Bio Reactors MFR help

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Murk02

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Jul 29, 2019
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Okay, so my setup for about 8 bio reactors from MFR is basically just a skeleton soul shard. The bones come down through a fabricator and get turned into bonemeal, and bam, I have biofuel. This was amazing at first when I started up some steam boilers that I still use. However, I want a more steady supply of something so I don't have to keep turning the skelly farm off and on when I get low on biofuel. I decided to make a potato farm, but I'm not good at redstone logic. Does anyone know if there's a way where I can have the farm filled with potatoes first, and then the overflow from the farms go into my bioreactors via tesseract. I'm just not sure how to set that up?
 

SpitefulFox

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Jul 29, 2019
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Does anyone know if there's a way where I can have the farm filled with potatoes first, and then the overflow from the farms go into my bioreactors via tesseract. I'm just not sure how to set that up?

What I do is have the potatoes from my Harvester be piped back towards the Planter with an Insertion Pipe and then send the rest to the Bio Reactor. The insertion pipe will first try to fill the planter, and then once the planter's fulll, it'll send everything else along to the next pipe to the Bio Reactor.
 

Murk02

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Jul 29, 2019
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Ultimate. But I think I found a fix. I have an ME system, but the farm was like 100 blocks up above my actual base. So I sucked it up and ran cable all the way up there and am now just using export buses on top of the bio reactors which seem to work. But I am still interested in learning how to do what I was talking about.[DOUBLEPOST=1376346050][/DOUBLEPOST]Would you mind showing a pic of that set up? Just so I could get an idea. never heard of an insertion pipe before
 

Wekmor

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Jul 29, 2019
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Insertion pipe is added in 1.5.2
It's basicly the same as the RP2 tubes, but for buildcraft
 

SpitefulFox

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Jul 29, 2019
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Would you mind showing a pic of that set up? Just so I could get an idea. never heard of an insertion pipe before

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The output from the Harvester comes along the right pipe towards the Planter. The blue Insertion Pipe makes sure to fill the Planter and then passes any extras to the gold pipe which leads it down the left pipe towards the Bio Reactor.

Although, I'm not sure if the Insertion Pipe is in Ultimate or not. D: It's crafted with two tin, a glass block, and a lapis block and is added by Thermal Expansion.

Edit: If Insertion Pipes aren't in your pack, you can substitute a Diamond Pipe instead. Just set it to specifically output Potatoes and any other crops into the planter, and then leave the path towards the Bio Reactor blank. It will first try to send potatoes into the Planter and if it's full, it'll send them to the next nonspecific pipe instead.

Edit 2: Or, alternatively, if you're still in Ultimate, you can just use Redpower's Pneumatic Tubes instead. :p Just have the Harvester output to a Relay and have the relay set on a tube network to the Bio Reactor and Planter. Put a Restriction Tube in front of the connection to the Bio Reactor and it'll try to fill the Planter first before sending the rest to the Bio Reactor.
 

Someone Else 37

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Feb 10, 2013
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Another thing- You'll actually be best off if you pump the bonemeal and potatoes into the SAME bioreactors- this will make the bioreactors run more efficiently, so you'll get more fuel for each item. In fact, you're best off running nine different farms, and pumping all the different outputs into the bioreactors, which will maximize efficiency.

Also note that all dyes count as different types- so a skeleton farm, a squid farm (you'll occasionally need to auto-spawn squids into an aquarium in front of a Rancher- they despawn), a cactus farm, a furnace, and some autocrafting systems will allow for six different types (bonemeal, ink, gray, light gray, cactus green, lime). Add in a darkroom (similar to the old Redpower-managed EMC generator in EquivalentExchange2- just use your skelly farm for the bonemeal) for seeds and flowers, and you've got at least ten different types (yellow dye, orange dye, seeds) without even using your potato farm.

Has anyone done this already?
 

whythisname

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Jul 29, 2019
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Another thing- You'll actually be best off if you pump the bonemeal and potatoes into the SAME bioreactors- this will make the bioreactors run more efficiently, so you'll get more fuel for each item. In fact, you're best off running nine different farms, and pumping all the different outputs into the bioreactors, which will maximize efficiency.

Also note that all dyes count as different types- so a skeleton farm, a squid farm (you'll occasionally need to auto-spawn squids into an aquarium in front of a Rancher- they despawn), a cactus farm, a furnace, and some autocrafting systems will allow for six different types (bonemeal, ink, gray, light gray, cactus green, lime). Add in a darkroom (similar to the old Redpower-managed EMC generator in EquivalentExchange2- just use your skelly farm for the bonemeal) for seeds and flowers, and you've got at least ten different types (yellow dye, orange dye, seeds) without even using your potato farm.

Has anyone done this already?

