Feed The Beast Wiki:Staff's Noticeboard

10

Auto-generated Mods List
See Template talk:Mods. I'm not sure what we would do about translating mod names... maybe it could automatically grab the mod article's title? That could work. -Xbony2 (talk) 13:33, 3 July 2015 (UTC)
 * Using magical powers to summon and  ... I bet you've seen this already, but neither of you have responded to it. And you guys are the only ones who can edit the main page anyway (going to bother  too cause why not). -Xbony2 (talk) 00:56, 7 July 2015 (UTC)
 * I've already seen this. I'll look into it soon. 🐇 R e t e p 9 9 8 🐇🐰 Bunny Overlord 🐰 22:15, 7 July 2015 (UTC)
 * I have absolutely no idea how to do this. --  Satanic Santa F T B Wiki Admin 23:02, 7 July 2015 (UTC)
 * Choco does :P


 * -Xbony2 (talk) 23:12, 7 July 2015 (UTC)


 * I added part of the language functionality. Below is a run for German.


 * (see also)
 * The title part needs to be worked on though :P
 * -Xbony2 (talk) 11:18, 23 August 2015 (UTC)

Category overhaul
Everything related to categories is terrible. To start, we have changed the policy to allow for multiple categories per page. To make this more useful, we will be creating more descriptive categories. The following list of new categories will be updated as we add more:



We are also going to be renaming some categories and reevaluating their usefulness. The following categories need to be renamed and/or reevaluated:


 * Base
 * Resource Page
 * Transformation
 * Other
 * Converters
 * Portable
 * Sorting
 * Pipes
 * Tubes
 * Conduit
 * Modules
 * Attributes
 * Redpower
 * Miscellaneous Automation

The following categories have been replaced:


 * Documentation has been replaced with
 * Electric has been replaced with
 * Attributes has been replaced with

This project is more clearly documented on its project page.

Please discuss stuff. --  Satanic Santa F T B Wiki Admin 22:14, 8 February 2015 (UTC)


 * Okay so I have a few ideas with some of those; namely pipes, conduits and tubes etc..
 * My suggestion is to use categories that are bit more inclusive such as, , which could each respectively classify things like BC pipes, IC2 Cable and Fluiducts. Another group of categories to assist this could be , , and  which would classify items such as IC2 Batteries as well as BC Tanks
 * These could then also be supplemented (only for the energy ones) by the specifics such as or.


 * To recap how this would look
 * A BC Wooden pipe would be categorized as -
 * An IC2 Cable would be --
 * A TE Energy Cell would be --
 * An OpenBlocks Tank would be -
 * Wolfman_123_ ·&#32;✉ F T B  Wiki Staff  04:37, 12 February 2015 (UTC)


 * Small continuation after looking through some more categories; I believe is perfectly fine as it's simply just Steve's Carts modules which would be categorized as -
 * I also believe is fine however it may need a renaming to  or something like that (I think this is the word Forestry uses to describe them, but please don't quote me on that)
 * Wolfman_123_ ·&#32;✉ F T B  Wiki Staff  04:50, 12 February 2015 (UTC)


 * Last one I hope...
 * Can someone please explain what the hell is supposed to be as I don't really see much of a link between all of the content.
 * Wolfman_123_ ·&#32;✉ F T B  Wiki Staff  04:52, 12 February 2015 (UTC)


 * I think is being used for machines that would be part of a large-scale industrial base? I'm not entirely sure though, there's one or two outliers in that.
 * Maybe it's for for pages that act as the base point for some form of industrialization, and are built on from there? Like 'components' but larger scale?
 * You're right though, there is not a lot of consistency across that category. PaladinAHOne  Staff (talk) 07:01, 12 February 2015 (UTC)


 * Oh god then I realized that Forge and FML were in ... What the hell was this category even?? PaladinAHOne  Staff (talk) 19:44, 12 February 2015 (UTC)


 * Base is one of those categories that you just wonder what the hell went wrong. Really, it should either just have base mods like Forge and FML in, or they should go in and I guess  deleted.  Chocohead  Nag • Edits • Staff 19:50, 12 February 2015 (UTC)


