Template talk:Bee

TODO
This Bee template shall be reformed. List of potential changes- -Xbony2 (talk) 19:42, 25 April 2016 (UTC)
 * Conversion to Lua modules (one for translation strings and one for fancy code).
 * Proper mod categorization, proper mod display.
 * Conditional products? Ping and  because I want a full explanation on how it works.
 * It might be beneficial to create a new template for Reika's bees if they are completely different than the Forestry bees. --  Satanic Santa F T B Wiki Admin 19:45, 25 April 2016 (UTC)
 * Yep. I want to know more about those though to see if it would be better to or not. -Xbony2 (talk) 19:50, 25 April 2016 (UTC)
 * This is complex and better discussed in real-time, such as on IRC (I will try later today). But in (very) short, the conditional product system modulates the bee products based on preset conditions. NEI might, for example, list a Polychromatic bee as producing 40+ kinds of items, but each one is dependent on a specific, possibly complex, condition, such as proximity to various things (not just blocks, but an actual tree, or a CC structure) or the ChromatiCraft progression of the placer of the IBeeHousing. Some conditions are not boolean toggles but instead rate limiters, such as Rainbow Forest and genetic superiority (i.e. max genes on all). These conditions usually require a text explanation, though a fancy table or tree visual display that could handle the different condition types would be quite nice. Also, this is only the most complex unique thing about the bees, not the only one; there are several other quirks which make them not fit so well into the default template, such as their largely nontransferrable effect genes and their "special powers", like genetic repair (seen on Tahara). ReikaKalseki (talk) 18:34, 29 April 2016 (UTC)
 * Merp, I'll probably make a separate template. You should give me a picture/drawing of what it (the final product) would look like. -Xbony2 (talk) 19:36, 29 April 2016 (UTC)