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		<id>https://wiki.industrial-craft.net/index.php?title=Talk:Nuclear_Reactor&amp;diff=12177</id>
		<title>Talk:Nuclear Reactor</title>
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		<updated>2012-11-10T19:09:27Z</updated>

		<summary type="html">&lt;p&gt;Lexmechanic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Heating elements ==&lt;br /&gt;
Someone should add in information about the external heating effects of lava and fire, as well as the internal heating effects of lava buckets.&lt;br /&gt;
&lt;br /&gt;
:Falling_Ninja 6/10/12&lt;br /&gt;
: try http://forum.industrial-craft.net/index.php?page=Thread&amp;amp;threadID=446&amp;amp;s=02087ab4c83ba48c2a976b1720650ffa55d70f5b [[http://forum.industrial-craft.net/index.php?page=Thread&amp;amp;threadID=446&amp;amp;s=02087ab4c83ba48c2a976b1720650ffa55d70f5b]]&lt;br /&gt;
: this page has everything you may need&lt;br /&gt;
: oh and lava buckets in the reactor adds heat 4000, see the Nuclear Reactor page.&lt;br /&gt;
:--[[User:Falling Ninja|Falling Ninja]] 22:08, 10 June 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Nuclear Reactor exploding ==&lt;br /&gt;
&lt;br /&gt;
Main page mentions that Nuclear Reactor has chance of exploding, however it does not mention any clear indication of reactor going to explode nor is it cooling related or not.&lt;br /&gt;
&lt;br /&gt;
It would help alot if there could be found some statistics what is chance of non cooled reactor to explode and how to make cooling that eliminates the chance of unhoped meltdown.&lt;br /&gt;
&lt;br /&gt;
In addition to above [[MFS_Unit]] is very recommended to use to collect power output from Reactor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Reply|user=Feanturi|space=:|agree=reply|reply=Well idk the chance of explosion without water, but with water the chance is 0,0005% per frame (if i mention right)}}&lt;br /&gt;
&lt;br /&gt;
Yeah, I could think something like that.&lt;br /&gt;
&lt;br /&gt;
Also I did notice that without cooling reactor is almost certain to explode with less than one uranium used (4 fuel ingots), so running reactor without cooling is seriously unadviced unless you want to blow that place up.&lt;br /&gt;
&lt;br /&gt;
==Explosion==&lt;br /&gt;
&lt;br /&gt;
I was wondering what the blast of the reactor would be, as in: how many TNT would equal it. Not I&amp;#039;m anxious, but just wondering, as I have never witnessed a nuclear blast.&lt;br /&gt;
&lt;br /&gt;
[[User:Dn5|dn5~]] 21:35, 23 June 2011 (CEST)&lt;br /&gt;
&lt;br /&gt;
{{Reply|user=Feanturi|space=:|agree=nukes/reactors|reply=Nukes and reactors dont got the same explosion like TNT^^ they are &amp;quot;silent&amp;quot; :P}}&lt;br /&gt;
&lt;br /&gt;
== Explosion Mechanics ==&lt;br /&gt;
Like nukes and TNT, does being submerged in water stop a reactor&amp;#039;s explosion from damaging other blocks?&lt;br /&gt;
&lt;br /&gt;
If so, submerging the reactor serves a dual purpose of preventing the explosion and preventing the damage.&lt;br /&gt;
&lt;br /&gt;
[[User:Werewolf nr|Werewolf nr]] 19:10, 6 July 2011 (CEST)&lt;br /&gt;
&lt;br /&gt;
:Somebody said reactor evaporates nearby water after reaching certain temperature, so it a) would no longer cool it and b) would not stop the explosion --[[User:TakeruDavis|TakeruDavis]] 19:23, 13 October 2011 (CEST)&lt;br /&gt;
{{Reply|space=::|user=Feanturi|agree=Changes Water|reply=After reaching a certain temperature, the reactor turns water into lava... so it gets even more heat^^}}&lt;br /&gt;
::Once again, I would refer to &amp;quot;somebody said&amp;quot; (... it turns solid blocks into lava), but since I see you are Dev, I have to trust you. Also, havent read (on Nuclear Reactor page itself) about lava being external heat source (even though it naturally would be, game mechanics could have been different...).&lt;br /&gt;
:: I wonder about three things... 1)is this created lava collectable by buckets (= is it made of lava source blocks) and 2) does adjaced Ice block (not stack inside reactor) cool the Hull as well or does only water cool it? 3) just to clarify... it does not work with buildcraft pipe systems, does it? cause sadly, I could not connect them to reactor, while macerators, E-furnaces and other stuff was no problem... (3b-any chance you change that? )--[[User:TakeruDavis|TakeruDavis]] 03:20, 14 October 2011 (CEST)&lt;br /&gt;
::: One more question, it seems like RedPower mod wirings do succesfully stop Reactor only when it goes directly into Reactor, however it does not work when applied to adjaced chamber. I know compatibility of two different mods is usually least of issues devs need to solve, as nobody can be sure what players actually install and what they dont... still, (after all, both IC and RedPower... and previously mentioned BuildCraft were all in merged into one pack) if you have an idea, why could that be and if there is any solution to that, we would be GLaD. --[[User:TakeruDavis|TakeruDavis]] 15:51, 14 October 2011 (CEST)&lt;br /&gt;
:::: Oh, it (reactor + pipes) does work, but not with chambers, pipe needs to go into reactor itself. Just as same as powering with redpower instead of redstone ...--[[User:TakeruDavis|TakeruDavis]] 03:13, 15 October 2011 (CEST)&lt;br /&gt;
&lt;br /&gt;
:: * What? People who have built and use Reactors using IC2 are saying water evaporates into air and solid blocks turn into lava on the forums. --[[User:Trifler|Trifler]] 04:39, 14 October 2011 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Falling_Ninja 6/10/12&lt;br /&gt;
:it works like this&lt;br /&gt;
:water blocks will turn to air&lt;br /&gt;
:other blocks but air turn to lava but not source blocks so you cant bucket it&lt;br /&gt;
: ice blocks in the reactor melt as soon as it&amp;#039;s added to cool the reactor hull&lt;br /&gt;
: i found that if you put source blocks 2 or 3 blocks above the reactor the run off cools the reactor of jest like source blocks this will help keep all the water from turning to air but care full because the reactor chambers block the water underneath them.&lt;br /&gt;
: also try http://forum.industrial-craft.net/index.php?page=Thread&amp;amp;threadID=446&amp;amp;s=02087ab4c83ba48c2a976b1720650ffa55d70f5b&lt;br /&gt;
:--[[User:Falling Ninja|Falling Ninja]] 22:02, 10 June 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Epic reactor setup ==&lt;br /&gt;
&lt;br /&gt;
I have found a way to get the absolute most from a nuclear reactor! :D the setup below appears to &amp;#039;&amp;#039;never drain coolant cells&amp;#039;&amp;#039; and leaves plenty of room for integrated reactor plates!(cc=coolant cell, rp=integrated reactor plates, uc=uranium cell. hope you find this useful. works with 6 chambers, with or without plating.&lt;br /&gt;
&lt;br /&gt;
{{Grid/Reactor&lt;br /&gt;
|A1=Integrated Reactor Plating|A2=Cooling Cell|A3=Integrated Reactor Plating|A4=Integrated Reactor Plating|A5=Cooling Cell|A6=Integrated Reactor Plating|A7=Integrated Reactor Plating|A8=Cooling Cell|A9=Integrated Reactor Plating&lt;br /&gt;
|B1=Cooling Cell|B2=Uranium Cell|B3=Cooling Cell|B4=Cooling Cell|B5=Uranium Cell|B6=Cooling Cell|B7=Cooling Cell|B8=Uranium Cell|B9=Cooling Cell&lt;br /&gt;
|C1=Integrated Reactor Plating|C2=Cooling Cell|C3=Integrated Reactor Plating|C4=Integrated Reactor Plating|C5=Cooling Cell|C6=Integrated Reactor Plating|C7=Integrated Reactor Plating|C8=Cooling Cell|C9=Integrated Reactor Plating&lt;br /&gt;
|D1=Integrated Reactor Plating|D2=Cooling Cell|D3=Integrated Reactor Plating|D4=Integrated Reactor Plating|D5=Cooling Cell|D6=Integrated Reactor Plating|D7=Integrated Reactor Plating|D8=Cooling Cell|D9=Integrated Reactor Plating&lt;br /&gt;
|E1=Cooling Cell|E2=Uranium Cell|E3=Cooling Cell|E4=Cooling Cell|E5=Uranium Cell|E6=Cooling Cell|E7=Cooling Cell|E8=Uranium Cell|E9=Cooling Cell&lt;br /&gt;
|F1=Integrated Reactor Plating|F2=Cooling Cell|F3=Integrated Reactor Plating|F4=Integrated Reactor Plating|F5=Cooling Cell|F6=Integrated Reactor Plating|F7=Integrated Reactor Plating|F8=Cooling Cell|F9=Integrated Reactor Plating&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
-conartist308, 10/15/11&lt;br /&gt;
&lt;br /&gt;
: Well, this layout might be one of safest, but definitively not one that gets most from the reactor. Read more about reactor efficiency (placing Uranium cells right next to each other would increase their output) --[[User:TakeruDavis|TakeruDavis]] 23:27, 15 October 2011 (CEST)&lt;br /&gt;
&lt;br /&gt;
-Falling_Ninja, 6/10/12&lt;br /&gt;
&lt;br /&gt;
: that is not how to get the most from a reactor. try this,&lt;br /&gt;
&lt;br /&gt;
{{Grid/Reactor&lt;br /&gt;
|A1=Uranium Cell|A2=Uranium Cell|A3=Uranium Cell|A4=Uranium Cell|A5=Uranium Cell|A6=Uranium Cell|A7=Uranium Cell|A8=Uranium Cell|A9=Uranium Cell&lt;br /&gt;
|B1=Uranium Cell|B2=Uranium Cell|B3=Uranium Cell|B4=Uranium Cell|B5=Uranium Cell|B6=Uranium Cell|B7=Uranium Cell|B8=Uranium Cell|B9=Uranium Cell&lt;br /&gt;
|C1=Uranium Cell|C2=Uranium Cell|C3=Uranium Cell|C4=Uranium Cell|C5=Uranium Cell|C6=Uranium Cell|C7=Uranium Cell|C8=Uranium Cell|C9=Uranium Cell&lt;br /&gt;
|D1=Uranium Cell|D2=Uranium Cell|D3=Uranium Cell|D4=Uranium Cell|D5=Uranium Cell|D6=Uranium Cell|D7=Uranium Cell|D8=Uranium Cell|D9=Uranium Cell&lt;br /&gt;
|E1=Uranium Cell|E2=Uranium Cell|E3=Uranium Cell|E4=Uranium Cell|E5=Uranium Cell|E6=Uranium Cell|E7=Uranium Cell|E8=Uranium Cell|E9=Uranium Cell&lt;br /&gt;
|F1=Uranium Cell|F2=Uranium Cell|F3=Uranium Cell|F4=Uranium Cell|F5=Uranium Cell|F6=Uranium Cell|F7=Uranium Cell|F8=Uranium Cell|F9=Uranium Cell&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
:that is 54 Uranium Cells of pure power.&lt;br /&gt;
:Mark V-0 EA &lt;br /&gt;
:efficiency 4.44&lt;br /&gt;
:i think the power is 1200 EU/t&lt;br /&gt;
:I ran the numbers and found out that it can only run for a max time of 6.74 secs. However because reactors only work by the sec you can round that up to 7 secs when it... for lack of better words destroys your life. I have one that works but because it like to melt its red stone torch that turns it off i only run it for 3 secs. it takes 264 secs to cool. it can turn on/off 3334 cycles till the cells run out. if you plan on making it note that i used red power timers and the times may be edited by trolls.&lt;br /&gt;
--[[User:Falling Ninja|Falling Ninja]] 21:45, 10 June 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Good reactor setup ==&lt;br /&gt;
&lt;br /&gt;
This setup is class Mark I-O, though it&amp;#039;s quite powerful. It uses 2 double Uranium Units, for doubled EU income. At start, it&amp;#039;ll heat up to 30 heat units, but after that, stays there FOREVER. Although tested on 3 additional reactor chambers surrounded by water, it should work the same on full 6 reactor chamber generator.&lt;br /&gt;
The setup looks like this:&lt;br /&gt;
{{Grid/Reactor&lt;br /&gt;
|A1=Integrated Heat Disperser|A2=Cooling Cell|A3=Integrated Heat Disperser|A4=Cooling Cell&lt;br /&gt;
|B1=Cooling Cell|B2=Uranium Cell|B3=Cooling Cell|B4=Cooling Cell|B6=Cooling Cell&lt;br /&gt;
|C1=Cooling Cell|C2=Uranium Cell|C3=Cooling Cell|C4=Integrated Heat Disperser|C5=Cooling Cell|C6=Integrated Heat Disperser&lt;br /&gt;
|D1=Integrated Heat Disperser|D2=Cooling Cell|D3=Integrated Heat Disperser|D4=Cooling Cell|D5=Uranium Cell|D6=Cooling Cell&lt;br /&gt;
|E1=Cooling Cell|E3=Cooling Cell|E4=Cooling Cell|E5=Uranium Cell|E6=Cooling Cell&lt;br /&gt;
|F3=Cooling Cell|F4=Integrated Heat Disperser|F5=Cooling Cell|F6=Integrated Heat Disperser&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Hope that helps&lt;br /&gt;
&lt;br /&gt;
-Styl1sh 11/04/11&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;ve been searching the interwebs for quite a while for the most powerful 1-O setup, and I&amp;#039;ve yet to find one that beats my 24,000,000 total EU output. It DOES require as much water cooling as possible, however.&lt;br /&gt;
Here is my setup:&lt;br /&gt;
{{Grid/Reactor&lt;br /&gt;
|A2=Cooling Cell|A3=Cooling Cell|A4=Uranium Cell|A5=Integrated Heat Disperser|A6=Uranium Cell|A7=Cooling Cell|A8=Cooling Cell&lt;br /&gt;
|B1=Cooling Cell|B2=Uranium Cell|B3=Integrated Heat Disperser|B4=Cooling Cell|B5=Uranium Cell|B6=Cooling Cell|B7=Integrated Heat Disperser|B8=Uranium Cell|B9=Cooling Cell&lt;br /&gt;
|C1=Cooling Cell|C2=Cooling Cell|C3=Cooling Cell|C4=Cooling Cell|C5=Integrated Heat Disperser|C6=Cooling Cell|C7=Cooling Cell|C8=Cooling Cell|C9=Cooling Cell&lt;br /&gt;
|D1=Integrated Heat Disperser|D2=Cooling Cell|D3=Uranium Cell|D4=Integrated Heat Disperser|D5=Cooling Cell|D6=Integrated Heat Disperser|D7=Uranium Cell|D8=Cooling Cell|D9=Integrated Heat Disperser&lt;br /&gt;
|E1=Cooling Cell|E2=Uranium Cell|E3=Cooling Cell|E4=Cooling Cell|E5=Uranium Cell|E6=Cooling Cell|E7=Cooling Cell|E8=Uranium Cell|E9=Cooling Cell&lt;br /&gt;
|F1=Uranium Cell|F2=Cooling Cell|F3=Integrated Heat Disperser|F4=Integrated Heat Disperser|F5=Cooling Cell|F6=Integrated Heat Disperser|F7=Integrated Heat Disperser|F8=Cooling Cell|F9=Uranium Cell&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== My Setup ==&lt;br /&gt;
&lt;br /&gt;
This the setup I use. It&amp;#039;s very efficient, but WATCH THE COOLING CELLS because it WILL MELTDOWN otherwise.&lt;br /&gt;
{{Grid/Reactor&lt;br /&gt;
|A1=Integrated Reactor Plating|A2=Cooling Cell|A3=Cooling Cell|A4=Integrated Reactor Plating|A5=Cooling Cell|A6=Cooling Cell|A7=Integrated Reactor Plating|A8=Cooling Cell|A9=Integrated Reactor Plating|B1=Cooling Cell|B2=Uranium Cell|B3=Uranium Cell|B4=Cooling Cell|B5=Uranium Cell|B6=Uranium Cell|B7=Cooling Cell|B8=Uranium Cell|B9=Cooling Cell|C1=Integrated Reactor Plating|C2=Cooling Cell|C3=Cooling Cell|C4=Integrated Heat Disperser|C5=Cooling Cell|C6=Cooling Cell|C7=Integrated Heat Disperser|C8=Cooling Cell|C9=Integrated Reactor Plating|D1=Integrated Reactor Plating|D2=Cooling Cell|D3=Cooling Cell|D4=Integrated Heat Disperser|D5=Cooling Cell|D6=Cooling Cell|D7=Integrated Heat Disperser|D8=Cooling Cell|D9=Integrated Reactor Plating|E1=Cooling Cell|E2=Uranium Cell|E3=Uranium Cell|E4=Cooling Cell|E5=Uranium Cell|E6=Uranium Cell|E7=Cooling Cell|E8=Uranium Cell|E9=Cooling Cell|F1=Integrated Reactor Plating|F2=Cooling Cell|F3=Cooling Cell|F4=Integrated Reactor Plating|F5=Cooling Cell|F6=Cooling Cell|F7=Integrated Reactor Plating|F8=Cooling Cell|F9=Integrated Reactor Plating&lt;br /&gt;
}}&lt;br /&gt;
-AshlaBoga&lt;br /&gt;
&lt;br /&gt;
: Why have you put your setup here?  Can you provide a little more information on the properties of your setup like the other setups have?  --[[User:Kmartinator|Kmartinator]] 17:18, 9 January 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
::It&amp;#039;s not mine, but I can comment on it. It&amp;#039;s a mk III design with an efficiency of 1.8 and uptime of about 33%. It produces 180 EU/t when running; 41.5 EU/t counting cooldown. --[[User:Einstein9073|Einstein9073]] 16:42, 5 September 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
The integrated reactor plating around the perimeter is not used. I recommend replacing them with cooling cells, adding dispersers to redistribute the heat to the new cells, and replacing the cells at B4 and E4 with dispersers. &lt;br /&gt;
Here&amp;#039;s an improved cooling system: &lt;br /&gt;
{{Grid/Reactor&lt;br /&gt;
|A1=Cooling Cell|A2=Integrated Heat Disperser|A3=Cooling Cell|A4=Cooling Cell|A5=Integrated Heat Disperser|A6=Cooling Cell|A7=Cooling Cell|A8=Integrated Heat Disperser|A9=Cooling Cell|B1=Cooling Cell|B2=Uranium Cell|B3=Uranium Cell|B4=Integrated Heat Disperser|B5=Uranium Cell|B6=Uranium Cell|B7=Cooling Cell|B8=Uranium Cell|B9=Cooling Cell|C1=Integrated Heat Disperser|C2=Cooling Cell|C3=Cooling Cell|C4=Integrated Heat Disperser|C5=Cooling Cell|C6=Cooling Cell|C7=Integrated Heat Disperser|C8=Cooling Cell|C9=Integrated Heat Disperser|D1=Integrated Heat Disperser|D2=Cooling Cell|D3=Cooling Cell|D4=Integrated Heat Disperser|D5=Cooling Cell|D6=Cooling Cell|D7=Integrated Heat Disperser|D8=Cooling Cell|D9=Cooling Cell|E1=Cooling Cell|E2=Uranium Cell|E3=Uranium Cell|E4=Integrated Heat Disperser|E5=Uranium Cell|E6=Uranium Cell|E7=Cooling Cell|E8=Uranium Cell|E9=Cooling Cell|F1=Cooling Cell|F2=Integrated Heat Disperser|F3=Cooling Cell|F4=Cooling Cell|F5=Integrated Heat Disperser|F6=Cooling Cell|F7=Cooling Cell|F8=Integrated Heat Disperser|F9=Cooling Cell&lt;br /&gt;
}}&lt;br /&gt;
Now, your uranium layout is a Mk II-1 design. Efficiency is still 1.8, but it can run a full cycle before cooling. Be careful with your water - the peak heat at the end will be over 60%. It still produces 180EU/t while running, but now has about 60% uptime, for an effective power rate of 106.5 EU/t.&lt;br /&gt;
--[[User:Einstein9073|Einstein9073]] 16:42, 5 September 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Great power &amp;amp; fairly stable heat ==&lt;br /&gt;
&lt;br /&gt;
[http://i43.tinypic.com/n3rib6.png This] setting allows quite great EU production while heat is rising very slowly. At 4000 heat buckets are used as one-time coolant. Also there&amp;#039;s water pouring right on top of the reactor.&lt;br /&gt;
&lt;br /&gt;
But the best part is that I can completely automate the bucket refilling, using [http://www.eloraam.com Eloraam&amp;#039;s RedPower] (then I can go up to 77 heat drained per second just by the buckets alone), meaning the only maintenance that&amp;#039;s left is just to refill the uranium cells. If you want complete reactor screenshots about this solutions, post me where I should post them.&lt;br /&gt;
: That design only needs 1 water bucket every 5 seconds, and if you optimize the rest of your cooling, you can reduce that to 6 seconds. [http://www.talonfiremage.pwp.blueyonder.co.uk/reactorplanner.html?hixfb62ges0657wsbfqo4dilylrqyfxpo59vyymsq9zo1j1mo see this design].  Great job on finding a Mark 1-I with 3 efficiency though! --[[User:Draco18s|Draco18s]] 05:44, 15 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
== 4 Cell Core Reactor ==&lt;br /&gt;
A great deal to get a lot of EU. I`ve set it up yesterday, so if you have an ideia on how to improve it, go ahead.&lt;br /&gt;
On my core + 3 chambers it produces 120 EU/t and 2,25 Heat per second. Since this setup distributes the heat evenly between the cells, That means all the cells will heat to 9999 on 74 minutes (I&amp;#039;m not quite sure about it. It seems that the heat produced is not measured in seconds).&lt;br /&gt;
{{Grid/Reactor&lt;br /&gt;
|A3=Cooling Cell|A4=Integrated Heat Disperser|A5=Cooling Cell|&lt;br /&gt;
|B1=Cooling Cell|B2=Cooling Cell|B3=Integrated Heat Disperser|B4=Cooling Cell|B5=Cooling Cell|&lt;br /&gt;
|C1=Integrated Heat Disperser|C2=Cooling Cell|C3=Uranium Cell|C4=Uranium Cell|C5=Integrated Heat Disperser|C6=Cooling Cell|&lt;br /&gt;
|D1=Cooling Cell|D2=Integrated Heat Disperser|D3=Uranium Cell|D4=Uranium Cell|D5=Cooling Cell|D6=Integrated Heat Disperser|&lt;br /&gt;
|E2=Cooling Cell|E3=Cooling Cell|E4=Integrated Heat Disperser|E5=Cooling Cell|E6=Cooling Cell|&lt;br /&gt;
|F2=Cooling Cell|F3=Integrated Heat Disperser|F4=Cooling Cell|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Just look at all that room for improovement!&lt;br /&gt;
Actually I put a depleted isotope to be enriched on the place of one of that fuel cells on my reactor. It produces 70EU/t with 1,5 Heat per second, but takes an age to fully enrich an isotope cell, but have in mind it is not self sufficient in heat, thus will overhet and morph into a crater if you&amp;#039;re not carefull. Since I&amp;#039;m exploring the possibilities of this mod, does anybody know a good &amp;quot;breeder&amp;quot; setup?&lt;br /&gt;
&lt;br /&gt;
This other setup I use for cooling down the reactor. It&amp;#039;s slightly but noticeably faster than my standard setup. DON&amp;#039;T SWITCH THE REACTOR ON, I don&amp;#039;t know exactly what happens, maybe too much heat on the ceels for the dispersers to handle, but the heat dispersers won&amp;#039;t take out the heat on the cells next to the core at certain point (usually around 30 Heat). The reactor will then heat and melt those cells and heat itself untill it goes boom.&lt;br /&gt;
{{Grid/Reactor&lt;br /&gt;
|A1=Cooling Cell|A2=Cooling Cell|A5=Cooling Cell|A6=Cooling Cell|&lt;br /&gt;
|B1=Integrated Heat Disperser|B2=Integrated Heat Disperser|B3=Cooling Cell|B4=Cooling Cell|B5=Integrated Heat Disperser|B6=Integrated Heat Disperser|&lt;br /&gt;
|C1=Cooling Cell|C2=Cooling Cell|C3=Uranium Cell|C4=Uranium Cell|C5=Cooling Cell|C6=Cooling Cell|&lt;br /&gt;
|D1=Cooling Cell|D2=Cooling Cell|D3=Uranium Cell|D4=Uranium Cell|D5=Cooling Cell|D6=Cooling Cell|&lt;br /&gt;
|E1=Integrated Heat Disperser|E2=Integrated Heat Disperser|E3=Cooling Cell|E4=Cooling Cell|E5=Integrated Heat Disperser|E6=Integrated Heat Disperser|&lt;br /&gt;
|F1=Cooling Cell|F2=Cooling Cell|F5=Cooling Cell|F6=Cooling Cell|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Some unheated cells might always come in handy for an extra cooldown.&lt;br /&gt;
&lt;br /&gt;
Zuao, 17/april/2012&lt;br /&gt;
&lt;br /&gt;
:I guess, your reactor fails because coolers do &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; distribute heat, that job is done solely by heat dispersers around them - much of the generated heat doesn&amp;#039;t even reach the hull! Dispersers can&amp;#039;t distribute everything to equalize the heat around, up to 6 heat/t per element (that is, x2 per disperser in your setup). So the only way for dispersers to get heat is from near-uranium coolers. These get much more than 6 heat per tick - so they soon (as the planner states - 30 minutes without extenals) melt and BOOM!&lt;br /&gt;
: Replacing cooler cells left and right from uranium with dispersers, and filling empty cells with dispersers increases your reactor&amp;#039;s working time at about 2.25 times. Again - according to the planner. &lt;br /&gt;
: A good setup could involve surrounding uranium cells with dispersers. That should work.&lt;br /&gt;
: The one I use:&lt;br /&gt;
{{Grid/Reactor&lt;br /&gt;
|A1=Cooling Cell|A2=Integrated Heat Disperser|A3=Cooling Cell|A4=Cooling Cell|A5=Cooling Cell|A6=Cooling Cell|A7=Integrated Heat Disperser|A8=Cooling Cell|A9=Cooling Cell|&lt;br /&gt;
|B1=Cooling Cell|B2=Cooling Cell|B3=Cooling Cell|B4=Integrated Heat Disperser|B5=Integrated Heat Disperser|B6=Cooling Cell|B7=Cooling Cell|B8=Cooling Cell|B9=Integrated Heat Disperser|&lt;br /&gt;
|C1=Integrated Heat Disperser|C2=Cooling Cell|C3=Integrated Heat Disperser|C4=Uranium Cell|C5=Uranium Cell|C6=Integrated Heat Disperser|C7=Cooling Cell|C8=Cooling Cell|C9=Cooling Cell|&lt;br /&gt;
|D1=Integrated Heat Disperser|D2=Cooling Cell|D3=Integrated Heat Disperser|D4=Uranium Cell|D5=Uranium Cell|D6=Integrated Heat Disperser|D7=Cooling Cell|D8=Integrated Heat Disperser|D9=Cooling Cell|&lt;br /&gt;
|E1=Cooling Cell|E2=Cooling Cell|E3=Cooling Cell|E4=Integrated Heat Disperser|E5=Integrated Heat Disperser|E6=Cooling Cell|E7=Cooling Cell|E8=Cooling Cell|E9=Integrated Heat Disperser|&lt;br /&gt;
|F1=Cooling Cell|F2=Integrated Heat Disperser|F3=Cooling Cell|F4=Cooling Cell|F5=Cooling Cell|F6=Cooling Cell|F7=Integrated Heat Disperser|F8=Cooling Cell|F9=Cooling Cell|&lt;br /&gt;
}}&lt;br /&gt;
: This is Mark II, as the planner states! 120 EU/t, efficiency at 3, 24 000 000 EU/cycle.&lt;br /&gt;
: [[User:D-side|D-side]]&lt;br /&gt;
== Chunk loading provokes explosion ==&lt;br /&gt;
&lt;br /&gt;
Many of you know that applying a redstone signal to the reactor turns it off so that the reactor doesn&amp;#039;t run unless you deactivate that signal so Perhaps many have noticed that if you go far away from your reactor the chunk where your reactor is its unloaded bye minecraft so when the chunk its loaded again the reactor  takes a moment before &amp;quot;realizing&amp;quot; that a redstone signal is being applied and that is has to be off so in that small amount of time that passes if you have uranium cells in your reactor then the reactor starts using it so heat is being built up and if you have lots of uranium in there the heat builds up very fast and explodes (happened to me -.-) so thats something everybody should be aware of.&lt;br /&gt;
&lt;br /&gt;
I tried using chunck loading blocks but it didnt helped it kept happening -.- so ive anyone could look into that it would be very appreciated.&lt;br /&gt;
&lt;br /&gt;
Falling_Ninja 6/10/12&lt;br /&gt;
try setting timers that stop the reactor 2 or so sec (40 MC ticks on repeaters) short so that when the chuck reloads it has that amount of time to turn off.&lt;br /&gt;
--[[User:Falling Ninja|Falling Ninja]] 21:51, 10 June 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Six Cell Reactor Core ==&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;ve been trying to put together a six cell reactor (2x3, 3.33 efficiency, 200 EU/t when running) and haven&amp;#039;t come up with any designs better than a Mk III with about 33% uptime. &lt;br /&gt;
&lt;br /&gt;
{{Grid/Reactor&lt;br /&gt;
&lt;br /&gt;
|A1=Cooling Cell&lt;br /&gt;
|A2=Integrated Heat Disperser&lt;br /&gt;
|A3=Cooling Cell&lt;br /&gt;
|A4=Cooling Cell&lt;br /&gt;
|A5=Integrated Heat Disperser&lt;br /&gt;
|A6=Cooling Cell&lt;br /&gt;
|A7=Cooling Cell&lt;br /&gt;
|A8=&lt;br /&gt;
|A9=Cooling Cell&lt;br /&gt;
&lt;br /&gt;
|B1=Cooling Cell&lt;br /&gt;
|B2=Cooling Cell&lt;br /&gt;
|B3=Integrated Heat Disperser&lt;br /&gt;
|B4=Cooling Cell&lt;br /&gt;
|B5=Cooling Cell&lt;br /&gt;
|B6=Cooling Cell&lt;br /&gt;
|B7=Integrated Heat Disperser&lt;br /&gt;
|B8=Cooling Cell&lt;br /&gt;
|B9=Integrated Heat Disperser&lt;br /&gt;
&lt;br /&gt;
|C1=Integrated Heat Disperser&lt;br /&gt;
|C2=Uranium Cell&lt;br /&gt;
|C3=Uranium Cell&lt;br /&gt;
|C4=Integrated Heat Disperser&lt;br /&gt;
|C5=Cooling Cell&lt;br /&gt;
|C6=Cooling Cell&lt;br /&gt;
|C7=Integrated Heat Disperser&lt;br /&gt;
|C8=Cooling Cell&lt;br /&gt;
|C9=Cooling Cell&lt;br /&gt;
&lt;br /&gt;
|D1=&lt;br /&gt;
|D2=Uranium Cell&lt;br /&gt;
|D3=Uranium Cell&lt;br /&gt;
|D4=&lt;br /&gt;
|D5=Integrated Heat Disperser&lt;br /&gt;
|D6=Cooling Cell&lt;br /&gt;
|D7=Cooling Cell&lt;br /&gt;
|D8=Cooling Cell&lt;br /&gt;
|D9=Cooling Cell&lt;br /&gt;
&lt;br /&gt;
|E1=Integrated Heat Disperser&lt;br /&gt;
|E2=Uranium Cell&lt;br /&gt;
|E3=Uranium Cell&lt;br /&gt;
|E4=Integrated Heat Disperser&lt;br /&gt;
|E5=Cooling Cell&lt;br /&gt;
|E6=Cooling Cell&lt;br /&gt;
|E7=Cooling Cell&lt;br /&gt;
|E8=Integrated Heat Disperser&lt;br /&gt;
|E9=Integrated Heat Disperser&lt;br /&gt;
&lt;br /&gt;
|F1=Cooling Cell&lt;br /&gt;
|F2=Integrated Heat Disperser&lt;br /&gt;
|F3=Integrated Heat Disperser&lt;br /&gt;
|F4=Cooling Cell&lt;br /&gt;
|F5=Cooling Cell&lt;br /&gt;
|F6=Integrated Heat Disperser&lt;br /&gt;
|F7=Cooling Cell&lt;br /&gt;
|F8=Cooling Cell&lt;br /&gt;
|F9=Cooling Cell&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The empty spots in D1 and D4 are required - the middle cells generate 40 heat/tick that has to go directly into the hull, as not even an Integrated Heat Disperser can dispense of that heat fast enough. The empty spot in A8 is because I can&amp;#039;t figure out a way to shoehorn in another cooling cell, and nothing else would improve the performance. &lt;br /&gt;
&lt;br /&gt;
This design generates 176 heat/tick with 29 heat/tick of internal cooling (water surroundings and the reactor supplies an additional 33), which means it accumulates 114 heat per reactor tick and has to cool down about 2 minutes for each minute it runs.&lt;br /&gt;
&lt;br /&gt;
Can anyone offer advice on making a 2x3 cell reactor with better performance? --[[User:Einstein9073|Einstein9073]] 00:25, 6 September 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
If you are willing to build one with single use coolants, it&amp;#039;s possible to get a 2x3 that will run full cycle.&lt;br /&gt;
&lt;br /&gt;
{{Grid/Reactor&lt;br /&gt;
&lt;br /&gt;
|A1=Cooling Cell&lt;br /&gt;
|A2=Cooling Cell&lt;br /&gt;
|A3=Integrated Heat Disperser&lt;br /&gt;
|A4=Cooling Cell&lt;br /&gt;
|A5=Integrated Heat Disperser&lt;br /&gt;
|A6=Cooling Cell&lt;br /&gt;
|A7=Integrated Heat Disperser&lt;br /&gt;
|A8=Cooling Cell&lt;br /&gt;
|A9=Cooling Cell&lt;br /&gt;
&lt;br /&gt;
|B1=Integrated Heat Disperser&lt;br /&gt;
|B2=Cooling Cell&lt;br /&gt;
|B3=Cooling Cell&lt;br /&gt;
|B4=Integrated Heat Disperser&lt;br /&gt;
|B5=&lt;br /&gt;
|B6=Integrated Heat Disperser&lt;br /&gt;
|B7=Cooling Cell&lt;br /&gt;
|B8=Cooling Cell&lt;br /&gt;
|B9=Integrated Heat Disperser&lt;br /&gt;
&lt;br /&gt;
|C1=Cooling Cell&lt;br /&gt;
|C2=Cooling Cell&lt;br /&gt;
|C3=Integrated Heat Disperser&lt;br /&gt;
|C4=Uranium Cell&lt;br /&gt;
|C5=Uranium Cell&lt;br /&gt;
|C6=Uranium Cell&lt;br /&gt;
|C7=Integrated Heat Disperser&lt;br /&gt;
|C8=Cooling Cell&lt;br /&gt;
|C9=Cooling Cell&lt;br /&gt;
&lt;br /&gt;
|D1=Cooling Cell&lt;br /&gt;
|D2=Cooling Cell&lt;br /&gt;
|D3=Integrated Heat Disperser&lt;br /&gt;
|D4=Uranium Cell&lt;br /&gt;
|D5=Uranium Cell&lt;br /&gt;
|D6=Uranium Cell&lt;br /&gt;
|D7=Integrated Heat Disperser&lt;br /&gt;
|D8=Cooling Cell&lt;br /&gt;
|D9=Cooling Cell&lt;br /&gt;
&lt;br /&gt;
|E1=Integrated Heat Disperser&lt;br /&gt;
|E2=Cooling Cell&lt;br /&gt;
|E3=Cooling Cell&lt;br /&gt;
|E4=Integrated Heat Disperser&lt;br /&gt;
|E5=&lt;br /&gt;
|E6=Integrated Heat Disperser&lt;br /&gt;
|E7=Cooling Cell&lt;br /&gt;
|E8=Cooling Cell&lt;br /&gt;
|E9=Integrated Heat Disperser&lt;br /&gt;
&lt;br /&gt;
|F1=Cooling Cell&lt;br /&gt;
|F2=Cooling Cell&lt;br /&gt;
|F3=Integrated Heat Disperser&lt;br /&gt;
|F4=Cooling Cell&lt;br /&gt;
|F5=Integrated Heat Disperser&lt;br /&gt;
|F6=Cooling Cell&lt;br /&gt;
|F7=Integrated Heat Disperser&lt;br /&gt;
|F8=Cooling Cell&lt;br /&gt;
|F9=Cooling Cell&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This design runs full cycle, as long as you can keep ice flowing, which is pretty easy to setup. Active EU/t of 200 with an efficiency of 3.33. Even without the ice flowing, if you just add two full stacks of Ice to B5 and E5, this design will run with a generation time of 153 min, running 92% of a full cycle. With no ice, it still runs for 41% of a full cycle.&lt;br /&gt;
&lt;br /&gt;
== New Reactor Components ==&lt;br /&gt;
&lt;br /&gt;
The sections on all of the new reactor components, most notably vets and heat dispensers, need to be created. Does anyone know the recipes?&lt;br /&gt;
&lt;br /&gt;
== Mark I-O Setup ==&lt;br /&gt;
&lt;br /&gt;
I have made a good I-0 Setup that doesnt use any SUC&amp;#039;s and has a cooldown of mere 46 seconds.It has only a efficency of 1(I havent ever tried chain reactions due to being a beginner) but it can generate a Effective EU rating of 119.5EU/t.I made it using the applet at school :P by the way I need a setup that never melts and has a efficency of over 2,3 if possible. Oh and it has to be 1.2.5 since I play only on 1.2.5.Thanks!&lt;br /&gt;
My setup is here:&lt;br /&gt;
{{Grid/Reactor&lt;br /&gt;
|A1=Integrated Heat Disperser|A2=Cooling Cell|A3=Integrated Heat Disperser|A4=Cooling Cell|A5=Cooling Cell|A6=Cooling Cell|A7=Integrated Heat Disperser|A8=Cooling Cell|A9=Integrated Heat Disperser|B1=Cooling Cell|B2=Integrated Heat Disperser|B3=Cooling Cell|B4=Integrated Heat Disperser|B5=Uranium Cell|B6=Integrated Heat Disperser|B7=Cooling Cell|B8=Integrated Heat Disperser|B9=Cooling Cell|C1=Integrated Heat Disperser|C2=Uranium Cell|C3=Integrated Heat Disperser|C4=Uranium Cell|C5=Integrated Heat Disperser|C6=Uranium Cell|C7=Integrated Heat Disperser|C8=Uranium Cell|C9=Integrated Heat Disperser|D1=Cooling Cell|D2=Integrated Heat Disperser|D3=Uranium Cell|D4=Integrated Heat Disperser|D5=Uranium Cell|D6=Integrated Heat Disperser|D7=Uranium Cell|D8=Integrated Heat Disperser|D9=Cooling Cell|E1=Integrated Heat Disperser|E2=Uranium Cell|E3=Integrated Heat Disperser|E4=Uranium Cell|E5=Integrated Heat Disperser|E6=Uranium Cell|E7=Integrated Heat Disperser|E8=Uranium Cell|E9=Integrated Heat Disperser|F1=Cooling Cell|F2=Integrated Heat Disperser|F3=Cooling Cell|F4=Integrated Heat Disperser|F5=Cooling Cell|F6=Integrated Heat Disperser|F7=Cooling Cell|F8=Integrated Heat Disperser|F9=Cooling Cell&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
I think I also found a setup thats better but involves SUC.Both reactors have full outside cooling.empty spaces are FULL ice stacks.&lt;br /&gt;
&lt;br /&gt;
{{Grid/Reactor&lt;br /&gt;
|A1=|A2=|A3=Integrated Heat Disperser|A4=Cooling Cell|A5=Cooling Cell|A6=Cooling Cell|A7=Integrated Heat Disperser|A8=|A9=|B1=|B2=Integrated Heat Disperser|B3=Uranium Cell|B4=Integrated Heat Disperser|B5=Uranium Cell|B6=Integrated Heat Disperser|B7=Uranium Cell|B8=Integrated Heat Disperser|B9=|C1=Integrated Heat Disperser|C2=Uranium Cell|C3=Integrated Heat Disperser|C4=Uranium Cell|C5=Integrated Heat Disperser|C6=Uranium Cell|C7=Integrated Heat Disperser|C8=Uranium Cell|C9=Integrated Heat Disperser|D1=Cooling Cell|D2=Integrated Heat Disperser|D3=Uranium Cell|D4=Integrated Heat Disperser|D5=Uranium Cell|D6=Integrated Heat Disperser|D7=Uranium Cell|D8=Integrated Heat Disperser|D9=Cooling Cell|E1=Integrated Heat Disperser|E2=Uranium Cell|E3=Integrated Heat Disperser|E4=Uranium Cell|E5=Integrated Heat Disperser|E6=Uranium Cell|E7=Integrated Heat Disperser|E8=Uranium Cell|E9=Integrated Heat Disperser|F1=|F2=Integrated Heat Disperser|F3=Cooling Cell|F4=Integrated Heat Disperser|F5=Cooling Cell|F6=Integrated Heat Disperser|F7=Cooling Cell|F8=Integrated Heat Disperser|F9=&lt;br /&gt;
}}&lt;br /&gt;
-IridiusTF2&lt;br /&gt;
&lt;br /&gt;
==Heat Mechanic in 1.106+==&lt;br /&gt;
I&amp;#039;m not sure how much has changed with the new revision. The way I&amp;#039;m reading the article, Uranium Cells will either heat adjacent vents or the reactor hull. Do they heat other adjacent elements that are not vents? How is the heat distributed among 2, 3, or 4 valid elements? I understand the rest of it well enough, it&amp;#039;s just how heat gets from the cells to other things that&amp;#039;s a bit foggy. -- [[User:Lexmechanic|Lexmechanic]] 20:09, 10 November 2012 (CET)&lt;/div&gt;</summary>
		<author><name>Lexmechanic</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=12176</id>
		<title>Nuclear Reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=12176"/>
		<updated>2012-11-10T17:21:39Z</updated>

