The Shitstorm thread was an experiment. I wanted to try out a new method of dealing with modded MC drama rather than endless threads about nothing (e.g. the Gregtech/mDiyo debacle). I decided to start two threads. One would consist of people arguing and voicing their opinions as usual. Then after a bit and both sides had their say, I would have the thread locked and compile the data into a second thread. This thread would contain info from the poll, some follow up (for those familiar with podcasts like Hypercritical and ATP) and clarification on my end, and compiled quotes selected from the previous thread. This is a model similar to what The Week Magazine does in their weekly periodical. I decided to do this because most “drama” related to modded MC has no real way of getting discussed civilly and many threads, as the title of the previous one alludes to, become a shitstorm.
Again, I will start this one on a note similar to the last. If you wish to just scream and shout in the comments below, feel free. You may get banned, warned, slapped, eaten or consumed by bears, but you are free to do so. Keep in mind, however, that you are not getting the full concept of the thread and you will be judged accordingly. I hope this thread will set an example and not get overrun by whiners or people arguing over trivial things.
Let’s get started.
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Parties involved: Redstone Flux API, Buildcraft API, Forestry, Railcraft, Buildcraft, Thermal Expansion, mods based on the RF API, KingLemming, CovertJaguar, Spacetoad, and more.
What happened: On the ForestryMC GitHub @CovertJaguar posted (3 days ago at the time of this posting) this:
Also, Covert himself has stated (please can someone find the actual quote) that Railcraft will be following a somewhat similar direction.
The Concern: As has been voiced on many threads across many forums and twitter, the concern is for the life of Minecraft Joules as a power system. This has brought up many subsequent concerns such as:
The Poll Response (data presented thanks to @ShneekeyTheLost ):
The Community Response: As can be attributed to the rapid growth of the thread and the comments on Reddit when Covert posted it there, the community has much to say.
1. Who cares?
Some people just want to play:
@epidemia78
@HeilMewTwo
@Wagon153
@Cptqrk
All of these posts come to the same conclusion: Let the community evolve. It doesn't matter. Keep calm and carry on. Very reasonable and sensible in their own right.
2. Keep in mind RF is an API
RF is a malleable API that has plenty of potential.
@Deftscythe
@ShneekeyTheLost
@ShneekeyTheLost
3. People love RF both for simplicity and for flexibility
Some people had very nice responses that don't fit under one category. They all had a theme however.
@RJS
@Serendipiteit in response:
@Yusunoha
@GreatOrator had some great thoughts on why not only is RF fine and we should accept it, but that variety is good for an ecosystem
@FrostyDude2475
@McJty had a great response on why RF is fine in certain packs and that it is all about the situation
4. The issue is complex. It involves the modset, the community, danger, and other various factors
Some people believe that there is a gaping hole in the mods developed around RF. These people also sometimes posted a suggestion. All of these posts were good yet hard to categorize.
@trajing echoed the opinions of various others with this statement:
This is something that popped up again and again, not really a part of the original question but something that came out during the discussion.
@boondockArtist had a suggestion that he hated himself, but something that people were undoutably thinking anyway
@midi_sec was very much of the multiple power systems camp:
And continued with a response to @boondockArtist :
Other people were also quick to point out different power systems in the modding community that were quite different. Pneumaticraft, Hydraulicraft, RotaryCraft and others were all cited as examples.
@Nanolathe
The concern about the thread was something I wanted to address myself. I agree that people should not pressure modders into creating mods to their own liking, however that was not what the thread was about.
@Golrith pointed out that pressure was similar to RF in a way
@Celestialphoenix pointed out something about the poll I will address in a bit, as well as an interesting take on mechanical energy and dynamo output
This discussion then morphed into ideas about how mods could implement danger and an incentive to build correctly without instant explosions.
@Nanolathe in response to @trajing
@Golrith agreed
@eric167 put it well
To be continued as this post is getting too long to fit. Please refrain from replying until I make the second post
Again, I will start this one on a note similar to the last. If you wish to just scream and shout in the comments below, feel free. You may get banned, warned, slapped, eaten or consumed by bears, but you are free to do so. Keep in mind, however, that you are not getting the full concept of the thread and you will be judged accordingly. I hope this thread will set an example and not get overrun by whiners or people arguing over trivial things.
