Let's talk about IC2

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RavynousHunter

New Member
Jul 29, 2019
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Part of the RF 'arms race' is because of AE. It's just that powerful, and all the bits take energy. Lots of it, if you're using the quantum rings. But more than that, once you start auto-crafting or setting it up so it's auto-crafting, all the machines it's working with take power as well. And because most of us don't want to sit and wait on an autocraft, we accelerate the machines. What took 20RF/t, now takes 100. And chances are you've got multiples of it. Eventually dynamo's can't keep up, even upgraded. So you move x8, and x64 generators, then on to reactors. And then turbines. And then realize you still need more power. It's not necessarily a bad thing, but too many people skip the entry level and jump straight to the top for no reason other than because it's there.
Also, let's not forget MFR and the laser drills, which I think require upwards of 5,000 RF/t to operate at peak efficiency. While I agree that it does contribute quite a bit to the ever-increasing amounts of RF needed to perform certain tasks, it does get kinda nuts, at least in my opinion, when a single, relatively small reactor can make around 20k RF/t, and that's with passive cooling.

Its also another part of why I don't do BR til after I dip into ReactorCraft, its part of a self-imposed challenge. Without it, I don't have a massive source of power that requires a fairly simple setup to achieve; I have to go outside the norm to fuel my various contraptions. For example, my current SSP world is mostly being run by a small bank of IE thermoelectric generators, a bank of 9 regular furnace generators using aeternalis fuel (since it lasts FOREVER), and an IE diesel generator, which I've config'd back to default. I haven't broken into auto-crafting and some of the more complicated bits of AE2 partially for that reason, and also because I'm trying to find other ways to achieve what I want in that regard, which is why I'm dipping into Logistics Pipes and learning to better use RotaryCraft's auto-crafting units. That way, I cut down on the RF used to power AE auto-crafting, and get a few more tricks up my sleeve. Given a Big Reactor, all those little extra things I've been learning would be obviated because I'd have tonnes of excess power lying about. Now, I've gotta play smart til I break into fission, or maybe thorium now that its working.
 
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ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
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Do you happen to know how large a recycling and mass-fab array you can build off a single IC2 reactor, nevermind several? Its a pretty decent one :)

I'm not trying to be difficult. Its just, none of these are logical arguments for the IC2 reactors being imbalanced within its own mod.
Not very big, actually. Each process produces 1mb of UUM. Which means Overclockers. Which means power consumption goes up exponentially. Which means, yes, a decent UUM production setup can and will consume over a thousand EU/t.

My assertion that nuclear is not balanced with respect to other forms of energy generation within IC2 stands. Also, trying to claim using alternate fuels from other mods violates the terms of being 'in house' is a false dichotomy because IC2 explicitly built those machines with that support in mind. It isn't an unintended consequence, it is a VERY intended consequence. In fact, the semi-fluid generator HAS NO FUEL within pure IC2 that it can run on. It is designed exclusively as a crossover energy production unit.
 

Pyure

Not Totally Useless
Aug 14, 2013
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Not very big, actually. Each process produces 1mb of UUM. Which means Overclockers. Which means power consumption goes up exponentially. Which means, yes, a decent UUM production setup can and will consume over a thousand EU/t.
Go back and test that. Are your numbers particularly out of date, e.g. since the emergence of the actively cooled reactor? You can achieve more than twice that 360 eu/t, and you'll be surprised what you can overclock with 750 eu/t when the recycling recipe is a meager 1 eu/t per transaction. One reactor can handle 7 recyclers with with 10 overclockers without refueling for a very long time. And this is assuming you insist on overclocking a few machines instead of spamming them more efficiently.

My assertion that nuclear is not balanced with respect to other forms of energy generation within IC2 stands.
Amusing assertion. From a game design perspective you're unfortunately just wrong. I have professional experience to back this up. I assume you are unhappy with its point output. You are entitled to your subjective opinion.

Also, trying to claim using alternate fuels from other mods violates the terms of being 'in house' is a false dichotomy because IC2 explicitly built those machines with that support in mind. It isn't an unintended consequence, it is a VERY intended consequence. In fact, the semi-fluid generator HAS NO FUEL within pure IC2 that it can run on. It is designed exclusively as a crossover energy production unit.
Straw man argument based on the notion that IC2 builds around other mods. This is demonstrably false. Thank you for your opinion again however.

We can take this discussion offline if you prefer. I've established the facts and I'm not going to engage in a public quibble over nuances (nor do I receive notifications for this thread any further.) I'm always very receptive to pms and would be pleased to clarify details as needed.
 

Chocohead

New Member
Jul 29, 2019
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In fact, the semi-fluid generator HAS NO FUEL within pure IC2 that it can run on.
It can accept IC2's own biogas, otherwise the fermenter would be pretty pointless. Ironically doing a fluid reactor-fermenter setup is a good way to boost power output further from a reactor.