Best way to produce massive amounts of MJ mid-game ?

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cynric

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Jul 29, 2019
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Surely, it's no worse than the alternative tree farms, right ?

Way worse, atleast on some systems. Other farms seem to just delete the blocks from the world, MFR with default option harvests those blocks like the player does, i.e. creating sounds and those breaking up particles, but at a very high rate if fully powered.
 

Revemohl

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Jul 29, 2019
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MFR Bio-reactors and BiosomethingelseIforgot. Once you have a system for automated farming and managing items that has enough of a surplus, you have pretty much all MJ in the world at your disposal.
 

Skyqula

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Jul 29, 2019
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Surely, it's no worse than the alternative tree farms, right ?

It kinda is, because unlike the forestry tree farm the MFR tree farm destroys the leaves. Thats a realy high amount of added block destructions. But! Disabling the "sounds", wich realy is an alternative block destruction method, removes the lag creating particles preventing the issue.
 

schyman

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Jul 29, 2019
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Not very fps friendly though, the rapid breaking of wood and leaves (resulting in particle and sound spam) can ruin it considerably. Supposedly that is configurable, but has to be done server-side afaik.
I think it's done client-side, though I'm not sure. I'm pretty sure there's an option to disable the sound of breaking leaves, and that does a lot to the FPS at least on my computer. And I don't see why a sound config would have to be server side. I guess testing is the only way to be sure though.
 

cynric

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Jul 29, 2019
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I think it's done client-side, though I'm not sure. I'm pretty sure there's an option to disable the sound of breaking leaves, and that does a lot to the FPS at least on my computer. And I don't see why a sound config would have to be server side. I guess testing is the only way to be sure though.

Because it changes the way those blocks get removed or broken, and that is done on the server side. At least that is what I got from the recent post discussing that.
 
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Seraph089

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Because it changes the way those blocks get removed or broken, and that is done on the server side. At least that is what I got from the recent post discussing that.
This is true. The "sounds" config option actually makes it harvest like other farms do, by deleting blocks from the world instead of breaking them. If it's only changed client-side, it doesn't do anything
 

Siro

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They really should make the harvester config for no "sounds" a default given that it is mostly more of a problem for servers rather than single player (where they can change it easier).

On topic, I really like how force engines don't explode. I also like that they have a definite path for upgrading efficiency by progressing through a number of mods (aqueous accumulator for water, mfr rancher on cows for milk, bees for crushed ice) and can use pretty much any liquid fuel you want to throw at it.

I tend to like liquid fuels for the simple expedient of being able to send power through a liquid tesseract without loss. This lets me plan my bases more spread out without burning resources on stuff to get stuff from point A to point B, never mind the technical problems of sending stuff that way across a number of (potentially unloaded) chunks. Liquids also store nicely (even aesthetically if one is using the amazing OpenBlocks mod) and many of them can also be used for EU production if left in liquid form until needed.

As for making massive amounts of MJ, that really depends on having massive amounts of resource gathering or renewable resource creation going on; then having a large enough processing array to handle it all and enough storage for overflow when demand for fuel is relatively low (or a way to shut the entire thing down). MFR has thus far proven great for this, handling vast tracks of land with a huge variety of resources. All the blocks involved can be connected to a rednet and flicked off with a single lever. But even if you never turn it off, MFR also has a way of producing renewable quartz (laser drill) for the inevitable AE system to deal with the overflow.

On boilers, I like how much power they produce and they're great in a server setting. But for my purposes, I've lately been using mostly force engines and biofuel generators. They're just easier to set up at remote outposts (which I tend to make because it's just easier to deal with bees in their preferred habitats prior to getting the ridiculous levels of power needed for extra bee machines, never mind the bee-related barriers of entry).
 
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schyman

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Is rancher the only way to get milk automatically now? Has anyone tested dispenser; I know setting a dispenser next to water with a bucket will fill the bucket, could the same be true for cows?
 

MigukNamja

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Is rancher the only way to get milk automatically now? Has anyone tested dispenser; I know setting a dispenser next to water with a bucket will fill the bucket, could the same be true for cows?


A RichardG ComputerCraft turtle with a bucket using turtle.place() with a cow directly in front will result in a milked cow. Not my idea, though. Someone in another thread included a great screenshot of his setup. What completed his setup was a TE Liquid Transposer in reverse mode to take the milk out of the bucket and then send that milk through liquid pipes.
 
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Siro

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Is rancher the only way to get milk automatically now? Has anyone tested dispenser; I know setting a dispenser next to water with a bucket will fill the bucket, could the same be true for cows?

Definitely not the only way, but the easiest way. Easy does tend to have a cost though. I haven't run the numbers but it seems like a turtle-only or turtle+golem solution could keep force engines stocked with milk for no power cost. Whereas a turtle+liquid transposer might have a smaller power cost than the rancher itself. It is possible that a rancher only solution is negating its own benefit, but that would require a more detailed analysis than I am prepared to do.
 

netmc

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If a milk bucket can be used to throttle the force engine for at least 1000 ticks (I think it is 10000 though), then it only requires power once every 1000 ticks to maintain itself. surely in 1000 ticks you can produce way more power needed to operate the rancher and/or the liquid transposer. neither one will consume energy if there is no work to do or anywhere to place the output. Worse case, you could always give a redstone signal to the machines when the engines are full and turn off the rancher when not needed.
 

whythisname

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I usually go with Combustion engines from the very start and feed them Oil from a nearby reserve. It gives you 3MJ/t (I think) for a lot of ticks and with 1 bucket at a time you won't need cooling, just don't turn the engine off or it will lose the MJs it built up.

I use that early power to quickly get to an MFR tree farm as I won't have any trouble powering all the TE machines needed to do that (to make Liquiducts and Redstone Conduits + a REC). Usually I use the Forestry Fermenter+Still to make Ethanol. At that point the Combustion engines are moved over to the farm and will run on Ethanol.

Right now I'm trying to run the Fermenters purely on Fruit Juice, by using a Melon farm. I also use Willow trees from BoP for saplings (they have a lot of leaves, so each tree gives a lot of saplings) and I have a Fruit Picker harvesting Apples from a bunch of BoP Apple trees (their apples regrow, so you don't have to harvest the trees themselves) to give me the Mulch I need.
It's a bit more complicated than just using Oaks and I don't have a clue if it's more efficient either, but I like it anyway and it produces power. As long as it doesn't cost me power I really don't care how (in)efficient it is :p

Though I have to say the whole deal with Force Engines sounds attractive as well.