@@lightmaker5648 Immersive engineering still work on forge 1.20.1 : Neoforge was 1 to 1 compatible with Forge in 1.20.1 and after that the great majority of mod devs are moving to NeoForge for their 1.21 release
Hello! Tfmg dev here, wonderful video! A thing id like to note, the accumulators main disadvantage is that it outputs power much slower than the capacitor making it meant for longer term storage instead of something within an electric network. Also i respect you for making this as i personally have made most of the tooltips not function properly making the mod a pain in the ass to learn
You should install "Flywheel + Iris Compat" Mod to allow Flywheel optimisation shaders for Create components to work alongside your normal shaders. It will drastically increase FPS when you have lots of waterwheels for example. When you enable shaders in just base vanilla Create, it disables Flywheel which means your FPS goes down considerably.
@@osloomortan9571 not to be rude, but i dont think the comment was saying to do that at all btw the mod name on modrinth is "Iris & Oculus Flywheel Compat" if anyone wants to look it up, it does seem to support at least one version of kappa (which is used in the video)
I love how the create mod went from simple pully systems with windmills and waterwheels, to the 1st industrial revolution with steam and trains to the 2nd with electricity and light, industrial evolution at it's peak
@@Sedna1694heresy. Have you ever seen a polytetrafluoroethylene set up? It's one of the first big chains you'll make, it's really honestly quite beautiful, seeing all the machines connect and align, and the ratios for optimal production, and then routing it extruders solidifers and assemblers. It all comes out looking very neat and honestly quite aesthetic. So long as you think it out first and not just slap machines into chaos Then again I'm a Factorio player who does exclusively main bus or train grid cause I like how aesthetic it is. Ruthless industrialization can be beautiful In its own right)
1- Editing mishap early on as you talk about cables vs connectors 2- The waterwheel lag would have been massively reduced by turning off your shaders 3- Once you were done demonstrating, you should have removed the waterwheels, as they made the following sections unnecessarily choppy. Good video in regards to covering the mod features, but could have used some major fixes
as soon as you mentioned voltage i had greg flashbacks. cant wait for this pack to add electric machines that can be used as alternatives for the vanilla create ones, with teirs that require you to use the correct voltage lol (actually, adding that to some degree would be super interesting)
I like these generators. There are so many ideas of what could be done with them. One time we will be able to make a nuclear Power plant with create things. Imagine a reactor where you need to build the Control Rods yourself with the create linear pistons And Having Turbines who turn the superheated steam created by the reactor into massive amount of create rotational forced that can be put into these generators.
This mod seems really cool! I'll probably include it in my modpack, but I might have to remove or rework some things to make it fit the vibe I'm going for
There used to be a mod for MC 1.7.10 called Electrical Age, it had realistic units - volts, amperes, ohms, the wires heated up according to the current and could explode. However the original mod was abandoned, and the only active fork of this mod is also quite abandoned
you shouldn't use shaders for mod reviews, especially when it lowers fps (iris also has many issues with mods, especially create). people are here for the mod, not the shaders, and generally shaders are way too bright so you can't actually see what the mod's textures look like - and those are very important for determining whether a mod is good or not.
i'm a little confused about the voltage, because FE is really ambiguous if its a measure of wattage or current. is it actually trying to be accurate or just a sort of enabling layer, you just have to have the right number... i guess thats a close enough approximation for DC electronics
/flywheel backend instancing for less lag with water wheels but chests, shafts, belts and some others are glitched. if you use this command and want to go back use /flywheel backend batching
My only issue with TFMG is that generators can't be vertical which makes them incredibly hard to put into most modern power plants like hydroelectric ones.
What I don't get is what to use the electricity for? Aside from the lightbulb, there are no items that use electricity. So what is used for? Even more, when is less efficient to make electricity than just use normal stress units.
The only problem I have with this mod is the voltage system, it makes compatibility with other mods very annoying and doesn’t seem to add much in terms of gameplay
How's the cost to FE ratio between the 2 electricity mods? If I've got both in a pack, which one is the best bang for my buck to create FE with? I've got a pack that has some advanced machines, but I'm forcing power generation through create.
honestly, the more of those cool addons come out, I cannot understand why noone ever made a addon to make the steam engines more realistic. like i absolutely HATE how create implements the Steam engine. want to be able to move steam in pipes, and make like cool engines with multiple cilinders, and a boiler somewhere else and stuff.