 * I'm not quite sure what to do about Forge and FML, but I have an idea for all the generators in that category sticking with the theme above.
 * Wolfman_123_ ·&#32;✉ F T B  Wiki Staff  23:56, 12 February 2015 (UTC)
 * Wolfman_123_ ·&#32;✉ F T B  Wiki Staff  23:56, 12 February 2015 (UTC)
 * Wolfman_123_ ·&#32;✉ F T B  Wiki Staff  23:56, 12 February 2015 (UTC)


 * Base was for energy generators. The problem with Modules is it's too broad. It could mean SC modules, modules of mods, etc. Same goes for Attributes. I agree with your transportation stuff. --  Satanic Santa F T B Wiki Admin 02:51, 13 February 2015 (UTC)


 * Are you continuing on doing this? —  NickTheRed37  ᐸ t · ru.MCW user c · ru translator  13:18, 14 March 2015 (UTC)


 * I've been busy with other stuff, but it will be completed at some point. --  Satanic Santa F T B Wiki Admin 19:10, 14 March 2015 (UTC)


 * I may later think of an image of what I want to have as a category tree. — NickTheRed37  ᐸ t · ru.MCW user c · ru translator  06:13, 30 March 2015 (UTC)


 * For those interested, I have been working on the categorization stuff. I moved -> . -Xbony2 (talk) 14:48, 4 April 2015 (UTC)


 * So, uh, what is a consumer called? Like, Macerator (IndustrialCraft 2) or Induction Smelter. I'd propose something like:


 * Macerator (IndustrialCraft 2): --- (btw, should we do anything about the Crushing category, or not?)
 * Induction Smelter: ---
 * Remote Thermal Monitor: --- (nuclear may need to be re-evalulated too)

-Xbony2 (talk) 15:11, 4 April 2015 (UTC)


 * Why did you put in ? :P  Chocohead  Nag • Edits • Staff 22:29, 4 April 2015 (UTC)


 * I didn't do it! :P I'm not even listed in the history of the page. -Xbony2 (talk) 22:46, 4 April 2015 (UTC)


 * So you just edited ... Alistaire14820 added Miner to it years ago. :| Our categories are so screwed up.  Chocohead Nag • Edits • Staff 23:22, 4 April 2015 (UTC)


 * btw, can you look over Energy Units? Thanks. -Xbony2 (talk) 23:31, 4 April 2015 (UTC)


 * since nobody loves me, I'm going ahead with my proposition :P -Xbony2 (talk) 13:33, 8 April 2015 (UTC)

I have created a utility that can help us along with phase 1 of the Category Overhaul greatly. It requires Ruby, and the mediawiki_api gem created by wikimedia (be sure to use 0.3.1 as the newer versions are broken). You can find it in the SatanicBot repo. You will need to create your own secure.txt file with the formatting "USERNAME \newline PASSWORD". Alternatively you can just edit your clone of generalutils to use your username and password. --  Satanic Santa F T B Wiki Admin 23:00, 19 August 2015 (UTC)

Examples on Machine Pages
Idea: Should pages about machines or devices for which we have templates have an either blank or filled example of that  on them? This idea comes from the fact that there are currently some machine pages that have screenshots of their GUIs, but we built the s to make it so we don't need to use screenshots. - PaladinAHOne Staff (talk) 21:12, 5 October 2015 (UTC)
 * Sort of like Anvil (The Mists of RioV) and Dire Crafting Table? -Xbony2, Master of Feed The Beast Wiki (talk) 21:18, 5 October 2015 (UTC)
 * Yes we should have an example for each machine using their respective Cg template. It should be placed in the Usage section on the machine's page, maybe under a subsection of the Usage section. 🐇 R e t e p 9 9 8 🐇🐰 Bunny Overlord 🐰 04:23, 6 October 2015 (UTC)
 * That’s a good idea. I agree with how Retep wants to position it. —  Agent NickTheRed37  ( Kirk to   Enterprise ) — Russian Translator and Minepedian 15:03, 6 October 2015 (UTC)

