Best MJ generation method?

  • Please make sure you are posting in the correct place. Server ads go here and modpack bugs go here
  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

PonyKuu

New Member
Jul 29, 2019
813
0
0
Actually, I've never used Greg's GeoGens, but I like his Diesels. Not sure why, but... they seem good.
 

PonyKuu

New Member
Jul 29, 2019
813
0
0
There are honestly no major differences between advanced and compact. Reducing the load is a good thing, but that's not the best way.
And saving space for solars == making them too powerful.
 

Loufmier

New Member
Jul 29, 2019
1,937
-1
0
There are honestly no major differences between advanced and compact. Reducing the load is a good thing, but that's not the best way.
And saving space for solars == making them too powerful.
for me space saving seems to be a "byproduct", which i dont consider powerful, but it still doesnt feel right
 

PonyKuu

New Member
Jul 29, 2019
813
0
0
Not for solars. They are supposed to take space. That's a limiting factor too. You probably don't want to build an array of 1000 solars, because it's too big, but with compact solars - that's two blocks.
And I want to point at Nuclear reactor again. It has a running cost. And it's hard to build one that outputs 500 Eu/t. You can't compare that to your solar.
 

Cougar281

New Member
Jul 29, 2019
167
0
0
I think I poked the hornets nest :)..

As far as how to generate power, to each their own :). If you wantt o use boilers to make power, that's your choice. I like solars :).

I don't think the mod creators should nerf a mod because some deem it too powerful (although some do)... if anything, make it configurable so server operators can make the 'powerful' blocks less powerful (This actually CAN be done with the solars).
 

PonyKuu

New Member
Jul 29, 2019
813
0
0
Meh, Greg nerfed the solars but they didn't became better. It's rigth, it's up to you. I'm just saying that "Creative generator" with some minor restrictions (operation during day) is not a good power generation design for my taste.
 

Loufmier

New Member
Jul 29, 2019
1,937
-1
0
Not for solars. They are supposed to take space. That's a limiting factor too. You probably don't want to build an array of 1000 solars, because it's too big, but with compact solars - that's two blocks.
And I want to point at Nuclear reactor again. It has a running cost. And it's hard to build one that outputs 500 Eu/t. You can't compare that to your solar.
as i said previously, multi block structures should be the way to go with solar power, to strike the balance with server load and space required

I don't think the mod creators should nerf a mod because some deem it too powerful (although some do)...
you can ask greg to nerf your mod for you, although he might do that regardless... :)
 

PonyKuu

New Member
Jul 29, 2019
813
0
0
as i said previously, multi block structures should be the way to go with solar power, to strike the balance with server load and space required
Yes, multiblocks - is the way to go for solars. And it also can be something more interesting than "WE NEED MOAR PANELS!!!" Something like MFR solar system
you can ask greg to nerf your mod for you, although he might do that regardless... :)
Greg's nerfs are the cost nerfs. It doesn't work well. Other type of nerf is "reduce usefulness nerf". It is bad too. The good nerf is reworking the concept to make that thing more interesting and less "OP".
 

Loufmier

New Member
Jul 29, 2019
1,937
-1
0
Yes, multiblocks - is the way to go for solars. And it also can be something more interesting than "WE NEED MOAR PANELS!!!" Something like MFR solar system
even with multi block structures it come down to "we need moar panels" its the nature of solar power :)
havent heard about mfr solars, can you guve me a link for that? and are you didnt mean a factorization?
 

PonyKuu

New Member
Jul 29, 2019
813
0
0
even with multi block structures it come down to "we need moar panels" its the nature of solar power :)
havent heard about mfr solars, can you guve me a link for that? and are you didnt mean a factorization?
Yes I did mean Factorization. Herpaderp.

Well, now when you said that, I'll agree. Solars == lots of panels. And lots of space But multiblock structures can decrease the server load.
UE solars also have a good concept for an advanced solar. It's bigger than basic one.
 

Siro

New Member
Jul 29, 2019
638
0
0
Comparing just the recipe costs is totally unfair; automating a boiler solution requires player time and design effort. These put the costing about on par, given how silly-easy UU matter is in ultimate.

I'm not comparing just the recipe costs. I'm specifically including the process, which is a massive undertaking, in getting to the point where one can even consider building an ultimate panel. Whereas one can begin construction on a blast furnace shortly after either their first visit to the nether and that's the hardest part for boilers. Basically, I could start from nothing and have a boiler setup in a day. I don't know why you think that's harder or anywhere close to as hard as building the power system needed to generate uu matter in a reasonable timeframe.
 