		<summary type="html">&lt;p&gt;Lexmechanic: This displays identically for me, but doesn&amp;#039;t show up in the TOC anymore.&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;
|tool=bwrench&lt;br /&gt;
|stackable=Yes (64)&lt;br /&gt;
}}&lt;br /&gt;
The [[Nuclear Reactor]] is a generator that produces [[EU]] by slowly breaking down refined [[Uranium Cell]]s. As cells decay inside the reactor they produce heat. Heat may be removed by cooling methods. If cooling is insufficient, the reactor will gradually overheat and eventually explode, violently.&lt;br /&gt;
&lt;br /&gt;
Copper [[cable]] is sufficient for basic reactors, advanced reactors will require gold or even HV cable.&lt;br /&gt;
&lt;br /&gt;
Each cell will last 10,000 seconds (~2h 47min) inside the reactor, providing at least 5EU/t power (at least 1 million EU per cell).  A very efficient setup can give more than 73 million EU per uranium ore.&lt;br /&gt;
&lt;br /&gt;
You can enlarge the space of your reactor by placing up to 6 additional [[Reactor Chamber]]s directly adjacent to the reactor.&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;
As of Minecraft 1.3.2 &amp;#039;&amp;#039;&amp;#039;IndustrialCraft²&amp;#039;&amp;#039;&amp;#039; has had a second re-write of the Nuclear Reactor with additional components and removed environmental effects such as water and Ice cooling.&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;postID=74761#post74761 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;
|B1=Advanced Circuit&lt;br /&gt;
|A2=Reactor Chamber|B2=Reactor Chamber|C2=Reactor Chamber&lt;br /&gt;
|B3=Generator&lt;br /&gt;
|Output=Nuclear Reactor&lt;br /&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;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;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=Basic Reactor Setup=&lt;br /&gt;
Once you have your reactor, you want to get some power out of it.  The nuclear reactor acts like a chest.  Place the right components in the reactor in the right locations, and voila -- nearly free energy!  Place the wrong components or in the wrong locations, and BOOM!&lt;br /&gt;
&lt;br /&gt;
The simplest reactor contains one [[Uranium Cell]] and one [[Heat Vent]].&lt;br /&gt;
{{Grid/Reactor&lt;br /&gt;
|A1=Uranium Cell|A2=Heat Vent}}&lt;br /&gt;
&lt;br /&gt;
If you apply a redstone signal with a lever, this reactor will produce 5 EU/t.  It will also generate 4 heat per second into the heat vent, and the heat vent will try to dissipate 6 units heat, only find 4, and dissipate that.  Which brings us to a key concept in reactor design: heat.&lt;br /&gt;
&lt;br /&gt;
Heat is generated every second by any uranium cell which is generating EU.  It can either go into a component (such as the heat vent) or into the reactor vessel itself.  If too much accumulates in a component, that component is destroyed.  If too much accumulates in the reactor, the reactor will start doing Bad Things, such as poisoning players in the area, or exploding violently.  Heat is bad.  Fortunately, there are many tools to help you deal with heat.&lt;br /&gt;
&lt;br /&gt;
==Heat Manipulation Tools==&lt;br /&gt;
===Vents===&lt;br /&gt;
These devices get rid of heat, releasing it to the outer air where it does no harm.  They come in five varieties, each useful in different circumstances.&lt;br /&gt;
;[[File:Grid_Heat_Vent.png]] [[Heat Vent]]: The basic vent dissipates 6 heat from itself every second.&lt;br /&gt;
;[[File:Grid_Reactor_Heat_Vent.png]] [[Reactor Heat Vent]]: This vent moves 5 heat from the reactor vessel to itself and dissipates 5 heat every second.  This has the advantage that it can function effectively anywhere in the reactor, not just next to the uranium cell.&lt;br /&gt;
;[[File:Grid_Advanced_Heat_Vent.png]] [[Advanced Heat Vent]]: An improvement to a basic heat vent, this component dissipates 12 heat from itself.&lt;br /&gt;
;[[File:Grid_Component_Heat_Vent.png]] [[Component Heat Vent]]: This vent dissipates 4 heat from each surrounding component.&lt;br /&gt;
;[[File:Grid_Overclocked_Heat_Vent.png]] [[Overclocked Heat Vent]]: This vent moves 36 heat from the reactor to itself and then dissipates 20 heat from itself.  This will cause the component to overheat if steps are not taken to cool this component.&lt;br /&gt;
&lt;br /&gt;
To summarize&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! name !! heat dissipated !! heat pulled from reactor !! maximum accumulated heat&lt;br /&gt;
|-&lt;br /&gt;
|  [[Heat Vent]] || 6 || 0 || 1000 &lt;br /&gt;
|-&lt;br /&gt;
|  [[Reactor Heat Vent]] || 5 || 5 || 1000 &lt;br /&gt;
|-&lt;br /&gt;
|  [[Advanced Heat Vent]] || 12 || 0 || 1000 &lt;br /&gt;
|-&lt;br /&gt;
|  [[Overclocked Heat Vent]] || 20 || 36 || 1000 &lt;br /&gt;
|-&lt;br /&gt;
|  [[Component Heat Vent]] || 4* || 0 || 1000 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heat Exchangers===&lt;br /&gt;
Another tool in your heat-control toolbox is heat exchangers, which do not dissipate heat, but instead move it around, hopefully to where it can be dissipated more easily.  Heat exchangers work intelligently, seeking to make every component they interact be equally far from disintegration.  &lt;br /&gt;
&lt;br /&gt;
For instance, if a basic heat exchanger (which is destroyed at 2500 heat) was transferring heat from itself to the reactor (which usually is destroyed at 10 000 heat), and there was 1250 heat in between the two of them, would try to give the reactor 1000 heat (10% of the reactor&amp;#039;s capacity) and itself 250 heat (10% of its capacity).&lt;br /&gt;
&lt;br /&gt;
There are four types.&lt;br /&gt;
;[[File:Grid_Heat_Exchanger.png]] [[Heat Exchanger]]: These will first exchange up to 12 heat with each surrounding component, and then up to 4 with the reactor itself.&lt;br /&gt;
;[[File:Grid_Advanced_Heat_Exchanger.png]] [[Advanced Heat Exchanger]]: These transfer up to 24 heat with each surrounding component, and then up to 8 with the reactor.&lt;br /&gt;
;[[File:Grid_Core_Heat_Exchanger.png]] [[Core Heat Exchanger]]: These transfer up to 72 heat with the reactor, put will not move heat to or from nearby components.  These will usually be at the same percent capacity as the reactor, so they are useful as a kind of thermometer for your reactor.&lt;br /&gt;
;[[File:Grid_Component_Heat_Exchanger.png]] [[Component Heat Exchanger]]: These transfer up to 36 heat with each adjacent component, but does not transfer any with the reactor itself.&lt;br /&gt;
&lt;br /&gt;
In summary&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! name !! transfer to adjacent !! transfer to core !! max heat &lt;br /&gt;
|-&lt;br /&gt;
| [[Heat Exchanger]] || 12 || 4 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced Heat Exchanger]] || 24 || 8 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| [[Core Heat Exchanger]] || 0 || 72 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| [[Component Heat Exchanger]] || 24 || 0 || 2500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cooling Cells and Condensators===&lt;br /&gt;
Cooling Cells and Condensators have the capacity to absorb large amounts of heat.  Condensators play the role of Single Use Coolant. &lt;br /&gt;
&lt;br /&gt;
Condensators absorb and eliminate heat instantly, but can only be recharged on a crafting table.&lt;br /&gt;
Coolant Cells absorb heat instantly, but cannot dissipate on their own. (Some combination of Heat Exchangers and Heat Vents are required to cool off a Coolant Cell - or you can just let it melt and replace it.) &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! name !! heat dissipated before destruction &lt;br /&gt;
|-&lt;br /&gt;
| 10k [[Coolant Cell]] || 10 000&lt;br /&gt;
|-&lt;br /&gt;
| 30k [[Coolant Cell]] || 30 000&lt;br /&gt;
|-&lt;br /&gt;
| 60k [[Coolant Cell]] || 60 000&lt;br /&gt;
|-&lt;br /&gt;
| [[RSH-Condensator]] || 20 000&lt;br /&gt;
|-&lt;br /&gt;
| [[LZH-Condensator]] || 100 000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[RSH-Condensator|RSH-Condensator]] are recharged with redstone dust.  Each redstone dust restores 10k of coolant potential.  &lt;br /&gt;
[[LZH-Condensator|LZH-Condensators]] are recharged with either lapis lazuli, which restores 40k, or with redstone dust, which only restores 5k.&lt;br /&gt;
&lt;br /&gt;
==Efficiency==&lt;br /&gt;
A single lone uranium cell will produce 5 EU/t, or a not-inconsiderable 1 million EU over its lifetime.  But two cells next to each other will produce four times the power and energy.  This is because of neutron pulses.  Each second, each uranium cell sends a pulse to each adjacent component.  A uranium pulse which receives a neutron pulse is made more efficient, and delivers an additional 5 EU/t.  &lt;br /&gt;
&lt;br /&gt;
For example if cell A and cell B are next to each other, &lt;br /&gt;
{{Grid/Reactor&lt;br /&gt;
| A1=Uranium Cell |A2=Uranium Cell&lt;br /&gt;
}}&lt;br /&gt;
A will make 5 EU/t on its own, B will make 5 EU/t on its own.  But A will make 5 EU/t more because it receives a pulse from B, and B will make 5 EU/t more because it receives a pulse from A, for a total of 20 EU/t.  This does not reduce the 10 000 s operating lifetime of the cells, so you get twice the power and energy per uranium cell used.&lt;br /&gt;
&lt;br /&gt;
The efficiency of a cell is how many times over it produces 5 EU/t.  In the previous example, the efficiency of the cells was 2, because each cell produced 10 EU/t = 2 * 5 EU/t.&lt;br /&gt;
&lt;br /&gt;
But this efficiency comes at a cost in heat.  Uranium cells which produce more energy generate more heat.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! efficiency !! heat generated !! heat/efficiency&lt;br /&gt;
|-&lt;br /&gt;
|1 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
|2 || 12 || 6&lt;br /&gt;
|-&lt;br /&gt;
|3 || 24 || 8&lt;br /&gt;
|-&lt;br /&gt;
|4 || 40 || 10&lt;br /&gt;
|-&lt;br /&gt;
|5 || 60 || 12&lt;br /&gt;
|-&lt;br /&gt;
|6 || 84 || 14&lt;br /&gt;
|-&lt;br /&gt;
|7 || 112 || 16&lt;br /&gt;
|-&lt;br /&gt;
|17 || 612 || 36&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One of the major problems of nuclear engineering is to balance efficiency against the problems the extra heat generates.&lt;br /&gt;
&lt;br /&gt;
===Dual and Quad Uranium Cells===&lt;br /&gt;
Important tools to help make more efficient generators are the [[Dual Uranium Cell]] and the [[Quad Uranium Cell]].  A dual cell is a single component which functions like a pair of uranium cells next to each other.  Alone it generates 20 EU/t, 24 heat, and sends two neutron pulses to each adjacent component.  It efficiency is calculated as how many times each cell produces 5 EU/t, so a dual cell producing 20 EU/t has an efficiency of 2, and so produces 12 heat per cell, or 24 heat total.  Every time a dual cell receives a neutron pulse it generates an additional 5 EU/t.&lt;br /&gt;
&lt;br /&gt;
The [[Quad Uranium Cell]] is similar, but considered four uranium cells in a square, in one component.  It thus generates 60 EU/t, and 96 heat if alone.  These components allow efficiencies as high as 17, but normally won&amp;#039;t exceed 7.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Bug&amp;#039;&amp;#039;: In version 1.106, the dual/quad cells last 1/2 or 1/4 as long as they should (10 000 s).&lt;br /&gt;
&lt;br /&gt;
===Reflectors===&lt;br /&gt;
Another important tool for increased efficiency is the [[Neutron Reflector]] and the [[Thick Neutron Reflector]].  Both of these reflect neutron pulses back to the uranium cell which produced them.  This means that a single uranium cell surrounded by 4 neutron reflectors will receive 4 neutron pulses, and so have an efficiency of 5.&lt;br /&gt;
&lt;br /&gt;
A disadvantage of these reflectors is that they wear out over time.  The neutron reflector can reflect 10 000 pulses (one complete cycle from one uranium cell).  The thick neutron reflector is more durable, allowing it to reflect 40 000 pulses before failure.&lt;br /&gt;
&lt;br /&gt;
=Breeder reactors=&lt;br /&gt;
To get the most out of your ore, you&amp;#039;ll want to produce a uranium cell from a [[Depleted Isotope Cell]] rather than directly from a [[ Uranium Fuel Ingot ]].  Not only can you craft eight depleted cells from one fuel ingot, but you will also receive a [[Near-Depleted Uranium Cell]] 25% of the time when a uranium cell is used up.  This can be easily crafted into a depleted isotope cell.&lt;br /&gt;
&lt;br /&gt;
However, creating uranium cells from depleted uranium cells requires a breeder reactor.  A safe (low temperature) breeder reactor will change a [[Depleted Isotope Cell]] into a [[ Re-Enriched Uranium Cell ]] after it receives 10 000 neutron pulses.  However, every time a uranium cell sends a pulse into an isotope cell, it generates heat as if the uranium cell was producing 5 EU/t additional energy.  However, no additional energy is generated.  Breeder reactors tend to generate a large amount of heat and little energy, but a lot of re-enriched uranium cells, which are easily crafted into uranium cells you can use to generate lots of energy.&lt;br /&gt;
&lt;br /&gt;
It is possible to make your breeder much more efficient by operating it at higher temperature.  At 3001 heat in the reactor, each neutron pulse will recharge isotope cells twice as quickly as at 0 heat (or 2999 heat).  6001 heat will operate three times more efficiently than 0 heat, and so on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! reactor heat !! relative recharge rate&lt;br /&gt;
|-&lt;br /&gt;
|0 - 2999 || 1&lt;br /&gt;
|-&lt;br /&gt;
|3001 - 5999 || 2&lt;br /&gt;
|-&lt;br /&gt;
|6001 - 8999 || 3&lt;br /&gt;
|-&lt;br /&gt;
|9001 - 11999 || 4&lt;br /&gt;
|}&lt;br /&gt;
There is no hard limit to the efficiency of your breeder.  The higher the operating temperature, the faster it will produce new cells.&lt;br /&gt;
But be careful -- at higher reactor temperatures bad things begin to happen.  Things that typically end with a crater where your base used to be.&lt;br /&gt;
&lt;br /&gt;
==Heat regulation==&lt;br /&gt;
If you want your breeder reactor to operate efficiently (that means at high temperature), balancing heat can be very tricky.  Fortunately [[Heating Cell]]s are here to help.  A stack of three of these components in your reactor will give three heat to each surrounding component if that component has less than 3000 heat.  Five of them will give 5 heat to each adjacent component up to a maximum of 5000 heat, melting almost any component.  This allows you to maintain a stable high temperature if used properly.&lt;br /&gt;
&lt;br /&gt;
=Safeguarding your reactor=&lt;br /&gt;
Even a safe reactor design can be dangerous if misused, and honestly, what&amp;#039;s the fun of a safe design when a dangerous one can be so much more efficient?  But no one wants to see their base reduced to slag.  There are ways to protect yourself in the event of a meltdown. &lt;br /&gt;
&lt;br /&gt;
==Planner==&lt;br /&gt;
Rather than testing all of your ideas out next to your vault of diamonds, try using the [http://www.talonfiremage.pwp.blueyonder.co.uk/v3/reactorplanner.html planner].  It&amp;#039;s a Java application which allows you to test to see if a design will work before implementing it.&lt;br /&gt;
&lt;br /&gt;
=Dangers of reactor heat=&lt;br /&gt;
As the reactor temperature rises, different bad things begin to happen.&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;
==Blast shields==&lt;br /&gt;
Other than placing your reactor far, far away, the simplest way to protect yourself is to construct a strong wall between your reactor and your base.  This may mean encasing the whole reactor room, or just the side facing your stuff.  In either case, a three meter thick wall of reinforced stone or glass will suffice to contain even the most devastating reactor meltdown.&lt;br /&gt;
&lt;br /&gt;
==Plating==&lt;br /&gt;
Another way to protect yourself is to place reactor plating components into your reactor.&lt;br /&gt;
;[[File:Grid_Reactor_Plating.png]] [[Reactor Plating]]:This component will increase your reactors maximum temperature by 1000 and will reduce the reactor&amp;#039;s explosion range by 5%.&lt;br /&gt;
;[[File:Grid_Containment_Reactor_Plating.png]] [[Containment Reactor Plating]]:This component will increase your reactors maximum temperature by 500 and will reduce the reactor&amp;#039;s explosion range by 10%.&lt;br /&gt;
;[[File:Grid_Heat-Capacity_Reactor_Plating.png]] [[Heat-Capacity Reactor Plating]]:This component will increase your reactor&amp;#039;s maximum temperature by 1700 but will only decrease the explosive range by 1%&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! name !! maximum reactor temperature !! explosion range&lt;br /&gt;
|-&lt;br /&gt;
| [[Reactor Plating]] || +1000 || -5%&lt;br /&gt;
|-&lt;br /&gt;
| [[Containment Reactor Plating]] || +500 || -10%&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat-Capacity Reactor Plating]] || +1700 || -1%&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 level==&lt;br /&gt;
Reactors are classified first by how much they can operate.  This is known as their mark.&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;
==Suffixes==&lt;br /&gt;
The reactor&amp;#039;s mark leaves much unsaid.  Specific properties of the reactor (such as single-use coolants which need to be replaced during operation) are described with suffixes&lt;br /&gt;
&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;
;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;
&lt;br /&gt;
==Efficiency==&lt;br /&gt;
The efficiency of a reactor is also appended to its classification. 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. Efficiencies of five or greater are not possible without neutron reflectors and/or dual or quad cells, which were introduced in 1.106. &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;
| 1 &amp;lt; eff &amp;lt; 2&lt;br /&gt;
| ED&lt;br /&gt;
|-&lt;br /&gt;
| 2 ≤ eff &amp;lt; 3&lt;br /&gt;
| EC&lt;br /&gt;
|-&lt;br /&gt;
| 3 ≤ eff &amp;lt; 4&lt;br /&gt;
| EB&lt;br /&gt;
|-&lt;br /&gt;
| 4 ≤ eff &amp;lt; 5&lt;br /&gt;
| EA&lt;br /&gt;
|-&lt;br /&gt;
| 5 ≤ eff &amp;lt; 6&lt;br /&gt;
| EA+&lt;br /&gt;
|-&lt;br /&gt;
| 6 ≤ eff &amp;lt; 7&lt;br /&gt;
| EA++&lt;br /&gt;
|- &lt;br /&gt;
| 7&lt;br /&gt;
| EA*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that this classification scheme was written before the 1.106 update, and does not address the possibility of an efficiency greater than 4.44 (the previous maximum efficiency).&lt;br /&gt;
&lt;br /&gt;
=Pre 1.106=&lt;br /&gt;
The following information does not reflect the 1.106 update.&lt;br /&gt;
&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;
:&amp;#039;&amp;#039;&amp;#039;Heat&amp;#039;&amp;#039;&amp;#039; - 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 (see &amp;quot;Violent explosion&amp;quot;).&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cooling&amp;#039;&amp;#039;&amp;#039; - 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, preventing a meltdown.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Reactor Tick&amp;#039;&amp;#039;&amp;#039; - A reactor &amp;#039;ticks&amp;#039; once every second. This is when heat, EU generation, and cooling is calculated. (Not to be confused with [[EU#EU.2Ft|EU ticks]] which is a completely different measurement)&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Uranium Pulse&amp;#039;&amp;#039;&amp;#039; - Pulses occur every reactor tick, each pulse produces heat and EU. Uranium Cells normally pulse once per tick, but will produce one &amp;#039;bonus&amp;#039; pulse per neighboring cell (This does not cause the cell to deplete faster, essentially generating bonus energy, but also extra heat).&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Breeder Reactor&amp;#039;&amp;#039;&amp;#039; - A type of reactor design that re-enriches [[Depleted Isotope Cell]]s into full [[Uranium Cell]]s, but produces little power.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Reactor Design&amp;#039;&amp;#039;&amp;#039; - 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 (see &amp;quot;Violent explosion&amp;quot;).&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Full Cycle&amp;#039;&amp;#039;&amp;#039; - 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;
:&amp;#039;&amp;#039;&amp;#039;Cooldown Period&amp;#039;&amp;#039;&amp;#039; - The time required for an inactive reactor to cool all the excess heat it has collected.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Reactor Hull&amp;#039;&amp;#039;&amp;#039; - 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;
:&amp;#039;&amp;#039;&amp;#039;Reactor Class&amp;#039;&amp;#039;&amp;#039; - 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;
:&amp;#039;&amp;#039;&amp;#039;Reactor Efficiency&amp;#039;&amp;#039;&amp;#039; - 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;
:&amp;#039;&amp;#039;&amp;#039;Violent explosion&amp;#039;&amp;#039;&amp;#039; - Also known as &amp;quot;reactor meltdown&amp;quot; or &amp;quot;BOOM&amp;quot;. What happens if a reactor overheats over it&amp;#039;s limit due to overheating. Leaves behind a crater worth being given a name. Note that serious nuclear engineers always place signs next to such craters to remember how it was created. Like &amp;quot;First reactor setup that was almost working as intended&amp;quot; or &amp;quot;Probably should add explosion resistant walls to the next setup&amp;quot;.&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;
==== Main components ====&lt;br /&gt;
;[[File:Grid_Reactor_Chamber.png]] [[Reactor Chamber]]: Placed adjacent to the reactor block, each additional chamber provides 6 additional cell slots, +1000 hull strength, and 2 cooling per reactor tick. Note that as a reactor only uses water blocks for cooling in the 3x3x3 grid around the central reactor, adding a Reactor Chamber will only add a total of +1 cooling to a water cooled reactor, as it occupies one of the possible water cooling spots.&lt;br /&gt;
&lt;br /&gt;
:Cables can be connected to a Reactor Chamber to transmit the power generated by the reactor setup. A Redstone signal applied &amp;#039;&amp;#039;&amp;#039;directly&amp;#039;&amp;#039;&amp;#039; to a Reactor Chamber (such as a redstone wire passing over/into the chamber, or a pulled lever supported by the chamber) will conduct through the chamber to the reactor itself, shutting it down.&lt;br /&gt;
&lt;br /&gt;
==== Minecraft 1.3.2 ====&lt;br /&gt;
&lt;br /&gt;
as of 9/16/2012 reactors have been updated and so most of this information is invalid &lt;br /&gt;
&lt;br /&gt;
this is what i have found in the first part of testing&lt;br /&gt;
&lt;br /&gt;
a nuclear cell makes 5 eu/tick &lt;br /&gt;
&lt;br /&gt;
dual cell make 20 eu/tick&lt;br /&gt;
&lt;br /&gt;
quad cell makes 60 eu/tick&lt;br /&gt;
&lt;br /&gt;
heat vents apparently do jest that and vent heat.&lt;br /&gt;
&lt;br /&gt;
REACTORS CAN NO LONGER BE COOLED WITH ICE OR WATER BUCKETS &lt;br /&gt;
&lt;br /&gt;
neutron reflectors when placed next to uranium cells will cause them to make more eu/tick&lt;br /&gt;
&lt;br /&gt;
quad 60 eu to 80 eu &lt;br /&gt;
&lt;br /&gt;
dual 20 eu to 30 eu&lt;br /&gt;
&lt;br /&gt;
single 5 to 10 eu&lt;br /&gt;
&lt;br /&gt;
Normal reflectors last for one cycle, where Thick lasts for two. However, they last less time the more Uranium Cells are adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Uranium components ====&lt;br /&gt;
;[[File:Grid_Uranium_Cell.png]] [[Uranium Cell]]: The main fuel for the reactor. Every reactor tick, each cell produces a single generating pulse on its own and an additional generating pulse for each adjacent Uranium Cell, causing a &amp;quot;chain reaction&amp;quot; the more Uranium Cells are placed right next to each other and therefore increasing the efficiency of each single cell. Each such pulse produces a specific amount of heat (depending on the surrounding components) and 200 EU (10EU/t) &amp;#039;&amp;#039;&amp;#039;as of 1.3.2 - Uranium Cells are reduced to 5EU/t&amp;#039;&amp;#039;&amp;#039;. A cell lasts 10,000 reactor ticks (2 hours 47 minutes), and generates 2,000,000 EU total multiplied by the amount of other cells constantly around it, thus up to 10,000,000 EU can be generated from a single cell constantly surrounded by 4 others. When depleted, Uranium Cells may become [[Near-Depleted Uranium Cell]]s or be lost.&lt;br /&gt;
&lt;br /&gt;
;[[File:Grid_Dual_Uranium_Cell.png]] [[Dual Uranium Cell]]: As it says on the tin. 1.3.2 brings with it new, staged-upgrades for Nuclear Power. Along with it comes Dual and Quad Uranium Cells. These act as if they&amp;#039;re 2 or 4 cells in a Grid pattern. 1 Dual cell acts as 2x Uranium Cells are side-by-side. The output from a single slot used is 20EU/t because of 5EU/t per cell, as well as the +5EU/t per cell adjacent to another. &lt;br /&gt;
&lt;br /&gt;
;[[File:Grid_Dual_Uranium_Cell.png]] [[Quad Uranium Cell]]: 4 Uranium Cells forged together to only take one space in the reactor slot; Output for these are 60EU/t. These new Uranium components allow for much more compact Nuclear Reactor designs - However you still have to manage that heat produced.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;[[File:Grid_Near-Depleted_Uranium_Cell.png]] [[Near-Depleted Uranium Cell]]: The &amp;#039;empty&amp;#039; state of a Uranium Cell; these can be crafted manually, or have a chance of appearing when a Uranium Cell is depleted within a reactor. They produce 1 heat each reactor tick, but do not generate any EU.&lt;br /&gt;
&lt;br /&gt;
;[[File:Grid_Depleted_Isotope_Cell.png]] [[Depleted Isotope Cell]]: A depleted Uranium Cell mixed with [[Dusts|coal dust]]. When placed next to a Uranium Cell inside a reactor it recharges into a full cell after some time. The time it takes to recharge a depleted cell depends on the amount of surrounding Uranium Cells and the heat the reactor is operating at. The higher the reactor&amp;#039;s temperature is, the faster the cells will replenish. Isotope cells produce 1 heat but do not generate any EU, the will however cause adjacent Uranium Cells to pulse an additional time. This additional pulse is used up to re-enrich the Depleted Isotope Cell and will therefore not generate any EU, but it will cause the pulsing Uranium Cell to generate additional heat as usual.&lt;br /&gt;
&lt;br /&gt;
;[[File:Grid_Re-Enriched_Uranium_Cell.png]] [[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;
==== 1.3.2 Cooling components ====&lt;br /&gt;
&lt;br /&gt;
Cooling changed a lot in IC2 1.106. The hull of a reactor and the coolant cells will no longer lose heat, only store it. To get rid of the stored heat, you need heat vents. Heat vents can store heat (except the [[Component Heat Vent]]) and dissipate it.&lt;br /&gt;
&lt;br /&gt;
Before starting a complete breakdown on how each cooling component works, here is an explanation of terms:&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;maxHeat&amp;#039;&amp;#039;&amp;#039; -  The maximum heat that can be stored before the component will melt.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;selfCooling rate&amp;#039;&amp;#039;&amp;#039; -  How much heat a component can dissipate per tick.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;reactorTransfer rate&amp;#039;&amp;#039;&amp;#039; - How much heat the vent can receive from the reactor hull per tick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;[[File:Grid_Heat_Vent.png]] [[Heat Vent]]: The basic Heat Vent is used to collect heat from uranium cells. &lt;br /&gt;
;[[File:Grid_Reactor_Heat_Vent.png]] [[Reactor Heat Vent]]:&lt;br /&gt;
;[[File:Grid_Overclocked_Heat_Vent.png]] [[Overclocked Heat Vent]]:&lt;br /&gt;
;[[File:Grid_Advanced_Heat_Vent.png]] [[Advanced Heat Vent]]:&lt;br /&gt;
&lt;br /&gt;
==== Cooling components ====&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;As of 1.3.2 Exterior cooling no longer works. Covering the reactor in water will no longer work. Along with this change Ice will no longer have a cooling effect or buckets of water. Instead new components are introduced to handle cooling in more measurable and gradient fashion. Note: The reactor no longer cools over time without the necessary components. Temperatures will sustain without an intervening body such as Coolant Cells&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
;[[File:Grid_Cooling_Cell.png]] [[Cooling Cell]]: Each cooling cell may absorb 10,000 heat before melting and will cool down itself by 1 point of heat each reactor tick. Unless overheated Cooling Cells are not used up, which makes them the main cooling component inside the reactor.&lt;br /&gt;
&lt;br /&gt;
;[[File:Grid_Integrated_Reactor_Plating.png]] [[Integrated Reactor Plating]]: Plating will distribute heat from an adjacent Uranium Cells into surrounding cooling components, which allows to increase the amount of cooling that can be applied directly to an Uranium Cell. Heat distributed in this way can only travel a distance of one slot, possible further platings will only store the heat but not distribute it. Plating also increases the reactor&amp;#039;s hull strength by 100 points and can store up to 10,000 heat itself before it melts, if it is unable to direct it into any other cooling component. Integrated Reactor Platings will cool down itself by 0.1 point of heat each reactor tick.&lt;br /&gt;
&lt;br /&gt;
;[[File:Grid_Integrated_Heat_Disperser.png]] [[Integrated Heat Disperser]]: These components will attempt to balance out the levels of heat within the reactor hull, any adjacent component capable of storing heat and itself. During each tick a disperser can exchange up to 25 heat with the reactor hull and up to 6 heat with each of the surrounding components. Note that if all Uranium Cells in a reactor are next to at least one cooling component and therefore no longer emit heat to the reactor itself, an Integrated Heat Dispenser is required to utilize the reactor&amp;#039;s own cooling. In addition, as this component is able to exchange heat with the reactor itself, it can as well be used to &amp;quot;move&amp;quot; heat from one place to another inside the reactor (using the reactor&amp;#039;s own heat storage as a medium), if for example the space around an Uranium Cell is not sufficient to completely cool the heat it emits.&lt;br /&gt;
&lt;br /&gt;
==== One time items ====&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;No longer work with 1.3.2&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
;[[File:Grid_Water_Bucket.png]] [[Water Bucket]]: When a reactor&amp;#039;s hull has more than 4000 heat, it will evaporate the water inside the bucket, reducing the heat instantly by 250 points and leaving the empty bucket in the slot. This can be used to manually adjust the reactor&amp;#039;s temperature or as a hint that the reactor is overheating.&lt;br /&gt;
&lt;br /&gt;
;[[Non-IC Items|Ice Block]] If a reactor&amp;#039;s hull has more that 300 heat, it will evaporate ice blocks each tick, reducing the heat instantly by 300 points per block evaporated until it is below the limit of 300 heat. Note that only one ice block per reactor slot is used up per tick, therefore the total amount of heat that can be reduced per tick is limited by the slots occupied by Ice Blocks. Thus even if a reactor is filled up with stacks of ice, it still can blow up violently. Ice blocks can be used to manually cool down a reactor, as a short-time cool-down system in extreme reactor setups, or as an indicator that the reactor is building up heat.&lt;br /&gt;
&lt;br /&gt;
;[[File:Grid_Lava_Bucket.png]] [[Lava Bucket]]: Placing a lava bucket inside a reactor will instantly increase the reactor&amp;#039;s hull heat by 2,000 points, leaving the empty bucket in the slot. This is useful for &amp;#039;breeder&amp;#039; type reactors to heat-up the reactor to increase the speed at which Depleted Isotope Cell recharge.&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 (Cooling Cell, Integrated Reactor Plating, Integrated Heat Disperser) 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;
Pro Tip and Warning: Remember, though putting uranium cells next to each other doubles the energy output, it doubles the heat as well, meaning that two uranium cells next to each other will generate 12 heat each with the max possible 3 components around each.&lt;br /&gt;
&lt;br /&gt;
Formula:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;font size=1&amp;gt;H = Heat per Uranium cell&amp;lt;br/&amp;gt;U = Number of adjacent Uranium cells&amp;lt;br/&amp;gt;C = Number of adjacent Components&amp;lt;br/&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
H = (U + 1) * (10 - (C - 1) * 2)&amp;#039;&amp;#039;&amp;#039;&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;
** An overheating reactor can be detected by placing redstone dust on top of wood blocks close to the reactor and sending a redstone signal through it; when the reactor heats up past 40%, the wood will burn, breaking the circuit. If this circuit&amp;#039;s output is inverted and routed back to the reactor (&amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; on wood blocks, to ensure the segment after the inverter is not destroyed!), it can serve as an automated shutdown / alarm circuit.&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 dispersers 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 1000 heat, to a maximum of +6000 with 6 chambers.  Each piece of hull plating futher increases the heat threshold by 100.&lt;br /&gt;
&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;
| OVER 9000!!!&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;
=== Reactor Security ===&lt;br /&gt;
As much as nuclear reactors are excellent terraforming devices - if you want to create huge craters - their main use is to create power for your other devices and machines. In order to avoid a sudden violent explosion, you need to take precaution and plan your reactor setup accordingly. In general there are two ways to ensure that a reactor does not unexpectedly react with its surrounding environment: you can either design a stable reactor that never overheats or, if you need more power, you can at least put the reactor into layers of material that - in the unlikely event of a nuclear meltdown - absorb the blast to keep the environment intact.&lt;br /&gt;
&lt;br /&gt;
==== Stable reactors ====&lt;br /&gt;
The most simplest stable reactor is to put in a single Uranium Cell and surround it with adjacent 4 coolant cells. The Uranium Cell will now produce 4 heat each tick, which will be completely absorbed and cooled down by the coolant cells. This setup can never explode, no matter how many of these sets you manage to squeeze into your reactor chamber, it will always run safely. &lt;br /&gt;
&lt;br /&gt;
This set however only produces 10 EU/t per Uranium Cell, which is very inefficient. If you would put two Uranium Cells adjacent to each other a chain reaction starts, and suddenly each cell produces two times their previous value, for a total of 40 EU/t. However those cells as well double their heat output. So if you still only surround them with Coolant Cells you would not only be restricted to 3 cells for each Uranium Cell (as the 4th spot is taken by the other Uranium Cell), but each of those Coolant Cells would now receive 2 heat per reactor tick, but can only cool down by 1 point per tick. Given some time (actually lots of time) those cooling cells would melt down, the heat emitted by each Uranium Cell increases as it lacks surrounding cooling components, till eventually they emit their combined 40 heat per tick into the reactor hull, which cannot dissipate all the heat on its own, and finally causes a massive explosion.&lt;br /&gt;
&lt;br /&gt;
Adding more cooling components to the setup and using a smart layout of cooling cells, heat dispersers and platings, it is possible to run a chain reaction of 3 Uranium Cells while dissipating all the heat created by this chain reaction using only a reactor with two chambers, thus creating a Mark I (stable) reactor setup with an output 70 EU/t for a total of 14,000,000 EU over the life-time of those three Uranium Cells. It is recommended to insert ice blocks into the reactor chamber while experimenting, which will vaporize as soon as the reactor exceeds 300 heat, indicating that the setup is not stable.&lt;br /&gt;
&lt;br /&gt;
It is not possible, no matter how smart the setup is, to run a stable chain reaction of 4 or more Uranium Cells, as even for the setup with the least heat emitted, you still would need more Coolant Cells than you can fit into the reactor chamber. However, if you have the buildcraft mod you can transport ice and water buckets to the reactor, thus cooling it down. It MAY be possible to use a bulidcraft pump and water proof pipes to pump water into the reactor WITHOUT the use of buckets, but it is not known if that will work. See the buildcraft wiki if you don&amp;#039;t understand what I am talking about.&lt;br /&gt;
&lt;br /&gt;
==== Reducing the Explosion Radius ====&lt;br /&gt;
If you require more than 70 EU/t from your reactor and you are not willing to use up the materials or the space to build a second reactor, you can put in more Uranium Cells into the reactor chamber than it can cool down for some time, to fulfill your need of EU. While extreme setups are capable of outputting over 2000 EU/t they require perfect timing to shut the reactor down just right before it explodes. During experimentation with such setups it is strongly recommended to take security precautions to reduce the explosion radius of an almost perfectly working setup.&lt;br /&gt;
&lt;br /&gt;
In the unlikely event of a nuclear meltdown, the reactor will explode violently and force its internal pressure right into it&amp;#039;s surrounding environment. Read: it will destroy everything in a large radius till the entire force of the explosion is used up. To avoid the destruction of your house or other valuable assets, you need to give the possible explosion material to react with that is stable enough to use up at least a good portion of the explosion force. You need [[Reinforced Stone]].&lt;br /&gt;
&lt;br /&gt;
While the reactor will turn everything into molten clumps of lava in a 5x5x5 cube centered around the central reactor given enough time and heat, everything beyond that will survive to absorb the explosion blast. Surrounding the reactor completely with a layer Reinforced Stone will reduce the explosion from a massive crater to a mere hole. Adding a second layer will reduce the explosion to a slight bump into the adjacent material and adding a third layer will guarantee that no matter how violent the explosion might be, only the Reinforced Stone will be consumed by it.&lt;br /&gt;
&lt;br /&gt;
Now you might ask how to transport the generated energy into your storage if you completely surround the reactor with Reinforced Stone or how to apply a redstone signal to shut it down. Smart question! And the answer is: directed force. It is inevitable to have at least some holes in your secure layers, but the good news is, the explosion does not simply destroy a sphere around the reactor, the force that escapes the construction will keep its direction of travel. So if you attach your cables at the top of the reactor, the explosion&amp;#039;s force escaping the shelter will only destroy things above the reactor, which under optimal conditions is just air. In the same way a redstone torch from below can be used to signal the reactor to run or shut down, which conveniently can be transmitted through one solid block per torch. &lt;br /&gt;
&lt;br /&gt;
Building a proper shelter around your reactor allows you to experiment with nuclear energy and risk only the reactor itself, some reinforced stone blocks, and your life.&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 Dispersers 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 Dispersers will still pull that heat into components and melt them all.&lt;br /&gt;
* A math trick to calculate the number of pulses (P) for complex (i.e. Mark IV or Mark V) reactors is to multiply the number of uranium cells (U) by 5 and subtract the number of sides of uranium cells not touching other uranium cells (S) so P = 5 * U - S. So a Mark V reactor (9x6 uranium cells) would make 5 * (9 * 6) - 2 * (9 + 6) pulses = 240 pulses (and 2400 EU/t which would explode even HV cables and HV transformers, and 2400 heat per second which would explode the reactor in less than a minute (i tested it yesterday).&lt;br /&gt;
* It is possible to use buildcraft with a nuclear reactor by connecting pipe to either the main reactor block or its chambers. This can be used to pump ice into the reactor from a chest continuously. Ice can be produced with pumps over infinite water sources adjacent to compressors (creating snowballs) feeding into another compressor which turns snowballs to ice, but it requires about 1400 EU per ice block, and may not be practical.&lt;br /&gt;
*As an additional precaution, consider adding an automatic cutoff switch.  If the redstone current which turns the reactor on is wired over or through a flammable block near the reactor, then if the reactor gets hot enough to burn nearby blocks the reactor will probably turn off, which may stop the meltdown.  &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;
== HAYO ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size = 7&amp;gt;&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;IT&amp;#039;S&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#00FFFF&amp;quot;&amp;gt;TIME&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;FOR&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FFFF00&amp;quot;&amp;gt;THE&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;INDUSTRIAL&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;REVOLUTION,&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF1493&amp;quot;&amp;gt;HAYO!&amp;lt;/span&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And since there&amp;#039;s no revolution without sacrifices, we shall now remain quiet for 2 ticks to show our sympathy towards a lone, unnamed engineer, who managed to obtain the ultimate blueprints of Nuclear Engineering.&lt;br /&gt;
There, silence done, let&amp;#039;s check out the blueprints! [http://i46.tinypic.com/23tli1d.jpg| &amp;gt;&amp;gt;ACCESS GRANTED&amp;lt;&amp;lt;]&lt;br /&gt;
&lt;br /&gt;
Step I: Craft the future&lt;br /&gt;
First of all, you will need to craft a Nuclear Reactor itself. Of course you can&amp;#039;t just summon a complex Reactor out of some iron and other stuff! That would be unrealistic. Instead, you first need to craft Nuclear Chambers. These chambers are, duh, CHAMBERS. Accordingly, you merely need a Machine Block and a half&amp;#039;o&amp;#039;stack of Copper. How to craft 33 elements together? Well, use your head, it&amp;#039;s all about compressing numbers into quality.&lt;br /&gt;
(Be advised, I do not take any responsibility to injuries taken due attempts to compress Coppy by hammering it with your head.)&lt;br /&gt;
After you successfully crafted three, not two, not four, but three, to be spelled, 3, which is the number following after the 2 and going before 4, chambers, you can now easyly create a Nuclear Reactor, by combining the side-wards aligned Chambers with a Generator below and an advanced Circuit above.&lt;br /&gt;
You say that&amp;#039;s much easier then before? Well, I say HAYO.&lt;br /&gt;
Due to improvements in various blueprints, we managed to cut down useless wasted ressources by 2%, resulting in the new and awesomely cheap recipe. Once you crafter your Reactor, it&amp;#039;s already fully operational. Placing it down can be done anywhere, since the new Copper-based isolation will ensure the Reactor to be 100% immune to outward influences, accordingly it does neither heat up or cool down by itself or by surrounding blocks.&lt;br /&gt;
As you knew from before, a simple Reactor only contains 3 chambers and accordingly offers you 3 coloumns of space for installment of your personlaized reactor setup. You can expand this setup to up to 9 coloumns by placing more chambers (for the math-weak of you: 6) adjacent to the Nuclear Reactor core.&lt;br /&gt;
Unless you intend to use your Reactor as hayo-ish replacement for a TNT-cannon, I advise to use Reinforced Stone to encase the Reactor in a resistant layer to ensure minimal area destruction in case of &amp;#039;slight misscalculations&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Part II: Uranium and you (the radiated individual)&lt;br /&gt;
Of course the fuel, the source of energy, the symbol of life, the ultimate answer to the question of the sense of life, the universe and how to obtain enough power for everything else, is Uranium. Mined as raw chunks, compressed into craftable Brickets, filled into strangely durable tin cells, you obtain Uranium cells.&lt;br /&gt;
Be advised that, for your own security, Uranium cells do only do &amp;#039;something&amp;#039; when the reactor is receiving a direct redstone signal.&lt;br /&gt;
Uranium cells last for 10.000 seconds (and accordingly 10.000 ReactorTicks) each. The lifetime of an Uranium cell is considered &amp;#039;one reactor cycle&amp;#039;.&lt;br /&gt;
Uranium cells constantly and reliably (why? who cares?!) &amp;#039;pulse&amp;#039; every full second. Every pulse causes an Uranium cells to send out a load of neutrons, whilst consuming 1/10000th of itself. Due to the critical-mass-of-compressed-uranium-in-small-tin-cells-for-whatever-reasons-hayo-rule, only a fractal of the Neutrons will actually cause Nuclear Reaction within the cell. (Reaction are good, they produce energy!).&lt;br /&gt;
In effect, this causes a single cell to merely produce one &amp;#039;pulse&amp;#039; of energy. Every pulse of energy produces enough useable heat for the Nuclear Reactor to produce 100 EU, spread out amongst the next 20 ticks, effectively granting 5 EU/t.&lt;br /&gt;
However, if you place Uranium Cells adjacent to other Uranium Cells, the normally &amp;#039;lost&amp;#039; Neutrons will hit the adjacent Uranium Cell, creating another pulse (for each adjacent Uranium cell). Therefore, 2 neighbouring cells will create a total of FOUR pulses, opposed to two pulses if they would be seperated.&lt;br /&gt;
This is called &amp;#039;efficiency&amp;#039;. Since the lifetime of a cell is not dependant on the amount of pulses it effectively creates (but on it&amp;#039;s 10k second lifetime, duh), one piece of Uraniumj can produce 1 or x million EU. Naturally, you will want a higher efficiency to maximize the energy gain of your Reactor.&lt;br /&gt;
However, the more efficient a cell is, the higher is the not-useable heat produced by it. Whilst useable heat is good, unuseable heat is not. It&amp;#039;s like the dark side of good heat, just without cookies.&lt;br /&gt;
A cell creating 5 EU/t will produce 4 heat per second. 10 EU/t produce 12hps. 15 is 24hps, 20 is 40hps, etc... You will shortly learn how to deal with reactor heat.&lt;br /&gt;
Lastly, it should be mentioned there are theoretical approaches to condense more Uranium into less space. Of course way too dangerous to attempt this in practical applications, condensing Uranium Cells into more compact arrangements would permit users to reduce the amount of slots needed for actual Uranium Cells. Additionally, it would permit the Uranium Cells to more effectively use it&amp;#039;s own emitted Neutrons.&lt;br /&gt;
For example a, theoretical!, setup of a &amp;#039;Dual Uranium Cell&amp;#039;, would not just produce twice as much energy (and heat) compared to a single cell, but it would additional pulse by itself TWO TIMES (per cell element!), for a total of up to 6 pulses per Neutron emission. With a &amp;#039;Quad Uranium Cell&amp;#039;, this would even increase to a maximum of 7 pulses, the highest efficiency theoretically possible. Though such a setup would create whopping 448 heat per second... which isn&amp;#039;t exactly hayo...&lt;br /&gt;
&lt;br /&gt;
Part III: Reactors in heat. ... Wait a second...&lt;br /&gt;
A reactor can only take so much heat before it will start melting and finally explode (which is a safety measure to prevent in from leaking dangerous radioactivity). Per default, the reactor hull can survive up to 10k heat without lasting damage. However, as the reactor&amp;#039;s temperature rises, it will start affecting it&amp;#039;s surrounding. Reactor heat can set wooden structures ablaze, melt stone into lava and harm living beings. It is ill-advised to approach hot reactors without full Hazmat-Equipment.&lt;br /&gt;
To prevent the reactor hull from heating up, you can make use of various Reactor Components. The most simple of those are Coolant Cells. Uranium Cells emit heat to all surrounding components (which can accept it) and will only heat the hull itself if there is no (suitable) component present. For example an Uranium Cell surrounded by four other cells will always heat the reactor hull.&lt;br /&gt;
Coolant Cells can be constructed in multiple layers of coolant water, permitting the cells to store 10k, 30k or even hayoish 60k of heat. However, by themselves these cells do merely STORE the heat, but don&amp;#039;t DISSIPATE any heat and will eventually melt as well (causing the cells to heat the hull again).&lt;br /&gt;
&lt;br /&gt;
For this reason, I hereby present you: HeatSwitches (commonly known as HD or HeatDissipator, HeatDistributer and Strange-Thing-Which-Can-Magically-Alter-Temeperatures).&lt;br /&gt;
The standard HeatSwitch can store 2500 heat, has a &amp;#039;sideTransfer rate&amp;#039; of 12 and a &amp;#039;coreTransfer rate&amp;#039; of 4.&lt;br /&gt;
All HeatSwitches work the same way: They calculate the % of heat stored in all surrounding tiles, themselves and the reactor hull, calculate a median and then attempt to reach that median on all components. A heatSwitch will first shift around (component &amp;lt;-&amp;gt; switch) the heat of adjacent components, to a max of sideTransfer. Then he will try to balance the heat between itself and the reactor to a max of coreTransfer.&lt;br /&gt;
The &amp;#039;Core Heat Switch&amp;#039; does have a sideTransfer rate of 0 (thus no heat balance between adjacent components), but a coreTransfer rate of 72, and a maxHeat of 5000.&lt;br /&gt;
The &amp;#039;Spread Heat Switch&amp;#039; does not have a coreTrasnfer, but instead 36 sideTransfer, and a maxHeat of 5000.&lt;br /&gt;
Lastly, the &amp;#039;Diamond Heat Switch&amp;#039; has a sideTransfer of 24 and a coreTransfer of 8, and a maxHeat of 10000.&lt;br /&gt;
Opposed to the old HD&amp;#039;s, the switches do NOT dissipate heat, have a LOW heat storage and do go by %, not my static values. F.e. you have a core heat switch (5000 max) and a reactor with some plating (20000 max). The system has a total of 5000 heat. The switch will balance 1000 heat to itself and 4000 to the reactor, resulting in 20% heat for itself and the reactor.&lt;br /&gt;
&lt;br /&gt;
Now you can spread heat through all reactor components and balance it amongst all storage units. But unless you intend to constantly replace the storage components, the heat will merely accumulate all over the time. To solve this, our engineers designed HeatVents (aka Vents, Heat Ventilation, Ventilators, Fans, Followers...)&lt;br /&gt;
Vents have a maxHeat of 1000 and a &amp;#039;selfCooling rate&amp;#039; and a &amp;#039;reactorTransfer rate&amp;#039;.&lt;br /&gt;
A vent will always first draw heat from the reactor in height of it&amp;#039;s reactorTransfer rate, regardless of it&amp;#039;s own heat level. They do not &amp;#039;balance&amp;#039; as heatSwitches do. Second, they will reduce their own heat by the selfCooling rate, venting the heat into the air = Mystically gone.&lt;br /&gt;
&amp;#039;Basic Vent&amp;#039;s do merely have a selfVent of 6.&lt;br /&gt;
&amp;#039;CoreVent&amp;#039;s have 5 selfVent and 5 reactorTransfer (effectively applying continous -5Heat/tick to the reactor hull.&lt;br /&gt;
&amp;#039;Golden CoreVent&amp;#039;s are tricky to use. They provide an amazing 20 selfCooling, but have 36 reactorTransfer. Effectively, this means they will always melt themselves if the reactor has enough heat avaible. It&amp;#039;s up to you to figure out how to use them properly.&lt;br /&gt;
&amp;#039;Diamond Vent&amp;#039;s have 12 selfCooling, but 0 reactorTrasnfer again.&lt;br /&gt;
There is one special, the &amp;#039;SpreadVent&amp;#039;. It can NOT take up any heat. However, it automatically cools down all adjacent components by 4 per tick.&lt;br /&gt;
&lt;br /&gt;
Part IV: Have your uranium breed itself&lt;br /&gt;
By now, you should have run low on Uranium supplies. But luckyly, we still have Breeding to reenrich and reuse spent Uranium!&lt;br /&gt;
Whenever an Uranium Cell is used up, it has a 25% chance to turn into a Depleted Uranium Cells without enough uraniumized remains to be recycled. Refilling such a depleted cell with Coal Dust will provide the necessary raw material, resulting in an &amp;#039;Isotope Cell&amp;#039;.&lt;br /&gt;
During normal Reactor operations, Uranium Cells send out Neutrons every full seconds (as mentioned above). If an Isotope Cell is struck by 10000 Neutrons, it will turn into an Re-Enriched Isotope Cell. Combine this result with some more coal dust and it will turn into a fully useable Uranium Cell again.&lt;br /&gt;
The process of re-enriching Isotope Cells, however, creates the same amount of heat as the interaction between Uranium Cells, WITHOUT actually producing the according energy. But considering you can obtain a full new Uranium Cell as a &amp;#039;byproduct&amp;#039; it should still pay out. That&amp;#039;s the way of Nuclear Engineering, GangnamHAYO style.&lt;br /&gt;
Even better though, the re-enrichment of Isotopes by Neutrons seems to be temperature-dependant. For each 3000 units of heat, basing on the reactor hull, there will be one additional Neutron affecting the Isotope. Accordingly, breeding Uranium with reactors on higher temperatures (f.e. 9001 heat) is much more effective (f.e. 4x fast).&lt;br /&gt;
&lt;br /&gt;
However, with all your awesome coolant engineering... how could a reactor possibly heat up that much? The solution has a name: Lava Buckets Heating Cells!&lt;br /&gt;
Heating Cells, also known as HeatPacks, are special components, harnessing the intense heat of lava to act as UNDIMINISHING source of heat. These things are sort of cheap and stackable. Placing them inside of a reactor will cause them to heat up all surrounding components by &amp;#039;stackSize&amp;#039; (=the amount of heatcells placed into the same slot).&lt;br /&gt;
They will keep doing that, until the components heat level reached stackSize*1000. This way you can easyly configure your reactor to remain on a specific heat level.&lt;br /&gt;
Be advised you should use coolant cells next to the heatpacks, as heating f.e. vents to 30k doesnt really work. At least not for me, HAYO.&lt;br /&gt;
&lt;br /&gt;
Part V: How to turn your Reactor from hayo to HAYO!&lt;br /&gt;
You probably are asking, right now, &amp;#039;What the hell? How can a reactor possible contain the heat necessary for successfull breeding?!&amp;#039;&lt;br /&gt;
The answer is Plating. There are three kinds of plating.&lt;br /&gt;
The &amp;#039;Integrated Plating&amp;#039; increases the maximum amount of heat your Reactor can contain by 1000. Additionally, it serves as a buffer and stabilizer in case of emergencys, and will reduce a Reactor&amp;#039;s explosion range by 5%. Since this is reallife and not some exploitable computer game, using 20 platings will NOT make your reactor unexplodeable, don&amp;#039;t try! Additionally, it reduces the strength of heat-based reactor effects (burning your cookies and setting your factory ablaze) to the same degree.&lt;br /&gt;
There are, additionally, two modified Plating versions. The &amp;#039;Heat Plating&amp;#039; grants +2000 maxHeat, but only a 1% modifier, whilst the &amp;#039;Explosive Plating&amp;#039; grants only +500 maxHeat, but a 10% reduction.&lt;br /&gt;
Platings DO NOT take or redistribute any sort of heat and accordingly can be safely carried in larger stacks. These stacks (opposed to HeatPacks) don&amp;#039;t influence the way they work, though.&lt;br /&gt;
&lt;br /&gt;
And, to make things even &amp;#039;more better&amp;#039;, you can now directly enhance the effectivity of single Uranium Cells WITHOUT the use of other Uranum Cells, by the use of Reflectors.&lt;br /&gt;
Neutron Reflectors. As their name implies, they will &amp;#039;reflect lost Neutrons&amp;#039;, causing Uranium Cells to pulse equally as if they would be surrounded by more Uranium. Whilst this increases the Uranium Cells heat output, the Neutron Reflector itself will of course not produce additionally heat (opposed to a second Uranium Cell).&lt;br /&gt;
Neutron Reflectors have a limited life length of 10000 ticks. You can, however, craft a &amp;#039;Thick Neutron Reflector&amp;#039; with a lifetime of 40k ticks. Be advised: Neutron Reflectoers surrounded by multiple cells will diminish faster (2 cells adjacent to the same reflector will deplete it in half of a cell cycle).&lt;br /&gt;
To give you an example of this astonishing techonology: Surrounding a single uranium cell with 4 Reflectors will grant it efficiency class 5.&lt;br /&gt;
&lt;br /&gt;
And if all these methods just don&amp;#039;t cut it: Condensators&lt;br /&gt;
Condensators are a special tool to reduce Reactor heat. They come as Redstone and as LapisLazuli versions (latter one being an upgrade of former).&lt;br /&gt;
Condensators will accept any amounts of heat from surrounding components (though they don&amp;#039;t balance heat around themseles), and INSTANTLY disperse the heat by using their fuel. Yes, you heard right: INSTANT dispersion of UNLIMITE amounts of heat. Effecively a black hole. For heat. Within your Nuclear Reactor. Uhm... HAYO!&lt;br /&gt;
A Redstone Condensator can absorb 20k heat, refilling it (crafting) with redstone will restore 10k of it&amp;#039;s capcity.&lt;br /&gt;
LapisLazuli Condensators can absorb 100k heat, redstone refills 5k and Lapis Lazuli 40k.&lt;br /&gt;
&lt;br /&gt;
Part VI: Last and most likely least...&lt;br /&gt;
Due to copyright issues and nostalgic ideals, it&amp;#039;s still recommended to use the &amp;#039;old&amp;#039; system of labelling your Reactor designs. You can find the somewhat outdated notes here: [http://forum.industrial-craft.net/index.php?page=Thread&amp;amp;postID=2178#post2178| Handbook for Reactor-Labelling].&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;br /&gt;
[[Category:Generators]]&lt;br /&gt;
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&lt;/div&gt;</summary>
		<author><name>Lexmechanic</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=12175</id>
		<title>Nuclear Reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=12175"/>
		<updated>2012-11-10T17:17:12Z</updated>

