if you need Nickel you should be Pulverizing Iron Ore you have a chance to get Nickel as a secondary result
The problem is that I'm gathering materials before I begin any machine building. At present,I don't have a single machine that isn't a Smeltery. Besides,I'm not a very lucky man,and Nickel Dust is only a 10% shot; In my previous world,I pulverized TEN STACKS of Iron Ore,and only got fourteen Nickel Dust.
No,I adamantly
refuse to roll those particular knucklebones. They're loaded,and not how I like.
Also,I may or may not have gotten my mitts on enough Cobalt and Ardite Ore to make 550 ingots of Manyullyn via the Smeltery... Because that's how many I'll need to make 50 Manyullyn Turbines.
TCon snip.
You can also fill normal Phyto Grow with Sap (from Oaks or most non-resin producing trees via resin funnel sawmills or arboreal extractors) using a fluid transposer to get rich phyto grow. (Unless that's changed since 1.10, but i doubt that)
Hoping this helps a bit.
You're right; I just took a peek at the Team COFH site. Half a bucket of Sap,plus a pile of basic Phyto-Gro and 2k RF = Rich Phyto-Gro. Cheap and easy. I could probably set up an automated process for making Fluxed Phyto-Gro,and feed that to Garden Cloches. Problem is,I'll need to find a reliable means of getting Niter. With my luck,that means I'll have to obtain a Resturbed Spawner (Easy stuff; I have multiple Drops of Evil),make a Spawner Changer (WHY ARE MINESHAFTS SO COMMON!?),and steal a Blitz's soul so I can make a mob grinder out of it. As for basic Slag,I've learned that Induction Smelting Cobblestone is guaranteed to produce it,so... The only problem for Phyto-Gro production is the Niter.
That automated process would look something like this...
1a) Two Igneous Extruders produce Cobblestone. One sends its output into a Pulverizer,which feeds sand into an Induction Smelter,while voiding any Gravel it produces. The other Extruder puts its Cobblestone straight into the Induction Furnace. When there's a 1:2 ratio of Sand:Cobblestone,it'll run,producing a pair of Stone Bricks and some Slag. The Stone Bricks are voided,while the Slag moves on.
1b) A mob grinder producing Blitzes,and only Blitzes,kills the evil devils and collects their drops. Niter is sent directly to where the Slag's gone to. Blitz Rods are sent to a Pulverizer,with the Niter sent on. Any Blitz Powder that this system produces is sent to storage,then further excess is voided.
1c) A Phytogenic Insolator,loaded with the best Phyto-Gro I have,grows trees. Probably Oak,because it's common and manageable. All logs are sent to the fastest smelting option I have,and the resultant Charcoal is Pulverized. The Charcoal Dust is sent on to the next system. Any excess saplings (Assuming a >100% sapling rate) are stored,then further excess is voided.
2) An automated crafting solution takes the Niter,Charcoal Dust,and Slag to make Phyto-Gro. From there,it's stuck into a Fluid Transposer,being fed by Arboreal Extractors pulling Sap from as many Oak Trees as needed. The resultant Rich Phyto-Gro is then stuck in an Energetic Infuser,with the Fluxed Phyto-Gro sent to bulk storage. Any excess is voided. From bulk storage,it's either routed to where it's needed,or I'll just stick it in devices that needs it,by hand. Knowing me,it'll be routed from a central bulk storage to remote bulk storage near where it's needed,then routed out to the devices in need of the Phyto-Gro.
The system has intentional bottlenecks,both to simplify production,and to prevent any potential system-halting backups. If one line is insufficient to meet Phyto-Gro demand,I'll first install parallel processing devices to handle any materials in the bottlenecks,escalating to duplicate production lines if that also proves insufficient.
My non-tree farming will be handled by Immersive Engineering,because Garden Cloches be sexy. Trees will be farmed via Phytogenic Insolators.
Advanced Generators can, accept coal, but requires you to build a Syngas generator, then use the Syngas as a fuel. However, they'll also take in pure steam, as well as all varieties of Canola, and Forestry Biofuel.
I'm not sure the exact numbers, but a single refinery should be able to keep up. Note that if you've got 33 blocks the same as it takes to build a Diesel Generator, you're making 16500RF/t from Many Turbines. So once it's started, you'll be able to run multiple fueling setups.
Syngas it is. Also,as I've noted above,I've gone and made 50 Manyullyn Turbines. Graduating's for
sane people. The generator's a 3*3*50 shaft in the basement of a building I've made to house the machines I plan to use directly. I already have a Fuel/Air Mixer (Which,in reality,is a thermobaric bomb waiting to happen) stuck on the thing,as well as the requisite I/O for fluid/gaseous fuel and RF,as well as a 1mRF capacitor in it. For the sake of sanity,I cheated myself in a few Cryo-Stabilized Fluxducts,which exist solely to transfer into where I plan on building my Capacitor Pillar; It'll go from this basement,all the way out to the roof,which is where the output will be. It'll just be a pillar of Thermal Expansion Capacitors,upgraded as I get the resources to do it.
I'm gonna need an Enderman farm,because the amount of Resonane Ender I need for the other efficiency upgrade is BANANAS.
Hopefully,I have enough resources to last me until I can produce Biodiesel,and get Project: Singularity off the ground.
EDIT: For the sake of aesthetics,what sort of block do you think I should use to fill in the empty space of the generator? Preferably something which matches the colour of the generator's blocks,or comes really close to it.