Quarry running too slow in my opinion.

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Furious1964

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Nov 10, 2012
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I have 30 Electrical Engine that are powered by over two dozen Advanced Solar Panels (did a ton of mining and had to sacrifice what I wanted to build for what I NEEDED to build (just concentrated on getting the stuff I needed to upgrade the panels)) and both the Quarry and Magma Crucible are powered by that set-up. Not running out of power anytime soon, but probable will be when I build more stuff.
 

warfighter67

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Jul 29, 2019
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The image of 24 inefficient electrical engines with a solar backend makes my teeth itch. It would seem the 'fire and forget' quarry is about to be upgraded to 3 bluetricity engines with sufficient wind gen, whatever that turns out to be.

Edit: and as much as I like that idea, I think I will still prefer the mobility of a redstone energy cell powered quarry, at least in SSP worlds.
This is why I think solar arrays should be removed from the pack, and the advanced solars to produce 2 eu/t, 4 eu/t, and 32 eu/t, respectively, while producing 0 eu/t at night (if they are to be kept in the pack).

The windmills aren't so OP because they break over time, and you'd need a couple to power a quarry.

For now, though, I have a lava pump in the nether pumping lava into a liquid transposer which fills lava cans and sends them to an enderchest, then to my system. Then the empty cans in the Overworld are piped to another enderchest to be transported to the nether and refilled.

One lava pump is enough to power my 6 geothermals and a couple of magmatic engines. I do have 5 electrical engines as backup, however.
 

TheLoneWolfling

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Jul 29, 2019
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This is why I think solar arrays should be removed from the pack, and the advanced solars to produce 2 eu/t, 4 eu/t, and 32 eu/t, respectively, while producing 0 eu/t at night (if they are to be kept in the pack).

The windmills aren't so OP because they break over time, and you'd need a couple to power a quarry.
Excuse me?
Solars are currently underpowered, if anything. They cost a lot for relatively little energy production already, without further nerfing. I honestly haven't made a single one on 1.4.2 FTB. They have two benefits: they don't require any consideration of placement beyond "sees the sun", and they are compact (at least with advanced / compact panels). On the down side, they are expensive, produce relatively little, and with GregTech require a tech tree.

And as for windmills, a Mystcraft age with consistent weather (no weather / always raining / always storming) means that each windmill can produce ~2.5 EU/t on average (4.98/2).

And let's not get into geothermals + nether...
 
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warfighter67

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Jul 29, 2019
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Excuse me?
Solars are currently underpowered, if anything. They cost a lot for relatively little energy production already, without further nerfing. I honestly haven't made a single one on 1.4.2 FTB. They have two benefits: they don't require any consideration of placement beyond "sees the sun", and they are compact (at least with advanced / compact panels). On the down side, they are expensive, produce relatively little, and with GregTech require a tech tree.

And as for windmills, a Mystcraft age with consistent weather (no weather / always raining / always storming) means that each windmill can produce ~2.5 EU/t on average (4.98/2).

And let's not get into geothermals + nether...
I played on a server and within a few days, had a 12x12 roof of advanced solars and a few hybrids on their way. Don't tell me that's not overpowered. 1000 eu/t of completely free energy. (the server had greg tech disabled)

two days before the server stopped running, I almost had a fully automated production line DEDICATED to advanced solar production. Another day and I'd have been cranking out advanced solars faster than I generated cobblestone at the time.

The reason the other sources of energy produce so much compared to solars is because they require maintenance or setup. If you want automatic geothermal EU, you have to set up lava pumping (preferably in the Nether for almost infinite lava) and get the lava to the generators.
The only other option of large EU production that I know of (without using BC power as that's quite a waste in my eyes) are nuclear plants, which are severely outperformed by even advanced solar farms.
 

Celestialphoenix

Too Much Free Time
Nov 9, 2012
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Tartarus.. I mean at work. Same thing really.
Probably the best thing about faster quarries?

Some people havent quite twigged yet, and its just hilarious watching their processing lines overload and vomit everywhere.
(Its even better when they set it up and log off for the night, to come back on and find an empty hole and a despawned pile of drops)


In terms of quarry speed to energy used; a frame quarry/bore can easily dig 10x faster, and blulectric motors use a tiny fraction of power compared to the BC quarry
(look at the amount of BT power you need to run the quarry on BT engines)
 

Mero

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Jul 29, 2019
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Probably the best thing about faster quarries?

Some people havent quite twigged yet, and its just hilarious watching their processing lines overload and vomit everywhere.
(Its even better when they set it up and log off for the night, to come back on and find an empty hole and a despawned pile of drops)


That's actually easy to prevent. All you need is 1 diamond pipe, 2 diamond chests and a void pipe.

Have cobble, dirt, sand, sandstone, gravel and flint go directly to the void pipe. Have coal and redstone go to 1 of the diamond chests and have everything else go to the other.

I have done this with a couple of different 64x64 quarries and have had no issues losing items. I even kept all the sand, sandstone and logs (was a mystcraft world with wood tendrils). I did remove the logs and sand for other projects though.
 

Norzen

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Jul 29, 2019
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Well the energy-consumption of a quarry is way too low. Even with a 10 times higher consumption it would be pretty easy to run a quarry on a decent speed.

I agree with this, currently with all these mods it's quite easy to run a quarry at full speed the first day you start a server.
Does somebody know how I could configure the quarry consumption ? I would like to raise it from 50MJ/block to 1000MJ/block, it would be less op.
 

Dravarden

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Jul 29, 2019
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I agree with this, currently with all these mods it's quite easy to run a quarry at full speed the first day you start a server.
Does somebody know how I could configure the quarry consumption ? I would like to raise it from 50MJ/block to 1000MJ/block, it would be less op.

Did you even see the date of the topic?

And let's stop this stupid shit of "op" or "not op" this isn't a rpg game.
 

RedBoss

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Jul 29, 2019
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I agree with this, currently with all these mods it's quite easy to run a quarry at full speed the first day you start a server.
Does somebody know how I could configure the quarry consumption ? I would like to raise it from 50MJ/block to 1000MJ/block, it would be less op.
Necromancer!
 

Norzen

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Jul 29, 2019
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Did you even see the date of the topic?

And let's stop this stupid shit of "op" or "not op" this isn't a rpg game.

Well I'm just asking if there is a way to config the quarry consumption for my SSP world is it forbidden ?
I made a research and saw this related topic to post in, preventing the creation of a new one, you want to blame me for that ? :eek:k:
 

Whovian

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Jul 29, 2019
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I feel like just saying something that people seemed to have failed to point out for some reason.

Why do you need transformers between the MFEs and the Engines? In fact, the wiki has a screenshot of an MFSU powering one.