I went scrolling to see if anyone had the same thought like holy bro lol. My man has the Chinese knock off version. Bro needs to get the ryzen 4070 🤣but tbh i think its his 13900k thats doing him in (Assuming since i heard due to the corrosion, they dont perform as well under light loads or maybe not enough/too much allocated ram. (8-16 is the sweet spot)
Anyone know what mod he uses to display the charge in the blocks. Some batteries I have in my mods don’t tell me how much fe they are holding and I would like to know a mod that displays that
gotcha. I wear the goggles 24/7 but when I look into blocks that store power like the accumulator and capacitor in The Factory Must Grow I can never see how much they’re actually holding. Thanks for replying!
Question; TFMG doesn’t work for me when every other add on does, even teleporters works when it doesn’t for others so is it just my PC telling me to heck off?
@@KwizzleHazzizlei have a 1050 in a laptop from 2018, i had my base powered with about 32000SU in small water wheels and it didnt lag Its the shaders or their optimisation
I'm using oculus without any optimisation mods because they don't always play well with Create. I get better performance with Fabric because I can use both the mods for shaders and for optimization (Iris and Sodium)
Crafts and additions while a great little mod doesn't have anywhere near the depth in terms of transforming oil into different fuels nor does it have all the engines that TFMG has. I hope that clarifies what I meant.
This is becoming closer and closer to Immersive engineering, I'm expecting it to be bigger at some point
Considering Immersive Engineering isn't on Forge anymore, it's the best w'ere getting.
@@lightmaker5648just move to neoforge if you're playing beyond 1.20.1
@@lightmaker5648 Yes it is
@@lightmaker5648Latest version is on Neoforge which I believe a lot of forge mods are moving to.
@@lightmaker5648 Immersive engineering still work on forge 1.20.1 : Neoforge was 1 to 1 compatible with Forge in 1.20.1
and after that the great majority of mod devs are moving to NeoForge for their 1.21 release
Hello! Tfmg dev here, wonderful video! A thing id like to note, the accumulators main disadvantage is that it outputs power much slower than the capacitor making it meant for longer term storage instead of something within an electric network.
Also i respect you for making this as i personally have made most of the tooltips not function properly making the mod a pain in the ass to learn
pepagg you and mango need to keep shooting high and outdo all these other addons i believe you'll be most downloaded of 2025 keep up the updates 😁
is this a new update of TFMG? me and a friend are playing on 1.19.2 and are wondering if we can also enjoy this
ADD FABRIC SUPPORT
MAKE IT FOR FABRICC
I HATE FORGE
You should install "Flywheel + Iris Compat" Mod to allow Flywheel optimisation shaders for Create components to work alongside your normal shaders. It will drastically increase FPS when you have lots of waterwheels for example. When you enable shaders in just base vanilla Create, it disables Flywheel which means your FPS goes down considerably.
If I remember correctly flywheel is packaged in the create mod so installing flywheel separately is a mistake
@@osloomortan9571 You arent installing flywheel, youre installing "Flywheel + Iris Compat"
@@osloomortan9571 not to be rude, but i dont think the comment was saying to do that at all
btw the mod name on modrinth is "Iris & Oculus Flywheel Compat" if anyone wants to look it up, it does seem to support at least one version of kappa (which is used in the video)
@@Konomi_io oh yes, my bad. I got mislead by the +
You sir are a Hero
Saying the water wheels cause a lot of lag while running shaders is wild
yeah he needs to turn off shaders they are killing his pc and the game looks fine without them
@@nobodycarewhoor run potato pc shaders
The rotor😊
Y’all forget that the reason the shaders cause lag with waterwheels is because they disable the library that optimizes flywheels.
@@JustALittleGhostOfHallownest ..so.. in other words, the shades make it lag? Like they are saying?
I love how the create mod went from simple pully systems with windmills and waterwheels, to the 1st industrial revolution with steam and trains to the 2nd with electricity and light, industrial evolution at it's peak
Omg, YES
Now with the electricity stuff, I’m definitely putting this in my server!
finaly someone who show how electricity work in tfmg ❤
I thought this mod would take a while to figure out, but this video was very helpful.
Must. Gregify. Create.
lol its really looks like Greg and Industrial revolution mod
GREG FOREVa
@@DONT-KNOW-MYSELF nah, gregtech is just ugly pipes
@@Sedna1694 they ain't that ugly
@@Sedna1694heresy. Have you ever seen a polytetrafluoroethylene set up? It's one of the first big chains you'll make, it's really honestly quite beautiful, seeing all the machines connect and align, and the ratios for optimal production, and then routing it extruders solidifers and assemblers. It all comes out looking very neat and honestly quite aesthetic. So long as you think it out first and not just slap machines into chaos
Then again I'm a Factorio player who does exclusively main bus or train grid cause I like how aesthetic it is.
