Some clarifications:
- Pristine/Ignoble is not a trait in the 'genetic' sense.
- When mating, it is irrelevant whether the drone is ignoble/pristine, only the property of the princess counts.
- You can freely interbreed ignoble drones with pristine princesses without worry of getting an ignoble queen. (Follows from above, so you are entirely free to use ignoble for breeding and then clone the result onto a pristine princess.)
- The amount of ignoble bees varies with the dropped species. (It ranges from 0 % (end bees, I am not stupid) to 70 % (some common mundane bees).) Taking into account all the exceptions, I'd say drops are roughly 50:50, despite what the changelog says.
- End game isn't changed. For serious, always-on automation (fuel supply, etc) you'll just want pristine bees.
- Early game isn't changed either. Even ignoble stock can't die in a bee house.
- Mid-game has more options: You can automate bees, but you'll can choose to either a) only go with pristine or b) burn up some ignoble stock or c) a combination of the two. Using the right frames you can increase the time ignoble stock lasts quite significantly (I don't have my calculations as to survival rates here, but iirc it starts out with a 60 % survival rate for the first 200 generations and improves significantly with the right frames). Don't dismiss ignoble bees just because they aren't immortal. (Coal, iron, etc. are 'finite' the same way ignoble bees are.)
Thank you for your clarifications. All I had to go on was the changelog, which apparently was in error. I had done some testing, which seemed to support the 5:1 ratio, however it appears I was merely unlucky. That's the problem with small-scale testing, you can end up with atypical results fairly easily.
End game hasn't changed, no. By the time you start actually crossbreeding, you've got all your pristines set up. This does force users to use bee houses rather than skipping straight to apiaries, though. It does require a lot more grinding to find the pristine princesses necessary to start your breeding program, as well. And you'll pretty much ditch any of your ignoble princesses when you get it started, except maybe to make a few extra drones for cross-breeding purposes.
Also, coal and iron are no longer finite. Coal can be had from wither skeletons, and charcoal has been a renewable alternative since vanilla beta. Iron is renewable with golem farms.
I do get what you are trying to say here, but the example doesn't work. Bees have always been a renewable resource supply. It would be like having some trees which stopped producing saplings after a while, and no way to tell until you advance sufficiently in your tech tree to tell the difference.
Reason for the change was two-fold:
a) Everyone had/has ridiculous amounts of princesses/queens. I never intended them to be as common as they are. The fact that (immortal/pristine) queens are non-renewable and world-gen only is their single limiting attribute. Remember: They prodcue resources from thin air.
I never experienced this personally, but seeing some of the things Jaded managed to do, I'll concede the point. However you will also have to take into consideration how many hours she poured into the project. Like you said, the only real resource a player has is time. If she put that much time into the project, why not be able to have ridiculous amounts of princesses/queens?
b) No one used swarmer bees. And why would anyone with so many hassle-free immortal bees available? Combine that with the fact, that they could not be interbred with normal bees without turning those into swarmers as well, they were useless.
That wasn't the problem, at least in my perspective. My perspective with swarmer bees is that you only had access to them at the 'end' of the tech tree, and they were only good for supplemental income sources.
By the time you had access to Swarmers, you already had Alviaries and royal jelly to burn, which meant you pretty much had 'All The Bees', and your infrastructure was already solid, and required no additional temporary boost. You had already calculated income vs expenditures and made sure you were in the green, because you
needed that positive resource flow in order to MAKE them. Since you already had your resource flow properly managed, you had no need for temporary productivity boosts.
It would not have mattered if it took me an hour or ten hours combing the globe to find the hives necessary to generate that resource flow, I wouldn't have had access to the swarmers without it. They literally required themselves to be obsolete to be brought into existence.
a) could have been fixed by simply reducing world gen. Less hives = less queens. But that'd have made the early-game bee search just more annoying. By keeping world-gen the same, but replacing a significant portion of the generated queens with (buffed) swarmer-like bees, early game stays the same, but pristine bees increase in perceived value for automation. Saying "but then I'll just break two times as many hives to get the same amount of bees!" misses the point: The only value anything in MC has is the amount of playtime it takes a player to (manually) aquire it. Unfortunately there is a fine line between "tediously long and unfun to aquire" and "just long enough to give a sense of rarity and value to that item" and no two persons will usually agree where that line is exactly.
