KAfable / Interaction

Modpack for 1.12.2
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Power Generation (FE) #9

Open KAfable opened 6 years ago

KAfable commented 6 years ago

Purpose Centralize discussion on the various power tierings of each generator and their power systems. Includes, but not limited to talk about balancing, alterations, disabling straight up 'too simple' generation, and making sure within a given tier, the power generation options are equally attractive.

Generator Spreadsheet

Power Power Scaling (Rf/t) Main Mods
T0 0 Nothing
T2 0 - 12,000 Forestry,  Immersive Tech Turbine, XU2, Immersive Diesel Generators
T3 12,000 - 50,000 Endergenic, Deep Resonance, Petroleum System
T3 50k - 200k AG, Calc Conductor Mast, Calc Locator
T4 200k - 1M ET Solars, DE Reactor
T5 1M - 8M Mekanism Reactor + Turbine
T6 8M - 25M Rainbow Generator from XU2
T6 DE Creative Gen Draconic Evolution

Forestry Clockwork Engine: Disabled completely Peat-Fired Engine: All Hail the starter power of electricity Biogas Engine: Could be powerful considering that fake-players can milk cows easily And can generate lava infinitely with heat exchangers Overall, 50 rf/t to set up with an easy biomass cycle from farms Electric Engine: Disabled or soft-disabled as it’s pretty much irrelevant

Calculator Hand Cranked: Really crappy, probably won't gate at all, or disable outright. Redstone / Glowstone Extractor: Might actually buff recipe to be available earlier In Tier 2 if people want to void their redstone/glowstone for energy, they can Starch: Might also buff recipe to be available beforehand Conductor Mast: Nerfing to Tier 3/4 or later, will be to the point where MM, Advanced Generators, Mekanism Gas Burn Gens, or ET Solars will just be better and require obscene chunks/real estate to get working Calculator Plug: Same deal with as Conductor Mast, will push to Tier 3/4

Extra Utilities 2 Nerf all except: Culinary generator (too much fun, although I am going to nerf eggplant recipes), Undeath Generator (Tier 2) - not as powerful without Cursed Earth or Zombie Spawner Ender Generator (Tier 2) - not as powerful without cursed Earth or Zombie Spawner Explosive Generator (Tier 2) Heated Redstone Generator (Tier 2) Potion Generator [could possibly be really strong with Plants Cauldron, Roots 2 Brewing(Tier 2), or Astral Refraction Table (Tier 3)] Rainbow Gen is last pre-creative generator

Draconic Evolution Coal Generator: Seems to be about 80 rf/t, can easily fit into Tier 2, not as cool as Peat Bogs Draconic Reactor: Not actually sure where in Progression I want to put this, I’m not even sure if it’s configurable, chances are it will be added to power some lategame MM multiblocks pre-Mekanism Fusion Reactor / Turbine, I would need to know what minimum/maximum safe power outputs it can provide though (and see if building one of these would be less effort than parallelizing previous tier power gen)

RFTools / Deep Resonance Coal Generator: Endergenic Generator: High complexity, was thinking about giving an equivalent production rate as the Deep Resonance Crystals (20k rf/t) Power level depends also on ender pearl access Deep Resonance: Very Interested in giving this it’s own tier due to how unappreciated it is (most of the time spent filters are the only part of microcrafting iother later recipes, I could be a dick and just make it so that you require perfect Crystals for microcrafting, but gameplay wise I think it would make more sense to just make it power cost scale with Deep Res

Immersive Engineering Waterwheel: Disabled, non negotiable Windmill: Disabled, non negotiable Thermoelectrics: Nerfed to be Tier 3, you’ll need hundreds to get anywhere with main power gen, will mostly be reserved for remote outpost style energy generation - this SHOULD not be viable for main power generation or powering Portal Fabricators Diesel Generator: Enabled, gets some buffs from Immersive Petroleum, not going to allow for automated harvesting on a large scale, I’m also disabling melons based biodiesel recipes Immersive Petroleum Portable Generators: Uses Gasoline, this is not meant to be a main power produce mod, similar to thermoelectrics, they can power small remote setups Immersive Tech Steam Turbine: Produces max 12k rf/t with full Steam Input, however see below: Default Configs with the mods multiblocks seem to produce Steam very slowly Need 40+ Boilers with diesel to max out a Steam Turbine, need 32+ Solar Towers with 4 Solar Reflectors each for only 12k rf/t, would need heavy adjustments

Mekanism Heat Generators: Disabled, falls under similar role as Waterwheels and Windmills Bio-Generator: Similar to IE Diesel Generators in terms of complexity I can nerf these by making it harder to get bio-fuel Gas-Burning Generators: Will probably be Tier 3, depends on what they produce at default configs (8 - 12 k rf) , and how difficult I want Ethylene to be Solar Panel: Will probably be nerfed to Tier ¾ - relegated to same role as Thermo’s as good power for Surface level setups, not viable for actual power generation for power sinks Fusion Reactor: Would need to tweak D-T Fuel rates, default is 2.45M RF/T, which is reasonable as the player would need converting to steam and pumping to a ... Turbine: nets you 9M RF/T at default configs, just a bit shy over Tier 7 Would Thermal Expansion Enervation Dynamo: Biggest worry would be that they can somehow grow redstone (that shouldn’t be available until Mystical Agriculture

superfluke commented 6 years ago

Calc hand crank is probably the worst thing ever, doesn't need to be gated by anything. I think the tooltip says something like 20rf/t while it only gives out like 2rf/t with constant player interaction.

Calc conductor mast might be split into two parts with the weather stations + conductor mast in tier 3 and the transmitters in tier 4. The power generated by just the conductor mast + weather stations isn't too amazing for power (although the internal buffer is pretty high and I know you were avoiding power storage) but the weather stations + transmitters produces some crazy power.

DR could possibly also be split over tier 3/4 since the basic found crystals produce less than 1k rf/t and have some nasty radiation, while the processed crystals get up to something like 20k rf/t.

The immersive petrol gas gen is more of a pain in the ass than the 40f/t it produces is worth. I would suggest giving the gas produced by immersive petrol some other use. Also the immersive tech mod works with steam from some other mods, something you might have to keep an eye out for.

KAfable commented 6 years ago

So Calc Hand Crank - I forgot the cranks break, yeah might as well leave it in if someone's masochistic enough.

Good idea with the mast and transmitters separation, although this effectively just gates the mast into Tier 4 altogether (since I doubt anyone else will viably use it without Transmitters/Stations). So I just might put it into Tier 4.

Same thing kinda applies with Deep Resonance gating, I feel like it would be simpler, cause from a player perspective they might just not start DR at all until Tier 4 then with better substitutes at Tier 3.

Zer0Lyfe commented 6 years ago

There is also the Reactors from NuclearCraft but i'm not really sure that would fit. It could go in with the Mekanism Reactor as the configs allow for great customisation and it isn't all in one block and can be VERY large for a ridiculous amount of power gen.

Extreme Reactors Might fit in Tier 5 or Higher