You are not logged in.

IC2 Experimental builds (jenkins):
v2.0/2.1/2.2 / 2.3 / 2.5 / 2.6 (For Minecraft 1.6.4/1.7.2/1.7.10 / 1.8.9 / 1.9.4 / 1.10)
IndustrialCraft² recent version: v1.117! (For Minecraft 1.5.2 → topic)

Dear visitor, welcome to IC² Forum. If this is your first visit here, please read the Help. It explains in detail how this page works. To use all features of this page, you should consider registering. Please use the registration form, to register here or read more information about the registration process. If you are already registered, please login here.

21

Friday, March 13th 2015, 10:47pm

And if I have a super crop, and I right click to harvest from it, then I place those sugar on crop sticks. Will that just make "dumb" sugar, with normal beginner stats? Or will it carry the stats it came from. Obviously that'd be a great way to propagate a good seed across a whole field if it works.

SpwnX

IC² Creative Content Inventor, GT Public Relations Manager and your lovely forum moderator

  • "SpwnX" is male
  • Brazil

Posts: 8,359

Location: Nowhere to be found, unless I know you

  • Send private message

22

Saturday, March 14th 2015, 2:01am

regular sugar cane. you have to harvest the seeds with left click as usual.

You'll have to keep crossbreeding over and over to fill a field.
We need people to document GregTech, help us by joining the FTB wiki team: http://ftb.gamepedia.com/GregTech_6

23

Saturday, March 14th 2015, 4:29am

Word is high resistance stat on plants also boosts their chance of supplying multiple seed bags per left click. It's this true? That might also be very helpful for filling a fiel.

Another question about resistance. Does it inhibit a crop's ability to:

A. Create a hybrid plant with any neighboring crop (including it's own species)
B. Decrease it's ability to make a hybrid of another species with a neighboring plant of another species
C. Decrease it's ability to get mutation into new crops of a different species

SpwnX

IC² Creative Content Inventor, GT Public Relations Manager and your lovely forum moderator

  • "SpwnX" is male
  • Brazil

Posts: 8,359

Location: Nowhere to be found, unless I know you

  • Send private message

24

Saturday, March 14th 2015, 4:41am

after a certain resistance it will slow down the crossbreed. I don't remember the number now.

Also crops with higher overall stats (with resistance being the most useless one) consume more "nutrients" from the soil, requiring a better environment to safely grow.
Increasing resistance is really not required at all.
We need people to document GregTech, help us by joining the FTB wiki team: http://ftb.gamepedia.com/GregTech_6

25

Saturday, March 14th 2015, 8:00am

Is there a limit to fertilizers ability to counteract this? Because I'm set up to make a metric ton of that stuff.

And I'm sorry you're language is a little unclear to me, does "cross breed" as you say it include cross breeding two plants of the same species? Or only two plants of different species?

SpwnX

IC² Creative Content Inventor, GT Public Relations Manager and your lovely forum moderator

  • "SpwnX" is male
  • Brazil

Posts: 8,359

Location: Nowhere to be found, unless I know you

  • Send private message

26

Saturday, March 14th 2015, 8:12am

by crossbreeding I mean the double cropsticks. Two crops, whatever they are, to produce a third.

Fertilizer and hydration in the crop (best provided by a cropmatron) will significantly boost the maturation speed of a crop.
If the crop have a high growth stat said boost is even higher (they multiply each other).

That said, the crops have a maximum amount of fertilizer and hydration that it can stock and will use over time (the cropmatron will replenish it provided it has the resources to).
The boost provided by them is dependant on how close to the maximum amount the crop has, the cropmatron will keep it at those levels.
We need people to document GregTech, help us by joining the FTB wiki team: http://ftb.gamepedia.com/GregTech_6

27

Saturday, March 14th 2015, 8:17am

Great, thank you

28

Sunday, March 15th 2015, 1:11am

I hadn't noticed that hydration and fertilizer made much difference so in my current world I just bred up reeds until their stats were in the teens, and I think I only have half a dozen of them with a crop harvester ( no crop matron ), and that is having no trouble feeding 16 fermenters/heaters powering 8 semifluid generators pumping out 128 eu/t. The setup was fairly expensive to build but it's maintenance free energy. I augmented that with wind power until I started cranking out nuclear reactors. I currently have 4 windmills, that biofuel setup, and 6 reactors generating a combined ~2300 eu/t.

29

Sunday, March 15th 2015, 1:52am

If you've got 16 fermenters powered by 16 semi fluid heaters you're fermenting with 512 hu/t

I've got a fluid nuclear reactor feeding 1056 hu/t to 16 fermenter, (not enough heat for them to work at full capacity)
But my point is they are massively over supplied by a small patch of vanilla sugar. So the potential for your well bred sugar is very high.

