Im basicaly one of these type of players, risk something but get a reward for it, or fail and pay for it.Its a game for the people who like to have things complicated, over engineered and high maintenance. These are the High risk high reward type people.
Frankly minecraft is a game for many different people with many different ideas, to call something such as the solar panel (Compact, advanced or otherwise) OP is just a statement of ones opinion. And if your not the one making the mod, well then you really don't carry a lot of weight. What? You don't like solar panels? Ok, thats cool don't use them. What? You don't like Nuclear reactors? Thats fine, dont use them. But don't take it away from everyone else.
A nice example:
A high risk/high reward player goes on, builds a huge nuclear base with complex systems, puts in lot of research and work, after two week hes finished, gets 8000eu/t from 4 reactors needing constant coolant exchange etc.
His Buddy on the other hand, just puts 16 top tier panels on the roof of his house, while smiling at him while his nuclear complex blows up thanks to a tiny error.
That doesnt sound fair, does it? On fair a logical basis the high risk player should have gotten more (at least in the time his reactors were running) than the low risk one.
Im basicaly one of these type of players, risk something but get a reward for it, or fail and pay for it.
Sad thing, in terms of energy, there isnt anything for us. Just plain old "build it and forgett it" stuff except medium risk, low output nuclear reactors.
Kinda sad that the people who are willing to risk something, get the least reward for doing so, basicaly cutting your own flesh.
Im looking at this objectively, related to reality, and viewing it from that point one can consider such blocks op or gamebreakers.
By implementing such kind of blocks, your basicaly penalize all other type of players while working against any logical basis.
On pure singelplayer that doesnt matter, but on multiplayer several different type of players can be present at the same.
A nice example:
A high risk/high reward player goes on, builds a huge nuclear base with complex systems, puts in lot of research and work, after two week hes finished, gets 8000eu/t from 4 reactors needing constant coolant exchange etc.
His Buddy on the other hand, just puts 16 top tier panels on the roof of his house, while smiling at him while his nuclear complex blows up thanks to a tiny error.
That doesnt sound fair, does it? On fair a logical basis the high risk player should have gotten more (at least in the time his reactors were running) than the low risk one.
And now i know im only one person and im not one of the guys in charge of any related mod, but discussing, writing pro/cons and even personal opinions can have an impact, as the modders themselfs might read it, sparking a thought about this, maybe even gets them to work together for balance reason. (or gregtech going haywire on it)
I'll always have a soft spot for nuclear... If I have fun building and designing my own reactors, labs, breeder batteries, it's worth more to me than a boring old solar panel.
For efficiency, it's definitely solar panels unfortunately. Free running, mindless, boring solar panels.
@Randomsteve why do you have to have solars when you could just have a quantum generator spawned in for "no hassle building purposes"?
If solars are intended to be balanced around their cost, which the vanilla ones appear to be - and we have an alternative for those who want creative survival - why should they also be out of line with other methods?
They can be set and forget without the huge amounts of power. As someone mentioned halving the output would still give you 256 eu/t HV solars, they are still set and forget, they just cost a lot more to make and will take a lot longer to bring back their profit. More like solars generally are.
How in anyway does what he have or build effect you? Oh right it doesn't. Unless you're on a server purely about PvP, minecraft will always be PvE and a game you're playing by yourself or in conjunction with others which still does not effect you. If you want to "win" by getting all the end game stuff first on your server that's up to you to take the most effective route rather than whining that the way you choose wasn't as good. If you're playing to build extremely complicated methods of doing everything that's on you too. If you can't choose to do the later because the former exists, I hate to break it to you but that's your fault too. There is no flaw in design in this area it's a flaw in the human.A nice example:
A high risk/high reward player goes on, builds a huge nuclear base with complex systems, puts in lot of research and work, after two week hes finished, gets 8000eu/t from 4 reactors needing constant coolant exchange etc.
His Buddy on the other hand, just puts 16 top tier panels on the roof of his house, while smiling at him while his nuclear complex blows up thanks to a tiny error.
That doesnt sound fair, does it? On fair a logical basis the high risk player should have gotten more (at least in the time his reactors were running) than the low risk one.
