Having fled MC because of MalevolenceSoft I've been trying out MT. Mineclonia is nice with only a couple of real problems so far. No blaming or complaining, just info for the newcomer and the wary.
The biggest problem is that most mods require "default", so that's a problem. I don't know what exactly is being provided in default or if an api could be used to bridge the requirement. It's just a thing to know.
Next, Mineclonia supposedly provides xpanes, but I'm getting error messages about needing xpanes. These things happen, I'm sure it will get fixed eventually. There may be others.
Lastly, and this isn't a Mineclonia thing, MT modpacks aren't really modifiable. If I decide I don't want something, or want to swap it for something else, I can't. I understand the reasons. I also understand that it could be better. To be fair, even if it was conflicts and requirements can create a mess for modded modpacks and increase the maintenance. (Not that the problems aren't there, they just aren't problems yet.)
So I'm having fun, but I'm going to try some more packs. It's all good.
Yeah these compatibility things are generally known.
About the default thing - that's in 99% of the cases because a mod uses the node sound(functions) from default, i've been thinking about the feasibility of providing a compat layer for this kind of stuff for a while (might just be as an external mod though since other games could profit from it as well).
Regarding the xpanes, if you provide the exact error you're getting (or what mod you were trying to use that requires xpanes) that might be easily fixable.
Mesecons (heavily modified and used as redstone, but still named mesecons in mcl*) is an even bigger issue since that is going to be more or less completely incompatible.
These issues arise from the fact that parts of the codebase are very old (predating contentdb even i think) and a lot of times were just quickly added, modified a bit to be more like mc and then never touched again and hence this all applies to mcl2 as well.
In general i can say your criticism is completely justified and something i've been thinking about how to best fix before, it's just not an easy decision to make: renaming the mods probably needs to happen sooner or later however.
yeah that's the one i tried too. turns out it's because that registers an item that mcl does not have so we're going to go the route of renaming xpanes in mcla, already working on it:
Having fled MC because of MalevolenceSoft I've been trying out MT. Mineclonia is nice with only a couple of real problems so far. No blaming or complaining, just info for the newcomer and the wary.
The biggest problem is that most mods require "default", so that's a problem. I don't know what exactly is being provided in default or if an api could be used to bridge the requirement. It's just a thing to know.
Next, Mineclonia supposedly provides xpanes, but I'm getting error messages about needing xpanes. These things happen, I'm sure it will get fixed eventually. There may be others.
Lastly, and this isn't a Mineclonia thing, MT modpacks aren't really modifiable. If I decide I don't want something, or want to swap it for something else, I can't. I understand the reasons. I also understand that it could be better. To be fair, even if it was conflicts and requirements can create a mess for modded modpacks and increase the maintenance. (Not that the problems aren't there, they just aren't problems yet.)
So I'm having fun, but I'm going to try some more packs. It's all good.
Yeah these compatibility things are generally known.
About the default thing - that's in 99% of the cases because a mod uses the node sound(functions) from default, i've been thinking about the feasibility of providing a compat layer for this kind of stuff for a while (might just be as an external mod though since other games could profit from it as well).
Regarding the xpanes, if you provide the exact error you're getting (or what mod you were trying to use that requires xpanes) that might be easily fixable.
Mesecons (heavily modified and used as redstone, but still named mesecons in mcl*) is an even bigger issue since that is going to be more or less completely incompatible.
These issues arise from the fact that parts of the codebase are very old (predating contentdb even i think) and a lot of times were just quickly added, modified a bit to be more like mc and then never touched again and hence this all applies to mcl2 as well.
In general i can say your criticism is completely justified and something i've been thinking about how to best fix before, it's just not an easy decision to make: renaming the mods probably needs to happen sooner or later however.
I have made an Issue tracking the progress on this:
https://codeberg.org/mineclonia/mineclonia/issues/603
I don't have the error on hand, but adding Basic Machines will trigger it.
yeah that's the one i tried too. turns out it's because that registers an item that mcl does not have so we're going to go the route of renaming xpanes in mcla, already working on it:
https://codeberg.org/mineclonia/mineclonia/pulls/604
xpanes is now renamed to mcl_panes in the latest release