Is MFR really worth it?

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chbachman

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I am trying to keep the mod list on my server as small as possible, so I took out mfr from my pack.

I was wondering if with a mod list that includes TE3, Open blocks, extra utilities, logistics pipes, and build craft among others, really needs mfr, because I consistently saw mfr taking a lot of my server tick time, and I do not want that.

So in guess my question is: is there some functionality that mfr provides that other mods do not, that would make it worth putting into my pack?
 

PierceSG

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Jul 29, 2019
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Planter and harvester duo. Not much mods has that besides Forestry and Rotarycraft.

Auto-spawner and the works. Not a lot of mods can give you a self sustainable mob farm where you can choose which mobs to spawn.

Breeder and chronotyper for a fully automated animal farm.
There's the rancher, slaughterhouse and meatpacker to compliment that animal farm.

And of course the Programmable RedNet Controller, which I do not think any other mods has that?



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Yusunoha

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it's probably giving you alot of server tick time because it's such a good mod for automating many things.
it's a mod that can do almost all, it can do harvesting, it can do breeding, it can do mob spawning/killing, it can do mining, it can do redstone and so on.
 

thestarlion

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Jul 29, 2019
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Granted I'm running w/o BC, Log Pipes and Forestry, but I found I had significantly more load with MFR than without it. And while I do like some of the features, some of which I cannot find a like-for-like replacement for, I don't really use enough of it to justify keeping it around.
The PRC is one thing I do miss, but OTOH having strings of ProjectRed gates around reminds me of the days of RP2 when that was just about the only way to do it - doing it one block is new, doing it at all isn't. As for harvesting, I've taken a liking to TC4 golems. They're far from as effective, and with AM2 around they need protection from Hecates, but they manage quite effectively.
AM2 itself handily covers passive mob farms with the Sigil Stand, and coupled with a vacuum hopper both items and XP are sucked up. Uses no power either, which I'm in two minds about. It feels a little cheap to just fire it up and forget it, but it's also nice to just be able to leave it to run.
Ultimately, there's an answer for everything it offers - somewhere. It's just a matter of finding it.
I'd just like to see it not cause Forge to report there being about 20 extra mods, just by adding MFR. Even the compatibility modules that aren't needed are still there.
 

Golrith

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Don't forget that MFR has config options (I believe) to enable/disable every single block it adds. Customise it to your needs. Loading the blocks isn't going to do much harm, any server drain is from actually using the blocks.
 
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thestarlion

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Yeah, but the mods still show up in the modlist, even if disabled. That's one of the little niggles that bothers me.
 

Vicerious

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Yeah, but the mods still show up in the modlist, even if disabled. That's one of the little niggles that bothers me.
That's only if the mod is disabled server-side while still being active client-side. What Golrith is talking about is going into the MFR config itself and disabling individual, specific blocks. When done server-side, this will prevent the blocks from showing up on clients well.
 
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DREVL

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Jul 10, 2013
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I am trying to keep the mod list on my server as small as possible, so I took out mfr from my pack.

I was wondering if with a mod list that includes TE3, Open blocks, extra utilities, logistics pipes, and build craft among others, really needs mfr, because I consistently saw mfr taking a lot of my server tick time, and I do not want that.

So in guess my question is: is there some functionality that mfr provides that other mods do not, that would make it worth putting into my pack?
does more to create and automate game mechanics than any other mod and fairly inexpensively. IMO, to a fault.
 

YX33A

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does more to create and automate game mechanics than any other mod and fairly inexpensively. IMO, to a fault.
Unless you enable the recipe changes that make it GT-expensive. Or increase power draw by a large amount. It can be dirt cheap, comparable to TE3, or GT-Hard Mode, and energy costs can be tweaked as well.