Clearly, you haven't used Factorization all that much. It's not meant to be a full automations mod like AE so don't try to compare the 2. They do completely different things. Here are the reasons why we want Factorization: Pocket Crafting Table - An item that allows you to craft on the fly with a full size table provided you have 9 inventory slots available. A very handy tool. Router - A sort of 'magical' item that allows in essence, allows you to 'load balance' items throughout a number of machines. A good example of this would be a wall of Centrifuges all making Tritium being fueled by one router, and the output being pulled out by another. No more Inventory Managers nor hundreds of import/export bus just to make an ore processor/fusion fueling plant. This could potentially reduce lag. The Barrel (I think this was SK's pet-peeve about the mod) isn't really useful and can be disabled due to many other mods doing the same thing (some in a better way). Same goes for the thing that can triple your output but I don't know if there is a problem with that. Pretty sure that'll just make your game run crappier
The pocket crafting table, especially with how many mods and items we have, is in MHO next to useless, as it uses the available space in the inventory, it does not create extra space to craft. The use of the router's usage is minimized by the advent of the redpower sorting machine. From what I have seen most people use the barrels as an ipso facto sorting machine, where items try to go into each barrel but are rejected due to that item not being in that barrel so the item moves onto the next barrel, wash rinse repeat. This has the ability to use a ton of processing power when sorting a large amount of items. Combine this with several players using this system and you begin to have one hell of a problem. As a player, at a glance, the appeal for factorization is the compact storage, which AE can achieve with much better results.
So, if the pocket crafting table created extra slots, it'd be useful (and OP) right? Good luck getting anyone to agree to that. Onto the router, I don't see how the RP2 sorting machine obsoleting the router anytime soon as it's very tedious to setup, you need to set the item that'll be sorted (sucks for ores) whereas the router will take anything you give it and split it through multiple machines, and the router can 'magically' transfer the items between machine without the use of piping (potentially reducing lag from entities moving through tubes in RP and no chance of jams). As for what people do with barrels, that's their problem. And, it can be done with what we have now (Gtech chests, and that barrel-like block from Assembly Line). I did suggest that we can disable them. Besides, who the hell still uses RP2 for sorting anyways? Sorry, I was under the impression that you had at least minimal experience with Factorization but turns out I was wrong. As someone who has used Factorization and is intimately familiar with it, it is not ment to be a compact storage mod, that's just one part of it that can be disabled. How about you actually do research on the mod before spitting out the first thing that comes to mind next time?
I actually agree with Nolan. I believe it's a useless mod and we have enough storage and crafting tools on this server that we honestly don't need another to hog the server down.
How will this 'hog the server down'? We still have no alternative to things like the Router nor the Portable Crafting Table that many people will find useful and has the potential to decrease server lag. Here is a little visual Before (Actually compacted with Inventory Managers from Gregtech): After:
I can't see how you guys can have an opinion when you have never even used the in depth enough, or even at all for that matter. Let me point out the basics and some of the best features of the mod, which most of you guys fail to understand. What factorization adds for crafting, isn't autocrafting or anything of the sorts. It adds the pocket craftingtable. Which combined with the bag of holding, can be immensely to those who need to craft something on the go and do no want to place a crafting table down. (This is ignoring the craftpacket stamper. Which IS useless in my book) As Gk has already said, yes it adds barrels. But now with the introduction of gregtech digital chests (which: yes. They may be expensive, but they hold 8 times the amount of items a barrel holds but don't have the item render on the front(which is what i wanted)), but the also recently added assembly line mod, also has barrel-like blocks are are fairly cheap(no idea how much they hold though) So Much for them. SO they could be easily disabled and most of us wouldn't care. Routers: Routers, I may dare say, are by FAR the best block in factorization. They have the ability to both import an export items to and from ALL inventories connected to the router itself. When it has some of the upgrades, inserted into them. They become faster, smarter, more reliable but overall just more awesome(r). Especially with the item filter upgrade, which you can choose WHICH machines/inventories the router can interact with(feel free to add to this someone if I've left something out). Wrath lamps/igniters: Wrath lamps are arguable. Since they both do not need power, and will light the area forever. They are the same as floodlights, but they don't need to be powered so there would be any issues with people trying to lag the server to shit (*cough*path*cough*). But the wrath igniters are a different story. Even with the basic functionality to create dark iron. They have the ability to cause large-area fire spread. And can decimate areas in a matter on minutes. So I would settle for it to be disabled and just to buy dark iron/wrath lamps from the market. But that's a different kettle of fish altogether. The craftpacket packager is fairly explanatory. It can basically compact a setup for turning tiny piles of dust to normal piles and ect ect. It's a really nice block. Now for the last thing (long post ik, but this is the last thing. like you couldn't read hurr durr). The Ore processing that factorization adds. It basically adds a way to triple your ore output, but at the cost of time. You need to go through several stages of machines before you get the output that triples your ore. This is all done with the machines called the grinder, the mixer and the crystallizer. The crystallizer is what takes the most time, which takes a whopping 21 hours to just process 1 stack of reduced metal chunks(the second stage of tripling your ore output.) But the timing can be reduced my splitting the work up between in slots in the crystalizers inventory (there is 5 slots in its inventory) thus reducing the time it takes by a factor of 5. So all in all, i wouldn't say the mod is useless, quite the opposite actually. While SOME things might, most things would definitely be awesome to have.
