Anyway, saice mentioned my bio setup, it's easy, it's simple to build, it's robust and has high output. It doesn't need any outside power sources or resources. Despite this, it can easilly run my ore processing, the occasional burst of two stacks of BC lasers, and an MFR mining laser.
It's a simple tower of planters + harvester with tin upgrades for 9x9 plots for normal plants, and no upgrades for trees for several 3x3 plots on the top.
That's the top of said tower, you can also see the planter refiling mechanism a little
Things I grow, in order from bottom to top: potatoes, carrots, wheat, wheat, cocoa, melons, pumpkins, netherwart, ghostwood, sakura.
in order of efficiency(best to worst): ghostwood, sakura, melons, pumpkins, cocoa, netherwart, potatoes, carrots, wheat.
The order would be different if fertilized, but meh. It's more trouble than it's worth, you get more power out of the space, but you actually lose efficiency. It's easier to just add a second/third/etc tower.
Item chute, the harvest lands on the item router, planlings are transported back into the planters via extra utility transfer nodes. This is so that the planters, node, and item router top up (grand total of 16+1+3 stacks of plantlings), the rest is overflow and will fall trough the chute onto a belt that leads to the reactors.
Bioreactor area. There's two liquicrafters hidden the pipes. One turns pumpkins into seeds the other does the same for melons, the item router filling those two up also removes wheat and wood from the products.
Currently, only 4 reactors run, but they're topped off constantly and always run at max efficiency. There have been several nice changes to bioreactors since ultimate and now they only hold one of each type in the upper area. This means you need no fancy automation, collectors suffice.
The line ends with extra storage and a trash can for when my lasers is turned off and the tank+all of the reactors fill up completely.
I'm burning the biofuel in biogenerators. There's several reasons for doing that. They have no heat up, no cooldown, they just spring to life whenever energy is requested. This practically means that there's completely no inefficiency and the massive tank of biofuel acts as a very energy dense battery. No other extra storage is necessary, no energy is wasted (except the energy wasted by idle machines which I didn't bother automating for disconnecting themselves when they're not doing work)
Topped up bioreactor:
Before anyone asks, the glass is clear glass from Tinkers Construct.
But yeah, I'll be adding oaks, MFR rubber trees, octopi and bonemeal to the mix, see what happens.
I'll also be changing the bioreactor area a little to allow for computercraft controlled biofuel making. You can simply use gates however.