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	<id>https://wiki.industrial-craft.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Macks2010</id>
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	<updated>2026-10-17T14:58:45Z</updated>
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	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Mining_Laser&amp;diff=11603</id>
		<title>Mining Laser</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Mining_Laser&amp;diff=11603"/>
		<updated>2012-08-28T22:39:07Z</updated>

		<summary type="html">&lt;p&gt;Macks2010: /* Firing Modes */  corrected EU capacity value. it said the laser stores &amp;quot;200.000 EU&amp;quot;. the period makes it look like it only stores 200 EU. this is wrong.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IC²}}&lt;br /&gt;
&lt;br /&gt;
The Mining Laser is a powerful high-tech tool with a variety of applications. It can be used as an insta-mining tool with a relatively low [[EU]] consumption, as well as a high-power AoE block remover, or even as a weapon. All blocks destroyed by the Laser are dropped, with the exception of non-drop blocks like Glass or Leaves. However, due to the destructive nature of the Laser, there is a chance that the block will be destroyed and not drop anything. IndustrialCraft machines drop a [[Machine]] block, as if they were destroyed by a pickaxe. As of 1.337, the Mining Laser can use energy from a [[LapPack]].&lt;br /&gt;
&lt;br /&gt;
As of 1.90, the Mining Laser has 7 different modes. These modes can be switched by holding the M key and right-clicking. &lt;br /&gt;
&lt;br /&gt;
The Mining Laser is most likely  one the most fun items in IC2.&lt;br /&gt;
&lt;br /&gt;
== Video Tutorial ==&lt;br /&gt;
[http://www.youtube.com/watch?v=970M1CdPL58 How To Make And Use A Mining Laser]&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Redstone|B1=Energy Crystal|C1=Energy Crystal&lt;br /&gt;
|A2=Advanced Alloy|B2=Advanced Alloy|C2=Advanced Circuit&lt;br /&gt;
|A3=|B3=Advanced Alloy|C3=Advanced Alloy&lt;br /&gt;
|Output=Mining Laser&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Build Cost&lt;br /&gt;
&lt;br /&gt;
6 bronze&lt;br /&gt;
&lt;br /&gt;
3 copper &lt;br /&gt;
&lt;br /&gt;
2 diamond&lt;br /&gt;
&lt;br /&gt;
2 glowstone dust&lt;br /&gt;
&lt;br /&gt;
2 lapis lazuli&lt;br /&gt;
&lt;br /&gt;
23 redstone&lt;br /&gt;
&lt;br /&gt;
7 refined iron&lt;br /&gt;
&lt;br /&gt;
6 tin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Build Order&lt;br /&gt;
&lt;br /&gt;
Step 1.1: 4x Mixed-Metal Ingot (6 bronze, 6 refined iron, 6 tin)&lt;br /&gt;
&lt;br /&gt;
Step 1.2: 4x Advanced Alloy (4x Mixed-Metal Ingot)&lt;br /&gt;
&lt;br /&gt;
Step 2.1: 6x Copper Cable (3 copper, 6 rubber)&lt;br /&gt;
&lt;br /&gt;
Step 2.2: 1x Electric Circuit (6 Copper Cable, 2 redstone, 1 refined iron)&lt;br /&gt;
&lt;br /&gt;
Step 2.3: 1x Advanced Circuit (2 glowstone dust, 1 Electric Circuit, 2 lapis lazuli, 4 redstone)&lt;br /&gt;
&lt;br /&gt;
Step 3: 2x Energy Crystal (2 diamond, 16 redstone)&lt;br /&gt;
&lt;br /&gt;
Step 4: 1x Mining Laser (4 Advanced Alloy, 1 Advanced Circuit, 2 Energy Crystal, 2 Energy Crystal, 1 redstone)&lt;br /&gt;
&lt;br /&gt;
== Firing Modes ==&lt;br /&gt;
&lt;br /&gt;
The Mining Laser can store 200,000 EU, which determines how many shots of each type can be fired. The block penetration distance depends on the hardness of the particular block. In this chart, block penetration is based on smoothstone and dirt. For explosive shots, the penetration radius denotes the radius of the explosion.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that the Mining Laser can be used in Low-Focus mode to mine both faster than the Diamond Drill and at half the energy cost! HAYO!&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!Firing mode&lt;br /&gt;
!Mode description&lt;br /&gt;
!EU used per shot&lt;br /&gt;
!Damage per shot&lt;br /&gt;
!Beam travel distance&lt;br /&gt;
!Block penetration distance&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Mining&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Normal beam, average power&lt;br /&gt;
|1250 (160 shots)&lt;br /&gt;
|3.5 hearts&lt;br /&gt;
|64 blocks&lt;br /&gt;
|6 (stone), 24 (dirt)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Low-Focus&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Very short-range beam, small power&lt;br /&gt;
|100 (2000 shots)&lt;br /&gt;
|0.5 hearts&lt;br /&gt;
|3 blocks&lt;br /&gt;
|1 (stone), 2 (dirt)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Long-Range&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | High-powered beam, high power&lt;br /&gt;
|5000 (40 shots)&lt;br /&gt;
|10 hearts&lt;br /&gt;
|64 blocks&lt;br /&gt;