		<summary type="html">&lt;p&gt;Lexmechanic: minor prettiness edit&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;
|tool=bwrench&lt;br /&gt;
|stackable=Yes (64)&lt;br /&gt;
}}&lt;br /&gt;
The [[Nuclear Reactor]] is a generator that produces [[EU]] by slowly breaking down refined [[Uranium Cell]]s. As cells decay inside the reactor they produce heat. Heat may be removed by cooling methods. If cooling is insufficient, the reactor will gradually overheat and eventually explode, violently.&lt;br /&gt;
&lt;br /&gt;
Copper [[cable]] is sufficient for basic reactors, advanced reactors will require gold or even HV cable.&lt;br /&gt;
&lt;br /&gt;
Each cell will last 10,000 seconds (~2h 47min) inside the reactor, providing at least 5EU/t power (at least 1 million EU per cell).  A very efficient setup can give more than 73 million EU per uranium ore.&lt;br /&gt;
&lt;br /&gt;
You can enlarge the space of your reactor by placing up to 6 additional [[Reactor Chamber]]s directly adjacent to the reactor.&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;
As of Minecraft 1.3.2 &amp;#039;&amp;#039;&amp;#039;IndustrialCraft²&amp;#039;&amp;#039;&amp;#039; has had a second re-write of the Nuclear Reactor with additional components and removed environmental effects such as water and Ice cooling.&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;postID=74761#post74761 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;
|B1=Advanced Circuit&lt;br /&gt;
|A2=Reactor Chamber|B2=Reactor Chamber|C2=Reactor Chamber&lt;br /&gt;
|B3=Generator&lt;br /&gt;
|Output=Nuclear Reactor&lt;br /&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;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;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=Basic Reactor Setup=&lt;br /&gt;
Once you have your reactor, you want to get some power out of it.  The nuclear reactor acts like a chest.  Place the right components in the reactor in the right locations, and voila -- nearly free energy!  Place the wrong components or in the wrong locations, and BOOM!&lt;br /&gt;
&lt;br /&gt;
The simplest reactor contains one [[Uranium Cell]] and one [[Heat Vent]].&lt;br /&gt;
{{Grid/Reactor&lt;br /&gt;
|A1=Uranium Cell|A2=Heat Vent}}&lt;br /&gt;
&lt;br /&gt;
If you apply a redstone signal with a lever, this reactor will produce 5 EU/t.  It will also generate 4 heat per second into the heat vent, and the heat vent will try to dissipate 6 units heat, only find 4, and dissipate that.  Which brings us to a key concept in reactor design: heat.&lt;br /&gt;
&lt;br /&gt;
Heat is generated every second by any uranium cell which is generating EU.  It can either go into a component (such as the heat vent) or into the reactor vessel itself.  If too much accumulates in a component, that component is destroyed.  If too much accumulates in the reactor, the reactor will start doing Bad Things, such as poisoning players in the area, or exploding violently.  Heat is bad.  Fortunately, there are many tools to help you deal with heat.&lt;br /&gt;
&lt;br /&gt;
==Heat Manipulation Tools==&lt;br /&gt;
===Vents===&lt;br /&gt;
These devices get rid of heat, releasing it to the outer air where it does no harm.  They come in five varieties, each useful in different circumstances.&lt;br /&gt;
;[[File:Grid_Heat_Vent.png]] [[Heat Vent]]: The basic vent dissipates 6 heat from itself every second.&lt;br /&gt;
;[[File:Grid_Reactor_Heat_Vent.png]] [[Reactor Heat Vent]]: This vent moves 5 heat from the reactor vessel to itself and dissipates 5 heat every second.  This has the advantage that it can function effectively anywhere in the reactor, not just next to the uranium cell.&lt;br /&gt;
;[[File:Grid_Advanced_Heat_Vent.png]] [[Advanced Heat Vent]]: An improvement to a basic heat vent, this component dissipates 12 heat from itself.&lt;br /&gt;
;[[File:Grid_Component_Heat_Vent.png]] [[Component Heat Vent]]: This vent dissipates 4 heat from each surrounding component.&lt;br /&gt;
;[[File:Grid_Overclocked_Heat_Vent.png]] [[Overclocked Heat Vent]]: This vent moves 36 heat from the reactor to itself and then dissipates 20 heat from itself.  This will cause the component to overheat if steps are not taken to cool this component.&lt;br /&gt;
&lt;br /&gt;
To summarize&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! name !! heat dissipated !! heat pulled from reactor !! maximum accumulated heat&lt;br /&gt;
|-&lt;br /&gt;
|  [[Heat Vent]] || 6 || 0 || 1000 &lt;br /&gt;
|-&lt;br /&gt;
|  [[Reactor Heat Vent]] || 5 || 5 || 1000 &lt;br /&gt;
|-&lt;br /&gt;
|  [[Advanced Heat Vent]] || 12 || 0 || 1000 &lt;br /&gt;
|-&lt;br /&gt;
|  [[Overclocked Heat Vent]] || 20 || 36 || 1000 &lt;br /&gt;
|-&lt;br /&gt;
|  [[Component Heat Vent]] || 4* || 0 || 1000 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heat Exchangers===&lt;br /&gt;
Another tool in your heat-control toolbox is heat exchangers, which do not dissipate heat, but instead move it around, hopefully to where it can be dissipated more easily.  Heat exchangers work intelligently, seeking to make every component they interact be equally far from disintegration.  &lt;br /&gt;
&lt;br /&gt;
For instance, if a basic heat exchanger (which is destroyed at 2500 heat) was transferring heat from itself to the reactor (which usually is destroyed at 10 000 heat), and there was 1250 heat in between the two of them, would try to give the reactor 1000 heat (10% of the reactor&amp;#039;s capacity) and itself 250 heat (10% of its capacity).&lt;br /&gt;
&lt;br /&gt;
There are four types.&lt;br /&gt;
;[[File:Grid_Heat_Exchanger.png]] [[Heat Exchanger]]: These will first exchange up to 12 heat with each surrounding component, and then up to 4 with the reactor itself.&lt;br /&gt;
;[[File:Grid_Advanced_Heat_Exchanger.png]] [[Advanced Heat Exchanger]]: These transfer up to 24 heat with each surrounding component, and then up to 8 with the reactor.&lt;br /&gt;
;[[File:Grid_Core_Heat_Exchanger.png]] [[Core Heat Exchanger]]: These transfer up to 72 heat with the reactor, put will not move heat to or from nearby components.  These will usually be at the same percent capacity as the reactor, so they are useful as a kind of thermometer for your reactor.&lt;br /&gt;
;[[File:Grid_Component_Heat_Exchanger.png]] [[Component Heat Exchanger]]: These transfer up to 36 heat with each adjacent component, but does not transfer any with the reactor itself.&lt;br /&gt;
&lt;br /&gt;
In summary&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! name !! transfer to adjacent !! transfer to core !! max heat &lt;br /&gt;
|-&lt;br /&gt;
| [[Heat Exchanger]] || 12 || 4 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced Heat Exchanger]] || 24 || 8 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| [[Core Heat Exchanger]] || 0 || 72 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| [[Component Heat Exchanger]] || 24 || 0 || 2500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cooling Cells and Condensators===&lt;br /&gt;
Cooling Cells and Condensators have the capacity to absorb large amounts of heat.  Condensators play the role of Single Use Coolant. &lt;br /&gt;
&lt;br /&gt;
Condensators absorb and eliminate heat instantly, but can only be recharged on a crafting table.&lt;br /&gt;
Coolant Cells absorb heat instantly, but cannot dissipate on their own. (Some combination of Heat Exchangers and Heat Vents are required to cool off a Coolant Cell - or you can just let it melt and replace it.) &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! name !! heat dissipated before destruction &lt;br /&gt;
|-&lt;br /&gt;
| 10k [[Coolant Cell]] || 10 000&lt;br /&gt;
|-&lt;br /&gt;
| 30k [[Coolant Cell]] || 30 000&lt;br /&gt;
|-&lt;br /&gt;
| 60k [[Coolant Cell]] || 60 000&lt;br /&gt;
|-&lt;br /&gt;
| [[RSH-Condensator]] || 20 000&lt;br /&gt;
|-&lt;br /&gt;
| [[LZH-Condensator]] || 100 000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[RSH-Condensator|RSH-Condensator]] are recharged with redstone dust.  Each redstone dust restores 10k of coolant potential.  &lt;br /&gt;
[[LZH-Condensator|LZH-Condensators]] are recharged with either lapis lazuli, which restores 40k, or with redstone dust, which only restores 5k.&lt;br /&gt;
&lt;br /&gt;
==Efficiency==&lt;br /&gt;
A single lone uranium cell will produce 5 EU/t, or a not-inconsiderable 1 million EU over its lifetime.  But two cells next to each other will produce four times the power and energy.  This is because of neutron pulses.  Each second, each uranium cell sends a pulse to each adjacent component.  A uranium pulse which receives a neutron pulse is made more efficient, and delivers an additional 5 EU/t.  &lt;br /&gt;
&lt;br /&gt;
For example if cell A and cell B are next to each other, &lt;br /&gt;
{{Grid/Reactor&lt;br /&gt;
| A1=Uranium Cell |A2=Uranium Cell&lt;br /&gt;
}}&lt;br /&gt;
A will make 5 EU/t on its own, B will make 5 EU/t on its own.  But A will make 5 EU/t more because it receives a pulse from B, and B will make 5 EU/t more because it receives a pulse from A, for a total of 20 EU/t.  This does not reduce the 10 000 s operating lifetime of the cells, so you get twice the power and energy per uranium cell used.&lt;br /&gt;
&lt;br /&gt;
The efficiency of a cell is how many times over it produces 5 EU/t.  In the previous example, the efficiency of the cells was 2, because each cell produced 10 EU/t = 2 * 5 EU/t.&lt;br /&gt;
&lt;br /&gt;
But this efficiency comes at a cost in heat.  Uranium cells which produce more energy generate more heat.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! efficiency !! heat generated !! heat/efficiency&lt;br /&gt;
|-&lt;br /&gt;
|1 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
|2 || 12 || 6&lt;br /&gt;
|-&lt;br /&gt;
|3 || 24 || 8&lt;br /&gt;
|-&lt;br /&gt;
|4 || 40 || 10&lt;br /&gt;
|-&lt;br /&gt;
|5 || 60 || 12&lt;br /&gt;
|-&lt;br /&gt;
|6 || 84 || 14&lt;br /&gt;
|-&lt;br /&gt;
|7 || 112 || 16&lt;br /&gt;
|-&lt;br /&gt;
|17 || 612 || 36&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One of the major problems of nuclear engineering is to balance efficiency against the problems the extra heat generates.&lt;br /&gt;
&lt;br /&gt;
===Dual and Quad Uranium Cells===&lt;br /&gt;
Important tools to help make more efficient generators are the [[Dual Uranium Cell]] and the [[Quad Uranium Cell]].  A dual cell is a single component which functions like a pair of uranium cells next to each other.  Alone it generates 20 EU/t, 24 heat, and sends two neutron pulses to each adjacent component.  It efficiency is calculated as how many times each cell produces 5 EU/t, so a dual cell producing 20 EU/t has an efficiency of 2, and so produces 12 heat per cell, or 24 heat total.  Every time a dual cell receives a neutron pulse it generates an additional 5 EU/t.&lt;br /&gt;
&lt;br /&gt;
The [[Quad Uranium Cell]] is similar, but considered four uranium cells in a square, in one component.  It thus generates 60 EU/t, and 96 heat if alone.  These components allow efficiencies as high as 17, but normally won&amp;#039;t exceed 7.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Bug&amp;#039;&amp;#039;: In version 1.106, the dual/quad cells last 1/2 or 1/4 as long as they should (10 000 s).&lt;br /&gt;
&lt;br /&gt;
===Reflectors===&lt;br /&gt;
Another important tool for increased efficiency is the [[Neutron Reflector]] and the [[Thick Neutron Reflector]].  Both of these reflect neutron pulses back to the uranium cell which produced them.  This means that a single uranium cell surrounded by 4 neutron reflectors will receive 4 neutron pulses, and so have an efficiency of 5.&lt;br /&gt;
&lt;br /&gt;
A disadvantage of these reflectors is that they wear out over time.  The neutron reflector can reflect 10 000 pulses (one complete cycle from one uranium cell).  The thick neutron reflector is more durable, allowing it to reflect 40 000 pulses before failure.&lt;br /&gt;
&lt;br /&gt;
=Breeder reactors=&lt;br /&gt;
To get the most out of your ore, you&amp;#039;ll want to produce a uranium cell from a [[Depleted Isotope Cell]] rather than directly from a [[ Uranium Fuel Ingot ]].  Not only can you craft eight depleted cells from one fuel ingot, but you will also receive a [[Near-Depleted Uranium Cell]] 25% of the time when a uranium cell is used up.  This can be easily crafted into a depleted isotope cell.&lt;br /&gt;
&lt;br /&gt;
However, creating uranium cells from depleted uranium cells requires a breeder reactor.  A safe (low temperature) breeder reactor will change a [[Depleted Isotope Cell]] into a [[ Re-Enriched Uranium Cell ]] after it receives 10 000 neutron pulses.  However, every time a uranium cell sends a pulse into an isotope cell, it generates heat as if the uranium cell was producing 5 EU/t additional energy.  However, no additional energy is generated.  Breeder reactors tend to generate a large amount of heat and little energy, but a lot of re-enriched uranium cells, which are easily crafted into uranium cells you can use to generate lots of energy.&lt;br /&gt;
&lt;br /&gt;
It is possible to make your breeder much more efficient by operating it at higher temperature.  At 3001 heat in the reactor, each neutron pulse will recharge isotope cells twice as quickly as at 0 heat (or 2999 heat).  6001 heat will operate three times more efficiently than 0 heat, and so on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! reactor heat !! relative recharge rate&lt;br /&gt;
|-&lt;br /&gt;
|0 - 2999 || 1&lt;br /&gt;
|-&lt;br /&gt;
|3001 - 5999 || 2&lt;br /&gt;
|-&lt;br /&gt;
|6001 - 8999 || 3&lt;br /&gt;
|-&lt;br /&gt;
|9001 - 11999 || 4&lt;br /&gt;
|}&lt;br /&gt;
There is no hard limit to the efficiency of your breeder.  The higher the operating temperature, the faster it will produce new cells.&lt;br /&gt;
But be careful -- at higher reactor temperatures bad things begin to happen.  Things that typically end with a crater where your base used to be.&lt;br /&gt;
&lt;br /&gt;
==Heat regulation==&lt;br /&gt;
If you want your breeder reactor to operate efficiently (that means at high temperature), balancing heat can be very tricky.  Fortunately [[Heating Cell]]s are here to help.  A stack of three of these components in your reactor will give three heat to each surrounding component if that component has less than 3000 heat.  Five of them will give 5 heat to each adjacent component up to a maximum of 5000 heat, melting almost any component.  This allows you to maintain a stable high temperature if used properly.&lt;br /&gt;
&lt;br /&gt;
=Safeguarding your reactor=&lt;br /&gt;
Even a safe reactor design can be dangerous if misused, and honestly, what&amp;#039;s the fun of a safe design when a dangerous one can be so much more efficient?  But no one wants to see their base reduced to slag.  There are ways to protect yourself in the event of a meltdown. &lt;br /&gt;
&lt;br /&gt;
==Planner==&lt;br /&gt;
Rather than testing all of your ideas out next to your vault of diamonds, try using the [http://www.talonfiremage.pwp.blueyonder.co.uk/v3/reactorplanner.html planner].  It&amp;#039;s a Java application which allows you to test to see if a design will work before implementing it.&lt;br /&gt;
&lt;br /&gt;
=Dangers of reactor heat=&lt;br /&gt;
As the reactor temperature rises, different bad things begin to happen.&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;
==Blast shields==&lt;br /&gt;
Other than placing your reactor far, far away, the simplest way to protect yourself is to construct a strong wall between your reactor and your base.  This may mean encasing the whole reactor room, or just the side facing your stuff.  In either case, a three meter thick wall of reinforced stone or glass will suffice to contain even the most devastating reactor meltdown.&lt;br /&gt;
&lt;br /&gt;
==Plating==&lt;br /&gt;
Another way to protect yourself is to place reactor plating components into your reactor.&lt;br /&gt;
;[[File:Grid_Reactor_Plating.png]] [[Reactor Plating]]:This component will increase your reactors maximum temperature by 1000 and will reduce the reactor&amp;#039;s explosion range by 5%.&lt;br /&gt;
;[[File:Grid_Containment_Reactor_Plating.png]] [[Containment Reactor Plating]]:This component will increase your reactors maximum temperature by 500 and will reduce the reactor&amp;#039;s explosion range by 10%.&lt;br /&gt;
;[[File:Grid_Heat-Capacity_Reactor_Plating.png]] [[Heat-Capacity Reactor Plating]]:This component will increase your reactor&amp;#039;s maximum temperature by 1700 but will only decrease the explosive range by 1%&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! name !! maximum reactor temperature !! explosion range&lt;br /&gt;
|-&lt;br /&gt;
| [[Reactor Plating]] || +1000 || -5%&lt;br /&gt;
|-&lt;br /&gt;
| [[Containment Reactor Plating]] || +500 || -10%&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat-Capacity Reactor Plating]] || +1700 || -1%&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 level==&lt;br /&gt;
Reactors are classified first by how much they can operate.  This is known as their mark.&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;
==Suffixes==&lt;br /&gt;
The reactor&amp;#039;s mark leaves much unsaid.  Specific properties of the reactor (such as single-use coolants which need to be replaced during operation) are described with suffixes&lt;br /&gt;
&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;
;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;
&lt;br /&gt;
==Efficiency==&lt;br /&gt;
The efficiency of a reactor is also appended to its classification. 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. Efficiencies of five or greater are not possible without neutron reflectors and/or dual or quad cells, which were introduced in 1.106. &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;
| 1 &amp;lt; eff &amp;lt; 2&lt;br /&gt;
| ED&lt;br /&gt;
|-&lt;br /&gt;
| 2 ≤ eff &amp;lt; 3&lt;br /&gt;
| EC&lt;br /&gt;
|-&lt;br /&gt;
| 3 ≤ eff &amp;lt; 4&lt;br /&gt;
| EB&lt;br /&gt;
|-&lt;br /&gt;
| 4 ≤ eff &amp;lt; 5&lt;br /&gt;
| EA&lt;br /&gt;
|-&lt;br /&gt;
| 5 ≤ eff &amp;lt; 6&lt;br /&gt;
| EA+&lt;br /&gt;
|-&lt;br /&gt;
| 6 ≤ eff &amp;lt; 7&lt;br /&gt;
| EA++&lt;br /&gt;
|- &lt;br /&gt;
| 7&lt;br /&gt;
| EA*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that this classification scheme was written before the 1.106 update, and does not address the possibility of an efficiency greater than 4.44 (the previous maximum efficiency).&lt;br /&gt;
&lt;br /&gt;
=Pre 1.106=&lt;br /&gt;
The following information does not reflect the 1.106 update.&lt;br /&gt;
&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;
:&amp;#039;&amp;#039;&amp;#039;Heat&amp;#039;&amp;#039;&amp;#039; - 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 (see &amp;quot;Violent explosion&amp;quot;).&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Cooling&amp;#039;&amp;#039;&amp;#039; - 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, preventing a meltdown.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Reactor Tick&amp;#039;&amp;#039;&amp;#039; - A reactor &amp;#039;ticks&amp;#039; once every second. This is when heat, EU generation, and cooling is calculated. (Not to be confused with [[EU#EU.2Ft|EU ticks]] which is a completely different measurement)&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Uranium Pulse&amp;#039;&amp;#039;&amp;#039; - Pulses occur every reactor tick, each pulse produces heat and EU. Uranium Cells normally pulse once per tick, but will produce one &amp;#039;bonus&amp;#039; pulse per neighboring cell (This does not cause the cell to deplete faster, essentially generating bonus energy, but also extra heat).&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Breeder Reactor&amp;#039;&amp;#039;&amp;#039; - A type of reactor design that re-enriches [[Depleted Isotope Cell]]s into full [[Uranium Cell]]s, but produces little power.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Reactor Design&amp;#039;&amp;#039;&amp;#039; - 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 (see &amp;quot;Violent explosion&amp;quot;).&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Full Cycle&amp;#039;&amp;#039;&amp;#039; - 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;
:&amp;#039;&amp;#039;&amp;#039;Cooldown Period&amp;#039;&amp;#039;&amp;#039; - The time required for an inactive reactor to cool all the excess heat it has collected.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Reactor Hull&amp;#039;&amp;#039;&amp;#039; - 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;
:&amp;#039;&amp;#039;&amp;#039;Reactor Class&amp;#039;&amp;#039;&amp;#039; - 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;
:&amp;#039;&amp;#039;&amp;#039;Reactor Efficiency&amp;#039;&amp;#039;&amp;#039; - 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;
:&amp;#039;&amp;#039;&amp;#039;Violent explosion&amp;#039;&amp;#039;&amp;#039; - Also known as &amp;quot;reactor meltdown&amp;quot; or &amp;quot;BOOM&amp;quot;. What happens if a reactor overheats over it&amp;#039;s limit due to overheating. Leaves behind a crater worth being given a name. Note that serious nuclear engineers always place signs next to such craters to remember how it was created. Like &amp;quot;First reactor setup that was almost working as intended&amp;quot; or &amp;quot;Probably should add explosion resistant walls to the next setup&amp;quot;.&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;
==== Main components ====&lt;br /&gt;
;[[File:Grid_Reactor_Chamber.png]] [[Reactor Chamber]]: Placed adjacent to the reactor block, each additional chamber provides 6 additional cell slots, +1000 hull strength, and 2 cooling per reactor tick. Note that as a reactor only uses water blocks for cooling in the 3x3x3 grid around the central reactor, adding a Reactor Chamber will only add a total of +1 cooling to a water cooled reactor, as it occupies one of the possible water cooling spots.&lt;br /&gt;
&lt;br /&gt;
:Cables can be connected to a Reactor Chamber to transmit the power generated by the reactor setup. A Redstone signal applied &amp;#039;&amp;#039;&amp;#039;directly&amp;#039;&amp;#039;&amp;#039; to a Reactor Chamber (such as a redstone wire passing over/into the chamber, or a pulled lever supported by the chamber) will conduct through the chamber to the reactor itself, shutting it down.&lt;br /&gt;
&lt;br /&gt;
==== Minecraft 1.3.2 ====&lt;br /&gt;
&lt;br /&gt;
as of 9/16/2012 reactors have been updated and so most of this information is invalid &lt;br /&gt;
&lt;br /&gt;
this is what i have found in the first part of testing&lt;br /&gt;
&lt;br /&gt;
a nuclear cell makes 5 eu/tick &lt;br /&gt;
&lt;br /&gt;
dual cell make 20 eu/tick&lt;br /&gt;
&lt;br /&gt;
quad cell makes 60 eu/tick&lt;br /&gt;
&lt;br /&gt;
heat vents apparently do jest that and vent heat.&lt;br /&gt;
&lt;br /&gt;
REACTORS CAN NO LONGER BE COOLED WITH ICE OR WATER BUCKETS &lt;br /&gt;
&lt;br /&gt;
neutron reflectors when placed next to uranium cells will cause them to make more eu/tick&lt;br /&gt;
&lt;br /&gt;
quad 60 eu to 80 eu &lt;br /&gt;
&lt;br /&gt;
dual 20 eu to 30 eu&lt;br /&gt;
&lt;br /&gt;
single 5 to 10 eu&lt;br /&gt;
&lt;br /&gt;
Normal reflectors last for one cycle, where Thick lasts for two. However, they last less time the more Uranium Cells are adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Uranium components ====&lt;br /&gt;
;[[File:Grid_Uranium_Cell.png]] [[Uranium Cell]]: The main fuel for the reactor. Every reactor tick, each cell produces a single generating pulse on its own and an additional generating pulse for each adjacent Uranium Cell, causing a &amp;quot;chain reaction&amp;quot; the more Uranium Cells are placed right next to each other and therefore increasing the efficiency of each single cell. Each such pulse produces a specific amount of heat (depending on the surrounding components) and 200 EU (10EU/t) &amp;#039;&amp;#039;&amp;#039;as of 1.3.2 - Uranium Cells are reduced to 5EU/t&amp;#039;&amp;#039;&amp;#039;. A cell lasts 10,000 reactor ticks (2 hours 47 minutes), and generates 2,000,000 EU total multiplied by the amount of other cells constantly around it, thus up to 10,000,000 EU can be generated from a single cell constantly surrounded by 4 others. When depleted, Uranium Cells may become [[Near-Depleted Uranium Cell]]s or be lost.&lt;br /&gt;
&lt;br /&gt;
;[[File:Grid_Dual_Uranium_Cell.png]] [[Dual Uranium Cell]]: As it says on the tin. 1.3.2 brings with it new, staged-upgrades for Nuclear Power. Along with it comes Dual and Quad Uranium Cells. These act as if they&amp;#039;re 2 or 4 cells in a Grid pattern. 1 Dual cell acts as 2x Uranium Cells are side-by-side. The output from a single slot used is 20EU/t because of 5EU/t per cell, as well as the +5EU/t per cell adjacent to another. &lt;br /&gt;
&lt;br /&gt;
;[[File:Grid_Dual_Uranium_Cell.png]] [[Quad Uranium Cell]]: 4 Uranium Cells forged together to only take one space in the reactor slot; Output for these are 60EU/t. These new Uranium components allow for much more compact Nuclear Reactor designs - However you still have to manage that heat produced.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;[[File:Grid_Near-Depleted_Uranium_Cell.png]] [[Near-Depleted Uranium Cell]]: The &amp;#039;empty&amp;#039; state of a Uranium Cell; these can be crafted manually, or have a chance of appearing when a Uranium Cell is depleted within a reactor. They produce 1 heat each reactor tick, but do not generate any EU.&lt;br /&gt;
&lt;br /&gt;
;[[File:Grid_Depleted_Isotope_Cell.png]] [[Depleted Isotope Cell]]: A depleted Uranium Cell mixed with [[Dusts|coal dust]]. When placed next to a Uranium Cell inside a reactor it recharges into a full cell after some time. The time it takes to recharge a depleted cell depends on the amount of surrounding Uranium Cells and the heat the reactor is operating at. The higher the reactor&amp;#039;s temperature is, the faster the cells will replenish. Isotope cells produce 1 heat but do not generate any EU, the will however cause adjacent Uranium Cells to pulse an additional time. This additional pulse is used up to re-enrich the Depleted Isotope Cell and will therefore not generate any EU, but it will cause the pulsing Uranium Cell to generate additional heat as usual.&lt;br /&gt;
&lt;br /&gt;
;[[File:Grid_Re-Enriched_Uranium_Cell.png]] [[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;
==== 1.3.2 Cooling components ====&lt;br /&gt;
&lt;br /&gt;
Cooling changed a lot in IC2 1.106. The hull of a reactor and the coolant cells will no longer lose heat, only store it. To get rid of the stored heat, you need heat vents. Heat vents can store heat (except the [[Component Heat Vent]]) and dissipate it.&lt;br /&gt;
&lt;br /&gt;
Before starting a complete breakdown on how each cooling component works, here is an explanation of terms:&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;maxHeat&amp;#039;&amp;#039;&amp;#039; -  The maximum heat that can be stored before the component will melt.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;selfCooling rate&amp;#039;&amp;#039;&amp;#039; -  How much heat a component can dissipate per tick.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;reactorTransfer rate&amp;#039;&amp;#039;&amp;#039; - How much heat the vent can receive from the reactor hull per tick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;[[File:Grid_Heat_Vent.png]] [[Heat Vent]]: The basic Heat Vent is used to collect heat from uranium cells. &lt;br /&gt;
;[[File:Grid_Reactor_Heat_Vent.png]] [[Reactor Heat Vent]]:&lt;br /&gt;
;[[File:Grid_Overclocked_Heat_Vent.png]] [[Overclocked Heat Vent]]:&lt;br /&gt;
;[[File:Grid_Advanced_Heat_Vent.png]] [[Advanced Heat Vent]]:&lt;br /&gt;
&lt;br /&gt;
==== Cooling components ====&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;As of 1.3.2 Exterior cooling no longer works. Covering the reactor in water will no longer work. Along with this change Ice will no longer have a cooling effect or buckets of water. Instead new components are introduced to handle cooling in more measurable and gradient fashion. Note: The reactor no longer cools over time without the necessary components. Temperatures will sustain without an intervening body such as Coolant Cells&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
;[[File:Grid_Cooling_Cell.png]] [[Cooling Cell]]: Each cooling cell may absorb 10,000 heat before melting and will cool down itself by 1 point of heat each reactor tick. Unless overheated Cooling Cells are not used up, which makes them the main cooling component inside the reactor.&lt;br /&gt;
&lt;br /&gt;
;[[File:Grid_Integrated_Reactor_Plating.png]] [[Integrated Reactor Plating]]: Plating will distribute heat from an adjacent Uranium Cells into surrounding cooling components, which allows to increase the amount of cooling that can be applied directly to an Uranium Cell. Heat distributed in this way can only travel a distance of one slot, possible further platings will only store the heat but not distribute it. Plating also increases the reactor&amp;#039;s hull strength by 100 points and can store up to 10,000 heat itself before it melts, if it is unable to direct it into any other cooling component. Integrated Reactor Platings will cool down itself by 0.1 point of heat each reactor tick.&lt;br /&gt;
&lt;br /&gt;
;[[File:Grid_Integrated_Heat_Disperser.png]] [[Integrated Heat Disperser]]: These components will attempt to balance out the levels of heat within the reactor hull, any adjacent component capable of storing heat and itself. During each tick a disperser can exchange up to 25 heat with the reactor hull and up to 6 heat with each of the surrounding components. Note that if all Uranium Cells in a reactor are next to at least one cooling component and therefore no longer emit heat to the reactor itself, an Integrated Heat Dispenser is required to utilize the reactor&amp;#039;s own cooling. In addition, as this component is able to exchange heat with the reactor itself, it can as well be used to &amp;quot;move&amp;quot; heat from one place to another inside the reactor (using the reactor&amp;#039;s own heat storage as a medium), if for example the space around an Uranium Cell is not sufficient to completely cool the heat it emits.&lt;br /&gt;
&lt;br /&gt;
==== One time items ====&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;No longer work with 1.3.2&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
;[[File:Grid_Water_Bucket.png]] [[Water Bucket]]: When a reactor&amp;#039;s hull has more than 4000 heat, it will evaporate the water inside the bucket, reducing the heat instantly by 250 points and leaving the empty bucket in the slot. This can be used to manually adjust the reactor&amp;#039;s temperature or as a hint that the reactor is overheating.&lt;br /&gt;
&lt;br /&gt;
;[[Non-IC Items|Ice Block]] If a reactor&amp;#039;s hull has more that 300 heat, it will evaporate ice blocks each tick, reducing the heat instantly by 300 points per block evaporated until it is below the limit of 300 heat. Note that only one ice block per reactor slot is used up per tick, therefore the total amount of heat that can be reduced per tick is limited by the slots occupied by Ice Blocks. Thus even if a reactor is filled up with stacks of ice, it still can blow up violently. Ice blocks can be used to manually cool down a reactor, as a short-time cool-down system in extreme reactor setups, or as an indicator that the reactor is building up heat.&lt;br /&gt;
&lt;br /&gt;
;[[File:Grid_Lava_Bucket.png]] [[Lava Bucket]]: Placing a lava bucket inside a reactor will instantly increase the reactor&amp;#039;s hull heat by 2,000 points, leaving the empty bucket in the slot. This is useful for &amp;#039;breeder&amp;#039; type reactors to heat-up the reactor to increase the speed at which Depleted Isotope Cell recharge.&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 (Cooling Cell, Integrated Reactor Plating, Integrated Heat Disperser) 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;
Pro Tip and Warning: Remember, though putting uranium cells next to each other doubles the energy output, it doubles the heat as well, meaning that two uranium cells next to each other will generate 12 heat each with the max possible 3 components around each.&lt;br /&gt;
&lt;br /&gt;
Formula:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== H = Heat per Uranium cell&amp;lt;br/&amp;gt;U = Number of adjacent Uranium cells&amp;lt;br/&amp;gt;C = Number of adjacent Components&amp;lt;br/&amp;gt; ======&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;H = (U + 1) * (10 - (C - 1) * 2)&amp;#039;&amp;#039;&amp;#039;&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;
** An overheating reactor can be detected by placing redstone dust on top of wood blocks close to the reactor and sending a redstone signal through it; when the reactor heats up past 40%, the wood will burn, breaking the circuit. If this circuit&amp;#039;s output is inverted and routed back to the reactor (&amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; on wood blocks, to ensure the segment after the inverter is not destroyed!), it can serve as an automated shutdown / alarm circuit.&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 dispersers 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 1000 heat, to a maximum of +6000 with 6 chambers.  Each piece of hull plating futher increases the heat threshold by 100.&lt;br /&gt;
&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;
| OVER 9000!!!&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;
=== Reactor Security ===&lt;br /&gt;
As much as nuclear reactors are excellent terraforming devices - if you want to create huge craters - their main use is to create power for your other devices and machines. In order to avoid a sudden violent explosion, you need to take precaution and plan your reactor setup accordingly. In general there are two ways to ensure that a reactor does not unexpectedly react with its surrounding environment: you can either design a stable reactor that never overheats or, if you need more power, you can at least put the reactor into layers of material that - in the unlikely event of a nuclear meltdown - absorb the blast to keep the environment intact.&lt;br /&gt;
&lt;br /&gt;
==== Stable reactors ====&lt;br /&gt;
The most simplest stable reactor is to put in a single Uranium Cell and surround it with adjacent 4 coolant cells. The Uranium Cell will now produce 4 heat each tick, which will be completely absorbed and cooled down by the coolant cells. This setup can never explode, no matter how many of these sets you manage to squeeze into your reactor chamber, it will always run safely. &lt;br /&gt;
&lt;br /&gt;
This set however only produces 10 EU/t per Uranium Cell, which is very inefficient. If you would put two Uranium Cells adjacent to each other a chain reaction starts, and suddenly each cell produces two times their previous value, for a total of 40 EU/t. However those cells as well double their heat output. So if you still only surround them with Coolant Cells you would not only be restricted to 3 cells for each Uranium Cell (as the 4th spot is taken by the other Uranium Cell), but each of those Coolant Cells would now receive 2 heat per reactor tick, but can only cool down by 1 point per tick. Given some time (actually lots of time) those cooling cells would melt down, the heat emitted by each Uranium Cell increases as it lacks surrounding cooling components, till eventually they emit their combined 40 heat per tick into the reactor hull, which cannot dissipate all the heat on its own, and finally causes a massive explosion.&lt;br /&gt;
&lt;br /&gt;
Adding more cooling components to the setup and using a smart layout of cooling cells, heat dispersers and platings, it is possible to run a chain reaction of 3 Uranium Cells while dissipating all the heat created by this chain reaction using only a reactor with two chambers, thus creating a Mark I (stable) reactor setup with an output 70 EU/t for a total of 14,000,000 EU over the life-time of those three Uranium Cells. It is recommended to insert ice blocks into the reactor chamber while experimenting, which will vaporize as soon as the reactor exceeds 300 heat, indicating that the setup is not stable.&lt;br /&gt;
&lt;br /&gt;
It is not possible, no matter how smart the setup is, to run a stable chain reaction of 4 or more Uranium Cells, as even for the setup with the least heat emitted, you still would need more Coolant Cells than you can fit into the reactor chamber. However, if you have the buildcraft mod you can transport ice and water buckets to the reactor, thus cooling it down. It MAY be possible to use a bulidcraft pump and water proof pipes to pump water into the reactor WITHOUT the use of buckets, but it is not known if that will work. See the buildcraft wiki if you don&amp;#039;t understand what I am talking about.&lt;br /&gt;
&lt;br /&gt;
==== Reducing the Explosion Radius ====&lt;br /&gt;
If you require more than 70 EU/t from your reactor and you are not willing to use up the materials or the space to build a second reactor, you can put in more Uranium Cells into the reactor chamber than it can cool down for some time, to fulfill your need of EU. While extreme setups are capable of outputting over 2000 EU/t they require perfect timing to shut the reactor down just right before it explodes. During experimentation with such setups it is strongly recommended to take security precautions to reduce the explosion radius of an almost perfectly working setup.&lt;br /&gt;
&lt;br /&gt;
In the unlikely event of a nuclear meltdown, the reactor will explode violently and force its internal pressure right into it&amp;#039;s surrounding environment. Read: it will destroy everything in a large radius till the entire force of the explosion is used up. To avoid the destruction of your house or other valuable assets, you need to give the possible explosion material to react with that is stable enough to use up at least a good portion of the explosion force. You need [[Reinforced Stone]].&lt;br /&gt;
&lt;br /&gt;
While the reactor will turn everything into molten clumps of lava in a 5x5x5 cube centered around the central reactor given enough time and heat, everything beyond that will survive to absorb the explosion blast. Surrounding the reactor completely with a layer Reinforced Stone will reduce the explosion from a massive crater to a mere hole. Adding a second layer will reduce the explosion to a slight bump into the adjacent material and adding a third layer will guarantee that no matter how violent the explosion might be, only the Reinforced Stone will be consumed by it.&lt;br /&gt;
&lt;br /&gt;
Now you might ask how to transport the generated energy into your storage if you completely surround the reactor with Reinforced Stone or how to apply a redstone signal to shut it down. Smart question! And the answer is: directed force. It is inevitable to have at least some holes in your secure layers, but the good news is, the explosion does not simply destroy a sphere around the reactor, the force that escapes the construction will keep its direction of travel. So if you attach your cables at the top of the reactor, the explosion&amp;#039;s force escaping the shelter will only destroy things above the reactor, which under optimal conditions is just air. In the same way a redstone torch from below can be used to signal the reactor to run or shut down, which conveniently can be transmitted through one solid block per torch. &lt;br /&gt;
&lt;br /&gt;
Building a proper shelter around your reactor allows you to experiment with nuclear energy and risk only the reactor itself, some reinforced stone blocks, and your life.&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 Dispersers 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 Dispersers will still pull that heat into components and melt them all.&lt;br /&gt;
* A math trick to calculate the number of pulses (P) for complex (i.e. Mark IV or Mark V) reactors is to multiply the number of uranium cells (U) by 5 and subtract the number of sides of uranium cells not touching other uranium cells (S) so P = 5 * U - S. So a Mark V reactor (9x6 uranium cells) would make 5 * (9 * 6) - 2 * (9 + 6) pulses = 240 pulses (and 2400 EU/t which would explode even HV cables and HV transformers, and 2400 heat per second which would explode the reactor in less than a minute (i tested it yesterday).&lt;br /&gt;
* It is possible to use buildcraft with a nuclear reactor by connecting pipe to either the main reactor block or its chambers. This can be used to pump ice into the reactor from a chest continuously. Ice can be produced with pumps over infinite water sources adjacent to compressors (creating snowballs) feeding into another compressor which turns snowballs to ice, but it requires about 1400 EU per ice block, and may not be practical.&lt;br /&gt;
*As an additional precaution, consider adding an automatic cutoff switch.  If the redstone current which turns the reactor on is wired over or through a flammable block near the reactor, then if the reactor gets hot enough to burn nearby blocks the reactor will probably turn off, which may stop the meltdown.  &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;
== HAYO ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size = 7&amp;gt;&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;IT&amp;#039;S&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#00FFFF&amp;quot;&amp;gt;TIME&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;FOR&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FFFF00&amp;quot;&amp;gt;THE&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF4500&amp;quot;&amp;gt;INDUSTRIAL&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;REVOLUTION,&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF1493&amp;quot;&amp;gt;HAYO!&amp;lt;/span&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And since there&amp;#039;s no revolution without sacrifices, we shall now remain quiet for 2 ticks to show our sympathy towards a lone, unnamed engineer, who managed to obtain the ultimate blueprints of Nuclear Engineering.&lt;br /&gt;
There, silence done, let&amp;#039;s check out the blueprints! [http://i46.tinypic.com/23tli1d.jpg| &amp;gt;&amp;gt;ACCESS GRANTED&amp;lt;&amp;lt;]&lt;br /&gt;
&lt;br /&gt;
Step I: Craft the future&lt;br /&gt;
First of all, you will need to craft a Nuclear Reactor itself. Of course you can&amp;#039;t just summon a complex Reactor out of some iron and other stuff! That would be unrealistic. Instead, you first need to craft Nuclear Chambers. These chambers are, duh, CHAMBERS. Accordingly, you merely need a Machine Block and a half&amp;#039;o&amp;#039;stack of Copper. How to craft 33 elements together? Well, use your head, it&amp;#039;s all about compressing numbers into quality.&lt;br /&gt;
(Be advised, I do not take any responsibility to injuries taken due attempts to compress Coppy by hammering it with your head.)&lt;br /&gt;
After you successfully crafted three, not two, not four, but three, to be spelled, 3, which is the number following after the 2 and going before 4, chambers, you can now easyly create a Nuclear Reactor, by combining the side-wards aligned Chambers with a Generator below and an advanced Circuit above.&lt;br /&gt;
You say that&amp;#039;s much easier then before? Well, I say HAYO.&lt;br /&gt;
Due to improvements in various blueprints, we managed to cut down useless wasted ressources by 2%, resulting in the new and awesomely cheap recipe. Once you crafter your Reactor, it&amp;#039;s already fully operational. Placing it down can be done anywhere, since the new Copper-based isolation will ensure the Reactor to be 100% immune to outward influences, accordingly it does neither heat up or cool down by itself or by surrounding blocks.&lt;br /&gt;
As you knew from before, a simple Reactor only contains 3 chambers and accordingly offers you 3 coloumns of space for installment of your personlaized reactor setup. You can expand this setup to up to 9 coloumns by placing more chambers (for the math-weak of you: 6) adjacent to the Nuclear Reactor core.&lt;br /&gt;
Unless you intend to use your Reactor as hayo-ish replacement for a TNT-cannon, I advise to use Reinforced Stone to encase the Reactor in a resistant layer to ensure minimal area destruction in case of &amp;#039;slight misscalculations&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Part II: Uranium and you (the radiated individual)&lt;br /&gt;
Of course the fuel, the source of energy, the symbol of life, the ultimate answer to the question of the sense of life, the universe and how to obtain enough power for everything else, is Uranium. Mined as raw chunks, compressed into craftable Brickets, filled into strangely durable tin cells, you obtain Uranium cells.&lt;br /&gt;
Be advised that, for your own security, Uranium cells do only do &amp;#039;something&amp;#039; when the reactor is receiving a direct redstone signal.&lt;br /&gt;
Uranium cells last for 10.000 seconds (and accordingly 10.000 ReactorTicks) each. The lifetime of an Uranium cell is considered &amp;#039;one reactor cycle&amp;#039;.&lt;br /&gt;
Uranium cells constantly and reliably (why? who cares?!) &amp;#039;pulse&amp;#039; every full second. Every pulse causes an Uranium cells to send out a load of neutrons, whilst consuming 1/10000th of itself. Due to the critical-mass-of-compressed-uranium-in-small-tin-cells-for-whatever-reasons-hayo-rule, only a fractal of the Neutrons will actually cause Nuclear Reaction within the cell. (Reaction are good, they produce energy!).&lt;br /&gt;
In effect, this causes a single cell to merely produce one &amp;#039;pulse&amp;#039; of energy. Every pulse of energy produces enough useable heat for the Nuclear Reactor to produce 100 EU, spread out amongst the next 20 ticks, effectively granting 5 EU/t.&lt;br /&gt;
However, if you place Uranium Cells adjacent to other Uranium Cells, the normally &amp;#039;lost&amp;#039; Neutrons will hit the adjacent Uranium Cell, creating another pulse (for each adjacent Uranium cell). Therefore, 2 neighbouring cells will create a total of FOUR pulses, opposed to two pulses if they would be seperated.&lt;br /&gt;
This is called &amp;#039;efficiency&amp;#039;. Since the lifetime of a cell is not dependant on the amount of pulses it effectively creates (but on it&amp;#039;s 10k second lifetime, duh), one piece of Uraniumj can produce 1 or x million EU. Naturally, you will want a higher efficiency to maximize the energy gain of your Reactor.&lt;br /&gt;
However, the more efficient a cell is, the higher is the not-useable heat produced by it. Whilst useable heat is good, unuseable heat is not. It&amp;#039;s like the dark side of good heat, just without cookies.&lt;br /&gt;
A cell creating 5 EU/t will produce 4 heat per second. 10 EU/t produce 12hps. 15 is 24hps, 20 is 40hps, etc... You will shortly learn how to deal with reactor heat.&lt;br /&gt;
Lastly, it should be mentioned there are theoretical approaches to condense more Uranium into less space. Of course way too dangerous to attempt this in practical applications, condensing Uranium Cells into more compact arrangements would permit users to reduce the amount of slots needed for actual Uranium Cells. Additionally, it would permit the Uranium Cells to more effectively use it&amp;#039;s own emitted Neutrons.&lt;br /&gt;
For example a, theoretical!, setup of a &amp;#039;Dual Uranium Cell&amp;#039;, would not just produce twice as much energy (and heat) compared to a single cell, but it would additional pulse by itself TWO TIMES (per cell element!), for a total of up to 6 pulses per Neutron emission. With a &amp;#039;Quad Uranium Cell&amp;#039;, this would even increase to a maximum of 7 pulses, the highest efficiency theoretically possible. Though such a setup would create whopping 448 heat per second... which isn&amp;#039;t exactly hayo...&lt;br /&gt;
&lt;br /&gt;
Part III: Reactors in heat. ... Wait a second...&lt;br /&gt;
A reactor can only take so much heat before it will start melting and finally explode (which is a safety measure to prevent in from leaking dangerous radioactivity). Per default, the reactor hull can survive up to 10k heat without lasting damage. However, as the reactor&amp;#039;s temperature rises, it will start affecting it&amp;#039;s surrounding. Reactor heat can set wooden structures ablaze, melt stone into lava and harm living beings. It is ill-advised to approach hot reactors without full Hazmat-Equipment.&lt;br /&gt;
To prevent the reactor hull from heating up, you can make use of various Reactor Components. The most simple of those are Coolant Cells. Uranium Cells emit heat to all surrounding components (which can accept it) and will only heat the hull itself if there is no (suitable) component present. For example an Uranium Cell surrounded by four other cells will always heat the reactor hull.&lt;br /&gt;
Coolant Cells can be constructed in multiple layers of coolant water, permitting the cells to store 10k, 30k or even hayoish 60k of heat. However, by themselves these cells do merely STORE the heat, but don&amp;#039;t DISSIPATE any heat and will eventually melt as well (causing the cells to heat the hull again).&lt;br /&gt;
&lt;br /&gt;
For this reason, I hereby present you: HeatSwitches (commonly known as HD or HeatDissipator, HeatDistributer and Strange-Thing-Which-Can-Magically-Alter-Temeperatures).&lt;br /&gt;
The standard HeatSwitch can store 2500 heat, has a &amp;#039;sideTransfer rate&amp;#039; of 12 and a &amp;#039;coreTransfer rate&amp;#039; of 4.&lt;br /&gt;
All HeatSwitches work the same way: They calculate the % of heat stored in all surrounding tiles, themselves and the reactor hull, calculate a median and then attempt to reach that median on all components. A heatSwitch will first shift around (component &amp;lt;-&amp;gt; switch) the heat of adjacent components, to a max of sideTransfer. Then he will try to balance the heat between itself and the reactor to a max of coreTransfer.&lt;br /&gt;
The &amp;#039;Core Heat Switch&amp;#039; does have a sideTransfer rate of 0 (thus no heat balance between adjacent components), but a coreTransfer rate of 72, and a maxHeat of 5000.&lt;br /&gt;
The &amp;#039;Spread Heat Switch&amp;#039; does not have a coreTrasnfer, but instead 36 sideTransfer, and a maxHeat of 5000.&lt;br /&gt;
Lastly, the &amp;#039;Diamond Heat Switch&amp;#039; has a sideTransfer of 24 and a coreTransfer of 8, and a maxHeat of 10000.&lt;br /&gt;
Opposed to the old HD&amp;#039;s, the switches do NOT dissipate heat, have a LOW heat storage and do go by %, not my static values. F.e. you have a core heat switch (5000 max) and a reactor with some plating (20000 max). The system has a total of 5000 heat. The switch will balance 1000 heat to itself and 4000 to the reactor, resulting in 20% heat for itself and the reactor.&lt;br /&gt;
&lt;br /&gt;
Now you can spread heat through all reactor components and balance it amongst all storage units. But unless you intend to constantly replace the storage components, the heat will merely accumulate all over the time. To solve this, our engineers designed HeatVents (aka Vents, Heat Ventilation, Ventilators, Fans, Followers...)&lt;br /&gt;
Vents have a maxHeat of 1000 and a &amp;#039;selfCooling rate&amp;#039; and a &amp;#039;reactorTransfer rate&amp;#039;.&lt;br /&gt;
A vent will always first draw heat from the reactor in height of it&amp;#039;s reactorTransfer rate, regardless of it&amp;#039;s own heat level. They do not &amp;#039;balance&amp;#039; as heatSwitches do. Second, they will reduce their own heat by the selfCooling rate, venting the heat into the air = Mystically gone.&lt;br /&gt;
&amp;#039;Basic Vent&amp;#039;s do merely have a selfVent of 6.&lt;br /&gt;
&amp;#039;CoreVent&amp;#039;s have 5 selfVent and 5 reactorTransfer (effectively applying continous -5Heat/tick to the reactor hull.&lt;br /&gt;
&amp;#039;Golden CoreVent&amp;#039;s are tricky to use. They provide an amazing 20 selfCooling, but have 36 reactorTransfer. Effectively, this means they will always melt themselves if the reactor has enough heat avaible. It&amp;#039;s up to you to figure out how to use them properly.&lt;br /&gt;
&amp;#039;Diamond Vent&amp;#039;s have 12 selfCooling, but 0 reactorTrasnfer again.&lt;br /&gt;
There is one special, the &amp;#039;SpreadVent&amp;#039;. It can NOT take up any heat. However, it automatically cools down all adjacent components by 4 per tick.&lt;br /&gt;
&lt;br /&gt;
Part IV: Have your uranium breed itself&lt;br /&gt;
By now, you should have run low on Uranium supplies. But luckyly, we still have Breeding to reenrich and reuse spent Uranium!&lt;br /&gt;
Whenever an Uranium Cell is used up, it has a 25% chance to turn into a Depleted Uranium Cells without enough uraniumized remains to be recycled. Refilling such a depleted cell with Coal Dust will provide the necessary raw material, resulting in an &amp;#039;Isotope Cell&amp;#039;.&lt;br /&gt;
During normal Reactor operations, Uranium Cells send out Neutrons every full seconds (as mentioned above). If an Isotope Cell is struck by 10000 Neutrons, it will turn into an Re-Enriched Isotope Cell. Combine this result with some more coal dust and it will turn into a fully useable Uranium Cell again.&lt;br /&gt;
The process of re-enriching Isotope Cells, however, creates the same amount of heat as the interaction between Uranium Cells, WITHOUT actually producing the according energy. But considering you can obtain a full new Uranium Cell as a &amp;#039;byproduct&amp;#039; it should still pay out. That&amp;#039;s the way of Nuclear Engineering, GangnamHAYO style.&lt;br /&gt;
Even better though, the re-enrichment of Isotopes by Neutrons seems to be temperature-dependant. For each 3000 units of heat, basing on the reactor hull, there will be one additional Neutron affecting the Isotope. Accordingly, breeding Uranium with reactors on higher temperatures (f.e. 9001 heat) is much more effective (f.e. 4x fast).&lt;br /&gt;
&lt;br /&gt;
However, with all your awesome coolant engineering... how could a reactor possibly heat up that much? The solution has a name: Lava Buckets Heating Cells!&lt;br /&gt;
Heating Cells, also known as HeatPacks, are special components, harnessing the intense heat of lava to act as UNDIMINISHING source of heat. These things are sort of cheap and stackable. Placing them inside of a reactor will cause them to heat up all surrounding components by &amp;#039;stackSize&amp;#039; (=the amount of heatcells placed into the same slot).&lt;br /&gt;
They will keep doing that, until the components heat level reached stackSize*1000. This way you can easyly configure your reactor to remain on a specific heat level.&lt;br /&gt;
Be advised you should use coolant cells next to the heatpacks, as heating f.e. vents to 30k doesnt really work. At least not for me, HAYO.&lt;br /&gt;
&lt;br /&gt;
Part V: How to turn your Reactor from hayo to HAYO!&lt;br /&gt;
You probably are asking, right now, &amp;#039;What the hell? How can a reactor possible contain the heat necessary for successfull breeding?!&amp;#039;&lt;br /&gt;
The answer is Plating. There are three kinds of plating.&lt;br /&gt;
The &amp;#039;Integrated Plating&amp;#039; increases the maximum amount of heat your Reactor can contain by 1000. Additionally, it serves as a buffer and stabilizer in case of emergencys, and will reduce a Reactor&amp;#039;s explosion range by 5%. Since this is reallife and not some exploitable computer game, using 20 platings will NOT make your reactor unexplodeable, don&amp;#039;t try! Additionally, it reduces the strength of heat-based reactor effects (burning your cookies and setting your factory ablaze) to the same degree.&lt;br /&gt;
There are, additionally, two modified Plating versions. The &amp;#039;Heat Plating&amp;#039; grants +2000 maxHeat, but only a 1% modifier, whilst the &amp;#039;Explosive Plating&amp;#039; grants only +500 maxHeat, but a 10% reduction.&lt;br /&gt;
Platings DO NOT take or redistribute any sort of heat and accordingly can be safely carried in larger stacks. These stacks (opposed to HeatPacks) don&amp;#039;t influence the way they work, though.&lt;br /&gt;
&lt;br /&gt;
And, to make things even &amp;#039;more better&amp;#039;, you can now directly enhance the effectivity of single Uranium Cells WITHOUT the use of other Uranum Cells, by the use of Reflectors.&lt;br /&gt;
Neutron Reflectors. As their name implies, they will &amp;#039;reflect lost Neutrons&amp;#039;, causing Uranium Cells to pulse equally as if they would be surrounded by more Uranium. Whilst this increases the Uranium Cells heat output, the Neutron Reflector itself will of course not produce additionally heat (opposed to a second Uranium Cell).&lt;br /&gt;
Neutron Reflectors have a limited life length of 10000 ticks. You can, however, craft a &amp;#039;Thick Neutron Reflector&amp;#039; with a lifetime of 40k ticks. Be advised: Neutron Reflectoers surrounded by multiple cells will diminish faster (2 cells adjacent to the same reflector will deplete it in half of a cell cycle).&lt;br /&gt;
To give you an example of this astonishing techonology: Surrounding a single uranium cell with 4 Reflectors will grant it efficiency class 5.&lt;br /&gt;
&lt;br /&gt;
And if all these methods just don&amp;#039;t cut it: Condensators&lt;br /&gt;
Condensators are a special tool to reduce Reactor heat. They come as Redstone and as LapisLazuli versions (latter one being an upgrade of former).&lt;br /&gt;
Condensators will accept any amounts of heat from surrounding components (though they don&amp;#039;t balance heat around themseles), and INSTANTLY disperse the heat by using their fuel. Yes, you heard right: INSTANT dispersion of UNLIMITE amounts of heat. Effecively a black hole. For heat. Within your Nuclear Reactor. Uhm... HAYO!&lt;br /&gt;
A Redstone Condensator can absorb 20k heat, refilling it (crafting) with redstone will restore 10k of it&amp;#039;s capcity.&lt;br /&gt;
LapisLazuli Condensators can absorb 100k heat, redstone refills 5k and Lapis Lazuli 40k.&lt;br /&gt;
&lt;br /&gt;
Part VI: Last and most likely least...&lt;br /&gt;
Due to copyright issues and nostalgic ideals, it&amp;#039;s still recommended to use the &amp;#039;old&amp;#039; system of labelling your Reactor designs. You can find the somewhat outdated notes here: [http://forum.industrial-craft.net/index.php?page=Thread&amp;amp;postID=2178#post2178| Handbook for Reactor-Labelling].&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;br /&gt;
[[Category:Generators]]&lt;br /&gt;
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&lt;/div&gt;</summary>
		<author><name>Lexmechanic</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Template_talk:Navigation&amp;diff=11428</id>
		<title>Template talk:Navigation</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Template_talk:Navigation&amp;diff=11428"/>
		<updated>2012-08-18T00:22:36Z</updated>

