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		<id>https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=9635</id>
		<title>Nuclear Reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=9635"/>
		<updated>2012-01-26T22:32:06Z</updated>

		<summary type="html">&lt;p&gt;Khono: apostrophe &amp;quot;s&amp;quot; is not plural.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Block&lt;br /&gt;
|image=Nuclear_Reactor_ig.png&lt;br /&gt;
|type=Generator&lt;br /&gt;
|gravity=No&lt;br /&gt;
|dirt=No&lt;br /&gt;
|transparent=No&lt;br /&gt;
|light=No&lt;br /&gt;
|stackable=Yes (64)&lt;br /&gt;
}}&lt;br /&gt;
The [[Nuclear Reactor]] is a known generator to produce [[EU]].&lt;br /&gt;
&lt;br /&gt;
With &amp;#039;&amp;#039;&amp;#039;IndustrialCraft²&amp;#039;&amp;#039;&amp;#039;, the reactor system is fully recoded! Instead of lame [[Uranium]] refining, you now have to make a good setup for your reactor with all the reactor stuff you can find in the navigation. But one thing wasn&amp;#039;t completely changed: nuclear meltdowns!&lt;br /&gt;
&lt;br /&gt;
In IC² the reactor can hold a value of heat, which is a byproduct of producing energy with [[Uranium Cell]]s. This heat can be reduced by [[Cooling Cell]]s, and [[Integrated Heat Dispenser]]s.&lt;br /&gt;
&lt;br /&gt;
You can enlarge the space of your reactor by attaching up to 6 additional [[Reactor Chamber]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;pops&amp;quot;&amp;gt;[http://forum.industrial-craft.net/index.php?page=Thread&amp;amp;threadID=446 Helpful forum post]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-headline&amp;quot; style=&amp;quot;font-size: 14pt&amp;quot; id=&amp;quot;Recipe&amp;quot;&amp;gt;Recipe&amp;lt;/span&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Advanced Alloy|B1=Advanced Circuit|C1=Advanced Alloy&lt;br /&gt;
|A2=Reactor Chamber|B2=Generator|C2=Reactor Chamber&lt;br /&gt;
|A3=Advanced Alloy|B3=Advanced Circuit|C3=Advanced Alloy&lt;br /&gt;
|Output=Nuclear Reactor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-headline&amp;quot; style=&amp;quot;font-size: 14pt&amp;quot; id=&amp;quot;GUI&amp;quot;&amp;gt;GUI&amp;lt;/span&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
This is the new GUI (fully upgraded with 6 additional [[Reactor Chamber]]s):&lt;br /&gt;
{{Grid/Reactor}}&lt;br /&gt;
Don&amp;#039;t think about using them as a mad scientist&amp;#039;s large chest; a reactor will spit out any item that is unrelated to its function. (Other than empty buckets.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-headline&amp;quot; style=&amp;quot;font-size: 14pt&amp;quot; id=&amp;quot;Usage&amp;quot;&amp;gt;Usage&amp;lt;/span&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Reactors are complex and not for the faint of heart. A bad design can suddenly replace your house with a nice new crater.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
=== Reactor Terms ===&lt;br /&gt;
Here are some of the terms often used when describing a reactor and its design.&lt;br /&gt;
&lt;br /&gt;
;Reactor Tick: A reactor &amp;#039;ticks&amp;#039; once every second. This is when heat, EU generation, and cooling is calculated.&lt;br /&gt;
&lt;br /&gt;
;Reactor Design: The pattern in which components are placed within a reactor. A good design can give you nice, safe energy, and a bad design can spontaneously crater-ize your home and its contents.&lt;br /&gt;
&lt;br /&gt;
;Full Cycle: The time it takes for a full Uranium Cell to be used up. 10,000 reactor ticks, or 2 hours 47 mins.&lt;br /&gt;
&lt;br /&gt;
;Uranium Pulse: Pulses occur during a reactor tick, producing heat and EU for each uranium cell. Uranium Cells placed next to each other will interact to produce multiple pulses per reactor tick.&lt;br /&gt;
&lt;br /&gt;
;Heat: The reactor itself and its components can all store heat. If heat levels gets too high, then components will melt, and there will be a risk of a reactor meltdown. (&amp;#039;&amp;#039;&amp;#039;Boom!&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
&lt;br /&gt;
;Cooling: Cooling is provided by internal components like a [[Cooling Cell]] and the outside environment like water. Cooling is needed to counteract the effects of heat and hopefully keep your reactor (and home) intact.&lt;br /&gt;
&lt;br /&gt;
;Cooldown Period: The time required for an inactive reactor to cool all the excess heat it has collected.&lt;br /&gt;