|27 (stone), 128+ (dirt)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Scatter&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | 25 beams, 5x5 square formation, average power per beam&lt;br /&gt;
|10,000 (20 shots)&lt;br /&gt;
|2.5 hearts&lt;br /&gt;
|64 blocks&lt;br /&gt;
|16 (stone), 16 (dirt)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Explosive&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | The beam explodes upon touching a block&lt;br /&gt;
|5000 (40 shots)&lt;br /&gt;
|3.5 hearts&lt;br /&gt;
|64 blocks&lt;br /&gt;
|2 (stone), 5 (dirt)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Horizontal&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | The beam will travel perfectly horizontally.  Presumed to be similar to mining mode.&lt;br /&gt;
|1250 (160 shots)&lt;br /&gt;
|3.5 hearts&lt;br /&gt;
|64 blocks&lt;br /&gt;
|6 (stone), 24 (dirt)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Super-Heat&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | If the target can be smelted, the smelted product will be dropped instead of the block itself (eg, hit a iron ore block and an iron ingot will drop).  Works on non-vanilla items, such as Redpower Basalt cobble or Forestry tin ore.  Exception for cobblestone and sand; see below.&lt;br /&gt;
|2500 (80 shots)&lt;br /&gt;
|Unknown&lt;br /&gt;
|Presumed to be 64&lt;br /&gt;
|1 (stone), 13 (dirt)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039; In v1.64 the mining laser will sometimes not fire in horizontal mode. Changing to a different mode restores it&amp;#039;s function.&lt;br /&gt;
&lt;br /&gt;
Super-Heat mode was added in 1.90.&lt;br /&gt;
&lt;br /&gt;
If a super-heat laser is fired on a sand or cobble block, the block will be replaced with a glass/smooth stone block instead of dropping one.  Doing so immediately terminates the beam.&lt;br /&gt;
&lt;br /&gt;
When a super-heat laser is fired at a block such as smoothstone, where the &amp;#039;normal&amp;#039; drop can be smelted into the block itself, the block will be dropped as if mined with a silk touch-enchanted tool.&lt;br /&gt;
&lt;br /&gt;
When a super-heat laser is fired at a clay block, 4 brick items will be dropped.&lt;br /&gt;
&lt;br /&gt;
== Charging ==&lt;br /&gt;
&lt;br /&gt;
This tool may only be charged in an [[MFE Unit]] or an [[MFS Unit]].&lt;br /&gt;
&lt;br /&gt;
{{Grid/Machine&lt;br /&gt;
|Type=MFS Unit&lt;br /&gt;
|Top=Mining Laser&lt;br /&gt;
|Bottom=&lt;br /&gt;
|Output=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== HAYO ==&lt;br /&gt;
&lt;br /&gt;
What do you do, if even the [[Diamond Drill]] isn&amp;#039;t powerful and speedy enough?&lt;br /&gt;
&lt;br /&gt;
You build yourself a &amp;#039;&amp;#039;&amp;#039;Mining Laser&amp;#039;&amp;#039;&amp;#039;, that&amp;#039;s what!&lt;br /&gt;
&lt;br /&gt;
This device uses the awesome intensifying power of [[Energy Crystal|Crystals]] to turn energy into energy BEAMZ!&lt;br /&gt;
&lt;br /&gt;
And these beamz will &amp;#039;&amp;#039;&amp;#039;easily burn right through everything&amp;#039;&amp;#039;&amp;#039;: Stone, Dirt, Ore, Creepers...!!&lt;br /&gt;
&lt;br /&gt;
Just aim at something you &amp;#039;&amp;#039;&amp;#039;don&amp;#039;t want to exist&amp;#039;&amp;#039;&amp;#039; and pull the right trigger to &amp;#039;&amp;#039;&amp;#039;burn it to a crisp, HAYO!!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
However, due to the MASSIVE energy consumption, well-planned usage is advised.&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Mining Laser&amp;#039;&amp;#039;&amp;#039; can fire a reasonable number of laser beams, but due to the large capacity inherent to the crystal design, the laser can only be recharged in a [[MFE Unit]] or [[MFSU]].&lt;br /&gt;
&lt;br /&gt;
{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tools]]&lt;/div&gt;</summary>
		<author><name>Macks2010</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Talk:Geothermal_Generator&amp;diff=11583</id>
		<title>Talk:Geothermal Generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Talk:Geothermal_Generator&amp;diff=11583"/>
		<updated>2012-08-28T01:35:10Z</updated>

		<summary type="html">&lt;p&gt;Macks2010: /* This generator seems to have a major bug. */  added signature tags (didn&amp;#039;t know how to before)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I notice that it mentions interfacing with the BuildCraft pump... but not the pump you can make with IC2.  I&amp;#039;m new to IC2, so maybe I&amp;#039;m just not getting it:  if I put three machines touching like so:&lt;br /&gt;
&lt;br /&gt;
 OVscanner&lt;br /&gt;
  v   empty cells&lt;br /&gt;
  v    v&lt;br /&gt;
 MINER-PUMP-GEOTHERMAL&lt;br /&gt;
  v&lt;br /&gt;
  v&lt;br /&gt;
 lava&lt;br /&gt;
&lt;br /&gt;
and run a wire around from the Geothermal Generator back to the other two, will it end up self-powering (when it finds lava) or just sit there (after the initial charge runs out)?&lt;br /&gt;
