Is this even worth 2 cents?
(EDIT: The last three posts -- including Reika's -- were not there when I started writing this. It took me that long to write.)
Warning: Wall of text incoming.
TL;DR at the end.
I get reports of people using PE to skip RC progression, and the damage resulting from doing this. This was mainly in the form of server admins complaining to me that their server worlds had been severely damaged by players who got RC items too early, and mainly consisted of demands for config options to disable them/nerf them. After some confusion - as my initial suspicion was usually that they had modified something themselves - it becomes clear the players in question used Project E to shortcut RC progression. All but four servers had the tome enabled, exacerbating the problem. On three of the four remaining servers, the players got the first unit of material through brute force, and on the last, it was given to them by another user, under the guise of being able to look up its recipe in NEI (they claimed it was not working on their end).
...
... What I'm not okay with is blacklisting the raw resources. This means any material that is generated in the world naturally. ...
Which leads directly into my next point. My hardware. A programmer's authority ends at their code. Period. If I want to use Firefox with Microsoft Office, neither program has any right to say otherwise. ...
*I* am the final arbiter of what is good or bad about the software running on my machine. Also I can point to PLENTY of programmers that make blindingly stupid decisions about all sorts of things. ...
Bypass tech gating. <sarcasm>That is a cardinal sin</sarcasm>.
So lets start with the most basic 1st step. Does the end user have the right to use any collection of software? Can I use Firefox and Microsoft office? Can I use Optifine and Tinkerer's Construct? Can I use the eventual full version of PFAA and ReactorCraft/RotaryCraft/ElectricCraft/GalactiCraft?
Reika's first complaint, and it's a very, *very* valid one: He had to deal with reports from people because his mod caused problems.
If you think that this is not a valid complaint, then we can agree to disagree.
This was not a case of a server operator selling items for cash, only to have their server destroyed. This was, apparently, people following in the "more mods make a better server, more mods make a better modpack, throw everything in for user play choice!" behavior. The only mod author I've seen that does anything to stem this is Xcw, who requires some form of original contribution before permitting Mystcraft in packs.
Are you going to say, "It's the server operator's fault, they should have researched things before putting them into the pack"? Seriously?
*
Do you have any idea how few mods are properly documented?*.
I am excluding no one from that statement. No one. Far too many mods say "You have to learn this mod, we won't actually document it in detail". I don't care if you're talking about "You have to learn how to use an extractor", "This reactor changes every 3 releases", "The deep dark is a surprise, just bring torches", "You can make gazilions of different carts" (resulting in, apparently, being the poster child for over-powered, even though when I was playing with it I could barely make things function and saw no actual use for about 1/3rd of the stuff in Steve's Carts -- I wanted it for improved railroads without playing a train construction simulator aka RailCraft).
Heck, even something as simple as Snowfall, with it's teaser, "Can you handle Ice Age mode!", would not, at first, explain what Ice Age mode was. Eventually, it was revealed -- instead of snow layers being limited to one stack of 8 layers that pretends to be height 7/8ths of a block (that's vanilla behavior, it's why you walk through a single layer of snow), it was letting snow pile up deeper, so that you could get a 9th layer of snow in the next block up, letting the snow layers stack higher and higher without limit. (EDIT: Rechecked. There is, now, a limit -- it's just very very high.) At least, until it melted in the sun.
Mods that don't document themselves are the norm.
Let that be understood as the cornerstone of the problem here. A server operator, or modpack maker, sees a mod's brief description, thinks, "Hey, that sounds interesting", doesn't fully understand the mod, can't find documentation, can't determine what the actual assumptions or effects are, puts them together, and then a report is filed to the mod author, rather than to the pack maker.
Until this is solved -- until mods are willing to say, "This is what I do; this is how you use me; there are no surprises or spoilers", this issue will continue. Or can you actually say that you know everything that can be done in ThaumCraft, Extra Utilities (nothing new has been documented in several revisions there), or Chromatic Craft (I know that I know not that one)?
