Mod Pros-Cons Debate Thread

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Mevansuto

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Jul 29, 2019
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Break down everything in your base into essentia except for one of each item, grab a few more items to break down, storage is essentia. Use the thing from TT to make the essentia into the chosen item.

I meant something simpler and easier to automate with stuff just from TC. I mean more like a magical AE. Something that will store and sort magically. I lack the imagination to think of anything beyond those bags in EE2.
 

malicious_bloke

Over-Achiever
Jul 28, 2013
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The logical conclusion has to be an AE/TC crossover where you can make essentia storage that can be stored in an ME drive.

Add in some convoluted weirdness for flavour, make it tricky to do without blowing everything up, whatever.

Just make it happen.

Colin works in mysterious and hilariously OP ways ;)
 
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Mevansuto

New Member
Jul 29, 2019
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The logical conclusion has to be an AE/TC crossover where you can make essentia storage that can be stored in an ME drive.

Add in some convoluted weirdness for flavour, make it tricky to do without blowing everything up, whatever.

Just make it happen.

Colin works in mysterious and hilariously OP ways ;)

Thaumic Intergration is planing on doing this. To me it seems out of place.
 

Not_Steve

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Oct 11, 2013
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malicious_bloke

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Jul 28, 2013
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Thaumic Intergration is planing on doing this. To me it seems out of place.

On the contrary, it seems like a multidimensional storage system is the perfect place to keep magical essentia.

Unless you want to get into a highly verbose argument about physicalism and idealism?

Also seems like this newfangled mod is based around the concept of potatoes. Potatoes being in fourth place behind mustelids, alcohol and exothermism on my list of favourite things, I approve this concept.
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
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Lost as always
My two cents:

IC2... was fun for its day. I dealt with the crossing wires explosion thingie. With all the other hassles. Set up my banks of thermal generators and solar flowers. I was particularly impressed with the Drill and the Chainsaw. Particularly shearing sheep with a chainsaw. That never got old.

Then along came Mekanism. It wasn't TE that really replaced IC2 in my heart. TE was cool and amazing, but it just didn't have the toys. Mekanism has a complex but interesting means of ore processing requiring multiple machines. However, due to how Mekanism machines can be set up, you don't have twelve kinds of hassles trying to automate it. The factories can go every bit as fast as the advanced machines, but there IS a cap on how many upgrades you can slap in to keep things reasonably sane. For certain definitions of 'reasonably'. But it was the toys that really sold me on Mekanism.

Forestry used to have a very simple 'mission statement'. Renewable things. We're talking 1.2.5 here, when you needed a pair of small machines and a great deal of area per farm, before the days of multiblock farms and such. I actually appreciated that about Forestry. You had to clear out a sizable area to build in. Each machine required about a chunk all to itself. Then Bennie came along, and did horrible, horrible things to bees. Then came the Multiblock Incident. Where you can't just run it on any old fertilizer, it can only be ran on (without other mods providing assistance) non-renewable resources. Which kinda ran counter to the original mission statement. The price requirement to get started became exponentially higher, and the rewards lower. This started the 'Nerfs Ahoy! A thousand nerfs delicious!" phase when like-minded modders started swinging nerf bats at everything, apparently at random. RC Boiler was another victim of this.

It got to the point where the only thing I was using out of Forestry were the bags. And so, with my head hung low, and a moment of silence for a once-great mod, I walked away.

MFR is an amazing mod, because it doesn't HAVE a tiered system. Instead, it has an interwoven tier system. Each machine depends on one another to function. If you set up, for example, a Cow Farm... you set up your Breeder and your Chronotyper and your Slaughterhouse or Grinder (depending on if you want liquid meat or leather), and you also include a Sewer because... why not? Well, the sewage goes off to be refined into fertilizer which then goes over to your plants farm into the Fertilizer, along with the Harvester and Planter.

You see all that? Everything there is interwoven and interconnected. That's the way Forestry was before the Multiblock Incident. You had a peat bog and turbary which produced peat and dirt. Peat was used to fuel all the various machines, the dirt was sent over to the Logger and Arboretum to make Hummus, which returned Sand, which was used to make Fertilizer with the ash from the peat engines. All interconnected.

You know why I turned away from IC2? Lack of synergies. Not with other mods, with itself. Everything was 'improve it, or move it'. Everything had another tier to build in place of, rather than in addition to. I didn't like the idea of building a machine to make it obsolete. I prefer the MFR's strategy of interconnected. Mekanism does that too, although it does have some upgrade systems with the factories.

Anyway, just my two cents.
 

DREVL

Well-Known Member
Jul 10, 2013
1,251
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My two cents:

IC2... was fun for its day. I dealt with the crossing wires explosion thingie. With all the other hassles. Set up my banks of thermal generators and solar flowers. I was particularly impressed with the Drill and the Chainsaw. Particularly shearing sheep with a chainsaw. That never got old.

Then along came Mekanism. It wasn't TE that really replaced IC2 in my heart. TE was cool and amazing, but it just didn't have the toys. Mekanism has a complex but interesting means of ore processing requiring multiple machines. However, due to how Mekanism machines can be set up, you don't have twelve kinds of hassles trying to automate it. The factories can go every bit as fast as the advanced machines, but there IS a cap on how many upgrades you can slap in to keep things reasonably sane. For certain definitions of 'reasonably'. But it was the toys that really sold me on Mekanism.

Forestry used to have a very simple 'mission statement'. Renewable things. We're talking 1.2.5 here, when you needed a pair of small machines and a great deal of area per farm, before the days of multiblock farms and such. I actually appreciated that about Forestry. You had to clear out a sizable area to build in. Each machine required about a chunk all to itself. Then Bennie came along, and did horrible, horrible things to bees. Then came the Multiblock Incident. Where you can't just run it on any old fertilizer, it can only be ran on (without other mods providing assistance) non-renewable resources. Which kinda ran counter to the original mission statement. The price requirement to get started became exponentially higher, and the rewards lower. This started the 'Nerfs Ahoy! A thousand nerfs delicious!" phase when like-minded modders started swinging nerf bats at everything, apparently at random. RC Boiler was another victim of this.

It got to the point where the only thing I was using out of Forestry were the bags. And so, with my head hung low, and a moment of silence for a once-great mod, I walked away.

MFR is an amazing mod, because it doesn't HAVE a tiered system. Instead, it has an interwoven tier system. Each machine depends on one another to function. If you set up, for example, a Cow Farm... you set up your Breeder and your Chronotyper and your Slaughterhouse or Grinder (depending on if you want liquid meat or leather), and you also include a Sewer because... why not? Well, the sewage goes off to be refined into fertilizer which then goes over to your plants farm into the Fertilizer, along with the Harvester and Planter.

You see all that? Everything there is interwoven and interconnected. That's the way Forestry was before the Multiblock Incident. You had a peat bog and turbary which produced peat and dirt. Peat was used to fuel all the various machines, the dirt was sent over to the Logger and Arboretum to make Hummus, which returned Sand, which was used to make Fertilizer with the ash from the peat engines. All interconnected.

You know why I turned away from IC2? Lack of synergies. Not with other mods, with itself. Everything was 'improve it, or move it'. Everything had another tier to build in place of, rather than in addition to. I didn't like the idea of building a machine to make it obsolete. I prefer the MFR's strategy of interconnected. Mekanism does that too, although it does have some upgrade systems with the factories.

Anyway, just my two cents.
looked like more than 2 cents...