with adjusted gregtech.
i like what it adds, but not the early-game vanilla and basic IC2 nerfs.
theres a config for that thankfully.
The only reason you would possibly need a self sufficient fusion reactor is to fuel all your matter fabs. (I actually made one once, it was fun but I will say Ultimate solars are just as effective...)Without. GregTech may add a bunch of things, but it's just one massive self-feeding cycle. IC2 on its own works just fine without AESUs and Lightning Rods. The only reason you needed all those extra machines was because GregTech made them necessary in the first place.
And in case it's not clear the matter fabs were to make the iridium FOR the reactor.The only reason you would possibly need a self sufficient fusion reactor is to fuel all your matter fabs. (I actually made one once, it was fun but I will say Ultimate solars are just as effective...)
The thing is, with something that passive, like shards, or solars, it gets boring. Thats why I made a fusion reactor. But then it took too much to keep running so I made it self-sufficient. And now its basically the same as a super expensive solar array.With GT
(FTB ultimate)
-Yeah some nerfs are a little heavy handed, but with a bit of practice/forethought you can work around them and the result makes the game easier.(I originally started without, and I [honest-to-god] got bored- then I heard about some of the chemical processing and thought I'd give it a go, built a system to manufacture turbine blades in a test world and I was hooked- GT will try to force you down a certain path, fight back and turn it on its head then use his tech to achieve your own ends. You know your games twisted when you've coupled a matterfab to run on a witch shard*.
*pigmen work too.
The thing is, with something that passive, like shards, or solars, it gets boring. Thats why I made a fusion reactor. But then it took too much to keep running so I made it self-sufficient. And now its basically the same as a super expensive solar array.