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)



if there's no text at the bottom and CurseCache didn't update, which it seems to have trouble doing, this is updated -Xbony2 (talk) 22:33, 29 April 2016 (UTC)
 * I think it might be better to put all the conditions on the same page, so they can clearly be grouped by global/specific and boolean/factor, as well as that not needing 40+ new pages. Also, this layout is not exactly amenable to 40+ products, and does not make use of 'compressibility' (eg one group for all boosted shards, with dynamic color display).ReikaKalseki (talk) 23:32, 30 April 2016 (UTC)
 * There's only 9 conditions from my count :P if there was 40 we'd probably need to split them up, but yeah one page would probably be fine. I don't know what you mean by the compressibility; you should draw a picture like I did. -Xbony2 (talk) 00:01, 1 May 2016 (UTC)

Mod items production tilesheet
As we can see here: https://ftb.gamepedia.com/index.php?title=Endearing_Bee

The Enderium Nugget is already a "produce" category page, but yet the DLP can't find the correct picture to display as there's like 3 or 4 with the same name in the Tilesheet list.

Is there anything I've done wrong? Can I suggest to use a "prod-#m = ModAbreviation" in case there's more than one with the same name? Frenchiveruti (talk) 23:31, 12 November 2016 (UTC)
 * Bee templates just suck :P it looks like it does pull the Enderium Nugget though? Oh, it looks like you updated it. -Xbony2 (talk) 02:11, 13 November 2016 (UTC)
 * Yeah I fixed it! I was running kinda mad because of the lack of images on the actual Tilesheets around, but I managed to do a fix :), now I'm trying to fix the Horrible horrible comb and produce templates, but for that I need to learn DPL from scrath hahahaha. Frenchiveruti (talk) 02:43, 13 November 2016 (UTC)