30

Sunday, March 15th 2015, 11:46pm

I generate the heat also using the biogas with fluid heat generators. You can just stack pairs of heaters/fermenters row after row, swapping their position back and forth every other row and fill them all with fluid ejector upgrades. I also misspoke before: the crops don't have all of their stats in the teens, but rather the sum of all three stats are in the teens, so they are each in the range of 3-9. In other words, they are by far not the best crops and still enough to make all of that biogas.

31

Monday, March 16th 2015, 1:18am

Yep, only problem with that is that each pair of machines (and their piping) only nets 9.6EU. Very sustainable, but pretty low volume.

32

Monday, March 16th 2015, 8:43am

I wonder if Redwheat farms are efficient?
  • 1 Redstone Dust = 800 EU, at a rate of 800 EU/t/Battery Block (lossless). = 800 * avg. drops * quantity (should be 11^2) EU/avg. growth time (in ticks) = 800 * d * q/ T EU/t
  • Crop Harvester consumes 1EU/t = 800 * d * q / T - T EU/t
  • Crop Harvester also consumes 100 EU per drop (another 100 EU if the cropnalyzer is in) = 600 * d * q / T - T EU/t

This post has been edited 2 times, last edit by "Max Shen" (Mar 16th 2015, 3:21pm)


blub01

The Dude who doesn't play minecraft but is frequently active on a forum for a minecraft mod(guess which, it is IMPOSSIBLE COUGH COUGH to figure out)

  • "blub01" is male

Posts: 525

Location: In the general vicinity of the universe.

  • Send private message

33

Monday, March 16th 2015, 11:21am

if you breed them up high enough, probably. also, thaumcraft golems might be able to harvest crops, and these don't require energy.
Native language german, please point out mistakes to me. forget it, my english is better than that of a good deal of people on the forums anyway.

IC Related Quotes thread. If you ever need some good puns.

MauveCloud

Coal Miner

  • "MauveCloud" is male

Posts: 1,048

Location: California

  • Send private message

34

Monday, March 16th 2015, 3:08pm

I wonder if Redwheat farms are efficient?
  • 1 Redstone Dust = 800 EU, at a rate of 800 EU/t/Battery Block (lossless). = 800 * avg. drops * quantity (should be 11^2) EU/avg. growth time (in ticks) = 800 * d * q/ T EU/t (values are only for daytime, when crops grow best)
  • Crop Harvester consumes 1EU/t = 800 * d * q/ T - T EU/t
  • Crop Harvester also consumes 100 EU per drop (another 100 EU if the cropnalyzer is in) = 600 * d / T - T EU/t


According to http://ftb.gamepedia.com/Crop_Breeding_%…trialCraft_2%29, redwheat only grows in light levels between 5 and 10 inclusive, so it's an exception to daytime being when crops grow best - if it's open to the sky, it won't grow while the sun is out (not sure about during rain or thunderstorms). Also, afaik some crops like reed (aka sugar cane) and stickreed grow equally well at night as in the daytime.

35

Monday, March 16th 2015, 3:19pm

Whoops, I forgot to get rid of that. I was going to suggest a solar panel + daylight sensor, but then I remembered the nature of redwheat.

blub01

The Dude who doesn't play minecraft but is frequently active on a forum for a minecraft mod(guess which, it is IMPOSSIBLE COUGH COUGH to figure out)

  • "blub01" is male

Posts: 525

Location: In the general vicinity of the universe.

  • Send private message

36

Monday, March 16th 2015, 3:25pm

right, it'd be a lot of effort to get the farm going with the lighting and stuff. but wouldn't a high ceiling do it as well? And wouldn't biomass be more effective?(I really have no idea on that one, as i haven't played any IC² in like, 3 months or so)
Native language german, please point out mistakes to me. forget it, my english is better than that of a good deal of people on the forums anyway.

IC Related Quotes thread. If you ever need some good puns.

This post has been edited 1 times, last edit by "blub01" (Mar 16th 2015, 4:44pm)


37

Monday, March 16th 2015, 10:14pm

I wonder if Redwheat farms are efficient?
  • 1 Redstone Dust = 800 EU
Actually you can get a lot more juice out of it than that. You can net 24,750 if you're also running Thermal Expansion, by running the redstone through a magma crucible, then an efficiency augmented Reactant Dynamo.

Regarding concern of red wheat and lighting. I remember some dude talking about how cool cargo rockets are (galacticraft), and he had made reference to "a shipment of redwheat coming in from mars". Maybe he had discovered that the lighting on mars is excellent for mass producing red wheat.

Now the question is how does the efficiency compare to what is probably the front runner for getting power out of IC2 crops: The MFR BioReactor.

One bucket of it's biofuel can produce 231,250 EU in an efficency optimized compression dynamo ( or 174,000 in a railcraft boiler). With 9 ingredients in it the bioreactor produces 150mb per plant item.

So 231,250 *.15 = 34,687

34, 687 from MFR's bioreactor > than best energy use (that I can think of) for redstone. Plus, to put the redstone to use we'd have to supply the reactant dynamo with sugar as a reactant. You'd probably want to go wtih sugar, so much easier to get than all the other solid reactants, and it would take 3.7 sugar to match each redstone.

so Biofuel = 34, 687 per plant
Redwheat = 24,750 / 4.7 =5,266 per plant

MFR Biofuel is still the pony to beat.