Templates that may want to be made
(Altars are popular these days) -Xbony2, Master of Feed The Beast Wiki (talk) 01:47, 2 November 2015 (UTC) -Xbony2, Master of Feed The Beast Wiki (talk) 00:31, 3 November 2015 (UTC)
 * Cg/Runic Altar - PaladinAHOne  Staff (talk) 07:36, 6 November 2015 (UTC)
 * Cg/Blood Altar - PaladinAHOne Staff (talk) 07:46, 11 November 2015 (UTC)
 * Cg/SAG Mill
 * Cg/Alloy Smelter/Ender IO
 * Cg/The Vat
 * Cg/Slice'N'Splice


 * Cg/Chemical Decomposer
 * Cg/Chemical Fusion Chamber
 * Cg/Chemical Fission Chamber

All from MineChem. --  Satanic Santa F T B Wiki Admin 20:51, 19 December 2015 (UTC)
 * I think over the free days I'll create the template for the Decomposer. --LuminousLizard de-native / "en-B2" (talk) 21:54, 22 December 2015 (UTC)

-Xbony2 (talk) 13:20, 30 December 2015 (UTC) -Xbony2 (talk) 13:22, 30 December 2015 (UTC)
 * Cg/Alloy Smelter/GregTech 4
 * Cg/Extruder

Mods that need devoted editors
Hey guys. What mods do you think need devoted editors? These would be kind of like mod-appointed developers, except that they would be recruited by higher-up FTB Staff Members. My current list goes something like:
 * All SlimeKnights mods (Tinkers' Construct, Tinkers' Mechworks, Tinkers' Steelworks, Natura)
 * Engineer's Toolbox
 * All CoFH mods (Thermal Expansion of all notable versions, Thermal Foundation, CoFH Core, etc)
 * Thaumcraft of all versions
 * Mekanism
 * Universal Electricity mods

Please provide your thoughts. --  Satanic Santa F T B Wiki Admin 21:28, 11 November 2015 (UTC) on Universal Electricity. That mod is dead. -Xbony2, Master of Feed The Beast Wiki (talk) 22:17, 11 November 2015 (UTC) oh and... -Xbony2, Master of Feed The Beast Wiki (talk) 22:20, 11 November 2015 (UTC)
 * ComputerCraft
 * OpenComputers
 * RFTools
 * IndustrialCraft 2
 * BuildCraft
 * Ender IO
 * Extra Utilities
 * MineFactory Reloaded
 * Blood Magic
 * Botania

--LuminousLizard de-native / "en-B2" (talk) 09:50, 30 December 2015 (UTC)
 * I already mentioned that xd -Xbony2 (talk) 12:54, 30 December 2015 (UTC)
 * Sorry ... should only mean that I'm working something about it. --LuminousLizard de-native / "en-B2" (talk) 20:17, 1 January 2016 (UTC)

Final list for slow
Mods
 * SlimeKnights mods
 * Engineer's Toolbox
 * CoFH Mods
 * Thaumcraft of all versions
 * Mekanism
 * ComputerCraft
 * OpenComputers
 * RFTools
 * IC2
 * BuildCraft
 * Ender IO
 * Extra Utilities
 * MineFactory Reloaded
 * Blood Magic
 * Botania
 * Draconic Evolution
 * Reika's mods
 * I'll gladly deal with these, I'm already working on RoC, ReC is coming soon once I get home. (Need the tilesheet files, which are on my home pc). ChromatiCraft is the only mod I'm unfamiliar with, so someone else may have to do it or let it wait a bit until I become familiar with it. Up to you guys. Luke14199 (talk) 11:09, 10 January 2016 (UTC)


 * Steve's Factory Manager
 * Factorization

Getting Started Guide writers
 * Ender IO
 * Draconic Evolution
 * Mekanism
 * Big Reactors
 * Logistics Pipes

General Guide writers
 * Mystcraft
 * Forestry
 * ChromaticCraft

Anything else you or the modpack team deem necessary. We also need translators of all languages, and general editors of all types.