And this doesn't even begin to address the other side of the coin: If you have a modded pack/server, how do you explain things to the end user? ThaumCraft kinda assumes that you know "Avoid the purple stuff until later"; Chromatic Craft kinda assumes you know "Avoid the pylons until you get started, and even then be careful". Where do you have any sort of "This will explain things to new players"?
Where do you have any in-game ability to provide players with documentation about a modpack / server config, other than "Lost Books" -- and that requires completely gutting the standard default config of that mod, and requires people kill lots of mobs to get the books that you have to write to describe the mods on the pack, because there's no way for a mod to say "Here are the docs for this mod" in-game.
Heck, a mod cannot even provide a tutorial quest line for non-hardcore mode HQM, because HQM doesn't let you combine multiple quest lines written separately into a single pack's quest compilation.
** There is no way for mods to document themselves in-game **
* There is a social norm in this community of "Let the user discover through play" *
* There is no way for most server operators to properly research what the mods will actually do before play *
* Heck, people generally assume "Everyone has NEI installed, so just check the recipes in-game". *
Are there even two other people, besides myself, that have taken so much time to try to research what mods are going to be used, how worldgen mods are actually going to affect things, etc, that the target minecraft version has moved from 164 to 1710, and those very same worldgen mods have undergone major revisions to the point of needing to be re-learned and re-understood?
Now keep in mind that some people have others -- a staff, effectively -- that do research and assembly for them, even getting customized versions of the mods for them and their play. (Direwolf 20, Etho, are the first two that come to mind here, although there is a pair of people responsible for "diggy diggy hole" that others enjoy.).
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So we have pack assemblies that send reports to the mod author, because mods can't be properly understood by the end user and assembler. That doesn't address the second big point: Should an alchemist be allowed to transmute raw material A into raw material B?
Well, lets ask a question: What is a raw material?
Is an iron ingot a raw material? Is a piece of lapis a raw material?
Or, is an uncooked item of raw iron a raw material? And why do blocks such as lapis, redstone, etc, drop usable items instead of some raw item?
Why are any ore blocks owned by any mod?
Should you actually find blocks of tin ore, or silver ore, or iron ore? At all? Or should you find blocks that contain some mix of materials that have to be processed to generate the final output?
Let that question sink in for at least, oh, 200 ticks/10 seconds.
So 10 seconds later, you pull your answer out of the furnace.
100% of vanilla ore-processing technology is the furnace, at 10 seconds per smelt.
I mentioned a mod named "PFAA". Most of you won't know it by that name. Translated from Latin, it means "Through crafting, to the stars". Currently, it is in the form of "Geologica" -- an attempt (very good, actually) to place ores in the ground in a realistic manner. This means blocks of Limonite (two types), Pyrite, Hematite, and Magnetite, rather than "iron ore". This means that, since you don't actually find silver ore in the ground, you find blocks that have ores that contain silver in them. Now, at the moment, since the processing mods are not yet written, you smelt everything. (fn 1)
Well, Tungsten is a real world raw material. Should you be able to smelt it out of some rock?
I'd love to go through a list of things in electric craft, or reactor craft, or even GalactiCraft, compare that to the list of real-world ore blocks in Geologica, and show how the Geologica blocks map. But first, I don't know geology well enough, and second, I can't find enough documentation on Reika's mods. But I can ask if GC should permit PFAA Bauxite ore blocks to be used instead of it's Aluminum, and copper, silicon, and tin are in at least half-a-dozen mods by now.
But as a raw material, is Tungsten A equal to Tungsten B?
If PFAA has the goals that its name implies, does this mean that GalacticCraft should generate it's own ores, or let people use PFAA-generated ores?
Heck, what if I wanted to prevent any oregen from Reika's mods in favor of a more realistic behavior from Geologica?