Let’s get started.
--
Parties involved: Redstone Flux API, Buildcraft API, Forestry, Railcraft, Buildcraft, Thermal Expansion, mods based on the RF API, KingLemming, CovertJaguar, Spacetoad, and more.
What happened: On the ForestryMC GitHub @CovertJaguar posted (3 days ago at the time of this posting) this:
I'm giving this my blessing.
In my eyes I no longer see any difference between the MJ and RF APIs. The MJ API is quickly falling to the same level as the RF API. However, since it is a significantly more complicated API that is currently suffering an identify crisis and riddled with bugs, I recommend that Forestry drops all support for the MJ API effective immediately.
The MJ API currently used by Forestry has been demonstrated to no longer be properly supported nor, functioning correctly. Switching to the MJBattery API would require a similar amount of effort as switching to RF. RF seems the better choice.
All engines and machines should be rewritten to natively support RF. Railcraft will likely be following the same path eventually.
However, as we do not want to add a hard dependency on any external code, an internal API that allows Forestry Engines to provide power directly to Forestry Machines should be developed. This API should not be made public, but should be the default for engine-machine interfacing, falling back on RF only if the internal API fails.
Also, Covert himself has stated (please can someone find the actual quote) that Railcraft will be following a somewhat similar direction.
The Concern: As has been voiced on many threads across many forums and twitter, the concern is for the life of Minecraft Joules as a power system. This has brought up many subsequent concerns such as:
Do you like RF? Do you like MJ? How could we approach this problem? Can we build mods to model MJ, yet still built off of RF? What does this mean for Buildcraft? Buildcraft pipes? Where do we go forward from here?
The Poll Response (data presented thanks to @ShneekeyTheLost ):
- Lossless power
35 vote(s)
34.0% - Lossy power
30 vote(s)
29.1% - Safe power (without danger)
25 vote(s)
24.3% - Dangerous power if you do it wrong
58 vote(s)
56.3% - Plug in and play
24 vote(s)
23.3% - Thought and care required to not waste power
56 vote(s)
54.4% - RF
45 vote(s)
43.7% - MJ
23 vote(s)
22.3% - Mechanical power
28 vote(s)
27.2%
- Dangerous power if you do it wrong
- Thought and care required not to waste power
- RF
- Lossless power
- Lossy power
- Mechanical power
- Safe power
- Plug in and play
- MJ
The Community Response: As can be attributed to the rapid growth of the thread and the comments on Reddit when Covert posted it there, the community has much to say.
1. Who cares?
Some people just want to play:
@epidemia78
Why does it matter so much? Its just numbers representing how much coal/ect you have burned.
This was one thing brought up, that we should not even care. Let the modders decide, and in the end all that some people want is some machines to process their stuff and automation. The power system is something that should be simple and out of the way.
@HeilMewTwo
I feel that this is a non-issue. MJ in the first place was nowhere near as complicated as Eu. You can't expect me to agree with you if the only changes in how the systems work as those above have stated are no storage and inefficient machines. Then I really couldn't care less, indeed once you get a mid-game power setup I usually find MJ and RF to be exactly the same in functionality.
@Wagon153
I voted for all of them because of the fact I like ALL of the power systems. So what if a majority(or what seems like it) of the community doesn't like the power system you like, or vice versa. Mods will still continue to be made that have complex power systems. Will there be as many? Maybe not. But they will still happen. Everybody is panicking and complaining over nothing.
@Cptqrk
Look folks, this can all boil down to one simple lesson.
If you don't like it, don't use it.
@Reika 's mod shows that hard mode mods are appreciated, and well used. No one is forcing people to use RoC, but many do. Good on them.
Devs, no matter what they do, will have to put up with idiots, hell, we have an entire thread dedicated to those idiots (stupid things people say about modded MC anyone?)
Maybe it's the Canadian in me that just wants people to enjoy the mods they enjoy, the more interaction and ability to set up your base the way you want the better IMO
Want to run your macerator on EU or RF? Cool, why not... This allows the folks who want a challenge to be able to do so, while those who want to just get it done and get on to something else can.
All of these posts come to the same conclusion: Let the community evolve. It doesn't matter. Keep calm and carry on. Very reasonable and sensible in their own right.
