Recent Events Discussion (RED) Thread

  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

psp

New Member
Jul 29, 2019
617
-9
1
That's why any admin worth their salt has automated, frequent backups. If a troll decides to be a prissy little d-bag, then you can ban him straight away (or do what I'd do and find a way to stick him in a realm of eternal torment) and undo the damage they did with minimal loss to your actual players. That's how a real moderator handles trolls, anywhere. Either flush 'em, or point them out so everyone can laugh at them together.
I've actually done that to a person before. (Not the banning or backing up, the laughing and making someone feel miserable).
The little @$$**** went into my base, claimed it, said it was his, changed everything, ruined 50% of stuff, in the space of a day or so. Apparently he had done this to quite a few people. We might have been a little too harsh, now that I think about it.
 

TomeWyrm

New Member
Jul 29, 2019
898
1
1
Lets not ask about bedrock dust bees, or tungsten bees ...

(besides, what could they possibly use as flowers?)
Well you already can. Tungsten, Bedrock, Jet Fuel. Molten Corium. Pyrotheum. UU.
JSON defined bees from Gendustry. If I could make more beehives and define their spawning, the only thing I'd miss from Binnies' stuff would be the woodworker. Not a fan of the new speed of the machines in the Genetics sub-mod either. But that's neither here nor there.

That depends on how you define raw materials. I have much less of a problem with things like HSLA than I do techtree gating materials like bedrock or tungsten. Yes, technically HSLA is too, but rather less so. That said, due to it spawning in the world in small quantities, it is the most easily abusable if it has an EMC value, as the player may never need to create it properly.
Well honestly only one player ever needs to create it properly... as long as you've got a steady ingredient stream, HSLA isn't hard to automate... and there's a zillionty five ways to get infinite iron, sand, coal, and gunpowder... some easier than others. Heck, even with the blacklist you could just use Project E to fuel a blast furnace. Or bees, or spawners and a quarry, or... you get the drift.

The thing is, it'll only have a logical EMC value slightly above iron. Iron's is 256. After doing the math (looking at the code and doing some testing), HSLA would be worth 278 EMC, using the "cheapest method of obtainment" calculation to prevent feedback loops. 9 Iron + 36% of a Gunpowder + 2% of a Sand + 1 Coal = 9 HSLA Steel. My testing didn't yield any bonus steel, but that could have been an artifact of the friction heater, or any number of things.

I have nothing against turning my items into EMC - much like I have nothing against you adding recipes using my items, even gating ones - but the EMC API has never allowed for one-way conversions like that.
Perfectly reasonable.

Because there is a huge difference between making one of something and making a useful quantity. The former can be done much earlier and more easily - possibly even as a fluke! - while the latter requires the actual intended hardware, and automation requires much more hardware and knowledge still.
Not really, nothing but time. The only difference between a blast furnace with lava and one with a friction heater powered by just shy of 52 megawatts of power (in an equal torque/speed mix)? Speed of operation. If you let it run overnight automated, a normal one will produce plenty more than enough HSLA for most projects. I don't know of anything in your mod that can be produced by any process that by the simple virtue of having done it once you can't repeat ad infinitum in the exact same way. Maybe it won't be efficient, maybe it won't be fast, but when you can leave it running overnight... that rarely matters.
I'm completely discarding flukes/bugs... because they (by definition) aren't supposed to happen.

