Is there an objectively best power source?

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Shakie666

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Jul 29, 2019
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If your measure of quality is EU/t/area Ultimate Solars probably still win in a permanent day, no rain age. However, fusion reactors have them beat handily in Iridium/EU/t.
Although the new versions of GregTech make them a lot bigger, more expensive, and harder to keep fueled, so, sadly, it looks like solar will be better again.
While technically the new fusion reactors are more expensive, I don't think you need anywhere near as much chrome as before, which was the main cost involved. Of course you need more iridium but with sheldonite ore its pretty much as cheap as chips (joking, obviously).

Anyway, do you know how much power the new fusion reactors give? If its more than before it might be worth it.

EDIT: Didn't realise they need advanced machine casings. Maybe they do need as much chrome as before...
 

Peppe

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Jul 29, 2019
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While technically the new fusion reactors are more expensive, I don't think you need anywhere near as much chrome as before, which was the main cost involved. Of course you need more iridium but with sheldonite ore its pretty much as cheap as chips (joking, obviously).

Anyway, do you know how much power the new fusion reactors give? If its more than before it might be worth it.
I thought the preview video of it showed it needing more centrifuges to keep up the fuel supply and output less:
 

Shakie666

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Jul 29, 2019
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Oh wow. Just watched the majority of the video and looks like you'll be needing a LOT of chrome... we really need another way of getting it :confused:

Still, that was only the smallest "size" fusion reactor, producing 11200 eu/t. Most of the necessary infrastructure is already there, you just need more things creating plasma. Just think how much you'd produce with a full size one.

Now that I think about it, thats a very good question: just how much will a full size fusion reactor make?
 

brujon

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Jul 29, 2019
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I think we need to conceptualize efficiency here. Normally, efficiency is described, as a % of the available power from a given energy source that's actually turned into work, for example, in automotive combustion engines in RL, efficiency is the amount of energy transferred from the gasoline molecule to the ground, through the mechanical processes it utilizes. In minecraft, we could use this comparison, but only between energy sources that accept the same fuel, so it's more or less useless, since it can't compare engines that use different fuels, since we don't have objective energy potential referentials like we have in real life (Amount of chemical energy stored in a molecule of Gasoline, for instance, is 35MJ/L, or 46,6MJ/kg).

Since this is a metric we can't use, what could be defined as efficiency in minecraft terms?

More power per unit of time? Then it's a useless metric, since it's as easy as doing a lookup operation on NEI and figuring out which the most powerful energy source is, since all of them are POWER/TIME, so it's useless for the purposes of this discussion.

More power in relation to resource expenditure? Possible metric, but tricky to implement, because value of a given material isn't something that is easily definable, we could easily define it as a graph where Y = time spent and X = amount of resources acquired, with flatter curves indicative of higher efficiency, but only in an environment where it is only obtainable in one single way, but with multiple ways of obtaining any given item, it's impossible to define it with 100% degree of certainty . It's an useless metric, because it creates the need for another definition, which is even more difficult to attribute, than engine efficiency is.

More power produced per unit of fuel? At first glance, this might seem like a possible metric, but it's, again, useless. It doesn't take into account the time, arguably the most important factor in determining engine efficiency, and, additionally, this isn't measuring the efficiency of an engine, but the potential energy of the fuel. And it is useless, because NEI flat out gives you these values.

Efficiency, in Minecraft, is subjective. ALL of the variables matter when determining efficiency, when TIME is a currency. The availability of the fuel, the availability of the resources available to craft the engine, the footprint of the energy/fuel distribution system, the amount of energy generated versus the amount of energy needed, for how long will the need for energy maintain itself stable before increasing or declining, and finally, the TIME needed to setup the system taking into account all the other variables.

Efficiency in Minecraft, therefore, reducing all these mentioned variables, would be, in effect, amount of energy generated per unit of time versus time needed to set up the system. Which is USELESS because the second variable is completely subjective, and doesn't work in an objective definition such as a mathematical measure of efficiency.
 

Exadi

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Jul 29, 2019
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Now that I think about it, thats a very good question: just how much will a full size fusion reactor make?

IIRC, it's close to double the original fusion reactor, but it also requires more than twice as many machines to keep up with the fuel demands.
 

Whovian

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Jul 29, 2019
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Clearly Adjustable Emitters. Install Adv. Power Management, cheat one in, voilá! Unlimited power!
 

RedBoss

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Jul 29, 2019
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I'm slowly also starting to realize that the only currency in this game is Time. There is nothing else.
The most valuable currency! But its true to a large extent.

In relation to the OP, power converters are an option to save time. for folks that are into boilers because they have a nice low maintenance fuel loop, using excess mj and converting to eu saves time over building a completely different set of whirlygigs just so you can power your complosion suppressors and spacial directional energy transmogrifiers.

