Anyone got any solutions for how to generate that much power?
As folks said, theres Mekanism Reactors. Theres also using a larger Big Reactor with a Turbine. Past that, you could delve into the x8 and x64 Generators from Extra Utilities.
What I do, usually, is I'll make a battery bank with whatever mod (In this pack, Capacitor Banks from EnderIO or a chain of Energy Cells from Thermal Expansion), and then store power for a while. Then when a good amount has built up, activate the larger consumer until the batteries are drained.
thats exploiting a pack bug that the Caigan even confirmed is a bug
Eh, I don't know if I'd call it a bug more than oversight on my part. I can't balance everything, which is a sort of point I need to make clear to folks I think.
The error is so short I can paste it directly here and it'll be shorter than some of the posts you've made that were just responses ^_~
Hmm, if its crashing on Launch, you might have a corrupted download for various reasons. In the FTB Launcher, go to your Options menu, and hit Force Update, and then launch the pack again. It'll redownload it from scratch.
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A SCALE OF BALANCE
So, Since before this last update, I've mentioned a lot that I need to balance out some things in the pack.
I am not going to be able to achieve a super great sense of balance. Not without changing a whole lot of things. First and foremost, this is a pack about learning many mods from start to finish, while giving you secondary goals with the corporate shop stuff, reputation, and other goodies. If this was a more focused, story based pack instead of a kitchen sink pack about silly ferrets, I'd be a lot more worried about the sense of balance.
So I need to balance out how much balancing I do, to make sure I keep the balance of fun as well. (feel free to insert inception tone here if you'd like). Evening out things like Tinker's Material stats, Big Reactor output, and the cost of the Digital Miner are examples of what I plan on doing.