Thoughts on MFR

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Greyed

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Jul 29, 2019
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Does anyone have a link that shows the TE recipes? I didn't know that was an option and want to see what the changes are before enabling them.
 

rymmie1981

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Jul 29, 2019
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Just download the 152ngt pack. It has all the TE recipes enabled. It has both IC2 and TE recipes enabled for MPS as well. I use the IC2 recipes for MPS.

Back to MFR, I like the balance on the TE recipes. They fit in with the feel of MFR while maintaining the style of TE. For instance, the DSU uses an unattuned tesseract, 4 chests and four plastic sheets. A lot of the machines use TE machine blocks in the center slot and redstone reception coils with various ingots in the bottom three slots. Whoever made the recipes really hit it nearly perfectly.
 

Chocorate

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Jul 29, 2019
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Back to MFR, I like the balance on the TE recipes. They fit in with the feel of MFR while maintaining the style of TE. For instance, the DSU uses an unattuned tesseract, 4 chests and four plastic sheets. A lot of the machines use TE machine blocks in the center slot and redstone reception coils with various ingots in the bottom three slots. Whoever made the recipes really hit it nearly perfectly.

I like them because they make sense, but don't go to the point where I don't even want to make them. :)
 

Hydra

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That can be quite... problematic. Receiving untrusted code onto your system just begs for viruses and the like.


It's not like people check what's in the modpacks now either do they? I mean, you have to trust the likes for King Lemming et al to not mess with your machines. It's not like the FTB maintainers decompile the Java classes to see if there's anything funky there :)
 

Golrith

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I've not yet used this mod, but having seen DW20's recent spotlight, my mind is buzzing with ideas of what I could do with these blocks.

The mod gives us the basic blocks that do things, we just have to work out how to power them and deal with item transport. There's no insane multi-stage crafting, GUI's are quite straightforward, and what sold it for me, it gives a nice "simple" way of dealing with bio-resources, aka animal farms. Bio side of things are really lacking love and attention in minecraft, most focus is on ore doubling/tripling and power generation.

Also love the new auto-enchanter, which in a stroke of genius uses it's own XP type system, which can also be used as a resource to power mob spawners.


Now, if PC could make a redstone activated deployer block, that would be amazing. Bit miffed at the moment that the only real block placing solution is turtles (what with RP's unknown status/future).
 

Hydra

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I've not yet used this mod, but having seen DW20's recent spotlight, my mind is buzzing with ideas of what I could do with these blocks.

The mod gives us the basic blocks that do things, we just have to work out how to power them and deal with item transport. There's no insane multi-stage crafting, GUI's are quite straightforward, and what sold it for me, it gives a nice "simple" way of dealing with bio-resources, aka animal farms. Bio side of things are really lacking love and attention in minecraft, most focus is on ore doubling/tripling and power generation.

Well said. MFR actually caused me to sort of lose interest in playing on our server because I now really REALLY want to build a farm complex in my base and we're still on the DW20 pack. I'm kinda annoyed that MFR isn't added yet :(
 

Golrith

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Same. I want to build a system with a few adults, pull out the babies, send them to a "maturing" area, then send the teenager animals to their deaths, and then power an enchanting system and mob spawners. All nicely interlinked and more interesting then current mob spawner solutions.
 

Hydra

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Same. I want to build a system with a few adults, pull out the babies, send them to a "maturing" area, then send the teenager animals to their deaths, and then power an enchanting system and mob spawners. All nicely interlinked and more interesting then current mob spawner solutions.


I did that in a creative world. You need a LOT of kills from mobs to power a mob spawner.
 

Golrith

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I don't mind that, the system can just sit there processing animals, then eventually a mob spawns, killed and dropped. Apart from gold from zombie pigmen and perhaps blazes, there's not a lot of mob drop resources that would be heavily needed for a constant running system. More interested in building an interlocking system that works then in any actual item reward.
Could always tack onto the MFR self contained system a classic dark room mob spawner. Could end up with quite an insane slaughterhouse build.
 

Redweevil

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Jul 29, 2019
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I'm currently unsure on MFR. I dont feel I've used it enough to have an opinion but from looking at other peoples builds with it, to me it feels too efficient. I love creating interesting power set ups that use as many mods in conjunction as possible but currently it seems like the best way to create power is to solely use MFR. All the elements of the mod work so well together that it seems pointless to replace any with something different, which to me is the whole beauty of a modpack. But I've gotta say I love the griefing aspect of sewage so the mods OK in my books
 

PhilHibbs

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It's not like people check what's in the modpacks now either do they? I mean, you have to trust the likes for King Lemming et al to not mess with your machines. It's not like the FTB maintainers decompile the Java classes to see if there's anything funky there :)
There's a big difference between trusting a modder or a modpack team, and trusting a server operator; and, people can and do decompile MineCraft mods. Thousands of people can check what's in TE or what's in FTB, or can stumbe across malicious behaviour before you do. How many people can check what's in the pack that 5.9.257.149:25567 is distributing? Only the people that are whitelisted, that's who.
 

