Mod Pros-Cons Debate Thread

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malicious_bloke

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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

Can I just point out that in 1.5.2, I could put together a macerator and IC2 furnace for virtually shit all resources and overclock the bollocks off them for a bit of tin and 30 seconds right clicking my infinite water source. Basically instant reduction of a stack of ore into twice as many ingots. It didn't have the cutesy 2.5ness of the TE pulverizer but it was awesomely quick.

Mekanism's ore processing allowed you to have 3x ore processing via a 3 stage process but each of the fucking machines were outright windowlicking with the way the slots interacted with AE buses even though AE was added to Voltz 2.0+ (the main pack Mekanism was involved with in 1.5) so it was unbelievably tardbaggingly stupid to automate in 1.5.2.

1.6 packs delightfully went the other way, IC2 got Greg'd so every part of it became overblown, unnecessarily overcomplicated and stupid for NO net gain, while Mekanism got up to 5x ore processing with a bit of effort and infrastructure.

I know which one gets my vote...

..basically it's rotarycraft :p
 

ShneekeyTheLost

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Can I just point out that in 1.5.2, I could put together a macerator and IC2 furnace for virtually shit all resources and overclock the bollocks off them for a bit of tin and 30 seconds right clicking my infinite water source. Basically instant reduction of a stack of ore into twice as many ingots. It didn't have the cutesy 2.5ness of the TE pulverizer but it was awesomely quick.

Mekanism's ore processing allowed you to have 3x ore processing via a 3 stage process but each of the fucking machines were outright windowlicking with the way the slots interacted with AE buses even though AE was added to Voltz 2.0+ (the main pack Mekanism was involved with in 1.5) so it was unbelievably tardbaggingly stupid to automate in 1.5.2.

1.6 packs delightfully went the other way, IC2 got Greg'd so every part of it became overblown, unnecessarily overcomplicated and stupid for NO net gain, while Mekanism got up to 5x ore processing with a bit of effort and infrastructure.

I know which one gets my vote...

..basically it's rotarycraft :p
Ummm... no clue what you are smoking, dude, but puff puff pass man.

1.5.x Mekanism used the Configurator to set up input and output faces, so you could setup whatever face (including the front face) to be the input or output face. In 1.6, this was augmented with a GUI interface. IC2, on the other hand, didn't come up with the output upgrade until the ex branch, which is when all the other shenanigans happened.

And with an Elite Factory setup, Mekanism could process even faster than your horribly-overclocked setup. And much more smoothly. With less lag.

I haven't much played with RotaryCraft. Perhaps I should one of these days. But as far as I'm concerned, Mekanism is what replaced IC2 for me, not Thermal Expansion.
 

malicious_bloke

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Ummm... no clue what you are smoking, dude, but puff puff pass man.

1.5.x Mekanism used the Configurator to set up input and output faces, so you could setup whatever face (including the front face) to be the input or output face. In 1.6, this was augmented with a GUI interface. IC2, on the other hand, didn't come up with the output upgrade until the ex branch, which is when all the other shenanigans happened.

And with an Elite Factory setup, Mekanism could process even faster than your horribly-overclocked setup. And much more smoothly. With less lag.

I haven't much played with RotaryCraft. Perhaps I should one of these days. But as far as I'm concerned, Mekanism is what replaced IC2 for me, not Thermal Expansion.

Fair enough. My basic point remains though. Mekanism and IC2 have still essentially switched places for me. Mekanism has gone from a cool little thing that I had trouble automating (presumably by my own failure judging by your post and a brief NEI check :p) in 1.5.2 where IC2 was a well accepted juggernaut and a key part of my autocrafting setups; while in 1.6, Mekanism is a work of genius I wish was in FTB packs while IC2e is a total cunt of a mod which added annoying bugs that affect it's main usefulness (machines that freeze regularly while spamming autocrafting recipes) while being shittily obsessed with minutiae required to obtain the same rewards that were more easily obtainable in 1.5 versions.
 
