Energy generation isn't the problem, energy consumption is. We don't have enough consumers of power unless someone does something just to prove they can.
The ones hanging upside down in the nether right? I got those to plant by building a netherrack (maybe any block? First one I tried) ceiling and then a one block air space with a temporary block (I used dirt) underneath and planted the saplings by aiming at the block underneath and they attached to the ceiling. Then I removed the block underneath and they grew after a bit. They don't need 2x2 saplings even though they're 2x2 trees, I ended up growing 4 trees on top of each other. Automatic harvesting of these could prove quite the challenge. The bit about using a temporary block to place the tree may have been a bug that has since been fixed.
But also note that we've found numerous ways to avoid your aggro mechanism: auto-smelting/macerating tools being the easiest way. Tinker's construct smelting tools are terribly good for this. I dunno if you are cool with this, but it'd be funny if ores that are auto-smelted or auto-macerated (Tinker's Construct and Dartcraft, respectively) had a higher chance of chain reaction explosions. So you can pick your poison. I'd also love to have a reason to use Blast Resistant armor...
I like that it adds things to aid the user in constructing cool automated systems, rather than it being the goal itself.
I'm not actually sure this can be fixed in the general case. If someone's tools aren't playing by the rules then I can't rely on the rules letting me anger pigmen and explode.
And that's why I added hellfish.
This is actually a pretty large part of what I'm trying to do - MFR isn't supposed to be an endgame mod (the drill kind of qualifies I guess, but the power source for it will probably be way more impressive), it's supposed to automate all the boring stuff so you can go build reactors and giant missiles and whatever else you want without worrying about running out of logs and food and fish and splash potions of nightvision to irritate your friends with.
Did you ever see this epic setup from the Resonant Rise server? Still my favorite laser rig on our server by far. A hybrid wind + nuclear power system running at sky height to maximize throughput and minimize cost.
This is actually a pretty large part of what I'm trying to do - MFR isn't supposed to be an endgame mod (the drill kind of qualifies I guess, but the power source for it will probably be way more impressive)
Did you ever see this epic setup from the Resonant Rise server? Still my favorite laser rig on our server by far. A hybrid wind + nuclear power system running at sky height to maximize throughput and minimize cost. Stylishly placed on whitestone brick with its bottom concealed by natura cloud and accessible via a dimensional door.
You can power drill with sufficient power rather easily. Here is my test setup for drills focuses, it was made when drill only accepted 100 MJ/t, so only 4096 MJ/t - harvester cost, but it really wasn't that expensive. The most tedious was to get blazerods, but looting 3 sword, potion of fire resistance and some TV series were enough. It was with TE recipes, while I use also GT, I tend not to focus on it (on this world I have only 4 generators, geothermal, compressor, MFE and macerator from IC2/GT). However it wasn't a project to make energy generation system (I tend to be more creative), but only the easiest way to produce massive amounts of MJ, preferably with the least amount of lag. I restarted it now, due to TE implementing drill focus.
That's awesome! Though Chocorate I don't think that's him, I think that's another player on his server.
The power draw has been increased several times; it's currently 240,000MJ per ore if I didn't forget basic algebra (again). At some point it will be changing to 4x precharger activation cost, which at 500MJ will make it 600,000 MJ/ore.
That and apparently you're supposed to have other UE mods installed with it, because it doesn't have any way to make steel without power and you can't make power without steel because every generator (except the heat generator) requires a steel frame. And this is supposed to be intentional that you can't actually use the mod without having other UE mods installed?The entire notion of machines blowing up is silly and not-minecraft-ish. I did notice that Mekanism has a novel approach: machines that are overvolted operate but discard a ton of power they can't use. So they suddenly become epic consumers on the network, frequently breaking my power grid (hydrolysis generators are balanced by actually breaking their own reaction and shutting down until they receive a fair sum of external power when overdrawn).
That and apparently you're supposed to have other UE mods installed with it, because it doesn't have any way to make steel without power
Wait, the heat generator can take fuel?The heat generator and metallurgic infuser do not require steel to make. The heat generator can be given fuel to make to output enough energy to drive the infuser. Turns out this is Mekanism's preferred progression. It also lets you make bronze pretty early.
Wait, the heat generator can take fuel?
The power draw has been increased several times; it's currently 240,000MJ per ore if I didn't forget basic algebra (again). At some point it will be changing to 4x precharger activation cost, which at 500MJ will make it 600,000 MJ/ore.
I like how interconnected MFR is. Fertilizers improve the output of the Harvesters, which are fueled by Fertilizer which is produced from the sewage produced by the cow farm I've got set up which is, in turn, fueled by the wheat produced from the harvesters...
Thanks for making a cool laser drill though. When I first heard Saice talking about it, I thought he was just exaggerating. Then I learned that it was amazing. I'd have never thought of that.
I am glad you (and most people) like it!
Your mod just became a big load of crap after you added in poop.
That was a bad pun and you should feel bad.
You should be happy I'm taking a break from bitching about Gregtech and "balance".