2. Keep in mind RF is an API
RF is a malleable API that has plenty of potential.
@Deftscythe
I've only skimmed the thread so sorry if this was mentioned but people should bear in mind that RF itself isn't really a thing, it's an API. The only thing that should remain constant is it's value relative to other forms of power(IE 1MJ=10RF), beyond that mod-makers are free to implement it any way they see fit. Someone could make dynamos that produce like engines and will explode if unattended or cables that lose power with distance. It's not the fault of RF that devs have chosen to copy TE's implementation.
@ShneekeyTheLost
I think there's been a basic misunderstanding of the difference between an API and a Mod.
A Mod is something you use and play with as an end-user. An API is a framework for mods to work with, to make the modder's job easier.
RF is an API, not a mod. By itself, it does absolutely nothing but provide a clean and efficient code framework to run, in this case, a power network. However, it doesn't dictate how that power handles from an end-user perspective.
The RF API can be used to make as complex a system as possible. If you want wiring to blow up when receiving power in excess of the limit, you can do that with the RF API. If you want a power network that can only go so far without needing a relay? You can do that with the RF API. If you want a power network that you have to be particular as to how you set it up to avoid inefficiency? You can do that with the RF API.
People seem to be confused because the Thermal Expansion power network, based on the RF API and its showcase, was a simple and elegant system. That doesn't, however, mean the RF API is limited to that sort of power network.
Looking at the votes, I find that there are currently more people voting for complex systems than simple ones. Maybe someone will recognize this and make a power mod based on RF that isn't simply plug-and-play.
@ShneekeyTheLost
...This is why I think a complex RF mod is *NEEDED*. Because people need to understand that an API is just the foundation, that it has incredible flexibility. People need a wakeup call. I don't think the uproar is going to be as bad as predicted.
3. People love RF both for simplicity and for flexibility
Some people had very nice responses that don't fit under one category. They all had a theme however.
@RJS
I personally like using RF. My main preference for mods is towards the magic mods, and with a few exceptions I like to do most of it by hand. I'm not fussed about automating my essentia, or setting up a system that I can feed in a barrel of stone and get more livingrock than I will ever need to use unless I decide to make a tower out of it. As a result, I tend to use my power system and machines as a support for what I want to do. I don't have a huge amount of interest in setting up a complex, gated power grid just to run a basic machine set that covers my main needs.
That being said, I understand that other people enjoy sinking time into setting up their power systems, using a complicated energy grid and overcoming the challenges that doing so presents. That's their way of doing things, and it has no impact on how I do things. Live and let live.
From what I understand (which isn't much since I've never played around with MJ-based power), Buildcraft is where most of the energy management comes from. Most RF conduits already auto-convert to MJ, and so people can use Buildcraft machines without having to go into the Buildcraft energy system.
So one way this issue could be resolved in a way that impacts no-one's enjoyment of how they play the game is to let Buildcraft's energy net accept power from RF producers and power RF-based machines. This might upset some people, but then people are free to build whatever system they so desire, using either RF or MJ for their energy net and not being penalised for either. This would also mean that Railcraft and Forestry switching to RF would have no impact on MJ users, as their systems could still power everything and be powered by everything as it once was.
An alternative would be to have a config option for Railcraft and Forestry allowing them to be based off of either MJ or RF, but this isn't so fluid in the case of a MP servers, where whoever sets up the server makes the call and the people who disagree with the eventual decision are just unlucky.
Ultimately, I'm just trying to see a solution where people can play how they want, whether that be with the greater accessibility and ease afforded by RF, or with the challenges and complexity offered by MJ. I'm sure there are better solutions out there though.
@Serendipiteit in response:
This would make everything very convenient, but it would also make part of that mod completely ignored, as people will never think of using that mod's own power generation systems. I like MJ, but even now in my multiplayer server I power my fillers and centrifuge using conduits that carry RF from dynamos. Reika was also complaining about how everyone uses magnetostatic engine instead of Rotarycraft's own machines. Personally I think the best way to ensure survival of one specific power system is to remove all compatibility between that system and the RF. People will use that mod's own system if there isn't any easy alternative.