--  Satanic Santa F T B Wiki Admin 22:16, 29 December 2015 (UTC)
 * More reliable communications with the rest of the organization. - PaladinAHOne Staff (talk) 20:50, 30 December 2015 (UTC)
 * meh -Xbony2 (talk) 21:50, 30 December 2015 (UTC)


 * I'd recommend using the teamspeak we have tbh, anyone working on the same project could communicate more efficiently. Admins could have their own channel, etc etc. Or if this is not an option, perhaps we could setup a forum or subforum somewhere? Just my 2 cents. Luke14199 (talk) 11:03, 10 January 2016 (UTC)
 * Teamspeak is kind of annoying because not everyone can use a microphone. We have Slack and IRC right now and it seems to be doing okay. We do have a subforum, along with the wiki staff's own barely-used hidden subforum. --  Satanic Santa F T B Wiki Admin 11:48, 10 January 2016 (UTC)
 * The wiki staff are super-crazy, I don't want to talk to them :P -Xbony2 (talk) 13:24, 10 January 2016 (UTC)

Blocking policy
Feed The Beast Wiki:Blocking policy should be a thing. And while this message sits in this noticeboard, someone at some point will do it. That someone is not me because I worded it badly when I tried and it looked stupid. -Xbony2 (talk) 23:25, 2 February 2016 (UTC)
 * I think the whole principle of a noticeboard is rather undermined if things are done after the requests are removed from it ;)  Chocohead Nag • Edits • Staff 23:31, 2 February 2016 (UTC)

Issues with new JS/Curse/MW
In the time since yesterday's Javascript edits (and whatever the heck Curse did to the servers), all multi-page Crafting Grids can no longer cycle between pages. They remain stuck to the first page. Additionally, the 'New Section' entry box at the top of the Staff Noticeboard is nonfunctional; attempting to use it bounces the editor to trying to add a new section to the Wiki Main Page (and gives them a permission error because the Main Page is protected). - PaladinAHOne Staff (talk) 09:44, 5 February 2016 (UTC)
 * I just fixed the New Section (that isn't Curse's fault, it's my own). But, it'll add to the very bottom and won't update the issue number, so... quick vote: should we remove the New Section bar or the issue count? (or maybe there's a clever solution that will automagically count the number of title bars, but that wouldn't be great if it increased the load time by a lot)
 * Navboxes default to being open. This is a bug. Ore Dictionary support is broken at the moment, but hopefully that'll be fixed soon (#BlameSanta).
 * Some extension shouldn't be here. I'll probably list them on the Administrators' Noticeboard instead. -Xbony2 (talk) 20:23, 5 February 2016 (UTC)
 * The navboxes defaulting to being open is because of the state parameters, by the way. If you remove the state parameter from the main Navbox call, it will close. --  Satanic Santa F T B Wiki Admin 19:37, 6 February 2016 (UTC)
 * I removed the input box. -Xbony2 (talk) 14:11, 7 February 2016 (UTC)
 * If we install my new extension I wrote today, HeaderCount, we can re-add and have that number automatically updated. --  Satanic Santa F T B Wiki Admin 22:59, 7 February 2016 (UTC)
 * It would still go outside the navbox/category tho. Maybe those could be moved to the top or something. -Xbony2 (talk) 12:06, 8 February 2016 (UTC)
 * I'd be okay with that. --  Satanic Santa F T B Wiki Admin 18:27, 8 February 2016 (UTC)
 * Having  in the URL causes the wiki to return error 502, meaning the desktop version of Recent Changes can't be viewed on mobile.  Chocohead  Nag • Edits • Staff 23:17, 7 February 2016 (UTC)
 * I reported that on the issue tracker. Hopefully someone at Curse will get around to fixing it soon. --  Satanic Santa F T B Wiki Admin 00:10, 15 February 2016 (UTC)