&lt;br /&gt;
This is assuming I&amp;#039;m not using BuildCraft (I have no clue if the modpack I&amp;#039;m playing with has BuildCraft installed or not), just IC2.  [[User:Gatherer818|Gatherer818]] 02:36, 17 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
(Sorry for multiple edits, it seems to hate me - it keeps messing with the formatting.  Teaching me to use the preview the hard way, lol.) [[User:Gatherer818|Gatherer818]] 02:39, 17 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
== This generator seems to have a major bug. ==&lt;br /&gt;
&lt;br /&gt;
I am running technic pack v 7.2.6 .&lt;br /&gt;
&lt;br /&gt;
short story:&lt;br /&gt;
&lt;br /&gt;
My geothermal isn&amp;#039;t working and I don&amp;#039;t know why. Yes I checked the wires and made sure lava was in it. Yes I tried my best to reset the thing (removed and replaced the thing AND reloaded the world). That didn&amp;#039;t help.&lt;br /&gt;
&lt;br /&gt;
longer, more detailed, perhaps a bit runon sentence-ey story:&lt;br /&gt;
&lt;br /&gt;
I had a geo generator running off of lava pumped in by buildcraft pipes. It was wired to a MFE&amp;#039;s back (the side opposite the output), at which point the wire Ts off and goes to my solar panels (regular 1EU/t panels, not the compact solar arrays found in techinc). The MFE was wired directly to a T intersection, one side going to my mass fab and the other to a LV transformer. When my stuff was arranged like this, the generator was working. &lt;br /&gt;
After turning off the lava supply to my generator, I added an MFSU between the mass fab and the MFE. I then decided I wanted to split the wire from the generator so it powered the MFSU directly rather than draining my MFE. I rearranged the wires so that the wire from my solar panals would power the MFSU and the MFE would be independent of the MFSU. After making sure this was all in order (all wires connected that should be and vice versa), I turned the lava supply back on. The generator filled but did NOT start running. I tried applying a redstone signal, removing the same, trying to make sure it wasn&amp;#039;t just a one time bug (that is, I removed the geo and put it back), etc. I still do not know what is going on. A few things I do know is that all the wires are connected how I intend them to be, all the pipes are connected, the generator has lava in it, and the electric has a storage unit to go to, I&amp;#039;ve tried completely logging out of minecraft before saving this talk page topic, and my geothermal generator isn&amp;#039;t running. If anyone has any suggestions (other than trying a different spot with my generator, which I&amp;#039;m about to do) PLEASE tell me&lt;br /&gt;
&lt;br /&gt;
[[User:Macks2010|Macks2010]] 01:35, 28 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can add now that moving it didn&amp;#039;t solve the problem. Also, when I give it lava, the front BLINKS ON THEN TURNS OFF as if it ran out of lava in 1 tick... so it is turning on but why isn&amp;#039;t it staying on? This is going to &amp;quot;put a damper on&amp;quot; my plan to have a quantum suit (or even enough iridium for ONE piece) any time soon....&lt;br /&gt;
&lt;br /&gt;
[[User:Macks2010|Macks2010]] 01:35, 28 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Macks2010</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Talk:Geothermal_Generator&amp;diff=11490</id>
		<title>Talk:Geothermal Generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Talk:Geothermal_Generator&amp;diff=11490"/>
		<updated>2012-08-25T21:52:08Z</updated>

		<summary type="html">&lt;p&gt;Macks2010: /* This generator seems to have a major bug. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I notice that it mentions interfacing with the BuildCraft pump... but not the pump you can make with IC2.  I&amp;#039;m new to IC2, so maybe I&amp;#039;m just not getting it:  if I put three machines touching like so:&lt;br /&gt;
&lt;br /&gt;
 OVscanner&lt;br /&gt;
  v   empty cells&lt;br /&gt;
  v    v&lt;br /&gt;
 MINER-PUMP-GEOTHERMAL&lt;br /&gt;
  v&lt;br /&gt;
  v&lt;br /&gt;
 lava&lt;br /&gt;
&lt;br /&gt;
and run a wire around from the Geothermal Generator back to the other two, will it end up self-powering (when it finds lava) or just sit there (after the initial charge runs out)?&lt;br /&gt;
&lt;br /&gt;
This is assuming I&amp;#039;m not using BuildCraft (I have no clue if the modpack I&amp;#039;m playing with has BuildCraft installed or not), just IC2.  [[User:Gatherer818|Gatherer818]] 02:36, 17 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
(Sorry for multiple edits, it seems to hate me - it keeps messing with the formatting.  Teaching me to use the preview the hard way, lol.) [[User:Gatherer818|Gatherer818]] 02:39, 17 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
