Steelpoint wrote:I still think this is a bad idea.
While I appreciate the effort put into coding and porting this, I believe we would be far better off with a chemistry overhaul akin to the two suggestions I presented earlier in this thread. I'm just wary of putting two separate chemistry systems into the game and then gutting our version.
From a layman's code view, shoving together two systems from two seperate code branches hasn't worked in the past. See: Bay Dismemberment, Bay blood trails... EVERYTHING ported from Bay pretty much. It's likely to cause more problems due to code differences. (The one thing I can think of which hasn't broken everything was the window update?)
From my player view, I would like something fun and interesting to do which doesn't break the server with runtimes for weeks, which links back to the potential code conflicts.
Now I'm not saying "You can't do this, it'll suck because other people have tried and it sucked", it's just I'm incredibly wary from past ports but I'm still interested in having new stuff to play around with in Chemistry, since it's a job I enjoy doing and producing ALL the chems, not just Tricord and mindbreaker toxin.
In short: If you're going to do it, just be careful and test it as much as possible on a private server to make sure it actually works, and also make sure to get people to test it to make sure it's fun.
(God this post feels circular in my points, I'm bad at being coherent)