Also the mod makers have addressed the issue on energy production. MachineMuse stated (I roughly quote her) that all the methods are based upon heat. More specifically the smelting dynamics of vanilla furnaces. PC made his converters on a system rooted in vanilla mechanics. But look at it this way... if you have an energy production system that is 1) low maintenance, 2) fairly renewable, 3) something you understand &4) Scalable (You can get more energy by adding more _____)...... then by all means make the decision that saves you time and convert energy. Don't let the fun Nazis steal that from you.

Then once you have energy production taken care of, you can actually have fun playing the game, building cool structures, exploring, fighting lots of new monsters, blowing things up, etc...
 

TangentialThreat

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Jul 29, 2019
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The people who dedicate themselves to making lots of solar tend to progress the fastest. It is zero-maintenance, relatively cheap, space efficient, and very simple to do.

This is why you should build a lightning rod instead and spam iodine charges.
 

Poppycocks

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Jul 29, 2019
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The people who dedicate themselves to making lots of solar tend to progress the fastest. It is zero-maintenance, relatively cheap, space efficient, and very simple to do.

This is why you should build a lightning rod instead and spam iodine charges.
You could also simply use the rain thingie bullets from xeno. I think.
 

PonyKuu

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Jul 29, 2019
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Durt -> Diamond conversion also can save time ~_~ As well as not playing minecraft. And Steam->Eu conversion was like "I feel RC underpowered, so I made it 10 times cheaper and 10 times more efficient".
Also, lossless conversion is bad. That's not how things work. You cannot even transport energy without any loss.

You may play your game like you want. Want to spawn diamonds? Go ahead and do that, I don't give a heck. But don't ask what is the best source of resources and suggest NEI ^_~
 

Peppe

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Jul 29, 2019
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Durt -> Diamond conversion also can save time ~_~ As well as not playing minecraft. And Steam->Eu conversion was like "I feel RC underpowered, so I made it 10 times cheaper and 10 times more efficient".
Also, lossless conversion is bad. That's not how things work. You cannot even transport energy without any loss.

You may play your game like you want. Want to spawn diamonds? Go ahead and do that, I don't give a heck. But don't ask what is the best source of resources and suggest NEI ^_~


You can transport EU without a loss without much hassle. You can convert EU to MJ without a loss through electric engines.

Where did the mod dev say he felt RC underpowered and that is how the conversion ratio is derived? The mod does not have specific conversions for X to Y, they are all relative to each other. So given two known/accepted ratios EU to MJ, Steam to MJ you can calculate EU to Steam in the omnidirectional conversion method of the mod. If you feel that derived number is wrong or overpowered that is your choice, but it is the proper ratio to allow the mod to make multiple conversions and have the same output level as the input. That for 320 steam it outputs 160 EU/t instead of 100 EU/t does not mean it is wrong.

i'm not saying that is how I would use the mod -- i don't use it in survival. Testing it in creative my first reaction was why isn't there is a loss at every bridge or consumer/producer block. We don't run the packs though, so in the default config you have lossless omnidirectional power conversion -- use it or not is your choice. I was just posting how it is configured currently and why it is that way and if you want the most efficient power source in ultimate 1.0.1 you can exploit the charge ratio.

The mod developers default config is lossless in any direction and if you agree 5 EU = 2 MJ, then the inverse has to remain true the way this mod does power conversion. If forestry updated and buffed the generator to allow 2 MJs to output 5 EU would power converters still be bad?
I posted in the mod dev's thread and asked about his ratios and suggested different ratios for the factorization and UE systems. I also suggested lossy settings to bring EU down to the ratio you can get through other means, which is when he informed me that would break the stated goal of the mod -- lossless and omnidirectional power conversion.
 

Chocorate

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Jul 29, 2019
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Power Converters is one of the best mods, in my opinion. I can finally power my compressor and such without having to use the rest of IC2. I can now use MJ and still be able to do some cool stuff.

Most importantly though, Charge. Charge is my favorite energy. No rubber cables that explode, no face-sensitive machines, just clean, easy, energy. :3
 

Velotican

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Jul 29, 2019
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For the purposes of practical fuel efficiency in Minecraft, I go with:

(total power produced by fuel - power used to create the same amount of fresh fuel) / (total power produced by fuel) = % efficiency

By this metric as I stated earlier, fusion is roughly 90% fuel efficient assuming a Tritium-Deuterium fusion, as it generates 2.14 billion EU per stack of fuels and uses roughly 140 million EU to produce the same amount of fuel it uses.
 

Mash

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Jul 29, 2019
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Energy is energy. There's usually a way to convert it into different forms.

Ideally via a machine that doesn't require me to replace the core part of it every two days. Steel doesn't degrade that fast.
 

Emy

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Jul 29, 2019
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Durt -> Diamond conversion also can save time ~_~ As well as not playing minecraft. And Steam->Eu conversion was like "I feel RC underpowered, so I made it 10 times cheaper and 10 times more efficient".
Also, lossless conversion is bad. That's not how things work. You cannot even transport energy without any loss.

