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can i port this mod to 1.16 #161

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matthewjessee16 opened this issue Jul 8, 2021 · 15 comments
Open

can i port this mod to 1.16 #161

matthewjessee16 opened this issue Jul 8, 2021 · 15 comments

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@matthewjessee16
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can i port this mod to 1.16 and keep it private

@slava110
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I also wanted to rewrite this mod for 1.12 to fix optimization problems but... I think that mod license doesn't allow that

You cannot make custom forks or alter the mod into a different one than the original upload.

But I guess... If it will be private it's okay. Just publishing is restricted (probably)

@gatoborrachon
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gatoborrachon commented Sep 5, 2021

@slava110 well, i think that due to the absence of answer by GlobbyPotato (and by what he said on the license), i guess he would prefer to keep the mod only with additions/changes made by him, but just by curiosity, you ever managed to do something to improve performance?

at the moment, i haven't noticed any serious/big decrease in performance when testing the multiblocks on a creative world (with normal worldgen), but in older issues (like this one or this) people has said that it is real, so idk if GlobbyPotato is still 100% against any help by other modders, at the end that was part of the origin of Rockhounding series,

but i would like to see what GlobbyPotato thinks, to have a final word and get rid of doubts (pls answer GlobbyPotato)

@slava110
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slava110 commented Sep 5, 2021

@gatoborrachon currently I'm busy because of university, sorry. I didn't finished my fork yet.
Main problem of this mod - recipe system. It's slow with certain machines
If you want to see perfomance decrease you can add more mods to your modpack. Basically, on world unload minecraft will try to collect all item tooltips. And there are tooltips which will use recipe system of this mod (display if it's possible to crush itemstack for example). And you'll probably notice slow world unloading because of that. This problem only noticeable if you have a lot of different items in your modpack tho.
But ye, slow recipe system might cause in-game lags too of course. Didn't noticed it yet but it might happen.
So... Recipe system should be fixed. It's the main problem

@gatoborrachon
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And you'll probably notice slow world unloading because of that

oh, you are so right, i have 230~ mods (but only less than 40 of them are the big ones) and i usually prefer to take down the java process of the game rather than closing it due to the time it takes,

well, since we must obey the license, i really hope that GlobbyPotato answer to this issue to tell us what he would think about a PR with your fixes (when you have time to finish them), i saw some PR to fix typos from someone called Primitive-Human

@GlobbyPotato
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GlobbyPotato commented Sep 7, 2021

Hello, hoping to clarify my position about licence and updates.
The reason why I don't want to really see forks or customized versions of the mod is because my coding skills are much lower than the average modder out there and I did this mod just for pure fun, to develope an idea for a mod progression that felt really mine, reason why I've been around since a long time and the mod changed its shape everytime. I liked the tech aspect of the game but I didn't want another ore-dust-ingot-molten-infused centipede progression, I only wanted to make resources circular inside a working chain. This means that any fork addition or heavy fix/rewrite will make my idea simply obsolete to the point it makes no sense to bring the original mod on.
It already happened in the past that I allowed a fork because I was happy that someone noticed my mod. It's been stripped off of all the lore, to be used specifically for a modpack, but worked also as standalone in its shrinked version. As a result, I learned a lot about coding and organizing the mod and I'm still super grateful for that, but immediately the original mod became forgettable in place of the fork. The original only took the hate for being big, complicated and poorly coded. Also I received the hate for the fork as well, being it still complicated and lacking of the original support because I had no say in that, while carrying the name. Using everytime a messy beast like Rockhounding to gate the production of osmium for a god-like mod like Mekanism is not something people liked, including any youtuber who streamed the pack who covered the mod in blame. If that was not enough, I've been linked to various posts making a sort of crusade by some players of that pack on discord and reddit, having words about me as a person other than the mod, as if I stolen money from their poket. Lastly, a creator/mainteiner of that pack made a big statement of how my mod ruined their pack because of bugs and changes, while the pack was long abandoned and the mod simply evolved over time and fixed those bugs too. One of the criticized fix was even requested by the creator to avoid RNG.
I'd rather want this mod no longer being used than being bashed out of context.

As for the issues, I don't know about the recipe system creating performance issues, there are a lot of things I could not explore due to limited time and skills, but I guess I was expecting it. Some players also complained about the chunk update caused by the machines on servers and I always said the sync/packet part is something I never managed to master.
About the help from others, I always took the suggestions I received and implemented them in the mod spirit. I can say the mod improved a lot thanks to them.
Despite the license, the code is visible if someone spots a problem. I'm happy to receive suggestions or help but I never asked for team/contributors/commits or free code to people or to write a fix for me because I cannot sustain the skills. Been a lone wolf all the time here, so I am not really aware of the community mechanics. If there is a chance to make the mod finally reliable without loosing it, I can be up for it.

@slava110
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slava110 commented Sep 8, 2021

Hi, GlobbyPotato!

(Not sure what do you mean by making resources circular inside a working chain. Do you mean that you want your mod to be used without other mods at all? :I Maybe didn't get it, not sure)

As about making fork for specific modpack... That's not what I wanted tbh. What I wanted is to rewrite mod to:

  1. Fix some issues (especially optimisation-related)
  2. Replace outdated stuff with modern stuff (if there is outdated stuff)
  3. Maybe make mod more flexible so it will be possible to change more stuff via config/crafttweaker

It's kinda weird for me to hear stuff like that about blaming original creator for nothing. Never heard about something like that. What modpack it was? Maybe modpack-specific forks should warn that mod has been modified, state it somewhere. Or just make separate CurseForge project. Might help (at least reduce amount of not-very-smart people blaming mod author for forked mod problems)

Also about last sentences... Do you mean that you don't want code-related PRs or do you mean that you're not familiar with it but it's okay for you? Tbh I wanted to make fork because I thought you aren't interested in mod development anymore/too busy to continue development. If you're still interested in mod development I can try to submit PRs later

@gatoborrachon
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(I haven't answered due to limited time, sorry for the relay)

i looked a lot over the internet to find info about Rockhounding in general (even a chinese vide of Wormzjl about the 1.7 Rockhounding) and never found about that, i can only say that it is a shame with such amazing mod that Rockhouning is even with its lacks (which are minor for someone looking exactly for what RH provides), sorry.

