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	<id>https://wiki.industrial-craft.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Strill</id>
	<title>Industrial-Craft-Wiki - User contributions [en]</title>
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	<updated>2026-10-16T12:16:22Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Talk:Luminator&amp;diff=11433</id>
		<title>Talk:Luminator</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Talk:Luminator&amp;diff=11433"/>
		<updated>2012-08-18T13:24:33Z</updated>

		<summary type="html">&lt;p&gt;Strill: /* Light emitting from wrong side? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;un-bugged yet? --[[User:CyberJacob|CyberJacob]] 12:38, 6 October 2011 (CEST)&lt;br /&gt;
    Same question  --[[User:Oggylt|Oggylt]]  16:29 October 24 2011 (GTM +2)&lt;br /&gt;
        Yes as of 1.337 --[[User:Tim|Tim]] 13:24 December 18 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Cables? ==&lt;br /&gt;
&lt;br /&gt;
Luminators don&amp;#039;t &amp;#039;&amp;#039;&amp;#039;look&amp;#039;&amp;#039;&amp;#039; like they&amp;#039;re acting like cables to me! They mount somewhere, adjacent cables behind the mounted surface run into them (but not cables on other surfaces), and there doesn&amp;#039;t seem to be any way to attach more than one cable, immediately eliminating any possibility that they can transmit power from one place to another (&amp;quot;act like cables&amp;quot;). Pretty sure they&amp;#039;re working like machines. I don&amp;#039;t know what their storage, max packet size, or energy consumption rate are though. Those should probably be fixed up. [[User:Hawk777|Hawk777]] 06:35, 9 December 2011 (CET)&lt;br /&gt;
&lt;br /&gt;
    Page updated but needs editing --[[User:Tim|Tim]] 13:24 December 18 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Thanks. I put the energy into the nice table template, but someone should probably figure out the maximum permitted input packet size. That seems to be all that&amp;#039;s missing. [[User:Hawk777|Hawk777]] 07:52, 20 December 2011 (CET)&lt;br /&gt;
&lt;br /&gt;
== Strength/brightness? ==&lt;br /&gt;
&lt;br /&gt;
How bright are luminators? They appear to be about as bright as a torch, but I am having a tough time being able to tell for sure, and I&amp;#039;m not sure where in the mod it is set in order to find out definitively.&lt;br /&gt;
&lt;br /&gt;
Also, I know this is hardly the place to make any suggestions, but it sure would be nice if they were considerably brighter than a torch, considering how much set up or maintenance is involved compared to a simple torch (though certainly luminators are more aesthetically pleasing). - [[User:Niveras|Niveras]] 02:08, 19 January 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
: As much as many people would like various industrial light sources to be really bright, the Minecraft lighting engine doesn&amp;#039;t (easily) allow that. Torches have a brightness of 14 within the torch block itself. Fire has a brightness of 15, and the engine doesn&amp;#039;t allow levels above 15. This same issue has been raised with Eloraam for RedPower lumar lamps. We&amp;#039;d all like it and it might happen some day, but if so it&amp;#039;ll either require some cooperation from Mojang or else quite a bit of work in Minecraft Forge, from what I&amp;#039;ve heard. [[User:Hawk777|Hawk777]] 08:55, 19 January 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
: I have a possible solution to the problem of the light limit. In trying to figure out how to get a really bright light for a possible xneon arclamp mod (I have yet to learn Java), I realized that an air like block with luminescence of 15 could be used as a work around technical block by spawning it around the light souorce. This could also be used to simulate light effects, such as radiosity (the diffuse reflection of light onto a surface), even artificial sunlight.  Now how fun would that be to have zombies burn INSIDE your house at night? [[User:RaiderZulu|RaiderZulu]]  10:05, 15 August 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Switching on and off? ==&lt;br /&gt;
&lt;br /&gt;
