
Solar= vary rarely used, since I only sleep once to set bind and generally play on SMP, they are just too useless for my taste.īioFuel (IC fuel cans) = used in most most mid-tier bases as a power boost, depending on the output of my farms. Water= used in many situations to even include main power for smaller satellite bases. Wind= If my base is near 100 I'll build a respectable farm, I like the high constant yield and the chance of these to "burning out" I generally strip must maps clean of lava around my main bases for many many chunks. Geo= My go to for new starts, but also supplemental power right up until Nuclear. Biofuel (Forestry) going straight to to bio-engines to convert it to EU, BC Fuel used to power any quarries or fillers using combustion engines and teleport pipes.

Lava is my primary fuel source for both my BC and Forestry engines. This server uses IC2, BC, RP, Forestry, Railcraft, and Additional pipes. Right now on my SMP server one would find a very good mix of power sources. Overall, I would use (to power a mass fabricator) geothermal (with other mods), forestry renewable energy, and BC oil/fuel (crossover mods)
#FTB INFINITY BEST POWER MOD#
Add-ons: with forestry, you can set up automatic farms that you can use their biological outputs to create biomass, which you can use in bio-generators to create energy you can also use IC2-BC crossover mod (there are many mods that convert IC2 and BC power back and forth, search for the one you want) to turn oil or fuel into EU.Geothermal generators: good output, I use in conjunction with BC and teleport pipes (not sure if it is being maintained anymore), I just pump every little lava lake I find back to my base into a tank storage system to be outputed (correct spelling?) to my geothermal generators, it's amazing how much lava you can get if you gather all that you find in your travels.Generators: use at very beginning (who doesn't?), but I don't like the input maintenance and output to use it as mass production.Wind mills: ok output, I use a few at beginning to power my machine room (no maintenance, unless you make it really high, which I don't), I keep them unless/until I change bases.Water mills: too low output for my liking, and I don't like to make the RP2/water mill set-up.Solar panels: too low output to resource input ratio for my liking (and low output EU overall).If i switched those extra 6 engines running an assembly table to EU production i could get ~165eu/t. So the current setup produces ~90eu/t being fully self-sufficient and renewable. All the cooling for those engines is handled with 3 BC pumps powered by peat engines.
#FTB INFINITY BEST POWER GENERATOR#
The fuel is used to power 3 combustion engines for the fermenter/still setup, 6 combustion engines for lasers (BC assembly table) and 4 engines feeding power to a petrochemical generator (BC/IC crossover mod) producing ~12.5eu/t each. Then all the saplings are shoved into 2 fermenters -> 1 still to produce biofuel (the one in forestry, not the one in IC2). I have a fully automated, self sustaining setup with 2 peat bogs, a wheat farm, 2 tree farms (one with rubber trees) and 2 apiaries.Įverything forestry-related runs on peat-fired engines, those 2 bogs are enough for everything and some peat is left over.Įxcess wood is converted into charcoal then burned in 4 generators together with excess peat producing constant 40 eu/t.


I'm currently playing in a legit world, with IC2, BC3, BC/IC crossover, Forestry, logistic pipes (and some other unrelated mods).

Forestry is really cool if you want fully renewable power generation.
