Been toying with magic crops and big reactors and out comes this crazy, almost rube goldberg-ish setup
the big reactor. this thing is 7x7, 25 blocks high. it has 5 fuel rods in an X configuration, with diamond blocks in between the stacks, and liquid ender on the perimeter. it needs 460 buckets (or ingots) of fuel
yep. thats it producing 60k rf per tick (using default config settings). on the bottom are 3 ender chests. one pipes in yellorium, a second pipes in blutonium (it does the blutonium first, which is really cool), and a 3rd takes the cyanite waste for recycling. theres a circuit on one side taking 2 inputs off redstone ports, one is set to emit when the power buffer drops below 20%, another set to emit when power buffer goes above 95%, and an rs latch toggling a 3rd redstone port set to turn on or off the reactor, depending on power levels. not too efficient, but it works
and the reactor is powering an mfr laser drill. all ores are collected into a small ae network. (ill do something with all that ore later)
now for the fuel production:
5 magic crops are growing the various items needed to make yellorium. wait..you can grow yellorium? not really. but you CAN grow uranium..which can be converted to yellorium. theres also ferrous metal, coal, redstone and blaze essence crops.
each crop uses fertilized dirt. theres 4 rows of lilypads of fertility underneath to speed things up, plus the lamps of growth around the jackolanterns. the block floating above the jackolanterns has an essentia mirror bringing in herba to keep the lanterns going. in the back is a row of dispensers used to flood the crop when its time to harvest, and theres a row of hoppers up front to catch all the drops, sending them off to an ender chest with a filter rejecting seeds...they go off to a planter to be replanted after the water is cleared.
behind each crop is a control circuit that controls the entire harvest cycle. it takes 90 seconds for the crop to grow and get harvested, including the water flood/clearing. the wireless reciever is controlled from ae level emitters when the network detects if that item is running low. only reason i do it this way is machines dont get the extra drops, this method allows me to get the extra weak and nature essence drops.
part of the AE network, these dsu's store the fuels needed for the bio reactor and the big reactor. there are item translocators between the ender chests and dsu's.
lots of level emitters tied into wireless transmitters. the first 5 on the right control when the crops need to be harvesting or not. the rest control the production of charcoal and vines for the production of alumentum, and control when we need to produce more sulfur and yellorium. you can see rs latches being used between pairs of emitters, these activate the emitter when an item's stock is below a certain value, but stay on until the item is stocked over another value. for example, the melon seed farm is active when the seeds drop below 100, but stays active until we get 1000 in the network. the jungle tree farm gets almost the same treatment, but is activated when charcoal *or* vines drop below threshold, and turns off when they hit their stock amount
the herba farm and the crop/fuel processing equipment behind it. each essentia mirror is tied to one of the crops, 6 in all (the melon farm has lamps of growth as well). the herba generator is fed vines from the jungle tree farm and alumentum as fuel from the alumentum factory, shown a bit later
the way I produce yellorium is as follows:
1) produce pyrotheum to smelt with ferrous metal ore. this gives us a very high chance of getting rich slag. thats why theres a ferrous metal crop, just to get rich slag
2) put rich slag + uranium into induction smelter, get 3 bars of yellorium
3) pyrotheum needs redstone, blaze powder, sulfur and coal dust. to get sulfur, we pulverize blaze rods and coal.
when yellorium level drops, we turn on the smelter for rich slag + uranium. if uranium level drops, we turn on the crop for uranium essence.
when rich slag level drops, we turn on the smelter for ferrous+pyrotheum to generate more rich slag. this in turn uses up redstone, blaze,coal dust and sulfur, which will cause the redstone, coal and blaze crops to kick in if levels for those items drop. and the ferrous essence crop will kick in if the ferrous metal ore level drops too low as well.
to add even more fun to this, i made a alumentum factory to generate fuel for the alchemical furnaces. this takes in charcoal and cobblestone, and makes alumentum. when the alumentum level hits a certain level, this factory gets disabled. closest machine to us is the cyanite processor, for recycling spent fuel from the big reactor. for those interested in the alumentum factory, this is almost the same exact machine direwolf20 designed in his let's play series (i think s6ep49 and 50) but instead of item ducts, im using ae buses, and an emitter to stop feeding the mystical construct coal once we have enough alumentum in the system.
powering all this equipment is the Derpy Squid reactor. its just a holding tank for 8 squid with 4 ranchers pulling ink sacs from the squid. next to that is a melon farm adding seeds into the mix for a MFR bioreactor
the bioreactor feeding fuel to 3 biogenerators, sitting on top of a redstone cell (just below the generators). since everything is so heavily automated, that cell hardly ever drops below 100%
and finally the jungle tree farm. this has vacuum hoppers to collect stray saplings because the leaf decay is riduclously fast, faster than the harvestor can keep up. so lots of saplings end up on the ground. the vacuums are there to keep that under control. the wood from this farm is converted to charcoal, and the vines are stored for the herba generator. excess saplings are also fed to the bioreactor, but most times its already stocked with ink sacs and seeds, so it just piles up in the ae system. ill have to do something with that eventually.
