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