Also, in a multiplayer environment, this opens up the possibility of "can I borrow a bedrock ingot just for a second" types of cheating, and that means the whole "yes, high end RC can destroy a world, but griefers will not get that far" argument falls apart, and that then means server admins will clamor for nerfs to the point of uselessness.
In a multiplayer environment, all balance bets are off. Any player can completely trash any balance mechanism they feel like at any time for anyone else if they've progressed that far. Other than player data things like research/achievement mechanics. Nothing in any way stops me from giving bedrock armor away for free if I so desire. Which makes any such argument with "It's possible in multiplayer" an exercise in futility for both sides. We can both sit here and come up with new counters until we're blue in the face, every last one of them something a reasonable person might (or might not) do. I can be nice and give griefers the tools required to explode a server to death very easily. It's not hard to do a social bypass and trick a well-meaning person into giving you stuff they shouldn't. EMC doesn't make that argument fall apart any more easily than "I'm on a server" does. Your biggest "Security" feature against griefers is time and effort spent getting your stuff... EMC doesn't really change that much. You have to get a lot of raw materials in order to progress to the point of being able to "destroy servers"... and honestly doing it with pure PE is probably more effective than trying to convert that EMC into RotaryCraft stuff. Nova Cataclysms, fuel for a Catalytic Lens... the Morningstar.

Additionally, Project E has the Tome, which has every recipe "built in", and though it is disabled by default, I can say from experience that the vast majority of those playing Project E will have it enabled, and that people using Project E for RC are doing it not because doing it the RC way is harder - assuming you are halfway competent with the mod, it might actually be easier - but because they do not want to have to bother to start with. There have been several examples of people complaining on these very forums about exactly that from when I first added the blacklist, with one user notably getting very aggressive and saying I was "forcing them to play my way" if I wanted them to use RC to get RC.
That's because it was enabled by default up until a month ago :p. Previous experience is mostly invalid on something involving defaults.

What's to stop a person from cheating in your items, or getting shortcut style help from a friend? There is no way to truly lock in a player to an acquisition based tech tree.

Maybe I only want the bedrock armor and gravel gun, and my friend lets me charge the gun at his place. If I only want to use PE for the Destruction Catalyst... that's my right as a player. If I only use the Ender Rails from EnderIO? That's my prerogative. Maybe I don't like bedrock tools because they're unbreakable. Maybe I think the Equal Trade wand focus is unbalanced. Maybe I think that Quantum Suit armor pieces are too expensive. Where does the issue ever become YOUR issue unless you're playing with me Reika? I'm not experiencing your mod the way you designed it... but honestly I don't think most people experience the mod the way you intended. Besides, you're a mod author, not a quest pack designer or a Total Conversion Mod author. This is not a roller coaster ride at Disney Land, nor is it a railroading campaign of D&D. It's an addon to MineCraft. At the end of the day the best you can expect to do is give people guidelines and hope they follow them, because the base game lets them walk all over every kind of gate imaginable if they so desire.

Finally, the idea of making my materials from EMC is wildly unrealistic, and to me is wholly destructive to the whole feel of RC, much the same as something like jet fuel bees would be.
In a game where you can carry billions of tons and stuff floats? Or the blatant violation of... well... every law of thermodynamics. I can make a self-contained system power itself with surplus. I can create something from nothingness... Strive for verisimilitude (which is actually what you aim for, not realism) in your own mod, but please don't expect that of any other mod. I mean I can power your machines with pink dye, magic potions, or monsters on a treadmill. All it takes is Extra Utilities (or Engineer's Toolbox for the "treadmill") and RotaryCraft. Might take a lot of whatever kind of generators, but I can do it. Me being able to make your materials from magic conversion of random junk is honestly no less realistic or harmful to RoC than those generators, or my ability to fly with my Thaumostatic Harness, turn into a bat, become mostly invincible with Bound Armor, or even storing All The Things as data on disks with AE. Realism as an argument only flies within your mods, not outside of it.

Project E being able to make your items is a function of Project E, not your mods. Just like your centrifuge being able to process Forestry items is a function of your RotaryCraft, not Forestry, or your Pylons being usable as "nodes" for wand recharging is a function of ChromatiCraft, not Thaumcraft. Or your Extractor being able to multiply ore. That's RotaryCraft, not vanilla. When you put more than zero addons together with the base game, the game changes necessarily. Which means "balance" changes. In a pack like PortableJim's suggested one a bit ago in this conversational thread (can't recall if it was this forum thread or Idiotic Things) with Cloud Storage, Lucky Blocks, Ex Nihilo, and such, the "balance" is completely different to a pack containing TFC, or even something like Blood N Bones. None of those are less valid for the vastly different playstyles.

