Should I keep Factorization?

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Mevansuto

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Jul 29, 2019
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I personally decided to remove all power-based mods that don't run on BC power from my Unleashed server and replace them with Universal Electricity mods and of BC addons for a more unified experience. So basically I've removed IC2 and it's addons, now I see FZ uses it's own kind of power system. I've personally never used it for anything other than barrels, so I don't really know what it does and I heard it's not as good without RedPower. Can anybody give me a good idea of what it does and why I should keep it.
 

netmc

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Jul 29, 2019
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Item routers give nice compact ways to address banks of machines using just two item routers. One for insertion, the other for extraction. It can make some really nice systems. It's not the only way to automate things, but it is the most compact.

The FZ power system runs off steam now. So if you have a source of steam generation, you don't have to use its mirrors to set up the power system. If you do use it's solar mirror system for creating power, each mirror give .2MJ of completely free energy. So not the most productive setup, but it is completely free and has no upkeep once created.

FZ does have silver ore gen that spawns in really large veins (1-2 stacks) Using its processing solution, it will split the silver into silver and lead. It can also create up to 300% output of any ores, where most other systems gonly give 200%. (It can be a bit of a pain to automate though.)

In my world, I turned off the silver and lead generation from TE, and am only using the silver from FZ for all my silver and lead needs.
 

JHoliness

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Jul 29, 2019
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You shouldn't. IMO, excluding barrels and wrath lamps, I find little use out of Factorization. I prefer to use other mods that can replicate near enough what this mod can do.

Before anyone jumps down my throat, it's just my personal opinion.
 

Mevansuto

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Jul 29, 2019
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Item routers give nice compact ways to address banks of machines using just two item routers. One for insertion, the other for extraction. It can make some really nice systems. It's not the only way to automate things, but it is the most compact.

The FZ power system runs off steam now. So if you have a source of steam generation, you don't have to use its mirrors to set up the power system. If you do use it's solar mirror system for creating power, each mirror give .2MJ of completely free energy. So not the most productive setup, but it is completely free and has no upkeep once created.

FZ does have silver ore gen that spawns in really large veins (1-2 stacks) Using its processing solution, it will split the silver into silver and lead. It can also create up to 300% output of any ores, where most other systems gonly give 200%. (It can be a bit of a pain to automate though.)

In my world, I turned off the silver and lead generation from TE, and am only using the silver from FZ for all my silver and lead needs.

Are item routers like really advanced diamond transport pipes? Is this Railcraft steam it uses? Also does the fact it doesn't generate lead mean if I disabled TE lead, I would have to go down the FZ route to use it for TE items? Would it not be better to just turn ore spawning up in CofH Core?
 

PeggleFrank

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Jul 29, 2019
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If you want a unified power system, you'll want to remove it. The only link between it and other mods is the steam turbine, which generates factorization power from steam.
 

Mevansuto

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You shouldn't. IMO, excluding barrels and wrath lamps, I find little use out of Factorization. I prefer to use other mods that can replicate near enough what this mod can do.

Before anyone jumps down my throat, it's just my personal opinion.

That's pretty much the way I feel right now, but I heard it added some good stuff so I wanted to take it to the community.
 

netmc

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@Mevansuto Despite my outline of what FZ can do (above), I will have to agree with Jholiness as well on this. For what you are trying to accomplish and go all BC power, remove FZ. While it does have some nice options, you won't miss it.
 

PeggleFrank

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That's pretty much the way I feel right now, but I heard it added some good stuff so I wanted to take it to the community.

"Good stuff" is defined by an ore tripling system that takes 20 minutes to process one ore and a buggy replacement for modular power suits.
 

Mevansuto

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Jul 29, 2019
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"Good stuff" is defined by an ore tripling system that takes 20 minutes to process one ore and a buggy replacement for modular power suits.

20 minutes? Damn, that's long. I think there's quite a good BC addon that triples ores in a very balanced way in about 10 seconds. What is this armour like?
 

netmc

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Are item routers like really advanced diamond transport pipes? Is this Railcraft steam it uses? Also does the fact it doesn't generate lead mean if I disabled TE lead, I would have to go down the FZ route to use it for TE items? Would it not be better to just turn ore spawning up in CofH Core?