&lt;br /&gt;
;Reactor Hull: This is where heat goes when it&amp;#039;s not stored in a component.  The maximum heat storage is 10,000, but it can be increased with [[Reactor Chamber]]s and [[Integrated Reactor Plating]].&lt;br /&gt;
&lt;br /&gt;
;Reactor Class: All reactor designs can be a class like &amp;quot;Mark-I-O ED&amp;quot; or &amp;quot;Mark-III EB&amp;quot; which gives an indication of how well a design will perform.&lt;br /&gt;
&lt;br /&gt;
;Reactor Efficiency: The average number of pulses per [[Uranium Cell]]. (efficiency = pulses / cells) &amp;lt;br/&amp;gt;The more Uranium Cells that are placed next to each other, the higher the efficiency, but also the higher the risk.&lt;br /&gt;
&lt;br /&gt;
;Breeder Reactor: A type of reactor design that produces little energy. Its purpose is to recharge [[Depleted Isotope Cell]]s into full [[Uranium Cell]]s.&lt;br /&gt;
&lt;br /&gt;
=== Reactor Components ===&lt;br /&gt;
A list of the various components that can be used within a reactor.&lt;br /&gt;
&lt;br /&gt;
;[[Reactor Chamber]]: Not really an internal component, these are placed adjacent to the reactor block in order to increase the number of slots within a reactor, increase the strength of the hull (+1000), and add a small amount of cooling.&lt;br /&gt;
&lt;br /&gt;
;[[Uranium Cell]]: The key part of a reactor. Each cell will pulse one or more times per tick, producing some heat and 200 EU. On its own, a cell will only pulse once (10 EU/t) per tick, but each adjacent Uranium Cell will add an additional pulse per tick, producing additional heat and packets of 200 EU.  A Uranium Cell will last up to 10,000 reactor ticks (2 hours 47 minutes), generating anywhere between 2,000,000 to 10,000,000 EU, depending on the efficiency of the design. Uranium Cells have a chance to turn into [[Near-Depleted Uranium Cell]]s when they&amp;#039;re used up.&lt;br /&gt;
&lt;br /&gt;
;[[Cooling Cell]]: A single cell can store up to 10,000 heat away from the reactor hull; any more heat will cause the cell to melt. The cell will also cool 1 point of its stored heat each reactor tick.&lt;br /&gt;
&lt;br /&gt;
;[[Integrated Reactor Plating]]: Plating will distribute heat from an adjacent uranium cells into surrounding cooling cells and also into other plating to be further distributed. Distributing heat to another plating only happens once; the second plating will not distribute to a third plating. Plating also increases the reactor&amp;#039;s hull strength (+100) and can store up to 10,000 heat itself if it is unable to direct it into a cooling cell. This stored heat will dissipate at a rate of 0.1 per reactor tick.&lt;br /&gt;
&lt;br /&gt;
;[[Integrated Heat Dispenser]]: These components will attempt to balance out the levels of heat within the reactor hull, itself, and any adjacent component capable of storing heat. During each tick a dispenser can exchange up to 25 heat with the reactor hull and up to 6 heat with each of the surrounding components.  &lt;br /&gt;
:For example, if a reactor hull has 120 heat stored and fresh dispenser is placed inside and surrounded by 4 cooling cells, then the dispenser will begin balancing the heat levels until the hull, itself, and the cooling cells each have 20 heat.&lt;br /&gt;
&lt;br /&gt;
;[[Near-Depleted Uranium Cell]]: The &amp;#039;empty&amp;#039; state of a Uranium Cell; these can be made manually, or have a chance of appearing when a Uranium Cell runs dry within a reactor. They produce 1 heat each reactor tick.&lt;br /&gt;
&lt;br /&gt;
;[[Depleted Isotope Cell]]: A depleted Uranium Cell mixed with [[Dusts|coal dust]]. When placed next to a Uranium Cell it recharges into a full cell once again. Isotope cells produce 1 heat and will cause adjacent Uranium Cells to pulse an additional time each tick. This extra pulse will produce heat but &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; EU. Isotope cells charge much faster if the reactor is running very hot.&lt;br /&gt;
&lt;br /&gt;
;[[Re-Enriched Uranium Cell]]: The fully charged state of an isotope cell, it will continue to produce only 1 heat and no EU but it will no longer react with adjacent uranium cells. Combined with another [[Dusts|coal dust]], it will become a brand new Uranium Cell.&lt;br /&gt;
&lt;br /&gt;
