I violently believe that Gregtech should not be designed in a way that catours to other mods to such a level that it limits itself to THEIR parameters, because other mods do not have the same implementation, goals, or spirit as Gregtech, and this is thusly a flawed and very damaging mindset.
Good, me too. I hope you didn't misunderstand anything I said to imply that I would cater to the occasional lame parameters of other mods.
However, just so we're clear: infinite water is omni-present in modpacks. Perfect finite water is so absolutely rare that I will not cater to that limited crowd. Even without RC, EnderIO, Thaumcraft, Thermal dynamics, etc etc etc you still need to have vanilla infinite water itself disabled. Ignoring reality isn't a solution.
For the record, you tossed around some rhetoric about "broken, cheaty water generators". I agree with it despite the rhetoric. You're also really passionate about this topic. You ranted in detail. For clarity: So am I. I despise lowering GT to the level of another mod. BUT: I told you that the problem with the idea was cost/benefit analysis. Your idea is NOT stupid. Its just NOT something I am willing to commit myself to based purely on the amount of gain vs the amount of effort. Is the idea dead forever? Certainly not. But I personally won't code it in the short term, and probably not in the long term unless other variables change things.
I just want to remind you all, that simplest way to "preventing low-tech-spam" is to change recipe overclock mechanics.
It should eat 4x more energy and work 4x faster on each tier. So total energy/item value would be same for all tiers and players will upgrade they machines asap just to work faster.
Sapient, you've actually nailed the core problem right here. Overclocking vs upgrading is indeed one of the fundamental underlying issues. There's three reasons I can't address it directly:
1) Some people don't want their machines running any faster than they already do ( See axle's concerns below)
2) I looked at the numbers and in many cases I'd either have to a) drastically slow down low-tech processed, or b) figure out how to make multiple processes happen per tick at the high-tech level.
3) I'm hoping to be able to cause machines from other mods to emit pollution (such as coal coke ovens) which would be multiple birds with one stone.
Personally, i'm fine with the overclocking mechanics as-is. But I leave that to you. It's just the pollution that concerns me. The static variable is just a chore. The dynamic effects I suggested adds a clear penalty/reward system, has a logistical GT-oriented solution, encourages green energy, discourages high-yield powerspam options, and has realistic implementation and mechanics. Maybe i'm biased, but I can't see how anyone could disagree and say it's not better than a worldwide 'pollution slows everything' variable.
There's a bit more rhetoric here. Your idea and mine share the exact same degree of vertical dynamicism. You just want way more flavour (broader impacts). Many of your ideas are good. I hope you understand that not all your ideas are absolutely perfect.
I think the current OC system is a core mechanic of GT5 and shouldn't be changed. It makes energy expensive. You can argue that you'll always make LV multimachine arrays but is that what anyone really ends up doing for anything beyond ore processing? At the end of the day if you want fast on demand crafting you need a lot of very fast machines. Parallelization only goes so far. Removing the OC energy nerf would throw the entire balance out of whack and honestly make energy crises a thing of the past. While playing (almost to fusion age) the entire game is one long energy crisis. 2x lower tier machines do not equal one higher tier machine. One takes more EU to be able to process serially.
There's room here for both your cake and the eating of it. Theoretically we should be allowing people to Upgrade while providing Overclocking as an option.
For instance, pretend theoretically that instead of the MV centrifuge being faster than the LV centrifuge, it instead provided more byproducts. Centrifuging dirty redstone dust at LV could provide 1 tiny dust, then 1.5, then 2, then 2.5 etc.
For Overclocking, it could be a cover you place on the machine or (since I'm told this is difficult to do) a crafted recipe with a cover and a centrifuge. It would, as expected, increase the energy cost by 3x (or whatever) and the speed by 2x. That's a proper OPTIONAL overclock.
{Something about suggesting axle can code is insulting}
Dude, I'm going to be straight and civil with you. I'll pretend you're my bro and lay out the cards, and explain why you and I butt heads.
You can dish it out but you can't take it.
You have no problem extracting an insult due to pull requests, but you seem to be pretty comfortable describing someone else's ideas as, and I quote: "makes no sense and seems to be about making the implementation super-easy and not balanced, practical, or realistic".
Not "It doesn't make sense to me". Not "appropriate to my play style.". Just senseless, simple and poorly thought out.
tldr; Adding pollution for progression == bad, adding pollution on enhance realism and immersion into the GT theme == great
While pollution is a good subject to address, "pollution" simply doesn't effect all machines the same way. Using "pollution" to force tier advancement is equally contentious (my first thought is, "ya, no") Using it to broadly impact machine performance is simply not reasonable.
Pyure's camp: Adding pollution for progression is great, adding pollution to enhance realism and immersion in the GT theme is bad.
You see the problem? You and I want completely different things from pollution. Your ideas are fine. But they add zero value to my game. I'm coding for me. I'll add the things that make my game happier and better.
Is that selfish? No. That's why I'm having these discussions instead of outright coding. But there's two major camps here: balance and theme, and I can't cater to both in the short term. Objective 1: balance. Objective 2: if I'm not completely disenchanted by the whole process, pick and choose some of these other ideas that I like (particularly axles's) which follow the same line of thought but broaden it. Objective 3: Add cutesy theme stuff.
All of your pollution items you then list: lots of fun things but way more than I'm willing to commit to.
Finally, and I can't be more clear about this: I'm doing this for fun. I'm doing this for the people who play my style, who like hardcore progression, who care more about difficulty than aesthetics. I can't please everyone. I can't incorporate all these ideas. I am going to start with what I want, and then go from there.