OK, for those unaware, a user named "wendian" has recently made a mod called "RotaryFlux", which makes all of RotaryCraft fully RF-native. This is not a new converter engine, this is direct conduit-to-machine connections. I have spoken out against this, and have asked the author not to release it, and have been somewhat strongly criticized for doing so. I can imagine that were I to break it from my code, the response will be even more hostile.
So to get people's opinions, here is a poll, divided into two sections. You get two votes; please only vote once per section. The first section concerns the merits of RotaryFlux itself and whether it is a good idea, and the second concerns what rights I have regarding it.
Here is my position:
Problems:
FAQ:
"Why are you telling people how to play? Isn't it up to the player what mods they want?"
In essence yes, but there is a major caveat. This mod is set up in such a way it both utterly unbalances RotaryCraft and if popular will destroy its reputation and its appeal. That means it will actively cause me major and potentially lasting problems. Also, does the design vision I have for RotaryCraft not count for something?
Also, most people are not aware of the kind of damage that doing this to RotaryCraft will cause, and as a result giving them the freedom to do this is in fact doing them a major disservice.
"Isn't this the point of having an API, though? Why is this unexpected?"
This mod is not done through the API. The API adds functionality for interfacing hooks, adding recipes, using shaft power, and similar. This mod is done through deep edits like base class edits or ASM; it neither benefits from nor needs my API.
"Don't you already have RF conversion? How is this any different?"
The RF conversion built into RotaryCraft is tiered and balanced against the mod. Contrast that with RotaryFlux, which just adds direct RF compatibility with no regard to RC's internal balancing.
"Isn't it unfair to ask a mod dev to stop working on something they put time into?"
To some degree, yes, but realize this: I spent ten times as much time designing my power system, and a hundred times as much ensuring my mods were balanced. Is my time worth so much less that a few days of his outweighs weeks to months of mine?
So to get people's opinions, here is a poll, divided into two sections. You get two votes; please only vote once per section. The first section concerns the merits of RotaryFlux itself and whether it is a good idea, and the second concerns what rights I have regarding it.
Here is my position:
Problems:
- For those unfamiliar, RotaryCraft is very tightly gated and much of that is via the power system; being able to use RF directly negates all of that. This also means that all of the very powerful endgame RotaryCraft content will be easily accessible, and judging from the screenshots, about as hard to get as midtier Thermal Expansion.
- RotaryCraft is centered around problem-solving with the powertrains. This is core to its appeal, and is something totally nullified by making the mod RF compatible.
- Much of the reason for RC's gating is the very powerful endgame it offers, and taking that away makes the mod something of a griefer's dream; several machines and tools can and have been used in the past to totally wipe out servers, and my "what not to do" contains one such example. Point is, if this mod takes off, that will become a common occurrence.
- Exploit: This mod adds a massive 680000x power feedback exploit because it wildly differs from the conversion ratio built into RotaryCraft.
- Design: RotaryCraft's power system is core to its identity. Removing that for the sake of trivial convenience is akin to removing all of ThaumCraft's research, and is very, very unkind to the effort the developer has put into their mod.
- Redundancy: RotaryCraft already has RF support, and though it is not simple plug and play, you can use RF to run RotaryCraft machines.
- The fact he says it is configurable is meaningless. Not only does it have to match the magnetostatic's conversion ratio to avoid severe exploits, but consider this: Unlike RF, which is technically energy, RotaryCraft's power system is actual power, i.e. unit over time. This means that there is no such concept as "watts per RF", only "watts per RF/t". Because, however, the RF power system has no concept of voltage or current, this means that the only way this could be implemented is a "any RF more than [some threshold] makes [some amount] of shaft power". It is useless if it cannot power the popular machines, so it will be always configured to do that. Most of those machines are fairly high-tier, meaning it will also by proxy be configured to power just about everything else, making it effectively infinite shaft power from RF.
FAQ:
"Why are you telling people how to play? Isn't it up to the player what mods they want?"
In essence yes, but there is a major caveat. This mod is set up in such a way it both utterly unbalances RotaryCraft and if popular will destroy its reputation and its appeal. That means it will actively cause me major and potentially lasting problems. Also, does the design vision I have for RotaryCraft not count for something?
Also, most people are not aware of the kind of damage that doing this to RotaryCraft will cause, and as a result giving them the freedom to do this is in fact doing them a major disservice.
"Isn't this the point of having an API, though? Why is this unexpected?"
This mod is not done through the API. The API adds functionality for interfacing hooks, adding recipes, using shaft power, and similar. This mod is done through deep edits like base class edits or ASM; it neither benefits from nor needs my API.
"Don't you already have RF conversion? How is this any different?"
The RF conversion built into RotaryCraft is tiered and balanced against the mod. Contrast that with RotaryFlux, which just adds direct RF compatibility with no regard to RC's internal balancing.
"Isn't it unfair to ask a mod dev to stop working on something they put time into?"
To some degree, yes, but realize this: I spent ten times as much time designing my power system, and a hundred times as much ensuring my mods were balanced. Is my time worth so much less that a few days of his outweighs weeks to months of mine?
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