By that same token, there are an awful lot of 'troll' hives with ignoble bees in them now. Some would say that is even more cruel to the player, to get their hopes up only to dash them once they have a beealyzer and realize they got trolled.
I have a saying: Cash is not king, cash
flow is king. Cash is an asset. It is a liquid asset, and thus valuable as a medium for exchange, but if you aren't doing anything with that asset, you might as well not have it. Net cash flow is the true determining factor on the productivity of a project. If the cash flow is in the red, or it stops, then it doesn't matter how much cash it has at the moment, the end result will eventually be 'none'.
Replace the word 'cash' with 'resource' and it still holds true. You are right, bees are amazing because they provide a renewable resource which can continually be harvested for a net gain of resources. However, ignoble bees will stop their resource flow at some undefined point in the future, which makes them very unattractive to build your infrastructure on.
This is the same reason why I almost never use BC Oil to run my mid-game power network. I build up an early-game setup capable of running a single fermenter to get some biomass, which then runs a biogas engine, which runs that and the still to make ethanol to run in my combustion engines. Why? Because oil runs out, ethanol doesn't. I don't care if it produces less MJ/t or less MJ overall per bucket, I'm interested in sustainability. That's the whole reason I use your mod.
What was important to me is, that breaking a hive will always give you something useful. Ignoble bees now are, even if you don't intend to use them ever. F.e. if the only tropical hive you find gives you ignoble stock, you can still make a few drones from that princess and clone the tropical onto a pristine princess. Additionally: One change I do have planned is a "guaranteed" minimum amount of generations an ignboble bee will reproduce, to make them more predictable. (Probably ~100.)
That would make them a great deal better, at least then you would be able to generate enough drones (assuming fertility > 1) to be able to successfully import the species traits into the spare pristine princess line (which means going out and
finding a pristine princess somewhere).
tl;dr: If anything was nerfed at all, it's world-gen by ~50 %. The actual mechanics for (pristine) bees didn't change. Chances are, that, had I just silently changed the values on world-gen, you all wouldn't even have noticed. On the flipside swarmer bees have been buffed significantly.
Oh, I'm very certain that people would have noticed queens not leaving princesses. You'd have been flooded with bug reports.
P.S.: "A kick in the teeth"? "NERF ALL THE THINGS!"? Bit melodramatic, isn't it?
I used 'a kick in the teeth' to describe the changelog's 20% of a pristine species to the rarer spawned species (jungle and ender). Which it would have been. It isn't my fault the changelogs were incorrect.
If you honestly wanted to keep people from having ridiculous amounts of hives? Make hives not drop anything when hit by a quarry or similar auto-mining system. Now you need to get off yer duff and literally hunt down and track every single hive and whack it manually with a scoop. That should help mitigate at least some of the nonsense.
One of the core reasons I use Forestry is because of renewable resources and sustainable energy. That was always its main selling point, the whole reason I picked it up back when it was just a sub-forum on the BC forum and a wiki. This and your multiblock farms running on non-renewable Fertilizer made exclusively with Apatite (at least non-renewable on it's own, without other mods to add in other recipies which are renewable) makes me wonder if you are moving away from this principle.
I do appreciate you taking the time to let us know what is going on, and the fact that you have taken rarity into consideration on what percentage of 'ignoble' there is does make this a lot less harsh than the changelog indicates.
I'm not trying to 'bash' anything here, I was originally expressing my displeasure at the change, and now I am attempting to provide feedback from my perspective, and feedback from the users of my (admittedly small) mod pack.