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Comments (42)

mezz avatar mezz commented on July 28, 2024 6

Released 1.11.2-2.1.0.8 here:
https://minecraft.curseforge.com/projects/binnies-mods/files/2457406

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mezz avatar mezz commented on July 28, 2024 5

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.

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mezz avatar mezz commented on July 28, 2024 4

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

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mezz avatar mezz commented on July 28, 2024 3

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

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mezz avatar mezz commented on July 28, 2024 3

"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.

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marcin212 avatar marcin212 commented on July 28, 2024 1

@KorDum Look here: #4

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mezz avatar mezz commented on July 28, 2024 1

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.

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marcin212 avatar marcin212 commented on July 28, 2024 1

@KorDum done

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Nedelosk avatar Nedelosk commented on July 28, 2024 1

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

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mezz avatar mezz commented on July 28, 2024 1

Released 1.7.10-2.0.20 here:
https://minecraft.curseforge.com/projects/binnies-mods/files/2457391

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mezz avatar mezz commented on July 28, 2024 1

Nice reddit post:
https://www.reddit.com/r/feedthebeast/comments/6q9cdw/binnies_mods_updated_to_111/

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KorDum avatar KorDum commented on July 28, 2024

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 :(

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KorDum avatar KorDum commented on July 28, 2024

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

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alucard87pl avatar alucard87pl commented on July 28, 2024

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 :)

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KorDum avatar KorDum commented on July 28, 2024

:)
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

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Nedelosk avatar Nedelosk commented on July 28, 2024

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

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Dream-Master avatar Dream-Master commented on July 28, 2024

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

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marcin212 avatar marcin212 commented on July 28, 2024

@Dream-Master Yes

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KorDum avatar KorDum commented on July 28, 2024

@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.

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Dream-Master avatar Dream-Master commented on July 28, 2024

@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.

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KorDum avatar KorDum commented on July 28, 2024

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

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marcin212 avatar marcin212 commented on July 28, 2024

@KorDum Yes, you can.

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KorDum avatar KorDum commented on July 28, 2024

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.

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KorDum avatar KorDum commented on July 28, 2024

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

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KorDum avatar KorDum commented on July 28, 2024

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

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KorDum avatar KorDum commented on July 28, 2024

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 :)

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mezz avatar mezz commented on July 28, 2024

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

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mezz avatar mezz commented on July 28, 2024

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

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KorDum avatar KorDum commented on July 28, 2024

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?

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mezz avatar mezz commented on July 28, 2024

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.

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KorDum avatar KorDum commented on July 28, 2024

I'll deal with this after adding localization.

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marcin212 avatar marcin212 commented on July 28, 2024

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

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KorDum avatar KorDum commented on July 28, 2024

Do you have some conference chat for real time communication?

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marcin212 avatar marcin212 commented on July 28, 2024

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

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KorDum avatar KorDum commented on July 28, 2024

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!

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mezz avatar mezz commented on July 28, 2024

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

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mezz avatar mezz commented on July 28, 2024

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.

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marcin212 avatar marcin212 commented on July 28, 2024

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

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KorDum avatar KorDum commented on July 28, 2024

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

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mezz avatar mezz commented on July 28, 2024

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.

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KorDum avatar KorDum commented on July 28, 2024

And release for 1.7.10 with latest fixes and i18n.

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mezz avatar mezz commented on July 28, 2024

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.

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