== This generator seems to have a major bug. ==&lt;br /&gt;
&lt;br /&gt;
I am running technic pack v 7.2.6 .&lt;br /&gt;
&lt;br /&gt;
short story:&lt;br /&gt;
&lt;br /&gt;
My geothermal isn&amp;#039;t working and I don&amp;#039;t know why. Yes I checked the wires and made sure lava was in it. Yes I tried my best to reset the thing (removed and replaced the thing AND reloaded the world). That didn&amp;#039;t help.&lt;br /&gt;
&lt;br /&gt;
longer, more detailed, perhaps a bit runon sentence-ey story:&lt;br /&gt;
&lt;br /&gt;
I had a geo generator running off of lava pumped in by buildcraft pipes. It was wired to a MFE&amp;#039;s back (the side opposite the output), at which point the wire Ts off and goes to my solar panels (regular 1EU/t panels, not the compact solar arrays found in techinc). The MFE was wired directly to a T intersection, one side going to my mass fab and the other to a LV transformer. When my stuff was arranged like this, the generator was working. &lt;br /&gt;
After turning off the lava supply to my generator, I added an MFSU between the mass fab and the MFE. I then decided I wanted to split the wire from the generator so it powered the MFSU directly rather than draining my MFE. I rearranged the wires so that the wire from my solar panals would power the MFSU and the MFE would be independent of the MFSU. After making sure this was all in order (all wires connected that should be and vice versa), I turned the lava supply back on. The generator filled but did NOT start running. I tried applying a redstone signal, removing the same, trying to make sure it wasn&amp;#039;t just a one time bug (that is, I removed the geo and put it back), etc. I still do not know what is going on. A few things I do know is that all the wires are connected how I intend them to be, all the pipes are connected, the generator has lava in it, and the electric has a storage unit to go to, I&amp;#039;ve tried completely logging out of minecraft before saving this talk page topic, and my geothermal generator isn&amp;#039;t running. If anyone has any suggestions (other than trying a different spot with my generator, which I&amp;#039;m about to do) PLEASE tell me&lt;br /&gt;
&lt;br /&gt;
---END OF INITIAL POST. Please don&amp;#039;t edit above this line except to fix any grammar mistakes I missed.---&lt;br /&gt;
&lt;br /&gt;
I can add now that moving it didn&amp;#039;t solve the problem. Also, when I give it lava, the front BLINKS ON THEN TURNS OFF as if it ran out of lava in 1 tick... so it is turning on but why isn&amp;#039;t it staying on? This is going to &amp;quot;put a damper on&amp;quot; my plan to have a quantum suit (or even enough iridium for ONE piece) any time soon....&lt;/div&gt;</summary>
		<author><name>Macks2010</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Talk:Geothermal_Generator&amp;diff=11399</id>
		<title>Talk:Geothermal Generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Talk:Geothermal_Generator&amp;diff=11399"/>
		<updated>2012-08-13T12:51:30Z</updated>

		<summary type="html">&lt;p&gt;Macks2010: /* It seems to have a major bug. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I notice that it mentions interfacing with the BuildCraft pump... but not the pump you can make with IC2.  I&amp;#039;m new to IC2, so maybe I&amp;#039;m just not getting it:  if I put three machines touching like so:&lt;br /&gt;
&lt;br /&gt;
 OVscanner&lt;br /&gt;
  v   empty cells&lt;br /&gt;
  v    v&lt;br /&gt;
 MINER-PUMP-GEOTHERMAL&lt;br /&gt;
  v&lt;br /&gt;
  v&lt;br /&gt;
 lava&lt;br /&gt;
&lt;br /&gt;
and run a wire around from the Geothermal Generator back to the other two, will it end up self-powering (when it finds lava) or just sit there (after the initial charge runs out)?&lt;br /&gt;
&lt;br /&gt;
This is assuming I&amp;#039;m not using BuildCraft (I have no clue if the modpack I&amp;#039;m playing with has BuildCraft installed or not), just IC2.  [[User:Gatherer818|Gatherer818]] 02:36, 17 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
(Sorry for multiple edits, it seems to hate me - it keeps messing with the formatting.  Teaching me to use the preview the hard way, lol.) [[User:Gatherer818|Gatherer818]] 02:39, 17 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
== This generator seems to have a major bug. ==&lt;br /&gt;
&lt;br /&gt;
I am running technic pack v 7.2.6 .&lt;br /&gt;
&lt;br /&gt;
short story:&lt;br /&gt;
&lt;br /&gt;
My geothermal isn&amp;#039;t working and I don&amp;#039;t know why. Yes I checked the wires and made sure lava was in it. Yes I tried my best to reset the thing (removed and replaced the thing AND reloaded the world). That didn&amp;#039;t help.&lt;br /&gt;
&lt;br /&gt;
longer, more detailed, perhaps a bit runon sentence-ey story:&lt;br /&gt;