Is there a way to get these to turn on and off using a lever and splitter cable? The energy storage prevents you from being able to use it that way since it will just stay on using it&amp;#039;s stored energy (which will last a LONG time). If it&amp;#039;s really not possible then that&amp;#039;s really disappointing, I feel like the luminator shouldn&amp;#039;t have storage. I know the redpower lamp is an alternative, but it&amp;#039;s impossible to hide the redstone (unlike how you can hide wires in cf foam) without very thick walls or putting the lamp on the floor.&lt;br /&gt;
&lt;br /&gt;
: This isn&amp;#039;t a direct answer to your question, but you can hide RedPower red alloy wire inside the same amount of space that foamed cable would take up by using Covers, which can be made with handsaws. [[User:Hawk777|Hawk777]] 06:22, 2 April 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== issue with tin cable ==&lt;br /&gt;
Version for mc 1.2.3 appears to have issues with mounting on tin cables, where the flicker instead of lighting. --[[User:Xarses|Xarses]] 06:07, 13 April 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
: Happens for me too at least if powered by solar panels. I believe it’s a known bug. Try adding a batbox in between. [[User:Hawk777|Hawk777]] 08:56, 13 April 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
: One luminator uses up 1EU/t, the exact amount one solar panel can create. The flicker comes from the energy running out constantly. Each luminator has a 10000 EU capacity, so you either have to charge them up initially with a RE-battery and then keep the light on with solar panels, or put an energy buffer like batbox or similiar between and keep it filled. -[[User:Styl1sh|Styl1sh]] 12:04, 13 April 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Not worth it?==&lt;br /&gt;
Does anyone else feel as if luminators aren&amp;#039;t worth the energy cost? I mean, they spend 10 000 EU in ~2 in game days, light as much as a torch, and either needs constant power (hard to conceal the wiring) or regular manual recharging. Heck, if lighting was this expensive and inconvenient in real life people would still use candles!&lt;br /&gt;
&lt;br /&gt;
I know that with technic pack/tekkit RedPower2 lamps are an alternative, but they are full size blocks, so they are no good either.&lt;br /&gt;
&lt;br /&gt;
: I find them only useful when a cable is already there and there is a guaranteed energy source, such as at the top of the tower (&amp;quot;The Monstrosity,&amp;quot; as I call it, because of the way I built it) it that bears the windmills for my Crop Defense Array (16 Tesla Coils are harder to power than you might think) or on a Glass Fiber Cable suspended over a pass (I have a Helicopter in that world).  Another use is to burn creepers.[[User:RaiderZulu|RaiderZulu]]  11:47, 15 August 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Odd issues and feedback ==&lt;br /&gt;
&lt;br /&gt;
Does glass fiber optic wire not work with luminators?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also they appear to act as full size blocks.  For example if I put them on the ground next to a chest I can&amp;#039;t click the side of the chest to open it.  Even though I can physically see it, the game acts if it is covered by a solid block.  They need to act like panels IMHO.  Also a wrench should be able to change the size of the luminator when mounted on a wire, other wise the only size you get is the full square unless you plan on wasting endless time recharging them with batteries.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another issue I noticed when I tried to make a whole floor of them was that they wouldn&amp;#039;t stay at full brightness.  If I got too far away from the power source, only 10 blocks or so, they stayed very dim.  Some of them went full bright again when I ripped out the luminators that were furthest away.  Also I think a powered wrench should be able to remove the luminator without destroying it.  It is a machine after all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general most people I ask think luminators are stupid due to their restrictions and impracticality.  Anther and more general problem is that wiring acts as a full block and can&amp;#039;t be covered with redpower covers in the same block.&lt;br /&gt;
&lt;br /&gt;
== Light emitting from wrong side? ==&lt;br /&gt;
&lt;br /&gt;
After messing with these devices for the better part of an hour and failing (they kept exploding), I decided to test my set up on a smaller scale. &lt;br /&gt;
