Which power system has the highest power/lag ratio ?

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Blue

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Jul 29, 2019
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not sure why people are saying big reactors dont put out good power and take alot of fuel, i did a 5 core reactor 3 rods high, it took about .2 ingots an hour out put about 1k rf i think it was, but it charged this thing, a 128 ultimate energy cube battery reservoir. system was great, it trickle charge the batteries and when my base needed a power surge it just drained the batteries and then when the surge was over the batteries got recharged
59MtAD2.png
 
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madnewmy

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Jul 29, 2019
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not sure why people are saying big reactors dont put out good power and take alot of fuel, i did a 5 core reactor 3 rods high, it took about .2 ingots an hour out put about 1k rf i think it was, but it charged this thing, a 128 ultimate energy cube battery reservoir. system was great, it trickle charge the batteries and when my base needed a power surge it just drained the batteries and then when the surge was over the batteries got recharged
View attachment 11968

Big reactor take fuel to make them, on a small run, you actually use a enormous amount of fuel which is actually the reactor itself

They output a good amount of power, if they are big enough ;)
 
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Pyure

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I have a bigreactors game going with 14x fuel consumption (and 1.5x energy output)
I have no problems with fuel at all, seems to last forever.

With a cyanite reprocessor, its almost a joke.
 

Iluvalar

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Jul 29, 2019
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What's the fuel burn rate and can it burn any "high quality" fuel ? Or, is it just charcoal or coal coke, i.e. tree farm or coke oven spam ?
It can burn anything BUT lava bucket. I think it burn 1 charcoal each 8 seconds. Which is fairly easy to reach. The only issue is the diamond chest full of coal you need to initialy put into it. To heat it at maximum capacity.

Careful, I fed one too much and it fell into negative power output for a while XD.
 

Wagon153

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Jul 29, 2019
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Bees? What loser uses bees, anymore? I'm using Magic Crops.
I will respectfully disagree. IMO, bees are more balanced and can make more items then magical crops in less time in less space, especially if you use frames/industrial apiaries with speed upgrades in them. People just be raging about bees because you need patience(God forbid!). I use Magical Crops, but I like bees a lot more.
 

Vaeliorin

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With Gendustry, I could potentially see myself getting into bees. Oddly enough, watching Hypno play with bees is what got me to play Minecraft in the first place, but when I tried playing with them myself, the amount of babysitting they take to get started combined with the RNG hating me led me to drop them. I wanted to build cool things, not check on something every 5 minutes hoping the RNG liked me. Every so often I tried them again, but despite spending hours on them, I could never get the mutations I needed to even get to the point I could make alvearies.

But then I ended up playing with them in Agrarian Skies, and found them pretty fun. My only concern at this point is the initial gathering of bees, and the fact that I've heard there are apparently bees you can only get from villager trading (something I avoid like the plague...as far as I'm concerned villages only exist so I can raid their farms, get the TiCo pattern for a cutlass, and maybe snag a cactus out of a flower pot, since I never seem to be able to find biomes with cacti.)
 
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RavynousHunter

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Jul 29, 2019
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I will respectfully disagree. IMO, bees are more balanced and can make more items then magical crops in less time in less space, especially if you use frames/industrial apiaries with speed upgrades in them. People just be raging about bees because you need patience(God forbid!). I use Magical Crops, but I like bees a lot more.

Do I really need sarcasm tags for folks to pick up on the fact I was taking the piss in my last post?

Anywho, I don't decry those who use bees, but I focus more on getting crap done so I can build massive, crazy contraptions using all the resources I now have at my disposal. For that, Magic Crops mixed with RotaryCraft, Ender IO, and Applied Energistics works better...for me. Also, has anyone stepped up to take the reins for Forestry since Sengir stepped down? If not, then that's another reason to switch over from bees, their future is uncertain.
 

MigukNamja

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Bees? What loser uses bees, anymore? I'm using Magic Crops.

That's tongue in cheek, I hope.