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trajing

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Can I just point out that in 1.5.2, I could put together a macerator and IC2 furnace for virtually shit all resources and overclock the bollocks off them for a bit of tin and 30 seconds right clicking my infinite water source. Basically instant reduction of a stack of ore into twice as many ingots. It didn't have the cutesy 2.5ness of the TE pulverizer but it was awesomely quick.

Mekanism's ore processing allowed you to have 3x ore processing via a 3 stage process but each of the fucking machines were outright windowlicking with the way the slots interacted with AE buses even though AE was added to Voltz 2.0+ (the main pack Mekanism was involved with in 1.5) so it was unbelievably tardbaggingly stupid to automate in 1.5.2.

1.6 packs delightfully went the other way, IC2 got Greg'd so every part of it became overblown, unnecessarily overcomplicated and stupid for NO net gain, while Mekanism got up to 5x ore processing with a bit of effort and infrastructure.

I know which one gets my vote...

..basically it's rotarycraft :p
I liked this for the three last words.
 

casilleroatr

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I'm all for creative neoligisms like ta***aggingly (I did like that one, and although I don't swear on these forums I might work that one into my private repertoire) however, spamming the s word and the bad c word is probably not appropriate for a family friendly forum. I hate to be that guy, but a bit of consideration really makes the conversation more pleasant.

Mekanism and IC2 switching place though, thats a good way of thinking about it and I couldn't agree more. I am struggling to get enough brine into my system though but I am sure with a bit of tinkering I will come up with a stable system.
 

malicious_bloke

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I'm all for creative neoligisms like ta***aggingly (I did like that one, and although I don't swear on these forums I might work that one into my private repertoire) however, spamming the s word and the bad c word is probably not appropriate for a family friendly forum. I hate to be that guy, but a bit of consideration really makes the conversation more pleasant.

Mekanism and IC2 switching place though, thats a good way of thinking about it and I couldn't agree more. I am struggling to get enough brine into my system though but I am sure with a bit of tinkering I will come up with a stable system.

You're right, I'm sorry.

In my defense I was a little the worse for wear for cider last night, things tend to get a bit...profane at that point XD
 
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RealSketch

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I've always disliked BC's energy, I don't like the name, nor the possible ways you can use it.
EU was my first energy unit, then MJ (which I quickly skipped over) and now it's RF.
 

ShneekeyTheLost

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I've always disliked BC's energy, I don't like the name, nor the possible ways you can use it.
EU was my first energy unit, then MJ (which I quickly skipped over) and now it's RF.
I had a somewhat similar transition, actually.

First, back in 1.x to around 1.3ish, I used IC2 as my primary power. Oh sure, I used Peat Engines to run all the little Forestry machines, but that really felt more like an ingrained part of the setup, a multiblock that required peat to run so to speak. But for everything else, I generally made do with an electric engine (before circuit boards came out, so it was a flat 2 MJ/t output) until I had some biofuel going. But I really only ever used the biofuel to run some biogas engines to the lasers to get my circuits going for the Logistics Pipes (because using circuits instead of gears was just crack). Primarily, I used a bunch of geothermal generators using Teleport Pipes and a Pump system to pump lava to my setup. Back in these days, Nuclear really wasn't worth the cost investment, unless you went full CASUC.

Then TE came out, and all that changed. IC2 was still useful, Nuclear got an overhaul and was actually worthwhile, although it was still easier to spam geothermals. This is before the EX branch still, mind you. But TE brought with it upgrades to everything I had been using BC for, albeit more expensively. I felt that they were a good fit, price-wise. You start out with pipes, then upgrade to ducts. But more importantly was the Redstone Energy Cells. Finally, you could store MJ as a raw energy source instead of needing reserves of fuel to produce power on demand (which was really harsh on your biogas engines). It also brought some very useful machines, such as Aqueous Accumulators and Igneous Extruders. It also brought ore processing to the table. It wasn't as amazing an ore processing setup as IC2 had, it couldn't be upgraded to go any faster, but it had the neat trick of being able to be reliable, consistent, and easily automated. This was the quarry output of choice for me. I used IC2 when I need to run a batch of something *now*, and I used TE when I was just processing a steady supply of stuff. It also saw a significant upswing in the usage of MJ by itself rather than simply using Electrical Engines. Magmatic Dynamos slowly replaced Geothermal Generators.

