On the topic of free energy, players will always find a way to get what they want, even when working within the constraints of a given game and/or mod(-pack). If GregTech somehow, magically, fixed every known infinite energy bug in FTB tomorrow, I can pretty much guarantee you that, by that time next week, someone will have found a new way to get endless power again. Its not a question of if, but when.
well thats weird, it says normal diamonds to me. but even if it gives you industrial ones, just put it into crafting grid and you can get normal diamonds out of ithow do you set up the machine casing?
also i nei'd the recipe and it says industrial diamonds idk
The very instant someone in this thread mentioned that GregTech had to fight hard to remove cheap renewable energy, a horrible idea sprung to life in my brain. A Steve's Carts tree farm of massive proportions, feeding wood into a huge wall of electric furnaces, which feed charcoal into a huge wall of generators, all automated with RP2. Or, for maximum poetic value, Greg's own electric item movers.
Bottom line? As long as a tree can be chopped down and turned into charcoal at an EU profit, you can't stop renewable energy. You can only make it more convoluted and inelegant.
I suppose the value of charcoal could be edited such that it's an energy loss to use it for EU. And you could scratch the Forestry Bio Generator, or make it cost iridium or some bullshit. Then I'll have to set up that Tier 5 Soulshard Blaze farm to use blazerods for free EU. Or I could get really saucy and set up a tier 5 skeleton drop farm in the Nether, and use the infinite coal to feed generators.
The point here? There's a certain threshold where you're no longer creating an enjoyable hard mode. Instead, you're adding complexity for the sake of complexity, and time sinks for the sake of time sinks. And, if GregTech really does work long and hard enough, EU generation is likely to become such a pain in the ass that people just won't use the mod, or won't use anything IC2 related with it installed.
Almost all forms of energy are renewable in minecraft, that's not what Gregtech attempts to change. gregtech attempts to balance different outputs based on the power they give and their complexity. The moment you mention anything which requires complex large and mats consuming methods of automation, you already lose to say... solar panels.
Almost all forms of energy are renewable in minecraft, that's not what Gregtech attempts to change. gregtech attempts to balance different outputs based on the power they give and their complexity. The moment you mention anything which requires complex large and mats consuming methods of automation, you already lose to say... solar panels.
If this is the case, then why do so many people seem to have a hang-up with lava power from the Nether? It's not like moving lava from the Nether to anywhere else is a one-block drop it and leave it.
Complexity is also relative. For people like me that have been delving deep into these mods for a long time, the builds I listed above don't seem complex. For my roommate who's only foray into IC2 involved multiple electrocutions and one voltage explosion before he swore off the mod forever, a solar panel is super complex. Then you've got the in-between, my other roommate who looked through everything GregTech had to offer, and decided to rebuild his Wind Mill farm for power. I guess Wind Mills need more nerfing?
Perhaps, but there are those of us who enjoy making over-engineered Rube Goldberg devices to supply our energy desires, lol.
If this is the case, then why do so many people seem to have a hang-up with lava power from the Nether? It's not like moving lava from the Nether to anywhere else is a one-block drop it and leave it.
Complexity is also relative. For people like me that have been delving deep into these mods for a long time, the builds I listed above don't seem complex. For my roommate who's only foray into IC2 involved multiple electrocutions and one voltage explosion before he swore off the mod forever, a solar panel is super complex. Then you've got the in-between, my other roommate who looked through everything GregTech had to offer, and decided to rebuild his Wind Mill farm for power. I guess Wind Mills need more nerfing?
I'm not attempting to ignore your position and substitute a distorted version of it. You brought up Solars, and are now seeming to claim that is the only part of the conversation that matters. I've seen people deride lava power, forestry bio power, Buildcraft diesel power, in fact anything other than the chemicals and fuels of GregTech and IC2, as too simple and easy to use. I've even seen people talk of nerfing GregTech's own chemicals and generators as too easy. I'm trying to understand this viewpoint. At a certain point, all you accomplish is the removal of every energy option between charcoal and fusion. This doesn't seem like it increases the number of fun possibilities or the depth of the game. It's complexity for complexity's sake.Strawman
Lava from the nether is something a bit different. It is incredibly easy to do. You can either use liquid transposer and enderchests, which is not very complex. Or Railcraft, which is more elegant, but a bit more expensive and can go into a bit of complexity. The liquid-transposer version is the cheap one, which I would complain at least a bit. It is incredible easy to do and not really a construction-challange. The ressource-requirement for the SteveCarts farm + Charcoal burning is propably higher and you need to make at least some considerations to automate it properly.
At a certain point, all you accomplish is the removal of every energy option between charcoal and fusion. This doesn't seem like it increases the number of fun possibilities or the depth of the game. It's complexity for complexity's sake.