Documentation on UE mods?

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Heliomance

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Jul 29, 2019
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Is there any? I've started on the Resonant Rise modpack, and as I've fully explored the IC2, BC, and TE tech trees in the past, I want to play with UE. Unfortunately, I have no clue how to get started. Is there any documentation for it anywhere?
 

Golrith

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Nov 11, 2012
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Best I've found is the Voltz Wiki http://voltzwiki.com/wiki/Main_Page But that would most likely be out of date with the latest UE. It's enough at least to get a better understanding of what the machines do, then combined with your knowledge of other tech mods, work it out from there.
 
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RedBoss

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I don't care for YouTube tutorials per se, but search for TacticalLion. His tutorials on the basic UE blocks and systems and never more than 7 minutes and give nothing but useful information.

Also the joy of the Fulmination Chamber must be seen and heard. Text just won't do it justice.
 

gattsuru

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May 25, 2013
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There's not much documentation out there, and much of the extant information is outdated or even simply bad.

If you're getting started in UE from a Thermal Expansion or IC2 perspective, you probably want to work with Mekanism. The Heat Generator can be made as soon as you have Copper, Redstone, Iron, and Osmium, and converts fuel into universal electricity power. Generally, you'll want to sit a Heat Generator (or several) in place surrounded by Lava, which gives a small supply of reliable 'free' energy -- Heat Generators are very inefficient with coal, charcoal, or logs.

Then it's to the Metallurgic Infuser, which uses energy to turn ore or ingots into dust. This is important because it's Mekanism's preferred Steel source, and also the only way to make Steel without other mods (Mekanism does not come with the coal+iron smelt). Note that the Metallurgic Infuser, despite what NEI says, will take Charcoal or Coal directly and compress it for you, although Compressed Carbon is more efficient. That opens up a lot of other hardware in the setting -- most other basic power sources, like Wind Turbines, and a lot of other refinement gear. If you don't have other ore doubling, bringing ore into an Enrichment Chamber, the output from there into a Crusher, and then smelting the result is Mekanism's basic ore doubling. Upgrading to a Purification Chamber turns into ore tripling, albeit at cost of Flint and significant amounts of energy. With the Compressor, you can start making the new armor and tool types, as well as work toward things like the weather control orb.

Mekanism also has the Energy Cube and Universal Cable. While not the cheapest form of power storage, it's capable of interacting with most every power source or consumer.

Atomic Science requires more infrastructure to get started, and has some more impressive large structures. Saice or KirinDave can probably describe this better than I can.

ICBM is surprisingly well-documented, and not very friendly for new users, so I can't comment on it.
 

Syrinori

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Jul 29, 2019
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There's not much documentation out there, and much of the extant information is outdated or even simply bad.

If you're getting started in UE from a Thermal Expansion or IC2 perspective, you probably want to work with Mekanism. The Heat Generator can be made as soon as you have Copper, Redstone, Iron, and Osmium, and converts fuel into universal electricity power. Generally, you'll want to sit a Heat Generator (or several) in place surrounded by Lava, which gives a small supply of reliable 'free' energy -- Heat Generators are very inefficient with coal, charcoal, or logs.

Then it's to the Metallurgic Infuser, which uses energy to turn ore or ingots into dust. This is important because it's Mekanism's preferred Steel source, and also the only way to make Steel without other mods (Mekanism does not come with the coal+iron smelt). Note that the Metallurgic Infuser, despite what NEI says, will take Charcoal or Coal directly and compress it for you, although Compressed Carbon is more efficient. That opens up a lot of other hardware in the setting -- most other basic power sources, like Wind Turbines, and a lot of other refinement gear. If you don't have other ore doubling, bringing ore into an Enrichment Chamber, the output from there into a Crusher, and then smelting the result is Mekanism's basic ore doubling. Upgrading to a Purification Chamber turns into ore tripling, albeit at cost of Flint and significant amounts of energy. With the Compressor, you can start making the new armor and tool types, as well as work toward things like the weather control orb.

Mekanism also has the Energy Cube and Universal Cable. While not the cheapest form of power storage, it's capable of interacting with most every power source or consumer.

Atomic Science requires more infrastructure to get started, and has some more impressive large structures. Saice or KirinDave can probably describe this better than I can.

ICBM is surprisingly well-documented, and not very friendly for new users, so I can't comment on it.

Atomic Science was updated to be compatable with other energy types right? If so how does it compare to more conventional methods of energy gen? Such as biofuel boilers etc.

Also thanks for the write up. It's almost tempting to try out a newer UE pack. (Though I do wonder why we don't see them in one of the other packs but I'm sure there is a reason.)
 

Freakscar

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Jul 29, 2019
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Atomic Science was updated to be compatable with other energy types right? If so how does it compare to more conventional methods of energy gen? Such as biofuel boilers etc.
Depends on the configs used - but on Resonant Rise, the fission reactor eats more common generators alive. Compareable are only the other reactors from IC2 or GT. Downside: Finite fuel rods. ;)
 

KirinDave

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Jul 29, 2019
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Atomic Science was updated to be compatable with other energy types right? If so how does it compare to more conventional methods of energy gen? Such as biofuel boilers etc.