Now Gregtech? That mod is WRECKED by PE. The Centrifuge thingy? Totally infinite-loopable with a condenser in nasty nasty ways... that thing is also why he originally nerfed bronze. *sigh*

That is exactly the same as Minetweaker (i.e. nothing changes unless the pack maker or server admin manually does it), and you know full well how well that went.
Yes I do, and I honestly think you overreacted to the pressure.
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
5,079
5,331
550
Toronto, Canada
sites.google.com
Not really, nothing but time. The only difference between a blast furnace with lava and one with a friction heater powered by just shy of 52 megawatts of power (in an equal torque/speed mix)? Speed of operation. If you let it run overnight automated, a normal one will produce plenty more than enough HSLA for most projects. I don't know of anything in your mod that can be produced by any process that by the simple virtue of having done it once you can't repeat ad infinitum in the exact same way. Maybe it won't be efficient, maybe it won't be fast, but when you can leave it running overnight... that rarely matters.
I'm completely discarding flukes/bugs... because they (by definition) aren't supposed to happen.
You are assuming that once a player gets the ability to make a given material, that making much more is simply a question of leaving the production on longer/throwing in more raw resources. For HSLA, this is true, but it is not for most other materials, especially tungsten and bedrock. A player can brute-force their way to just get an ingot or two comparatively early, before they have the hardware to run that for any length of time. Case in point: Players could accumulate resources (or with coils, power) over several days (or in one case, three weeks) to run something like an extractor or bedrock breaker too early. However, that buffer will be depleted rapidly, and at most an item or two will have been produced. Running it much longer is unfeasible.
@Demosthenex can tell you all about exploits like this.

This is the same reason I made the magnetostatic upgrades take so long to make (the blast furnace ones have an 8x modifier on the recipe duration, and the second tier needs 720µT), because I know from experience that getting the hardware to run for a few seconds is easy. Getting it to run for a few minutes is much more difficult.

This also completely ignores what I said about the Tome.

In a multiplayer environment, all balance bets are off. Any player can completely trash any balance mechanism they feel like at any time for anyone else if they've progressed that far. Other than player data things like research/achievement mechanics. Nothing in any way stops me from giving bedrock armor away for free if I so desire. Which makes any such argument with "It's possible in multiplayer" an exercise in futility for both sides. We can both sit here and come up with new counters until we're blue in the face, every last one of them something a reasonable person might (or might not) do. I can be nice and give griefers the tools required to explode a server to death very easily. It's not hard to do a social bypass and trick a well-meaning person into giving you stuff they shouldn't. EMC doesn't make that argument fall apart any more easily than "I'm on a server" does. Your biggest "Security" feature against griefers is time and effort spent getting your stuff... EMC doesn't really change that much. You have to get a lot of raw materials in order to progress to the point of being able to "destroy servers"... and honestly doing it with pure PE is probably more effective than trying to convert that EMC into RotaryCraft stuff. Nova Cataclysms, fuel for a Catalytic Lens... the Morningstar.
It is much easier to convince a player to lend a random ingot for a few seconds, especially in the knowledge they will be receiving it back, possibly with interest. Getting them to simply give hardware is much less likely, and much more likely to trigger "Why should I trust lending you a bedrock axe for a few minutes? I just met you and I know how much damage that thing can do" than "what's the harm in giving a couple ingots so he can look up NEI then taking them right back".