Ruthless industrialization can be beautiful In its own right)
1- Editing mishap early on as you talk about cables vs connectors
2- The waterwheel lag would have been massively reduced by turning off your shaders
3- Once you were done demonstrating, you should have removed the waterwheels, as they made the following sections unnecessarily choppy.
Good video in regards to covering the mod features, but could have used some major fixes
for 2, as another comment said, "Iris & Oculus Flywheel Compat" compat mod may fix the waterwheels with shaders
0:15 I saw a valkyrien skies car...
It will be a good video :D
7:48 you could also just toggle shaders because thats whats causing all that lag.
Most likely you dont have iris flywheel compat mod
as soon as you mentioned voltage i had greg flashbacks. cant wait for this pack to add electric machines that can be used as alternatives for the vanilla create ones, with teirs that require you to use the correct voltage lol
(actually, adding that to some degree would be super interesting)
We are one helldivers reference away from factorio
here is a create mod addon suggestion: Create: Metallurgy
i wont spoil it
This might have just become my preferred bridge to other mods.
I like these generators. There are so many ideas of what could be done with them.
One time we will be able to make a nuclear Power plant with create things.
Imagine a reactor where you need to build the Control Rods yourself with the create linear pistons
And Having Turbines who turn the superheated steam created by the reactor into massive amount of create rotational forced that can be put into these generators.
a recently did a nuclear power plant design with New Age, it looks really cool! have to build it on survival now
the capacitor acts as a noise filter IRL, you can tell it does the same thing here because the light bulb was flickering
This mod seems really cool! I'll probably include it in my modpack, but I might have to remove or rework some things to make it fit the vibe I'm going for
I personally prefer crafts and additions + diesel generators.
But this video has inspired me to play with the factory most grow.
Three electricity mods now and none use voltage and current. My disappointment is immeasurable.
If this one has voltage and power it has current by implication. The same FE/t at higher voltage must necessarily have a lower current, because P=IV
It would be nice to have a realistic electricity mod. That might be quite niche since things could get difficult for the average player.
There used to be a mod for MC 1.7.10 called Electrical Age, it had realistic units - volts, amperes, ohms, the wires heated up according to the current and could explode. However the original mod was abandoned, and the only active fork of this mod is also quite abandoned
you shouldn't use shaders for mod reviews, especially when it lowers fps (iris also has many issues with mods, especially create). people are here for the mod, not the shaders, and generally shaders are way too bright so you can't actually see what the mod's textures look like - and those are very important for determining whether a mod is good or not.
1:15
Immersive Engineering.
Okay, yeah, not a Mod for Create, but it does share alot of similarities, especially to create addons
And frankly, it's better
favourite sentence in the video "if i place all waterwheels my fps will drop to 15 to 20 rpm"
😮most advanced create electro city mod so far
i'm a little confused about the voltage, because FE is really ambiguous if its a measure of wattage or current. is it actually trying to be accurate or just a sort of enabling layer, you just have to have the right number... i guess thats a close enough approximation for DC electronics
FE is energy, FE/t is power.
Immersive Engineering walked so Create could run
Bro this kind of mods exists since 15 or more years.
/flywheel backend instancing for less lag with water wheels but chests, shafts, belts and some others are glitched.
if you use this command and want to go back use /flywheel backend batching
I almost thought this was new age in the beginning since new age has the same rotor system
My only issue with TFMG is that generators can't be vertical which makes them incredibly hard to put into most modern power plants like hydroelectric ones.
every mod eventually becomes gregtech
What I don't get is what to use the electricity for? Aside from the lightbulb, there are no items that use electricity. So what is used for? Even more, when is less efficient to make electricity than just use normal stress units.
Things from other mods that require electricity. Electric motors also allow for compacter designs and anywhere
7:38 is this depth of field part of your shader? If so what are you using because that looks so good!
Yup! In shader settings for Kappa PT I went to the camera option and put the F-stops to 2.8
The only problem I have with this mod is the voltage system, it makes compatibility with other mods very annoying and doesn’t seem to add much in terms of gameplay
Hard time choosing between this and the new age mod
wouldnt placing 1 small water wheel cause the large wheels to spin at double the starting speed?
Yes it would, but it would also double the SU requirements so I'd have to place 49 MORE waterwheels!
You did the water wheels backwards. Your sater and turbines should be stackable
0:58 this section repeats
i thought i was going insane
??? i dont see any repeat
The factory must bugged*
I don't know If its really a level thing, but acumulators store a lot out/input slow, capacitors intake and output fast but store less
This definitely looks much better than create:new age. I hated the aesthetics of that mod
20:28 "Some of me fresh explodin taters! Been growin 'em since yesterday!"