Hoff, youve missed the point of that example. The point is purly the risk=reward factor, which is a core element of minecraft itself.
Easiest example is mining, you risk your characters life and items (the dangers of mobs and lava), and your getting rewarded for doing so by getting more resources available to you.
The lapis ones are MUCH more efficient than the Redstone ones.I've seen a new version of, well I can't call them casuc, because they are not single use coolents but there's no neat word for them anyway, so I will call it a casuc2.
Anyway, I've seen a casuc2 design on this very forum that works rather well.
The key is that the packs are recharable with redstone.
I believe if you UUM Lapis, it comes out ahead in energy productionthe lapis ones are also recharagble from redstone.
Using lapis (still not an unlimited resource, or is there finally a blue bee?) as it is limited, not quite workable.
Well, the original design intent was to shuffle around the coolant cells so you don't actually consume anything but the uranium cells, as opposed to consuming a diamond chest full of lapis/redstone every cycle. However, I'm having matching EU output without costing more than simply building multiple 450 EU/t Mk I reactors.I do agree with you, it's somehow more romantic to cool the cells in otherwise empty reactors, then to just push through with redstone.
all i have to say is i miss CASUCs
Probably because it was so OP an energy production method that no one ever wanted to use anything else?Ahh the days when you could get a safe 2048 eu/t reactors going with just some nice cold ices from the Grapical Preicpators and when the heat would actually decays overtime like in RL. I don't get why they "nerfs" CASUCs when the Preicpators now requires MJ to produces ices so ice isn't "free" anymore and heat doesn't decays at all. That's how it's is in RL heat will Eventually escapes so why don't they at least makes the decaying slower? So making a turn and off cooling reactor is less profitable? Reactors are not worth it unless your's after cheaper start up costs simply because they don't have their own mod like solar does. It's would be cool if there was a mod that have upgraded reactors and chambers like liquid cooling reactors that you could pipes in water and other coolants to cools them down like in RL and even ones with heat vents on it so it's could cools itself over time. Another cool idea is be able to makes Huge reactors so like a 3 by 3 by 3 reactor or larger.
Ummm... my reactor's efficiency sits at around 5.67 in general, but can hit 6 if you replace the top and bottom rows of quad-cells with reflector plates.The problem I see with the (new) reactor system is that efficiency per brick of uranium (ignoring breeding) is limited, and the limit is easily achieved or at least easy to get very close to, in a MK1. I find that no matter what I do, I always eventually use up all of my uranium in reactors. So no matter the EU/t, it's the efficiency that dictates how much power I will have available over long periods of time. And while more advanced and riskier designs can increase EU/t, giving a temporary boost, there is very little you can do to increase your efficiency and therefore overall energy production.
Ummm... my reactor's efficiency sits at around 5.67 in general, but can hit 6 if you replace the top and bottom rows of quad-cells with reflector plates.
It's not a particularly risky setup if you use a CC computer to regulate micro-cycles. Basically, you have a number of 'cooling towers' which are six-chamber reactors that have component heat vents checker-boarded (plus something in each of the bottom corners like reactor plates to keep them blocked) running in serial and filters set up to transfer them around. Then you have a plethora of 60k Cooling Cells (several sets of 24) and something like this reactor. At 5.67 efficiency, it's more efficient than most of the Mk I reactors out there. A variant would be [yrl=[url]http://www.talonfiremage.pwp.blueyo...ff08puf6y1sr5thh8u2tmcgzqgs2bcj3tvqkg9hc]this[/url][/url] with an efficiency of 6, but slightly lower EU output per tic.
Run bundled cable out, and each of the filters on one color, the reactor on a different color. use rs.setBundledOutput("<side>", colors.<color of reactor>) to turn it on. then sleep it for 150 (2m30s to give you nearly a 30s safety margin), then set to 0 to turn it off, then pulse filter color 24 times, give it a second to finish transfering everything, then repeat the cycle for as many cooling towers as you have. Then you'll need a mid-cycle cooldown, as it will take roughly 80 minutes to fully cool all of the 60k cooling cells, and start all over again!