Finished all the TC3 research for now so I finally got around to processing the oil and setting up a few petrogens, I like the balance they output a reasonable amount of EU for the running cost the only small problem is they are significantly more expensive compared to the closest current gen which would be the Geothermal (which is admittedly horribly undercosted) they are not only more expensive in their own recipe, especially the iron which I am constantly short on, but they require infrastructure in place as well (tanks\refineries).Lol, it's cool man: I derailed my own thread in the IC2 forums talking about Railcraft too - I love that mod! I think it is because my father never bought me that model train set when I was a child
I'd love to hear what you think of it (the mod) regarding balance (especially with the 0.10 changes). It's important to me that it feels balanced to people that use it, but I can only think of so many ways that people play minecraft and its associated mods.
+1 to that! TC3 is probably my fav so far in the wave of post MC1.3.1 mods coming out.
where lava is a finite resource (which with TE it isn't, but burning cobble for lava is somewhat expensive)
Burning cobble will always result in a loss - netherrack is the only actual gain. There's a pretty good chance of this value getting tweaked in the future as well.
Not really; you just need an engine that runs on lava which outputs more energy per bucket than it costs to make one with cobblestone, which is what the Railcraft Steam Boiler does. There are a few infinite-lava tutorials in these forums.
Burning cobble will always result in a loss - netherrack is the only actual gain. There's a pretty good chance of this value getting tweaked in the future as well.
As far as this mod goes - I like it! Given how much fuel and oil are worth in BC, you could maybe adjust the values upward slightly and it wouldn't really throw the balance point off. As is, you're going 3:1 vs the "coal" ratio of 1:2.5; and I agree completely with the idea that the 1:2.5 is shortsighted and insane. Still, that makes these a 13% efficient conversion, which is maybe a bit low. (RL large-scale plants are 30-40% from fossil to electricity, bumping this to 25% would be reasonable in terms of physics and game balance.)
Edit: 25% would mean 375k EU from a bucket of fuel.
Notice the "large scale" qualifier, hence why I said 25% was reasonable. Heck, if you get to large scale, a combined Brayton Cycle can even reach 60% efficiency.
I agree completely that an RC steam boiler should be much more efficient; do note that even with my suggestion this is still the case. In fact, the RC steam turbine will still have 2.5x the efficiency of this block even if it were at 25%.
Awww bugger back to RSI for me from clicking to fill the cells, actually nah I'll just have to abuse that other lovely machine of yours, the transposerI agree that game balance matters more than anything else ultimately - my comment stands.
I'll adjust the Pulverizer to be in line with the rock crusher when it can also create diamond and gold out of cobblestone. (It will never do that.)
The magmatic engine I agree with you on, it's completely absurd. But it's the answer to the IC2 geothermal, and it burns through a lot of lava. The Crucible values are being tweaked for the next release to prevent the lava from being useful in geothermals, as that wasn't really the intention. IC2 power is trivial enough, I don't need to add to that.
Finished all the TC3 research for now so I finally got around to processing the oil and setting up a few petrogens, I like the balance they output a reasonable amount of EU for the running cost the only small problem is they are significantly more expensive compared to the closest current gen which would be the Geothermal (which is admittedly horribly undercosted) they are not only more expensive in their own recipe, especially the iron which I am constantly short on, but they require infrastructure in place as well (tanks\refineries).
Personally I like the balance point of the cost they do output enough to be a decent power source (even when Gregtech and the requirement for consistent power is involved) but in a free for all map they will probably be overlooked in favor of the broken Geogens, in a challenge map where lava is a finite resource (which with TE it isn't, but burning cobble for lava is somewhat expensive) I think they hit the sweet spot where they do cost a reasonable amount but they do also have a significant effect on IC2 power gen.
Just my thoughts on them after setting them up (8) and running a bit of processing (several stacks of tin\iron\copper\pyrite and even a bit of Bauxite just for the hell of it) through my Gregtech\IC2 setup with the Geogens disabled
Burning cobble will always result in a loss - netherrack is the only actual gain. There's a pretty good chance of this value getting tweaked in the future as well.