38

Tuesday, March 17th 2015, 11:35am

How are you converting your RF to EU?

24,750

Have you factored in the cost of using the Magma Crucible, and the cost of using sugar for a Reactant Dynamo? Sugar can also be used to make a MFR charcoal, right?

With 9 ingredients in it the bioreactor produces 150mb per plant item.

Now you need to ensure that the Bioreactor always has 9 ingredients in it, or risk the loss of efficiency because the reactor is most definitely faster than your puny cropfield can sustain. I guess one way to solve this problem is by using a chest for each plant, then comparators on the chests and a 9-way AND gate which powers hoppers/item pipes to fill the reactor, and after a delay turns the reactor on or something.

231,250 EU in an efficency optimized compression dynamo ( or 174,000 in a railcraft boiler)

Speed is also a factor, for example 231,250 EU may not be as useful at 80 EU/t (assuming 1:1 EU:RF, apparently 80 RF is the bottleneck of a dynamo) as an instant 800EU/t from Redstone Dust. Obviously it depends on how fast the biofuel is coming in, which ultimately depends on how fast the crops are harvested. Remember that the time it takes to grow the actual crops is shared between all of these methods. I wish I had a good statistic for growth times or a formula to calculate them, but I have no idea how long it takes to grow IC2 crops. There should be a threshold at which it is more efficient to use a series of dynamos than simply harvesting Redstone Dust, given a constant crop field size.

For a railcraft boiler, you will have to do some serious calculations to find an optimal setup since there are the additional steps of converting biofuel to steam, and steam to whatever form of energy you can squeeze from it. I would imagine most steam-powered generators require a steady supply of steam to operate efficiently.

This post has been edited 1 times, last edit by "Max Shen" (Mar 17th 2015, 11:40am)


39

Tuesday, March 17th 2015, 12:08pm

How are you converting your RF to EU?
I tend to use rednet energy cables, or if you meant numerically, I'm considering 1 EU to be 4 RF, that's what the cables do, and I understand that to be a "standard" conversion value, although of course there are lots of conversion methods that can bend those rules.
Have you factored in the cost of using the Magma Crucible, and the cost of using sugar for a Reactant Dynamo? Sugar can also be used to make a MFR charcoal, right?
Yes, no, yes
Now you need to ensure that the Bioreactor always has 9 ingredients in it.
Yes, I think early game a lot of people only turn the Bioreactor on in short bursts before they have the volume of plants to keep it more regular. I think your idea would work, but that we could likely hash out something a bit more compact and simple with Buildcraft logic gates, haven't tried yet.
Speed is also a factor
Yes. You can pump out and use that Biofuel energy full blast, but you'll need a lot of infrastructure to do it. A lot of dynamo's with a lot of augments and piping, or if you're willing to take a hit on efficiency a lot of boilers. Certainly there's something to be said for the simplicity of just dumping in redstone.
For a railcraft boiler, you will have to do some serious calculations to find an optimal setup...
Sure would, that's where this guy comes in:
http://calculator.towerofawesome.org/

blub01

The Dude who doesn't play minecraft but is frequently active on a forum for a minecraft mod(guess which, it is IMPOSSIBLE COUGH COUGH to figure out)

  • "blub01" is male

Posts: 525

Location: In the general vicinity of the universe.

  • Send private message

40

Tuesday, March 17th 2015, 1:25pm

Now you need to ensure that the Bioreactor always has 9 ingredients in it, or risk the loss of efficiency because the reactor is most definitely faster than your puny cropfield can sustain. I guess one way to solve this problem is by using a chest for each plant, then comparators on the chests and a 9-way AND gate which powers hoppers/item pipes to fill the reactor, and after a delay turns the reactor on or something.


If you breed the crops high enough, that isn't an issue at all. otherwise, you can use less generators, which will use less biofuel, that means the bioreactor doesn't make as much and thus doesn't use as many plants. I don't think the reactor has redstone control, anyway. but a relatively small field of crops with very good stats(it might actually be possible to power the reactor of one crop per plant type, if they are bred high enough). a 27*27 field of (normal) plants can supply one reactor easily, that means one 9*9 field per plant type, ore 80 plants. with a GGR of 21 21 something, you gain 21 drops per harvest(i think), and grows crazy fast(21 times?), that should easily deck a reactor. Oh, and is there a mechanic where a plant can essentially copy itself to an adjacent double cropstick? there is a mod called agricraft which essentially copies IC² crops(and only those), that has this feature, and i think it would make both sense and crops a bit less grindy, not having to breed every crop up separately.

Also, how much energy do you get from one bucket biofuel in the mfr biogenerator?
Native language german, please point out mistakes to me. forget it, my english is better than that of a good deal of people on the forums anyway.

IC Related Quotes thread. If you ever need some good puns.