Thanks to Hoff for the math of generators:bioreactors.
1.5.2 Only atm. Need to think of a way to get biofuel better for 1.6.4
I lost the original thread where his math was done, but I'm remaking it into a 'simpler' version for a streamer named Tibbzeh and his chat ~possibly anyone else who wants to use it for reference.
Pros: Lots of energy, very little lag, compact depending on mods installed in the pack
Cons: Lots of plastic required for all of the generators. Needs a lot of prep.
In my opinion, the pros outweigh the startup time for an effective power system.
http://imgur.com/a/a3xi1 - Album of all images used.
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Mods Required:
Minefactory Reloaded
Thermal Expansion and/or extrautilities. Extrautilities helps cut out a lot of buildcraft pipes. If no extra utilities - BC pipes will have to be used or some mod that can transfer items to inventories.
Optional - Ender Storage
Optional - Chickenchunks for chunk loaders.
The Squid Chamber
http://i.imgur.com/qXJ2GSB.png
8 ranchers, 1 jailer's net squid (golden lasso won't work), extra utility pipes with 9 transfer nodes, 1 Deep Storage Unit, some conduits for power and (optional) 1 ender chest. Block on top is optional. Ranchers do not need transfer node upgrades so long as you wrench them properly with their iron pipe settings. (look at picture for details)
~You can also use energy transfer nodes. I just don't use them in this build because they have a cap of 6400 MJ.
The Build
The math for this build boils down to 1 bioreactor:9 biogenerators. Or for those who don't understand what that means - You need 1 bioreactor for every 9 biogenerators you make. You will also need some redstone conduits (or energy transfer nodes) and some liquiducts (or transport pipes and liquid transfer nodes).
http://i.imgur.com/wrixQXa.png
http://i.imgur.com/Ekwo1T6.png
Here's a simple build exposing how to wrench the energy conduits (don't wrench the liquiducts though)
Ender Chest
Why an ender chest? Lessens pipes
The Transfer nodes connected to the DSU and the Ender Chest that sends ink to the bioreactors need transfer node upgrades.
Max Build and calculations:
Lots of redstone energy conduits. At least 1 conduit:4 generators. Varies depending on the room the setup is created in.
Double the amount of liquiducts^ (or something that can transport liquid)
288 Biofuel Generators
32 Bioreactors
Total Power - 4608 mj/t.
Total Power with 5% Redstone Energy Conduit penalty - 4377 mj/t (rounded down)
What can you use all this power towards? Well that depends on the pack. You can put them into Laser Drills from MFR or use Power Converters to convert MJ to EU.
I hope some people find this helpful. Have a good one.
Hollow
1.5.2 Only atm. Need to think of a way to get biofuel better for 1.6.4
I lost the original thread where his math was done, but I'm remaking it into a 'simpler' version for a streamer named Tibbzeh and his chat ~possibly anyone else who wants to use it for reference.
Pros: Lots of energy, very little lag, compact depending on mods installed in the pack
Cons: Lots of plastic required for all of the generators. Needs a lot of prep.
In my opinion, the pros outweigh the startup time for an effective power system.
http://imgur.com/a/a3xi1 - Album of all images used.
----------------------------------
Mods Required:
Minefactory Reloaded
Thermal Expansion and/or extrautilities. Extrautilities helps cut out a lot of buildcraft pipes. If no extra utilities - BC pipes will have to be used or some mod that can transfer items to inventories.
Optional - Ender Storage
Optional - Chickenchunks for chunk loaders.
The Squid Chamber
http://i.imgur.com/qXJ2GSB.png
8 ranchers, 1 jailer's net squid (golden lasso won't work), extra utility pipes with 9 transfer nodes, 1 Deep Storage Unit, some conduits for power and (optional) 1 ender chest. Block on top is optional. Ranchers do not need transfer node upgrades so long as you wrench them properly with their iron pipe settings. (look at picture for details)
~You can also use energy transfer nodes. I just don't use them in this build because they have a cap of 6400 MJ.
The Build
The math for this build boils down to 1 bioreactor:9 biogenerators. Or for those who don't understand what that means - You need 1 bioreactor for every 9 biogenerators you make. You will also need some redstone conduits (or energy transfer nodes) and some liquiducts (or transport pipes and liquid transfer nodes).
http://i.imgur.com/wrixQXa.png
http://i.imgur.com/Ekwo1T6.png
Here's a simple build exposing how to wrench the energy conduits (don't wrench the liquiducts though)
Ender Chest
Why an ender chest? Lessens pipes
The Transfer nodes connected to the DSU and the Ender Chest that sends ink to the bioreactors need transfer node upgrades.
Max Build and calculations:
Lots of redstone energy conduits. At least 1 conduit:4 generators. Varies depending on the room the setup is created in.
Double the amount of liquiducts^ (or something that can transport liquid)
288 Biofuel Generators
32 Bioreactors
Total Power - 4608 mj/t.
Total Power with 5% Redstone Energy Conduit penalty - 4377 mj/t (rounded down)
What can you use all this power towards? Well that depends on the pack. You can put them into Laser Drills from MFR or use Power Converters to convert MJ to EU.
I hope some people find this helpful. Have a good one.
Hollow
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