&lt;br /&gt;
I Hid an MFE in the ceiling with glass fiber cable and an LV transformer. Set up some fiber cable coming out of the LV&amp;#039;s output and attached a luminator to the cable about 3 blocks away. It lit up! Only problem is that the underside of the luminator remains dark. The light surrounds the device, but only the side attached to the cable appears lit, which makes things look kinda weird.&lt;br /&gt;
&lt;br /&gt;
Is this some sort of bug or are they just not meant to be ceiling panels?&lt;br /&gt;
&lt;br /&gt;
:  Try changing the smooth lighting settings, that worked for me with sub-blocks. [[User:RaiderZulu|RaiderZulu]]  11:47, 15 August 2012 (EST)&lt;br /&gt;
: No, this is definitely a bug.  Instead of being small squares when attached to the ceiling they appear as floor tiles, and only glow on the top.  It doesn&amp;#039;t appear to be possible to actually power ceiling luminators.[[User:Strill|Strill]] 13:24, 18 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Strill</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Talk:Tesla_Coil&amp;diff=11420</id>
		<title>Talk:Tesla Coil</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Talk:Tesla_Coil&amp;diff=11420"/>
		<updated>2012-08-17T11:24:26Z</updated>

		<summary type="html">&lt;p&gt;Strill: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does this target the player? If no, please specify somewhere on the page. [[User:Luingar|Luingar]] 22:59, 11 October 2011 (CEST)&lt;br /&gt;
* From the description, it sounds like it does, but I haven&amp;#039;t tested it. --[[User:Trifler|Trifler]] 04:44, 13 October 2011 (CEST)&lt;br /&gt;
* I tested it in Creative Mode and it does target the player on the ground, because I was standing on the pressure plate next to the Tesla Coil and when I walked bakwards, there was some purple smoke over the spot where I was standing. Also, there was no other living mob and the tesla coil was fully charged, but it still drained energy from my MFSU. --[[User:AtomikBoom|AtomikBoom]] 07:58, 13 October 2011 (CEST)&lt;br /&gt;
&lt;br /&gt;
-Deleted the section declaring that the tesla coil is pointless, as that is an opinion thing. -Sirbrandino&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You never really use it? it target any kind of mob (the player is a mob) so you can (at least try to) prevent people to going into your house by killing then. - Techmago.&lt;br /&gt;
&lt;br /&gt;
== Need More Stats! ==&lt;br /&gt;
&lt;br /&gt;
How much damage does it do? Can it bypass quantum armor?&lt;/div&gt;</summary>
		<author><name>Strill</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Talk:Tesla_Coil&amp;diff=11419</id>
		<title>Talk:Tesla Coil</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Talk:Tesla_Coil&amp;diff=11419"/>
		<updated>2012-08-17T11:23:02Z</updated>

		<summary type="html">&lt;p&gt;Strill: /* Need More Stats! */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does this target the player? If no, please specify somewhere on the page. [[User:Luingar|Luingar]] 22:59, 11 October 2011 (CEST)&lt;br /&gt;
* From the description, it sounds like it does, but I haven&amp;#039;t tested it. --[[User:Trifler|Trifler]] 04:44, 13 October 2011 (CEST)&lt;br /&gt;
* I tested it in Creative Mode and it does target the player on the ground, because I was standing on the pressure plate next to the Tesla Coil and when I walked bakwards, there was some purple smoke over the spot where I was standing. Also, there was no other living mob and the tesla coil was fully charged, but it still drained energy from my MFSU. --[[User:AtomikBoom|AtomikBoom]] 07:58, 13 October 2011 (CEST)&lt;br /&gt;
&lt;br /&gt;
-Deleted the section declaring that the tesla coil is pointless, as that is an opinion thing. -Sirbrandino&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You never really use it? it target any kind of mob (the player is a mob) so you can (at least try to) prevent people to going into your house by killing then. - Techmago.&lt;br /&gt;
&lt;br /&gt;
== Need More Stats! ==&lt;br /&gt;
&lt;br /&gt;
How much damage does it do?  What is its range?&lt;/div&gt;</summary>
		<author><name>Strill</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Teleporter&amp;diff=11379</id>
