Factorization seems to be that hard to use mod that nobody uses. I actually like the idea of it, but don't like some of the features. First, why I like it:
It has the opposite of magic block syndrome. It has a learning curve, but one that you actually want to learn, rather than look at it for a second and think, "looks boring." Everything is done in-world, and it brings back that feeling of when you first got Minecraft and everything was new and fun to play with. The only problem is that sometimes it's too complicated, and if you try and test it and try it out, you accomplish nothing. But I like how mechanical and diverse a Factorization processing chain is, more like a Rube-Goldberg machine than a like of blocks with pipes connecting them. I think this is the most interesting kind of mod, but it seems like most tech mods are leaning towards the latter. A processing chain with FZ requires you to actually problem solve and think, and I like that. It's like redstone: a bunch of simple parts that can combine to create something complex.
The second thing I like about it is that it's more of a midgame tech mod. It's not hand-powered, and it's not quantum armor, it's somewhere in between. Which is great if your making a hardcore themed pack that focuses more on the midgame.
But there are some reasons I don't like it:
Sometimes it's too complicated. The servos could be a bit more intuitive. The compression crafters are hopeless to automate, at least for me. Some things in it are just a bit extreme.
Also, there is the fact that it's hard to find a use for it. There are so many possibilities, yet most of the time there is another mod that does the same task and is easier to set up, or else you just can't find any reason to use it. The only super-useful thing I can think of is the triple-ore processing, which some mods are already starting to jump on to. For example, Thermal expansion now has 3x ore processing using cinnabar, which I personally really dislike. 3 ingots for one ore should not be that easy. I feel like eventually FZ will be completely gone from mod packs, replaced by simpler, easier, probably boring-er (I know, it's not really a word) mods. Which is really a shame, since I love the concept and idea of complicated in-world machines.
About the new updates:
I don't like them. Sure, they're kind of cool, like being able to rotate blocks with the twisted dark iron block, but I feel like they're kind of useless. They don't really do anything, and I feel like they will just end up breaking things and end up like the residual heat block from railcraft. But the main reason I dislike them is that they got rid of both the craftpacket system AND the routers. The craftpacket system was clunky, sure, but it could be used as an early, cheap, autocrafting system. I'm not sure how I feel about it requiring paper, though. That might make people skip it entirely, using simpler yet more expensive systems.
My suggestions:
Bring back the old features, including the wrath igniter (maybe, it was fun but destructive), and make the solar less expensive. 8 silver for one mirror? It's just not practical. I changed it to make two mirrors with minetweaker, and I think it would help the mod. It's just to expensive otherwise. Then, make more features that are cheap but useful, like the pocket crafting table, and the slag furnace. Add more features that either have many possibilities, or can do something cheap and efficient that other mods can't do as well, like the router. Things that people will actually want to use, and open up lots of ideas for people to experiment with. I know that's vague, but It's more of an suggestion for the overall direction for the mod than a specific feature.
Anyways, that's what I think of the mod, and what direction I'd like to see it take. It's a great concept and has a lot of potential, but what do you guys, the experts at feed the beast, think?
It has the opposite of magic block syndrome. It has a learning curve, but one that you actually want to learn, rather than look at it for a second and think, "looks boring." Everything is done in-world, and it brings back that feeling of when you first got Minecraft and everything was new and fun to play with. The only problem is that sometimes it's too complicated, and if you try and test it and try it out, you accomplish nothing. But I like how mechanical and diverse a Factorization processing chain is, more like a Rube-Goldberg machine than a like of blocks with pipes connecting them. I think this is the most interesting kind of mod, but it seems like most tech mods are leaning towards the latter. A processing chain with FZ requires you to actually problem solve and think, and I like that. It's like redstone: a bunch of simple parts that can combine to create something complex.
The second thing I like about it is that it's more of a midgame tech mod. It's not hand-powered, and it's not quantum armor, it's somewhere in between. Which is great if your making a hardcore themed pack that focuses more on the midgame.
But there are some reasons I don't like it:
Sometimes it's too complicated. The servos could be a bit more intuitive. The compression crafters are hopeless to automate, at least for me. Some things in it are just a bit extreme.
Also, there is the fact that it's hard to find a use for it. There are so many possibilities, yet most of the time there is another mod that does the same task and is easier to set up, or else you just can't find any reason to use it. The only super-useful thing I can think of is the triple-ore processing, which some mods are already starting to jump on to. For example, Thermal expansion now has 3x ore processing using cinnabar, which I personally really dislike. 3 ingots for one ore should not be that easy. I feel like eventually FZ will be completely gone from mod packs, replaced by simpler, easier, probably boring-er (I know, it's not really a word) mods. Which is really a shame, since I love the concept and idea of complicated in-world machines.
About the new updates:
I don't like them. Sure, they're kind of cool, like being able to rotate blocks with the twisted dark iron block, but I feel like they're kind of useless. They don't really do anything, and I feel like they will just end up breaking things and end up like the residual heat block from railcraft. But the main reason I dislike them is that they got rid of both the craftpacket system AND the routers. The craftpacket system was clunky, sure, but it could be used as an early, cheap, autocrafting system. I'm not sure how I feel about it requiring paper, though. That might make people skip it entirely, using simpler yet more expensive systems.
My suggestions:
Bring back the old features, including the wrath igniter (maybe, it was fun but destructive), and make the solar less expensive. 8 silver for one mirror? It's just not practical. I changed it to make two mirrors with minetweaker, and I think it would help the mod. It's just to expensive otherwise. Then, make more features that are cheap but useful, like the pocket crafting table, and the slag furnace. Add more features that either have many possibilities, or can do something cheap and efficient that other mods can't do as well, like the router. Things that people will actually want to use, and open up lots of ideas for people to experiment with. I know that's vague, but It's more of an suggestion for the overall direction for the mod than a specific feature.
Anyways, that's what I think of the mod, and what direction I'd like to see it take. It's a great concept and has a lot of potential, but what do you guys, the experts at feed the beast, think?