Sorry for reviving old, long dead threads, but the posts in here made me create this account in the first place.
I would like to ask everyone to apply some basic logic to a few matters:
1: Compact solars
This mod is awesome and a lot more realistic than basic IC solar panels. The fact that EUs generated by a single normal panel are not even enough to GET PAST THE FIRST FEW METER OF CABLE is absolutely nerfing solar panes in favor of much more "exciting" methods of EU generation (like a nuclear powerplant) .
Furthermore, crafting a single High Voltage solar panel requires 512 regular solar panels. That is 1024 circuits, which 6144 copper cable, not counting the transformers. That is over 3 INVENTORIES full of copper cable.
Anyone who thinks that a fairly decent power generator requiring that many resources is "too OP" is either a masochist or a fool.
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No. The essential balancing factor for standard Solars are not of material, but of space. Standard Solars require 1 block space per EU/t on default settings, and 1 tin cable. That is all well and good, until you spam solars, where the 40 block limit comes in.
2: Geothermal generators
Geothermal generators are the most unrealistic thing about IC. A generator CONSUMING lava is insane enough. If you combine this with lava not regenerating at all, you are as far away from what a real geothermal generator is, as with a combustion engine. Finding about about this concept had me stop playing minecraft for a while.
Lava in the nether is ALSO not an excuse for this, since you would end up having to move huge distances in an essentially hostile environment, because lava is, again, NOT RENEWABLE.
@First part: I wonder why you don't ragequit from floating trees and dirt blocks.
Lava in the nether? Not infinite? It's practically infinite. The overworld is 6.4 million blocks wide. Since the Nether is 1/8th of that, that would be 800 000 blocks wide. Eight hundered thousand blocks wide would be 640 billion blocks in width. Assuming 35% of the Nether is covered in lava, that would be 224 billion blocks. Say that the Nether lava seas are on average, 25 blocks deep. That would be 5.6 trillion lava blocks. Which can produce 1.12 x 10^17 (112 quadrillion) EU.
Additionally, with multi-mod implements nowadays, a nether pump is extremely simple to relocate. The pump itself, 4 redstone engines (or an Energy Tesseract), a Liquid Tesseract (or an Ender Tank) and a chunk loader of your choice.
Oh, and server lag due to Nether pumping? Not anymore. GregTech's Advanced Pump, the Mining Pipes, an AESU, a Lapotronic Energy Orb, the Liquid Tesseract or Ender Tank and a chunk loader.
Alternatively, quarry the nether (or use IC2 miner) for netherrack and dump it in a Magma Crucible.
EDIT: Hostile environment? My extra hazmat suit says no.
3: (Not really) Renewable energy sources
Having only EU generation options that require a massive amount of non-renewable resources is bad enough, having non renewable and rare resources as parts that wear off, is madness. >steam turbine
I would like to remind everyone that being able to destroy metal without it regenerating or going back into the environment is unrealistic enough, even without basing generators on this concept.
Iron being the non renewable and damn rare thing it is in minecraft, and with IC relying on 'realistic' amounts of iron for its infrastructure creates an imbalance i would expect mods to fix and not further worsen.
For Iron: Zombie/Iron Golem farm. Or UU-Matter, I think it's a 5:4 ratio.
For Coal: Wither Skeleton farm. Or UU-Matter, I think it's a 1:7 ratio.
Alternatively, you can repair routers by adding 8 turbine blades to a damaged router. So it's 24 steel per repair.
4: Really renewable energy sources
These would be some that don't require ANYTHING that you can't regrow or regenerate over time.
This would still not be too OP, since it would counteract the fact that using resources in minecraft inevitably leads to them effectively disappearing from the part of the world you can get to in reasonable times.
Any arguments with the notion that minecraft is about exploring the world are mute, since you're supposed to explore the world to find new resources to build and craft with and not to strip mine everything down to bedrock with space age mining lasers.
But since that is effectively what BC & IC are about, you would expect these mods to provide ways that would enable you to preserve SOME of the landscape.
With you having to strip-mine everything or having to install a Dyson-sphere out of solar arrays for you to be able to industrialize your stuff a bit, a lot of the beauty of building stuff into a landscape vanishes from minecraft.
This is precisely why i would love some decent renewable EU sources.
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Ask MatLaPatate for more information on why more non-renewable EU sources, not renewable ones. He's been suggesting more non-renewable EU sources for quite... a long time?
5. Balancing
Should therefore NEITHER be done by changing the recipes of the EU generation methods so that it is essentially impossible to afford and thus cutting off any entry point into industrialization, NOR by having to disfigure the landscape so much that you have to build your house a thousand blocks away to not fall down to bedrock, get roasted by radiation, or live in the constant shadow of your solar Dyson-sphere... or cube... or whatever.
Renewable energy sources should be difficult to get, because of
-the huge time investments or huge infrastructure required (>charcoal based)
-their small energy output and difficulty to build, (>geothermal)
-the incredible resource requirements if you want to have it compact (>solar)
and not because of anything else.
It should be because of these reasons that the players would be forced to first base their infrastructure on non renewable EU sources, before finally transitioning to renewable ones with industrial progress.
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With multi-mod implements (I'm talking FtB) nowadays,
- Charcoal-based energy fuel sources are extremely cheap to come by, with Steve's Carts and Forestry. Short on Apatite? Find another vein, and you're set again.
- Automatic blaze rod farms are near-possible in vanilla, and are enhanced by mods. Blaze-rod burning is not a thing of the future anymore.
- Geothermals, on the contrary, are the first/second/third choice to power. (First may be Compact Solars/Advanced Solars or fusion reactor, depending on context).
- Solars, see above.
I don't think there's any shortage of renewable energy sources when using many mods, except during that first week of using GregTech.
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