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And the Saga continues, the case of Extra Bees and Binnie's mods...


11 replies to this topic

#1
JC_the_Techie

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I noticed Extra Bees has no bees in it any more... most machines have moved on as well... 

 

This is a case of mods splitting up a la TE... sorta

 

Keep the items in the Navbox under deprecated or just remove them? (of course making sure they are listed in the appropriate mod, genetics for the machines and Forestry for the bees).

 

or make a new Extra Bees 2 with the current items?



#2
felinoel

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What?
The Extra Bees and Trees mod has split up? Maybe we should make one meganavbox for all the split up mods and just list each mod's navbox on top of the other since it is really a set?
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#3
JC_the_Techie

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That's a genius idea, except it might end up quite big...

 

I think only combine the versions of a mod like TE 1 to 4 into one Navbox



#4
felinoel

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That's a genius idea, except it might end up quite big...
 
I think only combine the versions of a mod like TE 1 to 4 into one Navbox

It will be collapsible.
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#5
RZR0

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The problem with a "meganavbox", aside from the obvious, is that there is a limit to the amount of characters a template is allowed to generate.

#6
felinoel

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The problem with a "meganavbox", aside from the obvious, is that there is a limit to the amount of characters a template is allowed to generate.

It is just weird seeing a single mod being split up into several.

 

Should we have two separate navboxes for MrCrayfish's furniture mod and MrCrayfish's key mod?

All the key mod does is add like three things to lock doors and chests with.

 

While I would normally say yes to this, it is just that Extra Bees and Trees used to be one mod...


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#7
RZR0

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It is just weird seeing a single mod being split up into several.
 
Should we have two separate navboxes for MrCrayfish's furniture mod and MrCrayfish's key mod?
All the key mod does is add like three things to lock doors and chests with.
 
While I would normally say yes to this, it is just that Extra Bees and Trees used to be one mod...

2 mods = 2 navboxes. The reason we have separate navboxes for separate versions is to avoid listing deprecated items for the newer versions, but we only do this when the mods are significantly different, like TC3/TC4. I don't think that's bad reasoning. As for EB/ET, technically they're still separate mods as I recall, they're just packaged into a single file. That means we should still document them as individual mods.


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#8
felinoel

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2 mods = 2 navboxes. The reason we have separate navboxes for separate versions is to avoid listing deprecated items for the newer versions, but we only do this when the mods are significantly different, like TC3/TC4. I don't think that's bad reasoning. As for EB/ET, technically they're still separate mods as I recall, they're just packaged into a single file. That means we should still document them as individual mods.

I'm still against deprecated items being in navboxes.


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#9
RZR0

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I'm still against deprecated items being in navboxes.

I'm not going to say I like it, but it makes sense as people might not always be playing with up to date mods.



#10
felinoel

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I'm not going to say I like it, but it makes sense as people might not always be playing with up to date mods.

Then have multiple navboxes for older versions of the mods, like Thaumcraft.


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#11
RZR0

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Then have multiple navboxes for older versions of the mods, like Thaumcraft.

With smaller changes or items that are deprecated between large updates, that's just not an option.



#12
felinoel

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With smaller changes or items that are deprecated between large updates, that's just not an option.

Eventually there will be so many deprecated things it can be removed without issue.


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