How does this affect RC at all?
This is why.
EDIT: Oh right, uh, Reika's RotaryCraft config line that forces all mods to use it's version of ores. Keeps breaking AM2 and Mimicry.
My hope is that RC would use the same system. Processioning ores with final step resulting in the ingot from what ever mod added the ore.
Example: Monster uses, I think it's Thermal expansion's copper ore. RC would take that ore run it through it's processing steps and instead of ending up with Copper ingot 30901:1 roterycraft it would end up with copper ingot 20264:64 Thermal Expantion.
It would make maintaining compatibility easier in the long run I think. And use less IDs. And hopefully encourage future mod makers to do the same and simply use the ores and ingots from other mods when ever they can as opposes to adding there own every single time. I'm not talking about them not adding there own unique ores but common ones. Like copper, tin, silver.
There is absolutely why we need 10 types of iron ingots.
I could actually understand if there were that meany ores or ingots. In the real world there would be differences based on where the ore is found and how it's processed resulting in ingots of varying purity and the like. But no such game mechanic exists to deal with it. And I don't think anyone wants one. Something like that would force you to make every kind of processioning system in the game. I mean It would be fun. But it would take a very long time and with every version update risking the lost of your world... Well I'd want to wait until we get the plugin API and there's fare less chance of losing everything. Besides building every system should be a choice. A fun personal challenge not a mandatory game mechanic.