Best way to slow the game down? Play with an inexperienced friend. Your progress will be halved until about 50 hours in.
On my most recent build, I resolved to use 99% Solar power. I even enabled power converters, but aside from that initial day or two of coal/coke power for the base, once I start cranking out advanced solars and batboxes, I slap my hand every time I think about boilers, magmatic engines, or any other power source. It's been a fun challenge, and it's been especially neat to see what kind of lengths I've had to go to once I got to the ultimate hybrid solar (bees, yo). Sticking to a single reliable but small power source was fun, though. I had to think a lot more about how many machines to build and whether to even upgrade some of them.
Conversely, rather than doing more with less, you could always set yourself some benchmarks in mods you don't usually use - thaumcraft has a pretty extensive research thing going on - telling yourself that you won't build a second boiler until you've got your first golem-powered farm or something like that might be a fun challenge if you haven't done much with that mod, or if you usually save it for late-game.
You think 512Eu/t/chunk is a "small power source?" lolSticking to a single reliable but small power source was fun, though.
You think 512Eu/t/chunk is a "small power source?" lol
They are by far the most OP power source out there. They are way more OP then then reactors are. Think about this...you get 512eu/t in the day time with out the need for any fuel then in the night time you still get 64eu at night (btw I live in real life on solar power and you never get power generation from solar at night) then on top of that they store 1,000,000eu.
This is the worst way to slow a game down in this whole post
So i guess what im lookign for is a way to set the basic Timer WAY up, and then struggle to find ways to shorten it, by solving puzzles in how to make things more efficient, etc.
I think the main problem is that there is no real way to do this that isn't artificial. Even on 1.6 IC2 + GT it wouldn't take an extraordinary amount of time to reach what could be considered "creative mode end-game". If you take pleasure in shortening that
time span do so. It's unlikely you'll find more pleasure in an artificially extended world.
Well my own idea was to disable harvesters, auto spawners, remove
MPS and Ee3 and ender chests. No gravisuite. Disable quarries and remove turtles. Is it "artificial" to make these changes and will they not slow down the game? Also apparently forestry has harder settings too.
I was just looking for more suggestions. Like one person said you can increase the power draw of harvesters. That would be good. Right now my single tree farm is running 5 boilers and still stockpiling charcoal. What size boiler? Always the largest because the cost to build one has "gates" like blaze rods and steel but I had thousands of iron stored by the time I got to make steel, so there was no reason to even think about making a smaller boiler.
My friends who just started have all built TE systems and some forestry stuff by hand mining only. When they build something, they really have to look at the cost involved. Gregtech is nice but you still end up in pseudo Creative mode with respect to all of he OTHER mods within a few game hours of playing. That's what I'm trying to stop.
Ideally I think removing harvesters and if there was a way to increase the cost of running a quarry, it might work. As one person said, it's about extending that mid game more. Ic2 miners? I wonder when the last time was that most anyone playing ftb used them?
Also a few always say to self regulate- why did forge craft make hard server changes then? There has to be a reason.
Also a few always say to self regulate- why did forge craft make hard server changes then? There has to be a reason.
I don't think removing ender chests and tesseracts is an artificial lengthener of the game. The main reason for this is because it almost necessitates using railcraft if you want to move items a medium to long distance. For many people, this exposes a new aspect of gameplay that has, in my opinion, lots of fun things to keep you occupied for a good while. You can also build the railway as long as you want. I enjoy making long scenic railways. I am in the middle of building one for fun (admittedly in actual creative mode) that is many thousand blocks long which is really nice with Biomes o plenty. I haven't tested running a train the entire length of the track, but it takes about 15 minutes for a 6 cart long train to travel about 2/3s the length. That in itself slows the game down.
So isnt removing teleporting items then a way to extend game play? The cost of a long rail line is much more than a tesseract, and takes more time to set up. So isn't removing ender chests a good idea for what I want to achieve then? I want to have less resources, and to have the game require more resources, so that Im always struggling, not staring at 10K lead that I have nothing to do with within a short period of time. If i disabled quarries and turtles and teleportation, now it becomes a real challenge to get lots of basalt from a volcano 500 blocks from my base. (I still play with redpower, heh)