Do I really need sarcasm tags for folks to pick up on the fact I was taking the piss in my last post?

Anywho, I don't decry those who use bees, but I focus more on getting crap done so I can build massive, crazy contraptions using all the resources I now have at my disposal. For that, Magic Crops mixed with RotaryCraft, Ender IO, and Applied Energistics works better...for me. Also, has anyone stepped up to take the reins for Forestry since Sengir stepped down? If not, then that's another reason to switch over from bees, their future is uncertain.

Yup, tongue in cheek.

Forestry (Player) has been ported to 1.7. It may not get any major content update, but it's there. I mainly care about the Forestry add-ons like ExtraBees/Trees (Binnie), MagicBees (MysteriousAges), and Gendustry (Bdew).

For me, I play Minecraft as an almost pure journey and not as a destination. Bees make the journey take that much longer and are never the same twice. It's not about easy and quick, but about "fun", a concept that's different for everyone.
 
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MigukNamja

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Jul 29, 2019
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With Gendustry, I could potentially see myself getting into bees. Oddly enough, watching Hypno play with bees is what got me to play Minecraft in the first place, but when I tried playing with them myself, the amount of babysitting they take to get started combined with the RNG hating me led me to drop them. I wanted to build cool things, not check on something every 5 minutes hoping the RNG liked me. Every so often I tried them again, but despite spending hours on them, I could never get the mutations I needed to even get to the point I could make alvearies.

But then I ended up playing with them in Agrarian Skies, and found them pretty fun. My only concern at this point is the initial gathering of bees, and the fact that I've heard there are apparently bees you can only get from villager trading (something I avoid like the plague...as far as I'm concerned villages only exist so I can raid their farms, get the TiCo pattern for a cutlass, and maybe snag a cactus out of a flower pot, since I never seem to be able to find biomes with cacti.)

It took me a while to get into bees. Once I "got" the mutations, I made steady progress and bees became fun. I don't make a serious attempt to breed past Cultivated until I have at least soul sand to make Soul Frames or am far enough into Thaumcraft + MagicBees to make the Mutation Frames.
 

MigukNamja

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not sure why people are saying big reactors dont put out good power and take alot of fuel

That's usually said when comparing to ReC reactors. But, RoC and ReC have never been about balance, but about being complex, different, interesting, and indeed, fun for many people. In my mind, @Reika's mods are the anti-GT : not that grindy, wide variety of machines and concepts through progression, fun to build and look at, and very nice rewards along the journey.

BigReactors seems more spiritually connected with TE3 : simple concepts, efficiency, fairly balanced, and can serve well in most any mod pack. BigReactors puts put *plenty* of power for the vast majority of builds. If it put out any more power, it would do itself a disservice by not encouraging progression to the Steam Turbine.

ReC reactors put out so much power because the foundation mod RoC can *use* that much power.


And....wow. I think the answer to my riddle has been answered, thanks to you guys (the community). I had been thinking of power as being divisible (separable) from other mods and build styles, but that's not the case. Perhaps the answer to the riddle is : "there is no best / most efficient universal power for every person - it depends upon playstyle and the theme of the modpack or world."

There's fortunately enough power production systems out there that seem to scale well with server/client performance, and while some produce (way) more power than others, there's enough producing adequate power for most worlds that we have a choice. This is a different (better) world than 1.4 and early 1.5 days.
 
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RavynousHunter

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Jul 29, 2019
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Though, I think even RotaryCraft has a limit on just how much power you can pump into a machine to get faster/better results. After a certain point, the processing times for machines hit the negatives, and as good as Reika is, I don't think he's quite capable of causing things to happen before they begin.
 

madnewmy

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Though, I think even RotaryCraft has a limit on just how much power you can pump into a machine to get faster/better results. After a certain point, the processing times for machines hit the negatives, and as good as Reika is, I don't think he's quite capable of causing things to happen before they begin.