How's the cost to FE ratio between the 2 electricity mods? If I've got both in a pack, which one is the best bang for my buck to create FE with? I've got a pack that has some advanced machines, but I'm forcing power generation through create.
Can you make a tutorial on how to make a mech??
honestly, the more of those cool addons come out, I cannot understand why noone ever made a addon to make the steam engines more realistic. like i absolutely HATE how create implements the Steam engine. want to be able to move steam in pipes, and make like cool engines with multiple cilinders, and a boiler somewhere else and stuff.
Can you do this but in survival?
Hello, can you do mod showcase for "Create Love and War" pls😊
Can you do a survival series on this 0:31
The real question is why he's at 60 frames with a 4090 💀
I went scrolling to see if anyone had the same thought like holy bro lol. My man has the Chinese knock off version. Bro needs to get the ryzen 4070 🤣but tbh i think its his 13900k thats doing him in (Assuming since i heard due to the corrosion, they dont perform as well under light loads or maybe not enough/too much allocated ram. (8-16 is the sweet spot)
Seth Lodge
Anyone know what mod he uses to display the charge in the blocks. Some batteries I have in my mods don’t tell me how much fe they are holding and I would like to know a mod that displays that
I think it's just that you have to wear goggles, but in my experience not all mods display FE properly
gotcha. I wear the goggles 24/7 but when I look into blocks that store power like the accumulator and capacitor in The Factory Must Grow I can never see how much they’re actually holding. Thanks for replying!
Question; TFMG doesn’t work for me when every other add on does, even teleporters works when it doesn’t for others so is it just my PC telling me to heck off?
I'm not sure, have you tried running just tfmg and create without any of the other mods. Might be a conflict with some other mods
how are you only getting 60 fps with a 4090?
Add the flywheel oculus patch. It will fix the lag with create and shaders
Thanks I'll try that
@@KwizzleHazzizlelet me know if that helps you
notice any difference?
what is the version?
"Another one"
huh I forgot to subscribe
edit: fixed
1:07 i think you accidentally put that part in twice
Oh, thanks for pointing that out! I dunno how I missed that
the bad thing is that its not for fabric
i know why your fps instantly drops when you place that many water wheels!
you're literally using shaders, dude; it's not the water wheels lol
A bit of both :)
@@KwizzleHazzizlei have a 1050 in a laptop from 2018, i had my base powered with about 32000SU in small water wheels and it didnt lag
Its the shaders or their optimisation
Currently im keeping money for pc with Radeon 6750 XT 12gb and Ryzen 5 5600, i hope its enough to run some good create mod based modpack 😅
so... do i need new age anymore?
common misconception:
tfmg is not new
Lenore Wall
Mod name bro
It`s in the title, it's The Factory Must Grow, also known as TFMG
Electricity in create?
How the hell do you manage to get 70 fps with a 4090, even with shaders rofl
I'm using oculus without any optimisation mods because they don't always play well with Create. I get better performance with Fabric because I can use both the mods for shaders and for optimization (Iris and Sodium)
@@KwizzleHazzizle get iris/oculus flywheel compat it helps a lot
is immersive engineering still a thing or am I a boomer?
Ngl, TFMG has a lot good ideas but some have their execution is really fumbled.
Only for forge ((
I thought there was a new mod... but nope.
my dude turn off the shaders
All create relative stuff somehow got overevaluated and overhyped? isn't it? sadly...
i have the same skin lol
Oh wow, I've had this skin for over 10 years by now. I remember getting it off of some website
@@KwizzleHazzizle I get in TLauncher skins xd, but i modified with a ''cape''
ชี้่้่้่้่้่้่้่้่้่่่่่่่่่่่่่่่่่ัััััั่่่ััััั่ั่ั่่่่ัััััััั่่่่่่่่่ัััััััั่่่่่่่่่่่
First
this mod is kinda bad.
It useless.
No its not, otherwise why would they even develop it
Bro it's literally turns water energy into electricity and that's it. Why should I bother when I can use water wheels or oil?
This mod isn't new. In recent time its growing. How unironic
wait, wtf? he claims not to know of any mod that adds both electricity and fuel as well as this, then mentions crafts and additions?
Crafts and additions while a great little mod doesn't have anywhere near the depth in terms of transforming oil into different fuels nor does it have all the engines that TFMG has. I hope that clarifies what I meant.
@@KwizzleHazzizle it does.
Against the spirit of the Create mod. Just use any of the other mods that do this stuff.
and what's the spirit of the Create mod?
thats why its an addon... it IS one of the other mods that does this stuff
Against the spirit of the mod, so use a different addon that does the same? How does that change anything?
It… it is one of the other mods
@@kilnareth7970 rotational power