		<title>Teleporter</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Teleporter&amp;diff=11379"/>
		<updated>2012-08-05T14:37:49Z</updated>

		<summary type="html">&lt;p&gt;Strill: /* Other Notes: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Block&lt;br /&gt;
|image=Teleporter_ig.png&lt;br /&gt;
|type=Block&lt;br /&gt;
|gravity=No&lt;br /&gt;
|dirt=No&lt;br /&gt;
|transparent=No&lt;br /&gt;
|light=No&lt;br /&gt;
|stackable=Yes (64)&lt;br /&gt;
}}&lt;br /&gt;
This is the &amp;#039;&amp;#039;&amp;#039;FUTURE!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Who needs Minecarts, long walkways or a speedy Quantum Suit, if you can harness the ultimate technology of TELEPORTING right to wherever you want?&lt;br /&gt;
&lt;br /&gt;
Teleporters are highly-complex, super-modern pieces of extremely-hayoish-awesome technology, capable of teleporting an infinite number of objects, excluding solid matter in form of blocks, to another Teleporter.&lt;br /&gt;
&lt;br /&gt;
However, we recommend buying a whole bunch of our sweet and cheap generator products, otherwise you WILL not be able to power the Teleporters sufficiently:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Usage: ==&lt;br /&gt;
1. Place the Teleporter directly adjacent to a power storage unit such as an [[MFS Unit]], or even a couple.&lt;br /&gt;
&lt;br /&gt;
2. Use a [[FreqTrans]] to link one Teleporter to another.&lt;br /&gt;
&lt;br /&gt;
3. Wire Redstone to the Teleporter.&lt;br /&gt;
&lt;br /&gt;
4. Activate the Redstone.&lt;br /&gt;
&lt;br /&gt;
If you have enough power in contiguous [[MFS Unit|storage units]], the power will be drained and you will be instantly teleported to the connected Teleporter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Linking Teleporters ==&lt;br /&gt;
Linking Teleporters is as easy as 1,2,3&lt;br /&gt;
&lt;br /&gt;
#while holding a [[FreqTrans]] right-click on the first Teleporter.&lt;br /&gt;
#repeat for the second Teleporter.&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;GO TELEPORTING. HEYO!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Power Costs ==&lt;br /&gt;
The power used by the Teleporter depends on a combination of what is being teleported and how far.&lt;br /&gt;
&lt;br /&gt;
===Teleporter EU cost Calculator===&lt;br /&gt;
You can download an Excel file to calculate the required power to perform a teleport [http://www.mediafire.com/?k68plu9rg4tdn9n here].&lt;br /&gt;
&lt;br /&gt;
===Formulas and Values===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Animal weight:&amp;#039;&amp;#039;&amp;#039; 100&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Mob weight:&amp;#039;&amp;#039;&amp;#039; 500&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Player weight:&amp;#039;&amp;#039;&amp;#039; 1000 + (100 per worn armor piece) + (100 per full item stack)&lt;br /&gt;
* Worst case player weight: 1000 + 4 * 100 + 4 * 9 * 100 = 5000&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Energy cost:&amp;#039;&amp;#039;&amp;#039; Floor(5 * Floor(Weight) * (Floor(Distance) + 10)^0.7)&lt;br /&gt;
* Minimum distance, worst case weight, 5 fully charged MFSU: ~51960&lt;br /&gt;
&lt;br /&gt;
===Energy Cost Example===&lt;br /&gt;
&lt;br /&gt;
Teleporting a player with only chest armor, boots, 64 cobblestone, 20 dirt, and 10 eggs for 15 distance.&lt;br /&gt;
&lt;br /&gt;
Base cost:&amp;#039;&amp;#039; 1000&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Armor cost: &amp;#039;&amp;#039;Chest(100) + Boots(100)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Inventory cost:&amp;#039;&amp;#039; Cobblestone(100 * 64/64) + Dirt(100 * 20/64) + Eggs(100 * 10/16) = 193.75&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Player weight:&amp;#039;&amp;#039; 1000 + 200 + 193.75 = 1393.75&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Total: &amp;#039;&amp;#039;Floor(5 * Floor(1393.75) * (15 + 10)^0.7) = 66294 EU&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As you can see, the power requirements easily exceed even [[HV Cable]], which is why a cable connection is insufficient. Although, an HV Cable might be sufficient for teleporting animals short distances (untested).&lt;br /&gt;
&lt;br /&gt;
===Distance Calculation===&lt;br /&gt;
&lt;br /&gt;
Distances are calculated in &amp;#039;&amp;#039;&amp;#039;Euclidean meters&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Distance = sqrt( (dx)^2 + (dy)^2 + (dz)^2 )&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