In a game where you can carry billions of tons and stuff floats? Or the blatant violation of... well... every law of thermodynamics. I can make a self-contained system power itself with surplus. I can create something from nothingness... Strive for verisimilitude (which is actually what you aim for, not realism) in your own mod, but please don't expect that of any other mod. I mean I can power your machines with pink dye, magic potions, or monsters on a treadmill. All it takes is Extra Utilities (or Engineer's Toolbox for the "treadmill") and RotaryCraft. Might take a lot of whatever kind of generators, but I can do it. Me being able to make your materials from magic conversion of random junk is honestly no less realistic or harmful to RoC than those generators, or my ability to fly with my Thaumostatic Harness, turn into a bat, become mostly invincible with Bound Armor, or even storing All The Things as data on disks with AE. Realism as an argument only flies within your mods, not outside of it.
Producing my items counts as within my mods. I put a great deal of effort into making my production chains as realistic as possible.

Now Gregtech? That mod is WRECKED by PE. The Centrifuge thingy? Totally infinite-loopable with a condenser in nasty nasty ways... that thing is also why he originally nerfed bronze. *sigh*
To me that means you are telling me the solution to this is to deliberately set up RC so that it is exploitable with Project E.

Yes I do, and I honestly think you overreacted to the pressure.
You were one of the biggest - and most vocal - defenders of my rules. What happened?
 

Celestialphoenix

Too Much Free Time
Nov 9, 2012
3,741
3,204
333
Tartarus.. I mean at work. Same thing really.
Well honestly only one player ever needs to create it properly... as long as you've got a steady ingredient stream, HSLA isn't hard to automate... and there's a zillionty five ways to get infinite iron, sand, coal, and gunpowder... some easier than others. Heck, even with the blacklist you could just use Project E to fuel a blast furnace. Or bees, or spawners and a quarry, or... you get the drift.
As previously mentioned in the Minetweaker discussion; RoC is not balanced around raw material count.

The thing is, it'll only have a logical EMC value slightly above iron. Iron's is 256. After doing the math (looking at the code and doing some testing), HSLA would be worth 278 EMC, using the "cheapest method of obtainment" calculation to prevent feedback loops. 9 Iron + 36% of a Gunpowder + 2% of a Sand + 1 Coal = 9 HSLA Steel. My testing didn't yield any bonus steel, but that could have been an artifact of the friction heater, or any number of things.
Here is the interesting thing with putting an EMC value on a reactant and product when theres multiple different values for processing; namely its fundamentally impossible to balance. This is because you're assigning an identical value to two different costs; meaning that no matter what values you assign you will inevitably break something.

solid titanium pansies.
I'm sorry. I read that as something else.
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
5,079
5,331
550
Toronto, Canada
sites.google.com
Here is the interesting thing with putting an EMC value on a reactant and product when theres multiple different values for processing; namely its fundamentally impossible to balance. This is because you're assigning an identical value to two different costs; meaning that no matter what values you assign you will inevitably break something.
This is very true, and is the case for several RC materials.

How did you get from "PE+gregtech is a terrible combo" to "make your mod exploitable"? I don't understand.
Because it seems the only way to get people to accept "project E + RC is bad too".
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
3,728
3,004
333
Lost as always
I don't see the problem here. Reika doesn't want his mod flagged for Project E. Big deal. Saves the devs over at Project E some time of having to assign and code in EMC values for his stuff.

And before I hear another 'oh, but that defeats the purpose of Project E', allow me to simply rebut with: "Horseturds".

Project E is trying to recreate, effectively, EE2. Not every mod's items were compatible with EE2 back in the day, there were several things you couldn't EMC. Now there still will be. I fail to see how this is 'letting anyone down'.

It's not the destination, it's the journey that is enjoyable. RC has a long journey to go on, often times bumpy and stretches that seem to go on for miles, but it is that journey which people who play RC enjoy. EMC negates large swaths of that journey.

Really, why is this even a debate? You don't want someone's mod affecting your mod? You have the right to ask they not do so. It's simple courtesy. I'd go off on a rant about entitlement, but then people will focus on that rather than the basic courtesy that is being ignored.
 

NJM1564

New Member
Jul 29, 2019
2,348
-1
0
Project E is trying to recreate, effectively, EE2. Not every mod's items were compatible with EE2 back in the day, there were several things you couldn't EMC. Now there still will be. I fail to see how this is 'letting anyone down'.