You do realize that 64 GB is COMPLETELY unnecessary and a waste of electricity unless you are doing EXTREMELY high-powered rendering or other ridiculous sh*t. I HIGHLY doubt that you actually have 64 GB of RAM. 64 GB of DDR3 EEC SDRAM costs upwards of $700.00, mr. money-bags...
Those are my Fusion fuel production lines in my Power Core. I still have another 50+ centrifuges that process other stuff in my base proper. The thing with Inventory Managers is that they only buffer items. I wouldn't have to use ME Import Buses if the Managers regulated items better. The other great thing about Inventory Managers is that they can power devices that are touching. In the second photo you would still have to connect each Centrifuge to a power source. If you combined Managers and Routers it might be possible to eliminate cabling completely.
We must remember that there are consequences to having all these mods. The normal ticks per second rate of Minecraft is 20 tps. I went on Alice and set a redstone timer to 1 second and it pulsed about every 5 seconds. That's 4 tps. Now I understand for many, it's fairly easy to get used to that game speed with good machine setups and overclockers, but to be safe I think we should hold off on adding new mods until the server can technologically afford it. I'd much rather prefer to be able to actually fish or grow trees than to have a "pocket crafting table."
Sorry, but a pocket crafting table is not going to increase tps...if anything it will stop us more advanced players adding all the small things to our auto-crafting thus reducing the lag caused by our ever increasing in sized machine rooms. Think before you post stuff that means nothing, also timers will not tell you the tps even close to accurately. Edit: Timers are processed server side, the visual is not. it jumps back inconsistently and often after it has passed its full cycle. Often you will find yourself viewing two full cycles before you see anything at all. Although the info panels if set to something updating constantly such as a time card, can be used to semi-accurately determine the tps however it is still unreliable.
What? When did I say that pocket crafting tables would increase the tps? And it doesn't matter exactly what the tps is, if it's that noticeable then it's still bad.
>.> A. He never said that pocket crafting tables would increase or decrease tps. I think you should heed your own advice... Also having things on auto craft does not cause server stress when idle, only when active. I highly doubt that the "more advance players" are going to craft hundreds, if not thousands, of items at a time with the pocket crafting table. The size of a network or amount of machines do not even really matter, it is how much they are used, a pocket crafting table is not going to put even a tiny dent in that. B. Timers can tell you very accurately the TPS, it is quite simple and I do it all the time. I am rarely more than 1 TPS off in my estimate and that is just because I am not using an accurate method to time it. I use both timers and my reactor information panel to guesstimate the TPS. C. Please, keep it civil.
Yes Routers would probably increase server CPU load and affect the tps negatively. However, they would at the same time reduce the need for other blocks like the ME Import and Export buses. Those things cause massive amounts of CPU load. If you compare the pictures that GK posted above. It shows my base running ~80 centrifuges, each one requires an Import Bus. The next picture shows 35 centrifuges controlled by just two Routers. To me that seems like it would take some load off the server CPU. If my assumptions are incorrect I would like to hear why.
The number of people making negative comments about Factorization, that clearly have little experience with the mod is sad, but not surprising. Factorization is bit of a strange hybrid mod. Looking over what it had to offer, I thought it was pretty worthless too. Then I actually used it on a server, and my opinion completely changed. I won't make a point-by-point argument for Factorization, as several other players have done a great job doing that already, but I will say that it's a great mod, and would be a welcome addition to the server. Advanced Repulsion Systems is probably what we should consider rather than MFFS. It's a MFFS fork maintained by immibis, who has refactored a bunch of the code. Looks good, and may not impact server performance as much.
I don't think there are negative comments on the mod itself but more of disapproval. I personally don't agree with the mod since we have enough crafting machines as it is. Yes auto sorting would be nice but that practically means you do nothing. What is the point of playing on a server...rather THIS server if you're not going to do anything? We have enough machines/tools that you're able to craft in and store things in. Barrels are nice but they are safe in claimed areas.
You have literally read NOTHING about what anyone has posted. I suggest you stop being ignorant and hypocritical and take the time to read my long post i made a few posts up. Because what you're saying is not "disapproval". You and trying to make an argument against something, without the proper knowledge of the mod.
Exporting to a certain number of machines with either mod will have the same load, it does not matter how many export buses or routers, it is the actual interfacing and exporting/importing that causes the server load. It is the pure number of machines that are interfaced with will dictate the load. The router just has less blocks, but it is not the number of blocks but what is actually done that dictates the load.