Anyone using 9 or close to 9 different inputs into MFR Bioreactor ?

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WTFFFS

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I had a large Golem farm (18x18 with four Straw and four Wood with speed) producing potatoes\carrots\netherwart\cocoa beans\pumpkin seeds also produced wheat and cane but neither of those was used in the bioreactor, MFR treefarm for saplings (just a 3x3 running at normal growth rate on Ghostwood) and a rancher squid tank producing ink sacs. This setup produced enough biofuel from 6 reactors (with a slight gain in "fuels" apart from the squid which was a stupidly large gain) to power 60 MFR generators, so producing around 960 mj\tic which fed my laser quite nicely.
(1.5.2 so the gens were actually useful rather than he almost completely useless 1.4.7 version)
 

AlanEsh

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/me sprinkles some Ressurct'em! Powder on the thread...

Does anyone have a list of plants that can be used in a Bioreactor but don't require replanting via Planter?

I can think of only two that naturally get harvested without destroying the plant:
- Cactus
- Sugar Cane

If you stake your plants with IC2 Crops, I assume there are many more plants that can be harvested but not require replanting. Can anyone state for a fact which of these plants works with IC2 Crops, and also work in the MFR Bioreactor?
- Melons?
- Pumpkins?
- Wheat?
- Barley?
- Carrots?
- Potatoes?

My goal is to feed a Bioreactor without having to worry about replanting anything. (Unleashed 1.1.4)
 

b0bst3r

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Carrots, potatoes, pumpkin seeds, wheat seeds all do

Barley seeds do not, not tried melons
 

Siro

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I know melons, pumpkins and sugarcane work in ic2 crops. They're harvestable and won't need replanting. I use a force card upgraded with crafting to turn the watermelon slices and pumpkins into seeds in force pipes coming from the harvester. Excess melons get sent off to a turtle that just places them on a piston which breaks them so they can get sucked back into the force pipes to get crafted into seeds. Carrots, potatoes, wheat and barley also work in the bioreactor, but I haven't specifically tested them in crops. I think there might have been a problem with wheat and weeds, but I forget whether or not it was relevant with a fully planted area. Netherwart also works in crops and the bioreactor and doesn't require replanting and doesn't even need soul sand.
 

PierceSG

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IC2 crops can take, (only mentioning those that can be fed into the Bioreactor)
1. Potato
2. Carrot
3. Netherwart
4. Cocoa (serious, no kidding)
5. Melon (seeds)
6. Pumpkin (seeds)
7. Flower (yellow dye gets harvested instead of the flower)
8. Roses (red dye gets harvested instead of the flower)

There are more but they either don't go into bioreactor or you need to do some crossbreeding.
 
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AlanEsh

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Awesome, thanks Pierce/everyone. Am I correct in thinking that Cactus and Cane will work in the bioreactor?
 

snooder

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/me sprinkles some Ressurct'em! Powder on the thread...

Does anyone have a list of plants that can be used in a Bioreactor but don't require replanting via Planter?

I can think of only two that naturally get harvested without destroying the plant:
- Cactus
- Sugar Cane

Um, I'm fairly certain that an MFR harvester will harvest melons and pumpkins without destroying the stem.
 
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PierceSG

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And oh, wheat seeds does work on the crop sticks but the Harvester will only harvest wheat from it and no seeds are being produced. And wheat doesn't work in the bioreactor, only the seeds does.
 

zilvarwolf

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I used different trees for saplings

Sakura, Jungle, Fir, Darkwood, Fusewood, Oak, Birch, Spruce, and ... Ghostwood, I think.

The reason I chose trees over crops is industrial fertilizer...it's a bajillion and six times more efficient with a tree than with a crop, given current crop-growth mechanics. The problem I ran into was some trees would not produce as many saplings as others, so I had to babysit everything until I was sitting on enough saplings that it could run.
 

AlanEsh

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Um, I'm fairly certain that an MFR harvester will harvest melons and pumpkins without destroying the stem.
Ah yeah, I meant "picked" not harvested by a Harvester. I.e. was classifying those as plants that didn't need Crop sticks to do that.
 

snooder

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Ah yeah, I meant "picked" not harvested by a Harvester. I.e. was classifying those as plants that didn't need Crop sticks to do that.

Picked by what? I'm curious as to what mod picks up the melon/pumpkin stem when farming them.
 

PhilHibbs

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I have 9 different items. Each item is fed into the bioreactors (I have 3) by a Router set to target a specific slot number. Lets see if I can remember all 9...
Oak Sapling
Birch Sapling
Spruce Sapling
Seeds
Pumpkin Seeds
Melon Seeds
Carrots
Potatoes
Cocoa Beans

Each item is provided by a Harvester. Each Harvester is controlled by a Wireless Transmitter and Level Emitter, set to turn on when the item drops below 512. Wireless Receivers have a simple Redstone Torch NOT gate to turn the Harvesters off. The Cocoa Beans are annoying, as the Harvester only harvests the beans at ground level, so you can't just cover a tree trunk with beans. You can put logs on the outside of the harvesting area with beans that grow into the area.
 

AlanEsh

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Picked by what? I'm curious as to what mod picks up the melon/pumpkin stem when farming them.
Ah I reread your reply -- yeah melons and pumpkins are in that same "doesn't need replanting and doesn't need an IC2 Crop" category, sorry for the confusion.
 

Ako_the_Builder

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Mine is 2 precision buses on each bioreactor, 1 set to move items (seeds, nether wart, cocoa bans, carrots, potatoes, saplings and ink sacs) and the other set to always craft (pumpkin and melon seeds) all items grown in mfr farms (and rancher for the ink).
 
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Ughzug

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Jul 29, 2019
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run a conveyer belt over an item router
then placing a bioreactor next to the item router.
open the item routers interface and click reject non-mapped mode
then map the items you want to go to the bio reactor
route items to conveyer belt.
watch as the bioreactor fills with one stack of each type of item only despite having free space.
 
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Pyure

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Aug 14, 2013
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I struggled with this just this week in unhinged and finally came up with something that lets me run the bioreactor at max efficiency before I reach AE status (which I usually don't start until I can create that big matter-energy storage thingy anyway)

Using simple chest carts and item loaders worked amazingly well for me. All produce from the harvester goes straight back to the planter. Item Loader is set to unload everything from the planter except 20 items of each sapling. Run this produce up close to the reactor, drop it off in a chest. Another chest cart and Item Loader is set to wait at that chest until it gets, say, 100 of each sapling type and NOT Depart until it gets that quota. That way its only loading up the bioreactor when we're sure it will operate fully.

I'm 99% sure I don't have logistics pipes in unhinged or I'd try that instead I suspect.

tk