Latest builds are so good (at our request! we actually helped cal work the numbers out and demonstrated what needs to be changed) and are so configurable that the answer is, "as better as you want them to be." The newest releases bring Nuclear Reactors within about 50% the output of 36HP liquid boilers (they win, but they should; they can blow up and unleash a plague and just turning them on kills you without a special suit that is otherwise lousy). That's in steam. Where atomic science wins is in the turbines. They're very expensive, but also very powerful.

Check out Saice's threads or the RR G+ group (scroll down a bit) for new reactor designs that use steam funnels and liquiducts. Most of us with reactors think that 100M EU is a trivial sum to generate. Even on our server, no one has yet successfully made a fully tapped fusion reactor. It's MUCH more expensive, harder to design, and also produces ALL its steam (much more than a whole lifetime reactor run) in just about 10 seconds. To even capture its output is a huge, expensive task. It makes Greg's fusion system look easy to build and maintain. But if you do it, you'll have all the power ever. And to be clear on this, basically that's using the most up-to-date design. PonyKuu, Saice, WayOfTime and Velotix sorta spearheaded research there. I cannot find public examples of people doing what we did before then.

Also thanks for the write up. It's almost tempting to try out a newer UE pack. (Though I do wonder why we don't see them in one of the other packs but I'm sure there is a reason.)

The reasons are more political, but the truth is that UE was in bad shape around January and the mod authors have worked very hard to bring it up to spec. Mekanism is not quite going at PowerCrystals-speed, but its improving fast. AtomicScience and MFFS3 are rapidly evolving to be friendly to cross-modpack play (scale it down from 30 to 20 in the config and you're basically there, leave it at 30 if you don't have other power systems installed).

And Complex Machines and Biotech are growing. Galacticraft is starting to get to where you'd want to put it in a mixed modpack.


For whatever reasons, a group of people close to FTB and ForgeCraft really doesn't like Calclavia. Also, Cal had some public frustration with the FTB update process when they were trying to fix up the UE pack back early this year.
 
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Loufmier

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Jul 29, 2019
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Depends on the configs used - but on Resonant Rise, the fission reactor eats more common generators alive. Compareable are only the other reactors from IC2 or GT. Downside: Finite fuel rods. ;)
uraninite or what its name, isnt finite, when atomic assembler(or whatever that thing is called) comes into a play. but i doubt that such build is power positive.
 

KirinDave

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Jul 29, 2019
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uraninite or what its name, isnt finite, when atomic assembler(or whatever that thing is called) comes into a play. but i doubt that such build is power positive.
It is very power positive, but Strange Matter Farms require a lot of clever automation.
 

Loufmier

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Jul 29, 2019
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It is very power positive, but Strange Matter Farms require a lot of clever automation.
didnt expect this to be that way. i think i`ll research deeper into strange matter production and its automation and other shizzle required, when i`m in the mood for such :)
 

Loufmier

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Jul 29, 2019
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apparently i`m in the mood for testing, and it turns out to be not that difficult to automate strange matter production and atomic assembler automation.
and with AE its rather easy. atomic assembler is a bit tricky, but storage bus and level emitter are your best friends :)
the strange matter production is quite slow(it even beats GT machinery) which means, the more particle accelerator = faster strange matter production, but it also reduce overall efficiency of reactor, however make it produce power at more constant rate
 

KirinDave

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apparently i`m in the mood for testing, and it turns out to be not that difficult to automate strange matter production and atomic assembler automation.
and with AE its rather easy. atomic assembler is a bit tricky, but storage bus and level emitter are your best friends :)
the strange matter production is quite slow(it even beats GT machinery) which means, the more particle accelerator = faster strange matter production, but it also reduce overall efficiency of reactor, however make it produce power at more constant rate


It's rather fun, isn't it? The atomic science energy treadmill? The general feedback we get from players is, "Never has it felt so accessible." But it's also not "difficult" in the sense that it's just a huge slog to get enough core resources just to bootstrap your system. You can make a nuclear reactor pretty early, and then over time upgrade your power collection to match it. That is a really neat aspect of Cal's design. Fusion reactors can actually be similar.
 

Mjw

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Jul 29, 2019
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Can someone make a stangematter and atomic assebler tutorial?
Also is it energy positive to make tin for fusion?
 

KirinDave

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Jul 29, 2019
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Can someone make a stangematter and atomic assebler tutorial?
Also is it energy positive to make tin for fusion?


It is. Protip: Is ______ energy positive with fusion? For any given blank the answer is, "Yes, if you can capture all that energy." Fusion makes an insane sum of energy all at once. You probably don't have enough batteries to hold it all or enough turbines to convert it all.