Feed The Beast Wiki:Staff's Noticeboard

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)

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

--  Satanic Santa F T B Wiki Admin 02:14, 29 February 2016 (UTC)
 * Navbox Mariculture
 * Cg/Infusion Altar -Xbony2 (talk) 13:08, 19 March 2016 (UTC)

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
 * I have been working on Tinkers' Construct a bit and Tinkers' Steelworks, and plan on being more active now to continue work. I'll gladly work on the other SlimeKnights mods once I finish the two Tinkers' –KnightMiner t/c 03:36, 20 February 2016 (UTC)
 * Engineer's Toolbox
 * CoFH Mods
 * Thaumcraft of all versions
 * Mekanism
 * ComputerCraft
 * OpenComputers
 * RFTools
 * IC2
 * BuildCraft
 * LuminousLizard has been working on this. -Xbony2 (talk) 12:22, 19 February 2016 (UTC)
 * Ender IO
 * I'm working on this. -Xbony2 (talk) 12:22, 19 February 2016 (UTC)
 * 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
 * I have a plan to write a ChromatiCraft guide in the near future. Luke14199 (talk) 10:19, 19 February 2016 (UTC)

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)


 * How much do you want ComputerCraft covered here? It does have an official wiki written by a large group of ComputerCraft fans (including myself), and I'd prefer not to have duplicate information between the two wikis. I would suggest having just a basic description of the features here, and leaving all content related to programming in ComputerCraft Lua to the official wiki. –KnightMiner t/c 03:36, 20 February 2016 (UTC)
 * This wiki is basically meant to include all information about all mods ever... which includes lua programming in ComputerCraft. It just wouldn't be complete without it. -Xbony2 (talk) 13:09, 20 February 2016 (UTC)


 * It may not be complete without it, but there still is the issue that covering ComputerCraft in its entirety would basically make this wiki be competing with with official wiki, and do we really want another case of multiple wikis competing to cover modded Minecraft?. Also, the majority of ComputerCraft fans seem to already contribute to the official wiki, so it would be a lot harder to get contributors here (on a personal case, I really could not write articles on the available APIs without copying from the official wiki, as nearly everything I know about programming in ComputerCraft comes directly from the official wiki).
 * Maybe we could include programming as it relates to other mods, such as a lot of the information on OpenPeripherals, and some tutorials might be relevant, but leave the specific functions and APIs to an interwiki link? –KnightMiner t/c 21:56, 20 February 2016 (UTC)
 * I agree with you that we should keep API docs to the CC wiki. However, that isn't to say we can't have very detailed articles about CC. --  Satanic Santa F T B Wiki Admin 22:16, 20 February 2016 (UTC)
 * This wiki is meant to be all-encompassing; linking to the CC wiki for the API docs and whatnot is fine, but that doesn't mean documenting those APIs here isn't something that can't be done and doesn't mean that that documenting the APIs here isn't something that isn't on the "ultimate TODO list" or "ultimate agenda" of the wiki. -Xbony2 (talk) 01:28, 21 February 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)
 * Related: Recent Changes on Mobile, I can't open the drop-down arrows that would show multiple individual edits to one page. The arrows seem not to be tappable objects. - PaladinAHOne Staff (talk) 19:13, 19 February 2016 (UTC)
 * That's been a sporadically occurring issue since we moved to GP. --  Satanic Santa F T B Wiki Admin 21:23, 19 February 2016 (UTC)

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)

Navbox Requests
Hey guys, I figured that since we don't really have a section for requests of people making navboxes, and I'm completely out of my depth in this regard, would someone mind helping me create the ChromatiCraft navbox? I can help with the categorisation and organisation of the pages, I just need someone to write the code. Cheers, Luke14199 (talk) 22:53, 19 February 2016 (UTC)
 * It's not really code; well, it is, but the formatting is constant and easy to copy. Just start with this:

extend it, and put it at Module:Navbox/ChromatiCraft. I'll add the translation tags. -Xbony2 (talk) 00:33, 20 February 2016 (UTC)

Modpacks reform
I'm proposing a few ideas on how to reform the documentation of modpacks on the wiki. Thoughts? -Xbony2 (talk) 00:15, 14 March 2016 (UTC) --  Satanic Santa F T B Wiki Admin 02:44, 14 March 2016 (UTC)
 * 1) Removing "Mods Included" sections on modpack pages, and linking to its auto-generated list on CurseForge instead (ex). Virtually all mods in modern modpacks are hosted on CurseForge. There may be a case or two where this incorrect, but the stubborn ones that come to mind (IndustrialCraft 2, Twilight Forest, etc) are all up there. GregTech is the only "big" exception, but I wouldn't be surprised if it followed IC2 in the near future.
 * The "Mods Included" section really serves little purpose; it's absolutely tedious to update and create (speaking from experience), thus they often aren't really updated. Lastly, they are pretty much unused- It's not 2014 anymore; if you want to know what mods a modpack includes, you go it's CurseForge page, or go the launcher; the wiki is not the first stop.
 * There should be exceptions to this rule, of course. Historical modpacks not moved over, like the Ampz Modpack, should allow for a mod list. This rule is mainly meant for future modpacks and current ones, like Infinity 1.7.
 * 1) Changing Infobox mod to convert "Modpacks" to a normal argument, instead of a section, and making it link to its auto-generated list of CurseForge instead (ex). The Modpacks section in mods is also not really updated, or even that used.
 * It's a good thing it isn't that updated, or pages like BuildCraft would go on forever with the list of every modpack it's been in. The only downfall to this is that it will be incorrect for historical packs.
 * 1) With the current (unwritten?) policies, "listed packs" are the only allowed modpacks. Technically, all CurseVoice packs are listed, meaning they can all be documented. I think this should be kept as it is.
 * Policy-wise, modpacks should be treated like mods ( Technically, modpacks are mods, just a mod with many components from many people. ). All modpacks should be allowed to be documented here, just like all mods can be documented here. Of course, like mods, FTB Wiki Staff should focus on documenting FTB packs. But, who are we to point away other users' modpacks? That only pushes users to host their documentation elsewhere, on other wikis or their own wikis.
 * One point that has been used to counter against letting other modpacks be documented here is that it would clutter Navbox Modpacks. My solution to this is pretty simple- just keep FTB-created packs on that navigation box. A proper list could created like our mods, but I think keeping Navbox Modpacks FTB-only would be a good thing.
 * 1) Anyway, the point of these changes is to allow modpack documenters to focus their time on useful things, like creating modpack guides and better descriptions. It's to allow information better hosted elsewhere to be better hosted elsewhere, and to bring our modpack documentation and policies from 2014 into 2016.
 * 1) I think the main reason we still have Mods Included is because you can use that to navigate from modpacks -> mods. I know I personally use this all the time, even if it is absurdly outdated. I think some sort of automatic way to do it, or to get the modpack team to update it themselves would be good. I agree it needs to change.
 * 2) I have been thinking about this for a long time. Perhaps that is a good idea, though not all mods utilize that dependency feature (e.g., Flaxbeard's Steam Power).
 * 3) Agree. I think they could be listed as Unlisted Packs in the navbox.
 * k
 * Get the modpack team to update it. Ha. Automatically generating would make the most sense if we want to keep it. -Xbony2 (talk) 11:10, 14 March 2016 (UTC)