;[[Water Bucket]]: When a reactor&amp;#039;s hull has more than 4000 heat, it will evaporate the water, reducing the heat level by 250 and leaving the empty bucket behind. (The reactor won&amp;#039;t spit it out.)&lt;br /&gt;
&lt;br /&gt;
;[[Non-IC Items|Ice Block]]: Each reactor tick, if a reactor&amp;#039;s hull has more than 300 heat, it will evaporate 1 ice block, reducing the heat level by 300.&lt;br /&gt;
&lt;br /&gt;
;[[Lava Bucket]]: A lava bucket will increase a reactor&amp;#039;s hull heat level by 2,000, and the empty bucket will remain in the reactor. This is useful for &amp;#039;breeder&amp;#039; type reactors while recharging isotope cells.&lt;br /&gt;
&lt;br /&gt;
=== Heating and Cooling ===&lt;br /&gt;
&lt;br /&gt;
Almost every component and the reactor itself can store heat in an effort to stave off a disaster. It is up to the cooling systems (and &amp;#039;&amp;#039;&amp;#039;you&amp;#039;&amp;#039;&amp;#039;) to get rid of this accumulated heat before the reactor cannot take any more.&lt;br /&gt;
&lt;br /&gt;
The reactor&amp;#039;s own storage (known as the reactor hull) starts off at 10,000, but that can be increased by up to 6 extra [[Reactor Chamber|chambers]] (+1000 each) or placing [[Integrated Reactor Plating|plating]] into the reactor (+100). If the reactor hull reaches 50% of its maximum heat storage, then nearby water will begin to evaporate, and at 85% the reactor has a chance of removing itself from existence... &amp;#039;&amp;#039;violently&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Heat stored in components will be safely tucked away from the hull, but it will need time for the cooling systems to quench it all.&lt;br /&gt;
&lt;br /&gt;
The most common source of heat is [[Uranium Cell|uranium cells]], which will produce heat for each pulse they perform.  The amount of heat depends on how many cooling components are adjacent to the cell:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
  |-&lt;br /&gt;
  ! No. of Components&lt;br /&gt;
  ! Heat Generated&lt;br /&gt;
  |-&lt;br /&gt;
  | 0&lt;br /&gt;
  | 10 per pulse into the reactor hull&lt;br /&gt;
  |-&lt;br /&gt;
  | 1&lt;br /&gt;
  | 10 per pulse into component&lt;br /&gt;
  |-&lt;br /&gt;
  | 2&lt;br /&gt;
  | 8 per pulse, 4 for each component&lt;br /&gt;
  |-&lt;br /&gt;
  | 3&lt;br /&gt;
  | 6 per pulse, 2 for each component&lt;br /&gt;
  |-&lt;br /&gt;
  | 4&lt;br /&gt;
  | 4 per pulse, 1 for each component&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
More cooling systems around a uranium cell mean less overall heat to deal with, making the reactor safer, but it also reduces the potential amount of EU a cell can produce.  Risk vs. Reward.&lt;br /&gt;
&lt;br /&gt;
Depleted Isotope cells only produce 1 heat per tick themselves, but they still react with adjacent Uranium Cells and make them pulse additional times.&lt;br /&gt;
&lt;br /&gt;
[[Near-Depleted Uranium Cell]]s and [[Re-Enriched Uranium Cell]]s produce 1 heat per tick.&lt;br /&gt;
&lt;br /&gt;
There are several ways to reduce a reactor&amp;#039;s heat each tick:&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
  ! Outside Source&lt;br /&gt;
  ! Cooling provided&lt;br /&gt;
  |-&lt;br /&gt;
  | The reactor itself&lt;br /&gt;
  | 1 heat&lt;br /&gt;
  |-&lt;br /&gt;
  | Each reactor chamber added&lt;br /&gt;
  | 2 heat per chamber&lt;br /&gt;
  |-&lt;br /&gt;
  | Water blocks within a 3x3x3 area*&lt;br /&gt;
  | 1 heat per block&lt;br /&gt;
  |-&lt;br /&gt;
  | Air &amp;#039;blocks&amp;#039; within a 3x3x3 area**&lt;br /&gt;
  | 0.25 per block&lt;br /&gt;
  |}&lt;br /&gt;
&amp;amp;#x2A; Both still and flowing water count.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#x2A;&amp;amp;#x2A; Torches, Redstone, and similar items won&amp;#039;t count.&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
  ! Internal Source&lt;br /&gt;
  ! Cooling provided&lt;br /&gt;
  |-&lt;br /&gt;
  | Cooling Cell&lt;br /&gt;
  | 1 heat***&lt;br /&gt;
  |-&lt;br /&gt;
  | Integrated Reactor Plating&lt;br /&gt;
  | 0.1 heat***&lt;br /&gt;
  |-&lt;br /&gt;
  | Ice blocks (single use)&lt;br /&gt;
  | 300 heat per block&lt;br /&gt;
  |-&lt;br /&gt;
  | Water Buckets (single use)&lt;br /&gt;
  | 250 heat per bucket&lt;br /&gt;
  |}&lt;br /&gt;
&amp;amp;#x2A;&amp;amp;#x2A;&amp;amp;#x2A; Cooling only occurs if the component in question has any heat stored.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The maximum outside cooling possible is 33 (reactor, 6 chambers and 20 water blocks).&lt;br /&gt;