It's not trying to recreate EE2 it's trying to create a new version of it. As in not just copy the old mod but eventualy expand on it.
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
3,728
3,004
333
Lost as always
It's not trying to recreate EE2 it's trying to create a new version of it. As in not just copy the old mod but eventualy expand on it.
And yet, my argument stands. I fail to see how RC's items not having an EMC value is letting anyone down or trodding upon the principles upon which Project E rests.

Also, [Citation Needed]. What, precisely, has Project E done other than clone EE2?
 

HeilMewTwo

New Member
Jul 29, 2019
1,179
-45
0
And yet, my argument stands. I fail to see how RC's items not having an EMC value is letting anyone down or trodding upon the principles upon which Project E rests.

Also, [Citation Needed]. What, precisely, has Project E done other than clone EE2?
I think it needs more development before they implement original features, it doesn't even have all the features of EE2 yet.
 

NJM1564

New Member
Jul 29, 2019
2,348
-1
0
And yet, my argument stands. I fail to see how RC's items not having an EMC value is letting anyone down or trodding upon the principles upon which Project E rests.

Also, [Citation Needed]. What, precisely, has Project E done other than clone EE2?


It's not. But as a default ProjectE's configs allows EMC to be added to anything, asking them to go out of there way to prevent EMC to be added reka's items would be silly. (Assuming that's what this argument is about.)
As is complaining about people who do. If a player wants to make things harder or easier on themselves it's there right to do so.

And yah if players muck things up they are going to do everything but except responsibility for the damage they cause.
But this is always going to happen no matter what. Especially with mods that are technically difficult.

I just don't see a point to anyone complaining about others complaints. It's not like we enjoy hearing about complaints any more than anyone else.

Project E has added a search function to the Transmutation tablet. And added a Mk 2 something or another. A chest thingy. :p
 
  • Like
Reactions: SynfulChaot

goreae

Ultimate Murderous Fiend
Nov 27, 2012
1,784
2,649
273
Raxacoricofallapatorius
Project E has added a search function to the Transmutation tablet. And added a Mk 2 something or another. A chest thingy. :p
the gem of eternal density also has a targetting feature. and the mk 2 energy condenser has two seperate inventories, an input and an output. As such, wither inventory is smaller. It also decomposes things faster.
 

NJM1564

New Member
Jul 29, 2019
2,348
-1
0
the gem of eternal density also has a targetting feature. and the mk 2 energy condenser has two seperate inventories, an input and an output. As such, wither inventory is smaller. It also decomposes things faster.

Targeting feature? You mean a filter? Or that you can target what you want to make with the EMC. Cause EE2 had the later feature.
And the MK2 also can't get jammed like the original version can. Getting so full of the items you want to decompose it can't make any of what you want to generate.
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
5,079
5,331
550
Toronto, Canada
sites.google.com
It's not. But as a default ProjectE's configs allows EMC to be added to anything, asking them to go out of there way to prevent EMC to be added reka's items would be silly. (Assuming that's what this argument is about.)
No. They have gone out of their way to take my ability to blacklist items away, and have threatened going further out to deliberately add EMC to my items.
 

SynfulChaot

New Member
Jul 29, 2019
599
0
0
No. They have gone out of their way to take my ability to blacklist items away, and have threatened going further out to deliberately add EMC to my items.

The first bit is well within their rights as it's their mod and their balance. It's also a mod that kinda thrives on inter-compatibility with other mods. If they don't want to allow blacklists then they shouldn't be forced to just for you or any other mod author.

As for the second part ... that's probably just to spite you for trying to force them to cater just to you. Leave 'em to balance their own mod and they'll probably leave it be.
 

TomeWyrm

New Member
Jul 29, 2019
898
1
1
It's not. But as a default ProjectE's configs allows EMC to be added to anything, asking them to go out of there way to prevent EMC to be added reka's items would be silly. (Assuming that's what this argument is about.)
As is complaining about people who do. If a player wants to make things harder or easier on themselves it's there right to do so.

