Inari wrote: ↑
Sat Nov 03, 2018 8:17 pm
It seems a bit odd to then meet the criticism with being defensive ("Well, if we can't change anything any more we could just ship it now")
I was specificaly responding to Ferlonas saying (I am paraphrazing) "Bob and Angel will have to modify their mods because of your change, so it's a bad change and you shouldn't have done it." I have to admit, I have read only fraction of this discussion (mainly because the topic is not related to my work on 0.17 and the thread is too long), and I responded just to one person that I randomly saw was criticizing we removed features from the engine that were actually not removed.
I can see how pickaxe removal kills Stone Age mod, and that there was creative use of hardness to prevent a non-resource entity be mineable by player. So that's a bummer (we could probably add entity flag for the latter) ... but we have made changes that killed mods before (anyone remember single belt lane blockers?)
I realize we are not super accommodating when it comes to modding interface requests, but when we have time we try to add something extra, or finish-up an experiment that didn't make it into vanilla and leave it in the engine for mods to use. Other times, an optimization or polish causes removal of functionality that we don't have time to make optional. Some devs hate unnecessary mod breaking changes (even in between major updates), others make mod breaking changes without second though (at least in between major updates) ... so it's a mixed bag.
@eradicator: don't know if anyone responded to you - you can define more damage types in your mod if you need to.