&lt;br /&gt;
If the amount of cooling available is less than the amount of heat produced then the reactor will gradually collect heat. There are various ways to deal with this:&lt;br /&gt;
&lt;br /&gt;
* Make a design that only has a slight amount of excess heat so that even when the Uranium Cells are used up the heat levels are still not dangerous.&lt;br /&gt;
* Manually drop Ice blocks and/or Water buckets into the reactor.&lt;br /&gt;
* Apply Redstone current to the reactor (or one of its chambers), causing it to stop generating heat and EU for as long as the Redstone current is active.&lt;br /&gt;
&lt;br /&gt;
Heat management for a &amp;#039;Breeder&amp;#039; type reactor is different. Breeders work best when running hot, so it&amp;#039;s best to make a design that has exactly the same heat and cooling amount, then manually boost the heat by adding lava buckets, removing cooling, or temporarily adding extra uranium cells.&lt;br /&gt;
&lt;br /&gt;
Reactors will emit smoke particles when warm and fire particles when hot. Be careful when using lava buckets, as the 2000 heat goes directly into the hull, and the heat dispensers need time to pull it into the cooling systems.&lt;br /&gt;
&lt;br /&gt;
=== Environmental Effects of Reactor Heat === &lt;br /&gt;
&lt;br /&gt;
As reactors heat up, they will start having detrimental effects on their immediate surroundings.&lt;br /&gt;
Each additional chamber increases the threshold by 4% (400 heat), to a maximum of 24% relative to a base reactor.&lt;br /&gt;
The exact heat effects for reactors are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
  |-&lt;br /&gt;
  ! % of max hull heat&lt;br /&gt;
  ! Environmental effect&lt;br /&gt;
  |-&lt;br /&gt;
  | 40%&lt;br /&gt;
  | Flammable blocks within a 5x5x5 cube have a chance of burning.&lt;br /&gt;
  |-&lt;br /&gt;
  | 50%&lt;br /&gt;
  | Water blocks within a 5x5x5 cube (both sources and flowing) will have a chance of evaporating.&lt;br /&gt;
  |-&lt;br /&gt;
  | 70%&lt;br /&gt;
  | Entities within a 7x7x7 cube (instead of a 3x3x3 cube) will get hurt from the radiation exposure.&lt;br /&gt;
  |-&lt;br /&gt;
  | 85%&lt;br /&gt;
  | Blocks within a 5x5x5 cube have a chance of burning or turning into lava (&amp;#039;moving&amp;#039; lava only, no source blocks).&lt;br /&gt;
  |-&lt;br /&gt;
  | 100%&lt;br /&gt;
  | What environment? That hole in the ground?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reactor Classification ===&lt;br /&gt;
All reactor designs fall into a set of pre-defined categories.  This makes it easier to see, at a glance, how effective a design can be when either looking up designs on the IC forums or posting a design yourself.&lt;br /&gt;
&lt;br /&gt;
==== Mark I ====&lt;br /&gt;
Mark I reactors generate &amp;#039;&amp;#039;&amp;#039;no&amp;#039;&amp;#039;&amp;#039; excess heat each reactor tick and thus are safe to use continuously for as long as you supply Uranium.  Mark Is tend have a low efficiency, but that&amp;#039;s the price of a completely safe reactor.&lt;br /&gt;
&lt;br /&gt;
Mark Is have two sub-classes: Mark I-I for design that do not rely in outside cooling in anyway and Mark I-O for those that do.&lt;br /&gt;
&lt;br /&gt;
==== Mark II ====&lt;br /&gt;
Mark II designs produce a small amount of excess heat and will need to be given a cool down period eventually to prevent the hull reaching 85% maximum heat or melting component.  A Mark II must complete at least one full cycle before encountering heat problems.&lt;br /&gt;
&lt;br /&gt;
The sub-class for Mark IIs denote how many cycles the design can run before reaching critical heat levels.  For example Mark II-3 will &amp;#039;&amp;#039;need&amp;#039;&amp;#039; a cool down period after running 3 cycles in a row. Mark II&lt;br /&gt;
s that can run 16 times or more get the special sub-class &amp;#039;E&amp;#039; (Mark II-E) for almost being a Mark I.&lt;br /&gt;
&lt;br /&gt;
==== Mark III ====&lt;br /&gt;
Mark III reactors tend to have an emphasis on efficiency at the cost of safety. Mark IIIs are unable to complete a full cycle without going into meltdown and thus need to be shutdown mid-cycle in order to deal with the high amount of excess heat.  This can be done manually or by using Redstone.&lt;br /&gt;
