Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

When will released Forge 1.18.2 #575

Open
mxdyzmx opened this issue Aug 28, 2022 · 16 comments
Open

When will released Forge 1.18.2 #575

mxdyzmx opened this issue Aug 28, 2022 · 16 comments
Labels
planned The feature (or other thing) is planned

Comments

@mxdyzmx
Copy link

mxdyzmx commented Aug 28, 2022

When will it be released Forge 1.18.2?Thanks!

@eldelassombras
Copy link

When will it be released Forge 1.18.2?Thanks!

I am interested too

@maruohon
Copy link
Owner

maruohon commented Sep 3, 2022

The CurseForge project page explains my update/port plans. Basically at this time I have no idea when things will be in a usable state, let alone ready for an official release.

@RFNMC
Copy link

RFNMC commented Sep 28, 2022

WE NEED IT!!! PLEASE

@maruohon maruohon added the planned The feature (or other thing) is planned label Oct 7, 2022
@maruohon maruohon pinned this issue Oct 7, 2022
@Grey-Wind
Copy link

PLEASE!!!We don't have mods to use shematica files and we can't share our red stone machine easily.

@aditeya24
Copy link

The forge ports for all of masa's client mods are planned but there are some hold-ups. Quoted from the discord in #litematica, "Depending on if I could actually get back to working on the rewrite code at some point and get the 1.12.2 version in a bit better shape for early test ports to 1.19.2 Fabric, then there might also be early Forge test ports soon after that. The main hold-up is that there are a few bigger changes I want to make in 1.12.2 before making any test ports to the later versions. One of those things being the renderer rewrite, which is badly needed on the recent MC versions. The current renderer is a horrible cripled-patch-work-crash-workaround-mess, it's a miracle it works at all anymore", from this you can hopefully understand that it is not that masa doesn't want to make it, there are just somethings that need to be done before the ports are made. Masa also has a full-time job and because of that, he has limited time for modding but he is doing what he can.

PLEASE!!!We don't have mods to use shematica files and we can't share our red stone machine easily.

Regarding the sharing redstone machines part, it would be recommended that you use fabric if you can to use these tools and some others made to assist in creating redstone contraptions, but if that is not possible, we humbly request that you wait. It is not the matter if the ports are made, it is just a matter of when.

@Grey-Wind
Copy link

Regarding the sharing redstone machines part, it would be recommended that you use fabric if you can to use these tools and some others made to assist in creating redstone contraptions, but if that is not possible, we humbly request that you wait. It is not the matter if the ports are made, it is just a matter of when.

ok, May I ask when masa can make it? Some mods, like create and TIC, are only available in Forge, so the Forge version of Litematica is useful.

@aditeya24
Copy link

May I ask when masa can make it?

Well, that's the problem, there is no ETA because the progress made on the rewrites are not linear. If any ETA is given, chances are, it will probably not be ready by then. We can only hope it will be ready soon.

@Grey-Wind
Copy link

May I ask when masa can make it?

Well, that's the problem, there is no ETA because the progress made on the rewrites are not linear. If any ETA is given, chances are, it will probably not be ready by then. We can only hope it will be ready soon.

I wish this could be done sooner

@kosma
Copy link

kosma commented Dec 16, 2022

We all wish it could be done sooner so questions like these will stop. Masa is just one man with not enough time to do all the requests. Please be patient.

@Fnige
Copy link

Fnige commented Jan 16, 2023

ok, May I ask when masa can make it? Some mods, like create and TIC, are only available in Forge, so the Forge version of Litematica is useful.

https://modrinth.com/mod/create-fabric and https://modrinth.com/mod/hephaestus

@ZacSharp
Copy link

ZacSharp commented Apr 2, 2023

Don't take this as a promise for anything. The server for which I need Litematica is on 1.17.1 so there will be a drop in motivation once this is working.

2023-04-03_01 17 21

@maruohon
Copy link
Owner

maruohon commented Apr 3, 2023

I hope I don't end up having to support multiple totally different 3rd party Forge ports soon... There are already recently created 1.19.2 Forge ports of most of my client mods out there already.

Personally I'm trying to work towards the first "early test port" of the 1.12.2 development code to 1.18/1.19. Currently I have the new malilib running in 1.18.2 Forge, but for Litematica there are still a few util classes and systems I want to clean up in 1.12.2 before I do the first "test port". And that malilib is quite minimally tested as far as the rendering code and some util classes go, as no other mods have been ported yet that use that code.

I call these "early test ports" because they will be one-time-use test branches and will not remain the final branch for eventual releases. I'll just keep cherry-picking the "port commits" from these branches on top of the developing 1.12.2 code as time goes, to make the next test port version at some point. One of the reasons for these "test ports" is to check for stuff that needs to change between MC versions, to see what I can better abstract behind malilib or rewrite in a way that results in a smaller code diff between MC versions and mod loaders. Thus some changes will be incorporated back to 1.12.2, and then later on the next test port will contain fewer porting related changes.

