Comments (42)
Released 1.11.2-2.1.0.8 here:
https://minecraft.curseforge.com/projects/binnies-mods/files/2457406
from binnie.
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.
from binnie.
I have just uploaded binnie-mods-2.0-pre15 here:
https://minecraft.curseforge.com/projects/binnies-mods/files/2436737
Good work everyone!
from binnie.
Uploaded here: https://minecraft.curseforge.com/projects/binnies-mods/files/2450399
Also marked all the "binnie fix" and related mods as incompatible.
from binnie.
"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.
from binnie.
from binnie.
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.
from binnie.
@KorDum done
from binnie.
@mezz I think we are ready for an alpha release.
from binnie.
Released 1.7.10-2.0.20 here:
https://minecraft.curseforge.com/projects/binnies-mods/files/2457391
from binnie.
Nice reddit post:
https://www.reddit.com/r/feedthebeast/comments/6q9cdw/binnies_mods_updated_to_111/
from binnie.
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 :(
from binnie.
Can I somehow help the development of version MC1.7.10?
from binnie.
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 :)
from binnie.
:)
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
from binnie.
@KorDum We are not really working on the 1.7 version of this mod. We are currently working on the porting to 1.11+.
from binnie.
@marcin212 @Nedelosk is pre15 version same with pre14 from Binnie or just with Forestry 4.2 support that Binnies patcher is not needed anymore?
from binnie.
@Dream-Master Yes
from binnie.
@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.
from binnie.
@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.
from binnie.
@marcin212 @Nedelosk Can I refactor some code from master-1.7.10 and improve code readability (ex. "par1" to "world", "par2" to "x" etc)?
from binnie.
@KorDum Yes, you can.
from binnie.
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.
from binnie.
Can someone add tag "need-info" or similar for issue without full information?
from binnie.
Can someone ask Binnie567 to open a wiki for editing?
Second wind for mod :)
from binnie.
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 :)
from binnie.
Yes please remove these and suppress the missing item warnings when loading an old world, by using Forge's missing mappings event.
from binnie.
I have not been able to get in touch with Binnie since he gave me permission to continue this project, unfortunately.
from binnie.
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?
from binnie.
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.
from binnie.
I'll deal with this after adding localization.
from binnie.
I put BinnieMods on my server. It motivates me to bugfix when something is not working. I'll be posting issues as they appear.
from binnie.
Do you have some conference chat for real time communication?
from binnie.
@KorDum irc.esper.net channel: #forestry-dev
from binnie.
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!
from binnie.
Sounds good!
I'm sure we'll get a few more 1.7.10 bugs over time, but it's looking better than ever.
from binnie.
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.
from binnie.
If we do not care about the localization then we can release alfa version for 1.11.2.
from binnie.
I see many commented or unused code in genetics
package. And TODO.
from binnie.
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.
from binnie.
And release for 1.7.10 with latest fixes and i18n.
from binnie.
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.
from binnie.
Related Issues (20)
- Startup issue in current repository
- Juices gives buffs/debuffs no matter what
- Acidic Bee - No Brimstone Comb? HOT 1
- [1.7.10]Client-crash entity
- broken ore dictionary
- Coconut Tree not carrying any fruit
- Electrical Stimulator losing Circuit Boards on relog HOT 1
- crash when opening mutator gui
- Elastic, Resinous, Refined bee species not craftable in minecraft 1.12.2 (with IC2 and Buildcraft installed)
- Forestry multi-farm not collecting fruit drops from binnie's extra trees
- 1.12.2 Brewery causing loss of liquids.
- Can`t catch the logic of stimulators.
- Crash when attempting to fill recipes in Acclimatizer when using fluids that are too hot for their containers (?) (1.12) HOT 2
- Crashing when opening game (1.12.2) HOT 1
- Random crash when using tileworker
- [1.12.2] Hard-coded names
- The mutation modifier return value of mutator is wrong
- [1.7.10]Ethanol Wont Input to Genetics Machines On Local Server
- Sneak-Clicking with Field Kit on Flowers does not work HOT 4
- cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: com/tihyo/legends/biomes/BiomeIDs
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from binnie.