&lt;br /&gt;
Mark IIIs have the additional condition that they must run at least 10% of a cycle (16 mins 40 secs) before reaching critical heat or losing any components.&lt;br /&gt;
&lt;br /&gt;
==== Mark IV ====&lt;br /&gt;
Mark IVs still have to run at least 10% of a cycle, just like Mark IIIs.  The difference being that Mark IVs are allowed to lose components to overheating, and that must be replaced before the reactor goes critical.&lt;br /&gt;
&lt;br /&gt;
==== Mark V ====&lt;br /&gt;
Mark Vs are for those who want to squeeze every last scrap of EU from their uranium cells; they cannot run long without needing a cool down period. You&amp;#039;d better have great Redstone timer skills, or you&amp;#039;ll never be able to turn your back on these things.&lt;br /&gt;
&lt;br /&gt;
==== Additional Suffixes ====&lt;br /&gt;
As well as being Mark I to V, reactor designs also have one or more suffixes to better inform people about their performance.&lt;br /&gt;
&lt;br /&gt;
;Single Use Coolants: A reactor that relies on a supply of ice and/or water buckets in order to maintain its classification should be suffixed with &amp;#039;-SUC&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
;Efficiency: To calculate efficiency, take the number of uranium pulses a design makes per tick and divide it by the number of uranium cells it possesses.&lt;br /&gt;
:The number provided will show the efficiency rating a design has:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Number&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| Exactly 1&lt;br /&gt;
| EE&lt;br /&gt;
|-&lt;br /&gt;
| Greater than 1 but less than 2&lt;br /&gt;
| ED&lt;br /&gt;
|-&lt;br /&gt;
| 2 or greater but less than 3&lt;br /&gt;
| EC&lt;br /&gt;
|-&lt;br /&gt;
| 3 or greater but less than 4&lt;br /&gt;
| EB&lt;br /&gt;
|-&lt;br /&gt;
| 4 or greater&lt;br /&gt;
| EA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Breeder: This suffix is for designs that also recharges isotope cells. Isotope cells charge up faster when the reactor runs hot, so heat management is important. There are three breeder types:&lt;br /&gt;
:*Negative-Breeders slowly lose heat over time and will need heat to be added manually, or they can be left for a safe slow way to recharge isotopes.&lt;br /&gt;
:*Equal-Breeders have exactly the same heat generation as they do cooling ability and usually only require a user to boost the reactor&amp;#039;s heat level manually at the beginning.&lt;br /&gt;
:*Positive-Breeders gain heat over time and will require more precise cool down management for the reactor to remain hot.&lt;br /&gt;
:Reactors whose sole purpose is to recharge cells may not even have a &amp;#039;Mark&amp;#039; classification and are simply called &amp;#039;&amp;#039;&amp;#039;Breeders&amp;#039;&amp;#039;&amp;#039; instead, with the efficiency/SUC suffix added.&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Heat&lt;br /&gt;
! Ticks Required&lt;br /&gt;
|-&lt;br /&gt;
| 0-2,999&lt;br /&gt;
| 40,000&lt;br /&gt;
|-&lt;br /&gt;
| 3,000-5,999&lt;br /&gt;
| 20,000&lt;br /&gt;
|-&lt;br /&gt;
| 6,000-8,999&lt;br /&gt;
| 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 9,000+&lt;br /&gt;
| 5,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Example Classifications ====&lt;br /&gt;
;Mark I-O EE: A reactor design that can run continuously, but relies on outside cooling and only produces one pulse for each Uranium Cell.&lt;br /&gt;
&lt;br /&gt;
;Mark II-1 ED Positive-Breeder: A reactor with recharging capabilities that can only run one full cycle before needing a cool down.&lt;br /&gt;
&lt;br /&gt;
;Mark II-2 EC: A reactor design that can run two full cycles before needing a cool down period, producing at least 2 pulses per Uranium per reactor tick on average.&lt;br /&gt;
&lt;br /&gt;
;Mark II-E-SUC EC: A reactor that can run at least 16 times before needing a cool down, relying on a supply of ice or water and has average efficiency.&lt;br /&gt;
&lt;br /&gt;
;Breeder EA: A heat-neutral reactor designed for the sole purpose of recharging Isotope Cells. Each Uranium Cell is capable of charging 3 or more Isotope Cells.&lt;br /&gt;
&lt;br /&gt;
=== Tips and Tricks ===&lt;br /&gt;
Here are a few tips and things to look out for when using a reactor.&lt;br /&gt;