PonyKuu

New Member
Jul 29, 2019
813
0
0
Boiler setup itself requires not just a boiler, but also a treefarm/oil bees, transport network and stuff. Ultimate panel requires nothing to run. It is hard to craft it, I won't argue, but that's crafting/waiting. Boiler is not harder, it's more interesting. It's about using a different mods and building a contraption.

Also:
Good example of end-game power - Fusion Reactor.
Bad example of end-game power - Ultimate Solar Panel.
 

KirinDave

New Member
Jul 29, 2019
3,086
0
0
I'm not comparing just the recipe costs. I'm specifically including the process, which is a massive undertaking, in getting to the point where one can even consider building an ultimate panel. Whereas one can begin construction on a blast furnace shortly after either their first visit to the nether and that's the hardest part for boilers. Basically, I could start from nothing and have a boiler setup in a day. I don't know why you think that's harder or anywhere close to as hard as building the power system needed to generate uu matter in a reasonable timeframe.

UU matter is trivial to generate in ultimate. You can have it within 4-6 hours of play if that is your main goal, and most of that you can be AFK. It's on par with setting up a boiler to be perpetual, really. At least, it is in 1.5.1. The new railcraft undercuts planks, forestry undercuts biomass, sc2 undercuts wood harvesting, and MFR's method has high mj/t but doesn't output consistent volume.
 

Loufmier

New Member
Jul 29, 2019
1,937
-1
0
I'm not comparing just the recipe costs. I'm specifically including the process, which is a massive undertaking, in getting to the point where one can even consider building an ultimate panel. Whereas one can begin construction on a blast furnace shortly after either their first visit to the nether and that's the hardest part for boilers. Basically, I could start from nothing and have a boiler setup in a day. I don't know why you think that's harder or anywhere close to as hard as building the power system needed to generate uu matter in a reasonable timeframe.
in order to make a solar you only need ic2, yeah other mods will make it easier, but they are not required. in order to maintain a boiler you`ll more than just railcraft, and enough mods knowledge to put them together.
it took me a while to figure out how to feed a boiler, but i can say that time i`ve spend made me a somewhat a better at mods mixing, and i cannot say same after i`ve made my 1st ultimate hybrid

dammit. too late >_<
 

Siro

New Member
Jul 29, 2019
638
0
0
UU matter is trivial to generate in ultimate. You can have it within 4-6 hours of play if that is your main goal, and most of that you can be AFK. It's on par with setting up a boiler to be perpetual, really. At least, it is in 1.5.1. The new railcraft undercuts planks, forestry undercuts biomass, sc2 undercuts wood harvesting, and MFR's method has high mj/t but doesn't output consistent volume.

UU matter isn't the goal, building an ultimate panel is. I'd love to see someone build an industrial blast furnace capable of making chrome ingots in 4-6 hours from nothing, much less actually collecting all the rubies or redstone needed to make enough of them to actually build the matter fabricator. Never mind the ultimate panel. Show me a chrome ingot in 4-6 hours. Incidentally, you need at least some reinforced casings in an industrial blast furnace to even make chrome ingots, so the boiler guy is always going to be building a boiler before the first highly advanced machine block is anywhere close to done.
 

KirinDave

New Member
Jul 29, 2019
3,086
0
0
UU matter isn't the goal, building an ultimate panel is. I'd love to see someone build an industrial blast furnace capable of making chrome ingots in 4-6 hours from nothing, much less actually collecting all the rubies or redstone needed to make enough of them to actually build the matter fabricator. Never mind the ultimate panel. Show me a chrome ingot in 4-6 hours. Incidentally, you need at least some reinforced casings in an industrial blast furnace to even make chrome ingots, so the boiler guy is always going to be building a boiler before the first highly advanced machine block is anywhere close to done.

Depends somewhat on what the boiler's fuel source is. Remember: cannot be planks anymore. In any case, I've seen it done. It happened. It can happen. It's less likely to happen on 1.5.1, but still.

And it doesn't matter. It is a block that gives you EU/t for nothing and it never stops or breaks unless you break it. You can sit here and say you prefer that, and I'll say "Okay" with a sad face because I cannot tell you what to feel. But it is the least interesting power source available from the perspective of game design or mechanics.

And it's sad to me that anyone doesn't want to view power production as a build. Part of the glorious rube goldberg machines we build and call "bases" is their fantastically improbable beating hearts: their often bizarre and problematic power systems. They tend to start with cobbled ad hoc solutions and gradually grow into multi-modal monstrosities, their hungry tentacles spiraling out through local and distant space.