&lt;br /&gt;
I had a geo generator running off of lava pumped in by buildcraft pipes. It was wired to a MFE&amp;#039;s back (the side opposite the output), at which point the wire Ts off and goes to my solar panels (regular 1EU/t panels, not the compact solar arrays found in techinc). The MFE was wired directly to a T intersection, one side going to my mass fab and the other to a LV transformer. When my stuff was arranged like this, the generator was working. &lt;br /&gt;
After turning off the lava supply to my generator, I added an MFSU between the mass fab and the MFE. I then decided I wanted to split the wire from the generator so it powered the MFSU directly rather than draining my MFE. I rearranged the wires so that the wire from my solar panals would power the MFSU and the MFE would be independent of the MFSU. After making sure this was all in order (all wires connected that should be and vice versa), I turned the lava supply back on. The generator filled but did NOT start running. I tried applying a redstone signal, removing the same, trying to make sure it wasn&amp;#039;t just a one time bug (that is, I removed the geo and put it back), etc. I still do not know what is going on. A few things I do know is that all the wires are connected how I intend them to be, all the pipes are connected, the generator has lava in it, and the electric has a storage unit to go to, I&amp;#039;ve tried completely logging out of minecraft before saving this talk page topic, and my geothermal generator isn&amp;#039;t running. If anyone has any suggestions (other than trying a different spot with my generator, which I&amp;#039;m about to do) PLEASE tell me&lt;br /&gt;
&lt;br /&gt;
---END OF INITIAL POST. Please don&amp;#039;t edit above this line except to fix any grammar mistakes I missed.---&lt;br /&gt;
&lt;br /&gt;
I can add now that moving it didn&amp;#039;t solve the problem. Also, when I give it lava, the front BLINKS ON THEN TURNS OFF as if it ran out of lava in 1 tick... so it is turning on but why isn&amp;#039;t it staying on? This is going to put a damper on my plan to have a quantum suit (or even enough iridium for ONE piece) any time soon....&lt;/div&gt;</summary>
		<author><name>Macks2010</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Talk:Geothermal_Generator&amp;diff=11398</id>
		<title>Talk:Geothermal Generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Talk:Geothermal_Generator&amp;diff=11398"/>
		<updated>2012-08-13T12:45:21Z</updated>

		<summary type="html">&lt;p&gt;Macks2010: /* It seems to have a major bug. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I notice that it mentions interfacing with the BuildCraft pump... but not the pump you can make with IC2.  I&amp;#039;m new to IC2, so maybe I&amp;#039;m just not getting it:  if I put three machines touching like so:&lt;br /&gt;
&lt;br /&gt;
 OVscanner&lt;br /&gt;
  v   empty cells&lt;br /&gt;
  v    v&lt;br /&gt;
 MINER-PUMP-GEOTHERMAL&lt;br /&gt;
  v&lt;br /&gt;
  v&lt;br /&gt;
 lava&lt;br /&gt;
&lt;br /&gt;
and run a wire around from the Geothermal Generator back to the other two, will it end up self-powering (when it finds lava) or just sit there (after the initial charge runs out)?&lt;br /&gt;
&lt;br /&gt;
This is assuming I&amp;#039;m not using BuildCraft (I have no clue if the modpack I&amp;#039;m playing with has BuildCraft installed or not), just IC2.  [[User:Gatherer818|Gatherer818]] 02:36, 17 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
(Sorry for multiple edits, it seems to hate me - it keeps messing with the formatting.  Teaching me to use the preview the hard way, lol.) [[User:Gatherer818|Gatherer818]] 02:39, 17 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
== It seems to have a major bug. ==&lt;br /&gt;
&lt;br /&gt;
I am running technic v 7.2.6 .&lt;br /&gt;
&lt;br /&gt;
short story:&lt;br /&gt;
&lt;br /&gt;
My geothermal isn&amp;#039;t working and I don&amp;#039;t know why. Yes I checked the wires and made sure lava was in it. Yes I tried my best to reset the thing (removed and replaced the thing AND reloaded the world). That didn&amp;#039;t help.&lt;br /&gt;
&lt;br /&gt;
longer, more detailed, perhaps a bit runon sentence-ey story:&lt;br /&gt;
&lt;br /&gt;
I had a geo generator running off of lava pumped in by buildcraft pipes. It was wired to a MFE&amp;#039;s back (the side opposite the output), at which point the wire Ts off and goes to my solar panels (regular 1EU/t panels, not the compact solar arrays found in techinc). The MFE was wired directly to a T intersection, one side going to my mass fab and the other to a LV transformer. When my stuff was arranged like this, the generator was working. &lt;br /&gt;