(Side note: I bring that point up specifically because Reika has gone to great lengths to make sure that some equivalent to his ores do exist in the ore dictionary, and if they don't, to force his ores to generate. I can, using COG, override that behavior, in most cases (COG still has the occasional missed chunk, sadface), but I have to use another mod. I cannot say "I don't want mod X to own block Y". And yes, this means that any mod that affects the underground has to be given double scrutiny as it cannot be removed later.)
Does Steel A equal Steel B? Does a steel ingot from Railcraft have the same function as the steel from Rotarycraft?
Here, the answer is a real-world no.
http://en.wikipedia.org/wiki/High-strength_low-alloy_steel -- something Reika posted a while back, that was a learning lesson for me. Real world has many, many different grades of steel, with many different properties. It is very, very believable that a steel produced in a low quality-control environment won't be equivalent to one produced in a high quality-control environment.
Reika uses Tungsten both as a real-world raw material, and as a "You have demonstrated use of tech level X, now you have access to tech level Y". Another mod might make a different way to generate Tungsten from raw resources in the ground. Compatible?
Does it make sense to use raw materials as a gating system?
Does it make sense to restrict the use of raw materials?
Consider what I started this section with. Why should iron and gold blocks drop themselves, and the other vanilla ores drop usable material? Fortune Ores lets iron and gold blocks drop "thingies", with drop rates affected by the fortune enchantment; you still smelt those thingies to get the ingots, but they are item thingies instead of block thingies. "Reasonable Realism" (side note: RC3 is still messing up on a dedicated server, but behaves very well single player -- it's close) gives you thingies that turn into nuggets instead of ingots -- and you get *LOTS* of them.
Why are some things "pre-processed"? Auto-smelt seems to be a popular enchantment for picks, yet smelting is not the only processing tool in various mods. Why not an auto-grinder, or an auto-macerator enchantment? Why not have everything need to be processed?
Does it make sense to say "This mod lets you turn X into Y, for some set of X and Y"? Sure.
Will everyone agree on what X and Y? No.
Can you say "Raw materials are OK"? Not unless you can define a "raw material".
And "I can get the block out of the ground" doesn't work, as a rare, hard to find block can be as easy as an auto-mining setup, even if the auto-miner never finds that rare block.
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TL; DR:
1. Mods do not properly document themselves; this makes it effectively impossible to assemble packs without problems.
2. Packs with problems result in reports being sent to the mod makers, not to the pack people.
3. Even if it did go to pack people, they would need a staff to keep up with the mods.
4. Alchemic transmutations from raw material A to raw material B first has to understand what a raw material is.
5. Vanilla assume that all ore processing is just a smelt.
6. Different tech mods make different ways to process (or in some cases, generate) raw materials.
7. It is bad to assume that a tech mod "owns" a resource block or the processing of that block (see PFAA/Geologica).
8. A real-world material is (usually) not mined from the ground. Some complex compound containing it is, and that is processed.
At what point do you say "This is the transmutable item", and "this is the non-transmutable processed item"? Are there different grades and quality of steel? (yes). Is tungsten an element (number 74)? Yes. Is tungsten transmutable?
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Some references:
1. PFAA/Geologica:
http://www.minecraftforum.net/forum...t-mods/1293751-per-fabrica-ad-astra-geologica
35 types of metal ore, found in various types of deposits, in stone, sand or clay form.
25 types of industrial mineral in stone, sand or clay form.
4 types of oil, oil shale, oil sands and natural gas.
See
http://pfaa.wikia.com/wiki/Ore for examples of what blocks it places.
As for ore processing: "Geologica does not yet implement any ore processing steps. Instead, it registers the ores with the ore dictionary, with the expectation that other mods will provide the necessary recipes". Noogenesis has confirmed that he is working on the processing system.
2. Reasonable Realism:
http://reasonable-realism.wikia.com/
3. Snowfall/ice age mode:
http://www.minecraftforum.net/forum...-2-2-1-can-you-handle-ice-age-mode?comment=41