The limit is one operation per tick on most of the machine
 

madnewmy

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I could in theory code in additional behavior to do more than one operation per tick, but that would require significant rewrites and require so much power and fluid/item input that even AE could not possibly keep up.
I would totally love this :D
 

Peppe

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Jul 29, 2019
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Indeed. But, this is modded MC where it's taken for granted that nearly *all* worlds will eventually reach a stage where most/all resources are available in near-infinite supplies and one can build anything they want, i.e. approaching creative. It's not a binary progression, though. Some resources will become extremely cheap/plentiful well before others, and it's tempting to spam energy producers that use those resources.

A mod-pack I've been thinking about making would center around Big Reactors, TiCo, Iguana, Tinker's SteelWorks, MPS, MFFS and mining by hand for most of the game. TE3 is core, but would have Dynamos disabled. ExUt included, but generators disabled. I personally love Magic mods, but it would fit with the theme, so no Magic :-(

Similar map to AgS, but on a small, spherical islands floating above the void ("moons", conceptually) with limited resources on each moon to mine. You're a robot (rather than human-like Steve) and have to 'eat' metals and power yourself to stay alive. To progress to other "moons" and eventually reach the planet (yes, I'm aping BoP "Promise Land"), you have to upgrade yourself with jumping power and flight. Hence, MPS, sans the OP tools. You'd eventually be able to move your base on a moon using MFFS. Massive power requirements, of course :)

It would involve HQM and Minetweaker and the *only* power available would be Big Reactors or one-time use redstone recipes, like the TE3 potato "battery", but swapping out the potato for something more fitting with the themse. Sure, you can make cobblestone furnaces, but for power, Big Reactors is it. The only way to get renewable Yellorite would be MFR Laser, and it would be scaled so one would have to build a very efficient Steam Turbine.

The same concept could be done with ReC. I'm just not as familiar with the process to picture how that mod-pack would work in my head.

On the mining focused starting concept. That is how I have played my last two worlds. Mostly same core mods minus: Iguana, Tinker's SteelWorks. You might add ender IO to your list -- it is an awesome item/fluid/energy transfer mod and might fit space theme.

When adding a mod like Ender IO, which along with TE and Extra Utilities has transport items I like to limit myself to one method. I also experimented with limiting myself to a single dynamo.

Found it more fun with those limits, but I think if I do it again I'll probably limit to a dynamo/generator that consumes something I want -- like redstone. So the tradeoff for power is higher than some farm-able or lava bucket brigade. Extra Utilities redstone generator looks good for this -- the tradeoff it sets up might be interesting, do you speed up your Tico tool or power your machines? :p

My other issue is the MFR auto spawner and tesseracts/enderchests. They trivialize some things that are fun to solve, but they are so damned efficient it is hard not to use them. Even using ender IO where I can combine all the pipe runs into a single block I still air gap sections of my base with tesseracts for a cleaner look.

MFR is tough as well, I love the mod + machines, but the autospawner basically shortcuts a lot of resource requirements. I don't have to go to the end to get infinte ender pearls I can just get 4 pearls in the overworld and a single ghast tear and I am done with endermen. Now i just leave my base once to go capture a mob and then load up on the material they drop and never worry about farming/finding them again.

Just spitballing, but maybe I need to replace the ghast tear in the safari net with a nether star. That way you have to farm the mobs you want in their home location until you really reach end game. Then I won't be concerned about using tesseracts as getting the pearls for them up to the end game will have required some effort. And the first turbine won't be the 37 enderium block variety.

It is not looking good for my current world now that I have a concept for world 3 :p
 

Peppe

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Jul 29, 2019
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I often get ChickenChunks "concurrent modifications" exceptions in my 1.6.4 servers. It never crashes the world, just logs to the console.

I'm wondering if that's the chunk loaders *themselves*, or if another thread/process edited stuff out of mutex and ChickenChunks is the one that noticed it.

I had heard of chunk resets with chicken chunks, so switched to immbis' dimensional anchor. Like you said it could be the chunkloader doing something or it just happens to be logging an event that others don't pay attention to.