solar panels look boring. I think the mekanism ones look much better
Well, that got insulting quickly (talking to you, zorn). No matter where you go on these forums, there are always people misinterpreting other people's posts, turning them into something they really aren't. Somewhat amusing to read often though.
Back on topic:
In the end, every power system is meant to be self-providing in one way or the other, or at least require so little maintenance that its not worth noting. Any power system that requires too much maintenance will end up being disposed.
Requiring great infrastructure is one way to solve the balance issues. That's why I think netherpumping and HV Solars are inferior ways of power generation, on the fun aspect of it at least. For convenience, I do not count the required resources to craft your solar as infrastructure.
~ Dylan
Solars need power to make power? Oh they don't. So a farm that needs power to generate resources is slightly more complicated than an expensive block that generates power passively from the point of placement.Just finished setting up a fun "solar panel" with steves carts and factorization that I am quite pleased with. I have a steves carts carrot farm with a solar engine and basic farmer. When the carrots mature (thanks to the sun) they get harvested by my solar powered cart and get taken to some caliometric burners which make steam. (This steam is supplemented by the actual factorization solar panels too which I already had set up). The steam then gets pumped through a bunch of TE steam dynamos to make delicious redstone flux. Guess what I will use that RF on... yep, I am using all this power to run an MFR tree farm.
Just finished setting up a fun "solar panel" with steves carts and factorization that I am quite pleased with. I have a steves carts carrot farm with a solar engine and basic farmer. When the carrots mature (thanks to the sun) they get harvested by my solar powered cart and get taken to some caliometric burners which make steam. (This steam is supplemented by the actual factorization solar panels too which I already had set up). The steam then gets pumped through a bunch of TE steam dynamos to make delicious redstone flux. Guess what I will use that RF on... yep, I am using all this power to run an MFR tree farm.
That's a bit of black-and-whiting, i.e. oversimplification, Zorn.
Solar power gets picked on because it's boring as heck. It's not even interesting to look it. MFR farms at least have animation, sound, moving parts, and require some modicum of item (wood, sapling, apple) and process (furnace) automation. However, it's not as simple as everyone agreeing Solar is 0% good and MFR tree farms are 100% good. About all you can say is Solar is < 50% good and MFR tree farms are maybe > 50% good.
I personally prefer the following setup for my tree farms:
I then take all the wood, along with Creosote, and convert that into Impregnated Sticks in a Carpenter for my bees. I take all the saplings and make Ethanol out of it.
- TC4 Lumberjack golems
- TC4 Gatherer golems
- TC4 Use golems (to replant the saplings)
- Bred saplings with as many good traits as possible
I like seeing my golems running around and I enjoy seeing something actually chopping the trees down, the pieces getting collected, and the sapling being replanted.
But, to each their own. I enjoy what I enjoy.
My prefered power setup takes more resources, more time, more space to set up, and provides more power, is objectively more interesting than any solar panel (never seen the Extra Utilities ones, but as I think my power setup is the most interesting I've ever seen (so far) then I'm subjectively saying it's more interesting than that too... probably) yet once it has been set up, it requires 0 input of resources other than a small fraction of the power it provides...
And it can run without MFR
Can you remove one set of golems and get it working in another way? Like replace the Use Golems with the MFR planter or the Open Blocks block placer. Can you add turtles to protect from any mobs spawning? Could you replace the gather golems with ME Transition Planes or vanilla hoppers? Could you use loaders and unloaders to move the saplings and wood? Could you use farm sugar cane instead of trees? Could you use the wood differently? Like transport it into a room full of sawmills and export the wood into an automatic crafting table turning them into stairs and burning them in a coke oven.
To me what you've done is all well and good and vastly superior to most tree farms, but to me it's slightly dull as I've seen it done time and time again. Why not mix it up by over complicating it like this?
And the steves carts farmer has durability on the tool, right? So that whole setup seems a lot more fun to me than the MFR part of it. Sending the dynamos to power a multifarm would be completely ideal for my idea of balance.
IMO if something provides a lot of resources or power, it should require attention, or cost a lot of resources. Notice steves carts gets flack on the forums for having durability on the tools, CJ from railcraft is always being asked to allow people to replace turbines automatically, and MFR farms are used more than multifarms due to them being cheaper and requiring no interaction from the player once set up. Solars often get flack for not requiring any attention... but they are expensive to make for the power they give you.
Personally im removing MFR from packs I play in the future, interesting to read other people's ideas on this subject though.
I had that many, and none were automated (as I said, I was learning the game back then)If you had that many solar panels, you probably had a Buildcraft-based machine to automatically craft them. Designing and building that machine was fun, right?
Can you remove one set of golems and get it working in another way? Like replace the Use Golems with the MFR planter or the Open Blocks block placer. Can you add turtles to protect from any mobs spawning? Could you replace the gather golems with ME Transition Planes or vanilla hoppers? Could you use loaders and unloaders to move the saplings and wood? Could you use farm sugar cane instead of trees? Could you use the wood differently? Like transport it into a room full of sawmills and export the wood into an automatic crafting table turning them into stairs and burning them in a coke oven.
