Favorite method of power generation?

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pc_assassin

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Jul 29, 2019
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Ah if you were spamming dynamos that would have brought my computer to its knees..

Sent From Something That You Won't Care About Using Tapatalk 2
 

madnewmy

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Jul 29, 2019
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I had three fission reactors. Was preparing for fusion, but then I got a chance to beta test a 1.7 Gregtech pack.
3 fission? I had one at 1.1 Mrf/t :) but it was design to produce tritium...

Never played gregtech,might try that in 1.7... Can we know which pack it was?
 

KIRTAP2

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Jul 29, 2019
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I attempted this once using bees. My bees couldn't make the pyrotheum fast enough.
I use mob farms (blazes) and many other things (oh man when you have things working for a long time you forgot you have them :rolleyes: ). I make pyrotheum with crafting.
 

xyzzy75

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Jul 29, 2019
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Hilariously fun power? Engineer's Piezo Tiles, plus Open Block's fans. Setup a zombie spawner to drop zombies in and the tiles slowly kill them while generating energy.

Just for pure silliness we ran our Ender IO lab off of just zombie heads in jars, aka zombie generators. Underneath the lab we had a zombie spawner set up (using Ender IO's spawner block) dropping zombles onto punji sticks and collected the flesh to marry with sugar cane in Ender IO vats, which fed the resulting nutrient distillation to the zombie generators. It was hilarious. We should have put a named baby zombie in some closet off the lab just for giggles, but it didn't occur to me until we switched over to a custom pack.
 
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Omicron

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Jul 29, 2019
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Let's see...

In 1.2.5, I had a power station with 8 Buildcraft combustion engines feeding into a power converter to make EU out of it. For the time, that 48 MJ/t was excessive; I powered a massfab with it and outfitted myself with quantum armor, draining a couple of oil wells in the process. Only shows how completely mods and the community have lost control and perspective over what power means since then :p

In 1.4.7, my base's processing machines ran off of a mixture of power provided by a Railcraft liquid fuel boiler (running on various Gregtech processing side products - those were the days when GregTech was still just an IC2 addon) and an IC2 nuclear reactor. But what I really enjoyed even more than those two was that single Redpower thermopile in the basement that on its own ran the entirely of my item moving infrastructure comprised of 12 sorters 2 retrievers and ancillary tidbits... and then had enough power left to charge buffer storage for occasional manual smelting needs with a blulectric furnace. For the young'uns: a thermopile was probably the single smallest and weakest energy generating block in any mod ever, designed for ultra-low power applications like moving items around. You needed 8 of them in optimal setup just to power a basic furnace. It amused me to no end how much mileage I got out of it. Not to mention that to this day, I still consider Blutricity the most interesting to play with power system ever implemented in Minecraft.

In 1.5.2, GregTech slowly started to become a game of its own and I made a map focused on it. I had a setup of five interconnected nuclear reactors. Two uranium reactors which produced spent cells; one breeder to charge the spent cells; ancillary infrastructure to turn the charged cells into thorium and plutonium; one mass thorium sink reactor; and one incredibly powerful plutonium reactor. All managed by applied energistics and... a chest minecart on tracks, of all things. The part of my base that required MJ (it was the last version before RF would be invented) was once again powered by Buildcraft combustion engines. I just can't stay away from uranium and fossil fuels, it seems :D On an environmentally friendlier note, though, the sprawling AE system was completely solar-powered.

In early 1.6.2 (without GregTech, because it finally took the step into total conversion territory), I went into treebreeding for Forestry ethanol. This fed a combination of solid and liquid Railcraft boilers, which in turn used their steam to produce any and all forms of power I required. Some lessons learned and interesting data recorded can still be seen linked in my signature.

In late 1.6.4, I am currently running a base exclusively on Rotarycraft engines. I gave myself a rule that I am not allowed to produce any form of power that is not shaft power. All other power requirements are derived from shaft power fed through conversion blocks, like the rotational dynamo or air compressor... though nobody says I can't use Buildcraft oil for fuel :p I am preparing to dip my toe into Reactorcraft next.


So to sum up, I definitely like my oil and uranium, and Blutricity was (and hopefully will be again) amazing, but my favorite method of power generation is quite plainly:

"Something I have not tried in this form before" ;)
 

Pyure

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Aug 14, 2013
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In late 1.6.4, I am currently running a base exclusively on Rotarycraft engines. I gave myself a rule that I am not allowed to produce any form of power that is not shaft power. All other power requirements are derived from shaft power fed through conversion blocks, like the rotational dynamo or air compressor... though nobody says I can't use Buildcraft oil for fuel :p I am preparing to dip my toe into Reactorcraft next.
Given your taste (and expertise) for IC2 nukes, I'm interested to see what you make of ReC version. I found it quite satisfying.

There's a few threads on this forum that will provide some sample starter designs. And a lot of ppl willing to answer questions :)
 

Omicron

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Jul 29, 2019
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To be honest? I probably won't make that much with it.