Minechem
Minechem images are all wrong. For crafting recipes, they're showing the "liquid" version of the item, where as in NEI/ingame, they use the actual element "tube". Cblair91 (talk) 16:20, 8 February 2016 (UTC)


 * Not all is wrong ... Hydrogen_(H) is already correct. I could not correct the other elements yet, because I have barely time ... and several construction zones :/ . --LuminousLizard de-native / "en-B2" (talk)

Gc
I propose making G simply invoke Gc. I think most uses of G should continue to work fine for the most part. It would also let get busy on removing the code in the oredict extension needed to support G making it much simpler which is good. What do other people think? Yay or nay? 🐇 R e t e p 9 9 8 🐇🐰 Bunny Overlord 🐰 09:26, 14 February 2016 (UTC)
 * Yay --  Satanic Santa F T B Wiki Admin 09:27, 14 February 2016 (UTC)
 * (This is a rather informal vote) yay. I had to a plan to make G redirect to Gc after G was phased out, so old revisions of pages could be somewhat viewable, but doing it early is okay. -Xbony2 (talk) 10:17, 14 February 2016 (UTC)
 * Nay, it's much easier to know which pages still need fixing by the fact them using G adds them to a category than if it just redirected to Gc and therefore didn't.  Chocohead Nag • Edits • Staff 21:32, 14 February 2016 (UTC)
 * It would still add them to the category. --  Satanic Santa F T B Wiki Admin 21:34, 14 February 2016 (UTC)
 * Redirects can categorized, whether that is stupid or good I don't know. I'm not sure if that will work for templates, but just in case it is possible for G to "overload" Gc -Xbony2 (talk) 22:00, 14 February 2016 (UTC)
 * I still don't see where the benefits are, it's going to reduce the incentive further to ever truly get rid of G if it's quietly re-directed into Gc.  Chocohead Nag • Edits • Staff 22:24, 14 February 2016 (UTC)
 * There is a huge amount of code in the extension specifically for dealing with selecting things by item name instead of tag name and all the various flags for how that works. By being able to eliminate all that code the extension can become significantly smaller and simpler making it easier to identify and fix bugs as well as add better features. G currently works mostly and when redirected it'll still work mostly, it won't really be better or worse, but it will open that opportunity to improve the extension significantly. 🐇 R e t e p 9 9 8 🐇🐰 Bunny Overlord 🐰 05:21, 15 February 2016 (UTC)

