To my defense, I wasn't suggesting for people to replace the file with mine, just provided a way for kindred souls to play spacepblock+angel's till the mod got updated, just for convenience's sake. Though, I do understand your concerns and have removed the link.
A similar situation happened with updating warptorio for 0.18.
Much delays in getting it pushed because it was coupled with a major update unrelated to 0.18 which wasn't quite finished at the time.
The mod was semi-updated by MFerrari who works on the expansion and it seemed to be fine .. then we learned what happens when you start playing with unofficial versions of mods.
There are 3 critical issues.
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Version mismatching. If you increment it manually and the mod portal gets updated, you won't receive the latest update. This can have a cascade effect on managing mod lists on save files (a form of save corruption) where saves won't receive migrations correctly, even if you delete/re-install to sync with the mod portal.
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Mod mismatch with servers, forcing everyone involved to manually manage their mod files. The only notice given of this issue is if the player joins a server using the mod and receives a mod mismatch error. The people most likely to use your edits are those who are working with time constraints, e.g. streamers, or people playing with friends, making this a problem that is extremely likely to happen. It becomes a challenge to invite another friend to play that doesn't have your changes added.
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Human error. Not everyone knows how mods are supposed to be structured so they are likely to accidentally break something along the way.
Also, the fixes I made were, just as the topic title said, quick and dirty.
Indeed. The issue was not the fix or posting the link, in fact i love it when people provide code <3, instead the issue was putting forward wide encouragement to use suggested changes before simply posting errors or presenting the fixes on their own, usually only needing to post the affected functions for which files.
I raised this because of the above 3 points and that those issues apply to every mod on the mod portal, and i believe you may not know about it. No need to be sorry, i didn't know either, or see it as big of a concern as i should have (and am making it now) until after i learned what happens, so you don't have to! :D
Unless the mod is abandoned, it is best to wait for the author to update it.
I can't think of any other reasons where it does not result in a bigger inconvenience at the end of the day than the person using it was trying to gain to begin with.
In short, it's worth the wait!
[*basically the code presented was quick and dirty]
Yep, noticed, and already way ahead of you! :D
You were pretty close.
I was also intrigued by the fluid naming conflict you changed as well, i figured yeah you've probably got the right idea on that one.
As for the science pack issue, it's enough to just use Angel's Industries mod.
Much appreciated!
Adding the additional check for the recipe being enabled did do the trick for me, ...... the check should not cause any problems down the line.
It causes problems down the line.
Though, functionally speaking, in the context of spaceblock and the landfill recipe it does not cause an issue, but rather in the context of my lib.lua's which handles the complex crafting logic it does cause an issue.
I've only used the crafting logic in spaceblock to pick up the "first" science pack, but it is used heavily in my other mods such as randotorio and scientorio.
If it's broken for spaceblock, it's broken for the others too so it's actually a somewhat bigger issue than it may appear.