dx, dy, and dz are distances in the x, y, and z directions, respectively.&lt;br /&gt;
&lt;br /&gt;
===Distance Example===&lt;br /&gt;
&lt;br /&gt;
If you place a teleporter at (10,50,-20) and another at (30,15,-60)&lt;br /&gt;
&lt;br /&gt;
dx = 30-10 = 20&lt;br /&gt;
&lt;br /&gt;
dy = 15-50 = -35&lt;br /&gt;
&lt;br /&gt;
dz = (-60)-(-20) = -40&lt;br /&gt;
&lt;br /&gt;
Distance = sqrt ( 20^2 + (-35)^2 + (-40)^2 ) = 56.78908&lt;br /&gt;
&lt;br /&gt;
===Energy Storage Devices===&lt;br /&gt;
&lt;br /&gt;
Energy will be drained from adjacent energy storage devices simultaneously. Equal amounts of energy will be drained from adjacent devices if there are enough energy. If three energy devices are adjacent 33.33% of the energy will be drained from each. &lt;br /&gt;
&lt;br /&gt;
All types of energy storage can be used BatBox, MFE and MFSU.&lt;br /&gt;
&lt;br /&gt;
== Other Notes: ==&lt;br /&gt;
Teleporters can explode if you leave and reload a world without quitting Minecraft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teleporters can have one-way connections. This requires at least three teleporters, referred to as A, B, and C.  Link teleporters A and B, then link A to C, and B will remain connected to A one-way.  This can give teleporter networks increased flexibility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other mods like TMI (Too Many Items) can interfere with IC2. Specifically Frequency Transmitters when setting up Teleporters. This bug often makes Frequency Transmitters get stuck on the first Teleporter when linking two Teleporters. Afterwards it is not possible to unlink from the first Teleporter and all other connections made will link to the first Teleporter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teleporters can teleport players that are standing one block above the teleporter. This makes it possible to place a storage device on all 6 sides. It also makes it possible to camouflage teleporters under the ground. With IC2 1.81 you get stuck, the teleporter must be visible if you will arrive without damage. &amp;lt;!-- unknown: can you teleport away? or it is bugged to? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In SMP there may be a Loop Bug [http://forum.industrial-craft.net/index.php?page=Thread&amp;amp;threadID=4902] the solution is an Pulse Former from RedPower2 or without RP2 an pulse limiter redstone circuit. You could also neglect to put a power storage device under one of the teleporters, though it will be only a one way teleport system.&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&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;
{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Machines]]&lt;/div&gt;</summary>
		<author><name>Strill</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Teleporter&amp;diff=11378</id>
		<title>Teleporter</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Teleporter&amp;diff=11378"/>
		<updated>2012-08-05T14:36:15Z</updated>

		<summary type="html">&lt;p&gt;Strill: /* Other Notes: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Block&lt;br /&gt;
|image=Teleporter_ig.png&lt;br /&gt;
|type=Block&lt;br /&gt;
|gravity=No&lt;br /&gt;
|dirt=No&lt;br /&gt;
|transparent=No&lt;br /&gt;
|light=No&lt;br /&gt;
|stackable=Yes (64)&lt;br /&gt;
}}&lt;br /&gt;
This is the &amp;#039;&amp;#039;&amp;#039;FUTURE!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Who needs Minecarts, long walkways or a speedy Quantum Suit, if you can harness the ultimate technology of TELEPORTING right to wherever you want?&lt;br /&gt;
&lt;br /&gt;
Teleporters are highly-complex, super-modern pieces of extremely-hayoish-awesome technology, capable of teleporting an infinite number of objects, excluding solid matter in form of blocks, to another Teleporter.&lt;br /&gt;
&lt;br /&gt;
However, we recommend buying a whole bunch of our sweet and cheap generator products, otherwise you WILL not be able to power the Teleporters sufficiently:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Usage: ==&lt;br /&gt;
1. Place the Teleporter directly adjacent to a power storage unit such as an [[MFS Unit]], or even a couple.&lt;br /&gt;
&lt;br /&gt;
2. Use a [[FreqTrans]] to link one Teleporter to another.&lt;br /&gt;
&lt;br /&gt;