Or you can have a single block. Hooray.
 

kilteroff

New Member
Jul 29, 2019
229
0
0
And it's sad to me that anyone doesn't want to view power production as a build. Part of the glorious rube goldberg machines we build and call "bases" is their fantastically improbable beating hearts: their often bizarre and problematic power systems. They tend to start with cobbled ad hoc solutions and gradually grow into multi-modal monstrosities, their hungry tentacles spiraling out through local and distant space.

Or you can have a single block. Hooray.

This is actually the heart of the issue imo. It's hard for people to understand differing viewpoints sometimes. I fully endorse the above statement, but some people just can't be bothered.

Some people like to build
Some people like to prettify
Some people like to engineer
Some people like to code

MC was designed to be modular, and so necessarily attracts people with different interests. I tried explaining the very base of how to get started with machines to a friend of mine, and I could see his eyes glaze over barely 10 seconds in. This guy built nothing more complex than a furnace, but built this BEAUTIFUL sprawling forest castle ... thing, it was gorgeous, and he loved every second of it.

I for one, can't be bothered with prettifying, I'm like Dire, I build almost exclusively just functional cubes. The very idea of spending hours building a house when you're starting a new map (really any time) is soooo foreign to me, so out of whack. "I've got caves to mine! resources to gather! infrastructure to build!" That's how I play, and it's great for me, but would be anathema to others.


So while I'm 100% with Kirin, I love seeing my base snowball and become this ... entity, some people are bored senseless by it.

So let them build their solars, it's a game, it's their fun, who cares. There is no wrong way to minecraft.



Less hate threads more image / tech advice trading threads imo.

<3
 

KirinDave

New Member
Jul 29, 2019
3,086
0
0
Some people like to build
Some people like to prettify
Some people like to engineer
Some people like to code

What is pretty, build, engineered, or coded about adv solars?


So let them build their solars, it's a game, it's their fun, who cares. There is no wrong way to minecraft.

I have never seen a great builder use solars. That's the funny thing. I suspect this is because they look boring.
 

Siro

New Member
Jul 29, 2019
638
0
0
Depends somewhat on what the boiler's fuel source is. Remember: cannot be planks anymore. In any case, I've seen it done. It happened. It can happen. It's less likely to happen on 1.5.1, but still.

And it doesn't matter. It is a block that gives you EU/t for nothing and it never stops or breaks unless you break it. You can sit here and say you prefer that, and I'll say "Okay" with a sad face because I cannot tell you what to feel. But it is the least interesting power source available from the perspective of game design or mechanics.

And it's sad to me that anyone doesn't want to view power production as a build. Part of the glorious rube goldberg machines we build and call "bases" is their fantastically improbable beating hearts: their often bizarre and problematic power systems. They tend to start with cobbled ad hoc solutions and gradually grow into multi-modal monstrosities, their hungry tentacles spiraling out through local and distant space.

Or you can have a single block. Hooray.

I didn't say I prefer it. I said they weren't as easy as boilers. They're not. Any route you could take to get to boilers is going to be faster than acquiring one piece of chrome dust. And it always remains easier in Ultimate to build more boilers than it is to acquire more chrome dust. Frankly, I barely use the ultimate solars because of how difficult they are to make versus how poorly they perform in a world that has weather and night. Having recently converted a vast array of thermal generators TO boilers, I can safely say I wish I had been making high pressure boiler blocks instead of reinforced casings because of how much easier boilers have been. Moving pumps around is way more troublesome than just watching boilers chug. The tree farm goes to the fermenter and that goes to the still or distillation tower (if you happen to have spare chrome haha) and that goes to the boiler which goes to engines or power converters. Or you breed some bees to eliminate the need for one or all of those steps.

One should not make solar panels for power. Not because they're "too easy" or too simple, or that they might somehow suck the fun out the game by being a block that generates power from sunlight (which is still weird to me that people have a problem with that), but because they cost too much compared to better solutions, take longer to build the things needed to build them and don't actually provide much in the way of power on a day to day basis. They're trophies or maybe backup if you entire system catches fire or explodes. The only time I'd really expect to see someone using them en masse is if they spawned them in, had someone else spawn them in or just couldn't be bothered to learn that there were much, much better options available for the time and effort involved.

Now if you'll excuse me, I'm going to go burn nether stars in a magic energy converter at 24eu/t. Mostly because it amuses me greatly that I CAN burn nether stars as a byproduct of minium stone automation (which was actually quite a bit harder than setting up boilers).