		<summary type="html">&lt;p&gt;Lexmechanic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Navbox template added ==&lt;br /&gt;
&lt;br /&gt;
Status: Done&lt;br /&gt;
&lt;br /&gt;
Hello, I&amp;#039;m new here, but I&amp;#039;m trying to help you.&lt;br /&gt;
&lt;br /&gt;
This navigator are very ugly, then using the navbox template[[http://en.wikipedia.org/wiki/Template:Navbox/doc]] I did this:&lt;br /&gt;
&lt;br /&gt;
{{Navbox&lt;br /&gt;
| title = MineCraft IC Stuffs&lt;br /&gt;
| titlestyle= white-space: nowrap; font-size: 100%; background-color: #89ade8; padding: 2px; color: #fff;&lt;br /&gt;
| bodystyle = clear: both; border: 1px solid #ccc; margin: 1em auto 0em;&lt;br /&gt;
| liststyle = border-left-color: white;&lt;br /&gt;
| groupstyle= background-color: #eee; padding: 2px 10px; width: 1%; white-space: nowrap; font-weight: bold; text-align: right;&lt;br /&gt;
&lt;br /&gt;
| name = Navigation&lt;br /&gt;
&lt;br /&gt;
| group1 = Machines&lt;br /&gt;
| list1  = [[Canning Machine]][[File:Canning_Machine.png|link=Canning_Machine|Canning Machine]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Compressor]][[File:Compressor.png|link=Compressor|Compressor]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Crystal Charger]][[File:Crystal_Charger.png|link=Crystal_Charger|Crystal Charger]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Electro Furnace]][[File:Electro_Furnace.png|link=Electro_Furnace|Electro Furnace]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Extractor]][[File:Extractor.png|link=Extractor|Extractor]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Iron Furnace]][[File:Iron_Furnace.png|link=Iron_Furnace|Iron Furnace]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Macerator]][[File:Macerator.png|link=Macerator|Macerator]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Miner]][[File:Miner.png|link=Miner|Miner]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Recycler]][[File:Recycler.png|link=Recycler|Recycler]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Terraformer]][[File:Terraformer.png|link=Terraformer|Terraformer]]&lt;br /&gt;
&lt;br /&gt;
| group2 = Generators&lt;br /&gt;
| list2  = [[Generator]][[File:Generator.png|link=Generator|Generator]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Geothermal Generator]][[File:Geothermal_Generator.png|link=Geothermal_Generator.png|Geothermal Generator.png]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Nuclear Reactor]][[File:Nuclear_Reactor.png|link=Nuclear_Reactor|Nuclear Reactor]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Solar Collector]][[File:Solar_Collector.png|link=Solar_Collector|Solar Collector]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Water Mill]][[File:Water_Mill.png|link=Water_Mill|Water Mill]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Windmill]][[File:Windmill.png|link=Windmill|Windmill]]&lt;br /&gt;
&lt;br /&gt;
| group3 = Resources&lt;br /&gt;
| list3  = [[Advanced Alloy]][[File:Advanced_Alloy.png|link=Advanced Alloy]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Alloy]][[File:Metal_Block.png|link=Alloy|Alloy]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Bronze]][[File:Bronze.png|link=Bronze|Bronze]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Carbon Plate]][[File:Carbon_Plate.png|link=Carbon Plate|Carbon Plate]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Carbon Fibers]][[File:Carbon Fibers.png|link=Carbon_Fibers|Carbon Fibers]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Combined Carbon_Fibers]][[File:Combined Carbon_Fibers.png|link=Combined Carbon Fibers|Combined Carbon Fibers]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Coal Ball]][[File:Coal Ball.png|link=Coal Ball|Coal Ball]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Compressed Coal Ball]][[File:Compressed Coal Ball.png|link=Compressed Coal Ball|Compressed Coal Ball]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Coal Chunk]][[File:Coal Chunk.png|link=Coal Chunk|Coal Chunk]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Compressed hyd. Coalclump]][[File:Compressed hyd. Coalclump.png|link=Compressed hyd. Coalclump|Compressed hyd. Coalclump]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Compressed Plantball]][[File:Compressed_Plantclump.png|link=Compressed_Plantball|Compressed Plantball]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Copper]][[File:Copper.png|link=Copper|Copper]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Copper Ore]][[File:Copper_Ore.png|link=Copper_Ore|Copper Ore]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Dusts]][[File:dust_animation.png|link=Dusts|Dusts]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Energy Crystal]][[File:Energy_Crystal.png|link=Energy_Crystal|Energy Crystal]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Fuel]][[File:Fuel.png|link=Fuel|Fuel]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Industrial Diamond]][[File:Industrial_Diamond.png|link=Industrial Diamond]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Plantball]][[File:Plantclump.png|link=Plantball|Plantball]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Refined Iron]][[File:Refined_Iron.png|link=Refined_Iron|Refined Iron]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Rubber]][[File:Rubber.png|link=Rubber|Rubber]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Scrap]][[File:Some random scrap.png|link=Scrap|Scrap]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Scrap Box]][[File:Scrap_Box.png|link=Scrap_Box|Scrap Box]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Tin]][[File:Tin.png|link=Tin|Tin]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Tin Ore]][[File:Tin_Ore.png|link=Tin_Ore|Tin Ore]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Uranium]][[File:Uranium.png|link=Uranium|Uranium]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Uranium Fuel Ingot]][[File:Uranium_Fuel_Ingot.png|link=Uranium_Ingot|Uranium Ingot]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Uranium Ore]][[File:Uranium_Ore.png|link=Uranium_Ore|Uranium Ore]]&lt;br /&gt;
&lt;br /&gt;
| group4 = Wiring&lt;br /&gt;
| list4  = [[Advanced Circuit]][[File:Advanced_Circuit.png|link=Advanced_Circuit|Advanced Circuit]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Bat-Pack]][[File:Bat-Pack.png|link=Bat-Pack]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Cable]][[File:Cable.png|link=Cable|Cable]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Electronic Circuit]][[File:Electronic_Circuit.png|link=Electronic_Circuit|Electronic Circuit]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[HV Transformer]][[File:HV_Transformer.png|link=HV_Transformer|HV Transformer]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[MFE Transmitter]][[File:MFE Transmitter.png|link=|MFE Transmitter]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[MFS Unit]][[File:MFS Unit.png|link=MFS Unit]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[RE Battery]][[File:RE Battery.png|link=RE_Battery|RE Battery]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Single-use Battery]][[File:single-Use_Battery.png|link=Single-use_Battery|Single-use Battery]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Switch Cable]][[File:Switch_Cable.png|link=Switch_Cable|Switch Cable]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Tesla Coil]][[File:Tesla_Coil.png|link=Tesla Coil]]&lt;br /&gt;
&lt;br /&gt;
| group5 = Tools&lt;br /&gt;
| list5  = [[Bronze Axe]][[File:Bronze_Axe.png|link=Bronze_Axe|Bronze Axe]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Bronze Boots]][[File:Bronze_Boots.png|link=Bronze_Boots|Bronze Boots]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Bronze Chestplate]][[File:Bronze_Chestplate.png|link=Bronze_Chestplate|Bronze Chestplate]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Bronze Helmet]][[File:Bronze_Helmet.png|link=Bronze_Helmet|Bronze Helmet]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Bronze Hoe]][[File:Bronze_Hoe.png|link=Bronze_Hoe|Bronze Hoe]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Bronze Leggings]][[File:Bronze_Leggings.png|link=Bronze_Leggings|Bronze Leggings]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Bronze Pickaxe]][[File:Bronze_Pickaxe.png|link=Bronze_Pickaxe|Bronze Pickaxe]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Bronze Shovel]][[File:Bronze_Shovel.png|link=Bronze_Shovel|Bronze Shovel]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Bronze Sword]][[File:Bronze_Sword.png|link=Bronze_Sword|Bronze Sword]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Cable Obscurator]][[File:Cable_Obscurator.png|link=Cable Obscurator]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Chainsaw]][[File:Chainsaw.png|link=Chainsaw|Chainsaw]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Coin]][[File:IC.png|link=Coin]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Composite Armor]][[File:Composite_Armor_Vest.png|link=Composite_Armor|Composite Armor]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Diamond Drill]][[File:Diamond_Drill.png|link=Diamond_Drill|Diamond Drill]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[EC Manipulator]][[File:EC_Manipulator.png|link=EC_Manipulator|EC Manipulator]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Jetpack]][[File:Jetpack.png|link=Jetpack|Jetpack]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Mining Drill]][[File:Mining_Drill.png|link=Mining_Drill|Mining Drill]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Mining Laser]][[File:Mining_Laser.png|link=Mining_Laser|Mining Laser]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Mobile Charger]][[File:Mobile_Charger.png|link=Mobile_Charger|Monile Charger]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Nano-Bodyarmor]][[File:Nano-Bodyarmor.png|link=Nano-Bodyarmor|Nano-Bodyarmor]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Nano-Boots]][[File:Nano-Boots.png|link=Nano-Boots|Nano-Boots]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Nano-Helmet]][[File:Nano-Helmet.png|link=Nano-Helmet|Nano-Helmet]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Nano-Leggings]][[File:Nano-Leggings.png|link=Nano-Leggings|Nano-Leggings]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[ODE Device]][[File:ODE_Device.png|link=ODE_Device|ODE Device]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Treetap]][[File:Treetap.png|link=Treetap|Treetap]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Tin Can]][[File:Tin_Can.png|link=Tin_Can|Tin Can]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Wrench]][[File:Wrench.png|link=Wrench|Wrench]]&lt;br /&gt;
&lt;br /&gt;
| group6 = Terraformer Blueprints&lt;br /&gt;
| list6  = [[Chilling]][[File:TFBP - Chilling.png|link=Chilling|Chilling]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Compression]][[File:TFBP - Compression.png|link=Compression|Compression]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Cultivation]][[File:TFBP - Cultivation.png|link=Cultivation|Cultivation]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Desertification]][[File:TFBP - Desertification.png|link=Desertification|Desertification]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Flatificator]][[File:TFBP - Flatificator.png|link=Flatificator|Flatificator]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Irrigation]][[File:TFBP - Irrigation.png|link=Irrigation|Irrigation]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Terraformer Blueprint]][[File:Empty TFBP.png|link=Terraformer_Blueprint|Terraformer Blueprint]]&lt;br /&gt;
&lt;br /&gt;
| group7 = Blocks&lt;br /&gt;
| list7  = [[Advanced Machine]][[File:Advanced_Machine.png|link=Advanced_Machine|Advanced Machine]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Energy-O-Mat]][[File:Energy-O-Mat.png|link=Energy-O-Mat]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Industrial TNT]][[File:industrial TNT.png|link=Industrial_TNT|Industrial TNT]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Item-O-Mat]][[File:Item-O-Mat.png|link=Item-O-Mat]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Luminator]][[File:Luminator.png|link=Luminator|Luminator]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Machine]][[File:Machine.png|link=Machine|Machine]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Mining Pipe]][[File:Mining_Pipe.png|link=Mining_Pipe|Mining Pipe]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Personal Chest]][[File:Personal_Chest.png|link=Personal Chest]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Reinforced Glass]][[File:Reinforced_Glass.png|link=Reinforced_Glass|Reinforced Glass]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Reinforced Stone]][[File:Reinforced_Stone.png|link=Reinforced_Stone|Reinforced Stone]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Reinforced Door]][[File:Reinforced_Door.png|link=Reinforced_Door|Reinforced Door]]{{•}}&amp;lt;!--&lt;br /&gt;
           --&amp;gt;[[Sell-O-Mat]][[File:Sell-O-Mat.png|link=Sell-O-Mat]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s so better now! =]&lt;br /&gt;
&lt;br /&gt;
--[[User:Kiko5|Kiko5 - Thanks for your attention.]] 23:22, 23 April 2011 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Items in wrong category ==&lt;br /&gt;
&lt;br /&gt;
Status: To-Do&lt;br /&gt;
&lt;br /&gt;
Surely the mass fabricator is a machine not a generator? (I mean I thought the generator list was for EU generators, i suppose the mass fabricator is a generator of sorts...)--[[User:Supersting|Supersting]] 12:46, 8 June 2011 (CEST)&lt;br /&gt;
{{Reply|space=:|agree=reply|user=Delerium76|reply=I agree too and tried fixing it, but don&amp;#039;t have permission.  Any reason something like this is locked?}}&lt;br /&gt;
&lt;br /&gt;
{{Reply|space=::|agree=sure|user=Feanturi|reply=Sure there is a reason^^ There are some people, which always want to mess up everything and i don&amp;#039;t want to rollback that much^^}}&lt;br /&gt;
&lt;br /&gt;
* The Mass Fabricator still needs to be moved from the &amp;#039;Generators&amp;#039; section to the &amp;#039;Machines&amp;#039; section. --[[User:Trifler|Trifler]] 07:01, 5 October 2011 (CEST)&lt;br /&gt;
* The Energy-O-Mat and the Trade-O-Mat also need to be moved to the &amp;#039;Machines&amp;#039; section. --[[User:Trifler|Trifler]] 13:17, 7 October 2011 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wrong name listed for Mixed Metal Ingot ==&lt;br /&gt;
&lt;br /&gt;
Status: To-Do&lt;br /&gt;
&lt;br /&gt;
I noticed that the Metal Block is titled Alloy in the navigation box. Should probably be changed to Metal Block to match the page itself. [[User:Eyekantspel|Eyekantspel]] 03:50, 9 June 2011 (CEST)&lt;br /&gt;
&lt;br /&gt;
* The page itself should probably be renamed to Alloy. --[[User:Trifler|Trifler]] 02:03, 8 October 2011 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reorder Wiring Section ==&lt;br /&gt;
&lt;br /&gt;
Status: Suggestion&lt;br /&gt;
&lt;br /&gt;
I was thinking that it would be a lot easier for people if the Wiring portion of the Navigation template was reordered so that the Cables, Batteries, and Transformers were listed in order of smallest to largest instead of alphabetically. For example:&lt;br /&gt;
&amp;quot;Cables: Tin Cable, Copper Cable, Gold Cable, HV Cable, Glass Fibre Cable&amp;quot;. Then for the batteries: &amp;quot;Single Use Battery, RE Battery, BatBox, MFE Unit, MFS Unit&amp;quot;. Same deal for the transformers: &amp;quot;LV Transformer, MV Transformer, HV Transformer&amp;quot;. --[[User:Trifler|Trifler]] 01:20, 25 October 2011 (CEST)&lt;br /&gt;
{{Reply|space=:|user=Talonius|agree=reply|reply=I did ask whether &amp;#039;tiered&amp;#039; items should be in tier order instead of alphabetical order, I was told keep them alphabetical.}}&lt;br /&gt;
&lt;br /&gt;
== Add Subgroups to Navigation Template ==&lt;br /&gt;
&lt;br /&gt;
Status: Suggestion&lt;br /&gt;
&lt;br /&gt;
It would be even better to use subgroups (see http://en.wikipedia.org/wiki/Template:Navbox_subgroup), but I couldn&amp;#039;t get it to work on here. Perhaps it has to be in the template before it will display properly. I&amp;#039;d be happy to code it into subgroups if that&amp;#039;s the case. --[[User:Trifler|Trifler]] 03:48, 3 October 2011 (CEST)&lt;br /&gt;
{{Reply|space=:|user=Talonius|agree=wiki-fu|reply=Subgroup template ported over, with collapsable functionally too, woohoo!}}&lt;br /&gt;
{{Reply|space=:|user=Thejoshwolfe|agree=i hate it|reply=I hate the subgroups. I can&amp;#039;t search for item names anymore without expanding all the groups first. If they were all expanded by default, this change would be fine. As it is now, I&amp;#039;d much rather revert it. I&amp;#039;m all for organization, but this change has made the template much harder to use.}}&lt;br /&gt;
{{Reply|space=::|agree=&amp;gt;.&amp;gt;|user=Feanturi|reply=There is always at least one guy, who doesn&amp;#039;t like it. But it won&amp;#039;t be rolled back}}&lt;br /&gt;
{{Reply|space=:::|agree=Two|user=jfelten|reply=Two actually.  I much preferred the prior version with less clicking, especially when just browsing what items are in IC2}}&lt;br /&gt;
:::: Why not just add an &amp;quot;expand all&amp;quot; button at the top that opens them all?  I&amp;#039;m sure it&amp;#039;s doable.  [[User:Markus|~Markus]] &amp;lt;sup&amp;gt;([[User_talk:Markus|talk]] | [[Special:Contributions/Markus|contribs]])&amp;lt;/sup&amp;gt; 06:47, 7 November 2011 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Re-add Luminator ==&lt;br /&gt;
&lt;br /&gt;
Luminator needs to be added to the machines section. I&amp;#039;ve altered the Luminator page to agree with 1.337, but could use checking and some more &amp;quot;HEYO!&amp;quot;&lt;br /&gt;
 --[[User:Tim|Tim]] 13:30, 18 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Missing Items ==&lt;br /&gt;
&lt;br /&gt;
Electric Treetap needs to be added. -- [[User:PlatSilver|PlatSilver]] 08:50, 29 January 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
Empty Cell needs to be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Missing items 3 ==&lt;br /&gt;
&lt;br /&gt;
Static boots and solar helmets are still missing. [[User:Immibis|Immibis]] 20:24, 11 March 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
== Missing items 4 ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;TFBP - Mushroom&amp;#039;&amp;#039;&amp;#039; is missing and should be added to the uncatagorized sectiom. I didn&amp;#039;t even know it existed. -- [[User:Lexmechanic|Lexmechanic]] 00:22, 18 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Lexmechanic</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Advanced_Circuit&amp;diff=11427</id>
		<title>Advanced Circuit</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Advanced_Circuit&amp;diff=11427"/>
		<updated>2012-08-17T23:52:43Z</updated>