Item routers will work with ALL attached blocks with inventories. You could have a bank of 50 furnaces, and if you place 50 items in the item router, one would get sent to each and every connected furnace without any piping whatsoever. Same for extraction. Here is a little tutorial for item routers. They can be *very* powerful, but change the way most people think about working with machines, so they take a bit of a different mind set to work with.


Edit: If you turned off lead generation from TE, FZ silver (processed into lead and silver) would be your only other source of lead.
 

PeggleFrank

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Jul 29, 2019
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20 minutes? Damn, that's long. I think there's quite a good BC addon that triples ores in a very balanced way in about 10 seconds. What is this armour like?

It's good in concept, but it's incredibly buggy.

It has a wall jumping module (You can jump off walls but it only works 1% of the time), a miniature cobblestone generator module (This one works), a shoulder piston (I haven't got this to ever work but people have reported that it does in some cases), a barrel module (Makes you fly upwards incredibly fast if you're in water), and a few others.

Half of them work, half of them can be accomplished with MPS. (Which is compatible with BC power I might add)
 

Mevansuto

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Jul 29, 2019
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Item routers will work with ALL attached blocks with inventories. You could have a bank of 50 furnaces, and if you place 50 items in the item router, one would get sent to each and every connected furnace without any piping whatsoever. Same for extraction. Here is a little tutorial for item routers. They can be *very* powerful, but change the way most people think about working with machines, so they take a bit of a different mind set to work with.


Edit: If you turned off lead generation from TE, FZ silver (processed into lead and silver) would be your only other source of lead.

That very easy sorting system seems very appealing. That block alone makes me sway.

The real thing about the mod is, will it feel like a different game, like how it feels playing with IC2, having to use twice the amount of resources on a second power system.
 

PeggleFrank

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Jul 29, 2019
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That very easy sorting system seems very appealing. That block alone makes me sway.

The real thing about the mod is, will it feel like a different game, like how it feels playing with IC2, having to use twice the amount of resources on a second power system.

It only uses iron, silver, and lead, but you'll need lots of it. (8 stacks+ of silver for a solar steam generator)
 

Mevansuto

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Jul 29, 2019
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It's good in concept, but it's incredibly buggy.

It has a wall jumping module (You can jump off walls but it only works 1% of the time), a miniature cobblestone generator module (This one works), a shoulder piston (I haven't got this to ever work but people have reported that it does in some cases), a barrel module (Makes you fly upwards incredibly fast if you're in water), and a few others.

Half of them work, half of them can be accomplished with MPS. (Which is compatible with BC power I might add)

I probably wouldn't ever use that.

I wouldn't consider removing MPS, but I had to change the configs to use TE and UE recipes. One thing I never understood about MPS is, if you've only got TE or Buildcraft and no UE mods like I have, how do you charge them?
 

PeggleFrank

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Jul 29, 2019
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I probably wouldn't ever use that.

I wouldn't consider removing MPS, but I had to change the configs to use TE and UE recipes. One thing I never understood about MPS is, if you've only got TE or Buildcraft and no UE mods like I have, how do you charge them?

The energetic infuser acts like an MFSU. It uses 100 MJ/t or so and it charges the MPS tools.
 

Harvest88

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Jul 29, 2019
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Mekanism's Energy Cubes. It's sad that TE already ran it's course but all mods will go down the toilet eventually..
 

Mevansuto

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Jul 29, 2019
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Mekanism's Energy Cubes. It's sad that TE already ran it's course but all mods will go down the toilet eventually..

What do you mean? Do you mean it's been discontinued? Because it isn't. 1.6 was delayed because KingLemming went on holiday and they had to do a partial rewrite, making it Thermal Expansion 3.

Edit: Oh and I asked if you're not using UE. I knew about the energy cubes.
 

Harvest88

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Jul 29, 2019
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No didn't you see the lastest thread that King Lemming is discontinuing the mod cause of RL stuff? (Idk if the rest of the crew will take over though)
 

Mevansuto

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Jul 29, 2019
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No didn't you see the lastest thread that King Lemming is discontinuing the mod cause of RL stuff? (Idk if the rest of the crew will take over though)

Sorry I didn't realise. Can you give me a link to the thread please?