im sure y'all are falling asleep so I'll shut up
the big reactor. this thing is 7x7, 25 blocks high. it has 5 fuel rods in an X configuration, with diamond blocks in between the stacks, and liquid ender on the perimeter. it needs 460 buckets (or ingots) of fuel
yep. thats it producing 60k rf per tick (using default config settings). on the bottom are 3 ender chests. one pipes in yellorium, a second pipes in blutonium (it does the blutonium first, which is really cool), and a 3rd takes the cyanite waste for recycling. theres a circuit on one side taking 2 inputs off redstone ports, one is set to emit when the power buffer drops below 20%, another set to emit when power buffer goes above 95%, and an rs latch toggling a 3rd redstone port set to turn on or off the reactor, depending on power levels. not too efficient, but it works
and the reactor is powering an mfr laser drill. all ores are collected into a small ae network. (ill do something with all that ore later)
now for the fuel production:
5 magic crops are growing the various items needed to make yellorium. wait..you can grow yellorium? not really. but you CAN grow uranium..which can be converted to yellorium. theres also ferrous metal, coal, redstone and blaze essence crops.
each crop uses fertilized dirt. theres 4 rows of lilypads of fertility underneath to speed things up, plus the lamps of growth around the jackolanterns. the block floating above the jackolanterns has an essentia mirror bringing in herba to keep the lanterns going. in the back is a row of dispensers used to flood the crop when its time to harvest, and theres a row of hoppers up front to catch all the drops, sending them off to an ender chest with a filter rejecting seeds...they go off to a planter to be replanted after the water is cleared.
behind each crop is a control circuit that controls the entire harvest cycle. it takes 90 seconds for the crop to grow and get harvested, including the water flood/clearing. the wireless reciever is controlled from ae level emitters when the network detects if that item is running low. only reason i do it this way is machines dont get the extra drops, this method allows me to get the extra weak and nature essence drops.
part of the AE network, these dsu's store the fuels needed for the bio reactor and the big reactor. there are item translocators between the ender chests and dsu's.
lots of level emitters tied into wireless transmitters. the first 5 on the right control when the crops need to be harvesting or not. the rest control the production of charcoal and vines for the production of alumentum, and control when we need to produce more sulfur and yellorium. you can see rs latches being used between pairs of emitters, these activate the emitter when an item's stock is below a certain value, but stay on until the item is stocked over another value. for example, the melon seed farm is active when the seeds drop below 100, but stays active until we get 1000 in the network. the jungle tree farm gets almost the same treatment, but is activated when charcoal *or* vines drop below threshold, and turns off when they hit their stock amount
the herba farm and the crop/fuel processing equipment behind it. each essentia mirror is tied to one of the crops, 6 in all (the melon farm has lamps of growth as well). the herba generator is fed vines from the jungle tree farm and alumentum as fuel from the alumentum factory, shown a bit later
the way I produce yellorium is as follows:
1) produce pyrotheum to smelt with ferrous metal ore. this gives us a very high chance of getting rich slag. thats why theres a ferrous metal crop, just to get rich slag
2) put rich slag + uranium into induction smelter, get 3 bars of yellorium
3) pyrotheum needs redstone, blaze powder, sulfur and coal dust. to get sulfur, we pulverize blaze rods and coal.
when yellorium level drops, we turn on the smelter for rich slag + uranium. if uranium level drops, we turn on the crop for uranium essence.
when rich slag level drops, we turn on the smelter for ferrous+pyrotheum to generate more rich slag. this in turn uses up redstone, blaze,coal dust and sulfur, which will cause the redstone, coal and blaze crops to kick in if levels for those items drop. and the ferrous essence crop will kick in if the ferrous metal ore level drops too low as well.
to add even more fun to this, i made a alumentum factory to generate fuel for the alchemical furnaces. this takes in charcoal and cobblestone, and makes alumentum. when the alumentum level hits a certain level, this factory gets disabled. closest machine to us is the cyanite processor, for recycling spent fuel from the big reactor. for those interested in the alumentum factory, this is almost the same exact machine direwolf20 designed in his let's play series (i think s6ep49 and 50) but instead of item ducts, im using ae buses, and an emitter to stop feeding the mystical construct coal once we have enough alumentum in the system.
powering all this equipment is the Derpy Squid reactor. its just a holding tank for 8 squid with 4 ranchers pulling ink sacs from the squid. next to that is a melon farm adding seeds into the mix for a MFR bioreactor
the bioreactor feeding fuel to 3 biogenerators, sitting on top of a redstone cell (just below the generators). since everything is so heavily automated, that cell hardly ever drops below 100%
and finally the jungle tree farm. this has vacuum hoppers to collect stray saplings because the leaf decay is riduclously fast, faster than the harvestor can keep up. so lots of saplings end up on the ground. the vacuums are there to keep that under control. the wood from this farm is converted to charcoal, and the vines are stored for the herba generator. excess saplings are also fed to the bioreactor, but most times its already stocked with ink sacs and seeds, so it just piles up in the ae system. ill have to do something with that eventually.
im sure y'all are falling asleep so I'll shut up
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