And yah if players muck things up they are going to do everything but except responsibility for the damage they cause.
But this is always going to happen no matter what. Especially with mods that are technically difficult.

I just don't see a point to anyone complaining about others complaints. It's not like we enjoy hearing about complaints any more than anyone else.

Project E has added a search function to the Transmutation tablet. And added a Mk 2 something or another. A chest thingy. :p

First, yes that's basically what started this. Reika's attempts to have Project E let him blacklist his stuff, and the Porject E author(s) backlash against that.

Second: I'm quoting this one because it sums up my response very VERY well. Player Choice Is God. Removing options should always be a last resort. Obviously my personal opinion, but it seems to be shared by a pretty large portion of the community so it's not like I'm a tinfoil-hat wearing reptilian alien conspiracy nut for expressing this one :)

You are assuming that once a player gets the ability to make a given material, that making much more is simply a question of leaving the production on longer/throwing in more raw resources. For HSLA, this is true, but it is not for most other materials, especially tungsten and bedrock. A player can brute-force their way to just get an ingot or two comparatively early, before they have the hardware to run that for any length of time. Case in point: Players could accumulate resources (or with coils, power) over several days (or in one case, three weeks) to run something like an extractor or bedrock breaker too early. However, that buffer will be depleted rapidly, and at most an item or two will have been produced. Running it much longer is unfeasible.
Demosthenex can tell you all about exploits like this.
Doesn't the bedrock breaker run infinitely like the boring machine? No wait, that's to get bedrock dust not the ingots. That takes the... pulse jet the first time, yeah? I'll fully admit I haven't made your materials (Other than HSLA... which doesn't really count :p) in a legit world yet, so I could be missing details, but I have yet to see any particularly exploit-laden jumps or loops. That they exist is a bit of a given with a mod as large as yours, but unless someone is clever or obstinately lazy I'm pretty sure they're going to manage a "slow but repeatable" production line for their first ingots. All Project E does to "skip" is let them speed that process up to skip over the tedious transition period as they obtain enough of New Material to upgrade their power system. But if I'm way off base here I'm way off base.

This also completely ignores what I said about the Tome.
Well this ignores what *I* said about the Tome. The new default hasn't been out long enough to tell if "everyone has it enabled" is something that's going to stick or not. Also the tome is harder to obtain than you seem to think. You're acting like I can get the tome after next to no playtime invested. Not the case.

It is much easier to convince a player to lend a random ingot for a few seconds, especially in the knowledge they will be receiving it back, possibly with interest. Getting them to simply give hardware is much less likely, and much more likely to trigger "Why should I trust lending you a bedrock axe for a few minutes? I just met you and I know how much damage that thing can do" than "what's the harm in giving a couple ingots so he can look up NEI then taking them right back".
Multiplayer... I swear I just said that arguing MP was futile... Here's why. Watch me counter with reasonable people. Something you can do RIGHT BACK TO ME. This is an infinite loop of "users are unpredictable". Multiplayer DESTROYS balance assumptions, which makes any debate using MP as a platform inherently either unprovable or unfalsifiable (depending).

Only if that player has taken leave of their reason. Anyone that knows EMC worth a darn knows that raw materials are more valuable to give to someone with a TT than finished goods. Project E doesn't allow uncrafting, so letting someone borrow a bedrock axe would let them duplicate a bedrock axe. Giving them a bedrock ingot would let them craft bedrock armor, a pickaxe, etc. Exploiting gaps in knowledge can be done at any point in a social hack. Assume that a player doesn't know the use of MystCraft crystals, and has a barrel full of "junk" because they're a pack-rat. I come over and go "Hey, those look pretty can I take a few stacks to build with?". Voila I can now make portals and troll the whole server. "I can exploit ignorance" is not a defense, it's a statement of obvious fact.