After turning off the lava supply to my generator, I added an MFSU between the mass fab and the MFE. I then decided I wanted to split the wire from the generator so it powered the MFSU directly rather than draining my MFE. I rearranged the wires so that the wire from my solar panals would power the MFSU and the MFE would be independent of the MFSU. After making sure this was all in order (all wires connected that should be and vice versa), I turned the lava supply back on. The generator filled but did NOT start running. I tried applying a redstone signal, removing the same, trying to make sure it wasn&amp;#039;t just a one time bug (that is, I removed the geo and put it back), etc. I still do not know what is going on. A few things I do know is that all the wires are connected how I intend them to be, all the pipes are connected, the generator has lava in it, and the electric has a storage unit to go to, I&amp;#039;ve tried completely logging out of minecraft before saving this talk page topic, and my geothermal generator isn&amp;#039;t running. If anyone has any suggestions (other than trying a different spot with my generator, which I&amp;#039;m about to do) PLEASE tell me&lt;br /&gt;
&lt;br /&gt;
---END OF INITIAL POST. Please don&amp;#039;t edit above this line except to fix any grammar mistakes I missed.---&lt;br /&gt;
&lt;br /&gt;
I can add now that moving it didn&amp;#039;t solve the problem. Also, when I give it lava, the front BLINKS ON THEN TURNS OFF as if it ran out of lava in 1 tick... so it is turning on but why isn&amp;#039;t it staying on? This is going to put a damper on my plan to have a quantum suit (or even enough iridium for ONE piece) any time soon....&lt;/div&gt;</summary>
		<author><name>Macks2010</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Talk:Geothermal_Generator&amp;diff=11397</id>
		<title>Talk:Geothermal Generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Talk:Geothermal_Generator&amp;diff=11397"/>
		<updated>2012-08-13T02:56:46Z</updated>

		<summary type="html">&lt;p&gt;Macks2010: /* It seems to have a major bug. */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I notice that it mentions interfacing with the BuildCraft pump... but not the pump you can make with IC2.  I&amp;#039;m new to IC2, so maybe I&amp;#039;m just not getting it:  if I put three machines touching like so:&lt;br /&gt;
&lt;br /&gt;
 OVscanner&lt;br /&gt;
  v   empty cells&lt;br /&gt;
  v    v&lt;br /&gt;
 MINER-PUMP-GEOTHERMAL&lt;br /&gt;
  v&lt;br /&gt;
  v&lt;br /&gt;
 lava&lt;br /&gt;
&lt;br /&gt;
and run a wire around from the Geothermal Generator back to the other two, will it end up self-powering (when it finds lava) or just sit there (after the initial charge runs out)?&lt;br /&gt;
&lt;br /&gt;
This is assuming I&amp;#039;m not using BuildCraft (I have no clue if the modpack I&amp;#039;m playing with has BuildCraft installed or not), just IC2.  [[User:Gatherer818|Gatherer818]] 02:36, 17 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
(Sorry for multiple edits, it seems to hate me - it keeps messing with the formatting.  Teaching me to use the preview the hard way, lol.) [[User:Gatherer818|Gatherer818]] 02:39, 17 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
== It seems to have a major bug. ==&lt;br /&gt;
&lt;br /&gt;
I am running technic v 7.2.6 .&lt;br /&gt;
short story:&lt;br /&gt;
My geothermal isn&amp;#039;t working and I don&amp;#039;t know why. Yes I checked the wires and made sure lava was in it. Yes I tried my best to reset the thing (removed and replaced the thing AND reloaded the world). That didn&amp;#039;t help.&lt;br /&gt;
longer, more detailed, perhaps a bit runon sentence-ey story:&lt;br /&gt;
I had a geo generator running off of lava pumped in by buildcraft pipes. It was wired to a MFE&amp;#039;s back (the side opposite the output), at which point the wire Ts off and goes to my solar panels (regular 1EU/t panels, not the compact solar arrays found in techinc). The MFE was wired directly to a T intersection, one side going to my mass fab and the other to a LV transformer. When my stuff was arranged like this, the generator was working. &lt;br /&gt;
After turning off the lava supply to my generator, I added an MFSU between the mass fab and the MFE. I then decided I wanted to split the wire from the generator so it powered the MFSU directly rather than draining my MFE. I rearranged the wires so that the wire from my solar panals would power the MFSU and the MFE would be independent of the MFSU. After making sure this was all in order (all wires connected that should be and vice versa), I turned the lava supply back on. The generator filled but did NOT start running. I tried applying a redstone signal, removing the same, trying to make sure it wasn&amp;#039;t just a one time bug (that is, I removed the geo and put it back), etc. I still do not know what is going on. A few things I do know is that all the wires are connected how I intend them to be, all the pipes are connected, the generator has lava in it, and the electric has a storage unit to go to, I&amp;#039;ve tried completely logging out of minecraft before saving this talk page topic, and my geothermal generator isn&amp;#039;t running. If anyone has any suggestions (other than trying a different spot with my generator, which I&amp;#039;m about to do) PLEASE tell me&lt;br /&gt;
