Using blaze rods to power generators?

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Shakie666

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Jul 29, 2019
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Just a quick question: how many IC2 generators can I run off of 1 tier 5 blaze spawner (using the blaze rods as fuel)? And how much power would such a setup even produce?
 

Lambert2191

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Jul 29, 2019
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coal = 4k EU
blaze rod = 6k EU
as for how many from a T5 blaze spawner... Single player testing?
 

Abdiel

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Jul 29, 2019
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A T5 spawner spawns 6 mobs every 2 seconds (See Soul Shards thread). A blaze drops on average 0.5 rods (Minecraft wiki). This gives an ideal production rate of 1.5 rods per second. (Assuming spawning never fails due to obstructions and you can kill all spawned blazes in time.) A generator produces 6,000 EU from a blaze rod (NEI info) at a rate of 10 EU/t (IC2 wiki). This means it takes 600 ticks, or 30 seconds, to process one blaze rod. To keep up with the production rate, you will need 45 generators, for a combined output of 450 EU/t.

All the required info is available out there. You just have to look for it.
 

solidity

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Jul 29, 2019
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One thing to keep in mind when building the spawn/kill room for a t5 spawner is kill-rate vs spawn-rate. A common killking method for blazes is a floor of water pushing the drops to a central collection point. Since the blazes take quite some time to die from the water and the spawner seems to fail the spawning once you reach a certain cap on mobs in the immediate vincinity, you lose out on a lot of spawns if you put the spawner directly above the water. I tested it in a creative world, and if you put the spawner far enough up (I tested with ~20 blocks), the blazes float down, making room for more to spawn. This way I had a constant 40-50 mobs in the water vs 16 with the lower design. Accordingly, the drops rose to about 350% of the lower design.
 

slay_mithos

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Jul 29, 2019
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For all common mobs, you just need to drop them 4 or 5 blocks from the spawner, and they will not count toward the mob count that the spawner sees.

But the blazes are slow to fall, so it might still slow the spawner a bit. But that's better than keeping them in the direct spawn range and wasting a lot of spawning capabilities.
Just make sure that they don't "see" you, or else they could try to fly to you, ruining the whole thing.
 

SmokeLuvr1971

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Jul 29, 2019
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This is the first method of EU Gen I use and they will fall out of spawn range before the next spawn cycle. Key are to max spawn potential. For this I use a larger than standard [standard being 8x8] spawn area. There's a video out there that shows 10x10 area around spawner is slightly improves the spawning rate. Since I like symmetry, I make my spawn room 11x11 ID, with a 2-block space between the spawner and the ceiling. The floor of the chamber starts 8 blocks below the spawner, as in 8 blocks in between the bottom of the spawner and the top of the floor block [6 to get them out of the max mob count zone, (4 plus mob height, in this case 2), and one more in case they decide to jump when they hit the water... plus the layer where the water goes).

I've found it easiest to just throw a water source in each corner and then lower the floor as needed to get everything to flow to a single block. Done properly, this method has the added benefit of producing zero dead spots but I believe it requires an odd-numbered dimension perpendicular to the flow direction.

Another key is to pre-fill the generators. This may seem counter-productive but it's easier to top-off the generators and keep them all running than it is to fill them with an empty tank, so to speak. This is especially true if using a router to fill the generators.
 

Dmyster

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Jul 29, 2019
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In my world I use Wither skeletons ! These provide so many options !! Use the coal into coal coke for boilers and bones for a bonemeal wheat farm !!

Then you can also use the blaze rods in a generator instead ? If you have a simpler setup then that would be easier :) ! Either way I enjoy wither skeletons over blazes and I'm guessing you have found a nether fortress seen as though your using a blaze spawner (assuming soul shards)
 

SmokeLuvr1971

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Jul 29, 2019
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I save all my coal for conversion into either diamonds or carbon fiber until I can find/buy the Diamond Ore page :).

I tend to hook-up all my EU machines with glass-fiber cables so as not to worry about cable-related EU loss, same with conduits and MJ grid. So I have a big need for diamonds/diamond dust early game when I'm setting things up.
 

GPuzzle

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Jul 29, 2019
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WHY THE FUCK DO YOU GUYS KEEP NECRO'ING THIS PAGE?!

Note to self: I need to make that damn Necromancy Prevention 101 thread already.
 

SmokeLuvr1971

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Jul 29, 2019
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Forgive an old man, but isn't it better to post questions/informations to an existing thread than to create an entirely new thread, irregardless of a thread's birthdate?