@Yusunoha
I don't have a problem with RF and I really love when mods become really compatible with eachother, so more mods using RF sounds good to me
but I'll be honest, I'm dumb as f***
I don't mind doing some math and setting up a bit of a complex system, but I don't really like it if I need to do step after step after step, constantly calculating and constantly keeping everything in check to be able to produce a good amount of power. could RF become a bit more complicated? sure, but I do love the simplicity of RF
though it'd be nice if for example a mod could influence the whole RF system with perhaps lowering the generation of most RF generators and perhaps adding some difficulty to the system
@GreatOrator had some great thoughts on why not only is RF fine and we should accept it, but that variety is good for an ecosystem
Ok, so here's my opinion:
In the early days of me starting to play modded minecraft there were three main types of power...EU, MJ, and BlueTricity. For this discussion I will leave out Blue.
To start, the arguments for what you would like to see in RF is basically what EU already did (or does now with recent changes). Why do we want a copy? EU has its pros and cons just as RF does now but when I started, I went with MJ more than EU simply BECAUSE it was simple to use, much like RF is now, and the benefits EU had with certain machines made me use it some times. EU had storage, MJ did not...until TE. Times have changed, from my perspective RF is the new MJ, it is the easy power to use, little thought needed other than figuring out if you are generating more power than needed, I like it this way. There are times that EU is good as well with certain mods.
Rather than trying to turn RF into the new EU, let's accept it for what it has become, a replacement for MJ and go with that, you can still use the BC pipes with it if you want, heck, you can use the Extra Utilities energy transfer pipes to convert EU into MJ or RF as well if you want and vice-versa. The systems work perfectly as they are designed and mod makers have even built in additional functionality to make it cross-over between power types.
Basically, make the power system as complicated or as simple as you want to have it, not because you are forced to, but in true sandbox fashion, but because you want to.
Variety is the spice, and power systems that everyone is losing interest in will fall to the side while others rise up to fill the gap as modding has done since the beginning and will for the foreseeable future no reason to fight over the inevitable.
@FrostyDude2475
This is a very intense topic and from my previous experience I use RF a lot more than other forms of energy only due to the mod packs that I have played. I enjoy the fact that RF is a very simplistic type of idea that works very well.
@McJty had a great response on why RF is fine in certain packs and that it is all about the situation
I am a fan of two ways to play:
Sometimes I don't feel like bothering with power and then I just go with bigreactors. Without turbines big reactors are really easy. With turbines it is a bit harder but still relatively easy to do once you know the numbers.
Other times I feel like being challenged and want to do things the hard way. I'm currently playing Ultra Hard (ATLauncher) and I must say I'm really enjoying it. Even though I died about 30 times already in just an hour or so of playtime
For me it depends in the kind of mood. Personally I think RF is a great power system but I do think there should be more power options that add some challenge to RF. I have used RotaryCraft in some of my plays to generate RF which is a bit harder then the typical generator thing. Also setting up a fully automated Big Reactor with turbines that doesn't require maintenance is also some work.
What I really want to say is that I don't think that RF as a power is really a problem here. We just need more (and more challenging) options to generate RF. That way you can build modpacks around this challenge.
4. The issue is complex. It involves the modset, the community, danger, and other various factors
Some people believe that there is a gaping hole in the mods developed around RF. These people also sometimes posted a suggestion. All of these posts were good yet hard to categorize.
@trajing echoed the opinions of various others with this statement:
...And mod devs make mods they would like to play. The power systems were made for the creator's enjoyment. They all cater to their own type.
This is something that popped up again and again, not really a part of the original question but something that came out during the discussion.
@boondockArtist had a suggestion that he hated himself, but something that people were undoutably thinking anyway
This was quickly pointed out as a problem, but nonetheless the point is gotten: the modset is simply unsatisfactory for the majority of players. Although modders don't make mods for people usually, and should never be expected to, there is a great portion of the modded MC community hungry for an RF mod with some complexity.I'm a hypocrite in the matter here. I like redstone flux as a system, and I cannot say that I do not use it because that is a flat out lie. However, I personally want to see it more complex. Or at least, a little bit more? I mean, hell, they gave the machines tiers in TE4, why not use that as an example of energy tiering, same goes with the various conduits/energy ducts(?) out there. Like, there could be Low RedstoneFlux (LRF), Intermediate RF (IRF), High RF (HRF) and Resonant RF (RRF). That's four tiers to go with the four machine tiers.
