This is a short update to hopefully resolve the crash issue: - MFR updated to version 2.7.8-482 - "A very cruel nerf for Mekanisum generators, and a somewwhat generous buff for Big Reactors." Toni (Changes have been reverted as these were not the finalized values, however in the future expect a change to Mek.) - Disabled Endothermic Pump - IDshift for IC2 Electric Floodlights
mekanism generators........ are nerfed into the ground.... why......... 320rf/t to 5rf/t....... My wind turbines powered everything in my base just fine.. now my energy cube is draining while every machine is IDLE.
My comments, as someone who doesn't particularly see a reason for Windmill spam to continue, is this: The MPT should revert the change. They should then announce a timetable for a future implementation of this nerf. You should not knock a good portion of your tech playerbase into the dirt without notice like this. They should have the time they need to move to other means of power while having a base that functions. As it is, peoples bases have been rendered impotent due to massive drops in power production.
Alright I think what may have happened to you is that your ME is full and the items are backed up in the pipe, I cannot make a promise but that cobble gen chunk(s) might get deleted. Those of you using this method for UU use TE and put them in one chunk, also I'm not sure if there was a change to them ore not but they should be able to pipe the cobble through their inventory in to the next extruder and out to an ME interface. While this can have the draw back of your ME being full and the interface eating more CPU as it store the items I'd rather be able to tp to your base break it and move on.
The problem with all generators is that people are selfish idiots and make dozens of them when they need four. By nerfing them you're FORCING people to do that. I run my base off 4 turbines. That way I can play the game without having to constantly be struggling to product power by tree farms or gathering lava or whatever else. Nerfing them like this will just make me create a full chunk of these f'ing things just to run a few machines. Not at all what you want for TPS I imagine and probably why you're nerfing things in the first place. Ban the fools that are spamming machines before nerfing things for everyone please.
Or... make a single reactor.... That is why they are there. It does not take much at all to get them started, no gather lava, no charcoal farms, none of that BS and they make CRAPTONS of power. There is no struggle there. They aren't forcing players to make anything. With rotarycraft(Massive power gen capabilities), big reactors, and all the other mods there are there is no reason to create dozens of turbines. I had a single gas turbine I would turn on for 10 minutes and it would power my entire base, RC extractor included, for FOUR days. They aren't nerfing everything, and they are not forcing players to do anything. They are trying to get people to move away from spamming massive amounts of generators and move towards singular larger power generation systems that are many many times easier on the server.
Something that would be nice would be something like an "advanced wind turbine". Remeber from IC2 where you could make 8 solar panels into 1 LV solar array? (Yes, it was an addon for IC2) Same idea only for mekanism wind turbines and other generators. You could use a basic energy cube for the a "low rf-tage" generator surounded by the same type of generators. Advanced energy cube for "medium rf-tage" generators etc etc. In the end you could end up with 512 normal wind turbines in 1. Might be stupid, might be smart... It's an idea! But yeah, got like 13x wind turbines spinning on my base at max height, making 3195 rf per second each running my mass fab, I will change that somewhere in the near future but I need to get some mats and stuff first I am working on a reactor atm! Trying to finish the setup today. Also, don't nerf basic generators to the ground either, we need atleast something to start with!
There is so much more to start with than mekanism generators. I got completely off the ground and quite literally skyrocketed my power production in the first two days alone with just what rotarycraft had to offer.
The nice thing with mekanism generators though, they make alot of power. Yes, they need a nerf... but don't stomp it to the ground. Max output of a wind turbine is 320 rf/t, that is 80 eu/t or 32 MJ/t, that's why I started with them! The hydrogen generator is half of that. (+ the expenses on electrolytic seperator)
Yea, but once you start getting a large base you need lots of them, there needs to be some way of telling the players that they need to move to a different power source. Telling them logically does not work. Telling them there are more efficient ways does not work. Telling them that they are hurting the server does not work. Nerfing to all hell is the only thing that will get through some player's heads (Or even stop the players that care not about the server's performance) and let them know that they are headed in a direction that is not only inefficient, but majorly detrimental to the server. Hell, even with all the massive power generators available in this modpack, I still find people doing the old magma crucible and netherack trick to get power from lava, which over 60% of the power you make goes directly back into making the power, and even at it's server killing best, would not compare to just two of these mekanism windmills. Not only that but I have seen players spamming the crud out of these windmils, generating way more power than they could ever use, and they run constantly, whether needed or not. There needs to be some sort of red flag thrown on things that says "This is not the right way to go", and quite literally the only tool that gets the job done, besides outright disabling them, is nerfing them. Sure, making one of these in the beginning is a really nice way to start off, but when you have people that like to spam 200 dynamos, or 50+ wind turbines, rather than make one reactor, or gas turbine, some harsh steps need to be taken. Quite frankly with the boost they had to reactors, I consider them one of the most OP things ever available on SKCraft, hell I can say that about them before the boost.
Generators should be able to be controlled like BC engines. You can make gates that activate them only when there is a need for power. More need = more engines turned on, but never more than you need. Maybe nerf the mekanism to about 10% of their current max output? Also, maybe change the crafting recipe for those huge powersurging machines lik the mass fab so they actually need something that is maybe a waste from a certain mid-game generator. Like that what you need for turbines from Big Reactor... But things like that is more a suggestion for the mod-developers.
it doesn't make a difference how expensive you make something you're only slowing them down eventually people will reach a point they can spam items.