I have no idea how forum management works but if I had to guess, no thread is auto-deleted based on age, so long as it contains a single reply. So in order for a thread to be deleted, a moderator[mod] has to perform this action. And if the thread contains useful informations that should be saved, a mod now has 2 actions to perform...the copy-pasta and the delete. Thus, necro-rezzing threads can be looked upon as saving moderators time?

I never understood why posting to old threads was a bad thing...
 

Lawbroken

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Jul 29, 2019
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WHY THE FUCK DO YOU GUYS KEEP NECRO'ING THIS PAGE?!

Note to self: I need to make that damn Necromancy Prevention 101 thread already.

I think you may have missed my post in my thread before.

Moderators don't care about Necro posting if its adding to the conversation. If it's SPAM on the other hand then you report it in this case it's fine.
 

Siro

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Jul 29, 2019
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I never understood why posting to old threads was a bad thing...

Because most auto pruning methodology looks for the thread with the oldest last reply that isn't stickied to delete first. Also, the soul shards mod is changing such that acquiring a tier 5 spawner is not something one is going to do as an easy solution to eu power.
 

SmokeLuvr1971

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Jul 29, 2019
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Because most auto pruning methodology looks for the thread with the oldest last reply that isn't stickied to delete first. Also, the soul shards mod is changing such that acquiring a tier 5 spawner is not something one is going to do as an easy solution to eu power.

Hmm. Thanks for the insight, on both counts. On the matter of auto-pruning, is there no mod interaction with this method? While I can definitely see the need for some type of automated method, anything with no mod interaction would inevitably result in an irretrievable loss of precious informations, along with the staggering amount of useless data the methodology was, I assume, designed to deal with. I'm sure this has been suggested before but such a method could/should be made to flag anything marked for deletion such that a mod has a chance to review the thread's content prior to deletion.

Regarding upcoming soul shards mod changes: That makes me sad. Even with it's flaws, the T5 Blaze -> EU farm is a good beginner EU setup IMO, and it gives you something to do with all those damn rods, even if your only source is a T5 Blaze XP farm. One of the things I like about playing MC is the mastery one can have over the in-game environment and its inhabitants. Setting up these type of mob farms is like sweet justice for all the abuse these electronic creatures have caused me over the months/years I've been playing. Bending them to my will, to serve my needs,...I dunno, it just feels so right. Makes me smile. In any case, soul shards mods extends this ability even further. And I say beginner EU production not because it's easy to obtain early in-game, but because there are better methods of EU production that are much more mineral intensive. I don't think getting a T5 spawner is in any way easy, but then again I always have to travel leagues to find fortresses. And if you use the exploitive method of combining shards in an anvil, that still costs you 4 diamonds and possibly 1-2 anvils, which is a substantial investment early on. Best of all, this method is much less about dig, dig, dig and more about exploring the world/Nether and doing some monster-bashing.

Sry for running on like that. I'll stop now.
 

Shakie666

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Jul 29, 2019
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Its kind of a shame soul shards is being nerfed. When you think about it, soul shards on its own isn't really that OP at all. Its not as if there's anything in vanilla that requires mass quantities of zombie meat, bones, blaze rods etc. As for xp farming, a T5 soul shard isn't even as quick as Docm77's enderman xp farm. In this case, you're only saving the time & resources needed to make the farm, nothing game breaking really.
 

Siro

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Jul 29, 2019
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In addition to changes made to blaze rods, obtaining soul shards is more difficult. A multiblock structure must be built consisting of a glowstone block with 4 netherack blocks on each side of it with endstone around the netherack. One right clicks a diamond on the glowstone, it converts that one diamond into a soul shard and also turns the netherack and glowstone into endstone (which must be replaced for further soul shards). Soul shards can no longer be combined in an anvil to easily produce a tier 5 shard at the cost of diamonds and experience. Nor can soul shards right click on a spawner for a bunch of kills. Vile swords are currently not implemented as of 1.5.2 beta .8

That being said, one can still obtain a tier 5 shard in a few hours if one obtains a decent soul stealer enchant and grinds at a mob spawner. And of course, nothing is final as it looks like the author of soul shards is really putting more into fleshing out the mod. And as before, soul shard spawners and MFR autospawners/grinders work very well together. Changes in Mystcraft make it fairly easy to randomly (and cheaply) find a stable age with nether fortresses within an easy walk of the dimension's spawn fairly early into the game. Wither skeletons may make for a better mob power source (coal), as the trick of bringing a skeleton spawner into the nether still works for spawning wither skeletons (spawners from easily found Thaumcraft mounds are great for this).