Thermal Expansion RF generation in other mods?

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Do you like dynamos over previous power generation methods used in thermal expansion?


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rbesfe

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Jul 29, 2019
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I was just wondering if any other mods currently have generators that can produce RF. Quite frankly, the dynamos implemented aren't powerful enough. They all generate a measly 40 RF/t, enough to power a pulverizer. If there are any other ways to generate RF (not using any power converters) in thermal expansion or other mods please tell!
 

Dodge34

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Jul 29, 2019
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Somewhere over the rainbow.
There's other dynamos available, check in NEI for Dynamo, they require more work to be used but they produce more RF, the real problem is you can't feed energy cells power created by any engines that aren't part of Thermal Expansion anymore (they produce MJ, the Thermal Expansion cells require RF to work), which is a real problem. At least, the cells can be used to power stuff that require MJ, I've tested with a few machines from Binnie Extra Bees/Trees and they accept the power from the new energy cells if connected with a cable...

But I agree that we should have the choice on what kind of power can be accepted in the cells, running a 36HP steam boiler from railcraft without anywhere to store the energy, it will be such a pain in the ass...
 

Dodge34

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Jul 29, 2019
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Somewhere over the rainbow.
Sorry can't help you out on this, I think the RF thing is so new that nothing accepts it except TE stuff, but at least, it can power stuff that require MJ, so it should work for AE in Horizons pack, just connect the cell to your AE controller and it should work...
 
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Seraph089

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Jul 29, 2019
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If you use Ender IO, its energy conduits will convert both ways between MJ and RF as needed, not one-way RF to MJ like TE conduits. So you could use any form of MJ production you pleased. And Big Reactors as previously mentioned, they put out massive amounts of RF

There's other dynamos available, check in NEI for Dynamo, they require more work to be used but they produce more RF
They all put out 40 RF/t, the only difference is what fuel they use (and total RF per unit fuel)
 

Tristam Izumi

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Jul 29, 2019
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Also note that KL has said that upgrades for both dynamos and machines will eventually be added that will boost them. The specifics aren't available yet.
 
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InThayne

Well-Known Member
Oct 14, 2013
162
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Its more about storing the RF produced from banks of dynamos. A single dynamo, set to charge the simplest energy cell that will hold 400k RT and release 80 RT/t, will run your early ore processing. A simple energy cell upgrade gives you 2milion RT at 400 RT/t. The whopper gives you 50 mill storage @ 10k RT/t! That's five times the umph of the old redstone energy cell. A single conduit will provide that power to any machine that takes MJ (this really only excludes IC and factorization stuff).

But I agree that we should have the choice on what kind of power can be accepted in the cells, running a 36HP steam boiler from railcraft without anywhere to store the energy, it will be such a pain in the ass...

Why not just set some steam dynamos down by the boilers and store it or tesseract it off where you need it. They do work off steam by the way...kinda like free power eh?
 

LoGaL

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Aug 4, 2013
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also, one of the dynamos accepts steam, so you can teorically store the production of boilers in RF
 

MigukNamja

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Jul 29, 2019
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Also note that KL has said that upgrades for both dynamos and machines will eventually be added that will boost them. The specifics aren't available yet.

Yes. They are planned for TE 3.1, but anything can change and nobody knows when TE 3.1 will be out.

For now, I just spam Dynamos and don't worry about it. I am currently using 144 in a single lump/group/pile, all driven by steam from 4 x 36HP boilers. I have no noticeable client or server lag.

I cast a slight 'Yes' vote because while they aren't animated, they are *extremely* efficient, client and server-wise. I think I can spam these things all day long and not worry about client or server performance.
 
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ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
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Lost as always
Mekanism is another mod which uses (or at least converts seamlessly) into RF which has several passive energy generation methods. My personal favorite is the Hydrogen Generator, which requires an Electrolytic Separator that needs power, but produces a significant surplus from the pair. It also requires a constant supply of water, so that means an AA/ExtraUtils/pump/etc set up. It requires infrastructure, and needs to be manually restarted if the ES's run out of power, but can provide power for even a mid-sized base fairly effectively.
 
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Golrith

Over-Achiever
Trusted User
Nov 11, 2012
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I agree with Shneekey, Mekanism is a perfect compliment to expand power generation options.

