[Question] MFR Oil Fabricator.

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PierceSG

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In a world with only MFR, what is the use of it? Can the Bio Generator use the oil made by the Fabricator for power? Lava Fabricator at the very least has the use of getting you obsidian without having to make trips to the nether. Just wondering, that is all.
 

Siro

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Is the Oil Fabricator even present in a world without Buildcraft or other oil fluid adding mods? I can't imagine it having any use...
 

Algester

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Oil huh well if you have thermal expansion compression dynamo can use them so is bio fuel so your in luck but other than that... what is your power generation utility? you can't use MFR's full potential without at least having something to generate power lava generator and oil generator is one of them
Oil can be used by TE,railcraft and steve's minecart as an alternate liquid fuel source however their potency isnt much compared when refined to fuel provided you changed the configs for your mods as well because... people said fuel has been nerfed in the config settings for railcraft and buildcraft and forestry but buildcraft is the main mod that has the config for fuel and oil potency
 

PierceSG

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MFR has it's own bioreactor to generate biofuel which they also has it's own biogenerator that produces MJs.
Reason for why I asked this was, it seemed really out of place for a mod that looks pretty self contained. And to find something that adds something that can't be used by itself seems pretty odd to me. :)
 

Algester

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so MFR is the only mod you have... then your options are very... limited close to none other than that use it as a decorative liquid...?
 

Siro

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MFR has it's own bioreactor to generate biofuel which they also has it's own biogenerator that produces MJs.
Reason for why I asked this was, it seemed really out of place for a mod that looks pretty self contained. And to find something that adds something that can't be used by itself seems pretty odd to me. :)

The bioreactor and mj generator are actually fairly recent additions. Prior to that MFR had no ability to power itself (even now with no liquid transport it is fairly limited). Basically it was designed to only work in an environment containing other mods.
 

PierceSG

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I see. I'm not planning to use only MFR. Was having a creative test world to test out the mods one by one as I came upon that. Thanks for the answers. :)
 

MigukNamja

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You can use it to convert from EU to MJ, ex. power oil fabricator with EU Solar, get oil out, and use that as a direct or trans-dimensional (Ender Tank, Liquid Tesseract) dense fuel source in a Combustion Engine to power, for instance, a BC quarry in a MystCraft age.
 

DriftinFool

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I am actually glad that many mods can use each others power systems. I don't mind having 2 power setups, EU and MJ, but having to setup independent power for every mod kinda cancels out the blending of mods and the point of modpacks. It works great if they are stand alone, but how many modded MC players use a single mod??? For example, I really like alot of the things TE adds. After seeing the new version on forgecraft, not sure I will really use it on a large scale like I used to. I don't want to have to setup yet another power network. Probably only make a small setup to make tesseracts and nothing more.
 

MigukNamja

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I am actually glad that many mods can use each others power systems. I don't mind having 2 power setups, EU and MJ, but having to setup independent power for every mod kinda cancels out the blending of mods and the point of modpacks. It works great if they are stand alone, but how many modded MC players use a single mod??? For example, I really like alot of the things TE adds. After seeing the new version on forgecraft, not sure I will really use it on a large scale like I used to. I don't want to have to setup yet another power network. Probably only make a small setup to make tesseracts and nothing more.

TE3 conduits will power MJ machines. Also note the Steam Dynamos can replace RC Steam Engines of all sizes. The dynamos are *much* more client-friendly. You can spam those without client lag. The TE3 Compression Engine is also nice - it can take many liquid fuels.
 
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Omegatron

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I don't want to have to setup yet another power network.
TE conduits can supply MJ to machines that accept it and several other mods accept RF (Ender IO, Mekanism, and AE are the only ones I can think of off the top of my head). If you are already using ender io or mekanism for power transmission you won't have to change anything.

EDIT: Ninja'd (that's what you say when this happens right?)
 

Algester

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You can use it to convert from EU to MJ, ex. power oil fabricator with EU Solar, get oil out, and use that as a direct or trans-dimensional (Ender Tank, Liquid Tesseract) dense fuel source in a Combustion Engine to power, for instance, a BC quarry in a MystCraft age.
actually MFR now has included the API for RF so... why use EU? since RF can also be used as MJ... but king lemming says that he wont guarantee that he will be keeping RF that way maybe soon it wont even power MJ machines...
 

DriftinFool

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TE3 conduits will power MJ machines. Also note the Steam Dynamos can replace RC Steam Engines of all sizes. The dynamos are *much* more client-friendly. You can spam those without client lag. The TE3 Compression Engine is also nice - it can take many liquid fuels.

I fully understand how it all works. Beyond the separate power gen for each thing, you also have to create the infrastructure. At least unleashed and unhinged, I only need 2 power setups. In unleashed you can do it with one using power converters. With BC pipes being lossless now, I don't need conduits, which cost way more initially. We are also losing 2 great MJ producers now. The magmatic and steam engine. Sadly, most of what I run with them won't take RF. Not saying I don't like TE cus I really do. But building a mod around an existing power system, then changing makes me scratch my head. Maybe if it ran off MJ or RF, I would be more interested. Or if multi farms and quarries could use RF.
 

Algester

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huh?! Quarries and forestry multifarm can still take RF via the RF>MJ conversion via conduits/Ender IO conduits its only 4:1 in conversion ratio according to king lemming you dont need an energy conversion because AGAIN AND AGAIN RF can still power MJ machines it will and probably will be until BC dies... I think this is what King Lemming saw when he said he can't take any guarantee about RF not being able to power BC machines on further updates and plus Conduits are actually better because they are smarter in energy management and the dynamos arent prone to explosive consequences
 

SandGrainOne

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I think BuildCraft and Thermal Expansion is targeting two different group of players. The way I see it, BuildCraft requires more engineering. The transportation pipes can drop items unless your are careful and balance your supply with demand. The power system will in general also need more care if the player want to avoid power loss. BuildCraft puts more responsibility on the player while Thermal Expansion comes with more built in "safety" mechanisms.

"Conduits are better because they are smarter". This is true for some players, but for other players, like me, it means that the mod has taken away important game play elements.

Both mods will live on for a long time. If Thermal Expansion ever drops its MJ support it is probably not because BC "has died", but because there is enough support for RF around for TE to stand alone. KingLemming has already talked about giving TE some sort of world resource gathering machine. Maybe that's what he is waiting for.
 

PierceSG

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Probably when BC's devs starts coming up with stuffs to make RF> MJ conversion hard. It was due to some power network coding issue that prompt KL to recode TE to use it's own power.
 
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Algester

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I think BuildCraft and Thermal Expansion is targeting two different group of players. The way I see it, BuildCraft requires more engineering. The transportation pipes can drop items unless your are careful and balance your supply with demand. The power system will in general also need more care if the player want to avoid power loss. BuildCraft puts more responsibility on the player while Thermal Expansion comes with more built in "safety" mechanisms.

"Conduits are better because they are smarter". This is true for some players, but for other players, like me, it means that the mod has taken away important game play elements.

Both mods will live on for a long time. If Thermal Expansion ever drops its MJ support it is probably not because BC "has died", but because there is enough support for RF around for TE to stand alone. KingLemming has already talked about giving TE some sort of world resource gathering machine. Maybe that's what he is waiting for.
well it also depends on what kind of computer setup you play with but if it means having a lot more of active entities = bad performance I guess TE is actually better since the power loss is actually managable = less machines = less entities to load, but as of right now im still trying o abuse my game and figures im getting crap fps speeds... 3-4 ish fps I probably need to disable AE's cable particles...