To me what you've done is all well and good and vastly superior to most tree farms, but to me it's slightly dull as I've seen it done time and time again. Why not mix it up by over complicating it like this?[DOUBLEPOST=1388352763][/DOUBLEPOST]
How are you generating power?
Then in 1.5.2, when everyone was making MFR tree farms, I made an MFR sugarcane farm, and turned that into power through coke ovens and boilers.
Multi system power sources are what is fun to me, watching something be transformed from X to Y to Power is where I get enjoyment, fiddling with it to reduce power input (changing it from MFR sugarcane farm to golem sugarcane farm) and increase power output (taking the extra creosote from the coke ovens and burning that too) was the challenge... and seeing all of it.. spread out over quite a large amount of area (probably in total it was 30x30x30) was amazing... compare this to placing an unanimated block on your roof.. yawn.
Every energy system that can be fully automated and produces more energy than it consumes is basically just a solar panel. Just instead of solar power they're using the power of bad math/physics/chemistry.
People mistake complexity for gameplay. It might be gameplay figuring out a complex energy system and optimizing it the first time. The fifth time though the fun is gone and I just want the power to use elsewhere.
Oh, and most people would place MFR somewhat or entirely in the OP column, I think. Just about everything it does it does cheaper/easier than other mods.
I wasn't saying forests/tree farms were bad. I was saying that the math/physics/chemistry in most of these mods is bad as in it returns more energy than it consumes."Bad?" Maintained forests are an amazing source of energy and material in real life.
There are only so many power system types with a given suite of mods. There are minor variations for them but they're just that, minor. I didn't claim anywhere that replacing them with a single block was the only option. I said it was an option I prefer, particularly when creating those "single blocks" is often more of an adventure than building another liquid/solid fuel power system.Why are you doing the same build over and over, then claiming the only other option is a single block that replaces the entire system?
The real power of the MFR tree farms is their programmability. In terms of output over time, they're only a bit better than modern and well powered forestry farms (and about equivalent to mid-tier SC2 farms). MFR has a good reputation for gameplay because its components have a lot of synergy. MFR motivates you to make a farm and the the individual pieces contribute to a whole.
I wasn't saying forests/tree farms were bad. I was saying that the math/physics/chemistry in most of these mods is bad as in it returns more energy than it consumes.
There are only so many power system types with a given suite of mods. There are minor variations for them but they're just that, minor. I didn't claim anywhere that replacing them with a single block was the only option. I said it was an option I prefer, particularly when creating those "single blocks" is often more of an adventure than building another liquid/solid fuel power system.
The difference there is that MFR tree farms are dirt cheap and trivial to setup.
Forestry multiblocks aren't.
MFR makes its own fertilizer
SC2 is cheap. Golems are quite cheap. Golems have been a way stronger farming system for quite some time.
One strike of apatite will give you about 2-5 weeks of continuous farm operation since late 1.5. Fertilizer is only "not renewable" in the sense you may need to mine it twice.
In real life coal is a limited resource, in Minecraft it isn't. And I wasn't talking about coal. I was talking about the various "farms" that produce far more than they cost to build/run and run/produce indefinitely with zero intervention. They're perpetual motion machines that require no input of resources and produce resources indefinitely. Something that doesn't exist with real world physics.In real life too. That's why we mine coal. We're exploiting the fact that we're at the edge of a long process. Minecraft doesn't model long term consequences like global warming.
And how much time do you put into a real life tree farm? I suspect the time vs. energy output of minecraft tree farms are orders of magnitude different than real word tree farms. I suspect minecraft trees grow far faster than real world trees do, but I may be wrong. I suspect if I go outside and dump a handful of bonemeal on a sapling it won't instantly grow a tree. I could be wrong.A tree farm in real life yields more energy than YOU put into it. Trees get energy from other places. Hence this whole discussion of "solar".
I've built most types of them, if not all of the minor variants. It is one of the reasons I like ResonantRise, btw, it gave me more systems to play with due to some mods it has that aren't commonplace in FTB.
- I knew very few people who have built every power system possible. Even in 1.5. Are you really one? I've yet had to repeat a power system twice.
- The thing about the solar panels is they cannot break. Bigger systems expressed as interactions between mods in subtly different settings can express all sorts of fun flaws. But I guess maybe that's just me who likes builds you need to think about.
SC2 cutters wear out unless you build top tier, which isn't cheap.SC2 is cheap. Golems are quite cheap. Golems have been a way stronger farming system for quite some time.
It doesn't matter how much power they use when they're self-powered. It doesn't cost me any power to run an MFR tree-farm. When an MFR jungle tree farm with a 2x2 block of dirt and 8 cows can produce ~15,000 logs in a real-world day, while powering itself, while producing excess coal, saplings, fertilizer, and vines, I don't see any need for a more "efficient" farm. I can fit all of this in one chunk and ~30 z-levels. The most "expensive" item in that build? A golden axe.Actually they're cheaper for very large areas. That's where they shine. Making MFR scale out for diversity in harvesting (which because of the programmability is very tempting) costs huge sums of power. I use MFR for starter farms then change to a more efficient system asap. No reason to pay that much power when I'm already forking over 17.5mj/t.
One strike of apatite will give you about 2-5 weeks of continuous farm operation since late 1.5. Fertilizer is only "not renewable" in the sense you may need to mine it twice.