You may play your game like you want. Want to spawn diamonds? Go ahead and do that, I don't give a heck. But don't ask what is the best source of resources and suggest NEI ^_~

Power Converters' steam ratio is based on the Steam:MJ ratio in Railcraft. The Steam:EU ratio is a consequence of that and the (fairly well-established) MJ:EU ratio. It wasn't an arbitrary "free EU for everyone!" decision like you seem to be characterizing it.

You may play your game like you want. Want to not use power converters? Go ahead and do that. I don't give a heck. But don't make dishonest comparisons between energy conversion and free diamonds. ^_~
 
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PonyKuu

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Jul 29, 2019
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You can transport EU without a loss without much hassle. You can convert EU to MJ without a loss through electric engines.

Where did the mod dev say he felt RC underpowered and that is how the conversion ratio is derived? The mod does not have specific conversions for X to Y, they are all relative to each other. So given two known/accepted ratios EU to MJ, Steam to MJ you can calculate EU to Steam in the omnidirectional conversion method of the mod. If you feel that derived number is wrong or overpowered that is your choice, but it is the proper ratio to allow the mod to make multiple conversions and have the same output level as the input. That for 320 steam it outputs 160 EU/t instead of 100 EU/t does not mean it is wrong.

i'm not saying that is how I would use the mod -- i don't use it in survival. Testing it in creative my first reaction was why isn't there is a loss at every bridge or consumer/producer block. We don't run the packs though, so in the default config you have lossless omnidirectional power conversion -- use it or not is your choice. I was just posting how it is configured currently and why it is that way and if you want the most efficient power source in ultimate 1.0.1 you can exploit the charge ratio.

The mod developers default config is lossless in any direction and if you agree 5 EU = 2 MJ, then the inverse has to remain true the way this mod does power conversion. If forestry updated and buffed the generator to allow 2 MJs to output 5 EU would power converters still be bad?
I posted in the mod dev's thread and asked about his ratios and suggested different ratios for the factorization and UE systems. I also suggested lossy settings to bring EU down to the ratio you can get through other means, which is when he informed me that would break the stated goal of the mod -- lossless and omnidirectional power conversion.
You can do that with EU, but devs didn't made it for doing such thing. Maybe except for glass fiber (which I dislike a bit. Glass fibers can't transfer energy.) - just look at HV wires.

Well, that was a question about resources, so, sorry about that, but that's the reason I don't like it.
http://www.minecraftforum.net/topic...ere-rednet-cable/page__st__1440#entry21799133
And I think that there shouldn't be any lossless conversion between energy networks ~_~ Honestly, I just don't like how it ruins RailCraft stuff.

Energy is energy. There's usually a way to convert it into different forms.
Ideally via a machine that doesn't require me to replace the core part of it every two days. Steel doesn't degrade that fast.
And there are no device that does it without any loss. And there are no universal device to do that. How do you convert steam to electricity? Using turbines or piston steam engines. How do you convert electricity to steam? Using boilers and electric heaters (that's much more efficient than steam -> electricity). Even if you talk about AC-to-DC converters they don't have 100% efficiency, though they may be very good.
Are you playing 42 hours/day? What planet are you from? And turbine's lifetime is about 250 minecraft days. I'm not sure how often regular turbines require maintainance, but, hey. Honestly, this is the first thing I know that require maintainance that's not babysitting. Check it periodically and repair if it is low. And it's not replacement - it's repairing.
 

DoctorOr

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Jul 29, 2019
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The people who dedicate themselves to making lots of solar tend to progress the fastest. It is zero-maintenance, relatively cheap, space efficient, and very simple to do.

This is why you should build a lightning rod instead and spam iodine charges.

Or just not worry about iodine charges.

Each strike gets me about 2.5 stacks of UUmatter. Were I so inclined to make a competition with somebody using solars, I'd just make multiple lightning rods. There is no way they could keep up with my production, even in an always sunny mystcraft age versus my rods in a vanilla area. Note that a lightning rod uses only 3 iridium plates, while an ultimate hybrid uses 16 iridium plates.

The power is usable for general use, but the number of MFSU's needed to store the power would make it a pain.
 

Peppe

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Jul 29, 2019
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Or just not worry about iodine charges.

Each strike gets me about 2.5 stacks of UUmatter. Were I so inclined to make a competition with somebody using solars, I'd just make multiple lightning rods. There is no way they could keep up with my production, even in an always sunny mystcraft age versus my rods in a vanilla area. Note that a lightning rod uses only 3 iridium plates, while an ultimate hybrid uses 16 iridium plates.

The power is usable for general use, but the number of MFSU's needed to store the power would make it a pain.

2.5 stacks of UU matter from one 25 Million EU strike? sounds like you don't have the standard gregtech cost for UU matter (16m EU per UU). That sounds about right for the cost after the mass fabricator is enabled or default IC2 value is set.