As far as this mod goes - I like it! Given how much fuel and oil are worth in BC, you could maybe adjust the values upward slightly and it wouldn't really throw the balance point off. As is, you're going 3:1 vs the "coal" ratio of 1:2.5; and I agree completely with the idea that the 1:2.5 is shortsighted and insane. Still, that makes these a 13% efficient conversion, which is maybe a bit low. (RL large-scale plants are 30-40% from fossil to electricity, bumping this to 25% would be reasonable in terms of physics and game balance.)
Edit: 25% would mean 375k EU from a bucket of fuel.
Well. I personaly feel that 25% is a bit much tbh. edpecially considering a generator that is only the size of the one most people use at their moutnain cabin to feed the lights. But hey. I also have reservations against the macerator and pulverizer only being the size of dishwashers too. it kinda feels wrong to me. go figure. The important thing is that these generators should be balanced from a gameplay perspective, and I think this one is. Now if only someone would rebalance the pulverizer and macerator to be more in line with the stone crusher.
Now don't get me started on how silly the geothermal and magmatic engines really appear once you start thinking about it. but hey. It's minecraft. A world where you can put a bucket of lava in your pocket without being burned, and that will stay nice and warm litterally forever unless used for something.
I agree that game balance matters more than anything else ultimately - my comment stands.
I'll adjust the Pulverizer to be in line with the rock crusher when it can also create diamond and gold out of cobblestone. (It will never do that.)
The magmatic engine I agree with you on, it's completely absurd. But it's the answer to the IC2 geothermal, and it burns through a lot of lava. The Crucible values are being tweaked for the next release to prevent the lava from being useful in geothermals, as that wasn't really the intention. IC2 power is trivial enough, I don't need to add to that.
Hard Mode is already available as a config option in Thermal Expansion adds diamonds to both the pulveriser and the smelter.-snip-
Re: the cost of the pulverizer and macerator. They are imho a bit cheap for what they do. I didn't mean to imply that they should cost 12 diamonds. that would be absurd. there has to be an extra cost for the extra chance at diamonds the rock crusher gives. I think the gregtech change of demanding 3 diamonds for the macerator is a pretty fair price in my mind tho, and i would love to see an option to influence the cost of the pulverizer trough the options file. say an easy mode(default) and a hard mode (optional) for the old timers that wants to feel the pain of having to start choosing what to spend their diamonds on again. I haven't really had to make any hard choices like that in a loooong time.
It is? sweet. I guess i got to dive down into the configs of TE then. making these items require diamonds would put them right in line with the Gregtech changed macerator.Hard Mode is already available as a config option in Thermal Expansion adds diamonds to both the pulveriser and the smelter.
Hard Mode is already available as a config option in Thermal Expansion adds diamonds to both the pulveriser and the smelter.
Yeah pretty much this. I really thought you meant the energy cost, because to be honest, resources aren't a balancing measure. It might change the order in which you get things, but realistically those first few diamonds go towards the ore increase. Not the most interesting dynamic really, it just moves the goalposts.
I added the options not because I genuinely think there's a need for a nerf, but for parity with IC2 when GregTech is installed, if that is what is wanted.
TE ore generation is actually balanced around the assumption that a Pulverizer will be present. If you play the mod on its own (yeah I know, why?), you'll see how the interactions work.
I added the options not because I genuinely think there's a need for a nerf, but for parity with IC2 when GregTech is installed, if that is what is wanted.
0.14 update brings the following additions:
*Amount of shaving required is dependant on your career choice and, sometimes, gender.
- More better fuel power boost! - Fuel/oil now give 300k and 30k EU, respectively. Previous values were still over-nerfed considering they are non-renewable resources, making them unattractive compared to sources such as lava and biofuel.
- Less shaving required!* - Increased the output to 25 EU/t for fuel so that you won't be sporting a five o'clock shadow by the time one bucket is consumed.
- More simpler recipe! - was still complicated to build with some ingredients being third-(crafting)tier items. Costs now in line with Geothermal and TE Magma/steam engines - the Petroleum generator's natural predators.
- Pretty! - the texture of the block now differs if the generator is active - you can now see if you're burning the midnight oil at a glance.
As always, fantastic!
Going to update the texture soon.