I haven't seen any guides that account for all the changes from 1.10 to 1.12 CoFH mods, also I'm getting into Thermal Logistics as well. I've setup a couple flowcharts with full production chains which I'd like to share. I'll be showing them as built in game as well as adding probably another chart or two for the missing things (mob encapsulator + enstabulation farm, etc). ToC: Flow-charts (this post) Phyto-works Fish and loaves plus Grassoline Mob farming Dynamo setup Automatic scalable ore-processing Specialized ore-processing & on-demand crafting On-demand Crafting II On-demand Crafting III Advanced Fluid Handling & Crafting Advanced Fluid Handling & Crafting II Advanced Fluid Handling & Crafting III I hope the charts are easy enough to understand, but I guess I should provide some key. Blue are machines/devices, red are primary outputs, yellow secondary (TE colors), orange for liquids. Cyan is an outside activity (mining, gathering). I went with the Periodic Table of Elements for metal names to save space. Don't feel bad if you have to refer to it, I couldn't for the life of me remember Tin (it's Sn). So the first chart is anchored around automated production of fluxed phyto-gro, everything else flows from there. This gives us a surplus of self-sustaining power, building materials, sand for smelting and food. Once it is up and running it is completely automated. It can be scaled out of course for more power and other materials. Wheat, wart and oak were chosen because they are necessary inputs but other crops and woods could be added (Enderlily & Cinderpearls especially if you're running ExU2 & Thaumcraft6 as well). You'll also need an Aqueous Accumulator or other water source not shown. 1 spruce was not enough but 2 produces too much tree oil by the way (or just use 1 fuel catalyzer). Unless space is an issue it is always best to put 1 arboreal extractor per tree (trust me I've crunched the numbers). Our second chart is materials processing. Mostly from mining. Since this exercise is CoFH-centric I show the best methods using TE here. Depending on your other mods there may be better alternatives available to you. Although I don't include it in the flowchart, do not forget about the Redstone Furnace with a Flux Anodizer. In some modpacks that can be your best option for certain ores (in Infinity Evolved it was for a few things, but this was 1.7) I'm going to assume everyone is pumping lava out of the nether (myself included) but I include the TE way making it out of netherrack (magma is more efficient but less available, and stone is very inefficient). Using redstone relays we also only run the crucible for this if we run out of lava (like when you forget to move your nether pump). I didn't go into detail on alloying and making Signalum, Lumium, Enderium, etc or even basic things like glass (we've got plenty of sand) here due to space, but I will include setups for this as well. I've not done much with tectonic and pyrotheum pulverizer/smelter options, and not shown them in the chart. I'm not real comfortable automating something that uses redstone dust, and it's overkill for the most part. However I am going to do a tectonic pulverizer setup for emerald/diamond (gives 3, which is better than fortune III avg of 2.5, and less manual labor) and a pyro-infuser smelter (with sieves) that takes nickel & cinnabar to provide 4 nickel and 2 platinum. That is ore-sextupling, very sexy! In your face Mekanism/EIO! Smelting nether quartz also gives us rich slag, and we will have surplus cinnabar; nickel being small spawns. So that also gives options for other ores you find yourself in short supply of, which will vary depending what other mods you use. Myself I seem to go through a lot of gold (Thaumcraft uses a lot). TF does use quite a bit of electrum these days for upgrades, and then if you use Redstone Arsenal you'll want a couple stacks of electrum for that(although it is a 1 time investment). Considering the bulk of your cinnabar is going to come from redstone once you have silk touch, smelting gold with rich slag or cinnabar is a very viable option as well. Thaumcraft cinnabar ore can also be converted into TF cinnabar so one could probably cinnabar all the ores if they wanted. (this paragraph brought to you by cinnabar and the number 42). Sand and most power is provided by the 1st chain. Idle everything pretty much runs off the tree oil, occassional surges use the grassoline. All other dynamos are for large surge, ore processing, recharging your equipment, running another mods quarry, etc. Redstone relay in comparator mode on your main Energy Cell and relays on most (all but the tree oil & grassoline) dynamos to only turn them on when needed (I like threshold >14, which is like 90% full) Also add more pulverizers/smelters as needed. I would avoid aux coils like the plague that they are and just build more machines. You've got the surplus power either way (until you start building RF Tools dimensions) The only time to really use coils is for your manual use devices where you are just impatient (and aren't we all).