		<summary type="html">&lt;p&gt;Lexmechanic: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:picture_na.png|right|link=]]&lt;br /&gt;
&lt;br /&gt;
Advanced Circuits, like [[Electronic_Circuit|Circuits]], are used only in the construction of machines. Advanced Circuits allow for more sophisticated machinery than normal circuits. They are used in the crafting of [[Integrated Heat Dispenser|Integrated Heat Dispensers,]] [[Nuclear Reactor|Nuclear Reactors,]] [[Electric Jetpack|Electric Jetpacks,]] [[Matter Generator|Mass Fabricators,]] [[OV Scanner|OV Scanners,]] and [[Tfbp|TFBPs.]]&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Glowstone Dust|C1=Redstone&lt;br /&gt;
|A2=Lapis Lazuli (Dye)|B2=Electronic Circuit|C2=Lapis Lazuli (Dye)&lt;br /&gt;
|A3=Redstone|B3=Glowstone Dust|C3=Redstone&lt;br /&gt;
|Output=Advanced Circuit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Advanced Circuit  |B1=FreqTrans |C1=Advanced Circuit&lt;br /&gt;
|A2=Glass Fibre Cable  |B2=Advanced Machine |C2=Glass Fibre Cable&lt;br /&gt;
|A3=Advanced Circuit |B3=Diamond |C3=Advanced Circuit&lt;br /&gt;
|Output=Teleporter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Copper|B1=Advanced Circuit|C1=Copper&lt;br /&gt;
|A2=Cooling Cell|B2=Integrated Reactor Plating|C2=Cooling Cell&lt;br /&gt;
|A3=|B3=|C3=&lt;br /&gt;
|Output=Integrated Heat Dispenser&lt;br /&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;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron|B1=Advanced Circuit|C1=Refined Iron&lt;br /&gt;
|A2=Refined Iron|B2=BatBox|C2=Refined Iron&lt;br /&gt;
|A3=Glowstone Dust|B3=|C3=Glowstone Dust&lt;br /&gt;
|Output=Electric Jetpack&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Glowstone Dust|B1=Advanced Circuit|C1=Glowstone Dust&lt;br /&gt;
|A2=Advanced Machine|B2=Lapotron Crystal|C2=Advanced Machine&lt;br /&gt;
|A3=Glowstone Dust|B3=Advanced Circuit|C3=Glowstone Dust&lt;br /&gt;
|Output=Matter Generator&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=|B1=Electronic Circuit|C1=&lt;br /&gt;
|A2=|B2=Advanced Circuit|C2=&lt;br /&gt;
|A3=Redstone|B3=|C3=Redstone&lt;br /&gt;
|Output=Tfbp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=Glowstone Dust&lt;br /&gt;
|A2=Glowstone Dust|B2=Advanced Circuit|C2=Glowstone Dust&lt;br /&gt;
|A3=Cable|B3=OD Scanner|C3=Cable&lt;br /&gt;
|Output=OV Scanner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Lapis Lazuli Block|B1=Advanced Circuit |C1=Lapis Lazuli Block&lt;br /&gt;
|A2=Lapis Lazuli Block|B2=Bat-Pack|C2=Lapis Lazuli Block&lt;br /&gt;
|A3=Lapis Lazuli Block|C3=Lapis Lazuli Block&lt;br /&gt;
|Output=LapPack&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiring]]&lt;/div&gt;</summary>
		<author><name>Lexmechanic</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=CFPack&amp;diff=11424</id>
		<title>CFPack</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=CFPack&amp;diff=11424"/>
		<updated>2012-08-17T19:48:57Z</updated>

