Hello everyone.
I'm playing the FTB DW20 pack but this can be used in any pack that has: BC , IC2, Forestry or Steve's carts, Factorization
I'm making this thread to show my solution to a problem we've all been having....stacks of wood piling up.
So you're playing FTB ...chances are you're playing a modpack that has forestry...and forestry has awesome biogas engines...cheap renewable BC power. In order to get the biomass you'll have a tree farm...be it a forestry tree farm or a steves carts one or some other mod I don't know about it doesn't really matter...you'll use the saplings to make biomass, you'll eat the apples or make biomass out of them but you'll end up with a bunch of wood piling up...barrels of the stuff.
So what to do with all that wood? Well....burn it....make energy out of it....but what kind?....BC power?...you probably don't need more BC power considering you have biogas engines and BC power doesn't overflow very nicelly....pipes explode and conduits just waste the power and you can't sink it into something either.
Well then RP2 power....oh wait...you can't do that yet.
Well then how about IC2 power...that thing overflows nicely and you can also sink all the extra power into a mass fab making that awesome pink goo. Well then it's settled EU it is.
So I set up a bunch of generators connected to a line that goes into a mass fab....made sure all the generators touch each other and set up a router to put whatever lands in it into all connected generators. from there i have a second router next to the first one and an ender chest next to it...the second router pulls whatever is in the ender chest and ejects it into the first router. I chose Factorization for the distribution mechanism because I wanted to learn about routers and their upgrades but other distribution mechanisms such as rp2 tubes or bc pipes can work also but would have to be bigger and lagyer.
So now I have a system that can take the wood and burn it for EU making delicious UU out of it...as a matter of fact I have a system that can take anything and burn it for EU....anything I throw in that ender chest.
But let's focus on the wood...
If I burn the wood I get 750 EU per wood...that doesn't sound very good.
If I turn it into planks and burn it I get 3000 EU per wood...that sounds better
If i turn it into charcoal and burn it I get just under 4000 EU per wood considering the EU needed to char it.
But if I turn the wood into scaffolds and burn the scaffolds I get 10666 EU per wood...that sounds great...that's what I'm doing.
All I need now is a way to automatically mass produce scaffolds.
So I grabbed a stack of wood and headed outside and here's what I came up with:
It's rather simple...just a bunch of auto crafting tables doing their stuff...the complicated part is making sure it backlogs nicely and doesn't create chaos when stuff goes wrong.
So the first table makes planks using the wood from the input chest next to it and a wooden pipe controlled by a gate pulls the planks to a second chest.
To that chest there are two other tables attached one making sticks and putting it into a third chest and the second making sscaffolds using the sticks also.
it's pretty clear from the picture how it works....what's worth mentioning though is that it doesn't actually work...it get's stuck or makes a mess....with the gates set to pull when inventory empty the whole system gets stuck with a plank in the planks chest ....not enough to craft and not empty to refil.
With the gates set to pull when there's space in inventory it works great ...for a while.....until the chests get full....and then it all goes horribly wrong...the gates seem to bug out and not detect that there's no more room in the inventories so they just keep crafting and everything spills on the floor.
With the auto crafting tables failing me I moved on to fabricators.
Fabricators are awesome...they were made for just this type of thing...the fact that they can use other fabricators as adjacent inventories to pull for ingredients makes for a superb compact build.
They backlog just fine...with all fabricators keeping a full 9 slots of items and overall work great.
But there's a problem....this build doesn't scale nicely.
This setup can barely provide for 5 generators as it is slowed down by the fact that the gate pulls just one item out of a fabricator.
The idea behind version 3 was to combine version's 1 scalability with version's 2 backlog ability.
the first 2 fabricators make and keep 9 stacks of planks supplied, the third fabricator makes and keeps 9 stacks of sticks supplied and the auto crafting table makes the scaffolds making life easy for the pipe wich pulls a craft at a time (16 scaffolds) instead of 1 at a time as it would from a fabricator.
