K2 + SE changes

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ptx0
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K2 + SE changes

Post by ptx0 »

anyone else think they're unnecessary? brought it up on the discord and was muted after the moderators got offended that someone didn't think it was perfection. personally, requiring prev inserters while not a big deal logistically, shows that the changes weren't really done in the spirit of K2

requiring silicon in space when glass was already required... why? what do we gain? nothing, except shipping more crud up to space and refactoring existing bases.

maybe it's only because my save had 3700hrs on it. the response is "don't update". doesn't that mean I don't get all the fancy stuff that might come down the line?

at this point, it's probably just better to play SE without K2.

either alone? fine. together? big mess where one person's idea of "more cohesive" is another person's unnecessary tedium.
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Re: K2 + SE changes

Post by ptx0 »

Screenshot_20220106_150327.png
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i guess this description of the "dev team" is perfect. they left it in Raiguard's hands and he just does whatever he wants with it. some original K2 thing like Inserter parts? he says he's not a fan of. i guess K2 will evolve along with Raiguard's ego


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after all, he even took it and put it under his own name, lol
My Mods - Fish Per Minute base size metric - Use your crashed spaceship as a belt balancer?
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Linear search and overflows are indicative of sloppy coding practices.

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Re: K2 + SE changes

Post by Raiguard »

Ok, first off, that description on the mod portal is entirely a joke. I don't do whatever I want, I take great pains to align with Krastor and Linver's vision. I have immense respect for what they created, and I am honored to have been given the opportunity to maintain it. I will change the mod portal description to avoid any more misunderstandings.

You misinterpreted that conversation about the inserter parts. I love the K2 inserter recipes. I was agreeing with you that I don't like the inserter recipes in the new K2SE integration. I'm sorry for not being clearer about that.

Linver willingly transferred ownership of Krastorio 2 to me, and was the one to suggest it in the first place. He and Krastor have moved on, and wanted to retain zero responsibility for the mod. They wanted someone to keep it alive but didn't want to work on it any longer. It is not to stroke my ego.

As was stated in the Discord several times, you had ample opportunity to provide feedback during the development of the new integration, but you chose not to. Now that it has been released, we wish to keep major changes to a minimum. We don't want to break everyone's factories more than once.
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Re: K2 + SE changes

Post by ptx0 »

Raiguard wrote:
Fri Jan 07, 2022 7:19 pm
Ok, first off, that description on the mod portal is entirely a joke. I don't do whatever I want, I take great pains to align with Krastor and Linver's vision. I have immense respect for what they created, and I am honored to have been given the opportunity to maintain it. I will change the mod portal description to avoid any more misunderstandings.
sorry, that wasn't obvious, considering all the recent changes and how cavalier you've seemed about them
You misinterpreted that conversation about the inserter parts. I love the K2 inserter recipes. I was agreeing with you that I don't like the inserter recipes in the new K2SE integration. I'm sorry for not being clearer about that.
to be fair, i didn't do it intentionally. you simply said you didn't like the recipes, I figured you'd actually tried the compatibility changes before integrating them. which would mean you were cool with them.. but I didn't realise that these changes were pushed past you to the SE project for inclusion in the post-process mod instead. my assumption was that the changes went through you for integration in the K2 mod itself.
Linver willingly transferred ownership of Krastorio 2 to me, and was the one to suggest it in the first place. He and Krastor have moved on, and wanted to retain zero responsibility for the mod. They wanted someone to keep it alive but didn't want to work on it any longer. It is not to stroke my ego.
i didn't realise Linver was a person, i thought it was a organisation :?
As was stated in the Discord several times, you had ample opportunity to provide feedback during the development of the new integration, but you chose not to. Now that it has been released, we wish to keep major changes to a minimum. We don't want to break everyone's factories more than once.
i did supply feedback, but not in the given thread. i even pointed out some of the suggestions, i'd already created add-on mod to handle. like the bio lab modules etc.

of course, any feedback that was given was met with "this is being done to make a more cohesive experience"

in any case, thanks for your time you spent writing a response here.
My Mods - Fish Per Minute base size metric - Use your crashed spaceship as a belt balancer?
• • •
Base: Bob's @ 1 Million SPM
• • •
Linear search and overflows are indicative of sloppy coding practices.

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Re: K2 + SE changes

Post by Kyralessa »

ptx0 wrote:
Thu Jan 06, 2022 6:29 am
anyone else think they're unnecessary? brought it up on the discord and was muted after the moderators got offended that someone didn't think it was perfection.
A grossly unjustified action, as I'm sure you expressed yourself with your usual level of politeness, patience, and humility.

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