		<summary type="html">&lt;p&gt;Lexmechanic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:picture_na.png|right|link=]]&lt;br /&gt;
The CFP (Construction Foam Pack) was created so that you don&amp;#039;t have to repeat that refilling proces for the [[CF Sprayer]] over and over. Combine the CFPack (and a CF Sprayer, of course) with some [[Scaffold]]s, and you can get yourself a creeper-proof bunker in no time!&lt;br /&gt;
&lt;br /&gt;
The CFPack is able to hold up to 129 CF pellets (258 sprays), and is recharged at a [[Canning Machine]], saving your mouse and finger from excessive clicking. The CFPack itself goes in the lower slot (where empty [[Tin Can]]s would go) and the CF pellets go in the upper slot (where food would go). &lt;br /&gt;
&lt;br /&gt;
Unlike when using the [[BatPack]], using the CFPack won&amp;#039;t recharge/refill the actual Sprayer tool, simply maintain its initial charge level.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
-Crafting a CFPack from empty CF sprayers gives you a CFPack with 65 pellets (130 sprays) already inside.&lt;br /&gt;
&lt;br /&gt;
-Using the CFPack &amp;#039;&amp;#039;&amp;#039;used&amp;#039;&amp;#039;&amp;#039; to double CFPellet consumption, but is known-working in 1.95b onward.&lt;br /&gt;
&lt;br /&gt;
-Recipe is broken for v1.337 and cannot be crafted without cheats or hotfix; seems to be fine in v1.42 onward.&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=CF_Sprayer|B1=Electronic_Circuit|C1=CF_Sprayer&lt;br /&gt;
|A2=Fuel_Can_(Empty)|B2=Tin|C2=Fuel_Can_(Empty)&lt;br /&gt;
|A3=Fuel_Can_(Empty)|B3=|C3=Fuel_Can_(Empty)&lt;br /&gt;
|Output=CFPack&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tools]]&lt;/div&gt;</summary>
		<author><name>Lexmechanic</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Tin&amp;diff=11423</id>
		<title>Tin</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Tin&amp;diff=11423"/>
		<updated>2012-08-17T19:39:25Z</updated>

