I'm playing in 1.7.10 Infinity Evolved right now (since my computer can't handle 1.10.2 packs and I can't afford a new one). Power generation is expensive because I'm playing in expert mode.
I began with 8 survivalist generators (Extra Utilities) at a maximum of 40 RF/t. As soon as possible, I moved on to 6 water wheels (Immersive Engineering), which for some reason only provided 71 RF/t, but at least they did so without consumption of resources.
I recently set up a high pressure steam boiler with 18 industrial steam engines (Railcraft), which provides me with a constant 1440 RF/t thanks to a tree farm I set up (using Minefactory Reloaded). Rather than the more conventional decision to smelt the wood into charcoal, I instead use a sawmill to cut it into planks, in order to get 1800 ticks of burn time per log instead of 1600. This setup took a very long time to create because of my previous power generation, but was well worth doing, and I now have plenty of power to last me for quite a while.
All of the above was done in my first base, nothing more than a glorified hole in the ground composed of nine identical cells. I've now prepared the materials I will need to begin construction of my new base, which will eventually have several power sources:
- The same steam boiler setup, which I will move to the new base as soon as everything is prepared and I have a sufficient backlog of wood to reheat the boiler. I'll upgrade to several steam boilers after a while, all of which will be contained in a dedicated blast-protected room and pipe their steam to the engines elsewhere. The necessary tree farm expansion will be the limiting factor in the amount of steam boilers I decide to go with (probably three).
- A fairly sizable solar farm (Solar Expansion). I won't go above hardened solar panels with this base, but I want to start working towards having some renewable power.
- Several diesel generators (Immersive Engineering). Rather than having them be renewable at this point, I will instead make use of the plentiful oil deposits around my world. This does somewhat limit the power I can get from them, but it should not pose much of an issue because they'll mainly only be used for high-power systems at the end of the mid-game, such as the ender quarry.
- A single nuclear reactor (Industrialcraft 2), producing 420 eu/t or 168 RF/t. I am including it in this list only because it does generate power, but the amount it generates is so small that it will only exist as a means of acquiring plutonium.
Eventually I will have another base, with an external design somewhat inspired by the Imperial security complex in Star Wars: Rogue One. This will contain my end-game power supply:
- 9 nuclear reactors (Industrialcraft 2), producing a total of 3780 eu/t or 1512 RF/t. Again, they will be my plutonium production rather than a substantial proportion of my power generation. The reactor design that I am using will mean that the collective product of the reactors will be 28 plutonium per fuel rod cycle (2.78 hours), and the process is fully automatable and cannot result in explosion. Regardless, they will be encapsulated within several layers of highly blast-resistant material. I will not go through the effort of making liquid-cooled reactors, since they will still not be a major contribution to my power supply.
- A nether star generator (Extra Utilities), probably. Perhaps multiple nether star generators. Only if I can find a good way to automate nether star acquisition though.
- A powerful backup solar farm (Solar Expansion). I will use many of the highest tier of solar panels, as many as is needed to provide auxiliary power to my base. In the event that all non-reusable power sources are exhausted, the solar farm will need to be able to run the core of the AE system (all item access, no autocrafting other than what's necessary for disaster prevention), any containment systems and protection systems, all emergency measures (lighting, alarms, and the like), as well as one ender quarry (for maintaining some intake of resources whilst power is low). I'll then double this number of solar panels so that the system can accumulate enough power to run at night.
- Numerous yellorium reactors and steam turbines (Big Reactors). They are extraordinarily expensive in expert mode (which makes sense because usually they're somewhat overpowered), so I won't be able to have as many as some people might like to make. I'll probably limit myself to 8 maximum-efficiency turbines and enough reactors to efficiently power them.
- Several 64x culinary generators (Extra Utilities) powered by various food (mainly from Pam's Harvestcraft, supplied by Minefactory Reloaded harvesters farming Agricraft crops). This setup will exist so that I have an excuse to grow all the crops.
I believe that is all, but I may draw from other sources of energy too. That will depend upon how well I can enact my plans in-game. I have a good enough understanding of costs and progression in this pack that the above planning should be fairly sound, but it's quite possible that I might end up using more power than I have anticipated.
And if my end-game generation is too much, there is of course always the option to store excess power in an enormous glowing orb. -J