3. Wire Redstone to the Teleporter.&lt;br /&gt;
&lt;br /&gt;
4. Activate the Redstone.&lt;br /&gt;
&lt;br /&gt;
If you have enough power in contiguous [[MFS Unit|storage units]], the power will be drained and you will be instantly teleported to the connected Teleporter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Linking Teleporters ==&lt;br /&gt;
Linking Teleporters is as easy as 1,2,3&lt;br /&gt;
&lt;br /&gt;
#while holding a [[FreqTrans]] right-click on the first Teleporter.&lt;br /&gt;
#repeat for the second Teleporter.&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;GO TELEPORTING. HEYO!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Power Costs ==&lt;br /&gt;
The power used by the Teleporter depends on a combination of what is being teleported and how far.&lt;br /&gt;
&lt;br /&gt;
===Teleporter EU cost Calculator===&lt;br /&gt;
You can download an Excel file to calculate the required power to perform a teleport [http://www.mediafire.com/?k68plu9rg4tdn9n here].&lt;br /&gt;
&lt;br /&gt;
===Formulas and Values===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Animal weight:&amp;#039;&amp;#039;&amp;#039; 100&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Mob weight:&amp;#039;&amp;#039;&amp;#039; 500&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Player weight:&amp;#039;&amp;#039;&amp;#039; 1000 + (100 per worn armor piece) + (100 per full item stack)&lt;br /&gt;
* Worst case player weight: 1000 + 4 * 100 + 4 * 9 * 100 = 5000&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Energy cost:&amp;#039;&amp;#039;&amp;#039; Floor(5 * Floor(Weight) * (Floor(Distance) + 10)^0.7)&lt;br /&gt;
* Minimum distance, worst case weight, 5 fully charged MFSU: ~51960&lt;br /&gt;
&lt;br /&gt;
===Energy Cost Example===&lt;br /&gt;
&lt;br /&gt;
Teleporting a player with only chest armor, boots, 64 cobblestone, 20 dirt, and 10 eggs for 15 distance.&lt;br /&gt;
&lt;br /&gt;
Base cost:&amp;#039;&amp;#039; 1000&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Armor cost: &amp;#039;&amp;#039;Chest(100) + Boots(100)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Inventory cost:&amp;#039;&amp;#039; Cobblestone(100 * 64/64) + Dirt(100 * 20/64) + Eggs(100 * 10/16) = 193.75&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Player weight:&amp;#039;&amp;#039; 1000 + 200 + 193.75 = 1393.75&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Total: &amp;#039;&amp;#039;Floor(5 * Floor(1393.75) * (15 + 10)^0.7) = 66294 EU&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As you can see, the power requirements easily exceed even [[HV Cable]], which is why a cable connection is insufficient. Although, an HV Cable might be sufficient for teleporting animals short distances (untested).&lt;br /&gt;
&lt;br /&gt;
===Distance Calculation===&lt;br /&gt;
&lt;br /&gt;
Distances are calculated in &amp;#039;&amp;#039;&amp;#039;Euclidean meters&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Distance = sqrt( (dx)^2 + (dy)^2 + (dz)^2 )&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
dx, dy, and dz are distances in the x, y, and z directions, respectively.&lt;br /&gt;
&lt;br /&gt;
===Distance Example===&lt;br /&gt;
&lt;br /&gt;
If you place a teleporter at (10,50,-20) and another at (30,15,-60)&lt;br /&gt;
&lt;br /&gt;
dx = 30-10 = 20&lt;br /&gt;
&lt;br /&gt;
dy = 15-50 = -35&lt;br /&gt;
&lt;br /&gt;
dz = (-60)-(-20) = -40&lt;br /&gt;
&lt;br /&gt;
Distance = sqrt ( 20^2 + (-35)^2 + (-40)^2 ) = 56.78908&lt;br /&gt;
&lt;br /&gt;
===Energy Storage Devices===&lt;br /&gt;
&lt;br /&gt;
Energy will be drained from adjacent energy storage devices simultaneously. Equal amounts of energy will be drained from adjacent devices if there are enough energy. If three energy devices are adjacent 33.33% of the energy will be drained from each. &lt;br /&gt;
&lt;br /&gt;
All types of energy storage can be used BatBox, MFE and MFSU.&lt;br /&gt;
&lt;br /&gt;
== Other Notes: ==&lt;br /&gt;
Teleporters can explode if you leave and reload a world without quitting Minecraft.&lt;br /&gt;
&lt;br /&gt;