* There is a Thermometer add-on on the [http://forum.industrial-craft.net/index.php?page=Thread&amp;amp;threadID=972 IC forum] that can be useful for those who want to monitor heat levels closely.&lt;br /&gt;
* Redstone timers can turn even Mark Vs into self regulating-reactors, but if you&amp;#039;re not the Redstone equivalent of &amp;quot;The One&amp;quot;, then you might want to make use of a Redstone enhancing mod, like [http://integratedredstone.wikispaces.com/ RedPower], for example.&lt;br /&gt;
* Heat Dispensers can only draw 6 heat out of a component per reactor tick, so look for components that seem to be holding more heat than the others and try to fix the problem.&lt;br /&gt;
* While the reactor hull&amp;#039;s maximum heat tolerance can be increased, all other components are fixed at 10,000. So even though a reactor can survive 10,000+ heat, Heat Dispensers will still pull that heat into components and melt them all.&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;br /&gt;
[[Category:Generators]]&lt;/div&gt;</summary>
		<author><name>Khono</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Teleporter&amp;diff=9568</id>
		<title>Teleporter</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Teleporter&amp;diff=9568"/>
		<updated>2012-01-23T01:11:46Z</updated>

		<summary type="html">&lt;p&gt;Khono: /* Power Costs: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Block&lt;br /&gt;
|image=Teleporter.png&lt;br /&gt;
|type=Block&lt;br /&gt;
|gravity=No&lt;br /&gt;
|dirt=No&lt;br /&gt;
|transparent=No&lt;br /&gt;
|light=No&lt;br /&gt;
|stackable=Yes (64)&lt;br /&gt;
}}&lt;br /&gt;
This is the &amp;#039;&amp;#039;&amp;#039;FUTURE!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Who needs Minecarts, long walkways or a speedy Quantum Suit, if you can harness the ultimate technology of TELEPORTING right to wherever you want?&lt;br /&gt;
&lt;br /&gt;
Teleporters are highly-complex, super-modern pieces of extremely-hayoish-awesome technology, capable of teleporting an infinite number of objects, excluding solid matter in form of blocks, to another Teleporter.&lt;br /&gt;
&lt;br /&gt;
However, we recommend buying a whole bunch of our sweet and cheap generator products, otherwise you WILL not be able to power the Teleporters sufficiently:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Usage: ==&lt;br /&gt;
1. Place the Teleporter directly adjacent to a power storage unit such as an [[MFS Unit]], or even a couple.&lt;br /&gt;
&lt;br /&gt;
2. Use a [[FreqTrans]] to link one Teleporter to another.&lt;br /&gt;
&lt;br /&gt;
3. Wire Redstone to the Teleporter.&lt;br /&gt;
&lt;br /&gt;
4. Activate the Redstone.&lt;br /&gt;
&lt;br /&gt;
If you have enough power in contiguous [[MFS Unit|storage units]], the power will be drained and you will be instantly teleported to the connected Teleporter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Linking Teleporters ==&lt;br /&gt;
Linking Teleporters is as easy as 1,2,3&lt;br /&gt;
&lt;br /&gt;
#while holding a [[FreqTrans]] right-click on the first Teleporter.&lt;br /&gt;
#repeat for the second Teleporter.&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;GO TELEPORTING. HEYO!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Power Costs: ==&lt;br /&gt;
The power used by the Teleporter depends on &amp;#039;&amp;#039;&amp;#039;A)&amp;#039;&amp;#039;&amp;#039; What is being teleported and &amp;#039;&amp;#039;&amp;#039;B)&amp;#039;&amp;#039;&amp;#039; How far it is going.&lt;br /&gt;
&lt;br /&gt;
Below is &amp;#039;&amp;#039;(Hopefully)&amp;#039;&amp;#039; the formulae for teleportation costs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cost to teleport an Animal:&amp;#039;&amp;#039;&amp;#039; Distance * 100&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cost to teleport a Mob:&amp;#039;&amp;#039;&amp;#039; Distance * 500&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cost to teleport a Player:&amp;#039;&amp;#039;&amp;#039; Distance * (1000 + Inventory + Armor)&lt;br /&gt;
&lt;br /&gt;
Inventory: &amp;#039;&amp;#039;For each non empty slot add (100 * Current stack size) / Max stack size&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Armor: &amp;#039;&amp;#039;For each equipped armor add 100.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Teleporting a player with only chest armor, boots, 64 cobblestone and 20 dirt for 15 distance.&lt;br /&gt;
&lt;br /&gt;
