I might consider lowering the power usage of forestry to bit reasonable levels. Something between normal and hard settings
I wish there was a more 'renewable way of making fertiliser/
There's a bee for that, you know ;-)
However, one Apatite vein is probably all you need for the entire game.
I might consider lowering the power usage of forestry to bit reasonable levels. Something between normal and hard settings
Hmm... thats a good argumentOthers might be able to say why this is a good thing but here's my argument.
Because of the power requirements I could only get the thermonic fab to work with an enderIO capacitor and that's a good thing.
1. It forces me to look into RF generation
2. Forces me to use other mods in the game and thing about other long term plans of how to make the items needed for the farm.
In turn this makes the game longer, harder, an IMHO more fun because it forces me to look for alternatives and come up with more designs or ways that this can be done.
an example of this (if I remember rightly) is that you can use a assembling machine but it needs to be an MV assembler instead, either forcing you to look into other ways to power the thermonic fab or upgrading to MV - which in turn means finding a better more stable power source for the EFB which is a whole new bucket of fish!
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Yeah, I have mixed feeling about Forestry hard mode. On the one hand, it keeps the focus on GT, which is a good thing. On the other hand, it effectively limits Forestry power to wood/charcoal/plank power and excludes ethanol.
I had fun being challenged with how to power the Forestry machines, but the 17 * 4 = 68 MJ/t = 170 EU/t Fermenter makes Ethanol very, very difficult to come up energy positive. Unfortunately, there's not a config to lower the power of just the Fermenter AFAIK and neither Minetweaker nor ModTweaker have Forestry support.
And, I could increase the Railcraft and Forestry energy gain from Ethanol, but I'm not sure that will help GT. But, GT 5 energy production is so inefficient anyways...
Will do some more testing to see if increasing Forestry configs for Ethanol power affects GT or not.
I can't think of anything other than an extra-step recipe that converts something or other into biofuel. I don't think we're able to adjust the power output of the fuel at all.On this hand I also agree because as we progress down the tech tree and need more energy things like ethanol should give much more energy for the buck.
Is there any way we can increase the 'output' of ethanol to make it worth it in GT machines at least?
I did have this problem in the earlier version of the pack on the old map. I thought it was just me so it's a relief to here others are having the issue as wellI think a concern is that currently there's no way to make positive-energy ethanol.
I ran my own series of tests using Miguk's uber-saplings and I encountered similar results. If anyone else is able to produce energy via ethanol/biofuel I'd love to hear the setup.
On this hand I also agree because as we progress down the tech tree and need more energy things like ethanol should give much more energy for the buck.
Is there any way we can increase the 'output' of ethanol to make it worth it in GT machines at least?
Yeah its a tricky problem because once upon a time, tree-farms were absolutely everyone's sole source of energy. Granted many people didn't even bother with the biofuel since charcoal was enough, but if they did bother, they had godlike power reserves and zero reason to look at any other power solutions.I did have this problem in the earlier version of the pack on the old map. I thought it was just me so it's a relief to here others are having the issue as well
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Woops, yeah, what he said faster than me@Pyure and I think the Ethanol nerf-bat came out swinging back in the day when spamming RC 36HP boilers was all the rage
I can't think of anything other than an extra-step recipe that converts something or other into biofuel. I don't think we're able to adjust the power output of the fuel at all.
boiler {
#
# adjust the heat value of BioFuel in a Boiler
#
D:biofuelMultiplier=1.0
#
# adjust the heat value of Fuel in a Boiler
#
D:fuelMultiplier=1.0
}
#####################
# FUEL
#####################
# modifies the energy provided by ethanol in a Bio Generator.
fuel.ethanol.generator=0.5
# modifies the energy provided by ethanol in Buildcraft Combustion Engines.
fuel.ethanol.combustion=0.5
# modifies the energy provided by Biomass in a Bio Generator.
fuel.biomass.generator=0.5
# modifies the energy provided by Biomass in Biogas Engines.
fuel.biomass.biogas=0.5
Yeah, I was all stoked I had gone through all of Binnie's new machines, had bred all the trees with the cool traits, and made the "super sapling", only to find out...wow...
@Pyure and I think the Ethanol nerf-bat came out swinging back in the day when spamming RC 36HP boilers was all the rage. Since Forestry has a hard time affecting charcoal output, it nerfed the hell out of its own Ethanol. Railcraft jumped in, too, and nerfed the hell out of Ethanol, but didn't touch charcoal much. It's not that 1 mod did 1 thing, but rather three mods all nerfed Ethanol:
Forestry
Railcraft
Buildcraft
The result is that Ethanol is 4x less efficient than fuel on base/default settings, and that doesn't include Forestry HARD mode which jacks up the Fermenter cost.
I will tweak some Forestry settings tonight and will see if that affects GT. Would be cool to keep Forestry HARD, but simply raise the output from a single bucket of Ethanol.
That's why gregtechs power generation this time around has confused me, the more you go up the tech tree, the less efficient things become, eg, steam turbines. That just encourages the spamming of smaller, easier power generation than a nice big complex machine of awesome-ness.
FYI, I called Greg out on the "decrease" in efficiency in more advanced machines. He told me that between LV and HV (skipping MV) HV will always be more efficient because you cannot spam LV machines compactly enough that lossiness isn't a problem.
I haven't tested this but it actually might be fun to test
Well, one doesn't *have* to use the GT boiler to make steam. The RC boiler seems to work well, and that is very much tweakable.
Code:boiler { # # adjust the heat value of BioFuel in a Boiler # D:biofuelMultiplier=1.0 # # adjust the heat value of Fuel in a Boiler # D:fuelMultiplier=1.0 }