---END OF INITIAL POST. Please don&amp;#039;t edit above this line except to fix any grammar mistakes I missed.---&lt;/div&gt;</summary>
		<author><name>Macks2010</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=11385</id>
		<title>Nuclear Reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=11385"/>
		<updated>2012-08-08T13:23:30Z</updated>

		<summary type="html">&lt;p&gt;Macks2010: /* Additional Suffixes */&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 10EU/t power (at least 2 million EU per cell). &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;
&amp;lt;span class=&amp;quot;pops&amp;quot;&amp;gt;[http://forum.industrial-craft.net/index.php?page=Thread&amp;amp;threadID=446 Helpful forum post]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-headline&amp;quot; style=&amp;quot;font-size: 14pt&amp;quot; id=&amp;quot;Recipe&amp;quot;&amp;gt;Recipe&amp;lt;/span&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{{Grid/Crafting Table&lt;br /&gt;
|A1=Advanced Alloy|B1=Advanced Circuit|C1=Advanced Alloy&lt;br /&gt;
|A2=Reactor Chamber|B2=Generator|C2=Reactor Chamber&lt;br /&gt;
|A3=Advanced Alloy|B3=Advanced Circuit|C3=Advanced Alloy&lt;br /&gt;
|Output=Nuclear Reactor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-headline&amp;quot; style=&amp;quot;font-size: 14pt&amp;quot; id=&amp;quot;Usage&amp;quot;&amp;gt;Usage&amp;lt;/span&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Reactors are complex and not for the faint of heart. A bad design can suddenly replace your house with a nice new crater.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
=== Reactor Terms ===&lt;br /&gt;
Here are some of the terms often used when describing a reactor and its design.&lt;br /&gt;
:&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;
==== 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). 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_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;
==== Cooling components ====&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;
;[[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;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-headline&amp;quot; style=&amp;quot;font-size: 14pt&amp;quot; id=&amp;quot;GUI&amp;quot;&amp;gt;GUI&amp;lt;/span&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
This is the new GUI (fully upgraded with 6 additional [[Reactor Chamber]]s):&lt;br /&gt;
{{Grid/Reactor}}&lt;br /&gt;
Don&amp;#039;t think about using them as a mad scientist&amp;#039;s large chest; a reactor will spit out any item that is unrelated to its function. (Other than empty buckets.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{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>Macks2010</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Talk:Mining_Laser&amp;diff=11364</id>
		<title>Talk:Mining Laser</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Talk:Mining_Laser&amp;diff=11364"/>
		<updated>2012-08-02T01:00:47Z</updated>

		<summary type="html">&lt;p&gt;Macks2010: /* Mining Mode block travel distance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;can mining laser break Reinforced Glass ? &lt;br /&gt;
Thanks , LightKnight&lt;br /&gt;
&lt;br /&gt;
problems with testing yourself?&lt;br /&gt;
&lt;br /&gt;
== Outdated parts of this article. ==&lt;br /&gt;
&lt;br /&gt;
This part is outdated now.&lt;br /&gt;
&lt;br /&gt;
Mining	 Normal beam, average power	1250 (80 shots)	3.5 hearts	64 blocks	6 (stone), 24 (dirt)&lt;br /&gt;
Low-Focus	 Very short-range beam, small power	100 (1000 shots)	0.5 hearts	3 blocks	1 (stone), 2 (dirt)&lt;br /&gt;
Long-Range	 High-powered beam, high power	5000 (20 shots)	10 hearts	64 blocks	27 (stone), 128+ (dirt)&lt;br /&gt;
Scatter	 25 beams, 5x5 square formation, average power per beam	10,000 (10 shots)	2.5 hearts	64 blocks	16 (stone), 16 (dirt)&lt;br /&gt;
Explosive	 The beam explodes upon touching a block	5000 (20 shots)	3.5 hearts	64 blocks	2 (stone), 5 (dirt)&lt;br /&gt;
Horizontal	 The beam will travel perfectly horizontally. Presumed to be similar to mining mode.	1250 (80 shots)	3.5 hearts	64 blocks	6 (stone), 24 (dirt)&lt;br /&gt;
&lt;br /&gt;
* High power says the beam travels 64 blocks, but that it will break 128+ blocks of dirt.  Is this a distance discrepancy, or does the beam act in an area wider than 1 block?  --[[User:Kmartinator|Kmartinator]] 22:02, 8 March 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