After I set this up it seemed to work just fine...but then i noticed that the sticks fabricator stopped crafting...the crafting table pulls out and uses in it's craft the 2 planks that are in the fabricator's crafting recipe ( this is apparently a bug as it dupes 2 ghost items and also I don't think it's intended that the auto crafting table has access to the fabricator's crafting grid)
Overall...version 3 fails as well.
Version 4 is just Version 2 modified to scale better on higher demands....also this picture is the actual setup I have and it's working flawlessly so far...it's been going for 2 days.
Initially I had the gate on the pipe itself but that bugged out ( it seems that when a gate is connected to more than 1 inventories the trigger checks all of them in an "or" matter)... the gate would detect that the engine's inventory was empty and keep emitting signal causing item spillage chaos.
Also I've used an emerald pipe on the fabricator set to only pull out scaffolds but I discovered that wooden ones work just as well (because the fabricator is full of scaffolds anyway and the pipe doesn't seem to have access to the fabricator's crafting grid like the table does)
Overall this design scales very nice and can easily be upgraded if required....the limiting factors being the speed at wich the pipe pulls into the ender chest as a first limit and that can be upped by upgrading the engine and as a second limit there would be the speed at wich fabricators craft....but that's pretty high and considering that the recipe yields 16 scaffolds I would say this design could easily power somewhere around ( 75 ticks to burn a scaffold in 1 generator and 16 scaffolds a tick) say 1200 generators?
I have it feeding 24 generators and it's doing just fine....I actually built a second tree cutter cart and with 2 carts each doing a chunk sized farm it barely makes excess wood (like 1 stack a day) and that could be easily changed by adding more generators.
I think this is a cool, complex and efficient way of getting rid of all your extra wood that can flexibly be applied to existing systems (as you can see i just plunked down some generators on the existing line running from my geos to my mass fab) and scales very well.
It also can be instantly switched from wood to coal or coal coke or any other generator fuel if required.(just pump it into the chest)
I would like to see if you have ideas on how to make it more compact / more lag free / just better in general
And i would like to see your opinion on my build.
I'm playing the FTB DW20 pack but this can be used in any pack that has: BC , IC2, Forestry or Steve's carts, Factorization
I'm making this thread to show my solution to a problem we've all been having....stacks of wood piling up.
So you're playing FTB ...chances are you're playing a modpack that has forestry...and forestry has awesome biogas engines...cheap renewable BC power. In order to get the biomass you'll have a tree farm...be it a forestry tree farm or a steves carts one or some other mod I don't know about it doesn't really matter...you'll use the saplings to make biomass, you'll eat the apples or make biomass out of them but you'll end up with a bunch of wood piling up...barrels of the stuff.
So what to do with all that wood? Well....burn it....make energy out of it....but what kind?....BC power?...you probably don't need more BC power considering you have biogas engines and BC power doesn't overflow very nicelly....pipes explode and conduits just waste the power and you can't sink it into something either.
Well then RP2 power....oh wait...you can't do that yet.
Well then how about IC2 power...that thing overflows nicely and you can also sink all the extra power into a mass fab making that awesome pink goo. Well then it's settled EU it is.
So I set up a bunch of generators connected to a line that goes into a mass fab....made sure all the generators touch each other and set up a router to put whatever lands in it into all connected generators. from there i have a second router next to the first one and an ender chest next to it...the second router pulls whatever is in the ender chest and ejects it into the first router. I chose Factorization for the distribution mechanism because I wanted to learn about routers and their upgrades but other distribution mechanisms such as rp2 tubes or bc pipes can work also but would have to be bigger and lagyer.
But let's focus on the wood...
If I burn the wood I get 750 EU per wood...that doesn't sound very good.
If I turn it into planks and burn it I get 3000 EU per wood...that sounds better
If i turn it into charcoal and burn it I get just under 4000 EU per wood considering the EU needed to char it.
