MFR/Agricraft/Pam's Harvestcraft vertical farm

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Barsik_The_CaT

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So, I'm going to build an MFR farm with maxed out Pam's Harvestcraft plants. My final goal is to connect it to my AE system and be able to create any food item available in Pam's Harvestcraft en masse(aka McAurey's). - for culinary generators, Botania mana plants or just for fun and immersion.
It's probably going to be a vertical farm with at least 2 levels (1 for plants and 1 for trees), though, I was unable to get answers for some quistions, so, here they are:
What is an optimal size for an MFR farm? From what I heard and saw a 25x25 area is just too big for a harvester. Or shoud I use more harvesters?(though It seems pretty expensive since 1 upgrade takes 3 emeralds and I'd need a villager farm or something for that type of deal).
Are there any plants that can completely replace another ones? I.E. ginger usually replaces curry powder and spice leafs. Does that mean I don't need certain plants if I have others?
You can also post yout designs for vertical farms because I still haven't decided how I want it to look.
 

Photoloss

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Jul 29, 2019
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If resource cost is an issue the largest size you can afford is the most efficient, because space and seeds cost virtually nothing compared to additional machines and upgrades. If it's enabled the "villager vacation portal" makes top-tier upgrades super easy, including those for Storage Drawers to use as barrel replacements. There's no real issue with huge crop farms except for the loss of per-tile production efficiency, but with large treefarms you lose out on saplings. The "maximum recommended size" will depend on the tree type though, especially if you allow 2x2 spruce/jungle ones to grow- The MFR machines only ever process one block at a time, so those giant trees take ages to cut down.

If resources aren't an issue you can get insane production speeds with the minimum 3x3 size. Place the Blood Magic ritual underneath it and sprinklers etc. around the sides/above it, then overlap multiple harvesters if necessary. This does not work for Acacia-style trees because they need an additional block clearance to the side to grow, and AgriCraft crops need an air block directly above them so put your sprinkler one block higher. Once you stack several growth speed buffs the harvester can't really keep up with sizes larger than the basic 3x3. As AgriCraft crops don't have to be replanted the minimum farm size for this design is 5x5x5, +1 on the height if you want a switch for the ritual. As the outer ring only contains harvesters and sprinklers you can overlap adjacent cells if you use EnderIO conduits to compact the piping.

I don't know of any "perfect" replacements other than the three soy/tofu variants replacing all animal products, and if your goal really is to have access to all food items you probably should include all crops as well, for completeness' sake.

Now, as for actual practical uses, the culinary generator scales its RF/t as 4x the hunger value of the food (FTB Infinity 2.4.2 default config, no Expert mode) and the highest yield you actually get with vanilla cake at 64RF/t. Pam's has very little variety in the actual stats of the food, your top-tier options are Beef Wellington, Beet Burger, Delighted Meal, Epic Bacon, Hearty Breakfast, Meat Feast Pizza and Sausage in Bread. As the burn time/total RF yield scales with saturation the Pam foods are better than cake in that regard (while yielding 3.5RF/t less). The easiest for autocrafting are cake, Beef Wellington and Epic Bacon.
Another option is to run wheat through a SAG Mill followed by two TE furnaces with the food upgrade, which produces 12 Pam's Toast per wheat on average. A single output furnace can fuel dozens of 64x culinary generators, but the setup cost is huge due to the low RF/t yield of Toast.

The Gourmaryllis has an additional quirk: its internal buffer is smaller than the mana yield of a full 20 hunger points. In fact the cap is reached with about 10 points, which corresponds to about 40 RF/t in a culinary generator (search for "rf" in NEI while you have the UI of the generator open, this displays all foods with their corresponding yield). The most practical food I found was the Cucumber Salad, which for some reason is almost as nourishing as a large burger or chicken dinner while containing only a couple vegetables. It doesn't even require soy/tofu, so you're not bottlenecked by slow-as-molasses Pressers either.

As for vertical farm designs, I tend to avoid them. Half of the farm (the planter+sludge boiler+pipes) looks ugly and the ritual is best hidden underground too. Also it's much easier to survey and diagnose problems when you can walk/fly over a large area and look at the crops. That said, the ritual cell could make for a nice futuristic "food synthesiser".
 

rhn

Too Much Free Time
Nov 11, 2013
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It's probably going to be a vertical farm with at least 2 levels (1 for plants and 1 for trees), though, I was unable to get answers for some quistions, so, here they are:
What is an optimal size for an MFR farm? From what I heard and saw a 25x25 area is just too big for a harvester. Or shoud I use more harvesters?(though It seems pretty expensive since 1 upgrade takes 3 emeralds and I'd need a villager farm or something for that type of deal).