Teleporters can have one-way connections.  Link teleporters A and B, then link A to C, and B will remain connected to A one-way.  This can give teleporter networks increased flexibility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other mods like TMI (Too Many Items) can interfere with IC2. Specifically Frequency Transmitters when setting up Teleporters. This bug often makes Frequency Transmitters get stuck on the first Teleporter when linking two Teleporters. Afterwards it is not possible to unlink from the first Teleporter and all other connections made will link to the first Teleporter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teleporters can teleport players that are standing one block above the teleporter. This makes it possible to place a storage device on all 6 sides. It also makes it possible to camouflage teleporters under the ground. With IC2 1.81 you get stuck, the teleporter must be visible if you will arrive without damage. &amp;lt;!-- unknown: can you teleport away? or it is bugged to? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In SMP there may be a Loop Bug [http://forum.industrial-craft.net/index.php?page=Thread&amp;amp;threadID=4902] the solution is an Pulse Former from RedPower2 or without RP2 an pulse limiter redstone circuit. You could also neglect to put a power storage device under one of the teleporters, though it will be only a one way teleport system.&lt;br /&gt;
&lt;br /&gt;
== Recipe ==&lt;br /&gt;
&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;
{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Machines]]&lt;/div&gt;</summary>
		<author><name>Strill</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Talk:Teleporter&amp;diff=11377</id>
		<title>Talk:Teleporter</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Talk:Teleporter&amp;diff=11377"/>
		<updated>2012-08-05T14:32:47Z</updated>

		<summary type="html">&lt;p&gt;Strill: /* One-Way Teleporters */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does high count for the Distance?&lt;br /&gt;
: I imagine so. --[[User:Trifler|Trifler]] 13:09, 24 November 2011 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As of 1.15, there seem to be some pretty major bugs regarding teleporters. Either that or a lot of not disclosed information regarding their functioning. For example, when holding a cleared (empty) Freq Xmitter, then right clicking on an unlinked teleporter, then right clicking on another unlinked teleporter, does not always link the two, nor produce the message you get when you do successfully link two. Sometimes this does work, but there are numerous reproducible scenarios (I can provide map/video/further description if need be) where it does not work. --[[User:RedstoneCowboy|RedstoneCowboy]]&lt;br /&gt;
&lt;br /&gt;
== 1.337 ==&lt;br /&gt;
&lt;br /&gt;
As of 1.337, Alblaka apparently changed the formula for teleportation cost: &amp;quot;Teleporting costs are now slightly less influenced by range.&amp;quot;. This suggests the formulæ on this page are wrong.&lt;br /&gt;
&lt;br /&gt;
According to Player, in this thread http://forum.industrial-craft.net/index.php?page=Thread&amp;amp;postID=21348&amp;amp;highlight=teleporter#post21348&lt;br /&gt;
&amp;quot;The energy consumption has been changed to weight * (distance + 10)^0.7 * 5 in version 1.3x. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Powering ==&lt;br /&gt;
&lt;br /&gt;
Says, &amp;quot;Teleporters can teleport players that are standing one block above the teleporter. This makes it possible to place a storage device on all 6 sides. It also makes it possible to camouflage teleporters under the ground.&amp;quot; While this may be true, it seems that it&amp;#039;s not useful to place 6 power sources as you need a face open to activate the teleporter. Am I wrong? [[User:Ouroborus|Ouroborus]] 15:36, 1 March 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
== One-Way Teleporters ==&lt;br /&gt;
&lt;br /&gt;
I noticed that if you link Teleporters A and B, then link A to C, B will still be connected to A one-way.  I find this convenient, but it might be a bug.  Should some instructions go on the page?&lt;/div&gt;</summary>
		<author><name>Strill</name></author>
	</entry>
	<entry>
		<id>https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=11365</id>
		<title>Nuclear Reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor&amp;diff=11365"/>
		<updated>2012-08-02T22:22:18Z</updated>

		<summary type="html">&lt;p&gt;Strill: &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>Strill</name></author>
	</entry>
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