Of course, that would mean that resonant energy ducts would have to be a thing, but I remember reading once that somebody would rather want that late game anyway. And with this, there'd have to be converters, and dynamo changes. Steam dynamos/survivalist engines/stirling generator/other early energy producers would supply you with LRF, and the same pattern going with what you'd see fit, probably the RRF power producing tier would include things like the reactant dynamos and big reactors and all that fun stuff. Cells would probably need upgrades for like, how much energy they can store at the price of the speed of filling up, because, well, the tiers should probably effect them too. The only thing that'd probably accept all types of RF would probably be the capacitor banks from Ender IO, and the same for MFR machines, but you'd need converters if you want to take the energy out or put them into machines (see below). Also energy loss should be a thing with ducts, with the lower tiers being the most notable. The highest tier would still have a energy loss in distance, but not something to worry about like you should and would with the previous teirs
With the tiers, you can't say, use HRF on a basic machine, otherwise that would overload said machine and possibly fry it. No explosions, just the inner workings of the machine just, stop working and the machine could very well turn back into a machine frame, losing whatever you have in there, upgrades, whatever you're doing, etc. Using LRF on, say a resonant machine is inefficient and with that example, it'd probably be a fourth of the energy going in, or it may drain the LRF without even accepting it.
To solve the problem of "hey! everything got fried! how can I use RRF in my basic machines u ruined my system everything got destroyed I hate u!!!11!11!", there'd be converters for every tier to every tier. LRF to IRF would be a 4:1 change, LRF to HRF would be 16:1 and so ons, the amount of energy required to convert going up by x4 per tier. IRF to higher iterations would be by x3 the amount per tier, and finally, HRF to RRF would be 2:1. And this would all go in reverse for whatever other reason you'd want to do that. For inter mod compatibility, there'd be converters between all the different types of RF to finally, pure RF, if there's a mod that would still require the old, easy system for it to run, like MineFactoryReloaded, unless they'd change it, and EnderIO and any other mod that adds a general energy storage battery. Pure RF would be about around IRF levels in both amounts and converting.
Of course, for the people who'd want a simpler sort of RF system
Unrelated to all of that, I'd personally like to see the energy go to mundane uses, like powering lights and fans of all kinds, for those times you have too much energy that you don't know what to do with. Also it gives you a reason to manage things better.
Sorry for the huge wall of text, even if it is spaced out. If anybody wants me to put it in a spoiler, I can do that.
But yeah, no single energy system when they're so easily compatible nowadays.
@midi_sec was very much of the multiple power systems camp:
For various reasons, I am anti-single power system. This is just one more move towards that situation and I do not like it.
And continued with a response to @boondockArtist :
That'scomplication just for complication's sake though. Actually, I think that falls more in line with depth. You're adding more tiers for...what? To suck up time. That is annoying, not fun. I want problems to solve. I want to have to actually think about how I am going to design a factory's power grid.
Other people were also quick to point out different power systems in the modding community that were quite different. Pneumaticraft, Hydraulicraft, RotaryCraft and others were all cited as examples.
@Nanolathe
No mention of Pneumatic Craft's Pressure? I am dissapoint.
I like RF, both as an API and in the way that it's implemented for the vast majority of mods that use it. I could stand a little more complexity, I could stand a little more depth...
But I'm not going to act like I'm entitled to anything more than a Mod Author is willing to produce. This thread has a little too much "I want" going on for my tastes.
The concern about the thread was something I wanted to address myself. I agree that people should not pressure modders into creating mods to their own liking, however that was not what the thread was about.
@Golrith pointed out that pressure was similar to RF in a way
Sorry, but pneumaticcrafts power system is the same as RF. You generate pressure (aka RF) in it's burning thingy (aka dynamo) connect the tubes (aka conduits) to say a pressure chamber (aka redstone furnace), once enough pressure has built up, it does something. The only differences are the equalisation of pressure across the system (nothing to major to worry about), and pressure tubes are open at one end, so will drain your pressure when not connected (so you have to build smart).