But if I turn the wood into scaffolds and burn the scaffolds I get 10666 EU per wood...that sounds great...that's what I'm doing.
All I need now is a way to automatically mass produce scaffolds.
So I grabbed a stack of wood and headed outside and here's what I came up with:
It's rather simple...just a bunch of auto crafting tables doing their stuff...the complicated part is making sure it backlogs nicely and doesn't create chaos when stuff goes wrong.
So the first table makes planks using the wood from the input chest next to it and a wooden pipe controlled by a gate pulls the planks to a second chest.
To that chest there are two other tables attached one making sticks and putting it into a third chest and the second making sscaffolds using the sticks also.
it's pretty clear from the picture how it works....what's worth mentioning though is that it doesn't actually work...it get's stuck or makes a mess....with the gates set to pull when inventory empty the whole system gets stuck with a plank in the planks chest ....not enough to craft and not empty to refil.
With the gates set to pull when there's space in inventory it works great ...for a while.....until the chests get full....and then it all goes horribly wrong...the gates seem to bug out and not detect that there's no more room in the inventories so they just keep crafting and everything spills on the floor.
With the auto crafting tables failing me I moved on to fabricators.
Fabricators are awesome...they were made for just this type of thing...the fact that they can use other fabricators as adjacent inventories to pull for ingredients makes for a superb compact build.
They backlog just fine...with all fabricators keeping a full 9 slots of items and overall work great.
But there's a problem....this build doesn't scale nicely.
This setup can barely provide for 5 generators as it is slowed down by the fact that the gate pulls just one item out of a fabricator.
The idea behind version 3 was to combine version's 1 scalability with version's 2 backlog ability.
the first 2 fabricators make and keep 9 stacks of planks supplied, the third fabricator makes and keeps 9 stacks of sticks supplied and the auto crafting table makes the scaffolds making life easy for the pipe wich pulls a craft at a time (16 scaffolds) instead of 1 at a time as it would from a fabricator.
After I set this up it seemed to work just fine...but then i noticed that the sticks fabricator stopped crafting...the crafting table pulls out and uses in it's craft the 2 planks that are in the fabricator's crafting recipe ( this is apparently a bug as it dupes 2 ghost items and also I don't think it's intended that the auto crafting table has access to the fabricator's crafting grid)
Overall...version 3 fails as well.
Initially I had the gate on the pipe itself but that bugged out ( it seems that when a gate is connected to more than 1 inventories the trigger checks all of them in an "or" matter)... the gate would detect that the engine's inventory was empty and keep emitting signal causing item spillage chaos.
Also I've used an emerald pipe on the fabricator set to only pull out scaffolds but I discovered that wooden ones work just as well (because the fabricator is full of scaffolds anyway and the pipe doesn't seem to have access to the fabricator's crafting grid like the table does)
Overall this design scales very nice and can easily be upgraded if required....the limiting factors being the speed at wich the pipe pulls into the ender chest as a first limit and that can be upped by upgrading the engine and as a second limit there would be the speed at wich fabricators craft....but that's pretty high and considering that the recipe yields 16 scaffolds I would say this design could easily power somewhere around ( 75 ticks to burn a scaffold in 1 generator and 16 scaffolds a tick) say 1200 generators?
I have it feeding 24 generators and it's doing just fine....I actually built a second tree cutter cart and with 2 carts each doing a chunk sized farm it barely makes excess wood (like 1 stack a day) and that could be easily changed by adding more generators.
I think this is a cool, complex and efficient way of getting rid of all your extra wood that can flexibly be applied to existing systems (as you can see i just plunked down some generators on the existing line running from my geos to my mass fab) and scales very well.
It also can be instantly switched from wood to coal or coal coke or any other generator fuel if required.(just pump it into the chest)
I would like to see if you have ideas on how to make it more compact / more lag free / just better in general
And i would like to see your opinion on my build.