Advanced Solar Panel Crafting!!

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DoctorOr

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Jul 29, 2019
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Still less lazy than "balancing" something without balancing it.

Advanced solar panels makes you make a decision on use of iridium. Iridium is one of the very few actual valuable resources. That is balancing. Notably, absolutely nothing used in the construction of a HV array is valuable and the only balancing aspect is the tedium in actual crafting - avoidable with some automation.
 

Chocorate

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Jul 29, 2019
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Advanced solar panels makes you make a decision on use of iridium. Iridium is one of the very few actual valuable resources. That is balancing. Notably, absolutely nothing used in the construction of a HV array is valuable and the only balancing aspect is the tedium in actual crafting - avoidable with some automation.
Meh, I guess we just have different viewpoints. I'm not sure how to express mine too well, though. I'm thinking of something more along the lines of Mash and what he said. I mean, it's great for people who still want to use solars in endgame tier, but once I have iridium I'm not likely going to be using solars anymore. The only thing I'd use them for is a separate charge station by a mine, or a separate MFE dedicated to a different project. Not really to power my whole place. I do feel that the panels should be more expensive, but maybe buffed output just a bit. I may be wrong though, as I'm thinking about this rather than actually playing. I don't really play the common Gregtech configs that others do so I'm not completely sure on how easy ____ is to produce once you have a means of producing it.
 

DoctorOr

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but once I have iridium I'm not likely going to be using solars anymore.

That's silly. Solar is the second best (the best way is a lightning rod) way to generate more iridum, and thus becomes a perpetuating geometric increase.

Besides which, unless you increase the nuclear output several fold, solar is the unqualified best power system for day to day operations of a workshop or factory. Unless you've made a conscious decision to avoid solar power entirely (which I do, because solar is boring) it's silly to avoid.

I do feel that the panels should be more expensive, but maybe buffed output just a bit

Because being the only option to emit 512EU/t in a single block just isn't high enough.

Even the 64EU/t version is the heavyweight in the generation contest, beating all non nuclear options.

I may be wrong though, as I'm thinking about this rather than actually playing. I don't really play the common Gregtech configs that others do so I'm not completely sure on how easy ____ is to produce once you have a means of producing it.

Without GregTech installed, a solar panel (and the 2nd, third, fourth...8th, 200th) can literally be the fourth machine you build - and two of the prior machines are used as parts in the solar panel
 

PonyKuu

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Jul 29, 2019
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I'd love to see this not become a thread about how people who use "free power" are lacking... down there.
Wait. Nopony is saying that free power is bad. To play Ultimate, you NEED some sort of free power - in form of treefarms or solars or something else.
People don't like Advanced Solars/Compact solars for other reasons (at least me):
Original solars produce very little amount of energy and meant to be used in numbers. Why I don't like regular solars? They are too expensive. Surprised? I'm not a hardcore player that likes the hardest settings and so on. I just like things that look good and feel good. Why I don't like advanced/compact solars? Lemme show you:

This is an HV-solar array. Real array. Somepony would say that space is not an issue in Minecraft. Well, looking at this, I doubt so. But anyways, This is a real solar powerplant, however HV-solar array from compact solars does he same, but in the size of one block. Is it bad? For people who just want a lot of power it is good, but modern technical minecraft is all about multiblock structures and block interoperation: people got tired of those magic blocks that do everything by themselves. Forestry, Railcraft, GregTech, RedPower (Frames allows you to build some sort of "multiblocks"). It would be a bit... stupid to make "compact boilers" mod that condenses all possible boilers to one block. Or one-block tanks (Greg have one, but I'm not sure about it's cost. And I dislike that concept anyways.).
I don't think that different tiers of solars is bad. But not 512-Eu producing blocks. I'm okay with, say 1-Eu solar and 8 Eu-solars (We made the second one by developing more efficient photovoltaic cells), but that still will require make a bigh construction. I just think that condense all the structure I posted to one block is a bad design solution. I know that compact solars are meant to prevent lag, but that solution is poor.

