Well, you could go Nuclear, but that will take a while, since you're just starting out. Matter of fact, the most efficient MJ to EU conversion you can get is through the use of Magma Crucibles and Geothermal's, since it takes 20kMJ to produce a bucket of lava from cobble, and 1 bucket of lava produces 20kEU on a Geothermal. Setting up a Nether Pump is kind of complicated, and the easiest way actually requires going messing around with Thermal Expansion Liquid Tesseracts and that requires a bit of tech in order to get to, so i don't think you can use that solution quite yet.
Watermills are terribly inefficient, don't use them. Seriously, they're bad. Seems to me like Solar Flowers is the way to go. What's really nice is that they're very upgradeable, since you can recycle the T1 Solars into the T2 and so on, so as your energy needs grows, you craft more solars, and go on like that. You might want to look into BC/TE though, because most of your power will have to be generated that way, for quarries, for farms, to produce lava, to generate cobblestone/obsidian, and lots of cool uses. IC is nice, but the only things i actually use a lot from the mod are the machines (extractor/macerator/induction furnace/Compressor), the Diamond Drill, and the Jetpack. Quantum Armor is too expensive for my tastes and i can find most of it's functionality in other mod's items, which i think are prettier and less OP.
So, yeah, go solar. You won't regret. It's set and forget, and quite frankly, obsoletes every other energy generation for EU once you get HV's going on.
The conversion to FE (force energy) from EU is 1-1I have to disagree with you on Nuclear. Some very efficient designs have been made, for instance, here http://forum.industrial-craft.net/index.php?page=Thread&threadID=7681 you can see a lot of the really good ones.
keep in mind those generate low amounts of power because they're stable, and so they run full cycle, instead of running intermittently. Reactors that are not stable, but have to use active cooling in order to keep it from exploding, can run in the neighborhood of up to 3000 EU/t. They're not really used that often anymore since Ice has been severely nerfed as a cooling mechanism, and coating the outside with Water doesn't work so hot anymore as well. So, yeah, you could have a massive, unstable nuclear reactor running off on Nuclear Control, and generate insane amounts of EU and store them in several MFSU's. Takes less resources to set up than HV solar's, as well. But yeah, no one uses them because they're really complicated to set up, control, and random tick fluctuations can still make them explode.
But 40 Water Mills can only output 40EU/t with buckets, and 80EU/t with cells (non renewable). They each take in quite a bit of Tin to construct as well, and you need to set up a Batbox as a buffer every 39 blocks or lose all of the energy produced if using Tin cables. I made an analysis of EU production in another thread, but bottom line is, the best ones are Geothermal and Solar, and the others don't even come CLOSE to being able to complete.
Except for the MFFS one, which is quite broken, i must admit. Really, scrap into massfab, into UU into Forcicium, giving you infinite 2048EU/t energy? And it's much less expensive than 4 HV Solars? Yeah. Totally not broken. AT ALL.
Both Water Mills and Wind Mills have the cabling problem. It's really not an easy one to solve, and also... Very much a space hog.
Water mills, wind mills, and solar arrays are supposed to be early game (not compact/advanced solars in) to power like 2-3 machines.
And the higher tier reactor in there is only 400 eu/t
I know, it rewards people who go for renewable. setting up a forestry or steves carts farm (doesn't matter if it's wood or wheat or whatever, or even bee breeding... but it also takes the fun of it. you could sit next to a wood farm and watch it forever, not intervening ever again. it would produce wood for you, more than you could ever use.
but if you need to run after non renewable resources, search for coal, and squeeze the little bit of thorium out of it (it might be a bit OP right now... 4 pieces of coal for 1 thorium cell), or use more creative ways to harvest energy... that is, at least in my eyes, more fun in that game. it's just too easy to swim in biomass/biofuel .
does a sc-setup need extra bonemeal?
Not really it's a solid 39% extra fuel output, this includes refining and power lost with Conduits of course using the 36 sized boilers HP is the fastest way to need about 220+ buckets of fuel to "jump start" the positive feedback loop. People don't like these power generations though as it's "cheating" power even though it's does cost more space and resources to get it going and 4.5 buckets of fuel per hour isn't a whole lot from a single huge HP boiler.in ultimate, you could also set up a weird energy production: the steam boiler powers oil fabricators. oil fabricators need 600k MJ or 1500k EU for generating one bucket of oil. refined to fuel and burned in a boiler, you get more . this setup would produce nearly 1,5 fuel per consumed bucket of fuel.
Disclaimer: I'm on a DW20 server.
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Now the real kicker: None of these are as cheap as just burning something in a generator. 10 EU/t might be small but x 60 and you're making 600 EU/t without breaking a sweat. The challenge here is logistics. You need to bring a massive amount of charcoal to these generators. I still haven't quite worked out the timing for this yet. I'm thinking two or three tree farms feeding into a set of fully-heated induction furnaces powered by the generators will do the trick, but I haven't had a chance to test that theory out yet.
Or you could run more than one track+cart, 2 smaller setups I found was far less bursty in the way it delivered the wood etc sure it cost a bit more but it is relatively cheap. The trees grow fast enough without bonemeal\the fertilizer module that there will never be a cart run that doesn't gather several trees even on a track that is fairly short, smallest I've made was about 20 on the long sides of the loop and 5 on the short sides.If you put torches between each sapling they grow fast enough without bonemeal. The issue with Steve's Carts tree farms is size: the more trees the cart has to cut down, the longer it will take the cart to chop through them and return back with the goods. If you want absurdly fast tree growth you could abuse XyCraft soil or put down one of Xeno's lilypads of fertility. If you want maximum throughput you could probably adjust the setup to have a few more cargo manager stops along the way to ensure you're getting all the stuff as it's harvested.