Also, the current power gen options in TE are sufficient for it's needs. It's only other mods that need higher levels of power.
 

Bagman817

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Jul 29, 2019
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As MigukNamja pointed out, boilers remain a great option. Yes, you need (at the moment) twice as many Steam Dynamos as Industrial Steam Engines, but considering they don't need steel, I'd argue that they're less costly to produce. Also, considering their low impact on client performance, I'm more than willing to pay the cost, both in materials and space.
 

PierceSG

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Jul 29, 2019
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Can't you connect BuildCraft's kinesis pipes to the energy cells?
Right now in my own pack, I do not have problems charging my cells via either Mekanism's Universal Cables as well as Ender IO's Energy Conduits.

Sent from my GT-N8020 using Tapatalk
 

DriftinFool

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Jul 29, 2019
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There's other dynamos available, check in NEI for Dynamo, they require more work to be used but they produce more RF, the real problem is you can't feed energy cells power created by any engines that aren't part of Thermal Expansion anymore (they produce MJ, the Thermal Expansion cells require RF to work), which is a real problem. At least, the cells can be used to power stuff that require MJ, I've tested with a few machines from Binnie Extra Bees/Trees and they accept the power from the new energy cells if connected with a cable...

But I agree that we should have the choice on what kind of power can be accepted in the cells, running a 36HP steam boiler from railcraft without anywhere to store the energy, it will be such a pain in the ass...

Steam dynamos will except steam from external sources. The highest level of energy storage is huge now, so you can store all that energy. You can then connect redstone conduits to everything and they will give RF to machines that need it and MJ to the others.[DOUBLEPOST=1387251265][/DOUBLEPOST]
Yes. They are planned for TE 3.1, but anything can change and nobody knows when TE 3.1 will be out.

For now, I just spam Dynamos and don't worry about it. I am currently using 144 in a single lump/group/pile, all driven by steam from 4 x 36HP boilers. I have no noticeable client or server lag.

I cast a slight 'Yes' vote because while they aren't animated, they are *extremely* efficient, client and server-wise. I think I can spam these things all day long and not worry about client or server performance.

This is a great point as well for now. The engines no longer have a moving texture so they don't cause the lag of previous engines. They won't cause any of the issues giant banks of old style engines will. KL has always been a fan of keeping server load down and he did a good thing with the dynamos.
I like to use lava as a power source once I get far enough, but having the nether loaded all the time hurts performance and it really sucks when I go there cus all the flowing blocks. I built all the things I would need to pump and transfer lava, then put it in a chest and gave myself a creative portable tank. One bucket of any liquid makes them an infinite source. I connected it to a tesseract in my base just like I would in the nether and I draw lava from it. Some would say it is cheating, but I am just trying to prevent the eventual tick exceptions and crashes I get as my world fills with more and more complex systems. Another thanx to KL for giving even more options to help performance...even if it wasn't his intention.
 
Last edited:

Jadedcat

New Member
Jul 29, 2019
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I was just wondering if any other mods currently have generators that can produce RF. Quite frankly, the dynamos implemented aren't powerful enough. They all generate a measly 40 RF/t, enough to power a pulverizer. If there are any other ways to generate RF (not using any power converters) in thermal expansion or other mods please tell!


As of the newest release dynamos output 80 RF. Also the only mods TE can't power are IC2 and its addons and Factorization. Most mods with BC support have added or swapped to RF since TE3 came out. The only 3 that haven't are Forestry Buildcraft and Railcraft and if you connect a conduit from TE to a machine that requires MJ it will convert the RF to MJ.

Mods that create RF

TE3
MFR
Extra Utilities based on RWTema's twitter
probably some others I am forgetting.


Mods that support RF or the MJ conversion from conduits - everything except IC2 and Factorization.
 

DriftinFool

New Member
Jul 29, 2019
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As of the newest release dynamos output 80 RF. Also the only mods TE can't power are IC2 and its addons and Factorization. Most mods with BC support have added or swapped to RF since TE3 came out. The only 3 that haven't are Forestry Buildcraft and Railcraft and if you connect a conduit from TE to a machine that requires MJ it will convert the RF to MJ.

Mods that create RF

TE3
MFR
Extra Utilities based on RWTema's twitter
probably some others I am forgetting.

Any ideas when we will get them? I am on the latest DW20 pack and still only getting 40 RF from them.