Then the EX branch and the Forestry Multiblock Incident came out, and then RF came out. I immediately made the switch to RF, and have never looked back since. I use Mekanism for 'craft on demand', TE for 'slow but consistent production' as well as utility, and everything runs on RF. I use MFR for automating my renewable resources, rather than Forestry. I use TE for getting things around rather than Buildcraft (using ducts instead of pipes). I use Big Reactors instead of IC2 Nuclear. And I'm having a blast doing it!
 

YX33A

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Daily Reminder: IC2 Nuclear Power is a magical box powered by green rocks and is the perfect example of Nuclear Power in the common mind, and ReactorCraft is an actual nuclear reactor mod with a clue in hell what it's doing and is true to life yet can accept the magic green rocks from IC2 and the not actually magical nor just a rock but still green usually fuels from other mods if processed with ReactorCraft and RotaryCraft.

Daily Reminder: No one gives a shit anymore about IC2, included Greg whom made the only expansion mod to IC2.
(the rest of them are like DLC for TES IV: Oblivion (namely the horse armor DLC) and GT is like the Shivering Isles, still a DLC but right called an Expansion)[DOUBLEPOST=1402168210][/DOUBLEPOST]
So, we have:
Mining Golem Core
Golem Creation Core
Sorting Golem Core
And let's do a Golem Core Creation Core while we're at it. :p
The golem creation core is a good idea, but the Golem Core Creation Core isn't. Make it a Crafting Core and it can craft cores and more! The Golem Creation Core sounds awesome, but it'd be hard to use IMO. May as well make a giant brain in a hueg jar to tell what golems linked to it what to do. Gods that would be awesome. Making a giant Brain to tell the golems in your base what to do. And make sure it's able to be named. Y'know, with a name tag. I'm gonna call mine "Mother".
 

malicious_bloke

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And make sure it's able to be named. Y'know, with a name tag. I'm gonna call mine "Mother".

*ahem*

tag-Colin.jpg
 

1SDAN

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Wait, what is this about IC2 becoming hard to automate? I ask because the last time I really went in-depth with it was 1.2.5. did it get hit with that big of a nerf? Because if so I might need to rethink my modpack...
 

Strikingwolf

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Wait, what is this about IC2 becoming hard to automate? I ask because the last time I really went in-depth with it was 1.2.5. did it get hit with that big of a nerf? Because if so I might need to rethink my modpack...
It got hit with a large nerf for sure but the automation part I have not heard of unless you are referring to the 3* (I think with the thermal thing and ore washer) ore processing
 

SatanicSanta

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It got hit with a large nerf for sure but the automation part I have not heard of unless you are referring to the 3* (I think with the thermal thing and ore washer) ore processing
But you can still just use a macerator -> furnace, you can just add another machine to the mix to get a bigger output. Doesn't make it harder.
 

ShneekeyTheLost

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Wait, what is this about IC2 becoming hard to automate? I ask because the last time I really went in-depth with it was 1.2.5. did it get hit with that big of a nerf? Because if so I might need to rethink my modpack...
It's not a nerf so much as that it has fallen behind the times. Mekanism and TE3 both have auto-exporting by default. IC2 requires an upgrade for that. Mekanism and TE3 also have side configuration far beyond what IC2 possesses. It is MUCH easier to automate Mekanism and TE3, often times without ever needing pipes or anything, than it is IC2.
 

Zenthon_127

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IC2 also has no natural pipe system, while TE and Mek have AMAZING pipe systems, not to mention Mek has automining and a multitool that can mine out entire veins (it can't be enchanted, though).