I would actually appreciate it if all of you could be nice about this stuff, and not pretend that element suggestions is a flamebait forum.
I can't ban -all- of you for having a conversation like this, so please. Powered Whatever element is generally never difficult to make, and whether it is implemented is a matter of convenience. There's nothing to discuss here besides whether the additional element space is worth it or not.
To clear up some confusion: I did not plan to replace CONV, I suggest we add a new element to the "powered" menu. If the element space is worth it or not can be discussed, but then again there are not so many powered elements in that menu to begin with, so it is not like there's a lack of space.
But this has made me curious: Is there some kind of structural limit on number of elements that can exist in the game? Just by looking at the code I assume there is no such limit, but I am not sure.
> Its annoying to scroll through a bunch of other messages to try and figure out what a "powered converter" is.
As I've said, I'm sorry. I did not realise the concept of powered elements was such an alien notion.
> And if you claim to have already made it why not just post the link? Your not making any sense Haspaker.
Because I am not a C programmer, and because I am not very well versed in the nuances of the coding behind TPT. I can not guarantee that what I create won't be full of bugs and unintended consequences, and therefore it would be better and more effective if the more experienced developers made their own version, to make sure that it was done in a correct and bug-free way. As I, Catelite and some other people have pointed out: Powered elements are not hard to create at all. The coding behind it is a non-issue, and the developers don't need my help with it.
But since people seem so interested in it, here is the code I used. Note: This is simply something I threw together quickly for myself because I wanted to test it, and I have not even tried the slightest to make it bug-free.