In depth knowledge of Mekanism/Big reactors and its progression of unlocks

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Jack0928PC

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Jul 29, 2019
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Hello,
I recently created a custom modpack that I plan to use on my server. My vision with this is to have all of the tech mods branch off of GregTech. To do this I plan on creating custom recipes to make it so you need to progress in GT before you can branch off into Mekanism and Big reactors. To do this I plan on implementing GT ingots or items into the recipes in the order of the power of the item. For example, Mekanism has a couple ways in which it can generate power, some generate more than others. So I would take the one that generates a smaller sum of power and put a cheaper GT ingot into the recipe. The equivalent would happen with the higher power generation for Mekanism = more expensive GT ingot. So essentially what I am looking for is the order of importance for these two mods so I will be able to apply the appropriate adjustment to the recipe with a GT replacement.

Any help would be great, thanks.
 

YX33A

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Jul 29, 2019
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OK, first thing that comes to mind is the Heat Generator. It is both a form of passive energy generation and active energy generation; passive requires it to be placed beside lava, ideally on 5 sides, but if you can find a way to extract the power with a wireless method, then 6 is better. It is the first energy generation system unlocked in Mek since it is the only one that doesn't need steel.
The most expensive/least realistic one is the Hydrogen Generator as one pumps in hydrogen which is obtained from a electrolysis machine(forget the exact name) and is somehow energy positive. Word of advice: Might want to disable this Generator, but the Electrolysis machine is needed for other machines, including the 5x ore processing chain.

Everything in between is actually just passive systems; solar, and wind powered, IIRC. Really, those are the only things added by Mek Generators(IIRC), solar, wind, hydrogen, and *maybe* the heat generator. If you have literally any other form of energy generation, Mek Generators is not really needed.
 

CascadingDragon

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Jul 29, 2019
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OK, first thing that comes to mind is the Heat Generator. It is both a form of passive energy generation and active energy generation; passive requires it to be placed beside lava, ideally on 5 sides, but if you can find a way to extract the power with a wireless method, then 6 is better. It is the first energy generation system unlocked in Mek since it is the only one that doesn't need steel.
The most expensive/least realistic one is the Hydrogen Generator as one pumps in hydrogen which is obtained from a electrolysis machine(forget the exact name) and is somehow energy positive. Word of advice: Might want to disable this Generator, but the Electrolysis machine is needed for other machines, including the 5x ore processing chain.

Everything in between is actually just passive systems; solar, and wind powered, IIRC. Really, those are the only things added by Mek Generators(IIRC), solar, wind, hydrogen, and *maybe* the heat generator. If you have literally any other form of energy generation, Mek Generators is not really needed.
Forgot the bio generator, but other then that, I agree with just about everything Yx33a advised.
 

Padfoote

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@YX33A I'd just like to point out that unless the solar generator has been moved out of the generators module, leaving that out eliminates the 5x ore processing due to the inability to create brine.
 

YX33A

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Forgot the bio generator, but other then that, I agree with just about everything Yx33a advised.
Ah, yes, indeed, I did forget that utterly forgettable generator. Biomass is best used to make mossy variants of stone IMO, why waste it as fuel?[DOUBLEPOST=1395632401][/DOUBLEPOST]
@YX33A I'd just like to point out that unless the solar generator has been moved out of the generators module, leaving that out eliminates the 5x ore processing due to the inability to create brine.
Hm, odd. I'll check that again, but somehow I doubt it hasn't been moved if it's needed. And yet, the solar is a part of Mek Generators, yet it's actually needed? What the deuce?
 

Padfoote

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Hm, odd. I'll check that again, but somehow I doubt it hasn't been moved if it's needed. And yet, the solar is a part of Mek Generators, yet it's actually needed? What the deuce?

Four large solar panels per salination plant in order to get brine, one for each corner.
 

Jack0928PC

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Jul 29, 2019
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OK, first thing that comes to mind is the Heat Generator. It is both a form of passive energy generation and active energy generation; passive requires it to be placed beside lava, ideally on 5 sides, but if you can find a way to extract the power with a wireless method, then 6 is better. It is the first energy generation system unlocked in Mek since it is the only one that doesn't need steel.
The most expensive/least realistic one is the Hydrogen Generator as one pumps in hydrogen which is obtained from a electrolysis machine(forget the exact name) and is somehow energy positive. Word of advice: Might want to disable this Generator, but the Electrolysis machine is needed for other machines, including the 5x ore processing chain.

Everything in between is actually just passive systems; solar, and wind powered, IIRC. Really, those are the only things added by Mek Generators(IIRC), solar, wind, hydrogen, and *maybe* the heat generator. If you have literally any other form of energy generation, Mek Generators is not really needed.
That is an good point. So you would advise in the removal of MekGenerators?
 

YX33A

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Jul 29, 2019
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That is an good point. So you would advise in the removal of MekGenerators?
Apparently not; seems getting Brine needs those Large Solars from Mek Generators, which makes no sense why it hasn't been moved out of Mek Generators into Mek itself. Then again, the Heat Generator also is a part of Mek Generators, which makes no sense to me, how does one power the machines with just Mek alone?

I would gate them further in, maybe requiring Stainless Steel for the Heat Generator and Nichrome Tungsteel for anything requesting Steel in Mek.

EDIT: Just checked, Nichrome can be simply smelted, yet stainless steel needs more then that.
 
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Jack0928PC

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Jul 29, 2019
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Apparently not; seems getting Brine needs those Large Solars from Mek Generators, which makes no sense why it hasn't been moved out of Mek Generators into Mek itself. Then again, the Heat Generator also is a part of Mek Generators, which makes no sense to me, how does one power the machines with just Mek alone?

I would gate them further in, maybe requiring Stainless Steel for the Heat Generator and Nichrome for anything requesting Steel in Mek.
Awesome, sounds like a plan.

Do you happen to be familiar with the unlock structure for Big Reactors?
 

YX33A

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Jul 29, 2019
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Awesome, sounds like a plan.

Do you happen to be familiar with the unlock structure for Big Reactors?
I edited my post, Nichrome is actually kinda easy to obtain compared to stainless steel.
For Big Reactors, uh, they are actually really easy to make, yet very simple too; they're just multiblocks using a few types of blocks to build. Increasing the cost of the Casing itself would suffice IMO, as everything is built from that block in one way or another. I haven't used the branches with "active" reactors yet(need to get on that), but by the looks of them, they're mostly the same blocks, except there is a turbine block in there now.
Using the branches with Turbines and Active Reactors would throw me for a curve, as well as the balance, but if one could disable the turbines themselves and force the use of GT steam turbines, that would make the use of GT more prevalent in your pack, which maybe isn't your goal(the disabling of the steam turbines in BR I mean).