Base cost:&amp;#039;&amp;#039; 1000&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Inventory cost:&amp;#039;&amp;#039; Cobblestone(100 * 64/64) + Dirt(100 * 20/64) = 131.25&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Armor cost: &amp;#039;&amp;#039;Chest(100) + Boots(100)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Player weight:&amp;#039;&amp;#039; 1000 + 131.25 + 200 = 1331.25&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Total: &amp;#039;&amp;#039;1331.25 * 15 (Distance) = 19,968.75 EU&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As you can see, the power requirements easily exceed even [[HV Cable]], which is why a cable connection is insufficient. Although, an HV Cable might be sufficient for teleporting animals short distances (untested).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Distance calculated&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Distances are calculated in &amp;#039;&amp;#039;&amp;#039;Euclidean meters&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Distance = sqrt( (dx)^2 + (dy)^2 + (dz)^2 )&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
dx is distance in x direction, dy in y direction and so on.&lt;br /&gt;
&lt;br /&gt;
The distance is rounded down to the nearest Natural number.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If you place a teleporter at (10,50,-20) and another at (30,15,-60)&lt;br /&gt;
&lt;br /&gt;
dx = 30-10 = 20&lt;br /&gt;
&lt;br /&gt;
dy = 15-50 = -35&lt;br /&gt;
&lt;br /&gt;
dz = (-60)-(-20) = -40&lt;br /&gt;
&lt;br /&gt;
Distance = sqrt ( 20^2 + (-35)^2 + (-40)^2 ) = 56.78908&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rounded down&amp;#039;&amp;#039;&amp;#039; to 56&lt;br /&gt;
&lt;br /&gt;
Asuming it will be used by a player carying the maximal amount (inventory and hotbar full with maximal stacks size and full armor set) the teleporter will drain 5000 EU / meter. The energy requirements for this instance.&lt;br /&gt;
&lt;br /&gt;
Total energy for maximum inventory jump 56 meter * 5000 EU / meter = 280 000 EU&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note!&amp;#039;&amp;#039;&amp;#039; Teleporter energy drains have a minimum distance of 20 meters. Meaning any teleportation event under 20 meters will drain energy as if the distance would be 20 meters. Distances above 20 meters are calculated per normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Energy Storage devices&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Energy will be drained from adjacent energy storage devices simultaneously. Equal amounts of energy will be drained from adjacent devices if there are enough energy. If three energy devices are adjacent 33.33% of the energy will be drained from each. &lt;br /&gt;
&lt;br /&gt;
All types of energy storage can be used BatBox, MFE and MFSU.&lt;br /&gt;
&lt;br /&gt;
== Other Notes: ==&lt;br /&gt;
Teleporters can explode if you leave and reload a world without quitting Minecraft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other mods like TMI (Too Many Items) can interfere with IC2. Specifically Frequency Transmitters when setting up Teleporters. This bug often makes Frequency Transmitters get stuck on the first Teleporter when linking two Teleporters. Afterwards it is not possible to unlink from the first Teleporter and all other connections made will link to the first Teleporter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teleporters can teleport players that are standing one block above the teleporter. This makes it possible to place a storage device on all 6 sides. It also makes it possible to camouflage teleporters under the ground.&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Glowstone Dust  |B1=FreqTrans |C1=Glowstone Dust&lt;br /&gt;
|A2=Insulated Copper Cable  |B2=Advanced Machine |C2=Insulated Copper Cable&lt;br /&gt;
|A3=Glowstone Dust |B3=Diamond |C3=Glowstone Dust&lt;br /&gt;
|Output=Teleporter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Machines]]&lt;/div&gt;</summary>
		<author><name>Khono</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Tesla_Coil&amp;diff=9567</id>
		<title>Tesla Coil</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Tesla_Coil&amp;diff=9567"/>
		<updated>2012-01-23T01:09:29Z</updated>

		<summary type="html">&lt;p&gt;Khono: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Block&lt;br /&gt;