Producing my items counts as within my mods. I put a great deal of effort into making my production chains as realistic as possible.
No, it AFFECTS your mods, but is not in any way "within" your mods, it is the capability of another mod.
Mystcraft does not affect pumps as a collection method for lava in any way. They are precisely as useful as they were without mystcraft flat single biome deep ocean lava worlds. Mystcraft just makes finding lava in large quantities easier. Magical Crops does not affect any mod that uses a mob drop directly. It only makes resource acquisition more farmable. In no way does Ex Nihilo (plus adodns) affect your mods. It affects the assumptions about resource acquisition upon which you built your mods.

There is a distinct difference there, and that is important. Everyone always says that RoC isn't about getting a lot of raw resources, and that it's a knowledge/understanding/engineering based tiering system. So which is it? Because Project E does not change anything inside of RoC. At all. All it provides is the capability of obtaining your materials in an alternate way after one obtains them legitimately. Something which dozens of other mods could easily do in much less of a "you have to have done this once" kind of manner. I can make AgriCraft crops to produce your materials that require a block of the material to grow, or not. The first is effectively the same thing as PE from a mechanical standpoint. I can make tungsten bees whose flower is a block of sintered tungsten, or a block of dirt. You haven't been trying to get bdew or InfinityRaider to blacklist all Reika: materials... so what makes Project E so special? Because it is far from unique in mechanical capability for resource generation.

To me that means you are telling me the solution to this is to deliberately set up RC so that it is exploitable with Project E.
How did you get that. I'm saying that RoC is at absolute best mildly exploitable by Project E (I still don't think "reducing tedium after proving I can do something once" to be exploitation). Gregtech is ACTUALLY exploitable with PE and I'm tried to demonstrate the contrast between two fairly similar mods to hopefully illustrate my point more clearly

I obviously failed.

You made the rule to protect against something that truly does break your mod. I understand and respect that. That doesn't mean I like the rule :). Most people that attack the minetweak rule are the sort that wouldn't have been allowed on the whitelist when you had it. My big problem is that the whitelist doesn't exist anymore. But my dislike does not affect my support of the rule to other people. I don't like a lot of things that have valid reasons for existing, and are more beneficial in place than not, which I support by virtue of having an imperfect but available product or service is more valuable than having an unavailable product or service.

Besides, notice that I was critical of you even then? I support you, and think you could do better. Hence the constant (hopefully constructive) criticism, ideas, and attempted explanations.

No. They have gone out of their way to take my ability to blacklist items away, and have threatened going further out to deliberately add EMC to my items.
Yes, because one of the goals of EMC for a very long time has been universal support. Notice what Pahimar did? He removed the useful features of his mod to force himself to make DynEMC work sooner than later, and @sinkillerj doesn't think your reasons for wanting a blacklist make sense. EMC, as a system by its inherent nature warps some fundamental assumptions about resource acquisition. This can affect balance in all sorts of ways that are usually pretty obvious. Which is the point of including it in most mod packs. I personally like using condensers and an EMC-dense source to power production lines that would take big, bulky, laggy machines to automate without PE. Say ghast tear collection (though there are a few other nice options now), or gunpowder. The goal of PE & EE3 is to have EMC for everything eventually, and letting RoC (or ANY mod) be exempt for non-catastrophic reasons rather runs counter to that goal, don't you think?

As for the deliberately adding EMC to your items thing? You're abrasive Reika, and pissed sinkillerj off... or was that far enough back that it was MozeIntel still? I've seen most of the mod authors do similar things when people complain at them a lot. Railcraft boiler nerfs, some mod rewrites (Soul Shards and its 15 offspring), GregTech, there are probably more examples of "you want to keep complaining about X? Fine I'll make it WORSE as a lesson"; I just can't think of them.
 

