ARe these changes good for devs or good for players? That's all I really care about.
We'd like to assume both, if certain devs would just give them a chance.
ARe these changes good for devs or good for players? That's all I really care about.
Thermal Expansion conduits are (apparently) computationally superior to regular Buildcraft pipes. Moving inferior code into TE may very well remove the efficiency, and from what I've read, King Lemming loves his computational efficiency. There's also the fact that once you've coded something and works, having to recode it because the API had features completely removed is hardly constructive use of time.
Hmmm... I think I see where you are coming from here...Still waiting for the explanation as to why you are rejecting alternative implementations. The Wooden Power Pipe does exactly, I repeat EXACTLY, what you are trying to do with your wires. You could practically copy/paste the Wooden Power Pipe code into your wire class and have it work first try. I've done nothing that will harm your mod, except force you to think outside the box.
You're very right.
Looking on GitHub, there are some wonderful improvements - PowerProviders can now be side-based, allowing for easier, more realistic MJ-based mechanisms, and receiveEnergy() can now return rejected energy in order to prevent power loss. One minor catch, however. This update also finalizes the "PowerProvider" class, and removes "IPowerProvider" which previously was used for managing a complete BuildCraft power framework......
If you were not trying to be sarcastic, and weren't quoting, then I just don't understand you at all.
What's hard to understand? "Looking on GitHub, there are some wonderful improvements - <wonderful improvements>. One minor catch, however. This update also <bad things>. You can like things about an update while still considering something else a deal-breaker.
What's hard to understand? "Looking on GitHub, there are some wonderful improvements - <wonderful improvements>. One minor catch, however. This update also <bad things>. You can like things about an update while still considering something else a deal-breaker.
See how you had to ADD things to make it make sense. That is exactly what I am talking about. He didn't say "one minor catch", he just proceeded to rail on the change without any explanation of how or why the change being implemented was suddenly going from wonderful to sucky in his opinion. Sorry, but that shows poor communication skills and when people can't communicate well they lose credibility. It's just how the real world works.
See how you had to ADD things to make it make sense. That is exactly what I am talking about. He didn't say "one minor catch", he just proceeded to rail on the change without any explanation of how or why the change being implemented was suddenly going from wonderful to sucky in his opinion. Sorry, but that shows poor communication skills and when people can't communicate well they lose credibility. It's just how the real world works.
From what I can tell, this one.Can someone point me out which commits are you guys talking about?
Directly, it won't matter to players. Edge cases where they'd perform better, if anything, although I doubt it'd be perceivable..Are these changes good for devs or good for players? Both? Why? That's all I really care about.
I'm going to stop posting here, as with each post I submit I get about 3 replies using what I say against me. I have made my point clear, and I am not backing down on anything I said in my original post.
CovertJaguar, I can see clearly what your goal is for BuildCraft, and I can also see how this change will help strengthen the mod itself. I hope you reconsider this, however, due to the hardships it would put upon me and many other developers to integrate properly. I understand that the wooden pipe does all these great things, but I don't think that you really understand EXACTLY why making PowerProvider one-size-fits-all would hurt Mekanism. Take a look at "TileEntityUniversalCable" and "EnergyNetwork," if you see a way to reproduce what I have working now without a custom PowerProvider.
For Krapht and CJ, your posts conflict a bit in what you are suggesting. Maybe both of you will come up with a solution to this issue together, communication is key.
I'm out for now.
I'm going to stop posting here, as with each post I submit I get about 3 replies using what I say against me. I have made my point clear, and I am not backing down on anything I said in my original post.
CovertJaguar, I can see clearly what your goal is for BuildCraft, and I can also see how this change will help strengthen the mod itself. I hope you reconsider this, however, due to the hardships it would put upon me and many other developers to integrate properly. I understand that the wooden pipe does all these great things, but I don't think that you really understand EXACTLY why making PowerProvider one-size-fits-all would hurt Mekanism. Take a look at "TileEntityUniversalCable" and "EnergyNetwork," if you see a way to reproduce what I have working now without a custom PowerProvider.
For Krapht and CJ, your posts conflict a bit in what you are suggesting. Maybe both of you will come up with a solution to this issue together, communication is key.
I'm out for now.
He does say 'one minor catch'! It's in the post fragment you quoted. Looks like someones so eager to be offended they forgot how to read all of a sentence.
TY, that's the one.From what I can tell, this one.
I'm not familiar enough with the internals of Mekanism or ThermalExpansion to comment on how badly this would affect them.
I've yet to see any proof of such a claim (in fact the opposite generally).
And yes, I know the pains of changing an API. But change they do. Its only fair after all, since King_Lemming is rewriting the Liquid API. He can deal with a rewritten power API.
Don't get me started of mod "competition", there is no such thing as 'better'. It is not exactly hard to make mods 'better' in the views of the player. All you have to do is give them more stuff for less.
If multiple mods keeps 1-upping each other we will quickly see a tech mod scene that is basically creative mode. This journey has already started, but I don't want BC to participate in what is most likely the eventual fall of tech mods.
I know that players do want to be able to count every single 'energy unit' and hates any type of waste, but that is not how we see buildcraft power.