Darkosto / InvasionIssues

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environmental tech solars seem a bit op #285

Open ImelchorI opened 7 years ago

ImelchorI commented 7 years ago

even with the shortened days. 14.000 RF/tick for a t3 is a bit cazy, considering the leap from t2 to t3 in resources is mostly ender pearls, which can be farmed.

i dont know if its configurable, but it should be more around 2k RF/tick for the T2 and 4k RF/tick for the T3 imo.

the T2 solar array ive currently built in my world is already outperforming the entire immersive engineering infrastructure to run a biodiesel generator which produces 4k RF/tick and gobbles up a lot of fuel (multiple farms with greenhouse glasses, the machines to produce the fuel and the engine itself) . so it cant be run for a long time.

i havent experimented with actually additions empowered oil for power gen, but its probably the same here and cant stand up to the solars either.

witdy002 commented 7 years ago

it's a little op, but you have to include the Capacitor storage costs of using solar power into the equation as well.

Mikhaila666 commented 7 years ago

Absolutely correct that it overpowers IE. Making a setup in IE to run a diesel engine for power is so much more expensive in resources. Just the amount of iron/steel needed is huge for all the multiblocks. The solar is very easy by comparison, doesn't take a large setup to make fuel, and produces enough to run everything you need.

Very different pack and much higher difficulty level without the Solar arrays.

We've experimented with farms for culinary generators, charcoal, biofuel etc and it's all so much work compared to solar. Yes, with solar you need storage, but it doesn't take a lot. We had two T2 solar running the ore miner and 4 laser turrets continuously. Making the tier 3 was fairly easy, but we really hadn't a need yet for all that power. Day 700 something.

ImelchorI commented 7 years ago

edit; holy cow! this thing is already in the pack. time to revamp my farms

hmm, this problem might be solved with the next update to immersive enginering. the garden cloche is an amazing compact auto farm.

i hope darkosto doesnt disable the block, or at least doesnt make the recipe too crazy.

it requires water, power and fertilizer for fuel (though the fertilizer might be optional.)

maybe just replace the normal glass with greenhouse glass in the recipe, so it stays consistent with the progress within the pack.

since water isnt infinite and has to be gathered via rain catcher setup, the block might even just be balanced as it is in this pack. definitly digging it. it looks amazing and produces a ton of crops.

i have it running on fertilizer in a single player world, and within minutes it produced me multiple stacks hemp seeds and fibers. this might actually make crops based power systems viable compared to solars.

especially in this pack, where you want to keep the footprint of your base small to keep it easier to defend, farms in a single block space could be amazing.

the automation around feeding this thing from water tanks and with fertilizer also looks like a lot of fun.