|image=Tesla_Coil_ig.png&lt;br /&gt;
|type=Deadly Wiring&lt;br /&gt;
|gravity=No&lt;br /&gt;
|dirt=No&lt;br /&gt;
|transparent=No&lt;br /&gt;
|light=no&lt;br /&gt;
|stackable=Yes (64)&lt;br /&gt;
}}&lt;br /&gt;
How do you defend your well-terraformed, expensive industrial landscape from pesky animals/creepers/weirdos/thieves? Try a &amp;#039;&amp;#039;TESLA COIL&amp;#039;&amp;#039;!&lt;br /&gt;
&lt;br /&gt;
This is it: THE latest piece of defensive technology available for free usage without the need to buy licenses.&lt;br /&gt;
&lt;br /&gt;
A &amp;#039;&amp;#039;Tesla Coil&amp;#039;&amp;#039;, already used by the Soviets to defend against the combined Allied army in the second altered-realm WW, is highly effective, medium-ranged and absolutely deadly.&lt;br /&gt;
&lt;br /&gt;
First of all, however, you need to charge the &amp;#039;&amp;#039;Tesla Coil&amp;#039;&amp;#039; with 5000 [[EU]]. Once charged, the &amp;#039;&amp;#039;Tesla Coil&amp;#039;&amp;#039; is on stand-by. To ACTIVATE it, apply a Redstone current.&lt;br /&gt;
&lt;br /&gt;
As long as this current is applied, the &amp;#039;&amp;#039;Tesla Coil&amp;#039;&amp;#039; will drain 2 [[EU]]s constantly to fuel its extremely efficient targeting system.&lt;br /&gt;
&lt;br /&gt;
This system will target the first living object (we will consider undead alive in this matter) within a range of ~4 blocks.&lt;br /&gt;
&lt;br /&gt;
Please take note, we do not take any responsibility for zapping any part of your family/friends, including yourself.&lt;br /&gt;
&lt;br /&gt;
Then the &amp;#039;&amp;#039;Tesla Coil&amp;#039;&amp;#039; will unleash the power of technology in the form of an extremely powerful, wall-penetrating and lethal energy bolt. Of course this will deplete the energy reserve of the &amp;#039;&amp;#039;Tesla Coil&amp;#039;&amp;#039;, which will thus need to be recharged again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pro-Tip:&lt;br /&gt;
[[file:pro_tip.png|left|link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;is the easiest set-up for a working and fully functional &amp;#039;&amp;#039;Tesla Coil&amp;#039;&amp;#039;, that will kill every mob approaching you, once you trigger the Pressure Plate.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Redstone|C1=Redstone&lt;br /&gt;
|A2=Redstone|B2=MV Transformer|C2=Redstone&lt;br /&gt;
|A3=Refined Iron|B3=Electronic Circuit|C3=Refined Iron&lt;br /&gt;
&lt;br /&gt;
|Output=Tesla Coil&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Energy ==&lt;br /&gt;
Maximum Input: 128 [[EU]]/t before exploding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiring]]&lt;/div&gt;</summary>
		<author><name>Khono</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Energy_Crystal&amp;diff=9566</id>
		<title>Energy Crystal</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Energy_Crystal&amp;diff=9566"/>
		<updated>2012-01-22T23:52:56Z</updated>

		<summary type="html">&lt;p&gt;Khono: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These neat little pieces of future technology are the &amp;#039;&amp;#039;&amp;#039;commonly used energy storage device&amp;#039;&amp;#039;&amp;#039; for all REALLY [[Advanced Machine]]s. [[file:picture_na.png|right|link=|Picture not available]]&lt;br /&gt;
&lt;br /&gt;
Yes, it can even get more advanced than the [[Macerator]]!&lt;br /&gt;
&lt;br /&gt;
However, newly created Energy Crystals &amp;#039;&amp;#039;do not&amp;#039;&amp;#039; contain energy, at all. None. Zero.&lt;br /&gt;
Being so super-awesome and advanced, before use they must first be be charged in either an [[MFE Unit]] or [[MFS Unit]]. HAYO!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Redstone|C1=Redstone&lt;br /&gt;
|A2=Redstone|B2=Industrial Diamond|C2=Redstone&lt;br /&gt;
|A3=Redstone|B3=Redstone|C3=Redstone&lt;br /&gt;
|Output=Energy Crystal&lt;br /&gt;
}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note&amp;#039;&amp;#039;&amp;#039;: Regular [[Diamond]]s can also be used.&lt;br /&gt;
&lt;br /&gt;
{{Energy|Input=-|Output=-|Storage=100,000}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Unlike [[RE_Battery|RE Batteries]], Energy Crystals cannot be stacked no matter how much power they have, wheras uncharged batteries can be stacked.&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Khono</name></author>
	</entry>
</feed>