Can't the cactus itself also go in the reactor? Like without turning it into Cactus Green. Also I think you can get Barley and Cotton seeds from grass as well (thanks to Natura I believe), though I don't know if the Bioreactor accepts those (and if they count as different items from regular seeds). I don't know if any other flowers can be "bonemealed" into existence, but BoP adds a lot of different ones as well for pretty much every dye color there is (meaning growing grass might be all you need to get enough types of "fuel"). btw, you forgot rose red from the vanilla flowers :p

A very interesting idea to use dyes though, I might just try something like this.
 

Someone Else 37

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Can't the cactus itself also go in the reactor? Like without turning it into Cactus Green. Also I think you can get Barley and Cotton seeds from grass as well (thanks to Natura I believe), though I don't know if the Bioreactor accepts those (and if they count as different items from regular seeds). I don't know if any other flowers can be "bonemealed" into existence, but BoP adds a lot of different ones as well for pretty much every dye color there is (meaning growing grass might be all you need to get enough types of "fuel"). btw, you forgot rose red from the vanilla flowers :p

A very interesting idea to use dyes though, I might just try something like this.
I don't think you can bioreact cacti directly- that would allow you to get two different types from one plant, which I don't think PowerCrystals would allow.

It should work on Natura seeds- I know that Natura trees and berries work in the planters and harvesters (and MFR tries really hard to work with EVERYTHING)- but I left those out because the OP said he was on Ultimate. Redpower Indigo flowers for a blue dye would show up though- ant there are a lot of different dyes that can be crafted using blue and the other colors. And they would count as different types- they don't stack with each other, do they?

I agree that BoP flowers would give lots of other colors (and the ones the same color as vanilla dyes (black dye from deathblooms, for instance) would count as different types), which certainly does open the possibility of running steam boilers off a skelly farm and a darkroom. This could actually be more effective than the squid-powered boiler in that "Squids are OP" thread- as a vanilla skeleton spawner or Soul Shard-based drop trap, a turtle to deploy bonemeal, and a few wood golems to pick up the dropped plants don't use any power at all. You'd probably need AE to automate it, but I neglect the energy cost there because you probably already have a Molecular Assembler Chamber.
Note that Ultimate uses ExtraBiomesXL- and EBXL flowers don't seem to be as diverse as Biomes o' Plenty flowers.

I only partly forgot vanilla rose red- you need it to make orange.
 

Murk02

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Jul 29, 2019
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Well the bonemeal itself was more efficient than anything more that I needed. I just wanted something for an over night type thing when the spawner won't be running. I also have a cactus farm going which goes through a furnace and then into the reactors. However, I am running ultimate and I have somewhat of a big AE system. But, like I said before, I'm not good with redstone logic, therefore am not good with how their cables work. I did find out, after a couple of tries, that I could just put an export bus on the reactors and they will keep the reactors filled which is fine with me since I have 8 of them. Just afked for a while to get a big stock up of bonemeal! The only thing I have running off the biofuel at the moment is 3 steam boilers (and one more coming). Those, after they got to 1000 degrees, seem to power everything I need (quarry, mj machines, ic2, etc). And it's funny that you mention the darkroom, because I literally just had my go at that! But, I do not think I will use them in the bioreactors unless I do see that my supply of biofuel starts decreasing.

I did have one more question for whoever might be able to answer. Is it possible to keep a spawner running over night without a player being on? Chunk loaders don't seem to keep them running. I just don't want my pc to run that all night. I could've sworn there was some type of item that counted as an entity or player or something? Not sure.
 

SpitefulFox

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Jul 29, 2019
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I did have one more question for whoever might be able to answer. Is it possible to keep a spawner running over night without a player being on? Chunk loaders don't seem to keep them running. I just don't want my pc to run that all night. I could've sworn there was some type of item that counted as an entity or player or something? Not sure.

Are you just using a normal vanilla spawner instead of a soul cage or auto-spawner? o_O
 

SpitefulFox

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Jul 29, 2019
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Sorry, I thought I had mentioned that ha! it's a soulcage with tier 5 skeleton.

T5 soul cage should run just fine with a chunk loader. At least, that's been my experience. o_O

Edit: Are you on a server? They might have changed the chunkloader config to only work while the player is online. Not really a way to get around that if it's the case. :(
 

Murk02

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Jul 29, 2019
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Does it have to be at the height of the actual soul cage? I've never had that work for me before? I will test it again tonight just to see though. Maybe it was just me being crazy.
 

Someone Else 37

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Does it have to be at the height of the actual soul cage? I've never had that work for me before? I will test it again tonight just to see though. Maybe it was just me being crazy.
A chunkloader will keep a vertical column of blocks working, from bedrock to y-level 256. However, you might be running into one of two problems:
1. Stuff won't work when the world isn't running- in singleplayer, when you log out; or in multiplayer, when the server shuts down.
2. Hostile mobs- even those from a Soul Shard spawner- will despawn instantly if there's a player in that dimension, but nobody closer than 128 meters. So, your mob farms will generally only work if there's someone closeish to your base, or nobody's on the server, or if your spawner is in a dedicated chunkloaded Mystcraft age. This seems to be a vanilla mechanic that nobody's messed with yet.

So try moving your spawner to its own Mystcraft age.