NJM1564

New Member
Jul 29, 2019
2,348
-1
0
There is a distinct difference there, and that is important. Everyone always says that RoC isn't about getting a lot of raw resources, and that it's a knowledge/understanding/engineering based tiering system. So which is it? Because Project E does not change anything inside of RoC. At all. All it provides is the capability of obtaining your materials in an alternate way after one obtains them legitimately. Something which dozens of other mods could easily do in much less of a "you have to have done this once" kind of manner. I can make AgriCraft crops to produce your materials that require a block of the material to grow, or not. The first is effectively the same thing as PE from a mechanical standpoint. I can make tungsten bees whose flower is a block of sintered tungsten, or a block of dirt. You haven't been trying to get bdew or InfinityRaider to blacklist all Reika: materials... so what makes Project E so special? Because it is far from unique in mechanical capability for resource generation.


You could do worse than that. You could make mystcraft/rf tool ages full of x material. Or even add pages, dimlets, flowers, and bees that generate not materials the materials but the actual machines themselves.
A nice bedrock pickaxe bee. Or a reactor part age. I have a nice moofluid rocket fual cow. How's that sound to you? :D

2015-04-04_03.39.35.png
 

Celestialphoenix

Too Much Free Time
Nov 9, 2012
3,741
3,204
333
Tartarus.. I mean at work. Same thing really.
The first bit is well within their rights as it's their mod and their balance. It's also a mod that kinda thrives on inter-compatibility with other mods. If they don't want to allow blacklists then they shouldn't be forced to just for you or any other mod author.
And the first is well within Reika's right as its his mod and his balance. You're entire point applies to both sides of the coin.

but unless someone is clever or obstinately lazy I'm pretty sure they're going to manage a "slow but repeatable" production line for their first ingots. All Project E does to "skip" is let them speed that process up to skip over the tedious transition period as they obtain enough of New Material to upgrade their power system.
Theres a skill difference between getting something to work, and brute forcing it for a singular item. And it still circumvents full automation.
Also;
I'll fully admit I haven't made your materials (Other than HSLA... which doesn't really count :p) in a legit world yet
If you've never done it, how can you claim its tedious?

Everyone always says that RoC isn't about getting a lot of raw resources, and that it's a knowledge/understanding/engineering based tiering system. So which is it? Because Project E does not change anything inside of RoC. At all. All it provides is the capability of obtaining your materials in an alternate way after one obtains them legitimately.
Note the emphasis on raw resources? Raw. Resources. Not the processed materials. Once you start dealing with processed materials you start undermining the knowledge/understanding/engineering based tiering system.

Something which dozens of other mods could easily do in much less of a "you have to have done this once" kind of manner. I can make AgriCraft crops to produce your materials that require a block of the material to grow, or not. The first is effectively the same thing as PE from a mechanical standpoint. I can make tungsten bees whose flower is a block of sintered tungsten, or a block of dirt. You haven't been trying to get bdew or InfinityRaider to blacklist all Reika: materials... so what makes Project E so special? Because it is far from unique in mechanical capability for resource generation.

You mentioned the importance of defaults quite a lot when talking about the Tome. Just a pointer that none of that is in by default, and actually requires a tonne of config/JSON editing to make it work (significantly more involved that changing a default setting). While its still an issue, its far less of an issue than something which would be far more open to everyone.
(and I don't think those tungsten bees et al would be in any public modpack- something tells me Reika wouldn't grant or continue to allow permissions)​
 

SynfulChaot

New Member
Jul 29, 2019
599
0
0
And the first is well within Reika's right as its his mod and his balance. You're entire point applies to both sides of the coin.

Reika's rights, and any modder's rights, only exist as far as the boundaries of their own mods. No modder has the right to tell others how to run their own mod. If Reika must have his items blacklisted from Project: E then he should find a way to do so completely internal to his own mods ... and deal with the understandable backlash from players. It's not the responsibility of the devs of Project: E to cater to any whims but their own.

You're right, though. Partially. Reika has the right to decide the balance of his own mod. But that doesn't mean he gets to trample over others to do so. By that same logic, the devs of both Project: E and ModTweaker could demand that Reika allow full compatibility.


And you thought methane was flammable ...
 
Last edited:
  • Like
Reactions: GreatOrator