		<summary type="html">&lt;p&gt;Lexmechanic: /* Usage */ some other uses.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tin is the product of smelted [[Tin Ore]] or [[Tin Dust]]. It is a metal used in the creation of [[Tin Can]]s, [[RE Battery|RE Batteries]], [[Fuel Can (Empty)]]s, [[Metal Block]]s, [[Bat-Pack]]s, [[Empty Cell]]s, [[ULV Cable|Ultra-Low Voltage Cable]]s, and can join together [[RE Battery|RE Batteries]] to form the [[Battery Pack]].&lt;br /&gt;
&lt;br /&gt;
It can also be used as a cheap alternative to [[Iron]] to create [[Non-IC Items|Buckets]].&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
{|&lt;br /&gt;
|{{Grid/Machine&lt;br /&gt;
|Top=Tin Ore&lt;br /&gt;
|Output=Tin&lt;br /&gt;
}}&lt;br /&gt;
|{{Grid/Machine&lt;br /&gt;
|Top=Tin Dust&lt;br /&gt;
|Output=Tin&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Tin|B1=Tin|C1=Tin&lt;br /&gt;
|A2=Tin|B2=Tin|C2=Tin&lt;br /&gt;
|A3=Tin|B3=Tin|C3=Tin&lt;br /&gt;
|Output=Tin Block&lt;br /&gt;
|nobreak=y&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=|B1=|C1=&lt;br /&gt;
|A2=Tin|B2=Tin|C2=Tin&lt;br /&gt;
|A3=|B3=|C3=&lt;br /&gt;
|Output=Tin Cable&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Tin|B1=Tin|C1=Tin&lt;br /&gt;
|A2=Tin|B2=Machine|C2=Tin&lt;br /&gt;
|A3=Tin|B3=Electronic Circuit|C3=Tin&lt;br /&gt;
|Output=Canning Machine&lt;br /&gt;
|nobreak=y&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=CF_Sprayer|B1=Electronic_Circuit|C1=CF_Sprayer&lt;br /&gt;
|A2=Fuel_Can_(Empty)|B2=Tin|C2=Fuel_Can_(Empty)&lt;br /&gt;
|A3=Fuel_Can_(Empty)|B3=|C3=Fuel_Can_(Empty)&lt;br /&gt;
|Output=CFPack&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Energy Storage ===&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=|B1=Insulated Copper Cable|C1=&lt;br /&gt;
|A2=Tin|B2=Redstone|C2=Tin&lt;br /&gt;
|A3=Tin|B3=Redstone|C3=Tin&lt;br /&gt;
|Output=RE Battery |nobreak=y&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=RE Battery (Charged)  |B1=Electronic Circuit |C1=RE Battery (Charged)&lt;br /&gt;
|A2=RE Battery (Charged)  |B2=Tin   |C2=RE Battery (Charged)&lt;br /&gt;
|A3=RE Battery (Charged)  |B3= |C3=RE Battery (Charged)&lt;br /&gt;
|Output=Bat-Pack}}&lt;br /&gt;
&lt;br /&gt;
=== Containers ===&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=|B1=Tin|C1=&lt;br /&gt;
|A2=Tin|B2=|C2=Tin&lt;br /&gt;
|A3=|B3=Tin|C3=&lt;br /&gt;
|Output=Empty Cell|OA=16&lt;br /&gt;
|nobreak=y&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|B1=Tin|C1=Tin&lt;br /&gt;
|A2=Tin|C2=Tin&lt;br /&gt;
|A3=Tin|B3=Tin|C3=Tin&lt;br /&gt;
|Output=Fuel Can (Empty)&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Tin|C1=Tin&lt;br /&gt;
|A2=Tin|B2=Tin|C2=Tin&lt;br /&gt;
|Output=Tin Can|OA=4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Lexmechanic</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Empty_Cell&amp;diff=11422</id>
		<title>Empty Cell</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Empty_Cell&amp;diff=11422"/>
		<updated>2012-08-17T18:41:31Z</updated>

		<summary type="html">&lt;p&gt;Lexmechanic: /* Used in */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IC²}}&lt;br /&gt;
&lt;br /&gt;
Empty Cells can be used to create [[Water Cell]]s (which can be extracted into [[Coolant Cell]]s), [[Lava Cell]]s, [[Bio Cell]]s (which can be [[Extractor|extracted]] into [[Biofuel Cell]]s), [[H. Coal Cell]]s (which can be extracted into [[Coalfuel Cell]]s), [[Uranium Cell]]s and [[Near-Depleted Uranium Cell]]s.&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=|B1=Tin|C1=&lt;br /&gt;
|A2=Tin|B2=|C2=Tin&lt;br /&gt;
|A3=|B3=Tin|C3=&lt;br /&gt;
|Output=Empty Cell|OA=16&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Used in ==&lt;br /&gt;
&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Empty Cell|B1=Empty Cell|C1=Empty Cell&lt;br /&gt;
|A2=Empty Cell|B2=Refined Uranium|C2=Empty Cell&lt;br /&gt;
|A3=Empty Cell|B3=Empty Cell|C3=Empty Cell&lt;br /&gt;
|Output=Near-Depleted Uranium Cell|OA=8&lt;br /&gt;
|nobreak=y&lt;br /&gt;
}}&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Empty Cell|B1=Uranium Fuel Ingot|C1=&lt;br /&gt;
|A2=|B2=|C2=&lt;br /&gt;
|A3=|B3=|C3=&lt;br /&gt;
|Output=Uranium Cell&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;/div&gt;</summary>
		<author><name>Lexmechanic</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Single-Use_Battery&amp;diff=11421</id>
		<title>Single-Use Battery</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Single-Use_Battery&amp;diff=11421"/>
		<updated>2012-08-17T18:12:23Z</updated>

		<summary type="html">&lt;p&gt;Lexmechanic: /* Efficiency */ the redstone was already accounted for.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:picture_na.png|right|link=|Picture not available]]&lt;br /&gt;
Also known as &amp;#039;&amp;#039;T501-Non-Rechargeable Energy Storage Unit&amp;#039;&amp;#039;, each Single-Use Battery can store up to 1000 EU. That&amp;#039;s 9000 EU less than their [[RE Battery|rechargeable counterparts]], 500 EU more than plain Redstone, and you can&amp;#039;t recharge them. Like RE Batteries, right-clicking will recharge the electric tools currently in your inventory, using the Single-Use Battery.&lt;br /&gt;
However, they are much easier to produce in quantities and are easier to transport. &lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|B2=Hydrated Coal Dust&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Single-Use Battery|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|B2=Redstone&lt;br /&gt;
|B3=Hydrated Coal Dust&lt;br /&gt;
|Output=Single-Use Battery|OA=8&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Insulated Copper Cable&lt;br /&gt;
|B2=Coal Dust&lt;br /&gt;
|B3=Redstone&lt;br /&gt;
|Output=Single-Use Battery|OA=5&lt;br /&gt;
}}&lt;br /&gt;
|{{Grid/Crafting Table&lt;br /&gt;
|B1=Cable&lt;br /&gt;
|B2=Redstone&lt;br /&gt;
|B3=Coal Dust&lt;br /&gt;
|Output=Single-Use Battery|OA=5&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Energy|Input=-|Output=-|Storage=1,000 (per battery)}}&lt;br /&gt;
&lt;br /&gt;
== Efficiency ==&lt;br /&gt;
Single-Use Batteries produce more energy than simply burning coal in a [[Generator]].&lt;br /&gt;
&lt;br /&gt;
*Coal makes 4000 EU if burned.&lt;br /&gt;
*Redstone is worth 500 EU.&lt;br /&gt;
*[[Macerator|Macerating]] coal into dust costs 625 EU.&lt;br /&gt;
&lt;br /&gt;
Ignoring the costs of making cables and [[Hydrated Coal Dust|hydrating]] the dust, the total potential energy of these ingredients are 4000+500+625= &amp;#039;&amp;#039;&amp;#039;5125 EU&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
From that you get &amp;#039;&amp;#039;&amp;#039;8000 EUs&amp;#039;&amp;#039;&amp;#039; worth of batteries-- who needs the law of conservation of energy?! Not you!&lt;br /&gt;
&lt;br /&gt;
You only have to think of what&amp;#039;s worth more: 2875 EU and the portability, or the Cable.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Just don&amp;#039;t forget to hydrate the coal dust!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiring]]&lt;/div&gt;</summary>
		<author><name>Lexmechanic</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=File_talk:Grid_Cooked_Porkchop.png&amp;diff=11390</id>
		<title>File talk:Grid Cooked Porkchop.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=File_talk:Grid_Cooked_Porkchop.png&amp;diff=11390"/>
		<updated>2012-08-11T00:36:55Z</updated>

		<summary type="html">&lt;p&gt;Lexmechanic: fyi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a Steak. Not a Cooked Porkchop. Just fyi... -- [[User:Lexmechanic|Lexmechanic]] 00:36, 11 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Lexmechanic</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Scrap&amp;diff=11332</id>
		<title>Scrap</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Scrap&amp;diff=11332"/>
		<updated>2012-07-24T22:19:29Z</updated>

		<summary type="html">&lt;p&gt;Lexmechanic: Spicing it up? You decide. Also mentioned its use in a generator...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scrap... the stuff of the future![[file:picture_na.png|right|link=]]&lt;br /&gt;
&lt;br /&gt;
If you put some useless items in the [[Recycler]] and apply power to it, it will produce some scrap.&lt;br /&gt;
&lt;br /&gt;
Scrap can be used to craft [[Scrap Box|Scrap Boxes]], which contain random items. It is surprisingly flamable and can be burnt in a [[Generator]] for 870 total Eu. Alternatively, scrap can be placed in a [[Mass Fabricator]] to amplify the fabrication process, making it six times more efficient!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
{{Grid/Machine&lt;br /&gt;
|Type=Recycler&lt;br /&gt;
|Top=Cobblestone&lt;br /&gt;
|Bottom=RE Battery (Charged)&lt;br /&gt;
|Output=Some random scrap&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Some random scrap|B1=Some random scrap|C1=Some random scrap&lt;br /&gt;
|A2=Some random scrap|B2=Some random scrap|C2=Some random scrap&lt;br /&gt;
|A3=Some random scrap|B3=Some random scrap|C3=Some random scrap&lt;br /&gt;
&lt;br /&gt;
|Output=Scrap Box&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Lexmechanic</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Recycler&amp;diff=11331</id>
		<title>Recycler</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Recycler&amp;diff=11331"/>
		<updated>2012-07-24T22:12:26Z</updated>

		<summary type="html">&lt;p&gt;Lexmechanic: /* Black list */ grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Block&lt;br /&gt;
|image=Recycler_ig.png&lt;br /&gt;
|type=Machine&lt;br /&gt;
|gravity=No&lt;br /&gt;
|dirt=No&lt;br /&gt;
|transparent=No&lt;br /&gt;
|light=No&lt;br /&gt;
|tool=bwrench&lt;br /&gt;
|stackable=Yes (64)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;Recycler&amp;#039;&amp;#039; is a electric machine that will process most blocks or items.&lt;br /&gt;
Every operation over suitable block\item have a 12.5% chance of producing [[Scrap]].&lt;br /&gt;
&lt;br /&gt;
Each operation requires 2,25 seconds (4 operations in 9 seconds).&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=|B1=Glowstone Dust|C1=&lt;br /&gt;
|A2=Dirt|B2=Compressor|C2=Dirt&lt;br /&gt;
|A3=Refined Iron|B3=Dirt|C3=Refined Iron&lt;br /&gt;
|Output=Recycler&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
{{Grid/Machine&lt;br /&gt;
|Type=Recycler&lt;br /&gt;
|Top=Cobblestone&lt;br /&gt;
|Bottom=RE Battery (Charged)&lt;br /&gt;
|Output=Some random scrap&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Black list ==&lt;br /&gt;
Here is the COMPLETE blacklist of items that ships with the mod. Blacklisted items will be consumed when processed, but won&amp;#039;t produce any scrap.&lt;br /&gt;
* Glass Panes&lt;br /&gt;
* Sticks&lt;br /&gt;
* Snowballs&lt;br /&gt;
* Scaffolds&lt;br /&gt;
* ANY item or block defined by SMP administrator&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Fastest electric machine in mod.&lt;br /&gt;
&lt;br /&gt;
{{Energy|Input=45 (1 EU/t)|Output=-|Storage=45}}&lt;br /&gt;
Maximum Input: 32 EU/p&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Machines]]&lt;/div&gt;</summary>
		<author><name>Lexmechanic</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Iron_Scaffold&amp;diff=11279</id>
		<title>Iron Scaffold</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Iron_Scaffold&amp;diff=11279"/>
		<updated>2012-07-19T01:39:41Z</updated>

		<summary type="html">&lt;p&gt;Lexmechanic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Block&lt;br /&gt;
|image=Iron_Scaffold_ig.png&lt;br /&gt;
|type=Block&lt;br /&gt;
|gravity=Yes (Get dropped)&lt;br /&gt;
|dirt=No&lt;br /&gt;
|transparent=Yes&lt;br /&gt;
|light=No&lt;br /&gt;
|tool=wpick&lt;br /&gt;
|stackable=Yes (64)&lt;br /&gt;
}}&lt;br /&gt;
Iron Scaffolds sturdier versions of wooden [[Scaffold]]s.&lt;br /&gt;
&lt;br /&gt;
They still need to be supported by other scaffolds below, but they&amp;#039;re able to extend 5 blocks out from the the blocks that support them.&lt;br /&gt;
&lt;br /&gt;
They are easy to set up / demolish and even act as ladders for reaching the building height easily.&lt;br /&gt;
&lt;br /&gt;
As of version 1.90, they currently &amp;#039;&amp;#039;cannot&amp;#039;&amp;#039; be sprayed with [[Construction Foam|CF]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Rightclick:&amp;#039;&amp;#039; Places one &amp;#039;&amp;#039;Scaffold&amp;#039;&amp;#039; (as normal)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Leftclick:&amp;#039;&amp;#039; Places one &amp;#039;&amp;#039;Scaffold&amp;#039;&amp;#039; on top of the scaffold you clicked on. &amp;lt;small&amp;gt;(This only works if you have already placed one &amp;#039;&amp;#039;Scaffold&amp;#039;&amp;#039;)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reinforcing Iron Scaffolds ==&lt;br /&gt;
&lt;br /&gt;
You may reinforce &amp;#039;&amp;#039;Scaffolds&amp;#039;&amp;#039; by using an additional [[Iron Fence]].&lt;br /&gt;
&lt;br /&gt;
Right-clicking on an existing scaffold with an iron fence will reinforce it. This will consume 1 iron fence. The scaffold being reinforced must also be part of a pillar of scaffolds connected to the ground. &lt;br /&gt;
&lt;br /&gt;
Once a scaffold has been reinforced, you may then place additional scaffolds adjacent to it, over air blocks, up to 12 blocks away. &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;postID=23915#post23915 forum.industrial-craft.net]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that this type of scaffold (due to it being made out of iron) needs to be broken by a pickaxe to retrieve it. You will also get the iron fence back from reinforced scaffolding.  Thus, nothing is wasted when reinforcing a scaffold.&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Refined Iron |B1=Refined Iron |C1=Refined Iron&lt;br /&gt;
|A2=|B2=Iron Fence |C2=&lt;br /&gt;
|A3=Iron Fence  |B3=|C3=Iron Fence&lt;br /&gt;
|Output=Iron Scaffold |OA=16&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;/div&gt;</summary>
		<author><name>Lexmechanic</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Wind_Mill&amp;diff=11186</id>
		<title>Wind Mill</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Wind_Mill&amp;diff=11186"/>
		<updated>2012-07-10T20:33:32Z</updated>