== Super Heat-mode= part of Industrium Conflict ? ==&lt;br /&gt;
&lt;br /&gt;
I think Super Heat mode has been added in order to be useful of Industrium Conflict, maybe for being compatible with something like the Faction Pluggin and allowing player to destroy oponent claims or it could simply be more powerful on player, or even it could be a part of a system working a bit like Faction.&lt;br /&gt;
Advices ?&lt;br /&gt;
&lt;br /&gt;
== Mining Mode block travel distance ==&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;m pretty sure mining mode distance (I understand this isn&amp;#039;t penetration) is 8. I&amp;#039;ve been using it for a while now and can&amp;#039;t seem to hit anything greater than 8 blocks away. But I&amp;#039;d like outside verification before I change the chart.&lt;br /&gt;
&lt;br /&gt;
macks2010 says: I confirm that the mining mode does NOT hit 64 blocks away (as of technic 6.0.7... not sure which version of IC2 that is...). It hits up to 10 blocks away. I think someone should check the LATEST version of IC before any changes are made. My test method was to pile some sand and test each distance starting close up. Upon increasing to 11 blocks away, it stopped destroying the blocks. Oddly, when I put a piece of sand behind the one I was 10 blocks away from, it still got destroyed. Nevertheless, it didn&amp;#039;t work when I was 11 blocks away from the closest piece of sand. (i moved 1 block forward to make sure it wasn&amp;#039;t just a positional anomaly such as a chunk boundary)&lt;/div&gt;</summary>
		<author><name>Macks2010</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Talk:Mining_Laser&amp;diff=11363</id>
		<title>Talk:Mining Laser</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Talk:Mining_Laser&amp;diff=11363"/>
		<updated>2012-08-02T00:43:10Z</updated>

		<summary type="html">&lt;p&gt;Macks2010: /* Mining Mode block travel distance */  partial confirmation of  the premise&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;can mining laser break Reinforced Glass ? &lt;br /&gt;
Thanks , LightKnight&lt;br /&gt;
&lt;br /&gt;
problems with testing yourself?&lt;br /&gt;
&lt;br /&gt;
== Outdated parts of this article. ==&lt;br /&gt;
&lt;br /&gt;
This part is outdated now.&lt;br /&gt;
&lt;br /&gt;
Mining	 Normal beam, average power	1250 (80 shots)	3.5 hearts	64 blocks	6 (stone), 24 (dirt)&lt;br /&gt;
Low-Focus	 Very short-range beam, small power	100 (1000 shots)	0.5 hearts	3 blocks	1 (stone), 2 (dirt)&lt;br /&gt;
Long-Range	 High-powered beam, high power	5000 (20 shots)	10 hearts	64 blocks	27 (stone), 128+ (dirt)&lt;br /&gt;
Scatter	 25 beams, 5x5 square formation, average power per beam	10,000 (10 shots)	2.5 hearts	64 blocks	16 (stone), 16 (dirt)&lt;br /&gt;
Explosive	 The beam explodes upon touching a block	5000 (20 shots)	3.5 hearts	64 blocks	2 (stone), 5 (dirt)&lt;br /&gt;
Horizontal	 The beam will travel perfectly horizontally. Presumed to be similar to mining mode.	1250 (80 shots)	3.5 hearts	64 blocks	6 (stone), 24 (dirt)&lt;br /&gt;
&lt;br /&gt;
* High power says the beam travels 64 blocks, but that it will break 128+ blocks of dirt.  Is this a distance discrepancy, or does the beam act in an area wider than 1 block?  --[[User:Kmartinator|Kmartinator]] 22:02, 8 March 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
== Super Heat-mode= part of Industrium Conflict ? ==&lt;br /&gt;
&lt;br /&gt;
I think Super Heat mode has been added in order to be useful of Industrium Conflict, maybe for being compatible with something like the Faction Pluggin and allowing player to destroy oponent claims or it could simply be more powerful on player, or even it could be a part of a system working a bit like Faction.&lt;br /&gt;
Advices ?&lt;br /&gt;
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== Mining Mode block travel distance ==&lt;br /&gt;
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I&amp;#039;m pretty sure mining mode distance (I understand this isn&amp;#039;t penetration) is 8. I&amp;#039;ve been using it for a while now and can&amp;#039;t seem to hit anything greater than 8 blocks away. But I&amp;#039;d like outside verification before I change the chart.&lt;br /&gt;
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macks2010 says: I confirm that the mining mode does NOT hit 64 blocks away (as of technic 6.0.7... not sure which version of IC2 that is...). It hits up to 10 or 11 blocks away (depending on how you count it). I think someone should check the LATEST version of IC before any changes are made.&lt;/div&gt;</summary>
		<author><name>Macks2010</name></author>
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