@ZacSharp
Copy link

ZacSharp commented Apr 5, 2023

Sorry, I didn't see them linked anywhere here on this repo so I assumed the situation was still the same. Can you maybe give links to them so I can avoid duplicate work?
(Will still finish the 1.17.1 port though, it's mostly working by now and it's the version I actually need)

Basically my plan was to go up to 1.19 if mojmap helps enough (no more cross mapping merges, for 1.17 I've avoided that by updating first and now merging) and afterwards maybe have a look at the current 1.12.2 code.

I do these ports mostly for myself, please don't steel your time trying to support my personal-use mess. If you think "useable but buggy" is worse than "nothing at all" just let me know and I'll keep it private (wouldn't be happy about it though, I think there's people who prefer the former).

@maruohon
Copy link
Owner

maruohon commented Apr 5, 2023

There are some kind of 1.19.2 Forge ports of everything except Item Scroller here: https://github.com/DreamRealmCraft

I haven't tested them at all to see how well they work, but I wouldn't expect any major issues if they are basically the Fabric code slapped on top of Forge.

I don't really want to restrict what people do with the various ports and forks, they are open source after all. It's just that usually when people have issues with whatever version of the mod they are using, they will come to me first for support. That's especially the case with the 1.16.5 Forge ports, since someone else created CurseForge projects for those at one point. I since asked to get ownership of those projects and that person did transfer them to me, so now they even kinda appear to be my ports, even though the text on the CF project page explains the current situation with them. But how many people would do something like read a bunch of text 👀

So basically those 1.16.5 versions have that config bug that any hotkey changes won't take effect without a re-log or dimension change. And it also affects a small number of other "special load" configs. So dealing with "paste doesn't do anything" type of support questions now involves a question "Are you using the 1.16.5 Forge ports? Those have this bug blahblah...".

And coming back to actually making these ports. The 1.18.2 Forge test port of malilib I did recently I used the Loom Gradle tasks of remapping the code from Yarn to Mojmap names. After that you just need to change the main mod class, the mod loader info file, and manually rename/update all mixin classes, as the Gradle task won't remap mixins. But those 1.19.2 Forge ports I linked have been made using Architectury Loom. So next I also want to look into that more closely as I'm currently not really familiar with it and what all it can do. Because ideally I would like to keep the mods using Yarn names, if it's possible to do that even on the Forge projects via Architectury.

So basically your 1.17.1 port should really be made from the latest 1.17.1 Fabric version mod code for the minimum amount of porting work required. Then you don't have to deal with updating anything like the rendering code manually compared to 1.16.5.

@ZacSharp
Copy link

ZacSharp commented Apr 5, 2023

I haven't tested them at all to see how well they work, but I wouldn't expect any major issues if they are basically the Fabric code slapped on top of Forge.

There was one issue specifically with Forge on 1.16 , but they would have noticed (immediate crash on schematic world creation) so I guess it's gone. (immediate crash when a TE is added to the schematic world) and it is still present on 1.17. Didn't check 1.18+.

So basically those 1.16.5 versions have that config bug that any hotkey changes won't take effect without a re-log or dimension change. And it also affects a small number of other "special load" configs. So dealing with "paste doesn't do anything" type of support questions now involves a question "Are you using the 1.16.5 Forge ports? Those have this bug blahblah...".

Uh, I'll try to have a look... Fixed

The 1.18.2 Forge test port of malilib I did recently I used the Loom Gradle tasks of remapping the code from Yarn to Mojmap names. After that you just need to change the main mod class, the mod loader info file, and manually rename/update all mixin classes, as the Gradle task won't remap mixins.

I feel a bit stupid now. I was using migrateMappings and updateMappings so I can merge two mojmap mapped branches, but never noticed I could just use it to do the complete port. Just redid my partial port and got this port in 27 minutes, including fixes to the already done malilib port (plus an awful lot of time for some commit post-signing stunt because I don't have my signing key on the machine I use for the ports)

So next I also want to look into that more closely as I'm currently not really familiar with it and what all it can do.

Definitely do that. I used archloom once so far (apart from it being used in Baritone) and it worked on both loaders out of the box (pure mixin mod though so I don't know how to deal with modloader specifics).

Those forge ports wiped you from their history so I won't use them. https://github.com/AwangLL/litematica-forge seems to be done properly.

@maruohon
Copy link
Owner

maruohon commented Apr 6, 2023

Those forge ports wiped you from their history so I won't use them.

Yes that was a bit weird. The malilib repo was the only one that kept the original history when I looked.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
planned The feature (or other thing) is planned
Projects
None yet
Development

No branches or pull requests

9 participants