Golrith

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Also, to my mind, MFR feels a bit like how Forestry should have developed (on it's farms), before it got stuck with Multiblock and Bees/Trees (and now butterflies...).


For a modpack, I guess MFR should be config adjusted to use the alternate recipes, for the extra resource cost.
 

Greyed

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Jul 29, 2019
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Also, to my mind, MFR feels a bit like how Forestry should have developed (on it's farms), before it got stuck with Multiblock and Bees/Trees (and now butterflies...).

This, right here. MFR looks like it is extending the vanilla mechanics, taking what is there and automating it or attempting to address some warts that modded minecraft has grown. Look at the mechanics of XP feeding into enchanting, or the mining laser as opposed to endless quarrying.

Forestry seems hell bent on utterly replacing vanilla; especially with ExtraBees. Who needs to mine and explore, just get BEES! And who wants to deal with that pesky thinking of creating things or finding things, just throw two bees in a box, roll the dice, and see if you get what you want! And if that's not enough, we're going to do it with trees! WOOHOOO!!!!!! And if those insects aren't enough for you we have FLUTTERBYS! Er, BUTTERFLYS!

It's the same reason I got sick of TC and, if I ever decide to have a magic mod in my world again, it'll be Ars Magica. TC, creating whole new, and tedium inducing, systems which is completely at odds with whats come before it. Ars Magica, wanna level up your magic skill, use XP. In fact AM's use of XP is one of the best in the game, better than Vanilla by leaps and bounds.

Minecraft has so many underutilized systems we don't need completely new, overriding and tedious systems implemented. We need more uses for the ones we have.
 

Golrith

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Agree with you there Greyed. MFR definately (to me) can easily replace at least 3 mods in current FTB (I won't name) due to either the more interesting way it approaches things, or for functionality.

TC needed a resource that wasn't just an ore (although we do have crystals), hence Vis (and side effect of Flux for "mining" it) but it could have easily have used XP instead of Vis, and then just have Flux as a waste byproduct which forms bad nodes spawning wisps, etc, etc. Main use I have for TC is golems (which honestly are managing my farms and bee frame production), wand of equal trade and axe of the stream.

Not sure about Ars Magica when combined with tech mods. TC3 fits that role. But for a pure magic pack, Ars looks very interesting and indepth.
 

power crystals

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I did that in a creative world. You need a LOT of kills from mobs to power a mob spawner.
For what it's worth, a kill is 100mB, spawning a mob is 150mB, and spawning an exact copy mob is 500mB. The costs to spawn can be adjusted. You also get 1000mB per level extracted from a player and it costs 250 (I think?) to generate one bottle o' enchanting in the autoenchanter.
 
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Golrith

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For what it's worth, a kill is 100mB, spawning a mob is 150mB, and spawning an exact copy mob is 500mB. The costs to spawn can be adjusted. You also get 1000mB per level extracted from a player and it costs 250 (I think?) to generate one bottle o' enchanting in the autoenchanter.

I like that balance, ensures that a mob spawner cannot be self sufficient, requiring an outside source of mob essence.
 

Harvest88

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Jul 29, 2019
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The only thing I'm after atm is the Laser Drill! Say goodbye to quarries and say hello to a laser drill farm! A bucket of ethanol in a combustion will get you about exactly an ore if I tested it right. You can get by with 2 prechargers if you almost max both of them out. At full power the thing will take about 2 to 3 minutes an ore. If you can get Ind. Grinders going then run the ores via those and the rest via TE grinding machines for best output per ore. So fire up a combustion farm and get yourself ores in your own base. The catch other than that? only to get a good pink slime production going. It's annoying at first but once fired it'll should do for those prechargers you'll ever want. Then just make drills out of the drills.
 

Redweevil

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Jul 29, 2019
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I like that balance, ensures that a mob spawner cannot be self sufficient, requiring an outside source of mob essence.


If you capture the largest slimes, set the auto spawner to exact copy, then the grinder will produce more than enough mob essence to keep that system fully functional and probably functional enough for a few extra spawners
 

Poppycocks

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If you capture the largest slimes, set the auto spawner to exact copy, then the grinder will produce more than enough mob essence to keep that system fully functional and probably functional enough for a few extra spawners

So ummm... which version are you using?