		<summary type="html">&lt;p&gt;Lexmechanic: /* Detailed Mechanics */ Someone&amp;#039;s math was off, unless I&amp;#039;m mistaken. World hight limit is 256.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Block&lt;br /&gt;
|image=Windmill_ig.png&lt;br /&gt;
|invimage=Grid_Windmill&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;
|tool=bwrench&lt;br /&gt;
|stackable=Yes (64)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Wind Mills are [[Generator]]s that utilize the energy of the wind to produce [[EU]]. They are the most unstable and unpredictable type of generators, depending greatly upon both placement and pure luck.&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Iron|C1=Iron&lt;br /&gt;
|B2=Generator&lt;br /&gt;
|A3=Iron|C3=Iron&lt;br /&gt;
|Output=Windmill&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Optionally place an [[RE Battery]] in the upper slot. The Wind Mill will charge the battery or output power at a rate of 0-4 [[EU|EU/t]] depending on placement.&lt;br /&gt;
&lt;br /&gt;
{{Grid/Machine&lt;br /&gt;
|Type=Windmill&lt;br /&gt;
|Top=RE Battery (Charged)&lt;br /&gt;
|Bottom=&lt;br /&gt;
|Output=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Energy|Input=|Output=0-4 [[EU]]/t (varying)|Storage=-}}&lt;br /&gt;
&lt;br /&gt;
== Detailed Mechanics ==&lt;br /&gt;
&lt;br /&gt;
- A Wind Mill will produce on average 250 EU per Minecraft day multiplied by its height in the world.&lt;br /&gt;
This number varies &amp;#039;&amp;#039;&amp;#039;greatly&amp;#039;&amp;#039;&amp;#039; due to the highly unpredictable and constantly changing wind strength in the world; this number can be anything from 0 to 1000 EU. (Although numbers far below 150 or far above 320 are uncommon &amp;lt;!-- needs verification in 1.42 --&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
- A Wind Mill&amp;#039;s efficiency can be hindered by any kind of block placed in a 9x9x7 area around it.&lt;br /&gt;
&lt;br /&gt;
Top view: &lt;br /&gt;
&lt;br /&gt;
[[File:windmill_area_top.png|176px|link=]]&lt;br /&gt;
&lt;br /&gt;
Side view:&lt;br /&gt;
&lt;br /&gt;
[[File:windmill_area_side.png|176px|link=]]&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s best to have the cable from the Wind Mill underneath it and down at least two blocks before turning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- For each obstructing block, a Wind Mill&amp;#039;s effective height lowers by 1.&lt;br /&gt;
&lt;br /&gt;
- A Wind Mill treats non-block items like torches and Redstone wires as obstructions too.&lt;br /&gt;
&lt;br /&gt;
- A Wind Mill doesn&amp;#039;t treat the roof of the world as an obstruction.&lt;br /&gt;
&lt;br /&gt;
- Wind Mills produce 50% extra EU/t in a thunderstorm, and 20% when it&amp;#039;s raining but not in a thunderstorm.&lt;br /&gt;
&lt;br /&gt;
- If a wind mill produces more than 5 EU/t, it has a chance of breaking. If a wind mill&amp;#039;s effective height is no more than 80, it cannot break.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
A Wind Mill placed as high as possible (layer 256), with no obstructions (apart from the 2 cable blocks under the wind mill) will produce roughly 63500 EU (250 * 254) a day or 2.6 EU/t overall.&lt;br /&gt;
&lt;br /&gt;
A Wind Mill that was placed near bedrock (layer 10) with no obstructions (not including the cable again) produced 2000 EU (250 * 8) a day (0.1 EU/t overall).&lt;br /&gt;
&lt;br /&gt;
== Technical Details (Client v1.95 | MC1.2.5) ==&lt;br /&gt;
&lt;br /&gt;
Wind Strength&lt;br /&gt;
* Minimum strength is 0, Maximum is 30.&lt;br /&gt;
* Modified every 128 ticks (About 6.4 seconds)&lt;br /&gt;
* Chance to increase or decrease by 1.&lt;br /&gt;
* 10% chance to increase if current strength is 0 to 20.&lt;br /&gt;
* 10% chance to decrease if current strength is 10 to 30.&lt;br /&gt;
* Current strength of 0 to 9 have (current strength)% chance to decrease in strength. (E.g. 0 current strength has 0% chance to decrease, 1 = 1% to decrease, ..., 9 = 9%)&lt;br /&gt;
* Current strength of 21 to 30 have (30 - current strength)% chance to increase in strength. (E.g. 21 current strength has 9% chance to increase, 22 = 8% to increase, ..., 30 = 0%)&lt;br /&gt;
Power&lt;br /&gt;
* Calculated every 128 ticks (About 6.4 seconds)&lt;br /&gt;
* Minimum power is 0, Maximum is 11.46 (y: 255, obstructions: 0, and thundering), Maximum safe is 4.98 (y: 147, obstructions: 0, and thundering). Maximum safe, with 2 cables, is 4.98 (y: 149, obstructions: 2, and thundering). Maximum safe, with 2 cables, is y=191 if you wish to ignore high wind and rain storms.&lt;br /&gt;
* Calculation is: power = s * (y - 64 - c) / 750; &amp;#039;s&amp;#039; is Wind Strength, &amp;#039;y&amp;#039; is Block Height, and &amp;#039;c&amp;#039; is number of blocks (not including the windmill itself) in a 9x9x7 area around the windmill.&lt;br /&gt;
* Power has a 50% (* 1.5) increase if it is thundering, 20% (* 1.2) increase if it is raining.&lt;br /&gt;
* If the power is higher than 5, there is a 0% to 0.1292% chance (chance based on power) to change the windmill to a generator and drop 0 to 4 iron ingots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Generators]]&lt;/div&gt;</summary>
		<author><name>Lexmechanic</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Wind_Mill&amp;diff=11185</id>
		<title>Wind Mill</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Wind_Mill&amp;diff=11185"/>
		<updated>2012-07-10T16:40:28Z</updated>

		<summary type="html">&lt;p&gt;Lexmechanic: I&amp;#039;ve simplified the equations, which don&amp;#039;t need to be identical to the source code anyway (assuming that was the intent).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Block&lt;br /&gt;
|image=Windmill_ig.png&lt;br /&gt;
|invimage=Grid_Windmill&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;
|tool=bwrench&lt;br /&gt;
|stackable=Yes (64)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Wind Mills are [[Generator]]s that utilize the energy of the wind to produce [[EU]]. They are the most unstable and unpredictable type of generators, depending greatly upon both placement and pure luck.&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Iron|C1=Iron&lt;br /&gt;
|B2=Generator&lt;br /&gt;
|A3=Iron|C3=Iron&lt;br /&gt;
|Output=Windmill&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Optionally place an [[RE Battery]] in the upper slot. The Wind Mill will charge the battery or output power at a rate of 0-4 [[EU|EU/t]] depending on placement.&lt;br /&gt;
&lt;br /&gt;
{{Grid/Machine&lt;br /&gt;
|Type=Windmill&lt;br /&gt;
|Top=RE Battery (Charged)&lt;br /&gt;
|Bottom=&lt;br /&gt;
|Output=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Energy|Input=|Output=0-4 [[EU]]/t (varying)|Storage=-}}&lt;br /&gt;
&lt;br /&gt;
== Detailed Mechanics ==&lt;br /&gt;
&lt;br /&gt;
- A Wind Mill will produce on average 250 EU per Minecraft day multiplied by its height in the world.&lt;br /&gt;
This number varies &amp;#039;&amp;#039;&amp;#039;greatly&amp;#039;&amp;#039;&amp;#039; due to the highly unpredictable and constantly changing wind strength in the world; this number can be anything from 0 to 1000 EU. (Although numbers far below 150 or far above 320 are uncommon &amp;lt;!-- needs verification in 1.42 --&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
- A Wind Mill&amp;#039;s efficiency can be hindered by any kind of block placed in a 9x9x7 area around it.&lt;br /&gt;
&lt;br /&gt;
Top view: &lt;br /&gt;
&lt;br /&gt;
[[File:windmill_area_top.png|176px|link=]]&lt;br /&gt;
&lt;br /&gt;
Side view:&lt;br /&gt;
&lt;br /&gt;
[[File:windmill_area_side.png|176px|link=]]&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s best to have the cable from the Wind Mill underneath it and down at least two blocks before turning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- For each obstructing block, a Wind Mill&amp;#039;s effective height lowers by 1.&lt;br /&gt;
&lt;br /&gt;
- A Wind Mill treats non-block items like torches and Redstone wires as obstructions too.&lt;br /&gt;
&lt;br /&gt;
- A Wind Mill doesn&amp;#039;t treat the roof of the world as an obstruction.&lt;br /&gt;
&lt;br /&gt;
- Wind Mills produce 50% extra EU/t in a thunderstorm, and 20% when it&amp;#039;s raining but not in a thunderstorm.&lt;br /&gt;
&lt;br /&gt;
- If a wind mill produces more than 5 EU/t, it has a chance of breaking. If a wind mill&amp;#039;s effective height is no more than 80, it cannot break.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
A Wind Mill placed as high as possible (layer 126), with no obstructions (apart from the 2 cable blocks under the wind mill) will produce roughly 31000 EU (250 * 124) a day or 1.3 EU/t overall.&lt;br /&gt;
&lt;br /&gt;
A Wind Mill that was placed near bedrock (layer 10) with no obstructions (not including the cable again) produced 2000 EU (250 * 8) a day (0.1 EU/t overall).&lt;br /&gt;
&lt;br /&gt;
== Technical Details (Client v1.95 | MC1.2.5) ==&lt;br /&gt;
&lt;br /&gt;
Wind Strength&lt;br /&gt;
* Minimum strength is 0, Maximum is 30.&lt;br /&gt;
* Modified every 128 ticks (About 6.4 seconds)&lt;br /&gt;
* Chance to increase or decrease by 1.&lt;br /&gt;
* 10% chance to increase if current strength is 0 to 20.&lt;br /&gt;
* 10% chance to decrease if current strength is 10 to 30.&lt;br /&gt;
* Current strength of 0 to 9 have (current strength)% chance to decrease in strength. (E.g. 0 current strength has 0% chance to decrease, 1 = 1% to decrease, ..., 9 = 9%)&lt;br /&gt;
* Current strength of 21 to 30 have (30 - current strength)% chance to increase in strength. (E.g. 21 current strength has 9% chance to increase, 22 = 8% to increase, ..., 30 = 0%)&lt;br /&gt;
Power&lt;br /&gt;
* Calculated every 128 ticks (About 6.4 seconds)&lt;br /&gt;
* Minimum power is 0, Maximum is 11.46 (y: 255, obstructions: 0, and thundering), Maximum safe is 4.98 (y: 147, obstructions: 0, and thundering). Maximum safe, with 2 cables, is 4.98 (y: 149, obstructions: 2, and thundering). Maximum safe, with 2 cables, is y=191 if you wish to ignore high wind and rain storms.&lt;br /&gt;
* Calculation is: power = s * (y - 64 - c) / 750; &amp;#039;s&amp;#039; is Wind Strength, &amp;#039;y&amp;#039; is Block Height, and &amp;#039;c&amp;#039; is number of blocks (not including the windmill itself) in a 9x9x7 area around the windmill.&lt;br /&gt;
* Power has a 50% (* 1.5) increase if it is thundering, 20% (* 1.2) increase if it is raining.&lt;br /&gt;
* If the power is higher than 5, there is a 0% to 0.1292% chance (chance based on power) to change the windmill to a generator and drop 0 to 4 iron ingots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Generators]]&lt;/div&gt;</summary>
		<author><name>Lexmechanic</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Talk:Canning_Machine&amp;diff=10964</id>
		<title>Talk:Canning Machine</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Talk:Canning_Machine&amp;diff=10964"/>
		<updated>2012-06-07T18:50:10Z</updated>

		<summary type="html">&lt;p&gt;Lexmechanic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Food item images ==&lt;br /&gt;
I have all the missing or incorrect images ready to upload, but lack the permissions to do so. (Cooked porkchop is wrong.) I&amp;#039;d be glad to do it, but anyone else could, if you feel like it. Just swipe the grid images from the official MC wiki... -- [[User:Lexmechanic|Lexmechanic]] 20:50, 7 June 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
== EU use ==&lt;br /&gt;
&lt;br /&gt;
This machine definitely isn&amp;#039;t free, I did have to put a battery in it to get it running. If someone knowledgeable comes along before I make my way to the Nether for glowstone dust, please update its energy requirement.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;font-family:Courier New,Courier,monospace;font-size:10pt;&amp;quot;&amp;gt;[[User:Subignition|-- SubIgnition]] &amp;lt;font style=&amp;quot;font-size:8pt&amp;quot;&amp;gt;[[User_talk:Subignition|(talk)]]&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt; 07:11, 24 October 2011 (CEST)&lt;br /&gt;
:* I changed the &amp;quot;0&amp;quot; to a &amp;quot;?&amp;quot;. --[[User:Trifler|Trifler]] 07:56, 24 October 2011 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Canned Food and Minecraft Beta 1.8+ ==&lt;br /&gt;
&lt;br /&gt;
Since Beta 1.8 added the hunger system, all foods (with the exception of Golden Apples and Milk) can now be stacked to 64. What, if any, changes to the article are appropriate considering this change?&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;b style=&amp;quot;font-size: 10pt; font-style: normal; font-family: Courier New, Courier, monospace;&amp;quot;&amp;gt;[[User:Subignition|-- SubIgnition]] &amp;lt;i style=&amp;quot;font-style: normal; font-size: 8pt&amp;quot;&amp;gt;[[User_talk:Subignition|(talk)]]&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; 16:22, 22 October 2011 (CEST)&lt;br /&gt;
&lt;br /&gt;
well i personally think the canning machine still has use as a common food that is made from all food types.&lt;br /&gt;
a example is you have 3 pork ,7 chicken and 4 melon pieces. these take up 3 inventory slots but can be compresses to use 1 inventory slot instead of 3.&lt;br /&gt;
zulu_217&lt;br /&gt;
:I don&amp;#039;t think another mod automating that is relevant, at all. But apparently what was not mentioned in the article is that IC² canned food still &amp;#039;&amp;#039;&amp;#039;directly restores health&amp;#039;&amp;#039;&amp;#039;, rather than hunger. Though this behavior is inconsistent, it does, in its current state, provide a good reason for the machine&amp;#039;s existence, so I am going to make a note of this on the page.&lt;br /&gt;
:&amp;lt;span style=&amp;quot;font-family:Courier New,Courier,monospace;font-size:10pt;&amp;quot;&amp;gt;[[User:Subignition|-- SubIgnition]] &amp;lt;font style=&amp;quot;font-size:8pt&amp;quot;&amp;gt;[[User_talk:Subignition|(talk)]]&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt; 15:20, 23 October 2011 (CEST)&lt;br /&gt;
::tin cans now restore the hunger bar, corrected in the wiki.--[[User:Temdur XXIV|Temdur XXIV]] 22:21, 18 April 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
== outsourcing? ==&lt;br /&gt;
&lt;br /&gt;
split the part with food to [[Tin Can]] and the fuel stuff to [[Fuel]]? --[[User:Temdur XXIV|Temdur XXIV]] 22:21, 18 April 2012 (CEST)&lt;/div&gt;</summary>
		<author><name>Lexmechanic</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Crop-Matron&amp;diff=10963</id>
		<title>Crop-Matron</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Crop-Matron&amp;diff=10963"/>
		<updated>2012-06-07T17:48:34Z</updated>

		<summary type="html">&lt;p&gt;Lexmechanic: /* Range */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Block&lt;br /&gt;
|image=Crop-Matron_ig.png&lt;br /&gt;
|type=Machine&lt;br /&gt;
|gravity=No&lt;br /&gt;
|dirt=No&lt;br /&gt;
|transparent=No&lt;br /&gt;
|light=No&lt;br /&gt;
|tool=bwrench&lt;br /&gt;
|stackable=Yes (64)&lt;br /&gt;
}}&lt;br /&gt;
The Crop-Matron will monitor nearby crop stick and will automatically apply [[Fertilizer]], [[Hydration Cell]]s and [[Weed-EX]] as needed.&lt;br /&gt;
&lt;br /&gt;
Use [[Weed-EX]] sparingly, overuse of [[Weed-EX]] will effect crops negativly. &lt;br /&gt;
&lt;br /&gt;
All these items need to be manually supplied and placed inside the Crop-Matron&amp;#039;s GUI.&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Electronic Circuit|B1=Chest|C1=Electronic Circuit&lt;br /&gt;
|A2=Crops|B2=Machine|C2=Crops&lt;br /&gt;
|A3=Crops|B3=Crops|C3=Crops&lt;br /&gt;
|Output=Crop-Matron&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Range ==&lt;br /&gt;
The Crop-Matron&amp;#039;s range appears to be 4 blocks in each direction horizontally and 1 block above/below.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;O&amp;quot; Is Crop-Matron. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;X&amp;quot; Is Affected Blocks.&lt;br /&gt;
&lt;br /&gt;
From side:&lt;br /&gt;
&lt;br /&gt;
X X X X X X X X X&lt;br /&gt;
&lt;br /&gt;
X X X X O X X X X&lt;br /&gt;
&lt;br /&gt;
X X X X X X X X X&lt;br /&gt;
&lt;br /&gt;
From Top:&lt;br /&gt;
&lt;br /&gt;
X X X X X X X X X&lt;br /&gt;
&lt;br /&gt;
X X X X X X X X X&lt;br /&gt;
&lt;br /&gt;
X X X X X X X X X&lt;br /&gt;
&lt;br /&gt;
X X X X X X X X X&lt;br /&gt;
&lt;br /&gt;
X X X X O X X X X&lt;br /&gt;
&lt;br /&gt;
X X X X X X X X X&lt;br /&gt;
&lt;br /&gt;
X X X X X X X X X&lt;br /&gt;
&lt;br /&gt;
X X X X X X X X X&lt;br /&gt;
&lt;br /&gt;
X X X X X X X X X&lt;br /&gt;
&lt;br /&gt;
{{Energy|Input=1 EU/t|Output=None|Storage=-}}&lt;br /&gt;
Maximum Input: 32 [[EU]]/t before exploding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Machines]]&lt;/div&gt;</summary>
		<author><name>Lexmechanic</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Overclocker_upgrade&amp;diff=10855</id>
		<title>Overclocker upgrade</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Overclocker_upgrade&amp;diff=10855"/>
		<updated>2012-05-12T16:05:57Z</updated>

		<summary type="html">&lt;p&gt;Lexmechanic: /* In Practice */ Not sure what that bullet and semicolon were for. Deleted.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:upgradedmachine.png|right]]&lt;br /&gt;
Revised 2012-02-28 by Xenoflot for 1.71 power consumption&lt;br /&gt;
&lt;br /&gt;
An [[overclocker upgrade]] can be used to speed up machines at the cost of higher energy consumption. Place one or more [[overclocker upgrade]]s into the four right-most slots to upgrade a machine.&lt;br /&gt;
&lt;br /&gt;
Each upgrade reduces the operating time to 70% of the previous value and increases energy consumption by 60%. The [[overclocker upgrade]]&amp;#039;s effects stack exponentially. For example, two upgrades makes the machine operate at (0.7)^2 = 0.49 times normal time (100% faster) and use 1.6^2 = 2.56 times the energy (139% more). 8 of them will run the machine at over 8 times normal speed, and use over 43 times as much EU.&lt;br /&gt;
&lt;br /&gt;
[[Overclocker upgrade]]s result in poorer energy efficiency (more EU will be consumed per operation). This results in a 12 percent increase in energy per operation per upgrade (0.7*1.6 = 1.12, (1.12)^10 = 3.11 ). While building multiple machines makes better use of a limited energy supply, but overclocking allows for reduced space and wiring requirements when time or compact construction are more important or energy is plentiful. The reduced efficiency can be mitigated by combining both approaches, dividing a number of [[overclocker upgrade]]s evenly between a handful of machines.&lt;br /&gt;
&lt;br /&gt;
An overclocked machine&amp;#039;s speed cannot exceed 1 operation per tick, so adding additional [[overclocker upgrade]]s beyond that point is useless.&lt;br /&gt;
&lt;br /&gt;
== In Practice ==&lt;br /&gt;
Revised: 2012-02-28 by Xenoflot - Please advise me on IC2 forum of any mistakes.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;tl;dr&amp;#039;&amp;#039;&amp;#039; - Max speed benefits are obtained with: 16 [[overclocker upgrade]]s for [[Macerator]]s and [[Extractor]]s, 13 for [[Electro Furnace]]s and 10 for [[Recycler]]s;. In each case you&amp;#039;re going to need to put in transformer upgrades, use glass cables and storage upgrades.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
This section is intended to provide some explanation and practical examples for using [[overclocker upgrade]]s.&amp;lt;br /&amp;gt;This revision includes the revised power consumption for 1.71.&lt;br /&gt;
&lt;br /&gt;
Each IndustrialCraft2 machine has a rated current draw (required EU/tick), a time to process the materials and internal EU storage. When calculating the effects of overclocking, we need to include these factors. The differences on each machine mean that some machines need more or less [[overclocker upgrade]]s to reach peak speed.&lt;br /&gt;
&lt;br /&gt;
The main limit to the number of overclockers you can use is the power requirement. To make machines run really fast, you need to feed them with multiple power supplies, big ones.&amp;lt;br /&amp;gt;Also, you can&amp;#039;t get it to process any faster than 1 operation per tick. Since there are only 20 ticks in a real-world second, you can never make an IC2 standard machine process more than 20 items per second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Examples:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
A standard [[Macerator]] draws 2 EU/t, takes 20 seconds per grind and stores 625 EU.&lt;br /&gt;
&lt;br /&gt;
Five [[overclocker upgrade]]s are a great start. With 5 [[overclocker upgrade]]s, your [[Macerator]] draws 21 EU/t (which can be supplied by a single [[BatBox]]) and completes each grind in 3.5 seconds instead of 20!&lt;br /&gt;
&lt;br /&gt;
With 8 [[overclocker upgrade]]s, your [[Macerator]] draws 85.9 EU/t and completes each grind in almost a second. You can still run this with copper cable but you&amp;#039;ll need three [[BatBox]]es in parallel to supply the power. Alternatively, you can put in one [[Transformer upgrade]] (which allows 128 EU/t) and use an [[MFE Unit]] to power. Use [[Gold Cable]] or better!&lt;br /&gt;
&lt;br /&gt;
As you put in more [[overclocker upgrade]]s, the power requirements keep going up. 11 [[overclocker upgrade]]s want 352 EU/s which would require 11 [[BatBox]]es or 3 [[MFE Unit]]s to drive. My suggestion is you put 2 [[Transformer upgrade]]s in each machine early and then you can just upgrade to MFEs and MFSUs any time you&amp;#039;re ready. &lt;br /&gt;
&lt;br /&gt;
There is a break-point when you reach 13 OC&amp;#039;s on the Macerator, 10 on the Furnace and Extractor and 9 on the Recycler. The energy required per tick exceeds the machine&amp;#039;s internal storage. As you approach this limit, you may see the machine flicker or stutter as if your batbox was running empty. If you put in one more overclocker, the machine will stop entirely. Now you need to add one or more [[Energy storage upgrade]]s before the machine will continue to function.&lt;br /&gt;
&lt;br /&gt;
Maximum speed benefits can be achieved with 16 [[overclocker upgrade]]s in [[Macerator]]s and [[Extractor]]s, 13 in [[Electro Furnace]]s and 10 in [[Recycler]]s. In each case you&amp;#039;re going to need to put in transformer upgrades, storage upgrades and use glass cables. The Macerator is the greediest and will need 8 [[MFS Unit]]s to supply the necessary power.&lt;br /&gt;
&lt;br /&gt;
Credit: Sincere thanks to AkhkharuXul on the IC2 forum for providing reality checking on these numbers.&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Cooling Cell|B1=Cooling Cell|C1=Cooling Cell&lt;br /&gt;
|A2=Insulated Copper Cable|B2=Electronic Circuit|C2=Insulated Copper Cable&lt;br /&gt;
|A3=|B3=|C3=&lt;br /&gt;
|Output=Overclocker upgrade&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Upgrades]]&lt;/div&gt;</summary>
		<author><name>Lexmechanic</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=CF_Sprayer&amp;diff=10257</id>
		<title>CF Sprayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=CF_Sprayer&amp;diff=10257"/>
		<updated>2012-04-05T23:56:12Z</updated>

		<summary type="html">&lt;p&gt;Lexmechanic: /* Hints */ Industrial grammar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With the &amp;#039;&amp;#039;CF Sprayer&amp;#039;&amp;#039; you can place/spray [[Construction Foam]].&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;ll spray 13 blocks of [[Construction Foam|CF]], on a flat layer mostly in the following shape:&lt;br /&gt;
&lt;br /&gt;
[[File:Foam_Shape_1.png|link=Construction Foam]]&lt;br /&gt;
&lt;br /&gt;
[[File:FoamSpreading.png|thumb|Spraying [[Construction Foam|CF]] in a &amp;#039;cave&amp;#039;]]&lt;br /&gt;
&lt;br /&gt;
[[File:Foam_Spreading_2.png|thumb|Spraying [[Construction Foam|CF]] on a wall]]&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Cobblestone|B1=Cobblestone|C1=&lt;br /&gt;
|A2=Cobblestone|B2=Stick|C2=&lt;br /&gt;
|A3=|B3=|C3=Cobblestone&lt;br /&gt;
|Output=CF Sprayer&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Refilling ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1/8 Fill&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=CF Pellet|B1=|C1=&lt;br /&gt;
|A2=|B2=CF Sprayer|C2=&lt;br /&gt;
|A3=|B3=|C3=&lt;br /&gt;
|Output=CF Sprayer&lt;br /&gt;
}} &lt;br /&gt;
Can be crafted multiple times, shapless recipe.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Full Fill&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=CF Pellet|B1=CF Pellet|C1=CF Pellet&lt;br /&gt;
|A2=CF Pellet|B2=CF Sprayer|C2=CF Pellet&lt;br /&gt;
|A3=CF Pellet|B3=CF Pellet|C3=CF Pellet&lt;br /&gt;
|Output=CF Sprayer&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Each pellet loaded in allows two uses of the sprayer.&lt;br /&gt;
Usage of CFPack allow you to skip manual refilling and hold up to 128 pellets ready, in this case each pellet will provide only one use.&lt;br /&gt;
&lt;br /&gt;
== Hints ==&lt;br /&gt;
&lt;br /&gt;
If using a CF Sprayer to spray on a [[Scaffold]] it will replace the [[Scaffold]] with construction foam.&lt;br /&gt;
So you can use a scaffolds in combination with Construction Foam to create walls (etc.) without the need to break unnecessary, left-over construction foam.&lt;br /&gt;
&lt;br /&gt;
The scaffolds are returned if replaced by construction foam.&lt;br /&gt;
&lt;br /&gt;
As of 1.70, CF will cover and harden around placed cables, allowing one to hide ugly wiring with pretty CF walls.  Note that this will not otherwise affect the effect of sprayed CF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Lexmechanic</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Painter&amp;diff=10256</id>
		<title>Painter</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Painter&amp;diff=10256"/>
		<updated>2012-04-05T23:28:46Z</updated>

		<summary type="html">&lt;p&gt;Lexmechanic: /* Colors */ Someone really liked light pink... not that I can blame you.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IC²}}&lt;br /&gt;
&lt;br /&gt;
The Painter is used to paint [[Cable]]s so they only connect to black cables or cables of the same color. This can be used to prevent mixing different kinds of current or to prevent excessively high CPU usage due to Cable intersections. Painters can also paint [[Construction Foam Wall]]s and Wool.&lt;br /&gt;
&lt;br /&gt;
Before you can color Cables you must first dye the painter with the dye of the color that you want to use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
&lt;br /&gt;
-A painter can be used 32 times before running out of dye.&lt;br /&gt;
&lt;br /&gt;
-The painter is fully compatible with the BuildCraft automatic crafting table.&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=|B1=Wool|C1=Wool&lt;br /&gt;
|B2=Iron|C2=Wool&lt;br /&gt;
|A3=Iron|C3=&lt;br /&gt;
|Output=Painter}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Colors ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Recipes&lt;br /&gt;
|-&lt;br /&gt;
{{Painter|color=Black}}&lt;br /&gt;
{{Painter|color=Red}}&lt;br /&gt;
{{Painter|color=Green}}&lt;br /&gt;
|-&lt;br /&gt;
{{Painter|color=Brown}}&lt;br /&gt;
{{Painter|color=Blue}}&lt;br /&gt;
{{Painter|color=Purple}}&lt;br /&gt;
|-&lt;br /&gt;
{{Painter|color=Cyan Blue}}&lt;br /&gt;
{{Painter|color=Grey}}&lt;br /&gt;
{{Painter|color=Dark Grey}}&lt;br /&gt;
|-&lt;br /&gt;
{{Painter|color=Light Pink}}&lt;br /&gt;
{{Painter|color=Lime Green}}&lt;br /&gt;
{{Painter|color=Yellow}}&lt;br /&gt;
|-&lt;br /&gt;
{{Painter|color=Light Blue}}&lt;br /&gt;
{{Painter|color=Orange}}&lt;br /&gt;
|{{Grid/Crafting Table|A1=Painter|B1=Bone Meal|Output=Painter (White)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiring]]&lt;/div&gt;</summary>
		<author><name>Lexmechanic</name></author>
	</entry>
</feed>