This reply is directed to both kingarthur and Xenothar.kingarthur wrote: ↑Wed Dec 19, 2018 4:13 pmMy game plan is to get the compatibility done first so that you can play with what mods you want. when that reasonably done and the bugs, deadlocks and other assorted issue delt with to move on and use the mods as more of a tool box it to build up an and organized, balanced and planned progression.Xenothar wrote: ↑Wed Dec 19, 2018 3:56 pm Very very nice one Kingarthur!
I do have a sort of related question:
What is the overall aim for your mod for the future? With PYRO now being/becoming a thing, there is quite some redundancy in bobs/angels vs py-suite around ore refining up to plates.
I think, there are two possible ways this mod might shape up:
1. (aka Compatibility path) Sorting out compatibility (remove errors/progression deadlocks and duplicates of the same stuff) --> Parallel paths with vastly different difficulty, such as PYRO vs. angels will still exist and depend on the player to force him/herself to stick to more difficult progression/recipes
2. (aka modpack path) Compatibility, plus: Building a progression path out of the mods by altering results, ingredients and changing/deleting/adding recipes to provide a (balanced) progression. Example: no PYRO standard ressource generation, only the big rocks. PYRO ores are locked behind angels ores. Building up a progression, e.g. like this: Angels mining, (refining optional) and sorting --> (PYRO refining optional/for more yield) --> Angel smelting
Problem of path 2 is obviously workload, because balancing all this progression reasonably will be a nightmare at first. But given you started Pyblock, you might be interested in a more concise experience with path 2. Maybe I am also missing a path?
The reason I am asking is because I am very interested in the second path and I am thinking of starting this project myself, in case you want to stay with the first path only. On the other hand, if you are interested in path 2, I am gladly offering help in the whole process, if you could need a hand. I just want to avoid doing work twice for no reason, when you are already planning/working on it.
Or basicly plan 1 and when that's mostly done move onto plan 2
Although I don't post on the forums very often (is this my 4th post?), I have been active in the Factorio community since the 0.13 days in other capacities. I do not know much about lua modding, so my breakdown below may need to be taken with a grain of salt, but I feel that an additional prospective may not be a bad idea.
If lua modding is anything like Java modding, you would have to accomplish path 1 before you could even think about path 2. The biggest issue I can see with going down path 1 is that neither kingarthur nor yourself control the other mods (Bobs, Angels, Py), so you are completely at the mercy of what they decide to implement in their mods. While this mod is a godsend for being a mediator between them all, I do not believe it to be a good idea to go down path 2 as long as the other mods (especially Angels) is completed. Once they are no longer being updated with new material on an almost monthly basis (at least it seems as such to me), I think you would be chasing your tail trying to catch up only to start again with even newer things.
All of that being said, I think having path 2 completed would be amazing. I know I am not alone in loving locked progression type packs (e.g., Minecraft's Modern Skyblock series or Project Ozone series) and would greatly expand on what is already available in the mods. I think it would play very nicely with what Wube is pushing out in 0.17 as well to allow for a more custom narrative.
My reply here is not meant to damper or suggest that path 2 is a bad idea (I actually really like it), but risk and impact management is a part of my day job and I can see what a project like this would be like, especially for one or two people. In conclusion: all the YES!!!!!, but I wouldn't suggest it right now. I think you have the right idea, kingarthur.