Perhaps some of you guys would like the top tier conduits to leak their liquid redstone when a conduit doesn't make a connection? Just like PneumaticCrafts pressure tubes?
Anyway, the main issue I have with power systems at the moment is the generation rate. Take in the old days, your BC engines I believe generated 1, 2 or 4 mj/t. Forestry added it's own within this scale, and Railcraft added a new top tier engine that reached the dizzy heights of 8mj/t. You had to build "engine spam" to get a lot of machines running and people are happy. Nowadays some people are not happy that other people are building Dynamo Spam.
Then along came Thermal Expansion with Dynamos, that straight out of the bat in the first version produced the equivalent of 4mj/t (then upgraded to 8mj/t!). Instantly making all those other mods power gen systems seem obsolete by appearing inferior. While I love what KL and team COFH have produced, the dynamo rate is something I strongly disagree with (but I am pleased it's now a config option).
If the community has an issue with the RF API, then it's the community's fault. KL just demonstrates a basic implementation of RF API in TE, and has stated numerous times that it can be designed to be lossy like MJ, but that's down to modders using the API.
The only way to get a more involved, complex, challenging, thought engaging power system is not to scream and yell about how dull RF is, but to come up with a design and demonstrate it. Mobs with placards rarely get anything achieved.
@Celestialphoenix pointed out something about the poll I will address in a bit, as well as an interesting take on mechanical energy and dynamo output
I'd probably lump 'mechanical' energy as a transmission of force/kinetic energy (Rotational/Hydraulic/Pneumatic) wheres 'electrical' energy is conducted through a medium (Eu/MJ/RF). Magic is "magic".
Either way having a lossy network results in better gameplay- because you're engaging the player and encouraging them to design systems and think creatively.
Heck- you could drop a 10% loss on TE's conduits AND buff dynamos by 10%.
Theres no overall difference in efficiency (you still have '100%' of the power feeding the machines), but immediately you've got someone thinking a little more about what their doing, and how they could achieve '105%'...
One thing I like love about the buildcraft engines/powergrid is the logic, gates, and control you can design into a system. Give the control to the player. Give them the tools to sculpt with, rather than a pile of statues.
This discussion then morphed into ideas about how mods could implement danger and an incentive to build correctly without instant explosions.
@Nanolathe in response to @trajing
trajing said: @Golrith Except the pressure equalizes, making it more of a challenge. If you have more compressors, you need to use a ton more coal to fill the same machine to the same level.
And things can go boom if you leave them unregulated for too long.
It's actually the only punishment system I'm rather fond of; it takes time before it all goes to hell, rather than blowing up in your face the moment you do something "wrong", and there are regulation systems built-in to the mod that can make the system 100% safe again.
@Golrith agreed
Yep. I like that too. Similar to the original BC system of engines exploding, you had a short amount of time and a visual warning.
Minecraft being Minecraft, it's very easy to misclick or misplace something, if that something happens to be a high voltage power cable that must go in one place only, just for it to go in the block next door resulting in BOOM is a poor design decison. Like most players, I play this game for fun, not for punishment (well, unless I'm feeling sadist and fancy BnB or a bit of crash landing... )
Perhaps it would be worth making a poll/discussion to identify what are the existing interesting power generation mechanics that are popular, and try and establish how it could be applied into a RF environment or as a new unique power system, since, nothing lasts forever, something in the future will "replace" RF.
@eric167 put it well
...RF isn't bad by itself. its that too many modders are jumping on its bandwagon due to its simplicity of use for the player, and for some, the fact they don't have to write their own unique power system is a huge plus.
but not helping is some players (and some modmakers to be honest) tendency to treat RF as a FOO strategy- its so easy it beats out everything else.
this hurts those players though, by denying them the exploration of other power systems and mods that arnt easily RF compatible.
since its been mentioned earlier, Pnumaticraft has a interesting mechanic of its own. though I haven't gotten around to messing too much with it, I do not want to see it go.
IMO, more mods should have their own, unique power system instead of all jumping onto one.
however, care should be taken that complexity is for the sake of depth and overall enjoyment, not complexity for its own sake.
two biggest poll options at the moment are "thought and care required for best results" and "dangerous if done wrong", which makes me a bit hopeful.
To be continued as this post is getting too long to fit. Please refrain from replying until I make the second post