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What source of power should i use?

Discussion in 'General FTB chat' started by Kaos__, Mar 26, 2017.

  1. Kaos__

    Kaos__ Guest

    Ok, so I've only really played infinity evolved 1.7.10, and some other 1.6.4 tekkit pack, but in both i only really use big reactors, so much that i don't really know of any other power source other than lava, but lava is more early/early-mid game. I've recently started in a new modpack, All The Mods, and i have yet to even build a cheap ender io ore processor. Since I've only been using big reactors, and the mod in all the mods that tries to mimic big reactors, kinda sucks. I've barely found any yellorium at all. So my question is since I've never really done any power creating with the other mods, what power source should i use? I would prefer to work with rf. If possible could you post early, mid and late game power sources? late game being pretty high, like one of the big reactors i made, made about 100k rf/tick
  2. LoGaL

    LoGaL Well-Known Member

    could you provide the mod list?
  3. rouge_bare

    rouge_bare Well-Known Member

    Well, the biggest single rf/t source I can think of is the Rainbow Generator from Extra Utilites 2, making 25M rf/t. This requires all of the other generators from the mod to be running at the same time (one set per Rainbow Generator). A fair challenge to set up and completely automate if you up for it.

    There is also Deep Resonance's generator and RFTools' Endergenic Generator which can both output sizable amounts of power.

    Early game I like the Coal Generator from RFTools or for a little more efficency and flexibliy, the coal generator from Actually Additions. I've since transistioned into a combination of using Forestry Ethanol in EnderIO combustion Generators and using Thermal expansions Refined Fuel (Magma Cruicbling coal dust then fractioning stilling twice, into compression dynamos with the fuel specializtion augment. It's not a bad source of power, but i've not quite fully automated this one yet.

    EDIT: Many of the Extra Utilties generators are also pretty varied in what thy can accept, the three furnace fuel generators vary in how much RF/item and RF/t they get. The survivalist makes the most RF/item, but the least RF/t, while the overclocked is the highest RF/t but least RF/item (And you'll prob need decent fuel to keep it going, it burns even coal pretty quickly). The furnace generator is a middle ground between the two.
    Kaos__ likes this.
  4. Kaos__

    Kaos__ Guest

    I don't know how to copy the modlist. It's the "All The Mods" modpack (the first one) along with these mods i've added or removed:
    removed spice of life
    large veins
    tinkers addons
  5. AmazingGoat

    AmazingGoat Guest

    You can use the solar panel from enviromental tech, i used it in All The Mods and it was enough to run my whole late game base, if its not enough just make more of them, Each one generates about 46k rf/t during daytime
  6. malicious_bloke

    malicious_bloke Over-Achiever

    Perpetual motion cow power.
    GamerwithnoGame likes this.
  7. Cptqrk

    Cptqrk Popular Member

    All the Mods pack has.. well... all the mods.

    Actually Additions oil, fully tiered up is a great source of power.
    Environmental Tech solars are good, and you don't have to make the top tier one right away. Having a few lower level ones (tier1 or 2) in strategic locations works well for me, as I don't have to worry about RF transfer degradation (aka loss) over long power lines.
    I find Deep Resonance to be a mid to late game power source due to the set up, especially if you want to avoid radiation)
    Thermal Expansion is out for 1.10 now, and in the DW20 pack, so AtM should have it too for the good old dynamo power options.
    Extra Utilities generators are great, and can be fun to automate, but don't expect to be pumping out the 25m RF/t of the Rainbow Generator for quite some time (See Direwolf20's let's play series for the SkyFactory 2.0 pack to see the PITA it is to get that system fully operating).
    If you are dead set on Big Reactors, get into the Deep Dark for better yields on Yellorium, or use RF dimensions to make a world made of Yellorium!

    Also, remember, even if you are pumping out umpteen-bajillion RF/t, if your power transfer system (pipes) can't handle the throughput, yer gonna have a bad time! :)

    As always, just have fun!
    Kaos__ likes this.
  8. Henry Link

    Henry Link Popular Member

  9. Nuclear_Creeper0

    Nuclear_Creeper0 Well-Known Member

    Mekanism Wind Generators are very strong, I use them to power my builder block and all my machines.
  10. Inaeo

    Inaeo New Member

    If Mekanism is in your pack, I highly recommend using Ethylene in Gas Burning Generators. It's quite powerful, easily expandable, and completely renewable. It can be created by using vegetables (for which a single Mek Wind Turbine can easily power automation on site if you don't want to run power lines to the farm) or any Rotten Flesh you have laying around (or collect from a mob farm). My last setup grew wheat, SAG Milled into flour, baked into bread, then crushed into Biofuel before being converted into Ethylene. This was making well more than my bank of ten Gas Burning Generators needed (each set of two being Redstone controlled by an EnderIO Power Monitor, staging on as demand increased).
  11. HeroCanerPvP

    HeroCanerPvP Guest

    I would prefer using Solar Flux... Kind of hard to get at the start since it becomes really repetetive but the Draconic panels or tier 6+ are worth the free energy. They also have a REAALLLY big energy bank which makes it so if you get the best solar panel, you don't even need an energy bank
  12. I was under the impression that extreme reactors was just a port; the same mod bumped up to the newest version. There are a lot of cool planned updates, and the author of big reactors hasn't been online for two years.
  13. Kaos__

    Kaos__ Guest

    It's definitely a very similar mod, the only real difference that i've noticed is the significantly lower spawn rates for yellorium.
  14. Inaeo

    Inaeo New Member

    Spawn rates of mod ores are configured by pack makers. Don't blame the mod for what a pack developer has done.
    GamerwithnoGame and Henry Link like this.
  15. Cptqrk

    Cptqrk Popular Member

    This is very true. For example, in Beyond there is no wold gen (that I've been able to find) of the blocks you need for the Environmental Tech mod. Again, thankfully, they added a recipe for Hardened Stone.
  16. KingTriaxx

    KingTriaxx Forum Addict

    Extreme Reactors began as a port and now the author wants to continue developing it.

    Nuclearcraft is coming soon, and that produces a LOT of power. As long as it doesn't explode.

    Personally, I just like lots of IE biodiesel, or Forestry Ethanol.
    GamerwithnoGame likes this.
  17. GamerwithnoGame

    GamerwithnoGame Forum Addict

    Looking purely at 1.10, I think IE biodiesel is still a very nice method of making power, both practically and aesthetically.

    I'm currently employing Actually Addition's empowered canola oil (though I haven't got the empowered bit automated yet...), but am strongly considering moving over to using rice.

    Or to be more precise, Rice -> Rice Dough -> Rice Slimeball -> Slime Block -> Slimey Generator (with speed upgrades in).

    The only sticking point at the moment is the conversion into the rice slimeballs - if I could put IE in my little pack, I'd be sorted as crafting with liquids is fairly straightforward. Or RS, for that matter.
  18. Leo0

    Leo0 Guest

    Biodiesel produces a good amount of energy, if i remember, its 4096 RF/t, and its REALLY good to power builder block/quarry. Sometimes if you have like 176 steel you can create a excavator and use the biodiesel to power that, since they get ore veins that players cant get, like a Uranium Vein, and idk if theres a Yellorium Vein in IE.
  19. KingTriaxx

    KingTriaxx Forum Addict

    There's not, but IE Uranium and ER Yellorium are ore dictionaried.

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