And look to other mods: RedPower solars are meant to be used in numbers - 30-50 solars is a valid configurations. Factorization generator is different, but there are mirrors that should be used in numbers, too. These mod's solars make more sence for me than compact solars/advanced solars for IC.

And again, I'm not saying that everypony should drop compact solars and use regular ones. I'm just explaining why people might dislike it. That's my opinion, and maybe opinion of some other people. I'm not attacking anypony.
 

Mash

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Jul 29, 2019
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Because increases in technology never increase space efficiency in machines.

Oh, wait. Twenty years ago, my computer would have to be the size of my house to operate at the level it currently does.
 
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CodaPDX

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Jul 29, 2019
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Because increases in technology never increase space efficiency in machines.

Oh, wait. Twenty years ago, my computer would have to be the size of my house to operate at the level it currently does.

Which is why I like advanced solars - you build them with uu matter and iridium, instead of duct taping progressively larger quantities of solar panels together. Which also has the advantage of encouraging players to diversify their power sources in the early and mid game, rather than just spamming solar panels. And honestly, nothing's stopping you from spamming basic solars anyway - you just have to do a modicum of planning and dedicate a little extra room.
 

Tyler Lynn

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Jul 29, 2019
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Soooo... after all those disagreements my question is still not answered is there any way to change the crafting recipe? Other than in the Advanced Solar Panel config where at the bottom it says
B:"Enable hard recipes"=false
It used to be true so i made it false and the only thing it changed was the glass.
If there is any other way please let me know. Thanks
 

CodaPDX

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Jul 29, 2019
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Long story short, no. The hard recipes in the config refer to the hybrid and ultimate hybrid solar panels, not the advanced one. If you're dead set on powering your base with solar, your best option is just to make a lot of solar panels. You can also remove advanced solar panels from the pack and add compact solars, if you'd like, but either way, you're going to be making a LOT of solar panels. Again, if you're looking for an early game source of EU that's relatively easy to set up, I recommend looking at geothermal generators. Just one of those generates as much power as twenty solar panels, they work at night and in the rain, and it's very easy to fill up a bunch of aluminum cans from lava pools and drop them into the generator, which should tide you over until you set up a nether tap or move to another energy source.
 

Tyler Lynn

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Jul 29, 2019
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Long story short, no. The hard recipes in the config refer to the hybrid and ultimate hybrid solar panels, not the advanced one. If you're dead set on powering your base with solar, your best option is just to make a lot of solar panels. You can also remove advanced solar panels from the pack and add compact solars, if you'd like, but either way, you're going to be making a LOT of solar panels. Again, if you're looking for an early game source of EU that's relatively easy to set up, I recommend looking at geothermal generators. Just one of those generates as much power as twenty solar panels, they work at night and in the rain, and it's very easy to fill up a bunch of aluminum cans from lava pools and drop them into the generator, which should tide you over until you set up a nether tap or move to another energy source.
Thanks for the answer i have been looking into geothermal and i think i might do something with magma crucibles and magmatic engines its basically a unlimited lava im just not exactly sure how to set something like that up.
 

CodaPDX

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Jul 29, 2019
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Well, technically magma crucibles allow you to turn netherrack into lava, and putting that lava into a magmatic engine gives you more energy back than you used to make the lava in the first place. So it's not infinite lava, you're essentially burning netherrack for a net of 10000 or so MJ per netherrack. It's pretty easy to mine a couple thousand netherrack in one go with an efficiency enchanted pick, so this isn't a bad way to go if you don't mind carving out chunks of the nether (and destroying a pick or two) every so often. Just remember that you're going to need to always have some lava in the system keeping the magmatic engines running. If the engines ever run dry, you're going to need to jump start the cycle with a can of lava or two.

Frankly, setting up a crucible/magmatic engine loop is one of the best ways for a beginner to get accustomed to handling both liquids and items in automation, and once you've got it set up properly, you have a reasonably easy to maintain power source that can be used to generate both MJ and EU. There are more efficent ways to accomplish the same thing, but for someone starting out, I can't recommend it enough.