And regarding to the code part, well, just as the comment above this one lists, the additions that Slava110 plans to add are just performance-wise, not changes to fundamental aspects of the progression of the mod

@GlobbyPotato
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GlobbyPotato commented Sep 9, 2021

(Not sure what do you mean by making resources circular inside a working chain. Do you mean that you want your mod to be used without other mods at all? :I Maybe didn't get it, not sure)

With circular I mean basically how RH works: output that becomes input for something else, or material that are made by the sum of separated processes and so on... Otherwise, this mod relies heavily on other mods. The more you integrate into it, the better it should perform. The mineral process is just a default tech tree to keep things together.

It's kinda weird for me to hear stuff like that about blaming original creator for nothing. Never heard about something like that. What modpack it was? Maybe modpack-specific forks should warn that mod has been modified, state it somewhere. Or just make separate CurseForge project. Might help (at least reduce amount of not-very-smart people blaming mod author for forked mod problems)

The fork was entirely separated, this is why I had doubts about making new ones. Well, I understand I lack in documentation and I'm not used to create content like videos or tutorials, but it felt odd reading some salty stuff. It's old stuff now. Luckily the 1.12 build seems to receive a lot more apreciation and got great suggestions.

Also about last sentences... Do you mean that you don't want code-related PRs or do you mean that you're not familiar with it but it's okay for you? Tbh I wanted to make fork because I thought you aren't interested in mod development anymore/too busy to continue development. If you're still interested in mod development I can try to submit PRs later

I'm not familiar with the contributors, PRs and commit parts, but it doesn't give me problems. Like I said I've been on my own on this since the beginning, let's say I'm too shy to ask for help because I'm supposed to improve Java by myself. If you want to inject code into the project, for me it's ok. If it helps to improve the performance it's only a great thing. A lot of things are also dumped in the Core module. I guess soon or later I should make a discord for the mod to be more in touch.

(I haven't answered due to limited time, sorry for the relay)

i looked a lot over the internet to find info about Rockhounding in general (even a chinese vide of Wormzjl about the 1.7 Rockhounding) and never found about that, i can only say that it is a shame with such amazing mod that Rockhouning is even with its lacks (which are minor for someone looking exactly for what RH provides), sorry.

And regarding to the code part, well, just as the comment above this one lists, the additions that Slava110 plans to add are just performance-wise, not changes to fundamental aspects of the progression of the mod

Yeah, he helped a lot by giving visibility and explained the mod in a video better than I did the entire time :p
I just found a reddit with a step-by-step guide to the mod. things are moving at least.

Thanks for the interest anyway :)

@Elfinlocks
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A lot of us will really miss rockhounding, as it looks like it will never come to modern versions due to this. Please reconsider your decision sometime, Globby - I'd really love to have this mod in 1.16, as it is literally my favorite from 1.12 (yes, my favorite) - I used it extensively in a modpack you may have heard of; Dungeons, Dragons, and Space Shuttles (or DDSS), and absolutely fell in love with it.

Is there any chance you'd reconsider, and let them make a port of it? I really don't want to see the mod die in 1.12.

@gatoborrachon
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I understand that once you are on a higher MC version, it is hard to return to the classic ones, i had this same issue (Wanting a mod to be ported from 1.7 to 1.12) but i learned that, at the end, Modded Minecraft is not a single version, but an experience, as you said, you can go and play any Modded Instance/Modpack and have fun, that's the most important point after all

Talking about the situation of a fork, well, as far as i knew, Globby has been busy with real life stuff, idk if things have changed, but i honestly don't know, don't think that his situation has changed tho

And finally, just in case you want to leave out the Cognitive Bias of MC Versions, you can give a check to this 1.12 project: https://cleanroommc.com/

@GlobbyPotato
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GlobbyPotato commented Feb 6, 2022

Hi, if someone wants to join the team to maintain this mod for newer versions I'll be fine. As long as the original spirit is kept intact he can be free to add stuff to make it better.
Some time ago up here someone proposed to update it. I'm not an expert about contributions, if possible it would be great to keep the effort inside this same project than external repack or reloaded. Can't do much but I'm still around when I can, I'd just love to see the idea improving.

@matthewjessee16
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so let me get things straight, will rockhounding come to 1.16 and later

@gatoborrachon
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Only

if someone wants to join the team to maintain this mod for newer versions

So yeah, i guess maybe in some months, people like to maintain these kind of mods, there you have people porting Railcraft to 1.16 and some others that want to port BuildCraft from Fabric to Forge (once it is released)

As i said, play whatever you want that gives you fun, just consider that struggling for a mod that wasn't ported to your newest version doesn't mean that you can't go back and enjoy it

@GlobbyPotato
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For every matter I've set a discord, since notifications are also placed in the adv folder by the email and get missed often.
https://discord.gg/jQqAFGuv

@Gaelmare
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That's awesome to have a discord. Unfortunately, this link has expired.

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