Not really, because it used MJ to begin withIt all started when thermal expansion was released. *grabs popcorn*
*or some other complicated thing I never had the patience to get my head around.
Not really, because it used MJ to begin withIt all started when thermal expansion was released. *grabs popcorn*
*or some other complicated thing I never had the patience to get my head around.
Not really, because it used MJ to begin with
I didn't think there were energy cells to begin with? (though I may be forgetting something) I know tesseracts were a thing in 1.4.7, but I can't recall energy storage outside of EU and Blutricity storage devicesNo.
Because storable MJ (early TE) rather than bursty on-demand MJ (BC, forestry et al) laid the groundwork for what RF eventually became.
*pokepoke*
TE in 1.4.7 had storage and a way to transport MJ. However I believe that at this point we where at TE2 already as I remember it also being in 1.2.5 where it only had the machines but I might be wrong about that.I didn't think there were energy cells to begin with? (though I may be forgetting something) I know tesseracts were a thing in 1.4.7, but I can't recall energy storage outside of EU and Blutricity storage devices
One IOU: A facepalm, to you.The good news is: Tech mods have a power system.
Sweet, thanks.One IOU: A facepalm, to you.
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Curious, do you have a definition of "high-end" RF here?There seems to be an assumption that high-end RF generation is necessarily easy, which is certainly not always the case. Big Reactors is one mod, don't include it in the pack your using and then try to keep 40k RF/t running constantly. Granted, there are other mods that add high-end RF generation that don't require insane amounts of resources, however if you find their mechanic to easy or unrewarding, don't use it.
Curious, do you have a definition of "high-end" RF here?
I mean, I really do find it mindlessly simple to generate "lots" of RF in just about any RF-generating modpack. If I don't have big reactors, maybe I have Reactorcraft (via conversion), or extra utilities (via silliness), or any mod that facilitates draining the nether of lava, which is a lot of them.
But most of these (ReC excluded) are "thousands" or RF rather than tens or hundreds of thousands of RF/t.
Because storable MJ (early TE) rather than bursty on-demand MJ (BC, forestry et al) laid the groundwork for what RF eventually became.
The good news is: Tech mods have a power system.
There was no way to store MJ (apart from in engine's internal buffers), and when engines gave out power, although it was measured in MJ/t, that was an average as the MJ was only sent out when the engine reached it's most pushed out state of the animation.Bursty, on-demand power? How did that system work?
Don't you consider the coal consumption to be a power system?Only "power" that it uses is redstone and coal/charcoal. (Well, you could use blazerods or wood ...). And actually, I just realized that some people have even automated that power supply (automated wood for fuel).
Gotcha.Hmm, I suppose. Thing is, the same block/machine both uses the coal and then uses the power. It's not like a steam engine consuming coal and sending the power elsewhere, more like a TiC smeltery that consumes its own lava.
Because so far, RF power systems seem to be nothing more than "Do you know the generators that are available to you, and how to use them", and not "Here's a challenge to actually deal with".A "power system" is just one of many challenges in a tech mod, and I'm not clear on why it should be singled out as a "why bother."
I also have to be a bit careful in how I consider the discussion here, because I rarely use RF myself. I've been tinkering around in Agrarian Skies 2 lately, so I've been getting a refresher. Yes, its mindlessly simple power generation, and I tend to over-complicate things because I keep forgetting that it really just is that simple. But that's actually what its supposed to be: power generation for the casual techer.I'm not saying it is my preference. I was just responding to "tech mods must have a power system".
I actually started this thread just for the discussion. I'm trying to stay out, and listen to other people.
My concern here, without really refuting anything, just discussing, is that the majority of what we do in minecraft can be boiled down to "plonk down A to get B", and its just a matter of getting good at memorizing all the steps and being able to do them quickly and efficiently. I try not to boil down anything in minecraft that far.My personal preference is that RF is too simple for power transmission, too complex in it's choice of generators, etc. Since then, I've found that there seems to be no "set and forget" power generators, which I did not know.
Because so far, RF power systems seem to be nothing more than "Do you know the generators that are available to you, and how to use them", and not "Here's a challenge to actually deal with".
And if it's not a challenge, then: why bother? (1)
I use Gregtech for the same reason. Its a two-tiered power system (amps + volts), creating interesting logistical problems: how do I get power everywhere without losing it all to lossy cables? How do I run this high-voltage cable past my low-voltage machinery without accidentally overloading my wires or machines? Do I centralize my power storage, or have generators everywhere?For me, I am going to use RoC _because_ of the challenge.