Is the nerf only going to apply to the wind turbines and hydrogen generators, or will it apply to ALL Mekanism power generation? Because I was planning on moving on to Mekanism solar power eventually, but a couple hydrogen generators power all my basic machines right now, plus my ME network. I don't have a super big problem moving on to Big Reactors, but is that self-sustaining, or am I always going to have to be on the lookout for yellorite ore? I don't really use tons of power right now, so something I can leave alone to build up a buffer of power in some storage units is fine. I know once I get up a couple ult solar panels from ic2, I'd never have to worry about power again, but it's such a heartbreaking process to get the materials together for that. And most other power generation schemes require actively looking for fuel sources, or a decent amount of automation which might just defeat the purpose of the nerf, which is to cut down on lag from what I hear. I mean, if the nerf is too little, people may just elect to add more hydrogen producers/generators to compensate, and if you do it too much, people may miss out on a transitional form of power.
I'm not sure about it, but I don't think heat gens make as much lag as wind; not as many spinny stuffs, just a casing of lava.
A RotaryCraft Hydrokinetic generator takes 75 iron and ~5 coal to make 94 RF/tick (plus one rotational dynamo and a few bedrock gears for every 32 generators) A Mek Turbine takes 3 osmium, 6 iron, 17 redstone, and 6 gold to make 80 RF/tick. They are honestly pretty equivalent in difficulty to make, lacking only some annoyance in setting up the waterfall. Why are we nerfing the Wind Turbine down to 5RF, but not touching other generators? I'm fine with rebalancing, but this seems more punitive than corrective. It seems like it should be outputting at least 20RF, probably 40, especially when compared to the power available from cheap TE Dynamos. Hydrogen Generators are even more egregarious; they require a fuel loop setup, have higher material requirements (relative), and only output 240RF/tick (less, after you count the power needed to create the Hydrogen). They could warrant a nerf, but like the Wind Turbine halving or quartering the power seems more appropriate than sending it down to 15RF (assuming you were nerfing it the same percentage as for Wind).
Wind turbine provide 400 rf/t at max height. For a ridicule amount of mats. Not balanced when others are around 80 rf/t and 94 rf/t BigReactor is great because with one machine, you can have between 150 RF/t to 190,000 RF/t . very scalable, with only low impact on server performances. yep labtech, we'll change the value, and if another kind of issue (like heavily spamming other power source) arise, expect another balance patch ! It's quite hard to forecast how our community behave.
Kind of looks like the goal with this is to funnel people to Big Reactors. At this rate there won't BE an alternative. Not a complaint. Just an observation.
I think the point is, that people can get energy for their systems very fast, which doesn't fit with the idea of survival
That's Volkonn's Got 139 wind turbines myself powering my base and a mass fab, so yeah... nerf had to come
"This is why we nerf things into the ground" -someone wise I have around 6-8 of these windmills at max build level to power my base at idle, and it does that well. I still haven't seen any other good methods of passive idle-power generation that hasn't also been nerfed out, but blah
It would seem that the proper response to 400RF/tick would be to nerf them to 80RF/tick... so their power output matches their resource cost. I don't even use Mek power, so I have no vested interest in this, and 5RF just seems excessive. If ugly sky farms are not allowed, then ban ugly sky farms. Those who love Mek wind turbines can move to an Alps biome. I don't think essentially removing the utility (nerfing below equivalent alternatives) is the correct response.
320rf/t is the max of a windmill I think. And I agree with you, that's a good point - but there's not really any way the moderators can effectively enforce a ban of ugly sky farms.
Sure there is. Moment they see one, they delete it, no questions asked. But to match resource cost, Windmills should be nerfed to output, at maximum, below 80 rf/t. But yes, there is no good way to generate passive, free power to just maintain an idle base with these being nerfed into the ground. :C
Chickens are -kind of- common. They seem to spawn in groups of 3-5. However, these groups are quite rare in my opinion.
A note someone else pointed out to me... Hydrokinetic engines require lube, but that might as well be 'fuel' for how it behaves. Thus Mek Wind Turbines are more appropriately capped at about 40RF as they are a free (no maintenance, no outside resource requirements).