckets hit you with the max effect. Missing machines are in the code, but not finished. Creating them should be the next step after porting.
  • CraftGui has a submodule for each module. These could be moved to each of them and craftgui could contain just the base classes and interfaces. Looking at the old repo, each submodule had its own package.
  • Binnie also added multiple types of fences, craftable from two different wood types. Looking at MC's new model system, I think that some sort of lazyloading should be used to load the models. AFAIR, there's about 80 colors of planks. The patterns enum is 213 variants. That itself gives a ton of combinations, just for wood. Then there's panels, glass and ceramics.
  • Trees most probably ignore the fireproof gene.
  • I created some kind of WoodAccess, but it needs a total overhaul as I was just testing tree generators if they create proper tree shapes.

I think that's it for now. If I think of more, I'll update this list.

Thanks to @alucard87pl for translating.

commented

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 :(

commented

@KorDum Look here: #4

commented

Can I somehow help the development of version MC1.7.10?

commented

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 :)

commented

:)
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

commented

@KorDum We are not really working on the 1.7 version of this mod. We are currently working on the porting to 1.11+.

commented

@marcin212 @Nedelosk is pre15 version same with pre14 from Binnie or just with Forestry 4.2 support that Binnies patcher is not needed anymore?

commented
commented

@Dream-Master BinniePatcher includes more bugfixes (even more in the next version):
Chocohead/Binnie-Patcher#35

@Nedelosk So I'm wondering if it makes sense to make bug fixes for 1.7.10 or use patcher and on.

commented

@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.

commented

@KorDum Yes, you can.

commented

@marcin212 @Nedelosk Can I refactor some code from master-1.7.10 and improve code readability (ex. "par1" to "world", "par2" to "x" etc)?

commented

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.

commented

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.

commented

Can someone ask Binnie567 to open a wiki for editing?
Second wind for mod :)

commented

Can someone add tag "need-info" or similar for issue without full information?

commented

@KorDum done

commented

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 :)

commented

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?

commented

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.

commented

I'll deal with this after adding localization.

commented

I put BinnieMods on my server. It motivates me to bugfix when something is not working. I'll be posting issues as they appear.

commented

Yes please remove these and suppress the missing item warnings when loading an old world, by using Forge's missing mappings event.

commented

I have not been able to get in touch with Binnie since he gave me permission to continue this project, unfortunately.

commented

@KorDum irc.esper.net channel: #forestry-dev

commented

Do you have some conference chat for real time communication?

commented

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.

commented

I have just uploaded binnie-mods-2.0-pre15 here:
https://minecraft.curseforge.com/projects/binnies-mods/files/2436737
Good work everyone!

commented

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!

commented

Sounds good!
I'm sure we'll get a few more 1.7.10 bugs over time, but it's looking better than ever.

commented

Uploaded here: https://minecraft.curseforge.com/projects/binnies-mods/files/2450399
Also marked all the "binnie fix" and related mods as incompatible.

commented

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.

commented

If we do not care about the localization then we can release alfa version for 1.11.2.

commented

I see many commented or unused code in genetics package. And TODO.

commented

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.

commented

@mezz I think we are ready for an alpha release.

commented

And release for 1.7.10 with latest fixes and i18n.

commented

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.

commented
commented
commented

"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.