Lua-based O
Somehow, even though I'm stupid with this sort of thing, I created a lua version of G/O at User:Xbony2/Sandbox/O and Module:OreDict. From my testing, it appears to be faster. But I'd like a code review before changing G/O though. -Xbony2 (talk) 16:12, 15 February 2016 (UTC)
 * One of the timing tests: Calling a singular on my sandbox gives the CPU time usage of 0.252 seconds and the Real time usage of 0.436 seconds. Calling  gives the CPU time usage of 0.128 seconds seconds and the Real time usage of 0.215 seconds. This can give many varying results, but the lua-based seems to be faster. -Xbony2 (talk) 16:19, 15 February 2016 (UTC)
 * If the results were not made up, then apparently this is the reason Minecraft Wiki prefers Lua-based sprites over extension-based sprites. The reason being the fact that Lua is faster. —  Agent NickTheRed37  ( Kirk to   Enterprise ) — Russian Translator and Minepedian 16:27, 15 February 2016 (UTC)
 * The speed-up here is mostly from cutting out and replacing it with lua's if statement; it still is technically extension-based. -Xbony2 (talk) 16:31, 15 February 2016 (UTC)
 * Oh, my bad. I am wondering: would a Lua-only sprite system rival an extension-based one in speed and efficiency? —  Agent NickTheRed37  ( Kirk to   Enterprise ) — Russian Translator and Minepedian 16:51, 16 February 2016 (UTC)
 * I don't think it would be possible. I'm not sure how a Scribunto module accessing the wiki's database would work. Unless you wanted to just shove literally every tilesheet into its own module with its own tile definitions, but that would be horribly complicated. --  Satanic Santa F T B Wiki Admin 17:18, 16 February 2016 (UTC)
 * You wouldn't be able to do it purely in Module code unless you stored the location of every item on the stored tilesheets somewhere, which would get very slow to go through compared to a proper database. It wouldn't rival an extension in speed or efficiency in the end.  Chocohead Nag • Edits • Staff 22:00, 16 February 2016 (UTC)
 * Then, I guess, I would consider discussing the extension with GreenStone. I also consider making changes to the extension to make it as stand-alone as possible, so it would be compatible with any wiki without complications. —  Agent NickTheRed37  ( Kirk to   Enterprise ) — Russian Translator and Minepedian 16:47, 17 February 2016 (UTC)
 * It's always going to be directly tied to the Tilesheets extension, but that's probably the only immovable dependency.  Chocohead Nag • Edits • Staff 18:16, 17 February 2016 (UTC)
 * Sorry, what? —  Agent NickTheRed37  ( Kirk to   Enterprise ) — Russian Translator and Minepedian 15:12, 18 February 2016 (UTC)
 * As it stands the only dependency it has is the tilesheet extension, and you'd be re-writing most of it if you removed that.  Chocohead Nag • Edits • Staff 18:37, 18 February 2016 (UTC)
 * More relevant test: using O on Bronze Hull (which we'll consider an "average page") gives the CPU time usage of 0.620 seconds and Real time usage of 1.276 seconds. Using my template gives the the CPU time usage of 0.352 seconds and Real time usage of 0.656 seconds. Pretty good, huh? -Xbony2 (talk) 16:36, 15 February 2016 (UTC)
 * The only issue with my version is that it will ignore the "n-animated" variable that KnightMiner added. I don't know if that's used anywhere, but it probably is. -Xbony2 (talk) 16:41, 15 February 2016 (UTC)
 * ESAEBSAD will be investigating this. -Xbony2 (talk) 16:50, 15 February 2016 (UTC)
 * I support this. I tested it as well, and it had a 2x performance boost when using your module. I'd like to hear what has to say about your code, though. --  Satanic  Santa F T B Wiki Admin 17:34, 15 February 2016 (UTC)
 * Just ran a benchmark of 25 entries using O and User:Xbony2/Sandbox/O. With O, 1.964 seconds CPU time, 3.063 seconds real time. With your new stuff, 1.416 seconds CPU time, 2.359 seconds real time. --  Satanic Santa F T B Wiki Admin 17:57, 15 February 2016 (UTC)
 * It's >.> n-animated doesn't seem to be used anywhere; looping through the entire wiki didn't work so well, but going through KnightMiner's contributions (Tinkers' Steelworks) shows he hasn't used it. I looked at his pages since he's the most likely person to use that functionality because he's the one who introduced it. -Xbony2 (talk) 22:15, 15 February 2016 (UTC)
 * Actually, "n-animated" is used internally by n, as I don't see why you should need to set the "no-anim" parameter for each usage of the template when n can automatically do that. That being said, all that is needed to make it work is a simple call to frame:callParserFunction.
 * Also, part of the reason for the performance increase has to do with the expansion of arguments, Lua is a lot more efficient when it comes to that, especially when you are just passing every argument on as is (like the original version did). –KnightMiner t/c 00:46, 18 February 2016 (UTC)
 * Also, part of the reason for the performance increase has to do with the expansion of arguments, Lua is a lot more efficient when it comes to that, especially when you are just passing every argument on as is (like the original version did). –KnightMiner t/c 00:46, 18 February 2016 (UTC)


 * I just noticed an issue with the module. Currently, when O is called with "no-anim", the wrapping span tag is removed, but when User:Xbony2/Sandbox/O is called with "no-anim" set, the span tag is kept, as shown here it causes an issue. I have a fixed version here if you wish to copy that (as I was not sure if you minded me editing the module before release). I did end up having to use a table rather than  though as the span tag cannot be relied as constant. –KnightMiner t/c 20:59, 18 February 2016 (UTC)