As you may be able to derive from the thermopile experiment, I'm someone who is quite good at doing a lot of of stuff with only small power investment. Right now, I have the gas turbine that I produce RF with throttled to 1/16th output... and turned off for several RL days at a time, only to run for an hour every once in a while to refill the resonant cell. I have absolutely no need for the power output of even the tiniest Reactorcraft device. I couldn't spend it if my life depended on it, and will likely end up simply not hooking anything up to the turbines. I just want to see how the reactor minigame works :p

It's more or less a direct consequence of not using IC2 this playthrough - it just leaves me without any real power consumers. The AE system I share with my friend is powered by his base (he has a really basic BigReactors 3x3 thing that he runs at like 20% output because he also has no idea what to spend the power on); the RoC extractor is running on a fuel powered engine and is keeping up comfortably with the resource consumption of us two players, so there's no need to change that up; the Forestry farm and fermenter are offline after producing more wood and ethanol than I couldever use; the Buildcraft refinery is only running in short bursts whenever something consumes a bucket of fuel or jet fuel once in a while. We don't have an autominer because my friend enjoys the zen art of hitting stone with his Tinkers hammer. The one thing I actually ended up truly needing in unexpected amounts recently was blaze powder, because I decided that I'd use a performance engine for the Reactorcraft centrifuge in order to burn through some of those enormous ethanol stores. It ended up barely touching the ethanol yet gobbling up all my blaze rods. And a blaze spawner running occasionally on demand is also practically power-free in the overall scale of things.

I considered building the reactor over in the nether, where my bedrock breaker is - CoFH World's flat bedrock feature left me without grindable bedrock in the overworld. But Rotarycraft also considers the nether to be insanely hot (like 300 degrees ambient), which means it probably isn't a good place for a giant heat engine :p

(And besides, the gas turbine I have there is already more than a bedrock breaker needs anyway.)
 

Pyure

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Yeah trying to actually spend ReC power is another project unto itself. I have no great recommendations, unless you can think of a good way to marry it to GT and its thirsty consumers.
 

KingTriaxx

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Jul 27, 2013
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The best way I know is to use Bevo's technique which is to generate insane amounts of steam then feed it into GT Turbines. You could use Railcraft turbines, but then you spend all day running from turbine to turbine replacing rotors.
 
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Pyure

Not Totally Useless
Aug 14, 2013
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Waterloo, Ontario
The best way I know is to use Bevo's technique which is to generate insane amounts of steam then feed it into GT Turbines. You could use Railcraft turbines, but then you spend all day running from turbine to turbine replacing rotors.
Your RC turbines are buggy. Mine have been running for a couple weeks now, frequently at 100% for long periods of time, and have barely lost 15% of their total rotor life.

But you get pimp factor just for using the GT ones.
 

Wagon153

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Jul 29, 2019
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The best way I know is to use Bevo's technique which is to generate insane amounts of steam then feed it into GT Turbines. You could use Railcraft turbines, but then you spend all day running from turbine to turbine replacing rotors.
Aye. I was using the high pressure Gregtech boiler to make steam before. It worked, until two things happened. Random fires every where near it(damn you Greg!) and not being able to keep up with more then two Bronze Age machines. Built the same boiler as Bevo, no more problems.
To be honest? I probably won't make that much with it.

As you may be able to derive from the thermopile experiment, I'm someone who is quite good at doing a lot of of stuff with only small power investment. Right now, I have the gas turbine that I produce RF with throttled to 1/16th output... and turned off for several RL days at a time, only to run for an hour every once in a while to refill the resonant cell. I have absolutely no need for the power output of even the tiniest Reactorcraft device. I couldn't spend it if my life depended on it, and will likely end up simply not hooking anything up to the turbines. I just want to see how the reactor minigame works :p

It's more or less a direct consequence of not using IC2 this playthrough - it just leaves me without any real power consumers. The AE system I share with my friend is powered by his base (he has a really basic BigReactors 3x3 thing that he runs at like 20% output because he also has no idea what to spend the power on); the RoC extractor is running on a fuel powered engine and is keeping up comfortably with the resource consumption of us two players, so there's no need to change that up; the Forestry farm and fermenter are offline after producing more wood and ethanol than I couldever use; the Buildcraft refinery is only running in short bursts whenever something consumes a bucket of fuel or jet fuel once in a while. We don't have an autominer because my friend enjoys the zen art of hitting stone with his Tinkers hammer. The one thing I actually ended up truly needing in unexpected amounts recently was blaze powder, because I decided that I'd use a performance engine for the Reactorcraft centrifuge in order to burn through some of those enormous ethanol stores. It ended up barely touching the ethanol yet gobbling up all my blaze rods. And a blaze spawner running occasionally on demand is also practically power-free in the overall scale of things.

I considered building the reactor over in the nether, where my bedrock breaker is - CoFH World's flat bedrock feature left me without grindable bedrock in the overworld. But Rotarycraft also considers the nether to be insanely hot (like 300 degrees ambient), which means it probably isn't a good place for a giant heat engine :p

(And besides, the gas turbine I have there is already more than a bedrock breaker needs anyway.)
Sometimes the fun of modded MC is seeing just how much power you can make. Whether or not you can spend it doesn't matter.