Lets talk about mod support

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Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
5,079
5,331
550
Toronto, Canada
sites.google.com
I saw a comment on reddit about Electrical Age not having enough "mod support"(inability to convert RF to Electrical Age power.). I will not be linking to the thread or user, since that is a d move. However, I will be talking about my view on mod support(specifically, RF.)

RF is great, to start off with. It's low lag, simple for modders to hook into, and is used by many mods. But! It doesn't work for all concepts. Lets take Rotary Craft shaft power, okay? You've got three numbers going on. Speed, Torque, and Power. That is how the balance works. Math. Now, I am not a coder, but I can't see how you would accomplish this with the single power unit that is RF. I understand that modders can make RF have things like loss, but RF would not work in this scenario.

Okay, we've accomplished some modders CAN'T use RF as their power system, so they make their own system. Then somebody comes along and asks "Can you add RF support?" Fine, you can make a machine to convert to RF from your power without wrecking balance. Nope, not good enough. Now you are pressured into making a machine to convert to your power from RF. This poses the problems presented above. Balance! Suddenly, people are bypassing completely the unique power system you put hours and days of work into. Do you realize how insulting that can be to the mod author? So, then you try to balance the converter(see Rotary Craft magnetostatics.) And then the community whines about it, finds a way around the balancing, and starts to abuse it even more. More balancing follows, then you alienate the people who were using the converter to just make movement of your power system over long distances easier, but still use your generators.

The point of all this is don't pressure the modders to add RF->Their power converters. It puts unneeded stress on them and starts drama. Mod devs are making these mods for free. They are making the mod THEY want to play. They are just kind enough to share their mod with you. I'm not saying you can't suggest additions/changes to a mod. I'm saying when asking for RF/mod support, THINK FIRST.
RF doesn't have a place in every mod.
To quote someone else, "Why can I only like this once?".


One thing: I do not at all feel that linking their thread is a 'd' move. They made the post in a public forum; if their opinion or its delivery is something to be laughed at, then so be it.
 
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jordsta95

New Member
Jul 29, 2019
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Btw, I dislike that the only way in PnC to get high peressure is by using the kinetic compressor or the EU one. Or is the lightning driven compressor even useful?
It can be useful if you live in a Mystcraft age with a lot of lighting ;)
But you get a MASSIVE amount of pressure from the lighting compressors... so you only need 1 bit of lightning to max out 2 chambers... I think
 

Wagon153

New Member
Jul 29, 2019
3,148
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To quote someone else, "Why can I only like this once?".


One thing: I do not at all feel that linking their thread is a 'd' move. They made the post in a public forum; if their opinion or its delivery is something to be laughed at, then so be it.
Another reason I did not link to them is I'd prefer if discussion remained on the topic, instead of discussing their misguided post. But for the more curious folks among us, here you go. Please, nobody start any drama.
 

Loxinnightwalker

New Member
Jul 29, 2019
246
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I really hate when people act like it is the job of the mod dev to make things how the players want. They made it how they want, and if someone doesn't like it then they can follow a easy line that I use. "If you don't like it JUST DON'T USE IT!" It is really that easy.
 

yoy1zoz2mom3

New Member
Jul 29, 2019
121
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Exactly, too many people think mod developers respond in an instant and to the users exact demands of "Diamond trees!" or "Solars that output all power types that cost 1 glass and 1 redstone!". We should just introduce them to @Reika
 

jordsta95

New Member
Jul 29, 2019
5,056
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Exactly, too many people think mod developers respond in an instant and to the users exact demands of "Diamond trees!" or "Solars that output all power types that cost 1 glass and 1 redstone!". We should just introduce them to @Reika
1 glass and 1 redstone? What do you mean? We all know it should be one glass PANE and a redstone ;)
 
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Zenthon_127

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Jul 29, 2019
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I'm all for magic/shaft/whatever TO RF converters. Adding more power options for RF users is always a good thing. But I agree that most uniquely-powered mods should not be able to accept RF.

In this way, RF gets all the benefits of the other mod and that mod gets none of the drawbacks of RF.
 

ljfa

New Member
Jul 29, 2019
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More unique ways of generating RF are a good thing, as long as they're actually worth using, e.g. performance engine to rotational dynamo doesn't produce much RF at all.
 

jordsta95

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Jul 29, 2019
5,056
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More unique ways of generating RF are a good thing, as long as they're actually worth using, e.g. performance engine to rotational dynamo doesn't produce much RF at all.
rotational dynamo can be great early game if you're lucky with what you get... I got the heat generator (I can never remember the name) and rotational dynamo pretty quickly ~30-45 minutes, and it was better for power production than any other RF producer I could get at the time.
 

ljfa

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Jul 29, 2019
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rotational dynamo can be great early game if you're lucky with what you get... I got the heat generator (I can never remember the name) and rotational dynamo pretty quickly ~30-45 minutes, and it was better for power production than any other RF producer I could get at the time.
You mean steam engine?
Then you need to spam them because they each produce only 1.4 RF/t, which is definitely more expensive than a TE dynamo or a XU generator for the same amount of RF/t. And spamming engines was nerfed in newer RoC versions IIRC.
Converting shaft power to RF only gets interesting with the high tier engines and with reactors.
 

jordsta95

New Member
Jul 29, 2019
5,056
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You mean steam engine?
Then you need to spam them because they each produce only 1.4 RF/t, which is definitely more expensive than a TE dynamo or a XU generator for the same amount of RF/t. And spamming engines was nerfed in newer RoC versions IIRC.
Converting shaft power to RF only gets interesting with the high tier engines and with reactors.
I don't think it is that one...
It's the engine which you pump water into, and it requires a heat source below it... might be the steam generator, I can't remember :/
 

Wagon153

New Member
Jul 29, 2019
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I feel like I should put this on Reddit as well...
They need it more than the forums do.
 

epidemia78

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Jul 29, 2019
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Ive said it before, the most attractive thing about having many tech mods installed is that they (usually) can function using the same infrastructure. Its not surprising that the unwashed masses misconstrued this to mean all tech mods MUST follow suit. Because they just jump onto someone elses server, and the server owner himself just downloaded someone else's pack, and nobody really comprehends that "modpack authors" are just people who threw a bunch of mods into a folder. Which leaves the actual modders the absolute last person on the list who gets contacted when something doesnt work as they expected, while frustration escalates. And then they start pointing fingers, FINALLY I HAVE FOUND YOU, the source of all my woes.
 
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Celestialphoenix

Too Much Free Time
Nov 9, 2012
3,741
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Tartarus.. I mean at work. Same thing really.
On a slightly different note; There [seems to be] surprisingly few people- aside from modders- who are acutely aware of how limited and valuable dev time is.

Even though some games [like minecraft + mods] don't have any 'real'/strict deadlines, there's only a finite amount of hours a dev is going to work on the game.

So when a dev says 'yes' to an idea- s/he is also say 'no' to quite a few other ideas.
So saying yes to something because 'everyone has/does/uses it ect' cuts out a lot of dev time that could be dedicated to building the actual mod, and working on something the dev wants in his/her game.​

[not saying all ideas are bad; useful ideas and feedback can improve the mod- provided its feasible to code and fits into the dev's overall design.]
 
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