If resource cost is an issue the largest size you can afford is the most efficient, because space and seeds cost virtually nothing compared to additional machines and upgrades. If it's enabled the "villager vacation portal" makes top-tier upgrades super easy, including those for Storage Drawers to use as barrel replacements. There's no real issue with huge crop farms except for the loss of per-tile production efficiency, but with large treefarms you lose out on saplings.

Due to the scanning nature of the Harvester, it is actually a real problem making the area too large. Depending on crop growth speed, growth speed boosts,time it takes to harvest each crop and size, you can easily make the farm plot grow so fast that the Harvester cannot scan the area and harvest it fast enough.

Since harvesters are so cheap(unless tweaked) I strongly recommend using multiple instead with smaller ranges. Don't bother overlapping the ranges, specially if it is a treefarm or other multiblock crops!
 
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Photoloss

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Jul 29, 2019
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Due to the scanning nature of the Harvester, it is actually a real problem making the area too large. Depending on crop growth speed, growth speed boosts,time it takes to harvest each crop and size, you can easily make the farm plot grow so fast that the Harvester cannot scan the area and harvest it fast enough.

Since harvesters are so cheap(unless tweaked) I strongly recommend using multiple instead with smaller ranges. Don't bother overlapping the ranges, specially if it is a treefarm or other multiblock crops!
Yeah, large treefarms are terrible. EnderIO does it quite well though. Going big is an option for early game crops however, especially if you haven't progressed any magic mods for growth boosters yet. For single-block crops it's a tradeoff between space cost and resources/efficiency. Plus large farms look nicer in a "natural" setting than a pile of growth enhancers with 9 crop tiles in the middle.
 

Inaeo

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Jul 29, 2019
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I have to agree with @rhn. Having a number of Harvesters with small ranges will outperform a single Harvester with a large upgrade 99% of the time. This is particularly helpful when used with Agricraft Crops, since once you plant the seed, it never needs a Planter to keep up the growth cycles (as opposed to Vanilla farming requiring breaking the plant and replanting seeds). If your goal was a vertical farm, you could simply stack non-upgraded (or slightly larger plots, if wanted) Harvesters in a vertical: soil, Harvester/crops, open air, repeat pattern. Power and item transport can be handled easily by EnderIO Conduits or TD Pulsating Itemducts depositing into your AE Interface.

Do note that stacking large numbers of items and machines which require calculations each tick vertically (in a single chunk) is less than gentle on your framerate and/or server. If space is a limiting factor, you may have to deal with it, but I highly recommend spreading out.

Oh, and so far as tree farming is concerned, unless you're aiming for a straight up charcoal farm, I actually recommend a larger plot, but with limited growing areas. That is, have a patches of dirt in the growing area separated by two to three wide paths of non-soil blocks. This not only looks better, but allows foliage to have room to allow for sapling replenishment. Seeing as this method is more about the slow but steady income of logs, it can be kept up with a pair of Harvesters with overlapping coverage areas. You can also keep one set to shear leaves and the other to not, if your pack has a use for leaves, while still maintaining your sapling count. This can be used as well to suppliment saplings lost from a more aggressive tree farm (such as a dedicated charcoal farm).
 

KingTriaxx

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Jul 27, 2013
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For the Pam's trees, I believe you want a fruit picker. Otherwise it'll knock down the trees and not give you fruit, nor new fruit saplings.

I'm actually partial to extreme chili. It's not quite as filling as Wellington or Epic Bacon, but it's only two steps and no difficult to replenish dyes.
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
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Lost as always
My suggestion:

Instead of a full plot per crop, make it one row. Trust me, at 10/10/10, particularly with an Agricraft Sprinkler going, it's going to be producing WAY more than you can consume.

My methodology is to have a 21 x 21 area, nine distinct 7 x 7 plots in a 3 x 3 formation. Middle 7 x 7 plot is where my water bin is to feed all the sprinklers and my crossbreeding area. That leaves me with 42 corn-rows of crops. Plenty of room for every crop.

From there, for the trees, I typically have a single tree for each unique produce, each one having their own dedicated harvester, all in neat little rows. Piping is all underground.